TEXT: GURPS PRIME DIRECTIVE
  1
  SUPPLEMENTAL FILE
  As we assembled the GURPS Prime Directive core
  rulebook, we faced numerous challenges in creating a
  cohesive game system that would be familiar to players of
  GURPS but workable for players who had never seen that
  system. We started with GURPS Lite, deleted a few items
  that were not central to the needs of the Star Fleet Uni-
  verse, then added material from other GURPS books, and
  finally included a wealth of entirely new material.
  Even with 176 pages, it was impossible to include ev-
  erything that might have fit, and a dozen future products
  will cover the Star Fleet Universe in more detail. But to
  make the GURPS Prime Directive Core Rulebook more
  immediately useful (particularly to players with little or no
  prior experience with the GURPS rules) we have provided
  this supplemental data file on our web site. Much of this
  material will later appear in Module Prime Alpha.
  Questions That Deserve Answers
  Chapter 2 mentions that a player might not tell the GM
  his secret goals and missions. How is that possible?
  He simply doesn’t tell him! Such “secret goals” pro-
  vide the player with personal satisfaction that they have
  been accomplished but have no game function. For ex-
  ample, a group of players who are controlling characters
  of a free-lance team might decide (without the GM know-
  ing) that they secretly want to become a rock band. The
  team (or player) then keeps detailed records of each ad-
  venture and what secret goals were accomplished (such
  as collecting alien instruments or music). After some pe-
  riod of time, the group (or player) tells the GM what has
  really been going on and the GM (who had been wonder-
  ing why they did those odd things for no apparent reason)
  can reward their cleverness in some suitable fashion.
  What the heck is this Sun Snake that caused the Para-
  vian star to go nova and incinerate the entire race?
  This is a space monster from Star Fleet Battles. It
  flies through vacuum, avoids getting killed by starships,
  has weapons to shoot back if cornered, and periodically
  dives into a star and causes that star to go nova outside of
  the normal stellar sequence. Such creatures are rare and
  incidents of them causing a sun to go nova are even more
  rare; only a few of them were recorded in Star Fleet His-
  tory, plus a few incidents in the Omega Sector.
  Publisher Information
  Copyright © 2002 Amarillo Design Bureau, Inc. Some of the
  material in this Supplement is from other GURPS products and
  is copyright © Steve Jackson Games and is used under license.
  The Three Players of GURPS Prime Directive
  It may perhaps help players of this game to under-
  stand the basic concept behind its design and creation.
  We saw an opportunity to produce a single product that
  would sell to three large groups of players.
  First were the players of Star Fleet Battles and other
  games of that universe, who would expect to see all of the
  races and technology they were used to.
  Second were the players of GURPS who would want
  to see the basic rules they already knew held to a mini-
  mum in the pages they had to buy.
  Third were the fans of the genre, science-fiction fans
  who probably had never played GURPS or Star Fleet
  Battles. This was the most challenging group to design
  for, as they (like SFB players) would need a complete stand-
  alone rules set that had to be somewhat more than GURPS
  Lite and needed more explanation behind the concepts of
  the rules and the universe.
  File Revised 1 July 02
  This file is preliminary
  and contains some
  unresolved questions.
  A corrected file will be
  posted by 15 July 02.
  
  SUPPLEMENTAL FILE
  2
  GURPS PRIME DIRECTIVE
  Additional Advantages
  Any of the advantages in any of the GURPS books
  can be used in GURPS Prime Directive, although some
  of them would only be applicable to very unusual aliens.
  The following are advantages from the GURPS Lite rules
  set which were not used in the original GURPS Prime Di-
  rective book. These were compiled by Ken Peters.
  Animal Empathy
  5 points
  You understand animals and like them, and they like
  you. You can anticipate their movements, moods and re-
  actions. You get a +2 on any reaction roll by a wild animal,
  and get a +4 on any reaction from a tame animal. You also
  get a +4 bonus on any “animal” skill roll (Animal Handling,
  Riding, Veterinarian, etc.). However, you may never kill an
  animal without a very good reason and you should pre-
  vent others from doing so. Note that killing for food is per-
  fectly acceptable, and in a hunting situation you will get a
  +3 bonus to find game. Familiarity with an animal is re-
  quired to get the full bonus; they may give off confusing
  signals and lead to misinterpretation. In dealing with alien
  creatures, the GM may reduce the bonus appropriately (if
  certain general concepts apply to the alien creature) or
  eliminate it. This does not apply to highly intelligent “ani-
  mals” with an IQ of over 6 or those lacking Presentient.
  Clerical Investment
  5 points/level
  You have been ordained as a minister of some reli-
  gion. A cleric has a number of powers and privileges that a
  layman lacks, including a +1 bonus from co-religionists and
  those who respect his faith. He or she will be addressed
  by a title – Father, Sister, Reverend, Shaman – and can
  perform religious ceremonies such as marriage and death
  rites. If being a cleric confers special powers, by whatever
  means, then it will be worth 10 or more points – depending
  on the powers granted. Aliens may not understand this.
  Double-Jointed
  5 points
  You body is unusually flexible. You have a +3 on any
  Climbing roll, on any roll to escape from ropes, handcuffs
  or other restraints, or on other skill rolls that require un-
  usual flexibility (such as reaching an unusual spot in a warp
  reactor sub-assembly, while the power is off).
  High Technology
  Variable
  You have access to technology significantly better then
  the campaign average. The greater the gap, the more this
  advantage is worth. If available as a racial advantage then
  everyone in that culture can expect ready access to tech-
  nology far ahead of everyone else and it will be consid-
  ered unusual and even primitive to lack them.
  +1 TL: 20 points
  +2 TLs: 50 points
  +3 TLs: 100 points
  An advantage of more that three TLs is not appropriate for
  PCs. None of the races defined in GURPS Prime Direc-
  tive utilize this advantage; it could be used to create a
  mysterious character from an unknown advanced culture.
  Legal Enforcement Powers
  5, 10 or 15 points
  This advantage is covered on page 51-52 of GURPS
  Prime Directive. It should be noted that various military
  officers have Legal Enforcement Powers at no cost as part
  of their rank and position. The captain of a starship or com-
  mander of the Marine company has such powers within
  his command. The senior military officer present at a loca-
  tion within his empire (e.g., the Federation) which has no
  specific law enforcement officer (e.g., a small research
  colony) would be able to assert such authority and to del-
  egate it to his personal as the situation warrants.
  Musical Ability
  1 points/level
  You have a natural talent with music and musical in-
  struments. Your level of musical ability is a bonus when
  you study Singing or a musical instrument. That is, when
  you learn a musical skill, learn it as though your IQ were
  equal to (IQ + level of Musical Ability). This bonus also
  adds to HT for the Singing skill. This advantage applies
  even if learning an alien musical instrument, provided you
  have seen and heard it being used by someone who al-
  ready knows how to do that and that it is physically pos-
  sible for you to manipulate the instrument.
  Additional Disadvantage
  Pyromania
  -5 points
  Fire! You love it, from the simple joy of a lit candle to
  the raging inferno of a star. And you like starting fires, too.
  For good roleplaying, you must never miss a chance to
  set a fire, or to appreciate one you encounter. Even if you
  know it can be dangerous (such as not venting a plasma
  fire when ordered to) you will not be able to help yourself.
  When absolutely necessary, make a Will roll to override
  your love of flame.
  
  GURPS PRIME DIRECTIVE
  3
  SUPPLEMENTAL FILE
  Additional Skills
  Any of the skills in any of the GURPS books can be
  used in GURPS Prime Directive, although some of them
  would only be applicable to people from low-technology
  planets. The following are skills from the GURPS Lite rules
  set which were not used in the original GURPS Prime Di-
  rective book. These were compiled by Dwight Lillibridge.
  Animal Handling (Mental/ Hard)
  Defaults to IQ-6
  This is the ability to train and work with all types of
  animals. To train an animal, the Animal Handler must make
  a success roll once per day of training. A failed roll means
  the animal learned nothing; a badly failed roll means the
  Handler was attacked. The time it takes to train an animal
  depends on the animal’s intelligence and tractability.
  When working with a trained animal, the Animal Han-
  dler rolls against his skill for each task he sets the animal.
  Modifiers: -5 if the animal is not familiar with the Handler,
  -5 if the circumstances are stressful to the animal, -3 or
  more if the task is a complex one.
  This Talent can also (sometimes) be used to quiet a
  wild, dangerous or untrained animal. Modifiers: -5 if the
  creature is wild or very frightened, -10 if it is a man eater or
  man killer.
  Finally, this talent gives an advantage in combat against
  animals. If you have this skill at level 15 or better, any
  animal’s attack and defense rolls are at -1 against you,
  because you can predict its behavior. If you are an expert
  (skill 20 or better), the animal’s rolls are at -2.
  The GM may impose various penalties if the animal is
  an unfamiliar species from another planet.
  Artist (Mental/ Hard)
  Defaults to IQ-6
  This is the ability to draw and paint with both accuracy
  and beauty. A successful roll against this skill would let
  you (for instance) draw a recognizable picture of someone
  to help identify him; draw a map that would be easy to
  follow; or even paint a picture good enough to trade for a
  meal. (Note that, for the last case, the GM should not al-
  low a default roll. Intelligence can let you draw an accu-
  rate picture but not beautiful one.)
  Bard (Mental/ Average)
  Defaults to IQ-5
  or Performance-2
  This is the ability to tell stories and to speak extempo-
  raneously. Successful use of this talent would let you (for
  instance) give a good political speech; entertain a group
  around a campfire; incite (or calm) a riot; or put on a suc-
  cessful “court jester” act. Modifiers: +2 if you have the Voice
  advantage; any Charisma bonus.
  If you try to perform in a language other than your na-
  tive tongue, subtract 1 from your skill for every point below
  12 in your skill with that language — e.g., if you are per-
  forming in Romulan, and your skill with Romulan is only 8,
  you have a -4 penalty on your Bard skill.
  Blacksmith/ TL (Mental/ Average)
  Defaults to IQ-5
  This is the ability to work iron and other non-precious
  metals by hand. A forge is necessary for this work, but a
  smith can build one, given suitable materials in about 30
  days. Modifier: -1 for every point of ST below 13.
  Carpentry (Mental/ Easy)
  Defaults to IQ-4 or DX-4
  This is the ability to build things out of wood. A suc-
  cessful roll lets you do one hour’s worth of competent car-
  pentry. A failed roll means the work was bad. Modifiers: +5
  if you are being supervised or assisted by someone with
  skill 15 or better; -5 if you do not have good tools.
  Dancing (Physical/ Average)
  Defaults to DX-5
  This is the ability to perform dances appropriate to your
  own culture, and to learn new dances quickly. Modifiers:
  -5 if the dance is unfamiliar. Once you have successfully
  performed a dance three times, it is familiar. While most
  military people learn to dance as part of the social func-
  tions of the service, they do so at the default level. Note
  that certain physical handicaps make this skill effectively
  impossible!
  Gesture (Mental/ Easy)
  Defaults to IQ-4
  or Sign Language
  This is the ability to communicate through simple, im-
  provised hand signals. Deaf and/ or mute individuals have
  a +3 to use this skill. A successful Gesture roll will let you
  communicate one simple idea to another, or understand
  one simple idea communicated by another. For lengthy
  “conversations,” use the communication rules under Lan-
  guage. Simple gesture is not suited for complex communi-
  cation! Different cultures develop different gesture vocabu-
  laries; for Westerners dealing with Japanese, for instance,
  effective Gesture skills are at -4. For humans dealing with
  aliens of inhuman type, Gesture communication might be
  impossible — but let the players try! Various modifiers can
  be applied for distance, bad light, acute vision, etc.
  Masonry (Physical/ Easy)
  Defaults to IQ-3
  This is the ability to build things out of brick or stone.
  Simple tools (hammer, chisel, crowbar) are required. A
  mason will have some knowledge of engineering, such as
  might be required to erect scaffolding and move large
  blocks; this sort of Engineering defaults to Masonry at -3.
  Occultism (Mental/ Average)
  Defaults to IQ-6
  This is the study of the mysterious and/or supernatu-
  ral. An occultist has a special knowledge of mysticism,
  primitive magical beliefs, ancient rituals, of a specific cul-
  ture. An occultist does not have to believe in the material
  he studies. In worlds where magic is common, “occultism”
  is replaced by magicians’ professional knowledge!
  Photography/ TL (Mental/ Average)
  Defaults to IQ-5
  This is the ability to use a camera competently; to use
  a darkroom, etc., and to produce recognizable and attrac-
  tive photos. A default roll is allowed to use a camera, but
  not to develop film or prints in a darkroom. Modifiers: -3 for
  an unfamiliar camera; -3 for a motion-picture camera.
  
  SUPPLEMENTAL FILE
  4
  GURPS PRIME DIRECTIVE
  The Andromedan File
  The GURPS Prime Directive core rules include only
  a bare-bones set of rules for Andromedans, which is
  enough as their robots can only appear as non-player char-
  acters (basically, as enemies and targets). Their racial
  advantages and disadvantages are outlined enough for
  that use, but are not detailed. Here is the full text of the
  advantages and disadvantages needed in order to fully
  appreciate just how awful Andromedans are. Note that
  these rules are written in a basic sense, rather than spe-
  cifically for the Andromedans, so that GMs could use some
  of them (in combination with other advantages and disad-
  vantages) to create alien species.
  Data compiled by Sean Bayan Schoonmaker.
  Andromedan Tractor-Repulsor Beam
  This weapon is used by the Andromedan heavy weap-
  ons robot; a much larger version is fired by Andromedan
  ships. It is a deadly weapon; one shot will kill or incapaci-
  tate a Marine in heavy combat armor. This deadliness is
  offset by the fact that only one Andromedan robot in a team
  of five or six has this weapon, and that robot is the biggest
  and noisiest of the lot. Stats include:
  Type: Special*
  Damage: 3d (100)
  SS: 15
  Acc: 18
  1/2D: 2500
  Max: 75
  RoF: 3
  Shots: 100/E.
  Each Andromedan heavy weapons robot has the
  equivalent of a type-E power cell.
  TL: 14. In truth, nobody really knows what TL the An-
  dromedans are. They are from another galaxy and while
  some of their technology appears to be less advanced than
  that of the Galactic Powers, other items are so weird that
  Star Fleet cannot tell how they operate, only what they do.
  *Special Damage Rule: In addition to the armor divi-
  sor of 100, the TR beam ignores the PD of the target’s
  armor. This means the weapon effectively ignores anything
  short of powered combat armor. But then, it is the Androm-
  edan equivalent of a medium anti-tank rocket launcher.
  This weapon was modeled by Alex Chobot on the tri-
  pod gravbeamer from GURPS Ultra-Tech 2. That weapon
  is, like the TR beam, an oscillating tractor/repulsor effect
  using electro-gravitic waves.
  Andromedan Advantages
  Body of Metal
  9 points/level
  Your body is composed of metal. You get PD 1 for
  every three levels (maximum PD 6) and DR 1 per level.
  Damage from your punches and kicks is raised by +2, but
  your move is reduced by 20%. Sonic and vibratory attacks
  are automatically “armor-piercing” against you; this means
  that only 3/4 of your DR (round up) is effective. You are
  considered “ferrous” with respect to magnetism.
  Special enhancement: Your body is nonferrous. +10%.
  Special enhancement: Your body’s metal is amorphous
  rather than crystalline, and suffers no extra effect from sonic
  or vibratory attacks. +30%
  Special limitation: You cannot switch out of Body of
  Metal form. This is not especially crippling, although you
  look peculiar. -20%, plus the potential of Ugly or Hideous
  Appearance; however, a metal body might also be sleek
  and attractive.
  See special Andromedan armor rules, GPD page 35.
  Eidetic Memory
  30/60 points
  You remember everything you see or hear. This talent
  comes in two levels. Andromedans, who “cannot learn”,
  have the -70% factor for “no skill bonus”.
  At the first level, you remember the general sense of
  everything you concentrate on. Thus, all the points you
  put into “regular” mental skills count double (there is no
  bonus for psi skills). You get a +1 on magic spells. Also:
  whenever you need to remember a detail of something
  you have been told, the GM rolls against your IQ. A suc-
  cessful roll means he must give you the information! Cost:
  30 points.
  The second level is true “photographic memory.” You
  remember everything that has ever happened to you! All
  points put into “regular” mental skills count quadruple. You
  get a +2 bonus on magic spells. Furthermore, any time
  you (as the player) forget a detail your character has seen
  or heard, the GM or other players must remind you — truth-
  fully! Cost: 60 points.
  Radar Sense
  50 points, +1 point/hex radius
  You perceive a complete radar “picture” of everything
  going on around you, with a resolution that rivals the best
  ultra-tech “imaging-radar.” You can sense shapes and ob-
  jects, but not colors. Normally, the denser an object is, the
  easier it is to see; you must make a Vision roll to make out
  details of less-dense objects. On the other hand, radar can
  look right through water, clouds, leaves, and so on. GMs
  may give bonuses to certain skills, as listed under Sonar
  Vision. Radar Sense may be true radar, or it may be some
  more unusual sense (probably magic or psionic); Sonar
  Vision is a separate advantage.
  Special enhancement: You can “see” inside any ob-
  ject within your radius. +40%
  Special enhancement: You can see colors. +20%
  Low-res radar: Alternatively, your radar can have a very
  low resolution. In this case, each point buys a mile of ra-
  dius, but all you can detect are large (human-sized or
  larger), dense objects. On an IQ roll, you get a general
  idea of the relative size of the object, and whether it is
  moving, but nothing more precise than that. Notably, you
  cannot “image” with this sort of radar, and it cannot be
  used to aim attacks.
  Special enhancement: You have both an “imaging” and
  a “low-res” mode. +50%.
  Radio Hearing
  10 points
  This ability allows you to listen in on radio traffic of all
  kinds — AM, FM, police band, shortwave, CB, marine band
  and many others. Make an IQ roll to “tune” to a particular
  frequency (one try per turn).
  
  GURPS PRIME DIRECTIVE
  5
  SUPPLEMENTAL FILE
  Radio Speech
  25 points
  This is a racial advantage. The species talks by radio!
  This advantage includes the Radio Hearing advantage
  (above). Individuals can talk amidst even the loudest
  noises, but static from lightning storms and unshielded elec-
  tronics drown out their speech.
  Individuals trying to tune into Radio Speech conver-
  sations with a radio must make an Electronics Operation
  (Communications) roll.
  Shock
  Close Combat, DX, 20 points
  Members of the race can generate a powerful electri-
  cal charge. The charge can fry electrical equipment, or
  stun and burn living creatures. The individual must con-
  tact the target with its bare skin, or a metal implement held
  in a bare hand. The target must be hit on bare skin, or on
  ungrounded metal in contact with its skin.
  Against a living target, a hit does Fatigue damage; a
  critical hit does actual injury. In either case, the target must
  make a Will roll to avoid being Stunned (see page 95).
  Against a machine, for every 2 points by which the DX roll
  is made, there is a cumulative 1 in 6 chance that the ma-
  chine will short-circuit. On a critical success, it catches fire!
  Damage: 1d. Range: Close combat only.
  Vacuum Support
  40 points
  You can survive in the hostile environment of space.
  This advantage maintains your internal pressure and tem-
  perature, and allows you to “breathe vacuum.” It does not
  confer protection from attacks or damage of any kind un-
  less the attack makes use of a vacuum, You can also sur-
  vive underwater, or anywhere else that there is no normal
  air to breathe. This includes the Pressure Support advan-
  tage (see GPD page 60).
  Andromedan Disadvantages
  Cannot Learn
  -30 points
  A character with this disadvantage cannot improve his
  IQ or DX by spending character points, nor can he spend
  character points to improve his skills. He is stuck with what-
  ever abilities he started out with. This disadvantage is usu-
  ally only appropriate for robots, golems, and mindless
  undead (skeletons, zombies, etc.), but may, at the GM’s
  option, be used to reflect a severe learning disorder.
  Delicate Metabolism
  -20/-40 points
  This disadvantage is listed on page 34 of GPD. In
  GURPS rules, this refers to gastrointestinal maladies, but
  in the case of Andromedans it reflects that they need elec-
  tricity to function. All Andromedans have storage batteries
  and can tap power from any power system to recharge
  them. Some also have generators on board.
  The Scout Robot has power to operate for 12 hours.
  The General Boarding Robot has batteries to operate
  for six hours, plus two D-cells to provide power for its
  phasers. It has a fuel-burning generator which can recharge
  all of the above batteries one time.
  The Heavy Weapons Robot has a fusion generator to
  provide for motive power, plus one E-cell to power its TR
  beam. If not moving, the fusion generator can recharge
  the E-cell at the rate of one TR shot per five minutes.
  Fanaticism
  -15 points
  You believe very strongly in one country, religion, etc.
  It is more important to you than anything. You might not
  die for it (depending on your degree of personal bravery),
  but you will put it ahead of everything else. If your country/
  religion/whatever requires obedience to a certain code of
  behavior, you will follow that code rigidly. If it requires obe-
  dience to a leader, you will follow that leader with total loy-
  alty. You must roleplay your fanaticism.
  Note that fanatics do not have to be either mindless or
  evil. A glaring priest of Set, brandishing his bloody dagger,
  is a fanatic. So is a kamikaze pilot, exchanging himself for
  an aircraft carrier. So is a patriot who says, "Give me lib-
  erty or give me death!" Fanaticism is a state of mind; it is
  what you fanatic about that makes the difference.
  Hive Mentality
  -20 points
  This can only be taken as a racial disadvantage.
  Members of the race place no importance on personal
  fame and wealth, and little on comfort or even survival.
  They will willingly sacrifice themselves for the good of the
  race. Includes two levels of Weak Will.
  Incurious
  -5 points
  You hardly ever notice things outside of the business
  at hand. Roll vs. IQ to avoid ignoring something strange
  (unless that something is an element of the assigned mis-
  sion). You react at -1 to new things.
  Megalomania
  -10 points
  You believe that you are a superman, or that you have
  been chosen for some great task, or that you are destined
  to conquer. You must start by taking the Fanatic disadvan-
  tage — but you are fanatic for yourself! You must choose
  some great goal — usually either conquest or the comple-
  tion of some fantastic task. You may let nothing stand be-
  tween you and this goal. You may attract followers who
  are also Fanatics; nobody else will enjoy hearing you talk
  about your brilliance and your great plans. Young or naive
  characters, and Fanatics looking for a new cause, will re-
  act to you at +2. Others will have a -2. This is a better
  disadvantage for NPCs than it is for player characters.
  In the case of Andromedans, this is reflected by their
  programming to kill all galactic life.
  Appearance: Monstrous
  -25 points
  The character’s Appearance is beyond Hideous. This
  is not just ugliness; the character is clearly inhuman. This
  not only causes a -5 reaction penalty, but causes most
  humans to react to the character as a monster rather than
  another sentient being.
  This disadvantage is present in Andromedans because
  even the Orion Pirates would only rarely, when great re-
  wards were offered, deal with the Andromedans.
  
  SUPPLEMENTAL FILE
  6
  GURPS PRIME DIRECTIVE
  Quartermaster Stores
  As promised in GURPS Prime Directive, here is a
  selection of common items of technology available in the
  Star Fleet Universe, compiled by Alex Chobot.
  Several of the breathing devices include a standard
  communicator. This is equivalent to the one on page 116
  of GURPS Prime Directive. Equipment obtained from ci-
  vilian sources will probably have lesser capabilities.
  While costs are given, military people on official mis-
  sions will be issued the needed equipment. Government
  property which is legitimately lost in combat results in a
  simple form being filed with the supply clerk; abandoning,
  selling, or breaking government property without a good
  and valid reason is subject to a Line of Duty Investigation,
  followed by having the cost deducted from your pay!
  Technology Improvements
  Most items remain available at all TLs after introduc-
  tion, but they become less expensive in some areas. An
  Early Years phaser may be almost worthless to a Federa-
  tion trader in the X-Ships era but to a TL7 nonaligned planet
  it would command far more then it was worth when it was
  new!
  Cost: As a general rule, for any item introduced at
  TL8 or later, halve cost at the TL after introduction, and
  halve it again at the next TL.
  Size:Any electronic device also becomes smaller at
  higher TLs. For electronics introduced at TL8 or later, halve
  weight and size (if applicable) at the TL after introduction,
  and halve it again at the next TL.
  Power: If using cells, duration assumes steady use
  (e.g. a year means turning a radio on and leaving it on or a
  year); casual use will be about ten times as long. If using
  batteries, duration assumes normal use; steady-use dura-
  tion will be about 1/10 as long — most gadgets listed here
  use power cells.
  Air Mask
  (TL10+)
  The air mask is used on worlds that have an
  unbreathable but otherwise harmless atmosphere (nitro-
  gen, reducing, carbon dioxide and so on). The mask cov-
  ers the entire face (human, and most humanoid, eyes get
  oxygen directly from the air). It always includes a standard
  communicator for the TL, which uses an A cell. It requires
  air tanks or a filter (see below). It takes three seconds to
  put the mask on, one second to take it off. Weight is 1/2
  pound and cost is $25. For another $12.50, the mask in-
  cludes a mini-tank with ten minutes’ worth of air.
  TL8: The original stats are two pounds and $100 dol-
  lars. The mini-tank is $50. See Ultra Tech page 24.
  Air Tanks
  (TL7+)
  A two-hour tank weighs ten pounds and costs $100
  (full). A 24-hour tank weighs 73 pounds and costs $400.
  Don’t reduce weight or cost at higher TLs. Air refills are $5
  per hour if you don’t have your own air compressor. Tanks
  take ten seconds to hook up and two seconds to jettison.
  Note that an hour of oxy-helium breathing mix weighs only
  1.5 pounds; the rest is the tank weight. (Ordinary com-
  pressed air would weigh 4.2 pounds.) Different people use
  air at different rates, so duration is approximate. For game
  purposes, assume that all adults breathe the same amount
  of air, and that children under 12 use half as much. All
  times given here assume an external pressure of 1 atmo-
  sphere or less. At 2 atmospheres, an air tank lasts only
  half as long, and so on. Prices are those charged by an
  honest dealer when air is plentiful; they will be consider-
  ably higher if air is scarce! See Ultra Tech page 24.
  Autograpnel
  (TL10+)
  This uses Guns (Grenade Launcher) skill to fire a grap-
  pling hook up to 50 yards. A motor winch on the gun lifts
  up to 400 pounds at up to five yards per turn. The reel
  contains 50 yards of biphase rope with a breaking strain of
  2,000 pounds (4,000 at TL12+). One C cell is good for 200
  ascents or descents. Cost is $100 and weight is 1.5 pounds.
  TL8: Cost is $400 and weight is six pounds. Breaking
  strain is 1,000 pounds. See Ultra Tech page 83.
  Diagnosis Table
  (TL11+)
  This is a 7’ x 3’ x 3’ padded, computerized table with a
  full range of biomed scanners. The patient lies on the table
  and the results of the scan are projected onto an over-
  head screen. It gives a +5 to Diagnosis (+1 per TL over 9).
  Not a portable unit, the table must be installed in a sickbay
  on a ship or vehicle, or in a hospital. Cost is $3,000, weight
  is 62.5 pounds and volume is three cubic yards.
  TL9: Cost is $12,000, weight is 250 pounds. See Ul-
  tra Tech page 94.
  Emergency Medkit
  (TL10+)
  This is a belt pouch containing the basic requirements
  of TL8 first aid: five plastiskin patches (see below), plus
  the usual bandages, antiseptic cream, etc., which enable
  it to act as a TL7 kit when the plastiskin is used up. It also
  contains five Revive capsules, a pneumospray hypo and
  two doses of Hypercoagulin, with room for ten doses of
  whatever other drugs the user wants to add at extra cost.
  It adds +1 to First Aid. Cost is $75 and weight is 1/4 pound.
  TL8: Cost is $300 and weight is one pound. See Ultra
  Tech page 94. See Ultra Tech pages 97-100 for assorted
  drugs that could be added.
  Envirobag
  (TL10+)
  This is an insulated and heated sleeping bag designed
  for extremes of temperature. Using a C cell, it works the
  same as a Heat Suit (see below). It can be sealed and
  hooked up to air tanks. It folds to the size of a paperback
  book. The bag is $20 and weighs 1.5 pounds; the tem-
  perature control unit costs $6 and weighs 1/4 pound.
  TL8: The bag is $75 and weighs six pounds; the tem-
  perature control unit costs $50 and weighs one pound. See
  Ultra Tech page 23.
  
  GURPS PRIME DIRECTIVE
  7
  SUPPLEMENTAL FILE
  Enviro-Bubble
  (TL10+)
  This inflatable bubble, with self-sealing flap, can be
  erected and inflated in four seconds [make a Fast-Draw
  (Enviro-Bubble) roll to halve the time] and provides 15 min-
  utes of air. It also floats, and is flexible enough to move in,
  but at a Move of 1. It is usually worn on the belt for quick
  activation. It can be hooked up to air tanks or a tempera-
  ture control unit. Cost for the bubble and inflator is $200;
  weight is 1.25 pounds.
  TL8: Cost for the bubble and inflator is $800; weight is
  five pounds. See Ultra Tech page 23.
  Filtration Canteen
  (TL10+)
  This canteen will purify and hold a quart of water. It
  removes almost all impurities, microbes and poisons but
  there is always the possibility of a contaminant for which
  the filter was not designed (GM's option)! It takes 30 min-
  utes to purify a quart of water. Filters must be changed
  every 100 quarts; a color change signals this. An “ex-
  hausted” filter still has a few quarts of capacity, but only
  the GM knows how many. Cost is $45, weight is one pound
  (empty) or three pounds (full). Replacement filters cost $6
  per set.
  TL8: Cost is $125, filters are $25. See Ultra Tech page
  23.
  Flashlight
  (TL7+)
  The flash throws a 50-foot beam for six continuous
  months on a C cell. It costs $20 and weighs one pound. A
  belt or helmet model that leaves the hands free costs $10
  more. $100 buys a heavy-duty light that can be used as a
  baton without being damaged. A mini-flashlight (15-foot
  beam) is also available, running off an A cell for one month,
  for $8, with a weight of 1/4 pound. See Ultra Tech page
  15. For use as a baton, use the Shortsword skill; it does
  crushing damage with swing or thrust, and requires mini-
  mum strength 7.
  Hand Thruster
  (TL10+)
  A hand thruster propels the user with bursts of com-
  pressed nitrogen. Each burst accelerates or decelerates a
  normal-mass human by one yard/second in the direction
  opposite to that in which the thruster is pointed. A suc-
  cessful roll against Free Fall or Vacc Suit skill is necessary
  to correctly point the thruster in the desired direction. The
  unit's cylinder is good for 30 one-second bursts. Cost is
  $12.50 and weight is two pounds, including the cylinder;
  extra cylinders cost $2.50, weigh one pound and take three
  seconds to replace.
  TL8: Cost is $50 and weight is four pounds loaded,
  cylinders cost $10. See Ultra Tech page 114.
  Heat Suit
  (TL10+)
  This is an insulated bodysuit with transparent face
  mask and a temperature control system. It uses one C
  cell. It protects against freezing by increasing the effective
  temperature as set by the wearer; 48 hours for +10 de-
  grees, 24 hours for +20 degrees, 12 hours for +30 de-
  grees, and so on. Its high-tech insulation also adds 10 to
  wearer's effective HT for all rolls to resist freezing, even if
  the heater is off. The suit has PD 0 and DR 1. Cost is
  $37.50 and weight is five pounds. If the increased energy
  option is used, all times listed should be doubled.
  TL8: Cost is $150. See Ultra Tech page 25.
  Hypercoagulin
  (TL10+)
  When injected into a patient with a bleeding wound,
  this causes instant coagulation and a cessation of bleed-
  ing within 1d+4 seconds. It restores 1 point of HT, and
  prevents any further damage from loss of blood. The drug
  should be injected as close to the wound as possible. An
  injection prior to sustaining a wound will have no effect
  unless a wound is received within five minutes after the
  injection.
  Overdoses of this drug can kill; for every additional
  dose within a 24-hour period, roll against HT, minus the
  total number of doses taken. A failed roll means the patient’s
  blood becomes so thick his heart stops. Full medical facili-
  ties (a full blood replacement and possibly a heart trans-
  plant) will be required to save his life. Hypercoagulin comes
  only in injectable form; it costs $7.50/dose. Hypercoagulin
  is a useful assassination tool in societies at TL7 and be-
  low. Death is by heart attack, and the only wound is a tiny
  pin hole. The drug is undetectable ("...a poison unknown
  to science...") below TL8.
  TL8: Costs $25/dose. See Ultra Tech page 97.
  Inertial Compass
  (TL10+)
  This hand or belt unit indicates the direction and dis-
  tance traveled from any preset point on a planetary sur-
  face. It can be set for the location at which the user is
  physically present, or for any other coordinates (requiring
  a Navigation roll if coordinates of the location aren’t known).
  Distances measured are accurate within 1 yard/1,000
  miles. It must be calibrated for the planet (taking one hour
  with a personal computer and a Navigation or Electronics
  Operation roll). The compass uses an A cell. Cost is $62.50
  and weight is 1/4 pound.
  TL8: Cost is $250 and weight is one pound. See Ultra
  Tech page 22.
  Monocrys
  (TL8+)
  The usual armor worn by civilians seeking discreet pro-
  tection, monocrys is similar to Kevlar but is woven from a
  two-phase, single-crystal metallic fiber. Monocrys provides
  full protection against crushing and cutting attacks. It is
  less effective against impaling attacks such as needles or
  laser bolts, which penetrate the weave. Protection against
  impaling attacks is always PD 1, DR 2. Against crushing
  and cutting attacks, DR depends on thickness:
  
  SUPPLEMENTAL FILE
  8
  GURPS PRIME DIRECTIVE
  Light: PD 2, DR 8. $400, 3 pounds for a vest;
  $1,000, 7 pounds for a full suit.
  Medium: PD 2, DR 16. $600, 5 pounds for a vest;
  $1,500, 12 pounds for a full suit.
  Heavy: PD 2, DR 24. $800, 7 pounds for a vest;
  $2,000, 16 pounds for a full suit.
  However, because monocrys is flexible, any “6” rolled
  for damage indicates one hit that affects the wearer through
  the armor. Vests take ten seconds to put on and five to
  take off; full suits require 20 seconds to put on and 10 to
  take off. See Ultra Tech page 74.
  Pneumospray Hypo
  (TL10+)
  This hand-held, pneumatic-hypodermic instrument,
  about the size of a penlight, injects drugs using a charge
  of compressed air. The hypo must be touching the patient
  to inject its drug. Its charge can easily penetrate clothing
  with DR of 1 or less. It takes two turns to remove an empty
  vial (or pneumocharge) and replace it with a ready new
  one. Air cartridges are good for 100 injections. Cost is
  $31.25 and weight is 1/4 pound. Replacement air cartridges
  cost $10.
  TL8: Cost is $125. See Ultra Tech page 94.
  Plastiskin
  (TL10+)
  This is an antiseptic plastic patch that holds wounded
  flesh together, taking the place of normal skin. (It even
  takes on the color of one's skin, so that it’s only evident on
  close examination.) When the flesh beneath heals suffi-
  ciently, the plastiskin patch falls off. Plastiskin is found in
  any TL8 first aid kit. Without it, TL8 first aid counts as TL7.
  Plastiskin can be used to cover tattoos, scars and marks,
  or for disguises. It costs $2.50 per six-inch square patch.
  TL8: The cost for a six-inch square patch is $10. See
  Ultra Tech page 94.
  Pressure Tent
  (TL10+)
  This is a completely airtight tent, strong enough to be
  inflated to one atmosphere in a vacuum. The user(s) must
  have an air supply with them! Opening it completely evacu-
  ates all the air in the tent; entering or leaving through the
  one-man lock takes one minute. Cost is $125 and weight
  4 pounds for a one-man tent; $375 and 8 pounds for a
  two-man tent; $1,250 and 40 pounds for an eight-man tent.
  TL8: Cost is $500 and weight 15 pounds for a one-
  man tent; $1,500 and 30 pounds for a two-man tent; $5,000
  and 150 pounds for an eight-man tent. See Ultra Tech
  page 23.
  Respirator
  (TL11+)
  A respirator makes thin or low-oxygen atmospheres
  breathable by concentrating the oxygen. It is often com-
  bined with goggles to protect the eyes from the effects of
  thin air. It takes three seconds to put on and one to take
  off, and works for one month on a B-cell (a warning light
  blinks when power is 90% gone). A standard communica-
  tor of the TL is built in. Weight is 3/4 pounds and cost is
  $75. If the increased energy option is used, time is two
  months, not one month.
  TL9: Weight is 3 pounds and cost is $300. See Ultra
  Tech page 26.
  Revive
  (TL10+)
  These are small, easily breakable capsules. When held
  under the nose of a stunned of unconscious character and
  snapped open, the vapor inside will usually revive him com-
  pletely (roll against HT+5 to regain consciousness, come
  out of stun, etc). No HT is regained, but the patient is awake.
  Revive capsules are widely available to the general public
  and can be purchased freely in drug stores in all but the
  most repressive societies. Cost is $1.25/dose.
  TL8: Cost is $5/dose. See Ultra Tech page 98.
  Rope (biphase)
  (TL8+)
  A 3/8” diameter biphase rope supports 1,000 pounds.
  Ten yards of rope weighs 1/2 pound and costs $5. A 3/4”
  diameter rope supports 4,000 pounds; cost is $30 and
  weight is two pounds for ten yards. Strength doubles at
  TL10 and again at TL12. See Ultra Tech page 15.
  Stun Baton
  (TL9+)
  This weapon is used to subdue people without great
  physical harm. It uses the same skill as Shortsword (and
  anyone with either skill effectively has both) but it does
  stun damage instead of impaling damage. Weight is 3
  pounds; cost is $100. Uses on B cell which provides power
  for two hours of use.
  Thruster Pack
  (TL10+)
  This strap-on seat is for short jaunts in free fall, say
  passing from ship to ship and so on. It consists of a “seat”
  unit with a thruster in the back, a pair of arms with reverse
  thrusters and a control arm that curves in front of the user.
  Maneuver jets are located at strategic points along the
  entire pack. It takes 20 seconds and a Vacc Suit roll (which
  can be tried again every five seconds if missed) to strap
  into the thruster pack. It can accelerate or decelerate a
  normal-mass human by up to three yards/second on each
  turn. The large cylinder allows 100 seconds of full accel-
  eration, or the equivalent. Successful Free Fall+3 rolls al-
  low the user to control his speed and direction. Cost is
  $500 and weight is 19 pounds, including one cylinder. Ex-
  tra cylinders cost $7.50, weigh ten pounds, and take five
  seconds to replace.
  TL8: Cost is $2,000 and weight is 45 pounds, includ-
  ing one cylinder. Extra cylinders cost $30 and weigh ten
  pounds. See Ultra Tech page 114.
  Vapor Canteen
  (TL10+)
  This canteen actually draws moisture from the atmo-
  sphere, as long as there is any water vapor at all. It ex-
  tracts and holds one quart of water. Time required varies
  with the amount of water vapor in the air — with an Earth-
  standard humidity of 50 percent, it takes four hours to ex-
  tract a quart of water. The canteen extracts 100 quarts on
  a B cell. Cost is $112; empty weight is 1/2 pound; filled it
  weighs 2.5 pounds. Larger versions are available for use
  at base camps. $750 buys a one-cubic-yard version that
  
  GURPS PRIME DIRECTIVE
  9
  SUPPLEMENTAL FILE
  weighs 75 pounds, runs a month on an E-cell and makes
  a quart per five minutes in 50% humidity.
  The large-size vapor system is standard for expedi-
  tions and military and police outposts; it frees them from
  the necessity of establishing a post near a water source.
  Sabotaging the vapor system is a favorite ploy of kiddie
  adventure stories. The plot is so hackneyed that real ad-
  venturers laugh at it, and may not be prepared if it hap-
  pens.
  TL8: The small canteen is $450, two pounds empty,
  four pounds full. The large version is $3,000 and weighs
  300 pounds. See Ultra Tech page 23.
  Zero-G Worksuit
  (TL11+)
  The worksuit more closely resembles a miniature
  spaceship than a vacc suit. It is a rigid pressurized cylin-
  der with a transparent helmet dome; the whole thing is
  slightly larger than a man. It has no legs, but is propelled
  by an integral thruster pack mounted in the base. The suit's
  thrusters accelerate or decelerate it at up to 3 yards per
  second2 per turn, with enough fuel for 300 seconds of ac-
  celeration. A Free Fall+3 roll is required to change direc-
  tion.
  In addition to its normal suit sleeves, it has three ST
  20 waldoes — remote-controlled-arms — for heavy duty
  work; they can be used as arms at DX-3 or skill-3. Any two
  waldoes may be used at once. One waldo also mounts an
  integral laser torch (4d cutting damage per second to doors,
  bulkheads and the like, as a weapon it is SS 12, Acc 1,
  RoF 4, Damage 1d cut, 1/2D 3, Max 15). A waldo’s grip
  can be power-locked onto something (with its ST of 20).
  Usually the one not in use is locked onto a structure (e.g.,
  a ship’s hull) to hold the suit steady while the other two are
  used for work.
  A worksuit includes life support for two weeks. A small
  (eight-inch diameter) airlock in its side is used to transfer
  small items (such as tools or food/air supplies, etc.) with-
  out breaking suit integrity. It may have standard vacc suit
  options (see above); but it always has a communicator
  (see GPD page 116), at no extra cost. The suit has PD 5,
  DR 25 (15 for the helmet). It takes 20 seconds to climb in
  and ready it for use (five seconds to get inside and seal
  the suit), or ten seconds to get out. The suit is powered by
  a D cell, giving a week of steady use; it has sockets for a
  second cell, for safety. Weight is 150 pounds and cost is
  $3,750.
  TL9: Cost is $15,000. See Ultra Tech page 26.
  Tool Kits
  (TL8+)
  Tool kits exist at all TLs; this section covers those for
  TL8+. Normal tool kits do not drop in price or weight as TL
  increases, nor do they gain in effectiveness. As gadgets
  get more complex, so do the tools required to fix them.
  Any attempt to repair equipment of a higher TL than the kit
  has a -2 per TL difference penalty.
  Anyone attempting repairs without one of these kits
  does so at -5 to skill. Each type of kit must be purchased
  separately, though a user may “make do” with one of the
  others at a -3 penalty.
  All tool kits contain several power cells, but the cells
  found in salvaged kits are likely (GM’s decision) to be par-
  tially or completely used already. See Ultra Tech page 16.
  Portable Shop
  (TL8+)
  An elaborate version of the basic tool kit (see below),
  it is equivalent to a repair shop on a small starship. It has
  everything necessary for emergency repairs, plus a range
  of spare parts that can be tooled to specific requirements.
  It adds +2 to the user’s skill. It will have 2d AA, A, and B
  cells, 1d C cells, 1d-2 D cells, and 1 E cell. A Mechanic,
  Engineer, or Armoury shop costs $4,000, weighs 3,000
  pounds and has a volume of five cubic yards. Portable
  electronics shops cost $7,000, weigh 1,500 pounds and
  have a volume of 4 cubic yards.
  Basic Tool Kit
  (TL8+)
  The standard tool kit for engineers, mechanics, armor-
  ers and electronics technicians, allowing major and minor
  repairs to be made at no penalty to skill. Any kit includes a
  few devices requiring small power cells, and is therefore a
  good source of extra cells in a pinch — roll 1d+2 for the
  number of AA cells, 1d for the number of A cells, 1d-2 for B
  cells. Mechanic or Engineer tool kits cost $800, weigh 300
  pounds and have a volume of 1/2 cubic yard as cargo.
  Armoury or Electronics kits cost $1,200, weigh 100 pounds
  and have a volume of 1/4 cubic yard.
  Portable Tool Kit
  (TL8+)
  A smaller version of the basic tool kit, it fits into a case
  or backpack and weighs 20 pounds for Mechanics or En-
  gineer kits, or 10 pounds for Armoury or Electronics kits.
  Major repairs can be made at -2 to skill, and minor repairs
  are at no penalty. It contains 1d+2 A cells, 1d A cells and
  1d-3 B cells. Cost is $600 for Mechanic or Engineer kits,
  $900 for Armoury or Electronics kits.
  Mini-Toolkit
  (TL8+)
  This is a small, belt-sized tool kit. Routine repairs can
  be made with one of these at only -2 to skill. Major repairs
  are at -4 when using a mini-toolkit. Roll 1d for the number
  of AA and A cells in the kit, 1d-3 for B cells. Cost is $400
  and weight is 2 pounds.
  
  SUPPLEMENTAL FILE
  10
  GURPS PRIME DIRECTIVE
  Vacc Suits
  (TL8+)
  A variety of different pressure suits are available. Ev-
  ery suit needs air tanks (see above) to provide oxygen,
  Without an air tank, any suit contains enough air for five
  minutes. All suits include a back-mounted life-support pack
  (LSP), which provides heat, cooling and energy for the suit's
  systems. It uses a C cell, which is good for one week. The
  life-support pack has DR 3. After it takes ten hits there is a
  50% chance of it malfunctioning on each further hit. When
  it takes 20 hits, it no longer works; the user's survival de-
  pends on the environment.
  Every suit has a front pocket with ten emergency
  patches. Any damage that penetrates the suit must be
  patched immediately. This requires three seconds and a
  Vacc Suit roll. If the first attempt fails, each further attempt
  is at a cumulative -1. Every three seconds means a loss of
  10% of the suit’s air.
  Vacc suits, survival suits and similar equipment are
  not reduced in weight (cost does go down, however) at
  higher TLs. See Ultra Tech page 25.
  Standard Vacc Suit
  (TL10+)
  This is the standard flexible, insulated pressure suit. It
  is required in vacuum but may also be worn in poisonous
  (non-corrosive) or Very Thin atmosphere. It covers the
  whole body, includes a rigid helmet, and has exterior pock-
  ets, Velcro patches, straps, hooks, etc. for equipment, and
  at least two lifeline hooks. It includes a short-range com-
  municator, which uses an A cell. Styles vary widely; spac-
  ers often paint suits in garish colors or designs.
  Suit gloves reduce DX and manual skills by -1. The
  clear helmet allows undistorted vision (but cuts Hearing
  rolls by -2 in air). Touching helmets in vacuum allows pri-
  vate suit-to-suit communications. A head-up display pro-
  jected on the helmet tells the wearer how much air and
  power are left. A tube leading to a one-quart reservoir pro-
  vides water.
  A vacc suit takes one minute to put on or take off; if the
  suit is worn without the helmet, the helmet only takes five
  seconds to put on. A successful roll against Vacc Suit halves
  these times. Default skill cannot be used to decrease suit-
  up times. A vacc suit has PD 0, DR 1, while the helmet has
  PD 2, DR 3. Cost is $250 and weight is ten pounds. TL8:
  Cost is $1,000.
  Heavy-Duty Vacc Suit
  (TL10+)
  This is like a normal vacc suit but tougher - the entire
  suit has PD 2, DR 3. Cost is $375 and weight is 20 pounds.
  TL8: Cost is $1,500.
  Armored Vacc Suit
  (TL10+)
  This is a rigid suit that covers the whole body, and is
  capable of withstanding up to 100 atmospheres of pres-
  sure. The life-support pack is built into the suit, not mounted
  outside; the suit's DR protects it. The suit requires an air
  tank (or several) but always includes a short-range com-
  municator, using an A cell. The suit takes two minutes to
  put on or take off. All DX or DX-based skills (including Free
  Fall, but not Driving or Pilot) are at -2. The usual Vacc Suit
  accessories are available. The suit has PD 4, DR 30. It
  weighs 80 pounds and costs $1,000.
  TL8: Cost is $4,000.
  Vacc Suit Accessories
  All kinds of accessories are available, and may also
  be added to airtight body armor. Common items include a
  HUD (Heads Up Display, $125); a helmet light ($7.50, six
  months on a B cell); a water and concentrated food sys-
  tem with rations for one day ($125 for the system, refills
  are at usual water and concentrate prices); a waste-relief
  system (cost is $125 and worth every penny if the suit is
  worn for more than a few hours); a helmet visor recorder
  or better communicators; built-in computer or tricorder;
  reflective coating (gives PD 6, DR 2 against lasers and
  fire; PD 3, DR 0 against other beam weapons; provides
  PF 2 against radiation); extra patches ($2.50 per patch).
  TL8: Accessories priced above are four times more
  expensive at TL8, twice as much at TL9. Ultra Tech in-
  cludes rules for powered exoskeletons that will be pre-
  sented in a later Prime Directive product.
  Magnetized Plates (TL9+) can be put on the soles of
  any boots at an additional $25 and 1/8 pound. They let the
  wearer walk along bulkheads or on ship hulls in microgravity
  or 0 G (if the hull is made of magnetic material). Move is
  normal with Vacc Suit skill and at 1/2 without.
  TL7: Costs $100 and weighs 1/2 pound.
  Radiation Protection (TL7+) can be added to any suit.
  Cost is $50 for PF 2, $2500/+20 pounds for PF 5 or $500/
  +40 pounds (armored suits only) for PF 10.
  TL7: Costs are $200, $1,000, and $2,000 respectively.
  Wet Suit
  (TL10+)
  A wet suit is a one-piece, ultralight underwater suit. It
  covers the user’s entire body, with goggles and a face mask
  for attaching air tanks. It insulates the wearer against cold
  (+5 to HT rolls against cold) and incorporates ballast suffi-
  cient to keep the diver at any depth he wishes. Fins add
  25% to swimming speed (or +1 to swimming Move, which-
  ever is greater). The suit has PD 0 and DR 1. HUDs, vi-
  sion gear, radios, etc. may be added to the suit at extra
  cost. It takes two minutes to put on or remove the suit.
  Cost is $50 and weight is five pounds.
  TL8: Cost is $200. See Ultra Tech page 22.
  Military Wet Suit
  (TL10+)
  This incorporates a thin layer of monocrys, with PD2,
  DR 8 (PD 1, DR 4 vs. impaling) over the whole body ex-
  cept the face. The face mask and goggles are transparent
  armorplast (PD 4, DR 10). Goggles may be fitted with
  HUDs, vision gear, etc. Cost is $175 and weight is nine
  pounds.
  TL8: Cost is $700.
  
  GURPS PRIME DIRECTIVE
  11
  SUPPLEMENTAL FILE
  Sample Characters
  Marine 1st Lieutenant Yahnke
  125 points
  Attributes: ST 11 [10]; DX 10 [0]; IQ 12 [20]; HT 12 [20].
  Information:
  Race: Human
  Height: 6’2”
  Weight: 180
  Age: 24
  Sex: Male
  Graduated: Federation Marine Academy.
  Advantages: Cool [1]; Fearlessness 2 [4]; Military Rank 3
  [15]; Panimmunity/TL12 +3 [10]; Reputation (Marine) 1 [5];
  Security Clearance 3 [15]; Status 1 [0, from Military Rank].
  Disadvantages: Code of Honor [Uphold the Prime Direc-
  tive] [-1]; Duty (Star Fleet) Almost all the time (15 or less)
  [-15]; Insomniac [-10]; Sense of Duty (Federation) [-10].
  Quirks: Doesn’t eat seafood [-1]; Inscribes personal sym-
  bolism on weapons [-1]; Listens to Andorian music before
  each mission [-1]; Uncomfortable working with Star Fleet
  [Naval] Personnel [-1].
  Skills:
  Administration 11 [1]
  Armoury (Personal Phasers)/TL12 11 [1]
  Beam Weapons (Phaser)/TL12 14 [4]
  Camouflage 12 [1]
  Climbing 10 [2]
  Computer Operation/TL12 12 [1]
  Electronics Operation (Communications)/TL12 12 [2]
  First Aid/TL12 12 [1]
  Free Fall/TL12 12 [8]
  Gunner (Beam Weapons)/TL12 12 [2]
  Gunner (Rocket Launcher)/TL12 12 [2]
  Hand Weapon (Shortsword) 9 [1]
  History (Federation) 10 [1]
  Karate 9 [2]
  Knife 10 [1]
  Law (Federation) 10 [1]
  Leadership 13 [4]
  Parachuting 10 [1]
  Running (Move: 6.75) 10 [1]
  Sailor/TL12 11 [1]
  Savoir-Faire (Military) 12 [1]
  Stealth 9 [1]
  Strategy 10 [1]
  Survival (Mountains) 11 [1]
  Survival (Urban) 12 [2]
  Tactics 12 [4]
  Throwing 8 [1]
  Vacc Suit/TL12 11 [1]
  Sample Characters designed by Matthew J. Francois.
  Petty Officer 2nd Class Daneric-Tren
  125 points
  Attributes: ST 12 [20], DX 12 [20], IQ 11 [10], HT 12 [20]
  Information:
  Race: Cygnan
  Height: 5’10”
  Weight: 165
  Age: 27
  Sex: Male
  Graduated: Star Fleet Basic Training.
  Advantage: Absolute Direction [5]; Fit [5]; Mathematical
  Ability [10]; Panimmunity/TL12 +3 [10]; Security Clearance
  2 [10]; Versatile [5]..
  Disadvantages: Albinism (Treatable -60%) [-4]; Code of
  Honor [Uphold the Prime Directive] [-1]; Compulsive Gam-
  bling [-5]; Duty [Star Fleet] [15 or less] [-15]; Fear of Open
  Spaces (Mild) [-10]; Gregarious [-10]; Group Skill Bonus
  (Science) +4 [24]; Light Sleeper [-5]; Loner [-5]; Sense of
  Duty (Federation) [-10].
  Quirks: Constantly smiling [-1], Likes to work nights [-1].
  Skills:
  Astronomy/TL12 12 [.5]
  Beam Weapons (Phaser)/TL12 13 [1]
  Chess 11 [1]
  Climbing 13 [4]
  Computer Operation/TL12 11 [1]
  Electronics (Security Systems)/TL12 15 [.5]
  Electronics (Sensors)/TL12 15 [.5]
  Electronics Operation (Security Systems)/TL12 10 [1]
  Electronics Operation (Sensors)/TL12 12 [4]
  Engineer (Atmospheric Systems)/TL12 15 [.5]
  Engineer (Electrical)/TL12 15 [.5]
  Engineer (Spacecraft)/TL12 9 [1]
  First Aid/TL12 11 [1]
  Free Fall/TL12 12 [2]
  Gambling 12 [2]
  History (Federation) 9 [1]
  Judo 10 [1]
  Knife 11 [.5]
  Law (Federation) 10 [2]
  Mathematics 15 [.5]
  Mechanic (Atmospheric Systems)/TL12 12 [4]
  Mechanic (Spacecraft)/TL12 12 [4]
  Physics/TL12 12 [.5]
  Running (Move 6.75) (10) [1]
  Sailor/TL12 10 [1]
  Savoir-Faire (Military) 11 [1]
  Stealth 12 [2]
  Survival (Urban) 12 [4]
  Vacc Suit/TL12 10 [1]
  Xenology/TL12 9 [1]
  
  SUPPLEMENTAL FILE
  12
  GURPS PRIME DIRECTIVE
  Marine Private Dellik
  100 points
  Attributes: ST: 10 [0]; DX: 12 [20]; IQ: 12 [20]; HT: 12 [20]
  Information:
  Race: Human
  Height: 5’8”
  Weight: 110
  Age: 23
  Sex: Female
  Graduated: Marine Boot Camp.
  Advantages: Cool [1]; Fearlessness 2 [4]; Panimmunity/
  TL12 +3 [10]; Reputation (Marine) 1 [5]; Security Clear-
  ance 1 [5]; Very Fit [15].
  Disadvantages: Code of Honor (Uphold the Prime Direc-
  tive) [-1]; (Star Fleet) Almost all the time (15 or less) [-15];
  Kleptomania [-15]; Sense of Duty (Federation) [-10].
  Quirks: Distrusts authority figures [-1]; Fidgets when not
  doing something [-1]; Returns stolen items to original own-
  ers [-1]; Secretive about past [-1]; Uncomfortable around
  non-humans [-1].
  Skills:
  Armoury (Phaser)/TL12 11 [1]
  Beam Weapons (Phaser)/TL12 16 [4]
  Camouflage 12 [1]
  Climbing 13 [4]
  Computer Operation/TL12 12 [1]
  Electronics Operations (Communication)/TL12 12 [2]
  Fast-Talk 12 [2]
  First Aid/TL12 12 [1]
  Free Fall 12 [2]
  Gunner (Beam Weapons)/TL12 13 [1]
  Hand Weapon (Stun Baton) 11 [1]
  History (Federation) 9 [.5]
  Karate 10 [1]
  Knife 13 [2]
  Law (Federation) 9 [.5]
  Leadership 10 [.5]
  Parachuting 12 [1]
  Pickpocket 12 [4]
  Running (Move: 7.25) 10 [1]
  Sailor/TL12 11 [1]
  Savoir-Faire (Military) 12 [1]
  Sleight of Hand 12 [4]
  Stealth 13 [4]
  Survival (Urban) 12 [2]
  Survival (Woodlands) 11 [1]
  Tactics 9 [.5]
  Throwing 10 [1]
  Vacc Suit 11 [1]
  Lt. Commander Grissom
  150 points
  Attributes: ST 12 [20], DX 14 [45], IQ 11 [10], HT 10 [0].
  Information: Race: Human; Height: 6’1”; Weight: 175 lbs.;
  Age: 30; Sex: Male; Graduated: Star Fleet Academy.
  Advantages: Fit [5]; Military Rank 4 [20]; Panimmunity
  [10]; Reputation (Star Fleet officer) 1 [5]; Security Clear-
  ance 3 [15]; Status 1 [0, from Military Rank]
  Disadvantages: Code of Honor (Uphold the Prime Direc-
  tive) [-1]; Duty (Star Fleet) Almost all the time (15 or less)
  [-15]; Overconfidence [-10]; Sense of Duty (Federation)
  [-10].
  Quirks: Always eats chocolate at dinner [-1]; Collects clas-
  sical music files [-1]; Enjoys solving math puzzles [-1]; Plays
  old brass trombone to relax [-1]; Tends to use phrases re-
  peatedly [-1].
  Skills:
  Administration 11 [2]
  Armoury (Phasers)/TL12 9 [.5]
  Armoury (Photon Torpedoes)/TL12 9 [.5]
  Astronomy/TL12 9 [1]
  Beam Weapons (Phaser)/TL12 16 [2]
  Climbing 13 [1]
  Computer Operation/TL12 12 [2]
  Computer Programming/TL12 8 [.5]
  Diplomacy 10 [2]
  Electronics (Weapons)/TL12 10 [2]
  Electronics Operation (Sensors)/TL12 12 [4]
  Electronics Operation (Transporter)/TL12 11 [2]
  Engineer (Electrical)/TL12 9 [1]
  First Aid/TL12 12 [2]
  Free Fall/TL12 13 [1]
  Gunner (Phasers)/TL12 15 [2]
  Gunner (Photon Torpedoes)/TL12 15 [2]
  History (Federation) 9 [1]
  Judo 13 [2]
  Law (Federation) 9 [1]
  Leadership 11 [2]
  Mathematics 12 [6]
  Mechanic (Weapons)/TL12 11 [2]
  Musical Instrument (Brass) 10 [2]
  Physics/TL12 8 [.5]
  Piloting (Shuttlecraft)/TL12 14 [2]
  Research 11 [2]
  Running (Move: 7) 8 [1]
  Sailor/TL12 10 [1]
  Savoir-Faire (Military)/TL12 11 [1]
  Stealth 14 [2]
  Strategy 10 [2]
  Survival (Urban)/TL12 10 [1]
  Tactics 10 [2]
  Vacc Suit/TL12 11 [2]
  Xenology 9 [1]
  
  GURPS PRIME DIRECTIVE
  13
  SUPPLEMENTAL FILE
  Marine Corporal Kilrathie
  125 points
  Attributes: ST 13 [30]; DX 10 [0]; IQ 12 [20]; HT 13 [30].
  Information:
  Race: Human
  Height: 6’0”
  Weight: 177
  Age: 24
  Sex: Male
  Graduated: Marine Boot Camp.
  Advantages: Cool [1]; Fearlessness 2 [4]; Panimmunity/
  TL12 +3 [10]; Reputation (Marines) 1 [5]; Security Clear-
  ance [5]; Very Fit [15].
  Disadvantages: Code of Honor (Uphold the Prime Direc-
  tive] [-1), (Star Fleet) Almost all the time (15 or less) [-15];
  Impulsiveness [-10]; Sense of Duty (Federation) [-10].
  Quirks: Enjoys eating military combat rations [-1]; Takes
  great pride in his physical condition [-1]; Terse speech [-1];
  Fanatical about weapon cleanliness and maintenance [-1].
  Skills:
  Armoury (Phasers)/TL12 11 [1]
  Beam Weapons (Phaser)/TL12 14 [4]
  Boxing 9 [1]
  Camouflage 11 [.5]
  Climbing 10 [2]
  Computer Operation/TL12 12 [1]
  Cooking 11 [.5]
  Electronics Operation (Communications)/TL12 12 [2]
  Electronics Operation (Weapons)/TL12 11 [1]
  First Aid/TL12 12 [1]
  Free Fall/TL12 12 [8]
  Garrote 12 [4]
  Gunner (Phasers)/TL12 11 [1]
  Hand Weapons (Stun Baton) 9 [1]
  History (Federation) 9 [.5]
  Intimidation 11 [1]
  Karate 8 [1]
  Knife 10 [1]
  Law (Federation) 9 [.5]
  Leadership 10 [.5]
  Parachuting 10 [1]
  Running (Move: 7.125) 11 [1]
  Sailor/TL12 11 [1]
  Savoir-Faire (Military) 12 [1]
  Stealth 10 [2]
  Survival (Arctic) 11 [1]
  Survival (Desert) 11 [1]
  Tactics 9 [.5]
  Throwing 9 [2]
  Vacc Suit/TL12 11 [1]
  Ensign Stulak
  125 points
  Attributes: ST: 10 [-10, Racial]; DX: 11 [10]; IQ: 12 [0,
  Racial]; HT: 9 [-10].
  Information: Race: Vulcan; Height: 6’3”; Weight: 125 lbs.;
  Age: 37; Sex: Male. Graduated: Star Fleet Academy.
  Advantages: Acute Hearing +1 [2]; Autotrance [5]; Eidetic
  Memory 1 [30]; Extended Lifespan 1 [5]; Fit [5]; Lightning
  Calculator [5]; Military Rank 3 [15]; Nictating Membrane 1
  [10]; Panimmunity/TL12 +3 [10]; Psionic Power 1 [5]; Re-
  duced Sleep [10]; Regeneration (Limitation: Only in Au-
  totrance, -30%) [18]; Reputation +1 (Star Fleet Officer) [5];
  Security Clearance 3 [15]; Status 1 [0, from Military Rank];
  Unfazable [15].
  Disadvantages: Code of Honor (Logical Behavior) [-10];
  Code of Honor (Uphold the Prime Directive) [-1]; Duty (Star
  Fleet) Almost all the time (15 or Less) [-15]; Honesty [-10];
  Intolerance (Emotional or Irrational Behavior) [-10]; No
  Sense of Humor [-10]; Pacifism (Self-Defense Only) [-15];
  Sense of Duty (Federation) [-10]; Skinny [-5]; Truthfulness
  [-5]; Workaholic [-5].
  Quirks: Collects rocks from planets he visits [-1]; Insa-
  tiable curiosity towards unknown plants [-1]; Never plays
  black in chess [-1]; Plays only a hand-carved flute [-1];
  Wakes up early every day [-1].
  Skills:
  Administration 12 [1]
  Astronomy/TL12 11 [1]
  Beam Weapons
  (Phaser)/TL12 13
  [1]
  Biochemistry/TL12 12
  [4]
  Botany/TL12 15 [5]
  Chemistry/TL12 12 [2]
  Chess 13 [1]
  Computer Operation/
  TL12 15 [3]
  Computer Program-
  ming/TL12 10 [.5]
  Diplomacy 11 [1]
  Electronics [Sensors]/
  TL12 11 [1]
  Electronics Operation
  (Sensors)/TL12 15
  [4]
  Electronics Operation
  (Transporter)/TL12
  12 [1]
  Engineer (Robotics)/
  TL12 10 [.5]
  First Aid/TL12 12 [.5]
  Free Fall/TL12 12 [4]
  Geology/TL12 10 [.5]
  History (Federation) 10
  [.5]
  Judo 10 [2]
  Law (Federation) 10 [.5]
  Mathematics 12 [2]
  Mechanic (Robotics)/
  TL12 12 [1]
  Mind Meld 11 [2]
  Musical Instrument
  (Woodwind) 11 [1]
  Nerve Pinch 11 [2]
  Physics/TL12 12 [2]
  Piloting (Shuttlecraft)/
  TL12 10 [1]
  Psionic Meditation 11
  [1]
  Research 13 [2]
  Sailor/TL12 11 [.5]
  Savoir-Faire (Military)/
  TL12 12 [.5]
  Strategy 10 [.5]
  Survival (Mountains) 11
  [.5]
  Tactics 10 [.5]
  Vacc Suit/TL12 12 [1]
  Xenology/TL12 10 [.5]
  
SOURCE: textdata/thevault/Star Trek RPG/Star Fleet Battles/Prime Directive/gurps prime directive-sup01.pdf