Acquiring Skill Levels

In order to become proficient in a particular skill, a character needs to acquire levels for that skill. There is no upper level  limit  for any skill listed. All characters start out at level 0 in all  skills. Before a character can acquire any skills, he needs to get some  experience points  to spend. Experience points are issued  by  the  game Master (GM) after every adventure. For a description on doing  adventures see the section on adventures above.

Once  a character has some experience points to spend, he  first  must decide  what skill he wants. Consult the skill list table to see  what skills  are  available. All characters must start their  skills  from level 1.

To  get level 1 in a skill use the number from the Start  column.  For instance, Projectile Pistol costs 3 experience points for level 1. For additional  levels, take the level desired, multiply it by the  number in  the  Per Level column, and round down. For instance,  level  2  in projectile pistol would cost 1.3 * 2 or 2.6, or 2 experience points. A character  cannot skip levels, he must proceed level by level. If  a character  wants  to  get level 3 in the Melee skill,  he  must  first acquire  level 1, then level 2, followed by level 3. To get level  1, he  looks at the skill list table under Melee, and then to the  column labeled Start. For Melee, this number is 3, so it costs 3  experience points to get level 1 in melee.

For  instance to get level 3 in Melee from level 0, would require 3  + (1.7*2)  + (1.7*3) or 11 experience points. The three comes from  the To Start  column of the Skill table, and the 1.7 comes from  the  per level column.  Note  that you always round down  before  adding  the numbers together, so the 1.7*2 would be 3, not 3.4. Once a  character has  levels in a skill, he just goes up one by one. For  example,  a character has level 4 in martial arts, and wants to go up to level  5. Looking  in the Per Level column of the skill table, shows a  2.  You then take the level they want (5), and multiply that by the number  in the  Per  Level column (2), and get the number  of  experience  points required which is 10.

The DM must also make sure the character can ligitamently acquire  the skills he desires. For instance, a character may have the  experience points,  but he  cannot suddenly acquire a mechanical  skill  in  the middle of the desert. Any weaponry skills just require some  practice, however, the character must have the weapon type before he can acquire skills  for it. All building skills must be taught by  another  person with at least level a 10. This will typically cost something.

For example, a character wants to acquire some levels in  electronics. He has 17 experience points that he acquired from various adventures.

According  to the experience point chart, level 1 costs  4  experience points to start, leaving the character with 13 points to spend. Level 2 costs 5 points, and level 3 costs 7 points, for a total cost of 12 additional  points. That plus the additional 4 for starting  gives  a grand  total of 16 experience points, leaving 1 left  over.  Starting from  level 0, and going to level 3 is a significant jump, and the  DM would need to inform the character that he needs to have someone teach him  the skills before he has them to use. For such low levels,  the character  can take classes or such, and acquire the skills. For  the above  example the DM should charge about 500 to 1500 credits.  After that, the character can advance on his own.