From: Eric Phillips <[ERIC 8440] at [delphi.com]> Newsgroups: rec.games.frp.misc Subject: GURPS Trek Update 12/14 Section 1 Date: Tue, 14 DEC 93 01:11:39 EST V 2.00 SECTION ONE: TREK TECH This is a description of how the main items in the Star Trek universe operate in GURPS game terms. ANABOLIC PROTOPLASER: ~~~~~~~~~~~~~~~~~~~~ The protoplaser is used to heal internal and external body damage without the need of opening the patient to effect the repairs. The protoplaser effectively speeds up the body's natural healing process. It is only effective on physical damage that the body could naturally heal. Beyond that, invasive surgery might be required. The protoplaser can restore 1 point of lost HT every 5 seconds it is used. Weight is 1 lb. Cost is $1000 BEAM WEAPONS: ~~~~~~~~~~~~ Phasers: The phaser is the standard sidearm of Starfleet. It fires a highly cohesive, phased particle/electromagnetic beam capable of effects from light stun to disintegration of matter. There are three types of phasers. Phaser I is a small handheld phaser that can be easily concealed (+2 to Holdout). The second, phaser II, is larger (-1 to holdout) but has more range. The third is the phaser III, also known as a phaser rifle. It has an extremely long range and is very powerful. It is not commonly used except in military applications. Here are the basic stats of the phasers: Type SS ACC 1/2D MAX WT ROF ST RCL I 10 2 200 400 .5 1 -- 0 II 9 5 450 600 1 1 -- 0 III 12 10 900 1200 4 1 -- 0 All phaser types have a malf. of ver. All phasers operate at varying power levels, starting at stun effects and going up to molecular disruption. The phaser I can only fire at settings 1-8, but the phaser II and III's can fire at all 16 settings. The effects at various levels are as follows: SETTING DMG STUN TIME CHG(MJ) 1 1/2d6 15-HT 16 2 1d6-1 25-HT 45 3 1d6+2 70-HT 161 ----------------------------------------- 4 3d6+1 516 5 4d6 858 6 8d6-1 2700 7 11d6-1 4900 8 6d6x3 15,000 ----------------------------------------- 9 6d6x7 65,000 10 6d6x11 125,000 11 6d6x18 300,000 12 6d6x20 540,000 13 6d6x22 720,000 14 6d6x24 930,000 15 6d6x26 1,170,000 16 6d6x30 1,550,000 The DMG column refers to the roll used to determine the damage of the attack. Unlike the stunners and electrolasers described in Ultra-Tech, settings 1-3 inflict actual physical damage as well as initiating the stun effect. Any damge that gets through armor is real. The STUN TIME column shows the amount of time needed by the stunned victim to naturally regain consciousness. By looking at the chart it should be obvious that creatures with a high health are more resistant to stun than others. If the victim has a HT of 15, for instance, they will not be stunned although they will take the one point of physical damage. The final column, CHG(MJ), is an optional statistic. It represents the amount of power in Megajoules that each shot at that setting consumes. This is subtracted from the total charge in the powercell. Phasers use a saurium krellide powercell allowing large amounts of energy storage. Varying amounts of stored energy are expended per shot depending on the level selected. The fully charged energy storage for each phaser type (in Megajoules) is: Type Charge(MJ) I 7,200,000 II 45,000,000 III 67,500,000 Under normal game play it is easiest to just ignore keeping track of the charges used because even in a fire fight there is an awful lot of energy available. For example, a fully charged phaser II could fire off 9183 shots at setting 7 and 2,812,500 if all were set for setting 1. Under normal game situations it is doubtful the powercell will be depleted. Here are the effects of various settings upon humanoid targets: SETTINGS 1-3: "Light, Medium and Heavy Stun." In order to stun a subject, at least one point of damage must penetrate DR and hit the subject. The damage that penetrates is actually taken by the subject. Then, the subject must roll vs. HT minus damage taken to avaid a stun. If failed, the subject is rendered unconscious for the time listed under the STUN TIME column. If a limb is hit and the HT roll fails, it is incapacitated for the time listed under STUN TIME. SETTINGS 4-5: "Thermal Effects." Also called "Heat Settings." On a successful hit, central nervous system (CNS) shock sets in. If any damage penetrates armor, the taget must make a roll vs. HT minus damage taken or have their heart stop. The subject will die in HT/3 minutes unless someone performs CPR to save them. This takes one minute per attempt and requires a successful First Aid/TL-4 or Physician/TL roll. SETTINGS 6-16: "Disruption." Setting 7 also called the "Kill" setting. Thermal effects drop off as matter tends to dissociates. If the damage to a living target is greater than HT times 3, the subject dissociates into energy. For hits that do not kill the subject immediatly, CNS shock effects are the same as settings 4-5, above. For inanimate objects, see p. BS125 for the guidelines for assigning DR and hitpoints to inanimate objects. Here are additional guidlines: When damage inflicted exceeds the hit points of the object, but by less than 3 times the hit point rating, the object will either be burned through, exploded or melted. If 3 times hit points or more damage is inflicted, the object will dissociate and be converted to energy. The GM has the final word on the outcome of an attack. Any phaser can also be set for overload, a process where all the energy within a phaser's powercell is released explosively. The safety interlock must first be disabled and requires a successful Gun(Phaser) skill roll. It takes one round to disable the interlock and one round to start the overload process. It takes 30 seconds for overload to occur and during this time the phaser will emit a squeal that increases in pitch while overload occurs. During the 30 second buildup the interlock can be re-enabled with a successful Guns(Phaser) roll. This takes one round. After 30 seconds the phaser will explode causing 6d6x30 points of explosion damage. No price is listed for the cost of a Federation phaser because all are issued to Starfleet members. Should one become available on the black market, the asking price will be at least triple that of an ordinary blaster. When dealing with disruptors used by the Romulans and other races, the above tables can be used to determine the effects of these weapons with only minor changes. Here are some guidelines on the similarities and differences between the various weapons, although the GM has the final determination of their effects: Romulan technology is on par with the Federation and so their disruptors are essentially identical to a phaser II's in effect and powercell storage. They are heavier, around 1.75 pounds, and shaped more like a traditional gun. For Klingon disrupters they are a little cruder, heavier and have less capacity in the powercell compared to Romulan or Federation technology. Settings probably range in effect from level 2-8 on a Federation phaser. Other disruptors used by other races could be similar to a phaser in effectiveness (charges, range, etc.), but could also be more like weapons listed in Ultra-tech, such as blasters, paralysis guns, laser pistols, etc. Feel free to make it up as you go along, varying weapons and weapon characteristics from race to race. BIO-BED: ~~~~~~~ This is an orthopedically designed hospital bed incorporating an array of biofunction sensors. This is essentially the same as the Diagnosis Table described on p. UT65. A bio-bed gives a modifier to the Diagnosis skill of +7. COMMUNICATOR: ~~~~~~~~~~~~ Communicators used by the Federation, Romulans, Klingons and Ferengi all are similar in nature and should be considered as a Fast FTL radio with a 500 km range. They can be COMM-BADGE types (like the Federation uses), or hand-held. Transporters can also lock onto this signal to increase realiablity of transport. HYPOSPRAY: ~~~~~~~~~~ The hypospray is a hand-held device used for the subcutaneous and intravenous administration of medication on a subject. The hypospray injects the subject by use of a pinpoint high-pressure, low-volumn microscopic aerosuspension stream. This allows medication to be administerd through the skin or clothing (as long as DR is 1 or less) without mechanical penetration. It takes two seconds to remove and replace a medication vial. The air cartridge is good for 100 injections. Weight: 1/2 lb. Cost: $125. Replacement air cartridges are $10 each. KLINGON CEREMONIAL WEAPONS: ~~~~~~~~~~~~~~~~~~~~~~~~~~ These weapons are described in the Races section of this work. ITEM TYPE DMG REACH WT MIN-ST betleH cut sw+2 1 3.5 10 betleH imp thr C 3.5 10 qutluch cut sw-3 C, 1 1 -- qutluch imp thr+1 C 1 -- MAGNETIC BOOTS: ~~~~~~~~~~~~~~ These are large shoes that allow a user to walk along bulkheads or on starships hulls in low- or nul-G conditions. Movement is reduced to 1/2 move unless the character has the Vacc Suit skill, then movement is full. Their are two types, one is fitted like shoes for indoor use and located on most ships in emergency lockers, the other is designed to be fitted onto any Vacc suit. It takes 10 seconds to put a pair on, 5 seconds to remove a pair. Weight is 2 lbs. PHYSICIAN'S MEDIKIT: ~~~~~~~~~~~~~~~~~~~ The physician's medikit is a small, strap on case designed to carry emergency medical supplies. Mainly, two hyposprays and a wide selection of drugs and other items are available. A standard kit would include: 1- Anabolic Protoplaser 1- Neural Inhibitor (p. UT86) 2- Hyposprays And the following medicine: 5- Doses of Hypercoagulin 5- Doses of Morphazine 5- Doses of Revive: Consider them Revive Capsules for effect 5- Doses of Superstim 3- Doses of Analgine, aka. Painaway 4- Doses of Antirad 1- Dose of Ascepaline 5- Doses of Quickheal 2- Doses of Suspend 3- Doses of Generalicillin All doses of a drug type are contained in one container that must be inserted in a hypospray. The differences between amount of doses is due to the amount of medicine needed to have an effect on a character. This standard kit may be altered to suit a situation, for example, the characters know they are going to a combat zone and may replace the 3 doses of Generalcillin with 5 doses of hypercoagulin. Also, any drug contained in Ultra-tech should be available in a Starbase and may be synthesized quickly on a Federation vessel. Amount of doses per container is up to the discretion of the GM. TRICORDERS: ~~~~~~~~~~ The next major item found in the Star Trek universe is the tricorder. Its sort of a swiss-army knife of handheld computing units, containing a powerful on-board computer, sensors and subspace-transceiver to link with the main computer on board a ship in orbit. As a computer, consider it to have a complexity level of 3 and can accept input from both the front panel keys or by voice command. It also has the following software and capabilities on board: Biosampler Datalink Electronics Repair Environmental Analysis Chemscanner Bioscanner Radscanner The medical tricorder has the following: Biosampler Datalink Environmental Analysis Medscanner (at +4 for diagnosis) Radscanner Chemscanner Bioscanner Through the Datalink software and the sub-space transceiver assembly, the tricorder can instantly download or upload data with the main computer, as long as the computer is in range. Special programs may be run or stored on-board depending on circumstance such as Expert System: Biochemistry. The medical tricorder also has a hand-held sensing device. Together, these allow the tricorder to make detailed diagnosis on known species. On unknown species it is limited to telling if the lifeform is sick or dying, but a detailed diagnosis is not possible in such a situation. On a successful Electronics Operation(Medical) it will give +5 to Diagnosis. Effective range is about three yards. TRANSPORTERS: ~~~~~~~~~~~~ Transporters are devices that take an object or being and converts it to an energy pattern that can be projected to a desired coordinate. At the desired coordinate it is reintegrated to its original physical structure. The transporter was initially developed in 2158 but was not considered safe for use on living beings until 2219. Even at that point, some side effects of repeated transporting could become noticeable on living organisms. This was caused by the quantum states of atoms within the reintegrated organism being randomly changed. The most common result of this effect was called transporter psychosis, resulting mostly in cases of absent-mindedness or paranoia. The effects were cumulative over time. Through improved transport technology no case has been diagnosed within the Federation since 2268. However, it is unknown as to the capability of other race's transporters when it comes to transporter safety. Normal operating range for a standard transporter is 40,000km. The range for emergency or shuttle-based transporters are 15,000km. In cases of low power or interference by sub-space, electromagnetic fields or radiation this figure can be reduced using the GM descretion. Severe interference can result in the transporter being unable to operate. Transporters cannot be used through deflector shields. Transport at warp is possible but only if both ships are traveling at the same warp velocity. If they are not, severe space-time distortions will occur to the transporter beam making transport impossible. Each transport takes 5 seconds, however system reset and cooldown takes 85 seconds. This means each transporter station can perform only one transport operation every 90 seconds. To successfully transport matter to or from a transporter array, a successful Electronic Operation(Transporters) roll must be made. Any failure indicates that the computer has cancelled the operation due to safety parameters being exceeded. If this occurs, transport cannot be successfully performed until 85 seconds pass while the transporter resets itself. A critical failure doubles the reset time as the computer compensates for unforeseen trouble. The following are modifiers to the effective skill level when attempting a transport operation: Light Interference: -1 to -2 Medium Interference: -3 to -4 Heavy Interference: -5 or more Transporter Lock aided by communicator: +2 Transporter Lock aided by Booster Field: +4 Subject beaming to or from another operating transporter: +4 Transport through a Warp Field: -1 Transport through dense materials(rock, cement, standard metals): -1 per foot Transport through ultradense or reinforced materials: -2 or more per foot Interference could be caused by sub-space distortion, electromagnetic (EM) radiation, nuclear radiation, nearby dampening fields or even a low level stasis field around the area. Also, natural occurring minerals in the soil or ions in in the air may interfere with the transporter beam. It is up to the GM to decide the extent of these conditions. Transport at warp can only be attempted if each ship has matched their warp velocities exactly. The transporter computer will not allow a transport attempt unless this is accomplished. Other transporter abilities include: Hold in Pattern Buffer: The pattern buffer is a device that delays transmission of the matter stream while the doppler compensators correct for relative motion between the transporter emitter and the target coordinate. However, the pattern buffer is capable of holding matter that is to be sent or has been received for up to 7 minutes. This is mostly used to detain a transported subject while giving time for security officers to arrive at that transport site. After the 7 minute delay the transporter computer will automatically complete reintegration of the matter so that no image degradation can occur. Dispersal: The process of purposely reintegrating matter after disengaging the annular confinement beam, thus allowing matter to reform without a pattern. To do this, safety interlocks must be overridden (requires a successful Electronics Operation(Transporter) roll, takes 2 seconds). This is used to accomplish the harmless dispersal of a highly dangerous transport subject, such as an explosive device. The transported object will form randomly, usually taking the form of gasses and microscopic particulates. Bio-Filter Scan: When matter is beamed in, the molecular pattern is scanned by the computer using a Diagnosis Program, Level 12. The program specifically looks for patterns corresponding to various bacteriological and viral forms. When the pattern is detected, the pattern is manipulated to render the offending forms inert. This program can only recognize patterns it has been previously programmed for. It is not full-proof but will eliminate 95% of all known virus and bacteriological dangers.