Beware - contained within is how the game actually works. If you're just beginning, the following pages will most likely drive you insane :). All you need to know is under "Beginner's Guide" below. If you've been playing for a while and want a better understanding of the game, or if you want to look something up or clarify a rule, it's all here.
 
Beginner's Guide
 
To move around the ship in STQ, just post a message to the Game Board (an online messageboard - you'll get a link when you join up), stating where you are going in this format:

Subject: Character movement
Name: (Your character's name)

Body of text: I leave sickbay and take the turbolift to the bridge.

In this manner, any action can be preformed. To use a skill, simply post a message saying that you are using it. In this way, with players communicating and interacting with the game within a flexible rules system, the game is played. Remember that if you are on a mission or in combat, there are rules governing what you can and can't do, and how much you can do at once. If you are firing your phaser at an enemy, it won't always hit them. If you want, the Mission Leader, who will know the rules, will work these things out for you, or explain how to work them out. Use email to communicate with other crew members if you are unsure what to do. To email a crew member, visit the crew roster page, click on the character, and click "Email this character".
 

The command centre of the ship
 
The Dice System
 
The rules to STQ are actually fairly simple, and they centre around the rolling of dice. Like most roleplaying games, chances of failure are handled with die rolls. Each player (unless they are very new and don't know the rules) rolls real, physical dice for their own character and reports the result via a message to the other players. (Don't say "I rolled a 1", say "Joe (the character) lets off a phaser blast, but the pressure is taking its toll and the shot is hopelessly off-target, discharging harmlessly into a bulkhead."). Obviously there is scope for cheating. In short, don't. A character who consistently rolls 6s is going to be caught out, but less obvious cheaters will probably get away with it. For the game to work, we ask that you respect the system and tell the truth - since death is not perminant in this game, the states are never too high.
 
"A required roll of 4" means that on the roll of a 4, 5 or 6, the character succeeds at whatever they were attempting (hitting a target with a phaser, dodging an enemy's fist, successfully operating on an injured crewmate, etc.) - it DOES NOT mean that the dice must show a "4". This is an average chance, with reasonable odds. A required roll of 3 is good odds, while a required roll of 2 or less is excellent.
 
Modifiers
 
Modifiers are factors which affect the required roll to succeed at a task. A negative modifier (-1, -2, -3 etc.) is considered favourable (a required roll of 4 becomes one of 3), while a positive modifier (+1, +2 etc.) is considered unfavourable. Modifiers often apply in everyday situations (everyday for the USS Facsimile-A, anyway):

Joe, the foolish SECURITY officer, is trying to hit a Borg Drone with his phaser. The Drone is uninterested in him, because no one in Joe's away team has posed a threat yet.

In this situation, Joe gets a very favourable modifier to his dice roll when he fires: the Drone is not trying to avoid him by running or seeking cover, it is simply ambling about. A modifier of -3 is appropriate here - unless Joe is an incredibly bad shot he should have no trouble simply pointing and shooting. Since he has the Phaser Skills Level 2 skill, he has a "base" required roll to hit of 3 (or more). This makes the actual required roll 0 or more. Not difficult on most six-sided dice! There is a rule that states there is always the chance of failure - this states that instead of being reduced from 2 to 1, the required roll actually changes to 1/4+. This means that if you roll a 1, you need to roll again, and this time you'll need a 4 or more, or you'll fail. Similarly, there is always a chance to succeed - a required roll of 7 is actually 6/4+, etc. Since Joe's roll is reduced by a further 1, his roll should be 1/3+. However, common sense should prevail, and in a situation like this no dice roll would really be needed.

Generally, no modifier bigger than +/- 3 is appropriate. The Mission Leader will inform you of any modifiers needed on your rolls, but you can dispute them if you want by emailing the ML.

Modifiers (Bad to Good):

+3: Very difficult.
 
+2: Difficult.
 
+1: Challenging
 
0: Normal
 
-1: Easy
 
-2: Very Easy
 
-3: Cakewalk
 
Joe fires his phaser and hits the Drone full on, dropping him (big suprise there). Suddenly, the other Drones turn towards Joe and his friends, moving with greater speed and an evil purpose. One of them grabs Joe's friend, Jim (the salacious SCIENCE officer) and extends his assimilation tubules - if Joe doesn't act soon, his friend is worse than dead!
 
Joe decides he's going to fire his phaser again, at the Assimilation Drone. Unfortunately he's suffering an unfavourable modifer - Jim is, understandibly, kicking up quite a fuss and making it very difficult for anyone to aim at the Drone with impunity. Joe can either fire and hope he hits the Drone and not Jim (he won't suffer a modifier, but there'll be a 50% chance the shot hits Jim...so if he rolls his required 3 or more, he'll have to roll again. On a 4 or more (that's a 50% chance on a dice), the shot'll hit the Drone. Otherwise, it'll hit Jim [friendly fire]). If he wants to aim to make sure, he'll suffer a +2 modifier. Difficult, but not impossible. Since he normally needs a 3 or more, he'll need a 5 or more this time. As Joe raises his phaser towards the Drone, the image freezes and TO BE CONTINUED... appears :)
 
Hand to Hand Combat (H-H)
 
Hand to hand combat takes place when one or more combatants attack each other with melee weapons (or fists). The rules for H-H are quite simple, using the principles detailed above. In one-on-one combat (or in situations where multiple pugalists can be 'paired'), the unmodified (base) roll required to hit is 4, with both weapons and fists. Both participants attack simultaniously - it is possible for them to knock each other out, or for one to knock out the other and still be damaged by them. The participants attack each other in this manner again and again until one can no longer fight or attempts to flee (see below).
 
H-H Modifiers: There are various factors which alter the base required roll of 4. A handy skill to have is Ethnic Weapon Skill, and any character with a weapon is at an advantage:
 
+2 - If your enemy is using a weapon for which they have the Ethnic Weapon Skill.
+1 - If you are using your fists, and the enemy is using a weapon (therefore, a skilled enemy with a weapon makes the roll +3 if you are using fists).
-1 - If you are using a weapon, and the enemy is using their fists.
-2 - If you are using a weapon for which you have the Ethnic Weapon Skill.
 
Finally, both participant's STRENGTH values determine the most important modifier. Subtract your STRENGTH from your opponents, and add this to the dice roll (remember that adding a minus number to a required roll reduces that roll - coming out with a minus number is a good thing). If the enemy is not a player character (roleplayed by a human), the Mission Leader will act out the roll.
 
EXAMPLE: After the "Previously on STQ Examples" taster plays, we return to Joe and his friend Jim. Joe decides his Phaser is too risky, and leaps at the Drone. They are in Hand to Hand combat. Joe's base roll is 4. He has no weapon (bare hands), but the Drone's metalic arm is considered a weapon (it can be used to blugeon). Therefore he is at a +1 disadvantage (his modified required roll is now 5 or more). The Drone doesn't possess Ethnic Weapon Skill, so it isn't too bad. Next, he gets the STRENGTH modifer by taking the Drone's STRENGTH (considered to be 5 in general), and subtracts his (which is 7 - he makes up for his lack of brains with reasonable brawn). This leaves him with a nice -2 modifier. Now his required roll is 3 or more (5+[-2]=3). The Drone's roll is worked out in the same way: He gets -1 for his arm-weapon, but comes out with +2 for the STRENGTH modifier, leaving him with a required roll of 5 or more.
 
Results of Combat: If either character hits the other (and of course they may hit each other), another dice is rolled and this table is consulted to determine where the blow actually hit:
 
1: Head
2: Stomach
3: Right Leg
4: Left Leg
5: Right Arm
6: Left Arm
 
NB The above table has been revised so that a lower result is always a more dangerous injury.
 
The actual damage caused depends on weather the character was fighting with their fists or with a weapon. Using fists, hitting anywhere except the head results in a temporary injury (bruised arm, winded etc.) which means that the wounded character is stunned for a "combat round", so they will not be able to attack in the next round of H-H combat. If a character is punched in the head, they are knocked unconscious, and lie prone on the ground for around ten minutes. Obviously it will be possible for any character to deliver a coup de grace on an unconscious enemy, although Starfleet doesn't encourage this sort of murder.
 
Using weapons, however, a character is capable of some serious damage. A character hit in the head with a H-H weapon is dead - no questions asked. A character hit in the stomach with a weapon will not be able to attack again in the combat unless they have some skill that allows them to ignore pain, like the Klingon Death Song. They will also need prompt medical surgery to survive. If a character's leg is hit, their movement will be seriously impaired until medical aid is given - although this sort of injury alone is not fatal unless a lot of blood has been lost. If both legs are hit, a character can only move very slowly, by crawling. If a character's arm is hit, they may continue to fight but their STRENGTH will be halved until medical aid can be administered (if both arms are hit, they cannot continue to fight or defend themselves), although again this sort of injury is not fatal. Again, a character with a weapon can kill an enemy who is incapable of retaliation (incapacitated - two hit arms, two hit legs), unless that enemy can realistically escape (COMM badges can be activated by any character).