Star Trek: The Alpha Frontier
Flux Die Mechanic
Flux Die Roll
The basic Flux Die involves 2d6, one dark and one light. When rolled together the value of the dark die is subtracted from the light die producing a result between -5 and 5. That result is then added to the active character’s characteristic value plus their skill ranking (if a skill is appropriate) then compared to a Difficulty Factor. If the sum of the Flux Roll, Characteristic Value and Skill Rating is greater than or equal to the Difficulty Factor, the result of the Flux Roll is a success, if the sum is less than the Difficulty Factor, the result of the Flux Roll is a failure.
If the unmodified Flux Roll is 6 and 6, the result of the Flux Roll is a success regardless of the Difficulty Factor.
If the unmodified Flux Roll is 1 and 1, the result of the Flux Roll is a failure regardless of the Difficulty Factor.
When rolling Flux Dice with Blue Shift, the character rolls 2d6. The value of the lower die value is subtracted from the value of the higher die value and the sum of this result is applied in the same manner as an unmodified Flux Die Roll.
When Rolling Flux Dice with Red Shift, the character rolls 2d6. The value of the higher die value is subtracted from the value of the lower die value and the sum of this result is applied in the same manner as an unmodified Flux Die Roll.
The Difficulty Factor determines the amount of challenge a character faces when attempting a Flux Roll. The GM sets the Difficulty Factor for every challenge a player character makes, though when the challenge is contested by another character (PC or NPC), the Difficulty Factor is calculated depending on the resisting character’s statistics (in opposed tests like this, the character making the roll is considered the “acting” character, and the target character is the “resisting” character).
#1 Johnny is attempting to Pilot his Shuttlecraft through a Plasma Storm to return to the Enterprise The GM sets the Difficulty Factor at Difficult :9, and tells Johnny’s player that his reaction speed and hand-eye-coordination are critical to maneuvering the small craft through the unpredictable plumes of super-heated plasma. Johnny has a Dexterity Characteristic Value of 7 and a Small Craft (Impulse) skill rating of 2. Johnny’s Player makes a flux roll of 2 (Light Die) and 2 (Dark Die). 2-2=0, and 0+7+2=9. With a Flux Result of 9, Johnny succeeds in navigating the treacherous plasma storm and landing safely on board the Enterprise.
#2 Kathy needs to choose which of the multiple temporal reflections of Voyager is the real starship and not a sensory illusion. Because each Image of Voyager is identical except for which direction it is facing and it’s velocity, the GM sets the Difficulty Factor at Difficult: 10 and tells Kathy’s player that she’ll have to rely on Kathy’s gut feelings to escape the deadly trap and return to her starship. Kathy’s player responds with a very creative solution to the puzzle that impresses the GM, and is allowed to make her Flux Roll with Blue Shift. Kathy has an Intuition Characteristic Value of 8 and there is no Skill that applies to this situation. Kathy’s player makes a flux roll of 3 (Light Die) and 6 (Dark Die), because she is rolling with Blue Shift, the lower die result (3) is subtracted from the higher die result (6); 6-3=3 and is added to Kathy’s Intuition Characteristic Value of 8 for a grand total of 11! Kathy realizes which of the Voyager is the real Voyager and safely returns to her ship.
#3 Jim is trying to find some lovely female companionship for the evening, The bar he’s in is popular and crowded, so the GM sets the Difficulty Factor at Easy: 5. Jim has a Charisma Characteristic value of 9, and a Charm Skill Rating of 2. However, Jim’s player makes a flux roll of 1 (Light Die) and 1 (Dark Die). Despite his dashing good looks, self confidence and brilliant smile, Jim’s player has rolled an automatic Failure and gets slapped and then a drink thrown in his face. Maybe next time Jim…
#4 Ben is in his Starbase when the gravity suddenly fails and everyone and everything in the Operations Center not fixed to the walls, ceiling or floor begins to drift. Ben propels himself over to the Engineering Console to re-initialize the artificial gravity. The GM sets the Difficulty Factor at Routine: 7 and informs Ben’s player that he will have to make a Flux Roll with Red Shift due to the disorientation and floating, drifting, distracting items, both large and small. Ben has an Intellect Characteristic Value of 8 and an Engineering (Ship’s Systems) Skill Rating of 0. Ben’s player makes a flux roll of 6 (Light Die) and 1 (Dark Die), but because he’s rolling with Red Shift, the higher result of 6 is subtracted from the lower result of 1 for a total of -5. Adding that to Ben’s Intellect Characteristic Value of 8, the total result of the Red Shift Flux roll is 8-5=3. Ben fails to turn the gravity back on from the Ops console. Maybe he should call Engineering to solve this problem…