Each skill has both a cost next to the name and a brief description. A more comprehensive explanation of the skills is in the links at the bottom of the overview. Costs for skills are fixed; the prices are the same at character creation as they are later in the game. Skill names followed by an asterisk (*) indicate that the skill may be purchased multiple times at the same cost.
Through the purchases of skills, the character then possesses the expertise needed to perform the associated action. Those skills that may be purchased multiple times will include whatever benefits come from additional ranks. All Skills that grant the use of equipment also allow the character to conduct standard repairs on that equipment, if it’s Shattered. By spending 10 minutes of work and (the CP value x 5) credits, a character may repair a single item they are skilled in the use of. Engineering and Ritual Magic allow characters to repair all items that don’t require a skill to use.
Armor is the broad term used to describe protective gear; it does not require the character to conform to a medieval concept and may encompass styles from fantasy through science fiction. Though the physical representation of armor can differ, all armor must be present in costume and must be approved by a safety staff member at character sign in. Armor phys reps must cover the torso of the player at minimum, or provide equivalent coverage over the body. The equipping of armor inhibits the use of any called dodges and the quickness path that the character may possess. Armor must be worn to grant the associated points in armor. All armors apply bonuses from the Constitution stat as well as the Armor Skill Path. As a final note, a character wearing a helmet is immune to the skill Waylay.
For more detailed information see the Armor Skills page HERE
Weapons in this category are considered a part of hand-to-hand combat. Listed under each weapon skill name is the base damage which the weapon provides, a brief description of its physical representation, and the signature damage call of the weapon. The damage call indicates the type of damage the weapon inflicts as well as the amount of damage. All melee weapons apply bonuses from the Strength stat as well as the Warrior Skill Path. Characters may at any time choose to call damage for less than they are capable of. Mundane weapons do not require tags, but must be approved by a representative of the safety committee. The physrep of the boffer determines the kind of damage it can do. Swords and similar edged weapons may only call for the “Edge” damage type, there is no striking with the flat of the blade to call for “Blunt”. Similarly blunt weapons only call for “Blunt” damage type.
For more detailed information see the Melee Skills page HERE
Weapons in this category are considered a part of long-distance combat. Guns are covered under the Gun Weapon Training. Listed under each weapon skill name is the base damage which the weapon provides, a brief description of its physical representation, and the signature damage call of the weapon. The damage call indicates the type of damage the weapon inflicts as well as the amount of damage. All ranged weapons apply bonuses from the Marksman Skill Path and from the Strength stat, with the exception of blowguns. Characters may at any time choose to call damage for less than they are capable of. Mundane weapons do not require tags but must be approved by a representative of the safety committee.
For more detailed information see the Ranged Skills page HERE
Weapons in this category are considered a part of long-distance combat. Listed under each weapon skill name is the base damage which the weapon provides, a brief description of its physical representation, and the signature damage call of the weapon. The damage call indicates the type of damage the weapon inflicts as well as the amount of damage. All gun weapons apply bonuses from the Gunslinger Skill. Characters may at any time choose to call damage for less than they are capable of. All gun weapons require tags, and must be approved by a representative of the safety committee.
For more detailed information see the Gun Skills page HERE
Skills in this category are considered as augmenting other weapons' skills. See their description as how they modify them.
For more detailed information see the Fighting Skills page HERE
Skill in this category are when a subtle approach is needed. Skill names followed by an asterisk (*) indicate that the skill may be purchased multiple times at the same cost.
For more detailed information see the Stealth Skills page HERE
Skill in this category are for healing and mending the world around the player. Skill names followed by an asterisk (*) indicate that the skill may be purchased multiple times at the same cost.
For more detailed information see the Holistic Skills page HERE
Skills in this category are considered as augmenting Magic Paths. Skill names followed by an asterisk (*) indicate that the skill may be purchased multiple times at the same cost.
For more detailed information see the Magical Skills page HERE
Skills in this category are use when interacting with the technology of the world. Skill names followed by an asterisk (*) indicate that the skill may be purchased multiple times at the same cost.
For more detailed information see the Technical Skills page HERE
Skills in this category are all-purpose skills that cover a wide range of tasks. kill names followed by an asterisk (*) indicate that the skill may be purchased multiple times at the same cost.
For more detailed information see the General Skills page HERE