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STARFLEET ACADEMY

HANDBOOK

 

 STAR TREK

THE NEXT GENERATION

 

 

ROLLPLAYING GAME

PUERTO RICO

 

CREATING ACADEMY CADETS

 

 

   In the past you may have played Vulcan science officers, Tellarite engineers, or human captains, but at Starfleet Academy you build your character from the ground up.  You start at the beginning of your career, developing the skills and abilities that will one day serve you well as Starfleet officers.

For now you'll be playing "plebes," fresh-faced, expectant, and more than a little "green," at Starfleet Academy.  Camaraderie, brash youthfulness, and a little help from the groundskeeper replace your lack of experience.  Your skill, aptitude, and willingness to better yourself got you into Starfleet Academy, and those same traits will help you succeed in your adventures.

 

  Many of you will play "wet behind the ears" kids from across the Federation, looking to take their first steps into a world of excitement and adventure.  Others may have already grown up as part of a dangerous or taxing childhood.  Some may come from a long line of distinguished Starfleet officers.  Whether your character is a reflective idealist, a cautious defender, or a flamboyant romantic, you can be assured that your years spent attending Starfleet Academy will be memorable ones!

 

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 Character Creation

 

  As with any Star Trek: The Next Generation game setting, players should begin the character creation process with a firm concept.  In a typical series, you create a character based on your concept---if you want a capable science officer, you can choose the science officer Overlay and buy a lot of science skills.  You start with an idea of who your character is, then go back and create his past.  How did your science officer become an expert in planetology?  What kind of adventures did he have prior to starting play?  In an Academy series you start with a blank slate, and through play establish who your character will be.

  Who is your cadet? Why did he enroll at the Academy? What does he want to do in Starfleet? These are important questions to answer before you begin creating your character. Think about your character's hopes and aspirations. This can involve your character's eventual goals---one day to be a starship captain, engineer, or diplomat---or your character's outlook---perhaps you joined Starfleet to better yourself, or to challenge your abilities. This concept should guide you during your character's years at the Academy, determining the choices you make, from your class schedule to the choices you make during play.

   When roleplaying your Academy days, you're not limited to your initial concept; you can always change your initial concept as you play. This is the time to experiment, where every experience shapes your development. You might begin your career at the Academy intending to become a security officer, but discover over the course of the series that you'd prefer to go into the sciences. You can always make a midcourse correction and choose a different major. Similarly your choices during play can affect your academic career.

 

Journal of Applied Treknology

 

B'Elanna Torres discovered she didn't like the Academy's rules and regulations and eventually dropped out, while Cadet Kirk participated in the Axanar peace mission and earned a commendation. The Academy is all about self-discovery, about the choices you make and how they affect your development.

  But it's not all looking forward to the day your character receives a commission in Starfleet. Your character has already done a fair amount of living and has had many childhood experiences. Who are your parents? Where did you grow up? What did you study in the 24th-century equivalent of high school? Perhaps your parents were Starfleet officers, and you grew up moving from starship to starship. Then your cadet might already know a fair amount about Starfleet. Your character, despite his young age, should also have a fully fleshed out personality. Do you like to play sports? Do you hate broccoli? Are you a whiz with computers? All these elements tell you who you are.

   After deciding on an initial concept, you can begin to create your character. You will be asked to make decisions based on your character concept and will receive Development points to spend on your character's attributes, skills, advantages, and disadvantages. The important thing to keep in mind about cadet characters is they are just beginning their Starfleet careers, so they are correspondingly less capable then experienced Starfleet officers; cadets start out with only the most basic skills. Hence your character Development points.

 

 

Character Development points

 

Difficulty Number 

 Description

0 Automatic action - no roll required
3, 4, 5 Routine
6, 7, 8 Moderate
9, 10, 11 Challenging
12, 13, 14 Difficult
15 + Nearly Impossible
 
  Psionic Skills Range  
Range Difficulty Modifiers
Touch -1
Point Blank (5m or less) +0
Short (5.1-20m) +1
Medium (20.1-50m) +2
Long (50.1-100) +3
Extreme (over 100m) +4
 
  Ranged Combat Difficulty  
Range Difficulty
Point Blank Routine (3)
Short range Routine  (4)
Medium Range Moderate (7)
Long Range Challenging (10)

 

         Test Modifiers

 

Situation

Modifier

Lack of proper tools or equipment                       +1 Difficulty (or more)
Using particularly good or high-quality equipment                        -1 Difficulty (or more)
Using off hand (unless character has Ambidexterity Advantage                       +1 Difficulty
Visual interference (for Search and similar Skills)  
Light smoke, dim light                       +1 Difficulty
Heavy smoke, moonlight                       +2 Difficulty
Very thick smoke, total darkness                       +3 Difficulty
Zero gravity (unless character is Zero-G trained or makes a Routine (4) Personal equipment (environmental suit)                       +1 Difficulty
Zero Gravity                       +1 Difficulty

 

 

 

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DEFAULT RENOWN DIFFICULTIES

 

     Difficulty

Description
 3-5 Routine: Your Ship
 6-8 Moderate: Starfleet
    9-11 Challenging: Your Home Planet, The Sector
 12-14 Difficult: The Federation, The Quadrant
 15+ Nearly Impossible: Across Known Space
   
Additional Modifiers
Situation                                                 Modifier to Target's Renown Test
Same Species

no modifier

Different Friendly Species (Humans & Vulcans) +1 Difficulty
Different hostile species (Humans & Cardassians) +2 Difficulty
Different alien species (Humans & Anticans) +4 Difficulty
Both Characters operate on same planet -2 Difficulty
Both Characters operate in same immediate region of space (system or group of systems) -1 Difficulty
Both Characters operate in same sector no modifier
Characters normally operate far from one another (across a quadrant) +1 to +5 Difficulty
Opposing Characters would probably know target (he has read or studied him, heard stories from his compatriots, etc.) -1 to -3 Difficulty
Opposing Characters would probably not know target (a backwater miner trying to recognize a Starfleet officer, ect) +1 to +5 Difficulty
 
  STARSHIP MANEUVERS
  Maneuver Difficulty
  Turn to port / starboard Routine (4)
  Clime / dive Routine
  Clime / dive and turn Moderate
  Hard to port / starboard Moderate
  Steep clime / dive Moderate
  Steep clime / dive and turn Moderate
  Steep clime / dive and hard turn Challenging
 
  Immediate Actions (acts which take no time in combat)
  • Dropping a weapon
  • Shouting an order; brief communication ("We come in peace!")
  • Casually observing the surroundings
  • Making an Initiative Test
  • Certain Attribute Tests
 
  Timed Actions (acts which take time and require action in combat)
  • Drawing a weapon. It takes an action to draw a weapon. A character can draw a weapon and fire it during the same round, but this counts as a Multiple Action
  • Combat Maneuvers.
  • Movement Maneuvers.
  • Reloading. Most weapons have an ammunitions supply (which determines how many times the weapon can fire before it is exhausted or requires reloading). Unless specified otherwise in the weapons game statistics, reloading (if possible) takes an action.
  • Stun setting. Most energy weapons have variable damage and range settings. A Character can switch a weapon's setting without making a Skill Test, but doing so takes an action.
  • Taking a tricorder or sensor reading.  Taking a basic tricorder or sensor reading requires an action; more detailed or difficult scans may take multiple actions, at the Narrator's discretion.
  • First Aid.  Applying first aid to an injured character takes action.
  • Making a Test.  Making most Skill Tests requires an action; Attribute Tests may or may not require an action. However, it is always up to the Narrator to decide whether a particular roll is a timed action or an immediate action.
 
   COVER
    Cover

Armor

    Thin wooden door 6
    Wooden door 8
    Thin, unarmored metal door 10
    Reinforced metal door, large rocks 14
    Armored bulkhead (wall) 20
    Heavily-armored security door 24

PSIONIC SKILLS MODIFIERS

     Circumstance  

Difficulty Modifiers

Environmental interference
Strange energy fields that warp psionics                                             +1 to +3
Using Psionic Skill through large amounts
of rock (or like substance)                                                                     +1 to +2
Large number of minds thinking or feeling
the same thing (Receptive Skills only)
     2 minds                                                                                              -1
     3 - 4 minds                                                                                         -2
     5 - 8 minds                                                                                         -3
     9 - 16 minds                                                                                       -4
    17 - 32 minds                                                                                      -5
    33 - 64 minds                                                                                      -6
    65 - 128 minds                                                                                    -7
   129 - 256 minds                                                                                   -8
   257 - 512 minds                                                                                   -9
   513 - 1,024 minds                                                                                -10
   ... and so on
Character or target injured                                                         See Wound Level Table
Character is in combat                                                                             +1
Extremely strange, bizarre, or unusual minds                                      +1 to +3
Character cannot see target directly                                                        +1
 
 TERRAIN MODIFIERS

 Terrain Type

Modifier

Swampy +3
Mountainous / Steep +2
Wet / Slick / Icy +2
Water (2" or higher) +2
Obstacles, many / large +2
Obstacles, few / small +1
   MOVEMENT TABLE
 

  Type of Movement

Rate

Difficulty  

Crawl

5m per action no roll  
walk 10m per action no roll  
run 15m per action Routine (5)  
sprint 20m per action Moderate (7)  
swim 3m per action Routine (4)  
jump 2m forward, 1m up Moderate (6)  
climb 2m per action Moderate (7)  
 

  LIFTING

  Weight Difficulty  
  Up to 20kg no roll required  
  21 - 50kg Routine  
  51 - 150kg Moderate  
 151 - 300kg Challenging  
 301 - 500kg Difficult  
  over 500kg nearly impossible  
 
  Experience Point Awards
  Points      Circumstance
  1 to 2         Characters accomplished the goal(s) of the rollplay.
   -1              Characters accomplished the goal (s) of the rollplay, but
                    did so poorly or caused additional problems.
    +1            Characters accomplished the goal (s) of the rollplay in
                    exemplary and clever fashion.
      1            Characters failed to accomplish the goal (s) of the rollplay
                    but nevertheless did their best and learned from their
                    failures.
    +0            Characters were rollplayed properly
  +1 to +2      Characters were rollplayed well
   -1 to -2       Characters were rollplayed poorly
   +1 to +2     Characters did or accomplished something which was of
                     extraordinary service or benefit to Starfleet, the Federation
                     or its citizens, or which required great personal sacrifice
                     on the Characters part.
      +1           Characters triumphed against overwhelming odds or
                     overcame tremendous obstacles.
Utopia Planitia
 

   MOVEMENT TABLE

 
  Type of Movement

Rate

Difficulty  

Crawl

5m per action no roll  
walk 10m per action no roll  
run 15m per action Routine (5)  
sprint 20m per action Moderate (7)  
swim 3m per action Routine (4)  
jump 2m forward, 1m up Moderate (6)  
climb 2m per action Moderate (7)  
 

  LIFTING

  Weight Difficulty  
  Up to 20kg no roll required  
  21 - 50kg Routine  
  51 - 150kg Moderate  
 151 - 300kg Challenging  
 301 - 500kg Difficult  
  over 500kg nearly impossible  
 
  Experience Point Awards
  Points      Circumstance
  1 to 2         Characters accomplished the goal(s) of the rollplay.
   -1              Characters accomplished the goal (s) of the rollplay, but
                    did so poorly or caused additional problems.
    +1            Characters accomplished the goal (s) of the rollplay in
                    exemplary and clever fashion.
      1            Characters failed to accomplish the goal (s) of the rollplay
                    but nevertheless did their best and learned from their
                    failures.
    +0            Characters were rollplayed properly
  +1 to +2      Characters were rollplayed well
   -1 to -2       Characters were rollplayed poorly
   +1 to +2     Characters did or accomplished something which was of
                     extraordinary service or benefit to Starfleet, the Federation
                     or its citizens, or which required great personal sacrifice
                     on the Characters part.
      +1           Characters triumphed against overwhelming odds or
                     overcame tremendous obstacles.
 
  Opposed Test Modifiers

  Situation

 Modifiers

Small Advantage (sun in opponent's eyes)

+1 to Test Result

Moderate Advantage (opponent has very bad footing)

+2 to TR
Significant Advantage (opponent has suffered significant relevant injury) +3 to TR
Dominating Advantage (opponent is blinded and badly injured) +4 to TR
Small disadvantage (a loud noise momentarily distracts you) -1 to TR
Moderate disadvantage (you are in poor position to face your opponent; significantly below him, on fluctuating terrain, etc.) -2 to TR
Significant Disadvantage (you are caught completely of guard; your opponent is cheating, possesses important information which you do not, etc.) -3 to TR
Dominating Disadvantage (you have suffered major damage or injury) -4 to TR
 
   Degree of Injury

Degree of Injury

Difficulty to Diagnose/Heal
Stunned Routine (4)
Injured Moderate (7)
Wounded Challenging (8)
Incapacitated Difficult (13)
Near Death Impossible (15)
Awards

STARFLEET Phaser Expert

 

This award is presented to the Cadet who best represents the best Marksmanship in overall Fleet or Chapter Phaser exercise. (Paint Ball) 

     

STARFLEET PhaserRifle Expert

 

This award is presented to the Cadet who best represents the best Marksmanship in overall Fleet or Chapter PhaserRifle exercise. (Paint Ball)

     

STARFLEET E RIBBON

  This award is presented to the Cadet who best represents the efficiency in overall Fleet or Chapter Duties.
     

ACADEMY HONOR

  Academy Bar Honor
     

TOP of CLASS

  Academy Bar Top of Class Honor
     

OUTSTANDING CADET MERIT

  This award is presented to the Cadet who best represents the ideals and philosophies of "Star Trek" and the STA in his/her chapter.
     

OUTSTANDING CADET of the YEAR

  This award is presented to the Cadet who best represents the ideals and philosophies of "Star Trek" and the STA in his/her chapter.

 

OUTSTANDING CADET of the Quarter

 

This award is presented under the same criteria as the Cadet of the Year award, except it is based on a 3 month period.

 

OUTSTANDING CADET of the Month

 

This award is presented under the same criteria as the Cadet of the Year award, except it is based on a period of one month.

 

CADET COMMENDATION for SERVICE

 

This award is approved by the chapter Commander for a Cadet that goes beyond the call of duty, or who displays outstanding loyalty or contribution during a Fleet or Chapter activity.

 

PLEBE

 

presented to Cadets between the ages of 5 to 7.

 

MID SHIPMAN

 

presented to Cadets ages 8 to 10.

 

JUNIOR CADET

 

presented to Cadets between the ages of 11 to 12.

 

SENIOR CADET

 

presented to Cadets ages 13 to 14.

 

    Study the above information, soon we will go to the next page.      Admiral

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