FASA TREK - Revised_RPG_Generation
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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”
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.
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
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
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).
Academy Courses
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
*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
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
Fusion Power Systems Technology 20
availability.
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
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
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
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
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
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
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
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
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.
6. Requirements for Shipboard Positions
Positions on vessels require certain prerequisites for them, these being gauged from Academy courses taken.
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
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.
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
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
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
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.
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
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+
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.
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