Zero Grav Combat
Success Rate: see belowThis military skill allows for improved combat prowess in a zero gravity environment. 0G combat decreases a character's dexterity by half, as well as mandating a RS check after each firing action to maintain (or regain) control. The 0G skill allows a +5/level bonus to the DEX (not to exceed original dexterity where aplicable) and a +2/level bonus to the RS check.
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Part 2: Technical SkillsThe Technical Skills also remain the same, but the sub-skills are individually increased as the player gains experience. This allows for a more fleshed-out skill, one technician may be more adept at repairs, another at operating machinery, a third at opening locks, etc. The technical skills are still divided into three fields: Technician, Robotics, and Computers.
A starting character gets the skill at the LVL:1 Buy-In, meaning he/she recieves all the subskills at level one. The LVL:0 Buy-In refers to characters that wish to add a second or third technical skill field to their character (such as a technician adding robotics or computers). Buying in gives the character all the subskills at zero-level, meaning he/she may use the skills with no bonuses.
Adding a second or third technical skill field at the LVL:1 Buy-In allows the character to start with the new skill with all subskills at level one. This requires expending one XP (2 for non-Technical PSA) per subskill, so to acquire the Technician set it would take 5XP as there are five separate subskills in that field.
Increasing the individual subskills is explained in the following table:
| PSA XP | non-PSA XP |
LVL:0 Buy-In* | 2 | 4 |
LVL:1 Buy-In | 1/subskill | 2/subskill |
individual LVL:2 skill | 0.5 | 1 |
individual LVL:3 skill | 1 | 2 |
individual LVL:4 skill | 2 | 4 |
individual LVL:5 skill | 3 | 6 |
individual LVL:6 skill | 4 | 8 |
* Increasing LVL:0 subskills to LVL:1 can be done at 3 subskills per XP (3 subskills for every 2XP for non-PSA), leftover skills per XP are lost.
New Technical Skills
Armorer
Success Rate: 40% + 10% per level
An armorer may repair damaged weapons as well as defensive suits & screens. An armorer that possesses any weapons skill may attempt to construct any weapon in that field at one half the normal item cost using the same success rate. Characters with this skill may also opt to combine weapons (such as a dual barrel automatic pistol, or a laser/gyrojet rifle, etc) at the same rate.
Vehicle Combat
Success Rate: +5% to hit
As with the Military version, this skill helps a technician to use a fixed/forward firing weapon on the vehicle he/she is operating. If the vehicle operator also has a corresponding weapon skill, those bonuses may be added in as well...although unlike the military version no base skill is required. The skill reflects the technician's ability to make fine directional adjustments to compensate for movement modifiers, and is only applicable when the vehicle is in operation.
Vehicle Operation
Success Rate: automatic/40% + 10% per level for special maneuvers, 30% +10% per level for alien vehicles
This skill is the same as the Military PSA version above albeit with slightly higher chances of success to reflect the additional XP required and technical background.
Vehicle Repair
Success Rate: 50% + 10% per level
This skill allows the repair of various vehicles, not to be confused with the repair of various pieces of machinery. With vehicles being less complex than machinery, the success rates are slightly higher.
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Part 3: Bio-Social SkillsAs with the Technical Skills, the Bio-Social Skills also remain the same but the sub-skills are individually increased as the player gains experience. This allows for a more fleshed-out skill, one medic may be more adept at surgery, while another excels at diagnosis and a third can be a disease expert, etc The bio-social skills are still divided into three fields: Environmental, Medical, and Psycho-Social.
A starting character gets the skill at the LVL:1 Buy-In, meaning he/she recieves all the subskills at level one. The LVL:0 Buy-In refers to characters that wish to add a second or third bio-social skill field to their character (such as a medic adding the environmental or psycho-social field). Buying in gives the character all the subskills at zero-level, meaning he/she may use the skills with no bonuses.
Adding a second or third technical skill field at the LVL:1 Buy-In allows the character to start with the new skill with all subskills at level one. This requires expending one XP (2 for non-BioSocial PSA) per subskill, so to acquire the Medic set it would take 9XP as there are nine separate subskills in that field.
Increasing the individual subskills is explained in the following table:
| PSA XP | non-PSA XP |
LVL:0 Buy-In* | 3 | 6 |
LVL:1 Buy-In | 1/subskill | 2/subskill |
individual LVL:2 skill | 0.5 | 1 |
individual LVL:3 skill | 1 | 2 |
individual LVL:4 skill | 2 | 4 |
individual LVL:5 skill | 3 | 6 |
individual LVL:6 skill | 4 | 8 |
* Increasing LVL:0 subskills to LVL:1 can be done at 3 subskills per XP (3 subskills for every 2XP for non-PSA), leftover skills per XP are lost.
New Bio-Social SkillsBluffingSucc
ess Rate: ¼ (LOG + PER) + 10%/level
This skill allows a character to pass lies or tall tales with reassurance, but within the constraints of normal logic.
Forgery
Success Rate: ¼ (LOG + DEX) + 5%/levelThe (illegal) art of copying/producing signatures, writings, and documents.
Haggling
Success Rate: ½PER + 10%/level
Allows for a chance to negotiate the price down on purchased items or up for itms being sold. Make a check for every 5% margin (two checks for a 10% increase/decrease, three for 15, up to a 25% maximum margin).
Misc. Skills