Skill Level | XP Cost: Within PSA (Outside PSA) | Cumulative XP Cost | Example |
1 | 1 (2) | 1 (2) | Rudimentary Level |
2 | 2 (4) | 3 (6) | Basic: Apprentice |
3 | 4 (8) | 7 (14) | Intermediate |
4 | 6 (12) | 13 (26) | Advanced: Supervisors |
5 | 9 (18) | 22 (44) | Expert |
6 | 12 (24) | 34 (68) | Master |
7 | 16 (32) | 50 (100) | |
8 | 20 (40) | 70 (140) | Renowned |
9 | 25 (50) | 95 (190) | |
10 | 30 (60) | 125 (250 | Top of Field |
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 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)