* Step 3:
 
* Step 3:
 
Choose your common specialities. These are the skills listed under the categories, and are specialisations. You can have up to six of these, in addition to the common speciality ''Energy Weapons''. A common speciality adds 4 to the base skill (listed at the top of the category), but must be balanced out by a common weakness skill in the same category, which will have a rating of 1. Furthermore, a character may have up to six narrow specialities. These add 6 to the particular skill, but only in a very specific situation, and do not have a corresponding weakness. These do not have to be taken right away; they can be saved and used when a situation presents itself (at the discretion of the GM). Examples include Punching windowcleaning Scrubots, bootlicking Desmond-B-GOP, or habitat engineering - fixing the leaky toilet in my old INFRARED dorm.
 
Choose your common specialities. These are the skills listed under the categories, and are specialisations. You can have up to six of these, in addition to the common speciality ''Energy Weapons''. A common speciality adds 4 to the base skill (listed at the top of the category), but must be balanced out by a common weakness skill in the same category, which will have a rating of 1. Furthermore, a character may have up to six narrow specialities. These add 6 to the particular skill, but only in a very specific situation, and do not have a corresponding weakness. These do not have to be taken right away; they can be saved and used when a situation presents itself (at the discretion of the GM). Examples include Punching windowcleaning Scrubots, bootlicking Desmond-B-GOP, or habitat engineering - fixing the leaky toilet in my old INFRARED dorm.
Exception encountered, of type "Error"