Post by GM on Apr 29, 2013 5:59:33 GMT -5
First off sorry it's not as pretty as it could be, I will edit it when I have the time but I wanted to get this up there as a baseline.
Second off the skill systems works off a specialization system. You specialize in two skill categories and everything under that category costs one point. Things outside your skill category cost two points. Simple right?
Communications
Cryptography - Skill in recognizing, designing, and cracking secret codes and messages. Most codes will take months to decipher as such this skill requires multiple checks over time.
Electronic Counter-Measures (Jamming) - Using any sort of high powered radio device the user of this skill can attempt to not only jam enemy transmissions but attempt to follow the signals of jammed transmissions to their source.
Flag Signaling - An ancient skill of using flags to communicate with other ships at sea, someone trained in this skill can compose and read simple flag messages in addition to recognizing common banners, ensigns, pennants, and standards used.
Laser Communication - This skill provides the character with an in depth knowledge of sophisticated laser and fiber optic communication systems. Requirements: 15 points in radio: basic, electrical engineer, and computer operations.
Live Engineer - This is the art of reproducing sounds as they happen, in a live show environment. This skill will enable the character to create sounds live. The best example is when a band performs live the character would be behind the main house console, set up a P.A. system, constructing the stage, operation and maintenance of the power amps, and knowledge of speakers and how to aim them in order to achieve the best sounds covering the most area. This skill also, enables the character to work the monitor console behind the stage. The character will also have knowledge of mixing consoles, effects, equalizers, crossovers, ect. This skill is separate from Recording Engineer, because the recording engineer nine times out of ten is working in a building which has separate rooms, all of which are sound proof. Live is dealing with the acoustics of a building or an outdoor show. Requirements: 5 points in electronics and advanced math.
Microwave Communications - Experience in the use of microwave equipment, transmitters, and receivers.
Optic Systems: Provides expert training in the use of special optical enhance equipment such as telescopic lenses, laser targeting, thermo-imagers, passive light intensifiers, infrared and ultraviolet systems, polarization, light filters, optical scanners, and related devices.
Radar/Sonar Operation - Use of radar (radio echo bounces) and sonar (underwater sound echo bounces) to precisely locate objects.
Radio - Use in simple radio operations and maintenance for all field radio and other portable radio devices.
Radio: Advanced - Involves the use of scrambling and electronic equipment as well as jury rigging simple radios together with spare parts. Can be used to use satellite relay systems although not to repair or maintain them. Requirements: 10 points in Radio.
Radio: Expert - This is the knowledge of installing transmission towers of all kind and the installation and maintenance of satellite relay systems. Requirements: 15 points in Radio and Radio: Advanced.
Radio: Deep Space - This is training in the use of deep space communications equipment normally found on spacecraft or starbases. Includes the use of simple phase and subspace technology in order to make transmissions between star systems viable. Requirements: 20 points in Radio, Radio: Advanced, and Radio: Expert.
Recording Engineer - This is the art of putting sounds on tape. The character will be able to take acoustical sounds and put them on cassette, reel to reel, multi-track, ect. The character will also have a limited knowledge on microphones and placements to get the best sounds. the character will also have a limited knowledge of sound equipment, such as, mixing consoles, effects, equalizers, so on.
Language - The learning of another language. One to four points is broken, five points is fluent, six to ten is fluent in additional dialects/slang. Languages difficult to speak for humans cost double.
Surveillance Systems - This is the understanding of the use of surveillance systems. Includes motion detectors, simple and complex alarm systems, audio/visual recording and display equipment, recording methods, amplified sound systems, miniature listening devices (bugs and line tapping), and optical enhancement systems (as they relate to camera lenses). Requirements: 10 points in Electrical Engineering and Computer Operation.
Telephone Networks - Knowledge of the wiring of telephones, phone taps, tracing phone calls, and international switching methods.
TV/Video - This is the understanding of video equipment and editing of all kind. The user can film, edit, and add special effects to video.
Computer
Artificial Intelligence - There are a variety of artificial intelligences in use by the Hetairia. A character with this skill is able to understand how artificial intelligence systems work, how they think and understand the world around them, how to communicate with them and how to reprogram them, either directly or by argument. Requirements: 15 points in computer operations, computer operation, computer programming, and computer language.
Computer Engineer - The electronics of computers involve engineers in design and manufacture of memory systems, of central processing units, and of peripheral devices. Requirements: 5 points in computer operation, computer programming, and computer language.
Computer Hacking - This is a computer skill similar to computer programming; however, the emphasis of the skill is breaking computer access codes to gain illegal access to other computer systems and steal or sabotage its data. Requirements: 5 points in computer operation, computer programming and advanced mathmatics.
Computer Imaging - This skill deals with scanning images and and enhancing them to the artist's whim.
Computer Language - Every skill point in computer language makes the character more familiar with different computing and coding languages. A skill check is rolled once to see if the person knows the language they need, if failed they cannot roll again until their skill amount increases.
Computer Operations - Everyone knows how to operate a computer, a character with computer operations has a more in depth knowledge than a layman.
Computer Programming - Advanced computer knowledge that includes designing, programming, debugging, and testing computer programs and software. Requires: 5 points in computer operation.
Cyberjacking - This is the skill to use body interfaces such as dataplugs or headjacks to access computer systems. Cyberjacking is much more direct and up to ten times faster than normal computer use, but any system bombs or viruses on the system does pose a threat to the user if they are tripped. Requirements: 10 points in Computer Operations.
Neural Interface and Networks - This is the detailed information needed to effectively use the high tech computer systems that are controlled by the mental interactions of the operators brain. This is similar to cyberjacking but is a much more advanced and refined method. Instead of just visualizing the computer landscape and interacting with it symbolically, this is a direct connection to a characters brain and nervous system. This enables robots, vehicles, and other computer controlled devices to react with the speed of thought. This skill costs double. Requirements: 15 points in Computer Operations and Cyberjacking, plus 15 points in intelligence and willpower.
Cowboy
Branding - The techniques and methods for tethering, controlling and marking animals A brand is a mark burned on the skin to identify and show ownership of an animal - typically used on horses and cattle, in the past it was used on humans the hetairia owned. This skill also includes a basic knowledge of common and notable insignias and emblems.
Breaking/Taming a Wild Horse - To break a horse, first the trainer must get the horse used to eing around people, then used to having a saddle on it's back, and then you bit train it. Finally, the trainer must get the horse used to having a rider on it's back. Depending on the horse, this can take between a couple weeks to several weeks. Some horses never really tame and only allow certain people to ride it, while bucking and throwing other riders.
Herding Cattle - The techniques and methods of leading, directing and controlling cattle in a contained and orderly herd. Also includes keeping animals calm, basic care and feeding, how to tend cattle, recognize diseases and illness, give birth to young, how to survive and regain control of a stampede, gather strays, how best to pen and corral livestock, mend fences, so on.
Horsemanship - The ability to ride a horse into combat without it spooking or running. Melee attacks from the back of a mount deal extra damage.
Horsemanship: Exotic - Basically the same as general horsemanship skill, except that the character is experienced in riding tame animals other than the horse. This can include elephants, camels, lamas, pegasus, gryphons, dinosaurs, giant insects, and other monstrous beasts trained or willing to be riding animals.
Lore: Cattle/Animals - This is a general knowledge about cattle, horses, livestock, and other notable animals of the west. This knowledge includes what they eat, where they live in the wild, means of defense, the value of their meat, fur, hides and horns, and their natural predators, as well as the most notable tales about supernatural animals, spirits, gods and magic attributed to or involving animals.
Lore: Indians - Characters with this skill can recognize the different tribes and nations, warriors and shamans, totems, fetishes and warnings, identify the people by their housing, clothing and weapons, and has a fundamental understanding about the Native Americans' society, beliefs, customs and laws - at least the most notable. They also know about indian gods, spirits, and magic.
Roping - The rope is the cowboy's most important and famous tool. Characters with the roping skill can expertly throw a rope to snare/lasso a cow's horns, a horses neck, or the hoofs of either. Hitched around the saddle horn, a lariat can be used to pull a mired animal out of a bog, mud or river, as well as keep a hobbled horse or other animal from straying away in the night or rain, and the rope can even be used to create an instant, make-shift corral, when stretched taut by several men, to contain and hold a herd of animals, and even for quick justice at the end of a hangman's noose. The roping skill includes knowledge and training in how to use a lariat, lasso, tie knows, expertly handle roped animals after they are snared, bring them to a stop by taking quick turns of the lariat around the saddle horn, tethering animals, and how to hog-tie animals. The rope/lariat can be used for the roping and tying of animals, including cattle, horses, similar alien animals, and even small dinosaurs, and people. This skill with a lariat can be executed standing on the ground, but is designed to be done from horseback or similar. Against human and intelligent opponents, roll to lasso as if it were a combat attack. The intended victim can try to dodge but not parry. A successful strike means the character is caught in the lasso. Ensnaring a foot, leg or hand means the victim can be tripped, knocked down and pulled/dragged by hand or horse. Ensnaring the upper body means one arm is pinned. Two or more lassoes around the upper body means both arms are pinned and attacks requiring the use of one's hands are impossible, and the lassoed individual can be pulled off his feet and dragged. Multiple lassoes can also be used to snare each limb. This skill costs double.
Trick Riding - Riding bareback, standing on the animal's back, hanging from the side, or under it's belly, side saddle, as well as quick mounts and dismounts, mounting a horse by leaping down from above or with a running start, leaping from the back of a horse onto another horse, and similar. This skill costs twice the normal amount. Requirements: 10 points into any riding skill.
Cultural
Accounting - This is the fundamental of mathematics to do complex and often very easy work such as pay roll, taxes, books for a business, and so on. Requirements: 5 points in advanced mathematics.
Acting - This involves the process in memorizing lines and being able to recite them with some type of convection. The character will be able to do stage, movies, and TV. This skill costs twice the normal amount.
Advertising - This is the art and training of advertising fundamentals centering on budgeting, planning, implementing, marketing, and promotion. Areas of study are likely to include: selecting media, consumer trends/habits, advertising objectives, writing ad copy/headlines, and basic design elements.
Animal Husbandry - This area of study provides the character with a knowledge of the care, feeding, breeding, reproduction, treatment and behavior of domestic animals. Reduce the skill amount by half when caring for captive or injured wild animals.
Architectural: Design/Engineer - This skill area has to do with the designing and constructing of buildings. the techniques and sciences include the drawing of blueprints/drafting, construction materials and equipment, style, decoration, planning and budget.
Barbering - Skill in cutting and styling hair, shaving and trimming beards.
Begging - Although traditionally learned by monks, this skill can be particularly useful either as a disguise, or to collect emercy money when things are desperate. The amount of money collected depends on the economy of the area and the crowds on the particular street.
Blacksmithing - Use of a forge and iron working tools, plus the ability to work with animals. Characters with this skill can make and repair horseshoes and a variety of other small iron tools and appliances. Aside from general usefulness, a skill blacksmith can earn a good living just about anywhere. Requirements: 7 strength.
Bonsai - Tending, trimming and growing tiny miniature trees known as Bonsai. Experts can tell the difference between new and truly ancient bonsai. The character can also estimate the value and quality of the miniature tree.
Breed Dogs - This skill is used to raise, breed, tame, and train domestic and wild canine. Dogs can be taught everything from simple tricks to specific tasks like tracking, retrieving, pointing, herding animals, attack on command, and so on.
Business Management - This is the fundamental understanding on how to run a small or large business. This is the knowledge of the paper work, procedures for daily operation, placing orders for inventory, dealing with people, and so on. Requirements: 5 points in advanced math and accounting.
Calligraphy - The ability to produce beautiful Japanese characters using a brush, ink and paper with great skill and legibility. A character with this skill can also copy Chinese character symbols and, if the character has taken chinese language, they can write chinese.
Calligraphic Forgery - A special skill that allows the character to imitate the calligraphy of the ancients and to reproduce copies of exotic styles. This is an advanced version of artistic calligraphy. Requirements: 5 points in calligraphy.
Cook - Skill in selecting, planning, and preparing meals. A skill failure means the food is edible but tastes bad.
Dance - A practiced skill in the art of dancing. The character is specially smooth and graceful, a joy to dance with. Can learn new dance steps much more quickly than somebody who can not dance.
Drawing: Pencil/Ink/Chalk - This skill includes a basic rudimentary knowledge of drawing techniques and tools, specifically pencils, calk, pastels, and ink. A person with this skill is able to put on to paper images that reflect her moods, thought, what she sees and so on.
Economics - This is the study of money management, social-economic trends, distribution, income and expenditures as it pertains to the government and the consumer/public. Explores economic factors in industry, human resources, labor institutions, and international finance. Applies observations, analysis, research, estimations, and projections toward predictions of market and market trends.
Editor: Book - The person can edit and construct books of all types. Requirements: 5 points into writing and journalism.
Editor: Newspaper/Magazine - The persona can edit newspapers and magazines as well as layout design. Requirements: 5 points into writing and journalism.
Farming - This skill is the techniques used to farm properly. You know how to till your land, when to leave it fallow. You also have rudimentary knowledge in herbicides, and fertilizer. You know which ones work but not why specifically. Can estimate when it is going to rain and so on.
Fasting - The ability to go for long periods of time without food. So long as the character has sufficient water, two weeks without food will be pretty easy. After that the character will have to roll to avoid become weakened or sick.
Fishing - The fundamental methods of the relaxing sport of fishing. Areas of knowledge include the use of lures, bait, poles, hooks, lines, and the cleaning and preparation of fish for eating. Also includes a basic knowledge of freshwater fish, their habits and taste.
Flint Working - The ability to chip flint and obsidian into useful tools. The character can recognize useful rocks and knows how to locate flint and obsidian in the wild. Actually making useful tools, like blades, needles, and arrowheads, is incredibly difficult. Even experts will waste a lot of stone before creating exactly what they want.
Floral Arrangement (Ikebana) - The artful and creative arrangement of flowers appreciated by everyone throughout the orient. A painstakingly difficult art that takes years to really master. The creation of a good floral arrangement is a matter of honor to those who practice ikebana; a bad job will be scorned even if done by the most heroic of warriors. This skill costs double.
Game - Characters may pick this skill repeatedly, once for each game they wish to be proficient in. Games can be anything ping pong to chess or go. Characters will know all basic rules, many strategies, and will be able to be competitive players.
Gardening - This skill offers a basic understanding of plant care and garden design. It can be both the ability to grow enough food to eat well, and/or the skill at creating beautiful, decorative gardens that create a feeling of tranquility and harmony with nature.
General Repair and Maintenance - This skill is more a general handyman skill used to represent being good with ones hands. Characters with this skill are capable of doing satisfactory repairs on simple mechanisms, gears, pulleys, wheels and so on. General repair/maintenance skills includes: sharpening blades/weapons, sewing tears in sails and clothes, replacing a wagon wheel, repairing furniture, paint, varnish, and assisting in basic woodworking, and even do minor patchwork on armor.
Graffiti - This skill imbues the character with both skill and knowledge of the urban street art of graffiti. Characters who take the skill are know of and are capable of creating graffiti words and art. They are also capable of making art in multiple styles such as throw-ups or bombing, wildstyle, blockbuster, capping, pissing, and graffiti created using stencils. Sometimes graffiti is used to create hidden messages and this skill can be used to both identify and create said messages. Requirements: 5 points in drawing or painting if the user wishes to graffiti anything other than words or a tag.
Juggeling - This skill is the simple ability to keep three or more objects in the air at once. The characters strength score will determine the weight of the objects juggled.
Leatherworking - Having this skill enables the character to create and repair leather clothes, boots and other items made of leather, such as saddles, saddle bags, and tack and harness for horses.
Lighting Technician - This is the rudimentary understanding of lights, wattage, how to set mood, in the various types of media including film, live shows, photography, and television.
Meditation - Involves engaging the mind and body so that the body remains motionless, but without fatigue or pain, and the mind stays in a clear, calm and rested state. while meditating a character can gain back extra energy between events. Although it is not a substitute for sleeping, characters will usually feel alert and refreshed after any period of meditation. When in a meditative state the character is, at a subconscious level, well aware of what is happening in the environment and can instantly leave the meditation position with no penalty. This skill costs double.
Meteorology - The branch of science that deals with the atmosphere of a planet. The character will have the knowledge of weather patterns, cold fronts, low systems, and so on. The technical weay to forecast weather is to use the weather satellites, rada, computers, and the almanac.
Mountaineering - Unlike a climber, a mountaineer is experienced in the use of specialized mountain climbing gear and also knows all the skills of survival in the rugged high altitude environment. Requirements: 5 points in climb.
Music: Composition - Is the practiced study of musical arrangements, lyrics, rhythm, and aesthetic consideration.
Music: Play Instrument - A character with this skill has the ability to play a particular musical instrument and to read music. Each specific type of instrument counts is a different skill selection.
Music: Sing - this simple ability to read music and carry a pleasant tune.
Painting: Oil/acrylic/watercolor - The character is familiar with the tools and techniques of painting. Types of paints included are oil, acrylic, and watercolor.
Poetry - Creating good, and sometimes inspirational, poetry of all types.
Recycle - Recycling covers everything, not just oxygen, but also waste matter, scrap metal and plastic. It is not like the Jury-Rig skill; a character with Recycle cannot make something out of odd components but, given some time and equipment, can reduce the components to their basic elements and may be able to build something new out of that.
Sculpture - This person is familiar with the variety of clays, tools and techniques used in sculpting figures or images.
Sewing - The practiced skill with the needle and thread to mend clothing, do minor alterations, and layout, cut and sew simple patterns.
Spelunking - The art and practice of exploring caves. Unskilled characters wandering about in a large series of natural caverns have about the same chance of survival as unskilled climbers attempting to scale a major mountain without guidance.
Weaving - Practiced skill of creating garments, tapestries, and draperies from woold or cotton. The weaver requires a spinning apparatus and a loom.
Electrical
Advanced Armor Electronics - Advanced Armors are highly advanced types of powered armor. The electronics use nanotechnology and computer chips no larger than a flea. This form of power armor works on the thought processes and certain nerve pulses from the pilot. All of the electronics are complex and vary greatly from the ordinary types of powered armor. The training includes how to program the nanites to perform their specified jobs. This skill costs double. Requirements: 15 intelligence, 15 points in electrical engineering, computer operations, power armor electronics, and 5 points in artificial intelligence if the armor in specific has one.
Avionics - This is the specialized skill in repairing the electrical, navigational and control systems in aerospace craft. Requirements: 5 points in computer operations and computer programming.
Basic Electronics - This enables a character to understand simple wiring and diagrams. These characters can do basic wiring in a home or building, and can even do some basic wiring for TV's, VCR's, and so on. If it relates to circuit boards and/or anything more complicated than simple or basic wiring, the character will have to seek a professional.
Circuit Board Micro-Electronics - Soldering connections, boards, wiring, and power supplies to construct microchip based electronics.
Computer Repair - Knowledge of the internal electronics of computers and related devices. The character can attempt to repair or sabotage computers. Note that figuring out the repair or sabotage procedure counts as one roll, and the actual repair or sabotage is a second roll.
Electrical Engineer - This character is a professional and can build, design, and repair most circuit boards and is the key man to call when you lost electricity. Character can diagnose and locate electrical problems, repair complex electrical devices, wire entire buildings or vehicles, and build electrical equipment. Electrical Engineering also deals with the research, design, integration, and application of circuits and devices used in the transmission and processing of information. Electronic Engineers design circuits to perform specific tasks, such as amplifying electronic signals, adding binary numbers, and demodulating radio signals to recover the information they carry. Circuits are also used to generate waveforms useful for synchronization and timing, as in television, and for correcting errors in digital information, as in telecommunications. Requirements: 10 points in advanced math.
Electricity Generation/Power Systems - Electricity is generated by heat engines using chemical combustion, nuclear fission, kinetic energy from water and/or wind, solar photovoltaics and geothermal power. This skill allows a character to understand and repair such generation systems, but not to build them.
Power Armor Electronics - This is the skill that enables the character to work on thses complex and efficient form of mecha. The power armor is more advanced than a robot, but less advanced then those connected to the body of it's user or requiring nanotechnology such as glitter boys or the tech jacket. Just like higher forms of armor power armor is traditionally controlled through the thoughts and brain waves of it's wearer. Most power armor is powered by a fusion device using a non radioactive element. Requirements: 10 points in electrical engineering 5 points in computer operation.
Robot Electronics - This is the complex and specialized study of robotics and robot/military engineering, microcircuitry, and artificial intelligence. Requirements: 10 points in electrical engineering and 5 points in computer sciences.
Espionage
Concealment - Is the practiced ability of hiding something on ones body or in hand, usually by continually moving it around from hand to hand or place to place unnoticed. Objects must be not larger than 14 inches in height for and 6 inches in width for most humanoids to conceal.
Detect Ambush - Training which develops an eye for spotting locations and terrains suitable for ambushes and being ambushed. It also provides a rudimentary knowledge of guerrilla tactics used by the enemy.
Detect Concealment - This is a skill which enables the individual to spot and recognize camouflage, concealed structures/buildings and vehicles, as well as the ability to construct unobtrusive shelters, use camouflage and blend into the environment.
Disguise - The character knows how to apply make-up, wigs, skin putty, dies, and other special effects in order to alter his appearance or that of somebody else.
Escape Artist - The methods, principles, and tricks of escape artists. Includes muscle control such as tensing and relaxing muscles, flexing and popping joints, knowledge of knots, and the ability to conceal keys and picks on your person. The character can try slipping out of handcuffs, ropes, straitjacket, so on.
Fieldcraft - This skill covers the common tricks spies use to exchange information covertly. some fieldcraft methods include dead drops where the information is placed in a hiding place such as taped under a park bench, behind a brick, and so on; the other agent then comes by and picks it up, avoiding ever seeing his contact, ways to notice and avoid being shadowed, selecting code words and passwords to recognize other agents, and similar techniques.
Forgery - The techniques of making false copies of official documents, signatures, passports, I.D.s and other printed material. The forget must have an original or photocopy to work from in order to make an accurate copy. Skill forgers can recognize other counterfeits.
Imitate Voice - Character can, with practice, attempt to imitate the voice, accent and expressions of another person.
Intelligence - This is the specific training in the practices and principles of recognizing and analyzing sources of information about the enemy, observation techniques, counterintelligence measures and proper procedure. This includes the practical assessment of sights and sounds, estimations of ranges, what to report, handling prisoners of war, and handling captured documents and equipment. This means the character will be able to accurately estimate ragnes, the number of enemies, direction, purpose, and assess the importance of specific information. Further intelligence training includes a working knowledge of indigenous guerrilla warfare, enemy practices, appearance, and current activities. This enable the intelligence officer to recognize suspicious activity as guerrilla actions and identify guerrilla operatives. Another area of training made available to intelligence is the identification of enemy troops, officers, and foreign advisers. This means the person learns the many distinguishing ranks and marks that identify specific military units, special forces, groups, and leaders of the enemy. Such identification can pinpoint and confirm enemy operations, goals, and movement, as well as confirm outside intervention/aid. This skill costs double.
Interrogation/Interrogation Techniques - This skill is learned by policemen, intelligence officers, so on. The character knows the techniques to get information from unwilling subjects. This includes such old methods as good cop/bad cop, deceiving and misleading the subject into giving away information, appearing the be the persons friend while you coax guilt out of them, and so on.
Jungle Survival - Stepping into jungle, true jungle, is even more alien than swimming down into a coral reef. The main problem is with depth perception. Most characters are used to judging distance based on objects sitting in open space. The jungle turns that upside-down, so that you have to contend with objects everywhere, and just a little bit of empty space scattered here and there. Beyond just being able to see clearly, jungle survival also provides techniques for avoiding trouble and keeping alive during extended jungle travel. The character will know how to find nearly-invisible pathways, and how to find fresh water.
Land Navigation - This skill allows the person to stay on course while traveling over land by means of observation. This includes mentally marking/recognizing geographic landmarks, estimating distance and movement, recognizing sounds, and other navigation tricks. Techniques include night travel. The player should roll once for approximately every three miles traveled.
Lip Reading - The character knows how to interpret the spoken word through the movement of the mouth. Characters cna observe targets from a distance and understand what they are saying. The target's mouth must be in line of sight and cnnot be obstructed by anything. If the moving lips are partially obscured a skill penalty will apply depending. This type of art requires the character to speak the language he is attempting to lip read.
Microfilm/Microfice/Microdot Technology - Knowledge of producing, storing and reading of microsized text and pictures. This also involves learning to use the cameras, developing equipment and display devices. The character is also capable of developing or detecting microdots.
Palming - Simply the ability to pick up and seemingly make a small object such as a coin, key, playing card, knife, ect. disappear by hiding or concealing it in ones hand.
Pick Locks - The character knows the methods and tools for picking/opening key and basic tumbler type locks. This does not include sophisticated computer or electronic locks.
Pick Pockets - An ability to remove items from a person without their being aware of it. If a pick pocket attempt fails then the item has not been removed and the character must roll sneak to not be detected by the mark.
Safe Cracking - This is a specialized skill in which the character studies the strengths, weaknesses, and construction of safes and how to open them without damaging the contents inside. The fingers of the safe cracker are so sensitive that they can "feel" the subtle calibration of combination locks and other locking mechanisms. When using explosives, they can use their abilities to such precision that they can blow the lock off a safe, security door, safe deposit box and similar without creating a big, area affect explosion or inflicting damage to the contents. Requirements: using explosives on locks requires 5 points in demolitions.
Security Systems - Locking picking for the modern age, this skill is used to disable electronic locks, scanners, and alarms.
Stalk/Capture - This skill enables the character to hunt down and capture a specific individual. This stalker knows how to approach his subject for capture without alerting or startling him until he is within striking range. First one must roll a successful sneak, once the character is within 8 feet of the target he must then roll stalk/capture to get the rest of the way within striking range and not startle the target. Nonlethal attacks require a certain amount of finesse to pull off stealthily and thus this skill is only used for stealthy capture and knock outs.
Tracking - Visual tracking is the identification of tracks, and following the path of men or animals by the signs they leave on the ground and vegetation. Tracking is a precise art, requiring much practice. This skill includes the evaluation of tracks, indicating whether the person being tacked is loaded down with equipment, running, moving slowly, and so on. By this means, the tracker can estimate the person's rate of movement, apparent direction, the number of persons in the party, and whether the person knows he is being followed. Other methods of tracking require recognizing other telltale signs, such as blood and other stains, broken and displaced vegetation, overturned rocks, litter, and even odors carried by the wind. This skill can be used to track animals and ground vehicles as well. Counter-tracking techniques are also known, such as covering one's trail, misdirection, parallel trails, avoiding obvious pitfalls like littering and other.
Trap Construction - Training in the design and application of traps and mines used in anti-personnel and defense tactics. With readily available materials and simple tools, including shovels, knives, sticks, wire and rope, the character can build all sorts of traps. Requirements: 5 points in demolition is required to make explosive traps.
Trap/Mine Detection - Knowledge of the strategic placement of booby traps and mines as well as the ability to recognize the tell-tale trademarks of traps and mines. A character with the skill is also trained in the use of mine and explosive detection equipment.
Urban Survival - This skill is like the wilderness survival skill except it is for cities, this skill differs from streetwise in the fact that you know more than the illegal parts of the city is, you know how to survive on minimal amounts of credits, know where the best restaurants, where cops are, how the city is run.
Urban Warfare - The urban warfare skill is provides knowledge of how to use explosives and fight non military structures. The reason for it's placement in the espionage category instead of military is simple, it's not a total warfare skill. Instead, the character learns how to set explosives inside buildings without causin major structural damage to the building. Of course this doesn't mean a few rooms will be obliterated, but the explosion won't cause the building to collapse. A character with urban warfare can also roll to see where to place attacks to target/avoid gas lines, electrical wiring, and so on.
Wilderness Survival - Techniques for getting water, food, shelter, and help when stranded in wild forests, deserts, or mountains. Characters without this skill will not be able to stay healthy for more than a few days in the wilderness once their supplies run out.
Industrial
Armor and Weapon Decoration - This skill allows one to lavishly decorate weapons and armor with intricate engravings, gemstones, and plating of precious metal. With the proper materials the value of a weapon or suit of armor can be increased by 50 to 100 percent.
Blacksmithing - See cultural.
Carpentry - A fundamental knowledge of working with wood. The character knows how to prepare, treat, and preserve wood, recognize quality craftsmanship, can repair damaged wood and wood items, and build everything from chairs to houses.
Cobbler - Skill in repairing, mending, treating, and making shoes.
Construction - Knowledge in the methods for building houses, roads, bridges, towers, so on. this includes knowing what building materials should be used, knowing how to set frames, what tools and techniques are appropriate, and accurately reading architectural plans to build some sort of structure. Will also know how to use most construction equipment, mix cement, drill holes, and so on. Requirements: 5 points in carpentry, masonry, basic electronics, and plumbing.
Fashion Tools and Weapons - Useful tools and weapons can be constructed from readily available material. These crude items are usually made from wood, stone, vines, and bones, and include making a simple wood and/or stone hammer, club, hand shovel, pick, fishing hook, bone needle, wooden stake, torch, rope, string, fishing line, simple flute, blow gun, staff, wooden spear, bola, throwing stick, arrow, short bow, stone knife, and spear and axe head made from chipped stone.
Glass Blowing - Skill in making objects out of glass, by blowing air into hot glass. Can make tubes, vases, glasses, and so on.
Logging - Knowledge of the equipment, the techniques, and systems used in logging/clear cutting forests for the purpose of treating and selling the wood. The character will know the basic methods for choosing trees/forests, cutting down a tree, or a group of trees, the maintenance and use of logging equipment such as chain saws and climbing gear, a general knowledge of the value of different varieties of trees, and an understanding of how to treat/store wood.
Masonry - The skill of working stone; cutting it to size, knowing how to move blocks into position and securing it there, adding some stone-carved details, and so forth.
Mining - The ability to appraise land for its mineral value, suggest where to dig, what type of mine to use between open air or shaft, how to transport the metal, and the basics of how to purify metal/extract metal from ore.
Pilot Construction Vehicles - The knowledge of how to use all heavy construction vehicles, including cranes, bulldozers, steamrollers, so on.
Plumbing - Knowledge of how to fix blocked drains, leaky faucets, add tubing/plumbing to a network, connect systems to main drains/local sewage systems. Also knows the basics of water management systems, desalinization plants, water pumps and water towers, and so on.
Magical/Religious
Alchemy - This skill is the knowledge of creating potions, elixers, and transmuting certain materials into other materials.
Art: Line Drawing - The character is skilled in drawing as it pertains to magic symbols and diagrams. Using this skill to copy magic symbols drawn by others drastically reduces the chance of copying the image wrong and ruining the studying of it's magic.
Astrology - The study of the stars and other celestial bodies, their movements, positions, cycles, alignments and interrelations with the earth, each other and the effects on destines of the people and animals.
Create Scroll - The art of writing spells onto scrolls for use at a later date. This skill costs double. Requirements: 10 points in Art: Line Drawing and 10 points in control.
Crystal Lacing - This skill allows the character to place the crystal lacing in a suit of power armor. This is very time consuming depending on the size of the suit. One foot of crystal lacing can be placed per hour. This is very delicate work and cannot be rushed. This skill costs double. Requirements: 10 points in power armor electrician and 15 points in control.
Enchanting - This is the practiced art of creating magical weapons, rings, and other items. This skill costs twice the normal amount. Requirements: 20 points in control.
Identify Wards - This skill enables the character to recognize whether a symbol is a real magic ward, rune or warning. This does not give the skill to read them. Only identify true symbols.
Language: Mystic - This is the secret language of the mage's. This is the most common language that spell magic is cased in. Requirements: 10 points in intelligence.
Lore: Ley Lines and Geomancy - A study of ley lines, burial mounds, places of power, megaliths and geomancy beliefs that certain places on earth are polarized with an unknown energy or forces that can heal, cause paranormal phenomena, attract supernatural forces, open dimensional gateways, are magical or are places of evil. The skill will provide the character with insight about the areas and enable him/her to recognize specific, known, places of power, as well as recognize unknown megalithic markers of these revered or feared places.
Lore: Magic - This area of study does not give the character any magic powers or the ability to read magic symbols. What it provides is general information about magic, magic creatures and myths about magic.
Lore: Religion - A comprehensive study of the world's religions, past and present, their beliefs, rituals, holy places, pantheons of deities and supernatural creatures, stories of creation, myths and legends. The skill will help the character recognize specific rituals, their purpose, the deities, icons, and similar information.
Meditation - See Cultural.
Read Runes - This is the ability to read the ancient mystic language of runes. A character with this skill can determine if a symbol is a true rune and the meaning of it. Requirements: 10 points in language mystic, identify wards, control, and intelligence.
Mechanical
Advanced Mechanics - This gives the character a greater knowledge in simple machinery, and is able to operate, maintain, rebuild and modify most machinery designed for constructed wood or metal products. Requirements: 5 points in advanced math and basic mechanics.
Aeronautical and Aerospace Engineer - Aeronautics deals with the whole field of design, manufacture, maintenance, testing, and use for both civilian and military purposes. It involves the knowledge of aerodynamics, structural design, propulsion engines, navigation, communication, and other related areas. Aerospace engineering is closely allied to aeronautics, but is concerned with the flight of vehicles in space, beyond the earth's atmosphere, and includes the study and development of rocket engines, artificial satellites, and spacecraft for the exploration of outer space. Requirements: 10 points in advanced math, computer operations, and computer programming.
Chemical engineer - This branch of engineering is concerned with the design, construction, and management of factories in which the essential process consist of chemical reactions. Because the diversity of the materials default with, the practice, has been to analyze chemical engineering problems in terms of fundamental unit operations or unit processes such as the grinding or pulverizing of solids. It is the task of the chemical engineer to select and specify the design that will best meet the particular requirements of production and the most appropriate equipment for the new applications. With the advancement of technology, the number of unit operations increase, but continuing importance are distillation, crystallization, dissolution, filtration, and extraction. In each unit operation, engineers are concerned with four fundamentals: the conservation of matter; the conservation of energy; the principles of chemical equilibrium; the principles of chemical reactivity. In addition, chemical engineers must organize the unit operations in their correct sequence, and they must consider the economic cost of the overall process.
Aircraft Armor and Weaponry - A specialized skill for mounting aircraft weapons and repairing battle damage.
Aircraft Mechanics - This is the understanding on the conventional aircraft. This enables the character to repair, rebuild, and redesign, modify conventional aircraft with gas powered engines, except any mecha. This includes turbine and diesel engines. Also includes single and twin engine, fan-jets, jet fighters, helicopter and shuttle craft. The character can build and design new aircraft. Of course, they can design jets, single and twin engine planes, except any mecha. This will enable the character to build an aircraft from the ground up. The character will also be able to do body work, design wings, build more efficient engines, build powerful motors, so on.
Automotive Mechanics - The ability to repair, rebuild, modify, and redesign conventional vehicles with internal combustion engines. It also includes body work, turbine engines, methanol, ethanol, and diesel truck engines.
Basic Mechanics - This is a rudimentary understanding of how machinery operates. This person can repair and maintain simple mechanisms and common motorcycles, automobiles and similar vehicles.
Civil Engineer - Civil engineering is perhaps the broadcast of the engineering fields, for it deals with the creation, improvement, and protecting of the communal environment, providing facilities for the living, industry and transportation, including large buildings, roads, bridges, canals, railroad lines, airports, water-supply systems, dams, irrigation, harbors, docks, aqueducts, tunnels, and other engineering constructions. The civil engineer must have a thorough knowledge of all types of surveying, of the properties and mechanics of construction materials, the mechanics of structures and soils, and of hydraulics and fluid mechanics. Requirements: 5 points in advanced math.
Construction Engineering - The expert skill of repairing or building structures and/or supervising basic construction workers in building structures, also includes the ability to read complex blueprints and a working knowledge of demolitions as pertains to construction. Requirements: 10 points in advanced math.
Cross-Dimensional Trans-Location Device Mechanics - Involves building and repairing the machines that can cross dimensional barriers into alternate universes of reality. Requirements: 20 int.
Cybernetic/Bionic Repair - A character with this skill can repair damage to the complex systems involved with cybernetics and bionics. They can also design and construct new systems providing that they have a fully stocked workshop and have the time available. Requirements: 10 points in computer operations, computer programming, and mechanical engineering.
Design Engineering - The expert skill of understanding blueprints and graphic design. The design engineer can create complex blueprints and designs, and also make professional-quality perspective drawings. In addition to designing structures, design engineers may also design weapons, vehicles, mecha, or other devices, depending on what their other skills are. Requirements: 5 points in advanced math.
Drive Repair: Chemical Drive - The chemical drive is the most basic space drive, the most expensive to run and the least efficient. It burns a mixture of hydrogen and oxygen to provide propulsion and there needs a lot of room for fuel. It is also prone to leaks and even explosions.
Drive Repair: Fold Drive - Fold drives create a wormhole through space/time from points A to point B. Will not work correctly within a gravity well. Approximately 1 day passes every hour spent in fold if the fold is done correctly, with about one parsec traveled per hour. If the drive is incorrectly programmed, this could increase to as much as 1 year per hour.
Drive Repair: Ion Drive - An ion drive uses electrical power to convert its hydrogen fuel into a stream of ions which propel the spacecraft.
Drive Repair: Plasma Drive - The plasma drive uses a controlled nuclear fusion reaction between deuterium and helium-3 to produce plasma, which is then forced backwards by a magnetic field to provide thrust.
Drive Repair: Traction Drive - A traction drive generates a very powerful and specialized pseudo-magnetic field which attaches itself to the fabric of space-time continuum and pulls the spacecraft along after it.
Drive Repair: Warp/Gravity Drive - Warp and Gravity drives are FTL drive systems. In both, the ship projects a field that isolates it from the unvierse's gravity field, bypassing the normal limit of lightspeed. However, gravity wells can throw off travel, as the engines are calibrated to counter only the ship's gravitic signature. This skill also applies to sublight gravity drives, used in many atmospheric and local space craft.
Fashion Tools and Weapons - See Culteral.
Helicopter Mechanics - Specific skill for helicopters. A character with helicopter mechanics can repair, design, and build helicopters of all kinds.
Industrial Engineer - Study includes fundamental theory and operations covering gas and arc welding, cutting, brazing, spot welding, forging, heat treatment, electroplating, forming and casting techniques. Knowledge and use of tools includes lathes, mills, shapers, grinders, welding and other related equipment and tools. Requirements: 5 points in advanced math, chemistry, welding, mechanical engineering.
Jet Aircraft Mechanics - Covers all jets and scram jets. A character with jet aircraft mechanics can repair, design, and build jet aircraft of all kinds.
Locksmith - The study of lock designs and the ability to repair, build, and modify locks. The methods, techniques, and tools of lock picking include the old style key and tumbler, combination, and modern electrical locking systems. Requirements: 5 points in basic electronics and electrical engineer.
Marine/Naval Engineer - Engineers who specialize in designing and supervising construction of ships are navel architects. Marine engineering is a specialized branch of mechanical engineering devoted to the design and operation of systems, both mechanical and electrical, needed to propel a ship. Requirements:
Mecha Mechanics - A comprehensive knowledge and ability to repair, build, and modify mecha.
Mechanical Engineer - Training, understanding, and knowledge of how machinery is designed, operated, built, and maintained. Study includes of motion, kinetics, variable mass, equations of motion, momentum principles, work energy, vibrations, friction, inertia, thermodynamics; analysis and design of common mechanical elements, materials, evaluation techniques, metal working, analysis, combustion systems, fundamental vehicle design, and hydraulic repair. Requirements: 5 points in advanced math, basic electronics, and metallurgy.
Metallurgy - This is the science of separating metals from their ores and preparing them for use by smelting, refining, and so on. Study includes the behavior and properties of metallic, ceramic, polymeric and composite materials. This also includes work with plastics analysis, brazing, extraction of metals from areas; transformations, fabrication and joining processes and the use of tools, equipment and methods.
Mining Engineer - This is an aspect of civil engineering and includes basic concepts and principles of statistics as they apply to the laws of motion like force, momentum, equilibrium, couples, trusses, frames, friction, fluids, mass, and inertia. It also includes the surveying of topography, fluid mechanics, the composition, engineering properties and behavior of soils, drilling and piping methods and control theory. Requirements: 5 points in advanced math and physics.
Mountain Bike Mechanics - This is a more detailed and advanced skill on service and technical aspects of a bike. This is a professional level of skill. A career can be made from this skill. This includes the ability to basically build a bike from components. It also includes the ability to check and maintain more sensitive bike systems. Repair of brake and shock systems, derailed systems, computer systems, and alignment. This skill is useful for mobility in places where cards would be noticed or draw unwanted attention.
Nuclear Engineer - This branch of engineering is concerned with the design and construction of nuclear reactors and devices, and the manner in which nuclear fission may find practical applications, such as the production of commercial power from the energy generated by nuclear reactions and the use of nuclear reactors for propulsion and of nuclear radiation to induce chemical and biological changes. In addition to designing nuclear reactors to yhield specified amounts of power, nuclear engineers develop the special materials necessary to withstand the high temperatures and concentrated bombardment of nuclear particles that accompany nuclear fission and fusion. Nuclear engineers also develop methods to shield people from the harmful radiation produced by nuclear reactions and to ensure safe storage and disposal of fissionable materials. Requirements: 10 points in advanced math and physics, 12 intelligence.
Power Armor Mechanics - A character with this skill will have the knowledge it takes to repair and modify existing power armors as far as the structure, frame, and how everything fits, but can not design and build one. Requirements: 10 points in power armor electronics and armorer.
Robot Mechanics - This is the specific study of advanced mechanics as it applies to robotics. Those skilled in this discipline can repair, modify, build, and sabotage robots, including the creations of the creations of the Hetairia. Requirements: 10 points in mechanical engineering and basic electronics.
Sanity Engineer - This is a branch of civil engineering, but because of its great importance for a healthy environment, especially in dense urban-population areas, it has acquired the importance of a specialized field. It chiefly deals with problems involving water supply, treatment, and distribution; disposal of community wastes and reclamation of useful components of such wastes; control of pollution of surface waterways, soil; milk and food sanitation; housing and institutional sanitation; rural and recreational-site sanitation; insect and vermin control; control of atmospheric pollution; industrial hygiene, including control of light, noise, vibration, and toxic materials in work areas; and other fields concerned with the control of environmental factors affecting health.
Satellite Systems - There are many satellites in orbit. This skill allows a character to identify, strip down and repair any of them including hetairia satellite systems.
Spaceship Mechanics - The ability to repair, rebuild, modify and redesign conventional vehicles. This skill covers a basic understanding of gravitronic systems, but only includes the most rudimentary knowledge of any type of FTL drives. Conventional ship systems such as communications, hull, and life support are the focus of this skill. Requirements: 10 points in mechanical and electrical engineering.
Starship Engineer - The ability to design from the ground up any craft that flies in space. This will enable the character to be able to analyze and examine problems with a spaceship. The character can design a fully interconnected system that includes propulsion, life support, navigation, living quarters, and so on. It includes detailed knowledge of all known forms of propulsion and their benefits. Requirements: 15 points in drive repair: ion, plasma, traction, warp/gravity drives, advanced math, computer operations, computer programming, physics, chemistry, chemistry analytical, mechanical engineering, and electrical engineering.
Submersible Vehicle Mechanics - Training in the diagnosis and repair of submersible vehicles, including submarines, underwater robots, probes and stations.
Weapons Engineer - This skill is usually reserved for military personnel. This enables the character to design, build, modify, maintain, repair, mount, reload, and figure any weapons system. This includes rail guns, energy weapons, and atomic power systems. 5 points in mechanical engineering and electrical engineering.
Welding - The character can do all types of welding and work with any metals. the character has the knowledge of forge welding and the thomas process. Forge welding is done by means of hammering, with the addition of heat. The thomas process melting is caused by resistance to an applied electric current. This character can also do her own field repairs with a portable torch.
Second off the skill systems works off a specialization system. You specialize in two skill categories and everything under that category costs one point. Things outside your skill category cost two points. Simple right?
Communications
Cryptography - Skill in recognizing, designing, and cracking secret codes and messages. Most codes will take months to decipher as such this skill requires multiple checks over time.
Electronic Counter-Measures (Jamming) - Using any sort of high powered radio device the user of this skill can attempt to not only jam enemy transmissions but attempt to follow the signals of jammed transmissions to their source.
Flag Signaling - An ancient skill of using flags to communicate with other ships at sea, someone trained in this skill can compose and read simple flag messages in addition to recognizing common banners, ensigns, pennants, and standards used.
Laser Communication - This skill provides the character with an in depth knowledge of sophisticated laser and fiber optic communication systems. Requirements: 15 points in radio: basic, electrical engineer, and computer operations.
Live Engineer - This is the art of reproducing sounds as they happen, in a live show environment. This skill will enable the character to create sounds live. The best example is when a band performs live the character would be behind the main house console, set up a P.A. system, constructing the stage, operation and maintenance of the power amps, and knowledge of speakers and how to aim them in order to achieve the best sounds covering the most area. This skill also, enables the character to work the monitor console behind the stage. The character will also have knowledge of mixing consoles, effects, equalizers, crossovers, ect. This skill is separate from Recording Engineer, because the recording engineer nine times out of ten is working in a building which has separate rooms, all of which are sound proof. Live is dealing with the acoustics of a building or an outdoor show. Requirements: 5 points in electronics and advanced math.
Microwave Communications - Experience in the use of microwave equipment, transmitters, and receivers.
Optic Systems: Provides expert training in the use of special optical enhance equipment such as telescopic lenses, laser targeting, thermo-imagers, passive light intensifiers, infrared and ultraviolet systems, polarization, light filters, optical scanners, and related devices.
Radar/Sonar Operation - Use of radar (radio echo bounces) and sonar (underwater sound echo bounces) to precisely locate objects.
Radio - Use in simple radio operations and maintenance for all field radio and other portable radio devices.
Radio: Advanced - Involves the use of scrambling and electronic equipment as well as jury rigging simple radios together with spare parts. Can be used to use satellite relay systems although not to repair or maintain them. Requirements: 10 points in Radio.
Radio: Expert - This is the knowledge of installing transmission towers of all kind and the installation and maintenance of satellite relay systems. Requirements: 15 points in Radio and Radio: Advanced.
Radio: Deep Space - This is training in the use of deep space communications equipment normally found on spacecraft or starbases. Includes the use of simple phase and subspace technology in order to make transmissions between star systems viable. Requirements: 20 points in Radio, Radio: Advanced, and Radio: Expert.
Recording Engineer - This is the art of putting sounds on tape. The character will be able to take acoustical sounds and put them on cassette, reel to reel, multi-track, ect. The character will also have a limited knowledge on microphones and placements to get the best sounds. the character will also have a limited knowledge of sound equipment, such as, mixing consoles, effects, equalizers, so on.
Language - The learning of another language. One to four points is broken, five points is fluent, six to ten is fluent in additional dialects/slang. Languages difficult to speak for humans cost double.
Surveillance Systems - This is the understanding of the use of surveillance systems. Includes motion detectors, simple and complex alarm systems, audio/visual recording and display equipment, recording methods, amplified sound systems, miniature listening devices (bugs and line tapping), and optical enhancement systems (as they relate to camera lenses). Requirements: 10 points in Electrical Engineering and Computer Operation.
Telephone Networks - Knowledge of the wiring of telephones, phone taps, tracing phone calls, and international switching methods.
TV/Video - This is the understanding of video equipment and editing of all kind. The user can film, edit, and add special effects to video.
Computer
Artificial Intelligence - There are a variety of artificial intelligences in use by the Hetairia. A character with this skill is able to understand how artificial intelligence systems work, how they think and understand the world around them, how to communicate with them and how to reprogram them, either directly or by argument. Requirements: 15 points in computer operations, computer operation, computer programming, and computer language.
Computer Engineer - The electronics of computers involve engineers in design and manufacture of memory systems, of central processing units, and of peripheral devices. Requirements: 5 points in computer operation, computer programming, and computer language.
Computer Hacking - This is a computer skill similar to computer programming; however, the emphasis of the skill is breaking computer access codes to gain illegal access to other computer systems and steal or sabotage its data. Requirements: 5 points in computer operation, computer programming and advanced mathmatics.
Computer Imaging - This skill deals with scanning images and and enhancing them to the artist's whim.
Computer Language - Every skill point in computer language makes the character more familiar with different computing and coding languages. A skill check is rolled once to see if the person knows the language they need, if failed they cannot roll again until their skill amount increases.
Computer Operations - Everyone knows how to operate a computer, a character with computer operations has a more in depth knowledge than a layman.
Computer Programming - Advanced computer knowledge that includes designing, programming, debugging, and testing computer programs and software. Requires: 5 points in computer operation.
Cyberjacking - This is the skill to use body interfaces such as dataplugs or headjacks to access computer systems. Cyberjacking is much more direct and up to ten times faster than normal computer use, but any system bombs or viruses on the system does pose a threat to the user if they are tripped. Requirements: 10 points in Computer Operations.
Neural Interface and Networks - This is the detailed information needed to effectively use the high tech computer systems that are controlled by the mental interactions of the operators brain. This is similar to cyberjacking but is a much more advanced and refined method. Instead of just visualizing the computer landscape and interacting with it symbolically, this is a direct connection to a characters brain and nervous system. This enables robots, vehicles, and other computer controlled devices to react with the speed of thought. This skill costs double. Requirements: 15 points in Computer Operations and Cyberjacking, plus 15 points in intelligence and willpower.
Cowboy
Branding - The techniques and methods for tethering, controlling and marking animals A brand is a mark burned on the skin to identify and show ownership of an animal - typically used on horses and cattle, in the past it was used on humans the hetairia owned. This skill also includes a basic knowledge of common and notable insignias and emblems.
Breaking/Taming a Wild Horse - To break a horse, first the trainer must get the horse used to eing around people, then used to having a saddle on it's back, and then you bit train it. Finally, the trainer must get the horse used to having a rider on it's back. Depending on the horse, this can take between a couple weeks to several weeks. Some horses never really tame and only allow certain people to ride it, while bucking and throwing other riders.
Herding Cattle - The techniques and methods of leading, directing and controlling cattle in a contained and orderly herd. Also includes keeping animals calm, basic care and feeding, how to tend cattle, recognize diseases and illness, give birth to young, how to survive and regain control of a stampede, gather strays, how best to pen and corral livestock, mend fences, so on.
Horsemanship - The ability to ride a horse into combat without it spooking or running. Melee attacks from the back of a mount deal extra damage.
Horsemanship: Exotic - Basically the same as general horsemanship skill, except that the character is experienced in riding tame animals other than the horse. This can include elephants, camels, lamas, pegasus, gryphons, dinosaurs, giant insects, and other monstrous beasts trained or willing to be riding animals.
Lore: Cattle/Animals - This is a general knowledge about cattle, horses, livestock, and other notable animals of the west. This knowledge includes what they eat, where they live in the wild, means of defense, the value of their meat, fur, hides and horns, and their natural predators, as well as the most notable tales about supernatural animals, spirits, gods and magic attributed to or involving animals.
Lore: Indians - Characters with this skill can recognize the different tribes and nations, warriors and shamans, totems, fetishes and warnings, identify the people by their housing, clothing and weapons, and has a fundamental understanding about the Native Americans' society, beliefs, customs and laws - at least the most notable. They also know about indian gods, spirits, and magic.
Roping - The rope is the cowboy's most important and famous tool. Characters with the roping skill can expertly throw a rope to snare/lasso a cow's horns, a horses neck, or the hoofs of either. Hitched around the saddle horn, a lariat can be used to pull a mired animal out of a bog, mud or river, as well as keep a hobbled horse or other animal from straying away in the night or rain, and the rope can even be used to create an instant, make-shift corral, when stretched taut by several men, to contain and hold a herd of animals, and even for quick justice at the end of a hangman's noose. The roping skill includes knowledge and training in how to use a lariat, lasso, tie knows, expertly handle roped animals after they are snared, bring them to a stop by taking quick turns of the lariat around the saddle horn, tethering animals, and how to hog-tie animals. The rope/lariat can be used for the roping and tying of animals, including cattle, horses, similar alien animals, and even small dinosaurs, and people. This skill with a lariat can be executed standing on the ground, but is designed to be done from horseback or similar. Against human and intelligent opponents, roll to lasso as if it were a combat attack. The intended victim can try to dodge but not parry. A successful strike means the character is caught in the lasso. Ensnaring a foot, leg or hand means the victim can be tripped, knocked down and pulled/dragged by hand or horse. Ensnaring the upper body means one arm is pinned. Two or more lassoes around the upper body means both arms are pinned and attacks requiring the use of one's hands are impossible, and the lassoed individual can be pulled off his feet and dragged. Multiple lassoes can also be used to snare each limb. This skill costs double.
Trick Riding - Riding bareback, standing on the animal's back, hanging from the side, or under it's belly, side saddle, as well as quick mounts and dismounts, mounting a horse by leaping down from above or with a running start, leaping from the back of a horse onto another horse, and similar. This skill costs twice the normal amount. Requirements: 10 points into any riding skill.
Cultural
Accounting - This is the fundamental of mathematics to do complex and often very easy work such as pay roll, taxes, books for a business, and so on. Requirements: 5 points in advanced mathematics.
Acting - This involves the process in memorizing lines and being able to recite them with some type of convection. The character will be able to do stage, movies, and TV. This skill costs twice the normal amount.
Advertising - This is the art and training of advertising fundamentals centering on budgeting, planning, implementing, marketing, and promotion. Areas of study are likely to include: selecting media, consumer trends/habits, advertising objectives, writing ad copy/headlines, and basic design elements.
Animal Husbandry - This area of study provides the character with a knowledge of the care, feeding, breeding, reproduction, treatment and behavior of domestic animals. Reduce the skill amount by half when caring for captive or injured wild animals.
Architectural: Design/Engineer - This skill area has to do with the designing and constructing of buildings. the techniques and sciences include the drawing of blueprints/drafting, construction materials and equipment, style, decoration, planning and budget.
Barbering - Skill in cutting and styling hair, shaving and trimming beards.
Begging - Although traditionally learned by monks, this skill can be particularly useful either as a disguise, or to collect emercy money when things are desperate. The amount of money collected depends on the economy of the area and the crowds on the particular street.
Blacksmithing - Use of a forge and iron working tools, plus the ability to work with animals. Characters with this skill can make and repair horseshoes and a variety of other small iron tools and appliances. Aside from general usefulness, a skill blacksmith can earn a good living just about anywhere. Requirements: 7 strength.
Bonsai - Tending, trimming and growing tiny miniature trees known as Bonsai. Experts can tell the difference between new and truly ancient bonsai. The character can also estimate the value and quality of the miniature tree.
Breed Dogs - This skill is used to raise, breed, tame, and train domestic and wild canine. Dogs can be taught everything from simple tricks to specific tasks like tracking, retrieving, pointing, herding animals, attack on command, and so on.
Business Management - This is the fundamental understanding on how to run a small or large business. This is the knowledge of the paper work, procedures for daily operation, placing orders for inventory, dealing with people, and so on. Requirements: 5 points in advanced math and accounting.
Calligraphy - The ability to produce beautiful Japanese characters using a brush, ink and paper with great skill and legibility. A character with this skill can also copy Chinese character symbols and, if the character has taken chinese language, they can write chinese.
Calligraphic Forgery - A special skill that allows the character to imitate the calligraphy of the ancients and to reproduce copies of exotic styles. This is an advanced version of artistic calligraphy. Requirements: 5 points in calligraphy.
Cook - Skill in selecting, planning, and preparing meals. A skill failure means the food is edible but tastes bad.
Dance - A practiced skill in the art of dancing. The character is specially smooth and graceful, a joy to dance with. Can learn new dance steps much more quickly than somebody who can not dance.
Drawing: Pencil/Ink/Chalk - This skill includes a basic rudimentary knowledge of drawing techniques and tools, specifically pencils, calk, pastels, and ink. A person with this skill is able to put on to paper images that reflect her moods, thought, what she sees and so on.
Economics - This is the study of money management, social-economic trends, distribution, income and expenditures as it pertains to the government and the consumer/public. Explores economic factors in industry, human resources, labor institutions, and international finance. Applies observations, analysis, research, estimations, and projections toward predictions of market and market trends.
Editor: Book - The person can edit and construct books of all types. Requirements: 5 points into writing and journalism.
Editor: Newspaper/Magazine - The persona can edit newspapers and magazines as well as layout design. Requirements: 5 points into writing and journalism.
Farming - This skill is the techniques used to farm properly. You know how to till your land, when to leave it fallow. You also have rudimentary knowledge in herbicides, and fertilizer. You know which ones work but not why specifically. Can estimate when it is going to rain and so on.
Fasting - The ability to go for long periods of time without food. So long as the character has sufficient water, two weeks without food will be pretty easy. After that the character will have to roll to avoid become weakened or sick.
Fishing - The fundamental methods of the relaxing sport of fishing. Areas of knowledge include the use of lures, bait, poles, hooks, lines, and the cleaning and preparation of fish for eating. Also includes a basic knowledge of freshwater fish, their habits and taste.
Flint Working - The ability to chip flint and obsidian into useful tools. The character can recognize useful rocks and knows how to locate flint and obsidian in the wild. Actually making useful tools, like blades, needles, and arrowheads, is incredibly difficult. Even experts will waste a lot of stone before creating exactly what they want.
Floral Arrangement (Ikebana) - The artful and creative arrangement of flowers appreciated by everyone throughout the orient. A painstakingly difficult art that takes years to really master. The creation of a good floral arrangement is a matter of honor to those who practice ikebana; a bad job will be scorned even if done by the most heroic of warriors. This skill costs double.
Game - Characters may pick this skill repeatedly, once for each game they wish to be proficient in. Games can be anything ping pong to chess or go. Characters will know all basic rules, many strategies, and will be able to be competitive players.
Gardening - This skill offers a basic understanding of plant care and garden design. It can be both the ability to grow enough food to eat well, and/or the skill at creating beautiful, decorative gardens that create a feeling of tranquility and harmony with nature.
General Repair and Maintenance - This skill is more a general handyman skill used to represent being good with ones hands. Characters with this skill are capable of doing satisfactory repairs on simple mechanisms, gears, pulleys, wheels and so on. General repair/maintenance skills includes: sharpening blades/weapons, sewing tears in sails and clothes, replacing a wagon wheel, repairing furniture, paint, varnish, and assisting in basic woodworking, and even do minor patchwork on armor.
Graffiti - This skill imbues the character with both skill and knowledge of the urban street art of graffiti. Characters who take the skill are know of and are capable of creating graffiti words and art. They are also capable of making art in multiple styles such as throw-ups or bombing, wildstyle, blockbuster, capping, pissing, and graffiti created using stencils. Sometimes graffiti is used to create hidden messages and this skill can be used to both identify and create said messages. Requirements: 5 points in drawing or painting if the user wishes to graffiti anything other than words or a tag.
Juggeling - This skill is the simple ability to keep three or more objects in the air at once. The characters strength score will determine the weight of the objects juggled.
Leatherworking - Having this skill enables the character to create and repair leather clothes, boots and other items made of leather, such as saddles, saddle bags, and tack and harness for horses.
Lighting Technician - This is the rudimentary understanding of lights, wattage, how to set mood, in the various types of media including film, live shows, photography, and television.
Meditation - Involves engaging the mind and body so that the body remains motionless, but without fatigue or pain, and the mind stays in a clear, calm and rested state. while meditating a character can gain back extra energy between events. Although it is not a substitute for sleeping, characters will usually feel alert and refreshed after any period of meditation. When in a meditative state the character is, at a subconscious level, well aware of what is happening in the environment and can instantly leave the meditation position with no penalty. This skill costs double.
Meteorology - The branch of science that deals with the atmosphere of a planet. The character will have the knowledge of weather patterns, cold fronts, low systems, and so on. The technical weay to forecast weather is to use the weather satellites, rada, computers, and the almanac.
Mountaineering - Unlike a climber, a mountaineer is experienced in the use of specialized mountain climbing gear and also knows all the skills of survival in the rugged high altitude environment. Requirements: 5 points in climb.
Music: Composition - Is the practiced study of musical arrangements, lyrics, rhythm, and aesthetic consideration.
Music: Play Instrument - A character with this skill has the ability to play a particular musical instrument and to read music. Each specific type of instrument counts is a different skill selection.
Music: Sing - this simple ability to read music and carry a pleasant tune.
Painting: Oil/acrylic/watercolor - The character is familiar with the tools and techniques of painting. Types of paints included are oil, acrylic, and watercolor.
Poetry - Creating good, and sometimes inspirational, poetry of all types.
Recycle - Recycling covers everything, not just oxygen, but also waste matter, scrap metal and plastic. It is not like the Jury-Rig skill; a character with Recycle cannot make something out of odd components but, given some time and equipment, can reduce the components to their basic elements and may be able to build something new out of that.
Sculpture - This person is familiar with the variety of clays, tools and techniques used in sculpting figures or images.
Sewing - The practiced skill with the needle and thread to mend clothing, do minor alterations, and layout, cut and sew simple patterns.
Spelunking - The art and practice of exploring caves. Unskilled characters wandering about in a large series of natural caverns have about the same chance of survival as unskilled climbers attempting to scale a major mountain without guidance.
Weaving - Practiced skill of creating garments, tapestries, and draperies from woold or cotton. The weaver requires a spinning apparatus and a loom.
Electrical
Advanced Armor Electronics - Advanced Armors are highly advanced types of powered armor. The electronics use nanotechnology and computer chips no larger than a flea. This form of power armor works on the thought processes and certain nerve pulses from the pilot. All of the electronics are complex and vary greatly from the ordinary types of powered armor. The training includes how to program the nanites to perform their specified jobs. This skill costs double. Requirements: 15 intelligence, 15 points in electrical engineering, computer operations, power armor electronics, and 5 points in artificial intelligence if the armor in specific has one.
Avionics - This is the specialized skill in repairing the electrical, navigational and control systems in aerospace craft. Requirements: 5 points in computer operations and computer programming.
Basic Electronics - This enables a character to understand simple wiring and diagrams. These characters can do basic wiring in a home or building, and can even do some basic wiring for TV's, VCR's, and so on. If it relates to circuit boards and/or anything more complicated than simple or basic wiring, the character will have to seek a professional.
Circuit Board Micro-Electronics - Soldering connections, boards, wiring, and power supplies to construct microchip based electronics.
Computer Repair - Knowledge of the internal electronics of computers and related devices. The character can attempt to repair or sabotage computers. Note that figuring out the repair or sabotage procedure counts as one roll, and the actual repair or sabotage is a second roll.
Electrical Engineer - This character is a professional and can build, design, and repair most circuit boards and is the key man to call when you lost electricity. Character can diagnose and locate electrical problems, repair complex electrical devices, wire entire buildings or vehicles, and build electrical equipment. Electrical Engineering also deals with the research, design, integration, and application of circuits and devices used in the transmission and processing of information. Electronic Engineers design circuits to perform specific tasks, such as amplifying electronic signals, adding binary numbers, and demodulating radio signals to recover the information they carry. Circuits are also used to generate waveforms useful for synchronization and timing, as in television, and for correcting errors in digital information, as in telecommunications. Requirements: 10 points in advanced math.
Electricity Generation/Power Systems - Electricity is generated by heat engines using chemical combustion, nuclear fission, kinetic energy from water and/or wind, solar photovoltaics and geothermal power. This skill allows a character to understand and repair such generation systems, but not to build them.
Power Armor Electronics - This is the skill that enables the character to work on thses complex and efficient form of mecha. The power armor is more advanced than a robot, but less advanced then those connected to the body of it's user or requiring nanotechnology such as glitter boys or the tech jacket. Just like higher forms of armor power armor is traditionally controlled through the thoughts and brain waves of it's wearer. Most power armor is powered by a fusion device using a non radioactive element. Requirements: 10 points in electrical engineering 5 points in computer operation.
Robot Electronics - This is the complex and specialized study of robotics and robot/military engineering, microcircuitry, and artificial intelligence. Requirements: 10 points in electrical engineering and 5 points in computer sciences.
Espionage
Concealment - Is the practiced ability of hiding something on ones body or in hand, usually by continually moving it around from hand to hand or place to place unnoticed. Objects must be not larger than 14 inches in height for and 6 inches in width for most humanoids to conceal.
Detect Ambush - Training which develops an eye for spotting locations and terrains suitable for ambushes and being ambushed. It also provides a rudimentary knowledge of guerrilla tactics used by the enemy.
Detect Concealment - This is a skill which enables the individual to spot and recognize camouflage, concealed structures/buildings and vehicles, as well as the ability to construct unobtrusive shelters, use camouflage and blend into the environment.
Disguise - The character knows how to apply make-up, wigs, skin putty, dies, and other special effects in order to alter his appearance or that of somebody else.
Escape Artist - The methods, principles, and tricks of escape artists. Includes muscle control such as tensing and relaxing muscles, flexing and popping joints, knowledge of knots, and the ability to conceal keys and picks on your person. The character can try slipping out of handcuffs, ropes, straitjacket, so on.
Fieldcraft - This skill covers the common tricks spies use to exchange information covertly. some fieldcraft methods include dead drops where the information is placed in a hiding place such as taped under a park bench, behind a brick, and so on; the other agent then comes by and picks it up, avoiding ever seeing his contact, ways to notice and avoid being shadowed, selecting code words and passwords to recognize other agents, and similar techniques.
Forgery - The techniques of making false copies of official documents, signatures, passports, I.D.s and other printed material. The forget must have an original or photocopy to work from in order to make an accurate copy. Skill forgers can recognize other counterfeits.
Imitate Voice - Character can, with practice, attempt to imitate the voice, accent and expressions of another person.
Intelligence - This is the specific training in the practices and principles of recognizing and analyzing sources of information about the enemy, observation techniques, counterintelligence measures and proper procedure. This includes the practical assessment of sights and sounds, estimations of ranges, what to report, handling prisoners of war, and handling captured documents and equipment. This means the character will be able to accurately estimate ragnes, the number of enemies, direction, purpose, and assess the importance of specific information. Further intelligence training includes a working knowledge of indigenous guerrilla warfare, enemy practices, appearance, and current activities. This enable the intelligence officer to recognize suspicious activity as guerrilla actions and identify guerrilla operatives. Another area of training made available to intelligence is the identification of enemy troops, officers, and foreign advisers. This means the person learns the many distinguishing ranks and marks that identify specific military units, special forces, groups, and leaders of the enemy. Such identification can pinpoint and confirm enemy operations, goals, and movement, as well as confirm outside intervention/aid. This skill costs double.
Interrogation/Interrogation Techniques - This skill is learned by policemen, intelligence officers, so on. The character knows the techniques to get information from unwilling subjects. This includes such old methods as good cop/bad cop, deceiving and misleading the subject into giving away information, appearing the be the persons friend while you coax guilt out of them, and so on.
Jungle Survival - Stepping into jungle, true jungle, is even more alien than swimming down into a coral reef. The main problem is with depth perception. Most characters are used to judging distance based on objects sitting in open space. The jungle turns that upside-down, so that you have to contend with objects everywhere, and just a little bit of empty space scattered here and there. Beyond just being able to see clearly, jungle survival also provides techniques for avoiding trouble and keeping alive during extended jungle travel. The character will know how to find nearly-invisible pathways, and how to find fresh water.
Land Navigation - This skill allows the person to stay on course while traveling over land by means of observation. This includes mentally marking/recognizing geographic landmarks, estimating distance and movement, recognizing sounds, and other navigation tricks. Techniques include night travel. The player should roll once for approximately every three miles traveled.
Lip Reading - The character knows how to interpret the spoken word through the movement of the mouth. Characters cna observe targets from a distance and understand what they are saying. The target's mouth must be in line of sight and cnnot be obstructed by anything. If the moving lips are partially obscured a skill penalty will apply depending. This type of art requires the character to speak the language he is attempting to lip read.
Microfilm/Microfice/Microdot Technology - Knowledge of producing, storing and reading of microsized text and pictures. This also involves learning to use the cameras, developing equipment and display devices. The character is also capable of developing or detecting microdots.
Palming - Simply the ability to pick up and seemingly make a small object such as a coin, key, playing card, knife, ect. disappear by hiding or concealing it in ones hand.
Pick Locks - The character knows the methods and tools for picking/opening key and basic tumbler type locks. This does not include sophisticated computer or electronic locks.
Pick Pockets - An ability to remove items from a person without their being aware of it. If a pick pocket attempt fails then the item has not been removed and the character must roll sneak to not be detected by the mark.
Safe Cracking - This is a specialized skill in which the character studies the strengths, weaknesses, and construction of safes and how to open them without damaging the contents inside. The fingers of the safe cracker are so sensitive that they can "feel" the subtle calibration of combination locks and other locking mechanisms. When using explosives, they can use their abilities to such precision that they can blow the lock off a safe, security door, safe deposit box and similar without creating a big, area affect explosion or inflicting damage to the contents. Requirements: using explosives on locks requires 5 points in demolitions.
Security Systems - Locking picking for the modern age, this skill is used to disable electronic locks, scanners, and alarms.
Stalk/Capture - This skill enables the character to hunt down and capture a specific individual. This stalker knows how to approach his subject for capture without alerting or startling him until he is within striking range. First one must roll a successful sneak, once the character is within 8 feet of the target he must then roll stalk/capture to get the rest of the way within striking range and not startle the target. Nonlethal attacks require a certain amount of finesse to pull off stealthily and thus this skill is only used for stealthy capture and knock outs.
Tracking - Visual tracking is the identification of tracks, and following the path of men or animals by the signs they leave on the ground and vegetation. Tracking is a precise art, requiring much practice. This skill includes the evaluation of tracks, indicating whether the person being tacked is loaded down with equipment, running, moving slowly, and so on. By this means, the tracker can estimate the person's rate of movement, apparent direction, the number of persons in the party, and whether the person knows he is being followed. Other methods of tracking require recognizing other telltale signs, such as blood and other stains, broken and displaced vegetation, overturned rocks, litter, and even odors carried by the wind. This skill can be used to track animals and ground vehicles as well. Counter-tracking techniques are also known, such as covering one's trail, misdirection, parallel trails, avoiding obvious pitfalls like littering and other.
Trap Construction - Training in the design and application of traps and mines used in anti-personnel and defense tactics. With readily available materials and simple tools, including shovels, knives, sticks, wire and rope, the character can build all sorts of traps. Requirements: 5 points in demolition is required to make explosive traps.
Trap/Mine Detection - Knowledge of the strategic placement of booby traps and mines as well as the ability to recognize the tell-tale trademarks of traps and mines. A character with the skill is also trained in the use of mine and explosive detection equipment.
Urban Survival - This skill is like the wilderness survival skill except it is for cities, this skill differs from streetwise in the fact that you know more than the illegal parts of the city is, you know how to survive on minimal amounts of credits, know where the best restaurants, where cops are, how the city is run.
Urban Warfare - The urban warfare skill is provides knowledge of how to use explosives and fight non military structures. The reason for it's placement in the espionage category instead of military is simple, it's not a total warfare skill. Instead, the character learns how to set explosives inside buildings without causin major structural damage to the building. Of course this doesn't mean a few rooms will be obliterated, but the explosion won't cause the building to collapse. A character with urban warfare can also roll to see where to place attacks to target/avoid gas lines, electrical wiring, and so on.
Wilderness Survival - Techniques for getting water, food, shelter, and help when stranded in wild forests, deserts, or mountains. Characters without this skill will not be able to stay healthy for more than a few days in the wilderness once their supplies run out.
Industrial
Armor and Weapon Decoration - This skill allows one to lavishly decorate weapons and armor with intricate engravings, gemstones, and plating of precious metal. With the proper materials the value of a weapon or suit of armor can be increased by 50 to 100 percent.
Blacksmithing - See cultural.
Carpentry - A fundamental knowledge of working with wood. The character knows how to prepare, treat, and preserve wood, recognize quality craftsmanship, can repair damaged wood and wood items, and build everything from chairs to houses.
Cobbler - Skill in repairing, mending, treating, and making shoes.
Construction - Knowledge in the methods for building houses, roads, bridges, towers, so on. this includes knowing what building materials should be used, knowing how to set frames, what tools and techniques are appropriate, and accurately reading architectural plans to build some sort of structure. Will also know how to use most construction equipment, mix cement, drill holes, and so on. Requirements: 5 points in carpentry, masonry, basic electronics, and plumbing.
Fashion Tools and Weapons - Useful tools and weapons can be constructed from readily available material. These crude items are usually made from wood, stone, vines, and bones, and include making a simple wood and/or stone hammer, club, hand shovel, pick, fishing hook, bone needle, wooden stake, torch, rope, string, fishing line, simple flute, blow gun, staff, wooden spear, bola, throwing stick, arrow, short bow, stone knife, and spear and axe head made from chipped stone.
Glass Blowing - Skill in making objects out of glass, by blowing air into hot glass. Can make tubes, vases, glasses, and so on.
Logging - Knowledge of the equipment, the techniques, and systems used in logging/clear cutting forests for the purpose of treating and selling the wood. The character will know the basic methods for choosing trees/forests, cutting down a tree, or a group of trees, the maintenance and use of logging equipment such as chain saws and climbing gear, a general knowledge of the value of different varieties of trees, and an understanding of how to treat/store wood.
Masonry - The skill of working stone; cutting it to size, knowing how to move blocks into position and securing it there, adding some stone-carved details, and so forth.
Mining - The ability to appraise land for its mineral value, suggest where to dig, what type of mine to use between open air or shaft, how to transport the metal, and the basics of how to purify metal/extract metal from ore.
Pilot Construction Vehicles - The knowledge of how to use all heavy construction vehicles, including cranes, bulldozers, steamrollers, so on.
Plumbing - Knowledge of how to fix blocked drains, leaky faucets, add tubing/plumbing to a network, connect systems to main drains/local sewage systems. Also knows the basics of water management systems, desalinization plants, water pumps and water towers, and so on.
Magical/Religious
Alchemy - This skill is the knowledge of creating potions, elixers, and transmuting certain materials into other materials.
Art: Line Drawing - The character is skilled in drawing as it pertains to magic symbols and diagrams. Using this skill to copy magic symbols drawn by others drastically reduces the chance of copying the image wrong and ruining the studying of it's magic.
Astrology - The study of the stars and other celestial bodies, their movements, positions, cycles, alignments and interrelations with the earth, each other and the effects on destines of the people and animals.
Create Scroll - The art of writing spells onto scrolls for use at a later date. This skill costs double. Requirements: 10 points in Art: Line Drawing and 10 points in control.
Crystal Lacing - This skill allows the character to place the crystal lacing in a suit of power armor. This is very time consuming depending on the size of the suit. One foot of crystal lacing can be placed per hour. This is very delicate work and cannot be rushed. This skill costs double. Requirements: 10 points in power armor electrician and 15 points in control.
Enchanting - This is the practiced art of creating magical weapons, rings, and other items. This skill costs twice the normal amount. Requirements: 20 points in control.
Identify Wards - This skill enables the character to recognize whether a symbol is a real magic ward, rune or warning. This does not give the skill to read them. Only identify true symbols.
Language: Mystic - This is the secret language of the mage's. This is the most common language that spell magic is cased in. Requirements: 10 points in intelligence.
Lore: Ley Lines and Geomancy - A study of ley lines, burial mounds, places of power, megaliths and geomancy beliefs that certain places on earth are polarized with an unknown energy or forces that can heal, cause paranormal phenomena, attract supernatural forces, open dimensional gateways, are magical or are places of evil. The skill will provide the character with insight about the areas and enable him/her to recognize specific, known, places of power, as well as recognize unknown megalithic markers of these revered or feared places.
Lore: Magic - This area of study does not give the character any magic powers or the ability to read magic symbols. What it provides is general information about magic, magic creatures and myths about magic.
Lore: Religion - A comprehensive study of the world's religions, past and present, their beliefs, rituals, holy places, pantheons of deities and supernatural creatures, stories of creation, myths and legends. The skill will help the character recognize specific rituals, their purpose, the deities, icons, and similar information.
Meditation - See Cultural.
Read Runes - This is the ability to read the ancient mystic language of runes. A character with this skill can determine if a symbol is a true rune and the meaning of it. Requirements: 10 points in language mystic, identify wards, control, and intelligence.
Mechanical
Advanced Mechanics - This gives the character a greater knowledge in simple machinery, and is able to operate, maintain, rebuild and modify most machinery designed for constructed wood or metal products. Requirements: 5 points in advanced math and basic mechanics.
Aeronautical and Aerospace Engineer - Aeronautics deals with the whole field of design, manufacture, maintenance, testing, and use for both civilian and military purposes. It involves the knowledge of aerodynamics, structural design, propulsion engines, navigation, communication, and other related areas. Aerospace engineering is closely allied to aeronautics, but is concerned with the flight of vehicles in space, beyond the earth's atmosphere, and includes the study and development of rocket engines, artificial satellites, and spacecraft for the exploration of outer space. Requirements: 10 points in advanced math, computer operations, and computer programming.
Chemical engineer - This branch of engineering is concerned with the design, construction, and management of factories in which the essential process consist of chemical reactions. Because the diversity of the materials default with, the practice, has been to analyze chemical engineering problems in terms of fundamental unit operations or unit processes such as the grinding or pulverizing of solids. It is the task of the chemical engineer to select and specify the design that will best meet the particular requirements of production and the most appropriate equipment for the new applications. With the advancement of technology, the number of unit operations increase, but continuing importance are distillation, crystallization, dissolution, filtration, and extraction. In each unit operation, engineers are concerned with four fundamentals: the conservation of matter; the conservation of energy; the principles of chemical equilibrium; the principles of chemical reactivity. In addition, chemical engineers must organize the unit operations in their correct sequence, and they must consider the economic cost of the overall process.
Aircraft Armor and Weaponry - A specialized skill for mounting aircraft weapons and repairing battle damage.
Aircraft Mechanics - This is the understanding on the conventional aircraft. This enables the character to repair, rebuild, and redesign, modify conventional aircraft with gas powered engines, except any mecha. This includes turbine and diesel engines. Also includes single and twin engine, fan-jets, jet fighters, helicopter and shuttle craft. The character can build and design new aircraft. Of course, they can design jets, single and twin engine planes, except any mecha. This will enable the character to build an aircraft from the ground up. The character will also be able to do body work, design wings, build more efficient engines, build powerful motors, so on.
Automotive Mechanics - The ability to repair, rebuild, modify, and redesign conventional vehicles with internal combustion engines. It also includes body work, turbine engines, methanol, ethanol, and diesel truck engines.
Basic Mechanics - This is a rudimentary understanding of how machinery operates. This person can repair and maintain simple mechanisms and common motorcycles, automobiles and similar vehicles.
Civil Engineer - Civil engineering is perhaps the broadcast of the engineering fields, for it deals with the creation, improvement, and protecting of the communal environment, providing facilities for the living, industry and transportation, including large buildings, roads, bridges, canals, railroad lines, airports, water-supply systems, dams, irrigation, harbors, docks, aqueducts, tunnels, and other engineering constructions. The civil engineer must have a thorough knowledge of all types of surveying, of the properties and mechanics of construction materials, the mechanics of structures and soils, and of hydraulics and fluid mechanics. Requirements: 5 points in advanced math.
Construction Engineering - The expert skill of repairing or building structures and/or supervising basic construction workers in building structures, also includes the ability to read complex blueprints and a working knowledge of demolitions as pertains to construction. Requirements: 10 points in advanced math.
Cross-Dimensional Trans-Location Device Mechanics - Involves building and repairing the machines that can cross dimensional barriers into alternate universes of reality. Requirements: 20 int.
Cybernetic/Bionic Repair - A character with this skill can repair damage to the complex systems involved with cybernetics and bionics. They can also design and construct new systems providing that they have a fully stocked workshop and have the time available. Requirements: 10 points in computer operations, computer programming, and mechanical engineering.
Design Engineering - The expert skill of understanding blueprints and graphic design. The design engineer can create complex blueprints and designs, and also make professional-quality perspective drawings. In addition to designing structures, design engineers may also design weapons, vehicles, mecha, or other devices, depending on what their other skills are. Requirements: 5 points in advanced math.
Drive Repair: Chemical Drive - The chemical drive is the most basic space drive, the most expensive to run and the least efficient. It burns a mixture of hydrogen and oxygen to provide propulsion and there needs a lot of room for fuel. It is also prone to leaks and even explosions.
Drive Repair: Fold Drive - Fold drives create a wormhole through space/time from points A to point B. Will not work correctly within a gravity well. Approximately 1 day passes every hour spent in fold if the fold is done correctly, with about one parsec traveled per hour. If the drive is incorrectly programmed, this could increase to as much as 1 year per hour.
Drive Repair: Ion Drive - An ion drive uses electrical power to convert its hydrogen fuel into a stream of ions which propel the spacecraft.
Drive Repair: Plasma Drive - The plasma drive uses a controlled nuclear fusion reaction between deuterium and helium-3 to produce plasma, which is then forced backwards by a magnetic field to provide thrust.
Drive Repair: Traction Drive - A traction drive generates a very powerful and specialized pseudo-magnetic field which attaches itself to the fabric of space-time continuum and pulls the spacecraft along after it.
Drive Repair: Warp/Gravity Drive - Warp and Gravity drives are FTL drive systems. In both, the ship projects a field that isolates it from the unvierse's gravity field, bypassing the normal limit of lightspeed. However, gravity wells can throw off travel, as the engines are calibrated to counter only the ship's gravitic signature. This skill also applies to sublight gravity drives, used in many atmospheric and local space craft.
Fashion Tools and Weapons - See Culteral.
Helicopter Mechanics - Specific skill for helicopters. A character with helicopter mechanics can repair, design, and build helicopters of all kinds.
Industrial Engineer - Study includes fundamental theory and operations covering gas and arc welding, cutting, brazing, spot welding, forging, heat treatment, electroplating, forming and casting techniques. Knowledge and use of tools includes lathes, mills, shapers, grinders, welding and other related equipment and tools. Requirements: 5 points in advanced math, chemistry, welding, mechanical engineering.
Jet Aircraft Mechanics - Covers all jets and scram jets. A character with jet aircraft mechanics can repair, design, and build jet aircraft of all kinds.
Locksmith - The study of lock designs and the ability to repair, build, and modify locks. The methods, techniques, and tools of lock picking include the old style key and tumbler, combination, and modern electrical locking systems. Requirements: 5 points in basic electronics and electrical engineer.
Marine/Naval Engineer - Engineers who specialize in designing and supervising construction of ships are navel architects. Marine engineering is a specialized branch of mechanical engineering devoted to the design and operation of systems, both mechanical and electrical, needed to propel a ship. Requirements:
Mecha Mechanics - A comprehensive knowledge and ability to repair, build, and modify mecha.
Mechanical Engineer - Training, understanding, and knowledge of how machinery is designed, operated, built, and maintained. Study includes of motion, kinetics, variable mass, equations of motion, momentum principles, work energy, vibrations, friction, inertia, thermodynamics; analysis and design of common mechanical elements, materials, evaluation techniques, metal working, analysis, combustion systems, fundamental vehicle design, and hydraulic repair. Requirements: 5 points in advanced math, basic electronics, and metallurgy.
Metallurgy - This is the science of separating metals from their ores and preparing them for use by smelting, refining, and so on. Study includes the behavior and properties of metallic, ceramic, polymeric and composite materials. This also includes work with plastics analysis, brazing, extraction of metals from areas; transformations, fabrication and joining processes and the use of tools, equipment and methods.
Mining Engineer - This is an aspect of civil engineering and includes basic concepts and principles of statistics as they apply to the laws of motion like force, momentum, equilibrium, couples, trusses, frames, friction, fluids, mass, and inertia. It also includes the surveying of topography, fluid mechanics, the composition, engineering properties and behavior of soils, drilling and piping methods and control theory. Requirements: 5 points in advanced math and physics.
Mountain Bike Mechanics - This is a more detailed and advanced skill on service and technical aspects of a bike. This is a professional level of skill. A career can be made from this skill. This includes the ability to basically build a bike from components. It also includes the ability to check and maintain more sensitive bike systems. Repair of brake and shock systems, derailed systems, computer systems, and alignment. This skill is useful for mobility in places where cards would be noticed or draw unwanted attention.
Nuclear Engineer - This branch of engineering is concerned with the design and construction of nuclear reactors and devices, and the manner in which nuclear fission may find practical applications, such as the production of commercial power from the energy generated by nuclear reactions and the use of nuclear reactors for propulsion and of nuclear radiation to induce chemical and biological changes. In addition to designing nuclear reactors to yhield specified amounts of power, nuclear engineers develop the special materials necessary to withstand the high temperatures and concentrated bombardment of nuclear particles that accompany nuclear fission and fusion. Nuclear engineers also develop methods to shield people from the harmful radiation produced by nuclear reactions and to ensure safe storage and disposal of fissionable materials. Requirements: 10 points in advanced math and physics, 12 intelligence.
Power Armor Mechanics - A character with this skill will have the knowledge it takes to repair and modify existing power armors as far as the structure, frame, and how everything fits, but can not design and build one. Requirements: 10 points in power armor electronics and armorer.
Robot Mechanics - This is the specific study of advanced mechanics as it applies to robotics. Those skilled in this discipline can repair, modify, build, and sabotage robots, including the creations of the creations of the Hetairia. Requirements: 10 points in mechanical engineering and basic electronics.
Sanity Engineer - This is a branch of civil engineering, but because of its great importance for a healthy environment, especially in dense urban-population areas, it has acquired the importance of a specialized field. It chiefly deals with problems involving water supply, treatment, and distribution; disposal of community wastes and reclamation of useful components of such wastes; control of pollution of surface waterways, soil; milk and food sanitation; housing and institutional sanitation; rural and recreational-site sanitation; insect and vermin control; control of atmospheric pollution; industrial hygiene, including control of light, noise, vibration, and toxic materials in work areas; and other fields concerned with the control of environmental factors affecting health.
Satellite Systems - There are many satellites in orbit. This skill allows a character to identify, strip down and repair any of them including hetairia satellite systems.
Spaceship Mechanics - The ability to repair, rebuild, modify and redesign conventional vehicles. This skill covers a basic understanding of gravitronic systems, but only includes the most rudimentary knowledge of any type of FTL drives. Conventional ship systems such as communications, hull, and life support are the focus of this skill. Requirements: 10 points in mechanical and electrical engineering.
Starship Engineer - The ability to design from the ground up any craft that flies in space. This will enable the character to be able to analyze and examine problems with a spaceship. The character can design a fully interconnected system that includes propulsion, life support, navigation, living quarters, and so on. It includes detailed knowledge of all known forms of propulsion and their benefits. Requirements: 15 points in drive repair: ion, plasma, traction, warp/gravity drives, advanced math, computer operations, computer programming, physics, chemistry, chemistry analytical, mechanical engineering, and electrical engineering.
Submersible Vehicle Mechanics - Training in the diagnosis and repair of submersible vehicles, including submarines, underwater robots, probes and stations.
Weapons Engineer - This skill is usually reserved for military personnel. This enables the character to design, build, modify, maintain, repair, mount, reload, and figure any weapons system. This includes rail guns, energy weapons, and atomic power systems. 5 points in mechanical engineering and electrical engineering.
Welding - The character can do all types of welding and work with any metals. the character has the knowledge of forge welding and the thomas process. Forge welding is done by means of hammering, with the addition of heat. The thomas process melting is caused by resistance to an applied electric current. This character can also do her own field repairs with a portable torch.