Create a Zekiran

Skills - Breeder and Animal Masters 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.

Skills listed on the following charts are arranged in order of use and commonality.

Breeder and Animal Master Skills
As stated on their demo page, skills listed here may be gained only by Breeders, Animal Masters and those who they are specifically using to assist them (Slaves or Bonds, rarely FreeWorkers or Land Holders). It is assumed that those who are taking these skills and groups have a profession related directly to them. Generally their cost is prohibitive for lower Status, and certainly their costs in money would be more than any FreeWorker could afford. When bought for Animal Masters, any skills must specifically be oriented toward animals only, or Steeds specifically, but clearly should not be used on humans unless the situation is dire. This isn't medical, it's legal. ALL Breeder and Animal Master skills are considered Impossible level.

Cluster Skills - Buying these skills automatically include each in its list, and they do not need to be bought separate, unless used for a completely different purpose. Each individual skill may be raised, or further specialized.
Birthing/Breeding - For 35 points the character is adept at a professional level (15) in Advanced Biology, Notice/Analyze Reproductive System State, Basic Genetics, Pre/Neo Natal Techniques, Tool Use: Breeding. This skill group is used by all Breeders regardless of their Degree, though the 1st Degree tend to use it most when they Breed at all. This skill is called Midwifery for Human use, Husbandry for Animal use with changes from Natal Tech to Animal knowledge. This skill group is at the very least learned by pretty much all Breeders, but often times they allow them to become overshadowed if they are Dream specialists or Healers, or 6th Degree Breeders who need rather less in the way of human contact...

Diagonsis Specialist - For 20 points the user has the ability at Expert level (10 points) in Basic Biology, Notice/Analyze sickness or disease, Body Tech, and Environment. They are able to make judgments about sick people, are most often used as clinicians and those who assign emergency levels at hospitals.

Dietician - Specifically this type of skill group allows the character to design healthy meals - for humans or animals - and for 20 points they have an Expert (10 point level) skill in Basic Biology, Notice/Analyze Human or Animal Condition, Food, Agriculture, Environment Tech. Zookeepers and diet specialists use this skill group.

Field Medic - This set of skills costs 15 points and offers 10 point levels in Notice/Analyze Injury, Quick Tech, Tool Use: Field, and 5 point skill in Basic Biology, Medicinal Tech, and Transportation Tech. Most of these medics are found at Races, mining sites, large job sites and construction areas, or as "school nurses".

Genetic Specialist - Available to 5th and 6th Degree Breeders or Animal Masters only. For 35 points this group offers a 15 point level in Advanced Biology, Tool Use: genetic devices, and Computer Use: genetic special network; and 20 point levels in Advanced Anatomy, Genetics: Alteration - only 6th level or Animal Master (must be specified as Animals only for the latter). With this information, and ability, it is possible to analyze or alter the cells of subjects and create life. Genetic Devices may include Artificial Womb, Alteration items and full examination tools.

Healer, Basic - This 15 point skill group offers a passing understanding of Biology, Bedside Manner pre-surgery/post-surgery, Medicinal Tech (5 point), 10 point skills in Notice/Analyze sickness, disease or injury, Tool Use: medical, and Body Tech. Healers do not have to have any Psionic ability, these are the ones who are usually found in smaller towns and rural areas, because the psionic ones are considerably harder to come by and far more expensive. Of all the Breeding skills, this group costs the least to learn and the least amount of time.

Healer, Psionic - The only difference here is that the character may use their Healing powers in addition to their training. Sometimes latent psionic people are attracted to this field and while training or in the field some event triggers their powers to surface. Both kinds of Healer are usually qualified as "ear-nose-throat" doctors, or other common type.

Interrogation Specialist - Costing 20 points, this set of skills offers the user 10 point abilities in Advanced Biology or Anatomy, Notice/Analyze injury and Medicinal Tech, and 15 point skill in Body Tech, Pain (pain reduction) Technique, Bedside Manner: Hostile, and Tool Use: Surgical. The use of this group of skills is far more widespread than one might think, any good subversive business owner needs one on staff. Many times, however, this is not the primary skill cluster for these characters, it is a money-making sideline, or a sick and twisted pastime. Note also that the continued use of this group of skills LOWERS Sanity, and can lower the perceived Charisma or Social Skill of the character - giving those around them the willies if they know why...

Pediatrician - Used by most Breeders. Some ignore these skills, but there are always prime examples of doctors who love their little patients, some who are in it for the money and making deals with parents and to the sea with what comes out later. The 15 points this group costs offers the user 5 points in Basic Biology, Body Tech; and 10 point skills in Notice/Analyze disease, sickness or injury, and Bedside Manner: Children (or parents and children). The most famous 1st Degree Breeder of this era, Master Breeder Darmin Desai, was known to be very blunt with his adult patients, but was the most charming wispy-haired doc that a child could ever want.

Pharmacist - Aside from Basic Healer, this is the next easiest and cheapest way to get into Breeding Degrees. It costs 15 points, and offers 5 point skills in Basic Biology, Notice/Analyze sickness or disease, and some form of Communications use (network, Area knowledge, etc), and a 10 point ability in Medicinal Tech. Pharmacists are everywhere, and mostly are Naturally Bred, starting out as FreeLand Holders or new Bonders before getting their Degree. Rarely are pharmacists over 1st Degree. They also have the highest incidence of assistants who are trained with almost the same ability but without the Degree. They are legally able to dispense medications, anyone else (those without the Degree) can be in a lot of trouble if they are caught.

Psychologist, Basic - Or called Psyche healers (but often are confused with the next category), able to sense and help diseases and injuries to the mind. As the short description says, basic Psyche healers do not have psionic abilities. The 15 points they must invest in this skill cluster gives a 10 point ability in Brain Anatomy, Bedside Manner: Hostile, and Notice/Analyze mental illness, and 5 point abilities in Psychology and Basic Biology.

Psychic Healer, Psychologist Psionic - As above, but the points are 20, and they must have the use of some form of telepathy, healing or other mind-related psionics. Their ability with N/A mental illness is 15 points worth, and Psychology is 10. Either of these are used to help people through traumatic experiences, injuries to the brain which affect the mind, or to actual psionic problems. (While very rare, there are occasions when spirits of the dead start messing with people who are still alive, driving them insane. Psychic healers are the only people who can deal with this, and that's pushing it for their abilities.) There is information regarding healing of Sanity in the Healing section.

Surgery Specialist - for 20 points, the skills offered here are 5 point Basic Biology, 10 point Notice/Analyze Injury, Pain Reduction Tech, Anesthetics Tech; and 15 point Tool Use: Surgical. These are the full on medical doctors, who take care of your internal bleeding, set your badly broken bones, and correct heart problems. They cost a lot to have work on you, too. It is uncommon to have a psionic Surgeon, the amount of training that goes into this kind of work is purely redundant for them. (Knowledge of anatomy is the best thing a psionic healer can have, and it comes with the territory.)

Veterinarian - As any of the above (possibly excluding the Interrogation and Psyche groups) but specified as Animal Only. Any of these for Animals or Steeds costs 20 points. Each set of skills can be jostled around, but usually are as follows: one 5 point minor ability, three 10 point expert abilities, and one or two 15 point professional abilities. Note that it is much harder for the person with Vet training to use their skills on Humans, rather than the other way around.

Individual Breeder/Animal Master Skills
All skills are listed at Impossible level.

Anatomy - For 10, 15 or 20 points, the character can learn the full operations of the human form, a specific group of animals, and be able to teach others. For further specializations (after the first) it is +5 per group only within Animal Mastery (a Breeder/Animal Master takes Human Anatomy at 10 points, and then wants to learn all about Steeds, that's plus 5 points normally, but since they require only half the number of points to learn new things related to one another, it would be okay for them to have a knowledge of all cats as well, for that same +5 points. Alternately, an Animal Master who already knows what there is to know about Bears wants to learn about birds next, it will cost them the full 5 points.)

Bedside Manner - The way a doctor is seen and sees their patients. This can be a 5 or 10 point skill, at 10 points they will be known for what they do with their patients, this can be raised and must be specified. Children, New Parents, Old People, Hostile Subjects, Post-surgery, etc are all valid types of manner.

Biology - As the Education skill, this offers the basics of how things work. Can be applied to Animals, Humans and Plants, choose one and if desired +5 points will add the next category. Costs 10 points for a stronger indepth version of the Education skill (and those which are listed as "5 point" skills in the prior descriptions ought to be thought of as "10 point" skills because they are actually quite a lot more advanced than the other type). 15 points of Biology is an admirable amount for any surgeon or healer. 20 points and this can be all the character really needs to know about life, they've seen it all under the microscope.

Body Tech - The ability to physically manipulate a body (either human or animal, must specify if Animal Master), and indicates a knowledge of applied Anatomy. It's all very fine and well if you know where that bone is, but if it's broken what are you going to do about it if you can't feel it? For 10 points choose a basic understanding, the character is able to sense surface problems and fix them with a touch; for 15 points they can manipulate muscle and deeper tissues, and for 20 points they have an accurate and full knowledge of how to set (or break) bones, stretch skin back correctly (or take it off), and other such lovely things.

Environment - One of the few skills not entirely devoted to fixing or noticing a problem on a living subject other than nature. For 10 points, the character can look over an environment and judge if there is anything out of place, missing from the order. For 15 points, they may notice tiny details like a shade tree or lee of a stone is collecting too much moss; for 20 points they are fully versed in pressure zones, heat and light, and all other factors which may contribute to ill health or healing. Used mainly by Animal Masters for Steeds, and for retirement communities.

Genetics - A very costly set of skills, which are available only to 5th and 6th Degree Breeders and Animal Masters. At 20 points, the character has access to the Breeders' Network, able to decode the vast numbers of genetic instructions found there. At 25 points, they are allowed and able to select for certain things within those codes - 5th level may select for but not alter, remember! The Breeder's Network is a complete listing of everyone's genetics, with other information available (phenotypes vs genotypes), so if someone is looking for a particular shade of hair, or the ability to see in the dark or whatnot, they may locate these genes on their charts, call up the Network, and contact the people they might find who match it. At 30 points, used only by 6th Degree Breeders on humans and Animal Masters on ANIMALS ONLY (stiff penalties for misuse), the character is allowed and frequently called upon to make changes to the genes they know so well. They are so apt at remembering coding and filing through endless charts for their information, many times it's all they can do not to see people in terms of their genes! They know how to balance alteration of one gene with recalibrating another so a fatal mutation doesn't occur, they make magic with genetics.

Medicinal Tech - The use of herbs, chemicals and other created substances to aid in the healing process. The user is able to distinguish between poisons and healing potions, often this skill is coupled with another Condition or Substance Recognition skill. At 10 points, they are able to create and distribute common medications and natural remedies. At 15 points, they can access higher quality items and make more complex pharmaceuticals, at 20 points they are an expert in what makes someone sick or healthy, and how the different materials might interact. Alternately, this can be specialized as poison tech, for the same amount only with the twist of nastiness.

Medical Notice/Analyze - Differing from Substance or Condition Recognition only slightly, the character has been fully trained to see the difference between a "good" and "bad" situation, and how to react to them. For 10 points, the character can specialize in one field; for 15 they can use two; for 20 points they are adept in all N/A skills dealing with the health and well-being of their subjects. Sickness, disease, injury, mental health, Breeder's Eye (cycle readiness or compatability), etc can all be specialties.

Pain Reduction Technique - The applied Anatomy lesson part two: for 10 points the character can use one technique; for 15 points they can use two or three; for 20 points they are adept at as many forms of taking away pain as there exist. Alternately, they can be used to inflict pain. Massage, acupuncture or pressure, heat application, aromatherapy, psionic abilities, all can be specialized.

Quick Tech - The ability to rapidly assess a situation and respond without causing undue injuries or pain to the subject. Used mostly by field techs or emergency workers. For 5 points the character knows how to administer CPR, find a vein and shoot something into it with a needle, stop a choking victim. For 10 points, they can wrap burns and stop shock; for 15 points, they are able to set simple breaks and stop heavy bleeding. This is all by rote, if something complicates the matter, their skills may be either wasted or mis-used. Usually, though, they will be vindicated when they make a decision.

Transport Tech - How to move a person or animal without causing further injury. For 5 points they can take a broken limb and splint it, or carry someone properly if they are unconscious. For 10 points, they know how to have several people lifting at once, if needed, or how to set a head in place if the back or neck is wounded; for 15 points they can safely transport anyone not in immediate danger of dying, even without the proper tools. Can be specified as urban, wilderness, low-tech or racing, or other types.

Medical Tool Use - Certainly one of the most important types of skill, and it should be said that Tool Use is not exclusive to Breeding. Any kinds of tools may be used, but there are specialties in Surgical, Genetic Devices, Pain Reduction/Administration, Anesthetics, Excavation, Vehicle, etc. For 5 points the character is familiar with the types of tools needed for a job. For 10 points they may attempt to use tools they don't normally, at a -5 penalty, for 15 points they have a thorough knowledge of the right tool for the right job, and suffer no penalty to use any set of tools. This does not mean that they have access to any of these tools, but they know how to use them when they see them.