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Old 10-28-2014, 11:07 PM   #1
CaelibDarkstone
 
Join Date: Oct 2014
Default GURPS Star Trek (DS9 era)

For my first GURPS campaign, I decided to do Star Trek from the Deep Space Nine and Next Gen era (that is, pre-Abrams). I only have access to the Basic Set, so this won't take advantage of any of the special features in GURPS Space, etc.

I am making a few basic changes to cannon for my own campaign:

First, the point of divergence is the year 2376 (the end of DS9). I will also probably be changing the events of Voyager as well, but what exactly that entails won't matter until Voyager returns to previously explored space.

Second, the counselor position is not a bridge position. It just doesn't make sense to me that a counselor would be considered an essential part of the bridge crew. Troi is a diplomat instead. Ezri is a counselor in the process of changing roles to security.

Third, events have progressed since the Dominion War. Peace with the Breen is only temporary, and the old alliances are beginning to crumble. In other words, there is still plenty of room for adventure and cannon is a starting point, not a plan.
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Old 10-28-2014, 11:24 PM   #2
CaelibDarkstone
 
Join Date: Oct 2014
Default Re: GURPS Star Trek (DS9 era)

Racial Templates

In Star Trek, most species are only barely different from humans until the plot demands it. Vulcans have super strength, but Kirk can almost beat one in a fist fight until it matters. To model this, I've given each racial template a list of added advantages or stat increases that make sense for the species. That way, players can add more racial abilities when they have the points.

Vulcan
25 points
Attributes: IQ+1 [20], Per-1 [-5], Will-1 [-5]
Advantages: Telesend (touch-based -20%, melee attack reach 1 -25%, takes extra time 1 -10%) [11], Unfazeable [15]
Disadvantages: No Sense of Humor [-10], Quirk: Common Expression (“That is illogical”) [-1].
Allowed Traits: high IQ, high ST, Common Sense, Indomitable, Mind Probe or Mind Reading (with same limitations as Telesend), Mind Shield.

Bejoran
0 points
Advantages: None
Disadvantages: None
Allowed Traits: Blessed, Clerical Investment, Destiny, True Faith, and various religious advantages for dedicated priests. Combat skills and access to skills that generally require military rank (from time in the resistance).

Betazoid
25 points
Advantages: Empathy (sensitive) [5], Telesend (Racial -20%, Telepathic -10%) [21]
Disadvantages: Quirk (Sicknesses radically affect emotional state) [-1]
Allowed Traits: improved empathy, Telepathy Talent, Telepathic advantages (including buying off racial on telesend) as approved by GM.

Klingon
25 points
Attributes: ST +1 [10], HT +1 [10], Per +1 [5].
Allowed Traits: high ST, Combat Reflexes, Danger Sense, Daredevil, Fearlessness, Hard to Kill, Hard to Subdue, High Pain Threshold, Night Vision, and Outdoorsman Talent. Code of Honor (Klingon) [-10] is common.

Romulan
25 points
Attributes: IQ+1 [20]
Advantages:Unusual Background [5] (to represent ease of disguising as romulan)
Allowed Traits: high IQ, high ST, Common Sense, Mind Shield.

Joined Trill
25 points
Advantages: Racial Memory (Passive) [15], Reawakened [10]
Allowed Traits: Racial Memory (active), and Wild Talent (with any modifiers).

Ferengi
25 points
Advantages: Business Acumen Talent 1 [10], Discriminatory Hearing [15]
Allowed Traits: Acute Hearing, Business Acumen, Lightning Calculator, and Perk (can memorize numbers instantly) or Photographic Memory (numbers only -80%).

Last edited by CaelibDarkstone; 10-31-2014 at 07:04 PM. Reason: Adding No Sense of Humor to vulcans disadvantage list
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Old 10-28-2014, 11:33 PM   #3
CaelibDarkstone
 
Join Date: Oct 2014
Default Re: GURPS Star Trek (DS9 era)

Equipment

I judged Star Trek to be TL 10 with TL 12 superscience. Here's how I am modeling the most common equipment from the series:

Phaser: A standard issue phaser uses Beam Weapons (Pistol) skill. These can be adjusted from stun on an HT-2(2) failure to stun on HT-4(2) roll or deal 1d(2) or 3d(2) damage. Additional settings require a Soldier roll, or Armory-2 or Engineer roll for uncommon ones. They have Acc 6, range 250/750, weight 5.5/.05, and can hold 150 shots that take 3 seconds to reload. They have RoF 1, a bulk of -2, and Recoil 1. If it can only be used on duty there is no cost, but one for personal use costs $5,000.

Phaser Rifle: Much like a phaser, a rifle uses Beam Weapons (Rifle) skill and can either deal 1d-3 burn damage and force an HT-4 (2) roll to avoid stunning or deal 3d(2) burn or 5d(2) burn damage. Additional settings can be achieved as for phasers, but at a -2 penalty. They have Acc 6+1, Range 160/470 on stun or 700/2100 on damage, weigh 13.7 and have shots that weigh 3. It can hold 150 shots that take 3 seconds to reload. It has RoF 1, bulk -4, and Recoil 1. These are generally not available when off duty and would cost $15,000.

Tricorder: A tricorder can detect life signs, nearby buildings or openings in rock, and other ‘obvious items’ in 1 second. It takes 1 more second to interpret data (species of life, condition of an individual, composition of rock, stability of structure, etc.) and locate the source, possibly with a role against Electronics Operation (sensors) or another skill for rare compounds or species. Range varies from 1 mile in open fields with no interference, to 10 meters in caves with random fluctuations and other interference. This counts as basic equipment for Diagnosis. Having one for personal use costs $2,500, but they are provided for most missions.

Medical Tricorder: As a normal tricorder but more precise and focused on medicine. It functions as good equipment for Diagnosis, as it can monitor many bodily functions (heart rate, chemical processes, molecular degeneration rate, etc.), or completely eliminates the penalty for internal injuries. One for personal use would cost $12,500.

Bat’leth: This is just the Qian Kun Ri Yue Dao from GURPS Martial Arts.

Mek’leth: A mek’leth can be used with Shortsword skill to deal sw cutting damage or thr impaling damage at reach 1. They weigh 2 lbs, require ST 8, and can be used to deal thr cutting damage in close combat at Boxing, Brawling, Karate, or DX skill. Cost $300.

Comm Badge: Range 2 miles to individuals or 10,000 miles to ships. Cost $100 for civilian use.
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Old 10-28-2014, 11:48 PM   #4
CaelibDarkstone
 
Join Date: Oct 2014
Default Re: GURPS Star Trek (DS9 era)

I created a set of 6 character templates for my new players to use as a reference. These would work well for red shirts in various specialties, or as a starting point for characters half-way through their time in the academy.

Pilot
75 points
Attributes: ST 10 [0], DX 11 [20], IQ 10 [0], HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0].
Advantages: Starfleet Cadet [0].
Primary Skills: Beam Weapons (Pistol)/TL 10 (E) DX+1 [2]-12; Navigation (Space)/TL 10 (A) IQ+1 [4]-11; Piloting (High-Performance Spacecraft)/TL 10 (A) DX+1 [4]-12; Piloting (Low-Performance Spacecraft)/TL 10 (A) DX+1 [4]-12.
Secondary Skills: Astronomy/TL 10 (H) IQ-1 [2]-9; Beam Weapons (Rifle)/TL 10 (E) DX [1]-11; Cartography (A) IQ [2]-10; Electronics Operation (Sensors)/TL 10 (A) IQ [2]-10; Electronics Operation (any two of Comm, force shields, and MT)/TL 10 (A) IQ-1 [1]-9; Hiking (A) HT-1 [1]-9; Judo (H) DX-1 [2]-10; Karate (H) DX-1 [2]-10; Knife (E) DX+1 [2]-12; Mathematics (Applied)/TL 10 (H) IQ-2 [1]-8; Soldier/TL 10 (A) IQ [2]-10; Spacer/TL 10 (E) IQ+1 [2]-11; Stealth (A) DX-1 [1]-10.
Background Skills: Area Knowledge (any) (E) IQ [1]-10; Carousing (E) HT [1]-10; Climbing (A) DX-1 [1]-10; Current Affairs (any)/TL 10 (E) IQ [1]-10; First Aid/TL 10 (E) IQ [1]-10; Forced Entry (E) DX [1]-11; Free Fall (A) DX-1 [1]-10; Gesture (E) IQ [1]-10; Holdout (A) IQ-1 [1]-9; Housekeeping (E) IQ [1]-10; Research/TL 10 (A) IQ [2]-10; Savoir-Faire (Military) (E) IQ [1]-10; Search (A) Per-1 [1]-9; Swimming (E) HT [1]-10; Throwing (A) DX-1 [1]-10; Vacc Suit/TL 10 (A) DX-1 [1]-10; Writing (A) IQ [2]-10.

This template could represent a bright younger student with an all-around gift for combat and piloting, or an older crew member who never managed to pick a specialty.



Diplomat
75 points
Attributes: ST 10 [0], DX 10 [0], IQ 11 [20], HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 11 [0]; Per 11 [0]; FP 10 [0]; Basic Speed 5.00 [0]; Basic Move 5 [0].
Advantages: Appearance (Attractive) [4], Starfleet Cadet [0].
Primary Skills: Body Language (A) Per+1 [4]-12; Detect Lies (H) Per-1 [2]-10; Diplomacy (H) IQ [4]-11; Public Speaking (A) IQ+1 [4]-12.
Secondary Skills: Acting (A) IQ-1 [1]-10; Beam Weapons (Pistol)/TL 10 (E) DX [1]-10; Brawling (E) DX [1]-10; Disguise (own race)/TL 10 (A) IQ-1 [1]-10; Electronics Operation (one of Comm, MT, or sensors)/TL 10 (A) IQ-1 [1]-10; Fast-Talk (A) IQ-1 [1]-10; Judo (H) DX-1 [2]-9; Piloting (Low-Performance Spacecraft)/TL 10 (A) DX-1 [1]-9; Soldier/TL 10 (A) IQ-1 [1]-10; Spacer/TL 10 (E) IQ [1]-11, and one of the following packages:

Counselor: Criminology/TL 10 (A) IQ [2]-11; Psychology (H) IQ-1 [2]-10; Sociology (H) IQ-1 [2]-10.

Security: Leadership (A) IQ [2]-11; Strategy (H) IQ-2 [2]-10; Tactics (H) IQ-1 [2]-10.

Piloting: Cartography (A) IQ [2]-11; Navigation (Space)/TL 10 (A) IQ [2]-11; Piloting (High-Performance Spacecraft)/TL 10 (A) DX [2]-10;

Background Skills: Area Knowledge (any) (E) IQ [1]-11; Climbing (A) DX-1 [1]-9; Carousing (E) HT [1]-10; Current Affairs (any)/TL 10 (E) IQ [1]-11; First Aid/TL 10 (E) IQ [1]-11; Forced Entry (E) DX [1]-10; Free Fall (A) DX-1 [1]-9; Gesture (E) IQ [1]-11; Hiking (A) HT-1 [1]-9; Holdout (A) IQ-1 [1]-10; Housekeeping (E) IQ [1]-11; Knife (E) DX [1]-10; Research (A) IQ-1 [1]-10; Savoir-Faire (Military) (E) IQ [1]-11; Search (A) Per-1 [1]-10; Stealth (A) DX-1 [1]-9; Swimming (E) HT [1]-10; Throwing (A) DX-1 [1]-9; Vacc Suit/TL 10 (A) DX-1 [1]-9; Writing (A) IQ-1 [1]-10.

Depending on whether a diplomat chooses to focus on counselor, piloting, or security skills, this template can represent a counselor or diplomat who is attempting to transition to the front lines, or a student leader anxious to get a command as soon as possible.
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Old 10-28-2014, 11:55 PM   #5
CaelibDarkstone
 
Join Date: Oct 2014
Default Re: GURPS Star Trek (DS9 era)

Engineer
75 points
Attributes: ST 10 [0], DX 10 [0], IQ 11 [20], HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [0]; Per 11 [0]; FP 10 [0]; Basic Speed 5.00 [0]; Basic Move 5 [0].
Advantages: Tinkerer Talent 1 [10], Starfleet Cadet [0].
Primary Skills: Armoury (any one of force shields, heavy weapons, or small arms)/TL 10 (A) IQ [2]-12*; Computer Programming/TL 10 (H) IQ-1 [2]-11*; Electronics Repair (any one of Comm, computers, MT, security, or sensors)/TL 10 (A) IQ [2]-12*; Mechanic (any one specialty)/TL 10 (A) IQ [2]-12*.
Secondary Skills: Beam Weapons (Pistol)/TL 10 (E) DX [1]-10; Brawling (E) DX [1]-10; Computer Hacking/TL 10 (VH) IQ-3 [1]-9*; Electrician/TL 10 (A) IQ-1 [1]-11*; Electronics Operation (any two of Comm, force shields, MT, or sensors)/TL 10 (A) IQ [2]-11; Electronics Repair (any two of Comm, computers, MT, security, or sensors)/TL 10 (A) IQ-1 [1]-11*; Judo (H) DX-1 [2]-9; Machinist/TL 10 (A) IQ-1 [1]-11*; Piloting (Low-Performance Spacecraft)/TL 10 (A) DX [2]-10; Soldier/TL 10 (A) IQ-1 [1]-10; Spacer/TL 10 (E) IQ [1]-11.
Background Skills: Area Knowledge (any) (E) IQ [1]-11; Carousing (E) HT [1]-10; Climbing (A) DX-1 [1]-9; Current Affairs (any)/TL 10 (E) IQ [1]-11; First Aid/TL 10 (E) IQ [1]-11; Forced Entry (E) DX [1]-10; Free Fall (A) DX-1 [1]-9; Gesture (E) IQ [1]-11; Hiking (A) HT-1 [1]-9; Holdout (A) IQ-1 [1]-10; Housekeeping (E) IQ [1]-11; Knife (E) DX [1]-10; Research/TL 10 (A) IQ-1 [1]-10; Savior-Faire (Military) (E) IQ [1]-11; Search (A) Per-1 [1]-10; Stealth (A) DX-1 [1]-9; Swimming (E) HT [1]-10; Throwing (A) DX-1 [1]-9; Vacc Suit/TL 10 (A) DX-1 [1]-9; Writing (A) IQ-1 [1]-10.
*+1 from Tinkerer Talent 1

A PC engineer probably has at least some level of Gadgeteer or Gizmo, but this can make for a competent but uninventive low-level engineer.


Security
75 points
Attributes: ST 10 [0], DX 10 [0], IQ 11 [20], HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 11 [0]; Per 11 [0]; FP 10 [0] Basic Speed 5.00 [0]; Basic Move 5 [0].
Advantages: Fit [5], Starfleet Cadet [0].
Primary Skills: Artillery (beams)/TL 10 (A) IQ [2]-11; Artillery (guided missiles)/TL 10 (A) IQ-1 [1]-10; Beam Weapons (Pistol)/TL 10 (E) DX+2 [4]-12; Criminology/TL 10 (A) IQ-1 [1]-10; Intelligence Analysis/TL 10 (H) IQ-1 [2]-10; Tactics (H) IQ-1 [2]-10;
Secondary Skills: Armoury (small arms)/TL 10 (A) IQ-1 [1]-10; Brawling (E) DX [1]-10; Electronics Operation (any two of Comm, force shields, security, sensors, and surveillance)/TL 10 (A) IQ-1 [1]-10; Explosives (demolition or EOD)/TL 10 (A) IQ [2]-11; Forensics/TL 10 (H) IQ-2 [1]-9; Interrogation (A) IQ-1 [1]-10; Judo (H) DX [4]-10; Law (Federation Police) (H) IQ-2 [1]-9; Observation (A) Per-1 [1]-10; Piloting (Low Performance Spacecraft)/TL 10 (A) DX-1 [1]-9; Soldier/TL 10 (A) IQ-1 [1]-10; Spacer/TL 10 (E) IQ [1]-11; Strategy (H) IQ-1 [2]-10.
Background Skills: Area Knowledge (any) (E) IQ [1]-11; Climbing (A) DX-1 [1]-9; Current Affairs (any)/TL 10 (E) IQ [1]-11; First Aid/TL 10 (E) IQ [1]-11; Forced Entry (E) DX [1]-10; Free Fall (A) DX-1 [1]-9; Gesture (E) IQ [1]-11; Hiking (A) HT-1 [1]-9; Holdout (A) IQ-1 [1]-10; Housekeeping (E) IQ [1]-11; Knife (E) DX [1]-10; Research (A) IQ-1 [1]-10; Savoir-Faire (Military) (E) IQ [1]-11; Stealth (A) DX [2]-10; Swimming (E) HT [1]-10; Throwing (A) DX-1 [1]-9; Vacc Suit/TL 10 (A) DX-1 [1]-9; Writing (A) IQ-1 [1]-10.

This template makes a low-level redshirt, but one who is not completely incompetent at trying to figure out what is going on. I went back and forth on whether Artillery(beams) or Gunner was the best skill for shooting photon torpedoes, but haven't really come to a decision.

Last edited by CaelibDarkstone; 11-27-2014 at 12:16 AM. Reason: adding guided missiles skill
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Old 10-29-2014, 12:02 AM   #6
Dalillama
 
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Default Re: GURPS Star Trek (DS9 era)

I'd give Vulcans No Sense of Humor, or put it on the recommended disadvantages list anyway.
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Old 10-29-2014, 12:03 AM   #7
CaelibDarkstone
 
Join Date: Oct 2014
Default Re: GURPS Star Trek (DS9 era)

And the last two templates.

Doctor
75 points
Attributes: ST 10 [0], DX 10 [0], IQ 11 [20], HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [0]; Per 11 [0]; FP 10 [0]; Basic Speed 5.00 [0]; Basic Move 5 [0]
Advantages: Healer Talent 1 [10], Starfleet Cadet [0].
Primary Skills: Diagnosis/TL 10 (H) IQ [4]-12*; First Aid/TL 10 (E) IQ [1]-12*; Pharmacy (Synthetic)/TL 10 (H) IQ [4]-12*; Physician/TL 10 (H) IQ [4]-12*; Physiology (human or similar)/TL 10 (H) IQ-1 [2]-11*; Surgery/TL 10 (VH) IQ-2 [2]-10*.
Secondary Skills: Beam Weapons (Pistol)/TL 10 (E) DX [1]-10; Biology (Earth-like, biochemistry or genetics)/TL 10 (H) IQ-1 [2]-10; Electronics Operation (Medical)/TL 10 (A) IQ-1 [1]-10; Piloting (Low-Performance Spacecraft)/TL 10 (A) DX-1 [1]-9; Research/TL 10 (A) IQ-1 [1]-10; Soldier/TL 10 (A) IQ-1 [1]-10; Spacer/TL 10 (E) IQ [1]-11; Writing (A) IQ-1 [1]-10.
Background Skills: Area Knowledge (any) (E) IQ [1]-11; Brawling (E) DX [1]-10; Carousing (E) HT [1]-10; Climbing (A) DX-1 [1]-9; Current Affairs (any)/TL 10 (E) IQ [1]-11; Forced Entry (E) DX [1]-10; Free Fall (A) DX-1 [1]-9; Gesture (E) IQ [1]-11; Hiking (A) HT-1 [1]-9; Holdout (A) IQ-1 [1]-10; Housekeeping (E) IQ [1]-11; Knife (E) DX [1]-10; Savoir-Faire (Military) (E) IQ [1]-11; Search (A) Per-1 [1]-10; Stealth (A) DX-1 [1]-9; Swimming (E) HT [1]-10; Throwing (A) DX-1 [1]-9; Vacc Suit/TL 10 (A) DX-1 [1]-9; Wrestling (A) DX-1 [1]-9.
*+1 from Healer Talent 1

It takes at least a little bit of medical talent to get into Federation medical school. This template represents a character who is on the professional medical track, but probably doesn't have the experience to serve as a doctor if there is another option.


Scientist
75 points
Attributes: ST 10 [0], DX 10 [0], IQ 11 [20], HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [0]; Per 11 [0]; FP 10 [0]; Basic Speed 5.00 [0]; Basic Move 5 [0].
Advantages: Starfleet Cadet [0].
Primary Skills: Astronomy/TL 10 (H) IQ-1 [2]-10; Navigation (Space)/TL 10 (A) IQ-1 [1]-10; Physics/TL 10 (VH) IQ-1 [4]-10; any one of Chemistry/TL 10, Cryptography/TL 10, Linguistics/TL 10, and Metallurgy/TL 10, all (H) IQ+1 [8]-12.
Secondary Skills: Beam Weapons (Pistol)/TL 10 (E) DX [1]-10; Brawling (E) DX [1]-10; Cartography (A) IQ-1 [1]-10; Electronics Operation (any two of Comm, medical, scientific, and sensors) (A) IQ-1 [1]-10; Geology (earth-like)/TL 10 (H) IQ-1 [2]-10; Judo (H) DX-1 [2]-9; Mathematics (applied)/TL 10 (H) IQ-2 [1]-9; Piloting (Low-Performance Spacecraft)/TL 10 (A) DX-1 [1]-9; Research/TL 10 (A) IQ [2]-11; Soldier/TL 10 (A) IQ-1 [1]-10; Spacer/TL 10 (E) IQ [1]-11; any three of Chemistry/TL 10, Cryptography/TL 10, Linguistics/TL 10, and Metallurgy/ TL 10, all (H) IQ-1 [2]-10.
Background Skills: Area Knowledge (any) (E) IQ [1]-11; Carousing (E) HT [1]-10; Climbing (A) DX-1 [1]-9; Current Affairs (any)/TL 10 (E) IQ [1]-11; First Aid/TL 10 (E) IQ [1]-11; Forced Entry (E) DX [1]-10; Free Fall (A) DX-1 [1]-9; Gesture (E) IQ [1]-11; Hiking (A) HT-1 [1]-9; Holdout (A) IQ-1 [1]-10; Housekeeping (E) IQ [1]-11; Knife (E) DX [1]-10; Savoir-Faire (Military) (E) IQ [1]-11; Search (A) Per-1 [1]-10; Stealth (A) DX-1 [1]-9; Swimming (E) HT [1]-10; Throwing (A) DX-1 [1]-9; Vacc Suit/TL 10 (A) DX-1 [1]-9; Writing (A) IQ-1 [1]-10.

This represents a general scientist, with one skill at a barely professional level. Without more points, this could be a bumbling scientist who doesn't quite know what is going on, or someone who claims to know everything by spouting technical nonsense.

Last edited by CaelibDarkstone; 11-21-2020 at 02:03 AM.
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Old 10-29-2014, 12:05 AM   #8
CaelibDarkstone
 
Join Date: Oct 2014
Default Re: GURPS Star Trek (DS9 era)

Good idea, Dalillama. Added to the recommended disadvantage list.
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Old 10-29-2014, 12:11 AM   #9
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Default Re: GURPS Star Trek (DS9 era)

Quote:
Originally Posted by CaelibDarkstone View Post
This template makes a low-level redshirt, but one who is not completely incompetent at trying to figure out what is going on. I went back and forth on whether Artillery(beams) or Gunner was the best skill for shooting photon torpedoes, but haven't really come to a decision.
For shooting photon torpedoes, I'd probably go with Artillery (Guided Missiles). At least in the TOS-cast movies, photon torpedoes appear to be physical objects with source-programmable guidance systems; I don't think that'd change by the TNG/DS9 era.
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Old 10-29-2014, 12:11 AM   #10
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Default Re: GURPS Star Trek (DS9 era)

There are two new advantages referenced in the templates above. Starfleet Cadet is just a campaign trait that combines a Duty to the Federation and a suitable patron of some sort. The other is Tinkerer Talent.

Tinkerer Talent: Armoury, Computer Hacking, Computer Programming, Electrician, Electronics Repair, Engineer, Machinist, Mechanic. Reaction Bonus: anyone you do work for. Reaction Bonus: anyone you do work for. 10 points/level.

This is basically an update of Artificer to switch in some skills that are more useful at this TL. I'm also dropping Computer Operation from the list of skills - it just seems silly to have to state that skill specifically at TL 10.
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