Three Days Till Dawn
Actions in Traveller are resolved by rolling 2d6 and adding any appropriate modifiers. If the total is 8+ (8 or more), the action is successful. The referee describes the results of the action and is advised to take the degree of success (called the “effect”) into account.
The usual modifiers added to the roll are the character’s level of training in that skill (0, 1, 2, 3, or even higher; unskilled characters take a -3 penalty), and the “dice modifier” for the relevant characteristic, which will typically be between -2 and +1, unless something’s going very well or very badly for the character. Some tasks tend to always key off the same characteristic, such as always using Strength when throwing a punch, but others can vary depending on the action. And if you want to try talking the referee into letting you use your Social Standing with your punch because you’re fighting in a formal duel then it’s worth a try.
There are modifiers for if you take more or less time working on the task, or for how complicated the task it. Situational modifiers might come into play if the circumstances are more or less ideal. Hitting a target with a pistol shot, for instance, in harder in fog than out of it. Trying to do more than one thing at at time also imposes penalties. Cooperating with another player can add bonuses.