|
Post by Vice Admiral Nyoko Honda on Oct 1, 2010 7:18:28 GMT -5
Section 2: Race Traits
Races provide unique traits to your character. These traits will befit the character with a unique bonus in some way. For example Andiorians have highteb seances then humans and are Cold Dwelling. These features would be added as special additons to your character for being that race. A player gains the race specific traits on the follow list and gets to select two additional ones to further define there character. Regardeless of bonus a chaacter can only have 4 traits. (Races tha have more then two traits means you only get to pick one additonal, races with only one trait a player gets to pick three.)
Federation Race Traits Bonuses
Human (Leadership, Teamwork) Aenar (Blindsenses, Project Image, Pacifst) Andorian (Acute Senses, Cold Dwelling) Alien (Selects 4 Traits) Bajoran (Creative, Spiritual Benzite (Natural Armor, Immunities) Betazoid (Empathic, Telepathic) Bolian (Corrosive Blood) Caitian (Feline Instincts, Pounce) Ferengi (Acute Senses, Natural Immunities) Gorn (Cold-Blooded, Reptilian Strength, Resilient) Klingon (Honorable, Warrior) Liberated Borg (Borg Nanites, Efficient) Lethean (Rapture, Telepathic, Male only) Nausicaan (Physical Strength, Pirate) Orion (Physical Strength -male only, Seductive - female only) Pakled (Dumb Luck) Saurian (Circulatory Redundancies, Acute Senses ) Trill & Joined Trill (Hyper Metabolism, Joined Symbiote - Joined Trill only) Vulcan (Logic, Physical Strength)
These are the complete list of traits available. A player can select any two of these traits for there character in addition to the ones that are bonused to them by race. A player cannot select two of the same trait. It must be unique. Once selected add the bonus to the proper skill or attribute.
Academic: +10 to any 2 different languages, social science skills, or trivia skills. Accurate: +5 to all to all marksmen skills Acute Senses: +20 to Perception Aggressive: +10 to any 2 different Personal Combat or Marksmanship combat skills. Artistic: +10 to any 2 different artistic expression skills Attractive: +20 to Carousing skill Bite: +10 To Hit bonus for Personal Combat, Unarmed tests using your jaws. Borg Nanites: +10 Body, and other RP effects may apply at GM’s discretion. Circulatory Redundancies: +30 Body bonus to save vs Heat conditions Cold Dwelling: +30 Body bonus to save vs Cold conditions Corrosive Blood: +20 Body bonus to save against disease and toxins. May cause a hazard to those exposed to your blood (GM’s discretion). Covert: Confers a -20 penalty to an opponent’s Perception (or other) check to detect your presence when you are acting through subterfuge. Does not apply to Starships. Creative: Once per session, you may make a skill check with a skill value (SV) of 50 for any skill you are untrained in or have a lower than 50 SV. This requires GM’s approval and appropriate RP. Failure to make the roll means you are setback or otherwise question your creative urges, and cannot use this ability for one session. Dumb Luck: Once per session you cause an opponent’s attack roll targeting you, or the ship/vehicle you are currently on to automatically miss. Normal successes automatically fail, and 01-Auto Success attacks are instead reduced to a normal success result. Each character or ship/vehicle may only benefit once per session from this effect.. (protects fools, little children, and ships named Enterprise. ) Efficient: +10 to any 2 different operations skills Elusive: Enemies targeting you in character-scale combat incur a -10 penalty To Hit. Empathic: +10 to any one Artistic Expression skill OR Carousing, and +10 to Negotiation/Diplomacy OR any Psychology skill. Feline Instincts: +10 Agility, +10 Perception. Flight Ace: +20 to Shuttlecraft Pilot Fury: Once per session, you gain +30 To Hit in character-scale combat for three rounds, after which you suffer 1 wound and are stunned on the fourth round. Hacker: +20 Computer Operations. Honorable: +20 Negotiation/Diplomacy Hyper Metabolism: +10 Body Attribute, and automatically heal one wound level after each combat (Subject to GM approval against serious wounds or special conditions). Disease, Radiation and Toxins can have much quicker effects on you (GM’s discretion). Joined Symbiote (Joined Trill only): Pick up to three past hosts, and elect a ‘defining’ skill for each host. Once per session, you may tap into the past experiences of previous hosts with GM’s approval and add a +20 bonus to your skill value for a skill test that matches one of these previous, defining skills. E.g. A past host who was known for being a merchant might have the Streetwise skill elected, and could grant a +20 bonus to one Streetwise roll, pending GM’s approval. Leadership: +10 to Leadership, +10 Small Unit Tactics. Limited Telepathy: +10 to Negations/Diplomacy Logical: +10 to Mind Attribute Medic: +20 General Medicine (First Aid) Mental Discipline: Forces an opponent making a PSI attack against you to reroll and take the worse of the two rolls. May have other GM determined effects. Natural Armor: Grants +1 reduction in received wounds once per round. If receiving wounds more than once in a round, the player must choose when to apply this reduction. Natural Immunities: +10 Body bonus to save against disease, toxins and radiation. Peak Health: +10 to all Sports Skill checks Physical Strength: +10 Body Attribute Pirate: +10 Streetwise, +10 Small Unit Tactics Pounce: Once per combat, you may make a Personal Combat unarmed attack with a +20 bonus, provided you have enough distance to leap at your opponent. Rapture: +30 Mind bonus to save against PSI attacks or related conditions. Reptilian Strength: +10 Personal Combat Armed, +10 Body attribute. Resilient: +1 Wound Point base, and will recover +1 wound point when targeted by a successful Medicine skill roll, subject to GM’s discretion. Scientist: +10 to any 2 different science skills. Seductive: +20 to Carousing. Soldier: +10 to one Personal Combat OR Marksmanship skill, +10 Small Unit Tactics Spiritual: +20 to an appropriate Culture Skill, or Trivia (Religion) skill. Stubborn: Can reroll any one skill check, once per session. May not take the Teamwork Trait. Sure Footed: Once per session, may reroll any failed check to remain standing, resist knockdown or stay at one’s station when others are flying across the bridge (or similar conditions at GM’s discretion). Team Work: Once per session, you may elect a team-member for a skill check reroll. May not take the Stubborn trait. Techie: +10 to any 2 different technology skills. Telepathic: +10 to Perception and gains Language (Telepath) +40. May be a prerequisite for certain RR’ed abilities or skills at GM’s discretion (e.g. Mind Meld) Warp Theorist: +20 to Warp Drive Technology. Warrior: +10 Personal Combat (any), +10 Negotiation/Diplomacy OR Leadership
|
|
|
Post by Vice Admiral Nyoko Honda on Oct 1, 2010 7:55:10 GMT -5
Section 3: Skills
The areas where they have training or knowledge are called Skills. Some skills are mainly physical skills, such as Sports; others are mainly mental skills, such as Computer Operation; and still others are both, such as Mechanical Engineering. The combination of skills that a player character has is determined by his background. This includes his experiences before entering Star Fleet Academy, his Academy training, training in his area of specialization, his experiences on his Cadet Cruise, and his later cruises and training schools.
Skill Ratings
The ability of a character in a given mental or physical skill is measured by his Skill Rating in that area. Skill Ratings, like attributes scores, have a range of 1 to 100 points.In the case of Skill Ratings, however, 100 is an ideal that cannot be reached, and no Skill Rating can be higher than 100.
The initial Skill Ratings are determined as part of the character creation process. Just as on-the-job training occurs in real life, once play has begun, Skill Ratings increase with use. After each adventure or each major mission of a continuing campaign, the character's Skill Ratings could increase in those skills that were used during the adventure.
Skill Level: 0 - 0 = Unskilled 1 - 9 = Semiskilled 10 = Minimum proficiency 10-39= Qualified - (Allowed to perform routine) 40-79= Professional 80-95= Expert 96+ = Acknowledged leader
Testing Skills:
Attribute Scores and Skill Ratings are measures of the character's chance to apply his attributes or skills successfully in critical situations, such as those in which there is only a limited time available, those that are of an unusual nature, or those that must be performed under stress. The ratings also indicate the relative quality of the result and the relative ease with which the attribute or skill can be applied to the problem.
Normally, characters may do the things that the players desire, as long as the characters have the time, are not under stress, and are attempting nothing unusual. Sometimes, however, a player will want his character to attempt something unusual or something usual in a critical situation. In these cases, success may not be automatic, and the game master will determine a character's ability to perform the unusual action, particularly if success will make a big difference in the play of the game or failure will bring potentially bad consequences.
character's mental or physical abilities may be the factors that determine the success of the attempted action, or his development in a particular skill may be the controlling factor. In either case, at these times in the game and for such unusual actions, the game master may ask the player to make a percentile dice roll to help him determine the character's success or failure. This roll is compared to a target that is determined by the game master. If the dice roll is greater than the target, then the attempt to perform the unusual action failed, and the character is unable to complete his action in that way at that time. Jf the dice roll is less than or equal to the target, then the attempt was successful.
Example Xae is asked to make a roll on her Computer Operations (75). If she rolls 75 or less, she succeeds. If she rolls a 01, she succeeds amazingly well. If she rolls 76-99 she fails. If she rolls a 100, she fails amazingly well.
If the controlling factor is an attribute, the roll is called a Saving Roll and the target will depend, in part, on the character's score in one or more attributes. If the controlling factor is the development of a skill, the roll is called a Skill Roll and the target will depend, in part, on the character's Skill Rating in one or more skills.
The game master may adjust the Attribute Rating or Skill Rating to allow for harder and easier tasks and for differing circumstances. In some circumstances, the game master may rule that no Saving Roll or Skill Roll is allowed at all; an example would be if the action a player wants to perform is clearly impossible or highly unlikely for someone of his expertise and capability.
A character attempting to do something for which he has no skill may botch the job entirely. For a character to handle routine matters in an area where his Skill Rating is less than 10 cannot perform anything routine in that specific skill.
Attribute can sure as defense scores as well. These are often the scores that are tested against when taking injuries from an attack. This is later described in Combat Section.
Complete list of all skills: *Mean that these skills ether must be specific, and can be taken multiple times. Redundant or overlapping skills acquired from training stack bonuses.
Administration * Artistic Expression Carousing Communication Systems Operation Communication Systems Technology Computer Operation Computer Technology Damage Control Procedures Deflector Shield Operation Deflector Shield Technology Electronics Technology Environmental Suit Operation *Gaming (Specific) Instruction * Language (Specific) Leadership * Life Sciences (Biontics, Botany, Ecology, Exobiology, Genetics, Zoology) Life Support Systems Technology * Marksmanship, Archaic Weapon Marksmanship, Modern Weapon Mechanical Engineering * Medical Sciences (First Aid, Pathology, Psycology, Surgery) Negotiation/Diplomacy * Personal Combat, Armed (Phaser, Disruptor, Plasma, Antiproton) Personal Combat, Unarmed Personal Weapons Technology Perception * Physical Sciences (Chemistry, Computer Science, Mathematics) * Planetary Sciences (Geology, Hydrology, Meteorology) * Planetary Survival (arctic, cool temperate, warm temperate, tropical, and desert planets) Security Procedures Shuttlecraft Pilot Shuttlecraft Systems Technology Small Equipment Systems Operation Small Equipment Systems Technology Small Unit Tactics * Social Sciences (archaeology, economics, law, political science, racial culture/history) * Space Sciences (Astrogation, Astronautics, Astrophysics, Astronomy) Sports (Specific) Starship Combat Strategy/Tactics Starship Helm Operation Starship Sensors Starship Weaponry Operation Starship Weaponry Technology Streetwise Transporter Operational Procedures Transporter Systems Technology * Trivia (Specific) * Vehicle Operation (Specific) Warp Drive Technology Zero-G Operations
|
|
|
Post by Vice Admiral Nyoko Honda on Oct 1, 2010 7:58:01 GMT -5
Skill Descriptions Below is a description of all the skills available in Daedalus RP community. Use Control+F to type in the skill that your search to quickly jump down to the part of the list that is most important to you.
Administration
This skill, required of department heads aboard a starship and important to anyone who keeps records or manages people, 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 govern mental red tape or to bypass normal bureaucratic channels.
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. 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. 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.
Atmosphere Craft Pilot See Vehicle Operation.
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 is also a measurement to determine how well a character can hold his Saurian Brandy and to determine how successful he is with the opposite sex
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. A character competent in this skill can operate all Star Fleet communications gear under normal circumstances.
The Communications Officer aboard a Starship has at least professional-level skill in this area. 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.
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.
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.
Comparative Archaeology See Social Sciences
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. All Star Fleet personnel have some competence in this skill; Medical Officers, Communications Officers, and Science Officers most often have professional-level competence, because computers are fundamental tools to their professions. 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.
This skill is used to gather data with such computer enhanced sensing devices as the tricorder, even though interpreting this data may require a specialist. It can be of use when a character is trying to correlate facts observed into patterns that can be used to make plans.
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, and Engineering Officers, Science Officers, and Communications Officers have at least minimum qualification in this skill so that they can do routine maintenance on even the sophisticated computers aboard starships. 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.
Damage Control Procedures
This skill involves assessing and correlating damage reports during combat and using damage control parties efficiently. All Star Fleet personnel are trained in this area, but Communications Officers receive extensive training so that they can function as starship Damage Control Officers. 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.
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 Operations officer has the main responsibility for ship defenses during combat. As a result, Ops officers receive extensive training in this skill. This skill is used mainly in starship combat by the
Navigator. 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 for it. 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.
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. Engineering Officers and Operations Officers are competent in this skill so that they may make emergency repairs to the equipment, even during starship combat. This skill is used in starship combat by the Navigator in case a bridge hit damages the Deflector Shield Panel. It also could be used if a character desired to construct a tractor/ pressor beam or shield generator while on an adventure.
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. Engineering Officers are qualified in this skill so that they may make repair on the many shipboard electronics systems.
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.
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. Science Officers, and, to a lesser degree, Engineering and Security Officers, are given extra training in this skill.
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.
Federation History and Law See Social Sciences.
Gaming
This skill involves games of mental prowess and strategy, including three-dimensional chess and wargames and simulations. 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. Gaming does not include physically strenuous games, which are part of Sports. 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.
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.
Ground Vehicle Operation See Vehicle Operation.
Instruction
This is the skill of passing on knowledge to others. It is taught to all Star Fleet officers, 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.
Language
This skill shows how skilled you are in seeking a specific language. 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.
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
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. For influencing an individual or a small group of professionals, skill in Negotiation/Diplomacy is used instead.
Life Sciences
This group of skills includes the study of living things, both terrestrial and alien plants and animals, bacteria, fungi, and other organisms. All Star Fleet officers have some training in one of these sciences, and Science and Medical Officers have training in at least one, with the likelihood of training in more than one and extensive training as well. 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 electro-mechanically enhanced senses. Bio-engineers 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 to be dangerous or beneficial to a landing party.
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. Medical and Engineering Officers are qualified in this skill.
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.
Marksmanship, Archaic Weapon This skill encompasses the use of all ancient 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, and they can use the weapon competently in most normal cases.
The Skill Rating in this skill is used to help determine the ranged attack number used during combat, and thus in combat and in other critical situations, those with higher Skill Ratings will have a greater chance to hit.
A separate Skill Rating must be developed for each weapon type, though a rating may apply wholly or in part to similar weapons. For example, skill in a longbow may be used as skill in a short bow.
Marksmanship, Modern Weapon
This skill encompasses the use all types of Star Fleet sidearms 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. All Star Fleet personnel receive training in these weapons, and Security Officers' get extra training until they reach professional-level skill. The rating in this skill is used to help determine Ranged Attack Score Number for combat. It may be applied in part to help determine the ranged attack score for unfamiliar weapons until basic familiarity is gained.
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.
Medical Sciences
This broad group of skills includes everything from first aid to surgery and psychiatry. All Star Fleet personnel are qualified in first aid on themselves and members of their own race; Medical Officers, of course, study further, gaining professional-level skill in several areas of medical science. 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. Additional Skill Ratings may be gained in the other medical sciences listed below as examples. 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
General Medicine: 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, and it is this Skill Rating that is used in determining success in first aid attempts. 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.
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.
Psychology: 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.
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.
Perception
This skill is a measurement of how aware a character is of his surroundings. It often a skill to notice clues, detect hidden doors, spot imminent danger, as well as discern intent and decipher body language during social interactions.
Whether you are using this skill to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being, or actively searching an area, or list of logs, noticing the away team is being watched. Perception can be used to gain clues, figure out how well you might be doing in a social situation, and to determine if someone is under the influence of an outside force.
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 some or all of the rating may be applied to similar weapons.
The Skill Rating is used to help determine the Melee Attack Bonus for use in combat. Individuals with a higher rating will be more successful in combat.
Personal Combat, Unarmed
This skill is all-inclusive, simulating all unarmed combat styles (judo, karate, boxing, etc.). Training involves physical conditioning, as well as instruction and guided practice in attack and defense modes, falls, special series of attacks, and so on. Though not all forms of unarmed combat are alike, separate Skill Ratings are not required in the separate forms. The skill is used to help determine the Melee Attack Score and the damage in hand-to-hand combat.
Personal Weapons Technology
This skill involves the repair and modification of modern sidearms such as phasers and disruptors. Training includes instruction in beam circuitry and guided practice in repair techniques. All Star Fleet personnel receive some minor training in this skill to allow them to recharge their own weapons and to replace obviously damaged microchips; Security and Engineering Officers receive additional training in this skill so that all are qualified to make most normal repairs.
This skill would be used by a character attempting to make modifications to a phaser or disrupter or to repair one in the field. It might be used in adapting a phaser to power sources other than those intended, such as a 20th-century wall plug.
Physical Sciences
This large group of skills includes the theoretical sciences that govern the behavior of non-living materials solids, liquids, gases, and plasmas. The group also includes mathematics and computer sciences. All Star Fleet cadets are trained in at least one of these sciences, and all Science and Medical Officers have extensive, professional-level training in at least one, if not several. Separate Skill Ratings must be developed in each science, such as the examples listed below.
Chemistry: Training includes study of the behavior of elements and compounds, their reactions and synthesis, as well as chemical analysis. It also includes practice in standard laboratory techniques and in the interpretation of chemical data from sensor and tricorder scans. Chemists can use their skill to analyze the chemical composition and behavior of unknown substances, both aboard ship and on a planetary surface.
Computer Science: Training involves the theoretical basis for computer design and construction, and it includes the analysis of sophisticated computer systems. Extensive guided practice is given in the construction of experimental computers and in computer linkups with many types of remote sensing devices. Computer scientists can use their skill to analyze software/hardware problems, to build or rebuild computers, and to fathom the functioning of alien computation devices.
Mathematics: Training involves advanced theoretical mathematics, including statistics, various geometries, trigonometries, and algebras, and the structure and behavior of various space configurations. Also stressed is the application of these subjects to practical problems. Mathematicians can use their skill to make statistical sense of a wealth of data, such as that gained from surveys of an alien culture.
Physics: Training is the study of the relationship between matter and energy, including the laws of motion, light, heat, sound, electricity, magnetism, radiation, atomic structure, and nuclear phenomena. It involves practice using physical sensing devices and analysis tools. Physicists understand the theory behind warp drive engines, matter/antimatter reactions, and the beamed energy used in phasers and transporters. They can use their skill to determine the physical structure and behavior of unknown substances, the probable effects of unknown radiation sources, and to determine the theory behind alien technology.
Planetary Sciences
This large group of sciences deal with the structure and function of planetary materials a planet's lithosphere (including its geography and its rocks, minerals, ores, and fuel deposits), its hydrosphere (including its oceans, lakes, and rivers), and its atmosphere (including its weather and climate). All Star Fleet cadets are trained in one of these sciences, and Science Officers frequently have professional-level training in at least one. Separate Skill Ratings must be developed for each different science, such as the examples listed below.
Geology: Training involves not only the study of such earth materials as rocks, minerals, ores, and soil, but also the study of such landforms as mountains, valleys, volcanoes, and beaches, and of the processes that create them. It also includes extensive field experience in mineral and fossil identification, in analyzing the geologic history of a region, and in geologic mapping. Geologists can use their skill to determine the presence of a valuable ore or fuel deposit, or to identify likely regions for earthquakes or volcanic activity.
Hydrology: Training involves the study of a planet's water (or its substitute) as found on the planet's surface, beneath its surface, and in its atmosphere. It deals with the precipitation- river-ocean-evaporation cycle, as well as with the chemical and physical nature of the water itself. It also deals with oceanography and such topics as currents and waves, flooding, and ice sheets and glaciers. Hydrologists can use their skill to help determine the suitability of a planet for colonization, to discover underground water sources, and so on.
Meteorology: Training includes the study of all atmospheric phenomena, including weather (winds, storms, precipitation, temperature, etc.) and climate (the prevailing weather conditions in an area). Meteorologists can use their skill to predict the weather, or to determine the suitability of a planet's climate for colonization, for example.
Planetary Survival
This includes the variety of skills needed to survive under extreme conditions planet side. This skill is gained mainly through practice in securing food, water, and shelter under primitive conditions, but some theoretical training is helpful. This skill is taught by Star Fleet as it is needed by specific landing-party personnel, but many Star Fleet personnel have home training from their childhood and adolescent experiences (as with the Federation Scouting movements) or from such outdoor hobbies as wilderness camping. Professional level skill in this area would allow a character to act as a professional guide. Separate Skill Ratings must be developed in each of the separate planetary types, including arctic, cool temperate, warm temperate, tropical, and desert planets.
Security Procedures
This skill deals with all procedures used by Star Fleet for insuring the physical security of personnel, equipment, documents, and property. Training includes instruction in techniques for confining and interrogating prisoners, for controlling crowds, and for protecting VIPs. It also includes the alert procedures used in star bases, starships, high-security compounds, and most other Star Fleet installations. All Security Officers have professional-level skill in this area. This skill could be used by a Security Officer to discover that a Klingon spy has stolen vital documents, or to control a crowd of hostile natives without resorting to weapon fire.
Shuttlecraft Pilot
This skill deals with the operation of the standard shuttlecraft used by Star Fleet and carried on many larger ships. Training includes guided practice on simulators as well as actual flight time, with emphasis on takeoffs and landings. All Security Officers receive some advanced training in this skill, even though any character qualified to fly the shuttlecraft can do so under most normal conditions. At least advanced skill or even professional-level skill is more commonly required for this duty to be assigned to a character. Characters can use this skill in operating the shuttle under tough conditions, or in operating special purpose shuttles, such as the aqua shuttle sometimes used on starships calling at water worlds.
Shuttlecraft Systems Technology
This skill involves supporting, maintaining, and repairing standard and special-purpose shuttles. Training involves study of all shuttlecraft electrical, mechanical, and drive systems, as well as guided practice in repair and maintenance. All Engineering Officers are trained in this area. The skill could be valuable to a character needing to leave a planet in a hurry, but faced with an inoperative shuttlecraft.
Small Equipment Systems Operation
This skill involves the operation of all types of Star Fleet equipment, such as communicators, tricorders, universal translators, aqua lanterns, and the like. Training is gained through classroom instruction and guided practice. All Star Fleet personnel have training in this skill, and thus are able to use most Star Fleet equipment under normal circumstances. Characters could use this skill if they attempt to operate unfamiliar, but similar, alien equipment, or if they attempt to use Star Fleet equipment in unusual ways.
Small Equipment Systems Technology
This skill deals with the repair and modification of small hand-held equipment such as communicators, tricorders, or universal translators. Training Includes study of the circuits and mechanical systems of most Star Fleet gear, with extensive guided practice in making repairs and simple modifications. All Star Fleet Engineering Officers have training in this skill.
A character could use this skill in attempting to modify equipment, as Mr. Spock did when he converted the crystals in a subcutaneous transponder into a crude laser in the episode Patterns of Force.
Small Unit Tactics
This skill involves study of military and/or police tactics used in small skirmishes or commando actions. Training not only includes study of appropriate tactics, but also extensive guided practice in wargaming simulations not only with scale mockups but also in full-size field actions. Security Officers receive advanced training in this skill, and many have professional- level skill, particularly those who accompany or lead planet side scouting parties. The skill would be used by a character desiring to set up effective defenses for a landing party in a hostile area or to command a boarding party.
Social Sciences
This large group of skills deals with the institutions and functions of societies and with the interpersonal relationships between individuals in those societies. Every Star Fleet officer has training in these areas with respect to his own race, planet, and culture, as well as in the laws and history of the Federation. Furthermore, all have skill in at least one other area, and many have training in more than one area. Separate Skill Ratings must be developed for each separate race and for each different field, such as the examples listed below.
Archaeology: Training involves the study of a race's ancient cultures, their history, and their lifestyles. It includes the study of applicable dead languages as well as practice in making archaeological digs and in identifying and dating relics and ruins. This skill could be used by a character attempting to decipher runes or to determine the use of an alien artifact.
Economics: Training involves the study of the basic laws of supply and demand, as well as the basics of trade, wealth, and the production, distribution, and consumption of goods and services. Many officers in full-time services in the Merchant Marine Command have training in this field, and all private merchants probably do as well. This skill could be used by characters dealing with a race's economy in trade or in determining the social conditions on a world.
Law (including Federation Law): Training involves the study of the codes, customs, and rules of a society. Security Officers receive advanced training in Federation law, as do officers attending Command School. The skill could be used by characters dealing with a race's legal system or in remembering an obscure law on one of the Federation's member planets.
Political Science: Training involves the study of a society's politics and government. It includes study of the way laws and policies are made, in the structure of the government and its institutions, and in the ways political groups gain and control power. The skill could be used by a character attempting to influence a government, possibly modified by his Skill Rating in Negotiations/Diplomacy. It also could be used to identify the power groups in an alien society, and to distinguish those who actually wield the power from those who appear to have the power.
Racial Culture/History (including Federation History): Training involves study of the history and culture of a star faring race. Communications Officers receive advanced training in one or more races, and Command School gives additional training in Federation history. The skill would be used by characters attempting to avoid mistakes in manners or behavior on an alien world, or attempting to make sense out of behavior they are witnessing.
Space Sciences
This large group of skills includes the study of space, the stars, planetary motions, navigation, and the application of other sciences to space travel or to deep space. All Star -Fleet officers have training in at least two of these sciences, and Science Officers, Helmsmen, and Navigators are given additional training in one or more of these fields. Separate Skill Ratings must be developed for each different science, such as the examples listed below.
Astrogation (Starship Navigation): Training involves all three types of navigation used by Navigators — piloting by dead reckoning, celestial navigation using star fixes, and electronic navigation using pulsars. It includes star mapping and plotting courses and orbits. Navigators receive professional- level training in this skill so that they have the tools needed to determine where a starship is, where it is going, and when it will get there. This skill is used in plotting intercept courses and standard orbits, and it could be used in determining where a ship was if it wandered off course during an ion storm.
Astronautics (Starship Engineering): Training involves the theory and practice of creating and maintaining starships and other manned space habitats and environments. It encompasses the general areas of starship design and construction — bulkheads, decks, stresses and strains, hull repair, and the like. Development includes extensive training in starship power grids and in the repair of damage to that grid and superstructure. All Engineering Officers are trained in this skill, and many choose to have advanced training as well. This skill is used by the Engineering Officer in starship combat when attempting to make emergency repairs to the power grid after a hit on the engine room.
Astronomy: Training involves observations from deep space, including all forms of electro-magnetic radiation (light, radio-frequency emanations, etc.), neutrino scans, gravities, and so on. It includes study of the theories concerning these observations, as well as guided practice in making the observations and interpreting them. This skill, which is studied by all Star Fleet officers, could be used by a character to discover a previously unknown black hole or perhaps a star going nova.
Astrophysics: Training involves the study of the universe and its parts in an attempt to discover how it works by using physical laws and theories to explain astronomical observations. It includes study of the motions of satellites, planets, stars, and galaxies as well as stellar growth and decay. Navigators are trained in this area. It could be used to determine that a comet or large meteorite is on a collision course with an inhabited planet.
Sports
This skill involves all of the many sport forms in the known universe. Development includes physical training, instruction in technique, and extensive guided practice and competition. Characters who have proficiency in a sport are considered to have average recreational skill; those with advanced training would be considered to be enthusiasts. Characters with professional-level skill could qualify for professional teams or as instructors. This skill could be used by characters attempting physical activities that are similar to the activities in the sport, such as to rescue someone drowning, running long distances or sprinting under adverse conditions, and so on.
Separate Skill Ratings must be developed for each sport desired; typical choices are swimming and diving, gravball, zero-G handball, bowling, track and field, weightlifting, and so on. Skill in swimming covers recreational or survival swimming and diving techniques. A character qualified in this skill can swim for recreation without fear of drowning under normal circumstances. All player characters except Vulcans and Caitians may have developed this skill as part of their background before joining Star Fleet. (Vulcans come from a dry planet with little freestanding water, and Caitians developed from plains felines and thus are not comfortable with swimming or large bodies of water.) Characters desiring to use SCUBA gear should choose it as the subject of the Trivia skill.
Starship Combat Strategy/Tactics
This skill involves the ability to command a starship in battle. Development of this skill includes study of the great space commanders and battles throughout history. It also includes intensive training on simulators, recreating past space combat actions and fighting hypothetical ones. Characters who attend Command School receive professional-level training in this area, but many captains-to-be go beyond even this training. The skill is used in starship combat to determine which captain has the tactical advantage
Starship Communications Procedures See Communication Systems Operation.
Starship Engineering See Space Sciences: Astronautics.
Starship Helm Operation
This skill deals with steering a starship, actually operating the controls of its warp and impulse engines. Development of the skill includes training in executing standard, evasive, and battle maneuvers, as well as in executing standard orbits, intercept courses, and the like. All Navigators have training and all Helmsmen have professional-level training in this skill. The skill is used in starship combat when emergency maneuvers are attempted.
Starship Navigation See Space Sciences: Astrogation.
Starship Sensors
This skill involves operating a starship's sensors probes to gather data for interpretation and storage in the ship's computers. Development includes extensive training in the efficient use of the sensor controls and, when combined with other science skill, in the swift interpretation of the data gathered. All Star Fleet officers are trained in this area, but Navigators and Helmsmen receive advanced training and Science Officers receive professional-level training. This skill is used to detect life and energy sources in other ships and on planets. The ship's sensors also provide planetary gravity and climate data from standard orbit. All of this data may be interpreted by the Science Officer to give information to a prospective landing party. The skill also may be used by a Navigator to detect at long range moving objects likely to pass near a ship. In starship combat, the skill is used to provide data to the bridge crew about the enemy vessel, its preparations, its power allocation, and its damage.
Starship Weaponry Operation
This skill deals with the operation of all types of starship phasers and photon torpedoes, including their arming, aiming, and firing. Training includes the use of the targeting computer and extensive practice, not only with combat simulators but also using the actual weapons on Star Fleet Academy's target range. All Helmsmen receive professional level training in this skill, and any captain-to-be must have some training in this area. This skill is used in starship combat to help determine range attack bonus It also might be used by a character attempting to operate unfamiliar ship's weaponry in a captured vessel.
Starship Weaponry Technology
This skill deals with the technical aspects of both phaser weaponry and photon torpedoes, particularly covering repair and maintenance. Training includes study of the appropriate circuit theory, as well as extensive guided practice in weaponry equipment assembly, disassembly, and repair. All Helmsmen and Engineering Officers are trained in this skill so that they may make minor to moderate emergency repairs of damaged or malfunctioning equipment. Helmsmen may use this skill to make emergency repairs to the Weapons Console should it be damaged by a bridge hit during starship combat. A character also could use this skill to make minor weaponry modifications
Streetwise
This skill is gained only by experience, interacting with people planet side. The urban counterpart of Planetary Survival, this skill deals with how to blend in with the natives in a port, how to hide from the police in unfamiliar city slums, how to contact the urban underground without being compromised, and how to behave in back alleys and back rooms in the seamier parts of any humanoid planet from Vulcan to Sherman's Planet.
The skill may be used by a character to find what he wants in port, whether it is information from a bartender about an illegal gambling parlor or about what ships have been in or out of port in the last two months.
Transporter Operational Procedures
This skill involves the use of transporter devices, whether they be personnel transporters or cargo transporters. Training includes locking in on a person or an area, powering up the system, and accomplishing beam up with simulators and with all three transporter types commonly in use. All Star Fleet officers are trained in this skill. This skill may be use when a character desires to make a quick lock-on and beam-up, when atmospheric conditions or other hazards make beaming difficult, or when extreme precision is required, such as transporting into an unknown area using sensor readings only.
Transporter Systems Technology
This skill deals with the technical aspects of the transporter devices. Training includes assembly and repair of transporter circuitry, which seems to be particularly vulnerable to malfunction. All Engineering Officers are trained in this skill.
This skill may be used by a character desiring to correct a transporter malfunction such as the one which split Capt. Kirk into two parts as in the episode The Enemy Within, or to modify transporter circuitry for a special purpose
Trivia
This catch-all skill category covers any specialized knowledge not covered by other skills; it is intended for players to be able to individualize their characters, giving them depth by establishing their hobbies and interests. Some Trivia skills, such as 20th-century firearms, will be technical or academic in nature, and others, such as explosives, will be gained only through experience. Some will be useful and others will be just for fun or to round out a character's personality for better role-playing. Categories chosen for trivia must be well-defined and not too general, and a Skill Rating must be developed for each separate skill.
Vehicle Operation
This skill is involved in the operation of all modern aircraft, ground transport vehicles, and water vehicles, including both pleasure and passenger/cargo vehicles. Anyone qualified in this skill can operate small, private vehicles under normal conditions. Separate Skill Ratings must be developed for atmospheric craft, ground vehicles, and water vehicles, if desired. This skill would be used by characters attempting to fly a familiar or unfamiliar aircraft, use a ground vehicle, or pilot a water vehicle while on a landing party.
Characters with this skill have a lesser proficiency in archaic vehicles, such as biplanes or helicopters, 20th-century automobiles, or sailing vessels. If a character wishes to specifically develop skill with a particular type of ancient vehicle, as a hobbyist, for instance, the character should develop the skill of Trivia, with 'Ancient Aircraft' or 'Ancient Water Vehicles' as the specific category. The character will then be able to apply his Skill Rating to the operation of that type of ancient vehicle.
Warp Drive Technology
This skill covers knowledge of the matter/antimatter mix formula that runs a starship. Development includes study of the theory behind the warp drive and extensive practice with simulators, altering the mix to meet a variety of situations, including emergencies such as starting the engines cold and nursing more power from them in response to unusual power demands. Training also is given in maintenance and emergency repair. All Engineering Officers are trained in this skill, and most have professional-level training. This skill is used in starship combat to coax extra power from the engines and to make emergency warp speed changes
Water Vehicle Operation See Vehicle Operation.
Zero-G Operations
This skill involves all activity in null-gravity situations. It is gained only through experience, and it is part of Star Fleet officer training. A character operating where the gravity is low or nonexistent uses this skill, whether it be for emergency repairs outside a ship in space or for combat aboard a floating derelict. When a character attempts to use other skills under such conditions, the Skill Rating in this skill is used to modify that skill's rating.
|
|