Integrity
As a member of a landing party, you will be part of a team assembled to perform missions on planet surfaces and other starships. These will be missions of exploration, first contact, diplomacy, scientific research, and even combat.--Memory Alpha "Away Team"
While none of these lenses is required, their adoption will result in a noble (Hero Lens) and well rounded (Action and Adventurer Lenses) character. Use them as is, or pick and choose only the bits you like.
Hero
You use your powers and skills for the greater good out of a desire to preserve life, help people, and otherwise "do the right thing”.
The Hero Lens is optional; it contains good-guy mental disadvantages appropriate for any genre. Note: you may not get points for disadvantages that overlap. E.g. You may not take both Pacifism (Cannot Kill) and Vow (Never Take A Life)
Several of these disadvantages are forbidden to Starfleet officers because their effects are already included as part of the Starfleet Officer Template. E.g. Because Starfleet officers have Sense of Duty (Federation), which is at least an "entire
race", they may not also take Sense of Duty (team), which is a small group, all of whom are members of the Federation.
Hero Lens (-20 pts)
Disdvantages |
|
|
choose -20 points from among: |
-15 |
† |
Charitable |
-15 |
|
Code of Honor (Hero's) |
see below |
-5 |
|
Code of Honor (Professional) |
not available to Starfleet officers |
-10 |
|
Code of Honor (Soldier’s) |
-5 |
† |
Compulsive Generosity |
-5 |
|
Guilt Complex |
make sure you are willing to role-play the consequences! |
-10 |
† |
Honesty |
a better name for this disadvantage would be "Law-Abiding" |
-10 |
|
Pacifism (Cannot Harm Innocents) |
-15 |
|
Pacifism (Cannot Kill) |
be willing to pay the consequences should you feel responsible for a death; not allowed for Command nor Security officers |
-5 |
|
Pacifism (Reluctant Killer) |
be willing to pay the consequences should you kill a recognizable person |
-15 |
|
Pacifism (Self-Defense Only) |
-5 |
† |
Selfless |
-2 |
|
Sense of Duty (Individual) |
not available to Starfleet officers |
-5 |
|
Sense of Duty (Small Group) |
not available to Starfleet officers |
-10 |
|
Sense of Duty (Large Group) |
not available to Starfleet officers |
-15 |
|
Sense of Duty (Entire Race) |
not available to Starfleet officers |
-20 |
|
Sense of Duty (Every Living Being) |
-5 |
† |
Truthfulness |
remember, this even prohibits you from lying by omission. |
-10 |
|
Vow (Never Take A Life) |
-10 |
|
Vow (Protect the Innocent) |
-5 |
|
Vow (Uphold the Law) |
-20 |
|
total |
|
† Self Control Numbers
These disadvantages offer a chance to resist. The listed cost of the disadvantages assumes a self control number 12, i.e. if you roll a 12 or less on three dice you are able to resist your disadvantage (although you never have to resist if you don't want to). The self control number and cost of these disadvantage can be modified as follows:
How often do you resist? | Roll to Resist | Cost Factor |
---|
You resist quite rarely | roll of 6 or less | 2 x listed cost |
You resist fairly often | roll of 9 or less | 1.5 x listed cost |
You resist quite often | roll of 12 or less | listed cost |
You resist almost all the time | roll of 15 or less | 0.5 x listed cost |
Code of Honor (Hero's) Disadvantage (-15 pts)
This is based on the Three Laws of Super-Heroics laid out in DC's Shadowpact team.
The Hero's Code of Honor is made up of the three rules:
- The lives and safety of innocent bystanders will always be protected.
- The lives and safety of you (the hero) and members of your team will be protected to the extent that it does not conflict with the First Rule.
- The lives and safety of all opponents will be protected to the extent that it doesn't conflict with the first two Rules.
Action Lens (5 pts)
When it’s time for action, you’re never at a complete loss.
While optional, this lens is recommended to any character that wants to be able to defend him or herself and others under any circumstances. The idea for this lens came from a Kromm post on the Steve Jackson Games forum.
Starfleet officers will learn Beam Weapons/TL11 (Pistol) at the Academy; it is already part of the Starfleet Academy template. Remember, GURPS weapon skill names refer to a broad class of weapons. E.g. Axe/Mace can be used so swing a baseball bat, Broadsword a pool cue, Knife a screwdriver, and Shortsword a baton. If you decide against taking the Action Lens, remember you can always punch or grapple using DX alone.
Skills |
1 | | Axe/Mace, Broadsword, Shortsword, Staff (A) DX-1 or Knife (E) DX | to fight with leverage |
1 | | Beam Weapons/TL†, Crossbow, or Guns/TL† (E) DX or Bow (A) DX-1 | to do damage from a distance | |
1 | | Boxing (A) DX-1, Brawling (E) DX, or Karate (H) DX-2 | to strike | |
1 | | Judo (H) DX-2, Sumo Wrestling or Wrestling (A) DX-1 | to grapple | |
1 | | Throwing (A) DX-1 | to throw a rock, battery, grenade... | |
5 | | total | |
† These skills require a specialty.
Adventurer Lens (10 pts)
You are an adventurer, in addition to whatever else you might be.
While optional, this lens is recommended to any character that wants to be prepared for anything. The idea for this lens came from a Kromm post on the Steve Jackson Games forum.
Piloting/TL11 (VERTOL) is an option in the TL11 Everyman Lens. First Aid/TL9 is already part of the Starfleet Academy Template.
Skills |
1 | | Carousing (E) HT, Diplomacy (H) IQ-2, Fast-Talk, or Interrogation (A) IQ-1 | information, schmoozing |
1 | | Climbing (A) DX-1 | not something you want to try at default | |
1 | | Driving/TL†, Piloting/TL† or Riding (A) DX -1 | getting around | |
1 | | Electronic Operation (Security)/TL (A) IQ-1 or Forced Entry (E) DX or Lockpicking/TL (A) IQ-1 | gaining access | |
1 | | First Aid/TL (A) IQ-1 | could make the difference between life or death | |
1 | | Gesture (E) IQ | silent communication | |
1 | | Hiking (A) HT-1 | a team is only as fast as the slowest member | |
1 | | Observation or Search (A) Per-1, or Scrounging (E) Per | finding and noticing things | |
1 | | Savoir-Faire† (E) IQ or Streetwise (A) IQ-1 | fitting in | |
1 | | Stealth (A) DX-1 | a team is only as quiet as the loudest member | |
10 | | total | |
† These skills require a specialty.
Piloting and Driving Specialties
...as long as you're using thrust as lift in order to stay aloft, then you're using areospace. Once you're staying aloft because you've achieved (or exceeded) orbital velocity, you're piloting a spaceship. In the same way, if you're achieving lift by an airfoil, then you're flying an aircraft--Lord Carnifex: Steve Jackson Games Forums - Is Piloting (Aerospace) only good for atmospheric flight?
This house rule is clears up confusion concerning the various Piloting specialties and atmospheric flight.
Pilot/TL You must specialize.
DX/Average
IQ-6 and Special
The Piloting skill and a list of specialties are given on p. B214. GURPS Spaceships p. 40 has this to say about atmospheric flight:
Spacecraft with wings … or if streamlined and with acceleration greater than local gravity, can fly in an atmosphere.
Use the rules on p. B466 for air travel. Use Piloting (Aerospace) skill rather than their normal spaceship operation skill.
Two Piloting specialties come up frequently in a Star Trek campaign: Contragravity (an ultra-tech replacement for Aerospace) and High-Performance Spacecraft. The vehicle type and where/how it is being flown determine which Piloting specialization is appropriate.
Piloting Specialties and What Vehicle Under What Circumstances They’re Good For
Listings in italics occur routinely in Star Trek campaigns.
- Piloting (Contragravity)
- Shuttlecraft maneuvering surface-to-orbit
- Fighters maneuvering and not engaged in combat maneuvers
- Fighters maneuvering in trace or no atmosphere and engaged in combat maneuvers
- Aircars (except for primitive (TL9) models)
- Hoverbikes (except for primitive (TL9) models)
- Hovercars (except for primitive (TL9) models)
- Piloting (High-Performance Spacecraft)
- Starships in orbit and in open space
- Shuttlecraft in orbit and in open space
- Fighters in open space and not engaged in combat maneuvers
- Piloting (VERTOL)
- Starship maneuvering surface-to-orbit (e.g. an emergency surface landing, which uses thrusters)
- Primitive (TL9) Aircars
- Piloting (High-Performance Airplane)
- Fighters in atmosphere engaged in combat maneuvers
Vehicles and What Piloting Specialties Are Used to Fly Them
Listings in italics occur routinely in Star Trek campaigns.
- Aircars, Hoverbikes, and Hovercars
- Most models - use Piloting (Contragravity) (some vehicles will have a Driving (Automobile or Motorcycle) option)
- Primitive (TL9) models - use Piloting (VERTOL) (some vehicles will have a Driving (Automobile or Motorcycle) option)
- Fighters
- Combat Maneuvers in Atmosphere - use Piloting (High-Performance Airplane)
- Combat Maneuvers in Trace or No Atmosphere - use Piloting (Contragravity)
- Non-Combat Maneuvers - use Piloting (Contragravity)
- Travel Surface to Orbit - use Piloting (Contragravity)
- Travel Orbit to Open Space - use Piloting (High-Performance Spacecraft)
- Shuttlecraft
- Maneuvers - use Piloting (Contragravity)
- Travel Surface to Orbit - use Piloting (Contragravity)
- Travel Orbit to Open Space - use Piloting (High-Performance Spacecraft)
- Starships
- Travel Surface to Orbit - use Piloting (VERTOL)
- Travel Orbit to Open Space - use Piloting (High-Performance Spacecraft)
- Maneuvers in Open Space - use Piloting (High-Performance Spacecraft)
Driving/TL You must specialize.
DX/Average
DX-5 or IQ-5
Less wealthy individuals, enthusiasts, eccentrics, or lower tech level communities might drive groundcars instead of aircars. Others might use them as back-up vehicles. They are significantly cheaper.
Common Driving Specialties
- Automobile
- Motorcycle