Supplement Four
SOC-14 5K
(A few examples of the UGM in play.)
I don't think too many examples are called for, but, just to be complete, I'll make up a couple here.
Let's meet our sample character:
Lem Jharraries 85A7E5
Computer-3, Laser Rifle-2, Medical-2, Gravitics-2, Electronics-1, Mechanical-1, Robotics-1
Lem's ship has been hit. Combat with Vargr Corsairs. The computer is down, and the captain is yelling to get computer support back up for the gunner.
The GM decides this is a Difficult Computer task governed by INT.
(1) 2D roll results in a 8.
(2) No Natural Ability modifier applied.
(3) -2DM Difficult task; +3DM Skill.
(4) Task succeeds with a 9.
The computer is back up, and the Gunner Interact program is now working again, but the ship is hit a second time...and now, the grav plates have gone out. Lem is worried that there might be damage to the inertial dampeners as well, so he floats to engineer and attempts to discover if his assumption is true.
The GM decides this is a Standard Gravitics task governed by EDU.
(1) 2D roll results in a 8.
(2) +1DM for Natural Ability.
(3) +0DM for Standard difficulty. +2DM for skill.
(4) Total of 11 produces a successful task.
While in engineering, Lem attempts to restore artificial gravity. Given Lem's successful look at the inertial dampeners, he's right there to fix the G-Plates as well. Same compartment.
The GM decides that his knowledge of what's happening with the inertial dampeners make the restoring of power to the G-Plates a Routine task governed by INT.
(1) 2D roll results in 3.
(2) +1DM Natural Ability bonus.
(3) +2DM difficulty; +2DM skill.
(4) Task succeeds, just barely, with a total of 8.
Lem's ship is hit a third time by the damn Vargr adversaries. An explosion shakes the ship near the entrance to engineering. Lem attempts to force the stuck hatch open.
The GM decides that this is a Difficult task governed by STR. Lem doesn't have a skill to use on this one.
(1) 2D roll results in a 10.
(2) No Natural Ability modifier applied.
(3) -2DM difficulty.
(4) Task barely succeeds with an 8.
As Lem opens the door, he sees the reason for the blast. Vargr Corsairs have cut their way into the hold of the ship. Lem pulls his AutoPistol from his hip and fires!
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.
The closest Corsair is 10 meters away. This is Medium Range. The Vargr's space suit doubles as Cloth armor.
Lem fires at him.
(1) 2D roll results in a 5.
(2) +1DM Natural Ability modifier.
(3) +0DM difficulty; -2DM DEX penalty; -3DM vs. Cloth armor; -6DM Range penalty.
(4) Shot misses with a total of 0.
The Vargr fires back at Lem, but misses, then the Corsair runs up the hold to close range with Lem. The two are now locked in hand-to-hand combat.
Lem acts first, swinging his pistol butt like a hammer. The GM rules that pistol whipping like this is akin to a Club-1.
So, Lem takes his swing.
(1) 2D roll results in a 12.
Whenever a '2' or a '12' is rolled naturally, a check is called for to determine Spectacular Success or Spectacular Failure.-
In this case, we're checking for Spectacular Success.
The SS check is--
3D less than or equal to Stat + Skill + Difficulty
In this case, we're looking at STR-8 + Skill-0 +0DM Standard Difficulty.
A Spectacular Success will result if Lem rolls 8- on 3D.
Lem rolls...5, 1, 1. He did it!
Lem has just rolled SS.
The GM determines that Lem's hit, with the butt of his pistol, cracks the O2 line into the Vargr's helmet, blowing right into his eyes. Even though the gas is invisible, it's blowing out of the cracked line fast and right into the eyes of the Vargr Corsair.
We finish the round.
(1) From Above…2D roll results in 12/
(2) No Natural Ability DM.
(3) +0DM Standard difficulty; +2DM STR bonus for club; -1DM Club Adjustment for Club-1; -3DM Cloth armor; +2DM Short Range.
(4) Total of 11 hits with Spectacular Success as determined above.
Damage is rolled.
And, the GM allows Lem to go first in the next round due to his SS result.
I'm going to leave you hanging here, with Lem in the thick of a fight.
I just wanted to go over a few examples to show you how UGM worked.
I don't think too many examples are called for, but, just to be complete, I'll make up a couple here.
Let's meet our sample character:
Lem Jharraries 85A7E5
Computer-3, Laser Rifle-2, Medical-2, Gravitics-2, Electronics-1, Mechanical-1, Robotics-1
Lem's ship has been hit. Combat with Vargr Corsairs. The computer is down, and the captain is yelling to get computer support back up for the gunner.
The GM decides this is a Difficult Computer task governed by INT.
(1) 2D roll results in a 8.
(2) No Natural Ability modifier applied.
(3) -2DM Difficult task; +3DM Skill.
(4) Task succeeds with a 9.
The computer is back up, and the Gunner Interact program is now working again, but the ship is hit a second time...and now, the grav plates have gone out. Lem is worried that there might be damage to the inertial dampeners as well, so he floats to engineer and attempts to discover if his assumption is true.
The GM decides this is a Standard Gravitics task governed by EDU.
(1) 2D roll results in a 8.
(2) +1DM for Natural Ability.
(3) +0DM for Standard difficulty. +2DM for skill.
(4) Total of 11 produces a successful task.
While in engineering, Lem attempts to restore artificial gravity. Given Lem's successful look at the inertial dampeners, he's right there to fix the G-Plates as well. Same compartment.
The GM decides that his knowledge of what's happening with the inertial dampeners make the restoring of power to the G-Plates a Routine task governed by INT.
(1) 2D roll results in 3.
(2) +1DM Natural Ability bonus.
(3) +2DM difficulty; +2DM skill.
(4) Task succeeds, just barely, with a total of 8.
Lem's ship is hit a third time by the damn Vargr adversaries. An explosion shakes the ship near the entrance to engineering. Lem attempts to force the stuck hatch open.
The GM decides that this is a Difficult task governed by STR. Lem doesn't have a skill to use on this one.
(1) 2D roll results in a 10.
(2) No Natural Ability modifier applied.
(3) -2DM difficulty.
(4) Task barely succeeds with an 8.
As Lem opens the door, he sees the reason for the blast. Vargr Corsairs have cut their way into the hold of the ship. Lem pulls his AutoPistol from his hip and fires!
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.
The closest Corsair is 10 meters away. This is Medium Range. The Vargr's space suit doubles as Cloth armor.
Lem fires at him.
(1) 2D roll results in a 5.
(2) +1DM Natural Ability modifier.
(3) +0DM difficulty; -2DM DEX penalty; -3DM vs. Cloth armor; -6DM Range penalty.
(4) Shot misses with a total of 0.
The Vargr fires back at Lem, but misses, then the Corsair runs up the hold to close range with Lem. The two are now locked in hand-to-hand combat.
Lem acts first, swinging his pistol butt like a hammer. The GM rules that pistol whipping like this is akin to a Club-1.
So, Lem takes his swing.
(1) 2D roll results in a 12.
Whenever a '2' or a '12' is rolled naturally, a check is called for to determine Spectacular Success or Spectacular Failure.-
In this case, we're checking for Spectacular Success.
The SS check is--
3D less than or equal to Stat + Skill + Difficulty
In this case, we're looking at STR-8 + Skill-0 +0DM Standard Difficulty.
A Spectacular Success will result if Lem rolls 8- on 3D.
Lem rolls...5, 1, 1. He did it!
Lem has just rolled SS.
The GM determines that Lem's hit, with the butt of his pistol, cracks the O2 line into the Vargr's helmet, blowing right into his eyes. Even though the gas is invisible, it's blowing out of the cracked line fast and right into the eyes of the Vargr Corsair.
We finish the round.
(1) From Above…2D roll results in 12/
(2) No Natural Ability DM.
(3) +0DM Standard difficulty; +2DM STR bonus for club; -1DM Club Adjustment for Club-1; -3DM Cloth armor; +2DM Short Range.
(4) Total of 11 hits with Spectacular Success as determined above.
Damage is rolled.
And, the GM allows Lem to go first in the next round due to his SS result.
I'm going to leave you hanging here, with Lem in the thick of a fight.
I just wanted to go over a few examples to show you how UGM worked.