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Star Trek RPG Analysis FASA (1983) Last Unicorn (1999) DECIPHER (2002) MOPHIDIUS (2017) Rule System

This document compares the core mechanics and character creation systems of four Star Trek roleplaying games: FASA (1983), Last Unicorn (1999), Decipher (2002), and Mophidius (2017). All four games use some type of dice pool system to resolve actions. Character creation involves choosing a race and class/profession, determining attributes through a combination of dice rolls and racial modifiers, and selecting skills based on background. Each game also features derived attributes, advantages/special abilities, and reward systems like "candy" that provide additional benefits during play.

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0% found this document useful (0 votes)
215 views1 page

Star Trek RPG Analysis FASA (1983) Last Unicorn (1999) DECIPHER (2002) MOPHIDIUS (2017) Rule System

This document compares the core mechanics and character creation systems of four Star Trek roleplaying games: FASA (1983), Last Unicorn (1999), Decipher (2002), and Mophidius (2017). All four games use some type of dice pool system to resolve actions. Character creation involves choosing a race and class/profession, determining attributes through a combination of dice rolls and racial modifiers, and selecting skills based on background. Each game also features derived attributes, advantages/special abilities, and reward systems like "candy" that provide additional benefits during play.

Uploaded by

edemaitre
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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STAR TREK RPG ANALYSIS FASA (1983) LAST UNICORN (1999) DECIPHER (2002) MOPHIDIUS (2017)

RULE SYSTEM
Core Mechanic Roll under percentile dice. Either an Attribute or Skill Roll d6 pool equal to the governing attribute as Roll d6 pool equal to the governing attribute as Roll 2d20 under vs. opposed or Target Number
check, modified by difficulty. opposed or vs. Difficulty Number (DN) Success is opposed or vs. Target Number (TN) Success is equal (based on Attribute + Skill).
equal to or greater than DN. One die is the Drama to or greater than TN. Dice can explode if 6.
Die.
Play Sequence Initiative based on Small Unit Tactics/Starship Initiative is an opposed test of intended actions. Initiative is an opposed test of the Quickness Derived GM chooses the PC/NPC or one with highest Daring.
Combat skill, otherwise DEX is used Attribute. GM can spend Threat.

Actions Action Points indicate how many actions a character One action per round; else penalty Two actions per round (except for full-round actions) One task and other minor actions.
can take
Movement Movement requires Action Points 10 m/round Select from Movement actions Movement is a minor action.
Combat "To-Hit" Derived Attribute (average of DEX and As per core mechanic As per core mechanic; special rules for extraordinary Melee attacks are opposed; ranged attacks have a
Marksmanship/Unarmed Personal Combat) check, attacks (max damage) Target Number.
modified by range, size, position, concealment,
movement, aiming; special rules for "grazing" (less
damage)
Damage Damage subtracted from Operating Endurance Damage that exceeds Resistance applied to Wound Damage that exceeds Stamina applied to Wound Damage affects the Stress track.
Level scale Level scale
CHARACTER CREATION
Template Choices (0) no pre-built templates (7) archetypes (0) no pre-built templates (0) no pre-built templates
Race Choices (6) Andorian, Caitian, Edoan, Human, Tellarite, (7) Andorian, Axanari, Centauran, Human, Tellarite, (10) Bajoran, Betazoid, Cardassian, Ferengi, Human, (8) Andorian, Bajoran, Betazoid, Denobulan, Human,
Vulcan Tiburonian, Vulcan Klingon, Ocampa, Talaxian, Trill, Vulcan Tellarite, Trill, Vulcan

Class Choices (1) Starfleet Officer (8) Command, Communications, Helm/Navigation, (7) Diplomat, Merchant, Mystic, Rogue, Scientist, (1) Starfleet Officer
Engineer, Medical, Sciences, Scientist, Security Soldier, Starship Officer

Rank Determination Rank and position is a collaborative choice between Rank is Ensign unless player chooses the Promotion Based on Professional Development Packages Rank and position is a collaborative choice between
GM and players advantage GM and players
Attributes (7) Strength, Endurance, Intellect, Dexterity, (5) Fitness, Coordination, Intellect, Presence, Psi with (6) Strength, Intellect, Agility, Vitality, Presence, (6) Control, Daring, Fitness, Insight, Presence, Reason
Charisma, Luck, Psi 2 edges each Perception
Attribute Scale 1-100 1-5 typically 1-12 typically 7-12 typically
Attribute Determination Roll 3d10 + 40; apply Racial Modifiers; apply Bonus Based on Race; also purchased with Development Random (2d6 nine times, drop 3) or pick; apply Racial Based on Race; increased as part of Lifepath
Points Points Modifiers
"Candy" None Courage Points Courage, Renown Determination, Momentum, Threat
Derived Attributes Operating Endurance, Inaction Save Level, Renown, Resistance, Wound Level Quickness, Savvy, Stamina, Willpower, Defense, Stress
Unconsciousness Threshold Health, Wound Level
Skills (~50) very granular (~50) very granular 39 with granular specialties (6) Command, Conn, Engineering, Security, Science,
Medicine
Skill Scale 1-100 1-5 typically 0-12 typically 0-5
Skill Determination Lifepath system (Background, Academy, Branch Based on Race, Class, Background; also purchased Based on Race, Class, Background; also purchased Based on Race; increased as part of Lifepath
School, etc.) with Development Points (Lifepath packages) with Development Packages (Lifepath)

Advantages (0) no special abilities (~30) (~30) (~30)


Advantage Determination n/a Based on Race, Class, Background; also purchased Based on Race, Class, Background; also purchased Based on Race; increased as part of Lifepath
with Development Points (Lifepath packages) with Development Packages (Lifepath)

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