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 Starfleet Academy, Reference and Need to Know Info
Evren
 Posted: Feb 1 2017, 01:42 AM
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Starfleet Academy
What happened to your cadet prior to their application to the RPG


Starfleet Academy is the most renowned and prestigious institute of higher education in the galaxy. Each and every year, hundreds of thousands of people of all ages and from all corners of the known universe apply to attend the exclusive academy. They undergo the rigorous enrollment process including aptitude and skill testing, psychiatric testing, and intelligence testing. Though one does not have to score extremely high on all, they do have to show a stable mind and skills that coincide with Starfleet's mission in order to be granted one of the very limited spaces over their competition.

We know we've said the above on other pages, but it bears mentioning again on this page especially. Starfleet Academy is the Ivy League of Ivy League schools for the entire galaxy. Not only are you competing with the best and brightest of Earth, but also the best and brightest from hundreds of other planets as well. Not to mention that Starfleet Academy is the only one of its kind, meaning that the competition is even higher. For that reason, we've put together this page to let you know what every cadet character has gone through to be accepted.

[We would like to note that our version of Starfleet Academy is heavily based on the American university system. We think Starfleet Academy would probably be much different, influenced not only by time, but by the many cultures it is surrounded by and caters to. However, we as writers and creators are limited by our own experiences and creativity, and that is why our version is so much like real university.]
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Evren
 Posted: Feb 1 2017, 01:43 AM
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MAJORS
All playable majors available through Starfleet Academy


General
    This is likely not all of the majors that Starfleet would have, and our IC program focuses more on job training than leadership training, though it should be understood that students would have a multitude of available majors and classes that we do not actually offer on WtS.

    Majors
        NAVIGATION
          Navigation students learn the ins and out of flying Starfleet vessels. Students may eventually decide to focus their studies on large vessels or shuttlecraft, both requiring a different skill set and vastly different kinds of uses in the field.


        CULTURAL STUDIES
          Cultural Studies cadets focus their studies on learning about the people Starfleet comes into contact with such as language, diplomacy, social issues, etc.

          LINGUISTICS
            This is currently being offered as a minor along with Cultural Studies (or really any degree if someone really wants it). We may increase this to a full major when we get more language classes.


        COMPUTER SCIENCES
          Students learn various skills in the computer sciences field that contribute to system proficiency, the ability to make sensitive system repairs, replication/holodeck systems, artifical intelligence, and so on. Those who graduate with a Computer Sciences degree may opt to continue at SFA and earn an Encryption Specialty.


        ENGINEERING
          Cadets learn the ins and outs of small and large vessel engineering.


        SECURITY
          Security cadets focus on the physical and combat aspects of security and keeping those they are serving with safe from any potential dangers. Those who graduate with a Security degree may opt to continue at SFA and earn an Infiltration Specialty.


        TACTICAL
          Tactical Cadets learn many of the same things that Security cadets learn, however their focus is on strategic and weapons security, instead of physical security and combat.


        MEDICAL
          Medical cadets learn to physically treat illness and injury across many species. Those who graduate will have earned the ability to become Medics. Those who continue on to Medical School earn the title of Doctor and the ability to earn a commanding role in the Medical department.


        PSYCHOLOGY
          Psychology cadets learn to treat stress, mental illness, and other psychological issues across many species. They typically go on to serve as counselors on vessels.


        BIOLOGY
          Students in the Biology major study a wide array of universal concepts in preparation for further research as a Starfleet scientist.


        CHEMISTRY
          Students in the Chemistry major study a wide array of universal concepts in preparation for further research as a Starfleet scientist.


        PHYSICS & ASTRONOMY
          Students in the Physics and Astronomy major study a wide array of universal concepts in preparation for further research as a Starfleet scientist.


        BIOCHEMISTRY
          This major combines biology and chemistry classes with an emphasis on biochemistry. PM an admin if you wish for your character to major in this discipline and we will put together a transcript.


        NEUROSCIENCE
          This major combines biology and psychology classes with an emphasis on neurological science. PM an admin if you wish for your character to major in this discipline and we will put together a transcript.


        MEDICAL BIOLOGY
          This major combines biology and medical classes with an emphasis on medical biology. With enough medical classes, students from this discipline CAN go on to Medical School. PM an admin if you wish for your character to major in this discipline and we will put together a transcript. .
      Double-Majors
        Cadets may decide to double major after completing their first year of classes by sending a PM to their character's advisor and/or setting up a thread with them (the thread is optional).

        Note: Before taking an additional major or minor, keep in mind that characters are only able to do one position at a time when assigned. For example, if someone took Security and Medical, and then took a position as a Security Officer, they would not be called in to also do medical duties. You can, however, choose to do this for your own character development, or because you feel it will help them do whatever their chosen career is better.
      Minors
        Cadets may decide to add a minor after completing their first year of classes by sending a PM to their character's advisor and/or setting up a thread with them (the thread is optional).

        Note: Cadets may only take 1 additional major OR minor. They cannot double major and also take a minor. If you are interested in taking more classes, see a few posts below where it talks about after-graduation options.
      Specialties
        Cadets may choose to specialize in certain areas within their main area which are not included in their requirements for that major because it's just too broad a scope for us to realistically manage.

        Some examples include an Engineer specializing in Propulsion, Warp Systems, Matter and Energy, etc (more ideas are on the census). A scientist could specialize in so many things, including things like thermodynamics, warp theory, gravitation waves, anomalic entities, etc. A doctor could have a specialty in podiatry, emergency medicine, Andorian natural healing, telepathic healing techniques, tissue regeneration, etc.

        Basically they are sub-fields within your character's profession that they might be particularly interested in. They are by no means required, and have more to do with character development and future RP ideas than anything.

        Be realistic however. The better a character is at their specialty, the less capable than someone who pours their focus into being very well-rounded. The other side of that is that they will obviously be much better than most at their specialty.

        Sidenote: I would advise NOT specializing in something like warp theory, astrophysics, temporal mechanics, trauma medicine, hand to hand/ranged combat, or other highly popular specialties if you are looking to have a character who is uniquely specialized, as these are some of the most popular choices. There is nothing wrong with choosing them, but your character will most likely not be the only one they can turn to when looking for a specialist in those areas, thus limiting some of the special mission/RP opportunities you might otherwise have.
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      Evren
       Posted: Feb 1 2017, 02:05 AM
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      Classes


      Taking Classes
        On WtS your cadet will take classes that are examples of the kinds of classes they might really take were they attending SFA. These contain lesson descriptions and syllabi only (because we have roughly 240 of them and that's a lot of work! lol). Some are Starfleet-specific, but most are realistic, with similar syllabi to what you'd see in an actual university. These classes are outlined in the transcript that is posted in their Character Profile after they pass the Entrance Exam. (Click here for an example class). Some played professors may post written lessons that your character can attend for fun and bonus credits.


        Students have homework for each class, which typically involves writing about the lesson and/or answering questions relating to the subject. Different classes have different homework requirements and options (some may be significantly different), so follow the instructions for homework in the class you are taking. Each class has certain requirements to complete and options for what type of grade you want your character to get. We encourage you to get the grades your character would actually get and that is why there is no bonus for getting all A's.
      Transcript
        When your character is accepted into Starfleet Academy a transcript will be posted in your character profile that is dependent on their major. This transcript will list all of the required classes and will be updated each time they advance a year.
      Required Classes
        There are roughly 16 required classes for each major. These classes get more difficult as your character gets into more advanced classes and they get more credits for completing them. Level 1000 classes earn 250 credits and that amount goes up by 250 each tier so that level 8000 classes earn 2000 credits each.
      Elective Classes
        Electives are optional classes your character can take. They are not required in order to graduate, but can be taken for fun and bonus credits.Your character may only do up to 8 classes per year, including any electives you choose to take. Elective spots are noted on your transcript. If your character is double majoring or taking a minor their elective spots will be taken up with these additional classes.

        Taking classes is as simple as finding classes you want your cadet to take and completing the homework for them. You do not need to ask permission or let the admins know. However you must make sure that you 1) have not taken more than 8 classes in a year (if you have, any extra will not count) and 2) that you have taken any prerequisites required for that class before the term which you are taking it.
      PreRequisities
        Some classes require that you have taken and completed other classes prior to taking them. These will be listed in the first post of the class. If you have not taken the Prereq, the class will not be added to your transcript and you will not get credit for it.
      Implied Classes
        There are several classes that we don't actually have that your character would likely take, especially because of the high expectations of Starfleet Academy and the amount of things they need to teach you. They are teaching not only a trade, but also the necessary skills to lead within Starfleet.

        These implied classes are things like extra math, science, and skills classes as well as additional leadership and Starfleet specific classes. It is perfectly reasonable to talk about things like your character taking Multivariable Calculus for their Engineering degree or to say they took Advanced Andorian Dialects for their Xenolinguistics degree. Just keep it realistic for their major.

        Students who choose to focus on specific specialties may also say their character took extra classes in those areas. For example, someone interested in being a Matter and Energy Specialist Engineer would take additional science courses on matter and energy that are not included in the general engineering requirements.
      Grades
        How much or how little effort your put into graduating is up to you. Each class has different requirements in order to get an A, B, or C grade. (Not completing the minimum homework results in failing the class).

        Grades do not officially matter for anything other than character development and therefore we encourage you to consider them another RP opportunity and to get the grades your character would actually likely get in each class.
      Retaking Classes
        Students may retake classes for a better grade at any point up until the last day of their last year before graduation. Retaken classes must be redone entirely, and cannot be copied and pasted from before. Put a note in QUOTE tags at the top of your redone homework to let us know you are retaking the class for a better grade. Retaken classes are counted in the maximum of 8, so you will need to space for them.
      Washing Out
        Students have the opportunity to wash out, either for IC reasons or due to a lack of activity. Washing out for IC reasons can be because someone is interested in playing a character that has gone to the academy and quit or failed for fun plot reasons and character development. Characters have a maximum of one real year to complete each IC year, so if a character has gone more than a year and not progressed, their character will ICly "wash out" of Starfleet Academy.

        We do allow washed out cadets to return ONCE. They must start over and must RP it as the first time their character has been to the academy (as we do not believe a school as competitive and exclusive as SFA would allow failed students to return).
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      Evren
       Posted: Feb 1 2017, 01:02 PM
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      Progression


      Year Completion
        The Academy runs in real time with the school year beginning in September, having Winter Break in December, beginning again in January, and getting out in May. Grades and credits will be given out in June.

        Players wishing to jump ahead a year or progress more quickly have the option to do so as quickly as one OOC month per IC year.

        The following requirements must be met to complete each year:
        • All required classes completed
        • 1 full month since last progression
        When those requirements are met, simply post in the Claims Thread with the necessary information. You must wait until you receive a PM saying that you have been advanced to the next year to begin the next year's classes. Threads started before you receive that PM will not count for the next year.
      Graduating
        Once you have completed all of the classes you need to graduate according to your transcript, you will need to complete a graduation project. Your graduation project simply consists of picking any two of the following. If you have questions, PM your advisor. When completed, post in the Claims Thread.

        The options are:
      • Student-teach two different classes within their major that are not already written (you will write the class with your character as a student teacher either for the day or the semester). Must be at least 500 words with at least 1 image per class.
      • Create and lead a simulation related to your major that includes at least two played characters you lead from start to finish through your simulation.
      • Start and run a club for a "year". (Must have at least 3 meetings that can consist of whatever you would like.)
      • Participate in some kind of leadership role someone else's simulation from start to finish
      • Write a 1000 word final project related to your major and about what your character might pick as a final project to show what they have learned and demonstrate their skill in their field. (This can be a simulation, the description of them creating an actual project, them doing research and the results, etc.)
      • Do 2 complete threads (10 posts, 100 words+) with your character "tutoring" a lower level cadet in some way, such as either walking them through practice drills, training them, actually tutoring them, etc.

        When those requirements are met, simply post in the Claims Thread with the necessary information. You will receive a PM with your official graduation notice and your Character Profile and account will be updated accordingly. After that you will need to submit a Transfer Request before you will receive your character's official assignment.


      This post has been edited by Evren: Jul 31 2017, 05:39 PM
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      Evren
       Posted: Feb 1 2017, 01:22 PM
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      Post-Graduation Options


      Continuing Education
        Cadets may choose to take more classes and earn another major, a minor, or a specialization after they have earned their degree, however these will count as them going to the academy for additional time. There is no limit on the amount of years someone can stick around the Academy so long as they are continuing to take at least part-time classes.
      Other Options
        SFA Graduates have a multitude of options available to them when they graduate. Starfleet would usually like to get them assigned and working ASAP, but sometimes there are opportunities that may justify them sticking around past graduation. These can include working on research projects, taking an Earth-based Starfleet position for awhile, assistant-teaching, etc. If you are interested and have an idea for what your character may want to do post-graduation, PM their advisor.

        Graduated students may jump straight to the rank of Lieutenant and are eligible to apply for Assistant Chief positions right away.
      Command/Medical School
        Anyone going into Medical, Medical Biology, Neuroscience, or Biological Chemistry may opt to enroll in Medical school after completion of their first year by PMing their advisor.

        Anyone going in any other major may enroll in Command School after completion of their first year by PMing their advisor.

        Successful completion of these schools gives an automatic 15,000 credit bonus in addition to that earned for the extra classes taken, and graduates are immediately eligible to apply for Assistant Chief positions if they wish to.

        Both medical and command school also add additional required classes, including some specific to these schools. Both have a heavy focus on leadership and well-rounded understanding of the various departments.

        Note: In canon it shows that only exceptional cadets managed to successfully complete Medical and Command school, so we have designed it to be something of a grind to achieve, but the extra credit bonus and ability to skip ahead make it worth it.


        One may opt out of Command or Medical school at any time, however they will not be able to sign back up for it with that same character again.
      Advanced Tactical Training
        ATT can only be attended by graduated officers in Security, Navigation, Intelligence (Infiltration), or Tactical. Officers may petition to go from other departments if they feel they have particularly compelling reasons (other than "but I really want to"), but it is unlikely to be approved.

        ATT requires a direct IC recommendation from a commanding office and there may be no negative marks on a character's official record.

        Canon states that this year-long course is brutal, with most students dropping out quickly. Because of this we also made this a brutal time OOCly. ATT lasts two realtime months (but we still say it's 6 months IC). During these two months officers will be inundated with time-consuming, ingenuity-requiring, and team-work focused objectives and activities. All will have time limits and some of those time limits will border on unreasonable, just as we imagine the actual course would be.

        Officers may drop out at any time (the fact that they dropped out will be noted on their record, but it is still an honor just to have gotten to go). Officers are dismissed from the program as of the first objective they fail to complete. There are no second chances.

        All credits earned prior to dropping out or being ejected are still given to the officer, meaning that they get credit for the time spent. This makes sense because ICly they would have gotten the benefit from the training they completed.

        Students who complete the course earn commendations, achievements, and 25,000 credits and a commendation posted in their character profile.
      Infiltration/Encryption Specializations
        Students who have graduated with a degree in Computer Sciences can go on to take Encryption Specialist training. Students who have graduated with a degree in Security can go on to take Infiltration Specialist training.

        This training requires at least a B-average or above in all major-related courses. Students can leave the academy and come back later. After graduating, PM your advisor to sign up for Infiltration or Encryption specialization.
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      Evren
       Posted: Feb 1 2017, 01:36 PM
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      Misc. Info



      Time
        The Standard Academy year is in real time, enabling players time to enjoy the experience of playing a cadet with the academy as its own setting. However, we do allow the option to progress faster if people choose, and players may advance up to as quickly as one OOC month per IC year.

        Because players may be RPing their characters at different speeds, players must use some suspension of disbelief when RPing with one another.

        Officially, the Academy will progress real time, meaning that one OOC year is the same as one IC year and whatever the time of year it is in real life is the time of year it is IC. Because of this wibbly wobbly timey wimey stuff, you may want to be clear in your beginning posts of your threads what time of the year you're setting the thread as you may be RPing winter break in one thread and the beginning of the year in another. If you're someone who prefers a very linear progression, just talk to your RP partners about what time you want to set your threads.

        Note: Cadets may choose to progress IC years as quickly as 1 month per year, or as slowly as 12 months per year. They may not progress any slower or faster.
      Calendar
        Here is the official standard calendar for Starfleet Academy.
      Aug - Nov: Term 1
      December: Winter Break
      Jan-May: Term 2
      June & July: Summer


      Roommates
        Cadets will be assigned up to three roommates (so four total to a room) when they first enroll in Starfleet Academy. These roommates will be rotated through as characters graduate or leave the site. When there is an open spot, friends may request to join another character's room.

        Because we feel that gender would be much less of an issue in the future (especially as several species are entirely nonbinary), all rooms are unisex. It expected that roommates respect each other physically and sexually just as much as they would be expected to in gender-segregated dorms.
      Campus MapCadet Housing
        There are two co-ed dorm halls, however on the site everyone is put into Uhura Hall. They live 4 to a room. The rooms include four beds, four desks, a couch, two chairs, a bathroom with a toilet and sonic shower, and limited area for storage of personal items.

        ** Only students who have a significant reason may stay at the school over breaks or summers. Over winter break they simply stay in their own dorms and are subject to all normal Academy rules. Over the summer the few cadets who remain behind are moved to a single floor in Pike Hall. ***
      Faculty Housing
        The staff housing is located in a large, tiered building. The apartments are decently sized with a lot of open space and windows opening up to the campus, or San Francisco bay. They have a large bedroom, bathroom, living area, and full kitchen with a small replicator. Their flats are open layout with space to decorate and furnish as they see fit.

        Each floor has it's own open patio with real grass, lawn chairs, and any decorations the residents have brought out.
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      Evren
       Posted: Feb 1 2017, 01:52 PM
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      Regulations

      Campus Rules
      You are more than welcome to RP your characters breaking the rules if you are also willing to RP the consequences. Depending on the severity of the infraction these can range from a mere warning to expulsion from the school. Also, SFA obviously has many rules. Common sense rules such as 'don't cheat' aren't listed because we figure you'll know already that they are rules.

      • Uniforms. Uniforms must be worn (by cadets and professors) on campus during normal school hours. During evenings and weekends, cadets and personnel may wear whatever clothing they prefer. Cultural norms are respected for each species within respectable limits (i.e. it's not going to be strange to see an Orion wearing very little, but they can't wander around naked as that shows a lack of respect for less open cultures).
      • Quiet Hours. There is no curfew, but students are expected to keep the noise level down after 10pm on weeknights and 12am on weekends.
      • Dorms. Dorms are structured with 4 people per room. Synthehol is allowed in dorms and real alcohol is expressly forbidden on campus. Dorms are expected to be reasonably neat and quiet, but this is not highly policed unless there is a complaint.
      • Disorderly Conduct. Cadets are expected to conduct themselves as respectable adults while on campus. Complaints or charges that happen while a cadet is enrolled in Starfleet Academy can also go on their records or get them kicked out of the Academy.
      • Relationships. Starfleet certainly does not police relationships between cadets, but does not tolerate any kind of liaison between professors and students and these will, if discovered, be dealt with harshly.
      • Telepathic Species. Telepathy is not allowed against anyone who has not given express permission to be read. Mind-reading is monitored during things like exams by skilled telepathic moderators. Any cadet or faculty caught using telepathic abilities without permission will be immediately dismissed from the Academy.


      Uniforms
      As mentioned above, Cadets are required to wear uniforms on campus during all normal school hours. The students have the choice of any of the uniforms below and most have a few different styles. Because of the equality between men and women at this point, either gender may wear any of the styles, including men wearing the dresses and skirts. This is not generally seen as strange, especially as this is normal for many species (think of kilts and the styles of 1000 years ago on Earth - men in skirts was common).


      (Click to enlarge)



      Credits: Sumghai at DeviantArt for the illustrated uniforms and STO image from Star Trek online and tentonhammer.com
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      Evren
       Posted: Feb 1 2017, 02:30 PM
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      Command and Medical School Details


      Command School
        Anyone in any field other than Medical may enroll in Command school which is concurrent with their regular Education.

        The following are the additional requirements (on top of those required for the cadet's major(s)) to graduate from Command School. Note: Several of the classes listed below may already be required for your character's major. They do not have to take them twice. The classes listed are simply ones that anyone that Starfleet feels all Command School graduates should have taken.

        You MUST get permission from your advisor to begin the Command School regimen after you have completed one full year at SFA. At that point, you may begin filling your elective slots with the necessary classes by simply taking them exactly like you would any electives. Command School cadets may take 2 additional classes per term (for a total of 12 classes per year), but may still end up taking longer than the traditional 4 years to complete their degree.

        Completing Command school gives the cadet all of the credits earned through classes, a bonus 15,000 credits, the automatic rank of Lieutenant, and the immediate ability to apply for Chief positions.
        • Stellar Cartography* - NAV 1010
        • Intro to Starfleet Systems- CS 1010
        • Beginning Physics- PHYS 1010
        • Intro to Cultural Studies - CSt 1010
        • Cultures of the Federation- CSt 1020
        • Multispecies Psychology- PSY 1250
        • At least one beginner class in at least 3 languages that are not their own (they are welcome to and encouraged to take more advanced language classes as well(
        • Diplomacy- CSt 2200
        • Universal Politics- CSt 2250
        • Defensive Strategies* - SECR 1010
        • Survival Strategies*- TACT 1010
        • Basic Combat*- SECR 1050
        • Biology Across the Species*- BIO 1020
        • Interpersonal Communications*- SFA 1200
        • Interspecies Relations*- SFA 1250
        • Emergency Situations- SECR 6000
        • Bridge Crew Prep- SFA 7200
        • Practical Tour- NAV 7550
        • Team Training (Command/Medical School-specific)
        • Mission Planning (Command/Medical School-specific)
        • Disciplinary Actions (Command/Medical School-specific)
        • Emergency Situations: Senior Officer (Command/Medical School-specific)
        • Run a simulated mission with at least 4 other cadets (not including your character) with your character in a leadership role. This must have a beginning, middle, and end. Whether the mission is successful is not important, since those professors who would be grading it would be looking at your character's leadership skills above all else. All participants will receive 1000 bonus credits upon completion.
        • Cadet Shipping. Spend at least "3 months" on a Cadet Shipping trip. This can be done on any ship or the starbase, either before your senior year starts or after it ends. We strongly suggest choosing a location other than the one where you want your character to be stationed. You must complete 4 threads. This can be done as quickly as you like, however ICly it will be three months. 3 of these threads must be 'on-the-job' and related to what they will be doing after they graduate. One can be anything you like.
      Medical School
        Anyone in Medical may enroll in Medical school which is concurrent with their regular Education.

        Those who go into Medical without enrolling in Medical school will be considered Medics or Nurses rather than doctors, and are still eligible to become Assistant CMOs or CMOs (it will just take longer to get there). If your background for your character is that they have earned their medical doctorate prior to joining SFA, they would still be called a doctor but would generally serve in the same roles as medics. The exception is if you give them, say, a medical background as a surgeon or other specialist, in which case you would be able to RP them doing duties that relate to that, such as performing surgeries or taking special cases appropriate to their expertise. For this to be viable, you would have to give them a solid background consistent with a reasonable amount of experience and a reasonable age (i.e. you cannot say your 18 yr old cadet was a supergenius who earned their doctorate and became a surgeon ahead of time).

        The following are the additional requirements (on top of those required for the Medical major(s)) to graduate from Medical School. Note: I've left Medical classes off of this list, as they are already required for the major. Starfleet wants those in leadership positions to have a broad, well-rounded education, hence the array of classes required above and beyond basic medicine.

        You MUST get permission from your advisor to begin the Medical School regimen after you have completed one full year at SFA. At that point, you may begin filling your elective slots with the necessary classes by simply taking them exactly like you would any electives. Medical School cadets may take 2 additional classes per term (for a total of 12 classes per year), but may still end up taking longer than the traditional 4 years to complete their degree.

        Completing Medical school gives the cadet all of the credits earned through classes, a bonus 15,000 credits, the automatic rank of Lieutenant, and the immediate ability to apply for Chief positions.
        • Science in Starfleet- SCI 1000
        • Introduction to Scientific Thinking - SCI 1010
        • Intro to Starfleet Systems- CS 1010
        • Beginning Physics- PHYS 1010
        • Intro to Cultural Studies - CSt 1010
        • Cultures of the Federation- CSt 1020
        • Multispecies Psychology- PSY 1250
        • At least one beginner class in at least 3 languages that are not their own (they are welcome to and encouraged to take more advanced language classes as well(
        • Defensive Strategies* - SECR 1010
        • Basic Combat*- SECR 1050
        • Biology Across the Species*- BIO 1020
        • Interpersonal Communications*- SFA 1200
        • Interspecies Relations*- SFA 1250
        • Emergency Situations- SECR 6000
        • Practical Tour- NAV 7550
        • Advanced General Medicine
        • Advanced Psychology
        • Advanced Emergency & Field Medicine & Surgical Techniques
        • Team Training (Command/Medical School-specific)
        • Mission Planning (Command/Medical School-specific)
        • Disciplinary Actions (Command/Medical School-specific)
        • Emergency Situations: Senior Officer (Command/Medical School-specific)
        • Run a simulated medical-related emergency or mission with at least 2 other cadets (not including your character) with your character in a leadership role. This must have a beginning, middle, and end. Whether the mission is successful is not important, since those professors who would be grading it would be looking at your character's leadership skills above all else. All participants will receive 1000 bonus credits upon completion.
        • Complete a Residency. This can be done during your senior year and/or after you complete your senior year (at which point your character would stay on to 'complete their residency') at the Leonard McCoy Medical Center. This residency will involve 5 or more medical-related threads. 1 must be with your character participating in responding to a medical emergency. 1 must be where your character leaves the medical center to go treat someone for some reason. 2 should involve normal exams, check ups, and appointments. The other 1 is up to you.
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      Evren
       Posted: Feb 1 2017, 06:49 PM
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      evren
      Position
      Admin
      age
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      homeworld
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      Best
      credits
      XP
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      Achievements


      user posted image
      Positions
      The varied positions one can take in the SFA setting. For more specific positions, see The Sol Census



      Cadet
        Cadets are the selected few of the best and brightest from around the galaxy, chosen to focus their skills toward the goal of serving as a Starfleet officer.

        *Available to new members*
      Staff & Faculty
        Faculty make up the various functions of Starfleet Academy staff. This includes everything from Dean to professor to gardener. Positions like cafeteria staff, librarian, maintenance, advising, assisting, and so on are common. For ease, we refer to all Starfleet Academy employees as Faculty.*

        To play a professor, a member must have completed at least one full IC year at the academy with a Cadet character.
      Dean
        The Dean of SFA can either be a retired officer or a civilian with extensive experience. This person serves as the leader of the academy, serving many of the same functions as the captain of a vessel such as working with department heads and making decisions to make the Academy work efficiently. Certain IC and OOC decisions will be deferred to them, such as appointing professors to positions at department heads and approving or organizing events for the academy.

        To play Dean, it is preferred that a member have been on the site at least one full year and have played a professor. Exceptions may be made.
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      Evren
       Posted: Feb 1 2017, 06:59 PM
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      profile
      plotter
      player data
      inventory
      evren
      Position
      Admin
      age
      Height
      30
      All the shifts
      species
      homeworld
      Deity
      Aether
      post count
      Birthday
      1017
      Best
      credits
      XP
      61536
      I'm the best at space

      Achievements


      CLASSES

      Students may major in any of the following: , Cultural Studies, Navigation, Computer Systems, Linguistics, Engineering, Security, Tactical, Medical, Psychology, Biology, Chemistry, Biochemistry, Neuroscience, or Astrophysics.

      The students will take many classes not listed here, including various math, science, and extended classes in their fields of study. We are limited by the fact that we are only human and because you probably don't want to actually RP taking some

      GENERALS & ELECTIVES
      Any class is a potential elective so long as you have taken any required prerequisites.

      COMMAND:

      Navigation
      Stellar Cartography* - NAV 1010 - Students learn how to utilize maps of cosmic bodies, create their own, and generally navigate known space
      Intro to Starfleet Systems- CS 1010 - Students learn about the most common starship systems and how to use them
      Beginning Physics- PHYS 1010 -An introduction to the science of physics covering basic concepts and formulas
      Starship Navigational Systems- NAV 2010 - This course introduces students to the systems used to navigate various kinds of ships and introduces them to the different kinds of ships they may someday fly IC Prereq: Intro to Starfleet Systems, Stellar Cartography
      Astrophysics- PHYS 2350 - Students learn the physics of the cosmos and how they relate to and affect spacefaring vehicles IC prereq: Beg. Physics
      Dynamics of Space Flight- NAV 3200 - (IC req) Students learn the physics of spaceflight including orbital position as a function of time, special maneuvers, gravitational effects of large bodies on trajectory, etc. IC prereq: Astrophysics
      Safety Measures in Flight- NAV 4100 - Students learn the most important preemptive safety measures while flying as well as how to handle situations when something goes wrong.IC prereq: Astrophysics, Dynamics of Spaceflight
      Shuttle Mechanics- ENGR 4100- Students learn how to recognize, identify and repair issues affecting shuttlecraft.IC prereq: Introduction to Piloting
      Basic Warp Theory- ENGR 4210 - This class explores how the warp drive came to be, how it works, and the hope for the future of warp mechanics. It also includes some basic formulaic and algorithmic mathematics revolving around warp theory. IC prereq: Dynamics of Space Flight
      Introduction to Piloting - NAV 5000 - A beginning piloting course teaching the basics of piloting any spacefaring vehicle. First time students begin piloting an actual vessel as opposed to a simulated oneIC prereq: Safety Measures in Flight, Starship Navigational Systems
      Guidance and Navigation - NAV 6300 - Focus on plotting courses, calculating needed adjustments, and dealing with unexpected course changes. IC Prereq: Starship Navigational Systems, Introduction to Piloting
      Small Craft Navigation- NAV 6450 - Mostly simulation-based, this course introduces students to flying various kinds of shuttlcraftIC prereq: Introduction to Piloting
      Starship Navigation- NAV 6500 - Mostly simulation-based, this course introduces students to flying various kinds of starships.IC prereq: Introduction to Piloting, Basic Warp Theory
      Combat Piloting - NAV 7410 - A mostly simulation-based course focusing on teaching students to assess situations, mitigate risks, and employ evasive maneuvers during combatIC prereq: Starship or Small Craft Navigation
      Bridge Crew Prep- SFA 7200- Simulation-based, this class is taught to students pursuing careers that will most likely land them on the bridge crew of a Starfleet vessel.prereq: Must be Class I Cadet or or grad student
      Practical Tour- NAV 7550 - Combines all of their knowledge on various 2 to 7 day trips during which every student gets a significant amount of actual piloting time on several types of ships with more time on the kind of vehicles they are most interested in flying prereq: Must be Class I Cadet


      Cultural Studies


      Intro to Cultural Studies - CSt 1010 - An introduction to the vast field of Cultural Studies, what they mean in Starfleet, and potential careers utilizing the skills they will acquire.
      Cultures of the Federation- CSt 1020 -Explore various cultures that are part of the Federation and their rituals, religions, economic systems, and social structures.
      Multispecies Psychology- PSY 1250 - A look at how various species differ psychological and strategies for understanding the mindset of those they may come into contact with
      Understanding Literature- CSt 1400 - Introduction to fiction, drama, and poetry of different periods and cultures.
      Creative Arts- CSt 1500 - Introduction to music, visual, and performance art of different periods and cultures.
      Language I, II, and III- LANG - Students must take three full terms of foreign languages that are not their own. They may choose any courses listed under LANG.
      Diplomacy- CSt 2200 - Students will learn what it means to be diplomatic according to Starfleet guidelines, how to deal with other species and cultures in an official capacity. prereq: Cultures of the Federation
      Universal Politics- CSt 2250 -A study of the most significant problems of universal politics, including the fundamental factors governing intergalactic relations, the techniques and instruments of power politics, and the conflicting interests in organizing universal peace.prereq: Cultures of the Federation
      Alpha Quadrant Cultures- CSt 3000 - A more in-depth study of species and cultures within the Alpha Quadrant. Prereq: Universal Politics
      Beta Quadrant Cultures- CSt 3100 - A more in-depth study of species and cultures within the Beta Quadrant.Prereq: Universal Politics
      Gamma & Delta Quadrant Cultures- CSt 3200 - A more in-depth study of species and cultures within the Gamma & Delta Quadrant, as well as any not characterized by a specific quadrant. Prereq: Universal Politics
      The Modern Universe- CSt 3500 - Students will learn about the events and significant happenings across the universe as of the point that they are taking the class. This will include new discoveries, brief mentions of politics (including unrest, peace agreements, etc.), achievements, goals, etc. Prereq: Universal Politics
      Religious Studies- CSt 4650 - Religious Studies focuses on issues that involve values, ethics, power and morality, and their institutional and individual expression in all cultures. Students are taught to grapple with the problems of colliding belief systems, respect of differing belief systems, and the effect these have on Starfleet.Prereq: The Modern Universe
      Fragile Diplomatic Relations- CSt 5700 - An in-depth study and practice utilizing all information learned up to this point to prepare one for situations in which a careful approach is required in order to achieve the most beneficial results for all parties involved.Prereq: The Modern Universe, Religious Studies
      In-Depth Culture Study- CSt 6500 - A student-driven upper-level class where students choose a specific species and spend their term researching the species' culture, art, architecture, literature, history, practices, etc. At the end of the term students' final project will be a research paper and presentation detailing the species as an expert. Prereq: Must be Class I Cadet


      OPERATIONS:

      Computer Sciences

      Intro to Starfleet Systems*- CS 1010 - Students learn about the most common starship systems and how to use them
      Beginning Programming* - CS 1050 - An introduction to problem solving, programming, program development, algorithm analysis, and data structures. Prereq: Intro to Starfleet Systems
      Developing Applications*- CS 2100 - The creation of usable applications from concept to implementation.Prereq: Beginning Programming
      Intermediate Programming*- CS 2300 - A higher level of more advanced programming, looks more deeply at programs used in starfleet as well as some recreational systemsIC Prereq: Beg. Programming
      Intelligent Systems- CS 2400 - A look at artificial intelligence, it's abilities and limitations, and the development of AI systems including AI programmingIC Prereq: Beg. Programming
      Replicator Theory & Application*- CS 3600 - An in depth look at 3D and replicator technology from holographic television to food replicators.IC Prereq: Int. Programming, Developing Applications
      Advanced Algorithms- CS 3750 - Study of algorithms and their analysis: design by induction, algorithms involving sequences and sets, graph algorithms, geometric and algebraic algorithms, reductions, NP-completeness, and parallel algorithms.IC Prereq: Int. Programming
      Foreign System Navigation- CS 4200- This class teaches students how to recognize commonalities in foreign systems and successfully access and utilize them as neededIC Prereq: Advanced Algorithms
      Weapons Systems & Technology- CS 4350 - An in depth look at the technology behind weapons systems, development, repair, and alteration from a programming perspective. IC Prereq: Advanced Algorithms
      Bioinformatics- CS 4800 - Introduction to tools and techniques used in the study of bioinformatics, genomic, and computational biology. Explores usage of these tools and techniques for storage, retrieval, processing, visualization, and analysis of biological information (think life support systems and scanners).IC Prereq: Advanced Algorithms, Life Science
      Advanced Programming- CS 5500 - A project driven class in which students are able to use their skills and creativity to design, create, develop, and present a brand new program designed to further Starfleet's mission in some way.IC Prereq: Foreign System Navigation
      Advanced AI Programming- CS 5550- A project driven class in which students are able to use their skills and creativity to design, create, develop, and present a brand new Artificial Intelligence program designed to further Starfleet's mission in some way.IC Prereq: Bioinformatics
      Advanced Replication Technology- CS 6750- An in depth look at holodeck technology, creation, repair, and alteration with a brief look at holodeck program design.Prereq: Advanced Programming
      Holoprogram Design- CS 7450 - A detailed exploration of program design from basic creation to creating an enriching experience for the user, from recreational to therapeutic to educational simulations. IC Prereq: Adv Replication Technology, Advanced Algorithms
      System Security & Defense- CS 7500 - An intensive look at potential security risks and attacks as well as how to minimize risks and prevent attacks and deal with successful ones.IC Prereq: Adv Programming and/or Adv. AI Programming, Must be Class I Cadet or higher

      ENCRYPTION SPECIALIZATION
      (Requires Computer Science degree and acceptance into Encryption Specialization program)

      Intro to Encryption- ENCRYPTION 1 - This class is a beginning looking at encryption and decryption utilizing security methods students have previously used and building upon their knowledge and creativity to successfully encrypt information. A high-level class that involves several projects, with a "real-life" final project.
      Hostile Program Creation- ENCRYPTION 2 - Students learn to create programs with a hostile intent, either offensive or defensive in nature.
      Advanced Defensive Strategies- ENCRYPTION 3 - A highly advanced class that focuses on strong encryption and information security methods at the highest level.
      Advanced System Access- ENCRYPTION 4 - This course focuses on mastering the techniques needed for digital infiltration of hostile systems in order to retrieve needed information or influence the behavior of existing programs (i.e. hacking and using viruses)


      Linguistics

      Beginning Klingon Language* - LANG 1020 - An introduction to the most commonly used Klingon language and pronunciation
      Beginning Caitian Language* - LANG 1030 - An introduction to the most commonly used Caitian language and pronunciation
      Beginning Vulcan Language* - LANG 1040 - An introduction to the most commonly used Vulcan language and pronunciation
      Beginning Betazoid* - LANG 1050 - An introduction to the most commonly used Betazoid language and pronunciation
      Beginning Romulan* - LANG 1060 - An introduction to the most commonly used Romulan language and pronunciation
      Advanced Klingon Language* - LANG 2010 - An advanced look at Klingon language, colloquialisms, and nuances. This course begins to explore media, literature, and other forms of Klingon Language. prereq: Klingon Language


      Engineering
      Just a reminder that this is just the overview. Not only would all students also be taking many math and science courses in addition to these, but this is the general engineering curriculum. To have a full mastery of any of the advanced topics (such as warp dynamics or replicator technology) an engineer would take several courses related to that particular area above and beyond those listed here.

      Engineering Elements* - ENGR 1010 - Engineering Elements is a course that will give you the basics of Engineering through Starfleet and what is required. This includes Mechanical, Chemical, and Electrical Engineering.
      Introduction to Scientific Thinking - SCI 1010 - An introduction to looking at the universe from a scientific perspective. Evaluates critical thinking, science vs pseudoscience, skepticism vs criticism, scientific processes, and some of the more memorable historical mistakes due to lack of scientific thinking
      Beginning Physics*- PHYS 1010 -An introduction to the science of physics covering basic concepts and formulas
      Intro to Energy - PHYS 1200 - Study of energy resources used by Starfleet, utilization within Starfleet, conversion, and conservation, including energy balance and flow in biological and geological systems.
      Engineering Design- ENGR 2010-Students are introduced to the most commonly used engineering designing systems and taught how to effectively create a visual 3D or 4D representation of their designs. They also learn how to use these programs to drop test structural integrity and calculate critical weaknesses or failure points, as well as stresses and displacements. Prereq: Engineering Elements
      Dynamics of Space Flight- NAV 3200 - (IC req) Students learn the physics of spaceflight including orbital position as a function of time, special maneuvers, gravitational effects of large bodies on trajectory, etc. IC prereq: Beg. Physics
      Astrophysics- PHYS 3600 -This course introduces the astrophysics of stars and stellar systems with an emphasis on the physical nature of stars. Topics include the tools of astronomy, both observational and theoretical Hertzsprung-Russell diagrams, structure and evolution of stars, etc..
      Shuttle Mechanics- ENGR 4100- Students learn how to recognize, identify and repair issues affecting shuttlecraft.IC prereq: Dynamics of Space Flight
      Basic Warp Theory- ENGR 4210 - This class explores how the warp drive came to be, how it works, and the hope for the future of warp mechanics. It also includes some basic formulaic and algorithmic mathematics revolving around warp theory. IC prereq: Dynamics of Space Flight
      Introduction to Temporal Mechanics- PHYS 4300 - This course explores spacetime mechanics with an emphasis on the way time can be bent and manipulated, including time travel, fluctuating planes, and multidimensions.IC prereq: Dynamics of Spaceflight
      Quantum Mechanics- PHYS 4600 - This course provides students with information on how quantum theory is used and covers product observables, spin states, the Gaussian state, momentum and observables with continuous or unbounded values.IC prereq: Astrophysics
      Hologram and Replicator Systems- ENGR 5250- Students learn how replication technology systems work, how to build it, how to diagnose problems, and how to repair everything from transporters to holosuites. IC prereq: Quantum Mechanics
      Advanced Matter & Energy- ENGR 5350- Energy, particles, and waves make up the universe around us and are a key point to understand when dealing with starships. In this class engineers learn how the systems that harness and use energy are built as well as advanced techniques to diagnose and repair problems.IC prereq: Intro to Energy, Quantum Mechanics
      Structure and Systems Engineering- ENGR 5510- In this course students learn how to build and repair the structure of a spacefaring vehicle as well as the physical mechanics of the most important systems on board such as life support and environmental controls.IC prereq: Shuttle Mechanics
      Advanced Temporal Mechanics- PHYS 5600 - This course explores spacetime mechanics with an emphasis on the way time can be bent and manipulated, including time travel, fluctuating planes, and multidimensions.prereq: Quantum Physics
      Emergency Situations - Engineering Specific- ENGR 6000- Engineers learn to keep calm and level-headed in tense, emergency situations, to evaluate problems and assess damage or risks, and to promptly make decisions to either take action or order evacuation.IC Prereq: Must be Cadet I class or higher
      Warp Dynamics- ENGR 6500- An advanced course in which students learn the most important and intricate details of warp systems. This class touches equally on both physics and engineering and in order to teach students to understand, build, repair, and maintain the warp systems of warp-capable starships. IC prereq: Elementary Temporal Mechanics, Advanced Matter and Energy


      Security
      Defensive Strategies* - SECR 1010 - A must for all in security related fields, this class focuses on how to get out of and mitigate the risk of dangerous situations
      Survival Strategies*- TACT 1010- Students learn how to survive in various life-threatening situations, first aid, and adaptation without the use of modern technologyIC Prereq: Defensive Strategies
      Intro to Starfleet Systems*- CS 1010 - Students learn about the most common starship systems and how to use them
      Basic Combat*- SECR 1050 -Students learn the basics of martial arts with a strong focus on defense of themselves and others
      Multispecies Psychology- PSY 1250 - A look at how various species differ psychological and strategies for understanding the mindset of those they may come into contact with
      Criminal Ethics*- SECR 1300 - Students learn Starfleet-based guidelines for the ethical treatment of criminals in their care as well as strategies for dealing with potential or suspected criminals
      Information Analysis- SECR 2100 -Teaches the necessary skills of recognizing important information, gathering it correctly, and processing it critically and accurately.prereq: Criminal Ethics
      Criminal Psychology- PSY 2220 - This course examines the thoughts, intentions, and psychology behind criminal behavior with the aim of understanding them and their behaviors better. Prereq: Multispecies Psychology
      Criminal Justice- SECR 2350 - Introduces students to the history, processes, and functions of the Federation criminal justice system and how it will affect them as Security OfficersPrereq: Criminal Ethics
      Advanced Combat- SECR 2450 - A more advanced hand to hand combat course that introduces Starfleet weapons as well as focusing on utilizing their environment to their advantage.IC Prereq: Basic Combat, Criminal Ethics
      Starship Weapons Systems- TACT 3200 - This course focuses on the weapons systems of the ship, what they do, what they are capable of, and how to use them Prereq: Intro to Starfleet Systems, Information Analysis
      Negotiation Tactics- SECR 3400 - Methods and strategies for negotiating with the intent of arranging a non-violent outcomeIC Prereq: Multispecies Psychology, Criminal Justice
      Starship Combat*- TACT 4000 - Students learn their role as a Security or Tactical officer during ship to ship combat as well as physical combat on a ship (focus is on non-bridge positions)IC Prereq: Starship Weapons Systems
      Interrogation Techniques*- SECR 4100 - Students learn effective Starfleet-approved interrogation techniques including simple misdirection and gentle coaxing to more intense methods. [Note: Starfleet does not condone "enhanced interrogation"]IC Prereq: Negotiation Tactics
      Investigation Techniques- SECR 5100 - Introduces students to the criminal investigation process. Students will learn the process of conducting a thorough investigation and be able to deal with potential obstacles commonly encountered. Prereq: Interrogation Techniques
      Emergency Situations- SECR 6000- Students learn methods for maintaining their calm during tense situations as well as strategies for protecting others and safely getting out of or dissolving the situationIC Prereq: Must be Cadet I class or higher
      Bridge Crew Prep- SFA 7200- Simulation-based, this class is taught to students pursuing careers that will most likely land them on the bridge crew of a Starfleet vessel.prereq: Must be Class I Cadet or or grad student

      INFILTRATION SPECIALIZATION
      (Requires Security Degree and acceptance into Infiltration Specialization program)

      Intro to Infiltration - INFILTRATION I - An introduction to infiltration with an overview of techniques for infiltration into locations and basic security systems. .
      Personal Information Gathering- INFILTRATION 2 - This class will teach students important negotiation, diplomatic, and manipulation techniques in order to draw information from people. It teaches them to recognize vulnerabilities and capitalize on them.
      Stealth Techniques- INFILTRATION 3 - Students will master techniques for remaining unnoticed and unseen both personally and in small vehicles. This class is highly simulation-based.
      Undercover Operations- INFILTRATION 4 - An intensive, simulation-based senior level course designed to refresh, combine, and utilize all of the knowledge the students have already learned for undercover work, stealth, and intelligence gathering.
      Incapacitation Techniques- INFILTRATION 5 - A mastery-level combat class that focuses on either temporary or permanent incapacitation of hostile forces. This class involves methods used to knock someone unconscious as well as to quickly fatally wound them. High focus on situations when lethal force is appropriate. Utilizes both weapons (phasers, blunt objects, etc.) and hand to hand techniques.


      Tactical
      Defensive Strategies* - SECR 1010 - A must for all in security related fields, this class focuses on how to get out of and mitigate the risk of dangerous situations
      Survival Strategies*- TACT 1010- Students learn how to survive in various life-threatening situations, first aid, and adaptation without the use of modern technologyIC Prereq: Defensive Strategies
      Basic Combat- SECR 1050 -Students learn the basics of martial arts with a strong focus on defense of themselves and others
      Intro to Starfleet Systems*- CS 1010 - Students learn about the most common starship systems and how to use them
      Multispecies Psychology- PSY 1250 - A look at how various species differ psychological and strategies for understanding the mindset of those they may come into contact with
      Criminal Ethics*- SECR 1300 - Students learn Starfleet-based guidelines for the ethical treatment of criminals in their care as well as strategies for dealing with potential or suspected criminals
      Information Analysis- SECR 2100 -Teaches the necessary skills of recognizing important information, gathering it correctly, and processing it critically and accurately.prereq: Criminal Ethics
      Tactical Reasoning and Battle Strategy*- TACT 2100 - Students learn to think quickly and evaluate situations by looking at them from a tactical and strategical point of view, includes and introduction to combat strategy prereq: Survival Strategies
      Starship Weapons Systems- TACT 3200 - This course focuses on the weapons systems of the ship, what they do, what they are capable of, and how to use them Prereq: Intro to Starfleet Systems, Information Analysis
      Negotiation Tactics- SECR 3400 - Methods and strategies for negotiating with the intent of arranging a non-violent outcomeIC Prereq: Multispecies Psychology
      Combat Strategies*- TACT 3700 - A more intensive look at the best combat strategies and when, where, and how to employ them - simulation intensive IC Prereq: Tactical Reasoning & Battle Strategy
      Starship Combat*- TACT 4000 - Students learn their role as a Security or Tactical officer during ship to ship combat as well as physical combat on a ship (focus is on non-bridge positions)IC Prereq: Starship Weapons Systems
      Damage Control- TACT 4100 - Students learn how to mitigate damage caused by mistakes in security or battle related situations and also looking at several ways to minimize damage before it happensIC Prereq: Combat Strategies
      Foreign Weapons Systems*- TACT 4250 - A look at the weapons systems of non-Federation ships with a focus on the technology of species with at least some groups (rogue or not) known to be hostile to the Federation (Borg, Klingon, Romulan, Cardassian, etc.)IC Prereq: Starship Weapons Systems
      Weapons Systems & Technology- CS 4350 - An in depth look at the technology behind weapons systems, development, repair, and alteration from a programming perspective. (Not required for Tactical majors, but highly recommended along with necessary prereqs to give a fuller and more comprehensive understanding of these systems. IC Prereq: Advanced Algorithms
      Emergency Situations- SECR 6000- Students learn methods for maintaining their calm during tense situations as well as strategies for protecting others and safely getting out of or dissolving the situationIC Prereq: Must be Cadet I class or higher
      Advanced Weapons Techniques- TACT 6450- An advanced course that teaches mastery in utilizing various ship's weapons systems to disarm, incapacitate, or destroy hostile targets. Also focuses on determining which courses of actions are most appropriate at which times.IC Prereq: Starship Combat, Damage Control, Emergency Situations
      Bridge Crew Prep- SFA 7200- Simulation-based, this class is taught to students pursuing careers that will most likely land them on the bridge crew of a Starfleet vessel.prereq: Must be Class I Cadet or or grad student


      Sciences:

      Medical
      Life Science*- BIO 1010 -An introduction to the life sciences that analyze living matter and beingsNote: Either this or Physical Science I are required, but not both
      Biology Across the Species*- BIO 1020 -A look at the specific body chemistry of various known species, how they compare and how they differ
      Elementary Biology- BIO 2200 - Animal structure, function, and development; principles of evolution, ecology, and behavior. Prereq: Life Science, Biology Across the Species
      Starfleet Medical Terminology- MED 2000 - Students learn important medical terminology, particularly that most commonly used within Starfleet Medical.
      Starfleet Medical Technology- MED 2200 - Students learn expertise in understanding and utilizing modern Starfleet medical technology.
      Anatomy- MED 2500 - An intensive look at the anatomy of the most common Federation species Prereq: Life Science, Biology Across the Species
      Physiology Across the Species- MED 3100 - This class looks deep into the varying physiologies of different species across the Federation. Prereq: Anatomy, Elem. Biology
      Diagnostic Medicine- MED 3300 - Students learn how to recognize various illnesses, to understand the way different ailments vary and present differently between various species, to test theories, and to accurately diagnose patient problems. Prereq: SM Terminology, Practices, and Technology
      Doctoral Ethics- MED 3400 - A class about ethics in psychology and medicine. prereq: Starfleet Medical Terminology
      Patient Care- MED 3500 - This class teaches students how to interact with patients, especially when they are injured or ill and not feeling well, when they are scared, when they are combative, when they are rude etc. It is an overall lesson about interacting with patients properly and the way that Starfleet expects. Prereq: SM Practices
      Pharmacology- MED 4250 - An intensive course that teaches students about the various drugs and chemicals they will utilize in the treatment of patients, how to easily research what they don't know, what precautions to take, how to dose according to species, height, weight, etc. and how to know when to administer drugs. Prereq: Physiology
      Beginning Medical Practices- MED 5600 - Students begin to learn about actually treating patients, including administering hypos, using medical systems, and other important and crucial aspects to treating the patients they will come across. Prereq: SM Terminology, Practices, and Technology, Pharmacology
      Medical Treatment- MED 6750 - In this class students are introduced to actually working with live patients and treating the ailments they have already learned to diagnose. Prereq: Beginning Medical Practices
      First Aid and Emergency Medicine- MED 7200 - A crucial introduction to emergency medicine and proper first aid techniques, both with modern technology and without proper tools. This course delves deeply into this subject and is heavily simulation based. Prereq: Medical Treatment
      Family and Pediatric Medicine- MED 7500 - An optional class that can be taken as an elective that teaches students more about dealing with older and younger patients and family medicine. Prereq: Medical Treatment
      Traumatic Injury- MED 7600 - An optional class that can be taken as an elective that gives students more knowledge, understanding, and practical experience treating traumatic injuries. Prereq: First Aid and Emergency Medicine, can be taken concurrently


      Psychology
      Biology Across the Species*- BIO 1020 -A look at the specific body chemistry of various known species, how they compare and how they differ
      Interpersonal Communications*- SFA 1200 -This class shows students how to communicate with one another effectively and efficiently on a professional and personal level.
      Interspecies Relations*- SFA 1250 - Students learn important etiquette and appropriate behavior for understanding and dealing with people from other species and cultures.
      General Psychology- PSY 1200 - An introduction into the field of psychology touching briefly on several different kinds from developmental psychology to IT psychology to sleep patterns and mental illness. This is an overview that gives students a good insight into the realm of psychology and its expansive reach.
      Multispecies Psychology- PSY 1250 - A look at how various species differ psychological and strategies for understanding the mindset of those they may come into contact with
      Behavioral Analysis- PSY 1800 - Teaches students the application of operant and classical conditioning that modifies behaviors in sentient species, especially as part of a learning or treatment process.
      Abnormal Psychology-PSY 2100 - Students will learn about unusual patterns of behavior, emotion and thought, which may or may not be indicative of a mental disorder. This class focuses on behavior in a clinical context. Prereq: General Psychology
      Criminal Psychology- PSY 2220 - This course examines the thoughts, intentions, and psychology behind criminal behavior with the aim of understanding them and their behaviors better. Prereq: General Psychology, Multispecies Psychology
      Personality Theory- PSY 2400 - In this class students study the characteristic patterns of thoughts, feelings, and behaviors that make a person unique. They are also introduced to learning certain identifiers in someone's personality that might indicate potential mental issues. Prereq: General Psychology, Multispecies Psychology
      Psychology of Adjustment- PSY 3220 - This delves into the nuances of mental and emotional wellbeing when a person has gone or is going through a transitional period in their lives which many find difficult. This class will spend some time focusing on Starfleet-related adjustment periods such as graduation, promotions, new assignments, etc. Prereq: Abnormal Psychology
      Doctoral Ethics- PSY 3400 - A class about ethics in psychology and medicine. prereq: personality theory
      Neuroscience- PSY 3700 - Introductory course examining relationship between central nervous system anatomy and physiology in controlling behavior and emotional functioning. Also considers neural and biochemical substrates of behavior. Prereq: General Psychology Multispecies Psychology
      Diversity Issues- PSY 4500 - An introduction to diversity issues in counseling and psychological/educational assessment, including culture, gender, species, language, and related issues. Training in models for providing effective psychological services to patients, taking into account their unique background. Prereq: Ethics in Psychology, Multispecies Psychology
      Psychological Diagnoses- PSY 5000 - Students learn how to recognize various mental illnesses, to understand the way different ailments vary and present differently between various species, to test theories, and to accurately diagnose patient problems. Prereq: Ethics, Diversity Issues
      Clinical Psychology I- PSY 6200 - A two-term practical application class combining all of the students' knowledge to this point and utilizing it in various roleplays, interactions, and simuations in order to treat patients. Heavily simulation based and involve a lot of outside practical work (otherwise known as 'clinicals').Prereq: Psychological Diagnoses
      Clinical Psychology II- PSY 6250 - A two-term practical application class combining all of the students' knowledge to this point and utilizing it in various roleplays, interactions, and simuations in order to treat patients. Heavily simulation based and involve a lot of outside practical work (otherwise known as 'clinicals').Prereq: Clinical Psychology I
      Trauma Counseling- PSY 7300 - Students learn more about the impact of psychological trauma and how to treat it. Heavily simulation based. Prereq: Clinical Psychology


      SCIENCES
      The following are currently the only majors offered in the Sciences department.

      BIOLOGY


      Science in Starfleet- SCI 1000- An introduction to what science in Starfleet means, what kinds of things that science majors will do when stationed in various places such as on ships, and what it will mean for their career
      Introduction to Scientific Thinking - SCI 1010 - An introduction to looking at the universe from a scientific perspective. Evaluates critical thinking, science vs pseudoscience, skepticism vs criticism, scientific processes, and some of the more memorable historical mistakes due to lack of scientific thinking
      Life Science*- BIO 1010 -An introduction to the life sciences that analyze living matter and beingsNote: Either this or Physical Science I are required, but not both
      Biology Across the Species*- BIO 1020 -A look at the specific body chemistry of various known species, how they compare and how they differ
      Principles of Chemistry- CHEM 1020 - Students learn the basics of chemistry, elements, atoms, isotopes, bonds, etc. during this class.
      Beginning Physics- PHYS 1500 -An introduction to the science of physics covering basic concepts and formulas
      Principles of Organic Chemistry- CHEM 2010 -Shape, bonding, nomenclature, stereochemistry, physical properties, and reactivity of organic molecules is covered for a range of molecules, beginning with simple alkanes and finishing with some of the more complex abiotic and biotic organic molecules known today.Prereq: Principles of Chemistry
      Elementary Biology- BIO 2200 - Animal structure, function, and development; principles of evolution, ecology, and behavior. Prereq: Life Science, Biology Across the Species
      General Ecology*- BIO 3220 -Study of the interrelationships among organisms and their environments, addressing where and how organisms live. Adaptation, population growth, species interactions, biodiversity, and ecosystem function are explored for a wide variety of organisms and ecosystems. Prereq: Elem. Biology
      Environmental Chemistry - CHEM 3310 - Brief survey of the chemistry of biologically important compounds and their role in microbial, animal, and plant metabolism. Prereq: Principles of Organic Chemistry
      Physiology Across the Species- MED 3400 - This class looks deep into the varying physiologies of different species across the Federation. Prereq: Elem. Biology
      Evolution*- BIO 4010 -Origins and evidence for the theory of biological evolution, and its significance for society and science. Explores the idea that all known sentient species evolved from the same original species.Prereq: General Ecology
      Ethics in Genetics*- BIO 4230 - Addresses ethical, political, and social implications of advances in genetics and basic genetic principles, as well as contemporary issues in human genetics such as modification and the use of androids.Prereq: General Ecology
      Pathophysiology* - BIO 5220 - Promotes an understanding of disease and dysfunctional variations of normal health across various species and their bodies. Prereq: Evolution
      Genetics*- BIO 5230 - Introduces students to the science of genetics and Starfleet sanctioned genetic modifications, such as in the treatment of diseases.Prereq: Ethics in Genetics
      Advanced Microbiology*- BIO 6300 - Biology, ecology, and diversity of microorganisms. Emphasis placed on bacteria, viruses, fungi, and protists, and their role in the environment.Prereq: Pathophysiology
      Neurobiology*- BIO 6400- Physiology, organization, and development of nervous systems. Examples taken from vertebrate and invertebrate systems. Special emphasis placed on cellular and molecular substrates of electrical excitability.Prereq: Pathophysiology
      Senior Research Project*- SCI 8000 - A final research project required for all science majors. Prereq: Class I Cadet


      BIOCHEMISTRY

      This major combines biology and chemistry classes with an emphasis on biochemistry. PM an admin if you wish for your character to major in this discipline and we will put together a transcript.

      NEUROSCIENCE

      This major combines biology and psychology classes with an emphasis on neurological science. PM an admin if you wish for your character to major in this discipline and we will put together a transcript.

      MEDICAL BIOLOGY

      This major combines biology and medical classes with an emphasis on medical biology. With enough medical classes, students from this discipline CAN go on to Medical School. PM an admin if you wish for your character to major in this discipline and we will put together a transcript.

      PHYSICS & ASTRONOMY

      Science in Starfleet- SCI 1000- An introduction to what science in Starfleet means, what kinds of things that science majors will do when stationed in various places such as on ships, and what it will mean for their career
      Introduction to Scientific Thinking - SCI 1010 - An introduction to looking at the universe from a scientific perspective. Evaluates critical thinking, science vs pseudoscience, skepticism vs criticism, scientific processes, and some of the more memorable historical mistakes due to lack of scientific thinking
      Introductory Astronomy & Spaceography - PHYS 1010- This class introduces students to the basic spaceography of known space as well as ensuring that they are familiar with basic astronomy as will be very necessary during their time in Starfleet.
      Chemistry- CHEM 1020 - Students learn the basics of chemistry, elements, atoms, isotopes, bonds, etc. during this class.
      Intro to Energy - PHYS 1200 - Study of energy resources used by Starfleet, utilization within Starfleet, conversion, and conservation, including energy balance and flow in biological and geological systems.
      Beginning Physics- PHYS 1500 -An introduction to the science of physics covering basic concepts and formulas
      Great Scientists- SCI 1750 -The best Scientists must know and understand those that led them to where they are. This class discusses famous scientists in history from across the galaxy, their contributions, as well as interesting and unknown facts about their lives.
      Dynamics of Space Flight- NAV 2200 - (IC req) Students learn the physics of spaceflight including orbital position as a function of time, special maneuvers, gravitational effects of large bodies on trajectory, etc. IC prereq: Beg. Physics
      Intro to Cosmology- PHYS 2300 - This course discusses how the laws of nature allow us to understand the origin, evolution, and large-scale structure of the universe as well as modern (for the 24th century) understanding of the origin of the universe.IC prereq: Introductory Astronomy
      The Universe- PHYS 2400 -Study of properties and origin of the universe, based on Einstein’s theory of gravity. Topics include curved space-time; black holes, white holes, and worm holes; the big bang; multiple universes; and the births of stars, galaxies, heavy atoms, and planets. Prereq: Beginning Physics
      Introduction to Temporal Mechanics- PHYS 3400 - This course explores temporal mechanics as they have impacted Starfleet, the history, and applications of temporal mechanics during modern times.IC prereq: The Universe
      Astrophysics- PHYS 3600 -This course introduces the astrophysics of stars and stellar systems with an emphasis on the physical nature of stars. Topics include the tools of astronomy, both observational and theoretical Hertzsprung-Russell diagrams, structure and evolution of stars, etc.. Prereq: The Universe
      Basic Warp Theory- ENGR 4210 - This class explores how the warp drive came to be, how it works, and the hope for the future of warp mechanics. It also includes some basic formulaic and algorithmic mathematics revolving around warp theory. IC prereq: Astrophysics
      Quantum Physics- PHYS 4600 - This course provides students with information on how quantum theory is used and covers product observables, spin states, the Gaussian state, momentum and observables with continuous or unbounded values.IC prereq: Astrophysics
      Advanced Astrophysics- PHYS 5500 - Students combine all previous knowledge to best understand the universe. They explore modern physic advances, theoretical physics, and experimental physics.IC prereq: Quantum Physics
      Advanced Temporal Mechanics- PHYS 5600 - This course explores spacetime mechanics with an emphasis on the way time can be bent and manipulated, including time travel, fluctuating planes, and multidimensions.prereq: Quantum Physics


      CHEMISTRY

      Science in Starfleet- SCI 1000- An introduction to what science in Starfleet means, what kinds of things that science majors will do when stationed in various places such as on ships, and what it will mean for their career
      Introduction to Scientific Thinking - SCI 1010 - An introduction to looking at the universe from a scientific perspective. Evaluates critical thinking, science vs pseudoscience, skepticism vs criticism, scientific processes, and some of the more memorable historical mistakes due to lack of scientific thinking
      Principles of Chemistry- CHEM 1020 - Students learn the basics of chemistry, elements, atoms, isotopes, bonds, etc. during this class.
      Life Science*- BIO 1010 -An introduction to the life sciences that analyze living matter and beingsNote: Either this or Physical Science I are required, but not both
      Beginning Physics- PHYS 1500 -An introduction to the science of physics covering basic concepts and formulas
      Principles of Organic Chemistry- CHEM 2010 -Shape, bonding, nomenclature, stereochemistry, physical properties, and reactivity of organic molecules is covered for a range of molecules, beginning with simple alkanes and finishing with some of the more complex abiotic and biotic organic molecules known today.Prereq: Principles of Chemistry
      Physical Chemistry I - CHEM 2250 - Chemical thermodynamics. Laws of thermodynamics. Changes of state. Chemical equilibrium. Introduction to quantum mechanics. Schrodinger equation. Exactly-soluble problems. Prereq: Principles of Chemistry
      The Universe- PHYS 2400 -Study of properties and origin of the universe, based on Einstein’s theory of gravity. Topics include curved space-time; black holes, white holes, and worm holes; the big bang; multiple universes; and the births of stars, galaxies, heavy atoms, and planets. Prereq: Beginning Physics
      Intermediate Inorganic Chemistry - CHEM 3010 - Survey of basic structure, bonding, and reactivity across the periodic table. Prereq: Principles of Organic Chemistry
      Physical Chemistry II - CHEM 3250 - Chemical applications of quantum mechanics, periodic table, and chemical bonding. Spectroscopy. Statistical thermodynamics. Chemical kinetics. Rate laws. Reaction mechanisms. Theories of reaction rates. Prereq: Physical Chemistry I
      Environmental Chemistry - CHEM 3310 - Brief survey of the chemistry of biologically important compounds and their role in microbial, animal, and plant metabolism. Prereq: Principles of Organic Chemistry
      Astrophysics- PHYS 3600 -This course introduces the astrophysics of stars and stellar systems with an emphasis on the physical nature of stars. Topics include the tools of astronomy, both observational and theoretical Hertzsprung-Russell diagrams, structure and evolution of stars, etc.. Prereq: The Universe
      Biophysical Chemistry - CHEM 4070 - Biological applications and theories of physical chemistry. Equilibrium, thermodynamics, chemical kinetics, transport properties, and spectroscopy. Prereq: Physical Chemistry II
      Advanced Synthesis Laboratory - CHEM 5530 - Laboratory course in advanced synthetic techniques, including vacuum lines, inert atmosphere, Schlenk manipulations, liquid ammonia solvent, and tube furnace reactions. Prereq: Physical Chemistry II
      Reactivity and Mechanisms in Inorganic Chemistry - CHEM 5600 - Inorganic reactions and mechanisms relevant to areas of main group, transition metals, and bioinorganic and organometallic chemistry. Prereq: Physical Chemistry II
      Electrochemistry - CHEM 5730 - Survey of electrochemistry with emphasis on electrochemical analysis. Prereq: Physical Chemistry II


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      Achievements


      Plots & Activites
      What else can you do at Starfleet Academy?



      Plots
        The focus at the academy is classes and academy-related activities, so plots do not typically happen. Instead, there may occasionally be activities coordinated by the Dean and SFA staff. These can include parties, study-ins, department-related events (such as the physics department putting on an Observatory Night), class trips, etc.
      Faculty-Coordinated Activities
        Professors and staff can have small activities that they organize and run. These would not be Academy-wide, but something an individual was doing. Plans for these go through the dean.

        Professors are able to plan field trips, holodeck simulations, and other extra-curricular activities based around their field and/or interests.
      Student-Coordinated Activities
        Like faculty/staff, students can create small activities like camping or doing touristy things around Earth (travel on Earth is by shuttle, but takes less than an hour to travel anywhere on the planet at full speed). They can run simulations with others for fun or for practice for their majors. Most things are going to only involve the students and do not need permission, but if you're not sure if something is too big of a plot, run it by the dean first.

        Students can also create clubs to bring people together around a specific interest. These clubs can have activities that may be IC only, or incorporate OOC activities (such as having a chess club and the players actually play chess together).
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