GURPS Star Trek: USS Kongo

From GURPSworld Wiki
Jump to navigation Jump to search


Campaign Background

Campaign name: GURPS Star Trek

Starting year: 2270

Genre: Space Opera

Realistic or cinematic?

General theme of campaign: Exploration and diplomacy.

Are there multiple planes of existence? CLASSIFIED

Campaign World: Star Trek Universe (Original Series)

Campaign’s base city, nation, empire, or planet: USS Kongo, a Constitution-class Starfleet vessel operating in the United Federation of Planets (UFP).

Society/government type: Interstellar confederation.

Control Rating: Starfleet: CR5 (Federation: CR4)

Exceptions to general CR: Some UFP member societies differ. Please consult ship’s computer.

Tech level: 12^

Exceptions to general TL: Disintegrators, reality disruptors, nanotechnology, and cloning are banned (LC0) by the Federation.

Timeline of Significant Historical Events: See Significant Federation History for a list of events relevant to the USS Kongo campaign.

Information for PCs

Starting point value allowed for PCs: 150

Disadvantage limit (excluding template requirements): -30 (-70 including required disadvantages from Starfleet Academy template)

Quirk limit: -3

PC races allowed: Human, Vulcan, Andorian, Tellarite. Other races may be available. Consult with GM.

Especially appropriate professions: An ideal “away team” consists of at least one officer from each division (command, science, operations).

Starting Wealth: $50,000 ($10,000 may be spent on personal equipment. The rest is assumed invested in home, clothing, etc. See B26 before you argue with the GM.) See Federation Economics Made Simple

Starting Wealth levels allowed: Average only.

Starting Status levels allowed: Status 0. (Status improves with Rank advancements.)

Languages available: Universal translators tend to make this a minor issue, but American English is the lingua franca of the Federation. Assume any non-human likely begins with a non-human native tongue.

Cultural Familiarities available: Every planet or civilization has at least one distinct culture. To keep things simple, assume cultural specialities align with Federation races.

Advantages, Disadvantages, and Skills

Required advantages, disadvantages, and skills: See Starfleet Academy template.

Special Abilities Allowed for PCs

Are PC psis allowed? Psionic ability is rare among humans, as it appears to be in most other races. Vulcans are known to possess some limited telepathic ability.

Legal or social restrictions on gadgeteering: Some societies have restrictions and customs regarding psychic abilities. Federation law and Starfleet regulation prohibit the use of telepathy, mind control, or other psionic manipulation without the consent of all parties involved, and strongly regulate the use of such abilities in the course of normal operations.

Are PC gadgeteers allowed? Yes.

Legal or social restrictions on gadgeteering: Construction of devices in violation of Federation legal classifications may result in court martial and/or criminal prosecution.

Equipment

See Starfleet Equipment Guide

Rulebooks and Resources

All books are GURPS 4th edition and published by Steve jackson Games unless otherwise noted.

Rules and guidelines

  • GURPS Basic Set
  • GURPS Prime Directive
  • GURPS Ultra-Tech
  • GURPS Space
  • GURPS Spaceships

Campaign background and history

  • Star Fleet Technical Manual
  • Starfleet Survival Guide

See also