Contents
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
- Attributes
- Traits
- Pre-Academy Skills
- Starfleet Academy
- Post Academy Experience
- Character Age
- Advanced Training
- Specialists
- 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:
Attribute | Roll |
STR | 40+3d10 |
INT | 40+3d10 |
DEX | 40+3d10 |
END | 40+3d10 |
CHA | 40+3d10 |
LUC | d100 |
PSI | d100 |
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.
- Bonus Points Available: roll d100 / 2, round down
- Choice: apply bonus points to any attribute except PSI
- Restrictions: No more than 30 points in any one attribute. No attribute may be raised above 100 with Bonus Points.
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 Roll | Under 25 | 26-39 | 40-59 | 60-74 | 75-84 | 85-89 | 90-94 | 95-97 | 98-99 | 100* |
01-10 | 25 | - | - | - | - | - | - | - | - | - |
11-20 | 30 | - | - | - | - | - | - | - | - | - |
21-30 | 35 | 39 | - | - | - | - | - | - | - | - |
31-35 | 38 | 42 | 59 | - | - | - | - | - | - | - |
36-40 | 40 | 45 | 62 | - | - | - | - | - | - | - |
41-45 | 42 | 47 | 64 | - | - | - | - | - | - | - |
46-49 | 44 | 49 | 66 | - | - | - | - | - | - | - |
50-51 | 46 | 51 | 68 | - | - | - | - | - | - | - |
52-53 | 48 | 53 | 70 | - | - | - | - | - | - | - |
54-55 | 50 | 55 | 71 | - | - | - | - | - | - | - |
56-57 | 52 | 57 | 72 | 74 | 84 | - | - | - | - | - |
58-59 | 54 | 59 | 73 | 75 | 85 | - | - | - | - | - |
60-61 | 56 | 61 | 74 | 76 | 86 | - | - | - | - | - |
62-63 | 58 | 63 | 75 | 77 | 87 | - | - | - | - | - |
64-65 | 60 | 65 | 76 | 78 | 88 | - | - | - | - | - |
66-67 | 62 | 67 | 77 | 79 | 88 | 89 | - | - | - | - |
68-69 | 64 | 69 | 78 | 80 | 89 | 89 | - | - | - | - |
70-71 | 66 | 71 | 79 | 81 | 89 | 90 | - | - | - | - |
72-73 | 68 | 73 | 80 | 82 | 90 | 90 | - | - | - | - |
74-75 | 70 | 75 | 81 | 83 | 90 | 91 | - | - | - | - |
76-77 | 72 | 77 | 82 | 84 | 91 | 91 | - | - | - | - |
78-79 | 74 | 79 | 83 | 85 | 91 | 92 | - | - | - | - |
80-81 | 76 | 81 | 84 | 86 | 92 | 92 | - | - | - | - |
82-83 | 78 | 83 | 85 | 87 | 92 | 93 | - | - | - | - |
84-85 | 80 | 85 | 86 | 88 | 93 | 93 | 94 | - | - | - |
86-87 | 82 | 86 | 87 | 89 | 93 | 94 | 94 | - | - | - |
88-89 | 84 | 87 | 88 | 90 | 94 | 94 | 95 | - | - | - |
90 | 86 | 88 | 89 | 91 | 94 | 95 | 95 | 97 | - | - |
91 | 88 | 89 | 90 | 92 | 95 | 95 | 96 | 97 | - | - |
92 | 90 | 90 | 91 | 93 | 95 | 96 | 96 | 97 | - | - |
93 | 91 | 91 | 92 | 94 | 96 | 96 | 97 | 98 | - | - |
94 | 92 | 92 | 93 | 95 | 96 | 97 | 97 | 98 | 99 | - |
95 | 93 | 93 | 94 | 96 | 97 | 97 | 98 | 98 | 99 | - |
96 | 94 | 94 | 95 | 97 | 97 | 98 | 98 | 99 | 99 | - |
97 | 95 | 95 | 96 | 97 | 98 | 98 | 99 | 99 | 99 | - |
98 | 96 | 96 | 97 | 98 | 98 | 99 | 99 | 99 | 100 | - |
99 | 97 | 97 | 98 | 98 | 99 | 99 | 100 | 100 | 100 | - |
100 | 98 | 98 | 99 | 99 | 99 | 100 | 100 | 100 | 100 | 101 |
* 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 |
1-4 | 1 Trait |
5-7 | 2 Traits |
8-9 | 3 Traits |
10 | 4 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 Roll | Trait |
01-10 | Natural Strategist: character gains +10 to Small Unit Tactics, Starship Combat Strategy and Tactics, and any Gaming or Sport which involves military-style strategy. |
11-20 | Stealthy: character gains +15 to any stealth-related rolls; including sneaking around, hiding, palming objects, etc. |
21-30 | Weapons Master: character gains one Marksmanship, Archaic Weapon or Personal Combat, Armed at +10. |
31-40 | Leadership: character gets +15 to Leadership. |
41-50 | Parry Instinct: character gains +25 to any Parry attempts if all other actions are forfeited for that round. |
51-60 | Natural Martial Artist: character gains +10 to Personal Combat, Unarmed. |
61-70 | Natural Pilot: character gains +10 to Shuttlecraft Piloting and any Vehicle Operations. |
71-80 | Natural Marksman: character gains +10 to all ranged weapon attacks. This bonus is applied to the To-Hit number, not to the skill(s). |
81-90 | Starship Combat Specialist: character gains +10 to Deflector Shield Operations, Starship Combat Strategy and Tactics, and Starship Weaponry Operation. |
91-00 | Weapons Technician: character gains +10 to Personal Weapons Technology and Starship Weaponry Technology. |
Mental
d100 Roll | Trait |
01-05 | Attribute Bonus: character gains +5 to INT potential (maximum of 99). |
06-10 | Attribute Bonus: character gains +5 to CHA potential (maximum of 99). |
11-15 | Attribute Bonus: character gains +5 to LUC potential (maximum of 99). |
16-20 | Attribute Bonus: character gains +5 to PSI potential (maximum of 99). |
21-25 | Mathematician: character gains +10 to Mathematics. |
26-32 | Intuition: 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. |
33-39 | Excellent Memory: the character can make an INT roll to recall information, almost like photographic memory. |
40-45 | Problem Solver: any time the character attempts to solve a problem, the amount of time required is halved. |
46-53 | Willpower: 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. |
54-61 | Heightened 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.). |
62-66 | Sixth Sense: the character receives a PSI roll to be warned of immediate danger to himself. |
67-73 | Speed Reader: the character can read material 10x faster than normal. |
74-80 | Language Master: the character receives +10 to all Language skills. |
81-84 | Gadgeteer: the character receives +10 to any Technology roll when "Jury-Rigging". |
85-86 | Mental Shield: the character receives +25 to resist any psionic attacks made against the character's mind. |
87-92 | Photographic 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. |
93-99 | Natural Diplomat: the character receives +10 to Negotiation/Diplomacy. |
00 | Psionic: 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 Roll | Trait |
01-07 | Attribute Bonus: character gains +5 to STR potential (maximum of 99). |
08-14 | Attribute Bonus: character gains +5 to DEX potential (maximum of 99). |
15-21 | Attribute Bonus: character gains +5 to END potential (maximum of 99). |
22-30 | Pain Tolerance: any penalties due to pain from wounds or other sources are reduced by 5%. |
31-40 | Attractive: the character is physically attractive to other members of their race. They gain a +10 to all interaction rolls. |
41-45 | Slow Aging: the character ages at half the normal rate (ages 1 year physically for every 2 chronological years). |
46-53 | Ambidextrous: the character does not suffer any penalties for using objects in their off hand. |
54-61 | Superior Reflexes: the character gains +1 to initiative rolls. |
62-70 | Life 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. |
71-76 | Fast Healing: the character heals damage at twice the normal rate. |
77-83 | Stun Resistance: the character takes 1/2 damage from "stun" attacks (attacks causing damage to CURR OP END). |
84-90 | Strong Immune System: the character receives +20 to all disease resistance rolls. |
91-96 | High Stamina: the character can go twice as long before taking CURR OP END damage from fatigue. |
97-00 | Natural Physique: the character receives a +5 bonus when trying to improve STR and END. |
Training
d100 Roll | Trait |
01-06 | Gifted: 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). |
07-14 | Artistic: the character gains 1 Artistic Expression at +20 and 1 at +10. |
15-23 | Instruction: the character gains +20 to Instruction. |
24-31 | Linguist: the character gains two new Languages at +20 |
32-39 | Musician: the character gains +15 to all Artistic Expressions involving music and singing. |
40-45 | Historian: the character receives +10 to all Culture/History skills. |
46-53 | Entertainer: the character receives +10 to all skills used for entertainment purposes. |
54-60 | Security Training: the character gains Security Procedures and Small Unit Tactics at +10. |
61-66 | Stellar Pilot: the character gains Astrogation, Shuttlecraft Piloting, and Starship Helm Operation at +10. |
67-73 | Economics: the character gains Economics and Administration at +10. |
74-80 | Counselor: the character gains +10 to all Psychology skills. |
81-85 | Astrogator: the character gains Astrogation and Astronomy at +10. |
86-91 | Astronaut Training: the character gains Environmental Suit Operation and Zero-G Operations at +10. |
92-96 | Technician Training: the character gains +20 to any one Technology skill. |
97-00 | Medical 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
- Computer Operation
- Language*
- Life Sciences*
- Medical Sciences*
- General Medicine(First Aid)
- Physical Sciences*
- Planetary Sciences*
- Social Sciences*
- Space Sciences*
- Trivia*
Personal Development
- Artistic Expression*
- Carousing
- Communications Systems Operation
- Communications Systems Technology
- Computer Technology
- Electronics Technology
- Gaming*
- Holodeck Operational Procedures
- Language*
- Leadership
- Marksmanship, Archaic Weapon*
- Mechanical Engineering
- Negotiation/Diplomacy
- Personal Combat, Armed*
- Personal Combat, unarmed
- Planetary Survival*
- Sport*
- Streetwise
- Trivia*
- Vehicle Operation*
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 Roll | Entered Academy at... |
01 or less | 15 |
01-05 | 16 |
06-15 | 17 |
16-85 | 18 |
86-100 | 19 |
over 100 | 20 |
Modifiers
- LUC 70+: –10
- LUC 60-69: –5
- LUC 40 or less: +5
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:
- Command
- Communications/Administration
- Engineering
- Medical*
- Sciences
- 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
Skill | Rating |
Computer Operation | 20 |
Language* | 15 |
Life Sciences* | One at 10 |
Physical Sciences* | One at 10 |
Planetary Sciences* | One at 10 |
Social Sciences | |
Federation Culture/History | 15 |
Federation Law | 15 |
Space Science Curriculum
Skill | Rating |
Space Sciences* | |
Astronomy | 10 |
other Space Sciences | Two at 10 |
Damage Control Procedures | 10 |
Environmental Suit Operation | 10 |
Starship Sensors | 10 |
Transporter Operational Procedures | 10 |
Zero-G Operations | 10 |
Officer Training Curriculum
Skill | Rating |
Administration | 10 |
General Medicine(First Aid) | 10 |
Instruction | 10 |
Leadership | 10 |
Marksmanship, Modern Weapon | 20 |
Personal Combat, Unarmed | 20 |
Personal Weapons Technology | 5 |
Small Equipment Systems Operation | 10 |
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
- Artistic Expression*
- Carousing
- Gaming*
- Holodeck Operational Procedures
- Language*
- Marksmanship, Archaic Weapons*
- Negotiation/Diplomacy
- Personal Combat, Armed*
- Personal Combat, Unarmed
- Shuttlecraft Piloting
- Social Sciences*
- Sport*
- Streetwise
- Trivia*
- Vehicle Operation*
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
Skill | Rating |
Communication Systems Operation | 10 |
Computer Operation | 10 |
Damage Control Procedures | 10 |
Deflector Shield Operations | 30 |
Deflector Shield Technology | 5 |
Leadership | 20 |
Negotiation/Diplomacy | 20 |
Shuttlecraft Piloting | 10 |
Social Sciences* | |
Federation Culture/History | 10 |
Federation Law | 10 |
Space Sciences* | |
Astrogation | 40 |
Others | two at 10 |
Starship Combat Strategy and Tactics | 40 |
Starship Helm Operation | 40 |
Starship Sensors | 10 |
Starship Weaponry Operation | 30 |
Starship Weaponry Technology | 5 |
Communications/Administration Branch
Skill | Rating |
Administration | 30 |
Communication Systems Operation | 40 |
Communication Systems Technology | 5 |
Computer Operation | 20 |
Computer Technology | 10 |
Damage Control Procedures | 30 |
Electronics Technology | 10 |
Languages* | total of 40 |
Negotiation/Diplomacy | 10 |
Security Procedures | 10 |
Small Equipment Systems Operation | 20 |
Small Equipment Systems Technology | 5 |
Social Sciences* | |
Racial Culture/History | total of 20 |
Starship Sensors | 10 |
Starship Services | 40 |
Transporter Operational Procedures | 10 |
Engineering Branch
Skill | Rating |
Astronautics (Space Science) | 10 |
Communication Systems Technology | 10 |
Computer Technology | 10 |
Deflector Shield Technology | 10 |
Electronics Technology | 10 |
Holodeck Systems Technology | 10 |
Life Support Systems Technology | 10 |
Mechanical Engineering | 10 |
Personal Weapons Technology | 10 |
Shuttlecraft Systems Technology | 10 |
Small Equipment Systems Technology | 10 |
Starship Weaponry Technology | 10 |
Transporter Systems Technology | 10 |
Warp Drive Technology | 10 |
Specialties (from above skills) | |
Primary specialties | three at +30 |
Secondary specialties | two at +20 |
Other specialties | one at +10 |
Others | total of 15 |
Computer Operation | 10 |
Environment Suit Operation | 10 |
Physics (Physical Science) | 10 |
Transporter Operational Procedures | 10 |
Medical Branch – Pre-Med
Skill | Rating |
Computer Operation | 20 |
Electronics Technology | 10 |
Environmental Suit Operation | 10 |
Language* | 20 |
Life Sciences* | two at 20, three at 10 |
Life Support Systems Technology | 10 |
Medical Sciences* | |
General Medicine - specialty race | 10 |
other races | total of 20 |
Pathology | 20 |
Psychology - specialty race | 10 |
other races | total of 10 |
Physical Sciences* | |
Chemistry | 30 |
Shuttlecraft Piloting | 10 |
Small Equipment Systems Operation | 20 |
Small Equipment Systems Technology | 10 |
Starship Sensors | 10 |
Science Branch
Skill | Rating |
Computer Operation | 30 |
Computer Technology | 10 |
Electronics Technology | 10 |
Environmental Suit Operation | 10 |
Sciences* (Life, Physical, Planetary, and Space) | |
Related Majors | two at 40 |
Minors | two at 30 |
Other Fields | four at 10 |
Any Field | total of 20 |
Small Equipment Systems Operation | 30 |
Starship Sensors | 30 |
Security/Tactical Branch
Skill | Rating |
Communication Systems Operation | 10 |
Damage Control Procedures | 20 |
Deflector Shield Operation | 40 |
Deflector Shield Technology | 5 |
Environmental Suit Operation | 10 |
Marksmanship, Modern Weapon | 20 |
Personal Combat, Unarmed | 20 |
Personal Weapons Technology | 5 |
Security Procedures | 40 |
Shuttlecraft Piloting | 20 |
Small Equipment Systems Operation | 20 |
Small Unit Tactics | 20 |
Social Sciences* | |
Federation Law | 15 |
Starship Combat Strategy and Tactics | 20 |
Starship Weaponry Operation | 40 |
Starship Weaponry Technology | 10 |
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
Skill | Rating |
Administration | 20 |
Life Sciences* | |
Specialties | three at 10 |
Others | total of 20 |
Medical Sciences* | |
General Medicine - specialty race | 30 |
General Medicine - other races | total of 40 |
Psychology - specialty race | 30 |
Psychology - other races | total of 30 |
Pathology | 20 |
Surgery | 40 |
Specialties (from above skills) | total of 40 |
Small Equipment Systems Operation | 10 |
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.
- Roll once for each year the character spent in the Academy
- If the Cadet Cruise Result is a Fail, the character must repeat that year. There is no change to the character's skill rating for the repeated year at the Academy, but it will affect the character's starting age in the game. Characters will still gain Advanced Training from a failed Cadet Cruise (see below). Roll as before for the caracter's repeat year Cadet Cruise.
- A result of High Honors results in a promotion to Ensign (starting cadets are ranked midshipmen).
- Further results of High Honors grant promotion to Lieutenant Junior Grade and Lieutenant. No cadet may hold a rank higher than Lieutenant.
- Cadets who are in the Medical branch roll for an extra Cadet Cruise which occurs at the end of their time at Medical College. This represents their internship.
Cadet Cruise Results
For each Cadet Cruise roll on the Assignment table, then on the Results table.
Assignment (Original Series era characters)
Die Roll | Assignment |
15 or less | Exploration Command (Constitution Class) |
16-25 | Galaxy Exploration Command |
26-50 | Military Operations Command |
51-75 | Colonial Operations Command |
76+ | Merchant Marine Command |
Assignment (Next Generation era characters)
Die Roll | Assignment |
10 or less | Exploration Command (Galaxy Class) |
11-40 | Galaxy Exploration Command |
41-50 | Military Operations Command |
51-75 | Colonial Operations Command |
76+ | Terraforming Command |
Modifiers to Cadet Cruise Assignment
For Attribute Scores
- INT 70+: –10
- INT 60-69: –5
- LUC 70+: –10
- LUC 60-69: –5
- LUC 40 or less: +5
For Previous Cruise Results
- High Honors: –10
- Honors: –5
- Failed: +10
Cadet Cruise Results
Die Roll | Result |
5 or less | High Honors |
6-15 | Honors |
16-60 | Passed |
60+ | Failed |
Modifiers To Cadet Cruise Results
For Assignment
- Constitution or Galaxy Class: –20
- Exploration Command: –10
- Military Operations Command: –10
- Colonial Operations Command: –
- Merchant Marine or Terraforming Command: +10
For Attribute Scores
- INT 60+: –10
- LUC 70+: –10
- LUC 60-69: –5
- LUC 40 or less: +5
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 Sciences | one at 5 |
Zero-G Operations | 5 |
Per Cruise in Military Operations | |
Marksmanship, Modern | 5 |
Personal Combat, Unarmed | 5 |
Per Cruise in Colonization Command | |
Planetary Sciences* | one at 5 |
Planetary Survival* | one at 5 |
Per Cruise in Terraforming Command | |
Life Support Systems Technology | 5 |
Planetary Sciences* | one at 5 |
Per Cruise in Merchant Marine | |
Streetwise | 5 |
Trade and Commerce | 5 |
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
- INT 70+: +1 roll
- LUC 70+: +1 roll
For Cadet Cruise Result
- per High Honors or Honors: +1 roll
- per Fail result: –1 roll (minimum 0)
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
- INT 60+: –1 tour
- LUC 60+: –1 tour
- LUC 40 or less: +1 tour
For Destined Rank
- Ensign: –1 tour
- Lieutenant or Lieutenant J.G.: no modifier
- Lieutenant Commander or Commander: +1 tour
- Captain: +2 tours
- Commodore or above: +3 tours
For Destined Position
- Captain or First Officer: +2 tours
- Department Head: +1 tour
- Constitution or Galaxy Class Officer: +1 tour
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 Roll | Assignment |
10 or less | Constitution Class Starship |
11-20 | Galaxy Exploration Command |
21-30 | Military Operations Command |
31-60 | Colonial Operations Command |
61 or more | Merchant Marine Command |
Star Trek: The Next Generation Characters
Die Roll | Assignment |
10 or less | Galaxy Class Starship |
11-40 | Galaxy Exploration Command |
41-50 | Military Operations Command |
51-75 | Colonial Operations Command |
76 or more | Terraforming Command |
Modifiers
For Attribute Scores
- INT 70+: –10
- INT 60-69: –5
- LUC 70+: –10
- LUC 60-69: –5
For Final Cadet Cruise
- High Honors: –20
- Honors: –10
Officer Efficiency Report
Roll on the table below to determine the character's performance for their first tour.
Die Roll | Report |
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 60-69: –5
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 Starship | 01 - 30 | 01 - 20 | 01 - 10 | - | – |
Galaxy Exploration Command | 31 - 50 | 21 - 40 | 11 - 20 | 01 - 10 | – |
Military Operations Command | 51 - 70 | 41 - 60 | 21 - 30 | 11 - 20 | 01 - 10 |
Colonial Operations Command | 71 - 75 | 61 - 70 | 31 - 60 | 21 - 50 | 11 - 50 |
Merchant Marine Command | 76 - 80 | 71 - 80 | 61 - 80 | 51 - 90 | 51 - 90 |
Starbase Command | 81 - 90 | 81 - 90 | 81 - 90 | 91 - 100 | 91 - 100 |
Starfleet Academy | 91 - 100 | 91 - 100 | 91 - 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 Starship | 01 - 30 | 01 - 20 | 01 - 10 | – | – |
Galaxy Exploration Command | 31 - 60 | 21 - 45 | 11 - 30 | 01 - 15 | – |
Military Operations Command | 61 - 70 | 46 - 60 | 31 - 50 | 16 - 30 | 01 - 15 |
Colonial Operations Command | 71 - 75 | 61 - 70 | 51 - 65 | 31 - 60 | 16 - 60 |
Terraforming Command | 76 - 80 | 71 - 80 | 66 - 80 | 61 - 90 | 61 - 90 |
Starbase Command | 81 - 90 | 81 - 90 | 81 - 90 | 91 - 100 | 91 - 100 |
Starfleet Academy | 91 - 100 | 91 - 100 | 91 - 100 | – | – |
Modifiers
For Luck
- LUC 70+: –10
- LUC 60-69: –5
- LUC 40 or less: +5
For OER results from previous tour
- Outstanding: –20
- Excellent: –10
- As Expected: No Modifier
- Fair: +10
- Poor: +20
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
- Per 2 years of service (round up): 1 roll
- Per 2 years on Constitution or Galaxy Class (round up): extra roll
- Per tour at Starfleet Academy: 1 extra roll on Instruction
- Per tour on Starbase duty: 1 extra roll on Administration
- Per tour in Merchant Marine, Terraforming Command, or Starbase duty: 1 extra roll on Carousing or Streetwise
For Attributes
- INT 70+: +2 rolls
- INT 60-69: +1 roll
- LUC 70+: +2 rolls
- LUC 60-69: +1 roll
6. Character Age
The character's starting Age is determined as follows:
Age when entering Academy: 18 (may vary)
Modifiers for Training and Experience
- Academy: +4 years
- Medical College: +4 years
- Per failed Cadet Cruise: +1 year
- Per year of service: +1 year
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
- Captain
- First Officer
- Helm Officer
- Navigation Officer
- Communications Officer
- Science Officer
- Chief Engineering Officer
Bridge Officers from Star Trek: The Next Generation
- Captain
- First Officer
- Operations Manager
- Flight Control Officer
- Tactical Officer
- Science Officer
- Chief Engineering Officer
Bridge Command Skills
Skill | Minimum Level |
Administration | 20 |
Astrogation | 10 |
Communications Systems Operation | 10 |
Negotiation/Diplomacy | 10 |
Starship Helm Operation | 10 |
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
Skill | Rating |
Computer Operation | 20 |
Environmental Suit Operation | 20 |
Medical Sciences* | |
General Medicine (First Aid) | 10 |
Marksmanship, Modern | 20 |
Personal Combat, Unarmed | 20 |
Planetary Survival* | 20 |
Shuttlecraft Pilot | 10 |
Small Equipment Systems Operation | 20 |
Social Sciences* | |
Federation Law | 10 |
Transporter Operational Procedures | 10 |
Zero-G Operations | 20 |
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
- Artistic Expression*
- Carousing
- Gaming*
- Holodeck Operational Procedures
- Language*
- Marksmanship, Archaic Weapons*
- Negotiation/Diplomacy
- Personal Combat, Armed*
- Personal Combat, Unarmed
- Shuttlecraft Piloting
- Social Sciences*
- Sport*
- Streetwise
- Trivia*
- Vehicle Operation*
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
- Engineering
- Medical
- Science
- Security
Administration
Skill | Rating |
Administration | 20 |
Communications Systems Operation | 15 |
Computer Operation | 15 |
Starship Services | 20 |
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
Skill | Rating |
Computer Operation | 20 |
Computer Technology | 15 |
Damage Control Procedures | 15 |
Electronics Technology | 10 |
Mechanical Engineering | 10 |
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
Skill | Rating |
Life Sciences* | |
Botany | 10 |
Zoology | 10 |
choose one | 10 |
Life Support Systems Technology | 15 |
Negotiation/Diplomacy | 10 |
Starship Sensors | 15 |
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
Skill | Rating |
Computer Operation | 20 |
Life Sciences* | |
choose one | 15 |
Space Sciences* | |
Astronomy or Astrophysics | 20 |
Starship Sensors | 15 |
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
Skill | Rating |
Marksmanship, Modern | 20 |
Personal Combat, Unarmed | 20 |
Personal Weapons Technology | 10 |
Security Procedures | 10 |
Small Unit Tactics | 10 |
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 Roll | Assignment |
10 or less | Constitution Class |
11-35 | Galaxy Exploration Command |
36-55 | Military Operations Command |
56-75 | Colonial Operations Command |
76+ | Merchant Marine Command |
Star Trek: The Next Generation Characters
Die Roll | Assignment |
10 or less | Galaxy Class |
11-45 | Galaxy Exploration Command |
46-55 | Military Operations Command |
56-75 | Colonial Operations Command |
76+ | Terraforming Command |
Modifiers to Cadet Cruise Assignment
For Attribute Scores
- INT 70+: –10
- INT 60-69: –5
- LUC 70+: –10
- LUC 60-69: –5
- LUC 40 or less: +5
Cadet Cruise Results
Die Roll | Result |
5 or less | High Honors |
6-15 | Honors |
16-60 | Passed |
60+ | Failed |
Modifiers To Cadet Cruise Results
For Assignment
- Constitution or Galaxy Class: –20
- Exploration Command: –10
- Military Operations Command: –10
- Colonial Operations Command: –
For Attribute Scores
- INT 60+: –10
- LUC 70+: –10
- LUC 60-69: –5
- LUC 40 or less: +5
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
- INT 70+: +1 roll
- LUC 70+: +1 roll
For Cadet Cruise Result
- High Honors or Honors: +1 roll
- Fail result: –1 roll (minimum 0)
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
- INT 60+: –1 tour
- LUC 60+: –1 tour
- LUC 40 or less: +1 tour
For Destined Rank
- Petty Officer (1st or 2nd Class): –1 tour
- Chief Petty Officer: no modifier
- Warrant Officer: +1 tour
- Chief Warrant Officer: +2 tours
Tour Assignment
Star Trek: The Original Series Characters
Die Roll | Assignment |
01-15 | Exploration Command (starship) |
16-30 | Exploration Command (starbase) |
31-50 | Military Operations (starship) |
51-60 | Colonization Command (starship) |
61-75 | Colonization Command (starbase) |
76+ | Merchant Marine Command (starship) |
Star Trek: The Next Generation Characters
Die Roll | Assignment |
01-25 | Exploration Command (starship) |
26-40 | Exploration Command (starbase) |
41-50 | Military Operations (starship) |
51-60 | Colonization Command (starship) |
61-75 | Colonization 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
- Per 2 years of service (round up): 1 roll
- Per tour in Merchant Marine, Terraforming Command, or Starbase duty: 1 extra roll on Carousing or Streetwise
For Attributes
- INT 70+: +2 rolls
- INT 60-69: +1 roll
- LUC 70+: +2 rolls
- LUC 60-69: +1 roll
E. Character Age
The character's starting Age is determined as follows:
Age when entering Academy: 18 (may vary)
Modifiers for Training and Experience
- Academy: +2 years
- Per failed Cadet Cruise: +1 year
- Per year of service: +1 year
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.
- Administration
- Artistic Expression*
- Carousing
- Communications System Operation
- Communications Systems Technology
- Computer Operation
- Computer Technology
- Damage Control Procedures
- Deflector Shield Operation
- Deflector Shield Technology
- Electronics Technology
- Environmental Suit Operation
- Gaming*
- Holodeck Operational Procedures
- Holodeck Systems Technology
- Instruction
- Language*
- Leadership
- Life Sciences* [Bionics, Botany, Ecology, Exobiology, Genetics, Zoology]
- Life Support System Technology
- Marksmanship, Archaic Weapon*
- Marksmanship, Modern Weapon
- Mechanical Engineering
- Medical Sciences* [General Medicine (Race), Pathology, Psychology (Race), Surgery]
- Negotiation/Diplomacy
- Personal Combat, Armed*
- Personal Combat, Unarmed
- Personal Weapons Technology
- Physical Sciences* [Chemistry, Computer Science, Mathematics, Physics]
- Planetary Sciences* [Geology, Hydrology, Meteorology]
- Planetary Survival*
- Security Procedures
- Shuttlecraft Piloting
- Shuttlecraft Systems Technology
- Small Equipment Systems Operation
- Small Equipment Systems Technology
- Small Unit Tactics
- Social Sciences* [Archaeology, Economics, Law (Culture), Political Science, Culture/History (Race)]
- Space Sciences* [Astrogation, Astronautics, Astronomy, Astrophysics]
- Sport*
- Starship Combat Strategy and Tactics
- Starship Helm Operation
- Starship Sensors
- Starship Services
- Starship Weaponry Operation
- Starship Weaponry Technology
- Streetwise
- Trade and Commerce
- Transporter Operational Procedures
- Transporter Systems Technology
- Trivia*
- Vehicle Operation* [Air, Land, Water]
- Warp Drive Technology
- Zero-G Operations