General skills are available to all characters and may be taken when directed by the General Advancement Table or during long periods of downtime when training is available. All of these can be taken up to three times unless restricted in the description.
Aggressive Immune System: Reduce all Disease/Infection duration effects by 1 to a minimum of 0.
Armor Proficiency: Characters may wear a Mid-Layer armor over their Base Layer.
Bloodhound: ADV on checks to track humans in biomes for which you have the Survival skill.
Burst of Speed: When using the Dash action, +3 to Air modifier (max +10). May only be taken once.
Clear Headed: Reduce all Disorientation effect durations by 1 to a minimum of 0.
Clever: +1 to any Basic Work roll.
Hard Headed: Reduce all Unconscious duration effects by 1 to a minimum of 0.
Hepatic Efficiency: Reduce all Poison effect durations and damage by 1 to a minimum of 0.
Ice Water: Reduce all Fear duration effects by 1 to a minimum of 0.
Intuitive: +1 to any Water Saving Throw.
Lockpicking: Requires a teacher and special tools. May be taken twice. The first time allows character to use lockpicking tools, second gives them ADV on Basic Work rolls to open locks.
Lore: Choice of Ancient History, Element Science, Ergon Peoples, Medicine, Myth, Occult Element Science, Spirit World.
Musician: Character trains with a teacher in some kind of instrument to proficiency. May be taken more than once with the same or different instruments.
Myelin Mummy: Reduce all Paralysis and Slow effects by 1 to a minimum of 0.
Robust Body: +1 to any Earth Saving Throw
Sharp Mind: +3 to your Air modifier when attempting to Persuade with logic. Can only be taken once.
Shield Proficiency (Type): Character becomes proficient with shields of (Type).
Silver Tongue: +3 to Water modifier when attempting to Persuade with connection or empathy. Can only be taken once.
Steel Mind: +1 to any Air Saving Throw
Stubborn: Death Roll is 2d3 instead of 1d4.
Survival (Biome): Choose biome from Urban, Desert, Woodlands, Mountains, Coastal, Ocean, Arctic, Jungle, or Plains. ADV on a variety of d20 rolls in this biome.
Thick Blood: Reduce all Bleed effects by 1 to a minimum of 0.
Treat Injury: ADV on Stabilization checks. May attempt to treat one Injury during Recovery or up to three during Rest to reduce the duration by 1d4 (duration as per the injury) to a minimum duration of 1. Can only be taken once.
Ugly Mug: +3 to your Earth modifier when attempting to Intimidate with physical presence. Can only be taken once.
Weapon Proficiency: Character trains with an instructor with a particular weapon and gains proficiency.
Wrestling Training: Character has ADV on Grapple attempts.
The following skills cannot be taken until Character Level 10 or higher.
Inner Resources (Element): As a Special Action, spend 3 EP to double your (Element) modifier until the beginning of your next turn.
Element Shield (Element): Spend 2 EP to increase your Elemental Resistance (Element) by the appropriate modifier until your next turn.
Empower Save (Element): As a Reaction, spend 2 EP to gain ADV on an (Element) saving throw.
Flexible Nature: As a Special Action, spend 2 EP to change your Dominant Element to your second highest modifier until your next turn.