Skills are what make your character perform their actions. There are nineteen different skills used in this game. Some of these skills also come with Skill-Based Combat-only Stunts at certain PLUS ----- ACADEMICS Your ability to know & cast spells +1 | You have ALL 12 Level 0 Infusion Spells and a single LV1 spell +2 | Gain another LV1 spell and your first LV2 spell +3 | Gain another LV1 & LV2 spell and your first LV3 spell +4 | Gain another LV1, LV2, & LV3 spell, and your first LV4 spell +5 | Gain another LV1, LV2, LV3, & LV4 spell, and your only LV5 spell ----- ATHLETICS Your ability to dodge incoming ATTACKS and other hazards - No additional bonuses at plus, just makes you better at dodging things ----- BURGLARY Your ability to steal from ACTIVE scenarios +2 | Deft Theft Once/Fight : Pay 1 MVMT : BURGLARY roll vs ENEMY NOTICE roll to steal a random ITEM from that ENEMY in your ZONE +4 | You can use Deft Theft TWICE per fight ----- CONTACTS Your ability to recall information about people, places, and things - No additional bonuses at plus, just makes you better at remembering relevant information about your story ----- CRAFTS Your ability to make anything you want or need - No additional bonuses at plus, just lets you make things based on the available situation ----- DECEIVE Your ability to fool other people based on the scenario - No additional bonuses at plus, just makes you really good at lying ----- DRIVE Your ability to physically move across the board during combat - You also need this to operate vehicles +2 | Can move up to 2 ZONES per turn during combat - (Not a STUNT, just a metric mark) +4 | Can move up to 3 ZONES per turn during combat - (Not a STUNT, just a metric mark) ----- EMPATHY Your ability to show you care, and recognize dishonesty - You also need this to counter DECEIVE attempts - No additional bonuses at plus, just lets you know when people change or lie ----- FIGHT Your ability to use any & all MELEE weapons - Can also be used for THROWING weapons/items +4 | Second Swing You can now attack TWICE per turn with any one 4/5DMG FIGHT weapon, but the second ATTACK is made at DISADV ----- INVESTIGATE Your ability to see and understand scenarios ACTIVELY +3 | Inventory Insight Start Of Fight: INVESTIGATE roll to see what unique items/weapons your enemies are carrying ----- MANA (originally LORE) Your ability to pay for your spells Every PLUS in this score equals 10 Mana Points - (Not a STUNT, just a metric mark) ----- NOTICE Your ability to see and understand scenarios PASSIVELY - Also used to counter BURGLARY attempts +2 | Advanced Awareness During INITIATIVE rolls, you can turn one MINUS to a PLUS +4 | You can use Advanced Awareness TWICE per INITIATIVE roll ----- PHYSIQUE Your ability to be hit by incoming attacks and survive - Also used to mark how physically strong you are as a whole - Every PLUS in this score equals 5 Hit Points in addition to your 10 Hit Point minimum - (Not a STUNT, just a metric mark) +3 | Burly Brawler Can dual-wield 3DMG TWO-HANDED & FLEXIBLE FIGHT weapons ----- PROVOKE Your ability to be distracting and irritating +2 | Tactical Taunt REACTION : Once/Enemy, if an ALLY in your ZONE is targeted for an ATTACK, before rolling; PROVOKE roll vs ENEMY WILL roll to redirect attack to YOU - Any HIT/MATCH you receive from this will deal you +2DMG ----- RAPPORT Your ability to be liked, charming, and trustworthy +2 | Helping Hand Once/Round: REACTION : You can turn one MINUS on an ALLY's roll in the same ZONE to a BLANK +4 | Got Your Back Once/Round: REACTION : You can turn one MINUS on an ALLY's roll in the same ZONE to a PLUS ----- RESOURCES Your ability to gain and maintain your wealth and supplies +2 | Scrambles Once/Turn: Pay 1 MVMT; RESOURCES roll to loot for money, potions, weapons, or other relevant items from Defeated Enemy in same ZONE ----- SHOOT Your ability to use guns, bows, and other RANGED weapons - Can also be used for THROWING weapons/items - No additional bonuses at plus, just lets you handle guns, bows, and other projectiles ----- STEALTH Your ability to be unseen when moving, attacking, or evading - This can be used in place of ATHLETICS, FIGHT, and SHOOT - Can only use ONE-HANDED ITEM/WEAPON in COMBAT - Can also be used for throwing WEAPONS/ITEMS +2 | Shadow Strike Any STEALTH HIT with a WEAPON will make the TARGET unable to ATTACK you on their next turn, but you also cannot ATTACK that TARGET on your next turn +4 | Assassination You do DOUBLE DMG on a STEALTH CRIT HIT with a WEAPON ----- WILL Your ability to fortify yourself physically AND mentally - Also lets you resist certain types of DMG - Every PLUS lets you pick one MAGIC type to RESIST (RESIST = -1 DMG + IMMUNE to STATUS of Magic Type/Color) +3 | One RESIST becomes IMMUNE (NO DMG + NO STATUS)