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Looking at the QREBS Chapter

This is page 190-193 of the T5 book, and here, we are introduced to a new Traveller system called QREBS (spoken as "Krebs").

QREBS is a method of evaluating things in the game.

Quality
Reliability
Ease-of-Use
Burden
Safety

Most QREBS values are determined by Flux. That is, an value from -5 to +5. A value of 0 is considered standard.

For the Quality value, it ranges from 0-10 (a standard 0 to 10 range where 10 is best). The value is weighted towards the center, at value 5, where a 5 is standard quality. A 10 is the best, and rare, quality. Equally rare is the worst quality of 0. Quality is determined by a roll of 2D -2.

There are different ways to indicate a QREBS value in the game. For example, let's say that we want to express a Burden of -4. We could communicate that using any of the following means:

qreBs = -4

Burden = -4

BUR = -4

B = -4

Quality is a measure of overall workmanship. Vacc Suit Q = 5 is an average quality suit.

Quality also tells use the Period of Use for the item. A value of 5 means the period is in six month intervals. Thus a Vacc Suit Q = 5 is considered of average quality for six months of use. After that time, the quality is downgraded a level to Q = 4.



Reliability is compared to Flux when figuring mishaps. Reduce Reliability by 1 step for every period (determined by Q).

Thus, even though Reliability is independent of Quality, a Vacc Suit that is Q = 5, R = +3 is a reliable piece of equipment. Reliability degrades by one step every six months of use, just like the Quality of the item.



Ease-of-Use is a mod used on tasks involving the object. A comm with EOU = +5 is easily activated by the touch of a single button (or, it could be easily voice activated). EOU = -5 for the comm means that careful calibration before each use is needed (picture an early, turn of the Century radio that has to be tuned to a frequency as it is used).



Burden is a mod on weight of the item to consider the item's bulk. With Burden, a -5 rating is better than a +5 rating, as the number is added to the item's weight, and this total is used to figure Load.

A TL 4 sub-machine gun weighs 4 kg, but if fitted with a shoulder strap across the back, the weapon may have B = -3. This means that only 1 kg is counted against the character Str rating when figuring Load instead of the full 4 kgs.

A TL 10 combat rifle weighs 2.8 kg. If Burden = -4 on this model, it does not count at all against a character's load.



Safety is compared to Flux when figuring Dangerous or Destructive Mishaps. When a mishap occurs, a Safety roll will determine if that mishap is dangerous or destructive.
 
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More notes on QREBS....



You can easily evaluate an item just by looking at its QREBS vales. Remember that most values are Flux values, ranging +5 to -5. Also remember that with Burden, -5 is "good", and +5 is "bad". On all of these, 0 is the average, expected value.

With Quality, the range is 0-10 (0 to A), with 10 being the best value, 0 being the worst value, and 5 being the average value.

QREBS is a detail mechanic in a game. It's up to the Ref how much detail is needed at any point during a game session. Most of the time, QREBS will be ignored. But, if you need to know one of these factors, the rules are here.

QREBS can be randomly determined easily and quickly, on the spot, during a game. The Ref just needs to roll 2D -2 for Quality, and Flux (1D - 1D) for all other values.

Example: A PC wanders into a used weapon shop on a world, and an impromptu roleplay moment begins. The Ref can quickly roll one or all of the QREBS values for any weapon the PC shows interest, and then use that information as the Ref roleplays the NPC store clerk.

PC: How does it feel in my hands?

Ref: It's a heavy weapon. 4 kilos. (Acting as the clerk) "But, if you attach this double shoulder harness across your back, the weapon naturally fits here, right at the shoulder, making carrying the weapon quites easy." Burden = -3. "You'll barely feel it."

PC: (Also roleplaying) "And, jams?"

Ref: "The action is smooth, see? This model rarely acts up, but if it does, you're out of trouble quickly simply by pulling this level back, like this." Reliability = +3, Safety = +4.
 
You can use QREBS as model numbers on equipment, if you want. Use letters for negative values. For example, a model number 1435A would correspond to:

Q = 1
R = +4
E = +3
B = +5
S = -1

Low Quality, highly reliable, easy to use, but very heavy and dangerous when things go wrong.

The master mods table in T5 identifies a variety of companies and an expected or recommended value for each QREBS value when creating one of their products for the game. In this way, Ref's can create companies that have products that players will seek out or avoid.

"Kriz-tech? They make crap!"

For used equipment, the chapter explains how to alter QREBS due to age (true age and working age). You can apply this to any object in the game, wither that be a wool hat, rifle, or starship.
 
Scene Throw


The Scene Throw is a way to use QREBS to randomly determine if something goes wrong during a period of time in the game.

For example, let's say that the players are playing through the old GDW adventure Mission on Mithril, scouting around in the ATV. Just for kicks, the Ref decides to determine randomly if something happens that day...or every time the ATV ventures into a new hex...whatever the Ref determines is a new "scene".

Roll Flux, and add any appropriate mods that you think should be used due to the situation. If the the result is 0 or greater, then ignore it. Nothing unusual (as far as the Scene Throw is concerned--the gaming day could be quite unusual for other reasons) happens. If the result is a negative number, then QREBS may be appropriate for the PCs to avoid some fate.

This is really just a method of creating a random event or encounter.

Due to the heat and terrain on this world, the Ref decides to throw a Scene check every morning during the PC's exploration of Mithril.

Scene = Flux + Mods

The Mods can be anything you deem appropriate, but should stay around the standard +5 to -5 range. The Master Mods table on pages 180-183 can be useful.

For our Mithril exploring company, let's roll Flux -3 + ATV Reliability. The "-3" is for the harsh, hot, rocky desert terrain taking its toll on the ATV.

If this result is less than zero, then there is a potential mishap.

If the result is zero or greater, then the attempt is successful, an the game moves on normally.

If there is a mishap, and the ATV clunks out, use a quick Saftey check to see how bad the mishap will be: either standard, dangerous, or destructive. A Saftey check is simply FLUX compared to the ATV's Saftey value. Negative results mean that the players will have a real problem.

Or, if it interrupts the game, the Ref should completely ingore that Scene throw and continue the game normally.

The idea is to keep having fun.

QREBS should facilitate that, not hinder it by bogging down the flow.
 
Quality also tells use the Period of Use for the item. A value of 5 means the period is in six month intervals. Thus a Vacc Suit Q = 5 is considered of average quality for six months of use. After that time, the quality is downgraded a level to Q = 4.

Note that Period of Use is also equal to "maintenance period". If maintenance is performed at the Period of Use completion time, qualities are not reduced.

From this, I assume that starship components from Classic and Mega Traveller (for example) are Q = 6; that is, the maintenance period is one year.
 
Note that Period of Use is also equal to "maintenance period". If maintenance is performed at the Period of Use completion time, qualities are not reduced.

And, I didn't mention the IROAN task (Inspect and Repair Only As Necessary). Success on this task can stave off Reliability decreases for a time.



From this, I assume that starship components from Classic and Mega Traveller (for example) are Q = 6; that is, the maintenance period is one year.

Agreed.
 
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