WJP's excellent modifications to CT have made me feel that I should post a comprehensive, consolidated version of my own modifications to our beloved game.
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Character Generation
My character generation method is based on the "basic" one (i.e. LBB1/S4), with a few elements borrowed from MT and T4. All of my rules regarging character generation could be found here (thanks to Neil Ford for converting them to PDF).
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Task Resolution
(based on Paul Elliott's Task System for CT with Paul Elliott's permission).
2d6 roll required
Difficulties:
Easy 4+
Average 8+
Difficult 10+
Formidable 12+
Extreme 16+
Impossible 20+
DMs + relevent skill
+/- attribute derived bonus
+/- equipment derived midifier
+/- environmental/situational derived modifier
Note that a "natuarl" (i.e. regardless of DMs) roll of exactly 2 is ALWAYS a failure. Even the most gifted and talented expert sometimes fails. A "natural" (i.e. regardless of DMs) roll of exactly 12 is an automatic sucess, but not in Extreme and Impossible tasks.
Unskilled characters suffer from a -2 DM if the lacking skill is a common one (such as Ground Vehicle or Brawling) or a -4 DM if the skill is a more obscure or complex one (such as Medic or Gravitics); unskilled characters still receive Attribute DMs. A skill of 0 negates this penalty, but does not give a Skill DM.
Attribute DM is given on the following table:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Attribute DM
2 or lower -3
3-4 -2
5-6 -1
7 0
8-9 +1
10-11 +2
12-13 +3
14 or higher +4</pre>[/QUOTE]For example, Telina (UPP 879775, Mechanics-1), a belter, is trying to fix her Seeker's malfunctioning landing gear; the referee decides that repairing the malfunction would be an Avarage task, using the Mechanics skill and DEX. Since this is an avarage task, the Target Number is 8; since Telina's Dexterity is 7, she has no attribute DM ; she also recieves a +1 Skill DM. She rolls 9 on 2D, and thus succeeds (9+1=10; 10 is greater than 8). If she had DEX 4-, she'd still pass the check, (9+1-1=9; 9 is still greater than 8).
Each task has ONE relevant skill and ONE relevant attribute. Combat (whether personal, vehicle or naval) is based on tasks. Task system attribute DMs replace the LBB1/LBB4 favorable/minimal weapon DMs.
Tasks are listed in the following format: SKILL (ATTRIBUTE, DIFFICULTY, TIME). For example, fixing minor damage to a vehicle is a Mechanical (DEX, Easy, 1hour) task. Time is ommited if the task is immidiate or takes a non-defined period of time - for example, hitting someone in combat with an autopistol in Effective Range is essentially a Pistol (DEX, Avarage) task.
Attribute-only Tasks: When no skill is deemed relevant to the task at hand, ommit skill DMs alltogether but DOUBLE the Attribute DMs. For example, Telina (UPP 879775) tries to break open a locked wooden door (an Easy task) using her Strength alone. As her strength is equal to the Target Number (both are 8), she recieves a +2 DM (double than normal); she rolls 11 and succeeds (11+2=13; 13 is greater than 8).
Contest of Characteristics: When two characters directly contest their raw abilities (such as in arm wrestling, running, swimming etc) with no relevant skill involved, each character rolls 2d6 and adds that to her relevant characteristic; the character with the highest total wins. If another characteristic is deemed relevant, and one character has that characteristic at a double level than the other character, she adds a +1 DM to her roll. For example, Telina (UPP 879775) arms wrestles (that is, contests in STR) with Constantine (UPP A9C568); Telina rolls 5 and Constantin rolls 2; Telina wins (5+8=13; 10+2=12; 13 is greater than 12).
Contest of Skills: When two characters directly contest their skills (vehicle racing, gambling, trying to impress a noble with their programming skills and so on), each character rolls 2d6 and adds her relevant DMs (skill, attribute etc) to it. The character with the highest total wins. For example, Telina (UPP 879775, Air/Raft-1) races in an air/raft (that is, contests in the Air/Raft skill, which is a DEX-based task) against Constantine (UPP A9C568, Air/Raft-2); Telina rolls 6 and Constantine rolls 8; Constantine recieves a +1 DM for having DEX of 9, while Telina recieves no DM for having DEX of 7. Constantine wins (8+2+1=11; 6+1+0=7; 11 is greater than 7).
Opposed Tasks: When one character attempts to perform a task and another character tries to prevent her from doing so, first determine the Difficulty, and then roll 2d6 with the first character's skill and characteristic DMs (again, treat characteristic DMs as if the task has a difficulty of Average) as positive DMs and the opponent's skill and characteristic DMs as negative DMs; if the result is equal to or higher than the Target Number set by the Difficulty, the first character succeeds. For example, Telina (UPP 879775, Communications-2) tries to contact a ship in orbit by radio (Average (8) when being jammed; INT is relevant) while Constantine (UPP A9C568, Communications-1) tries to jam her transmission; Tellina rolls 5 and thus fails (5+2+0-1+1=7; 7 is less than 8).
Cooperating on a Task: Is more than one person is working on the same task (for example, a repair job), use the attribute DM of the participant with the most extreme (positive OR negative - clumsy people could hinder your work!) relevant attribute DMs, and the skill DM of the most skilled participant; apply a +1 DM per person involved beyond the first. Note that the Referee is encouraged to follow her or his common sense when determining the number of people who could cooperate in the same time on the same task - too many people might hinder the job or would lack physical access. When determining the effects of equipment on a cooperative task, and not all the participants use the same quality of equipment, use the avarage equipment DM (round down).
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Psionics
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 Average (8); 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.
---
Character Generation
My character generation method is based on the "basic" one (i.e. LBB1/S4), with a few elements borrowed from MT and T4. All of my rules regarging character generation could be found here (thanks to Neil Ford for converting them to PDF).
---
Task Resolution
(based on Paul Elliott's Task System for CT with Paul Elliott's permission).
2d6 roll required
Difficulties:
Easy 4+
Average 8+
Difficult 10+
Formidable 12+
Extreme 16+
Impossible 20+
DMs + relevent skill
+/- attribute derived bonus
+/- equipment derived midifier
+/- environmental/situational derived modifier
Note that a "natuarl" (i.e. regardless of DMs) roll of exactly 2 is ALWAYS a failure. Even the most gifted and talented expert sometimes fails. A "natural" (i.e. regardless of DMs) roll of exactly 12 is an automatic sucess, but not in Extreme and Impossible tasks.
Unskilled characters suffer from a -2 DM if the lacking skill is a common one (such as Ground Vehicle or Brawling) or a -4 DM if the skill is a more obscure or complex one (such as Medic or Gravitics); unskilled characters still receive Attribute DMs. A skill of 0 negates this penalty, but does not give a Skill DM.
Attribute DM is given on the following table:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Attribute DM
2 or lower -3
3-4 -2
5-6 -1
7 0
8-9 +1
10-11 +2
12-13 +3
14 or higher +4</pre>[/QUOTE]For example, Telina (UPP 879775, Mechanics-1), a belter, is trying to fix her Seeker's malfunctioning landing gear; the referee decides that repairing the malfunction would be an Avarage task, using the Mechanics skill and DEX. Since this is an avarage task, the Target Number is 8; since Telina's Dexterity is 7, she has no attribute DM ; she also recieves a +1 Skill DM. She rolls 9 on 2D, and thus succeeds (9+1=10; 10 is greater than 8). If she had DEX 4-, she'd still pass the check, (9+1-1=9; 9 is still greater than 8).
Each task has ONE relevant skill and ONE relevant attribute. Combat (whether personal, vehicle or naval) is based on tasks. Task system attribute DMs replace the LBB1/LBB4 favorable/minimal weapon DMs.
Tasks are listed in the following format: SKILL (ATTRIBUTE, DIFFICULTY, TIME). For example, fixing minor damage to a vehicle is a Mechanical (DEX, Easy, 1hour) task. Time is ommited if the task is immidiate or takes a non-defined period of time - for example, hitting someone in combat with an autopistol in Effective Range is essentially a Pistol (DEX, Avarage) task.
Attribute-only Tasks: When no skill is deemed relevant to the task at hand, ommit skill DMs alltogether but DOUBLE the Attribute DMs. For example, Telina (UPP 879775) tries to break open a locked wooden door (an Easy task) using her Strength alone. As her strength is equal to the Target Number (both are 8), she recieves a +2 DM (double than normal); she rolls 11 and succeeds (11+2=13; 13 is greater than 8).
Contest of Characteristics: When two characters directly contest their raw abilities (such as in arm wrestling, running, swimming etc) with no relevant skill involved, each character rolls 2d6 and adds that to her relevant characteristic; the character with the highest total wins. If another characteristic is deemed relevant, and one character has that characteristic at a double level than the other character, she adds a +1 DM to her roll. For example, Telina (UPP 879775) arms wrestles (that is, contests in STR) with Constantine (UPP A9C568); Telina rolls 5 and Constantin rolls 2; Telina wins (5+8=13; 10+2=12; 13 is greater than 12).
Contest of Skills: When two characters directly contest their skills (vehicle racing, gambling, trying to impress a noble with their programming skills and so on), each character rolls 2d6 and adds her relevant DMs (skill, attribute etc) to it. The character with the highest total wins. For example, Telina (UPP 879775, Air/Raft-1) races in an air/raft (that is, contests in the Air/Raft skill, which is a DEX-based task) against Constantine (UPP A9C568, Air/Raft-2); Telina rolls 6 and Constantine rolls 8; Constantine recieves a +1 DM for having DEX of 9, while Telina recieves no DM for having DEX of 7. Constantine wins (8+2+1=11; 6+1+0=7; 11 is greater than 7).
Opposed Tasks: When one character attempts to perform a task and another character tries to prevent her from doing so, first determine the Difficulty, and then roll 2d6 with the first character's skill and characteristic DMs (again, treat characteristic DMs as if the task has a difficulty of Average) as positive DMs and the opponent's skill and characteristic DMs as negative DMs; if the result is equal to or higher than the Target Number set by the Difficulty, the first character succeeds. For example, Telina (UPP 879775, Communications-2) tries to contact a ship in orbit by radio (Average (8) when being jammed; INT is relevant) while Constantine (UPP A9C568, Communications-1) tries to jam her transmission; Tellina rolls 5 and thus fails (5+2+0-1+1=7; 7 is less than 8).
Cooperating on a Task: Is more than one person is working on the same task (for example, a repair job), use the attribute DM of the participant with the most extreme (positive OR negative - clumsy people could hinder your work!) relevant attribute DMs, and the skill DM of the most skilled participant; apply a +1 DM per person involved beyond the first. Note that the Referee is encouraged to follow her or his common sense when determining the number of people who could cooperate in the same time on the same task - too many people might hinder the job or would lack physical access. When determining the effects of equipment on a cooperative task, and not all the participants use the same quality of equipment, use the avarage equipment DM (round down).
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Psionics
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 Average (8); 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.