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.
Educational Skills
Generally speaking, Educational Skills come in two or three increments:
passing knowledge, advanced use, and professional. Most often, the first
two categories cannot be raised unless the character is actually planning
on becoming a professional at the skill. The professional category can
be raised. All Educational skills must be Specialized. All these skills
unless specifically indicated have a base Skill roll of Intelligence,
and all of them are Tough in level.
Artistry - The general category of using sight or touch in association
with spacial design. See Also Handiwork, Labor or other similar skills.
Applied - For either 10 or 15 points, the ability to use an artistic skill
such as Photography, Painting, Sculpture or other physical means of creation.
A 10 point skill indicates only a knowledge of the area, and a basic ability
to use it (an amateur photographer like Worker Lucia whose only interest
is to take lots of pictures of her students) and cannot be raised. A 15
point skill indicates a fully professional ability and expert knowledge
with the skill (Mirage processes her own pictures in her small lab, owns
a plant where the chemicals for such things are made, and wins top awards
for her work in the Racing and Pop Art fields). Pick a field to work with.
Knowledge of other fields are incidental unless another Art/Theory skill
is taken. By combining Applied Art with other skills such as Engineering
and Math, the character could be an architect, landscaper, environmental
consultant, or even a Breeder's assistant! (With an eye for details such
as facial structure and color blending, a Breeder could make millions
by causing just the right people to Breed!) May be combined with either
Reaction/Perception or Agility/Manual /4 if needed.
Artistic Composition - Without the actual ability to create the objects
in question, the character with this skill can organize spaces properly.
When designing a newspaper layout for instance, or a banquet display,
a building complex or other such design work, this skill is used. You
could be the best painter in the world but never get anywhere in professional
circles if you don't know how to display your work! This skill costs 5
points and cannot be raised, it can but rarely needs to be specialized.
Combine skill roll with 1/5 Reaction/Perception (usually Sight).
Art History - See Also History. Specialized skill in Art History will
tell you far more than anyone needs to hear about this artist or that
designer. Bore people at parties! Impress your old instructors!
Art Theory - With this skill the artist knows where to look for certain
kinds of paint, stones, or subject matter, but they cannot actually assemble
full art pieces. Typically used by art store employees until they're good
enough at their Applied Art skill to get by with it. Costs 5 points, and
cannot be raised but should be specialized.
Biology - For 5 or 10 points, the character can learn either basic or
advanced physical biology. Plants, cats, Steeds, these broadly special
categories can be taken but nothing more in-depth than those, that is
considered inviolate Breeder territory. This skill offers a basic overview
of the body, life sciences and such, so that people with a 5 point skill
might be able to understand how that fracture just happened, someone with
a 10 point skill might be able to put a splint on it, but it would take
a Breeder's professional skill at 15 (qv) to actually heal it. Cannot
be raised but any basic or advanced skill can be specialized. All 5 point
skills in Biology are considered Theory.
Electronics - See Also Engineering/Machine Ops, other categories. For
5 points the character has a passing knowledge of things which require
power to operate. For 10 points they may be able to assemble a radio or
other device. For 15 points they are considered a professional in the
field of electronics and they've got the chance at a very good job in
it. Able to repair things which need it, trouble shoot, and examine the
uses of a device at a professional level only, at this level as well it
can be raised. Roll is Intelligence + Agility /2.
Geology - At 5 points this is a broad knowledge of stones, sediments,
and other land-information, it cannot be raised. At 10 points this can
be used by scouts or land-investors to determine if land being looked
at is worth its weight in gold or just what; also can be used by engineers
to sense where not to build; specific use at 10 points includes stone-mining
and ore knowledge. At 15 points the character can be a professional geo-scientist,
studying rocks, ores, metals and minerals, can identify and actually put
to use certain of any of those. Can be raised and specialized at the professional
level. At the professional level also - but only because this is very
rare - this skill can be used as archaeology. There is very little in
this field being done, because the Zekirans have very little interest
in who lived where they're living now, since they're either completely
gone or now only living on Neres.
Geography - Broadly, the knowledge of Areas, Lands and Cities. See Also:
Land Laws.
Mapmaking - Specific skill for 5 points, the ability to combine use of
tools and spacial relations, can also be a specific use of Artistry, cannot
be raised.
Specific Histories - Each Land or Area has a professional in their field.
One who knows damn near everything there is to know about the lay of the
land. For 10 points you can be one of those people. For 15 points, you
can be the ultimate knowledgeable sage regarding the lands, this cannot
be raised.
Historical Theory - The ability to rattle off all the Lands, Areas and
Cities by rote, perhaps a bit about their locations. Also the main rivers,
seas and mountains. This is a 5 point skill only, and has only vague practical
value, it does not mean the character knows how to get to any of these
places, or that they would want to. (That's History, or Politics.)
World History - Everyone should know the history of their Land, their
famous heroes, and who settled where first. For 5 points, a basic broad
knowledge of the whole world is offered, but very little specific insight
can be gained. For 10 points, add a general category of knowledge which
can be relied upon if needed. For 15 points, the character's skill is
extremely thorough, they know pretty much all there is to know about subject
x. This can be raised, but only to the point that they exhaust their sources
for information. Combined with Archaeology or Psionic Ancestry-Reading,
however, they may find out things that no one has known for thousands
of years! (Or, just ask Etan.) For skills above 5 points, all must be
specific. Can be combined with 1/5 Social Skill for the roll.
Language - Because there is so little difference between the dialects
of Zekirans, the study of language could be considered a specific History
skill. If used on Zekirans, it is a 5 point skill and may be combined
with Social Skill to provide the ability to actually use those dialects
properly. Combine this with acting and you've got something! For 10 points
they can study the natives and attempt to speak some of their languages,
or specifically understand Zekiran historical divergence in the dialects.
Laboratory Work - The ability to research and use tools properly to get
information out of objects that cannot normally speak... Clinicians, Blood
testing, air or ground analysis, field may be specialized. For 10 points
the character has knowledge of the proper tools and kinds of information
that they may actually get out of their subjects - note that they may
not actually be able to use the tools without taking that specific skill!
For 15 points the tool use is included and if combined with another education
skill such as geology or chemistry, can be used to actually invent substances.
For 20 points the character could be considered a "mad scientist"
and knows what is in all those bubbling tubes and behind all those walls
of dials. Can be and usually is specified.
Research - For 5 points the character can get around in a lab setting
but ought not to be allowed to touch anything. They can read the instruments
and gain knowledge from the results of the tests being run but cannot
actually run them. Research cannot be raised.
Knowledge of Tools - For 5 points the character can use the tools of the
trade but they have no implied knowledge of what they're testing. It is
easy for someone to be trained to pour something into something else and
stand back when it fizzes. Tool use cannot be raised but it can be specified.
Literacy - For 10 points the character can use the Big Words and compose
poetry or songs, write epic ballads, or generally impress people with
their knowledge of the dictionary. As noted in the general description,
this skill cannot be bought by Slaves or Bayaran unless their Owner/Membayar
so wills it. See Also Communication. This skill can be specified and if
it is it may be raised. (Someone with a 15 in Writing is considered to
be a world-class writer, like a Michael Chrichton type, whose work will
be appreciated by popular audiences for at least another two or three
hundred years after their death. At a 20, they're considered Homer and
their works will survive the next 10 thousand years like his have.)
Mathematics - When taken at a level 5 skill this gives the user an ability
with math just above their Status learning. They can surprise audiences
with their knowledge of statistics and logic, or bore them with the same
things. If used at a 10 level, the user gets called upon by the general
populous to solve higher math problems (and they don't get invited to
many nice parties). When bought at 15 points, the character is able to
impress even other mathematicians, can do all those rocket-science type
calculations (perhaps in their head) and might even find uses for higher
math.
Applied - Using the Math skill and applying it to another Science or Education
skill, or even Artistry or Handiwork, the user can make more precise calculations
than before, and their work will be more thorough than others. Often used
by Bettors and Bookmakers, to aid their Communication Skill. Costs 5 points,
can be specified, and can be raised. When applying Math skill to another
skill, add the cost directly (Lord Blen has an Int of 67, a Social Skill
of 72, a Betting skill of 12, and Applied Math of 5. His ability with
a betting pool is 98! He usually cleans up at Races!)
Theory of, or Logic - For 5 points, this skill can enable the user to
understand not only the theories behind math and its uses, but use those
theories to argue with words instead of numbers. This skill is far more
common in Bonders than anyone else (except perhaps High Holders who had
been them before Raising.) and is extremely useful when talking philosophy.
Cannot be raised, it does everything it needs to right there.
Music - Zekirans love to listen to it, dancing is an essential part of
party life, and when you have no music you have no party. All skills in
Music are considered automatically Specified.
Applied - For 5 points, the character is able to use one instrument well
enough to perform in front of friends or relatives without embarrassment.
They can read music and can attempt to use related instruments with a
-5 penalty. For 10 points, the character can be used as a background musician
in a studio, can hire themself out to play at small parties and local
events, can use related instruments without penalty but without any special
ability. For 15 points (and can raise from here only) the character is
a known performer, picks up new instruments at a +5 ability (rather than
their 15) and can make a lot of money if they work their career right.
It is extremely rare to find someone who has a skill this high who is
not already a professional. Any Instrument skill is based on Agility/Manual
+ Reaction/Perception (usually hearing) /2.
Compose - For 5 points the character has an understanding of what instruments
might sound good together, what kinds of scales should be used and the
pacing of music in general, they may or may not be able to actually play
any of the instruments, but they can put together the sheet music and
carry a tune. Can be raised. Note that this skill is the one to use if
your character is psionically able to produce sounds, if they want to
make music out of their heads they can do so, without having to know how
to play all those pesky instruments! This skill is Intelligence + Reaction/Perception
(hearing) /2.
Musical Engineering - For use with most DJs and sound engineering, at
the smallest party to the largest Woodstock style gathering, for studio
recordings which actually sound like they're made live... Engineering
is needed. For 5 points this skill gives the user the ability to specifically
use their Machine Operations skill (usually on mid-sized equipment) for
musical production. Can be raised. This skill is Intelligence + Reaction/Perception
+ Agility/Manual /3.
Music History - As typical for any other theoretical subject, for 5 points
the character is adept at listing their specific field of interest (pop
music, grand composers, flute music, etc) and has a basic understanding
of other fields. Can be raised, and must always be specific to a field.
People with high Music History scores are always welcome at parties. This
is an Intelligence based skill.
Music Theory - As math, if added to another music skill, the 5 points
can make or break a performance or composition. This skill does not confer
any actual ability in and of itself, and can be used alone by music critics
(hey, they can't play worth a damn but they know what they like, right?)
or by simple listeners who want to know how that last trill was able to
blend so perfectly into that rise of trumpets.
Dancing - can't forger dancing! Agility skill, 5 points for an okay ability,
10 is excellent, 15 points you're inventing new popular fads constantly.
Or, one specific dance can be raised to a professional level (like ballroom
dancers, or even popular hiphoppers).
Sciences - For 10 points the character is able to do a particular bit
of science: chemistry, horticulture, rocketry, anything not already covered
by another specific skill above. This must not include any Breeding skills
such as biology. For 15 points the character is considered an expert in
their field, and could teach at a community college. For 20 points they
are a professional scientist and are often called upon to explain their
particular science to those same community college professors. Any of
these must be specified, and they can only be raised from the Professional
20 point level. All Sciences are considered Intelligence skills. Any Science
may be Applied to another skill, such as Landscape design and Atmosphere
science to create an environment which will not erode with the elements.
When Applying, add the Science skill directly to the final skill of the
other. Note that to become a true Scientist a character should consider
losing some Sanity, and Social Skill. There are damned few Scientists
who get invited to anything other than dorm parties and post-conference
dinner.
General Teaching - The ability to convey information that has specifically
been understood by the character. This differs slightly from the Communication
skill, mainly in that the presence of this skill (and this alone!) indicates
the permission to use it! There are teachers in all Status, and all of
them must pass testing that enables them to have a teaching creditation.
For 5 points the teaching skill is purely in their Status, they are able
to show everything that is basically essential to their Status learning.
An example of a Status Teacher is an elementary school teacher on Earth.
They are adept enough at all the basics, but never have an excess of any
given subject. For 10 points the characters skill is good enough to teach
young adults a specific subject: a typical junior high or high school
Earth teacher would come here, each of them able to show off a skill which
they must add to their Teaching - any subject will do. A 15 point skill
enables the teacher to work with adults or other professionals, for instance
a Breeder with a 15 point Teaching ability adds their Teaching to their
Anatomy skill to instruct the new class of Breeders. For skill over 5
points, the skills being taught must be specified. This need not be left
to one subject, for a 10 point skill the character can choose three subjects;
for a 15 point skill they may only choose two. Teaching is based on Intelligence
plus Social Skill /2.
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