Starfleet Academy
"I am a graduate of Starfleet Academy. I know many things."--Worf, 2373 (DS9: "The Darkness and the Light")
Starfleet Academy is a four-year institution of higher learning, the primary training facility for Starfleet officers. Located at the San Francisco Presidio, it was approved and founded on December 13, 2161. Admission to the Academy was intensely competitive. (ST references: Star Trek: The Next Generation Companion, Make It So: Leadership Lessons from Star Trek: The Next Generation, Last Unicorn RPG module: Starfleet Academy Handbook, ST reference: Federation: The First 150 Years)
Starfleet Academy Graduate
While in Starfleet Academy, cadets are instilled with an allegiance to Starfleet and the United Federation of Planets. Physically, they will be in the best shape of their lives. Their first two years of course work prepare them for basic service in starfleet; most cadets hope this means aboard a state-of-the-art starship, but there are other possibilities: a terrestrial appointment, a remote outpost, an old overworked starship in line for decommission… They graduate with the responsibilites and respect or a commissioned officer.
Starfleet Academy Degree
A cadet's third and forth year is spent working toward their chosen degree. Starfleet Academy offers Engineering and Bachelor of Arts or Science degrees. Graduates of Starfleet Medical Academy receive a Medical Doctorate.
Extracurricular Activities
There are many extracurricular activities for cadets to enjoy when they're not studying: sports, interest groups, socializing, etc. Most cadets join a few clubs/organizations while they're at the Academy.
First Departmental Certification
During a cadet's final year, they receive certification to perform a specific function within Starfleet. Each Department–Command, Counseling, Engineering, Medical, Operators, Science, and Security–train and test officers for the certifications they offer. Command certifications are not issued to Academy Graduates; they are obtained on the job after a minimum of six months active duty within another department.
Cadets will graduate as Ensigns with an Ensign-level certification. Some may graduate with an "Expert" or "Specialist" rating. An exception are Starfleet Medical Academy graduates; they graduate with a rank of Lt JG and an Intern Physician or Intern Surgeon LtJG-level certification.
Starfleet Academy (SFA) Graduate
The Academy program typically lasted four years... (TNG:
"The First Duty", "Conundrum"; TOS:
"Bread and Circuses")
Starfleet officers are capable, disciplined, and well regarded by Federation society. A Starfleet Officer template accounts for these effects. This template, which includes a Starfleet Academy Degree lens, and Ensign-level Department Certification, and two to four Extracurricular Activities, represent a typical Starfleet Academy graduate.
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.
Starfleet Officer (36 points)
Advantages |
0 |
* |
Cultural Familiarity (Human) |
cost is 1 for nonhuman species |
0 |
* |
Language (English) |
cost is 6 for nonhuman species |
5 |
|
Fit |
15 |
|
Military Rank 3 (O1: Ensign) |
minimum rank for a commissioned officer |
3 |
|
Resistant (Disease +3) |
5 |
|
Social Regard +1 (Respected) |
0 |
|
Status +1 |
Rank grants additional Status at no extra cost (B29) |
|
28 |
|
total |
|
Disadvantages |
-10 |
|
Code of Honor (Starfleet) |
(see, for example, Starfleet General Orders and Regulations) |
-15 |
|
Duty (Starfleet) (15 or less) |
-15 |
|
Sense of Duty (Federation) |
-40 |
|
total |
|
Skills |
1 |
|
Electronics Operation/TL11 (Communications) A IQ |
handheld communicators and subspace communications |
1 |
|
Electronics Operation/TL11 (Matter Transmitter) A IQ |
transporters, food synthesizers |
1 |
|
Electronics Operation/TL11 (Scientific) A IQ |
tricorders |
1 |
|
First Aid/TL9 E IQ |
1 |
|
Free Fall A DX |
1 |
|
History (Recent Federation) H IQ |
1 |
|
Law (Interstellar) H IQ |
1 |
|
Leadership A IQ |
1 |
|
Navigation/TL11 (Space) A IQ |
navigation at sublight (and at warp at -2) |
1 |
|
Piloting/TL11 (Contragravity) A DX |
allows you to maneuver shuttles and aircars near a planet's surface |
1 |
|
Savoir-Faire (Military) E IQ |
1 |
|
Spacer/TL11 E IQ |
1 |
|
Vacc Suit/TL11 A DX |
|
|
|
choose seven from among: |
1 |
|
Astronomy/TL11 H IQ |
required for Science officers who are not in the Counseling or Medical departments |
1 |
|
Beam Weapons/TL11 (Pistol) E DX |
required for Command and Security officers; type I and II hand phasers |
1 |
|
Body Sense/TL11 H DX |
to act the turn after transport |
1 |
|
Computer Operation/TL11 E IQ |
required unless you already have a point in this skill |
1 |
|
Engineer/TL11 (Electronics) H IQ |
required for Engineering officers |
1 |
|
Expert Skill (Military Science) H IQ |
required for Command and Security officers |
1 |
|
Expert Skill (Xenology) H IQ |
required for Counseling and Medical officers |
1 |
|
Judo H DX |
required for Security officers |
1 |
|
Mathematics/TL11 (Applied) H IQ |
required for Engineering and Science officers who are not in the Counseling or Medical departments |
1 |
|
Piloting/TL11 (High-Performance Spacecraft) A DX |
required for Command officers; allows you to fly through space |
1 |
|
Research/TL11 A IQ |
1 |
|
Shiphandling/TL11 (Starship) H IQ |
required for Command officers and to serve bridge duty; Navigation (Space, not Hyperspace) is a prerequisite |
1 |
|
Swimming E HT |
required if your skill level (usually HT-4 default) is <10 |
1 |
|
Survival (must specialize) A Per |
required for Medical officers; you may take multiple specialties |
1 |
|
Writing A IQ |
20 |
|
total |
|
Starfleet Academy lenses and packages |
12 |
|
chooose a Starfleet Academy Degree lens |
8 |
|
chooose an Ensign-Level Department Certification package |
may cost more than 8 points |
8 |
|
choose 2 to 4 Extracurricular Activities packages |
spend 2 to 4 points on each package |
28 |
|
total |
|
Point Summary |
28 |
|
Advantages/Cultural Familiarity/Languages |
-40 |
|
Disadvantages |
20 |
|
Skills/Techniques |
28 |
|
Starfleet Academy lenses and packages |
36 |
|
TOTAL = 8(SFA) +12(Degree Lens) +8(Department Certification) +8(Extracurricular Activities) |
|
Reaction Modifiers |
+2 |
|
from Sense of Duty (Federation) |
+1 |
|
from Social Regard (Respected) |
+1 |
|
from Status 1 |
|
Download the GCS file: StarfleetOfficer8.gct
Last modified: 2024 January 16 13:14.
Starfleer Medical Academy
Graduates of Starfleet Medical Academy graduate as M.D.'s with rank Lieutenant Junior Grade. They should change their rank from O1: Ensign to O2: Lt JG. (The Administration and Leadership skill minimums required of Lt JG officers is also waived. However, Medical officers must meet the same requirements as anyone else to be promotion to full Lieutenant and beyond.) You must take the Code of Honor (Professional) disadvantage. You do not need to choose a Starfleet Academy Degree package. Instead of an Ensign-level certification, you must take one of these two Lieutenant Junion Grade-level certifications: Intern Physician or Intern Surgeon. You need only choose one ECA package; put 3 points into it. These changes will increase the cost of this template by about 7 points.
Customization
To modify this template for officers of higher rank, access the "Officer Ranks" tab below.
Starfleet Officer Ranks
A typical officer spent approximately three years at the rank of ensign. (TNG: "Datalore")–"Starfleet ranks", Memory Alpha
Rank Requirements
For ease of reference, the requirements common to all departments are presented in the table below. The specifics for promotion within each department, like the many certifications offered, can be found in each department's section of the library computer.
Starfleet Officer Rank Requirements
Officer Grade |
Title |
GURPS Rank (pts) |
Administration |
Leadership |
Politics |
Shiphandling† |
Medals |
Years Service |
CPs |
O1 |
Ensign |
3 (15) |
9 |
9 |
|
10 |
0 |
0 |
100 |
O2 |
Lt. J.G.* |
3 (15) |
10 |
10 |
|
11 |
1 |
3 |
140 |
O3 |
Lieutenant |
4 (20) |
11 |
11 |
|
12 |
2 |
7 |
180 |
O4 |
Lt. Cmdr. |
4 (20) |
12 |
12 |
|
13 |
3 |
11 |
220 |
O5 |
Commander |
5 (25) |
13 |
13 |
|
14 |
4 |
13 |
260 |
O6 |
Captain |
6 (30) |
14 |
14 |
|
15 |
5 |
15 |
300 |
O7 |
Commodore |
7 (35) |
15 |
15 |
8 |
15 |
6 |
20 |
340 |
O8 |
Rear Adm |
8 (40) |
16 |
16 |
9 |
15 |
7 |
25 |
380 |
O9 |
Vice Adm |
8 (40) |
17 |
17 |
10 |
15 |
8 |
30 |
420 |
O10 |
Admiral |
8 (40) |
18 |
18 |
11 |
15 |
9 |
35 |
460 |
O11 |
Fleet Adm |
9 (45) |
19 |
19 |
12 |
15 |
10 |
40 |
500 |
- Officer GradeUsed to determine equivalencies between various services within the United Federation of Planets
- TitleThe Starfleet Rank's formal title
- GURPS Rank (pts)The GURPS Rank (and advantage's character points cost)
- Administrationminimum Administration skill level
- Leadershipminimum Leaderships skill level
- Politicsminimum Politics skill level
- Shiphandingminimum Shiphandling skill level for Command officers
- Medalsminimum number of character points spent on your Starfleet reputation(s), represented in game by awards, commendations, and medals bestowed on you by your commanding officers (i.e. the GM) for excellence in the line of duty
- Years Service the years of service typical of an officer new to that rank; not a requirement for promotion
- CPsthe character points typical of an officer new to that rank; not a requirement for promotion.
Example: Promotion from Ensign to Lieutenant Junior Grade
Ensign and Lieutenant Junior Grade are both considered GURPS Rank 3, so that promotion would not increase the cost of your Rank advantage. You will need to add a Lieutenant Junior Grade level certification from your department. You may need to spend character points to increase your Administration and Leadership (and Shiphandling, if you're a Command officer) skills to meet the listed minimum values. You need have at least one point in a Starfleet Reputation, represented by a medal or commendation.
Survival Specialties [B224]
- Land-dwelling Species choose from:
- Arctic, Desert, Island/Beach, Jungle, Mountain, Plains, Swampland, Woodlands
- Aquatic Species choose from:
- Bank, Deep Ocean Vent, Fresh-Water Lake, Open Ocean, Reef, River/Stream, Salt-Water Sea, Tropical Lagoon
Tech Skill Specialties
The skills below require you to choose a specialty; each specialty is treated as a different skill.
The proper GURPS skill for the design, repair, and/or use of Federation equipment and technology is not always obvious. The listing below (and the TECH SKILL TRIADS table) shows exactly what equipment and technology is contained within the scope of various GURPS skills and their specialties.
- ARMOURY/TL11 (a repair skill)
-
- Force Shields [B178]
- Deflector Shields
- Navigational Deflector
- i.e. high energy/gravic-based screens external to the ship
-
- Heavy Weapons [B178]
- Drones/Missiles
- Phasers (shipboard)
- Photon Torpedoes
- Tractor Beams
-
- Small Arms [B178]
- Phasers (personal)
-
- Vehicular Armor [B178]
- Hull and Superstructure of Shuttles (including Fighters) and Starships
- ARTILLERY/TL11 (a use skill)
-
- Guided Missiles [B178]
- Drones/Missiles
- BEAM WEAPONS/TL11 (a use skill)
-
- Pistol [B179]
- Hand Phasers--type I and type II (includes familiarity with Klingon disruptor pistol if learned at the Academy)
-
- Projector [B179]
- Hand Phasers in wide beam mode--a useful stun and heat setting
-
- Rifle [B179]
- Hand Phasers--type III aka phasor rifle (includes familiarity with Klingon disruptor rifle if learned at the Academy)
- ELECTRONICS OPERATION/TL11 (a use skill)
-
- Communications [B189]
-
- Electronic Warfare [B189]
- cloaks (SS1:13 & house rules)
- defensive ECM (SS1:14)
- tactical ECCM (SS1:15)
-
- Force Shields [B189]
- deflector shields
- navigational deflector
-
- Matter Transmitter [B189]
- transporters and replicators
-
- Medical [B189]
-
- Scientific [B189]
- Tricorders
-
- Security [B189]
- Force Fields, i.e. low energy/gravitic-based technology internal to the ship (manipulating artificial gravity, inertial dampers, and the structural integrity field, but not Force Shields)
- Life Support (altering environmental controls)
- Security Systems (tracking major shipboard activities, diverting and prioritizing power)
-
- Sensors [B189]
- long range, lateral,
and navigational shipboard sensors
-
- Surveillance [B189]
- ELECTRONICS REPAIR/TL11 (a repair skill)
-
- Communications [B190]
-
- Computers [B190]
-
- Electronic Warfare [B190]
- cloaks (SS1:13 & house rules)
- defensive ECM (SS1:14)
- tactical ECCM (SS1:15)
-
- Matter Transmitter [B190]
- transporters
- replicators
-
- Medical [B190]
-
- Scientific [B190]
- Tricorders
-
- Security [B190]
- Force Fields, i.e. low energy/gravitic-based technology internal to the ship (includes artificial gravity, inertial damper, and the structural integrity field, but not Shields)
- Life Support (environmental controls)
- Security Systems (tracking major shipboard activities, diverting and prioritizing power)
-
- Sensors [B190]
- long range, lateral,
and navigational shipboard sensors
-
- Surveillance [B189]
- ENGINEER/TL11 (a design skill)
-
- Artillery [B190]
- Drones/Missiles
- Photon Torpedoes
-
- Electrical [B190]
- Batteries
- Electro-Plasma Systems
- Shipboard Phasers
-
- Electronics [B190]
- Communications equipment
- Computers
- Electronic Warfare systems
- Medical equipment
- Scientific equipment, e.g. tricorders
- Security systems
- Sensor suites
- Surveillance systems
-
- Gravitic [new specialty]
- Force Fields (includes artificial gravity, inertial dampers, structural integrity fields)
- Anti-Grav (used in anti-grav sleds,
hovercars, shuttlecraft, and starships)
- Shields (deflector shields, navigational deflector)
- Tractor Beams
-
- Matter Energy [new specialty]
- Transporters
- Replicators
-
- Nuclear [new specialty]
- Antimatter Reactors aka Warp Cores
- Fusion Reactors aka Impulse Reactors
-
- Small Arms [B190]
- Hand Phasers (includes familiarity with Klingon disruptors if learned at the Academy)
-
- Starships [B191]
- Hull & Superstructure
- Life Support (environmental controls)
- Thrusters
- Warp Drives aka Stardrives, e.g. Stardrive Engine [GURPS Spaceships, p. 25]
- and integrating all of the above, and many other systems, e.g. Electrical, Gravitic, Nuclear, etc., into a functioning Shuttlecraft, Shuttlecraft, or Fighter
- GUNNER/TL11 (a use skill)
-
- Beams [B198]
- Shipboard Phasers
- Tractor Beams
-
- Cannon [B198]
- Photon Torpedoes
- MECHANIC/TL11 (a repair skill)
-
- Antimatter Reactor (aka Warp Core) [B207 as per power plant type]
-
- Aerospace [B207 as per vehicle type]
- as listed below, but only for ordinary problems endemic to Shuttlecraft including Fighters
- Anti-grav systems
- Antimatter Reactors aka Warp Cores
- Force Fields (includes artificial gravity, inertial including, structural integrity fields, but not shields)
- Hull and Superstructure
- Impulse Drives aka Fusion Engines, e.g. Super Fusion Torch [GURPS Spaceships, p. 23]
- Life Support (environmental controls)
- Thrusters
-
- Fusion Engine (aka Impulse Drive) [SS1:23]
-
- Fusion Reactor (aka Impulse Reactor) [B207 as per power plant type]
-
- High-Performance Spacecraft [B207 as per vehicle type]
- as listed below, but only for ordinary problems endemic to interstellar starships
- Antimatter Reactors aka Warp Cores
- Force Fields (includes artificial gravity, inertial damper, structural integrity field, but not shields)
- Fusion Reactors aka Impulse Reactors
- Hull and Superstructure
- Impulse Drives aka Fusion Engines, e.g. Super Fusion Torch [GURPS Spaceships, p. 23]
- Life Support (environmental controls)
- Thrusters
- Warp Drives aka Stardrives, e.g. Stardrive Engine [GURPS Spaceships, p. 25]
-
- Stardrive (aka Warp Drive) [SS1:25]
- PILOTING (a use skill)
-
- Aerospace [B214]
- Shuttlecraft including Fighters,
surface to orbit
-
- Contragravity [B214]
- Shuttlecraft including Fighters,
when maneuvering near populated areas
-
- High-Performance Spacecraft [B214]
- Starships, outside of gravity wells
- PROFESSION SKILL/TL11 (a use skill)
-
- Reactor Operator [new specialty]
- Antimatter Reactors aka Warp Cores used in starships
- Fusion Reactors aka Impulse Reactors
- Impulse Drives aka Fusion Engines, e.g. Super Fusion Torch [GURPS Spaceships, p. 23]
- Warp Drives aka Stardrives, e.g. Stardrive Engine [GURPS Spaceships, p. 25]
Tech Skill Triads
Technical skills govern three distinct classes of activity: design, repair, and use. DESIGN includes inventing, redesigning, and reverse engineering. REPAIR includes troubleshooting, repairing, overhauling, upgrading, installing, and customizing. USE
includes operating and maintaining. E.g. To fire a hand phaser, use Beam Weapons (Pistol); to modify it to increase the amount of energy discharged per shot, use Armory (Small Arms); to build a phaser from parts found in an alien planet’s high-energy
research lab, use Engineer (Small Arms). [paraphrase from B190] (This table was inspired by GURPS: Prime Directive, 3rd. ed. pp. 112-113.)
The following technologies have design-repair-use skill triads. After each technology the appropriate GURPS skills with their correct specialization (if required) are given. Use this table and the TECH SKILL SPECIALIZATIONS listings to help you choose
the specializations you want for your technical skills. A technology level of 11 is assumed. The following abbreviations are used: A Armoury, ART Artillery, BW Beam Weapons, ENG Engineer, EO Electronics Operation, ER Electronics Repair, G Gunner,
M Mechanic, PS Professional Skill
Technology |
Design Skill |
Repair Skill |
Use Skill |
Notes |
Anti-Grav |
ENG (Gravitic) |
M (Contragravity) |
Piloting (Contragravity) |
this technology allows shuttlecraft to maneuver safely near populated areas |
Antimatter Reactors |
ENG (Nuclear) |
M (Antimatter Reactor) |
PS (Reactor Operator) |
aka Warp Cores |
Communications |
ENG (Electronics) |
ER (Communications) |
EO (Communications) |
Computers |
ENG (Electronics) |
ER (Computers) |
Computer Operation |
Drones/Missiles |
ENG (Artillery) |
A (Heavy Weapons) |
ART (Guided Missiles) |
Electro-Plasma Systems |
ENG (Electrical) |
Electrician/TL |
Spacer |
Electronic Warfare |
ENG (Electronics) |
ER (Electronic Warfare) |
EO (Electronic Warfare) |
includes Cloaks (SS1:13 & house rules), Defensive ECM (SS1:14), and Tactical ECCM (SS1:15) |
Force Fields |
ENG (Gravitic) |
ER (Security) |
EO (Security) |
includes artificial gravity, inertial damper, and the structural integrity field, but not Shields |
Fusion Reactors |
ENG (Nuclear) |
M (Fusion Reactor) |
PS (Reactor Operator) |
aka Impulse Reactors |
Hull |
ENG (Starships) |
M (High-Perform. Spacecraft) |
Spacer |
Impulse Drive |
ENG (Starships) |
M (Fusion Engine) |
PS (Reactor Operator) |
Life Support |
ENG (Starships) |
M (Aerospace or H-P Spacecraft) |
EO (Security) |
environmental controls except for gravity and inertial dampers |
Medical |
ENG (Electronics) |
ER (Medical) |
EO (Medical) |
Even though most medical skills are TL9, these skills should be taken as TL11.
|
Phasers (personal) |
ENG (Small Arms) |
A (Small Arms) |
BW (Pistol or Rifle) |
Phasers (shipboard) |
ENG (Electrical) |
A (Heavy Weapons) |
G (Beams) |
Photon Torpedoes |
ENG (Artillery) |
A (Heavy Weapons) |
G (Cannon) |
Scientific (tricorders) |
ENG (Electronics) |
ER (Scientific) |
EO (Scientific) |
Security Systems |
ENG (Electronics) |
ER (Security) |
EO (Security) |
track all major shipboard activities, divert and prioritize power, adjust life support |
Sensors |
ENG (Electronics) |
ER (Sensors) |
EO (Sensors) |
long range, lateral,
and navigational shipboard sensors |
Shields |
ENG (Gravitic) |
A (Force Shields) |
EO (Force Shields) |
deflector shields, navigational_deflector |
Shuttlecraft |
ENG (Starships) |
M (Contragravity) |
Piloting (Contragravity) |
including Fighters |
Superstructure |
ENG (Starships) |
A (Vehicular Armor) |
Spacer |
Surveillance |
ENG (Electronics) |
ER (Surveillance) |
EO (Surveillance) |
Thrusters |
ENG (Starships) |
M (Contragravity or H-P Spacecraft) |
Piloting (Contragravity or H-P Spacecraft) |
Tractor Beams |
ENG (Gravitic) |
A (Heavy Weapons) |
G (Beams) |
Transporter |
ENG (Matter Energy) |
ER (Matter Transmitter) |
EO (Matter Transmitter) |
includes replicators |
Warp Drive |
ENG (Starships) |
M (Stardrive) |
PS (Reactor Operator) |
|
Extracurricular Activities
You did more than study at Starfleet Academy.
These Extracurricular Activity [ECA hereafter] lenses flesh out your colorful Academy experience. You will have spent 8 points in two to four ECA lenses during your time at the Academy; exempted are Starfleet Medical Adacemy graduates who need only choose one ECA lens (for 3 pts). Spend 2 to 4 points on the options within each ECA lens you choose. An exception is Academics, which cost whatever it costs.
Characters with the Laziness disadvantage [B142] may only choose one lens that is not Cultural, Partying, nor Underworld, and may not choose an Academic option in any case. Characters with the Workaholic disadvantage [B162] must take an Academic lens–either a minor or a double major. This assumes you went into Starfeleet Academy with one of these disadvantages, most likely due to your Personal Background lens. Disadvantages acquired after graduation, e.g. as part of a Department lens, do not restrict your ECA lens choices.
Many of these skills are also options in other templates and lenses. Remember to always add character points to an existing skill, don't have two of the same skill on your character sheet.
Extracurricular Activity Lenses (2-4 pts)
ECA Lens | Skills | Example Events and Organizations |
Academic | a double major or minor | only Workaholics may double major; a minor is 6 points towards a second Degree Lens |
Advocacy | Current Affairs (Headline News) (E) IQ, Diplomacy (H) IQ, Public Speaking, Research (A) IQ | |
Cultural | Connoisseur†, Cultural Familiarity*, Current Affairs† (E) IQ, Language* | Academy's Xenolinguistics Club |
Fencing | put points into a published GURPS martial arts fencing style (MA, p. 156-159) or simply take Art or Sport versions of Main-Gauche, Rapier, Saber, or Smallsword (A) DX | European Swordsmanship Club |
Fine Arts | Artist† (H) IQ, Photography/TL (A) IQ | |
Games | Gambling (A) IQ, Games† (E) IQ | Federation's Three-dimensional Chess Organization, check Memory Alpha for ideas |
Hobbies | Gardening, Hobby† (E) DX or IQ | |
Martial Arts | put points into a published GURPS martial arts style or simply take Art or Sport versions of Boxing, Judo, Karate, Sumo Wrestling, or Wresting. | Academy Wrestling Team |
Music | Musical Composition (H) IQ, Musical Instrument (H) IQ, Singing (E) HT | Academy's Chorale Ensemble |
Partying | Brawling (E) DX, Carousing (E) HT, Current Affairs (Popular Culture) (E) IQ, Sex Appeal (A) HT | |
Performing Arts | Current Affairs (High Culture) (E) IQ, Dancing (A) DX, Group Performance, Performance (A) IQ, Stage Combat (A) DX | |
Religion | Housekeeping (E) IQ, Meditation (H) Will, Religious Ritual†, Theology (H) IQ | |
Sports | Current Affairs (Sports) (E) IQ, Running (A) HT, Sports† (E) DX, Swimming (E) HT, Throwing (A) DX | Cadets compete annually in the Starfleet Academy Marathon, check Memory Alpha for ideas |
Literature | Literature (H) IQ, Poetry, Writing (A) IQ | |
Theater | Carpentry, Housekeeping, Makeup (E) IQ, Scrounging (E) Per | |
Underworld | Holdout, Smuggling, Streetwise (A) IQ, Intimidation (A) Will | |
† These skills require a specialty.
* These are advantages, not skills.