Chapter 5 - Training Skills

This section will describe how to train your character's skills. Follow the directions section by section until you've completed your character's training.
==Section 4: Pre-Academy Skills==
: Characters enter the game at ages of 24 years (Earth) or more. In order to make each character more real, therefore, it is necessary to develop a background for that character, outlining what a character did before entering the game. This process begins by determining some facts about the character's background prior to age 18. Part of this process is creating a story and part involves choosing some skills for the character that reflect this background. The story is left to the imagination of the player, but skills are chosen from the two lists given below. The first list includes those skills that provide the educational background for the character, detailing what the character learned in his grade school and high school classes and through his own investigations. The second includes those skills that provide the character with hobbies and outside interests.
: Players gains there mind bonus divided by 10 to be selected from the background skills from the following list. Half of these skills must be selected from background education, the other half must be in personal development. All selected skills gain an automatic 10 points in all skills. You may double up on a skill to gain an additional 10. Doing so spends one of your allotted skill points.
 Example:Lee Sterling has a Mind score of 71 Because he's very intelligence he 
 will be able to select up to 7 skills. (71/10 = 7). These skills will all have
 10 rating in them.
Language Bonus: 
: All characters of a specific race gain a heritage & Federation basic language skill at rating of 40. This does not count towards the skills they are allowed to select at this time. Additionally players may select additional language skills in place of there starting skills should they desire.
===EDUCATIONAL BACKGROUND SKILLS===
*Computer Operation
* Language (Heritage) +40
* Language (Federation Basic) +40
**(You gain heritage & federation basic as a bonus languages)
* Language (Specific)
* Life Sciences
* General Medicine (First Aid only)
* Physical Sciences
* Planetary Sciences
* Social Sciences
* Space Sciences
* Sport
* Trivia
===PERSONAL DEVELOPMENT SKILLS===
*Artistic Expression
*Carousing
*Communication Systems Operation
*Communication Systems Technology
*Computer Technology
*Electronics Technology
*Gaming
* Language
*Leadership
* Marksmanship, Archaic Weapon
*Mechanical Engineering
*Negotiation/Diplomacy
*Perception
* Personal Combat, Armed
*Personal Combat, Unarmed
* Planetary Survival
* Sport
*Streetwise
* Trivia
*Vehicle Operation
==Section 5: Academy Skills==
===Joining Starfleet  (Enlisted characters skip to Section 6)===
: The character's real development in game terms comes after he joins Starfleet. When a character joins Starfleet they are tested for skills to see if they are qulified for Officer Training, or to be enrolled in the enlisted school. The Academy is a fine institution, granting a superior education, particularly in the space sciences. Some Starfleet officers, particularly Science Officers and Medical Officers, choose to train at universities before they join Starfleet, but the many fine Science Officers and Medical Officers who take their training at Starfleet Academy prove daily that their education is second to none.
===Starfleet Academy===
: A character normally enters the Academy at age 18, but this may be stretched in unusual cases. In most cases he will be 22 when he graduates. During four years in the Academy, a character will not only study, but he also will have an opportunity to develop his hobbies and interests through outside electives and to take advanced training in skills he already possesses. The skills that are developed are divided into 2 main areas: The Core studies for all cadets, and specialized training for the chosen department.
: In most cases, Starfleet Academy will take 4 years to complete, although some have been known to complete their training sooner. Medical and Science officers may take an additional 2 to 4 years if seeking a doctorate.
===Academic Curriculum===
: The Academic curriculum of Starfleet Academy covers a broad range of skills and subjects, enabling all officers to perform almost any task aboard a starship if necessary. However, most officers are specialized in one area, and will typically focus on that area of expertise throughout their studies and career.
*Note: That overlapping skills stack in value. If a character has Astronomy for pre-academy skills then he will gain 10 more points giving him a total of 20.
** Note: Language can be added to your heritage language or be used to add or improve an additional language type.
====Operations Branch School Curriculum ====
:Co​mbat
*Marksmanship, Modern Weapon 20
*Personal Combat, Unarmed 20
:Leadership and Tactics
*Instruction 10
*Leadership 10
:Social Knowledge
*Language 45 total used in any way.
*Racial Culture/ History 30 total used in any way.
*(30* Spent in any Social category)
*Perception 10
:Operations
*Communication Systems Operations 60
*Computer Operations 20
*Deflector Shield Systems 40
*Starship Sensors 20
*Environmental Suit Operation 10
*Transporter Operation Procedures 10
*Small Equipment Sys. Operation 10
*Zero-G Operations 10
:Engineering
*Communications System Technology 10
*Damage Control Procedures 40
*Deflector Shields Technology 10
*Personal Weapons Technology 5
:Medicine
*General Medicine (First Aid) 10
:Sciences
*Life Science (One) at 10
*Physical Science (One) at 10
*Planetary Science (One) at 10
*Social Science
**(Federation Culture / History) 15
**(Federation Law) 15
*Space Sciences
*Astrogation 40
**Other two at 10
====Engineering Branch School Curriculum====
:Combat
*Marksmanship, Modern Weapon 20
*Personal Combat, Unarmed 20
:Leadership and Tactics
*Instruction 10
*Leadership 10
:Social Knowledge
*Language 15
*Perception 10
:Operations
*Computer Operation 20
*Environmental Suit Operation 10
*Starship Sensors 10
*Transporter Operation Procedures 10
*Small Equipment Sys. Operation 10
*Zero-G Operations 10
:Engineering
*Communication Systems Technology 10
*Computer Technology 10
*Damage Control Procedures 40
*Personal Weapons Technology 10
*Deflector Shields Technology 10
*Electronics Technology 10
*Life Support Systems Technology 10
*Mechanical Engineering 10
*Shuttlecraft Systems Technology 10
*Small Equipment Systems Operation 10
*Starship Weaponry Technology 10
*Transporter Systems Technology 10
*Warp Drive Technology 10
*Specialties (from Engineering skills or Astronautics)
**three at 30 extra
**one at 10 extra
:Medicine 
*General Medicine (First Aid) 10
:Sciences
*Life Science (One) at 10
*Physical Science (One) at 10
*Planetary Science (One) at 10
*Social Science
**(Federation Culture / History) 15
**(Federation Law) 15
*Space Science
**Astronomy 10
***Other Space Sciences Two at 10
**Astronautics 10
====Helm Branch Curriculum====
:Combat 
*Marksmanship, Modern Weapon 20
*Personal Combat, Unarmed 20
:Leadership and Tactics
*Instruction 10
*Leadership 10
*Starship Combat Strategy/Tactics 20
:Social Knowledge
*Language 15
*Perception 10
:Operations
*Starship Helm Operation 40
*Shuttlecraft Pilot
*Starship Weaponry Operation 40
*Starship Sensors 30
*Deflector Shield Operation 20
*Computer Operation 20
*Environmental Suit Operation 10
*Transporter Operation Procedures 10
*Small Equipment Sys. Operation 10
*Zero-G Operations 10
:Engineering
*Shuttlecraft Systems Technology 20
*Starship Weaponry Technology 20
*Warp Drive Technology 20
*Damage Control Procedures 10
*Personal Weapons Technology 5
:Medicine
*General Medicine (First Aid) 10
:Sciences
*Life Science (One) at 10
*Physical Science (One) at 10
*Planetary Science (One) at 10
*Social Science
**(Federation Culture / History) 15
**(Federation Law) 15
*Space Science
**Space Science (Astronomy) 20
**Other Space Sciences Two at 10
**Space Science (Astrogation) 30
**Space Science (Astronautics) 20
**Space Science (Astrophysics) 20
====Medical Branch School Curriculum ====
:Combat 
*Marksmanship, Modern Weapon 20
*Personal Combat, Unarmed 20
:Leadership and Tactics
*Instruction 10
*Leadership 10
:Social Knowledge
*Language 35
*Perception 10
:Operations
*Computer Operation 40
*Environmental Suit Operation 10
*Starship Sensors 10
*Transporter Operation Procedures 10
*Small Equipment Sys. Operation 10
*Zero-G Operations 10
:Engineering
*Damage Control Procedures 10
*Life Support System Technology 10
*Small Equipment Systems Operation 10
*Personal Weapons Technology 5
:Medicine
*General Medicine
**First Aid 10
**Specialty Race 60
**Other Races total of 40
*Psychology
**Specialty Race 40
**Other Races total of 40
*Other Specialties total of 50
:Sciences
*Life Science
**Three at 10
**One at 10 extra
*Physical Science (One) at 10
*Planetary Science (One) at 10
*Social Science
**Federation Culture / History 15
**Federation Law 15
*Space Science
**Space Science (Astronomy) 10
**Other Space Sciences Two at 10
====Science Branch School Curriculum====
:Combat 
*Marksmanship, Modern Weapon 20
*Personal Combat, Unarmed 20
:Leadership and Tactics
*Instruction 10
*Leadership 10
:Social Knowledge
*Language 35
*Perception 10
:Operations
*Computer Operation 50
*Environmental Suit Operation 30
*Starship Sensors 40
*Transporter Operation Procedures 10
*Small Equipment Sys. Operation 10
*Zero-G Operations 10
:Engineering
*Computer Technology 10
*Damage Control Procedures 10
*Electronics Technology 10
*Personal Weapons Technology 5
:Medicine
*General Medicine (First Aid) 10
:Sciences
*Life Science (One) at 10
*Physical Science (One) at 10
*Planetary Science (One) at 10
*Social Science
**(Federation Culture / History) 15
**(Federation Law) 15
*Space Science
**Space Science (Astronomy) 10
**Other Space Sciences Two at 10
*Related majors two at 40
*Minors two at 30
*Other fields four at 10
*Any field total of 20
====Security / Tactical Branch School Curriculum====
:Combat
*Marksmanship, Modern Weapon 40
*Personal Combat, Unarmed 40
:Leadership and Tactics
*Instruction 10
*Leadership 10
*Security Procedures 40
*Small Unit Tactics 20
*Starship Combat Strategy/Tactics 10
:Social Knowledge
*Language 15
*Perception 25
:Operations
*Computer Operation 40
*Deflector Shield Operation 40
*Starship Weaponry Operation 40
*Starship Sensors 30
*Communication System Operation 20
*Environmental Suit Operation 20
*Shuttlecraft Pilot 20
*Transporter Operation Procedures 10
*Small Equipment Sys. Operation 10
*Zero-G Operations 10
:Engineering
*Damage Control Procedures 40
*Electronics Technology 10
*Personal Weapons Technology 10
:Medicine
*General Medicine (First Aid) 10
:Sciences
*Life Science (One) at 10
*Physical Science (One) at 10
*Planetary Science (One) at 10
*Social Science
**(Federation Culture / History) 15
**(Federation Law) 20
*Space Science
**Space Science (Astronomy) 10
**Other Space Sciences Two at 10
====Outside Electives ====
: An Officer's hobbies and interests can be developed through training during there basic whether he joins the Zero-G basketball team or develops his artistic talents. Gaming, carousing, and streetwise, though not really developed by Academy training, represent activities at which many college students spend time, and thus they are included.
ACADEMY OUTSIDE ELECTIVES LIST  
: Choose 7 electives from the following list. The rating for each skill chosen is 10 points. No individual skill area may be selected more than twice. Choices here may add to the Skill Rating of pre-Academy background skills.
*Artistic Expression
*Carousing
*Gaming
*Marksmanship, Archaic Weapon
*Negotiation/Diplomacy
*Personal Combat, Armed
*Perception
*Shuttlecraft Pilot
*Sport
*Streetwise
*Trivia
====ADVANCE STUDY====
: In addition to the regular coursework at the Academy, each Cadet has opportunities to take advanced training in the topics he studies. The number of skills that may be improved depends on the character's Mind score. After determining the number of skills that may be advanced, choose which skills they are. Any skill already on a character's skill list may be chosen, and skills may be chosen more than once to improve them even further.
: To find how many skills may be improved, divide the Mind score by 10, round up, and add 10. Improve all these skills by +5.
: For example, Lee Sterling's INT is 75, and so he could improve 18 skills (71 / 10 = 7.5, rounded up to 8; 8 + 10 = 18)..
==Section 6: Enlisted Training==
===Starfleet Basic Training===
: Enlisted recruits typically join at age 18, straight from high school, but are eligible to join as late as 25. Enlisted crewmen will first go to Basic Training located on the Starfleet Academy campus, which will last approximately 8 weeks. Following their initial training, recruits will move on to Technical School for more specialized training in their chosen field. Technical School will last anywhere from 6 months to 2 years depending on the field.
====ENLISTED Basic Training====
Enlished Characters Only*
*Computer Operation 15
*Environmental Suit Operation 20
*Social Science (Federation Law) 10
*Marksmanship 20
*Personal Combat, Armed 25
*Personal Combat, Unarmed 20
*Planetary Survival 20
*Small Equipment Systems Operation 20
*Transporter Operations Procedures 10
*Zero-G Operations 20
===ENLISTED Technical Training===
(Applies to Enlisted Characters Only)*
: An enlisted cadet will join a specific school to specializes in a specific job on a Starship. This Technical School provides a cadet with additional training for their specialties, as shown on the lists given below. This school lasts for one year in all fields of engineering, operations, medical, special forces.
====Engineering Specialization Training====
*Computer Operation 20
*Computer Technology 15
*Damage Control Procedures 15
*Electronics Technology 10
*Mechanical Engineering 10
*30 points in any one of the following areas or 10 points extra in any three of the following areas:
**Deflector Shield Technology
**Personal Weapons Technology
**Ship's Engineering
**Small Equipment Systems Technology
**Starship Weaponry Technology
**Transporter Systems Technology
**Warp Drive Technology
====Medicine Specialization Training Skills====
*Life Science (Botany) 10
*Life Support Systems Technology 10
*Negotiations/Diplomacy 10
*Starship Sensors 15
*Zoology 10
*30 points in any of the following areas or 10 points extra in any three of the above areas
**General Medicine (race)
**Psychology
====Science Specialization Training Skills====
*Space Science (Astronomy) 20
*Space Science (Astrophysics) 20
*Computer Operation 20
*Planetary Ecology 15
*Starship Sensors 15
*30 points in any of the following areas or 10 points extra in any three of the above areas.
**Life Science: Botany
**Social Science: Archeology
**Physical Science: Chemistry
**Planetary Science: Geology
====Security Training Skills====
*Environmental Suit Operation 10
*Federation Law 5
*Marksmanship, Modern Weapons 20
*Perception 15
*Personal Combat, Unarmed 20
*Personal Weapons Technology 5
*Psychology, (Native) 10
*Security Procedure 40
*Shuttlecraft Pilot 20
*Small Unit Tactics 20
====Outside Electives====
: An Enlisted hobbies and interests can be developed through training during there basic whether he joins the Zero-G basketball team or develops his artistic talents. Gaming, carousing, and streetwise, though not really developed by Academy training, represent activities at which many college students spend time, and thus they are included.
ACADEMY OUTSIDE ELECTIVES LIST
: Choose 7 electives from the following list. The rating for each skill chosen is 10 points. No individual skill area may be selected more than twice. Choices here may add to the Skill Rating of pre-Academy background skills.
*Artistic Expression
*Carousing
*Gaming
*Marksmanship, Archaic Weapon
*Negotiation/Diplomacy
*Personal Combat, Armed
*Perception
*Shuttlecraft Pilot
*Sport
*Streetwise
*Trivia
====ADVANCE STUDY====
: In addition to the regular coursework at Technical School, each Recruit has opportunities to take advanced training in the topics he studies. The number of skills that may be improved depends on the character's Mind score. After determining the number of skills that may be advanced, choose which skills they are. Any skill already on a character's skill list may be chosen, and skills may be chosen more than once to improve them even further.
: To find how many skills may be improved, divide the Mind score by 10, round up, and add 10. Improve all these skills by +5.
==Section 6.1: Specialized Schools==
These are addaitonal schools that characters can attend during there career to obtain additonal training. Most of these schools have requirements that characters must meet.
===Department Head (Applies to Officer Characters Only)===
: Requirements: 1 Year of Training Time, Minimal Rank of Lieutenant, Commanding Officer's Recommendation, 1 Year of Service in field.
: Some characters are destined to become Department Heads, the officers in the following key positions aboard a starship: Chief Communications Officer, Chief Engineer, Chief Medical Officer (also referred to as Chief Surgeon), Security Chief, Chief Science Officer, Chief Navigator, and Chief Helmsman. These officers are required to attend a one year Department Head School before assuming that position; the school is attended only once in an officer's career. Characters who complete it are promoted one rank.
: Department Head School
*Administration 40
*Computer Operation 15
*Leadership 20
*Perception 20
: ADVANCE TRAINING (Applied to Officer Characters Only)
: While attending Department Head School, a character may take advanced training at Star Fleet Academy in any skill previously acquired.
: The total number of skills that may be advanced is determined by the character's Mind. To find the number of skills that may be advanced, divide the character's Mind by 10 and round down. Skills may be chosen more than once. The Skill Rating in each skill chosen may be increased 10 points.
 In our example, Lee Sterling is posted to Department Head School, and so he 
 adds the skills from the Department Head School Curriculum to his list. 
 Because his INT is 71, he is able to improve 7 skills 
 (71 / 10 = 7.1, rounded down to 7)
 
 His choices are Astronomy (4), Physics (5), Geology (2 + 8),
 Computer Technology (3), Environmental Suit Operation (8), and 
 Unarmed Personal Combat (5).
 
 At this time, record the Department Head School skills on your character sheet.
 Determine the skills to be advanced and record them as well. Then return to
 the story of Lee Sterling.
===Command School (Applied to Officer Characters Only)*===
: Requirements: 1 Year of Training Time, Minimal Rank of Lieutenant Commander, Commanding Officer's Recommendation, Minimal of 8 Year of Service, Minimal Leadership 40, Minimal Negotiation / Diplomacy 40, Minimal Starship Combat Strategy / Tactics: 40, Starship Sensors 30, Computer Operations 30
: Some Department Heads, usually from the Helm, Navigation, Science, or Engineering Branches, are destined to become top command personnel aboard a starship. These officers, normally the Captain and the First Officer, must attend a one-year Command School; it is attended only once in an officer's career. Officers automatically are raised one rank after its completion.
: Command School Curriculum
*Leadership 10
*Negotiation/Diplomacy 10
*Perception 20
*Social Science
**Federation Culture/History 5
**Federation Law 10
*Starship Combat Strategy/Tactics 40
: Advance Training (Applied to Officer Characters Only)*
: While attending Command School, a character may take advanced training in any skill previously acquired. The number of skills that may be advanced is determined by the character's intelligence. To find the number of skills that may be advanced, divide the character's Mind Score by 10 and round down. Skills may be chosen more than once. The Skill Rating in each skill chosen may be increased by 10 points.
 In our example, Lee Sterling is posted to Command School. Not only does he
 increase those skills from the Command School Curriculum, but he may 
 increase 7 more skills because of his Mind Score of 71
 (71 / 10 = 7.1, rounded down to 7). Knowing that he may need them even 
 if he never attains his dream of working aboard a Constitution-class starship, 
 he chooses to improve his skills as a Science Officer. He chooses to improve 
 Zoology (4 + 6), Exobiology (8 + 3 + 4), and Geology (9 + 4).
 
 At this time, record your character's Command School Skills and determine 
 which skills will be improved. Return then to the story of Lee Sterling.
===Advance Tactical Training Course (Applies to Officers & Enlisted)===
: Requirements: 16 weeks of Training Time, Commanding Officer's Recommendation, Minimal Body Attribute 60, Minimal Skill Scores: Personal Weapons Technology: 10, Marksmanship, Modern Weapons 40, Personal Combat, Unarmed 40,
: Advanced Tactical Training is a special course for Starfleet personnel. Characters must be recommended for this training. It is so difficult and challenging, in fact, that half of the class washed out each year. This training goes on for 16 week course that provides federation officers and enlisted specialized commando training.
: Advance Tactical Training Course
*Environmental Suit Operation 10
*Personal Weapons Technology 10
*Marksmanship, Modern Weapons 20
*Perception 15
*Personal Combat, Unarmed 20
*Planetary Survival (Artic) 20
*Planetary Survival (Desert) 20
*Planetary Survival (Tempest) 20
*Small Unit Tactics 20
===Advance Pilot Training Course (Applies to Officers)===
: Requirements: 16 weeks of Training Time, Commanding Officer's Recommendation, Minimal Agility Attribute 60, Minimal Skill Scores: Helm Operations 40, Shuttle Pilot 40, Starship Combat Strategy/Tactics 20, Starship Sensors 25, Starship Weaponry Technology 20, Shuttlecraft Systems Technology 20, Warp Drive Technology 20
: Advanced Pilot Training is a special course for Starfleet Officers particular Helmsen. Characters must be recommended for this training. Elite groups such as the Nova Squadron for cadets, and the Tau Squadron for returning officers are assocated with this traning. This training goes on for 16 week course that provides federation officers specialized Helmsmen training. This training is often what gives Starfleet Acaadmy the reputation of proceduceing the best pilots in the gaxaly.
* Starship Helm Operation 25
* Shuttlecraft Pilot 25
* Starship Combat Strategy/Tactics 25
* Starship Weaponery Operations 25
* Planetary Survival (Tempest) 10
* Planetary Survival (Dry World) 10
* Starship Weaponry Technology 10
* Shuttlecraft Systems Technology 10
* Environmental Suit Operation 10
==Section 7: Post-Academy Experience==
For simplistic sake depending on the number of years your character is spent touring in Starfleet will earn you a chance to improve your skills. A character can improve one skill (+5) every year of service spent in starfleet. Not including time spent in the academy.
 Example: Captain Johnson, has spent 14 years of service in Starfleet. 
 He can train 14 skills with +5 bonus. He can choose to strength different 
 skills, or all one skill.
==Section 7.1: Daedalus Character Sheet ==
You can download a Excel Character Generator to help keep track of all your values as you go through the step by step guide above!
http://daedalusomega.proboards.com/post/23046
 -=Daedalus RP: Character Sheet=-
 
 Name: 
 Rank: 
 Race: 
 Years of Service: 0 | Age: 00 | Position: | Officer / Enlisted
 
 Attribute Bonuses / Defenses
 Body: 40 | Mind: 40 | Agility: 40
 Wounds: 4/4
 
 Ranged Attack (Modern) = 00
 Starship Ranged Attack: = 00
 Melee Attack (Unarmed) = 00
 Melee Attack (Armed) = 00
 Computer Attack (Hacking) = 00
 
 Traits:
 1.)
 2.)
 3.)
 4.)
 
 Bonus | Skills
 00 = Administration
 00 = Artistic Expression (Specific)
 00 = Carousing
 00 = Communication Systems Operation
 00 = Communication Systems Technology
 00 = Computer Operation
 00 = Computer Technology
 00 = Damage Control Procedures
 00 = Deflector Shield Operation
 00 = Deflector Shield Technology
 00 = Electronics Technology
 00 = Environmental Suit Operation
 00 = Gaming (Specific)
 00 = General Medicine (First Aid)
 00 = Instruction
 00 = Language (Hertiage)
 00 = Language (Federation Basic)
 00 = Language (Specific)
 00 = Leadership
 00 = Life Sciences (Specific)
 00 = Life Support Systems Technology
 00 = Marksmanship, Archaic Weapon
 00 = Marksmanship, Modern Weapon
 00 = Mechanical Engineering
 00 = Negotiation/Diplomacy
 00 = Perception
 00 = Personal Combat, Armed
 00 = Personal Combat (Specific)
 00 = Personal Weapons Technology
 00 = Physical Sciences (Specific)
 00 = Planetary Sciences (Specific)
 00 = Planetary Survival (Specific)
 00 = Security Procedures
 00 = Shuttlecraft Pilot
 00 = Shuttlecraft Systems Technology
 00 = Small Equipment Systems Operation
 00 = Small Unit Tactics
 00 = Social Sciences (Fed Culture / History)
 00 = Social Sciences (Federation Law)
 00 = Space Sciences (Specific)
 00 = Space Sciences (Specific)
 00 = Space Sciences (Specific)
 00 = Sport (Specific)
 00 = Sport (Specific)
 00 = Starship Combat Strategy/Tactics
 00 = Starship Helm Operation
 00 = Starship Sensors
 00 = Starship Weaponry Operation 
 00 = Starship Weaponry Technology
 00 = Streetwise
 00 = Transporter Operational Procedures
 00 = Transporter Systems Technology
 00 = Trivia (Specific)
 00 = Vehicle Operation (Specific)
 00 = Warp Drive Technology
 00 = Zero-G Operations