Skills

Skills are a measure of a character's proficiency in various abilities.

Academia
The knowledge of a character in various fields of semantic information, such as history.

Artistry
Similar to Craft, Artistry governs the making of things with one's hands, although what is produced with this skill is beautiful and usually not very hardy.

Brawl
How skilled a character is at fighting with their own bodies, using their own limbs as weapons.

Charm
Charm is a character's ability to endear themselves to others, to convince them to their way of thinking, and befriend them.

Command
A character's tactical and strategic skills are dictated by their command, entailing how competent they are at directing successful military ventures.

Craft
The ability of a character to make things with their hands, be it weapons, carpentry, or masonry is dictated by their Craft skill. Unlike Artistry, that which is produced by craft is not typically beautiful, but usually practical and strong.

Deception
A character's capability at telling and coming up with convincing lies on the fly comes with skill in Deception.

Empathy
Empathy measures the competence of a character in reading other people. Discerning the state of their emotions or whether they are being truthful are prime examples.

Intimidation
Intimidation governs the ability of a character to inspire fear through their words or presence.

Intrigue
A character's ability to formulate complex plots and foil the schemes of others falls under the purview of Intrigue.

Leadership
A character's skill in motivating others to follow their commands, instilling within them the drive to work together, and securing the loyalty and devotion of their subordinates.

Marksmanship
A measure of a character's skill with projectile or thrown weaponry, such as guns, crossbows, throwing knives, or even rocks.

Medicine
A character's knowledge on the mysteries of the flesh, how the body functions and how to heal it if it is injured.

Melee
The measure of how skilled a character is at wielding melee weaponry, such as swords, axes, hammers, and shields.

Occult
A measurement of a character's knowledge in various matters of the supernatural, such as spells and the nature of various mystical entities.

Performance
The Performance Skill indicates how skilled a character is with the various performing arts, such as singing, playing of instruments, dancing, or the dramatic speeches of a play.

Seduction
The art of seducing a character either into sexual intercourse or simply into crazed, desirous obsession.

Stealth
The ease with which a character moves about undetected by other beings.

Stewardship
The ability to administrate a domain, ensuring supplies are distributed, forms are processed, and messages are issued to the populace.

Survival
Skill in navigating the wilds, tracking the movement of prey, and knowledge of the beasts and plants found far from civilization.

Torture
A character's skill in inflicting pain and suffering on other individuals.

Level 1
Individuals at this level are completely and utterly incompetent with the use of the skill. Not only do they have no training whatsoever, but they also cannot even grasp the basic concept of how the skill works, and are fully guaranteed to fail at using it.

Level 2
Individuals at this level are horrifically bad at the skill in question. They do, at least, understand how the skill functions. They are quite likely to badly fail at using the skill, but not guaranteed to do so.

Level 3
Any individual with this level of skill is completely untrained in the art of the ability in question, and are also quite terrible at using it. However, they do have a slim chance of making a very basic use of the ability.

Level 4
Level 4 of a skill indicates that while someone has little to no training in it, they at least are not utterly incompetent, and could eventually be trained to be decent in its use.

Level 5
Level 5 of a skill indicates that an individual has had some basic training in a skill, and likely has command over the fundamental principles of the skill in question.

Level 6
Those possessed of Level 6 of a skill are competent, trained practitioners. However, they are no more than adequate, and are not possessed of any great skill.

Level 7
Skills at Level 7 are possessed by those who are slightly more skilled than the average practitioner, likely due to a combination of training, experience, and innate talent.

Level 8
Solidly above the standard practitioner, those at this level of skill are accomplished in its use. They are likely either immensely talented practitioners, or have a large degree of experience to have brought them to this level.

Level 9
True expert practitioners, those with Level 9 in a skill are capable of effortlessly outperforming average practitioners. This level of skill requires both great raw talent and a large amount of training to achieve.

Level 10
The wielders of this skill level are absolutely elite users, and any of them could easily humiliate the average skill user in a direct contest.

Level 11
Mastery of a skill is held by those at this level of proficiency. Veterans with swaths of experience that have honed their talents to true mastery, these individuals rarely meet any individual who can challenge their prowess in their chosen field.

Level 12
Those possessed of Level 12 Melee are truly legendary masters of their chosen talent. They are likely renowned throughout the relevant circles for their astounding mastery and competence in their field.

Level 13
The absolute gods of their chosen craft possessed of this ultimate level of prowess are utter masters of virtually all forms of the profession in question. In a level contest, without any sort of supernatural interference, they are undefeatable by any competitor who is not also at this tier.