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STARFLEET ACADEMY - Addendum
Training Packages for Creating Star Trek Characters in Spacemaster
Copyright Brent Knorr ©2001
Edited by Lowell R. Matthews for The Guild Companion
Editors' Note: The following sections were inadvertently omitted
from the STARFLEET ACADEMY article in the September 2001 issue of The Guild Companion. We apologize for the inconvenience.
Additional Note for Year 2:
Year 2 will focus
on some basic self-defence,
including the ability to operate in Zero G (TP #3—Combat). The student will also be taught some of the
skills required of a Starfleet officer, including Leadership and the ability to
teach others (TP #4—Officer).
NOTE: Because of the
high cost of the TP #3—Combat
package for the Scientist, Technician, and Psychic (if allowed) professions,
these characters will often only take this package at this level. They will pick up the TP #4—Officer package at a later level, choosing instead an
inexpensive TP from a later year (often TP #6 for Scientists and Technicians).
Alternatively, TP
#3—Combat can be left for a later year (when the character will
presumably have more DP's) and one (or two) of the Year 3 TP's could be taken
in Year 2 along with TP #4—Officer.
Training Package Cost Summary Table
The following chart shows the costs of
all the Training Packages in the STARFLEET ACADEMY article for all the
Spacemaster Privateer classes.
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Technician
|
|
TP1 Social
|
20
|
29
|
26
|
26
|
29
|
22
|
29
|
26
|
|
TP2 General Operations
|
35
|
31
|
29
|
32
|
33
|
36
|
32
|
28
|
|
TP3 Combat
|
31
|
29
|
32
|
57
|
29
|
49
|
21
|
46
|
|
TP4 Officer
|
24
|
26
|
26
|
26
|
26
|
28
|
26
|
29
|
|
TP5 Science 1
|
35
|
37
|
35
|
28
|
39
|
22
|
39
|
28
|
|
TP6 General Science/Engineering
|
39
|
39
|
36
|
34
|
48
|
20
|
46
|
24
|
|
TP7 Communications
|
31
|
34
|
31
|
31
|
40
|
25
|
38
|
28
|
|
TP8 Helm
|
46
|
33
|
27
|
44
|
41
|
53
|
40
|
36
|
|
TP9 Navigation
|
44
|
46
|
44
|
32
|
47
|
22
|
47
|
32
|
|
TP10 Engineering 1
|
48
|
45
|
42
|
48
|
56
|
26
|
53
|
23
|
|
TP11 Engineering 2
|
51
|
48
|
47
|
51
|
59
|
29
|
56
|
26
|
|
TP12 Field Medic
|
35
|
37
|
39
|
31
|
40
|
24
|
39
|
29
|
|
TP13 Medical
|
54
|
55
|
56
|
45
|
55
|
34
|
55
|
48
|
|
TP14 Science 2
|
50
|
50
|
49
|
45
|
54
|
27
|
54
|
37
|
|
TP15 Security
|
35
|
32
|
34
|
54
|
32
|
50
|
29
|
41
|
|
TP16 Outdoor Survival
|
27
|
27
|
29
|
39
|
24
|
35
|
29
|
31
|
|
TP20 Department Head
|
27
|
27
|
27
|
27
|
27
|
29
|
27
|
31
|
|
TP21 Command School
|
25
|
27
|
27
|
27
|
27
|
28
|
27
|
30
|
Recommended Character Classes
I worked out what
would be a typical set of Training Packages that would be taken for each Star
Trek specialty, and then worked out the costs of those packages for each of
the classes in Spacemaster. That helped me come up with a list of
recommended professions for each specialty. For those who are interested, I have included the chart below; the
recommendations follow the chart.
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Technician
|
|
Year 1
|
|
|
|
|
|
|
|
|
|
|
|
TP1 + TP2
|
55
|
60
|
55
|
58
|
62
|
58
|
61
|
54
|
|
Year 2
|
|
|
|
|
|
|
|
|
|
|
|
TP3 + TP4
|
55
|
55
|
58
|
83
|
55
|
77
|
47
|
75
|
|
Year 3
|
|
|
|
|
|
|
|
|
|
|
Command
|
TP5 + TP6
|
74
|
76
|
71
|
62
|
87
|
42
|
85
|
52
|
|
Communications
|
TP5 + TP6
|
74
|
76
|
71
|
62
|
87
|
42
|
85
|
52
|
|
Helm
|
TP5 + TP6
|
74
|
76
|
71
|
62
|
87
|
42
|
85
|
52
|
|
Navigation
|
TP5 + TP6
|
74
|
76
|
71
|
62
|
87
|
42
|
85
|
52
|
|
Engineer
|
TP5 + TP10
|
83
|
82
|
77
|
76
|
95
|
48
|
92
|
51
|
|
Medical
|
TP13 + TP6
|
93
|
94
|
92
|
79
|
103
|
54
|
101
|
72
|
|
Sciences
|
TP14 + TP6
|
89
|
89
|
85
|
79
|
102
|
47
|
100
|
61
|
|
Security
|
TP5 + TP6
|
74
|
76
|
71
|
62
|
87
|
42
|
85
|
52
|
|
Year 4
|
|
|
|
|
|
|
|
|
|
|
Command
|
TP8 + TP15
|
81
|
65
|
61
|
98
|
73
|
103
|
69
|
77
|
|
Communications
|
TP7 + TP7
|
62
|
68
|
62
|
62
|
80
|
50
|
76
|
56
|
|
Helm
|
TP8 + TP9
|
90
|
79
|
71
|
76
|
88
|
75
|
87
|
68
|
|
Navigation
|
TP8 + TP9
|
90
|
79
|
71
|
76
|
88
|
75
|
87
|
68
|
|
Engineer
|
TP10 + TP11
|
99
|
93
|
89
|
99
|
115
|
55
|
109
|
49
|
|
Medical
|
TP13 + TP13
|
108
|
110
|
112
|
90
|
110
|
68
|
110
|
96
|
|
Sciences
|
TP14 + TP14
|
100
|
100
|
98
|
90
|
108
|
54
|
108
|
74
|
|
Security
|
TP15 + TP15
|
70
|
64
|
68
|
108
|
64
|
100
|
58
|
82
|
|
Cadet Cruise
|
|
|
|
|
|
|
|
|
|
|
Command
|
TP12 + TP16
|
62
|
64
|
68
|
70
|
64
|
59
|
68
|
60
|
|
Communications
|
TP12 + TP16
|
62
|
64
|
68
|
70
|
64
|
59
|
68
|
60
|
|
Helm
|
TP8 + TP16
|
73
|
60
|
56
|
83
|
65
|
88
|
69
|
67
|
|
Navigation
|
TP9 + TP16
|
71
|
73
|
73
|
71
|
71
|
57
|
76
|
63
|
|
Engineer
|
TP10 + TP16
|
75
|
72
|
71
|
87
|
80
|
61
|
82
|
54
|
|
Medical
|
TP13 + TP12
|
89
|
92
|
95
|
76
|
95
|
58
|
94
|
77
|
|
Sciences
|
TP14 + TP9
|
94
|
96
|
93
|
77
|
101
|
49
|
101
|
69
|
|
Security
|
TP3 + TP16
|
58
|
56
|
61
|
96
|
53
|
84
|
50
|
77
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Command—going by the Training Packages I selected
for Command, the best character classes are Explorer and Pilot. However, because of the wide range of
available choices for selecting packages for Command, just about any class will
work.
Communications—Scientist is the best bet for this, closely
followed by Technician, but it can be made to work with just about any class.
Helm—Pilot is probably best, but Technician is a
very close runner-up. Again, with some
creative juggling and a decent number of development points, just about any profession
could qualify.
Navigation—this is actually a more difficult specialty
than might be expected. Technician
works out to be the best class for this, followed closely by Scientist. Explorer and Pilot are good bets as well.
Engineer—No big surprise here, Technician is the
best, followed by Scientist. A Pilot
with high DP's might be able to pull it off, but would not have a lot of extra
DP's left.
Medical
& Sciences—the only real
option for these is Scientist or possibly Technician.
Security—Psychic and Scientist are out, but just
about any other profession would work. The
choice would depend on the type of Security in which the character is interested. For the physically intimidating, cannon-fodder-on-Away-Mission
types, Soldier is a good bet. For the
more problem-solving types, something like Pilot or Recon might be better.
Sample Characters
Here is a typical
character for each specialty, using the optimum character profession.
Each character has
68 DP's at first level, 72 at second, 76 at third, 80 at fourth and 82 at fifth
(optional Cadet Cruise). These numbers
are actually low when compared to what most of my own characters have, so
should be all the more reasonable.
Character 1 is an
Explorer specializing in Command.
Year 1—takes TP1 and TP2, costs 60
DP's, leaving 8 for other skills.
Year 2—takes TP3 and TP4, costs 55
DP's, leaving 17 for other skills.
Year 3—takes TP5 and TP6, costs 76
DP's, leaving 0 for other skills.
Year 4—takes TP8 and TP15, costs 65
DP's, leaving 15 for other skills.
Cadet Cruise—takes TP12 and TP16,
costs 62, leaving 20 for other skills.
Character 2 is a
Scientist specializing in Communication.
Year 1—takes TP1 and TP2, costs 58
DP's, leaving 10 for other skills.
Year 2—takes TP3 and TP6, costs 69
DP's, leaving 3 for other skills.
Year 3—takes TP4 and TP5, costs 50
DP's, leaving 26 for other skills.
Year 4—takes TP7 twice, costs 50
DP's, leaving 30 for other skills.
Cadet Cruise—takes TP12 and TP16,
costs 59 DP's, leaving 23 for other skills.
This character has enough points to pick up additional
training packages. He could take TP10
at Year 3, TP11 at Year 4, and TP9 on the Cadet Cruise, or substitute TP5 or
TP6 for one of the others, giving him a good opportunity to develop an
Engineering, Science, or Navigation subspecialty.
Character 3 is a
Pilot specializing in Helm.
Year 1—takes TP1 and TP2, costs 55
DP's, leaving 13 for other skills.
Year 2—takes TP3 and TP4, costs 58
DP's, leaving 14 for other skills.
Year 3—takes TP5 and TP6, costs 71
DP's, leaving 5 for other skills.
Year 4—takes TP8 and TP9, costs 71
DP's, leaving 9 for other skills.
Cadet Cruise—takes TP8 and TP16,
costs 56 DP's, leaving 26 for other skills.
Character 4 is a
Technician specializing in Navigation.
Year 1—takes TP1 and TP2, costs 54
DP's, leaving 14 for other skills.
Year 2—takes TP3 and TP6, costs 70
DP's, leaving 2 for other skills.
Year 3—takes TP4 and TP5, costs 57
DP's, leaving 18 for other skills.
Year 4—takes TP8 and TP9, costs 68
DP's, leaving 12 for other skills.
Cadet Cruise—takes TP9 and TP16,
costs 63 DP's, leaving 19 for other skills.
Character 5 is a
Technician specializing in Engineering.
Year 1—takes TP1 and TP2, costs 54
DP's, leaving 14 for other skills.
Year 2—takes TP3 only, costs 46
DP's, leaving 26 for other skills.
Year 3—takes TP5, and TP10 twice,
costs 74 DP's, leaving 2 for other skills.
Year 4—takes TP4, TP10, and TP11,
costs 68, leaving 12 for other skills.
Cadet
Cruise—takes TP10 and TP16, costs 54, leaving 28 for other skills.
This character could easily squeeze in two more Training
Packages, one at Year 2 and one at the Cadet Cruise.
Character 6 is a
Scientist specializing in Medical.
Year 1—takes TP1 and TP2, costs 58
DP's, leaving 10 for other skills.
Year 2—takes TP3 and TP6, costs 69
DP's, leaving 3 for other skills.
Year 3—takes TP4, and TP13, costs 62
DP's, leaving 14 for other skills.
Year 4—takes TP13 twice, costs 68
DP's, leaving 12 for other skills.
Cadet Cruise—takes TP12 and TP13,
costs 58, leaving 24 for other skills.
Character 7 is a
Scientist specializing in Sciences.
Year 1—takes TP1 and TP2, costs 58
DP's, leaving 10 for other skills.
Year 2—takes TP4, TP5 and TP6, costs
70 DP's, leaving 2 for other skills.
Year 3—takes TP3 and TP14, costs 76
DP's, leaving 0 for other skills.
Year 4—takes TP 14 twice, costs 54
DP's, leaving 26 for other skills.
Cadet Cruise—takes TP14 and TP9,
costs 49 DP's, leaving 33 for other skills.
This character could squeeze in two more TP's at Year 4 and
the Cadet Cruise. However, because he
is heavily focused on the Science categories and skills and has relatively few
extra points in his first three levels, it is likely that he will need the
extra DP's at Year 4 and Cadet Cruise to round out some of his other skills.
Character 8 is a
Soldier specializing in Security.
Year 1—takes TP1 and TP2, costs 61
DP's, leaving 7 for other skills.
Year 2—takes TP3 and TP6, costs 67
DP's, leaving 5 for other skills.
Year 3—takes TP4 and TP5, costs 65
DP's, leaving 11 for other skills.
Year 4—takes TP15 twice, costs 58
DP's, leaving 22 for other skills.
Cadet Cruise—Takes TP3 and TP16,
costs 50 DP's, leaving 32 for other skills.
Training Packages – Special Section
None of the
Training Packages in the STARFLEET ACADAMY article had a "Special"
section included. This is due to the
special nature of these packages, the short amount of time required for them
and the fact that so many are taken. I
have created a generic "Special" Table that can be used with any of
the packages, but I would recommend using it only once per level (year) instead
of with every Training Package.
Special:
|
Course
taught by famous member of Starfleet
|
10%
|
|
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Mastermind
a particularly successful prank
|
30%
|
(40% if
Engineer)
|
|
Equipment
related to specialty (+10 to relevant skill)
|
40%
|
|
|
Complete
course "Top of Class"
|
30%
|
|
|
Unusual
Contact (i.e. Wise Groundskeeper, Bartender)
|
30%
|
|
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Software
Library (+20 to specialty skill)
|
50%
|
|
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Software
Library (+15 to specialty skill)
|
40%
|
|
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Software
Library (+10 to specialty skill)
|
30%
|
|
|
Software
Library (+5 to specialty skill)
|
20%
|
|
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Useful
Academic Contact
|
0%
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