# New Rules for Star Trek Characters in Flashing Blades/High Seas
## Scholar
### Skills
- Carousing (endurance)
- Chemist (wit)
- Espionage (wit)
- Etiquette (charm)
- Fine Manipulation (dexterity)
- HERALDRY (wit)
- HISTORY (wit)
- LANGUAGES (wit)
- Strategy (wit)
- Theology (wit)
- Tracking (wit)
- **ARCHAIC RIDER** (familiarity with archaic forms of all skills; unnecessary for personal combat, i.e., swords, firearms)
- **Engineering** (wit)
- **Physic** (wit) I.e., surgery, anatomy, diagnosis, cures, etc.
- **NATURAL PHILOSOPHY** (wit) I.e., physics, astronomy, real chemistry, biology, botany.
- **Signals** (charm) I.e., radio and subspace communications

Bold items are new skills, and are not limited to futuristic characters. All-caps skills are, as in the rules, 1-point skills for the Scholar.

## New Advantages and Secrets
Many of the new advantages and secrets in *l’Entreprenante l’Entreprenante* are specific to the character, but these might be useful for *Flashing Blades* characters in general.

**ADVANTAGE: Old-School Experience:** You have been around longer than anyone else, and you can remember situations and people, as well as trite aphorisms, that might shed light on the current situation. Requires an age at or above 45. (Yes, Dr. McCoy fudged his age.)

**ADVANTAGE: Polyglot:** You have spent enough time talking to strange alien races that you can usually communicate at the basic level when the translator fails or you don’t have access to one. Make a wit roll to communicate simple ideas across any language barrier. You can also make a passive charm roll to pick up on meanings that the computer misses. Requires Communications post, Diplomat background, or something similar.

**SECRET: Drunkard:** A character who is a Drunkard has an addiction to some form of drug, such as alcohol, heroin, or, in milieus where it is illegal, nicotine; or a fictional variation on one of these substances. The character will lie; steal; and shirk their duty in order to acquire this substance and to hide their dependence on it.

**SECRET: Hunter for Power:** You take dangerous risks whenever an opportunity arises to improve your rank.

**SECRET: Reckless Talk:** You talk too much, especially to the opposite sex. Whenever you desire to lie or evade the truth, or simply when chatting up a member of the opposite sex somewhere near you in age, make a wit roll or you’ll blab everything.

+ + +

## Additional Guild: Starfleet Academy
*Starfleet Academy replaces section 2.4.2 Choosing Martial Skills.*

### Civilian (Scholar, Gentleman, Noble) Martial Training
- Requirements: WIT 10+; STR/DEX 8+; END/CHA 7+
- Choose any two of Gunnery, Bargaining, Bureaucratics, Captaincy, Dueling, Engineering, Espionage, Firearms, Magistracy, Physic, Pilot, Signals
- May take Seamanship for 1 point.
- Literacy.

### Military (Marine, Soldier, Sailor) Martial Training
- Dueling: Imperial Style (Cutlasses; Parrying with Dagger or Baton; +1 to hit if using no parrying weapon)
- Firearms
- One other Martial Skill, or +1 in an existing Martial Skill.
- One of Artillery, Grenadier, Gunnery, Bargaining, Bureaucratics, Captaincy, Engineering, Espionage, Magistracy, Physic, Pilot, Signals, Strategy
- May spend one point for Seamanship. (Note: Sailors get Seamanship free.)
- May spend two points for Archaic Rider.
- Literacy.

### Star Fleet Equipment
*Weapon strength for Star Fleet-era weapons are +1 their Flashing Blades counterpart.*

- Agonizer (Marine, Soldier, Sailor, Officer)
- Dagger (Marine, Soldier, Sailor)
- Phaser (Marine, Soldier, Officer) (Damage: 12/kill, 6/beam, or stun; Close: +5; Short: +4; Medium: +2; Long: -1; Far: -4; base expertise 8 as firearms; greater accuracy reflected in range adjustments; beam provides for adjacent targets within two meters and +2 to hit each.)
- Communicator (Signals, Officers)
- Tricorder (Physic, Natural Philosophy, Chemist, Signals, Engineering)
- Xenylon Uniform (3 points armor to chest, flank, arms, and legs, adjustable environmental protection and common translator; weight 2). When it blocks damage, it always rips, but this might not damage the equipment: roll d20. If it is less than or equal to the damage blocked, the translator (1-2), environmental protection (3-4), or both (5-6) will malfunction. The Captain and First Officer’s uniforms include a log recorder that will synchronize with the ship’s log on rebarkation. The log recorder will only fail on a roll of 6 (which also includes everything else failing, too).
- Grenades (Grenadier): Grenades do 12 points damage, and otherwise follow the rules for grenades (p. 15, 18). Stun grenades also exist if the player prefers.

### Personal Equipment almost always includes
- Dagger (+1 weapon strength)
- Cutlass (+1 weapon strength)

### Experience
- Especially experienced characters at a convention game will have Mastery in one non-Martial skill.
- If the character has gone through Star Fleet Military Academy or other military Background, the list of skills they can choose from includes Artillery, Grenadier, or Gunnery, or may simply take +2 expertise in any Martial Skill.
- In lieu of mastery, the character might instead have two extra non-martial skills, or even martial if they have a military Background.
- All 1705 naval characters who are experienced will have seamanship. If they are a Sailmaster, First Mate, or Captain, they have mastery in Seamanship.
- All 1705 naval characters have an extra year’s worth of pay for their position aboard ship.