====== Skills ======
Skills are things your character may have picked up to enhance their trade. Anything from prior instruction or circumstances, or due to hobbies or interests count as skills. We have notably not included those skills which can be RPed out. "Seduction" for instance, "Intimidation", or "Empathy" (the non-magical kind)... These are not so much skills as things your character either is, or is not, via force of your own RP, so there is no need to take them as skills. If you want to have "Seduction", then BE seductive IC. That's all you need.
**Novice** -- You are new to the subject, but you've read a few books or studied it for a couple months.
**Apprentice** -- You're slightly more into the subject. You've read a good many books and studied it for at least a year, maybe two.
**Journeyman** -- You could probably do this as a job. You have a good working knowledge of the subject, and may have even gone to school or gotten a degree in it.
**Master** -- You're an expert in the subject. People look to you for advice concerning it. You may have spent many years studying or practicing the subject. You could easily teach classes in the subject.
**Grandmaster** -- You are one of the BEST in the WORLD at this. Your skill is unparalleled. You are legendary and would be able to write a very definitive book on the subject.
====== Regular Skills (You start with 15 points): ======
These skills cost 1 point per level, up to a total of 5 levels. You start at the lowest level and work your way to the top level. The levels are as follows: Novice, Apprentice, Journeyman, Master, Grandmaster. At Grandmaster, you will have spent a total of 5 points on the skill. These skill may be taken by anyone of any race. All Regular Skills are non-magical. Again, these are the TOTALS for each level:
Novice: 1 point
Apprentice: 2 points
Journeyman: 3 points
Master: 4 points
Grandmaster: 5 points
__Regular Skills List:__
Accounting – Skilled in the keeping of accounts, bookkeeping, financial reporting
Acrobatics – Ability in tumbling and balance
Appraisal – Ability to determine the value of things, art, businesses, property, etc.
Astrology – Through the use of horoscopes, able to explain the personality and future events in person’s life based on the placement of sun, moon and stars at the time of birth of a person
Astronomy – Science of celestial objects and effects originating out of Earth’s atmosphere
Bartending – creating, mixing, and serving of usually alcoholic beverages
Biology – Science of life or living matter in all its forms, such as plants and animals
Boating – The practice of rowing, sailing, or cruising in boats
Brewing (Alcohol) – To make ale or beer and the distillation process to create spirits such as vodka or whisky
Business Management – Planning, organizing, staffing, leading, and controlling an organization to achieve a goal
Carpentry – Skilled in cutting, shaping, and installation of building materials
Chemistry – Science that studies the composition, structure, properties, and change of matter
Climbing – Ability to use one’s hands and feet to ascend a steep object
Con Artist – Ability to gain and exploit a person’s trust/confidence to defraud them
TI Lore – Knowledgeable in the history and secrets of Takakura Industries
Cooking – Able to prepare food for consumption, usually involving heat
Crafts – (Specify which. You must take this skill multiple times for different crafts, i.e. leatherworking, metal working, pottery, etc.) Skilled in the making of crafts i.e. pottery, metal working, weaving, wood turning, paper, glass art, etc.
Disguise – Ablity to change one’s appearance through the use of make-up, wigs, costumes, glasses, etc.
Electronics – Skill in working with appliances/objects that involve electrical circuits
Engineering – Ability to use scientific, economic, social and practical knowledge to research, design, maintain and improve a wide range of structures, machines, devices, systems and materials and processes
Enigmas – Ability to solve puzzles and riddles, ability to crack codes and cyphers
Etiquette – Skilled in the code of behavior that delineates social behavior for a group
Farming -- For the agriculturally inclined
Fishing – Ability to catch fishing in manners including but not limited to hand gathering, spearing, netting, angling, trapping.
Fortune Telling – Mundane, non-magical practice of predicting information about a person’s life, i.e. reading palms, stars, tea leaves, tarot, casting of bones, feng shui, etc.
Hacking - The ability to bypass computer security to access off-limits networks or information
Hiding / Camouflage – Ability to use materials, coloration and/or illumination for concealment
History – Skilled in the study of the past and how it relates to beings
Housekeeping – Skilled in the chores of running a household, cleaning, cooking, home maintenance, shopping, bill paying, etc.
Hunting – Ability to kill or trap any living organism
Hypnotism – Ability to put another being into a hypnotic trance where they are receptive to suggestions
Leadership - Ability to inspire, persuade, as well as make appropriate decisions in managing a group.
Leatherworking – Ability to make leather into craft objects or works of art using shaping and/or coloring techniques, as well as taxidermy and preservation of animal parts.
Linguistics - Specialization in language, etymology, and syntax, especially dead or obscure languages.
Literature – Knowledgeable in the written works of a culture or race
Lock Picking – Ability to unlock a lock by analyzing and manipulating the components of a lock device without the original key
Logic – Skilled in the use of valid reasoning
Massage – Skilled in the use of acting on a body with pressure to promote relaxation and well-being
Mathematics – Skilled in the study of topics such as quantity, structure, space and change
Mechanics – Ability to use tools to build or repair machinery
Military Science – Knowledge of the military process, institutions, behavior, warfare, and theory and application of organized coercive force
Oration – Ability to speak to a group of people for effect, i.e. educate, influence, entertain, etc.
Performing Arts (Specify which. You must take this skill multiple times for different arts, i.e. dance, singing, any instrument, acting, etc.) – Ability to use body, voice or objects to convey artistic expression
Philosophy – Knowledgeable in general fundamental problems, i.e. reality, existence, knowledge, values, reason, mind and language
Physics – Science of study of matter and its motion through space and time along with energy and force
Pickpocket – Ability to remove items from a person without their noticing at the time of the theft
Politics – Ability to influence other people on a global, civic or individual level; ability to govern a group of people. Knowledge of the political process.
Psychology – Knowledge of mental functions and behaviors of individuals and/or groups
Race Languages: Fae, Underkin, Sylvani, Romani, Enochian (Angels), Infernal (Demons) (Specify which. You may take this skill multiple times for multiple languages.)
Race Lore other than your own – Knowledgeable in the history and culture of another Race
Repair – Ability to fix objects, both mechanical and non-mechanical
Riding (Horses, etc) – Skill of riding or driving for practical working purposes, transportation, recreational purposes
Romani Lore/Language (Unnecessary of Romani or Shifter) – Knowledge of Romani history, culture and language
Security – Knowledge and ability with security systems, methods of securing an item or person.
Sewing – Skill of fastening or attaching objects using stitches, made with needle and thread
Sleight of Hand – Ability to manipulate objects such as cards or coins, secretly
Speed Reading – Ability to review written materials more quickly with comprehension of the information
Stealth – Ability to act in such a way that actions are unnoticed or difficult to detect by others
Subterfuge – Ability to deceive, misrepresent the true nature of an activity
Survival – Ability to continue existence or life in adverse conditions. Finding water, food, shelter, making fire, etc.
Swimming – Ability to not drown or the ability to move through the water
Theology – The study of God, or god, or gods and the truthfulness of religion in general. Knowledge of religions and religious practices.
Veterinary Medicine - Ability to heal animals using mundane medicine. Includes grooming and care.
Visual Arts (Specify which. You must take this skill multiple times for multiple arts, i.e. painting, sculpting, etc.) Art forms includes the fine arts as well as the applied, decorative and crafts
Writing – Skilled in using the written word to create some type of literature.
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To reflect their more difficult, arcane, dangerous or illegal natures, these skills cost a graduated amount up to a total of five levels. So, the Novice level costs 1 point, the Apprentice level an additional 1 point, Journeyman an additional 2 points, Master an additional 2 points, and Grandmaster an additional 3 points. At the Journeyman level, you can choose a specialization, and at the Grandmaster level, a second specialization. For instance, a blacksmithing specialization might be "gunsmithing" or "armor repair". A hand-to-hand combat specialization might be "karate" or "boxing". Again, at creation:
Novice: Total 1 points
Apprentice: Total 2 points
Journeyman Total 4 points
Master: Total 6 points
Grandmaster: Total 9 points
====== Advanced Skills (You start with 20 points): ======
Animal Taming/Training -- The ability to tame animals, magical and non, for use or companionship.
Archery -- Use of the bow-and-arrow or crossbow in combat.
Armor Enchantment -- (Placing enchantments on armor.) (Form required.)
Blacksmithing/Forging -- Operation of a forge. (Form required for new weapons.)
Criminology -- Forensics and investigatory sciences.
Explosives -- The production and use of conventional explosives.
Firearms Use -- The use of guns in combat.
Forgery -- The art of making fakes or forging other people's handwriting.
Hand-to-hand Combat -- Fighting without a weapon.
Herbalism -- The ability to create herbal medications and concoctions.
Interrogation -- Extracting information from the unwilling.
Invention -- Inventing new non-magical devices.
Magical Engineering / Enchantment -- (Design and creation of magical items and devices.) (Form required for new items.)
Medicine -- The ability to heal others via non-magical means.
Melee Weapons -- Use of melee weapons in combat.
Narcotics Production -- Creating illicit and illegal drugs. (Form Required)
Occult -- Personal knowledge of the occult/magic.
Pharmacology -- The ability to create medicines. (Form Required for new medicines.)
Potion Creation -- (Creating magical potions.)(Form required for new potions)
Scavenging -- Finding useful items within the city or surrounding areas.
Smuggling -- The ability to get illegal or hard-to-acquire items.
Talisman Creation -- (Creating magical amulets and talismans.) (Form required.)
Technomagic Engineering -- (Knowledge of the methods of Ancient Engineers in blending technology and magic.)
Throwing -- For weapons such as throwing knives, throwing axes, and thrown spears.
Tome/Scroll Creation -- (Creating magical tomes and scrolls.) (Form required.)
Torture -- The fine art of pain.
Toxicology -- Creation of toxins and poisons. (Form required for new toxins/poisons.)
Tracking -- The ability to track humans or animals.
Traps -- Creation and setting of non-magical traps, or the ability to disarm traps.
Weapon Enchantment -- (Placing enchantments on weapons.) (Form required for new enchantments.)
====== How does this work? ======
For those of you who have never used points in terms of skills and what rank that skill is, below is a quick overview:
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There are two different types of skills, Regular Skills and Advanced Skills, and though they each have a different point system, the way we go about it follows the same concept.
The point system for the Regular Skills is........
Novice: 1 point
Apprentice: 1 point
Journeyman: 1 point
Master: 1 point
Grandmaster: 1 point
Therefore, if you wanted to be a Novice in Sewing (which is a Regular Skill), it would cost you ONE point.
If you wanted to be an Apprentice in Sewing, it would cost you TWO points.
If you wanted to be a Master in Sewing, it would cost you FOUR points.
.....and so on and so on.
Basically, for each rank you wish to progress, you must add the points together for all of the ranks below that to reach your total for that specific skill.
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Now, on to the Advanced Skills.
As stated above, the way we go about the Advanced Skills follows the exact same concept as the Regular Skills, the only difference is the point system. Advanced Skills are naturally a bit harder to learn, therefore it costs a little extra for higher ranks.
The point system for the Advanced Skills is.....
Novice: 1 point
Apprentice: 1 point
Journeyman 2 points
Master: 2 points
Grandmaster: 3 points
Therefore, if you wanted to be a Novice in Smuggling (which is an Advanced Skill), it would cost you ONE point.
If you wanted to be an Apprentice in Smuggling, it could cost you TWO points total.
If you wanted to be a Master in Smuggling, it would cost you SIX points total.
If you wanted to be a Grandmaster in Smuggling, it would cost you NINE points.
Note: You may use your Advanced Skill points on Basic Skills instead of Advanced Skills. You may NOT use your Basic Skill points on Advanced skills.