Skills: Difference between revisions

From Starfleet Command
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
Theoretically, a Captain 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.
==New Version==
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:
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
* Crew Skill
* Captain Skill
* Ship Skill
* Ship Skill


The '''Crew''' skill is all of the individual skills of each crew member of a ship recognized as one. It is tracked separately from the Captain skill, in order to recognize the captain's larger breadth of experience and to represent a specific skill level, when a Test roll (ex: Shipboard Systems) is required.
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 does not have the same opportunity of individual use that the Crew skill has. Its 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 '''Captain''' skill does not have the same opportunity of individual use that the Crew skill has. Its purpose is to represent the captain's experience in decision-making and is averaged with the Crew skill to determine the Ship skill.
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.


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 Captain 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 [[Starfleet Command:Events|Event]], when a ship's safety is possibly at risk.  


Both of the first two skills are initialized at the ship's commissioning [''skill generation rules to be developed later'']. Both receive a free point following a successful ship's shakedown cruise (to reflect the crew coming together as a team). Following that, both receive one point every two years following the first January after ship's commissioning. Instead of computing every ship's latest skill point levels every January, whenever a ship is chosen for an Event the skill level from the last computation is updated (and recorded).


Theoretically, a Captain 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.
Both receive a free point following a successful ship's shakedown cruise (to reflect the crew coming together as a team). Following that, both receive one point every two years following the first January after ship's commissioning. Instead of computing every ship's latest skill point levels every January, whenever a ship is chosen for an Event the skill level from the last computation is updated (and recorded).
 
==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 Starfleet 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.
 
{| align="left" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Crew Skill Generation'''
|-
! Era
! Roll:
|-
| Pre-United Earth Stellar Navy || 50 + 1d6
|-
| United Earth Stellar Navy (2069) || 50 + 1d12
|-
| United Earth Starfleet (crew training) || 50 + 1d20
|-
| early UFP Starfleet (2161-2273) || 50 + 1d30
|-
| modern UFP Starfleet (2274-) || 50 + 1d35
|}




[[Category:Rules|{{PAGENAME}}]]
[[Category:Rules|{{PAGENAME}}]]

Revision as of 11:54, 8 August 2014

Theoretically, a Captain 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.

New Version

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 does not have the same opportunity of individual use that the Crew skill has. Its 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.


Both receive a free point following a successful ship's shakedown cruise (to reflect the crew coming together as a team). Following that, both receive one point every two years following the first January after ship's commissioning. Instead of computing every ship's latest skill point levels every January, whenever a ship is chosen for an Event the skill level from the last computation is updated (and recorded).

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 Starfleet 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.

Crew Skill Generation
Era Roll:
Pre-United Earth Stellar Navy 50 + 1d6
United Earth Stellar Navy (2069) 50 + 1d12
United Earth Starfleet (crew training) 50 + 1d20
early UFP Starfleet (2161-2273) 50 + 1d30
modern UFP Starfleet (2274-) 50 + 1d35