The Universal Task Profile (UTP) provides you with a simple (but still comprehensive) method of codifying tasks. So how does the UTP system work?
A UTP answers these questions about a task:
- How hard is the task?
- What skills and characteristics are crucial to this task?
- How long does this task typically take?
- Does this task involve any special risks?
The UTP provides a list of answers to these questions. A task uses the predefined answers in response to questions.
The predefined answers are specified in real-world terms. Even if you don’t know the task system, you can quickly understand a task defined by a Universal Task Profile.
WHAT DOES A UTP LOOK LIKE?
The UTP always follows the same format. For example:
To locate the source of the strange hum:
Routine, Recon, Int, 1 min (hazardous, unskilled OK).
Refem: Any Major or Destroyed mishaps automatically become Minor mishaps.
The UTP is always separated from the surrounding text by a blank line both above and below.
HOW HARD IS THE TASK?
When setting the difficulty, select from four difficulty levels:
Simple: Success is highly likely. Roll 3+ on 2D to succeed.
Routine: Success is likely. Roll 7+ on 2D to succeed.
Difficult: Success is unlikely. Roll 11 + on 2D to succeed.
Formidable: Success is rare. Roll 15 + on 2D to succeed; success is only possible with DMs.
Note that the 2D roll for each level is easy to remember because it is 4 more than the prior level. If a 2 is rolled, a fumble occurs and the task attempt fails no matter what.
WHAT IS CRUCIAL TO THE SUCCESS?
When crucial skills and characteristics are chosen as task modifiers (DMs), a task uses related skills (like Pilot and Ship’s Boat), or one skill and one characteristic.
A skill level must be added directly as a DM on the task roll. Characteristics are always divided by 5 (drop fractions) when used in tasks. Never add characteristics directly.
HOW LONG DOES THIS TASK TAKE?
The time increment on a task profile is 10 percent of the typical task duration. A roll of 3 dice (whose average result is 10) determines how many increments the task takes. The increment is always one-tenth of the typical task duration.
If the duration of the task doesn’t matter, the task is Instant and that’s that. No time roll is made.
If the duration always takes the same time, the task is Absolute. No time roll is made.
The duration of an attempt equals the increment times 3D (after any DMs are applied). The minimum is 3 increments.
DOES THIS TASK INVOLVE ANY SPECIAL RISKS?
The standard task assumes a normal amount of risk. Other levels of risk are possible:
Safe: With safe tasks if a mishap occurs, it is never damaging.
Hazardous: With hazardous tasks, there is a high likelihood of a serious mishap if the task fails.
Fateful: With fateful tasks, a mishap is guaranteed if the task fails. Don’t confuse this with hazardous, which indicates the severity of mishap. “To avoid a mishap” situations are good examples of fateful tasks because if they fail, the mishap has not been avoided.
Uncertain: With uncertain tasks, the result of the attempt is largely opinion or cannot be confirmed. Those individuals associated with the task have some idea of how successful the task attempt was; however, they are not certain of the outcome.
Sensor readings, interchanges between characters (including any task which might require a reaction roll), psionics, computer programming, repairs, and research are all good candidates for uncertain tasks.
Unskilled OK: When a task states unskilled OK, the specified skills are useful, but not required. There is no penalty for not having the specified skills.
Confrontatlon: When two opposing sides are working at cross-purposes, the task becomes a confrontation.
HASTY OR CAUTIOUS TASKS
The standard task attempt assumes the character is taking a reasonable amount of care while performing the indicated task. The player can change this amount of care.
Hasty: When a player is in a hurry, he can specify that he would prefer a hasty task. The time required is shorter, but the task becomes harder. The task DMs are doubled before subtracting them from the time roll; the task difficulty increases one level.
Cautious: When it is more important to reduce danger than to finish quickly, a player can specify a cautious task.
A determination roll is required first. If successful, the task is cautious. If unsuccessful, the task is increased in difficulty one level.
In a cautious task, the time roll is doubled before subtracting DMs; the task difficulty decreases one level.
TASKS THAT FAIL
The details of handling failed tasks are the realm of the referee and thus are covered in the Referee’s Manual.