TEXT:  
   
  - 00 - 
   
   
  QREBS
   
   Objects vary widely in quality and usefulness. This variation gives seemingly 
  identical objects a variety of positive and negative attributes. The QREBS system 
  details these differences. 
   
   Despite the uniformity which mass production techniques impart to their output, individual pieces of equipment can vary 
  widely due to the differences between manufacturers, and the different emphases that they give to design and quality. 
   
  THE QREBS EQUIPMENT EVALUATION SYSTEM 
   The QREBS (pronounced “krebs”) system evaluates pieces of equipment for five essential characteristics: 
   
   
   
   
   
   
   
   
   
  Q 
  R 
  E 
  B 
  S 
   
   
  Quality 
  Reliability 
  Ease Of Use 
  Bulk /Burden 
  Safety 
   
   
  QUA 
  REL 
  EOU 
  BUR 
  SAF 
   
   
  2D-2 
  Flux 
  Flux 
  Flux 
  Flux 
   
   
   Objects. Any item which is subject to QREBS is called an object (or a device, a piece of equipment, a machine, an item, or 
  an apparatus). QREBS is primarily concerned with devices and machinery, but it can also be used (judiciously omitting some 
  parts of the system) with plants and animals, artwork, even books, drama, or music. 
   Multi-Component Objects. Where several objects are combined into a larger item (for example, components combined to 
  become a groundcar), the proper use of the QREBS system is to treat each major subsystem separately. 
   
  THE QREBS FORMATS 
  Full QREBS 
   
  QREBS =  4 -4 -4 +4   0 
   Write the individual values (preceded by + / -. 
   Notice the first Digit Quality has no sign. 
   
  Individual QREBS Values 
   
  qreBs = - 4 
   Capitalize the appropriate value. 
   
   
  Burden = - 4 
   Write out the appropriate value as a word. 
   
   
  BUR = - 4 
   Abbreviate it. 
   
   
  B = -4 
   Use the appropriate value as a letter. 
   
   
   
   
   Use Equal (to avoid confusing a minus with a hyphen). 
  (B = - 4 rather than B - 4; B = +1 rather than B +4). 
   The essential rule is to state the value in an unambiguous 
  way to ensure easy comprehension 
   
   
   
   
   
  THE STANDARD OR EXPECTED VALUE IS… 
   The most common roll for any of the QREBS values is zero 
  (or 5 for Quality). If values have not been created or 
  calculated, the standard values apply. 
   The presence of standard or expected values makes the 
  entire system optional, or applicable piecemeal. 
  THE FIVE QREBS VALUES 
   QREBS values (except for Quality) are Flux values from -5 
  to +5. Quality is a number (2D-2) from 0 to 10. Low values 
  are poor or bad; high values are good (Burden is an 
  exception; low Burden is better). 
   Quality is an overall measure of workmanship. 
   Reliability is compared to Flux for the occurrence of 
  mishaps. 
   Ease of Use is a Mod on tasks using an object. 
   Burden is a Mod on the felt weight of an object. 
   Safety is compared to Flux for Dangerous and Destructive 
  Mishaps. 
   
  Q Quality 
   Quality is a measure of the consistency of workmanship, 
  merit, value, or worth of an object. It directly reflects the time 
  period between reliability downgrades. 
   Determining Quality. Quality may be pre-specified for an 
  object; if not, it is generated with 2D-2. 
   Quality Mod. The Quality Mod (=Q minus 5) is a Flux 
  equivalent to Quality and is used as a Mod when using the 
  object. 
   Quality Gives Period directly on the Quality table.  
   For example, a Vacc Suit Q= 5 is an average Quality piece 
  of equipment. A Jump Drive Reciprocator Q= 9 is Better 
  Than Most. 
   A Quality. The top value in ordinary situations for a 
  QREBS object is 10. Expressing 10 in Ehex, top Quality 
  objects are A Quality.  
   (Even higher quality is possible). 
  
   
   
  - 00 - 
  P Period 
   Period is the elapsed non-storage time between Reliability 
  downgrades.  
   Period= Quality. 
   As each Period ends, reduce Reliability for the object by 
  minus 1. 
   For example, a Vacc Suit Q= 5 is an average Quality piece 
  of equipment: Q = 5 translates to Six Month Periods and it 
  degrades one level of Reliability every six months when in 
  use. A Jump Drive Reciprocator Q= 9 is Better Than Most; 
  Q= 9 translates to Four Year Periods. It degrades one level 
  of Reliability every four years when in use; on the other hand, 
  if the Jump Drive Reciprocator is in original packaging on the 
  shelf, it probably does not degrade. 
   
  R Reliability 
   Reliability measures the dependability of an object. 
   Reliability = Flux. Or as specified otherwise. 
   Reliability Degradation. Reliability degrades at a rate 
  determined by the Quality of the equipment. Quality indicates 
  Period (usually the number of years between reliability down-
  grades). Reduce reliability by -1 at the end of each period. 
   Reliability is independent of Quality. 
   An object can be Low Reliability and High Quality. For 
  example, a Jump Drive Reciprocator Q=9 and R= -2 is 
  Somewhat Unreliable, BUT Q=9 states that its Reliability will 
  not get any worse for at least four years. 
   An object can be High Reliability and Low Quality. A Vacc 
  Suit Q= 3 R=+3 is Lesser Quality and Reliable. In any 
  specific use, the Vacc Suit can be depended on to function 
  properly, but it needs to be checked  
   
   Staving Off Reliability Downgrades. When (or before) an 
  object reaches Reliability Downgrade, a competent technician 
  can perform an IROAN (Inspect and Repair Only As 
  Necessary).  
   
  To IROAN (1D Hours) 
  Average (2D) < Characteristic + Skill + Quality Mod + Mod 
  Uncertain 1D if Skill < 6 
   
   Success forestalls the Reliability Downgrade. 
   
   For example, Eneri Dinsha is comfortable with his Vacc 
  Suit QREBS= 3 +3 +3 +3 +3. It is of Lesser Quality, but 
  Reliable, Easy to Use, Easy to Wear, and Safe to Use. Since 
  he likes it and is comfortable with it, and since he cannot 
  afford better at the moment, he takes steps to keep it in good 
  repair: Every week he has it IROAN checked by a Vacc Suit-
  6 technician. 
   No Downgrades in Quality Storage. Objects in proper 
  storage (temperature controlled, anti-corrosion packaging, no 
  energy cells installed) have Reliability Downgrades 
  suspended. 
   
  Why Is It Unreliable? 
   Equipment may be less reliable due to wear, age 
  deterioration, poor engineering, or poor craftsmanship. 
   
  E Ease of Use 
   Ease of Use measures the facility with which a piece of 
  equipment can be put into operation. 
   Ease of Use = Flux. Or as specified otherwise. 
   Large Equipment: Ease of Use refers to individual 
  systems rather than to the craft or vehicle or assembly as a 
  whole. 
   For example, a Communicator with EOU= +5 is activated 
  with the touch of a single button. An Inertial Navigator with 
  EOU= -5 requires careful calibration before use and displays 
  position as a series of 8-digit numbers. 
   
  Using Ease Of Use 
   Ease of Use is a Mod on tasks involving the object or 
  device.  
   
  Why Is It Hard To Use? 
   An object may have low Ease of Use for several reasons. 
   Bad Design. The object may be designed by engineers 
  who have not clearly considered how it will ultimately be 
  used. 
   Cheap. Standard (but ill suited) components may have 
  been used to reduce cost. 
   
  B Burden (or Bulk) 
   Burden measures the difficulty of carrying or using a piece 
  of equipment. It expresses how ergonomically well-fitted to 
  use the item is. Alternatively, it measures the bulk or 
  unwieldiness of an object. 
   Burden = Flux. Or as specified otherwise. 
   Note that the sign on Burden runs opposite to the signs on 
  the other elements of QREBS: minus is good and plus is bad. 
  The reasoning is that negative Burden reduces felt weight or 
  mass, and positive Burden increases felt weight or mass and 
  becomes more burdensome.  
   For example, a Pistol Burden= -5 feels light in the hand 
  and is barely noticeable in its holster. A Revolver Burden= +5 
  feels bulky, awkward, and unbalanced. It fits poorly in the 
  holster and is difficult to remove. 
   
  Using Burden 
   Burden is the reduction in the perceived Load for a 
  character (not to exceed its actual weight or mass). For 
  example, an Advanced Combat Rifle-10 weighs 2.8 
  kilograms. A model with BUR= -4 reduces that felt weight by -
  4 kilograms (effectively cancelling its Burden on the 
  character). 
   
  Why Is It Bulky? 
   An object may have poor Bulk for several reasons. 
   Lack Of Design. The designers may not have clearly 
  understood the interaction of the user and the object. 
   Unwieldy. The object has no natural features for grasping, 
  or such features may be uncomfortable or even painful. 
   Unbalanced. The object is not well balanced.  
   
  Why Is It Easier To Carry? 
   Objects with a low Burden are easier to carry. Possible 
  reasons include: 
   Handles.  An attached handle would make it easier to 
  carry this object.  
   Straps. A strap or shoulder sling allows the object to be 
  carried in a slung position without using the hands. 
   Packs. A pouch or bag with straps allows several different 
  objects to be carried without using the hands. 
   Ergonomic. Some objects are naturally (or deliberately) 
  configured so that they are easy to carry or manipulate. 
  
   
   
  - 00 - 
  S Safety 
   Safety measures the inherent safety or danger presented 
  by an object when in use. It expresses the possibility or 
  probability that use of a piece of equipment will inflict pain, 
  injury, or even death. 
   Safety = Flux. Or as specified otherwise. 
   For example, a Respirator Safety= -5 lacks a battery 
  reserve and a low energy warning; its compressor can 
  catastrophically fail and send metal shavings into the face. A 
  Filter Mask with Safety= +5 is constructed so replacement 
  filters can only be inserted correctly. With Ease-of-Use +5, 
  they can also be inserted while the Filter Mask is being used. 
   
  Using Safety 
   Safety is the roll which determines if a mishap is 
  dangerous or destructive. If Safety is equal or less than Flux, 
  then the mishap injures the operator. On a separate roll, if 
  Safety is equal or less than Flux, then the mishap damages 
  or destroys the object. 
   
  Why is It Unsafe? 
   There are many possible reasons why an item may be 
  unsafe. 
   Lack of Safety Features. The item is poorly designed in 
  terms of safety and lacks safety features, guards on moving 
  parts, fail-safe mechanisms.  
   Inherently Hazardous. The item is inherently unsafe 
  because it is intended to produce hazardous consequences: 
  knives or cutters, poisons, explosives. 
   
  EVALUATING OBJECTS 
   The QREBS values for an object are initially unknown (and 
  assumed to be QREBS = 5 0 0 0 0).  
   
  Inspecting An Object 
   A skilled individual can check an object: it takes about an 
  hour to carefully look it over, test its operation, disassemble 
  and reassemble it looking for flaws or problems. 
   The inspector must have a skill related to the object. 
   For each QREBS value, 
   
   Roll Flux plus the QREBS value. 
   
   The referee should reveal one correct (regardless of flux) 
  QREBS value for each level of skill (to a maximum of 4). 
   
  POTENTIAL DISASTER 
   Every day, there is the potential for objects to fail. 
   
  The Daily Roll 
   At the beginning of each game day, the Referee rolls Flux. 
   Daily Zero or Greater. The QREBS system is ignored 
  unless something important arises. 
    Daily Less Than Zero. There is the potential for Mishaps 
  throughout the day. The QREBS system may come into play 
  and this may turn into a Bad Day. 
   Why? QREBS is intended to add spice to adventures, not 
  to bog them down in trivial accidents and mishaps. 
   
  The Potential Bad Day 
   When a significant piece of equipment is brought into use 
  for the first time on a Potential Bad Day, roll for its Potential 
  Failure. 
   
   Potential Failure if  
  Reliability <= Flux 
   
   Passing. If the equipment passes this test, it performs 
  properly throughout the day. 
   Failure. If it fails this test, roll 1D, which is the next use in 
  which it fails. If the item is in continuous use, the result is the 
  hour in which it fails. 
   
   Warnings of Failure. When a device starts to fail while in 
  operation, it will emit warning signals (telltale warning lights, 
  squeaks, smoke, dust, shavings, vibrations) for Reliability (in 
  half-hours) before failure. 
   Over Until Tomorrow. Once it has been determined that a 
  device will fail, the event is foreordained. If the failure doesn’t 
  happen during the current day, it will happen in immediate 
  future use. 
   Dangerous and Destructive Mishaps. When the mishap 
  occurs, determine if it is dangerous or destructive or both. 
   Roll Flux twice. 
   
   Dangerous Mishap if  
  Safety <= Flux 
   Destructive Mishap if 
  Safety <= Flux 
   
   A dangerous mishap may injure the user/operator. 
   A destructive mishap may destroy parts of the device. 
   
  
   
   
  - 00 - 
  AN ADVENTURE ON ZEYCUDE 
   Eneri Dinsha 777777 needs a new respirator. He checks at 
  the Starport market and finds one, buys it and throws it in his 
  pack for the day when he will need it. 
   The Referee quietly rolls QREBS for the item. 
   
   Q= 5. R= -2. E= +2. B= -1. S= -1. 
   
   Several weeks later, he arrives at Zeycude C330698-9 and 
  its Atm-3 means he needs a Respirator. He digs in his pack 
  and gets his out. 
   Mishaps. The Referee has privately determined today is a 
  Potential Bad Day. He has also privately rolled for this 
  Respirator. 2D + - 2 = 3 -2 = -1 = Failure. He further rolls 1D 
  = 5 = a failure in 5 hours. 
   Ease of Use. The first thing he notices is that it so easy to 
  put on and adjust. EOU= +2. 
   Burden. The second thing he notices is that it feels heavy. 
  BUR = -1. 
   Because reliability is less than 1, there is no warning of the 
  impending mishap. Five hours later, Eneri has left his vehicle 
  and is walking toward a maintenance shop. He’s two minutes 
  away from a doorway and the respirator stops working. 
   Atm 3 inflicts Suff-2 every minute. For the first minute, he 
  rolls 2D and applies them to Int and Edu, even as he realizes 
  that he has a problem and sprints to the doorway. For the 
  second minute, he again applies 2D to Int and Edu.  
   He just makes it, and collapses inside the airlock door. 
   He rolls Flux against Safety for Dangerous (= +4 = no 
  effect). He rolls Flux against Safety again for Damage (= -3 = 
  Damaged) and finds that his Respirator has basically shut 
  down with a bearing failure. 
    He needs a new Respirator. He notices some fine print  on 
  the tag that he can return this one (postpaid) for a refund or 
  replacement. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WHY USE QREBS 
   The most common roll for any QREBS value is 0 (5 for Quality). The neutral QREBS value adds nothing or takes away 
  nothing.  
   The purpose of QREBS is: 
   
   To add variation to otherwise standard objects. When the adventurers visit a store, they can buy communicators. 
  QREBS allows the store to offer a range of products instead of a single model. 
   To add variation to otherwise standard adventures. Devices have the potential of breaking down; new found 
  treasures can turn out to be junk. Some acquisitions can prove to be especially reliable or useful.  
   
  Do I Use This Every Day? 
   Although players will certainly pursue devices and objects that are high quality, the primary beneficiary of QREBS is the 
  referee.  
   QREBS is the mechanism that justifies special situations and special circumstances in the course of ordinary adventures. 
  Without a rules basis, it is difficult for a referee to impose, and for players to accept, the sudden breakdown of vehicles and 
  equipment, or the failure of a weapon at a crucial time. Under the QREBS regime, the catalog of equipment is vastly larger and 
  filled with goods from the very good to the very bad. 
   But every day? No. QREBS can be safely ignored most of the time. In fact, the average QREBS value is 0 = no effect. 
  
   
  5�
  QREBS-1 
  5
   
   
  QREBS-1 
   Despite the uniformity which mass production techniques impart to 
  their output, individual pieces of equipment can vary widely due to the 
  differences between manufacturers, and the different emphases that 
  they give to design and quality. 
  QREBS-1 
   
  THE QREBS EQUIPMENT EVALUATION SYSTEM 
   The QREBS (pronounced “krebs”) system evaluates pieces of equipment for five essential characteristics: Quality, 
  Reliability, Ease Of Use, Bulk (or Burden) and Safety.  
   Objects. Any item which is subject to QREBS is called an object. It may alternatively be called a device, a piece of 
  equipment, a machine, an item, or an apparatus. While QREBS is primarily concerned with devices and machinery, it can also 
  be used (judiciously omitting some parts of the system) with plants and animals, artwork, even books, drama, or music. 
   Multi-Component Objects. Where several objects are combined into a larger item (for example, components combined to 
  become a groundcar), the proper use of the QREBS system is to treat each major subsystem separately. 
   
  Q QUALITY 
  2D-2 Description 
  Mod 
  Period 
   
  0 Very bad 
  - 5 
  Minutes 
   
  1 Bad 
  - 4 
  Hours 
   
  2 Poor 
  - 3 
  Days 
   
  3 Lesser 
  - 2 
  Weeks 
   
  4 Below average 
  - 1 
  Months 
   
  5 Average 
  0 
  Six Months 
   
  6 Better than some +1 
  One Year 
   
  7 Better than many +2 
  Two Months 
   
  8 Very good 
  +3 
  Three Years 
   
  9 Better than most 
  +4 
  Four Years 
   10 Excellent 
  +5 
  Ten Years 
   11 Superb 
  +6 
  Twenty Years 
   12 Masterpiece 
  +7 
  Centuries 
   
   
   
   Quality is a measure of the 
  workmanship of an object. It directly 
  reflects the Period between 
  reliability downgrades. 
   Quality= 2D-2. Or as specified 
  otherwise. 
   Quality Mod= Q minus 5. 
  Converted to Flux for use as a Mod. 
   When an Object fails, reduce its 
  Quality by -1. 
   
   
   
   
   Period is the time between 
  Reliability downgrades.  
   As each Period ends, reduce 
  Reliability for the object by -1. 
   For example, an Average quality 
  object with a Period of One Year is 
  reduced in Reliability -1 every Year. 
   When an Object fails, reduce its 
  Period -1. 
   
   
   
   
  R RELIABILITY 
  Value 
  Description 
  - 5 Very unreliable 
  - 4 More unreliable 
  - 3 Unreliable. 
  - 2 Somewhat unreliable 
  - 1 Slightly unreliable. 
    0 Reliability neutral. 
  +1 Better than some. 
  +2 Better than many. 
  +3 Reliable. 
  +4 More reliable. 
  +5 Very reliable. 
   
  Reliability measures the 
  dependability of an object. 
  Reliability = Flux. Or as 
  specified otherwise. 
  Reliability Degrades. 
  Reliability degrades -1 per 
  Period. 
   
   
   
   
   
   
  Reliable / Unreliable 
   
  E EASE OF USE 
  Value 
  Description 
  - 5 Very difficult to use 
  - 4 More difficult to use 
  - 3 Hard to use. 
  - 2 Somewhat hard to use 
  - 1 Slightly difficult to use. 
    0 Ease of use neutral. 
  +1 Better than some. 
  +2 Better than many 
  +3 Easy to use. 
  +4 Easier to use 
  +5 Very easy to use. 
   
  Ease of Use measures 
  the facility with which a piece 
  of equipment can be put into 
  operation. 
  Ease of Use = Flux. Or 
  as specified otherwise. 
  Large Equipment: Ease 
  of Use refers to individual 
  systems rather than to the 
  craft or vehicle or assembly 
  as a whole. 
   
   
  EaseOfUse / HardToUse 
   
  B BULK / BURDEN 
  Value 
  Description 
  - 5 Very easy-to-carry. 
  - 4 Easier to carry  
  - 3 Easy to carry. 
  - 2 Better than many  
  - 1 Better than some. 
    0 Burden neutral. 
  +1 Slightly un-ergonomic. 
  +2 Somewhat hard to carry 
  +3 Difficult to carry. 
  +4 More burdensome 
  +5 Very burdensome 
   
  Burden measures the 
  difficulty of carrying or using 
  a piece of equipment. It 
  expresses how ergonom-
  ically well-fitted to use the 
  item is. Alternatively, it 
  measures the bulk or 
  unwieldiness of an object. 
   Burden = Flux. Or as 
  specified otherwise. 
   
   
   
  Burden/Ergonomic 
  Bulky/Compact 
  S SAFETY 
  Value 
  Description 
  -5 
  Very hazardous. 
  -4 
  More hazardous 
  -3 
  Hazardous. 
  -2 
  Somewhat hazardous. 
  -1 
  Slightly hazardous. 
    0 Safety neutral. 
  +1 Better than some. 
  +2 Better than many 
  +3 Safe to use. 
  +4 Safer to use 
  +5 Very safe. 
   
  Safety measures the 
  inherent danger presented 
  by an object when in use. 
  Safety = Flux. Or as 
  specified otherwise. 
   
   
   
   
   
   
   
   
  Safe / Hazardous 
   
   
   
  
  5�
  QREBS-2 
  5
   
   
  QREBS-2 
   QREBS allows an evaluation of used objects based on their age. 
   
   
  QREBS-2 
   
  NEW OBJECTS 
   New objects determine QREBS values without adjustment. 
   For example, a new Communicator Q=5 Period= 5 (= Six 
  Months) R= 0 is Reliability Neutral when New. After six 
  months, it falls to Reliability= -1, after another six months, it 
  falls to Reliability= -2.  
   
  OLDER OBJECTS 
   When a used or older object is acquired, determine its 
  True Age and Working Age. 
   True Age (also Chronological Age) is the number of 
  years since the object was created or manufactured. It is 
  determined from the True Age Table. 
   Working Age is the number of years the object has been 
  in use. Since use wears an object out, Working Age is the 
  important value in determining Quality and Reliability. 
   
  WORKING AGE 
   
    
  Working Age = Good Flux (in Periods) 
   
  TRUE AGE 
  Flux 
  Current 
  Antique Artifact Surplus 
  Experi 
   - 5 
  50 
  400 
  RR 
  100 
  20 
   - 4 
  35 
  300 
  1300 
    90 
  10 
   - 3 
  25 
  250 
  1200 
    80 
    9 
   - 2 
  21 
  210 
  1100 
    70 
    8 
   - 1 
  18 
  180 
  1000 
    60 
    7 
     0 
  15 
  150 
    900 
    50 
    6 
   +1 
  12 
  120 
    800 
    40 
    5 
   +2 
    9 
  100 
    700 
    30 
    4 
   +3 
    6 
    80 
    600 
    20 
    3 
   +4 
    3 
    60 
    500 
    10 
    2 
   +5 
  new 
    50 
    400 
  new 
    1 
   Values are in Years before the present date. Determine the 
  current date and subtract the value on this table. 
   RR= Reroll and add 1000. 
   True Age. This table provides the true age of the object. 
   Storage. The Object has been in Storage (was not used, 
  did not degrade in Quality) for the period between Working 
  Age and True Age. A Communicator with True Age = 100 
  Years and Working Age = 1 year has been in Storage for 99 
  years: it is Like New. 
  AGING THE OBJECT 
   Create QREBS. Determine its Working Age (= Good Flux in Periods). Reduce Reliability by Working Age in Periods. .  
   For example, Eneri Dinsha has acquired a Jump Drive Diagnosticator QREBS= 5 0 0 0 0. Period= 5 = 6 Months. Working 
  Age = Good Flux times Period = +2 x 6 months = 1 Year. True Age (from Table) = Flux = -3 = 25 Years. 
   This device was manufactured 25 years ago, but has only been used for a year. Reduce Reliability Minus Working Age in 
  Periods (=-2), downgrading Reliability to -2. 
   This Jump Drive Diagnosticator QREBS = 5 -2 0 0 0 is unremarkable except it has a -2 Reliability Mod. 
   
  CALCULATING QREBS 
   
   
   
   
   
   
   
   
   
   
   
   
  Q 
  R 
  E 
  B 
  S 
  |
  Wa 
   
  P 
   
  Quality 
  Reliability 
  Ease 
  Of Use 
  Bulk 
  /Burden 
  Safety 
  |
  Working 
  Age 
   
  Period 
   
   
  QUA 
  REL 
  EOU 
  BUR 
  SAF 
   
   
   
   
   
   
  2D-2 
  Flux 
  Flux 
  Flux 
  Flux 
   
  Good Flux 
   
  =Quality 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  |
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Adjust R= 
   
   
   
   
   
   
   
   
   
   
  - Wa/P 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   1.  Quality = 2D-2. Usually ranges from 10 Excellent to 0 Very Bad. 
    2. Reliability = Flux. Provides the value for a New object. Ranges from +5 Very Reliable to - 5 Very Unreliable. 
   3. Ease Of Use = Flux. Ranges from +5 Very easy to use to -5 Very difficult to use. 
   4.  Bulk/Burden = Flux. Ranges from +5 very burdensome to -5. Very easy to carry 
   5.  Safety = Flux. Ranges from +5 Very safe to -5 very hazardous. 
   6.  Period = Quality. Determine the units of time from the Quality Table. 
   7. Working Age= Good Flux (in Periods).  
   8. True Age = from Table. 
   9.  Adjust Reliability (= minus subtract Working Age divided by Period; drop fractions). 
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller5/12 QREBS.pdf