Core Rules


Skill Tests

To make a skill test, simply roll 2d6, add any modifiers (described below) and then add your skill total. Depending on the Target Number (TN) set by the Narrator, you will either succeed or fail depending on whether you meet this number.

A number of factors may modify your skill test result. These may result from edges and professional abilities, or situational modifiers assigned by the Narrator. However, some modifiers are common to all characters. You gain +2 to your test result if you posses a relevant speciality. Further, you may gain a +1 for possessing another relevant skill that may aid you in your test – this is known as Skill Affinity.

For example; Doctor McCoy is performing emergency First Aid on Ensign Meatshield. As he is also trained in Medicine, he is able to use this advanced medical knowledge and gains a +1 bonus to his roll.

Skill tests fall into four broad categories; physical, academic, social and psionic. Whilst these categories are primarily used by the Narrator to help assign situational modifiers, certain edges and professional abilities do affect certain categories, rather than specific skills

Degrees of Success/ Failure

Whilst simply meeting the TN is enough to succeed at any given task, it may be useful to note how well you succeeded at the test. For example, if attempting to jump a canyon, a rest of TN+1 may mean you have just managed to make it to the other side by the tips of your fingers, requiring a further roll to pull yourself up (wasting valuable time and inviting further risk!) whilst a result of TN+10 means you have cleared the canyon with room to spare! Table 6.7 in the Player’s Guide (p104) describes these degrees in more detail.

Often it may be useful to note how long a given task has taken, again depending on how high your test result was. This uses the same system and table.

Opposed Tests

A variant skill test is the opposed test. Whenever your success depends on the actions of another, rather than external modifiers, the Narrator may call for an opposed test. The Narrator does not set the TN for this test, rather the difficulty is set by his skill test result, which is made in an identical way to your own.

Extended Tests

An important dramatic tool at the Narrator’s disposal is the extended test. Whilst servicing the warp drive might ordinarily call for a single test, with the amount of time taken determined by the dice roll, doing the same in order to prevent a warp core breach represents a dramatic race against time to avoid destruction! Alternately, an extended test may be used to represent long, abstract tasks and determine how long such a task takes – such as a planetary scan or spending the day asking around town for rumours.

To conduct an extended test, the Narrator decides what skill or attribute tests are relevant and breaks the test into a number of time intervals (minutes, hours etc). He then sets a TN for each test before adding those TNs together to determine an aggregate total. The player then rolls sequential skill tests, subtracting the result of any successful test results from the aggregate total. When the total reaches 0, the player has succeeded and the Narrator determines time taken by multiplying the number of tests taken by the time interval

Combined Tests

It is likely that during the course of play that one character may wish to assist another in a task.

One character (usually the man best suited for the task) is elected as leader or coordinator for the task. All participants aside from the leader make the skill test at TN -5. A marginal success provides the leader a +1 bonus, a complete success +2 and an extra-ordinary success +3. On the other hand, failure adds nothing and a complete failure subtracts 1. A disastrous failure incurs a -2 penalty!



Although combat is not the focus of the Star Trek RPG, it is certain to occur! Combat occurs in a series of rounds, each round lasting approximately six seconds.

Before combat begins, each player rolls for initiative, by rolling 2d6 and adding their initiative score.

Characters (and enemies) then proceed in initiative order. Each has a pool of 2 actions that he can perform. Such actions include movement and attacking, as well as aiming and other miscellaneous actions. A table of all actions and their cost, as well as a brief description, can be found on a separate handout.

Attack and Defence

To make an attack test, make a skill test with the desired skill (e.g armed combat) against the targets defence skill, taking into account any situational modifiers assigned by the Narrator. Assuming a hit, roll damage accordingly. If the attack was a melee attack, add your strength. If the success was an extraordinary success, do not roll damage, you simply do maximum damage!

A common defence action is the dodge. This costs one action point (which you must not have used in the previous round). This is a quickness reaction test and replaces your defence score as your opponents TN. All situational modifiers still apply. Once the dodge has been declared, this new TN replaces your defence until the beginning of the next round. In other words, you only need to dodge once, no matter how many attacks are made against you!

An alternate, more reliable (presuming a certain level of skill!) defence action is the parry or block. Like a dodge, this requires a saved action. You roll the appropriate combat skill (melee or unarmed) against the attack you wish to defend yourself against. If you beat the skill total your opponent made against you, you have blocked the attack!

Healing and Injury

Taking Damage

When recording damage, progress through your wound levels, starting with healthy and moving through to near death. Within each wound level you can sustain an amount of damage equal to your health. Each wound level beyond healthy has a penalty associated with it; this penalty applies to all skill checks except social.


You can heal naturally or with medical attention. Presuming a comfortable environment and six hours of rest a day you can recover one wound point per day. Further, you may make a stamina reaction test (at varying TN depending on wound level) at the end of each week to recover a number of wound points equal to your vitality modifier. If the character received initial successful first aid for his wound, he may make this test twice per week.

With medical attention, a character can heal much faster. A first aid test can be made to initially treat a casualty. The difficulty depends on the severity of the wounds they have suffered but a successful test completely removes all wounds on their current wound level!

Use of the medicine skill can be used in lieu of or in addition to the first aid skill. Like first aid, the difficulty of the medicine roll depends on the amount of damage incurred. The difficulties are easier than first aid, however, representing the superior knowledge of a dedicated physician. A successful check allows the character to recover wound points equal to his health level!

Core Rules

These Are The Voyages Lezta