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
  There's probably someone with Navigation and Tactical on the Defiant, so this certainly wasn't a pointless image
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.