Phaser
Skills (3 Levels)
I'll phaser your
ass, boah!
Phaser skills show your character's
proficiency with a phaser. The higher the level, the
more proficient you are. The following
charts show the dice roll required to hit a moving
object on a six-sided dice. Remember
that a hand phaser cannot damage any spacecraft
(shuttle etc.) if that craft has its
shields up.
Hi from Gerald
the Stapler!
*NOTE* Phaser skills 2 or higher is
needed to use a Phaser Rifle. When using a rifle,
consult the table for the skill level
1 LESS than your current level (e.g. a character with
Phaser Skills 3 uses the level 2 chart
if firing a phaser rifle).
**Hitting anywhere on body when set
to stun "stuns" (but hitting in head kills on 1-3),
hitting leg or arm on "kill" breaks
that leg or arm, hitting torso or head on kill kills,
hitting anywhere on disrupt kills.
Firing a hand phaser on "stun" removes 20% of the charge
(so a fully-charged phaser can be fired
five times when set to stun), firing on "kill" removes
50% of the charge and firing on "disrupt"
uses 100% of the charge. A phaser rifle can fire
24 "shots".
*Skill rating 1*
Hit on a 4, 5, or 6.
THEN, roll again: 1: Leg (Random)
2: Arm (Random)
3-5: Stomach/Chest/Torso whatever
6: Head
*Skill rating 2*
<You can use a Phaser Rifle (consult
the Skill 1 table)>
You hit sucessfully on a 3 or more (use
table for skill rating 1). You may also attempt to fire at a particular
part of your target's body. This requires a 4 or more to succeed. If you
fail this roll, but get a 3 or more, the shot hits a random part of the
body.
*Skill rating 3*
<Phaser Rifles can be used as Skill
Rating 2>
Hit on a 2 or more, may aim (3 or more
is sucessful).
Leadership
Leadership is needed for co-ordinating
attacks and completing missions. All Officers require Leadership, as do
all characters of the rank Lt Cmdr and higher. No character without this
skill may lead an away team. No dice roll required.
Navigation
This skill is required for piloting
a shuttle because of the greater element of manual handling involved. In
addition, a character without this skill can only lay in courses and alter
ship speed at the helm, so it is also required for executing attack patterns,
evasive action and other risky manouvres. It represents a high level of
piloting skill and intuitive knowledge of ship controls. No dice roll required.
Tactical
When operating a tactical console,
this skill is required to lock weapons onto a target which is trying to
avoid the lock (i.e. in combat situations, etc.). A character without this
skill who is attempting to lock weapons must roll a 4 or more on a dice.
When firing from a shuttle, this skill reduces the required roll of 6 to
4 when firing weapons.
Guard
(SECURITY personnel only)
A powerful SECURITY-only skill, characters
may Guard an object, location, other characters or groups of characters.
The character must specifically state they are guarding the object/location/character
in question, and if they move from their position the effects of the skill
are nullified. While guarding in this manner, the Security officer will
be first to fire in any phaser battle initiated against the guarded target.
The guarding Security officer will also get the oppertunity to make the
first move in any combat initiated by any party in the vacinity of the
guarded target, because they will have their phaser drawn and in their
hands. No dice roll required.
Cover
(SECURITY personnel only)
The Security officer lays down cover
fire, allowing their friend to run a short distance in the open unmolested,
as their attackers' attention is drawn away. This skill is very useful
in certain situations when distraction (or occupation) of the enemy is
vital. By laying down cover fire in this manner, the Security officer makes
themselves a more obvious target. No dice roll required.
Physics
Physics in the 24th century deals with
the natural forces, and the properties of physical things. Used as part
or all of a mission requirement. See Game Mechanics for more details.
Chemistry
Chemistry is the study of the states
and chemical properties of matter. Used as part of a mission requirement.
See Game Mechanics for more details.
Biology
Biology is the study of living things.
Used as part of a mission requirement. See Game Mechanics for more details.
Microbiology
Microbiology is the study of microscopic
organisms. Used as part of a mission requirement. See Game Mechanics for
more details.
Biochemistry
Biochemistry is the study of the chemical
makeup of living organisms. Used as part of a mission requirement. See
Game Mechanics for more details.
Astrophysics
Astrophysics studies the forces that
move planets and form astral phenomena. Used as part of a mission requirement.
See Game Mechanics for more details.
Exobiology
Exobiology is the study of the origin,
evolution and distribution of life in the universe. Used as part of a mission
requirement. See Game Mechanics for more details.
Surgery
(3 Levels - SCIENCE/MEDICAL personnel only. MEDICAL personnel only at Levels
2 & 3)
The Surgery skill allows your character
to preform major operations (to allieviate life-threatening conditions,
e.g. phaser wounds to torso, severed limbs, major burns etc.) on their
crewmates, provided they have access to medical equipment of reasonable
quality. There is always a chance of failure in Surgery (although this
can be small when precautions are taken), so a dice roll is required to
assess the success of the operation. The skills Basic Phisiology (All races
- MEDICAL only) and Advanced Phisiology (Specific Race) - MEDICAL only)
are a great help when preforming operations, as are one or more other present
personnel with Surgery at any level and at least Basic Phisiology.
A character with Surgery skill may
preform less critical operations or administer minor healing treatments
(minor burns, recovery from phaser stun, etc.) without a dice roll.
The dice roll required for sucessful
major operation can be modified by several factors:
(1) Each additional personnel with phisiological
knowledge of the patient's race, and
surgery at any level: -1 (so a required
roll of 4+ would become 3+, making it easier)
(2) The doctor having advanced phisiological
knowledge of the patient (-1)
(3) The doctor NOT having any phisiological
knowledge of the patient (+3)
(4) The doctor working in a septic
environment (+2)
(5) The doctor working in a Federation
sickbay (-1)
Before modification, the dice roll required
for surgery is:
Level 1: 4+
Level 2: 3+
Level 3: 2+
A character with Surgery skill may preform
less critical operations or administer minor healing treatments (minor
burns, recovery from phaser stun, etc.) without a dice roll.
If surgery fails, the patient dies.
Only one attempt may be made. If it suceeds, the patient will be back on
their feet within 24 hours.
Basic
Phisiology (All races)
A character with this skill posesses
a general knowledge of the phisiology of Cardassians, Humans, Romulans,
Vulcans, Klingons, Bolians, Betazoids and other well-researched humanoids.
This skill comes in handy when preforming or helping with a surgical operation
(see above).
Maintainence
This skill allows you to repair any
ship system (such as weapons, shields, the warp core, an exploded console),
at the rate of 20% recovery of the system every hour. Consoles are operational
once they are 80% repaired, weapons and shields recover at 20% of
their statistics an hour (these have
numerical values which represent offensive/defensive power), and damaged
warp cores must be 100% repaired before being brought back online. Each
additional personnel with the "maintainance" skill repairs 20% of the same
(or another) system every hour, so 5 maintainers could complete repairs
to a totally destroyed system in 1 hour, or a 40% intact system in 36 minutes.
Construction
Construction is a skill usually only
attributed to engineers (although any personnel may obtain this skill but
they will not be able to use it with as great efficiency). During a mission
or whilst on the ship, the need may arise to construct some machine, whether
it be a phaser or a shuttlecraft.
Construction works on the same dice
rolling principal as most other skills. If the crewmember is not an engineer,
but has the construction skill, the following details apply.
To construct a fairly simple object
e.g. a spoon, a makeshift shelter, a number between 3 and 6 must be rolled,
and obviously suitable materials should be available.
To construct a more complex machine
such as a phaser, a 5 or six must be rolled.
Very complex structures and machines
can only be made by rolling a 6.
However, should the person be an engineer,
or have all the skills essential to be an engineer, the following details
apply.
They may construct a simple object without
the need for a dice roll.
A more complex machine needs a roll
of 3 – 6 to be constructed.
And a 4 – 6 will facilitate the construction
of a very complex structure.
The board administrators decide whether
an object is a simple, complex, or very complex one. If you are in any
doubt, simply e-mail them.
Holodeck
Programming (3 Levels)
You may think that Holodeck programming
is only useful for recreational purposes, but this is far from the case.
Holodecks can be used to entertain guests, to hold dangerous criminals
or to play out scenarios that are too hazardous to be attempted first time
in real life. There are three levels of Holodeck programming.
1 is the ability to create general
polygonal characters without any background or communicative skills, and
scenery which lacks detail and consists really only of predefined shapes
etc. This is perfect for the average person, who only really wants a little
bit of holodeck programming in case the occasion calls for it.
2 is the ability to create good holodeck
programs when a lot of time and effort is put into them. This type of skill
is perfect for a ship officer to have if a mission requires that skill
or for comforting them on those long voyages. It is also suitable for the
little pervert whose only means of getting fun is to create holodeck characters
who will wilfully remove their clothes to him or her.
Level 3 is for the person who is a
holodeck specialist. They would ideally be employed by Starfleet to create
training programs, or by one of the great holo-novel writers, to create
programs which will be used all over the quadrant by many different people.
Racial/Personal
Hatred
This is a personal hatred for someone
or a particular race perhaps because of an
unpleasant past experience. This
might not necessarily be a positive skill to
have for obvious reasons however, if
for example, in your biography you say that
your parents were killed by Klingons,
you would have a personal hatred against
Klingons.
Music
This is simply having a talent in playing
one or more instruments or having an
ability to sing. It could be
used for entertaining important guests.
Archaeology
This is a skill in studying ancient
ruins, artefacts and the like. It would be used in a mission to investigate
or explore a planet that was once home to an ancient civilisation. A mission
skill.
Transporter
Skill
Although anyone is able to use a transporter,
someone with this skill is able to use it more effectively in hazardous
conditions.
Honour
An honourable person is not likely to
betray his comrades or to try and beat
someone by using trickery. You can
take this skill for free if you want.
Geology
This skill could be used for exploring
or mapping a planet. Used when attempting missions.
Anthropology
This could be useful when studying or
coming in contact with a new civilisation.
Stellar
Cartography
This could be used for plotting a course
through a hazardous region of space. Used when attempting missions.
Barbering
You never know when this could come
in handy.
Empathy
This skill could be used in negotiations
with an alien race which are not trustworthy.
History
(specific race)
This would be useful, obviously, if
you came in contact with the people whose history you are an expert in.
Weapon
Specialisation
This improves your expertise in a particular
weapon* Unfinished.
Improvisation
This is the ability to work with only
the resources available to you* Unfinished.
Advanced
Physiology (Specific Race)
This could be useful in giving medical
attention or performing surgery on the specific race you are an expert
in. Gives a bonus to the doctor performing surgery if they (or someone
helping them) posess this skill.
Weapon
Ordinance
* Unfinished.
Ethnic
Weapon (Own Culture)
For example, a Klingon’s ethnic weapon
would be the batleth, in which case his/her fighting ability with this
weapon would be greater. Gives a bonus when engaging in Hand to Hand combat.
Analysis
This skill would be useful really in
analysing any form of information which the ship collects. Used to attempt
missions.
Horticulture
A dictionary definition of horticulture
is the art of garden cultivation.
You may think this is a fairly useless
skill, but the ship’s arboretum will
always need tending to and the placing
of plants throughout the ship may
increase crew morale or make a diplomat
or visitor more comfortable. A
mission may (for some reason) require
horticulture also. Do not assume that
horticulture is unnecessary! Not many
people have it and if it were on your
skills list, you may be chosen for
an important position – which may be
grounds for promotion!!!
Herpetology
The study of reptiles. This skill may
be useful for future encounters with the Gorn. Also, if a crewmember’s
lizard or newt was to develop an illness, you would be able to cure it
with this skill.
Aquaculture
The cultivation or rearing of aquatic
plants or animals. The average M-Class planet will have a hell of a lot
of water on it, and it is not unknown for some missions to apply to the
oceans of a planet, rather than land. Perhaps even the entire planet’s
civilisation lives under water. Fishy, eh?
Swimming
There are 2 levels of swimming. Every
character starts with swimming Level 1, as it is one of the many useful
skills taught at the academy. This skill could mean the difference between
life or death if you encounter a perilous situation in a lake or ocean.
When using this skill, if you roll
a 1 you fail at whatever it was you were aiming to do, whether swimming
to safety or rescuing someone. Once at Level 2 however, you are a professional
swimmer and are officially allowed to take up swimming as a career. If
in any situation involving swimming, you automatically succeed. Level 2
can be chosen at the start, but this counts as a choice whereas
level 1 is free.
Negotiation
To obtain negotiation, diplomacy is
needed. Lieutenant Commanders need negotiation to get their promotion to
Commander. Negotiation is necessary in case of encounters with hostile
aliens – in this case a temporary treaty could be drawn up which would
remain until the Federation ambassadors arrived.
Literature
(Specific Culture)
Every culture has it’s literature,
and there are always experts in every culture's literature. If you wish
to be one of these then choose this skill & the specific culture you
wish to be a literary expert on. This skill would be useful for deciphering
messages or hieroglyphs and would be very useful for communications officers.
Palaeontology
The branch of science that deals with
extinct and fossil animals and plants. This skill is especially useful
for assisting in missions of an
archaeological nature. Also useful
for providing conversation on the bridge night shift when the captain is
tucked up in bed snoozing.
Advanced
Navigation
Required for Helmsman position. Advanced
navigation is the ability to perform navigational feats like: - positioning
the ship strategically so that the strongest shields are towards the enemy.
- Dodging torpedoes - Backflips, somersaults, and ollies
Baseball
All human and part-human officers automatically
start with this skill, as in the 24th century everyone plays baseball (for
some reason). This skill can be easily researched by attending a few holo
baseball matches. It is useful for playing against arrogant, in-your-face
bastard Vulcan captains who like annoying everyone.
Animal
Handling
Allows animals to be taken on board
ship from other planets by this crew member and be used for scientific
research or for the crew’s amusement.
Animal
Training
Allows animals aboard ship to be trained
by this crewmember to do silly things or to behave or to eat radishes.
20th
Century Automobiles
Useful for holodeck adventures and
also for encounters with planets that are exactly the same as earth in
the 20th century.
Doubtful
Integrity
Allows this person to have insight
into the integrity of people who the crew are dealing with and “Doubt”
it.
Dominatrix
One of the most useful and fun skills
in the game. There can be male dominators and female dominatrixs. These
can be useful for relieving stress, for providing entertainment. Dominatrixs
can be used as substitutes for councillors and they can also be used for
torture of prisoners by subjecting them to homosexual acts. (I didn't
write this, honest - Tommy)
On
a 4+, the Dominatrix sucessfully preforms their sexual act. Male Dominator
only: on the roll of a 1, the act fails and 30 minutes must elapse before
another attempt can be made. This is modified by +1 if the Dominator had
to "settle", making it harder (I DID write this - Tommy)
Death
Song
This is quite simply the ability to
'sing the death song'. Think of it as a war cry that instills fear into
your opponents stopping them from being a further threat.
Miracle
Worker
"How else can I keep my reputation
as a miracle worker, captain?"
Scotty
Best suited for an engineer, this skill
enables you to repair critical systems four times as fast as normal.
Virus
Manufacture
Best suited for medical personnel.
This means they are experts in the creation of new deadly viruses and as
a result is able to create a deadly virus, perhaps for the purpose of destroying
a dangerous species, or to create some sort of cure for a virus.
Take
Down
A skill for the security men (or women)
out there. It allows you to 'take down' an opponent with a 5 in 6
chance of working. The benefit of this is the enemy will not be killed,
rather they have been captured by you. This can be useful if there
is a particular enemy who you wish to have kept alive for whatever reason.