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Old 02-25-2017, 11:00 AM   #261
Phantasm
 
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Default Re: GURPS Star Trek (DS9 era)

I've come up with a few skill packages for various positions on board a ship. No full-fledged templates yet.

How do these look?

Engineering Officer
(ex: O'Brien (DS9), LaForge (TNG S2 onward))
- Armoury (One or more of: Force Shields, Heavy Weapons, or Vehicular Armor)
- Electrician
- Electronics Operation (One or more of: Force Shields, Matter Transmitters, Sensors)
- Electronics Repair (One or more of: Communications, Computers, Electronic Warfare, Force Shields, Matter Transmitters, Medical, Scientific, Security, Sensors, or Surveillance)
- Mechanic (Starship)
- Mechanic (Warp Engine) (or Singularity Drive for Rihansu)
- Wildcard Alternative: Mechanic!

Operations: Helmsman
(ex: Sulu; W. Crusher)
- Electronics Operation (Sensors)
- Navigation (Space)
- Navigation (Hyperspace)
- Piloting (Starship and/or Hyperspace)
- Wildcard Alternative: Pilot!

Science Officer
(ex: Spock; Jadzia Dax)
- Computer Operation
- Computer Programming
- Electronics Operation (Scientific)
- Electronics Operation (Sensors)
- One or more of: Astronomy, Biology, Chemistry, Forensics, Geology, Metallurgy, or Physics
- Wildcard Alternative: Science!

Medical Officer
(ex: McCoy, B. Crusher, Bashir)
- First Aid
- Physician
- Pharmacy (Chemical)
- Electronics Operation (Medical)
- Expert Skill (Xenology)
- Biology
- Wildcard Alternative: Medic!

Tactical Officer
(ex: Worf; Tuvok)
- Artillery (Guided Missiles)
- Electronics Operation (One or more of: Electronic Warfare, Force Shields, Security, Sensors, or Surveillance)
- Gunner (Beams)
- Strategy (Space)
- Tactics
- Soldier
- Wildcard Alternative: Ship Combat!

Security Officer
(ex: Odo)
- Beam Weapons (Pistol)
- Electronics Operation (Security)
- Judo
- Karate
- Wildcard Alternative: Redshirt!

Intelligence Officer
- Intelligence Analysis
- rose through Tactical, usually

Operations: Communications Officer
(ex: Uhura)
- Electronics Operation (Communications)
- Electronics Operation (Electronic Warfare or Media) (optional)

Operations: Transporter Officer
(ex: O'Brien (TNG))
- Electronics Operation (Matter Transmitters)
- Electronics Operation (Sensors)

Medical: Ship's Counselor
(ex: Troi; Ezri Dax)
- Psychology
- Anthropology
- various other medical skills
- Wildcard Alternative: Headshrinker!


(Not sure if the communications officer is particularly valid for TNG/DS9 era, but as one of the TOS/TAS-era regulars is primarily communications I thought I'd include it as an Operations lens.)
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Last edited by Phantasm; 02-25-2017 at 12:00 PM.
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Old 02-25-2017, 01:11 PM   #262
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Default Re: GURPS Star Trek (DS9 era)

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Originally Posted by jason taylor View Post
It would be something like Curzon or Spock's dad not like an Obstructive Bureaucrat.
By the way when they named a frontier diplomat "Curzon" was that an allusion to Lord Curzon?
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Old 02-25-2017, 01:26 PM   #263
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Default Re: GURPS Star Trek (DS9 era)

Quote:
Originally Posted by jason taylor View Post
By the way when they named a frontier diplomat "Curzon" was that an allusion to Lord Curzon?
Would not put it past them to do so. I heard there was plenty of allusion in both species and character names from TOS through Enterprise.
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The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 02-26-2017, 07:27 AM   #264
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Default Re: GURPS Star Trek (DS9 era)

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Originally Posted by jason taylor View Post
It would be something like Curzon or Spock's dad not like an Obstructive Bureaucrat.
Yes, maybe not so epic, but useful.
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Old 02-26-2017, 11:53 AM   #265
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Default Re: GURPS Star Trek (DS9 era)

Wow, this thread is still getting much more activity than I expected. I have a lot of catching up to do.

Quote:
Originally Posted by Astromancer View Post
By the way, what is the points allowance for the hypothetical campaign this thread started off being about?
My original campaign started off with 150 point characters with -50 points in disadvantages. The idea was that they were still cadets at the Academy who had just joined Red Squad (which is why I ended up statting a bunch of people on Earth out first). All of my players in the area are relatively new to GURPS, so this was a way to work in a tutorial that made sense. If they campaign had continued beyond a few adventures, they would have earned the first 50 points or so more quickly through intensive training at the academy over a year or 2, and then end up on DS9 for their first assignment.

Your character concept you've come up with looks really cool to me.
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Old 02-26-2017, 12:23 PM   #266
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Default Re: GURPS Star Trek (DS9 era)

Quote:
Originally Posted by Phantasm View Post
Operations: Helmsman
(ex: Sulu; W. Crusher)
- Electronics Operation (Sensors)
- Navigation (Space)
- Navigation (Hyperspace)
- Piloting (Starship and/or Hyperspace)
- Wildcard Alternative: Pilot!
Since warp drive still navigates through normal space, Navigation (space), and Navigation (hyperspace) could conceivably be rolled into one.

Quote:
Originally Posted by Phantasm View Post
Security Officer
(ex: Odo)
- Beam Weapons (Pistol)
- Electronics Operation (Security)
- Judo
- Karate
- Wildcard Alternative: Redshirt!
Odo isn't a good example of this, but this is a good template for a Starfleet security officer. Odo specifically doesn't have Beam Weapons (Pistol) and his skills are more focused on detective work. He also doesn't fit into Starfleet, though.

Quote:
Originally Posted by Phantasm View Post
(Not sure if the communications officer is particularly valid for TNG/DS9 era, but as one of the TOS/TAS-era regulars is primarily communications I thought I'd include it as an Operations lens.)
I don't think a communications officer would be out of place in the TNG/DS9 era if they also had Linguistics skills and similar advantages, which both Uhura in the new movies and Hoshi do. Picard's Enterprise doesn't have such an officer, but there are multiple episodes where one might come in handy. Darmok is the most obvious, but The Ensigns of Command notes that the Sheliak language hasn't been translated either. They'd definitely be specialists, though.

Other than that, the skill lists look great Phantasm.
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Old 02-26-2017, 01:47 PM   #267
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Default Re: GURPS Star Trek (DS9 era)

Quote:
Originally Posted by CaelibDarkstone View Post
My original campaign started off with 150 point characters with -50 points in disadvantages. The idea was that they were still cadets at the Academy who had just joined Red Squad (which is why I ended up statting a bunch of people on Earth out first). All of my players in the area are relatively new to GURPS, so this was a way to work in a tutorial that made sense. If they campaign had continued beyond a few adventures, they would have earned the first 50 points or so more quickly through intensive training at the academy over a year or 2, and then end up on DS9 for their first assignment.

Your character concept you've come up with looks really cool to me.
Thank-you. You can steal the character for use as a NPC. Maybe that upperclassman who insists on being a Mother-Hen to the plebs might be a good role.
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Old 11-21-2020, 12:54 AM   #268
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Default Re: GURPS Star Trek (DS9 era)

Dominion Racial Templates

The Dominion is the largest empire in the Gamma Quadrant, and was at war with the Federation in the Alpha Quadrant until a year ago. A number of different species, some of them genetically engineered by the Founders, make up the Dominion. The most famous species are the Jem'Hadar, Vorta, and the Changelings/Founders. The Cardassians allied with the Dominion during the Dominion War, but are now independent.

Cardassian
0 points
Features: Adjusted temperature zone (50-105 degrees) [0]
Allowed Traits: No additional traits.

Jem'Hadar
0 points
Attributes: ST +2 [20], DX +1 [20]
Advantages: High-Pain Threshold [10]
Disadvantages: Addiction (ketracel white, expensive, totally addictive, legal) [-15], Short Lifespan 2 [-20], Social Stigma (monster) [-15]
Allowed Traits: high ST, high HT, Hard To Kill, Hard to Subdue, Invisibility (Switchable +10%, may have other modifiers including Gadget but not Unique), Less Sleep, Night Vision

Vorta
0 points
Advantages: Resistant to Poison (+3 HT) [5]
Disadvantages: No Sense of Taste/Smell [-5]
Allowed Traits: Acute Hearing, Extra Life (Copy -20%), improved Resistance to Poison

Changeling
100 points
Advantages: Doesn’t Breathe [20], Doesn’t Eat or Drink [10], Injury Tolerance (Diffuse) [100], Social Regard (Venerated by Dominion) 3 [15]
Disadvantages: Cannot Speak (Mute) [-25], No Sense of Taste/Smell [-5], Social Stigma (Monster) [-15]
Allowed Traits: Less Sleep, Mimicry, Mind Probe (Racial -20%, Touch-Based -20%), Mind Reading (Racial -20%, Touch-Based -20%), Shapeshifting

Before they learn to mimic the species they encounter, Changelings learn to roughly approximate the humanoid form. Changelings may use the following racial templates for Alternate Form or Morph.

Humanoid Founder
25 points
Advantages: Doesn’t Breathe [20], Doesn't Eat or Drink [10], Social Regard (Venerated by Dominion) 3 [15]
Disadvantages: No Sense of Taste/Smell [-5], Social Stigma (Monster) [-15]

Humanoid Founder with Extra Strength
95 points
Attributes: ST +7 [70]
Advantages: Doesn't Breathe [20], Doesn’t Eat or Drink [10], Social Regard (Venerated by Dominion) 3 [15]
Disadvantages: No Sense of Taste/Smell [-5], Social Stigma (Monster) [-15]

Humanoid Founder with Long Arms
95 points
Advantages: Doesn’t Breathe [20], Doesn't Eat or Drink [10], Extra-flexible Arms [10], Long Arms (+3 SM) [60], Social Regard (Venerated by Dominion) 3 [15]
Disadvantages: No Sense of Taste/Smell [-5], Social Stigma (Monster) [-15]

Last edited by CaelibDarkstone; 11-21-2020 at 12:42 PM. Reason: Added Less Sleep for the Jem'Hadar
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Old 11-21-2020, 05:17 AM   #269
Phantasm
 
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Default Re: GURPS Star Trek (DS9 era)

Cardassians are known for their attention to detail. I'd be tempted to give them a Per bonus or a Talent with a number of Per-based skills like Observation and Search.
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"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 11-21-2020, 05:30 AM   #270
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Default Re: GURPS Star Trek (DS9 era)

Well done coming up with racial templates that come up to 0 character points! I know it's not necessary, but for some reason I find it satisfying when they do.

I also dig the "Allowed Traits" lists. It provides options that define a race without making everyone of that race identical.

I like to give each of my races a 5-skill racial talent that's unique to them. (I also disallow any other talents and do have professional wildcard skills.)
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