Builder's Manual · Chapter 4

Writing Skills

The skill system has two halves: the catalog (/Skills/ — what each skill is) and the proficiencies (stored per person, 0–10). This chapter covers both and the one honest caveat about the fixed vocabulary.

Catalog files

Each skill file in /Skills/ carries:

  • attribute — the governing ability score: strength, dexterity, constitution, intelligence, wisdom, or charisma. Choose what the skill truly uses at the moment of use (Intimidation leans on strength — menace is physical; Diplomacy leans on charisma — agreement is social).
  • discipline — combat, social, knowledge, or craft. Combat skills touch the wound rules (attack bonuses, Blocking's Defense bonus); the rest are checks against difficulty or an opposing skill.
  • description — what the skill covers and what ranks mean in the world: a rank 2 rider sits a horse; a rank 8 rider takes fences at a gallop.

The fixed vocabulary caveat

Each person type (Character, Ally, Neutral, Hostile) carries a computed skillList that zips a stored skills map against an inline literal vocabulary of the 19 skill slugs. That vocabulary is the single source of truth for which skills render on a sheet. Adding a new skill therefore takes two edits: write the catalog file, then add its row to the inline vocabulary in all four schemas (/file-types/<slug>/schema.json, field skillList). Character rows also name the governing attribute; NPC rows don't — NPC types have no ability scores, so rank is the whole bonus.

Keep catalog slugs identical to the vocabulary keys (swordsmanship, unarmed-combat); the map keys on people are the same slugs.

Storing proficiencies

skills on any person is an object keyed by skill slug: { "archery": 6, "herblore": 1 }. Only record trained skills — everything absent reads as 0. Values are 0–10; the sheet dots are editable in place.

  • Player characters get a roll bonus of rank + attribute modifier, computed per row.
  • NPCs (ally/neutral/hostile) get rank as the whole bonus — keep NPC ranks modest: a journeyman guard is 3–4, a captain 5–6, and 7+ should stop the conversation.

Pricing the ladder

When awarding ranks in play, price by distance: 0→2 is a season of use, 3→4 is a year or a good teacher, 5→6 is a story, and 7→8 costs a saga. Ties to other systems: Medical gates field treatment quality (wound chapter), Herblore pairs with the Bitter Draught and healer's kit effects, Thievery answers to locks and traps the GM places.

Manual updated Oct 6, 2026.