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 selfdefence,
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

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 runnerup. 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, cannonfodderonAwayMission
types, Soldier is a good bet. For the
more problemsolving 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%


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%


Software
Library (+20 to specialty skill)

50%


Software
Library (+15 to specialty skill)

40%


Software
Library (+10 to specialty skill)

30%


Software
Library (+5 to specialty skill)

20%


Useful
Academic Contact

0%


