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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