GURPS: TREK - THE UNAUTHORIZED SOURCEBOOK SECOND EDITION - SECOND PRINTING --------------------------------------------------------------- --------------------------------------------------------------- SECTION FOUR C - STARFLEET - PART THREE --------------------------------------------------------------- --------------------------------------------------------------- These sections deal with Starfleet Academy and what comes before and after the Academy's training period. See GURPS: Trek - Section Four A - Starfleet - Part One for more info. Michael DeLuca has completely revised the Medical section of the Starfleet Academy section, and deserves most of the credit. Contact Mike at: psion@genie.geis.com. Chris Beiting has done a great job of rewriting the Uniforms part of this section, even before anyone else had seen it (other than me) and deserves most of the credit for it. Contact Chris at: beiting@vax.ox.ac.uk. Any comments about this section should be sent to: tmp_harkins@dirac.physics.jmu.edu "Mr. B." GURPS: Trek - Section Four C - Starfleet - Part Three - is copyright (c) May 1996. See GURPS: Trek - Section One B - General - Part Two - Overview for more information. ---------------------------------------------------------------- Table of Contents - Part Three ------------------------------ The Prime Directive Medicine in Starfleet Medical Training Ranks Uniforms Rank Indications =============================================================== THE PRIME DIRECTIVE ------------------- "As the right of each sentient species to live in accordance with its normal cultural evolution is considered sacred, no Starfleet personnel may interfere with the healthy development of alien life and culture. Such interference includes the introduction of superior knowledge or technology to a world whose society is incapable of handling such advantages wisely." "Starfleet personnel may not violate this Prime Directive, even to save their lives and/or their ship unless they are acting to right an earlier violation, or an accidental contamination of said culture. This Prime Directive takes precedence over any and all other types of considerations, and carries with it the highest moral obligations." =============================================================== MEDICINE IN STARFLEET --------------------- Medical sciences as depicted by Trek are an extrapolation of knowledge that exists today. Use of medicines, surgery, and specialized devices to heal the sick and injured seems little different in Trek than it does now, except that practice is a lot more successful and more painless. People rarely die in sickbay, and they are usually up and on their feet astonishingly quickly even after terrible injuries. These notes are intended as reference for use by GM's, and players playing the Chief Medical Officer (CMO) on a Starship. They are of great use to games set in the time of TNG or DS9, and only minor changes are needed to stock a Sickbay of any era. Chief Medical Officers of Starships have the responsibility of overseeing the health of the entire crew. Regular physicals are required annually, and officers who refuse the exams are reported to the Captain or First Officer and may be relieved of duty. A crewmember may also be removed from duty if their physical or psychological condition warrant it in the opinion of the ship's CMO or Counselor. CMO's are also tasked with overseeing the ship's stores of medical supplies, and choose which to employ as standard. Some CMO's also have strong talents as researchers, and this is encouraged in Starfleet as long as primary duties are met, and all research follows recommended procedures. Typical staffing for Galaxy-class Starships includes one Chief Medical Officer, four Physicians, three Medical Technicians, and twelve Nurses. Eight to twelve research and laboratory personnel serve the Medical Department, and in emergencies, additional personnel with medical training can be drawn from other departments. These personnel are rotated on three eight-hour shifts, the "day" watch, the "night" watch, and the "graveyard" shift. These staffing guidelines should give GM's ideas on staffing for smaller Starships, Starbases, and planetary facilities. It is recommended that the primary staff be chosen from a group with diverse skills in various branches of medicine (such as neurosurgery, genetics, etc.) and specialties in non-Terran races. A CMO should choose individuals for their staff that complement their capabilities and provide the Sickbay with a well-rounded staff. Typically, the CMO is a surgeon with expertise in general medicine and research, although the Captain of the Starship is free to select any Doctor with officer training. The CMO should have a minimum of the following skills: Administration 14 Computer Operations 16 Diagnosis - Terran 18 Electronics Ops: Medical 16 First Aid/TL 11 18 Physician - Terran 18 Surgery - Terran 16 It is recommended that these minimums be matched by medical skill in other species common in Starfleet. Knowledge of Andorian, Bajoran, Caitian, Klingon, Tellarite, or Vulcan physiology are recommended as these races are the most commonly encountered. Doctors called upon to treat patients who are members of a species outside of their training will be at a penalty. If the Doctor is only familiar with Terrans, and must treat a non-Terran but humanoid patient (such as a Bajoran, Klingon, or Vulcan), then the GM should apply a -2 or -3 penalty depending on how different the patient's physiology is from Terran. Vulcans would likely be at -3 since they have radically different blood chemistry and internal organ arrangement, whereas Bajorans might be considered only -2. If the patient is non-humanoid (such as Caitians or Edoans) the penalty will be -4 or -5. If the patient is utterly alien (such as Hortas or Phylosians) then count the penalty as at least -6. First Aid takes 10 minutes and restores 1d of damage, plus the repairs from devices like Anabolic Protoplasers. =============================================================== MEDICAL TRAINING ---------------- Medical personnel provide day-to-day medical care to the people aboard ship, and treat injuries just like any other doctor. Medical Cadets do not usually Minor in any other field, but are required to take four elective skills, which may be any science or medical skill. More than two specialization fields are encouraged by Starfleet, but not required. Ship's Doctors should consider taking at least one Medicine: (other race) skill for most of the races that they would normally come in contact with during normal ship's operations. Each racial skill must be learned separately. Medical Cadets have generally completed medical studies on their respective homeworlds, and thus generally start their Academy training at age 25. They go through a different type of training program than do any other type of Cadet. The Academy medical training lasts eight years, but does not include an internship. --------------------------------------------------------------- (IQ+2) Biology (or Xenobiology: (specialty)) (IQ+2) Biochemistry (or Xenobiochemistry: (specialty)) (IQ+6) Diagnosis: (Terran) (IQ+4) Diagnosis: (native or non-Terran) (IQ+2) Diagnosis: (non-native -and- non-Terran) (IQ+3) Diplomacy (IQ+4) Electronics Operations: Life Support (IQ+4) Electronics Operations: Medical (IQ+3) Electronics Operations: Sensors (IQ+6) Physician: (Terran) (IQ+4) Physician: (native or non-Terran) (IQ+2) Physician: (non-native -and- non-Terran) (IQ+6) Physiology: (Terran) (IQ+4) Physiology: (native or non-Terran) (IQ+4) Psychology: (Terran) (IQ+2) Psychology: (native or non-Terran) (IQ+2) Psychology: (non-native -and- non-Terran) (IQ+2) Xenophysiology: (non-native -and- non-Terran) =============================================================== STARFLEET RANKS --------------- Starfleet Ranks follow in the Naval tradition. Following are the levels that correspond to those ranks. These are recommendations only. I have seen a variant of these levels that begins with Ensign as level 1. GM's have the final decision on what rank equals which level. Non-Commissioned Personnel -------------------------- Rank 0 : Crewman 3rd Class, Crewman 2nd Class, Crewman 1st Class, Chief Crewman Rank 1 : Specialist 3rd Class, Specialist 2nd Class, Specialist 1st Class, Chief Specialist Technician 3rd Class, Technician 2nd Class, Technician 1st Class, Chief Technician Rank 2 : Petty Officer 3rd Class, Petty Officer 2nd Class, Petty Officer 1st Class, Chief Petty Officer Rank 3 : Warrant Officer 3rd Class, Warrant Officer 2nd Class, Warrant Officer 1st Class, Chief Warrant Officer, Midshipmen Commissioned Officers --------------------- Rank 3 : Ensign, Lieutenant Junior Grade Rank 4 : Lieutenant, Lieutenant Commander Rank 5 : Commander, Captain Rank 6 : Fleet Captain, Commodore Flag Officers ------------- Rank 7 : Rear Admiral, Vice Admiral Rank 8 : Admiral, Flag Admiral Rank 9 : Admiral of the Fleet --------------------------------------------------------------- Rank is bought as per the Rank advantage in GURPS: Basic. =============================================================== UNIFORMS -------- Uniforms in Starfleet have gone through several variations. During the TOS era, uniforms consisted of black pants, boots, and long-sleeved tunics of various colors: gold for command, blue for sciences, red for engineering and security, and green. Kirk wore a green wrap-around uniform tunic during the second year of his first five-year mission, but generally, green was reserved for Starfleet Marines. There also were emblems on the tunic at about the level of a pocket, which were different for each ship, and for each department within that ship. On TOS, command insignia for the Enterprise was an arrowhead-like design with several different symbols within. Command was a star-like symbol, sciences was two interlocked circles, engineering was a stylized spiral, and medical was a red cross. Ranks were indicated by the number of stripes on the sleeve cuff. In 2277, sometime between the TOS era and ST:TMP, Starfleet adopted the arrowhead/star Fleet wide, partially in recognition of the contributions that the Enterprise had made to the Federation. In ST:TMP, the uniforms were changed into a slightly more casual, pale-colored, two-piece jumpsuit design, with an integral medical monitor at the level of a belt buckle on the tunic and integral boots on the pants. This must have been an experiment, because Starfleet changed the uniform design again between ST:TMP and ST:WOK to a more military design. This "monster maroon" (as most called it), used different colored shirts beneath a maroon jacket for departmental designations. It remained the uniform of choice until the beginning of ST:GEN, when it began to be phased out in favor of a design similar to the old TOS uniforms. By the time of TNG, departmental designations colors had changed. Red now indicates command, blue is still science, and yellow/gold is now engineering and security. There probably is still a green uniform for the Starfleet Marines, but none has ever been seen on the shows. TNG uniforms were almost skin-tight one-piece black suits worn over boots, with the departmental color displayed in an asymmetrical pattern in the chest/torso area and on the upper sleeves. These were changed to a two-piece design in 2366. In the DS9/Voyager era, the uniforms are being changed slightly from the TNG era. Current Starfleet uniforms are a black one-piece jumpsuit cut a little more fully (and forgivingly :^) than the TNG uniforms. This jumpsuit is worn over a lilac turtleneck upon which the rank pips are worn. The jumpsuit unseams down the front, and is worn over the standard boots. The entire top of the jumpsuit from shoulders up is colored the TNG departmental colors. Cadets at Starfleet Academy wear a similar uniform, with pockets on the thighs. In the TNG era, personnel on covert missions wear black one-piece suits made of a thick fabric, often topped by a balaclava and equipment backpack. Note that throughout the TNG and DS9/Voyager era, Non- Commissioned personnel or Specialists and Technicians who have to work in Engineering or crawl around in Jefferies Tubes often wore plain grey-green jumpsuits over boots. --------------------------------------------------------------- RANKS: ------ Rank was indicated in TOS as follows: ------------------------------------- No stripe(s) = Ensign One broken stripe = Lieutenant, Junior Grade One solid stripe = Lieutenant (Senior Grade) One solid stripe and one broken stripe = Lieutenant Commander Two solid stripes = Commander Two solid stripes with a broken stripe between them = Captain Three solid stripes = Commodore One wide solid stripe = Rear Admiral One wide solid stripe with one (regular) solid stripe on top = Vice Admiral One wide solid stripe with two (regular) solid stripes on top = Admiral One wide solid stripe with three (regular) solid stripes on top = Flag Admiral One wide solid stripe with four (regular) solid stripes on top = Fleet Admiral These stripes are worn on both ordinary and dress uniforms. --------------------------------------------------------------- Rank is indicated in TNG as follows: ------------------------------------ Silver Pips: ------------ One "hollow" collar pip = Crewmen One solid Pip = Chief Crewman One solid and one "hollow" = Specialists/Technicians Two solids = Chief Specialist/Technician Two solids and one "hollow" = Petty Officers Three solids = Chief Petty Officer Three solids and one "hollow" = Warrant Officers Four solids = Chief Warrant Officer Gold Pips: ---------- One "hollow" collar pip = Midshipman (or Yeoman) One solid pip = Ensign One solid pip and one hollow pip = Lieutenant, J.G. Two solid pips = Lieutenant Two solid pips and one "hollow" pip = Lt. Cmdr. Three solid pips = Commander Three solid pips and one "hollow" pip = (not used?) Four solid pips = Captain Four solid pips and one "hollow" pip = Fleet Captain Five solid pips = Commodore Admirals use similar numbers of pips mounted on rank bars to indicate their rank: Rear Admirals - one Vice Admirals - two Admirals - three Flag Admirals - four Fleet Admiral - five These pips are worn on the right side of the collar, with "hollow" pips worn furthest to the left. Admirals wear rank bars on -both- sides of their collars. The Maquis also use a rank bar on the collar to indicate ranks of various levels. ===============================================================