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Task Modifiers for the FASA Star Trek RPG

Defining Tasks and Applying Skill Modifiers


In a situation where a player character is using a skill, the game master must determine the
difficulty of the task to which the applicable skill is being applied. Tasks are rated with varying
degrees of difficulty. Use the following skill modifiers:

Simple +40
Routine +20
Difficult +0
Formidable -20
Heroic -40
Impossible -60
Modifiers are added to the relevant skill(s) before the dice roll. If there is some doubt as to the
difficulty of the task, the game master may at his or her discretion, alter the number. For example,
the GM isn't sure if the task is simple or routine. Feeling that it falls somewhere in between, the GM
makes the skill modifier a +30 rather than the +40 or +20 normally defined for the other two
categories. The game master has final say on all task ratings and modifiers.

Taking Time... because this is no time to worry about time. At least, not at
this time!
There are tasks that can benefit from taking time to accomplish. In the case of a character trying to
fix a transporter that is malfunctioning, if the character takes a longer interval of time, the task
difficulty rating can be improved by one or more levels (i.e. from Difficult to Routine or Formidable to
Routine. Of course if you are trying to beam up three crew members who are about to be eaten by
the nine-eyed beast of Argol IV, you may not be able to take that extra time!

The game master will have the final say as to time intervals and difficulty levels that are improved or
worsened. An instantaneous Routine roll against the relevant skill will tell the player if his or her
character has diagnosed the problem and now has a better understanding or the time it will take to
be successful or even a general idea of how difficult the situation is. A failed roll could be interpreted
as something is being overlooked, or that the character may have to take even longer of an interval
to successfully complete the task. The GM should describe the time needed to be taken by the
character, especially if it is something that can't easily be altered (“Captain, I canna' change the
laws of physics!”). Again, the game master has the final say.

Amazing Success and Horrible Failure


No matter how high your base skill number, a roll on the dice of 98-99 is a failure, regardless of the
modifiers. A roll of 00 is a 'fumble' or a horrible failure to which there may be terrible consequences.
See below for some possible failure consequences.

A roll of 01 is a spectacular success, even if the modifiers indicate that the character has no chance
of succeeding. It is a critical success and perfectly in keeping with the heroic spirit of Star Trek.
Here are some examples...
Critical Failures: Weapon malfunction 1D10 rounds to repair.
Equipment being used is damaged and will require 1d10 hours to repair.
Accidental insult to an Alien species. Roll 1d100, 55+ the alien leaves in a huff
A mis-diagnosis of a disease, injury, poison, etc. 1d10 more rounds to
diagnose (once the mistake is realized)

Spectacular Successes: A Lucky shot destroys an enemy vessel.


You persuade a new lifeform to join your mission. They do so without question.
Nearly destroyed equipment is repaired in the nick of time.
A 'needle in a haystack' lock is achieved with the sensors.

Impossible Successes are just that, Impossible. However, given the heroic nature of Star Trek, the
impossible seems to occur on a regular (weekly/episodic) basis. Given this, the game master needs
to determine if the use of Impossible as a definition for a task should be at a -60 skill level or some
other perhaps even greater number. An alternative would be to use a percentage of the skill being
tasked, i.e. 5% of Starship Combat and Tactics to outmaneuver and outfight five Klingon ships (for
example, if the skill in question is at 80%, a five percent roll would leave the character a 4% chance
of accomplishing this feat... a very slim chance but not out of the question). The game master
should see fit to adjust this as he or she sees fit. The above numbers are guidelines only and can
be adjusted up or down as play/situations dictate.

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