Skill Check Cheat Sheet
Quick reference for core skill-rolling mechanics and the skill list (Mongoose Traveller 2e Core Rulebook, 2022 Update — sourced via the Core Rulebook in NotebookLM). See also the Combat Cheat Sheet, Spaceship Operations Cheat Sheet and World Codes Cheat Sheet.
The Core Roll
2D + Skill Level + Characteristic DM + other DMs ≥ Target Number
- Default target is 8+ (Average). Roll 2D6, add your skill level and the relevant characteristic DM, plus any situational modifiers.
- The referee picks which characteristic pairs with the skill for the situation (e.g. shoot a gun = Gun Combat + DEX; repair a gun = Gun Combat + EDU).
- A characteristic check uses only the characteristic DM (no skill).
Task Difficulty
| Difficulty | Target |
|---|---|
| Simple | 2+ |
| Easy | 4+ |
| Routine | 6+ |
| Average | 8+ (default) |
| Difficult | 10+ |
| Very Difficult | 12+ |
| Formidable | 14+ |
| Impossible | 16+ |
If no difficulty is stated, assume Average (8+).
Characteristic DM
| Score | DM |
|---|---|
| 0 | −3 |
| 1–2 | −2 |
| 3–5 | −1 |
| 6–8 | +0 |
| 9–11 | +1 |
| 12–14 | +2 |
| 15+ | +3 |
Skill Levels & Untrained
- No skill at all → DM−3 (untrained penalty).
- Skill 0 = trained but inexperienced: no bonus, but avoids the −3 penalty.
- Skill 1+ = +1 per level. (2–3 skilled professional; 4–5 renowned.)
- Jack-of-All-Trades reduces the −3 untrained penalty by 1 per level.
Effect = Total Roll − Target Number
| Effect | Result |
|---|---|
| −6 or less | Exceptional Failure |
| −2 to −5 | Average Failure |
| −1 | Marginal Failure (may scrape through at a cost) |
| 0 | Marginal SUCCESS (barely, often with a condition) |
| 1 to 5 | Average Success |
| 6+ | Exceptional Success |
⚠️ Effect 0 is a success, not a failure. Effect also doubles as combat damage.
Boon & Bane
- Boon (help, good tools, favourable): roll 3D, drop the lowest.
- Bane (poor tools, dim light, hindrance): roll 3D, drop the highest.
- Only one per check. A Boon + a Bane cancel out. Multiple Boons (or Banes) still count as one.
Opposed Checks
Both sides make their checks; highest Effect wins. A tie = standstill (no one gains advantage; try again or events move on).
Task Chains (sequential or assisting)
The Effect of one check feeds a DM into the next. Helpers assisting the same task use this same table to modify the lead character’s check (no separate flat bonus).
| Previous Check | DM to Next |
|---|---|
| Fail, Effect −6 or less | −3 |
| Fail, Effect −2 to −5 | −2 |
| Fail, Effect −1 | −1 |
| Success, Effect 0 | +1 |
| Success, Effect 1 to 5 | +2 |
| Success, Effect 6+ | +3 |
Multiple Tasks at Once
Each additional simultaneous task raises the difficulty of every task by one level (e.g. Average → Difficult).
Timeframes
A task takes 1D × time unit (unit set by the task): seconds → combat rounds → ×10 seconds → minutes → ×10 minutes → hours → ×4 hours → ×10 hours → days.
- Go faster: one step up the table for DM−2.
- Go slower: one step down for DM+2.
- Only one step in either direction.
No “Rule of 6”
There is no auto-success on a natural 12 or auto-fail on a natural 2 in normal play — only the total vs. target matters. Extreme outcomes come from Effect, not the dice faces. (Natural-roll exceptions exist only in character creation: a natural 2 on Survival always fails; a natural 12 on Advancement forces you to stay in the career.)
Skill List
Most skills have specialties — chosen when you reach level 1 in a skill with two or more. The bonus applies only to that specialty; other uses of the skill stay at DM+0.
Combat
- Gun Combat — ranged weapons (archaic, energy, slug)
- Heavy Weapons — launchers, artillery, vehicle-mounted (artillery, portable, vehicle)
- Melee — hand-to-hand (unarmed, blade, bludgeon, natural)
- Tactics — squad/fleet planning (military, naval)
- Leadership — directing and rallying allies
- Explosives — demolitions and bombs
Spacecraft & Vehicles
- Astrogation — plotting jumps (planetside = Navigation)
- Navigation — planetside course-plotting
- Pilot — spacecraft (small craft, spacecraft, capital ships)
- Flyer — atmospheric vehicles (airship, grav, ornithopter, rotor, wing)
- Drive — ground vehicles (hovercraft, mole, track, walker, wheel)
- Seafarer — watercraft (ocean ships, personal, sail, submarine)
- Gunner — ship weapons (turret, ortillery, screen, capital)
- Engineer — spacecraft systems (m-drive, j-drive, life support, power)
- Mechanic — general repair/maintenance
- Vacc Suit — spacesuits, environmental suits, battle dress
Knowledge & Investigation
- Science — scientific specialties (archaeology, astronomy, biology, chemistry, …)
- Investigate — observation, forensics, analysis
- Recon — scouting, spotting (opposes Stealth)
- Medic — first aid to long-term care
- Electronics — comms, computers, remote ops, sensors
Social
- Admin — bureaucracy, paperwork
- Advocate — law, oratory
- Carouse — partying, social subterfuge
- Deception — lies and disguise (often opposed by Recon)
- Diplomat — formal negotiation
- Persuade — fast-talk, bargain, intimidate
- Broker — trade negotiation
- Streetwise — urban underworld (wilderness = Survival)
- Steward — service to nobles and high-passage travellers
- Gambler — games of chance; bonus to Benefit cash rolls
Physical & Outdoor
- Athletics — physical augmentation (dexterity, endurance, strength)
- Stealth — moving unseen (opposed by Recon)
- Survival — wilderness
- Animals — handling, training, veterinary
Arts & Other
- Art — performer, holography, instrument, visual media, write
- Language — one specialty per language (Galanglic, Vilani, Zdetl, …)
- Profession — earn a living (belter, civil engineering, hydroponics, …)
- Jack-of-All-Trades — reduces the unskilled DM−3 penalty by 1 per level