Yesterday’s piece was the door and the room. This is the artifact on the table between them.
In first-edition Gamma World, the old world talks back through a chart. You pick up the sealed unit. You poke it. The referee rolls. Maybe you figure out the setting. Maybe you figure out that it is on fire. Robots and doors still recognize Pure Strain stock. A mutant finds out the hard way that legitimacy was the real mutation. The wonder lives in the roll: what did this thing decide you are allowed to be?
Aftermath keeps the sealed unit and moves the wonder onto Book 2, page 8, and you get your hands dirty figuring the thing out.
A Task is not a single BCS in Detailed Action Time. It has a Task Value — the Task Points required to finish the job — and a Task Period. At the end of each Period, the character rolls BCS in the Skill involved. Success: roll the Effect Die for the Attribute the Gamesmaster named, usually Wit or Deftness. That roll is the Task Points finished this Period. Failure: no progress this Period. Tools have an Efficiency Factor. When two Skills are in play, one tells you what to do and the other does it. Fail the first roll, and you do not know.
Technology Use is the Skill the book already named for this. It is the basic ability to deal with mechanical contrivances and the rationale behind them. The example in the skill write-up is an elevator. A sealed case from the old world is the same idea with worse manners. High Technology Use steps in when the thing is not a contrivance the character’s century was built to explain.
Task: Figure Out the Device
Skills: Technology Use to work the object. Pre-Ruin Culture or Literacy when the markings, labels, or assumed purpose belong to a world the character did not grow up in. If the Gamesmaster splits the job, Culture or Literacy is the “what to do” Skill and Technology Use is the “do it” Skill.
Attribute for Task Points: Wit if the problem is understanding the rationale. Deftness if the problem is not breaking the latch. Strength if it is stuck.
Task Period: 10 minutes for a familiar casing you can open without tools. 30 minutes if you are being careful, working by bad light, or refusing to force anything. A Strategic Turn if the case is sealed and you are not in a hurry.
Task Value (guidelines, Gamesmaster’s call):
- Obvious tool with intact markings: 8–12 Task Points.
- Sealed unit, no trusted label, still recognizable as a device: 15–25.
- High-tech or purpose-built gear that wants High Technology Use: 25–40, and the Period gets longer.
Tools: A Tool Kit rated for Efficiency Factor, per the Task rules. No kit means you are using the Skill without the multiplier the book expects when the Skill wants equipment.
BCS modifiers the book already allows: the Gamesmaster may hang a negative on an obscure, unusual, or very difficult application. Wrong Culture is that modifier. So is a device that only makes sense if you can read the plate.
Critical success (a 1, if the BCS is greater than 1). The book raises the Attribute Group by 1 for that Effect Die, which is already great progress — a fat pile of Task Points in one Period. For this Task, the Gamesmaster may read a 1 either way:
- The extra Group does what it says: a leap toward the Task Value.
- Or the character simply has it. The rationale clicks. Function, danger, and the obvious control are known now. Remaining Task Points are waived. They still have to decide whether to operate the thing.
Both readings are legal. Use the first when the object is a long job. Use the second when the table has earned a moment of competence.
Critical failure (a 20). The book knocks finished Task Points back off the pile and, when two Skills are involved, a 20 on the “what to do” roll means the character thinks he knows. The work proceeds. The product is wrong. The text’s word is boondoggle, and it can be downright dangerous. For this Task, read a 20 as one of these, Gamesmaster’s call:
- The item breaks. A contact shears, a seal tears, a charge dumps. You still have scrap. You do not have a device.
- The item stays whole and becomes a hazard — to the user, to the people standing close, or to anyone nearby. Beacon, spark, leak, tone. The weapon goes off. You pull the pin. Oops.
Do not stack both unless the object is mean enough to deserve it. One 20 is already a serious consequence.
Run the Periods until the Task Points are done; a 1 ends the mystery, a 20 ends the object’s useful life, makes the weapon go off, or the table puts the lid back on. Putting the lid back on is a finished decision, not a failed Task.
The clock does not pause. Time spent on the task is still time in the world.
Gamma World resolves the find as one roll on a chart. Aftermath resolves it as a job with a Skill, a Period, and points you have to earn. Same tin box. Two procedures.
A day-two table can run both without converting a number. First pass: poke, roll, live with the verdict. Second pass: set a Task Value, set a Period, roll BCS at the end of each Period. A 1 is a leap, or sudden understanding. A 20 is a broken case, or a problem that is now everyone else’s. Gamma World will tell you what the object decided. Aftermath will tell you whether this character finished the work.
We still love the chart. We just live with the Task.
If you missed yesterday: The First Wasteland.









