Skills represent practice, training, and knowledge in an ability of any sort. Each skill is listed as both a name and a stat; the stat is added to the skill level to create an effective skill level. Most skills are for the purposes represented by their name, though a few have special other abilities.
- Airship Control* - Skill
- Arts (Dance, Drawing, Painting, Poetry, Prose, Sculpture, Topiary) - Creativity
- Combat Defense - Agility
- Creation (Alchemy, Armor, Bags, Blades, Blunt, Books, Cards†, Clothing, General, Golems, Guns, Jewelry, Mechs, Metalworking, Tools, Woodworking)* - Skill
- Guns* - Skill
- Healing - Wits
- Mech Control* - Skill
- Melee - Skill
- Observation - Wits
- Persuasion - Communication
- Ship Control* - Skill
- Stealth - Agility
- Sub Control* - Skill
- Swimming - Agility
- Thievery - Skill
- Thrown Weapons - Skill
* = trained only
†Ranks in Creation (Cards) do more than just make checks easier; read more on its page.
Skill Generation and AdvancementEdit
A character starts off with skill ranks equal to 1/2 their Intelligence, rounded, to be put into any skill of their choice. A player can never have more skill ranks thank their Intelligence.
Skills advance by earning experience points. They earn five times 1/6 their Intelligence times the difficulty penalty in experience points. If there is no modifier, they earn five times 1/6 their Intelligence experience points. If there is a bonus, they earn five times 1/6 their Intelligence divided by one more than the modifier. In math terms:
E = experience points earned I = 1/6 Intelligence, unrounded M = check modifier If M < 0, E = 5I|M| If M = 0, E = 5I If M > 0, E = 5I/(M+1), rounded
A skill levels up when their total experience points reach a certain amount, as according to the following table.