Section 2. Professions and Skills

  The revised skill system combines the Primary Skill Areas (PSA) from Alpha Dawn Expanded Rules with the Professions of Zebulon’s Guide. Professions describe the field of work a character engages in, while PSAs describe clusters of related skills for which a character has a certain knack or aptitude. There are four traditional professions (Enforcer, Techex, Explorer, Scispec) and several new professions and PSAs (Spacer, Mentalist, Administrator, Counselor, Investigator, Rogue). Each profession has three or four PSAs associated with it, representing skills that are typically associated with that profession.


  When creating characters, choose a profession and three PSAs. You can customize your character by choosing ANY
three PSAs: all three from the character’s profession, two from the profession and one from another, or all three from different professions. If your character has at least two PSAs from one profession, then he or she receives the automatic bonus skill associated with that profession. Otherwise, no bonus skill is awarded, and the character has no concrete profession to speak of.


  Characters start out with 20 XP instead of the 10 listed in Zebulon’s Guide. All skills listed within the character’s
three PSAs are available for learning at in-profession cost. All optional skills listed under each profession are available at in-profession cost at the referee’s discretion. All other skills are considered to be out-of-profession in terms of cost. See Table 5. Skill Costs for the cost scale.

Four Professions from Zebulon’s Guide

  Optional skills listed after each profession are presented here as guides for referees in determining likely professional areas that the optional skills detailed later in this document would pertain to. As always, using these skills and figuring out where they might fit into a campaign is at the referee’s own discretion.

Enforcer (Military in AD)

PSAs: Combat Specialist, Special Operations, Security Specialist

Automatic skill for choosing at least 2 Enforcer PSAs: Endurance

 Combat Specialist Special Operations  Security Specialist
Body Speak

Pumping Federanium

Running

Weapons: Beam Weapons

Weapons: Demolitions

Weapons: Grenades

Weapons: Martial Arts

Weapons: Melee Weapons

Weapons: Missiles

Weapons: P.G.S. Weapons

Weapons: Powered Assault Armor

Vehicles: Cars

 Body Speak

 Camouflage 

 Concealment

 Forgery: Forge 

 Vehicles: Aquatic

 Vehicles: Atmospheric

 Vehicles: Cars

 Vehicles: Cycles Security

 Weapons: Demolitions

 Weapons: Missiles

 Weapons: P.G.S. Weapons

 Weapons: Repair

 Body Speak

 Communication Devices: Operate

 Cryptography

 Forgery – Detect

 Law

 Photography

 Robotics: Activate/Deactivate

 Security Systems: Activate & Operate

 Security Systems: Deactivate

 Security Systems: Detect

 Security Systems: Open Locks

 Vehicles: Transports


Optional skills to consider: Ballistics, Blind-Fighting, Crossfire, Dirty Fighting, Interrogation, Investigation, Offhand firing, Style Analysis, Surveillance, Toxicology, Vehicles: Stunt Driving, Weapons: Mass Destruction

Techex (Technological in AD)

PSAs: Engineer, Roboticist, Technician

Automatic skill for choosing at least 2 Techex PSAs: Agility

 EngineerRoboticist  Technician
 Acoustics

 Chemistry

 Computers: Access & Operate

 Engineer: Alternate Energy

 Engineer: Architectural

 Engineer: Civil 

 Engineer: Hydraulic

 Engineer: Mechanical

 Engineer: Military 

 Engineer: Nuclear 

 Optics

 Physics 

 Computers: Access & Operate
 Robotics: Activate/Deactivate
 Robotics: Alter Functions
 Robotics: Alter Mission
 Robotics: Identification
 Robotics: List Functions
 Robotics: Modifications
 Robotics: Remove Security Locks
 Robotics: Repair
 Robotics: Robopsychologist
 Power Read
 Vehicles: Machinery
 Communication Devices: Operate
 Communication Devices: Repair
 Computers: Repair Mainframe
 Computers: Repair Bodycomp
 Computers: Repair Specialized
 Machinery: Operate
 Machinery: Repair
 Power Read
 Vehicles: Machinery
 Vehicles: Repair
 Vehicles: Transports
 Weapons: Repair

Optional Skills to consider: Astrophysics, Defenses: Repair, Engineer: Electrical, Mathematics, Matter Transferal Devices

Scispec (Biosocial in AD)

PSAs: Computer Specialist, Scientist, Physician

Automatic skill for choosing at least 2 Scispec PSAs: Intelligence

 Computer Specialist Scientist Physician
 Computers: Access & Operate
 Computers: Bypass Security
 Computers: Defeat Security
 Computers: Display Information
 Computers: Interface
 Computers: Program Manipulation
 Computers: Program Writing
 Computers: Program Bodycomp
 Computers: Repair Bodycomp
 Computers: Repair Mainframe
 Computers: Repair Specialized
 Power Read
 Acoustics 
 Biology 
 Bionics 
 Botany 
 Chemistry 
 Cybernetics 
 Exobiology 
 Forensic 
 Genetics 
 Optics 
 Physics 
 Zoology
 Medical Devices
 Medical Diagnosis
 Medical Treatment: Disease
 Medical Treatment: Infection
 Medical Treatment: Infestation
 Medical Treatment: Miscellaneous
 Medical Treatment: Poison
 Medicine Medical Treatment: Radiation
 Medical Treatment: Wounds I
 Medical Treatment: Wounds II
 Medical Treatment: Wounds III
 Medical Treatment: Wounds IV

Optional Skills to consider: Academics, Astronomy, Astrophysics, Cartography, Computers: Software Engineer, Mathematics, Personality Restructuring, Psychotherapy, Toxicology

Explorer (Biosocial in AD)

PSAs: Wilderness Expert, Diplomat, System Specialist

Automatic skill for choosing at least 2 Explorer PSAs: Charisma

 Wilderness Expert Diplomat System Specialist
 Analyze Animal Behavior 
 Animal Taming 
 Animal Training 
 Climbing 
 Find Directions 
 Making Items/Structures 
 Medical Treatment: Veterinary 
 Ride Mount 
 Stable Mounts 
 Stealth s 
 Survival 
 Tracking
 Appraisal 
 Bluff 
 Communication 
 Communication Devices: Operate 
 Dramatics 
 Disguise 
 Empathic Understanding 
 Haggling 
 Persuasion 
 Politics 
 Society
 Stealth
 Ecosystems
 Archaeology
 Biology
 Botany
 Empathic Understanding
 Gemology
 Genetics
 Geology
 Geophysics
 Psycho-Pathology
 Theology
 Zoology


  Optional Skills to consider: Academics, Alertness, Blind-Fighting, Cartograpy, Diplomacy, Dirty Fighting, Locale Familiarity, Silent Kill, Swimming, Surveillance, Underclass, Underwater Operations

General Category (Individual PSA)

Skill Name

Chef

Dramatics

Entertaining

Finance

Gemology

Photography

Politics

Power Read

Pumping Federanium

Society

Running

Theology


Optional skills to consider:
Academics, Acrobatics, Alertness, Escape Artistry, Etiquette, Fine Arts, Gambling, General Lore, Iron Will, Languages I, Languages II, Lip Reading, Locale Familiarity, Occult Knowledge, Off-Hand Firing, Pick Pockets, Recreation, Sensor Ops, SOSO, Stage Magic, Swimming, Trade, Underclass, Vehicles: Stunt Driving, Ventriloquism

Optional Profession : Mentalists

  Mentalist is an optional path for character creation that retains some of the original features from Zebulon’s Guide, but with some overhauling of the system. The major changes are outlined below:

  Characters must have 75 Logic or higher to create a Mentalist character. During character creation, Mentalists can choose all four Mentalist PSAs or two Mentalist PSAs and one outside PSA. Mentalists who choose the “2 Mentalist, 1 Outside PSA” method can still choose skills from the other two Mentalist PSAs but only at out-of
profession cost. Mentalists who choose the “all 4 Mentalist PSAs” method can choose skills outside the Mentalist PSA, but only at out-of-profession cost.

  Enlightened characters choose one PSA from the Mentalist profession and two PSAs from other areas. They can never learn any Mentalist skills from the other three Mentalist PSAs, but they can use XPs normally to pick skills and raise levels from their chosen Mentalist PSA. Enlightened characters, like Mentalists, must have a Logic score at character creation of 75 or higher.

  All other characters can never choose Mentalist skills.

PSA’s: Psychoenergist, Psychomaterialist, Empath, Telepath

Psychoenergist
(“Generator”) 
 Pyschomaterialist
("Manipulator")
 Empath
("Sensitive")
 Telepath
("Dominator")
 Channeling I 
 Channeling II 
 Cryokinesis 
 Electrascreen 
 Infrascreen 
 Levitation 
 Pyrokinesis 
 Static 
 Truesight 
 Density 
 Disruption 
 Heal Others 
 Heal Self 
 Heal Self Fully 
 Telekinesis 
 Telemanipulation 
 Teleportation: Limited 
 Teleportation: Unlimited 
 Trance I 
 Trance II
 Analysis I
 Analysis II 
 Clairaudience 
 Clairvoyance
 Empathy 
 File
 Telepathy: Aliens 
 Telepathy: Animalse
 Telepathy: Character 
 Timeread
 Beam
 Confusion
 Detection
 Fear
 Illusion
 Infatuation
 Link
 Paralyze
 Shield
 Suggestion
 Trap

(Note: the second name in parentheses is the slang term for such a specialist.)

Optional Profession: Spacer

Spacer (formerly Knight Hawks)

PSAs: Pilot, Engineer, Astrogator, Gunnery

Spacers can pick up to three of the four PSAs when choosing this profession. Automatic skill for choosing at least 2 Spacer PSAs: Adroitness

 Pilot Engineer
 Communication Devices: Operate
 Computers: Access & Operate
 Physics
 Sensor Ops
 SOSO
 Star Pilot I
 Star Pilot II
 Star Pilot III
 Star Pilot IV
 Star Pilot: Evasion
 Star Pilot: Increase Accuracy of FF Weapons
 Star Pilot: Increase Maneuver Rating
 Survival: Zero G
 Vehicles: Space
 Weightless Combat
 Computers: Access & Operate
 Engineer: Nuclear
 Engineer: Hydraulic
 Engineer: Mechanical
 Engineering: Damage Control
 Engineering: Ship Design
 Engineering: Stress Analysis
 Machinery: Operate
 Machinery: Repair
 Power Read
 Sensor Ops
 SOSO
 Survival: Zero G
 Vehicles: Space
 Weightless Combat


 Astrogator Gunnery
 Astrogation: Chart New Routes
 Astrogation: Find Location
 Astrogation: Plot Interstellar Jumps 
 Astrogation: Risk Jumping 
 Astronomy 
 Astrophysics 
 Communication Devices: Operate 
 Computers: Access and Operate 
 Computers: Display Information 
 Optics 
 Sensor Ops 
 SOSO 
 Survival: Zero-G 
 Weightless Combat
 Computers: Access & Operate
 Gunnery: Beam Weapons
 Gunnery: Rocket Weapons
 Gunnery: Selective Targeting
 Optics
 Physics
 Sensor Ops
 SOSO
 Survival: Zero-G
 Weapons: Missiles
 Weapons: PGS
 Weapons: Beam
 Weightless Combat
 Weapons: Mass Destruction

Optional Individual PSAs

  PSAs that are not associated with a profession are still valid categories of skills and are organized around themes (denoted by their titles). Characters may use any PSA as one of their three PSAs, but the following ones do not (in and of themselves) imbue the character with any automatic skills like professions do. Referees may use their discretion in allowing or modifying the PSAs offered here.

 Administrator  Counselor
 Analyze social system
 Analyze business system 
 Bluff 
 Communication 
 Diplomacy 
 Economics 
 Etiquette 
 Finance 
 Haggling 
 Management 
 Persuasion 
 Politics
 Academics (Mental Healthcare)
 Analyze Social Systems
 Empathic Understanding
 Hypnosis
 Medical Devices
 Medical Diagnosis
 Personality Restructuring
 Persuasion
 Psychopathology
 Psychotherapy
 Theology
 Robotics: Robopsychologist


 Investigator Rogue
  Ballistics
 Cryptography 
 Forensic Medicine 
 Forgery: Detect 
 Interrogation 
 Investigation 
 Law 
 Locale Familiarity 
 Security Systems: Activate & Operate 
 Surveillance 
 Toxicology 
 Weapons: PGS Weapons
 Appraisal
 Bluff
 Dirty Fighting
 Disguise
 Forgery: Detect & Perform
 Gambling
 Pick Pockets
 Security Systems: Activate & Operate
 Security Systems: Detect
 Stealth
 Underclass
 Weapons: Melee