List blow are the exit options for each specialty. Once the PC meets the Exit Requirements, he can choose from any of the listed Specialties to move to. The PC must also meet the Entry requirements for the new Specialty to choose from the Specialty’s skill list.
Exit Requirements & Options
ENFORCER
SPECIALTY
EXIT REQUIREMENTS
EXIT OPTIONS
ASSASSIN
Assassin Level 5. All Spec. Skills Level 4
Corporate Spy; Law Enforcement; Explorer:Attack Scout
Any Specialty under Enforcer or Explorer or Colonist
OTHER PROFESSIONS
See below in Explanations
CREWMAN
SPECIALY
EXIT REQUIREMENTS
EXIT OPTIONS
FIGHTER PILOT
Fighter Pilot Level 5. All Spec. Skill Level 7
Astrogationeer; Weapons Operato
STARSHIP ENGINEER
StarShip Engnr. Level 5. All Spec. Skill Level 6
Fighter Pilo; Astrogationeer; Weapons Ops.
ASTROGATIONEER
Astrogationeer Level 5. All Spec. Skill Level 6
Fighter Pilot; Starship Engr.
WEAPONS OPERATOR
Weapons Operator Level. All Spec. Skill Level 5
Fighter Pilot; Starship Engr.
EXPLANATION
(1) COLONIST: Other Professions: When a colonist chooses the Other Profession option, the character has chosen to completely change his career. For exit options and requirements, ‘just go by what his new profession is.
(2) Some exit options list other Profession’s Specialties. When a character chooses this option, he is not changing his profession, just his specialty and is entering into a realm of specialty where most if not all prerequisite skills will be nonprofessional, therefore costly. Also, when a PC chooses this route the skills bought from the Specialty Skill List are bought atnonprofessional cost, also.
(3) EXIT REQUIREMENTS: All Spec. Skill Level (#). This means the character must buy all the specialty skills under his current specialty (unless he already has them), and then get to the level as listed before exiting.