The use of tools to reshape a raw material into a desired product.
Subsets are determined by material.
Wood – The creation of lumber and the working of wood. Often paired with other skills depending on the product desired.
Stone – The creation of blocks of stone for sale and transport as well as the creation of other structures from stone. Often paired with other skills depending on the product desired.
Animal Products – The treatment, processing, and crafting of Bones, Teeth, Horns, Scales, etc.
Other subsets will be added as materials are discovered and introduced into the lore.
Category: Skills List Page 1 of 6
The use of tools to reshape a raw material into a desired product.
What are Skills?
Skills are the numerical representation of how competent someone is at a particular ability or knowledge set. Skills here are used as a guide to show growth and knowledge for characters. Skills are found within individual Character Sheets and NPC write ups. Skills are primarily utilized for measuring difficulty and success while in a Moderated Thread or in Player vs Player (PvP) situation.
Skills should be played to fairly realistically, however, skills will not be utilized as a way for moderators and reviewers to police and otherwise browbeat writers. The goal of our site is to write stories together, not to create “the best” characters with the highest numbers in various metrics.
How do I track and advance skills?
Tracking the CS
Skills should be tracked within your Character Sheet. Skills here are intended to be quite specific, both to allow for more customization and differentiation between PCs. This is represented in how we organize skill sets. Skills are written as such in your CS.
Skill Group (Sub-type): #/100 Competency
Cooking (Barbecue): 55/100 Apprentice
Skill Group – This is the category the skill falls under. Skills within this group should be fairly similar, and may have a moderate amount of crossover with one another.
Sub-type – This is the specific direction of the skill. This is often referred to as a specialization. This is what will often set characters apart in terms of skills.
#/100 – This is the numerical value of the skill, based out of 100 points. Depending on the amount of points the character has, the character will be of differing competencies.
0-24 – Novice – The character is either completely devoid of knowledge of this skill or is barely beginning to learn it. A lot of mistakes are expected and common at this competency.
25-49 – Competent – The character has grasped the basics and should start gaining some confidence in the skill. The majority of normal people in the world will be Competent at the skills they use daily. Mistakes still happen, and the character will often realize that they still have far to go, in spite of their recent growth.
50-74 – Adept – The character has surpassed the majority of people that use the skill. At this state, mistakes typically only happen when focusing on new aspects of the skill. This tier is where the character should have both a confidence in further advancing themselves in the skill, as well as teaching it to others.
75-99 – Expert – The character is among the best in the world at this competency. They should have a strong grasp of nearly every single aspect of the skill, with a confidence in their own abilities to utilize the skill, teach the skill, and advance the skill, both for themselves and for all who use it.
100 – Master – The pinnacle of the skill, Masters truly are the absolute best. They can advance the skill in ways not even believed to be possible by others, and often their abilities might seem divine or supernatural, unsurpassable, so far above and beyond others in the field.
Competency – This is the current competency in the skill.
Advancing skills happen in exactly one way, writing. All writing that utilizes the character can advance that character’s skills. Upon the completion of a story, it gets submitted to be reviewed. Upon a successful review, the character will receive 5 points per 1000 words written, rounded up. These points may be applied to any Skill, Language, Magic, or Boon as the writer sees fit.
At character creation, a PC receives 600 Skill Points. These can be dispersed in any way the writer sees fit among Skills, Languages, Magic, or Boons.
Limit Breaks become possible once a PC becomes a Master in a skill (100/100). Limit Breaks are abilities within the skill that can push the skill beyond the normal, the physical, and the seemingly possible. Many of these abilities seem to be supernatural or divine, and in many cases, they are in fact supernaturally enhanced. Limit Breaks can surpass the limits of physics and biology. Limit Breaks are unlocked by adding in more points beyond the 100 needed for Mastery. There is no limit to the amount of Limit Breaks one may earn in an individual skill (or across any number of skills), however, each Limit Break within in individual skill does become progressively more difficult to earn.
Formula for calculating Limit Breaks
100 + (Z x 25) = Threshold for next Limit Break
Z = The number value of the next LB. This extends forever.
1st Limit Break – 125/100 points
2nd LB – 175/100 points
3rd LB – 250/100 points
4th LB – 350/100 points
5th LB – 450/100 points
and so on.
Advantages of having multiple sub-types within a Skill Group
If a character is particularly advanced in a skill sub-type (Expert or Master+), this can be reflected within other sub-types of the same skill as showing faster learning of the skill, fewer mistakes, and greater confidence in the lesser sub-type. This only works on sub-types of Novice or Competent levels of the sub-type being utilized. This is an In-Character (IC) representation only, and does not affect actual point values.
Bob the Human is 98/100 Expert in 1-Handed Blades (Machete) and wishes to learn 1-Handed Blades (Shortsword). While Bob is Novice and Competent in Shortsword, he can use what he knows from Machete to better utilize the Shortsword. However, as he advances into Adept, he realizes that while similar, there are many more nuances to Shortsword, and has adjusted his learning to be specific to Shortsword.
Actions or procedures characterized by considerable flair and skill.
Acrobatics (Performative) – The use of spectacular physical feats for the entertainment of others. This can often be found in gymnastics or circus acts.
Acrobatics (Combat) – This is a supplemental combat skill, for adding further body range or flair into combat situations. Must be paired with an actual combat skill.
Acrobatics (Free-Running) – The use of acrobatics to navigate terrain and obstacles in a faster or more difficult manner. Often paired with a Running skill.
Acrobatics (Aquabatics) – The use of spectacular physical feats, often for the entertainment of others, within water or similar liquids. Must be paired with a Swimming skill.
Acrobatics (Aerobatics) – The use of spectacular physical feats, often for the entertainment of others, within the air. Must be paired with a Flying skill.
The science or practice of farming, including cultivation of the soil for the growing of crops. Also includes gardening and the keeping of house plants.
Subsets of Agriculture are determined by biomes.
Agriculture (Semi-Arid Desert)
Agriculture (Hot and Dry Desert)
Agriculture (Coastal Desert)
Agriculture (Cold Desert)
Agriculture (Temperate Forest)
Agriculture (Tropical Rainforest)
Agriculture (Boreal Forest)
Agriculture (Alpine Tundra)
Agriculture (Arctic Tundra)
Agriculture (Temperate Grassland)
Agriculture (Savanna Grasslands)
The breeding and care of animals.
Subsets of animal husbandry are species of animals. A species will include all breeds, races, and variations within that species.
Animal Husbandry (Dog)
Animal Husbandry (Dust Runners)
Animal Husbandry (Humans)
The act of teaching animals specific responses to specific conditions or stimuli.
Subsets of animal training are species of animals. A species will include all breeds, races, and variations within that species.
Animal Training (Dog)
Animal Training (Dust Runners)
Animal Training (Humans)
An act of assessing something or someone, typically in monetary value.
Appraisal (Real Estate) – The act of determining value of a structure or a piece of land.
Appraisal (Vehicle) – The act of determining value of a ship, carriage, or other type of vehicle.
Appraisal (Magical) – The act of determining value of a magical object.
Appraisal (Service) – The act of determining the value of a service.
Appraisal (Crafted Goods) – The act of determining the value of mundane crafted goods.
Appraisal (Trade Goods) – The act of determining the value of refined goods, such as lumber, metal bars, cut gemstones, textiles.
Appraisal (Raw Goods) – The act of determining the value of raw goods, such as ores, wood.
Appraisal (People) – The act of determining the value of a person, typically a slave or indentured servant
The production of defensive and protective armor. Includes shields. Often paired with other skills. In the case of working with multiple materials, multiple skills will be necessary.
By Metals – Typically paired with a complimenting Smithing.
Armor Crafting (Gold)
Armor Crafting (Silver)
Armor Crafting (Copper)
Armor Crafting (Bronze)
Armor Crafting (Brass)
Armor Crafting (Iron)
Armor Crafting (Steel)
By Gemstones – Typically paired with a complimenting Carving for the gemstone.
Armor Crafting (Diamond)
Armor Crafting (Ruby)
Armor Crafting (Emerald)
By Animal Materials – Typically paired with a complimenting skill for the material.
Armor Crafting (Fish Scales)
Armor Crafting (Leather)
Armor Crafting (Bone)
Armor Crafting (Hair)
By Plant Materials – Typically paired with a complimenting skill for the material.
Armor Crafting (Wood)
By Other Materials – Typically paired with a complimenting skill for the material.
Armor Crafting (Glass)
More subsets will be as amterials are discovered and introduced into the lore.
The branch of science which deals with celestial objects, space, and the physical universe as a whole.
The study of living organisms, divided into many specialized fields that cover their morphology, physiology, anatomy, behavior, origin, and distribution.