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Table 6.4
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Command:                   Security:
  Administration (Starship) Energy Weapon (Phaser)
  Command (Starship)        Security: Security Systems
  Law (Starfleet Regs)      Shipboard Systems (Tactical)
* Planetary Tactics (<?>)   Systems Engineering (Security)
* Starship Tactics (<?>)    Unarmed Combat: S Martial Arts
  Shipboard Systems (<?>)

Engineer:                  Operations:
  Computer (Modeling)       Administration (<?>)
2 <Engineering> (<?>)       <Science> (<?>)
  Physical Science (<?>)    Shipboard Systems (<?>)
  Shipboard Systems (<?>)   Systems Engineering (<?>)
                            Vehicle Op (Shuttlecraft)

Science:                   Ship's Counselor:
  Computer (<?>)            Administration (Personnel)
  Per Equip (Tricorder)     First Aid (<?>)
2 <Science> (<?>)           Medical Science (Psychology)
  Shipboard Sys (Sensors)   Persuasion (Counseling)
                            Shipboard Systems (Medical)

Medical:                           Table 6.5: Roll 1d6
  First Aid (<?>)                  -------------------
  Life Science (<?>)
  Medical Science (<?>)            1  1 Attribute
  Per Equip (Medical Tricorder)    2  1 Edge, 1 DP of Adv
  Shipboard Sys (Medical Systems)  3  2 DP of Adv
                                   4  1 Spec, 1 DP of Adv
                                   5  1 Attribute
                                   6  1 Edge, 1 Spec

Step 7: Starfleet Academy -- Senior Year

  • a. Choose 4 skills from Table 6.4, for your profession. You must end up with at least a level 1 in every skill for your profession. Note that Command only needs one of Planetary or Starship Tactics, Engineer and Science must have 2 separate skills of Engineering or Science, respectively. You may choose from Table 4.1 or Table 5.1 if you can't choose from Table 6.4 without violating clause (c).
  • b. Choose 4 DP worth from your Aspect/Focus tables, noting that you can't choose options previously taken. The only exception is to add a point into an advantage to make it better. You may also spend DP to remove disadvantages, or to start removing a disadvantage. Note that at this point any partial advantage/disadvantage payments must be paid in full. If you don't want to choose then roll on Table 7.1 and then roll randomly in the Aspect/Focus tables.
  • c. No attributes may be raised to more than 2 above the species template. You may have no more than two attributes at 2 above species template. No edges may be raised to more than 2 above the species template. You may have up to three edges at 2 above species template. No skill may be raised above 2 (3) in this step. You may not have more than four skills at 2 (3) after this step.
Table 7.1: Roll 1d6
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  1  1 Skill, 1 Edge
  2  1 Skill, 1 DP of Advantages
  3  1 Skill, 1 Specialization
  4  1 Attribute, 1 Edge, 1 Specialization
  5  1 Attribute, 1 DP of Advantages, 1 Specialization
  6  1 Attribute, 1 Edge, 1 DP of Advantages

Step 8: Cadet Cruise

At this point your character is ready for his cadet cruise and can enter play. If this later on in the campaign then you may want to ask the GM for some additional experience before the character begins play.
Copyright (c) 2000 Kevin C. Wong
Page Created: January 14, 2004
Page Last Updated: January 14, 2004