Create a Zekiran

Skills - Odd and Very Odd 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.

Odd Skills
Many skills which are found in this category include sub-skills, all of which are present at the base level of the skill bought. It is assumed that if the character is planning on becoming a great computer hack they'll take the Infiltration/Virtual Skill group, they don't then need to buy any of the computer skills specified by the description below. Also, this is a good way of streamlining the character generation process.

Body Skills - With 5 points in this skill the character may choose an assortment of skills (up to three completely unrelated or five related) such as climbing (rock or rope, or both), running, weight handling and others, and can be considered good enough to attract some attention doing so. Can be raised. At 10 points, the character's skill is considered professional and can be taught to others. Certain skills may increase the character's Stats if used on a regular basis - but be aware that if the training ceases the bonuses revert to normal. Skill increases add their level to the Stat: Weight training/Strength, Endurance running/Health, Climbing/Agility, etc. Varies between Everyday and Tough levels.

General Condition Recognition - The ability to perceive a condition when it is present. This can be combined with Breeding knowledge, Environmental design, almost any other condition. At 5 points the character adds this skill to a specialized other skill. At 10 points the character can be considered an expert at finding this condition and can choose up to three things to sense. This skill itself if used alone (which it can be) is based on Reaction/Perception. Example: a character can specify they have a Recognition of the Condition "Lying Politician". This is added to their Acting/Lying skill. Most often used by Owners at parties. Varies between Everyday and Tough levels.

Homestead Work - At 5 points this is a farther extension of the Status ability, which allows the character to successfully run a household of up to ten people (Head of Household, mate, offspring, servants), including how to cook for larger numbers, clean up after them, and organize basic finances of the same. At 10 points the character can do the same things for a house of up to 30 people, or run a small hotel, organize get-togethers and such which require longer term planning and communications with suppliers. This skill can be raised up from the 10 point level and is considered professional at that point. Can be specified as Homestead, Hotel, Company or other such types. Many times used by Family Slaves, those who have been with a family for several generations, or by FreeWorkers who are in the business. Most cases Everyday level.

Infiltration, Physical - The ability to use the body and knowledge of certain systems to break into or out of places. Alternately, can be used to protect places from the same thing. At 15 points the character can do basic breaking/entering, climbing, stealth (under urban conditions), running the heck away. This cannot be raised. At 20 points the character is fully adept at all of the above, plus observation techniques, stalking, and some rudimentary combat moves as well. Examples of either are (15 points) a burglar or car thief, (20 points) a highly trained security guard. Can be raised from the 20 point level and specialized into a particular field of interest. These are all based on their respective physical Stats (Strength, Health, Body Type, Agility and Reaction), and the skill level adds directly to the Stat for the roll. Tough skill level.

Infiltration, Virtual - Being able to use computers and networks to their fullest ability. Acts as Subversive Programming, Virtual Ops, and Internal Ops. The 10 point version includes basic ability and knowledge about passcodes, protective programming and other skills as needed. The 15 point version assumes the character will be doing this as either a full time job or a really sneaky sideline, and will have further abilities with viruses, innovative passcodes and security features. Can be used by either those breaking in or attempting to keep others out. Examples: Worker Weezer thinks he can break into Alabaster's systems with his 10 point Subversive skill. Little does he know that LandMistress Daverin has all kinds of protective programs up and with her 15 point ability her defenses hold up to any of his assaults. These skills are all Intelligence based. Impossible Level.

Mental Conditioning - Used to enhance memory, depth of detail retention, concentration and learning abilities. (Similar to Body skills) For 5 points the character's memory can be tested to details, they can learn at 1.5 times as quickly, and they have additions to their Intelligence Stat and Reaction/Perception Stat. At 10 points the character may actually ignore Education costs for already-related skills on anything they attempt to learn (mental only), their memory is nearly flawless, and they notice details quite well, as bonuses above apply. These techniques may be specific to who is learning how to do them, decide what kinds of assistance the character will get when they are using this Skill, and that is their specialization. This cannot be raised. Tough skill level.

General Notice/Analyze - As Condition Recognition, but is a broader category. At 5 points the character can select three types of things to notice (such as wounds, presence of disease, quality in Steeds, etc), at 10 points they can choose five things. Either way they add their N/A skill level to their specialized type roll. Notice/Analyze cannot be used alone, and it can be raised from the 10 point level. Most often used by Breeders or Steed experts. Skill roll is Reaction/Perception. Tough level.

Office Work - The knowledge of how to run an office: file paper work, do rudimentary computer filing, whom to call and contact, who to turn away. Hiring and firing techniques. Most often used by Bonders. At 5 points the character can make their way around any small office (of less than 100 employees/Bonds) with some ease, at 10 points they are able to manage large companies and accounts (over 100 employees, Bonds or those which work with Slaves). These are all Intelligence based skills. Everyday Skill level.

Performance - The ability to use charisma and physical prowess to impress people. A broad category which must be specified as to the type of performance desired: stage magic, lounge singing, product hawking (not advertising), etc. At 10 points the character can raise a crowd and use their other skills to their full effect. At 15 points they can keep a crowd happy. Examples: stand up comics start out with a 10 in this skill. Comedians like George Burns and magicians like Houdini had far more than a 15 in it. The points here add to their other skills, directly, and can obviously be raised. Tough skill level.

Physical Manipulation - Characters with this set of skills can manipulate bodies in either pleasurable or painful ways. Knowledge of anatomy is not necessary but aids immensely. Must be specified at 10 points as to the sorts of manipulation being attempted (either skin and hair care, massage or nerve pinching and bone breaking), at 15 points however either kind are available. It is not necessary to specify at the 15 point level, but if the character does they may add the 15 points straight to their skills. The broader category adds 10 points to either instead. If pain technique, add to combat abilities if appropriate - this can add directly to damage or location affected. Everyday skill level.

Social Manipulation - Characters with this skill type can use both acting and lying freely, able to use their full Social Skill when any skills require it (rather than any portion of it, and instead of another Stat if there is an option). At 5 points the character is adept at politics and office politics, at 10 points they can pass themself off as whoever they feel like and get away with it, unless who they are going up against also has the skill. This is the most common roll at any party or political rally. This skill can be raised from the 10 point level, and is most often used by Owners and High Holders, and politicians of any kind. Tough to Impossible level for those Membayar and below, Everyday to Tough for others.
Style - The ability to dress well, choose the right drinks and finger foods, who to hang out with and who to avoid at parties, and how to get invited to the better parties. At 5 points the character is adept in all those things enough to appear at Mirage's party with a friend. At 10 points, they may show up with 10 friends and get away with it because aren't they special. This skill can apply directly to Social Skill, Appearance, Charisma or other skills associated. It can be raised (and often is), and can also be specialized: for instance "appearing perfect at Steed Racing", or "always get surrounded by babes." Tough level for Owner and above, Impossible level for Membayar and below. You figure out why.

General Substance Recognition - See Also Condition and Notice/Analyze. This applies specifically to substances such as ores, wines, blood vs stains, etc. At 5 points the character can identify all the sub-types within a specific substance (gold, coal, other minable ores from stones or strata), at 10 points they have several areas of specialty (what kinds of berries and grapes go into that wine, where they're grown), this is most commonly used in conjunction with other skills and as such add directly to that skill level. When used alone, however, it can be raised and usually is paired with Reaction/Perception. Tough skill level.

General Tool Use - Must be specified as to the types of tools used, but can use all of the ones available. For 5 points the character can use specialized tools (such as tack for flying Steeds, Breeding tools) and may use related tools (wrenches and screwdrivers, telescopes and microscopes, etc) with no penalty. 10 points allows the character to specialize in broad categories (all tack, surgical tools in general, auto repair tools). At 10 points they can pick up a tool and figure out how to use it at +5. For very different sets of tools the character should take different skills. Note that this does not confer the permission to use these tools, nor the availability to them. Tough skill level in most cases.

Very Odd Skills
The skills listed here are for use ONLY by people who have Mutations or Powers. Each must be bought separately and many can be raised. Most of them can be specialized to an individual power or set of them. These skills, unless stated otherwise, simply add to the Power use or Mutation ability being used and many cannot be raised. Most of them have been described pretty well in the overview section, but here are those descriptions again. All of these are typically Tough in level.

Using Psionic Powers as Skills
At certain points, the Game Holder may ask a player with a character using Psionics or even Mutations which act as Powers to "roll for success". This roll is as determined below, based on a combination of the Power Rank and the Level of the power being used. Obviously, the stronger the Rank, the easier it is to use those simple everyday powers. It is usually possible to raise these percentiles using experience points and specifying that the character is attempting do get better at something.

This chart is expandable by assigning skills specific to each power used. All powers or mutation-based abilities should be considered Impossible Level skills, and therefore always require a percentile-based roll. Any Skill-ups assigned to the ability therefore will increase these numbers in regards to that roll.

PR as Skill Level (Impossible level)

Level of Power Used -->
Minor Major Special
PR 0
90 70 50
PR 1
80 60 40
PR 2
70 50 30
PR 3
60 40 20
PR 4
50 30 10
PR 5
40 20 00
PR 6 latency
20 00 00

Area Effect - For 5 points the character can use a single power that normally only works on one target to work on several. Amount of targets is reflected by Power Rank.

Attuned Psionics - Similar to the way that Mental or Physical conditioning works, with this skill and 10 points, the character may use a power for a longer time, easier to roll for, and more accurate. This applies to all the powers available but can be specified to a group or single.

Automatic Use - A power with AutoUse attached to it is usually considered "always on" and can affect anything without being rolled for. A roll may be required to turn it off, however. This skill costs 10 points and may only be applied to one power.

Blow Out - For 10 points the character can use a power at full-tilt without any Health problems. This can only be set onto one power and cannot be bought more than once (except in Game Holder approved special cases).

Focus - For 5 points the character has a very clear mind and adds the amount of this skill to their defense. This can be raised and is wise to do so. This does not actually apply to a single power, simply to the character's full on ability.

Join Power - For 15 points, the character is adept at combining their own powers into new and interesting effects. This is usually prevented because of the concentration involved, but with this skill the added power does not have to be used at any kind of penalty. With specialization (between only two powers) the higher ability is always used rather than both separate.

Navigate - Used only by those with flight capability, either with wings or some kind of telekinetic levitation. For 10 points it makes the character fully able to travel around in a manner similar to that of birds or Steeds. They can sense where they are and will not get lost. When coupled with an Area Knowledge skill this can be very powerful to curriers!

Protect Power - For 10 points the character may hide the fact that they have powers. For their Power Rank they can hide one, more or all of them from Psionic detection (only - electronic and genetic detection can blow right through this... but that's what Mind Cloud is for).

Recovery - Aids the psionic by cutting their recovery time after full exhaustion. For 5 points they can regain their full potential within minutes rather than hours. Reduce time by Power Rank in minutes.

Sense Only - With this 5 point power aid, a power which is usually offensive in nature can be used as a sense instead (works only on targeted type powers). For instance, using Force Field usually gives the benefits of interrupting a blow, by using Sense Only on it, it becomes a large field which the character can sense through! Heat/Cool, Levitation, etc, work. Use your imagination.

Share Power - For 20 points the character is able to use their power along with someone else's! The power use is divided evenly between the users, and the number of users is determined by the Share Power user's Power Rank. As Join Power, use the best of either power rolls when specialized. For example, Lam Fimel uses her foretelling power while Mirage and son Juvon "listen in" with their telepathy. Because they're mother and son, they know how to use similar powers in similar ways, and Juvon allows Mirage to control the senses, but he benefits because he and she only expend half their normal energy in the process. They relay the information that Lam cannot send on her own to the others in their group.

Understand Power - By sensing the abilities around the user, the person with this skill can tell how to use a power. For 10 points, the character has an innate understanding of all the connotations of powers - they may not be able to just spout this information at will, but it acts as a sort of savant. It is similar to but functions slightly differently than the power of Mutant Sensory. Most people with sensing skills (genesense for instance, or Mutant sensory) attempt to use this skill to aid them. Many are Breeders, or Steed breeders. As listed in the overview, this is based on observation or being targeted. They cannot just 'know' how a power works without having first being exposed to it somehow.