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Forward
This book is a not for profit fan-based attempt to keep a beloved game alive and to honor the memory of the creator of the dream and all those that lived the dream on
TV and in the Movies. It was made to showcase some of the best gaming concepts every made still going long after the major support for the game was withdrawn and to bring
in new support and fans to the Universe of Star Trek that Gene Roddenberry created. Myself (John Strickler), Allen Rathbone, and David Peterson hope that this work will open
the minds of people to the Works of Star Trek.
To use this book properly, the beginning player needs to use the FASA Star Trek Second Edition box set, in to understand what is in these pages and the concepts of the
game. To the experienced Star Trek gamer, this book has extended Regular Starfleet Personnel, Starfleet Marines, Starfleet Marines and Civilian classes that they can choose
from. It is this author’s hope that this will add to the game and keep FASA Star Trek alive for several generations to come as a role playing game.The book is made to encompass
game play from Star Trek: The Next Generation Era through to Star Trek Voyager Generation Era. This will hopefully with give Players enough room to play in. Since the game is
flexible enough to allow both Game Masters and Players to shape Federation history and effect how their version of Starfleet reacts to those changes.
Timeline of some of the Noteworthy Events in the Star Trek Universe from 2290 to 2382
2290 - Sulu is promoted to Captain and assigned command of the USS Excelsior.
2292 - An alliance between the Klingon and Romulan Empires collapses, leaving the two as blood enemies for the better part of the next century.
2293 - Rand serves on the USS Excelsior as communications officer. Spock arranges the peace conference between the Federation and the Klingon Empire. Uhura is scheduled to give a seminar
at Starfleet Academy but cancels the appearance to return to the Enterprise-A for the mission to meet Chancellor Gorkon. The Enterprise-A escorts Chancellor Gorkon to Earth for a peace
conference. When Gorkon is assassinated, Kirk uncovers a plot to reverse the recent easing of tensions between the Federation and Klingons. The Enterprise-A crew are responsible for saving
the Khitomer Peace Conference, along with Captain Sulu of the USS Excelsior. The Enterprise-A is decommissioned. Spock retires from Starfleet and joins the Federation Diplomatic Corps. Kirk
retires from Starfleet. McCoy joins Starfleet Medical as an Admiral. Scotty, Kirk, and Chekov attend launch the Enterprise-B. The ship rescues some El-Aurian refugees from the Lakul on its
maiden voyage, including Guinan and Soran. Kirk is apparently killed on the mission, but is in fact swallowed into the Nexus.
2294 - Scotty retires from Starfleet relocates to the Norpin V colony. His ship crashes on a Dyson Sphere while on route to Norpin and Scotty places himself into suspended animation to await
rescue.
2296 - The Ansata terrorist group begins operating against the Rutian government. The Excelsior Class USS Yorktown NCC-1717-A is commissioned.
2309 - Representatives of the Cardassian union offer assistance to Bajor. Although their presence is seen as benign, this will eventually lead to the Occupation. Federation Starships first explore
the Indri system near Caere. A recessive gene is discovered in Klingons that causes the loss of forehead ridges. It's later learned to be an after effect of the attempted experiment with Human
Augment DNA in 2154. The gene affects about 1 in every 5 million, and is triggered when Klingon and Human DNA are combined.
2311 - The planet Meridian materializes in this universe for a short period. The Tomed Incident leads to the loss of thousands of lives. This marks the last significant contact between the
Federation and the Romulan Empire until 2364. The Treaty of Algeron is signed, redefining the Romulan Neutral Zone and banning the Federation from developing cloaking devices.
2336 - Omicron Theta colony is destroyed by the Crystalline entity; Soong and Juliana flee, leaving Data and Lore behind.
2338 - Data is discovered in the remains of the Omicron Theta colony by the Federation Starship USS Tripoli.
2344 - The USS Enterprise-C is destroyed defending the Klingon outpost of Narendra III.
2346 - The Romulans attack the Khitomer outpost. An infant Worf is rescued from the aftermath by Sergei Rozhenko, a Starfleet officer who subsequently adopts him.
2355 - Picard participates in the Battle of Maxia against a Ferengi vessel. Picard invents a new tactical ploy to win the battle, later dubbed the "Picard Manoeuvre".
2357 - Riker is assigned to the Starship Pegasus NCC-53847
2358 - Starship Pegasus, NCC-53847, believed destroyed during tests of the phase cloak system. Riker assists Captain Pressman to cover up the truth about the loss of the ship.
2362 - Dukat places the Cardassian child Rugal into a Bajoran orphanage, hoping the boy will become an embarrassment for his father Kotan Pa'Dar, a political enemy of Dukat's. The Setlik III
Massacre takes place. This marks the first time that O'Brien has ever killed another person.
2364 - Admiral McCoy makes an inspection of the Enterprise-D during her maiden voyage. First Contact with the Q continuum. Lore is discovered on Omicron Theta and reactivated.
2365 - The Enterprise resettles the Bringloidi colonists to Mariposa at Pulaski's suggestion.
2366 - For his various trouble-causing actions across the universe, Q is stripped of his powers and deposited on the Enterprise-D. After a brief but eventful stay he manages to convince the
continuum to return his powers. Dukat sends his Bajoran mistress and their daughter to Lissepia on the Ravinok. The vessel vanishes on route to the planet. Sarek visits the Enterprise-D, site of
a conference with the Legarans. The culmination of almost a century of negotiations, the conference is a success despite Sarek's suffering the effects of Bendii Syndrome.
2367 - Picard is captured by the Borg and forced to become a member of the collective. The Battle of Wolf 359 occurs. Thirty nine Federation Starships and eleven thousand personnel are lost in
the battle. Picard is rescued by the Enterprise-D. He manages to relay information to the crew of the Enterprise-D which allows the Borg to be defeated by Riker whilst he is commanding the
Enterprise-D in Picard's place. Gowron is confirmed as leader of the Klingon High Council. The Klingon civil war begins when the Duras family challenges Gowron. Worf resigns his Starfleet
commission in order to join Gowron's side in the war.
2368 - After discovering that the Romulans are assisting the Duras family,Starfleet sends a fleet to the Romulan-Klingon border commanded by Captain Picard. The fleet is successful in
preventing Romulan border crossings. Gowron's forces defeat the Duras family, although the sisters Lursa and B'Etor escape. Worf returns to Starfleet. The Enterprise-D is badly damaged by a
quantum filament, forcing Deanna to assume temporary command. Spock goes to Romulus without authorization in order to work undercover toward the goal of re-unification. Sarek dies of
Bendii Syndrome. Data's head is discovered in a cave under San Francisco, apparently left there approximately 500 years before. An analysis of artifacts found near the head suggest that they
originate from Devidia II in the Marrab sector. Whilst investigating the planet, Data discovers that alien life forms are traveling back in time to Earth in order to prey on the inhabitants. The
android is thrown back in time to the nineteenth century. The Enterprise's senior crew follow him back in time.
2369 - Data's head is severed from his body as he returns to the present from 19th century Earth. Geordi LaForge attaches the head found under San Francisco to his body successfully. The
Enterprise crew is successful in destroying the aliens on Devdia II. Captain Jellico, in temporary command of the Enterprise-D, mines the McAllister nebula to force a Cardassian fleet hiding there
to surrender. He orders Captain Picard's release. Picard subsequently returns to the Enterprise-D. The Cardassians retreat from the Bajoran system, abandoning the Terok Nor ore processing
facility in orbit of the planet. The Bajoran Provisional Government asks Starfleet to take over the running of the station. Commander Benjamin Sisko is assigned to command Deep Space Nine.
He persuades Quark to remain on the station despite the precarious political situation. Picard discovers an ancient message left by the first Humanoid beings in our galaxy. The cloned Kahless
becomes Emperor of the Klingon Empire. A Borg vessel is detected in Federation space. The ship is discovered to be operating outside the influence of the Borg collective, under the control of
the android Lore. Lore manages to disable Data's ethical subroutine and convince him to join forces with the Borg. He also captures several of the senior officers of the Enterprise-D. Deanna is
promoted to Lt. Commander. Barclay becomes the first sufferer of Barclay's Protomorphosis Syndrome. A treatment developed by Beverly Crusher creates the disease, which causes most of the
Enterprise-D crew to mutate to animal forms. The Federation agrees a treaty with the Cardassians setting a new border between the two. Several colonies must be relocated as part of the
treaty. In the aftermath, many Federation citizens take up arms against the Cardassians as part of 'The Maquis'. Klingon Dahar Masters Kor, Kang, and Koloth along with Jadzia Dax satisfied their
blood oath, killing the Albino that killed the Klingons' first born years before. Kang and Koloth are killed in battle. Wesley Crusher ascends to a higher state of being and leaves with the Traveller
to learn about his powers.
2370 - Dr. Beverly Crusher, in command of the Enterprise during the absence of Captain Picard, is successful in destroying the Borg vessel. Lieutenant Commander LaForge manages to reinitiate
Data's ethical subroutine, Data disables and then dismantles Lore. Data obtains an emotion chip from Lore. Due to excessive warp speed travel, a rift forms in the Hekaras Corridor. Maximum
warp speed is temporarily reduced to Warp 5 by the Federation Counsel. The Oberth class USS Pegasus is discovered. Commander Riker and Admiral Pressman attempt to cover up the
experimental phase cloak on board, but in the end Riker admits the truth. The Federation agrees a treaty with the Cardassians setting a new border between the two. Several colonies must be
relocated as part of the treaty. In the aftermath, many Federation citizens take up arms against the Cardassians as part of 'The Maquis'. Klingon Dahar Masters Kor, Kang, and Koloth along with
Jadzia Dax satisfied their blood oath, killing the Albino that killed the Klingons' first born years before. Kang and Koloth are killed in battle. Dukat is briefly captured by the Maquis, but
subsequently rescued by Commander Sisko. Jean-Luc Picard convinces the Q to allow Humanity to continue to exist by demonstrating that we are capable of understanding the so-called
limitless possibilities of existence. The experience involves Picard visiting alternate timelines created by Q, which draws the Captain closer to his crew and leads to him joining the regular senior
Timeline of some of the Noteworthy Events in the Star Trek Universe from 2290 to 2382 2
officers poker game for the first time. Sisko makes first contact between the Federation and the Dominion when he and Quark are captured by the Jem'Hadar. The Dominion destroy the USS
Odyssey.
2371 - Sisko takes command of the USS Defiant in order to fight the Dominion. Captain Kathryn Janeway assumes command of the Starship Voyager. Voyager is dragged into the Delta Quadrant
by the being known as The Caretaker. The USS Defiant is stolen by the Maquis, lead by Thomas Riker. Dukat and Sisko manage to recapture the vessel in a joint operation. Riker is jailed. General
Martok is taken prisoner by the Dominion and replaced by a Founder while hunting Saber Bear on Kang's Summit. He is imprisoned in Dominion Internment Camp 371 in the Gamma Quadrant.
Garak briefly rejoins the Obsidian Order prior to its annihilation at the Founder's home world. Worf is promoted to Lieutenant Commander. Data installs the emotion chip he acquired from Lore.
The Amargosa star system is destroyed by Dr. Tolian Soran. The Enterprise-D is destroyed whilst attempting to prevent Dr. Soran from similarly destroying the Veridian system. Captain Kirk is
killed while helping Captain Picard stop Soran. In the aftermath of the Enterprise-D's destruction, Worf goes on leave to the planet Boreth. The Tal Shiar attempts to assassinate Garak. Odo and
Garak attempted to find out why but are captured by a Tal Shiar Warbird with Enabren Tain aboard. The joint Tal Shiar / Obsidian Order fleet attempts to destroy the Founders homeworld but is
annihilated by a Jem Hadar fleet. A Founder posing as Tal Shiar Colonel Lovok allows Odo and Garak to escape.
2372 - Dukat becomes the military advisor to the Detapa Council, a group of civilians who overturned the military government of Cardassia and became its new leaders. Sisko violates orders and
interferes in the Klingon-Cardassian war. A Klingon fleet attacks Deep Space Nine in retaliation. The attacks fail, but results in the subsequent Klingon-Federation conflict. Worf is appointed as
Strategic Operations Officer of Deep Space Nine. Bremer is recommissioned in Starfleet and is assigned to Starbase 24 near the Klingon border as Security Chief and Strategic Operations Officer.
Dukat and Kira find Ziyal in a Breen work camp; Dukat takes her to Cardassia to live with him. He is subsequently disowned by his family and loses his role as the Detapa Council's military advisor.
Captain Picard is assigned command of the Enterprise-E. He takes many of his Enterprise-D crew with him. Worf, Kor, and Dax locate the Sword of Kahlass in the Gamma Quadrant. After Toral
attempts to steal it, the three decide to leave the Sword adrift instead of taking the chance it falls into the wrong hands. A Federation / Romulan conference on Earth is interrupted by a bomb
set off by a Founder. USS Lakota arrives at Deep Space Nine and transports Captain Sisko and Odo to Earth to discuss the Founders threat. Changeling is found posing as Vice Admiral Leyton by
Odo. State of Emergency declared on Earth because of worldwide power outage caused by Red Squad at Vice Admiral Leyton's direction. Captain Sisko uncovers the plot by Vice Admiral Leyton.
USS Defiant is called to Earth by Sisko. USS Defiant and USS Lakota fight a pitch battle, but Captain Benteen of the Lakota stands down and both ships return to Earth. Vice Admiral Leyton stands
down, ending the coupe. Voyager attempts to form an alliance with the Trabe, the attempt fails. Thomas Eugene Paris becomes the first known Human being to achieve Warp 10 and travel at
infinite speed. Unfortunately, there are some serious side effects. In the aftermath of the bombing of the Antwerp Conference in mid-2372, the Enterprise-E was charged with transporting a
team of explosive experts to a number of key Starfleet facilities, including Deep Space 9 and Starbase 375. These experts discovered co-conspirators in Admiral Leyton's attempted coup on
Earth. USS Yorktown is attacked by three Klingon vessels along the Federation/Klingon border. Mike K'Wor Bremer receives a battlefield promotion to Lieutenant Commander for his actions.
Dukat gains control of a Klingon Bird of Prey with the help of Kira and aunches a terrorist campaign against the Klingons. Enterprise-E attends a security summit called by Admiral Jeremiah
Hayes at Starbase 19. Janeway presides over a hearing to determine the fate of Quinn, a Q who wishes to end his own life. She rules in his favor, and he subsequently kills himself. The Q civil
war begins some time afterwards. Kurn arrives on Deep Space Nine. Klingons deploy cloaked mines just outside the Bajorian system. Kurn and Worf board a damaged Klingon vessel and retrieve
the codes for the mines. The minefield is destroyed. Maximum warp speed limits removed, ships can travel as fast as their CO's discretion again. Enterprise-E engages in a war games exercise
with the USS Samson in the Pantera Nebula. During these exercises, the Samson was infiltrated and destroyed by a Changeling, which then transferred aboard the Enterprise. Captain Picard and
crew were eventually able to force it off the ship. Chakotay and Janeway are temporarily stranded on Earth 2 after they contract a disease. They are later cured with Vidiian medical technology.
Weyoun serves as a Field Supervisor for the Jem'Hadar attempting to resolve the Iconian Gateway scandal, the first joint Federation/Dominion operation. He is killed by his Jem'Hadar First at
the end of the mission. Voyager is briefly captured by the Kazon. The large majority of the crew are stranded on a primitive planet.
2373 - Voyager is re-captured from the Kazon by Paris and a small group of Talaxians. Seska is killed during the operation.
A Changling is found to be impersonating General Martok and is killed. Starfleet captures a Jem Hadar Attackship. Newly inaugurated Federation President Min Zife calls Captains Picard and
Sisko to Earth and charges them with the mission aimed at reopening negotiations with the Klingon Empire, which had withdrawn from the Khitomer Accords over a year earlier. Voyager
trespasses on Swarm space to avoid a lengthy detour on their journey home. Klingons attack Ajilon Prime. USS Farragut is destroyed near the Lembatta Cluster while attempting to relieve the
colony. USS Defiant is thrown back in time by the Orb of Time.Voyager is thrown back in time to 1996, the ship prevents a temporal explosion which would otherwise have destroyed the Earth.
The progressive faction wins the Q civil war with Voyager's help. Q mates with a female Q, helping to end the rifts which caused the war by producing a baby Q. Enterprise-E is dispatched to the
planet Chiaros IV in the desolate expanse known as the Geminus Gulf to prevent the region from falling under the control of the Romulan Star Empire. Captain Picard and Lieutenant Hawk
discover the existence of the rogue Starfleet covert operations division known as Section 31. The second Borg invasion of the Federation. The cube is defeated by a Federation fleet including the
USS Defiant and the USS Enterprise-E. The Enterprise-E rescues the surviving crew of the USS Defiant including Worf and Bremer. The Enterprise-E subsequently travels back in time to 2063 in
order to prevent the Borg from creating an alternate timeline in which the Federation is never created. Enterprise-E is docked at Earth Station McKinley to repair damage suffered against the
Borg. Deep Space Nine receives a message from Enabren Tain in the Delta Quadrant. Garak and Worf travel to the Delta Quadrant to verify the authenticity of the transmission. Worf and Garak
are captured taken to Dominion Internment Camp 371 where they find Tain, General Martok, and Bashir. Dukat becomes the head of the Cardassian government after assisting the Dominion in
their take-over of the planet. USS Lexington-D is commissioned. The Dominion Fleet drives the Klingon fleet out of Cardassian space. The Federation/Klingon Alliance is reinstated. Worf, Bashir,
Martok, and Garak escape from the Dominion and return to Deep Space Nine. Repairs are completed on board the USS Enterprise-E. Enterprise-E is assigned to patrol near sector 221G, home of
the recently fallen Thallonian Empire. The ship's crew cataloged the terrible refugee situation caused by the failure of the Thallonian infrastructure. Shortly thereafter, Admiral Alynna Nechayev
dispatched Picard and the Enterprise to convince former Starfleet officer Mackenzie Calhoun to return to Starfleet as Captain of the USS Excalibur, assigned to assist the needy inhabitants of
Sector 221-G Bashir admits that he was genetically engineered as a child; his father is sentenced to two years in prison as a result. The fifth Weyoun clone served as Chief Dominion Liaison to
the Cardassian government. General Martok takes command of the IKS Rotarran. Worf joins the House of Martok. The Maquis is all but whipped out by the Jem Hadar. A few survivors return to
the Federation, others hide. The crew of the Defiant discovers their own descendants, and learn that they will crash two hundred years in the past. Odo from the planet changes the ship's flight
plan, preventing the crash from ever happening. Voyager encounters the Voth, an advanced species that originated on Earth millions of years ago. Zife is elected Federation President. The
Nyrian attempt to take over Voyager by swapping places with the crew, one at a time. The EMH's optical sensors are reconfigured to allow sight in the microwave range of the EM spectrum. The
Federation proposes an amendment to the Treaty of Algeron to allow select Starfleet vessels to be equipped with cloaking technology. The Federation cites the cooperation between the two
governments regarding the cloak aboard the USS Defiant. They state the use of cloaks would be limited to exploration of open space believed to be close to Borg space. The Romulans
reluctantly agree, if, they are given all Stellar Cartography and Astrometerics data learned and Romulan ships are members of the Forth Fleet on an exchange basis. The Federation agrees to the
Romulan terms however the Romulans refuse to provide cloaking devices to Starfleet, later the Federation asks the Klingons for cloaking devices which they provide and Starfleet begins to
equip select vessels in the Forth Fleet. The Romulans sign a Non-Aggression Pact with the Dominion. A Dominion/Cardassian fleet attacks Deep Space Nine. The joint Federation/Klingon task
force destroys a Dominion shipyard on Toras III. Worf becomes engaged to Lieutenant Commander Dax. Dukat regains control of Deep Space Nine when the Dominion capture the station,
starting the Dominion War. Worf serves as First officer of the Rotarran under General Martok. Voyager encounters the Borg and Species 8472.
2374 -The Enterprise-E is dispatched to investigate a mysterious incident in a lab on the planet Galor IV attempting to re-create the work of Commander Data's creator Noonien Soong. During
the course of the investigation, Data unraveled a mystery that revealed much to him about the history of androids in the galaxy. Seven of Nine is chosen to be the Borg representative to the
crew of the USS Voyager. She is removed from the collective consciousness while undertaking this.Voyager defeats a force of 8472 vessels, end of the Borg/8472 war. Captain Sisko launches a
raid into Dominion-held territory, destroying a Ketracel White production facility and limiting supplies of the drug used to control the Jem'Hadar. The Enterprise-E is ordered to the homeworld
of the Gorn, where Picard attempts to recruit the lizard-like race into joining in the war against the Dominion. The Dominion capture the Benzite system. Tuvok is promoted to Lieutenant
Commander. Seven of Nine finds the SS Raven in Bomar space. Sisko becomes an adjutant on Starbase 375. Jadzia Dax becomes commander of the Defiant. The Female Changeling arrives on
Deep Space Nine and links with Odo. The Defiant destroys a Dominion sensor array. Voyager's crew undergoes involuntary medical testing by an alien species. Enterprise-E leads a
Federation/Klingon Task Force against several Dominion outposts along the Cardassian border. Starfleet launches an operation to recapture Deep Space Nine. Captain Sisko leads a large
Federation force, but this is bogged down battling a Dominion fleet. The Klingon fleet arrives to assist Federation forces, turning the tide of battle. The Defiant breaks through and reaches Deep
Space Nine just as the minefield is destroyed. Sisko convinces the Prophets to prevent Dominion reinforcements from coming through the wormhole. As Dominion forces leave DS9, Damar
murders Ziyal. Distraught at losing both the station and his daughter, Dukat becomes mentally unbalanced and is captured by Federation forces. Seven of Nine and Harry Kim build an
Astrometerics Lab aboard Voyager. Voyager encounters the Krenim, a species who use temporal technology in weapons applications. The encounter passes peacefully. The Defiant completes
the first reconnaissance mission behind Dominion lines since the Dominion withdrawal from Deep Space Nine. Quark, Rom, and Nog rescue Ishka from the Dominion. They take the Vorta
Yelgrun prisoner and present him to Starfleet. Enterprise-E raids Dominion supply lines leading into the Argolis Cluster. Dukat escapes from Federation custody when the ship transporting him is
destroyed by the Dominion. Voyager's EMH is transferred via an alien communications array to the USS Prometheus. The EMH, along with the Prometheus's EMH Mk II thwart a Romulan plan to
steal the ship. Voyager's EMH returns with a message to the crew from Starfleet letting them know they 'are no longer alone'. Voyager receives messages from Starfleet via the Hirogen
communications network. Janeway's letter informs her that her fiancé Mark has married a co-worker. Voyager also finds that the Maquis have been wiped out by the Dominion. The
communications network is later destroyed during an attack by a Hirogen ship. The Dominion fields a new type of Jem'Hadar, specifically designed for the war in the Alpha Quadrant. O'Brien
goes undercover on Farius Prime to penetrate the Orion Syndicate for Starfleet Intelligence. Voyager is captured by the Hirogen. The majority of the crew is forced to participate in holographic
hunts for nearly three weeks before the ship is retaken. Enterprise-E is pulled off the line to handle several diplomatic issues that have arisen between Federation member worlds. Bashir is
kidnapped by Section 31 for the first time. The Dominion attack Betazed while the Tenth Fleet is on training maneuvers, the planet is conquered in less than ten hours. The Romulans join the
war against the Dominion. They attack fifteen Dominion bases along the Cardassian border. Voyager encounters some Omega molecules. The Benzite system is liberated by the Romulans, they
later return the system to the Federation. USS Valiant is destroyed by a prototype Dominion Battleship. Only Ensign Nog, Jake Sisko, and Cadet Dorian Collins survive. USS Enterprise-E leads the
Federation Second Fleet in an attempt to retake Betazed. They attack the Dominion positions on three occasions, but each time the Dominion re-enforces their positions. A Dominion
occupation force lead by the Vorta Deyos is sent to the planet Iconia within the Federation/Romulan Neutral Zone to capture the world and use it as a possible supply base for an invasion of
Romulus. The Dominion looses contact with the force and it's believed they were destroyed by the Romulans. Voyager's crew are replicated by the Deuterium/metal lifeform on the Demon
planet. Seven of Nine pilots Voyager through a Mutara class nebula while the crew is in stasis. Dukat becomes a follower of the pah-wraiths. Arturis attempts to fool Voyager's crew with a fake
message from Starfleet and an advanced Starship called Dauntless, in an attempt to have the crew assimilated by the Borg. The attempt fails and Voyager is able to duplicate the Dauntless's
slipstream drive system, using is long enough to get 300 light years closer to Earth. The first major Allied offensive captures the Chin'Toka system from the Dominion. Jadzia Dax is killed by Gul
Dukat, who seals the entrance to the Wormhole. Sisko takes a leave of absence from DS9. The Dax symbiont develops life-threatening complications whilst on its way home to Trill, to save its
life it is transplanted into the only available host, Ezri Teegan.
Timeline of some of the Noteworthy Events in the Star Trek Universe from 2290 to 2382 3
2375 - Kira is promoted to Colonel. Worf leads a mission aboard the Rotarren to destroy the Dominion shipyards at Monac IV to ensure Jadzia gets into Sto-vo-kor. Bashir, O'Brien, and Quark
accompany him. The mission is a success. Sisko discovers the Orb of the Emissary with the help of Ezri Dax, Jake, and his father. He uses it to re-open the Bajoran Wormhole. Ezri is given the
rank of Lieutenant and appointed a Counselor on Deep Space Nine. Voyager crosses a 2,500 light year wide gulf in space, possibly the gap between two galactic arms. Janeway goes through a
bout of depression and isolates herself from the crew. The fifth Weyoun is killed in a suspicious transporter accident.The Delta Flyer is built. The sixth Weyoun clone, considered defective by his
creators, attempts to defect to Odo. The Seventh is assigned the task of tracking him down and destroying him, and is ultimately successful. Odo learns that the Great Link is suffering from
some form of illness. Janeway forges a peace treaty with Species 8472. General Martok leads a raid on the Dominion Base on Trelka V. Kor is later killed in battle. Using their telepathic powers,
the population of Betazed rises up against the Dominion. Enterprise-E leads a Federation Task Force against the Dominion fleet in the Betazed system. Betazed is liberated by the Federation.
The Dominion attacks AR-558. Nog is severely wounded and looses a leg. Voyager is almost destroyed during an attempt to reach home via Quantum Slipstream drive. Worf visits the Enterprise-
E. While he is there, the ship travels to the Briar Patch where Captain Picard and crew exposes the plot by Admiral Dougherty and the Son'a to forcibly relocate the Ba'ku. Seven of Nine is almost
re-assimilated by the Borg during an attempt to steal a transwarp coil. Bashir is enlisted to help Section 31 at the Federation/Romulan conference on Romulus. Enterprise-E raids the Son'a
outpost on Devos II. The Breen become Dominion allies. Dominion ships are sent to help guard the Son'a outpost on Devos II. The Federation raids the Cardassian planet of Velos Prime, lead by
Rear Admiral Riggs. In 2389, it's learned Riggs altered the logs and that the reports from the attack indicate the attack was against a Military facility. However over five thousand civilians were
killed and no Military facility was present. Worf is reported Missing in Action. Ezri steals a Runabout and manages to find his escape pod, but the two are captured by the Breen. They are
subsequently freed by Legate Damar. The seventh Weyoun clone is killed by Worf. Voyager prevents a catastrophe by piloting a Malon freighter into a star before it can explode. A Breen fleet
launches an attack against Earth, heavily damaging Starfleet Headquarters and badly damaging the San Francisco area. The arrival of the Starships Enterprise-E and Columbia help to drive off
the Breen and they suffer heavy losses in the attack. The Chin'toka system is retaken by Dominion and Breen forces. The USS Defiant and USS Yorktown-D are among the ships destroyed during
the battle. Cardassian troops, lead by Legit Damar, rise up against the Dominion destroying the Dominion cloaning facility on Rondac III. Kira, Garak, and Odo go behind Dominion lines to assist
Damar and the Cardassian resistance. Odo begins to display signs of the same terminal illness infecting the Great Link. Worf kills Gowron in personal combat. General Martok becomes
Chancellor of the Klingon Empire. Bashir and O'Brien capture Sloan. Sloan dies. Bashir finds a cure for Odo. USS Sal Paulo is Commissioned and sent to Deep Space Nine. The ship is renamed USS
Defiant NCC-74205-A. Rom becomes Ferengi Grand Nagus. The Dominion withdraws from Federation, Klingon, and Romulan space, setting up a new defense parameter in Cardassian and Breen
space. Voyager encounters the USS Equinox. The Cardassian population rises up against the Dominion. The Dominion destroys a city of 2 million people in retaliation.
The Federation/Klingon/Romulan Alliance launches an attack on Cardassia. Starships Defiant-A, Enterprise-E, Falcon, Rotarren, Avenger, Lexington-D, Bellerophon, and Essex-A are among the
ships that take part in the attack. The Cardassian fleet switches sides, helping the Allies to inflict a major defeat on the Dominion and Breen forces. As allied forces approach Cardassia, The
eighth and last Weyoun is killed by Garak. Odo links with the female Founder and convinces her to end the Dominion war. Garak chooses to remain on the devastated Cardassia to assist in
rebuilding efforts. Dukat attempts to release the pah-wraiths from captivity with the help of Kai Winn, and is trapped in the fire caves with them for all eternity by Sisko. Sisko ascends to a
higher state of being, choosing to live with the Bajoran Prophets within the wormhole. In the aftermath of the Dominion war, Kira is appointed commander of Deep Space Nine, Worf becomes
Ambassador to the Klingon Empire, O'Brien accepts a teaching post at Starfleet Academy, and Odo returns to the Great link, ending his relationship with Kira. The Son'a sign the Dominion Peace
Treaty. In exchange for their aiding the Dominion during the war, the Son'a agree to turn over the Davos system to the Federation.
2376 - Starfleet Academy training vessel, USS Republic, is attacked. Most of the Cadet crew is killed. Seven of Nine encounters some ex-Borg drones whom she once re-assimilated into the
collective after an accident released them. Enterprise-E travels to the artificial planet called Gemworld, home of Elaysian Lieutenant Melora Pazlar, who had received a telepathic distress cry
from her homeworld. Once there, the Enterprise-E crew finds a way to keep the world, home to six different species, from destroying itself. USS Defiant is attacked, Ezri Dax takes command
when Commander Jast is killed and saves the ship. Dax and Nog are able to devise a tactic to defeat their attackers. Both are awarded Starfleet's Citation for Conspicuous Gallantry. Tom
rebuilds an old shuttle, Alice, and is nearly killed by the ship's neural interface. Tuvok is seriously injured when he is attacked by the Ba'Neth, a mysterious species long thought by the Kessat to
be mythical. Voyager is able to discover a Ba'Neth outpost and gain information which allows Tuvok to recover successfully. Odo sends Jem'Hadar observer Taran'atar, to Deep Space Nine to
observe the people and culture of the Alpha Quadrant. Due to his experience at AR-558, Nog was unable to accept Taran'atar as anything but a Jem'Hadar killer. Enterprise-E delivers
Ambassador Worf to his first assignment on the disputed Klingon world of taD.Dax and Bashir travel to the world of Sindorin to destroy the laboratory of Dr. Ethan Locken, a rogue former agent
of Section 31, who was breeding an army of Jem'Hadar Soldiers. Voyager encounters the underspace corridor network which allows extremely high speed travel across a large portion of the
galaxy. Seven of Nine reawakens one of the remnants of the Vaadwaur species, who have lain dormant for 892 years in stasis pods after being destroyed by an alliance including the Turei.
Vaadwaur ships attempt to capture Voyager, and although they are defeated many of the Vaadwaur escape into the corridor network. Dax was given the position of first officer aboard the USS
Defiant for its three-month exploratory mission of the Gamma Quadrant by the mission's Enterprise-E rescues the crew of the USS Excalibur, who had escaped that vessel in lifepods prior to its
destruction. Voyager uses an alien catapult device to advance several years in its journey towards Earth. The Elora rebel against the Son'a. Enterprise-E is assigned to search the Badlands with
Commander Elias Vaughn in response to a rumored Breen presence. After an encounter with a derelict Cardassian freighter, Vaughn discovered a lost Bajoran Orb of the Prophets. The
Enterprise-E docks at Deep Space 9 to return the Orb to its rightful owners, then proceeds to Earth for crew R&R. Barclay successfully creates a method of contacting USS Voyager on a regular
basis while working on the Pathfinder Janeway begins a relationship with a holographic man from the Fair Haven program. Voyager encounters a planet which exists in a highly accelerated time
frame compared to the rest of the galaxy. The ship has a large though unintentional effect Enterprise-E is dispatched to Narendra III along with Klingon Captain Klag aboard the IKS Gorkon in
response to the discovery of the last of the infamous Malkus Artifacts. Voyager encounters a Borg Cube with only five juveniles on board. Four of them, including Icheb are removed the
Collective and choose to live aboard Voyager. Ensign Lindsay Ballard returns briefly to Voyager, having escaped the Kobali who were holding her captive. She returns to the Kobali after it
becomes clear that she can no longer consider herself Human. Enterprise-E is dispatched to rein in the renegade Captain Calhoun from attacking Federation member the Selelvians. After
confronting Calhoun and the new Excalibur, Picard helps Calhoun expose Selelvian manipulation of the Federation. The Enterprise-E's crew manages to stop the wave, and Dr. Brahms and
Maltz tracked down the source of the wave to the region known as the Boneyard. They discover the Moss Creatures that had set off the wave in order to re-make worlds so that they can be
colonized by their species. Maltz and Dr Marcus are both killed in the explosion that destroyed the Moss Creatures base. Voyager assists the Borg Unimatrix Zero drones.
2377 - Seven of Nine's cortical node breaks down, Icheb donates his. Enterprise-E completes repairs at Starbase 302. A portable version of the Genesis Device falls into the hands of a zealous
Bajoran Vedek named Yorka, who believes it to be "The Orb of Life". The Enterprise-E confiscates the device on the planet Solosos III. Starfleet's Pathfinder team attempts to send Voyager a
hologram during the monthly data stream. The transmission fails. Many of Voyager's crew fall under the influence of an old mind control program implanted by a Bajoran Vedek. Voyager
receives a hologram of Barklay in the monthly data stream giving them news that Starfleet has found a way home for them. Barklay realizes the transmission has been intercepted and the USS
Carolina is dispatched to intercept the Ferengi vessel responsible. The crew aboard Voyager is unable to pass though a geodesic fold before the Ferengi close it. Harry is assigned as Captain of
the Nightingale, his first command. Enterprise-E is dispatched to the planet Aluwna, a planet transformed by the Genesis Wave whose population had survived by dematerializing in a series of
Transporter satellites. They assist a group of Klingons, including Ambassador Worf and Alexander Rozhenko, and humans, that include Dr. Leah Brahms, in facing the dangers of the transformed
world and restoring its population from the satellites. B'Elanna convinces a nomadic Klingon sect to settle on a Delta Quadrant planet after decades of wandering. Voyager is briefly stranded in
The Void, a closed subspace region with no natural resources, Janeway creates an alliance of ships in order to break free. Many of Voyager's crew are kidnapped by the Quarren and have their
memory wiped so they can serve as workers on the Quarren homeworld. The EMH acts as the ship's Emergency Command Hologram for the first time, assisting in the rescue of Voyager's crew
from the Quarren home world. Q makes a visit to Voyager and forces Captain Janeway to assist in the raising of his son, Q2. Bajor officially joins the Federation. Neelix leaves Voyager, choosing
to live at a Talaxian colony. He becomes a Federation Ambassador to the Delta Quadrant. Chakotay falls in love with Seven of Nine. The Dominion falls into civil war. Seven of Nine begins dating
Commander Chakotay. A Borg transwarp conduit is detected close to Earth. The Forth Fleet vessels, lead by the Pegasus-B, respond and intercept the Borg Sphere. Voyager reaches Earth using
the Borg Transwarp conduit, destroying it in the process. Voyager destroys the Borg Sphere as it emerged from the conduit close to Earth. Voyager is escorted into Earth orbit by vessels of the
Forth Fleet. Starfleet Academy formally accepts Icheb's application. They give him credits for the courses he took while aboard Voyager. Janeway appeals to Starfleet Command to pardon the
former Maquis aboard Voyager. They agree, but decide to defer the decision to the Federation Council and Federation President. Captain Janeway is promoted to Vice Admiral.
2378 -The former Maquis aboard USS Voyager are pardoned by the Federation Council and Federation President Min Zife. Enterprise-E is assigned to patrol near the site of the Battle of
Rashanar, a vast graveyard of ships that resulted from one of the deadliest battles of the Dominion War. After the loss of the USS Juno with all hands, and a diplomatic incident with the
Ontailians, Captain Picard's competence was called into question, and he is relieved of command of the Enterprise-E. Commander Riker orders the ship back to Rashanar and finds evidence
needed to clear Picard. Enterprise-E is ordered to investigate a 200 year old distress signal sent by the Dokaalan. Starfleet expects the race to be long doomed, as the Dokalaan homeworld was
breaking apart at the time of the signal. Enterprise-E's crew discovers that the Dokalaan have saved a portion of their population aboard a series of asteroid outposts, and are attempting to
terraform a world in their system for their new home. After offering some assistance to the Dokalaan people, the Enterprise-E's crew discovers a plot by the Satarrans to steal the terraformed
world for themselves. Enterprise-E is then ordered to the distant planet of Delta Sigma IV, a world co-inhabited by the Bader and the Dorset, two races who had traditionally been adversaries.
When it was discovered that a Starfleet created medication is restoring the aggressive natures of the two races, canceling the calming effect of the planet’s atmosphere, Picard, Riker, and
Riker's father, Kyle, struggled to find a workable solution. Icheb enters Starfleet Academy. Enterprise-E is sent to the planet Tezwa to attempt to avert a war between Tezwa and the Klingon
Empire after the mad Tezwan leader Kinchawn attacked a Klingon fleet. After the removal of Kinchawn, who managed to escape custody, the Enterprise-E remains at Tezwa acting as
peacekeepers in the unstable region, an act made more difficult by an insurgency begun by Kinchawn and his loyalists. In the aftermath of Kinchawn's eventual capture, Commander Data
uncovered evidence that the weapons used against the Klingons had been supplied by Federation President Min Zife and his Chief of Staff, Koll Azernal. Those on the Enterprise-E who knew the
truth agreed to keep silent in order to avoid war with the Klingons, and President Zife abruptly leaves office and drops out of sight. Enterprise-E is sent to retrieve the missing Klingon Emperor
Kahless, who had panicked the Empire by going on an unannounced "walkabout" leaving a Hologram in his place. Worf transfers back to the USS Enterprise-E.
2379 - Wesley Crusher leaves behind The Traveler at Tau Alpha C and returns to Starfleet. He is recommissioned as a Lieutenant. Riker accepts a promotion to Captain and command of the new
USS Titan. Starfleet Command agrees to allow the transfer take place after his upcoming wedding to Deanna Troi. Tuvok is assigned to the USS Titan as Second Officer and Tactical
Officer.Wesley Crusher is assigned to the USS Titan as an Engineering Officer in charge of the night duty shift. Worf accepts a promotion to be the Enterprise-E's new First Officer. Shinzon
assassinates the Romulan senate and seizes control of the Empire. Riker marries Deanna Troi. Data, Picard, and Worf discover B-4. B-4 is reassembled by Data and LaForge. The Enterprise-E
travels to Romulus to meet Praetor Shinzon. Data's memories are transferred to B-4. Shinzon attempts to destroy the Enterprise-E as part of a plot to launch a war against the Federation. Data
is killed. Riker and the crew of the USS Titan are assigned to lead a diplomatic and humanitarian mission to Romulus in the wake of the Shinzon coup. B'Elanna is promoted to Lieutenant
Commander. Chakotay is promoted to Captain. He is offered his own command but requests to keep the position of Executive Officer of USS Voyager. Paris is promoted to Lieutenant
Commander and Second Officer of USS Voyager. Kim is promoted to Lieutenant.
2380 - The Doctor is declared a sentient being. B-4 is relocated to the Daystrom Institute. He is later declared a sentient being. Captain Picard detects the presence of Borg in the Alpha Quadrant.
In defiance of orders from Admiral Kathryn Janeway, Picard diverts the Enterprise-E to investigate. The Crew is able to deactivate the cube and prevent the creation of the Queen. Seven of Nine
Timeline of some of the Noteworthy Events in the Star Trek Universe from 2290 to 2382 4
becomes an instructor at Starfleet Academy. Q visits the Enterprise-E at Gorsach IX. Data's personality becomes dominate within B-4 thanks to work by LaForge and The Soong Foundation. A
copy of B-4's personality matrix is saved. Data reassumes his duties aboard the Enterprise-E as Operations Officer and Second Officer. Dax is promoted to Lieutenant Commander and
transferred to the USS Aventine as Second Officer. USS Titan is transported 210,000 light years away, they are subsequently returned to Federation Space. Seven of Nine meets the Enterprise-E
at Vulcan, informing Picard that the Borg Cube he'd previously deactivated had revived. Picard disobeys orders from Admiral Edward Jellico, and travels to "Trophy World" to retrieve the
Doomsday Machine, an ancient Borg-fighting weapon. Enterprise then proceeded to Earth, where it joined the armada assembled to fight the invading Borg Cube. Enterprise-E is ordered to
investigate the plight of the USS Rhea and the fate of the assimilated USS Einstein. Enterprise-E is outfitted with transphasic torpedoes in an effort to destroy the Borg vessel before it can
acquire quantum slipstream drive technology. The Enterprise-E is aided by The Liberated and they successfully end the threat posed by the USS Einstein.
2381 - Pirates operating within 'The Triangle' attack a Federation cargo ships passing though the area. Dax takes command of the USS Aventine after the ship's Captain and Executive Officer are
killed while defending the Acamar System from the Borg. A week later, Starfleet Command field-promotes Dax to Captain and Commanding Officer of the USS Aventine. Wesley is promoted to
Lieutenant Commander and Chief Engineer of the USS Titan. Picard and Beverly Crusher marry. Enterprise-E is assigned to investigate how the Borg are penetrating Federation defenses so easily
and destroying a number of worlds. As it was the only ship outfitted with transphasic weapons, the Enterprise defended several critical worlds, destroyed several Borg Cubes, and helped to gain
the support of the Klingon Empire in the Federation's war against the Borg. The Enterprise was able to detect sirillium deposits on the Borg cubes' hulls and trace the origin of the cubes to the
Azure Nebula. Once there, they investigated the area in an effort to stop the Borg from continued access via subspace tunnels found in the nebula cloud. Enterprise came under severe attack
and released a general distress call. USS Aventine rendezvouses with the Enterprise-E and is able to destroy a Borg Cube. Captain Ezri Dax wants to utilize the tunnels as exploratory devices, but
Captain Picard insists on determining how to collapse them to prevent further Borg incursions. However, after learning that collapsing the tunnels could have disastrous results, the two ships
worked to open and survey the far sides. Although the Aventine makes the first few journeys, the Enterprise-E is able to travel through one of the tunnels to find a harnessed galaxy. The last
tunnel that the Aventine went through jointly with the Enterprise-E deposited them in a plasma stream between a binary star on the outer rim of the Carina Arm near the meridian of the Delta
and Gamma Quadrants. The journey back is rushed due to the collapse of the tunnel system, and when they arrived back at the Azure Nebula, they find a ship graveyard, the remnants of over
seven thousand Borg cubes making a final assault. The Aventine set course for Earth to attempt a defense, and the Enterprise-E chases them. The Borg attack the Alpha and Beta Quadrants in
mass. The Federation/Klingon Alliance, along with the Cardassians and the members of The Typhon Pact fight back against the Borg invasion. The Borg Collective is believed annihilate by and
absorbed into the Caeliar Gestalt, and thus no longer a threat to the Galaxy. Only a handful of 'liberated' Borg and Borg Ships are known to still to exist, but Starfleet also believes there could be
a small collective (that has broken away from the main Borg Collective) still in existence in an isolated part of the Delta Quadrant Following the major Borg attack on Alpha and Beta Quadrants,
the Romulans, along with the Gorn, Tholians, Breen, and a handful of other minor powers form 'The Typhon Pact' of mutual protection, and rival the Federation/Klingon alliance. USS Titan is
sent on a deep space exploration mission.
2382 - A new Soong type android is completed and B-4's personality matrix is downloaded into it's positronic brain. B-4 is activated and studied at The Soong Foundation. The Federation and
Cardassians sign a Non-Aggression Pact. The Klingons initially object, but later also agree to a Non-Aggression Pact with the Cardassians as well. Icheb graduates from Starfleet Academy. The
Doctor starts working with Dr. Lewis Zimmerman and Barclay at Jupiter Station.
*These races are appropriate as playable races for GMs who wish to allow non-Federation races as player characters.
**These races can be used as playable races, but are not always recommended.
***These races generally are not available as player character races.
Background Skills:
Number of Skills: Int/10 rounded down
Half on Education and half on Personal Development
Ranking: 1d10
Basic Education (Age: 16 to 18 years old, roughly equal to High School Education)
Artistic Expression 5
Computer Operation 10
Language: Galactic 30
Language: Native 30
Language: (Two of Choice) 15 each
Life Science: Biology 10
Medical Science: General Medicine or First Aid (Native) 10
Physical Science: Physics 15
Physical Science: Mathematics 15
Social Science: Economics 15
Social Science: Federation Law 10
Social Science, Native Culture/History 15
Social Science, Native Law 15
Sports (One of Choice) 10
Trade and Commerce 5
Outside Electives
Pick 5 skills from the following list
Artistic Expression
Carousing
Gaming
Marksmanship: Archaic
Sports
Streetwise
Trivia
Vehicle Operation
Advanced Study
INT/10 (round down)
Rating: 1d10
Choices: Only Skills already known
Outside Electives
Two of Choice
Rating: 1d10
Enlisted Branch Skills (1.5 years total for all Branch Schools)
Bridge Command Specialist
Communications Systems Operation 10
Communications Systems Technology 10
Computer Operation 10
Computer Technology 10
Damage Control Procedures 20
Deflector Shield Operation 20
Electronics Technology 20
Environmental Suit Operation 10
Language (Three of Choice) 10 each
Leadership 10
Marksmanship, Modern 15
Medical Science: First Aid (Native) 10
Personal Combat, Unarmed 10
Personal Weapons Technology 5
Physical Science (One of Choice) 10
Planetary Science (One of Choice) 10
Small Equipment Systems Operation 20
Social Science: Federation Culture/History 15
Social Science: Federation Law 15
Space Science, Astrogation 15
Starship Combat Strategy/Tactics 10
Starship Helm Operation 15
Starship Sensors 10
Starship Weaponry Operation 20
Sub-Light Drive Technology 15
Tractor Beam Operations 10
Transporter Operation Procedures 10
Warp Drive Technology 10
Specialty Skills (Any of the above, no more than 10 points per skill) Total of 30 Points
Engineering Specialist
Computer Operations 25
Computer Technology 15
Damage Control Procedures 15
Electronic Engineering 15
Holodeck Operations Procedures 15
Holodeck Systems Technology 15
Mechanical Engineering 15
Small Equipment Systems Operation 20
Small Equipment Systems Technology 10
Space Science: Astronautics 20
Tractor Beam Operations 10
Tractor Beam Technology 15
Transporter Operation Procedures 20
Transporter System Technology 15
Specialty: Divide up 40 points between two of the following skills or add 30 extra points to one of the skills listed above.
Communication Systems Technology
Deflector Shield Technology
Personal Weaponry Technology
Shuttlecraft Systems Technology
Starship Weaponry Technology
Sub-Light Drive Technology
Warp Drive Technology
Marine-Combat Engineer
Communications Systems Technology 10
Demolitions 30
Electronics Technology 15
Environmental Suit Operations 20
Life Support System Technology 15
Marine-Communications
Communications Systems Ops 20
Communications Systems Tech 20
Computer Operation 10
Computer Technology 10
Cryptology 15
Damage Control Procedures 10
Electronics Technology 15
Environmental Suit Operation 10
Language (Three of Choice) 20 each
Marksmanship, Modern 20
Personal Combat, Unarmed 10
Personal Weapons Technology 10
Planetary Survival 10
Security Procedures 20
Small Equipment Systems Operation 10
Small Equipment Systems Technology 10
Small Unit Tactics 10
Social Science, Federation Law 10
Social Science, Federation Cult/History 10
Surveillance 20
Zero-G Operations 10
Specialty Skills (Any of the Above, no more than 10 points per skill) Total of 30 Points
Marine-Corpsman
Computer Operation 10
Environmental Suit Operation 15
Life Support Systems Technology 15
Medical Science
General Medicine, First Aid 20
General Medicine, Specialty 20
General Medicine, Emergency Medicine 20
General Medicine, Psychology (Specialty Race) 10
Marksmanship, Modern 10
Personal Combat, Armed (Knife) 20
Personal Combat, Unarmed 10
Personal Weapons Technology 10
Planetary Survival (Two of Choice) 10 each
Security Procedures 10
Small Equip Systems Operation 20
Small Equip Systems Technology 10
Small Unit Tactics 10
Social Science, Federation Law 10
Social Science, Federation Cult/Hist 10
Zero-G Operations 10
Specialty Skills (Any of the Above, no more than 10 points per skill) Total of 30 Points
Marine-Force Recon
Environmental Suit Operations 20
Marksmanship (archaic) 10
Marksmanship (modern) 20
Personal Combat (armed) 10
Personal Combat (unarmed) 20
Personal Weapons Technology 10
Small Equipment Systems Operation 20
Small Equipment Systems Technology 15
Planetary Survival (Four of Choice) 20 each
Small Unit Tactics 10
Sports: Swimming/Diving or Swimming: Scuba 30
Stealth 40
Surveillance 30
Vehicle Operation (grav vehicle) 20
Zero-G Operations 25
Zero-G Combat 15
Specialty Skills (Any of the Above, no more than 10 points per skill) Total of 30 Points
Marine-Heavy Weapon
Demolitions 30
Environmental Suit Operations 20
Marksmanship (archaic) 10
Marksmanship (modern) 20
Marksmanship (modern-heavy) 40
Mechanical Engineering 15
Personal Combat (armed) 20
Personal Combat (unarmed) 20
Personal Weapons Technology 30
Small Equipment Systems Operation 10
Small Equipment Systems Technology 10
Planetary Survival (any) 10
Small Unit Tactics 10
Marine-Infantry
Environmental Suit Operations 20
Marksmanship (archaic) 10
Marksmanship (modern) 20
Personal Combat, armed (knife) 15
Personal Combat, unarmed 20
Personal Weapons Technology 10
Small Equipment Systems Operation 10
Planetary Survival (Three of Choice) 10 each
Small Unit Tactics 15
Sports: MMA or Swimming/Scuba 30
Vehicle Operation (Grav vehicle) 20
Zero-G Operations 25
Zero-G Combat 15
Specialty Skills (Any of the Above, no more than 10 points per skill) Total of 30 Points
Marine-Mechanized Infantry
Deflector Shield Operation 30
Deflector Shield Technology 10
Electronic Engineer 10
Environmental Suit Operations 25
Marksmanship (archaic) 20
Marksmanship (modern) 20
Marksmanship (modern-heavy) 30
Personal Combat (armed) 15
Personal Combat (unarmed) 20
Personal Weapons Technology 10
Planetary Survival (Three of Choice) 10
Small Equipment Systems Operation 10
Small Equipment Systems Technology 10
Small Unit Tactics 15
Vehicle Operation (Grav vehicle) 40
Vehicle Operation (Power Armor) 20
Zero-G Operations 20
Zero-G Combat 15
Specialty Skills (Any of the Above, no more than 10 points per skill) Total of 30 Points
Marine-Sniper
Assassination 15
Clandestine Operation 25
Environmental Suit Operations 20
Marksmanship, archaic (Projectile) 20
Marksmanship (modern) 20
Marksmanship (modern-sniper) 30
Personal Combat, armed (knife) 10
Personal Combat (unarmed) 20
Personal Weapons Technology 25
Physical Science: Math 15
Physical Science: Physics 20
Planetary Survival (Three of Choice) 10 each
Small Equipment Systems Operations 15
Small Equipment Systems Technology 10
Small Unit Tactics 10
Sports: Swimming/Scuba 30
Stealth 40
Streetwise 10
Surveillance 30
Vehicle Operation (Grav vehicle) 20
Zero-G Operations 25
Zero-G Combat 15
Specialty Skills (Any of the Above, no more than 10 points per skill) Total of 30 Points
Operations Specialist
Communications Systems Operation 20
Communications Systems Technology 15
Computer Operations 10
Computer Technology 10
Damage Control Procedures 15
Deflector Shield Operations 10
Deflector Shield Technology 10
Holodeck Operations Procedures 15
Science Specialist
Computer Operation 15
Computer Technology 10
Electronics Technology 10
Environmental Suit Operations 10
Holodeck Operations Procedures 10
Sciences (any, except for Medical and Social)
Related majors (Choice of Two) 20 each
Related minors (Choice of Two) 15 each
Other fields (Choice of Two) 10 each
Any field Total of 15 Points
Starship Sensors 15
Specialty Skills (Any of the Above, no more than 10 points per skill) Total of 30 Points
Security Specialist
Environmental Suit Operations 10
Investigation 20
Marksmanship (Modern Weapon) 20
Personal Combat (unarmed) 20
Person Combat (armed) 20
Personal Weapons Technology 15
Security Procedures 20
Small Unit Tactics 10
Shuttlecraft Pilot 10
Surveillance 15
Specialty Skills (Any of the Above, no more than 10 points per skill) Total of 30 Points
Tactical Specialist
Computer Operation 10
Deflector Shield Operation 15
Damage Control Procedures 10
Electronic Engineering 15
Marksmanship, Modern 10
Personal Combat, Unarmed 10
Security Procedures 20
Starship Combat Strategy/Tactics 10
Starship Sensors 25
Starship Weapons Operation 20
Starship Weapons Technology 25
Specialty Skills (Any of the Above, no more than 10 points per skill) Total of 30 Points
Graduation Results
01-05 = High Honors, promoted to NCO
06-15 = Honors, promoted to E2
16-00 = Passed, promoted to E1
LUC 70+ = -10
LUC 60-69 = -5
LUC 01-40 = +5
Starfleet Warrant Officer School (1.5 Years, usually after taking 10 years in tours of duty and must be a NCO)
Administration 20
Communication Systems Operation 10
Computer Operations 10
Instruction 30
Intelligence Procedures 20
Leadership 30
Languages (Three of Choice) 15 each
Negotiations/Diplomacy 10
Security Procedures 20
Small Equipment System Operation 10
Small Unit Tactics 15
Social Sciences: Federation Law 20
Social Sciences: Federation Culture/History 20
Starship Combat Strategy/Tactics 30
Zero-G Operations 10
Specialty Skills (Two of Choice, Related to Warrant Officer Training) 15 each
Advanced Training
Number of Skills: INT/10, Rounded Down
Skill Ranking: 1d10
Choice: Skills Already Known
Number of Tours
Roll to 1D10/2 to determine the number of tours. Modify the number of tours according to LCK, INT, Destined Rank, and Destined Position.
Attribute Modifiers
LCK: 60+ -1 tour
40 or less +1 tour
INT: 60+ -1 tour
Flag Ship: Each year, Starfleet designates one outstanding ship of the line to act as the official standard bearer of the Federation. Since the days of Captain Jonathan Archer, this ship has
traditionally been the Enterprise. Serving aboard the flag ship is one of the highest honors in Starfleet. The flag ship is not limited to duties representing only a single command, but is rather
used by all of them for missions of the utmost priority. However, it is most often used by the Galaxy Explorations Command.
Ship of the Line: A ship of the line represents the cutting edge of Starfleet ship design and technology. As a result, the competition to serve aboard one is fierce and the opportunity to serve on
one is a mark of pride and distinction. Like the flag ship, a ship of the line is not limited to duties representing only a single command, but is rather used by all of them for missions of urgency.
However, it is most often used by the Galaxy Explorations Command.
Galaxy Explorations Command: This is the primary command of Starfleet, conducting its primary mission of peaceful exploration and contact. Most people who join Starfleet do so out of a
desire to serve aboard a vessel of exploration.
Military Operations Command: Despite utilizing traditional military organization to maintain discipline and train its officers, Starfleet is not a traditional military- any more than NASA is. It uses
its military might strictly as a defensive measure and a patrol force, usually along the Romulan and Klingon Neutral Zones. When called upon, the might of Starfleet is impressive. The Starfleet
Marine Coprps is ordered out of this command. Starfleet Marines is the traditional military of the Federation and their officers are usually found on ships assigned to the Military Operations
Command.
Colonial Operations Command: Closely related to Galaxy Explorations Command, Colonial Operations handles the settling, mining, and terraforming of new worlds. It also offers support to
colonies and settlements, including delivering supplies and personnel and performing routine medical check-ups. The Starfleet Corps of Engineers (SCE) operate out of this Command.
Starfleet Intelligence: More colloquially known as Section 31, Starfleet Intelligence is a separate organization within Starfleet. It frequently sends its agents into the field to gain experience and
monitor tense political situations. It also often borrows Starfleet officers to assist in its field operations. Starfleet Intelligence does not conduct missions of assassination or political
destabilization, nor does it spy on Federation citizens. It most frequently acts to correct such acts conducted by unethical Starfleet officers or hostile intelligence agencies, in covert rescue
operations, or in undercover operations to apprehend criminals. The Department of Temporal Investigation operates out of Starfleet Intelligence.
Starbase Headquarters Command: Each sector or important region in space is home to an outpost from which the laws of Starfleet and the Federation are adjudicated and vessels can lay over
for repairs, supplies, and shore leave. There are three kinds: a planet-side outpost, like Starbase 11 in the episode “Court Martial;” a space station in orbit around or in close proximity to a
planet, like Deep Space 9; and a space station positioned along an important travel route but not in orbit around any planet, like Deep Space K-7 seen in “The Trouble with Tribbles.” These are
all officially known as starbase headquarters and are one of the Federation’s most vital assets. In addition, some space stations are utilized in the conducting of scientific research and
technological development, like Regula I. These are also regulated through Starbase Headquarters Command.
Federation Diplomatic Corps: Diplomacy and arbitration has always been used by Starfleet as a vital weapon for maintaining the peace and avoiding conflict and war. The Federation is, after all,
made up of an extraordinary number of species, all of whom have their own cultures and ideas, and conflict is inevitable, even among member worlds. The Diplomatic Corps not only assists in
arbitration and peacekeeping, it also conducts ambassadors to and from key destinations and approves those ambassadors and their aides for service. The Federation News Service is operated
as a function of the Diplomatic Corps.
Starfleet Operations Command: Starfleet Operations Command is the highest administrative body of Starfleet. It operates out of Starfleet Command in San Francisco, Earth and in orbit in Earth
Spacedock. It is responsible for the movements of the fleet, assignments of vessels, and the general administration of Starfleet and all of its Command branches and operations. Many officers of
Starfleet seek the opportunity to serve in this Command as a jumping-off point towards the admiralty.
Starfleet Academy: Starfleet Academy is where Starfleet and the Federation trains most of its officers. It is only partially a military training camp. It is just as much a well-respected and revered
university that employs a well-trained staff of educators covering every field. Besides these educators, Starfleet also likes to employ experienced members of the Fleet to guide cadets and assist
in their training and education. It is seen as a mark of distinction to be asked to perform such a duty.
Modifiers
LCK: 70+ -10
60-69 -5
40 or less +5
Modifiers
LCK: 70+ -10
60-69 -5
INT: 60+ -10
Attribute Modifiers
LCK: 70+ -10
60-69 -5
40 or less +5
Skill Advancement
Number = As Below
Rating = 1d10
Choice = only skills already known
For Service
o Per 2 years active duty – 5 rolls
o Per 2 years of Starfleet Marime Command- 1 extra roll
o Per 2 years of Starship Operations Command - 1 extra roll
o Per Tour on a Starbase - 1 extra roll in Administration
o Per Tour in Starbase - 1 extra roll in Carousing or Streetwise
Attributes
o INT 70+ +2 extra rolls
o INT 60-69 +1 extra roll
o LUC 70+ +2 extra rolls
o LUC 60-69 +1 extra roll
Background Skills:
Number of Skills: Int/10 rounded down
Half on Education and half on Personal Development
Ranking: 1d10
Advanced Study
Number of Skills: Int/10, rounded down
Skill Rating: 1d10
Choice: Only those skills already known
Advanced Study
Number of Skills: Int/10, rounded down
Skill Rating: 1d10
Choice: Only those skills already known
Branch Schools Training (Second Part of Starfleet Academy Training-Various with Branch School)
Counselor (6 Years)
Administration 25
Communication Systems Operation 20
Computer Operation 10
Holodeck Operations Prodedures 15
Instruction 15
Language (Four of Choice) 30 each
Leadership 20
Life Science: Biology 25
Life Support Systems Technology 15
Medical Science
General Medicine 40
Medical Science: Psychology (Native) 50
Medical Science: Psychology (Three Races of Choice) 40 each
Medical Science: Pharmacology 30
Negotiation/Diplomacy 40
Physical Science: Chemistry 15
Security Procedures 20
Small Equipment Systems Operations 20
Small Equipment Systems Technology 15
Social Science
Federation Culture/History 15
Federation Law 10
Culture/History (Native) 25
Culture/History (Three Races of Choice) 15
Starship Sensors 20
Starship Combat Strategy/Tactics 20
Surveillance 30
Specialty Skills (Three of Choice) Total of 60 Points
Chaplain (4 Years)
Administration 25
Artistic Expression (Oratory) 20
Communication Systems Operation 20
Computer Operation 15
Holodeck Operations Prodedures 15
Flight Control Specialist (2 Years, Class IV Vessels or smaller, but can be stationed aboard larger vessels.)
Administration 10
Communications Systems Operation 20
Computer Operations 20
Computer Technology 15
Damage Control Procedures 20
Deflector Shield Operations 25
Marine Line Officer (2 Years, Officers may complete cross-training in any other branch schools, including the Enlisted Marine Branch Schools, thus increasing the total
overall Branch School time to provide for a SMC Operated Vessel or Ground based Marine Units.)
Administration 20
Communication Systems Operation 15
Computer Operations 15
Environmental Suit Operations 20
Instruction 20
Languages (Three of Choice) 20 each
Leadership 25
Marksmanship (archaic) 15
Marksmanship (modern) 30
Negotiations/Diplomacy 10
ASSIGNMENT
Dice Roll: D100
Modifiers: As Below
Modifiers
LCK: 70+ -10
60-69 -5
40 or less +5
INT: 70+ -10
60-69 -5
Per Previous Cadet Cruise +10
Starfleet Marine Corps Training +15
Vulcan Science Academy Training -20
Denobulan Interspecies Medical Exchange Training -10
Modifiers
Assignment:
Flag Ship -30
Ship of the Line -20
Galaxy Exploration Command -10
Military Operations Command -10
Colonial Operations Command +/-0
Starfleet Marine Corps +10
LCK: 70+ -10
60-69 -5
40 or less +5
Per Previous Cadet Cruise +10
Post-Academy Experience
Number of Tours
Roll to 1D10/2 to determine the number of tours. Modify the number of tours according to LCK, INT, Destined Rank, and Destined Position.
Attribute Modifiers
LCK: 60+ -1 tour
40 or less +1 tour
INT: 60+ -1 tour
Destined Position Modifiers
Captain or First Officer +2 tours
Department Head +1 tour
Ship of the Line Officer +1 tour
Flag Ship Officer +1 tour
Flag Ship: Each year, Starfleet designates one outstanding ship of the line to act as the official standard bearer of the Federation. Since the days of Captain Jonathan Archer, this ship has
traditionally been the Enterprise. Serving aboard the flag ship is one of the highest honors in Starfleet. The flag ship is not limited to duties representing only a single command, but is rather
used by all of them for missions of the utmost priority. However, it is most often used by the Galaxy Explorations Command.
Ship of the Line: A ship of the line represents the cutting edge of Starfleet ship design and technology. As a result, the competition to serve aboard one is fierce and the opportunity to serve on
one is a mark of pride and distinction. Like the flag ship, a ship of the line is not limited to duties representing only a single command, but is rather used by all of them for missions of urgency.
However, it is most often used by the Galaxy Explorations Command.
Galaxy Explorations Command: This is the primary command of Starfleet, conducting its primary mission of peaceful exploration and contact. Most people who join Starfleet do so out of a
desire to serve aboard a vessel of exploration.
Military Operations Command: Despite utilizing traditional military organization to maintain discipline and train its officers, Starfleet is not a traditional military- any more than NASA is. It uses
its military might strictly as a defensive measure and a patrol force, usually along the Romulan and Klingon Neutral Zones. When called upon, the might of Starfleet is impressive. The Starfleet
Marine Coprps is ordered out of this command. Starfleet Marines is the traditional military of the Federation and their officers are usually found on ships assigned to the Military Operations
Command.
Colonial Operations Command: Closely related to Galaxy Explorations Command, Colonial Operations handles the settling, mining, and terraforming of new worlds. It also offers support to
colonies and settlements, including delivering supplies and personnel and performing routine medical check-ups. The Starfleet Corps of Engineers (SCE) operate out of this Command.
Starfleet Intelligence: More colloquially known as Section 31, Starfleet Intelligence is a separate organization within Starfleet. It frequently sends its agents into the field to gain experience and
monitor tense political situations. It also often borrows Starfleet officers to assist in its field operations. Starfleet Intelligence does not conduct missions of assassination or political
destabilization, nor does it spy on Federation citizens. It most frequently acts to correct such acts conducted by unethical Starfleet officers or hostile intelligence agencies, in covert rescue
operations, or in undercover operations to apprehend criminals. The Department of Temporal Investigation operates out of Starfleet Intelligence.
Starbase Headquarters Command: Each sector or important region in space is home to an outpost from which the laws of Starfleet and the Federation are adjudicated and vessels can lay over
for repairs, supplies, and shore leave. There are three kinds: a planet-side outpost, like Starbase 11 in the episode “Court Martial;” a space station in orbit around or in close proximity to a
planet, like Deep Space 9; and a space station positioned along an important travel route but not in orbit around any planet, like Deep Space K-7 seen in “The Trouble with Tribbles.” These are
Office of the Judge Advocate General: The Office of the acts as both a police force and a judicial system within Starfleet and on the frontier where Federation law and order has not yet been
firmly established. It is responsible for overseeing the Military Police of the Starfleet and enforcing the laws of the fleet. It also handles the containment and rehabilitation of criminals.
Federation Diplomatic Corps: Diplomacy and arbitration has always been used by Starfleet as a vital weapon for maintaining the peace and avoiding conflict and war. The Federation is, after all,
made up of an extraordinary number of species, all of whom have their own cultures and ideas, and conflict is inevitable, even among member worlds. The Diplomatic Corps not only assists in
arbitration and peacekeeping, it also conducts ambassadors to and from key destinations and approves those ambassadors and their aides for service. The Federation News Service is operated
as a function of the Diplomatic Corps.
Starfleet Operations Command: Starfleet Operations Command is the highest administrative body of Starfleet. It operates out of Starfleet Command in San Francisco, Earth and in orbit in Earth
Spacedock. It is responsible for the movements of the fleet, assignments of vessels, and the general administration of Starfleet and all of its Command branches and operations. Many officers of
Starfleet seek the opportunity to serve in this Command as a jumping-off point towards the admiralty.
Starfleet Academy: Starfleet Academy is where Starfleet and the Federation trains most of its officers. It is only partially a military training camp. It is just as much a well-respected and revered
university that employs a well-trained staff of educators covering every field. Besides these educators, Starfleet also likes to employ experienced members of the Fleet to guide cadets and assist
in their training and education. It is seen as a mark of distinction to be asked to perform such a duty.
Modifiers
LCK: 70+ -10
60-69 -5
40 or less +5
Cadet Cruise Results:
High Honors -20
Honors -10
Modifiers
LCK: 70+ -10
60-69 -5
INT: 60+ -10
Attribute Modifiers
LCK: 70+ -10
60-69 -5
40 or less +5
Modifiers
LCK: 70+ -10
60-69 -5
INT: 60+ -10
Modifiers
LCK: 70+ -10
60-69 -5
INT: 60+ -10
Post-Academy Skills
Increase a number of skills based upon time served, tour assignment, and attributes. Choose from any skill already possessed or as designated by the assignment. Roll 1D10 for
each. Skills may be chosen more than once.
Base Number of Skills: 5 rolls for every 2 years of service
Modify For Attributes:
INT: 70+ +2 rolls
60-69 +1 roll
LCK: 70+ +2 rolls
60-69 +1 roll
Basic Education
Artistic Expression 5
Computer Operation 10
Language: Galactic 30
Language: Native 40
Language: (Two of Choice) 15 each
Life Science: Biology 10
Med Science: General Medicine (Native) 10
Physical Science: Physics 15
Physical Science: Mathematics 15
Social Science: Economics 15
Social Science: Federation Law 10
Social Science, Native Culture/History 15
Social Science, Native Law 15
Sports (One of Choice) 10
Trade and Commerce 5
Vehicle Operation 10
Background Skills:
Background Skills
Number of Skills: Int/10 rounded down
Half on Education and half on Personal Development
Ranking: 1d10
Starfleet Marine Corps Special Operations Branch School (2 years, Reserved for Starfleet Marines Operatives)
Communication Systems Operation 20
Clandestine Operation 30
Demolitions 30
Disguise 10
Environmental Suit Operation 20
Intelligence Procedures 20
Interrogation 20
Languages (Three of Choice) 20 each
Marksmanship: Modern 25
Marksmanship: Modern (Sniper) 30
Personal Combat: Armed 15
Personal Combat: Unarmed 15
Personal Weaponry Technology 15
Planetary Survival (Four of Choice) 15 each
Security Procedures 20
Shuttlecraft Pilot 10
Small Equipment Systems Operation 10
Small Unit Tactics 30
Stealth 20
Transporter Operation Procedures 15
Zero-G Operations 10
Zero-G Combat 20
Vehicle Operations 20
Specialty Skills (Four of Choice) Total of 40 Points
Outside Electives
Starfleet Intelligence Command 32
Number of Skills: 5
Skill Rating: 10 EACH
*Artistic Expression
Carousing
*Gaming
*Marksmanship: Archaic
Negotiations/Diplomacy
Personal Combat: Armed
*Sports
Streetwise
*Trivia
Advanced Study
Number of Skills: 1d10/10, rounded down
Skill Rating: 1d10
Choice: Only those skills already known
Cadet Cruise
1 year
Assignment Results
Roll Assignment Roll Result
15 or less Operating Forces Subdivision
16-25 Technical Services Subdivision
26-50 Plans and Policies Division
51-75 Administration Division
76-90 Military Operations Command
91-100 Starfleet Marine Special Operations
5 or less Passed with High Honors (Promoted)
6-15 Passed with Honors
16-60 Passed
60+ Repeat Cruise Procedure
Modifiers for Cadet Cruise Assignment Modifiers for Cadet Cruise Results
LUC 70+ -10
LUC 60-69 -5
LUC 40 or less +5
INT 70+ -10
INT 60-69 -5
Per Previous Cruise +10
Field Ops Branch -10
Tech Services Branch -5
Analysis Branch +5
Technical Services Subdivision -10
Plans and Policies Division -10
Administration Division No Modifier
Operating Forces Subdivision -20
Military Operations Command +10
LUC 70+ -10
LUC 60-69 -5
LUC 40 or less +5
For Every Previous Cruise +10
Field Operations Branch Assignments Operating Forces Sector Table Modifiers for Tour Assignments
Roll Assignment Roll Location of Assignment
01-60 Field Operations (Ops Forces) 01-15 Triangle Sector
61-70 Tech Services (Ops Forces) 16-30 Klingon Sector
71-75 Plans and Policies Division 31-40 Romulan Sector
76-80 Administrations Division 41-50 Orion Sector
81-85 Star Fleet Military Ops Command 51-55 Gorn Sector
86-90 Star Fleet Marine Corps Command 56-60 Tholian Sector
91+ Star Fleet Academy 61-70 Sector 3 SE Intelligence
71-80 Sector 4 SW Intelligence
81-85 Sector 2 NE Intelligence
86+ Sector 1 NW Intelligence
Modifier Results
LUC 70+ -4
LUC 60-69 -2
LUC 40 or less +2
Outstanding OER -6
Excellent OER -4
As Expected OER 0
Fair OER +4
Poor OER +6
High Honors (1st Tour) -20
Honors (1st Tour Only) -10
Basic Education
Artistic Expression 5
Computer Operation 10
Language: Galactic 30
Language: Native 40
Language: (Two of Choice) 15 each
Life Science: Biology 10
Med Science: General Medicine (Native) 10
Physical Science: Physics 15
Physical Science: Mathematics 15
Social Science: Economics 15
Social Science: Federation Law 10
Social Science, Native Culture/History 15
Social Science, Native Law 15
Sports (One of Choice) 10
Trade and Commerce 5
Vehicle Operation 10
Background Skills:
Background Skills
Number of Skills: Int/10 rounded down
Half on Education and half on Personal Development
Ranking: 1d10
35
Personal Combat: Unarmed 25
Personal Weaponry Technology 20
Planetary Survival (Four of Choice) 15 each
Security Procedures 40
Small Equipment Systems Operation 20
Small Equipment Systems Technology 10
Shuttlecraft Pilot 35
Shuttlecraft Systems Technology 15
Small Vessel Engineering 15
Small Vessel Pilot 45
Social Sciences: Culture/History (Four of Choice) 30 each
Space Sciences: Astrogation 30
Space Sciences: Astronautics 10
Starship Combat Strategy/ Tactics 30
Starship Helm Operations 20
Starship Sensors 30
Starship Weaponry Operation 20
Starship Weaponry Technology 10
Stealth 40
Streetwise 30
Surveillance 30
Transporter Operation Procedures 15
Zero-G Operations 10
Zero-G Combat 20
Vehicle Operations 25
Specialty Skills (Choice of Four) Total of 80 Points
Advanced Training
Number of Skills: INT/10 round down
Skill Ranking: 1D10
Choice: Skills already know
Outside Electives
Two of Choice
Rating: 1d10
Federation Merchant Marine Academy (Starfleet Reserve, Both Officer and Enlisted)
Native Skills
Language: Native 30
Medical Science: First Aid (Native) 15
Social Sciences: Native Law 10
Social Sciences: Native Culture/History 10
Personal Combat: Unarmed (Native) 10
Trivia (Native) 10
Basic Education
Artistic Expression 5
Computer Operation 10
Language: Galactic 30
Language: Native 50
Language: (Two of Choice) 15 each
Life Science: Biology 10
Med Science: General Medicine (Native) 10
Physical Science: Physics 15
Physical Science: Mathematics 15
Social Science: Economics 15
Social Science: Federation Law 10
Social Science, Native Culture/History 15
Social Science, Native Law 15
Sports (One of Choice) 10
Trade and Commerce 5
Vehicle Operation 10
Background Skills:
Number of Skills: Int/10 rounded down
Half on Education and half on Personal Development
Ranking: 1d10
Federation Merchant Marine Academy (Starfleet Reserve, Both Officer and Enlisted) 36
*Planetary Survival
*Shuttlecraft Pilot
*Sports
Streetwise
*Trivia
*Vehicle Operations
Mid-Program Evaluation
D100 Roll Result
15 or less Further training disallowed
Outside Electives
2 different skills at 10 points each from any Specialty Training Table
Advanced Training
6 skills that are already known at 1D10 each
Federation Merchant Marine Academy (Starfleet Reserve, Both Officer and Enlisted) 37
Specialties (Choice of Three) Total of 30 Points
Command Officer
Administration 45
Communications Systems Operation 20
Communications Systems Technology 15
Computer Operation 20
Computer Technology 15
Deflector Shield Operation 20
Deflector Shield Technology 15
Electronics Engineering or Mechanical Engineering 10
Instruction 25
Languages (Three of Choice) 15 each
Leadership 30
Shuttlecraft Pilot 20
Small Equipment Systems Operation 15
Small Equipment Systems Technology 10
Small Vessel Engineering 30
Small Vessel Pilot 40
Small Unit Tactics 15
Social Science, Economics 15
Space Sciences,Astrogation 40
Space Sciences (Two of Choice) 25 each
Starship Combat Strategy/Tactics 45
Starship Helm Operation 40
Starship Sensors 30
Starship Weaponry Operation 30
Starship Weaponry Technology 15
Sub-Light Drive Technology 15
Trade/Commerce 30
Value Estimation 30
Warp Drive Technology 25
Specialties (Choice of Three) Total of 60 Points
Cargomaster/Security
Administration 15
Environmental Suit Operation 10
Marksmanship, Modern 20
Medical Sciences: General Medicine (Native) 0
Medical Sciences: Psychology (Native) 0
Personal Combat, Unarmed 20
Personal Weapons Technology 10
Planetary Survival (One of Choice) 0
Security Procedures 20
Shuttlecraft Pilot 10
Small Unit Tactics 20
Social Science, Federation Law 15
Social Science, Native Law 20
Social Science, Racial Law (Two of Choice) 15
Starship Combat Tactics/Strategy 15
Starship Helm Operation 10
Starship Sensors 10
Starship Weapons Operation 20
Trade and Commerce 10
Value Estimation 20
Specialties (Choice of Three) Total of 30 Points
Communications (Sparks)
Administration 15
Communications Systems Operations 25
Communications Systems Technology 20
Computer Operation 20
Computer Technology 10
Damage Control Procedures 20
Electronics Technology 20
Language: Native 20
Language (Two of Choice) 15
Small Equipment Systems Operation 15
Small Equipment Systems Technology 10
Starship Helm Operation 10
Starship Sensors 5
Specialties (Choose of Three ) Total of 30 Points
Federation Merchant Marine Academy (Starfleet Reserve, Both Officer and Enlisted) 38
Transporter Systems Technology 25
Sub-Light Drive Technology 15
Warp Drive Technology 15
Specialties (Choice of Four) Total of 60 Points
Technical (Chips)
Communications Systems Technology 10
Computer Operation 15
Computer Technology 10
Damage Control Procedures 20
Deflector Shield Technology 15
Electronics Technology 15
Life Support Systems Technology 10
Holodeck Systems Technology 15
Mechanical Engineering 10
Personal Weapons Technology 0
Physical Science, Physics 10
Shuttlecraft Systems Technology 10
Small Equipment Systems Operations 15
Small Equipment Systems Technology 25
Space Science, Astronautics 0
Starship Sensors 10
Starship Weapons Technology 0
Sub-Light Drive Technology 10
Transporter Operations Procedures 10
Transporter Systems Technology 10
Warp Drive Technology 0
Specialties (Choice of Four) Total of 60 Points
Financial/Clerical
Administration 20
Computer Operation 15
Instruction 10
Language: Native 20
Language (Three of Choice) 20 each
Leadership 10
Negotiation/Diplomacy 10
Small Equipment Systems Operation 10
Social Sciences: Racial Culture/History (Two of Choice) 10 each
Social Sciences: Federation Law 20
Social Sciences: Native Law 30
Social Sciences: Political Science 5
Trade and Commerce 20
Value Estimation 20
Specialties (Choice of Four) Total of 40 Points
Master’s Ticket
Department Head School Skills (1 Year)
Administration 40
Computer Operation 15
Instruction 10
Leadership 20
Trade/Commerce 10
Specialty Skill (Department Head School only) 10
Advance Training
Number of Skills: INT/10, rounded down
Skill Ranking: 1d10
Choice: Only Skills already known
Rank: Promotion One Rank
Federation Merchant Marine Academy (Starfleet Reserve, Both Officer and Enlisted) 39
Trading Experience
Number of Jobs Employed: 1D10/3 (round up)
Self-Employed Character
Merchant captain with own ship +4 jobs
No payments yet made on ship -3 jobs
Some payments had, but less than ½ -2 jobs
More than payments made, but not all -1 job
Small ship requiring less than 5 crew -1 job
Planetside Merchant/Trader
With large established business +4 jobs
With small established business +2 jobs
Freelance (no establishment) No Modifier
Extension Courses
Besides the normal career choices offered to Starfleet Personnel (Both active and reserve) as well as many Civilians may take these Extension Courses to increase their overall knowledge
without them having to take-up a secondary Branch School or a Secondary Civilian Class for additional training. The Extension packages consist of four to six related skills and the entire course
last 6 months, in which the time of the course will be added to any Branch school training. The courses can be taken on any Federation World or Starbase/Installation or via even through
Subspace communication. These Extension packages can as refresher courses for specific Starfleet Branches or upgrades the Personnel’s knowledge in their career.
Not to be mistaken, these courses only give the basic knowledge required to use a skill and that the skills are subject to the rules of Skill Advancement , but however some of these courses may
overlap with existing skills and their points are added to that skill as part of the overall skill advancement.
List of Extension Courses with the Skills involved, all of which are packaged into 6 month study units.
Administration
Administration 20
Social Science, Federation Law 20
Trade/Commerce 20
Computer Operation 10
Artistic Expression
Artistic Expression (Three of Choice) 20 each
Trivia (Two of Choice) 15 each
Business Training
Administration 15
Computer Operation 20
Negotiation/Diplomacy 15
Trade/Commerce 20
Value Estimation 15
Diplomatic Training
Language (Two of Choice) 20 each
Social Sciences, Racial Culture/History (Two of Choice) 20 each
Negotiation/Diplomacy 20
Extension Courses 40
Engineering Systems Training
Space Science-Astronautics 10
Sub-Light Drive Technology or Warp Drive Technology 20
Mechanical Engineering 20
Electronics Technology 20
Computer Technology 10
Extravehicular Activities
Environmental Suit Operation 20
Small Equipment Systems Operation 20
Zero-G Operations 20
Zero-G Combat 20
Holographic Design
Artistic Expression-Creative Writing 15
Computer Operations 20
Computer Technology 15
Holodeck Operations Procedures 20
Holodeck Systems Technology 15
Leadership Training
Instruction 15
Language (Two of Choice) 15 each
Leadership 20
Small Unit Tactics 15
Life Sciences
Life Sciences (Three of Choice) 25 each
Small Equipment Systems Operation 15
Para-Legal Training
Administration 10
Computer Operation 10
Social Science, Federation Law 30
Social Science, Racial Law (Two of Choice) 20 each
Medicine-Emergency Training
Life Science, Biology 25
Medical Science, General Medicine 20
Medical Science, First Aid (Native) 25
Medical Science, First Aid (Two Races of Choice) 15 each
Small Equipment Systems Operation 15
Physical Sciences
Physical Sciences (Three of Choice) 25 each
Small Equipment Systems Operation 15
Physical Training
Personal Combat, Unarmed 15
Sports (Two of Choice) 20
Trivia (Sports) 10
Planetary Sciences
Planetary Sciences (Three of Choice) 25 each
Small Equipment Systems Operation 15
Planetary Survival
Holodeck Operations Procedures 15
Life Science, Biology 15
Planetary Survival (Three of Choice) 20 each
Security Training
Marksmanship, Modern 20
Personal Combat, Unarmed 20
Personal Weapons Technology 10
Security Procedures 20
Shuttlecraft Maintenance
Deflector Shield Technology 10
Electronics Engineering 10
Life Support Systems Technology 15
Shuttlecraft Systems Technology 30
Sub-Light Drive Technology or Warp-Drive Technology 10
Shuttlecraft Piloting
Deflector Shield Operations 10
Life Support Systems Technology 15
Extension Courses 41
Space Science, Astrogation 15
Shuttlecraft Piloting 25
Shuttlecraft Systems Technology 20
Starship Sensors 10
Social Sciences
Social Science, Economics 15
Social Science,Racial Law (Two of Choice) 25 each
Social Science, Racial Culture/History (Two of Choice) 20 each
Space Sciences
Space Sciences (Three of Choice) 25 each
Starship Sensors 15
Transporter Operation
Computer Technology 20
Electronics Engineering 15
Transporter Systems Operation 20
Transporter Systems Technology 20
Starship Sensors 15
Trivia Studies
Computer Operation 15
Trivia (Four of Choice) 20 each
Background Skills:
Number of Skills: Int/10 rounded down
Half on Education and half on Personal Development
Ranking: 1d10
Colonist
Computer Operation 15
Environmental Suit Operation 10
Language, Galactic 30
Language, Native 40
Life Science: Biology 20
Life Science: Botany 15
Life Science: Genetics 15
Mechanical Engineering 20
Medical Science: General Medicine (Native) 5
Physical Science, Mathematics 10
Phanetary Science: Agriculture 20
Planetary Science: Geology 10
Planetary Science: Hydrology 20
Social Science: Economics 10
Social Science, Federation Law 10
Social Science, Native Culture/History 10
Social Science, Native Law 10
Sports (One of Choice) 15
Trade and Commerce 20
Value Estimation 15
Vehicle Operation 10
Basic Science Studies (In the Following Skills) Total of 50 Points
Physical Science, Chemistry
Physical Science, Physics
Physical Science, Geology
Life Science, Biology
Space Science, Astronomy
Advanced Training
Number of Skills: INT/10 round down
Skill Ranking: 1D10
Choice: Skills already know
Outside Electives
Two of Choice
Rating: 1d10
Data Hacker
Computer Operation 30
Computer Technology 20
Electronics Technology 20
Language, Galactic 20
Language, Native 40
Life Science: Biology 10
Life Support Systems Technology 20
Mechanical Engineering 20
Medical Science: First Aid (Native) 5
Physical Science: Computer Science 40
Physical Science, Mathematics 20
Small Equipment Systems Operation 30
Small Equipment Systems Technology 20
Social Science: Economics 10
Social Science: Federation Law 10
Social Science: Native Culture/History 10
Social Science: Native Law 10
Sports (One of Choice) 5
Trade and Commerce 10
Vehicle Operation 10
Basic Science Studies Total of 50 Points
Physical Science: Chemistry
Physical Science: Computer Science
Physical Science: Physics
Planetary Science: Geology
Space Science: Astronomy
Advanced Training
Number of Skills: INT/10 round down
Skill Ranking: 1D10
Choice: Skills already know
Outside Electives
Two of Choice
Rating: 1d10
Diplomatic Liaison
Clandestine Operations 15
Communication Systems Operation 20
Computer Operation 15
Language: Galactic 20
Engineer
Administration 20
Communication Systems Operations 10
Communication Systems Technology 20
Computer Operation 15
Computer Technology 20
Electrical Engineering 30
Mechanical Engineering 30
Physical Science: Mathematics 30
Physical Science (Three of Choice) 40 each
Planetary Science (Two of Choice) 20 each
Small Equipment Systems Operation 20
Small Equipment Systems Technology 10
Social Science, Economics 30
Social Science, Federation Law 10
Social Science, Native Culture/History 10
Social Science, Native Law 10
Space Science: Astronautics 30
Space Science (Two of Choice) 15 each
Technology (Four of Choice) 30 each
Trade and Commerce 25
Value Estimation 20
Vehicle Operation 10
Basic Science Studies (In the Following Skills) Total of 50 Points
Life Science, Biology
Physical Science: Chemistry
Physical Science: Physics
Planetary Science: Geology
Space Science, Astronomy
Advanced Training
Number of Skills: INT/10 round down
Skill Ranking: 1D10
Choice: Skills already know
Outside Electives
Two of Choice
Rating: 1d10
Freelance Smuggler
Artistic Expression (Two of Choice) 20 each
Carousing 15
Clandestine Operations 30
Computer Operation 20
Disguise 20
Electronics Technology 15
Forgery 20
Language (Native) 30
Language (Three of Choice) 15 each
Mechanical Engineering 20
Negotiation/Diplomacy 30
Small Vessel Pilot 40
Small Vessel Engineer 25
Stealth 25
Streetwise 30
Trade and Commerce 40
Value Estimation 30
Zero-G Operations 20
Basic Science Studies (In the Following Skills) Total of 50 Points
Life Science, Biology
Physical Science: Chemistry
Physical Science: Physics
Planetary Science: Geology
Space Science, Astronomy
Advanced Training
Number of Skills: INT/10 round down
Skill Ranking: 1D10
Choice: Skills already know
Outside Electives
Two of Choice
Rating: 1d10
Laborers
Carousing 10
Communication Systems Operation 10
Computer Operation 15
Electronics Technology 30
Language, Galactic 30
Language, Native 40
Language (Two of Choice) 10
Life Science: Biology 10
Marksmanship: Archaic 20
Marksmanship: Modern 30
Mechanical Engineering 25
Medicine Science: First Aid (Native) 5
Personal Combat: Armed 30
Personal Combat: Unarmed 30
Personal Weapons Technology 20
Physical Science, Mathematics 10
Small Equipment Systems Operation 20
Small Equipment Systems Technology 15
Social Science, Economics 10
Social Science, Federation Law 10
Social Science, Native Culture/History 10
Social Science, Native Law 10
Sports (One of Choice) 20
Trade and Commerce 25
Value Estimation 20
Vehicle Operation 10
Basic Science Studies (In the Following Skills) Total of 50 Points
Life Science, Biology
Physical Science: Chemistry
Physical Science: Physics
Planetary Science: Geology
Space Science, Astronomy
Advanced Training
Number of Skills: INT/10 round down
Skill Ranking: 1D10
Choice: Skills already know
Outside Electives
Two of Choice
Rating: 1d10
Mercenary/Body Guard
Carousing 10
Clandestine Operations 25
Communication Systems Operation 10
Computer Operation 15
Electronics Technology 20
Demolitions 25
Environmental Suit Operation 15
Language, Galactic 30
Language, Native 40
Merchant
Administration 20
Bribery 15
Carousing 15
Communication Systems Operation 20
Communication Systems Technology 15
Computer Operations 20
Computer Technology 10
Electronic Engineering 20
Forgery 15
Gaming (Two of Choice) 10 each
Language, Galactic 20
Language, Native 30
Language (Two of Choice) 10 each
Mechanical Engineering 20
Medical Science: First Aid (Native) 10
Physical Science: Chemistry 20
Physical Science: Mathematics 10
Shuttlecraft Pilot or Small Vessel Pilot 25
Shuttlecraft Systems Technology or Small Vessel Engineering 15
Small Equipment Systems Operation 30
Small Equipment Systems Technology 20
Social Science, Economics 30
Social Science, Federation Law 10
Social Science, Federation Culture/History 10
Social Science, Native Culture/History 10
Social Science, Native Law 10
Trade and Commerce 25
Value Estimation 20
Vehicle Operation 10
Basic Science Studies (In the Following Skills) Total of 50 Points
Life Science, Biology
Physical Science: Chemistry
Physical Science: Physics
Planetary Science: Geology
Space Science, Astronomy
Advanced Training
Number of Skills: INT/10 round down
Skill Ranking: 1D10
Choice: Skills already know
Outside Electives
Two of Choice
Rating: 1d10
Miner
Administration 20
Bribery 15
Carousing 15
Communication Systems Operation 20
Communication Systems Technology 15
Computer Operations 20
Computer Technology 10
Electronic Engineering 20
Environmental Suit Operations 15
Marksmanship, Modern 10
Mechanical Engineering 30
Mining 40
Negotiations/Diplomacy 15
Physical Science, Chemistry 20
Organized Crime
Administration 20
Bribery 25
Carousing 15
Clandestine Operations 30
Communication Systems Operation 15
Computer Operation 20
Electronic Engineering 20
Forgery 15
Gaming (One of Choice) 10
Language, Galactic 20
Language, Native 30
Language (Two of Choice) 15 Each
Leadership 20
Life Science: Biology 10
Marksmanship: Modern 25
Medical Science: First Aid (Native) 15
Personal Combat: Armed (Knife) 20
Personal Combat, Unarmed 30
Physical Science: Physics 10
Physical Science: Mathematics 10
Small Equipment Systems Operation 15
Small Unit Tactics 20
Social Science, Economics 10
Social Science, Federation Law 10
Social Science, Native Culture/History 10
Social Science, Native Law 10
Sports (Mixed Martial Arts) 25
Trade and Commerce 15
Value Estimation 30
Vehicle Operation (Two of Choice) 15 each
Basic Science Studies (In the Following Skills) Total of 50 Points
Life Science, Biology
Physical Science: Chemistry
Physical Science: Physics
Planetary Science: Geology
Space Science, Astronomy
Advanced Training
Number of Skills: INT/10 round down
Skill Ranking: 1D10
Choice: Skills already know
Outside Electives
Two of Choice
Rating: 1d10
Performer
Artistic Expression (One of Choice) 40
Artistic Expression (Two of Choice) 20 each
Carousing 20
Communication Systems Operation 20
Communication Systems Technology 10
Computer Operation 15
Disguise 20
Electronics Technology 20
Language: Galactic 20
Language: Native 40
Language (Three of Choice) 15 Each
Life Science: Biology 20
Mechanical Engineering 10
Med Science: First Aid (Native) 10
Physical Science, Mathematics 10
Small Equipment Systems Technology 20
Social Science, Economics 10
Social Science, Federation Law 10
Social Science, Native Culture/History 10
Social Science, Native Law 10
Sports (One of Choice) 10
Trade and Commerce 15
Trivia (Choice of Two) 10 each
Value Estimation 15
Vehicle Operation 10
Basic Science Studies (In the Following Skills) Total of 50 Points
Pilot
Administration 20
Bribery 25
Carousing 15
Communication Systems Operation 15
Computer Operation 20
Computer Technology 15
Deflector Shield Operation 20
Deflector Shield Technology 10
Electronic Engineering 20
Language: Galactic 20
Language: Native 40
Language (Two of Choice) 15 Each
Life Science: Biology 20
Life Support Systems Technology 15
Mechanical Engineering 10
Small Vessel Pilot 40
Small Vessel Engineering 20
Space Sciences: Astrogation 30
Space Sciences (Two of Choice) 15 each
Starship Combat Strategy/Tactics 10
Starship Helm Operation 30
Starship Sensors 10
Starship Weaponry Operation 10
Trade and Commerce 15
Value Estimation 15
Vehicle Operation 10
Basic Science Studies (In the Following Skills) Total of 50 Points
Life Science, Biology
Physical Science: Chemistry
Physical Science: Physics
Planetary Science: Geology
Space Science, Astronomy
Advanced Training
Number of Skills: INT/10 round down
Skill Ranking: 1D10
Choice: Skills already know
Outside Electives
Two of Choice
Rating: 1d10
Physician
Administration 15
Computer Operation 10
Instruction 15
Life Science: Biology 30
Life Science (Three of Choice) 15 each
Life Support Systems Technology 20
Medical Science
General Medicine (Native) 50
General Medicine (Three Races of Choice) 30 each
Specialty: Surgery 40
Specialty (Two of Choice) 25 each
General Medicine: Psychology (Native) 40
General Medicine: Psychology (Two Races of Choice) 20
Physical Science: Chemistry 20
Small Equipment Systems Operations 20
Trade and Commerce 15
Value Estimation 15
Vehicle Operation 10
Basic Science Studies (In the Following Skills) Total of 60 Points
Life Science, Biology
Physical Science: Chemistry
Physical Science: Physics
Planetary Science: Geology
Space Science, Astronomy
Advanced Training
Number of Skills: INT/10 round down
Skill Ranking: 1D10
Choice: Skills already know
Outside Electives
Two of Choice
Rating: 1d10
Planetary Militia
Administration 15
Communications Systems Operations 10
Computer Operation 10
Instruction 15
Language: Galactic 20
Language: Native 30
Language (Two of Choice) 15 each
Politician
Administration 30
Computer Operation 5
Instruction 20
Language: Galactic 20
Language: Native 30
Language (Three of Choice) 15 each
Leadership 30
Life Science: Biology 10
Medical Science: First Aid (Native) 10
Physical Science: Physics 15
Physical Science, Mathematics 15
Social Science: Economics 20
Social Science: Federation Culture/History 15
Social Science: Federation Law 15
Social Science: Native Culture/History 15
Social Science: Native Law 15
Social Science: Political Science 30
Trade and Commerce 15
Value Estimation 20
Vehicle Operation 10
Religious Leader
Administration 30
Artistic Expression (Two of Choice) 20 each
Communication Systems Operation 15
Computer Operation 10
Language: Galactic 20
Language: Native 30
Language (Two of Choice) 15 each
Life Science: Biology 10
Medical Science: First Aid (Native) 10
Medical Science: Psychology (Native) 30
Medical Science: Psychology (Two of Choice) 10
Physical Science Physics 10
Physical Science, Mathematics 10
Social Science: Anthropology 10
Social Science: Economics 10
Social Science: Federation Law 10
Social Science: Native Culture/History 10
Social Science: Native Law 10
Social Science: Religion (Native) 25
Social Science: Religion (Two of Choice) 15 Each
Trade and Commerce 5
Vehicle Operation 10
Basic Science Studies (In the Following Skills) Total of 40 Points
Life Science, Biology
Physical Science: Chemistry
Physical Science: Physics
Planetary Science: Geology
Space Science, Astronomy
Advanced Training
Number of Skills: INT/10 round down
Skill Ranking: 1D10
Choice: Skills already know
Outside Electives
Two of Choice
Rating: 1d10
Scientist
Computer Operation 30
Computer Technology 20
Instruction 15
Language, Galactic 20
Language, Native 30
Life Science (Three of Choice) 30 each
Med Science: General Medicine (Native) 20
Physical Science (Three of Choice) 25 each
Physical Science: Mathematics 20
Planetary Science (Two of Choice) 20
Social Science: Federation Law 10
Social Science: Native Culture/History 10
Social Science: Native Law 10
Space Science (Two of Choice) 20
Trade and Commerce 5
Basic Science Studies (In the Following Skills) Total of 50 Points
Life Science, Biology
Physical Science: Chemistry
Physical Science: Physics
Planetary Science: Geology
Space Science, Astronomy
Advanced Training
Number of Skills: INT/10 round down
Skill Ranking: 1D10
Choice: Skills already know
Outside Electives
Two of Choice
Rating: 1d10
Sports Athlete/Coach
Artistic Expression (Two of Choice) 15
Carousing 10
Computer Operation 10
Instruction 15
Language, Galactic 20
Language, Native 30
Language (One of Choice) 10
Life Science (Two of Choice) 10 each
Medical Science: First Aid (Native) 20
Personal Combat: Unarmed (Two of Choice) 30 each
Physical Science: Physics 20
Physical Science: Mathematics 10
Planetary Survival (Two of Choice) 15 each
Thief
Bribery 20
Carousing 10
Clandestine Operations 30
Communication Systems Operation 10
Computer Operation 15
Disguise 20
Electronics Technology 20
Environmental Suit Operation 10
Forgery 30
Gaming (One of Choice) 20
Language, Galactic 20
Language, Native 30
Life Science: Biology 10
Mechanical Engineering 25
Medicine Science: First Aid (Native) 10
Physical Science: Physics 15
Physical Science: Mathematics 10
Security Procedures 30
Small Equipment Systems Technology 20
Social Science: Economics 20
Social Science: Federation Law 10
Social Science: Native Culture/History 10
Social Science: Native Law 10
Sports: Acrobatics 25
Stealth 30
Streetwise 20
Surveillance 20
Trade and Commerce 25
Trivia (Two of Choice) 15 each
Value Estimation 30
Vehicle Operation (Two of Choice) 30 each
Zero-G Operation 10
Basic Science Studies (In the Following Skills) Total of 40 Points
Life Science, Biology
Physical Science: Chemistry
Physical Science: Physics
Planetary Science: Geology
Space Science, Astronomy
Advanced Training
Number of Skills: INT/10 round down
Skill Ranking: 1D10
Choice: Skills already know
Outside Electives: Two of Choice
Rating: 1d10
Unskilled
Characters have only their LUC score to use if they attempt to perform in an area where their Skill Rating is 0. Such use should be limited to very critical circumstances. After all, not every
character should be able to do everything.
Semi-skilled
A character attempting to do something for which he has no skill may botch the job entirely. For a character to handle routine matters in an area where his Skill Rating is less than 10, the game
master may require a Skill Roll using one 10-sided die, not percentile dice. If the roll is greater than the Skill Rating, the attempt fails and something goes wrong, but the game master may allow
a Saving Roll against LUC to see if the character figured it out anyway.
Qualified
Characters that have a Skill Rating of at least 10 and not more than 39 are said to be qualified in a skill. This means that they may use their skill with modest success in most non critical
circumstances. Their success will not be total, for they are not professionals, nor will it border failure, for they are, after all, proficient. In raising their skill, room is left for the close call, even in
non-critical situations. The closer it is to 40, the less chance for close call. One way to simulate this is to subtract the Skill Rating from 40, and this gives the percentage chance for a close call.
For physical skills, a Skill Rating of 10 indicates that a character has familiarity with basic procedures used in those situations normally encountered. He can use that skill in non-critical,
leisurely situations and have success. The quality of the product and the time taken to achieve the success are indicated by his Skill Rating. The Skill Rating indicates the quality of the action
produced and the time taken to achieve the success. Thus a Skill Rating of 30 indicates that the character can use his skill in non-critical situations and perform with that skill three times as well
as someone with a Skill Rating of 10. It also indicates that a person with a Skill Rating of 30 will take only one-third the time to do the same job as a person with a Skill Rating of 10.
For mental skills, a Skill Rating of 10 or more indicates a basic understanding of the concepts and vocabulary in an area of study. It also indicates that the most common facts in the area
are known by the character, and that the common uses of the skill are within the character's grasp. In noncritical, leisurely situations, the character can apply his knowledge to solve problems.
The Skill Rating is an indication of the difficulty of the problems that may be solved easily, and also an indication of the time needed to come up with the solution.
Expert Level
Characters with a Skill Rating of 80 or more are experts who can use their skill with creditable success even in many critical situations. In critical situations, however, even the expert
character may fail a Skill Roll. A Skill Rating of 96 or more indicates that the character is an acknowledged leader in the field, one of the few greats in the Federation.ING SKILL RATIH
There are two ways a game master can allow characters to increase their Skill Ratings. The first allows a player to increase some of his character's Skill Ratings by 1 point after every
game session, and the second allows him to increase those ratings by 1D10 points after every adventure or mission in a campaign. In either case, only the characters that saw action should have
this chance, and only the skills that were used frequently should be considered. In the first method, the player should keep track of all skills specifically used. For each skill used more than twice,
the player should make a Skill Roll. In this case, the rating is increased by 1 point only if the roll is greater than the current Skill Rating. If the roll is equal to or less than the rating, the skill is not
improved. In the second method, the player may improve three (or more, at the game master's option) skills the character used frequently during the course of the adventure. The player makes
a Saving Roll against his character's INT score. If the roll is successful, the player may roll 1D10 and add the resulting number of points to his Skill Rating in that skill. Game masters may award
bonus points to characters that push a skill to its limit by frequent successful use or by passing a very difficult Skill Roll. They may also award an extra point to characters that had the
opportunity to make close observations of someone with a greater Skill Rating engaging in more-than routine use of the skill. This is a teaching situation, covered under the rules pertaining to
the skill of Instruction.
Game masters also should provide the player characters with the opportunity to gain new Skill Ratings. Between adventures, a player should have a chance to make a Saving Roll against
his character's INT score to gain a brand new skill. This roll should only be made when the player specifically asks to devote time to learning something new, and it should be made with a
modifier of 20 subtracted from the INT, making success a bit harder to get. The time required should depend on the character's INT score and on the similarity of the skill to others he already
knows; the minimum should be about 4 weeks.
Game masters should not allow Skill Rating increases to be too easy, or allow Skill Ratings to rise too quick and too cheap. The GM should remember that Skill Ratings above 40 or 50 are
(or should be) hard to attain—the result of intensive study and experience. It should be almost unheard of for player characters using the character generation system to ever gain Skill Ratings
that rival those of Kirk, Spock, McCoy and the like. But it also depends on how the game is set up, home rules sometime allow characters to have higher skill ranks that Cannon characters.
Skill List
Some skills may require that the character develop a separate Skill Rating in a specific division. These skills are preceded by a solid star (*). Examples are Medical Sciences, which requires a
different Skill Rating for each racial type (Humans, Vulcans, etc.), and Armed Personal Combat, requires a completely different rating for each weapon type. Sometimes, skill in one division may
confer a lesser Skill Rating in another automatically.
Administration
*Artistic Expression
Assassination
Bribery
Carousing
Clandestine Operations
Communication Systems Operation
Communication Systems Technology
Computer Operation
Computer Technology
Cryptology
Damage Control Procedures
Deflector Shield Operation
Deflector Shield Technology
Demolitions
Disguise
Electronics Technology
Environmental Suit Operation
Forgery
*Gaming
Holodeck Operations Procedures
Holodeck Systems Technology
Instruction
Intelligence Procedures
Interrogation
*Language
Leadership
*Life Sciences
Administration
This skill is required of department heads aboard a starship and important to anyone who keeps records or manages people and deals with the structure and function of bureaucracies.
Expertise most frequently is gained through experience, but Star Fleet gives formal training to prospective department heads. This training includes record-keeping procedures and personnel
management techniques, as well as the organization of most Federation departments and the structure of Star Fleet itself.
This skill would be used by characters attempting to pass information through or get information from government channels, to write a report for or make a presentation that will be
accepted positively, or to deal with administrative personnel matters such as transfers. It would be particularly valuable for any character attempting to cut governmental red tape or to bypass
normal bureaucratic channels. This skill is taught in Department Head School. In trying to bypass normal Star Fleet channels, the Skill Rating should be averaged with the character's CHA score,
simulating the character's effect on the clerks who could speed any of his requests along.
Animal Handling
This skill involves the care, training, and riding of animals. In agrarian societies, it could also cover the breeding and grooming of livestock. It may be averaged with General Medicine to
reflect a character trained in veterinary medicine. If specific understanding of one species of animal is desired, such as horse or dog, then a Trivia skill should be taken, with the two skills
averaged together when dealing with the specific animal.
Artistic Expression
This skill encompasses fine arts, performing arts, and applied arts. Training is a combination of guided practice in technique and instruction in theory and important contributions to the
field. Training in any of the performing arts includes instruction in repertoire as well as extensive practice in solo and ensemble performance. A separate Skill Rating must be developed for each
different type of art form. Typical choices in the fine arts are painting with oil, water color, or light, sculpting in stone, plastic, or gemstones, and writing short stories or poetry; typical choices in
the performing arts include drama, vocal or instrumental music (specifying the instrument), and such dance forms as jazz or zero-G ballet; typical choices in the applied arts include optical
photography, holography, graphic design, and so on.
The greater the skill in this area, the finer the expression of the art form chosen. This skill can be used by a character who desires to produce a piece of art or perform for non-player
characters, such as for an important person on a newly discovered planet. Skill in music, for example, also may be used by a character attempting to reproduce a musical code, recognition sign,
or even an alien language. A separate Skill Rating must be developed for each different type of art form; the specific form chosen must be specified. For performing arts, the effect of a
performance would be determined by a Skill Roll based on the average of the Skill Rating and the character's CHA score.
THE KLINGONS: Klingon art is more martial than Human art, and is mostly of the realistic school. More tolerated than respected, Klingon artists are expected to use their talents to
glorify the warrior/conqueror theme. Most artists in the Empire are members of servitor races.
Assassination
This skill encompasses the knowledge of the many and varied methods and tactics designed to terminate a target individual or group that has some form of protection (such as
bodyguards). Training includes the study of assassination techniques and specialized weapons and devices. This skill is used to attempt assassinations and for recognizing and using any weapons
or devices designed specifically for assassination. Characters qualified in this skill (Skill Rating of 20 or more) may attempt assassinations. Determine success by making a Skill Roll against the
average of the character’s Skill Rating in Assassination and his INT score. Average the rating with Security Procedures when taking security precautions against the possibility of an assassination
attempt. The rating may also be averaged with Personal Weapons Technology when attempting to operate or repair an unusual assassination device or weapon. This skill is available only as an
elective, and so no Star Fleet Intelligence Officers receive any initial training.
Bribery
This skill involves subtle negotiation of bribes, kickbacks, and other quasi-legal and illegal payoffs. Training includes the art of tact, interpersonal dynamics, and knowing the correct sum to offer
in situations. This skill is important for subtle negotiation of bribes, kickbacks, and other quasi-legal and illegal payoffs. A character uses this skill whenever he must make a secret payoff or find
a corruptible individual who can be 'bought'. Expertise is most often gained by experience only, but the basics of who to pay and when can be learned informally in most merchant training
programs. Finesse, however, can be learned only by experience and by observing those who are more experienced.
In situations where bribery is not the usual practice, make a skill roll to determine the success of attempts to locate a corruptible official, negotiate a payment, and conceal the effort
from the authorities. Failed efforts will raise the price, with particularly clumsy efforts perhaps revealing the attempt to the authorities or even causing the official approached to turn in the one
offering the bribe. No attempt need be made to locate corruptible officials or to conceal routine bribes and kickbacks at some star-ports particularly on Orion-controlled worlds or in freeports.
Carousing
This skill encompasses such pastimes as drinking, bar hopping, gambling, and chasing members of the opposite sex. Ratings in this skill are gained only through experience, much of it
hard-earned indeed! This skill is used to determine success at gambling, at blending into the crowd at a bar, and so on. It may be averaged with the rating in Streetwise to gain information by
trying to drink an informant under the table. It is also averaged with MAX OP END to determine how well a character can hold his Saurian Brandy and with CHA to determine how successful he
is with the opposite sex.
Clandestine Operations
This skill encompasses the techniques used to conduct undercover police work, espionage, or any activity where a character must obtain information or perform any other acts under a
concealed identity. This skill is used whenever a character attempts to infiltrate an organization's membership, to pretend to have skills not actually possessed, or to perform similar acts of
bluffing to carry out his assignment. Persons with a Clandestine Operations rating of 20 or more could maintain a cover identity without suspicion and conceal espionage or other information-
gathering activities from normal observers. No skill roll should be required under normal circumstances.
Concealing an identity or activities under unusual circumstances would require a Skill Roll against a character's Skill Rating in Clandestine Operations, with any modifiers applied by the
game master. Such circumstances would include being under the scrutiny of an already suspicious individual, where particularly dangerous or conspicuous acts must be performed, or when
bluffing one's way through a situation requiring talents that one does not possess. If appropriate, the character may average his rating with his INT, DEX, or CHA scores, or his
Negotiation/Diplomacy Skill Rating.
Field Operations officers have a rating of at least 5 in this skill, and Intelligence Administration officers have a rating of at least 10. A rating of at least 10 implies a general familiarity with
clandestine techniques. Characters would gain ratings of 20 only through experience in the field.
Computer Operation
Taught from early grade school, this very important skill is a part of every educated person's background, as computers are used to analyze and retrieve data for nearly all purposes.
Training includes the theory of computer operations and computer programming, as well as practice in the use of data-base systems for information retrieval. Any character qualified in this skill
can use the ship's computer for routine matters to find most obvious information; those with greater skills can use it creatively to dig out even obscure information from the computer's
extensive memory banks.
Any Starfleet officer can gather the data, even though interpreting this data may require a specialist (Science Officer or Medical Officer). It can be of use when a character is trying to
correlate facts observed into patterns that can be used to make plans. All Starfleet personnel have a Skill Rating of at least 20. Medical Officers, Communications Officers, and Science Officers
usually have a rating of at least 40 in this skill.
Computer Technology
This skill deals with the practical technical side of computers. Training includes some instruction in computer theory and guided practice in computer construction. Computer repair is stressed.
Computer design and more complex computer theory is covered by the Physical Science skill of computer science.
This skill is used in the game for more-than-routine repairs. Such repairs are dealt with during training, but the more skilled an officer is in this field, the more successful he will be at
difficult repairs. After a bridge hit in starship combat, it is used, with a Skill Roll and averaged with the Skill Rating in Starship HelmOperation or Starship Sensors, to repair the helm console or
the sensors panel. Engineering Officers, Science Officers, and Communications Officers have a Skill Rating of at least 10 in this skill so that they can do routine maintenance on even the
sophisticated computers aboard starships.
Cryptology
This skill involves knowledge of and ability to use subspace communication encryption procedures, conventional codes and ciphers, symbols, and body language for secret
communication. Individuals with professional-level skill, combined with skill in the appropriate language, have some aptitude in decoding subspace transmissions, given time and adequate
computer facilities.
This skill is used to prepare and read high-security coded messages, to estimate someone's emotional attitude based on body language, or to break an unfamiliar code or cipher. Coding
and decoding messages are not difficult for characters with professional-level skill. For characters with lower Skill Ratings, time may be a vital factor. If such a character has access to shipboard
or other sophisticated computers, he may make one skill roll to break the code for every twelve hours of study. Modifiers to the skill roll depend on the complexity of the message and the
integrity of the code. For example, a simple code used between two merchant captains will probably be easier to crack than one of Starfleet Command's highest-rated security codes.
When attempting to break a code, a character must average his Cryptology Skill Rating with his INT score. If a character is working on a subspace transmission in an alien language,
average his INT score with his Cryptology and the appropriate racial language Skill Rating.
Demolitions
This skill involves knowledge and ability in using and defusing explosive materials for industrial and demolitions purposes. This includes theory, handling of explosive materials,
construction of timing devices, placement for maximum effect, and safety precautions. The skill is used whenever a character tries to detonate or deactivate explosives or explosive devices, or
when estimating the effectiveness of a quantity of explosives against a specific target. Characters with professional-level skill will rarely have problems accomplishing their objectives, and so no
skill roll is required.
However, less competent characters may achieve undesired effects. Characters with a rating less than 40 should average their DEX score with their Demolitions Skill Rating to determine
success when defusing. Average their INT score with their Demolitions Skill Rating to determine success when planting and detonating. If a roll is unsuccessful, a second roll against the
character's LUC score would be appropriate, if any chance exists for survival.
Disguise
This skill involves the ability to camouflage or change an individual's natural appearance. The purpose may be to impersonate another individual or to avoid detection by authorities
during a clandestine mission. Depending upon the availability of sophisticated disguise equipment (and within certain limits), a person may even appear to be of another race or sex than his
own. The skill is used whenever a character attempts to assume a guise different from his own natural appearance.
Certain racial limitations exist for creating successful disguises. Anyone interacting with
a character in disguise may make a Saving Roll against his INT score. If the roll is successful, he will notice something amiss in the ability, bearing, or makeup of the disguised person. Field
Operations officers have a rating of at least 5 in this skill.
Electronics Technology
This general skill encompasses all electronics work, including the construction and repair of most electronic gear, with the exception of computers, communications devices, deflector
shields, and other specialized equipment. Training includes instruction in circuit theory, electronics design, and construction techniques. This skill is used when a character attempts to repair
any electronics gear not specifically covered under a different skill, such an environmental belt. It may be used if a character attempts to construct a new electronic device, but characters with
high Skill Ratings have a better chance of the device working properly. Science and Engineering Officers have a rating of at least 10 in this general skill.
Forgery
This skill involves the ability to prepare false documents and to forge signatures without detection, ranging from altering simple forms to changing official records. This skill also includes
the knowledge of how to create bogus electronic ID cards (such as those used by Starfleet and as credit transfer cards on most advanced worlds) and computer carts containing synthesized
voices when proper equipment is available. This skill is not officially taught in any formal classes, but the basics (up to a Skill Rating of 10) can be learned secretly during apprenticeship or on the
job if a trained forger is available to teach the techniques. Expertise is increased by practice and through experience.
With proper equipment, which is very expensive and difficult to come by, a skilled forger can alter or create electronic ID cards similar to those used by Starfleet or banks. The card
created or altered will have a chance of working equal to the Forgery Skill Rating of the forger, until the card is put through an electronic scanner, when the chance will be the Forgery Skill
Rating less 20 points because of the precision of electronic scanners. Every time the card is used, a skill roll against one or the other of these targets must be attempted, with failure meaning the
forgery or alteration is detected. If the forgery is detected by a bank machine or other automatic transaction device, it will not return the card, and the nearest civil or Starfleet authorities will
be alerted automatically.
Forgery is not the same as counterfeiting money. Paper money is used very little in the UFP, but what exists is well-protected against imitation. A character would need special expertise
(like a Trivia skill for counterfeiting techniques), special equipment, and probably help on the inside (to obtain authentic paper or plates) to prepare counterfeit currency of any space faring
culture. Considering the rarity of paper money transactions of any size in such cultures, the return would probably not be worth the effort. This skill is used whenever a character forges or
examines the authenticity of false documents, ID cards, or computer carts. For example, this skill would be used by characters who were attempting to alter cargo manifests or create totally
false documents to conceal the origin of smuggled or hijacked cargoes It would also be used to forge someone's signature, duplicate official badges or identification, or duplicate any official
written material that is protected from such duplication in some manner. Forgery skills include not only the duplication-of signatures but the preparation of any type of bogus document.
Smugglers must sometimes create fake cargo manifests to conceal their activities Con men may prepare phony stock certificates or deeds to valuable land.
This skill, like Bribery, involves acts that are, in the strict sense of the term, criminal. Not all uses of the skill are necessarily morally objectionable, however, and their moral
interpretation largely depends on the circumstance. For example forging someone's a signature to obtain their savings for the forger's personal gain is not only criminal, but morally
objectionable. On the other hand, forging the signature of an official to get a friend out of a prison camp is criminal but a blameless act if the friend was wrongly imprisoned and is about to be
executed by a totalitarian government.
Any character with professional-level skill can forge simple printed documents well enough so that they will pass a cursory examination. Special equipment is required to create false ID
cards or computer carts. If such equipment is available, the roll is against the average of Forgery and either Electronics Technology or Computer Technology to create a false ID card. The roll is
against the average of Forgery and either ComputerTechnology or Communication Systems Technology to create a false voiceprint computer cart. When Forgery is used to duplicate a signature
or other writing By hand, the Skill Rating is averaged with the DEX score as the target for any skill rolls.
If a person carefully examines a forged printed document, have him make a skill roll against the average of his Forgery rating and INT score. If successful, he will notice that something is
strange, and he may further investigate the document. A forger can check his own printed work for possible flaws by making a Forgery skill roll. This does not guarantee that the forgery will
stand up to an investigation, but it does allow a forger to judge his own work. Detection and evaluation of falsified ID cards and computer carts require a ship's computer or special detection
equipment. Intelligence Administration officers have a rating of at least 15 in this skill.
Gaming
This skill involves games of mental prowess and strategy, including three-dimensional chess, poker and war games and simulations. The game must be specified. Training includes a
study of the rules and strategies of the game, as well as analysis of the games played by past masters of the game, but most importantly it includes much practice and experience playing the
game. Gaming does not include physically strenuous games, which are part of Sports. It does not include figuring odds and gambling, which are part of Carousing, though some card games and
games with dice are 10 included here, as long as skill, and not luck, controls the win. This skill may come into play if a character is challenged while on a diplomatic mission, much in the way of
the legendary riddle games of ancient Terra. It is possible that the strategies of the game can be applied to problem solving in difficult circumstances.
THE KLINGONS: Gaming skill includes knowledge of the basic forms of klinzha (Klingon chess), a skill that few warriors lack. The game is also an integral part of Klingon history and
politics, which are known as the komerexzha, or the perpetual game of empire. The game has great status in the Empire, which makes klinzha grandmasters highly regarded. Any character that
has a Gaming Skill Rating of 40 or higher is considered a master, while a Skill Rating of 80 or higher confers grandmaster status.
Instruction
This is the skill of passing on knowledge to others. All Starfleet officers have a rating of at least 10 in this skill, because they are expected to teach skills they know to the men and
women under their command. Training involves the use of audio and visual aids, testing and other assessment tools, and other instructional techniques. This skill is used by characters
attempting to teach a skill they know to another player or non-player character. A Skill Roll will be required for a character to actually teach another a skill. The process takes time, based on the
INT of the student and the Skill Rating of the teacher; the game master must judge this, but the time required should be no less than 4 weeks. The teacher must have a rating in the skill being
taught that is at least 20 points more than the student's rating in the same skill. If the Skill Roll is successful, the student gains 1D10/2 skill points.
Intelligence Procedures
This skill provides knowledge of standard operating procedures in an intelligence-oriented environment, including all normal SFIC operating procedures and special Intelligence training
that becomes second nature to Intelligence officers. These techniques include the ability to conceal oneself, to locate concealed electronics recording and transmitting equipment, and to
arrange meetings with contacts and informants. The skill teaches characters with the best ways to enter an unknown and potentially hostile environment and likely methods for handling
adverse conditions.
This skill is used whenever a character is concealing or searching for hidden electronics equipment, establishing contact with local assistance, or reasoning out a way to solve an
unexpected problem. A successful skill roll indicates that the character was able to accomplish a desired task according to proper Starfleet Intelligence procedures. An unsuccessful roll indicates
failure, with the game master judging exact specifics resulting from failure. Averaging the rating with the character's INT, DEX, or LUC score may be appropriate in some situations. Intelligence
Analysis and Technical Services officers have a rating of at least 5 in this skill, and Field Operations officers have a rating of at least 10.
Interrogation
This skill governs the questioning of prisoners, sometimes under duress or torture. Some degree of privacy, and possibly special equipment, is required for best results. This skill is used
whenever a character subjects a prisoner to interrogation. When attempting to interrogate a prisoner, a character must make a Skill Roll against his Interrogation Skill Rating. If the roll is
successful, the victim may try a Saving Roll against his INT if the interrogator is using trickery, or against his END if he faces duress or torture. If the victim's roll succeeds, he reveals no
information. Otherwise, the questioner receives at least one piece of significant information. If an interrogator fails his skill roll, the interrogation attempt is completely unsuccessful.
The game master may adjust the victim's saving roll up or down, depending upon the importance of the information and the character's training and temperament. For instance, a
highly trained Starfleet Security Officer would be less likely to break under interrogation than would a civilian. If the skill roll is successful, the victim can then make a Saving Roll against his INT
score (if the interrogator is using trickery) or his END score (if duress or torture is used).
If his roll is successful, the victim reveals no information. If unsuccessful, the interrogator gets a significant piece of knowledge. If the interrogator uses torture, it is possible that the victim may
die before giving up any secrets. If the victim fails his Saving Roll against his END score by more than 20 points, he passes out, taking 2D10 points of wound damage in the process. The victim
may be immediately revived (if the damage did not kill him), but the interrogator will gain no information, and he must make another skill roll, repeating the above process. 2D100 minus the
interrogator's Interrogation Skill Rating minutes of interrogation inflicts 1D10 points damage on the victim, regardless of the outcome.
If tortured, the victim receives wound damage. If trickery is used, the damage is temporary. Thus, a victim's CURR OP END continues to drop under torture, making it all the more likely
that he will pass out or die under duress before talking. It is possible to administer medical aid to raise the victim's CURR OP END before continuing torture. [NOTE: Because Vulcans know
mental techniques to block pain, it is impossible to torture information out of one. Many secret agents have learned similar techniques, which gives them a 20-point bonus to all Saving Rolls to
withstand pain.] Intelligence Administration officers have a rating of at least 15 in this skill.
Investigation
This skill allows thecharacter generally uses search an event to discover clues, question witnesses and analyze any evidence of a potential crime. If the character has access to a crime
lab, the character uses the Investigate skillto collect and prepare samples for the lab. Security and Investigators both possess this skill at various level of proficiency. Usually a roll of 20 is enough
to find the most basic clue, but a roll of 30 or greater will find more accurate evidence of wrong doing.
Language
This skill area covers not only spoken Earth languages and alien languages, but also ancient written languages and languages that are so alien as to be not even sound-based (flashing
lights, waving tentacles, etc.), where the 'speakers' must use mechanical devices to communicate.
All characters are considered to have a rating of 40 in speaking their native tongue and a rating of 20 in writing it; in addition, all Star Fleet personnel are considered to have a rating of
40 in speaking Galacta, the standard Federation language, and a rating of 20 in writing it. (This language is similar to and treated as English in the TV series.) Each Starfleet officer has a rating of
at least 15 in speaking and writing one other language because of his Academy training. Characters who desire to increase their Skill Ratings in writing their native tongues and Galacta should
use the Trivia skill. Translators have ratings of 40 or more in the languages they will translate. Each language must be studied separately, so that a character, particularly a Communications
Officer, may have a number of Skill Ratings, one for each language he knows.
Characters with basic proficiency in a language can converse in or read that language for most uses, but more expertise is required for communication using highly technical terms, slang,
jargon, or their specialized words. Characters with professional-level skill in two languages can act as translators and interpreters, and characters expert in a language can write skillfully and
express themselves fluently and elegantly in that language. Language skills could be important to a character if he attempts to communicate with a being of another race without using the
universal translator, if he were overhearing a conversation in that tongue, for example.
Leadership
Taught to all Star Fleet Cadets and reinforced at Department Head School and Command School, this is one of the most important skills for those who aspire to command. Instruction is
given in motivational techniques, listening, and discipline, and guided practice is given in debate, persuasion, and others of the speech arts. Personnel management training is also given.
Starfleet officers who pass through Command School have professional-level skill in this area.
This skill is used when a character tries to influence others, often modified for his CHA score. It would be used when convincing subordinates to follow an unusual or highly dangerous
order. It would be used when attempting to sway a crowd or lead a group of people the character is not used to commanding. Skill Rolls will not be required for most orders given to an officer's
subordinates, who are used to taking orders from him. Skill Rolls may be required when convincing subordinates to follow an unusual or highlydangerous order, depending on the circumstances.
A Skill Roll would be required when attempting to sway a crowd or lead a group of people the character is not used to commanding. For influencing an individual or a small group of
professionals, skill in Negotiation/Diplomacy is used instead. All Starfleet officers have a rating of at least 10 in this skill, and those who pass through Command School have a rating of at least
40.
Life Sciences
This group of skills includes the study of living things, both terrestrial and alien plants and animals, bacteria, fungi, and other organisms. Separate Skill Ratings must be developed for
each type of life science, such as those examples listed below.
Biology
This is the study of life, including physiology, anatomy, morphology, and other factors. It includes the study of cells and microorganisms.
Bionics
Training includes the study of how biological systems and functions can be applied to engineering problems. Included are the physical melding of beings and machinery, such as with artificial
organs or electromechanically enhanced senses. Bioengineers can use their skill to create artificial organs and limbs.
Botany
Training includes the study of plants, from simple algae to complex flowering and non-flowering varieties. It also includes such agricultural topics as growth mechanisms, genetics, cross
fertilization, hybridization, and hydroponics (growth without soil). Most botanists can recognize poisonous and edible plants, and from plants under cultivation can deduce information about
the technology, metabolism, and life-style of those doing the agriculture.
Ecology
Training includes the study of how living things interact with their environment. Planetary ecologists can determine if a planet is habitable, as well as the probable effects of colonization on the
planet's life forms and environment. Ecologists can use their skill to determine which, if any, plants and animals can become part of the food chains of Federation or alien races.
Genetics
Training includes the study of heredity and variations in living things from one individual, group, species, or generation to another. Genetic specialists added their skills to projects like
constructing The Genesis Device or breeding genetic 'supermen' such as Kahn Noonian Singh.
Zoology
Training includes the study of animal life, with particular emphasis on the properties of and characteristics exhibited by an animal, an animal type, or an animal population. Zoologists can use
their skill to recognize predators and prey, and they can determine which animals are likely to be dangerous or beneficial to a landing party.
The Skill Rating in the life science may be averaged with the rating in Starship Sensors to gain specific data, or it may be averaged with Computer Operation or Small Equipment Systems
Operation to gain information from a tricorder. All Starfleet officers have a rating of at least 10 in one of these sciences. Science and Medical Officers most often have ratings in several skills, or
a rating of more than 40 in at least one of these skills.
Mechanical Engineering
This general skill covers the technology of mechanical devices. Training is given to Engineering Officers in assembly, repair, and design of the mechanical devices and systems common to
the Federation. This skill would be used to rig a temporary airlock, make field repairs to a ground vehicle with a damaged gear box, and so on. Engineering Officers have a rating of at least 10 in
this skill, though most will want to make it higher by making this skill one of their 3 specialties from Branch School.
Medical Sciences
This broad group of skills includes everything from first aid to surgery and psychiatry. Separate Skill Ratings must be gained for each separate race in General Medicine and Psychology.
These skills are prerequisites to all other medical skills, and no other medical skill may be learned until a character has a rating of 40 in them. Additional Skill Ratings may be gained in the other
medical sciences listed below as examples.
Emergency Medicine
Emergency medicine is a branch of medicine that is practiced in a hospital emergency department, in the field, and other locations where initial medical treatment of illness takes place.
Emergency medicine focuses on diagnosis and treatment of acute illnesses and injuries that require immediate care. While not usually providing long-term care, EM physicians and pre-hospital
personnel still provide care with the aim of improving long-term patient outcome.
Cosmetic Surgery
This branch of medicine involves altering the appearance. In Starfleet it is most often employed to create disguises, altering humanoids to appear as other humanoids. A strong roll when
applying the surgery will make it difficult for observers to see through the disguise.
Forensics
This Skill deals with the study and evaluation of criminal evidence. This skill is used by trained Starfleet Personnel to study a crime scene or attempting to evaluate criminal specimens. It
includes knowledge of weapons technology and how such technology affects organisms. It requires a background in Biology, General Medicine and Chemistry with a score of at least 10.
Pathology
Training involves the study of diseases and the changes caused by them in tissues and organs. It also includes extensive study of tissues, including analysis for trace substances, bacteria, and
viruses. Pathologists can use their skill to analyze a tissue sample for poisons or to perform an autopsy.
Pharmacology
The study of how substances interact with living organisms to produce a change in function. If substances have medicinal properties, they are considered pharmaceuticals. The field
encompasses drug composition and properties, interactions, toxicology, therapy, and medical applications and anti-pathogenic capabilities. Pharmacology can be broken down into a number of
sub fields. Chemotherapy is the use of chemicals to destroy invading or mutated organisms. Pharmacotherapy is the use of drugs to restore or replace normal functions in various cells or organs.
Pharmacodynamics is the study of the mechanism of action of drugs which may utilize physiological, biochemical, or electrical techniques. Toxicology deals with poisonous effects of chemicals.
Psychopharmacology is the study of chemicals on the behavior of beings. Biochemical Pharmacology is the study of the effects of chemicals on living systems and the effects of those systems on
the chemicals. Clinical Pharmacology is the study of drug effects on beings.
Psychology [Pre-requisite]
Training involves study of the working of the thinking mind. Observational techniques ar etaught for use in behavior studies of individuals and groups. Extensive training in this area is given to all
Starfleet Medical Officers, so that they may deal with several races. Psychologists can use their skill to detect patterns that deviate from the norm, gaining information about the state of mind
of those under observation. Security Officers have a rating of 10 in Psychology for their own race; Medical Officers have ratings of at least 40 in Psychology for their own race, and probably in
several others.
Surgery
Training includes advanced techniques, including anesthetics and organ transplant. Surgeons can use their skill to save the life of a severely wounded or diseased character. Although a character
may gain separate Skill Ratings in these medical specialties if he desires, he may choose instead to gain a rating in the skill for his native race and average his skill in General Medicine to
determine his Skill Rating for other races. The character's skill in General Medicine is used with a Skill Roll for all emergency first aid attempts. All Starfleet personnel are qualified in personal
first aid on themselves and members of their own race; this means that they have a rating of at least 10 in General Medicine for their own race. Medical Officers have a rating of at least 40 in
their own race, and probably in several other races.
Mining
Negotiation/Diplomacy
This skill involves attempts to influence individuals, like an ambassador, or small groups of intelligent, informed people, such as a planetary council; generally, it cannot be used to
influence player characters. It is taught to Starfleet officers in Command School, because in making a first impression on a dubious official or stubborn native, it is most vital.
The skill can be used in any verbal interaction between player characters and non-player characters. Those with a higher Skill Rating will be able to exercise their influence with greater
success. The rating in this skill is averaged with the character's CHA score as a base target for Skill Rolls to influence individuals, like an ambassador, or small groups of intelligent, informed
people, such as a planetary council.
One way to find out if a Skill Roll is necessary is to subtract the rating from 100, giving the chance that a roll is needed. If a roll is not needed, then the character's verbal interaction
proceeds in his favor. If a roll is needed and is successful, the same result occurs. If a roll is needed and is unsuccessful, then he fails. The more the roll was more than the target, the worse the
reaction to the character. For example, if the character fails a roll by only 10 points, his attempt is met with a polite, regretful negative. If he fails by 30 points, the refusal to cooperate is forceful.
If he fails by 50 or more, the refusal may be accompanied by physical force. All top Starfleet command personnel have a rating of at least 10 in this skill.
Physical Sciences
This large group of skills includes the theoretical sciences that govern the behavior of non-living materials solids, liquids, gases, and plasmas. The group also includes mathematics and computer
sciences. Separate Skill Ratings must be developed in each science, such as the examples listed below.
Chemistry
Training includes study of the behavior of elements and compounds, their reactions and synthesis, as well as chemical analysis. It also includes practice in standard laboratory techniques and in
the interpretation of chemical data from sensor and tricorder scans. Chemists can use their skill to analyze the chemical composition and behavior of unknown substances, both aboard ship and
on a planetary surface.
Computer Science
Training involves the theoretical basis for computer design and construction, and it includes the analysis of sophisticated computer systems. Extensive guided practice is given in the
construction of experimental computers and in computer linkups with many types of remote sensing devices. Computer scientists can use their skill to analyze software/hardware problems, to
build or rebuild computers, and to fathom the functioning of alien computation devices.
Drafting
This skill involves the preparation of professional drawings, including deck plans, building blueprints, wiring or circuit diagrams, simple topographic maps, and similar printed or computer-
enhanced technical illustrations. This skill is used to convey information in graphic form.
Gravitics
This skill involves knowledge, both practical and theoretical, of gravities and gravitically powered devices. The character learns the theoretical basis for anti-gravity and the knowhow to maintain
and repair gravitic (and anti-gravitic) devices, including many forms of land transportation and various A-grav platforms. Graviticians can use their skill to identify gravitic propulsion systems or
to repair or modify a conventional gravitic device for special use.
Mathematics
Training involves advanced theoretical mathematics, including statistics, various geometries, trigonometries, and algebras, and the structure and behavior of various space configurations. Also
stressed is the application of these subjects to practical problems. Mathematicians can use their skill to make statistical sense of a wealth of data, such as that gained from surveys of an alien
culture.
Metallurgy
This skill teaches knowledge, both practical and theoretical, of metals and their inherent properties. Training consists of metalworking, using tricorders for metal analysis, and experience with
various metals. Metallurgists can use their skill to identify certain metals without a tricorder, to design new applications for metallic alloys, and to determine the metal's characteristics under
field conditions.
Physics
Training is the study of the relationship between matter and energy, including the laws of motion, light, heat, sound, electricity, magnetism, radiation, atomic structure, and nuclear phenomena.
It involves practice using physical sensing devices and analysis tools. Physicists understand the theory behind warp drive engines, matter/antimatter reactions, and the beamed energy used in
phasers and transporters. They can use their skill to determine the physical structure and behavior of unknown substances, the probable effects of unknown radiation sources, and to determine
the theory behind alien technology.
The rating may be averaged with the rating in Starship Sensors,Computer Operation or SmallEquipment Systems Operation to obtain specific information from shipboard or from a
tricorder. All Starfleet officers have a rating of 10 or more in at least one of these skills. All Science and Medical Officers have a rating of 40 or more in at least one, if not several.
Nanoscience
This skill covers the science of atomic and subatomic machines and constructs, including nanites. Note that an understanding of Physics and Chemistry is essential to this skill and a character
must possess at least 60% in those skills to possess this one.
Positronics
This skill covers the programming and repair of complex robot brains, including an understanding of robopsychology. Note that an understanding of Computer Science and Computer
Technology is essential to this skill and a character must possess at least 60% in those skills to possess this one.
Temporal Physics
This is the science of time, including quantum mechanics and the study of time, temporal anomalies, and time travel. Note that an understanding of Physics is essential to this skill and a
character must possess at least 40% in that skill to possess this one.
Planetary Sciences
Agriculture
This science deals with field crop production and soil management. The skill also involves a combination of the producing operations of a farm, the manufacture and distribution of supplies, and
the processing distribution and storage of such supplies. The skill also includes development and repair of farm equipment, irrigation systems and landscape planning. This can also include
forestry, the science of developing, caring for and cultivating forests and/or timberlands.
Geology
Training involves not only the study of such earth materials as rocks, minerals, ores, and soil, but also the study of such landforms as mountains, valleys, volcanoes, and beaches, and of the
processes that create them. It also includes extensive field experience in mineral and fossil identification, in analyzing the geologic history of a region, and in geologic mapping. Geologists can
use their skill to determine the presence of a valuable ore or fuel deposit, or to identify likely regions for earthquakes or volcanic activity.
Hydrology
Training involves the study of a planet's water (or its substitute) as found on the planet's surface, beneath its surface, and in its atmosphere. It deals with the precipitation-river-ocean-
evaporation cycle, as well as with the chemical and physical nature of the water itself. It also deals with oceanography and such topics as currents and waves, flooding, and ice sheets and
glaciers. Hydrologists can use their skill to help determine the suitability of a planet for colonization, to discover underground water sources, and so on.
Meteorology
Training includes the study of all atmospheric phenomena, including weather (winds, storms, precipitation, temperature, etc.) and climate (the prevailing weather conditions in an area).
Meteorologists can use their skill to predict the weather, or to determine the suitability of a planet's climate for colonization, for example. The rating may be averaged with the rating in Starship
Sensors,Computer Operation or Small Equipment Systems Operation to obtain specific information from shipboard or from a tricorder. All Starfleet officers have a rating of 10 or more in at least
one of these skills. Science Officers may have ratings of at least 10 in several of these, or perhaps a rating of 40 or more in at least one.
Seismology
This is a form of Planetary Science that deals with the study of the movement of a planets crust. This Skill can also includes glaciology and volcanology. The rating may be averaged with the
rating in Starship Sensors, Computer Operation or Small Equipment Systems Operation to obtain specific information from shipboard or from a tricorder. All Starfleet officers have a rating of 10
or more in at least one of these skills. Science Officers may have ratings of at least 10 in several of these, or perhaps a rating of 40 or more in at least one.
Terraforming
This is the science of terraforming technology and techniques. The Federation makes only limited use of such technology, since Class M planets are so common, but other
cultures have been known to use it.
Planetary Survival
This includes the variety of skills needed to survive under extreme conditions planet side. This skill is gained mainly through practice, but some theoretical training is helpful. This skill is
taught by Starfleet as it is needed by specific landing-party personnel, but many Starfleet personnel have some training from their childhood and adolescent experiences (as with the Federation
Scouting movements) or from such outdoor hobbies as wilderness camping.
Separate Skill Ratings must be developed in each of the separate planetary types, including arctic, cool temperate, warm temperate, tropical, and desert planets. Qualified personnel use
this skill to guide them in securing food, water, and shelter under primitive conditions. Professional level skill in this area would allow a character to act as a professional guide. Starfleet
personnel on a pre-planned landing party expedition will have ratings of at least 1D10 in this skill for the type of planet being investigated; at least one member of the landing party will have a
rating of 10 or more, and likely of 40 or more. No training will be given the landing party members for unplanned landings.
Security Procedures
This skill deals with all procedures used by Starfleet for insuring the physical security of personnel, equipment, documents, and property. Training includes instruction in techniques for
confining and interrogating prisoners, for controlling crowds, and for protecting VIPs. It also includes the alert procedures used in star bases, starships, high-security compounds, and most other
Star Fleet installations. This skill could be used by a Security Officer to discover that a Klingon spy has stolen vital documents, or to control a crowd of hostile natives without resorting to weapon
fire. All Security Officers have ratings of at least 40 in this skill.
Shuttlecraft Pilot
This skill deals with the operation of the standardShuttlecraft used by Starfleet and carried on many larger ships. Training includes guided practice on simulators as well as actual flight
time, with emphasis on takeoffs and landings.A character may fly the craft under normal conditions with a rating of at least 10, but he must have a Skill Rating of at least 20, or more commonly
40, to be assigned as a shuttlecraft pilot. Characters can use this skill in operating the shuttle under tough conditions, or in operating special-purpose shuttles, such as the aqua shuttle
sometimes used on starships calling at water worlds.
All Helmsmen have ratings of at least 10 and Security Officers of at least 20 in this skill. Shuttlecraft Systems Technology This skill involves supporting, maintaining, and repairing
standard and special-purpose shuttles. Training involves study of all shuttlecraft electrical, mechanical, and drive systems, as well as guided practice in repair and maintenance. The skill could be
valuable to a character needing to leave a planet in a hurry, but faced with an inoperative shuttlecraft. It was this skill that aided Scotty in the episode The Galileo Seven. All Engineering Officers
have a rating of 10 or more in this skill.
Social Sciences
This is a large group of skills deals with the institutions and functions of societies and with the interpersonal relationships between individuals in those societies. Separate Skill Ratings
must be developed for each separate race and for each different field, such as the examples listed below.
Archaeology
Training involves the study of a race's ancient cultures, their history, and their lifestyles. It includes the study of applicable dead languages as well as practice in making archaeological digs and in
identifying and dating relics and ruins. This skill could be used by a character attempting to decipher runes or to determine the use of an alien artifact.
Economic
Training involves the study of the basic laws of supply and demand, as well as the basics of trade, wealth, and the production, distribution, and consumption of goods and services. Many officers
in full-time services in the Merchant Marine Command have training in this field, and all private merchants probably do as well. This skill could be used by characters dealing with a race's
economy in trade or in determining the social conditions on a world.
Klingon Law
Because of the shifting nature of Klingon politics, Klingon civil and criminal law changes more often than its Federation counterpart. Skill at Klingon law does not include knowledge of the
internal laws and traditions of individual clan lines, however. A Klingon will automatically know his own line's rules completely. If a character somehow has a chance to learn the laws and
traditions of another line, he must learn them under the Trivia skill category.
Political Science
Training involves the study of a society's politics and government. It includes study of the way laws and policies are made, in the structure of the government and its institutions, and in the ways
political groups gain and control power. The skill could be used by a character attempting to influence a government, possibly modified by his Skill Rating in Negotiations/Diplomacy. It also
could be used to identify the power groups in an alien society, and to distinguish those who actually wield the power from those who appear to have the power.
Theology
This is the study of religion and beliefs among humanoids. It includes knowledge of mythology, philosophy, and religious texts.
Space Sciences
This large group of skills includes the study of space, the stars, planetary motions, navigation, and the application of other sciences to space travel or to deep space. Separate Skill Ratings must
be developed for each different science, such as the examples listed below.
Astronomy
Training involves observations from deep space, including all forms of electromagnetic radiation (light, radio-frequency emanations, etc.), neutrino scans, gravities, and so on. It includes study
of the theories concerning these observations, as well as guided practice in making the observations and interpreting them. This skill, which is studied by all Starfleet officers, could be used by a
character to discover a previously unknown black hole or perhaps a star going nova.
Astrophysics
Training involves the study of the universe and its parts in an attempt to discover how it works by using physical laws and theories to explain astronomical observations. It includes study of the
motions of satellites, planets, stars, and galaxies as well as stellar growth and decay. Navigators are trained in this area. It could be used to determine that a comet or large meteorite is on a
collision course with an inhabited planet. The Skill Rating in these fields may be averaged with the rating in Starship Sensors to find out specific information about space phenomena. In Starship
combat after a hit to the engine room, the Chief Engineer may be required to make a Skill Roll against his rating in Astronautics to successfully restore power to the ship's power grid. All Star
Fleet officers have a rating of 10 in Astronomy and in at least one other of these sciences.
Furthermore, Navigators have a rating of at least 40 and Helmsmen of at least 10 in Astrogation(formerly called Starship Navigation); Engineering Officers have a rating of 10 or more in
Astronautics (formerly called General Starship Engineering); and Science Officers frequently have ratings of 20 or more in several of these fields.
Sports
This skill involves all of the many sport forms in the known universe. Development includes physical training, instruction in technique, and extensive guided practice and competition.
Characters that have proficiency in a sport are considered to have average recreational skill; those with advanced training would be considered to be enthusiasts. Characters with professional-
level skill could qualify for professional teams or as instructors. Separate Skill Ratings must be developed for each sport desired; typical choices are swimming and diving, gravball, zero-G
handball, bowling, track and field, weightlifting, and so on. This skill could be used by characters attempting physical activities that are similar to the activities in the sport, such as to rescue
someone drowning, running long distances or sprinting under adverse conditions, and so on. This skill covers swimming covers recreational or survival swimming and diving techniques. A
character qualified in this skill can swim for recreation without fear of drowning under normal circumstances.
Sport: Swimming covers the techniques involved in swimming and diving (not skin or SCUBA diving, but including competition diving). A character with a minimum Skill Rating of 5 in
Swimming is able to swim (or at least float) well enough to survive for a short period of time in water over his head. A minimum Skill Rating of 10 gives the ability to swim as recreation without
fear of drowning, under normal circumstances. Those with Skill Ratings of 20 or more are very competent. Characters desiring to use SCUBA gear should choose it as the subject of the Trivia skill.
THE KLIGONS: All graduates of the Klingon Imperial Star Academy receive a minimum Skill Rating of 5 in Sports: Swimming.
Starflighter Engineer
The skill covers the general systems repair and maintenance of starfighters. It comes into use on starfighters in every situation where Space Science, Astronautics would be used on larger
vessels.
Starfighter Pilot
This skill allows a single individual to operate and navigate a starfighter. It is used on starfighters in every situation where Starship Helm Operation or Space Science, Astrogation would be used
on larger vessels.
Starship Sensors
This skill involves operating a starship's sensors probes to gather data for interpretation and storage in the ship's computers. Development includes extensive training in the efficient use
of the sensor controls and, when combined with other science skill, in the swift interpretation of the data gathered.
This skill is used to detect life and energy sources in other ships and on planets. The ship's sensors also provide planetary gravity and climate data from standard orbit. All of this data
may be interpreted by the Science Officer to give information to a prospective landing party. The skill also may be 20 used by a Navigator to detect at long range moving objects likely to pass
near a ship. In starship combat, the skill is used to provide data to the bridge crew about the enemy vessel, its preparations, its power allocation, and its damage.
When averaged with the skills in various sciences, this skill is used to interpret data about a wide variety of subjects. In Starship combat, the skill is used, with a Skill Roll, to gain a
sensors lock on the opponent and to obtain vital data about his preparedness and his intentions. After a bridge hit in Starship combat, the skill is used, with a Skill Roll and averaged with the
rating in Computer Technology or Small Equipment Systems Operation, to make emergency repairs to the sensors panel.
All Starfleet officers have a rating of 10 or more in this skill. Helmsmen have ratings of 30 or more and Science Officers of 40 or more.
Stealth
Stealth involves the ability to move inconspicuously through darkened areas or crowds. This skill is needed whenever a character attempts to go unnoticed by authorities or others. The
average of this rating and the character's DEX or LUC score may be used to evade pursuers or to sneak unnoticed past guards. Intelligence Field Operations officers have a rating of at least 10 in
this skill.
Streetwise
This skill is gained only by experience, interacting with people planet side. The urban counterpart of Planetary Survival, this skill deals with how to blend in with the natives in a port,
how to hide from the police in unfamiliar city slums, how to contact the urban underground without being compromised, and how to behave in back alleys and back rooms in the seamier parts
of any humanoid planet from Vulcan to Sherman's Planet. The skill may be used by a character to find what he wants in port, whether it is information from a bartender about an illegal
gambling parlor or about what ships have been in or out of port in the last two months.
Surveillance
The art of Surveillance involves seeing without being seen, either personally or through technological devices. This skill gives the abilities to secretly observe a person or location through
visual or audio techniques and to organize (or evade) search parties. Training allows a character to enhance his observation skills, to use and repair observation equipment, to employ search
party tactics, and to maintain a low profile.
A character may use these talents in any reasonable setting during a clandestine operation. This skill is used to recall details of an observation, to make accurate visual and written
records of observations, or to establish and maintain covert observation. A successful Skill Roll against Surveillance allows one character to follow another without being spotted. In some cases,
however, the game master may allow the target a chance to spot his tracker, with a Saving Roll against his INT. The average of this rating and the character's DEX or LUC score may be used to
remain inconspicuous in an appropriate setting. The average of this rating and the character's INT score may be used to recall a very minor (yet significant) detail made during an observation. If
a character attempts to detect suspected electronic surveillance and/or to defeat any known surveillance efforts, he must make a successful Skill Roll against his Surveillance Skill Rating.
Intelligence Field Operations officers have a rating of at least 5 in this skill, and Administration officers have a rating of at least 20.
THE KLINGONS: In game terms, the skill should be used to keep Klingon characters properly paranoid. If a character suspects that a plot or coup is in the offing, he may request that the
game master make a Skill Roll against Surveillance. The game master will do so, but he does not reveal the exact outcome of the roll to the player. Instead, if the roll is successful, the character
will hear a rumor or glean some other evidence. If the roil fails by less than 20 points, the character will hear nothing. If the roll fails by more than 20 points, however, the character will hear a
false rumor! If no plot exists, the player will hear nothing. If there is no plot but the game master's secret skill roll failed by more than 20 points, he may mislead the character into believing
there is a plot.
Trivia
This catch-all skill category covers any specialized knowledge not covered by other skills; it is intended for players to be able to individualize their characters, giving them depth by
establishing their hobbies and interests. Some Trivia skills, such as 20th-century firearms, will be technical or academic in nature, and others, such as explosives, will be gained only through
experience. Categories chosen for trivia must be well-defined and not too general, and a Skill Rating must be developed for each separate skill. Some Trivia will be useful and others will be just
for fun or to round out a character's personality for better role-playing.
Value Estimation
With this skill, a character can estimate the approximate worth of valuable items, including trade items such as luxury goods (jewelry, collector's items, and so forth) and bulk
commodities (grain and foodstuffs, among others). The skill also enables a character to determine which art objects or luxury goods are fakes, and thus worthless. The exercise of this skill
provides a general idea of the relative value of a type of item, allowing one to tell valuable collectibles from worthless junk, good wine from bad, real diamonds from paste replicas, etc. It also
allows a character to get a general idea of how much of a given item is a fair trade for a given amount of another item—a useful ability in barter. Also, this skill enables a trader to estimate the
worth of a cargo when carried to a planet with which he is familiar. A successful skill roll will give a relative estimate of the item's worth only (not an exact value).
This skill (not Forgery) should be used when evaluating a counterfeit work of art. Intelligence agents use this skill primarily as part of a cover identity. Game masters must not allow
characters to misuse this skill to obtain specific values of specialty items like gems and rare artworks. This skill does not provide more than very general knowledge of the value of specialty items
like unusual jewels or fine wines, nor does it give the exact monetary value of any specific item. Such knowledge would be covered by a specialty skill.
All Intelligence Analysis officers have a rating of at least 5 in this skill, Field Operations officers have a rating of at least 10, and Administration officers have a rating of at least 15.
Vehicle Operation
This skill is involved in the operation of all modern aircraft, ground transport vehicles, and water vehicles, including both pleasure and passenger/cargo vehicles. Anyone qualified in this
skill can operate small, private vehicles under normal conditions. Separate Skill Ratings must be developed for the operation of atmospheric craft, ground vehicles, and water vehicles. Skill
Ratings of 10 or more allow the character to operate most small, personal vehicles. Ratings of 40 or more allow the operation of most vehicles in the class. For example, this skill would be used
by characters attempting to fly a familiar or unfamiliar aircraft, use a ground vehicle, or pilot a water vehicle while on a landing party.
Characters with this skill may apply half or more of the rating to the operation of archaic vehicles, such as biplanes or helicopters, 20th-century automobiles, or sailing vessels. The closer
to 'modern' vehicles in operation, the greater the rating allowed. A rating of 10 or more in the appropriate Trivia skill allows the entire rating to be used. This skill frequently is chosen as a
background skill as it is not a part of Starfleet training.
Zero-G Combat
This skill involves combat in null-gravity situations. This is gained only through experience and it a valuable part of Starfleet Marine training. A character fighting where the gravity is low
or non-existent can use this skill to adjust to fighting on space or on planets with low-gravity.
Zero-G Operations
This skill involves all activity in null-gravity situations. It is gained only through experience, and it is part of Starfleet officer training. A character operating where the gravity is low or
Non-existent uses this skill, whether it be for emergency repairs outside a ship in space or for combat aboard a floating derelict. When a character attempts to use other skills under such
conditions, the Skill Rating in this skill is used to modify that skill's rating.
Any unusual use of the skill will require a Skill Roll. To determine if a roll is necessary, subtract the rating from 100 to give the chance that a roll will be needed. If no roll is needed, the
use will be successful without a roll. If a roll is needed and is successful, the same result occurs. If the roll is unsuccessful, the attempt fails, with the potential for harmful effects if a Saving Roll
against DEX is not successful. When a character attempts to use other skills under such conditions, the Skill Rating is averaged with the other skill before a Skill Roll is made. All Starfleet officers
have ratings of 10 or more in this skill
Chain of Command
Starfleet Rank Structure
Introduction
Most of a starship’s or starbase’s staff consists of enlisted personnel. These people carry out the day-to-day operations and maintenance that allows Starfleet to function. Enlisted
personnel man the photon torpedo launchers during a red alert, treat minor scrapes and burns in sickbay, keep the ship’s shuttlecraft in peak working condition, and keep the transporter
stations manned at all hours of the day. These, and many others like them, are the tasks enlisted personnel find themselves responsible for everyday.
The people among the enlisted ranks are not Starfleet officers. A Starfleet officer undergoes years of training and then receives a commission from the President of the Federation, while
an enlisted crewman does not. Starfleet officers have a heavy duty and responsibility to bear, upholding the tenets of Starfleet and the Federation. Enlisted personnel have the same duty, but
to a lesser degree.
Commissioned officers command the enlisted personnel, while the enlisted ranks perform the vast majority of tasks that keep Starfleet operational. Many of these jobs are unsuited to officers:
A crewman first class repairing the replicators in a crew lounge frees up an officer to conduct research on an irregular Cepheid variable, monitor critical systems on the bridge, or perform
experiments in the lab.
The biggest difference between enlisted and commissioned officers is their degree of specialization. Commissioned officers attend four years at Starfleet Academy. Enlisted personnel
attend a one-year and a half enlisted training program and specialist school at Starfleet Academy, where they learn the basic skills needed to function in Starfleet, as well as instruction focusing
on a specific area of training. Thus, enlisted personnel do not learn as broad a curriculum as their commissioned brethren do. No matter how high in rank an enlisted noncommissioned officer
rises in Starfleet, a fully commissioned officer will always outranks him. A mere Ensign outranks a Master Chief Petty Officer, even though the master chief may be a twenty-year veteran of
Starfleet. In such an instance, however, the ensign would be wise to heed the advice of the highly skilled and experienced master chief. Inversely, Non-commissioned officers may hold
command over a commissioned officer in only the most unusual of circumstances, and, in instances where separated from the chain of command, the commissioned officer assumes authority,
regardless of relative experience.
Despite these differences, many Federation citizens elect to join Starfleet as enlisted crewmen. First, Starfleet requires its future officers to pass a rigorous entrance exam (even Wesley
Crusher had to try twice), and the Academy has a limited number of spaces in each entering class. The enlisted ranks have no such limitations. Those hopeful applicants who fail to meet the
Academy’s requirements can still join Starfleet in the enlisted ranks.
Second, crewmen do not have an officer’s long-term commitment to Starfleet; many officers choose a career in Starfleet. An enlisted crewman serves a four-year tour of duty and at the
end of the tour has the option to leave or stay for another tour. Enlisted personnel receive specialized job training to perform their duties, learning valuable skills for a future life in the civilian
sector. Finally, many people would prefer not to attend a four-year program before they embark on their adventure in space. The prospect of travel, discovering strange new worlds, or just
seeing the galaxy is one of the many reasons why species all over the Federation join the enlisted ranks of Starfleet.
Third, Warrant Officers are considered to be a special type commissioned officers, they are drawn exclusively from the ranks of enlisted personnel. The Warrant Officer (WO1), and the
ranks that follow it, are a special form of commissioned officers that bridges the gap between enlisted personnel and officers. Only Chief, Senior and Master Chief Petty Officers can apply to the
Warrant Officer ranks. Admission to the Warrant Officer School has certain restrictions and requirements, but not as stringent as those for regular officers. A warrant officer has rank over all
enlisted personnel, and frequently takes charge of large divisions or departments of these crewmen. Regular commissioned officers, such as a full leuitenent, hold rank over a warrant officer, in
most situations, but it is the warrant officers expertise gains them the respect of the officers.There are three grades (not classes) of Chief Warrant Officer (CWO) ranging from two to
four. Traditionally, very little difference exists between a CWO2 and a higher-ranking CWO, aside from more responsibility and a longer career path. Like Chief Petty Officers
from the enlisted ranks, it is not uncommon to refer to a chief warrant officer simply as "Chief." Chief warrant officers can command departments, but never a vessel or facility
except in the direst of emergencies, when no other commissioned officers are available.
Ultimately, serving in Starfleet, in any capacity, is an honorable burden, and one of the greatest opportunities a person can undertake. The chance to serve aboard a vessel such as the
Enterprise, even as an enlisted crewman or an officer, is a dream for many who are willing to work hard to achieve it. Life may be at times unglamorous, but in the end many find the
commitment worth it.
Chain of Command 62
Federation Merchant Marines
The Merchant Marine is a civilian auxiliary of the United Federation of Planets Starfleet. Many freighters and cargo transport vessels within the Federation are manned by officers
licensed by the Federation Merchant Marines. The Merchant Marine keeps a similar rank structure to Starfleet and many of their personnel in the higher ranks are former Starfleet Officers or
Senior NCO's. Many who grow up with parents in the Merchant Marine choose to join Starfleet at some point or another in their lives. Merchant Marine personnel are considered Starfleet
Reserve personnel and hold a reserve rank 1-3 grades below the rank level they hold in the Merchant Marine. A Merchant Marine Captain will usually be a reserve Lt Commander or
Commander in Starfleet, depending upon his overall experience.
This arrangement was made to facilitate a rapid increase in Starfleet's cargo and personnel transport capability during war and other times of crisis. If an emergency is declared by the
Federation at the sector level or higher any nearby Merchant Marine vessels can be immediately activated by Starfleet Command to help in whatever way they are needed. This has proven very
valuable to Starfleet since the inception of the Merchant Marine in the early days of the Federation.
Chain of Command 63
Starfleet Starfleet Marine Corps Federation Merchant Marines
Petty Officer First Class Staff Sergeant Petty Officer First Class
General Order 3
The sovereignty of each Federation member being respected in all things, Starfleet personnel shall observe any and all statutes, laws, ordinances, and rules of governance
currently in effect within the jurisdiction of a member planet. Violators of such ordinances will be subject to such punishments or corrections as shall be determined by local
governmental bodies.
General Order 4
If contact is made with hitherto undiscovered intelligent lifeforms, under no circumstance shall Starfleet personnel, either by word or deed, inform said lifeforms that worlds
other than their own or intelligent life-forms other than their own exist outside the confines of their own space or answer questions by said lifeforms pertaining to the existence
of other species outside said space.
General Order 5
In cases of extreme emergency, Federation special representatives are empowered to assume emergency powers to deal with a condition or circumstance that is deemed
hazardous to the welfare of Federation citizenry. Within the scope of these emergency powers, duly authorized civilian personnel may assume temporary command of Starfleet
vessels, installations, and/or personnel to deal with the emergency. Starfleet personnel must submit to their authority for the duration of the crisis.
General Order 6
The request for emergency assistance from Federation citizenry or non-aligned persons demands unconditional priority from Starfleet personnel. Such personnel shall
immediately respond to said request, postponing all other activities. This responsibility extends to current governments at odds, actively or passively, with the Federation .
General Order 7
No Starfleet vessel shall visit the planet Talos IV under any circumstances, emergency or otherwise. This order supersedes General Order 6. Any transgression of this general
order shall be punishable by death.
General Order 8
Upon sighting a warship within Federation space and identifying it as belonging to a foreign power, the commander of the Starfleet vessel/installation shall determine the
reason(s) for that craft’s presence in the vicinity. If there is conclusive evidence that the vessel has hostile intentions, the Federation vessel may take appropriate action to
safeguard the lives and property of Federation members or other non-aligned persons under current Federation protection. In such cases, the commander may use their
discretion in deciding whether to use force to disable the hostile vessel. However, care should be taken to avoid unnecessary loss of sentient life.
General Order 9
A commander of a Starfleet vessel or installation, military or auxiliary, may grant political asylum to any individual without first being given express permission to do so by a
representative of the Federation government. However, said decision may and can be overturned by a superior officer or representative of the Federation government pending
a reviewal of circumstances.
General Order 11
Starfleet officers with command-level rank or higher are granted full authority to negotiate conditions of agreement and/or treaties with legal representatives of non-Federation
planets. In such circumstances, the acting officer carries de facto powers of a Federation Special Ambassador. Any and all agreements arranged in this manner are subject to
approval by the Chief of Starfleet Operations, the Secretary of Starfleet, and the Federation Council.
General Order 12
When approaching a vessel with which communication has not been established, all Starfleet vessels are to maintain maximum safety precautions, regardless of the origin of
said vessel, be it a foreign power, an hitherto unknown ship, or a Starfleet vessel.
General Order 13
Except when orders state to the contrary or in accordance with General Order 6, Starfleet personnel will respect the territorial integrity of independent planetary systems and
governments within and without the confines of the Federation’s borders, and will not violate territorial space belonging to such worlds.
General Order 14
Starfleet personnel may intervene in local planetary affairs to restore general order and to secure the lives and property of Federation citizens only upon receiving a direct order
to do so from a civilian official with the effective title of governor or higher.
General Order 15
No officer of command or flag rank shall travel into a potentially hazardous area without suitable armed escort.
General Order 16
Starfleet personnel may extend technological, medical, or other scientific assistance to members of foreign powers or previously unrecognized sentient species only if such
assistance in no way compromises the Prime Directive or the security of the Federation or Starfleet.
General Order 17
The commanding officers of Starfleet vessel and installations are to consider the lives of their crew members and/or civilian population as sacred. In any potentially hostile
situation, the captain will place the lives of his crew above the fate of his ship.
General Order 18
Upon being accused of treason against the Federation, Starfleet personnel may demand a trial conducted by the Federation judiciary or representative Judge Advocate General
for that sector. If the individual is acquitted, Starfleet Command shall have no further legal recourse against the accused in said matter.
General Order 19
Except in times of declared emergency, Starfleet personnel may under no circumstances convey personnel or material between planets or planetary systems when there is
reason to believe that said personnel or material may be used to conduct aggression, whether against Federation members or other non-aligned worlds. This order applies to
independent worlds within the Federation as well as to Federation members.
General Order 20
Officers and personnel of Starfleet Command may employ whatever means necessary to prevent the possession, transportation, sale, or commercial exchange of sentient beings
held against their wishes within the boundaries of Federation space. This includes temporary violations of General Order 13, but not of the Prime Directive.
General Order 21
No Starfleet personnel, either officer or enlisted, may offer his services to an independent foreign government without the express authorization of the Federation Council.
General Order 22
As the rights of individual expression and free discourse are considered sacred, Starfleet personnel may debate the policies, decisions, and actions of their governmental
representatives privately at any time, to the extent that such discussions do not violate their command oath or specific duties to the Federation per these General Orders or
Starfleet regulations.
General Order 23
When verifiable proof is presented to the senior commanding officer of a Starfleet vessel or post that a Federation representative may currently be acting or have acted in the
past to violate the Prime Directive, the officer may relieve said representative of office, then assume the full powers of that office pending a full investigation by governmental
officials.
General Order 24
If a commanding officer deems that a planet has been culturally contaminated to a point where correction is no longer viable and said culture now poses a direct threat to
Starfleet personnel or Federation civilians, he may order the destruction of a planet’s surface to occur within a time limit set upon invocation.
General Order 25
Civilian and military personnel whether a citizen of the Federation, a non-aligned world, or a foreign power taken into custody by Starfleet personnel during times of extreme
emergency shall be accorded proper treatment consistent with their rank or station, insofar as such treatment does not compromise the security of the Federation or Starfleet.
General Order 26
No member of a ship’s complement or other ground-based installation can be held directly accountable for the actions of their superiors. Similarly, no member of a ship’s
company or other Starfleet personnel will share in disciplinary measures taken against the Commanding Officer(s) if said individuals were not directly involved in the actions
leading to disciplinary measures. This order extends to conditions involving proven violations of the Prime Directive, where proof of such violations exist. However, failure to
attempt to halt the actions of said superiors is a violation of the order and as such is punishable by general court-martial.
General Order 27
No member of Starfleet shall be required by the assignment of standard duties and responsibilities to undergo extended separation from his family if family members can be
reasonably provided for aboard ship or as a part of an existing Starfleet installation.
General Order 28
No officer of command rank shall be removed from command status unless such action has the complete and unqualified agreement of at least three senior officers present per
Starfleet Procedural Order 104, sections B and C.. Whenever possible, such officers shall include the ship’s First Officer, Chief Medical Officer, Counselor, and one junior officer
of command station.
General Order 29
General Order 30
Starfleet Command recognizes the right of each ship commander to interpret the specifications of the Prime Directive as he sees fit, consistent with the conditions of other
existing general orders in effect, and based upon circumstances that may arise in dealing with newly discovered sentient races. However, said decision may and can be
overturned by a superior officer or representative of the Federation government pending a reviewal of circumstances.
General Order 31
The conditions and specifications of the Prime Directive shall henceforth apply to all sentient lifeforms discovered, whether they are of natural or artificial origin.
General Order 32
Federation officers may violate Neutral Zone areas as designated by treaty only if such action is required to save the lives of Federation citizens under conditions of extreme
emergency as required by General Order 6.
General Order 33
If a commanding officer deems that an individual or group of individuals pose a direct threat to the safety of Starfleet personnel, Federation citizens, or those under current
Federation protection, they may take any actions necessary to safeguard the lives of those threatened. In such cases, the commander may use their discretion in deciding
whether to use force. However, care should be taken to avoid unnecessary loss of sentient life.
General Order 34
All Starfleet personnel and/or Federation civilian contractors shall follow a superior’s order to the best of their ability, unless said orders should conflict with the regulation laid
out in these orders. Special dispensations are granted in emergency situations as per specific orders, with the exceptions of General Orders 1, 2, 3, or 7.
General Order 35
Should the entire personnel of a Starfleet vessel or installation become severely incapacitated or deceased due to an environmental or medical contaminant, said vessel is to be
destroyed within a 24-hour period from initial discovery of cause to prevent spread of the epidemic agent.
General Order 36
No Federation vessel, whether civilian or Starfleet, is allowed to visit a planet or star system placed under quarantine by Starfleet or the Federation Council unless the visitation
falls under the jurisdictional actions accredited by General Orders 1, 5, and 6.
General Order 37
Starfleet personnel shall respect binding contracts, agreements, and bondings made by the Federation government and/or Starfleet itself and shall operate within the
boundaries & governances of said treaties, especially in matters dealing with the co-signatories of said treatise.
General Order 38
In the event of the death, absence, or incapacitation of the commanding officer of record, command of a ship or installation falls to the next highest-ranking crewmember,
regardless of position in the command structure. When two officers in the line of succession are of comparable rank, command first falls upon the officer with command
experience; barring that requirement, command will fall upon the officer with seniority.
General Order 39
An officer or crewmember may be removed from active duty status if they are judged to be incapable of fulfilling their obligations as a member of Starfleet, whether for medical
or psychological reasons, by either the Chief Medical Officer or by the two ranking command staff officers. No Starfleet personnel shall unnecessarily use force, either
collectively or individually... for any reason whatsoever.
COMBAT OPERATIONS
Target To-Hit Modifiers:
Dodge/ Defense -15 to one attack
Full Defense/Dodge -20
Range: Point Blank +15
Size Modifiers:
Short 0
Medium -15
Long -30
Extreme -45
Size: Small -15
Man-Sized 0
Large +15
Position Modifiers:
Standing 0
Crouched -5
Prone -10
Back Turned -15
Movement Modifiers:
Stationary +15
Moving 0
Running -5
Movement Modifiers:
Stationary 0
Moving -5
Running -15
Dodging -30
Visibility Modifiers:
Poor Visibility -10
In the Dark -20
Blinded -40
Range Modifiers:
Short 0
Medium -15
Long -30
Extreme -45
Vessel Modifiers:
Shuttle -15
Starship 0
Space Station +15
Called Shot -15
Sensors: Cloaked -40
Nebula/Ion Storm -30
Sensors Lock +20
Manual/No sensors -30
Movement: Stationary +15
Thrusters +10
Impulse Speed 0
Warp Speed -25
Power: Normal Operation 0
Full Power +10
Auxiliary Power -15
Emergency Power -30
Racial Modifiers
Vulcan Neck Pinch To-Hit Modifiers:
Victim totally unaware -30
Victim surprised or distracted -20
Victim on guard in general +20
Victim aware of neck pinch technique +40
SKILL OPERATIONS
Medical Treatment Modifiers:
No medical equipment available -5
Using medkit/first aid kit only +5
Using med pouch +15
Using non-Starfleet medical facilities +15
Using Denobulan medical facilities +25
Using Starfleet medical facilities +25
Healing a race never before encountered -20
Healing non-humanoid -20
Healing non-carbon-based life form -40
Prior attempts at first aid +5
Per minute since reaching 0 MAX OP END -1
Per point of damage below 0 MAX OP END -1
Additional personnel assisting 0
Medical tricorder:
Scan for chemical composition -10
Scan for life forms 0
Vital signs +10
Internal diagnostic scan -10
Engineering tricorder:
Scan for energy sources -10
Scan for material strengths/weaknesses -10
Scan for structural integrity 0
General scan 0
Specific scan -10
Directional scan +5
Scan through atmospheric disturbance -20
Scanning Range:
Short 0
Medium -10
Long -20
Extreme -40
STARSHIP OPERATIONS
Command Modifiers:
Ship-wide announcement 0
Internal communication 0
Emergency sensor pod ejection 0
Self destruct activation/deactivation -10
Communications Modifiers:
Hailing frequencies open +10
Scramble transmission 0
Descramble transmission:
Starfleet code 0
Foreign code -10
Ancient code -15
Unknown code -25
Break through interference -10
Jam transmission -10
Launch message buoy 0
Detect faint signal -10
Translate language 0
Tap into internal sensors/recorders -25
Helm/Navigation Modifiers:
Evasive maneuvers 0
Plot a course 0
Standard obit 0
Depart spacedock -15
Maintain unstable orbit -20
Navigate gravity well -40
Maneuver through debris/nebula -25
Navigate cosmic storm -40
Navigate a temporal anomoy -60
Lay in course 0
Engage warp engine 0
Emergency warp speed -10
Full stop -10
Micro warp jump (Riker Manuver) -30
Shadow target ship -45
Sensors Modifiers:
Scan planet 0
Scan stellar event 0
Scan spatial anomaly 0
Scan starship 0
Scan for life 0
Identify different life forms -10
Locate specific life form -25
Break through jamming -30
Jamming -20
Locate cloaked vessel -40
Launch probe +10
EXPANDED PSIONICS:
TELEPATHY & EMPATHY
Contact, one-way:
Send basic concept or feeling 0
Empathic sensing 0
Empathic sensing of health -20
Short message, complex concept -10
Locate via empathic impression -40
Illusion -40
Mental domination/possession -70
Contact, two-way:
Telepathic communication -20
Sharing thoughts & feelings -30
Total thought exchange -40
Psyche removal/exchange -80
Memory modification -20
Pain removal -10
Mind meld -50
Emotional suppression 0
Super numerate/perfect recall 0
Empathic healing, per pt of damage -5
Instinctive astrogation, per 10% bonus -10
Subject Modifiers:
Self, if applicable +20
Humanoid +10
Non-humanoid 0
Vastly alien intelligence -40
Semi-intelligent creature -10
Unintelligent animal or creature -25
Incorporeal life form -30
Non-carbon-based life form -20
Unknown creature type -20
Group, per person -10
Telepath:
Willing -½ PSI
Unwilling +½ PSI
Non-telepath:
Willing +25
Unaware +10
Unwilling +½ PSI
Friendly or sympathetic +10
Related or bonded +20
Enemies or personal grudge -20
Previously contacted +10
METABOLIC CONTROL
Enhanced Movement:
Per +5 meters to running speed 0
TELEKINESIS
Size of object:
Hand held object +10
Small object 0
Man-sized object -10
Large object -20
Vehicle-sized object -40
Moving target -10
ESP
Clairvoyance:
Distance viewing, same world -10
Distance viewing, different planet -50
Postcognition, personal past 0
Postcognition, recent past -20
Postcognition, distant past -50
Precognition, personal future -20
Precognition, near future -60
Precognition, distant future -80
MATTER/ENERGY CONTROL
Matter rearrangement/disintegration:
Self +10
Hand held object 0
Small object -10
Man-sized object -20
Large object -40
Vehicle-sized object -60
Starship-sized object -80
Environmental bubble -30
Electrokinesis:
Absorb energy 0
Conduct energy +10
Recharge device, per point of ammo -10
Absorb weapon fire, per point of damage -15
Project energy, per 1D10 of damage -20
Pyrokinesis:
Ignite flammable material -10
Ignite living tissue -30
Increase fire size 0
Decrease fire size -15
Mold fire into specific shapes -40
HOUSE RULES:
Rounding Up or Down: On all figures relying on division, round to the nearest whole number as you would in math class: .4 or less, round down; .5 or more, round up.
Initiative is rolled each round for each individual. It is rolled with 1D10 + AP total. The highest roll wins. He declares his actions last but takes them first. The lowest roll loses. He declares
his actions first but takes them last.
Attribute Damage: Lost attribute damage heals at ½ the character's usual Wound Heal Rate.
DEX Adjustments: A character who loses or gains DEX for any reason has an equal loss or gain applied to his APs. This affects initiative rolls if that rule option is being used.
Personal Combat, whether Armed or Unarmed, is by nature conducted at Point Blank Range. Thus, no character receives the Point Blank modifier to his attack roll. A character can
choose whether to emphasize his STR, DEX, or INT in Personal Combat. Depending upon which he chooses, he averages the appropriate attribute into the skill level to determine his To-
Hit. This choice is made at character creation and cannot be changed. It should reflect a character and his culture. After all, most Klingons rely on strength and most Vulcans rely on
Energy Weapon Ranges Short (+/-0) Medium (+15) Long (+30) Extreme (+45)
TNG Hand Disruptor, Mark IV 5m 20m 50m 100m
TNG Disruptor, Mark IV 5m 30m 60m 120m
TNG Phaser III 5m 20m 50m 120m
TNG Phaser IV 5m 30m 60m 180m
TNG Phaser Compression Rilfe 5m 40m 120m 240m
Starfleet Hand Laser 5m 10m 25m 50m
Starfleet Laser Rifle 10m 50m 150m 300m
Gorn Blaster, Mark I 5m 10m 25m 40m
Gorn Blaster, Mark II 6m 12m 30m 50m
Gorn Sonic Stunner 10m 20m 40m 80m
Ferengi Plasma Phaser 5m 10m 25m 40m
Ferengi Energy Whip 5m 10m 20m 30m
Cardassian Phase-Disruptor 5m 20m 50m 100m
Cardassian Phase-Disruptor Rifle 5m 40m 80m 150m
Plasma Pistol 4m 15m 40m 65m
Plasma Rifle 5m 20m 60m 90m
Police Stunner 15m 36m 90m 150m
*lasers lose 10 pts of damage at each range beyond Short (-10 at Medium, -20 at Long, and -30 at Extreme)
**Point Blank Range is anything under 5 meters.
***Overload Range of any weapon is its medium range.
Index
Index 75
Boreth, 5 Computer Operation, 27, 28, 29, 30, 31, Dramian, 18
A Borg, 4, 5, 9, 16, 17, 18, 23, 24, 144 33, 34, 35, 36, 40, 41, 42, 43, 44, 45,
Boslic, 21 46, 47, 48, 49, 50, 51, 53, 58, 59, 60, E
Administration, 35, 36, 39, 41, 42, 43, 44, Breen, 5, 7, 10, 16 61, 62, 63, 64, 65, 66, 68, 70, 71, 72,
45, 46, 47, 48, 49, 50, 51, 53, 58, 60, Bribery, 27, 60, 61, 62, 63, 66, 70, 73, 84, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, Earth, 3, 4, 5, 9, 10, 15, 16, 21, 24, 25, 38,
61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 90, 91, 92, 94, 100, 103, 105, 106, 109, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 55, 111, 144, 147, 149
73, 74, 75, 77, 78, 79, 81, 86, 87, 90, 123 93, 94, 95, 96, 97, 98, 99, 100, 101, Efrosian, 18
91, 92, 94, 95, 96, 97, 98, 101, 103, Brunali, 17 103, 107, 112, 116, 117, 144 Elasian, 18
104, 105, 106, 110, 111, 122, 123 Bynar, 17 Computer Technology, 29, 30, 34, 40, 42, El-Aurian, 3, 18
Admiral, 3, 6, 9, 126 Bynaus, 17 44, 45, 48, 50, 51, 59, 60, 61, 63, 64, Elaysian, 7
Aenar, 15 Bzzit Khaht, 17 65, 66, 70, 72, 73, 74, 75, 76, 80, 83, Electronics Technology, 29, 30, 34, 40, 42,
Ajilon Prime, 5 85, 87, 91, 94, 98, 103, 107, 109, 116, 44, 45, 48, 49, 51, 59, 62, 64, 65, 66,
Allasomorph, 15 121 70, 72, 76, 80, 81, 85, 87, 88, 89, 90,
C
Alpha Quadrant, 6, 9 Counselor, 7, 43, 132 93, 100, 103, 109
Andorian, 15 Caere, 3 Cryptology, 30, 60, 61, 62, 64, 70, 103, Engineer, 9, 30, 32, 45, 47, 48, 76, 86, 88,
Angel I, 3 Cairn, 21 107, 108 120, 121
Antaran, 15 Caitian, 17, 19 Ensign, 6, 53, 54, 68, 125, 126
Antedean, 15 Capellan, 17 Environmental Suit Operation, 28, 29, 30,
D
Antican, 15 Captain, 3, 5, 9, 18, 37, 54, 69, 79, 125, 31, 32, 33, 34, 41, 42, 44, 46, 47, 48,
Aquan, 15 126, 133 Dakala, 17 50, 60, 63, 65, 66, 72, 75, 80, 84, 90,
Arcadian, 15 Cardassian, 3, 5, 17 Damage Control Procedures, 28, 29, 30, 91, 100, 103, 109
Arcturian, 15 Carousing, 27, 28, 39, 40, 52, 53, 58, 59, 34, 35, 41, 42, 44, 45, 46, 48, 49, 50, Eska, 17
Argelian, 21 61, 62, 63, 65, 67, 70, 72, 73, 84, 88, 51, 60, 61, 72, 76, 103, 108 Etanian, 18
Ariolo, 15 89, 90, 91, 92, 93, 94, 99, 100, 103, Deflector Shield Operation, 29, 32, 34, 35, Excalbian, 18
Arkenite, 15 106, 110 42, 45, 48, 50, 51, 74, 75, 80, 82, 94, Extension Courses, 79
Artistic Expression, 27, 28, 40, 43, 52, 58, Chalnoth, 17 103, 108
59, 62, 65, 67, 71, 72, 77, 79, 80, 84, Chameloid, 17 Deflector Shield Technology, 30, 32, 34, F
87, 88, 93, 98, 99, 103, 105 Changeling, 5, 6, 18, 145 42, 44, 45, 48, 50, 51, 74, 76, 82, 94,
Assassination, 33, 70, 103, 105 Clandestine Operations, 46, 58, 60, 62, 63, 103, 108 Fabrini, 21
Aurelian, 16 64, 65, 70, 86, 88, 90, 92, 100, 103, Delta Quadrant, 4, 5, 10, 15, 17, 18, 19, Farius Prime, 6
Axanar, 16 106 20, 21, 23, 24, 25 Federation, 1, 3, 4, 5, 9, 14, 16, 17, 18, 19,
Commander, 4, 6, 9, 54, 125, 126 Deltan, 17 21, 22, 23, 24, 25, 27, 28, 29, 30, 31,
Commissioned officer, 124 Demolitions, 30, 31, 48, 62, 63, 65, 70, 90, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44,
B
Commodore, 54, 69, 126 103, 108 45, 46, 47, 50, 53, 54, 55, 56, 58, 60,
Bajor, 3, 8 Communication Systems Operation, 27, Denobulan, 17, 52, 136, 148 64, 70, 71, 72, 75, 77, 78, 79, 81, 83,
Bajoran, 3, 7, 16 28, 35, 36, 40, 42, 43, 44, 47, 48, 49, Devidia II, 4 84, 85, 86, 87, 88, 89, 90, 91, 93, 97,
Bandi, 21 50, 51, 59, 60, 61, 63, 64, 65, 72, 77, Devidian, 17 98, 99, 100, 102, 104, 111, 112, 113,
Benzite, 6, 16 84, 86, 87, 89, 90, 91, 92, 93, 94, 98, Devore, 18 117, 119, 124, 125, 129, 130, 131, 132,
Beta Quadrant, 10, 23 100, 103, 107 Devos II, 7 133, 144, 149
Betazed, 6 Communication Systems Technology, 27, Dimorus, 18 Federation Merchant Marine Academy,
Betazoid, 16 30, 40, 44, 50, 51, 59, 63, 64, 66, 72, Disguise, 62, 63, 64, 65, 70, 88, 93, 100, 71
Betelgeusian, 16 84, 87, 90, 91, 93, 103, 107, 109 103, 108 Federation Merchant Marines, 125
Bolian, 16 Dopterian, 18 Ferengi, 3, 7, 16, 18
First officer, 6 J Lurian, 20 O
Flaxian, 18
Forgery, 60, 88, 91, 92, 100, 103, 109, Jupiter, 10 M Ocampa, 21
110, 123 Old Ones, 21
K M-113, 20, 148 Omicron Theta, 3
Malon, 7, 20 Operations officer, 106, 108, 110, 122,
G
Kaferian, 19 Malon Prime, 20 123
Galor IV, 6 Kalar, 19 Mariposa, 3 Orion, 6, 16, 21, 69, 105, 106
Gaming, 26, 27, 28, 41, 52, 59, 63, 65, 67, Kasheeta, 19 Marksmanship, Archaic, 103, 113
72, 73, 84, 87, 91, 92, 100, 103, 110 Kazarite, 19 Marksmanship, Modern, 28, 29, 30, 31, P
Gamma Quadrant, 4, 8, 10, 18, 19 Kazon, 5, 19, 24 35, 42, 46, 48, 62, 65, 72, 75, 81, 82,
Genesis, 8, 112 Kelvan, 19 91, 103, 113 Pakled, 21
Gorn, 6, 10, 18, 69 Khitomer, 3, 5 Marksmanship, Modern-Heavy Weapons, Personal Combat, Armed, 31, 81, 103,
Kirk, 3, 5, 18, 102, 123 103 115, 142
H Klingon, 3, 5, 9, 19, 21, 37, 55, 69, 105, Marksmanship, Modern-Sniper, 103 Personal Combat, Unarmed, 28, 29, 30,
110, 118, 119, 121, 122, 142, 147 Mechanical Engineering, 27, 28, 29, 30, 31, 35, 42, 46, 48, 62, 65, 72, 75, 81,
Haakonian, 23 Kobali, 8, 19 32, 41, 44, 46, 48, 59, 62, 66, 72, 74, 82, 92, 103, 115
Haven, 8 Krenim, 6 76, 80, 82, 84, 85, 87, 88, 89, 90, 91, Personal Weapons Technology, 29, 30, 31,
Hirogen, 6, 18 Ktarian, 20 93, 94, 100, 103, 113 32, 33, 35, 42, 47, 48, 51, 60, 66, 75,
Holodeck Operations Procedures, 29, 34, Kzin, 20 Medical Sciences, 33, 49, 50, 51, 63, 75, 76, 81, 82, 89, 90, 96, 103, 105, 115
40, 41, 42, 44, 45, 50, 60, 66, 72, 77, Kzinti, 20 103, 113 Phylosian, 22
80, 82, 84, 103, 110 Megarite, 20 Physical Sciences, 27, 28, 40, 41, 44, 50,
Holodeck Systems Technology, 29, 34, 40, L Meridian, 3 59, 60, 66, 72, 81, 83, 103, 115
44, 50, 66, 76, 77, 80, 103, 110 Metron, 21 Planetary Sciences, 27, 28, 40, 41, 50, 59,
Horta, 19, 143 Lactran, 20 Monac IV, 7 60, 72, 81, 83, 104, 116
Human, 3, 5, 8, 18, 19, 21, 105 Language, 26, 27, 28, 29, 30, 34, 39, 40, Planetary Survival, 27, 30, 31, 32, 33, 41,
41, 42, 43, 45, 46, 49, 50, 58, 59, 60, 45, 47, 50, 58, 59, 64, 65, 66, 70, 72,
N
I 62, 65, 70, 71, 72, 76, 77, 80, 81, 83, 75, 82, 84, 90, 96, 99, 104, 117, 122
84, 85, 86, 87, 88, 89, 90, 91, 92, 93, Nacene, 21 Preservers, 22
Iconia, 7 94, 95, 96, 97, 98, 99, 100, 103, 111 Narendra III, 3, 8 Prometheus, 6
Iconian, 5, 19 Leadership, 27, 29, 35, 36, 41, 42, 43, 44, Nausicaan, 21
Instruction, 35, 36, 41, 42, 43, 44, 45, 46, 45, 46, 47, 48, 50, 51, 53, 58, 59, 60, Navigator, 108, 121 Q
47, 50, 53, 58, 60, 63, 64, 70, 73, 74, 61, 63, 64, 65, 68, 70, 72, 74, 77, 78, Negotiation/Diplomacy, 27, 43, 44, 45, 46,
77, 78, 80, 95, 96, 97, 98, 99, 101, 102, 80, 81, 84, 92, 95, 96, 97, 101, 103, 58, 61, 63, 64, 66, 70, 73, 77, 78, 79, Quarren, 8
103, 109, 110, 111 111 80, 84, 88, 103, 105, 106, 112, 114
Intelligence officer, 110, 114 Lieutenant, 4, 5, 9, 53, 54, 126 Neural, 21 R
Intelligence Procedures, 36, 46, 58, 60, 61, Life Sciences, 28, 33, 40, 41, 59, 60, 63, Nezu, 18
63, 64, 65, 66, 68, 70, 103, 110 71, 81, 103, 112 Non-commissioned officer, 125 Record Combat Statistics, 26
Interrogation, 46, 61, 65, 66, 70, 96, 103, Life Support Systems Technology, 31, 33, Norpin V, 3 Record Endurance Statistics, 26
111, 146 43, 44, 45, 48, 49, 50, 63, 66, 76, 77, Nyrian, 6 Reman, 22
Iotian, 21 82, 85, 87, 94, 95, 103, 112 Remus, 22
Lissepia, 4 Rhaandarite, 22
Lokirrim, 20 Rigellian, 17
Index 77
Risa, 22 Social Sciences, 26, 27, 28, 34, 36, 39, 40, Sub-Light Drive Technology, 29, 30, 34, U
Risian, 22 41, 53, 58, 59, 60, 61, 62, 65, 70, 71, 43, 44, 46, 49, 66, 74, 76, 77, 80, 82,
Romulan, 3, 4, 5, 22, 26, 37, 55, 69, 146 72, 77, 78, 80, 82, 83, 104, 119 104, 122 U.S.S. Enterprise, 3, 5, 9, 18, 21, 37, 54,
Romulus, 4, 7, 22 Solosos III, 8 Suliban, 23, 149 125, 145
Rondac III, 7 Space Sciences, 27, 28, 34, 40, 41, 50, 59, Surveillance, 31, 33, 35, 43, 44, 46, 58, 61, Uxal, 24
Rutian, 3 60, 61, 62, 66, 72, 73, 74, 75, 83, 94, 64, 65, 70, 100, 104, 122 Uxali, 24
104, 120
S Species 8472, 6, 23 T V
Sphere Builder, 23, 25
Section 31 Operative, 70, 71 Spock, 3, 4, 102, 118, 142, 143 Talax, 23, 24 Vaadwaur, 8, 24
Security Procedures, 30, 31, 35, 36, 42, Sports, 27, 28, 31, 32, 33, 40, 41, 47, 52, Talaxian, 8, 23, 24 Value Estimation, 61, 62, 63, 64, 67, 73,
43, 44, 46, 47, 50, 51, 60, 61, 62, 64, 59, 60, 67, 71, 72, 73, 81, 84, 85, 86, Talos I, 23, 129 74, 75, 77, 78, 80, 85, 86, 87, 88, 89,
65, 66, 68, 70, 75, 77, 82, 100, 104, 89, 90, 93, 99, 100, 104, 110, 120, 121 Talos IV, 23, 129 91, 92, 93, 94, 95, 97, 99, 100, 104,
105, 118 Star Fleet NCO Training, 35 Talosian, 23 123
Selay, 15, 22 Starfighter Engineering, 104 Taurean, 23 Vedala, 24
Setlik III, 3 Starfighter Pilot, 48, 104, 121 Tellarite, 24 Vehicle Operation, 27, 28, 30, 31, 32, 33,
Shamin, 22 Starfleet Enlisted Training, 26 Tholian, 24, 69 40, 41, 47, 48, 59, 60, 64, 66, 71, 72,
Sheliak, 22 Starfleet Intelligence Command, 37, 58 Tiburonian, 24 84, 85, 86, 87, 88, 89, 90, 91, 92, 93,
Shuttlecraft Pilot, 34, 35, 41, 45, 46, 48, Starfleet Officer Training, 39 Trabe, 5, 19, 24 94, 95, 96, 97, 98, 99, 100, 104, 124
51, 59, 60, 61, 62, 66, 72, 74, 75, 82, Starship Combat Strategy/Tactics, 26, 29, Tractor Beam Operation, 29, 34, 66, 75, Vendorian, 24
91, 104, 118 35, 36, 41, 42, 43, 46, 48, 51, 53, 58, 104, 122 Ventax II, 3
Shuttlecraft Systems Technology, 30, 34, 61, 74, 75, 78, 80, 83, 94, 104, 121 Tractor Beam Technology, 29, 34, 66, 76, Vian, 24
44, 45, 48, 62, 76, 77, 82, 91, 104, 118 Starship Helm Operation, 29, 34, 42, 44, 104, 122 Vidiian, 5
Skorr, 16 46, 48, 62, 66, 74, 75, 76, 94, 104, 118, Trade and Commerce, 27, 40, 59, 61, 62, Vorgon, 25
Slaver, 22 121 63, 64, 67, 71, 73, 75, 77, 78, 84, 85, Vorta, 6, 25, 144
Small Equipment Systems Operation, 29, Starship Operations, 39, 143 86, 87, 88, 89, 90, 91, 93, 94, 95, 97, Voth, 6, 25
30, 31, 32, 33, 34, 42, 43, 44, 45, 46, Starship Sensors, 28, 29, 34, 35, 41, 42, 98, 99, 100, 104, 123 Vulcan, 9, 25, 26, 52, 122, 135, 142, 149
47, 48, 49, 50, 51, 60, 61, 63, 65, 66, 43, 44, 45, 46, 47, 48, 49, 50, 51, 60, Transporter Operation Procedures, 29, 30,
70, 74, 76, 77, 80, 81, 85, 87, 89, 90, 62, 74, 75, 76, 77, 80, 82, 83, 94, 104, 41, 43, 45, 47, 48, 60, 66, 71, 104, 123 W
91, 92, 95, 96, 104, 112, 117, 118, 121 107, 112, 116, 117, 119, 120, 121 Transporter Systems Technology, 30, 44,
Small Equipment Systems Technology, 29, Starship Weaponry Operation, 29, 34, 42, 48, 67, 76, 77, 83, 104, 110, 123 Warp Drive Technology, 29, 30, 34, 43, 44,
30, 31, 32, 33, 34, 43, 44, 46, 48, 49, 46, 48, 51, 62, 74, 75, 83, 94, 104, 121 Trelka V, 7 46, 49, 62, 67, 74, 75, 76, 77, 80, 104,
50, 61, 65, 66, 70, 74, 76, 77, 81, 82, Starship Weaponry Technology, 30, 34, Trill, 7, 22, 24 124
85, 87, 88, 89, 91, 92, 93, 100, 104, 42, 44, 46, 48, 51, 62, 66, 74, 83, 104, Trivia, 26, 27, 28, 40, 41, 44, 52, 58, 59,
118 121 64, 65, 67, 71, 72, 73, 79, 81, 83, 84, X
Small Unit Tactics, 26, 28, 30, 31, 32, 33, Stealth, 31, 33, 61, 62, 64, 66, 70, 88, 90, 93, 100, 104, 105, 107, 109, 111, 119,
35, 36, 42, 47, 58, 61, 64, 66, 70, 74, 120, 123, 124 Xelatian, 25
99, 100, 104, 122, 136
75, 81, 92, 96, 97, 104, 119 Troyian, 24 Xyrillian, 25
Streetwise, 27, 28, 33, 39, 41, 46, 52, 53,
Small Vessel Engineering, 16, 48, 61, 62, 58, 59, 61, 62, 63, 64, 65, 67, 70, 72, Turei, 8
66, 74, 82, 91, 94, 104, 118 84, 88, 100, 104, 106, 122 Y
Small Vessel Piloting, 16, 82, 104, 118
Yridian, 26
Index 78
Z Zaranite, 26 Zero-G Operations, 16, 28, 31, 32, 33, 36,
41, 47, 49, 51, 60, 62, 66, 71, 72, 80,
Zakdorn, 26 88, 90, 92, 104, 124, 149
Index 79