I've just sat and created a handful of Belter PCs whilst fiddling with the numbers on the tables. In my experience most PCs with about 4 terms have between 15 and 25 thousand experience points dpeending upon history.
I rolled for four terms on the prior history table getting Rush Region, Trojan Points, Eush Region, Trojan Points. I used an identical prior history track for all the characters.
First up I rolled a belter via the standard rules. I found to have a chance at srvival I had to take -8 or more on my survival difficulty, so I had no chance of getting cash or XP until term 4 when the +3 for prior terms meant I could take a risk at only -4 on the survival difficulty! I ended up with 13000xp - way below the 4-term average.
Next I tried lowering survival difficulties by 2. Overall this increased my xp at the end over the range of three characters to 16000, and I got lucky and got a cash bonus.
Next I went for normal survival difficulties and +2 per term to survival. This had roughly the same effect as above as I had to be cautious at the start and was better off later on.
Finally I went for the two together. This had the effect of brinig me in line with the 15-25k average by getting 19k. I still had to be safe on all the terms, but less so later on.
Looking overall I think I'll amend the belter table as follows:
1d20.....Assignment.....Surv.....Cash....XP
-------------------------------------------
1-4......Portside.......3........none....16
5-10.....Contract Work..7........22......12
11-14....Rush Region....12.......20......8
15-17....Trojan Points..14.......18......8
18-19....Belt Fringe....16.......16......6
20.......Rumour.........14.......14......8
Ability Modifier........*........**......*
*= +1 per Term
**= P/Prospecting skill check
I have gone for this so that starting belters have to play it very safe and won't really hit it big, but at the 4-term point the survival DCs start to drop near to 10, so they can take more risks and get bigger rewards.
A term 1 belter who gets Rush Region, for example, will need a 12 to survive, so really make it they need to take -6 to -8, so thier cash DC is 26 to 28 (need a 20 with 4 ranks of P/Prospecting and Wis 14), and thier XP bonus is 14 to 16.
By term 3 a Rush Region result brings survival DC 9, so the belter has survival DC9, so can take only a -4 to almost guarantee survival, so cash and XP bonuses are more forthcoming (DC 24 and 12 respectively).
This will make the average young belter reasopnably skilled and cautious and the older belters being very skilled, and able to take bigger risks.
Even so the survival, cash and xp difficulties are higher than any other class in the book anyway, so being a belter is still a harsh life.
However, I haven't had the chance to extensively test this stuff in actual campaign use, so if anyone tries it out could they please post the results here.
Shane