(1 Point): In the case of a skill, your character is competent and professional.
(2 Points): The level of a character with both talent and dedication in their field.
(3 Points): The character is a virtuoso: a master of their chosen speciality.
Examples of resource levels, also rated 1-3, are given under the individual descriptions.
A character has a total of 9 points to divide between skills and resources.
No character may have more than one area rated at 3.
During character creation, the GMs may ask you to define specialities for one or more of your skills, especially those at the 2 or 3 point level. There is also a certain amount of flexibility as to what form resources take: the details given below are intended as examples.
3 Points: An outstanding scientist, with the ability to develop new technologies and concepts.
2 Points: A good scientist who can improve exiting technologies and concepts, and to apply existing principles in new ways.
1 Point: You have a deeper knowledge of how Science works than most people. This allows you to understand, maintain and efficiently use technology, but not to invent anything. This could also indicate some specialised area of knowledge, e.g. history, literature, law.
3 Points: Your command of the Matrix is rivalled only by your arrogance. No system is safe from you: you can manipulate and alter data at will.
2 Points: You are good, but are in awe of the master hackers. Minor computer crime is second nature to you, and you can write working software. However, there are places in the Matrix you just won't go.
1 Point: You are particularly good at working with computers. However, trying to write complicated software, or breaking reasonable security, are beyond you.
3 Points: You are hard. Maybe this is obvious to anyone in a 2 mile radius, maybe you are quiet but utterly deadly. No one in their right mind would spill your pint.
2 Points: You are a seasoned warrior, skilled in a variety of weapons and techniques. You could easily make a living as a mercenary.
1 Point: You are unfazed by combat, and can happily take on any number of talentless know-nothings. However, there are people out there who could kill you without blinking.
3 Point: You can influence large audiences, perhaps nations given time. On an individual level, you have great personal charisma. Looking at a political situation, you know who is important, and who it is worth influencing.
2 Points: You are a charismatic speaker, and an accomplished statesman. Given time, you could go far.
1 Point: You know how the political system works and possibly foresee the moves of others, but the subtler nuances can elude you. This could also represent a powerful personal charisma, however players will be unaffected.
3 Points: You are a truly great manager. You can effortlessly direct the actions of hundreds of underlings. Your last downsizing is still talked about with awe and wonder in management colleges everywhere.
2 Points: You can competently run large groups, and could easily make a living as a top-flight management consultant. Your plans operate over the long term, and handle many variables.
1 Point: You understand how to organise people, and tell other people how to do the jobs they've been doing quite happily for years.
3 Points: You are a genius. If there is just one last chance for victory, it is probably you. If there is any way to confuse, harass and encircle to the point of nervous breakdown, you will find it.
2 Points: You are quite happy commanding large units, and often display inspiration and flair under pressure.
1 Point: You have an understanding of tactical and strategic theory and history, but have rarely been tested in battle.
3 Points: Interplanetary influence, virtually unlimited cash, unique equipment
2 Points: Planetary influence, a well-equipped laboratory, top-of-the-line equipment, military post such as Captain.
1 Point: Small facility. Reasonable income, small company
Diplomats: You are representing your people at the Nimyek Peace Conference. This does not, of course, prevent you from having ulterior motives and personal goals. Players in this area should see Corinne as soon as possible.
Station Staff: You work on the station, in one of three groups: Command, Security and Support (which covers engineering, science, medical and janitorial duties amongst others). This does not, of course, prevent you from having ulterior motives and personal goals.
Freebooters: You are outside these groups, but currently live or work on Omicron Station. You will only be able to attend the Nimyek Conferences with official approval: if you want to start the game with this permission discuss your background with the GMs. Your main motivations will be your ulterior motives and personal goals.
Some time later Bob returns, and adds
2 Points Organisation: Captain in Omicron Station Security.
1 Point Money: Bob has some of his winnings left over.
1 Point Military: Bob has played group Muat-Tien games, and knows small-unit tactics.
At this point the GMs capitulate, and begin scheming to cripple Bob early on, forcing him into a new life of character role-playing. Note that if Bob's character sheet had included a page or two of information on his personality, none of this would be necessary.
2 Points Influence: Charlotte has a diplomatic post, but feels undervalued by
3 Points Politics: ...however, she intends to start pulling strings as soon as possible.
2 Point Organisation: She has a secret network of spies and informants at home and on Omicron...
2 Points Administration: ...and the ability and obsession to keep track of them all.