Performance Rolls

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

Some maneuvers are mundane, like trying to repair a vehicle engine. Some maneuvers are pure sciency fiction, like strapping a grommet-sized oscillating refractometer onto a Frederickson di-collating time re-modulator. Maneuvers include vocation skills, abilities and gifts as well. There is an entire section devoted to the maneuvering maneuvers called Driving.

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

Drawing of humanoid baboon getting mad at technological box.

Failure makes Rage.

The player rolls a 1d100 to determine the success or failure of the maneuver. The player wants to roll high. Sometimes a maneuver will be too difficult for the persona to complete on their own. Research Teams are crucial to completing complicated maneuvers.

The Performance Roll system replaces Performance Tables from previous versions.

Determine Skill Score

The Skill Score is a combination of the persona’s EXPS Level and her skills. A persona can use her EXPS Level for any maneuver that fits within her vocation. If the persona also has an applicable skill, she can add this to her skill score. Persona’s attempting maneuvers outside of their vocation have a skill score of zero.

Calculating Skill Score

Skill Score = EXPS Level + Applicable Skill

A third-level biologist with Herbivore 2 would have a skill score of 5 studying herbivores.

Determine Degree of Difficulty

The more complicated something is to do, the higher the Degree of Difficulty (DD). Almost every maneuver has a degree of difficulty associated with it. From the driving maneuver table driving straight ahead is DD 1. The lowest DD possible is 1. However, the DD can be so high that it is impossible to make the Performance Roll. From the biologist skill table, cloning is a DD 42 maneuver. There is no upper limit to how high a DD can go.

If a maneuver 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 maneuver. 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 maneuver should be automatic, but there may be some trivial interference. So the referee and players agree that this is maneuver 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.

Performance Roll Difficulty
The more difficult the higher the DD.

Descriptor

Range

Die Roll

Trivial

1

1d1

Easy

2-5

1d4+1

Normal

5-10

1d6+4

Hard

10-17

1d8+9

Tough

15-24

1d10+14

Impossible

20-31

1d12+19

Bizarre

31-50

1d20+30

Description

Range

Die Roll

Determine Target Roll

The target roll is the actual number that the player must roll higher than to win the performance roll. The target roll is like the armour rating of a maneuver. 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 maneuver’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 Target Roll

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 performance 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.

Target Roll Table
Skill Score vs DD. Beat target roll with 1d100. Skill score = EXPS + Skills.

Skill

Degree of Difficulty (DD)

Skill

Score

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

Score

0

60

64

68

72

76

80

84

88

92

96

100

104

108

112

116

120

124

128

132

136

0

1

59

63

67

71

75

79

83

87

91

95

99

103

107

111

115

119

123

127

131

135

1

2

58

62

66

70

74

78

82

86

90

94

98

102

106

110

114

118

122

126

130

134

2

3

57

61

65

69

73

77

81

85

89

93

97

101

105

109

113

117

121

125

129

133

3

4

56

60

64

68

72

76

80

84

88

92

96

100

104

108

112

116

120

124

128

132

4

5

50

54

58

62

66

70

74

78

82

86

90

94

98

102

106

110

114

118

122

126

5

6

48

52

56

60

64

68

72

76

80

84

88

92

96

100

104

108

112

116

120

124

6

7

46

50

54

58

62

66

70

74

78

82

86

90

94

98

102

106

110

114

118

122

7

8

44

48

52

56

60

64

68

72

76

80

84

88

92

96

100

104

108

112

116

120

8

9

33

37

41

45

49

53

57

61

65

69

73

77

81

85

89

93

97

101

105

109

9

10

30

34

38

42

46

50

54

58

62

66

70

74

78

82

86

90

94

98

102

106

10

11

27

31

35

39

43

47

51

55

59

63

67

71

75

79

83

87

91

95

99

103

11

12

24

28

32

36

40

44

48

52

56

60

64

68

72

76

80

84

88

92

96

100

12

13

8

12

16

20

24

28

32

36

40

44

48

52

56

60

64

68

72

76

80

84

13

14

4

8

12

16

20

24

28

32

36

40

44

48

52

56

60

64

68

72

76

80

14

15

0

4

8

12

16

20

24

28

32

36

40

44

48

52

56

60

64

68

72

76

15

Skill

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

Skill

Score

Degree of Difficulty (DD)

Score

Calculated Target Roll

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.

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

Skill Score Multiplier Table
The more skillery the more betterer.

Aptitude

Skill Score

Multiplier

No

Any

0 times skill score

Yes

1-4

1 times skill score

Yes

5-8

2 times skill score

Yes

9-12

3 times skill score

Yes

13 and up

4 times skill score

Aptitude

Skill Score

Multiplier

Target Roll Calculation

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

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

Determine 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 performance roll bonuses. Some computers give performance roll bonuses. Many referees will offer performance roll bonuses for good role-playing descriptions.

Drawing of humanoid about to grab glowing treasure artifact.

This gonna be easy.

Attribute Bonuses

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

*Vocation Attribute Bonus *
Is it familiar?

Aptitude

Vocation

Attribute

Knowledge

Biologist

INT

Mechanic

INT

Veterinarian

INT

Combat

Knite

MSTR

Mercenary

PSTR

Spie

PSTR

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 performance rolls incentivizes fun descriptions from the players. The following are examples of player descriptions that should earn performance 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.”

Drawing of human 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.

Roll 1d100

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.

The player rolls a 1d100, also called a deci-die, in her attempt to win her performance roll.

Drawing of small human hammering repairs on top of giant mech suit.

Delicate repairs underway.

Critical Checks

A critical check allows for success in the face of certain failure or vice versa. A roll of 100 may indicate success in the face of an impossible task. A roll of 01 may indicate a failure in the face of sure success. For more information about critical checks jump to Critical Checks.

Example Maneuvers

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

Successful Performance 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 maneuver should not change a campaign’s course. Plot points are highly resistant to dice rolls.

These tables are not exhaustive.

General Maneuvers

General maneuvers represent day-to-day things that personas may want to do. Under normal circumstances, there should be no performance roll required for these actions. The referee would need some fun excuse to force the player to make a performance 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 performance roll is part of the fun. If the persona needs to bake a cake while recreationally impaired, then a performance roll is part of the fun.

General Purpose Maneuvers and example DDs
Degree of Difficulty of day to day maneuvers.

Maneuver

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

Maneuver

DD

Driving Maneuvers

There is an entire section devoted to Driving. This table is included here for redundancy and convenience.

Example Driving Degree of Difficulties
Degree of Difficulty of typical driving maneuvers.

MANEUVERS

DD

Straight Ahead

0

Drifting

Turning +1 per hex distance

Turning, avoiding, swerving

DD

1 facet point or 30o

2

1 facet or 60o

3

2 facet points or 90o

4

2 facets or 120o

7

3 facet points or 150o

10

3 facets or 180o

13

Parking

DD

Drive in

0

Back in

1

Parallel

2

Drift in

6

Land in

10

Flying in

6

Jumping

DD

Straight

3 per hex

Corkscrew

20

End over

25

Side walling

15

Dead Stop

5

PENALTIES

DD

Speed

h/u - DEX

+1 DD per 10 h/u

Fog, Smoke, Gas

DD

Normal

+3

Dense

+5

Opaque

+7

Darkness

DD

Moonlit

+3

Starlit

+5

Void

+7

Snow, sand storm

DD

Normal

+3

Heavy

+5

Blizzard

+7

Rain, hail storm

DD

Normal

+2

Heavy

+3

Monsoon

+4

Harsh Snark

+42

Biologist Maneuvers

Biologist maneuvers involve anything organic that does not involve healing. Most biologist maneuvers are knowledge based unless an obvious physical procedure is involved. Knowledge based maneuvers can grant the player an INT Performance Roll bonus.

The minimal equipment required by a biologist is her notebooks. The referee may make a target roll more difficult if the biologist does not have her notebooks.

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

Maneuver

Degree of Difficulty (DD)

Alien ID, common

3

Alien ID, uncommon

6

Alien ID, rare

9

Alien ID, very rare

12

Cloning

35

Designing Genes

42

Determine Age

4-15 (1d12+3)

Determine Mutations

1d12

Estimate Armour Rating

Alien DD plus 1d6

Estimate Move Rate

1

Estimate HPS

Alien DD plus 1d4

Estimate Damage

1-8 (1d8)

Estimate INT

Alien ID plus 1d4

Feeding Habits

Alien ID plus 1d4

Identify Alien Etiquette

Alien ID plus 1d10

Identify Healer

Alien ID plus 1d4-2

Identify Leader

Alien ID plus 1d4-2

Maneuver

DD

Knite Maneuvers

Knite maneuvers are mystical in nature and involve manipulation of the thinkspace. Knite maneuvers are considered spiritual gifts or psionic abilities. When in combat the knite may be able to get a MSTR Performance Roll bonus.

A knite must have a MSTR of 18 to perform any of these maneuvers. The knite’s MSTR is an essential piece of equipment.

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

Maneuver

Degree of Difficulty (DD)

Apply Pressure

Target MSTR plus 1d4

Detect Danger

5-10 (1d6+4)

Detect Invisible

11-16 (1d6+10)

Detect Lies

Target MSTR plus 1d4

Detect Life

1-6 (1d6)

Detect Traps

9-14 (1d6+8)

Energy Defence

3

False Rest

1-4 (1d4)

Induce Silence

1-4 (1d4) consider volume

Laser Defence

2

Mimic Sound

1-4 (1d4)

Pre-empt Speech

Target MSTR plus 1d6

Pre-empt Thought

Target MSTR plus 1d12

Psionic Defence

Attacker MSTR plus 1d4

Energy Sword amputate

Target AR divided by 42

Energy Sword deflection

Attack Roll divided by 42

Energy Sword return attack

1-12 (1d12) consider HPS

Solid Defence

7

Telekinesis

1-6 (1d6) consider wate

Maneuver

DD

Mechanic Maneuvers

Mechanic maneuvers involve anything inorganic or mechanical in nature. These maneuvers are all about fixing, modifying and creating mechanical devices. Most mechanic maneuvers are knowledge based and Performance Roll bonuses may reflect this.

A mechanic must have a tool to work with. This can be any kind of tool that is not improvised from the persona’s body (slap does not equal hammer). The referee may make a target roll more difficult if the mechanic does not have a tool.

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, Type A

2

Weapon Repair, Type B

4

Weapon Repair, Type C, D, E

8

Weapon Repair, Type F

12

Weapon Repair, Energy

Add 3

Weapon, Urgent Unjam

0-3 (1d4-1)

Weapon, Attach Scope

1-6 (1d6)

Maneuver

DD

Mercenary Maneuvers

Mercenary maneuvers are devoted to combat and harming organic and inorganic targets. These maneuvers are all about destroy, destroy, and destroy. All mercenary maneuvers are combat maneuvers and allow a PSTR Performance Roll bonus.

A mercenary must have a weapon to work with. This must be an actual weapon that is not improvised from the persona’s body (a fist is not a mace). The referee may make a target roll more difficult if the mercenary does not have a weapon.

Mercenary Maneuvers and example DDs
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 Type A

4

Pistol and Pistol

4

Rifle and Rifle

8

Two Bolt Actions

24

Type A and Type A

2

Type B and Type B

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 Type A

1

Reload Type B

6

Reload Type C Pistol

2

Reload Type C Rifle

4

Reload Type F

6

Snap Unjam

1-12 (1d12)

Stay Conscious

11-22 (1d12+10)

Maneuver

DD

Nomad Maneuvers

Nomad maneuvers are about surviving and manipulating the environment surrounding the persona. These terrains are called biomes and can be natural, industrial or residential. These maneuvers are about personal survival. Nomadic maneuvers are mostly Gut maneuvers and the player may enjoy an AWE bonus the Performance Roll.

A nomad has no essential equipment. Unlike any other vocation a nomad may be inhibited by survival tools like tents, or fire starters. The referee may make a target roll more difficult if the nomad is glamping (glamorous camping).

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

Maneuver

Degree of Difficulty (DD)

Alien, Taming

MSTR of Alien

Alien, Tricks

MSTR 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)

Maneuver

DD

Nothing Maneuvers

Nothing maneuvers are about surviving in the social fabric of wealth, fame and luxury. Nothing maneuvers do not really exist, as they offer nothing of worth to the expedition. If the expedition convinces the referee that a nothing maneuver is possible it will be a Gut maneuver.

The essential equipment for a nothing is any useless item of arbitrary value. This could be a some cash, a credit card or a vacation souvenir. The referee may make a target roll more difficult if the nothing has nothing.

Nothing Maneuvers and example DDs
Degree of Difficulty of day to day maneuvers.

Maneuver

Degree of Difficulty (DD)

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

DD

Spie Maneuvers

Spie maneuvers are about deception, treachery and sneaky violence. Most spie maneuvers are considered combat maneuvers. Other spie tricks are considered gut maneuvers. The referee can adjust Performance Roll bonuses depending on where the maneuver lies.

Spies have essential equipment. A spie must have some element of deception in their persona equipment. Deceptive equipment includes a pair of dark sunglasses, a fake ID or a trench coat. The referee may make a target roll more difficult if the spie no tools of deception.

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

Maneuver

Degree of Difficulty (DD)

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 MSTR 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 Type A

3

Martial, and Type B

10

Martial, and Type C

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)

Maneuver

DD

Veterinarian Maneuvers

Vet maneuvers involve the healing, repair and enhancement of organic life forms. Vet maneuvers can be considered Gut or Knowledge maneuvers. The referee can adjust Performance Roll bonuses depending on where the maneuver lies.

The vet must be able to smile at her patient. Personal connection is essential equipment for successful veterinarian maneuvers. The referee may make a target roll more difficult if the vet cannot emotionally connect with her patient.

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

Maneuver

Degree of Difficulty (DD)

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 MSTR

Psionic Attack, Identify

Attacker MSTR 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 MSTR

Maneuver

DD

Cross Vocation Maneuvers

Occasionally a persona will wish to attempt a maneuver that is clearly from another vocations' skill set. Mercenaries often find themselves wanting to do quick fixes and stabilizations (vet). A mechanic may want to work on a security system (spie). Research teams are not affected by these penalties.

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).

Cross Vocation DD Penalties
Not everyone can do everything.

Vocation

Bio

Knite

Mech

Merc

Nomad

Nothing

Spie

Vet

Vocation

Biologist

0

42

5

6

3

2

5

3

Biologist

Knite

5

0

5

2

4

42

4

5

Spie

Mechanic

3

42

0

5

2

3

5

3

Mech

Mercenary

6

42

6

0

4

2

3

6

Merc

Nomad

3

42

3

4

0

2

4

3

Nomad

Nothing

6

42

5

5

4

0

6

5

Nothing

Spie

6

42

6

4

3

2

0

4

Spie

Veterinarian

3

42

4

6

3

2

5

0

Vet

Vocation

Bio

Knite

Mech

Merc

Nomad

Nothing

Spie

Vet

Vocation

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 performance roll using the team’s combined skill score. If any of the players win their performance roll, then the entire team is successful.

Drawing of two humans working together on delicate project.

Biologist and vet working together.

Research Team 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.

Drawing of various humanoids gathered around a table looking at an injured robot.

Many hands make confusing work.

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 performance 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.

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.

Research Team 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.

Maneuver Duration

How long a maneuver takes depends on a combination of common sense and degree of difficulty (DD). Some maneuvers 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 maneuvers happen during the unit of combat unless otherwise specified. Research teamwork that requires months can pass in an instant with a few performance rolls.

Duration of Maneuvers
Duration of a maneuver includes prep time and research.

Degree of Difficulty (DD)

Duration of Maneuver

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)

Degree of Difficulty (DD)

Duration of Maneuver

A persona carrying out a 4 DD maneuver would require 0-99 units of time. At the end of which, the player would make her performance 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 maneuver 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.

The players may win the performance roll in an instant, but the research and preparation may take the personas months.

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