This RP uses skills, mainly for the purpose of determining how much your character can do without killing themselves or godmodding. About two or three is average for a professionals in a given field (Doctors usually have 3 ranks in Technology(Medical), Police usually have 2 in Weaponry(Guns), etc.), although Rememberers have far greater potential than that. At the start, you gain seven skill points to invest in any of your class skills, with one additional point for every five IC posts of at least a paragraph. Skill points may also be awarded for creation of particularly good strategies, or having your character make a mistake, such as losing an important fight or having their face horrifically burned. You may also invest in non-class skills, though at the cost of two points a level. A player may trade one class skill for another. For example, an Artisan may decide they want to become more skilled at wielding their laser swords, and trade Science for Weaponry, or a psion may decide Psychokinesis is dumb, and opt to take Fitness.
All skills except fitness must be given a subskill, a specialization. A subskill is the area of a particular discipline the user is proficient with, the less broad, the stronger within a given field. For example, an artisan with two ranks in Craft(Vehicle) will not be able to build a Voltron-style transforming mecha. However, an Artisan with two ranks in Craft (Voltron-Style Transforming Mecha) would be able to much more easily, though she would have a hard time building the same disentegrator ray armed tank her colleague can without the burden of her narrow specialization.
Some rememberers are more skilled at absorbing certain categories aof memories, and these are called classes. There are
There are three classes of Rememberer: Artisans, Weaponmasters, and Psions, with some overlap.
These people are best at absorbing the memories of great inventors and artists, such as Pablo Picasso, Nicolai Tesla, and Masamune. These Rememberers can then harness that into functional tools, from gloves that grant super strength to transforming mecha.
Craft: This skill allows the user to create machines and tools, from infinitely sharp blades to sentient AI to flying saucers to world destroying death weapons. Possible sub-skills include Automaton, self-sufficient robotic minions, or Ballistics, the creation of uber powerful artillery weapons.
(Note: Artisans are assumed to already be fairly good at using weapons they make, and are thus treated similarly to if they had about five ranks in their creations, though they need ranks in weaponry or additional equipment to become better than that. Also, before giving your character a new creation, you'll have to PM me about it first, and I'll give you a time in IRL days for it to be built.)
Technology: While craft is creation of technology, science is the use of it. While most people can use mainstream technology such as a door lock, cell phones, and computers, people with high ranks in this skill can pick locks, hack networks, or concentrate the radiation from that cell phone into a beam. Possible subskills are Computer Use (Guess what it does) and Chemistry.
Weaponmasters are best at absorbing the skills of great warriors and tacticians, from King Arthur to Sun Tzu to Andrew Jackson. They are masters of fighting and combat, and slightly more likely to be leaders, though this depends mainly on the person.
Weaponry: The ability to use a weapon. Any man can swing a sword, but a true master of the blade can cleave seven in half with one swing. This skill must be given a subskill, which may be any type of weapon, from spear to chakram.
Fitness: This is a character's physical well being, and thus governs the subtle arts of running around, jumping, and surviving being inpaled by a radio tower. Unlike most skills, this is all inclusive, and thus requires no subskil designation.
These Rememberers work a bit differently. Instead of absorbing specific skills, they can absorb the raw mental energy of people, giving them psychic powers, such as Pyrokinesis and Telepathy. However, all of their class skills require a specialization.
Physics: This brand if psionics focuses more on matter: Teleportation, creating swords of crystallized thoughts, and turning people's own antibodies against them are all part of this school. Possible subskills include Manifestation, creating simple objects from crystallized thoughts, and Biokinesis, the manipulation of bacteria and blood.
Psychokinesis: This is the control of energy, such as causing electricity to spring from one's fingers, vibrating peoples blood vessels to the point of rupture via sound waves, and crushing cities by amplifying gravity in a localized area. Possible subskills include Cryokinesis, movement of heat energy to form ice, and Photokinesis, the ability fire focused beams of light.