–"The Jihad", TAS episode 1x16
The following lists break the GURPS advantages up into Required, Recommended, Allowed, Not Recommended, and Forbidden categories.
These advantages are required of every Starfleet officer.
Cost | Advantage | Type | Refn. | Note |
---|---|---|---|---|
0 or 1 | Cultural Familiarity (Human) | Mental | B23 | part of Species Template |
0 or 4-6 | Language (English) | Mental | B24 | part of Species Template |
5 | Fit | Physical | B55 | part of Officer Template |
10/level | Military Rank (O1: Ensign) | Physical | B29 | part of Officer Template |
5/level | Social Regard+1 (Respected) | Social | B87 | part of Officer Template |
These advantages are appropriate to the tropes of Star Trek.
Cost | Advantage | Type | Refn. | Note |
---|---|---|---|---|
4, 12, or 16 | Appearance | Physical | B21 | |
1 to 10 | G-Experience | Mental | B57 | |
5 or 10 | Improved G-tolerance | Physical | B60 | |
15 | Very Fit | Physical | B55 |
Most of these advantages can be taken as is, but a few are considered psionic powers and others have level maximums (which your Species Template may override). Remember that most species require a 5 pt Unusual Background to have psionic powers. You are allowed only 1 perk for every 25 character points.
Cost | Advantage | Type | Refn. | Note |
---|---|---|---|---|
10 | 3D Spatial Sense | Physical | B34 | |
5 | Absolute Direction | Mental/Physical | B34 | |
2/level | Acute Hearing | Physical | B35 | 14 max per GURPS Tactical Shooting, p. 36 |
2/level | Acute Taste & Smell | Physical | B35 | 13 max per GURPS Bio-Tech, p. 57 |
2/level | Acute Touch | Physical | B35 | 13 max per GURPS Bio-Tech, p. 57 |
2/level | Acute Vision | Physical | B35 | 12 max per GURPS Tactical Shooting, p. 36 |
5 | Ambidexterity | Physical | B39 | |
5 | Animal Empathy | Mental | B40 | must be taken as part of the Telepathy psi power |
5/level | Charisma | Mental | B41 | 4 levels max |
15 | Combat Reflexes | Mental | B43 | |
15 | Danger Sense | Mental | B47 | must be taken as part of the ESP psi power |
5 | Eidetic Memory | Mental | B51 | |
15 | Empathy | Mental | B51 | must be taken as part of the Telepathy psi power |
25/attack | Extra Attack | Physical | B53 | one extra attack max p. B53 |
5 | Fashion Sense | Mental | B21 | |
2/level | Fearlessness 1 | Mental | B55 | |
5 | Flexibility | Physical | B56 | |
2/level | Hard to Kill | Physical | B58 | 1 level (or 2 with a perk) |
2/level | Hard to Subdue | Physical | B59 | 1 level (or 2 with a perk) |
5/level | High Manual Dexterity | Physical | B59 | 4 levels max |
10 | High Pain Threshold | Physical | B59 | |
15 | Indomitable | Mental | B60 | |
10 | Language Talent | Mental | B65 | |
2/level | Less Sleep | Physical | B65 | |
2 | Lightning Calculator | Mental | B66 | |
1/level | Night Vision | Physical | B71 | 2 levels max per GURPS Tactical Shooting, p. 36 |
15 | Peripheral Vision | Physical | B74 | |
5 | Pitiable | Physical, Social | B22 | |
5 | Rapid Healing | Physical | B79 | |
2/level | Reduced Consumption | Physical | B80 | 1 level |
Variable | Reputation | Social | B26 | |
Variable | Resistant | Physical | B81 | within reason p. B81 |
5 | Sensitive | Mental | B51 | must be taken as part of the Telepathy psi power |
5 | Single-Minded | Mental | B85 | |
1/level | Temperature Tolerance | Physical | B93 | 1 level (or 2 with a perk) |
15 | Unfazeable | Mental | B95 | |
Variable | Unusual Background | Mental | B96 | required for many species to have a psi power |
5 | Versatile | Mental | B96 | |
15 | Very Rapid Healing | Physical | B79 | |
10 | Voice | Physical | B97 | |
1 | Alcohol Tolerance | Physical | B100 | Perk |
1 | Autotrance | Mental | B101 | Perk |
1 | Deep Sleeper | Physical | B101 | Perk |
1 | Honest Face | Physical | B101 | Perk |
1 | No Hangover | Physical | B101 | Perk |
1 | Penetrating Voice | Physical | B101 | Perk |
1 | Shtick | Mental/Physical | B101 | Perk |
These advantages require more player/GM work than most people are willing to commit to, or I don’t expect them to be a good value in the campaign, or they just seem incongruous with Star Trek. But if your character concept really calls for one of these, I will consider working something out with you.
Advantage |
---|
Administrative Rank |
Allies |
Alternate Identity |
Claim to Hospitality |
Clerical Investment |
Common Sense |
Contact Group |
Contacts |
Courtesy Rank |
Cybernetics |
Favor |
High TL |
Independent Income |
Longevity |
Merchant Rank |
Patrons |
Religious Rank |
Security Clearance |
Signature Gear |
Status |
Wealth |
These advantages are either exotic, supernatural, or cinematic; as such, the are generally forbidden. However, when they are included as part of a template or lens, then you may take them if you take that template or lens. E.g. Talents, except for the one in your Species Template, are forbidden.
Advantage | Note |
---|---|
360 Degree Vision | |
Absolute Timing | allowed for Science officers who are not in the Counseling or Medical departments |
Accessory | |
Affliction | |
Altered Time Rate | |
Alternate Form | |
Amphibious | |
Animal Friend | |
Arm DX | |
Arm ST | |
Artificer | |
Binding | |
Blessed | |
Brachiator | |
Breath-Holding | |
Business Acumen | |
Catfall | |
Chameleon | |
Channeling | |
Chronolocation | |
Clairsentience | |
Claws | |
Clinging | |
Compartmentalized Mind | |
Constriction Attack | |
Cultural Adaptability | allowed for Counseling officers |
Damage Resistance | |
Daredevil | allowed for Operators officers |
Dark Vision | |
Destiny | |
Detect | |
Digital Mind | |
Discriminatory Hearing | |
Discriminatory Smell | |
Discriminatory Taste | |
Doesn't Breathe | |
Doesn't Eat or Drink | |
Doesn't Sleep | |
Dominance | |
Double-Jointed | |
Duplication | |
Elastic Skin | |
Enhanced Defenses | allowed for Security officers |
Enhanced Move | |
Enhanced Time Sense | |
Enhanced Tracking | |
Extended Lifespan | |
Extra Arms | |
Extra Head | |
Extra Legs | |
Extra Life | |
Extra Mouth | |
Filter Lungs | |
Flight | |
Fur | |
Gadgeteer | a limited form of this is allowed for Engineering officers |
Gifted Artist | |
Gizmos | allowed for Operators officers |
Green Thumb | |
Growth | |
Gunslinger | allowed for Security officers |
Healer | |
Healing | |
Hermaphromorph | |
Higher Purpose | a form of this is allowed for Medical officers |
Hyperspectral Vision | |
Illuminated | |
Infravision | |
Injury Tolerance | |
Innate Attack | |
Insubstantiality | |
Intuition | allowed for Command officers |
Intuitive Mathematician | allowed for Science officers who are not in the Counseling or Medical departments |
Invisibility | |
Jumper | |
Legal Enforcement Powers | |
Legal Immunity | |
Lifting ST | |
Luck | allowed for Command officers |
Magery | |
Magic Resistance | |
Mana Damper | |
Mana Enhancer | |
Mathematical Ability | |
Medium | |
Metabolism Control | |
Microscopic Vision | |
Mimicry | |
Mind Control | |
Mind Probe | |
Mind Reading | |
Mind Shield | |
Mindlink | |
Modular Abilities | |
Musical Ability | |
Neutralize | |
Nictitating Membrane | |
Obscure | |
Oracle | |
Outdoorsman | |
Parabolic Hearing | |
Payload | |
Penetrating Vision | |
Perfect Balance | |
Permeation | |
Photographic Memory | allowed for Science officers who are not in the Counseling or Medical departments |
Plant Empathy | |
Police Rank | |
Possession | |
Power Investiture | |
Precognition | |
Pressure Support | |
Protected Sense | |
Psi Static | |
Psychometry | |
Puppet | |
Racial Memory | |
Radiation Tolerance | |
Rapier Wit | |
Reawakened | |
Recovery | |
Regeneration | |
Regrowth | |
Sanitized Metabolism | |
Scanning Sense | |
Sealed | |
See Invisible | |
Sensitive Touch | |
Serendipity | allowed for Command officers |
Shadow Form | |
Shapeshifting | |
Shrinking | |
Silence | |
Slippery | |
Smooth Operator | |
Snatcher | |
Social Chameleon | |
Speak Underwater | |
Speak With Animals | |
Speak With Plants | |
Special Rapport | |
Spines | |
Spirit Empathy | |
Stretching | |
Striker | |
Striking ST | |
Subsonic Hearing | |
Subsonic Speech | |
Super Climbing | |
Super Jump | |
Super Luck | allowed for Command officers |
Supernatural Durability | |
Talent | |
Teeth | |
Telecommunication | |
Telekinesis | |
Telescopic Vision | |
Temperature Control | |
Temporal Inertia | |
Tenure | |
Terrain Adaptation | |
Terror | |
Trained By A Master | allowed for Security officers |
True Faith | |
Tunneling | |
Ultrahearing | |
Ultrasonic Speech | |
Ultravision | |
Unaging | |
Universal Digestion | |
Unkillable | |
Vacuum Support | |
Vampiric Bite | |
Vibration Sense | |
Visualization | |
Walk on Air | |
Walk on Liquid | |
Warp | |
Weapon Master | allowed for Security officers |
Wild Talent | allowed for Science officers who are not in the Counseling or Medical departments |
Xeno-Adaptability | allowed for Counseling officers |
Zeroed |
–"Balance of Terror", TOS episode 1x08
The following lists break the GURPS disadvantages up into Required, Recommended, Allowed, Not Recommended, and Forbidden categories. Disadvantages included in your character's templates and lenses options should also be considered Recommended, even if they appear in the Forbidden list.
These disadvantages are required of every Starfleet officer.
Cost | Disadvantage | Type | Refn. | Note |
---|---|---|---|---|
-10 | Code of Honor (Soldier's) | Mental | B127 | part of Officer Template |
-15 | Duty (Starfleet, ≤15) | Social | B133 | part of Officer Template |
-15 | Sense of Duty (Federation)† | Mental | B153 | part of Officer Template |
† Some rare few officers go so far as to take Sense of Duty (Every Living Being) for -20 points.
These disadvantages are especially appropriate for Starfleet officers. You may choose discretionary disadvantages from any of your templates or leses as well.
Cost | Disadvantage | Type | Refn. | Note |
---|---|---|---|---|
-15* | Charitable (≤12) | Mental | B125 | |
-10 | Code of Honor (Soldier's) | Mental | B127 | |
-5* | Compulsive Generosity (≤12) | Mental | B128 | |
-5 | Guilt Complex | Mental | B137 | be willing to role-play the consequences |
-10* | Honesty (≤12) | Mental | B138 | a better name would be "Law-Abiding" |
-5 or -10 | Intolerance | Mental | B140 | almost always based on species |
-10 | Pacifism: Cannot Harm Innocents | Mental | B148 | |
-15 | Pacifism: Cannot Kill | Mental | B148 | be willing to pay the consequences should you feel responsible for a death; not allowed for Command nor Security officers |
-5 | Pacifism: Reluctant Killer | Mental | B148 | be willing to pay the consequences should you kill a recognizable person |
-15 | Pacifism: Self-Defense Only | Mental | B148 | not allowed for Command nor Security officers |
-5* | Selfless (≤12) | Mental | B153 | |
-20† | Sense of Duty (Every Living Being) | Mental | B153 | |
-5* | Truthfulness (≤12) | Mental | B159 | this prohibits you from lying by omission |
-10 | Vow (Never Take a Life) | Mental | B160 | not allowed for Command nor Security officers |
-10 | Vow (Protect the Innocent) | Mental | B160 | |
-5 | Vow (Uphold the Law) | Mental | B160 |
* These disadvantages have a self-control number; changing it changes the disadvantage's cost (B120-121). The listed cost is for a self-control number of 12.
† Starfleet officers may choose to increase the scope of their Sense of Duty from Federation to Every Living Being. This costs an addition -5 points.
Starfleet officers should choose from these disadvantages, or the recommended disadvantages above, for their -10 points maximum of personal disadvantages.
Cost | Disadvantage | Type | Refn. | Note |
---|---|---|---|---|
-1 | Acceleration Weakness | Physical | B165 | Quirk |
0 | Addiction (@Substance@) | Mental/Physical | B122 | |
-1 | Alcohol Intolerance | Physical | B165 | Quirk |
variable | Appearance | Physical | B21 | |
-1 | Attentive | Mental | B163 | Quirk |
-5 | Bad Grip 1 | Physical | B123 | |
-10 | Bad Sight | Physical | B123 | cost assumes Mitigator limitation, e.g. contact lenses |
-10 | Bad Smell - -2 Reaction penalty | Physical | B128 | |
-10* | Bad Temper | Mental | B124 | |
-10* | Berserk | Mental | B124 | |
-10* | Bloodlust | Mental | B125 | |
-1 | Bowlegged | Physical | B165 | Quirk |
-1 | Broad-Minded | Mental | B163 | Quirk |
-10* | Bully | Mental | B125 | |
-5 | Callous | Mental | B125 | |
-1 | Careful | Mental | B163 | Quirk |
-1 | Chauvinistic | Mental | B163 | Quirk |
variable | Chronic Pain - -2 to DX, IQ and self-control rolls | Physical | B126 | |
-5 | Chummy | Mental | B126 | |
-10 | Clueless | Mental | B126 | |
-various | Code of Honor (Chivalry) | Mental | B127 | |
-10 | Colorblindness | Physical | B127 | |
-5* | Compulsive Behavior | Mental | B128 | |
-10* | Confused | Physical | B129 | |
-1 | Congenial | Mental | B164 | Quirk |
-10* | Cowardice – -1 Fright Check Penalty | Mental | B129 | |
-5* | Curious | Mental | B129 | |
various | Delusion | Mental | B130 | |
various | Disciplines of Faith | Mental | B132 | |
-1 | Dislikes | Mental | B164 | Quirk |
-1 | Distinctive Features | Physical | B165 | Quirk |
-1 | Distractible | Mental | B164 | Quirk |
-10 | Disturbing Voice | Physical | B132 | |
-1 | Dreamer | Mental | B164 | Quirk |
-1 | Dull | Mental | B164 | Quirk |
-10 | Dyslexia | Mental | B134 | |
-2 | Easy to Kill 1 | Physical | B134 | |
-10 | Easy to Read | Mental | B134 | |
-2 | Extra Sleep 1 | Physical | B136 | |
-3 | Fat - +2 ST vs. knockback | Physical | B19 | |
-2 | Fearfulness 1 | Mental | B136 | |
-10 or -20 | G-Intolerance | Physical | B137 | |
0 | Gigantism | Physical | B20 | |
-5* | Gluttony | Mental | B137 | |
-15* | Greed | Mental | B137 | |
-10 | Gregarious | Mental | B126 | |
-10* | Gullibility | Mental | B137 | |
-1 | Habits or Expressions | Mental | B164 | Quirk |
-5 | Ham-Fisted | Physical | B138 | |
-10 | Hard of Hearing | Physical | B138 | |
-5 | Hidebound | Mental | B138 | |
-1 | Horrible Hangovers | Physical | B165 | Quirk |
-1 | Humble | Mental | B164 | Quirk |
-10 | Hunchback | Physical | B139 | |
-1 | Imaginative | Mental | B164 | Quirk |
-10* | Impulsiveness | Mental | B139 | |
-10 | Incompetence | Mental | B??? | |
0 | Increased Consumption | Physical | B139 | |
-5* | Incurious | Mental | B140 | |
-10* | Indecisive | Mental | B140 | |
-5 | Innumerate | Mental | B140 | |
-10 or -15 | Insomniac | Physical | B140 | |
-10 | Jealousy | Mental | B140 | |
-15* | Kleptomania | Mental | B141 | |
-5 | Klutz | Physical | B141 | |
-10, -20, or -30 | Lame | Physical | B141 | |
-10 | Laziness | Mental | B142 | |
-15* | Lecherousnes | Mental | B142 | |
-5 | Light Sleeper | Physical | B142 | |
-1 | Likes | Mental | B164 | Quirk |
-5* | Loner – -1 Reaction Penalty | Mental | B142 | |
-10 | Low Pain Threshold | Physical | B142 | |
-10 | Low Self-Image | Mental | B143 | |
-5 | Low TL 1 | Social | B22 | |
0 | Maintenance | Physical | B143 | |
-10 | Megalomania | Mental | B144 | |
-1 | Minor Addiction | Mental/Physical | B164 | Quirk |
-1 | Minor Handicaps | Physical | B165 | Quirk |
-10* | Miserliness | Mental | B144 | |
-2 | Missing Digit (Finger) | Physical | B144 | |
-10 | Motion Sickness | Physical | B144 | |
-10 | Mundane Background | Mental | B144 | |
-1 | Nervous Stomach | Physical | B165 | Quirk |
-1 | Neutered | Physical | B165 | Quirk |
-10 | Night Blindness | Physical | B144 | |
-5* | Nightmares | Mental | B144 | |
-10 | No Sense of Humor - -2 Reaction | Physical | B146 | |
-5 | No Sense of Smell/Taste | Physical | B146 | |
-2 | Noisy 1 | Physical | B146 | |
-10 | Non-Icongraphic | Mental | B146 | |
-1 | Nosy | Mental | B164 | Quirk |
-5 | Oblivious | Mental | B146 | |
various | Obsession | Physical | B146 | |
various | Odious Personal Habit | Physical | B22 | |
-15* | On the Edge | Mental | B146 | |
-5* | Overconfidence | Mental | B148 | |
-1 | Overweight | Physical | B19 | |
various | Pacifism | Mental | B148 | |
-10 | Paranoia | Mental | B148 | |
-1 | Personality Change | Physical | B164 | Quirk |
0 | Phantom Voices | Mental | B148 | |
varioius* | Phobias | Mental | B150 | |
-5* | Post-Combat Shakes | Mental | B150 | |
-1 | Proud | Mental | B164 | Quirk |
-5* | Pyromania | Mental | B150 | |
-5 | Reputation 1 | Social | B26 | |
-1 | Responsive | Mental | B164 | Quirk |
-10 | Restricted Diet (@Food@) | Physical | B151 | |
-15* | Sadism | Mental | B152 | |
0 | Secret (@Secret@) | Social | B152 | |
-5* | Selfish | Mental | B153 | |
-10* | Short Attention Span | Mental | B153 | |
0 | Shyness | Mental | B154 | |
-5 | Skinny - -2 ST vs. knockback | Physical | B18 | |
-5* | Sleepwalker | Mental | B154 | |
-5 | Slow Healing 1 | Physical | B155 | |
-5 | Slow Riser | Physical | B155 | |
-5 | Social Disease | Physical | B155 | |
-5, -10, -15, or -20 | Social Stigma | Social | B155 | |
-10 | Space Sickness | Physical | B156 | |
-15* | Split Personality | Mental | B156 | |
-10* | Squeamish | Physical | B156 | |
-1 | Staid | Mental | B164 | Quirk |
-5 | Stubbornness | Mental | B157 | |
-10 | Stuttering | Physical | B157 | |
-1 | Susceptible (@Substance@) 1 | Physical | B158 | |
0 | Terminally Ill | Physical | B158 | |
-10 | Timesickness | Physical | B158 | |
varioius | Total Klutz | Mental | B150 | |
-1, -5, -10, or -15 | Trademark | Mental | B159 | |
-15* | Trickster | Mental | B159 | |
-1 | Uncongenial | Mental | B164 | Quirk |
-5 | Unfit | Physical | B160 | |
-1 | Unnatural Features (@Description@) 1 | Physical | B22 | |
-5 | Very Fat - +3 ST vs. knockback | Physical | B19 | |
-15 | Unfit (Very) | Physical | B160 | |
various | Vow | Mental | B161 | |
-5 | Workaholic | Physical | B162 | |
-5 | Wounded | Physical | B162 | |
-10* | Xenophilia – +1 Fright Check Bonus | Mental | B162 |
* These disadvantages have a self-control number; changing it changes the disadvantage's cost (B120-121). The listed cost is for a self-control number of 12.
These disadvantages are atypical of Starfleet officers, generally because they're simply too debilitating. If your character concept really calls for one of these, mention it to the GM who will consider (then probably forbid) it.
Cost | Disadvantage | Type | Refn. | Note |
---|---|---|---|---|
-15 | Absent-Mindedness | Mental | B122 | |
-15 | Alcoholism | Physical | B122 | |
-10 or -20 | Amnesia | Mental | B123 | |
-15 or -25 | Bad Back (Severe) | Physical | B123 | |
-25 | Bad Sight | Physical | B123 | cost assumes no Mitigator limitation is possible |
-50 | Blindness - -6 to all combat skills; cannot target hit locations | Physical | B124 | |
-15 or -25 | Cannot Speak | Physical | B125 | |
-15* | Chronic Depression | Mental | B126 | |
-15 | Combat Paralysis | Physical | B127 | |
-20 | Deafness | Physical | B129 | |
-1/level | Debt | Social | B26 | |
variable | Dependents | Social | B131 | |
-15 | Dwarfism | Physical | B19 | |
variable | Enemies† | Social | B135 | |
-30 | Epilipsy | Physical | B136 | |
-15 | Fanaticism (@Group or ideal@) | Mental | B136 | |
-20 | Flashbacks (Crippling, 3D minutes) | Physical | B136 | |
-30 | Hemophilia | Physical | B138 | |
-15 | Killjoy | Physical | B140 | |
-20 | Low Empathy | Mental | B142 | |
-20 | Manic-Depressive | Mental | B143 | |
-5 | Mistaken Identity | Social | B21 | |
15, -35, or -55 | Neurological Disorder (Crippling) | Physical | B144 | |
-15 | No Depth Perception | Physical | B144 | |
-20 | Numb | Physical | B146 | |
-20 | One Arm | Physical | B147 | |
-15 | One Eye | Physical | B147 | |
-15 | One Hand | Physical | B147 | |
-30 | Pacifism: Total Nonviolence | Mental | B148 | |
-80 | Quadriplegic | Physical | B150 | |
-15 or -30 | Restricted Vision | Physical | B151 | |
variable | Secret Identity | Social | B153 | |
-5/level | Status | Social | B28 | |
variable | Wealth | Social | B25 |
* These disadvantages have a self-control number; changing it changes the disadvantage's cost (B120-121). The listed cost is for a self-control number of 12.
† If an entire party wants the same Enemy, then this disadvantage could be moved to the allowed list.
Unless allowed as part of a template or lens, no Starfleet officer my purchase these disadvantages. Starfleet officers may encounter NPCs with these exotic abilities, however.
Disadvantage |
---|
Bestial |
Cannot Float |
Cannot Learn |
Cold-Blooded |
Cursed |
Decreased Time Rate |
Dependency |
Destiny |
Divine Curse |
Draining |
Dread |
Electrical |
Fragile |
Frightens Animals |
Horizontal |
Increased Life Support |
Infectious Attack |
Invertebrate |
Lifebane |
Lunacy |
Magic Susceptibility* |
No Fine Manipulators |
No Legs |
No Manipulators |
Nocturnal |
Reprogrammable |
Revulsion |
Self-Destruct |
Semi-Upright |
Sexless |
Shadow Form |
Short Lifespan |
Slave Mentality |
Sleepy |
Slow Eater |
Stress Atavism |
Supernatural Features |
Supersensitive |
Uncontrollable Appetite |
Unhealing |
Unique |
Unluckiness |
Unusual Biochemistry |
Vulnerability |
Weak Bite |
Weakness |
Weirdness Magnet |
* Magic Susceptibility and a few of the other disadvantages are inappropriate under the assumption that there is no magic in Star Trek. Even if that is not strictly true (e.g. TAS episode The Magic of Megas-Tu), since magic will rarely if ever occur in the campaign, these kinds of advantages are forbidden as irrelevant.
–"Catspaw", TOS episode 2x01
The following lists break the GURPS Skills up into Required, Recommended, Allowed, Not Recommended, and Forbidden categories.
These skills are required of every Starfleet officer. They are included in every Officer Template unless noted otherwise. Some skills are required of some, but not all officers; they are noted in the "Recommended Skills" list below.
Skill | Attribute/Difficulty | Type | Refn. | Note |
---|---|---|---|---|
Area Knowledge (choose specialty) or Current Affairs/TL11 (choose specialty) | IQ/E | Everyman, Knowledge | B176 or B186 | one or the other is required by your background lens |
Beam Weapons/TL11(Pistol) | DX/E | Combat/Weapon, Ranged Combat | B179 | type I and II hand phasers |
Computer Operation/TL11 | IQ/E | Everyman, Scholarly, Technical | B184 | |
Electronics Operation/TL11 (Communications) | IQ/A | Technical | B189 | handheld communicators and subspace communications |
Electronics Operation/TL11 (Matter Transmitters) | IQ/A | Technical | B189 | transporters, food synthesizers |
Electronics Operation/TL11 (Scientific) | IQ/A | Technical | B189 | tricorders |
First Aid/TL9 | IQ/E | Everyman, Medical | B195 | |
Free Fall | DX/A | Athletic | B197 | |
History (Recent Federation) | IQ/H | Social Sciences/Humanities | B200 | |
Law (Interstellar) | IQ/H | Business, Police, Social Sciences/Humanities | B204 | |
Leadership | IQ/A | Military, Social | B204 | |
Navigation/TL11 (Space) | IQ/A | Outdoor/Exploration, Technical, Vehicle | B211 | navigation at sublight (and at warp at -2) |
Piloting/TL11 (Contragravity) | DX/A | Vehicle | B214 | allows you to fly surface-to-orbit |
Savoir-Faire (Military) | IQ/E | Knowledge, Military, Social | B218 | |
Spacer/TL11 | IQ/E | Vehicle | B185 | |
Swimming | HT/E | Athletic, Outdoor/Exploration | B224 | can be waived if your default (HT-4) is ≥10 |
Vacc Suit/TL11 | DX/A | Technical | B192 |
These skills are of value to Starfleet officers or adventure seekers. Officers may add or improve them at any time (unless forbidden by a template or lens) without having to provide the GM with an in-game explanation, but they should be ready to provide one should it come up in play. Those that are required for certain officers are so noted.
Skill | Attribute/Difficulty | Type | Refn. | Note |
---|---|---|---|---|
Astronomy/TL11 | IQ/H | Natural Science | B179 | required for Science officers who are not in the Counseling or Medical departments |
Body Sense | DX/H | Athletic | B181 | to act the turn after transport |
Carousing | HT/E | Criminal/Street, Social | B183 | a good informal social skill |
Climbing | DX/A | Athletic, Criminal/Street, Outdoor/Exploration | B183 | your team will only be as good as its weakest link |
Diplomacy | IQ/H | Business, Police, Social | B187 | a no-risk all-purpose social skill |
Driving/TL11 (Automobile) | DX/A | Vehicle | B188 | it's nice if at least one member of the team can do this |
Driving/TL11 (Motorcycle) | DX/A | Vehicle | B188 | |
Engineer/TL11 (Electronics) | IQ/H | Design/Invention, Engineer | B190 | required for Engineering officers |
Expert Skill (Military Science) | IQ/H | Knowledge, Military, Scholarly | B193 | required for Command and Security officers |
Expert Skill (Xenology) | IQ/H | Knowledge, Scholarly, Social Sciences/Humanities | B193 | required for Counseling officers |
Hiking | HT/A | Athletic, Outdoor/Exploration | B200 | your team will only be as good as its weakest link |
Judo | DX/H | Combat/Weapon, Melee Combat | B203 | required for Security officers |
Mathematics/TL11 (Applied) | IQ/H | Natural Science | B207 | allowed for Engineering and Science officers who are not in the Counseling or Medical departments |
Piloting/TL11 (High-Performance Spacecraft) | DX/A | Vehicle | B214 | required for Command officers |
Research/TL11 | IQ/A | Scholarly, Spy | B217 | |
Shiphandling/TL11 (Starship) | IQ/H | Vehicle | B220 | required for Command officers |
Stealth | DX/A | Criminal/Street, Police, Spy | B222 | your team will only be as good as its weakest link |
Survival (choose specialty) | Per/A | Outdoor/Exploration | B223 | |
Writing | IQ/A | Arts/Entertainment, Scholarly | B228 |
Adding an allowed skill to your character sheet requires an in-game explanation–usually working towards a certification that includes the skill. You may improve an allowed skill that you already have without having to provide the GM with an in-game explanation, but you should be ready to provide one should it come up in play.
A table of allowed skills and the certifications that include them may be added at some future date.
If a skill can't be found in any template, lens, or certification, then it probably isn't worth having. Inform your GM if he overlooked a useful skill.
A table of not recommend skills may be added at some future date.
Unless allowed as part of a template or lens, no Starfleet officer may purchase these skills. Starfleet officers may encounter NPCs with these exotic abilities, however.
A table of forbidden skills may be added at some future date.
–"The Immunity Syndrome", TOS episode 2x19
Ambitious players may want to come up with their own Wildcard Skills. If the GM allows this, make sure all parties concerned take care to ensure that every player's niche is respected. It is recommended that players be limited to one Wildcard Skill.
The cost analysis for the seven stock department wildcard skills is given below. It is probably easiest to start with the stock wildcard skill for your department and modify it to taste. The Wildcard skill should amount to 13 average skills; adjustments for skills of other difficulty level, conditional skills, and skill overlap are given in GURPS Power Ups 7: Wildcard Skills, pp. 9-10.
Engineering officer, LtJG rank or higher
Engineering officers are expected to maintain and repair ship's systems, especially the power and drive systems, but also life support, transporters, sensors, etc. As quickly getting to critical systems is vital to effective damage control, the Engineering! wildcard includes overcoming barriers via technological finesse and brute force. The proper care and handling of dangerous materials is also included. The Engineering! wildcard does not cover the use of any ship's systems; but note that Electronics Operation/TL skills default to Engineering!-5.
Skill | Controling Attribute | Difficulty Level | Skill Count Multiplier | Notes |
---|---|---|---|---|
Armoury/TL | IQ | A | 1 | all specialties except body armor, melee weapons, and small arms |
Electronics Repair/TL | IQ | A | 1 | |
Mechanic/TL | IQ | A | 1 | |
Electrician/TL | IQ | A | 1 | |
Engineer/TL | IQ | H | 0.5 | only those specialties dealing with starship systems; skill cost multiplier only 0.5 due to Electrician default |
Professional Skill/TL (Reactor Operator) | IQ | A | 0.5 | skill cost multiplier only 0.5 due to -5 Mechanic default |
Hazardous Materials/TL | IQ | A | 1 | |
NBC Suit/TL | DX | A | 1 | |
Forced Entry | DX | E | 0.5 | |
Traps/TL | IQ | A | 1 | |
Lockpicking/TL | IQ | A | 0.5 | skill cost multiplier only 0.5 due to Lockpicking default |
Scrounging | Per | E | 0.5 | |
Spacer/TL | IQ | E | 0.5 | |
Weird Science (Alien Technology) | IQ | H | 2 | Hard, not Very Hard due to optional specialty |
Area Knowledge (Starship) | IQ | E | 0.5 | |
Current Affairs/TL (Science & Technology) | IQ | E | 0.5 | |
TOTAL | 13 |
Engineering! skill is normally not subject to familiarity and low tech level penalties. Your breadth of experience allows you to repair and modify archaic and/or alien technology. Skills default to and from Engineering! skill normally. E.g. if you have Engineering! at Attribute+1, it only takes 4 pts to have Mechanic/TL11 (Stardrive) at IQ+2.
The Engineering! skill may substitute for any skill it covers for Departmental Certification purposes. E.g. Since Engineering! covers every skill in the Antimatter Reactor Technician certification, the skill requirements of that certification could be satisfied by having a high enough Engineering! skill. Skills default to and from Engineering! skill normally. E.g. if you have Engineering! at Attribute+1, it only takes 4 pts to have Engineer (Nuclear) at IQ+2; but that extra +1 would be subject to familiarity and low-tech-level penalties.
Engineering officers may borrow from the skills covered by Engineering! to help purchase or improve it, as long as doing so does not lower the final skill level of the skill borrowed from. E.g. character points borrowed from Electronics Repair/TL11 (Matter Transmitter) skill are spent on Engineering! skill; this is fine so long as the Electronics Repair/TL11 (Matter Transmitter) skill level ends up no lower than it was before.
Last Updated Saturday 11 November 2023.