Skills and Advancement
Last updated: 2/9/2026
Skills represent your character's learned capabilities. In Worldlines, skills modify your Trait dice rolls, turning raw potential into reliable competence.
As your character grows through experience they become more capable and therefore more resilient, and more specialized in their chosen fields. Advancement rewards both broad competence and focused expertise.
6.1 The Skill System
Every skill is tied to one of your four Traits. When you attempt a task, you roll the appropriate Trait die and add your skill bonus. Skills start unmodified but improve through training and experience.
Combat Skills
Use your Combat Trait die
- Weapons — Attacking with ranged or melee weapons
- Hand-to-Hand — Unarmed combat, martial arts, grappling
- Athletics — Running, jumping, climbing, swimming, physical feats
- Evasion — Dodging attacks, avoiding danger, defensive movement
- Spirit — Enduring pain, resisting fear, pushing through exhaustion
Wisdom Skills
Use your Wisdom Trait die
- Awareness — Detecting threats, reading body language, noticing details
- Stealth — Moving unseen, avoiding detection, hiding
- Bushcraft — Wilderness survival, tracking, navigation, field repairs
- Insight — Understanding motivations, detecting lies, reading situations
- Investigation — Searching areas, gathering clues, analyzing evidence
Intellect Skills
Use your Intellect Trait die
You may choose five Intellect skills at character creation. Additional skills can be learned during downtime.
Academic Skills:
- History — Knowledge of past events, civilizations, and political movements
- Linguistics — Languages, translation, cultural communication patterns
- Cryptography — Codes, ciphers, data encryption and decryption
- Planetary Science — Geology, astronomy, environmental analysis
- Law — Legal systems, regulations, bureaucratic procedures
Scientific Skills:
- Engineering — Mechanical systems, construction, repair, modification
- Chemistry — Chemical analysis, pharmaceutical creation, material science
- Medicine — Diagnosis, treatment, surgery, biological systems
Practical Skills:
- Piloting/Navigation — Vehicle operation, space travel, route planning
- Demolitions — Explosives, controlled destruction, breach tactics
- Surveying — Mapping, resource identification, structural analysis
- Programming — Computer systems, hacking, digital security
- Commerce — Trade, negotiation, market analysis, resource valuation
Charisma Skills
Use your Charisma Trait die
- Intimidation — Coercion through fear, presence, or implied violence
- Persuasion — Logical argument, emotional appeal, building consensus
- Deception — Lying convincingly, misdirection, concealing truth
- Leadership — Inspiring others, coordinating groups, tactical command
- Performance — Entertainment, public speaking, artistic expression
Special Skills
Celestio-Dynamism — Manipulation of nexacite energies and temporal threads (Wisdom-based, requires special training or species ability)
Using Skills
When you attempt a task with uncertain outcomes, the Game Architect sets a Task Difficulty (TD) based on the complexity and circumstances. You roll your Trait die, add your skill bonus, and compare the result to the TD.
Skill Bonuses
Skills provide flat bonuses to your Trait die rolls:
| Level | Bonus | Description |
|---|---|---|
| Untrained | +0 | You rely purely on natural Trait |
| Trained | +1 to +3 | Basic to competent professional level |
| Expert | +4 to +6 | Specialist or master level |
| Legendary | +7 or more | Galaxy-renowned expertise |
Most characters begin with +1 or +2 in their job-related skills, representing professional training.
Advantage and Disadvantage
Circumstances can grant Advantage (roll twice, take higher) or Disadvantage (roll twice, take lower). These represent significant environmental factors, superior equipment, or tactical positioning.
Locked Skills
When a character attempts to use an intellect skill that hasn't been unlocked, they can simply roll their trait die associated with that skill, with disadvantage.
Advantage Examples:
- Attacking an unaware enemy
- Using professional-grade equipment for your specialty
- Operating in familiar environment or culture
Disadvantage Examples:
- Operating under extreme time pressure
- Using improvised or damaged equipment
- Working outside your area of expertise
6.3 Character Advancement
Characters advance through experience points (XP) awarded by the Game Architect for overcoming challenges, completing objectives, and meaningful character development.
| Level | XP Needed | Total TP | Health Gain | Energy Gain |
|---|---|---|---|---|
| 1 | --- | 1 | --- | --- |
| 2 | 200 | 3 | +2 | --- |
| 3 | 500 | 5 | +2 | +1 |
| 4 | 1,000 | 8 | +2 | --- |
| 5 | 1,800 | 11 | +2 | --- |
| 6 | 2,800 | 15 | +2 | +2 |
| 7 | 4,000 | 19 | +2 | --- |
| 8 | 5,500 | 24 | +2 | --- |
| 9 | 7,000 | 29 | +2 | +1 |
| 10 | 9,000 | 35 | +2 | --- |
Energy Progression Analysis: Characters gain Energy at levels 3, 6, and 9. Starting Energy ranges from 8-12, reaching 11-16 at maximum level. Combined with movement costs (1-2 Energy per action) and attack costs (2 Energy), this creates meaningful resource management throughout advancement.
Technique Points (TP)
Technique Points are the primary advancement currency. You gain TP as shown in the advancement table and spend them to unlock new abilities.
TP Costs by Technique Level:
- Level 1-2 Techniques: 1-2 TP
- Level 3-4 Techniques: 2-3 TP
- Level 5+ Techniques: 3-5 TP
Higher-level techniques require higher character levels and often cost more Energy to use, representing the scaling power and complexity of advanced abilities.
Skill Training (Optional)
Skills can be improved during downtime through training, practice, or instruction when permitted by the GA:
Training Costs:
- +1 Skill Bonus: 1,000 credits, 1 week training
- +2 Skill Bonus: 3,000 credits, 2 weeks training
- +3 Skill Bonus: 6,000 credits, 1 month training
- Higher Bonuses: Available through special instruction or significant experience
Learning New Intellect Skills: 2,000 credits and 2 weeks of study per skill
Trait Advancement (Optional)
Trait dice can be improved during extended downtime, representing fundamental growth in your character's capabilities when approved by the GA:
Trait Improvement Costs:
- d4 to d6: 20,000 credits, 2 months training
- d6 to d8: 40,000 credits, 3 months training
- d8 to d10: 80,000 credits, 4 months training
Only one Trait can be improved per extended downtime period. This represents major character development requiring significant time and resources.
6.4 Multiclassing and Cross-Training
At 5th level, characters may begin learning techniques from one additional Job tree, representing expanded training or career changes.
Multiclassing Rules:
- Must reach 5th level in primary Job
- May choose one additional Job tree for technique access
- Do not gain that Job's equipment, bonuses, or social standing
- Technique costs remain normal (based on technique level, not Job level)
Career Changes
Characters may completely change Jobs through major story events:
- Requires significant narrative justification
- GA approval mandatory
- May involve retraining time and expense
- Previous Job techniques remain available
- Gain new Job's technique tree access but not equipment/bonuses
Alternative Advancement Options
Milestone Advancement: GAs may use story milestones instead of XP:
- Completing major story arcs
- Achieving personal character goals
- Overcoming significant challenges
- Major faction reputation changes
Skill-Based Advancement: Skills improve through use:
- After using a skill successfully in challenging situations multiple times
- GA tracks usage and grants improvements narratively
- Encourages diverse skill use over specialization
Equipment Mastery: Extended use of specific equipment grants familiarity bonuses:
- +1 accuracy with a specific weapon after extended use
- Reduced maintenance requirements for familiar gear
- Special techniques available only with mastered equipment