GURPS: STAR TREK SOURCEBOOK
CHARACTER CREATION
NOTE: GURPS: STAR TREK
is not meant to infringe on any copyrights held by Paramount or anyone
else.
It is meant for personal
use and not for resale. I would like to thank my friend Bruce for the majority
of this document.
Part I: Attributes and Pre-Academy skills
PC’s can design 90 point
characters of whatever race they desire, with up to 40 points in non-racial
Disadvantages and 5 points in non-racial Quirks. There are certain skill
and characteristic minima which all characters must have to get into the
Academy.
ST: no minimum IQ: 11+ DX: no minimum HT: 11 (Note: actual hit points could be less as long as Health is 11+) And at least 10 points in skills.
PC’s will get their
native language (at IQ) for free and Area Knowledge of their homeworld
(at IQ) also for free.
Part II: The Academy- 29 points
All students get the Core Curriculum and the Space Science Curriculum, and all Officer Canidates (includes most PCs) get the Officer Training Curriculum as well.
Core Curriculum:
Computer Operation-
1 pt.
Language-2 pts.
Life Science-
choose 1 for 1 pt.
Physical Science-
choose 1 for 1 pt.
Planetary Science-
choose 1 for 1 pt.
Social Sciences-
Federation History- 1 pt.
Federation Law-
1 pt.
Space Science Curriculum:
Electronics
Operation: Sensors- 1 pt.
Electronics
Operation: Transporters- 1 pt.
Free Fall- 1
pt.
General Services
(Damage Control Procedures)- 1 pt.
Space Sciences-
Astronomy- 1 pt.
Others- choose
two for 1 pt. each
Vacuum Suit
Ops- 1 pt.
Officer Training
Curriculum:
Armory: Beam
Handguns- 1 pt.
Beam Weapons-
1 pt.
Electronics:
Computers- 1 pt.
First Aid- 1
pt.
Judo or karate-
2 pts.
Leadership-
1 pt.
Teaching- 1
pt.
Outside electives: 5
pts for any skills offered by the Academy. (*see listing)
Part III: Branch School- 29 points
Engineering- 28 pts.
committed and 1 pt. free*
Armory: Beam
Handguns- 1 pt.
Armory: Photon
Torpedoes- 1 pt.
Armory: Starship
Phasers- 1 pt.
Electronics:
Communications- 1 pt.
Electronics:
Computers- 1 pt.
Electronics:
Deflector Shields- 1 pt.
Electronics:
Holodeck- 1 pt.
Electronics:
Life Support- 1 pt.
Electronics:
Security Systems- 1 pt.
Electronics:
Transporters- 1 pt.
Engineer: Impulse
Drives- 1 pt.
Engineer: Warp
Drives- 1 pt.
Mechanic: Impulse
Engines- 1 pt.
Mechanic: Starships-
1 pt.
Mechanic: Warp
drives- 1 pt.
Shipbuilding:
Shuttlecraft- 1 pt.
Shipbuilding:
Starships- 1 pt.
Specialties:
1 extra points can be distributed among the above skills.
Helm/ Navigation
(Conn) - 19 points committed and 10 free*
Computer Operation-
2 pt.
Electronics:
Deflector Shields- 1 pt.
Electronics
Operation: Photon Torpedoes- 1 pt.
Electronics
Operation: Sensors- 2 pts.
Electronics
Operation: Starship Phasers- 1 pts.
Pilot: Shuttlecraft-
1 pt.
Pilot: Starship-
4 pts.
Space Sciences:
Astrogation: Warp Drive-4 pts.
Strategy: Space-
1 pt.
Tactics: Space-
2 pt.
Medical- 27 pts.
committed and 2 pts. free*
Computer Ops-
1 pt.
Electronics:
Life Support- 1 pt.
Electronics
Operation: Life Support- 1 pt.
Electronics
Operation: Medical- 4 pts.
Language: Any-
2 pts. (in whatever combination)
Life Sciences-
Any three at 1 pt. each
Medical Sciences:
Diagnosis- 6 pts. (to be divided among specialized racial types**)
Physician- 8
pts. (to be divided among specialized racial types**)
Physiology-
4 pts. (to be divided among specialized racial types**)
Psycology- 4
pts Surgery- 8 pts. (to be divided among specialized racial types**)
Disadvantage: Great Vow: Never refuse a request for aid & never do harm (-15 pts.)
**Specializations
include arthropod, avian, crustacean, fish, insect, mammalian, mollusk,
reptilian
Operations- 21 pts.
committed and 8 pts. free*
Electronics:
Communications- 1 pt.
Electronics:
Computers- 1 pt.
Electronics:
Deflector Shields- 1 pt.
Electronics
Operation: Communications- 4 pts.
Electronics
Operation: Computers- 3 pts.
Electronics
Operation: Deflector Shields- 3 pt.
Electronics
Operation: Sensors- 3 pts.
General Services:
Damage Control Procedures- 4 pts
Intelligence
Analysis-1 pt.
Sciences- 29 points
committed
Computer Operation:-
3 pts.
Electronics:
Computers- 1 pt.
Electronics:
Sensors- 1 pt.
Electronics
Operation: Sensors- 3 pts.
Language: 2
pts. to any language(es) in any combination
Sciences: (Any
from Life, Physical, Planetary or Space Sciences)
Related Majors: two at 4 pts. each
Minors: two at 2 pts. each
Other: 6 pts. to be used in any combination
Vacuum Suit
Operations- 1 pt.
Tactical/ Security-
29 pts. committed
Armory: Beam
Handguns- 1 pt.
Armory: Body
Armor- 1 pt.
Armory: Phaser
Cannon- 1 pt.
Beam Weapons:
1 pts.
Diplomacy- 1
pt.
Electronics:
Security Systems- 2 pts.
Electronics
Operation: Communications- 1 pt.
Electronics
Operation: Computers- 2 pts.
Electronics
Operation: Photon Torpedoes- 3 pts.
Electronics
Operation: Sensors- 2 pts.
Electronics
Operation: Starship Phasers- 3 pts
General Services:
Security Procedures- 3 pts.
Judo or Karate-
2 pts.
Medical Science:
Psychology- 1 pts.
Social Science:
Federation Law- 1 pt.
Tactics: Small
unit- 2 pts
Tactics: Space-
2 pts
It is recommended that
all extra points be spent at the end of the process rather than incrementally.
This is slightly less realistic, but works better with the game mechanics.
Part IV: The Cadet Cruise
After completing classwork at the Academy, Cadets are usually sent on a one-year cruise in space where their performance is evaluated by officers in the field. During that cruise, the officer-in-training carries the rank of Midshipman. This rank is considered to be one below Ensign, but still an Officer’s grade and rank. Sometimes, due to extremely good performance of duties, a Cadet will be promoted to Ensign or even Lieutenant, J.g. (with an increase in pay and rank) in the field. To get the nature and results of a character’s Cadet Cruise, use the tables below.
Cadet Cruise Assignments:
Roll 3d6 to determine
which type of ship the character served upon.
3-6 Exploration Command
(Starship)
7-9 Exploration Command
10-13 Military Command
14-16 Colonization
Command
17-18 Merchant Marines
Command
Die Modifiers:
Luck (30 pts): -2
Luck (15 pts): -1
IQ 12+: -1
Bad Luck: +1
Failure to pass last
cruise: +1
Cadet Cruise Results:
Roll 3d6 to determine
results.
3-5 Passed with High
Honors (Promoted to Lieutenant. J.g.)
6-9 Passed with Honors
(Promoted to Ensign)
10-15 Passed
16-18 Did not pass
Die Modifiers:
Exploration Command
(Starship): -3
Exploration Command:
-2
Military Command: -1
Colonization Command:
-1
Merchant Marine Division:
+0
Luck (30 pts): -2
Luck (15 pts): -1
Bad Luck: +1
Second or later cruise
(per cruise): +1
Part V: Department Head/ Command School
Characters who want to become Department heads or command personnel are usually required to attend Department Head and/ or Command School for one year (each) following their Cadet Cruise. Here they will obtain the following skills important for holding positions of responsibility and authority over others.
Department Heads
are defined as the persons holding the following positions:
Chief Engineer
Chief Flight Officer
(Conn)
Chief Medical Officer
Chief Operations Officer
Chief Science Officer
Chief Tactical Officer
At Department Head
School, they will learn the following skills:
Administration- 4 pts.
Computer Operations-
2 pts.
Leadership- 1 pt.
Command Personnel
are:
Captain
First Officer
At Command School,
they will learn the following skills:
Diplomacy- 2 pts.
Leadership- 2 pts.
Social Sciences: Federation
History- 1 pt.
Federation Law- 1 pt.
Strategy- 2 pts.
Tactics: Space- 3 pts.
Part VI: Post-Academy Experience
Now that characters have gone through the Academy, Cadet Cruise and probably Department Head School, it is time to put on the finishing touches. The Post-Academy experience section will help to determine in what areas characters may have been assigned before the current campaign.
First determine how many terms the character has served between the completion of the Cadet Cruise or Command school and the beginning of this campaign.
Terms served:
Roll 1d10/ 2 to determine
how many terms the character has served in Starfleet.
Modifiers: Character
is preparing to be a First Officer: +2
Character is preparing
to be a Department Head: +1
Luck (30 pts.): -2
Luck (15 pts.) -1
Bad Luck: +1
IQ 12+: -1
Character enters campaign
as an Ensign: -1
Character enters campaign
as a Lt. J.g. or Lt: + 0
Character enters campaign
as Lt. Commander or Commander: +1
Character enters campaign
as Captain: +3
Character enters campaign
as Department Head: +1
Character enters campaign
as a First Officer: +2
Character enters campaign
as an Officer on a starship: +1
Terms and length of Assignments: Each term of service is generally on a different ship, or in a different location, such as a starbase. These terms can vary in length from one to five years. The following tables will allow a character to determine what types of vessels each term was served upon, and how long the character served there.
Roll 3d6 to determine
the type of service.
Roll 1d10/2 to determine
the length of each term served.
3-5 Galaxy Exploration
Command (starship)
6-8 Galaxy Exploration
Command
9-11 Military Command
12-13 Colonial Operations
Command
14-15 Merchant Marine
Command
16-17 Starbase Headquarters
Command 18 Starfleet Academy
Die Modifiers:
IQ 12+: -1
Luck (30 pts): -2
Luck (15 pts): -1
Graduated with honors:
-1
Graduated with high
honors: -2
For each year of Post-Academy
experience give 1 character point that can be spent on anything. In addition,
the following posts get additional points added:
Star Fleet Academy:
Teaching- 1 pt.
Starbase HQ Command:
Administration, Carousing or Streetwise- +1
Merchant Marine Division:
Carousing or Streetwise- +1
Character Age: Age when
entering Academy: 18.0
Academy: + 4.0
Branch School: + 3.5
Per Cadet School + 0.5
Dept. Head School + 1.0
Command School + 1.0
Per year of service + 1.0
All Starfleet personnel are required to take the folowing advantages and disadvantages:
Advantages:
Legal Enforcement
Powers (+5 pts.)
Military Rank:
Ensign, Lieutenant J.g.- Rank 2 (+10 pts.)
Lieutenant, Lt. Commander- Rank 3 (+15 pts.)
Commander, Captain- Rank 4 (+20 pts.)
Disadvantages:
Vow- Uphold
Starfleet Regulations (-15 pts)
Duty- Starfleet,
all the time (-15 pts)
Enemies- Dominion,
rarely (-10 pts)
Enemies- Borg,
rarely (-10 pts)
Note: This package does
not count toward the total limit of personal ads/ disads. Legal enforcement
powers represent all officers of Starfleet being essentially ambassadors
of the United Federation of Planets. The vow is taken to represent the
doctrine of the UFP that forbids interference in the affairs of all non-Federation
worlds. Duty to Starfleet is required for all military personnel as members
of Starfleet.
GURPS: STAR TREK SKILLS
Administration MA
Anthropology MH
Archeology MH
Armory: Beam Handguns
MA
Armory: Body Armor
MA
Armory: Phaser Cannons
MA
Armory: Photon Torpedoes
MA
Armory: Starship Phasers
MA
Astrogation: Warp Drive
MA
Astronomy MH
Astrophysics MH
Beam Weapons: Phasers
PE
Biochemistry MVH
Botany MH
Chemistry MH
Computer Programming
MH
Criminology MA
Diagnosis MH
Disguise MA
Ecology MH
Economics MH
Elec. Ops: Communications
MA
Elec. Ops: Computers
MA
Elec. Ops: Deflector
Shields MA
Elec. Ops: Holographics
MA
Elec. Ops: Life-Support
MA
Elec. Ops: Medical
MA
Elec. Ops: Phaser Cannons
MA
Elec. Ops: Photon Torpedoes
MA
Elec. Ops: Security
Systems MA
Elec. Ops: Sensors
MA
Elec. Ops: Starship
Phasers MA
Elec. Ops: Transporters
MA
Electronics: Bionics/
Robotics MH
Electronics: Communications
MH
Electronics: Computers
MH
Electronics: Deflector
Shields MH
Electronics: Holographics
MH
Electronics: Life-Support
MH
Electronics: Medical
MH
Electronics: Security
Systems MH
Electronics: Sensors
MH
Electronics: Transporters
MH
Engineer: Fission reactors
MH
Engineer: Fusion reactors
MH
Engineer: Impulse Drives
MH
Engineer: Reaction
Drives MH
Engineer: Bionics/
Robotics MH
Engineer: Subspace
Field Gen. MH
Engineer: Warp Drives
MH
First Aid ME
Forensics MH
Free Fall (Zero G)
PA
General Services (specialty)
MA
Genetics MVH
Geology MH
History: Federation
MH
History: specialization
MH
Intelligence Analysis
MH
Judo PH
Karate PH
Language* MA
Law: Federation MH
Leadership MA
Life-support belt ops.
MA
Linguistics MVH
Literature MH
Mathematics MH
Mechanic: Anitmatter
Reactors MA
Mechanic: Fission Reactors
MA
Mechanic: Fusion Reactors
MA
Mechanic: Impulse Drives
MA
Mechanic: Reaction
Drives MA
Mechanic: Bionics/
Robotics MA
Mechanic: Subspace
Field Gen. MA
Mechanic: Warp Drives
MA
Metallurgy MA
Meteorology MH
Naturalist MH
Nuclear Physics MVH
Physician: (Race) MH
Physics MH
Pilot: Atmosphere craft
PA
Pilot: Shuttlecraft
PA
Pilot: Starship PA
Planetology MH
Political Science:
(special) MH
Prospecting MA
Psychology : (race)
MH
Research MA
Savior-faire: SF Protocol
ME
Shipbuilding: Shuttlecraft
MH
Shipbuilding: Starships
MH
Strategy: Space MH
Surgery MVH
Survival: (planetary)
MA
Survival: (vacuum)
MA
Tactics: Small Units
MH
Tactics: Space MH
Teaching MA
Theology: (specialization)
MH
Trivia: (specialization)
MA
Vacuum Suit Operations
MA
Xenobiology: (specialization)
MA
Xenology MH
Zoology MH
*Note: Most languages
are PA, though some may be different.
Grouped Skills:
Life Sciences-
Biochemistry
Botany
Ecology
Genetics
Physiology
Xenobiology
Xenology
Zoology
Medical Sciences-
Diagnosis
Physician
Psychology
Surgery
Physical Sciences-
Chemistry
Computer
Programming
Mathematics
Physics
Nuclear Physics
Planetary Sciences-
Geology
Metallurgy
Meterology
Planeotology
Prospecting
Social Sciences-
Anthropology
Archeology
Criminology
Economics
History
Law
Political science
Space Sciences-
Astrogation:
Warp Drive
Astronomy
Astrophysics
Shipbuilding:
Starship
Character Races:
Andorian- 32
pts.
ST +2 (+20 pts.)
HT +1 (+10 pts.)
Advantages:
Extra Fatigue +2 (+10
pts.)
Sonar Vision (+25 pts.)
Temp. Tolerance (Cold
only 1 level) (+6 pts.)
Disadvantages: Vulnerability,
infrequent—any blow to antaenae causes +1d6 damage (-5 pts.)
Code of Honor—uphold
Clan Honor, sacrifice for the greater good (-10 pts.)
Honesty (-10 pts.)
"Hotheaded"—Combination
of Bad temper + Bloodlust, reduced 40% due to it only occurs in hot climatic
conditions. (-12 pts.) Hatred of "Warriors of Andor" (-1 pt.)
Logical, stoic (-1
pt.)
Required skills:
AK: Andor (IQ) 0 pt.s
LS: Andorian (IQ) 0
pts.
Bajoran- 0 pts.
Advantages:
Strong Will - +1 level
(+4 pts)
Disadvantages:
Intolerance: Cardassians
(-5 pts.)
Quirk: Wears earring
in right ear (-1 pt.)
Required Skills: AK:
Bajor (IQ) 0 pts.
LS: Bajoran (IQ) 0
pts.
Theology: Bajoran-
+2 pt.
Benzites- (+20
points)
IQ: +2 (+20)
HT: +2 (+20)
Disadvantages:
Appearance: Unattractive
(-5)
Compulsive Behavior:
Pursuit of Factual Information (-5)
Increased Life Support
- 1 level (-10)
Required Skills:
Area Knowledge: (Homeworld)
at IQ (0)
Language: Benzite at
IQ (0)
Description: Benzites
are inhabitants of the planet Benzar, a class-M planet with a small amount
of benzene in the atmosphere. The race evolved needing the benzene to survive,
but they do not need large quantities of benzene to survive in terrestrial
environments. Only a small rebreather with a benzene cartridge is necessary
for survival. Benzites are noted for their pursuit of knowledge - a pursuit
that led them to petition for Starfleet membership as early as possible.
Benzites often excel at science and engineering during Academy studies.
Betazoids (+29
points)
ST: -1 (-10)
IQ: +2 (+20)
Advantages:
Attractive (+5 pts.)
Extended Lifespan,
one level (+5 pts)
Telepathy - Power 3
(+15)
Disadvantages:
Truthfulness (-5 pts)
Required Skills:
AK: (Homeworld) at
IQ (0)
Emotion Sense at IQ
(+4 pts.)
LS: Betazed at IQ (0)
Telesend at IQ (+4
pts)
Savior-faire at IQ
(+1 pt.)
Bolians- (+5
points)
IQ +1 (+10)
HT +1 (+10)
Advantages:
Alertness - One level
(+5)
Disadvantages:
Curious (-10)
Enemy, Moropans (rarely)
(-10)
Quirks: (no racial)
Required Skills:
Area Knowledge: (Homeworld)
at IQ (0)
LS: Bolian at IQ (0)
DESCRIPTION:
Bolians come from the planet Bolarus IX. They are a race of bald, blue-skinned humanoids with a prominent ridge running down the center of their heads and bodies. Only young females possess any body hair, and that only on their scalps.
Bolians are staunch
allies of the Federation. Several have risen to positions of great importance
in the Federation and in Starfleet. Many turn their liability of racial
curiosity into an advantage by occupying research or investigative jobs.
They have only recently made peace with the Moropans, a rival race, although
this peace is fragile one.
Deltans- (+56
points)
ST: -1 (-10)
IQ: +1 (+10)
HT +1 (+10)
Advantages:
Alertness, 1 level
(+5 pts)
Attractive (+5 pts)
Charisma +2 (+10 pts)
Aspect, power 12, efect
doubled against opposite sex, always on (+32 pts)
NOTE: This effect can
be dampened through a successful skill roll, otherwise effects all within
17 yd. Radius.
Disadvantages:
Curious (-10)
Minor vow: Oath of
Celibacy (-5)
Sensualist (-1)
Required Skills:
Area Knowledge: (Homeworld)
at IQ (0)
Erotic Arts at IQ +1
(+4)
Language: Deltan at
IQ (0)
Sex Appeal at HT +2
(+6)
DESCRIPTION:
Deltans are a humanoid
species native to the planet Delta IV. All Deltans have a totally bald
head, but do have eyebrows. Deltans are also highly developed sexually,
so much so that it is said that a normal Terran would be unable to survive
a sexual experience with a Deltan. All Deltans wishing to join Starfleet
on mixed crew ships must take an Oath of Celibacy. This is meant to prevent
any unfortunate incidents while on board any Starship. As well as being
highly developed sexually, they are also highly developed socially. Certain
individuals may even have +5 or +10 Charisma due to this high social development.
Deltans tend to be open and gregarious by nature, and tend to be Sensualists
(-1 Quirk). This can also account for their proclivity towards consensus
and cooperation and being team players. They make excellent teachers, athletes,
scientists, engineers, Counselors, Helm/Navigation officers, and system
specialists. Due to their overall good nature, they will wish to avoid
conflicts unless they see them in a constructive sense. Deltans can and
will defend themselves excellently with either bare hands or weapons. They
enjoy most sporting forms of combat, but do not make good Security officers.
Deltans generally produce the pheromone associated with sexual arousal
on a day-to-day basis. They are usually considered very attractive physically
as well. This makes for bad psychological effects on members of a mixed
crew ship. Generally, Deltans do not serve on mixed crew vessels in Starfleet.
Those that do take the Oath of Celibacy so as to not take advantage of
any sexually immature species. Their Oath of Celibacy only applies to species
considered by them to be sexually immature (which currently includes Terrans).
Efrosians- (+29
points)
ST +2 (+20)
IQ +1 (+10)
HT +1 (+10)
Advantages:
Absolute Direction
(+5 pts)
Attractive (+5 pts.)
Empathy (+15 pts)
Temperature Tolerance,
cold only- one level (+6 pts.)
Disadvantages:
Fanaticism: Efrosian
religion (-15 pts)
Major vow: Never reveal
information on Efrosian religion to non-belivers (-10 pts)
Primitive: 3 tech levels-
tech level 8 is Efrosian norm (-15 pts)
NOTE: This must
be bought off before play begins.
Secret: Religious beliefs,
dogma, practices (-5 pts)
Required skills:
AK: Efros at IQ (0
pts.)
Diagnosis at IQ -1
(+2 pts.)
LS: Efrosian at IQ
(0 pts)
Theology: Efrosian
at IQ -2 (+1 pt)
Description:
Efrosians are the albino-like
people seen in ST: IV Voyage Home.
Humanoid races--- +-
???? There are many different humanoid races located in and outside the
Federation, each with their own set of ads and disads, quirks and histories.
Feel free to make up your own and allow the GM to review it.
Trill (Host)
- (+0 points)
HT +1 (+10)
No Trill host will ever start with an attribute under 10. All attributes generally higher, but not genetic in nature.
Advantages: None.
Disadvantages: Duty to Symbionts (-10 pts)
Required skills:
Area Knowledge: (Homeworld)
at IQ (0)
Language: Trill at
IQ (0)
Description:
The Trill have have been genetically engineered by the Trill Symbionts to act as drones, which many have dedicated their lives to that purpose. They have a cavity in their abdomens which is designed to hold the symbiont. Otherwise, they appear basically humanoid. For combat purposes, the symbiont can be hit on a vitals shot—when their will be an equally probable roll to determine if the host or the symbiont has taken the damage.
For a joined Trill character,
the Trill takes in a symbiont, which the GM shall make up.
Trill Symbiont-
(+0 points)
ST -8 (-70 points)
IQ +3 (+30 pts)
Advantages:
Mindshare: Global consciousness,
single, intelligent drone, touch only (+50 pts)
Extended lifespan,
9 levels (+45 pts.)
Cultural adaptability
(+25 pts.)
Disadvantages:
Parasite (-30 points)
No manipulators (-50
points)
Reduced Hit Points
-4 (-20 points)
Invertebrate (-20 points)
Minor Vow: Romantic
relationships end with death of a host (-5 points)
Quirks: Any five 1 point quirks in addition to that of the host.
Required Skills:
AK: Trill Homeworld
at IQ (0 pts.)
LS: Symbiont at IQ
(0 pts.)
Special: 50 pts. of
skills and mental advantages from previous hosts experience.
Description:
Trill are a symbiotic
species consisting of a humanoid host and a worm-like symbiont which lives
in the abdomen of the host. The worm-like symbiont is extremely long-lived.
An example of this is Dax, who is on at least his sixth host with Jadzia.
The host does not lose any of their memories, and they are capable of accessing
memories of the symbiont. If the host body is dying, the symbiont is transferred
to another host. After four days, the merger between the host and the symbiont
is permanent. Should the host body die without removing the symbiont within
96 hours, the symbiont will also die. Trill humanoids are very interested
in the welfare of their symbiont. They even enter into contests from which
the winners become the next class of people honored to become hosts. No
host will ever have attributes of under 10. Trill humanoids are very honored
by their selection to become hosts. Some potential hosts who do not make
the cut consider suicide. Trill symbionts remember all the memories of
all of their previous hosts. A modified version of Racial Memory is used
for this. Trill appear very human, except for a slight spotty marking along
the sides of the face. These markings are unique to each Trill, and are
just as unique as a Terran human's fingerprints. They do not detract from
appearance. Trill symbiont can access memories from all of its previous
hosts. Unlike "regular" Racial Memory, the GM does not need to roll versus
the character's IQ to see if they can access these memories. Complete access
is possible. Otherwise, this advantage is the same as the one found in
GURPS: Aliens (pg. 15). The symbiont can survive for 96 hours following
the death of the host. If it is transferred to a new host within that time,
it will continue to survive. It cannot survive absolute destruction of
the host body. Upon joining with a new host the following changes occur:
The new IQ is the average of the old IQ and the new IQ. The DX, ST, and
HT become the new host's. All skills are transferred to the new host, but
are based off of the new IQ and DX. Quirks and mental advantages and disadvantages
-may- be transferred at the GM's discretion, depending on whether or not
they belong to the symbiont. New quirks, and other advantages and disadvantages
will be gained as possessed by the new host. Physical advantages and disadvantages
will, almost without exception, be lost. New ones will be gained from the
new host. Except in exceptional circumstances, the new host should be assigned
by the GM. Note that this also means that the player is using the symbiont
as a character. This also means that the disadvantage of Parasite applies.
Vulcan- 68 pts.
ST -3 (-20 pts.)
IQ +2 (+20 pts.)
HT +2 (+20 pts.)
Advantages-
Acute Hearing +1 (+2
pts.)
Extended Lifespan,
one level (+5 pts.)
Increased Strength,
one level (+50 pts.)
Logic Package- High
Pain Threshold (+10 pts.)
Metabolism Control
(+5 pts.)
Strong Will +2 (+8
pts.)
Unfazeable (+15 pts.)
Polarized Eyes (+5
pts.)
Telepathy Power, level
one (+5 pts.)
Temperature tolerance,
heat only- one level (+6 pts.)
Disadvantages-
Logic Package-
Code of Honor-
live elegant & logical lives (-10 pts.)
Great Vow- suppress/
deny all emotions (-15 pts.)
Honesty (-10 pts.)
No sense of humor (-10
pts.)
Pacifism- Self defense
only (-15 pts.)
Truthfulness (-5 pts.)
Reputation- Cold and
straight - laced, to emotional races only (-2 to reaction roll) (-5 pts.)
Vegetarian (-1 pt.)
Required Skills-
AK: Vulcan at IQ (0)
LS: Vulcan at IQ (0)
Meditation M/H at IQ
(+4 pts.)
Telereceive M/H at
IQ (+4 pts.)
Special: Vulcan Nerve
Pinch
This is a specialized use of the Pressure Points skill (M/H) from GURPS: Martial Arts (pg 39). To use it, the practioner must make a successful attack roll using any appropriate unarmed combat skill (Brawling, Karate etc.) against the neck of his or her target, taking an addditional -2 to the attack roll (for a total of -7). If at least 1 point of damage gets through the neck armor or clothing (natural toughness does not count), then the attacker and the defender go through a Quick contest of skills between the attacker’s skill level and the defender’s HT. If the attacker wins, the target is rendered unconcious for 5d turns. After this time, the defender can make normal HT rolls to recover. This technique loses effectiveness against non-humanoid targets, and may not be effective at all. Penalties should be assessed by the GM, and might be offset by a successful Xenology roll. Non-Vulcans are not likely to have access to this skill, since it is not generally taught to other species.
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