GURPS: TREK - THE UNAUTHORIZED SOURCEBOOK SECOND EDITION - SECOND PRINTING --------------------------------------------------------------- --------------------------------------------------------------- SECTION SIX D - SKILLS - PART FOUR --------------------------------------------------------------- --------------------------------------------------------------- These Sections deal with skills that should be considered to be part of the Trek universe. See GURPS: Trek - 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 D - Skills - Part Four - is Copyright (c) May 1996. See GURPS: Trek - Section One B - General - Part Two - Overview for more information. --------------------------------------------------------------- Table of Contents - Part Four: ------------------------------ Strategy: Space Subspace Mechanics Surgery/TL Survival: (planetary type) Survival: Vacuum Tactics: Small Units Tactics: Space Trivia: (specialty) Vacc Suit Operation Xenobiology: General Xenobiochemistry: (specialty) Xenobotany: (specialty) Xenoecology: (specialty) Xenogenetics: (specialty) Xenophysiology: (specialty) Xenoscience! Xenology: General Xenology: (specialty) Zero-G Operations =============================================================== Strategy: Space (M/H) / Tactics: Space (M/H) -------------------------------------------- (defaults: IQ-6, Strategy: (other)-4, or Tactics: (other)-4) Covers knowledge and experience in commanding a Starship in battle. Those choosing to develop these skills can be assumed to be familiar with the great space battles throughout Federation history, and have probably spent many hours in simulation runs recreating those battles and others, even if they have never participated in a real space battle as commander of any Federation Starship. A successful Strategy: Space roll will let you deduce in advance enemy military plans, unless they are being made by another person with this skill. In this case, the GM may roll a Quick Contest of Skills between the two strategists. If the player loses, they guess wrong (i.e.: they are given false information about the enemy plans). The amount of information the strategist gets depends on how well the roll was made, not on how good the foe's plans are. When Starship combat begins, the Commander winning the Quick Contest of Skills determines the relative starting position(s) of the opposing ship(s), and may decide at the beginning of each turn who moves first. There are separate skills for both Strategy: Space and Tactics: Space. Strategy is for figuring out the plans of the enemy, and Tactics is for planning your own movements. The Space specialization gives characters the ability to plot plans in three dimensions at once. See ST:WOK for an example of both regular and 3D space combat. See p. B64 for more info. --------------------------------------------------------------- Subspace Mechanics (M/VH) ------------------------- (defaults: none) (prerequisites: Mathematics 12+ -and- Physics 12+) Covers understanding of the mechanism of the mathematics of using subspace as a transport medium for ships, messages, and other items. Subspace Mechanics is an essential part of Warp Drive functions. Understanding of Subspace Mechanics is necessary to comprehend the methods used to Warp a ship into an area outside of normal space, where the laws regarding the speed of light do not apply. An understanding of Subspace Mechanics will allow you to compute speed versus power delivered ratios and other Warp Drive-related functions. --------------------------------------------------------------- Surgery/TL (M/VH) ----------------- (defaults: Vet-5, Physician-5, Physiology-8, or First Aid-12) (prerequisites: Physician/TL) Occasionally, doctors must make Surgery rolls to operate on patients to cure sickness, injury, or bodily malfunctions. Surgery rolls are made at -5 to Physician skill if the Surgery skill is not taken. A successful roll means that the operation proceeded without any complications. A failed roll means that the patient took damage: -2d for simple amputations, etc., -3d (or more) for more complex surgery. Modifiers: -5 for being Surgery (unless the Surgery skill is possessed by the doctor). -3 (or more) if the equipment cannot be properly cleaned or sterilized, -3 for invasive surgery, -5 if any undiagnosed problems exist, -2 if the proper equipment is not available, -3 if only a Physician's Medical Pouch is available, -5 if only a Field Kit is available, +1 if a Medical Tricorder is used. If Starfleet facilities are available, all skill rolls are at +5. This is not cumulative with the bonuses for using field equipment, as sickbay equipment not only duplicates their qualities, but exceeds them. Please note that these modifiers are an adjustment to both the Surgery and the Physician skill (when the Physician skill is used as a default for Surgery). See p. B56 for more information. --------------------------------------------------------------- Survival: (planetary type) (M/A) -------------------------------- (defaults: IQ-5, Planetology: (same type)-5, or Survival: (other type)-3) This is the ability to survive under extreme conditions planetside, find good food and/or water, avoid hazards, build shelters, etc. A different skill is required for each type of terrain, including: Terrestrial, Hostile Terrestrial, Rock/Ice, and Gas Giants. One successful roll per day is required to live safely (if not comfortably) in any of these situations. One person with the correct type of skill can help to look after up to 10 others. A failed roll means that each member of the party takes 1d of injury. Modifiers: -5 if you are wholly without any equipment. This skill also gives an "eye for country". It can be used to pick the best direction of travel to find flowing water, a mountain pass, or whatever terrain feature is desired. See p. B57 for more information. --------------------------------------------------------------- Survival: Vacuum (M/A) ---------------------- (defaults: IQ-5, or Survival (other type)-3) Yes, it -is- possible to survive in a vacuum - but only as long as your spacesuit holds out! This skill also assumes that the vacuum was caused, ie: due to lack of hull integrity due to meteorite or Phaser fire punctures. Having this skill means that you know how to react in a vacuum environment, and what to do while the vacuum conditions continue. This skill can also be used to survive in a "lifeboat", or in just a Vacc Suit, but for a more limited amount of time. If in a spaceship, roll once per day to live safely. If in a "lifeboat" roll once every eight hours. If in a spacesuit, roll once per hour. It is theoretically possible to survive in a vacuum without any type of protection, but only for mere seconds! If this occurs, roll once per second! This skill also substitutes for making HT rolls in vacuum (p. S75). See p. B57 for more information. --------------------------------------------------------------- Tactics: Small Units (M/H) -------------------------- (defaults: IQ-6, Strategy-6, or Starship Security-4) Covers knowledge of military and/or police tactics used in small skirmishes or commando actions, as well as leading or repelling boarding parties. It is useful for security personnel, or anyone commanding a landing party in a known hostile area. Use saving throws in this skill to determine if a character can set up effective defenses, or command a boarding party. A successful roll during battles will sometimes (GM's choice) allow you to perceive information about the enemy's immediate plans. If you have studied this skill, you get a +1 on all initiative rolls. If you have expert skill (20+), you get +2 on all initiative rolls. See p. B64 for more information. --------------------------------------------------------------- Tactics: Space (M/H) -------------------- (defaults: IQ-6, or Tactics: Other-4) See description of Strategy: Space (above) for more details. --------------------------------------------------------------- Thruster Suit Operations (M/A) ------------------------------ (defaults: IQ-6, or Vacc Suit Operations-2) Covers knowledge of the functions of the Federation Thruster Suit. The Thruster Suit includes a Vacc Suit with its normal components. It has a self-powered thruster unit which allows for emergency getaways from the ship or transfers from one ship to another. The design of these suits has been changed since their introduction. They now include more maneuvering thrusters in addition to the main thruster unit. They were first seen in ST:TMP. The old-style Thruster Suit had a discardable thruster unit. --------------------------------------------------------------- Trivia: (category) (varies) --------------------------- (defaults: varies) Many fields of study have little to do with either making a living or adventuring - but they are studied nevertheless. No particular teacher is required. Categories chosen for Trivia must be well-defined and not too general. One could not have a Trivia category in "Literature", for instance, but, one might have one in "Terran Poetry" or "Vulcan Mating Rituals". Trivia categories are intended for players to individualize hobbies and interests. In general, these skills are Mental/Easy, and default to IQ-5. Some very difficult Trivia categories may default higher, or be Mental/Average in nature, or both. Such categories would be extremely unusual, however. --------------------------------------------------------------- Vacc Suit Operations (M/A) -------------------------- (defaults: IQ-6, or Thruster Suit Operations-2) Covers knowledge of the operations of the standard Federation Vacc Suit, often called an Environmental Suit. The Vacc Suit is used by Starfleet personnel to work in hostile environments. See p. B69 for more information. --------------------------------------------------------------- Xenobiology: General (M/A) -------------------------- (defaults: Xenoscience (any specialty)-4) The general scientific study of all kinds of alien life. Note that this is a general skill, and skills in Xenosciences can also be chosen as specializations. Xenobiology must be taken in order to take any Xenosciences fields. These include: Xenobiochemistry, Xenobotany, Xenoecology, Xenogenetics, and Xenophysiology. Note that each specialty skill must also have a specialization for each culture desired. Saves on any Xenoscience skill can be made to Xenobiology: General at -4. See p. S36 for more info. --------------------------------------------------------------- Xenobiochemistry: (specialty) (M/VH) ------------------------------------ (defaults: Xenobiochemistry: (other specialty)-2) (prerequisite: Xenobiology: General) The study of biochemistry as it relates to other races in the Federation. Xenobiochemistry gives information regarding the chemical reactions that produce and sustain life on alien worlds. Each race and/or planet must be taken separately. A default roll for a skill in a similar race or planet might be made at -2. The GM is the final authority on this matter. See p. B60 for more information. --------------------------------------------------------------- Xenobotany: (specialty) (M/H) ----------------------------- (defaults: Xenobotany: (other specialty)-2) (prerequisite: Xenobiology: General) The study of alien plant life of all kinds. You must choose a specialty from any of the Federation planets. See p. B60 for more information. --------------------------------------------------------------- Xenoecology: (specialty) (M/H) ------------------------------ (defaults: Xenoecology: (other specialty)-2) (prerequisites: Xenobiology: General) The study of interactions among life forms in a planetary environment. This skill is useful to landing parties that are travelling on planets which may contain potentially dangerous flora and/or fauna. A roll on Xenoecology would be able to determine which life-forms are vital to the planet's ecosystem and which may not be. You could also tell whether "Man" could fit into this new environment, or what functions a particular piece of flora or fauna serves in that environment. You must choose a specialty from any known alien races. See p.B60 for more information. --------------------------------------------------------------- Xenogenetics: (specialty) (M/VH) -------------------------------- (defaults: Xenogenetics: (other specialty)-2) (prerequisites: Xenobiology: General) The study of alien genetics. You must choose a specialty from among the known races. Study of Genetics is often used as a prerequisite by Starfleet Academy. See p. B61 for more info. --------------------------------------------------------------- Xenophysiology: (specialty) (M/VH) ---------------------------------- (defaults: Xenophysiology: (other specialty)-2) (prerequisites: Xenobiology: General) The study of alien humanoid bodies and their functions. Each race must be taken separately. Users would know how the muscles, bones, and organs work, and where they are located. See p. B61 for more information. --------------------------------------------------------------- Xenoscience! (M/VH) ------------------- (defaults: no defaults) (prerequisites: see below) For those of us who want to run a -truly- cimematic campaign, I've included this cinematic skill. It gives the character knowldege of -all- Xenoscience skills, including (but not limited to): Xenobiochemistry, Xenobotany, Xenoecology, Xenogenetics, and Xenophysiology. It has the same prereqs as "Science!" p. AH22. You must have purchased Research at 13 or higher, and invest at least two points in any of the skills from the following list: Agronomy, Anthropology, Archaeology, Astrogation, Astronomy, Biochemistry, Botany, Chemistry, Computer Programming, Diagnosis, Ecology, Economics, Electronics, Engineer, Forensics, Genetics, Geology, Linguistics, Mathematics, Metallurgy, Meteorology, Naturalist, Nuclear Physics, Physician, Physics, Physiology, Psychology, Surgery, Vetinary, Zoology or any other "hard" or "soft" sciences (but -not- from Liberal Arts!), or from any of the "hard" or "soft" sciences from this sourcebook. Your skill in Xenoscience! can never be more than two less than your skill in the -lower- prerequisite science. For example, if your prereq skills are Biochemistry 16 and Botany 14, you cannot take Xenoscience! at more than 12. --------------------------------------------------------------- Xenology: General (M/H) ----------------------- (defaults: IQ-6, Xenology: (specialty)-2, or Xenobiology: General-4). The general cultural study of all alien cultures native to the Federation, and those life-forms that the Federation has had contact with. This provides a basic understanding of cultures of all those races, and is used as a prerequisite for further study of individual races by Starfleet Academy. This is the "other half" of the old skill "Racial Culture/History". See p. B36 for more information. --------------------------------------------------------------- Xenology: (specialty) (M/H) --------------------------- (defaults: IQ-6, or Xenology: (other specialty)-2). (prerequisites: Xenology: General). The cultural study of a specific alien race. You must choose a specialty from any known races. This provides thorough knowledge of all the alien life-forms of that race, including the race itself. Note that this means Andorians (for instance) must take Terran as a specialization. You must take Xenology: General to take these specializations. See p. S36 for more information. --------------------------------------------------------------- Zero-G Operations (Free-Fall) (P/A) ----------------------------------- (defaults: DX-5 or HT-5) This is the ability to handle yourself in a free-fall or zero-G environment. One roll is necessary when you first go into free-fall; a failed roll means you become spacesick, and a further roll against HT is required to avoid choking. Treat this as drowning. A further roll would be required each time you try to perform some complex action while in free-fall. Failure in that case does not make you space sick - your attempted action merely fails. See p. B48 for more information. ===============================================================