SSWarlock said:
And there's always augmentation, provided you have the credits and a trustworthy medical team.
Here is a simple system:
1. Whenever a player uses a skill with average success 5 times or uses a skill with exceptional success 1 time, the player may elect to take 1 'training point' in that skill.
2. Training points may only be gained at the end of an adventure or at maximum once a month.
3. Any exceptional failure at a skill negates all aquired training points for that skill.
4. A player may only aquire 1 skill point in 1 skill during any month.
5. The minimum number of skill points needed to raise an attribute is the characters current attribute level.
Example: Jim is Str 6 and wants to raise his strength to 7. He will need 6 skill points at minimum for a chance to raise his Str to 7.
6. The minimum number of skill points needed to raise a skill is the MAXIMUM corresponding characteristic level for the skill level (dice modifier) listed on the Characteristics Modifier Table.
Example: Jim is Recon-1. Looking on the Characteristics Modifiers Table on page 6 of the Core Rule Book, a +1 (skill level in this case) is a value of 09-11. Jim will need 11 training points at minimum to raise his skill to level 2.
7. Optional Rule: A character will need to roll 8+ to actually raise their skill level. A failure reduces the skill points for that skill or attribute by the effect.
8. Optional Rule: Add Int or Edu modifiers as the ref sees fit.
9. Characters can hire trainers, workout, or learn skills from other PC's to accumulate skill points. The ref should have the character make appropriate die rolls to see if the character stays with the training.
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