GURPS: TREK - THE UNAUTHORIZED SOURCEBOOK SECOND EDITION - SECOND PRINTING --------------------------------------------------------------- --------------------------------------------------------------- SECTION SIX C - SKILLS - PART THREE --------------------------------------------------------------- --------------------------------------------------------------- These sections deal with skills that should be part of the Trek universe. See Section Six A - Skills - Part One for more information. Any comments about this section should be sent to: tmp_harkins@dirac.physics.jmu.edu "Mr. B." GURPS: Trek - Section Six C - Skills - 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: ------------------------------- Mechanic: Antimatter Reactors Mechanic: Fission Reactors Mechanic: Fusion Reactors Mechanic: Impulse Drives Mechanic: Reaction Drives Mechanic: Robotics Mechanic: Subspace Field Generators Mechanic: Warp Drives Physician: (race) Pilot: Atmosphere Craft Pilot: Runabout Pilot: Shuttlecraft Pilot: Starship Planetology Powerboats/TL 11: (type) Psychology: (race) Savoir-Faire: Starfleet Protocol Shipbuilding: Runabouts Shipbuilding: Shuttlecraft Shipbuilding: Starships =============================================================== Mechanic: Antimatter Reactors (M/A) ----------------------------------- (defaults: IQ-5, or Engineer: Antimatter Reactors-4) Covers repairs and modifications to the Antimatter reactors aboard Federation ships. It also covers diagnosis of problems with the antimatter reactors. See p. B54 for more info. --------------------------------------------------------------- Mechanic: Fission Reactors (M/A) -------------------------------- (defaults: IQ-5, or Engineer: Fission Reactors-4) Covers repairs and modifications to the old-style fission reactors found on some older outposts and some non-Federation worlds. Most Federation worlds have upgraded these old-style reactors with cleaner, non-polluting fusion reactors. See p. B54 for more information. --------------------------------------------------------------- Mechanic: Fusion Reactors (M/A) ------------------------------- (defaults: IQ-5, or Engineer: Fusion Reactors-4) Covers repairs and modifications to fusion reactors found on most Federation ships and planets. Federation ships use advanced fusion reactors to provide fuel for the Impulse Drives and for the maneuvering thrusters. Most Federation member planets have upgraded their energy producing systems to advanced fusion types. See p. B54 for more information. --------------------------------------------------------------- Mechanic: Impulse Drive (M/A) ----------------------------- (defaults: IQ-5, or Engineer: Impulse Drive-4) Knowledge of the Impulse engines used on all Federation Starships. Includes knowledge of fuel mix formulas, plus how to restart engines when necessary, as well as perform normal maintenance and repair. In Starship combat, a character making a saving throw with this skill can utilize the Impulse engines to increase power to whichever system needs it by one factor. This roll can also be used to increase speed without burning any additional fuel. It represents a more efficient method of utilizing fuel flow. Also, this roll can be used to bring back one point of damage lost (HT) by Impulse engines. In either case, a critical success will restore two points of power instead of one. A roll can be made in this manner each turn, unless a failure is rolled. In that case, the ability to maintain the extra power production is merely lost. See p. B54 for more information. --------------------------------------------------------------- Mechanic: Reaction Drive (M/A) ------------------------------ (defaults: IQ-5, or Engineer: Reaction Drive-4) Covers repairs and modifications to the docking thrusters used on most Federation vessels. See p. B54 for more information. --------------------------------------------------------------- Mechanic: Robotics (M/A) ------------------------ (defaults: IQ-5, or Engineer: Robotics-4) Covers repairs and modifications for all Federation robotic equipment. It does not cover robotic brains or other electronic robotic systems. It can also be used as a default on alien robotic systems at -4. See p. B54 for more info. --------------------------------------------------------------- Mechanic: Subspace Field Generators (M/A) ----------------------------------------- (defaults: IQ-5, or Engineer: Subspace Field Generators-4) This skill is used for repairs and modifications to 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 the 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/or the SIF's strength (increasing hull HT). --------------------------------------------------------------- Mechanic: Warp Drive (M/A) -------------------------- (defaults: IQ-5, or Engineer: Warp Drive-4) Knowledge of matter/antimatter fuel mix formulas, cold starting the engines in emergencies, and maintaining the Warp drive, as well as making any emergency repairs. In Starship combat, a character making a saving throw with this skill may "nurse the engines along" and manage to pull out one additional unit of power from them (for one turn only), or to allow the engines to increase Warp speed by two steps in one Starship combat turn (instead of the usual one step per turn). Also, the Engineering Officer may roll to reduce the amount of stress and/or damage that has been applied to the engines, bringing back one point of lost power (HT) from those engines. In either case, a critical success will nurse or restore two points of power instead of one. A roll can be made in this manner each turn, unless a failure is rolled. In that case, the ability to maintain extra power production is merely lost. See p. B54 for more information. --------------------------------------------------------------- Physician: (race) (M/H) ----------------------- (defaults: IQ-7, Vet-5, or First Aid-11) This is the ability to diagnose and treat all manner of medical ailments, from simple first aid, all the way up to complete neurosurgery. See the section on "Medicine in Trek" in Section Four C - Starfleet - Part Three for more info. Physician skill also includes the ability to properly use Medical Tricorders. A skill level of 10 in Physician would normally confer the ability to perform advanced first aid and/or paramedical-type help. For the level of knowledge possessed by a trained nurse, a skill level of at least 12 is required. A good M.D. would have a skill of 14 or better, and a skilled surgeon should have a Physician skill of at least 18. Anyone with Physician skill may attempt to perform First Aid upon an injured being. This attempt takes 10 minutes. Even if the skill roll is failed, a minimum of 1 hit point is always restored, except in the case of a critical failure. Any successful First Aid roll will stop bleeding, neutralize (or at least partially neutralize) poisons, give CPR to a drowning victim, etc. Modifiers: +3 if a Physician's Medical Kit is available, or +1 if a Field Kit is available. This skill can also be used at -4 to diagnose specific problems with a sick or injured person if the character does not have the Diagnosis skill. A successful skill roll will give information about the patient's problems, but it may not determine the exact problem (if the GM feels that the problem is totally outside the character's experience), but it will give out hints, rule out improbabilities, etc. Modifiers: -5 for internal injuries, -5 (or more) for a rare disease, +2 if a Medical Tricorder is used, +3 if a Medical Scanner is used, +5 if both are used in tandem. When caring for injured within a Starship's sickbay, a doctor may make up to four Physician rolls a day. Each successful roll restores one hit point to each patient under that doctor's care. If a large enough facility is available, such as a Starbase sickbay, one doctor (with attending nurses and interns) may care for up to 100 patients in the manner above. See p. B56 for more information. --------------------------------------------------------------- Pilot: Atmosphere Craft: (type) (P/A) ------------------------------------- (defaults: IQ-6, or Pilot: Shuttlecraft-4) The ability to pilot modern Federation aircraft. No piloting roll is required for a normal take-off or landing, but a roll is required for hazardous situations. A failure by one indicates a rough job. Failure by more than 1 indicates some damage to the craft, and critical failures are a crash. If the pilot has expert skill (15+) a critical failure requires an immediate second roll. Only if this second roll is failed does a mishap occur. Otherwise, it was a "near thing" that was averted by experience. "Near Things" are still considered rough landings. Most Federation atmospheric craft currently employ Impulse propulsion systems and do not necessarily need to be streamlined, but the modifier for streamlining applies. Each type of Atmospheric craft must be taken separately. See p. B69 and p. S35 for more info. Modifiers: +4 if the craft is streamlined. --------------------------------------------------------------- Pilot: Runabout (P/A) --------------------- (defaults: IQ-6, or Pilot: Starship-4) Covers operation of the standard Federation Runabout. It is (sort of) a cross between the best features of a Shuttlecraft and a Starship. It is fairly small, but it has small Warp Drive engines making it capable of limited interstellar travel. Otherwise, this skill operates just as the Pilot: Starship skill found elsewhere. See p. B69 and p. B35 for more information. --------------------------------------------------------------- Pilot: Shuttlecraft (P/A) ------------------------- (defaults: IQ-6, or Pilot: Atmosphere Craft-6) A skill level of 10 indicates minimum competency to operate standard Federation shuttlecraft. In practice, this type of duty is rarely assigned to anyone with a skill level of less than 13. Higher skill levels are helpful in operating the shuttle when used under arduous conditions, or running special purpose shuttles, such as the Aquashuttle. A piloting roll is required under all hazardous conditions. A Shuttlecraft in very limited usage (and still somewhat experimental in nature) is the Aquashuttle, a Shuttlecraft capable of both underwater as well as atmospheric and extraterrestrial operations. Underwater skill rolls are normally made at -4 for underwater operations, or at Powerboats: Water Vehicles -4. A pilot may choose to specialize in Aquashuttle operations, thereby negating the -4 for Underwater operations, but would be at -4 for atmospheric and/or extraterrestrial operations unless the regular Pilot: Shuttlecraft skill is possessed as well. Normal takeoffs and landings are at normal skill levels. See p. B69 and p. S35 for more info. --------------------------------------------------------------- Pilot: Starship (P/A) --------------------- (defaults: IQ-6, or Pilot: Runabout-4) Skill with the controls for the Warp and Impulse engines that drive and steer a Starship, plus all other helm and navigation controls. This skill also includes knowledge of both standard and non-standard orbits and how to establish them, plus evasive maneuvers, battle maneuvers, etc. In Starship combat, this skill can be used to reduce the amount of stress placed on the engines or superstructure by rapid maneuvers in combat. If the roll is successful, damage is reduced by one step. That is, damage taken is as if the ship was moving at one Warp factor slower. If this reduces speed to Impulse, no damage is taken (unless speed is already Impulse). See p. B69 and p. S35 for more information. --------------------------------------------------------------- Planetology: (specialty) (M/A) ------------------------------ (defaults: IQ-5, Geology-4, Meteorology-4, or Planetology: (other type)-3) Overall study of alien worlds and planetary conditions - geological, meterological, climatic, atmospheric, hydrographic, and ecologic - of one general planetary type. Pick one specialty. See p. S36 for more info. --------------------------------------------------------------- Powerboats/TL 11: (type) (P/A) ------------------------------ (defaults: IQ-5, DX-5, or Boating-3) This skill encompasses Federation waterborne vehicles. Ancient vehicles can be operated at -3 to skill level. Knowledge in this area is required for operation of the Federation Aquashuttle. Each type of water vehicle must be taken separately. See p. B69 for more info. --------------------------------------------------------------- Psychology: (race) (M/H) ------------------------ (defaults: IQ-6) Covers study of alien as well as native psychology. Races must be specified and skill levels kept separately. As with Physician, a -2 (or more) to skill level with any human-like races is applicable with unfamiliar humanoid races. A successful Psychology roll can predict, in general, the behavior of an individual or small group in a well-defined situation, especially in a situation of stress. See p. B62 for more information. Modifiers: +3 if the character has the Empathy advantage, -3 if the subject is not of a known deviant personality type, such as one suffering from phobias and mental problems. --------------------------------------------------------------- Savoir-Faire: Starfleet Protocol (M/E) -------------------------------------- (defaults: IQ-4, or Savoir-Faire: (other type)-2) This is the skill used to understand the workings of the Starfleet military, its ranks and their meanings and positions, and its own regulations (which are in addition to the regulations of the UFP). It allows you to interact better with other members of Starfleet. See p. B64 for more info. --------------------------------------------------------------- Shipbuilding: Runabouts (M/H) ----------------------------- (defaults: IQ-5, Shipbuilding: Shuttlecraft-5, or Shipbuilding: Starships-5) Covers knowledge of Runabout construction - bulkheads, decks, hull stress and strain, hull repairs, etc. See Shipbuilding: Starships for more information. See also p. B60 and p. S36 for more info. --------------------------------------------------------------- Shipbuilding: Shuttlecraft (M/H) -------------------------------- (defaults: IQ-5, Shipbuilding:Runabouts-5, or Shipbuilding: Starships-5) Covers knowledge of Shuttlecraft construction - bulkheads, decks, hull stress and strain, hull repairs, etc. See Shipbuilding: Starships for more information. See also p. B60 and p. S36 for more info. --------------------------------------------------------------- Shipbuilding: Starships (M/H) ----------------------------- (defaults: IQ-5, Shipbuilding: Runabouts-5, or Shipbuilding: Shuttlecraft-5) Covers knowledge of Starship construction - bulkheads, decks, hull stress and strain, hull repairs, etc. Saving throws can be made on this skill for damage control, rerouting power from one area of the ship to the other, and other non-specific engineering and/or Electronic functions. This also covers any other Engineering and/or Electronic functions not already dealt with by any other Engineering or Electronic skill. See p. B60 and p. S35 for more info. ===============================================================