Elite Academies of the Galaxy

By Gugeyewalker

gugeyewalker@SPAMMyahooSPAMM.com

Expansion of the original training rules extrapolated from the Star Fleet Officer's manual of the original RPG, this document has training data for schools other than Star Fleet Academy.  09/13/2004

Introduction

Throughout the Galaxy civilizations have always devoted time and effort into training and educating their people in the arts and trades inherent in their society. This education benefits the civilization as a whole. The more skilled a people or civilization is, generally the more successful it is, and the better chance for survival and continued growth becomes evident.

Not all characters are trained at Starfleet Academy. Characters in different civilizations have specialized institutions. These institutions are not your typical university, but elite institutions devoted to the intense and thorough training of the students. Usually these institutions are very demanding, and there is a weeding out process as the education continues. Some of the training is so intense that when some individuals fail they become social outcasts, psychologically traumatized, severely injured, or even killed. (Much like the Spartans of ancient Greece, many Spartan males never survived their survival training in childhood.)

Sometimes a player character will want to take special training in these institutions to gain more skill. Some of these institutions are easy to enter and go through, and if the character fails in his/her studies there is no shame, or negative side effects. However, some of these institutions are for certain species only or require an entrance test that is very challenging. Some of these institutions, once entered, are dangerous to the character, and there is a good chance that they will be killed in the training process.

How to Use This Document

Starfleet Command’s branch schools or Command School is not included in this document, but such training is described in detail in the Starfleet Officer’s Manual that comes with the original RPG. This document is for the "expansion and augmentation" of the original rules. If others should choose to add institutions of their own creation to this document they should be aware of the consistencies and what appear to be ground rules that are already established in the original Officer’s Manual, and that is that in any elite institution the total skill points gained is about 80 per year, and no one skill gains more than 20 points a year (unless the student decides to receive advanced training in that skill, described below). Non-elite schools only yield about 40 points per year.

Advanced Training:- Every two years of education a student may elect to receive advanced training in any subject or elective. If the institution offers four or more years of education the student may double or triple their advanced training. Generally the amount of skill points gained in advanced training is determined by dividing their intellect (INT) by 10 and rounding down, the result is the amount of D10 die rolls the character can make and apply to his her skills. (e.g. Spock has an INT score of 102. 102/10 rounded down is 10, so he my make 10 D10 die rolls every 2 years and add the results to his skills.)

Rolls may be applied twice to a particular skill, but no more than twice unless the character receives an additional 2 year increment of education. Also included in this document is a step by step walk through of training for a character to make things more understood.

Training Example

For this example we will use a character that is already established from the Cadet’s Orientation Sourcebook that comes with the original Star Trek RPG. Let us hypothetically say that Chekov wishes to become chief of security some day, but he feels inadequate because of his small size, so he wants to attend the Andorian College of Martial Science (see information below). The Andorians require that the applicant have a sharp mind and willingness to learn, Chekov must roll against his INT score of 81 to be enrolled. He rolls a 67, which is enough to pass the entrance exams. The training is not easy though. To pass the first two years he must average his STR (64), END (59), INT (81), DEX (68), and LUC (60) and roll against the result. ((64+59+81+68+60) / 5 = 66.4 or 66). Chekov rolls a 64, and barely makes it through the first 2 years of training. For this example we will go ahead and add the skills for the first 2 years of training.

The skills Chekov gains are as followed:

Gain Previous Rating New Rating
Language, Andorian 15 0 15
Leadership: 15 0 15
Culture/History, Andorian 20 0 20
Personal Combat, Unarmed 50 40 90
Personal Combat, Armed
40 total used on any weapon 0 Knife 20
   0 Short Sword 20
Marksmanship, Archaic: 30 0 Longbow 30
Planetary survival, Arctic: 30 0 30

At this point the character can choose to take advanced training since Chekov passed the 1st 2 years, or the player can wait to see if the next phase of education is passed. We will go ahead and administer advanced training, and administer some training to electives since almost any elective can be chosen at this particular school. Chekov’s INT of 81 gives him 8 D10 die rolls. (81 divided by 10. He rolls 3, 10, 6, 5, 4, 7, 5, and 2. He adds 3 to Leadership, 10 to Personal Combat Armed, Knife, 6 to Personal Combat, Unarmed, and to electives he adds 5 to Negotiation/Diplomacy, 4 + 7 to General Medicine, Human, and 5+2 to security procedures. This brings the skills to look like this:

Leadership 18
Negotiation/Diplomacy 26
General Medicine,
Human 23
Personal Combat, Armed
Knife 30
Personal Combat, Unarmed 96
Security Procedures 22

Now Chekov must pass the final 2 years of training. The requirements for passing are the same as the 1st 2 years, except there is a -10 modifier, so he must roll against 51 to pass. He rolls 04, and passes the final 2 years with flying colors. The skill gains are as followed:

Gain Previous Rating New Rating
Marksmanship, Modern 40 42 82
Personal Weapons Tech 10 0 10
Shuttlecraft Piloting 10 18 28
Small Units Tactics 40 19 59
Starship Combat 20 48 68
Starship Weaponry Operation 10 38 48
Starship Weaponry Technology 20 36 56
Zero G Combat 10 21 31

Now that Chekov has passed, we can administer advanced training to the skills already learned and to electives. Chekov makes 8 rolls as before. He rolls 3, 6, 1, 10, 8, 10, 1, and 5. He adds 3 + 6 to Personal Weapons Technology, 1 to Marksmanship, Modern,

10 to Small Units Tactics, 8 to Starship Weaponry Operation, 10 to the elective Streetwise, and 1 to Shuttlecraft Piloting. After graduation Chekov now has an impressive array of combat and tactical skills. Here is the final list of his new and enhanced skills.

Culture/History, Andorian 15
Language, Andorian 15
Leadership 18
Marksmanship, Archaic
Long Bow 30
Marksmanship, Modern 83
Negotiation/Diplomacy 26
General Medicine,Human 23
Personal Combat, Armed
Knife 30
Short Sword 20
Personal Combat, Unarmed 96
Personal Weapons Tech 10
Planetary Survival, Arctic 30
Security Procedures 22
Shuttlecraft Piloting 29
Small Units Tactic 69
Starship Combat 68
Starship Weaponry Operation 56
Streetwise 21
Zero G Combat 31

As you can see the elite Andorian College of Martial Science can produce a very skilled individual, but it wasn’t easy, Chekov nearly failed the first 2 years, and he has spent 4 years of his life in non-stop intensive training. Chekov is now nearly a master of unarmed combat, an advanced marksman, and a highly skilled tactician. When he returns to the Enterprise he will be happy to be out in the world again, and far more valuable.

 

Federation Schools

Vulcan Science Academy

Location: Vulcan, Seleya Province

Skill Specialties: All Physical, Space, Planetary, Life, and Social Sciences

Length of Term: 6 years

Entrance Requirement: Character must roll against INT score wit a -10 modifier to gain entry.

Failure Factor: Roll against INT every 2 years; 1st 2 years no modifier, 2nd 2 years - 10 modifier, 3rd 2 years -15 modifier.

Failure Effects: The character suffers no negative effects; the character may reenter the Academy one more time if they fail.

Description:

The Vulcan Science Academy is renowned throughout space as one of the best institutions available when it comes to the sciences. Any species is allowed to come here from any planet or civilization to study, the only requirement is a willingness to learn and a competent intellect. Some of the training is very intense and intimidating, however. Many students do not enjoy devoting six years of their life to monastic education at the institution. But those who do endure go on to become some of the top scientists in known space.

Skills Gained:

Core education (first 4 years):
Computer Operation 30
Language
Any 2 or more, 40 points total with maximum of 30 to a specific skill
Life Sciences
50 points total to any skills with maximum of 30 to a specific skill
Medical Sciences
50 points total to any skills with maximum of 30 to a specific skill
Physical Sciences
50 points total to any skills with maximum of 30 to a specific skill
Social Sciences
50 points total to any skills with maximum of 30 to a specific skill
Space Sciences
50 points total to any skills with maximum of 30 to a specific skill
Specialty Education (final 2 years):
Choose One of the Categories below –

Computer Science Specialist

Computer Operation 35
Computer Technology 20
Electronics Technology 15
Physical Science,

Mathematics 40

Computer Science 50

Biology Specialist

Life Science,
80 total to any skills w/ maximum of 40

Planetary Science,
45 total to any skills w/ maximum of 30

Medical Science,
35 total to any skills w/ maximum of 20

Medical Specialist

General Medicine,
60 total to any species with a maximum of 40

Medical Science
60 total to any skills with a maximum of 40

Life Sciences
40 total to any skills with a maximum of 30

Physical Science Specialist

Physical Science,
80 total to any skills w/ maximum of 40

Space Science,
45 total to any skills w/ maximum of 30

Planetary Science,
35 total to any skills w/ maximum of 20

Social Science Specialist

Social Science,
80 total to any skills w/ maximum of 40

Physical Science,
45 total to any skills w/ maximum of 30

Planetary Science,
35 total to any skills w/ maximum of 20

Space Science Specialist

Space Science,
80 total to any skills w/ maximum of 40

Physical Science,
45 total to any skills w/ maximum of 30

Planetary Science,
35 total to any skills w/ maximum of 20

Outside Electives and Advanced Training: On Vulcan a character may choose any additional skill to learn with advanced training except planetary survival temperate, cool, and planetary survival, arctic. Some sports such as Hunting are not available on Vulcan as Vulcan has a Vegetarian society.

 

 

Vulcan Kolinhar Monastary

Location: Vulcan, Seleya Province

Skill Specialties: Psionic Skills and Powers

Length of Term: 6 years

Entrance Requirement: Character must roll against PSI score to gain entry.

Failure Factor: Roll against average of PSI and INT every 2 years, 1st 2 years -10 modifier, 2nd 2 years -15 modifier, 3rd 2 years -20 modifier.

Failure Effects: If the character is Vulcan he/she suffers some social alienation among the Vulcan species, the student may never reapply again.

Description:

The school specializes in enhancing the student’s psionic potential and mental acuity. For Vulcans this means complete control of their emotions. For other species, control of their emotions is required, but suppression of those emotions is not necessarily a requirement outside the monastery. Males and females are allowed admission, and generally any humanoid species, though non-humanoids may find it difficult. Much of the training is conducted in solitude and in the wilderness. The training is intense and harsh. Most individuals, even Vulcans, cannot stomach it. This school is unique in that it concentrates on increasing a characters attributes rather than academic skills. Few schools are like it in known space.

Skills Gained:

Mental Conditioning Training (1st 2 years)

+ 5 points to intellect

Social Science,
Vulcan History/Culture 40
Special Knowledge/Powers
Nerve Pinch
Pressure Point Manipulation
Psionic and Endurance Training (last 4 years)
+10 points to psionics
+5 points to endurance
+5 points to intellect
Planetary Survival, Desert 50
Special Knowledge/Powers
Vulcan Mind Touch
Vulcan Mind Meld
Katra Transference
Death Meditation (simulates death)

Outside Electives: None.

Andorian College of Martial Science

Location: Andor

Skill Specialties: Personal Combat, Strategy, Survival, Marksmanship

Length of Term: 4 years

Entrance Requirement: Character must roll against INT score to gain entry.

Failure Factor: Average INT, LUC, DEX, STR, and END scores together, roll against the result for 1st 2 years, add a -10 modifier for the final 2 years.

Failure Effects: No serious effects, the student may not reapply.

Description:

This institution has been in existence for many centuries and has adapted its curriculum to the changing times. It teaches the student the principles and art of war. The slogan of the school is "Knowledge of war prevents war." There are several other proverbs and slogans that the college emphasizes, and many of them bear a striking similarity to the doctrines of the ancient orient on Terra, such as "Avoid rather than deflect, deflect rather than maim, maim rather than kill."

The school emphasizes mental acuity and strategy, as well as intense combat training. The training can be difficult and intimidating, but those who graduate go on to make great combat specialists, strategists, security guards, starship captains, and marines.

Skills Gained:

Traditional Training (1st 2 years):

Language, Andorian 15
Leadership: 15
Culture/History, Andorian 20
Personal Combat, Unarmed 50
Personal Combat, Armed
40 total used on any weapon
Marksmanship, Archaic: 30
Planetary survival, Arctic: 30
Modern Training: (final 2 years):
Marksmanship, Modern 40
Personal Weapons Tech 10
Shuttlecraft Piloting 10
Small Units Tactics 40
Starship Combat 20
Starship Weaponry Operation 10
Starship Weaponry Technology 20
Zero G Combat 10

Outside Electives: Any skill except planetary survival tropical, desert, or warm-temperate.

Cetacean Institute for Starship Navigation

Location: Earth, O’Connor Orbital Station

Skill Specialties: Starship Navigation and Helm

Length of Term: 2 years

Entrance Requirement: Character must roll against INT score to gain entry.

Failure Factor: Roll against INT score every year.

Failure Effects: No serious effects, the character may reapply one time.

Description:

The branch school for Starfleet’s navigators is somewhat limited to only humanoid students. The Cetacean Institute for Starship Navigation specializes in training aquatic species in starship navigation and helm operation. This is a private, commercial institution, with emphasis on commercial shipping. But graduates have often gone on to join Starfleet or other neutral fleets that can accommodate them. Killer whales and dolphins make excellent navigators and helmsman, but they must have help from tool-savvy humanoids to function aboard a starship, and most starships do not have the facilities to accommodate them. Those starships that do accommodate cetacean navigators and helmsman find their cetacean crew members to be invaluable.

Skills Gained:

Choose one of the categories below-

Navigation Branch

Computer Operation 20
Deflector Shield Operation 20
Deflector Shield Technology 10
Planetary Science
Hydrology 10
Space Science
Astrogation 40
50 total to any skills w/ maximum of 40
Starship Sensors 10

Helm Branch

Computer Operation 10
Space Science
Astrogation 20
Astronomy 10
Starship Combat 10
Starship Helm Operations 40
Starship Sensors 10
Starship Weaponry Operation 20
Starship Weaponry Tech 5
Warp Drive Tech 15
Shuttlecraft Piloting 20
Vehicle Operation
Underwater 10

Outside Electives:

*Artistic Expression

EV Suit Operation
Life Support Systems Tech.
Shuttlecraft Systems Tech
Small Vessel Piloting
Sports, Diving

Denobulan Life Sciences Academy

Location: Denobula

Skill Specialties: Life Science and Medical Science

Length of Term: 4 years

Entrance Requirement: Character must roll against INT score to gain entry.

Failure Factor: Roll against INT score every year.

Failure Effects: No serious effects, the character may reapply one time.

Description:

The Denobulans are renowned for their knowledge of life. They have pooled their civilization’s collective knowledge into this institute. Any off-worlder can train here. Training includes several real life situations and a lot of field study. The academy has a starship which they use to travel to other planets and teach their students about extraterrestrial life. The academy has produced many fine exobiologists and medical specialists.

Skills Gained:

Choose one of the categories below-

Medical Specialist

Computer Operation 20

*Language 15
Life Sciences,
Bionics 20
Genetics 25
Medical Science
Gen. Medicine,

Specialty Race 60

Other Species 60 total with maximum of 40

Pathology 40
Psychology,
Total of 50 on any race
Surgery 40
Physical Science
Chemistry 20
Small Equipment Operation 10

Life Science Specialist

Computer Operation 15

*Language 15
Life Sciences
Bionics 30
Botany 30
Ecology 30
Exobiology 30
Genetics 30
Zoology 30
Medical Sciences
3 skills at 15
Planetary Science
3 skills at 10
Physical Science
Chemistry 20
Small Equipment Operation 15

Outside Electives:

*Artistic Expression
*Gaming
Instruction
Life Support Systems Tech
*Planetary Survival
*Social Sciences
*Sports
Streetwise
Trivia
*Vehicle Operation

Tellarite Merchant Shipping Academy

Location: Tellar

Skill Specialties: Operation of merchant space vessels, resource exploration and acquisition.

Length of Term: 4 years, 6 years for engineers

Entrance Requirement: Character must roll against INT score to gain entry.

Failure Factor: Roll against INT score every year.

Failure Effects: No serious effects, the character may reapply one time.

Description:

The Tellarites are good at maintaining the commercial shipping lanes in the Federation. They are skilled at building freighters and operating them. Several Tellarite corporations have monopolized on this industry. The school is for those merchant captains and crewmen who are eager to get into the business. The school teaches the students how to maintain and operate various merchant vessels, and how to search for new natural resources. All species from any race or civilization is allowed into the school.

Skills Gained:

Core Education (1st 2 years)

Computer Operation 25
*Language 30
Racial Culture History
Federation 25
Federation Law 20
Small Vessel Piloting 10
Trade/Commerce 30
Value Estimation 20
Branch Education, Choose From Below (final 2 years)

Communications

Communications Operation 40
Communications Tech 10
Damage Control 10
*Language
Total of 60 with max of 40
Racial Culture History
40 used in any way

Helm

Space Sciences
Astronomy 15
Astrogation 20
Shuttlecraft Piloting 15
Small Vessel Piloting 30
Starship Helm Operation 40
Starship Weaponry Tech 10
Starship Weaponry Operation 10
Starship Sensors 10
Warp Drive Tech 10

Navigation and Ship Sensors

Deflector Shield Operation 30
Deflector Shield Tech 10
Space Sciences
Astrogation 40
Astronomy 20
Astrophysics 10
Planetary Science
Geology 10
Starship Sensors 30
Starship Helm Operation 10

Engineering (4 years)

Computer Operation 25
Computer Tech 15
Communications sys tech 20
Damage Control 30
Deflector Shield Tech 20
Electronics Tech 15
EV Suit Operation 10
Life Support Sys Tech 10
Mechanical Engineering 20
Shuttlecraft Sys Tech 15
Small Equipment Operation 10
Small Equipment Tech 15
Space Sciences
Astronautics 40
Starship Weaponry Tech 10
Transporter Operation 20
Transporter Tech 15
Warp Drive Tech 30

Exploration and Prospect Branch

Computer Operation 20
EV Suit Operation 10
Planetary Sciences
Geology 30
Small Vessel Piloting 30
Space Sciences
Astronomy 20
Starship Sensor Operation 20
Shuttlecraft Piloting 10
Small Equipment Operation 10
Zero-G Operations 10

Outside Electives: Any Skills.

Federation School of Diplomacy

Location: Auralia

Skill Specialties: Negotiation/Diplomacy, language, culture

Length of Term: 4 years

Entrance Requirement: Character must roll against INT score to gain entry.

Failure Factor: Roll against INT every year.

Failure Effects: No serious effects, the character may reapply one time.

Description:

The Federation is well known for its diplomatic prowess. The Federation’s diplomacy is arguably its greatest strength. Federation diplomats are known for understanding and accepting the most outlandish and unusual aspects of other cultures.

The Federation school for diplomacy deeply explores aspects of other cultures, and gives students field study and real life situations to test their diplomacy skills.

Skills Gained:

Instruction 15
Leadership 15
*Language 50 used in any way
Negotiation/Diplomacy 55
Social Sciences
Economics 20
Law,
Federation 40
Other 30 used in any way
Racial Culture History
Federation 40
Other 35 used in any way
Political Science 20

Outside Electives:

*Artistic Expression
Social Science, Archaeology
*Psychology (specify race)
Streetwise
*Trivia

Caitian Institute of Planetary Survival Studies

Location: Cait, then various planets

Skill Specialties: Planetary survival, planetary sciences

Length of Term: 4 years

Entrance Requirement: Character must roll against INT score to gain entry.

Failure Factor: For the 1st 2 years roll against INT, for the last 2 years average INT, STR, END and the student’s new planetary survival skill, roll against the result with a +10 modifier.

Failure Effects: If the student fails the 1st 2 years there are no effects but the student may not reapply. If the student fails the survival trial there is a 60% chance the student will die.

Description:

This is a rather unusual school that is subject to a great deal of controversy, but it certainly yields results. The first 2 years of study the student learns on the school grounds various aspects of survival, life science, and planetary environments. The 2nd two years is the trial period when the student puts those skills to test. The student is dropped onto a planet with no modern facilities and a minimal of supplies. The student has to survive the environment for 2 years. There is no contact with the student the 1st year, after a year has passed a ship lands to check on the student. If the student is okay he/she is left for another year. The institute has produced many resilient students; some of them can find a way to survive on virtually any habitable planet. Graduates are also experts in planetary and life sciences.

Skills Gained

Core training- (1st 2 years)
Life Sciences
Botany 10
Ecology 10
Exobiology 10
Zoology 10
General Medicine (1st aid) 10
*Personal Combat, Armed 10
Personal Combat, Unarmed 10
Planetary Sciences
Geology 10
Hydrology 10
Meteorology 10
*Planetary Survival 60 total w/ max of 40 to any one skill
Final Trial (2 years)
*Multiply all above skills by 2,

Advanced Training Note: when conducting advanced training, multiply all die roll results times 1.5 and round up because of the necessity to survive.

Outside Electives:

Gardening
*Marksmanship, Archaic
*Sports,
Hunting
Fishing

 

 

Klingon Empire Schools

Klingon Elite Command Academy

Location: Quonos, Kling

Skill Specialties: Starship Combat, Starship Operations, knowledge of rival cultures

Length of Term: 4 years

Entrance Requirement: Character must roll against INT score to gain entry. Applicants must be Klingon.

Failure Factor: Average INT and LUC scores together, roll against the result for 1st year, with an additional -10 modifier every additional year, this is a difficult school.

Failure Effects: The character is not shamed by comrades, but often shames himself, which sometimes results in the character becoming a civilian. No one may reapply to the academy.

Description:

General Chang’s Elite Command Academy was established to form an elite group of starship captains that could come to the Empire’s aid in times of emergency. The classes are taught by combat hardened veterans, and sometimes legendary commanders are the primary instructors such as Chang himself or General Kord. The school is not easy. The students are put through difficult situations requiring snap decisions but sound judgment. The school is often thought to be far better than the Federation’s own command school, but far more difficult to pass.

Skills Gained:

Cultural Education (1st 2 years)
Racial Culture History,
Klingon 40
Federation 30
Romulan 30
60 additional points used in any way with a max of 40 on one skill
Strategy and Tactic Education (last 2 years)
Leadership 25
Negotiation/Diplomacy 20
Starship Combat 45
Damage Control Procedures 15
Deflector Shield Operation 15
Starship Weaponry Operation 15
Starship Helm Operation 15
Space Sciences, Astrogation 10

Outside Electives: None.

 

Klingon Elite Marine Academy

Location: Quonos, Kling

Skill Specialties: Personal Combat, Personal Weapons, Ground Tactics, Survival

Length of Term: 4 years

Entrance Requirement: Character must roll against average of STR, END, DEX, and INT score to gain entry. Applicants must be Klingon.

Failure Factor: Average STR, END, DEX, INT and LUC scores together, roll against the result for 1st year, with an additional -5 modifier every additional year.

Failure Effects: The character is not shamed by comrades, but often shames himself, which sometimes results in the character becoming a civilian. No one may reapply to the academy.

Description:

Klingons are well known for their ground combat skills. The elite marine academy was established to form a group of shock troops to come to the Empire’s aid in times of emergency. The troops are trained for space operations as well as planetary operations. This is not an easy school to pass, but produces some of the finest troops in known space.

Skills Gained:

Electronics Technology 20
EV Suit Operation 20
Marksmanship, Archaic 10
Marksmanship, Modern 60
Personal Combat, Armed
Any Klingon weapon with a total of 40
Personal Combat, unarmed 45
Personal Weapons Technology 15
*Planetary Survival, Choose 10
Shuttlecraft Pilot 20
Shuttlecraft Systems Technology 10
Small Equipment Operation 10
Small Equipment Technology 10
Small Unit Tactics 40
*Vehicle Operation, Choose Type 10

Outside Electives: None

Romulan Schools

Romulan Astrophysics Academy

Location: Romulus

Skill Specialties: Physical and space sciences

Length of Term: 4 years

Entrance Requirement: Character must roll against INT score to gain entry. Applicants must be Romulan.

Failure Factor: Average INT and LUC scores together, roll against the result every year with an additional -3 modifier each year.

Failure Effects: None, but the student may not reapply.

Description:

The Romulans have always had a resource problem. To remedy this Romulans have pooled the resources into finding new ways to produce useable energy. The need was seen to create both a research institute and an advanced academy so that the Romulans could begin researching ways to solve their energy problems.

Skills Gained:

Computer Operation 25
Physical Sciences
4 at 20 points
Planetary Science
3 at 20 points
Space Sciences
Astrophysics 60
Astronomy 40
40 remaining points applied in any way
Warp Drive Tech 15

Outside Electives: Any.

Romulan Tal-Shiar Academy

Location: Romulus

Skill Specialties: Covert Ops, Combat, and others.

Length of Term: 6-8 years

Entrance Requirement: Average STR, END, DEX, and INT, roll against the result with a -10 modifier.

Failure Factor: Average all attributes together except for PSI, roll against the result every year with a -5 additional modifier every year.

Failure Effects: None for the 1st 2 years, if the student fails during the remaining years they quietly disappear, never to be seen again.

Description:

The Tal-Shiar is among the most brutal, ruthless, and efficient black ops agencies in known space, second only to the Cardassian Obsidian Order. Students rarely volunteer for the service. The training is hard, and if the student fails the academy by the time they are aware of certain aspects of the agencies covert ops the student becomes a liability, and quietly disappears never to be seen again. For this reason, individuals who shine with skill and ability in the military and other parts of Romulan society are conscripted into the service. Training yields a variety of skills that specialize in categories such as information gathering, sabotage, assassination, and subversion.

Skills Gained:

Core Training (1st 2 years)

Computer Operation 20
*Language 30 used in any way
Leadership 15
Marksmanship, Modern 20
Negotiation/Diplomacy 10
Personal Combat, Unarmed 20
*Planetary Survival 15
Social Sciences:
Law, Romulan 15
Racial Culture/History
Romulan 15
Specialty Training, Choose from Below-

Information Gathering (4 years)

Artistic Expression
Acting 30
Disguise 20
Communications System Operation 20
Communications System Tech 10
Computer Operation 30
Computer Technology 10
Electronics 20
Interrogation 30
Investigation 40
*Language 40 used in any way
*Planetary Survival 10 in any one category
Small Equipment Operation 10
*Racial Culture History 50 in one category

Sabotage (4 Years)

Artistic Expression
Acting 15
Disguise 20
Communications Systems Operation 10
Communications System Tech 10
Computer Operation 25
Computer Tech 10
Deflector Shield Tech 10
Electronics Tech 20
*Language 30 used in any way
Life Supports Systems Tech 10
Marksmanship, Modern 30
Mechanical Engineering 15
Personal Combat, Unarmed 20
Personal Weapons Tech 25
*Security Procedures 20 on specialty race
Shuttlecraft Piloting 10
Shuttlecraft Systems Technology 10
Small Equipment Systems Tech 10
Small Equipment Operation 10
Starship Weaponry Tech 10
Transporter Systems Operation 10
Transporter Systems Tech 10
Zero-G Operations 10

Assassination (6 years)

Artistic Expression
Acting 15

Disguise 20
Computer Operation 20
*Language 40 used in any way

Life Support Systems Tech 15
*Marksmanship, Archaic 20
Marksmanship, Modern 65
Medical Sciences
General Medicine
Romulan 15
Any Other 10 used in any way
Negotiation/Diplomacy 15
*Personal Combat, Armed 20
Personal Combat, Unarmed 60
Personal Weapons Technology 20
*Planetary Survival 20
Security Procedures 20 on specialty race
Shuttlecraft Piloting 10
Small Equipment Operation 10
Small Unit Tactics 15
Social Sciences

*Racial Culture History 20 on specialty race
Law 15 on specialty race

Stalking/Tracking 15
Transporter Operation 10
Zero G Operations 10

Subversion (5 Years)

Artistic Expression
Acting 30
Disguise 20
Carousing 30
Communications System Operation 20
Computer Operation 20
*Gaming 10
*Language 60
Leadership 30
Medical Sciences
*General Medicine 10
*Psychology 40 used in any way
Negotiation/Diplomacy 70
Social Sciences
*Racial Culture History 50 used in any way
*Law 30 used in any way

Outside Electives: None

 

 

Cardassian Schools

Obsidian Order Training Academy

Location: Cardassia Prime

Skill Specialties: Covert Ops, Combat, and others.

Length of Term: 8 years

Entrance Requirement: Average STR, END, DEX, and INT, roll against the result with a -10 modifier.

Failure Factor: Average all attributes together except for PSI, roll against the result every year with a -5 additional modifier every year.

Failure Effects: None for the 1st 2 years, if the student fails during the remaining years they quietly disappear, never to be seen again.

Description:

The Obsidian Order is the most brutal, ruthless, and efficient black ops agency in known space, even the Romulan Tal-Shiar can’t quite compete. Students rarely volunteer for the service. The training is hard, and if the student fails the academy by the time they are aware of certain aspects of the agencies covert ops the student becomes a liability, and quietly disappears never to be seen again. For this reason, individuals who shine with skill and ability in the military and other parts of Cardassian society are conscripted into the service. Training yields a variety of skills that specialize in categories such as information gathering, sabotage, assassination, and interrogation.

Skills Gained:

Core Training (1st 2 years)

Computer Operation 25
*Language 35 used in any way
Marksmanship, Modern 20
Negotiation/Diplomacy 15
Personal Combat, Unarmed 20
*Planetary Survival 15
Social Sciences:
Law, Cardassian 15
Racial Culture/History
Cardassian 15
Specialty Training, Choose from Below-

Information Gathering (4 years)

Artistic Expression
Acting 30
Communications System Operation 20
Communications System Tech 10
Computer Operation 30
Computer Technology 10
Electronics 20
Interrogation 45
Investigation 40
*Language 40 used in any way
*Planetary Survival 10 in any one category
Small Equipment Operation 15
*Racial Culture History 50 in one category

Sabotage (5 Years)

Artistic Expression
Acting 30
Disguise 15
Communications Systems Operation 15
Communications System Tech 15
Computer Operation 25
Computer Tech 15
Deflector Shield Tech 15
Electronics Tech 25
*Language 30 used in any way
Life Supports Systems Tech 15
Marksmanship, Modern 35
Mechanical Engineering 20
Personal Combat, Unarmed 30
Personal Weapons Tech 35
*Security Procedures 20 on specialty race
Shuttlecraft Piloting 10
Shuttlecraft Systems Technology 10
Small Equipment Systems Tech 10
Small Equipment Operation 10
Starship Weaponry Tech 20
Transporter Systems Operation 10
Transporter Systems Tech 10
Zero-G Operations 10

Assassination (6 years)

Artistic Expression
Acting 15

Disguise 20

Computer Operation 20
*Language 40 used in any way
Life Support Systems Tech 15
*Marksmanship, Archaic 20
Marksmanship, Modern 65
Medical Sciences
General Medicine
Romulan 15
Any Other 10 used in any way
Negotiation/Diplomacy 15
*Personal Combat, Armed 20
Personal Combat, Unarmed 60
Personal Weapons Technology 20
*Planetary Survival 20
Security Procedures 20 on specialty race
Shuttlecraft Piloting 10
Small Equipment Operation 10
Small Unit Tactics 15
Social Sciences

*Racial Culture History 20 on specialty race
Law 15 on specialty race

Stalking/Tracking 15
Transporter Operation 10
Zero G Operations 10

Interrogation (5 Years)

Bribery 15
Communications System Operation 10
Computer Operation 20
Interrogation 45
*Language 40 (specialty race)
Leadership 20
Medical Sciences
*General Medicine 40 specialty race
*Psychology 60 specialty race
Negotiation/Diplomacy 40
Personal Combat, armed 20
Personal Combat unarmed 20
Personal Weapons Tech 10
Small Equipment Operation 10
Social Sciences
*Racial Culture History 50 used in any way
*Law 30 used in any way

Outside Electives: None

Gorn Schools

Kunssha Death Commando College

Location: S’sgaron

Skill Specialties: Personal combat armed and unarmed, tactics, planetary survival

Length of Term: 5 years

Entrance Requirement: Average STR, END, and INT, roll against the result with a -10 modifier. Only Gorn females may apply.

Failure Factor: Average STR, END, and INT roll against the result every year with a -5 additional modifier every year.

Failure Effects: Failure means ejection from the military, there is a 25% chance that failure results in death.

Description:

The female dominated Kunssha clan of the Gorn Alliance is known for their aggressive and territorial nature. Their standard troops and marines are deadly enough as it is, but Kunssha Death Commandos are among the deadliest troops in known space, arguably even more deadly than Klingon Elite Marines. Training involves subjecting the students to extremely dangerous physical and mental abuse. Many students do not survive the training. Despite this the college has no shortage of applicants. Many young, daring Gorn females are willing to prove their metal in this institution. The training is especially dangerous during the final year, when a garland war against a lower caste of Gorn is waged (much like the garland wars of the Aztecs in Mesoamerica or the Spartans of Ancient Greece). The Kunssha slaughter thousands of this lower caste every 5 years, but they gain valuable combat experience as a result.

Skills Gained:

Electronics Technology 10
EV Suit Operation 10
Leadership 15
*Marksmanship, Archaic 30
Marksmanship, Modern 60
General Medicine, Gorn 10 (1st aid)
Personal Combat, Armed
Gorn Broadsword 40
Long Knife 20
Personal Combat, Unarmed 60
Personal Weapons Tech 20
Planetary Survival,
Desert, Tropical, or Temperate 20
Security Procedures 15
Small Equipment Operation 10
Small Unit Tactics 40
Shuttlecraft Piloting 10
Transporter Operation 10
*Vehicle Operation 25 used in any way

Outside Electives:

Computer Operation
Computer Tech
Communications Systems Operation
Communications Systems Tech
Deflector Shield Operation
Deflector Shield Tech
*Language
Life Support Systems Tech
Shuttlecraft Systems Tech
Small Equipment Tech
Sports, Hunting
Transporter Systems Tech
*Vehicle Systems Tech
Zero-G Operations

Gorn Colonial Astronautics University

Location: Misstritz IV

Skill Specialties: Starship Engineering, spaceship building.

Length of Term: 4 years

Entrance Requirement: Roll against INT with -5 modifier. Students must be Gorn or K’ssing ( a race within the Gorn Alliance).

Failure Factor: Roll against INT with a -5 modifier every 2 years.

Failure Effects: No serious effects, students may not reapply to the school.

Description:

As the Gorn began to colonize other worlds they saw the need to make their starships more reliable. There was little enthusiasm on any of the Gorn home worlds for improving starship technology, but among the colonial clans there was a dire need for improvement. The Gorn have always lagged behind other major interstellar empires when it comes to warp, weapons, and shield technology. However their structural engineering knowledge is second to none. Gorn ships are solidly built, capable of withstanding amazing punishment. They are designed to last for many decades without serious needs for maintenance or overhauls. The Colonial Astronautics University is a school that educates students in the fine art of designing Gorn starships. The school is demanding, but graduates go on to be top authorities in their field.

Skills Gained:

Communications Systems Tech 15
Computer Operation 25
Computer Technology 15
Damage Control Procedures 20
Deflector Shield Tech 15
Electronics 20
EV Suit Operation 10
Life Support Systems Tech 10
Mechanical Engineering 30
Shuttlecraft Systems Tech 15
Small Equipment Operation 10
Small Equipment Operation 10
Space Sciences
Astronautics 60
Starship Sensor Tech 10
Starship Weaponry tech 15
Transporter Operation 10
Transporter Systems Tech 10
Warp Drive Technology 20

Outside Electives: Any

Ferengi Schools

Damon Merchant University

Location: Ferenginar

Skill Specialties: Starship Command, Trade and Commerce.

Length of Term: 4 years

Entrance Requirement: Average INT and CHA and roll against result, tuition costs 5 bars of gold pressed latinum; for non-Ferengi it costs 10.

Failure Factor: Average INT, CHA, and LUC, roll every year.

Failure Effects: No serious effects, students may not reapply

Description:

Damons are those few renowned Ferengi who have acquired great wealth and power. The Ferengi government will often lease their most powerful starships to those Ferengi who qualify. Once the training is complete a ship is leased, and the standard Ferengi merchant becomes a Damon. Damons hand pick their crews by way of hiring, and each ship becomes like a private corporation. Damons are highly skilled in negotiation, commerce, and leadership.

Skills Gained:

Administration 30
Bribery 30
Computer Operation 20
*Language 30 used in any way
Leadership 30
Negotiation/Diplomacy 40
Social Sciences
*Racial Culture/History 30 used in any way
*Law 20 used in any way
Space Sciences
Astronomy 20
Astrogation 10
Starship Combat 20
Trade/Commerce 40

Outside Electives: Any.