Training (CCW)

*To gain other benefits along with Skills & Competencies, see Circles.*

 Skills and trades can be self-taught, or can be acquired outside traditional settings. Maybe your character found an old soldier willing to teach them how to swing an axe. Perhaps their mother learned to quilt as a hobby and passed on the expertise. In any case, below you will find a relatively comprehensive list of the **>>Skills & Competencies** your character might train in. You can choose as many as you have points for, and are welcome to suggest more.

Skills & Competencies will be critical in-game to pass checkpoints, craft items, make money, impress other characters, and survive ordeals creatively. You will note that at the moment, **Skills** really only differ from **Competencies** in one major way: Skills have up to three different levels to them, depending on how advanced you want that Skill to be. Competencies have one price--you either have them or you don’t.

## Instructions

Peruse the Skills and Competencies below and note their costs. The number of points you have to spend will depend on your character’s age and class. Remember that you may save points and gain other benefits by joining Circles first.

### Skill Levels

Skills may be purchased at three levels: **Fundamental (C)**, **Standard (B)**, and **Advanced (A)**. Each Skill Level includes lower levels, so no need to buy Silversmithing C in order to buy Silversmithing B. You may **Upgrade** skills you relieve from Circles by applying the difference in points between your current and desired level.

Some skills **Require** other skills, as indicated in the notes. That is, in order to buy them, you must also buy the prerequisite skill or skills. This is distinguished from the word **Replace**, which denotes that this skill takes the place of another skill. You only have to buy one to receive the benefits of both.

Also note the difference between skills that cost **0** points and skills that are marked **n/a**. Where skills points are non-applicable, the skill level is simply not available. Either the skill is inherent in all characters at C, or the skill is not complex enough to require the A level. Skills that cost 0 points do require training, but the training time is negligible. While the cost is free, you must consciously make the decision to add 0pt skills to your character chart.

**Elite (E)** Level skills cannot be bought. You may apply any extra points to an A level skill for the chance of increasing it to an Elite level (contact the game maker). The more points you contribute, the more likely you will reach an Elite Level. If it makes sense, you may also try to elevate a Competency to Elite Level.

The Skills and Competencies you purchase here will contribute to your **MetaScores**, overarching stats that may act like skills in certain situations. Your MetaScores will include: Fitness, Intellect, Resourcefulness, Magic, Artistry, Charisma.

### Specializations

Many skills have **Specializations** within them—variations or advanced forms of the skill that have no extra cost. Indeed some skills, such as musical instruments, are inherently specialized. That is, you must pick a specific instrument to acquire the skill. Some skills may be **Geographically** or **Culturally Specific** (or dependent), meaning that the skill will automatically take on a unique specialization based on where your character has lived and what cultures they were raised in. For example, low level Herbalism will only provide knowledge of plants in areas you are familiar with. A select few skills are specific to Professions or States.

## **Education**

### **General Education**

 High Literacy (Well Read)
 Arithmetic
 Basic Arts

### **Languages**

*Formal study. Includes Basic Literacy in the language. For informal learning, see Places.*

 Proficiency
 Fluency
 Mastery

*Major tongues: Sunyan, Magal, Basal Vadran, Western Sayrhoul.*

*Celthestan tongues: Avonish, Wacunues, Dahaender, Mahdradi, Onosh Dialects*

*Classical tongues: Noble Vadran, Middle Sunyan, Ancient Dalceric, Lyceric, Classical Sayrhoul, Nayaday, Old Evintine, Adenn, Old Bauyun*

### **Academics**

*All require Basic Schooling.*

*Feel free to suggest additional schools and fields of study.*

## **Magic**

*For more information on magic and magic users, see article: Arcanists & Occultists*

### **Mage Studies**

*All require Basic Schooling*

 Maesetics

### **Mage Disciplines**

*All require Basic Schooling and at least Maesetics C.*

 Charistry
 Alchemy
 Wizardry

### **Historical Enchantment**

*Rare. Specific to race and culture. Consult game maker.*

 High Theurgy
 Apotheosis

### **Passive Sorcery**

*Must be born with these abilities and they cannot be upgraded. Consult game maker.*

 Insight
 Ensorcellment
 Other

### **Active Sorcery**

*Must be born with with Sorcery.*

 Articulation
 Signatry

## **Arts & Crafts**

### **Material Trades**

*\*Folk Trades: Specialized crafting of culturally specific items. Consult Game Maker for options. Find the analagous trade here and use those prices.*

*\*\*Forger Trades: Subtract 1 from C Level Skills, 3 from B, and 5 from A. May also purchase an A Level skill for 10 points in order to sell black market A Level items or to forge Elite crafts.*

### **Fine Arts**

*\*\*Forger Arts: Subtract 1 from C Level Skills, 2 from B, and 4 from A. May also purchase an A Level skill for 10 points (5 for Poetry and Calligraphy) in order to sell black market A Level items or to forge Elite crafts. Performance Skills and Architecture cannot be Forged.*

### **Traditional Arts**

 Folk Trades
 Flower Arranging
 Tea Ceremony
 Chant & Oral Tradition
 Folklore & Ritual

### **Artistic Competencies**

 Drafting
 Musical Literacy
 Visual Literacy

### **Specialty Trades**

 Paper Making
 Bookbinding

## **Estate & Country**

### **Culinary Skills**

*Specific to culture, though at the B and A Levels one may specialize in additional cuisines. May also specialize in proprietary recipes or methods at A Level.*

*Haute Cuisines: Sunyan, Belledosian, Lycarian, Galnean*

### **Bestiary**

*Breaking, training, and caring for animals. Keeping skills replace riding.*

### **Agriculture & Livestock**

 Plantation Farming
 Wet Farming
 Diary
 Poultry & Pens
 Cattle Herding

## **Commerce & Modernity**

### **Capitalist Skills**

*All require Basic Schooling. Improved by Politics and Bureaucracy.*

 Merchandising
 Industrialising
 Hoteliary

### **Applied Sciences**

*All require Basic Schooling*

 Chemistry

### **Reporting**

*All require Basic Schooling*

 Accounting
 Journalism

### **New Media**

 Broadcasting
 Photography
 Modern Prose

### **Modernist Trades**

 Mechanics
 Electrics
 Conducting
 Operating
 Typography

### **Labour**

 Quarrying
 Salinary
 Smelting
 General Labour

## **Service & Vice**

### **Illicit Crafts**

 Art Forgery
 Poisons

### **Espionage**

*Greatly improved with Basic Schooling.*

 Cryptography
 Intelligence

### **Statecraft**

*Generally require basic schooling, with the exception of Politics.*

 Bureaucracy
 Military Strategy
 Military Command

### **Air & Sea Command**

*Improved by Charting & Navigating. All skills are specific to vessel type.*

 Ship Command
 Squadron Command

### **Air & Seafaring**

 Ship Work
 Charting & Navigating

## **Combat & Sport**

### **Close Combat**

 Wrestling
 Brawling

*Martial Arts: Sunyan, Makalan, Inner Mozran, Wrestling*

### **Armor Types**

*Wearing armor can provide protection, but can also curb mobility and speed, as well as increase fatigue. Additional training is required to fight with medium and heavy armor.*

 Medium Armor
 Heavy Armor

### **Battle Tactics**

*While anyone is capable of these tactics, special training can provide an extra edge in especially delicate operations. All require Weaponry, Close Combat, or Magic, except Close Support. Costs are halved at B and A Levels (except Close Support and Counter Mech)*

### **Ranged Tactics**

*All require Ranged Weaponry or Magic.*

 Strategic Fire
 Heavy Support
 Strategic Support

### **Cooperative Tactics**

*Special training and experience in group combat can increase overall effectiveness.*

 Band
 Unit/Battalion

### **Mounted**

*All replace Riding and require Weaponry, Close Combat, or Magic, excluding Mounted Support. Costs are halved at Levels B and A, except for Mounted Support.*

 Mounted Fire
 Mounted Support
 Mount-Counter-Mount