Skills
Theoretically, a Command skill could be changed if/when the captain character rotates. However, for simplicity the skill can just be tracked as if the command crew always stays the same. The exception to this is when a ship suffers casualties and receives new crew replacements. In that case, the old crew skill is averaged with the base crew skill of the replacements (with numbers of both accounted for) to determine the current one. Likewise, if a ship's captain is determined to be a casualty, then he is replaced by the next senior officer (with a Captain skill five points lower for each officer grade below the deceased captain). Once a new captain is assigned to the ship, the Captain skill is recomputed, per the skill generation rules.
Three Skills
The use of skills within the Starfleet Command RPG have been simplified, to accommodate the sheer numbers of ships involved and the events that can take place at any one time. All skills are boiled down into three:
- Command Skill
- Crew Skill
- Ship Skill
The Crew skill is all of the individual skills of each crew member of a ship, recognized as one overall skill level. It represents all specific skills present on the ship, when a Test roll (ex: Shipboard Systems) is required.
The Command skill's purpose is to represent the captain's experience in decision-making and is averaged with the Crew skill to determine the Ship skill. It reflects a very specific skill, one borne of experience and specialized education.
The Ship skill is used to resolve Events that occur, either as assigned missions (outside of game-monitored combat) or unexpected incidents. It is comprised of the average of the Crew and Command skills.
Both of the first two skills are initialized at the ship's commissioning [see Skill Generation below]. The Ship skill is recomputed at the time of an Event, when a ship's safety is possibly at risk.
Skill Generation
Each ship starts out with a (hopefully) trained crew, but instead of every ship having a common Crew skill or a captain that performs identically to every other captain, the ships receive skills for both that reflect the differences that occur when comparing a multitude of ships to each other. These reflect different training styles, experiences and overall capabilities of the individuals serving on those ships. These skills are not static; they will increase with new experiences and can even decrease, as casualties occur. This section explains how those initial skills are determined.
Crew Skill
Crews are made up of diverse personnel; species, genders, ages and definitely experiences will be multiple and varied for each person there. Instead of generating the individual experience of each and every last crewman aboard, the recognition of Star Fleet training will set a base and then a randomized number will be added to it; this determines the initial Crew skill for that ship, and is recorded on the ship's profile. Note: ground units have a Unit Skill, which is identical to Crew Skill.
| Era | Years | Roll: |
|---|---|---|
| Pre-United Earth Stellar Navy | - 2069 | 50 + 1d6 |
| United Earth Stellar Navy | 2069 - 2133 | 50 + 1d12 |
| United Earth Starfleet | 2133 - 2161 | 50 + 1d20 |
| Early UFP Star Fleet | 2161 - 2274 | 50 + 1d30 |
| "Modern" UFP Star Fleet | 2274 - 2375 | 50 + 1d35 |
| Post-Dominion War Era | 2375 - | 55 + 1d30 |
Command Skill
Captains of Star Fleet officers are a different breed, compared to most Fleeters. The huge responsibility of commanding a starship, the enormous authority to affect UFP policy and foreign relations, the direct impact they have on the lives of those serving beneath them: these are all well-documented elsewhere. What is understood, though, is the experiences that go into making a stellar commanding officer is an art, not a science. The below chart indicates the ranges of Command skill different captains will have, dependent upon their rank and their era.
| Era (Roll:) | Years | LT/LTJG | LCDR | CDR | CAPT+ |
|---|---|---|---|---|---|
| Pre-United Earth Stellar Navy | - 2069 | 1d40 | 40 + 1d10 | 45 + 1d10 | 50 + 1d10 |
| United Earth Stellar Navy | 2069 - 2095 | 1d40 | 40 + 1d12 | 45 + 1d12 | 45 + 1d20 |
| United Earth Stellar Navy Academy | 2095 - 2133 | 40 + 1d6 | 45 + 1d12 | 45 + 1d12 | 45 + 1d20 |
| United Earth Starfleet | 2133 - 2161 | 40 + 1d12 | 50 + 1d10 | 50 + 1d10 | 50 + 1d30 |
| Early UFP Star Fleet | 2161 - 2274 | 40 + 1d20 | 50 + 1d20 | 50 + 1d30 | 55 + 1d30 |
| "Modern" UFP Star Fleet | 2274 - 2375 | 50 + 1d20 | 50 + 1d30 | 50 + 1d40 | 60 + 1d30 |
| Post-Dominion War Era | 2375 - | 50 + 1d20 | 55 + 1d30 | 55 + 1d40 | 65 + 1d30 |
Commanding officers that are promoted retain the skill level they have at the time of promotion, until new points are awarded. Promotions do not result in a re-roll of the Command skill. An individual person that takes on the responsibility as acting captain has his own Command skill determined by the above. If that person is not the properly identified executive officer, then the rolled skill level is at a -5 disadvantage, as s/he was unexpectedly thrust into that role and may not be ready, with all of the benefits of full command education, training and experience (plus the stress of the situation that led to the sudden elevation).
Note: Command skill generation tables for other factions can be found on the Faction Skills page.
Skill Test
- Tests are mirrored in the Event Test rules.
Test rolls determine whether or not a particular skill provides the ability to pass a specific test of that skill. A successful roll results in the success of the test, generally with no further rolls necessary. However, some circumstances present at the time of the Test roll make complicate the ability to pass the test. Test rolls generally indicate the level of complexity associated with those circumstances; otherwise, a Test roll is presumed to be at a Routine level.
- A Simple Test virtually guarantees a successful outcome. Only a skill rated below 50 has a chance of failing this Test, as the Test roll requires a roll against a doubled skill.
- Ex: The skill is 62, which means a failure can only happen when a result of greater than 124 (62 x 2 = 124) on a 100 percentile roll occurs. A skill this high will be impossible to fail.
- A Routine Test is nearly as easy as a Simple one, though there does exist a sizable potential for failure. The percentile is rolled versus the unmodified skill.
- Ex: The skill of 62 is higher than a percentile roll of 54, indicating a success. If the roll had been 63 or higher, the Test would have been a failure.
- A Challenging Test requires a 25% reduction in the skill, before the roll is made. If the percentile roll is higher than the modified skill, the Test is a failure.
- Ex: The skill of 62 is modified as 46 (62 - 15.5 (averaged up to 16) = 46). A roll of 46 or less is required for success.
- A Difficult Test requires a 50% reduction in the skill, before the roll is made. If the percentile roll is higher than the modified skill, the test is a failure.
- Ex: The skill of 62 is modified as 31 (62 - 31 = 31). A roll of 31 or less is required for success.
- An Extreme Test requires a 75% reduction in the skill, before the roll is made. If the percentile roll is higher than the modified skill, the test is a failure.
- Ex: The skill of 62 is modified as 15 (62 - 46.5 (averaged up to 47) = 15). A roll of 15 or less is required for success.
Note: instead of rolling a d100 die for the Test percentile roll, instead roll two d10s, with the first representing the "tens" digit and the second as the "ones" digit. If both rolls are the same (ex: 6 and 6), then roll a third one and subtract that from the percentile. If the third roll also equals the original "twin" rolls, roll and subtract again (and again and again, as long as each roll is the same as the original two). The effect is to lower the percentile roll in opposition to the skill. (This represents Good Luck working in favor of the crew.)
- Ex: A Routine Test target number (i.e., the unmodified skill) is 63, but a 66 is rolled, indicating failure. However, because 6 and 6 were rolled (twin rolls), a single 1d10 is rolled, this time resulting in a 7, making the Test roll 59 (66 - 7 = 59). If the third roll had been another 6, then a fourth roll would be conducted, for maybe a 3. The final Test roll in that case would be a 57 (66 - 6 - 3 = 57). In both modified rolls, the Test roll was determined to be successful.
Skill Gain
Both Crew and Command skills can increase, based upon experiences gained, as well as time spent working together as a team. Each added point should be logged on the ship's profile, so that errors can be found. No skill may climb higher than 95. Here is a list how how each skill grows:
- Shakedown cruise: following the ship's initial shakedown cruise, where the vessel is artificially stressed in order to test both the systems and the crew, both skills gain 1 point.
- Every second January (following commission): This represents the various normal, shipboard events (including internal training) that make the team work more efficiently and it results in 1 point to both skills. Instead of computing every ship's latest skill point levels every January, whenever a ship is chosen for an Event (or has one of the skills otherwise increased) the skill level from the last computation is updated (and recorded).
- Fleet Battles: these are non-Events, as they are such significant occasions, they are not to be randomly determined. Whatever the outcome, as long as the ship survives, both skills gain 2 points.
- War Games (or Exercises): these non-Events allow ships to practice combat or formation maneuvers against other ships. When the exercise involves 2-6 ships, each ship has a 25% chance at earning one point for either the Command or Crew skills; exercises with 7-12 ships provide a 50% chance for each ship involved; 13-25 ships have a 75% chance for each ships. Exercises involving more than 25 ships will earn a point for each ship and large-scale exercises (75+) will earn a point for both Command and Crew skills.
- Events: Events are incidents that have some notable reason to result in damage or risk to the ship and its crew. When these Events are resolved, the ship is awarded points for either one or both skills, as it is the philosophy that one learns most from difficulties. The points are awarded via the following:
- Simple Events (when tracked individually and resulting in a mission failure) earn 1 point, randomly assigned to either the Command or Crew skills. (A ship experiencing Simple Events is normally assumed to be gaining experience in line with the points awarded every two years.)
- Routine Events only garner points in circumstances where the mission failed, which is not a common event for Starfleet vessels at this level of Event. In the case of a mission failure, whether or not actual damage or casualties was incurred, one skill point is gained for both the captain and the crew.
- Challenging Events earn one point for both skills, if the Event was successful (but as long as the ship survived, obviously). A mission failure results in one point for the captain, but two for the crew.
- Difficult Events earn one skill point for a success for both skills and two points for both in the event of a failure.
- Extreme Events earn two points for both skills, if the Event was successful. A mission failure also results in two points for both skills, but a third point is applied randomly to one of the two.
- Ex: The ship survives an Extreme Event, even though the mission failed. Randomly, the captain receives three skill points from the experience, while the crew receives two.
Skill Loss
The three skills (Crew, Command and Ship) can be reduced, just as they can be increased. The Ship skill, though, can only be reduced by the lessening of one or both of the other two.
The Crew skill is reduced as an indirect result of casualties to the ship's contingent, whether in a Fleet Battle or as the price of the mission failure of an Event. During a crisis, in the immediate aftermath and prior to receiving replacements for crew losses, the Crew skill does not actually get reduced; instead it is modified by a Crew Penalty that is the result of the significant lack of personnel (see the Crew Penalty table). When replacements do arrive, their collective Crew Skill is averaged in with the existing Crew's, generally resulting in a lower final skill level. (There is the possibility that a replacement contingent has a high enough skill level and enough numbers to raise the overall level, in some cases.)
To determine the new Crew skill, divide the original Crew skill value by the percentage of the remaining crew. Next, divide the replacements' Crew skill value by the percentage of the crew they are replacing. Add these two numbers together for the new Crew skill.
- Ex: The USS Alliance suffers 17% casualties (of 442) following a failed mission. Her original Crew skill had been 78. At Starbase 33, 75 replacements come aboard, with an average crew skill of 69. As the original (remaining) crew makes up 83% of the overall crew, their equivalent skill is 65 (78 x 0.83 = 64.74, rounded), while the replacements (who make up 17% of the crew) have their equivalent skill pegged at 12 (69 x 0.17 = 11.73, rounded). The sum of those two numbers is 77, which is the new Crew skill level.
The Command skill can only change one way: the loss of the commanding officer. While this may occur as a result of a transfer (possibly due to a promotion), in this RPG, it is more likely to happen as an injury or casualty that came as a result of a crisis. When the ship's captain is incapacitated, the next senior officer takes command and a new Command skill (rank and era dependent) is then rolled. In all events that occur with the acting captain in command, his Command skill is used. This may be a significantly lower level, though sometimes a more capable officer is present to assume command. When the assigned captain takes back command or it is turned over to a new captain, then the Command skill changes also.
All skill levels should be logged on that ship's profile, along with the date.
Special Note: ICON to d100 Skill Conversion
As SFC utilizes a general d100 system for skill tests, a conversion process from the ICON system has been instituted. Bonuses under the ICON system are instead percentage (%) additions to the target number under the d100 system. The following table is used to manually convert any remaining ICON Test bonuses to the new percentage system:
| ICON Bonus | d100 Bonus |
|---|---|
| +1 | +10% |
| +2 | +19% |
| +3 | +27% |
| +4 | +37% |
| +5 | +47% |
Negative modifiers hold equivalent values.