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Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
PostPosted: Fri Sep 08, 2017 6:19 pm
Skill Proficiencies

___________Overview
tab Skills, as they will be known, are what they sound to be: a list of abilities and real-life skills that the character is not only possessing of the knowledge to perform, but perform well. The first thing to note about these is that anyone has access to most of the skills listed below, with only a few being locked to specific classes or requirements, which will be listed in a separate section below. In the real world most people have some idea of how to accomplish some of the skills without having ever learned or practiced them, but in fairness and in the spirit of maintaining balance to not have a skill point in a skill means that even the most rudimentary basics would be all but unknown and out of reach.


___________Terms // Vocabulary
tab • Skill
tab tab → A skill is defined as “the ability to do something well: expertise.” This a perfect description of what this system represents. It is the measurement of what the character, each individual, is good at. No one person is a master of everything, no matter how long or how hard they work at it. The Skills define a character’s parameters, such as what they can and cannot do, how far their knowledge extends, and just how efficient they become at it.
tab • Locked Skill
tab tab → A Locked Skill is a skill that requires a specific Class or situation in order to begin putting points within. Anyone outside of these classes are unable to gain points within it unless specified by an external source.
tab • Tiers
tab tab → The range of one’s skill is between one [1] and thirty [30], true, but ever five [5] points nets a new Tier of benefits. A Tier is defined as the sequential guideposts along the path of learning, showing just how far one has come within their Skill. The tiers do not necessarily have titles, per say, as each depends on the specific skill, but if there are titles associated with these names they will be listed alongside the benefits of their Tier. Tiers are also referred to as Expertise.
tab • Tier Benefits
tab tab → As described above, the Tier Benefits come from investing enough points within a particular skill to warrant the benefits associated with the appropriate Tier. Cannot be gained without the requisite number of points, whether by Personal Attribute or otherwise. Each Tier Benefit, numbering six [6] in total, is referenced with a rank, with the first Tier benefit equal to E - rank, and the second being D - rank, and ending after thirty [30] points at S - rank.
tab • Expertise
tab tab → See Tiers.

___________Protocol // Rules
tab • Skill Points are utilized to increase the Expertise, or Tier, of each skill below. The amount of points awarded is based upon the rank of the character, and the number of classes the character possesses, Personal Attributes, and Event Rewards. The base number is ten [10] points at E - rank, with an additional seven [7] points per class per rank beginning at D - rank.
tab • These points may be spent at any time between one rank and another for roleplay reasons, but must be fully invested upon reaching the next Experience Rank.
tab • Every five [5] points invested in a skills Expertise will result in an increase of Tier Benefits. These benefits are only gained after the specific number of Skill Points are invested into them.
tab • Outside of investing points, there is another way to increase the Expertise of a Skill. This can be done by utilizing the knowledge the Skill grants to perform acts associated with it for a number of posts equal to learning a technique of that rank (no modifiers). Doing this grants one [1] additional point in the skill, to a maximum of two [2] per Experience Rank, per skill. Meaning, that each skill with at least one [1] point within it may be trained up to two [2] points higher per Experience Rank, for a grand total of an additional twelve [12] points.
tab • Locked Skills are skills that can only be learned, and utilized, by a member of the requisite class or prestige class. There are no exceptions to this rule outside of specific items or event rewards.
tab • When looking upon different things that can be done within the guild, one will find that in some places there will be listed the name of a skill, and then a number. An example is “Farming 23”. This means that a character must have twenty three [23] points within the Farming Skill to be able to farm, or grow, that particular crop.

___________Tier Benefits
tab Tier [0]
tab tab Benefits → Reduction in Post Requirement - One [1]
tab Tier [1]
tab tab Benefits → Reduction in Post Requirement - One [1]
tab Tier [2]
tab tab Benefits → Minor Attribute Focused on Skill - One [1]
tab Tier [3]
tab tab Benefits → Yield Increase - One Step [1]
tab Tier [4]
tab tab Benefits → Yield Increase - One Step [1]
tab Tier [5]
tab tab Benefits → Minor Attribute Focused on Skill - One [1]

___________The Skills
Gathering Skills
tab • Mining
tab • Farming
tab • Logging
tab • Fishing

Survival Skills
tab • Foraging
tab tab Description → Foraging is a catch all for finding and hunting basic animals, as well as knowledge on how to generally survive in the wilderness.
tab • Field Triage
tab tab Description → Used to treat wounds and illnesses of up to Tier 2 effects, as well as help stave off infection or blood loss in order to make sure the patient is able to survive to get to a medic or physician.
tab • Item Identification
tab tab Description → Every item is knew to those who have never seen it before! As such, this skill denotes whether your character knows what it is. Every item will have an Identification point requirement. As long as you meet it, you know what it is, though not enough to know how to make it work.

Crafting Skills
tab • Shop Maintenance
tab tab Description → Maintaining a shop, making sure structural integrity is sound. Bestows a reduction in post requirement to complete the crafting. Keep in mind that the time benefits only last for six [6] items worth of crafting before another attempt must be maid to maintain the shop.
tab tab Progression → Instead of utilizing the above rewards for each Tier earned, utilize the following progression for this skill alone. Tier Zero [0] ► Every third [3rd] item crafted in a well maintained shop gets one [1] post reduction to crafting, Tier One [1] ► Every third [3rd] item crafted gets a two [2] post reduction to crafting but overrides previous bonus, Tier Two [2] ► Every second [2nd] item gets a post reduction of one [1] but overrides previous bonuses, Tier Three [3] ► every item gets one [1] post reduction to its crafting but overrides previous bonuses, Tier Four [4] ► Every second [2nd] item crafted receives a further one [1] post reduction to crafting and it combines with the previous tier's bonus, Tier Five [5] ► Bestows a two [2] post reduction to every item made.
tab • Tool Preparation
tab tab Description → Maintaining, and/or repairing, tools that are used for crafting. Bestows an increase to Tool Durability. Keep in mind that the time benefits only last for ten [10] items worth of crafting before another attempt must be maid to maintain the tool preparation.
tab tab Progression → Instead of utilizing the above rewards for each Tier earned, utilize the following progression for this skill alone. Tier Zero [0] ► Every tenth [10th] use4 of a tool does not count to its durability being used up, Tier One [1] ► Every fifth [5th] use of a tool does not count towards its durability but overrides previous bonus, Tier Two [2] ► Use one [1] post to give any one [1] tool one [1] durability though this can only be done once [1], Tier Three [3] ► Every third [3rd] use of a tool does not count towards its durability but this overrides the Tier One [1] bonus, Tier Four [4] ► May spend two [2] posts to maintain a tool and give it three [3] durability back but can only be done to a single tool twice [2] but overrides the Tier Two [2] bonus, Tier Five [5] ► Every second [2nd] use of a tool does not count towards its durability, but this overrides all other similar bonuses given by this skill.

Artistic Skills
tab • Sculpting
tab tab Description → Statues, columns, pillars, the working of stone, Sculpting is about bringing beauty from the depths of the earth. Creation of the above is but half of the process, for a passionate sculptor knows that knowledge of the history of the art, and recognizing signs of encrypted messages through representation, is something that all Sculptors would be wise to invest time into. In short, this skill is used to make sculptures, but also decode hidden messages within the sculptures themselves, and for flavor it grants access to knowledge about sculpture based art in general.
tab • Painting
tab tab Description → Like Sculpting, this skill is for the creation of, and encrypting // decrypting of, paint based artistic projects. Paintings would include runes and fuinjutsu placements, but does not grant the ability to understand the intended purpose of the fuinjutsu.
tab • Drawing
tab tab Description → Like Sculpting, this skill is for the creation of, and encrypting // decrypting of, charcoal, ink and graphite based artistic projects. Drawings would include runes and fuinjutsu placements, but does not grant the ability to understand the intended purpose of the fuinjutsu.
tab • Carving
tab tab Description → Like Sculpting, this skill is for the creation of, and encrypting // decrypting of, carving based artistic projects. Carvings would include runes and fuinjutsu placements, but does not grant the ability to understand the intended purpose of the fuinjutsu.
tab • Cartography
tab tab Description → Allows for the knowledge of the creation, and decryption, of maps. However, this differs from the Adventurer skill in that this skill is for the decryption of already encrypted materials, and does not bestow the knowledge to encrypt a map properly.

Chemistry Skills
tab • Poisonmaking
tab tab Description → The art of utilizing herbs and natural toxins effectively to create poisons of various types. Can also be used to dilute and treat poisons of a basic nature, up to a Tier One [1] effect.
tab • Potionmaking
tab tab Description → The art of utilizing reagents to create beneficial effects, such as healing salves, stimulants, and other beneficial creations.
tab • Bombmaking
tab tab Description → The art of making things go boom.
tab • Concoctions
tab tab Description → The art of creating alchemical objects, such as the "alchemist fire", armor resistance salves, lubricant, etc.
tab • Poultices
tab tab Description → Poultices are a medical necessity, and can be used by those with the Triage skill to treat injuries and maladies. Poultices include natural remedy knowledge, and does not include pharmaceutical knowledge.

Cooking Skills
tab • Brewing
tab tab Description → The ability to brew wines, beers, and other drinks that take time, effort, and more blood and tears than anyone is ever willing to admit.
tab • Stewery
tab tab Description → A proper stew takes spices, the right ingredients, and patience. Take this skill to prove that patience is not only a virtue but a way of life!
tab • Bakery
tab tab Description → The scent of yeast and dough thrills you like little else. Bread, muffins, pastries, cakes, and most importantly, cookies! are the bread and butter of the Baker!
tab • Roastery
tab tab Description → Anyone can put a piece of maet on a stick over a fire and call it roasting, but those nincompoops are missing the art, the delicate touch that a true Roaster knows! From a BBQ to a good, backwood hog roast, the Roaster learns to bring the best flavors out of their delicacies with the addition of yet more fire.
tab • Soulfood
tab tab Description → Nothing says you're a sadist quite like learning the fine art of seasonings, or deep frying. Soul Food often is used to treat depression, anxiety, the common cold and all forms of constipation, but beware lest you lose the sense of taste forever!

NPC Skill [Locked] |Civilian Class Restricted|
tab • Linguistics
tab tab Description → Every language utilized within this guild has broken down from another known language during the five Eras. However, that being said, it is incredibly difficult to understand where the connections lie. In order to help the Civilians maintain a more active role within the guild, the Linguistics skill is being added as a means of making it easier to learn a new language, and further, translate from one to another. Each Language will have a specific number of posts required for anyone to learn it, but the base for any language is forty posts [40] of direct interaction and attempts to understand and communicate. Just hearing it simply isn't enough to begin learning the words. However, for each Tier this skill reaches, the post requirement is divided by one seventh [1/7], making the base of forty posts [40] into thirty six [36] posts of interaction, with the final tier allowing only seven [7] posts to be needed to learn the language.

Gathering Skills [Locked] → |Tracker Class Restricted|
tab • Hunting, Normal Animals
tab tab Description → This is a more specific form of hunting. Hunting involves the tracking, stalking, and killing of regular, every-day, pack animal type creatures or woodland things.
tab • Hunting, Unnatural Animals
tab tab Description → This is a more specific form of hunting. Hunting involves the tracking, stalking, and killing of unnatural, chakra-altered beasts of burden. As these often have unique types of defenses, foraging patterns, and tactics, they count as a different, focused form of hunting, and does not give the benefit of any other Hunter skill.
tab • Hunting, Humanoid
tab tab Description → This is a more specific form of hunting. Hunting involves the tracking, stalking, and killing of humanoid creatures. This includes humans, and other human-level intelligent creatures with similar bipedal frames.
tab • Hunting, Monsters
tab tab Description → This is a more specific form of hunting. Hunting involves the tracking, stalking, and killing of monsters. These include enormous creatures, “raid bosses”, and chakra-wielding beasts with powers that require groups or advanced combatants to defeat.

Physician Skills [Locked] → |Physician Class Restricted|
tab • Pharmaceuticals
tab • Pediatric
tab • Cardiovascular // Circulatory
tab • Digestive // Excretory
tab • Endocrinology
tab • Exocrine // Integumentary
tab • Lymphatic // Immune
tab • Muscular
tab • Nervous
tab • Renal // Urinary
tab • Reproductive
tab • Respiratory
tab • Skeletal

Mechanical Skills [Locked] → |Tinker Class Restricted|
tab • Hazard Detection // Removal
tab tab Description → The detection of poisons, traps, and other mechanical or chemical dangers, as well as the removal of mechanical dangers. Removal of poisons and chemicals requires alchemical skills.
tab • Systematic Repair
tab tab Description → The knowledge and skill to restore the systems of automatons and other machinery. Only works with the actual physical repair of these devices.
tab • Regulatory Processing
tab tab Description → The knowledge and skill to control the programming and processing of different machines, including learning how to bypass security devices.
tab • Functional Adaptation
tab tab Description → The knowledge and skill to adapt devices in ways not usually meant to work, such as the knowledge to convert a toaster into a lightning canon.

Mechanical Skills [Locked] → |Puppeteer Class Restricted|
tab • Hazard Detection // Removal
tab tab Description → The detection of poisons, traps, and other mechanical or chemical dangers, as well as the removal of mechanical dangers. Removal of poisons and chemicals requires alchemical skills.
tab • Systematic Repair
tab tab Description → The knowledge and skill to restore the bodies of broken puppets. Only works with the actual physical repair of these constructs.

Herbology Skills
tab • Identification
tab tab Description → While gathering plants seems rather easy, knowing the difference between what is poisonous, medicinal, and edible is important. While foraging allows for the overall gathering of plants and animals this skill is necessary to identify key characteristics of plants that serve as markers for these properties. This is the skill needed to help identify plants based on characterization of plants from the old world.
tab • Fertilization
tab tab Description → The knowledge and ability to ensure proper mixtures and nutrition for plants to increase growth rate, yield, and overall health.
tab • Genetic Splicing
tab tab Description → The knowledge of how to cross plant species safely and create more customized forms of flora.
tab • Reconstitution
tab tab Description → Sometimes plants die, and sometimes that's neither okay, nor...intended. Reconstitution is the restoration of the plant to better health, knowing the steps it takes, and maintaining its health efficiently.

Research Skills [Locked] → |Researcher Class Restricted|
tab • Decipher Ancient Script
tab tab Description → Not everyone speaks the same language, and over the latest time periods, languages change, become different, and can even change entire alphabets. This skill is the ability to decipher these languages and translate them to something legible and understandable.
tab • Decipher Encryption
tab tab Description → Secrets are only such because others don't know how to break the code they are written in. Those with this skill learn to decipher such locks and tricks, to learn the secrets that were meant to be hidden from eyes who should not have been looking.
tab • Obscure Legends
tab tab Description → This is a knowledge of obscure legends and lore from the previous Eras, and even further. Legends, myths, folk tails, this skill serves to reference, too, the information gathered from other cultures discovered from the NPC races.
tab • Translation
tab tab Description → Unlike Ancient Script, common languages still proved to be an obstacle for most. This skill is about translating one common language into another.
tab • Restitution
tab tab Description → Documents are old, archaic things, as are manuscripts and ancient relics. This skill is for the reconstruction and upkeep of older, warn, or damaged objects, specifically documentation and relics, without damaging them further.

Adventurer Skills [Locked] → |Adventurer Class Restricted|
tab • Hazard Discovery
tab • Detection Avoidance
tab tab Description → Some Hazards, in the form of traps and doorways, require specific criteria to attack, defend, or open. These can be fooled by a sufficiently high investment in this skill. Identification of these criteria are required for successful avoidance.
tab • Weakness Identification
tab tab Description → Helps identify structural weaknesses in what is observed. Hidden weaknesses could include thinned wood, loose stone or dirt, etc.
tab • Cartography
tab tab Description → While this does mean their maps are better drawn, the skill actually helps the Adventurer from being turned around by mazes and other types of architecture designed to confuse and confound.


”Royal Taorito”

[Editorial Log]
Lanfaer | 1/1/18 | → Added Crafting Skills (shop maintenance, tool preparation) and added Linguistics skill. Edited format to include "tab" coding. Changed around the skills to have all locked skills towards the bottom of the list.
[Name] | [Date] | → [Short description of actions performed]
[Name] | [Date] | → [Short description of actions performed]
 
PostPosted: Mon Mar 05, 2018 11:37 am
Skills and How They Work

Gathering Skills
  • So long as a character has the associated skill, almost all common (Tier 1 and 2) materials can be gathered without fail, with a yield of at least [1].
  • When a material is found, the supply receives a certain number of ‘uses’, generated by a moderator (the material will then be listed in the information post for the thread, along with the number of uses remaining), before it is depleted. As such, once a material is depleted from a location, it may take some time to replenish, if ever. So, for example, if a certain kind of wood is found in a location, and it has [50] uses, then a character can attempt to harvest it [50] times, regardless of the yield.
  • These yield numbers can be modified by a variety of disciplines, personal attributes, and even some items. A minor personal attribute can increase the minimum or maximum yield by [1]. A moderate personal attribute can increase both by [1]. And a greater personal attribute can increase both by up to [2] without limiting or sacrificing anything.
  • Some materials, especially Tier 3 or higher, may modify the yield results. Some materials may even have a high chance of no yield due to a volatile nature. Usually this can be curbed by learning about the material and using proper tools.
  • Note: When it comes to the Foraging skill, hunting animals takes twice the skill level listed for the hunting level in the compendium. Likewise, foraging can only be used to hunt animals that fall into the Normal Animal category.
  • All characters can gather Tier 0 materials. These are typically flimsy materials with poor durability, and can usually, at best, make makeshift (Tier 0) items.
  • Being untrained in the gathering skill the character is attempting to use will always result in a yield of [0-2].
  • Yield for Tier 0 materials scales alongside Tier 1, once the skill is unlocked.
  • Characters must have at least [1] point in a gathering skill in order to use that skill properly, and harvest more than Tier 0 materials. However, characters untrained in the associated skill can harvest up to Tier 1 materials under the supervision of someone with at least [10] ranks in the skill. In this circumstance, the untrained’s yield is increased to the base of [1-3] as if they had [1] skill point in the skill. The tier allowance increases by [1] Tier per Tier unlocked by the character.
  • View chart below for a better picture of the yield, and when Tiers are unlocked.

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Using Gathering Skills
  • Once a material is found, the process of gathering is rather straightforward, assuming the character has the necessary tools. Calculating their minimum and maximum yield, they then randomly generate a number between those numbers to determine the yield. This can be done either during the character’s paragraphs, in the guild OOC thread, or a personal thread in one of the allotted forums.
  • Be sure to research a material (out of and in character) before attempting to harvest it for the best results. Some of the more common items have not changed since the world we knew, but it’s still better to be safe than sorry. Each material may have some sort of modifier that affects yield. These, if they have been discovered, can be found in the Material Compendium.
  • Likewise, make sure to bring proper tools along. Even a makeshift tool is better than attempting to use a weapon to gather. If a weapon is used, it will take [2] (or possibly more depending on the material) Durability damage per use. Correct tools will only take [1] per use.
  • Each attempt at gathering using up [1] available ‘use’ of that resource. Once all ‘uses’ are depleted, that material can no longer be harvested until more is found.

Proper Tools for Gathering
  • Logging - Axes, saws
  • Mining - Pickaxes, hammers, drills
  • Farming - Sickles and scythes, hoes, forks, plows, pruning shears
  • Fishing - Fishing poles, nets, cages
  • Foraging - The exception to the rule, most materials are gathered with hands, or maybe knives. Also is the category that typically has the more unique requirements for harvesting, so one must be careful.


Field Triage Skill
  • Used to treat minor wounds, and to stabilize someone until better medical treatment can be sought.
  • Basically the equivalent of first aid, and then some at higher ranks.
  • If you are unsure of the severity of an injury being treated, feel free to reach out to a moderator! However, we will trust players to determine a lot for themselves.
  • Some examples, as well as bonuses from hitting milestones (keep in mind, every situation is different):

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Item Identification
  • This is a skill that relies almost purely on DM intervention. Think of it as a Knowledge or Appraisal roll from D&D; based on your Item Identification rank, as well as a few other factors such as your character’s history, the DM determines a skill level required to know about an item, and how much you know at that rank.
  • For example, if an item of lore were found and the DM determined the likelihood of knowing what it was a [20], having a [20] or higher, your character would know pretty much on sight what that item was. However, if your skill were a little bit lower (say a [15]) you might still be able to glean some information from what you were seeing.
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon Mar 05, 2018 11:38 am
Shop Maintenance Skill
  • The process of keeping a shop in good condition provides bonuses based on your rank in the skill. This is a passive skill more than anything, as you can still maintain a shop without the skill; you just won’t get any bonuses.
  • In order to get the bonuses, and the shop to be considered ‘maintained’, at least [1] paragraph of cleaning or preparing must be done before and after each crafting session; a crafting session goes until your character takes a break from crafting.

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Tool Preparation
  • Similar to Shop Maintenance, this is a passive skill that can be done without the skill, but only rewards bonuses to those with it.
  • In order to get the bonuses, and the tool to be considered ‘prepared’, at least [1] paragraph of examining and cleaning must be done before and after each session in which the tool is used; a session goes until your character takes a break from using the tool.
  • Tool preparation does not work on weapons, or items prepared with the intention of using them as weapons.

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Artistic Skills
  • Works like Item Identification, but used to identify codes or even stories behind pieces of art of varying types. Also works like an appraisal of a piece of art to determine its quality and value, if a person is not artistically inclined.
  • The artistic skills do not determine artistic ability; a character can draw, paint, and sculpt fine without the skills.
  • This is a skill that relies almost purely on DM intervention. Think of it as a Knowledge or Appraisal roll from D&D; based on your skill rank, as well as a few other factors such as your character’s history, the DM determines a skill level required to know about an item, and how much you know at that rank.
  • For example, if a piece of art were found and the DM determined the likelihood of knowing what it was a [20], having a [20] or higher, your character would be able to see pretty much right away any hidden information in the piece. However, if your skill were a little bit lower (say a [15]) you might still be able to glean some information from what you were seeing.

Crafting Skills
  • Chemistry and Cooking skills are considered ‘Crafting Skills’, and for the most part require recipes--either found, or created by the character.
  • The skill level in a crafting skill determines which recipes the character is capable of making, sort of like CCs in the crafting system. Each recipe has a certain Tier and skill requirement associated with it, along with the proper ingredients needing to be gathered.
  • Leveling up a crafting skill not only increases the pool of recipes the character can use, it can also help them identify creations associated with that skill, and provide bonuses toward creating said items.
  • Crafting skills takes time to complete:
      Tier 0: 1 paragraph
      Tier 1: 2 paragraphs
      Tier 2: 4 paragraphs
      Tier 3: 6 paragraphs
      Tier 4: 8 paragraphs
      Tier 5: 10 paragraphs

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PostPosted: Mon Mar 05, 2018 11:40 am
Linguistics Skill
  • The art of learning and understanding languages, this is a skill restricted to Civilian classes.
  • All languages have a number of paragraphs required to learn them, based on how similar they are to the character’s language. However, the base number is [40] full paragraphs for those most similar to the character’s.
  • In order for a paragraph to count toward learning a language, the character must actively engage with the creature they are trying to learn from. Small gestures and phrases can be learned otherwise, but they will not count toward the paragraph requirement.
  • Any character can learn other languages, but only civilian classes who take this skill can gain the benefits associated with it.

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Hunting Skills
  • These skills, limited to the tracker class, are a mix of player determined and DM dependent.
  • Most creatures that fall into the ‘Normal Animal’ category will have a difficulty rating in their compendium entry. This rating determines the skill level required to hunt that animal.
  • For all other hunting categories, they will, for the most part, be DM driven, except in the case of the Hunting Humanoid skill when tracking another RPC. In that situation, the tracking level is determined by the RPC’s rank. Ask a DM for the base number of posts required to track a creature if it is not listed on their compendium page.
  • Each Tier of the Hunting Skills also provides bonuses, as seen in the chart below.

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Physician Skills
  • Physician skills are the advanced form of Field Triage specific to the Physician civilian class, and some of the Medic disciplines.
  • Unlike Field Triage, which focuses on common knowledge of treating injuries and stabilizing a person until they can get help, Physician has advanced knowledge of how to treat injuries and diseases of the area that they specialize in (e.g. cardiovascular focuses on the heart and blood vessels).
  • Physicians are needed for increased healing speeds, and can save lives and cure diseases.
  • Similarly to Field Triage, characters get bonuses as they rank up their skills, however, the bonuses only apply to the area of expertise they advance in.

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Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon Mar 05, 2018 11:41 am
Hazard Detection/Removal Skill
  • This skill allows for the detection and removal of hazards such as traps and poisons. While the skill by itself mostly revolves around finding and disarming traps, it is very much a skill that works alongside other skills, such as chemistry skills.
  • With poisons, the Poisonmaking skill rank must be high enough to identify the poison being detected. The same goes for Bombmaking. Traps and hazards can still be identified as ‘poison’ or ‘bombs’ but the associated skill is required to learn how to properly treat (poison) or disarm (bombs) them.
  • Detection only works if the character is actively looking.
  • Adventurers can detect but not disarm traps.

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Systematic Repair Skill
  • A skill used for physical repairs of either puppets or automatons, depending on the character’s class.
  • This skill is restricted to Puppeteer and Tinker class. With it, they can do general repairs to their own constructs, or use it to repair found constructs.
  • It is likely one of the most important skills to a community in the pursuit of advancement, as this skill will be the one to help restore things like electricity, appliances, or even transportation.
  • Puppeteers cannot use this skill to repair automatons, and Tinkers cannot use this skill to repair puppets.
  • Era V constructs will not be able to be repaired, but they can be taken apart with Functional Adaptation.
  • The Tier of construct they can repair is determined by the skill’s rank. This is considered a crafting skill, and takes time to complete:
      Tier 0: 1 paragraph
      Tier 1: 2 paragraphs
      Tier 2: 4 paragraphs
      Tier 3: 6 paragraphs
      Tier 4: 8 paragraphs
      Tier 5: 10 paragraphs

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Regulatory Processing Skill
  • This skill covers the digital side of repair, and is exclusive to Tinkers. Regulatory Processing is used to fix and change the programming of constructs and electronics. With it, they can change what a device is capable of doing.
  • It is also used for ‘hacking’, and can be used by a Tinker to decipher and access various mainframes and security systems that would be otherwise inaccessible. Of course, the device has to be electronic based, and their skills don’t do anything against chakra seals.
  • This acts as a crafting skill, and takes time to complete:
      Tier 0: 1 paragraph
      Tier 1: 2 paragraphs
      Tier 2: 4 paragraphs
      Tier 3: 6 paragraphs
      Tier 4: 8 paragraphs
      Tier 5: 10 paragraphs

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Functional Adaptation Skill
  • The opposite of Systematic Repair, Functional Adaptation is the method of tearing down mechanisms in order to create something new.
  • The skill acts in two parts: deconstruction and adaptation.
  • This skill cannot be used to reverse engineer something. It is used only to make something completely new, or for parts to fix something else.
  • Specifically, by deconstructing a device, you receive parts that can be used to either build something new, or repair something else using Systematic Repair. The device does not have to be completely taken apart during deconstruction. After a device is deconstructed, the character can then set to the adaptation portion.
  • Because of this, it is considered a crafting skill, although it is limited specifically to Tinkers. Adaptation takes time to complete:
      Tier 0: 1 paragraph
      Tier 1: 2 paragraphs
      Tier 2: 4 paragraphs
      Tier 3: 6 paragraphs
      Tier 4: 8 paragraphs
      Tier 5: 10 paragraphs

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PostPosted: Mon Mar 05, 2018 11:42 am
Herbology - Identification Skill
  • Straightforward, and acts as a research skill that anyone can use, Identification is used to identify plants, flowers, and trees. It can even help with plants the character is unfamiliar with, to an extent.
  • Normally, a plant from the old word can be identified on sight with a high enough skill level, based on the rarity of the plant. However, this skill can also be used to research new plants by various means to find out if they are safe for consumption, or a poisonous threat.
  • A variety of steps are taken in order to determine if a plant is safe and further research can identify properties of the plant. Each research attempt made on a plant can identify [1] property, until no more are to be found of course. See the chart below for more details.

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Herbology - Fertilization Skill
  • Fertilization is the knowledge of learning how to grow plants and crops, well, better. Training ranks in this skill can increase yield in order to provide more supplies for crafting, or for the community as a whole. Bonuses can be found below. The first number describes an increase to the minimum yield, and the second an increase to the maximum (i.e (min)/(max)).
  • Fertilizing a plant takes adds an extra paragraph to the time it takes to plant the plant.

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Herbology - Genetic Splicing Skill
  • Genetic splicing is a unique skill in that it allows one with enough persistence to genetically modify plants, over the course of generations. It is the process of breeding a plant for the desired properties.
  • This is one of the most complex skills because it does take into consideration a bit of genetics themselves, albeit on a very minor scale. Take two common plants as an example: chamomile and yarrow. Both are used in treating fever, but chamomile helps with nausea, and yarrow is known to help with clotting blood. So potentially combining the plants could help someone who has been injured.
  • Any properties a plant has has a 50% chance of being passed on, unless both plants share that property. So, in turn, if two traits were desired in the next generation, there would only be a 25% chance of success. The more traits being passed on, the lower the chance of success.
  • By gaining ranks in this skill, that percentage steadily increases.
  • Upon starting genetic splicing, the user rolls a percentage per property the plants have (unless both plants share a trait). Without modifiers, 1-50% is a fail, and 51-100% is a success to that trait being passed on. Ranking up the skill slowly increases the percentage of success.
  • If a 1-5% is rolled, then the new generation will have a mutation--which can be either good, or potentially very bad.
  • Percentage can be increased through Personal Attributes, by 10% each.

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Herbology - Reconstitution Skill

  • Reconstitution is the process of bringing a plant back from the brink of death using care and careful knowledge. This can be used to help plants, such as crops, damaged by battle or natural elements, or even save plants that aren’t doing so well after genetic splicing.
  • It takes [10] paragraphs of care for a plant to be recovered. After [5] paragraphs, the character rolls to see if the plant will survive.
  • Its system works in a similar way to Genetic Splicing. By default, the chance of success with Reconstitution is 50%. Upon starting the process, the user rolls a percentage. Without modifiers, 1-50% is a fail, and 51-100% is a success. Ranking up the skill slowly increases the percentage of success.
  • Percentage can be increased through Personal Attributes, by 10% each.

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Research Skills
  • The research skills revolve primarily around decrypting and translating ancient texts, as well as gathering information from locals. Some function as actual processes whereas others are simply ‘Knowledge Checks’, as they would be called in D&D. Regardless, because of the similarity between all of the skills, they are being lumped together as far as explanation of bonuses go.
  • Research skills, except Restitution, rely almost purely on DM intervention. Think of it as a Knowledge roll from D&D; based on your skill rank, as well as a few other factors such as your character’s history, the DM determines a skill level required to decipher an object, and how much you can figure out at that rank.
  • For example, if a text were found and the DM determined the likelihood of reading it a [20], having a [20] or higher, your character would be able to decipher all of it. However, if your skill were a little bit lower (say a [15]) you might still be able to glean some information from what you were reading.
  • Research skills follow the same paragraph requirements as crafting skills, and get reductions as it ranks up.

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PostPosted: Mon Mar 05, 2018 11:43 am
Hazard Discovery Skill
  • This is the Adventurer specific version of Hazard Detection. The skill allows for the detection of hazards such as traps and poisons. While the skill by itself mostly revolves around finding traps, it is very much a skill that works alongside other skills, such as chemistry skills.
  • With poisons, the Poisonmaking skill rank must be high enough to identify the poison being detected. The same goes for Bombmaking. Traps and hazards can still be identified as ‘poison’ or ‘bombs’ but the associated skill is required to learn how to properly treat (poison) or disarm (bombs) them.
  • Discovery only works if the character is actively looking.
  • Unlike Puppeteers and Tinkerers, Adventurers can detect but not disarm traps but they are able to extend their detection ability to their party to avoid some nasty outcomes. Party bonuses end if the party separates in any way.
  • It is a skill that requires DM intervention. Based on your skill level, the DM determines a rank required to detect a trap. For example, if the DM determined the likelihood of catching the trap was a [20], having a [20] or higher, your character would be able to catch sight of the trap before getting caught in it. Any lower, however, and your character is likely to get caught without sacrificing some chakra or stamina to get away.
  • This skill works alongside Detection Avoidance.

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Detection Avoidance Skill
  • Unlike Puppeteers and Tinkerers, while Adventurers have the ability to find traps and other dangers, they are unable to disarm them. So, in exchange, they have a natural reflex to these dangers that can extend to the whole party if their skill rank is high enough. Detection Avoidance allows the Adventurer to avoid triggering traps.
  • This covers primarily traps hidden in dungeons, such as pitfalls, door traps, and trapped chests.
  • It is a skill that requires DM intervention. Based on your skill level, the DM determines a rank required avoid triggering a trap. For example, if the DM determined the likelihood of avoiding triggering a trap was a [20], having a [20] or higher, your character would be able to get by it without triggering it. Any lower, however, and your character is likely to get caught without sacrificing some chakra or stamina to get away.
  • Increasing rank in this skill allows, obviously, for a better chance of avoiding a trap, and can also aid your party in avoiding them as well. Party bonuses end if the party separates in any way.
  • This skill works alongside Hazard Detection.

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Weakness Identification Skill
  • Weakness Identification allows the Adventurer to spot weaknesses in the integrity of a structure. They are able to spot with some ease faults in the framework of a building, or cracks in stone that could be broken. Perhaps even to reveal something hidden behind it, like a secret chamber in a dungeon.
  • This skill can also be used to find differences in a space that could lead them to finding a hidden door, or a hidden pocket in a chest.
    Identification only works if the character is actively looking.
  • It is a skill that requires DM intervention. Based on your skill level, the DM determines a rank required to notice differences in the world around you. For example, if the DM determined the likelihood of discovering some loose stone was a [20], having a [20] or higher, your character would be able to see the stone and decide what to do with it from there. Any lower, however, and the difference will be passed by unnoticed.
  • Increasing rank in this skill allows, obviously, for a better chance of identifying weaknesses, and can also aid your party identifying them as well. Party bonuses end if the party separates in any way.

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Adventurer - Cartography Skill
  • The adventurer’s version of the cartography skill is a little different than the artistic version. Both allow for the drawing of maps, yes, but whereas the artistic version is used to find hidden messages in maps, the adventurer’s version is for drawing more mathematically perfected maps, as well as learning how to encrypt them. The drawing skill might not be there, but the measurements taken are much more on-point using this skill.
  • Although it is DM based part of the skill, the adventurer’s cartography skill also allows the adventurer to better deduce from faint clues the best direction to go in dungeons. The DM decides on the likelihood of the character being able to determine anything from searching their surroundings based on the character’s rank in the skill. For example, if the DM determined the likelihood of knowing discovering anything was a [20], having a [20] or higher, your character would be able to see pretty much right away anything there was to find. However, if your skill were a little bit lower (say a [15]) you might still be able to glean some information from what you were seeing.
 
PostPosted: Mon Mar 05, 2018 11:44 am
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PostPosted: Mon Mar 05, 2018 11:45 am
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PostPosted: Mon Mar 05, 2018 11:46 am
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PostPosted: Mon Mar 05, 2018 11:47 am
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PostPosted: Mon Mar 05, 2018 11:49 am
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PostPosted: Mon Mar 05, 2018 11:50 am
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PostPosted: Mon Mar 05, 2018 11:52 am
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PostPosted: Mon Mar 05, 2018 11:53 am
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