Skills are learned patterns, knowledge, and techniques stored by the Mind. They are generally Mentalic even when they govern a physical act such as climbing, aiming, parrying, driving, or tool use. Skills are separately trained; there is no shared proficiency bonus.
Every named skill has its own rating from +0% to +5%. One skill point raises one skill by +1%. No individual skill can exceed +5%.
Skills form trees of broad roots, specializations, and specific techniques. When a check uses a specialization, its effective skill-path bonus is the sum of the applicable trained skills from the root to that specialization. The normal complete-path maximum is +25%; this is a sum of several distinct skills, not a rating above +5% in any one skill.
For example, Melee Weapons +5% and Blades +4% provide a +9% path bonus when using a blade. The shared training transfers to both Longsword and Rapier branches. Training Longsword +5% raises only the Longsword path to +14%; each named skill remains within its own +5% cap.
A skill's applicable percentage is used according to Skill Checks.
These bands describe the rating of one skill, not the total of a multi-skill path and not a character level.
| Skill rating | Ability band | General meaning |
|---|---|---|
+1% | Trained Use | Attempt trained-only procedures and use specialist tools governed by the skill |
+3% | Practiced Routine | Routine work under safe conditions takes half the listed time; combat actions retain their printed tick cost |
+5% | Specialist Edge | Once per scene, reroll one failed check with the skill; the second result stands |
A skill can be trained through meaningful use, deliberate practice, or instruction. A capable trainer makes improvement faster. The converted skill point applies to the skill being trained; practice in one skill does not provide unrestricted proficiency in another. See Ways to Train.
Learned skills generally belong to the Mind and remain trained when it changes embodiments. This includes training used for physical acts such as climbing, stealth, weapon use, driving, and tool operation.
The active Embodiment determines whether and how the Mind can execute that training. A technique may require suitable limbs, senses, movement, tools, interfaces, or physical capacity. A Mind in a car embodiment retains martial-arts training but cannot perform martial arts through that body.
An embodiment requirement limits execution; it does not transfer ownership of the learned skill from the Mind to the Embodiment.
Some specialized skills require +5% in one or more earlier skills. Meeting a prerequisite permits training the dependent skill; it does not grant that skill or reduce its XP, training, or skill-point cost. Each canonical skill page lists its prerequisites; entry skills list none.
Every node has exactly one of three types:
+1% to that node, up to its +5% local cap. Applicable proficiency nodes add along the selected root-to-specialization path.+0% local cap and never adds another numeric proficiency bonus to a check.+0% local cap, and never adds another numeric proficiency bonus to a check.An actionable node may introduce a new action or alter an action supplied by an ancestor, item, Embodiment, or world rule. Its own entry states its prerequisites and effect. It never silently modifies the Embodiment.
The universal progression rules define the proficiency cost. Skill points belong entirely to Mind development. A specialized node in the Skill Compendium may state prerequisites or another explicit resource, but it cannot convert skill points into Embodiment properties such as STR, DEX, CON, hit dice, armor, movement, senses, attack hardware, Stamina, or base size. Those developments use Embodiment Points recorded on one specific body or machine.
Universal skill points purchase persistent Mind skills that remain useful when the Mind changes worlds or Embodiments. A capability that exists only because one virtual world's rules provide it is world-local and is not purchased with universal skill points. The virtual world grants, restricts, and advances those capabilities through its own character-layer rules.
Portable knowledge such as Arcana or Religion may help a Mind understand a virtual world's magic without itself granting permission to cast spells there.
“Spell” is a virtual-world label, not a universal skill category.
Skill Compendium · Markdown cache · Progression · Back to the System Reference