On 1/4/26 06:36, Jeff Zeitlin - editor at freelancetraveller.com (via
tml list) wrote:
> Is there anything in canon that specifies minimum crew skill levels for
> operating a starship? Specifically, I'm interested in whether you need
> better engineering skill to handle a J3 drive than a J2/J1 drive, or better
> Nav/Astro for taking a ship through J3 instead of J2/J1. And similar
> questions regarding powerplant and/or M-drive.
>
> Reason: I'm providing partial pregens for an adventure I'm writing that
> involves an experimental drive, and if there are minima for standard
> drives, I need to know them so that I can skill the PCs appropriately.
>
Jeff,
From the GT side of the house, GT: Far Trader, p82-85, did break out
minimum skill levels for crew aboard ship for merchant operation.
"Operator's Certificates
To be certified as an operator of a particular type of equipment, a
character must have the appropriate "operation skill" at a minimum level
of 12, or pass an exam at that level. Typical skills include Computer
Operation, Driving, Electronics Operations, Gunner, Mechanic and Piloting".
The "pass an exam" is passed automatically if the character has all
requisite skill levels at minima or above - if not, for each skill that
falls short, the applicant rolls a Quick Contest of skill against the
exam's skill - if the applicant wins or ties, they pass the exam. To
get the certification, they need to pass all attached exams.
Explicit skill requirements are 12, except for:
Medical Doctor (Diagnosis-15, Electronics Operation (Medical)-15,
Physician-15),
Surgeon (Surgery-15),
Advanced Hazardous Material Handler's Certificate (Hazardous Materials-15),
Broker's License (Merchant-12, Law-10) with a note that effective skill
levels are reduced by 6 if the prospective broker is unfamiliar with
local laws and practice,
Limited Mate's License (Astrogation-12, Freight Handling-12, Piloting
(Spacecraft)-12, Shipbuilding (Starship)-10, Shipmaster-12)
Unlimited Mate's License (Astrogation-12, Freight Handling-12, Piloting
(Spacecraft)-12, Shipbuilding (Starship)-10, Shiphandling-12, Shipmaster-12)
Assistant Engineer's License (Any two of Mechanic (Jump Drive, Maneuver
Drive, Power Plant and/or Starship)-12, Shipbuilding (Starship)-10)
Other prerequisites include holding other certifications (such as a
Limited Mate's License when going for a Limited Master's License), and
experience requirements (having total of N points across skills A, B, C,
etc...).
Nothing in GT:FT says that higher skill levels are required for
higher-performance kit.
I ported this across to Parental Advisory, and the players said that
made that game feel a lot more real, when they had to worry about when
Curly's mate's ticket expired, for instance.
Alex