Contents

Character Creation

  1. Attributes
  2. Traits
  3. Pre-Academy Skills
  4. Starfleet Academy
  5. Post-Academy Experience
  6. Character Age
  7. Advanced Training
  8. Specialists

Master Skill List

Character Creation

These optional rules follow the same basic steps as the rules found in the Starfleet Officer's Manual from Star Trek: The Role Playing Game Second Edition, with some additional material from the Star Trek: The Next Generation Officer's Manual supplement. Where these optional rules vary the details will be provided, otherwise see the appropriate manual for the explanation.

This section covers the basics of character creation for campaigns set during the era of The Original Series or for the Next Generation period. Where the rules differ between the eras there will be indications which rules apply to which era.

Contents

  1. Attributes
  2. Traits
  3. Pre-Academy Skills
  4. Starfleet Academy
  5. Post Academy Experience
  6. Character Age
  7. Advanced Training
  8. Specialists
  9. Master Skill List

Beyond the basics of character creation, there are several additional sections with useful reference information or other optional rules to flesh out Star Trek characters.


1. Attributes

Character attributes are generated randomly as described on page 16 of Starfleet Officer's Manual, summarized below:

AttributeRoll
STR40+3d10
INT40+3d10
DEX40+3d10
END40+3d10
CHA40+3d10
LUCd100
PSId100

Racial Modifiers

Add the modifiers applicable to the race chosen for the character, again found on page 16 of the Starfleet Officer's Manual; or see the Star Trek Races Summary page.

Bonus Points

Tweek the value of different attributes to further customize the character, as described on page 16 of Starfleet Officer's Manual.

Attribute Potential (New)

Attribute Pontential is adapted from Space Master: The Role Playing Game. In the same kind of manner that characters can improve their Skill Ratings (see p. 26 of the Star Trek: The Role Playing Game Second Edition Game Operations Manual) this optional rule allows the character to increase the level of their Attributes as well. The main difference is that there is a practical limit to how much a character's Attributes can increase. This is the MAX value of the Attribute, as compared to the CURRENT value which is the value at this point in time (and the value used for any Saving Rolls in the game). No Attribute can be raised higher than the MAX value through improvement (temporary boosts that occur during play, which can come from any number of in-game sources, can push the temporary CURRENT value above the MAX).

To determine the MAX for the character's Attributes, roll 1d100 for each Attribute and cross-reference the result in the table below based on the Initial Attribute Value (the CURRENT value as determined by the random roll above, with any Racial Modifiers applied). A result of "-" in the table indicates the Attribute is already at its MAX value and cannot be further improved, though if an event causes the CURRENT value to be permanently lowered (due to an injury or other in-game scenario) then the MAX value will remain unchanged and the character could recover the lost points over time through normal Attribute improvement.

Range of the Initial Attribute
d100 RollUnder 2526-3940-5960-7475-8485-8990-9495-9798-99100*
01-1025---------
11-2030---------
21-303539--------
31-35384259-------
36-40404562-------
41-45424764-------
46-49444966-------
50-51465168-------
52-53485370-------
54-55505571-------
56-575257727484-----
58-595459737585-----
60-615661747686-----
62-635863757787-----
64-656065767888-----
66-67626777798889----
68-69646978808989----
70-71667179818990----
72-73687380829090----
74-75707581839091----
76-77727782849191----
78-79747983859192----
80-81768184869292----
82-83788385879293----
84-8580858688939394---
86-8782868789939494---
88-8984878890949495---
908688899194959597--
918889909295959697--
929090919395969697--
939191929496969798--
94929293959697979899-
95939394969797989899-
96949495979798989999-
97959596979898999999-
989696979898999999100-
99979798989999100100100-
1009898999999100100100100101

* For Attributes with an Initial Value over 100 (a possibility due to Racial Modifiers) a result of 100 on the d100 roll results in a MAX value 1 higher than the CURRENT value.


2. Traits (New)

Traits are special background options which help round out a character. They represent natural talents and special training the character may have received.

Number of Traits

To determine the number of Traits a character starts with, roll 1d10 and consult the table below.

d10 Roll# of Traits
1-41 Trait
5-72 Traits
8-93 Traits
104 Traits

Modifiers: characters with a LUC score of 70 or higher gain one additional Trait.

Trait Choice

Characters gain their Traits from the following Groups: Combat, Mental, Physical and Training. No more than 1/2 (round up) of the character's Traits can come from any one group. Roll 1d100 on the table for the chosen Group to determine what Trait the character gains.

Combat

d100 RollTrait
01-10Natural Strategist: character gains +10 to Small Unit Tactics, Starship Combat Strategy and Tactics, and any Gaming or Sport which involves military-style strategy.
11-20Stealthy: character gains +15 to any stealth-related rolls; including sneaking around, hiding, palming objects, etc.
21-30Weapons Master: character gains one Marksmanship, Archaic Weapon or Personal Combat, Armed at +10.
31-40Leadership: character gets +15 to Leadership.
41-50Parry Instinct: character gains +25 to any Parry attempts if all other actions are forfeited for that round.
51-60Natural Martial Artist: character gains +10 to Personal Combat, Unarmed.
61-70Natural Pilot: character gains +10 to Shuttlecraft Piloting and any Vehicle Operations.
71-80Natural Marksman: character gains +10 to all ranged weapon attacks. This bonus is applied to the To-Hit number, not to the skill(s).
81-90Starship Combat Specialist: character gains +10 to Deflector Shield Operations, Starship Combat Strategy and Tactics, and Starship Weaponry Operation.
91-00Weapons Technician: character gains +10 to Personal Weapons Technology and Starship Weaponry Technology.

Mental

d100 RollTrait
01-05Attribute Bonus: character gains +5 to INT potential (maximum of 99).
06-10Attribute Bonus: character gains +5 to CHA potential (maximum of 99).
11-15Attribute Bonus: character gains +5 to LUC potential (maximum of 99).
16-20Attribute Bonus: character gains +5 to PSI potential (maximum of 99).
21-25Mathematician: character gains +10 to Mathematics.
26-32Intuition: the character has a talent for guessing. When faced with a lack of information regarding a specific matter, the character has a 5% chance to receive information directly from the GM. Optionally the GM could allow a LUC roll to gain the information. It is still up to the GM how much information is given.
33-39Excellent Memory: the character can make an INT roll to recall information, almost like photographic memory.
40-45Problem Solver: any time the character attempts to solve a problem, the amount of time required is halved.
46-53Willpower: the character gains a +15 to resistance rolls versus suggestion (whether psionic or drug-induced) as well as any rolls which the GM feels applicable vs any temptation which the character wants to avoid.
54-61Heightened Senses: the character receives a +15 on perception rolls. Optionally the GM may require the character to choose a particular sense for the bonus to apply to (sight, hearing, smell, etc.).
62-66Sixth Sense: the character receives a PSI roll to be warned of immediate danger to himself.
67-73Speed Reader: the character can read material 10x faster than normal.
74-80Language Master: the character receives +10 to all Language skills.
81-84Gadgeteer: the character receives +10 to any Technology roll when "Jury-Rigging".
85-86Mental Shield: the character receives +25 to resist any psionic attacks made against the character's mind.
87-92Photographic Memory: The character can make an INT roll to store something in memory. If successful then the information is permanently stored in the character's memory and can be recalled at any time.
93-99Natural Diplomat: the character receives +10 to Negotiation/Diplomacy.
00Psionic: the character gains a psionic ability from any Psionic Group (GM's discretion) at level PSI-30 (minimum 5%). If the character belongs to a psionic race then they gain a +5 to all PSI rolls.

Physical

d100 RollTrait
01-07Attribute Bonus: character gains +5 to STR potential (maximum of 99).
08-14Attribute Bonus: character gains +5 to DEX potential (maximum of 99).
15-21Attribute Bonus: character gains +5 to END potential (maximum of 99).
22-30Pain Tolerance: any penalties due to pain from wounds or other sources are reduced by 5%.
31-40Attractive: the character is physically attractive to other members of their race. They gain a +10 to all interaction rolls.
41-45Slow Aging: the character ages at half the normal rate (ages 1 year physically for every 2 chronological years).
46-53Ambidextrous: the character does not suffer any penalties for using objects in their off hand.
54-61Superior Reflexes: the character gains +1 to initiative rolls.
62-70Life Extension: INACT SAVE and UNC THRESHOLD are lowered by 5 and the character will not go unconscious until they reach -(END/10), -(END/2) before dying, and -(1.25xEND) before being irretrievably dead.
71-76Fast Healing: the character heals damage at twice the normal rate.
77-83Stun Resistance: the character takes 1/2 damage from "stun" attacks (attacks causing damage to CURR OP END).
84-90Strong Immune System: the character receives +20 to all disease resistance rolls.
91-96High Stamina: the character can go twice as long before taking CURR OP END damage from fatigue.
97-00Natural Physique: the character receives a +5 bonus when trying to improve STR and END.

Training

d100 RollTrait
01-06Gifted: the character gains 2 new skills at +10, 1 at +15, and 1 at +20. The skills must be Sciences (except Medical Sciences but including Social).
07-14Artistic: the character gains 1 Artistic Expression at +20 and 1 at +10.
15-23Instruction: the character gains +20 to Instruction.
24-31Linguist: the character gains two new Languages at +20
32-39Musician: the character gains +15 to all Artistic Expressions involving music and singing.
40-45Historian: the character receives +10 to all Culture/History skills.
46-53Entertainer: the character receives +10 to all skills used for entertainment purposes.
54-60Security Training: the character gains Security Procedures and Small Unit Tactics at +10.
61-66Stellar Pilot: the character gains Astrogation, Shuttlecraft Piloting, and Starship Helm Operation at +10.
67-73Economics: the character gains Economics and Administration at +10.
74-80Counselor: the character gains +10 to all Psychology skills.
81-85Astrogator: the character gains Astrogation and Astronomy at +10.
86-91Astronaut Training: the character gains Environmental Suit Operation and Zero-G Operations at +10.
92-96Technician Training: the character gains +20 to any one Technology skill.
97-00Medical Training: the character gains +15 to General Medicine:(Native) (includes First Aid).

3. Pre-Academy Skills

Pre-Academy Skills are determined in the same manner as described on page 18 of Starfleet Officer's Manual. A character has a number of Pre-Academy Skills equal to their INT score divided by 10 (round down). Skills are selected from the Education Background Skills and the Personal Development Skills lists summarized below. Half of the skills must come from each list, for an odd number of Pre-Academy Skills the odd skill must be selected from the Education list. The Skill Rating is determine by rolling 1d10 for each selected skill. Italicized skills are only available to Next Generation era characters.

Educational Background

Personal Development

Optional Rule – Cultural Background

Characters should be considered fluent in their native language and in Galacta. Also, GMs may want to give characters a Culture/History rating of 10 for their native world. In the case of humans, the native language does not need to be English but can be another Terran language.


4. Starfleet Academy

Characters typically enter the Academy at age 18, but this can vary by a few years to either side. Optionally the age the character entered Starfleet Academy can be determined randomly using the table below.

Starting Age

d100 RollEntered Academy at...
01 or less15
01-0516
06-1517
16-8518
86-10019
over 10020

Modifiers

The Academy

Starfleet Academy is a four-year program. Most cadets enter at age 18 though there is some variation (see previous). All cadets have identical curricula for the first two years while the second two years of training are different for each service branch. Each year is made up of 3 four-month terms. The first two are spent attending classes while the third is spent in service on actual Starfleet stations. The third term is referred to as the Cadet Cruise. A cadet's final mark for each year in the Academy depends as much on their performance on the Cadet Cruise as it does on academic performance.

The six service branches in Starfleet are:

  1. Command
  2. Communications/Administration
  3. Engineering
  4. Medical*
  5. Sciences
  6. Security/Tactical

* Medical cadets take Pre-Med training during their 2nd two years at the Academy. Afterward they attend Starfleet Medical College, a second 4-year program, which is completed with a special form of Cadet Cruise (internship).

Academy Skills – Academic Curriculum

Characters gain all Skills listed in the Core Curriculum listed below, at the Skill Rating indicated. The skills are grouped into the Core Curriculum, the Space Sciences Curriculum and the Officer Training Curriculum.

Core Curriculum

SkillRating
Computer Operation20
Language*15
Life Sciences*One at 10
Physical Sciences*One at 10
Planetary Sciences*One at 10
Social Sciences
Federation Culture/History15
Federation Law15

Space Science Curriculum

SkillRating
Space Sciences*
Astronomy10
other Space SciencesTwo at 10
Damage Control Procedures10
Environmental Suit Operation10
Starship Sensors10
Transporter Operational Procedures10
Zero-G Operations10

Officer Training Curriculum

SkillRating
Administration10
General Medicine(First Aid)10
Instruction10
Leadership10
Marksmanship, Modern Weapon20
Personal Combat, Unarmed20
Personal Weapons Technology5
Small Equipment Systems Operation10

Outside Electives

Characters select five skills from the Elective Skills list below and gain a rating of 10 in the skill. No skill can be selected more than once from the list.

Academy Elective Skills

Advanced Study

The Advanced Study works as described on page 19 of the Starfleet Officer's Manual. Characters may select a number of skills equal to their INT score divided by 10 (round up) plus 5 from the skills they have already learned. Each of the selected skills has its Skill Rating increased by 1d10. Skills may be selected more than once to receive this increase.

Branch Training Skills

Characters gain skills based on their selected branch of Starfleet (from the six branches listed under The Academy above). Characters gain all the skills listed under the Branch at the rating listed in the table.

Command Branch

SkillRating
Communication Systems Operation10
Computer Operation10
Damage Control Procedures10
Deflector Shield Operations30
Deflector Shield Technology5
Leadership20
Negotiation/Diplomacy20
Shuttlecraft Piloting10
Social Sciences*
Federation Culture/History10
Federation Law10
Space Sciences*
Astrogation40
Otherstwo at 10
Starship Combat Strategy and Tactics40
Starship Helm Operation40
Starship Sensors10
Starship Weaponry Operation30
Starship Weaponry Technology5

Communications/Administration Branch

SkillRating
Administration30
Communication Systems Operation40
Communication Systems Technology5
Computer Operation20
Computer Technology10
Damage Control Procedures30
Electronics Technology10
Languages*total of 40
Negotiation/Diplomacy10
Security Procedures10
Small Equipment Systems Operation20
Small Equipment Systems Technology5
Social Sciences*
Racial Culture/Historytotal of 20
Starship Sensors10
Starship Services40
Transporter Operational Procedures10

Engineering Branch

SkillRating
Astronautics (Space Science)10
Communication Systems Technology10
Computer Technology10
Deflector Shield Technology10
Electronics Technology10
Holodeck Systems Technology10
Life Support Systems Technology10
Mechanical Engineering10
Personal Weapons Technology10
Shuttlecraft Systems Technology10
Small Equipment Systems Technology10
Starship Weaponry Technology10
Transporter Systems Technology10
Warp Drive Technology10
Specialties (from above skills)
Primary specialtiesthree at +30
Secondary specialtiestwo at +20
Other specialtiesone at +10
Otherstotal of 15
Computer Operation10
Environment Suit Operation10
Physics (Physical Science)10
Transporter Operational Procedures10

Medical Branch – Pre-Med

SkillRating
Computer Operation20
Electronics Technology10
Environmental Suit Operation10
Language*20
Life Sciences*two at 20, three at 10
Life Support Systems Technology10
Medical Sciences*
General Medicine - specialty race10
other racestotal of 20
Pathology20
Psychology - specialty race10
other racestotal of 10
Physical Sciences*
Chemistry30
Shuttlecraft Piloting10
Small Equipment Systems Operation20
Small Equipment Systems Technology10
Starship Sensors10

Science Branch

SkillRating
Computer Operation30
Computer Technology10
Electronics Technology10
Environmental Suit Operation10
Sciences* (Life, Physical, Planetary, and Space)
Related Majorstwo at 40
Minorstwo at 30
Other Fieldsfour at 10
Any Fieldtotal of 20
Small Equipment Systems Operation30
Starship Sensors30

Security/Tactical Branch

SkillRating
Communication Systems Operation10
Damage Control Procedures20
Deflector Shield Operation40
Deflector Shield Technology5
Environmental Suit Operation10
Marksmanship, Modern Weapon20
Personal Combat, Unarmed20
Personal Weapons Technology5
Security Procedures40
Shuttlecraft Piloting20
Small Equipment Systems Operation20
Small Unit Tactics20
Social Sciences*
Federation Law15
Starship Combat Strategy and Tactics20
Starship Weaponry Operation40
Starship Weaponry Technology10

Outside Electives

Characters select two skills, including skills they do not yet have a rating in. New skills chosen start with a rating of 1d10, existing skills have their rating increased by 1d10.

Advanced Training

Characters may select a number of skills equal to their INT score divided by 10 (round down) from their Branch Skills. Each of the selected skills has its Skill Rating increased by 1d10. Skills may be selected more than once to receive this increase. (This is a simplified formula from the one presented on page 21 of the Starfleet Officer's Manual.)

Starfleet Medical College

Characters in the Medical Branch attend Starfleet Medical College after completing the Academy. Such characters gain all the skills listed in the Starfleet Medical College Curriculum table below at the rating indicated.

Starfleet Medical College Curriculum Skills

SkillRating
Administration20
Life Sciences*
Specialtiesthree at 10
Otherstotal of 20
Medical Sciences*
General Medicine - specialty race30
General Medicine - other racestotal of 40
Psychology - specialty race30
Psychology - other racestotal of 30
Pathology20
Surgery40
Specialties (from above skills)total of 40
Small Equipment Systems Operation10

Advanced Training (Medical College Only)

Characters who attended Medical College may increase the rating a number of skills equal to their INT score minus 50 then divided by 10 (round down). Only skills acquired from the Starfleet Medical College Curriculum can be increased. Each selected skill has its rating increased by 1d10.

Cadet Cruises

Unlike the existing rules these revised rules have the characters perform a Cadet Cruise for each year they attended Starfleet Academy, as opposed to just a single Cadet Cruise at the end of the character's Branch Training.

Cadet Cruise Results

For each Cadet Cruise roll on the Assignment table, then on the Results table.

Assignment (Original Series era characters)

Die RollAssignment
15 or lessExploration Command (Constitution Class)
16-25Galaxy Exploration Command
26-50Military Operations Command
51-75Colonial Operations Command
76+Merchant Marine Command

Assignment (Next Generation era characters)

Die RollAssignment
10 or lessExploration Command (Galaxy Class)
11-40Galaxy Exploration Command
41-50Military Operations Command
51-75Colonial Operations Command
76+Terraforming Command

Modifiers to Cadet Cruise Assignment

For Attribute Scores

For Previous Cruise Results

Cadet Cruise Results

Die RollResult
5 or lessHigh Honors
6-15Honors
16-60Passed
60+Failed

Modifiers To Cadet Cruise Results

For Assignment

For Attribute Scores

Cadet Cruise Advanced Training

For each Cadet Cruise the characters will acquire new skills and improve existing ones. Skills from Cadet Cruise Advanced Training are based on the cruise Assignment, as shown in the table below.

Per Cruise in Exploration Command
Planetary OR Space Sciencesone at 5
Zero-G Operations5
Per Cruise in Military Operations
Marksmanship, Modern5
Personal Combat, Unarmed5
Per Cruise in Colonization Command
Planetary Sciences*one at 5
Planetary Survival*one at 5
Per Cruise in Terraforming Command
Life Support Systems Technology5
Planetary Sciences*one at 5
Per Cruise in Merchant Marine
Streetwise5
Trade and Commerce5

Additional Training

In addition to the Advanced Training detailed above, for each Cadet Cruise the character may select other skills and increase their rating by 1d10. All characters may select one skill per Cadet Cruise to increase in this manner. An additional number of skills may be increased per Cadet Cruise based on the modifiers listed below. Only skills already known may benefit from this additional training.

Modifiers

For Attribute Scores

For Cadet Cruise Result


5. Post Academy Experience and Skills

The next step is to detemine the character's experience in Starfleet prior to their current assignment (for the start of the game). This is represented by the number of Tours the character has served. The base number of tours the character has served equals 1d10 divided by 2 (round down, with a minimum of 1 tour), modified by the factors listed below.

Modifiers for Tours Served

For Attribute Scores

For Destined Rank

For Destined Position

First Tour Assignment

Use the era-appropriate table below to determine the character's first tour assignment after completing Starfleet Academy.

Star Trek: The Original Series Characters

Die RollAssignment
10 or lessConstitution Class Starship
11-20Galaxy Exploration Command
21-30Military Operations Command
31-60Colonial Operations Command
61 or moreMerchant Marine Command

Star Trek: The Next Generation Characters

Die RollAssignment
10 or lessGalaxy Class Starship
11-40Galaxy Exploration Command
41-50Military Operations Command
51-75Colonial Operations Command
76 or moreTerraforming Command

Modifiers

For Attribute Scores

For Final Cadet Cruise

Officer Efficiency Report

Roll on the table below to determine the character's performance for their first tour.

Die RollReport
10 or lessOutstanding
11-25Excellent
26-75As Expected
76-90Fair
91 or morePoor

Modifiers

Tour Assignments

For each subsequent Tour for the character use the era-appropriate table below. To use the table total up all the applicable Modifiers for the character, then roll using the indicated column based on that total.

Star Trek: The Original Series Characters

Die Rolls for Various Modifiers
Assignment-25 or less-10 to -20-5 to +5+10 to +20+25 or more
Constitution Class Starship01 - 3001 - 2001 - 10-
Galaxy Exploration Command31 - 5021 - 4011 - 2001 - 10
Military Operations Command51 - 7041 - 6021 - 3011 - 2001 - 10
Colonial Operations Command71 - 7561 - 7031 - 6021 - 5011 - 50
Merchant Marine Command76 - 8071 - 8061 - 8051 - 9051 - 90
Starbase Command81 - 9081 - 9081 - 9091 - 10091 - 100
Starfleet Academy91 - 10091 - 10091 - 100

Star Trek: The Next Generation Characters

Die Rolls for Various Modifiers
Assignment-25 or less-10 to -20-5 to +5+10 to +20+25 or more
Galaxy Class Starship01 - 3001 - 2001 - 10
Galaxy Exploration Command31 - 6021 - 4511 - 3001 - 15
Military Operations Command61 - 7046 - 6031 - 5016 - 3001 - 15
Colonial Operations Command71 - 7561 - 7051 - 6531 - 6016 - 60
Terraforming Command76 - 8071 - 8066 - 8061 - 9061 - 90
Starbase Command81 - 9081 - 9081 - 9091 - 10091 - 100
Starfleet Academy91 - 10091 - 10091 - 100

Modifiers

For Luck

For OER results from previous tour

Tour Length

Each Tour of Duty lasts 1d10 divided by 2 years (round down, minimum of 1 year).

Officer Efficiency Report

Officer Efficiency Report results are determined in the same manner as for the First Tour Assignment above.

Skill Advancement for Post-Academy Experience

To represent skill advancement due to experience earned on Tours, the character receives rolls to increase the rating of their skills as described below. Each indicated increase is determined by a 1d10 roll. If no specific skill is listed then the character may apply the roll to any skill they currently have a skill rating in.

For Service

For Attributes


6. Character Age

The character's starting Age is determined as follows:

Age when entering Academy: 18 (may vary)

Modifiers for Training and Experience


7. Advanced Training

This last step for Starfleet Officer characters is limited to characters intended for a Command position or who are expected to occupy a position on the starship's Bridge.

Bridge Command Skills

Command rank officers and Bridge officers may be required to assume duties outside their area of training during crisis situations. Because of this these officers must have a minimum rating in certain critical skills. If they do not possess these skills or have a rating in the skill less than the indicated level then the character either gains the skill at that level or, if they already possess the skill, it is raised to the indicated level. Officers in the following positions are eligible to receive Bridge Command skills.

Bridge Officers from Star Trek: The Original Series

Bridge Officers from Star Trek: The Next Generation

Bridge Command Skills

SkillMinimum Level
Administration20
Astrogation10
Communications Systems Operation10
Negotiation/Diplomacy10
Starship Helm Operation10

8. Starfleet Specialists (Enlisted and NCOs)

The rules in Sections 4 through 7 are for characters destined to be Starfleet Officers, but not everyone in Starfleet is an Officer. The bulk of the fleet members are Specialists, or in more military parlance the Enlisted and Non-Commissioned Officers (NCOs). Specialist characters should use the rules below for the character creation steps for Starfleet Academy, Post-Academy Experience, and Character Age.

A. Pre-Academy

The Pre-Academy skills for Specialists are determined the same as for Officer characters, as described in Pre-Academy Skills above.

B. Starfleet Academy

Starfleet Specialists have their own Academy curriculum. Specialists enter a special 2 year program, the first year is spent learning a Basic Curriculum and the second year is spent in Specialization training. After completing the two years the character undergoes a single cadet cruise before finishing.

Basic Curriculum

SkillRating
Computer Operation20
Environmental Suit Operation20
Medical Sciences*
General Medicine (First Aid)10
Marksmanship, Modern20
Personal Combat, Unarmed20
Planetary Survival*20
Shuttlecraft Pilot10
Small Equipment Systems Operation20
Social Sciences*
Federation Law10
Transporter Operational Procedures10
Zero-G Operations20

Outside Electives

For Specialists this is the same as for Officer training as desribed in Starfleet Academy above. Characters select five skills from the Elective Skills list below and gain a rating of 10 in the skill. No skill can be selected more than once from the list.

Academy Elective Skills

Advanced Study

The Advanced Study works the same as for Officer training as desribed in Starfleet Academy above. Characters may select a number of skills equal to their INT score divided by 10 (round up) plus 5 from the skills they have already learned. Each of the selected skills has its Skill Rating increased by 1d10. Skills may be selected more than once to receive this increase.

Specialization Training

Specialization is the equivalent of Branch Training for Officers. Characters select the area of specialization they want to study in their second year at the Academy. The character will gain all the skills listed in the table for that specialization at the skill rating indicated.

Administration

SkillRating
Administration20
Communications Systems Operation15
Computer Operation15
Starship Services20
30 points in one of the following or +10 to one of the above skills
Language (up to 3)
Negotiation/Diplomacy
Social Sciences* - Law (up to 3)

Engineering

SkillRating
Computer Operation20
Computer Technology15
Damage Control Procedures15
Electronics Technology10
Mechanical Engineering10
30 points in one of the following or +10 to one of the above skills
Communications Systems Technology
Deflector Shield Technology
Holodeck Systems Technology
Personal Weapons Technology
Small Equipment Systems Technology
Space Sciences*
Astronautics
Starship Weaponry Technology
Transporter Systems Technology
Warp Drive Technology

Medical

SkillRating
Life Sciences*
Botany10
Zoology10
choose one10
Life Support Systems Technology15
Negotiation/Diplomacy10
Starship Sensors15
30 points in one of the following or +10 to one of the above skills
Medical Sciences*
General Medicine (up to 3)
Psychology (up to 3)

Science

SkillRating
Computer Operation20
Life Sciences*
choose one15
Space Sciences*
Astronomy or Astrophysics20
Starship Sensors15
30 points in one of the following or +10 to one of the above skills
Life Sciences*
Physical Sciences*
Planetary Sciences*
Social Sciences*
Archaeology
Space Sciences*

Security

SkillRating
Marksmanship, Modern20
Personal Combat, Unarmed20
Personal Weapons Technology10
Security Procedures10
Small Unit Tactics10
30 points in Personal Combat, Armed or +10 to one of the above skills

Advanced Training

Characters may select a number of skills equal to their INT score divided by 10 (round down) from their Specialization Skills. Each of the selected skills has its Skill Rating increased by 1d10. Skills may be selected more than once to receive this increase. (This is the same as the Branch Skills Advanced Training for Officers as described in Starfleet Academy above.)

C. Cadet Cruise

Specialist characters roll for only one Cadet Cruise. If the Cadet Cruise result is a Failed then roll again for a repeat cruise as needed to obtain a non-failure result.

Star Trek: The Original Series Characters

Die RollAssignment
10 or lessConstitution Class
11-35Galaxy Exploration Command
36-55Military Operations Command
56-75Colonial Operations Command
76+Merchant Marine Command

Star Trek: The Next Generation Characters

Die RollAssignment
10 or lessGalaxy Class
11-45Galaxy Exploration Command
46-55Military Operations Command
56-75Colonial Operations Command
76+Terraforming Command

Modifiers to Cadet Cruise Assignment

For Attribute Scores

Cadet Cruise Results

Die RollResult
5 or lessHigh Honors
6-15Honors
16-60Passed
60+Failed

Modifiers To Cadet Cruise Results

For Assignment

For Attribute Scores

Advanced Training

All characters may select one skill and increase its rating by 1d10. An additional number of skills may be increased based on the modifiers listed below. Only skills already known may benefit from this additional training.

Modifiers

For Attribute Scores

For Cadet Cruise Result

D. Tours of Duty

Specialist characters will have served 1d10 Tours prior to their current assignment, modified by the factors listed below.

Modifiers for Tours Served

For Attribute Scores

For Destined Rank

Tour Assignment

Star Trek: The Original Series Characters

Die RollAssignment
01-15Exploration Command (starship)
16-30Exploration Command (starbase)
31-50Military Operations (starship)
51-60Colonization Command (starship)
61-75Colonization Command (starbase)
76+Merchant Marine Command (starship)

Star Trek: The Next Generation Characters

Die RollAssignment
01-25Exploration Command (starship)
26-40Exploration Command (starbase)
41-50Military Operations (starship)
51-60Colonization Command (starship)
61-75Colonization Command (starbase)
76+Terraforming Command (starbase)

Tour Length

Each Tour of Duty lasts 1d10 divided by 2 years (round down, minimum of 1 year).

Skill Advancement for Post-Academy Experience

To represent skill advancement due to experience earned on Tours, the character receives rolls to increase the rating of their skills as described below. Each indicated increase is determined by a 1d10 roll. If no specific skill is listed then the character may apply the roll to any skill they currently have a skill rating in.

For Service

For Attributes

E. Character Age

The character's starting Age is determined as follows:

Age when entering Academy: 18 (may vary)

Modifiers for Training and Experience


Appendix: Master Skill List

Italicized skills are for Star Trek: The Next Generation era characters.

Skills marked with * are divided into several specialties. Characters will have a separate Skill Rating for each specialty (points must be allocated to each separately during character creation and Skill Rating improvement). Where the specific specialties for a skill are defined in the rulebook they are listed next to the skill.