Below are house rules for playing Captain’s Log using cooperative or guided modes.
I tweaked the Momentum and Threat rules to make them work with multiple players and added guidance on how they are spent during coop play. I added turns and rounds for combat (although PCs are still the only ones who roll) and helping (assistance) rules. Added more actions for Starship Combat, while still keeping things fast and simple.
Turns and Rounds
Much of the game is unstructured tasks, but during conflicts, players take turns and act once per round. On your turn you can spend your banked Momentum (if any) and attempt a task.
Momentum
Each PC has their own Momentum; you either have it or you don’t. If you already have Momentum, you can’t gain more until you spend it. Any Momentum generated while you have unspent Momentum is ignored. In combat rounds, you can only spend Momentum on your turn. Supporting characters and your ship do not bank Momentum; if they earn Momentum while rolling in their own, it is immediately spent.
Threat
Threat generated from a nat 20 is immediately spent and never banked. In combat, generated threat is immediately spent to inflict more hits unless something else makes more narrative sense.
Helping
One free assistant is allowed; extra assistants cost a Momentum each. Assistants roll 1d20 each, but their successes only count if the leader succeeds. This roll can produce Threat as usual.
Extended Conflicts
Each side creates equally long hit tracks of X length, determined by player consensus or the Yes/No Matrix. First side to score X hits prevails. Also used for Extended Tasks.
Starship Combat
Each starship role has certain unique tasks in combat. PCs can perform 1 of the below tasks per round; supporting characters or the ship (when acting without a PC) can roll for additional tasks.
At the start of a turn, players quickly discuss tactics for the round and then take turns in the order of their choice, each player acting once per round. By default, just go in the order listed below.
Support Roles
Characters who aren’t performing the roles of gunner, navigator or engineer can either help (the default action, roll 1 die and specify who you are helping) or perform tasks to attempt to generate momentum and possibly create an advantage.
Leadership and Support
- Help by inspiring the crew (Presence + Command) or sensor scans (Sensors + Science) for enemy vulnerability or terrain cover to generate Momentum and Advantages.
Pilots
- Help gunners maneuver for attacks (Engines + Conn) or perform evasive actions to generate Momentum and Advantages.
Medical
- Help to improve crew morale (Presence + Command) or perform medbay triage (Reason + Medicine) to generate Momentum and Advantages.
Tactical Roles
Gunners (those shooting weapons), Navigator, and Engineer roles have specific rules.
Gunner (x2)
- Fire Phasers / Photo Torpedoes: Each weapon type can be fired only once per round. 2 PCs can each fire one weapon (Weapons + Security); use the ship stats to fire a weapon if no PC is available.
Navigator
- Plot Course / Go to Warp: Extended task (Engines + Conn) requiring 3 hits, calculations start no earlier than at combat onset due to evasive actions and ship combat operations.
Engineer
- Boost Shields: Spend Momentum as normal to remove a hit.
- Redirect Power: Extended task (Computers + Command) requiring 2 hits; completion restores 1 hit.
- Repair Damage: Extended task (Structure + Engineering) requiring 3 hits; completion patches up damage and removes a ship critical hit. Remove another with a new extended task.
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