Create a Zekiran

Skills

Please note that this character chart does not include Dragon Master, Dragon Breeder or Rogue status. For those please go to the Dragonmasters of Zekira website. The information there may conflict slightly with this normal timeline.

Once the Character has gained whatever powers and mutations or disadvantages they might have, it's time to decide what sorts of skills or profession they will have. Each Skill will allow the Character to perform a duty that others in the group might not be able to. Some Skills are unique to those with psionics, while others are available only to Animal Masters or Breeders due to their technical and legal consequences. Each and every person on Zekiran soil - from the lowliest Slave to the regal High Holders - has skills which got them to where they are today.
As a Zekiran, your Character is going to be required to have a job, to get by. Even if they're a Slave or Bayaran, they will be doing something that keeps them in business. Powers or mutations might change the way that they do things, so characters without those things don't have to worry - they will skip happily into their careers. Shee-yeah, right. Their family might have something to say about what profession they enter. They might be in a long line of woodworkers, or a political oriented family. Not everyone is expected to fall in line with their ancestors but sometimes it is a lot easier to find instructors for that particular skill when they're your uncle or sister in law.
Far from requiring every little thing to be rolled, the Zekiran skill list is designed to be flexible enough for game play to be smooth. If the Game Holder decides not to have the players roll on a Skill, that's their prerogative. However, if they do require a roll, there are several different ways to go about this. More on the actual use of skills in the Game Holder's section. This section will offer information about the variety of skills available to all characters, how they might be used, and what kinds of people would be able to have them.

Skill assignments happen during character generation, as well as during play. A character might pick up new skills and even become quite good at them during the course of their life. The Education and Intelligence stats have direct connections to Skills and their use.

To assign points to skills, both the Education and Intelligence stats must be already rolled and completly modified by any psionics, powers or mutations. Breeding and other modifiers should be taken into account.

Each Skill or set of skills has a base cost which allows the Skill to be functional without penalty. If you wish to put only a few points into a Skill and buy it up later with experience, that's okay too, but each set of skills should usually be played with at their full amount to avoid botched rolls.

Some skills can be bought at higher levels than their base, but many of those must be listed as a "Specialty" skill, or a particular use of that skill. This is to avoid having a broad category of ability which is applied to "Everything the Character Does". That just shouldn't happen, and the Game Holder should discourage players from trying to assign overly-broad Skill groups, then try and use them on everything.

What Specialty skills can do for your Character is important, though. They allow for a professional air, abilities which others wouldn't have even though they might have a "parent skill" or broad group skill.
An Example: both Zhahji and Blee are considered "Wood Experts", with a skill in Analyze Forest. However Zhahji has specialized in construction-based skills, so his Specialty skill "Wood Apraisal for Construction Materials" helps him out in his business more than Blee's "Sell Wood To Anyone" Skill. (Yes, that's a skill. You have to be creative!)


For STARTING characters only, use the following!
· For each Skill desired, deduct from Education score and mark sheet for skills. For additional specialties use further deductions until Education value is zero. (You can leave the number and just indicate how much is left rather than saying their Edu is 0, it's unseemly to have no Education. Plus, the Game Holder might ask for a roll based on your Character's Edu to see if they "just know something about this".) Status Education is included in a base cost so points need not be spent in those skills separately unless specialty is desired.
· Note that for Education points over Intelligence the COST DOUBLES for using those points, unless specified by Status, or other notation. Skills can be bought above the Education limit -- up to the Intelligence rating, at triple the cost of the skill in potential experience points, note these as negatives on the character sheet until they're paid off. Any Skill can be specialized, by adding 5 points and indicating that it is either an advanced skill, or adding 10 points and calling it a professional skill. (A character with an 80 Int and a 56 Edu pays regular cost up to their Edu score, if they want to use that other 24 points each 1 will cost 3 future Experience points. Conversely, someone with a 70 Int and an 88 Edu pays double for that last 18 points worth of Edu used, and cannot buy more after that as a STARTING character only.) Any further costs apply under the Experience category below.
· Skills can be learned during game play without spending the raw cost here, but the time and effort to learn must be undertaken seriously by the player/character. ("I'm going to have Dahash learn how to arrange flowers from the new Bayaran that Avlen just brought in, it'll probably take a few days to get the hang of it, and about a month or so to get good if he tries hard.") Skills with a value of over 10 cannot be learned this way, they MUST have experience applied to them if the character is going to be using them during game play. (Simulating small skills picked up or advancement in currently used skills, but it's really hard to just say "I'm going to have Blen learn how to pilot a hover-tank in his spare time," it just doesn't work that way. You know how it is.)
· Characters of a more advanced age (rolled pretty high on that 'age/lifespan' ratio, did you?) you may choose to place added, "Simulated experience" to your character before playing. This experience does NOT apply after you being playing, only at character generation. Divide Lifespan by 5, for every increment of that number, you may apply 1/10 Education points, without any penalties (including the below doubling cost) to skills. This simply reflects some time in the field.
· When applying Experience to Skills: keep track of how many have been used directly for this purpose! When the points being applied exceed the Education score, COST DOUBLES. Every time this happens, keep counting, because it continues for every increment! (A character with a 47 Edu score can use that many experience points at regular cost, then from 48-94 the cost to use the points doubles, from 94-141 the cost DOUBLES AGAIN, and so on.) A typical player- character ought to receive from 3-15 experience points every game-year or so, unless they're really striving for more or more often, so this will average out to going up in these cost levels about once every five game years or so. Think about it, it's true, if you've got a steady job you don't really learn lots of new things every year. This is conversely the case for students, of course!
· Experience points may be expended BEFORE the game is actually played for the session, or at any time the Game Holder decides to stick them in, if it's a lull in the activity the characters are going through, for instance. And as always, there ought to be a good reason for improving a skill: if the character has not USED a skill, they ought not to be allowed to IMPROVE it, even if they've got extra points.
· Certain skills learned during game play require the cooperation of the teacher involved! It is possible to have a teacher who doesn't know how to teach another character, this means the skill will take twice as long to learn, and may even be learned incorrectly. The Game Holder should decide how to handle this in these situations, perhaps making a notation on their player-character information sheets which skills have been learned this way. ("Oops, remember when Rikos was teaching you how to build a wall? He was drinking heavily at the time and you've just wasted three units of good wood on this rediculously shabby hut, sorry!")
· Certain skills learned during play cost MONEY to aquire as needed! Unless it's between players, professional skills should cost a certain amount per session to learn, odd or more advanced skills can have a varying amount needed, it's up to the Game Holder to decide how much and if it will put the character into Bond over it... (Story hook!)
· Certain skills my be learned by certain Status characters that normally shouldn't be. There are some skills listed under the Breeder/Animal Master area which can be used by normal Status characters, but anything specific to their domain must only be used by those Status characters. It is possible to have a Breeder who Owns two or three Slaves or Bayaran that know how to operate the Breeding computers, or some of their machinery, but this is a rare case and they MUST be taught specifically for a reason and by their Lord or Master. No character who has no good reason to have these skills should have them. People living in the Boonies or Unincorporated Lands might have some basic first aid skills, but anything more complex than that they simply won't. Animal Handling is usable by most people, but they will never be called on as a Vet or professional.
· Inventing new skills is possible and encouraged! Most skills (game writing, for instance) can be covered by a general category (writing:professional) but the specifics of certain things can make all the difference. Often, these skills might combine two existing skills into one logical but overlooked single. ("Rox is going to take the Video Camera skill, and then I'm going to say she has a new skill in discovering angles and framing, like Notice but specifically for her job. She just looks at the world differently than everyone else, she can make the best of lighting and scenery and get a great shot no matter what, and I'm calling it Shutterbug.")
· Skill Values:
Level 5 skill (5 points is the lowest cost for all functional skills) gives the user a general knowledge of the subject, the baseline ability to use the skill, everyday and adequate use but nothing spectacular -- nothing to write home about, in other words.
Level 10 skill is considered more close to professional level -- a 10 in Cooking for instance the character knows how to prepare lots of different foods and all are edible if not quite well-prepared. Level 10 is considered basic for many Breeder/Animal Master skills, however.
Level 15 in a skill is absolutely the best a regular skill can get, in Cooking the character would be considered a world-renoun chef or caterer, you just can't get better than level 15 in skills costing 5 points as their base. Level 15 in Breeder/Animal Master categories is considered professional level, better than everyday use but not usually the only thing they're doing.
Level 20 can be considered a world-class ability, though for Animal Masters and Breeders this equates to a 10 or 15 point value to their working skills. Above 20 points everything, even a Breeder's or Animal Master's skills, MUST be Specialized.
· It is possible to put individual experience points into Skills after purchace: rather than being a Steed racer with a 10 ride skill, they may put any number of points over the Professional level to give them an extra bonus to their skill rolls when needed! ("Ruben is using his extra points to buy up his Ride in Heavy Weather conditions to a 16, so when he's in a race during a storm, he's got a 6 point edge against the other riders!")
· Some skills may be bought at less than their full price at character creation, but that reflects a penalty to use. ("I only put 6 points into that Steed Traning skill." "Are you sure you want to do that? It usually costs 15." "Yeah, I can buy it up later." "Okay, then. You've started training this beautiful Show Steed. So far you've got him to roll over and play in the grass, toss his head angrily, and threaten other Steeds during competition.") Assume that for every 5 point skill, -1 point for each level below 5. For a 10 point skill, every point lower than 10 should be at a -3 penalty for rolling. 15 point skills not at their full value are -5 per each level below 15, and 20 point skills shouldn't be used below their full potential to avert professional disaster. If you really need to try using that Breeder's vat, with only half a year of Healing Tech school... You're going to be at a -8 per point below 20. Then the character would probably get sued.
· Basic skills can be lowered with disuse or purposeful neglect, usually a skill that is not put to use (about three to ten times) during a one-year time span loses 1 point worth of its value. (Most High Holders can't cook worth a darn: 5 points left and they can cook. 4 points left, they can fix cereal and a peanut butter and jelly sandwich. 3 points left, they kinda can open a milk container. 2 points left, they recognize the scent of burnt eggs but won't make the connection until it's way too late. 1 point left, they remember where the kitchen is -- and fear that domain. 0 points, they just don't think it's their problem any more.) This does NOT mean that the character can use those points for something else! During the education process, these are the skills that MUST be paid for, right? After the teachers have had their way with the kids, it's not their problem how they use them. Advanced skills are assumed to be used constantly, but this might not be the case for certain people: for instance a Breeder who takes several years off to do more researching land sites or playing near the Pin Gulf might lose a point off their Anatomy or Genetics skill, which they will then have to concentrate to regain but don't cost points/money. Advanced or professional skills are lost at 1 point per three years level, indicating that the character was paying a lot more attention to them in the first place.

SPECIFIC SKILLS PER STATUS
If the character being created has changed Status during game play, these items are good to know about, but cannot be assumed to change unless the Character acutally buys into the skills. This is the first set of points which every Character MUST spend. If they don't, they're not doing a very good job at being in their Status - nor would they have passed their Status Exams!

Slaves have the training of literacy (up to what would equate to a seventh-grade level on Earth), basic mathmatics (+/-, %, etc, nothing more complex than simple algebra if that), basic Land knowledge (they do need to know where they're from), area knowledge if needed, basic hygene and self-sufficiency skills (some cooking, cleaning and personal grooming). If they seem suited to or were Bred for other skill groups, such as Personal servant (which includes more advanced grooming, cleaning and possibly a low level tailor/seamstress skill, more advanced cooking skills, performance or more advanced literacy, sexual performance if required, home-upkeep and other general skills which don't require much background knowledge.) all of their skills needed for these can be purchaced for 5 or 10 points: 5 for a minimum in all, 10 for general and an additional amount of specialization in one or two particular skills in that grouping. A specific skill used by Slaves is Obeyance, how to not disobey.
Example: Eviros is a Personal Slave (a long-time Family companion) who is Owned by Endar Mailala, a High Holder who has hoof-hands and must have others help him dress and groom. Eviros has the skills listed above with a specialization in Physical Manipulation: Massage. The fact that he's also got the ability to learn in a psionic trance and can manipulate the environment with his telekinetics helps out, but he's actually very talented with just his hands and body.

Bayaran skills are based on Slave skills, taken at a slightly more advanced level (reading at about a tenth grade level, more advanced mathmatics) but all skills are completely subject to the needs of the Membayar or what the character was Bred into. Bayaran may buy their basic skills at 5 points for those above, 10 points to select two or three at a specialized rate.

FreeWorker basic skills include literacy (12th grade level), mathmatics (pre-calculus if they can learn it), Land and Area knowledge, History, self sufficiency skills, basic familiarity with a single field of work (see below), and the most basic form of Law, voter's law. These all may be at 5 points, but nothing may be specialized within that basic category other than their work field.

FreeLandHolder skills are the same as the 'Worker class with the exception that the Law they are informed regarding is that of Holding law. May be bought for 5 points and no more.

Membayar skills are as above, with a 12th grade literacy, math, and other sundry educational skills for 5 points. Their Law education is purchaced separately and seen below (under Law).

Owner and High Owner skills are as Membayar but they don't like to admit it. The one skill they have access to that other lower Status do not is that of Command. See High Holder for that. High Owners usually have more Law skills than Owners, or more heavily Specialized laws they cover.

Animal Master skills are as needed by their prior Status (if raised/lowered), otherwise are as FreeWorker for the mundane skills at 5 points, and specifically includes knowledge of animals and environments for 10 points, they may purchace other Law skills as well, they MUST purchace some Animal/Steed related skill or Environmental skill as their profession implies.

Breeder skills are possibly the most advanced of all Status education. They are literate (12th grade) and have the same math and personal skills as Bonders for 5 points, but they MUST purchace a Breeder skill. In the case of the Breeder/Animal Master combination, the costs of their overlapping skills is halved (so for every skill group which includes the same kind of skill both those groups are at half cost if and only if they are both purchaced).
Example: Morgontain is a Breeder at 6th Degree and an Animal Master as well. She has the skills of Midwifery and Animal Husbandry at half cost since many of those skills (natal care, biology, tool use, etc) are exactly the same but with a different emphasis. It doesn't mean she's twice as good at these skills as everyone else (which she is anyway) but only that she may use those skills on either kind of subject without penalty.

High Holder and Suzerain skills are as Membayar/Owner for basic skills in literacy and such, Land and Area knowledge, History, Command (a unique skill to those who may own Hard Stock, or Slaves), and Subterfuge are part of the High Holders' repetoir for a low low 5 points. Law is presented as a minimum of 5 points separately and MUST be bought because they will be in law and politics at least a couple days a year. Thus are the requirements of High Holdings... The Command Skill is described in the following section. Suzerain are not required to have a specialty Law skill but they usually do, and often have better Command skill if they were raised around Owners.

Rogues, Renegades and the other Non-Status characters do not have a starting Skill group - however they must still create the character as if they were brought up in a Status. All the normal Status related skills may be completely atrophied in these characters, but as always, they will not get any bonuses to their skill points because of that.

Skills listed on the following charts are arranged in order of use and commonality. LINKED PAGES show definitions of each skill individually listed below!

General Skills - these can be used by any Status, and in most Professions. If the character has a couple of these skills they are likely to get around their lives a bit easier. Fully listed Here.

Educational Skills - Some of these skills are used only when a Character is heading toward a more theoretical or mental-based profession. Sciences, math, and history, other such things are found here.

High Rank Skills - Law, Command, and other such skills which only higher ranking Status usually carry are found here. Some lower Status might have them, but only with very specific direction and approval from the Game Holder. All listed here.

Odd Skills - Body skills like climbing, physical exertion types, and substance information. Used by many different Status for different reasons. Listed here.

Very Odd Skills - those skills only in use by mutants or psionic characters to enhance their abilities. Listed above.

Animal Master and Breeder Only Skills - these, with very few exceptions, can only be used legally by people in those Status. Practicing medicine of any kind without the proper Status licencing can be punished by Exile! Found Here.

The Skill descriptions will each have a recommended "Target Difficulty" of Everyday (easy, 5 points), Tough (10 points) or Impossible (over 15 points). Each of these is explained in the Game Mechanics section.

Where no General cost is indicated, the Skill may only be bought at its specialty level.

Some Skills might start at cost Zero - this is very rare, but it indicates that there is no penalty for using it even if the skill is not bought.

Skills which list this symbol - § cost over what any reasonable Owner would make in a year to learn. This equates to a quality University education in a subject the character Majors in.
Skills showing ¥ are equitable to modern "Community College" prices and are generally available to those with the cash and the time.
Skills that show £ must be learned from a master teacher, apprenticing to them to learn a craft. Some of these can be learned at schools, as well. This would cost typical for Workers to buy.

General Skills anyone can learn if they have the points
These skills are usually based on Physical Statistics (Strength, Health, Agility, Reaction) modified by Intelligence. In the specific Skill Description section each one is explained fully.
Skill General Point Cost Specializations/Costs
Animal Care 5 Animal Recognition/5
(not Steeds!) £ Hunting/10
¥ Animal Handling/10
£ Tracking/10
§ Training/10
Combat 10 ¥ Theory/5
¥ Hand to Hand/10
£ Small Object/5
£ Large Object/10
¥ Defence Only/5
§ Killing Attacks/10
£ Stealth/5
£ Human Tracking/10
£ Specific Combat Method/10
£ In Motion/+10 (on vehicle/Steed)
Communications 10 Betting(adv)/5
¥ DJ/5+music
¥ Video/Model/10
¥ Events organizing/10+Status
¥ Acting/5(includes lies)
Barter/0
¥ Teach/5
¥ Speech/5
Computers 5 ¥ Specific Programming/5
see machine ops, eng § Subversive Programming/10
§ Internal Ops/5
§ Virtual Ops/10
§ Network Design/10
Construction(Buildings) All ¥ or £ Carpentry/5
10* Wiring-Electrical/5
Plumbing/5
Finishing/5
Materials/10
Stonework/10
Ironwork/10
Repairs(any)/10
§ Design/Architecture/15+artistry skill or +computer aid skill
Construction(other) £ Assembly/5(following instructions to the letter)
10* £ Repair/10(watchmakers but not microwaves-- etc)
§ Creating/15(inventing objects -- not machines!)
Engineering -- of... All § Machinery/10
10* Computer/15
Transport/5
Chemistry/15
Land-mining/10
Land-terraform/10
Elemental/15
Psionic/20
Handiwork 0 ... All ¥ or £ Tailoring/5
see also artistry Cooking/5
Needlecraft/5
Whittling/5

Skill General Skill Cost Specializations/Costs
Labor 0 Industrial(repetitive)/5
£ Farming-agri/5
§ Farming-theory/10
£ Farming-Stock/10
£ Outdoorsman/10
¥ Scouting land/10+geology or other education skill
Machine Operation 0 £ Devices/5
see also Construction Everyday Machine/10
§ Complex Machine/15
§ Special Ops/15
¥ Computer Program/10
§ Genedevices/15
§ Invention of/25
Piloting Air 25* § HoverJet/5
§ HoverPlane/10
§ StandardJet/10
§ StandardPlane/15
Piloting Ground 5 £ Small Vehicle/5
¥ Large Vehicle/10
¥ Heavy Machinery/15
§ Underground/20
Piloting-self 5 £ Bicycle/0
£ Wheels/5
¥ Glider/10
£ Other/10
Piloting Water 30*(swim) £ Self-propelled/0
§ Hover/5
¥ Standard/10
£ Other/15
Steed/Riding 5 £ Racing/5 each different specific skill (air, ground, balance, speed, etc)
£ Teamster/10
¥ Grooming/5
¥ Appraisal/5
¥ Feeding&Care/5
£ Steed Training/15(can be less but at less quality success)
* - This skill cost indicates that anyone using it will often be doing nothing else. The Specialization skill and cost should be used as the Skill's roll indicator, not the point cost of buying the General skill. Engineering is not a feat for the inexperienced, Piloting is very complex - and Swimming is almost unheard of. These * numbers may also appear below, with the same explanation.

Educational Skills -- all at incremental levels (basic, advanced, professional)
Theory Of category applies only to questions regarding the subject, ie: knowing about Music and Scales will not allow the character to be able to play music, only study it more fully. See also Labor and other categories above and below: nearly anything can be Theorized for 5 points, for instance Agriculture or Linguistics. For new categories, look in a local Community College catalog!
These skills are most often Intelligence only.
Skill General Point Cost Specializations/Costs
Artistry (paint,etc) 5,10,15 ¥ Composition/5
¥ Theory/History/5
see also Handiwork, any minor skill or professional skill
Artistry (applied) 10,15 ¥ for instance -- photography, landscaping, design/architecture, printmaking, anything that requires the use of spacial skills
Biology 5,10 § Anything above Advanced is considered Breeder territory (qv)
Electronics 5,10,15 ¥ See Engineering/Machine Ops
Geology 5,10,15 § Includes mineralogy and plate tectonic studies, earthquake studies, soil analysis, some archaeology
Geography 5,10,15 ¥ Mapmaking/5 see also Land Laws -- note that everyone is pretty much expected to know their Homeland and such without pause
History 5,10,15 ¥ Specific Lands, Events, types of knowledge (Where'd we learn to fly Steeds?)
Language 5,10 ¥ there aren't more than ten dialects of Zekiran language, and those are pretty distinct. Neres natives do speak several different languages, but who's interested in them?
Laboratory Work 10,15,20 ¥ Research/5
¥ Tools/5 - note that this does not imply availability or permission to use labs
Literacy 10 ¥ Professional writing and composition, very big words, poetry, songwriting (see also Communication), this is at a greater than 12th grade level of education, and CANNOT be bought by Bayaran or Slaves unless their Lord or Master has good reason to allow it (they're footing the bill for it, anyway)
Math 5,10,15 § Theory of/5
¥ Applied to other skill/5(calculations for mining excavations, betting pools)
Music 5,10,15 ¥ Theory/5
¥ Engineering of/5+machine ops skill
¥ Compose only/5
¥ History/5
Sciences 10,15,20 § Chemistry, environments, horticulture, anything not covered by specific Breeder work or other skills
Teaching 5,10,15 ¥ Status=5 points
¥ Typical for given subject=10
§ Outstanding for given subject=15+Other Skill
Note that teaching must be specific to a skill if taken over 5 points -- a 5 point skill allows for much better communication (QV) but only that. You can't be a 15 point teacher without a subject you're fabulous in!

Higher Status Skills Membayar and Above *can be learned by F'L'Holders
These are usually based on Intelligence, Education, Social Skill, and Charisma in varying degrees.
Law 10,15 ¥ Theory/10*
¥ Land/10+geography or other skill
¥ Stock/5
§ Hard Stock/10
§ Crime-Business/15
§ Crime-Social/10
§ Crime-Physical/5
§ Hard-Stock Crimes/10
§ Judging/+10(allows profession)
§ Breeding Law/10 -- usually Breeder/Bonder
¥ Other/10(specialist: countersuits, water rights, information, etc)
Politics 10,15 ¥ Theory/10*
¥ Practice/10*(avoiding getting caught in them, not running for office)
Office/5*(this is for businesses, schools, social situations, water-cooler talk, etc)
Owner and Above
Command 5 Usually anyone who has access to Slaves ought to learn how to control them

Odd Skills -- these may be learned only with the okay of the Game Holder
Can only be taken in semi-professional levels, they augment professions but often define them as well (wine taster, for instance). First number is for specific skill listed in parentheses, Second number is for all skills listed (if general skill cluster). Note that these are all only suggestions and the list is far from complete! Many skills cannot even be categorized. Use your imagination for building new skill clusters.
These skills may be combinations of any given Statistic, included in the full descriptions are those scores which apply. An * indicates that all listed skills come with group cost.
ALL skills ¥ or £
Body Skills self only (weight training, climbing with ropes, speed training) 5*
Body Skills others as above only as a trainer 10
Condition Recognition (presence of injuries, lies, gut-level instincts expanded) 5,10
Homestead Work (butler/maidservice, cooking and cleaning, that kind of thing) 5,10*
note that this is professional, not Status
Infiltration, Physical (climbing, stealth, security systems, hauling ass, etc) 15,20
Infiltration, Virtual (programming, virus, networking, storage) 10,15
Mental Conditioning (memory enhancement, concentration, eye for detail) 5,10
Notice/Analyze (Specific use includes: for medical, environmental, as Condition) 5,10
Office Work (filing, computer systems or other systematic knowledge) 5*,10
Performance (sleight of hand, acting, distraction, flash, careful manipulation) 10,15
Physical Manipulation (skin and hair care, massage, or alternately harming by touch) 10,15
Social Manipulation (acting and lying, charm, other such skills) 10*,15
Style (charm by way of dress, what to drink, who to invite, where to party) 5*, 10
Substance Recognition (ores, wines, specific substances or groups of them) 5,10
Tool Use (specific sets of -- infiltration, computer, medical, tack) 5,10


Very Odd Skills
Can only be used by those people who have Powers or Mutations which might apply.

All Skills MUST be learned from someone WITH this ability - pay as you go?
Area Effect 5 Powers that normally are only single-target may be used on several at once for the same cost
Attuned Psionics 10 Making the power easier to use or work better/longer periods of time
Automatic Use 10 When the psionic can use Machinery without having to use their Power (sm,lg mach ops, etc)
Blow-out 10 Using the ability at full-tilt power for a maximum delivery, without causing head-explody
Focus 5 For internal psionics to gather their wits and also for clearing the mind,defence
Join Power 15 Makes the power able to be used with another of their own powers at the same time (not another person's)
Navigate (self) 10 For use with the Flight ability/Levitation/Wing power etc. Makes moving around in 3d a lot easier
Protect Power 10 As Sense Only, but actually prevents another psionic from detecting a power or all powers
Recovery 5 Causes the psionic to be able to use a power more quickly after being drained/extended
Sense Only 5 An ability may be used passively rather than actively to avoid detection by other psionics
Share Power 20, as Join power, but may include another mutant's power to join up with in addition to own
Understand Power 10 Can tell how a power is to be used, and who might be using it -- not Attuned, this is for those who are viewing the use of a power or are somehow the target of it.

Breeder and Animal Master Skills
Most or all of these skills may be used on Human or Animal subjects, but with Animals either a Tuned Mutation or specific Animal Skill may be used as well. (Genetics being the exception, see below) *The difference between Anatomy and Biology is Practice vs Theory, by the way.
These are mainly Intelligence based, though the Tech versions of many skills may include Agility or even Strength. Skill point cost listed is per Basic, Advanced and Professional use.

ALL skills are assumed to be part of the group of skills which the character has learned in their Training, no extra costs unless they are adding an unusual skill or going far beyond their normal field.
Individual Skills
Anatomy 10,15,20 Animals/+5 per group of creatures (steeds, cats, etc)
Bedside Manner 5,10 Specializes in: children, parents, hostile, post-surgery, in-home, clinician, etc
Biology 10,15,20 Animals/+5 per group of creatures (Steeds, Cats, reptiles, etc)
Plants/+5
Body Tech 10,15,20 physically manipulates skin, bones, muscle, etc; pressure points
Environment 10,15,20 knowledge of environmental factors (sunlight, moisture, pressure)
Genetics 20,25,30* *used by Degree 5 and 6 on Humans or Animal Masters on Animals ONLY
*30 point value can only be held by 6th Degree Breeders
Medicinal Tech 10,15,20 pharmaceuticals and chemicals, production and distribution, recognition of substance
Notice/Analyze 10,15,20 Specializes in: Injury, Disease, Breeder's Eye, Etc
Pain Red Tech 10,15,20 accupressure and puncture, heat, casts, anything which causes pain to be removed/reduced
Quick Tech 5,10,15 On the spot decisions are made clearly and concisely
Transport Tech 5,10,15 how to move an injured body without further damage given the right tools (or not,15)
Tool Use 5,10,15 Specializes in: Surgery, Pain Reduction, Anesthetics, etc

Skill Clusters - Skills listed should be treated as 10 point Basic, 15 point Advanced, and 20 point Professional levels.
Birthing/Breeding 35 Adv Bio, N/A Female/Male Reproduction, Basic Genetics, Pre/Neo Natal Tech, tools
aka Midwifery for Human Only use
aka Husbandry for Animal use and with the changes from Natal to Animal specific
Diagnosis Specialist 20 basic Bio, N/A sickness/disease, Body Tech, Environment
Dietician 15 Basic Bio, N/A Human or Animal condition, Food, Agriculture, Environment Tech
Field Medic 15 Basic Bio, N/A Injury, Quick Tech, Transportation Technique, Medicinal tech
Geneticist Specialist 35* Adv Bio, Adv Anatomy, Tools, Computer use, Prof/Genetics
*may use Psionics to aid this Specialty but it is not a requirement
Healer basic 15 basic Bio, N/A sickness/disease, Basic Tools, Body Tech, Medicinal Tech, Bedside Manner
Interrogation Specialist 20 Adv Bio/Anatomy, N/A injury, Body Tech, Pain Red Tech, Bedside Manner/Hostile, Tools
Pediatrician 15 basic Bio, N/A injury/sickness/disease, Body Tech, Bedside Manner -- children only
Pharmacist 15 basic Bio, N/A sickness/disease, Medicinal Tech, Communications use
Psychic Healer 20** basic Bio, N/A mental Illness, Psychology, Brain Anatomy, Bedside Manner -- hostile
**must have Psionic Related Ability to use this Specialty
Note that Psyche Healers (spelled differently) do not have to have a Psionic ability, their cost is 15 but they do not have the advantage of being able to psionically communicate to their patients - like today's Earthly Psychologists
Surgery Specialist 20 basic Bio, Anatomy, Adv Tools, N/A Injury, Pain Reduction Tech, Anesthetics Tech
Veterinarian 20*** basic Animal Bio, Animal Anatomy, N/A sickness/disease, Medicinal Tech, Pain Tech, Tools
*** This selection is the very basic Skill cluster which any Animal Master should take. Anything else is icing on their skill cake. Generally speaking, unless the Animal Master is going to be working only with fields, landscaping or environmental situations, they ought to start here and work up.

Typical Skill Packages and Jobs
When deciding what kinds of skills to buy, it is easily possible to assign a "job skill group" to the skills and allow them to cost less as a package. It implies that the character has been trained in one thing and one thing only, that all the skills they use are connected and taught by someone whose job it is to fully train the next generation of (whatever - weavers, steed breeders, healers). This should always be okayed by the Game Holder, but by all means organize the skills in whatever manner will make things go smoothly for the group.
For any given 20 point skill group, there should be one 5 point level skill, three 10 point skills, and one or two 15 point professional skills. It is then assumed that any specializations in these skills will apply directly and only to the job situation.
Exotic skills such as combat oriented and Breeder's skills should not be included in generally available groups, other than Security or other aforementioned types, or should cost more.
With each Status, should also come a slight variation on the skill group.

Skill Package Invention Costs

Skill's Level in points ...........................Package Cost ---> 15 20 25 30
5 point skill 2 or 3 2 or 3 1 or 2 1 or 2
10 point skill 1 or 2 2 or 3 2 2 or 3
15 point skill no 1 1 or 2 2 or 3
20 point skill no no 1 1 or 2


Sample Groups
Clothing (Very Low Status) - 15 point skill group with Labor: FieldWork and Machine Operation: Sewing Machine at 10 point level, Substance Recognition: Textile/Raw, Artistry: Colors/Textures, Handiwork: Tailoring at 5 points each. A farm hand or Slave who not only picks the cotton but is able to use basic patterns and make clothing once the cloth has been assembled. Their work will be rudimentary and will never be seen beyond their farm, most likely, but it will keep them in clothing if need be.
Clothing (Low Status) - a 15 point skill group containing Handiwork: Tailoring and Artistry at 10 point level, and Style: Dress, Substance Recognition: Textile and Labor: Sewing Machine at 5 points each. A Worker who is able to work with complex textiles in a small shop, selling their work to average people.
Clothing (Midrange) - for 20 points, a skill in Handiwork:Tailoring (level 15), Artistry, Tool Use: Tailoring and Substance Recognition: Textile (10 ), and 5 points in Style: Dress. A Membayar or Land Master who has a flair for creating pretty designs with innovative cloth patterns, someone who can design and make their patterns, or have others assemble them. Their work is often sold in large fashion houses.
Clothing (High Status) - 25 points for Modeling, Style: Fashion (15 points); Artistry: Fashion Design, History: Fashions (10 point level), and Events Organizing at 5 points (Shows). A High Holder who models and shows off the work they have theoretical contact with, they might try sewing some day but there are hundreds of people who do that for them. It could be the ugliest thing ever made, but on this body it must be perfection.

Security Guard (very Low Status) - 15 point group with Notice/Analyze: Grounds/Visitors and Hand to Hand Combat at 10 points each, and Stealth, Body Skills: Strength Training and Area Knowledge at 5 points. A Slave or Bayaran whose job it is purely to stand around outside a mansion and make sure that whoever is coming in is invited.
Security Guard (Low Status) - 15 point group with Condition Recognition: Hostile to Lord and Specific Combat Method at 10 points each, and Stealth, Body Skills: Strength Training, Piloting: Jetbike at 5 points each. A FreeWorker or even a highly trained Slave who may be a personal bodyguard or bouncer at an exclusive club.
Security Chief (midStatus) - 20 point group of Infiltration: Physical at 15 points, Specific Combat Method, Combat: Theory (tactics) at 10 points, and Piloting: Jetbike, Condition Recognition: Hostile Intruder, Machine Operations: Communication/Group at 5 points each. A trained Worker or Membayar whose job it is to watch grounds on a video link or patrol with a group of people working with him, sending people with proper skills into the right directions, and able to smack the heck out of someone who invades their territory.
Security Coordinator (High Status) - A 25 point group including Combat Theory (tactics) and Notice/Analyze Individual Attitude at 15 points, Specific Combat Method, Physical Infiltration, and Law/Crime-Physical at 10 points, Office Work at 5 points. Someone who is either the head of their own company, or a leader of a firm which deals exclusively with sending the right team to the right locale, or a trainer who has a number of Bayaran or Slaves below them designed to accompany them to such sites.

Steed Job (Very Low Status) - A 15 point set of skills including Steed Grooming or Feeding/Care at 10 points, Labor/Farming: Steed Stables at 10 points, Steed Appraisal and Condition Recognition: Healthy Stable at 5 points. A basic Slave or Bayaran with stable hand skills, able to clean the stables or the Steeds themselves, but probably not ride them. They are able to tell if a Steed is on their feed or ill, or if one is bound to be a winner.
Steed Job (Low Status) - A 20 point group consisting of Steed Feeding/Care at 15 points, Tool Use: Tack, Teamster and Repair: Carriage or Riding and Physical Skills: Endurance at 10 points, and Area Knowledge at 5 points. This is possibly a FreeWorker or Land Holder who owns a Steed or two and runs a small carriage or currier. Either one requires a knowledge of the local area, and the ability to keep up both the Steeds and carriage and themself ready for the job at hand.
Steed Job (Mid Status) - A 20 point group with Steed: Appraisal at 15 points, Farming: Steed, Pilot: Large Vehicle and Barter at 10 points, and Condition Recognition: Cheating at 5 points. This is a typical Membayar or Suzerain working as a Steed Broker. They do not actually have to have direct contact with the Steeds, but they sure know a good one when they see one.
Steed Job (Animal Master) - For 25 points, a group of Steed Training and Riding at 15 points, Feeding/Care, Appraisal and Grooming at 10 points, and Attuned Psionics for 5 working on one of their Tuned Psionics. A typical Animal Master spends most of their time with animals, usually Steeds, and they become quite attached to one or more of them. Usually their use of animal Empathy or Control directly applies to the work involved.
Steed Job (High Status) - For 25 points this skill group includes Steed: Racing at 15 points, Betting, Steed: Appraisal, Notice/Analyze Race Course toughness, and Steed Training at 10 points. This is a typical Owner who is a Steed racer. They probably own their own Steeds but may hire others when they seem like winners, and they know their limits when approaching a difficult course.
Steed Job (Very High Status) - At 25 points, this group contains Betting and Steed: Appraisal at 15 points, History: Steed Racing and Law: Stock at 10 points, Steed: Riding and Math: Applied for 5 points. This is a High Holder or High Owner who is a professional Bettor. They spend most of their time and quite a bit of their money on races, and know more than enough about both Steeds and Race Courses to bet accordingly. How do you think they got to be where they are now?

Breeding (First Degree) - For 35 points this skill group mirrors the example in the skill cluster page: an across-the-board 15 point professional level skill in Advanced Biology, N/A: Reproductive System State, Basic Genetics, Pre/Neo Natal Tech, Tool Use: Breeding. This is representative of the classic Breeders who assist only those who come to them for help, they have the ability to check out the patients of both sexes and sense their fertility, tell them when the best times for attempting conception are, and can use the tools of the trade to keep the baby healthy once it is conceived. Some may add other skills such as Medicinal Tech: Pheromones to aid in prompting ovulation, or using their own Psionic abilities they might be able to trigger things themselves.
Breeding (Second Degree) - For 35 points, the group is as follows (mostly for Breeder/Bonders): 15 points level in N/A Reproductive State, Basic Genetics, Pre/Neo Natal Tech, Tool Use: Breeding and Law: Breeding, and 10 point levels in Basic Biology. The Law reflects the Membayar's ability to assign contracts and work up deals for the business of Breeding. Far from being the typical "Family Counselor", these professionals are allowed and entitled to go out and look for pairs of people to Breed.
Breeding (Third Degree) - For 40 points, the character is usually an Owner or Suzerain already, and has the 15 point skills of N/A Reproductive State, Pre/Neo Natal Tech, Tool Use: Selection Breeding, 10 point skills in Advanced Genetics, Law: Breeding, and 5 points in Computer Use: Breeder's Network, Basic Biology and Command. They Own their Bred projects, that's all there is to say. Beware.
Breeding (Fourth Degree) - For 40 points the character has 15 point skills in N/A Reproductive State and N/A Visible Traits, Tool Use: Selection Breeding, 10 point skills in Pre/Neo Natal Tech, Advanced Genetics, Law: Breeding, Law: Hard Stock, and 5 points in Computer Use and Basic Biology. These Breeders don't automatically Own everything they make, but darn close most of the time. They buy and sell their Owned stock and can look for "rejects" from 5th and 6th Degree projects which are unavailable to 3rd Degree buyers. Third Degree buyers usually go to 4th Degree once they've learned they can't quite get the right color scheme or exotic effects.
Breeding (Fifth Degree) - For 40 points the Tuned Breeder is able to use 15 point skills in Advanced Genetics, Tool Use: Selection Breeding and Pre/Neo Natal Tech, 10 point skills in N/A Visible Traits and N/A Reproductive State, often have a 10 point skill with a Psionic ability, plus 5 point skills in Law: Breeding and Barter. These Breeders make most of the surprising advances in selection Breeding, they are able to put together combinations of strength and power, many of their subjects wind up being Animal Masters or Slaves with some form of Psionics or mutations.
Breeding (Sixth Degree) - At 45 points, this differs from the basic Genetic Specialist in the skill cluster description. The character is able to use 15 point skills in Advanced Genetics/Alteration, Advanced Biology, Tool Use: Genedevices (Artificial Womb, Genesplicing Computer) and Notice/Analyze: Breeder's Eye, 10 point skills in Pre Natal Tech and Law: Breeding, 5 point skills in Computer Use: Breeder's Network and Artistry: Theory. The Genetic Specialist rarely has contact outside their sterile labs, while the classic Sixth Degree Breeder actually goes out and creates people who might stand a chance in public. They mainly consider themselves artists, but once the child is out and about, they rarely have further contact unless they Own them.
Breeding (Rogue) - A special category for the small assortment of Immortals running around out there... for 35 points, the character has Notice/Analyze Reproductive State, Social Manipulation: charm up the wazoo and often Tool Use: Genetic Devices (Artificial Womb, Sampling) at 15 points, 10 point skills in Area Knowledge and usually a Protect Power or Attuned Psionics skill, and 5 point skills in Computer Use: subversive access to Breeder's Network and Artistry: Genetic Choices = Exactly What Etan Wants (or Viaan, or Tresis... or you?). This is illegal, by the way, don't use it. Please.