Skills
Trained competence characters hold in ranks (0-10): checks, weapon/ability scaling, and practice.
A skill is narrow, trained competence a character holds in ranks (0 to 10): Lockpicking, Foraging, Healing, Swordsmanship.
Skills vs stats vs abilities vs plugins
- A stat is broad biological or mental aptitude (Strength, Agility, Intellect) shared by every roll of its kind.
- An ability is a named, costed move with a cooldown (Fireball, Shield Bash).
- A skill is narrow competence (0-10 ranks). It adds to checks of that kind and scales heals and hits.
- Skills are NOT plugins. Do not create a plugin, custom fields, or hooks to track skills or skill progression. The engine already handles skill progression natively.
Declaring skills
Skills are declared on the game under settings.skills. Each skill has:
name: Short display name, e.g. "Lockpicking", "Foraging", "Swordsmanship".description: The acts it covers, e.g. "foraging for wild herbs, hunting edible roots, gathering forest sustenance". The adjudicator uses this description to decide which skill applies to a player's action.
Built-in progression: skills improve with use
Characters gain practice automatically whenever they:
- Make a roll that draws on the skill (harder checks teach more, failure still teaches half).
- Use an item or weapon tagged with the skill (
item.skill: "Swordsmanship"). - Use an ability tagged with the skill (
ability.skill: "Healing").
As characters earn practice, their skill ranks increase automatically. You do not need to write hooks or scripts to level them up.
Tagging items and abilities
- An item or weapon can declare
skill: "<SkillName>". Wielding or using it trains that skill and benefits from the character's rank. - An ability can declare
skill: "<SkillName>". Its damage and healing steps scale with the caster's rank. - Conditions can gate on skill rank, e.g. requiring a certain rank to attempt an action.