Skill
A Skill is something your character can do or understand, mental or physical expertise that is cultivated through repetition and theory. Examples include Skills for swinging swords (Blades), running a triathlon (Endurance), strengthening one’s mind (Meditation), or acrobatic feats (Acrobatics). Everyone can consider themselves a Novice at every Skill until they assign enough experience points to become an Apprentice.
Skills are not always hard-line indicators of ability. Biology, Dedications, similar Skills, habits, every day life and circumstance can still be factored into reasoning to a small extent, but care should be taken not to overplay the character’s abilities. It is more so that XP in a skill indicates how much knowledge and practice your character has taken up on their own; it can be assumed they’ve read a book, and may be able to recite a passage from that book if they have the XP to back up the understanding.
Skills also measure your ability to handle adversity; everyone can ride a horse without issue, but they risk getting thrown off in the event of the horse getting spooked if they don’t have the skill to back it up.
Arcana skills require a Minor Merit to unlock.
T0 = Novice (0 XP) T1 = Apprentice (25 XP) T2 = Journeyman (50 XP) T3 = Expert (75 XP) T4 = Master (100 XP) T5 = Grandmaster (Minor Merit) T6 = Ascension (Major Merit) Each Grandmaster Skill requires Mastery as well as the expenditure of a Minor Merit to attain.
Ascension
Ascension is a state of being that may be attained for any Arcana skill, requiring
Novice With zero experience you are capable of very little beyond the limitations, instincts, and traits of your own biology and habits. You don’t really understand how you do what you do, and what little you are capable of is often attributed to things you do every day. Treat this with reasoning; someone who is a smith as their job would have a reasonably mean and accurate hammer swing, even as a Novice. You are not expected to always fail, but you’ll often struggle with situations out of the norm.
Apprentice You've begun to understand the basics of the skill, and you might happen to know a few interesting facts about it. You are competent enough to operate this skill without issue as any other rank-and-file person in that trade might. Inventing something is still beyond your ability.
Journeyman You are beginning to possess a regimented understanding of the skill. You might be able to repeat some wise words from your mentor or formulas from a book you've read. Your inventions without assistance struggle to hold water, almost always ending in failure.
Expert You understand a large sum of theory and potential pitfalls with the skill. You can recall whole theorems of understanding, and you’re beginning to develop your own unique theory regarding its application. Your inventions can be useful after a few failures and refinements.
Master You understand almost everything about the subject in a conventional sense, and you’ve developed your own unique theory regarding its application. Your inventions almost always turn out useful.
Grandmaster Your understanding has exceeded what can be considered mundane, and your theories often come close to understanding the will of the gods. Your inventions often have some paranormal quality behind them that only Masters can begin to understand - even Grandmasters who try to replicate these designs often fail.
Unnatural Abilities
Grandmasters in a mundane skill begin to push the boundaries of that skill. Not only are they above a Master in terms of efficacy, but they may also develop a single unnatural Minor Eldritch Arcana for themselves. Grandmastery in Arcana Skills does not confer this bonus, as those capabilities are already unnatural and pre-defined. Submit Minor Eldritch Arcana proposals in the Help Desk when you have acquired Grandmastery in a skill.