Degrees Offered by Starfleet Academy
In the Federation Starfleet, an officer or commissioned officer is an individual who has attended, and graduated from the four-year cadet program of Starfleet Academy. Upon graduation from the Academy, the cadet is granted a commission appointing him or her to Starfleet's most junior officer's rank: that of Ensign. With the commission comes a Bachelor's degree in his or her major field of academic study, be it the Pure Sciences, Medicine, Military Science, etc. --Memory Alpha “Officer”
Starfleet Officers graduate Starfleet Academy with a bachelors or engineering degree. (Starfleet Medical Academy graduates do not need to choose a degree. They automatically graduate with an M.D.) Appropriate degrees are accessible below. The 12 points 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.
You may double major–add a second additional Starfleet Academy Degree Lens. You may add a minor–add a second additional Starfleet Academy Degree Lens, but only put ½ the points 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. If your skill levels in all of your degree’s skills are 14 or higher, then you graduate with honors.
By adding one of the Degree Lenses to your Starfleet Academy Template, you've covered more than three of your four years at the Academy. Next, you should choose your first Department Certification–completing your Academy Education and Training. (You might also consider some Extracurricular Activity Lenses.) If you don't already have a species template and the TL11 Everyman Lens (and possibly an optional Personal Background Lens), you should take them first.
Engineering Degrees
Mathematics (Applied) is a prerequisite for the Engineer skill; it is assumed you already chose this skill as part of your Starfleet Academy Template. If this is not case, your should go back and make the change to your Starfleet Academy Template or simply add Mathematics (Applied) to your Degree Lens (increasing its cost by 1 character point).
Many of these degrees require you to put 3 points into Engineer (Electronics) skill. This is done under the assumption that you already have one 1 point in that skill from your Starfleet Academy Template. If this is not the case, you are not required to make any changes to your Starfleet Academy Template or the Degree Lens, but be aware that you are still required to put 3 points into Engineer (Electronics) skill (even though 3 points gives you same skill level, IQ-1, as 2 points).
Artillery Engineer | |||||
---|---|---|---|---|---|
This degree covers photon torpedoes and drones/missiles. | |||||
4 | Engineer/TL (Artillery) | IQ | B190 | ||
2 | Armoury/TL (Heavy Weapons) | IQ | B178 | ||
1 | Artillery/TL (Guided Missile) | IQ | B178 | drones/missiles | |
1 | Gunner/TL (Cannon) | IQ | B178 | photon torpedoes | |
1 | Current Affairs/TL (Science & Technology) | IQ | B186 | ||
1 | Electrician/TL | IQ-1 | B189 | ||
1 | Electronics Operation/TL (Scientific) | IQ-1 | B189 | Adds familiarity with Engineering Tricorder to El Op (Scientific) skill from Starfleet Academy Template | |
1 | Explosives/TL (Demolition) | IQ-1 | B194 | ||
Electronics Engineer | |||||
The four given Electronics Repair skill and Electronics Operation specialties are typical; you may substitute them with specialties that are more to your liking: communications, computers, electronic warfare, medical, scientific, security, sensors, surveillance. | |||||
3 | Engineer/TL (Electronics) | IQ-1 | B190 | These three points will add to the point from your Starfleet Academy Template and result in a skill level = IQ. | |
2 | Electronics Repair/TL (Computer) | IQ | B190 | ||
2 | Electronics Repair/TL (Scientific) | IQ | B190 | ||
2 | Electronics Repair/TL (Sensors) | IQ | B190 | ||
1 | Electronics Repair/TL (Matter Transmitters) | IQ-1 | B190 | ||
1 | Current Affairs/TL (Science & Technology) | IQ | B186 | ||
1 | Electronics Operation/TL (Scientific) | IQ-1 | B189 | Adds familiarity with Engineering Tricorder to El Op (Scientific) skill from Starfleet Academy Template | |
Electroplasma Engineer | |||||
This degree covers batteries, electroplasma systems, and shipboard phasers. | |||||
4 | Engineer/TL (Electrical) | IQ | B190 | ||
2 | Armoury/TL (Heavy Weapons) | IQ | B178 | ||
2 | Electrician/TL | IQ | B189 | ||
1 | Current Affairs/TL (Science & Technology) | IQ | B186 | ||
1 | Gunner/TL (Beams) | IQ | B186 | shipboard phasers | |
1 | Electronics Operation/TL (Scientific) | IQ-1 | B189 | Adds familiarity with Engineering Tricorder to El Op (Scientific) skill from Starfleet Academy Template | |
1 | Engineer/TL (Nuclear) | IQ-2 | CJoy | ||
General Engineering | |||||
a survey of electrical, electronics, gravitic, matter energy, and nuclear engineering | |||||
2 | Engineer/TL (Electrical) | IQ-1 | B190 | batteries, EPS systems, and shipboard phasers | |
1 | Engineer/TL (Electronics) | IQ-2 | B190 | This point will add to the point from your Starfleet Academy Template and result in a skill level = IQ-1. | |
2 | Engineer/TL (Gravitic) | IQ-1 | Cjoy | artificial gravity, deflector shields, inertial dampers, tractor beams | |
2 | Engineer/TL (Matter Energy) | IQ-1 | CJoy | transporters, replicators | |
2 | Engineer/TL (Nuclear) | IQ-1 | CJoy | ||
1 | Current Affairs/TL (Science & Technology) | IQ | B186 | ||
1 | Electronics Operation/TL (Scientific) | IQ-1 | B189 | Adds familiarity with Engineering Tricorder to El Op (Scientific) skill from Starfleet Academy Template | |
1 | Mechanic/TL (High-Performance Spacecraft) | IQ-1 | B207 | Mechanic/TL (Aerospace) may be substituted | |
Gravitic Engineer | |||||
Gravitic--artificial gravity, deflector shields, inertial dampeners, structural integrity fields, tractor beams | |||||
4 | Engineer/TL (Gravitic) | IQ | Cjoy | artificial gravity, deflector shields, inertial dampers, tractor beams | |
1 | Armoury/TL (Force Shields) | IQ-1 | B178 | artificial gravity, inertial dampers, structural integrity field, shields | |
1 | Armoury/TL (Heavy Weapons) | IQ-1 | B178 | ||
1 | Electronics Operation/TL (Security) | IQ-1 | B189 | ||
1 | Electronics Operation/TL (Force Shields) | IQ-1 | B189 | ||
1 | Gunner/TL (Beams) | DX+0 | B198 | ||
1 | Current Affairs/TL (Science & Technology) | IQ | B186 | ||
1 | Electrician/TL | IQ-1 | B189 | ||
1 | Electronics Operation/TL (Scientific) | IQ-1 | B189 | Adds familiarity with Engineering Tricorder to El Op (Scientific) skill from Starfleet Academy Template | |
Matter-Energy Engineer | |||||
transporters, replicators | |||||
4 | Engineer/TL (Matter Energy) | IQ | CJoy | transporters, replicators | |
4 | Electronics Repair/TL (Matter Transmitters) | IQ+1 | B190 | ||
2 | Electronics Operation/TL (Matter Transmitters) | IQ | B189 | ||
1 | Current Affairs/TL (Science & Technology) | IQ | B186 | ||
1 | Electronics Operation/TL (Scientific) | IQ-1 | B189 | Adds familiarity with Engineering Tricorder to El Op (Scientific) skill from Starfleet Academy Template | |
Nuclear Engineer | |||||
anitimatter and fusion reactors | |||||
4 | Engineer/TL (Nuclear) | IQ | CJoy | ||
2 | Mechanic/TL (Antimatter Reactor) | IQ | B207 | aka Warp Core | |
1 | Mechanic/TL (Fusion Reactor) | IQ-1 | B207 | aka Impulse Reactor; can put 2 points in this and only 1 in (Antimatter Reactor) if preffered | |
1 | Professional Skill/TL (Reactor Operator) | IQ-1 | CJoy | ||
1 | Current Affairs/TL (Science & Technology) | IQ | B186 | ||
1 | Electronics Operation/TL (Scientific) | IQ-1 | B189 | Adds familiarity with Engineering Tricorder to El Op (Scientific) skill from Starfleet Academy Template | |
1 | Hazardous Materials/TL (Nuclear) | DX-1 | B192 | ||
1 | NBC Suit/TL | DX-1 | B192 | ||
Starship Engineer | |||||
Engineering/TL (Aerospace) and Mechanic/TL (Aerospace) may be substituted for Engineering/TL (Starships) and Mechanic/TL (High-Performance Spacecraft) | |||||
4 | Engineer/TL (Starships) | IQ | B190 | ||
4 | Mechanic/TL (High-Performance Spacecraft) | IQ+1 | B207 | ||
1 | Electronics Operation/TL (Security) | IQ-1 | B189 | ||
1 | Spacer/TL | IQ | B185 | ||
1 | Current Affairs/TL (Science & Technology) | IQ | B186 | ||
1 | Electronics Operation/TL (Scientific) | IQ-1 | B189 | Adds familiarity with Engineering Tricorder to El Op (Scientific) skill from Starfleet Academy Template |
Science Degrees
A few of these degrees includes the Astronomy and/or Physics skills, for which Mathematics (Applied) is a prerequisite–these degrees assume you already chose Mathematics (Applied) as part of your Starfleet Academy Template. If this is not case, your should go back and make the change to your Starfleet Academy Template or simply add Mathematics (Applied) to your Degree Lens (increasing its cost by 1 character point). If your degree does not include an Astronomy or Physics skill, then you are not required to take Mathematics (Applied); but if you ever want Astronomy or Physics (or any other skill that has Mathematics (Applied) as a prerequisite), you'll have to take Mathematics (Applied) first.
Many of these degrees require you to put 1 or more points into Astronomy skill. This is done under the assumption that you already have one 1 point in that skill from your Starfleet Academy Template. If this is not the case, you are not required to make any changes to your Starfleet Academy Template or the Degree Lens, but be aware that you are still required to put 3 points into Astronomy skill (even though 3 points gives you same skill level, IQ-1, as 2 points).
Astronomy | |||||
---|---|---|---|---|---|
Mathematics (Applied) is a prerequisite for Astronomy; it is assumed you already choose this skill as part of your Starfleet Academy Template. An optional Astronomy/TL specialty of (Astrophysics) is offered. | |||||
3 | Astronomy/TL | IQ-1 | B179 | These three points will add to the point from your Starfleet Academy Template and result in a skill level = IQ. | |
2 | Physics/TL | IQ-2 | B213 | ||
2 | Chemistry/TL | IQ-1 | B183 | ||
2 | Electronics Operation/TL (Sensors) | IQ | B189 | ||
1 | Area Knowledge (Galaxy) | IQ | B176 | ||
1 | Current Affairs/TL (Science & Technology) | IQ | B186 | ||
1 | Navigation/TL (Space) | IQ-1 | B211 | ||
Biology | |||||
Most biologist have an optional specialty: biochemisty, botany, ecology, genetics, marine biology, microbiology, zoology [B180]. You may substitute a different planet type for the Biology specialty if you prefer, although Earthlike offers the most possibilities for adventure. | |||||
4 | Biology/TL (Earthlike) | IQ-1 | B180 | ||
2 | Chemistry/TL | IQ-1 | B183 | ||
2 | Naturalist/TL (Earthlike) | IQ-1 | B211 | ||
1 | Current Affairs/TL (Science & Technology) | IQ | B186 | ||
1 | Electronics Repair/TL (Scientific) | IQ-1 | B190 | ||
1 | Hazardous Materials/TL (Biological) | IQ-1 | B199 | ||
1 | NBC Suit/TL | DX-1 | B192 | ||
Chemisty | |||||
4 | Chemistry/TL | IQ | B183 | ||
2 | Physics/TL | IQ-2 | B213 | ||
2 | Biology/TL (Earthlike) | IQ-2 | B180 | ||
1 | Current Affairs/TL (Science & Technology) | IQ | B186 | ||
1 | Hazardous Materials/TL (Chemical) | IQ-1 | B199 | ||
1 | Electronics Repair/TL (Scientific) | IQ-1 | B190 | ||
1 | NBC Suit/TL | DX-1 | B192 | ||
Computer Science | |||||
4 | Computer Programming/TL | IQ | B184 | ||
4 | Mathematics/TL (Computer Science) | IQ | B207 | ||
2 | Electronics Repair/TL (Computer) | IQ | B190 | ||
1 | Cryptography/TL | IQ-2 | B186 | ||
1 | Engineer/TL (Electronics) | IQ-2 | B190 | ||
General Science | |||||
You may substitute a different planet type for the Biology specialty if you prefer, although Earthlike offers the most possibilities for adventure. | |||||
2 | Biology/TL (Earthlike) | IQ-2 | B180 | ||
2 | Chemistry/TL | IQ-1 | B183 | ||
2 | Physics/TL | IQ-2 | B213 | ||
1 | Current Affairs/TL (Science & Technology) | IQ | B186 | ||
1 | Electronics Repair/TL (Scientific) | IQ-1 | B190 | ||
1 | Hazardous Materials/TL (Biological) | IQ-1 | B199 | ||
1 | Hazardous Materials/TL (Chemical) | IQ-1 | B199 | ||
1 | Hazardous Materials/TL (Nuclear) | IQ-1 | B199 | ||
1 | NBC Suit/TL | DX-1 | B192 | ||
Mathematics | |||||
You may choose different specialties for your Mathematics/TL skills: Applied, Computer Science, Cryptology, Pure, Satistics, Surveying [B207]. | |||||
4 | Mathematics/TL (Pure) | IQ | B207 | ||
4 | Mathematics/TL (Statistics) | IQ | B207 | ||
1 | Cartography/TL | IQ-1 | B183 | ||
1 | Cryptography/TL | IQ-2 | B186 | ||
1 | Physics/TL | IQ-3 | B213 | ||
1 | Computer Programming/TL | IQ-2 | B184 | ||
Medical Science | |||||
You may choose a different species for your Diagnosis/TL, Physician/TL, Surgery/TL skills and main Physiology/TL skill. You must choose the same species for all four skills. A 1 point Unusual Background Perk is required to choose a primary species specialty that is anything but Human or your own species. | |||||
You must then spend character points in two more Physiology/TL skills with two different species specialties. Common species specialty choices are Human, Andorian, Tellarite, and Vulcan; but any known species is allowable. Choose species specialties wisely, to cover a variety of Zorksy groups. | |||||
4 | Physiology/TL (Human) | IQ | B213 | ||
1 | Physiology/TL (choose speices) | IQ-2 | B213 | ||
1 | Physiology/TL (choose speices) | IQ-2 | B213 | ||
1 | Biology/TL (Earthlike, Zoology) | IQ-3 | B180 | ||
1 | Diagnosis/TL (Human) | IQ-2 | B187 | ||
1 | Physician/TL (Human) | IQ-2 | B213 | ||
1 | Surgery/TL (Human) | IQ-3 | B223 | ||
1 | Current Affairs/TL (Science & Technology) | IQ | B186 | ||
1 | Electronics Operation/TL (Medical) | IQ-1 | B189 | ||
Military Science | |||||
You must have chosen Mathematics (Applied) from your Officer template to major in Military Science. | |||||
4 | Strategy (Space) | IQ | B222 | ||
1 | Expert Skill (Military Science) | IQ-2 | B193 | This point will possibly add to the point from your Starfleet Academy Template and result in a skill level = IQ-1. | |
2 | Tactics | IQ-1 | B224 | ||
1 | Engineer/TL (Combat) | IQ-2 | B190 | Mathematics (Applied) is a prerequisite | |
1 | Observation | Per-1 | B211 | ||
1 | Current Affairs/TL (Politics) | IQ | B186 | ||
1 | Area Knowledge (Federation Borders) | IQ | B176 | ||
1 | Intelligence Analysis/TL | IQ-2 | B201 | ||
Physics | |||||
Mathematics (Applied) is a prerequisite for Physics and Astronomy; it is assumed you already choose this skill as part of your Starfleet Academy Template. Most physicist have an optional specialty: Acoustics, Astrophysics, Cosmology, Geophysics, Hyperspace Physics, Nuclear Physics, Optics, Paraphysics, Parachronic Physics, Particle Physics, Plasma Physics, Probability Physics, Quantum Physics, Relativity, Solid-State Physics, Stellar Physics, Sub-dimensional Physics, Temporal Physics [B213 and Memory Alpha--Physics]. | |||||
4 | Physics/TL | IQ-1 | B213 | ||
1 | Astronomy/TL | IQ-2 | B179 | This point will add to the point from your Starfleet Academy Template and result in a skill level = IQ-1. | |
2 | Chemistry/TL | IQ-1 | B183 | ||
1 | Current Affairs/TL (Science & Technology) | IQ | B186 | ||
1 | Electronics Repair/TL (Scientific) | IQ-1 | B190 | ||
1 | Electronics Repair/TL (Sensors) | IQ-1 | B190 | ||
1 | Hazardous Materials/TL (Nuclear) | IQ-1 | B199 | ||
1 | NBC Suit/TL | DX-1 | B192 | ||
Planetary Science | |||||
You may substitute a different planet type for your Biology/TL, Geology/TL, and Meteorology/TL skills' specialties--Earthlike, Gas Giants, Hostile Terrestrial, Ice Dwarfs, Ice Worlds, Rock Worlds--although Earthlike offers the most possibilities for adventure. You must choose the same planet type for all these specialties. | |||||
2 | Biology/TL (Ecology, Earthlike) | IQ-1 | B180 | ||
4 | Geology/TL (Physical, Earthlike) | IQ | B198 | ||
2 | Meteorology/TL (Earthlike) | IQ | B209 | ||
1 | Electronics Operation/TL (Sensors) | IQ-1 | B189 | ||
1 | Naturalist (Earth) | IQ-2 | B211 | You may choose a different planet for your Naturalist specialty. A 1 point Unusual Background Perk is required to choose a planet specialty that is anything but Earth or your home planet. | |
1 | NBC Suit/TL | DX-1 | B192 | ||
1 | Survival (Woodlands) | Per-1 | B223 | You may choose a different specialty for your Survival skill. |
Social Science Degrees
Alien Studies | |||||
---|---|---|---|---|---|
You must specialize by species (but not your own species); see the library computer for a list of possible species. Non-Federation species--e.g. Klingon, Kzinti ,Romulan, Tholian--are valid choices. You must choose the same species for all these skills' specialties. | |||||
1 | Cultural Familiarity (choose species) | B23 | more exotic species cost 2 pts | ||
4 | Language: choose language | B24 | Spoken (Accented), Written (Accented) | ||
2 | Current Affairs/TL (Regional, choose species) | IQ+1 | B186 | ||
1 | Geography/TL (Regional, choose species) | IQ-1 | B198 | ||
1 | History (Recent, choose species) | IQ-2 | B200 | ||
1 | Law (choose speices) | IQ-2 | B204 | ||
1 | Theology (choose species) | IQ-2 | B226 | ||
1 | Area Knowledge (choose species) | IQ | B176 | ||
Anthropology | |||||
You must specialize by species (one that exists within Federation borders); see the library computer for a list of possible species. You must choose the same species for all these skills' specialties. | |||||
1 | Cultural Familiarity (choose species) | B23 | more exotic species cost 2 pts | ||
2 | Language: choose language | B24 | Spoken (Broken), Written (Broken) | ||
4 | Anthropology (choose species) | IQ | B175 | ||
1 | Biology/TL (Genetics, Earthlike) | IQ-2 | B180 | ||
1 | Paleontology/TL (Paleoanthropology) | IQ-2 | B212 | ||
1 | Sociology (choose species) | IQ-2 | B221 | ||
1 | History (choose region) | IQ-2 | B200 | ||
1 | Observation | Per-1 | B211 | ||
Archaeology | |||||
Several of these skills require specialties; your chosen specialties should be consistent. Any species that has ever existed within Federation borders is appropriate, including precursor species, e.g.: Old Kings (artifacts found predominantly on Klingon worlds), Preservers (artifacts scattered throughout the galaxy), Sky Fathers (artifacts found predominantly on Cygnan worlds), Slavers (artifacts--most notably stasis boxes--scattered throughout the galaxy). | |||||
1 | Language: choose dead language | B24 | Written (Broken) | ||
1 | Language: choose dead language | B24 | Written (Broken) | ||
4 | Archaeology | IQ | B176 | ||
1 | Anthropology (choose species) | IQ-2 | B175 | ||
1 | Paleontology/TL (Paleoanthropology) | IQ-2 | B212 | ||
1 | Connoisseur (Antiquities) | IQ-1 | B185 | ||
1 | History (Anceint, choose region) | IQ-2 | B200 | ||
1 | Occultism | IQ-1 | B212 | ||
1 | Search | Per-1 | B219 | ||
Paleontology | |||||
You may substitute a different specialty for Paleontology/TL--Micropaleontology, Paleobotany, Paleozoology--but Paleoanthropology offers the most possibilities for adventure. | |||||
Several of these skills require specialties; your chosen specialties should be consistent. Any species that has ever existed within Federation borders (and left behind fossils) is appropriate (so not precursor species). | |||||
4 | Paleontology/TL (Paleoanthropology) | IQ | B212 | ||
2 | Anthropology (choose species) | IQ-1 | B175 | ||
2 | Biology/TL (Earthlike) | IQ-2 | B180 | ||
1 | Archaeology | IQ-2 | B176 | ||
1 | History (Anceint, choose region) | IQ-2 | B200 | ||
1 | Occultism | IQ-1 | B212 | ||
1 | Search | Per-1 | B219 | ||
Psychology | |||||
You may substitute a different species for these skills' speciaties; you must choose the same species specialty for all the skills. A Unusual Background Perk [1 pt] is required to choose a species that is anything but Human or your own species. Any species the Federation has ever had regular contact with is appropriate. See the library computer for a list of possible species. | |||||
4 | Psychology (choose species) | IQ | B216 | ||
2 | Body Language (choose species) | Per+0 | B181 | ||
2 | Detect Lies (choose species) | Per-1 | B187 | ||
2 | Sociology (choose species) | IQ-1 | B221 | ||
1 | Observation | Per-1 | B211 | ||
1 | Hypnotism | IQ-2 | B201 | ||
Sociology | |||||
You may substitute a different species for these skills' speciaties; you must choose the same species specialty for all the skills. A Unusual Background Perk [1 pt] is required to choose a species that is anything but Human or your own species. Any species the Federation has ever had regular contact with is appropriate. See the library computer for a list of possible species. | |||||
4 | Sociology | IQ | B221 | ||
2 | Anthropology (choose species) | IQ-1 | B175 | ||
2 | Psychology (choose species) | IQ-1 | B216 | ||
1 | Area Knowledge (choose specie's habitat) | IQ | B176 | ||
1 | Current Affairs/TL (Regional) | IQ | B186 | ||
1 | History (Recent choose species) | IQ-2 | B200 | ||
1 | Observation | Per-1 | B211 |
Tech Skill Specialties
The skills below require you to choose a specialty; each specialty is treated as a different skill.
The proper GURPS skill for the design, repair, and/or use of Federation equipment and technology is not always obvious. The listing below (and the TECH SKILL TRIADS table) shows exactly what equipment and technology is contained within the scope of various GURPS skills and their specialties.
- ARMOURY/TL11 (a repair skill)
-
- Force Shields [B178]
- Deflector Shields
- Navigational Deflector
- i.e. high energy/gravic-based screens external to the ship
-
- Heavy Weapons [B178]
- Drones/Missiles
- Phasers (shipboard)
- Photon Torpedoes
- Tractor Beams
-
- Small Arms [B178]
- Phasers (personal)
-
- Vehicular Armor [B178]
- Hull and Superstructure of Shuttles (including Fighters) and Starships
- ARTILLERY/TL11 (a use skill)
-
- Guided Missiles [B178]
- Drones/Missiles
- BEAM WEAPONS/TL11 (a use skill)
-
- Pistol [B179]
- Hand Phasers--type I and type II (includes familiarity with Klingon disruptor pistol if learned at the Academy)
-
- Projector [B179]
- Hand Phasers in wide beam mode--a useful stun and heat setting
-
- Rifle [B179]
- Hand Phasers--type III aka phasor rifle (includes familiarity with Klingon disruptor rifle if learned at the Academy)
- ELECTRONICS OPERATION/TL11 (a use skill)
-
- Communications [B189]
-
- Electronic Warfare [B189]
- cloaks (SS1:13 & house rules)
- defensive ECM (SS1:14)
- tactical ECCM (SS1:15)
-
- Force Shields [B189]
- deflector shields
- navigational deflector
-
- Matter Transmitter [B189]
- transporters and replicators
-
- Medical [B189]
-
- Scientific [B189]
- Tricorders
-
- Security [B189]
- Force Fields, i.e. low energy/gravitic-based technology internal to the ship (manipulating artificial gravity, inertial dampers, and the structural integrity field, but not Force Shields)
- Life Support (altering environmental controls)
- Security Systems (tracking major shipboard activities, diverting and prioritizing power)
-
- Sensors [B189]
- long range, lateral, and navigational shipboard sensors
-
- Surveillance [B189]
- ELECTRONICS REPAIR/TL11 (a repair skill)
-
- Communications [B190]
-
- Computers [B190]
-
- Electronic Warfare [B190]
- cloaks (SS1:13 & house rules)
- defensive ECM (SS1:14)
- tactical ECCM (SS1:15)
-
- Matter Transmitter [B190]
- transporters
- replicators
-
- Medical [B190]
-
- Scientific [B190]
- Tricorders
-
- Security [B190]
- Force Fields, i.e. low energy/gravitic-based technology internal to the ship (includes artificial gravity, inertial damper, and the structural integrity field, but not Shields)
- Life Support (environmental controls)
- Security Systems (tracking major shipboard activities, diverting and prioritizing power)
-
- Sensors [B190]
- long range, lateral, and navigational shipboard sensors
-
- Surveillance [B189]
- ENGINEER/TL11 (a design skill)
-
- Artillery [B190]
- Drones/Missiles
- Photon Torpedoes
-
- Electrical [B190]
- Batteries
- Electro-Plasma Systems
- Shipboard Phasers
-
- Electronics [B190]
- Communications equipment
- Computers
- Electronic Warfare systems
- Medical equipment
- Scientific equipment, e.g. tricorders
- Security systems
- Sensor suites
- Surveillance systems
-
- Gravitic [new specialty]
- Force Fields (includes artificial gravity, inertial dampers, structural integrity fields)
- Anti-Grav (used in anti-grav sleds, hovercars, shuttlecraft, and starships)
- Shields (deflector shields, navigational deflector)
- Tractor Beams
-
- Matter Energy [new specialty]
- Transporters
- Replicators
-
- Nuclear [new specialty]
- Antimatter Reactors aka Warp Cores
- Fusion Reactors aka Impulse Reactors
-
- Small Arms [B190]
- Hand Phasers (includes familiarity with Klingon disruptors if learned at the Academy)
-
- Starships [B191]
- Hull & Superstructure
- Life Support (environmental controls)
- Thrusters
- Warp Drives aka Stardrives, e.g. Stardrive Engine [GURPS Spaceships, p. 25]
- and integrating all of the above, and many other systems, e.g. Electrical, Gravitic, Nuclear, etc., into a functioning Shuttlecraft, Shuttlecraft, or Fighter
- GUNNER/TL11 (a use skill)
-
- Beams [B198]
- Shipboard Phasers
- Tractor Beams
-
- Cannon [B198]
- Photon Torpedoes
- MECHANIC/TL11 (a repair skill)
-
- Antimatter Reactor (aka Warp Core) [B207 as per power plant type]
-
- Aerospace [B207 as per vehicle type]
- as listed below, but only for ordinary problems endemic to Shuttlecraft including Fighters
- Anti-grav systems
- Antimatter Reactors aka Warp Cores
- Force Fields (includes artificial gravity, inertial including, structural integrity fields, but not shields)
- Hull and Superstructure
- Impulse Drives aka Fusion Engines, e.g. Super Fusion Torch [GURPS Spaceships, p. 23]
- Life Support (environmental controls)
- Thrusters
-
- Fusion Engine (aka Impulse Drive) [SS1:23]
-
- Fusion Reactor (aka Impulse Reactor) [B207 as per power plant type]
-
- High-Performance Spacecraft [B207 as per vehicle type]
- as listed below, but only for ordinary problems endemic to interstellar starships
- Antimatter Reactors aka Warp Cores
- Force Fields (includes artificial gravity, inertial damper, structural integrity field, but not shields)
- Fusion Reactors aka Impulse Reactors
- Hull and Superstructure
- Impulse Drives aka Fusion Engines, e.g. Super Fusion Torch [GURPS Spaceships, p. 23]
- Life Support (environmental controls)
- Thrusters
- Warp Drives aka Stardrives, e.g. Stardrive Engine [GURPS Spaceships, p. 25]
-
- Stardrive (aka Warp Drive) [SS1:25]
- PILOTING (a use skill)
-
- Aerospace [B214]
- Shuttlecraft including Fighters, surface to orbit
-
- Contragravity [B214]
- Shuttlecraft including Fighters, when maneuvering near populated areas
-
- High-Performance Spacecraft [B214]
- Starships, outside of gravity wells
- PROFESSION SKILL/TL11 (a use skill)
-
- Reactor Operator [new specialty]
- Antimatter Reactors aka Warp Cores used in starships
- Fusion Reactors aka Impulse Reactors
- Impulse Drives aka Fusion Engines, e.g. Super Fusion Torch [GURPS Spaceships, p. 23]
- Warp Drives aka Stardrives, e.g. Stardrive Engine [GURPS Spaceships, p. 25]
Tech Skill Triads
Technical skills govern three distinct classes of activity: design, repair, and use. DESIGN includes inventing, redesigning, and reverse engineering. REPAIR includes troubleshooting, repairing, overhauling, upgrading, installing, and customizing. USE includes operating and maintaining. E.g. To fire a hand phaser, use Beam Weapons (Pistol); to modify it to increase the amount of energy discharged per shot, use Armory (Small Arms); to build a phaser from parts found in an alien planet’s high-energy research lab, use Engineer (Small Arms). [paraphrase from B190] (This table was inspired by GURPS: Prime Directive, 3rd. ed. pp. 112-113.)
The following technologies have design-repair-use skill triads. After each technology the appropriate GURPS skills with their correct specialization (if required) are given. Use this table and the TECH SKILL SPECIALIZATIONS listings to help you choose the specializations you want for your technical skills. A technology level of 11 is assumed. The following abbreviations are used: A Armoury, ART Artillery, BW Beam Weapons, ENG Engineer, EO Electronics Operation, ER Electronics Repair, G Gunner, M Mechanic, PS Professional Skill
Technology | Design Skill | Repair Skill | Use Skill | Notes |
---|---|---|---|---|
Anti-Grav | ENG (Gravitic) | M (Contragravity) | Piloting (Contragravity) | this technology allows shuttlecraft to maneuver safely near populated areas |
Antimatter Reactors | ENG (Nuclear) | M (Antimatter Reactor) | PS (Reactor Operator) | aka Warp Cores |
Communications | ENG (Electronics) | ER (Communications) | EO (Communications) | |
Computers | ENG (Electronics) | ER (Computers) | Computer Operation | |
Drones/Missiles | ENG (Artillery) | A (Heavy Weapons) | ART (Guided Missiles) | |
Electro-Plasma Systems | ENG (Electrical) | Electrician/TL | Spacer | |
Electronic Warfare | ENG (Electronics) | ER (Electronic Warfare) | EO (Electronic Warfare) | includes Cloaks (SS1:13 & house rules), Defensive ECM (SS1:14), and Tactical ECCM (SS1:15) |
Force Fields | ENG (Gravitic) | ER (Security) | EO (Security) | includes artificial gravity, inertial damper, and the structural integrity field, but not Shields |
Fusion Reactors | ENG (Nuclear) | M (Fusion Reactor) | PS (Reactor Operator) | aka Impulse Reactors |
Hull | ENG (Starships) | M (High-Perform. Spacecraft) | Spacer | |
Impulse Drive | ENG (Starships) | M (Fusion Engine) | PS (Reactor Operator) | |
Life Support | ENG (Starships) | M (Aerospace or H-P Spacecraft) | EO (Security) | environmental controls except for gravity and inertial dampers |
Medical | ENG (Electronics) | ER (Medical) | EO (Medical) | Even though most medical skills are TL9, these skills should be taken as TL11. |
Phasers (personal) | ENG (Small Arms) | A (Small Arms) | BW (Pistol or Rifle) | |
Phasers (shipboard) | ENG (Electrical) | A (Heavy Weapons) | G (Beams) | |
Photon Torpedoes | ENG (Artillery) | A (Heavy Weapons) | G (Cannon) | |
Scientific (tricorders) | ENG (Electronics) | ER (Scientific) | EO (Scientific) | |
Security Systems | ENG (Electronics) | ER (Security) | EO (Security) | track all major shipboard activities, divert and prioritize power, adjust life support |
Sensors | ENG (Electronics) | ER (Sensors) | EO (Sensors) | long range, lateral, and navigational shipboard sensors |
Shields | ENG (Gravitic) | A (Force Shields) | EO (Force Shields) | deflector shields, navigational_deflector |
Shuttlecraft | ENG (Starships) | M (Contragravity) | Piloting (Contragravity) | including Fighters |
Superstructure | ENG (Starships) | A (Vehicular Armor) | Spacer | |
Surveillance | ENG (Electronics) | ER (Surveillance) | EO (Surveillance) | |
Thrusters | ENG (Starships) | M (Contragravity or H-P Spacecraft) | Piloting (Contragravity or H-P Spacecraft) | |
Tractor Beams | ENG (Gravitic) | A (Heavy Weapons) | G (Beams) | |
Transporter | ENG (Matter Energy) | ER (Matter Transmitter) | EO (Matter Transmitter) | includes replicators |
Warp Drive | ENG (Starships) | M (Stardrive) | PS (Reactor Operator) |
Planet Type Specialties
Several skills require you to specialize by "planet type". Acceptable planet types are listed below. It is assumed you will specialize in Earthlike Planets, (as the other types don't lend themselves nearly as much to adventure). There is a penalty, usually -4, to use a skill when dealing with a planet type that you haven't specialized in.
- Earthlike Planets
- Gas Giants
- Hostile Terrestrial Planets
- Ice Dwarfs
- Ice Worlds
- Rock Worlds
Species Specialties and Skill Penalties
Because of the common genetic ancestry of most of the races of the Milky Way Galaxy...--Hybrid - Memory Alpha
Many behavior/cultural and medical/physiological skills and techniques require you to specialize by species. There is a penalty when using these skills with culture [B23] or physiology [B181] you aren't specialized in. It is assumed you will specialize in your own species, but you don't have to. (Being specialized in other species but not your own requires a plausible background story—a 1 character point Unusual Background Perk).
Behavioral/Cultural Off-Culture Penalties
The penalties for using the behavioral/cultural-type skills – Anthropology, Body Language, Carousing, Connoisseur, Criminology, Dancing, Detect Lies, Diplomacy, Fast-Talk, Games, Gesture, Heraldry, Hypnotism, Interrogation, Intimidation, Leadership, Merchant, Poetry, Politics, Propaganda/TL, Psychology, Public Speaking, Savoir-Faire, Sex Appeal, Sociology, Streetwise, and Teaching [B23] – on a species outside your specialty are given in the table below. The Expert Skill (Xenology) skill suffers from the same penalties when used to identify or answer general questions about a species' culture.
Prevalence | Penalty | Culture |
---|---|---|
Common | -1 | Human, Andorian, Tellarite, Vulcan |
Uncommon | -2 | Alpha Centauran, Caitian, Deltan, Denobulan, Edosian, Klingon, Orion, Rigelian, Saurian |
Rare | -3 | Arcturian, Argelian, Betazoid, Bolian, Brecon, Coridan, Cygnan, Cygnian, Jidarian, Kaferian, Kzinti, Medusan, Mynieni, Nausicaan, Prellarian, Romulan, Suliban, Trill |
Very Rare | -4 | Bajoran, Benzite |
Unknown* | -5 | Ferengi, Gorn |
Enigmatic† | -6 | Tholian |
* Cultural Familiarity for unknown species costs 1 character point, plus a 1 character point Unusual Background. † Cultural Familiarity for enigmatic species costs 2 character points.
Counseling officers have access to Cultural Adaptability (10 pt) (or Xeno-Adaptability (20 pt)) which allow them to ignore these cultural unfamiliarity penalties for Common and Uncommon species (or all species). The Counseling! wildcard relative skill level bonus reduces these penalties for those skills above that aren't covered by Counseling! E.g. If you had Counseling! at Attribute+1 (36 pt), you would have only a -1 penalty when Carousing with an Alpha Centauran and no penalty when Interrogating one.
Medical/Physiological Off-Species Penalties
The off-species penalties for medical/physiological-type skills are based on the Zorsky Interspecies Compatibility Table [from GURPS: MODULE PRIME ALPHA, pp. 28-29] given below. These penalties can be waived if you can make a Physiology (species) roll for that species first. You may roll against Physiology (species) at defaut; such a roll suffers from the same penalties given below.
Physiology (species)/TL
IQ/Hard
IQ-6, Diagnosis-5, Physician-5, Physiology-off species penalty, or Surgery-5
This skill is covered on p. B213. A successful roll against your species specialty of Physiology temporarily removes the off-species penalty for physiology-esque skills [B181]: Diagnosis, First Aid, Physician, Pressure Points, Pressure Secrets, or Surgery. If you fail this Physiology roll, you feel the full effects of any off-species penalty. While a high Physiology skill with several species specializations can be an efficient way to go for high-IQ individuals and/or those with a wide range of medical/physiological skills, purchasing additional species specialties for particular skills removes their off-species penalty permanently.
Zorski Group | Description | Default Penalties | Example Species |
---|---|---|---|
I | Humans and all species moderately compatible in terms of blood and biochemistry. (Alpha- Centaurians are genetically human.) |
|
|
II | Species dissimilar to Group I in biochemistry and/or have significant internal organ differences including extra or unique internal organs. |
|
Arcturians, Klingons, Tellarites |
III | Species dissimilar to Groups I and II in that their blood chemistries are not based on iron, e.g. copper (a) or cobalt (b) based. |
|
|
IV | Mammalian species with biochemistries moderately compatible with Group I, but which have significant internal and external differences. |
|
Kzintis |
V | Reptilian species with biochemistries and internal/ external differences that are significant when compared to Group I. |
| |
VI | Exoskeletal species that are significantly different to Groups I-V and each other. |
|
Jindarians, Mynieni |
VII | Species that do not have individual internal organs or their equivalents, and include plantlike species. |
| |
VIII | Species that do not breath oxygen and come from subzero (though not cryogenic, see Group IX) climates. |
| |
IX | Species that do not breath oxygen and come from cryogenic climates. |
| |
X | Species that are highly unique and defy classification. |
|
Tholians |
These penalties can be waived if you can make a Physiology Skill roll for that species first, which will of course suffer from the same penalty. If you don't have the Physiology Skill for that species, you can roll against a default: IQ-6, Diagnosis-5, Physician-5, or Surgery-5.