Post by Captain T'Pang on Apr 2, 2012 13:56:34 GMT -5
I found this information on the internet. It is a master skill listing for the FASA Star Trek RPG and it includes a skill encyclopedia. I thought people would find it interesting and perhaps even useful.
It includes skills from these books:
"FASA Star Trek Basic Set"
"Starfleet Intelligence Manual"
"Trader Captains and Merchant Princes"
and maybe others
So it icludes skills for spies and traders. But, it doesn't seem to include any skills from the TNG sourcebook, so no Holodeck Operation skill.
Also it discusses the skills as they relate to Klingon characters.
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FASA TREK SKILLS ENCYCLOPEDIA
Version 1.0
SKILLS LIST
Administration
* Artistic Expression
Assassination
Bribery
Carousing
Clandestine Operations
Communication Systems Operation
Communication Systems Technology
Computer Operation
Computer Technology
Cryptology
Damage Control Procedures
Deflector Shield Operation
Deflector Shield Technology
Demolitions
Disguise
Electronics Technology
Environmental Suit Operation
Forgery
*Gaming
Instruction
Intelligence Procedures
Interrogation
*Language
Leadership
*Life Sciences
Life Support Systems Technology
*Marksmanship, Archaic
Marksmanship, Modern
Mechanical Engineering
*Medical Sciences
Negotiation/Diplomacy
*Personal Combat, Armed
Personal Combat, Unarmed
Personal Weapons Technology
*Physical Sciences
*Planetary Sciences
*Planetary Survival
Security Procedures
Shuttlecraft Pilot
Shuttlecraft Systems Technology
Small Equipment Systems Operation
Small Equipment Systems Technology
Small Unit Tactics
Small Vessel Engineering
Small Vessel Piloting
*Social Sciences
*Space Sciences
*Sports
Starship Combat Strategy/Tactics
Starship Helm Operation
Starship Sensors
Starship Weaponry Operation
Starship Weaponry Technology
Stealth
Streetwise
Surveillance
Trade and Commerce
Transporter Operation Procedures
Transporter Systems Technology
*Trivia
Value Estimation
*Vehicle Operation
Warp Drive Technology
Zero-G Operations
SKILLS ENCYCLOPEDIA SKILLS ENCYCLOPEDIA
Administration
This skill is required of department heads aboard a
starship and important to anyone who keeps records
or manages people and deals with the structure and
function of bureaucracies. Expertise most frequently
is gained through experience, but Star Fleet gives
formal training to prospective department heads. This
training includes record-keeping procedures and
personnel management techniques, as well as the
organization of most Federation departments and the
structure of Star Fleet itself.
This skill would be used by characters attempting to
pass information through or get information from
government channels, to write a report for or make a
presentation that will be accepted positively, or to deal
with administrative personnel matters such as
transfers. It would be particularly valuable for any
character attempting to cut governmental red tape or
to bypass normal bureaucratic channels.
This skill is taught in Department Head School. In
trying to bypass normal Star Fleet channels, the Skill
Rating should be averaged with the character's CHA
score, simulating the character's effect on the clerks
who could speed his request along.
Assassination
This skill encompasses the knowledge of the many
and varied methods and tactics designed to terminate
a target individual or group that has some form of
protection (such as bodyguards). Training includes
the study of assassination techniques and specialized
weapons and devices.
This skill is used to attempt assassinations and for
recognizing and using any weapons or devices
designed specifically for assassination.
Characters qualified in this skill (Skill Rating of 20 or
more) may attempt assassinations. Determine
success by making a Skill Roll against the average of
the character’s Skill Rating in Assassination and his
INT score. Average the rating with Security
Procedures when taking security precautions against
the possibility of an assassination attempt. The rating
may also be averaged with Personal Weapons
Technology when attempting to operate or repair an
unusual assassination device or weapon. This skill is
available only as an elective, and so no Star Fleet
Intelligence Officers receive any initial training.
Artistic Expression
This skill encompasses fine arts, performing arts, and
applied arts. Training is a combination of guided
practice in technique and instruction in theory and
important contributions to the field. Training in any of
the performing arts includes instruction in repertoire
as well as extensive practice in solo and ensemble
performance. A separate Skill Rating must be
developed for each different type of art form. Typical
choices in the fine arts are painting with oil, water
color, or light, sculpting in stone, plastic, or
gemstones, and writing short stories or poetry; typical
choices in the performing arts include drama, vocal or
instrumental music (specifying the instrument), and
such dance forms as jazz or zero-G ballet; typical
choices in the applied arts include optical
photography, holography, graphic design, and so on.
The greater the skill in this area, the finer the
expression of the art form chosen. This skill can be
used by a character who desires to produce a piece
of art or perform for non-player characters, such as
for an important person on a newly discovered planet.
Skill in music, for example, also may be used by a
character attempting to reproduce a musical code,
recognition sign, or even an alien language.
A separate Skill Rating must be developed for each
different type of art form; the specific form chosen
must be specified. For performing arts, the effect of a
performance would be determined by a Skill Roll
based on the average of the Skill Rating and the
character's CHA score.
THE KLINGONS: Klingon art is more martial than
Human art, and is mostly of the realistic school. More
tolerated than respected, Klingon artists are expected
to use their talents to glorify the warrior/conqueror
theme. Most artists in the Empire are members of
servitor races.
Bribery
This skill involves subtle negotiation of bribes,
kickbacks, and other quasi-legal and illegal payoffs.
Training includes the art of tact, interpersonal
dynamics, and knowing the correct sum to offer in
situations.
This skill is important for subtle negotiation of bribes,
kickbacks, and other quasi-legal and illegal payoffs. A
character uses this skill whenever he must make a
secret payoff or find a corruptible individual who can
be 'bought'. Expertise is most often gained by
experience only, but the basics of who to pay and
when can be learned informally in most merchant
training programs. Finesse, however, can be learned
only by experience and by observing those who are
more experienced.
In situations where bribery is not the usual practice,
make a skill roll to determine the success of attempts
to locate a corruptible official, negotiate a payment,
and conceal the effort from the authorities. Failed
efforts will raise the price, with particularly clumsy
efforts perhaps revealing the attempt to the authorities
or even causing the official approached to turn in the
one offering the bribe. No attempt need be made to
locate corruptible officials or to conceal routine bribes
and kickbacks at some star-ports particularly on
Orion-controlled worlds or in freeports. There, such
payments as might be required to grease the wheels
of commerce are expected and handled mostly in the
open, under such transparent pretenses as
"donations to the Spaceman's Benevolent Fund".
Thus, paying routine kickbacks or squeeze only
requires a skill roll when the skill is used to get by with
less than the usual payment.
Administration officers have a rating of at least 10 in
this skill. If a Bribery skill roll fails, the authorities (or
whoever was not supposed to find out) detect the
attempt. This may occur because the bribe was not
subtle enough, or the person being bribed proved not
to be so corruptible after all, and turned in the
character offering the bribe. Successful skill rolls
reduce routine 'squeeze' and kickbacks in certain
circumstances. If appropriate, average this rating with
Negotiation/Diplomacy or a character's CHA or INT
score.
Generally speaking, a character who tries to bribe his
way through every encounter should be discouraged.
A well-placed bribe or two, however, can be useful in
oiling the wheels of bureaucracy. Squeeze payments
are commonly expected by cargo-handlers customs
officials, or port inspectors, with there being a greater
likelihood at independent or Orion ports than mam
UFP ports Generally, the lower-level official dealing
with the player characters directly will make some
offhand suggestion about a "donation" or a "minor
service fee". This will usually amount to about 1 credit
for every 100 SCUs of cargo being moved or
inspected, with a usual minimum of 15 credits If the
characters are particularly unfriendly to the squeezers,
or take a bad attitude toward the "donation", that
figure may go up as much as 100 percent.
If such squeeze payments are not made when asked
for. the characters may find cargo handlers are
especially slow and careless (perhaps resulting in
damage or loss of cargo) or the characters may
discover that they fail an inspection on a technicality
requiring the payment of a substantial fee. It is
common for players to attempt a Skill Roll against
Bribery to reduce the amount of such payments A
successful attempt cuts the expected payment in half.
The character is assumed to have used his bribery
expertise to determine exactly how much squeeze is
absolutely necessary, or perhaps found a higher level
official to put the squeeze on the one expecting the
payoff. Failure of the attempt, however, means the
attempt to reduce the payment has offended
someone This requires the character to pay twice the
normal amount of squeeze or face the possibility of
uncooperative behavior or even outright sabotage.
Bribery may be useful in unexpected situations. A
character might wish to use this skill to get information
from closed official files by bribing a secretary, to get
a message to an imprisoned person by bribing a
guard, or to influence a public official on a crucial vote.
In such cases, the person being bribed is not actively
seeking a payment. The subject may refuse the
payment or even turn in the person offering the bribe
if things are not handled very carefully.
The game master is quite justified to modify the Skill
Roll as necessary for a successful bribe with the
subject is either extremely corruptible or extremely
resistant to corruption. The game master may even
decide that a certain NPC is morally strong enough to
resist even the most skillful bribe attempt. If an official
is deemed incorruptible by the game master it is not
fare to have a character thrown in jail for offering a
bribe unless the character has had some warning.
Thus, in this situation a nearly successful skill roll
would tell the character that the bribe is not advisable
and to refrain from making the offer. A successful skill
roll would allow the character to find another official
on the same or lower level who is more flexible.
The penalties for every attempt at bribery should be
adjusted according to how far the Skill Roll was from
being successful. If the Roll failed by only a few points,
the player may get a negative response with the
implication that if more money were involved things
might change. A second attempt with a larger bribe
would then receive a favorable target modifier. A Skill
Roll that misses by 20 points or more should result in
some trouble for the person offering the bribe. The
subject may make accusations or contact authorities.
If this happens the character may need to talk his way
out of the situation using His Negotiation/Diplomacy
skill, claiming that he was misunderstood and that no
bribery was intended. If this does not work, the
character may want to try to bribe his way out of the
trouble. There should be some unfavorable target
modifications to such attempts, however as officials
are already on their guard about the character.
THE KLINGONS: Bribery skill involves the subtle
negotiation of bribes, kickbacks, and other quasi-legal
and illegal payoffs. This skill comes into play
whenever a character must make a secret payoff or
find a corruptible official whom he can bribe. Failure of
a Skill Roll against the Bribery Skill Rating means that
the authorities have detected the attempt, either
because the bribe was not subtle enough, large
enough, or because the official was not as corruptible
as he had at first seemed.
Carousing
This skill encompasses such pastimes as drinking,
bar hopping, gambling, and chasing members of the
opposite sex. Ratings in this skill are gained only
through experience, much of it hard-earned indeed!
This skill is used to determine success at gambling, at
blending into the crowd at a bar, and so on. It may be
averaged with the rating in Streetwise to gain
information by trying to drink an informant under the
table. It is also averaged with MAX OP END to
determine how well a character can hold his Saurian
Brandy and with CHA to determine how successful he
is with the opposite sex.
Clandestine Operations
This skill encompasses the techniques used to
conduct undercover police work, espionage, or any
activity where a character must obtain information or
perform any other acts under a concealed identity.
This skill is used whenever a character attempts to
infiltrate an organization's membership, to pretend to
have skills not actually possessed, or to perform
similar acts of bluffing to carry out his assignment.
Persons with a Clandestine Operations rating of 20 or
more could maintain a cover identity without suspicion
and conceal espionage or other information-gathering
activities from normal observers. No skill roll should
be required under normal circumstances.
Concealing an identity or activities under unusual
circumstances would require a Skill Roll against a
character's Skill Rating in Clandestine Operations,
with any modifiers applied by the game master. Such
circumstances would include being under the scrutiny
of an already suspicious individual, where particularly
dangerous or conspicuous acts must be performed, or
when bluffing one's way through a situation requiring
talents that one does not possess. If appropriate, the
character may average his rating with his INT, DEX,
or CHA scores, or his Negotiation/Diplomacy Skill
Rating.
Field Operations officers have a rating of at least 5 in
this skill, and Intelligence Administration officers have
a rating of at least 10. A rating of at least 10 implies a
general familiarity with clandestine techniques.
Characters would gain ratings of 20 only through
experience in the field.
Communication Systems Operation
This skill deals with the operation of all types of
communication systems, from the standard-issue
communicators to subspace radio. As taught by Star
Fleet, it includes Star Fleet communications
procedures such as opening hailing frequencies,
standard codes and ciphers, and so on. The
Communications Officer aboard a Starship has at
least professional-level skill in this area.
A character competent in this skill can operate all Star
Fleet communications gear under normal
circumstances. This skill will be used in any starshipbased
or planet side adventures where a character
experiences difficulty in communicating either with
Star Base, with the landing party, or with the ship in
orbit. For example, this skill could come into play
when a character tried to send a message through
subspace interference, when a transmission in code
needed to be broken, or when alien transmissions
needed to be analyzed.
The operation of unfamiliar communication equipment,
the establishment of communication under adverse
circumstances, or the cracking of unfamiliar codes is
not covered under normal use, but those with greater
skill in this area will have a greater success. Half the
rating should be used for characters attempting to
communicate with unfamiliar archaic or alien
communications equipment, but a Skill Rating of 10 in
the appropriate Trivia skill will allow even this
equipment to be used at the full rating.
Communication Systems Technology
This skill deals with the technology of modern
communication devices, including log records,
message buoys, personal communicators, and
subspace radios. Training includes instruction in
communications transmission theory and guided
practice in the construction and repair of the various
devices used by Star Fleet. Communication Officers
and Engineering Officers are qualified in this skill, so
that they may make routine repairs in the event of
equipment malfunction.
This skill is used during starship combat if a bridge hit
damages the Communications Panel. It may be used
by any player trying to repair any communications
device.
When attempting to repair unfamiliar archaic or alien
equipment, the Skill Rating should be half normal, but
a Skill Rating of 10 in the appropriate Trivia skill will
allow the full rating to be used. This skill is used
during starship combat if a bridge hit knocks out the
Communications Panel.
Computer Operation
Taught from early grade school, this very important
skill is a part of every educated person's background,
as computers are used to analyze and retrieve data
for nearly all purposes. Training includes the theory of
computer operations and computer programming, as
well as practice in the use of data-base systems for
information retrieval.
Any character qualified in this skill can use the ship's
computer for routine matters to find most obvious
information; those with greater skills can use it
creatively to dig out even obscure information from
the computer's extensive memory banks. Any Star
Fleet officer can gather the data, even though
interpreting this data may require a specialist
(Science Officer or Medical Officer). It can be of use
when a character is trying to correlate facts observed
into patterns that can be used to make plans.
All Star Fleet personnel have a Skill Rating of at least
20. Medical Officers, Communications Officers, and
Science Officers usually have a rating of at least 40 in
this skill.
Computer Technology
This skill deals with the practical technical side of
computers. Training includes some instruction in
computer theory and guided practice in computer
construction. Computer repair is stressed. Computer
design and more complex computer theory is covered
by the Physical Science skill of computer science.
This skill is used in the game for more-than-routine
repairs. Such repairs are dealt with during training,
but the more skilled an officer is in this field, the more
successful he will be at difficult repairs. After a bridge
hit in starship combat, it is used, with a Skill Roll and
averaged with the Skill Rating in Starship Helm
Operation or Starship Sensors, to repair the helm
console or the sensors panel.
Engineering Officers, Science Officers, and
Communications Officers have a Skill Rating of at
least 10 in this skill so that they can do routine
maintenance on even the sophisticated computers
aboard starships.
Cryptology
This skill involves knowledge of and ability to use sub-
space communication encryption procedures,
conventional codes and ciphers, symbols, and body
language for secret communication. Individuals with
professional-level skill, combined with skill in the
appropriate language, have some aptitude in
decoding subspace transmissions, given time and
adequate computer facilities.
This skill is used to prepare and read high-security
coded messages, to estimate someone's emotional
attitude based on body language, or to break an
unfamiliar code or cipher. Coding and decoding
messages are not difficult for characters with
professional-level skill. For characters with lower Skill
Ratings, time may be a vital factor. If such a character
has access to shipboard or other sophisticated
computers, he may make one skill roll to break the
code for every twelve hours of study. Modifiers to the
skill roll depend on the complexity of the message
and the integrity of the code. For example, a simple
code used between two merchant captains will
probably be easier to crack than one of Star Fleet
Command's highest-rated security codes.
When attempting to break a code, a character must
average his Cryptology Skill Rating with his INT score.
If a character is working on a subspace transmission
in an alien language, average his INT score with his
Cryptology and the appropriate racial language Skill
Rating. If he is attempting to 'read' an alien's body
language, average his INT score with either his
Cryptology or the appropriate racial Psychology Skill
Rating, whichever is lower. Intelligence Analysis
officers have a rating of at least 10 in this skill.
Damage Control Procedures
This skill involves assessing and correlating damage
reports during combat and using damage control
parties efficiently. Training includes efficient routing of
damage control parties and instructional methods for
training damage control parties.
This skill is used mainly in starship combat by the
Communications/Damage Control Officer. It is used to
help reduce damage from incoming fire and also to
repair superstructure damage already sustained. In
other situations, it may be used to reduce damage
from an unavoidable collision or the like. Its use
always requires a Skill Roll.
The Communications/Damage Control Officer has a
rating of at least 40.
Deflector Shield Operation
This skill involves the energizing of a starship's
defensive screens, which protect it from space debris
and from damage during starship combat. It also
deals with the ship's tractor/pressor beams, which are
used to maneuver small objects toward or away from
the ship.
Qualified personnel can use their skill to operate the
shields during most routine operations, but the ship's
Navigator has the main responsibility for ship
defenses during combat. Most often use of this skill
requires a Skill Roll.
The Navigator, for example, may need to make a Skill
Roll to determine if he can raise a shield quickly in an
emergency. It is used as a measure of how efficiently
he is able to use the power allocated to him, perhaps
allowing him to gain more-than-normal amounts of
shielding. It also can be used if a character attempts
to use the tractor/pressor beams for non-routine
matters, or to perform difficult maneuvers with the
object being manipulated by the beams.
The Navigator has a rating of at least 40.
Deflector Shield Technology
This skill involves the repair and maintenance of the
devices that produce a starship's protective screens
and its tractor/pressor beams. Training involves
instruction on the theory behind the devices as well as
extensive guided practice constructing and repairing
the devices and their controlling panels.
In combat, the Navigator may use this skill with a Skill
Roll to repair damage to the deflector shield panel
after a bridge hit. It also could be used if a character
desired to construct a tractor/pressor beam or shield
generator while on an adventure.
Engineering Officers and Navigators have a rating of
at least 10 in this skill.
Demolitions
This skill involves knowledge and ability in using and
defusing explosive materials for industrial and
demolitions purposes. This includes theory, handling
of explosive materials, construction of timing devices,
placement for maximum effect, and safety
precautions.
The skill is used whenever a character tries to
detonate or deactivate explosives or explosive
devices, or when estimating the effectiveness of a
quantity of explosives against a specific target.
Characters with professional-level skill will rarely have
problems accomplishing their objectives, and so no
skill roll is required. However, less competent
characters may achieve undesired effects. Characters
with a rating less than 40 should average their DEX
score with their Demolitions Skill Rating to determine
success when defusing. Average their INT score with
their Demolitions Skill Rating to determine success
when planting and detonating. If a roll is unsuccessful,
a second roll against the character's LUC score would
be appropriate, if any chance exists for survival. This
skill is available only as an elective, and so no Star
Fleet Intelligence officers receive any initial training.
Disguise
This skill involves the ability to camouflage or change
an individual's natural appearance. The purpose may
be to impersonate another individual or to avoid
detection by authorities during a clandestine mission.
Depending upon the availability of sophisticated
disguise equipment (and within certain limits), a
person may even appear to be of another race or sex
than his own.
The skill is used whenever a character attempts to
assume a guise different from his own natural
appearance. Certain racial limitations exist for
creating successful disguises. Anyone interacting with
a character in disguise may make a Saving Roll
against his INT score. If the roll is successful, he will
notice something amiss in the ability, bearing, or
makeup of the disguised person.
Field Operations officers have a rating of at least 5 in
this skill.
Electronics Technology
This general skill encompasses all electronics work,
including the construction and repair of most
electronic gear, with the exception of computers,
communications devices, deflector shields, and other
specialized equipment. Training includes instruction in
circuit theory, electronics design, and construction
techniques.
This skill is used when a character attempts to repair
any electronics gear not specifically covered under a
different skill, such an environmental belt. It may be
used if a character attempts to construct a new
electronic device, but characters with high Skill
Ratings have a better chance of the device working
properly.
Science and Engineering Officers have a rating of at
least 10 in this general skill.
Environmental Suit Operation
This skill is essential for any character who can be
expected to perform tasks in hostile environments. All
Star Fleet personnel are qualified to work in an
environmental suit, having trained in a wide variety of
environments, including extreme heat and cold,
poisonous atmospheres, vacuum, and underwater.
Instruction is given in the suit's functions and in
emergency repairs, and guided practice is given in
which trainees are expected to perform normal work.
Training includes the use of a life support belt.
This skill could be used by any character who desired
to do something unusual while wearing the suit, such
as delicate work, combat or other less-than-leisurely
movement, or emergency repairs. Any unusual use
will require a Skill Roll. Failure indicates that the
character could not do what was attempted. A DEX
roll would then determine if the character fell or put
himself into a potentially dangerous situation.
All Star Fleet personnel have a rating in this skill of at
least 10. Security Officers at least 20, and Science
Officers at least 30.
Forgery
This skill involves the ability to prepare false
documents and to forge signatures without detection,
ranging from altering simple forms to changing official
records.
This skill also includes the knowledge of how to
create bogus electronic ID cards (such as those used
by Star Fleet and as credit transfer cards on most
advanced worlds) and computer carts containing
synthesized voices when proper equipment is
available. This skill is not officially taught in any formal
classes, but the basics (up to a Skill Rating of 10) can
be learned secretly during apprenticeship or on the
job if a trained forger is available to teach the
techniques. Expertise is increased by practice and
through experience.
With proper equipment, which is very expensive and
difficult to come by, a skilled forger can alter or create
electronic ID cards similar to those used by Star Fleet
or banks. The card created or altered will have a
chance of working equal to the Forgery Skill Rating of
the forger, until the card is put through an electronic
scanner, when the chance will be the Forgery Skill
Rating less 20 points because of the precision of
electronic scanners. Every time the card is used, a
skill roll against one or the other of these targets must
be attempted, with failure meaning the forgery or
alteration is detected. If the forgery is detected by a
bank machine or other automatic transaction device, it
will not return the card, and the nearest civil or Star
Fleet authorities will be alerted automatically. Even so.
some players may decide that forgery of the
electronic record of their own personal bank accounts
is an easy way to make money. This may work
occasionally especially if a funds transfer is made on
a personal transactor that would not be connected
directly to the database. Directly connected terminals
will be able to spot a discrepancy, however, and if this
sort of thing is attempted too often, the character will
be caught eventually.
Forgery is not the same as counterfeiting money.
Paper money is used very little in the UFP, but what
exists is well-protected against imitation. A character
would need special expertise (like a Trivia skill for
counterfeiting techniques), special equipment, and
probably help on the inside (to obtain authentic paper
or plates) to prepare counterfeit currency of any
space faring culture. Considering the rarity of paper-
money transactions of any size in such cultures, the
return would probably not be worth the effort.
This skill is used whenever a character forges or
examines the authenticity of false documents, ID
cards, or computer carts. For example, this skill would
be used by characters who were attempting to alter
cargo manifests or create totally false documents to
conceal the origin of smuggled or hijacked cargoes It
would also be used to forge someone's signature,
duplicate official badges or identification, or duplicate
any official written material that is protected from such
duplication in some manner. Forgery skills include not
only the duplication-of signatures but the preparation
of any type of bogus document. Smugglers must
sometimes create fake cargo manifests to conceal
their activities Con men may prepare phony stock
certificates or deeds to valuable land.
This skill, like Bribery, involves acts that are, in the
strict sense of the term, criminal. Not all uses of the
skill are necessarily morally objectionable, however,
and their moral interpretation largely depends on the
circumstance. For example forging someone's a
signature to obtain their savings for the forger's
personal gain is not only criminal, but morally
objectionable. On the other hand, forging the
signature of an official to get a friend out of a prison
camp is criminal but a blameless act if the friend was
wrongly imprisoned and is about to be executed by a
totalitarian government.
Any character with professional-level skill can forge
simple printed documents well enough so that they
will pass a cursory examination. Special equipment is
required to create false ID cards or computer carts. If
such equipment is available, roll against the average
of Forgery and either Electronics Technology or
Computer Technology to create a false ID card. Roll
against the average of Forgery and either Computer
Technology or Communication Systems Technology
to create a false voiceprint computer cart.
When Forgery is used to duplicate a signature or
other writing By hand, the Skill Rating is averaged
with the DEX score as the target for any skill rolls.
Otherwise, it is used alone. Forgery attempts
involving unimportant non-player characters as
victims require only a basic skill roll. When a forgery is
inspected by an important NPC or a player character,
however, the target must be modified to account for
the victim's intelligence, luck, and expertise in forgery.
Characters with INT and/or LUC scores of 70 or more
are more likely to spot a forgery, as will characters
who themselves possess Skill Ratings of at least 10 in
Forgery. Against such characters, skill roll attempts
should be made with an unfavorable modifier of 10
points subtracted from the normal target. Victims with
Forgery skill might be given a skill roll to detect the
forgery, but this sort of roll should not be made unless
the victim actually states that he is closely examining
the document in question. There would also be a
chance that a skilled forger could spot the work of a
less skilled forger, even without close examination. To
find this chance, subtract the Skill Rating of the forger
from the Skill Rating of the victim to give the percent
chance, and make the roll secretly. Success would let
the victim know that he spots the forgery at once,
simply because he knows what to look for in a forged
document.
If a person carefully examines a forged printed document,
have him make a skill roll against the average
of his Forgery rating and INT score. If successful, he
will notice that something is strange, and he may
further investigate the document. A forger can check
his own printed work for possible flaws by making a
Forgery skill roll. This does not guarantee that the
forgery will stand up to an investigation, but it does
allow a forger to judge his own work. Detection and
evaluation of falsified ID cards and computer carts
require a ship's computer or special detection
equipment.
Intelligence Administration officers have a rating of at
least 15 in this skill.
Gaming
This skill involves games of mental prowess and
strategy, including three-dimensional chess and
wargames and simulations. The game must be
specified. Training includes a study of the rules and
strategies of the game, as well as analysis of the
games played by past masters of the game, but most
importantly it includes much practice and experience
playing the game.
Gaming does not include physically strenuous games,
which are part of Sports. It does not include figuring
odds and gambling, which are part of Carousing,
though some card games and games with dice are
included here, as long as skill, and not luck, controls
the win.
This skill may come into play if a character is
challenged while on a diplomatic mission, much in the
way of the legendary riddle games of ancient Terra. It
is possible that the strategies of the game can be
applied to problem solving in difficult circumstances.
THE KLINGONS: Gaming skill includes knowledge of
the basic forms of klin zha (Klingon chess), a skill that
few warriors lack. The game is also an integral part of
Klingon history and politics, which are known as the
komerex zha, or the perpetual game of empire. The
game has great status in the Empire, which makes
klin zha grandmasters highly regarded. Any character
with a Gaming Skill Rating of 40 or higher is
considered a master, while a Skill Rating of 80 or
higher confers grandmaster status.
Instruction
This is the skill of passing on knowledge to others. All
Star Fleet officers have a rating of at least 10 in this
skill, because they are expected to teach skills they
know to the men and women under their command.
Training involves the use of audio and visual aids,
testing and other assessment tools, and other
instructional techniques.
This skill is used by characters attempting to teach a
skill they know to another player or non-player
character. A Skill Roll will be required for a character
to actually teach another a skill. The process takes
time, based on the INT of the student and the Skill
Rating of the teacher; the game master must judge
this, but the time required should be no less than 4
weeks. The teacher must have a rating in the skill
being taught that is at least 20 points more than the
student's rating in the same skill. If the Skill Roll is
successful, the student gains 1D10/2 skill points.
Intelligence Procedures
This skill provides knowledge of standard operating
procedures in an intelligence-oriented environment,
including all normal SFIC operating procedures and
special Intelligence training that becomes second
nature to Intelligence officers. These techniques
include the ability to conceal oneself, to locate
concealed electronics recording and transmitting
equipment, and to arrange meetings with contacts
and informants. The skill teaches characters with the
best ways to enter an unknown and potentially hostile
environment and likely methods for handling adverse
conditions.
This skill is used whenever a character is concealing
or searching for hidden electronics equipment,
establishing contact with local assistance, or
reasoning out a way to solve an unexpected problem.
A successful skill roll indicates that the character was
able to accomplish a desired task according to proper
Star Fleet Intelligence procedures. An unsuccessful
roll indicates failure, with the game master judging
exact specifics resulting from failure. Averaging the
rating with the character's INT, DEX, or LUC score
may be appropriate in some situations.
Intelligence Analysis and Technical Services officers
have a rating of at least 5 in this skill, and Field
Operations officers have a rating of at least 10.
Interrogation
This skill governs the questioning of prisoners,
sometimes under duress or torture. Some degree of
privacy, and possibly special equipment, is required
for best results.
This skill is used whenever a character subjects a
prisoner to interrogation. When attempting to
interrogate a prisoner, a character must make a Skill
Roll against his Interrogation Skill Rating. If the roll is
successful, the victim may try a Saving Roll against
his INT if the interrogator is using trickery, or against
his END if he faces duress or torture. If the victim's
roll succeeds, he reveals no information. Otherwise,
the questioner receives at least one piece of
significant information. If an interrogator fails his skill
roll, the interrogation attempt is completely
unsuccessful.
The game master may adjust the victim's saving roll
up or down, depending upon the importance of the
information and the character's training and
temperament. For instance, a highly trained Star Fleet
Security Officer would be less likely to break under
interrogation than would a civilian. If the skill roll is
successful, the victim can then make a Saving Roll
against his INT score (if the interrogator is using
trickery) or his END score (if duress or torture is used).
If his roll is successful, the victim reveals no
information. If unsuccessful, the interrogator gets a
significant piece of knowledge.
If the interrogator uses torture, it is possible that the
victim may die before giving up any secrets. If the
victim fails his Saving Roll against his END score by
more than 20 points, he passes out, taking 2D10
points of wound damage in the process. The victim
may be immediately revived (if the damage did not kill
him), but the interrogator will gain no information, and
he must make another skill roll, repeating the above
process. 2D100 minus the interrogator's Interrogation
Skill Rating minutes of interrogation inflicts 1D10
points damage on the victim, regardless of the
outcome. If tortured, the victim receives wound
damage. If trickery is used, the damage is temporary.
Thus, a victim's CURR OP END continues to drop
under torture, making it all the more likely that he will
pass out or die under duress before talking. It is
possible to administer medical aid to raise the victim's
CURR OP END before continuing torture.
[NOTE: Because Vulcans know mental techniques to
block pain, it is impossible to torture information out of
one. Many secret agents have learned similar
techniques, which gives them a 20-point bonus to all
Saving Rolls to withstand pain.]
Intelligence Administration officers have a rating of at
least 15 in this skill.
Klingon Skills
Klingon characters have and use the same skills
described in the STRPG2 rules. To help make
Klingons realistic as characters see “THE
KLINGONS” section in each of the following skill
entries. These sections clarify how Klingons use skills
familiar from the basic rules set:
Artistic Expression
Bribery
Gaming
Social Sciences, Klingon Law
Social Sciences, Racial Culture/History
Sports, Swimming
Surveillance
KLINGONS USING NON-KLINGON EQUIPMENT
Klingon characters may use non-Klingon equipment,
but Skill Ratings to use that equipment are effectively
halved for such operations. Thus, a Klingon with a
Skill Rating of 48 in Transporter Operation
Procedures will roll against a Skill Rating of 24 to
successfully use a Federation transporter.
This penalty is negated if the character can make a
successful Skill Roll against the appropriate
Language Skill Rating, or has had time to become
familiar with the controls, either through extensive trial
and error or with the guidance of someone who either
reads the language or who is of the appropriate race
to instruct the character.
This does not apply to Marksmanship skills, however,
as most personal weapons are similar enough that a
user's skill with one type of energy weapon will allow
him to use any energy weapon.
Language
This skill area covers not only spoken Earth
languages and alien languages, but also ancient
written languages and languages that are so alien as
to be not even sound-based (flashing lights, waving
tentacles, etc.), where the 'speakers' must use
mechanical devices to communicate.
All characters are considered to have a rating of 40 in
speaking their native tongue and a rating of 20 in
writing it; in addition, all Star Fleet personnel are
considered to have a rating of 40 in speaking Galacta,
the standard Federation language, and a rating of 20
in writing it. (This language is similar to and treated as
English in the TV series.) Each Star Fleet officer has
a rating of at least 15 in speaking and writing one
other language because of his Academy training.
Characters who desire to increase their Skill Ratings
in writing their native tongues and Galacta should use
the Trivia skill. Translators have ratings of 40 or more
in the languages they will translate. Each language
must be studied separately, so that a character,
particularly a Communications Officer, may have a
number of Skill Ratings, one for each language he
knows.
Characters with basic proficiency in a language can
converse in or read that language for most uses, but
more expertise is required for communication using
highly technical terms, slang, jargon, or their
specialized words. Characters with professional-level
skill in two languages can act as translators and
interpreters, and characters expert in a language can
write skillfully and express themselves fluently and
elegantly in that language. Language skills could be
important to a character if he attempts to
communicate with a being of another race without
using the universal translator, if he were overhearing
a conversation in that tongue, for example.
Leadership
Taught to all Star Fleet Cadets and reinforced at
Department Head School and Command School, this
is one of the most important skills for those who
aspire to command. Instruction is given in
motivational techniques, listening, and discipline, and
guided practice is given in debate, persuasion, and
others of the speech arts. Personnel management
training is also given. Star Fleet officers who pass
through Command School have professional-level
skill in this area.
This skill is used when a character tries to influence
others, often modified for his CHA score. It would be
used when convincing subordinates to follow an
unusual or highly dangerous order. It would be used
when attempting to sway a crowd or lead a group of
people the character is not used to commanding.
Skill Rolls will not be required for most orders given to
an officer's subordinates, who are used to taking
orders from him. Skill Rolls may be required when
convincing subordinates to follow an unusual or highly
dangerous order, depending on the circumstances. A
Skill Roll would be required when attempting to sway
a crowd or lead a group of people the character is not
used to commanding. For influencing an individual or
a small group of professionals, skill in
Negotiation/Diplomacy is used instead.
All Star Fleet officers have a rating of at least 10 in
this skill, and those who pass through Command
School have a rating of at least 40.
Life Sciences
This group of skills includes the study of living things,
both terrestrial and alien plants and animals, bacteria,
fungi, and other organisms. Separate Skill Ratings
must be developed for each type of life science, such
as those examples listed below.
Bionics
Training includes the study of how biological
systems and functions can be applied to
engineering problems. Included are the
physical melding of beings and machinery,
such as with artificial organs or electromechanically
enhanced senses. Bioengineers
can use their skill to create
artificial organs and limbs.
Botany
Training includes the study of plants, from
simple algae to complex flowering and nonflowering
varieties. It also includes such
agricultural topics as growth mechanisms,
genetics, cross-fertilization, hybridization,
and hydroponics (growth without soil). Most
botanists can recognize poisonous and
edible plants, and from plants under
cultivation can deduce information about the
technology, metabolism, and life-style of
those doing the agriculture.
Ecology
Training includes the study of how living
things interact with their environment.
Planetary ecologists can determine if a
planet is habitable, as well as the probable
effects of colonization on the planet's life
forms and environment. Ecologists can use
their skill to determine which, if any, plants
and animals can become part of the food
chains of Federation or alien races.
Exobiology
Training includes the study of life forms alien
to humanoid creatures. It involves the study
of non-carbon based organisms, with life
cycles that may not include nitrogen, oxygen,
or water. Exobiologists can use their skill to
give information about the structure and
function of alien creatures and plants,
perhaps even determining that what appears
to be non-living is in fact alive, but of a
structure totally new to the Federation.
Genetics
Training includes the study of heredity and
variations in living things from one individual,
group, species, or generation to another.
Genetic specialists added their skills to
projects like constructing The Genesis
Device or breeding genetic 'supermen' such
as Kahn Noonian Singh.
Zoology
Training includes the study of animal life,
with particular emphasis on the properties of
and characteristics exhibited by an animal,
an animal type, or an animal population.
Zoologists can use their skill to recognize
predators and prey, and they can determine
which animals are likely 9 to be dangerous
or beneficial to a landing party.
The Skill Rating in the life science may be averaged
with the rating in Starship Sensors to gain specific
data, or it may be averaged with Computer Operation
[Small Equip Sys Op?] to gain information from a
tricorder.
All Star Fleet officers have a rating of at least 10 in
one of these sciences. Science and Medical Officers
most often have ratings in several skills, or a rating of
more than 40 in at least one of these skills.
Life Support Systems Technology
This skill deals with the operation, repair, and
modification of life support machinery, both shipboard
equipment and landing party equipment. Training
includes the technology of the starship life support
systems, environmental suits, life support belts, and
standard medical life support equipment.
This skill may be used by characters attempting to
repair the ship's life support systems during starship
combat or to modify medical life support equipment
for emergency surgery. In starship combat, this skill
may be used, with a Skill Roll, to repair the ship's life
support systems during starship combat. It also is
used to repair a damaged environmental suit or life
support belt.
Medical and Engineering Officers have ratings of at
least 10 in this skill.
Marksmanship, Archaic Weapon
This skill encompasses the use of all ancient (in
STAR TREK terms) projectile weapons, from slings
through crossbows to 20th-century firearms. Training
includes extensive hands-on practice with the weapon,
including its assembly, cleaning and care.
Characters with professional-level skill in a weapon
can construct or reload their own projectiles, make
field repairs to a damaged weapon, and use the
weapon competently in most normal cases. The Skill
Rating in this skill is averaged with the character's
DEX score to determine the To-Hit Number for the
weapon used during combat, and thus in combat and
in other critical situations, those with higher Skill
Ratings will have a greater chance to hit.
Though separate Skill Ratings must be developed for
each weapon type, game masters may allow half or
more of a Skill Rating in one weapon to apply to the
use of a similar weapon; the more similar the weapon,
the greater part of the Skill Rating should be allowed.
Marksmanship, Modern Weapon
This skill encompasses the use all types of Star Fleet
side arms and other light weapons, as well as similar
weapons carried by Klingons, Romulans, and other
known races. Because one of these weapons works
very much like another, there is no need to specify
individual types as far as aiming and firing are
concerned.
This rating is averaged with the character's DEX to
determine the base To-Hit Number for the weapon. It
may be applied in part to help determine the to-hit
numbers for unfamiliar weapons until basic familiarity
is gained. Skill in one modern weapon gives skill in all
that are familiar to the character; familiarity is gained
rather quickly.
All Star Fleet personnel have a rating of at least 20 in
this skill. Security Officers have a rating of at least 40.
Mechanical Engineering
This general skill covers the technology of mechanical
devices. Training is given to Engineering Officers in
assembly, repair, and design of the mechanical
devices and systems common to the Federation.
This skill would be used to rig a temporary airlock,
make field repairs to a ground vehicle with a damaged
gear box, and so on.
Engineering Officers have a rating of at least 10 in
this skill, though most will want to make it higher by
making this skill one of their 3 specialties from Branch
School.
Medical Sciences
This broad group of skills includes everything from
first aid to surgery and psychiatry. Separate Skill
Ratings must be gained for each separate race in
General Medicine and Psychology. These skills are
pre-requisites to all other medical skills, and no
other medical skill may be learned until a
character has a rating of 40 in them. Additional
Skill Ratings may be gained in the other medical
sciences listed below as examples.
General Medicine [Pre-requisite]
This is the anatomy and physiology of the
body, its systems, organs, and tissues.
Training begins with first aid and continues
through diagnosis and treatment of most
common disorders, including wounds and
diseases. The basics of this skill are given to
all Star Fleet personnel. Professional-level
training in this area is required of all
practicing physicians and other medical
specialists. All Star Fleet Medical Officers
are trained to treat several races. This Skill
Rating that is used in determining success in
first aid attempts.
Pathology
Training involves the study of diseases and
the changes caused by them in tissues and
organs. It also includes extensive study of
tissues, including analysis for trace
substances, bacteria, and viruses.
Pathologists can use their skill to analyze a
tissue sample for poisons or to perform an
autopsy.
Pharmacology
This skill involves the chemical and
physiological effect of all drug types. Training
includes study of the properties and
reactions of various drugs, with particular
attention to their effect on different species
and races. This skill is used to determine the
success or failure of drug-related
experiments or research, and to provide the
character with knowledge of drugs used in
medicine, security work (poisons, truth
serums, and so forth), and other related
fields.
Psychology [Pre-requisite]
Training involves study of the working of the
thinking mind. Observational techniques are
taught for use in behavior studies of
individuals and groups. Extensive training in
this area is given to all Star Fleet Medical
Officers, so that they may deal with several
races. Psychologists can use their skill to
detect patterns that deviate from the norm,
gaining information about the state of mind
of those under observation.
Surgery
Training includes advanced techniques,
including anesthetics and organ transplant.
Surgeons can use their skill to save the life
of a severely wounded or diseased character.
Although a character may gain separate Skill Ratings
in these medical specialties if he desires, he may
choose instead to gain a rating in the skill for his
native race and average his skill in General Medicine
to determine his Skill Rating for other races.
The character's skill in General Medicine is used with
a Skill Roll for all emergency first aid attempts. All
Star Fleet personnel are qualified in personal first aid
on themselves and members of their own race; this
means that they have a rating of at least 10 in
General Medicine for their own race. Medical Officers
have a rating of at least 40 in their own race, and
probably in several other races. Security Officers
have a rating of 10 in Psychology for their own race;
Medical Officers have ratings of at least 40 in
Psychology for their own race, and probably in
several others.
Mining
This skill includes knowledge of techniques used in
mine and tunneling operations, both on planets and
within asteroid belts.
This skill is used for evaluating a mining operation or
process. It allows characters to locate especially rich
veins of metallic ores, and to be familiar with the most
effective techniques to process ores and the
commercial value of mineral deposits.
This skill is available only as an elective, and so no
Star Fleet Intelligence officers have any initial training.
A rating of at least 10 implies a general familiarity with
mining techniques. Characters can gain ratings of 20
or more only through experience as a miner or mine
engineer. Intelligence agents use this skill primarily as
part of a cover identity, as miners have access to
many disreputable characters, underground
passageways, explosives, as well as rumors of
possible interest.
Negotiation/Diplomacy
This skill involves attempts to influence individuals,
like an ambassador, or small groups of intelligent,
informed people, such as a planetary council;
generally, it cannot be used to influence player
characters. It is taught to Star Fleet officers in
Command School, because in making a first
impression on a dubious official or stubborn native, it
is most vital.
The skill can be used in any verbal interaction
between player characters and non-player characters.
Those with a higher Skill Rating will be able to
exercise their influence with greater success. The
rating in this skill is averaged with the character's
CHA score as a base target for Skill Rolls to influence
individuals, like an ambassador, or small groups of
intelligent, informed people, such as a planetary
council.
One way to find out if a Skill Roll is necessary is to
subtract the rating from 100, giving the chance that a
roll is needed. If a roll is not needed, then the
character's verbal interaction proceeds in his favor. If
a roll is needed and is successful, the same result
occurs. If a roll is needed and is unsuccessful, then
he fails. The more the roll was more than the target,
the worse the reaction to the character. For example,
if the character fails a roll by only 10 points, his
attempt is met with a polite, regretful negative. If he
fails by 30 points, the refusal to cooperate is forceful.
If he fails by 50 or more, the refusal may be
accompanied by physical force.
All top Star Fleet command personnel have a rating of
at least 10 in this skill.
Personal Combat, Armed
This skill involves the use of ancient and modern
hand weapons in personal combat, such as the sword,
the club or mace, the spear, and the knife or dagger.
Training involves guided practice in the various attack
and defense modes for each weapon, as well as in
the weapon's care. A separate Skill Rating must be
developed for each class of weapon, but half or more
of the rating may be applied to similar weapons; the
more similar the weapon, the greater the part of the
rating allowed.
The rating is averaged with the character's DEX score
to determine the base To-Hit Number for the weapon.
Individuals with a higher rating will be more
successful in combat.
It includes skills from these books:
"FASA Star Trek Basic Set"
"Starfleet Intelligence Manual"
"Trader Captains and Merchant Princes"
and maybe others
So it icludes skills for spies and traders. But, it doesn't seem to include any skills from the TNG sourcebook, so no Holodeck Operation skill.
Also it discusses the skills as they relate to Klingon characters.
--------------------------------------------------
FASA TREK SKILLS ENCYCLOPEDIA
Version 1.0
SKILLS LIST
Administration
* Artistic Expression
Assassination
Bribery
Carousing
Clandestine Operations
Communication Systems Operation
Communication Systems Technology
Computer Operation
Computer Technology
Cryptology
Damage Control Procedures
Deflector Shield Operation
Deflector Shield Technology
Demolitions
Disguise
Electronics Technology
Environmental Suit Operation
Forgery
*Gaming
Instruction
Intelligence Procedures
Interrogation
*Language
Leadership
*Life Sciences
Life Support Systems Technology
*Marksmanship, Archaic
Marksmanship, Modern
Mechanical Engineering
*Medical Sciences
Negotiation/Diplomacy
*Personal Combat, Armed
Personal Combat, Unarmed
Personal Weapons Technology
*Physical Sciences
*Planetary Sciences
*Planetary Survival
Security Procedures
Shuttlecraft Pilot
Shuttlecraft Systems Technology
Small Equipment Systems Operation
Small Equipment Systems Technology
Small Unit Tactics
Small Vessel Engineering
Small Vessel Piloting
*Social Sciences
*Space Sciences
*Sports
Starship Combat Strategy/Tactics
Starship Helm Operation
Starship Sensors
Starship Weaponry Operation
Starship Weaponry Technology
Stealth
Streetwise
Surveillance
Trade and Commerce
Transporter Operation Procedures
Transporter Systems Technology
*Trivia
Value Estimation
*Vehicle Operation
Warp Drive Technology
Zero-G Operations
SKILLS ENCYCLOPEDIA SKILLS ENCYCLOPEDIA
Administration
This skill is required of department heads aboard a
starship and important to anyone who keeps records
or manages people and deals with the structure and
function of bureaucracies. Expertise most frequently
is gained through experience, but Star Fleet gives
formal training to prospective department heads. This
training includes record-keeping procedures and
personnel management techniques, as well as the
organization of most Federation departments and the
structure of Star Fleet itself.
This skill would be used by characters attempting to
pass information through or get information from
government channels, to write a report for or make a
presentation that will be accepted positively, or to deal
with administrative personnel matters such as
transfers. It would be particularly valuable for any
character attempting to cut governmental red tape or
to bypass normal bureaucratic channels.
This skill is taught in Department Head School. In
trying to bypass normal Star Fleet channels, the Skill
Rating should be averaged with the character's CHA
score, simulating the character's effect on the clerks
who could speed his request along.
Assassination
This skill encompasses the knowledge of the many
and varied methods and tactics designed to terminate
a target individual or group that has some form of
protection (such as bodyguards). Training includes
the study of assassination techniques and specialized
weapons and devices.
This skill is used to attempt assassinations and for
recognizing and using any weapons or devices
designed specifically for assassination.
Characters qualified in this skill (Skill Rating of 20 or
more) may attempt assassinations. Determine
success by making a Skill Roll against the average of
the character’s Skill Rating in Assassination and his
INT score. Average the rating with Security
Procedures when taking security precautions against
the possibility of an assassination attempt. The rating
may also be averaged with Personal Weapons
Technology when attempting to operate or repair an
unusual assassination device or weapon. This skill is
available only as an elective, and so no Star Fleet
Intelligence Officers receive any initial training.
Artistic Expression
This skill encompasses fine arts, performing arts, and
applied arts. Training is a combination of guided
practice in technique and instruction in theory and
important contributions to the field. Training in any of
the performing arts includes instruction in repertoire
as well as extensive practice in solo and ensemble
performance. A separate Skill Rating must be
developed for each different type of art form. Typical
choices in the fine arts are painting with oil, water
color, or light, sculpting in stone, plastic, or
gemstones, and writing short stories or poetry; typical
choices in the performing arts include drama, vocal or
instrumental music (specifying the instrument), and
such dance forms as jazz or zero-G ballet; typical
choices in the applied arts include optical
photography, holography, graphic design, and so on.
The greater the skill in this area, the finer the
expression of the art form chosen. This skill can be
used by a character who desires to produce a piece
of art or perform for non-player characters, such as
for an important person on a newly discovered planet.
Skill in music, for example, also may be used by a
character attempting to reproduce a musical code,
recognition sign, or even an alien language.
A separate Skill Rating must be developed for each
different type of art form; the specific form chosen
must be specified. For performing arts, the effect of a
performance would be determined by a Skill Roll
based on the average of the Skill Rating and the
character's CHA score.
THE KLINGONS: Klingon art is more martial than
Human art, and is mostly of the realistic school. More
tolerated than respected, Klingon artists are expected
to use their talents to glorify the warrior/conqueror
theme. Most artists in the Empire are members of
servitor races.
Bribery
This skill involves subtle negotiation of bribes,
kickbacks, and other quasi-legal and illegal payoffs.
Training includes the art of tact, interpersonal
dynamics, and knowing the correct sum to offer in
situations.
This skill is important for subtle negotiation of bribes,
kickbacks, and other quasi-legal and illegal payoffs. A
character uses this skill whenever he must make a
secret payoff or find a corruptible individual who can
be 'bought'. Expertise is most often gained by
experience only, but the basics of who to pay and
when can be learned informally in most merchant
training programs. Finesse, however, can be learned
only by experience and by observing those who are
more experienced.
In situations where bribery is not the usual practice,
make a skill roll to determine the success of attempts
to locate a corruptible official, negotiate a payment,
and conceal the effort from the authorities. Failed
efforts will raise the price, with particularly clumsy
efforts perhaps revealing the attempt to the authorities
or even causing the official approached to turn in the
one offering the bribe. No attempt need be made to
locate corruptible officials or to conceal routine bribes
and kickbacks at some star-ports particularly on
Orion-controlled worlds or in freeports. There, such
payments as might be required to grease the wheels
of commerce are expected and handled mostly in the
open, under such transparent pretenses as
"donations to the Spaceman's Benevolent Fund".
Thus, paying routine kickbacks or squeeze only
requires a skill roll when the skill is used to get by with
less than the usual payment.
Administration officers have a rating of at least 10 in
this skill. If a Bribery skill roll fails, the authorities (or
whoever was not supposed to find out) detect the
attempt. This may occur because the bribe was not
subtle enough, or the person being bribed proved not
to be so corruptible after all, and turned in the
character offering the bribe. Successful skill rolls
reduce routine 'squeeze' and kickbacks in certain
circumstances. If appropriate, average this rating with
Negotiation/Diplomacy or a character's CHA or INT
score.
Generally speaking, a character who tries to bribe his
way through every encounter should be discouraged.
A well-placed bribe or two, however, can be useful in
oiling the wheels of bureaucracy. Squeeze payments
are commonly expected by cargo-handlers customs
officials, or port inspectors, with there being a greater
likelihood at independent or Orion ports than mam
UFP ports Generally, the lower-level official dealing
with the player characters directly will make some
offhand suggestion about a "donation" or a "minor
service fee". This will usually amount to about 1 credit
for every 100 SCUs of cargo being moved or
inspected, with a usual minimum of 15 credits If the
characters are particularly unfriendly to the squeezers,
or take a bad attitude toward the "donation", that
figure may go up as much as 100 percent.
If such squeeze payments are not made when asked
for. the characters may find cargo handlers are
especially slow and careless (perhaps resulting in
damage or loss of cargo) or the characters may
discover that they fail an inspection on a technicality
requiring the payment of a substantial fee. It is
common for players to attempt a Skill Roll against
Bribery to reduce the amount of such payments A
successful attempt cuts the expected payment in half.
The character is assumed to have used his bribery
expertise to determine exactly how much squeeze is
absolutely necessary, or perhaps found a higher level
official to put the squeeze on the one expecting the
payoff. Failure of the attempt, however, means the
attempt to reduce the payment has offended
someone This requires the character to pay twice the
normal amount of squeeze or face the possibility of
uncooperative behavior or even outright sabotage.
Bribery may be useful in unexpected situations. A
character might wish to use this skill to get information
from closed official files by bribing a secretary, to get
a message to an imprisoned person by bribing a
guard, or to influence a public official on a crucial vote.
In such cases, the person being bribed is not actively
seeking a payment. The subject may refuse the
payment or even turn in the person offering the bribe
if things are not handled very carefully.
The game master is quite justified to modify the Skill
Roll as necessary for a successful bribe with the
subject is either extremely corruptible or extremely
resistant to corruption. The game master may even
decide that a certain NPC is morally strong enough to
resist even the most skillful bribe attempt. If an official
is deemed incorruptible by the game master it is not
fare to have a character thrown in jail for offering a
bribe unless the character has had some warning.
Thus, in this situation a nearly successful skill roll
would tell the character that the bribe is not advisable
and to refrain from making the offer. A successful skill
roll would allow the character to find another official
on the same or lower level who is more flexible.
The penalties for every attempt at bribery should be
adjusted according to how far the Skill Roll was from
being successful. If the Roll failed by only a few points,
the player may get a negative response with the
implication that if more money were involved things
might change. A second attempt with a larger bribe
would then receive a favorable target modifier. A Skill
Roll that misses by 20 points or more should result in
some trouble for the person offering the bribe. The
subject may make accusations or contact authorities.
If this happens the character may need to talk his way
out of the situation using His Negotiation/Diplomacy
skill, claiming that he was misunderstood and that no
bribery was intended. If this does not work, the
character may want to try to bribe his way out of the
trouble. There should be some unfavorable target
modifications to such attempts, however as officials
are already on their guard about the character.
THE KLINGONS: Bribery skill involves the subtle
negotiation of bribes, kickbacks, and other quasi-legal
and illegal payoffs. This skill comes into play
whenever a character must make a secret payoff or
find a corruptible official whom he can bribe. Failure of
a Skill Roll against the Bribery Skill Rating means that
the authorities have detected the attempt, either
because the bribe was not subtle enough, large
enough, or because the official was not as corruptible
as he had at first seemed.
Carousing
This skill encompasses such pastimes as drinking,
bar hopping, gambling, and chasing members of the
opposite sex. Ratings in this skill are gained only
through experience, much of it hard-earned indeed!
This skill is used to determine success at gambling, at
blending into the crowd at a bar, and so on. It may be
averaged with the rating in Streetwise to gain
information by trying to drink an informant under the
table. It is also averaged with MAX OP END to
determine how well a character can hold his Saurian
Brandy and with CHA to determine how successful he
is with the opposite sex.
Clandestine Operations
This skill encompasses the techniques used to
conduct undercover police work, espionage, or any
activity where a character must obtain information or
perform any other acts under a concealed identity.
This skill is used whenever a character attempts to
infiltrate an organization's membership, to pretend to
have skills not actually possessed, or to perform
similar acts of bluffing to carry out his assignment.
Persons with a Clandestine Operations rating of 20 or
more could maintain a cover identity without suspicion
and conceal espionage or other information-gathering
activities from normal observers. No skill roll should
be required under normal circumstances.
Concealing an identity or activities under unusual
circumstances would require a Skill Roll against a
character's Skill Rating in Clandestine Operations,
with any modifiers applied by the game master. Such
circumstances would include being under the scrutiny
of an already suspicious individual, where particularly
dangerous or conspicuous acts must be performed, or
when bluffing one's way through a situation requiring
talents that one does not possess. If appropriate, the
character may average his rating with his INT, DEX,
or CHA scores, or his Negotiation/Diplomacy Skill
Rating.
Field Operations officers have a rating of at least 5 in
this skill, and Intelligence Administration officers have
a rating of at least 10. A rating of at least 10 implies a
general familiarity with clandestine techniques.
Characters would gain ratings of 20 only through
experience in the field.
Communication Systems Operation
This skill deals with the operation of all types of
communication systems, from the standard-issue
communicators to subspace radio. As taught by Star
Fleet, it includes Star Fleet communications
procedures such as opening hailing frequencies,
standard codes and ciphers, and so on. The
Communications Officer aboard a Starship has at
least professional-level skill in this area.
A character competent in this skill can operate all Star
Fleet communications gear under normal
circumstances. This skill will be used in any starshipbased
or planet side adventures where a character
experiences difficulty in communicating either with
Star Base, with the landing party, or with the ship in
orbit. For example, this skill could come into play
when a character tried to send a message through
subspace interference, when a transmission in code
needed to be broken, or when alien transmissions
needed to be analyzed.
The operation of unfamiliar communication equipment,
the establishment of communication under adverse
circumstances, or the cracking of unfamiliar codes is
not covered under normal use, but those with greater
skill in this area will have a greater success. Half the
rating should be used for characters attempting to
communicate with unfamiliar archaic or alien
communications equipment, but a Skill Rating of 10 in
the appropriate Trivia skill will allow even this
equipment to be used at the full rating.
Communication Systems Technology
This skill deals with the technology of modern
communication devices, including log records,
message buoys, personal communicators, and
subspace radios. Training includes instruction in
communications transmission theory and guided
practice in the construction and repair of the various
devices used by Star Fleet. Communication Officers
and Engineering Officers are qualified in this skill, so
that they may make routine repairs in the event of
equipment malfunction.
This skill is used during starship combat if a bridge hit
damages the Communications Panel. It may be used
by any player trying to repair any communications
device.
When attempting to repair unfamiliar archaic or alien
equipment, the Skill Rating should be half normal, but
a Skill Rating of 10 in the appropriate Trivia skill will
allow the full rating to be used. This skill is used
during starship combat if a bridge hit knocks out the
Communications Panel.
Computer Operation
Taught from early grade school, this very important
skill is a part of every educated person's background,
as computers are used to analyze and retrieve data
for nearly all purposes. Training includes the theory of
computer operations and computer programming, as
well as practice in the use of data-base systems for
information retrieval.
Any character qualified in this skill can use the ship's
computer for routine matters to find most obvious
information; those with greater skills can use it
creatively to dig out even obscure information from
the computer's extensive memory banks. Any Star
Fleet officer can gather the data, even though
interpreting this data may require a specialist
(Science Officer or Medical Officer). It can be of use
when a character is trying to correlate facts observed
into patterns that can be used to make plans.
All Star Fleet personnel have a Skill Rating of at least
20. Medical Officers, Communications Officers, and
Science Officers usually have a rating of at least 40 in
this skill.
Computer Technology
This skill deals with the practical technical side of
computers. Training includes some instruction in
computer theory and guided practice in computer
construction. Computer repair is stressed. Computer
design and more complex computer theory is covered
by the Physical Science skill of computer science.
This skill is used in the game for more-than-routine
repairs. Such repairs are dealt with during training,
but the more skilled an officer is in this field, the more
successful he will be at difficult repairs. After a bridge
hit in starship combat, it is used, with a Skill Roll and
averaged with the Skill Rating in Starship Helm
Operation or Starship Sensors, to repair the helm
console or the sensors panel.
Engineering Officers, Science Officers, and
Communications Officers have a Skill Rating of at
least 10 in this skill so that they can do routine
maintenance on even the sophisticated computers
aboard starships.
Cryptology
This skill involves knowledge of and ability to use sub-
space communication encryption procedures,
conventional codes and ciphers, symbols, and body
language for secret communication. Individuals with
professional-level skill, combined with skill in the
appropriate language, have some aptitude in
decoding subspace transmissions, given time and
adequate computer facilities.
This skill is used to prepare and read high-security
coded messages, to estimate someone's emotional
attitude based on body language, or to break an
unfamiliar code or cipher. Coding and decoding
messages are not difficult for characters with
professional-level skill. For characters with lower Skill
Ratings, time may be a vital factor. If such a character
has access to shipboard or other sophisticated
computers, he may make one skill roll to break the
code for every twelve hours of study. Modifiers to the
skill roll depend on the complexity of the message
and the integrity of the code. For example, a simple
code used between two merchant captains will
probably be easier to crack than one of Star Fleet
Command's highest-rated security codes.
When attempting to break a code, a character must
average his Cryptology Skill Rating with his INT score.
If a character is working on a subspace transmission
in an alien language, average his INT score with his
Cryptology and the appropriate racial language Skill
Rating. If he is attempting to 'read' an alien's body
language, average his INT score with either his
Cryptology or the appropriate racial Psychology Skill
Rating, whichever is lower. Intelligence Analysis
officers have a rating of at least 10 in this skill.
Damage Control Procedures
This skill involves assessing and correlating damage
reports during combat and using damage control
parties efficiently. Training includes efficient routing of
damage control parties and instructional methods for
training damage control parties.
This skill is used mainly in starship combat by the
Communications/Damage Control Officer. It is used to
help reduce damage from incoming fire and also to
repair superstructure damage already sustained. In
other situations, it may be used to reduce damage
from an unavoidable collision or the like. Its use
always requires a Skill Roll.
The Communications/Damage Control Officer has a
rating of at least 40.
Deflector Shield Operation
This skill involves the energizing of a starship's
defensive screens, which protect it from space debris
and from damage during starship combat. It also
deals with the ship's tractor/pressor beams, which are
used to maneuver small objects toward or away from
the ship.
Qualified personnel can use their skill to operate the
shields during most routine operations, but the ship's
Navigator has the main responsibility for ship
defenses during combat. Most often use of this skill
requires a Skill Roll.
The Navigator, for example, may need to make a Skill
Roll to determine if he can raise a shield quickly in an
emergency. It is used as a measure of how efficiently
he is able to use the power allocated to him, perhaps
allowing him to gain more-than-normal amounts of
shielding. It also can be used if a character attempts
to use the tractor/pressor beams for non-routine
matters, or to perform difficult maneuvers with the
object being manipulated by the beams.
The Navigator has a rating of at least 40.
Deflector Shield Technology
This skill involves the repair and maintenance of the
devices that produce a starship's protective screens
and its tractor/pressor beams. Training involves
instruction on the theory behind the devices as well as
extensive guided practice constructing and repairing
the devices and their controlling panels.
In combat, the Navigator may use this skill with a Skill
Roll to repair damage to the deflector shield panel
after a bridge hit. It also could be used if a character
desired to construct a tractor/pressor beam or shield
generator while on an adventure.
Engineering Officers and Navigators have a rating of
at least 10 in this skill.
Demolitions
This skill involves knowledge and ability in using and
defusing explosive materials for industrial and
demolitions purposes. This includes theory, handling
of explosive materials, construction of timing devices,
placement for maximum effect, and safety
precautions.
The skill is used whenever a character tries to
detonate or deactivate explosives or explosive
devices, or when estimating the effectiveness of a
quantity of explosives against a specific target.
Characters with professional-level skill will rarely have
problems accomplishing their objectives, and so no
skill roll is required. However, less competent
characters may achieve undesired effects. Characters
with a rating less than 40 should average their DEX
score with their Demolitions Skill Rating to determine
success when defusing. Average their INT score with
their Demolitions Skill Rating to determine success
when planting and detonating. If a roll is unsuccessful,
a second roll against the character's LUC score would
be appropriate, if any chance exists for survival. This
skill is available only as an elective, and so no Star
Fleet Intelligence officers receive any initial training.
Disguise
This skill involves the ability to camouflage or change
an individual's natural appearance. The purpose may
be to impersonate another individual or to avoid
detection by authorities during a clandestine mission.
Depending upon the availability of sophisticated
disguise equipment (and within certain limits), a
person may even appear to be of another race or sex
than his own.
The skill is used whenever a character attempts to
assume a guise different from his own natural
appearance. Certain racial limitations exist for
creating successful disguises. Anyone interacting with
a character in disguise may make a Saving Roll
against his INT score. If the roll is successful, he will
notice something amiss in the ability, bearing, or
makeup of the disguised person.
Field Operations officers have a rating of at least 5 in
this skill.
Electronics Technology
This general skill encompasses all electronics work,
including the construction and repair of most
electronic gear, with the exception of computers,
communications devices, deflector shields, and other
specialized equipment. Training includes instruction in
circuit theory, electronics design, and construction
techniques.
This skill is used when a character attempts to repair
any electronics gear not specifically covered under a
different skill, such an environmental belt. It may be
used if a character attempts to construct a new
electronic device, but characters with high Skill
Ratings have a better chance of the device working
properly.
Science and Engineering Officers have a rating of at
least 10 in this general skill.
Environmental Suit Operation
This skill is essential for any character who can be
expected to perform tasks in hostile environments. All
Star Fleet personnel are qualified to work in an
environmental suit, having trained in a wide variety of
environments, including extreme heat and cold,
poisonous atmospheres, vacuum, and underwater.
Instruction is given in the suit's functions and in
emergency repairs, and guided practice is given in
which trainees are expected to perform normal work.
Training includes the use of a life support belt.
This skill could be used by any character who desired
to do something unusual while wearing the suit, such
as delicate work, combat or other less-than-leisurely
movement, or emergency repairs. Any unusual use
will require a Skill Roll. Failure indicates that the
character could not do what was attempted. A DEX
roll would then determine if the character fell or put
himself into a potentially dangerous situation.
All Star Fleet personnel have a rating in this skill of at
least 10. Security Officers at least 20, and Science
Officers at least 30.
Forgery
This skill involves the ability to prepare false
documents and to forge signatures without detection,
ranging from altering simple forms to changing official
records.
This skill also includes the knowledge of how to
create bogus electronic ID cards (such as those used
by Star Fleet and as credit transfer cards on most
advanced worlds) and computer carts containing
synthesized voices when proper equipment is
available. This skill is not officially taught in any formal
classes, but the basics (up to a Skill Rating of 10) can
be learned secretly during apprenticeship or on the
job if a trained forger is available to teach the
techniques. Expertise is increased by practice and
through experience.
With proper equipment, which is very expensive and
difficult to come by, a skilled forger can alter or create
electronic ID cards similar to those used by Star Fleet
or banks. The card created or altered will have a
chance of working equal to the Forgery Skill Rating of
the forger, until the card is put through an electronic
scanner, when the chance will be the Forgery Skill
Rating less 20 points because of the precision of
electronic scanners. Every time the card is used, a
skill roll against one or the other of these targets must
be attempted, with failure meaning the forgery or
alteration is detected. If the forgery is detected by a
bank machine or other automatic transaction device, it
will not return the card, and the nearest civil or Star
Fleet authorities will be alerted automatically. Even so.
some players may decide that forgery of the
electronic record of their own personal bank accounts
is an easy way to make money. This may work
occasionally especially if a funds transfer is made on
a personal transactor that would not be connected
directly to the database. Directly connected terminals
will be able to spot a discrepancy, however, and if this
sort of thing is attempted too often, the character will
be caught eventually.
Forgery is not the same as counterfeiting money.
Paper money is used very little in the UFP, but what
exists is well-protected against imitation. A character
would need special expertise (like a Trivia skill for
counterfeiting techniques), special equipment, and
probably help on the inside (to obtain authentic paper
or plates) to prepare counterfeit currency of any
space faring culture. Considering the rarity of paper-
money transactions of any size in such cultures, the
return would probably not be worth the effort.
This skill is used whenever a character forges or
examines the authenticity of false documents, ID
cards, or computer carts. For example, this skill would
be used by characters who were attempting to alter
cargo manifests or create totally false documents to
conceal the origin of smuggled or hijacked cargoes It
would also be used to forge someone's signature,
duplicate official badges or identification, or duplicate
any official written material that is protected from such
duplication in some manner. Forgery skills include not
only the duplication-of signatures but the preparation
of any type of bogus document. Smugglers must
sometimes create fake cargo manifests to conceal
their activities Con men may prepare phony stock
certificates or deeds to valuable land.
This skill, like Bribery, involves acts that are, in the
strict sense of the term, criminal. Not all uses of the
skill are necessarily morally objectionable, however,
and their moral interpretation largely depends on the
circumstance. For example forging someone's a
signature to obtain their savings for the forger's
personal gain is not only criminal, but morally
objectionable. On the other hand, forging the
signature of an official to get a friend out of a prison
camp is criminal but a blameless act if the friend was
wrongly imprisoned and is about to be executed by a
totalitarian government.
Any character with professional-level skill can forge
simple printed documents well enough so that they
will pass a cursory examination. Special equipment is
required to create false ID cards or computer carts. If
such equipment is available, roll against the average
of Forgery and either Electronics Technology or
Computer Technology to create a false ID card. Roll
against the average of Forgery and either Computer
Technology or Communication Systems Technology
to create a false voiceprint computer cart.
When Forgery is used to duplicate a signature or
other writing By hand, the Skill Rating is averaged
with the DEX score as the target for any skill rolls.
Otherwise, it is used alone. Forgery attempts
involving unimportant non-player characters as
victims require only a basic skill roll. When a forgery is
inspected by an important NPC or a player character,
however, the target must be modified to account for
the victim's intelligence, luck, and expertise in forgery.
Characters with INT and/or LUC scores of 70 or more
are more likely to spot a forgery, as will characters
who themselves possess Skill Ratings of at least 10 in
Forgery. Against such characters, skill roll attempts
should be made with an unfavorable modifier of 10
points subtracted from the normal target. Victims with
Forgery skill might be given a skill roll to detect the
forgery, but this sort of roll should not be made unless
the victim actually states that he is closely examining
the document in question. There would also be a
chance that a skilled forger could spot the work of a
less skilled forger, even without close examination. To
find this chance, subtract the Skill Rating of the forger
from the Skill Rating of the victim to give the percent
chance, and make the roll secretly. Success would let
the victim know that he spots the forgery at once,
simply because he knows what to look for in a forged
document.
If a person carefully examines a forged printed document,
have him make a skill roll against the average
of his Forgery rating and INT score. If successful, he
will notice that something is strange, and he may
further investigate the document. A forger can check
his own printed work for possible flaws by making a
Forgery skill roll. This does not guarantee that the
forgery will stand up to an investigation, but it does
allow a forger to judge his own work. Detection and
evaluation of falsified ID cards and computer carts
require a ship's computer or special detection
equipment.
Intelligence Administration officers have a rating of at
least 15 in this skill.
Gaming
This skill involves games of mental prowess and
strategy, including three-dimensional chess and
wargames and simulations. The game must be
specified. Training includes a study of the rules and
strategies of the game, as well as analysis of the
games played by past masters of the game, but most
importantly it includes much practice and experience
playing the game.
Gaming does not include physically strenuous games,
which are part of Sports. It does not include figuring
odds and gambling, which are part of Carousing,
though some card games and games with dice are
included here, as long as skill, and not luck, controls
the win.
This skill may come into play if a character is
challenged while on a diplomatic mission, much in the
way of the legendary riddle games of ancient Terra. It
is possible that the strategies of the game can be
applied to problem solving in difficult circumstances.
THE KLINGONS: Gaming skill includes knowledge of
the basic forms of klin zha (Klingon chess), a skill that
few warriors lack. The game is also an integral part of
Klingon history and politics, which are known as the
komerex zha, or the perpetual game of empire. The
game has great status in the Empire, which makes
klin zha grandmasters highly regarded. Any character
with a Gaming Skill Rating of 40 or higher is
considered a master, while a Skill Rating of 80 or
higher confers grandmaster status.
Instruction
This is the skill of passing on knowledge to others. All
Star Fleet officers have a rating of at least 10 in this
skill, because they are expected to teach skills they
know to the men and women under their command.
Training involves the use of audio and visual aids,
testing and other assessment tools, and other
instructional techniques.
This skill is used by characters attempting to teach a
skill they know to another player or non-player
character. A Skill Roll will be required for a character
to actually teach another a skill. The process takes
time, based on the INT of the student and the Skill
Rating of the teacher; the game master must judge
this, but the time required should be no less than 4
weeks. The teacher must have a rating in the skill
being taught that is at least 20 points more than the
student's rating in the same skill. If the Skill Roll is
successful, the student gains 1D10/2 skill points.
Intelligence Procedures
This skill provides knowledge of standard operating
procedures in an intelligence-oriented environment,
including all normal SFIC operating procedures and
special Intelligence training that becomes second
nature to Intelligence officers. These techniques
include the ability to conceal oneself, to locate
concealed electronics recording and transmitting
equipment, and to arrange meetings with contacts
and informants. The skill teaches characters with the
best ways to enter an unknown and potentially hostile
environment and likely methods for handling adverse
conditions.
This skill is used whenever a character is concealing
or searching for hidden electronics equipment,
establishing contact with local assistance, or
reasoning out a way to solve an unexpected problem.
A successful skill roll indicates that the character was
able to accomplish a desired task according to proper
Star Fleet Intelligence procedures. An unsuccessful
roll indicates failure, with the game master judging
exact specifics resulting from failure. Averaging the
rating with the character's INT, DEX, or LUC score
may be appropriate in some situations.
Intelligence Analysis and Technical Services officers
have a rating of at least 5 in this skill, and Field
Operations officers have a rating of at least 10.
Interrogation
This skill governs the questioning of prisoners,
sometimes under duress or torture. Some degree of
privacy, and possibly special equipment, is required
for best results.
This skill is used whenever a character subjects a
prisoner to interrogation. When attempting to
interrogate a prisoner, a character must make a Skill
Roll against his Interrogation Skill Rating. If the roll is
successful, the victim may try a Saving Roll against
his INT if the interrogator is using trickery, or against
his END if he faces duress or torture. If the victim's
roll succeeds, he reveals no information. Otherwise,
the questioner receives at least one piece of
significant information. If an interrogator fails his skill
roll, the interrogation attempt is completely
unsuccessful.
The game master may adjust the victim's saving roll
up or down, depending upon the importance of the
information and the character's training and
temperament. For instance, a highly trained Star Fleet
Security Officer would be less likely to break under
interrogation than would a civilian. If the skill roll is
successful, the victim can then make a Saving Roll
against his INT score (if the interrogator is using
trickery) or his END score (if duress or torture is used).
If his roll is successful, the victim reveals no
information. If unsuccessful, the interrogator gets a
significant piece of knowledge.
If the interrogator uses torture, it is possible that the
victim may die before giving up any secrets. If the
victim fails his Saving Roll against his END score by
more than 20 points, he passes out, taking 2D10
points of wound damage in the process. The victim
may be immediately revived (if the damage did not kill
him), but the interrogator will gain no information, and
he must make another skill roll, repeating the above
process. 2D100 minus the interrogator's Interrogation
Skill Rating minutes of interrogation inflicts 1D10
points damage on the victim, regardless of the
outcome. If tortured, the victim receives wound
damage. If trickery is used, the damage is temporary.
Thus, a victim's CURR OP END continues to drop
under torture, making it all the more likely that he will
pass out or die under duress before talking. It is
possible to administer medical aid to raise the victim's
CURR OP END before continuing torture.
[NOTE: Because Vulcans know mental techniques to
block pain, it is impossible to torture information out of
one. Many secret agents have learned similar
techniques, which gives them a 20-point bonus to all
Saving Rolls to withstand pain.]
Intelligence Administration officers have a rating of at
least 15 in this skill.
Klingon Skills
Klingon characters have and use the same skills
described in the STRPG2 rules. To help make
Klingons realistic as characters see “THE
KLINGONS” section in each of the following skill
entries. These sections clarify how Klingons use skills
familiar from the basic rules set:
Artistic Expression
Bribery
Gaming
Social Sciences, Klingon Law
Social Sciences, Racial Culture/History
Sports, Swimming
Surveillance
KLINGONS USING NON-KLINGON EQUIPMENT
Klingon characters may use non-Klingon equipment,
but Skill Ratings to use that equipment are effectively
halved for such operations. Thus, a Klingon with a
Skill Rating of 48 in Transporter Operation
Procedures will roll against a Skill Rating of 24 to
successfully use a Federation transporter.
This penalty is negated if the character can make a
successful Skill Roll against the appropriate
Language Skill Rating, or has had time to become
familiar with the controls, either through extensive trial
and error or with the guidance of someone who either
reads the language or who is of the appropriate race
to instruct the character.
This does not apply to Marksmanship skills, however,
as most personal weapons are similar enough that a
user's skill with one type of energy weapon will allow
him to use any energy weapon.
Language
This skill area covers not only spoken Earth
languages and alien languages, but also ancient
written languages and languages that are so alien as
to be not even sound-based (flashing lights, waving
tentacles, etc.), where the 'speakers' must use
mechanical devices to communicate.
All characters are considered to have a rating of 40 in
speaking their native tongue and a rating of 20 in
writing it; in addition, all Star Fleet personnel are
considered to have a rating of 40 in speaking Galacta,
the standard Federation language, and a rating of 20
in writing it. (This language is similar to and treated as
English in the TV series.) Each Star Fleet officer has
a rating of at least 15 in speaking and writing one
other language because of his Academy training.
Characters who desire to increase their Skill Ratings
in writing their native tongues and Galacta should use
the Trivia skill. Translators have ratings of 40 or more
in the languages they will translate. Each language
must be studied separately, so that a character,
particularly a Communications Officer, may have a
number of Skill Ratings, one for each language he
knows.
Characters with basic proficiency in a language can
converse in or read that language for most uses, but
more expertise is required for communication using
highly technical terms, slang, jargon, or their
specialized words. Characters with professional-level
skill in two languages can act as translators and
interpreters, and characters expert in a language can
write skillfully and express themselves fluently and
elegantly in that language. Language skills could be
important to a character if he attempts to
communicate with a being of another race without
using the universal translator, if he were overhearing
a conversation in that tongue, for example.
Leadership
Taught to all Star Fleet Cadets and reinforced at
Department Head School and Command School, this
is one of the most important skills for those who
aspire to command. Instruction is given in
motivational techniques, listening, and discipline, and
guided practice is given in debate, persuasion, and
others of the speech arts. Personnel management
training is also given. Star Fleet officers who pass
through Command School have professional-level
skill in this area.
This skill is used when a character tries to influence
others, often modified for his CHA score. It would be
used when convincing subordinates to follow an
unusual or highly dangerous order. It would be used
when attempting to sway a crowd or lead a group of
people the character is not used to commanding.
Skill Rolls will not be required for most orders given to
an officer's subordinates, who are used to taking
orders from him. Skill Rolls may be required when
convincing subordinates to follow an unusual or highly
dangerous order, depending on the circumstances. A
Skill Roll would be required when attempting to sway
a crowd or lead a group of people the character is not
used to commanding. For influencing an individual or
a small group of professionals, skill in
Negotiation/Diplomacy is used instead.
All Star Fleet officers have a rating of at least 10 in
this skill, and those who pass through Command
School have a rating of at least 40.
Life Sciences
This group of skills includes the study of living things,
both terrestrial and alien plants and animals, bacteria,
fungi, and other organisms. Separate Skill Ratings
must be developed for each type of life science, such
as those examples listed below.
Bionics
Training includes the study of how biological
systems and functions can be applied to
engineering problems. Included are the
physical melding of beings and machinery,
such as with artificial organs or electromechanically
enhanced senses. Bioengineers
can use their skill to create
artificial organs and limbs.
Botany
Training includes the study of plants, from
simple algae to complex flowering and nonflowering
varieties. It also includes such
agricultural topics as growth mechanisms,
genetics, cross-fertilization, hybridization,
and hydroponics (growth without soil). Most
botanists can recognize poisonous and
edible plants, and from plants under
cultivation can deduce information about the
technology, metabolism, and life-style of
those doing the agriculture.
Ecology
Training includes the study of how living
things interact with their environment.
Planetary ecologists can determine if a
planet is habitable, as well as the probable
effects of colonization on the planet's life
forms and environment. Ecologists can use
their skill to determine which, if any, plants
and animals can become part of the food
chains of Federation or alien races.
Exobiology
Training includes the study of life forms alien
to humanoid creatures. It involves the study
of non-carbon based organisms, with life
cycles that may not include nitrogen, oxygen,
or water. Exobiologists can use their skill to
give information about the structure and
function of alien creatures and plants,
perhaps even determining that what appears
to be non-living is in fact alive, but of a
structure totally new to the Federation.
Genetics
Training includes the study of heredity and
variations in living things from one individual,
group, species, or generation to another.
Genetic specialists added their skills to
projects like constructing The Genesis
Device or breeding genetic 'supermen' such
as Kahn Noonian Singh.
Zoology
Training includes the study of animal life,
with particular emphasis on the properties of
and characteristics exhibited by an animal,
an animal type, or an animal population.
Zoologists can use their skill to recognize
predators and prey, and they can determine
which animals are likely 9 to be dangerous
or beneficial to a landing party.
The Skill Rating in the life science may be averaged
with the rating in Starship Sensors to gain specific
data, or it may be averaged with Computer Operation
[Small Equip Sys Op?] to gain information from a
tricorder.
All Star Fleet officers have a rating of at least 10 in
one of these sciences. Science and Medical Officers
most often have ratings in several skills, or a rating of
more than 40 in at least one of these skills.
Life Support Systems Technology
This skill deals with the operation, repair, and
modification of life support machinery, both shipboard
equipment and landing party equipment. Training
includes the technology of the starship life support
systems, environmental suits, life support belts, and
standard medical life support equipment.
This skill may be used by characters attempting to
repair the ship's life support systems during starship
combat or to modify medical life support equipment
for emergency surgery. In starship combat, this skill
may be used, with a Skill Roll, to repair the ship's life
support systems during starship combat. It also is
used to repair a damaged environmental suit or life
support belt.
Medical and Engineering Officers have ratings of at
least 10 in this skill.
Marksmanship, Archaic Weapon
This skill encompasses the use of all ancient (in
STAR TREK terms) projectile weapons, from slings
through crossbows to 20th-century firearms. Training
includes extensive hands-on practice with the weapon,
including its assembly, cleaning and care.
Characters with professional-level skill in a weapon
can construct or reload their own projectiles, make
field repairs to a damaged weapon, and use the
weapon competently in most normal cases. The Skill
Rating in this skill is averaged with the character's
DEX score to determine the To-Hit Number for the
weapon used during combat, and thus in combat and
in other critical situations, those with higher Skill
Ratings will have a greater chance to hit.
Though separate Skill Ratings must be developed for
each weapon type, game masters may allow half or
more of a Skill Rating in one weapon to apply to the
use of a similar weapon; the more similar the weapon,
the greater part of the Skill Rating should be allowed.
Marksmanship, Modern Weapon
This skill encompasses the use all types of Star Fleet
side arms and other light weapons, as well as similar
weapons carried by Klingons, Romulans, and other
known races. Because one of these weapons works
very much like another, there is no need to specify
individual types as far as aiming and firing are
concerned.
This rating is averaged with the character's DEX to
determine the base To-Hit Number for the weapon. It
may be applied in part to help determine the to-hit
numbers for unfamiliar weapons until basic familiarity
is gained. Skill in one modern weapon gives skill in all
that are familiar to the character; familiarity is gained
rather quickly.
All Star Fleet personnel have a rating of at least 20 in
this skill. Security Officers have a rating of at least 40.
Mechanical Engineering
This general skill covers the technology of mechanical
devices. Training is given to Engineering Officers in
assembly, repair, and design of the mechanical
devices and systems common to the Federation.
This skill would be used to rig a temporary airlock,
make field repairs to a ground vehicle with a damaged
gear box, and so on.
Engineering Officers have a rating of at least 10 in
this skill, though most will want to make it higher by
making this skill one of their 3 specialties from Branch
School.
Medical Sciences
This broad group of skills includes everything from
first aid to surgery and psychiatry. Separate Skill
Ratings must be gained for each separate race in
General Medicine and Psychology. These skills are
pre-requisites to all other medical skills, and no
other medical skill may be learned until a
character has a rating of 40 in them. Additional
Skill Ratings may be gained in the other medical
sciences listed below as examples.
General Medicine [Pre-requisite]
This is the anatomy and physiology of the
body, its systems, organs, and tissues.
Training begins with first aid and continues
through diagnosis and treatment of most
common disorders, including wounds and
diseases. The basics of this skill are given to
all Star Fleet personnel. Professional-level
training in this area is required of all
practicing physicians and other medical
specialists. All Star Fleet Medical Officers
are trained to treat several races. This Skill
Rating that is used in determining success in
first aid attempts.
Pathology
Training involves the study of diseases and
the changes caused by them in tissues and
organs. It also includes extensive study of
tissues, including analysis for trace
substances, bacteria, and viruses.
Pathologists can use their skill to analyze a
tissue sample for poisons or to perform an
autopsy.
Pharmacology
This skill involves the chemical and
physiological effect of all drug types. Training
includes study of the properties and
reactions of various drugs, with particular
attention to their effect on different species
and races. This skill is used to determine the
success or failure of drug-related
experiments or research, and to provide the
character with knowledge of drugs used in
medicine, security work (poisons, truth
serums, and so forth), and other related
fields.
Psychology [Pre-requisite]
Training involves study of the working of the
thinking mind. Observational techniques are
taught for use in behavior studies of
individuals and groups. Extensive training in
this area is given to all Star Fleet Medical
Officers, so that they may deal with several
races. Psychologists can use their skill to
detect patterns that deviate from the norm,
gaining information about the state of mind
of those under observation.
Surgery
Training includes advanced techniques,
including anesthetics and organ transplant.
Surgeons can use their skill to save the life
of a severely wounded or diseased character.
Although a character may gain separate Skill Ratings
in these medical specialties if he desires, he may
choose instead to gain a rating in the skill for his
native race and average his skill in General Medicine
to determine his Skill Rating for other races.
The character's skill in General Medicine is used with
a Skill Roll for all emergency first aid attempts. All
Star Fleet personnel are qualified in personal first aid
on themselves and members of their own race; this
means that they have a rating of at least 10 in
General Medicine for their own race. Medical Officers
have a rating of at least 40 in their own race, and
probably in several other races. Security Officers
have a rating of 10 in Psychology for their own race;
Medical Officers have ratings of at least 40 in
Psychology for their own race, and probably in
several others.
Mining
This skill includes knowledge of techniques used in
mine and tunneling operations, both on planets and
within asteroid belts.
This skill is used for evaluating a mining operation or
process. It allows characters to locate especially rich
veins of metallic ores, and to be familiar with the most
effective techniques to process ores and the
commercial value of mineral deposits.
This skill is available only as an elective, and so no
Star Fleet Intelligence officers have any initial training.
A rating of at least 10 implies a general familiarity with
mining techniques. Characters can gain ratings of 20
or more only through experience as a miner or mine
engineer. Intelligence agents use this skill primarily as
part of a cover identity, as miners have access to
many disreputable characters, underground
passageways, explosives, as well as rumors of
possible interest.
Negotiation/Diplomacy
This skill involves attempts to influence individuals,
like an ambassador, or small groups of intelligent,
informed people, such as a planetary council;
generally, it cannot be used to influence player
characters. It is taught to Star Fleet officers in
Command School, because in making a first
impression on a dubious official or stubborn native, it
is most vital.
The skill can be used in any verbal interaction
between player characters and non-player characters.
Those with a higher Skill Rating will be able to
exercise their influence with greater success. The
rating in this skill is averaged with the character's
CHA score as a base target for Skill Rolls to influence
individuals, like an ambassador, or small groups of
intelligent, informed people, such as a planetary
council.
One way to find out if a Skill Roll is necessary is to
subtract the rating from 100, giving the chance that a
roll is needed. If a roll is not needed, then the
character's verbal interaction proceeds in his favor. If
a roll is needed and is successful, the same result
occurs. If a roll is needed and is unsuccessful, then
he fails. The more the roll was more than the target,
the worse the reaction to the character. For example,
if the character fails a roll by only 10 points, his
attempt is met with a polite, regretful negative. If he
fails by 30 points, the refusal to cooperate is forceful.
If he fails by 50 or more, the refusal may be
accompanied by physical force.
All top Star Fleet command personnel have a rating of
at least 10 in this skill.
Personal Combat, Armed
This skill involves the use of ancient and modern
hand weapons in personal combat, such as the sword,
the club or mace, the spear, and the knife or dagger.
Training involves guided practice in the various attack
and defense modes for each weapon, as well as in
the weapon's care. A separate Skill Rating must be
developed for each class of weapon, but half or more
of the rating may be applied to similar weapons; the
more similar the weapon, the greater the part of the
rating allowed.
The rating is averaged with the character's DEX score
to determine the base To-Hit Number for the weapon.
Individuals with a higher rating will be more
successful in combat.