Medical officers often work in the sickbay or infirmary. Their primary duties are the oversight and maintenance of the overall health and physical fitness of crew and passengers. They may also have scientific training in disciplines outside of medicine, allowing them to take on major, extended research projects, or to better participate in a wider variety of encounters. (TOS: "The Immunity Syndrome"; TNG: "Clues", "Suspicions")--Chief medical officer - Memory Alpha
If your impulse upon encountering an interesting situation is to tend to the sick and wounded, then Medical is the Department for you. Ensigns with a Medical certification are ready to function with supervision monitoring ill or injured crewmen or doing biological lab work. Further certifications allow one to become proficient with additional species or to conduct research into the life sciences. Medical officer's careers generally peak at Chief Medical Officer or occasionaly Chief of Sciences Division.
Many Medical skills (but not the Medical! Wildcard skill) require a species specialty. Using them on a species outside your specialty incurs an off-species penalty. A successful roll against Physiology for that species (at your default level — IQ-6, Diagnosis-5, Physician-5, Surgery-5, of Physiology (other species)-off species penalty — if need be) made before each off-species penalized skill roll will negate the off-species penalty.
Medical Doctors
Medical doctors graduate from Starfleet Medical Academy. They have different requirements which are noted in the template and lens descriptions.
Ensigns
An ensign's primary duty is professional growth, both as a leader and as an occupational specialist. Ensigns are mentored by more senior officers as well as their (nominally) subordinate chief petty officers as part of their development as Starfleet leaders.—"Ensign", Memory Alpha
The Officer template below represents the minimum experience and training of a Starfleet ensign. More talented or experienced ensigns will likely have additional abilities from their department's options (see "Options" tab below) or skills that have allowed them to acquire department Certifications (see "Certs." tab below).
Officers of higher rank will have the appropriate Rank lens added to this Officer Template.
Medical Officer Template
The Medical Officer template represents a Starfleet Medical-Department
officer fresh out of the Academy. Choosing a Starfleet Academy Degree lens, one (and only one) department Certification module, and 2 to 4 Extracurricular Activities modules are requirements of this template.
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 Acedemy as Lieutenants Junior Grade. They still use the template below, but must make the changes given in the "Medical Doctor" subsection of the "Customization Notes" section immediately following the Medical Officer Template table. This increases the template's cost by about 7 points.
TOTAL = 8(SFA) +12(Degree Lens) +8(Department Certification) +8(Extracurricular Activities)
Reaction Modifiers
+2
from Sense of Duty (Federation)
+1
from Social Regard (Respected)
+1
from Status 1
* This advantage's cost is 0 for native humans. Nonhumans get their own species' Cultural Familiarity and Language for free and must pay for the Human versions.
IQ is by far your most important attribute, although high HT can represent a doctor who practices what she preaches. If you are not a Medical Doctor, choose Biology or Medical Sceince as your Starfleet Academy Degree. See Medical Options below for additional Medical-appropriate abilities and foibles. Medical officers with Pacifism (Total Nonviolence) and Vow (Refuse no request for medical aid) will frustrate their teammates who share different priorities. Since First Aid defaults to Physician there is no need to have First Aid at a skill level ≤ Physician. If/when this becomes the case, convert your First Aid character points to unused character points.
Life Scientist: Biology is an excellent choice for your first certification.
Nurse/Field Medic: For your first certification, consider Nurse, Paramedic, or Triage.
Pharmacy: Take Pharmaceutical Assistant or Primitive Medicine as your first certification.
Veterinarian: For your first certification, choose Veterinary or Wrangler.
Medical Doctor
You graduated from Starfleet Medical Academy. Change your Military Rank from O1: Ensign to O2: Lieutenant Junior Grade; there is no point cost for this. You must take the Code of Honor (Professional) disadvantage.
You do not need to choose a Starfleet Academy Degree package nor a department Certification module; you must take one of these Medical Doctor modules instead.
You must choose the same species for all your skills. Your own species is assumed.
You need only choose one ECA package; put 3 points into it. These changes will increase the cost of this template by about 7 points.
Transferring in to or out of the Medical Department
Advantages and Skills
When changing departments, advantages and skills that are exclusive to the former department must be dealt with. (Such department-exclusive traits, accessible via the "Options" tab below, are denoted by a department-colored background.) There are three options.
Replace up to 15 points worth of them with exclusive advantages from the new department's options.
Add an Unusual Background advantage of equal cost to the abilities being kept.
Drop them.
Points from exclusive abilities that are dropped (#3) may be spent towards the Unusual Background to keep other exclusive abilities (#2), but they may not be saved nor spent on anything else. This may result in a net decrease in character points. Note that option #2 allows for keeping all the exclusive abilities of a former departement, assuming the Unusual Background cost can be paid.
Disadvantages
Italicized disadvantages from your former department's options may be replaced with department-exclusive or italicized disadvantages from your new department's options on a point for point basis. You must replace or buy off any department-exclusive disadvantages or disadvantage that no longer make sense within the new department.
Examples
Medical officer with the Vow (Refuse no request for medical aid) disadvantage must to swap it with exclusive and/or italicized disadvantages from the new department and/or buy it off with unused character points. Medical officers with the Medical! wildcard skill will need to put the points in Medical! into it's individual skills such that each skill has at least 1 point in it, and no skill's level is higher than it was before.
Medical Doctors
If you have the Code of Honor (Professional) disadvantage and you are not losing your medical license, then you may keep that disadvantage regardless of what department you are transferring to or from.
Medical Options
These advantages and skills are available to Medical officers both during character creation and later by spending earned character points. They do not require GM permission to add to your character sheet. Higher Purpose ("Medic!") helps keep you and your allies effective under fire.
The Disadvantages are available to Medical officers at the time of character creation and, like all disadvantages, can not normally be added after that. Most are common to all Starfleet officer's options.
Traits in blue can only be taken by Medical officers. Traits in italics can be taken by anybody, but are especially appropriate for Medical officers. The Medical! skill is new; see below for details.
Medical Options
Advantage
5
/lvl
High Manual Dexterity
5
Higher Purpose ("Medic!")
[GURPS Action 1: Heroes, p. 18]
+2
Resistant (Disease +8)
an extra 2 points to improve Resistant (Disease +3) [3 points] to Resistant (Disease +3) [5 points]
5
Resistant (Poison +3)
+10
Very Fit
an extra 10 points to improve Fit [5 points] to Very Fit [15 points]
make sure you are willing to role-play the consequences!
-10
†
Honesty (≤12)
≤6 -20, ≤9 -15, ≤12 -10, ≤15 -5; 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 kill a recognizable person
-5
Pacifism (Reluctant Killer)
be willing to pay the consequences should you kill a recognizable person
-15
Pacifism (Self-Defense Only)
-30
Pacifism (Total Nonviolence)
-5
†
Selfless (≤12)
≤6 -10, ≤9 -7, ≤12 -5, ≤15 -2
-20
Sense of Duty (Every Living Being)
an extra -5 points to replace Sense of Duty (Federation) [-15 points] to Sense of Duty (Every Living Being) [-20 points]
-5
†
Truthfulness (≤12)
≤6 -10, ≤9 -7, ≤12 -5, ≤15 -2; remember, this even prohibits you from lying by omission.
-10
Vow (Never Take a Life)
-10
Vow (Protect the Innocent)
-10
Vow (Refuse No Request for Medical Aid)
-5
Vow (Uphold the Law)
Skill
*
Medical! IQ/W
prerequisite: LtJG rank or higher
* The cost of a wildcard skill is three times the cost of a very hard skill. E.g. for 3 cps you have a relative skill level of IQ-3 in Medical!.
† This disadvantage's cost depends on its self-control number.
Download the GCS file: MedicalOptions.gct. Last modified: 2021 December 22 12:57.
Medical! Wildcard Skill
Medical officer, LtJG rank or higher
Medical lieutenants diagnosis and treat illnesses and injuries befalling all but the more rare Federation species and common illnesses and injuries to animals. They follow proper care and handling procedures when dealing with hazardous biological materials.
Medical!
Skill
Controling Attribute
Condition
Physician
IQ
Diagnosis
IQ
Surgery
IQ
First Aid
IQ
Physiology
IQ
Veterinary
IQ
Pharmacy
IQ
Poisons
IQ
Electronics Operation (Medical)
IQ
Haz Mat (Biological)
IQ
NBC Suit
DX
Biology
IQ
Naturalist
IQ
works for all Earthlike planets
Animal Handling
IQ
Medical! skill is subject to off-species penalties when dealing with rare, very rare, unknown, or enigmatic species, but not for common or uncommon species. Medical! skill is normally not subject to familiarity, planet type, or low tech level penalties. The breadth of experience this wildcard reprsents allows for quickly adapting to alien and archaic technology. Skills default to and from Medical! skill normally. E.g. if you have Medical! at Attribute+1, it only takes 4 pts to have Physician/TL9 at IQ+2, but that Physician would be subject to all the unual penalties.
The Medical! skill may substitute for any skill it covers for Departmental Certification purposes. E.g. Since Medical! covers every skill in the Nurse certification, the skill requirements of that certification could be satisfied by having a high enough Medical! skill. Skills default to and from Medical! skill normally. E.g. if you have Medical! at Attribute+1, it only takes 4 pts to have Biology at IQ+2; but that extra +1 would be subject to planet-type penalties.
Medical officers may borrow from the skills covered by Medical! to help purchase or improve it, as long as doing so does not lower the final skill level of the skill borrowed from. E.g. character points borrowed from Diagnosis skill are spent on Medical! skill; this is fine so long as the Diagnosis skill ends up no lower than it was before you borrowed from it.
A wildcard skill's cost three times as much as a very hard skill.
Wildcard Cost
Skill Level
Point Cost
Attribute-3
3
Attribute-2
6
Attribute-1
12
Attribute-0
24
Attribute+1
36
Extra +1
+12
Department Certifications
Department Certification are modules of (mostly/usually) skills obtained on-the-job. They represent additional training and increased experience. If you're concerned about promotion, choose certifications that combine to satisfy Lieutenant Junior Grade and Lieutenant lens requirements.
The certifications issued by each department are unique to them. E.g. Sensors Operator is an Operators-Department certification. Officers generally work towards certifications during non-alpha duty shifts. It generally takes about a year to qualify for a new department certification. You are allowed to obtian Certifications from outside your Department; this does not require you to change departments. Keep your commanding officer (aka your GM) informed about what certification you are currently working towards.
Obtaining A Department Certification
To obtain a Department Certification follow these steps:
Confirm that you meet the Certification's prerequisites.
Inform your commanding officer (GM) what Certification you are working towards.
Spend character points on the Certification's skills until you fulfill its requirements.
Send Captain Joy an updated character sheet and inform him which Certification you've quallified for, and if you qualify for an expert or speciallist rating.
Aquire one year's experience or succeed at a monthly job roll followed by winning a contest of your Savoir-Faire (Military) vs. your commanding officer's Will.
The costs of Department Certifications are not fixed as they are based on skill level minimums. The given costs assume you have a 12 in any relevant Basic (or Secondary) Attributes, usually IQ and/or DX. If your attribute 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 a required skill defaults from another skill and meets the minimum, you do not need to put additional points into that skill; make a note on your character sheet that you do have familiarity in that skill. If because of previous experience (e.g. Starfleet Academy training, skill overlap with a previous Certificate) 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.
GURPS Charater Sheet Program Files
GURPS Character Sheet files have already been made up for many Department Certifications. These files should download to your computer when selected. If these files open in your browser instead of downloading, try right-mouse-clicking or alternate-mouse-clicking on the link and selecting "Save Target As" or "Download Linked File As..." from the menu. None of these files should end with an ".xml" or ".html" suffix; if they do, trim the ".xml" or ".html" from the filename. The filenames should end with ".gct" or ".glb" so the GURPS Character Sheet application will recognize them.
If a GCS file does not match the library computer, go with what the library computer (i.e. the information on this webpage) says. Inform Captain Joy of the error in the GCS file. (Remind him you did so during the next play session and expect to get an impulse-buy chip for your troubles.)
When using GCS to add Department Certifications to your character sheet, be mindful of double listings. I.e. after adding a new Certification to your character sheet, you may find you already had some of the skills. You need to consolidate all double listings of skills into a single listing, making sure that you're meeting the requirements for all the Certifications you claim to have when doing so.
Medical Department Certifications
Biology
Officers with Biology certification understand the natural processes governing physical lifeforms. The exact skills depend on which Biology specialty is taken.
Biology Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
NOTES
Biology/TL11 (choose specialty, Earthlike) IQ/H
12
14
16
general Biology defaults at -2
NBC Suit/TL11 DX/A
11
11
12
Hazardous Materials (Biological) IQ/A
11
11
12
Electronics Operation/TL11 (Scientific)/TL11 IQ/A
11
11
12
Electronics Operation/TL11 (Sensors)/TL11 IQ/A
11
11
12
Current Affairs/TL11 (Science & Technology) IQ/E
12
choose one from among:
SPECIALTY
Chemistry/TL11 IQ/H
10
10
12
Biochemistry
Farming/TL11 IQ/A
11
11
13
Botany
Naturalist (Earth) IQ/H
10
10
12
Ecology
Law (Federation Health Law, e.g. eugenics bans) IQ/H
10
10
12
Genetics
Diving Suit/TL11 DX/A
11
11
13
Marine Biology
Expert Skill (Epidemiology) IQ/H
10
10
12
Microbiology
Veterinary/TL9 IQ/H
10
10
12
Zoology
Customization
It is assumed your Biology and Naturalist skill's specialties will be Earthlike Planets, as this offers this greatest opportunity for adventure. Other options are available however: Gas Giants, Hostile Terrestrial, Ice Dwarfs,
Ice Worlds, Rock Worlds [B180].
Download the GCS file: Biology Cert.gct
Last modified: 2024 January 16 13:15.
Nurse
Nurses assist medical doctors in the care of the sick and injured.
Nurse Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Electronics Operation/TL11 (Medical) IQ/A
13
15
17
First Aid/TL9 (your species) IQ/E
12
12
14
Physician/TL9 (your species) IQ/H
10
10
11
Diagnosis/TL9 (your species) IQ/H
10
10
11
Surgery/TL9 (your species) IQ/VH
10
10
11
NBC Suit/TL11 DX/A
11
Download the GCS file: Nurse Cert.gct
Last modified: 2024 January 16 13:15.
Paramedic
Paramedics are medical emergency first responders.
Paramedic Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
NOTES
First Aid/TL9 (your species) IQ/E
13
15
17
Electronics Operation/TL11 (Medical) IQ/A
12
13
14
Diagnosis/TL9 (your species) IQ/H
11
11
12
Surgery/TL9 (your species, Trauma) IQ/H
11
11
12
general Surgery at -2
Physician/TL9 (your species) IQ/H
10
10
10
Download the GCS file: Paramedic Cert.gct
Last modified: 2024 January 16 13:15.
Pharmaceutical Assistant
Pharmaceutical Assistants assist pharmacists in the perparation of medicines.
Officers with Physiology certification have knowledge and experience with the internal make-up of several sapient species: how they're put together and how their organs function together. The primary purpose of this certification is to allow medical officers to treat multiple species without suffering an off-species penalty.
Physiology Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Physiology/TL11 (Vulcan) IQ/H
12
14
16
Physiology/TL11 (Tellarite) IQ/H
12
12
14
Physiology/TL11 (Caitian) IQ/H
12
14
Physiology/TL11 (Saurian) IQ/H
13
Customization
These above specialties should provide a broad, practical overview of the sapient species encountered by Starfleet, allowing for favorable defaults when encountering other species. Feel free to make substitutions, e.g. Andorians
instead of Vulcans.
Download the GCS file: Physiology Cert.gct
Last modified: 2024 January 16 13:15.
Primitive Medicine
Officers with a Primitive Medicine certification can locate, prepare, and administer medicinal concoctions from wild flora.
Officers with Triage certification determine the causes of injury and illness.
Triage Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Diagnosis/TL9 (your species) IQ/H
12
14
16
Electronics Operation/TL11 (Medical) IQ/A
12
12
14
First Aid/TL9 (your species) IQ/E
12
12
13
Surgery/TL9 (your species, Trauma) IQ/H
10
10
11
general Surgery at -2
Physician/TL9 (your species) IQ/H
10
10
11
NBC Suit/TL11 DX/A
11
Download the GCS file: Triage Cert.gct
Last modified: 2024 January 16 13:15.
Veterinarian
Veterinarians tend to the injuries and illnesses that are common to animals. Anything too far from the norm requires Diagnosis, Physician, and/or Surgery skills. Starfleet crosstrains so that officers with Veterinarian certification
can treat sapient species in an emergency, albeit at a lower competency.
Veterinarian Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
NOTES
Veterinary/TL9 IQ/H
12
14
16
works on people at -5
Electronics Operation/TL11 (Medical) IQ/A
11
12
13
First Aid/TL9 (your species) IQ/E
12
12
13
Diagnosis/TL9 (your species) IQ/H
10
10
12
Physician/TL9 (your species) IQ/H
10
10
12
Surgery/TL9 (your species) IQ/VH
9
9
11
Customization
A Specialist can choose to have a 12 skill in Surgery instead of Physician or Surgery, i.e. two of the three skills–Diagnosis, Physician, Surgery–need to be at 12.
Officers with Wildersness Survival can provide for their teams when living off the land. You must choose the same planet for your land Survival and Naturalist skills; this represents the planet where you trained to get the certification.
The default for a different planet of the same planet type is -4.
Wilderness Survival Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Survival (choose land specialty and planet) Per/A
12
14
16
Naturalist (choose planet) IQ/H
12
12
14
Scrounging Per/E
12
12
12
Navigation (Land) IQ/A
11
11
11
Survival (choose aquatic specialty and planet) Per/A
11
11
Navigation (Sea) IQ/A
11
11
Download the GCS file: Wilderness Cert.gct
Last modified: 1969 December 31 19:00.
Wrangler
Animal wranglers know how to handle, train, encourage, and ride animals.
Wrangler Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
NOTES
Animal Handling (Bovines e.g. cattle)-12 IQ/A
12
14
16
Animal Handling (Galliformes e.g. chickens)-12 IQ/A
11
11
12
Animal Handling (Ichthyes, i.e. fish)-12 IQ/A
11
11
12
Animal Handling (Serpentes, i.e. snakes)-12 IQ/A
11
11
12
Riding (Horse) DX/A
11
11
12
Mimicry (Animal Sounds)/TL11 IQ/H
10
11
12
Mimicry (Bird Calls)/TL11 IQ/H
10
11
12
Psychology (Experimental) IQ/A
11
Psychology (Applied) at -5
Falconry IQ/A
11
Customization
These above specialties should provide a broad, practical overview of the animal kingdom, allowing for favorable defaults when encountering other species. Feel free to make substitutions, e.g. Dogs or Equines instead of Bovines
is popular choice.
Download the GCS file: Wrangler Cert.gct
Last modified: 2024 January 16 13:15.
Lieutenants Junior Grade
Officers at this rank typically hold support positions on starships and starbases. At this rank, they had begun to prove their ability to perform acceptably in Starfleet, and typically began to take on more senior roles in command situations.–"Starfleet ranks", Memory Alpha
A Starfleet Officer template with Lieutenant Junior Grade lens represents a Starfleet officer recently promoted to lieutenant junior grade. More talented or experienced LtJG's will likely have additional abilities from their department's options (see "Options" tab below) or additional department Certifications (see "Certs." tab below) possibly working towards a block suitable for promotion to full lieutenant (see "Lt." tab below).
Lieutenant Junior Grade Lens
The Lieutenant Junior Grade lens below represents the minimum experience and training a recently promoted Starfleet officer will have added to their Starfleet Officer template. It requires choosing four Certification modules that satisfy the requirement for promotion to LtJG. The 35 points cost of this lens is an estimate.
Lieutenant Junior Grade Lens (35 points)
Advantages
1
Reputation ([5] your shipmates: small class of people, x1/3 round down; recognized all the time)
should have already been gained in play and represented by a medal or commendation
* If the minimum skill level is met, then there is no requirement to put an addition point into the skill.
† Most Certification modules cost 8 points, assuming a 12 in any attributes its skills are based on.
Customization Notes
Most Lieutenants Junior Grade will have added a few Medical Options to their character sheet as well.
Medical Doctor: The Lieutenant Junior Grade lens above assume you are being promoted from an Ensign. If you are graduating from Starfleet Medical Academy as a Medical Doctor, take the basic Medical Officer Template and then modifiy it as prescribed in the "Customization Notes" subsection immediately following the Medical Officer Template table.
Promotion
Promotion from Lieutenant Junior Grade to Lieutenant requires adding the Lieutenant lens to a Starfleet Officer template with Lieutenant Junior Grade lens. In pursuit of the Lieutenant rank, LtJG's will have acquired:
two commendations or medals (i.e. 2 points total in your Starfleet Reputation), awarded by their commanding officer (i.e. their GM)
eight Certifications which form an approved set fulfilling a lieutenant rank requirement
Adiministration skill at 11 or more
Leadership skill at 11 or more
Shiphandling skill at 12 of more for bridge officers
See the "Lt." tab below for specifics and exceptions.
Lieutenant Junior Grade Certification Blocks
In most cases, four specific Certifications combine to create a Certification block acceptable for promotion to lieutenant junior grade rank. In a few cases, there are alternative and/or additional requirements, e.g. Specialists.
Specialist
Someone who performs exceptionally well at a given certification can be promoted to Lt. JG as a specialist in that area.
To be certified as a Specialist, achive a certification at Specialist skill levels and add Teaching IQ/A skill at level 12.
Biology (by planet type)
Required Certifications…
Biology (certification, not just the skill)
Lab Assistant (Operators Dept.)
Sensors Operator (Operators Dept.)
an unspecialized Biology/TL11 skill ≥12
Forensic Pathology (choose species)
Required Certifications…
Crime Scene Investigation (Security Dept.)
Physiology (certification, not just the skill)
Triage (choose species)
the skill Surgery (choose species)-12
♥ Intern Physician (choose species)
Required Certifications…
the skill Diagnosis (choose species)-14
the skill Physician (choose species)-14
the skill Electronics Operation (Medical)-13
the skill Surgery (choose species)-11
♥ Intern Surgeon (choose species)
Required Certifications…
the skill Surgery (choose species)-14
the skill Electronics Operation (Medical)-14
the skill Diagnosis (choose species)-12
the skill Physician (choose species)-12
♥ These are technically not certification blocks. They are issued by Starfleet Medical Academy and represent a medical doctorate. Medical officers from Starfleet Medical graduate with the rank of Lieutenant J.G., either the Intern Physician or Intern Surgeon skill set, and must take the -5 character point Code of Honor (Professional) to represent their Hippocratic Oath.
Life Sciences (by planet type)
Required Certifications…
Biology (certification, not just the skill)
Chemistry (Science Dept. certification, not just the skill)
Lab Assistant (Operators Dept.)
an unspecialized Biology/TL11 skill ≥12
Life Sciences Research Assistant
Required Certifications…
Biology (certification, not just the skill)
Chemistry (Science Dept. certification, not just the skill)
Lab Assistant (Operators Dept.)
Lab Technician (Engineering Dept.)
Livestock Master
Required Certifications…
Animal Handling
Biology certification with the Zoology specialty
Life Support Technician (Engineering Dept.)
Veterinarian
Medical Research Asst.
Required Certifications…
Biology (certification, not just the skill)
Lab Assistant (Operators Dept.)
Lab Technician (Engineering Dept.)
Physiology (certification, not just the skill)
Pharmacist
Required Certifications…
Chemistry (Science Dept. certification, not just the skill)
Pharmaceutical Assistant
Primitive Medicine
Wilderness Survival
Sickbay Master
Required Certifications…
Paramedic (choose species)
Nurse (choose species)
Medical Technician (Engineering Dept.)
Triage (choose species)
the skill Electronics Operation (Medical)-14
Lieutenants
Officers at this rank typically had some command experience, and were occasionally appointed department heads on starships. Typically they were shift commanders in a department under a lieutenant commander; for example, a lieutenant commander would be chief of engineering and commander of A shift, and there would be a B and a C shift, each under a lieutenant.–"Starfleet ranks", Memory Alpha
The Starfleet Officer template with Lieutenant Junior Grade and Lieutenant lenses represents a Starfleet officer recently promoted to full Lieutenant. More talented or experienced lieutenants will likely have additional abilities from their department's options like their department's wildcard skill (see "Options" tab below) or additional department Certifications (see "Certs." tab below).
Lieutenant Lens
The Lieutenant lens below represents the minimum experience and training a recently promoted Starfleet officer will have added to their LtJG character sheet to become a full lieutenant. It requires choosing four more Certification modules to create a block of eight Certification modules that satisfy the requirement for promotion. The 45 points cost of this lens is an estimate.
Lieutenant Lens (45 points)
Advantages
1
Reputation ([5] Starfleet: large class of people, x1/2 round down; recognized sometimes, ≤10, x1/2 round down)
should have already been gained in play and represented by a 2nd medal or commendation
spend 5 points to increase rank from Lieutenant Junior Grade to Lieutenant
6
total
Lieutenant Skills
1
*
Adiministration IQ/A
skill level must be at least 11
1
*
Leadership IQ/A
skill level must be at least 11
1
*
Shiphandling/TL11 (Starship) IQ/H
only required if you serve bridge duty; skill level must be at least 12
2
total (3 if bridge duty)
Certifications
choose four most certifications that together with previously acquired certifications create a block of eight certifications that satisfy a Lt requirement
8
†
5th Certification module
8
†
6th Certification module
8
†
7th Certification module
8
†
8th Certification module
Point Summary
6
Ads/Perks/TL/Languages/Cultural Familiarity
2
Skills/Techniques
32
Certifications
40
TOTAL
Reaction Modifiers
+1
from Reputation (shipmates, all the time)
due to your 1st medal or commendation
+1
from Reputation (Starfleet, sometimes ≤10)
due to your 2nd medal or commendation
+2
from Sense of Duty (Federation)
+1
from Social Regard (Respected)
0
Status +1
Rank grants additional Status at no extra cost (B29)
* If the minimum skill level is met, then there is no requirement to put an addition point into the skill.
† Most Certification modules cost 8 points, assuming you are starting from scratch and have a 12 in any attributes its skills are based on.
Customization Notes
Most Lieutenants will have added a few Medical Options to their character sheet; the Medical! wildcard skill is now available to them.
Promotion
Promotion from Lieutenant to Lieutenant Commander requires adding the Lieutenant Commander lens to a Starfleet Officer template with Lieutenant Junior Grade and Lieutenant lenses. In pursuit of the Lieutenant Commander rank, Lieutenants will have acquired:
three commendations or medals (i.e. 3 points total in your Starfleet Reputation), awarded by their commanding officer (i.e. their GM)
eight Certifications which form an approved set fulfilling a lieutenant rank requirement
Adiministration skill at 12 or more
Leadership skill at 12 or more
Shiphandling skill at 13 of more for bridge officers
See the "Cmdr. Ranks" tab below for specifics and exceptions.
Lieutenant Certification Blocks
In most cases, eight or more specific Certifications combine to create a Certification block acceptable for promotion to lieutenant rank. In a few cases, there may be alternative and/or additional requirements.
Field Medic
Required Certifications…
Chemistry (Science Dept. certification, not just the skill)
Nurse
Paramedic
Pharmaceutical Assistant
Physiology (certification, not just the skill)
Primitive Medicine
Triage
Wilderness Survival
Life Sciences
Required Certifications…
Biology (certification, not just the skill)
Chemistry (Science Dept. certification, not just the skill)
Computer Operator (Operators Dept.)
Lab Assistant (Operators Dept.)
Lab Technician (Engineering Dept.)
Physiology (certification, not just the skill)
Sensors Operator (Operators Dept.)
the unspecialized skill Biology (Earthlike)/TL11-12
♥ Ship's Physician
Required Certifications…
Physiology (certification, not just the skill) at Specialist level
the skill Diagnosis (choose species)-14
the skill Physician (choose species)-14
the skill Electronics Operation (Medical)-13
the skill Surgery (choose species)-11
♥ Ship's Surgeon
Required Certifications…
Physiology (certification, not just the skill) at Specialist level
the skill Surgery (choose species)-14
the skill Electronics Operation (Medical)-14
the skill Diagnosis (choose species)-12
the skill Physician (choose species)-12
♥ These are reserved for medical doctors.
Commander Ranks
Lieutenant Commanders
Officers with this rank typically held positions as senior department heads on larger vessels … or serve as the executive officer of smaller or older vessels. On most starships, the second officer held this rank…. In some rare cases, a lieutenant commander could also serve as the commanding officer of a smaller vessel….–"Starfleet ranks", Memory Alpha
Typical assignments at this rank included executive officer of larger vessels … space station commander … and commanding officer of smaller vessels. An officer who held the rank of commander was expected to be able to assume command of a starship should the situation call for it. Officers at this rank typically had 10-15 years of experience in Starfleet.–"Starfleet ranks", Memory Alpha
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.
Off-Culture Default Penalties for Behavioral/Cultural-Type Skills
* 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.
Off-Species Default Penalties for Medical/Physiological-Type Skills
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.)
Species dissimilar to Group I in biochemistry and/or have significant internal organ differences including extra or unique internal organs.
-2 within Group II
-3 with Groups I, III, and IV
-4 with Group V
-5 Groups VI-IX
-6 Groups X
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.
-1 within a subgroup
-2 with other Group III subgroups
-3 with Groups I, II, IV
-4 with Group V
-5 Groups VI-IX
-6 Groups X
Subgroup a: Vulcans
Subgroup b: Andorians, Orions
IV
Mammalian species with biochemistries moderately compatible with Group I, but which have significant internal and external differences.
-3 with Groups I-III
-4 with Group V
-5 Groups VI-IX
-6 Groups X
Kzintis
V
Reptilian species with biochemistries and internal/ external differences that are significant when compared to Group I.
-1 within Va subgroup
-2 with other Group V subgroups
-4 with Group I-IV
-5 Groups VI-IX
-6 Groups X
VI
Exoskeletal species that are significantly different to Groups I-V and each other.
-5 with any other species, including other Group VI species
-6 Groups X
Jindarians, Mynieni
VII
Species that do not have individual internal organs or their equivalents, and include plantlike species.
-5 with any other species, including other Group VII species
-6 Groups X
VIII
Species that do not breath oxygen and come from subzero (though not cryogenic, see Group IX) climates.
-5 with any other species, including other Group VIII species
-6 Groups X
IX
Species that do not breath oxygen and come from cryogenic climates.
-5 with any other species, including other Group IX species
-6 Groups X
X
Species that are highly unique and defy classification.
-6 with any other species, including other Group X species
Tholians
The above table is a modified version of Zorsky Interspecies Compatibility Table that appears in GURPS Module Prime Alpha.
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.
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.
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)
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)
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
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