Players work together to create a story. However, without any organization, this would not work, and so the ship has a GM to guide the story, as well as setting the general scenario. In this game, Invasion the scenario is generally the mission that the ship has been assigned. The Captain and First Officer on the ship or are the two "in charge", and they are responsible for guiding the story in a positive direction, and keeping the whole thing making sense. Other players are permitted to create story developments, but a perception of what is allowed, and what is pushing it too far is another important aspect. It is up to the GM to pass on that skill to their crewmembers.
For example, a development of your own character is allowed, as long as it is within reasonable constraints. Your character discovering that he is actually an augmented human is fine, but discovering you are actually a member of the Q continuum, is not.
The same applies to writing about your character's interaction with other crewmembers. Saying that your character is in love with another crew member is allowed, but announcing that the other crewmember shares those feelings is not, unless you have discussed the matter with the player first.
Whenever you write about what other player's characters say and do, try to keep in mind certain things about those people, for example:
* What profession they are? Don't have a Doctor going on a merciless killing rampage. (yea, Dr. Dangerous that means you.)
* What they have said and done before ? don't have a character who has made it clear she has a deep rooted distrust of a certain alien race suddenly announce that she's having a friendly dinner with their Ambassador.
The same principle goes on with most situations in the game. The most important thing is to just think how likely an idea is. Pitting a Scorpion fighter against a Volgara Battle cruiser is going to result in lots of UED debris floating in space, unless you can think of something clever to pull off. If you want to do something like that, check with the GM first, and together, you'll work out if it's possible.
The most important thing to remember is: if you're not sure about your character development, ASK the GM. If you're not sure about what another character might say or do in your post, ASK the player who controls them. Nobody will ever tell you off for asking, and as long as you take a rejection without incident, compromises can always be found.
A log entry is used for players to develop their characters in between missions. This can been done usually by having the character reflect upon the previous mission and how it had affected them, if at all. Perhaps during the last episode something got busted and needs repair, maybe the weapons system needs adjusting, or maybe their is tons of scientific data that needs analyzing. Maybe your character hears some news back home. Feel free to reference other characters as long a it coincides with the Posting Standards. Another way of posting logs is to do it jointly, with other players. Posting an entry together is a good way to develop your character and offer additional in-game storylines.
The Invasion Character Sheet
Copy and paste the below data into a new thread in Character Applications.
RANK: Earth Fleet--(TBA)
SHIP: USS Evangelion
ACADEMY LIFE & TRAINING:
[ Explain your character's experience at Fleet Academy. After all that's at least 3 years of their life. Their Skills should reflect their training.
( Some skills are required [not to mention free to pick up] by Fleet while you are in the academy. Others are based on Department. If in the description of the skill it describes your department as having "extensive training" or "professional-level" skill in this area....consider it a requirement skill for that department(s) [and are also free to pick up] When picking Elective, skills...If other skills give your department a "competent" or similar description, that skill receives a bonus if picked up. The amount of electives a player is allotted is determined by rank.
skills from list below, * denotes specifics are required, [x] denotes REQUIRED by ALL Fleet personnel [remember: required is free ]
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
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 UED departments and the structure of 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 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.
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.
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 Fleet, it
includes Fleet communications procedures such as
opening hailing frequencies, standard codes and ciphers,
and so on. A character competent in this skill can operate
all 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
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 Fleet. Communication Officers
and Engineering Officers are qualified in this skill, so that
they may make routine repairs in the event of equipment
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.
See Social Sciences.
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 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.
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
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.
[x]Damage Control Procedures
This skill involves assessing and correlating damage reports
during combat and using damage control parties efficiently.
All 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.
Starship Defensive System Operation
This skill involves the polarizing of a starship's hull plating,
which protect it from space debris and from damage
during starship combat. It also deals with the grapplers, 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 Tactical Officer has the main responsibility
for ship defenses during combat. As a result, Tactical Officers
receive extensive training in this skill.
This skill is used mainly in starship combat by the
Tactical Officer. 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 grapplers for non-routine matters, or to perform difficult maneuvers with the object being manipulated by the grapplers
Starship Defensive System Technology
This skill involves the repair and maintenance of the
devices that produce a starship's hull plating and its
grapplers. 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 Tactical 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 Tactical officer in
case a bridge hit damages the Deflector Shield Panel. I
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
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
[x]Environmental Suit Operation
This skill is essential for any character who can be expected
to perform tasks in hostile environments.
All 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.
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 or perhaps is looking to makea a few quick bucks. It is possible that the strategies of the game can be applied to problem solving in
Ground Vehicle Operation
See Vehicle Operation.
This is the skill of passing on knowledge to others. It is
taught to all 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
This skill is used by characters attempting to teach a skill
they know to another player or non-player character.
This skill allows the characters to persuade or force an individual to reveal information they may be hiding. Note that "torture" does not necessarily mean thumbscrews and
the rack. Exposing a prisoner to the object of his phobia is a very effective torture if the prisoner fails his
Will roll to endure the fear. A believable threat against a loved one is
also torture. Note also that torturing a prisoner is usually considered
vile behavior, against Fleet regulations, and will likely bring retribution.
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 professional-level skill in their native
tongue; in addition, all Fleet personnel are considered
to have professional-level skill in English, the standard Fleet
language, if it is not native to them. Furthermore,
each Fleet Cadet learns another language as part
of his training at Fleet Academy. Communications Officers
are given extra training, and Science Officers and Medical
Officers become very proficient in another language if
they take advanced degrees before they enter Fleet.
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.
Each language must be studied separately, so that a
character, particularly a Communications Officer, may have
a number of Skill Ratings, onefor each language he knows.
Taught to all 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. 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. For influencing an individual or a small
group of professionals, skill in Negotiation/Diplomacyis used
This group of skills includes the study of living things,
both terrestrial and alien plants and animals, bacteria, fungi,
and other organisms. All 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-carbonbased
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.
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
tobe 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
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
Marksmanship, Archaic Weapon
This skill encompasses the use of all ancient (in
TREK terms) projectile weapons, from slings through crossbows
to 21st-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 to-hit 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.
[x]Marksmanship, Modern Weapon
This skill encompasses the use all types of Fleet
sidearms and other light weapons, as well as similar
weapons carried by alien 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 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 To-Hit
Number for combat. It may be applied in part to help determine
the to-hit numbers for unfamiliar weapons until basic
familiarity is gained.
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.
This broad group of skills includes everything from first
aid to surgery and psychiatry. All 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
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 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 Fleet Medical Officers are trained to treat
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 fortrace
substances, bacteria, and viruses. Pathologists can use their
skill to analyze a tissue sample for poisons or to perform an
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 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
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.
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 Fleet
officers in Command School, because in making a first impression
on a dubious official or sutubborn native, it is most
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.
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
The Skill Rating is used to help determine theTo-Hit
Numbers foruse 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 To-Hit Number
and the damage in hand-to-hand combat.
[x]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 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
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 2st-century
This large group of skills includes thetheoretical sciences
that govern the behavior of non-living materials solids, liquids,
gases, and plasmas. The group also includes mathematics
and computer sciences. All 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
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
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.
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 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 suitablility 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 suitablity of a planet's climate
for colonization, for example.
This includes the variety of skills needed to survive under
extreme conditions planetside. 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 Fleet as it is needed by specific
landing-party personnel, but many Fleet personnel have
some training from their childhood and adolescent experiences
(as with the Earth 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
TIn each of the separate planetary types, including arctic, cool
temperate, warm temperate, tropical, and desert planets.
This skill deals with all procedures used by 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 bases, starships, high-security
compounds, and most other 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.
This skill deals with the operation of the standard
shuttlecraft used by 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 aquashuttle 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
[x]Small Equipment Systems Operation
This skill involves the operation of all types of Fleet
equipment, such as communicators, tricorders, universal
translators, aqualanterns, and the like. Training is gained
through classroom instruction and guided practice. All
Fleet personnel have training in this skill, and thus are able
to use most 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 Fleet equipment in unusual ways.
Small Equipment Systems Technology
This skills 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 Fleet gear, with extensive
guided practice in making repairs and simple modifications.
All Fleet Engineering Officers have training in this
skill. A character could use this skill in attempting to modify
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
planetside 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.
This large group of skills deals with the institutions and
functions of societies and with the interpersonal relationships
between individuals in those societies. Every 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
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
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:Training involves the study of the codes, customs, and rules of a society. Security
Officers receive advanced training in Fleet law, as do
officers attending Command School. The skill could be used
by characters dealing with a legal system or in remembering
an obscure law from another society.
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 Earth History):
Training involves study of the history and culture of a starfaring
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.
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
-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
SkilI 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 fixes, and
electronic navigation using pulsars. It includes 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 Fleet officers, could be used by a character to discover
a previously unknown black hole or perhaps a 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.
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
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. 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
The skill is used in starship combat to determine which
captain has the tactical advantage.
Starship Communications Procedures
See Communication Systems Operation.
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 Naviagtors
have training and all Helmsmen have professional-level training
in this skill.
The skill is used in starship combat when emergency
maneuvers are attempted.
See Space Sciences: Astrogation.
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 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
beams and torpedoes, including their arming, aiming,
and firing. Training includes the use of the targetting
computer and extensive practice, not only with combat
simulators but also using the actual weapons on Fleet
Academy's target range. All Security 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
to-hit rolls. 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
Security and Engineering Officers are trained in this skill
so that they may make minor to moderate emergency repairs
of damaged or malfunctioning equipment.
Security 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.
This skill is gained only by experience, interacting with
people planetside. 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.
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 beamup with simulators and
with all three transporter types commonly in use. All
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
All Engineering Officers are trained in this skill.
This skill may be used by a character desiring to correct
a transporter malfunction.
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 21st-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.
This skill is involved in the operation of all modern (in
TREK terms) 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, 21st-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 speedchanges.
Water Vehicle Operation
See Vehicle Operation.
This skill involves all activity in null-gravity situations. It
is gained only through experience, and it is part of Fleet
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