To
increase a %-based skill
-
Spend 100 XP if skill has been used
during game time, or 250 XP if not.
-
Make a skill roll
o
If the roll result is less than
the current skill value, the XP is wasted.
o
If the roll result is greater
that the current skill value, the skill goes up by the base increment.
o
If the roll result is equal to
the current skill value, the skill goes up by an extra +1%, in addition to the
base increment.
-
If at any time that you use a skill,
and you roll exactly your skill value, it goes up by 1%.
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No skill may ever go higher than any of
its prerequisites.
-
Use the skill a number of times equal
to the current level of that skill, squared (once if level 1, 4 times if level
2 and so on) during game play.
-
Spend an amount of XP equal to the
skill’s current level, multiplied by 100 plus 1000
-
If the skill is available to you as a
secondary skill, it costs 1000 XP and 6D6 days to learn.
-
If the skill is available as a
non-secondary skill, it costs 2000 XP and 12D6 days to learn.
-
If the skill is not normally available to
your class, it costs 5000 XP and 30D6 days to learn it.
-
In all cases, a teacher or tutor is
needed to learn the skill (unless the facilities and time are available to
learn as a secondary skill), plus a negotiated amount of time. In other words,
GM approval is needed.
-
If a skill has not been used for
over year of game time, the character
must spend 100 XP to keep that skill from losing a level. Bonuses from physical
skills are also lost if not used at least once a year, unless 100 XP is spent
on them. The XP cost is effectively the character using non-game time to
practice the skill. When a skill is reduced to zero, it is lost (but can be
relearned for 1000 XP, no matter what the OCC availability)
-
Costs 500 XP, plus 10 per point of
average increase.
-
Must have been reduced to below ½ of
total value during game time.
-
Must already have the skill that
increased an attribute. Instead of increasing the attribute itself, the same skill
is just being taken again (each improvement skill can only be retaken once).
-
Take the combined attribute bonuses,
times 1000. SDC costs for this are 250 XP per point. That’s the XP cost. Ignore
all other bonuses (combat bonuses, skill bonuses, etc.). All dice-based bonuses
are treated as minimum dice for XP calculation and values.
-
Must have the facilities to carry out
that skill, plus a negotiated amount of time (may not be needed if attribute is
exercised a lot in gameplay).
To
specialize in a skill or power (for one skill or power only)
-
If a combat ability, spell or psionic,
spend 1000 XP for specialization, which results in that specialization being
one level higher of effectiveness. Each level after that costs 500 per
additional level of proficiency with a particular weapon model, spell, psionic
ability etc. Not applicable in already specialized skills (such as power armor
elite).
-
If a %-based skill, spend 250 XP per
level, for each level higher than the base skill.
-
The item/spell/ability/resources must
be available, plus a negotiated amount of time (may not be needed if skill or
power is exercised a lot in gameplay).
-
Maximum specialization possible is 15%
or 3 levels.
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Spend 10 000 XP for a major ability,
such as spell-casting; starts at 1st level.
-
Spend 5000 XP for a moderate ability,
such as a single level of psionic power (none à minor à
major à master); starts at 1st level
-
Spend 2000 XP for a minor ability, such
as spell specialization or bionic familiarity for a borg; starts at 1st
level.
-
Tutor, teacher and/or facilities
required, plus a negotiated amount of time (usually 6D6 days per 1000 XP). GM
approval is critical.