22nd Mobile Daedalus Wiki

Gaining Experience[]

Experience in Star Trek Daedalus Omega is gained in three ways, the first in the form of Training Points. Training points are a currency utilized in buying training in skills. Years of Experience to grant access to merits tied directly to years of experience the character has in Starfleet. These merits increase the skill cap on skills. Finally Social Skills are progressed based on Social Points.

Experience points and Social Points are awarded by the DGM to players who are present when awarding takes place. They are awarded for active participation, with some being awarded for being actively involved.

Specialist Training Requires attending a certain school. This is done by GM and RP approval.

Training[]

Training occurs at designated training events. A training event occurs usually after an arc, or sometimes after an episode players may spend any accrued experience points up to that point.

General Training[]

General training occurs during a designated GM training event where characters may spend earned experience. General training is represented by generic Merits that are purchased given they don’t break the rules otherwise in place for the character (no attribute score may exceed 10, no skill may exceed the experience skill cap unless granted by a specific merit or flaw).

Merit Cost
Skill Training - Plus 5 to a skill 4 Experience Points
General Skill Training - Plus 5 to a General Skill 4 Experience Points
Take a Flaw, Gain a merit 4 Experience Points
Increase Attribute Score +1 (may only have 2 increased attributes to change you must reduce) 6 Experience Points
Reduce an attribute score -1 Gain 4 experience points
Science Specialization- Select a specific scientific specialization to increase +5 (Needs at least a +5 in the Discipline the specialization fall under) 2 Experience points
Drop a Merit 0 XP needed, but why?

Specialist Training[]

Starfleet Medical[]
  • Merit required: Experienced
  • Skills Learned:
    • Medical General +10
    • Choose 1 Medical Skill to increase to 15
    • Choose 1 Medical Skill to increase to 10
    • Choose 1 medical skill to increase to 5
    • Biological Sciences +10
    • Choose 1 Medical or Science Specialization to increase +5
    • Tricorder operation + 10
Dissertation Defense[]
  • (First one may be taken for free when qualified, any additional costs 16 XP)
  • Merit required:  Experienced
  • Skill required: Science General 25 or Engineering general 25
  • Skills Learned:
    • Choose 1 Specific Science Skill and Gain +20 in can overcap up to 40.
    • Ex Warp theory,
    • Character now potentially has General Science +25, Stellar Science +25 and warp theory +20 giving a +70 bonus to Warp theory rolls.
Dept Head Training[]
  • Merit Required: Experienced
  • Skills Learned:
    • Choose 1 General Skill to increase +10
    • Choose 4 Skills to increase +5 (must be different)
Command College[]
  • Merit Required: Seasoned (5 years).
  • Minimal Rank Lt Commander.
  • Skills Learned:
    • Starship Combat Tactics +20
    • Diplomacy + 10
    • Inspiration +20
    • Choose 2 skills to increase +10
    • Modern Grand Strategy +20
Hazard Training[]
  • Merit Required: Rookie, Rank Ensign
  • Skills Learned
    • Lowest General Skill +5 Choose in case of a tie
    • Small Unit Tactics +5
    • Zero G Operations +5
    • Cover Principles +5
Advanced Tactical Training[]
  • Merit Required: Experienced. Personal Combat Training or Marksman.
  • Skills Learned:
    • Security general +5
    • Modern Small Arms Marksmanship +5
    • Modern Heavy Weapons Marksmanship +10
    • Personal Device Engineering +5
    • Melee unarmed +5
    • Melee armed +5

Flaw removal[]

When spending Experience points, a non innate flaw may be removed by spending 10 experience points. Flaw removal may also occur through RP for free thus making valid RP reasons for flaw removal a more effective way of doing so.

Years of Experience[]

Years of experience refer to the years a character has in Starfleet(and for the purposes of this game, years a player has played). After Veteran a character can for all purposes be considered Max Level in a traditional sense.

Years 0-1 1-3 3-8 8+
Merit Rookie Experienced Seasoned Veteran

Social Progress[]

Social Progress spends social points at a 1 to 1 purchase level; these points may be spent freely at any time in social skills.


Creating Experienced Characters:[]

Sometimes you need to create a character that has a larger level of experience than a cadet or ensign. This is usually done at the request of a DGM to fulfill a story purpose or by a DGM. The rules for doing this are as follows.

  • Create the character as normal.
  • Apply yearly experience and relevant schooling one year at a time using the table below for experience point values.


XP and SP are not added with the prior year in this table. This represents spending to have a jumping point for the character at the end of the bracket.

Experience level Average Career (or Just Elevated) Good Career Epic Career
Experienced 12 XP 30 Social SP 20 XP 45 SP 32 XP 60 SP
Seasoned 24 XP 65 SP 40 XP 85 SP 56 XP 105 SP
Veteran 56 XP 125 SP 80 XP 150 SP 124XP 175 SP


As a rule Epic careers are reserved typically for NPCS.