I've decided to simplify my over-complex "default skills" (Zero-Level Skills) system to a few "rule-of-a thumb" guidelines in semi-accordance to LBB1.
Note that these depend on Homeworld - which should be chosen before chargen (I'll eventually have a map of MTU, anywhere within the Solar Triumvirate would be ok). The homeworld's TL and trade codes should be noted on the character sheet.
Using a skill with no skill (not even skill-0) should incur a -4 DM in most cases (referee discretion; some actions are quite easy to perform without any training whatsoever).
Weapon "proficiency" is a rule-of-a-thumb, and shouldn't be listed on the character sheet in most cases - the character's career signifies what weapons he or she is "proficient" (i.e. skill-0) without having a real skill. "Proficiency" is equivalent to having a few firing ranges with the gun, knowing how to cock it, how to operate the safety, how to load a magazine, the basic firing position, what kind of recoil to expect and so on, but not real training or experience with the weapon as signified by a skill of 1 and more.
The Referee may also apply the "unskilled" -4 DM to weapons above the character's homeworld TL if he so desires.
So, on to the skills:
1) Transportation Skill: All characters have either Equestrian-0 (or Animal Handling in my variant) if their homeworld's TL is 4-, Ground-Car-0 if their homeworld's TL is 5-9, or Grav-Vehicle-0 if their world's TL is A+.
2) Weapons Skills: There are four levels of weapon familiarity (i.e. Skill-0):
2-A) Barbarian - Skill-0 in Brawling, Bows, Crossbows and all melee weapons. Applies only to Barbarians.
2-B) Civilian - Skill-0 in Brawling, all non-automatic LBB1 weapons (that is, everything but the Auto-Rifle and SMG), Laser Pistol (Striker or JTAS), Snub Pistols (LBB4), Dagger, Blade and Cudgel. Applies to Merchants, Belters, Diplomats, Doctors, Bureaucrats, Scientists, Technicians and Colonists.
2-C) Paramilitary - Skill-0 in Brawling, all LBB1 weapons, all melee weapons, and all LBB4 Slug-Throwing Small Arms. Applies to Scouts, Pirates, Nobles, Hunters and Law Enforcement personnel.
2-D) Military - Skill-0 in Brawling, all LBB1 weapons, all melee weapons, all LBB4 Small Arms, LMG, LAG, all Grenade Launchers and TAC-missiles. Applies to Navy, Marines, Army, Sailors and Flyers.
3) Every non-Barbarian has Vacc-Suit-0 and Steward-0.
4) Every Barbarian has Survival-0 and Hunting-0.
Note that these depend on Homeworld - which should be chosen before chargen (I'll eventually have a map of MTU, anywhere within the Solar Triumvirate would be ok). The homeworld's TL and trade codes should be noted on the character sheet.
Using a skill with no skill (not even skill-0) should incur a -4 DM in most cases (referee discretion; some actions are quite easy to perform without any training whatsoever).
Weapon "proficiency" is a rule-of-a-thumb, and shouldn't be listed on the character sheet in most cases - the character's career signifies what weapons he or she is "proficient" (i.e. skill-0) without having a real skill. "Proficiency" is equivalent to having a few firing ranges with the gun, knowing how to cock it, how to operate the safety, how to load a magazine, the basic firing position, what kind of recoil to expect and so on, but not real training or experience with the weapon as signified by a skill of 1 and more.
The Referee may also apply the "unskilled" -4 DM to weapons above the character's homeworld TL if he so desires.
So, on to the skills:
1) Transportation Skill: All characters have either Equestrian-0 (or Animal Handling in my variant) if their homeworld's TL is 4-, Ground-Car-0 if their homeworld's TL is 5-9, or Grav-Vehicle-0 if their world's TL is A+.
2) Weapons Skills: There are four levels of weapon familiarity (i.e. Skill-0):
2-A) Barbarian - Skill-0 in Brawling, Bows, Crossbows and all melee weapons. Applies only to Barbarians.
2-B) Civilian - Skill-0 in Brawling, all non-automatic LBB1 weapons (that is, everything but the Auto-Rifle and SMG), Laser Pistol (Striker or JTAS), Snub Pistols (LBB4), Dagger, Blade and Cudgel. Applies to Merchants, Belters, Diplomats, Doctors, Bureaucrats, Scientists, Technicians and Colonists.
2-C) Paramilitary - Skill-0 in Brawling, all LBB1 weapons, all melee weapons, and all LBB4 Slug-Throwing Small Arms. Applies to Scouts, Pirates, Nobles, Hunters and Law Enforcement personnel.
2-D) Military - Skill-0 in Brawling, all LBB1 weapons, all melee weapons, all LBB4 Small Arms, LMG, LAG, all Grenade Launchers and TAC-missiles. Applies to Navy, Marines, Army, Sailors and Flyers.
3) Every non-Barbarian has Vacc-Suit-0 and Steward-0.
4) Every Barbarian has Survival-0 and Hunting-0.