Continuing along this line of thought and having considered the difference between attribute/skill advancement in character generation versus continuing game play, I'm currently looking at the idea of a soft cap, using the values previously posted, with any advancement beyond those values during character generation requiring twice the normal cost in points. For example, a green character wanting a skill with a value of three would pay four points for it. Similarly, an elite character wanting a skill with a value of six would pay seven points for it.