The general idea of the skills system is to discourage people going out of line and being an everyman, doing all the station jobs by themselves. [toc] # What are skills Skills and sub-skills are "stats" of a carbon mob. They are mainly determined by the player's job when they joined, but quirks and certain antagonists add "stat points" which can be used to instantly level up a skill to the next level. Skills generally govern one or several actions. Low skill levels do not entirely stop a player from doing the action associated with them, but instead make them worse at it. An example would be a Scientist with the "novice" level in Ministrations would be slower and less successful at doing surgeries than a Medical Doctor with the "Master" level. Learned skills and skill experience is stored in the carbon mob's brain organ. Heavy brain damage can deduct some experience points but **cannot** level down skills. However, cloning and pod person cloning can. # Skill levels :::info :information_source: There are four skill levels that apply to skills. Every skill is novice by default. ::: There are four skill levels that apply to skills, they are : ### Novice The starting point of every. Novices are generally worse at doing something that the current spaceman, and thus are slower and often make mistakes when working. ### Adept The level of skill achievable through repetition or study during the round. Adepts are basically the same as the current spessmen - average work speed but nothing too outstanding. ### Master This level of skill can only be achieved through the cooperation with the Curator or a Relevant Head of Staff. Masters of a skill are very proficient at it, and sometimes gain additional nifty bonuses associated with the action governed by the skills. ### Grandmaster This level of skill is often innate and can only be gained through extremely rare means. Grandmasters know their craft through and through, often being able to negate certain downsides associated with the governed action. Grandmasters can also perform feats bordering on the limit of human capability. # Skill types ## **Handicraft** :::info :information_source: Handicraft covers the creating of items and objects, as well as their construction and deconstruction. Experience can be gained by crafting, building and dissasembling objects. ::: ### Handicraft - Novice The process of crafting takes longer, requires slightly more components and the end result often times comes out in shoddy condition. Created items have less health, damage and are less effective at what they do. ### Handicraft - Adept Pretty much the same as crafting is right now. ### Handicraft - Master Increased crafting speed, new exclusive crafting recipes for ghetto tools and components that can substitute basic items purchased from vendors/printed at a lathe become available. ### Handicraft - Grandmaster Greatly increased crafting recipe, more new exclusive recipes, this time for ghetto weaponry and gizmos that can constitute department tools. ## **Pharmacy** :::info :information_source: Pharmacy governs the creation and application of medicine and reagents in general. Experience can be gained by using reagent dispencers, grinding items and transferring reagents and using patches/pills/sprays on other people. ::: ### Pharmacy - Novice The process of transfering reagents from one container to another can take time, will cause spillage if interrupted. The reagent buttons in the chemical dispencer are swapped around each time the player opens the menu. The amount of reagents added slightly varies. ### Pharmacy - Adept Pretty much the same as the current reagent transfer and reagent dispencer use. ### Pharmacy - Master Can transfer any desired amount of reagents from one container to another, can vaguely tell the temperature of the container by holding it in a hand, can distinguish reagents by color inside of a container. Patches and sprays are applied faster. ### Pharmacy - Grandmaster Can tell the exact temperature of a reagent container, can tell which reagents are inside of a container but not their amounts. Can "shake" a reagent container in hand and then transfer only the selected reagents. Sprays use less reagents to apply the same amount, patches are much faster. ## **Ministrations** :::info :information_source: Ministrations covers the tending to the human body - surgeries and such. Experience can be gained by performing surgeries of any kind and lifting/placing bodies. ::: ### Ministrations - Novice Surgeries are slower and less successful. Each step carries a highly increased risk of infecting the patient's wounds, requiring additional treatment. ### Ministrations - Adept Surgery speed and success chances are the same as they currently are. ### Ministrations - Master Surgery speeds have a high increase. The user is also much faster at picking bodies up and placing them on tables or other structures. Can determine basic injuries by examining a patient. Can do improved wound tending surgeries anywhere. ### Ministrations - Grandmaster Surgery speeds are greatly increased, surgery steps can never fail. Can easily identify body part injuries and internal organ damage by examining the patient. Can do advanced wound tending surgeries anywhere. ## **Skirmish** :::info :information_source: Skirmish covers the use of melee and ranged weaponry as well as general offensive prowess in combat. Experience can be gained through engaging in combat or the training dummy in the brig. ::: ### Skirmish - Novice Guns have a 10-15 degree cone of spread when firing and have a very small chance to acidentally disharge when running with a loaded weapon. Reloading takes a progress bar to do.Melee weapons deal half damage and stamina damage ~~and take more stamina to use~~. First wallshove does not knock over but instead deals stamina damage, consequent wallshoves only knock over and paralyze with sufficient stamina damage. Shoves have higher cooldown ~~and take more stamina to do~~.Shoving/throwing one person into another results in stamina damage instead of an instant knockdown. ### Skirmish - Adept Guns have a 5 degree cone of spread when firing, no accidental discharges. Reloads are instant. Shoves have the same cooldown as normal combat ~~but still take slighly more stamina to do~~. Wallshoves deal more stamina damage but not to the current level. ### Skirmish - Master Same as the current combat. ### Skirmish - Grandmaster Blocking is more stamina efficient, shoves knock people away two tiles but the second tile cannot wallshove. ~~Shoves cost less stamina to do, using melee weaponry costs less stamina~~ ## **Constitution** :::info :information_source: Constitution covers the toughness and durability of the user's body, as well as general devensive ability in combat. Experience can be gained by running around, using the weights and being hit/knocked over. ::: Honestly constitution relies on having pain and stamina, so it will be expanded upon later. ### Constitution - Novice ~~Slight penalty to stamina cost for running. ~Slight increase in pain gained from injuries~~. Blocking is less stamina efficient. Slipping is more effective on the user. ### Constitution - Adept Same stats as the average spessman. ### Constitution - Master ~~Less stamina cost for running, less pain gained from being hit~~ Blocking is more stamina efficient. Slipping is less effective on the user. ### Constitution - Grandmaster Some sort of defensive/disarm oriented martial arts, maybe? Also grants you the ability to access your body part injuries accurately, same as the Self-aware quirk. # Sub-skills Unless stated otherwise, these skills do not majorly impact the player's ability and only offer small bonuses. However, gaining experience in these skills also contributes towards their governing skill. ### Hacking Governing skill - Handicraft. Experience grants lessened delay when pulsing/cutting wires, maxing out the skill removes the delay. ### Gardening Governing skill - Pharmacy. Experience grants lessened delay when using gardening tools, as well as better odds at mutating the plant or it getting higher stats. ### Mining Governing skill - Constitution. Experience grants faster mining with mining tools and occasionally shows nearby ores # Gaining skill experience and levels Generally you can gain skill experience by doing their relevant action, or the sub-skill. However, you can also read certain books or watch tapes to gain a great experience boost and 'unlock' higher levels. ## Progressing to the next level The level up from Novice to Advanced is free and anyone can do it. Progressing to the Master level, however, requires you to be directly taught by a Grandmaster in the skill, or a Curator, or interact with a rare book/tape. ## Tapes and books Reading a book on a certain skill gives you a bonus in experience gains untill you reach the next level. Certain rare books can allow you to reach Master level. Books are usually found in the library, in the offices of the Heads of Staff or possibly found as a maint/ruin loot. The Curator can write Adept level books if he has the appropriate skill for it, and Master level books through a longer process. However, the Curator posesses the unique ability to 'read out' books to everyone around him, making the process faster and granting additional experience bonuses. Tapes can be inserted into audio players or TVs and will give a skill boost to everyone who stays near it long enough, unlike books who only affect one person. Tapes give you some experience in the skill as well as giving a skill bonus, but have the same restriction as books when it comes to progressing to higher levels. TVs can be found in the Library, Dorms and Command meeting rooms, while audio players can be found in the offices of the Heads of Staff. Adept level tapes can be found in the lockers of Heads of Staff, which can be used to mass train newcomers. Captain's locker contains a special tape that gives the viewer the "teacher" attribute, more on that later. Cargo could possibly order "Master" level tapes but only one at a time? Certain tapes and books could be purcheasable from the uplink. ## Skill Points Skill points allow you to instanty jump to the next level, but they are incredibly rare to come by. You are given one by default and can gain an additional one from a very high cost quirk. Antagonists are supplied with two more points and can purchase injectors that give a point at the cost of brain damage and a special trauma. ## The "teacher" attribute If the person with a "teacher" attribute is a grandmaster at something, they can "teach" the people around them to help them progress and unlock the Master stage. This is done by opening the skills menu and clicking on a new button, that will generate a list of words. Including these words in a sentence will grant a bonus to the listeners, and if the listener hears them all the Master stage will be unlocked. The Curator and members of Command start with this by default. # Job skill allocation Generally, people will start with being Adepts in their job with ~50% experience towards Master and the ability to gain Master on their own. They will also be given Adept levels in skills related to their department if it is skeleton crew. So a Medical Doctor would have Novice Handicraft, Novice Pharmacy with~ 50% progress, Adept Ministrations with ~50% bonus towards Master, Novice Skirmish and Novice Constitution. He would be able to reach Master on his own, and would start with Adept Pharmacy if on skeleton crew. Assistants start with Novice in all skills but gain a generous bonus in experience gain, and an additional experience point. # Additional content ## Quirks ### Progidy - ? cost You gain increased experience points from everything. Incompatible with Old Dog. ### Old Dog - ? cost You start with an additional skill point but start with an incurable Stunted Growth trauma. Incompatible with Progidy. ### Self-Aware The "Self-Aware" quirk would have to be removed, as its effect is given by high Constitution. ## Brain Traumas ### Severe - Traumatic Encephalopathy You can still gain experience, but you cannot progress to the next level. ### Mild - Stunted Growth You gain a penalty to experience gain. ### Special - Open Mind You can advance to Grandmaster all on your own. ### Severe - Overworked Neurons You cannot gain any more skill points from neural stimulators. ## Items ### Skill book Commonly found in the Library or rarely in maints. ### Skill casette Commonly found in Head of Staff officers, rarely in maints and can be ordered from Cargo. ### Special casette Uplink item, applies a brainwash effect to viewers if it was fully watched. One time use, limited amount of text you can input. ### Neural Stimulator Uplink item, adds a skill point to the user, as well as 50 brain damage and the Overworked Neurons trauma. ### Ghetto tools Hand-made variants of all the engineering and medical tools, but they work at 80% speed and efficiency. Only craftable by Masters in Handicraft. ### Ghetto gadgets Hand-made variants of the assembly parts, such as proximity sensor, only craftable by Masters in Handicraft. Hand-made variants of a gas analyzer, health analyzer, plant analyzer, chemical dispencer and chemical master. Only craftable by Grandmasters in handicraft. ### Ghetto weaponry and armor Compact stun prod, craftable by Masters in Handicraft. Crossbow, craftable by Masters. Hand-made shotgun is only craftable by Grandmasters. Leather vest that offers some chest protection, craftable by Masters Plate armor vest that offers the same protection as a security vest, craftable by Grandmasters. # Forseen issues :::warning :warning: This is pure speculation, but I think it's likely to happen. ::: For one, this barely has any impact on Science in general, and I do not know which skills to give to Scientists. This is also likely to pigeonhole people into sitting in one place to repeatedly train their skills if they want to powergame.