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CHARACTER CREATION
Step One: Choose Species
-Human, Vulcanian, Andorian or Tellarite

Step Two: Choose Department and Specialization
-Command (Helm, Navigation, Administration)
-Operations (Engineering, Tactical, Security, Communications, Yeoman)
-Science (Sciences, Medical)

Step Three (Optional): Hindrances
-Choose up to 4 Points worth of Hindrances (Maximum of One Major and up to two Minor)

Step Four: Attributes
-All Attributes begin at d4
-Apply Species bonus
-Spend 6 Attribute points (instead of 5)

Step Five: Skills
-Spend 20 Skill Points (instead of 15)

Step Six: Edges
-Choose 2 Edges (instead of…well, none)

Step Seven: Other Junk
-Charisma begins at 0
-Pace begins at 6
-Parry begins at half Fighting Die +2
-Toughness Begins at half Vigor die +2
-Rank begins at Ensign
-Languages: You begin play knowing a number of Languages equal to half your Smarts die. Your first language is your Native Tongue, and your second language should be Federation (a Common tongue usable between Federation worlds). Available languages include Federation, Vulcanian, Tellarite, Andorian, Klingon, Romulan, and Orion. Note that there is no universal Tongue of Earth, and your character's Native Tongue would be determined by their country of origin (English, Italian, Arabic, Polish, etc).

NEW EDGES
Miracle Worker
Requirements: Smarts d10, Computer d8, Repair d8, Knowledge (Engineering) d6
Your talents with electronics and machines are truly astounding, and you are one with the Warp Core. You gain a +2 bonus to all Computer and Repair checks. Furthermore, all tasks you undertake in the Engineering bay of your ship take half the time as normal. This bonus does not apply to tasks outside of the Engineering bay.  

DEPARTMENTS AND BRANCHES
Starfleet is divided into three distinct Departments of service, which determine what responsibilities and specialties an Officer has at their disposal. Each Branch is denoted by the color of the uniform worn by its members. Command officers wear Gold, Operations officers wear red, and Sciences officers wear blue.

Each Branch of service splits off into more specific specializations called branches. which must be chosen at character creation. Each branch has a list of prerequisites that must be met in order for you to be a member of that particular branch of service.

 
BRANCHES OF COMMAND
Navigation: A Navigator is a pilot who is familiar with all manner of star faring vehicle. In order to specialize in this branch, you must have a Computer and Navigation skill of at least d6.

Helm: A Helmsman inputs the coordinates and plots the most efficient and least dangerous course for a vessel to reach their destination. In order to specialize in this branch, you must have a Computer and Knowledge skill of at least d6 with “Stellar Cartography” as one of the areas of study.

Administration: This branch of Command specializes in coordinating and managing the large array of people that can constitute a starship crew. Administration members schedule work shifts, assemble teams of officers to perform tasks based on their specialization and abilities, and perform vital (if monotonous) administrative duties aboard a Starship. Administrators also lead group projects aboard a Starship, supervising small teams. The head of the Administrative Branch is the Ship’s Quartermaster, who is responsible for the supplying and outfitting of needed equipment to the crew to perform their tasks. Members of this Branch must have the Command Edge.

 
BRANCHES OF OPERATIONS
Engineering: This vital branch of the Ops department is responsible for the maintenance, construction and repair of the fleet and its equipment. To join this branch, you must have a Computer and Repair skill of at least d6, as well as a d6 in Knowledge, with Engineering as an area of study.

Tactical: Strategy and Starship battle tactics are the focus of members of this branch, focusing more on the larger aspects of conflict as opposed to direct security. Tactical officers must have Computer and Knowledge skills of at least d6, with Tactics as an area of study.

Security: This branch of service focuses on ship law enforcement and the safety of vital personnel. Members of this branch must have Fighting and Aim skills of d6 or higher.

Communications: This branch focuses on monitoring and answering any and all hails and communications, specializing in all manner of language and code. Communications officers are equipped with a universal translator earpiece that aids in their service. All Communications officers must have Computer and Knowledge skills of at least d6, with “Linguistics” as an area of study.

Yeoman: Fulfilling secretarial and personal functions of high ranking officers of a starship, a Yeoman is tasked with keeping track of their charge’s schedules and appointments, and otherwise tending to them in the capacity of a personal secretary. Due to the rather dull nature of this branch of service, it is not available for play.

 
BRANCHES OF SCIENCES
Science: This important Branch is tasked with understanding the workings of the cosmos, and is among the most diverse of all branches. Many science officers further specialize in an even more particular branch, such as Botany, Quantom Physics, Mathematics, Zoology, Archaeology, Chemistry or the like. You must have a Computer and Knowledge skill at d6 or higher to specialize in this branch, with Science as an area of focus.

Medical: The mental and physical health of the crew is the responsibility of this vital branch of service. Medical officers treat disease and injury, and are tasked with preserving life of all kinds throughout their tenures. Members of this branch must have Heal and Knowledge skills of at least d6 to specialize in this branch with “Medicine” as an area of study. Those that specialize in mental health instead of physical health (Ship’s counselors) must instead have Notice (empathy) and Knowledge skills at d6 instead, with “Psychology” as an area of study.

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