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STAR TREK: THE UNAUTORIZED ROLE PLAY SUPPLEMENT FOR STEVE
JACKSON'S GURPS
OVERVIEW
The Star Trek unauthorized supplement for the GURPS
role-play system. It has been written without consent of
Paramount Pictures or Steve Jackson Games.
Distribution of this work is on a shared basis only and no
compensation can be charged for its distribution. Star Trek,
Star Trek: The Next Generation, Star Trek: Deep Space Nine
and all characters and related items are trademarks of
Paramount Pictures, Inc.
The reason I am creating this supplement is for all the fans
of Star Trek who want to "Go Where No One Has Gone Before"
by creating their own adventures in a role-play setting, but
were dismayed by the Star Trek game released by FASA about
five or six years ago.
This game, unlike the FASA game, is set in the time period
of Star Trek: The Next Generation and Star Trek: Deep Space
Nine. These two shows are still active and growing, and as
such are fertile ground for a role-playing game.
In addition to this work, materials required include: The
GURPS Basic Rulebook, GURPS Ultra-tech, six-sided dice,
paper, pencils and a good imagination. Also helpful but not
required are the following:
"Star Trek: The Next Generation Technical Manual," published
by Pocket Books
"Star Trek: The Next Generation Technical Journal,"
published by Starlog Communications International.
"Star Trek Choronogy," published by Pocket Books
A note: All Klingon words are written out phonetically as
found in "The Klingon Dictonary" by Marc Okrand, published
by Pocket Books (with the obvious exception being the word
Klingon itself, which phonetically is actually "tlhIngan").
This book, and the audio tapes from Simon and Schuster
Audioworks titled "Conversational Klingon" and "Power
Klingon" are highly recommened to anyone playing this game
as a Klingon. Each provide insight into the Klingon
Language, but also give much detail to the social
interaction on Quo'noS and between Klingons.
This work is not in any way finished. I especially need to
add more races. If you would like to submit some, write to
me at: GDWB33A@prodigy.com or ERIC8440@delphi.com. I'll edit
it into the main text and distribute it onto usenet.
Enjoy this work, and as the klingons say: "'IwlIj jachjaj."
[Translation: May your blood scream.]
SECTION ONE: ITEMS
This is a description of how the main items in the Star Trek
universe operate in GURPS game terms.
BEAM WEAPONS:
Beam weapons used in Star Trek are not very diverse, as most
characters will encounter weapons with similar
characteristics as Starfleet issue phasers.There are three
types of phasers. Phaser I is a small handheld phaser that
can be easily concealed (+2 to Holdout). The second, phaser
II , is larger (-1 to holdout) but has more range. The third
is the phaser III, also known as a phaser rifle. It has an
extremely long range and is very powerful. It is not
commonly used except in military applications.
All phasers operate at varying power levels, starting at
stun effects and going up to molecular disruption. The
effects at various levels is as follows:
LEVEL TYPE DMG
1 Stun Sp.
2 Imp. 1d
3 Imp. 6d
4 Imp. 12d
To avoid stun effects, a roll against HT-3 is required.
The phasers differ in effectiveness at various ranges, and
in the capacity of their saurium krellide power cell. The
column marked "CH" indicates number of charges for each
type.
Type SS ACC 1/2D MAX WT ROF ST RCL CH
I 10 2 200 400 .5 3 -- 0 100
II 9 5 450 600 1 3 -- 0 200
III 12 10 900 1200 6 3 -- 0 500
Charges expended per shot at the four power levels are as
follows:
LV-1: 1
LV-2: 5
LV-3: 25
LV-4: 100
This is somewhat different than the way shots are handled
with the weapons listed in the GURPS rule books. The reason
being that all weapons listed in the rules have only one
type of damage level (i.e. a stunner, a blaster, etc.),
however, phasers can operate at varying power levels. The
number of charges used depend on the power level being used.
Each stun shot only uses one charge. Each power level three
shot, however, uses twenty-five times the energy. This
simplifies bookkeeping.
Another change from the "reality" of the Star Trek universe
is that only four power levels exist, where approximately 10
levels are on a phaser II in the show. This is for
playability reasons.
When dealing with disruptors used by the Romulans and other
races, the above tables can be used to determine the
effects of these weapons with only minor changes. Here are
some guidelines on the similarities and differences between
the various weapons:
Romulan disruptors are essentially identical to a phaser II
except they are heavier, around 1.75 pounds. Romulans also
probably have a phaser III-type weapon, although it has
never been shown on the show.
For Klingon disrupters, consider them phaser II's with only
power lvl's 2 and 3 available. Also, weight would be around
2.5 pounds due to having a larger power cell. However, it
should still only have 200 charges due to the fact the power
cell is less sophisticated than the Federation or Romulans
use. The added weight should give it a snap shot of 11.
Other disruptors, such as those used by Ferengi and other
races are similar to phaser I's in effectiveness (charges,
range, etc.), but should be like phaser II's in size, snap
shot, etc. Feel free to make it up as you go along, varying
weapon characteristics from race to race.
Some other effects of phasers on the show are relatively
easy to recreate. Molecular disruption of a humanoid body
occurs at lv 3 or level 4 when damage taken in one shot
exceeds HT.
Molecular disruption also occurs when a phaser attacks an
inanimate object, though at different levels and for
different numbers of continuous shots (listed as "# at
LVL-n" in the following table) dependant on the material.
The amount of material that can be disrupted is 3 square
inches for each point of damage inflicted per shot starting
with the
shot that initiates the disruption effects. Shots must be
continuous.
MATERIAL # at LVL-2 # at LVL-3 # at LVL-4
Plastic 3 2 1
High Impact Plastic 4 3 2
Standard Metals -- 4 3
Tritanium -- -- 5 (1/4 effective)
Wood 3 2 1 (might ignite)
Rock 4 3 2
Example: Commander Riker needs to escape from a cave-in that
has just trapped him. He takes his phaser II and fires at
the rock with a power level of three. Disruption begins on
his third shot during his continuous attack. Rolling for
damage (d6) Riker generates 24 points of damage. This equals
72 square inches of rock that is disentegrated. The next
attack, he fires again, this time rolling 17 points, thereby
disrupting another 51 square inches of rock, allowing Riker
to escape the cave. It also drained 100 charges from his
powercell. If Riker had then resumed firing, he would have
to again have to wait until the third consecutive shot
before disruption can occur.
COMMUNICATOR:
Communicators used by the Federation, Romulans, Klingons and
Ferengi all are similar in nature and should be considered
as a Fast FTL radio with a 500 km range. They can be
COMM-BADGE types (like the Federation uses), or hand-held.
KLINGON CEREMONIAL WEAPONS:
These weapons are described in the Races section of this
work.
ITEM TYPE AMOUNT REACH WT MIN-ST
betltH cut sw+2 1 3.5 10
betltH imp thr C 3.5 10
qutluch cut sw-3 C, 1 1 --
qutluch imp thr+1 C 1 --
PHYSICIAN'S MEDIKIT:
The physician's medikit is a small, strap on case designed
to carry emergency medical supplies. Mainly, two hyposprays
and a wide selection of drugs and other items are available.
A standard kit would include:
2- Hypospray: Consider them Pneumatic Hypo
3- Plastiskin Patches
5- Doses of Hypercoagulin
5- Doses of Morphazine
5- Doses of Revive: Consider them Revive Capsules for effect
5- Doses of Superstim
3- Doses of Analgine, aka. Painaway
4- Doses of Antirad
1- Dose of Ascepaline
5- Doses of Quickheal
2- Doses of Suspend
3- Doses of Generalicillin
All doses of a drug type are contained in one container that
must be inserted in a hypospray. The differences between
amount of doses is due to the amount of medicine needed to
have an effect on a character. This standard kit may be
altered to suit a situation, for example, the characters
know they are going to a combat zone and may replace the 3
doses of Generalcillin with 5 doses of hypercoagulin.
Also, any drug contained in Ultra-tech should be available
in a Starbase and may be synthesized quickly on a Federation
vessel. Amount of doses per container is up to the
discretion of the GM.
TRICORDERS:
The next major item found in the Star Trek universe is the
tricorder. Its sort of a swiss-army knife of handheld
computing units, containing a powerful on-board computer,
sensors and subspace-transceiver to link with the main
computer on board a ship in orbit.
As a computer, consider it to have a complexity level of 3.
It also has the following software and capabilities on
board:
Biosampler (UT p.61)
Datalink (UT p.11)
Electronics Repair (UT p.11)
Environmental Analysis (UT p.11)
Multiscanner (UT p.59)
Biosampler (UT p.61)
The medical tricorder has the following:
Biosampler (UT p.61)
Datalink (UT p.11)
Environmental Analysis (UT p.11)
Medscanner (UT p.65) at +4 for diagnosis
Multiscanner (UT p.59)
Through the Datalink software and the sub-space transceiver
assembly, the tricorder can instantly download or upload
data with the main computer, as long as the computer is in
range. Special programs may be run or stored on-board
depending on circumstance such as Expert System:
Biochemistry.
The medical tricorder also has a hand-held sensing device.
Together, these allow the tricorder to make detailed
diagnosis on known species. On unknown species it is limited
to telling if the lifeform is sick or dying, but a detailed
diagnosis is not possible in such a situation. On a
successful Electronics Operation(Medical) it will give +5 to
Diagnosis. Effective range is about three yards.
ULTRA-TECH:
The following is a list of items that should be considered
widely available or widely unavailable in a Star Trek
campaign. However, feel free to use any item in Ultra-Tech,
Space, etc. on rare occasions. Just remember, Starfleet and
the Romulans have the best equipment. Other races should be
limited to lesser equipment except in special cases.
ULTRA-TECH: TL/8
Armor: Monocrys, Ablative Armor and Reflec Armor are
ineffective against Phaser and Disruptor fire (but are still
quite useful against other beam weapons).
Pneumospray Hypo: this is a hypo-spray in Star Trek terms.
Brain Transplants: Almost unknown.
Bionics: Their use is not very extensive.
ULTRA-TECH: TL/9
Retro-Reflective Armor: PD3, DR1 against Phasers.
Cybertek: N/A
Diagnosis Table: In a Federation Sickbays. +6 to diagnosis
and surgery.
Automedic: N/A
Braintaping: N/A
Recorder Implants: N/A
Advanced Implant Communicator: N/A
Bionic Gill: N/A
Silver Tongue: N/A
ULTRA-TECH: TL/10
Laser Crystals: N/A
Neroulashes: A Ferengi favorite.
Reflex Armor: N/A
Powered Combat Armor: N/A
Brain Implants: N/A
Brainwipe: Considered cruel and unusual punishment in UFP.
ULTRA-TECH: TL/11 and up
N/A
SECTION TWO: RACES
This section covers the major races in Star Trek: The Next
Generation and Star Trek: Deep Space Nine. Each description
comes in three parts: racial abilities, optional
characteristics and a description. The racial abilities
should be considered common to all members of that race.
Optional characteristics are those common to a race, but
could be changed due to circumstances.
FERENGI (-36 Points)
ST+1 (10)
Acute Hearing, 2 levels (4)
Toughness, +1 DR (10)
Cowardice (-10)
Lecherousness (-15)
Greed (-15)
Miserliness (-10)
Bad Reputation, -2 reaction (-10)
The Ferengi are race of beings that have built there entire
culture on the pursuit of wealth. They are always looking
for ways of earning more money and rarely turn down a
business opportunity- legal or otherwise.
Contact with the Ferengi was first made around twenty years
ago, including a famous battle between a Ferengi Vessel and
the USS Stargazer, under the command of Jean-Luc Picard.
However, they remained a mystery until regular contact was
established a little less than a decade ago. In that short
span of time they have stopped being an enigma and have
become a regular feature wherever money is to be made in the
Federation.
Males are the only member of this species to be encountered
so far as Ferengi women are in an extremely subserviant
position. Ferengi still are shocked by the fact that women
in the Federation wear clothes and will always prefer to
deal with a male while doing business.
Though highly intellegent, there are almost no Ferengi
scientist and no formal schooling system within thier
culture. Lessons in how to handle business deals are handed
down from father to son. Almost any technological
advancement that the Ferengi has benifitted from have been
bought or traded for from other cultures.
The Ferengi are considered ugly by almost all cultures in
the Federation, but their physical traits give them many
advantages. Their oversized ears give them very acute
hearing and their brains are non-psionic enough to give them
protection against telepathy and mental attacks. No Ferengi
can posess psionic abilities.
Ferengi believe it is easier to run away from a fight than
to risk injury and as such have a racial disadvantage of
cowardess.
HUMANOID:
The humanoid race includes Homo Sapiens (Humans) of Earth,
the Alpha Centaurans, Bajorans and other races resembling
humans to a great degree. Humanoids are the "norm" of all
races in the Star Trek universe, and as such receive no
racial advantages or disadvantages. They also have no
psionic abilities except in rare cases.
Variants on humans born in space enviroments are described
in the GURPS: Space supplement.
KLINGON (10 Points)
ST: +2 (20)
HT: +1 (10)
Alertness: 1 level (5)
Bloodlust (-10)
Code of Honor: Protect personal/family honor (-10)
Intolerance: Romulans (-5)
NEW SKILLS:
betleH (Physical/Avarage)
qutluch (Physical/Avarage)
DESCRIPTION: The Klingons are a warrior race who hold
personal/familial honor above all else. A Klingon warrior
will be proficient in the use of ritual hand-to-hand weapons
and unarmed combat, and will actually prefer to fight using
these methods.
Klingons are blood enemies of the Romulans.
Klingon warriors pride themselves on their combat abilities
and feel the greatest honor that can be bestowed on a
warrior is to die in combat. These traits have been handed
down from the Klingon Spiritual Leader Kahless over two
melinia ago who used the idea of honor to unite the people
of the Klingon Homeworld at a time of great civil struggle.
Also handed down were a traditional assortment of weapons
with which to engage in melee. Here are some of the most
common:
betleH (Physical/Avarage. Defaults to DX-4) This is a
cresent shaped, two-handed sword, and is the ledendary Sword
of Honor first created by the Klingon Warrior Kahless the
Unforgettable over 1500 years ago. This skill gives a
character the ability to use this item effectivly in combat.
The qutluch, also called the Klingon Ceremonial blade, is a
large blade designed to do inflict extra damage on impaling
attacks. It has two small arms that snap into position
before combat begins. These are designed to increase
impailing damage. Knife Skill (Physical/Easy. Defaults to
DX-4) covers this item.
Both these weapon's stats are given under the Items section
of this work.
Klingons will prefer hand-to-hand combat with ceremonial
weapons over any other form.
ROMULAN (7 points)
ST: +1 (10)
Acute Hearing: 1 level (2)
Intolerance: Klingons (-5)
Romulans are an offshoot race from the Vulcans. Romulans
left the Vulcan homeworld before the revolution in thinking
urged on by Surak. They are intelligent, cunning and very
commonly ruthless. They also commonly revert to subterfuge
in order to complete a goal.
Romulans, like Vulcans, have an inner eye-lid that will
allow for near instantaneos adjustment to varying
light-levels.
In order to play a Romulan in the Federation an Unusual
Background Disadvantage is required.
VULCANS (-9 or -14 points)
ST: +1 (10)
Acute Hearing: 1 level (2)
Vulcan Mind Meld (14)
Devotion to Logic (-25 or -30)
No Sense of Humor (-10)
The Vulcan race is genetically identical to those of the
Romulans due to the Romulans being an offshoot of the
Vulcans. The main difference between the two races is the
Vulcans devotion to logic and the suppression of all forms
of emotion (see Devotion to Logic below).
Vulcans also are taught some psionic disciplines from
childhood manifesting itself in the Vulcan Mind Meld (see
Vulcan Mind Meld below).
Vulcans, like Romulans, have an inner eye-lid that will
allow for near instantaneous adjustment to light levels, and
will not feel uncomfortable in hotter climes that might
affect a humanoid.
Vulcans do not naturally lack emotions, it is a discipline
taught starting at the youngest ages. If a Vulcan character
is raised on Vulcan or by at least one Vulcan parent, he or
she should take both of the options above.
Some Vulcans, most notably Spock's half-brother Sybok, have
given up the Devotion to Logic in pursuit of other goals
that can only come from being an emotional being. If the
character does back away from his non-emotionalism, he will
be virtually ignored by Vulcan society.
Devotion to Logic (Mental Disadvantage, -25 or -30): This is
the pursuit of the character to give up all emotions and
pursue every matter from the perspective of pure logic.
This disadvantage will cause a -1 modifier to reaction (-2
if person has not encountered Vulcans in the flesh before)
under any circumstance that a person expects an emotional
response from the character but doesn't get one (i.e. a joke
is told but the character doesn't laugh; they talk about a
friends death but the character doesn't show remorse over
the loss). This reflects the feeling of unease when dealing
with someone who acts different than what is considered
normal.
If a situation that would cause intense emotion occurs to
the character (such as seeing a friend killed), a willpower
roll must be made. If failed, he/she will show a slight
emotional response, such as a tear appears at the eye of the
character. A critical miss indicates a monetary loss of
control (sudden anger) that subsides after another willpower
attempt is successful. If either of these situations occur,
the character will then need to meditate for d6 days in
order to atone for that loss of control. Until the character
does this all willpower rolls will be at -1.
A half-Vulcan generally has a harder time keeping control
under moments of duress and can take this disadvantage at
-30 points. At this level all willpower rolls at -1. If
control is lost, all rolls are -2 until atonement is made.
Persons with the devotion to logic are immune to fear,
insults and all other such attacks as long on willpower
rolls are successful.
Vulcan Mind Meld (Psionic Power, +14 for skill level equal
to IQ)
This ability is touch only (power level 2) and is bought as
a Mental/Hard Skill.
This skill effectively links two minds together and allows
one to search the others motives, memories, etc. Modifiers
to success are as follows:
Subject has Mind Shield Power: minus telepathy power
Subject is willing: +1
User knows subject: +1
User knows subject intimately: +1
After the intial contact, two willing characters may freely
exchange memories, information, and feelings. Under these
circumstances, the mind meld causes no stress or loss of
fatigue.
If the subject is unwilling a new skill roll is required
everytime the initiator asks for information. Each turn that
this skill is used, both characters involved in the meld
must roll vs. will. A falure indicates a loss of one
fatigue.
A critical failure on a will roll by the initator will be
stunned for d6 minutes. Also, the initiator loses two
levels of fatigue and the contact is broken.
A critical success by the subject causes the link to be
broken.
Vulcan Nerve Pinch (Physical/Average) This classic of the
Star Trek universe is accomplished by two rolls, one to
place hand on nape of neck, the other to correctly apply
pressure. If both rolls are successful, the victim of this
attack must roll vs. HT or immediately fall unconscious for
d6 minutes. This attack must also be made from behind. Note:
some races are impervious to this attack.
SECTION 3: STARFLEET
Starfleet is a semi-military style body designed to protect
Federation peace, provide aide and assistance to Federation
members, serve as a gatherer of knowledge ("to boldly go
where no-one has gone before") and to regulate shipping
within Federation space.
All Starfleet officers are required to attend Starfleet
Academy and complete a four-year training program. The
academy consists of two campuses, one at San Francisco,
Earth, the other on Starbase 1. All students who apply must
have a certain level of learning prior to admission. This
includes being able to read and write Federation standard
and having the Mathematics skill with at least 1 point spent
on it.
After admission cadets begin the standard 4-year program to
train them for their roles in Starfleet. Cadets are trained
in two fields of their choosing: a major and minor. Also,
all cadets are trained in hand-to-hand combat techniques,
shuttle piloting, use of transporters and in the use of
standard issue firearms.
The fields to major and minor in are:
Engineering
Medical
Operations/Command
Sciences
Security
A student must choose on the second year of academy training
a major and minor course of study from the above list.
Following is a list of the skills taught within each field.
Each package is given a point cost for both minoring and
majoring in a field. It is based upon the requirement that
each skill under a minor have at least 1 point spent on it,
and a minimum of 4 points must be spent on each skill under
a major.
ENGINEERING: Characters who major in engineering must take
Operations/Command as their minor.
Computer Programming
Electronics (Sensors)
Electronics (Phasers)
Electronics (Systems)
Electronics (Matter Transporters)
Electronics (Force Shields)
Electronics (Communications)
Electronics (Computers)
Mechanic (Warp Drive)
Mechanic (Impulse Drive)
MEDICAL: Medical cadets do not minor in any other field,
but are required to take four elective skills. They may be
any skill dealing with biology or the Surgery skill. Each
must have at least 4 points spent on them. More
specialization fields than two are encouraged by Starfleet,
though not required.
Diagnosis
Electronics Operation (Medical)
Physician
OPERATIONS/COMMAND: This is the major for cadets who wish to
pursue advancement in the command-line fields of Starfleet.
The cadet may choose to minor in Engineering, Science or
Security.
Administration
Astrogation (Warp Drive)
Diplomacy
Electronics Operation (Sensors)
Leadership
Strategy (Space)
SCIENCES: Like the medical field, Starfleet requires the
cadet to study at least two additional fields. They may be
from any science field listed in the basic set, though they
are usually non-medical. At least four points must be spent
on a specialization field. Operations/Command is the minor
required by Starfleet. If sciences is chosen as a minor, no
specialization is required.
Astronomy
Chemistry
Physics
Subspace Mechanics (M/VH)
SECURITY: The minor field to security is Operation/Command.
Beam Weapons (Phaser)
Brawling (alternate to brawling and judo: chose a Martial
Arts Style)
Interrogation
Judo
Knife
Staff
Tactics
Also, all cadets are required to take these skills,
regardless of field. If any of these skills are in a
characters major or minor, the higher requirement takes
precedence. All are learned at a minimum of one point
expenditure unless otherwise marked:
Beam Weapons (Phasers)
Brawling (alternate: Military Hand-to-Hand from Martial
Arts)
Computer Operation
Electronics Operation (matter transporters)
First Aid
History (Federation)
Pilot (Shuttlecraft)
Free-Fall-1/2 point minimum
Savoir-Faire (Starfleet Protocol)
Non-commissioned personnel (NCP) join starfleet for a career
but do not aspire to achieve commissioned rank. They fill in
the jobs of the day-to-day operation of the ship. They
usually join Starfleet at age 17 and go through a shorter
education than cadets. They may choose a career in one of
these fields: Engineering, Science or Security. The
differences are that a minimum of only 2 points need to be
spent on each skill listed in a field for Engineer or
Security NCP's, and that a minimum of one additional science
needs to be studied by a science NCP. They must also take a
minimum 1/2 point in the following skills: Computer
Operation, History (Federation), Free-Fall and Savoir-Faire
(Starfleet Protocol).
NCP's are usually assigned to a regular task, such as
Transporter Operation, Shuttle Craft MatainAnce for
engineers or a singular science for science NCP's. Science
NCP's usually do the lab work and observations for their
superiors.
Also, all Starfleet personnel are required to take the
following advantage and disadvantage:
Legal Enforcement Powers (10)
Uphold Prime Directive (-10)
Military Rank (var.)
The first represents Starfleet's role in upholding laws
passed by the legislature of the United
Federation of Planets. The second is taken because of the
doctrine of the UFP that forbids
interference in the affairs of non-Federation worlds.
Starfleet ranks follow in the naval tradition. The following
is the rank levels that correspond to those ranks:
NON- COMMISSIONED PERSONNEL
RANK 0: Crewman 2nd Class, Crewman 1st Class
RANK 1: Specialist 2nd Class, Specialist 1st Class
RANK 2: Petty Officer 2nd Class, Petty Officer First Class
COMMISSIONED OFFICERS
RANK 3: Ensign, Lieutenant Junior Grade
RANK 4: Lieutenant, Lieutenant Commander
RANK 5: Commander
RANK 6: Captain, Commodore
FLAG OFFICERS
RANK 7: Rear Admiral
RANK 8: Vice Admiral, Flag Admiral
Rank Levels are bought as per the Rank advantage in the
basic set.