| 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) |
||
| 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.
Traveller is a trademark of Far Future Enterprises