Section 6: Enlisted Training
Star Fleet Basic TrainingEnlisted recruits typically join at age 18, straight from high school, but are eligible to join as late as 25. Enlisted crewmen will first go to Basic Training located on the Starfleet Academy campus, which will last approximately 8 weeks. Following their initial training, recruits will move on to Technical School for more specialized training in their chosen field. Technical School will last anywhere from 6 months to 2 years depending on the field.
ENLISTED Basic TrainingEnlished Characters Only*Computer Operation 15
Environmental Suit Operation 20
Social Science (Federation Law) 10
Marksmanship 20
Personal Combat, Armed 25
Personal Combat, Unarmed 20
Planetary Survival 20
Small Equipment Systems Operation 20
Transporter Operations Procedures 10
Zero-G Operations 20
ENLISTED Technical Training(Applies to Enlisted Characters Only)*An enlisted cadet will join a specific school to specializes in a specific job on a Starship. This Technical School provides a cadet with additional training for their specialties, as shown on the lists given below. This school lasts for one year in all fields of engineering, operations, medical, special forces.
Engineering Specialization TrainingComputer Operation 20
Computer Technology 15
Damage Control Procedures 15
Electronics Technology 10
Mechanical Engineering 10
30 points in any one of the following areas or 10 points extra in any three of the following areas:
Deflector Shield Technology
Personal Weapons Technology
Ship's Engineering
Small Equipment Systems Technology
Starship Weaponry Technology
Transporter Systems Technology
Warp Drive Technology
Medicine Specialization Training SkillsLife Science (Botany) 10
Life Support Systems Technology 10
Negotiations/Diplomacy 10
Starship Sensors 15
Zoology 10
30 points in any of the following areas or 10 points extra in any three of the above areas or General Medicine (race) and Psychology
Science Specialization Training Skills(Enlisted Characters Only)*Space Science (Astronomy) 20
Space Science (Astrophysics) 20
Computer Operation 20
Planetary Ecology 15
Starship Sensors 15
30 points in any of the following areas or 10 points extra in any three of the above areas. Life Science: Botany, Social Science: Archeology, Physical Science: Chemistry and Planetary Science: Geology
Security Training SkillsEnvironmental Suit Operation 10
Federation Law 5
Marksmanship, Modern Weapons 20
Perception 15
Personal Combat, Unarmed 20
Personal Weapons Technology 5
Psychology, (Native) 10
Security Procedure 40
Shuttlecraft Pilot 20
Small Unit Tactics 20
Outside Electives (Applies to both Enlished and Officer Characters*)An Enlisted hobbies and interests can be developed through training during there basic whether he joins the Zero-G basketball team or develops his artistic talents. Gaming, carousing, and streetwise, though not really developed by Academy training, represent activities at which many college students spend time, and thus they are included.
ACADEMY OUTSIDE ELECTIVES LIST (Applies to both Enlisted and Officer Characters*)Choose 7 electives from the following list. The rating for each skill chosen is 10 points. No individual skill area may be selected more than twice. Choices here may add to the Skill Rating of pre-Academy background skills.
Artistic Expression
Carousing
Gaming
Marksmanship, Archaic Weapon
Negotiation/Diplomacy
Personal Combat, Armed
Perception
Shuttlecraft Pilot
Sport
Streetwise
Trivia
ADVANCE STUDY (Applies to both Enlisted and Officer Characters*)In addition to the regular coursework at the Academy, each Cadet has opportunities to take advanced training in the topics he studies. The number of skills that may be improved depends on the character's Mind score. After determining the number of skills that may be advanced, choose which skills they are. Any skill already on a character's skill list may be chosen, and skills may be chosen more than once to improve them even further.
To find how many skills may be improved, divide the Mind score by 10, round up, and add 10. Improve all these skills by +5.
Department Head School(Applied to Officer Characters Only)*Some characters are destined to become Department Heads, the officers in the following key positions aboard a starship: Chief Communications Officer, Chief Engineer, Chief Medical Officer (also referred to as Chief Surgeon), Security Chief, Chief Science Officer, Chief Navigator, and Chief Helmsman. These officers are required to attend a one year Department Head School before assuming that position; the school is attended only once in an officer's career. Characters who complete it are promoted one rank.
Department Head SchoolAdministration 40
Computer Operation 15
Leadership 20
Perception 20
ADVANCE TRAINING (Yet-Again!)(Applied to Officer Characters Only)*While attending Department Head School, a character
may take advanced training at Star Fleet Academy in any skill previously acquired.
The total number of skills that may be advanced is determined by the character's Mind. To find the number of skills that may be advanced, divide the character's Mind by 10 and round down. Skills may be chosen more than once. The Skill Rating in each skill chosen may be increased 10 points.
In our example, Lee Sterling is posted to Department Head School, and so he adds the skills from the Department Head School Curriculum to his list. Because his INT is 71, he is able to improve 7 skills (71 / 10 = 7.1, rounded down to 7).
His choices are Astronomy (4), Physics (5), Geology (2 + 8), Computer Technology (3), Environmental Suit Operation (8), and Unarmed Personal Combat (5).
At this time, record the Department Head School skills on your character sheet. Determine the skills to be advanced and record them as well. Then return to the story of Lee Sterling.
Command School(Applied to Officer Characters Only)*Some Department Heads, usually from the Helm, Navigation, Science, or Engineering Branches, are destined to become top command personnel aboard a starship. These officers, normally the Captain and the First Officer, must attend a one-year Command School; it is attended only once in an officer's career. Officers automatically are raised one rank after its completion.
Command School CurriculumLeadership 10
Negotiation/Diplomacy 10
Perception 20
Social Science
Federation Culture/History 5
Federation Law 10
Starship Combat Strategy/Tactics 40
Advance Training (One last time)(Applied to Officer Characters Only)*While attending Command School, a character may take advanced training in any skill previously acquired. The number of skills that may be advanced is determined by the character's intelligence. To find the number of skills that may be advanced, divide the character's Mind Score by 10 and round down. Skills may be chosen more than once. The Skill Rating in each skill chosen may be increased by 10 points.
In our example, Lee Sterling is posted to Command School. Not only does he increase those skills from the Command School Curriculum, but he may increase 7 more skills because of his Mind Score of 71 (71 / 10 = 7.1, rounded down to 7). Knowing that he may need them even if he never attains his dream of working aboard a Constitution-class starship, he chooses to improve his skills as a Science Officer. He chooses to improve Zoology (4 + 6), Exobiology (8 + 3 + 4), and Geology (9 + 4).
At this time, record your character's Command School Skills and determine which skills will be improved. Return then to the story of Lee Sterling.
Advance Tactical Training Course (GM approval needed prior to applying training to a charatcer).This is a 16 week course that provides federation officers and enlisted specialized commando training.
Environmental Suit Operation 10
Personal Weapons Technology 10
Marksmanship, Modern Weapons 20
Perception 15
Personal Combat, Unarmed 20
Planetary Survival (Artic) 20
Planetary Survival (Desert) 20
Planetary Survival (Tempest) 20
Small Unit Tactics 20
Section 7: Post-Academy Experience For simplistic sake depending on the number of years your character is spent touring in Starfleet will earn you a chance to improve your skills. A character can improve one skill (+5) every year of service spent in starfleet. Not including time spent in the academy.
Example: Captain Johnson, has spent 14 years of service in Starfleet. He can train 14 skills with +5 bonus. He can choose to strength different skills, or all one skill.
Section 6.1 Player Utilities -=Daedalus RP: Character Sheet=-
Name:
Rank:
Race:
Years of Service: 0 | Age: 00 | Position: | Officer / Enlisted
Attribute Bonuses / Defenses
Body: 40 | Mind: 40 | Agility: 40
Wounds: 4/4
Ranged Attack (Modern) = 00
Starship Ranged Attack: = 00
Melee Attack (Unarmed) = 00
Melee Attack (Armed) = 00
Traits:
1.)
2.)
3.)
4.)
Bonus | Skills
00 = Administration
00 = Artistic Expression (Specific)
00 = Carousing
00 = Communication Systems Operation
00 = Communication Systems Technology
00 = Computer Operation
00 = Computer Technology
00 = Damage Control Procedures
00 = Deflector Shield Operation
00 = Deflector Shield Technology
00 = Electronics Technology
00 = Environmental Suit Operation
00 = Gaming (Specific)
00 = General Medicine (First Aid)
00 = Instruction
00 = Language (Japanese)
00 = Language (Federation Basic)
00 = Language (Specific)
00 = Leadership
00 = Life Sciences (Specific)
00 = Life Support Systems Technology
00 = Marksmanship, Archaic Weapon
00 = Marksmanship, Modern Weapon
00 = Mechanical Engineering
00 = Negotiation/Diplomacy
00 = Perception
00 = Personal Combat, Armed
00 = Personal Combat (Specific)
00 = Personal Weapons Technology
00 = Physical Sciences (Specific)
00 = Planetary Sciences (Specific)
00 = Planetary Survival (Specific)
00 = Security Procedures
00 = Shuttlecraft Pilot
00 = Shuttlecraft Systems Technology
00 = Small Equipment Systems Operation
00 = Small Unit Tactics
00 = Social Sciences (Fed Culture / History)
00 = Social Sciences (Federation Law)
00 = Space Sciences (Specific)
00 = Space Sciences (Specific)
00 = Space Sciences (Specific)
00 = Sport (Specific)
00 = Sport (Specific)
00 = Starship Combat Strategy/Tactics
00 = Starship Helm Operation
00 = Starship Sensors
00 = Starship Weaponry Operation
00 = Starship Weaponry Technology
00 = Streetwise
00 = Transporter Operational Procedures
00 = Transporter Systems Technology
00 = Trivia (Specific)
00 = Vehicle Operation (Specific)
00 = Warp Drive Technology
00 = Zero-G Operations
You can download a simple PDF Character Generator Short Form that goes step by steps how to define your character's skills. Not this doesn't reflect enlistement options. Down Currently. Please use Forum Boards to find your values.
You can download a Excel Character Generator to help keep track of all your values as you go through the step by step guide above!stellarwinds.wikidot.com/local--files/start/StarTrekExcel.xls