Skills represent proficiency in a certain area. Most people acquire skills, in their real life, through talent, study, practice, interest. All players are given a certain number of skills they can buy upon creation, and further skills must be bought with XP. Some skills you are not required to learn. We do not require people to learn individual human languages, however the languages you know should be reflected in your history as the languages of places you have been or people you've been closely associated with. We do not require you to take skills for anything you could learn in a normal United States public high school. We do not require you to take life skills you would know as an average adult human, such as basic driving or cooking, though if you want to be a chef, you could take the cooking skill to denote higher proficiency.
Some skills may be more useful than others. There may be times when two skills can do the same thing. Some skills may prove useless to you if you have certain magics, or are part of certain races or factions. We do not allow skills to be traded out -- you simply have to accrue more XP to buy different skills. So, make sure that you choose what's right for you, and for your character.
While this is RP and we won't make you take months to years to build things as it would take in the real world, inventing and creating items is also NOT instantaneous and will take time, materials and cash from your IC. As well, the STs may deny things they feel would have a negative impact on sim RP or simply not fit the lore well. Note that for big projects, we may suggest you find someone with a compatible skill to work together. That's an RP driver, and we always like to push people towards RP. There will be a limit on how many projects an IC can undertake at one time.
There are five levels of skills. Note that the description given is just a guideline to the level of proficiency, and not an absolute requirement. For instance, you could have studied for 10 years on-and-off and still be an apprentice.
(Level 1) Novice - You're new to the subject, but you've read a few books or studied for a couple months.
(Level 2) Apprentice - You're slightly more into the subject. You've read several books and studied for a year, maybe two.
(Level 3) Journeyman - You could probably do this as a job, at an entry level. You have a good working knowledge of the subject, and may have gone to school for it.
(Level 4) Master - You're a recognized authority in the subject. People look to you for advice concerning it. You have spent many years practicing or studying the subject, and may have a degree for it. You can easily teach classes for the subject.
(Level 5) Grandmaster - You're a regional expert in this subject, perhaps one of the best in your state or nation. If competitions were held in the subject, you would definitely be a top competitor. You could write a very definitive book on the subject.
NOTE: You must agree to allow for the staff to direct people wanting to learn skill IC to you for training if you become a Grandmaster in it. This will require a few documented training sessions; if we are notified by those we send your way that you are not adequately living up to this obligation we reserve the right to downgrade your skill level (there will be no XP refund in this case).
Skill Specializations: At Journeyman and Grandmaster level, you can choose "skill specializations". Normally, these specializations are just for RP flavor. They show that your skill is particularly refined in a certain characteristic of that skill. For instance, if you chose "Dance" as a skill, at Journeyman level, you could choose "Ballet" as a skill specialization and then "Breakdancing" as another one at Grandmaster. If there were at some point a ballet competition, you could possibly get a bonus to your roll for that item, though it would be up to an ST to decide. Specializations can be declared when you are spending XP for the XP handler to note on your sheet. Note to choose wisely, as you can not easily change your specialization later without spending XP.
Combat Skill Specializations: Combat skill specializations refer to specializations for the following skills: Bladed Weapons, Blindfighting, Blunt Weapons, Hand to Hand Combat, Exotic Weapons, Projectile Weapons, Throwing Weapons, Whip. They are declared like all other skill specializations, but have a particular use during combat rolls when you are fighting more than one person. See the dice page for more details. A typical combat skill specialization would name name a type of combat or weapon you are specialized in. For instance, you may take "Daggers" as a Bladed Weapon specialization. Or your Hand to Hand specialization might be "Aikido".
Starting Point Allocation:
At start, all characters get 40 points to spend on skills. Each level of skill costs 2 points. So, the most you can spend on a skill is 10 points, for Grandmaster. You can only start with two Grandmaster skills max, though these will need to be well-reflected in your background. You will be able to earn additional XP throughout the game in order to increase your skills, so don't worry too much if they start out low. The XP cost will be the same as the point cost for skills. Each level of skill gives you +2 to your roll when rolling for that skill, though we don't really rely heavily on dice rolling at CV, and prefer in most cases to just "RP it out".
Cooking – Able to prepare food for consumption, usually involving heat. At journeyman and above, good cooking can speed healing rates by 10% per level.
Etiquette – Skilled in the code of behavior that delineates social behavior for a group. Etiquette is useful in situations where you might not know the polite thing to do.
Farming/Horticulture - The art and science of plant production for both beauty and utility. You can grow foods, and at higher levels may be able to grow more nutritious or bountiful foods, or specialized crops.
Piloting - You are able to pilot standard New Convergence skycraft and vessels. You have some navigational skills, and can, with time, patch minor problems with your craft.
Herbalism - Knowledge of local plants for use in herbal concoctions, either from mentor or experiment.
Massage– Skilled in the use of acting on a body with pressure to promote relaxation and well-being
Politics – Ability to influence other people on a global, civic or individual level; ability to govern a group of people. Knowledge of the political process. Uses may include gaining political allies, calming widespread dissent, raising funds, etc.
Trapping - Trapping people or animals. This usually involves physical traps set out. Trapping also includes fishing skill, since there are so few bodies of water on Juniper.
Housekeeping – Skilled in the chores of running a household, cleaning, home maintenance, shopping, bill paying, etc. Housekeepers can bestow +1 per level on a single roll per day to someone living in their house for a skill used in their houses. (For instance, if they had journeyman, they could give someone a +3 on Tuesday to a Cooking roll taking place in their house.) Housekeepers may "keep" one residence per level.
Ranching - Tending and growing herds or groups of animals for food purposes.
Riding (Horses, etc) – Skill of riding or driving for practical working purposes, transportation, recreational purposes
Security - The ability to secure a location, object, or person.
Animal Taming/Training -- The ability to tame animals, magical and non, for use or companionship. This skill is rarely instant and takes repeated applications, usually.
Charm - A versatile skill representing personal charisma. Outcomes of charm may include persuasion, magnetism or seduction - but the target (not the skill owner) decides in what way they are charmed. Charm is not magical, and can not be used to force sexual interaction against a player's will. You can be charming without the skill, if it's something you just want to RP.
Enigmas – Ability to solve puzzles and riddles, ability to crack codes and cyphers.
Hiding - Hiding includes not only hiding oneself physically, creating camoflage or knowing how to position oneself so as not to be seen, but also the art of physical disguise.
Interrogation -- Extracting information from the unwilling.
Perception - This is the ability to percieve small detals. It can be used in determining mundane, non-magical differences to a person or to assist in investigation or searching.
Scavenging -- Finding useful items within the city or surrounding areas.
Speed Reading – Ability to review written materials more quickly with comprehension of the information.
Stealth – Ability to act in such a way that actions are unnoticed or difficult to detect by others.
Subterfuge – Ability to deceive, misrepresent the true nature of an activity.
Survival – Ability to continue existence or life in adverse conditions. Finding water, food, shelter, making fire, etc.
Tracking -- The ability to track humans or animals.
Business Management -- Business management includes planning, organizing, staffing, lending, and controlling a business. It also includes accounting, the keeping of accounts, bookkeeping, and financial reporting, as well as appraisal of items.
Astronomy – Science of celestial objects and effects originating out of Juniper's atmosphere. Astronomy can also be used for some amount of navigational purposes.
Biology – Science of life or living matter in all its forms, such as plants and animals Biology now includes botany. Biology can be rolled when facing new creatures/plants to help understand them or their habits more quickly.
Chemistry – Science that studies the composition, structure, properties, and change of matter. You may know some of the theory behind alchemy, and could recognize it, even if you can't perform it.
Criminology -- Forensics and investigatory sciences.
History – Skilled in the study of the past and how it relates to beings. History includes Archaeology and Anthropology, which can be used to glean more information about ruins or unknown societies.
Literature – Knowledgeable in the written works of a culture or race. Literature can be used to "read deeper" into a written work, and glean non-surface information, so long as you read that language.
Linguistics - Specialization in language, etymology, and syntax, especially dead or obscure languages. You can know languages not supported by your background. With time and effort, you may be able to translate a few written phrases of supernatural race languages you do not know, and you may be able to identify race languages you don't speak upon hearing them.
Medicine -- The ability to heal others via non-magical means.
Military Science – Knowledge of the military process, institutions, behavior, warfare, and theory and application of organized coercive force. Military science can help formulate strategies and see weak points in opposing strategies.
Pharmacology -- The ability to create medicines. (Form Required for new medicines.)
Physics – Science of study of matter and its motion through space and time along with energy and force. Physics may sometimes be used to predict the outcome of physical actions.
Psychology/Psychiatry - Knowledge of mental functions and behaviors, at higher levels this becomes psychiatry and can include therapies such as hypnosis.
Race Languages - In general, languages of various supernatural races do not need to be taken by that race. Members not of that race must have background reasons for knowing the language or have been taught in-character. These are languages such as Faemoriian, Infernal, Vakrynalian, etc.
Theology – The study of God, or god, or gods and the truthfulness of religion in general. Knowledge of religions and religious practices.
Veterinary Medicine - Ability to heal animals using mundane medicine. Includes grooming and care.
Bartending – creating, mixing, and serving of usually alcoholic beverages. Bartending includes brewing new beverages.
Blacksmithing/Forging -- Operation of a forge. Making of metal weaponry or metal armor. (Form required for new weapons.)
Gunsmithing - Creating new guns, the bang-bang type. (Form required for new weapons.)
Handyman – Skilled in cutting, shaping, and installation of materials for a building. You are good with a tablesaw, can soldier, and know about plumbing. You can operate various drills. You know practical carpentry.
Leatherworking - Ability to make leather into craft objects or works of art using shaping and/or coloring techniques. Leather armor included.
Taxidermy - The preservation of animal parts or the use of animal parts to make art. This includes the etching of bone/ivory to make items.
Oration – Ability to speak to a group of people for effect, i.e. educate, influence, entertain, terrify, etc.
Sculpting -- Creating sculpture or pottery
Traditional Art - Using paints, pencils, or inks to create art.
Jewelworking - Creating jewelry or cutting jewels.
Sewing & Weaving - Creating textiles, or transforming textiles into clothing.
Musical Talent (Vocal) - Singing in order to produce music.
Musical Talent (Instrumental) - Knowledge of musical instruments. You may know one musical instrument type per level. (Winds, stringed, keyboards, percussion, synth, etc.)
Dance - The ability to dance (beyond just boogie-ing down on the dancefloor), such as ballet, traditional cultural dances, etc.
Glassblowing/Etching - Creating art using glass.
Writing – Skilled in using the written word to create some type of literature.
Woodworking - Artisan carpentry and working with wood, including carving. Crafting of bows and arrows and wood weapons included.
(Other) - Some other type of art. Specify and it will be considered for inclusion.
(Note: Non-magical races may not be able to utilize skills requiring magic ability. Humans can not create magical items.)
Armor Enchantment -- (Placing enchantments on armor.) (Form required.)
Astrology – Through the use of horoscopes, able to explain the personality and future events in person’s life based on the placement of sun, moon and stars at the time of birth of a person
Convergence Lore - Knowledgeable in the history and secrets of the City of New Convergence currently and prior to the Blink to Jupiter.
Fortune Telling – Mundane, non-magical practice of predicting information about a person’s life, i.e. reading palms, stars, tea leaves, tarot, casting of bones, feng shui, etc.
Magical Engineering / Enchantment -- (Design and creation of magical items and devices.) (Form required for new items.)
Magickana - You study magical theory and while you can't cast magic, you're interested in how specific magics work, lore behind their creation and history, etc.
Potion Creation -- (Creating magical potions.)(Form required for new potions) Potions are consumed objects which have a direct effect on the one consuming them.
Supernatural Studies - You study supernatural races. At low levels, you probably know some commonly known traits of races you've studied. At higher levels, you may even know a few secrets.
Talisman Creation -- Creating magical amulets and talismans. These worn items have a continued effect on the wearer for a pre-determined length of time, or can be activated on a cool down, etc. (Form required for new talismans.)
Tome/Scroll Creation -- Creating magical tomes and scrolls. When read aloud, the magic is released. (Form required for new tomes/scrolls.)
Occult: You have generalized occult knowledge, such as how the Kabbalah works, knowledge of magical creatures, how to stabilize area magic using crystals, or how to follow a ley line.
Weapon Enchantment -- (Placing enchantments on weapons.) (Form required for new enchantments.)
Magical Defense Biological - You have trained or have natural skill against Biological Magics.
Magical Defense Esoteric - You have trained or have natural skill against Esoteric Magics.
Magical Defense Natural - You have trained or have natural skill against Natural Magics.
Magical Defense Individual - You have trained or have natural skill against Individual Magics.
Magic Defense Racial - You have trained or have natural skill against Racial Magics.
Magic Defense Physical - You have trained or have natural skill against Physical Magics.
Magic Defense Technological - You have trained or have natural skill against Technological Magics.
*Note: You may only have a total of 24 points in Magic Defense skills.
Advanced Weapon Creation: Creating weapons with technology beyond a gauss gun. This might be something like blasters, or stun guns.
Cybersecurity - Knowledge and ability with creating and maintaining computer security systems, creating keycards and biometrics, etc.
Drones - Building and use of small flying/vehicular drones.
Ancient Engineering - Specialized knowledge of the technology of the Ancient Engineers, builders of Convergence. This may have limited day-to-day use.
Augmentation: Ability to do standard augmentations, augmentations which mimic human ability, or cosmetic augmentations that are for show only.
Intrusion - The ability to bypass computer security to access off-limits networks or information
Invention - Constructing new non-magical devices not covered by other technology skills.
Nanoscience - Doing things with nanites and very tiny robots.
Programming - Creating logical computer programs to achieve specific goals.
Repair – Ability to fix objects, mostly mechanical, though it may also extend to simple tools and objects such as repairing a broken key or repairing a hammer
Robotics -- Creating non-sentient robots, and repairing sentient and non-sentient robots.
Shipcraft - You know the innner workings of spacecraft, and can repair integral systems on a ship, given you have the parts.
Surveillance - Building surveillance equipment, repairing it, blocking surveillance equipment.
Acrobatics -- Ability in tumbling and balance. Acrobatics helps you take a fall well.
Athletics -- General athletic ability, including climbing, biking, skiing, playing of sports, and swimming.
Archery -- Use of the bow-and-arrow or crossbow in combat.
Bladed Weapons -- Use of bladed melee weapons in combat
Blindfighting -- Special ability to fight without the use of sight, or in darkness. Blindfighting is applicable to blind characters or situations in which one can not see. (Pitch black darkness. Not just when you close your eyes.) You must specify weather this replaces a type of weaponry, or h2h upon purchase.
Blunt Weapons -- Use of non-bladed melee weapons in combat.
Dodge -- Dodging a blow aimed at you. Using dodge means you do not spend your hand-to-hand action for the next round on dodging.
Hand-to-hand Combat -- You are the weapon.
Exotic Weapons - You know how to use weapons that are non-standard, such as blowdarts, slingshots, or boomerangs.
Projectile Weapons -- The use of guns and other projectile weapons in combat.
Parry - The ability to parry a blow using a carried weapon. Using parry means you do not spend your weapon action for the next round on parrying.
Throwing Weapons -- For weapons such as throwing knives, throwing axes, and thrown spears.
Whip - Use of whips and flails.
Explosives -- The production and use of conventional explosives.
Connections - You just...make underworld connections well. You may be able to use your connections to get things, or get things done a bit more quickly.
Forgery -- The art of making fakes or forging other people's handwriting.
Hustle -- You are a con artist and have the ability to run a good scam. You may be able to bribe minor authorities or know escape routes others do not know. You may also be better able to identify another hustle.
Lock Picking – Ability to unlock a lock by analyzing and manipulating the components of a lock device without the orginal key
Narcotics Production -- Creating illicit and illegal drugs. (Form Required)
Pickpocket – Ability to remove items from a person without their noticing at the time of the theft
Smuggling -- The ability to get illegal or hard-to-acquire items.
Sleight of Hand – Ability to manipulate objects such as cards or coins, secretly. You can make small items "appear" or "disappear". You can trade one similar small item for another without others knowing.
Torture -- The fine art of pain, and generally making it hurt more.
Toxicology -- Creation of toxins and poisons. (Form required for new toxins/poisons.)