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High Natural Ability


Characters with attributes of 13+ are considered to have high natural ability, and tasks governed by these high-level attributes are elligible for an additional bonus.

All characters, when their governor attribute is 12+, receive an automatic +1DM for natural ability on task rolls referencing that stat. Characters who have high natural ability (attribute level 13, 14, or 15) can receive an additional +1DM (for a total +2DM) when the natural roll is equal to or less than the level of the attribute minus 10.


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Stat Natural Ability Bonus
---- ----------------------
13 +2DM when natural roll is 3-; otherwise +1DM
14 +2DM when natural roll is 4-; otherwise +1DM
15 +2DM when natural roll is 5-; otherwise +1DM</pre>[/QUOTE]In essence, a character with a 13 attribute will always receive a +1DM on his UGM task rolls, but he will receive a +2DM when his natural roll totals 2 or 3.

A character with a level 14 attribute will always receive the +1 automatic Natural Ability modifier, and that Natural Ability modifier will be increased to +2 if the character's natural roll results in 2, 3, or 4.

And, a character with a Stat-15 will automatically received the +1 Natural Ability bonus, and the +2 Natural Ability bonus will kick in when the character rolls low at 2, 3, 4, or 5.

A character with high natural ability will draw on his natural ablility when he needs it most: when his natural roll is low.







-------------------------------------------------
Example

Trasc's stats are 7A9DA8, and he's attempting to understand the workings of an alien computer with is Computer-3 expertise.

The GM has decided this task is: Computer/INT/-3

-The Task Roll-
1. Roll 2D: 2, 1

2. Natural Ability Check: High Natural Ability passes.

3. Add/Subtract modifiers: +3 Computer, +1 automatic Natural Ability, +1 High Natural Ability, -3 difficulty.

4. Task succeeds on 8+. This task fails with a total of 5.
 
UGM NATURAL ABILITY CHART


This chart reflects the effect a character's natural ability has on his dice roll.

The left column shows a natural 2D throw. Across the top, we see Classic Traveller attribute values ranging from 1 to 15.

In the body of the chart, you will see the adjusted throw once the character's natural ability has influenced his performance (the natural 2D throw has been modified by the Natural Ability modifier).

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Roll Stat
2D 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
__ __ __ __ __ __ __ __ __ __ __ __ __ __ __
2 2 3 3 3 3 3 3 3 3 3 3 3 4 4 4
3 3 3 4 4 4 4 4 4 4 4 4 4 5 5 5
4 4 4 4 5 5 5 5 5 5 5 5 5 5 6 6
5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 7
6 6 6 6 6 6 7 7 7 7 7 7 7 7 7 7
7 7 7 7 7 7 7 8 8 8 8 8 8 8 8 8
8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 10 10 10 10 10 10 10
10 10 10 10 10 10 10 10 10 10 11 11 11 11 11 11
11 11 11 11 11 11 11 11 11 11 11 12 12 12 12 12
12 12 12 12 12 12 12 12 12 12 12 12 13 13 13 13</pre>[/QUOTE]
 
UGM NATURAL ABILITY CHART


This chart reflects the effect a character's natural ability has on his dice roll.

The left column shows a natural 2D throw. Across the top, we see Classic Traveller attribute values ranging from 1 to 15.

In the body of the chart, you will see the adjusted throw once the character's natural ability has influenced his performance (the natural 2D throw has been modified by the Natural Ability modifier).

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Roll Stat
2D 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
__ __ __ __ __ __ __ __ __ __ __ __ __ __ __
2 2 3 3 3 3 3 3 3 3 3 3 3 4 4 4
3 3 3 4 4 4 4 4 4 4 4 4 4 5 5 5
4 4 4 4 5 5 5 5 5 5 5 5 5 5 6 6
5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 7
6 6 6 6 6 6 7 7 7 7 7 7 7 7 7 7
7 7 7 7 7 7 7 8 8 8 8 8 8 8 8 8
8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 10 10 10 10 10 10 10
10 10 10 10 10 10 10 10 10 10 11 11 11 11 11 11
11 11 11 11 11 11 11 11 11 11 11 12 12 12 12 12
12 12 12 12 12 12 12 12 12 12 12 12 13 13 13 13</pre>[/QUOTE]
 
UGM NATURAL ABILITY CHART


This chart reflects the effect a character's natural ability has on his dice roll.

The left column shows a natural 2D throw. Across the top, we see Classic Traveller attribute values ranging from 1 to 15.

In the body of the chart, you will see the adjusted throw once the character's natural ability has influenced his performance (the natural 2D throw has been modified by the Natural Ability modifier).

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Roll Stat
2D 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
__ __ __ __ __ __ __ __ __ __ __ __ __ __ __
2 2 3 3 3 3 3 3 3 3 3 3 3 4 4 4
3 3 3 4 4 4 4 4 4 4 4 4 4 5 5 5
4 4 4 4 5 5 5 5 5 5 5 5 5 5 6 6
5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 7
6 6 6 6 6 6 7 7 7 7 7 7 7 7 7 7
7 7 7 7 7 7 7 8 8 8 8 8 8 8 8 8
8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9
9 9 9 9 9 9 9 9 9 10 10 10 10 10 10 10
10 10 10 10 10 10 10 10 10 10 11 11 11 11 11 11
11 11 11 11 11 11 11 11 11 11 11 12 12 12 12 12
12 12 12 12 12 12 12 12 12 12 12 12 13 13 13 13</pre>[/QUOTE]
 
Critical Success / Critical Failure


When snake eyes (double 1's) are thrown on a UGM task, a Critical Failure may result.

When box cars (double 6's) are thrown on a UGM task, a Critical Success may result.


In either case, a check is called for.


UGM CRITICAL SUCCESS / FAILURE CHECK:

3D < or = Stat + Skill + Difficulty



Add the character's stat plus his skill level plus the difficulty modifier used on the task.

--Roll this amount or less on 3D to avoid a Critical Failure result.

--Roll this amount or less on 3D to achieve a Critical Success result.


Note that characters with higher natural ability (higher stats) and higher expertise (higher skill level) will be more likely to roll Critical Success and less likely to roll Critical Failure. The opposite is true for those characters with lower attributes and lower (or no) skill level--those characters will throw Critical Success less often and Critical Failure more often.

The UGM skews Critical Success or Failure results in accordance with a character's ability and expertise. Your "klutz" characters will be more likely to throw Critical Failures, and your characters who are highly skilled experts are more likely to throw Critical Successes.

Also note that the same is true for the difficulty of the task. On tasks of easier difficulty, it will be easier to avoid Critical Failures and easier to obtain Critical Successes. On more difficult tasks, it is harder to avoid Critical Failures and harder to achieve Critical Successes.

With the UGM, Critical Success and Critical Failure is not a blanket random chance equal among all character no matter their experience, natural ability, or the difficulty of the task being attempted. The UGM takes all these factors into account before a Critical Success or Critical Failure is indicated.

In the end, a Stat-10 Skill-5 character will always have a better chance of avoiding Critical Failures and achieveing Critical Success than a character with Stat-5 Skill-0. But, that Stat-10 Skill-5 character will have a harder time of avoding Critical Failures and obtaining Critical Successes as the difficulty of the task gets harder.









-------------------------------------------------
Example

Frenhe has just rolled boxcars on this task: Engineering/EDU/-1

Frenhe is the engineer (Engineering-1; EDU-6) on the far trader JOYSTON'S LUCK. The Jump Drive has been damaged (and he's rolling the standard CT Book 2 roll of 9+ to fix the drive).

With the double 6's on the roll, Frenhe may have rolled a Critical Success. He'll have to pass the check in order to achieve it, though.

UGM Critical Success Check: 3D for 6-.

The "6-" was obtained by adding Frenhe's Engineering-1 skill to his EDU-6 and his UGM difficulty -1DM. If Frenhe throws 6 or less on 3D, Frenhe has just thrown a Critical Success on the task. Otherwise, if the 3D roll is 7+, the task is completed normally.
 
Critical Success / Critical Failure


When snake eyes (double 1's) are thrown on a UGM task, a Critical Failure may result.

When box cars (double 6's) are thrown on a UGM task, a Critical Success may result.


In either case, a check is called for.


UGM CRITICAL SUCCESS / FAILURE CHECK:

3D < or = Stat + Skill + Difficulty



Add the character's stat plus his skill level plus the difficulty modifier used on the task.

--Roll this amount or less on 3D to avoid a Critical Failure result.

--Roll this amount or less on 3D to achieve a Critical Success result.


Note that characters with higher natural ability (higher stats) and higher expertise (higher skill level) will be more likely to roll Critical Success and less likely to roll Critical Failure. The opposite is true for those characters with lower attributes and lower (or no) skill level--those characters will throw Critical Success less often and Critical Failure more often.

The UGM skews Critical Success or Failure results in accordance with a character's ability and expertise. Your "klutz" characters will be more likely to throw Critical Failures, and your characters who are highly skilled experts are more likely to throw Critical Successes.

Also note that the same is true for the difficulty of the task. On tasks of easier difficulty, it will be easier to avoid Critical Failures and easier to obtain Critical Successes. On more difficult tasks, it is harder to avoid Critical Failures and harder to achieve Critical Successes.

With the UGM, Critical Success and Critical Failure is not a blanket random chance equal among all character no matter their experience, natural ability, or the difficulty of the task being attempted. The UGM takes all these factors into account before a Critical Success or Critical Failure is indicated.

In the end, a Stat-10 Skill-5 character will always have a better chance of avoiding Critical Failures and achieveing Critical Success than a character with Stat-5 Skill-0. But, that Stat-10 Skill-5 character will have a harder time of avoding Critical Failures and obtaining Critical Successes as the difficulty of the task gets harder.









-------------------------------------------------
Example

Frenhe has just rolled boxcars on this task: Engineering/EDU/-1

Frenhe is the engineer (Engineering-1; EDU-6) on the far trader JOYSTON'S LUCK. The Jump Drive has been damaged (and he's rolling the standard CT Book 2 roll of 9+ to fix the drive).

With the double 6's on the roll, Frenhe may have rolled a Critical Success. He'll have to pass the check in order to achieve it, though.

UGM Critical Success Check: 3D for 6-.

The "6-" was obtained by adding Frenhe's Engineering-1 skill to his EDU-6 and his UGM difficulty -1DM. If Frenhe throws 6 or less on 3D, Frenhe has just thrown a Critical Success on the task. Otherwise, if the 3D roll is 7+, the task is completed normally.
 
Critical Success / Critical Failure


When snake eyes (double 1's) are thrown on a UGM task, a Critical Failure may result.

When box cars (double 6's) are thrown on a UGM task, a Critical Success may result.


In either case, a check is called for.


UGM CRITICAL SUCCESS / FAILURE CHECK:

3D < or = Stat + Skill + Difficulty



Add the character's stat plus his skill level plus the difficulty modifier used on the task.

--Roll this amount or less on 3D to avoid a Critical Failure result.

--Roll this amount or less on 3D to achieve a Critical Success result.


Note that characters with higher natural ability (higher stats) and higher expertise (higher skill level) will be more likely to roll Critical Success and less likely to roll Critical Failure. The opposite is true for those characters with lower attributes and lower (or no) skill level--those characters will throw Critical Success less often and Critical Failure more often.

The UGM skews Critical Success or Failure results in accordance with a character's ability and expertise. Your "klutz" characters will be more likely to throw Critical Failures, and your characters who are highly skilled experts are more likely to throw Critical Successes.

Also note that the same is true for the difficulty of the task. On tasks of easier difficulty, it will be easier to avoid Critical Failures and easier to obtain Critical Successes. On more difficult tasks, it is harder to avoid Critical Failures and harder to achieve Critical Successes.

With the UGM, Critical Success and Critical Failure is not a blanket random chance equal among all character no matter their experience, natural ability, or the difficulty of the task being attempted. The UGM takes all these factors into account before a Critical Success or Critical Failure is indicated.

In the end, a Stat-10 Skill-5 character will always have a better chance of avoiding Critical Failures and achieveing Critical Success than a character with Stat-5 Skill-0. But, that Stat-10 Skill-5 character will have a harder time of avoding Critical Failures and obtaining Critical Successes as the difficulty of the task gets harder.









-------------------------------------------------
Example

Frenhe has just rolled boxcars on this task: Engineering/EDU/-1

Frenhe is the engineer (Engineering-1; EDU-6) on the far trader JOYSTON'S LUCK. The Jump Drive has been damaged (and he's rolling the standard CT Book 2 roll of 9+ to fix the drive).

With the double 6's on the roll, Frenhe may have rolled a Critical Success. He'll have to pass the check in order to achieve it, though.

UGM Critical Success Check: 3D for 6-.

The "6-" was obtained by adding Frenhe's Engineering-1 skill to his EDU-6 and his UGM difficulty -1DM. If Frenhe throws 6 or less on 3D, Frenhe has just thrown a Critical Success on the task. Otherwise, if the 3D roll is 7+, the task is completed normally.
 
UGM EXAMPLE

The UGM used with an "official" CT throw.


Da Bien-Hua (9AA655) is involved in an Air/Raft chase, fleeing some Vargr pirates (in their own grav vehicle).

Da's skill is: Grav Vehicle-1

Looking at the Traveller Book, page 22, a throw is published for this situation, and the GM decides to use the UGM version of this task.

The Traveller Book says to roll 5+ with these DMs: +1 per level of skill and -1 if gunfire is involved in the chase.

The UGM version of this task is: Grav Vehicle/DEX/+3

And, the task includes a situational modifier of -1DM due to gunfire and the chase.


-The Task Roll-
1. Roll 2D: 3, 6

2. Natural Ability Check: Succeeds

3. Task DMs: +1 Natural Ability; +1 Grav Vehicle; -1 Situational DM (gunfire chase); +3 Difficulty.

4. Task succeeds on an 8+: This task succeeds with a total of 13!
 
UGM EXAMPLE

The UGM used with an "official" CT throw.


Da Bien-Hua (9AA655) is involved in an Air/Raft chase, fleeing some Vargr pirates (in their own grav vehicle).

Da's skill is: Grav Vehicle-1

Looking at the Traveller Book, page 22, a throw is published for this situation, and the GM decides to use the UGM version of this task.

The Traveller Book says to roll 5+ with these DMs: +1 per level of skill and -1 if gunfire is involved in the chase.

The UGM version of this task is: Grav Vehicle/DEX/+3

And, the task includes a situational modifier of -1DM due to gunfire and the chase.


-The Task Roll-
1. Roll 2D: 3, 6

2. Natural Ability Check: Succeeds

3. Task DMs: +1 Natural Ability; +1 Grav Vehicle; -1 Situational DM (gunfire chase); +3 Difficulty.

4. Task succeeds on an 8+: This task succeeds with a total of 13!
 
UGM EXAMPLE

The UGM used with an "official" CT throw.


Da Bien-Hua (9AA655) is involved in an Air/Raft chase, fleeing some Vargr pirates (in their own grav vehicle).

Da's skill is: Grav Vehicle-1

Looking at the Traveller Book, page 22, a throw is published for this situation, and the GM decides to use the UGM version of this task.

The Traveller Book says to roll 5+ with these DMs: +1 per level of skill and -1 if gunfire is involved in the chase.

The UGM version of this task is: Grav Vehicle/DEX/+3

And, the task includes a situational modifier of -1DM due to gunfire and the chase.


-The Task Roll-
1. Roll 2D: 3, 6

2. Natural Ability Check: Succeeds

3. Task DMs: +1 Natural Ability; +1 Grav Vehicle; -1 Situational DM (gunfire chase); +3 Difficulty.

4. Task succeeds on an 8+: This task succeeds with a total of 13!
 
UGM EXAMPLE

Skipping the Natural Ability Check


Sir Bromley Riieve (8889AB) has donned his Vacc Suit and is attempting to shove of from his own vessel towards a disabled craft in an asteroid belt.

Bromley's skill: Vacc Suit-1

According to BELTSTRIKE, a 10+ roll is needed to maintain control. DMs are: +2 for forward movement; -2 for making a free jump; +0 for moving at Speed 1; -6 for making a long range jump; +1 if DEX 9+; +2 if DEX 11+; +4 per level of Vacc Suit skill.

In UGM terms, this task is: Vacc Suit/DEX/-2

The various situational modifiers (above) apply. Note that Bromely does not meet the DEX requirement. Also note that, since DEX is referenced in the throw, the UGM Natural Ability check is skipped on this task.


-The Task Throw-
1. Roll 2D: 2, 3

2. Natural Ability Check: Skipped on this task throw.

3. DMs: +4 Vacc Suit; -2 Difficulty; +2 Situational DM (forward movement); -2 Situational DM (free jump); -6 Situational DM (long range jump).

4. Task succeeds on 8+: This task fails as Bromley's task totals only 1.


Bromely goes spinning out of control, free-falling in space, having missed his jump completely.
 
UGM EXAMPLE

Skipping the Natural Ability Check


Sir Bromley Riieve (8889AB) has donned his Vacc Suit and is attempting to shove of from his own vessel towards a disabled craft in an asteroid belt.

Bromley's skill: Vacc Suit-1

According to BELTSTRIKE, a 10+ roll is needed to maintain control. DMs are: +2 for forward movement; -2 for making a free jump; +0 for moving at Speed 1; -6 for making a long range jump; +1 if DEX 9+; +2 if DEX 11+; +4 per level of Vacc Suit skill.

In UGM terms, this task is: Vacc Suit/DEX/-2

The various situational modifiers (above) apply. Note that Bromely does not meet the DEX requirement. Also note that, since DEX is referenced in the throw, the UGM Natural Ability check is skipped on this task.


-The Task Throw-
1. Roll 2D: 2, 3

2. Natural Ability Check: Skipped on this task throw.

3. DMs: +4 Vacc Suit; -2 Difficulty; +2 Situational DM (forward movement); -2 Situational DM (free jump); -6 Situational DM (long range jump).

4. Task succeeds on 8+: This task fails as Bromley's task totals only 1.


Bromely goes spinning out of control, free-falling in space, having missed his jump completely.
 
UGM EXAMPLE

Skipping the Natural Ability Check


Sir Bromley Riieve (8889AB) has donned his Vacc Suit and is attempting to shove of from his own vessel towards a disabled craft in an asteroid belt.

Bromley's skill: Vacc Suit-1

According to BELTSTRIKE, a 10+ roll is needed to maintain control. DMs are: +2 for forward movement; -2 for making a free jump; +0 for moving at Speed 1; -6 for making a long range jump; +1 if DEX 9+; +2 if DEX 11+; +4 per level of Vacc Suit skill.

In UGM terms, this task is: Vacc Suit/DEX/-2

The various situational modifiers (above) apply. Note that Bromely does not meet the DEX requirement. Also note that, since DEX is referenced in the throw, the UGM Natural Ability check is skipped on this task.


-The Task Throw-
1. Roll 2D: 2, 3

2. Natural Ability Check: Skipped on this task throw.

3. DMs: +4 Vacc Suit; -2 Difficulty; +2 Situational DM (forward movement); -2 Situational DM (free jump); -6 Situational DM (long range jump).

4. Task succeeds on 8+: This task fails as Bromley's task totals only 1.


Bromely goes spinning out of control, free-falling in space, having missed his jump completely.
 
UGM EXAMPLE

Coming up with a task roll "on the fly"


Dexter Bryte (E6AB58), owner/operator of the far trader ADROIT PURSUIT is providing medical care for one of his injured crewmen.

Klue Gagarrin, the ship's gunner, was injured when the turret was hit during the battle (space combat under Book 2).

Klue's physical stats of 6A5 have been reduced to 620. He's been knocked out and burned a bit. Dexter has dragged him out of the gunner's station, across the corridor into one of the ship's staterooms. There, Dexter was able to grab an emergency medkit and see to Klue's wounds.

Dexter's skill: Medical-4

According to the Traveller Book, page 47, Klue has been rendered unconscious, sustaining a minor wound. As Dexter tends to Klue's injuries, the TB say to raise Klue's stats halfway between their wounded level and their max.

Klue's stats are now raised to 662.

In 30 minutes, as Dexter treats him, Klue will be fully recovered from the blast that knocked him unconsious in the gunner's station. But, the crew of the ADROIT PURSUIT doesn't have 30 minutes (that's 240 personal combat rounds!). The PURSUIT is being boarded, and Captain Bryte needs every able hand to fend of the interlopers.

One of those game situations occurs here. The player playing Dexter says, "Hey! My character's got Medical-4! Can't he slap some stims into Klue and get him up and moving faster?"

The GM thinks a moment, and then comes up with an answer on the fly. The GM says, "Well, normally it takes 30 minutes for a minor wound to fully recover, according to the CT rules. Here's what we can do in this specific situation..."

Dexter will make a Medical task roll. If the roll is successful, the difference will be subtracted from the 30 minute time period. On the other hand, if the roll fails, the difference will be added to the time period (the healing time required could be longer than 30 minutes--30 min being an "average").

The UGM task: Medical/EDU/+0


-The Task Roll-
1. Roll 2D: 3, 5

2. Check Natural Ability: Fails.

3. DMs: +4 Medical

4. Task succeeds on 8+: This task succeeds with a total of 12.


The result is: it will take Klue 26 minutes to fully heal all of his damage (12 is 4 points over 8. 30 -4 = 26 minutes).
 
UGM EXAMPLE

Coming up with a task roll "on the fly"


Dexter Bryte (E6AB58), owner/operator of the far trader ADROIT PURSUIT is providing medical care for one of his injured crewmen.

Klue Gagarrin, the ship's gunner, was injured when the turret was hit during the battle (space combat under Book 2).

Klue's physical stats of 6A5 have been reduced to 620. He's been knocked out and burned a bit. Dexter has dragged him out of the gunner's station, across the corridor into one of the ship's staterooms. There, Dexter was able to grab an emergency medkit and see to Klue's wounds.

Dexter's skill: Medical-4

According to the Traveller Book, page 47, Klue has been rendered unconscious, sustaining a minor wound. As Dexter tends to Klue's injuries, the TB say to raise Klue's stats halfway between their wounded level and their max.

Klue's stats are now raised to 662.

In 30 minutes, as Dexter treats him, Klue will be fully recovered from the blast that knocked him unconsious in the gunner's station. But, the crew of the ADROIT PURSUIT doesn't have 30 minutes (that's 240 personal combat rounds!). The PURSUIT is being boarded, and Captain Bryte needs every able hand to fend of the interlopers.

One of those game situations occurs here. The player playing Dexter says, "Hey! My character's got Medical-4! Can't he slap some stims into Klue and get him up and moving faster?"

The GM thinks a moment, and then comes up with an answer on the fly. The GM says, "Well, normally it takes 30 minutes for a minor wound to fully recover, according to the CT rules. Here's what we can do in this specific situation..."

Dexter will make a Medical task roll. If the roll is successful, the difference will be subtracted from the 30 minute time period. On the other hand, if the roll fails, the difference will be added to the time period (the healing time required could be longer than 30 minutes--30 min being an "average").

The UGM task: Medical/EDU/+0


-The Task Roll-
1. Roll 2D: 3, 5

2. Check Natural Ability: Fails.

3. DMs: +4 Medical

4. Task succeeds on 8+: This task succeeds with a total of 12.


The result is: it will take Klue 26 minutes to fully heal all of his damage (12 is 4 points over 8. 30 -4 = 26 minutes).
 
UGM EXAMPLE

Coming up with a task roll "on the fly"


Dexter Bryte (E6AB58), owner/operator of the far trader ADROIT PURSUIT is providing medical care for one of his injured crewmen.

Klue Gagarrin, the ship's gunner, was injured when the turret was hit during the battle (space combat under Book 2).

Klue's physical stats of 6A5 have been reduced to 620. He's been knocked out and burned a bit. Dexter has dragged him out of the gunner's station, across the corridor into one of the ship's staterooms. There, Dexter was able to grab an emergency medkit and see to Klue's wounds.

Dexter's skill: Medical-4

According to the Traveller Book, page 47, Klue has been rendered unconscious, sustaining a minor wound. As Dexter tends to Klue's injuries, the TB say to raise Klue's stats halfway between their wounded level and their max.

Klue's stats are now raised to 662.

In 30 minutes, as Dexter treats him, Klue will be fully recovered from the blast that knocked him unconsious in the gunner's station. But, the crew of the ADROIT PURSUIT doesn't have 30 minutes (that's 240 personal combat rounds!). The PURSUIT is being boarded, and Captain Bryte needs every able hand to fend of the interlopers.

One of those game situations occurs here. The player playing Dexter says, "Hey! My character's got Medical-4! Can't he slap some stims into Klue and get him up and moving faster?"

The GM thinks a moment, and then comes up with an answer on the fly. The GM says, "Well, normally it takes 30 minutes for a minor wound to fully recover, according to the CT rules. Here's what we can do in this specific situation..."

Dexter will make a Medical task roll. If the roll is successful, the difference will be subtracted from the 30 minute time period. On the other hand, if the roll fails, the difference will be added to the time period (the healing time required could be longer than 30 minutes--30 min being an "average").

The UGM task: Medical/EDU/+0


-The Task Roll-
1. Roll 2D: 3, 5

2. Check Natural Ability: Fails.

3. DMs: +4 Medical

4. Task succeeds on 8+: This task succeeds with a total of 12.


The result is: it will take Klue 26 minutes to fully heal all of his damage (12 is 4 points over 8. 30 -4 = 26 minutes).
 
UGM EXAMPLE

Using a default skill


Russlin Suvarrii (324A76) is a common sight in startown. He was injured during the Fourth Frontier War, but passersby don't remember that. Most of them refer to him as "the cripple".

But, from time-to-time, Russlin makes a little extra cash just by keeping his ears open as he frequents the multitude of bars and pubs that infest the startown quadrant. When he overhears something he thinks might be worth some credits, he waddles on down to the warehouse district where there are those that are interested in such tid-bits of information.

The GM had decided that Streetwise is the skill needed for Russlin to find someone to sell his information to. The problem is: Russlin does not have the Streetwise skill.

This is no matter, though. Streetwise can be considered a default skill. Everybody has this one, even if it is not written on a character's sheet. All characters have default skill at Level-0.

So, although it's not on Russlin's character sheet, he has Streetwise-0.

The UGM task to find a buyer for Russlin's info: Streetwise/INT/+1

The warehouse district is so infested with people that deal in this type of "trading" information that the GM decides this is a ROUTINE roll. ROU rolls, under the UGM, use a +2DM on the task roll.

But, the GM thinks that's a bit "too easy". The docks aren't that infested with criminals. So, the GM decides to use the +2DM for a ROUTINE task as a starting point, then lower the difficulty by a point to make the roll a tad harder. Thus, the +1DM for difficulty is listed in the task above.


-The Task Roll-
1. Roll 2D: 4, 3

2. Check Natural Ability: Succeeds.

3. DMs: +1 Natural Ability; +1 Difficulty.

4. Task succeeds on 8+: This task is successful as Russlin rolls a total of 9.
 
UGM EXAMPLE

Using a default skill


Russlin Suvarrii (324A76) is a common sight in startown. He was injured during the Fourth Frontier War, but passersby don't remember that. Most of them refer to him as "the cripple".

But, from time-to-time, Russlin makes a little extra cash just by keeping his ears open as he frequents the multitude of bars and pubs that infest the startown quadrant. When he overhears something he thinks might be worth some credits, he waddles on down to the warehouse district where there are those that are interested in such tid-bits of information.

The GM had decided that Streetwise is the skill needed for Russlin to find someone to sell his information to. The problem is: Russlin does not have the Streetwise skill.

This is no matter, though. Streetwise can be considered a default skill. Everybody has this one, even if it is not written on a character's sheet. All characters have default skill at Level-0.

So, although it's not on Russlin's character sheet, he has Streetwise-0.

The UGM task to find a buyer for Russlin's info: Streetwise/INT/+1

The warehouse district is so infested with people that deal in this type of "trading" information that the GM decides this is a ROUTINE roll. ROU rolls, under the UGM, use a +2DM on the task roll.

But, the GM thinks that's a bit "too easy". The docks aren't that infested with criminals. So, the GM decides to use the +2DM for a ROUTINE task as a starting point, then lower the difficulty by a point to make the roll a tad harder. Thus, the +1DM for difficulty is listed in the task above.


-The Task Roll-
1. Roll 2D: 4, 3

2. Check Natural Ability: Succeeds.

3. DMs: +1 Natural Ability; +1 Difficulty.

4. Task succeeds on 8+: This task is successful as Russlin rolls a total of 9.
 
UGM EXAMPLE

Using a default skill


Russlin Suvarrii (324A76) is a common sight in startown. He was injured during the Fourth Frontier War, but passersby don't remember that. Most of them refer to him as "the cripple".

But, from time-to-time, Russlin makes a little extra cash just by keeping his ears open as he frequents the multitude of bars and pubs that infest the startown quadrant. When he overhears something he thinks might be worth some credits, he waddles on down to the warehouse district where there are those that are interested in such tid-bits of information.

The GM had decided that Streetwise is the skill needed for Russlin to find someone to sell his information to. The problem is: Russlin does not have the Streetwise skill.

This is no matter, though. Streetwise can be considered a default skill. Everybody has this one, even if it is not written on a character's sheet. All characters have default skill at Level-0.

So, although it's not on Russlin's character sheet, he has Streetwise-0.

The UGM task to find a buyer for Russlin's info: Streetwise/INT/+1

The warehouse district is so infested with people that deal in this type of "trading" information that the GM decides this is a ROUTINE roll. ROU rolls, under the UGM, use a +2DM on the task roll.

But, the GM thinks that's a bit "too easy". The docks aren't that infested with criminals. So, the GM decides to use the +2DM for a ROUTINE task as a starting point, then lower the difficulty by a point to make the roll a tad harder. Thus, the +1DM for difficulty is listed in the task above.


-The Task Roll-
1. Roll 2D: 4, 3

2. Check Natural Ability: Succeeds.

3. DMs: +1 Natural Ability; +1 Difficulty.

4. Task succeeds on 8+: This task is successful as Russlin rolls a total of 9.
 
UGM EXAMPLE

The benefit of High Natural Ability


The Marquis Terran Tukera (4C8AAD) has traveled from his estate on Aramis to the troubled world of Aramanx in an attempt to gather a summit of the world's leaders before the brink of war tips into full-scale conflict.

After he and his retainers arrive at Aramanx (the "powderkeg of the Towers Cluster"), the GM has roleplayed some interesting and different customs displayed by the high social class of the troubled planet.

The player playing the Marquis Tukera is unable to successfully figure his role in the strange customs, and he asks, "My character is a Marquis! Can't you give me a roll to figure out what's going on with these people?"

The GM replies, "I won't tell you exactly what to do--that you'll have to figure out for yourself. But, what I will do is give you a hint if you are successful on a task. You'll have to take those hints and roleplay with them as best you know how."

So, the GM decides this is a task of Routine difficulty: Carousing/SOC/+2

Terran Tukera's skill: Carousing-1


-The Task Roll-
1. Roll 2D: 2, 2

2. High Natural Ability Check: Succeeds!

3. DMs: +1 Carousing; +2 Difficulty; +1 automatic natural ability; +1 high natural ability

4. Tasks succeed on 8+: This task succeeds, barely, with the total of 9.
 
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