Player's Handbook · Chapter 6

Skills & Training

Your stats say how strong, fast, or clever you are. Your skills say what you've actually learned to do. A character with 80 Strength but no Athletics still has to learn how to climb.

Skill levels

Skills are rated 1–100, and every 3.33 levels of skill adds +1 to checks:

LevelBonusWhat it means
1–10+1 to +3Novice. Basic competence.
11–25+4 to +8Trained. Reliable under pressure.
26–50+9 to +15Expert. Consistently effective.
51–75+16 to +22Master. Exceptional.
76–100+23 to +30Grandmaster. Near-superhuman.

General skills everyone can learn: Athletics, Acrobatics, Stealth, Perception, Investigation, Persuasion, Intimidation, Deception, Medicine, Survival, Tech (hacking, engineering, science), Piloting, Lore, Insight, Performance, Crafting. Ability skills belong to power users — Mutant Mastery, Nano Manipulation, Magic Proficiency, Psychic Focus, Elemental Control, Transformation, Summoning, Divine Channeling — and you only have them if your powers use them.

Growing skills

Skills grow through use, not just levels. Each meaningful success grants skill XP; the cost to level a skill is current level × 10.

SourceXP
Successful use in a meaningful situation+1–3
Critical success+3–5
Training (a week of downtime)+5–10
Teacher or mentor (a week)+10–20
Skill book / data chip+5–15 (once)
Significant combat use+2–5

Trivial uses — a task 25+ skill levels below yours — earn half or nothing. You learn by being tested.

Synergies: complementary skills at 25+ reinforce each other. Stealth + Acrobatics gives +5 to moving stealthily; Medicine + Science gives +5 to diagnosis; Persuasion + Insight gives +5 to reading what someone wants. Build your skill list like a kit — overlapping tools.

Training

Deliberate training is powerful but exhausting. You can train once per day — one skill, one stat, or one technique — and each session costs a level of exhaustion:

ExhaustionPenalty
1−10% to all physical actions
2−20% to all actions, speed −25%
3−30% to all actions, speed −50%, max HP −10%
4+You're barely standing — and level 6 is death

A long rest (8 hours) clears one level. Training a signature move costs 1 exhaustion; a finisher costs 2. Intense techniques can put you down for days — which is exactly why you can't grind your way to mastery overnight.

Mentors change the math: training with someone at skill 50+ (or ability 70+) gives +25% skill XP, +20% learning success, and −25% training time. Mentors want payment, favors, or apprentices who don't embarrass them. A good mentor is a relationship, not a vending machine.

Ability proficiency

Mutants and Nano-Enhanced have a quiet edge: every use of an ability makes it cheaper. The proficiency system tracks how often you use each power, and its cost shrinks — up to 60% off the base at true mastery. Wisdom speeds this up: at WIS 30+, proficiency gains are 50% more effective. Use your powers, learn your powers, and eventually your signature techniques cost a fraction of what they once did.

What to train

Ask what your character does when the world pushes back. A marksman trains Perception and Stealth so the shot happens on their terms. A fixer trains Persuasion and Insight so they never need the shot. A mutant trains Mutant Mastery so their power stops costing so much. Skills are the difference between having a number and being able to use it.

Manual updated Aug 9, 2026.