A collection of common Tasks

Tasks

   
Task phrase-
 To Diagnose condition of NPC. (Assumes basic diagnostic equipment. Difficulty +1 level if no equipment.)
Task specification-
 Routine;
Medical, Edu;
10 min,
(uncertain)

Task Difficulty
DM's
(add to task roll, subtract from time roll(+6 max DM))
Time
(1/10 the normal expected time)
Qualifiers
Roll dice
(2D)

(3D)

    The GM will phrase the Task, determine the Difficulty, Die modifiers, Time increment and Task qualifiers. The player ( and GM if the task is uncertain) roll two dice for determining success or failure as modifier by the DM's, and three dice for determining how long the task takes.
 Task phrase-
To fly through a jungle on a grav bike
Task specification-
Difficult
Grav vehicle, Dex
1 min
(Fateful, Hazardous)
Time roll determines how long controlled flight lasts before rerolling. DM's are added to time roll.

Tasks
3+    Simple
7+    Routine
11+  Difficult
15+  Formidable
19+  Impossible

Exceptional Success- Make task roll by +2 or more
Exceptional Failure- Fail task roll by -2 or more

Risk Qualifier
Safe- All mishaps are superficial
Hazardous- 2D mishap on exceptional failure, 3D mishap on fumbles
Fateful- 2D mishap if failure, 3D if fateful and hazardous
Uncertain- Player and GM roll, if both fail then no truth, if one fails then some truth, if both succeed then total truth
Unskilled OK- Specified skill is not essential
Confrontation- Offense applies DM as +, Defense applies DM as -
Hasty- Increase difficulty one level, double DM to subtract from 3D time roll
Cautious- Decrease difficulty one level, double 3D time roll before subtracting DM

Mishaps
2       Reroll
3+     Superficial (1D)
7+     Minor (2D)
11+   Major (3D)
15+   Destroyed (4D)

If a task fails the character must roll to stay determined:     Difficult; End, Int
If the character fails to stay determined task difficulty increases one level until circumstances change enough to permit defining a new UTP

Task Library




To prevent an equipment casualty.
Difficult; Engineering or Mechanical, Int; Fateful
DM's for each month out of supply -1
On failure the GM will roll for the affected system and inflict minor damage. If the system is damaged again for being out of supply it becomes major damage. Three failures to the same system for being out of supply destroys the system. Roll a task weekly for the ship and each subcraft after being out of supply for a month.

To achieve surprise:
*Difficult; Leader, Sensor Ops; (Confrontation)   *difficulty modified by situation
    On success, the attacking side achieves surprise. If the task fails , both parties are considered aware of each other.
If surprise is achieved, each unit of the attacking side attacks freely until surprise is lost. Any unit which is hit but not rendered inoperative will automatically raise the alarm.

To raise an alarm in a surprise attack:
Difficult; Leader, Sensor Ops;

To Interrupt another units turn:
Routine; Agility, Pilot or Ships Boat; (safe)
On success it becomes the interrupting units turn. A failed interrupt doesn't count as a spent turn.
A unit cannot interrupt its own side.
Only one active interrupt per side
Only one interrupt per enemy attack, sensor scan, or unit of movement.
 

              Starship Ranges                                   Sensor      Weapons
Visual                   -50km                                            0              -1G
Short                    50km-50,000km                           -1               1G-5G
Far                       50,000km-500,000km                  -2               5G-50G
Extreme               500,000km to 5Mkm                     -3               50-500G
Interplanetary       5Mkm-1AU(150Mkm)                 -4               500-14964G
System                1AU-1kAU                                   -5
Substellar            1kAu-100kAU                              -6
Stellar                  100kAU-1pc                                -7
Interstellar           1+pc                                             -8

To locate a enemy unit with sensors:
Difficulty; Off=Computer model Number, Sensor Ops, Def= Range; (Confrontation)
    Use the most favorable sensor scan difficulty level from among the units sensors. Use the range as a negative DM.
Extreme failure(-2)- Scan failed no information gained.
Failure- Target located if Strong/Large.
Success- Target located if Moderate/Medium or Strong/Large.
Extreme success(+2)- Target located if Small/Faint, Moderate/Medium or Strong/Large.
 

To achieve sensor lock on Target:
Difficulty; Off= computer model number, Sensor Ops, Def= Range; (Confrontation, Uncertain)
    Use the most favorable sensor pinpoint difficulty level from among the units sensors. use the range as a negative DM.
If the task fails the lockon fails but some information may be gained. If the unit moves more than 1G, a new scan and lock on must be performed.
both fail- Give false information/no lock.
one fails- Give displacement or power but wrong type/Lock.
both make roll- Give displacement, power and type/Lock.

To find speculative cargo:
    Difficult; Trader or Broker, BTN/4, 1 day.
    Exceptional failure- Swindled, Trade goods are faux, worthless, etc..
    Failure- No trade goods found
    Success- d6-3 lots found. min 1.
    Extreme Success- d6+2 lots found

To determine the price of a lot of cargo at the destination world.
    Difficult; Trader, Edu; 1 day
    If the source world is TL B+ or has a class A or B port or a TAS office this becomes a routine task with a 1 hour time interval

To mine 1 dton of fuel an iceteroid with hand equipment
Difficult, Vacc suit, Dex; 30 min. (hazardous, fateful)

To set up a mosquitio drill rig on an iceteroid
Routine; Vacc suit, Dex; 6 sec /dton fuel to be pumped (hazardous)

To mine 100 dtons of fuel from an iceteroid with a mosquito drill rig
Routine, Vacc suit, Edu, 1 min (hazardous)


© 2003, Alan Spik, The brother of a genius! He never calls.
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