Statistics, Attributes and Skills

Statistics

Statistics are rolled at start, in order of the roll for default rules, and rerolling if less than 5 to any value.

They are increased with LVP, which is the Leveling Value Point, divided into LVPG (General), LVPP (Physical), and LVPM (Mental).

LVPG are accrued for any statistic when the average of all attributes has increased by 1 point, as well as when 100 GXP are spent per point of LVPG gained when an individual levels.

LVPP are accrued specifically when the average of the physical attributes are increased by 1 point.

LVPM are accrued specifically when the average of the mental attributes are increased by 1 point.

Increases to sub-attributes or skills do not affect the average, and thus do not increase LVP of any kind.

Sometimes certain traits (genes, chronicle, curses) may allow the spending of a stat for some other benefit.

Physical Stats

There are three physical stats. They are HP, EP, and MP.

HP is Health Points. HP costs 1 LVPP or LVPG to increase.

When HP hits 0, an individual is unconscious.

When HP hits -1, the individual is unconscious and requires 1 day in-game of healing to reach 1 HP, if they are not healed through other means, or a quest in The Somnium Bleed to see how many hours they may shave off (typically small difficulty for 1d10/2 hours shaved each).

When HP hits -2, the individual is unconscious and requires 1 week in-game of healing to reach 1 HP, if they are not healed through other means, or a quest in The Somnium Bleed to see how many hours they may shave off (typically medium difficulty for 2d10 hours shaved each).

When HP hits -3, the individual is unconscious and requires 1 month in-game of healing to reach 1 HP, if they are not healed through other means, or a quest in The Somnium Bleed to see how many hours they may shave off (typically large difficulty for 1d10 days shaved each). Any damage done while in this state that is survived requires 1d10 months to heal if feasible, if they are not healed through other means.

When HP hits -4, the individual is dead and must challenge their Reaper through the Reaper Mechanic in order to return back to life. For every point between -4 and -14, the Reaper has a singular reroll on its Reaper Die.

When HP hits -14, the individual's body is disintegrated, and if they do succeed against their Reaper they must have a new body made to house their soul (or cor if playing as a creature or terror).

HP may also be spent to fill Blood Gems for later use with Blood Magic, or directly for Blood Magic. 1 HP equates to 2 points of Blood Gem Capacity, which adds to the Blood Magic Source Pool. 1 HP used directly equates to 1 point added to the Blood Magic Source Pool.

EP is Endurance Points. EP costs 2 LVPP or LVPG to increase.

EP allows for blocking physical damage, with each point of EP being equal to the current HP at that time.

If one has 5 HP, then 1 EP blocks 5 damage or less without HP being hit. The EP is then spent, even if only 1 point of damage was done.

If the damage exceeds what 1 EP blocks, then 1 HP damage is taken, and any remaining damage is spent on consecutive EP, and HP if it continues past any further EP.

EP may also be spent to endure a constant pace, allowing for the use 1 EP for a standard action of movement as per 1 point under the current MP, after the movement phase is finished.

An individual may also use 1 EP for a quick action of movement as per 1 point under half the current MP, after the movement phase is finished.

An individual may also use 1 EP for a free action of movement as per 1 point under a quarter the current MP, after the movement phase is finished.

EP may also be spent if failing a skill check to reduce potential physical damage that may occur from failure in certain instances.

MP is Movement Points. MP costs 3 LVPP or LVPG to increase.

MP allows for movement, 5 meters per point for abilities and travel during the combat movement phase.

Outside combat and abilities, MP allows for movement as per 15 minutes, 169 multiplied by current MP multiplied by the stride, for their Pace.

Stride is half a size categories' maximum height. For example, Minuscule's maximum size is 2.5 centimeters, meaning 0.0062 meters is their stride. Per MP, within 15 minutes a minuscule individual moves 1.04 meters.

MP affects offensive and defensive range.

((Height * 0.4) + Modifications) = Melee Range.

((Height * 0.4) + Stride + MP + Modifications) = Offensive Range.

((Height * 0.4) + (Stride + MP)/2 + Modifications) = Defensive Range

Range Modifiers include Source Pool type, Item type, and special training.

Here are the Source Pool Modifiers.


Aethereal Magic ((WIL + SP) * 0.1)
Cinereal Magic ((REA + SP) * 0.5)
Tenebrous Magic ((STR + MP) * 1)
Sere Magic ((FIN + MP) * 1.5)
Primal Magic ((REA + HP) * 0.2)
Faith Magic ((WIS + MP) * 0.6)
Conduit Magic ((REA + FP) * 1.1)
Valor Magic ((STR + EP) * 1.6)
Spore Magic ((WIL + SP) * 0.3)
Blood Magic ((STR + HP) * 0.7)
Leech Magic ((WIL + HP) * 1.2)
Psionic ((INT + FP) * 1.7)
True Speech ((INT + SP) * 0.4)
Semiotics ((FIN + MP) * 0.8)
Signis ((FIN + MA) * 1.3)
Henosis ((INT + FP) * 1.8)
Wild Magic ((WIS + EP) * 0.9)
Foci Magic ((WIS + MA) * 1.4)
Latent Tech ((EP + FIN) * 2.0)
Abeyant Tech ((EP + INT) * 2.1)
Catalytic ((EP + REA) * 1.9)
Natural ((EP + STR) * 2.2)
Mundane ((EP + STR) * 2.3)

If a character attacks outside of their range, the attack does not land. Certain abilities, such as casting a beam attack, or equipment such as guns, far extend the range of attack beyond that of the character's default range while they are in use. Any attack against an opponent requires either line of sight or an area of effect modifier if there is an obstacle in the way.

If using full current MP within a turn, 1 MP is reduced by 1 until rest.

If using 1 point under full MP and then spending 1 EP, one may use at maximum a movement of ((MP * 2) -2) in total for calculating the Pace done in that span of time.

Mental Stats

MA is Mental Aptitude. MA costs 1 LVPM or LVPG to increase.

The higher MA is, the more likely they are to understand concepts given to them by someone of higher intellect, and resist mental damage from ambient psychic fields and memory overlap from variance in timelines when a branch is created through chronal divergence that is close to their previous timeline.
MA allows for blocking mental damage, with each point of MA being equal to the current HP at that time.
If one has 5 HP, then 1 MA blocks 5 damage or less without HP being hit. The MA is then spent, even if only 1 point of damage was done.

If the damage exceeds what 1 MA blocks, then 1 HP damage is taken, and any remaining damage is spent on consecutive MA, and HP if it continues past any further MA.

When MA hits 0, an individual has lost their sanity and must take on a trait of insanity which can only be removed through roleplaying choices to show the struggle to overcome it. This is to GM discretion on how well they prove it, reducing the insanity trait from its 100% value down slowly until at 0%, where it will be removed.

When MA hits -1, the individual is unconscious for 1d10 hours and has +5 % to all insanity traits they have.

When MA hits -2, the individual is unconscious for 1d10 days and has +15 % to all insanity traits they have.

When MA hits -3, the individual is unconscious for 1d10 weeks and has +25 % to all insanity traits they have.

When MA hits -4, the individual is in a vegetative state and must challenge their Reaper through the Reaper Mechanic in order to return back to 1 MA. For every point between -4 and -14, the Reaper has a singular reroll on its Reaper Die.

When MA hits -14, the individual is braindead, and if they do succeed against their Reaper they must have a new brain made to house their mental patterns.

MA may also be spent if failing a skill check to reduce potential mental damage that may occur from failure in certain instances.

SP is Soul Points. SP costs 2 LVPM or LVPG to increase.

The higher SP is, the more likely they are to understand concepts given to them by someone of higher spirtualism, and resist spiritual damage from ambient ectoplasm and possession.
SP allows for blocking spiritual damage, with each point of SP being equal to the current HP at that time.

If one has 5 HP, then 1 SP blocks 5 damage or less without HP being hit. The SP is then spent, even if only 1 point of damage was done.

If playing a creature or terror, all terminology referring to soul refers to cor instead.

If the damage exceeds what 1 SP blocks, then 1 HP damage is taken, and any remaining damage is spent on consecutive SP, and HP if it continues past any further SP.

When SP hits 0, an individual has lost their soul's protection and died. They must challenge their Reaper through the Reaper Mechanic in order to return back to 1 SP. For every point between -1 and -14, the Reaper has a singular reroll on its Reaper Die.

When SP hits -1, the individual has lost 1% of their soul automatically.

When SP hits -2, the individual has lost 1d10% of their soul automatically.

When SP hits -3, the individual has lost 2d10 sum % of their soul automatically.

When SP hits -4, , the individual has lost 2d10 digits % of their soul automatically.

When SP hits -14, the individual has fully lost their soul, and if though their body and mind may be recovered, their soul will not return to their body if they defeat their reaper. Their soul fully fragments and corresponding fragments go to those who have claimed them through pacts, and any unclaimed portions go to The Aether to be recycled into part of a new cor or soul.

When an entity has no soul, it has no emotions.

SP may also be spent if failing a skill check to reduce potential spiritual damage that may occur from failure in certain instances.

FP is Focus Points. FP costs 3 LVPM or LVPG to increase.

FP allows for more Ability Points. When leveling, an individual gains AP equal to their FP, and carries over any unused AP from their previous level to their new one.

FP may be spent to help reduce the cost from Source Pool when using abilities. Ability cost must have at least 1 point from the Source Pool, but the rest can be from Source Pool or FP in any combination for the remainder.

FP may be spent to allow a Status Effect to be applied that would otherwise be unable to form within an ability given the cost of the ability and design points needed for the status effect.

FP may be spent to increase the rank of a status effect in an ability, 1 rank per 5 FP spent.

FP may be spent to maintain focus of other abilities after a Blowback occurs in a different ability. After the stability reduces the potential blowback, if any blowback still occurs, the individual must block it with whatever stat is tied to it as reduction of that stat. However, in order to maintain focus on one or more abilities, 1 FP must be spent per ability maintained for the current HP worth of blocking potential.

FP may also be spent tp add 1d10 stability per FP used when trying to resist a Blowback.

When FP is 0, all willful abilities are dropped and cannot be maintained afterward, and any trigger conditionals are dropped and cannot be maintained or utilized afterward.

When FP is -1, all lasting abilities are dropped and cannot be maintained afterward, and any delay conditionals are dropped and cannot be maintained or utilized afterward.

When FP is -2, all standard abilities are dropped and cannot be maintained afterward, and any toggle conditionals are dropped and cannot be maintained or utilized afterward.

When FP is -3, all instant abilities are dropped and cannot be maintained afterward, and any depleting conditionals are dropped and cannot be maintained or utilized afterward.

When FP is -4, all swift abilities are dropped and cannot be maintained afterward, and any reserve conditionals are dropped and cannot be maintained or utilized afterward.

When FP is -5, all rebuff abilities are dropped and cannot be maintained afterward, and any situational conditionals are dropped and cannot be maintained or utilized afterward.

When FP is -6, all free abilities are dropped and cannot be maintained afterward, and any limiting conditionals are dropped and cannot be maintained or utilized afterward.

FP may be spent if failing a skill check to reduce failure on a held skill check that may occur from failure of the newer skill check in certain instances.

Attributes

Attributes are selected at start from a pool of 24 points at level 0, and an additional six points per level beyond that if starting at a higher level.

They are increased with XP, which is Experience, divided into GXP (General), CXP (Combat), and RXP (Roleplay).

LVPG are accrued for any statistic when the average of all attributes has increased by 1 point, as well as when 100 GXP are spent per point of LVPG gained when an individual levels.

LVPP are accrued specifically when the average of the physical attributes are increased by 1 point.

LVPM are accrued specifically when the average of the mental attributes are increased by 1 point.

Increases to sub-attributes or skills do not affect the average, and thus do not increase LVP of any kind.

Sometimes certain traits (genes, chronicle, curses) may allow the spending of a stat for some other benefit.

Physical Attributes

FIN, short for Finesse, is used for how specifically and carefully an individual can respond to circumstances effectively.

FIN is divided into three parts, each a sub-attribute and skill in their own right: Accuracy, Charisma, and Stealth.

Accuracy is how precise one can be with a particular action.

Charisma is how well one can convince others emotionally.

Stealth is how quietly and unnoticed one can do a particular action.

REA, short for Reaction, is used for how quickly an individual can respond to circumstances effectively.

REA is divided into three parts, each a sub-attribute and skill in their own right: Agility, Balance, and Reflex.

Agility is how quickly one can move lightly and minimize energy required to do things.

Balance is how well one can keep from stumbling or otherwise shifting out of a desired position.

Reflex is how well one can respond to stimuli with an automatic response when planning for something.

STR, short for Strength, is used for how powerfully an individual can respond to circumstances effectively.

STR is divided into three parts, each a sub-attribute and skill in their own right: Grip, Might, and Lung.

Grip is how well one can grasp and hold things.

Might is how well one can move heavy things.

Lung is how well one can hold or effectively use their breath.

Mental Attributes

INT, short for Intelligence, is used for how effectively one can use what they know.

INT is divided into three parts, each a sub-attribute and skill in their own right: Knowledge, Memory, and Reason.

Knowledge is how much an individual actually knows.

Memory is how well one can recall what they know.

Reason is how effectively one can use information to convince others and themselves through causality.

WIS, short for Wisdom, is how effectively one can use what they sense around them.

WIS is divided into three parts, each a sub-attribute and skill in their own right: Agility, Balance, and Reflex.

Cunning is how well someone can use something for a purpose other than it was intended for originally.

Observation is how well one can draw information from their senses.

Wit is how well one can use the sharpness of their mind to discover and use something for its intended purpose, or to apply their words and mind to act for them.

WIL, short for Willpower, is used for how effectively one can resist things that batter at their attempts to perform actions.

WIL is divided into three parts, each a sub-attribute and skill in their own right: Courage, Learning, and Morale.

Courage is how well one can overcome their fear of things that might happen.

Learning is how well one can absorb new information despite things that may affect them.

Morale is how well one can keep moving on despite how bad situations currently may be.

Skills

Skills are the sum any of two sub-attributes (including the same one) score modifier and their whole attribute score combined together, then divided by two, with any modifiers to the specific skill added afterward.

Below are the lists of skills. There are sub-skills not listed which fall under the heading of one of those which are, which may give further modifiers, but the primary skill will still offer potency due to relatedness.

FIN, REA, STR Skills

Accuracy Charisma Stealth Agility Balance Reflex Grip Might Lung
Accuracy X Perform Sleight of Hand Cleaving Sculpt Lockpicking Excavation Escape Whistle
Charisma Perform X Disguise Dancing Mimicry Taming Empathy Carousing Singing
Stealth Sleight of Hand Disguise X Gesture Conceal Shadowing Sabotage Hush
Agility Cleaving Dancing Gesture x Acrobatics Juggling Grappling Leaping Aquabatics
Balance Sculpt Mimicry Conceal Acrobatics x Riding Parkour Shielding Floating
Reflex Lockpicking Taming Shadowing Juggling Riding x Climb/Repel Skating/Skiing Scream
Grip Excavation Empathy Sabotage Grappling Parkour Climb/Repel x Crawling Row
Might Escape Carousing Leaping Shielding Skating/Skiing Crawling x Swim/Dive
Lung Whistle Singing Hush Aquabatics Floating Scream Row Swim/Dive x
Knowledge Crafting Orate Forgery Foraging Administration Riposte Prospecting Smithing Filleting/Skinning
Memory Depiction Acting Trapping Linguistics Law History Trivia Olfactory
Reason Repair Diplomacy Searching Judge Navigation Philosophy
Cunning Jury-Rig Haggle Camouflage Feint Cooking Salvage Cultural Disarm Fishing
Observation Tracking Panhandling Sneak Catch Surgery Dodge Psychology Athleticism Auditory
Wit Provoke Writing Ventriloquism Amuse Calm Gambling Steer
Courage Tactics Charming Bluff Strategy Quick-Draw Slide Intimidate
Learning Training Etiquette Speed-Reading Statistics Transcribing Sparring
Morale Motivate Rapport Meditation Stomach Spelunking Block

INT, WIS, WIL Skills

Knowledge Memory Reason Cunning Observation Wit Courage Learning Morale
Accuracy Crafting Depiction Repair Jury-Rig Tracking Provoke Tactics Training
Charisma Orate Acting Diplomacy Haggle Panhandling Writing Charming Etiquette Motivate
Stealth Forgery Trapping Searching Camouflage Sneak Ventriloquism Bluff Speed-Reading Rapport
Agility Foraging Linguistics Judge Feint Catch Amuse Statistics
Balance Administration Law Navigation Cooking Surgery Calm Strategy Meditation
Reflex Riposte History Salvage Dodge Gambling Quick-Draw Stomach
Grip Prospecting Trivia Philosophy Cultural Psychology Steer Slide Transcribing Spelunking
Might Smithing Disarm Athleticism Intimidate Sparring Block
Lung Filleting/Skinning Olfactory Fishing Auditory
Knowledge x Teaching Deduction Researching Appraisal Survivalism Studying Religion
Memory Teaching x Lore Mnemonic First-Aid Zoology Botany
Reason Deduction Lore x Gaming Induction Decryption Organizing
Cunning Researching Mnemonic Gaming x Lip Reading Musing Medium Improvisation
Observation Appraisal First-Aid Induction Lip Reading x Triage Diagnose Autopsy
Wit Decryption Musing x Enduce
Courage Survivalism Zoology Triage x Leadership
Learning Studying Medium Diagnose Enduce x Daring
Morale Religion Botany Organizing Improvisation Autopsy Leadership Daring x

Observation Sub-Types

Note that some are in the above tables of skills, but some are not.

Auditory Taste
Touch Olfactory
Visual Tremor
Temperature Static

Skill Definitions

Here each individual skill is defined for clarity.

Acrobatics: The skill of gymnastic feats on land.
Acting: The skill of performing as if another individual or entity for entertainment.
Administration: The use of skill to run a business or organization.
Amuse: The skill to make another entertained and happy.
Appraisal: The skill of determining the value of something.
Aquabatics: The skill of gymnastic feats underwater.
Athleticism: The skill needed for sports.
Auditory: The skill of observation through hearing.
Autopsy: The skill of examining a dead body to learn information.
Block: The skill of diverting or absorbing damage.
Bluff: The skill of lying about one can do when one cannot do it.
Botany: The skill of understanding and studying flora.
Calm: The skill of ignoring potential agitating circumstances and not reacting impulsively.
Camouflage: The skill of blending in with the environment.
Carousing: The skill to maintain one's normal personality when inebriated.
Catch: The skill of intercepting and holding something.
Charming: The skill of manipulation of another's desires, whether carnal or otherwise.
Cleaving: The skill of splitting or severing something along a natural line or grain.
Climb/Rappel: The skill of moving along a vertical surface.
Conceal: The skill of hiding something that may be located again later.
Cooking: The skill of preparing food and drink.
Crafting: The skill of using expertise to create something for practical purposes.
Crawling: The skill of moving quickly along the ground.
Cultural: The skill of understanding individuals of a different society.
Dancing: The skill of movement in a pattern of steps for enjoyment or entertainment.
Daring: The skill of overcoming fear to do something foolhardy.
Decryption: The skill of breaking codes.
Deduction: The skill of following assumptions to come to a specific conclusion.
Depiction: The skill of representing something, especially in art.
Diagnose: The skill of determining the source of a problem, especially with regard to health.
Diplomacy: The skill of negotiating on behalf of a larger group with a representative of another.
Disarm: The skill of rendering harmless, especially removing weapons.
Disguise: The skill of hiding one's true identity so it is unrecognizable from what they now appear to be.
Dodge: The skill of evading sudden movement that is unexpected by noticing it quickly enough.
Empathy: The skill of understanding another's emotions.
Enduce: The skill of bringing forth capabilities on the fly.
Escape: The skill of squirming out of constraints or obstacles.
Etiquette: The skill of understanding the rules governing socially acceptable behavior.
Excavation: The skill of digging.
Feint: The skill of deceiving by mock action.
Filleting/Skinning: The skill of removing the outer hide of an entity efficiently without damaging the hide or organs underneath.
First-Aid: The skill of giving emergency aid.
Fishing: The skill of capturing aquatic creatures.
Floating: The skill of remaining close to the surface of a liquid.
Foraging: The skill of finding food and supplies in the wild.
Forgery: The skill of falsifying the appearance of something in order to deceive an individual about that item or the individual bearing it.
Gambling: The skill of playing for stakes in the hope of winning.
Gaming: The skill of playing games for entertainment and passing time.
Gesture: The skill of conveying concepts clearly without speech or writing.
Grappling: The skill of struggling in hand-to-hand with another to prevent being knocked down, while knocking them down instead.
Haggle: The skill of bargaining for a better outcome.
History: The skill of understanding events from the past that are verified to be factual.
Hush: The skill of making something or someone silent.
Improvisation: The skill of creating an entertaining performance without planning or preparation.
Induction: The skill of following facts to come to a general conclusion.
Intimidate: The skill of compelling another with something that seems threatening to them.
Judge: The skill of deciding ethical or moral value.
Juggling: The skill of throwing and catching simultaneously.
Jury-Rig: The skill of cobbling together something to make it serve a purpose for a limited time.
Law: The skill of understanding legal regulations, documents and requirements of a society.
Leadership: The skill of inspiring others to follow one's decisions.
Leaping: The skill of propelling one's self forward great distances.
Linguistics: The skill of understanding and using language.
Lip-Reading: The skill of understanding what is said without hearing it.
Lockpicking: The skill of removing security devices without a physical item normally needed to open them.
Lore: The skill of understanding events from the past that are not verified to be factual, often thought to be myths.
Meditation: The skill of relaxing and contemplating something.
Medium: The skill of communicating on behalf of something or someone unable to communicate through a traditional language.
Mimicry: The skill of imitating another entity's voice.
Mnemonic: The skill of creating a memory recall aid.
Motivate: The skill of giving incentive for action.
Musing: The skill of lengthy consideration and receiving inspiration after a period.
Navigation: The skill of finding one's way to an item or location.
Olfactory: The skill of observing with a sense of smell.
Orate: The skill of making or performing a speech.
Organizing: The skill of creating and maintaining a system of order.
Panhandling: The skill of begging for finances or resources.
Parkour: The skill of moving quickly along a route through three-dimensional space.
Perform: The skill of presenting entertainment to an audience.
Philosophy: The skill of understanding and applying questions about existence, knowledge and ethics.
Prospecting: The skill of seeking finances or resources via understanding of the patterns that lead to their circumstances, such as when mining or playing the stock market.
Provoke: The skill of calling forth an emotional response, especially via continual annoyance.
Psychology: The skill of understanding and applying questions about the mind and mental responses to stimuli.
Quick-Draw: The skill of pulling something out quicker than another in response to stimuli.
Rapport: The skill of manipulating another through the appearance or actuality of trust between them and the individual using the skill.
Religion: The skill of understanding spirituality, and the belief and worship in one or more higher beings.
Repair: The skill of putting something physical back into working order so it may serve its function again.
Riposte: The skill of a quick, sharp return in speech or action.
Researching: The skill of seeking out and finding information to fill in the gaps in one's knowledge about a subject.
Riding: The skill of maintaining one's balance and handling a mount or typically unbalanced vehicle.
Row: The skill of propelling an aquatic vehicle solely through application of physical force without machinery.
Sabotage: The skill of causing something to suddenly break down at a desired point.
Salvage: The skill of recovering as much as is possible from something that has broken apart or is being taken apart intentionally.
Scream: The skill of applying one's lung capacity for auditory signs of pain and anguish, either to disorient another or draw attention to one's self.
Sculpt: The skill of shaping a medium's present form into something else artistically.
Searching: The skill of seeking something lost or hidden.
Shadowing: The skill of following without revealing that one is doing such.
Shielding: The skill of protecting another from damage.
Singing: The skill of applying one's voice to entertain or distract in a pleasing manner.
Skating/Skiing: The skill of moving on wheels, blades or boards surfaces along appropriate surfaces faster than walking or running would otherwise permit, sometimes as a pastime or for sport.
Sleight of Hand: The skill of stealthily taking something from one location and putting it in another without being discovered.
Slide: The skill of moving smoothly along a horizontal or down along a slanted surface while remaining in direct or close contact with it.
Smithing: The skill of working metal, especially with an anvil, forge or other such tools.
Sneak: The skill of moving quietly and cautiously, and paying attention to any potential source of risk that might draw unwanted attention to one's self.
Sparring: The skill of battling for the purposes of getting better at combat.
Speed-Reading: The skill of reading faster than normal for the sake of quickly obtaining and retaining information.
Spelunking: The skill of exploring underground environments.
Statistics: The skill of applying information data and math to come to a conclusion based on a pattern, such as investing finances.
Stomach: The skill of concealing and halting one's response to something which disgusts them or otherwise makes them feel ill.
Strategy: The skill of applying knowledge and experience toward preparing a plan of action, especially in war.
Steer: The skill of maintaining one's control of a typically balanced vehicle, situational to each category of vehicle and similarity to others of its type.
Studying: The skill of using known sources of information to fill in the gaps in one's knowledge about a subject.
Surgery: The skill of treating injuries and disorders of the body, typically through careful movements with precise medical knowledge.
Survivalism: The skill of ensuring one's survival, especially when lost in the wild or under other dire circumstances.
Swim/Dive: The skill of moving through and underneath something liquid, such as water.
Tactics: The skill of applying knowledge and experience in the moment, especially toward carrying out a plan in combat and adapting to complications.
Taming: The skill of manipulating a creature or terror to behave in a fashion that is agreeable to an intended purpose.
Teaching: The skill of passing information on to another that is present at the time so that they may learn it.
Tracking: The skill of following via signs of something's passage through an area.
Training: The skill of practicing in order to improve one's skill.
Transcribing: The skill of hearing and writing down what is heard so that it is recorded for other purposes.
Trapping: The skill of laying and removing traps for the sake of survival or obtaining resources for trade or consumption.
Triage: The skill of determining the correct course of action to keep something alive, regardless of what desperate acts must be done that may otherwise disfigure or impair that something.
Trivia: The skill of understanding and applying assorted information that seems of little practical use, often for entertaining purposes.
Ventriloquism: The skill of throwing one's voice to appear to be coming from somewhere else, whether for entertainment or distraction purposes.
Whistle: The skill of creating a high-pitched tone for the sake of drawing attention or to signal something.
Writing: The skill of putting words onto a page effectively for the purpose intended, which is not for the sake of mere record or creating a speech.
Zoology: The skill of understanding and studying fauna.

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