IMPORTANT GAME MECHANICS
SKILL RESOLUTION (INCLUDING COMBAT):
Every skill check or task resolution, including combat, involves the players using one of their character's skills, or if they do not have the skill, using an unskilled check. Skill checks are straight-forward and use 2d6.
STEP 1: The Referee sets the difficulty. Average difficulty is 8+ on 2d6. The Referee might assign a boon or bane, but the results are always taken from
the remaining two dice.
STEP 2: The player rolls the dice and takes the total.
STEP 3: If the skill has a stat dice modifier, it is added or subtracted from the total.
STEP 4a: If the character does not have the skill, subtract 3 from the roll. If the result is greater than or equal to the difficulty number, the check
succeeds. Otherwise it fails.
STEP 4a: If the character does have the skill, add the skill level to the roll. If the result is greater than or equal to the difficulty number, the check
succeeds. Otherwise it fails.
STEP 5: That's it. That's all of it. Unless it is opposed.
OPPOSSED: Both character roll their skill checks. The one that with the highest effect wins. If the effects are equal, then the highest total. If the totals
are also equal, then highest stat modifier. Then PC over NPC. Then Referee's choice.
Every skill check or task resolution, including combat, involves the players using one of their character's skills, or if they do not have the skill, using an unskilled check. Skill checks are straight-forward and use 2d6.
STEP 1: The Referee sets the difficulty. Average difficulty is 8+ on 2d6. The Referee might assign a boon or bane, but the results are always taken from
the remaining two dice.
STEP 2: The player rolls the dice and takes the total.
STEP 3: If the skill has a stat dice modifier, it is added or subtracted from the total.
STEP 4a: If the character does not have the skill, subtract 3 from the roll. If the result is greater than or equal to the difficulty number, the check
succeeds. Otherwise it fails.
STEP 4a: If the character does have the skill, add the skill level to the roll. If the result is greater than or equal to the difficulty number, the check
succeeds. Otherwise it fails.
STEP 5: That's it. That's all of it. Unless it is opposed.
OPPOSSED: Both character roll their skill checks. The one that with the highest effect wins. If the effects are equal, then the highest total. If the totals
are also equal, then highest stat modifier. Then PC over NPC. Then Referee's choice.
UNIVERSAL PERSONALITY PROFILE (UPP):
A character's stats are represented by the UPP.
A sample UPP could be: 7599CA
The characteristics are: STRength ( 7 ) DEXterity ( 5 ) ENDurance ( 9 )
INTellect ( 9 ) EDUcation ( C ) SOCial ( A )
A character's stats are represented by the UPP.
A sample UPP could be: 7599CA
The characteristics are: STRength ( 7 ) DEXterity ( 5 ) ENDurance ( 9 )
INTellect ( 9 ) EDUcation ( C ) SOCial ( A )
HEXADECIMAL: Traveller uses a hexadecimal numbering system:
1 2 3 4 5 6 7 8 9 A B C D E F
A = 10 B = 11 C = 12 D = 13 E = 14 F = 15
1 2 3 4 5 6 7 8 9 A B C D E F
A = 10 B = 11 C = 12 D = 13 E = 14 F = 15
UNIVERSAL WORLD PROFILE (UWP):
Each star system has a UWP that provides basic important information about the primary planet / moon / asteroid belt in the system.
A sample UWP could be: E565568-6
The UWP provides the following information in this order:
Each star system has a UWP that provides basic important information about the primary planet / moon / asteroid belt in the system.
A sample UWP could be: E565568-6
The UWP provides the following information in this order:
- Starport type
- Primary planet / moon / asteroid belt size
- Atmosphere
- Hydrographics (percent of planet covered by water)
- Population
- Government type
- Law level
- Tech level (SEE BELOW)