Character Stats

***Character Stats***

Within this setting, the Abilities, Statuses, and Skills of characters are ranked on a scale of 0-6. This is done for the ease of both the players and staff, to avoid petty squabbles over things like who would beat who in a fight, who is more intelligent, and the like. Stats are based completely on a character's backstory, and should make sense based on the character's origins.

## Abilities

Abilities are traits that all individuals possess to some degree or another. A rating of 0 means that Ability is impaired or nonfunctional. Any Ability at level 1 is below average, but still works normally. Level 2 Abilities are average, and are found commonly throughout the world. Abilities at Level 3 are above average, but are still found fairly commonly here and there. Any Ability at level 4 is exceptional, and are only found occasionally. 5 indicates that Ability is truly incredible, and are very rarely found. Abilities at Level 6 are legendary, and it is likely there are only a few individuals in the world with traits at this level.

Having any Ability at Level 4 or 5 requires special permission from a staff member. Any Ability at Level 6 requires special permission from me, the owner. This permission should be sought before submitting a character sheet.

### Strength

Strength is a measure of an individuals raw physical power. It indicates how much they can lift and how much force they can exert.

Strength 0: Frail and crippled, you likely lack the strength to even stand. If you could, a strong breeze would knock you over.

Strength 1: Rather feeble, you are able to lift small household objects without too much struggle. Anything more than that, however, is usually too challenging for you. Best not get in any brawls.

Strength 2: Unremarkable in strength, you can move around decently heavy objects, and your blows have enough weight behind them to hurt whoever you're hitting.

Strength 3: Possessed of above average vigor, you're stronger than most, and probably have a fair bit of muscle to show for it.

Strength 4: You're much stronger than the majority of people you meet, and can lift weights single handedly that several lesser men might struggle with.

Strength 5: A true brute, you can crush most lesser men with ease. It's rare that you ever meet anyone who can match your strength.

Strength 6: Gifted with legendary might, there's almost no one who could hope to compare to your astounding strength.

### Dexterity

Dexterity measures one's quickness and agility. It indicates how fast and nimble they are in all physical movements.

Dexterity 0: With limbs that move like lead, you'd struggle to outmanuever a crawling baby. Even grabbing a small object is nigh impossible, much less actually picking one up without dropping it.

Dexterity 1: An utter clutz, you plod about with as much grace as a drunken ox. Objects tend to fall from your grasp easily, so don't try to make any catches. You can walk in a straight line.... As long as you don't move too fast.

Dexterity 2: Your speed and agility isn't anything remarkable. You can handle tools that need some precision, and you are capable of running without faceplanting, just like anyone else.

Dexterity 3: You're quicker and more nimble than most people. You can probably outrun the average fellow, and you have pretty good hand eye coordination.

Dexterity 4: You move about with grace and elegance, and can move much faster than almost anyone you encounter.

Dexterity 5: You strike like a snake, and can outrun almost anything that moves on two legs. You don't meet many who can match your speed and agility.

Dexterity 6: You are the wind. In the time a man blinks, you can draw a sword and open his throat. Pretty much anyone who tries to chase you on foot would have better luck catching a lightning bolt.

### Endurance

A measure of a person's resistance to fatigue. Endurance marks how much a person can endure before they succumb to exhaustion.

Endurance 0: Walking from your bed to your chamber pot leaves you exhausted and drenched in sweat. Anything more would likely make you keel over.

Endurance 1: Your need to take your time moving everywhere, or else you'll tire yourself. Climbing a flight of stairs usually leaves you winded.

Endurance 2: You can walk at a normal pace without getting out of breath. You're no athlete, but you aren't utterly hopeless.

Endurance 3: You can last longer than the average person when it comes to physical activity. You can handle a few hours of labor and exercise decently well.

Endurance 4: You don't tire easy. Not many you meet can outlast you, be it in battle, running, or in the bed.

Endurance 5: Tireless would be an apt way to describe you. You can work and fight for a damn long time, and you don't need much rest to recover.

Endurance 6: You often forget what exhaustion feels like, so rarely do you feel it. Fatigue is something you aren't too familiar with, either.

### Intelligence

Intelligence serves to measure a person's brainpower and wits. The higher one's Intelligence, the better they are at all manner of mental activities.

Intelligence 0: You have enough brainpower to manage basic bodily functions and maybe a few stunted words, here and there. Anything more is beyond you.

Intelligence 1: You're thick as a castle wall. Easily tricked by those above you, you struggle to count without your fingers, and your words aren't anything beyond basic.

Intelligence 2:  You're no fool, but no one will be praising your wits any time soon. If you're educated, you can count, and you can read, though you'd best stay away from anything too complex.

Intelligence 3: You're smarter than the average peasant, gifted with wits that are sharper than most.

Intelligence 4: Many would describe you as very quick witted. You don't often meet individuals who can match your intellect.

Intelligence 5: It's rare that one meets a person as brilliant as you are. You process information rapidly, and you can outthink most people you encounter.

Intelligence 6: You likely count on a single hand the number of times you haven't been the smartest person in a room. Common men trying to outthink you is like a sheep trying to fight a lion.

### Charisma

An indicator of one's personal magnetism and force of personality, Charisma measures how skilled a character is at bending others to their will.

Charisma 0: Forging words together into a coherent sentence is trouble enough. Getting people to do what you want is well beyond your means.

Charisma 1: You're either abrasive or unconvincing. Either way, you don't often get people to bend to your will, unless what you want them to do is really in their interest.

Charisma 2: Whilst your presence isn't off putting, no one would give you the descriptor of charismatic.

Charisma 3: You're more adept than most at getting people to do as you say. You have presence, be it intimidating or charming.

Charisma 4: The practice of manipulation comes easily to you. Not many you meet can rival your skill at twisting others to obedience.

Charisma 5: You ooze personal magnetism. People are drawn to you, and drawn to do what you want.

Charisma 6: Others are your puppets. You can charm, seduce, and threaten to enact your will with the same ease as breathing.

### Appearance

Appearance measures the potency of a person's looks. Greater Appearance indicates greater physical appeal.

Appearance 0: Hideous is the most generous way to describe you. Revolting or disgusting are also perfectly adequate. You are likely monstrously deformed or horribly disfigured.

Appearance 1: You're ugly. No one is going to fall in love with you for your fair features, that's for sure.

Appearance 2: Whilst not ugly, no one is going to compliment your looks any time soon.

Appearance 3: You're better looking than most people, and would likely be described as quite comely.

Appearance 4: One such as yourself is most pleasant to the eye, a far cry above the average person. Doubtless, you've received many compliments based on your looks before.

Appearance 5: Anything less than beautiful does not do you justice. Maidens may swoon over you, or men would be exceptionally eager for your favor.

Appearance 6: God, goddess. Depending on your gender, this is what you would be called. You are one of the most divinely gorgeous people out there, and anyone who sees your face will remember it forever.

## Statuses

Statuses are measures of the relations an individual has with wider society. A Status of 0 indicates that the Status is absolutely pathetic, whilst a Status of 1 indicates that it is low. Level 2 Statuses are somewhat common, whilst those at Level 3 are above average. Level 4 Statuses are quite above the norm, whilst Level 5 are extremely rare, and Level 6 are even more so.

### Class

Class is the denotation of where someone stands in society in comparison to others. In essence, it is a direct measure of power and authority.

Class 0: You are utter scum. You may be a full on slave, or a criminal lowlife, such as a low ranking pirate.

Class 1: You are a peasant, or thereabouts. You are lowborn, with few rights and less power, but at least people do not despise you merely due to your station. However, your concerns and wants are very rarely considered in circles of power.

Class 2: You lack direct authority over a land, and do not hold a position of any serious power. However, you can still make your voice heard if you wish it. Likely, you are some sort of priest, noted warrior, or otherwise respected figure.

Class 3: Your words carry weight, and you most probably carry some sort of authority. You have direct authority over a notable group of people, such as command over a fortress or control over an influential temple.

Class 4: Considerable power is at your command. Most likely, you are a powerful noble, the ruler of an ancient and proud family.

Class 5: One of the foremost figures of power in whatever place you reside. You probably have great influence in national politics, and have many who will obey your word.

Class 6: Within your nation, none hold any station above you, save the head of your house. You are royalty.

### Wealth

A direct measure of your monetary assets, Wealth literally signifies how much money you have.

Wealth 0: You are destitute. There is not a penny to your name, and you likely have to steal to get by.

Wealth 1: You are poor. But at least you have enough coin in order to provide yourself and maybe your loved ones what they need to survive.

Wealth 2: You have enough money to live in reasonable comfort. Likely you are some sort of innkeep, a small merchant, or another sort of well off commoner.

Wealth 3: You have more money than most. Peasants would consider you wealthy, but you are not rich in terms of upper society. You are likely a fairly prosperous merchant, a master artisan, or perhaps a low ranking noble.

Wealth 4: You are rich. You have enough wealth to live quite lavishly, and employ plenty of servants. You are likely a powerful noble or wealthy merchant.

Wealth 5: You are astoundingly wealthy. You likely come from an old and rich house, or are some extremely rich merchant magister. Money is practically never an issue for you.

Wealth 6: For all intents and purposes, your coin is practically unlimited. You are one of the wealthiest individuals in the land.

### Fame

Fame indicates how well known a person is. The greater their fame, the more recognizable a person will be. It is closely tied to Prestige.

Fame 0: If truth be told, even your family find it hard to remember what your name is.

Fame 1: You are known to those close to you. Your relatives and maybe a few neighbors are aware of who you are.

Fame 2: When your name is spoken, most members of your close community will know of you.

Fame 3: Within a small region, you are quite well known. Most likely, you are some local hero, or the lord to a minor population of peasants.

Fame 4: You are fairly well known across a large region, perhaps as a famed warrior or notable politician. Outside that region, certain circles are likely to have heard of you as well.

Fame 5: Your name is known across the lands. Wherever you go, you are likely to be recognized if you travel openly.

Fame 6: In order to not know who you are, someone would need to be living under a rock, or have absolutely no ability to recollect tales and news.

### Prestige

Prestige is closely tied to Fame. It is a measure of how well regarded a person is among society.

Prestige 0: Everywhere you go, you are cursed and reviled. Men who know  of you spit at the mention of your name, and call down the wrath of the gods upon you.

Prestige 1: You are misliked by most who know you, if not outright hated. Your reputation is certainly less than pleasant, and most interactions with you are filled with apprehension at best, mislike at worst.

Prestige 2: You are not hated, but nor are you particularly liked. Most people who know you don't feel strongly about you in any way.

Prestige 3: You carry a positive reputation. You are not quite loved by the wider populace, but you are afforded a fair degree of respect.

Prestige 4: You are very well regarded by any who know your reputation. You hold respect and admiration in the hearts of all those who are aware of you.

Prestige 5: You are adored and venerated wherever you go. You are loved by the commons, and are held up as someone to emulate.

Prestige 6: You are utterly exalted by all who know you, with an truly shining reputation. You are viewed as a total paragon, and when you die, you can rest assured that your name will live on in glory.

### Allies

The number and the power of the of contacts, friends, and supporters one has is measured by Allies.

Allies 0: Sadly for you, you cannot count anyone as a friend. What a bleak life you live.

Allies 1: You have friends. Here and there. But you lack notable Allies that hold you highly enough to give you any real aid.

Allies 2: Friends you have, a few of which can help you out in small matters, in return for a favor later on.

Alies 3: You are fairly well connected to some individuals of fairly substantial influence, whom you can call upon for aid in times of crisis.

Allies 4: You can call upon figures of great power for aid, and a great deal of them will answer your summons.

Allies 5: Your Allies are numerous and mighty. There are a rare few who would make you their foe, due to the power you can call upon.

Allies 6: A word from you, and you can make an entire realm tremble. Your influence stretches across the land, and practically any place you go, you have people who will grant you a tremendous amount of resources.

## Skills

Skills are talents that an individual has honed and mastered over their lives. A Skill at 0 means an individual has no talent in that skill at all. Level 1 in a Skill means that they have been introduced to it, but their mastery is basic and very limited. A 2 in the Skill means that they are competent enough, but nothing truly notable. 3 indicates that they are an expert in the Skill, and are good enough to serve as good tutors for others wishing to learn that Skill. A 4 in a Skill indicates that an individual is a true elite in that Skill, well above the standard practitioner. Level 5 in a Skill indicates that the person possesses a magnificent blend of talent and experience to make them a true master of a Skill. Level 6 of a Skill entails not only being a master, but a true legend, and one of the greatest authorities on said skill to be found.

As for Abilities and Statuses, any Skill at Level 4 or 5 requires permission from a staff member, and any Skill at Level 6 requires permission from me.

### Melee

Melee is a measure of one's martial prowess with a hand to hand weapon, be it a sword, spear, axe, or morningstar.

Melee 0: You have no ability with Melee weapons whatsoever. Any blunt weapon would be a club, any blade a cleaver in your hands.

Melee 1: You've handled melee weapons here and there. You can hold one, and  swing it around without hurting yourself, but anyone seriously competent could defeat you with little trouble

Melee 2: You're only an average fighter, but can do everything you need to in order to use your weapon effectively. No one will give you much praise for your skill at arms, but you'll not disgrace yourself either.

Melee 3: You're actually a fair enough warrior, standing above the average fighter, and have been trained under a proper instructor, or thereabouts. No songs will be written about your prowess, but you can certainly defeat the average soldier without trouble. If they're bad enough, you might even be able to take more than one.

Melee 4: You are a very dangerous adversary to face on the field. An expert fighter, you can cut through lesser men like a knife through soft cheese. Taking on several lesser foes is certainly within your capabilities.

Melee 5: A  true master fighter, you are one of the most  puissant warriors in the realm. It's rare that you meet a foe who can actually survive crossing weapons with you, much less give you a challenge. Find yourself a singer, and they're like to make a song of your skill at some point.

Melee 6: It is often said that you fight like a demon, and with good reason. You are a veritable god upon the battlefield, and one on one, you can likely count the foes who could stand against you with your fingers.

### Command

Command is an individual's mastery over tactics and strategy in war.

Command 0: You have never directed a battle in your life, nor do you have any idea how to do so. Putting you in front of an army would likely make it guaranteed to get annihilated in its first battle. Never mind fighting an entire war.

Command 1: You understand the basic principles of armed conflict. You know about the formations of an army, supply lines, and the rest, but that's about it.

Command 2: You've been trained in Command. You have an understanding of most basic war strategies, so putting you at the head of a host wouldn't be a guaranteed loss.

Command 3: You're a fairly skilled tactician and strategist, either due to experience or raw talent. While no genius, you can outmaneuver the average enemy commander without too much difficulty, and maybe win a few tougher battles.

Command 4: You know war. You're either immensely talented, or a seasoned veteran commander, but men fear to face hosts under your command.

Command 5: One of the finest commanders in the land, you're a true military genius. War is almost a game to you.

Command 6: Defeat is a completely unfamiliar taste to you. You spring traps, but traps are never sprung on you. You shatter armies, body and spirit. When any other commander would be crushed, you instead smash your foe.

### Intrigue

Intrigue is the ability to engage in all manner of schemes, ranging from assassinations to defamation.

Intrigue 0: You couldn't plot your way through an open door. Don't try to get involved in any schemes.

Intrigue 1: The idea of court intrigue is new to you, but you understand the basics ideas, such as not pissing off whoever may be in charge, that not everyone is trustworthy, and that the occasional lie can be very helpful.

Intrigue 2: You aren't going to orchestrate any realm changing plots any time soon, but you might be able to screw over a minor courtier here and there, maybe get a bit of dirt on a household guard. Long story short, you're a decent enough schemer.

Intrigue 3: You're fairly competent in the art of weaving plots, much better than the empty headed courtier or guileless royal. People who piss you off often come to regret it, as you can usually get back at them without giving them the means to get back at you.

Intrigue 4: You're an expert at navigating the viper's nests of noble courts, and can organize elaborate and rather important schemes. You break your fast on lesser plotters.

Intrigue 5: One of the most sly figures to be found, there are few who could ever hope to match your prowess in the arts of Intrigue. Massive plots are spun and unfold and twist at your command, forming tangled webs that befuddle lesser minds.

Intrigue 6: Your web of spies, informants, and minions stretches across the realm, for you are a master player of the game of thrones. Almost all others are but pieces, to be moved, raised, or discarded as you see fit.

### Stewardship

Stewardship is necessary for the running and management of a household, lands, and incomes.

Stewardship 0: It's a struggle for you to manage your own clothes, and every sack of coin you end up with seems to be misplaced at some point. Best not run any households, unless you wish to beggar them.

Stewardship 1: You are gifted with the ability to do basic sums, and can generally keep your money and other belongings from being lost. You understand how taxes work, know what lands belong to you, and are capable of ordering around servants. Still, best get someone else to be your steward, just to be safe.

Stewardship 2: You are competent in managing a business or household, and all that requires. Waste is fairly minimal, and you can trust whatever you manage won't come to ruin, but nothing more.

Stewardship 3: As it turns out, you are fairly skilled in management. When you run an average household, you usually manage to find a way to make things run quite smoothly.

Stewardship 4: An expert at managing lands and incomes, you are comfortably able to keep a large amount of land running well, directing servants skillfully and keeping good track of all needed numbers.

Stewardship 5: Few lands or houses are as prosperous as your own. You have an excellent head for numbers of all sorts, and you can turn a poorly managed ruin into a place of success.

Stewardship 6: There is no act of mathematics you cannot perform. No logistical detail escapes your notice. You could easily run an entire realm if you had a mind to it, or more aptly, if the person in charge was clever enough to make you their steward.

### Learning

The measure of an individual's education, Learning indicates how scholarly a person is, and the depth of their knowledge on all manner of subjects.

Learning 0: Illiterate and completely oblivious to the workings of sums, you struggle to use anything beyond the simplest of words and cannot count without your fingers helping you.

Learning 1: Well, you probably at least know how to read and how to count in your head. You can't do much beyond that, though.

Learning 2: You've had an adequate education, and can read, write, and perform math. You know a decent amount of history, and can identify a few notable factions in the world.

Learning 3: You are quite well educated, and could be described as a bit of a scholar. You know your history, and a few interesting tidbits about politics, science, and medicine that most of your peers would not.

Learning 4: Quite the scholar you are well versed in all manner of educational subjects. If you so wished, the scholarly order would certainly have a place for you.

Learning 5: A true sage, the sea of knowledge within your mind runs wide and deep. Most likely, you are the most learned person in any room, and it is rare you ever meet your equal in worldly knowledge.

Learning 6: One of the most educated people in the world, it is likely that you have personally advanced any field of study you have devoted yourself to. If you haven't written any books yet, you have a library's worth of information in your mind that you could put to page.

### Stealth

Stealth is an individual's ability to act unseen and without notice, whether it be moving about silently or filching items off someone else without being caught.

Stealth 0: Wherever you go, people always know of your presence. Don't bother trying to be sneaky.

Stealth 1: The concept of quiet is one that you can grasp. You could sneak through an empty room without alerting people in the rooms nearby.

Stealth 2: You're sneaky enough when you need to be. You can creep through a wood to fell a deer from a distance, or sneak down a hallway as long as you don't get too close to anyone who might hear you.

Stealth 3: You've been up to some things that are best kept quiet, and for the most part, you haven't been caught. You could probably sneak past someone while their back was turned, and maybe even filch something if they aren't paying attention.

Stealth 4: Silence is a close friend to you, and when you don't want to be found, most people can't find you. Most would do well to keep a mind on their purses when you are around, too.

Stealth 5: You walk among the shadows with ease. Your enemies had best beware, as you would make an excellent assassin.

Stealth 6: You rival the death itself with the suddenness with which you can steal up on people.

### Archery

The mastery of a bow or crossbow is measured by the Archery stat.

Archery 0: If you try to fire a long range weapon, be sure no one is anywhere near you.

Archery 1: When firing a bow or crossbow on the archery range, you can usually hit somewhere on the target. That's about the best you can hope for.

Archery 2: You're good enough to bring down a man or beast, as long as the shot isn't difficult.

Archery 3: As it happens, you're a fair shot, and can pull off shots that would be beyond most normal archers.

Archery 4: You're a highly skilled archer, and would among those called upon to bring down an important target.

Archery 5: If there are any tourneys with archery contests, best head there, for you're like to take home the prize, such is your skill. You are easily capable of truly phenomenal shots, and any man who attacks you had best be able to cut you down before you get your hands on a bow.

Archery 6: If a shot is at all physically possible, you can make it.

### Diplomacy

Diplomacy is a measure of one's ability to make niceties, essentially. With it, a character may use honeyed words and reason to get people to do what they want, skillfully employ the arts of courtesy, calm a belligerent noble, or diffuse two parties from fighting.

Diplomacy 0: You struggle to even address your family, much less ply a stranger with words.

Diplomacy 1: Well, at least you know how to address a noble without getting them to remove your tongue. Much more than that is beyond you.

Diplomacy 2: You know the basic courtesies, and can even manage a compliment or two here and there. You wouldn't charm anyone, but neither would your company be disagreeable.

Diplomacy 3: You have often been described as genial company. Courtesy comes easily to you.

Diplomacy 4: Many find you to be very charming. You have a considerable way with words, and are very good at persuading people to your point of view.

Diplomacy 5: You have a honeyed tongue, and people bend to your considerable charm easily. Your skill with words is well known, and you are able to easily enthrall almost anyone you meet.

Diplomacy 6: Often it is whispered that you were blessed by the voice of the gods, so sweetly do your words fall upon the ears of those around you. Persuasive cannot even begin to adequately describe you skilled you are in the arts of charm.

### Intimidation

The art of instilling fear and using threats to enact your will, Intimidation is essential to any who wishes to cow their foes with fright.

Intimidation 0: You couldn't scare a mewling babe, much less someone of import.

Intimidation 1: You understand the concept of a threat.  You could even make one, and if the recipient was a complete craven, it might actually work.

Intimidation 2: If you were actually in a position to harm someone, you could scare them. When you actually try to be frightening, you likely won't look ridiculous.

Intimidation 3: You do have the ability to be fairly threatening when you put your mind to it. When you make threats, you are taken seriously.

Intimidation 4: People hesitate to cross you, as your ire is something most would strongly wish to avoid.

Intimidation 5: A glare from you can send shivers down the spines of seasoned warriors. You likely have such a powerful reputation that few would dare think to cross you.

Intimidation 6: You can easily fill men's souls with terror. People are terrified of your wrath, and all but the bravest would quail before your fury.

### Seduction

One's ability to beguile and manipulate through the power of their sexuality is measured by the Seduction skill.

Seduction 0: The sight of you likely causes balls to sag and wombs to wither. You won't be seducing anyone any time soon.

Seduction 1: If you have enough coin and aren't too much of an oaf, you might be able to get into bed with a whore. Elsewise, you'd need a very long time and a deal of goodwill to get someone into bed with you.

Seduction 2: You aren't skilled at acquiring lovers, but you aren't horrendous at it either. Given enough time to forge a bond with a partner, they might eventually come to admire you well enough to share your bed.

Seduction 3: You don't require nearly as much effort to find lovers as common folk do. With a few hours and maybe a bit of drink, you can usually find yourself a partner if you search the right place.

Seduction 4: It's not often you go without a warm bed if you so desire it. You are skilled at finding bedpartners wherever you go.

Seduction 5: Not many can resist your allure. Whether it be your raw physical attraction, your brilliant use of words, the vast majority of partners are powerless before you.

Seduction 6: You must often ponder whether if some love goddess favors you, so easily do you find yourself bedpartners.

### Ride

Ride is a measure of one's horsemanship and skill in the saddle. The skill enables them to attain better speed on horseback, and makes them more skilled at fighting from atop a mount.

Ride 0: You've no experience riding horses, or anything else for that matter. If you try to mount one, you'll struggle to stay in the saddle, much less get it to follow commands.

Ride 1: You can properly mount a horse, and you can get it to move about at a reasonable pace without trouble. Not much more is within your abilities, however.

Ride 2: You're a competent rider, and if you so desired, you could go for a race or even into battle. You wouldn't conduct yourself with any great skill, however.

Ride 3: You're a cut above the average horseman. As a result, you can outrace most ordinary riders, and conduct yourself well in mounted combat.

Ride 4: An expert rider, and can easily outride most horsemen.

Ride 5: A master in the saddle, you have peerless skill when it comes to moving on your mount. It's not often you ever meet someone who can rival you on horseback.

Ride 6: Oft it is said that you are half a centaur, for you and your mount move like one creature.

### Sail

Sail describes a character's potential to command a ship, how well they can ply the seas. More skilled sailors have superior knowledge and ability when it comes to riding the waves.

Sail 0: You understand that wood floats, but beyond that, have almost no ability to work a boat.

Sail 1: No sailor, you do grasp how waterborne vessels work, and could handle a rowboat.

Sail 2: You have a good pair of sea legs on you, and likely have experience sailing a ship. You could operate a small boat yourself, and even be an adequate captain.

Sail 3: More than comfortable aboard a deck, you are a gifted sailor, and would make a fine captain.

Sail 4: An expert sailor, you are able to maneuver ships through danger with ease, knowing the sea and your ship well.

Sail 5: At home upon a ship, you are a truly masterful sailor, able to steer courses that would cause lesser seamen to shy away with terror.

Sail 6: The sea is your mistress, and you know her well, just as your ship is known to you like your own hand. If any waters can be navigated at all, they can be navigated by you. Your skill as a sailor is the stuff of legend.

### Survival

Survival is an indication of how competent a character is in navigating the wilderness, tracking prey, and overall remaining alive in the places far from civilization.

Survival 0: Should you ever find yourself far from civilization, death is near certain unless you have a companion to keep you alive.

Survival 1: You could probably manage to build a cookfire, or track footprints through fresh snow or mud.

Survival 2: A fair enough survivalist, you can build basic traps, know common herbs, and identify noted animals by their footprints.

Survival 3: Adept at keeping yourself alive in the wilderness, you are a skilled tracker, knowledgeable in herblore, able to read the weather and construct sophisticated traps.

Survival 4: At home within the wilds, you could spend your life living away from any sort of civilization with ease. Whatever wilderness you are in, you shan't go hungry.

Survival 5: You are an almost peerless survivalist, easily able to survive in environments others might find uninhabitable.

Survival 6: You are almost one with nature, so well known is your local wilderness to you. Every beast and plant is known in your mind, and you can read the wilds like a book.

### Brawl

The Brawl skill indicates how competent a character is in using their own bodies as weapons, be it their hands, feet, or even their heads.

Brawl 0: Well, you know how to use your hands and feet to move around and pick things up, but if you got in a scrap, you wouldn't come out well.

Brawl 1: You're able to fight without injuring yourself, and your wild, untrained swings might actually do some harm to your enemies.

Brawl 2: A competent brawler, you have some experience throwing your hands about. You aren't particularly skilled, but at least you know what you're doing.

Brawl 3: You're able to throw quite the mean punch, and are a rather skilled unarmed fighter. Many scraps you enter see you coming out the better.

Brawl 4: In all likelihood, you've received professional training in the art of unarmed combat, and are an elite warrior in that regard.

Brawl 5: Mastery of your body is yours. You are never unarmed, as your limbs are lethal weapons.

Brawl 6: At this level, your mastery of your form is such that you are a living engine of death and destruction.

### Medicine

A character's level in Medicine is indicative of how skilled they are in the healing arts, denoting their expertise on living bodies and their ability to mend them from harm.

Medicine 0: Getting hurt isn't pleasant. Bleeding is bad. If someone isn't breathing, they're probably dead. That's about all you know.

Medicine 1: Well, you won't be saving too many lives, but you can tend to all manner of minor wounds, such as cuts, scrapes, and bruises.

Medicine 2: You are a fairly competent healer, and know how to set a bone, sew up a cut, and get down a minor fever. You won't heal anything too extreme, but you might just be the difference between life and death.

Medicine 3: An adept healer, you are skilled enough to serve in a professional capacity, perhaps as a court physician, or in a healing temple. You can successfully treat most forms of common ailment.

Medicine 4: Familiar with the mysteries of the body and a highly experienced hand at mending them, you are extremely adept at battling wounds and banishing sickness.

Medicine 5: A true master physician, you are a great sage in the art of healing. You could easily seek employ with royalty, and many lessers in your craft give up trying to heal wounds that you can mend with ease.

Medicine 6: So gifted are you with the healing touch that it might be said you work miracles, and are touched by the gods. If any mending is possible through mundane means, it is within your power to do so, so vast is your knowledge and so great your skill.