General Skills
There are many specialisations in the world. To master the blade, there are Rogues, Fighters and Barbarians climbing the ranks. To master the weave, Mage, Cleric and Warlock challenge the spot with their own styles of magic. Despite this variety, a discerning eye will be able to see the similarities in their skill set. Similar chants, movements, and tools that will inform you that these masters rely on the same fundamental skills.
There are six General Skill groups that a creature can choose to dive into with their Primary Attributes:
| General Skill | Primary Attribute | Description |
| Combat Arts | Martial | A collection of skills that allows you to master your basic actions. |
| Spellcasting | Magic | A predefined list of actions to produce repeatable magical effects at a cost. |
| Adaptation | Survival | Adaptations that a creature gains over the course of their long life. |
| Blueprints | Industry | A process to create items that expand your party's arsenal. |
| Strategem | Intrigue | A process to find weaknesses that your party can exploit on specific types of enemies. |
| Commands | Society | A way to coordinate allies that you can bring into battle. |
Learning Paradigm
Different adventurer approach skills in their own ways. Some may approach it logically while others lash out with instinctive might. These different approaches to skills are called Paradigms and as a budding adventurer, it is often difficult to shake off the habits they built when they first learn General Skills. It will often take adventurers years to look at skills in a different way and unlock the possibilities that were there the whole time.
The main Paradigms that adventurers often fall into are:
| Name | Description |
| Scholastic |
You approach the world like an academic. The universe is like a machine to you and by understanding the gears you are able to understand the whole picture. Because of this, skills they have in their arsenal are often precise, repeatable and controlled. |
| Devotional |
You approach the world like a general. To you, any obstacle can be overcome with a little bit of faith and confidence while guided by a higher power or an ideal. Because of this, skills they employ project the authority and power of the being or idea that they are devoted to. |
| Instinctive |
You approach the world like an extension of your body. You do not know how things work but you do know that it does and that is good enough for you to learn and improve upon. Because of this, skills they use are destructive, dangerous, or often both. |
| Transactional |
You approach the world like a businessman. To get something done, you will need to sacrifice some things in equivalent exchange. Because of this, skills that they have at the ready often change the property of something to another. |
| Harmonic |
You approach the world like you are a part of it. You work with the world a achieve the outcomes you want while preserving the world around you. Because of this, skills they have often easier to maintain or bend perception. |
| Esoteric |
You approach the world like a madman. You see truths in lies, structure in chaos, and logic in insanity. Yet, you are somehow correct. Because of this, spells they produce bypass the normal rules of the world. |
Learning General Skills
You learn new General Skills when you Level Up or train yourself to learn a new Skill using Creation. There is no limit to the number of General Skills that you can learn. However, there are limitations on what you CAN learn. To learn a new General Skill, you must fulfill the following criteria:
- Your Primary Attribute for the Skill must be equal to or higher than the tier of General Skill you are trying to learn.
- You must always know more General Skills when compared to the number of General Skills of the same type but one Tier higher (including the one you are about to learn).
- You must fulfill the criteria of individual General Skill.
Priming
A creature can learn an infinite number of General Skills. However, a creature's mind can only keep a certain number of skills at the forefront. Even the mage requires refreshers on old spells, or a martial artist on the fundamentals. Whenever a creature takes the Prime action, they can unprime any number of General Skills and Prime one General Skill of their Choice. Their Mental Capacity usage is then updated to the
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