GURPS: TREK - THE UNAUTHORIZED SOURCEBOOK SECOND EDITION - SECOND PRINTING --------------------------------------------------------------- --------------------------------------------------------------- SECTION FOUR B - STARFLEET - PART TWO --------------------------------------------------------------- --------------------------------------------------------------- These sections deal with Starfleet Academy and also what comes before and after the training period. See GURPS: Trek - Section Four A - Starfleet - Part One for more info. Any comments about this section should be sent to: tmp_harkins@dirac.physics.jmu.edu "Mr. B." GURPS: Trek - Section Four B - Starfleet - Part Two - is Copyright (c) May 1996. See GURPS: Trek - Section One B - General - Part Two - Overview for more information. --------------------------------------------------------------- Table of Contents - Part Two ---------------------------- Final Exams Cadet Cruise Command School Post Academy Experience =============================================================== FINAL EXAMS ----------- Suggestions for final skill levels for each skill within each Major are given in the table below. Characters taking Minors should have skills of no less than -2 points from the Major's skill levels listed. Skills not listed within the separate Majors and Minors should have been taken during the General Studies section of the Academy, or taken as electives. Suggested scores are also given for other skills that Cadets may be interested in. Suggestions are given for the following Majors: Engineering Medical Operations Sciences Security Operations includes Operations, Communications and Helm /Navigation. Command School candidates will usually Major in Helm/Navigation or Operations. Counselors are considered Doctors because of their specialization in Psychiatry and/or Psychology, but they do not need quite as high skill levels as do Doctors. The same is true for Communications Majors within the Ops section. Remember that these are suggestions only, and GM's may wish to change or alter any or all of the scores necessary to pass any or all of Starfleet Academy's final exams. --------------------------------------------------------------- Final Exam Skill ---------------- CLASS ENG. MED. OPE. SCI. SEC. ----- ---- ---- ---- ---- ---- Administration 10 10 10 10 10 Anbo-Jytsu -- -- -- -- 10 Armoury: Beam Handguns 12 -- -- -- -- Armoury: Phaser Cannons 12 -- -- -- -- Armoury: Photon Torpedoes 12 -- -- -- -- Armoury: Starship Phasers 12 -- -- -- -- Astrogation: Warp Drive -- -- 13 -- -- Astronomy/TL 11 -- -- 12 -- -- Astrophysics -- -- 12 12 -- Beam Weapons: Phasers 12 12 12 12 15 Biochemistry -- 12 -- 12 -- Biology -- 12 -- 12 -- Botany -- 12 -- 12 -- Brawling 12 12 12 12 15 Chemistry/TL 11 -- -- -- 12 -- Comparative Archaeology -- -- -- 12 -- Computer Operations 13 13 13 13 13 Computer Programming 10 10 10 10 10 Diagnosis: Human -- 16 -- -- -- Diagnosis: Other -- 14 -- -- -- Diplomacy -- 13 13 -- 12 Driving/TL 11 -- -- -- -- 12 Ecology -- -- -- 12 -- Elec. Oper.: Communications -- -- 13 -- -- Elec. Oper.: Deflectors 10 -- 14 10 12 Elec. Oper.: Holographics -- -- -- -- -- Elec. Oper.: Life Support 12 14 -- 12 -- Elec. Oper.: Medical -- 14 -- -- -- Elec. Oper.: Phaser Cannons -- -- -- -- 14 Elec. Oper.: Photon Torpedoes -- -- 14 -- -- Elec. Oper.: Security System -- -- -- -- 12 Elec. Oper.: Sensors 12 12 12 12 12 Elec. Oper.: Starship Phaser -- -- 14 -- -- Elec. Oper.: Transporters 12 12 12 12 12 Electronics: Communications 12 -- 9 -- -- Electronics: Computers 12 -- 10 -- -- Electronics: Deflectors 12 -- 10 -- -- Electronics: Holographics 12 -- -- -- -- Electronics: Life Support 12 -- -- -- -- Electronics: Medical 12 -- -- -- -- Electronics: Security System 12 -- -- -- -- Electronics: Sensors 12 -- 10 -- -- Electronics: Transporters 12 -- -- -- -- Engineering: Anti-Matter 12 -- -- -- -- Engineering: Fission 12 -- -- -- -- Engineering: Fusion 12 -- -- -- -- Engineering: Impulse Drive 12 -- -- -- -- Engineering: Life Support 12 -- -- -- -- Engineering: Reaction Drive 12 -- -- -- -- Engineering: Robotics 12 -- -- -- -- Engineering: Warp Drive 12 -- -- -- -- First Aid/TL 11 10 16 10 10 10 General Services: (type) -- -- -- -- -- Geology -- -- -- 12 -- Gunner: Phaser Cannon -- -- -- -- 13 Gunner: Photon Torpedos -- -- 13 -- -- Gunner: Starship Phasers -- -- 15 -- -- History: Federation 10 10 10 10 10 History: (type) -- -- -- 12 -- Interrogation -- -- -- -- 12 Knife -- -- -- -- 12 Language: Federation Std. 12 12 13 12 12 Language: (non-native) 10 10 13 10 10 Leadership -- -- 10 -- -- Law: Federation 12 13 12 13 13 Life Support Belt Ops. -- -- -- -- 12 Mathematics 12 12 12 12 12 Mechanic: Anti-Matter 12 -- -- -- -- Mechanic: Fission 12 -- -- -- -- Mechanic: Fusion 12 -- -- -- -- Mechanic: Impulse Drive 12 -- -- -- -- Mechanic: Life Support 12 -- -- -- -- Mechanic: Reaction Drive 12 -- -- -- -- Mechanic: Robotics 12 -- -- -- -- Mechanic: Warp Drive 12 -- -- -- -- Metallurgy -- -- -- 12 -- Physician: Human -- 16 -- -- -- Physician: Native -- 14 -- -- -- Physician: Other -- 14 -- -- -- Physics/TL 11 10 10 10 13 10 Physiology: Human -- 16 -- -- -- Physiology: Native -- 14 -- -- -- Physiology: Other -- 12 -- -- -- Pilot: Atmosphere Craft -- -- -- -- -- Pilot: Runabout -- -- 12 -- -- Pilot: Shuttlecraft 12 12 12 12 12 Pilot: Starship -- -- 13 -- -- Planetology -- -- -- 12 -- Powerboats/TL 11 -- -- -- -- -- Psychology: Human -- 14 -- -- 12 Psychology: Native -- 12 -- -- 12 Psychology: Non-Native -- 12 -- -- 10 Research -- -- -- -- -- Savoir-Faire: Starfleet 12 12 13 12 12 Shipbuilding: Runabouts 14 -- -- -- -- Shipbuilding: Shuttles 14 -- -- -- -- Shipbuilding: Starships 14 -- -- -- -- Staff: Police Baton -- -- -- -- 14 Strategy: Land -- -- -- -- 12 Strategy: Space -- -- 13 -- -- Subspace Mechanics 12 -- -- 12 -- Surgery -- 14 -- -- -- Survival: (Planet type) -- -- -- -- 12 Tactics: Land -- -- -- -- 12 Tactics: Small Units -- -- -- -- 12 Tactics: Space -- -- 13 -- -- Teaching -- -- -- -- -- Vacc Suit Oper. 12 12 12 12 12 Xenobiology: General 10 12 12 12 10 Xenobiochemistry: (specialty)-- 12 10 12 -- Xenobotany: (specialty) -- -- -- 12 -- Xenoecology: (specialty) -- -- -- 12 -- Xenogenetics: (specialty) -- -- -- 12 -- Xenophysiology: (specialty) -- 14 -- 12 -- Xenology: General -- 10 12 13 -- Xenology: (specialty) -- 14 -- 13 -- Zero-G Operations 10 10 10 10 10 Zoology -- -- -- 13 -- =============================================================== CADET CRUISE ------------ After completing classwork at the Academy, Cadets are usually sent on a one-year cruise in space, where their performance is evaluated by officers in the field. During that cruise, the officer-in-training carries the rank of Midshipman. This rank is considered to be one below Ensign, but still an officer's grade and rank. Sometimes, due to extremely good performance of duties, a Cadet will be promoted to Acting Ensign (with an increase in pay and rank) in the field. To get the nature and results of a character's Cadet Cruise, use the tables below. These are given as examples of what could happen on a Cadet Cruise. GM's may wish to select certain assignments for characters based on their background without rolling on these charts. GM's may also wish to start some characters in the campaign -as- Cadets, in which case they would ignore this section. Cadet Cruise Assignments ------------------------ Roll 3d6 against the following table to determine which type of ship the character served on during the Cadet Cruise. 3 - Special Assignment (see below) 4-6 - Starship Division 7-9 - Exploration Division 10-12 - Military Division 13-15 - Colonization Division 16-17 - Marines Division 18 - Starbase Division Die Modifiers: -------------- -2 - Luck (30 points) -1 - Luck (15 points) +1 - Bad Luck -1 - IQ 12+ +1 - IQ 10- -1 - Failing to pass last cruise Cadet Cruise Results -------------------- Roll 3d6 and apply the die modifiers shown below to determine the results of the character's Cadet Cruise. 3 - Promoted to Acting Ensign in the field 4-5 - Passed with High Honors 6-9 - Passed with Honors 10-15 - Passed 16-18 - Did not pass Die Modifiers: -------------- -3 - Special Assignment -2 - Starship Division -2 - Exploration Division -1 - Military Division -1 - Colonization Division 0 - Merchant Marine Division 0 - Starbase Division -2 - Luck (30 points) -1 - Luck (15 points) +1 - Bad Luck -1 - Second (or later) Cadet Cruise (per cruise) A special assignment means that the character was assigned to a ship that has some degree of prestige attached. It is recommended that the GM consider this to be an assignment to the Starship Enterprise, unless they have developed other prestigious vessels for their campaign. =============================================================== COMMAND SCHOOL -------------- Characters who want to become Department Heads or Top Command personnel are usually required to attend Command School for two years following their Cadet Cruise. At Command School, they will obtain the following skills important for holding positions of responsibility and authority over other officers. Department Heads are defined as the persons holding the following positions: Chief Engineer Chief Medical Officer Tactical Officer Chief Science Officer Chief of Conn Top Command personnel are: Captain First Officer Chief of Operations Command School -------------- (IQ+2) Administration (IQ+3) Astrogation: Warp Drive (IQ+3) Computer Operations (IQ+1) Computer Programming (IQ+2) Diplomacy (IQ+3) Electronics Operations: Sensors (IQ+2) General Services: (specialty) (IQ+2) History: Federation (IQ+3) Law: Federation (IQ+2) Leadership (IQ+2) Psychology: (non-native -and- non-Terran) (IQ+3) Strategy: Space (IQ+2) Tactics: Small Units (IQ+3) Tactics: Space (IQ+2) Teaching (IQ+2) Xenology: (Romulan or Borg) =============================================================== NON-COMMISSIONED PERSONNEL -------------------------- Non-Commissioned personnel (NCP) join Starfleet for a career, but do not aspire to achieve commissioned rank. They fill the jobs of the day-to-day operations of the ship. They usually join Starfleet at age 18 and go through a shorter education than Cadets. They may choose a career in one of these fields: Engineering, Science, Security, or Services. The differences are that a minimum of only one-half (1/2) character point needs to be spent on each skill listed in the fields (above). They must also take a minimum of one-half (1/2) point in the following skills (if not already taken in the chosen fields of study): Computer Operation, History: Federation, Zero-G Operations (Free-Fall), and Savoir-Faire: (Starfleet Protocol). Starship Services include areas such as: Quartermaster, Janitorial, Food Service (yes, there are Chefs on the Enterprise, but not many), and others. NCP's are usually assigned to a regular task, such as Transporter Operation, Transporter Maintenance, or Shuttlecraft Maintenance for Engineers; or a singular science for Science NCP's. Science NCP's usually do the lab work and observations for their superiors. Those personnel who are assigned to a specific specialty will have a rating, such as: Boatswain's Mate, Quartermaster, Operations Specialist, Fire Control Technician, etc. =============================================================== Also, all Starfleet personnel are required to take the following advantages and disadvantages: Advantages: ----------- Legal Enforcement Powers (+5) Military Rank (variable) ------------------------ Total (Advantages) = (variable) Disadvantages: -------------- Vow: Uphold Prime Directive (-10) Duty: Starfleet (-15) Enemies (Borgs - rarely) (-10) Enemies (Romulans - rarely) (-10) --------------------------------- Total (Disadvantages) = -45 Grand Total = (varies based on Military Rank) Note: This package does -not- count toward the total limit of personal ads/disads. Legal Enforcement powers represent all officers of Starfleet being essentially ambassadors of the United Federation of Planets. The vow is taken to represent the doctrine of the UFP that forbids interference in the affairs of all non-Federation worlds. Duty to Starfleet is required for all military personnel as members of Starfleet. The enemies should be self-explanatory. =============================================================== POST-ACADEMY EXPERIENCE ----------------------- Now that the characters have gone through the Academy, the Cadet Cruise, and probably Command School, it is time to put on the final touches. The post-Academy experience section can help to determine in what areas characters may have been assigned before their current assignment. This optional section is presented as a method for GM's to give prior experience to characters wishing to start the campaign with higher ranks and/or experience. This entire section may be eliminated by GM's who want their characters to have a player designed background. First, determine how many terms of service have gone between the completion of the Cadet Cruise or Command School and the beginning of the campaign. Terms served: ------------- Roll 3d6 against the following table. The minimum allowed roll (of course) is three. Add or subtract the following modifiers to determine the total number of terms served, or let the player decide. This roll determines number of total terms served. Modifiers: ---------- +2 - Character is preparing to be a First Officer +1 - Character is preparing to be a Department Head -2 - Luck (30 points) -1 - Luck (15 points) +1 - Bad Luck -1 - IQ 12+ +1 - IQ 10- -1 - Character enters campaign as an Ensign 0 - " " " as a Lt. Jg. or Lt. +1 - " " " as a Department Head +2 - Character enters campaign as a Lt. Cmdr. or Cmdr. Term Lengths and Assignments: ----------------------------- Each term of service is generally on a different ship, or in a different location, such as a Starbase. These terms can vary in length from one to five years. The following tables will allow a character to determine what types of vessels each term was served upon, and how long the character served there. Roll 1d6-1 to determine the length of each term served. Roll 3d6 to determine type of service. Use the die modifiers found below to determine the final result. 3 - Special Assignment 4-5 - Starship Division 6-8 - Exploration Division 9-11 - Military Division 12-14 - Merchant Marine Division 15-17 - Starbase Division 18 - Academy Instructor Die Modifiers: -------------- -1 - IQ 12+ +1 - IQ 10- -2 - Luck (30 points) -1 - Luck (15 points) -1 - Graduated with Honors -2 - Graduated with High Honors -1 - Completed a Special Assignment as a Cadet As has been stated before, a Special Assignment is to a prestigious vessel such as the Enterprise. This should produce the length of each previous term served. The maximum number of terms served is dependent upon the age at which their character begins to roll for decrease of stats based on age. GM's may wish to discuss this with each player in order to develop a history for their character, rather than going through the lists randomly. ===============================================================