Psi in Waylight is tied to Intellect in that a high Intellect is necessary for drafting schematics, but their actual use is more dependent on other factors.
Specialization is done narratively: of two characters with the same relevant stats, the one with a (2) in the unspecialized "Indirect fire" skill will generally lose a mortar duel to the one with a (2) in "Mortars" (Indirect Fire) skill... but win if they're slugging cannoballs at each other from an airship.
On a challenge, roll skill, your attributes are used to boost your rolls, and replenish every scene.
COMBAT SKILLS
All combat skills save for Strategy are time-critical; a specialization should be specified. Most combat skills are physical in nature.
- Any martial art, from boxing to jeet kune do. There are a number of traditions out there, each offering advantages in particular situations (capoeira is probably superior to boxing if you are fighting in a piazza; less so if you're trying to punch your way through an airship's corridor); knowing more than one martial art gives a flexibility advantage. Most everyone has at least some brawling experience; this goes double for Tsuxians, as they are generally not allowed weapons.
- Expertise in the use of a type of contact weapon (knives, swords, heavy blades, batons, polearms). While most people have a favorite weapon, there is a surprising amount of fundamentals that remain the same, within the same category. This translates directly from the "Melee" Emlia skill.
- Expertise in the use of a type of launcher (bow, pneumatic, sprayer, blaster). While most people have a favorite weapon, there is a surprising amount of fundamentals that remain the same, within the same category. This translates directly from the "Aimed Fire" Emlia skill.
- Dogfighting: the ability to effectively use rig weapons to hit what you are aiming at. This is separate from rig riding: some of the best aerial marksmen in history have been brought down by target fixation and failure to dodge.
- Tactics: the ability to quickly understand the flow of a fight and its relation to the environment. Close-combat and aerial tactics are different, but there are some common principles. Tactics is also used in team sports.
- Strategy: the ability to see the big picture in a prolonged engagement, be it a war or a caper. (Grand strategy is going to need to be roleplayed, obviously).
- Heliconian Twisting. This is discussed aside from other martial arts because it is less that and more of a technique to be able to perform high jumps, stay in the air for a few moments, and glide safely to a lower altitude using a wing cape. Twisters are generally at a disadvantage in confined spaces, but can easily outrun if not outfight most other martial artists in a 3D environment.
NONCOMBAT SKILLS
- Swimming: The ability to stay afloat in a liquid, hopefully some sort of water.
- Athletics: Any sort of physical effort that requires endurance and discipline; running past a sprint, climbing a wall, and so on.
- Riding: Being able to hold on to a living creature in a way that gives some say about where the creature is going. In general, should be specialized between ground and flying mounts, at a minimum.
- Pacing: Even with great stamina, pacing is learned as well as trained for. Running a marathon, tracking prey in persistence hunting, and trekking to high ground if stranded in the deep layers benefit from this.
- Muscle: The technique of using one's strength - lifting, pushing, hauling, and other muscle work.
- Performance: Dancing, playing an instrument professionally, and so on require great synergy between body and mind; specialization is necessary, otherwise this skill is fairly meaningless.
- Science: It's unlikely that player characters will master any one field of science (mastering more than one is an incredible feat in real life in much safer environments!). However, a basic knowledge of physics or chemistry or even agricultural science can prove useful in many cases.
- Sleight-of-hand: Useful to the entertainer, the psi-debunker, and the pickpocket... or just in a game of keepaway.
- Manipulation: The social equivalent of sleight of hand, used in the same way. A show of strength can intimidate, a show of strength in just the right way will be that much more effective; conversely, the brains
- Alertness (see core rules)
- Stealth (see core rules)
- Command (see core rules)
( Forgotten Futures skill list)
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Actor AvM&S Any form of stage performance.
Artist AvM&S Any artistic endeavour.
Athlete B Swimming, running, etc.
Babbage Engine M Use also for computers, golems, etc.
Brawling B Boxing, wrestling, & improvised weapons. Free at base value
Business M Any financial or organisational work.
Detective AvM&S Good at noticing small details.
Doctor M/2 Knowledge and licence to practice.
Driving AvB&M Any ground vehicle.
First Aid M Emergency treatment to stop bleeding etc.
Linguist M Linguist/2 languages (round UP) are initially known.
Marksman M Use of directly aimed projectile weapons.
Martial Arts AvB&S/2 Any martial art. Allows multiple attacks.
Mechanic M Any form of engineering etc.
Medium S/2 A genuine medium, not a fake.
Melee Weapon AvB&M All close range non-projectile weapons
Military Arms M Use of field guns, explosives, etc.
Morse Code M Knowledge of Morse and telegraphy.
Pilot AvB&M/2 Use for aircraft, submersibles, etc.
Psychology AvM&S Use to spot lies, calm people, etc.
Riding AvB&S Riding all animals, and training them.
Scholar M Detailed knowledge of Scholar/2 related fields (round UP)
Scientist M Use of any science.
Stealth B/2 Hiding, camouflage, sneaking, etc. Free at base value
Thief AvB&M/2 Pick pockets, locksmith, forgery, etc.
@@S Any artistic endeavour.
Athlete B Swimming, running, etc.
Babbage Engine M Use also for computers, golems, etc.
Brawling B Boxing, wrestling,