FASA TREK - Revised_RPG_Generation

35
Star Trek : The Next Generation Revised Role-playing Character Generation Rules I’ve been an avid fan of Star Trek Role-playing, and the Star Trek : The Role Playing Game in particular since its British edition was introduced by Games Workshop in 1984. To be brutally honest, I became a Trekkie because of the game, and not the other way around, and consequently I have a slightly more generous attitude to the game than most “serious” Trekkies do, who seem to regard it as a work of pure evil. So much for Gene Rodenberry’s message of tolerance … I collected the supplements, as they were imported, bought the scenarios and adapted them to form a campaign for the intrepid officers of the USS Niwen, and a few house rules were adopted along the way. And then in 1987 we started to here about this new series over here, and started salivating at the thought of a new set of supplements. In early 1988, the series began to be released on video in the UK, and was avidly rented by all the devoted. And then we got the Officers Manual. It was devoured and appreciated, and then we all noticed there wasn’t actually any character generation rules in it … There was a half hearted set of descriptions for Star Fleet Academy’s course requirements, but that was about it. The follow First Season Supplement actually introduced new character types, but was frankly, a mess. At this point I started adapting these (to balance out the skill point allocations as per the original character generation rules (these Next Generation types were very short changed in some specialities)) and took on board a few ideas from an article in Challenge (issue currently eludes me). As more and more of the series was shown on here (We didn’t even get it on TV until … 1990!) It became rapidly apparent to me that you didn’t go to Academy and say - “I’ll be a helmsman” and after 4 years, that was all you could do. The officers of the Next Generation and, it would seem, the Original series and Films were in fact broadly educated. They could fill in for each other, but they had particular leanings. Geordi could fly, had command training, but his real forte was Engineering (and Technobabble). Picard was a helmsman with a huge scientific and archaeology interest. Dr Crusher had command training, and could fly a shuttle and was handy with her fists, whereas Dr Pulaski doctored and that was it and conspicuously could not fly a shuttle. Clearly, the last two were not from the same mould. You could just about tweak a character to get this kind of interest out of them, but then how do you take into account things like Dr Bashir’s Engineering extension course and flight skills. Evidence accumulated that Star Fleet Academy was more like a University, rather than a Military Academy, with all Cadets taking a four year course, excepting MD’s who took 8, where there were a lot of optional courses, and that the emergent officers could be qualified for multiple shipboard positions. Additionally, the

description

suggested light reading

Transcript of FASA TREK - Revised_RPG_Generation

Page 1: FASA TREK - Revised_RPG_Generation

Star Trek : The Next GenerationRevised Role-playing Character Generation Rules

I’ve been an avid fan of Star Trek Role-playing, and the Star Trek : The Role Playing Game in particular since its British edition was introduced by Games Workshop in 1984. To be brutally honest, I became a Trekkie because of the game, and not the other way around, and consequently I have a slightly more generous attitude to the game than most “serious” Trekkies do, who seem to regard it as a work of pure evil. So much for Gene Rodenberry’s message of tolerance …I collected the supplements, as they were imported, bought the

scenarios and adapted them to form a campaign for the intrepid officers of the USS Niwen, and a few house rules were adopted along the way. And then in 1987 we started to here about this new series over here, and started salivating at the thought of a new set of supplements. In early 1988, the series began to be released on video in the UK, and was avidly rented by all the devoted. And then we got the Officers Manual. It was devoured and appreciated, and then we all noticed there wasn’t actually any character generation rules in it … There was a half hearted set of descriptions for Star Fleet Academy’s course requirements, but that was about it. The follow First Season Supplement actually introduced new character types, but was frankly, a mess. At this point I started adapting these (to balance out the skill point allocations as per the original character generation rules (these Next Generation types were very short changed in some specialities)) and took on board a few ideas from an article in Challenge (issue currently eludes me).As more and more of the series was shown on here (We didn’t even

get it on TV until … 1990!) It became rapidly apparent to me that you didn’t go to Academy and say - “I’ll be a helmsman” and after 4 years, that was all you could do. The officers of the Next Generation and, it would seem, the Original series and Films were in fact broadly educated. They could fill in for each other, but they had particular leanings.Geordi could fly, had command training, but his real forte was

Engineering (and Technobabble). Picard was a helmsman with a huge scientific and archaeology interest. Dr Crusher had command training, and could fly a shuttle and was handy with her fists, whereas Dr Pulaski doctored and that was it and conspicuously could not fly a shuttle. Clearly, the last two were not from the same mould. You could just about tweak a character to get this kind of interest out of them, but then how do you take into account things like Dr Bashir’s Engineering extension course and flight skills. Evidence accumulated that Star Fleet Academy was more like a University, rather than a Military Academy, with all Cadets taking a four year course, excepting MD’s who took 8, where there were a lot of optional courses, and that the emergent officers could be qualified for multiple shipboard positions. Additionally, the release of Mike Okuda’s Star Trek Chronology was a real eye opener. The wealth of extra information that I gleaned from that made me rethink a few things, and eventually led me to write these character generation rules that I have used (with constant revisions) over the last 4 years.

I have tried to accommodate the following “facts”

Page 2: FASA TREK - Revised_RPG_Generation

Academy is attended for 4 years (8 for MD’s) It is possible to do more years (probably due to re-sit years)

Academy is a course based institute It is possible to attain rank within the Academy (Kirk was a

junior Lieutenant at academy, Saavik was a Lieutenant before she graduated)

It is possible to be assigned to ships whilst nominally at the Academy (Kirk was aboard the Farragut, and was at the signing of the Treaty of Axanar)

Additionally to this, I could flesh out the on board positions. Medical technicians and orderlies became possible, as did JAG officers, quarter masters and more as I needed to make positions up. I have added a few skills to the list, which had been previously been subsumed in others, but come the Next Generation environment seemed more appropriate.

New Skills

CyberneticsThe study of creating artificial systems, that may, to a greater or lesser extent mimic biological systems. Bionics is an allied skill that governs their interfacing with biological systems. Nanites would be developed using this skill, as would Lt Commander Data.

Engineering ProceduresThe basic ability to perform routine engineering tasks, following protocols without necessarily knowing the ins and outs of the system being maintained or modified.

Fusion Systems TechnologyThe Fundamentals of adjusting, designing and maintaining Fusion power systems, including EPS conduits, Fusion reactors and Impulse engines.

Management/LogisticsThis is best thought of as the Business equivalent of Leadership.

Non Verbal CommunicationsThe study of communications methods that are not vocalised. It would allow the study of body language to indicate state of mind, etc.

ResearchThis is the co-ordination of effort and resources to produce new information, or discover associations of information that had not been previously obvious.

Space Sciences/Warp PhysicsThe science of the Warp drive. Whilst Warp Drive Technology gives some degree of knowledge in this area, the ins and oust of Subspace domains, and their interaction with the regular universe are covered by this skill, if only in a purely theoretical manner.

Starship ArchitectureA very specialised skill, which governs the design methodology behind starships and space stations.

Page 3: FASA TREK - Revised_RPG_Generation

It is the theoretical equivalent of Astronautics, and primarily used by Fleet Architects, at facilities such as Utopia Planitia.

Revised Role-playing Character Generation

Starfleet Officers

1. Attributes

STR END INT DEX CHA LUC PSI BP’sBasic

Attributes 3d10+40

3d10+40

3d10+40

3d10+40

3d10+40

1d100 1d100 1d50

Racial Modifiers

To these, then add the modifiers for the desired race for each attribute, or if an alternate die system is given, substitute that given for the attribute. Bonus points may be added to any attribute but no more than 30 in any one attribute, none may be added to PSI, LUC may not exceed 100, and no other attribute may exceed 100 + attribute modifier.

Human - - - - - - -30 -Andorian +10 -5 - - - -20 -20 -Bajoran - - - - - -20 - -Benzite - - +20 - -10 -20 -10 -Betazoid -5 -10 +15 -10 +20 - 70+3d

10-

Caitian - -5 - +20 +5 -10 -30 -Edoan -5 - - +15 - -15 -35 -

Tellarite +5 +5 - - -10 -20 -40 -Vulcan +20 +10 +10 - - -40 - -

Pre Academy SkillsEducational Background

Personal Development

Page 4: FASA TREK - Revised_RPG_Generation

Computer Operation*Language*Life SciencesFirst Aid*Physical Sciences*Planetary Sciences*Social Sciences*Trivia

*Artistic ExpressionCarousingCommunication Systems OperationCommunication Systems TechnologyComputer OperationComputer TechnologyElectronics Technology*Gaming*LanguageLeadership*Marksmanship, Archaic WeaponMechanical EngineeringNegotiation/Diplomacy*Personal Combat, Armed*Personal Combat, Unarmed*Planetary Survival*SportsStreetwise*Trivia*Vehicle Operation

2. Pre Academy Skills

The Total number of skill points available is equal to INT, half must be allocated to skills from the Educational Background and the others to those from Personal Development. Skills marked ‘*’ must have the relevant sub-skill selected.Characters wishing to enter Academy at age 16 or 17 rather than 18

receive 10 or 5 skill points less than their INT would suggest.

3.0 Starfleet Officers Ranks

Upon entry to Starfleet Academy, the Character becomes a Midshipman. During their Starfleet career, they will progress up the ranks as given below.

Rank Brief Description Insignia

Page 5: FASA TREK - Revised_RPG_Generation

Midshipman Academy Cadets only No PipsEnsign (Junior Grade)

Academy Cadets or promoted enlisted personnel only

One Hollow Pip

Ensign Typical Rank for Fresh Academy Graduates

One Solid Pip

Lieutenant (Junior Grade)

Most bridge personnel One Solid, One Hollow

Lieutenant Most Department heads on Starships, Typical Recent Graduate Doctor

Two Solid

Lieutenant Commander

Department head on larger vessels, First officer on smaller vessels

Two Solid, One Hollow

Commander First officer on larger vessels, captain on very small vessels

Three Solid Pips

Captain Commanding officer aboard most vessels

Four Solid Pips

Commodore Commanding officer on fleet flagships

Five Solid Pips

Admiral Work-a-Day Admiral Oblong surrounding 3 Pips

Flag / Vice Admiral

Fleet commanders and heads of Staff

Oblong surrounding 3 Pips

3.1 Academy Skills

Starfleet Academy is a Four year course (Eight years for Medical Personnel aiming to become Doctors). During this time, the Cadet chooses courses equal to 4 or 8 years. Availability is restricted as follows; A First Year Cadet must take Academy Core Curriculum Each course must be taken in order. For example Medicine 2 has

Medicine 1 as a prerequisite, and may not be taken in the same year.

The following courses have Engineering as a pre-requisite; Starship Sub-Systems, Starship Systems, Starship Architecture, Defence Systems Technology and Propulsion Systems and Small Spacecraft Maintenance.

Officers wishing to become Doctors (as against Medical Personnel) must take the Following courses; In the first 5 years Medicine 1-4, in Year 8 Medicine 5 and in years 6 and 7 one tour each year of Placement Duty is compulsory. Note that any personnel re-sitting a course during the first 4 years will not be allowed to continue on to become Doctors and will graduate with only 4 years of training.

Each course may only be taken once. The exceptions are Placement Duty, (which is only available only after the first year), which may only be taken once per year, Racial Law (1 & 2) and Racial Language and Culture (which may be taken once only per Race).

Racial Law 2 has Legal as a prerequisite. Racial Law can be taken as “Federation”, in which case the language is a Federation founder race’s, such as Vulcan, Andorian, Tellarite or Alpha Centauran (Ancient Greek).

Page 6: FASA TREK - Revised_RPG_Generation

Academy Courses

Page 7: FASA TREK - Revised_RPG_Generation

Academy Core Curriculum (9 Months)

Communications Systems Operation

10Computer Operation

10First Aid 10Federation Culture/History 10Federation Law 10*Language 10 In totalLeadership 10Marksmanship, Modern 10*Personal Combat, Unarmed 10Small Equipment Operation 10*Sciences 1@10Starship Sensors

10

Accountancy (6 Months)

Accountancy 20Federation Law 20Trade/Commerce 20Computer Operation

10

Administration (3 Months)

Accountancy 10Administration 10Management/Logistics

10Research 10

Command School (6 Months)

Federation Culture/History 10Federation Law 10Leadership 10Negotiation/Diplomacy 10Small Unit Tactics

10Starship Combat Strategy & Tactics

10Engineering Procedures 10

Computer Support Systems (6 Months)

Computer Operation20

Computer Science15

Computer Technology20

Electronics Technology 15

Crisis Management (3 Months)

Damage Control Procedures 10Leadership 20*Psychology, Native

10

Cybernetics (6 Months)

Bionics 20Computer Technology

10Cybernetics 20Electronics Technology 20

Defence Systems (3 Months)

Deflector Systems Operation 15Starship Sensors Operation 10Starship Weapons Operation 15

Defence Systems Technology (3 Months)

Computer Technology10

Deflector Systems Technology 15Starship Weapons Technology 15

Diplomatic Training (9 Months)

*Language 20 In total

Engineering (6 Months)

Astronautics 10Engineering

Equipment Maintenance (3 Months)

Electronics Technology 10

Page 8: FASA TREK - Revised_RPG_Generation

*Racial Culture/History 40 In total*Psychology 40 In totalNegotiation/Diplomacy 20

Procedures 20Mechanical Engineering 20Electronics Technology 10Computer Technology

10

Personal Weapons Technology 10Small Equipment Systems Technology

10Small Equipment Systems Operation

10

Page 9: FASA TREK - Revised_RPG_Generation

Extravehicular Activities (3 Months)

Environmental Suit Operation 20Small Equipment Systems Operation

10Zero G Operations

10

Legal (9 Months)Administration 10Computer Operation

10Federation Culture/History 20Federation Law 40*Racial Law 2@10*Psychology, Native

10Research 10

Life Sciences (3 Months)

*Life Sciences (at least 2) 40 In total

Management (3 Months)Administration 10Computer Operation

10Leadership 10Management/Logistics

10

Medicine 1 (3 Months)General Medicine, Native 10*Life Sciences 3@10

Medicine 2 (6 Months)*General Medicine

2@10*Life Sciences 3@10Pathology 10Small Equipment System Operations

10

Medicine 3 (6 Months)*Life Sciences 2@10*Medical Sciences

2@10Psychology, Native

10Surgery 20

Medicine 4 (12 Months)

Administration 10Research 20Small Equipment Systems Operation

20*Life Sciences (at least 4) 50 In total*Medical Sciences (at least 4) 50 In total

Medicine 5 (9 Months)Research 20*Life Sciences 4@10

1@20*Medical Sciences

4@101@20

Personal Combat (3 Months)

Personal Combat, Unarmed 15Marksmanship, Modern

15Small Unit Tactics

10

Personnel Liaisons (9 Months)

Administration 20*Language 20 In totalNegotiation/Diplomacy 20*Psychology (at least 3) 50 In totalNon-verbal Communications 10

Physical Sciences (3 Months)

*Physical Sciences (at least 2) 40 In Total

Planetary Sciences (3 Months)

*Planetary Sciences (at least 2) 40 In Total

Propulsion Systems (6 Months)

Engineering Procedures 10Warp Drive Technology 20Warp Physics 20

Placement Duty (6 Months)

INT/10 1d10 Rolls to increase existing skillsConsult “Placement Duty” chart for

Page 10: FASA TREK - Revised_RPG_Generation

Fusion Power Systems Technology 20

availability.

Page 11: FASA TREK - Revised_RPG_Generation

Racial Language and Culture (3 Months)

Racial Language 20Racial Culture/History 10Racial Psychology

10

Racial Law 1 (3 Months)

Racial Law 20Racial Language 10Racial Psychology

10

Racial Law 2 (6 Months)

Racial Law 20Racial Culture/History 20Racial Language 10Racial Psychology

20

Rescue Operations (3 Months)

General Medicine (First Aid) 20*Planetary Survival

10Small Equipment Systems Operation

10

Science 1 (3 Months)*Life Sciences 10 In total*Physical Sciences

10 In total*Planetary Sciences

10 In total*Space Sciences 10 In total

Science 2 (6 Months)Computer Operations

10Research 20*Sciences 4@10

Science 3 (3 Months)Administration 10Computer Operations

10Science Specialities

20 In total

Security Operations (3 Months)

Security Procedures20

Personal Weapons Technology 10*Psychology 10

Small Spacecraft Maintenance (6 Months)

Deflector Systems Technology 10Engineering Procedures 10Shuttlecraft Systems Technology 30Starship Weapons Technology 10Warp-drive Technology 10

Social Science 1 (6 Months)

Administration 10Research 10*Social Sciences

5@102@10

Social Science 2 (6 Months)

Research 10*Social Sciences

2@20

Space Sciences (3 Months)

*Space Sciences (Not Astronautics) 40 In total

Starship Architecture (6 Months)

Astronautics 10Computer Operation

10Research 20Starship Architecture 20Warp Drive Technology 10

Starship Operations (3 Months)

Holodeck Systems Operation 10Transporter Systems Operation 10Starship Sensors

10Communications Systems Operation

10

Starship Piloting 1 (3 Months)

Astrogation 10Shuttlecraft Operations 10Shuttlecraft Systems Technology 10Starship Sensors

10

Page 12: FASA TREK - Revised_RPG_Generation

Starship Piloting 2 (9 Months)

Astrogation 20Computer Operations

20Deflector Systems Operation 20Starship Helm Operations 40Starship Sensors

20

Starship Sub-Systems (6 Months)

Communications Systems Technology

10Computer Technology

10Electronics Technology 20Holodeck Systems Technology 10Replicator Systems Technology 10Transporter Systems Technology 10

Starship Systems (6 Months)

Astronautics 20Deflector Systems Technology 10Environmental Systems Technology

10Tractor Beam Systems Technology 10Warp Drive Technology 10

Starship Tactical (3 Months)

Starship Sensors10

Starship Weapons Operation 15Starship Combat Strategy & Tactics

15

Tactical Studies (3 Months)

Leadership 15Small Unit Tactics

10Starship Combat Strategy & Tactics

15

Terraforming Operations (6 Months)

*Planetary Sciences2@20

1@10Terraforming Procedures 20

Transporter Operations (6 Months)

Computer Technology20

Engineering Procedures 10Transporter Systems Operation 20Transporter Systems Technology 20

For each year of Academy, the Cadet receives INT/20 1d10 rolls which may be freely allocated to any skills, including acquiring new skills. Not available to Officers reassigned to Academy Training

Page 13: FASA TREK - Revised_RPG_Generation

3. Academy Experience

Placement Duty1d100 Roll Modifiers

9 or less

Large Vessel

10-24 Small Vessel

25-50 Base Duty

51+ None Available

Note that for compulsory Placement Duty, a result of “None Available”, indicates a non-descript placement earning no particular benefits.

For Previous Year’s ResultsE -10G -5A 0P

+5I

+10For

AttributesLUC 70+

-10LUC 60-69 -5LUC 39 or less+5

For RankLieutenant JG -15Ensign -10Ensign JG -5

Academy Yearly Progress1d100 Roll Modifiers

Page 14: FASA TREK - Revised_RPG_Generation

9 or less

Excellent (E)Promoted One Grade

10-24 Good (G)25-75 Average

(A)76-89 Poor (P)90+

Inadequate (I)Repeat YearDemoted One Grade

For Each Previous Year’s ResultsE -4G -2A 0P

+2I

+4For

AttributesINT 70+

-4INT 60-69 -2INT 39 or less

+2LUC 70+

-4LUC 60-69 -2LUC 39 or less

+2For Placement

DutyLarge Vessel -15Small Vessel -10Base Duty -5

Academy Graduation1d100 Roll Modifiers

Page 15: FASA TREK - Revised_RPG_Generation

9 or less

High HonoursPromoted One Grade

10-24 Honours25-75 As

expected

76+ Adequate

For Each Previous Year’s ResultsE -4G -2A 0P

+2I

+4For

AttributesINT 70+

-10INT 60-69 -5INT 39 or less

+5LUC 70+

-10LUC 60-69 -5LUC 39 or less

+5

For each year, a performance report must be established. Roll 1d100 and consult the “Academy Yearly Progress” chart.Note that in the case of a repeat year, the Cadet must re-sit the

same courses, but will not gain the increase in rating normally given for those courses, but experience rolls for that year will be given. In addition, a Cadet re-sitting a year will treat a result of “Good” as “Average” and any “Inadequate” result as “Poor” - the fact they are re-sitting does count against them, but it is assumed that there is only one allowed attempt at re-sitting a year - any character that would then be thrown out of Academy obviously would not be entering play aboard a Star Fleet vessel as one of its crew…After the final year of Academy, the “Academy Graduation” chart is

consulted. This will effect the Graduate’s first tour assignment and possibly Rank.Note that During Academy no Cadet may be promoted past Lieutenant

JG or below Midshipman. At graduation, there is an automatic promotion to Ensign (Unless the cadet holds a higher rank), and any

Page 16: FASA TREK - Revised_RPG_Generation

cadet holding the rank of Lieutenant JG may be promoted to Lieutenant if a One Grade promotion is indicated.

Number of Tours ServedBase Number = 1d10/2

(Round Down)

For AttributesLUC 70+ -2LUC 60-69 -1LUC 39 or less

+1For Destined Position

Captain or First Officer +2Department Head

+1“Top of the Line”

+1For Destined Rank

Each 2 Grades over Current +1

4. Post Academy Experience

Upon graduation, the number of tours that must be served is determined. If the number of tours should be determined to be 0 or less then the character takes the Destined assignment as the first assignment. If the character is to be promoted, then there must be at least one tour served to before the destined assignment.Tour lengths depend upon the assignment;“Top of the Line”, Exploration, Tactical, Colonial, Transport and

Starbase duties are 1d10/2 (round down not less than 1) years in duration and Terraforming is 1d10 years in duration. Starfleet Academy will be one year, filled with Academic courses not previously taken (no placement duty allowed, and do not receive the normal INT/20 skill rolls) or 1d10/2 round up if an Academy Tutor.

Officer Efficiency

Report1d100 Roll

Result

Page 17: FASA TREK - Revised_RPG_Generation

10 or less

Outstanding

11 - 25

Excellent

26 - 75As Expected

76 - 90Fair

91 or MorePoor

Modifiers

INT 60+LUC 70+LUC 60+

Tour AssignmentsTotal Modifiers Modifiers

Page 18: FASA TREK - Revised_RPG_Generation

Assignment-25 or less-10to -20 -5 to +5 +10 to +20+25 or more

“Top of the Line”01 - 30 01 - 2001 - 10 NA NAExploration Command 31 - 5021 - 4011 - 20 01 - 10 NATactical Command51 - 7041 - 60 21 - 30

11 - 2001 - 10Colonial Operations 71 - 7561 - 7031 - 60 21 - 5011 - 50Transport Command76 - 80 71 - 8061 - 80 51 - 9051 - 90Star Base Command81 - 90 81 - 9081 - 90 91 - 0091 - 00Starfleet Academy91 - 00 91 - 0091 - 00 NA NA

Starfleet Academy Duty Colonial OperationsAdditional Instruction 01 - 50Colonial Transport Command01-75Academy Tutor 51 - 00Terraforming Command 76-00

For LuckLUC 70+

-10LUC 60-69

-5LUC 40 or Less +5

For Previous Officer Efficiency ReportsOutstanding -20Excellent

-10As Expected

0Fair

+10Poor

+20For Graduation

Result, First tour onlyHigh Honours

-20Honours

-10As Expected

0Adequate

-10

Skill Advancement All rolls are 1d10

Page 19: FASA TREK - Revised_RPG_Generation

For ServicePer 2 Years of service 1 rollPer 2 Years on TOTL1 rollPer tour as Academy Instructor 1 roll in InstructionPer tour on Starbase 1 roll in AdministrationPer tour in Transport or Starbase 1 roll in Carousing or StreetwisePer tour in Terraforming

2rolls in Terraforming Procedures

For AttributesINT 70+ 2 rollsINT 60 - 69 1 rollLUC 70+ 2 rollsLUC 60 - 69 1 roll

5. Character Age

Characters generally enter academy at age 18. It is possible to enter at 16 or 17. To this add the number of years spent at academy and the number of years spent on tours.

Page 20: FASA TREK - Revised_RPG_Generation

6. Requirements for Shipboard Positions

Positions on vessels require certain prerequisites for them, these being gauged from Academy courses taken.

Page 21: FASA TREK - Revised_RPG_Generation

Administration Officer

Administration

AccountantAccountancy

Communications Officer

Crisis ManagementStarship Operations

CounsellorPersonnel Liaisons

DiplomatDiplomatic TrainingRacial Language and Culture

Engineering Officer

EngineeringAt least one ofDefence

Systems TechnologyEquipment

MaintenancePropulsion

SystemsSmall

Spacecraft MaintenanceStarship Sub-

SystemsStarship

Systems

First Officer or Captain

Command SchoolAlso qualifications for another position

HelmsmanStarship Piloting 2

JAG OfficerLegal 1Racial Law 1

Supply OfficerAdministrationManagement

Medical Officer (MD)

Medicine 1-5

Medical Orderly (Technician)

Medicine 1-3

NurseMedicine 1-4

Operations Specialist

Defence SystemsStarship Piloting 2

ParamedicMedicine 1 & 2Rescue OperationsStarship Piloting 1

Science OfficerScience 1One ofScience 2Any Science Medicine 1

Security Officer

Security OperationsPersonal Combat

Shuttlecraft Pilot

Starship Piloting 1

Social Scientist

Racial Language and CultureSocial Science

Supply OfficerAccountancyAdministration

Tactical Officer

Defence SystemsStarship TacticalTactical Studies

Transporter Officer

Transporter Operation

Page 22: FASA TREK - Revised_RPG_Generation

A Note on Skill RatingsAnd How to Stop Them Getting Too Gross

Contrary to the normal STRPG rules, skills may exceed 99, but skills at this level are generally only achieved through play. However, due to the fact that it is stated that Doctors take eight years at Academy rather than the normal four, by careful choice of courses Doctors could end up with very gross levels in skills. With this particularly in mind, and to encourage diversification of skills in general consult the following table.

Course Skill Points to Increase Skills

Skill Currently In Range

Skill Points to Increase by One

00 — 6061 — 8081 — 9091 — 100101 +

124816

Random skill increases (such as for Placement Duty) are applied at all times at full value - there is no better teacher than experience. Games Masters may want to use this method to control increases given through play.

Page 23: FASA TREK - Revised_RPG_Generation

Revised Role-playing Character GenerationStarfleet Enlisted Personnel

1. Attributes

The same Races, and hence attributes are available as Enlisted Personnel as are Officers.

2. Pre Enlistment Skills

These are determined in the same manner as Pre Academy Skills for Officers.

3.0 Starfleet Enlisted Ranks

Upon entry to Starfleet Academy, the Character becomes a Crewman. During their Starfleet career, they will progress up the ranks as given below.

Rank Brief Description InsigniaCrewman Newly enlisted personnel have this

rank.None

Crewman First Class

Personnel with some experience. None

Warrant Officer

Responsibilities for some organisation and crew management.

One solid pip

Petty Officer Departmental responsibilities and duties analogous to an Officer of Ensign or Lt jg rank.

One solid, one hollow pip

Chief Petty Officer

Major departmental responsibilities and treated very much as an officer of Lt rank.

Two solid pips

Senior Chief / Ensign Junior Grade

Promotion from CPO is into the ranks of the officers and though this leads to an effective diminishment in rank, seniority does count for a lot.

One hollow pip

3.1 Enlisted Personnel Training Skills

Starfleet Enlisted Personnel Training School is a Two year course. Skills are generally more restricted than for officers, resulting in characters with a less broad base of abilities. Courses are taken to a total of two years, availability is restricted as follows; Basic Training must be taken in the first year. Each course must be taken in order. For example Medicine 2 has

Medicine 1 as a prerequisite, and may not be taken in the same year.

The following courses have Engineering as a pre-requisite; Starship Sub-Systems, Starship Systems, Defence Systems Technology and Propulsion Systems and Small Spacecraft Maintenance.

NCO Training can only be taken when a character receives a promotion to Warrant officer. The character receives another 6 months of courses as per retraining.

Each course may only be taken once. The exception is Racial Language and Culture (which may be taken once only per Race).

Enlisted Personnel Training Courses

Page 24: FASA TREK - Revised_RPG_Generation

Basic Training (6 Months)

Communications Systems Operation

10Computer Operation

10First Aid 10Federation Culture/History 10Federation Law 10Marksmanship, Modern 10*Personal Combat, Unarmed 10Small Equipment Operation 10

Administration (3 Months)

Administration 20Computer Operation

20

Computer Support Systems (6 Months)

Computer Operation20

Computer Science15

Computer Technology20

Electronics Technology 15

Damage Control (3 Months)

Astronautics 10Damage Control Procedures 10Mechanical Engineering 10Small Equipment Systems Operation

10

Defence Systems (3 Months)

Deflector Systems Operation 15Starship Sensors Operation 10Starship Weapons Operation 15

Defence Systems Technology (3 Months)

Computer Technology10

Deflector Systems Technology 15Starship Weapons Technology 15

Engineering (6 Months)

Astronautics 10Engineering Procedures 20Mechanical Engineering 20Electronics Technology 10Computer Technology

10

Equipment Maintenance (3 Months)

Electronics Technology 10Personal Weapons Technology 10Small Equipment Systems Technology

10Small Equipment Systems Operation

10

Extravehicular Activities (3 Months)

Environmental Suit Operation 20Small Equipment Systems Operation

10Zero G Operations

10

Medicine 1 (3 Months)General Medicine, Native 10*Life Sciences 3@10

Medicine 2 (6 Months)*General Medicine

2@10*Life Sciences 2@10Pathology 10Small Equipment Systems Operations

10Surgery 10

Medicine 3 (6 Months)*Life Sciences 2@10*Medical Sciences

2@10Psychology, Native

10Surgery 20

Page 25: FASA TREK - Revised_RPG_Generation

NCO Training (*6 Months*)

Administration 20Computer Operation

20Leadership 20Small Unit Tactics

10

Personal Combat (3 Months)

Personal Combat, Unarmed 15Marksmanship, Modern

15Small Unit Tactics

10

Propulsion Systems (6 Months)

Engineering Procedures 10Fusion Power Systems Technology 20Warp Drive Technology 20Warp Physics 20

Racial Language and Culture (3 Months)

Racial Language 20Racial Culture/History 10Racial Psychology

10

Rescue Operations (3 Months)

General Medicine (First Aid) 20*Planetary Survival

10Small Equipment Systems Operation

10

Science 1 (3 Months)*Sciences 4@ 10

Science 2 (6 Months)Computer Operation

10Research 10Small Equipment Systems Operation

10*Sciences 4@10

Security Operations (3 Months)

Security Procedures20

Personal Weapons Technology 10*Psychology, Native

10

Small Craft Maintenance (6 Months)

Deflector Systems Technology 10Engineering Procedures 10Shuttlecraft Systems Technology 30Starship Weapons Technology 10Warp-drive Technology 10

Starship Operations (3 Months)

Holodeck Systems Operation 10Transporter Systems Operation 10Starship Sensors

10Communications Systems Operation

10

Starship Piloting 1 (3 Months)

Astrogation 10Shuttlecraft Operations 10Shuttlecraft Systems Technology 10Starship Sensors

10

Starship Piloting 2 (6 Months)

Astrogation 10Computer Operations

10Deflector Systems Operation 10Starship Helm Operations 30Starship Sensors

10

Starship Systems (6 Months)

Astronautics 20Deflector Systems Technology 10Environmental Systems Technology

10Tractor Beam Systems

Starship Tactical (3 Months)

Starship Sensors10

Starship Weapons Operation 15Starship Combat Strategy and Tactics

15

Tactical Studies (3 Months)

Leadership 15Small Unit Tactics

10Starship Combat Strategy & Tactics

15

Page 26: FASA TREK - Revised_RPG_Generation

Technology 10Warp Drive Technology 10

Transporter Operations (6 Months)

Computer Technology20

Engineering Procedures 10Transporter Systems Operation 20Transporter Systems Technology 20

In addition, the Crewman receives INT/10 1d10 rolls which may be freely allocated to any skills, including acquiring new skills. Not available to personnel receiving retraining.

4. Experience

Number of Tours ServedBase Number = 1d10/2

(Round Up)

For AttributesNo Modifiers from attributes

For Destined Position“Top of the Line”

+1Exploration Command

+1NCO +2

Upon graduation, the number of tours that must be served is determined. If the number of tours should be determined to be 0 or less then the character takes the Destined assignment as the first assignment. If the character is to be promoted, then there must be at least one tour served to before the destined assignment.Tour lengths depend upon the assignment;“Top of the Line”, Exploration, Tactical, Colonial, Transport and

Starbase duties are 1d10/2 (round down, not less than 1) years in duration and Terraforming is 1d10 years in duration. Retraining will be one year, filled with courses not previously taken. Characters receiving a promotion to Warrant Officer spend one year retraining, taking the NCO course and any others not previously taken to make up to the full twelve months.At the end of each tour, check for Crewman Efficiency, and then

for Promotion. Note that the retraining associated with promotion to Warrant Officer is not counted as a Tour, but is counted as a year of service. If the character has failed to be promoted to Warrant offer by the end of its tours of service, than they will become one (with the necessary training just before their current assignment) if they are to be an NCO.

Page 27: FASA TREK - Revised_RPG_Generation

Crewman Efficiency

Report1d100 Roll

Result

10 or less

Outstanding

11 - 25

Excellent

26 - 75As Expected

76 - 90Fair

91 or MorePoor

Modifiers

INT 60+LUC 70+LUC 60+

Tour AssignmentsTotal Modifiers Modifiers

Page 28: FASA TREK - Revised_RPG_Generation

Assignment-25 or less-10to -20 -5 to +5 +10 to +20+25 or more

“Top of the Line”01 - 30 01 - 2001 - 10 NA NAExploration Command 31 - 5021 - 4011 - 20 01 - 10 NATactical Command51 - 7041 - 60 21 - 30

11 - 2001 - 10Colonial Operations 71 - 7561 - 7031 - 60 21 - 5011 - 50Transport Command76 - 80 71 - 8061 - 80 51 - 9051 - 90Star Base Command81 - 90 81 - 9081 - 90 91 - 0091 - 00Retraining91 - 0091 - 00 91 - 00 NA

NA

Colonial OperationsColonial Transport

Command 01-75Terraforming Command76-00

For LuckLUC 70+

-10LUC 60-69

-5LUC 40 or Less +5

For Previous Efficiency ReportOutstanding -20Excellent

-10As Expected

0Fair

+10Poor

+20

Skill Advancement All rolls are 1d10

For ServicePer 2 Years of service 1 rollPer 2 Years on TOTL1 rollPer tour on Starbase 1 roll in AdministrationPer tour in Transport or Starbase 1 roll in Carousing or StreetwisePer tour in Terraforming 2 rolls in Terraforming Procedures

For AttributesINT 70+ 2 rollsINT 60 - 69 1 rollLUC 70+ 2 rollsLUC 60 - 69 1 roll

PromotionsPromotion roll is 1d10, Promoted on a roll of 10+

Page 29: FASA TREK - Revised_RPG_Generation

For ServicePer Previous Tour Served

+1 For Performance

Outstanding +2Excellent +1As Expected 0Fair -1Poor -2

For AttributesINT 60 + +1LUC 60 + +1LUC 40 - -1

5. Character Age

Characters generally enter training at age 18. It is possible to enter at 16 or 17. To this add the two years for training and the number of years spent on tours. If the character is an NCO, add the extra year for NCO Training

6. Requirements for Shipboard Positions

Positions on vessels require certain prerequisites for them, these being gauged from courses taken.

Page 30: FASA TREK - Revised_RPG_Generation

Administration Specialist

Administration

Communications Specialist

Damage ControlStarship Operations

Computer Specialist

Computer Support Systems

Engineering Specialist

EngineeringAt least one ofDefence

Systems TechnologyEquipment

MaintenancePropulsion

SystemsSmall

Spacecraft MaintenanceStarship Sub-

SystemsStarship

Systems

Evacuation Specialist

Rescue OperationsDamage Control

Medical Orderly (Technician)

Medicine 1-3

Operations Specialist

Defence SystemsStarship Piloting 2

ParamedicMedicine 1 & 2Rescue OperationsStarship Piloting 1

Science Specialist

Science 1One ofScience 2Medicine 1

Security Specialist

Security OperationsPersonal Combat

Shuttlecraft Pilot

Starship Piloting 1

Tactical Specialist

Defence SystemsStarship Tactical

Transporter Specialist

Transporter Operation

Copyright and Stuff Like That

I suppose a lot of the terms used her are copyright/registered trademarks to Paramount and FASA but they’ve been used without permission with no intent to defraud so “Sorry”. This lot has been prepared by Paddy Sinclair, Bellfield View, Dickson Lane, Milton of Balgonie, Fife KY7 6QG, mainly for my personal use, but if it’s been useful to other people then all the better. Don’t pass it off as your own work, but do tell me of any comments, improvements etc. you can think of. I’m E-Mailable as [email protected]

Paddy Sinclair, April 19, 2023