Star Trek RPG (FASA) Master Skill List
Star Trek RPG (FASA) Master Skill List
Star Trek RPG (FASA) Master Skill List
The quality of the product and the time taken to achieve the
Perhaps the greatest area in which players can influence the creation of success are indicated by his Skill Rating. The Skill Rating indicates the
their player character is in the area of skills. In STAR TREK: The Role quality of the action produced and the time taken to achieve the success.
Playing Game, characters can do things that are based on their training Thus a Skill Rating of 30 indicates that the character can use his skill in
and background. The areas where they have training or knowledge are non‐critical situations and perform with that skill three times as well as
called Skills. Some skills are mainly physical skills, such as Sports; others someone with a Skill Rating of 10. It also indicates that a person with a
are mainly mental skills, such as Computer Operation; and still others are Skill Rating of 30 will take only one‐third the time to do the same job as a
both, such as Mechanical Engineering. The combination of skills that a person with a Skill Rating of 10.
player character has is determined by his background. This includes his
experiences before entering Starfleet Academy, his Academy training, For mental skills, a Skill Rating of 10 or more indicates a basic
training in his area of specialization, his experiences on his Cadet Cruise, understanding of the concepts and vocabulary in an area of study. It also
and his later cruises and training schools. indicates that the most common facts in the area are known by the
character, and that the common uses of the skill are within the character's
The ability of a character in a given mental or physical skill is measured grasp. In noncritical, leisurely situations, the character can apply his
by his Skill Rating in that area. Skill Ratings, like attribute scores, have a knowledge to solve problems. The Skill Rating is an indication of the
range of 1 to 100 points. In the case of Skill Ratings, however, 100 is an difficulty of the problems that may be solved easily, and also an indication
ideal that cannot be reached, and no Skill Rating can be higher than 99. of the time needed to come up with the solution.
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 Professional Competency Level
begun, Skill Ratings increase with use. After each adventure or each major Characters with a Skill Rating of 40 can use their skill with creditable
mission of a continuing campaign, the character's Skill Ratings could success in every non‐critical situation; this means that in normal use,
increase in those skills that were used during the adventure. these characters will not fail at using the skill. Normally a character will
have a Skill Rating of at least 40 in the areas where he normally functions.
Normally, Skill Rolls need not be made for routine use of skill, as long as A character's training at Starfleet Academy will give him a Skill Rating of
the Skill Rating is 10 or greater, the characters have the time, are not at least 40 in his major. A Skill Rating of 60 or more indicates the
under stress, and are attempting nothing unusual. Sometimes, however, a equivalent of an advanced degree in that skill.
player will want his character to attempt something unusual or
something usual in a critical situation. In these cases, success may not be Expert Level
automatic, and the game master will determine a character's ability to Characters with a Skill Rating of 80 or more are experts who can use their
perform the unusual action, particularly if success will make a big skill with creditable success even in many critical situations. In critical
difference in the play of the game or failure will bring potentially bad situations, however, even the expert character may fail a Skill Roll. A Skill
consequences. Skill Ratings above 10 come into play when a character Rating of 96 or more indicates that the character is an acknowledged
attempts to perform such unusual actions. leader in the field, one of the few greats in the Federation.
PROFICIENCY LEVELS IN ANY SKILL Increasing Skill Ratings Through Play
Skill Rating Proficiency in Field There are two ways a game master can allow characters to increase their
0 Unskilled Skill Ratings. The first allows a player to increase some of his character's
1 – 9 Semiskilled Skill Ratings by 1 point after every game session, and the second allows
10 Minimum proficiency him to increase those ratings by 1D10 points after every adventure or
10‐39 Qualified mission in a campaign. In either case, only the characters who saw action
40 – 79 Professional should have this chance, and only the skills that were used frequently
80 – 95 Expert should be considered.
96+ Acknowledged leader
In the first method, the player should keep track of all skills specifically
used. For each skill used more than twice, the player should make a Skill
Unskilled Roll. In this case, the rating is increased by 1 point only if the roll is
Characters have only their LUC score to use if they attempt to perform in greater than the current Skill Rating. If the roll is equal to or less than the
an area where their Skill Rating is 0. Such use should be limited to very rating, the skill is not improved.
critical circumstances. After all, not every character should be able to do
everything. In the second method, the player may improve three (or more, at the
game master's option) skills the character used frequently during the
Semiskilled course of the adventure. The player makes a Saving Roll against his
A character attempting to do something for which he has no skill may character's INT score. If the roll is successful, the player may roll 1D10
botch the job entirely. For a character to handle routine matters in an and add the resulting number of points to his Skill Rating in that skill.
area where his Skill Rating is less than 10, the game master may require a
Skill Roll using one 10‐sided die, not percentile dice. If the roll is greater Game masters may award bonus points to characters who push a skill to
than the Skill Rating, the attempt fails and something goes wrong, but the its limit by frequent successful use or by passing a very difficult Skill Roll.
game master may allow a Saving Roll against LUC to see if the character They may also award an extra point to characters who had the
figured it out anyway. opportunity to make close observations of someone with a greater Skill
Rating engaging in more‐thanroutine use of the skill. This is a teaching
Qualified situation, covered under the rules pertaining to the skill of Instruction.
Characters who have a Skill Rating of at least 10 and not more than 39 are
said to be qualified in a skill. This means that they may use their skill with Game masters also should provide the player characters with the
modest success in most non‐critical circumstances. Their success will not opportunity to gain new Skill Ratings. Between adventures, a player
be total, for they are not professionals, nor will it border failure, for they should have a chance to make a Saving Roll against his character's INT
are, after all, proficient. In rising their skill, room is left for the close call, score to gain a brand new skill. This roll should only be made when the
even in non‐critical situations. The closer to 40, the less chance for close player specifically asks to devote time to learning something new, and it
call. One way to simulate this is to subtract the Skill Rating from 40, and should be made with a modifier of 20 subtracted from the INT, making
this gives the percentage chance for a close call. success a bit harder to get. The time required should depend on the
character's INT score and on the similarity of the skill to others he
For physical skills, a Skill Rating of 10 indicates that a character has already knows; the minimum should be about 4 weeks.
familiarity with basic procedures used in those situations normally
encountered. He can use that skill in noncritical, leisurely situations and
Game masters should not allow Skill Rating increases to be too easy, or
allow Skill Ratings to rise too quickly and too cheaply. Remember that
Skill Ratings above 40 or 50 are (or should be) hard to attain —the result
of intensive study and experience. It should be almost unheard of for
player characters using the character generation system to ever gain Skill
Ratings that rival those of Kirk, Spock, McCoy and the like. After all, the
heroes of STAR TREK are semilegendary figures — the best of the best. If
players in a campaign are rivaling the top‐echelon Enterprise personnel,
either the campaign has been going on a very long time, or increases are
given out much too freely. Feel free to bend the rules (even the rules on
when to give rating increases) when necessary to maintain play balance
and game integrity.
Skills List * Space Sciences
Some skills may require that the character develop a separate Skill Rating * Sports
in a specific division. These skills are preceded by a solid star (*). Starship Helm Operation
Examples are Medical Sciences, which requires a different Skill Rating for Starship Sensors
each racial type (Humans, Vulcans, etc.), and Personal Combat, Armed Starship Services
which requires a different rating for each weapon type. Sometimes, skill Starship System Integration
in one division may confer a lesser Skill Rating in another automatically. Starship Weaponry Operation
Starship Weaponry Technology
Accounting Stealth
Administration Streetwise
* Armored Vehicle Operation Structural Engineering
*Armored Vehicle Technology Surveillance
* Artistic Expression Trade and Commerce
Assassination Transporter Operation Procedures
Bribery Transporter Systems Technology
Carousing * Trivia
Clandestine Operations Value Estimation
Cloaking Device Technology * Vehicle Operation
Cloaking Procedures * Vehicle technology
* Combat Strategy/Tactics Warp Drive Technology
Communication Systems Operation Zero‐G Operations
Communication Systems Technology
Computer Operation
Computer Technology
Construction
Cryptology
Damage Control Procedures
Deflector Shield Operation
Deflector Shield Technology
Demolitions
Disguise
Drafting
Electronics Technology
Environmental Suit Operation
Forgery
Fusion System Operation
Fusion System technology
* Gaming
Heavy Weaponry Operation
Heavy Weaponry Technology
Holodeck Interrogation
Holodeck System Operation
Holodeck System Technology
Instruction
Intelligence Procedures
Interrogation
* Investigation
* Language
Leadership
* Life Sciences
Life Support Systems Technology
* Marksmanship, Archaic
Marksmanship, Modern
Mechanical Engineering
* Medical Sciences
Mining
Negotiation/Diplomacy
* Personal Combat, Armed
Personal Combat, Unarmed
Personal Weapons Technology
* Physical Sciences
* Planetary Sciences
* Planetary Survival
Portable Deflector Operation
Portable Deflector Technology
Security Procedures
Shuttlecraft Pilot
Shuttlecraft Systems Technology
Small Equipment Systems Operation
Small Equipment Systems Technology
Small Vessel Engineering
Small Vessel Piloting
* Social Sciences
Accounting Artistic Expression
Whereas Trade & Commerce applies to buying and selling commodities This skill encompasses fine arts, performing arts, and applied arts.
on the open market, Accounting covers book‐keeping and basic Training is a combination of guided practice in technique and instruction
accounting, including personal and business related accounting. The basic in theory and important contributions to the field. Training in any of the
techniques and facts behind this trade may be taught in academies, performing arts includes instruction in repertoire as well as extensive
apprenticeship programs, and on the job as an advanced skill, however, is practice in solo and ensemble performance. A separate Skill Rating must
best learned by experience. 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,
Administration plastic, or gemstones, and writing short stories or poetry; typical choices
This skill is required of department heads aboard a starship and in the performing arts include drama, vocal or instrumental music
important to anyone who keeps records or manages people and deals (specifying the instrument), and such dance forms as jazz or zero‐G
with the structure and function of bureaucracies. Expertise most ballet; typical choices in the applied arts include optical photography,
frequently is gained through experience, but Starfleet gives formal holography, graphic design, and so on.
training to prospective department heads. This training includes record‐
keeping procedures and personnel management techniques, as well as The greater the skill in this area, the finer the expression of the art form
the organization of most Federation departments and the structure of chosen. This skill can be used by a character who desires to produce a
Starfleet itself. piece of art or perform for non‐player characters, such as for an
important person on a newly discovered planet. Skill in music, for
This skill would be used by characters attempting to pass information example, also may be used by a character attempting to reproduce a
through or get information from government channels, to write a report musical code, recognition sign, or even an alien language.
for or make a presentation that will be accepted positively, or to deal with
administrative personnel matters such as transfers. It would be A separate Skill Rating must be developed for each different type of art
particularly valuable for any character attempting to cut governmental form; the specific form chosen must be specified. For performing arts, the
red tape or to bypass normal bureaucratic channels. effect of a performance would be determined by a Skill Roll based on the
average of the Skill Rating and the character's CHA score.
This skill is taught in Department Head School. In trying to bypass normal
Starfleet channels, the Skill Rating should be averaged with the Assassination
character's CHA score, simulating the character's effect on the clerks who This skill encompasses the knowledge of the many and varied methods
could speed his request along. and tactics designed to terminate a target individual or group that has
some form of protection (such as bodyguards). Training includes the
Armored Vehicle Operation study of assassination techniques and specialized weapons and devices.
This skill is similar to the Vehicle Operation skill, but relates specifically
to armed and/or armored vehicles. This skill is used to attempt assassinations and for recognizing and using
any weapons or devices designed specifically for assassination.
This skill is involved in the operation of all modern (in STAR TREK terms)
aircraft, ground transport vehicles, and water vehicles, including mainly Characters qualified in this skill (Skill Rating of 20 or more) may attempt
military or combat orientated vehicles. Anyone qualified in this skill can assassinations. Determine success by making a Skill Roll against the
operate small, vehicles under normal conditions. Separate Skill Ratings average of the character’s Skill Rating in Assassination and his INT score.
must be developed for the operation of atmospheric craft, ground Average the rating with Security Procedures when taking security
vehicles, and water vehicles. precautions against the possibility of an assassination attempt. The rating
may also be averaged with Personal Weapons Technology when
Skill Ratings of 10 or more allow the character to operate most small, attempting to operate or repair an unusual assassination device or
personal vehicles. Ratings of 40 or more allow the operation of most weapon. This skill is available only as an elective, and so no Starfleet
vehicles in the class. For example, this skill would be used by characters Intelligence Officers receive any initial training.
attempting to fly a familiar or unfamiliar aircraft, use a ground vehicle, or
pilot a water vehicle while on a landing party. Bribery
This skill involves subtle negotiation of bribes, kickbacks, and other
Characters with this skill may apply half or more of the rating to the quasi‐legal and illegal payoffs. Training includes the art of tact,
operation of archaic vehicles, such as biplanes or helicopters, 20th‐ interpersonal dynamics, and knowing the correct sum to offer in
century automobiles, or sailing vessels. The closer to 'modern' vehicles in situations.
operation, the greater the rating allowed. A rating of 10 or more in the
appropriate Trivia skill allows the entire rating to be used. This skill This skill is important for subtle negotiation of bribes, kickbacks, and
frequently is chosen as a background skill as it is not a part of Starfleet other quasi‐legal and illegal payoffs. A character uses this skill whenever
training. he must make a secret payoff or find a corruptible individual who can be
'bought'. Expertise is most often gained by experience only, but the basics
Armored Vehicle Technology of who to pay and when can be learned informally in most merchant
This skill is similar to the Vehicle Technology skill, but relates specifically training programs. Finesse, however, can be learned only by experience
to armed and/or armored vehicles. Separate Skill Ratings must be and by observing those who are more experienced.
developed for the operation of atmospheric craft, ground vehicles, and
water vehicles. In situations where bribery is not the usual practice, make a skill roll to
determine the success of attempts to locate a corruptible official,
This skill may be used by a character desiring to correct a vehicle negotiate a payment, and conceal the effort from the authorities. Failed
malfunction, or to modify a vehicle for enhanced performance. efforts will raise the price, with particularly clumsy efforts perhaps
revealing the attempt to the authorities or even causing the official
Characters with this skill may apply half or more of the rating to the approached to turn in the one offering the bribe. No attempt need be
operation of archaic vehicles, such as biplanes or helicopters, 20th‐ made to locate corruptible officials or to conceal routine bribes and
century automobiles, or sailing vessels. The closer to 'modern' vehicles in kickbacks at some star‐ports particularly on Orion‐controlled worlds or
operation, the greater the rating allowed. A rating of 10 or more in the in freeports. There, such payments as might be required to grease the
appropriate Trivia skill allows the entire rating to be used. This skill wheels of commerce are expected and handled mostly in the open, under
frequently is chosen as a background skill as it is not a part of Starfleet such transparent pretenses as "donations to the Spaceman's Benevolent
training. Fund". Thus, paying routine kickbacks or squeeze only requires a skill roll
when the skill is used to get by with less than the usual payment.
Administration officers have a rating of at least 10 in this skill. If a Carousing
Bribery skill roll fails, the authorities (or whoever was not supposed to This skill encompasses such pastimes as drinking, bar hopping, gambling,
find out) detect the attempt. This may occur because the bribe was not and chasing members of the opposite sex. Ratings in this skill are gained
subtle enough, or the person being bribed proved not to be so corruptible only through experience, much of it hard‐earned indeed!
after all, and turned in the character offering the bribe. Successful skill
rolls reduce routine 'squeeze' and kickbacks in certain circumstances. If This skill is used to determine success at gambling, at blending into the
appropriate, average this rating with Negotiation/Diplomacy or a crowd at a bar, and so on. It may be averaged with the rating in
character's CHA or INT score. Streetwise to gain information by trying to drink an informant under the
table. It is also averaged with MAX OP END to determine how well a
Generally speaking, a character who tries to bribe his way through every character can hold his Saurian Brandy and with CHA to determine how
encounter should be discouraged. A well‐placed bribe or two, however, successful he is with the opposite sex.
can be useful in oiling the wheels of bureaucracy. Squeeze payments are
commonly expected by cargo‐handlers customs officials, or port Clandestine Ops
inspectors, with there being a greater likelihood at independent or Orion This skill encompasses the techniques used to conduct undercover police
ports than mam UFP ports Generally, the lower‐level official dealing with work, espionage, or any activity where a character must obtain
the player characters directly will make some offhand suggestion about a information or perform any other acts under a concealed identity.
"donation" or a "minor service fee". This will usually amount to about 1
credit for every 100 SCUs of cargo being moved or inspected, with a usual This skill is used whenever a character attempts to infiltrate an
minimum of 15 credits If the characters are particularly unfriendly to the organization's membership, to pretend to have skills not actually
squeezers, or take a bad attitude toward the "donation", that figure may possessed, or to perform similar acts of bluffing to carry out his
go up as much as 100 percent. assignment. Persons with a Clandestine Operations rating of 20 or more
could maintain a cover identity without suspicion and conceal espionage
If such squeeze payments are not made when asked for. the characters or other information‐gathering activities from normal observers. No skill
may find cargo handlers are especially slow and careless (perhaps roll should be required under normal circumstances.
resulting in damage or loss of cargo) or the characters may discover that
they fail an inspection on a technicality requiring the payment of a Concealing an identity or activities under unusual circumstances would
substantial fee. It is common for players to attempt a Skill Roll against require a Skill Roll against a character's Skill Rating in Clandestine
Bribery to reduce the amount of such payments A successful attempt cuts Operations, with any modifiers applied by the game master. Such
the expected payment in half. The character is assumed to have used his circumstances would include being under the scrutiny of an already
bribery expertise to determine exactly how much squeeze is absolutely suspicious individual, where particularly dangerous or conspicuous acts
necessary, or perhaps found a higher level official to put the squeeze on must be performed, or when bluffing one's way through a situation
the one expecting the payoff. Failure of the attempt, however, means the requiring talents that one does not possess. If appropriate, the character
attempt to reduce the payment has offended someone. This requires the may average his rating with his INT, DEX, or CHA scores, or his
character to pay twice the normal amount of squeeze or face the Negotiation/Diplomacy Skill Rating.
possibility of uncooperative behavior or even outright sabotage.
Field Operations officers have a rating of at least 5 in this skill, and
Bribery may be useful in unexpected situations. A character might wish Intelligence Administration officers have a rating of at least 10. A rating of
to use this skill to get information from closed official files by bribing a at least 10 implies a general familiarity with clandestine techniques.
secretary, to get a message to an imprisoned person by bribing a guard, Characters would gain ratings of 20 only through experience in the field.
or to influence a public official on a crucial vote. In such cases, the person
being bribed is not actively seeking a payment. The subject may refuse Cloaking Device Tech
the payment or even turn in the person offering the bribe if things are not This skill covers the knowledge of the intricate wokings of cloaking
handled very carefully. devices. Development may include studying of cloaking theory and its
reverse, cloaking penetration, as well as practice in cloaking device
The game master is quite justified to modify the Skill Roll as necessary for constructions. Training is also available in cloaking device maintenance
a successful bribe with the subject is either extremely corruptible or and emergency repair.
extremely resistant to corruption. The game master may even decide that
a certain NPC is morally strong enough to resist even the most skillful High‐level training (Skill Ratings of 85 or more) involves the automatic
bribe attempt. If an official is deemed incorruptible by the game master it destruct mechanism built into the circuitry. Training is available in
is not fare to have a character thrown in jail for offering a bribe unless the separating the destruct mechanism from the cloaking circuitry and
character has had some warning. Thus, in this situation a nearly bypassing the mechanism in emergencies.
successful skill roll would tell the character that the bribe is not advisable
and to refrain from making the offer. A successful skill roll would allow
Cloaking Procedures
the character to find another official on the same or lower level who is
This skill is involved in the use of the cloaking devices on any class of
more flexible.
starship. Training is available in selecting power settings, jamming
frequencies, reflective and refractive grid combinations, and the like to fit
The penalties for every attempt at bribery should be adjusted according
many combat situations. Training is also available in detecting cloaked
to how far the Skill Roll was from being successful. If the Roll failed by
objects.
only a few points, the player may get a negative response with the
implication that if more money were involved things might change. A
second attempt with a larger bribe would then receive a favorable target Combat Strategy/Tactics
modifier. A Skill Roll that misses by 20 points or more should result in This is a composite skill made up of the following specializations:
some trouble for the person offering the bribe. The subject may make
accusations or contact authorities. If this happens the character may need Boarding Action Combat Strategy/Tactics
to talk his way out of the situation using His Negotiation/Diplomacy This skill involves study of tactics used in boarding actions.
skill, claiming that he was misunderstood and that no bribery was Training not only includes study of appropriate tactics, but also
intended. If this does not work, the character may want to try to bribe his extensive guided practice in war‐gaming simulations not only
way out of the trouble. There should be some unfavorable target with scale mockups but also in full‐size field actions.
modifications to such attempts, however as officials are already on their
guard about the character. Planetary Combat Strategy/Tactics
This skill involves study of tactics used in large‐scale conflicts,
including planet‐wide actions. Training not only includes study
of appropriate tactics, but also extensive guided practice in
war‐gaming simulations not only with scale mockups but also Engineering Officers are qualified in this skill, so that they may make
in full‐size field actions. routine repairs in the event of equipment malfunction.
The skill would be used by a character desiring to set up This skill is used during starship combat if a bridge hit damages the
effective offensive and defensive actions, coordinating massed Communications Panel. It may be used by any player trying to repair any
forces on a large scale. communications device.
Small Unit Tactics When attempting to repair unfamiliar archaic or alien equipment, the
This skill involves study of military and/or police tactics used Skill Rating should be half normal, but a Skill Rating of 10 in the
in small skirmishes or commando actions. Training not only appropriate Trivia skill will allow the full rating to be used. This skill is
includes study of appropriate tactics, but also extensive guided used during starship combat if a bridge hit knocks out the
practice in war‐gaming simulations not only with scale Communications Panel.
mockups but also in full‐size field actions.
Computer Operation
The skill would be used by a character desiring to set up Taught from early grade school, this very important skill is a part of every
effective defenses for a landing party in a hostile area or to educated person's background, as computers are used to analyze and
command a boarding party. retrieve data for nearly all purposes. Training includes the theory of
computer operations and computer programming, as well as practice in
Security Officers have a rating of 20 or more in this skill, and the use of data‐base systems for information retrieval.
many have professional‐level skill, particularly those who
accompany or lead planet side scouting parties. Any character qualified in this skill can use the ship's computer for
routine matters to find most obvious information; those with greater
Starship Combat Strategy/Tactics skills can use it creatively to dig out even obscure information from the
This skill involves the ability to command a starship In battle. computer's extensive memory banks. Any Starfleet officer can gather the
Development of this skill includes study of the great space data, even though interpreting this data may require a specialist (Science
commanders and battles throughout history. It also includes Officer or Medical Officer). It can be of use when a character is trying to
intensive training on simulators, recreating past space combat correlate facts observed into patterns that can be used to make plans.
actions and fighting hypothetical ones.
All Starfleet personnel have a Skill Rating of at least 20. Medical Officers,
Captains use this skill in Starship combat to determine if they Communications Officers, and Science Officers usually have a rating of at
have the tactical advantage and can predict what their least 40 in this skill.
opponent will do before they commit themselves. Characters
who attend Command School have ratings of 40 or more in this Computer Technology
skill, but many captains‐to‐be go beyond even this training. This skill deals with the practical technical side of computers. Training
includes some instruction in computer theory and guided practice in
ZeroG Combat Strategy/Tactics computer construction. Computer repair is stressed. Computer design
This skill involves study of tactics used in Zero‐G actions. and more complex computer theory is covered by the Physical Science
Training not only includes study of appropriate tactics, but also skill of Computer Science.
extensive guided practice in war‐gaming simulations not only
with scale mockups but also in full‐size field actions. 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
Communication Systems Operation field, the more successful he will be at difficult repairs. After a bridge hit
This skill deals with the operation of all types of communication systems, in starship combat, it is used, with a Skill Roll and averaged with the Skill
from the standard‐issue communicators to subspace radio. As taught by Rating in Starship Helm Operation or Starship Sensors, to repair the
Starfleet, it includes Starfleet communications procedures such as helm console or the sensors panel.
opening hailing frequencies, standard codes and ciphers, and so on. The
Communications Officer aboard a Starship has at least professional‐level Engineering Officers, Science Officers, and Communications Officers have
skill in this area. a Skill Rating of at least 10 in this skill so that they can do routine
maintenance on even the sophisticated computers aboard starships. After
A character competent in this skill can operate all Starfleet a bridge hit in starship combat, it is used, with a Skill Roll and averaged
communications gear under normal circumstances. This skill will be used with the Skill Rating in Starship Helm Operation or Starship Sensors, to
in any starship‐based or planet side adventures where a character repair the helm console or the sensors panel.
experiences difficulty in communicating either with Star Base, with the
landing party, or with the ship in orbit. For example, this skill could come Construction
into play when a character tried to send a message through subspace This skill includes knowledge of techniques used in construction
interference, when a transmission in code needed to be broken, or when operations.
alien transmissions needed to be analyzed.
This skill is used for evaluating a construction operation or process. It
The operation of unfamiliar communication equipment, the allows characters to be familiar with the most effective techniques.
establishment of communication under adverse circumstances, or the
cracking of unfamiliar codes is not covered under normal use, but those This skill is available only as an elective, and so no Starfleet officers have
with greater skill in this area will have a greater success. Half the rating any initial training. A rating of at least 10 implies a general familiarity
should be used for characters attempting to communicate with unfamiliar with construction techniques. Characters can gain ratings of 20 or more
archaic or alien communications equipment, but a Skill Rating of 10 in the only through experience as a construction engineer. Intelligence agents
appropriate Trivia skill will allow even this equipment to be used at the may use this skill primarily as part of a cover identity, as construction
full rating. engineers have access to many disreputable characters, explosives, as
well as rumors of possible interest.
Communication Systems Technology
This skill deals with the technology of modern communication devices, Cryptology
including log records, message buoys, personal communicators, and This skill involves knowledge of and ability to use subspace
subspace radios. Training includes instruction in communications communication encryption procedures, conventional codes and ciphers,
transmission theory and guided practice in the construction and repair of symbols, and body language for secret communication. Individuals with
the various devices used by Starfleet. Communication Officers and professional‐level skill, combined with skill in the appropriate language,
have some aptitude in decoding subspace transmissions, given time and Demolitions
adequate computer facilities. This skill involves knowledge and ability in using and defusing explosive
This skill is used to prepare and read high‐security coded messages, to materials for industrial and demolitions purposes. This includes theory,
estimate someone's emotional attitude based on body language, or to handling of explosive materials, construction of timing devices, placement
break an unfamiliar code or cipher. Coding and decoding messages are for maximum effect, and safety precautions.
not difficult for characters with professional‐level skill. For characters The skill is used whenever a character tries to detonate or deactivate
with lower Skill Ratings, time may be a vital factor. If such a character has explosives or explosive devices, or when estimating the effectiveness of a
access to shipboard or other sophisticated computers, he may make one quantity of explosives against a specific target.
skill roll to break the code for every twelve hours of study. Modifiers to
the skill roll depend on the complexity of the message and the integrity of Characters with professional‐level skill will rarely have problems
the code. For example, a simple code used between two merchant accomplishing their objectives, and so no skill roll is required. However,
captains will probably be easier to crack than one of Starfleet Command's less competent characters may achieve undesired effects. Characters with
highest‐rated security codes. a rating less than 40 should average their DEX score with their
Demolitions Skill Rating to determine success when defusing. Average
When attempting to break a code, a character must average his their INT score with their Demolitions Skill Rating to determine success
Cryptology Skill Rating with his INT score. If a character is working on a when planting and detonating. If a roll is unsuccessful, a second roll
subspace transmission in an alien language, average his INT score with against the character's LUC score would be appropriate, if any chance
his Cryptology and the appropriate racial language Skill Rating. If he is exists for survival. This skill is available only as an elective, and so no
attempting to 'read' an alien's body language, average his INT score with StarFleet Intelligence officers receive any initial training.
either his Cryptology or the appropriate racial Psychology Skill Rating,
whichever is lower. Intelligence Analysis officers have a rating of at least Disguise
10 in this skill. This skill involves the ability to camouflage or change an individual's
natural appearance. The purpose may be to impersonate another
Damage Control Procedures individual or to avoid detection by authorities during a clandestine
This skill involves assessing and correlating damage reports during mission. Depending upon the availability of sophisticated disguise
combat and using damage control parties efficiently. Training includes equipment (and within certain limits), a person may even appear to be of
efficient routing of damage control parties and instructional methods for another race or sex than his own.
training damage control parties.
The skill is used whenever a character attempts to assume a guise
This skill is used mainly in starship combat by the different from his own natural appearance. Certain racial limitations exist
Communications/Damage Control Officer. It is used to help reduce for creating successful disguises. Anyone interacting with a character in
damage from incoming fire and also to repair superstructure damage disguise may make a Saving Roll against his INT score. If the roll is
already sustained. In other situations, it may be used to reduce damage successful, he will notice something amiss in the ability, bearing, or
from an unavoidable collision or the like. Its use always requires a Skill makeup of the disguised person.
Roll.
Field Operations officers have a rating of at least 5 in this skill.
The Communications/Damage Control Officer has a rating of at least 40.
Drafting
Deflector Shield Operation This skill involves the preparation of professional drawings, including
This skill involves the energizing of a starship's defensive screens, which deck plans, building blueprints, wiring or circuit diagrams, simple
protect it from space debris and from damage during starship combat. It topographic maps, and similar printed or computer‐enhanced technical
also deals with the ship's tractor/pressor beams, which are used to illustrations. This skill is used to convey information in graphic form.
maneuver small objects toward or away from the ship.
Electronics Technology
Qualified personnel can use their skill to operate the shields during most This general skill encompasses all electronics work, including the
routine operations, but the ship's Navigator has the main responsibility construction and repair of most electronic gear, with the exception of
for ship defenses during combat. Most often use of this skill requires a computers, communications devices, deflector shields, and other
Skill Roll. specialized equipment. Training includes instruction in circuit theory,
electronics design, and construction techniques.
The Navigator, for example, may need to make a Skill Roll to determine if
he can raise a shield quickly in an emergency. It is used as a measure of This skill is used when a character attempts to repair any electronics gear
how efficiently he is able to use the power allocated to him, perhaps not specifically covered under a different skill, such an environmental
allowing him to gain more‐than‐normal amounts of shielding. It also can belt. It may be used if a character attempts to construct a new electronic
be used if a character attempts to use the tractor/pressor beams for non‐ device, but characters with high Skill Ratings have a better chance of the
routine matters, or to perform difficult maneuvers with the object being device working properly.
manipulated by the beams.
Science and Engineering Officers have a rating of at least 10 in this
The Navigator has a rating of at least 40. general skill.
Deflector Shield Technology Environmental Suit Operation
This skill involves the repair and maintenance of the devices that produce This skill is essential for any character who can be expected to perform
a starship's protective screens and its tractor/pressor beams. Training tasks in hostile environments. All Starfleet personnel are qualified to
involves instruction on the theory behind the devices as well as extensive work in an environmental suit, having trained in a wide variety of
guided practice constructing and repairing the devices and their environments, including extreme heat and cold, poisonous atmospheres,
controlling panels. vacuum, and underwater. Instruction is given in the suit's functions and
in emergency repairs, and guided practice is given in which trainees are
In combat, the Navigator may use this skill with a Skill Roll to repair expected to perform normal work. Training includes the use of a life
damage to the deflector shield panel after a bridge hit. It also could be support belt.
used if a character desired to construct a tractor/pressor beam or shield
generator while on an adventure. 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
Engineering Officers and Navigators have a rating of at least 10 in this less‐than‐leisurely movement, or emergency repairs. Any unusual use
skill. will require a Skill Roll. Failure indicates that the character could not do
what was attempted. A DEX roll would then determine if the character fell If such equipment is available, roll against the average of Forgery and
or put himself into a potentially dangerous situation. either Electronics Technology or Computer Technology to create a false
ID card. Roll against the average of Forgery and either Computer
All Starfleet personnel have a rating in this skill of at least 10. Security Technology or Communication Systems Technology to create a false
Officers at least 20, and Science Officers at least 30. voiceprint computer card.
Forgery When Forgery is used to duplicate a signature or other writing By hand,
This skill involves the ability to prepare false documents and to forge the Skill Rating is averaged with the DEX score as the target for any skill
signatures without detection, ranging from altering simple forms to rolls. Otherwise, it is used alone. Forgery attempts involving unimportant
changing official records. non‐player characters as victims require only a basic skill roll. When a
forgery is inspected by an important NPC or a player character, however,
This skill also includes the knowledge of how to create bogus electronic the target must be modified to account for the victim's intelligence, luck,
ID cards (such as those used by Starfleet and as credit transfer cards on and expertise in forgery. Characters with INT and/or LUC scores of 70 or
most advanced worlds) and computer carts containing synthesized voices more are more likely to spot a forgery, as will characters who themselves
when proper equipment is available. This skill is not officially taught in possess Skill Ratings of at least 10 in Forgery. Against such characters,
any formal classes, but the basics (up to a Skill Rating of 10) can be skill roll attempts should be made with an unfavorable modifier of 10
learned secretly during apprenticeship or on the job if a trained forger is points subtracted from the normal target. Victims with Forgery skill
available to teach the techniques. Expertise is increased by practice and might be given a skill roll to detect the forgery, but this sort of roll should
through experience. not be made unless the victim actually states that he is closely examining
the document in question. There would also be a chance that a skilled
With proper equipment, which is very expensive and difficult to come by, forger could spot the work of a less skilled forger, even without close
a skilled forger can alter or create electronic ID cards similar to those examination. To find this chance, subtract the Skill Rating of the forger
used by Starfleet or banks. The card created or altered will have a chance from the Skill Rating of the victim to give the percent chance, and make
of working equal to the Forgery Skill Rating of the forger, until the card is the roll secretly. Success would let the victim know that he spots the
put through an electronic scanner, when the chance will be the Forgery forgery at once, simply because he knows what to look for in a forged
Skill Rating less 20 points because of the precision of electronic scanners. document.
Every time the card is used, a skill roll against one or the other of these
targets must be attempted, with failure meaning the forgery or alteration If a person carefully examines a forged printed document, have him make
is detected. If the forgery is detected by a bank machine or other a skill roll against the average of his Forgery rating and INT score. If
automatic transaction device, it will not return the card, and the nearest successful, he will notice that something is strange, and he may further
civil or Starfleet authorities will be alerted automatically. Even so, some investigate the document. A forger can check his own printed work for
players may decide that forgery of the electronic record of their own possible flaws by making a Forgery skill roll. This does not guarantee that
personal bank accounts is an easy way to make money. This may work the forgery will stand up to an investigation, but it does allow a forger to
occasionally especially if a funds transfer is made on a personal judge his own work. Detection and evaluation of falsified ID cards and
transactor that would not be connected directly to the database. Directly computer carts require a ship's computer or special detection equipment.
connected terminals will be able to spot a discrepancy, however, and if
this sort of thing is attempted too often, the character will be caught Intelligence Administration officers have a rating of at least 15 in this
eventually. skill.
Forgery is not the same as counterfeiting money. Paper money is used Fusion Systems Operation
very little in the UFP, but what exists is well‐protected against imitation. This skill involves the use of fusion devices, including EPS conduits,
A character would need special expertise (like a Trivia skill for Fusion reactors and Impulse engines. No Skill Roll is required for routine
counterfeiting techniques), special equipment, and probably help on the use by anyone with a rating of at least 10 in Fusion Systems Operation.
inside (to obtain authentic paper or plates) to prepare counterfeit
currency of any space faring culture. Considering the rarity of paper Fusion Systems Technology
money transactions of any size in such cultures, the return would This skill deals with the technical aspects of fusion devices, including the
probably not be worth the effort. Fundamentals of adjusting, designing and maintaining Fusion power
systems, including EPS conduits, Fusion reactors and Impulse engines.
This skill is used whenever a character forges or examines the
authenticity of false documents, ID cards, or computer carts. For example, This skill may be used by a character desiring to correct a fusion device
this skill would be used by characters who were attempting to alter cargo malfunction, or to modify fusion device circuitry for a special purpose.
manifests or create totally false documents to conceal the origin of
smuggled or hijacked cargoes. It would also be used to forge someone's Gaming
signature, duplicate official badges or identification, or duplicate any This skill involves games of mental prowess and strategy, including three‐
official written material that is protected from such duplication in some dimensional chess and wargames and simulations. The game must be
manner. Forgery skills include not only the duplication‐of signatures but specified. Training includes a study of the rules and strategies of the
the preparation of any type of bogus document. Smugglers must game, as well as analysis of the games played by past masters of the game,
sometimes create fake cargo manifests to conceal their activities Con men but most importantly it includes much practice and experience playing
may prepare phony stock certificates or deeds to valuable land. the game.
This skill, like Bribery, involves acts that are, in the strict sense of the Gaming does not include physically strenuous games, which are part of
term, criminal. Not all uses of the skill are necessarily morally Sports. It does not include figuring odds and gambling, which are part of
objectionable, however, and their moral interpretation largely depends Carousing, though some card games and games with dice are included
on the circumstance. For example forging someone's a signature to obtain here, as long as skill, and not luck, controls the win.
their savings for the forger's personal gain is not only criminal, but
morally objectionable. On the other hand, forging the signature of an This skill may come into play if a character is challenged while on a
official to get a friend out of a prison camp is criminal but a blameless act diplomatic mission, much in the way of the legendary riddle games of
if the friend was wrongly imprisoned and is about to be executed by a ancient Terra. It is possible that the strategies of the game can be applied
totalitarian government. to problem solving in difficult circumstances. Examples include 3‐D
Chess, Poker, Dabo, Strategema, Dom‐jot, Billiards, Terrace.
Any character with professional‐level skill can forge simple printed
documents well enough so that they will pass a cursory examination.
Special equipment is required to create false ID cards or computer cards.
Heavy Weaponry Op master must judge this, but the time required should be no less than 4
This skill encompasses the use all types of Starfleet heavy weaponry and weeks. The teacher must have a rating in the skill being taught that is at
other support weapons, as well as similar weapons carried by Klingons, least 20 points more than the student's rating in the same skill. If the Skill
Romulans, and other known races. Because one of these weapons works Roll is successful, the student gains 1D10/2 skill points.
very much like another, there is no need to specify individual types as far
as aiming and firing are concerned. Intelligence Procedures
This skill provides knowledge of standard operating procedures in an
This rating is averaged with the character's DEX to determine the base intelligence‐oriented environment, including all normal SFIC operating
To‐Hit Number for the weapon. It may be applied in part to help procedures and special Intelligence training that becomes second nature
determine the to‐hit numbers for unfamiliar weapons until basic to Intelligence officers. These techniques include the ability to conceal
familiarity is gained. Skill in one modern weapon gives skill in all that are oneself, to locate concealed electronics recording and transmitting
familiar to the character; familiarity is gained rather quickly. equipment, and to arrange meetings with contacts and informants. The
skill teaches characters with the best ways to enter an unknown and
Heavy Weaponry Tech potentially hostile environment and likely methods for handling adverse
This skill involves the repair and modification of modern heavy weapons. conditions.
Training includes instruction in beam circuitry and guided practice in
repair techniques. This skill is used whenever a character is concealing or searching for
hidden electronics equipment, establishing contact with local assistance,
This skill would be used by a character attempting to make modifications or reasoning out a way to solve an unexpected problem. A successful skill
to a heavy phaser or heavy disrupter or to repair one in the field. It might roll indicates that the character was able to accomplish a desired task
be used in adapting a heavy phaser to power sources other than those according to proper Starfleet Intelligence procedures. An unsuccessful
intended, such as a 20th‐century wall plug. roll indicates failure, with the game master judging exact specifics
resulting from failure. Averaging the rating with the character's INT, DEX,
Holodeck Interrogation or LUC score may be appropriate in some situations.
This skill is similar to the Interrogation skill, but relates specifically to
interrogation using a holodeck as the prime tool for duress or torture. Intelligence Analysis and Technical Services officers have a rating of at
least 5 in this skill, and Field Operations officers have a rating of at least
This skill is used whenever a character subjects a prisoner to 10.
interrogation. When attempting to interrogate a prisoner using a
holodeck, a character must make a Skill Roll against his Holodeck Interrogation
Interrogation Skill Rating. If the roll is successful, the victim may try a This skill governs the questioning of prisoners, sometimes under duress
Saving Roll against his INT if the interrogator is using trickery, or against or torture. Some degree of privacy, and possibly special equipment, is
his END if he faces duress or torture. If the victim's roll succeeds, he required for best results.
reveals no information. Otherwise, the questioner receives at least one
piece of significant information. If an interrogator fails his skill roll, the This skill is used whenever a character subjects a prisoner to
interrogation attempt is completely unsuccessful. interrogation. When attempting to interrogate a prisoner, a character
must make a Skill Roll against his Interrogation Skill Rating. If the roll is
The game master may adjust the victim's saving roll up or down, successful, the victim may try a Saving Roll against his INT if the
depending upon the importance of the information and the character's interrogator is using trickery, or against his END if he faces duress or
training and temperament. For instance, a highly trained Starfleet torture. If the victim's roll succeeds, he reveals no information. Otherwise,
Security Officer would be less likely to break under interrogation than the questioner receives at least one piece of significant information. If an
would a civilian. If the skill roll is successful, the victim can then make a interrogator fails his skill roll, the interrogation attempt is completely
Saving Roll against his INT score (if the interrogator is using trickery) or unsuccessful.
his END score (if duress or torture is used). If his roll is successful, the
victim reveals no information. If unsuccessful, the interrogator gets a The game master may adjust the victim's saving roll up or down,
significant piece of knowledge. depending upon the importance of the information and the character's
training and temperament. For instance, a highly trained Starfleet
Holodeck Systems Operation Security Officer would be less likely to break under interrogation than
This skill is the ability to program simple instructions into the holodeck would a civilian. If the skill roll is successful, the victim can then make a
and to alter existing programs. The higher the level of skill, the more Saving Roll against his INT score (if the interrogator is using trickery) or
complicated the program that the player can create. Instructors, his END score (if duress or torture is used). If his roll is successful, the
especially those at the Academy, have a high rating in this area because victim reveals no information. If unsuccessful, the interrogator gets a
they use the holodeck as a training tool. significant piece of knowledge.
Holodeck Systems Technology If the interrogator uses torture, it is possible that the victim may die
This skill relates to the technical aspects of the holodeck. An individual before giving up any secrets. If the victim fails his Saving Roll against his
with this skill background can perform emergency rescue operations on a END score by more than 20 points, he passes out, taking 2D10 points of
holodeck that is running a program. He may also halt a program without wound damage in the process. The victim may be immediately revived (if
harming the people who are using the holodeck. This skill relates closely the damage did not kill him), but the interrogator will gain no
to Transporter Systems Technology because the same principles information, and he must make another skill roll, repeating the above
operate both devices. process. 2D100 minus the interrogator's Interrogation Skill Rating
minutes of interrogation inflicts 1D10 points damage on the victim,
regardless of the outcome. If tortured, the victim receives wound damage.
Instruction
If trickery is used, the damage is temporary. Thus, a victim's CURR OP
This is the skill of passing on knowledge to others. All Starfleet officers
END continues to drop under torture, making it all the more likely that he
have a rating of at least 10 in this skill, because they are expected to teach
will pass out or die under duress before talking. It is possible to
skills they know to the men and women under their command. Training
administer medical aid to raise the victim's CURR OP END before
involves the use of audio and visual aids, testing and other assessment
continuing torture.
tools, and other instructional techniques.
[NOTE: Because Vulcans know mental techniques to block pain, it is
This skill is used by characters attempting to teach a skill they know to
impossible to torture information out of one. Many secret agents have
another player or non‐player character. A Skill Roll will be required for a
learned similar techniques, which gives them a 20‐point bonus to all
character to actually teach another a skill. The process takes time, based
Saving Rolls to withstand pain.]
on the INT of the student and the Skill Rating of the teacher; the game
Intelligence Administration officers have a rating of at least 15 in this dangerous order, depending on the circumstances. A Skill Roll would be
skill. required when attempting to sway a crowd or lead a group of people the
character is not used to commanding. For influencing an individual or a
Investigation small group of professionals, skill in Negotiation/Diplomacy is used
This is the skill used to search for relevant but difficult‐to‐find instead.
information related to the subject of a specific inquiry. Investigation can
be used to locate an obscure reference to an ancient planet, to provide the All Starfleet officers have a rating of at least 10 in this skill, and those who
life story of an individual, or any number of related searches. pass through Command School have a rating of at least 40.
In non‐critical situations, where time is not important, a Skill Rating of 10 Life Sciences
in Investigation is sufficient to find some information regarding the This group of skills includes the study of living things, both terrestrial and
specific inquiry. Similarly, a Skill Rating of 40 or more will yield more alien plants and animals, bacteria, fungi, and other organisms. Separate
accurate information in a more timely fashion. The Skill Rating is an Skill Ratings must be developed for each type of life science, such as those
indication of the amount of information that may be acquired during the examples listed below.
investigation and of the time needed for the data to be interpreted.
Specializations include Criminal, Forensic, Research, where Research is General Biology
the general Investigation specialization which includes the co‐ordination This is the study of life, including physiology, anatomy,
of effort and resources to produce new information, or discover morphology, and other factors. It includes the study of cells
associations of information that had not been previously obvious. and microorganisms.
Language Bionics
This skill area covers not only spoken Earth languages and alien Training includes the study of how biological systems and
languages, but also ancient written languages and languages that are so functions can be applied to engineering problems. Included are
alien as to be not even sound‐based (flashing lights, waving tentacles, the physical melding of beings and machinery, such as with
etc.), where the 'speakers' must use mechanical devices to communicate. artificial organs or electromechanically enhanced senses.
Bioengineers can use their skill to create artificial organs and
All characters are considered to have a rating of 40 in speaking their limbs.
native tongue and a rating of 20 in writing it; in addition, all Starfleet
personnel are considered to have a rating of 40 in speaking Galacta, the Botany
standard Federation language, and a rating of 20 in writing it. (This Training includes the study of plants, from simple algae to
language is similar to and treated as English in the TV series.) Each complex flowering and nonflowering varieties. It also includes
Starfleet officer has a rating of at least 15 in speaking and writing one such agricultural topics as growth mechanisms, genetics, cross‐
other language because of his Academy training. Characters who desire to fertilization, hybridization, and hydroponics (growth without
increase their Skill Ratings in writing their native tongues and Galacta soil). Most botanists can recognize poisonous and edible
should use the Trivia skill. Translators have ratings of 40 or more in the plants, and from plants under cultivation can deduce
languages they will translate. Each language must be studied separately, information about the technology, metabolism, and life‐style of
so that a character, particularly a Communications Officer, may have a those doing the agriculture.
number of Skill Ratings, one for each language he knows.
Ecology
Characters with basic proficiency in a language can converse in or read Training includes the study of how living things interact with
that language for most uses, but more expertise is required for their environment. Planetary ecologists can determine if a
communication using highly technical terms, slang, jargon, or their planet is habitable, as well as the probable effects of
specialized words. Characters with professional‐level skill in two colonization on the planet's life forms and environment.
languages can act as translators and interpreters, and characters expert Ecologists can use their skill to determine which, if any, plants
in a language can write skillfully and express themselves fluently and and animals can become part of the food chains of Federation
elegantly in that language. Language skills could be important to a or alien races.
character if he attempts to communicate with a being of another race
without using the universal translator, if he were overhearing a Exobiology
conversation in that tongue, for example. Training includes the study of life forms alien to humanoid
creatures. It involves the study of non‐carbon based organisms,
An additional specialization within Language is NonVerbal with life cycles that may not include nitrogen, oxygen, or water.
Communications, which includes the study of communications methods Exobiologists can use their skill to give information about the
that are not vocalized. It would allow the study of body language to structure and function of alien creatures and plants, perhaps
indicate state of mind, etc. even determining that what appears to be non‐living is in fact
alive, but of a structure totally new to the Federation.
Leadership
Taught to all Starfleet Cadets and reinforced at Department Head School Genetics
and Command School, this is one of the most important skills for those Training includes the study of heredity and variations in living
who aspire to command. Instruction is given in motivational techniques, things from one individual, group, species, or generation to
listening, and discipline, and guided practice is given in debate, another. Genetic specialists added their skills to projects like
persuasion, and others of the speech arts. Personnel management constructing The Genesis Device or breeding genetic
training is also given. Starfleet officers who pass through Command 'supermen' such as Kahn Noonian Singh.
School have professional‐level skill in this area.
Zoology
This skill is used when a character tries to influence others, often Training includes the study of animal life, with particular
modified for his CHA score. It would be used when convincing emphasis on the properties of and characteristics exhibited by
subordinates to follow an unusual or highly dangerous order. It would be an animal, an animal type, or an animal population. Zoologists
used when attempting to sway a crowd or lead a group of people the can use their skill to recognize predators and prey, and they
character is not used to commanding. can determine which animals are likely to be dangerous or
beneficial to a landing party.
Skill Rolls will not be required for most orders given to an officer's
subordinates, who are used to taking orders from him. Skill Rolls may be The Skill Rating in the life science may be averaged with the rating in
required when convincing subordinates to follow an unusual or highly Starship Sensors to gain specific data, or it may be averaged with
Computer Operation [Small Equip Sys Op?] to gain information from a requisites to all other medical skills, and no other medical skill may
tricorder. be learned until a character has a rating of 40 in them. Additional
Skill Ratings may be gained in the other medical sciences listed below as
All Starfleet officers have a rating of at least 10 in one of these sciences. examples.
Science and Medical Officers most often have ratings in several skills, or a
rating of more than 40 in at least one of these skills. General Medicine [Prerequisite]
This is the anatomy and physiology of the body, its systems,
Life Support Systems Technology organs, and tissues. Training begins with first aid and
This skill deals with the operation, repair, and modification of life support continues through diagnosis and treatment of most common
machinery, both shipboard equipment and landing party equipment. disorders, including wounds and diseases. The basics of this
Training includes the technology of the starship life support systems, skill are given to all Starfleet personnel. Professional‐level
environmental suits, life support belts, and standard medical life support training in this area is required of all practicing physicians and
equipment. other medical specialists. All Starfleet Medical Officers are
trained to treat several races. This Skill Rating that is used in
This skill may be used by characters attempting to repair the ship's life determining success in first aid attempts.
support systems during starship combat or to modify medical life support
equipment for emergency surgery. In starship combat, this skill may be Pathology
used, with a Skill Roll, to repair the ship's life support systems during Training involves the study of diseases and the changes caused
starship combat. It also is used to repair a damaged environmental suit by them in tissues and organs. It also includes extensive study
or life support belt. of tissues, including analysis for trace substances, bacteria, and
viruses. Pathologists can use their skill to analyze a tissue
Medical and Engineering Officers have ratings of at least 10 in this skill. sample for poisons or to perform an autopsy.
Marksmanship, Archaic Weapon Pharmacology
This skill encompasses the use of all ancient (in STAR TREK terms) This skill involves the chemical and physiological effect of all
projectile weapons, from slings through crossbows to 20th‐century drug types. Training includes study of the properties and
firearms. Training includes extensive hands‐on practice with the weapon, reactions of various drugs, with particular attention to their
including its assembly, cleaning and care. effect on different species and races. This skill is used to
determine the success or failure of drug‐related experiments
Characters with professional‐level skill in a weapon can construct or or research, and to provide the character with knowledge of
reload their own projectiles, make field repairs to a damaged weapon, drugs used in medicine, security work (poisons, truth serums,
and use the weapon competently in most normal cases. The Skill Rating in and so forth), and other related fields.
this skill is averaged with the character's DEX score to determine the To‐
Hit Number for the weapon used during combat, and thus in combat and Psychology [Prerequisite]
in other critical situations, those with higher Skill Ratings will have a Training involves study of the working of the thinking mind.
greater chance to hit. Observational techniques are taught for use in behavior studies
of individuals and groups. Extensive training in this area is
Though separate Skill Ratings must be developed for each weapon type, given to all Starfleet Medical Officers, so that they may deal
game masters may allow half or more of a Skill Rating in one weapon to with several races. Psychologists can use their skill to detect
apply to the use of a similar weapon; the more similar the weapon, the patterns that deviate from the norm, gaining information about
greater part of the Skill Rating should be allowed. the state of mind of those under observation.
Marksmanship, Modern Weapon Surgery
This skill encompasses the use all types of Starfleet side arms and other Training includes advanced techniques, including anesthetics
light weapons, as well as similar weapons carried by Klingons, Romulans, and organ transplant. Surgeons can use their skill to save the
and other known races. Because one of these weapons works very much life of a severely wounded or diseased character.
like another, there is no need to specify individual types as far as aiming
and firing are concerned. 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
This rating is averaged with the character's DEX to determine the base for his native race and average his skill in General Medicine to determine
To‐Hit Number for the weapon. It may be applied in part to help his Skill Rating for other races.
determine the to‐hit numbers for unfamiliar weapons until basic
familiarity is gained. Skill in one modern weapon gives skill in all that are The character's skill in General Medicine is used with a Skill Roll for all
familiar to the character; familiarity is gained rather quickly. emergency first aid attempts. All Starfleet personnel are qualified in
personal first aid on themselves and members of their own race; this
All Starfleet personnel have a rating of at least 20 in this skill. Security means that they have a rating of at least 10 in General Medicine for their
Officers have a rating of at least 40. own race. Medical Officers have a rating of at least 40 in their own race,
and probably in several other races. Security Officers have a rating of 10
in Psychology for their own race; Medical Officers have ratings of at least
Mechanical Engineering
40 in Psychology for their own race, and probably in several others.
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 Mining
would be used to rig a temporary airlock, make field repairs to a ground This skill includes knowledge of techniques used in mine and tunneling
vehicle with a damaged gear box, and so on. operations, both on planets and within asteroid belts.
Engineering Officers have a rating of at least 10 in this skill, though most This skill is used for evaluating a mining operation or process. It allows
will want to make it higher by making this skill one of their 3 specialties characters to locate especially rich veins of metallic ores, and to be
from Branch School. familiar with the most effective techniques to process ores and the
commercial value of mineral deposits.
Medical Sciences
This skill is available only as an elective, and so no Starfleet Intelligence
This broad group of skills includes everything from first aid to surgery
officers have any initial training. A rating of at least 10 implies a general
and psychiatry. Separate Skill Ratings must be gained for each separate
familiarity with mining techniques. Characters can gain ratings of 20 or
race in General Medicine and Psychology. These skills are pre
more only through experience as a miner or mine engineer. Intelligence All Starfleet personnel have a rating of 5 or more in this skill. Engineering
agents use this skill primarily as part of a cover identity, as miners have and Security Officers have a rating of 10 or more.
access to many disreputable characters, underground passageways,
explosives, as well as rumors of possible interest. Physical Sciences
This large group of skills includes the theoretical sciences that govern the
Negotiation/Diplomacy behavior of non‐living materials solids, liquids, gases, and plasmas. The
This skill involves attempts to influence individuals, like an ambassador, group also includes mathematics and computer sciences. Separate Skill
or small groups of intelligent, informed people, such as a planetary Ratings must be developed in each science, such as the examples listed
council; generally, it cannot be used to influence player characters. It is below.
taught to Starfleet officers in Command School, because in making a first
impression on a dubious official or stubborn native, it is most vital. Chemistry
Training includes study of the behavior of elements and
The skill can be used in any verbal interaction between player characters compounds, their reactions and synthesis, as well as chemical
and non‐player characters. Those with a higher Skill Rating will be able to analysis. It also includes practice in standard laboratory
exercise their influence with greater success. The rating in this skill is techniques and in the interpretation of chemical data from
averaged with the character's CHA score as a base target for Skill Rolls to sensor and tricorder scans. Chemists can use their skill to
influence individuals, like an ambassador, or small groups of intelligent, analyze the chemical composition and behavior of unknown
informed people, such as a planetary council. substances, both aboard ship and on a planetary surface.
One way to find out if a Skill Roll is necessary is to subtract the rating Computer Science
from 100, giving the chance that a roll is needed. If a roll is not needed, Training involves the theoretical basis for computer design and
then the character's verbal interaction proceeds in his favor. If a roll is construction, and it includes the analysis of sophisticated
needed and is successful, the same result occurs. If a roll is needed and is computer systems. Extensive guided practice is given in the
unsuccessful, then he fails. The more the roll was more than the target, construction of experimental computers and in computer
the worse the reaction to the character. For example, if the character fails linkups with many types of remote sensing devices. Computer
a roll by only 10 points, his attempt is met with a polite, regretful scientists can use their skill to analyze software/hardware
negative. If he fails by 30 points, the refusal to cooperate is forceful. If he problems, to build or rebuild computers, and to fathom the
fails by 50 or more, the refusal may be accompanied by physical force. functioning of alien computation devices.
All top Starfleet command personnel have a rating of at least 10 in this Cybernetics
skill. The study of creating artificial systems, that may, to a greater
or lesser extent mimic biological systems. Life Sciences,
Personal Combat, Armed Bionics is an allied skill that governs their interfacing with
This skill involves the use of ancient and modern hand weapons in biological systems. Nanites would be developed using this skill,
personal combat, such as the sword, the club or mace, the spear, and the as would Lt Commander Data. Training includes the study of
knife or dagger. Training involves guided practice in the various attack how biological systems and functions can be applied to
and defense modes for each weapon, as well as in the weapon's care. A engineering problems by the creation of artificial systems.
separate Skill Rating must be developed for each class of weapon, but half Included are the physical melding of beings and machinery,
or more of the rating may be applied to similar weapons; the more similar such as with artificial organs or electromechanically enhanced
the weapon, the greater the part of the rating allowed. senses. Cybernetic Engineers can use their skill to create
artificial organs and limbs.
The rating is averaged with the character's DEX score to determine the
base To‐Hit Number for the weapon. Individuals with a higher rating will Gravitics
be more successful in combat. This skill involves knowledge, both practical and theoretical, of
gravities and gravitically powered devices. The character
Personal Combat, Unarmed learns the theoretical basis for anti‐gravity and the know how
This skill is all‐inclusive, simulating all unarmed combat styles (judo, to maintain and repair gravitic (and anti‐gravitic) devices,
karate, boxing, etc.). Training involves physical conditioning, as well as including many forms of land transportation and various A‐
instruction and guided practice in attack and defense modes, falls, special grav platforms. Graviticians can use their skill to identify
series of attacks, and so on. Though not all forms of unarmed combat are gravitic propulsion systems or to repair or modify a
alike, separate Skill Ratings are not required in the separate forms. conventional gravitic device for special use.
The rating is averaged with the character's DEX to determine the base To‐ Mathematics
Hit Number for unarmed Training involves advanced theoretical mathematics, including
combat. For every 10 points in this skill, the damage in unarmed combat statistics, various geometries, trigonometries, and algebras,
is raised 1 point. It is used to determine the proficiency of animals in and the structure and behavior of various space configurations.
combat as well; in general, meat‐eaters are more proficient than Also stressed is the application of these subjects to practical
vegetarians. problems. Mathematicians can use their skill to make statistical
sense of a wealth of data, such as that gained from surveys of
Personal Weapons Technology an alien culture.
This skill involves the repair and modification of modern side arms such
as phasers and disruptors. Training includes instruction in beam circuitry Metallurgy
and guided practice in repair techniques. All Starfleet personnel receive This skill teaches knowledge, both practical and theoretical, of
some minor training in this skill to allow them to recharge their own metals and their inherent properties. Training consists of
weapons and to replace obviously damaged microchips; Security and metalworking, using tricorders for metal analysis, and
Engineering Officers receive additional training in this skill so that all are experience with various metals. Metallurgists can use their
qualified to make most normal repairs. skill to identify certain metals without a tricorder, to design
new applications for metallic alloys, and to determine the
This skill would be used by a character attempting to make modifications metal's characteristics under field conditions.
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 Physics
20th‐century wall plug. 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 The rating may be averaged with the rating in Starship Sensors or
phenomena. It involves practice using physical sensing devices Computer Operation [Small Equipment Systems Operation?] to obtain
and analysis tools. Physicists understand the theory behind specific information from shipboard or from a tricorder.
warp drive engines, matter/antimatter reactions, and the
beamed energy used in phasers and transporters. They can use All Starfleet officers have a rating of 10 or more in at least one of these
their skill to determine the physical structure and behavior of skills. Science Officers may have ratings of at least 10 in several of these,
unknown substances, the probable effects of unknown or perhaps a rating of 40 or more in at least one.
radiation sources, and to determine the theory behind alien
technology. Planetary Survival
This includes the variety of skills needed to survive under extreme
The rating may be averaged with the rating in Starship Sensors or conditions planet side. This skill is gained mainly through practice, but
Computer Operation [Small Equip Sys Op?] to obtain specific some theoretical training is helpful. This skill is taught by Starfleet as it is
information from shipboard or from a tricorder. needed by specific landing‐party personnel, but many Starfleet personnel
have some training from their childhood and adolescent experiences (as
All Starfleet officers have a rating of 10 or more in at least one of these with the Federation Scouting movements) or from such outdoor hobbies
skills. All Science and Medical Officers have a rating of 40 or more in at as wilderness camping. Separate Skill Ratings must be developed in each
least one, if not several. of the separate planetary types, including arctic, cool temperate, warm
temperate, tropical, and desert planets.
Planetary Sciences
This large group of sciences deal with the structure and function of Qualified personnel use this skill to guide them in securing food, water,
planetary materials a planet's lithosphere (including its geography and its and shelter under primitive conditions. Professional level skill in this area
rocks, minerals, ores, and fuel deposits), its hydrosphere (including its would allow a character to act as a professional guide.
oceans, lakes, and rivers), and its atmosphere (including its weather and
climate). Separate Skill Ratings must be developed for each different Starfleet personnel on a pre‐planned landing party expedition will have
science, such as the examples listed below. ratings of at least 1D10 in this skill for the type of planet being
investigated; at least one member of the landing party will have a rating
Agriculture of 10 or more, and likely of 40 or more. No training will be given the
This science deals with field crop production and soil landing party members for unplanned landings obviously.
management. The skill also involves a combination of the
producing operations of a farm, the manufacture and Portable Deflector Operation
distribution of supplies, and the processing distribution and This skill is related closely to the Deflector Shield Operation skill, and
storage of such supplies. The skill also includes development functions in very much the same way but deals specifically with
and repair of farm equipment, irrigation systems and small/portable units. This skill involves the energizing of personal and
landscape planning. This can also include forestry, the science portable defensive screens.
of developing, caring for and cultivating forests and/or
timberlands. Qualified personnel can use their skill to operate the shields during most
routine operations, but operation during combat requires a higher
Geology qualification. Most often use of this skill requires a Skill Roll.
Training involves not only the study of such earth materials as
rocks, minerals, ores, and soil, but also the study of such Portable Deflector Technology
landforms as mountains, valleys, volcanoes, and beaches, and This skill is related closely to the Deflector Shield Technology skill, and
of the processes that create them. It also includes extensive functions in very much the same way but deals specifically with
field experience in mineral and fossil identification, in small/portable units. This skill involves the repair and maintenance of
analyzing the geologic history of a region, and in geologic the devices that produce personal/portable protective screens. Training
mapping. Geologists can use their skill to determine the involves instruction on the theory behind the devices as well as extensive
presence of a valuable ore or fuel deposit, or to identify likely guided practice constructing and repairing the devices and their controls.
regions for earthquakes or volcanic activity.
In combat, the user may use this skill with a Skill Roll to repair damage to
Hydrology the deflector shield panel after a successful hit.
Training involves the study of a planet's water (or its
substitute) as found on the planet's surface, beneath its Security Procedures
surface, and in its atmosphere. It deals with the precipitation‐ This skill deals with all procedures used by Starfleet for insuring the
river‐ocean‐evaporation cycle, as well as with the chemical and physical security of personnel, equipment, documents, and property.
physical nature of the water itself. It also deals with Training includes instruction in techniques for confining and
oceanography and such topics as currents and waves, flooding, interrogating prisoners, for controlling crowds, and for protecting VIPs. It
and ice sheets and glaciers. Hydrologists can use their skill to also includes the .alert procedures used in star bases, starships, high‐
help determine the suitability of a planet for colonization, to security compounds, and most other Starfleet installations.
discover underground water sources, and so on.
This skill could be used by a Security Officer to discover that a Klingon
Meteorology spy has stolen vital documents, or to control a crowd of hostile natives
Training includes the study of all atmospheric phenomena, without resorting to weapon fire.
including weather (winds, storms, precipitation, temperature,
etc.) and climate (the prevailing weather conditions in an All Security Officers have ratings of at least 40 in this skill.
area). Meteorologists can use their skill to predict the weather,
or to determine the suitability of a planet's climate for
Shuttlecraft Pilot
colonization, for example.
This skill deals with the operation of the standard shuttlecraft used by
Starfleet and carried on many larger ships. Training includes guided
Seismology
practice on simulators as well as actual flight time, with emphasis on
This is a form of Planetary Science that deals with the study of
takeoffs and landings.
the movement of a planets crust. This Skill can also includes
glaciology and volcanology.
A character may fly the craft under normal conditions with a rating of at
least 10, but he must have a Skill Rating of at least 20, or more commonly
40, to be assigned as a shuttlecraft pilot. Characters can use this skill in
operating the shuttle under tough conditions, or in operating special‐ to be small vessels for this purpose. Characters may pilot Class II
purpose shuttles, such as the aquashuttle sometimes used on starships starships (5000 to 15,000 metric tons) using this skill, but a ‐20 modifier
calling at water worlds. is applied to such skill rolls. Larger starships of over 15,000 metric tons
are considered to be large vessels.
All Helmsmen have ratings of at least 10 and Security Officers of at least
20 in this skill. Intelligence Analysis officers have a rating of at least 15 in this skill.
Shuttlecraft Systems Technology Social Sciences
This skill involves supporting, maintaining, and repairing standard and This large group of skills deals with the institutions and functions of
special‐purpose shuttles. Training involves study of all shuttlecraft societies and with the interpersonal relationships between individuals in
electrical, mechanical, and drive systems, as well as guided practice in those societies. Separate Skill Ratings must be developed for each
repair and maintenance. separate race and for each different field, such as the examples listed
below.
The skill could be valuable to a character needing to leave a planet in a
hurry, but faced with an inoperative shuttlecraft. It was this skill that Anthropology
aided Scotty in the episode The Galileo Seven. Training involves the study of a race's ancient cultures, their
history, and their lifestyles. It includes the study of applicable
All Engineering Officers have a rating of 10 or more in this skill. dead languages as well as practice in making archaeological
digs and in identifying and dating relics and ruins. This skill
Small Equipment Systems Operation could be used by a character attempting to decipher runes or
This skill involves the operation of all types of Starfleet equipment, such to determine the use of an alien artifact.
as communicators, tricorders, universal translators, aqualanterns, and
the like. Training is gained through classroom instruction and guided Archaeology
practice. This is the study of historical cultures through the recovery,
documentation, analysis, and interpretation of material culture
Characters could use this skill if they attempt to operate unfamiliar, but and environmental data, including architecture, artifacts,
similar, alien equipment, or if they attempt to use Starfleet equipment in biofacts, and landscapes. Archaeology aims to understand a
unusual ways. All Starfleet personnel have a rating of 10 or more in this race through these endeavors. Archaeology involves
skill, and thus are able to use most Starfleet equipment, including surveyance, excavation and eventually analysis of data
standard medical equipment, under normal circumstances. collected in order to learn more about the past. There are
various different goals to the discipline, including the
Small Equipment Systems Technology documentation and explanation of the origins and
This skills deals with the repair and modification of small hand‐held development of cultures, understanding culture history,
equipment such as communicators, tricorders, or universal translators. chronicling cultural evolution, and studying a race's behavior
Training Includes study of the circuits and mechanical systems of most and ecology, for both prehistoric and historic societies.
Starfleet gear, with extensive guided practice in making repairs and
simple modifications. Economics
Training involves the study of the basic laws of supply and
A character could use this skill in attempting to modify equipment, as Mr. demand, as well as the basics of trade, wealth, and the
Spock did when he converted the crystals in a subcutaneous transponder production, distribution, and consumption of goods and
into a crude laser in the episode Patterns Of Force. services. Many officers in full‐time services in the Merchant
Marine Command have training in this field, and all private
All Engineering Officers have a rating of at least 10 in this skill. merchants probably do as well. This skill could be used by
characters dealing with a race's economy in trade or in
Small Vessel Engineering determining the social conditions on a world.
This skill covers the general systems repair and maintenance of small
starships of a non‐military nature, usually piloted by a single person. Klingon Law (for Klingon characters)
Because of the shifting nature of Klingon politics, Klingon civil
It comes into use on smaller vessels in every situation where Space and criminal law changes more often than its Federation
Science, Astronautics would be used on larger vessels. Ratings in this counterpart. Skill at Klingon law does not include knowledge of
skill are halved (rounded down) when applied to situations requiring the internal laws and traditions of individual clanlines,
skill in Space Science, Astronautics, and vice versa. Class 1 starships (up however. A Klingon will automatically know his own line's
to 5000 metric tons) are considered to be small vessels for this purpose. rules completely. If a character somehow has a chance to learn
Characters may use this skill to effect repairs on Class II starships (5000 the laws and traditions of another line, he must learn them
to 15,000 metric tons), but a ‐20 modifier is applied to such skill rolls. under the Trivia skill category.
Larger starships of over 15,000 metric tons are considered to be large
vessels. Law (including Federation Law)
Training involves the study of the codes, customs, and rules of
Intelligence Analysis and Technical Services officers have a rating of at a society. Security Officers receive advanced training in
least 5 in this skill. 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
Small Vessel Piloting
Federation's member planets.
This skill allows a single individual to operate and navigate small
starships of a non‐military nature.
Political Science
Training involves the study of a society's politics and
It is used on smaller vessels in every situation where Starship Helm
government. It includes study of the way laws and policies are
Operation or Space Science, Astrogation would be used on larger
made, in the structure of the government and its institutions,
vessels. Ratings in this skill are reduced to one‐quarter (rounded down)
and in the ways political groups gain and control power. The
when applied to situations calling for Starship Helm Operation or Space
skill could be used by a character attempting to influence a
Science, Astrogation. The sum of the character's ratings in Starship
government, possibly modified by his Skill Rating in
Helm Operation and Space Science, Astrogation are reduced to one‐
Negotiations/Diplomacy. It also could be used to identify the
quarter (rounded down) when applied to situations calling for Small
power groups in an alien society, and to distinguish those who
Vessel Piloting. Class I starships (up to 5000 metric tons) are considered
actually wield the power from those who appear to have the theories to explain astronomical observations. It includes
power. study of the motions of satellites, planets, stars, and galaxies as
well as stellar growth and decay. Navigators are trained in this
Racial Culture/History (including Federation History) area. It could be used to determine that a comet or large
Training involves study of the history and culture of a star meteorite is on a collision course with an inhabited planet.
faring race. Communications Officers receive advanced training
in one or more races, and Command School gives additional The Skill Rating in these fields may be averaged with the rating in
training in Federation history. The skill would be used by Starship Sensors to find out specific information about space
characters attempting to avoid mistakes in manners or phenomena. In Starship combat after a hit to the engine room, the Chief
behavior on an alien world, or attempting to make sense out of Engineer may be required to make a Skill Roll against his rating in
behavior they are witnessing. Astronautics to successfully restore power to the ship's power grid.
Theology All Starfleet officers have a rating of 10 in Astronomy and in at least one
This is the study of religion and beliefs among humanoids. It other of these sciences. Furthermore, Navigators have a rating of at least
includes knowledge of mythology, philosophy, and religious 40 and Helmsmen of at least 10 in Astrogation (formerly called Starship
texts. Navigation); Engineering Officers have a rating of 10 or more in
Astronautics (formerly called General Starship Engineering); and Science
The Skill Ratings in these fields may be averaged with the rating in Officers frequently have ratings of 20 or more in several of these fields.
Starship Sensors to be able to find out specific information about a
planet's culture. Sports
This skill involves all of the many sport forms in the known universe.
Every Starfleet officer has a rating of at least 15 in the culture/history and Development includes physical training, instruction in technique, and
the laws of the Federation. Security Officers have a rating of 20 in extensive guided practice and competition. Characters who have
Federation Law. Those officers who complete Command School have proficiency in a sport are considered to have average recreational skill;
ratings of 25 in Federation Law and of 20 in Federation Culture/ those with advanced training would be considered to be enthusiasts.
History. Communications Officers usually have ratings in the Characters with professional‐level skill could qualify for professional
history/culture of several races. teams or as instructors. Separate Skill Ratings must be developed for each
sport desired; typical choices are swimming and diving, gravball, zero‐G
Space Sciences handball, bowling, track and field, weightlifting, and so on.
This large group of skills includes the study of space, the stars, planetary
motions, navigation, and the application of other sciences to space travel This skill could be used by characters attempting physical activities that
or to deep space. Separate Skill Ratings must be developed for each are similar to the activities in the sport, such as to rescue someone
different science, such as the examples listed below. drowning, running long distances or sprinting under adverse conditions,
and so on. Skill in swimming covers recreational or survival swimming
Astrogation (Starship Navigation) and diving techniques. A character qualified in this skill can swim for
Training involves all three types of navigation used by recreation without fear of drowning under normal circumstances.
Navigators — piloting by dead reckoning, celestial navigation
using star fixes, and electronic navigation using pulsars. It Sports, Swimming covers the techniques involved in swimming and
includes star mapping and plotting courses and orbits. diving (not skin or SCUBA diving, but including competition diving). A
Navigators receive professional level training in this skill so character with a minimum Skill Rating of 5 in Swimming is able to swim
that they have the tools needed to determine where a starship (or at least float) well enough to survive for a short period of time in
is, where it is going, and when it will get there. This skill is used water over his head. A minimum Skill Rating of 10 gives the ability to
in plotting intercept courses and standard orbits, and it could swim as recreation without fear of drowning, under normal
be used in determining where a ship was if it wandered off circumstances. Those with Skill Ratings of 20 or more are very
course during an ion storm. competent. A skill roll against this skill might be needed if a character
must perform an unusual feat of swimming skill, such as rescuing a
Astronautics (Starship Engineering) drowning person or swimming long distances, or under adverse
Training involves the theory and practice of creating and conditions such as fast current or extremely cold water, competing in
maintaining starships and other manned space habitats and water athletics, etc.
environments. It encompasses the general areas of starship
design and construction — bulkheads, decks, stresses and All player characters except Vulcans and Caitians may have developed
strains, hull repair, and the like. Development includes Swimming as part of their background before joining Starfleet. (Vulcans
extensive training in starship power grids and in the repair of come from a dry planet with little freestanding water, and Caitians
damage to that grid and superstructure. All Engineering developed from plains felines and thus are not comfortable with
Officers are trained in this skill, and many choose to have swimming or large bodies of water.) Characters desiring to use SCUBA
advanced training as well. This skill is used by the Engineering gear should choose it as the subject of the Trivia skill.
Officer in starship combat when attempting to make
emergency repairs to the power grid after a hit on the engine Starship Helm Operation
room. This skill deals with steering a starship, actually operating the controls of
its warp and impulse engines. Development of the skill includes training
Astronomy in executing standard, evasive, and battle maneuvers, as well as in
Training involves observations from deep space, including all executing standard orbits, intercept courses, and the like.
forms of electromagnetic radiation (light, radio‐frequency
emanations, etc.), neutrino scans, gravities, and so on. It In Starship combat, the Helmsman uses this skill, with a Skill Roll, to make
includes study of the theories concerning these observations, emergency or evasive maneuvers. After a bridge hit, the skill is used, with
as well as guided practice in making the observations and a Skill Roll and averaged with the rating in Computer Technology, to
interpreting them. This skill, which is studied by all Starfleet repair a damaged helm console.
officers, could be used by a character to discover a previously
unknown black hole or perhaps a star going nova. All Navigators have training and all Helmsmen have ratings of 40 or more
in this skill.
Astrophysics
Training involves the study of the universe and its parts in an
attempt to discover how it works by using physical laws and
Starship Sensors available if requested. Example: The vessel approaching is a
This skill involves operating a starship's sensors probes to gather data for Gorn shuttlecraft. It will intercept your orbit in 10 minutes.
interpretation and storage in the ship's computers. Development includes
extensive training in the efficient use of the sensor controls and, when 5) Presence and number of life forms, and the general type if
combined with other science skill, in the swift interpretation of the data familiar to the Federation. A shielded ship cannot be scanned
gathered. for life form number or type, though the presence of life can be
detected through shields. Example: There are three unknown
OVERVIEW: This skill is used to detect life and energy sources in other life forms on the asteroid's surface; two are reptilian and the
ships and on planets. The ship's sensors also provide planetary gravity third is completely unknown.
and climate data from standard orbit. All of this data may be interpreted • Basic information about a previously detected unknown life‐
by the Science Officer to give information to a prospective landing party. form. Example, with the roll made against the average of
The skill also may be used by a Navigator to detect at long range moving Starship Sensors and Exobiology: The lifeform has a crystalline
objects likely to pass near a ship. In starship combat, the skill is used to structure, much like diamond, but it can grow appendages in a
provide data to the bridge crew about the enemy vessel, its preparations, process that is similar to crystal growth.
its power allocation, and its damage. • Basic information about an unknown culture. Example A, with
the roll made against the average of Starship Sensors, Ecology,
When averaged with the skills in various sciences, this skill is used to and Exobiology: The vegetation seems to be cultivated, and the
interpret data about a wide variety of subjects. In Starship combat, the alien's digestive system could use the roots as food, but the leaves
skill is used, with a Skill Roll, to gain a sensors lock on the opponent and probably are mildly toxic. Example B, with the roll made against
to obtain vital data about his preparedness and his intentions. After a the average of Starship Sensors, Comparative Edoan
bridge hit in Starship combat, the skill is used, with a Skill Roll and Archaeology, and Edoan History/Culture: The people have been
averaged with the rating in Computer Technology [Small Equipment visited by the Edoans at some time in the distant past. The ruins
Systems Operation?], to make emergency repairs to the sensors panel. show heavy Edoan influences, and the current dress could have
been adapted from Edoan dress of 3 centuries ago.
DETAILS: In non‐critical situations, where time is not important, a Skill
Rating of 10 in Starship Sensors is sufficient to operate the sensors and to 6) Unusual use of sensors. Example A, with a modifier of 15 and
interpret most standard results. Similarly, a Skill Rating of 40 or more will up to 30 if many life forms are present: Sensor lock for
yield accurate information in a timely fashion. The Skill Rating is an transporter pickup from a nearby ship or planet's surface, using
indication of the amount of information that may be acquired from the a sensor scan only (no communicator homing device). Example
sensors and of the time needed for the data to be interpreted. Sensors B, with a modifier of 25: Scan to twice normal sensor range.
may be used to determine the following types of information:
In critical situations, or where time is an important factor, Skill Rolls are a
1) Presence, location, and general type of unusual energy sources good way of determining the amount of accurate information that may be
in space or on planet surface. Example: You detect an unusual gained through the sensors. The Skill Rolls may be made against the
source of energy on the planet's surface, near the capital city. It average of the Skill Rating of the appropriate science or technology and
seems to be a crude type of matter/antimatter power. the 39 Skill Rating in Starship Sensors and modified for the circumstances.
• Exact strength and nature of an energy source already Success will give additional information in a short time, [as indicated in
detected; a second or even third Skill Roll may be required for the bullet points above] though it is possible to determine much of the
any detailed information. Example A: The power source you same information without the roll if enough time is spent.
have detected is strong, but not controlled well by your
standards. Example B, second Skill Roll required with a modifier All Starfleet officers have a rating of 10 or more in this skill. Helmsmen
of 10: It seems to be a power plant, similar to your own warp have ratings of 30 or more and Science Officers of 40 or more.
engines, but about half as powerful.
• The general use of the energy. Example: The power seems to be Starship Services
used in a large structure, where it is being transformed into This skill covers the basic ability to perform routine tasks, following
light. protocols without necessarily knowing the ins and outs of the system
• Presence of standard deflector screening. Example A: The alien being used, where the system is not covered by a more specialized skill.
ship has shields up. Example B, after a second roll: The alien
ship's screens are quite strong, except to aft, where they seem to Starship System Integration
be underpowered. This skill covers the basic ability to perform routine engineering tasks,
• Presence of any standard weapon systems and their armed following protocols without necessarily knowing the ins and outs of the
status. Example A: The asteroid base has armed disruptors. system being maintained or modified, where the system is not covered by
Example B, with the roll made against the average of Starship a more specialized skill.
Sensors and Starship Weaponry Technology at a 20 penalty:
The mechanism seems to be a type of laser cannon, with about as Starship Weaponry Operation
much destructive power as a medium strength phaser but twice This skill deals with the operation of all types of starship phasers and
the range. photon torpedoes, including their arming, aiming, and firing. Training
includes the use of the targeting computer and extensive practice, not
2) Material composition of an object, if the materials are familiar. only with combat simulators but also using the actual weapons on
The status of the object (solid, liquid, gaseous, plasma, Starfleet Academy's target range.
fluctuating, etc.) will be known as well. Materials not known to
Federation science should be noted just as 'unknown,' though This skill is used with a Skill Roll or a To‐Hit Roll in starship combat to
their status should be given. Example: You detect a large determine the effectiveness of weapon fire. It also might be used by a
deposit of dilithium crystals beneath an unknown liquid. character attempting to operate unfamiliar ship's weaponry in a captured
vessel.
3) Basic information about a previously detected unknown
substance. Example, with the roll made against the average of All Helmsmen have ratings of at least 40 in this skill. Any captain‐to‐be
Starship Sensors and Physical Chemistry at a 25 penalty: The must have some training in this area.
alien ship's hull seems to be made of a previously unknown
material similar to plastic, but stronger than any known metal. Starship Weaponry Technology
This skill deals with the technical aspects of both phaser weaponry and
4) Size, speed, and vector of any object. If the object is known to photon torpedoes, particularly covering repair and maintenance. Training
the Federation, its type, nationality, and description should be includes study of the appropriate circuit theory, as well as extensive
guided practice in weaponry equipment assembly, disassembly, and Intelligence Field Operations officers have a rating of at least 5 in this
repair. skill, and Administration officers have a rating of at least 20.
Qualified personnel may make minor to moderate emergency repairs of Trade and Commerce
damaged or malfunctioning equipment. A character also could use this This skill applies to buying and selling commodities on the open market,
skill to make minor weaponry modifications. After a bridge hit in Starship especially including interstellar commerce. The basic techniques and facts
combat, this skill may be used, with a Skill Roll, to repair a damaged behind this trade may be taught in academies, apprenticeship programs,
weapons console. and on the job. Advanced skill, however, is best learned by experience.
Skill in this area will affect success in attempts to sell a cargo (and the
All Helmsmen and Engineering Officers have ratings of 10 or more in this price obtained), to complete a trade agreement with a new culture, or to
skill. negotiate a favorable transport contract. It also will influence the ability
to locate a cargo‐for‐hire that is available for contract transport, or to
Stealth move more goods in an area of limited demand.
Stealth involves the ability to move inconspicuously through darkened
areas or crowds. This skill is needed whenever a character attempts to go Using Trade and Commerce, a character will be able to sell or purchase
unnoticed by authorities or others. trade goods at the most favorable prices or (when combined with
Bribery) to locate a black market. [Game systems for using this skill are
The average of this rating and the character's DEX or LUC score may be explained within the appropriate rules sections Trader Captains and
used to evade pursuers or to sneak unnoticed past guards. Intelligence Merchant Princes, 2nd ed]. Successful Skill Rolls against a character's
Field Operations officers have a rating of at least 10 in this skill. Trade and Commerce Skill Rating improve the prices obtained for goods,
or the amount of those goods that can be sold at a fixed price. Intelligence
Streetwise agents use this skill primarily as part of a cover identity, as traders often
This skill is gained only by experience, interacting with people planet see and hear things that others miss.
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 Intelligence Analysis officers have a rating of at least 5 in this skill, Field
unfamiliar city slums, how to contact the urban underground without Operations officers have a rating of at least 10, and Administration
being compromised, and how to behave in back alleys and back rooms in officers have a rating of at least 20.
the seamier parts of any humanoid planet from Vulcan to Sherman's
Planet. Transporter Operational Procedures
This skill involves the use of transporter devices, whether they be
The skill may be used by a character to find what he wants in port, personnel transporters or cargo transporters. Training includes locking
whether it is information from a bartender about an illegal gambling in on a person or an area, powering up the system, and accomplishing
parlor or about what ships have been in or out of port in the last two beamup with simulators and with all three transporter types commonly
months. in use.
Structural Engineering OVERVIEW: This skill may be use when a character desires to make a
This skill includes knowledge of techniques used in structural quick lock‐on and beam‐up, when atmospheric conditions or other
engineering. hazards make beaming difficult, or when extreme precision is required,
such as transporting into an unknown area using sensor readings only.
This skill is used for evaluating an engineering operation or process. It
allows characters to be familiar with the most effective techniques. No Skill Roll is required for routine ship‐to‐planet, planet‐to‐planet, or
ship‐to‐ship beaming by anyone with a rating of at least 10 in
This skill is available only as an elective, and so no Starfleet officers have Transporter Operation Procedures.
any initial training. A rating of at least 10 implies a general familiarity
with structural engineering techniques. Characters can gain ratings of 20 DETAILS: This skill is used, with a Skill Roll and modifications, to
or more only through experience as a structural engineer. Intelligence determine the success of non‐routine transporter operation. For other
agents may use this skill primarily as part of a cover identity, as structural situations, Skill Rolls must be made with the modifiers to the Skill Rating
engineers have access to many disreputable characters, explosives, as as listed below. Everything transported at one time in a transporter
well as rumors of possible interest. suffers the same fate, and only one Skill Roll is made.
Surveillance TRANSPORTER USE SKILL ROLL MODIFIERS
The art of Surveillance involves seeing without being seen, either Beaming Type Abbreviations
personally or through technological devices. This skill gives the abilities S>P = Ship‐to‐Planet P>S = Planet‐to‐Ship
to secretly observe a person or location through visual or audio S>S = Ship‐to‐Ship In‐S = Within same ship
techniques and to organize (or evade) search parties. Training allows a
character to enhance his observation skills, to use and repair observation Type Conditions Mod
equipment, to employ search party tactics, and to maintain a low profile. S>P, P>S Unstable atmospheric conditions ‐20
S>P, P>S Local interference ‐20
A character may use these talents in any reasonable setting during a S>P, P>S Transporter at each end +40
clandestine operation. This skill is used to recall details of an observation, P>S, S>S Lock in with sensors only ‐15
to make accurate visual and written records of observations, or to S>S Transporter at only one end +10
establish and maintain covert observation. A successful Skill Roll against In‐S Any beaming within same ship ‐40
Surveillance allows one character to follow another without being
spotted. In some cases, however, the game master may allow the target a Universal
chance to spot his tracker, with a Saving Roll against his INT. The average Any Location used in past 24 hours +20
of this rating and the character's DEX or LUC score may be used to remain Any Ship's power reserve less than half ‐ 25
inconspicuous in an appropriate setting. The average of this rating and
the character's INT score may be used to recall a very minor (yet A successful Skill Roll indicates that beaming is accomplished without
significant) detail made during an observation. If a character attempts to incident. An unsuccessful Skill Roll indicates that beaming cannot be
detect suspected electronic surveillance and/or to defeat any known accomplished and everything stays where it is. A second try can be made,
surveillance efforts, he must make a successful Skill Roll against his but failure of the second Skill Roll indicates that a transporter accident
Surveillance Skill Rating., Technology and Procedural Skills.. occurs. Usually, the accident should result in loss of the object or person
beamed, or in death through improper assembly at the target point or question is a lessvaluable commodity that only resembles a valuable item.
beaming into solid matter. Unless this risk is acceptable, no further Specific value determination would be determined by averging this Skill
attempt to beam should be made until one or more of the restricting Rating with that of the appropriate Trivia skill, such as Gems or Wines
conditions changes. and Liquors.
If cargo or emergency transporters are used for personnel, Skill Rolls are For example, a successful Value Estimation roll applied to a ring might
required in even normal circumstances. Because cargo transporters are reveal that the 'diamond' set in the ring was glass and the 'gold' band was
much more coarsely tuned and have less fine control, all modifiers for actually only gold‐plated. If the diamond were real (and large) and the
adverse conditions are doubled before adjusting the Skill Rating. gold 24‐carat, however, the character would only be told that the ring
Emergency transporters have controls as fine as the normal personnel "appears to be very valuable". If the ring were an antique, worth more
transporters, and thus normal modifiers apply to them. than the stone's quality and gold content might indicate, the character
making a successful roll against the Value Estimation skill would be told
Skill Rolls must be made for objects held in transit. For each 5 minutes an by the game master that the ring "looks like it might be a valuable
object is held, the transporter operator must make a Skill Roll. If the roll antique". He would nor be told that the ring is a part of the ancient Terran
fails, the lock is lost unless a successful Saving Roll is made against the Crown Jewels of England unless he had an appropriate Trivia skill and
operator's LUC score. A second, immediate attempt may be made to made a skill roll against the average of that Skill Rating with the Rating in
regain the lock with a modifier of ‐40. If it, too, fails, the objects or Value Estimation.
personnel being transported are lost forever.
When a character is demonstrably familiar with the relative costs of
All Starfleet officers have a rating of 10 in this skill. items, such as a cargo he has just purchased on one planet and is taking to
another planet with which he is also familiar, Value Estimation may
Transporter Systems Technology reveal more specific information. In such a case, the character would be
This skill deals with the technical aspects of the transporter devices. told that "a cargo like that would have netted you close to 2000 credits
Training includes assembly and repair of transporter circuitry, which per SCU last time you were on Leifsbane" (or whatever figure is
seems to be particularly vulnerable to malfunction. appropriate). Of course, the situation on Leifsbane may have changed
while the character has been elsewhere. Generally speaking, however, the
This skill may be used by a character desiring to correct a transporter information given to characters about known cargoes in known ports
malfunction such as the one which split Capt. Kirk into two parts as in the should be within 25 percent of the real figures.
episode The Enemy Within, or to modify transporter circuitry for a special
purpose. Intelligence Analysis officers have a rating of at least 5 in this skill, Field
Operations officers have a rating of at least 10, and Administration
All Engineering Officers have a rating of 10 or more in this skill. officers have a rating of at least 15.
Trivia Vehicle Operation
This catch‐all skill category covers any specialized knowledge not This skill is involved in the operation of all modern (in STAR TREK terms)
covered by other skills; it is intended for players to be able to aircraft, ground transport vehicles, and water vehicles, including both
individualize their characters, giving them depth by establishing their pleasure and passenger/cargo vehicles. Anyone qualified in this skill can
hobbies and interests. Some Trivia skills, such as 20th‐century firearms, operate small, private vehicles under normal conditions. Separate Skill
will be technical or academic in nature, and others, such as explosives, Ratings must be developed for the operation of atmospheric craft,
will be gained only through experience. Categories chosen for trivia must ground vehicles, and water vehicles.
be well‐defined and not too general, and a Skill Rating must be developed Skill Ratings of 10 or more allow the character to operate most small,
for each separate skill. personal vehicles. Ratings of 40 or more allow the operation of most
vehicles in the class. For example, this skill would be used by characters
Some Trivia will be useful and others will be just for fun or to round out a attempting to fly a familiar or unfamiliar aircraft, use a ground vehicle, or
character's personality for better role‐playing. pilot a water vehicle while on a landing party.
Value Estimation Characters with this skill may apply half or more of the rating to the
With this skill, a character can estimate the approximate worth of operation of archaic vehicles, such as biplanes or helicopters, 20th‐
valuable items, including trade items such as luxury goods (jewelry, century automobiles, or sailing vessels. The closer to 'modern' vehicles in
collector's items, and so forth) and bulk commodities (grain and operation, the greater the rating allowed. A rating of 10 or more in the
foodstuffs, among others). The skill also enables a character to determine appropriate Trivia skill allows the entire rating to be used. This skill
which art objects or luxury goods are fakes, and thus worthless. frequently is chosen as a background skill as it is not a part of Starfleet
training.
The exercise of this skill provides a general idea of the relative value of a
type of item, allowing one to tell valuable collectibles from worthless Vehicle Technology
junk, good wine from bad, real diamonds from paste replicas, etc. It also This skill deals with the technical aspects of the vehicle operations.
allows a character to get a general idea of how much of a given item is a Training includes assembly and repair of engines, coolant systems, and so
fair trade for a given amount of another item—a useful ability in barter. on. Separate Skill Ratings must be developed for the operation of
Also, this skill enables a trader to estimate the worth of a cargo when atmospheric craft, ground vehicles, and water vehicles.
carried to a planet with which he is familiar. A successful skill roll will
give a relative estimate of the item's worth only (not an exact value). This This skill may be used by a character desiring to correct a vehicle
skill (not Forgery) should be used when evaluating a counterfeit work of malfunction, or to modify a vehicle for enhanced performance.
art. Intelligence agents use this skill primarily as part of a cover identity.
Characters with this skill may apply half or more of the rating to the
Game masters must not allow characters to misuse this skill to obtain operation of archaic vehicles, such as biplanes or helicopters, 20th‐
specific values of specialty items like gems and rare artworks. This skill century automobiles, or sailing vessels. The closer to 'modern' vehicles in
does not provide more than very general knowledge of the value of operation, the greater the rating allowed. A rating of 10 or more in the
specialty items like unusual jewels or fine wines, nor does it give the appropriate Trivia skill allows the entire rating to be used. This skill
exact monetary value of any specific item. Such knowledge would be frequently is chosen as a background skill as it is not a part of Starfleet
covered by a specialty skill. training.
The result of a successful skill roll against Value Estimation should
reveal only a relative idea of worth, or detect the fact that the item in
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.
This skill is used in starship combat to coax extra power from the engines
and to make emergency warp speed changes. All Engineering Officers
have a rating of at least 10 in this skill, and most have ratings of 40 or
more.
ZeroG Operations
This skill involves all activity in null‐gravity situations. It is gained only
through experience, and it is part of Starfleet 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.
Any unusual use of the skill will require a Skill Roll. To determine if a roll
is necessary, subtract the rating from 100 to give the chance that a roll
will be needed. If no roll is needed, the use will be successful without a
roll. If a roll is needed and is successful, the same result occurs. If the roll
is unsuccessful, the attempt fails, with the potential for harmful effects if a
Saving Roll against DEX is not successful. When a character attempts to
use other skills under such conditions, the Skill Rating is averaged with
the other skill before a Skill Roll is made.
All Starfleet officers have ratings of 10 or more in this skill.