Proficiencies

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Older versions of this page had to be rewritten after the Skill proficiency rework, in which: professions were removed entirely, many proficiencies were removed, there's no longer any distinction between combat and knowledge proficiencies, and there's now an entirely different system of level caps, training, and mechanical skills. As such, all information on 'professions' needs reviewing or rewriting, and may be inaccurate if seen on the wiki or in-game.


In FS, the skill system works off a set of proficiencies chosen during character creation, and altered by the use of Perks, Edges, and training on the web menu.
While having no mechanical benefits (outside of Social Actions and repairing Precious Items) by themselves, they do play a large part in roleplay, especially judged scenes.

Skill training begins on the web interface, where one can select up to 8 Hobbies, 4 Interests, and 2 Specialties (Perks and Edges may alter these amounts)
Skill starting levels and caps are as follows:

Mastery Starting Cap
None 0 10
Hobby 10 20
Interest 20 30
Specialty 25 40

List of Proficiencies

List of proficiencies
Proficiency Description
Academics A general measure of your intelligence and book smarts. Enjoy your STEM training! This also covers classical reading. Did you know Loki's genderfluid? Let me tell you about it... (A combination of older knowledge proficiencies, namely Comprehension, History, Economics, Legends, Management, Theology, and Xeno)
Acrobatics Your skill in being nimble, quick, and precise with your movements, allowing you to perform flips, handstands, hold your balance and other tricky movements.
Armor Your skill at using shields, armor, or just stationary objects to reduce an enemy's ability to hit you or the impact of such a hit.
Athletics Your general ability to exert your muscles. Climb, run, jump long distances, or grab a barbell and toss it across the room! (A combination of the older physical proficiencies, namely Climbing, Running, and Strength)
Computer Knowledge of computers enables a user to access and bypass computer systems. When the information you need is on a secured terminal, you'll be glad you have this skill along.
Deceit Knowledge of how to lie, disguise yourself, or otherwise hide who you are, what you mean, and what your intentions are.
Design Sometimes, you just need to make something up! This ability allows you to apply the Rules of Cool in a montage creation sequence resulting in what's needed to push the plot forward. Often combined with other skills. Such creations are for plot purposes, you cannot make your own equipment.
Empathy The ability to read people, understand hidden meanings, and otherwise uncover the truth in what is really going on.
Evasion Your ability to dodge, maneuver, and avoid blows entirely.
Fortitude Fortitude determines your physical endurance, your ability to ignore pain, and your ability to recover quickly.
Installation Your understanding of pre-Promethean technologies and their upkeep. This skill lets you repair computers and electronics and complicated mechanical work.
Intimidation Sometimes there isn't time to win over a crowd when all you need is one guy to shut up and get out of the way. Intimidation works well at cowing people into giving you what you want. It's faster than socializing, but leaves harder feelings.
Marksmanship Your skill with fighting with ranged weapons, such as firearms, crossbows, and grenades.
Medicine What a terrible case of Valvonian Flu you have there... When plot related maladies befall you or your fellow adventurers, you're there to figure out the cure. You might not always have the cure on hand, but you at least know where to find it.
Melee Your skill with fighting with handheld, close range, weapons. Examples include daggers, swords, axes and maces.
Negotiation Your ability at fast talk and persuasion. With this, you find it easier to get others to see your side of things and eventually join you.
Perception Your ability to detect the movements and actions of others in the environment around you.
Research What you don't know, is probably written down somewhere. Knowing how to scour the information nets and read books quickly can uncover the next part of the plot.
Security Traps, Mechanical Locks? Not a problem for you! You're quite good at spotting cameras and traps, and working out how to bypass all those things designed to keep people LIKE YOU out.
Sexual Knowledge of sex, be it on the giving or receiving end. Besides making friends happy, it can be used to make new friends or change minds in the bizarre nanite world we live in. Some mutant strains won't listen to any other form of diplomacy.
Stealth Your ability to hide, sneak, or otherwise avoid detection. As a note, attempting rapid movement, such as running, would give a penalty to this roll. How much of a penalty is up to the judge.
Survival Where do you pitch a tent? How do we find water? It's getting really cold up here! Survival experts know what to do when the environment turns deadly.
Underworld Who's selling, who's buying, and who's a rotten snitch? The Underworld helps when dealing with unsavory characters and avoiding ending up the fall man for someone else's grand desires.
Willpower Your mental fortitude to avoid compulsion, trickery, or other attempts to manipulate you, mind and body.

More info

Before selecting your proficiencies, it is useful to look them all over:

  • list proficiency lists all proficiencies.
  • rpinfo <proficiency> provides info about the chosen proficiency, primarily what it does and which professions have it.

You can set your hobbies, interests, and specialties via the training-page on the web-interface (http://flexiblesurvival.com/index?training).
NOTE: Be careful when assigning skills, as there is no 'undo' button save for a complete wipe using the +mako/ProfReset command in-game!
Further training in proficiencies is possible through the same menu only after all proficiencies have been assigned.
Training a proficiency past 10 points will incur a token-cost, and logically, the price goes up the higher you train your proficiencies.
Here, you can also set a tax-rate, which means that apart of your earned freecred is invested in the chosen proficiency directly, lowering the cost of leveling over time.


Thematically, all proficiencies mark prowess in their given field, with varying degrees of expertise based on the investment.
For example: A Hobbyist in Academics will only have passing knowledge over a broad set of subjects, while a Specialist might've studied a field like History or Economics extensively.


In roleplay, each skill is rolled off 20d100 using the roll <proficiency> command, with each point in a skill adding an additional percentage chance of a successful roll.
By default there is a minimum of a 5% success on any roll (10% with Jack of All Trades) and a maximum of 40% when a skill is fully trained without any other modifiers.
A result of 3 would be considered basic competency, 6 would be a difficult task, 9 would be an exemplary effort, 12 would be practically supernatural, and 15 is a nigh-impossible feat.
At no point can any skill exceed being considered above a 60, but each hero point spent on a roll is considered an extra +5 in that respective skill in addition to modifiers added from Perks, Quirks, or Edges.
Far more detailed information including suggested skill challenges per tier, obstructions/modifiers, and other miscellany can be found under the +help Getting Started/Rolling command in-game!


As always, rpinfo provides useful info, with rpinfo <combat skill> telling what a combat skill does and where to get it, and rpinfo <class> noting the skills associated with a class. Likewise list class and list combat skill list all the classes and combat-skills, respectively.