Skills
skill is deliberately the thinnest schema in the project: name, category, baseValue, description. Four fields carry the entire Skills chapter — every entry in /Skills/Standard Skills/ and /Skills/Professional Skills/ is one of these files, and every one of them looks the same shape as <@Athletics.skill> or <@Magic.skill>.
The four fields
name— the skill as written on a character sheet:Athletics,Combat Style,Literacy (Specific Language). Match capitalisation and phrasing exactly, because this is the string a player recognises and the slug acharacter.skillsreference points at.category— always exactly"Standard"or"Professional", matching which subfolder the file lives in. Nothing in the schema enforces that pairing mechanically, so keep folder and category in sync by hand: a Professional skill filed under/Skills/Standard Skills/will look correct on its own page but confuse anyone browsing the folder for the character-creation Standard list.baseValue— the characteristic formula exactly as the Player's Handbook states it:"STR+DEX","INT×2 +40","POW+CHA". This is a display string, not a computed expression — see the note below on why.description— one or two sentences on what the skill covers and when it's rolled, in the voice of a rules glossary entry, not a tutorial. Compare <@Athletics.skill> and <@Magic.skill> for length and tone; neither one explains how the roll-under mechanic works — that's the Player's Handbook's job — they just say what the skill is for.
Why baseValue is text, not a formula
Skill values are meant to be computed once during character creation (see <@Making a Character.md>) and then hand-adjusted with Culture, Career, and bonus points — they are not live-recalculated from Characteristics during play, unlike, say, a character.attributes.damageModifier you might later choose to make a computed field. Because of that, baseValue here is documentation, not data: it tells a builder or a player how the skill's starting number was supposed to be reached, not a value the platform evaluates. Leave it as a plain string.
Adding a new skill
- Decide Standard or Professional. Standard means every character gets it; if you're not sure, it's Professional.
- Place the file in the matching subfolder —
/Skills/Standard Skills/or/Skills/Professional Skills/. - Pick a
baseValueformula consistent with the existing list's grain: two Characteristics added, one Characteristic doubled, optionally with a flat+40(reserved so far forCustomsandNative Tongue— the "everyone starts fluent in their own culture" skills). Don't invent a third kind of formula (multipliers other than ×2, subtraction, etc.) without updating <@How Skills Work.rule> and the handbook's Skills chapter to explain it, since players will hit a formula shape nothing else documents. - Write
descriptionto match the register of existing entries — what it covers, cross-referencing another rule file by name if the roll has special handling elsewhere (Athletics points to Movement in the Game System section, for instance). - If the skill is setting-specific gear-tech (Electronics, Sensors, Astrogation are already here for sci-fi settings), that's fine — Professional skills are explicitly open-ended per campaign.
New Professional skills a character doesn't start with should still get a file here the moment any character or career menu could plausibly grant them — a character.skills reference to a skill that doesn't exist yet has nothing to resolve to.