Task Rolls

Task rolls are made by players when their persona is attempting something. The task roll is a check for success. If the player wins the task roll, her persona has succeeded at the something.

Task Rolls have replaced Performance Tables from previous versions.

Tasks can be mundane, like trying to repair a vehicle engine. Other tasks are pure sciency fiction, like strapping a grommet-sized oscillating refractometer onto a Fredericton di-collating time re-modulator. Task rolls are used for vocation skills, abilities and gifts as well. Task rolls do not cover driving. There is an entire section devoted to Driving.

The more complex the task, the more difficult it is to succeed. Every task has its degree of difficulty (DD). The more complex the task, the higher the difficulty, and the higher the DD, the higher the task roll required to succeed.

Humanoid baboon getting mad at a technological box.

Failure makes Rage.

Sometimes a task will be too difficult for one persona to complete on their own. Research Teams are crucial to completing highly complicated tasks.

Task Roll

Competency

The Competency is a combination of the persona’s EXPS Level and her skills. A persona can use her EXPS Level for any task that fits within her vocation. If the persona also has an applicable skill, she can add this to her Competency.

If the persona does not have aptitude in the task area they cannot have competence. Aptitude can be as simple as staying in your vocation’s lane, or more nuanced. For a more nuanced view jump to Aptitude.

Calculation

Competency = EXPS Level + Interests + Skills * 2

3rd biologist Research interest 1, Herbivore skill 2
Competency 6 studying herbivores.

Difficulty

The more complicated something is the higher the Degree of Difficulty (DD). Almost every task has a degree of difficulty associated with it. While the lowest DD possible is 1 there is no limit to how high a DD can go. However, the DD can be so high that it is impossible to win the Task Roll. For example, cloning is a DD 42 task.

If a task does not exist or there is no assigned degree of difficulty, the players and referee must negotiate one. The players and referee only need to agree on a qualitative term describing the difficulty of the task. A dice roll will randomly determine the actual value of the DD.

Let’s consider a persona that wants to make some ice from water. If there is a freezer, this task should be automatic, but there may be some trivial interference. So the referee and players agree that this is task has a trivial difficulty. If there is no freezer, and the expedition is on a hot planet where the water is full of sediment, the difficulty should be impossible or bizarre.

Task Difficulty Table
The more difficult the task the higher the target value.

Task

Target Roll

Difficulty

Random

Static

Trivial

1d6

6

Easy

1d10

12

Normal

1d20

18

Hard

1d30

24

Tough

1d50

36

Impossible

1d100

48

Bizarre

1d1000

96

Plot Protected

666

Difficulty

Random

Static

Random for drama. Static for speedy target.

Target Roll

The target roll is the actual number that the player must roll higher than to win the task roll. The target roll is like the Defence Rating of a task. The player must roll equal to or higher than the target roll. The higher the persona’s skill score (EXPS level plus skills), the lower the target roll. The higher the task’s degree of difficulty, the higher the target roll.

The target roll can be tabulated or calculated. A tabulated target roll employs a table comparing the degree of difficulty to skill score. A calculated target roll employs simple maths to determine the target roll. Very high skill scores and very high DDs require calculation.

Tabulated

No calculations are required. Compare DD to skill score to get the target roll. For example, skill score 5 intersects with DD 5 to yield a target roll of 66. The player must roll 66 or higher on a 1d100 to win her task roll. The higher the persona’s skill score, the lower the player’s target roll. Very high skill scores and very high DDs exceed the Target Rolls Table’s limits and require calculation.

Table needs a bigger page. Jump to the Task Target Table

Calculated

Players can calculate the target roll using some simple maths and a tiny table. The higher the skill score, the greater the impact on the target roll. Using the table is much faster.

Data Needed
  1. Difficulty (DD)

  2. Competency (Comp)

  3. Aptitude

Difficulty and competency are needed. Aptitude refers to how close the task is to th

A persona with no aptitude indicates that a persona is attempting a task out of her vocation. For example, a mercenary trying to identify an alien flower would have no aptitude.

Aptitude Competency Multiplier Table

The more competence the better.

No aptitude forces player to roll on Competency 0

Aptitude

Competency

Multiplier

No

Any

0

Yes

1-4

1

Yes

5-8

2

Yes

9-12

3

Yes

13 and up

4

Aptitude

Competency

Multiplier

Target Roll Calculation

Target Roll = 56 + (4 * DD) - (Skill Score * Multiplier)

DD 10 vs Comp 8 = 56 + (4 * 10) - (8 * 2) = 56 + 40 - 16 = 80
DD 6 vs Comp 11 = 56 + (4 * 6) - (11 * 3) = 56 + 24 - 33 = 47
DD 30 vs Comp 9 = 56 + (4 * 30) - (9 * 2) = 56 + 120 - 18 = 158
DD 2 vs Comp 18 = 56 + (4 * 2) - (18 *4) = 56 + 8 - 64 = -8

Bonuses

The player adds bonuses to her 1d100 roll. Bonuses often mean the difference between success and failure. Bonuses can come from every which way. Some TOYs give task roll bonuses. Some computers give task roll bonuses. Many referees will offer task roll bonuses for good role-playing descriptions.

Humanoid lizard wearing a beloved fedora about to lift a treasure artifact.

This gonna be easy.

Attribute Bonuses

The most common bonuses are vocation attribute bonuses. If the task fits into the vocation’s aptitude, the player can add an attribute to the 1d100 roll. For combat tasks, mercenaries can add their STR. For knowledge-based tasks, biologists can add their INT.

Vocation Attribute Bonus Table
Is it familiar?

Aptitude

Vocation

Attribute

Knowledge

Biologist

INT

Mechanic

INT

Veterinarian

INT

Combat

Knite

MND

Mercenary

STR

Spie

STR

Gut

Nomad

AWE

Nothing

CHA

Alien

None

Mechanical

Driving

DEX

Robot

None

Role Playing Bonuses

The more role-playing is integrated into the roll playing system, the more fun the play is. Role-playing bonuses for task rolls incentivize fun descriptions from the players. The following are examples of player descriptions that should earn task roll bonuses. “I’m going to leaf through my notes here and try to identify this bizarre creature.” Or “I summon all the forces of evil beneath me, as I try to apply pressure to this weakling altruist.” Or “Taking my favourite tools from my mechanical kit, I proceed to repair this damaged bicycle.” Or “I calmly stalk silently past the sleeping sentry.”

Humanoid medical woman getting a brilliant idea.

I have an idea.

The role-playing bonuses should be small since role-playing has its benefit. A good description could get a 1d4 bonus. A description that rocks all the players may get a 1d10 bonus. Small bonuses that lead to success generate quite a bit of excitement.

Make the Roll

The player rolls the 1d100, adds in the bonuses and hopes to beat the target roll. Any roll equal to or higher than the target roll is a success. Any roll less than the target roll is a failure.

Small human hammering repairs on top of giant mech suit.

Delicate repairs underway.

Aptitude

I can do that.

Often personas will want to accomplish a task that is not within the realm of their vocation. Mercenaries often need the vet skills quick fix and stabilization. A mechanic may want to to do spie stuff on a security system.

The cross vocation penalties are for individual personas trying to expand their scope of practice. These degree of difficulty penalties are in addition to zeroing the skill score by lack of aptitude. A Mechanic trying to use the knite gift energy would face a DD of 45 and have zero skill score (target roll of 236). The same mechanic trying to use the nothing skill of righteous indignation would have a DD of 4-9 and zero skill score (target roll from 72 to 92).

Vocation Task Compatibility Table
Not everyone can do everything.

Vocation

Biologist

Knite

Mech

Merc

Nomad

Nothing

Spie

Vet

Biologist

 — 

42

5

6

3

2

5

3

Knite

5

 — 

5

2

4

42

4

5

Mechanic

3

42

 — 

5

2

3

5

3

Mercenary

6

42

6

 — 

4

2

3

6

Nomad

3

42

3

4

 — 

2

4

3

Nothing

6

42

5

5

4

 — 

6

5

Spie

6

42

6

4

3

2

 — 

4

Veterinarian

3

42

4

6

3

2

5

 — 

Vocation

Biologist

Knite

Mech

Merc

Nomad

Nothing

Spie

Vet

Research Teams

Research teams allow groups of personas to pool their experience skills for a greater chance of success. Several mechanics may share their expertise to solve a scientific problem or repair a broken warp drive. A team of veterinarians could work together to save a life. The skill score of a research team is the sum of the skill scores of all its members. Every player with a persona on the research team gets to make a task roll using the team’s combined skill score. If any of the players win their task roll, then the entire team is successful.

Drawing of two humans working together on delicate project.

Biologist and vet working together.

Composition

Every research team must have a team leader. The EXPS Level of the team leader determines the size of the research team. The team can consist of one persona per level of the team leader in addition to themselves. A team leader cannot lead a persona with a higher EXPS level than herself.

For example, a 5th level veterinarian could lead a team of 5 veterinarians. That could be a combined research team of skill score 30 with five five task rolls. Teams can accomplish amazing things. However, teams cannot get together to solve intricate campaign puzzles created by the referee. As always, plot points are dice roll resistant.

Research teams can be technical and cute.

A team can be composed of different vocations. The players must justify each vocation type’s involvement on the research team. For example, a 7th level biologist could lead a team of 5 biologists, a mercenary, and a spie. If the research team was trying to determine the chance of alien revolution, this team makes sense. If the research team were trying to determine the direction of alien migration, including the spie and mercenary would not make sense.

Example

An operating room research team has a 4th level veterinarian team leader. The team comprises two 3rd level vets, a 3rd level biologist and a 2nd level nomad. They are working together to fix a famous alien the expedition accidentally ran over with a hovercar. They need to repair her articulated wing flaps. The Degree of Difficulty of the procedure is 20DD.

The research team’s total skill score is 15 (4 + 3 + 3 + 3 + 2).

Each team member would get a chance to beat the Target Roll of 76. The procedure is a success if any of the five players roll 76 or higher.

Task Duration

How long a task takes depends on a combination of common sense and degree of difficulty (DD). Some tasks have specifically assigned durations. Performing open-heart surgery (a difficult task) would always take longer than ten minutes. However, the equally difficult task of performing a double somersault would take an instant.

Combat-related tasks happen during the unit of combat unless otherwise specified. Research teamwork that requires months can pass in an instant with a few task rolls.

Duration of Task Table

Duration of a task includes prep time and research.

Time lines are guide lines, not hard lines.

Difficulty (DD)

Duration

1-3

0-3 units (1d4-1)

4-8

0-99 units (1d100-1)

9-12

0-19 minutes (1d20-1)

13-16

0-5 hours (1d6-1)

17-20

0-11 hours (1d12-1)

21-41

0-5 days (1d6-1)

42 or higher

0-5 months (1d6-1)

Difficulty (DD)

Duration

A persona carrying out a 4 DD task would require 0-99 units of time. At the end of which, the player would make her task roll. Most of the time, this duration information is a nerd fascination. If time is not of the essence, then don’t play on this table. During combat time, these durations may be critical. Outside of combat time, the task durations pass instantly.

A biologist trying to identify an alien species could take up to 3 minutes to make a decision. The duration reflects the time she spent leafing through her notes and observing before making a decision.

A mercenary attempting pistol with pistol ambidextrous combat would have no such time duration, and success, or failure, is instantaneous.

A task roll is won in an instant, but the research and prep may take months.

Research teams should always check for the duration of tasks. A task that takes months to complete could be reflected in gameplay with sub-missions to get materials or other team members.

Example Tasks

This list is not exhaustive. The most common kinds of tasks encountered play testing EXP for a decade are listed here. Many are silly.

Successful Task Rolls are granular and represent dice rolls that change a session, not a campaign. As with all dice rolls in the Roll Playing System, a successful task should not change a campaign’s course. Plot points are highly resistant to dice rolls.

These tables are not exhaustive.

General

General tasks represent day-to-day things that personas may want to do. Under normal circumstances, there should be no task roll required for these actions. The referee would need some fun excuse to force the player to make a task roll. If a persona needs to bake a cake for her dessert, she should simply bake a cake. If the persona is baking a cake to impress an alien dignitary, then a task roll is part of the fun. If the persona needs to bake a cake after drinking a uncombat:task_rolls.adoc, then a task roll is part of the fun.

*General Tasks Table *
Difficulty of day to day tasks.

Task

Degree of Difficulty (DD)

Bake a Cake

3-30 (3d10)

Eat Fast

1-3 (1d3)

Fall Asleep

1-8 (1d8)

Find a reference

1-8 (1d8)

Insert a contact lens

1

Juggle

2 per item

Kiss properly

1-6 (1dd)

Knots

1-3 (1d3)

Knots, fancy

2-12 (2d6)

Learn a hand sign

1-12 (1d12)

Light a torch

1

Make a snow ball

1-4 (1d4)

Open a bottle

1

Start a campfire

2

Tell a joke well

1-12 (1d12)

Tie a tie

3

Wake up on time

1

Task

DD

Biologist

Biologist Task Examples
This list is not exhaustive.

Task

Difficulty

Cloning

Bizarre

Designing Genes

Bizarre

Age Determinatin

Normal

Psionics Detection

Tough

Psionics Determination

Impossible

Phenomics Detection

Normal

Estimate Resilience

Hard

Estimate Danger

Trivial

Estimate INT

Easy

Energy Source

Easy

ID Social Norms

Normal

Identify Healer

Normal

Identify Leader

Easy + INT of target

Task

Difficulty

Knite

Only a knite can accomplish knite tasks. .Knite Task Examples

Not an exhaustive list.

Task

Difficulty

Apply Pressure

Easy + MND target

Detect Danger

Normal

Detect Invisible

Tough

Detect Lies

Easy + MND target

Detect Life

Trivial

Detect Traps

Normal

Energy Defence

Easy

False Rest

Easy

Induce Silence

Easy consider volume

Laser Defence

Trivial

Mimic Sound

Easy

Pre-empt Speech

Target MND plus 1d6

Pre-empt Thought

Target MND plus 1d12

Psionic Defence

Attacker MND plus 1d4

Energy Sword amputate

Target AR divided by 42

Energy Sword deflection

Attack Roll divided by 42

Energy Sword return attack

Normal consider HPS

Solid Defence

Normal

Telekinesis

Easy consider wate

Task

Difficulty

Mechanic

Mechanic Maneuvers and example DDs
Degree of Difficulty of day to day maneuvers.

Maneuver

Degree of Difficulty (DD)

Ammunition, Create

5-10 (1d6+4)

Ammunition, Upgrade

5-12 (1d8+4)

Artifact ID, TL 1-5

7-10 (1d6+6)

Artifact ID, TL 6-9

5-9 (1d4+4)

Artifact ID, TL 10-12

3-6 (1d4+2)

Artifact ID, TL 13-19

TL plus 1d4

Artifact ID, TL 20 and up

TL plus 1d6

Bake a Cake

1-20 (1d20)

Biological Implant

26-45 (1d20+25)

Brainstorming

1-20 (1d20)

Computer Access

1-20 (1d20)

Create Equipment

16-25 (1d20+15)

Find Data

1-4 (1d4)

Mental Patenting

Triple Maneuver DD

Miniturization

9-20 (1d12+8)

Mnemonic Trapping

1-8 (1d8)

Multi-Equipment

11-20 (1d10+10)

Repair Trivial Damage

1-3 (1d3)

Repair Minor Damage

1-6 (1d6)

Repair Major Damage

7-13 (1d6+6)

Repair Critical Damage

13-20 (1d8+12)

Reverse the Polarity

1-50 (1d50)

Robot Weakness

6-11 (1d6+5)

Robot AR

1-6 (1d6)

Robot Independence (CF)

Target INT

Robot Type

1-12 (1d12)

Robot Over-ride

Target INT

Weapon Repair, Strike

2

Weapon Repair, Fling

4

Weapon Repair, Shoot, D, E

8

Weapon Repair, Flotto

12

Weapon Repair, Energy

Add 3

Weapon, Urgent Unjam

0-3 (1d4-1)

Weapon, Attach Scope

1-6 (1d6)

Maneuver

DD

Mercenary

Mercenary Task Examples
Degree of Difficulty of day to day maneuvers.

Maneuver

Degree of Difficulty (DD)

Act During Ambush

8-19 (1d12+7)

Aerosol, Safe Shot

10

Ambidextrous Combat

Pistol and Rifle

6

Pistol and Strike

4

Pistol and Pistol

4

Rifle and Rifle

8

Two Bolt Actions

24

Strike and Strike

2

Fling and Fling

28

Grenade Combat

Extra Toss

8

Safe Shot Self

4

Safe Shot Others

4 per persona

Movement Combat

Attack While Falling

1-8 (1d8)

Attack While Rolling

1-12 (1d12)

Avoid Shelling

9-16 (1d8+8)

Cover at Full Move

5-12 (1d8+4)

Flanking

7-14 (1d8+6)

Un-flanking

8-19 (1d12+7)

Snap Actions (no move cost)

Reload Batteries

8

Reload Strike

1

Reload Fling

6

Reload Shoot Pistol

2

Reload Shoot Rifle

4

Reload Flotto

6

Snap Unjam

1-12 (1d12)

Stay Conscious

11-22 (1d12+10)

Maneuver

DD

Nomad

Nomad Tasks Examples
Degree of Difficulty of day to day maneuvers.

Task

Difficulty

Alien, Taming

MND of Alien

Alien, Tricks

MND plus 1d4

Avoid Tracking

INT of tracker

Clothing, Camouflage

1-10 (1d10)

Clothing, Protective

1-6 (1d6)

Fire, Protection

1-4 (1d4)

Fire, Start

1

Food, Cooking

1

Food, Gathering

4-9 (1d6+2)

Food, Preparing

5-10 (1d6+4)

Food, Preserving

7-12 (1d6+6)

Poison, Cure

Intensity plus 1d10

Poison, Arrest

Half Intensity

Safe Campsite

1-8 (1d8)

Safe Passage

1-12 (1d12)

Tracking

INT of target

Water, Dowsing

9-12 (1d4+8)

Water, Gathering

4-7 (1d4+3)

Water, Purifying

6-9 (1d4+5)

Task

Difficulty

Nothing

Other vocations have little or no concept of these irrelevant skills. .Nothing Task Examples

Difficulty of day to day maneuvers.

Tasks

Difficulty

Be Afraid

1-3 (1d3)

Dress for Success

20-27 (1d8+19)

Eat Fast

1-3 (1d3)

Fall Asleep

1-8 (1d8)

Get into a club

2-16 (2d8)

Recall a persona name

3-18 (3d6)

Righteous Indignation

1-6 (1d6)

Tie a tie

1-4 (1d4)

Wake up on time

20-27 (1d8+19)

Maneuver

Difficulty

Spie Tasks

Spie Task Examples
Degree of Difficulty of day to day maneuvers.

Tasks

Difficulty

Assassinate

Target AWE plus LEVEL

Bribery

4-7 (1d4+3)

Casing, Building

5-10 (1d6+4)

Casing, Room

4-9 (1d6+3)

Casing, Security

3-8 (1d6+2)

Climbing

7-12 (1d6+6)

Concealment, Moving

9-14 (1d6+8)

Concealment, Others

add 5DD

Concealment, Stationary

5-10 (1d6+4)

Crypto, Cracking

INT builder plus 1d12

Crypto, Making

1-12 (1d12)

Disguise

1-8 (1d8)

Escape!

1-6 (1d6)

Forgery, Currency

15-20 (1d6+14)

Forgery, Written

Half Target INT

Interrogation

Target MND plus 1d10

Lock Pick, Electronic

1-12 (1d12)

Lock Pick, Mechanical

1-8 (1d8)

Lying

Target INT

Martial, AR Boost

AR / 100

Martial, Multiple attacks

2

Martial, and Strike

3

Martial, and Fling

10

Martial, and Shoot

5

Sleight, Pocket

Target AWE plus 3d4

Sleight, Table

Target AWE

Stun, Ambush

Target AWE plus EXPS Level

Stun, Combat

Target AWE times 2

Trap, Defuse

Setter AWE

Trap, Set

1-12 (1d12)

Tasks

Difficulty

Veterinarian

Veterinarian Tasks Examples
Degree of Difficulty of day to day maneuvers.

Tasks

Difficulty

Artificial Resuscitation

2 per unit down

Attribute, Enhance

Attribute plus 50DD

Attribute, Restore

Attribute plus 25DD

Autopsy, Forensic

1-10 (1d10)

Autopsy, Fun

2

Calm Persona, slaps

1

Calm Persona, verbal

5

Cryogenics, Initiate

15-24 (1d10+14)

Cryogenics, Revive

1-10 (1d10)

Pinch, Death

Target CON times 2

Pinch, Paralyzing

Target CON times 3

Develop Pharmaceutical

15-24 (1d10+14)

Negate Frenzy

1-6 (1d6)

Open Stasis Bag

1-4 (1d4)

Poison, Stop Damage

Intensity

Poison, Identify

Intensity plus 1d4

Poison, Reverse Damage

Intensity plus 1d6

Psionic Attack, Stop

Attacker MND

Psionic Attack, Identify

Attacker MND plus 1d4

Quick Fix, 5%

1

Quick Fix, 10%

2

Quick Fix, 20%

4

Radiation, Cure

Intensity + 1d8

Radiation, Stop

Intensity

Radiation, Identify

Intensity plus 1d6

Reattach Members

21-28 (1d8+20)

Restore Hearing

16-25 (1d10+15)

Restore Sanity

16-25 (1d10+15)

Restore Vision

16-25 (1d10+15)

Reverse Aging

Delta Age times 2

Revive Stunned

3

Stabilize Dying

HPS times -2

Subliminal Suggestion

Target MND

Maneuver

Difficulty