Space Patrol: The Commander
The 150-point occupational template represents your role on the ship. The commander is the leader and spokesperson for a Space Patrol vessel.
Note on Rank: The campaign uses GURPS Social Engineering: Pulling Rank, replacing the Patron advantage with rules for calling in support based on Rank. The Commander starts with Patrol Rank 1, while all the other occupational templates have Patrol Rank 0 as a minimum. No character can begin the campaign with higher than Patrol Rank 4 (making them a Lieutenant Commander).
Note on Skills: None of the templates skills are listed at higher than 12. This may seem low, especially for primary skills. However, the campaign assumes that Fine-quality software tools are available in the ship’s computer (and can be downloaded to multiscanners and uniform computers) for every technical skill (IQ-based /TL skills) used by the Patrol. Such tools grant an extra +2 bonus in nearly all situations. With the addition of optional attribute increases, talents, and other advantages (like Charisma and Voice), skills soon approach expected levels.
A commander administers the ship, organizes both personnel and materiel, and leads missions. While other crew members have their specific areas of expertise, a commander is responsible for all of them. Commanders speak for their crews, whether that’s dealing with civilians, criminals, or the Patrol brass.
Attributes: ST 10 ; DX 11 ; IQ 12 ; HT 11 .
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 ; Per 12 ; Will 12 ; FP 11 ; Basic Speed 5.50 ; Basic Move 5 .
Advantages: Legal Enforcement Powers ; Luck ; Patrol Rank 1 . ⦁ A further 35 points chosen from DX +1 , IQ +1 , Per +1 to +2 [5 or 10], Will +1 to +2 [5 or 10], Acute Senses [2/level], Born War-Leader 1-4 [5/level], Charisma [5/level], Cultural Familiarity [1 or 2/culture], Fearlessness [2/level], Honest Face , Languages [Varies], Nanosymbionts [Varies], Patrol Rank 2-4 [5/level], Penetrating Voice , Reputation (Patrol commendations; Large group; All the time) [Varies], Sensitive  or Empathy , or Voice .
Disadvantages: Duty (to the Space Patrol; 15 or less) [-15]. ⦁ A further -25 points chosen from Chummy [-5] or Gregarious [-10], Code of Honor (Patrol) [-5], Curious [-5], Honesty [-10], Selfish [-5] or Selfless [-5], Sense of Duty (Crew or Patrol) [-5 or -10], Stubbornness [-5], Truthfulness [-5*], and Workaholic [-5].
Primary Skills: Administration (A) IQ -12; Diplomacy (H) IQ -12; Law (Space) (H) IQ -12; Leadership (A) IQ -12; Savoir-Faire (Police) (E) IQ -12; Shiphandling/TL11 (Spaceship) (H) IQ -12.
Secondary Skills: Beam Weapons/TL11 (Pistol) (E) DX+1 -12; First Aid/TL11 (E) IQ -12; Free Fall/TL11 (A) DX+1 -12; Navigation/TL11 (Space) (A) IQ -12; Spacer/TL11 (E) IQ -12; Vacc Suit/TL11 (A) DX+1 -12; and Wrestling (H) DX-1 -10. ⦁ Brawling (E) DX+1 -12 or Karate (H) DX-1 -10. ⦁ Six of Piloting/TL11 (Aerospace, High-Performance Spacecraft, or Vertol) (A) DX -11; Criminology, Freight Handling/TL11, Interrogation, or Public Speaking, all (A) IQ -12; Forensics/TL11, History, Intelligence Analysis/TL, Psychology, and Tactics, all (H) IQ-1 -11; Search (A) Per -12; or Detect Lies (H) Per-1 -11.
Background Skills: Area Knowledge (Federal Space or one planet) (E) IQ -12; and Stealth (A) DX -11. ⦁ Five of Astronomy/TL11 (H) IQ-2 -10; Climbing (A) DX-1 -10; Computer Operation/TL11 (E) IQ -12; Current Affairs (People or Politics) (E) IQ -12; Expert Skill (Political Science) (H) IQ-2 -10; Gesture (E) IQ -12; Linguistics (H) IQ-2 -10; Politics (A) IQ-1 -11; and Propaganda/TL11 (A) IQ-1 -11; or a skill from the Secondary Skills list at one level lower.
* Multiplied for self-control number; see p. B120.
The strategist takes a high-level view of most situations. They want to gather as much information as they can and develop a plan that exposes their crew to the least risk. Take advantages such as Born-War Leader, Cultural Familiarity, Languages, and Empathy, and disadvantages like Honesty and Selfless. Key skills are Intelligence Analysis, Psychology, Current Affairs, and Politics.
The field leader wants to jump right in and get their hands dirty. Consider advantages like Acute Senses, Fearlessness, and Reputation (for citations of bravery) and disadvantages like Curious, Selfish, and Stubbornness. Important skills include Detect Lies, Gesture, Interrogation, and Tactics.