(G22) Custom Legendary Officers


(G22.0) Introduction

This system allows you to mix and match minor Legendary Officer abilities. It uses the Service Division guidelines given in Prime Directive (pages 21-22), plus some of the skill ideas, but you don't need to Prime Directive to use this.
It also presents many new Legendary abilities that don't appear anywhere else.
 
The base CPV (Custom Point Value) cost of an officer is 5. This gives the officer the ability to escape his ship if destroyed (via Shuttle, Transporter, whatever), so he is rather hard to kill.
 
Pick a major field below for the officer, and purchase abilities from that field. Abilities out of that group may be purchased, but they are at double cost. You may instead purchase extra fields at 50 CPV each.
Anyone can pick from the Skills field (G22.10).
 
Divide CPV by 2.5, round up, and you get the BPV cost of the officer.

(G22) Custom Legendary Officers


(G22.1) Command Field

Ability Cost
Acts as 1 Crew Unit (effectively reducing the "*" for minimum crew by 1) 1
Acts as 1 Flag box 2
Acts as 1 Scty box 2
Acts as 1 Sky box 2
Your legendary officers cannot betray / "turn" on you (even the weird ones!) 2
Acts as 1 Intel box 3
Probes can be used as weapons at any time 3
1/d: One box on the SSD becomes an Aux box for rest of day (it loses its old function) 3
Can use all control spaces as Labs 4
Enemy Flag boxes cannot be used on uncontrolled enemy ships within 4 hexes 4
Influence action as per Legendary Diplomat (see my TNG rules) 5
Can duplicate the effects of two legendary officers per turn, max combined BPV = 15 5
Can use one control space as a SpecComm 15
Can Bluff as per Legendary Captain 20
Your ship cannot mutiny 20
Can use all control spaces as Special Sensors 40
SpecSen may be used twice per turn 50
Acts as a CX (N = BPV of system) 50+N
Acts as a CO (can change between scenarios), N=sum of systems' BPVs 50+3N
Acts as 1 Ctrl box (control cannot be lost due to lack of control spaces) 60
Can choose where ship starts on map at beginning of scenario 60
Can lose all other abilities and duplicate the effect of one (non-custom) legendary officer 70
Can lose all other abilities and duplicate any other ability in this field 80
Can lose all other abilities and duplicate any other ability from any field 100
Duplicate the effects of another (non-custom) officer or unit (one at a time), even unique 110
Can use all control spaces as any of SpecSen, SpecScan, SpecComm, SpecComp 120
Alien tech is only 1 tech level lower for Control-type systems 130
Duplicate the effect of up to N BPV of non-custom officers 140+N
Can take any custom ability N more times than usual 150N

(G22) Custom Legendary Officers


(G22.2) Defense Field

Ability Cost
Can extend shields around N other ships in same hex, you take x(N+1) shield damage 1
+N 120 degree shield boxes (for races that use shields only) N
If roll "1" to break a lock-on with SpecSen, you instead gain control of it 2
Mines have a 50% chance of being a "dud" (no damage to anyone) if you set it off 2
+N 360 degree shield boxes (for races that use shields only) 2N
Can raise a shield back to minimum level the same impulse activity that you lowered it 3
Spend +1 extra shield cost: You can't be pulled in/out/rotated by Trac (unless willing) 4
During Impulse Activity you can add or remove "Emer" to any system 5
One shield is 60° wider (#1=FA, #2=LF+L, #3=L+LR, etc.; change during DamCon) 5
All your Hull is also Armor: F Hull is FH, A Hull is RH, C Hull is 360 degree 10
Your ADDs may be used against plasmas, each ADD hit is -1 warhead 20
Shield Reinforcement is increased by 1 tech level 30
Take only 1/2 damage from monsters 50
-1 damage per weapon box that hits you 50
All your generic systems are also Armor (360 degree), you may hit them in any order 50
Acts as a PX (N = BPV of system), defensive systems only 50+N
Acts as a PO (can change between scenarios), defensive only, N=sum of systems' BPVs 50+3N
Enemies have a -N to hit you penalty (cannot be countered with SpecSen) 50N
Enemies have a +N range on you penalty (cannot be countered with SpecScan) 50N
-1 damage per weapon pulse that hits you 75
Your shields protect against 1 extra shield facing (choose 1 adjacent to current facings) 80
All your systems are also Armor (360 degree), you may hit them in any order 100
Take only 1/2 damage from one specific weapon type (can change each turn) 100
+N armor class for personal combat 110+3N
Your ship can fire while under a Wild Weasel, and has 1 in 6 chance to fire under Cloak 120
Alien tech is only 1 tech level lower for Defensive-type systems 130
Take no damage from a specific weapon type or ½ from a broad type (change each turn) 140
You & your ship are immune to stasis, maulers, displacement, web, breakdowns/shock 150

(G22) Custom Legendary Officers


(G22.3) Engineering (Technical) Field

Ability Cost
Your ship uses only half the normal amount of fuel 1
+5N% cargo capacity N
+5N% shuttle capacity N
+10N% to Deck Crew capacity N
Your batteries can hold power of any type indefinitely; can hold power of multiple types † 2
Double your transfer rate when docked 3
Acts as 1 Repair Box 3
1/impulse: can treat a "non-underlined" (hard) DAC hit on you as "underlined" (or reverse) 3
+N% repair points to all Repair boxes 3N
+N power per turn which can only be used for movement 3N
Can launch and recover 2 shuttles per bay per impulse 4
Acts as 1 Salvage box (divide original Opt Allowance of system by 1d6, round down) 4
+N% construct points to all Construct boxes 4N
+N power per turn for any purpose (of any type you have already) 4N
Can remember and buy racial ship refits you've seen up to a week after leaving the race 5
+N% fab points to all Fab boxes 5N
+N bonus to breakdown rolls (total over scenario) 5N
Acts as 1 Construct Box 6
Acts as 1 Fab Box 8
Can repair any N boxes on the SSD per turn (must all be in same group) 8N
Wild Weasels and Suicide Shuttles cost zero energy to hold 8
You completely ignore Critical Hit effects 9
When Cargo/Hold is destroyed, you lose only (1d6-1)x10 cargo units 10
+N to all breakdown rolls 10N
Each of your Hull boxes can take 2 damage, but costs 2 repair each to fix 20
+1 capacity to all your batteries 20
Can repair any two boxes on the SSD per turn (may be separate groups) 24
Can at will convert 2 generic power into 1 impulse or 1 warp power 35
You completely ignore Shock effects 45
Can repair any three boxes on the SSD per turn (may be separate groups) 48
Can place big modules/ships in bays 1 size too small 50
Acts as a NWX (N = BPV of system) 50+N
Acts as a NWO (can change between scenarios), N=sum of systems' BPVs 50+3N
Can repair ExcDam hits for only 2 repair points 80
Can repair any four boxes on the SSD per turn (may be separate groups) 80
Whatever box you are sitting in, you count as another box of that type 100
All of your internals take 2 damage to destroy, but have +1 repair (buy that off for 30 CPV) 110+30
Can repair an entire group of boxes per turn (may be an entire shield or track, not crew) 120
Alien tech is only 1 tech level lower for Generic-type systems 130
Whatever group of boxes you're sitting in, that group may be used twice this turn 140
Acts as an Indestructible ExcDam box; can repair one "permanently destroyed" box/turn 150
Example: You can charge a BTTY-1 with 1 warp *and* 1 impulse, resulting in 1 power than can be used as *either* type.

(G22) Custom Legendary Officers


(G22.4) Helm/Navigation Field

Ability Cost
1/turn: you may sideslip to the #3 or #5 direction, counts as both a "turn" and a "sideslip" 1
Quick Reverse causes you to lose only 1/4 of your original movements (not 1/2) 2
One impulse per turn, roll 1d6+6 for initiative instead of 1d12 3
You have a 50% chance of taking only half damage from gross effects (e.g. Maulers) 4
You get 1 warp TAC for free each turn 5
Immune to damage from asteroids, planetary rings, & "skids" (rocks leaving SlipStream) 5
+N to initiative 5N
You take zero collateral damage from any source 6
All your firing arcs are widened by 60 degrees (30 degrees each side) 8
-N shift on turn Mode number 20N
-N shift on turn Mode letter 20N
You get 1 warp TAC for free each impulse 25
+Nd12 to initiative 30N
Can dock to any unit in your hex if both ships have 1 shield down 40
Sideslip mode becomes 0 for every other sideslip 45
-1/2 on Movement Cost (if below 1, halve it instead) 50
Acts as a PX (N = BPV of system), power systems only 50+N
Acts as a PO (can change between scenarios), power only, N=sum of systems' BPVs 50+3N
+1 to maximum warp factor 60
Sideslip mode becomes 0 for every sideslip 70
-1 on Movement Cost (if below 2, halve it instead) 75
You automatically move last every impulse 90
Can jump to "going into warp" using batteries during a turn 100
If you don't turn, the limit of what you can move each impulse is (max speed)/2, round up 110
Can warp TAC at any time, each TAC past the first in an impulse costs +1 energy (cumul.) 120
Alien tech is only 1 tech level lower for Power-type systems 130
Can raise shields and have no firing penalty while "in warp" 140
Spend 5*(6-size) movements, make an unmodified breakdown roll: Phase out this imp. 150

(G22) Custom Legendary Officers


(G22.5) Medic Field

Ability Cost
All your Passenger units are indestructible 1
1/d: Ignore indestructibleness of a non-legendary crew unit (any type) for 1 turn (range=1) 1
+10N% to Crew Unit and Passenger Unit capacity N
Cure 1 Crew Unit or Passenger per turn 2
Cure/Cause 1d6 hit points of damage to a monster per turn (-1 to effect per hex range) 2
Plague: Can arm torp/drn weapons with +1 energy, if does internals: +1d3 crew damage 3
Can "lend" leftover Legendary Officer points to other officer (range=10; returns @ reset) 4
1/d: Cure *all* crew units (all types) on the ship you're on, or heal a monster completely 5
Cure 1 Deck Crew per turn 5
Cure 1 Boarding Party per turn 10
Automatically diagnose plague/effect which is affecting someone (may take time) 10
Cure 1 crew unit of any type per turn 20
Your ship can hold double the number of crew (all types) listed on the SSD 20
Automatically develop cure for plague/effect which is affecting someone (may take time) 40
You suffer only 1/2 normal crew unit casualties 50
All your Crew Units are indestructible 50
Cure 1 Legendary Officer per turn 70
Cure self (even if dead) once per week 90
All your crew (of all types) are indestructible 100
+N hit points for personal combat 100+N
Considered x(N+1) your actual CPV cost for purposes of the "Kill an officer" ability 110N
240 skill points for Environmental, Life Sciences, Medical, Psycho-Social, or Social skills 120
Once per day, you may "Clone" any being (the copy does not have CPVs/Legendary) 130
No limit to any crew capacities of any type 140
Fully conscious when "regenerating" due to Legendary status 150

(G22) Custom Legendary Officers


(G22.6) Personal Combat Field

Ability Cost
Your shuttlecraft may act immediately upon launch (no delay) 1
Your Boarding Parties also act as Crew Units on enemy ships 1
+10N% to Boarding Party capacity N
You (person, not ship) can move 1 hex per impulse by yourself in deep space 2
Kill 1 Crew Unit per turn while on enemy ship 3
Each Deck Crew can destroy one invading Boarding Party per turn, does 1 internal each 3
If you are on a ship that is self-destructing, you can prevent this 50% of the time 4
Can adjust H&R raids (either for or against you) by +1 or -1 5
Acts as 1 NSM: 1/d: Do 35 damage 1 hex radius (internals if on a ship); you're immune 5
In shuttle: +2N speed, -N to hit bonus, +N damage bonus, +3N hit points, +N DFR 5N
All enemy boarding parties have -1 to hit while on your ship 9
All your boarding parties have +1 to hit 10
Kill 1 crew unit of any type per turn while on enemy ship 15
While on enemy ship, your boarding parties can each kill 1 Crew Unit per turn 15
You are a spy that actually works. :) 15
Your shuttles are armed, even in races/campaigns with unarmed shuttles 20
The ship may choose to Self-Destruct during any Impulse Activity 25
All your boarding parties are not affected by environment / terrain 50
Can attack other Officers: Each roll (1d6)*(their CPV cost), the loser dies 60
The ship may choose to Self-Destruct at any time 75
Kill 1 Legendary Officer of less CPV cost than yours (on same ship) per turn 80
All your boarding parties are not affected by automated defense systems 100
+N damage for personal combat 100+2N
Can carry (not necessarily use) any number of items 110
Your ship may choose to Lock-Down (no one can have control) at any time 120
You can permanently change your race once per day 130
You can act twice per impulse 140
Get 1 occurrence of every Custom Legendary ability and skill of 15 CPV or less 150

(G22) Custom Legendary Officers


(G22.7) Psionic Field

Ability Cost
1/turn: Turn captured enemy crew unit (any type) friendly (1 in 12 success; can't repeat) 1
You can be considered "sitting in" two different boxes at the same time (on same ship) 2
+N% money for selling ship components (max N = 75) 2N
Buy components at N% less than listed prices (max N = 25) 2N
You are allowed to have two of one Legendary officer type on your ship, they fully stack 3
Acts as 1 Tether/Heart box (separate ExcDam track); you're unconscious if you're "hit" 4
Influence actions as per a Legendary Diplomat 5
Your crew is immune to the mental effects of the Great Barrier at the edge of the galaxy 5
Identify all drones and shuttles within N hexes continuously 5+N
Can communicate with any sentient creature 10
Increases the odds of officers turning into Legendary officers: +1 to (G22.111) roll. 10
Increases the odds of a crew becoming outstanding or legendary: x1.25 to crew XP. 10
Detect Danger; +1 to weapon status 10
Detect Life 10
Clairvoyance and Clairaudience up to N hexes away 10N
Can look at Energy Allocations of all units within N hexes continuously 15+N
Detect Lie 20
You can detect danger, and your ship will always be at WS III when needed 40
Acts as a SO (can change between scenarios), N=sum of systems' BPVs 50+3N
Speak with Dead 60
Turn off all Legendary Officers of less CPV cost than yours within N hexes 65+5N
All your Legendary Officers escape automatically if the ship is destroyed 70
Acts as 1 C&C box (see my TNG rules) 75
Can communicate with any sentient creature in universe you are aware of 100
Acts as a SX (N = BPV of system) 100+N
Duplicate Psi1 minors (can use 1 per M action), unlimited PSPs, N=sum of PSP costs 110+N
Can use any ability remotely up to N hexes away 120+5N
Can locate any sentient creature in universe you are aware of 130
Duplicate Psi1 majors (can use 1 per M action), unlimited PSPs, N=sum of PSP costs 140+N
Speak with Incursed or capital "S" Slain (but not Pixelated) 150

(G22) Custom Legendary Officers


(G22.8) Science Field

Ability Cost
Eidetic Memory, can "download" your thoughts/memories to computers 1
Acts as 1 Lab box 2
Acts as Sensor !!3, Scanner !!3, DamCon !!1 (note with this you can always use Repair) 2
Acts as 1 Ana box 3
Tractor beam maximum range increased by 1 3
The effects of SFGs on you are delayed until after direct fire (you can shoot at him first!) 3
Transporter maximum range increased by 1 4
1/week: A "Plus" of two known systems is known to you (Warp+Imp, Phtn+Tran, ...) † 4
Considered 1 tech level higher with tech-specific requirements ("need 1X weapon to hit") 5
Roll 2 dice and choose better when using Labs for information 6
Each Tran can move 2 units if going from same source to same destination 6
Acts as 1 Comp box 10
All your Tac Intel levels are increased by N letter categories 10N
Tractor beam strengths are increased by N% 5+N/5
You need to only lower your shield to Minimum levels to use Tran through it 15
Your Special Sensors cannot be blinded even if you fire heavy weapons 20
Extreme range for scanners is doubled 30
+1 rating to all your holodecks 40
Can use Transporters through your shields 60
Always know how to defeat a monster, and you know the monster's basic motive 100
All skills in one ability score is half cost Int-based skills are 1/3 cost 110
At any time (as often as you like), can unspend 2 custom points to get 1 back 120
Can use transporters through (N=1) Shields (N=2) PAs (N=3) GRID (N=4) ATF 130+10N
Your ship is considered N tech levels higher for purposes of affecting high-tech things 140N
Your systems can be used "1 plane removed" (into astral/ethereal/subspace) 150
† This can get pretty weird. The DM will assign final hit location. You can "plus" a system to itself, making a "2" version of it.

(G22) Custom Legendary Officers


(G22.9) Weapons (Technical) Field

Ability Cost
Can mix capacitors freely between Phasers, ESGs, and other capacitor weapons 1
No small target penalties; can fire heavy weapons at seeking weapons without hit penalty 1
If you spend 1 extra energy to arm, the weapon is considered "disruptor" dmg 2
Enemies have +1 penalty to break your seeking weapons with SpecSen/SpecScan 3
You take zero feedback damage from any source 4
1 weapon type: can roll 1d8-1 or 1d4+1 instead of 1d6 to hit (natural 0 = shift across top) 4
Your drone/plasma/mine racks and fighters reload themselves at 1 space/turn 5
If hitting a "shield junction", you (the firing ship) choose the defender's shield that is hit 5
+2N mine detection range. +N mine location range. +25N% to mine-laying rate. 10N
Can rearm weapons the same turn they are fired 15
Your drone/plasma/mine racks and fighters reload themselves at 2 spaces/turn 15
Your seeking weapons may use free movement, and can actively avoid obstacles 20
Pick a weapon by name. Roll N+1 dice and choose better when you fire 30N
None of your weapons have cool-down periods 35
+1 damage with each weapon of 1 predecided type 35
-1 to hit bonus with one predecided weapon type 35
Direct-fire weapon modes (Hellbore, Plasma bolt) do full damage instead 40
Acts as a PH-X , DRN-X, or TORP-X (N = BPV of system) 40+N
Improve the mauler effect by one range bracket on the table (off table = 1 more mult.) 50
Your weapons of one broad type (phaser/torp/drone/other) affect out of phase targets 50
Acts as a WPN (N = BPV of system), not cumulative with PH-X/DRN-X/TORP-X ability 50+N
Acts as an OPT (can change between scenarios), weapon only, N=sum of systems BPVs 50+3N
Torpedoes that miss by 1 did not actually fire and can be fired next impulse 60
+2 damage with each weapon of 1 predecided type 65
-2 to hit bonus with one predecided weapon type 65
+1 damage with all weapons 70
+1 damage per shot with each weapon of 1 predecided type 70
-1 to hit bonus with all weapons 70
Aegis restrictions on seperate targets (Shotgun, 1X phasers) is removed 70
One weapon box can be used twice a turn (must pay arming cost the 2nd firing) 80
Any weapon that misses by 1 did not actually fire and can be fired next impulse 90
All your weapons use capacitors, size = (hold cost)*(tech level +1) 100
x1/2 true range with one weapon box 100
+1 damage per shot with all weapons 100
x2 damage with one weapon box 100
Lower a Defensive Field ability of cost N or less (use once per impulse, V action) 110+N
All your weapons have a hold cost of 0 120
Alien tech is only 1 tech level lower for Power-type systems 130
x2 damage with all weapons or x3 damage with one weapon group (choose per turn) 140
Automatically roll a "1" with all weapons 150

(G22) Custom Legendary Officers


(G22.10) Skills Field

Ability Cost Ability Score
Anti-Security Procedures (break out of the Brig or whatever) 15 Str
Astrogation Skill - Pilot Interstellar Jump [JUMP boxes] 4 Int
Astrogation Skill - Risk Jumping [JUMP boxes] 6 Wis
Atmosphere Craft Pilot 2 Dex
Beam Weapons 2 Dex
Communications Systems Operation 7 Chr
Communications Systems Technology 15 Int
Computer Operation 2 Int
Computer Skill - Bypassing Security 3 Int
Computer Skill - Defeating Security 4 Int
Computer Skill - Displaying Information 1 Int
Computer Skill - Interfacing Computers 1 Int
Computer Skill - Manipulating Programs 1 Int
Computer Skill - Repairing Computers 2 Int
Computer Skill - Writing Programs 1 Int
Computer Technology 4 Int
Damage Control Procedures 2 Con
Deflector Shield Operation 1 Wis
Deflector Shield Technology 2 Int
Demolitions - Defusing Charges 2 Dex
Demolitions - Setting Charges 2 Dex
Electronics Technology 1 Int
Environmental - Analyze Ecosystems 1 Int
Environmental - Analyzing Samples 1 Int
Environmental - Concealment 2 Dex
Environmental - Finding Directions 1 Int
Environmental - Making Tools/Weapons 1 Str
Environmental - Naming 1 Chr
Environmental - Stealth 2 Dex
Environmental - Survival 2 Con
Environmental - Tracking 2 Wis
Environmental Suit Operation 1 Dex
Generic Skill - Operation of a box on an SSD - Control BPV/2 Chr
Generic Skill - Operation of a box on an SSD - Generic BPV/2 Con
Generic Skill - Operation of a box on an SSD - Power BPV/2 Dex
Generic Skill - Operation of a box on an SSD - Weapon BPV/2 Str
Generic Skill - Repair of a box on an SSD - Control BPV Wis
Generic Skill - Repair of a box on an SSD - Generic BPV Int
Generic Skill - Repair of a box on an SSD - Power BPV Con
Generic Skill - Repair of a box on an SSD - Weapon BPV Dex
Generic Skill - Theory of a box on an SSD - Control BPV*2 Int
Generic Skill - Theory of a box on an SSD - Generic BPV*2 Str
Generic Skill - Theory of a box on an SSD - Power BPV*2 Wis
Generic Skill - Theory of a box on an SSD - Weapon BPV*2 Chr
Ground Vehicle Operation 1 Dex
Gyrojet Weapons 1 Str
Hastily fix a bunch of boxes on that ship you just captured so you can get away right now 15 Con
High-G Operation (can operate at very high or fluctuating gravity zones) 10 Con
Hitting or Shooting stuff in just the right way to blow it up in spectacular fashion 10 Str
Holodeck Technology 20 Int
Languages - Computer 2 Int
Life Sciences - Bionics 3 Str
Life Sciences - Botany 1 Wis
Life Sciences - Ecology 2 Int
Life Sciences - Exobiology 2 Int
Life Sciences - Genetics 3 Int
Life Sciences - Zoology 1 Int
Life Support Systems Technology 1 Int
Marksmanship - Archaic Weapon 1 Dex
Marksmanship - Modern Weapon 1 Dex
Martial Arts - Defensive Throwing 1 Dex
Martial Arts - Melee 1 Str
Martial Arts - Nerve Combat 2 Dex
Martial Arts - Tumbling 1 Dex
Mechanical Engineering 2 Str
Medical Science - General Medicine 2 Wis
Medical Science - Pathology 2 Wis
Medical Science - Psychology 3 Chr
Medical Science - Surgery 3 Wis
Medical Skill - Activating Freeze Fields 1 Wis
Medical Skill - Administering Drugs 1 Wis
Medical Skill - Controlling Infection 1 Wis
Medical Skill - Curing Diseases 1 Wis
Medical Skill - Diagnosis 1 Wis
Medical Skill - First Aid 1 Wis
Medical Skill - Major Surgery 3 Dex
Medical Skill - Minor Surgery 2 Dex
Medical Skill - Neutralizing Toxins 1 Wis
Melee Weapons 1 Str
Modify some piece of personal technology to do something completely different 10 Dex
Multiverse Science - Time/Loop Theory 10 Wis
Personal Weapons Technology 2 Int
Physical Science - Chemistry 2 Int
Physical Science - Computer Science 2 Int
Physical Science - Mathematics 2 Int
Physical Science - Physics 2 Int
Piloting Skill - Evasion 2 Dex
Piloting - Increase Accuracy of Weapon 3 Dex
Piloting - Increase Maneuver Rating 3 Dex
Planetary Science - Geology 1 Int
Planetary Science - Hydrology 1 Int
Planetary Science - Meteorology 1 Int
Planetary Survival 2 Con
Projectile Weapons 1 Dex
Psycho-Social Skill - Communication 3 Chr
Psycho-Social Skill - Empathy 10 Chr
Psycho-Social Skill - Hypnosis 8 Chr
Psycho-Social Skill - Persuasion 4 Chr
Psycho-Social Skill - Psycho-Pathology 6 Chr
Psycho-Social Skill - Understand reason/motive for doing a certain action 15 Chr
Replicator Technology 8 Int
Robotics - Activate / Deactivate 2 Int
Robotics - Adding Equipment 3 Dex
Robotics - Altering Mission 4 Wis
Robotics - Identification 2 Int
Robotics - Listing Functions 3 Int
Robotics - Removing Security Locks 8 Wis
Robotics - Repairing Robots 4 Con
Security Procedures 2 Str
Shuttlecraft Pilot 2 Dex
Shuttlecraft Systems Technology 4 Int
Small Equipment Systems Operation 1 Wis
Small Equipment Systems Technology 2 Int
Small Unit Tactics 1 Wis
Social Science - Archaeology 1 Int
Social Science - Economics 1 Int
Social Science - Law 1 Int
Social Science - Political Science 1 Chr
Social Science - Racial Culture/History 1 Int
Space Science - Astrogation/Navigation 2 Wis
Space Science - Astronautics/Engineer 2 Wis
Space Science - Astronomy 1 Int
Space Science - Astrophysics 2 Int
Starship Combat Strategy/Tactics 3 Wis
Starship Communications Procedures 5 Chr
Starship Engineering 2 Con
Starship Helm Operation 2 Dex
Starship Navigation 2 Wis
Starship Sensors 1 Int
Starship Weaponry Alteration (phase discriminators, hit cloaked ships, etc.) 15 Dex
Starship Weaponry Operation 8 Dex
Starship Weaponry Technology 16 Int
Taunt (can direct at someone else for extra difficulty) 10 Chr
Technician - Deactivate Alarms/Defense 4 Dex
Technician - Detect Alarms / Defenses 2 Chr
Technician - Opening Locks 1 Dex
Technician - Operating Machinery 1 Str
Technician - Repairing Machinery 1 Con
Technobabble Sense (can understand or generate a horrific Technobabble spew) 15 Int
Thrown Weapons 1 Dex
Transporter Operational Procedures 2 Wis
Trivia 1 Int
Understand some alien/high-tech system which you have no right to comprehend 15 Wis
Vehicle Operation 3 Dex
Warp Drive Technology 8 Int
Warp Field Manipulation (lets you do funky warp-field manipulations) 10 Int
Water Vehicle Operation 2 Wis
Zero-G Operation 2 Con