Create a Zekiran

Skills - General 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.

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.

General Skills
Animal Care - The general category applies to anyone interested in owning a pet, working at a pet store, or being able to tell their children when they ask, "daddy, what's that?" Most important to remember about Animal Care is that this does not apply to Steeds! Skill is based on Int in general, with specific additions. 5 point skill, raising indicates a specialty which must be stated. This is usually a TOUGH skill.
Animal Handling - The actual ability to pick up and manipulate animals and not get bit, scratched, constricted yourself, or otherwise damage the animal. Included is the knowledge of what to attempt to handle (not on that electric-eel, but okay on that Scarlet Scaled Dwi-bird), how many people may be needed to handle large animals, and generally knowing what kinds of equipment is needed to do so if necessary. Add Agility for small animals; add Strength for large ones. 10 point skill, can be raised.
Animal Recognition - A much more specific skill than the Care category, based on Int but modified by Education (use it fully), this skill can be used by zookeepers, pet store owners, traders, hunters, or anyone with a love of animals. It offers the character the ability to generalize animals into their species-family, recognize if they are carnivorous or herbivorous, nocturnal, etc. If raised to a level above 9 by experience it can be used in lieu of Notice/Analyze for conditions (such as health, breeding times, emotional states). 5 point skill, can be raised to professional levels.
Hunting - Used by either those who run or work at Hunt Parks, or actually must make their living out in the wild lands between City Zones. The ability to find and kill an animal, prepare it for eating or skin it for its fur, etc. This does include a rudimentary form of Tracking (qv) but it is less advanced. This skill includes knowledge of what tools to use - but not necessarily the ability to use them - Tool Use must be purchased for "hunting tools" or some other such skill. This skill uses Reaction plus Int/3 as a base. 10 point skill, can be raised, may be specialized. Hunting is considered an Impossible Skill.
Animal Tracking - Specifically used to sense where an animal (including Steeds - or even Humans) has been, and how long ago it has been there. By looking at clues like broken branches, spoor, scent markings (if Reaction:Scent is high), fur left behind, and tracks, the user can determine which way they went. This does not confer the knowledge specifically of what breed of animal has been near, but that skill is ultimately complimentary to this. Nor does it mean they can kill it, see above. Skill uses Reaction/Perception score, if there is a specific perception score that is highest use it. This skill costs 10 points, can be raised, and can be specified for use in urban, underground, wilderness, etc. Impossible Level.
Training - Used by vets, professional animal handlers, and some number of pet owners. This skill allows the user to teach their animal rudimentary skills or simple tricks. Based on what the animal is and its own personal Int and Aggression scores, this may be easier or harder than it sounds. Hern Rats for instance can be taught but they MUST be kept in their packs to do so. In other words, if you don't have the ability or the room to teach a whole pack of them, you can't attempt it at all with some animals. When this skill is used on an animal for either something new or on a specific animal for the first time it is considered a Competitive roll, the character's Reaction/2 + Int/2 + Aggression/4 are used vs the raw Aggression or other appropriate score of the animal (each has its own, if needed). 10 point skill, can be raised and can be specified for certain animals or certain tricks. Impossible Skill Level.
Other Animal Handling Skills - if Theoretical will cost 5 points, if Applied cost 10. Rarely more than Everyday level skill target.

Combat - Generally this skill allows the character to work with their hands and body or use objects or actual weaponry. Since this is a skill which should be carefully used in play, be aware that the character must have a good reason to know these skills. Bodyguarding, Security guards, local Law enforcement and occasionally those who live in the wilderness or who are Rogue status of some kind will be the only ones who should select this ability, but there are always exceptions. Skill is generally based on Body Type, costs 10 points. Usually Tough.
Defense Only - Skill in dodging, running away, manipulating other's mass and motion to their advantage, avoiding getting hit. Also includes lessening blows when they do actually hit, and working with the damage rather than allowing it to stop the character. Based on average of Body Type + (Reaction + Agility)/2. Costs 5 points, can be raised.
Hand to Hand - The ability to fight only with your body. Usually specified as a combat type. (IE: just like that Bruce Lee shit; others as the Players insist but be careful in assigning their Combat Skills, they may overlap into other kinds.) The ability to cause damage with the character and nothing else. In the Combat section there will be all the punches and hit damage you ever need, all of which can be individually Skilled up. Skill is based on average of Body Type + (Reaction + Agility)/2, can be raised and specified.
Human Tracking - Used exclusively in Urban settings as opposed to the Animal Care Skill of Tracking. This skill allows a person to be followed or otherwise stalked in a manner which the stalker does not get seen. If the person being stalked has this skill or an appropriate defense such as Stealth this is considered a Competitive roll, otherwise it always starts as a Tough roll. Skill is based on Int + Reaction/Perception /2. Costs 10 points, can be raised and can be specified to certain Cities, or even certain people or even Status of people. This is mainly a psychological skill, by learning the prey one can track much better. Impossible Skill level.
In Motion - Any Combat skill can be used in motion (as in on a Steed or vehicle) for 10 extra points, and specifically must say what kind of motion the combat is specialized to.
Killing Attacks - Knowledge of and applications to Human targets. Where to shoot for best effect, how deeply to plunge the knife, how hard to pull the head around to snap the neck. This skill should only be given EXTREMELY SPARINGLY if ever. Being found to do these things on people can be detrimental to the character's freedom. Skill allows the character to kill their target if an attack is otherwise successful. ANY success can result in Killing Attack, even those which take extra time. Character must first know how to shoot, stab or hurt otherwise before this skill can be applied, but if they do, this is automatic, merely specify "using the Killing Attack now, I want to end this fight" or "the bead I've drawn on the High Holder's head should kill him instantly". Costs 10 points, cannot be raised, but can be specified, so it is possible that the character knows everything there is to know about hand holds and nerve breaks but is completely ignorant about stun guns and projectiles, or spears. Obviously, this is considered an Impossible Level skill.
Large Object - Using anything from refrigerators and vehicles to building materials and other people to hurt something. "That funky Jackie Chan combat method" is what Large Object Combat involves: it's hand to hand with a very strange twist. This can be used for siege weaponry if necessary but who uses that anymore? Use (Body Type + Agility)/2 for this skill. Cost is 10 points, can be specified but cannot be raised. Each object has a certain amount of damage that can be applied, most is Smashing damage. Because of its difficulty in mastering, this is an Impossible Level.
Small Object - Using knives, small pole arms, thrown cats, whips, cane-swords, dueling swords, any other kinds of melee weaponry, and simple objects to get in the way of your opponent. Is usually specified as to the nature of the training (Darkhanis is an expert in dueling swords, but he doesn't want to touch that toaster you've got) but in general can be used as is exactly for small objects of any kind. These are also Impossible level.
If used as a melee weapon: (Body Type + Reaction)/2 is skill base.
If used as a thrown weapon: (Strength + Agility + Reaction)/3 is the skill base.
Cost is 5 points. Can be raised and specified.
Specific Combat Method - Listed in the Combat section there are a number of combat types such as "Dueling" or "Tule Whip Fighting" etc. These offer specific uses of weaponry and tactics as well as the specific weaknesses they show. This skill compliments the Small or Large Object categories as well as the Hand to Hand skills, but can be used individually without those. With those skills they add to SCM. Cost is 10 points, specified only, cannot be raised. Impossible Level.
Stealth - Used to get around without being seen or heard, knowledge of how to get around security systems that are obvious (only) and to avoid being tracked by active trackers. This usually works against Human trackers, but unless a specific skill is shown in Animal Care or other sorts, Hern Rat guards and security systems which are inobvious cannot be gotten around. Powers aid this skill greatly! This is always considered a Competitive roll. Reaction/Perception score + Agility + Intelligence /3 is the base for this skill. It costs 5 points and can be both specified and raised. Impossible Level.
Combat Theory aka Tactics - For 5 points and 5 points only, the character has a knowledge of the varying ways to hurt people. They can specify for small weaponry, hand to hand, geographic methods, anything as long as they don't try actually using these skills! Embarrassing, isn't it? Everyday Level.

Communications - The ability to talk, act, bet, display yourself, and generally understand others when they do the same. For 10 points this acts as a basic ability to convey your meanings properly, and to read the emotions and facial/body expressions of those around you. Politicians, Area Lords, Bond Agents and Betting Agents use these skills quite frequently. They only apply to Humans, they do not even apply to natives of Neres, though that can be a special skill. This skill is either an Intelligence base or Social Skill. Generally Tough level.
Acting/Lying - To Zekirans, this is the same skill. The best actors get into their roles properly, unlike Earthly acting which doesn't exactly require much real thought (yeah, right, tell that to a Theater major!). Actors on Zekira are utterly believable and very rarely do they have people such as the "Van Damme's" and the "Arnold's" who simply take themselves onto the screen and 'act'. Most Earthly actors would be laughed out of the business on Zekira. Lying on the other hand... When this skill is used to lie it is a Competitive roll, when it is used as Acting (and the other characters or people around know they are watching an act) it is straight. The skill is based on (Charisma + Social Skill)/2 + Intelligence/2. It can be raised (and usually is to a high degree) and can be specified as Lying or Acting. Use of Lying can also be specified to Detect lies.
Barter - For no additional points, but with the ability to raise the skill specifically, Bartering is a skill used everywhere. It is the ability to catch a good bargain, sense the quality of merchandise, appraise and basically buy things that are worth it. Someone with a low Barter skill will get screwed because this is always a Competitive roll, so if you're going out to actively seek bargains you'd be best off either sending someone who can do it well, or learn how to raise it. This skill is complex: it takes Intelligence, Social Skill, Aggression and Reaction/Perception scores and divides by 4 for the base; be sure to use the highest of whatever Perception scores if the character has any, and by using Psionic powers this skill can become deadly! Everyday level.
Betting, Advanced - Though it is possible that everyone on Zekira knows how to Bet, most don't know how to do it well. This skill involves knowledge of the statistics and math, theories of racing, and Steed knowledge. This doesn't have to include only Betting on Steed races, however, it can be simple Card bets. For 5 points the character is versed in betting pools and Racing charts. This skill can be raised and is quite often raised very high by Owners or their Slaves who bet for them. This skill is based on Intelligence but modified by 1/5 of Social Skill. Tough Level.
Disc Jockey - Audio only, this skill is for people with "Trained Radio Voices". They can also be cartoon actors or voice-over specialists, character actors. Can include - but does not have to - the ability to select music and mix for parties or radio. If the skill is used alone it is 5 points and is based on Charisma. If it is used exclusively with musical choices, it is 5 points but must also include some form of musical Skill (theory, electronics, ability) and is also based purely on Charisma. It can be raised and is considered Tough level.
Events Organizing - For 10 points this skill can be used by anyone to some success, but it is most often put to use by either Slaves for their Lords, or High Holders for their friends. Each Status actually has a modifier for this Skill: Slave +3, Bayaran -2, F'Worker -1, F'LH -, Membayar +1, Owner +3, Suz +2, A'Master spc (if working directly with Steeds +3, if working only with feed, veterinary, or non-public -2), Breeder -1(plus their other Status), H'Holder +3. If in the proper time line, High Owners get a +4. This skill covers everything from planning your kid's birthday party to bringing the hottest band to your Party Pad for that "little get-together" of 500 people... It can also include crowd control if specified, and can be used by guards for such a thing. Political rallies, riot control (or riot instigation!), post-race dinner parties, auctions, everything like that which involves more than three people getting together is included in this skill. YES, that means the person with the highest Events Organizing skill in a party usually becomes the leader... And often should be, since they have the skill necessary to control a group! Considered Impossible level.
Speech - Usually in the hands of a politician or actor, this skill is used to speak clearly and comprehensively, and bleeds over into the theory of creating a good speech which will inspire, sadden, move or otherwise compel the audience. This skill is complimentary but not always necessary for DJs to have. Cost is 5 points, it is based on (Charisma + Education)/2 + Intelligence/3. It can be raised and can be specified, and is often used as a Competitive roll if the audience is in need of being convinced. This is a Tough level.
Conveying Ideas aka Teaching - For 5 points the character has the ability to convey exact subjects to their students. This basic Communication skill is only general, it is also shared with the Education skill. This version is based on the theory that anyone can tell someone how to program a VCR, but not everyone can build one. It is a base of (Intelligence + Charisma)/2, and is often Competitive. If raised, see Edu. Use the skill they're teaching to determine difficulty.
Video/Model - Covering both aspects of physical communication, this skill can be used by models to show off their best sides when being photographed, or by television anchors or reporters who need to show their audience something other than themselves. This does not convey knowledge of cameras of any kind, nor of the equipment involved in broadcasting or printing. Most Earthly actors have this skill in lieu of Acting... Skill is based on (Appearance + Charisma)/2 for Models, and (App + Charisma + Social Skill)/2 for television personalities. Skill can be raised and specialized. See also: Performance. Considered Tough level.

Computers - By using modern technology this skill generally conveys the ability to turn one on and off without damaging it, or losing the information being manipulated on it. It can be used to play video games and make simple word processed objects (such as a game manual), but does not convey a specific knowledge of how the machine works or how the programs are made. Note that this also does not indicate that the character automatically has or has access to a computer, simply that when they are in front of one they can use it. Skill costs 5 points, cannot be raised and can be specified as "games", "word processing", "local internet use" or other such skills. Skill base is Intelligence + 1/5 of Education. All considered Tough level unless listed below as otherwise.
Internal Operations - How the electronics inside the machine work, how to fix it or trouble shoot. What that burning smell is. For 5 points the character is adept at only the physical aspects of making a computer work. This is a complimentary skill to the Engineering skill, but can be used separately. It cannot be raised, and need not be specialized.
Network Design - The ability to work with large mainframe computers which have many users. For large businesses, schools, InterLand access, and for the Breeder's network, this skill is essential for actual programming. (A Breeder doesn't need to know this skill to use the Breeder's net, only if they want to improve it.) Skill costs 10 points and cannot be raised. Skill is based on Intelligence only.
Specific Programming - For 5 points each, the character can use their skills at actual programming to create new games, "web" sites, word processing programs or other such mundane and above-board things. If they have a new piece of machinery which needs to be programmed into a system, they will know how to do it. This skill is complimentary to the Internal Operation skill but is not necessarily essential. Can be raised, quite high too. Skill is based on Intelligence. Considered Impossible level skill.
Subversive Programming - These things are not taught in school, kiddies. Programs designed to avoid detection, or alternately detect intrusion - security programs are found here. Viruses, takeovers, diversionary programs, all things which could be illegal if you're caught doing them are here and only here. For 10 points, they can be raised and are often but not always coupled with an Engineering skill in computers. Skill is based on Intelligence. Impossible level skill.
Virtual Operations - For the very rare company which uses such things, programming and using a completely Virtual setting for work. For 10 points, the character is able to operate the machinery needed, as well as program in the language necessary. Each business may have a different take on this, if working in someone else's network, the roll is Competitive, the skill can be raised, and can be specified as per either programming, machinery, or specific to their business. It is Intelligence based. Impossible level skill.

Construction, Buildings - This skill is used whenever someone is building something larger than a simple lean-to. The basic Construction skill offers the character an overview of the supplies needed, theory of how to use each with the others, and where to build. How to hold a hammer, use a drill, slap plaster down, and align bricks. This does not convey the ability to do high quality building, only to get the stuff down in an adequate fashion. For 5 points this general skill can be had, it cannot be raised and it cannot be specified. Basic construction skills are considered an Everyday level. However all all other Construction skills are Tough level.
Carpentry - Specifically the ability to use wood and the tools necessary. Knowledge of the wood in question applies ONLY to already-cut wood, unless specified as "sawmill ops". Note that this skill - and all the other Construction-based skills - do not convey the character's access to the tools or the materials needed. Only that they can work with them. For 5 points the character has a base of Reaction/Perception + Body Type /2. This skill can be raised and as above can be specified.
Design/Architecture - See Education Skill
Finishing - This skill allows the character to appraise and decide what the final touches to a building need to be: painting it in the right colors, applying textures, finishes to the woodwork, lacquer to the plastics, and so on. Most often these people are the last on site, and the building tends to be habitable by the time they get there. They notice open gaps in floorboards, unfinished plastering, electrical wiring exposed, and the other little details. Usually, Finishers are the same people as the Architects. For 5 points this eye for detail is based on Reaction/Perception (usually sight) and is modified by 1/5 Social Skill. It can be raised, but you'll be seen as some kind of freak. "Don't you see that that angle on the brickwork is just wrong when you compare it to the floor in the kitchen?" "...Don't you see you're a lunatic? It looks fine to me. It'll look fine to the FreeWorkers renting it. Get out of here."
Ironwork - Used either as a raw skill in the materials (iron beams or other metals for large construction projects) or as a specific skill in creating wrought iron bars, fences, and accessories. For 10 points the skill is broad, for 5 points it is the Specific Wrought skill. Either of these can be raised, and must be bought separately if one desires both.
If used as Large construction: skill is based on (Reaction/Perception + Body Type)/2
If used as Wrought Iron only: skill is based on (Reaction/Perception + Agility + Body Type + Social Skill)/4.
Materials - The knowledge of all construction materials in detail. As the general skill implies, anyone can take a hunk of board and nail it to another one. This skill is Intelligence based modified by 1/5 Reaction/Perception and costs 10 points. It can be specialized and raised, and often the people dealing in the materials are highly specialized in their specific realm. It is rare to find someone with a broad knowledge in all the Stones and Woods needed, as well as the tools and where to find them, most often you'll find a guy who knows all there is to know about Bricks but who can't tell you where the best Hard woods can be found. Again, this knowledge does not automatically convey access.
Plumbing - Ability to use piping, lay sewer lines, and install common household bathrooms and kitchen sinks. This skill costs 5 points and can be both raised and specified, often the people doing the industrial waterworks and putting in your sink are quite different. Also conveys the ability to repair and appraise specific problems in plumbing only. Base is Intelligence + Reaction/Perception + Body Type /3.
Repairs - Large scale repairs on buildings such as replacing broken windows, door frames, adding parts to existing buildings, and such. This is most often coupled with another skill in construction, and is always specific. For 10 points in each skill, base is Reaction/Perception and modified either by Body Type/5 or the complimentary skill's most common base. It can be raised. This is the skill which can be specified as "Demolition" as well, by the way.
Stone Work - The ability to use cut stones and bricks, placing them with the correct material between, and making them look good. Can also be specified as "stone cutting" or "brick laying", or for 5 points less can be used only as appraisal of the stones in question. 10 points give a base of Reaction/Perception + Body Type /2; if used only as appraisal, use R/P + Intelligence /2. Can be raised and usually the best are.
Wiring/Electrical Work - For 5 points, the character is able to use electrical wiring and place it into the right parts of a home or business wall. This skill also includes the ability to appraise the work, and make rudimentary repairs, anything which is obviously wrong and accessible to the character without ripping open a wall to find it. Can be raised and specified. Note well that this is not electronics repair of any kind! Uses Reaction/Perception + Intelligence /2 as a base.

Construction, Other - The ability to make things which are not buildings. Anything short of them, however, which requires assembly and repair, qualifies here. This category of skills does not have a base cost nor a skill amount, it is simply the catch-all for the other skills. All Basic versions are Everyday level.
Assembly - The ability to follow instructions and make something which can be assembled. Character can look at a box of parts and basically make what the picture on the top shows. This does not confer knowledge of what they are assembling, nor being able to use it once they're done. For 5 points they can use a base of Intelligence + (either) Body Type (or) Agility /2. This skill is commonly used by parents on Birthday Eve to assemble their child's first carriage or bicycle. It does not need to be specified nor does it need to be raised. Tough level skill.
Creating - Most often combined with an artistic or computer aided skill, this ability is only for making objects, NEVER machines which require power! This does convey the ability to look at an object and see how it was made, with what kinds of materials and how long it could take to recreate. For 15 points the skill base is Intelligence + 1/5 Reaction/Perception. It cannot be raised, however it can be specialized to certain kinds of objects (chairs, clockwork devices, office furniture, weaponry, pet cages, etc). Impossible Level skill.
Repair - As per Creation, this category only applies to objects which do not require power sources. Within that, however, this skill specializes rapidly. Watch repair, but not microwaves. A basic knowledge of materials comes with this skill. For 10 points the character must specify what kind of items may be repaired, it can be raised, and the base is Intelligence + Reaction/Perception /2 or Intelligence + Body Type + Agility /3 for larger tasks. Impossible Level skill.

Engineering - A catch-all for different types of creation and invention of objects, machinery, and landscaping, theoretical as well as applied. See also Education skills. ALL engineering skills are Tough.
Chemistry - Being able to use different chemicals to cause changes. Explosions, reactions, etc. The Junior Terrorist Chemistry Set is not included, but it might as well be, since this skill allows the character to locate and physically distill (if the proper tools are available) the chemicals in question. 15 points, cannot be raised, but can be specialized, base is Intelligence.
Computer - Assembling and knowing how all the parts work together with the programs necessary to run them. If the character has access to parts and tools, they can assemble a rudimentary (up to highly advanced) computer and begin using it as long as it's got a power source. They can also take apart and change them, examine broken parts and find out what they were good for, that sort of thing. Cost is 15 points, can be raised and specialized, base is Intelligence.
Elemental - With this skill, the character can use weather-monitoring equipment in ways it's not supposed to. A thorough knowledge of weather, and in fact of the ways that things can be altered - by fire, water, etc - is inherent in this skill. For 15 points the base is Intelligence. This does not convey the access or permission to use any equipment of this sort. Specialization can include "forges", "wind-energy storage devices", "dams" or other such large-scale elemental objects.
Land, Mining - Skill gives the ability to analyze soils, operate the machinery needed to remove ores, and build mines. For 10 points this skill is (Intelligence + Body Type + Reaction/Perception) /3 base, and can be specified, can be raised.
Land, Terraforming - With the use of specific tools, land which is not readily arable can be made so. Also can be used to ruin landscapes quickly. Note that this takes quite a lot of time and money, making usable land from desert or overly-saturated swampland. This skill does not convey the approval to use tools on land not Held by the character, nor does it offer those tools themselves. Note that there are Powers which can do this same job in less time... For 10 points, the base is Intelligence + Reaction/Perception /2. It can be raised and specified.
Machinery - As opposed to the Creation of Devices, this applies exclusively to making machines which then require power to work. For 10 points the character has a base skill of (Intelligence + Agility + Reaction/Perception) /3. This skill is most often specialized: from battery-driven watches to television sets, to basic electronic devices such as Video pads and broadcasting machinery. Any skill in this category offers the character some idea of other kinds of machines, but their specialty is always better. Rolls for understanding machinery outside the field of specialization are at 1/2.
Psionic - Yes, this skill must accompany the ability to use some kind of psionic power. It allows the character and others with psionics to work with their minds what their hands cannot. The character is given to understand the workings of the typical psionics - many Breeders or Psychic healers, or Psyche healers, use this when choosing up their subjects. By combining the use of several types of psionics, they can do work exactly like Terraforming, like Mining, like Construction, only they are not using pure physical means to do so. Some of the greatest artwork and architectural work was done this way. (Using half a dozen trained Slaves, Adden's family mansion in Skein was built with huge shaped glass windows - over 60 feet high! That could not have been made with machinery, they were just too big!) For 20 points, the character can organize and utilize their own abilities and those of others available to work whatever miracles of science they deem necessary. Can be specialized and raised. Base is Intelligence or Power Rank percentage according to a Major Power, whichever is higher.
Transportation - For 5 points, the character can repair, appraise, and to a certain extent create vehicles. When used in combination with either Machine Engineering or Steed skills it can have vastly different results. Specialization is a must, and this skill can be raised, of course. (Example: Feng has some ungodly amount of Transportation Engineering in addition to his Mechanical skills. He can make a car with a fusion generator that will run on dirty socks, if given half a day.) The base is Intelligence, modified by 1/5 of Reaction/Perception.

Handiwork - These skills are commonly used by Slaves or Bonds, or when raised to higher levels can be made into professions by FreeWorkers or Land Holders. Anyone can actually use any of these skills, it is just more likely that lower Status people will be using them at all. See Also Artistry, and Odd skills. ALL are considered Everyday skill level.
Cooking - The ability to not starve to death. Includes preparing foods from a raw state (except perhaps making flour or growing poultry - those are labor skills) into full meals. This skill is roughly the same as the Status skill, except that it usually involves more practice for other people's tastes than your own. 5 points, the base is Reaction/Perception. Highly skilled cooks are rewarded greatly in this society. (Julia Childs would have about a 20 in this skill.) Can be - and most often is - specialized.
Needlecraft - Embroidery and weaving are also specializations. 5 points offers the character the ability to make pretty designs with threads and cloth. Used by bored High Holders and their handmaids most often, but there are whole sections of FreeWorkers in Slust or other small hill-towns who devote their lives to weaving and knitting the most soft cloths or the most intricately designed patterns. Note that Weaving can be a Labor skill if it is on a huge machine, but here this implies that it is simply the hand-woven or small loom way. Base is Reaction/Perception (sight) + Agility/Manual /2, can be raised.
Tailoring - Quite different from Needlecraft, this is the ability to take a piece of cloth and make it look like someone has to wear it. This skill, either combined with or specialized into Design, can be a powerful tool for gaining Status. Your designs and cuts on Mirage can make you a High Holder. Of course, if you suck... This skill can be as simple as following a pattern and as complex as having a design board and samples of different materials. Each specialization takes its own 5 point slot, and all have Reaction/Perception as a base. Many can be modified by Social Skill/5 or even Charisma/5!
Whittling - Yes, just the thing for you unwashed peasants in the boonies. Not really, this skill allows the user to create small, mostly artistic items from wood or soft stones with the right tools. Rustic artistry in the making. 5 points gives a base of Reaction/Perception (touch). This skill cannot be raised, but can be specified as wood or some other substance.

Labor - Another catch-all of different trades. Most of these represent the kinds of things Free Workers, Bonds and Slaves do, but some Land Holders and Bonders are known to do them.
Farming, Agriculture - For 5 points, this is the basic ability to plant and reap crops. Mostly used by Slaves. Can be raised to Professional level only, and specialized into different sorts of lands, crops or terrain types. Base is Body Type. Skill is Everyday level.
Farming, Stock - For 10 points, the base ability is Body Type + Reaction/Perception /2. This qualifies the character to raise animals used for food or milk, also can include specialization in professional furriers and their farms. Knowing animals is not inherent in this skill, Animal Care or specific Recognition or Handling skill is good to compliment it. Skill is Tough.
Farming, Theory - Engineering of farms and their use, placement and staffing. What kinds of plants will grow in what soils, what animals will require how much land, how many Slaves it'll take to pick all that cotton... Use when a Hold is to be made into a farm, these specialists can show how many buildings it will need, where the aqueducts will need to be. 10 points offers a base skill of Intelligence, but it does not necessarily give the ability to actually plant or handle animals. Tough level skill.
Industrial - Skills include working with large machinery, tooling companies, assembly line work. This skill costs 5 points, cannot be raised, but must be specified as to the nature of the work being performed. It does not convey an understanding of the machinery being used, or the objects or items being made on them. Base skill is Agility + Health /2. Tough Skill.
Outdoorsman - Used by those who must compete with animals and the elements. By taking this skill, it is possible to specialize in Forestry, Land use, Hunting, or other large-scale physical activities. Skill costs 10 points, must be specified and can be raised. Base is Body Type + Reaction/Perception /2. Tough Skill level.
Scouting - Far more specialized than that of Outdoorsman, this skill must be coupled with an education skill. It conveys the ability to locate lands to live upon, or to mine. 10 points, must be specialized, and cannot be raised. Base is Intelligence + Body Type /2. Impossible level skill.
Other Labor Skills - Usually are only 5 point skills and require Body Type as their base, actually mining, digging, handling large objects, collecting garbage, anything might be used as a profession, but many are not looked upon as anything other than Slave or Bayaran work. These are Tough skills.

Machine Operations - See also Construction. The abilities here do not convey use with each other, nor the availability of tools required. Of all these categories only one conveys the knowledge of how the machines actually work, other than "invention" no category implies anything other than simple operational knowledge. Most machine ops skills are Tough.
Devices, Everyday Machine, Complex Machine - At 5, 10 and 15 points, machinery which goes from hand-held items like calculators and video pads; to video cameras and bread machines/small looms; and finally industrial sized devices like generators and tooling machines. The basic skill roll is Intelligence. Anything which requires power qualifies here, and this does not indicate an understanding of the machines in question. (How many people know how a battery-powered watch works? How about their car? But you know how to tell time by one, and you can pretty much guarantee most of us know how to drive!) Tough level skill.
Computer Program - see also Computers
Genetic Assistance Devices - Used only or primarily by Breeders of 5th or 6th Degree, or their specifically trained assistants. These devices are connected in to the Breeder's Network, and are either for sensing or manipulating the actual genetics of a subject. It must be said that this is wholly illegal for anyone other than these people to use! If used by an Animal Master it had better be only for an animal! For 15 points, the user is able to specialize in one or the other of sensing or manipulation, for an additional 5 points they can do both. Base roll is Intelligence. There is more information on these machines in the Breeder's section. Impossible Level skill.
Invention Of... - Being able to make plans, find the right materials, and put them all together into machinery and objects. This is an extension of Engineering/Construction, but is a wider category of ability. For 25 points, the character has a base roll of Intelligence + Education/2. This skill cannot be raised, but it can and often is specialized. Impossible Level skill.
Special Operations - Anything not covered by these other categories. For 15 points it is a catch-all in and of itself, character can look at a machine and tell how it works, what it does and why, possibly even where it was made. Also includes particularly invented objects, unique objects or machines. It is a jack-of-all-trades skill, and is based on Intelligence. Tough Level skill.

Piloting - This is split into several obvious categories. There is no single skill which covers the whole of Piloting. There are several different makes of car, carriage, planes and ships, all of which have different instrumentation and use. Each vehicle is described in the Stuff section, note their differences well! The use of Piloting does not confer the knowledge of how the vehicle works, nor how to repair it should it break. Piloting skills start at Tough.
Air - For a base of 25 points, one can then learn to use a HoverJet (additional 5 points), HoverPlane (+ 10 points), Standard Jet (+10 points), and Standard Plane (+15 points). The roll is Reaction + Agility /2. Impossible level skill.
Ground - For a base of 5 points one can learn to drive a small Vehicle (such as a scooter or single-seat car) for 5 points more, a Large Vehicle (such as a minivan or land cruiser bike) for +10, use Heavy Machinery such as cherry-pickers and construction vehicles for +15, and for +20 points the user can operate vehicles made for mining and excavation - and not get hurt by them. Roll base is Agility. Tough Level skill.
Self - For a base of 5 points one can learn to use self propelled objects such as a skateboard or rollerblades, for no extra points learn to ride a bike, for +5 there are other forms of wheeled objects to use (racing forms of bikes or blades), for +10 points the ability to fly a wind-glider, and +10 points gives the skill in skis/sleds or other unusual land-based and mostly self-propelled objects. These all can be raised to professional level (where would we be here on Earth without the Winter Olympics?) The roll is Body Type + Agility /2. Alternately Tough or Everyday depending on situation.
Water - The most unusual form of transportation on Zekira, even though there is so much water! Since they don't swim much, the cost to learn how is 30 points! Above that, however, the ability to use a water-Hover vehicle is +5, a Standard Boat +10, and any other vehicle type over water or in it is +10. Roll base is Body Type + Agility /2, however note that the first half-dozen or so times that a character is exposed to water activities they must make a Courage roll! Tough level skill.

Steeds - Everyone loves Steeds. Zekirans are obsessed with these animals as a general rule. There are few things that Zekirans love to do which don't openly involve them, either. All those piloting skills aside, if it can be done with a Steed rather than a machine, it usually is. Only those with huge tracts of land to work, or places that Steeds cannot for some reason live or work, habitually use machines instead. The basic skill in Steed Knowledge costs 5 points, and can be raised quite high. Bought separately but most often used together, the Riding skill costs also 5 points, and can be raised as high as it needs to be. Note that none of these skills automatically convey the ownership or the permission to do anything to a Steed. Note also that Breeding a Steed is a separate skill, found in Education: Biology. Basic Steeding is Everyday level.
Appraisal - Specifically the ability to look over the quality of a Steed and its physical beauty, and to convey the knowledge to others. They know how to look at a Steed - sometimes without touching it - and sense if it is of a quality breeding house. Cost is 5 points, can be raised and specialized. Skill is based on Reaction/Perception (usually sight). Tough level skill.
Feeding and Care - Knowing how to feed, when, and what kinds of food the Steed will require, per its individual needs (foal vs old mare, healthy or sick, ready for Breeding, etc). The ability to use tools such as tack, and how to clean the stables where the Steeds live. Cost is 5 points, can be specialized but need not be raised. Base is Intelligence. Tough level skill.
Grooming - Specifically the skill to use tools like brushes and wing dusters, hoof-polishing tools and such. Also can include the cleaning and use of tack, or the creation of the grooming tools themselves! Cost is 5 points, can be raised and specialized. Everyday skill.
Racing - See the Steed section for particulars, but this skill costs 5 points and then each additional terrain or modifier can be raised as if they are bought at 5. Skill base is Agility + Reaction /2. Impossible level skill.
Teamster - The use of carriage tack and multiple Steeds, usually grounded Steeds. For 10 points, the character is able to hitch Steeds and fix those hitches, and manipulate the complex reins involved in multiple Steed carriages. Specialization can include driving, repair, command, and training (teams only). Base roll is Agility + Reaction /2. Can be raised. Tough level skill.
Training - Other training for Show Steeds, Racing and Farm use are specializations, for 15 points or more. Does not include teamster training. The roll is Reaction/Perception + Aggression /2, and is considered Competitive until the Steed responds positively. Each person likely has a different style, there are houses whose job it is to train Trainers... As well as Steeds. Impossible level skill.
Steeding Tool Use - The ability to take a set of tools and use them properly. See Breeder's Skills for a more detailed explanation, but for the sake of an argument, any set of Tools can come with a specific Skill. Most often 5 to 10 points. Most tools require a Tough level.