If your impulse upon encountering an interesting situation is to whip out your triocorder and collect data, then Science is the Department for you. Ensigns with a Science certification are ready to function with supervision conducting research or providing scientific support in the physical sciences for the Federation. (Life sciences are the purview of Medical, and social sciences the purview of Counseling.) Further certifications allow one to expand their areas of study and make use of the suite of computer, scientific, and sensor equipment available aboard a starship. This is the division of choice for those hoping to become a ship's science officer.
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.
Science Officer Template
The Science Officer template represents a Starfleet Sciences-Division
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.
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.
Most Science officer's careers terminate as the Research Manager of a starship or other facility, occasionally as Chief of Sciences Division. Some officers choose to specialize in a single field of study, never rising above Lieutenant Junior Grade. In all cases, IQ is your primary Atribute. Any Science Degree except Computer (more suited to Operators), Medical (more suited to Medical), and Military (more suited to Security or Command), is appropriate. See Science Options below for additional Science-appropriate abilities and foibles. Curious officers will place their quest for knowledge above less interesting considerations, like protocol and safety.
Labratory Scientist: Choose as your first certification Chemistry or Physics.
Planetary Surveys: Choose as your first certification Geography or Geology.
Space Scientist: Choose Astronomy as your first certification.
Promotion
Promotion from ensign to lieutenant junior grade requires adding the Lieutenant Junior Grade lens to a Starfleet Officer template. In pursuit of the Lieutenant rank, most ensigns's will have acquired:
a commendation or medal (i.e. a 1 point Starfleet Reputation), awarded by their commanding officer (i.e. their GM)
four Certifications which form an approved set fulfilling a LtJG rank requirement
Adiministration skill at 10 or more
Leadership skill at 10 or more
Shiphandling skill at 11 of more for bridge officers
See the "LtJG." tab below for specifics and exceptions.
Transferring in to or out of the Science Division
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
Science officer with the Curious and/or Oblivious disadvantages may swap them with exclusive and/or italicized disadvantages from the new department and/or buy them off with unused character points. Science officers with the Science! wildcard skill will need to put the points in Science! 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.
Science Options
These advantages and skills are available to Science officers both during character creation and later by spending earned character points. They do not require GM permission to add to your character sheet. They ensure Academic officers always have something to contribute.
The Disadvantages are available to Science 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 pure Science officers, no Counseling nor Medical officers. Traits in italics can be taken by anybody, but are especially appropriate for Science officers. The Science! skill is new; see below for details.
Academic Options
Advantages
2
Absolute Timing
5
Eidetic Memory
10
Photographic Memory
you may do this in two stages: 1st Eidetic Memory (5 pts), then Photographic Memory (10 pts)
2
Lightning Calculator
5
Intuitive Mathematician
8
**
Super-Memorization
(B71)
16
/lvl
Wild Talent (Focused-Mental)
Disadvantages
-15
†
Charitable (≤12)
≤6 -30, ≤9 -22, ≤12 -15, ≤15 -7
-5
†
Compulsive Generosity (≤12)
≤6 -10, ≤9 -7, ≤12 -5, ≤15 -2
-5
†
Curious (≤12)
† ≤15:-2 pts, ≤9:-7pts, ≤6:-10pts [B129]
-5
Guilt Complex
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"
-5
Oblivious
standard nerd
-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)
-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)
-5
Vow (Uphold the Law)
Skill
*
Science! 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 Engineering!.
** The cost of Super-Memorization is 5 points base + 3 points per point of abilities. So Super-Memorization 1 (1) would cost 8 points and allow you to add any skill or mental advantage at the 1 point level. E.g. you could cram before a mission to learn Area Knowledge (new city), an easy skill, at IQ; or Driving (Automobile), and average skill, at DX-1. Super-Memorization 2 (1, 2) would cost 19 points (5x2 + 3x1 + 3x2) and allow you to learn both Area Knowledge (new city) at IQ and Driving (Automobile) at DX.
† This disadvantage's cost depends on its self-control number.
Download the GCS file: ScienceOptions.gct. Last modified: 1969 December 31 19:00.
Science! Wildcard Skill
Science officer, LtJG rank or higher
Science lieutenants have a breadth of academic knowledge covering all natural science. (The social sciences are the purview of the Counseling Departments.) They are familiar with the use of data collection equipment, and in the proper care and handling of hazardous materials.
Science!
Skill
Controling Attribute
Astronomy/TL
IQ
Biology/TL
IQ
Chemistry/TL
IQ
Physics/TL
IQ
Geology/TL
IQ
Geography/TL
IQ
Metallurgy/TL
IQ
Prospecting/TL
IQ
Meteorology/TL
IQ
Mathematics/TL
IQ
Electronics Operation/TL (Scientific and Sensors)
IQ
Hazardous Materials/TL
IQ
NBC Suit/TL
DX
Science! skill is normally not subject to familiarity, planet type, and low tech level penalties. It represents a breadth of experience which renders one knowledgeable no matter how alien the planet. Skills default to and from Science! skill normally. E.g. if you have Science! at Attribute+1, it only takes 4 pts to have Astronomy/TL11 at IQ+2; and most non-Scientific/Sensors specalities of Electronics Operation default to Adademics!-4.
The Science! skill may substitute for any skill it covers for Departmental Certification purposes. E.g. Since Science! covers every skill in the Astronomy certification, the skill requirements of that certification could be satisfied by having a high enough Science! skill. Skills default to and from Science! skill normally. E.g. if you have Science! at Attribute+1, it only takes 4 pts to have Geology at IQ+2; but that extra +1 would be subject to planet-type penalties.
Science officers may borrow from the skills covered by Science! to help purchase or improve it, as long as doing so does not lower the final skill level of the skill borrowed from. E.g. character points borrowed from Electronics Operation/TL11 (Scientific) skill are spent on Science! skill; this is fine so long as the Electronics Operation/TL11 (Scientific) skill level ends up no lower than it was before.
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.
Science-Departement Certifications
Astronomy
Officers with Astronomy certification understand natural galactic phenomena. They know the layout of the galaxy in general and the location of notable systems in particular. However, this certification does not impart any navigation or piloting abilites. Note that the Physics certification offers an Astrophysics specialty.
Astronomy Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Astronomy/TL11 IQ/H
12
14
16
Area Knowledge (Galaxy) IQ/E
12
12
13
Electronics Operation/TL11 (Sensors)/TL11 IQ/A
11
11
13
Mathematics (Applied) IQ/H
10
10
11
Physics/TL11 IQ/VH
9
9
11
Download the GCS file: Astronomy Cert.gct
Last modified: 2024 January 16 13:15.
Chemistry
Officers with Chemistry certification understand matter: what it's composed of and how to synthesize it when possible.
Chemistry Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Chemistry/TL11 IQ/H
12
14
16
NBC Suit/TL11 DX/A
11
11
12
Hazardous Materials (Chemical) 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
Metallurgy/TL11 IQ/H
10
10
12
Current Affairs/TL11 (Science & Technology) IQ/E
12
Download the GCS file: Chemistry Cert.gct
Last modified: 2024 January 16 13:14.
Geography
Officers with Geography certification know about and study the surfaces of planets. On new worlds, they could map the terrain and predict the weather. This certification differs from the Geology certification in that Geography
is geared towards planetary surfaces, whereas Geology is geared towards planetary interiors, although there is significant overlap.
Geography Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
NOTES
Geography/TL11 (Physical, Earthlike) IQ/H
12
14
16
other planet types at -4 penalty
Cartography/TL11 IQ/A
11
12
14
Meteorology/TL11 (Earthlike) IQ/A
11
12
13
other planet types at -4 penalty
Geology/TL11 (Earthlike) IQ/H
10
11
13
other planet types at -4 penalty
Electronics Operation/TL11 (Sensors)/TL11 IQ/A
11
11
12
Electronics Operation/TL11 (Scientific)/TL11 IQ/A
11
11
12
Customization
It is assumed the Geolography, Geology, and Meteorology skills' specialty 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: Geography Cert.gct
Last modified: 2024 January 16 13:15.
Geology
Officers with Geology certification know about and study the structure of planets. On new worlds, they could map the terrain and locate natural resources. This certification differs from the Geography certification in that Geology
is geared towards planetary interiors, whereas Geography is geared towards planetary surfaces, although there is significant overlap.
Geology Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
NOTES
Geology/TL11 (Earthlike) IQ/H
12
14
16
other planet types at -4
Geography/TL11 (Physical, Earthlike) IQ/H
10
11
13
other planet types at -4
Prospecting/TL11 IQ/A
11
11
13
Cartography/TL11 IQ/A
11
11
12
Electronics Operation/TL11 (Sensors)/TL11 IQ/A
11
11
12
Electronics Operation/TL11 (Scientific)/TL11 IQ/A
11
11
12
Engineer/TL11 (Mining) IQ/H
11
Customization
It is assumed the Geology and Geolography skills' specialty 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: Geology Cert.gct
Last modified: 2024 January 16 13:15.
Mathematics
Officers with the Mathematics certification use the language of numbers to solve problems.
Mathematics Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Mathematics/TL11 (Pure) IQ/H
12
14
16
Mathematics/TL11 (Applied) IQ/H
11
11
13
Mathematics/TL11 (Statistics) IQ/H
11
11
12
Mathematics/TL11 (Cryptology) IQ/H
11
Mathematics/TL11 (Computer Science) IQ/H
10
Mathematics/TL11 (Surveying) IQ/H
10
Customization
The arrangement of the specialties above are typical, but any arrangement is allowed. See B207 for a description of each.
Download the GCS file: Mathematics Cert.gct
Last modified: 2024 January 16 13:15.
Physics (choose specialty)
Officers with Physics certification understand the processes which govern the interactions between matter and energy. The exact skills depend on which Physics specialty is taken.
Physics Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
NOTES
Physics/TL11 (choose specialty from list in "NOTES" column) IQ/H
It is assumed the Geology skill's specialty 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].
Officers with Planetary Atmospheres certification study the weather and climate of planets and moons. They can predict the weather and determine the harmfulness of a new worlds' atmospheres.
Planetary Atmospheres Certification Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
NOTES
Meteorology/TL11 (Earthlike) IQ/A
12
14
16
other planet types at -4
Meteorology/TL11 (Hostile Terrestrial) IQ/A
11
11
12
Chemistry/TL11 IQ/H
10
11
12
Poisons/TL11 IQ/H
10
11
12
Electronics Operation/TL11 (Sensors)/TL11 IQ/A
11
11
12
Electronics Operation/TL11 (Scientific)/TL11 IQ/A
11
11
12
NBC Suit/TL11 DX/A
11
11
13
Customization
It is assumed your primary Meteorology skill's planet specialty will be Earthlike, as this offers this greatest opportunity for adventure. Other options are available however, for either your primary or secondary Meteorology skills: Gas Giants, Hostile Terrestrial, Ice Dwarfs, Ice Worlds, Rock Worlds [B180]. Specialists may choose either Chemistry or Poisons as their 13-level skill instead of NBC Suit.
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 Science Options to their character sheet as well.
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.
Astrobiology
Required Certifications…
Biology (Medical certification, not just the skill)
Chemistry (certification, not just the skill)
Geography (certification, not just the skill)
Lab Assistant (Operators Dept.)
Astrometrics
Required Certifications…
Astronomy (certification, not just the skill)
Navigation (Command Div.)
Physics (Astrophysics) (certification, not just the skill)
Sensors Operator (Operators Dept.)
Materials Science
Required Certifications…
Chemistry (certification, not just the skill)
Lab Assistant (Operators Dept.)
Machinist (Engineering Dept.)
Physics (Geophysics or Nuclear) (certification, not just the skill)
Physical Sciences Research Assistant
Physical Sciences Research Assistans ensure that equipment is functioning properly and data is securly recored.
Required Certifications…
Chemistry (certification, not just the skill)
Lab Assistant (Operators Dept.)
Lab Technician (Engineering Dept.)
Physics (certification, not just the skill)
Physics
Required Certifications…
Lab Assistant (Operators Dept.)
Physics (certification, not just the skill)
Sensors Operator (Operators Dept.)
an unspecialized Physics/TL11 skill ≥12
Planetary Science (by planet type)
A Planetary Science certification equips one to understand the physical aspects of new worlds.
Required Certifications…
Biology, Chemistry, or Physics (certification, not just the skill)
Geography (certification, not just the skill)
Geology (certification, not just the skill)
Planetary Atmospheres
Customization
It is assumed your various skills' planet specialty will be Earthlike, as this offers this greatest opportunity for adventure. Other planet specialties (B180) are available; your planet-type specialty should be consistent throughout your certification block.
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 Science Options to their character sheet; the Science! 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.
Natural Sciences
Required Certifications…
Astronomy (certification, not just the skill)
Biology (Medical certification, not just the skill)
Chemistry (certification, not just the skill)
Geology (certification, not just the skill)
Lab Assistant (Operators Dept.)
Lab Technician (Engineering Dept.)
Physics (certification, not just the skill)
Sensors Operator (Operators Dept.)
an unspecialized Biology/TL11 skill ≥12
an unspecialized Physics/TL11 skill ≥12
Physical Sciences
Required Certifications…
Astronomy (certification, not just the skill)
Chemistry (certification, not just the skill)
Geology (certification, not just the skill)
Lab Assistant (Operators Dept.)
Lab Technician (Engineering Dept.)
Physics (certification, not just the skill)
Sensors Operator (Operators Dept.)
an unspecialized Physics/TL11 skill ≥13
Planetary Sciences
Required Certifications…
Biology (Medical certification, not just the skill)
Chemistry (certification, not just the skill)
Physics (Geophysics) (certification, not just the skill)
Geography (certification, not just the skill)
Geology (certification, not just the skill)
Lab Assistant (Operators Dept.)
Lab Technician (Engineering Dept.)
Planetary Atmospheres
Sensors Operator (Operators Dept.)
an unspecialized Biology/TL11 skill ≥12
an unspecialized Physics/TL11 skill ≥12
Space Sciences
Required Certifications…
Astronomy (certification, not just the skill)
Biology (Medical certification, not just the skill)
Chemistry (certification, not just the skill)
Lab Assistant (Operators Dept.)
Lab Technician (Engineering Dept.)
Physics (Astrophysics) (certification, not just the skill)
Physics (Geophysics) (certification, not just the skill)
Physics (Hyperspace) (certification, not just the skill)
Physics (Nuclear) (certification, not just the skill)
Physics (Plasma) (certification, not just the skill)
Physics (Quantum) (certification, not just the skill)
Physics (Stellar) (certification, not just the skill)
Sensors Operator (Operators Dept.)
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
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
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