| SECTION NINE - SKILLS
Table of Contents - Section Nine

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 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) (prerequ. 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 4. 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. (This skill is
available only in TNG or later campaigns)
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.
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.
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.
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, i.e. 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.
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