Skill Points

A character starts with a number of skill points equal to 7 + 10% of the Logic ability score. These skill points are spent as indicated in the table below to buy skill levels. 

1. PSA: Choose up to three Primary Skills Areas (PSAs) with which the character has a particular affinity. If two or three of the PSAs are similar, the character may belong to a Profession.
 A character with a Profession represents one who has likely learned his skills through a systemic form of training. To reflect this, a character who chooses two PSAs from the same Profession gain an additional 3 skill points. A character who chooses all three PSAs from within the same Profession gain an additional 4 skill points (for a total of +7 skill points). 

2. Buy Skills: Skills outside of the PSA of a character cost twice as much to purchase.

Skill Level XP Cost: Within PSA (Outside PSA)  Cumulative XP CostExample 
 11 (2)  1 (2) Rudimentary Level
 22 (4) 3 (6) Basic: Apprentice
 34 (8) 7 (14) Intermediate
 46 (12) 13 (26) Advanced: Supervisors
 59 (18) 22 (44) Expert
 612 (24) 34 (68) Master
 716 (32) 50 (100) 
 820 (40) 70 (140) Renowned
 925 (50) 95 (190) 
 1030 (60) 125 (250 Top of Field

Primary Skill Areas and Professions

Each PC may select up to 3 Primary Skill Areas (PSA) at character creation. These represent areas in which the PC has a natural affinity or concerted training, and therefore skill associated with the PSA are easier for the PC to learn than skills that are outside the PSA. In addition, should more than one PSA be chosen from the same Profession, then that character gains extra skill points at character creation, representing the more cohesive nature of the training and cross-training that occurs.

A character may chose to only select one or two PSAs at creation, and choose the remaining one(s) later in the game. This represents the character who later develops an affinity for a skill area or receives formal training later on. However, XP previously spent to gain skills in the new PSA at the higher non-PSA cost are NOT "refunded".

Professions and their associated PSAs are as follows:


1) Counselor: Administrator, Diplomat, Psychotherapist

2) Enforcer: Combat Specialist, Heavy Weapons Expert, Investigator, Security Specialist

3) Scientific Specialist (SciSpec): Academician, Astrogator, Engineer, Physician, Scientist, System Specialist, Wilderness Expert


4) Technical Expert (TechEx): Computer Specialist, Pilot, Roboticist, Technical Engineer

Skills

Skills represent that body of applicable knowledge a character has. Should a situation arise where there is no listed skill that matches what a PC is attempting to do, a GM should have the player roll the closest related skill or simply make an ability score check that is most appropriate.

Some skills all PCs have fundamental access to. These are the Base Skills that all PCs start the game with. These Base Skills all start at Level 0 except for the Language Skills. They are listed on the Character Sheet (available in the download section) and include the following:
- Personal: Perception
- Interpersonal: Diplomacy
- Interpersonal: Communication
- Language: Pan-galactic 5
- Language: (Own race) 6
- Weapons: Unarmed Combat


In addition, PCs have at least a basic understanding of all the skills that are related to their areas of training. Thus, all the skills within their PSAs are known at level 0 automatically, even if no XP are spent to learn them. (Example: a starting PC chooses the Combat Specialist and the Physician PSAs. He spends most of his experience points on the Weapons: Beam Pistols as well as few points on Medical: Illness, and Medical: Wounds I. However, with his exposure to medicine, he is also able to utilize the skill Medical: Wound II or Medical: Wounds IV - albeit, only at level 0 and thus a very unlikely to succeed! (But the small chance that he can perform the life-saving surgery which he once observed 5 years ago is better than the no chance any other person without the Physician PSA has!)

Lists of Skills by PSA:
Combat Specialist:
First Aid Skill Suite
Interpersonal: Body Speak

Small Unit Tactics

Weapons: Beam Pistol

Weapons: Beam Rifle

Weapons: Grenade

Weapons: Unarmed Combat
Weapons: Melee Weapons
Weapons: Missles
Weapons: Projectile Pistols
Weapons: Gyrojet Pistol
Weapons: Gyrojet/Projectile Rifles
Weapons Skill Suite

Diplomat:
Interpersonal: Communication
Interperonsal: Diplomacy
Language (all)
Knowledge (all Frontier cultures)
Professional: Politics (all Frontier systems)

Physician:
First Aid Skill Suite
Medical Skill Suite
Medical: Administer Medication
Medical: Bionics
Medical: Cybernetics
Medical: Devices
Medical: Diagnosis (race)
Medical: Illness (race)
Medical: Infection (race)
Medical: Vetinary
Medical: Wounds I
Medical: Wounds II
Medical: Wounds III (race)
Medical: Wounds IV (race)

Skill Suites

In lieu of choosing individual skills, Skill Suites are "packages" of related skills that would be learned by individuals who have had formal training. When a suite is "bought", the XP cost is cheaper than were the skills "purchased" individually. Skill Suites can only be taken by those who have the Skill Suite in one of their PSAs.

There is a Skills Suite that corresponds to each of the Alpha Dawn Skill sets. This makes it easy to convert AD characters and modules into these House Rules. (can't think of a good name for it 8-)

Name of Suite: (XP to gain Level 1 in all Skills, XP to raise Skills from Level 1 to Level 2, XP to raise Skills from Level 2 to Level 3)

Computer Skill Suite (6, 12, 24)
Computers: Acess & Operate
Computers: Bypass Security
Computers: Defeat Security
Computers: Display Information
Computers: Interface
Computers: Program Manipulation
Computers: Program Writing
Computers: Repair Mainframe

First Aid Skill Suite (3, 6, 12)
Medical: Administer Medications
Medical: Devices
Medical: Wounds I
Medical: Wounds II

Medical Skill Suite (8, 16, 32)
Medical: Administer Medication
Medical: Devices
Medical: Diagnosis (race)
Medical: Illness (race)
Medical: Infection (race)
Medical: Wounds I
Medical: Wounds II
Medical: Wounds III (race)
Medical: Wounds IV (race)
Science: Biology: Physiology (race)

Technician Skill Suite (6, 12, 24)
Technical: Communication Devices: Operate
Technical: Machinery: Operate
Technical: Machinery: Repair
Technical: Security Systems: Operate
Technical: Security Systems: Detect
Technical: Security Systems: Open Locks
Vehicles: Ground
Vehicles: Repair

Weapons Skill Suite (4, 8, 16)
Weapons: Beam Pistol
Weapons: Beam Rifle
Weapons: Grenades
Weapons: Projectile Pistol
Weapons: Gyrojet Pistol
Weapons: Gyroject / Projectile Rifle