Skills & expertise
Our freshly made character, himself borned naked, therefore like a worm. In order to acquire the experience, s/he/it commits (and this condition is imperative) at the age of 18 years to a civil or military service. The different services are:
|the marine (ground pounder)|
|the BOSS (a paramilitary organization as the FBI)|
|the BRINT (a service of spying like the CIA)|
|the IPA (Interstellar Police Agency, similar to today's Interpol)|
|the interstellar surveillance|
|the interstellar exploration (put the gases Mr Solo)|
|the commerce (to become a interplanetary commercial outfit)|
|the police (so dad saw me...)|
|to become mercenary|
S/he/it remains there from 4 at 20 years (it is the die who determines). This allows him to learn knowledge and to acquire Points of Expertise in a large number of skills. To this end, our adventurer can to decide to continue his/her/its service or to retire and to roll for mustering out benefits. If he chooses the first option, one determines to what rank s/he/it has attained and if s/he/it can benefit from advancements. If he chooses the second option, s/he/it will benefit from advantages of his/her/its service, his/her/its rank (weapon, armor, various materials, etc...), a ticket back for his/her/its planet of origin, and savings on his/her/its balances. No one is left in the street without a single coin, but with sufficient means to take care of oneself.
Now, I come to speak of Points of Expertise and I already see your interrogatory looks upon my humble no one. And well, this PC serves you " to buy " the expertise. They are calculated on the basis of attributes and an average character can hope to have around 80 PC + 5 PC by year of service. Half of the 80 PC gotten must be, inevitably, spent in a field of expertise in related to the player's career (soldier, technician, astronaut,...) and the remainder can be used for any other domain. An example: suppose that a some Luke Skywalker entered to the academy of the Starforce to become astronaut. S/he/it should put 50% of his/her/its PC in Astronautics or other sciences associated and the remaining 50%, s/he/it can learn to use a destructive gun, gyrojet or a laser saber...
Every expertise costs 0 (the hopeless big) to 10 (the expert) and cost a variable number of PC by level of instruction. So the botanical Xéno costs 3 PC by level, if a character wants to become a crack in this domain s/he/it should spend 30 PC. I reassure you, it is not indispensable to put as many points and he/it is perfectly possible to learn by oneself - even a certain discipline by a professor, a droïde or a bank of data. This time, a longer time, is associated to every level of instruction. To take the example of the Xéno botany, 3 months of formations are necessary by level and to every level one throws the die to know if " the pupil " learned his/her/its lesson well.
There are distributed 205 expertise in 5 different fields (scientific, military, astronautics, technical and general) This lets a large margin of ideas and options for you and your players.