TEXT: STAR TREK ROLEPLAYING GAME 
  PLAYER'S GUIDE ERRATA & F.A.Q. 
   
  Version 2.1 
  Current: 30 December 2006 
   
  Compiled by: Doug Burke, Patrick Goodman, Jess Heinig, Ross A. Isaacs, Jim Johnson, and Don Mappin 
   
  Note: This revision adds a couple of minor errata points, as well as some new FAQs and rule clarifications. 
   
  ERRATA 
   
  Page 21, Fast-Track Character Generation. Change the paragraph at the bottom of the page to read as follows: 
   
  “The easiest way to start playing the Star Trek Roleplaying Game is to select an archetype. An archetype offers a 
  ready-made character that comes complete with species, profession, attributes, skills, abilities, and traits already selected. 
  These archetypes should be personalized with your choice of species skills (see page 85), as well as 5 skill picks from the 
  designated Professional Development package (see pages 90-96). Then give your character a name, and you’re ready to 
  face whatever the Narrator throws your way. Archetypes can be found on pages 22-27.” 
   
  Page 22, Bajoran Starfleet Ops Officer. Art Note: The character is shown in a teal-colored uniform, denoting a position in 
  the science division. As the name implies, however, she's an operations officer, and should be wearing a gold uniform 
  instead of a teal one. Also, she doesn't have the Promotion edge, and so is merely an ensign. As such, she should be 
  wearing a single gold pip on her collar, not two. 
   
  Page 24, Human Starfleet Command Officer. Art Note: The character is shown wearing a captain's rank, though he's 
  described as being a lieutenant j.g. He should be wearing one gold and one black pip, not 4 gold ones. 
   
  Pages 22-27, Character Archetypes. These characters have been updated to be rules-legal, in accordance with the 
  current errata. 
  
  BAJORAN STARFLEET OPS OFFICER 
   
  Attributes  
   
   
  Reactions 
   
   
   
  Initiative 
   
  Species  
  Attr 
   
  Attr 
  Misc  
   
   
  Misc 
   
  Mod 
  Total 
  Mod 
   
  Mod Mod Total 
   
  Quickness Mod 
  Total 
  Strength 
  0 
  7 
  0 
  Quickness* 
  +1 
  0 
  +1 
   
  +1 
  +2 
  +3 
  Agility 
  0 
  8 
  +1 
  Savvy 
  +1 
  0 
  +1 
  Intellect* 
  0 
  10 
  +2 
  Stamina 
  +2 
  0 
  +2 
  Defense 
  Vitality* 
  0 
  10 
  +2 
  Willpower 
  +2 
  0 
  +2 
   
  Agility 
  Misc 
  Presence 
  0 
  6 
  0 
  * Favored Reaction  
   
   
   
  Mod 
  Mod 
  Total 
  Perception 0 
  9 
  +1 
   
   
   
   
  Base 7 
  +1 
  0 
  8 
  * Favored Attributes 
   
  Health: 10 
  Courage: 4 
  Renown: 0 
  Advancements: 0 
  Personal Development: Occupation Upbringing 
  Professional Development: Operations Manager 
   
  Species Abilities: Artistic, Faithful, Pagh 
  Professional Abilities: Starship Duty (Operations), Station Proficiency 
  Edges: Alert, Skill Focus (Furtive), Skill Focus (Keen Sight) 
  Flaws: Easily Distracted, Intolerant (Cardassians) 
   
  Skills 
   
   
   
  Misc 
  Attr 
   
   
  Attribute 
  Mod 
  Mod 
  Levels 
  Total 
  Athletics 
  STR 
  0 
  0 
  +3 
  +3 
  Computer Use (Hacking) 
  INT 
  0 
  +2 
  +3 
  +5 
  Engineering 
  INT 
   
  Systems Engineering (EPS Systems) 
  0 
  +2 
  +3 
  +5 
  Inquire* 
  PRS 
  0 
  0 
  +1 
  +1 
  Ranged Combat 
  AGL 
   
  Energy Weapons 
   
  0 
  +1 
  +2 
  +3 
  Repair 
  INT 
  0 
  +2 
  +1 
  +3 
  Survival 
  PER 
  0 
  +1 
  +1 
  +2 
  System Operation (Operations Management) 
   
   
   
  INT 
  0 
  +2 
  +4 
  +6 
  Unarmed Combat 
  AGL 
   
  Brawling 
   
  0 
  +1 
  +4 
  +5 
  * Non-professional skill for purposes of advancement 
  
  FERENGI MERCHANT 
   
  Attributes  
   
   
  Reactions 
   
   
   
  Initiative 
   
  Species  
  Attr 
   
  Attr 
  Misc  
   
   
  Misc 
   
  Mod 
  Total 
  Mod 
   
  Mod Mod Total 
   
  Quickness Mod 
  Total 
  Strength 
  -2 
  5 
  -1 
  Quickness 
  +3 
  0 
  +3 
   
  +3 
  0 
  +3 
  Agility 
  0 
  8 
  +1 
  Savvy* 
  +3 
  0 
  +3 
  Intellect* 
  0 
  10 
  +2 
  Stamina 
  0 
  0 
  0 
  Defense 
  Vitality 
  0 
  5 
  -1 
  Willpower 
  +2 
  0 
  +2 
   
  Agility 
  Misc 
  Presence* +1 
  10 
  +2 
  * Favored Reaction  
   
   
   
  Mod 
  Mod 
  Total 
  Perception +1 
  12 
  +3 
   
   
   
   
  Base 7 
  +1 
  0 
  8 
  * Favored Attributes 
   
  Health: 4 
  Courage: 3 
  Renown: 0 
  Advancements: 0 
  Personal Development: Mercantile Upbringing 
  Professional Development: Entrepreneur 
   
  Species Abilities: Eye for Profit, Four-lobed Brain, Head for Numbers, Lobes for Business 
  Professional Abilities: Pandering 
  Edges: Contacts, Shrewd, Skill Focus (Keen Hearing) 
  Flaws: Coward 
   
  Skills 
   
   
   
  Misc 
  Attr 
   
   
  Attribute 
  Mod 
  Mod 
  Levels 
  Total 
  Appraise 
  INT 
  0 
  +2 
  +3 
  +5 
  Computer Use 
  INT 
  0 
  +2 
  +2 
  +4 
  Enterprise 
  INT 
   
  Business 
   
  +1 
  +2 
  +5 
  +8 
  Influence (Charm, Fast Talk) 
  PRS 
  0 
  +2 
  +3 
  +5 
  Inquire (Fraternize) 
  PRS 
  0 
  +2 
  +2 
  +4 
  Knowledge 
  INT 
   
  Culture 
   
  0 
  +2 
  +2 
  +4 
   
  Specific World 
   
  0 
  +2 
  +2 
  +4 
  Negotiate 
  INT 
  0 
  +2 
  +3 
  +5 
  * Non-professional skill for purposes of advancement 
  
  HUMAN STARFLEET COMMAND OFFICER 
   
  Attributes  
   
   
  Reactions 
   
   
   
  Initiative 
   
  Species  
  Attr 
   
  Attr 
  Misc  
   
   
  Misc 
   
  Mod 
  Total 
  Mod 
   
  Mod Mod Total 
   
  Quickness Mod 
  Total 
  Strength 
  0 
  7 
  0 
  Quickness 
  +1 
  0 
  +1 
   
  +1 
  0 
  +1 
  Agility 
  0 
  8 
  +1 
  Savvy 
  +2 
  0 
  +2 
  Intellect* 
  0 
  9 
  +1 
  Stamina 
  0 
  +2 
  +2 
  Defense 
  Vitality 
  0 
  7 
  0 
  Willpower* 
  +1 
  0 
  +1 
   
  Agility 
  Misc 
  Presence* 0 
  10 
  +2 
  * Favored Reaction  
   
   
   
  Mod 
  Mod 
  Total 
  Perception 0 
  9 
  +1 
   
   
   
   
  Base 7 
  +1 
  0 
  8 
  * Favored Attributes 
   
  Health: 7 
  Courage: 4 
  Renown: 0 
  Advancements: 0 
  Personal Development: Starfleet Brat 
  Professional Development: Basic Commander 
   
  Species Abilities: Adaptable (+2 to Stam), the Human Spirit, Skilled 
  Professional Abilities: Commanding Presence, Starship Duty (Command) 
  Edges: Bold, Promotion 1 (Lieutenant j.g.), Resolute 
  Flaws: Pacifist, Reckless 
   
  Skills 
   
   
   
  Misc 
  Attr 
   
   
  Attribute 
  Mod 
  Mod 
  Levels 
  Total 
  Athletics 
  STR 
  0 
  0 
  +2 
  +2 
  Computer Use (Retrieve) 
  INT 
  0 
  +1 
  +2 
  +3 
  Engineering 
  INT 
   
  Systems Engineering* 
   
  0 
  +1 
  +2 
  +3 
  Enterprise 
  INT 
   
  Administration 
   
  0 
  +1 
  +4 
  +5 
  Knowledge 
  INT 
   
  Culture 
   
  0 
  +1 
  +2 
  +3 
  Negotiate 
   
  0 
  +1 
  +1 
  +2 
  Ranged Combat 
  AGL 
   
  Energy Weapons 
   
  0 
  +1 
  +3 
  +4 
  Repair 
  INT 
  0 
  +1 
  +1 
  +2 
  System Operation (Command) INT 
  0 
  +1 
  +3 
  +4 
  Tactics (Space) 
  INT 
  0 
  +1 
  +2 
  +3 
  Unarmed Combat 
  AGL 
   
  Brawling 
    
  0 
  +1 
  +2 
  +3 
  * Non-professional skill for purposes of advancement 
  
  KLINGON ROGUE 
   
  Attributes  
   
   
  Reactions 
   
   
   
  Initiative 
   
  Species  
  Attr 
   
  Attr 
  Misc  
   
   
  Misc 
   
  Mod 
  Total 
  Mod 
   
  Mod Mod Total 
   
  Quickness Mod 
  Total 
  Strength 
  +1 
  11 
  +2 
  Quickness* 
  +2 
  0 
  +2 
   
  +2 
  0 
  +2 
  Agility* 
  0 
  10 
  +2 
  Savvy 
  +1 
  0 
  +1 
  Intellect 
  -1 
  7 
  0 
  Stamina 
  +2 
  +2 
  +4 
  Defense 
  Vitality 
  +1 
  8 
  +1 
  Willpower 
  +1 
  0 
  +1 
   
  Agility 
  Misc 
  Presence* 0 
  8 
  +1 
  * Favored Reaction  
   
   
   
  Mod 
  Mod 
  Total 
  Perception -1 
  7 
  0 
   
   
   
   
  Base 7 
  +2 
  0 
  9 
  * Favored Attributes 
   
  Health: 10 
  Courage: 3 
  Renown: 0 
  Advancements: 0 
  Personal Development: Military Brat 
  Professional Development: Scoundrel 
   
  Species Abilities: Brak’lul, Ferocity, Honor 
  Professional Abilities: Scoundrel’s Fortune (Influence) 
  Edges: Blends In, Dodge, High Pain Threshold 
  Flaws: Dim-witted 
   
  Skills 
   
   
   
  Misc 
  Attr 
   
   
  Attribute 
  Mod 
  Mod 
  Levels 
  Total 
  Armed Combat 
  AGL 
   
  Klingon Traditional Weapons 
  0 
  +2 
  +4 
  +6 
  Conceal 
  INT 
  0 
  0 
  +2 
  +2 
  Enterprise 
  INT 
   
  Streetwise 
   
  0 
  0 
  +3 
  +3 
  Influence (Intimidate) 
  PRS 
  0 
  +1 
  +3 
  +4 
  Knowledge 
  INT 
   
  Culture* 
   
  0 
  0 
  +1 
  +1 
  Observe (Listen) 
  PER 
  0 
  0 
  +3 
  +3 
  Ranged Combat 
  AGL 
   
  Energy Weapons 
   
  0 
  +2 
  +2 
  +4 
  Repair* 
  INT 
  0 
  0 
  +1 
  +1 
  Sleight of Hand 
  AGL 
  0 
  +2 
  +2 
  +4 
  Stealth (Shadow) 
  AGL 
  0 
  +2 
  +2 
  +4 
  * Non-professional skill for purposes of advancement 
  
  TRILL DIPLOMAT 
   
  Attributes  
   
   
  Reactions 
   
   
   
  Initiative 
   
  Species  
  Attr 
   
  Attr 
  Misc  
   
   
  Misc 
   
  Mod 
  Total 
  Mod 
   
  Mod Mod Total 
   
  Quickness Mod 
  Total 
  Strength 
  0 
  7 
  0 
  Quickness 
  +1 
  0 
  +1 
   
  +1 
  0 
  +1 
  Agility 
  0 
  8 
  +1 
  Savvy* 
  +2 
  0 
  +2 
  Intellect* 
  +1 
  10 
  +2 
  Stamina 
  +1 
  0 
  +1 
  Defense 
  Vitality 
  0 
  8 
  +1 
  Willpower 
  +2 
  0 
  +2 
   
  Agility 
  Misc 
  Presence* 0 
  10 
  +2 
  * Favored Reaction  
   
   
   
  Mod 
  Mod 
  Total 
  Perception 0 
  8 
  +1 
   
   
   
   
  Base 7 
  +1 
  0 
  8 
  * Favored Attributes 
   
  Health: 8 
  Courage: 3 
  Renown: 0 
  Advancements: 0 
  Personal Development: Diplomat’s Child 
  Professional Development: Exocultural Specialist 
   
  Species Abilities: Skilled, Joining (1 prior host) 
  Professional Abilities: Insight 
  Edges: Cultural Flexibility, Meticulous 
  Flaws: Low Pain Threshold 
   
  Skills 
   
   
   
  Misc 
  Attr 
   
   
  Attribute 
  Mod 
  Mod 
  Levels 
  Total 
  Computer Use (Retrieve) 
  INT 
  0 
  +2 
  +3 
  +5 
  Enterprise 
  INT 
   
  Administration 
   
  0 
  +2 
  +2 
  +4 
  Influence* 
  PRS 
  0 
  +2 
  +2 
  +4 
  Knowledge 
  INT 
   
  Culture 
   
  +2 
  +2 
  +4 
  +8 
   
  History 
   
  +2 
  +2 
  +3 
  +7 
   
  Politics 
   
  +2 
  +2 
  +2 
  +6 
   
  Specific World 
   
  +2 
  +2 
  +3 
  +7 
  Language 
  INT 
  0 
  +2 
  +2 
  +4 
  Negotiate 
  INT 
  0 
  +2 
  +2 
  +4 
  Science 
  INT 
   
  Social Science (Political Science) 
  0 
  +2 
  +2 
  +4 
  * This skill would normally be a non-professional skill for purposes of advancement; however, it is treated as a professional skill due to the character’s 
  symbiont. 
  
  VULCAN STARFLEET SCIENCE OFFICER 
   
  Attributes  
   
   
  Reactions 
   
   
   
  Initiative 
   
  Species  
  Attr 
   
  Attr 
  Misc  
   
   
  Misc 
   
  Mod 
  Total 
  Mod 
   
  Mod Mod Total 
   
  Quickness Mod 
  Total 
  Strength 
  +2 
  8 
  +1 
  Quickness 
  +2 
  0 
  +2 
   
  +2 
  0 
  +2 
  Agility 
  0 
  7 
  0 
  Savvy 
  +2 
  0 
  +2 
  Intellect* 
  +1 
  11 
  +2 
  Stamina* 
  +1 
  0 
  +1 
  Defense 
  Vitality 
  0 
  7 
  0 
  Willpower 
  +2 
  0 
  +2 
   
  Agility 
  Misc 
  Presence 
  -3 
  6 
  0 
  * Favored Reaction  
   
   
   
  Mod 
  Mod 
  Total 
  Perception* 0 
  10 
  +2 
   
   
   
   
  Base 7 
  +0 
  0 
  7 
  Psi* 
  0 
  6 
  0 
  * Favored Attributes 
   
  Health: 8 
  Courage: 3 
  Renown: 0 
  Advancements: 0 
  Personal Development: Academic Upbringing 
  Professional Development: Planetary Survey 
   
  Species Abilities: Enhanced Rapid Healing, Mind Meld, Nerve Pinch 
  Professional Abilities: Field Research, Starship Duty (Science) 
  Edges: Eidetic Memory, Meticulous, Psionic, Skill Focus (Keen Hearing) 
  Flaws: Pacifist 
   
  Skills 
   
   
   
  Misc 
  Attr 
   
   
  Attribute 
  Mod 
  Mod 
  Levels 
  Total 
  Computer Use (Retrieve) 
  INT 
  0 
  +2 
  +4 
  +6 
  Craft 
  AGL 
   
  Calligraphy* 
   
  0 
  +1 
  +1 
  +2 
  Engineering 
  INT 
   
  Systems Engineering* 
   
  0 
  +2 
  +1 
  +3 
  Entertain 
  PRS 
   
  Play Instrument* 
   
  0 
  0 
  +1 
  +1 
  Knowledge 
  INT 
   
  History 
   
  0 
  +2 
  +2 
  +4 
  Mind Meld 
  PSI 
  0 
  0 
  +1 
  +1 
  Ranged Combat 
  AGL 
   
  Energy Weapons 
   
  0 
  +1 
  +1 
  +2 
  Repair 
  INT 
  0 
  +2 
  +1 
  +3 
  Science 
  INT 
   
  Life Science (Biology) 
   
  0 
  +2 
  +2 
  +4 
   
  Planetary Science (Geology) 
  0 
  +2 
  +3 
  +5 
  Survival (Mountain) 
  PER 
  0 
  +2 
  +2 
  +4 
  System Operation (Sensors) 
  INT 
  0 
  +2 
  +2 
  +4 
  * Non-professional skill for purposes of advancement 
  
  Page 28, Table 2.1, Species Attribute Adjustments. Add “+1 Psi” to the entry for Betazoids. 
   
  Page 30, Bajorans: Physical Description. Change the second sentence to read, “The only outward physical difference is a 
  series of horizontal ridges arranged vertically along the bridge of the nose.” The original sentence was slightly unclear. 
   
  Page 33, second column, Species Adjustments. Change the text to read as follows: 
   
  “+1 Presence, +1 Psi. Betazoids of all sexes exude confidence and strong personal magnetism. They also have 
  stronger-than-average psionic potential.” 
   
  Page 33, Telepathy species ability. Change “Telepathy 2” to “Telepathy 1”. 
   
  Page 48, second column, second paragraph. The phrase “Vulcan males experience Pon farr” should read “all Vulcans 
  experience Pon farr”. 
   
  Page 48, second column, Common Names. Sarek is the son of Skon, not the son of Solkar. 
   
  Page 49, Mind-meld species ability. The name of the ability should be “Mind Meld”. At the end of the first paragraph, the 
  phrase “profession skill” should read “professional skill”. In the third sentence of the second paragraph, the term “Psionic 
  modifier” should read “Psi modifier”. In the next-to-last sentence of the second paragraph, the phrase “initiating an new 
  opposed test” should read “initiating a new opposed test”. 
   
  Page 51, first column, second sentence. The phrase “player's choice of starship elite profession” should read “player's 
  choice of starship officer elite profession”. 
   
  Page 54, Anticipate Opposition professional ability. The target number for the Perception test in this ability should be TN 
  10 plus the subject's Presence modifier, instead of TN 7 plus the subject's Presence modifier. 
   
  NEW Page 58, Table 3.2, Merchant Skills. Delete the entry for “Business”. It’s redundant, as the Enterprise skill group is 
  also a professional skill for the merchant, and it encompasses Business. 
   
  Page 60, Fleet of Foot professional ability. In the third sentence, change “+1.5 movement” to read “x1.5 movement”. 
   
  Page 60, Streetsmart professional ability. Change the last two sentences to read as follows: 
   
  “When making any Streetwise skill test on a particular world or location, the rogue gains an affinity bonus equal to 
  half his Specific World skill, rounding up, if he has the appropriate specialty. If he does not possess the applicable Specific 
  World specialty, he doubles his key attribute modifier instead.” 
   
  Page 64, Reconnaissance professional ability. The phrases “Observation skill” and “Observation test” should be replaced 
  by “Observe skill” and “Observe test”, respectively. 
   
  Page 64, Soldier: Survival Training professional ability. This has been reworded for clarity. Replace the existing text with 
  the following: 
   
  “Soldiers undergo rigorous training in survival techniques. Whenever the soldier makes a Survival skill test, he 
  gains +2 to his dice roll. In addition, the soldier gains double the normal bonus for a specialty of the Survival skill, gaining 
  +4 to his dice roll for an appropriate specialty of Survival instead of the standard +2 for using the specialty. Thus, a soldier 
  can have up to a +6 bonus when making Survival skill tests using an appropriate specialty.” 
   
  Page 64, Ground Tactics professional ability. The phrase “Observation test” should be replaced by “Observe test”. 
   
  Page 66, Starship Officer: Capable professional ability. Last sentence should read: 
   
  “When performing actions in excess of their action allowance, starship officers suffer only a -3 to professional skill 
  tests, rather than the -5 test penalty that normally applies.” 
   
  
  Page 67, Command Officer, Prerequisites. Should read “Starship Duty or...”. The same applies to the prerequisites listed 
  for all Starship Officer elite professions. For ease of reference, each occurrence is listed here. 
   
  • 
  Page 67, Command Officer 
  • 
  Page 69, Flight Control Officer 
  • 
  Page 70, Starship Engineer 
  • 
  Page 71, Starship Operations Officer 
  • 
  Page 72, Security Officer 
  • 
  Page 74, Counselor 
  • 
  Page 75, Medical Officer 
  • 
  Page 76, Science Officer 
   
  Page 67, Command Officer: Attributes. In the last sentence, the word “providing” should be “determining”. 
   
  Page 71, Table 3.10, Operations Officer Skills. The table erroneously refers to the “Engineer Officer’s” professional skills. 
  The table is otherwise correct. 
   
  Page 73, Tactical Officer professional ability. In the last line of this ability, the phrase “during combined tests by +2” should 
  read “during combined tests to +2”. 
   
  Page 75, Medical Officer: Field Medicine professional ability. The last sentence should read, “Field Medicine can only be 
  used once per game session.” 
   
  Page 76, Medical Officer: Rehabilitation professional ability. In the last sentence, “wound levels” should read “wound 
  points.” 
   
  Page 80, second column, Perception. Change the second sentence to read, “It governs only the physical senses.” The 
  remainder of the original sentence, in parentheses, was left over from an earlier development pass where Psi was a 
  Reaction, instead of an Attribute. Perception no longer affects your initial Psi score. 
   
  Page 81, Table 4.1, Attribute Modifiers. This table should be modified as follows. 
   
  Attribute Level  
  Modifier 
  0-1 
   
   
  -3 
  2-3 
   
   
  -2 
  4-5 
   
   
  -1 
  6-7 
   
   
  0 
  8-9 
   
   
  +1 
  10-11  
   
  +2 
  12-13  
   
  +3 
  14-15  
   
  +4 
  16-17  
   
  +5 
  18-19  
   
  +6 
  20+ 
   
   
  +1 for every 2 levels 
   
  Page 81, second column, Random Method. Replace the first four sentences with the following: 
   
  “Roll 2d6 nine times to generate nine scores. Of these, discard the lowest three; if your character has the Psionic 
  Edge (see page 136), discard only the two lowest scores. For instance, if you rolled 2, 4, 5, 5, 6, 7, 9, 9, and 11, you 
  would discard the 2, the 4, and one 5. If you were playing a psionic character, you would only discard the 2 and the 4. 
  Distribute the remaining scores among your attributes as you see fit.” 
   
  Page 81, second column, Pick Method. Replace the first two sentences with the following: 
   
  “Start by assigning your attributes using the following scores: 10, 9, 7, 7, 5, and 4. If your character has the 
  Psionic Edge, include an additional score of 5. Then distribute 8 additional points to enhance your initial scores. You do 
  not get any extra points if you play a psionic character.” 
   
  Page 82, Attribute Generation (Pick Method) example. Replace the existing text with the following: 
   
  “Steve decides to create a Vulcan Starfleet science officer and names him Lovek. Steve chooses to generate 
  Lovek's attributes using the pick method. He starts with the six base scores of 10, 9, 7, 7, 5, and 4. He notes that Vulcans 
  begin the game with the Psionic trait, so he will have another score of 5 to add to the base scores. He can modify these 
  scores with +8 bonus points. Having already read the species and profession descriptions, Steve knows Vulcans get 
  bonuses to Strength and Intellect, and that science officers need high Intellect to make use of their scientific knowledge. 
  
  Therefore, he puts his highest score (10) into Intellect. Perception will also be important to his character, so he puts his 
  next highest score (9) into that attribute. Seeing the Vulcan penalty of –3 to Presence, Steve decides to avoid possible 
  problems by allocating his two scores of 7 to Presence and Vitality. He finishes up by putting his two scores of 5 into Psi 
  and Agility, and the 4 into Strength. 
   
  “Before allocating his bonus points, Steve decides to add his species modifiers. Vulcans receive the following 
  attribute bonuses and penalties: Strength +2, Intellect +1, and Presence –3. So now Lovek's attributes read: Strength 6, 
  Intellect 11, Agility 5, Vitality 7, Presence 4, Perception 9, and Psi 5. 
   
  “Now he allocates his eight freebie points, adding +2 to Strength, +2 to Agility, +2 to Presence, +1 to Perception, 
  and +1 to Psi. Lovek's final attributes are Strength 8, Intellect 11, Agility 7, Vitality 7, Presence 6, Perception 10, and Psi 
  6.” 
   
  Page 84, second column, second paragraph. The “Scientist's Child” development package referred to in the text should 
  read “Scientific Upbringing.” 
   
  Page 84, third column, second paragraph. The “Colony Life” development package referred to in the text should read 
  “Colony/Frontier Upbringing.” 
   
  Page 85, “Species Skills” sidebar, second paragraph. Change this paragraph to read “Every character receives a number 
  of skill picks equal to Int x 3, which the player can allocate to the following skills:”. Add the following paragraph at the end 
  of the sidebar: “Note: Native-level fluency in a language is considered to be Language +6.” 
   
  Page 87, Athletic Aptitude package. Replace the “Fast On Your Feet” trait with “Competitive.” 
   
  Page 88, Occupation Upbringing package. Replace the “Sneaky” trait with “Unyielding.” 
   
  Page 89, Starfleet Brat package. Remove the quotation marks from the word “Brat” in the package name. Remove the 
  “Federation” specialty from the Administration skill. 
   
  NEW Page 90, Merchant Professional Skills. Delete “Business” and add “Enterprise*”. 
   
  Page 90, Merchant: Entrepreneur package. Change “Influence (Charm) +1, Influence (Fast Talk) +1” to read “Influence 
  (Charm, Fast Talk) +2.” 
   
  Page 91, Mystic: Aesthetic package. Replace the “Fast On Your Feet” trait with “Speed.” 
   
  Page 91, Mystic: Mendicant package. Remove the specialty choice for the Survival skill. (This package was made with too 
  many skill picks; this change brings it into balance with the other packages.) 
   
  Page 91, Rogue: Scoundrel package. Replace the “Fast On Your Feet” trait with “Alert.” 
   
  Page 92, Soldier: Foot Soldier package. Add the “Promotion” trait. 
   
  Page 92, Soldier: Guerilla package. Replace the “Fast On Your Feet” trait with “Speed.” 
   
  Page 92, Soldier: Law Enforcement package. Add the “Meticulous” trait. 
   
  Page 93, Command Officer: Basic Commander package. Replace the “Command” trait with “Promotion.” 
   
  Page 93, Command Officer: Representative package. Replace the “Command” trait with “Promotion.” 
   
  Page 93, Command Officer: Manager package. Replace the “Command” trait with “Promotion.” 
   
  Page 93, Flight Control Officer, Navigator/Helmsman package. Replace the “Fast On Your Feet” trait with “Skill Focus (3D 
  Thinking)”. Add the “Promotion” trait. 
   
  Page 93, Flight Control Officer: Hot Shot Pilot package. Add the “Promotion” trait. 
   
  Page 94, Engineering Officer: Troubleshooter package. Add the “Promotion” trait. 
   
  Page 94, Engineering Officer: Specialist package. The skill entry for “Computer Use +3 (Programming)” should read 
  “Computer Use (Programming) +3.” Add the “Promotion” trait. 
   
  
  Page 94, Engineering Officer: Starship Designer package. Add the “Promotion” trait. 
   
  Page 94, Engineering Officer: Systems Specialist package. Add the “Promotion” trait. 
   
  Page 94, Operations Officer: Basic System Operator package. Change the unspecified “Skill Focus” trait to “Skill Focus 
  (Attentive).” Add the “Promotion” trait. 
   
  Page 94, Operations Officer: Operations Manager package. Add the “Promotion” trait. 
   
  Page 95, Security Officer: Basic Security Officer package. Add the “Promotion” trait. 
   
  Page 95, Security Officer: Investigator package. Add the “Promotion” trait. 
   
  Page 95, Security Officer: Tactical Officer package. Add the “Promotion” trait. 
   
  Page 95, Counselor: Interspecies Relations package. Add the “Promotion” trait. 
   
  Page 95, Counselor: Ship’s Counselor package. Add the “Promotion” trait. 
   
  Page 96, Medical Officer: Alien Specialist package. Add the “Promotion” trait. 
   
  Page 96, Medical Officer: Emergency Medic package. Replace the missing descriptive text with the following: “You 
  specialized in emergency medicine, treating disaster victims, the victims of disease, and the casualties of war.” Replace 
  the “Fast On Your Feet” trait with “Speed.” Add the “Promotion” trait. 
   
  Page 96, Medical Officer: Ship’s Doctor package. Replace the missing descriptive text with the following: “You attended 
  medical school preparatory to serving as a ship’s doctor.” Add the “Promotion” trait. 
   
  Page 96, Science Officer: Astrometrics package. Add the “Promotion” trait. 
   
  Page 96, Science Officer: Basic Science Officer package. Add the “Promotion” trait. 
   
  Page 96, Science Officer: Social Survey package. Add the “Promotion” trait. 
   
  Page 96, Science Officer: Planetary Survey package. Add the “Promotion” trait. 
   
  Page 102, Table 6.5, TN modifiers for academic tests under memory loss. The modifiers should be positive values (a 
  penalty), raising the TN of any academic tests. 
   
  Page 105, second column, last paragraph. Change the specialty of the System Operation test in the example from 
  “Shields” to “Engineering.” 
   
  Page 107, Table 6.9 Master Skill List. Add “Run” to the list of specialties for Athletics. 
   
  Page 108, first column, second paragraph. The abbreviation for Presence is Prs, not Pre. 
   
  Page 109, first column, first paragraph. Add “Run” to the list of specialties. 
   
  Page 110, first column, Swim specialty. Change the third sentence to read, “You can swim 2 meters as a single action.” 
  Change the last sentence to read, “An extraordinary success increases your movement rate by 1.5 meters (full-round 
  action) or 1 meter (single action).” 
   
  Page 110, first column. Add the following paragraph to the Sample Specialties entry: 
   
  “Run: You can run 27 meters as a full-round action, or 18 meters as a single action. A complete failure indicates 
  that you stumble and fall, dropping anything in your hands but suffering no injury. A disastrous failure indicates that you 
  fall and injure yourself, suffering 1d3 damage. An extraordinary success increases your movement rate by 5 meters (full-
  round action) or 3 meters (single action).” 
   
  Page 114, second column, “Action Time” entry. Insert the word “require” between “downtime enterprises” and “extended”. 
   
  Page 115, first column, “Sample Specialties” entry. Change the term “Species Anatomy” to read “Specific Species”. 
   
  
  Page 119, Language skill. Under Test, add the following sentence to the end of the first paragraph: “Note that native-level 
  fluency in any language is considered to be Language +6.” 
   
  Page 127, first column, last paragraph. The term “Mind-meld” should read “Mind Meld”. 
   
  Page 127, second column, eighth paragraph. The term “Mind-meld” should read “Mind Meld”. 
   
  Page 129, Table 7.1 Master Trait List. The following changes should be made to this table: 
   
  • 
  Command: Change the Prerequisite from “Lower rank” to “Special”. 
  • 
  Increased Range: Change the Prerequisite from “Psionic 2+” to “Psionic skill 2+”. 
  • 
  Psionic: Change the Upgrade from “Special” to “N”. 
  • 
  Psionic Coverage: Change the Prerequisite from “Psionic 2+” to “Psionic skill 2+”. 
  • 
  Psionic Focus: Change the Prerequisite from “Psionic 1+” to “Psionic skill 1+”. 
   
  Page 135, Increased Range edge. Change the Prerequisite from “Psionic 2” to “Psionic skill 2+”. 
   
  Page 135, Innovative edge. Under Effects: The term “profession ability” should read “professional ability.” Delete the word 
  “basic” from the first sentence. The following sentence should be added: “The starship officer’s Starship Duty professional 
  ability may not be selected in this manner.”  Under Upgrade: The term “profession ability” should read “professional 
  ability.” Delete the word “basic” from the second sentence. 
   
  Page 135, Martial Artist edge. Under Effects, “–2” should read “–3”. 
   
  Page 136, Psionic edge. Under Effects, change the next-to-last sentence to read: 
   
  “Your starting level in this attribute is determined in the same manner as your other attributes (see page 81).” 
   
  Page 136, Psionic Coverage edge. Change the Prerequisite from “Psionic 2+” to “Psionic skill 2+”. 
   
  Page 137, Psionic Focus edge. Change the Prerequisite from “Psionic 1+” to “Psionic skill 1+”. 
   
  Page 137, Sherpa edge. The wording of the Effects section is unclear. Change it to read as follows: 
   
  “For the purposes of calculating encumbrance and carrying capacity, your normal load is up to Strength x 8 or 
  less in kg. Your heavy load is Strength x (9 to 13) kg and your very heavy load is Strength x (14 to 18) kg. You can lift up 
  to Strength x 23 kg (see page 79).” 
   
  Page 138, Table 7.3 Skill Focus. Add the following entry to this table. 
   
  Name  
  Bonus  
  Skill 
  Attentive 
  +1 each  
  Investigate and Observe 
   
  Page 138, Two-handed Fighting edge. Under Effects, “–8” should read “+8”. 
   
  Page 139, Wealth edge. Under Wealth 5, “32,000” should read “3200”. 
   
  Page 146, second column, Assigning Reactions. Replace the existing text with the following: 
   
  “Steve begins recording Lovek’s reaction scores. Stamina is governed by either Strength or Vitality. His Strength 
  8 gives him a +1 attribute modifier, while his Vitality 7 has no modifier.  Therefore, Lovek begins the game with a Stamina 
  +1. His Perception 10 is the obvious choice to govern his Quickness (his Agility 7 offers no bonus); this also gives him a 
  good Savvy score. His Willpower is boosted by his high Vulcan Intellect (instead of his average Vitality). His Quickness, 
  Savvy, and Willpower reactions all start at a respectable +2. 
   
  “Meanwhile, Sheila runs through her reaction scores: Stamina +2 (Strength 10 gives a +2 bonus, better even than 
  the bonus from Vitality 9), Quickness +3 (from that lucky Agility 12), Savvy +1 (Presence 8 grants a +1 bonus, whereas 
  Perception 6 gives no modifier), and Willpower +1 (from Vitality 9 instead of –1 from Intellect 5).” 
   
  Page 147, Table 8.4 Sample Reaction Tests. For the entry “Overcome Fear”, the TN/Opposing Test entry should read 
  “variable by degree”. 
   
  Page 153, Professional Skill Level. Replace the last sentence of the descriptive text with the following: “For each 
  advancement your character takes, you may increase professional skills by up to two levels each.” 
   
  
  Page 153, Nonprofessional Skill Level. Replace the last sentence of the descriptive text with the following: “For each 
  advancement your character takes, you may increase nonprofessional skills by one level each.” 
   
  Page 153, Favored Reaction. Replace the last sentence of the descriptive text with the following: “For each advancement 
  your character takes, you may increase your favored reaction by up to +2.” 
   
  Page 153, Nonfavored Reaction. Replace the last sentence of the descriptive text with the following: “For each 
  advancement your character takes, you may increase a nonfavored reaction by +1.” 
   
  Page 153, Favored Attribute. Insert the word “favored” between “one” and “attribute” in the first sentence. 
   
  Page 157, second column, Prerequisites. Replace the “World Knowledge” skill with the “Specific World” skill. 
   
  Page 159, first column, Prerequisites. Replace the “Notoriety” trait with the “Infamy” trait. 
   
  Page 160, first column, Professional Skills. Replace the “World Knowledge” skill with the “Specific World” skill. 
   
  Page 162, first column, Expedition Grant professional ability. In the next-to-last sentence, replace “+5 TN bonus” with “–5 
  TN bonus”. 
   
  Page 163, first column. Replace the “World Knowledge” skill with the “Specific World” skill. 
   
  Page 163, second column, Prerequisites. Replace the “Inventor” trait with the “Thinker” trait. 
   
  Page 164, first column, Technical Conversion professional ability. In the next-to-last sentence, the phrase “by 1.5” should 
  read “by x1.5”. 
   
  Page 165, first column, Mission Specialist professional ability. Replace the “World Knowledge” skill with the “Specific 
  World” skill. 
   
  Page 166, first column, Prerequisites. Replace the “Connections” trait with the “Contacts” trait. 
   
  Page 167, second column, Mission Specialist professional ability. Replace the “World Knowledge” skill with the “Specific 
  World” skill. 
   
  Page 167, second column, Sabotage professional ability. In the last sentence, the phrase “equal to the half” should read 
  “equal to half”. 
   
  Page 170, sidebar. Replace the currency conversion chart with the following: 
   
  1 slip = 1/5 strip 
  1 strip = 5 slips 
  1 bar = 100 slips 
   
  1/100 bar 
   
  1/20 bar 
   
  20 strips 
   
  1 credit 
   
  5 credits 
   
  100 credits 
   
  Page 172, second column. Replace the last sentence of the first paragraph with the following: 
   
  “Usually, the target number (TN) for any range-based test is modified for distance between characters: –2 TN 
  point blank, +0 TN short, +2 TN medium, +4 TN long, and +2 TN for each additional increment of extended range.” 
   
  Page 172, second column. Replace the example with the following: 
   
  “A Type I phaser has a range of 5/10/25/50/+10 meters, meaning that distances up to 5 meters are point blank 
  range (–2 TN to hit), 5.1 to 10 meters are short range (no modifier), 10.1 to 25 meters are medium range (+2 TN), 25.1 to 
  50 meters are long range (+4 TN), and every +10 additional meters in excess of 50 measure one increment of extended 
  range (earning an additional +2 TN to range-based skill tests).” 
   
  Page 173, second column, Rules. In the second sentence, the phrase “suffers a –2 penalty” should read “suffers a +2 TN 
  penalty”. 
   
  Page 181, Table 10.3, Ranged Weapons: Archaic Weapons. The crossbow is listed twice. Remove the duplicate entry. 
  
  Page 181, Table 10.3. Modify this table to show the following for each listed weapon’s Damage/Parry Bonus. 
   
  Weapon 
  Damage 
  Parry Bonus 
  Ahn-woon 
  1d3+grapple 
  -3 
  Bat’leth 
  2d6+5 
  +2 
  Club 
  1d6+1 
  +1 
  D’k tahg 
  1d6+2 
  -2 (-1) 
  Knife 
  1d6+2 
  -2 
  Lirpa 
  2d6+4 (blade) or 2d6+1 (club) 
  +1 
  Mace 
  2d6+1 (2d6+3 if spiked) 
  -1 
  Mek’leth 
  2d6+3 
  +1 
  Staff 
  1d6+2 
  +2 
  Sword 
  2d6+1 
  +0 
  Bow & arrow 
  2d6 
  Crossbow 
  2d6+1 
  Javelin 
  2d6+4 
  Kligat 
  1d6+3 
  Throwing Knife 
  1d6+2 
  Thrown Spear 
  2d6+3 (Range should be listed as 5/10/20/40/+5) 
   
  Page 183, second column, Disruptor (Pistol) (23rd Century). This weapon is capable of settings 1, 2, 5, and 8. 
   
  Page 183, Table 10.4 Phaser & Disruptor Effects. Power settings 9 through 16 have an incorrect notation of “Kill*” 
  referring to the Appendix on “Stun Effects”. Remove the asterisk. 
   
  Page 185, second column, Staff. Change the Rules section to read as follows: 
   
  “When a character performs a parry action in excess of his allowance, reduce the multiple action penalty by half 
  (–3 rather than the standard –5).” 
   
  Page 208, first column. There are ten Star Trek feature films, not nine. 
   
  Page 244, Table A.3 Free Actions. On the second line, “Observation” should read “Observe”. 
   
  Page 246, Table A.8 Fatigue. Add a column labeled “Rest Needed” with entries of 10 minutes (Winded), 1 hour (Tired), 2 
  hours (Fatigued), and 4 hours (Exhausted). 
   
  Page 250, Table A.13 Ranged Combat Modifiers. Under the Range Category section, the Test TN for Extended should 
  read “+2 TN/increment”. 
   
  Page 250, second column, first paragraph. The last two sentences of this paragraph should read: 
   
  “The attacker rolls damage equal to 1d6 plus his Strength modifier to determine the damage he inflicts. If the 
  attack test resulted in an extraordinary success, the attacker inflicts maximum damage of 6 plus his Strength modifier.” 
   
  Page 251, first column, last paragraph. Under the heading “Stun, Kill, and Disintegration Effects” there is mention of 
  making reaction tests for each of these but only rules and TNs given for shrugging off Stun results. Change the first 
  sentence of this paragraph to read: 
   
  “When struck by such weapons which are set to stun, characters must make a Stamina reaction test at a TN 
  based on the weapon’s setting (see Table A.14: Stun Effects) to minimize the stun effects.”  Append the following 
  sentence to the end of the same paragraph: “Note that this is only for stun effects; there is no reaction test to avoid kill or 
  disintegration effects.” 
  
  TYPOGRAPHICAL ERRORS 
   
  Page 7, second column, under “What Are the Rules?”. The phrase “that let you tell” should read “that lets you tell”. 
   
  Page 8, second column, under “Move Action”. The phrase “These actions allows you” should read “These actions allow 
  you”. 
   
  Page 9, second column, under “Trained”. The phrase “Energy Weapon 1” should read “Energy Weapons 1”. 
   
  Page 17, first column, second paragraph. The phrase “take the reigns” should read “take the reins”. 
   
  Page 17, first column, last line. The phrase “surrounded by all manners of” should read “surrounded by all manner of”. 
   
  Page 17, second column, second paragraph. The phrase “Krenim with their poerful temporal weapons” should read 
  “Krenim, with their powerful temporal weapons”. 
   
  Page 18, first column, first paragraph. In the first sentence, the phrase “Hundred of worlds” should read “Hundreds of 
  worlds”. In the next to last sentence, the phrase “defeat this mutual ally” should read “defeat this mutual foe”. In the last 
  sentence, the word “doorstep” should read “door”. 
   
  Page 28, third column. The phrase “to powers like Mind-meld” should read “to powers like Mind Meld”. 
   
  Page 38, last paragraph. Change the first line to read: “For over two centuries, Humans have exerted a profound influence 
  on the Alpha Quadrant.” 
   
  Page 39, top of first column. The phrase “further than the truth” should read “further from the truth”. 
   
  Page 41, “Notable Klingons” sidebar, second paragraph. In the first sentence, the phrase “during which the encountered” 
  should read “during which he encountered”. 
   
  Page 43, Latent Psionic species ability. In the second sentence, the word “immanent” should read “imminent”. 
   
  Page 50, first column, first paragraph, second sentence. The phrase “species and profession, Vulcan science officer” 
  should read “species and profession: Vulcan science officer”. 
   
  Page 50, third column, Mystic description. The name “Dr. Severin” should be “Dr. Sevrin” 
   
  Page 51, first column, last paragraph. In the last sentence, the word “supress” should read “suppress”. 
   
  Page 53, second sentence under “Role”. The phrase “peaceful contacts” should read “peaceful contact”. 
   
  Page 55, first paragraph, second sentence. The word “Troyus” should read “Troyius”. 
   
  Page 55, second sentence under “Background”. The phrase “altruism; but most offer their” should read “altruism, and 
  offer their”. 
   
  Page 55, first sentence under “Role”. The phrase “access to has own starship” should read “access to his own starship”. 
   
  Page 57, first column, last paragraph. The term “sacred sight” should read “sacred site”. 
   
  Page 59, third sentence under “Background”. The phrase “An El-Aurian refugee could could” should read “An El-Aurian 
  refugee could”. 
   
  Page 76, Science Officer: Attributes. In the first sentence, “stock and trade” should read “stock in trade.” 
   
  Page 84, first column, first paragraph. Change the final sentence of this paragraph to read: 
   
  “After you select your character's species and profession and generate his attributes, use background 
  development to not only select skills and traits, but also create a bit of backstory for him.” 
   
  Page 85, second column, first paragraph. In the last sentence, the term “past times” should read “pastimes”. 
   
  
  Page 98, second column, last paragraph. In the last sentence, the phrase “profession abilities” should read “professional 
  abilities”. 
   
  Page 104, first column, last paragraph. The term “profession abilities” in the last sentence should read “professional 
  abilities”. 
   
  Page 104, second column, fourth paragraph. The term “half the time” in the third sentence should read “a fourth of the 
  time”. 
   
  Page 104, second column, last paragraph. The term “profession abilities” in the first sentence should read “professional 
  abilities”. 
   
  Page 108, second column, second line. The phrase “quite of bit” should read “quite a bit”. 
   
  Page 112, second column, “Extended Test” entry. The word “diffuse” should read “defuse”. 
   
  Page 120, second column, “Additional Modifiers” entry. The word “ampther” should read “another”. 
   
  Page 137, Sense of Time edge. Under Effects, the phrase “always to precise” should read “always too precise”. 
   
  Page 143, Rival flaw. Under Effects, in the fourth paragraph, the phrase “bury the act” should read “bury the hatchet”. 
   
  Page 144, third column, first paragraph. The term “a long” should read “along”. 
   
  Page 163, second column. Replace the word “inventers” with “inventors”. 
   
  Page 168, first column, Missions. In the second sentence, replace the word “flourishes” with “flourish”, and replace the 
  semi-colon after the world “galaxy” with a comma. 
   
  Page 179, second column, first paragraph. Replace the colon after the word “transmitter” with a period. 
   
  Page 182, top of first column. The word “Phaser” in the last sentence should read “phaser”. 
   
  Page 183, first column, second paragraph. Insert a closing parenthesis after the word “Appendix” in the first sentence. 
   
  Page 191, second column, first paragraph. Delete the word “but” in the second line of the last sentence. 
   
  Page 194, Armament. The term “Twelve IX Phasers” should read “Twelve Type IX Phasers”. 
   
  Page 195, second column, fifth paragraph. In the first sentence, the phrase “included those designated” should read 
  “including those designated”. 
   
  Page 200, first column. The phrase “without character” in the second sentence should read “without characters”. 
   
  Page 201, second column, first paragraph. The word “the” in the title Star Trek: The Next Generation should be 
  capitalized. 
   
  Page 211, first column, fifth paragraph. In the second sentence, the word “afterword” should read “afterward”. 
   
  Page 215, sidebar. Insert the word “or” in between “Star Trek,” and “shortly before” in the first sentence. 
   
  Page 231, second column, third paragraph. Delete the comma after the word “that” in the second sentence. 
   
  Page 252, second column, first paragraph. The word “vitality” should read “Vitality”. 
  
  FREQUENTLY ASKED QUESTIONS & RULES CLARIFICATIONS  
   
  Q: What is the process of creating a character? 
  A: The entire character creation process is listed in order and illustrated on pages 20 and 21. 
   
  Q: Does the Starship Duty professional ability waive both the prerequisites for Starship Officer elite professions and the 
  five advancement picks required to take an elite profession? 
  A: The first time Starship Duty is taken, it waives both the prerequisites and the five advancement picks. Subsequent 
  selections waive either the prerequisites or the picks, but never both. 
   
  Q: Can identical professional abilities from two different professions stack their effects? 
  A: In general, yes. Some professional abilities, such as the soldier’s Favored Weapon ability and the weaponmaster’s 
  Sacred Weapon ability, don’t easily lend themselves to such stacking, though it’s not impossible to do so. In this particular 
  case, if the player took both abilities for the same character and chose the same combat skill each time, he would be able 
  to gain +3 levels in that particular skill for each advancement pick he spent towards it, and would suffer a –6 penalty to 
  skill tests outside his particular field of focus. 
   
  Q: Why the increase in the number of species skill picks? 
  A: To bring the Star Trek RPG implementation of the CODA system in line with the Lord of the Rings RPG 
  implementation. 
   
  REVISED Q: Can I spend species skill picks on skills like Craft or Trivia, to expand my character’s background? 
  A: No. These skill picks are meant, as the name suggests, to represent the culture the character grew up in, as opposed 
  to personal interests and hobbies. While the number of skill picks has been expanded, the particular skills that you can 
  spend them on have not. 
   
  One notable exception to that exists, however. Levels in skills received as part of a species template, such as 
  Telepathy for Betazoids or Armed Combat: Klingon Traditional Weapons for Klingons, can be raised using species skill 
  picks, since they’re a part of that species’ cultural identity. These need to be actual skills received as part of the species 
  template, however, not just bonuses to skills. The skill must also advance as a professional skill. 
   
  Also note that native fluency in a language is Language +6, and most characters should be fluent in their native 
  language. There are also some species that have more than one native language you could spend skill picks on. 
  Depending on the character’s back-story, there could be a variety of skills from the species skills list that the character 
  might learn; a character born on a Federation colony along the Klingon border might learn Language (Klingon) and 
  Knowledge: Culture (Klingon) in addition to Language (Federation Standard) and Knowledge: Culture (Federation) as part 
  of his species skills, for instance. Narrators are encouraged to work with players on developing a character’s background 
  in order to accurately decide what should be considered that character’s species skills. 
   
  Q: During the selection of species skills, a player must choose a specialty for the knowledge skills related to his 
  character’s species and homeworld; this specialty gives the character a +2 bonus to skill tests within that specialty. The 
  Additional Modifiers entry in the skill description for the Knowledge skill (page 119) states that a character gets a +2 
  bonus to skill tests made to remember or research information about his own species and homeworld. Do these two 
  bonuses stack? 
  A: Yes, they do; natives get a total modifier of +4 to Knowledge skill tests regarding their own species and homeworld. 
   
  Q: Many of the development packages and profession descriptions include traits or skills that don’t appear in chapters 6 
  or 7. What happened to them, and what should I use in their place? 
  A: These skills and traits were given different names in different stages of development; unfortunately, several instances 
  of the old names for these items weren’t caught before the book went to press. While we’ve tried to fix all these instances 
  in errata, the fact is that we still might have missed something, so the following list shows the traits and skills we know 
  about, and what their names were changed to. 
   
  • 
  Connections edge = Contacts edge 
  • 
  Fast On Your Feet edge = Speed edge 
  • 
  Inventor edge = Thinker edge 
  • 
  Notoriety flaw = Infamy flaw 
  • 
  Sneaky edge = Skill Focus (Furtive) edge 
  • 
  World Knowledge skill = Knowledge: Specific World skill 
   
  Q: Do skills under skill groups have specialties? 
  A: Yes, but you do not get them for free. You must purchase them through advancements or have a specialty granted to 
  you through a development package. 
  
  Q: On page 109 the sample skills under Armed Combat tell me to choose a specialty. Do I have to take one? 
  A: Those are sample specialties that may be purchased. You do not get a specialty for free, nor are you required to take 
  one. 
   
  Q: Why are there no sample specialties under the Unarmed Combat skill group? 
  A: While the Narrator may allow characters to specialize in different unarmed styles (skills), the exact type is up to the 
  Narrator. It is presumed that most, if not all, unarmed combat skills do not have specialties. 
   
  Q: Can someone from a basic profession other than Starship Officer use the Innovative edge to get Starship Duty? 
  A: No. Starship Duty cannot be gained through the use of the Innovative edge. 
   
  Q: Can I spend a few of my picks during an advancement and hold onto the rest for later? 
  A: No. All advancement picks must be spent prior to resuming play (the next adventure). 
   
  Q: Can Flaws be “bought off”? 
  A: Yes, although the chart on page 153 does not explicitly show this. The cost of lowering a flaw (Addiction 2 to Addiction 
  1, or Addiction 1 to nothing, for instance) is the same as purchasing an Edge. 
   
  Q: Can a character ever select/purchase a second base profession? 
  A: Yes. The process is the same as for entering an elite profession (page 155), and follows the same rules. The main 
  difference is that base professions have no explicit prerequisites for joining, while elite professions do. 
   
  NEW Q: I have a question concerning the number of professions that a character can be in at any one time. The rules 
  state quite clearly on page 155 of the Player's Guide that a character can only be in 2 professions at once. 
   
  However, the example immediately following uses a starship science officer who has joined the explorer elite 
  profession, and must choose between professions on becoming an envoy. The problem is that starship science officer 
  isn't one profession, it is two: the base starship officer and the elite science officer! How would this be resolved? 
  A: Starship officer is a special case for this rule. For purposes of the rules you reference, the first starship officer elite 
  profession is considered a special description for "Starship Officer," rather than an additional elite profession.  Only the 
  first one, though; if a starship officer changes fields (a security officer crossing over to flight control, for instance) would 
  have his basic profession of Starship Security Officer, with an additional elite profession of Flight Control Officer.  To pick 
  up another profession, he'd have to let one of his SOEPs go. 
   
  For purposes of this rule, then, the two professions the character has in the example are Starship (Science) 
  Officer and Explorer. The only time the starship officer elite professions would count against that total is if the character 
  acquired it from another basic profession (say, Soldier), or if he already has one (our starship security officer mentioned 
  above). 
   
  NEW Q: I have a question about starship officers and the new rule that you can enter another base profession. What 
  happens when someone enters the base starship officer profession? According to the rules, a newly created starship 
  officer automatically  gets Starship Duty and an elite officer profession. But happens with an existing character? 
  A: Well, Starship Officer by itself is, as mentioned above, only half a profession, so to speak; you need the SOEPs to 
  make it more fully functional. In this case, you still get Starship Duty and the SOEP.  The primary reason to do this, 
  instead of just buying into the SOEP directly, is to get access to the starship officer's basic professional abilities without 
  having to use the Innovative trait. 
   
  Q: When I Dodge (page 248) and roll less than my Defense, is the TN to hit me lowered as well? 
  A: No. The TN to hit you is always the better of the two results, your Defense or the Dodge result. You can not ‘zag’ into a 
  punch, for example. 
   
  Q: On page 249 a mention is made of multiple Dodge actions. How does that work? 
  A: Every time you take a Dodge action and make a quickness reaction test, the result (if higher) becomes the TN to hit 
  you. Always use the highest result if better than your Defense. 
   
  Q: How much damage does an unarmed combat strike do? 
  A: 1d6 + Strength modifier, +2 for a complete success, +4 for an extraordinary success (page 250). 
   
  Q: On page 250, under Inflicting Damage, it says on an extraordinary success to use maximum damage. Does this 
  include unarmed attacks? 
  A: Yes, it does. 
  
  Q: On page 251, it implies that you can shrug off kill and disintegrate effects, even though the text only mentions 
  shrugging off stun effects. Is that right? 
  A: No. The text is in error; there are no reaction tests to avoid kill or disintegration effects once you’ve been hit. Use the 
  Dodge action to avoid being disintegrated! 
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Errata and Conversions/Combined_PG_Errata_and_FAQ_2-1.pdf