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 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

Cybernetics
The 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 Procedures
The 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 Technology
The Fundamentals of adjusting, designing and maintaining Fusion power systems, including EPS conduits, Fusion reactors and Impulse engines.

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

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

Research
This 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 Physics
The 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 Architecture
A 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’s

Basic 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+3d10

-

Caitian

-

-5

-

+20

+5

-10

-30

-

Edoan

-5

-

-

+15

-

-15

-35

-

Tellarite

+5

+5

-

-

-10

-20

-40

-

Vulcan

+20

+10

+10

-

-

-40

-

-

                 

Pre Academy Skills

Educational Background

Personal Development

Computer Operation

*Language

*Life Sciences

First Aid

*Physical Sciences

*Planetary Sciences

*Social Sciences

*Trivia

*Artistic Expression

Carousing

Communication Systems Operation

Communication Systems Technology

Computer Operation

Computer Technology

Electronics Technology

*Gaming

*Language

Leadership

*Marksmanship, Archaic Weapon

Mechanical Engineering

Negotiation/Diplomacy

*Personal Combat, Armed

*Personal Combat, Unarmed

*Planetary Survival

*Sports

Streetwise

*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 Pips

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

Accountancy (6 Months)

Accountancy 20
Federation Law 20
Trade/Commerce 20
Computer Operation 10

Administration (3 Months)

Accountancy 10
Administration 10
Management/Logistics 10

Research 10

Command School (6 Months)

Federation Culture/History 10
Federation Law 10
Leadership 10
Negotiation/Diplomacy 10
Small Unit Tactics 10
Starship Combat Strategy & Tactics 10
Engineering Procedures 10

Computer Support Systems (6 Months)

Computer Operation 20
Computer Science 15
Computer Technology 20
Electronics Technology 15

Crisis Management (3 Months)

Damage Control Procedures 10
Leadership 20
*Psychology, Native 10

Cybernetics (6 Months)

Bionics 20
Computer Technology 10
Cybernetics 20
Electronics Technology 20

Defence Systems (3 Months)

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

Defence Systems Technology (3 Months)

Computer Technology 10
Deflector Systems Technology 15
Starship Weapons Technology 15

Diplomatic Training (9 Months)

*Language 20 In total
*Racial Culture/History 40 In total
*Psychology 40 In total
Negotiation/Diplomacy 20

Engineering (6 Months)

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

Equipment Maintenance (3 Months)

Electronics Technology 10
Personal Weapons Technology 10
Small Equipment Systems Technology 10
Small Equipment Systems Operation 10

Extravehicular Activities (3 Months)

Environmental Suit Operation 20
Small Equipment Systems Operation 10
Zero G Operations 10

Legal (9 Months)

Administration 10
Computer Operation 10
Federation Culture/History 20
Federation Law 40

*Racial Law 2@10
*Psychology, Native 10
Research 10

Life Sciences (3 Months)

*Life Sciences (at least 2) 40 In total

Management (3 Months)

Administration 10
Computer Operation 10
Leadership 10
Management/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@10
Pathology 10
Small Equipment System Operations 10

Medicine 3 (6 Months)

*Life Sciences 2@10
*Medical Sciences 2@10
Psychology, Native 10
Surgery 20

Medicine 4 (12 Months)

Administration 10
Research 20
Small 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@10
1@20

Personal Combat (3 Months)

Personal Combat, Unarmed 15
Marksmanship, Modern 15
Small Unit Tactics 10

Personnel Liaisons (9 Months)

Administration 20
*Language 20 In total
Negotiation/Diplomacy 20
*Psychology (at least 3) 50 In total
Non-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 10
Warp Drive Technology 20
Warp Physics 20
Fusion Power Systems Technology 20

Placement Duty (6 Months)

INT/10 1d10 Rolls to increase existing skills
Consult "Placement Duty" chart for availability.

Racial Language and Culture (3 Months)

Racial Language 20
Racial Culture/History 10
Racial Psychology 10

Racial Law 1 (3 Months)

Racial Law 20
Racial Language 10
Racial Psychology 10

Racial Law 2 (6 Months)

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

Rescue Operations (3 Months)

General Medicine (First Aid) 20
*Planetary Survival 10
Small 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 10
Research 20
*Sciences 4@10

Science 3 (3 Months)

Administration 10
Computer Operations 10
Science Specialities 20 In total

Security Operations (3 Months)

Security Procedures 20
Personal Weapons Technology 10
*Psychology 10

Small Spacecraft Maintenance (6 Months)

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

Social Science 1 (6 Months)

Administration 10
Research 10
*Social Sciences 5@10

2@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 10
Computer Operation 10
Research 20
Starship Architecture 20
Warp Drive Technology 10

Starship Operations (3 Months)

Holodeck Systems Operation 10
Transporter Systems Operation 10
Starship Sensors 10
Communications Systems Operation 10

Starship Piloting 1 (3 Months)

Astrogation 10
Shuttlecraft Operations 10
Shuttlecraft Systems Technology 10
Starship Sensors 10

Starship Piloting 2 (9 Months)

Astrogation 20
Computer Operations 20
Deflector Systems Operation 20
Starship Helm Operations 40
Starship Sensors 20

Starship Sub-Systems (6 Months)

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

Starship Systems (6 Months)

Astronautics 20
Deflector Systems Technology 10
Environmental Systems Technology 10
Tractor Beam Systems Technology 10
Warp Drive Technology 10

Starship Tactical (3 Months)

Starship Sensors 10
Starship Weapons Operation 15
Starship Combat Strategy & Tactics 15

Tactical Studies (3 Months)

Leadership 15
Small Unit Tactics 10
Starship Combat Strategy & Tactics 15

Terraforming Operations (6 Months)

*Planetary Sciences 2@20
1@10
Terraforming Procedures 20

Transporter Operations (6 Months)

Computer Technology 20
Engineering Procedures 10

Transporter Systems Operation 20
Transporter 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 Duty

1d100 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 Results

E -10
G -5
A 0
P +5
I +10

For Attributes
LUC 70+ -10
LUC 60-69 -5
LUC 39 or less+5

For Rank
Lieutenant JG -15
Ensign -10
Ensign JG -5

 

 

Academy Yearly Progress

1d100 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 Year
Demoted One Grade

For Each Previous Year’s Results

E -4
G -2
A 0
P +2
I +4

For Attributes

INT 70+ -4
INT 60-69 -2
INT 39 or less +2
LUC 70+ -4
LUC 60-69 -2
LUC 39 or less +2

For Placement Duty
Large Vessel -15
Small Vessel -10
Base Duty -5

Academy Graduation

1d100 Roll

Modifiers

9 or less High Honours
Promoted One Grade

10-24 Honours

25-75 As expected

76+ Adequate

For Each Previous Year’s Results

E -4
G -2
A 0
P +2
I +4

For Attributes

INT 70+ -10
INT 60-69 -5
INT 39 or less +5
LUC 70+ -10
LUC 60-69 -5
LUC 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 Served

Base Number = 1d10/2
(Round Down)

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

For Destined Position
Captain or First Officer +2
Department Head +1
"Top of the Line" +1

For Destined Rank
Each 2 Grades
over Current +1

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 Report

1d100 Roll Result

10 or less Outstanding

11 - 25 Excellent

26 - 75 As Expected

76 - 90 Fair

91 or More Poor

Modifiers

INT 60+ -10

LUC 70+ -10

LUC 60+ -5

 

Tour Assignments

Total Modifiers

Modifiers

 

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

"Top of the Line" 01 - 30 01 - 20 01 - 10 NA NA

Exploration Command 31 - 50 21 - 40 11 - 20 01 - 10 NA

Tactical Command 51 - 70 41 - 60 21 - 30 11 - 20 01 - 10

Colonial Operations 71 - 75 61 - 70 31 - 60 21 - 50 11 - 50

Transport Command 76 - 80 71 - 80 61 - 80 51 - 90 51 - 90

Star Base Command 81 - 90 81 - 90 81 - 90 91 - 00 91 - 00

Starfleet Academy 91 - 00 91 - 00 91 - 00 NA NA

Starfleet Academy Duty Colonial Operations
Additional Instruction 01 - 50 Colonial Transport Command 01-75

Academy Tutor 51 - 00 Terraforming Command 76-00

For Luck
LUC 70+ -10
LUC 60-69 -5
LUC 40 or Less +5

For Previous Officer Efficiency Reports
Outstanding -20
Excellent -10
As Expected 0
Fair +10
Poor +20

For Graduation Result, First tour only
High Honours -20
Honours -10
As Expected 0
Adequate -10

Skill Advancement

All rolls are 1d10

For Service
Per 2 Years of service 1 roll
Per 2 Years on TOTL 1 roll
Per tour as Academy Instructor 1 roll in Instruction
Per tour on Starbase 1 roll in Administration
Per tour in Transport or Starbase 1 roll in Carousing or Streetwise
Per tour in Terraforming 2rolls in Terraforming Procedures

For Attributes
INT 70+ 2 rolls
INT 60 - 69 1 roll
LUC 70+ 2 rolls
LUC 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

Accountant

Accountancy

Communications Officer

Crisis Management
Starship Operations

Counsellor

Personnel Liaisons

Diplomat

Diplomatic Training
Racial Language and Culture

Engineering Officer

Engineering
At least one of
Defence Systems Technology
Equipment Maintenance
Propulsion Systems
Small Spacecraft Maintenance
Starship Sub-Systems
Starship Systems

First Officer or Captain

Command School
Also qualifications for another position

Helmsman

Starship Piloting 2

JAG Officer

Legal 1
Racial Law 1

Supply Officer

Administration
Management

Medical Officer (MD)

Medicine 1-5

Medical Orderly (Technician)

Medicine 1-3

Nurse

Medicine 1-4

Operations Specialist

Defence Systems
Starship Piloting 2

Paramedic

Medicine 1 & 2
Rescue Operations

Starship Piloting 1

Science Officer

Science 1
One of
Science 2
Any Science
Medicine 1

Security Officer

Security Operations
Personal Combat

Shuttlecraft Pilot

Starship Piloting 1

Social Scientist

Racial Language and Culture
Social Science

Supply Officer

Accountancy
Administration

Tactical Officer

Defence Systems
Starship Tactical

Tactical Studies

Transporter Officer

Transporter Operation

 

A Note on Skill Ratings
And 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 — 60

61 — 80

81 — 90

91 — 100

101 +

1

2

4

8

16

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 Generation
Starfleet 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

Insignia

Crewman

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

Administration (3 Months)

Administration 20
Computer Operation 20

Computer Support Systems (6 Months)

Computer Operation 20
Computer Science 15
Computer Technology 20
Electronics Technology 15

Damage Control (3 Months)

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

Defence Systems (3 Months)

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

Defence Systems Technology (3 Months)

Computer Technology 10
Deflector Systems Technology 15
Starship Weapons Technology 15

Engineering (6 Months)

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

Equipment Maintenance (3 Months)

Electronics Technology 10
Personal Weapons Technology 10
Small Equipment Systems Technology 10
Small Equipment Systems Operation 10

Extravehicular Activities (3 Months)

Environmental Suit Operation 20
Small Equipment Systems Operation 10
Zero 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@10
Pathology 10
Small Equipment Systems Operations 10
Surgery 10

Medicine 3 (6 Months)

*Life Sciences 2@10
*Medical Sciences 2@10
Psychology, Native 10
Surgery 20

NCO Training (*6 Months*)

Administration 20
Computer Operation 20
Leadership 20
Small Unit Tactics 10

Personal Combat (3 Months)

Personal Combat, Unarmed 15
Marksmanship, Modern 15
Small Unit Tactics 10

Propulsion Systems (6 Months)

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

Racial Language and Culture (3 Months)

Racial Language 20
Racial Culture/History 10
Racial Psychology 10

Rescue Operations (3 Months)

General Medicine (First Aid) 20
*Planetary Survival 10
Small Equipment Systems Operation 10

Science 1 (3 Months)

*Sciences 4@ 10

Science 2 (6 Months)

Computer Operation 10
Research 10
Small Equipment Systems Operation 10
*Sciences 4@10

Security Operations (3 Months)

Security Procedures 20
Personal Weapons Technology 10
*Psychology, Native 10

Small Craft Maintenance (6 Months)

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

Starship Operations (3 Months)

Holodeck Systems Operation 10
Transporter Systems Operation 10
Starship Sensors 10
Communications Systems Operation 10

Starship Piloting 1 (3 Months)

Astrogation 10
Shuttlecraft Operations 10
Shuttlecraft Systems Technology 10
Starship Sensors 10

Starship Piloting 2 (6 Months)

Astrogation 10
Computer Operations 10
Deflector Systems Operation 10
Starship Helm Operations 30
Starship Sensors 10

Starship Systems (6 Months)

Astronautics 20
Deflector Systems Technology 10
Environmental Systems Technology 10
Tractor Beam Systems Technology 10
Warp Drive Technology 10

Starship Tactical (3 Months)

Starship Sensors 10
Starship Weapons Operation 15
Starship Combat Strategy and Tactics 15

Tactical Studies (3 Months)

Leadership 15
Small Unit Tactics 10
Starship Combat Strategy & Tactics 15

Transporter Operations (6 Months)

Computer Technology 20
Engineering Procedures 10
Transporter Systems Operation 20
Transporter 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 Served

Base Number = 1d10/2
(Round Up)

For Attributes
No Modifiers from attributes

For Destined Position
"Top of the Line" +1
Exploration Command +1
NCO +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 Report

1d100 Roll Result

10 or less Outstanding

11 - 25 Excellent

26 - 75 As Expected

76 - 90 Fair

91 or More Poor

Modifiers

INT 60+ -10

LUC 70+ -10

LUC 60+ -5

 

Tour Assignments

Total Modifiers

Modifiers

 

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

"Top of the Line" 01 - 30 01 - 20 01 - 10 NA NA

Exploration Command 31 - 50 21 - 40 11 - 20 01 - 10 NA

Tactical Command 51 - 70 41 - 60 21 - 30 11 - 20 01 - 10

Colonial Operations 71 - 75 61 - 70 31 - 60 21 - 50 11 - 50

Transport Command 76 - 80 71 - 80 61 - 80 51 - 90 51 - 90

Star Base Command 81 - 90 81 - 90 81 - 90 91 - 00 91 - 00

Retraining 91 - 00 91 - 00 91 - 00 NA NA

Colonial Operations
Colonial Transport Command 01-75

Terraforming Command 76-00

 

For Luck
LUC 70+ -10
LUC 60-69 -5
LUC 40 or Less +5

For Previous Efficiency Report
Outstanding -20
Excellent -10
As Expected 0
Fair +10
Poor +20

 

Skill Advancement

All rolls are 1d10

For Service
Per 2 Years of service 1 roll
Per 2 Years on TOTL 1 roll
Per tour on Starbase 1 roll in Administration
Per tour in Transport or Starbase 1 roll in Carousing or Streetwise
Per tour in Terraforming 2 rolls in Terraforming Procedures

For Attributes
INT 70+ 2 rolls
INT 60 - 69 1 roll
LUC 70+ 2 rolls
LUC 60 - 69 1 roll

 

Promotions

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

For Service
Per Previous Tour Served +1

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

For Attributes
INT 60 + +1
LUC 60 + +1
LUC 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 Control
Starship Operations

Computer Specialist

Computer Support Systems

Engineering Specialist

Engineering
At least one of
Defence Systems Technology
Equipment Maintenance
Propulsion Systems
Small Spacecraft Maintenance
Starship Sub-Systems
Starship Systems

Evacuation Specialist

Rescue Operations
Damage Control

Medical Orderly (Technician)

Medicine 1-3

Operations Specialist

Defence Systems
Starship Piloting 2

Paramedic

Medicine 1 & 2
Rescue Operations
Starship Piloting 1

Science Specialist

Science 1
One of
Science 2
Medicine 1

Security Specialist

Security Operations
Personal Combat

Shuttlecraft Pilot

Starship Piloting 1

Tactical Specialist

Defence Systems
Starship 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 frobisherSPAMM@cix.compulink.co.uk

Paddy Sinclair, June 23, 1996