Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
House Rules
❖ Task resolution
One of the things lacking in Classic Traveller is a uniform task resolution system. This is
Special Tasks one of the things added quickly in subsequent editions of the game. Here’s a quick and
There might be some special, prede- simple task resolution system that borrows concepts from MegaTraveller (mostly to
fined tasks for use during the game. smooth the way for a transition to that game, if wanted).
Right now, there’s at least one: the
Determination task.
❥ A Determination task is typically of Basic throw: 8+ Stat/Skill DMs
average difficulty (but might be As with combat, to succeed at any general In general, when you want to attempt a
harder with sufficient distractions), task, a character must make a basic throw general task of some sort, any relevant
and you can apply both your Endur- of eight or more on two dice. Of course, skill your character has can apply to the
ance and your Intelligence DMs to the roll should get adjusted based on a task. If I agree, your character’s skill level
the task.
variety of factors. can get applied as a positive DM to a gen-
eral task throw. if a character has no skill
relevant to the task at hand, then you
Opposing efforts might be able to use a characteristic
There’s two ways to handle opposing instead. You can apply one fifth (round
efforts. In some cases, it’ll be appropriate down) of an appropriate characteristic
to match two task rolls against one value as a postive task DM. (In some
another, highest total wins (after DMs). In cases, you might be able to apply both a
other cases, a “defender” can subtract skill DM and a characteristic DM.)
skill/stat DMs from the “attacker’s” roll.
If it seems likely that a particular skill is
rather required for the task, and you don’t
Difficulty of tasks have the skill (like trying to pilot a nose-
Task difficulty table Tasks vary in difficulty: the basic throw diving fighter jet), then you have to make
Difficulty DM applies only to a task of “average” diffi- a plain roll of 8+ at one or more levels of
culty: one in which a person who knows increased difficulty (which might make
Very Easy +4 the roll impossible).
at least a little about what they’re doing
Simple +3 can succeed about half the time under
pressure. You can also get assistance to receive a
Average +0 “one-time” zero level in a skill. See “Learn-
Challenging -3 Tasks of other difficulties provide DMs for ing by doing” on page 3.
the throw, as in the nearby table.
Difficult -5
Formidable -7
◆ 1◆
◆ 2 General house rules ◆
Transport Skills
Air/Raft
ATV
Ship’s Boat
Vehicle [Type:Subtype]
❖ Character advancement
In the original Classic Traveller game, the assumption was that characters would not
change substantially during play, thus character advancement was a very slow process,
and rather sketchy. Here’s some rules to make character advancement a little nicer.
❖ Cbaracter creation
All initial characters use the basic character creation system. You may choose any service
from Book 1, except for the Other service. Use the basic careers from Supplement 4 in Starting financial situation
place of the Other service from Book 1. The Harrier’s current operating fund
has Cr112,816 in it. The monthly sala-
ries, docking fees, and maintenance
Pregenerated characters Generated characters fees for her annual maintenance have
Instead of randomly generating a charac- The March Harrier has recently employed all been paid.
ter, you may pay a fate point and choose the rest of the player characters for these Immediate fees to pay will be fuel costs,
one of these pregenerated characters: positions: Medic, Gunner, Steward, Deck- life support fees, and payment into the
hand. If you decide to generate a new maintenance pool.
❥ Captain of March Harrier character, then you should do so with an
Retired Merchant Captain 5A7B9B Age 44 eye to one of these positions. This campaign is based on the opera-
6 Terms Cr 13,000 tion of a merchant vessel, and there-
Admin 2, Bribery 2, Computer 3, Navigation 3, fore, you as a group will have to take
Pilot 1, Vacc Suit 2, Auto Rifle 1, Auto Pistol 0 Notice that all the characters, except the
careful notice of the ship’s finances.
Deckhand, are required to operate the
Add four zero level skills
Harrier, and so if the roles aren’t assumed The lease on the ship is currently held
❥ Pilot of March Harrier by the PCs, then NPCs will occupy those by the three pregenerated characters;
ex-Scout 9B7955 Age 31
roles. If no-one plays the Deckhand, then therefore, at least one or two of these
3 Terms Cr 10,000 the Harrier can do without the Deckhand. characters should be played by you, to
Air/Raft 1, Jack Of All Trades 1, Pilot 2, Vacc direct the overall plans of the ship.
Suit 1, Laser Carbine 1
With that in mind, these services are par-
Add five zero level skills ticularly useful: Navy, Merchant, Scout,
Belter, Doctor.
❥ Engineer of March Harrier
Retired Naval Non-Comm 876785 Age 51 With some creative background, these
8 Terms Cr 12,000
Electronic 2, Engineering 3, Mechanical 2, Ship's services could fit in well with the party:
Boat 1, Vacc Suit 1, Auto Pistol 0 Pirate, Rogue, Noble.
Add four zero level skills
Services not recommended for play at all:
Notice that these characters can also be Sailor, Diplomat, Flyer, Barbarian, Bureau-
assumed to have an advantage with back- crat, Scientist, Hunter.
ground knowledge about the Harrier, her
operation, and her trade route.