Character Creation
Starfleet is the deep-space exploratory and defense service maintained by the United Federation of Planets. Its principal functions include the advancement of Federation knowledge about the galaxy and its inhabitants, the advancement of Federation science and technology, the military defense of the Federation, and the practice of Federation diplomacy.—Memory Alpha "Starfleet"
If you're here to create a character for Captain Joy's Star Trek campaign, you're at the right place. Building your character may take a few hours, but I've tried to make the process fun by immersing it within a Star Trek experience. Imagine you're a member of the United Federation of Planets making your way through Starfleet Academy.
Introduction
- KIRK: Then we're dealing with more than one creature, despite your tricorder readings, or we have a creature with an extremely long life span.
- SPOCK: Or it is the last of a race of creatures which made these tunnels. If so, if it is the only survivor of a dead race, to kill it would be a crime against science.
- KIRK: Mister Spock, our mission is to protect this colony, to get the pergium moving again. This is not a zoological expedition. Maintain a constant reading on the creature. If we have to, we'll use phasers to cut our own tunnels. We'll try to surround it. I'm sorry, Mister Spock, but I'm afraid the creature must die.
- SPOCK: I see no alternative myself, Captain. It merely seems a pity.
–"The Devil in the Dark", TOS episode 1x26
Campaign Assumptions
Captain Joy's Star Trek is a GURPS (4th ed.): Space campaign set in the original series (TOS) era Star Trek universe. Some differences have been introduced to make TOS more suitable for role-playing.
- You will begin play as an officer fresh out of The Academy.
- Senior bridge officers delegate difficult and important missions to "prime teams" of less experienced officers.
- Counselers/psychiatrists/social scientists play an important role (like in The Next Generation).
- Phaser stun is not automatic; everyone gets a HT roll to resist. Phaser disrupt and disintegrate do not cause things to neatly vanish; it blows them up messily and bores a neat hole right through them, respectively.
- Starfleet will occasionally, grudgingly, issue body armor.
This campaign uses the GURPS rules system. If you're not familiar with GURPS (the Generic Universal Roleplaying System by Steve Jackson games), you should learn about GURPS (at least a little bit) before you begin creating your character.
Using This Webpage
This Character Creation webpage will direct you to other Captain Joy's GURPS Star Trek webpages as it walks you through building your character, which basically amounts to choosing a Specie and Officer Template. Your Species Template with its Personal Background lens determines who you were before Starfleet. Your Officer Template determines who you are as a Starfleet officer.
You might also want to print out this Character Creation Worksheet
(last modified: July 26, 2019, 11:22 am). It is designed to track the information generated as you create your character.
Character Creation Steps
The sequence below allows you to experience the events of your characters life as they did: background first, then Starfleet Academy. If you prefer, you may do step #3 before #2: determine your starfleet niche first, then choose a species and background that supports it.
- Choose Your Species and Department
- Add Your Species Template
- Add Your Officer Template
- Finishing Touches
The webpage dedicated to each step above can be accessed via its tabs/switches below.
About Captain Joy
Captain Joy has been running a GURPS Star Trek game, off and on, since 2007.
Disclaimer
The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games. GURPS is a trademark of Steve Jackson Games, and its rules and art are copyrighted by Steve Jackson Games . All rights are reserved by Steve Jackson Games.
Neither is this official Star Trek material, nor is it endorsed by CBS or Paramount.
Choose Your Species and Department
- THELIN: This change in the timeline will put you in my place, yet I am not aggrieved.
- SPOCK: Andorians are not known for their charity.
- THELIN: True. A warrior race has few sympathies, but one we do possess is for family. In your time plane, you will live and so will your mother. That is valuable. Live long and prosper in your world, Commander Spock.
- SPOCK: And you in yours, Commander Thelin.
–"Yesteryear", TAS episode 1x02
Character Concept
At the most basic level, you are defined by your species (Human, Andorian, Tellarite, Vulcan, etc.) and department (Sciences, Command, Counseling, Engineering, Medical, Operators, or Security). It is important you choose a species and department you will enjoy playing and that will be of value to your team. Check with any active players and your GM to get an idea what species and departments are already accounted for and what niches are yet to be filled.
Choose Your Species
In general, Starfleet is a dominated by Humans. Individual starships are fairly segregated, with predominantly Human-crewed ships patrolling Human occupied regions of space, predominantly Vulcan-crewed ships patrolling Vulcan occupied regions of space, etc. To reflect this, no more than half your team should be non-Human; although having at least one non-Human is generally desirable. The default assumption is that player characters (PCs) will be humans serving on a predominantly human starship.
Playing a Human is easiest, which makes it a good choice if you're new to role-playing or Star Trek; but in general, you should play whatever species you think will be the most fun. But be warned, non-Human species have disadvantages that if not properly role-played can end up costing you earned character points. Your character's sex will be the same as yours.
If you want to play a non-Human, check out the Sapient Species section of the library computer, research the available species, and decide which species you would like to play. Don't worry about the Species Template yet; at this point you're just choosing a species.
Choose Your Department
No department is more vital than any other. Good prime teams draw from many different departements.
Check out the Starfleet Divisions section of the library computer, research the seven departments, and decide which department you'd like to work within. Do not worry about the Officer Template yet; at this point you're just choosing a department.
Inform Captain Joy
Inform Captain Joy what your officer's species and department will be.
Add Species Template
- GAV: (a stout chap with a porcine nose) Sarek of Vulcan, do you vote to admit Coridan to the Federation?
- SAREK: The vote will not be taken here, Ambassador Gav. My government's instructions will be heard in the council chambers on Babel.
- GAV: No! You! How do you vote, Sarek of Vulcan?
- SHRAS: (thin and blue, with two antennae) Why must you know, Tellarite?
- GAV: In council, his vote carries others. I will know where he stands and why.
- SAREK: Tellarites do not argue for reasons. They simply argue.
–"Journey to Babel", TOS episode 2x15
Your Species Template, which includes a Personal Background Lens, determines who you were before your acceptance into Starfleet Academy.
Species Template (0 pts for Human male, other species and sexes vary)
Assuming your chosen species and department have been approved by your GM, go to the "Sapient Species" section of the library computer, find the template for your species, and add it to your character sheet.
If your species templates requires you to choose a subset of abilities from a larger list of options, do that now. As a courtesy, Captain Joy has already put together GCS templates for the more common species. Omitting traits from a species template requires GM permission and does count against the campaign's -10 pts disadvantage limit.
Background Lens (10 pts)
Every Species Template requires you to choose a Personal Background lens which covers your life prior to your acceptance into Starfleet Academy. Go to the "Personal Backgrounds" section of the library computer and choose your personal background(s).
You have some latitude with these Personal Background lens(es). You can incorporate them as is, modify them to taste, mix two or more together, or use them as inspiration for a personal background of your invention (cleared with the GM, of course). E.g. taking a Dabbler Perk instead of a Secondary Skill would be a good idea, if you're up for the extra bookkeeping.
Advantages
In some cases, advantages are offered that are too expensive given the parameters of the lens. If you choose such advantages, be mindful how this increases the lens's cost. Remember you still need to add an Officer Template which is expected to cost 66 character points (73 character points for a Medical Doctor).
Disdvantages
In some cases, disadvantages are offered that exceed the parameters of the lens. To purchase one of these disadvantages, put some or all of the campiagn's disadvantage limit of -10 points towards the disadvantages in your Background lens. If you to start the game with a debilitating disadvantage, plan on buying it off with earned character points–hopefully before you're killed or dishonorably discharged. You'll need to convince your GM with a good in-game reason for how you made it through Starfleet Academy with the disadvantage and how you will eventually overcome it. Such extreme disadvantages are generally inappropriate for Starfleet officers. (They are included in Background lenses because the GM makes use of them for NPCs who are free to be as messed up as the GM needs them to be.)
Skills
The Background Skills section common to the all Formal and Informal Personal Background lenses are required by everyone and may not be abbreviated.
Gene Enhanced and Psi Gifted Lenses
The Gene Enhanced and Psi Gifted lenses are not stand-alone backgrounds; they must be taken with a Formal or Informal background. This may end up putting you over the 100 pts budget, especially if you chose to play one of the more expensive species. You might consider waiting till the end of the character creation process before spending more than 20 points on your background lens(es), then you'll know how many points you have to spend. Or, pick the background lens(es) you want now, with the awareness that you may have to cull them back to a single 20 point lens later on.
All TL skill are at TL11, except medical skills which are at TL9. Remember to always add character points to a skill when one or more templates/lenses contain the same skill; do not have a skill double-listed on your character sheet.
Inform Captain Joy
Email Captain Joy your chracter sheet for approval.
Add Officer Template
- M5: Categorisation of life form readings recorded. Recommendations for general survey party: Science officer Spock, Astrobiologist Phillips, Geologist Carstairs.
- KRIK: Well, the only difference in reports and recommendations is the landing party personnel. That's only a matter of judgment.
- DAYSTROM: Judgment, Captain?
- SPOCK: Captain, the computer does not judge. It makes logical selections.
- KRIK: Why pick Carstairs instead of Rawlins? Carstairs is an ensign, no experience. This is his first tour of duty. Rawlins is chief geologist.
- DAYSTROM: Aren't you really more interested in why M-5 did not select you and Doctor McCoy? Well, let's find out anyway. M-5 tie-in.
- M5: M-5.
- DAYSTROM: Explanation for landing party recommendation.
- M5: General survey party requires direction of science officer. Astrobiologist Phillips has surveyed twenty nine biologically similar planets. Geologist Carstairs served on merchant marine freighters in this area. Once visited planet on geology survey for mining company.
- DAYSTROM: Why were the Captain and the Chief Medical Officer not included in recommendation?
- M5: Non-essential personnel.
–"The Ultimate Computer", TOS episode 2x24
Your Officer Template, which includes a Degree Lens, your first Department Certification, and a few Extracurricular Activities Lenses, represents your experience at Starfleet Academy. Medical doctors graduate from Starfleet Medical Academy as Lieutenants Junior Grade; they are not required to take a Degree Lens and only need one Extracurricular Activity Lens. Add an Officer Templates for your chosen department to your character sheet then go through and make any choices the template prescribes.
Officer Template (66)
Your SFA Graduate template represents your course-work and training at Starfleet Academy, as well as your rank and responsibilities as a commissioned officer. Go to the "Starfleet Divisions" section of the library computer, access your Department of choice, and add its Officer Template to your character sheet.
The points in the Officer template must be spent as stipulated. E.g. you must put one point into Computer Operation skill even if you already have one point in Computer Operation from your Personal Background lens. I.e. your training at the Academy results in you putting an additional point into your Computer Operation skill. In this example, make sure you add a point to your existing Computer Operation skill; do not add a second Computer Operation skill to your character sheet–something you might accidentally do if you're just blithely adding templates and lenses via the GURPS Character Sheet program. (Of course, nothing prevents you from revisiting your Personal Background lens and choosing different skills.)
This template requires you to choose a subset of skills from a broader list. Any skill with "choose specialty" requires you to choose a specialty; a switch/tab at the bottom of the monitor should allow you make an informed choice.
After adding this template, double check and make sure you don't have the same skill listed twice. If you do, add up how many total points you have in that skill; set one of the skills to that total amount then delete the duplicate. E.g. You might have Computer Operation in your background lens and now you have it again in your SFA Graduate template. Instead of having Computer Operation listed twice with 1 character point in each, change one of the skills to reflect that you have 2 character points in Computer Operation then delete the other entry. Or, if you really don't want 2 points in Computer Science, you can always revisit your Background lens and pick a different skill.
All tech skills are tech level 11, except for First Aid which is tech level 9. Note the Survival skill requires you to choose a specialty.
Medical Doctors
Medical doctors graduate from Starfleet Medical Academy with rank Lt. JG; they should change their rank from Ensign to Lt. JG on their character sheet; this cost no character points.
Starfleet Academy Degree Lens (12 pts)
As part of your Officer Template, you must choose a Starfleet Academy Degree Lens. Your Starfleet Academy Degree Lens represents the degree – BA, BS, or engineering – you earned at Starfleet Academy. Go to the "Starfleet Academy Degrees" section of the library computer, choose your degree, and add it to your character sheet.
The 12 pts in SFA Degree lenses must be spent as stipulated. E.g. if your chosen degree includes 1 point spent on Electronics Operation (Scientific) skill you must spend that point on Electronics Operation (Scientific), even though the Starfleet Academy Template already requires you to put 1 point into Electronics Operation (Scientific). I.e. your degree requires you to put an additional point into your Electronics Operation (Scientific) skill. In this example, make sure you actually add the point to your Electronics Operation (Scientific) skill. Do not add a second Electronics Operation (Scientific) skill to your character sheet–something you might accidentally do if you're just blithely adding templates and lenses via the GURPS Character Sheet program. As always, choose specialties where instructed.
If your skill levels in all of your degree’s skills are 14 or higher, then you graduate with honors.
Medical Doctors
Medical officers that are M.D.'s are an exception: they are not required to purchase a Starfleet Academy Degree Lens. They graduate with an M.D. from Starfleet Medical Academy instead of a B.S. from (generic) Starfleet Academy. You will pick your medical degree when you choose your first Medical Department certification. While most career Medical officers graduate from Starfleet Medical Academy, doing so is not required; it is okay to choose to graduate from Starfleet Academy as an Ensign with a Starfleet Academy Degree lens and a non-M.D. ensign-level certification.
Department Certification (8 pts)
As part of your Officer Template, you must choose a Department Certification. Your Department Certification represents hands on training in one of many jobs available to Starfleet officers. Go to your department’s section of the library computer and access the “Ens. Certs.” switch/tab at the bottom of the monitor, and choose your first departmental certification.
You graduate the Academy with one (and only one) ensign-level Departmental Certification in your department of choice. If you're concerned about promotion, choose a certifications that combines with other ensign-level certification to form the lieutenant-level certifications that you eventually want. If you are planning on switching to Command Division, don’t forget to look at that division’s Lt.JG-level certifications.
Note that Certifications do not have a fixed point cost like most templates and lens. They cost whatever it takes to get your skills to the list values. This will typically cost about 8 points, assuming you have 12’s in any relevant Basic (or Secondary) Attributes, usually IQ and/or DX. If your default level for a required skill meets the minimum, you must still put one character point into that skill to represent time spent and familiarity. If because of previous experience (e.g. SFA Degree lens) you already have one or more points in a required skill and you satisfy that skill's minimum level, then you do not need to put any additional points into that skill.
As always, remember to add character points to existing skills when you already have them; don't have same skill double listed on your character sheet.
Medical Doctors
Medical doctors are an exception: they must take either the Intern Physician or intern Surgeon LtJG-level certification. (These are more expensive than Ensign-level certifications, which is why the Starfleet Academy Degree lens is waived for Medical doctors.)
Starfleet Academy Extracurricular Activities (8 pts)
As part of your Officer Template, you must put 8 points into Extracurricular Activity Lenses. These lenses round out your colorful Academy experience with those skills and abilities you picked up while you weren’t studying. Go to the "Extracurricular Activities" section of the library computer and spend 2 to 4 points on two to four different Extracurricular Activities, for a total of 8 points. You may spend the 2 to 4 points on the options within each Extracurricular Activity lens however you choose.
Characters with the Laziness disadvantage [B142] are limited to Cultural, Partying, and Underworld as their first and second choices, and may not choose Double Major or Minor or in any case. Characters with the Workaholic disadvantage [B162] must take Double Major or Minor. This assumes you went into Starfleet Academy with one of these disadvantages, most likely due to your Background lens. Disadvantages acquired after graduation, e.g. as part of a Department lens, do not restrict your Extracurricular Activity choices.
Double Major and Minor are not typical “extracurricular” activities, and merit special attention. To Double Major, add a second SFA Degree Lens. To Minor, add a second SFA Degree Lens, but only put 6 pts into it. When both degrees have the same skill, do not double-spend points on that skill. Instead, spend the amount of points required by the degree that requires the most points. E.g. If you double major and both degrees require you to put points into Engineer (Electrical), you only have to put as many points as the degree that requires the most points for that skill. Even though a Double Major may end up costing you more than 9 pts, you must still buy a typical Extracurricular. If, in the end, you find you’ve exceeded your 100 character points budget, you may have to return to this section and replace your more-than-6-pts Double Major with two 3 pts Extracurricular Activities.
Many of these skills are also options in other templates and lenses. Remember to always add character points to existing skills when you already have them; don't have same skill double listed on your character sheet.
Medical Doctors
Medical doctors are an exception: they need only pick one Extracurricular Activity, which they must put at least 3 points into.
Inform Captain Joy
When you have finished sorting out your Officer Template, email Captain Joy your chracter sheet for approval.
Finishing Touches
- KHAN: Captain, although your abilities intrigue me, you are quite honestly inferior. Mentally, physically. In fact, I am surprised how little improvement there has been in human evolution. Oh, there has been technical advancement, but, how little man himself has changed. Yes, it appears we will do well in your century, Captain. Do you have any other questions?
- KIRK: Thank you. They've all been answered.
–"Space Seed", TOS episode 1x24
At this point, your character is either over or under the budget stipulated by your GM's Campaign Planning Form for your campaign. You need to either cut or add abilities until you have a character with no more than the allotted point total, and which has not exceeded the campaign's disadvantage limit.
Discretionary Disadvantages
A disadvantage or two unique to your character is a good idea, especially if your character is over budget at this point. Access the "Cheat Sheet: Disads." switch/tab and pick up some disadvantage(s) to add to your character sheet. You should also mine your Species and Officer Templates and your Background Lens(es) for appropriate disadvantages.
Many disadvantages, especially those that cost -10 points or more, would make it impossible to measure up to Starfleet standards. If you really want to start the game with such a debilitating disadvantage, plan on buying it off with earned character points–hopefully before you're killed or dishonorably discharged. You'll need to convince your GM with a good in-game reason for how you made it through Starfleet Academy with the disadvantage and how you will eventually overcome it.
Remember that lowering secondary attributes from their default values and lowering/removing any ability below/from your species’ norms is considered a disadvantage and counts against the campaign's disadvantage limit.
Quirks (-5 Points Maximum)
"A 'quirk' is a minor feature that sets you aside from others."–GURPS Basic Set, p. 162. You are not required to take any quirks; 5 is the maximum. Any quirks you choose do count against the -10 points personal disadvantages limit.
Discretionary Points (Points Varies)
At this point, your character is either over or under the 100 character points budget. If under budget, you'll need to trim some abilities. If under budget, your unspent points may be spent at your discretion.
If Your Character Is Over Budget
There are two ways to make your character legal.
- Add Disadvantages
- Reduce or Remove Attributes, Advantages, and Skills
Assuming you haven't already maxed out on disadvantage, adding more disadvantages is easy. See the "Personal Disadvantage" section above.
If you’re over budget even though you maxed out on the disadvantages in all templates and lenses and took the full -10 pts in personal disadvantages, then your only option is to lower/remove elective abilities that you voluntarily increased/added, e.g. dropping an additional Background lens. Make sure anything you drop/lower does not violate the requirements of a required template, lens, or Department Certification.
If Your Character Is Under Budget
If you're under budget, you should spend the remaining balance of your 100 pts budget adding/improving new/existing attributes, advantages, and skills. Access the "Starfleet Cheat Sheet" switch/tab, and pick some advantages and skills. You may also bump up basic attributes (ST, IQ, DX, HT) or secondary characteristics (Will, Perception, Basic Speed, Basic Move, Hit Points, Fatigue Points). You may borrow point from skills to help pay for attribute increases in a matter akin to "Improving Skills from Default" described in GURPS Basic Set, p. 173. A single advantage or two unique to your character is a good idea. You may start out with no more than 4 Perks. (You are allowed 1 Perk for every 25 character points.)
There are some restrictions: no advantages exotic to your species, no skills you couldn't possibly have learned. Talents are only allowed as part of Species Templates. Psionic abilities (e.g. Danger Sense, Empathy) will require a 5 point unusual background for most species, e.g. Humans.
A cultural distaste for the artificial augmentation of one's natural abilities permeates the Federation. Because of this, only cybernetic implants (TL9) of a medically necessary nature are allowed by Starfleet. It is a serious crime to augment yourself through genetic engineering. Allowable minimums and maximums for abilities are provided in your species template.
You do not have to spend all 100 pts; you can hold onto unspent points and spend them later. You might do this to save up for a big ticket item, e.g. raising IQ. Be aware that many advantages are difficult if not impossible to add after character creation, while skills are relatively easy to add and improve. So, if you not sure what to spend available points on, lean towards those things that will be difficult to justify after character creation.
Bonus Character Points (5 pts)
There are a few more things you can do which further flesh out your character. Provide your GM with any of the below and be rewarded with a character point.
- Character Portraits: head-shot (for your Starfleet bio) and full body (for your cardboard character) http://forums.sjgames.com/showthread.php?t=133312
- Character History: Date and location of birth, account for your time prior to attending The Academy–i.e. the story behind your personal background.
- Friends & Family: names, relationships, and current status–most officers on starships are single as marriage means a long distance relationship or a non-starship assignment to be with spouse.
- Home: Full GURPS City Stats and GURPS Space write-up of your home city, planet, and system.
- Psychological Profile: should follow from #2-#4 and provide in-game discussion of all elective advantages and disadvantages, especially any psionic abilities.
Inform Captain Joy
Email Captain Joy your chracter sheet for approval.
Starfleet Cheat Sheet: Advantages
- KIRK: Spock, how long since you've worked out in null-gravity combat exercises?
- SPOCK: Last week with you, Captain.
- KIRK: Let's go.
–"The Jihad", TAS episode 1x16
The following lists break the GURPS advantages up into Required, Recommended, Allowed, Not Recommended, and Forbidden categories.
Required Advantages
These advantages are required of every Starfleet officer.
Required Advantages
Cost |
Advantage |
Type |
Refn. |
Note |
0 or 1 |
Cultural Familiarity (Human) |
Mental |
B23 |
part of Species Template |
5 |
Fit |
Physical |
B55 |
part of Officer Template |
0 or 6 |
Language (English) |
Mental |
B24 |
part of Species 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 |
Recommended Advantages
These advantages are appropriate to the tropes of Star Trek.
Recommended Advantages
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 |
|
Allowed Advantages
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.
Allowed Advantages
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 |
High Manual Dexterity 1 |
Physical |
B59 |
|
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 |
Not Recommended Advantages
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.
Not Recommended Advantages
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 |
Forbidden Advantages
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.
Forbidden Advantages
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 |
Starfleet Cheat Sheet: Disadvantages
- KIRK: Put it on the screen.
- (Up shimmers an image of a group of four humanoids around a console. One leaves his post and salutes the figure with his back to us. That figure then turns, and we see someone who looks just like - a Vulcan. Both Spock's eyebrows hit the ceiling. There's a long silence and a lot of stares.)
- KIRK: Decoding?
- UHURA: Cryptography is working on it, sir.
- STILES: Give it to Spock.
- KIRK: I didn't quite get that, Mister Stiles.
- STILES: Nothing, sir.
- KIRK: Repeat it.
- STILES: I was suggesting that Mister Spock could probably translate it for you, sir.
- KIRK: I assume you're complimenting Mister Spock on his ability to decode.
- STILES: I'm not sure, sir.
- KIRK: Well, here's one thing you can be sure of, Mister. Leave any bigotry in your quarters. There's no room for it on the Bridge. Do I make myself clear?
- STILES: You do, sir.
–"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.
Required Disadvantages
These disadvantages are required of every Starfleet officer. They do count against campaign disadvantage limits.
Required Disadvantages
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 |
Recommended Disadvantages
These disadvantages are especially appropriate for Starfleet officers.
Recommended Disadvantages
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* |
Selfish (≤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 |
|
Allowed Disadvantages
Starfleet officers should choose from these disadvantages, or the recommended disadvantages above, for their -10 points maximum of personal disadvantages.
Allowed 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 |
|
Not Recommended Disadvantages
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.
Not Recommended Disadvantages
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 |
Forbidden Disadvantages
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.
Forbidden Disadvantages
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 |
Starfleet Cheat Sheet: Skills
- CHEKOV: They're gone, Mister DeSalle. The captain and the others simply stopped registering.
- DESALLE: Check for malfunctions.
- CHEKOV: I did, sir, as soon as it happened.
- UHURA: Mister DeSalle, that's exactly what happened to Mister Scott and his party. They, they just disappeared.
- DESALLE: Nobody just disappears. They may have encountered a magnetic field or some other obstruction. Mister Chekov, recalibrate your sensors. If you need help
- CHEKOV: I can do it, sir. I'm not that green.
- DESALLE: Lieutenant Uhura, continue in your efforts to break through that static interference.
- UHURA: Aye, aye, sir.
- DESALLE: We know they're down there. I want them found.
–"Catspaw", TOS episode 2x01
The following lists break the GURPS Skills up into Required, Recommended, Allowed, Not Recommended, and Forbidden categories.
Required Skills
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.
Required Skills
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 |
|
Recommended Skills
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.
Recommended Skills
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 |
required 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 |
|
Allowed Skills
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.
Not Recommended Skills
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.
Forbidden Skills
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.