Harry, I'm putting this in a new thread because there's actually a lot of it, and it's not going to copy well from the PDF files in which I've got it most conveniently, because it's all in tables--and because there are a lot of things about it that you're going to have to tailor to your version of the world.
Introductory Notes
There is one advancement table for the Alpha version and a separate one for the Beta version.
Attributes are listed first, but they take longer to improve; skills follow.
Officers have skill and attribute improvements for being officers, in addition to those they get for being members of a department.
I'm giving you attribute and skill improvements for both worlds, but only for medical personnel.
The attribute system is such that in the specified time frame the character will gain one intensity, but only within the levels for which the advancement is sufficient. That is, the work conditions will improve the resistance of all crew members to a maximum of 1@10 (at level one), but for deck hands, whose conditions are harsher, they may improve (at level two) to 2@10.
The skill system is given in skill marks or credits earned per time period. Remember that a character loses extra skill marks if he would advance two intensities--that is, if a character receives five marks, he improves from 1@1 to 1@2 and loses the other four marks, or he improves from 2@1 to 2@2+1 mark, or he improves from 3@1 to 3@1+5 marks.
Alpha Attributes
Resistance improves one intensity at level one every 800 days, because it does so for everyone in the crew due to the harshness of the shipboard conditions. Deck hands and pilots improve at level two, but others do not.
Hand/Eye improves one intensity at level one every 800 days, because of the medical work such as stitching and the examinations that have to be done.
Intellect improves one intensity at level one every 2000 days because of the constant problem-solving nature of the job.
Education Level improves one intensity at level one every 1500 days because of the continuous learning all medical personnel face in performing their jobs.
Will Power improves one intensity at level one every 2000 days, because it does so for all crewmen due to the harsh conditions and hard life; it continues at level 2 for deck hands and top officers only.
Beta Attributes
Stamina improves one intensity at level one every 800 days because it does so for all crewmen due to the conditions; security, deck hands, and top officers get this benefit at level 2 also.
Resistance improves one intensity at level one every 800 days for much the same reason, and again deck hands and security and top officers get greater benefits.
Density improves one intensity at level one every 1000 days due to the gravity fluctuations aboard ship and the varying conditions of planets visited.
Hand/Eye improves one intensity at level one every 600 days due to the medical work, which includes various types of surgical procedures.
Intellect improves one intensity at levels one, two, and three, every 3000 days, because of the nature of the work in problem solving.
Education Level improves one intensity at levels one and two every 2000 days because of the constant learning medical professionals undergo.
Alpha Skills
Basic Fire Skills T1@1 one mark per 100 days
Ignite Fire from Spark or Friction T1@2 one mark per 100 days
Cook T1@2 two marks per 100 days
Stitch & Sew T2@1 one mark per 100 days
Knots T2@1 one mark per 200 days
Operate Small Boat T3@1 one mark per 200 days
Pointed Tools T3@1 one mark per 200 days
Beta Skills
Cook T1@2 two marks per 200 days
ID Soft Metals T4@0 one mark per 400 days
ID Hard Metals T5@1 one mark per 400 days
Operate Micro Tools T6@1 one mark per 800 days
Microscope T6@2 two marks per 100 days
Scalpel T6@2 two marks per 100 days
Air Lock Use T7@1 one mark per 400 days
Refrigeration T7@5 one mark per 400 days
Computer Use T11@1 two marks per 100 days
Program Computer T11@1 one mark per 200 days
Medical/First Aid T12@1 five marks per 600 days
ID Nuclear Materials T12@1 one mark per 1000 days
Decipher Gene Code T12@1 one mark per 800 days
Stand B2@1 one mark per 800 days
Walk B2@4 one mark per 800 days
There may be some things missing; none of my test players ever played a doctor, although I had a navigator and a couple of security people.
--M. J. Young
And THAT answers the world-building question I was gonna ask fairly shortly-handling increases just from work, as well as the one about mental attribute increases.
