Skills

Skills are mundane things a character learns, as opposed to abilities, which are magical. A skill is something that is actively used, that is applied, rather than a lore, which is knowledge someone has.

Basic Skills

These are skills almost everyone has to some degree within the current setting, though in some cases you might intentionally choose not to have one of these if it fits your character's background to lack a specific skill. You would have a score in all of these, though not all will be relevant.
  • Cleaning
  • Cooking
  • First aid
  • Hunting
  • Lunar survival
  • Music or singing
  • Riding

Hypermechanics Skills

As a hypermachinist, your character would have skills common to working on machines of this protoindustrial era:
  • Engineering
  • Mechanics
  • Repair
And as someone who worked as an overseer at the mines, your character would have these skills:
  • Direction
  • Logistics
  • Metallurgy
  • Mining
  • Masonry
  • Overseeing

Mirabilian Skills

A mirabilian needs to have at least one basic artistic skill that they focus on. Otherwise, they will have secondary arts skills and skills tangential to that. Almost all mirabilians are sculptors, painters, or both, but if you choose a different art, we can adjust your abilities accordingly if need any adjustment is needed.
  • Acting
  • Architecture
  • Ceramics
  • Composing
  • Culinary arts
  • Dancing
  • Decorator
  • Dramaturgy
  • Drawing
  • Engraving
  • Etching
  • Fashion
  • Illuminated writing
  • Illustration
  • Mosaics
  • Music/specific musical instrument
  • Painting
  • Performance
  • Poetry
  • Portraiture
  • Printmaking
  • Sartorial arts
  • Sculpture
  • Singing
  • Songwriting
  • Storytelling
  • Textile art
  • Theatre/theatrics
  • Topiary
  • Woodcarving
  • Writing

Momentarian Skills

As a momentarian, skills are something your character only has if absolutely needed. You would have a set of skills for basic tasks at the monastery, along with your basic skills:
  • Faith: see below
  • Gardening
  • Meditation
  • Writing
Momentarianism is a faith, and as such, would have a score in faith - this defaults to WIL, but you may choose it as a substat or a skill instead. It doesn't matter, as long as you have a number attached to it. Anyway, momentarianism is a conceptual or philosophical faith, meaning that there is no being, Divine or not, to grant favor or answer prayers. Instead, it is your depth of belief that powers any matters of faith. As it is a faith focused on the Present, on what is happening in the moment, your score is also based on your understanding of and living in the moment rather than any kind of memorization or research. You've been taught how to live your faith, not some set of rules (though there are rules, mostly about not living in the past or focusing on the future). Faith rolls would mostly be rolled in situations where your faith is challenged, where you are trying to remain loyal to your beliefs, or when you are attempting to learn or achieve a new ability.

Common Skills

Some common but not universal skills include the following. You can have some of these without justifying it in your backstory.
  • Animal handling
  • Archery
  • Bartering
  • Direction sense
  • Domestic skills
  • Firearms
  • Hospitality
  • Repair
  • Sewing
  • Wagon driving
Players should choose skills that make sense for their character to have. Consult the GM.

Uncommon Skills

These are other skills, usually connected to a major occupation, just to give you some ideas. If you want one of these, it has to be justified in your backstory.
  • Aeronautics
  • Airship piloting
  • Analysis
  • Animal husbandry
  • Archiving
  • Artillery
  • Balloon piloting
  • Banditry
  • Begging
  • Brewing
  • Building
  • Burglary
  • Carptentry
  • Carving
  • Casing
  • Chandling
  • Cobbling
  • Commerce
  • Contracts
  • Cosmonautics
  • Criticism
  • Digging
  • Distilling
  • Document preservation
  • Engineering
  • Entertaining
  • Escapology
  • Exploration
  • Falconry
  • Farming
  • Fencing
  • Gambling
  • Gardening
  • Gathering
  • Glassblowing
  • Grifting
  • Gun care
  • Herbalism
  • Herding
  • Hosting
  • Interrogation
  • Investigation
  • Jewelling
  • Journalism
  • Juggling
  • Literature
  • Lockpicking
  • Lunar agriculture
  • Masonry
  • Mechanics
  • Medicine
  • Memorization
  • Mining
  • Music/musical instrument
  • Navigation
  • Negotiation
  • Oratory
  • Organizing
  • Perfumery
  • Pickpocketing
  • Plotting
  • Printing
  • Ranching
  • Research
  • Rope work
  • Sailing
  • Scavenging
  • Service
  • Shipbuilding
  • Shoplifting
  • Siege warfare
  • Smithing
  • Spaceship piloting
  • Spinning
  • Sport
  • Spycraft
  • Stonecutting
  • Strategy
  • Study
  • Tactics
  • Teaching
  • Theft
  • Trade
  • Trapping
  • Travel
  • Weapon/armor care
  • Weaving
  • Wheelmaking
  • Winemaking
  • Woodworking
  • Writing

Scores

Every skill will have a score. They work on a similar scale to stats, but they are adjusted because they are not innate:
ScoreSorted ascending Decription
10-12 Journeyman
1-3 Untrained and guessing
4-6 Untrained but educatedly guessing
7-9 Just learning
13-15 Professional
16-18 Elite
19-21 Best mortal alive at the skill
22-24 Best mortal at the skill to ever live
25-42 Supernaturally skilled
43+ Beyond mortal possibility
Topic revision: r3 - 25 Oct 2025, SallyJaneBlack
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