GURPS: TREK - THE UNAUTHORIZED SOURCEBOOK SECOND EDITION - SECOND PRINTING --------------------------------------------------------------- --------------------------------------------------------------- SECTION FOUR A - STARFLEET - PART ONE --------------------------------------------------------------- --------------------------------------------------------------- These sections deal with Starfleet Academy and what comes before and after the training period. They were redesigned to comply with GURPS: Space 2nd Edition. They were also changed to reflect changes made during revision of the skills sections of this work. Finally, they were also changed so that skill levels required during training equal skill levels required to graduate. These sections were developed partially from material formerly presented in two articles by Eric Phillips: "Trek for GURPS", and "GURPS: Star Trek". I would like to thank him here for his contributions to the "second edition". Juergen Rudolph has also made some contributions to these sections. Any comments about this sections should be sent to: tmp_harkins@dirac.physics.jmu.edu "Mr. B." GURPS: Trek - Section Four A - Starfleet - Part One - is Copyright (c) May 1996. See GURPS: Trek - Section One B - General - Part Two - Overview for more information. --------------------------------------------------------------- Table of Contents - Part One ---------------------------- Starfleet Pre-Academy Training Starfleet Academy - Courses of Study General Studies Departmental Listings =============================================================== STARFLEET --------- Starfleet is a semi-military style body designed to protect Federation peace, provide aid and assistance to Federation members, serve as a gatherer of knowledge ("to boldly go where no one has gone before"), and to regulate shipping and travel within Federation space. =============================================================== PRE-ACADEMY TRAINING -------------------- What characters did before entering Starfleet Academy may be important to their career choice. To give characters backgrounds, some skills may be chosen before entering the Academy, and a background worked out if desired. At least half of Pre-Academy skills should be selected from Personal Development categories, and the other half from Educational Background categories. Divide these skills as evenly as possible. Skills on both lists are suggestions, and should give GM's ideas as to what other skills go in which category. One or two from each category should be plenty. There are enough skills to flesh out characters in the Academy and Command School sections. This section is optional. GM's may simply want players to develop their backgrounds without consulting these tables. --------------------------------------------------------------- Pre-Academy skill lists: ------------------------ Personal Development: --------------------- (categories:) Artistic Skills - (p. B47-48) Athletic Skills - (p. B48-49) Combat/Weapon Skills - (p. B49-52) Craft Skills -(p. B53-54) Hobby Skills - (p. B54) Outdoor Skills - (p. B57) Social Skills - (p. B62-64) Educational Backgrounds: ------------------------ (categories:) Language Skills - (p. B54-55) Medical Skills - (p. B56) Professional Skills - (p. B58) Scientific Skills - (p. B59-62) Thief/Spy Skills - (p. B65-68) Vehicle Skills - (p. B68-69) =============================================================== STARFLEET ACADEMY ----------------- All Starfleet officers must attend Starfleet Academy and complete the four year training program. Most students enter the Academy at age 18. The Academy adds four years to that, plus one year for each Cadet Cruise taken (if any). If characters want to go to Command School, add two more years. Most players will probably want their characters to go to Command School. The Academy consists of two campuses, one at San Francisco, Earth, the other on Starbase 1, in orbit around Earth. There are several other training sites, including a flight training area near Saturn's orbit. All students who apply must have a certain level of learning prior to admission. This includes being able to speak, read, and write Federation Standard, and having the Mathematics skill with at least one point spent on it. However, Starfleet Academy is very selective, and only has a limited number of spaces available for prospective Cadets. Students may wish to have already studied a variety of subjects in order to increase their chances of acceptance. After admission, Cadets begin the standard four-year program to train for their roles in Starfleet. During the first two years at the Academy, Cadets gain a solid background in the skills important to all Starfleet officers in the Academy's General Studies program. Characters should have skill levels in all of the General Studies program skills. For General Studies and Departmental listings of skills below, the skill level (i.e.: IQ+3) is based on there being -at least- one point put into each skill within that package. This is the *minimum* level of training in each skill. Actual skill levels will depend on the character's Major and Minor and the player's default levels. The "Final Exams" section represents the *minimums* allowed for Cadets to graduate from the Academy in their field. In order to be considered for positions aboard prestigious vessels, like the Enterprise, skills should be much higher. Honors graduates should have very high skill levels. They are among the first considered for positions aboard those vessels. The class Valedictorian and Salutatorian each may choose their station assignment, making these graduates the most highly prized. Should characters not wish to take a particular skill within a package, they should substitute another similar skill. Those wishing to do this should have a good reason for this. Note that Medicine is considered such a different skill that it is covered in another part of the Starfleet section. =============================================================== GENERAL STUDIES: ---------------- All Cadets are required to take these skills, regardless of their fields of study. If any of these skills are in a character's Major or Minor field of study, the higher requirement takes precedence. All these skills must be taken at a minimum of one point expenditure unless otherwise marked. The level of proficiency required is given before each skill. --------------------------------------------------------------- ( IQ ) Administration (DX+2) Beam Weapons: Phasers (DX+2) Brawling (or: Anbo-Jytsu from Part 9 A of this work) (IQ+3) Computer Operation ( IQ ) Computer Programming (IQ+2) Electronics Operations: Sensors (IQ+2) Electronics Operations: Transporters ( IQ ) First Aid ( IQ ) History: Federation (IQ+2) Language: (Federation Standard) ( IQ ) Language: (type) (any non-native) (IQ+3) Law: Federation (IQ+2) Mathematics ( IQ ) Physics/TL 11 (DX+2) Pilot: Shuttlecraft (IQ+2) Savoir-Faire: (Starfleet Protocol) (IQ+2) Vacc Suit Operations ( IQ ) Xenobiology: General ( IQ ) Xenology: General ( DX ) Zero-G Operations (Free-Fall) =============================================================== The fields to Major and Minor in are: ------------------------------------- Communications Counseling Engineering Helm/Navigation Marines - (see Section 4 D) Medicine - (see Section 4 C) Operations Science Security At the end of the second year of Academy training, Cadets should choose a Major and Minor course of study from the above list. Following is the list of the skills taught within each field. Minors must spend at least one point per skill desired, and Majors must spend at least two points per skill desired. These points spent are in addition to the points already spent in the General Studies curriculum. Cadets can always put more points than required into any skill. Characters can also take electives outside of their skill area with an additional point cost. =============================================================== COMMUNICATION: -------------- Communications Majors provide both audio and video communications with personnel on ship and on planets, and provide an interface with Starfleet Command through the subspace radio on board. Generally, Cadets who Major in Communications will Minor in Security. Those Cadets are working towards becoming Tactical Officers on board a Starship. Some Cadets interested in Command may also Minor in Helm/Navigation. Those Cadets will also want to attend Command School. -------------------------------------------------------------- (IQ+3) Diplomacy (IQ+3) Electronics Operations: Communications ( IQ ) Electronics Operations: Security (IQ-1) Electronics: Communications (IQ-1) Electronics: Computers ( IQ ) Electronics: Sensors (IQ-1) General Services: (specialty) (IQ+3) Language: Federation Standard (IQ+3) Language: (Non-Native) (IQ+2) Psychology: (Terran) (IQ+3) Savoir-Faire: Starfleet Protocol (IQ+2) Xenobiology: General (IQ+2) Xenology: General (IQ+1) Xenology: (specialty) =============================================================== COUNSELING: ----------- Counselors act as general overseers of the crew's mental well- being. They give advice and guidance for personal problems that crewmembers may have. If necessary, they can provide psychiatric and psychological treatment and care. Counselors can also refer clients to other medical personnel for more conventional treatments. They work closely with the Chief Medical Officer. They may have several more Language, Psychology, and Xenology skills than the requirements below. Counselors do not have to choose a Minor. They frequently have the "Empathy" advantage. --------------------------------------------------------------- (IQ+4) Diagnosis: (Terran) (IQ+3) Diagnosis: (native or non-Terran) (IQ+2) Diagnosis: (non-native -and- non-Terran) (IQ+2) Diplomacy (IQ+3) Electronics Operations: Life Support (IQ+3) Electronics Operations: Medical ( IQ ) Language: (non-native) (IQ+1) Physiology: (Terran) ( IQ ) Physiology: (native or non-Terran) (IQ+2) Psychology: (Terran) (IQ+1) Psychology: (native or non-Terran) ( IQ ) Psychology: (non-native -and- non-Terran) (IQ+2) Xenobiology: General (IQ+1) Xenology: General ( IQ ) Xenology: (non-native) ( IQ ) Xenophysiology (non-native -and- non-Terran) =============================================================== ENGINEERING: ------------ Engineering personnel provide the necessary repair and upkeep of equipment aboard ship. It is suggested that prospective Engineers select one (or more) Engineering skills to specialize in, and spend at least four points on those skills. Note that Starfleet Engineers, at first, are primarily concerned with the various electronics systems throughout the ship. This is due to the Federation's heavy use of electronic equipment for almost every function. The only non-electronic equipment aboard most ships are the Warp drives and Impulse engines. However, Engineers can specialize in any Engineering or Mechanic field, because Starfleet encourages research and development of newer and better systems. Characters Majoring in Engineering usually take Helm /Navigation as their Minor. Some smaller ships may use the Engineer as a back-up commander. Those Engineers may Minor in Operations, and will want to go to Command School. --------------------------------------------------------------- (IQ+1) Armoury: Beam Handguns (IQ+1) Armoury: Photon Torpedoes (IQ+1) Armoury: Starship Phasers (IQ+2) Electronics: Communications (IQ+2) Electronics: Computers (IQ+1) Electronics: Deflector Shields (IQ+1) Electronics: Life Support (IQ+1) Electronics: (Player's Choice) (IQ+1) Electronics: Sensors (IQ+1) Electronics: Transporters (IQ+2) Engineer: (player's choice) (IQ+2) Engineer: Impulse Drives (IQ+2) Engineer: Warp Drives (IQ+2) Mechanic: (player's choice) (IQ+1) Mechanic: Impulse Drives (IQ+1) Mechanic: Warp Drives (IQ-1) Subspace Mechanics =============================================================== HELM/NAVIGATION: ---------------- Helm and Navigation personnel provide the ship with pilots and co-pilots. They also provide the ship with experienced Shuttlecraft and Runabout pilots and co-pilots. Generally, Cadets who Major in Helm/Navigation are Cadets who eventually wish to become Commanders themselves. Those characters will also wish to attend Command School. Note that Helm and Navigation have been combined into one skill in TNG called "Conn". The other bridge post is for the "Ops" officer. Appropriate Minors include Communications, Operations, and Engineering. --------------------------------------------------------------- (IQ+2) Astronomy (IQ+3) Astrogation: Warp Drive (IQ+2) Astrophysics (IQ+2) Electronics Operations: Communications (IQ+4) Electronics Operations: Deflector Shields (IQ+2) Electronics Operations: Photon Torpedoes (IQ+2) Electronics Operations: Starship Phasers ( IQ ) Electronics: Computers ( IQ ) Electronics: Deflectors (DX+3) Gunner: Photon Torpedoes (DX+5) Gunner: Starship Phasers ( IQ ) Leadership (DX+2) Pilot: Runabout (DX+3) Pilot: Starship (IQ+3) Strategy: Space (IQ+1) Subspace Mechanics (IQ+3) Tactics: Space =============================================================== MARINES - See Section Four D =============================================================== MEDICINE - See Section Four C =============================================================== OPERATIONS: ----------- This is the Major for Cadets who wish to pursue advancement in the command line fields of Starfleet. Operations Majors provide an interface between the day-to-day normal activities of the crew on board ship and the command personnel. Operations personnel study a program designed to give them a working knowledge of all other divisions in Starfleet. Ops Officers are frequently trained to become commanders themselves. The Ops Cadet usually takes skills in both Communications and Helm/Navigation, but can take any other division as a Minor. --------------------------------------------------------------- (IQ+2) Administration (IQ+2) Astrogation: Warp Drive (IQ+2) Astrophysics (IQ+2) Electronics Operations: Communications (IQ+2) Electronics Operations: Photon Torpedoes (IQ+2) Electronics Operations: Starship Phasers (IQ+2) Electronics Operations: Security Systems (IQ+2) Electronics: Communications (IQ+2) Electronics: Computers (IQ+2) Electronics: Sensors (IQ+2) Gunner: Photon Torpedoes (IQ+2) Gunner: Starship Phasers (DX+2) Pilot: Runabout (DX+2) Pilot: Starship (IQ+2) Strategy: Space (IQ+2) Tactics: Small Units (IQ+2) Tactics: Space =============================================================== SCIENCES: --------- Science personnel provide the investigative research for ships and transmit that information back to Starfleet Command. Science personnel are also useful on landing parties and at Starbases. Starfleet requires the Sciences Cadet to study at least two additional specializations. They may be from any science field, though they are usually non-Medical. At least four points each must be spent on the fields of specialization. Communications and Helm/Navigation are the usual Minors of Science Majors. If Sciences is chosen as a Minor, no specializations are needed. Note that in the Trek era, "Sciences" are not limited merely to the so-called "hard" sciences. Social sciences are also considered important by Starfleet. Good examples of this kind of science officer in action are in the TOS episode "Who Mourns For Adonis", where we saw Carolyn Palamas acting as the "Archaeology & Anthropology" officer in the landing party. Another example was Marla McGivers, the Ship's Historian (and Khan's intended) from "Space Seed". Within these rather broad limitations, any science skills can be chosen for fields of specialization. --------------------------------------------------------------- (IQ+2) Astronomy (IQ+2) Astrophysics (IQ+2) Biology (IQ+2) Biochemistry (or Xenobiochemistry: (specialty)) (IQ+2) Botany (or Xenobotany: (specialty)) (IQ+2) Chemistry (IQ+3) Comparative Archaeology: (race) (IQ+2) Ecology (or Xenoecology: (specialty)) (IQ+2) Genetics (or Xenogenetics: (specialty)) (IQ+2) Geology (IQ+3) Physics (IQ+3) Physiology: (Terran) (IQ+2) Physiology: (specialty) (IQ+2) Subspace Mechanics (IQ+2) Xenobiology: General (IQ+2) Xenology: General (IQ+3) Zoology (or Xenology: (specialty)) =============================================================== SECURITY: --------- Security forces provide basic police duties on ship, as well as protective duties to landing parties. Some Security personnel will take additional training as Starfleet Marines. See Section Four D of this work suggestions on training for the Starfleet Marines. The Normal Minor field for Security is Communications. The TNG Security Officer (also called the Tactical Officer) is usually expected to operate the ship's communications systems. --------------------------------------------------------------- (DX+5) Beam Weapons: Phaser (DX+5) Brawling (IQ+2) Diplomacy (IQ+2) Electronics Operations: Phaser Cannons (IQ+2) Electronics Operations: Security Systems (IQ+2) Gunner: Phaser Cannon ( DX ) Federation Martial Arts: (Anbo-Jytsu) (DX+2) Driving/TL 11 (IQ+2) Knife (IQ+2) Interrogation (IQ+2) Intimidation (IQ+2) Psychology: (Terran) (IQ+4) Staff: (Police Baton) (IQ+2) Survival: (type) (IQ+2) Tactics (IQ+2) Tactics: Small Units ===============================================================