A Criminal PSA (Primary Skill Area) is not a normal set of skill one could get at a school or hypno-training program. These skills you learn on the streets. The knowledge of these skills are not illegal, but using most of these skills are highly so. They have the same cost as the Biosocial PSA, and my only be developed through practice. There are no standard pay in this field, as the cost to hire someone with these skill sets are generally negotiated on... discretely and off the books.
Skills[]
There are four different Criminal skills: Thief, Street, Terrorist, and Headhunter.
Thief[]

A Thief is a pickpocket, cat-burglar, and confidence-artiest. This skill covers the following sub-skills:
- Hiding in Plain Sight (40%, +10 per level) allows a thief to stalk someone or move freely in a crowd or through back allies. This only works in urban areas or busy space stations.
- Spot a Mark (60%, +10 per level) allows a thief to figure-out someone's wealth or gullibility on sight. On top of being able to spot a careless person within a crowd, a thief may use this skill to spot stalkers and plain clothed police.
- Pickpocket (50%, +10% per level) allows a thief to pocket items without notice, and to hide smuggled items in one's person, and to discretely plant items in a person or hiding spot. They thief by use this to preform magic tricks, and to cheat at card and dice games.
- Detect/Deactivate Security Systems (40%, +10% per level, -10% per alarm level) is used to spot hidden security systems, and then to disable them. This skill can enhance the computer skills Bypass Security and Defeat Security by +20%, if that field is taken as a secondary PSA.
- Open Locks (30%, +10% per level, -10% per alarm level) is used to open locks without the necessary "key."
- Swindle (30%, +10% per level) allows the thief to manipulate someone with lies and fast talk.
Street[]
Street skills are about gangs, street-smarts and underworld connections. This skill set is limited to the planet the character grew up on, or had spent years living on. Using this skill set on unfamiliar ground will impose a 60% penalty on all Street rolls, lowered by 10% for each year spent on the planet, immersed in local culture. This skill covers the following sub-skills:
- Identify Local Colors (100%) allows one to identify a gang member, a gang-controlled area, and the meaning of tags and symbols.
- Street Talk (100%) allows one to speak and understand local slangs and cants.
- Fast Talk (40%, +10% per level) allows one to talk their way out of a situation, or to manipulate a conversation.
- Find Info (50%, +10% per level) allows one to use underworld connections to get information or a clue about a person, a palace, or a group.
- Fence Goods (30%, +10% per level) allows one to find and deal with a Fencer (a blackmarket dealer), or to convince a pawnshop owner to buy "hot" goods (if the local authorities enforce a ban on buying stolen goods).
- Find Goods (10%, +10% per level) allows one to use one's blackmarket connections to find a controlled or restricted item (like drugs, kaboomite, military-grade weapons, etc.) — usually at an inflated price.
Terrorist[]
Terrorist skills are about covert action and preforming violent acts as a political statement or to undermine an enemy organization. This skill covers the following sub-skills:
- Identify Fellow Members (%100) allows terrorists to visually spot other members within the same origination through subtle markings, gestures, and phrases.
- Monitor Security (20%, +10 per level) allows a terrorist to observe an area over time and make note of all the patrols and security systems.
- Hiding in Plain Sight (20%, +10 per level) allows a terrorist to stalk someone or move freely in a crowd or through back allies. This only works in urban areas or busy space station.
- Demolitions may take Demolitions at the cost of a Technological PSA, with the following sub-skill:
- Creative detonation (40%, +10 per level) allows a terrorist to maximize the potential for collateral damage or for dramatic effect.
Headhunter[]
Headhunter skills are for contract/serial killers, and some of the more ruthless bounty hunters. Headhunters would usually take Medical as a secondary skill to better use poisons and freeze fields, as well as some combat skills to deal with threats.
- Track (80%, +10% per level) allows a headhunter to find their target within a local area, and then to stalk or chase them down.
- Investigate (60%, +10% per level) allows a headhunter to research a target's background and habits to best figure out their behavior or possible whereabouts, even if they fled off world. With a Medical PSA, a headhunter may administer untraceable drugs and poisons.
- Whitewash (40%, +10% per level) allows a headhunter to remove and destroy incriminating evidence, and to make a death or injury look like an accident, to befuddle or outright prevent a criminal investigation.
- Monitor Security (20%, +10 per level) allows a headhunter to observe an area over time and make note of all the patrols and security systems.
- Hiding in Plain Sight (20%, +10 per level) allows a headhunter to stalk someone or move freely in a crowd or through back allies. This only works in urban areas or busy space station.
Design Notes[]
(created by Malcadon 18:38, April 8, 2012 (UTC))