GURPS: TREK - THE UNAUTHORIZED SOURCEBOOK SECOND EDITION - SECOND PRINTING --------------------------------------------------------------- --------------------------------------------------------------- SECTION SIX A - SKILLS - PART ONE --------------------------------------------------------------- --------------------------------------------------------------- These sections contain definitions of the various skills which are considered useful for Trek. They also contain some info about how those skills operate in GURPS. These sections have been redesigned to comply with GURPS: Space - 2nd Edition. They also have been changed since the first printing of these files was released. I would like to thank those of you who wrote suggesting small changes or correcting small problems with the first skills sections. You Know Who You Are. My extreme thanks go to Gary Monroe Sarli for all his help with this new printing. Gary may be contacted at: gms0002@jove.acs.unt.edu. Any comments about this section should be sent to: tmp_harkins@dirac.physics.jmu.edu "Mr. B." GURPS: Trek - Section Six A - Skills - Part One - is Copyright (c) May 1996. See GURPS: Trek - Section One B - General - Part Two - Overview for more information. =============================================================== These sections deal with skills that are part of the Trek universe. An explanation is given for those skills altered to fit the Trek universe, or where the skill is considered new. If you have any skills that could be added to this list, let me know. Some skills have been changed from the GURPS: Space rules. In those cases, changes were made due to the skill being different in Trek's time. Some skills that have new names in GURPS: Trek have been noted. --------------------------------------------------------------- Table of Contents - Part One: ----------------------------- Armoury: Beam Handguns Armoury: Phaser Cannons Armoury: Photon Torpedoes Armoury: Starship Phasers Astrogation: Warp Drive Astrophysics Beam Weapons: Phasers Comparative Archaeology: (specialty) Computer Operations Driving/TL 11: (vehicle type) Elec. Oper.: Communications Elec. Oper.: Deflector Shields Elec. Oper.: Holographics Elec. Oper.: Life-Support Elec. Oper.: Medical Elec. Oper.: Phaser Cannons Elec. Oper.: Photon Torpedos Elec. Oper.: Security Systems Elec. Oper.: Sensors Elec. Oper.: Starship Phasers Elec. Oper.: Transporters Electronics: Bioneural Circuitry Electronics: Communications Electronics: Computers Electronics: Deflector Shields Electronics: Holographics Electronics: Life-Support =============================================================== Armoury: Beam Handguns (M/A) ---------------------------- (defaults: IQ-5, or Beam Weapons: Phasers-6) Covers design, construction, repair, modifications, and maintenance of all small hand-held weapons such as the Phaser I and Phaser II. Unfamiliar weaponry is at -4. See p. B53 and p. S34 for more info. --------------------------------------------------------------- Armoury: Phaser Cannon (M/A) ---------------------------- (defaults: IQ-5, or Gunner: Phaser Cannon-6) Covers design, construction, repair, modifications, and maintenance of Phaser Cannons, which are used for point defense around a Starship, as well as the transportable models used for ground attack support. There are two types of Phaser Cannons, Light and Heavy. Both are covered by this skill. See p. B53 and p. S34 for more information. --------------------------------------------------------------- Armoury: Photon Torpedoes (M/A) ------------------------------ (defaults: IQ-5, or Gunner: Photon Torpedoes-6) Covers design, construction, repair, modifications, and maintenance of the ship's Photon Torpedo systems. See p. B53 and p. S34 for more information. --------------------------------------------------------------- Armoury: Starship Phasers (M/A) ------------------------------- (defaults: IQ-5, or Gunner: Starship Phasers-6) Covers design, construction, repair, modifications, and maintenance of a Starship's Phaser banks. See p. B53 and p. S34 for more information. --------------------------------------------------------------- Astrogation: Warp Drive (M/A) ----------------------------- (defaults: Navigation-5, Astronomy-4, Mathematics-4) Covers taking a Federation Starship from one place to another. Also covers star mapping and charting a course through space. Conn officers study Astrogation: Warp Drive to know where the ship is currently, where it is going, and how soon it will arrive. This skill is also used to plot intercept courses with another vessel or object in space, as well as make other special maneuvers in space. See p. B59 and p. S34 for more information. --------------------------------------------------------------- Astrophysics (M/H) ------------------ (defaults: IQ-6) (prerequisites: Physics 12+, Mathematics 12+) A very exacting science in Trek's time. It includes: stellar growth and decay, planetary and stellar ballistics, some stellar cartography, etc. --------------------------------------------------------------- Beam Weapons: Phaser (P/E) -------------------------- (defaults: DX-4, or other Beam Weapon skill-4) This is the ability to operate standard hand-held Federation Phasers. See p. B49 and p. S34 for more information. --------------------------------------------------------------- Comparative Archaeology: (specialization) (M/H) ----------------------------------------------- (defaults: IQ-6, or Comparative Archaeology: (other)-4) (prerequisites: Archaeology 12+) A study of the ancient archaeology (buildings and structures) of a particular race or planet. Each race or culture studied must be specified and studied separately. When a player is studying a race similar to one that they have knowledge of, they may apply a -4 to their Comparative Archaeology skill roll to determine how environmental and technological factors would influence the development of that culture's buildings and architecture. Thus, a player could hypothesize on how the introduction of high TL inventions (for instance) would cause the culture to diverge from its normal development. --------------------------------------------------------------- Computer Operations (M/E) ------------------------- (defaults: IQ-4) Computers are used to analyze data for nearly all purposes. Computer Operations includes some types of operation of Tricorders and all PADD use. See p. B58 for more info. Modifiers: Most computer operations will be at skill level +3, because the systems are so advanced. Tricorder operations are the exception to this, unless they are linked to the ship's computer banks directly. --------------------------------------------------------------- Driving/TL 11: (vehicle type) (P/A) ----------------------------------- (defaults: IQ-5 or DX-5) The ability to operate modern Federation ground vehicles. Each type of ground vehicle is a separate skill. See p. B69 and p. S34 for more info. Also see p. B69 for info on other TL vehicle driving skills. --------------------------------------------------------------- Electronics Operations: Communications (M/A) -------------------------------------------- (defaults: IQ-5, or Electronics: Communications-3) Covers knowledge of hailing frequencies and how to use them, Federation codes, operation of communications equipment, and other standard and emergency communications procedures of Starfleet. It includes basic information about log recordings, message buoys, personal communicators, and sub-space communications. It can also be used to try to recognize ancient and/or alien methods of communication at -4. It also covers operations of Comm-badges and other personal communicators. See p. B58 for more information. --------------------------------------------------------------- Electronics Operations: Deflector Shields (M/A) ----------------------------------------------- (defaults: IQ-5, or Electronics: Deflector Shields-3) Covers knowledge of Starship Deflector Shields and how to use them, as well as methods for strengthening the shields and switching power from one shield to another under different situations. Personal Deflectors are also covered by this skill. See p. B58 for more info. --------------------------------------------------------------- Electronics Operations: Holographics (M/A) ------------------------------------------ (defaults: IQ-5, or Electronics: Holographics-3) Covers operation of the Holographic equipment on most Federation starships, including Holographic Rec Decks. Includes information about programming certain sequences into the Holographic memory modules in order to create different scenarios. It also includes information on how to defeat the safety interlocks and make these scenarios more dangerous, or even deadly. See p. B58 for more information. --------------------------------------------------------------- Electronics Operations: Life-Support (M/A) ------------------------------------------ (defaults: IQ-5, or Electronics: Life-Support-3) Covers operations of all personal Federation life-support systems. Includes the Life-Support Belts worn on some missions, but does not include Vacc Suit Operations, which is covered by a separate skill. It also includes Life-Support equipment used by doctors and nurses. It does not include ship-based life-support equipment - that is covered by Engineering and/or Mechanic. See p. B58 for more info. --------------------------------------------------------------- Electronics Operations: Medical (M/A) ------------------------------------- (defaults: IQ-5, or Electronics: Medical-3) Covers operation of all Federation electronic medical devices. The ability to read and interpret the information gained by such medical equipment is also conferred, but a working knowledge of the medical terms, symptoms, diseases, and cures is also required in order to use such information properly. For instance, a medical student who had not taken this skill could probably use the IQ default with no additional minuses. See p. B58 for more information. --------------------------------------------------------------- Electronics Operations: Phaser Cannons (M/A) -------------------------------------------- (defaults: IQ-5, or Electronics-3) Covers electronic operations of Phaser Cannons. This skill is necessary in order to operate Phaser Cannons. See p. S34 and p. B58 for more info. --------------------------------------------------------------- Electronics Operations: Photon Torpedos (M/A) --------------------------------------------- (defaults: IQ-5, or Electronics-3) Covers electronic operations of Photon Torpedos. This skill is necessary in order to operate Photon Torpedo launching systems. See p. S34 and p. B58 for more info. --------------------------------------------------------------- Electronics Operations: Security Systems (M/A) ---------------------------------------------- (defaults: IQ-5, or Electronics: Security Systems-3) Covers operation of the ship's internal security systems, and includes all intruder control systems, as well as operation of the ship's brig. See p. B58 for more information. --------------------------------------------------------------- Electronics Operations: Sensors (M/A) ------------------------------------- (defaults: IQ-5, or Electronics: Sensors-3) Covers operation of the ship's probing sensors, which can detect life or energy sources (among other things) in other ships and on planetary surfaces. The ship's sensors can also provide data on planetary gravity and climate from standard orbit, and can be used to detect moving objects in space that are likely to pass near the ship at long range. It also covers most types of Tricorder use. See p. S34 for more information. --------------------------------------------------------------- Electronics Operations: Starship Phasers (M/A) ---------------------------------------------- (defaults: IQ-5, or Electronics-3) Covers electronic operation of Starship Phasers. This skill is necessary in order to operate Starship Phasers. See p. B58 and p. S34 for more info. --------------------------------------------------------------- Electronics Operations: Transporters (M/A) ------------------------------------------ (defaults: IQ-5, or Electronics: Transporters-3) Covers operation of Federation Transporters. Further info on Federation Transporters is included in Section 2 B - "Trek Tech" - Part Two - Transporters. See p. B58 for more info. --------------------------------------------------------------- Electronics: Bioneural Circuitry (M/H) -------------------------------------- (defaults: Electronics: (other)-4) Covers installation, maintenance, and repair of bioneural gel packs, which are an experimental system currently being tested by the Federation on Intrepid-class Starships. Bioneural circuitry is alive, and as such, is quicker than conventional circuitry, but it must be kept from extreme heat and sources of infection, both of which can kill it. This skill is still rare, as there are currently only four Intrepid-class ships in service. --------------------------------------------------------------- Electronics: Communications (M/H) --------------------------------- (defaults: Electronics: (other)-4) Covers construction and repair of all Federation communication systems. It includes the technical skills and knowledge involved in modern Federation communications devices, including repair, manufacture, and design. It also includes information on how to modify Federation equipment for different uses. Additionally, it includes information on repairing such items as message buoys, log recorders, personal communicators, and sub-space communications stations. See p. B60 for more information. --------------------------------------------------------------- Electronics: Computers (M/H) ---------------------------- (defaults: Electronics: (other)-4) Covers the technical side of computers, and includes info on how to design, build, and most importantly, repair them. See p. B60 for more information. --------------------------------------------------------------- Electronics: Deflector Shields (M/H) ------------------------------------ (defaults: Electronics: (other)-4) Covers construction and repair of the devices that produce the ship's protective screens, which protect it from stray meteors and other space junk, as well as energy and missile attacks in combat. It also covers the technology behind Tractor Beams and Pressor Beams. A successful roll with this skill made during Starship combat will allow the player to use two points of shielding (DF) over and above the power from the engines. This does not represent an actual expenditure of more power, but rather is the more efficient use of the power available by the player. See p. B60 for more information. --------------------------------------------------------------- Electronics: Holographics (M/H) ------------------------------- (defaults: Electronics: (other)-4) Covers construction and repair of the Holographic equipment on Federation vessels. It could also be used to help override Holographic programming by others. It is used for Holodecks and on other Holographic equipment. See p. B60 for more information. --------------------------------------------------------------- Electronics: Life-Support (M/H) ------------------------------- (defaults: Electronics: (other)-4) Covers construction and repair of all personal life-support machinery. Characters possessing this skill may also be called upon to repair and/or modify personal life-support equipment, such as the Life-Support Belts used by Starfleet personnel. Construction and/or repair of ship based life- support equipment is covered by Engineering and/or Mechanic. See p. B60 for more information. ===============================================================