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Star Trek : The Next Generation

Revised Role-playing Character Generation Rules


Ive 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
Rodenberrys 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 wasnt actually any character
generation rules in it There was a half hearted set of descriptions for
Star Fleet Academys 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 didnt even get it
on TV until 1990!) It became rapidly apparent to me that you didnt go
to Academy and say - Ill 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 Bashirs 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 MDs 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 Okudas 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 MDs) 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 BPs
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+3d
10
-
Caitian - -5 - +20 +5 -10 -30 -
Edoan -5 - - +15 - -15 -35 -
Tellarite +5 +5 - - -10 -20 -40 -
Vulcan +20 +10 +10 - - -40 - -


Pre Academy 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/Di
plomacy
*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
races, 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
Engineering (6 Months)
Astronautics 10
Engineering Procedures
20
Mechanical Engineering
20
Electronics Technology
Equipment Maintenance
(3 Months)
Electronics Technology
10
Personal Weapons
Technology 10
Small Equipment Systems
*Psychology 40 In
total
Negotiation/Diplomacy
20

10
Computer Technology
10

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)
Starship Sub-Systems (6
Months)
Starship Systems (6
Months)
Astrogation 20
Computer Operations
20
Deflector Systems
Operation 20
Starship Helm
Operations 40
Starship Sensors 20

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

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
L
arge
Vessel
10-24 Small
Vessel
25-50 Base
Duty
51+ None
Availabl
e

Note that for
compulsory
Placement
Duty, a result
of None
Available,
indicates a
non-descript
placement
earning no
particular
benefits.

For Previous
Years
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
Lieutenan
t JG -
15
Ensign -
10
Ensign JG
-
5



Academy Yearly Progress
1d100 Roll Modifiers

9 or less
E
xcellent
(E)
Promoted
One
Grade
10-24 Good (G)
25-75 Average
(A)
76-89 Poor (P)
90+
I
nadequat
e (I)
Repeat
Year
Demoted
One
Grade

For Each
Previous
Years
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
H
igh
Honours
Promoted
One
Grade
10-24 Honours
25-75 As
expected

76+ Adequate

For Each
Previous
Years
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 Graduates 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

4. Post Academy Experience
Upon graduation, the number of tours that must be served is determined.
If the number of tours should be determined to be 0 or less then the
character takes the Destined assignment as the first assignment. If the
character is to be promoted, then there must be at least one tour served
to before the destined assignment.
Tour lengths depend upon the assignment;
Top of the Line, Exploration, Tactical, Colonial, Transport and
Starbase duties are 1d10/2 (round down not less than 1) years in duration
and Terraforming is 1d10 years in duration. Starfleet Academy will be one
year, filled with Academic courses not previously taken (no placement duty
allowed, and do not receive the normal INT/20 skill rolls) or 1d10/2 round
up if an Academy Tutor.

Officer
Efficiency
Report
1d100 Roll Result

10 or less
Outst
andin
g
11 - 25
Excel
lent
26 - 75
As
Expec
ted
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 Line01 - 3001 - 2001 - 10
NA NA
Exploration Command31 - 50 21 - 40 11 -
20 01 - 10 NA
Tactical Command51 - 7041 - 6021 - 3011
- 20 01 - 10
Colonial Operations71 - 75 61 - 70 31 -
60 21 - 5011 - 50
Transport Command76 - 8071 - 8061 - 80
51 - 9051 - 90
Star Base Command81 - 9081 - 9081 - 90
91 - 0091 - 00
Starfleet Academy91 - 0091 - 0091 - 00
NA NA

Starfleet Academy Duty Colonial
Operations
Additional Instruction 01 - 50
Colonial Transport Command 01-75
Academy Tutor51 - 00 Terraforming Command
76-00
For Luck
LUC 70+ -
10
LUC 60-69
-5
LUC 40 or
Less +5
For Previous
Officer
Efficiency
Reports
Outstandin
g -
20
Excellent
-
10
As
Expected
0
Fair
+1
0
Poor
+2
0
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
Personal Combat (3
Months)
Personal Combat,
Unarmed 15
Marksmanship, Modern
15
Small Unit Tactics
Propulsion Systems (6
Months)
Engineering Procedures
10
Fusion Power Systems
Technology 20
Warp Drive Technology
10

10

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
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.

Technology 20


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
Outst
andin
g
11 - 25
Excel
lent
26 - 75
As
Expec
ted
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 Line01 - 3001 - 2001 - 10
NA NA
Exploration Command31 - 50 21 - 40 11 -
20 01 - 10 NA
Tactical Command51 - 7041 - 6021 - 3011
- 20 01 - 10
Colonial Operations71 - 75 61 - 70 31 -
60 21 - 5011 - 50
Transport Command76 - 8071 - 8061 - 80
51 - 9051 - 90
Star Base Command81 - 9081 - 9081 - 90
91 - 0091 - 00
Retraining91 - 0091 - 0091 - 00NA 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
Outstandin
g -
20
Excellent
-
10
As
Expected
0
Fair
+1
0
Poor
+2
0


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 theyve 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 its been useful to other people then
all the better. Dont pass it off as your own work, but do tell me of any
comments, improvements etc. you can think of. Im E-Mailable as
frobisher@cix.compulink.co.uk

Paddy Sinclair, August 5, 2014

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