Core Curriculum
The Academy program typically lasted four years... (TNG: "The First Duty", "Conundrum"; TOS: "Bread and Circuses")
The 8 points in this template must be spent as stipulated. E.g. you must put one point into Computer Operation skill even if you already have one point in Computer Operation from a previous lens, e.g. TL11 Everyman Lens. I.e. Your training at the Academy results in you putting an additional point into your Computer Operation skill. In this example, make sure you add a point to your existing Computer Operation skill; do not add a second Computer Operation skill to your character sheet–something you might accidentally do if you're just blithely adding templates and lenses via the GURPS Character Sheet program. (Of course, nothing prevents you from revisting your Everyman Lens and choosing different skills.)
All tech skills are tech level 11, except for First Aid which is tech level 9. Note the Survival skill requires you to choose a specialty.
Advantages | |||
---|---|---|---|
5 | Fit | ||
15 | Military Rank (O1: Ensign) | ||
3 | Resistant (Disease +3) | ||
5 | Social Regard +1 (Respected) | ||
28 | total | ||
Disadvantages | |||
-10 | Code of Honor (Starfleet) | (see, for example, Starfleet General Orders and Regulations) | |
-15 | Duty (Star Fleet) (15 or less) | ||
-15 | Sense of Duty (Federation) | ||
-40 | total | ||
Due to strict entrance requirements and rigorous Academy training, you are allowed only -50 additional character points worth of disadvantages–all of which much be cleared with Captain Joy. You may of course take fewer or none. Disadvantage points within this template do not count towards this -50 points limit. Disadvantages in all other templates and lenses do count towards this limit. | |||
Skills | |||
1 | Beam Weapons/TL11 (Pistol) E DX | type I and II hand phasers | |
1 | Computer Operation/TL11 E IQ | ||
1 | Electronics Operation/TL11 (Communications) A IQ | handheld communicators and subspace communications | |
1 | Electronics Operation/TL11 (Scientific) A IQ | tricorders | |
1 | Electronics Operation/TL11 (Matter Transmitter) A IQ | transporters, food synthesizers | |
1 | First Aid/TL9 E IQ | ||
1 | Free Fall A DX | ||
1 | History (Recent Federation) H IQ | ||
1 | Judo H DX | ||
1 | Law (Interstellar) H IQ | ||
1 | Leadership A IQ | ||
1 | Navigation/TL11 (Space) A IQ | navigation at sublight and warp; there is no "hypersapce" in Star Trek | |
1 | Piloting/TL11 (Aerospace) A DX | allows you to fly a shuttle surface-to-orbit (and in open space at -4) | |
1 | Savoir-Faire (Military) E IQ | ||
1 | Spacer/TL11 E IQ | ||
1 | Vacc Suit/TL11 A DX | ||
choose four from among: | |||
1 | Astronomy/TL11 H IQ | ||
1 | Engineer/TL11 (Electronics) H IQ | ||
1 | Expert Skill (Military Science) H IQ | ||
1 | Expert Skill (Xenology) H IQ | ||
1 | Mathematics/TL11 (Applied) H IQ | a prerequisite for Astronomy, Engineer, and Physics skills | |
1 | Research/TL11 A IQ | ||
1 | Shiphandling/TL11 (Starship) H IQ | required to serve bridge duty; Navigation (Space, not Hyperspace) is a prerequisite | |
1 | Survival (must specialize) A Per | ||
20 | total | ||
Point Summary | |||
0 | Attributes/Secondary Characteristics | ||
28 | Ads/Perks/TL/Languages/Cultural Familiarity | ||
-40 | Disads/Quirks | ||
20 | Skills/Techniques | ||
8 | TOTAL | ||
Reaction Modifiers | |||
+1 | from Social Regard (Respected) | ||
+2 | from Sense of Duty (Federation) | ||
The above Starfleet Academy Template represents only about the first two of your four years at the Academy. You should next choose your Academy Degree and your first Department Certification. (You should already have your Species Template and the TL11 Everyman Lens.)