SECTION NINE - SKILLS
Table of Contents - Section Nine
Armoury: Beam Handguns (M/A) (defaults:
IQ-5, or Beam Weapons: Phasers-6)
Covers design, construction, repair, modifications, and
maintenance of all small hand-held weapons such as the Phaser I and Phaser
II. Unfamiliar weaponry is at -4. See p. B53 and p. S34 for more info.
Armoury: Phaser Cannon (M/A) (defaults:
IQ-5, or Gunner: Phaser Cannon-6)
Covers design, construction, repair, modifications, and
maintenance of Phaser Cannons, which are used for point defense around a
Starship, as well as the transportable models used for ground attack
support. There are two types of Phaser Cannons, Light and Heavy. Both are
covered by this skill. See p. B53 and p. S34 for more information.
Armoury: Photon Torpedoes (M/A)
(defaults: IQ-5, or Gunner: Photon Torpedoes-6)
Covers design, construction, repair, modifications, and
maintenance of the ship’s Photon Torpedo systems. See p. B53 and p. S34 for
more information.
Armoury: Starship Phasers (M/A)
(defaults: IQ-5, or Gunner: Starship Phasers-6)
Covers design, construction, repair, modifications, and
maintenance of a Starship’s Phaser banks. See p. B53 and p. S34 for more
information.
Astrogation: Warp Drive (M/A) (defaults:
Navigation-5, Astronomy-4, Mathematics-4)
Covers taking a starship from one place to another. Also
covers star mapping and charting a course through space. Conn officers study
Astrogation: Warp Drive to know where the ship is currently, where it is
going, and how soon it will arrive. This skill is also used to plot
intercept courses with another vessel or object in space, as well as make
other special maneuvers in space. See p. B59 and p. S34 for more
information.
Astrophysics (M/H) (defaults: IQ-6)
(prerequisites: Physics 12+, Mathematics 12+)
A very exacting science in Trek’s time. It includes:
stellar growth and decay, planetary and stellar ballistics, some stellar
cartography, etc.
Beam Weapons: Phaser (P/E) (defaults:
DX-4, or other Beam Weapon skill-4)
This is the ability to operate standard hand-held
Federation Phasers. See p. B49 and p. S34 for more information.
Comparative Archaeology: (specialization) (M/H)
(defaults: IQ-6, or Comparative Archaeology: (other)-4) (prerequ.
Archaeology 12+)
A study of the ancient archaeology (buildings and
structures) of a particular race or planet. Each race or culture studied
must be specified and studied separately. When a player is studying a race
similar to one that they have knowledge of, they may apply a -4 to their
Comparative Archaeology skill roll to determine how environmental and
technological factors would influence the development of that culture’s
buildings and architecture. Thus, a player could hypothesize on how the
introduction of high TL inventions (for instance) would cause the culture to
diverge from its normal development.
Computer Operations (M/E) (defaults:
IQ-4)
Computers are used to analyze data for nearly all
purposes. Computer Operations includes some types of operation of Tricorders
and all PADD use. See p. B58 for more info.
Modifiers: Most computer operations will be at skill level
+3, because the systems are so advanced. Tricorder operations are the
exception to this, unless they are linked to the ship’s computer banks
directly.
Driving/TL 11: (vehicle type) (P/A)
(defaults: IQ-5 or DX-5)
The ability to operate modern Federation ground vehicles.
Each type of ground vehicle is a separate skill. See p. B69 and p. S34 for
more info. Also see p. B69 for info on other TL vehicle driving skills.
Electronics Operations: Communications (M/A)
(defaults: IQ-5, or Electronics: Communications-3)
Covers knowledge of hailing frequencies and how to use
them, Federation codes, operation of communications equipment, and other
standard and emergency communications procedures of Starfleet. It includes
basic information about log recordings, message buoys, personal
communicators, and sub-space communications. It can also be used to try to
recognize ancient and/or alien methods of communication at -4. It also
covers operations of Comm-badges and other personal communicators. See p.
B58 for more information.
Electronics Operations: Deflector Shields (M/A)
(defaults: IQ-5, or Electronics: Deflector Shields-3)
Covers knowledge of Starship Deflector Shields and how to
use them, as well as methods for strengthening the shields and switching
power from one shield to another under different situations. Personal
Deflectors are also covered by this skill. See p. B58 for more info.
Electronics Operations: Holographics (M/A)
(defaults: IQ-5, or Electronics: Holographics-3)
Covers operation of the Holographic equipment on most
Federation starships, including Holographic Rec Decks. Includes information
about programming certain sequences into the Holographic memory modules in
order to create different scenarios. It also includes information on how to
defeat the safety interlocks and make these scenarios more dangerous, or
even deadly. See p. B58 for more information.
Electronics Operations: Life-Support (M/A)
(defaults: IQ-5, or Electronics: Life-Support-3)
Covers operations of all personal Federation life-support
systems. Includes the Life-Support Belts worn on some missions, but does not
include Vacc Suit Operations, which is covered by a separate skill. It also
includes Life-Support equipment used by doctors and nurses. It does not
include ship-based life-support equipment - that is covered by Engineering
and/or Mechanic. See p. B58 for more info.
Electronics Operations: Medical (M/A)
(defaults: IQ-5, or Electronics: Medical-3)
Covers operation of all Federation electronic medical
devices. The ability to read and interpret the information gained by such
medical equipment is also conferred, but a working knowledge of the medical
terms, symptoms, diseases, and cures is also required in order to use such
information properly. For instance, a medical student who had not taken this
skill could probably use the IQ default with no additional minuses. See p.
B58 for more information.
Electronics Operations: Phaser Cannons (M/A)
(defaults: IQ-5, or Electronics-3)
Covers electronic operations of Phaser Cannons. This skill
is necessary in order to operate Phaser Cannons. See p. S34 and p. B58 for
more info.
Electronics Operations: Photon Torpedos (M/A)
(defaults: IQ-5, or Electronics-3)
Covers electronic operations of Photon Torpedos. This
skill is necessary in order to operate Photon Torpedo launching systems. See
p. S34 and p. B58 for more info.
Electronics Operations: Security Systems (M/A)
(defaults: IQ-5, or Electronics: Security Systems-3)
Covers operation of the ship’s internal security systems,
and includes all intruder control systems, as well as operation of the
ship’s brig. See p. B58 for more information.
Electronics Operations: Sensors (M/A)
(defaults: IQ-5, or Electronics: Sensors-3)
Covers operation of the ship’s probing sensors, which can
detect life or energy sources (among other things) in other ships and on
planetary surfaces. The ship’s sensors can also provide data on planetary
gravity and climate from standard orbit, and can be used to detect moving
objects in space that are likely to pass near the ship at long range. It
also covers most types of Tricorder use. See p. S34 for more information.
Electronics Operations: Starship Phasers (M/A)
(defaults: IQ-5, or Electronics-3)
Covers electronic operation of Starship Phasers. This
skill is necessary in order to operate Starship Phasers. See p. B58 and p.
S34 for more info.
Electronics Operations: Transporters (M/A)
(defaults: IQ-5, or Electronics: Transporters-3)
Covers operation of Federation Transporters. Further info
on Federation Transporters is included in Section 4. See p. B58 for more
info.
Electronics: Bioneural Circuitry (M/H)
(defaults: Electronics: (other)-4)
Covers installation, maintenance, and repair of bioneural
gel packs, which are an experimental system currently being tested by the
Federation on Intrepid-class Starships. Bioneural circuitry is alive, and as
such, is quicker than conventional circuitry, but it must be kept from
extreme heat and sources of infection, both of which can kill it. This skill
is still rare, as there are currently only four Intrepid-class ships in
service. (This skill is available only in TNG or later campaigns)
Electronics: Communications (M/H)
(defaults: Electronics: (other)-4)
Covers construction and repair of all Federation
communication systems. It includes the technical skills and knowledge
involved in modern Federation communications devices, including repair,
manufacture, and design. It also includes information on how to modify
Federation equipment for different uses. Additionally, it includes
information on repairing such items as message buoys, log recorders,
personal communicators, and sub-space communications stations. See p. B60
for more information.
Electronics: Computers (M/H) (defaults:
Electronics: (other)-4)
Covers the technical side of computers, and includes info
on how to design, build, and most importantly, repair them. See p. B60 for
more information.
Electronics: Deflector Shields (M/H)
(defaults: Electronics: (other)-4)
Covers construction and repair of the devices that produce
the ship’s protective screens, which protect it from stray meteors and other
space junk, as well as energy and missile attacks in combat. It also covers
the technology behind Tractor Beams and Pressor Beams. A successful roll
with this skill made during Starship combat will allow the player to use two
points of shielding (DF) over and above the power from the engines. This
does not represent an actual expenditure of more power, but rather is the
more efficient use of the power available by the player. See p. B60 for more
information.
Electronics: Holographics (M/H)
(defaults: Electronics: (other)-4)
Covers construction and repair of the Holographic
equipment on Federation vessels. It could also be used to help override
Holographic programming by others. It is used for Holodecks and on other
Holographic equipment. See p. B60 for more information.
Electronics: Life-Support (M/H)
(defaults: Electronics: (other)-4)
Covers construction and repair of all personal
life-support machinery. Characters possessing this skill may also be called
upon to repair and/or modify personal life-support equipment, such as the
Life-Support Belts used by Starfleet personnel. Construction and/or repair
of ship based life-support equipment is covered by Engineering and/or
Mechanic. See p. B60 for more information.
Electronics: Medical (M/H) (defaults:
Electronics: (other)-4)
Covers construction and repair of the various types of
electronic medical equipment used in the standard Federation ship’s sickbay.
This skill does not include construction or repair of life-support
equipment, but it does include the standard Medical Tricorder. See p. B60
for more info.
Electronics: Robotics (M/H) (defaults:
Electronics: (other)-4)
Covers construction and repair of all electronic systems
used in Federation robotics, especially robotic electronic brains. It does
not cover non-electronic robotic systems. See p. B60 for more information.
Electronics: Security Systems (M/H)
(defaults: Electronics: (other)-4)
Covers construction and repair of all electronically-based
ship’s internal security systems. It includes all repairs, maintenance, and
modification to the force screens used in the ship’s brig, as well as
intruder defense and detection. It does not include internal Phasers, but
does include all other intruder subdual systems. A successful roll with this
skill can repair one point of damage taken to the ship’s security systems.
It can also be used to increase the power in the ship’s security systems.
See p. B60 for more information.
Electronics: Sensors (M/H) (defaults:
Electronics: (other)-4)
Covers construction and repair of the data collection
sensors on board Federation ships as well as the stations used to interpret
that data. A successful roll with this skill can also return one point of
damage lost by the ship’s sensors. See p. B60 for more information.
Electronics: Transporters (M/H)
(defaults: Electronics: (other)-4)
Covers construction and repair of the electronic systems
of the matter transmitters used on all Federation vessels. Repair to
non-Federation Transporters is at -4 (or worse). Saving throws on this skill
should be made to correct Transporter malfunctions, or modify existing
Transporter programming. See p. B60 for more information.
Engineer: Antimatter Reactors (M/H)
(defaults: Mechanic: Antimatter Reactors-6) (prerequisites: Engineer: Fusion
Reactors)
Covers designing and constructing Federation-type
antimatter reactors. It can also be used to modify alien equipment at -4. It
is used in tandem with Engineer: Warp Drive to power the ship’s hyperlight
engines. See p. B60 and p. S35 for more information.
Engineer: Fission Reactors (M/H)
(defaults: Mechanic: Fission Reactors-6) (prerequisites: Nuclear Physics
(see p. B61))
Covers designing and constructing Federation fission
reactors. Fission reactors are no longer used by most Federation worlds, but
skill in this area may be needed for use on older outposts and
non-Federation worlds. See p. B60 and p. S35 for more information.
Engineer: Fusion Reactors (M/H)
(defaults: Mechanic: Fusion Reactors-6) (prerequisites: Engineer: Fission
Reactors)
Covers designing and constructing Federation fusion
reactors. Most Federation worlds have upgraded their power generation
systems to fusion reactors. Advanced fusion reactors provide thrust for the
Impulse Drive engines and the power for many of the ship’s systems. See p.
B60 and p. S35 for more info.
Engineer: Impulse Drive (M/H) (defaults:
Mechanic: Impulse Drive-6) (prerequisites: Engineer: Fusion Reactors -and-
Engineer: Subspace Field Generators -and- Engineer: Reaction Drives)
Covers designing and constructing the standard Impulse
drives used on all Federation ships. It does not include the advanced fusion
reactors that provide thrust for those drives. See p. B60 and p. S35 for
more info.
Engineer: Life-Support (M/H) (defaults:
Mechanic: Life-Support-6)
Covers designing and constructing the standard
non-electronic life-support systems used on Federation Starships. It is also
used on the life-support systems in the ship’s sickbay, as well as
extravehicular life-support systems, such as Life-Support Belts and
environmental suits. See p. B60 and p. S35 for more info.
Engineer: Reaction Drives (M/H)
(defaults: Mechanic: Reaction Drives-6)
Covers the standard Federation ship thrusters, and allows
the character with this skill to design and build such systems. The plasma
created by the Impulse engines is used to create the thrust for these
systems. It can also be used as a prerequisite for Impulse Drive skill. See
p. B60 and p. S35 for more information.
Engineer: Robotics (M/H) (defaults:
Mechanic: Robotics-6)
Covers designing and constructing robotic equipment used
in the Federation. It can only be used to design robotic bodies. The skill
used to construct a robotic brain would be Electronics. See p. B60 and p.
S35 for more info.
Engineer: Subspace Field Generators (M/H)
(defaults: Mechanic: Subspace Field Generators-6) (prerequisites: Subspace
Mechanics)
This skill is used to build and design the ship’s Inertial
Damping Fields (IDF’s), Structural Integrity Fields (SIF’s), artificial
gravity nets, and certain components of both the Impulse engines (driver
coils), and Warp engines (Warp field coils). A roll can be made against this
skill to increase the IDF’s ability to cancel G’s of acceleration, and the
SIF’s strength (increasing hull HT) as per p. S35 - fine tuning and
emergency power.
Engineer: Warp Drives (M/H) (defaults:
Mechanic: Warp Drive-6) (prerequisites: Engineer: Antimatter Reactors -and-
Engineer: Subspace Field Generators)
Covers designing and constructing the Warp drive
mechanisms used on all Federation ships. Knowledge of Engineering:
Antimatter Reactors is also required for effective use of this skill. See p.
B60 and p. S35 for more information.
General Services: (specialty) (M/A)
(defaults: IQ-5)
Covers all of the "red-uniform" jobs not covered by any
other skills, including: food services, clerical and/or administrative
duties. This skill would be important for a Captain’s Yeoman, and desirable
for anyone wishing to have knowledge about how the ship’s crew functions
together. Each separate general skill, such as Quartermaster, Cook, Clerk,
etc., would be taken separately. Note that the actual skills used in this
position are covered by another regular GURPS skill, such as: Accounting,
Law, History, etc.
Genetics/TL (M/VH) (defaults:
Biochemistry-5, or Physiology-5)
The study of genetics and heredity. See p. B61 and p. S35
for more information.
Gunner: Phaser Cannon (P/A) (defaults:
DX-5, or Beam Weapons: Phaser-3)
Covers aiming and firing the Phaser Cannons used for heavy
Phaser bombardment when pinpoint ground accuracy is required. Phaser Cannons
can be mounted on a stable chassis to increase accuracy (+3), or in
cyberslave mounts (p. V98), or on mobile platforms such as ground vehicles.
Also note that the multiscanner rangefinder (p. V77) divides the speed/range
modifiers by 3, or adds +3 to hit, depending on individual GM’s. See p. B50
for more info.
Gunner: Photon Torpedoes (P/A) (defaults:
DX-5, Gunner: Starship Phasers-2, or Gunner: Phaser Cannon-3)
Covers aiming and firing the Photon Torpedo systems found
on most Federation Starships. Photon Torpedoes are autonomous seeking
weapons (Guided Missiles - p. V124-129). The player makes a roll to launch,
and then the torpedoes track and attack targets according to their own skill
rating. See p. B50 for more information.
Gunner: Starship Phasers (P/A) (defaults:
DX-5, Gunner: Photon Torpedoes-2, or Gunner: Phaser Cannon-3)
Covers aiming and firing the Phaser arrays found on most
Federation starships. The Phasers are in Cyberslave mounts (see p. V98)
which halve SS. The multiscanner rangefinder (p. V77) also divide the
speed/range modifiers by 3 (or add +3 to hitdepending on individual GM’s).
This skill is usually possessed by the Tactical Officer. See p. B50 for more
info.
History: Federation (M/H) (defaults:
IQ-6)
Knowledge of the history of the United Federation of
Planets. This includes significant dates, periods, and events in the
development of the UFP, as well as its military history. A historian might
(at the GM’s discretion) be allowed to remember a useful parallel in a given
situation. See p. B61 for more information.
History: (specialty) (M/H) (defaults:
IQ-6, or Comparative Archaeology-5)
Specializations in History: (Planet/Race) are taken by
people interested in the history of a specific planet and/or race. This is
the "other half" of the old skill "Racial Culture/ History". See p. B61 for
more information.
Language: (language) (varies) (defaults:
varies)
Covers terrestrial and alien languages. It can be extended
to include ancient and written languages, or languages that are so non-human
so as to not even be sound based, such as flashing lights, waving tentacles,
etc. The communicator must use mechanical devices to convey or receive that
type of info.
Even with the use of the Universal Translator, some people
will still be fascinated by languages. Each individual language is a
separate skill. Your native language defaults to your IQ. Other languages
have no default unless they are very closely related. In such a case, either
language can default to the other with a small minus. Starfleet personnel
are required to learn Federation Standard, if it is not their native
language. This language has become a popular second language among
Federation members, and many non-Federation races as well. See p. B54-55 and
p. S35 for more information.
Examples include: Klingon (M/H), Tellarite (M/A), Andorian
(M/A), Bynar (M/VH), and others.
Law: Federation (M/H) (defaults: IQ-6)
Rules and regulations of the United Federation of Planets,
including the non-interference directive (Prime Directive), and regulations
of Starfleet. Includes some basic knowledge of the laws of most Federation
member planets and cultures. See p. B58 for more information.
Modifiers: +4 if dealing with the laws of your specific
world. A successful roll allows you to determine, deduce, or figure out the
answer to a question about the law. Remember, few legal questions have
completely clear-cut answers - even experts will hedge any advice.
Life-Support Belt Operations (M/E)
(defaults: IQ-4, or Vacc Suit Operations-2)
The Life-Support Belt protects Federation personnel while
in some types of hostile environments. It is primarily a self-contained
forcefield generator that protects the wearer for a limited amount of time.
The Federation LSB has a built-in rebreather mechanism. It is similar to the
one described in GURPS: Ultra-Tech (p. UT93 - sidebar), but the Federation’s
saurium krellide power cell keeps it functioning much longer. It is only
designed for certain conditions, and cannot substitute for a Vacc Suit. For
example, the LSB cannot protect against radiation or vacuum.
Note: This skill is also covered by Electronics
Operations: Life-Support, but Life-Support Belt Operations does not cover
any other life-support equipment.
For GM information: the LSB is PD 0, DR 0, weighs 1 kg.,
and works for about 8 hours on a fully charged power cell.
Mechanic: Antimatter Reactors (M/A)
(defaults: IQ-5, or Engineer: Antimatter Reactors-4)
Covers repairs and modifications to the Antimatter
reactors aboard Federation ships. It also covers diagnosis of problems with
the antimatter reactors. See p. B54 for more info.
Mechanic: Fission Reactors (M/A)
(defaults: IQ-5, or Engineer: Fission Reactors-4)
Covers repairs and modifications to the old-style fission
reactors found on some older outposts and some non-Federation worlds. Most
Federation worlds have upgraded these old-style reactors with cleaner,
non-polluting fusion reactors. See p. B54 for more information.
Mechanic: Fusion Reactors (M/A)
(defaults: IQ-5, or Engineer: Fusion Reactors-4)
Covers repairs and modifications to fusion reactors found
on most Federation ships and planets. Federation ships use advanced fusion
reactors to provide fuel for the Impulse Drives and for the maneuvering
thrusters. Most Federation member planets have upgraded their energy
producing systems to advanced fusion types. See p. B54 for more information.
Mechanic: Impulse Drive (M/A) (defaults:
IQ-5, or Engineer: Impulse Drive-4)
Knowledge of the Impulse engines used on all Federation
Starships. Includes knowledge of fuel mix formulas, plus how to restart
engines when necessary, as well as perform normal maintenance and repair. In
Starship combat, a character making a saving throw with this skill can
utilize the Impulse engines to increase power to whichever system needs it
by one factor. This roll can also be used to increase speed without burning
any additional fuel. It represents a more efficient method of utilizing fuel
flow. Also, this roll can be used to bring back one point of damage lost
(HT) by Impulse engines. In either case, a critical success will restore two
points of power instead of one. A roll can be made in this manner each turn,
unless a failure is rolled. In that case, the ability to maintain the extra
power production is merely lost. See p. B54 for more information.
Mechanic: Reaction Drive (M/A) (defaults:
IQ-5, or Engineer: Reaction Drive-4)
Covers repairs and modifications to the docking thrusters
used on most Federation vessels. See p. B54 for more information.
Mechanic: Robotics (M/A) (defaults: IQ-5,
or Engineer: Robotics-4)
Covers repairs and modifications for all Federation
robotic equipment. It does not cover robotic brains or other electronic
robotic systems. It can also be used as a default on alien robotic systems
at -4. See p. B54 for more info.
Mechanic: Subspace Field Generators (M/A)
(defaults: IQ-5, or Engineer: Subspace Field Generators-4)
This skill is used for repairs and modifications to the
ship’s Inertial Damping Fields (IDF’s), Structural Integrity Fields (SIF’s),
artificial gravity nets, and certain components of both the Impulse engines
(driver coils) and the Warp engines (Warp field coils). A roll can be made
against this skill to increase the IDF’s ability to cancel G’s of
acceleration, and/or the SIF’s strength (increasing hull HT).
Mechanic: Warp Drive (M/A) (defaults:
IQ-5, or Engineer: Warp Drive-4)
Knowledge of matter/antimatter fuel mix formulas, cold
starting the engines in emergencies, and maintaining the Warp drive, as well
as making any emergency repairs. In Starship combat, a character making a
saving throw with this skill may "nurse the engines along" and manage to
pull out one additional unit of power from them (for one turn only), or to
allow the engines to increase Warp speed by two steps in one Starship combat
turn (instead of the usual one step per turn). Also, the Engineering Officer
may roll to reduce the amount of stress and/or damage that has been applied
to the engines, bringing back one point of lost power (HT) from those
engines. In either case, a critical success will nurse or restore two points
of power instead of one. A roll can be made in this manner each turn, unless
a failure is rolled. In that case, the ability to maintain extra power
production is merely lost. See p. B54 for more information.
Physician: (race) (M/H) (defaults: IQ-7,
Vet-5, or First Aid-11)
This is the ability to diagnose and treat all manner of
medical ailments, from simple first aid, all the way up to complete
neurosurgery. See the section on "Medicine in Trek" in Section Four C -
Starfleet - Part Three for more info. Physician skill also includes the
ability to properly use Medical Tricorders.
A skill level of 10 in Physician would normally confer the
ability to perform advanced first aid and/or paramedical-type help. For the
level of knowledge possessed by a trained nurse, a skill level of at least
12 is required. A good M.D. would have a skill of 14 or better, and a
skilled surgeon should have a Physician skill of at least 18.
Anyone with Physician skill may attempt to perform First
Aid upon an injured being. This attempt takes 10 minutes. Even if the skill
roll is failed, a minimum of 1 hit point is always restored, except in the
case of a critical failure. Any successful First Aid roll will stop
bleeding, neutralize (or at least partially neutralize) poisons, give CPR to
a drowning victim, etc. Modifiers: +3 if a Physician’s Medical Kit is
available, or +1 if a Field Kit is available.
This skill can also be used at -4 to diagnose specific
problems with a sick or injured person if the character does not have the
Diagnosis skill. A successful skill roll will give information about the
patient’s problems, but it may not determine the exact problem (if the GM
feels that the problem is totally outside the character’s experience), but
it will give out hints, rule out improbabilities, etc. Modifiers: -5 for
internal injuries, -5 (or more) for a rare disease, +2 if a Medical
Tricorder is used, +3 if a Medical Scanner is used, +5 if both are used in
tandem.
When caring for injured within a Starship’s sickbay, a
doctor may make up to four Physician rolls a day. Each successful roll
restores one hit point to each patient under that doctor’s care. If a large
enough facility is available, such as a Starbase sickbay, one doctor (with
attending nurses and interns) may care for up to 100 patients in the manner
above. See p. B56 for more information.
Pilot: Atmosphere Craft: (type) (P/A)
(defaults: IQ-6, or Pilot: Shuttlecraft-4)
The ability to pilot modern Federation aircraft. No
piloting roll is required for a normal take-off or landing, but a roll is
required for hazardous situations. A failure by one indicates a rough job.
Failure by more than 1 indicates some damage to the craft, and critical
failures are a crash. If the pilot has expert skill (15+) a critical failure
requires an immediate second roll. Only if this second roll is failed does a
mishap occur. Otherwise, it was a "near thing" that was averted by
experience. "Near Things" are still considered rough landings. Most
Federation atmospheric craft currently employ Impulse propulsion systems and
do not necessarily need to be streamlined, but the modifier for streamlining
applies. Each type of Atmospheric craft must be taken separately.
See p. B69 and p. S35 for more info. Modifiers: +4 if the
craft is streamlined.
Pilot: Runabout (P/A) (defaults: IQ-6, or
Pilot: Starship-4)
Covers operation of the standard Federation Runabout. It
is (sort of) a cross between the best features of a Shuttlecraft and a
Starship. It is fairly small, but it has small Warp Drive engines making it
capable of limited interstellar travel. Otherwise, this skill operates just
as the Pilot: Starship skill found elsewhere. See p. B69 and p. B35 for more
information.
Pilot: Shuttlecraft (P/A) (defaults:
IQ-6, or Pilot: Atmosphere Craft-6)
A skill level of 10 indicates minimum competency to
operate standard Federation shuttlecraft. In practice, this type of duty is
rarely assigned to anyone with a skill level of less than 13. Higher skill
levels are helpful in operating the shuttle when used under arduous
conditions, or running special purpose shuttles, such as the Aquashuttle. A
piloting roll is required under all hazardous conditions. A Shuttlecraft in
very limited usage (and still somewhat experimental in nature) is the
Aquashuttle, a Shuttlecraft capable of both underwater as well as
atmospheric and extraterrestrial operations. Underwater skill rolls are
normally made at -4 for underwater operations, or at Powerboats: Water
Vehicles -4. A pilot may choose to specialize in Aquashuttle operations,
thereby negating the -4 for Underwater operations, but would be at -4 for
atmospheric and/or extraterrestrial operations unless the regular Pilot:
Shuttlecraft skill is possessed as well. Normal takeoffs and landings are at
normal skill levels.
See p. B69 and p. S35 for more info.
Pilot: Starship (P/A) (defaults: IQ-6, or
Pilot: Runabout-4)
Skill with the controls for the Warp and Impulse engines
that drive and steer a Starship, plus all other helm and navigation
controls. This skill also includes knowledge of both standard and
non-standard orbits and how to establish them, plus evasive maneuvers,
battle maneuvers, etc. In Starship combat, this skill can be used to reduce
the amount of stress placed on the engines or superstructure by rapid
maneuvers in combat. If the roll is successful, damage is reduced by one
step. That is, damage taken is as if the ship was moving at one Warp factor
slower. If this reduces speed to Impulse, no damage is taken (unless speed
is already Impulse). See p. B69 and p. S35 for more information.
Planetology: (specialty) (M/A) (defaults:
IQ-5, Geology-4, Meteorology-4, or Planetology: (other type)-3)
Overall study of alien worlds and planetary conditions -
geological, meterological, climatic, atmospheric, hydrographic, and ecologic
- of one general planetary type. Pick one specialty. See p. S36 for more
info.
Powerboats/TL 11: (type) (P/A) (defaults:
IQ-5, DX-5, or Boating-3)
This skill encompasses Federation waterborne vehicles.
Ancient vehicles can be operated at -3 to skill level.
Knowledge in this area is required for operation of the Federation
Aquashuttle. Each type of water vehicle must be taken separately. See p. B69
for more info.
Psychology: (race) (M/H) (defaults: IQ-6)
Covers study of alien as well as native psychology. Races
must be specified and skill levels kept separately. As with Physician, a -2
(or more) to skill level with any human-like races is applicable with
unfamiliar humanoid races. A successful Psychology roll can predict, in
general, the behavior of an individual or small group in a well-defined
situation, especially in a situation of stress. See p. B62 for more
information.
Modifiers: +3 if the character has the Empathy advantage,
-3 if the subject is not of a known deviant personality type, such as one
suffering from phobias and mental problems.
Savoir-Faire: Starfleet Protocol (M/E)
(defaults: IQ-4, or Savoir-Faire: (other type)-2)
This is the skill used to understand the workings of the
Starfleet military, its ranks and their meanings and positions, and its own
regulations (which are in addition to the regulations of the UFP). It allows
you to interact better with other members of Starfleet. See p. B64 for more
info.
Shipbuilding: Runabouts (M/H) (defaults:
IQ-5, Shipbuilding: Shuttlecraft-5, or Shipbuilding: Starships-5)
Covers knowledge of Runabout construction - bulkheads,
decks, hull stress and strain, hull repairs, etc. See Shipbuilding:
Starships for more information. See also p. B60 and p. S36 for more info.
Shipbuilding: Shuttlecraft (M/H)
(defaults: IQ-5, Shipbuilding:Runabouts-5, or Shipbuilding: Starships-5)
Covers knowledge of Shuttlecraft construction - bulkheads,
decks, hull stress and strain, hull repairs, etc. See Shipbuilding:
Starships for more information. See also p. B60 and p. S36 for more info.
Shipbuilding: Starships (M/H) (defaults:
IQ-5, Shipbuilding: Runabouts-5, or Shipbuilding: Shuttlecraft-5)
Covers knowledge of Starship construction - bulkheads,
decks, hull stress and strain, hull repairs, etc. Saving throws can be made
on this skill for damage control, rerouting power from one area of the ship
to the other, and other non-specific engineering and/or Electronic
functions. This also covers any other Engineering and/or Electronic
functions not already dealt with by any other Engineering or Electronic
skill. See p. B60 and p. S35 for more info.
Strategy: Space (M/H) / Tactics: Space (M/H)
(defaults: IQ-6, Strategy: (other)-4, or Tactics: (other)-4)
Covers knowledge and experience in commanding a Starship
in battle. Those choosing to develop these skills can be assumed to be
familiar with the great space battles throughout Federation history, and
have probably spent many hours in simulation runs recreating those battles
and others, even if they have never participated in a real space battle as
commander of any Federation Starship. A successful Strategy:
Space roll will let you deduce in advance enemy military
plans, unless they are being made by another person with this skill. In this
case, the GM may roll a Quick Contest of Skills between the two strategists.
If the player loses, they guess wrong (i.e.: they are given false
information about the enemy plans). The amount of information the strategist
gets depends on how well the roll was made, not on how good the foe’s plans
are. When Starship combat begins, the Commander winning the Quick Contest of
Skills determines the relative starting position(s) of the opposing ship(s),
and may decide at the beginning of each turn who moves first. There are
separate skills for both Strategy: Space and Tactics: Space. Strategy is for
figuring out the plans of the enemy, and Tactics is for planning your own
movements. The Space specialization gives characters the ability to plot
plans in three dimensions at once. See ST:WOK for an example of both regular
and 3D space combat. See p. B64 for more info.
Subspace Mechanics (M/VH) (defaults:
none) (prerequisites: Mathematics 12+ -and- Physics 12+)
Covers understanding of the mechanism of the mathematics
of using subspace as a transport medium for ships, messages, and other
items. Subspace Mechanics is an essential part of Warp Drive functions.
Understanding of Subspace Mechanics is necessary to comprehend the methods
used to Warp a ship into an area outside of normal space, where the laws
regarding the speed of light do not apply. An understanding of Subspace
Mechanics will allow you to compute speed versus power delivered ratios and
other Warp Drive-related functions.
Surgery/TL (M/VH) (defaults: Vet-5,
Physician-5, Physiology-8, or First Aid-12) (prerequisites: Physician/TL)
Occasionally, doctors must make Surgery rolls to operate
on patients to cure sickness, injury, or bodily malfunctions. Surgery rolls
are made at -5 to Physician skill if the Surgery skill is not taken. A
successful roll means that the operation proceeded without any
complications. A failed roll means that the patient took damage: -2d for
simple amputations, etc., -3d (or more) for more complex surgery.
Modifiers:
Survival: (planetary type) (M/A)
(defaults: IQ-5, Planetology: (same type)-5, or Survival: (other type)-3)
This is the ability to survive under extreme conditions
planetside, find good food and/or water, avoid hazards, build shelters, etc.
A different skill is required for each type of terrain, including:
Terrestrial, Hostile Terrestrial, Rock/Ice, and Gas Giants. One successful
roll per day is required to live safely (if not comfortably) in any of these
situations. One person with the correct type of skill can help to look after
up to 10 others. A failed roll means that each member of the party takes 1d
of injury. Modifiers: -5 if you are wholly without any equipment. This skill
also gives an "eye for country". It can be used to pick the best direction
of travel to find flowing water, a mountain pass, or whatever terrain
feature is desired. See p. B57 for more information.
Survival: Vacuum (M/A) (defaults: IQ-5,
or Survival (other type)-3)
Yes, it -is- possible to survive in a vacuum - but only as
long as your spacesuit holds out! This skill also assumes that the vacuum
was caused, i.e. due to lack of hull integrity due to meteorite or Phaser
fire punctures. Having this skill means that you know how to react in a
vacuum environment, and what to do while the vacuum conditions continue.
This skill can also be used to survive in a "lifeboat", or in just a Vacc
Suit, but for a more limited amount of time. If in a spaceship, roll once
per day to live safely. If in a "lifeboat" roll once every eight hours. If
in a spacesuit, roll once per hour. It is theoretically possible to survive
in a vacuum without any type of protection, but only for mere seconds! If
this occurs, roll once per second! This skill also substitutes for making HT
rolls in vacuum (p. S75). See p. B57 for more information.
Tactics: Small Units (M/H) (defaults:
IQ-6, Strategy-6, or Starship Security-4)
Covers knowledge of military and/or police tactics used in
small skirmishes or commando actions, as well as leading or repelling
boarding parties. It is useful for security personnel, or anyone commanding
a landing party in a known hostile area. Use saving throws in this skill to
determine if a character can set up effective defenses, or command a
boarding party. A successful roll during battles will sometimes (GM’s
choice) allow you to perceive information about the enemy’s immediate plans.
If you have studied this skill, you get a +1 on all initiative rolls. If you
have expert skill (20+), you get +2 on all initiative rolls. See p. B64 for
more information.
Tactics: Space (M/H) (defaults: IQ-6, or
Tactics: Other-4)
See description of Strategy: Space (above) for more
details.
Thruster Suit Operations (M/A) (defaults:
IQ-6, or Vacc Suit Operations-2)
Covers knowledge of the functions of the Federation
Thruster Suit. The Thruster Suit includes a Vacc Suit with its normal
components. It has a self-powered thruster unit which allows for emergency
getaways from the ship or transfers from one ship to another. The design of
these suits has been changed since their introduction. They now include more
maneuvering thrusters in addition to the main thruster unit. They were first
seen in ST:TMP. The old-style Thruster Suit had a discardable thruster unit.
Trivia: (category) (varies) (defaults:
varies)
Many fields of study have little to do with either making
a living or adventuring - but they are studied nevertheless. No particular
teacher is required. Categories chosen for Trivia must be well-defined and
not too general. One could not have a Trivia category in "Literature", for
instance, but, one might have one in "Terran Poetry" or "Vulcan Mating
Rituals". Trivia categories are intended for players to individualize
hobbies and interests. In general, these skills are Mental/Easy, and default
to IQ-5. Some very difficult Trivia categories may default higher, or be
Mental/Average in nature, or both. Such categories would be extremely
unusual, however.
Vacc Suit Operations (M/A) (defaults:
IQ-6, or Thruster Suit Operations-2)
Covers knowledge of the operations of the standard
Federation Vacc Suit, often called an Environmental Suit. The Vacc Suit is
used by Starfleet personnel to work in hostile environments. See p. B69 for
more information.
Xenobiology: General (M/A) (defaults:
Xenoscience (any specialty)-4)
The general scientific study of all kinds of alien life.
Note that this is a general skill, and skills in Xenosciences can also be
chosen as specializations. Xenobiology must be taken in order to take any
Xenosciences fields. These include:
Xenobiochemistry, Xenobotany, Xenoecology, Xenogenetics,
and Xenophysiology. Note that each specialty skill must also have a
specialization for each culture desired. Saves on any Xenoscience skill can
be made to Xenobiology: General at -4. See p. S36 for more info.
Xenobiochemistry: (specialty) (M/VH)
(defaults: Xenobiochemistry: (other specialty)-2) (prerequisite:
Xenobiology: General)
The study of biochemistry as it relates to other races in
the Federation. Xenobiochemistry gives information regarding the chemical
reactions that produce and sustain life on alien worlds. Each race and/or
planet must be taken separately. A default roll for a skill in a similar
race or planet might be made at -2. The GM is the final authority on this
matter. See p. B60 for more information.
Xenobotany: (specialty) (M/H) (defaults:
Xenobotany: (other specialty)-2) (prerequisite: Xenobiology: General)
The study of alien plant life of all kinds. You must
choose a specialty from any of the Federation planets. See p. B60 for more
information.
Xenoecology: (specialty) (M/H) (defaults:
Xenoecology: (other specialty)-2) (prerequisites: Xenobiology: General)
The study of interactions among life forms in a planetary
environment. This skill is useful to landing parties that are travelling on
planets which may contain potentially dangerous flora and/or fauna. A roll
on Xenoecology would be able to determine which life-forms are vital to the
planet’s ecosystem and which may not be. You could also tell whether "Man"
could fit into this new environment, or what functions a particular piece of
flora or fauna serves in that environment. You must choose a specialty from
any known alien races. See p.B60 for more information.
Xenogenetics: (specialty) (M/VH)
(defaults: Xenogenetics: (other specialty)-2) (prerequisites: Xenobiology:
General)
The study of alien genetics. You must choose a specialty
from among the known races. Study of Genetics is often used as a
prerequisite by Starfleet Academy. See p. B61 for more info.
Xenophysiology: (specialty) (M/VH)
(defaults: Xenophysiology: (other specialty)-2) (prerequisites: Xenobiology:
General)
The study of alien humanoid bodies and their functions.
Each race must be taken separately. Users would know how the muscles, bones,
and organs work, and where they are located. See p. B61 for more
information.
Xenoscience! (M/VH) (defaults: no
defaults) (prerequisites: see below)
For those of us who want to run a -truly- cimematic
campaign, I’ve included this cinematic skill. It gives the character
knowldege of -all- Xenoscience skills, including (but not limited to):
Xenobiochemistry, Xenobotany, Xenoecology, Xenogenetics, and Xenophysiology.
It has the same prereqs as "Science!" p. AH22. You must have purchased
Research at 13 or higher, and invest at least two points in any of the
skills from the following list: Agronomy, Anthropology, Archaeology,
Astrogation, Astronomy, Biochemistry, Botany, Chemistry, Computer
Programming, Diagnosis, Ecology, Economics, Electronics, Engineer,
Forensics, Genetics, Geology, Linguistics, Mathematics, Metallurgy,
Meteorology, Naturalist, Nuclear Physics, Physician, Physics, Physiology,
Psychology, Surgery, Vetinary, Zoology or any other "hard" or "soft"
sciences (but -not- from Liberal Arts!), or from any of the "hard" or "soft"
sciences from this sourcebook. Your skill in Xenoscience! can never be more
than two less than your skill in the -lower- prerequisite science. For
example, if your prereq skills are Biochemistry 16 and Botany 14, you cannot
take Xenoscience! at more than 12.
Xenology: General (M/H) (defaults: IQ-6,
Xenology: (specialty)-2, or Xenobiology: General-4).
The general cultural study of all alien cultures native to
the Federation, and those life-forms that the Federation has had contact
with. This provides a basic understanding of cultures of all those races,
and is used as a prerequisite for further study of individual races by
Starfleet Academy. This is the "other half" of the old skill "Racial
Culture/History". See p. B36 for more information.
Xenology: (specialty) (M/H) (defaults:
IQ-6, or Xenology: (other specialty)-2) (prerequisites: Xenology: General).
The cultural study of a specific alien race. You must
choose a specialty from any known races. This provides thorough knowledge of
all the alien life-forms of that race, including the race itself. Note that
this means Andorians (for instance) must take Terran as a specialization.
You must take Xenology:
General to take these specializations. See p. S36 for more
information.
Zero-G Operations (Free-Fall) (P/A)
(defaults: DX-5 or HT-5)
This is the ability to handle yourself in a free-fall or
zero-G environment. One roll is necessary when you first go into free-fall;
a failed roll means you become spacesick, and a further roll against HT is
required to avoid choking. Treat this as drowning. A further roll would be
required each time you try to perform some complex action while in
free-fall. Failure in that case does not make you space sick - your
attempted action merely fails. See p. B48 for more information.