When you open fire or throw punches, roll +Aggressive.
You hold them at bay.
You don't suffer retaliation.
You take something from them or disable one of their systems.
You allow an ally to move into an advantageous position.
If you are in an advantageous position or if your specialty is in security, you may also choose:
Take them out.
When you are in tight spot, roll +Bold. On a hit, choose one:
You avoid harm.
You protect someone else.
You take control of something.
You can do something without the use of modern technology.
On a 7-9, the Prophets will tell you a price or your result is diminished.
If your specialty is in exploration, on a hit, you may choose two.
When you rely on false pretenses, roll +Bold. On a hit, choose one:
They let you pass.
The tell you, what you want to know.
They expose a weakness.
On a 7-9, you don't have long.
If your specialty is in covert operations, choose two on a hit.
When you take the helm, roll with +Bold. On a hit, choose one:
Avoid a direct hit
Bring the ship into an advantageous position
Dodge debris, anomalies or whatever comes your way.
On a 7-9 also choose one:
There is damage to the drive or structural integrity
There are injuries among the crew
The ship is in a bad spot.
If your specialty is in flight control, you may avoid hits completely.
When you come in peace, roll +Talk. On a 10+, hold 3. On a 7-9, hold 2. Spend hold to…
Have them sit down and talk.
Learn what they want right now.
Learn what they need in general.
Make sure they stick with a deal.
Hold one less, when you don't share a language.
If your specialty is in diplomacy, hold one even on a miss.
When you give orders, roll +Talk. On a 10+, hold two. On a 7-9, hold one.
Spend one hold, to give another PC +1 to a roll.
Spend one hold, to have an NPC crew member act, as if they rolled a 7-9 on a move.
Spend two hold, to have an NPC crew member act, as if they rolled a 10+.
If your specialty is in command, you may also spend 2 hold to a PC reroll a move, then take +1. The new roll is final.
When you take a scan, roll +Tech. On a 10+ ask three, on 7-9 ask 1.
How much of it is around?
Where is it?
How can I affect it?
What danger does it pose?
You can ask for pretty much anything. Subspace anomalies, Romulans, Yamok sauce or self-sealing stem bolts. If your specialty is in science, ask one even on a miss.
When you work on a piece of tech, the Prophets will tell you how long your modifications take.
Then roll + Tech. On a hit, choose one:
Use it in a damaged state or despite adverse circumstances. If you rolled 10+, it is as good as new.
Use it for something it was not designed to do. On a 10+, you might get a second shot or get something major with the shot you have.
If your specialty is in engineering, you can do it with bad equipment, without help or just much faster than others would.
When you treat injuries with a medkit, remove light injuries or turn severe injuries into light injuries. If your specialty is in medicine, you may work with basic tools, remove severe injuries completely or operate on lethal injuries. In the latter case, roll +Tech. On hit, the patient is stable will recover. On a 10+, the patient is up shortly with only a light injury.