• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

The UGM Task Library

OK, Hey Employee 2-4601 - excellent work: I copied it all to use myself, I hate having to decide what task should be rolled and how. Thank you for the leg-up.

Likewise, kudos to you, WJP. Lovely stuff.
 
OK, Hey Employee 2-4601 - excellent work: I copied it all to use myself, I hate having to decide what task should be rolled and how. Thank you for the leg-up.

Likewise, kudos to you, WJP. Lovely stuff.
 
Cryosleep ("Low Passage")

Cross-posted from this thread.

There are two "modes" of Cryosleep, depending on how you get frozen and/or thawed.

Standard "freeze" takes an hour, requires the supervision of a Medic (skill of 1 atleast) per 10 low passengers and involves slow reduction of lifesigns and temperature and several measures introduced to reduce the chance of a cryo-shock.

Emergency "freeze" takes a minute, requires no medic, and is activated by entering a cryotube (or being placed in it) and pressing the "emergency" button, either from within or from without. The tube injects the subject with fast-acting cryodrugs (and anti-ice-crystal nanites, similar to those used in the standard procedure but in a larger dose) and drops the temperature and the lifesigns quickly. Emergency Low Berths always use this method for "freeze", but could still use the standard method for "thawing".

Standard "thawing" takes an hour, requires the supervision of a Medic (skill of 1 atleast) per 10 low passengers and involved a slow increase in temperature and lifesigns. Afterwards, the subject suffers from 1d6 hours of an extremely unpleasant "hangover", i.e. having all of his stats functioning at half their value.

Emergency "thawing" is commenced by either activating the cryotube's emergency deactivation sequence or by it losing external power. It takes 2d6 minutes, in which a very large dose of post-cryo drugs is injected into the subject, combined with a rapid increase in temperature. The near-OD level of drugs delays the "hangover", allowing the subject to function normally immidately for 24 hours, but after this time the drugs wear off and the subject suffers from an extreme "hangover" (all stats functioning as if they were 1) for 1d3 days.

Waking up someone from cryosleep using the standard procedure is a Routine (Medic/INT) UGM task rolled by the medic; DM -2 if only one medic per 50 people (rather than 10) is present, -2 if an Emergency procedure was used to freeze the subject, +1 if TL 10-11, +2 if TL 12-14, +3 if TL15+, -1 if the subject's END is 6-.

Waking up from cryosleep using the emergency procedure is a Standard (END only) UGM task rolled by the subject; DM -2 if n Emergency procedure was used to freeze the subject, +1 if TL 10-11, +2 if TL 12-14, +3 if TL15+, -1 if the subject's END is 6-.

In all cases the task is rolled only when "thawing".

In the standard "thawing" procedure, a normal failure causes an "Hangover" of 1d6 days, a Spectacular Success prevents the "Hangover" entirely, and a Spectacular Failure causes a moderate cryo-shock, causing 1d6 standard (fully healable) damage per attribute (except for SOC); treat this damage as per normal CT combat rules.

In the emergency "thawing" procedure, a normal failure causes a moderate cryo-shock, causing 1d6 standard (fully healable) damage per attribute (except for SOC), a Spectacular Success reduces the Hangover to 4d6 hours only, and a Spectacular Failure causes a severe cryo-shock, causing 2d6 standard (fully healable, if the subject survives) damage per attribute (except for SOC); treat this damage as per normal CT combat rules.
 
Cryosleep ("Low Passage")

Cross-posted from this thread.

There are two "modes" of Cryosleep, depending on how you get frozen and/or thawed.

Standard "freeze" takes an hour, requires the supervision of a Medic (skill of 1 atleast) per 10 low passengers and involves slow reduction of lifesigns and temperature and several measures introduced to reduce the chance of a cryo-shock.

Emergency "freeze" takes a minute, requires no medic, and is activated by entering a cryotube (or being placed in it) and pressing the "emergency" button, either from within or from without. The tube injects the subject with fast-acting cryodrugs (and anti-ice-crystal nanites, similar to those used in the standard procedure but in a larger dose) and drops the temperature and the lifesigns quickly. Emergency Low Berths always use this method for "freeze", but could still use the standard method for "thawing".

Standard "thawing" takes an hour, requires the supervision of a Medic (skill of 1 atleast) per 10 low passengers and involved a slow increase in temperature and lifesigns. Afterwards, the subject suffers from 1d6 hours of an extremely unpleasant "hangover", i.e. having all of his stats functioning at half their value.

Emergency "thawing" is commenced by either activating the cryotube's emergency deactivation sequence or by it losing external power. It takes 2d6 minutes, in which a very large dose of post-cryo drugs is injected into the subject, combined with a rapid increase in temperature. The near-OD level of drugs delays the "hangover", allowing the subject to function normally immidately for 24 hours, but after this time the drugs wear off and the subject suffers from an extreme "hangover" (all stats functioning as if they were 1) for 1d3 days.

Waking up someone from cryosleep using the standard procedure is a Routine (Medic/INT) UGM task rolled by the medic; DM -2 if only one medic per 50 people (rather than 10) is present, -2 if an Emergency procedure was used to freeze the subject, +1 if TL 10-11, +2 if TL 12-14, +3 if TL15+, -1 if the subject's END is 6-.

Waking up from cryosleep using the emergency procedure is a Standard (END only) UGM task rolled by the subject; DM -2 if n Emergency procedure was used to freeze the subject, +1 if TL 10-11, +2 if TL 12-14, +3 if TL15+, -1 if the subject's END is 6-.

In all cases the task is rolled only when "thawing".

In the standard "thawing" procedure, a normal failure causes an "Hangover" of 1d6 days, a Spectacular Success prevents the "Hangover" entirely, and a Spectacular Failure causes a moderate cryo-shock, causing 1d6 standard (fully healable) damage per attribute (except for SOC); treat this damage as per normal CT combat rules.

In the emergency "thawing" procedure, a normal failure causes a moderate cryo-shock, causing 1d6 standard (fully healable) damage per attribute (except for SOC), a Spectacular Success reduces the Hangover to 4d6 hours only, and a Spectacular Failure causes a severe cryo-shock, causing 2d6 standard (fully healable, if the subject survives) damage per attribute (except for SOC); treat this damage as per normal CT combat rules.
 
Good Stuff

Prolific people such as yourself need a Traveller liscence or something... like Stellar Reaches to reach the masses ;)
 
Good Stuff

Prolific people such as yourself need a Traveller liscence or something... like Stellar Reaches to reach the masses ;)
 
From now on I'll use the revised UGM task profiles, formatted as SKILL/CHARACTERISTIC/DIFF.DM with "DIFF.DM" being the Difficulty DM; a positive DM fits an easier than normal task, a negative DM - a harder than normal task.

Ship Operations
My basic philosophy in this field is that, under normal circumstances, the number of task rolls made during interplanetary or interstellar travel should be minimal or even none; each of the following tasks is used only when adverse circumstances (listed in its description)are in effect.

Jumping
Under normal conditions the jump succeeds automatically. However, when jumping from close proximity (100 planetary or stellar diamaters or less) to a gravity well, when operating on unrefined fuel and/or when failing to perform maintainance on time (missing the yearly maintainance by atleast a month), the following task should be rolled on every jump: Navigation/EDU/+6; the following DMs apply in addition to the difficulty:
Within 100 diamaters from a world and/or star DM+5
Within 10 diamaters from a world and/or star DM+10
Unrefined Fuel DM-1
Per whole month (28 days) past annual maintainance date, if not performed DM-1

Failure means that the ship misjumps; a Spectacular Failure OR a modified result of 2- causes a drive explosion, disabling ALL three drives (manouver, powerplant and jump drive, see below), depressurizing the Engineering Section and causing 3D wounds to anyone in the Engineering Section; the jump fuel is wasted.

Operation the Drive System
Mid-TL8 or higher tech level drive systems do no require a task roll to operate under normal circumstances; however, when having less engineers onboard than required, when operating on unrefined fuel and/or when failing to perform maintainance on time (missing the yearly maintainance by atleast a month), the following task should be rolled on every jump: Engineering/EDU/+6; the following DMs apply in addition to the difficulty:
Per missing required engineer DM-1
Unrefined Fuel DM-1
Per whole month (28 days) past annual maintainance date, if not performed DM-1

Failure results in a possible malfunction in one of the three drives (manouver, powerplant or jump drive); throw 7+ for each drive for it to malfunction. Failed drives cease operations completely; maneuver drives will no longer thrust, jump drives will fail and indicate that they cannot support jump; power plants stop delivering power. Batteries will provide life support and basic lighting for 1D days. a Spectacular Failure causes a drive explosion, disabling ALL three drives, depressurizing the Engineering Section and causing 3D wounds to anyone in the Engineering Section.

To temporarily repair a malfunctioning drive, the following task is required: Engineering/INT/-2; one attempt is required per drive per day. The repairs are only temporary; roll 8+ per week for them to break down, until they are permanently repaired at a Starport-A (for a jump drive) or a Starport-C or better (for any other drive) of the ship's TL or better.

Landing on Worlds
Under normal circumstances, any ship of mid-TL8 or better can land on most planets without a task roll; however, when the ship's hull is damaged (combat "Interior Explosion" hits), when the ship's computer is not operational (unless the landing "ship" is a small craft with a bridge), when the weather (if any) is bad, when the terrain is uncomfortable and/or when attempting to land under fire, use the following task: Pilot/EDU/+2; situational DMs are applied as following:
Bad Weather DM-1 to DM-4 (depending on severity)
Bad Terrain DM-1 to DM-4 (depending on severity)
Under Fire DM-4
No operational computer* DM-2
Per "Interior Explosion" hit in Combat DM-1
Langing at Starport D or C DM+2
Landing on Starport B or A DM+6

* Small Craft with a Bridge do not apply this DM

Failure results in a minor crash-landing and one roll on the Surface Explosion Table (HG p.48), with a DM of +6 and DM +Armor; Spectacular Failure results in a crash and two Surface Explosion rolls, WITHOUT any DM except for Armor.

Launching from Worlds
Under normal circumstances, any ship of mid-TL8 or better can launch from most worlds without a task roll; however, when the ship's hull is damaged (combat "Interior Explosion" hits; applicable only when launching from worlds with Atmosphere 2+), when the ship's computer is not operational (unless the landing "ship" is a small craft with a bridge), when the weather (if any) is bad, and/or when attempting to launch under fire, use the following task: Pilot/EDU/+4; situational DMs are applied as following:
Bad Weather DM-1 to DM-4 (depending on severity)
Under Fire DM-4
No operational computer* DM-2
Per "Interior Explosion" hit in Combat DM-1**
Launching from Starport D or C DM+2
Launching from Starport B or A DM+6

* Small Craft with a Bridge do not apply this DM
** DM applied only when attempting to launch from a world with Atmosphere 2+

Failure results in a minor crash-landing and one roll on the Surface Explosion Table (HG p.48), with a DM of +6 and DM +Armor; Spectacular Failure results in a crash and two Surface Explosion rolls, WITHOUT any DM except for Armor.

Docking with Ships, Stations and Small Planetoids
Under normal circumstances, any ship of mid-TL8 or better can dock with most other craft, stations and small planetoids (those with a very low gravitational field, resulting in docking rather than "landing") without a task roll; however, when attempting to deck with a resisting ship (i.e. for boarding), use an opposed Pilot/EDU task. When the ship's computer is not operational (unless the landing "ship" is a small craft with a bridge), or when the target ship, station or planetoid is in a bad vector (e.g. "Dead Man's Tumble"), use the following task: Pilot/EDU/0 with the following situational DMs:
Target has a Bad Vector DM-1 to DM-4 (depending on severity)
No operational computer* DM-2

* Small Craft with a Bridge do not apply this DM
 
From now on I'll use the revised UGM task profiles, formatted as SKILL/CHARACTERISTIC/DIFF.DM with "DIFF.DM" being the Difficulty DM; a positive DM fits an easier than normal task, a negative DM - a harder than normal task.

Ship Operations
My basic philosophy in this field is that, under normal circumstances, the number of task rolls made during interplanetary or interstellar travel should be minimal or even none; each of the following tasks is used only when adverse circumstances (listed in its description)are in effect.

Jumping
Under normal conditions the jump succeeds automatically. However, when jumping from close proximity (100 planetary or stellar diamaters or less) to a gravity well, when operating on unrefined fuel and/or when failing to perform maintainance on time (missing the yearly maintainance by atleast a month), the following task should be rolled on every jump: Navigation/EDU/+6; the following DMs apply in addition to the difficulty:
Within 100 diamaters from a world and/or star DM+5
Within 10 diamaters from a world and/or star DM+10
Unrefined Fuel DM-1
Per whole month (28 days) past annual maintainance date, if not performed DM-1

Failure means that the ship misjumps; a Spectacular Failure OR a modified result of 2- causes a drive explosion, disabling ALL three drives (manouver, powerplant and jump drive, see below), depressurizing the Engineering Section and causing 3D wounds to anyone in the Engineering Section; the jump fuel is wasted.

Operation the Drive System
Mid-TL8 or higher tech level drive systems do no require a task roll to operate under normal circumstances; however, when having less engineers onboard than required, when operating on unrefined fuel and/or when failing to perform maintainance on time (missing the yearly maintainance by atleast a month), the following task should be rolled on every jump: Engineering/EDU/+6; the following DMs apply in addition to the difficulty:
Per missing required engineer DM-1
Unrefined Fuel DM-1
Per whole month (28 days) past annual maintainance date, if not performed DM-1

Failure results in a possible malfunction in one of the three drives (manouver, powerplant or jump drive); throw 7+ for each drive for it to malfunction. Failed drives cease operations completely; maneuver drives will no longer thrust, jump drives will fail and indicate that they cannot support jump; power plants stop delivering power. Batteries will provide life support and basic lighting for 1D days. a Spectacular Failure causes a drive explosion, disabling ALL three drives, depressurizing the Engineering Section and causing 3D wounds to anyone in the Engineering Section.

To temporarily repair a malfunctioning drive, the following task is required: Engineering/INT/-2; one attempt is required per drive per day. The repairs are only temporary; roll 8+ per week for them to break down, until they are permanently repaired at a Starport-A (for a jump drive) or a Starport-C or better (for any other drive) of the ship's TL or better.

Landing on Worlds
Under normal circumstances, any ship of mid-TL8 or better can land on most planets without a task roll; however, when the ship's hull is damaged (combat "Interior Explosion" hits), when the ship's computer is not operational (unless the landing "ship" is a small craft with a bridge), when the weather (if any) is bad, when the terrain is uncomfortable and/or when attempting to land under fire, use the following task: Pilot/EDU/+2; situational DMs are applied as following:
Bad Weather DM-1 to DM-4 (depending on severity)
Bad Terrain DM-1 to DM-4 (depending on severity)
Under Fire DM-4
No operational computer* DM-2
Per "Interior Explosion" hit in Combat DM-1
Langing at Starport D or C DM+2
Landing on Starport B or A DM+6

* Small Craft with a Bridge do not apply this DM

Failure results in a minor crash-landing and one roll on the Surface Explosion Table (HG p.48), with a DM of +6 and DM +Armor; Spectacular Failure results in a crash and two Surface Explosion rolls, WITHOUT any DM except for Armor.

Launching from Worlds
Under normal circumstances, any ship of mid-TL8 or better can launch from most worlds without a task roll; however, when the ship's hull is damaged (combat "Interior Explosion" hits; applicable only when launching from worlds with Atmosphere 2+), when the ship's computer is not operational (unless the landing "ship" is a small craft with a bridge), when the weather (if any) is bad, and/or when attempting to launch under fire, use the following task: Pilot/EDU/+4; situational DMs are applied as following:
Bad Weather DM-1 to DM-4 (depending on severity)
Under Fire DM-4
No operational computer* DM-2
Per "Interior Explosion" hit in Combat DM-1**
Launching from Starport D or C DM+2
Launching from Starport B or A DM+6

* Small Craft with a Bridge do not apply this DM
** DM applied only when attempting to launch from a world with Atmosphere 2+

Failure results in a minor crash-landing and one roll on the Surface Explosion Table (HG p.48), with a DM of +6 and DM +Armor; Spectacular Failure results in a crash and two Surface Explosion rolls, WITHOUT any DM except for Armor.

Docking with Ships, Stations and Small Planetoids
Under normal circumstances, any ship of mid-TL8 or better can dock with most other craft, stations and small planetoids (those with a very low gravitational field, resulting in docking rather than "landing") without a task roll; however, when attempting to deck with a resisting ship (i.e. for boarding), use an opposed Pilot/EDU task. When the ship's computer is not operational (unless the landing "ship" is a small craft with a bridge), or when the target ship, station or planetoid is in a bad vector (e.g. "Dead Man's Tumble"), use the following task: Pilot/EDU/0 with the following situational DMs:
Target has a Bad Vector DM-1 to DM-4 (depending on severity)
No operational computer* DM-2

* Small Craft with a Bridge do not apply this DM
 
Emp,

You may consider using EDU for most pilot tasks. If it were me, I'd only use DEX for tasks that actually required manual dexterity and a deft touch with the ship's controls.

Standard operation of a ship's piloting board is an EDU based task, but something like docking with a spinning, derelict spacecraft may require a task governed by DEX.

Just my two cents.
 
Emp,

You may consider using EDU for most pilot tasks. If it were me, I'd only use DEX for tasks that actually required manual dexterity and a deft touch with the ship's controls.

Standard operation of a ship's piloting board is an EDU based task, but something like docking with a spinning, derelict spacecraft may require a task governed by DEX.

Just my two cents.
 
I see your point about DEX, but why EDU (background knowledge/general knowledge) rather than INT (fast decision making)?
 
I see your point about DEX, but why EDU (background knowledge/general knowledge) rather than INT (fast decision making)?
 
People have to go to school to learn to be a pilot--they're not born knowing how to pilot a starship--it's a learned skill obtained through a character's education.

EDU is a character's ability to apply things he's learned.

INT, on the other hand, is his innate IQ, or how "smart" a character is.

Sure, there's some overlap between INT and EDU, but, in general, INT is used to govern a character's problem sovlving skills. I'd use INT for things like: Initiative in personal combat; Deciding whether a character "noticed" the alien bug on the ceiling when he walked into the room (perception); Or when deciding whether a character can figure out the riddle or puzzle found in an Ancient site.

EDU is used to govern tasks that involved a character's "learned" knowledge...EDU would be appropriate to govern a medic doing a medical scan on a patient; For the enginner to figure out that the reason the power plant is so sluggish is because there's a stuck valve in the fuel pump; for the ship's navigator as he interprets data dispayed by the ship's sensor read-out.

I always distiguish between the two by asking myself: Is this something that requires study/practice/licensing/college/advanced eduction..etc?

If the answer is "yes" then it's an EDU based roll.

If it's something any smart, intelligent, dilligent, common sense character could figure out (or not), then it's INT based.

That's my take on it, anyway.
 
People have to go to school to learn to be a pilot--they're not born knowing how to pilot a starship--it's a learned skill obtained through a character's education.

EDU is a character's ability to apply things he's learned.

INT, on the other hand, is his innate IQ, or how "smart" a character is.

Sure, there's some overlap between INT and EDU, but, in general, INT is used to govern a character's problem sovlving skills. I'd use INT for things like: Initiative in personal combat; Deciding whether a character "noticed" the alien bug on the ceiling when he walked into the room (perception); Or when deciding whether a character can figure out the riddle or puzzle found in an Ancient site.

EDU is used to govern tasks that involved a character's "learned" knowledge...EDU would be appropriate to govern a medic doing a medical scan on a patient; For the enginner to figure out that the reason the power plant is so sluggish is because there's a stuck valve in the fuel pump; for the ship's navigator as he interprets data dispayed by the ship's sensor read-out.

I always distiguish between the two by asking myself: Is this something that requires study/practice/licensing/college/advanced eduction..etc?

If the answer is "yes" then it's an EDU based roll.

If it's something any smart, intelligent, dilligent, common sense character could figure out (or not), then it's INT based.

That's my take on it, anyway.
 
Originally posted by WJP:

EDU is a character's ability to apply things he's learned.

INT, on the other hand, is his innate IQ, or how "smart" a character is.
The problem is in the distinction between the EDU characteristic and the Skills themselves. I view EDU as a "reference" stat, i.e. used in any situation in which a reference manual would be helpful (repairing things, diagnosing illnesses etc); INT is the character's capability to think fast (that's why it influences combat initiative, among other things), to deduce, to figure out logical connections; and practical training (what you learn in fly school, for example) is the skill (Pilot-1 in the previous example).
 
Originally posted by WJP:

EDU is a character's ability to apply things he's learned.

INT, on the other hand, is his innate IQ, or how "smart" a character is.
The problem is in the distinction between the EDU characteristic and the Skills themselves. I view EDU as a "reference" stat, i.e. used in any situation in which a reference manual would be helpful (repairing things, diagnosing illnesses etc); INT is the character's capability to think fast (that's why it influences combat initiative, among other things), to deduce, to figure out logical connections; and practical training (what you learn in fly school, for example) is the skill (Pilot-1 in the previous example).
 
Originally posted by Employee 2-4601:
I view EDU as a "reference" stat, i.e. used in any situation in which a reference manual would be helpful (repairing things, diagnosing illnesses etc); INT is the character's capability to think fast (that's why it influences combat initiative, among other things), to deduce, to figure out logical connections; and practical training (what you learn in fly school, for example) is the skill (Pilot-1 in the previous example).
I think we're in agreement except that I don't see piloting as a natural IQ kind of thing since people have to "learn" how to do it, go to flight school, get certified or a license...etc. I definitely see it as an EDU based skill (most of the time).

I should note that I don't "tie" a stat with any particular skill as seen in most Traveller rules systems (MT and T4 come to mind).

EDU is not used for every piloting task--just most of them (as in the DEX example with the derelict spacecraft).

For example--

DEX is most often used with AutoPistol.

But, if a character were at a bazaar and spied a table full of AutoPistols, his AutoPistol skill, governed by EDU (applying his learned knowledge) would be appropriate when a roll was made to see if the character could evaluate the good pistols from the trash.

Let's say the GM knows that the pistol the character selected has a secret compartment in the grip, and as the character cleaned his new weapon, the GM wanted to give the character a roll to see if he "noticed" tiny concealed compartment. This would be an AutoPistol roll governed by INT (the character's familiarity with AutoPistols governed by his natural ability at perceiving things).

So...firing the weapon: AutoPistol governed by DEX.

Evaluating the quality of the weapon: AutoPistol governed by EDU.

Noticing something "odd" about the weapon: AutoPistol governed by INT.

...and this can be carried on...

Maybe there's a chance the character recalls that the elite guard of the local Count only uses this particular type of weapon. In my game, I'd have the character make this roll using AutoPistol governed by SOC.
 
Originally posted by Employee 2-4601:
I view EDU as a "reference" stat, i.e. used in any situation in which a reference manual would be helpful (repairing things, diagnosing illnesses etc); INT is the character's capability to think fast (that's why it influences combat initiative, among other things), to deduce, to figure out logical connections; and practical training (what you learn in fly school, for example) is the skill (Pilot-1 in the previous example).
I think we're in agreement except that I don't see piloting as a natural IQ kind of thing since people have to "learn" how to do it, go to flight school, get certified or a license...etc. I definitely see it as an EDU based skill (most of the time).

I should note that I don't "tie" a stat with any particular skill as seen in most Traveller rules systems (MT and T4 come to mind).

EDU is not used for every piloting task--just most of them (as in the DEX example with the derelict spacecraft).

For example--

DEX is most often used with AutoPistol.

But, if a character were at a bazaar and spied a table full of AutoPistols, his AutoPistol skill, governed by EDU (applying his learned knowledge) would be appropriate when a roll was made to see if the character could evaluate the good pistols from the trash.

Let's say the GM knows that the pistol the character selected has a secret compartment in the grip, and as the character cleaned his new weapon, the GM wanted to give the character a roll to see if he "noticed" tiny concealed compartment. This would be an AutoPistol roll governed by INT (the character's familiarity with AutoPistols governed by his natural ability at perceiving things).

So...firing the weapon: AutoPistol governed by DEX.

Evaluating the quality of the weapon: AutoPistol governed by EDU.

Noticing something "odd" about the weapon: AutoPistol governed by INT.

...and this can be carried on...

Maybe there's a chance the character recalls that the elite guard of the local Count only uses this particular type of weapon. In my game, I'd have the character make this roll using AutoPistol governed by SOC.
 
Back
Top