Post by Krii on Oct 31, 2010 12:56:57 GMT -5
Skills are essential when it comes to surviving in the wasteland. Skills encompass any action a waste-lander does and any trait he has and how proficient he is with them.
The following skills in this guide are nothing but the most common of skills in Terra Novus. We, as staffers, encourage the people here to come up with their own unique skills. all you have to do is simply PM us with your particular skill and we'll get it approved for you. It's that simple.
A newly created character starts with 50 skill points which he's free to distribute among his skills of choice. These skills have to be noted down on the CS upon application and they will develop as threads are completed and graded by staffers who will distribute XP to your skills. (You'll also learn new skills, eventually.)
Sub-Racial bonuses may apply, but these are only on creation due to the upbringing of the character. i.e If a human turns into a cyborg he doesn't get a boost to technology, he simply keeps his human boosts.
Note: If in doubt as to customizing or combining two skills, PM one of our staffers and we'll be more than happy to help.
See Technology where relevant for: Energy Weapons, Explosives, Vehicles, Hacking, Surgery and Medicine.
Academics- represents trivia and general history, philosophy, theories and hypothesis. Along with the ability to teach a subject and pass down knowledge to someone else.
Athletics- covers general activities of an athletic nature. Climbing, agility, jumping, and swimming are all covered by Athletics. (Humans get a sub-racial boost of +5 to this trait)
Energy Weaponry- This skill relates to the care and feeding of energy-based weapons, and how to arm and operate these weapons.
Skill table:
Explosives: This skill includes thrown explosives, mines and Explosive propelling weapons such as missile launchers.
Skill table:
First Aid: The First Aid skill is a general healing skill used to heal small cuts, abrasions and other minor ills on site by using whatever one finds around him.
Genetics: Altering the genes of an organism to bring about a different combination. (Mutants get a sub-racial boost of +15 to this upon creation due to upbringing.)
Skill table:
[/td][td]Ability to randomly combine the genes of two organisms creating a hybrid or randomly alter a chosen trait of an organism.[/td][/tr][tr][td]31-50[/td][td]Ability to randomly combine the genes of three organisms and create a hybrid/Able to randomly alter a single trait in an organism[/td][/tr][tr][td]51-70[/td][td]Ability to alter a single genetic trait to a specifically chosen level or variation.[/td][/tr][tr][td]71-100[/td][td]At this level, the scientist is the god of genetics. He is only limited by his imagination. He can create anything that pops into his brain, providing he has enough time to do so.[/td][/tr][/table]
Hacking: Allows one to hack into computer terminals to obtain information or unlock doors, disable security systems etc. Can be combined with sneak to sneak up on a robot and hack his terminals, totally disabling him or altering his programming to change his target, purpose or hostility. (Cyborgs and androids get a sub-racial boost of +5 upon creation.)
Skill table:
[/td][td]Ability to hack into Mediocre terminals and Tier II robots.[/td][/tr][tr][td]31-50[/td][td]Ability to hack into expensive terminals and Tier III robots.[/td][/tr][tr][td]51-70[/td][td]Ability to hack into State-of-the-art terminals and Tier IV robots.[/td][/tr][tr][td]71-100[/td][td]Ability to hack into top-notch terminals and Tier V robots.[/td][/tr][/table]
Marksmanship- How accurate one is when using firearms and how effectively he can repair and restore them. (Humans get a sub-racial boost of +5 to this trait)
Medicine & it's making: The knowledge and diagnosis of sicknesses and which medicine to prescribe if applicable. Also includes the making of these pharmaceuticals. The higher the skill points, the more effective the diagnosis and the medicine produced.
Locomotive engineering: The ability to operate and maintain all vehicles effectively. (Humans get a sub-racial boost of +5 to this trait)
Skill table:
[/td][td]Ability to repair and build basic land vehicles and operating and maintaining basic marine vehicles.[/td][/tr][tr][td]31-50[/td][td]Ability of constructing basic marine vehicles and operating advanced land vehicles.[/td][/tr][tr][td]51-70[/td][td]Ability to use advanced marine vehicles and constructing advanced land vehicles.[/td][/tr][tr][td]71-100[/td][td]Ability to construct advanced marine vehicles.[/td][/tr][/table]
(Other Skills may be needed to install specific mods on different vehicles. If in doubt contact a staffer.)
Robotics: The ability to construct and repair robots. (Cyborgs and androids get a sub-racial boost of +15 upon creation.)
Skill table:
[/td][td]Constuction, repair and modding of Tier II robots[/td][/tr][tr][td]31-50[/td][td]Construction, repair and modding of Tier III robots.[/td][/tr][tr][td]51-70[/td][td]Construction, repair and modding of Tier IV robots. Along with constructing minor cyborg elements and light artificial intelligence.[/td][/tr][tr][td]71-100[/td][td]Construction, modding and repair of Tier V robots. Construction of major cyborg elements and flawless Artificial intelligence.[/td][/tr][/table]
Surgery: The ability to perform a medical procedure in a clinic or hospital. May used in conjunction to robotics to implant mechanics or create cyborgs.
Skill table:
[/td][td]Surgery can be used to repair major flesh wounds[/td][/tr][tr][td]31-50[/td][td]Ability of repairing organs and essential tissue.[/td][/tr][tr][td]51-70[/td][td]Ability to undergo transplants and major operations. Along with implanting minor cyborg elements.[/td][/tr][tr][td]71-100[/td][td]The surgeon is only limited by creativity and the equipment available to himself. He is capable of creating both wonders and abominations at will.[/td][/tr][/table]
Survivalism: Practical knowledge of the outdoors, and the ability to live off the land. The knowledge of plants and animals.
(Tribals have a sub-racial boost at this. They start at 100% due to their up-bringing.)
Sneak: Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. Also governs the ability to effectively pickpocket or plant something on someone.
Speech: The ability to communicate in a practical and efficient manner. The skill of convincing others that your position is correct. The ability to lie and not get caught. (Humans get a sub-racial boost of +5 to this trait)
The following skills in this guide are nothing but the most common of skills in Terra Novus. We, as staffers, encourage the people here to come up with their own unique skills. all you have to do is simply PM us with your particular skill and we'll get it approved for you. It's that simple.
A newly created character starts with 50 skill points which he's free to distribute among his skills of choice. These skills have to be noted down on the CS upon application and they will develop as threads are completed and graded by staffers who will distribute XP to your skills. (You'll also learn new skills, eventually.)
Sub-Racial bonuses may apply, but these are only on creation due to the upbringing of the character. i.e If a human turns into a cyborg he doesn't get a boost to technology, he simply keeps his human boosts.
Note: If in doubt as to customizing or combining two skills, PM one of our staffers and we'll be more than happy to help.
See Technology where relevant for: Energy Weapons, Explosives, Vehicles, Hacking, Surgery and Medicine.
Academics- represents trivia and general history, philosophy, theories and hypothesis. Along with the ability to teach a subject and pass down knowledge to someone else.
Athletics- covers general activities of an athletic nature. Climbing, agility, jumping, and swimming are all covered by Athletics. (Humans get a sub-racial boost of +5 to this trait)
Energy Weaponry- This skill relates to the care and feeding of energy-based weapons, and how to arm and operate these weapons.
Skill table:
Skill Points | Ability |
1-20 | Character is able to effectively operate most of the energy weapons available. |
21-30 | Ability to care for the energy weapons and service them (Used in conjunction to repair) |
31-50 | Understanding of how Energy weapons work/Ability to replenish energy cells using electricity and chargers |
51-70 | Ability of using this skill in conjunction to other skills to create minor energy artifacts. (For example: With explosives to create Ion Grenades or with Robotics to design a beam shooter for attachment to a robot. |
71-100 | Ability of using this skill in conjunction to other skills to create major energy artifacts. (For example: With explosives to create Ion Missiles or with Robotics to design a Laser Gattling Gun for attachment to a robot. |
Explosives: This skill includes thrown explosives, mines and Explosive propelling weapons such as missile launchers.
Skill table:
1-20 | Ability to use and set explosives |
21-30 | Ability to design and produce hand thrown explosives |
31-50 | Ability to design and produce mines and other trap-explosives/Ability to disarm minor explosives. |
51-70 | Ability to use this skill in conjunction to other skills to produce custom minor effects/Ability to disarm major explosives. |
71-100 | Ability to use this skill in conjunction to other skills to produce custom major effects. |
First Aid: The First Aid skill is a general healing skill used to heal small cuts, abrasions and other minor ills on site by using whatever one finds around him.
Genetics: Altering the genes of an organism to bring about a different combination. (Mutants get a sub-racial boost of +15 to this upon creation due to upbringing.)
Skill table:
1-20 | Ability to alter all the genes of a single organism randomly. |
Hacking: Allows one to hack into computer terminals to obtain information or unlock doors, disable security systems etc. Can be combined with sneak to sneak up on a robot and hack his terminals, totally disabling him or altering his programming to change his target, purpose or hostility. (Cyborgs and androids get a sub-racial boost of +5 upon creation.)
Skill table:
1-20 | Ability to hack into cheap terminals and Tier I robots. |
Marksmanship- How accurate one is when using firearms and how effectively he can repair and restore them. (Humans get a sub-racial boost of +5 to this trait)
Medicine & it's making: The knowledge and diagnosis of sicknesses and which medicine to prescribe if applicable. Also includes the making of these pharmaceuticals. The higher the skill points, the more effective the diagnosis and the medicine produced.
Locomotive engineering: The ability to operate and maintain all vehicles effectively. (Humans get a sub-racial boost of +5 to this trait)
Skill table:
1-20 | Ability to operate basic land vehicles. |
(Other Skills may be needed to install specific mods on different vehicles. If in doubt contact a staffer.)
Robotics: The ability to construct and repair robots. (Cyborgs and androids get a sub-racial boost of +15 upon creation.)
Skill table:
1-20 | Construction, repair and modding of Tier I robots. |
Surgery: The ability to perform a medical procedure in a clinic or hospital. May used in conjunction to robotics to implant mechanics or create cyborgs.
Skill table:
1-20 | Ability to use anesthethic and perform minor surgery such as stitches or splinting broken limbs. |
Survivalism: Practical knowledge of the outdoors, and the ability to live off the land. The knowledge of plants and animals.
(Tribals have a sub-racial boost at this. They start at 100% due to their up-bringing.)
Sneak: Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. Also governs the ability to effectively pickpocket or plant something on someone.
Speech: The ability to communicate in a practical and efficient manner. The skill of convincing others that your position is correct. The ability to lie and not get caught. (Humans get a sub-racial boost of +5 to this trait)