|
STARFLEET ACADEMY
Training Packages for Creating Star Trek Characters in Spacemaster
Copyright Brent Knorr ©2001
Edited by Lowell R. Matthews for The Guild Companion
Introduction
Welcome to the world of Star Trek, adapted to the Spacemaster/Rolemaster Rules. All you really need to make use of the
material in this article is a copy of Spacemaster
Privateers, although occasional references to other ICE products may be
made.
As with
any game, the material presented here reflects certain views of the author that
may not be shared by everyone. I'll try
and state most of these up front.
The
characters created by this Training Package system are officers in Starfleet. They are not
enlisted men. There is some debate
about what percentage of a Starfleet crew consists of officers vs. enlisted men, but at some point, I
believe it was stated that all of the crew of a Constitution-class vessel (Star
Trek: The Original Series) were
officers. This obviously did not stay
true in later series, with Chief O'Brien (ST: The Next Generation and Deep Space 9) being a prime example, but
an unusually large number of the characters seem to be ensign rank and higher,
so they will be the focus of this article.
I
personally hold the belief that a first-level character in Spacemaster has at best a high school education, or perhaps limited
post-secondary education. I've adopted
the rough guideline that each year of post-secondary education is equivalent to
an additional level in Spacemaster.
Related
to this is my view on what qualifies as "Professional Level" in a
skill. I would expect a character to
have at least 40% in a skill to be considered a professional. This means that under routine conditions
(generally a +30 bonus), a character with a 40% skill only needs to roll 6% or
higher to achieve at least a partial success. Relating to the Star Trek
Universe, I would expect any crewmember capable of manning a station without
supervision to have at least a 40% skill rating. I would further expect that at least a 10% would be required to
man the station with an experienced supervisor nearby.
I have
designed the Training Packages with the following in mind: The Academy runs for four years, followed by
a one-year Cadet Cruise. This is
consistent with what we know from the TV series (ST:TOS) and two previous incarnations of Star Trek Roleplaying.
Each
year at the Academy is equivalent to one level of experience in Spacemaster. Characters are required to take at least two TP's at each level.
Currently,
all characters will be created using the Adolescence ranks for Humans in the Spacemaster Privateers book. For the moment, I'll leave the creation of
other Star Trek races up to someone
else, or perhaps as a future project.
NOTE: Because of the large number of Adolescence ranks
that Humans receive in the Communications Skill Category and the
Science/Analytical groups, it is quite likely that some of the TP's will cause
a character to go over the 10-rank limit for TP's. In this case, take any ranks that would exceed 10 and apply them
to the Skill in that category instead.
Alternately, the GM could rule that the 10-rank limit does not apply, or
could enforce it strictly, meaning extra ranks are lost.
Also,
because of the number and the cost of some of the TP's, it may be possible that
a character is short a few development points, particularly at first and second
levels when they have not yet made many stat-gain rolls. In this case, I would usually allow the
character to dip into the next level's DP pool if it is obvious that they will
still have enough DP's to buy the packages that they need for that next level. This can represent summer-school courses, or
courses that were actually picked up the following year, etc.
There
are certain minimum requirements that are needed in some skills for a character
to graduate from Starfleet Academy. If
TP's #1 through #6 are taken, combined with Adolescence ranks, then most characters
will meet these requirements. If some
TP's are substituted, then the character may need to pick up some additional
skill ranks along the way. I have
included a breakdown of the number of ranks for categories and skills that the
TP's #1 through #6 give out, but it is the percentage score that is required
(with the exception of Body Development).
Note that just meeting these requirements is not sufficient to graduate
from the Academy, but lacking any of these will definitely prevent graduation.
Minimum Requirements
|
Category or Skill
|
# of Ranks
|
%
|
|
Body Development
|
0
|
|
|
Body
Development
|
2
|
|
|
Combat Manoeuvres
|
2
|
|
|
Alien
Environment—Zero-G Manoeuvres
|
2
|
10
|
|
Communication
Skill Category
|
3
|
|
|
Language—Galacta—Spoken
|
3
|
50
|
|
Language—Galacta—Written
|
3
|
50
|
|
Influence
Skill Category
|
2
|
|
|
Leadership
|
2
|
10
|
|
Diplomacy
|
2
|
10
|
|
Lore—Academic
Skill Category
|
5
|
|
|
Culture
Lore—Federation
|
3
|
25
|
|
Education
|
2
|
15
|
|
History—Federation
|
3
|
25
|
|
Political
Science
|
2
|
15
|
|
Sociology
|
2
|
15
|
|
Martial
Arts—(Choice) Skill Category
|
2
|
|
|
Choice of 1
|
2
|
10
|
|
Science/Analytic—Specialized
|
0
|
|
|
Choice of 1 (Life Science)
|
2
|
10
|
|
Choice of 1 (Physical Science)
|
2
|
10
|
|
Choice of 1 (Planetary Science)
|
2
|
10
|
|
Astrogation
|
4
|
20
|
|
Astronomy
|
2
|
10
|
|
Science/Analytic—Engineering
|
2
|
|
|
Starship Engineering
|
1
|
10
|
|
Science/Analytic—Technical
|
2
|
|
|
Matter/Antimatter Technology
|
1
|
10
|
|
Computer Technology
|
1
|
10
|
|
Technical
Trade—General Skill Category
|
4
|
|
|
Data Processing
|
5
|
25
|
|
Sensor Analysis
|
2
|
15
|
|
Technical
Trade—Gunnery Skill Category
|
1
|
|
|
High Energy Projectors (Phasers)
|
1
|
05
|
|
Missiles (Photon Torpedoes)
|
1
|
05
|
|
Technical/Trade—Professional
Skill Category
|
2
|
|
|
Ship
Crewmember
|
5
|
20
|
|
Weapon 1H
Energy—Skill Category
|
2
|
|
|
Phasers
|
2
|
10
|
There
are several different areas of specialization in Starfleet, and different
degrees of specialization within those areas.
The main areas are Command, Communications, Helm, Navigation, Engineering,
Medical, Sciences, and Security. The
typical route through the Academy provides a general exposure to all areas in
the first three years, with the student picking a specialization in his fourth
year. However, if after two years the
student already knows in which area he wishes to specialize, he can begin to
focus on that area a year earlier, as long as he still meets the minimum
requirements at the end. Engineers,
Medical Specialists, and Scientists will often choose to do this, taking one of
the larger packages in the third year instead of the smaller, more general
packages.
Years 1
and 2 at the Academy will be the same for most students. Year 1 will cover the background and history
of the Federation (TP #1—Social) and will cover some of the basics of operating
Federation equipment (TP #2—General Operations).
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 an Starfleet officer, including
Leadership and the ability to teach others (TP #4—Officer).
In Year
3, most students, particularly those interested in Command, Communications,
Helm, Navigation, and Security, will take additional training in Data
Processing (the ability to retrieve information is very important) as well as a
range of Science options (TP #5—Science Package 1). They will also study basic Astrogation and Engineering skills (TP
#6—General Science/Engineering). In an
emergency, any officer should be able to do basic repairs to equipment and to plot
a basic course, if not to a specific destination, at least away from a
particular hazard.
Students
who know they are going to specialize in Medicine will often substitute the
Field Medic or Medical TP's for TP #5—Science Package 1.
Students
specializing in Science will often substitute Science Package 2 for Science
Package 1.
Students
specializing in Engineering will often substitute Engineering Package 1, and
less often, Engineering Package 2 for the General Science/Engineering Package.
NOTE: It is often advantageous to try to take three
training packages in Year 4. A
suggestion would be to allow characters to save some unused DP's from Year 3 to
be used in Year 4. This could represent
the character actually getting a jump on things by taking extra courses in Year
3.
Year 4
is fairly wide-open and depends on the students' specialities.
Command: This is probably the route that offers the most choices. A good commander should have a fairly general
knowledge of everything. Most students
in Command will take the Helm Package and the Security Package. Other good choices are Field Medic, Outdoor
Survival, Communications or Navigation.
One of the first six packages could also be taken for a second
time. A student serious about Command
will often take extra courses in Year 4 (i.e.,
three TP's if the character has enough DP's). Another option is to not take any particular packages, or take
only one package, and then just use the DP's to improve required skills.
Communications: A Year 4 student intent on becoming a communications officer will
take the Communications Package at least once, possibly twice if they want to
be really good. Most often, a different
second package will be taken, leaving further improvement to Communication
skills for the Cadet Cruise. The second
TP can be almost anything, including the first six.
Helm/Navigation: These two tracks are often interrelated; a helmsman should know
basic navigation and a navigator should have basic Helms skill. Students in these specialities will each
take the Helm Package and the Navigation Package once, then will gain
additional practical training in their area of specialty on their Cadet Cruise (reflected
in game terms by taking the appropriate package again at that level). If the character has enough DP's, he could
take the third package during Year 4.
Engineer: Engineers will normally take Engineering Package 1 and Engineering
Package 2. Engineering Package 1 should
be taken twice, either by taking it once in Year 3 and once in Year 4, or if
the character has enough DP's, taking it an extra time in Year 4. It could also be taken as part of the Cadet
Cruise.
Medical: Medical specialists take the Medical Package as many times as
possible, generally twice. It doesn't
hurt to squeeze in Field Medic somewhere as well, but it isn't actually
required—although if it isn't taken, the character should take at least one rank
in Pharmaceuticals along the way.
Sciences: Scientists take the Science Package at least twice. Oddly enough, Navigation is a good
complimentary package as well.
Security: Take the Security Package twice.
Other good options are to take Outdoor Survival or take the Combat
Package again, particularly if the character has enough DP's for a third TP.
Other Options:
The information on Year 4 should be considered as guidelines, not carved
in stone. There is nothing wrong with
creating a character with a more general skill set. Look at a character like Geordi from ST:TNG—he started off as a Helmsman/Navigator and ended up as Chief
Engineer. There is lots of time for
additional on-the-job training. A
character who takes the Medicine Package plus the Navigation Package in Year 4 is
perfectly fine.
Cadet Cruise:
This is a one-year cruise designed to give the new graduate some
practical experience. This could easily
be role-played as a group of Cadets (fourth-level characters) on their first
mission, or can be treated as an additional Academy year. The characters could gain a fifth level and
buy additional Academy packages or simply spend their DP's as usual.
There
are two extra TP's included at the end of this article—Department Head and
Command School. These could be taken at
some point after graduation for those characters who will become heads of departments
(chief engineer, chief medical officer, first or executive officer, captain or
commanding officer, etc.). The captain should
also take the Command School Package (so should flag officers). If you are starting your player characters
as the main crew on a large ship (such as the USS Enterprise), I would recommend giving them at least one more
level of experience (6th minimum) and allowing them to take the
additional TP's.
TP #1—Social Package
|
Category or Skill
|
# of Ranks
|
%
|
|
Communication Skill Category
|
3
|
|
|
Language—Common—Spoken
|
3
|
|
|
Language—Common—Written
|
3
|
|
|
Lore—Academic Skill Category
|
3
|
|
|
Culture
Lore—Federation
|
3
|
|
|
History—Federation
|
3
|
|
|
Political
Science
|
2
|
|
|
Sociology
|
2
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
31
|
53
|
44
|
44
|
53
|
35
|
53
|
44
|
|
7.75
|
13.25
|
11
|
11
|
13.25
|
8.75
|
13.25
|
11
|
|
23
|
40
|
33
|
33
|
40
|
26
|
40
|
33
|
|
20
|
29
|
26
|
26
|
29
|
22
|
29
|
26
|
TP #2—General Operations Package
|
Category or Skill
|
# of Ranks
|
%
|
|
Technical
Trade Professional
|
0
|
|
|
Ship Crewmember
|
3
|
|
|
Technical
Trade—General Skill Category
|
0
|
|
|
Data Processing
|
1
|
|
|
Sensor Analysis
|
2
|
|
|
Technical
Trade—Gunnery Skill Category
|
1
|
|
|
High Energy Projectors (Phasers)
|
1
|
|
|
Missiles (Photon Torpedoes)
|
1
|
|
|
Science/Analytic—Specialized
|
0
|
|
|
Astrogation
|
2
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
62
|
52
|
47
|
54
|
57
|
66
|
54
|
42
|
|
6.2
|
5.2
|
4.7
|
5.4
|
5.7
|
6.6
|
5.4
|
4.2
|
|
56
|
47
|
42
|
49
|
51
|
59
|
49
|
38
|
|
35
|
31
|
29
|
32
|
33
|
36
|
32
|
28
|
TP #3—Combat Package
|
Category or Skill
|
# of Ranks
|
%
|
|
Body
Development
|
0
|
|
|
Body Development
|
2
|
|
|
Combat
Maneuvers
|
2
|
|
|
Alien Environment—Zero G Maneuvers
|
2
|
|
|
Martial
Arts—(Choice) Skill Category
|
2
|
|
|
Choice of 1
|
2
|
|
|
Weapon 1H
Energy—Skill Category
|
2
|
|
|
Phasers
|
2
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
46
|
42
|
48
|
174
|
42
|
106
|
24
|
86
|
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
|
46
|
42
|
48
|
174
|
42
|
106
|
24
|
86
|
|
31
|
29
|
32
|
57
|
29
|
49
|
21
|
46
|
TP #4—Officer Package
|
Category or Skill
|
# of Ranks
|
%
|
|
Influence
Skill Category
|
2
|
|
|
Leadership
|
2
|
|
|
Diplomacy
|
2
|
|
|
Lore—Academic
Skill Category
|
2
|
|
|
Education
|
2
|
|
|
Technical/Trade—Professional
Skill Category
|
2
|
|
|
Ship
Crewmember
|
2
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
40
|
44
|
44
|
44
|
44
|
50
|
44
|
56
|
|
10
|
11
|
11
|
11
|
11
|
12.5
|
11
|
14
|
|
30
|
33
|
33
|
33
|
33
|
38
|
33
|
42
|
|
24
|
26
|
26
|
26
|
26
|
28
|
26
|
29
|
TP #5—Science Package 1
|
Category or Skill
|
# of Ranks
|
%
|
|
Technical
Trade - General Skill Category
|
4
|
|
|
Data Processing
|
4
|
|
|
Science/Analytic—Specialized
Skill Category
|
0
|
|
|
Choice of 1 (Life Science)
|
2
|
|
|
Choice of 1 (Physical Science)
|
2
|
|
|
Choice of 1 (Planetary Science)
|
2
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
76
|
82
|
76
|
52
|
88
|
34
|
88
|
52
|
|
19
|
20.5
|
19
|
13
|
22
|
8.5
|
22
|
13
|
|
57
|
62
|
57
|
39
|
66
|
26
|
66
|
39
|
|
35
|
37
|
35
|
28
|
39
|
22
|
39
|
28
|
TP #6—General Science/Engineering
Package
|
Category or Skill
|
# of Ranks
|
%
|
|
Science/Analytic—Specialized
Skill Category
|
0
|
|
|
Astronomy
|
2
|
|
|
Astrogation
|
2
|
|
|
Science/Analytic—Engineering
Skill Category
|
2
|
|
|
Starship Engineering
|
1
|
|
|
Science/Analytic
- Technical Skill Category
|
2
|
|
|
Matter/Antimatter Technology
|
1
|
|
|
Computer Technology
|
1
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
88
|
86
|
79
|
72
|
132
|
29
|
118
|
38
|
|
22
|
21.50
|
19.75
|
18
|
33
|
7.25
|
29.50
|
9.50
|
|
66
|
65
|
59
|
54
|
99
|
22
|
89
|
29
|
|
39
|
39
|
36
|
34
|
48
|
20
|
46
|
24
|
TP #7—Communications Package
|
Category or Skill
|
# of Ranks
|
%
|
|
Communication
Skill Category
|
3
|
|
|
Language—Spoken—choice of up to 3 skills
|
3
(total)
|
|
|
Language—Written—choice of up to 3
skills
|
3
(total)
|
|
|
Lore—General
Skill Category
|
3
|
|
|
Culture Lore—choice of up to 3 skills
|
3
(total)
|
|
|
History—choice of up to 3 skills
|
3
(total)
|
|
|
Science/Analytic—Technical
|
1
|
|
|
Computer Technology
|
1
|
|
|
Tachyon Technology
|
1
|
|
|
Technical/Trade—Professional
Skill Category
|
0
|
|
|
Ship Crewmember
|
3
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
63
|
72
|
63
|
63
|
90
|
42
|
84
|
51
|
|
15.75
|
18
|
15.75
|
15.75
|
22.50
|
10.50
|
21
|
12.75
|
|
47
|
54
|
47
|
47
|
68
|
32
|
63
|
38
|
|
31
|
34
|
31
|
31
|
40
|
25
|
38
|
28
|
TP #8—Helm Package
|
Category or Skill
|
# of Ranks
|
%
|
|
Science/Analytic—Specialized
|
0
|
|
|
Astrogation
|
1
|
|
|
Orbital Mechanics
|
1
|
|
|
Technical
Trade—General Skill Category
|
1
|
|
|
Sensor Analysis
|
1
|
|
|
Technical
Trade—Gunnery Skill Category
|
1
|
|
|
High Energy Projectors (Phasers)
|
1
|
|
|
Missiles (Photon Torpedoes)
|
1
|
|
|
Technical
Trade—Vehicles
|
3
|
|
|
Atmospheric Pilot
|
1
|
|
|
Space Pilot
|
3
|
|
|
FTL Pilot
|
3
|
|
|
Technical/Trade—Vocational
Skill Category
|
0
|
|
|
Tactics—Space
|
1
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
95
|
55
|
40
|
87
|
80
|
149
|
77
|
65
|
|
9.5
|
5.5
|
4
|
8.7
|
8
|
14.9
|
7.7
|
6.5
|
|
86
|
50
|
36
|
78
|
72
|
134
|
69
|
59
|
|
46
|
33
|
27
|
44
|
41
|
53
|
40
|
36
|
TP #9—Navigation Package
|
Category or Skill
|
# of Ranks
|
%
|
|
Science/Analytic—Specialized
|
0
|
|
|
Astronomy
|
3
|
|
|
Astrogation
|
3
|
|
|
Navigation
|
1
|
|
|
Orbital Mechanics
|
3
|
|
|
Technical
Trade—General Skill Category
|
1
|
|
|
Sensor Analysis
|
1
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
104
|
114
|
104
|
64
|
124
|
34
|
124
|
64
|
|
26
|
28.5
|
26
|
16
|
31
|
8.5
|
31
|
16
|
|
78
|
86
|
78
|
48
|
93
|
26
|
93
|
48
|
|
44
|
46
|
44
|
32
|
47
|
22
|
47
|
32
|
TP #10—Engineering Package 1
|
Category or Skill
|
# of Ranks
|
%
|
|
Science/Analytical—Engineering
Skill Category
|
3
|
|
|
Computer Engineering
|
1
|
|
|
Electronic Engineering—Electronic
Warfare
|
1
|
|
|
Environmental Engineering
|
1
|
|
|
Mechanical Engineering—Space Engineering
|
1
|
|
|
Power Systems Theory—Vacuum
|
1
|
|
|
Tachyon Engineering
|
1
|
|
|
Science/Analytical—Technical
Skill Category
|
3
|
|
|
Computer Technology
|
1
|
|
|
Electronic Technology
|
1
|
|
|
Mechanical Technology
|
1
|
|
|
Power Systems Technology
|
1
|
|
|
Sensor Technology
|
1
|
|
|
Tachyon Technology
|
1
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
126
|
108
|
99
|
126
|
216
|
45
|
180
|
36
|
|
31.50
|
27
|
24.75
|
31.50
|
54
|
11.25
|
45
|
9
|
|
95
|
81
|
74
|
95
|
162
|
34
|
135
|
27
|
|
48
|
45
|
42
|
48
|
56
|
26
|
53
|
23
|
TP #11—Engineering Package 2
|
Category or Skill
|
# of Ranks
|
%
|
|
Science/Analytical
- Engineering Skill Category
|
0
|
|
|
Criminal Engineering—Security Systems
|
2
|
|
|
Criminal Engineering—Surveillance
|
2
|
|
|
Mechanical Engineering—General
|
2
|
|
|
Sanitation Engineering—Environmental
Suit
|
2
|
|
|
Weapon Design—High Energy Projectors
|
4
|
|
|
Science/Analytical—Technical
Skill Category
|
0
|
|
|
Criminal Technology
|
2
|
|
|
Cryogenic Operation
|
1
|
|
|
Cybernetic Technology
|
1
|
|
|
Medical Technology
|
3
|
|
|
Weapon Technology
|
3
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
156
|
132
|
120
|
156
|
264
|
56
|
220
|
44
|
|
39
|
33
|
30
|
39
|
66
|
14
|
55
|
11
|
|
117
|
99
|
90
|
117
|
198
|
42
|
165
|
33
|
|
51
|
48
|
47
|
51
|
59
|
29
|
56
|
26
|
TP #12—Field Medic Package
|
Category or Skill
|
# of Ranks
|
%
|
|
Awareness—Searching
|
1
|
|
|
Observation
|
1
|
|
|
Awareness—Senses
|
1
|
|
|
Situational Awareness (Medical Status)
|
1
|
|
|
Science/Analytic—Medical
|
1
|
|
|
Diagnostics—General
|
1
|
|
|
Drug Therapy
|
1
|
|
|
Medical Practice
|
1
|
|
|
Pharmaceuticals
|
1
|
|
|
Science/Analytic—Technical
|
1
|
|
|
Computer Technology
|
1
|
|
|
Medical Technology
|
1
|
|
|
Technical/Trade—General
Skill Category
|
2
|
|
|
First Aid—Specialty Race
|
2
|
|
|
Sensor Analysis
|
1
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
74
|
81
|
86
|
60
|
92
|
39
|
88
|
54
|
|
18.50
|
20.25
|
21.50
|
15
|
23
|
9.75
|
22
|
13.50
|
|
56
|
61
|
65
|
45
|
69
|
29
|
66
|
41
|
|
35
|
37
|
39
|
31
|
40
|
24
|
39
|
29
|
TP #13—Medical Package
|
Category or Skill
|
# of Ranks
|
%
|
|
Communication
Skill Category
|
1
|
|
|
Language—Spoken
|
1
|
|
|
Language—Written
|
1
|
|
|
Science/Analytic—Medical
|
2
|
|
|
Autopsy
|
2
|
|
|
Diagnostics—General
|
2
|
|
|
Diagnostics—Specialty Race
|
2
|
|
|
Drug Therapy
|
2
|
|
|
Genetics
|
1
|
|
|
Internal Medicine
|
2
|
|
|
Medical Practice
|
2
|
|
|
Medical Science—Choice of 2 specialties
|
2
(total)
|
|
|
Science/Analytic—Specialized
|
0
|
|
|
Psychology—Specialty Race
|
2
|
|
|
Science/Analytic—Technical
|
1
|
|
|
Computer Technology
|
1
|
|
|
Medical Technology
|
1
|
|
|
Technical/Trade—General
Skill Category
|
1
|
|
|
First Aid—Specialty Race
|
1
|
|
|
Sensor Analysis
|
1
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
186
|
208
|
220
|
110
|
211
|
72
|
205
|
132
|
|
46.50
|
52
|
55
|
27.50
|
52.75
|
18
|
51.25
|
33
|
|
140
|
156
|
165
|
83
|
158
|
54
|
154
|
99
|
|
54
|
55
|
56
|
45
|
55
|
34
|
55
|
48
|
TP #14—Science Package 2
|
Category or Skill
|
# of Ranks
|
%
|
|
Technical/Trade—General
Skill Category
|
1
|
|
|
Data Processing
|
1
|
|
|
Science/Analytic—Basic
|
3
|
|
|
Basic Math
|
3
|
|
|
Research
|
3
|
|
|
Science/Analytic—Specialized
|
0
|
|
|
Choice of one skill
|
4
|
|
|
Choice of one skill
|
3
|
|
|
Choice of one skill
|
1
|
|
|
Science/Analytic—Technical
|
2
|
|
|
Choice of up to two skills
|
4
(total)
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
147
|
146
|
138
|
106
|
199
|
49
|
187
|
82
|
|
36.75
|
36.50
|
34.50
|
26.50
|
49.75
|
12.25
|
46.75
|
20.50
|
|
110
|
110
|
104
|
80
|
149
|
37
|
140
|
62
|
|
50
|
50
|
49
|
45
|
54
|
27
|
54
|
37
|
TP #15—Security Package
|
Category or Skill
|
# of Ranks
|
%
|
|
Armor—Light
Skill Category
|
1
|
|
|
Armored Cloth
|
1
|
|
|
Athletic
Endurance Skill Category
|
1
|
|
|
Awareness—Searching
Skill Category
|
1
|
|
|
Lie Perception
|
1
|
|
|
Observation
|
1
|
|
|
Surveillance
|
1
|
|
|
Body
Development Skill Category
|
0
|
|
|
Body Development
|
1
|
|
|
Influence
Skill Category
|
1
|
|
|
Interrogation
|
1
|
|
|
Martial
Arts—(Choice) Skill Category
|
2
|
|
|
Degree 1
|
2
|
|
|
Technical
Trade—Vehicles
|
1
|
|
|
Atmospheric Pilot
|
1
|
|
|
Technical/Trade—Vocational
Skill Category
|
0
|
|
|
Tactics—Small Unit
|
2
|
|
|
Weapon 1 H
Energy—Skill Category
|
2
|
|
|
Phasers
|
2
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
55
|
49
|
54
|
140
|
49
|
112
|
40
|
71
|
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
|
55
|
49
|
54
|
140
|
49
|
112
|
40
|
71
|
|
35
|
32
|
34
|
54
|
32
|
50
|
29
|
41
|
TP #16—Outdoor Survival Package
|
Category or Skill
|
# of Ranks
|
%
|
|
Athletic
Endurance Skill Category
|
1
|
|
|
Distance Running
|
1
|
|
|
Swimming
|
1
|
|
|
Athletic
Gymnastics Skill Category
|
1
|
|
|
Climbing
|
1
|
|
|
Awareness
Perceptions Skill Category
|
0
|
|
|
Alertness
|
2
|
|
|
Awareness
Searching Skill Category
|
2
|
|
|
Observation
|
2
|
|
|
Tracking
|
1
|
|
|
Reading Tracks
|
1
|
|
|
Awareness
Senses Skill Category
|
2
|
|
|
Choice of up to 2 skills
|
2
(total)
|
|
|
Crafts Skill
Category
|
0
|
|
|
Rope Mastery
|
1
|
|
|
Outdoor
Environmental
|
2
|
|
|
Foraging
|
2
|
|
|
Hunting
|
1
|
|
|
Survival—choice of 2 sub-skills
|
4
(total)
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
48
|
47
|
54
|
88
|
39
|
76
|
56
|
60
|
|
12
|
11.75
|
13.50
|
22
|
9.75
|
19
|
14
|
15
|
|
36
|
35
|
41
|
66
|
29
|
57
|
42
|
45
|
|
27
|
27
|
29
|
39
|
24
|
35
|
29
|
31
|
(Note: TP's #17–#19 are reserved for future
developments.)
TP #20—Department Head Package
|
Category or Skill
|
# of Ranks
|
%
|
|
Influence
Skill Category
|
4
|
|
|
Leadership
|
4
|
|
|
Technical/Trade—General
Skill Category
|
0
|
|
|
Data Processing
|
3
|
|
|
Technical/Trade—Vocational
Skill Category
|
0
|
|
|
Administration
|
8
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
46
|
46
|
46
|
46
|
46
|
54
|
46
|
62
|
|
11.5
|
11.5
|
11.5
|
11.5
|
11.5
|
13.5
|
11.5
|
15.5
|
|
35
|
35
|
35
|
35
|
35
|
41
|
35
|
47
|
|
27
|
27
|
27
|
27
|
27
|
29
|
27
|
31
|
TP #21—Command School Curriculum Package
|
Category or Skill
|
# of Ranks
|
%
|
|
Influence
Skill Category
|
2
|
|
|
Diplomacy
|
2
|
|
|
Leadership
|
2
|
|
|
Lore—Academic
Skill Category
|
1
|
|
|
Culture Lore—Federation
|
1
|
|
|
History—Federation
|
1
|
|
|
Political Science
|
1
|
|
|
Sociology
|
1
|
|
|
Technical/Trade—Vocational
Skill Category
|
0
|
|
|
Tactics—Space
|
8
|
|
|
Criminal
|
Explorer
|
Pilot
|
Psychic
|
Recon
|
Scientist
|
Soldier
|
Tech.
|
|
41
|
46
|
46
|
46
|
46
|
52
|
46
|
58
|
|
10.25
|
11.50
|
11.50
|
11.50
|
11.50
|
13
|
11.50
|
14.50
|
|
31
|
35
|
35
|
35
|
35
|
39
|
35
|
44
|
|
25
|
27
|
27
|
27
|
27
|
28
|
27
|
30
|
Editor's Note
All trademarks and copyrights to the Star Trek universe are acknowledged.
|