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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!

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.

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