(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
|
|