GURPS: TREK - THE UNAUTHORIZED SOURCEBOOK SECOND EDITION - SECOND PRINTING --------------------------------------------------------------- --------------------------------------------------------------- SECTION SIX B - SKILLS - PART TWO --------------------------------------------------------------- --------------------------------------------------------------- These sections deal with the skills that should be considered to be part of the Trek universe. See GURPS: Trek - Section 6 A - Skills - Part 1 for more info. Any comments about this section should be sent to: tmp_harkins@dirac.physics.jmu.edu "Mr.B." GURPS: Trek - Section Six B - Skills - Part Two - is Copyright (c) Mayh 1996. See GURPS: Trek - Section One B - General - Part Two - Overview for more information. --------------------------------------------------------------- Table of Contents - Part Two: ----------------------------- Electronics: Medical Electronics: Robotics Electronics: Security Systems Electronics: Sensors Electronics: Transporters Engineer: Antimatter Reactors Engineer: Fission Reactors Engineer: Fusion Reactors Engineer: Impulse Drives Engineer: Reaction Drives Engineer: Robotics Engineer: Subspace Field Generators Engineer: Warp Drives General Services: (specialty) Gunner: Phaser Cannons Gunner: Photon Torpedoes Gunner: Starship Phasers History: Federation History: (specialization) Language: (language) Law: Federation Life-Support Belt Operations =============================================================== Electronics: Medical (M/H) -------------------------- (defaults: Electronics: (other)-4) Covers construction and repair of the various types of electronic medical equipment used in the standard Federation ship's sickbay. This skill does not include construction or repair of life-support equipment, but it does include the standard Medical Tricorder. See p. B60 for more info. --------------------------------------------------------------- Electronics: Robotics (M/H) --------------------------- (defaults: Electronics: (other)-4) Covers construction and repair of all electronic systems used in Federation robotics, especially robotic electronic brains. It does not cover non-electronic robotic systems. See p. B60 for more information. --------------------------------------------------------------- Electronics: Security Systems (M/H) ----------------------------------- (defaults: Electronics: (other)-4) Covers construction and repair of all electronically-based ship's internal security systems. It includes all repairs, maintenance, and modification to the force screens used in the ship's brig, as well as intruder defense and detection. It does not include internal Phasers, but does include all other intruder subdual systems. A successful roll with this skill can repair one point of damage taken to the ship's security systems. It can also be used to increase the power in the ship's security systems. See p. B60 for more information. --------------------------------------------------------------- Electronics: Sensors (M/H) -------------------------- (defaults: Electronics: (other)-4) Covers construction and repair of the data collection sensors on board Federation ships as well as the stations used to interpret that data. A successful roll with this skill can also return one point of damage lost by the ship's sensors. See p. B60 for more information. --------------------------------------------------------------- Electronics: Transporters (M/H) ------------------------------- (defaults: Electronics: (other)-4) Covers construction and repair of the electronic systems of the matter transmitters used on all Federation vessels. Repair to non-Federation Transporters is at -4 (or worse). Saving throws on this skill should be made to correct Transporter malfunctions, or modify existing Transporter programming. See p. B60 for more information. --------------------------------------------------------------- Engineer: Antimatter Reactors (M/H) ----------------------------------- (defaults: Mechanic: Antimatter Reactors-6) (prerequisites: Engineer: Fusion Reactors) Covers designing and constructing Federation-type antimatter reactors. It can also be used to modify alien equipment at -4. It is used in tandem with Engineer: Warp Drive to power the ship's hyperlight engines. See p. B60 and p. S35 for more information. --------------------------------------------------------------- Engineer: Fission Reactors (M/H) -------------------------------- (defaults: Mechanic: Fission Reactors-6) (prerequisites: Nuclear Physics (see p. B61)) Covers designing and constructing Federation fission reactors. Fission reactors are no longer used by most Federation worlds, but skill in this area may be needed for use on older outposts and non-Federation worlds. See p. B60 and p. S35 for more information. --------------------------------------------------------------- Engineer: Fusion Reactors (M/H) ------------------------------- (defaults: Mechanic: Fusion Reactors-6) (prerequisites: Engineer: Fission Reactors) Covers designing and constructing Federation fusion reactors. Most Federation worlds have upgraded their power generation systems to fusion reactors. Advanced fusion reactors provide thrust for the Impulse Drive engines and the power for many of the ship's systems. See p. B60 and p. S35 for more info. --------------------------------------------------------------- Engineer: Impulse Drive (M/H) ----------------------------- (defaults: Mechanic: Impulse Drive-6) (prerequisites: Engineer: Fusion Reactors -and- Engineer: Subspace Field Generators -and- Engineer: Reaction Drives) Covers designing and constructing the standard Impulse drives used on all Federation ships. It does not include the advanced fusion reactors that provide thrust for those drives. See p. B60 and p. S35 for more info. --------------------------------------------------------------- Engineer: Life-Support (M/H) ---------------------------- (defaults: Mechanic: Life-Support-6) Covers designing and constructing the standard non-electronic life-support systems used on Federation Starships. It is also used on the life-support systems in the ship's sickbay, as well as extravehicular life-support systems, such as Life-Support Belts and environmental suits. See p. B60 and p. S35 for more info. --------------------------------------------------------------- Engineer: Reaction Drives (M/H) ------------------------------- (defaults: Mechanic: Reaction Drives-6) Covers the standard Federation ship thrusters, and allows the character with this skill to design and build such systems. The plasma created by the Impulse engines is used to create the thrust for these systems. It can also be used as a prerequisite for Impulse Drive skill. See p. B60 and p. S35 for more information. --------------------------------------------------------------- Engineer: Robotics (M/H) ------------------------ (defaults: Mechanic: Robotics-6) Covers designing and constructing robotic equipment used in the Federation. It can only be used to design robotic bodies. The skill used to construct a robotic brain would be Electronics. See p. B60 and p. S35 for more info. --------------------------------------------------------------- Engineer: Subspace Field Generators (M/H) ----------------------------------------- (defaults: Mechanic: Subspace Field Generators-6) (prerequisites: Subspace Mechanics) This skill is used to build and design the ship's Inertial Damping Fields (IDF's), Structural Integrity Fields (SIF's), artificial gravity nets, and certain components of both the Impulse engines (driver coils), and Warp engines (Warp field coils). A roll can be made against this skill to increase the IDF's ability to cancel G's of acceleration, and the SIF's strength (increasing hull HT) as per p. S35 - fine tuning and emergency power. --------------------------------------------------------------- Engineer: Warp Drives (M/H) --------------------------- (defaults: Mechanic: Warp Drive-6) (prerequisites: Engineer: Antimatter Reactors -and- Engineer: Subspace Field Generators) Covers designing and constructing the Warp drive mechanisms used on all Federation ships. Knowledge of Engineering: Antimatter Reactors is also required for effective use of this skill. See p. B60 and p. S35 for more information. --------------------------------------------------------------- General Services: (specialty) (M/A) ----------------------------------- (defaults: IQ-5) Covers all of the "red-uniform" jobs not covered by any other skills, including: food services, clerical and/or administrative duties. This skill would be important for a Captain's Yeoman, and desirable for anyone wishing to have knowledge about how the ship's crew functions together. Each separate general skill, such as Quartermaster, Cook, Clerk, etc., would be taken separately. Note that the actual skills used in this position are covered by another regular GURPS skill, such as: Accounting, Law, History, etc. --------------------------------------------------------------- Genetics/TL (M/VH) ------------------ (defaults: Biochemistry-5, or Physiology-5) The study of genetics and heredity. See p. B61 and p. S35 for more information. --------------------------------------------------------------- Gunner: Phaser Cannon (P/A) --------------------------- (defaults: DX-5, or Beam Weapons: Phaser-3) Covers aiming and firing the Phaser Cannons used for heavy Phaser bombardment when pinpoint ground accuracy is required. Phaser Cannons can be mounted on a stable chassis to increase accuracy (+3), or in cyberslave mounts (p. V98), or on mobile platforms such as ground vehicles. Also note that the multiscanner rangefinder (p. V77) divides the speed/range modifiers by 3, or adds +3 to hit, depending on individual GM's. See p. B50 for more info. --------------------------------------------------------------- Gunner: Photon Torpedoes (P/A) ----------------------------- (defaults: DX-5, Gunner: Starship Phasers-2, or Gunner: Phaser Cannon-3) Covers aiming and firing the Photon Torpedo systems found on most Federation Starships. Photon Torpedoes are autonomous seeking weapons (Guided Missiles - p. V124-129). The player makes a roll to launch, and then the torpedoes track and attack targets according to their own skill rating. See p. B50 for more information. --------------------------------------------------------------- Gunner: Starship Phasers (P/A) ------------------------------ (defaults: DX-5, Gunner: Photon Torpedoes-2, or Gunner: Phaser Cannon-3) Covers aiming and firing the Phaser arrays found on most Federation starships. The Phasers are in Cyberslave mounts (see p. V98) which halve SS. The multiscanner rangefinder (p. V77) also divide the speed/range modifiers by 3 (or add +3 to hitdepending on individual GM's). This skill is usually possessed by the Tactical Officer. See p. B50 for more info. --------------------------------------------------------------- History: Federation (M/H) ------------------------- (defaults: IQ-6) Knowledge of the history of the United Federation of Planets. This includes significant dates, periods, and events in the development of the UFP, as well as its military history. A historian might (at the GM's discretion) be allowed to remember a useful parallel in a given situation. See p. B61 for more information. --------------------------------------------------------------- History: (specialty) (M/H) -------------------------- (defaults: IQ-6, or Comparative Archaeology-5) Specializations in History: (Planet/Race) are taken by people interested in the history of a specific planet and/or race. This is the "other half" of the old skill "Racial Culture/ History". See p. B61 for more information. --------------------------------------------------------------- Language: (language) (varies) ----------------------------- (defaults: varies) Covers terrestrial and alien languages. It can be extended to include ancient and written languages, or languages that are so non-human so as to not even be sound based, such as flashing lights, waving tentacles, etc. The communicator must use mechanical devices to convey or receive that type of info. Even with the use of the Universal Translator, some people will still be fascinated by languages. Each individual language is a separate skill. Your native language defaults to your IQ. Other languages have no default unless they are very closely related. In such a case, either language can default to the other with a small minus. Starfleet personnel are required to learn Federation Standard, if it is not their native language. This language has become a popular second language among Federation members, and many non-Federation races as well. See p. B54-55 and p. S35 for more information. Examples include: Klingon (M/H), Tellarite (M/A), Andorian (M/A), Bynar (M/VH), and others. --------------------------------------------------------------- Law: Federation (M/H) --------------------- (defaults: IQ-6) Rules and regulations of the United Federation of Planets, including the non-interference directive (Prime Directive), and regulations of Starfleet. Includes some basic knowledge of the laws of most Federation member planets and cultures. See p. B58 for more information. Modifiers: +4 if dealing with the laws of your specific world. A successful roll allows you to determine, deduce, or figure out the answer to a question about the law. Remember, few legal questions have completely clear-cut answers - even experts will hedge any advice. --------------------------------------------------------------- Life-Support Belt Operations (M/E) ---------------------------------- (defaults: IQ-4, or Vacc Suit Operations-2) The Life-Support Belt protects Federation personnel while in some types of hostile environments. It is primarily a self- contained forcefield generator that protects the wearer for a limited amount of time. The Federation LSB has a built-in rebreather mechanism. It is similar to the one described in GURPS: Ultra-Tech (p. UT93 - sidebar), but the Federation's saurium krellide power cell keeps it functioning much longer. It is only designed for certain conditions, and cannot substitute for a Vacc Suit. For example, the LSB cannot protect against radiation or vacuum. Note: This skill is also covered by Electronics Operations: Life-Support, but Life-Support Belt Operations does not cover any other life-support equipment. For GM information: the LSB is PD 0, DR 0, weighs 1 kg., and works for about 8 hours on a fully charged power cell. ===============================================================