This section deals only with those skills special to GURPS: STAR TREK. Those skills from the BASIC SOURCEBOOK and other books can be used at the GM’s discretion.
Administration (MA): Required of Department Heads aboard a starship and important to anyone who keeps records or manages people, deals with the structure and function of bureucracies. This skill includes record-keeping procedures and personnel management techniques, as well as organization of most Federation departments and the structure of Starfleet itself.
Anthropology- specialized (MH): The study of the cultures and evolution of peoples. Rolls could be used to explain , or even predict, unusual rituals and folk customs of alien species.
Archeology- specialized (MH): defaults: IQ-6. The study of ancient civilizations. At home with excavations, inscriptions etc, an archeologist might answer questions about ancient history, identify artifacts and dead languages etc. This skill can be taken as general and specialized to a specific planet or peoples.
Armory: Beam Handguns (MA): Covers design, construction, repair, modifications, and maintenance of all small hand-held weapons such as the Phaser.
Armory: Body Armor (MA): Covers design, construction, repair, modifications, and maintenance of Starfleet body armor.
Armory: Phaser Cannons (MA): defaults: IQ-5, or Gunner: Phaser Cannon-6. Covers design, construction, repair, modifications, and maintenance of Phaser Cannons, which are used for point defense around a Starship, as well as the transportable models used for ground attack support. There are two types of Phaser Cannons, Light and Heavy. Both are covered by this skill.
Armory: Photon Torpedoes (MA): defaults: IQ-5, or Gunner: Photon Torpedoes-6. Covers design, construction, repair, modifications, and maintenance of the ship's Photon Torpedo systems.
Armory: Starship Phasers (MA): defaults: IQ-5, or Gunner: Starship Phasers-6. Covers design, construction, repair, modifications, and maintenance of a Starship's Phaser banks.
Astrogation: Warp Drive (MA): defaults: Navigation-5, Astronomy-4, Mathematics-4. Covers taking a Federation Starship from one place to another. Also covers star mapping and charting a course through space. Conn officers study Astrogation: Warp Drive to know where the ship is currently, where it is going, and how soon it will arrive. This skill is also used to plot intercept courses with another vessel or object in space, as well as make other special maneuvers in space.
Astronomy (MH): defaults: IQ-6. The study of the stars and other extraplanetary objects. Successful skill rolls may answer questions about a sun, planet, meterorite etc.
Astrophysics (MH): defaults: IQ-6. Prerequisites: Physics 12+, Mathematics 12+. A very exacting science in Trek's time. It includes: stellar growth and decay, planetary and stellar ballistics, some stellar cartography etc.
Beam Weapons: Phasers (PE): defaults: DX-4, or other Beam Weapon skill-4. This is the ability to operate standard hand-held Federation Phasers.
Biochemistry- specialized (MVH): defaults: Chemistry-5. Prerequisites: Chemistry. The study of the chemistry of living beings. A biochemist is an expert in the chemical reactions that sustain life. This skill can be specialized to certain life-forms or types ie: Klingons or the Horta.
Botany (MH): defaults: IQ-6. The study of plants, their properties and their habitats. This skill can be specialized to specific planets.
Chemistry (MH): defaults: IQ-6. The study of matter. Successful skill rolls might identify elements and simple compounds. With proper equipment, complex analysis and syntheses may be performed.
Comparative Archeology (MH): defaults: IQ-6, or Comparative Archaeology: (other)-4) prerequisites: Archaeology 12+ . A study of the ancient archaeology (buildings and structures) of a particular race or planet. Each race or culture studied must be specified and studied separately. When a player is studying a race similar to one that they have knowledge of, they may apply a -4 to their Comparative Archaeology skill roll to determine how environmental and technological factors would influence the development of that culture's buildings and architecture. Thus, a player could hypothesize on how the introduction of high TL inventions (for instance) would cause the culture to diverge from its normal development.
Computer Programming (MH): no default. Prerequisite: Computer Operations. The ability to write and debug computer software. Successful skill rolls may allow one to find a program "bug", determine a program’s purpose, answer questions about computer programming, or given enough time write or rewrite a computer program.
Criminology (MA): defaults: IQ-4. The study of the criminal mind. This skill might help in the interpretation of clues, in the behavior of the criminal etc.
Diagnosis (MH): defaults: IQ-6. The ability to tell what is wrong with a sick animal or person. This skill is generalized to include all similar life-forms. A player may specialize in a particular species for a better chance at identifying what may be the particular cause of an ailment etc.
Ecology- specialized (MH): defaults: IQ-6. The study of the natural relationships of living beings, or of whole environments. Successful skill rolls may answer what creatures are vital to an environment and which are not, whether man could fit into a new environment, what effect a certain change might have on an environment etc. This skill can be specialized to certain planets or planet-types.
Electronics: Bionics/ Robotics (MH): defaults: Electronics: (other)-4. Covers construction and repair of all electronic systems used in Federation robotics, especially robotic electronic brains. It does not cover non-electronic robotic systems.
Electronics: Communications (MH): defaults: Electronics: (other)-4. Covers construction and repair of all Federation communication systems. It includes the technical skills and knowledge involved in modern Federation communications devices, including repair, manufacture, and design. It also includes information on how to modify Federation equipment for different uses. Additionally, it includes information on repairing such items as message buoys, log recorders, personal communicators, and sub-space communications stations.
Electronics: Computers (MH): defaults: Electronics: (other)-4. Covers the technical side of computers, and includes info on how to design, build, and most importantly, repair them. Electronics: Deflector Shields (MH): defaults: Electronics: (other)-4. Covers construction and repair of the devices that produce the ship's protective screens, which protect it from stray meteors and other space junk, as well as energy and missile attacks in combat. It also covers the technology behind Tractor Beams and Pressor Beams. A successful roll with this skill made during Starship combat will allow the player to use two points of shielding (DF) over and above the power from the engines. This does not represent an actual expenditure of more power, but rather is the more efficient use of the power available by the player.
Electronics: Holographics (MH): defaults: Electronics: (other)-4. Covers construction and repair of the Holographic equipment on Federation vessels. It could also be used to help override Holographic programming by others. It is used for Holodecks and on other Holographic equipment.
Electronics: Life-Support (MH): defaults: Electronics: (other)-4. Covers construction and repair of all personal life-support machinery. Characters possessing this skill may also be called upon to repair and/or modify personal life-support equipment, such as the Life-Support Belts used by Starfleet personnel. Construction and/or repair of ship based life-support equipment is covered by Engineering and/or Mechanic.
Electronics: Medical (MH): defaults: Electronics: (other)-4. Covers construction and repair of the various types of electronic medical equipment used in the standard Federation ship's sickbay. This skill does not include construction or repair of life-support equipment, but it does include the standard Medical Tricorder.