If your impulse upon encountering an interesting situation is to whip out your phaser and interpose yourself between your teammates and the "situation", then Security is the Department for you. Ensigns with a Security certification are ready to stand guard and patrol, provide tactical support on away missions, or assist in criminal investigations. Further certifications allow one to become a front-line combat officer or go undercover to investigate a criminal syndicate. This is the department of choice for those hoping to become the Security Chief of a starship and the division of choice for those who hope to become the Chief of Operations.
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.
Security Officer Template
The Security Officer template represents a Starfleet Command-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.
Security officers tend to see themselves in one of two ways: upholders of law and order, or front-line combatants. All benefit from high HT, Basic Speed, and Basic Move. See Security Options below for additional Security-appropriate abilities and foibles. Unlucky red-shirts can have tragically brief careers.
Bruiser: DX and ST are your most important Attributes. The Combat Reflexes advantage is a must. You are really the only kind of Security officer that should conisder the Trained By A Master and Weapon Master advantages. Consider Medical or Military Science (both Science Degrees) for your Starfleet Academy Degree. Consider Judo or Karate as your first certification.
Law Enforcer: Impove IQ (and Perception) as your skills involve finding and interpreting clues and dealing with persons of interest on a social level. It's probably okay to ignore the Security Officer Template's advanatages. Honesty is the perfect disadvantage for you; consider buying off Unluckiness if you decide to start with it. For your Starfleet Academy Degree, the Psychology Social Science Degree is an obvioius choice, but a General or Medical Science Degree could be useful as well. Consider Crime Scene Investigation as your first certification.
Soldier: DX is your most important Attribute. The Combat Reflexes advantage is a must. Enhanced Dodge will likely see far more use than either Enhanced Block or Enhanced Parry, since your phaser should prevent any of your foes getting into melee range anyway. It's hard to beat Military Science for your Starfleet Academy Degree, but general degrees like General Engineering or General Science can be useful as well. Consider Hand Phasers as your first certification; it allows you to get the most out of your phaser by making use of its wide-beam mode (i.e. you the player need to learn how cone-shaped attacks work).
Transferring in to or out of the Security 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
Security officers with the Unluckiness disadvantage must swap it with exclusive and/or italicized disadvantages from the new department and/or buy it off with unused character points. Security officers with the Security! wildcard skill will need to put the points in Security! 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.
Security Options
These advantages and skills are available to Security 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 give "red shirts" the martial prowess they are prized for.
The Disadvantages are available to Operator 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 red can only be taken by Security officers. Traits in italics can be taken by anybody, but are especially appropriate for Security officers. The Security! skill is new; see below for details.
Security Options
Advantages
15
Combat Reflexes
10
High Pain Threshold
5
Enhanced Block
15
Enhanced Dodge
10
Enhanced Parry
25
Gunslinger
30
Trained By A Master
20
Weapon Master
One specific muscle-powered weapon
25
Weapon Master
two muscle-powered weapons normally used together
30
Weapon Master
small class of muscle-powered weapons
35
Weapon Master
medium class of muscle-powered weapons
40
Weapon Master
large class of muscle-powered weapons
45
Weapon Master
all muscle-powered weapons
Disadvantage
-15
†
Charitable (≤12)
≤6 -30, ≤9 -22, ≤12 -15, ≤15 -7
-10
Code of Honor (Soldier's)
-5
†
Compulsive Generosity (≤12)
≤6 -10, ≤9 -7, ≤12 -5, ≤15 -2
-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"
-10
Pacifism (Cannot Harm Innocents)
-5
Pacifism (Reluctant Killer)
be willing to pay the consequences should you kill a recognizable person
-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 (Protect the Innocent)
-5
Vow (Uphold the Law)
-10
Unluckiness
Skill
*
Security! DX/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 Security!.
† This disadvantage's cost depends on its self-control number.
Download the GCS file: SecurityOptions.gct. Last modified: 2021 December 22 12:57.
Security! Wildcard
Security officer, LtJG rank or higher
Security lieutenants are expected to be effective personal combatants and sentries. Security! covers all beam weapons, the baton (any weapon wielded with Shortsword skill, actually), hand-to-hand combat, personal shields, even throwing "rocks" to do damage (e.g. grenades and baseballs, but not knives and boomerangs). This allows for the use, care, maintenance, modification, and assembly (but not the design) of these weapons, which includes all personal energy and melee weapons and shields, but not grenades nor explosives. On the mental side of things, Security! includes individual and small unit tactics, and large scale strategy, though the later is limited to land and sea (i.e. 2-dimensional) conflicts. Security! also covers intimidation to encourage complaint behavior, and both mundane and technological methods of monitoring people, places, and things.
Security!
Skill
Controling Attribute
Notes
Beam Weapons/TL11
DX
Armoury/TL11 (Body Armor, Melee Weapons, and Small Arms)
DX
Judo
DX
Wrestling
DX
Sumo Wrestling
DX
Karate
DX
Boxing
DX
Brawling
DX
Shortsword
DX
this is the basis for other melee weapon defaults
Fast-Draw
DX
Throwing
DX
Shield
DX
Tactics
IQ
Strategy (Land and Naval)
IQ
Intimidation
Will
Electronics Operation (Security and Surveillance)/TL11
IQ
Observation
Per
Security! skill is normally not subject to familiarity and low tech level penalties. It represents a breadth of experience allows for quickly adapting to archaic and/or alien weapons and security systems.
The Security! skill may substitute for any skill it covers for Departmental Certification purposes. E.g. Security! could cover the Judo certification, assuming a high enough Security! skill. Skills default to and from Security! skill normally. E.g. if you have Security! at Attribute+1, it only takes 4 pts to have Beam Weapson/TL11 (Pistol) at DX+2.
Security officers may borrow from the skills covered by Security! 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 Tactics skill are spent on Security! skill; this is fine so long as the Tactics skill 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
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.
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.
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.
Security Department Certifications
Crime Scene Investigation
Officers with Crime Scene Investigation certification can find clues others would miss and analyze material evidence in accordance with Federation law. When a proper forensics kit is not available, they can make due to with a tricorder
at a -5 to skill for improvised equipment.
Officers with Crowd Control certification are able to manage large groups of unruly people. Optimally, this is done with minimal injury to all invovled.
Officers with Cryptanalysis certification are familiar with Starfleet encryption protocols; they are also tasked with breaking enemy codes. Making new codes is reserved for specialist.
Cryptanalysis Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Cryptography/TL11 (Code Breaking) IQ/A
12
14
Cryptography/TL11 IQ/H
16
Mathematics/TL11 (Cryptology) IQ/H
11
12
13
Language (Klingon, Orion, or Romulan)—Spoken/Written
Officers with Explosives certification are capable of both difusing and arming explosives. Note that Nuclear Ordnance Disposal (NOD), which would include things like an unexploded antimatter torpedo, defaults to Explosive Ordinance
Disposal (EOD)-2.
Officers have the option of making NOD their primary skill instead of EOD. Usually, anti-personnel bombs are defused with EOD while ship-to-ship ordinance is defused with NOD.
Download the GCS file: Explosives Cert.gct
Last modified: 2024 January 16 13:15.
Fortifications
Officers with Fortifications certification make the best use of any natural or man-made structures they encounter. This includes using or removing existing structures and erecting new structures, assuming appropraite materials,
tools, and equipment are available.
Officers with Ground Tactics certification intelligently preapre for combat and anticipate their enemies plans. The is the brains companion to to the Security department's many brawn certifications.
Officers with Guard certification stand watch at the brig. In the field, they monitor persons of interest and can physically restrain them if need be.
Guard Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
E Op/TL11 (Security) IQ/A
12
14
16
Wrestling DX/A
12
13
14
E Op/TL11 (Surveillance) IQ/A
12
12
13
Observation Pre/A
11
11
12
Knot-Tying DX/E
10
11
13
Download the GCS file: Guard Cert.gct
Last modified: 2024 January 16 13:14.
Hand Phasers
Officers with Hand Phasers certification get the most out of their Starfleet-issue personal energy weapons. Most notabley, they receive training in the wide beam setting of Starfleet phasers.
Hand Phasers Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Beam Weapons/TL11 (Projector) DX/E
13
15
16
Beam Weapons/TL11 (Pistol) DX/E
13
14
15
Beam Weapons/TL11 (Rifle) DX/E
13
13
15
Fast-Draw (Pistol) DX/E
12
12
14
Armoury/TL11 (Small Arms) IQ/A
11
11
12
If learned at the Academy, familiarity with some of the hand disruptors used by hostile species, e.g. the Klingons, can be assumed.
Officers with Ingression certification can access locked or sealled rooms or compartments. As this is useful in damage control and rescue efforts, Medical and Security officers find the training worthwhile as well.
Ingression Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Forced Entry DX/E
12
14
16
Traps/TL11 IQ/A
12
13
14
Lockpicking/TL11 IQ/A
12
13
14
Lifting/TL11 HT/A
12
12
12
E Op (Security)/TL11 IQ/A
11
12
12
Download the GCS file: Ingression Cert.gct
Last modified: 2024 January 16 13:15.
Judo
Officers with Judo certification are consummate grapplers. Don't forget that Judo skill allows an attempt to throw your attacker after you successfully parry him.
Judo Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Judo DX/H
13
15
17†
†: A Judo Specilist must have 17 Judo skill and 8 addition character points invested in a Judo-centric martial arts style from GURPS Martial Arts.
Download the GCS file: Judo Cert.gct
Last modified: 2024 January 16 13:15.
Karate
Officers with Karate certification are consummate strikers. Don't forget to apply your damage bonus to your Karate attacks.
Karate Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
Karate DX/H
13
15
17†
†: A Karate Specilist must have 17 Karate skill and 8 addition character points invested in a Karate-centric martial arts style from GURPS Martial Arts.
Download the GCS file: Karate Cert.gct
Last modified: 2024 January 16 13:15.
Melee Weapons
Officers with Melee Weapons certification are trained to use baton and knife. While not standard issue, use of such weapons is occasionally called for, e.g. to avoid cultural contamination on a primative world.
Officers with Mobility certification can personally traverse just about any terrain. Climbing is emphasised because climbing misshaps tend to be the most debilitating.
Officers with a Weapon certification gain proficiency in a weapon of their choice. Weapons requiring a DX/H skill or that can be wielded using two or more skills will have different skill requirements; the example below assume
as weapon that is wielded using a single DX/A skill.
Weapon Skills
SKILL NAME (Specialty)
MINIMUM
EXPERT
SPECIALIST
any* melee weapon skill DX/A
13
15
17
Fast-Draw (melee weapon) DX/E
13
13
13
points in techniques
2
2
†
*: Weapons wielded by Shortsword or Knife skill are probably better handled with the Melee Weapons certification.
†: A Weapon Specialist must have 17 in their DX/A weapon skill of choice and 8 addition character points invested in a weapon-centric martial arts style from GURPS Martial Arts.
Customization
Popular weapons amoung Humans are the rapier (Rapier skill) or katana (Broadsword and Two-Handed Sword skill); amoung Vulcans the lirpa (Polearm skill) or ahn-woon (Kusari skill); amoung Andorians the ushaan-tor (Knife skill).
Download the GCS file: Weapons 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 Security 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.
Armed Combat
Prerequisites
Ground Tactics
Hand Phasers
Melee Weapons
Weapon
Combat Support
Prerequisites
Combat Engineer
Explosives
First Aid (Medical Dept.)
Ground Tactics
Enforcement
Prerequisites
Crowd Control
Guard
Hand Phasers
Melee Weapons
Field Operations
Prerequisites
Clandestinity (Counseling Dept.)
Combat Engineer
First Aid (Medical Dept.)
Wilderness Survival (Medical Dept.)
Hand-to-Hand Combat
Prerequisites
Judo
Karate
Melee Weapons
Weapon
Intelligence
Prerequisites
Cryptanalysis
In Situ Intelligence (Counseling Dept.)
Intelligence Studies (Counseling Dept.)
Security Systems Operator (Operators Dept.)
Investigator
Prerequisites
Crime Scene Investigation
Examiner (Counseling Dept.)
In Situ Intelligence (Counseling Dept.)
Security Systems Operator (Operators Dept.)
Ship Combat
Phasers and photon torpedoes are the primary weapons of most Starfleet vessels. This certification includes training and knowledge in the less common drones and missiles. Sensors allow for targeting vulnerable or vital systems and obtaining weapons lock.
Required Certifications…
Drones & Missiles (Command Division)
Electronic Warfare (Command Division)
Phasers & Photons (Command Division)
Sensors Operator (Operators Dept.)
Undercover
Prerequisites
Examiner (Counseling Dept.)
Guard
In Situ Intelligence (Counseling Dept.)
Incognito (Counseling Dept.)
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 Security Options to their character sheet.
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.
Ground Combat
While Starfleet is not a purely military organization, the protection of Federation citizens and assets are part of its mandate. Ground Combat officers effectively function as Starfleet's soldiers during peace time.
Required Certifications…
Clandestinity (Counseling Dept.)
Combat Engineer
Explosives
First Aid (Medical Dept.) (certification, not just the skill)
Ground Tactics
Hand Phasers
Judo
Karate
Melee Weapons
Weapon
Wilderness Survival (Medical Dept.)
Detective
While Starfleet is not a purely law enforcement organization, maintaining public security and upholding Federation law is part of its mandate. Detective officers investigate crimes and bring criminals to justice.
Required Certifications…
Crime Scene Investigation
Crowd Control
Cryptanalysis
Examiner (Counseling Dept.)
Guard
Hand Phasers
In Situ Intelligence (Counseling Dept.)
Incognito (Counseling Dept.)
Intelligence Studies (Counseling Dept.)
Melee Weapons
Security Systems 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
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