Welcome to your career center. Here you will find the various positions that StarFleet has available to you. Please look
  over the following positions and advancements. Then pick out which ones you like to be part of your character. If you
  have any questions, please see the Academy Commadant for further info.

  Your career starts with the academy which you need to read through to get a good idea of what is going on. Then you
  need to pick the field you want then check you out the advance academy courses and pick out which course you
  want. That's it your almost done. Just go to the application page and fill out the list and your off to a new future.

   Command:
      Command personal are members of all department heads, administration and operations. Commander personal are
      thoughs that are the rank of Commander or higher and all department heads, XO's and CO's. To be a command
      personal, you have to have a Department Head position, Bridge Certification and exp. points. Command personal
      get the following skills after command training.
      Administration (Starfleet)
      Athletics (Running)
      Command (starship command)
      Computer (Research)
      Energy weapons (Phaser-hand)
      History (Federation)
      Personal Equipment (Tricorder)
      Law (Starfleet Regulations)
      Starship tactics (Federation)
      Planetside survival (Desert)
      Shipboard systems (Flight control)
      Vehicle Operations (Shuttlecraft)


    Counselor:
       Counselors advise captains and other commanders on various matters from the emotionl health of the crew to
       interactions with alien species. They have the following skills.
       Administration (starship personal)
       Athletics (Running)
       Computer (Federation style)
       Energy Weapon (Phaser-hand)
       History (Federation)
       Law (
Starfleet Regulations)
       Personal Equipment (Tricorder)
       Vehicle Operations (Shuttlecraft)
       Planetside survival (Desert)
       Shipboard systems (Medical)

       Medical Sciences (Psychology)
       First Aid (Wound/Combat Trama)
       Persuasion (Counseling)

   
Engineer:
       
Engineers keep starfleet equipment running at peak efficiency. Although engineers specialize in a type of area,
        Chief Engineers are expected to be proficient in serveral area's. They have the following skills.

       Athletics (Running)
       Computer (Modeling)
       Energy Weapon (Phaser-hand)
       History (Federation)
       Law (
Starfleet Regulations)
       Personal Equipment (Tricorder)
       Vehicle Operations (Shuttlecraft)
       Planetside survival (Desert)
       Shipboard systems (Flight Control)

       Shipboard systems (Comminications)
       Engineering ( three skills for specialization)
       Physical Sciences (Mathematics)


    Medical:
       Doctors see to the health and well-being of a starship's crew. In addition, they investiate new and unusual lifeforms
       encountered in newly discovered regions of space. They have the following skills.
       Athletics (Running)
       Computer (Federation style)
       Energy Weapon (Phaser-hand)
       History (Federation)
       Law (
Starfleet Regulations)
       Personal Equipment (Medical Tricorder)
       Vehicle Operations (Shuttlecraft)
       Planetside survival (Desert)
       Shipboard systems (Medical)

       First Aid (Wound/Combat Trama)
       Life Sciences (Biology)
       Medical Sciences (General Medicine)

     
Operations Officer:
        The largest branch in starfleet which is staffed by personal who see to the everyday operatons of starfleet.
        Operations personal specialize in an area while Chief Operators most have several area's. See below.
        Administration (Starfleet)
        Athletics (Running)
        Computer (Programming)
        Energy weapons (Phaser-hand)
        History (Federation)
        Personal Equipment (Tricorder)
        Law (Starfleet Regulations)         
        Planetside survival (Desert)
        Shipboard systems (Flight control)
        Vehicle Operations (Shuttlecraft)

        Science (pick general field)
        Systems Engineer (Computer System Diagnostics)
        Shipboard Systems (Mission Ops)

    
Science
        Scientists investigate the mysteries of the galaxy on starships conducting their experiencements. The Chief
        science officer is responsible for all personal in their depaertment and reports dircetly to the commanding
        officer. They the following skills.
        Computer (Modeling)
        Energy Weapon (Phaser-hand)
        History (Federation)
        Law (Starfleet Regulations)
        Personal Equipment (Tricorder)
        Vehicle Operations (Shuttlecraft)
        Planetside survival (Desert)
        Shipboard systems (Sensors)
        Engineering (Computer system Diagnostics)
        Science (pick three in field)

    
Security:
        Security personal that serve aboard ships and starbases area combination of a security guard and a
        police officer. In many cases they also act as the tactical officer onboard starships. Their skills follow.
        Athletics (Running)
        Computer (Alteration/Hacking)
        Energy Weapon (Phaser-hand)
        History (Federation)
        Law (Starfleet Regulations)
        Personal Equipment (Tricorder)
        Vehicle Operations (Shuttlecraft)
        Planetside survival (Desert)
        Shipboard systems (Tactial)
        Security (Security systems)
        Systems Engineer (Security)
        Unarmed combat (Starfleet Martial Arts)


   Tactical:
        The tactical officer is the personal that defend the ship from other ships and outside attacks. On most ships this
        done by the security officer but combat style ships have tactical officers and thus they work with security and
        which both answer to the Strategic operations officer. In the above cases there is no chief security or tactical
        officer as they fall under the command of the Strat Officer. See operations officer for more details.
        Athletics (Running)
        Computer (Alteration/Hacking)
        Energy Weapon (Phaser-hand)
        History (Federation)
        Law (Starfleet Regulations)
        Personal Equipment (Tricorder)
        Vehicle Operations (Shuttlecraft)
        Planetside survival (Desert)
        Shipboard systems (Tactial)
        Shipboard systems (Sensors)
        Strategic Operations (Defense in Depth)
        Unarmed combat (Starfleet Martial Arts)

      
Well then, the next part is your academy course history.