TEXT: STAR TREK ROLEPLAYING GAME
  STAR TREK ROLEPLAYING GAME
  SYSTEM EXPANSION
  COMBAT
  Several minor changes to the original CODA combat system 
  used with Decipher's Star Trek Roleplaying game are suggested 
  here. Most of the modifications serve to weigh combat heavily in 
  favor of the Player Characters. This will make for a much more 
  cinematic gaming experience and these rules might not be 
  appropriate for all games. 
  Players desiring more of the feel of later episodes of Deep 
  Space Nine, or of other science-fiction series outside the Star 
  Trek genre (such as the re-imagined Battlestar Galactica, or the 
  short-lived Space: Above and Beyond) should not use this 
  system. The CODA combat system, as it stands, is quite 
  capable of creating a darker, or edgier combat scenario; these 
  minor tweaks simply make it easier for a PC to live to fight 
  another day.
  Players who want the feel of the original Star Trek series, or 
  Star Trek: The Next Generation, or Voyager can achieve that 
  easily using these modifications.
  Another reason for implementing these changes to the rules, is 
  to speed up combat. It's not often that a group of PCs will go up 
  against a vastly outnumbering collection of enemies, or 
  encounter a situation where they are fighting nameless, and 
  virtually faceless goons in a Star Trek setting. But, in such cases 
  as when a ship is boarded by a large number of enemy soldiers, 
  or the characters find themselves in a barroom brawl at a 
  frontier outpost, these rule-mods can help to speed that combat 
  along.
  ATTACKS
  Roll all attacks as per the combat system laid out in the CODA 
  rules, and described in both the Narrator's Guide and the 
  appendix to the Player's Guide. Treat all attacks as skill tests 
  with the appropriate combat skills. But, apply the following 
  changes to the basic system:
  1 - Do not allow enemy combatants to roll for 
  Dodge, or Block/Parry, unless they are a PC or NPC. 
  Assume that an unsuccessful attack roll on the part 
  of a PC, or major NPC is the result of the adversary 
  Dodging, or Blocking (if the circumstances would 
  logically apply) just as easily as a miss, and 
  roleplay the scene appropriately. This same rule 
  should apply to Starfleet "redshirts", and base-stat 
  rabble characters who happen to be on the side of 
  the PCs.
  This should expedite combat, cutting down on how many 
  dice-rolls a Narrator actually has to make during a 
  fighting sequence.
  2 - Do not allow the "double-six rule" normally 
  applied in the CODA system to apply to a rabble-
  level adversary's Attack roll. PCs and important 
  supporting cast members receive the double-six 
  benefit; but street bullies, goons, or "bulk troops" in 
  a Jem'Hadar attack or Borg boarding party do not. 
  The double-six benefits should also be removed 
  from those famous redshirts, just to be fair (and 
  perhaps to ensure they more readily meet the 
  fate Star Trek usually intends for them.
  Alternatively, the Narrator could allow one re-roll for 
  rabble or redshirts on a double-six. But, only one. ie.: 
  if a Nausicaan pirate rolls a double-six, trying to shoot 
  the captain, then he can roll one additional die. But, 
  even if that die comes up as a 6, he does not roll any 
  further. This can increase the challenge of a fight, 
  without reducing a PC's chance to dodge, or defend to 
  an absolute impossibility, just because of a quirky 
  tumble of the dice.
  This modification is very similar to an optional rule 
  regarding the “Drama Die” given in Last Unicorn's Star 
  Trek (The Original Series) core rulebook (p. 101).
  3 - All courage spent by a PC or a major NPC, 
  during an attack or defensive action is restored 
  at the end of the scene if the courage was spent 
  to achieve a heroic goal. Do not restore courage 
  immediately if the PC is simply fighting for the 
  pleasure of it (as Klingons often do), or is not 
  behaving in a heroic way; working towards the 
  goals of the crew.
  This is discussed  in the Player's Guide (p. 148). 
  However, so many Narrators who started out as GMs 
  running roleplaying games where the rules stop short 
  of assigning the gamemaster the job of “character 
  killer” tend to overlook this basic CODA rule, 
  preferring to only restore Courage points at the end of 
  an episode, or,  Goddess forbid, make player's buy 
  them back with advancements !
  During a combat involving a large number of combatants, the 
  Narrator may opt to assign a number of required successes 
  to an adversary, rather than an actual Health level. 
  In this case, if an adversary is treated as a "2 success 
  combatant", for example, this means a PC need only score 2 
  successful attacks against him to kill, knock out, or subdue 
  their opponent regardless of the actual total of damage 
  inflicted. This works well during large brawls, or military 
  ground actions.
  The usual number of success required to kill or subdue an 
  opponent is 1-3, but this could be set higher by the Narrator 
  to reflect the general strength and endurance of an 
  adversary as well as the level of damage some Star Trek 
  weapons are capable of doing.
  This rule also works well if you're striving for a high level of 
  Kirk-fu in your game. Kirk-fu being that certain edge had by 
  such Star Trek heroes as Captain James T. Kirk, who can 
  usually render a hulking Eymorg, or a burly Klingon 
  unconscious in 1-3 blows.
  This rule is borrowed from Decipher's Lord of the Rings roleplaying 
  game. And the actual rules governing this type of combat resolution 
  can be found on p. 270 of the Core Rulebook for that system.
  DEFENSE
  The basic CODA-system rules for determining a character's 
  Defense score is fairly straightforward. Any PC, or major 
  supporting-cast NPC will have a Defense equal to 7+ their 
  Agility attribute modifier.
  
  In most cases this will accurately represent that individual's 
  ability to defend themselves on the fly based on their raw 
  instincts. The use of Reactions, Dodging, Blocking, and Parrying 
  represents a conscious defensive effort based on skill and 
  training.
  Even a starting character in the Star Trek roleplaying game can 
  have an impressive Defense score, depending on their Agility 
  attribute, and good scores in Blocking, etc.
  But, if players, and Narrators would rather PCs have a 
  decreased chance of a successful attack being made against 
  them, the root-score for Defense can be calculated as per the 
  Lord of the Rings roleplaying game: 10+Agility = Defense.
  This is the formula used in the LotR RPG (where the attribute, 
  Nimbleness is equal to Star Trek's Agility), to better reflect the 
  more warlike and inherently dangerous lifestyle one is often 
  forced to live in Middle-Earth. The Star Trek universe is 
  considered a less violent place (though combat, in Star Trek can 
  be every bit as deadly as in Tolkien's world). As a result, Star 
  Trek characters have a generally lower root-defense, by a total 
  of 3 points.
  Optional: A  PC's Defense score might upgrade, 
  automatically, after several advancements to represent said 
  character, advancing to that place in the lexicon of Trek 
  occupied by James Kirk, Spock, Worf, or Benjamin Sisko. In this 
  case, once a character receives a certain number of 
  advancements, they automatically gain another basic point of 
  Defense up to a maximum of 10.
  ie.: After 10 Advancements, the PC's basic Defense goes from 7 to 8. 
  Then, at 20 from 8 to 9. And at 30, from 9 to the maximum of 10; 
  putting the character on a par with the defensive abilities of a PC in the 
  Lord of the Rings roleplaying game through earned advancements. In 
  such cases a PC with an Agility modifier of +1 would have a Defense of 
  9 at 10 advances, 10 at 20 advances, and 11 at 30 advances.
  Of course, if a character raises her Agility attribute through 
  advancement to a point where the attribute-modifier is 
  increased, this automatically increases her basic Defense.
  Actual defensive efforts made during combat should be done in 
  accordance with the CODA system, with the following 
  modifications:
  1 - Dodge rolls should be conducted using the 
  following formula; Quickness Reaction modifier +3 
  (Dodge edge, if applicable) +1 (Gymanstics 
  (Tumbling) affinity) +1 (affinity for skill with the 
  weapon used in the attack) and/or +1 (affinity for 
  Unarmed Combat skill, if appropriate - see Combat 
  Affinities below)
  2 - As stated above, rabble and goons do not roll a 
  Dodge, or Block/Parry action. This serves to 
  expedite combat by cutting down on how many 
  times the dice have to be rolled; it also gives the 
  PCs and important supporting characters the same 
  kind of advantages they have on Star Trek TV 
  shows, and in the movies.
  On television, the characters usually have the script on 
  their side. Quite often, the roll of the dice cannot, or will 
  not be as merciful as a screenwriter !
  3- All courage spent by a PC, to defend is 
  immediately restored at the end of the scene if 
  the courage was spent to achieve a heroic or 
  cinematic goal. Do not restore courage 
  immediately if the PC seems to be trying to avoid 
  taking damage in a cowardly way, or is simply 
  trying to avoid risk without a clear-cut purpose 
  definable within the scope of the story.
  Again, this was touched on in the discussion of 
  Attacks above. And this modification is simply another 
  reference to the topic of recovering Courage as 
  described in the Player's Guide. 
  Some Narrators, perhaps striving for a less cinematic 
  game, seem to have difficulty with the rules regarding 
  restoring courage. 
  They want to make it harder for characters to recover 
  Courage points, or make it easier for them to run out 
  of points to spend during the course of an adventure.
  This may make the game more challenging for some, 
  but this isn't how the CODA system was intended to 
  be played. It has been this writer's experience as a 
  Narrator that players will tend to ignore their Courage 
  points, for fear I wont restore them, and their 
  characters end up failing their TNs to the detriment of 
  the story, or worse.
  I always tell new players, “this is not Roleplaying in 
  1981, you are not a 1st level Halfling, and I am not 
  here to kill you”.
  DAMAGE
  After a successful attack damage is determined as per the 
  CODA system, with the following changes.
  SKILLS:  Add the characters full skill level to all damage 
  inflicted, with the exception of damage inflicted by energy 
  weapons. This reflects the fact that a skilled martial artist 
  knows how to strike an opponent for maximum effect, while a 
  character with skill in the use of an archaic ranged weapon 
  or a projectile weapon will know, through their skill, how to 
  strike vital areas and inflict more damage. Energy weapon 
  damage is inflicted on the body on contact and it is not as 
  important to strike a particular body part, or location to inflict 
  a certain level of damage. The bonus to damage from skills 
  should equal the character's actual skill level, not their final 
  modifier that includes bonuses from attributes, edges, etc. 
  Thus, If a character has Unarmed Combat (Mok'Barra) +6, 
  but her final modifier due to attributes and edges is a +8, the 
  modifier to damage would only be +6.
  Skill levels can be applied as bonus damage for rabble and 
  redshirts at the Narrator's discretion, but for the most part should be 
  avoided unless the individual is an exceptionally skilled fighter, or 
  an expert shot. The Narrator should always try to inflict as little 
  damage as possible on the PCs, unless the drama of a particular 
  episode requires a character to become incapacitated.
  SPECIALTIES: At the Narrator's discretion, a PC or 
  important NPC might gain a damage-bonus from their 
  combat skill specialties as well. If stacked onto bonuses 
  from actual skill-levels this might seem redundant, but it 
  does reflect the use of specialized maneuvers in unarmed 
  combat or specialized knowledge of a particular weapon 
  governed by a broader skill. As with the normal bonuses 
  applied to skill tests for specializations, a damage bonus 
  from a specialization would be a flat +2.
  
  ie.: a PC with Unarmed Combat (Mok'Barra) +6 would receive 
  not only a 6-point bonus to damage during Unarmed Combat, 
  but an additional +2 if using the Mok'Barra fighting style.
  SUCCESS LEVELS:  Add degrees of success to any 
  damage inflicted by a PC, or by an important supporting cast 
  character. Add one point of damage for every point of success 
  on the dice roll. Complete Success should inflict up to 5 points 
  of damage. Extraordinary Success, 11 or more. 
  This does not apply to the use of energy weapons. See Skills above. 
  Success Level damage bonuses can be applied to the damage inflicted 
  by rabble adversaries as mentioned above. But the same rule of thumb 
  should be applied regarding damage inflicted on PCs, or important 
  supporting characters.
  STUNNING & SUBDUING:  As discussed above, a 
  Narrator may assign a number of required successes (usually 1-
  3) that a character must achieve to automatically knock out, or 
  even kill an opponent. This rule is borrowed from Decipher's 
  Lord of the Rings roleplaying game. And can be quite efficient in 
  expediting combat so that lengthy fights don't dominate a 
  gaming session, disrupting the Star Trek style and flow of the 
  game.
  Another method of stunning an adversary, or rendering an 
  opponent unconscious during Unarmed Combat is for the 
  Narrator to force a Stamina reaction versus an appropriate stun-
  level TN if a character receives enough damage in a single 
  attack to warrant such a test.
  WOUND LEVEL
  STAMINA TN
  Dazed
  15 (Heavy Stun)
  Injured
  12 (Medium Stun)
  Wounded
  9 (Light Stun)
  Another method of stunning an opponent in one or two attacks 
  cold be based on the Success of the initial attack. In this case 
  the Narrator forces a Stamina reaction versus an appropriate 
  stun-level, or it's equivalent TN measured against how 
  successful the attacker was in delivering their blow.
  SUCCESS
  STAMINA TN
  Complete
  15 (Heavy Stun)
  Superior
  12 (Medium Stun)
  Extraordinary
  9 (Light Stun)
  These system of knocking out, or subduing an opponent makes it 
  easier for a PC to function similar to a cinematic Star Trek character 
  like Captain Kirk in a fist-fight. It also enables an antagonist to subdue 
  a character for dramatic effect, as often happens in Star Trek 
  (especially on the Original Series), and most other adventure-dramas.
  WOUND-MODIFIERS:  Functional penalties incurred due 
  to injuries (-1 at Dazed wound-level, -3 at Injured, etc.)  can be 
  imposed by the Narrator at her discretion if she believes the 
  individual has suffered enough damage to cause them to 
  perform with decreased efficiency given their normal Strength, 
  or Vitality levels. 
  These penalties do not have to be imposed if the Narrator, or 
  players feel that impeding a character's abilities, especially at a 
  low level of injury, goes against their interpretation of the feel 
  and style of Star Trek drama.
  Injury penalties should be imposed, in most circumstances, 
  for higher wound-levels (basically, above the Injured level) to 
  reflect the severity of such a wound, or wounds. But, under 
  circumstances of low or minor injury or “stun damage” the 
  Narrator may decide waiving penalties is in step with the 
  style of adventure portrayed on Star Trek.
  This gives all major characters a very cinematic edge in combat. 
  But, think about Star Trek, on television. Captain Kirk, Lieutenant 
  Worf, Captain Archer, or B'Elanna Torres can take enough punches 
  to knock most people cold, and still go on fighting at their peak 
  efficiency.
  Another option for dealing with injury-based penalties and 
  modifiers could be a Reaction or Attribute test. Each time a 
  character is reduced one wound level (from Healthy to 
  Dazed, or Dazed to Injured, for example) the narrator could 
  call for a Stamina or Willpower Reaction test, or an Attribute 
  test based on either Strength or Vitality (as appropriate for 
  the situation at hand).
  The TN would be the amount of damaged suffered from the 
  initial attack that served to reduce the character's wound-
  level. A successful Reaction or Attribute test in this case 
  would negate the penalty suffered as the effect of  the injury, 
  but not reduce the physical damage to the character.
  ie.: if a Vulcan security officer with a Health of 7, and a Stamina 
  reaction of +3 took 15 points of wound-damage to reduce his 
  Wound-level from Healthy to Injured, he would have to roll 15 or 
  better on a Stamina reaction test to resist suffering the penalizing 
  effects of the wounds (in this case a general -3 penalty to all tests).
  Use of Courage to resist the effects of injury should be 
  allowed, since it could be considered a very heroic act to 
  “soldier on” with a severe phaser-burn.
  COMBAT AFFINITIES
  There are no Attack affinities in these rules beyond any 
  applicable affinities described in the CODA system, unless 
  the Narrator decides to apply any she feels are appropriate. 
  Defensive affinities include (but are not limited to) affinities 
  for Gymnastics (Tumbling) skill, skill with any weapon being 
  defended against, and skills with any applicable unarmed 
  combat style that can be used defensively (Boxing wont help 
  defend vs Phaser fire. Capoeira would, however, due to the 
  nature of the fighting style). Other defensive affinities may 
  apply at the Narrator's discretion.
  Most offensive affinities will exist between overlapping Armed 
  and Unarmed combat styles with similar application and 
  technique. A character using Mok'bara might receive an 
  affinity bonus for Terran Karate as the styles are very similar. 
  Or a Vulcan fighting using the Ponn-ifla style could gain an 
  affinity bonus from their skill in Brazilian Ju-jitsu.
  A character using an Armed Combat style to wield a weapon 
  might receive an affinity bonus from their skill in an Unarmed 
  Combat style if said style is often taught in tandem with the 
  Armed Combat style.
  An Andorian fighting using their Chaka Hramdal skills might 
  gain a +1 bonus from their skill in the Hlesha Tlara unarmed 
  style.
  
  COMBAT ACTIONS
  All PCs, and important Supporting Cast NPCs should be 
  allowed 3 combat actions per round, + their Agility modifier. 
  These actions are separate from all other actions, and include 
  both attack and defense actions.
  Alternately, a character could be granted additional combat 
  actions based on their combat skills at a rate of 1 extra action 
  for every 3 levels of combat skill. 
  ie.: If a character has Energy Weapons (Phasers) +9 before 
  attribute modifiers, or Unarmed Combat (Karate) +6 then he would 
  receive 3 additional actions during a phaser-fight, and 2 in an 
  Unarmed Combat encounter where he were using his Karate skill.
  This system could become complicated and necessitate 
  excessive record-keeping, however.
  NOTE: This modification is meant to represent more closely the Action 
  Points system from FASA's original Star Trek Role Playing game. 
  Despite some of the system's failings that made a truly cinematic game 
  hard to achieve, the Action Point system did allow for more actions by a 
  PC in a given round than any game published before FASA's system, 
  or most games published afterward.
  While FASA's system did not give extra Action Points for combat, it did 
  allow a character enough actions in a round for them to perform very 
  cinematic attacks, defenses, and combat oriented “stunts” similar to 
  what is seen on Star Trek TV shows, as well as in most action and 
  martial arts films; without sacrificing the ability to do some simple task 
  like tap a combadge, or open a tricorder.
  NEW RULES
  Beyond the modifications to the combat systems offered here, 
  several other minor amendments to the rules are suggested for 
  anyone who wants to use them to expand, or perhaps improve 
  their game. In any case, these modifications will serve to 
  improve the cinematic quality of a game, and make characters 
  play closer to their TV and Movie counterparts.
  TAKING 6 & TAKING 12: The CODA system rules are 
  often compared to the d20 system, and sometimes unfavorably. 
  But, this depends on one's opinion of d20. As a GM and 
  Narrator, I have never had any difficulty running or playing most 
  d20 games. Although for Fantasy roleplaying I tend to prefer 
  Decipher's Lord of the Rings RPG over Wizards of the Coast's 
  Dungeons and Dragons.
  Having said that, many rules that originated with d20 can easily 
  apply to the CODA system with a bit of tweaking. A good 
  example of this is the rule of “taking 10”, or “taking 20” to 
  replace a dice-roll when resolving a Skill test.
  Since the CODA system uses a mechanic based on 2d6 rather 
  than 1d20 to resolve tests, it is necessary to alter the amount 
  taken to reflect the range of 2-12 rather than 1-20. The simplest 
  way to do this is by replacing Taking 10 with Taking 6, and 
  Taking 20 with Taking 12.
  If a character has plenty of time to perform a task (ie. 6 rounds 
  to spend performing a normal, 1-round action) and is not being 
  distracted she may choose to Take 6. Instead of rolling 2d6 to 
  resolve a test, calculate the test result as if some combination 
  totaling 6 had been rolled. Thus, if the character's Skill bonus, 
  including Attribute and other applicable modifiers is +7 the result 
  would be 13.
  For tasks with a difficulty ranging between TN5 and TN10, 
  taking 6 makes it almost impossible to fail, but a character 
  cannot take 6 if she is being distracted, or threatened.
  If a character has even more time available to her (12 
  rounds in which to perform a normal 1-round action, for 
  example), and the action being attempted carries no penalty 
  for failure then she may choose to Take 12. This time, 
  instead of rolling 2d6, calculate the result as if a 12 had been 
  rolled. Thus the above example of a +7 Skill bonus would 
  work out to a total of 19.
  This puts a near-impossibility of failure on tests in the TN5-
  TN15 range. But, taking 12 can only be performed in the 
  absence of any threat or distraction, as with taking 6.
  It goes without saying that the Double-six rule does not apply to 
  Taking 12. Even though Taking 12 would imply a “roll” of a Double-
  six, no dice were actually rolled.
  Courage may be spent after taking 6 or 12. But only 1 
  courage point may be spent to improve a result, and only for 
  a +3 bonus, regardless of otherwise applicable Edges that 
  could convey a +5 bonus for spending Courage on the task 
  at hand.
  Also, the normal benefits of achieving a Superior or 
  Extraordinary success are not conveyed from taking 6 or 
  taking 12.
  A character can take 12, or take 6 to perform any skill test, 
  attribute test, or reaction test provided they have the time 
  required. Simply replace the Skill bonus with the Attribute or 
  Reaction modifier when applying to the taken total of 6 or 12.
  ie. One might Take 6 while trying to convince a visiting 
  Arbazan scientist to join them, Kayaking on the holodeck. Or 
  Take 12 to resist a Ferengi's sales pitch (presuming the 
  Ferengi makes an extended pitch). But no one could take 6, let 
  alone 12 in a Dodge action.
  THE RECKLESS FLAW: The Fit edge can cancel out 
  the Reckless flaw if any of the following prerequisites  apply: 
  The character either has an Agility score of 10+, or she has 
  12+ advances, or she has the Physically Fit professional 
  ability (Security Officers only). 
  The Weapons Master professional ability can also cancel out 
  the Reckless flaw, with respect to the character's mastery of 
  that particular weapon, or weapons. But the Reckless 
  penalty would still apply to all other physical tests.
  The Reckless flaw, or at least a tendency to reckless 
  behavior, is something of an Edge for flight control officers, 
  and professional pilots. In the case of a pilot, the Fit edge 
  cancels the Reckless flaw automatically (without conferring 
  the usual +1 bonus to physical skills), regardless of the 
  character's Agility or number of advances.
  Another way of dealing with the Reckless flaw that better 
  defines what it means to actually have a reckless personality 
  is to apply the flaw as per the Lord of the Rings roleplaying 
  game (LotR Core Book – p. 157)
  The Star Trek-specific version of the trait would then read 
  something like this:
  
  RECKLESS
  You often rush into problems headlong. You prefer 
  action over careful planning.
  Effect: If you spend a Courage point to improve the 
  results of a Physical test you receive only a +2 bonus 
  instead of the usual +3 (+4 instead of +5 if other Edges, or 
  Professional Abilities are applied). If anyone, including a 
  superior officer, tries to discourage you from reckless 
  action they make any tests to do so at a -5 penalty.
  While other Edges, and Flaws, in the CODA system that effect a 
  broad range of skills based on category (Physical, Academic, or 
  Social) very accurately represent how these traits function from 
  a real-world perspective; the Reckless flaw does not. The 
  Reckless flaw, as described in the Star Trek rules (Player's 
  Guide, p.143) seems to be more representative of a clumsy, 
  physically awkward, or bumbling character rather than one who 
  is simply impetuous or has a “seat-of-the-pants” approach to 
  using their Physical skills.
  PSIONICS: Members of normally non-psionic species (such 
  as humans) can acquire the Psionic edge as a self-trained Key 
  Trait. But they may only acquire 1 psionic skill. In most cases 
  this will be the Mind Shield skill, as even normally non-psionic 
  humans can train their minds to be hard to read. Non-psions can 
  also learn limited telepathy (as shown in Encounter at Fairpoint, 
  when Riker speaks to Troi telepathically). 
  Characters who are not naturally psionic, such as a human like 
  Commander Riker, may only learn Telepathy to +3, however. At 
  the Narrator's discretion this telepathic ability could be further 
  limited to communicating with the person or persons who taught 
  the skill to the  character. 
  Riker's ability to speak, telepathically, with Troi – he is never 
  shown at any other point in the series to be able to communicate 
  in this way with anyone else.
  Any attempt to use the Telepathy skill to communicate with other 
  recipients should receive a -3 to -5 penalty. 
  Some Psionic skills, and abilities can also be learned by non-
  Psions and used in tandem with the Presence attribute rather 
  than a Psionic attribute. These Psionic skills are usually 
  defensive in nature – levels of Mind Shield taught to non-
  Psions by Vulcan or Betazoid adepts, for example. And allowing 
  characters to use Psionic skills without the Psionic Edge, or a 
  Psionic attribute score should be handled by the Narrator on a 
  case-by-case basis.
  In most cases Psionic skills used without the benefits of the 
  Psionic edge must be skills able to be learned without such 
  innate mental powers. These skills can be modified by the 
  Presence attribute in the absence of a Psionic attribute.
  ADVANCEMENTS: The Star Trek roleplaying game has a 
  very clear system for character advancements, described in 
  detail in both the Player's Guide and the Narrator's Guide books. 
  The system functions as follows:
  For every 1,000 experience points a character receives, he 
  receives 1 Advancement. This gives him 5 points to “spend” to 
  upgrade or acquire Edges, to acquire Professional Abilities, to 
  upgrade Attributes & Reactions, to gain Courage points, or 
  increase skill levels and acquire Skill Specialties. That is a lot of 
  area over which to spread 5 points. And an average 
  character is only likely to earn between 200 – 250 
  experience points per adventure, or episode. 
  This means it will take a PC four or five adventures to gain a 
  single advancement. Since it can take between 30 – 40 
  advances to build a character from scratch, who is on a par 
  with the characters we see on Star Trek; this would mean 
  between 120 – 200 “episodes” of roleplaying.
  This could take 20 years of gaming. Thirteen years longer 
  than most Star Trek TV series run.
  After reverse-engineering the statistics given for the 
  characters in the Narrator's Guide, I found that several of 
  them do not have enough advances, as per the rules as 
  written to have the Skill Levels, Edges, and Professional 
  abilities credited to them. In at least one case one of the 
  characters was short a total of 30 advances. 
  A very simple solution to this problem is to bump up the 
  number of points made available to a PC for advancement 
  and upgrades, with each acquired experience-advance. 
  Instead of 5 points per advancement, a character should 
  receive 15 points.
  Using this system, Dr. McCoy would have been able to 
  spend 270 points to acquire his wide variety of high-level 
  skills, and specialties as well as his Edges, and Professional 
  Abilities. Rather than the 90 his 18 advances allows as per 
  the rules.
  Since Edges cost 2 points, Professional Abilities 3 points, 
  Professional Skills 1, non-Professional Skills 2 points, and 
  Skill Specialties cost 1 point each (for a total of 9 points over 
  all), 15 points should make it possible for a PC to advance 
  more rapidly, and still, realistically.
  Slow advancement is never fun in a game based on a TV 
  series where characters debut on the scene with expert-level 
  skills. It actually hampers the game's ability to replicate the 
  setting it was designed for.
  All modern Class/Level RPGs are based, in some part, on 
  the d20 system, which in turn was based on the original 
  Dungeons & Dragons game. In d20 it can take an 
  interminably long time for a PC to advance to a respectable 
  level of skill and ability. And in Advanced Dungeons & 
  Dragons, a 6th-Level fighter is still fair game for a meager 1-
  hit-die monster after 12 – 15 years of gaming, and slowly 
  earning experience points.
  It is no fun to sit down at a gaming table, at 16 years of age, 
  saying “I want to play Captain Kirk”, only to find one's self in 
  their late middle-years by the time their character finally “gets 
  there”. And Kirk, himself, was only 33 years old when we 
  seem him as an expert in several skills that would have 
  taken him a good 20 years of gaming to achieve. 
  In a realistically run RPG, characters age too. This means a 
  22-year old Academy graduate will be well into her sixties by 
  the time she has the skills, and abilities Geordi LaForge had 
  at age 28, or B'Elanna Torres was seen using at 22.
  The easiest solution to this problem is to allow more rapid 
  advancement for PCs. Tripling the points available per 
  advancement period makes it possible for a character with 
  
  only 16 advances (240 points) to have the skills and abilities 
  Harry Kim is seen to have and use from his very first 
  appearance on Voyager (rather than his last), or Dr. Bashir from 
  his first scene on Deep Space Nine.
  Some gamers (indeed, most gamers) do not enjoy advancing 
  very rapidly in an RPG. But for a truly cinematic experience in a 
  game based on a swashbuckling Space Adventure TV show it is 
  a necessity.
  ATTRIBUTE INCREASES: PCs may increase any 
  attribute beyond the 12+ Species Modifier maximum within 
  reason. No Klingon, no matter how big and muscular will have 
  more than a 16 or 17 Strength. No Ferengi could ever top a 14 
  Presence.
   
  Players should be required to explain the high attribute(s) with a 
  backstory, or in game terms, as per the rules governing 
  acquisition of the Psionic edge for a normally non-psionic 
  species. 
  A human who is a renowned genius could have a 13 Intellect 
  (Stargate's Samantha Carter would serve as a good example). 
  A Vulcan could have a Strength of 17 if he is a muscular 
  bodyguard like those protecting T'Pau in the TOS episode, 
  Amok Time. 
  But no PC may start the game with any attribute higher than 12+ 
  Species mod without applying the appropriate number of 
  advancement picks as well as a good in-character explanation 
  for their unusual abilities. And all attributes above the species 
  maximum must be approved by the Narrator on a case-by-case 
  basis.
  ATTRIBUTE MODIFIERS: As a GM, I normally support all 
  of the published errata for the Star Trek roleplaying game. I 
  have used the erratas extensively in both character creation and 
  in running actual games. And I have found that most changes or 
  clarifications in the rules serve to add to the game, and make it 
  even more enjoyable.
  The one point of errata I tend to disagree with are the Attribute 
  Modifiers given on page 9 of the Player's Guide errata. 
  Specifically the assignment of a negative modifier of -1 to 
  characters with any score of 4-5, and +/- 0 modifier only to 
  characters with attributes in the 6-7 range.
  The original range of attribute modifiers, giving a +/- 0 to a score 
  of 4-7 better reflects the fact that most, if not all characters in an 
  adventure game are meant to represent the “best of the best”, 
  or, at least people who can hold their own among the more 
  adventuresome and heroic of the Star Trek universe.
  A broader attribute average- represented by a +/- 0 modifier to 
  the range of 4-7 -better represents characters of this caliber. 
  With these modifiers, which are the originals given in the 
  Player's Guide (p. 81), a character with an average attribute 
  score can perform challenging or difficult tasks with a higher 
  degree of success.
  And a broader range of what is considered average conveys a 
  certain level of superiority to these characters who choose a 
  lifestyle often fraught with danger, and personal risk to life and 
  limb.
  If the CODA system were used as a generic roleplaying system 
  similar to GURPS, True20, or the Cortex system; the amended 
  attribute modifiers given in the Star Trek errata could serve 
  as a very accurate modifier range for more average, and 
  real-world characters.
  PROFESSIONAL SKILLS: A minor discrepancy 
  involving the advancement of Professional and non-
  Professional skills can be found in the Player's Guide, and 
  this has not been addressed in the official Errata. So, I feel it 
  should be addressed here.
  On page 51, in the chapter discussing character Professions 
  this statement is made:
  Skills unrelated to your character's profession are more 
  difficult to acquire, and your character may never be as 
  accomplished in them as in his professional skills.
  This seems to insinuate that a Rogue with Observe (Spot) +6 
  could not have a skill of Athletics (Climbing) +8, since 
  Athletics is not a Professional Skill for the Rogue.
  Not only would this be a very unrealistic and restrictive rule, 
  but this rule is never repeated in the Player's Guide, nor is it 
  mentioned in the Narrator's Guide. 
  This statement is also made later in the Player's Guide, on 
  page 98 (in the chapter discussing Skills):
  … the Star Trek RPG makes it easier for characters to acquire 
  and develop their professional skills. Any skill not listed as a 
  professional skill for your character's chosen vocation are 
  called nonprofessional skills. It is more difficult for a character 
  to acquire and upgrade nonprofessional skills.
  This would imply that any character may acquire and 
  advance any skill, but that it is easier for a character to learn 
  skills associated with their professions. And this makes a 
  great deal more sense. 
  A Rogue could still be an expert climber. It might even come 
  in handy depending on how the Rogue functions in his 
  chosen profession.
  Having thoroughly analyzed this, I'm going to assume that 
  this is an undocumented errata and that the original 
  sentence from page 51 should be amended to match the 
  sentence on page 98.
  EDGES & FLAWS: Although it is not explicitly stated in 
  the Star Trek Player's Guide, nor defined in the Lord of the 
  Rings Corebook; when a character takes a flaw this 
  automatically confers the right to take a new Edge, or 
  upgrade one the character already has that is able to be 
  upgraded.
  This is the purpose of Flaws, in respect to game-mechanics, 
  and character development. And this is reasonably clear 
  during character creation, but it is not made clear that this 
  effect of taking Flaws continues throughout the game. 
  Optionally, rather than allowing the taking of a Flaw to grant 
  a free Edge or Edge-upgrade during game play as it works in 
  character creation, a Narrator might allow Flaws to increase 
  Advancement Picks at a rate equal to the acquisition or 
  upgrade of an Edge.
  ie.: If a character takes a new Flaw she gains 2 free bonus 
  advancement picks to apply to her next advancement. 
  
  Upgrading a Flaw adds an additional 2 picks. So that a character 
  taking one new Flaw and upgrading another would cause their 
  next advancement to be worth 9 picks, rather than the usual 5.
  UNARMED COMBAT SKILL: In the Player's Guide 
  (page 126) Unarmed Combat is treated as an individual skill 
  with different fighting styles gained as specialties. According to 
  these rules a character might have Unarmed Combat (Boxing) 
  +3, or Unarmed Combat (Judo, Tai Chi Chuan) +8.
  To add further detail and realism to the CODA skill and combat 
  systems, Unarmed Combat can be treated as a skill-group. And 
  separate styles as separate skills with maneuvers applicable to 
  those styles as specialties of each style.
  With Unarmed Combat as a skill-group and styles as separate 
  skills a character might then have Boxing (Uppercut) +3, Judo 
  (Arm Lock) +4, or Tai Chi Chuan (Sticking, Pressure Points) +8. 
  Individual maneuvers function as specialties, conveying the 
  usual +2 to Unarmed Combat tests.
  For detailed information on different combat styles, as well as 
  extensive lists of maneuvers, several sources may be consulted 
  including the Starfleet Operations Manual (published by 
  Decipher for the Star Trek roleplaying game), several of Last 
  Unicorn's supplements to their own Star Trek game (including 
  the Vulcan, and Andorian sourcebooks, as well as the Player's 
  Guide) which detail various combat-arts, and even the internet, 
  including descriptions of different fighting styles from around the 
  world given on Wikipedia.
  An excellent source for information on martial arts, and unarmed 
  combat styles is GURPS Martial Arts (1st and 2nd editions) by 
  C.J. Carella, published by Steve Jackson Games. The sample 
  specialties given above were derived from information in that 
  volume. Carella's material published by Eden Studios (Buffy 
  the Vampire Slayer, Witchcraft, etc.) also feature good listings 
  of unarmed combat maneuvers such as Back Kick and Sweep-
  Kick that can be applied to most unarmed combat styles.
  PERSONAL DEVELOPMENT: To create more realistic 
  and well-rounded characters with richer backgrounds, a 
  character may be allowed to take two Personal Development 
  packages at character creation; stacking the abilities and 
  bonuses gained from both. 
  The one important caveat to allowing this is that these packages 
  do not clash. A character could have both Military “Brat”, and 
  Colony/Frontier Upbringing because of having a military parent, 
  or parents stationed at a colony-base or on the frontier.
  But, a character could not have both Starfleet “Brat” and 
  Criminal Upbringing.
  PROFESSIONAL DEVELOPMENT:  Likewise, a 
  character may begin with two Professional Development 
  packages, to indicate they received some training or had some 
  minor experience in a profession prior to actively beginning their 
  primary career.
  Again skills, Edges, and other abilities acquired this way may 
  stack. And a character with two Professional Development 
  packages must take one of the two professions as their starting 
  profession.
  As with Personal Development packages, the Professional 
  packages must not clash. Virtually any Professional package 
  pertaining to the Rogue profession would clash with the training 
  of a Starfleet Officer. While Rogue and Merchant packages 
  could be seen as largely compatible. 
  Soldier and Starship Officer packages might be redundant 
  (unless creating a character in the infantry of a starfaring 
  culture – such as the Klingon IDF or the Starfleet Marine 
  Corps).
  Scientist and Mystic packages may be seen as clashing 
  depending on the culture in which the character was raised. 
  A Bajoran Mystic, or especially a Vulcan Mystic will find it 
  easier to embrace science than a practitioner of most Earth 
  religions.
  CLOAKING DEVICES: The rules regarding detection of 
  a cloaked vessel given in both the Narrator's Guide (p. 138) 
  and Starships (p. 13) state that a Cloaking Device's rating is 
  equal to the TN required to detect the ship.
  This works just fine until you have an officer with Systems 
  Operations (Sensors) +7 working aboard a ship with Class-5 
  Sensors at a reasonably close range trying to detect a ship 
  using a Cloaking Device with a rating of 20. A roll of 6 or 
  higher will detect the cloaked ship. 
  There are several ways to work around this situation.
  One would be to add the cloaked ship's Size to the Cloak 
  rating (considering a larger ship will be able to produce 
  enough power to generate a more potent cloak). 
  Another would be to apply a +1 to the Cloak rating for every 
  5 years the cloaked ship is newer than the ship trying to 
  detect it.
  Or, for even more powerful cloaking devices, the Narrator 
  could simply add ½ of the cloaked ship's Cloak rating onto 
  the cloak as a bonus (giving a ship with a Cloak Rating of 20, 
  the equivalent of a 30, and so forth), or even double the 
  rating of the Cloaking device.
  This would serve to simulate televised Star Trek, where most 
  cloaked vessels are virtually impossible to detect.
  KEY TRAITS
  Introduced into the rules lexicon of the Decipher Star Trek 
  Roleplaying game in the Starfleet Operations Manual, key 
  traits add a new dimension to character skills, and how they 
  function. They also add a new complication to the record-
  keeping process of the game. 
  Key Traits are the CODA system's equivalent to Cascade 
  Abilities, added to Last Unicorn's ICON system in the 
  ST:TNG Player's Guide.
  It should be pointed out that key traits are not a part of the 
  Lord of the Rings roleplaying game – the other published 
  system to use the CODA rules. Similarly, despite being 
  included in the TNG Player's Guide, and several 
  supplements, Last Unicorn did not include Cascade Abilities, 
  or rules for using them in later iterations of their ICON core 
  rules.
  Key Traits tend to function as very detailed skill specialties. 
  They are usually “keyed” to certain skills – so far, only 
  
  combat skills in the published CODA material – but are 
  purchased using advancement picks as if they were Edges 
  (costing 2 points). They have prerequisites, like Edges and 
  some skills, and often apply bonuses to Attack Tests, and/or 
  damage.
  Key Traits also require a separate, detailed listing on a 
  character's record sheet there is no space provided for on most 
  available sheets (including those featured in the Starfleet 
  Operations Manual). And acquiring and keeping track of Key 
  Traits and their in-game function can lead to some headaches 
  as far as the record-keeping process is concerned.
  Key Traits were introduced to add more detail to combat, and 
  also to provide for a conversion of many of the cascade abilities 
  from ICON, into the CODA system. While the SOM only covered 
  combat-based traits, it is likely others, converted from ICON 
  cascade abilities (such as Psionic abilities) would have been 
  included in future supplements to the Star Trek roleplaying 
  game had Decipher been able to continue expanding the line.
  While Key Traits can add a great deal of detail to a combat-
  session, and to how a character uses their combat skills they 
  can also complicate not only the upkeep of one's character 
  sheet, but also the actual resolution of a combat, slowing down 
  the intended cinematic pace of Star Trek roleplaying.
  And, in some cases, albeit rarely, attempting to invoke the 
  effects of a Key Trait can actually cause an attack, or defensive 
  maneuver to fail or be less effective. These rules simply do not 
  use Key Traits, as intended.
  Instead Key Traits are treated as special Skill Specialties. They 
  cost the requisite 2 points as described in the SOM, and carry 
  the same prerequisites.
  ie.: a character wishing to acquire the Key Trait, Jab, as a 
  specialty of Boxing must have the Boxing skill at level 3 or higher to 
  do so. 
  They can be upgraded. But they serve only to provide the +2 
  Specialty Bonus for using the applicable skill. However, Key 
  Traits can be upgraded as many times as indicated by each 
  Trait's description in the SOM, adding another +2 bonus to any 
  tests made with a skill featuring that Trait as a specialty.
  ie.: a character with the Key Trait, Covering Fire (p. 23 of the SOM) 
  as a specialty of their Energy Weapon skill, upgraded 3 times 
  would gain a bonus of +6 to their Energy Weapon skill tests when 
  attempting to lay down covering fire.
  This simplifies how Key Traits function in the game, eliminates 
  any possible negative effects of trying to use a Key Trait, and 
  still maintains some of the special nature of Key Traits by 
  making them the only skill specialties that can be individually 
  upgraded for a further bonus to skill tests.
  Narrators wishing to use the effects of Key Traits described in 
  each Trait-description in the SOM may then apply the effects, as 
  described, once a character has made a successful skill test 
  wherein the Key Trait was featured as an effective specialty. But 
  this should be done without requiring further dice-rolls on the 
  part of the player/character. A successful “attack” has already 
  been achieved. To force a further test to see if the effects of the 
  trait, or specialty was actually successful goes against the 
  natural playing style of the CODA system and can often turn a 
  successful attack into a failed “Key Trait test”.
  It is because of  this additional possibility of failure, or a 
  decreased success that Key Traits are reduced to “glorified 
  skill specialties” by these rules.
  Basic Key Traits apply to certain skills as follows:
  KEY TRAIT
  APPLICABLE SKILL
  Covering Fire
  Ranged (Energy & Projectile)
  Double Fire
  Ranged (Energy & Projectile)
  Get the Drop
  Ranged (All) / Armed (All)
  Snap Shot
  Ranged (All)
  Some Narrators prefer to drop the Double Fire key trait from 
  the game-system all together as it can serve to turn a skilled 
  character into an over-powered killing machine. This is not as 
  likely if Double Fire is applied only as a specialty of a weapon-
  skill, when a character is trying to “double-fire”.
  UNARMED COMBAT: The Key Traits listed in the SOM 
  (pp. 28-31) as keyed to various unarmed combat styles can 
  be converted to maneuver specialties as described in 
  Unarmed Combat Skills, above.
  FENCING: A skill, now, in the Armed Combat skill-group. 
  The Key Traits keyed to Fencing (pp. 20-21, of the SOM) 
  should be considered specialties of the Fencing skill. 
  Fencing does carry a prerequisite of a specialty with at least 
  one weapon that can be used to fence as a Simple Weapons 
  armed combat skill.
  ANBO-JYUTSU: As with Fencing, Anbo-jyutsu should be 
  considered a separate Armed Combat skill, and the Key 
  Traits described on page 19 of the SOM allowed as 
  specialties of this skill.
  CHAKA HRAMDAL: The most widely known Andorian 
  armed combat style. Chaka Hramdal should be considered 
  the Andorian equivalent of the Klingon and Vulcan weapon 
  skills within the Armed Combat skill group. And the Key Traits 
  detailed on page 20 of the SOM are available as specialties 
  of this skill. So would be skills using most Andorian weapons.
  NEW EDGES
  Acting Rank: This edge functions similar to the Promotion 
  Edge (see p.136 of the Player's Guide). Acting Ranks are 
  usually bestowed on a character in lieu of a promotion, or to 
  facilitate the character taking a command, or duty-station 
  their rank would not normally qualify them for (a Lieutenant 
  taking command of a Nebula-class ship, for example). Acting 
  Ranks cost the same as levels of the Promotion Edge – but 
  Acting Rank begins with Ensign at level 1. 
  The Rank of Acting Captain is achieved at level 6 instead of 
  level 5.  A character functioning at an Acting Rank is treated 
  as if she has the full effects of the actual rank. But, a good 
  backstory must be supplied by the player and approved by 
  the Narrator before any levels of Acting Rank can be 
  purchased for a character. (Why is the Lieutenant taking 
  command of the Nebula-class ship, or the Acting Ensign 
  taking a bridge position as Chief Flight Controller ?).
  Bricolage: The skill of constructing items from inferior or 
  unusual components, or making repairs using similar 
  
  materials. Any character with the Bricolage Edge gains a +4 to 
  all Construct, and Repair skills. Also, they suffer no penalties for 
  working with inferior or primitive equipment.
  Clever: The character is unusually capable of reasoning things 
  out, even if she does not have any skill, or expertise in dealing 
  with the problem at hand. +2 to all Perception attribute tests.
  Provisional Rank: Like Acting Rank (above) this edge functions 
  like the Promotion edge detailed on page 136 of the Star Trek 
  Player's Guide. Provisional Rank is most often bestowed on 
  civilians who work so closely with Starfleet, the Klingon IDF, or 
  the Romulan Imperial Fleet they are often given assignment 
  aboard vessels in those fleets. Only the Federation, Romulans, 
  and Klingons give temporary, provisional commissions to 
  civilians in such a capacity.
  Like Acting Rank, Provisional Rank costs the same number of 
  advancement or development points per level as the Promotion 
  edge. And the first level of Provisional Rank is the rank of 
  Ensign. Unlike Acting Rank, there are only 5 levels of 
  Provisional Rank. There are no Provisional Captains.
  A character with Provisional Rank 2 (Lieutenant, jg.) or higher 
  who is acting as a senior officer, or department head is treated 
  as if they actually held one rank-grade higher than their 
  Provisional rank. Thus a Provisional Lieutenant jg (level 2), or a 
  Provisional Lt. Commander (level 5) would be treated as if they 
  held the ranks of full Lieutenant and full Commander with 
  respect to the in-game effects of their provisional commission.
  Lucky: The character seems to be exceptionally favored by 
  good fortune. Once per play session you may re-roll any Skill, or 
  Attribute test, or any one Reaction roll, and chose the better of 
  the two rolls. 
  Or (Narrator's choice as to which version of “Lucky” best fits her 
  series)
  Twice per game session, when you spend courage to enhance 
  any dice roll, you receive a +5 bonus instead of the usual +3. 
  At the discretion of the Narrator, this edge could be considered a 
  prerequisite for Starfleet Captains in the Enterprise or Original 
  Series eras.
  Pattern Recognition: The character is adept at recognizing 
  patterns within data, solving mysteries and puzzles, deducing 
  facts from incomplete data, spotting camouflage, and similar 
  feats. When you spend 1 Courage to improve a Perception 
  attribute test, or a roll on any Perception-based skill, you receive 
  a +5 bonus instead of the usual +3. 
  Prerequisite: Perception 6+
  Resistant: The character has a tolerance for a particular 
  substance, or substances. While this can be fairly innocuous 
  (Romulan ale, or Saurian brandy, for example; allowing a 
  character to drink others under the table), it could refer to a 
  natural resistance to toxins. +2 bonus to all Stamina reaction 
  rolls made to resist the effects of the designated substance. This 
  edge may be acquired multiple times, creating resistances to 
  several substances.
  Skill Focus (Attentive): +1 to Investigate and Observe skills.
  This edge was actually mentioned several times in the Player's Guide, 
  in the sections on character development and development packages. 
  However, it does not appear in the Skill Focus chart on page 138. The 
  values given here were an attempt to assume what was intended by 
  the Skill Focus: Attentive edge referenced in the Player's Guide. 
  These values were later confirmed, in the Player's Guide Errata (p. 
  12).
  Skill Focus (Crack Shot): +1 to Energy and Projectile 
  Weapon use.
  Skill Focus (Keen Smell): +2 to all Observe (Smell) tests.
  Skill Focus: (PsiSense): Your natural Psionic talents 
  provide you with a unique ability to "tune in" to your 
  surroundings. You receive a +1 to all Perception based skills, 
  as well as a +1 to Quickness tests to determine Initiative. 
  Prerequisites:  Psionic Edge, Psionic attribute of 6+, 3+ in either 
  Empathy or Telepathy skills.
  Toughness: The character has a remarkable resilience that 
  seems to surface at just the right moment ! When spending 
  Courage to enhance a Stamina reaction, or Vitality attribute-
  test you receive a +5 bonus instead of the usual +3.
  Prerequisite: Vitality 6+
  Wily: The character is very clever, but often uses their 
  cleverness in a way that could be seen as underhanded or 
  deceitful. Rogues will most often choose this edge. +1 to 
  Influence (Charm) or Influence (Seduce). +1 to Sleight of 
  Hand.
  SKILL FOCI
  One of the most important aspects of the CODA system's 
  Edges are the Skill Focuses, or “Skill Foci” to borrow the 
  term from Last Unicorn's Starfleet Academy material.
  What follows is a table collecting all the Skill Foci, from the 
  Player's Guide, “forgotten” Focuses left out of the Player's 
  Guide (most notably, Skill Focus: Attentive), all the Skill 
  Focus edges added to the system as of this writing, and 
  several extras listed only in the table below.
  In keeping with the spirit of the CODA system, I have tried to 
  create an expanded version of Table 7.3 on page 138 of the 
  Player's Guide.
  NAME
  BONUS
  SKILLS
  3-D Thinking
  +2 each Space Science (Astrogation) & 
  Systems Operations (Flight 
  Control)
  Attentive
  +1 each Investigate & Observe
  Attractive
  +1 / +2
  Influence / Influence (Seduce)
  Charismatic
  +2 each Influence & Administration
  Compassionate
  +1 each First Aid & Medicine
  Craftsman
  +1 each Construct & Repair
  Diplomatic
  +4
  Negotiate (Mediate)
  Eloquent
  +2 each Negotiate (Entreat) & Persuade 
  (Oratory)
  Furtive
  +2 each Stealth (Hide) & Conceal (Cache)
  Inquisitive
  +2 each Inquire (Fraternize) & Investigate 
  (Inspect)
  Keen Hearing
  +4
  Observe (Listen)
  Keen Mind
  +2 each Investigate (Inspect) & Investigate 
  
  (Deduce)
  Keen Sight
  +2 each Observe (Spot) & Investigate 
  (Inspect)
  Keen Smell
  +2
  Observe (Smell)
  Keen Taste
  +2
  Observe (Taste)
  Keen Touch
  +2
  Observe (Touch)
  Linguist
  +1
  All Language skill-tests
  Mathematician
  +2
  Physical Science (Mathematics)
  Miserly
  +2 each Appraise & Negotiate (Bargain)
  Naturalist
  +2 each Survival (any 2 specialties)
  Natural Leader
  +2 each Tactics (Unit) & Tactics (Ground)
  Persuasive
  +2 each Inquire (Interrogate) & Influence 
  (Fast Talk)
  Seductive
  +2 each Influence (Charm) & Influence 
  (Seduce)
  Scientific Genius
  +1
  All tests in Science skill-group
  Swashbuckler
  +2 each Armed Combat & Gymnastics
  Talented
  +4
  Entertain (any 1 specialty)
  NEW FLAWS
  Argumentative: You simply love to argue – this is a very 
  common trait among Tellarites – even if you agree with 
  someone you're likely to start an argument just for the fun of 
  playing “devil's advocate”.
  When the opportunity arises, the character will start, or engage 
  in an argument. And he must make a Willpower reaction test vs 
  the other person's Presence score (+ or – Renown modifier as 
  appropriate) to avoid arguing.
  Intolerant (Mysticism): This flaw is most often possessed 
  by Scientists, cynics and Rogues. The character has a 
  profound disapproval of belief in Magic, superstition, and the 
  supernatural whether it be adherence to a Religion, or carrying a 
  lucky rabbit's foot. When interacting with openly Religious, or 
  superstitious people the character must spend 1 courage (with 
  no benefit) or interact at a -5 Interaction Stance.
  Intolerant (Prudery/Prudish Behavior): Any character may 
  possess this flaw, but anyone who has both an addiction to or 
  compulsion for sex, and Intolerant (Prudery) may double their 
  edge picks for the advancement phase in which both traits 
  become a part of the character.
  Irreligious: While not as set against religion, superstition, and 
  the belief in the supernatural as a character with the Intolerant 
  (Mysticism) flaw, an Irreligious person sees no need to practice 
  religion themselves, or have any knowledge of it. Irreligious 
  characters suffer a -4 penalty to all Religion skills, as well as a 
  -2 penalty to all Social tests performed in a religious setting 
  (such as meeting with a diplomat who is also a Religious leader, 
  or performing First Contact procedures with a strongly spiritual 
  people). 
  Prudish: The character has an aversion to sex, or displays of 
  sexuality. -2 to all social tests. -3 to interactions with characters 
  with the Sexy edge (see APOTA netbook, p.13). -3 to 
  interactions with Deltans.
  Ungainly: Even with a high Agility, the character is awkward, 
  or accident-prone when performing physical skills. And as a 
  result, they receive a -1 penalty to all Physical tests. This 
  flaw replaces the effects of the Reckless flaw as 
  described in the Star Trek Player's Guide (p. 143).
  MEDICAL REMEDIES
  Covered as Advantages and Disadvantages in the ICON 
  system; physical and medical disabilities are not given much 
  attention in the CODA system. This is because the CODA 
  system  does not provide statistical modifiers for things that 
  can be taken for granted in a role-playing situation.
  For example, if a character is blind, and they do not have 
  access to a device like a VISOR to correct this problem, then 
  they are blind. They simply cannot see. Applying a -5 or -10 
  modifier to Observe (Spot) skills as a result of blindness is 
  moot because a fluke of the dice (such as rolling a double-
  six, followed by 3 or 4 subsequent sixes) could still result in 
  the blind character succeeding at the roll, and thus “seeing” 
  when he cannot. There is no need for a Blind, or Mute flaw, 
  for these reasons.
  Medical Remedies are another matter entirely. Geordi 
  LaForge makes a good example for the use of Medical 
  Remedies. Without his VISOR (or, later, his Occular 
  Implants), LaForge is blind. But, with these enhancements 
  he is capable of seeing better (albeit quite differently) than 
  most sighted persons.
  If a player decides to play a character who is blind, deaf, 
  mute, or somehow physically impaired, and the character 
  enters the game with his impairment, then the player should 
  be allowed an additional free Edge-pick during character 
  development. The impairment can be listed on the character 
  sheet as a Flaw, but the in-game effects do not normally 
  work out to dice-rolls, or modifiers.
  If a character becomes impaired during the course of the 
  game (blinded by weapons-fire, deafened by an explosion, 
  etc.); then he should receive a free Edge-pick at that time.
  Medical Remedies for impairments can take on as many, 
  varied forms as the impairments themselves. And their 
  effects are largely left up to the players and Narrator to 
  determine.
  But, if a character who begins the game impaired wishes to 
  also begin the game with a Medical Remedy, this should 
  count as his free Edge-pick. Likewise, if a character 
  becomes impaired and wishes to have it remedied medically, 
  this counts as the free Edge-pick at that stage.
  Exactly how a Medical Remedy functions is up to the 
  Narrator. In the Narrator's Guide there is no mention of 
  LaForge's blindness – however, the effects of his VISOR are 
  accounted for by giving LaForge the Night Vision, and Skill 
  Focus (Keen Sight) Edges. Other medical remedies can 
  function similarly. A device used by a deaf person to simulate 
  hearing could provide a Skill Focus (Keen Hearing) edge. A 
  prosthetic arm might provide a +2 to Strength attribute tests, 
  and Strength-based skill-tests. A pair of prosthetic legs might 
  provide the same effects as the Speed Edge.
  Some Medical Remedies would not, necessarily provide any 
  significant bonus. Not all prosthesis will be adjusted to 
  
  provide superior speed or strength to their user. And a device 
  designed to synthesize a voice for a mute character would only 
  provide them with the ability to speak. Not to speak in 10 
  languages (unless the device came with a built-in Universal 
  Translator).
  In some cases, Medical Remedies will be more of the 
  equipment variety, and should not count as the character's free 
  Edge-pick. But, the device must be approved by the Narrator.
  NEW SPECIES TRAITS
  Additional species-based traits for aliens, not covered in any of 
  the published sources for  gaming statistics for the Star Trek 
  Roleplaying Game. (the Players Guide (pp. 30-49), Narrators 
  Guide (pp. 190-195), the Starfleet Operations Manual (pp. 45-
  59), or Aliens).
  These traits are not generic traits that can be fit into any species 
  profile, as with the traits and abilities featured between pages 
  211 and 221 on the Narrator's Guide. These traits are specific 
  to races already documented in the CODA system material. 
  They should be considered as Optional species-traits, by 
  Narrators.
  Betazoids:
  The Betazoid Phase; When a Betazoid female reaches an age 
  between 60-75 she goes into phase. Her sex drive quadruples. 
  Treat as Addiction (Sex), level 1. This flaw may be upgraded to 
  level 2 for additional edge picks.
  NOTE: This assumes the Betazoid Phase is the equivalent of human 
  menopause. This has been hinted at, even by some canonical sources. 
  However, the term “fully sexual” has also been used to define the 
  effects of the Betazoid phase, indicating a Betazoid female is not 
  considered fully mature until she acquires a sex drive four times as 
  potent as that of a human woman. 
  Betazoid women have also been known to conceive more easily after 
  entering the Phase.
  If this is taken into account it may be that the Betazoid Phase beings 
  earlier than 60 years of age. The Phase may actually begin as early as 
  age 40 in some individuals. 
  This is a matter of choice for the Narrator, as to how the Phase effects 
  Betazoids in her series. 
  In any case, Betazoid women become more sexually active during the 
  Phase, almost displaying an addiction to sex itself. But, if Narrators 
  choose to allow the Phase to begin at a younger age, it may be that in 
  these cases, the Phase also enhances a Betazoid woman's ability to 
  become pregnant.
  Betazoid Agility
  “(Betazoids) are also very flexible, and they can 
  control many body functions. Their body functions 
  (heart, respiratory, circulatory, excretory, endocrine) 
  are very similar to humans, with the exception of 
  their skeletal system being close to that of a cat.” - 
  While not officially canonical this “fanon” observation 
  has been posted on several Star Trek fansites, including 
  at least one  play-by-eMail Roleplaying game.
  Two of the sites where this information is listed can 
  be viewed here, and here. These hyperlinks will 
  open in a new tab, or window depending on your 
  browser settings. They are provided for reference 
  to the above statement regarding the “cat like” 
  physical structure of Betazoids.
  An internet connection is required to view these 
  webpages.
  In how this information effects table-top 
  roleplaying, and the Decipher Star Trek game in 
  particular; it is, of course, up to the Narrator as to 
  whether or not to consider this cat-like quality to 
  be an attribute of Betazoids in their game.
  If so, then all Betazoids should receive a +2 
  species bonus to their Agility attribute to 
  represent this more flexible skeletal structure.
  Centaurans:
  Psionic; While all Centaurans have the species-trait, 
  Empathetic (p. 47, of the SOM); which hints at an underlying 
  psionic potential, some Centaurans do develop powerful 
  psionic abilities. The Psionic edge can be considered as an 
  optional species trait for Centaurans.
  If the Psionic edge is considered a species-trait of 
  Centaurans, it should be allowed only in rare circumstances. 
  Psionic Centaurans will normally be part of the Mystic, or 
  Diplomat professions. Psionic Centaurans should be 
  required to take at least one level of the Pacifist flaw (see p. 
  142 of the Player's Guide).
  Trills:
  Unjoined; Most Trill desire to be joined, and train for this for 
  a great deal of their early lives. And they must be able to 
  convince the Trill Initiate Institute they are worthy of hosting a 
  symbiont. This often requires a higher degree of success in 
  their endeavors prior to being chosen as a host.
  To represent an Unjoined Trill's greater efforts made to 
  achieve a level of success that might impress the Initiate 
  Institute, or get the Trill noticed as a hosting candidate, all 
  Unjoined Trill receive an additional Courage Point when they 
  begin the game.
  NEW STARSHIP TRAITS
  Dual Warp Core
  The ship is designed with two warp cores, feeding power into 
  the same power grid. The vessel still only has one warp 
  engine, and can only achieve the speeds of the engines 
  specified for the vessel, with a singular core. However, the 
  ship is twice as capable of maintaining power.
  Effect: The ship has double the damage capacity for it's 
  warp engines, resulting in two damage tracks for the Warp 
  drive. The warp drive must be reduced to its lowest level on 
  the damage track twice before the system goes off line. Also, 
  no penalties are incurred by the propulsion system until the 
  same level of damage is inflicted on the system twice.
  Carrier: The vessel has been designed to function as a 
  
  carrier, for either multiple shuttle-craft, a large compliment of 
  runabouts, or even a squadron or two of Starfighters. 
  Effect: A Carrier will have x2 the space of a non-carrier of 
  equivalent size, but this extra space must be used to 
  accommodate the ship's carrier status (extra shuttlebays, space 
  for fighters, etc.). ie. a Size-10 carrier would have 330 space, but 
  with 165 points allocated to picks for things such as shuttlebays, 
  fighterbays, etc., and still 165 points to build the basic ship 
  (weapons, life support, sensors, etc.). This trait can be chosen 
  multiple times to build a high-capacity carrier, but each 
  additional pick only serves to add x1 to the space. ie. a Size-10 
  ship (which begins with 165 points of space) doubles its space 
  (330) with one pick of "Carrier", and on a second pick would have 
  495 points of space, 660 on three picks, etc.
  359 Refit: All auxiliary vessels built after Wolf 359 have been 
  designed to handle higher loads in their EPS systems. 
  Effect: This enables them to support Phaser arrays normally 
  available to vessels one size higher, at no additional space cost.
  A Note on Starship Construction
  While the CODA system has one of the easiest to use and 
  easiest to learn systems for constructing original 
  spacecraft of any roleplaying game (excepting, possibly, 
  West End Games' d6 Star Wars RPG) it is still possible to 
  become mired in a myriad of mathematical calculations 
  when building a ship from scratch.
  To make starship construction easier, there is a 
  functional shortcut – 
  Simply find a ship already statted out, either in Starships, 
  or the Narrator's Guide, that fits the general size, era, and 
  basic configurations of the ship you are trying to design. 
  Make the necessary adjustments to the ship's systems, 
  enhancing some, and pulling back on others to make sure 
  the allotted spaces work out for the final desired result. 
  Then, finalize the design with Starship Traits, and 
  Maneuver Modifiers individual to that design.
  The result should be a ship that is very, very close to the 
  accurate number of spaces used as per the CODA system 
  rules.
  All starships should be allowed to be “off” by a few 
  spaces – using one or two spaces the ship doesn't have, 
  or having more spaces left over than the standard “stock” 
  design for the ship-type.
  As long as a ship does not go over its allowed spaces by 
  more than 5-7 units the result should be considered 
  functional.
  This reflects the fact that even ships designed for the 
  major Navies of the world do not always conform to the 
  basic design schematics depending on when and where 
  the vessel is constructed. And some systems are 
  “squeezed in” or “pushed out” to make sure everything 
  fits.
  The same can hold true of interstellar, starfaring “navies”. 
  Especially when ships are built quickly, or turned out in 
  large quantities.
  PROFESSIONS
  While it is not stated in any strenuous terms within the rules 
  themselves, it is assumed that most characters in the Star Trek 
  roleplaying game will begin with one basic profession and 
  then advance into one or more elite professions. 
  This is not to say characters cannot have more than one 
  basic profession, as long as the rules for advancing in more 
  than one profession are maintained (see p. 155 of the 
  Player's Guide).
  Acquiring new basic professions should follow the same 
  process as the one used for the acquisition of an elite 
  profession (again, p. 155 of the PG). The main difference 
  here being that a new basic profession will carry no 
  prerequisites.
  This issue was dealt with in the Player's Guide Errata document (p. 
  18). I felt the need to touch on it here, as it has been an issue in our 
  gaming group, in much the same way as the restoration of Courage 
  Points. Despite being officially sanctioned in at least one source, 
  some players seem unable to grasp the concept as an acceptable 
  or canonical rule. Largely because it appears to make the game 
  “too easy” on the characters.
  The same rules should apply regarding a character with two 
  or more basic professions that apply to potentially clashing 
  basic and elite professions. 
  ie.: A character who is at once a Starfleet Officer, and a Rogue 
  would represent something of a conflict of interest between 
  the two professions. The same could be said of a Soldier, and 
  a Diplomat. Or, in some cases a Scientist and a Mystic 
  (depending on the philosophical dogmas of the character's 
  school of Mysticism).
  It is possible, of course, for a character to resign from one 
  profession (stop advancing in that particular profession), and 
  take up another. In this case, a Soldier could become a 
  Diplomat. Or an officer resign his commission in Starfleet to 
  become an itinerant gambler.
  NEW PROFESSIONAL ABILITIES
  Ship's Counselor: The Ship's Counselor is an expert at 
  psychological medicine. When the counselor makes any 
  Medicine (Psychology) skill test, he gains a +4 bonus to the 
  test result. However, he also receives a -4 penalty when 
  trying to perform any Medicine skill tests outside the 
  Psychology field, unless he has a specialty in the field he is 
  attempting to work in. This penalty has no effect on First Aid 
  skill tests.
  Note: This is not really a new professional ability, but an 
  amendment of the existing Ship's Counselor ability 
  detailed on p. 74 of the Player's Guide.
  Availability:
  Starship Counselor (Tier 1, no prerequisites)
  Differential Diagnosis: The character is able to make 
  medical diagnoses with a high degree of accuracy, even with 
  very little actual data to go on. This is done by making a 
  Differential Diagnosis; by observing a patient, noting the 
  symptoms they do and do not have, and assembling a profile 
  of their condition that best fits a known illness. When making 
  a Medicine test to diagnose a sickness or disease, the 
  character may roll 3 dice, and discard the lowest. A 
  Differential Diagnosis may only be performed once, after 
  which the character must make a successful Investigate 
  (Research) test with a +1 affinity for Medicine before trying a 
  
  Differential Diagnosis again.
  Availability:
  Starship Medical Officer (Tier 3, Prerequisites: Perception 6+, 
  and Diagnosis)
  NEW STARSHIP MANEUVERS
  Fly-by Transport Rescue (Tier-2 Helm)
  Prerequisites: Lock On (T), Match Speed (H), must be at Short 
  range. The ship must also drop shields to facilitate a transport.
  Duration: Lasts while range is maintained, as well as Match 
  Speed maneuver (if the transport-target is on a moving vessel)
  TN: 15
  Effect: The “Lock On” required maneuver is used to simulate a 
  bridge officer getting a transporter lock as the flight-controller 
  moves the ship into very close range for transport. If successful, 
  not only does the ship manage to fly in close enough to the 
  target to effect transport, but the person, or persons being 
  targeted for transport are safely beamed to the maneuvering 
  ship.
  This maneuver is used several times in Star Trek films, and on 
  television. One notable example is during the climax of Star 
  Trek: Insurrection, when Picard is beamed off of the So'na 
  Collector in the nick of time !
  Strafing Run (Tier-3 Helm )
  Prerequisites: Lock On (T), and Match Speed (H). Must be at 
  Short or Medium range
  Duration: Instant
  TN: 20
  Effect: Very similar to Fast Attack, but instead of allowing the 
  Multiweapon maneuver for free, a successful Strafing Run 
  allows up to three free Multifire maneuvers if the Tactical officer 
  has the individual actions available to perform these maneuvers. 
  These maneuvers do not count against the ship's action 
  allowance. All Multifire attacks are made against the same 
  target, with the attack TN equal to the target's protection +5 for 
  each Multifire attack test. A failed test does not halt the chain of 
  attacks. Roll damage for each attack separately. A successful 
  Strafing Run maneuver also provides a +3 to the attacking 
  ship's protection for the next immediate round as the ship flies 
  past its target rapidly.
  Target Specific System(s) (Tier-2 Tactical )
  The Commanding officer during a combat orders a specific 
  system, or systems on an opposing vessel to be targeted. The 
  Tactical officer then locks his targeting sensors onto that system 
  on the target-vessel.
  Prerequisites: Point-blank, or Close range. Lock On (T).
  Duration: As long as Lock On holds.
  TN: Target's protection, plus a certain amount for each system 
  targeted (see table below).
  Effect: All damage scored in subsequent hits on the target are 
  applied directly to the system-damage track of the targeted 
  system, rather than the ship's Structure total, until the Lock On 
  is broken, or the attacking ship stops targeting that specific 
  system, or systems.
  SYSTEM
  TN MODIFIER
  Sesnsors
  +3
  Operations
  +10
  Life Support
  +10
  Propulsion
  +8
  Weapons
  +5
  Shields
  +5
  Restrictions Targeting more than one system at a time 
  incurs a cumulative modification to the TN (ie., targeting both 
  Weapons & Shields results in a +10 to the TN). 
  Use of this maneuver only serves to lock the weapons onto 
  the specific target. To score actual damage on the targeted 
  system a successful Fire maneuver must be executed after 
  acquiring the target.
  This maneuver may only be performed using beam-
  weapons. It cannot be performed using a missile weapon.
  All attempts to execute this maneuver are performed using 
  the Systems Operations (Tactical) or Systems Operations 
  (Beam Weapons) skill. A +1 Affinity bonus for Systems 
  Operations (Sensors) skill may be applied.
  Note: This maneuver is meant to replace the  Target System 
  Tactical maneuver described on page 119 of the Narrator's 
  Guide. This new maneuver is designed to allow for a greater 
  degree of accuracy on the part of the Tactical officer. It also 
  provides for more damage to be done to a ship's systems 
  when they are individually targeted.
  This reflects the way targeting a system functions in Star Trek. 
  When Picard, or Janeway order their tactical officers to target 
  a specific system on an opposing ship Worf, or Tuvok very 
  seldom miss. And when they score a hit, the other ship's 
  weapons, shields, or whatever are usually immediately taken 
  off line.
  The maneuver, as described in the Narrator's Guide, can make 
  it nearly impossible for the Tactical officer to score a hit on the 
  targeted system. A skill of Systems Operation (Tactical) +10 is 
  usually required to make the shot (without spending up to 3 
  courage points). The original maneuver, also, does not provide 
  for enough damage to the targeted system to bring that 
  system off line in one or two shots as portrayed on Star Trek.
  Worf can usually bring an enemy ship's shield down in a 
  targeted shot or two. Using the Target System maneuver as it 
  stands, a Galaxy class starship would have difficulty bringing 
  down the shielding on even a small freighter in under 6 or 7 
  shots.
  A Note on Command Maneuvers
  Command maneuvers are unique in three ways. 
  All Command maneuvers are Tier-3 maneuvers 
  (at least those listed in the Narrator's Guide, or 
  Starships). All Command maneuvers have TNs 5-
  10 points higher than most Helm or Tactical 
  maneuvers. All Command maneuvers are 
  performed using the Commanding officer's 
  Tactical skill which may not be as developed as 
  the Helmsman's Systems Operations (Flight 
  Control) skill, or the Tactical officer's Systems 
  Operations (Tactical) skills.
  This can make some Command maneuvers 
  harder for an experienced Captain to perform, 
  than a less experienced crewman, performing a 
  Helm or Tactical maneuver.
  
  While it is possible to carry out a ship-to-ship battle 
  without maneuvers, using Tactical TNs to score 
  hits, and Helm TNs (with Narrator-assigned 
  difficulty) for evasive maneuvers; the maneuvers 
  included with the CODA system often add both 
  realism and cinematic excitement to an encounter.
  Command maneuvers simply need a little boost, to 
  allow for a PC-Captain to command with the skill 
  attributed to Captains such as Picard & Janeway, on 
  the Star Trek television series. In the Narrator's 
  Guide (pp. 242 & 244), these commanders are given 
  Tactical skills of +8 & +5 respectively. Neither 
  Captain could perform a Full Attack maneuver, 
  without rolling unusually high, or spending several 
  courage points.
  Since Command maneuvers normally consist of a 
  commander ordering another officer – usually a 
  Helmsman, or Tactical officer – to perform a task; to 
  allow for a slightly higher degree of success in 
  Command maneuvers, the Narrator can apply an 
  Affinity bonus to the Command officer's Tactics test 
  based on the skill of the Helm and/or Tactical officer 
  on duty during the combat.
  The chart below gives examples of Affinity bonuses that can be 
  applied to Command maneuvers, to reflect the skills of the Helm 
  and Tactical officers involved. It should be noted that in applying 
  these bonuses, Command maneuvers may be interpreted as 
  now being run as Combined Tests.
  MANEUVER
  APPLICABLE AFFINITY BONUS
  Cochrane Deceleration Helm (+2)
  Evasive Attack
  Helm (+2), Tactical (+1)
  Fast Attack
  Helm (+1), Tactical (+2)
  Full Attack
  Tactical (+2)
  Immelmann Turn
  Helm (+2)
  Pentis Maneuver
  Helm (+1), Tactical (+1)
  Picard Maneuver
  Helm (+2)
  Riker Maneuver
  Tactical (+1), Engineer (+2)*
  Slingshot Effect
  Helm (+2), Science (+3)*
  While most Affinities in the Star Trek Roleplaying game provide 
  only a flat +1 bonus, bonuses here can go to +2 or +3. This is to 
  reflect the fact that the skills from which the Affinity is drawn are 
  often a more useful skill in carrying out the Maneuver than the 
  Captain's Tactics skills (the Slingshot Effect, for example, is 
  much more reliant on the calculations made by a Science 
  Officer).
  * - Before Affinities may be applied from Engineering or Science 
  skills; the Engineer or Science Officer must first make a 
  successful skill test vs the maneuver's TN. For the Riker 
  Maneuver, the skill is Systems Operations (Engineering) to vent 
  the ramscoops at the appropriate time, in synergy with the 
  Command officer's order to execute the maneuver. For the 
  Slingshot Effect, the Science Officer must perform a Physical 
  Sciences (Temporal Science) extended test with a TN of 50 prior 
  to executing the Slingshot Effect maneuver.
  Failure of either test, and the Engineer, or Science Officer 
  contribute no Affinity bonus to the Command test.
  NEW DEVELOPMENT PACKAGES
  Merchant
  Entertainer: You make your living as a singer, dancer, or 
  holovid actor.
  Skills: Entertain (choose) +4, Impersonate (Stage Acting) 
  +3, Craft +1, Gaming +1, Sleight of Hand +1, Gymnastics +2, 
  Influence (Charm, Fast-talk, or Seduce) +4
  Pick 5: +1 to any professional skill
  Pick 1 Edge: Blunt Attack, Competitive, Confident, Cultural 
  Flexibility, Dodge, Fame, Likeable, Skill Focus (Eloquent or 
  Seductive)
  Pick 1 Flaw: Addiction, Arrogant, Coward, Dark Secret, 
  Familiar Face, Reckless
  Journalist / Reporter: You may work for the Federation 
  News Service, or freelance as a writer, holophotographer, 
  documentary holographer, or “whistle blower”.
  Skills: Investigate (Research) +4, Computer Use (Retrieve) 
  +3, Inquire (Interview) +2, Observe +1, System Operations 
  +1
  Pick 5: +1 to any professional skill
  Pick 1 Edge: Competitive, Curious, Eidetic Memory, 
  Meticulous
  Pick 1 Flaw: Arrogant, Infamy, Rival, Enemy
  Rogue
  Gambler: You are an expert at games of chance, and likely 
  make your living at the Dabo tables.
  Skills: Any one Armed Combat skill +1, Gaming (choose) +3, 
  Conceal (Weapon) +2, Observe (Spot) +2, any one Ranged 
  Combat skill +2, Stealth (choose) +2, Streetwise +2
  Pick 5: +1 to any professional skill
  Pick 1 Edge: Alert, Ambidextrous, Competitive, Exceptional 
  Concentration, Friendly, Likeable, Lucky, Shrewd
  Prostitute:You make your living by “selling your charms”. 
  Maybe you work in a brothel at a tolerant frontier space 
  station. Maybe you ply your trade on your own, taking your 
  chances with the local constabulary.
  Pick 1 Skill: Influence (Charm) +2, Influence (Seduction) +2, 
  Knowledge/Trivia (Erotic Arts) +2
  Pick 3 Skills: Knowledge/Trivia (Massage) +1, Entertain 
  (Dance) +1, any one other Entertain skill +1, Business +1, 
  any one Language skill +1, any one Unarmed Combat skill 
  +1
  
  Pick 1 Edge: Contacts, Ally, Skill Focus (Seductive), Friendly, 
  Likeable, Meticulous
  Scientist
  Starfleet Liaison: Although a civilian, you have worked closely 
  with Starfleet (or the appropriate military group for your species 
  and background such as the Klingon IDF) throughout your 
  career and become something of a “de facto officer” and are 
  treated as such by your comrades and co-workers in military 
  circles.
  Edge: Provisional Rank – see above (level 1 / Ensign acquired 
  free. More levels must be purchased normally)
  Skills: Computer Use +3, First Aid +2, any one Knowledge skill 
  +2, any one Science skill +4, System Operations (Sensors) +3, 
  System Operations (Mission Ops) +3, Energy Weapons +1, 
  Unarmed Combat +2
  Pick 5: +1 to any professional skill
  Pick 1 Edge: Alert, Eidetic Memory, Meticulous, Exceptional 
  Concentration, Provisional Rank (one level)
  Pick 1 Flaw: Arrogant, Argumentative – see above, Pacifist, 
  Rival
  Teacher: Having a strong background in one or more fields of 
  study, you have chosen to pass on what you learned; either to 
  children by teaching in a civilian school, or by teaching a course 
  or two at the Academy.
  Skills: Computer Use +2, any Craft skill +1, Enterprise; 
  Administration (School) +1, First Aid +1, Influence +2, Inquire 
  +2, Knowledge (any 2, +2, or any 3, +1), Persuade +1, any 1 
  Science skill +1
  Pick 5: +1 to any professional skill
  Pick 1 Edge: Ally, Coordinator, Cultural Flexibility, Friendly, 
  Meticulous, Skill Focus (Eloquent), Thinker
  Pick 1 Flaw: Low Energy Level, Pacifist, Proud
  Soldier
  Bodyguard: You specialize in protecting the wealthy and 
  powerful. While not a full-blown Mercenary, as a Bodyguard you 
  travel with your elite employer, acting as a companion, guardian, 
  adviser, or even a human(oid) shield if necessary.
  Skills: any 1 Armed Combat skill +2, Demolitions +1, 
  Enterprise; Streetwise (any specialty) +1, First Aid +1, Influence 
  (Intimidate) +2, Persuade +1, any 1 Ranged Combat skill +1, 
  Stealth +1, Survival +1, any 1 Unarmed Combat skill +2
  Pick 5: +1 to any professional skill
  Pick 1 Edge: Alert, Blunt Attack, Courageous, Dodge, 
  Everyman, Fit, High Pain Threshold, Martial Artist, Quick Shot, 
  Resolute, Shrewd, Thick Skull
  Pick 1 Flaw: Bloodlust, Dark Secret, Devotion (Employer), 
  Reckless
  NEW ELITE PROFESSION
  ARCHAEOLOGIST: Archaeologists are Explorers, with a 
  very specific goal as to what they search for and where they 
  explore. It is the aim of the Archaeologist to find history, in a 
  very physical form. Ancient artifacts that shed some light on 
  the cultures, customs, and histories of lost peoples and 
  civilizations. Archaeologists search for evidence of ancient 
  space-travelers, intergalactic colonists, lost cultures, and 
  other elements of living history in the form of ruins, forgotten 
  items of art, and even long-discarded weapons and other 
  items used in warfare.
  Missions: Archaeologists often travel with Starfleet, or other 
  space-faring groups; working from a base of operations 
  aboard a ship that can carry them from dig to dig. Ferengi 
  archaeologists are more treasure hunters than historians, 
  content on selling any objects they find and keeping the 
  profits for themselves. Klingon archaeologists are mostly 
  interested in ancient weapons and forgotten ways of making 
  war. Vulcan archaeologists are most fascinated by catching a 
  glimpse into a “dead” civilization, long since vanished form 
  the Alpha Quadrant. Human archaeologists seem most 
  fascinated by finding relics of lost civilizations and comparing 
  their cultures to those of humanity.
  Background: Archaeology has existed as an established 
  field of science for centuries, and normally precedes the 
  development of other, more advanced sciences. Most known 
  civilizations have a form of Archaeology as a base-science in 
  their culture. Human, Vulcan, Romulan, Klingon, Cardassian, 
  Bajoran, and even Ferengi have produced well-respected 
  Archaeologists. And all Archaeologists seem to share a 
  common bond of curiosity, and fascination with the ancient 
  universe; whether it be for the advancement of their own 
  knowledge, scientific discovery, or even personal gain.
  Role: Archaeologists can play an important part in any crew, 
  or team of merchants and adventurers traveling the 
  spacelanes of the four quadrants. In the Alpha Quadrant, 
  archaeologists often work with Starfleet. And there is a 
  marked difference between an Archaeologist working 
  alongside Starfleet officers, and a Starfleet Science Officer 
  who specializes in Archaeology. The latter will be skilled in a 
  wide variety of scientific applications as per his Starfleet 
  training, while a civilian Archaeologist will have specialized 
  training, in a broad field of knowledge concerning history, 
  ancient civilizations, and even languages. An Archaeologist 
  can add valuable skills and abilities to any crew, by working 
  with Explorers, Envoys, and Starship Officers on exploration 
  missions, first-contact assignments, and other missions of 
  discovery.
  Prerequisites: Curious Edge, Intellect 8+, Vitality 6+, 
  Perception 7+, Knowledge (History) skill with at least 2 
  Specialties, Social Science (Archaeology) 4+, one additional 
  Science skill 3+, Survival 3+, Investigate 2+
  Professional Skills: Investigate, Knowledge (History), 
  Knowledge (Culture), Observe, Science (Social Science), 
  Survival, Languages
  Professional Abilities: The following abilities are 
  characteristic of Archaeologists. A character automatically 
  gains one Tier-1 professional ability upon entering the 
  Archaeologist profession. Additional abilities can be chosen 
  through advancement (see Player's Guide, p. 152), 
  
  provided the character meets the ability prerequisites.
  Tier-1 Professional Abilities
  Antiquary: Archaeologists are experts in analyzing, cataloging, 
  and estimating the value of artifacts. Either their market-value, 
  or their historical value. When making an Appraise (Antiquities) 
  skill test, the Archaeologist may add either his Social Science 
  (Archaeology) or History skill modifier (whichever is more 
  appropriate to the situation).
  Excavator: Archaeologists work long and hard to find artifacts 
  and other evidence of ancient cultures and life-forms. When 
  working on an archaeological dig, Archaeologists gain a +5 
  bonus to Stamina reaction tests made to resist Fatigue.
  Tier-2 Professional Abilities
  Linguist: To understand the ancient writings often found on or 
  with various antiquities, Archaeologists study a wide variety of 
  languages. And they can often read, translate, or even speak 
  bits and pieces of a myriad of vocabularies and dialects. When 
  attempting to translate an unfamiliar language, an Archaeologist 
  can apply his History, Culture, or Social Science (Archaeology) 
  skill-modifier to any Language, Intellect, or Perception test. 
  Affinities can also apply, and modifiers can be stacked at the 
  discretion of the Narrator. Prerequisite: at least 2 Language 
  skills, 4+ each.
  Dig Up Facts: Archaeologists not only, literally unearth valuable 
  artifacts, but they are also excellent researchers. Even when 
  investigating things outside of their usual field of study. When an 
  Archaeologist conducts an extended Investigate (Research) test 
  he may apply his History, or Culture skill-modifier where 
  applicable. Also when an Archaeologist spends a Courage point 
  on an Investigate (Research) test he gains a +5 bonus instead 
  of the usual +3. If an Archaeologist scores a Superior success 
  on a Research test, he gains knowledge of one additional fact 
  regarding the subject of his research. On an Extraordinary 
  success, he gains knowledge of 2 additional facts. Thus, if the 
  Narrator has determined that an Archaeologist must uncover 4 
  separate facts about an item he is researching to unravel the 
  mystery of an Episode, with an Extraordinary success the 
  Archaeologist has already solved half the mystery. 
  Prerequisites: Investigate (Research) 4+, History and/or 
  Culture Knowledge skills, 2+ each.
  Tier-3 Professional Ability
  Expedition Grant: By relying on his name and reputation, an 
  Archaeologist can obtain grants, funding, and other official 
  sanctioning to allow him to pursue important digs. To obtain 
  such a grant the Archaeologist must make a successful 
  Administration test (TN10, +5 if attempting to obtain rights to dig 
  in any restricted area, +1 per 1,000 credits needed to finance 
  the dig). With a successful grant, an Archaeologist can mount 
  the desired dig; but some governments, or financing institutions 
  will require the Archaeologist turn over all findings to them after 
  the expedition. Failure to do so enables representatives of the 
  government(s) involved, or the financiers to make a recognition 
  (with a +5 TN bonus) to identify the Archaeologist as a thief of 
  antiquities. If so identified, the Archaeologist's Administration TN 
  doubles for all future attempts to obtain a grant from that 
  particular institution or government. Prerequisites: Renown 
  11+, or Doctorate or Breakthrough (Scientist professional 
  abilities); or Discovery (Explorer elite profession ability).
  CHARACTERS WITH NO PROFESSION
  Although most player-characters in the Star Trek Roleplaying 
  game will begin the game with at least one basic Profession 
  – and Starship Officers will usually begin with an additional 
  Elite Profession representing their duties aboard a ship; it is, 
  or should be possible for a character to begin with no 
  Profession at all. 
  This is especially true of civilians who are thrown into 
  adventure due to circumstances beyond their control. Or 
  children, living on or in the main base of operations of the 
  series cast, who become heavily involved in the events of the 
  series, and either become, or even start out as player-
  characters.
  Creating characters with no Profession can be accomplished 
  easily by following the guidelines on page 79 of the Lord of 
  the Rings Roleplaying Game core-book, by Decipher, and 
  also powered by the CODA gaming system.
  Simply create a character and make all the appropriate 
  species, and personal development picks for skills, edges, 
  etc. Then, decide which Profession you intend your character 
  to get into over the course of the series. Let your Narrator 
  know, so she can make a note of this Profession and create 
  plot-devices and story-elements that should lead the 
  character to his or her chosen Profession.
  A good example of this in Star Trek is, of course, Wesley 
  Crusher, becoming a Starfleet cadet, and later an officer as a 
  result of his experiences as a teenager aboard the 
  Enterprise.
  Over the course of the series, as the character has the 
  opportunity to learn, the Narrator should dole out the skills, 
  Edges, etc., available through his chosen Professional 
  Development package until he has acquired them all.
  This should create a functional character who is ready to 
  step into his chosen Profession when the time comes, but 
  who is also able to start the game with no Profession. And 
  the acquisition of skills, and Edges can occur at any rate the 
  Narrator sees fit. If, after the events of one episode, the 
  character would naturally be ready to assume his Profession, 
  so be it.
  If, on the other hand, the character must experience several 
  episodes, or even “seasons” of adventure, as Wesley 
  Crusher did, before actually becoming part of a Profession, 
  then a slower progression should be allowed.
  In either case, the Profession-less character can still gain 
  experience and use advancements to purchase new skills, 
  upgrade attributes, etc. The only thing a character with no 
  Profession cannot do with an advancement that other 
  characters are able to do is purchase Professional Abilities.
  ARTILECTS
  Optional rules for running Android, Hologram, and other 
  Artificial Intellect characters as Player Characters in the Star 
  Trek Roleplaying Game.
  Based on the Artilects supplement written by Scott Rhymer & 
  Daniel Potter. To use these additional rules with the CODA 
  system for Star Trek roleplaying, the original Artilects material 
  is required. And it is suggested by this writer that Artilects is 
  an essential part of the Star Trek Roleplaying Game. No one 
  wanting the thrill of adventure in the universe of Star Trek 
  
  should be without this excellent volume.
  Artilects is available for download at Patrick Goodman's Beyond 
  the Final Frontier website.
  ADDITIONAL ANDROID RULES:
  Androids may add their Strength modifier to any Unarmed attack 
  test made to throw, or toss an adversary. 
  An Android also doubles their Strength modifier when making 
  non-combat Strength tests, but does not do so for skill modifiers, 
  or when calculating Health levels. An Android's Vitality modifier 
  is always doubled, except in attempts, by the Android, to resist a 
  power overload into its system.
  Android characters receive an extra level of Healthy, for a total 
  of 7 wound-levels, rather than the usual 6. An Android will also 
  have a type of “built-in body-armor” resulting from their normally 
  sturdy, durable construction. An Android's body-construction can 
  absorb damage equal to 3+ the Android's Strength & Vitality 
  modifiers. In this case the Android's Vitality modifier is not 
  doubled.
  This “armor” deflects all types of damage, with the exception of 
  an electrical surge, or other energy surge passing directly into or 
  through the Android's body. In the case of this type of damage, 
  and Android must make a successful Stamina reaction test 
  (TN15) or suffer a systems overload, and be shut down 
  (equivalent effect of Heavy Stun).
  Androids serving as Operations officers, and who have the Duty 
  Officer professional ability only suffer a -2 penalty for operating 
  outside their specialty due to their Database. 
  Optional: Androids spending courage in a non-combative 
  Strength attribute test may, at the Narrator's discretion, receive a 
  +5 bonus for each courage point spent, rather than the usual +3. 
  This reflects an Android, or at least Lieutenant Commander 
  Data's seemingly infallible physical strength.
  ADDITIONAL HOLOGRAM RULES:
  Holograms are invulnerable to unarmed attacks, as it is 
  tantamount to punching a low-intensity forcefield when one 
  takes a swing at a hologram. But, even a knife can do some 
  damage by penetrating the forcefield encasing the holographic 
  projection, and wearing down its power supply by forcing it to 
  increase its own intensity to compensate for the disruption of the 
  holomatrix's cohesion.
  The forcefield encasing the holographic projection can deflect a 
  certain amount of damage, similar to the physical structure of an 
  Android. However, this forcefield will fluctuate in it's integrity, 
  creating a random level of protection equal to 1d6+ the 
  Hologram's Vitality modifier.
  A Hologram may increase the intensity of it's forcefield with a 
  successful Stamina test (TN15) modified by an affinity from 
  Systems Operations (Holographics) skill. Upon success, the 
  Hologram's forcefield integrity is doubled (2d6+ Vitality mod) for 
  a duration equal to the Hologram's Vitality modifier in rounds.
  A Hologram will have two additional Wound-levels – one of 
  Healthy, and the second, an additional level of Dazed, for a total 
  of 8 Wound-levels. 
  A surge of energy of any type capable of dissipating, or 
  disrupting a holographic matrix does the equivalent damage 
  of an energy weapon on setting-5. A Hologram that is 
  “stunned” is deactivated, and must be reinitialized unless the 
  Hologram is programmed with autonomous controls and is 
  capable of activating and deactivating itself.
  When fighting a Hologram projected from a Mobile Emitter, 
  an opponent may disable the emitter, if they can find it. 
  Observe (Spot) TN 15 to find, Unarmed Combat attack (-5) 
  to disable. A successful hit deactivates the Hologram. The 
  Hologram is not damaged, but the mobile emitter may be 
  damaged in the attempt.
  Optional: Both Androids and Holograms regain courage 
  points at the end of the round in which they are used if they 
  possess the Emotionless flaw. This reflects the fact that an 
  emotionless being cannot become frightened, or lose their 
  courage when facing a challenge, or a dangerous situation. 
  But the character must possess the full Emotionless flaw, 
  and not simply be Emotionally Immature.
  
SOURCE: textdata/thevault/Star Trek RPG/Decipher/Homebrew Rules/CODA_TamKnox-HRules.pdf