What is the DGP CT supplement you talk about?
There were two published supplements:
Grand Survey and
Grand Census. Both include the "UTP system" (Universal Task Profile), as all tasks and gear within used it.
There were around 10 issues of their
Traveller's Digest magazine with the CT era. I know that issues through #8 included the task system on the inside front cover.
It's worth noting that GDW hired DGP to do MegaTraveller as a contractor, hence its adoption in MT.
The basics:
Task definition -
Task Name
difficulty label, component 1, component 2, time increment, {special labels}
details
Labels give you the target number:
Simple: 3+
Routine: 7+
Difficult: 11+
Formidable: 15+
Impossible: 19+
Components are either:
- a skill, which adds its full value, or
- an attribute, which adds the integer of one-fifth the skill.
If you lack either component, increase the difficulty one label step
Tasks are rolled on 2d6 of one color, and (optionally) 3d6 of another.
the 2d6 roll is for success. Add the component values, compare to the difficulty number from the labeled difficulty
The 3d6 roll is for time - subtract the same mods you added to the 2d6 roll, then multiply the result by the time increment.
The special labels modify some aspects.
Absolute: Time is always the listed time increment - time dice are ignored
Unskilled OK: No increase if a component is absent.
Hazardous: Mishaps are worse, 3d instead of 2d
Fateful: Any failure is a mishap, rather than any failure by 2+
Safe: Mishaps cause no damage
Uncertain: Your roll is whether the GM tells you the truth; GM's roll actually determines success
Confrontation: Have to succeed by more than opponent.
Mishaps:
on a fail by 2 or more, a mishap occurs. Use 2D as a base.
If the roll was a natural 2, and a natural 3 would have been a mishap, add a die.
If the task was Hazardous, add a die as well.
On a 3-6, it's a superficial mishap, requiring a simple task to fix, and not impeding operation. does 1d6 damage to a character, if appropriate
7-10, it's minor, requires routine task to fix, and no longer works. does 2d6 to a character.
11-14, major mishap, requires difficult to fix, or does 3d6 damage.
15+, Destroyed mishap, requires formidable to fix, or does 4d6 damage to character.
In practice, it's a great shorthand, but I use att/3 instead of att/5, up the TN's and mishap numbers by 1, and add an obliterated (20+) mishap, change the damage pattern to 1d3/1d6/2d6/4d6/8d6