Dice Resolution Dice pool system, using d6s, every 4+ is a hit. Your dice pool is typically going to be either your skill rank, your Will, or your Health; depending on the circumstances. Modifiers can adjust this pool, in the format of +/-1D.
Conditions These are usually not effects applied as an attack, but effects a PC accrues as a cost to overcome an obstacle, ultimately serving as a form of narrative HP. Standard conditions are as follows: angry, afraid, exhausted, injured, ill-equipped, sick. Sick also handles situations like mental duress. Ill-equipped covers the circumstances where either your equipment is unavailable or unable to handle the situation, and can be recovered through technobabble - in many ways, it's going to serve the same mechanical role as [hungry & thirsty] does in Torchbearer as far as how it's recovered.
Character Creation
Ethics A snapshot of your PC's beliefs or ethical stance.
Goal An imperative objective, achievable w/in the session.
Instinct Triggered, ingrained action, allowing a free roll
Rank This isn't quite level, but it's close. No party can have more than one Commander and Captain each.
- Deputy - Starting Will 2, Starting Health 6, 12 skill points, 1 knowledge skill point, 1 bonus trait
- Inspector - Starting Will 3, Starting Health 5, 13 skill points, 2 knowledge skill points
- Lieutenant - Starting Will 4, Starting Health 4, 15 skill points, 3 knowledge skill points
- Commander - Starting Will 5, Starting Health 3, 17 skill points, 4 knowledge skill points, 1 bonus trait
- Captain- Starting Will 6, Starting Health 2, 21 skill points, 6 knowledge skill points, 1 bonus trait
- General Athletics. Domestic. Artistics. Performance. Rustic.
- Academy Tricorder. Phaser. Hand-to-Hand. Repairs. Survival.
- Command & Operations Diplomacy. Piloting. Command. Regulations.
- Science & Medicine Medicine. Biology. Planetary. Quantum-Mech. Computers. Astrophysics.
- Engineering & Security Communications. Propulsions. Shields. Ship-Fundamentals. Security.
- Questionable & Criminal Blackmarket. Espionage. Torture. Brainwashing. Guile.
Traits Start with ~4; 1 from homeworld, ~2 from species, & 1 from department (Engineering, Science, etc). There are three categories of traits
- Character Handles stuff like RP tags.
- Dice Grants +1D to certain actions or unlocks access to certain skills.
- Special Grants special actions, allow checks to be made that normally can't, etc.
I need to decide on specific lists for traits, species (and their qualities), equipment, etc.
This is going to be a ripoffhomage to Star Trek, which means the setting is going to be different. The core premise of the game is for the party to be members of ship on a mission of exploration ("to boldly go"...). The practice of high-ranking officers going on away missions will still be present, which I don't know how to adequately justify within the narrative while keeping the premise of a crewed ship, as I don't want a Millennium Falcon scenario where the party makes up the entire ship; fortunately, Star Trek has laid the ground for this, so that this should be a familiar break from reality. While there's a semi-military structure, it will be well understood that areas of expertise trump rank ("A Sergeant in motion outranks a Lieutenant who doesn't know what's going on."). Additionally, if nobody's a Commander or Captain, then executive decisions will be made by the party with the Captain acting as an NPC-mouthpiece (and these will be the situations where the Captain doesn't go on away missions); whether this should include mechanics or just a page of describing the social contract is undecided.
Ships will have strong autonomy, which means communication with the gov't won't be reasonable while exploring (no subspace ansible that can reach HQ). My current thought is that STL will be gravitics & FTL will use an Alcubierre Drive. There won't be transporters.
Probably the biggest question is rewards for making decisions on what areas of space they explore; choosing to focus on prospecting style goals rather than first contact should have mechanical differences beyond the type of adventures the party's asking for. My first thought is to give the ship/PCs awards from Starfleet - generally a kind of [Plaque of Being Cool] with a neat description, grant fame within certain social circles (because you donated it to an orphanage), trophies, or even big projects like investing in personal ships/housing/property.