Skills

Characters begin with 50 skill points, selected in the following manner:

Background Skills

Select four skills to be areas in which you are naturally talented. You receive 2 points in three and 3 in the other, and 1 more point to spend among these.

How do you convince people that you’re right, or to do what you need? Select two. You gain 2 points in one, and 3 in another
Expression, Intimidation, Persuasion, Socialize, Subterfuge

Dragoon Training

Dragoons do not just train at Neverwhere, but find guidance throughout Chrona. While going through their initial training, Dragoons are assigned a home city. This location also provides a variety of skills as the Dragoon is required to engage in the same labors as their assigned city’s citizens. At character creation, select a city. Your character gains 1 point in each of the listed skills, and two more to place in any of the listed skills. You also gain 5 points in a relationship with this city.

Bronzebranch: Expression, Close Combat, Marksmanship
Cashew: Socialize, Streetwise, Pilot
Grover: Empathy, Athletics, Medicine
Harmstone: Engineering, Intimidation, Survival
Jaynestown: Larceny, Stealth, Subterfuge
Neverwhere: Persuasion, Civics, Tactics
Pineaway: Academics, Science, Technology
Vinriver: Animal Ken, Occult, Intuition

After they leave their initial host city, Dragoons train under two tutors, one of their choosing, and one that is not. Select one of the following skills on the below chart. One is the skill that is your character’s choice. The adjoining skill is the one assigned. This correlation is for character creation; it does not occur always in Chrona. In either case, you gain 2 points in one, and 3 in another. You also receive 2 points in a relationship with each mentor.

Medicine Irainis Expression Wren
Survival Telkwin Engineering Isaac
Close Combat Robert Ganoush Academics Matternot
Athletics Tron Civics Zack
Marksmanship Dollar Pilot Silverbones
Occult Amy Streetwise François
Acrobatics Rachel Science Fuji
Empathy Glitterdust Technology Sam

The Council of Wyrms each selects amongst the Dragoon trainees a disciple whom they take under their wing personally. You receive 3 points in the selected skill. You also receive 5 points in a relationship with the Wyrm
.
Bahamut Tactics
Tamara Animal Ken
Hlal Stealth
Lendys Intuition
Io Academics
Aasterinian Larceny
Tiamat Engineering
Falazure Occult
Garyx Acrobatics

The Council recognizes that citizens of the protectorates are likely to engage in activities both disruptive and illegal, even with the Council’s perfect guidance. While these incidents are rare in Chrona, they happen with amazing frequency elsewhere. To better understand the mind sets of the citizens of these protectorates, the Council has authorized the Dragoons to engage in subversive training. You have 6 points to spend in the following skills.
Acrobatics, Empathy, Larceny, Pilot, Stealth, Streetwise, Subterfuge

The Bright Academy is known for its incredible advances in science and technology. While Dragoons are trained in a variety of physical skills, the Council has taken great strides to ensure that the Dragoons have sharp minds as well. You have 6 points to spend in the following skills:
Animal Ken, Civics, Engineering, Medicine, Science, Technology

What kind of experience do you have with the Dragoons? All Dragoons have a range of training and experience in skills important to their role. Within that training, some specialize in just one or two areas while some try to keep a broad skill base. You may choose from the following skill list based on your experience with the Guard. You have 10 points to spend in these skills.
Athletics, Close Combat, Intimidation, Intuition, Marksmanship, Persuasion, Socialize, Survival, Tactics

Semi-final Skill List:

Academics: Understanding and applying knowledge in Arts and Humanities. How will it be used? When someone needs to know about literature, philosophy, sociology, literature, religion, art, music, history and language.

Acrobatics- Used when navigating bodily situations, obstacles and opponents via running, jumping, climbing, etc. How will it be used? Whenever a character needs to escape a situation or transverse a physical plane in an applied way that can’t that requires a much more delicate touch that brute force or stamina cannot grant you.

Animal Ken – Understanding animal minds, behaviors, and bodies How will it be used? Whenever a character needs to determine how an animal will act, needs to control an animal’s actions, train an animal, ride an animal, or needs to know something about animals. Can also be used medicinally on animals.

Athletics – Ability with sports, weight lifting, physical competition and rapid movement. How will it be used? Whenever a character needs to apply brute force or stamina to transverse a plane, remove an obstacle, or physically compete with another in a non-combative way.

Civics – Having knowledge in the areas of law, ethics, economics, trade, tradition, & bureaucracy. How will it be used? When a character needs to know a law, navigate a legal situation, conduct a trade agreement, or wants to contemplate the best action as dictated by ethical mores or traditional mores. Can also be used to recognize significant members of communities that deal with these issues.

Close Combat – identifying and using a variety of close armed, unarmed, and natural weapon combat styles and maintaining melee weapons. How will it be used? When a character enters a combative conflict and needs to either attack or defend themselves against another utilizing close combat, to recognize certain martial arts and maneuvers, recognize weapons and weapon conditions used in close combat situations, and to create or upkeep close combat weapons.

Empathy – observing emotions and understanding viewpoints. When will it be used? Whenever a character needs to recognize what a sentient being is thinking or feeling, to contemplate the actions another may take, and to recognize & mitigate emotional complications, trauma or stress others may have. Most commonly used to tell if someone is lying.

Engineering – constructing, crafting, destroying and repairing objects and structures, and gives one and understanding of architecture. When will it be used? Whenever a character needs to construct, craft, or repair an object or structure that falls outside of another specialty. Used to destroy objects and structures when brute force may not be enough or sufficient. Used to navigate purposely created structures and discover their purposes. Used to recognize dangers, intentional or otherwise, that exists within a structure, constructed or otherwise.

Expression – art of communication and entertainment. When will it be used? Whenever a character wish to entertain or otherwise provoke and direct an emotional response in others. Can also be used to create objects that do the same. (FUNNY, I am contemplating dropping this, although I forsee it getting used more often than other Social skills)

Intimidation – coercing via force and/or threat. When will it be used? Any time your character wishes to force someone into an action or invoke an emotional response using fear, and possibly degradation or pain. This skill is not tied to any one attribute, so it may be used in multiple contexts.

Intuition – solving riddles, finding evidence, power of observation. When will it be used? Anytime something subtle or instantaneous occurs around your character, they may notice it with intuition. Whenever your character needs to find clues or physical evidence of what has transpired in an area. Whenever your character needs to solve a riddle or an enigma. (AM I STRONGLY STRONGLY considering merging EMPATHY into intuition)

Larceny – picking locks, burglary, bypassing security, sleight of hand, etc. When will it be used? Anytime your character wants to successfully do anything that involves bypassing physical security as undetected as possible, whether that is an individual’s own senses, a lock, a wall, etc

Marksmanship – identifying, using, and maintaining ranged weapons and attacks. When will it be used? Anytime a character enters a combative conflict and needs to attack or defend themselves against another utilizing Marksmanship, to recognize certain ranged weapons and related items (ammo, holsters, etc), recognize the skills of those who engage in ranged combat situations, to figure out great places for an ambush, help aid another ranged combatant, and to create or upkeep ranged weapons.

Medicine – physiology, anatomy, and medical treatments. When will it be used? Whenever a character wishes to recognize if someone is suffering from a physical, social, or mental complication related to the medical fields, to have knowledge related to medical fields, to help recover stress, complications and trauma in one’s self and others, to help prevent stress, complications and trauma if the action on the user’s part applies to the medical field.

Occult -Understanding and applying knowledge about the supernatural, the planes, spellcasting and magic in general. Is also used to understand religions, cults, and belief systems in general. When will it be used? When one needs to cast a spell, use ‘physic’ or ‘magic’ powers, defend oneself against spells and other complications, stress and trauma related to the supernatural, identify supernatural related beings, creatures, historical events, planes of existence, spells, magical items, physic items, physic powers, etc, when someone desires to understand supernatural events, visions, and premonitions.
CAN ALSO be used to identify beings, creatures, individuals, gods, faiths, cults, artifacts, etc related to religions.
CAN ALSO be used to wax philosophically, recognize philosophy-based ideas, beings, individuals, etc,

Persuasion
Pilot
Science
Socialize
Stealth
Streetwise
Subterfuge
Survival
Tactics
Technology

Skills

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