The referees using the UGM task system deserve a library of tasks. Lets start by some of the "tasks" presented by CT's LBBs (1-3).
The format would be DIFFICULTY (SKILL/ATTRIBUTE).
To resolve normal bureaucratic instructions, Routine (Admin/SOC).
To succeed in a bureaucratic job, Standard (Admin/Soc) once per month.
To avoid a crash with an Air/Raft in bad weather, Routine (Grav Vehicle/DEX) every hour; in really bad weather, Standard (Grav Vehicle/DEX).
An Air/Raft chase would be handeled as a series of Opposed Tasks, based on (Grav Vehicle/DEX). If the chaser wins, he closes the distance; if the one being chased wins, he increases the distance. Three victories in a raw for the chaser means he's cornered his prey; three seccesses for the one being chased means he's shaken away the pursuer. A Spectacular Failure by any side result a crash.
Driving an ATV (or a ground car/truck) in normal speeds without mishaps over a road requires no throw unless the ATV is in bad shape; driving over relatively comfortable off-road terrain requires an Easy (Ground Vehicle/DEX) task once per day; more difficult terrains will have higher UGM difficulties.
Bribing an official is a Standard (Bribery/SOC) task; DM -4 if the world's Law Level is 8+; DM +4 if the world's Law Level is 2-. A Spectacular Failure means that the official refuses AND reports the bribery attempt to higher authorities.
When a character forges a document, the Referee rolls 2D, modified by the Forgery skill and INT. The Referee records the final result.
Every time someone inspects the forged document in an attempt to determine if it is forged, he rolls 2D modified by his Forgery (or Admin minus one) skill and INT; he must roll above the result of the first check to detect the forgery.
To win an organized game of chance (e.g. casino) is a Difficult (Gambling/PSI) task. Bets up to Cr5,000 are typically allowed.
To win a private game of chance (e.g. playing poker [sp?] with fellow starfarers at a startown bat) is a Standard (Gambling/PSI) task. Bets from Cr50 to Cr5,000 are typically allowed, but more could be staked if all involved wish so.
Detecting a crooked game of chance is a Standard (Gambling/PSI) task.
Reviving a low passenger is an Easy (Medic/EDU) task; DM -1 is the passenger's END is 6-.
Safely landing a small craft under bad weather conditions is a Difficult (Ship's Boat/DEX) task.
To find out common underworld information (such as the name of an official willing to issue licenses without hassle) is a Routine (Streetwise/INT) task.
to find out obscure underworld information (such as the location of high quality guns at low prices) is a Difficult (Streetwise/INT) task.
To perform a non-standard manouver (running, jumping, sneaking etc) while wearing a Vacc Suit is a Standard (Vacc Suit/INT) task. Failure means that the character encounters a problem; remedying this problem is Routine (Vacc Suit/INT) task, which could be performed by another nearby individual as well.
WJP's suggestion about using the UGM in Ct combat is:
Achieving surprise in a combat encounter is an Opposed (Recon/DEX) task.
To notice that a comrade has been hit and rendered unconscious by a silenced surprise attack is a Standard (Recon/INT) task.
Escaping an encounter in which neither party has achieved surprise is a Standard (Recon/DEX) task, with the following DMs according to range: -1 if short range, +1 if medium range, +2 if long range, +3 if very long range.
To prevent his party from fleeing combat if it has sustained casualties, the leader (that is, anyone with a Leader skill) rolls a Routine (Leader/SOC) task. DMs are allowed: +1 if the party is a military unit; +1 if the leader has any tactical skill; -2 if the official leader is killed (for two rounds at least, and until a new leader takes control); -2 if casualties (unconscious and dead) exceed 50%.
A contest of drawing weapons (e.g. a traditional firearm duel) is an Opposed (DEX Only) task.
Hitting someone with a thrown blade is a Difficult (Blade/DEX) task.
To defeat the Anti-Hijack lock on a ship's bridge is a Difficult (Electronics/INT) task.
Repairing a drive failure is a Difficult (Engineering/EDU) task.
Hitting a ship (in LBB2 combat) should be handeled as an Opposed (Gunnery/INT vs. Pilot/INT) task, with all the DMs given in LBB2, p.30, including the Manouver/Evade limitations on the evading Pilot's skill (but not INT!).
Putting on a vacc suit in an emergency is a Standard (Vacc Suit/DEX) task.
"Damage Controlling" (i.e. field repairing) a ship hit is a Difficult (Engineering/EDU or Mechanical/EDU or Computer/EDU etc, depending on the damaged system) task.
To destroy all missiles "in contact with the ship" (in LBB2 combat), using the ECM program, is a Standard (Computer or Electronics/INT) task.
Writing a computer program is typically a Difficult (Computer/INT) task; the LBB2 exceptions are Return Fire, Jump-3 and Jump-5 (which require a Challenging task) and Libracy (which requires an Easy task).
To pick a mechanical lock using a Lock Pick Set (LBB3, p.19) is a Standard (Mechanical/DEX) task.
Locating a Psionic Institute branch on a world is a Difficult (Streetwise/INT or Admin/INT) task.
Most psionic powers will automatically succeed once the psi points are invested; however, to succeed in penetrating a shield, an Opposed Task is required with a Difficulty of Standard; instead of the skill/characteristic modifier, use the difference between the attackers' PSI attribute and the defender's one (Attacker-Defender=DM). An artificial shield gives a DM of -4 instead.
Unlike LBB3, I suggest that all telepathic powers may be able to penetrate shields (not only Assault); however, they still have to beat the shield.
A contest between two 'teeks' (i.e. 2 Telekenesis users pulling the same object in different directions) is resolved in the same manner.
Also, I suggest that psi users may be able to boost their apparent PSI attribute for the purpose of shielding/shield penetration (and for that purpose only) by expanding additional PSI points (one apparent PSI per point spent; influences one opposed check). So shielding could still be a tiring effort - especially if you're trying to block a very strong teep from taking a peep into your head.
Locating a dealer in PSI-drugs is a Standard (Streetwise/INT) task, taking two days.
The format would be DIFFICULTY (SKILL/ATTRIBUTE).
To resolve normal bureaucratic instructions, Routine (Admin/SOC).
To succeed in a bureaucratic job, Standard (Admin/Soc) once per month.
To avoid a crash with an Air/Raft in bad weather, Routine (Grav Vehicle/DEX) every hour; in really bad weather, Standard (Grav Vehicle/DEX).
An Air/Raft chase would be handeled as a series of Opposed Tasks, based on (Grav Vehicle/DEX). If the chaser wins, he closes the distance; if the one being chased wins, he increases the distance. Three victories in a raw for the chaser means he's cornered his prey; three seccesses for the one being chased means he's shaken away the pursuer. A Spectacular Failure by any side result a crash.
Driving an ATV (or a ground car/truck) in normal speeds without mishaps over a road requires no throw unless the ATV is in bad shape; driving over relatively comfortable off-road terrain requires an Easy (Ground Vehicle/DEX) task once per day; more difficult terrains will have higher UGM difficulties.
Bribing an official is a Standard (Bribery/SOC) task; DM -4 if the world's Law Level is 8+; DM +4 if the world's Law Level is 2-. A Spectacular Failure means that the official refuses AND reports the bribery attempt to higher authorities.
When a character forges a document, the Referee rolls 2D, modified by the Forgery skill and INT. The Referee records the final result.
Every time someone inspects the forged document in an attempt to determine if it is forged, he rolls 2D modified by his Forgery (or Admin minus one) skill and INT; he must roll above the result of the first check to detect the forgery.
To win an organized game of chance (e.g. casino) is a Difficult (Gambling/PSI) task. Bets up to Cr5,000 are typically allowed.
To win a private game of chance (e.g. playing poker [sp?] with fellow starfarers at a startown bat) is a Standard (Gambling/PSI) task. Bets from Cr50 to Cr5,000 are typically allowed, but more could be staked if all involved wish so.
Detecting a crooked game of chance is a Standard (Gambling/PSI) task.
Reviving a low passenger is an Easy (Medic/EDU) task; DM -1 is the passenger's END is 6-.
Safely landing a small craft under bad weather conditions is a Difficult (Ship's Boat/DEX) task.
To find out common underworld information (such as the name of an official willing to issue licenses without hassle) is a Routine (Streetwise/INT) task.
to find out obscure underworld information (such as the location of high quality guns at low prices) is a Difficult (Streetwise/INT) task.
To perform a non-standard manouver (running, jumping, sneaking etc) while wearing a Vacc Suit is a Standard (Vacc Suit/INT) task. Failure means that the character encounters a problem; remedying this problem is Routine (Vacc Suit/INT) task, which could be performed by another nearby individual as well.
WJP's suggestion about using the UGM in Ct combat is:
I'll give my suggestions on this subject in a later thread.Originally posted by WJP:
We're using standard CT combat rules in this example--the only difference is that a Standard UGM task roll is used in place of the regular 2D Classic Trav combat roll. All CT modifiers are used--as well as the possibility of the Natural Ability modifier from UGM.
Achieving surprise in a combat encounter is an Opposed (Recon/DEX) task.
To notice that a comrade has been hit and rendered unconscious by a silenced surprise attack is a Standard (Recon/INT) task.
Escaping an encounter in which neither party has achieved surprise is a Standard (Recon/DEX) task, with the following DMs according to range: -1 if short range, +1 if medium range, +2 if long range, +3 if very long range.
To prevent his party from fleeing combat if it has sustained casualties, the leader (that is, anyone with a Leader skill) rolls a Routine (Leader/SOC) task. DMs are allowed: +1 if the party is a military unit; +1 if the leader has any tactical skill; -2 if the official leader is killed (for two rounds at least, and until a new leader takes control); -2 if casualties (unconscious and dead) exceed 50%.
A contest of drawing weapons (e.g. a traditional firearm duel) is an Opposed (DEX Only) task.
Hitting someone with a thrown blade is a Difficult (Blade/DEX) task.
To defeat the Anti-Hijack lock on a ship's bridge is a Difficult (Electronics/INT) task.
Repairing a drive failure is a Difficult (Engineering/EDU) task.
Hitting a ship (in LBB2 combat) should be handeled as an Opposed (Gunnery/INT vs. Pilot/INT) task, with all the DMs given in LBB2, p.30, including the Manouver/Evade limitations on the evading Pilot's skill (but not INT!).
Putting on a vacc suit in an emergency is a Standard (Vacc Suit/DEX) task.
"Damage Controlling" (i.e. field repairing) a ship hit is a Difficult (Engineering/EDU or Mechanical/EDU or Computer/EDU etc, depending on the damaged system) task.
To destroy all missiles "in contact with the ship" (in LBB2 combat), using the ECM program, is a Standard (Computer or Electronics/INT) task.
Writing a computer program is typically a Difficult (Computer/INT) task; the LBB2 exceptions are Return Fire, Jump-3 and Jump-5 (which require a Challenging task) and Libracy (which requires an Easy task).
To pick a mechanical lock using a Lock Pick Set (LBB3, p.19) is a Standard (Mechanical/DEX) task.
Locating a Psionic Institute branch on a world is a Difficult (Streetwise/INT or Admin/INT) task.
Most psionic powers will automatically succeed once the psi points are invested; however, to succeed in penetrating a shield, an Opposed Task is required with a Difficulty of Standard; instead of the skill/characteristic modifier, use the difference between the attackers' PSI attribute and the defender's one (Attacker-Defender=DM). An artificial shield gives a DM of -4 instead.
Unlike LBB3, I suggest that all telepathic powers may be able to penetrate shields (not only Assault); however, they still have to beat the shield.
A contest between two 'teeks' (i.e. 2 Telekenesis users pulling the same object in different directions) is resolved in the same manner.
Also, I suggest that psi users may be able to boost their apparent PSI attribute for the purpose of shielding/shield penetration (and for that purpose only) by expanding additional PSI points (one apparent PSI per point spent; influences one opposed check). So shielding could still be a tiring effort - especially if you're trying to block a very strong teep from taking a peep into your head.
Locating a dealer in PSI-drugs is a Standard (Streetwise/INT) task, taking two days.