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Character Advancement

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Improving Skills

Skills. It costs as many Character Points as the number before the "D" to improve a skill's die code by one pip. (Increasing a skill from a "+2" to the next higher die — from 3D+2 to 4D for example — counts as a one pip improvement.)

A character can only improve a skill one pip between each adventure, although the character may improve more than one skill between adventures.

Specializations: For specializations, the Character Point cost is one-half the number before the "D" (rounded up).

Advanced Skills: The Character Point cost to improve an advanced skill is two times the number before the "D." Advanced skills take much longer to improve because they are such complex subjects. A character must train to improve an advanced skill.

Learning New Skills

Skills and Specializations: Characters can learn a new skill or specialization by paying enough Character Points to advance it one pip above the attribute.

There is no training time if the character "used the skill" in the last adventure (i.e., used the attribute when doing something that would be covered by the skill). Otherwise, use the normal rules for training time.

Advanced Skills: A character may learn an advanced skill if he has the prerequisite skills and pays the Character Point cost to learn the skill at 1D. (It costs two Character Points to learn most advanced skills at 1D.) Use the normal rules for advanced skills to determine training time.

Other Game Statistics

Improving Attributes: Characters may improve an attribute one pip at a time. The Character Point cost is the number before the "D" times 10.

The training time is one week per Character Point spent if the character has a teacher. Without a teacher, the training time is two weeks per Character Point. A character must train to improve an attribute, but the training time is reduced one day per additional Character Point spent (minimum of one week training).

When a character improves an attribute one pip, all skills under that attribute (except advanced skills) also increase by one pip.

There is a limit to how high an attribute can go — a person can only be so smart or strong. At the end of the training time, the character rolls the new attribute die code. The gamemaster must roll the attribute's maximum (as listed in the species description in "Aliens").

If the character's roll is equal to or less than the gamemaster's die roll, the character's attribute goes up.

If the character's roll is higher, the attribute doesn't go up and the character gets half of the Character Points back.

Move: Characters may improve their Move score one meter at a time. The Character Point cost is the character's current Move.

The training time is one week per Character Point spent if the character has a teacher; the time is two weeks per Character Point without a teacher. A character must train to improve Move, but the training time is reduced one day per additional Character Point spent (minimum of one week training).

Characters may not improve their Move above their species' maximum.

Force-Sensitive: A character who is not Force-sensitive may choose to become Force-sensitive for 20 Character Points. (There is no training time requirement.)

The character receives one extra Force Point immediately, and must now play under the guidelines for Force-sensitive characters. See the chapter on "The Rules," for information on Force-sensitive characters.

It is much easier to begin with a Force-sensitive character rather than choose to become Force-sensitive after play has begun. A Force-sensitive charcter is in tune with the Force's mystic ways.

If the character has closely followed the ideals of the Jedi code, the gamemaster may allow the character to become Force-sensitive at a reduced price.

Once a character becomes Force-sensitive, the character cannot "lose" that Force-sensitivity.

Special Abilities: Characters with special abilities may be able to improve them over time. The conditions, costs and training times will be listed with the special ability's description.

Force skills (Control, Sense and Alter)

Character Point cost: To improve a Force skill by one pip costs a number of Character Points equal to the current number before the "D." Double the Character Point cost without a teacher. Training Time: Characters with a teacher must train one day for each Character Point spent; two days per Character Point without a teacher. Training time may be reduced by one day for each additional Character Point spent (minimum of one day).

Note: A character may be taught a new power each time a Force skill is improved one pip.

Force Powers: A character may be taught a new power each time a Force skill is improved one pip. The new power is chosen by the teacher and must use the improved Force skill (for instance, a Jedi improving control could not learn a power based solely on alter).

Force Powers

Each Force skill governs a multitude of powers. A character rolls the appropriate Force skill (or skills) when trying to use a particular power; the gamemaster uses the description of the power to determine the difficulty for the task.

A Jedi character must be taught a Force power to use it. (Powers can be taught by a teacher, Holocron or some other document or item specifically intended to teach the power). Since most Jedi teachers know only a few powers, at a certain point Jedi characters will have to seek out other teachers and sources of instruction to learn new powers.

A Jedi cannot use a power that has not been learned. Learning Powers. When a character first learns a Force skill, the teacher also teaches one Force power pertaining to that skill.

A character may be taught a new power each time a Force skill is improved one pip. A character may be taught a Force power without improving a Force skill, but the character must spend five Character Points.

A power that uses two skills — control and sense — counts as two powers when being taught powers.