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Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon Apr 29, 2019 4:56 am
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 five [5], true, but every point 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.
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. These benefits cannot be gained without the requisite number of points, whether by Personal Attribute or otherwise.

___________Protocol // Rules
tab • Skill Points are utilized to increase the Tier, of each skill below. The amount of points awarded is based upon the class of the character, and a number of points are given by the Archetype chosen at character creation, Personal Attributes, and Event Rewards. The base number is determined by the character's Archetype (between 5 and 7), with additional rewarded at each class rank increase.
tab • The maximum Skill Points that can be gained from a Personal Attribute is two [2]. If a Locked Skill is being unlocked through a Personal Attribute, the maximum is one [1] Skill Point.
tab • These points may be spent at any time between one rank and another for roleplay reasons, but must be used before reaching the next experience rank. If they are not used by this point, they are lost permanently. Once a skill point is assigned, it cannot be changed.
tab • Every point assigned to a Skill 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 • Skills cannot be increased in rank by training. They must be increased with Skill Points. Some items may also increase a skill's rank either permanently or temporarily.
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, event rewards, and Personal Attributes
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 4”. This means that a character must have four [4] points within the Farming Skill to be able to farm, or grow, that particular crop.

___________Tier Benefits
tab Most skills gain bonuses as they are ranked up, which can be found in the extended description for each skill. However, there are a couple of ranks that provide benefits outside of these, upon reaching those ranks.
tab Tier [1]
tab tab Benefits → [1] paragraph reduction to number required to perform a task that requires the skill.
tab Tier [3]
tab tab Benefits → [1] minor Personal Attribute based on the skill.
tab Tier [5]
tab tab Benefits → [1] minor Personal Attribute based on the skill.

___________The Skills
Here is a list of the available skills by best-matching category. Further explanation of each skill, as well as any benefits associated, can be found in following posts. They are likewise grouped by category.

Survival Skills
    • Survival
    • Gathering
    • Farming
    • Knowledge

Commercial Skills
    • Shop Maintenance
    • Linguistics

Profession Skills
    • Cartography
    • Cooking
    • Alchemy
    • Trapmaking

Tracker Locked Skills
    • Hunting, Normal Animals
    • Hunting, Unnatural Animals
    • Hunting, Humanoids
    • Hunting, Monsters

Medical Locked Skills
    • General
    • Surgery
    • Infectious
    • Poison
    • Mana
    • Psychiatrist

Tinker Locked Skills
    • Hazard Detection
    • Systematic Repair
    • Regulatory Processing
    • Functional Adaptation

Gadgeteer Locked Skills
    • Hazard Detection
    • Systematic Repair

Adventurer Locked Skills
    • Hazard Detection
    • Hazard Avoidance
    • Weakness Identification


”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 Apr 29, 2019 5:28 am
Skills and How They Work


Survival Skills
The Basis of Everything


Just as the name suggests, skills that fall under the 'Survival' category are skills that are often needed in order to survive in the new world. There are many unknown dangers, and a need for food, water, and shelter that cannot be ignored. Because of this, the Survival skills revolve around those things. The majority of the use of these skills is in gathering, but it extends to basic first aid, building simple structures, and performing research on unknown creatures and materials.

Survival
The namesake of the category, the Survival skill is what is required for the very basics of living in the wilderness. This skill has a variety of uses that will help a character, or even a group of characters scrape by in a dog-eat-dog world. The Tier Benefits below show examples of the extent of a ranks capabilities. The character may be capable of more, but usually not by much.
    • Examples of Uses: Locating water sources and determining if it is safe to drink, building basic shelter, harvesting food and material that do not require tools*, building a sustainable fire, treating minor injuries.

*Without the Gathering skill alongside Survival, the yield for food and materials collected will always be equivalent to Tier [0] of Gathering.

First Aid: For this particular part of the skill, if you are ever uncertain about the severity of an injury and whether you are skilled enough to treat it, feel free to reach out to a moderator. However, players are generally trusted with their judgment of a situation. Just keep in mind it is meant for the basic treating an injury or hazard until further professional treatment can be sought.

Tier Benefits
Tier Zero [0] ::
    • Untrained in first aid, but you know how to clean off and bandage small wounds.
    • Know next to nothing about edible plants or how to hunt. Cannot easily build a fire, shelter, or determine which way is north. Unable to tell if water is drinkable.
Tier One [1] ::
    • Can properly cleanse a wound, and apply pressure to stop bleeding.
    • Can build a fire with some effort, and know how to make a very simple lean-to. Can tell if water is stagnant. Knows how to tell approximate north by the position of the sun.
Tier Two [2] ::
    • Can evaluate someone for external wounds, although proper treatment might still be above you. Understand how to treat stage one [1] of environmental hazards. Treated injuries/hazards recover one [1] post faster.
    • Can build a fire with minimal effort. Knows how boil water to purify it, and can identify some of the most common edible plants. Can hunt small game with some efficiency with traps, and can fish.
Tier Three [3] ::
    • Know how to properly perform CPR, and have a basic knowledge of common medicines.
    • Knows the right type of fire for different uses. Can identify poisonous mushrooms. Accurately determine north from position of the sun, and can locate constellations at night. Can make basic items like baskets and rope with little effort, and know now to stave off heat and cold.
Tier Four [4] ::
    • Can evaluate for internal wounds, such as broken bones, although proper treatment might still be above you. Understand how to treat stage two [2] of environmental hazards. Treated injuries/hazards recover two [2] posts faster.
    • Can hunt medium game with some efficiency, track to some extent, find clean water sources, and determine north from the stars. Knows basic telltale signs of bad weather. Structures built are sturdy and can withstand a storm. Knows how to conserve food to stave off the worst of hunger or thirst.
Tier Five [5] ::
    • Understand how to treat stage three [3] of environmental hazards, properly set and splint broken bones, and have fairly extensive knowledge of common medicines. Treated injuries/hazards recover three [3] posts faster.
    • Can identify most animals by tracks and trails left behind, and can hunt well enough to survive comfortably. Can predict weather to some degree of accuracy for the next couple of days, and identify most environmental hazards, such as quicksand.

Stealth
As the name suggests, Stealth determines how sneaky you are. Those that have points in Stealth are naturally quieter, and their presence less noticeable. Stealth helps you cover up your tracks to avoid being followed, as well as remain undetected when following others. It is the skill of thieves and hunters alike, and can help one survive in a cruel world.

Roleplay is incredibly important to the Stealth skill, and a measure of trust is being put into the player make their character match the skill level. While someone who is not actively suspicious they are being followed will be unable to detect someone with points in the Stealth skill, the follower still needs to be careful of their environment to avoid stepping on or touching something that could result in detection.

Trackers and spells that provide tracking abilities are the bane of the Stealth skill. Any rank of Stealth can protect you from passive perception, but your rank in Stealth determines your ability to hide from tracking based abilities, as seen in the chart below. At tier five [5], those with the Stealth skill can hide from all but the greatest trackers and spells. Stealth rank can be modified temporarily above five [5] with spells and abilities.
Tier Benefits
    Tier Zero [0] ::
  • No more skilled than the average person, easily detected.
    Tier One [1] ::
  • As long as presence is not obvious, can remain hidden when tracking skills are not in use. Can hide from E-rank tracking skills.
    Tier Two [2] ::
  • Can hide from D-rank tracking skills.
    Tier Three [3] ::
  • Can hide from C-rank tracking skills.
    Tier Four [4] ::
  • Can hide from B-rank tracking skills.
    Tier Five [5] ::
  • Near undetectable. Can hide from A-rank tracking skills.

Gathering
The 'Gathering' skill encompasses the process of obtaining raw materials using tools. This includes mining, logging, skinning hides, scavenging unnatural materials, and anything else that falls into a similar field. Gathering also overlaps Survival in that it can be used to harvest plants and hunt animals, however, other skills obtained by Survival are not included, such as tracking animals or identifying plants. In exchange, much more of a material or animal can be collected in one go.

Anyone can gather a small amount of any material. However, investing ranks in Gathering provides a yield to the materials being gathered. This means that the more ranks placed into Gathering, the more of a material can be collected each time it is harvested. This is the skill desired for supplying an entire town's worth of people. Likewise, wood cannot be chopped and stone and metal cannot be mined without it with any sort of efficiency. So long as a character has the Gathering skill, most materials an be gathered without fail, with a yield of at least [1].

Common materials in this guild go unnamed for the most part, and will simply be listed as 'wood', 'stone', 'metal', etc. These materials follow the yield listed in the chart below, except for animals, which result in a yield half the listed yield for a particular rank (rounded down). However, some materials, such as those needed for higher ranked recipes and crafting, have properties associated with them and, therefore, are named. These named materials are often fairly rare, and are harvested at a yield of two [2] ranks lower than than the character's rank.

Outside of ranking up the Gathering skill, yields can be modified by a variety of disciplines, Personal Attributes, and even some items. A Personal Attribute can increase the yield by one [1] step, which, for Gathering, is [+2] to the minimum yield and [+8] to the maximum yield.

Under the guidance of someone with at least Tier [3] unlocked in the Gathering skill, characters untrained in the skill can harvest yield equivalent to someone with Tier [1] unlocked. This scales up with each tier, so that the guidance of a Tier [5] can provide untrained characters with a yield equivalent to Tier [3]. The supervisor must be in the same thread as the untrained characters.

View chart below for the yield per rank.

Tier Benefits
Tier Zero [0] :: Untrained
tab Yields 0-2
Tier One [1] ::
tab Yields 2-10
Tier Two [2] ::
tab Yields 4-18
Tier Three [3] ::
tab Yields 6-26
Tier Four [4] ::
tab Yields 8-34
Tier Five [5]
tab Yields 10-42

Note: You can always chose for the minimum to be less than the listed minimum, or to only harvest a number less than the minimum, but the maximum cannot be greater, unless otherwise specified.

How to Gather
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 posts, 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 rarer, named materials may be volatile, requiring certain equipment, or have some sort of modifier that affects the yield. Likewise, make sure to bring proper tools along. Even a makeshift tool is better than attempting to use a weapon to gather. Lack of a proper tool will reduce the material's yield by two [2] steps.

Proper Tools for Gathering
  • Logging - Axes, saws
  • Mining - Pickaxes, hammers, drills
  • Fishing - Fishing poles, nets, cages
  • Hunting - Bow, spear/javelin, traps
  • Foraging - The exception to the rule, most materials are gathered with hands, or maybe knives.

Farming
Very similar to the Gathering skill, Farming is the process of growing and harvesting domesticated plants and animals. It covers the areas producing large sources of food, gardening, husbandry, and the making of most products involved in any of these. Here's a breakdown of everything this skill contains:
    • Farming - Growing large amount of crops, typically for human consumption.
    • Gardening - Growing flowers and herbs, for spices, medicines, and other uses.
    • Husbandry - Raising domesticated animals for various uses.
    • Processing - Converting animal and plant products into ingredients or materials for other uses.

Farming
Unlike harvesting materials from the wilderness, Farming, and all of the other sub-sections of the skill take time to produce results--a number of full posts rather than paragraphs. In exchange, the yield potential is much larger and the results are more controlled. As mentioned above, 'Farming' refers to the growing of a large amount of crops, usually enough to feed a large number of people.

Due to a lack of a way to control the passage of time in the guild, seasons are not particularly important to growing crops. Instead, each crop requires a number of posts to grow to maturity before it can be harvested. At the point of harvest is when the yield would be rolled. Similarly, fruit trees and bushes take a certain number of posts to grow, and then will produce fruit every set number of posts. Personal Attributes and Disciplines may reduce the time it takes. A chart of the number of posts it takes for a particular crop to grow can be found here. If you do not see the particular plant you are trying to grow, consult a moderator so that it can be added.

There is a bit of a catch to Farming, as a couple of things are required before it becomes possible. Firstly, the seeds for the crop being planted are needed. Without them, an attempt can't really be made. Secondly, the seeds must be able to germinate in the soil in which they are planted. Sensitive plants will not grow well, if at all, in a land covered constantly with snow. Finally, they will need a source of water and sunlight. Crops can tend to themselves for the most part and be left to grow on their own until matured once these things are provided for them.

A step increase in farming yield adds [+4] to the minimum yield and [+12] to the maximum yield.

Farming Yield
Tier Zero [0] :: Untrained
tab Yields 0-4
Tier One [1] ::
tab Yields 4-16
Tier Two [2] ::
tab Yields 8-28
Tier Three [3] ::
tab Yields 12-40
Tier Four [4] ::
tab Yields 16-52
Tier Five [5]
tab Yields 20-64

Gardening
Gardening, one of the sub-sections of Farming, is typically not as large a scale as farming, but it can be used to grow more fragile plants, or smaller amounts, such as herbs and flowers. Gardens provide a variety of uses, from simply decoration, to sources for medicines and spices. Likewise, flowers are grown in gardens and can be sold as gifts or to help beautify a town.

Like farming, gardening requires seeds, a controlled environment, and a source of water and sunlight. Unlike farming, though, gardens need to be actively tended to as they grow. As such, the plants must be interacted with at least two [2] times after being planted before they can be harvested. So not only do they have a certain number of posts before reaching maturity but they also must be tended to. The chart for number of posts can be found here. If a plant is missing, please contact a moderator so that it may be added.

Gardening provides the same yield as the Gathering skill, although it can be modified by Personal Attributes and Disciplines in a similar way.

Husbandry
Husbandry is a sub-section of farming that involves raising and breeding livestock and domesticated animals for a variety of uses. Cows may be bred for milk, which can in turn be used to make butter and cream, or they could be bred for meat. Horses, a valuable resource in all places, could be used for transportation or for work. Sheep can be bred for wool to make clothes. And so on.

The yield of an animal depends more on the animal itself than the rank of the character. Some animals may only have one offspring each time they are bred, whereas others, such as dogs, can have a dozen. A list of domesticated animals, the time it takes for them to mature, and the range of offspring, can be found in a chart located here.

A step increase to the yield would increase the maximum offspring possible by [1].

Processing
Last but certainly not least is the processing sub-section. This is the portion of the Farming skill used to convert animal and plant products into other produce, often which is then used for other items. Examples of this are shearing sheep for wool, spinning wool into thread, milking a cow, churning milk into butter, or turning cane into sugar. Other than selling livestock and food, this is a big source of income.

There is no easy way without getting incredibly number heavy to determine how much of a product could be accurately made, so instead the processing sub-section has its own yield chart. Smaller than the Gathering yield chart, this determines how many units of a product can be made in a session, and the material needed to make the product is assumed to be had as long as the character has access to a source of the material being used. In other words, if the town has no cows, there is no milk to be turned into butter.

Just like all other sections, a Personal Attribute or Discipline may be used to increase the yield. A step increase in the yield would increase the minimum yield by [+1] and the maximum yield by [+4].

Processing Yield Chart
Tier Zero [0] :: Untrained
tab Yields 0-1
Tier One [1] ::
tab Yields 1-5
Tier Two [2] ::
tab Yields 2-9
Tier Three [3] ::
tab Yields 3-13
Tier Four [4] ::
tab Yields 4-17
Tier Five [5]
tab Yields 5-21

Knowledge
  • The knowledge skills are a reflection of the vague knowledge your character might know, things that are not known by the common person. It also helps with researching new discoveries, as you draw knowledge from what you know to help with the unknown. The Knowledge skill can function as an actual process, simply as ‘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.
  • Most Knowledge skills 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 know of a thing, how much is known, 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 [3], having a [3] or higher, your character would be able to decipher all of it. However, if your skill were a little bit lower (say a [2]) you might still be able to glean some information from what you were reading, but some information would remain unknown.
  • Knowledge skills follow the same paragraph requirements as crafting skills, and get reductions as it ranks up.
  • The Knowledge skill is unique, in that it can be taken multiple times. Each time Knowledge is taken as 'Tier One', you can choose two of the categories listed below that this particular branch of the Knowledge skill will cover. Each time a branch is taken, it is ranked up independently. Branches must be listed independently, with the categories chosen alongside their respective skill.
    • Example: Knowledge [Nature, History], Knowledge [Engineering, Architecture]

    Tier Benefits
      Tier Zero [0] ::
    • Only have common knowledge of category in question. Unable to glean much.
      Tier One [1] ::
    • Know some random facts about category in question, but struggles with utilizing that information.
      Tier Two [2] ::
    • Above average knowledge on a subject, but still might not glean much through research. Research completed one [1] paragraph faster.
      Tier Three [3] ::
    • Knowledgeable on subject based on history, but may struggle using information for research. Research completed two [2] paragraphs faster.
      Tier Four [4] ::
    • Highly knowledgeable, knows things most don't on a subject. Able to glean information from thorough research. Research completed three [3] paragraphs faster.
      Tier Five [5] ::
    • Expert on a subject, you are sought out for your knowledge. You can glean new information with minimal research. Research completed four [4] paragraphs faster.


Knowledge Categories
Below are listed categories of Knowledge that can be taken when putting points into the skill. These both cover what you may already know, as well as what can be gleaned through research of a thing. Different Knowledges might glean different information from the same item.
  • Arcane - ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts
  • Engineering - buildings, aqueducts, bridges, fortifications, structural weaknesses
  • Dungeoneering - aberrations, caverns, oozes, spelunking, finding hidden doors
  • Geography - lands, terrain, climate, people
  • History - royalty, wars, colonies, migrations, founding of cities
  • Culture - legends, personalities, inhabitants, laws, customs, traditions, humanoids
  • Nature - animals, monstrous humanoids, plants, seasons and cycles, weather, vermin
  • Nobility - lineages, heraldry, family trees, mottoes, personalities
  • Spirituality - gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead, fades, sprites
  • Fractal Worlds - traveling, other worlds, dangers of those places


Herblore
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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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 Apr 29, 2019 5:29 am
Profession Skills
Building Your World


(description)


Cartography
Cartography is the ability to accurately calculate and create maps. While anyone can draw a crude map, none can so precisely measure distances, nor do they have the knowledge to use the tools, as those trained in the Cartography skill. The new world has changed greatly from the world we once knew, and nearly nothing is as it once was. Because of this, there are no accurate maps of the world, and there is a lot of world to explore. The Cartography skill can be used to make maps and diagrams of lands, seas, mountain ranges, city, dungeons, and much more.

Along with this, many maps of the old world can be found. Those trained in the Cartography skill (and perhaps combined with a bit of Geography) know how to read old maps, including coded maps, and can study them to deduce where locations from the old world might be in the new. This is helpful especially in situations such as finding treasure maps. In order to determine the difficulty of a found map, consult a moderator to receive a skill requirement. Even if the rank is not met, the character might still glean a little bit of knowledge from a map, just like the Knowledge skill.

Maps take some time, concentration, and tools to get right. Sometimes, several maps must be combined to determine an even larger area. As such the scale of the map determines how long it would take. Depending on the location, it is entirely possible to encounter a random event while drawing out the map.

    [2] Post
    tab • A small town, or smaller; one floor of a dungeon (must be cleared)
    [4] Posts
    tab • A large town; a forest; three floors of a dungeon (must be cleared)
    [6] Posts
    tab • A city; a dungeon (must be cleared)
    [10] Posts
    tab • A region; a mountain range; a sea

    Tools needed include: a telescope/spyglass, a sextant, and a compass. However, as technology advances, new and better tools may be created.

    The time it takes to read and decrypt a map is determined by its rank requirement. This may be modified by a Knowledge benefit, or by a Cartography benefit.
      Tier Zero [0] :: Takes no time; anyone can read it.
      Tier One [1] :: [1] paragraph.
      Tier Two [2] :: [2] paragraphs.
      Tier Three [3] :: [3] paragraphs.
      Tier Four [4] :: [4] paragraphs.
      Tier Five [5] :: [5] paragraphs.

    Tier Benefits
    Tier Zero [0] :: Untrained
      • No benefit.
    Tier One [1] ::
      • Draw maps one [1] post faster (minimum of one [1]).
    Tier Two [2] ::
      • Draw maps two [2] posts faster (minimum of one [1]).
    Tier Three [3] ::
      • Study maps one [1] paragraph faster (minimum of one [1]).
    Tier Four [4] ::
      • Draw maps three [3] posts faster (minimum of one [1]).
    Tier Five [5] ::
      • Study maps two [2] paragraphs faster (minimum of one [1]).

Cooking
Considered a Crafting skill, the Cooking skill, for the most part, requires recipes--either found or created by the character. The skill rank in Cooking determines which recipes the character is capable of making, just like the proper crafting system. Each recipe has a certain skill rank requirement associated with it, along with a list of ingredients needed in order to make it. Cooking involves many aspects, such as baking, brewing (drinks, not potions), roasting, and much more, and use a variety of tools.

Leveling up the Cooking 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. Anyone can cook, but only those trained in the Cooking skill can cook food that has beneficial value outside of nutritional value.

Cooking takes time to complete:
    Tier Zero [0] :: [1] paragraph
    Tier One [1] :: [2] paragraphs
    Tier Two [2] :: [3] paragraphs
    Tier Three [3] :: [4] paragraphs
    Tier Four [4] :: [5] paragraphs
    Tier Five [5]: [6] paragraphs

Tier Benefits
Tier Zero [0] :: Untrained
    • Can cook simple foods (Tier [0]) that have no benefits outside of nutritional value.
Tier One [1] ::
    • Can cook up to Tier [1] foods.
Tier Two [2] ::
    • Can cook up to Tier [2] foods.
Tier Three [3] ::
    • Can cook up to Tier [3] foods. Can cook food one [1] paragraph faster (minimum of one [1]).
Tier Four [4] ::
    • Can cook up to Tier [4] foods.
Tier Five [5] ::
    • Can cook up to Tier [5] foods. Can cook food two [2] paragraphs faster (minimum of one [1]).

Alchemy
Alchemy is the art of using materials to create potions, poultices, poisons, and similar. Like Cooking, it is a Crafting skill and requires recipes in order to make anything effective. Some basic herbal remedies might able to be crafted by an untrained character, but most require some extent of knowledge of the materials they are working with--especially because Alchemy materials tend to be much more volatile than Cooking ingredients. Each recipe has a certain skill rank requirement associated with it, along with a list of ingredients needed in order to make it.

Alchemy is very similar to cooking in how it levels and the bonus it gets from being ranked up. Leveling increases unlocks more recipes that the character can use, and they are able to more accurately identify concoctions that they come across.

Alchemy takes time to complete:
    Tier Zero [0] :: [1] paragraph
    Tier One [1] :: [2] paragraphs
    Tier Two [2] :: [3] paragraphs
    Tier Three [3] :: [4] paragraphs
    Tier Four [4] :: [5] paragraphs
    Tier Five [5]: [6] paragraphs

Tier Benefits
Tier Zero [0] :: Untrained
    • Can craft simple mixtures (Tier [0]) that have minimal beneficial or detrimental properties.
Tier One [1] ::
    • Can craft up to Tier [1] mixtures.
Tier Two [2] ::
    • Can craft up to Tier [2] mixtures.
Tier Three [3] ::
    • Can craft up to Tier [3] mixtures. Can craft mixtures one [1] paragraph faster (minimum of one [1]).
Tier Four [4] ::
    • Can craft up to Tier [4] mixtures.
Tier Five [5] ::
    • Can craft up to Tier [5] mixtures. Can craft mixtures two [2] paragraphs faster (minimum of one [1]).

Trapmaking
Trapmaking is a Crafting skill, and it functions much the same as Cooking and Alchemy. Trapmaking requires recipes in order to make traps, and the rank of recipes available to a character is determined by the rank of their Trapmaking skill. Each recipe includes a list of materials needed in order to make the trap. Trapmaking includes just about anything that can be made that requires a trigger in order to set off--excluding firearms. This can be bombs, mines, and various forms of traps used to capture a target. Trapmaking is often combined with Alchemy for additional effects.

Leveling up the Trapmaking skill increases the pool of recipes available to a character and can help them identify traps and how to disarm them. Because of this, the Trapmaking skill pairs well with the Hazard Detection skill in helping to avoid traps. Basic traps that have no additional effects, such as a snare for hunting or a tripwire do not require training to make, but in order to add properties to the trap or to craft bombs, a character must be proficient in the Trapmaking skill.

Trapmaking takes time to complete:
    Tier Zero [0] :: [1] paragraph
    Tier One [1] :: [2] paragraphs
    Tier Two [2] :: [3] paragraphs
    Tier Three [3] :: [4] paragraphs
    Tier Four [4] :: [5] paragraphs
    Tier Five [5]: [6] paragraphs

Tier Benefits
Tier Zero [0] :: Untrained
    • Can craft simple traps (Tier [0]) that have minimal impact.
Tier One [1] ::
    • Can craft up to Tier [1] traps.
Tier Two [2] ::
    • Can craft up to Tier [2] traps.
Tier Three [3] ::
    • Can craft up to Tier [3] traps. Can craft traps one [1] paragraph faster (minimum of one [1]).
Tier Four [4] ::
    • Can craft up to Tier [4] traps.
Tier Five [5] ::
    • Can craft up to Tier [5] traps. Can craft traps two [2] paragraphs faster (minimum of one [1]).

Commercial Skills
Improving Your Profit


(description)

Shop Maintenance
Shop Maintenance is the process of keeping a shop in good condition, and it 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.

Tier Benefits
(Each benefit overrides the benefit of the previous rank.)
Tier Zero [0] :: Untrained
    • No benefit.
Tier One [1] ::
    • Every third [3rd] item crafted in a well maintained shop gets a one [1] paragraph reduction to crafting (minimum of one [1] paragraph).
Tier Two [2] ::
    • Every second [2nd] item crafted in a well maintained shop gets a one [1] paragraph reduction to crafting (minimum of one [1] paragraph).
Tier Three [3] ::
    • Every item crafted in a well maintained shop gets a one [1] paragraph reduction to crafting (minimum of one [1] paragraph).
Tier Four [4] ::
    • Every item crafted in a well maintained shop gets a one [1] paragraph reduction to crafting, and every third [3rd] item gets a two [2] paragraph reduction (minimum of one [1] paragraph).
Tier Five [5] ::
    • Every item crafted in a well maintained shop gets a two [2] paragraph reduction to crafting (minimum of one [1] paragraph).

Linguistics
Linguistics is the art of learning and understanding languages in their various forms. In the new world, while some of its languages are similar to the one we speak, most have developed without human influence and therefore are very strange and foreign to us. Those that have a focus in the Linguistics skill are able to comprehend and learn those languages faster than others.

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. A language does not need to be and will likely not be learned all at once; the character will retain what progress they have made up until that point.

Any character can learn other languages, but only characters who take this skill can gain the benefits associated with it. Personal attributes can be used to increase the reductions by up to [5] paragraphs, to a minimum of [10] paragraphs required to learn the language.

Tier Benefits
(Each benefit overrides the benefit of the previous rank.)
Tier Zero [0] :: Untrained
    • No benefits.
Tier One [1] ::
    • Languages can be learned [5] paragraphs faster.
Tier Two [2] ::
    • Languages can be learned [10] paragraphs faster.
Tier Three [3] ::
    • Languages can be learned [15] paragraphs faster.
Tier Four [4] ::
    • Languages can be learned [20] paragraphs faster.
Tier Five [5] ::
    • Languages can be learned [25] paragraphs faster.
 
PostPosted: Mon Apr 29, 2019 5:31 am
Tracker Locked Skills
The Hunters Become the Hunted


Hunting, Normal Animals
    Some Trackers decide to focus on the hunting of standard, everyday animals over the more exotic creatures that roam the new world, providing food and materials for their home or to sell, or just collecting trophies for their own amusement. That is where this skill focuses. 'Normal Animals' refers to animals that have no particularly unique powers and have been left relatively untouched by the influx of magic in the world.

    Most creatures that fall into the 'Normal Animal' category will have a Stealth rating in their compendium. That rating determines what rank in the Hunting skill is required in order to properly track that animal. If the skill is being used as a Gathering action, it also determines whether or not that creature can be hunted, and the yield it will provide. Note that Stealth rank can go above tier five [5], in which case spells and other modifiers may be required in order to track a creature.

    It takes time to track down specific creatures, at a rate of one [1] paragraph per rank of Stealth. However, certain tiers of the Hunting Skills also provides bonuses, as seen in the chart below.

    Unlike the Gathering skill, in which materials don't have a tier, the animals do. Because of this, their yield fluctuates. Yields are listed below with their tier number in brackets; this number is the range of yield for a character of that rank. If a tier number is not listed, that tier cannot be harvested.

    Tier Zero [0] :: Untrained
    tab Yields :: [0] 0-1 | [1] 0-1
    Tier One [1] ::
    tab Yields :: [0] 1-5 | [1] 1-5 | [2] 0-1
    Tier Two [2] ::
    tab Yields :: [0] 2-9 | [1] 2-9 | [2] 1-5 | [3] 0-1
    Tier Three [3] ::
    tab Yields :: [0] 3-13 | [1] 3-13 | [2] 2-9 | [3] 1-5 | [4] 0-1
    Tier Four [4] ::
    tab Yields :: [0] 4-17 | [1] 4-17 | [2] 3-13 | [3] 2-9 | [4] 1-5 | [5] 0-1
    Tier Five [5] ::
    tab Yields :: [0] 5-21 | [1] 5-21 | [2] 4-17 | [3] 3-13 | [4] 2-9 | [5] 1-5

    Tier Benefits
    Tier Zero [0] :: Untrained
      • Can hunt based on Survival and Gathering skills, but minimal knowledge in how to track.
    Tier One [1] ::
      • Can track Normal Animals with a Stealth rating of one [1].
    Tier Two [2] ::
      • Can track Normal Animals with a Stealth rating of two [2], and track them one [1] paragraph faster.
    Tier Three [3] ::
      • Can track Normal Animals with a Stealth rating of three [3].
    Tier Four [4] ::
      • Can track Normal Animals with a Stealth rating of four [4], and track them two [2] paragraphs faster.
    Tier Five [5] ::
      • Can track Normal Animals with a Stealth rating of five [5]. Gain one [1] additional focus sense when tracking Normal Animals.



Hunting, Unnatural Animals
Unnatural Animals are animals that still look relatively normal, and act like any other everyday animal, but have been heavily influenced by the surge of Mana in the world. A couple of examples of this would be crystal spiders and shadow wolves. Typically, these creatures have abilities that they use to survive, putting them higher on the food chain than average animals. The influx of these creatures has actually become a minor threat to normal animals as the years go on.

Despite this, Unnatural Animals are relatively the same as Normal Animals when it comes to hunting, although some may be a bit harder to track. While there are a few low-tier Unnatural Animals, the majority of them are about one tier higher in difficulty than their normal counterparts. Because of this, they are typically harder to find, and result in a lower yield.

Most creatures that fall into the 'Unnatural Animal' category will have a Stealth rating in their compendium. That rating determines what rank in the Hunting skill is required in order to properly track that animal. If the skill is being used as a Gathering action, it also determines whether or not that creature can be hunted, and the yield it will provide. Note that Stealth rank can go above tier five [5], in which case spells and other modifiers may be required in order to track a creature.

It takes time to track down specific creatures, at a rate of one [1] paragraph per rank of Stealth. However, certain tiers of the Hunting Skills also provides bonuses, as seen in the chart below.

The yield for Tier [5] Unnatural Animals is always one [1].
Tier Zero [0] :: Untrained
tab Yields :: [0] 0-1 | [1] 0-1
Tier One [1] ::
tab Yields :: [0] 1-3 | [1] 1-3 | [2] 0-1
Tier Two [2] ::
tab Yields :: [0] 1-5 | [1] 1-5 | [2] 1-3 | [3] 0-1
Tier Three [3] ::
tab Yields :: [0] 2-7 | [1] 2-7 | [2] 1-5 | [3] 1-3 | [4] 0-1
Tier Four [4] ::
tab Yields :: [0] 2-9 | [1] 2-9 | [2] 2-7 | [3] 1-5 | [4] 1-3 | [5] 0-1
Tier Five [5] ::
tab Yields :: [0] 3-11 | [1] 3-11 | [2] 2-9 | [3] 2-7 | [4] 1-5 | [5] 0-1

Tier Benefits
Tier Zero [0] :: Untrained
    • Can hunt based on Survival and Gathering skills, but minimal knowledge in how to track.
Tier One [1] ::
    • Can track Unnatural Animals with a Stealth rating of one [1].
Tier Two [2] ::
    • Can track Unnatural Animals with a Stealth rating of two [2], and track them one [1] paragraph faster.
Tier Three [3] ::
    • Can track Unnatural Animals with a Stealth rating of three [3].
Tier Four [4] ::
    • Can track Unnatural Animals with a Stealth rating of four [4], and track them two [2] paragraphs faster.
Tier Five [5] ::
    • Can track Unnatural Animals with a Stealth rating of five [5]. Gain one [1] additional focus sense when tracking Humanoids.


Hunting, Humanoids
Unlike the other forms of Hunting skills, the Humanoid hunting skill relies almost entirely on moderator intervention. Since this skill typically revolves around hunting other characters or NPCs, the rank of skill required depends on the rank of the person being hunted. An E-rank target can be tracked by anyone, but an S-rank would require Tier [5] of the skill unlocked. Just like the other forms of this skill, each rank requires one [1] paragraph of tracking, though this number may be lessened by Tier Benefits.

Note that Stealth rank can go above tier five [5], in which case spells and other modifiers may be required in order to track a target.

Tier Benefits
Tier Zero [0] :: Untrained
    • Can hunt based on Survival and Gathering skills, but minimal knowledge in how to track. Can track those untrained in Stealth.
Tier One [1] ::
    • Can track those trained up to the equivalent of Tier [1] Stealth. Can passively detect the trail of those untrained in Stealth.
Tier Two [2] ::
    • Can track those trained up to the equivalent of Tier [2] Stealth, and track them one [1] paragraph faster. Can passively detect the trail of those trained up to the equivalent of Tier [1] Stealth.
Tier Three [3] ::
    • Can track those trained up to the equivalent of Tier [3] Stealth. Can passively detect the trail of those trained up to the equivalent of Tier [2] Stealth.
Tier Four [4] ::
    • Can track those trained up to the equivalent of Tier [4] Stealth, and track them two [2] paragraphs faster. Can passively detect the trail of those trained up to the equivalent of Tier [3] Stealth.
Tier Five [5] ::
    • Can track those trained up to the equivalent of Tier [5] Stealth. Gain one [1] additional focus sense when tracking Humaniods. Can passively detect the trail of those trained up to the equivalent of Tier [4] Stealth.


Hunting, Monsters
Monsters are those creatures that have been twisted by the influx of Mana and Corruption in the world, and are barely recognizable from what they could have been. This includes commonly known mythical creature such as dragons and manticore, as well as monstrosities no one has seen the like of before. Monsters are usually, but not always, big and dangerous, but they have the special talent of the ability to be intelligent (although not all are) and often have rare, valuable materials. Because of that, the yield of monster hunting is always one [1], unless otherwise determined by a moderator.

Keep in mind this has little to do with the ability to fight a monster, and is purely for tracking them down, as some can be very elusive.

Most creatures that fall into the 'Monster' category will have a Stealth rating in their compendium. That rating determines what rank in the Hunting skill is required in order to properly track that creature. Note that Stealth rank can go above tier five [5], in which case spells and other modifiers may be required in order to track a creature.

It takes time to track down specific creatures, at a rate of one [1] paragraph per rank of Stealth. However, certain tiers of the Hunting Skills also provides bonuses, as seen in the chart below.

Tier Benefits
Tier Zero [0] :: Untrained
    • Can hunt based on Survival and Gathering skills, but minimal knowledge in how to track.
Tier One [1] ::
    • Can track Monsters with a Stealth rating of one [1].
Tier Two [2] ::
    • Can track Monsters with a Stealth rating of two [2], and track them one [1] paragraph faster.
Tier Three [3] ::
    • Can track Monsters with a Stealth rating of three [3].
Tier Four [4] ::
    • Can track Monsters with a Stealth rating of four [4], and track them two [2] paragraphs faster.
Tier Five [5] ::
    • Can track Monsters with a Stealth rating of five [5]. Gain one [1] additional focus sense when tracking Monsters.
 

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PostPosted: Mon Apr 29, 2019 6:09 am
Medic Locked Skills
Healing the World One Step at a Time


Physician
  • Physician skills are the advanced form of Field Triage specific to the Medic class. It acts as the ability to identify, heal, and research a variety of injuries and diseases.
  • 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.
  • Most Physician skills rely almost purely on DM intervention. 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 of a thing, how much is known, and how much you can figure out at that rank.
  • For example, if a disease were discovered and the DM determined the likelihood of identifying it a [3], having a [3] or higher, your character would be able to identify it. However, if your skill were a little bit lower (say a [2]) you might still be able to treat the symptoms, but it would take a lot of research to find a cure.
  • Physician skills follow the same paragraph requirements as crafting skills, and get reductions as it ranks up.
  • The Physician skill is unique, in that it can be taken multiple times. Each time Physician is taken as 'Tier One', you can choose one [1] of the categories listed below that this particular branch of the Physician skill will cover. Each time a branch is taken, it is ranked up independently. Branches must be listed independently, with the category chosen alongside their respective skill.
    • Example: Physician [Psychiatry], Physician [General]

    Tier Benefits
      Tier Zero [0] ::
    • Can only accomplish anything Field Triage is capable of.
      Tier One [1] ::
    • Know some random facts about category in question, but struggles with utilizing that information.
      Tier Two [2] ::
    • Above average knowledge on a subject, but still might not glean much through research. Research completed one [1] paragraph faster.
      Tier Three [3] ::
    • Knowledgeable on subject based on history, but may struggle using information for research. Research completed two [2] paragraphs faster.
      Tier Four [4] ::
    • Highly knowledgeable, knows things most don't on a subject. Able to glean information from thorough research. Research completed three [3] paragraphs faster.
      Tier Five [5] ::
    • Expert on a subject, you are sought out for your knowledge. You can glean new information with minimal research. Research completed four [4] paragraphs faster.


Physician Categories
Below are listed categories of Physician that can be taken when putting points into the skill. These both cover what you may already know, as well as what can be gleaned through research of a thing. Different Physician skills might glean different information from the same item.
  • General - The physical well-being of the patient, focused on physical injury, both internal and external. Non-disease related issues of the body.
  • Surgery - Focused on intensive injuries that could be life threatening without, usually referred to when other Physicians have done all they can.
  • Disease - Specific to identifying and treating diseases of the body. Can research diseases, as well as research cures.
  • Poison - Handles the identification and treatment of poisons in the body. This includes radiation. Can research poisons, and create antidotes for them,
  • Mana - Covers the magical and spiritual parts of the body, diseases and injuries that target specifically the incorporeal aspects. Can research related diseases, as well as research cures.
  • Psychiatry - Everything that encompasses the mind of a person, and related conditions and diseases. Can research related conditions, as well as research cures.


Tinker/Gadgeteer Locked Skills
Manipulation of Man-made Mechanisms


Detection

  • Locked to Gadgeteer and Tinker.
  • This skill allows for the detection and disarming of traps. 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 Survival, Trapmaking, Alchemy, and some of the Physician skills.
  • DM intervention may be required unless the trap is listed in the thread description. Every trap is given a Tier rating 0-5. Your rank in Detection determines what tier you can detect and disarm up to. However, some more complex traps may require ranks in other skills as well to identify.

    • Example: A poison dart trap might require a certain rank in Alchemy or Physician [Poison] to safely disarm.
  • Detection only works if the character is actively looking until a certain rank, as seen in the chart below.

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Repair
  • Locked to Gadgeteer and Tinker.
  • A skill used for physical repairs of either gadgets and puppets [Gadgeteer] or automatons and machines [Tinker]. 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 their parts can be used via Functional Adaptation.
  • The Tier of construct they can repair is determined by the skill’s rank. This is considered a profession 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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Adaptation
  • 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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Hacking
  • Locked to Tinker class.
  • This skill covers the digital side of repair, and is exclusive to Tinkers. Hacking 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 actual ‘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 is considered a profession 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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Adventurer Locked Skills
Tell Everybody I'm on My Way


Discovery
  • This is the Adventurer specific version of Detection, but extends a little further than the Tinker/Gadgeteer skill. The skill allows for the detection of a variety of things, including dungeons, ruins, caches, traps, etc., without actually giving them any insight on such objects. It works well alongside many other skills. Obviously, anyone can find these things, Adventurers are simply more likely to, and can do so by actively looking for them.

    • Example: An Adventurer finds a dungeon, and can then use the Knowledge [Dungeoneering] to understand the structure and potential dangers of such a location.
  • Unlike Gadgeteers/Tinkerers, Adventurers can detect, but not disarm traps. However, they are able to extend their detection ability to their party. Party bonuses end if the party separates in any way (i.e. getting separated in a dungeon, or leaving a thread).
  • It is a skill that requires DM intervention. Based on your skill level, the DM determines a rank required to discover a location or item. 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 a 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.

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PostPosted: Mon Apr 29, 2019 6:10 am
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PostPosted: Mon Apr 29, 2019 6:12 am
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PostPosted: Mon Apr 29, 2019 6:14 am
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PostPosted: Mon Apr 29, 2019 6:17 am
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PostPosted: Mon Apr 29, 2019 6:19 am
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PostPosted: Mon Apr 29, 2019 6:21 am
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