TEXT: Written by SEAN PUNCH
  Illustrated by DEAN SPENCER
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  by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license.  
  GURPS Template Toolkit 3: Starship Crew is copyright © 2020 by Steve Jackson Games Incorporated.  
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  STEVE JACKSON GAMES
  Stock #37-0158 
  Version 1.0 – July 2020
  ®
  GURPS System Design z STEVE JACKSON
  GURPS Line Editor z SEAN PUNCH
  GURPS Project Manager z STEVEN MARSH
  Production Artist z NIKOLA VRTIS
  GURPS FAQ Maintainer z  
  VICKY “MOLOKH” KOLENKO
  Chief Executive Officer z PHILIP REED
  Chief Creative Officer z SAM MITSCHKE
  Chief Operating Officer z SUSAN BUENO
  Director of Sales z ROSS JEPSON
  Page Design z PHIL REED and JUSTIN DE WITT
  Prepress Checker z NIKOLA VRTIS
  TM
  
  Contents
  IntroductIon  .  .  .  .  .  .  .  .  .  . 2
  About the Author . . . . . . . . . . . . . .2
  1 . Job openIngs .  .  .  .  .  .  .  . 3
  Everyman Advantages . . . . . . . . . .3
  Everyman Disadvantages . . . . . . .3
  Everyman Skills . . . . . . . . . . . . . . .4
  Forethought. . . . . . . . . . . . . . . . . . .4
  Nonhumans? . . . . . . . . . . . . . . . . .4
  Commander . . . . . . . . . . . . . . . . . .4
  Helmsman . . . . . . . . . . . . . . . . . . .4
  Operations Officer . . . . . . . . . . . . .5
  Piloting . . . . . . . . . . . . . . . . . . . . . .5
  Enhanced Dodge (Piloting). . . . . . .5
  Tactical Officer. . . . . . . . . . . . . . . .6
  Engineer . . . . . . . . . . . . . . . . . . . . .6
  Medical Officer. . . . . . . . . . . . . . . .7
  Science Officer . . . . . . . . . . . . . . . .7
  Higher Purpose . . . . . . . . . . . . . . . .7
  Security Officer . . . . . . . . . . . . . . .8
  Loadmaster. . . . . . . . . . . . . . . . . . .8
  Steward. . . . . . . . . . . . . . . . . . . . . .9
  Customization. . . . . . . . . . . . . . . . .9
  2 . AssemblIng  
  A crew  .  .  .  .  .  .  .  .  .  .  . 10
  All Three? . . . . . . . . . . . . . . . . . . .10
  The Few, The Brave . . . . . . . . . . .10
  Everybody Has  
  A Part To Play . . . . . . . . . . . . .10
  Department Heads. . . . . . . . . . . .11
  A Gifted Crew . . . . . . . . . . . . . . . .11
  Omnicompetent . . . . . . . . . . . .11
  Jack of All Trades . . . . . . . . . . .11
  Further Reading . . . . . . . . . . . . . .11
   
  Contents and IntroduCtIon 
  2
  IntroduCtIon
  A faster-than-light (FTL) spaceship – a starship – makes a 
  great base of operations for adventurers! But even the smallest 
  ship is complex. It demands a team of specialists to manage 
  the technology, the missions, and the crew. Deciding who does 
  what – and using which skills – demands 
  considerable effort.
  GURPS Template Toolkit 3: Starship 
  Crew aims to reduce the workload. It 
  contains a carefully balanced set of 10 
  character templates consistent with 
  popular approaches to space opera and 
  “softer” starfaring science fiction. These 
  don’t assume a setting – if FTL travel 
  exists, they’ll work!
  about the author
  Sean Punch set out to become a particle physicist in 1985 
  and ended up as GURPS Line Editor in 1995. In that capac-
  ity, he has written, edited, or contributed to some 150 
  GURPS releases, revised the game into its fourth edi-
  tion (2004), and been a regular contributor to Pyramid 
  magazine. From 2008, he has served as the lead cre-
  ator of the GURPS Dungeon Fantasy series, which 
  led to his design of the Dungeon Fantasy Roleplaying 
  Game, released in 2017. Sean has been a gamer since 
  1979, but devotes most of his spare time to Argentine 
  tango (and occasionally tending bar). He lives in Mon-
  tréal, Québec with son amour, Geneviève.
  about GURPS
  Steve Jackson Games is committed to full sup-
  port of GURPS players. We can be reached by email:  
  info@sjgames.com. Our address is SJ Games, P.O. Box 
  18957, Austin, TX 78760. Resources include:
  New supplements and adventures. GURPS continues to 
  grow – see what’s new at gurps.sjgames.com.
  Warehouse 23. Our online store offers GURPS print 
  items, plus PDFs of our books, supplements, adventures, 
  play aids, and support . . . including exclusive mate-
  rial available only on Warehouse 23! Just head over to  
  warehouse23.com.
  Pyramid (pyramid.sjgames.com). For 10 years, our 
  PDF magazine Pyramid included new rules and articles for 
  GURPS, plus systemless locations, adventures, and more. 
  The entire 122-issue library is available at Warehouse 23!
  Internet. To discuss GURPS with our staff and your 
  fellow gamers, visit our forums at forums.sjgames.com.  
  You can also join us at facebook.com/sjgames or  
  twitter.com/sjgames. Share your brief campaign teasers 
  with #GURPShook on Twitter. Or explore that hashtag 
  for ideas to add to your own game! The web page for 
  GURPS Template Toolkit 3: Starship Crew can be found 
  at gurps.sjgames.com/starshipcrew.
  Store Finder (storefinder.sjgames.com): Discover 
  nearby places to buy GURPS items and other Steve 
  Jackson Games products. Local shops are great places to 
  play our games and meet fellow gamers!
  Bibliographies. Bibliographies are a great resource for 
  finding more of what you love! We’ve added them to many 
  GURPS book web pages with links to help you find the 
  next perfect element for your game.
  Errata. Everyone makes mistakes, including us – but 
  we do our best to fix our errors. Errata pages for GURPS 
  releases are available at sjgames.com/errata/gurps.
  Rules and statistics in this book are specifically for the 
  GURPS Basic Set, Fourth Edition. Page references that 
  begin with B refer to that book, not this one.
  
   
  Job openIngs 
  3
  These character templates divvy up typical shipboard 
  tasks. Not every starship needs all 10. Then again, some may 
  be required in plural – thus, each offers many choices to help 
  players fill similar roles with different people.
  While these are moderately realistic 150-point templates, 
  each offers two 50-point lenses for higher-powered games:
  Legendary: Use this in a campaign where every PC is 
  a distinguished expert – or the boss of NPCs who use the  
  base template.
  Multi-Role: Use this to add the key abilities of this tem-
  plate to another template in a campaign where everyone 
  wears several hats. If points in a trait don’t add up to a full 
  or permitted level, buy the highest level possible and use the 
  rest to customize.
  For more on these topics, see Chapter 2.
  To save space, all 10 templates refer to some lists of traits 
  for choices that transcend role. Where a template calls out 
  such a trait, the level or specialty it gives supersedes the 
  generic one, unless the GM agrees it’s possible to have both 
  (e.g., two Area Knowledge skills). Generic and specific levels 
  never add.
  Everyman Advantages
  Each template sets aside 30 points for advantages and 
  perks suitable for any starship crewmember.
  Advantage
  Point Cost
  Notes
  3D Spatial Sense
  10
  Alien Friend
  5/level
  Born Spacer
  5/level
  Cultural Familiarities
  1-2/culture
  Cybernetics (any available)
  Varies
  Deep Sleeper
  1
  Fearlessness
  2/level
  Fit
  5
  G-Experience
  1-10
  Gizmos 1
  5
  Improved G-Tolerance
  5 or 10
  Languages (any)
  1-6/language
  Less Sleep 1-4
  2/level
  Luck
  15 or 30
  Patron (Ship’s owner or provider)
  Varies
  [1]
  Rank (Merchant or Military)
  5/level
  [2]
  Reputation
  Varies
  Resistant to Acceleration (+3)
  1
  Resistant to Space Sickness (+3 or +8)
  1 or 2
  Serendipity
  15/level
  Suit Familiarity (Vacc Suit)
  1
  Notes
  [1] For corporate or government campaigns where all PCs 
  have the Patron.
  [2] For merchant-marine, military, and scout campaigns. 
  The commander (p. 4) normally has the highest Rank aboard 
  ship.
  Everyman Disadvantages
  Each template also earmarks -40 points to be chosen from 
  a common disadvantage list.
  Disadvantage
  Point Cost
  Notes
  Chummy or Gregarious
  -5 or -10
  Code of Honor (Mercenary’s or 
  Soldier’s)
  -10
  [1]
  Code of Honor (Pirate’s)
  -5
  [2]
  Compulsive Carousing or 
  Gambling
  -5*
  [3]
  Duty (To ship’s owner or provider; 
  12 or 15 or less)
  -10 or -15
  [4]
  Enemies (Rival ship, skip tracers, 
  former owner, etc.)
  Varies
  Honesty
  -10*
  Intolerance (Rival civilization or 
  species) or Xenophilia
  -5 or -10*
  Lecherousness
  -15*
  [3]
  Pacifism (Reluctant Killer, Cannot 
  Harm Innocents, or Self-
  Defense Only)
  -5, -10, or -15
  Phobia (Open Spaces or Crowds)
  -10* or -15*
  [5]
  Sense of Duty (Crew)
  -5
  Social Stigma (Criminal Record)
  -5
  [2]
  Workaholic
  -5
  * Multiplied for self-control 
  number; see p. B120.
  Notes
  [1] For military campaigns.
  [2] For pirate crew.
  [3] Stereotypical, and rarer 
  if ships have bars, or holoven-
  ture, sensie, or VR tech.
  [4] For corporate, govern-
  ment, or military campaigns 
  where all PCs have a Duty (and 
  usually Patron or Rank).
  [5] “Open spaces” excludes 
  outer space viewed from the 
  safety of a starship interior. “Crowds” excludes crewmates.
  Chapter one
  Job openIngs
  
   
  Job openIngs 
  4
  Everyman Skills
  Each template reserves 10 points for skills anyone might 
  have: Beam Weapons (any), Brawling, or Guns (any), all (E) 
  DX [1]; Sports (any) (A) DX-1 [1]; Body Sense* (H) DX-2 [1]; 
  Hobby Skill (any) (E) DX or IQ [1]; Professional Skill (any) 
  (A) DX-1 or IQ-1 [1]; Area Knowledge (any), Current Affairs 
  (any), First Aid, Games (any), Gesture†, or Housekeeping, all 
  (E) IQ [1]; Gambling or Streetwise, both (A) IQ-1 [1]; Carous-
  ing (E) HT [1]; or Body Language† or Lip Reading†, both (A) 
  Per-1 [1].
  * For settings with matter transmission.
  † For when communicators fail in space.
  Commander
  150 points
  You direct and speak for the crew. While not necessarily 
  smarter or better than them, you have the knack of command. 
  On a corporate vessel, you’re also the manager. If the ship is 
  neither military nor corporate, you might own it!
  Attributes: ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 11 [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 
  10 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0]; Basic Speed 5.50 
  [0]; Basic Move 5 [0].
  Advantages: Charisma 1 [5] and Intuitive Admiral 1 [10]. 
  • Another 30 points in better attributes, Everyman Advan-
  tages (p. 3), or Appearance [Varies], Business Acumen 
  [10/level], Charisma 2+ [5/level], Courtesy Rank [1/level], 
  Explorer [5/level], Headhunter [1], Higher Purpose (Save 
  my ship!) [5], Honest Face [1], Indomitable [15], Intuition 
  [15], Intuitive Admiral 2-4 [10/level], License (Pilot’s) [1], 
  Penetrating Voice [1], Rapier Wit [5], Smooth Operator 
  [15/level], Unfazeable [15], or Wealth [Varies].
  Disadvantages: A total of -40 points in Everyman Disadvan-
  tages (p. 3) or Debt [-1 to -20], Greed [-15*], Guilt Complex 
  [-5], Jealousy [-10], Overconfidence [-5*], Selfish or Selfless 
  [-5*], Stubbornness [-5], or Trickster [-15*].
  Primary Skills: Leadership (A) IQ+2 [2]-15†‡; 
  Shiphandling (Starship) (H) IQ+2 [8]-15‡; and 
  Spacer (E) IQ+2 [2]-15‡.
  Secondary 
  Skills: 
  Administration, Electronics 
  Operation (Comm), Electronics Operation (Sen-
  sors), Navigation (FTL), and Navigation (Space), 
  all (A) IQ [2]-13; Strategy (Space) (H) IQ [2]-13‡; 
  and Free Fall, Piloting (Main), Piloting (Second-
  ary), and Vacc Suit, all (A) DX+1 [4]-12. • Two of 
  Diplomacy (H) IQ-1 [2]-12, Intimidation (A) Will 
  [2]-13, or Detect Lies (H) Per-1 [2]-12.
  Background Skills: Computer Operation (E) IQ 
  [1]-13. • A total of 10 points in Everyman Skills 
  (p. 4) or Gunner (any) (E) DX [1]-11; Savoir-Faire 
  (Military) (E) IQ+1 [1]-14‡; Savoir-Faire (High 
  Society) (E) IQ [1]-13; Artillery (Guided Missile), 
  Electronics Operation (any other), Fast-Talk, or 
  Merchant, all (A) IQ-1 [1]-12; Expert Skill (Mil-
  itary Science) or Intelligence Analysis, both (H) 
  IQ-1 [1]-12‡; or Tactics (H) IQ-2 [1]-11.
  * Multiplied for self-control number; see p. B120.
  † Includes +1 for Charisma.
  ‡ Includes +1 for Intuitive Admiral.
  Lenses
  Legendary: +1 to DX [20] and +1 to IQ [20]. • +1 
  to Intuitive Admiral [10], even if that boosts it above 
  the usual limit of four levels. • Raise skills to match! 
  +50 points.
  Multi-Role: +1 to IQ [20]. • Charisma 1† [5] and 
  Intuitive Admiral 1‡ [10]. • Piloting (Main) and 
  Piloting (Secondary), both (A) DX [2]; Leadership 
  (A) IQ+1†‡ [1]; Administration, Navigation (FTL), 
  and Navigation (Space), all (A) IQ [2]; and Shiphan-
  dling (Starship) (H) IQ+1‡ [4]. +50 points.
  helmsman
  150 points
  You’re the ship’s best pilot, and possibly second in com-
  mand. You plot courses and steer – and dodge debris and 
  missiles! Although many helmsmen have a fighter jock’s inde-
  pendence and daring, that isn’t required.
  Attributes: ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 11 [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 
  10 [0]; Will 12 [0]; Per 12 [0]; FP 11 [0]; Basic Speed 6.00 
  [5]; Basic Move 6 [0].
  Forethought
  These templates are “setting agnostic.” They offer all the traits 
  crewmembers might need to do their jobs. The GM must adjust 
  the specifics to the campaign – starting with suitable tech levels 
  for technological skills (p. B168)!
  Skills with specialties (p. B169) require background-appropri-
  ate choices. In particular, Mechanic and Navigation use “FTL” as 
  a placeholder for whatever tech enables faster-than-light travel in 
  the setting: hyperspace drive, jump drive, warp drive, etc.
  Skills don’t imply the existence of tech! For instance, Armoury 
  (Force Shields) and Battlesuit don’t bring force screens and bat-
  tlesuits into existence or common use – they just signal which 
  crewmembers work with them in settings that have them.
  For more on which skills go with what tech, see GURPS 
  Spaceships.
  Something similar holds true for social traits. A Patron – or 
  a service that uses Rank – may provide starships and demand 
  a Duty. Ships might be stolen, giving an Enemy. Either would 
  touch the whole crew. Or perhaps anyone with enough Wealth 
  (or Debt!) can own a ship. In all cases, the right to pilot the vessel 
  may require a License perk.
  nonhumans?
  Racial templates for aliens, androids, and other nonhumans 
  are common in starfaring settings. Players may buy these with 
  points earmarked for Everyman Advantages (if racial cost is pos-
  itive) or Everyman Disadvantages (if negative). If traits on the 
  character template duplicate racial traits, add their point value to 
  the points available for customization (p. 9).
  
   
  Job openIngs 
  5
  Advantages: 3D Spatial Sense [10]; Hot Pilot 2 [10]; 
  and Resistant to Acceleration (+8) [2]. • Another 30 
  points in better attributes, Everyman Advantages 
  (p. 3), or Acute Vision [2/level], Combat Reflexes [15], 
  Daredevil [15], Enhanced Dodge 1-3 (Piloting) [5/
  level], Explorer [5/level], Hot Pilot 3-4 [5/level], Intu-
  itive Mathematician [5], License (Pilot’s) [1], Perfect 
  Balance [15], or Unfazeable [15].
  Disadvantages: A total of -40 points in Everyman Dis-
  advantages (p. 3) or Impulsiveness [-10*], Jealousy 
  [-10], On the Edge [-15*], or Overconfidence [-5*].
  Primary Skills: Navigation (FTL) (A) IQ+3 [4]-15†; Nav-
  igation (Space) (A) IQ+3 [1]-15†‡; Piloting (Main) (A) 
  DX+3 [2]-15†‡; and Piloting (Secondary) (A) DX+3 
  [2]-15†‡.
  Secondary Skills: Area Knowledge (Interplanetary 
  State or Galaxy) (E) IQ+1 [2]-13; Cartography and 
  Electronics Operation (Sensors), both (A) IQ+1 
  [4]-13; and Astronomy and Shiphandling (Starship), 
  both (H) IQ [4]-12.
  Background Skills: Computer Operation (E) IQ [1]-12; 
  Free Fall (A) DX+1 [1]-13†; Leadership IQ-1 [1]-11; 
  Spacer (E) IQ [1]-12; and Vacc Suit (A) DX [2]-12. • A 
  total of 10 points in Everyman Skills (p. 4) or Gunner (any) 
  (E) DX+2 [1]-14‡; Piloting (any other) (A) DX+2 [1]-14†‡; 
  Artillery (Guided Missile) or Electronics Operation (any 
  other), both (A) IQ-1 [1]-11; or Strategy (Space) or Tactics, 
  both (H) IQ-2 [1]-10.
  * Multiplied for self-control number; see p. B120.
  † 3D Spatial Sense gives +1 to Piloting, +2 to Free Fall and 
  Navigation.
  ‡ Includes +2 for Hot Pilot.
  Lenses
  Legendary: +1 to DX [20] and +1 to IQ [20]. • +2 to Hot 
  Pilot [10], even if that boosts it above the usual limit of four 
  levels. • Raise skills to match! +50 points.
  Multi-Role: +1 to DX [20]. • 3D Spatial Sense† [10] and Hot 
  Pilot 2‡ [10]. • Area Knowledge (Interplanetary State or Gal-
  axy) (E) IQ [1]; Astronomy (H) IQ-1 [2]; Cartography (A) IQ 
  [2]; Navigation (FTL) (A) IQ+2† [2]; Navigation (Space) (A) 
  IQ+3†‡ [1]; Piloting (Main) (A) DX+2†‡ [1]; and Piloting (Sec-
  ondary) (A) DX+2†‡ [1]. +50 points.
  operatIons oFFICer
  150 points
  You’re the bridge officer who handles all systems unrelated 
  to fighting and piloting – especially com-
  munications (demanding a calm manner, 
  clear voice, and language skills) and sen-
  sors. You also have a way with the ship’s 
  computers that sometimes strays into 
  “dorky hacker” territory.
  Attributes: ST 10 [0]; DX 10 [0]; IQ 13 
  [60]; HT 11 [10].
  Secondary Characteristics: Damage 
  1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 
  13 [0]; Per 13 [0]; FP 11 [0]; Basic 
  Speed 5.25 [0]; Basic Move 5 [0].
  Advantages: Circuit Sense 3 [15]; Compartmentalized Mind 
  1 (Multi-Tasking)† [25]; and Language (Native) [6]. 
  • Another 30 points in better attributes, Everyman Advan-
  tages (p. 3), or Acute Hearing [2/level], Born to be Wired 
  [5/level], Circuit Sense 4 [5], Computer Wizard [5/level], 
  Eidetic Memory [5] or Photographic Memory [10], Lan-
  guage Talent [10], or Voice [10].
  Disadvantages: A total of -40 points in Everyman Disadvan-
  tages (p. 3) or Addiction (VR) [-10], Clueless [-10], Code of 
  Honor (Hacker’s Code) [-5], Curious [-5*], Oblivious [-5], 
  Slow Riser [-5], or Squeamish [-10*].
  Primary Skills: Computer Operation (E) IQ+2 [4]-15; and 
  Electronics Operation (Comm), Electronics Operation 
  (Sensors), Electronics Repair (Comm), Electronics Repair 
  (Computers), and Electronics Repair (Sensors), all (A) 
  IQ+2 [1]-15‡.
  Secondary Skills: Research (A) IQ [2]-13; Computer Program-
  ming, Diplomacy, and Expert Skill (Computer Security), 
  all (H) IQ [4]-13; and Cryptography (H) IQ-1 [2]-12.
  Background Skills: Free Fall (A) DX+1 [4]-11; Spacer (E) IQ 
  [1]-13; and Vacc Suit (A) DX+1 [4]-11. • A total of 10 points 
  in Everyman Skills (p. 4) or Electrician, Electronics Oper-
  ation (any other), or Electronics Repair (any other), all (A) 
  IQ+2 [1]-15‡; Engineer (Electrical or Electronics) (H) IQ+1 
  [1]-14‡; or Linguistics or Mathematics (Applied, Computer 
  Science, or Cryptology), both (H) IQ-2 [1]-11.
  * Multiplied 
  for 
  self-control 
  number; see p. B120.
  † This 
  variant – available 
  to 
  normal humans – subtracts its 
  level from the number of mun-
  dane tasks you’re doing at the 
  same time when assessing multi-
  tasking penalties. You have just 
  one mind for all other purposes 
  (e.g., psionics).
  ‡ Includes +3 for Circuit 
  Sense.
  Piloting
  For Piloting, “Main” is generally one of FTL, High-Perfor-
  mance Spacecraft, or Hyperspace. “Secondary” is another of 
  those – or Aerospace, Contragravity, Lightsail, or Low-Per-
  formance Spacecraft. These choices are setting-dependent! 
  In backgrounds where stardrives use Navigation, not Pilot-
  ing, the main specialty is High-Performance Spacecraft; in 
  those where steering at superluminal speeds is possible, the 
  main specialty is FTL or Hyperspace, making High-Perfor-
  mance Spacecraft secondary.
  Enhanced Dodge (Piloting)
  Helmsmen – and at the GM’s option, anyone with Pilot-
  ing – can take a special version of Enhanced Dodge (p. B51):
  Enhanced Dodge (Piloting): Gives +1 per level to vehicular 
  Dodge (p. B375) with a vehicle operated using the Piloting 
  skill. 5 points/level.
  
   
  Job openIngs 
  6
  Lenses
  Legendary: +1 to IQ [20]. • +1 to Circuit Sense [5] (even if 
  that boosts it above the usual limit of four levels) and +1 to 
  Compartmentalized Mind (Multi-Tasking) [25]. • Raise skills 
  to match! +50 points.
  Multi-Role: +1 to IQ [20]. • Circuit Sense 3‡ 
  [15]. • Electronics Operation (Comm), Elec-
  tronics Operation (Sensors), Electronics Repair 
  (Comm), Electronics Repair (Computers), and 
  Electronics Repair (Sensors), all (A) IQ+2‡ [1]; 
  Computer Programming and Expert Skill (Com-
  puter Security), both (H) IQ [4]; and Cryptogra-
  phy (H) IQ-1 [2]. +50 points.
  taCtICal oFFICer
  150 points
  You’re in charge of the ship’s weapons and defenses. You 
  might be a bloodthirsty warrior who takes charge in com-
  bat, or a geeky military-academy graduate. This is an essen-
  tial, senior post on armed vessels, but a nonexistent role on 
  unarmed ones.
  Attributes: ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 11 [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 
  10 [0]; Will 12 [0]; Per 12 [0]; FP 11 [0]; Basic Speed 6.00 
  [10]; Basic Move 6 [0].
  Advantages: Born War-Leader 3 [15] and Combat Reflexes 
  [15]. • Another 30 points in better attributes, Everyman 
  Advantages (p. 3), or Acute Vision [2/level], Born War-
  Leader 4 [5], Danger Sense [15], Eye for Distance [1], Pen-
  etrating Voice [1], Resistant to Acceleration (+8) [2], or 
  Unfazeable [15].
  Disadvantages: A total of -40 points in Everyman Disadvan-
  tages (p. 3) or Bloodlust [-10*], Callous [-5], Overconfi-
  dence [-5*], Stubbornness [-5], or Wounded [-5].
  Primary Skills: Leadership (A) IQ+2 [1]-14†; and Intelli-
  gence Analysis, Strategy (Space), and Tactics, all (H) IQ+2 
  [2]-14†. • Two of Gunner (any) (E) DX+3 [8]-14; or Artil-
  lery (any) or Electronics Operation (Force Shields), both 
  (A) IQ+2 [8]-14.
  Secondary Skills: Electronics Operation (Sensors) (A) IQ 
  [2]-12; Expert Skill (Military Science) (H) IQ [4]-12; and 
  Spacer (E) IQ+1 [2]-13. • One of Gunner (any other) (E) 
  DX+2 [4]-13 or Artillery (any other) (A) IQ+1 [4]-13.
  Background Skills: Computer Operation (E) IQ [1]-12; Free 
  Fall (A) DX [2]-11; and Vacc Suit (A) DX [2]-11. • A total of 
  10 points in Everyman Skills (p. 4) or Gunner (any other) 
  (E) DX [1]-11; Savoir-Faire (Military) (E) IQ+3 [1]-15†; 
  Armoury (Force Shields, Heavy Weapons, or Vehicular 
  Armor), Artillery (any other), or Explosives (Demolition), 
  all (A) IQ-1 [1]-11; or Intimidation (A) Will-1 [1]-11.
  * Multiplied for self-control number; see p. B120.
  † Includes +3 for Born War-Leader.
  Lenses
  Legendary: +1 to DX [20] and +1 to IQ [20]. • +2 to Born 
  War-Leader [10], even if that boosts it above the usual limit of 
  four levels. • Raise skills to match! +50 points.
  Multi-Role: Choice of +1 to DX, IQ, or Basic Speed [20]. 
  • Born War-Leader 2† [10]. • Leadership (A) IQ+1† [1]; 
  Intelligence Analysis, Strategy (Space), and Tactics, all (H) 
  IQ+1† [2]; Expert Skill (Military Science) (H) IQ-2 [1]; and 
  three of Gunner (any) (E) DX+2 [4]; or Artillery (any) or 
  Electronics Operation (Force Shields), both (A) IQ+1 [4]. 
  +50 points.
  engIneer
  150 points
  You’re the ship’s mechanic and maintenance per-
  son. Your job is keeping everything in top shape, 
  although the engines tend to be a priority. Being an 
  actual engineer, skilled in system design, is somewhat 
  cinematic but standard in the source material!
  Attributes: ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 11 [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 
  10 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0]; Basic Speed 5.50 
  [0]; Basic Move 5 [0].
  Advantages: Artificer 3 [30] and Versatile [5]. • Another 30 
  points in better attributes, Everyman Advantages (p. 3), or 
  Artificer 4 [10], Eidetic Memory [5] or Photographic Mem-
  ory [10], Equipment Bond (Tools) [1], Flexibility [5] or 
  Double-Jointed [15], Gadgeteer [25], Gizmos 1-3 [5/gizmo], 
  High Manual Dexterity 1-4 [5/level], Higher Purpose (Save 
  my ship!) [5], or Single-Minded [5].
  Disadvantages: A total of -40 points in Everyman Disadvan-
  tages (p. 3) or Attentive [-1], Bad Temper [-10*], Compul-
  sive Behavior (Tinkering) [-5*], Overconfidence [-5*], or 
  Stubbornness [-5].
  Primary Skills: Electrician, Electronics Repair (Comm), 
  Electronics Repair (Sensors), Mechanic (FTL Motive Sys-
  tem Type), Mechanic (Power Plant Type), Mechanic (STL 
  Motive System Type), and Mechanic (Vehicle Type), all (A) 
  IQ+2 [1]-15†.
  Secondary Skills: Computer Operation (E) IQ [1]-13; Engi-
  neer (Starships) (H) IQ+1 [1]-14†; Scrounging (E) Per+1 
  [2]-14; and Spacer (E) IQ [1]-13. • Six of Armoury (Force 
  Shields, Heavy Weapons, or Vehicular Armor), Electronics 
  Repair (any other), Machinist, or Mechanic (any other), all 
  (A) IQ+2 [1]-15†; Electronics Operation (any) IQ-1 [1]-12; 
  or Engineer (any other) (H) IQ+1 [1]-14†.
  Background Skills: Computer Programming (H) IQ-1 [2]-12; 
  Free Fall (A) DX [2]-11; Mathematics (Applied) (H) IQ-2 
  [1]-11; and Vacc Suit (A) DX [2]-11. • A total of 10 points 
  in Everyman Skills (p. 4).
  * Multiplied for self-control number; see p. B120.
  † Includes +3 for Artificer.
  Lenses
  Legendary: +2 to IQ [40]. • +1 to Artificer [10], even if that 
  boosts it above the usual limit of four levels. • Raise skills to 
  match! • Consider buying Gadgeteer, if permitted. +50 points.
  Multi-Role: +1 to IQ [20]. • Artificer 2† [20]. • Electrician, 
  Electronics Repair (Comm), Electronics Repair (Sensors), 
  Mechanic (FTL Motive System Type), Mechanic (Power 
  Plant Type), Mechanic (STL Motive System Type), Mechanic 
  (Vehicle Type), and three of Armoury (Force Shields, Heavy 
  Weapons, or Vehicular Armor), Electronics Repair (any 
  other), Machinist, or Mechanic (any other), all (A) IQ+1† [1]. 
  +50 points.
  
   
  Job openIngs 
  7
  medICal oFFICer
  150 points
  Space is a harsh mistress, especially when it comes 
  to collisions and battles. A crew far from civilization 
  needs your medical skills. The isolation means you must 
  monitor your colleagues’ mental health, too. You might 
  even be called upon to battle strange alien plagues!
  Attributes: ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 11 
  [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 
  lbs.; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0]; 
  Basic Speed 5.50 [0]; Basic Move 5 [0].
  Advantages: Healer 3 [30]. • Another 30 points in 
  better attributes, Everyman Advantages (p. 3), or 
  Common Sense [10], Gizmos 1-3 [5/gizmo], Healer 
  4 [10], High Manual Dexterity 1-4 [5/level], Higher 
  Purpose (Medic!) [5], License (Medical) [1], Resis-
  tant to Disease (+3 or +8) [3 or 5], or Sensitive [5] or 
  Empathy [15].
  Disadvantages: A total of -40 points in Everyman Disad-
  vantages (p. 3) or Attentive [-1], Careful [-1], Charitable 
  [-15*], Code of Honor (Hippocratic Oath) [-5], Curious 
  [-5*], Guilt Complex [-5], Pacifism (Cannot Kill) [-15], Pho-
  bia (Dirt) [-10*], Post-Combat Shakes [-5*], Selfless [-5*], 
  Social Stigma (License Revoked) [-5], or Vow (Refuse no 
  request for medical aid) [-10].
  Primary Skills: Diagnosis, Physician, and Psychology, all (H) 
  IQ+2 [2]-15†; and Surgery (VH) IQ+2 [4]-15†.
  Secondary Skills: Electronics Operation (Medical) (A) IQ+1 
  [4]-14; Mechanic (Life Support) (A) IQ [2]-13; and Phar-
  macy (Synthetic) and Physiology (any), both (H) IQ+1 
  [1]-14†. • Three of NBC Suit (A) DX [2]-11; Hazardous 
  Materials (any) or Research, both (A) IQ [2]-13; Bioengi-
  neering (any), Expert Skill (Epidemiology or Xenology), 
  or Poisons, all (H) IQ-1 [2]-12; or Biology (any) (VH) IQ-2 
  [2]-11.
  Background Skills: Computer Operation (E) IQ [1]-13; Free 
  Fall (A) DX [2]-11; Spacer (E) IQ [1]-13; and Vacc Suit (A) 
  DX [2]-11. • A total of 10 points in Everyman Skills (p. 4).
  * Multiplied for self-control number; see p. B120.
  † Includes +3 for Healer.
  Lenses
  Legendary: +2 to IQ [40]. • +1 to Healer [10], even if that 
  boosts it above the usual limit of four levels. • Raise skills to 
  match! +50 points.
  Multi-Role: +1 to IQ [20]. • Healer 1† [10]. • Electronics 
  Operation (Medical) and Mechanic (Life Support), both (A) 
  IQ-1 [1]; Diagnosis and Physician, both (H) IQ+1† [4]; Phar-
  macy (Synthetic), Physiology (any), and Psychology, all (H) 
  IQ† [2]; and Surgery (VH) IQ† [4]. +50 points.
  sCIenCe oFFICer
  150 points
  You’re the ship’s scientist. Not all vessels need someone like 
  you – but even in a realistic setting, space is full of phenomena 
  that require an expert to understand. In a cinematic universe 
  with wormholes, mysterious radiation, and giant space amoe-
  bas, you’re essential.
  Attributes: ST 10 [0]; DX 10 [0]; IQ 14 [80]; HT 11 [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 
  10 [0]; Will 14 [0]; Per 14 [0]; FP 11 [0]; Basic Speed 5.25 
  [0]; Basic Move 5 [0].
  Advantages: Natural Scientist 3 [30]. • Another 30 points in 
  better attributes, Everyman Advantages (p. 3), or Common 
  Sense [10], Courtesy Title (Professor) [1], Eidetic Memory 
  [5] or Photographic Memory [10], Gadgeteer [25], Gizmos 
  1-3 [5/gizmo], Intuition [15], Lightning Calculator [2] or 
  Intuitive Mathematician [5], Mathematical Ability [10/
  level], Natural Scientist 4 [10], Single-Minded [5], or Ver-
  satile [5].
  Disadvantages: A total of -40 points in Everyman Disadvan-
  tages (p. 3) or Absent-Mindedness [-15], Attentive [-1], 
  Careful [-1], Clueless [-10], Curious [-5*], Dreamer [-1], 
  Oblivious [-5], Overconfidence [-5*], Post-Combat Shakes 
  [-5*], Shyness (Mild) [-5], or Truthfulness [-5*].
  Primary Skills: Electronics Operation (Scientific) and 
  Research, both (A) IQ+1 [4]-15; Astronomy, Chemistry, 
  Geology (any), and Mathematics (Applied), all (H) IQ+1 
  [1]-15†; and Biology (any) and Physics, both (VH) IQ+1 
  [2]-15†. • Three of Meteorology (any) (A) IQ+2 [1]-16†; 
  Expert Skill (Hydrology), Geology (any other), Mathemat-
  ics (any other), Metallurgy, or Paleontology (any), all (H) 
  IQ+1 [1]-15†; Bioengineering (any), Computer Program-
  ming, Engineer (any), or Expert Skill (Xenology), all (H) 
  IQ-2 [1]-12; or Biology (any other) (VH) IQ [1]-14†.
  Secondary Skills: Computer Operation (E) IQ [1]-14; Elec-
  tronics Operation (Sensors) (A) IQ-1 [1]-13; and Spacer (E) 
  IQ [1]-14.
  Background Skills: Free Fall, NBC Suit, and Vacc Suit, all 
  (A) DX [2]-10. • Two of Electronics Operation (any other), 
  Hazardous Materials (any), Teaching, or Writing, all (A) 
  IQ-1 [1]-13. • A total of 10 points in Everyman Skills (p. 4).
  * Multiplied for self-control number; see p. B120.
  † Includes +3 for Natural Scientist.
  hIgher purpose
  These templates mention two examples of Higher Purpose 
  (p. B59):
  Higher Purpose (“Medic!”): +1 to all success rolls made to 
  aid injured crew or passengers (DX, Dodge, and movement 
  skill rolls to reach them, medical skill rolls to treat them, etc.) 
  whenever this puts you at risk.
  Higher Purpose (“Save my ship!”): +1 to all success rolls 
  made to save the starship (vehicular Dodge rolls, NBC Suit 
  rolls to don a radiation suit and fix the reactor, repair rolls, 
  etc.) whenever this puts you in danger.
  In either case, if you decide not to act when you could, you 
  earn no character points for that game session – so don’t take 
  this trait if you prefer to weigh risks rationally!
  
   
  Job openIngs 
  8
  Lenses
  Legendary: +2 to IQ [40]. • +1 to Natural Scientist [10], even 
  if that boosts it above the usual limit of four levels. • Raise 
  skills to match! • Consider buying Gadgeteer, if permitted. 
  +50 points.
  Multi-Role: +1 to IQ [20]. • Natural Scientist 2† [20]. 
  • Electronics Operation (Scientific) and Research, both (A) IQ 
  [2]; Astronomy, Chemistry, Geology (any), and Mathematics 
  (Applied), all (H) IQ† [1]; and Biology (any) and Physics, both 
  (VH) IQ-1† [1]. +50 points.
  seCurIty 
  oFFICer
  150 points
  You protect ship and crew 
  from criminals in port – and 
  those 
  aboard 
  from 
  each 
  other. Although the job might 
  include repelling boarders 
  and fighting hostile aliens, 
  you’re an investigator and 
  tactician, not “dumb muscle” 
  (any goons report to you!).
  Attributes: ST 11 [10]; DX 
  12 [40]; IQ 12 [40]; HT 11 
  [10].
  Secondary 
  Characteristics: 
  Damage 1d-1/1d+1; BL 24 lbs.; 
  HP 11 [0]; Will 12 [0]; Per 12 [0]; 
  FP 11 [0]; Basic Speed 6.00 [5]; Basic 
  Move 6 [0].
  Advantages: A total of 30 points in better 
  attributes, Everyman Advantages (p. 3), 
  or Ambidexterity [5], Combat Reflexes [15], 
  Danger Sense [15], Enhanced Dodge 1-2 [15/level], Extra 
  Attack 1 [25], Gunslinger [25], Hard to Kill [2/level], Hard 
  to Subdue [2/level], High Pain Threshold [10], Natural 
  Copper [10/level], Peripheral Vision [15], Rapid Healing 
  [5], Unfazeable [15], Very Fit [15], or Weapon Bond [1].
  Disadvantages: A total of -40 points in Everyman Disadvan-
  tages (p. 3) or Bad Temper [-10*], Bully [-10*], Callous [-5], 
  Careful [-1], Hidebound [-5], Incurious [-5*], Light Sleeper 
  [-5], No Sense of Humor [-10], Paranoia [-10], Stubborn-
  ness [-5], or Wounded [-5].
  Primary Skills: Criminology, Interrogation, and Electronics 
  Operation (Security), all (A) IQ [2]-12; Tactics and Intel-
  ligence Analysis, both (H) IQ [4]-12; and Observation and 
  Search, both (A) Per [2]-12. • Either Beam Weapons (any) 
  or Guns (any), both (E) DX+2 [4]-14. • One of Brawling 
  (E) DX+2 [4]-14, Boxing (A) DX+1 [4]-13, or Karate (H) 
  DX [4]-12. • Either Wrestling (A) DX+1 [4]-13 or Judo (H) 
  DX [4]-12.
  Secondary Skills: Fast-Draw (Ammo or Pistol) and Forced 
  Entry, both (E) DX [1]-12. • Three of Battlesuit (A) DX 
  [2]-12; Armoury (Battlesuits, Body Armor, or Small Arms), 
  Explosives (Demolition, EOD, or NOD), Leadership, Shad-
  owing, or Streetwise, all (A) IQ [2]-12; Diplomacy or Foren-
  sics, both (H) IQ-1 [2]-11; Intimidation (A) Will [2]-12; Body 
  Language (A) Per [2]-12; or Detect Lies (H) Per-1 [2]-11.
  Background Skills: Computer Operation (E) IQ [1]-12; Free 
  Fall (A) DX-1 [1]-11; Spacer (E) IQ [1]-12; and Vacc Suit 
  (A) DX-1 [1]-11. • Three of Beam Weapons (any other), 
  Fast-Draw (any other), Gunner (any), or Guns (any other), 
  all (E) DX [1]-12; Savoir-Faire (Military or Police) (E) IQ 
  [1]-12; Artillery (Guided Missile) (A) IQ-1 [1]-11; or Expert 
  Skill (Military Science) (H) IQ-2 [1]-10. • A total of 10 
  points in Everyman Skills (p. 4) or extra secondary or back-
  ground skill options.
  * Multiplied for self-control number; see p. B120.
  Lenses
   Legendary: +1 to DX [20] and +2 to Per 
  [10]. • A total of 20 points in ST [10/level], 
  DX [20/level], HT [10/level], Per [5/level], 
  Combat Reflexes [15], Danger Sense 
  [15], Natural Copper [10/level], or 
  Peripheral Vision [15]. • Raise skills 
  to match! +50 points.
  Multi-Role: +1 to DX [20]. 
  • Criminology, Interrogation, and 
  Electronics Operation (Security), 
  all (A) IQ [2]; Tactics and Intelli-
  gence Analysis, both (H) IQ [4]; 
  and Observation and Search, both 
  (A) Per [2]. • Either Beam Weap-
  ons (any) or Guns (any), both (E) 
  DX+2 [4]. • One of Brawling (E) 
  DX+2 [4], Boxing (A) DX+1 [4], or 
  Karate (H) DX [4]. • Either Wres-
  tling (A) DX+1 [4] or Judo (H) DX 
  [4]. +50 points.
  loadmaster
  150 points
  All spaceships have airlocks; many have cargo holds, cargo 
  loaders (operated with Battlesuit skill), vehicle bays, etc. 
  You’re in charge of it all. You’re the truest astronaut aboard, 
  ready to brave a spacewalk to release stuck hatches and moor-
  ing clamps. While not “sexy,” this role is essential – few vessels 
  lack someone like you.
  Attributes: ST 11 [10]; DX 12 [40]; IQ 11 [20]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; 
  HP 11 [0]; Will 11 [0]; Per 11 [0]; FP 12 [0]; Basic Speed 
  6.00 [0]; Basic Move 6 [0].
  Advantages: Born Spacer 3 [15] and Resistant to Space Sick-
  ness (+3) [1]. • Another 30 points in better attributes, 
  Everyman Advantages (p. 3), or Born Spacer 4 [5], Com-
  mon Sense [10], Gizmos 1-3 [5/gizmo], Hard to Kill [2/
  level], High Pain Threshold [10], Night Vision 1-9 [1/level], 
  Perfect Balance [15], Rapid Healing [5] or Very Rapid 
  Healing [15], Temperature Tolerance 1-2 [1/level], Unfaze-
  able [15], or Very Fit [15].
  Disadvantages: A total of -40 points in Everyman Disadvan-
  tages (p. 3) or Careful [-1], Hard of Hearing [-10], No Sense 
  of Humor [-10], Overconfidence [-5*], or Stubbornness [-5].
  Primary Skills: Free Fall (A) DX+3 [2]-15†; Freight Handling 
  (A) IQ+3 [12]-14; Spacer (E) IQ+4 [2]-15†; and Vacc Suit 
  (A) DX+3 [2]-15†.
  
   
  Job openIngs 
  9
  Secondary Skills: Forced Entry (E) DX [1]-12; Climbing (A) 
  DX [2]-12; First Aid and Gesture, both (E) IQ+1 [2]-12; and 
  Scrounging (E) Per+1 [2]-12. • Four of Battlesuit (A) DX+1 
  [4]-13; Electronics Operation (any), Hazardous Materials 
  (any), Machinist, Mechanic (Life Support or Vehicle Type), 
  or Smuggling, all (A) IQ+1 [4]-12; Lifting (A) HT+1 [4]-13; 
  or Body Language, Lip Reading, or Search, all (A) Per+1 
  [4]-12.
  Background Skills: Computer Operation (E) IQ [1]-11. • A 
  total of 10 points in Everyman Skills (p. 4).
  * Multiplied for self-control number; see p. B120.
  † Includes +3 for Born Spacer.
  Lenses
  Legendary: +2 to Born Spacer [10], even though that boosts 
  it above the usual limit of four levels. • A total of 40 points in 
  ST [10/level], DX [20/level], HT [10/level], 3D Spatial Sense 
  [10], Deep Sleeper [1], G-Experience [1-10], Improved G-Tol-
  erance [5 or 10], Resistant to Acceleration (+3) [1], Tem-
  perature Tolerance 1-2 [1/level], Fit [5] or Very Fit [15], or 
  improving Resistant to Space Sickness to (+8) [2], for 1 point. 
  • Raise skills to match! +50 points.
  Multi-Role: +1 to ST [10] and +1 to HT [10]. • Born Spacer 
  2† [10]. • Freight Handling (A) IQ+3 [12]. • A total of 8 points 
  spent to improve existing Free Fall†, Spacer†, or Vacc Suit†, 
  or to add Forced Entry (E) DX [1]; Battlesuit or Climbing, 
  both (A) DX [2]; First Aid or Gesture, both (E) IQ [1]; Elec-
  tronics Operation (any), Hazardous Materials (any), Machin-
  ist, Mechanic (Life Support or Vehicle Type), or Smuggling, 
  all (A) IQ [2]; Lifting (A) HT [2]; Scrounging (E) Per+1 [2]; 
  or Body Language, Lip Reading, or Search, all (A) Per [2]. 
  +50 points.
  steward
  150 points
  Or “quartermaster,” “purser,” or possibly “cook.” You’re 
  responsible for supplies and crew comfort. On a commercial 
  vessel, you also manage passengers and acquire and sell car-
  goes. On any kind of ship, you’re effectively the “morale offi-
  cer” and social center.
  Attributes: ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 11 [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 
  lbs.; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0]; 
  Basic Speed 5.25 [0]; Basic Move 5 [0].
  Advantages: Smooth Operator 2 [30]. • A total of 10 
  points in Cultural Familiarities [1-2/culture] and 
  Languages [1-6/language]. • Another 30 points in 
  better attributes, Everyman Advantages (p. 3), or 
  Alcohol Tolerance [1], Appearance [Varies], Busi-
  ness Acumen [10/level], Charisma [5/level], Com-
  mon Sense [10], Contact Group [Varies], Contacts 
  [Varies], Cultural Adaptability [10 or 20], Fashion 
  Sense [5], Headhunter [1], Honest Face [1], Indomi-
  table [15], Language Talent [10], Lightning Calcula-
  tor [2], Rapier Wit [5], Sensitive [5] or Empathy [15], 
  Smooth Operator 3-4 [15/level], Social Chameleon 
  [5], or Voice [10].
  Disadvantages: A total of -40 points in Everyman Dis-
  advantages (p. 3) or Gluttony [-5*], Greed [-15*], 
  Kleptomania [-15*], Miserliness [-10*], Phobia (Dirt) 
  [-10*], Post-Combat Shakes [-5*], Selfless [-5*], or Over-
  weight [-1], Fat [-3], or Very Fat [-5].
  Primary Skills: Diplomacy (H) IQ+2 [4]-15†; Merchant (A) 
  IQ+2 [8]-15; and Savoir-Faire (Servant) (E) IQ+2 [1]-15†. 
  • Three of Acting, Fast-Talk, Leadership, Public Speaking, 
  or Streetwise, all (A) IQ+2 [2]-15†; Carousing (E) HT+3 
  [2]-14†; or Sex Appeal (A) HT+2 [2]-13†.
  Secondary Skills: First Aid and Housekeeping, both (E) IQ 
  [1]-13; Administration and Freight Handling, both (A) IQ-1 
  [1]-12; Accounting (H) IQ-1 [2]-12; and Scrounging (E) Per 
  [1]-13. • Four of Connoisseur (any), Cooking, Electronics 
  Operation (Comm or Media), Mechanic (Life Support), 
  Professional Skill (Bartender, Hairdresser, Masseur, etc.), 
  or Smuggling, all (A) IQ-1 [1]-12; Expert Skill (Xenology) 
  or Psychology, both (H) IQ-2 [1]-11; or Search (A) Per-1 
  [1]-12.
  Background Skills: Computer Operation (E) IQ [1]-13; Free 
  Fall (A) DX+1 [4]-11; Spacer (E) IQ [1]-13; and Vacc Suit 
  (A) DX+1 [4]-11. • A total of 10 points in Everyman Skills 
  (p. 4) or extra secondary skill options.
  * Multiplied for self-control number; see p. B120.
  † Includes +2 for Smooth Operator.
  Lenses
  Legendary: +1 to IQ [20]. • +2 to Smooth Operator [30], 
  even if that boosts it above the usual limit of four levels. 
  • Raise skills to match! +50 points.
  Multi-Role: +1 to IQ [20]. • Smooth Operator 1† [15]. 
  • Diplomacy (H) IQ+1† [4]; Merchant (A) IQ+1 [4]; and 
  Savoir-Faire (Servant) (E) IQ+1† [1]. • A total of 6 points in 
  Cultural Familiarities [1-2/culture]; Languages [1-6/language]; 
  First Aid or Housekeeping, both (E) IQ [1]; Acting, Fast-Talk, 
  Leadership, Public Speaking, or Streetwise, all (A) IQ† [1]; 
  Administration, Connoisseur (any), Cooking, Electronics 
  Operation (Comm or Media), Freight Handling, Mechanic 
  (Life Support), Professional Skill, or Smuggling, all (A) IQ-1 
  [1]; Accounting or Psychology, both (H) IQ-2 [1]; Carousing 
  (E) HT+1† [1]; Sex Appeal (A) HT† [1]; Scrounging (E) Per [1]; 
  or Search (A) Per-1 [1]. +50 points.
  CustomIzatIon
  Every one of these templates leaves 30 points of advan-
  tages and -40 points of disadvantages to the player’s discre-
  tion. Suggested disadvantages are exactly that – players may 
  choose what they like! Each template offers skill choices, too, 
  although the campaign’s technology might constrain these 
  (Forethought, p. 4).
  Quirks can give up to five more points to customize with. 
  When using lenses or racial templates, traits might overlap 
  in ways that don’t add up to permitted levels, leaving excess 
  points. Players can spend points from both sources – and from 
  the 10 points earmarked for background interests (Everyman 
  Skills, p. 4) – to add depth (more options from their template) 
  or breadth (options from other templates, like a mini Multi-
  Role lens). In a Department Heads (p. 11) campaign, don’t for-
  get the Administration and Leadership skills.
  
   
  assemblIng a Crew 
  10
  Without lenses, the templates in Chapter 1 assume a 150-
  point campaign. In terms of Power Level (p. B487), that’s well 
  into “heroic.” There are two reasons for that.
  First, days to months from the nearest port, you don’t gam-
  ble on merely “average” or even “competent.” Space is unfor-
  giving. That’s why present-day astronauts are comparable 
  to – indeed, often are – the Navy SEALs and world-class scien-
  tists included in the 100- to 200-point range.
  Second, starfaring campaigns feature explorers, scouts, 
  traders, warship crew, etc. – adventurers for whom the Basic 
  Set recommends a 150-point start. That’s enough to be experts 
  (level 14+ in key job skills; see p. B172) without qualifying as 
  “larger than life.”
  These assumptions won’t suit all campaigns! Here are 
  some alternatives.
  the Few, the brave
  Most or all of the 10 roles covered by the templates in Chapter 
  1 exist, but there are fewer crewmembers than there are roles.
  This is typical of small starships run by PCs, perhaps with 
  one or two NPCs. It almost requires everyone to wear mul-
  tiple hats!
  This works best when everyone has a Multi-Role lens. 
  That way, even a crew of four or five can cover all the 
  bases. For optimal effectiveness, pick complementary tem-
  plate-lens combinations: the commander is the helmsman, 
  steering their own ship; the high-IQ engineer stands in as 
  science officer; the tactical officer doubles as security offi-
  cer; and so on.
  Alternatively, give all the PCs the Omnicompetent lens 
  (p. 11). The players choose whatever templates cover the 
  roles they consider “key” (or fun!) – e.g., command, helm, 
  operations, tactical, and engineering – and wing everything 
  else. This reproduces the seat-of-your-pants feeling of early 
  space opera.
  Either of the above approaches leads to a 200-point cam-
  paign – definitely heroic, but still plausible. It’s possible to 
  combine them, giving everybody a template, a Multi-Role 
  lens, and Omnicompetent. This leads to a 250-point 
  campaign that’s larger than life on the strength of 
  borderline-unrealistic breadth, which can be sat-
  isfying for those who like their heroes self-suffi-
  cient but not so wildly competent that they shrug 
  off danger.
  everybody has  
  a part to play
  Most or all of the 10 roles in Chapter 1 exist, and 
  there’s a crewmember – PC or NPC – to fill each.
  This is the “default” assumption of Starship 
  Crew – just use the templates as written! In most 
  gaming groups, this means a good number of NPC 
  crewmembers, unless the GM lets players have 
  multiple characters. The latter is certainly a valid 
  option, especially if each player has a “bridge offi-
  cer” and “supporting role” (loadmaster, medical 
  officer, and steward usually qualify as such, and 
  engineer and security officer often do).
  When there’s a mix of PCs and NPCs, consider giving the 
  PCs Omnicompetent. That way, NPCs carry their weight in 
  “all hands on deck” situations that demand a full crew, but 
  players can grab the spotlight from them when only a few peo-
  ple are needed. (“Why do we always send our bridge officers 
  down to the planet?”)
  Alternatively, give each PC their profession’s Legendary 
  lens. That renders certain roles more important – the cam-
  paign is about those people.
  all three?
  Can you use the Legendary, Multi-Role, and Omnicompetent 
  (p. 11) lenses all at once, for a cinematic 300-point campaign in 
  which every PC is a shining paragon of one profession, competent 
  at another, and able to stand in for all the rest in a pinch? Sure! But 
  this works best with very small, very specialized crews.
  A classic example of this approach is a two-seater FTL star-
  fighter that has no science mission, passengers, or cargo to worry 
  about. Its crew receive orders from a squad leader via communica-
  tor – there’s no commander aboard. One PC handles everything to 
  do with spaceflight: a legendary helmsman who doubles as engi-
  neer. The other manages every other system aboard: a legendary 
  tactical officer who covers operations. Either can bust out the first-
  aid kit, handle a ray gun, stow gear, etc. in those rare moments 
  when they aren’t zipping around, fighting bad guys.
  Chapter two
  assemblIng  
  a Crew
  
   
  assemblIng a Crew 
  11
  It’s also fine to give every PC a template, 
  its Legendary lens, and Omnicompetent. That 
  leads to a cinematic 250-point campaign whose 
  heroes are great at what they do and good at 
  everything else. They’ll regularly show up NPCs 
  in every respect – which isn’t usually a problem.
  Multi-Role lenses are less important here, 
  because there’s somebody for every job. Still, 
  when using Legendary and/or Omnicompe-
  tent, the GM may let a player pick Multi-Role 
  instead, if that fits their character concept, 
  provided that they overlap an NPC rather than  
  another PC.
  department heads
  Most or all of the 10 roles in Chapter 1 exist, 
  and there are lots of other crew.
  There’s an engineering department, multiple 
  science labs staffed by experts, an entire sickbay 
  full of doctors and nurses, and so on. When PCs 
  fill key roles, they’re in charge of major divisions 
  like these – the bosses of many nameless, face-
  less NPCs.
  While this doesn’t absolutely call for Legend-
  ary lenses, those are recommended. That way, 
  department heads are exemplars of their profes-
  sions, and it’s clear why they’re the bosses. They 
  should also spend a few points on the Adminis-
  tration and Leadership skills, if they don’t have 
  them already, or they won’t be very good bosses. 
  In the specific case of the commander, Legend-
  ary conveniently creates an opening for an NPC 
  first officer who’s good – just not as good.
  Multi-Role lenses are best avoided here – the 
  entire point of a huge crew is to allow special-
  ization. Omnicompetent is another matter, as it 
  once again lets players steal the spotlight from 
  NPCs rather than sit around being bored. It also 
  allows for the possibility of two PCs in the same 
  department; e.g., a narrowly focused officer (Leg-
  endary) and a more practical senior NCO who 
  gets things done (Omnicompetent).
  Mixing Legendary and Omnicompetent in 
  the same campaign leads to something best 
  described as “GURPS Action in space.”
  a gIFted Crew
  Starship Crew assumes starships are so valuable that their com-
  manders and owners won’t want just anyone on their crew. Bar-
  ring exceptional circumstances – e.g., refugees fleeing on a stolen 
  ship – there will be a vetting process to weed out below-average can-
  didates (especially anyone with basic attributes below 10), select for 
  above-average fitness (HT 11+), and identify the naturally talented. 
  Yet there’s talented and then there’s talented.
  Omnicompetent
  +50 points
  This is a lens for stories that portray spaceflight as cinematically 
  forgiving, or in which an entire crew is broadly cross-trained. It 
  makes everything easier to attempt at default, and lets every crew-
  member – regardless of background – do whatever is needed to save 
  the day at least once per episode.
  Advantages: Jack of All Trades 3 [30] and Wild Talent 1 [20]. • Add 
  Versatile [5] to advantage options, if missing.
  Jack of All Trades
  10 points/level
  This special “Talent” works differently from most: You have 
  no bonus on skills you know, but when you roll at default from an 
  attribute for any skill that permits such a roll, add your Jack of All 
  Trades level (maximum three) to effective skill. This doesn’t make 
  learning skills any cheaper or faster, or give any other bonus.
  Further readIng
  Starship Crew name-drops several perks and Talents not found 
  in the Basic Set. When they’re mandatory on templates, footnotes 
  summarize their important effects. Jack of All Trades appears above. 
  Either ignore the others or look them up in these supplements 
  (which might inspire you to add more!):
  GURPS Power-Ups 2: Perks: Courtesy Title, Equipment Bond, 
  Eye for Distance, Headhunter, License, Suit Familiarity, Weapon 
  Bond.
  GURPS Power-Ups 3: Talents: Alien Friend, Born Spacer, Born 
  to be Wired, Born War-Leader, Circuit Sense, Computer Wizard, 
  Explorer, Hot Pilot, Intuitive Admiral, Natural Copper, Natural 
  Scientist.
  
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SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Template Toolkit 3 - Starship Crew.pdf