Living folio · System
1. Universal Skills System
What Universal Skills Are Universal skills are recognized competencies that are not owned by any single class. They represent trained capabilities that: many adventurers can learn do not require class identity to justify remain useful across multiple guild paths support dungeon survival, expedition function,...
Overview
What Universal Skills Are
Universal skills are recognized competencies that are not owned by any single class.
They represent trained capabilities that: - many adventurers can learn - do not require class identity to justify - remain useful across multiple guild paths - support dungeon survival, expedition function, and ordinary adventurer competence
A universal skill is still a real skill.
It is not just “something any person can attempt.”
To qualify as a universal skill, the competency must be: - broad enough to exist outside one class - important enough to be recognized as trainable - specific enough to matter in story and mechanics - not so broad that it becomes meaningless
What Universal Skills Are Not
Universal skills are not: - class skills made weaker - generic actions like walking, lifting, or speaking - equipment familiarity by itself - team tactics - profession monopolies - social status privileges
If a skill is central to a class identity, it should remain a class skill.
If a skill is too basic to deserve recognition as a real competency, it should remain ordinary action or familiarity, not a skill entry.
Universal Skill Rule
Universal skills may be learned by adventurers regardless of class, provided they have: - access to training - enough practical use to develop the competency - any needed prerequisites
Universal skills do not override class identity.
A class may still be better at a related field because of: - class-specific skills - equipment access - institutional training - role emphasis
Example: - many adventurers may have universal appraisal of loot value - that does not make them Alchemists - Alchemist still owns chemical and mana-reactive understanding of what to do with those materials
Why Universal Skills Matter
Universal skills exist to support a believable adventurer world.
Without them, every useful competency gets forced into class identity, which creates problems: - classes become bloated - ordinary adventurer knowledge disappears - common field competence becomes unrealistically rare - class boundaries become harder to read
Universal skills allow the system to say: - yes, any serious adventurer should be able to do this - no, that does not erase what makes classes distinct
Universal Skill Design Rule
A proper universal skill should: - appear in multiple classes or roles without feeling stolen - support survival, expedition quality, or common adventurer professionalism - create meaningful difference between trained and untrained people - stay below true class-specialist depth where relevant
Universal skills should not: - replace a class pillar - erase guild specialization - grant advanced magical authority - collapse important lore monopolies
Universal Skill Categories
Most universal skills belong to one or more of these areas: - fieldcraft - survival - equipment handling - recovery support - navigation - perception - logistics - commercial knowledge
Universal Skill List
Fieldcraft / Survival
- Load Management - Camp Setup - Hazard Sense - Route Marking - Basic Foraging - Weather Read
Navigation / Dungeon Practice
- Direction Sense - Map Use - Floor Pattern Read - Safe Advance
Recovery / Practical Care
- Basic First Response - Casualty Handling - Sanitation Practice
Logistics / Commercial
- General Appraisal - Pack Preservation - Ration Management - Trade Sense
Perception / Conduct
- Watch Discipline - Threat Recognition - Expedition Etiquette
Skill Entries
Load Management
Category: Fieldcraft / Survival
Access: Universal
Short identity line: Carry what matters without ruining speed, endurance, or readiness.
What competency this skill represents:
The organized carrying, distribution, balancing, and adjustment of expedition load so gear remains usable without crippling movement or stamina.
Why this is universal:
Every serious adventurer must manage carried weight well enough to survive real dungeon work.
Typical prerequisites: - regular expedition participation
Compatible weapon / tool / item families if relevant: - packs - harnesses - bedrolls - supply bundles - utility gear
What Rank D means:
Can pack and carry a normal expedition load without obvious waste or self-sabotage.
What Rank C means:
Balances load more efficiently and adapts better as gear changes during an expedition.
What Rank B means:
Can manage heavy or awkward expedition burden with strong efficiency and judgment.
What Rank A means:
Handles load planning and redistribution with exceptional field practicality.
Narrative use:
Useful for making experienced adventurers feel competent even outside combat.
Tabletop use:
Supports: - carrying efficiency - movement quality under load - expedition endurance - better gear organization
Limits and anti-abuse notes:
Does not replace strength or magical carrying solutions.
Overlap check with classes:
Universal because all expeditions depend on it.
Camp Setup
Category: Fieldcraft / Survival
Access: Universal
Short identity line: Make a temporary stop survivable, usable, and not obviously stupid.
What competency this skill represents:
The setup of a temporary rest area with workable shelter logic, sleeping arrangement, fire discipline where possible, basic defensibility, and practical order.
Why this is universal:
Many classes benefit from good camps, but no single class should own the baseline competency.
Typical prerequisites: - expedition experience - basic field gear helps
Compatible weapon / tool / item families if relevant: - bedrolls - ropes - lanterns - cloth - stakes - portable camp tools
What Rank D means:
Can establish a simple safe resting spot under manageable conditions.
What Rank C means:
Creates more organized and safer camps with better use of terrain and gear.
What Rank B means:
Can make rough spaces meaningfully more survivable with limited time and equipment.
What Rank A means:
Builds highly functional temporary camps under difficult field conditions.
Narrative use:
Important for long descent realism and party logistics.
Tabletop use:
Supports: - safer rests - better camp organization - reduced disruption during downtime - improved survival between encounters
Limits and anti-abuse notes:
Not fortress building and not sanctified recovery infrastructure.
Overlap check with classes:
Craftsman and Priest may exceed this in specialized directions, but baseline camp competence is universal.
Hazard Sense
Category: Perception / Fieldcraft
Access: Universal
Short identity line: Notice the kind of danger that kills the careless first.
What competency this skill represents:
The recognition of suspicious terrain, unstable footing, environmental threat signs, obvious trap indicators, creature disturbance, and general danger irregularities.
Why this is universal:
Any dungeon adventurer benefits from not stepping into avoidable disaster.
Typical prerequisites: - repeated field exposure
Compatible weapon / tool / item families if relevant: - lanterns - poles - ropes - probing tools
What Rank D means:
Can notice obvious hazards before blundering directly into them.
What Rank C means:
Identifies more subtle danger signs and reacts sooner.
What Rank B means:
Can repeatedly catch bad terrain or suspicious environmental change before the party pays for it.
What Rank A means:
Reads hazardous irregularity with exceptional caution and reliability.
Narrative use:
Very useful for dungeon realism and non-class-specialist competence.
Tabletop use:
Supports: - trap suspicion - environmental awareness - safer exploration - reduced surprise from obvious hazards
Limits and anti-abuse notes:
Not trap mastery and not magical detection.
Overlap check with classes:
Hunter, Rogue, and Mage may outperform it in their domains, but baseline hazard awareness is universal.
Route Marking
Category: Navigation / Fieldcraft
Access: Universal
Short identity line: Leave a path that can be followed again by people who want to come back alive.
What competency this skill represents:
The deliberate marking of traveled routes so return paths, side passages, danger points, and useful locations remain understandable later.
Why this is universal:
This is core dungeon professionalism, not a single class monopoly.
Typical prerequisites: - map use or expedition basics
Compatible weapon / tool / item families if relevant: - chalk - string - tags - markers - carving tools - note tools
What Rank D means:
Can leave basic route marks that remain understandable in ordinary conditions.
What Rank C means:
Marks routes more clearly and with better long-term usefulness.
What Rank B means:
Can maintain reliable marking logic even in confusing or repeatedly changing spaces.
What Rank A means:
Builds route-mark systems with exceptional clarity and expedition value.
Narrative use:
Useful for returns, rescues, logistics, and believable dungeon method.
Tabletop use:
Supports: - navigation memory - safer retreat - location tracking - team orientation
Limits and anti-abuse notes:
Marks can still be erased, tampered with, or made obsolete.
Overlap check with classes:
Rogue or Hunter may interpret routes better, but basic marking is universal.
Basic Foraging
Category: Survival
Access: Universal
Short identity line: Recognize and gather simple useful natural resources without being reckless about it.
What competency this skill represents:
The safe identification and collection of ordinary edible, burnable, drinkable, or practically useful natural resources in non-extreme conditions.
Why this is universal:
It is useful expedition competence, but not specialized enough to belong to one class.
Typical prerequisites: - field experience
Compatible weapon / tool / item families if relevant: - knives - satchels - containers - field guides if present
What Rank D means:
Can gather simple useful resources without obvious incompetence.
What Rank C means:
Finds useful stock more efficiently and with fewer mistakes.
What Rank B means:
Can support group survival meaningfully when standard supplies run thin.
What Rank A means:
Forages with excellent judgment in difficult but non-specialist conditions.
Narrative use:
Good for survival scenes and low-resource expedition moments.
Tabletop use:
Supports: - emergency supply gathering - minor food or fuel support - reduced dependence on carried stock
Limits and anti-abuse notes:
Not advanced herbalism, not alchemical harvesting, and not safe in every dungeon environment.
Overlap check with classes:
Universal survival competence only.
Weather Read
Category: Fieldcraft / Survival
Access: Universal
Short identity line: Read the sky and local conditions well enough to stop being surprised by obvious trouble.
What competency this skill represents:
The practical interpretation of visible weather signs, local air behavior, moisture shifts, and environmental cues relevant to travel and temporary setup.
Why this is universal:
Useful to many adventurers without belonging to a class pillar.
Typical prerequisites: - outdoor experience
Compatible weapon / tool / item families if relevant: - travel gear - cloaks - shelter gear - observation tools
What Rank D means:
Can identify obvious weather change in time to react.
What Rank C means:
Predicts common shifts more reliably and prepares earlier.
What Rank B means:
Can make strong practical travel and camp decisions from weather behavior.
What Rank A means:
Reads changing conditions with excellent field judgment.
Narrative use:
Strong for travel realism.
Tabletop use:
Supports: - travel prep - camp timing - safer movement planning - reduced weather-related disruption
Limits and anti-abuse notes:
Not magical forecasting.
Overlap check with classes:
Universal expedition skill.
Direction Sense
Category: Navigation
Access: Universal
Short identity line: Know when the path is starting to stop making sense.
What competency this skill represents:
The maintenance of directional awareness across travel, turns, landmarks, and spatial drift.
Why this is universal:
Any adventurer benefits from not getting stupidly lost.
Typical prerequisites: - repeated navigation experience
Compatible weapon / tool / item families if relevant: - maps - compasses if setting supports them - route marks
What Rank D means:
Can maintain ordinary directional awareness in manageable environments.
What Rank C means:
Gets lost less easily in confusing routes or repeated turns.
What Rank B means:
Maintains orientation well in difficult spaces with limited cues.
What Rank A means:
Shows exceptional practical orientation under harsh navigation pressure.
Narrative use:
Good for dungeon navigation and wilderness travel.
Tabletop use:
Supports: - orientation - reduced navigation errors - safer path recovery
Limits and anti-abuse notes:
Not perfect mapping and not immunity to magical distortion.
Overlap check with classes:
Navigation specialists still exceed it.
Map Use
Category: Navigation
Access: Universal
Short identity line: Read, update, and use a map like someone who intends to survive by it.
What competency this skill represents:
The interpretation, maintenance, annotation, and practical application of route maps during travel and dungeon exploration.
Why this is universal:
Map competence should not be class-locked.
Typical prerequisites: - literacy or equivalent map familiarity in the setting
Compatible weapon / tool / item families if relevant: - paper maps - slates - marking tools - route records
What Rank D means:
Can follow and update simple maps competently.
What Rank C means:
Uses incomplete or rough maps more effectively.
What Rank B means:
Can keep maps useful under expedition stress and changing route conditions.
What Rank A means:
Handles route mapping and active map correction with excellent clarity.
Narrative use:
Useful for any serious adventurer or guide.
Tabletop use:
Supports: - route use - map correction - exploration planning - better retreat decisions
Limits and anti-abuse notes:
Not special route intuition by itself.
Overlap check with classes:
Rogue and Hunter may outperform it through route logic, but map use is universal.
Floor Pattern Read
Category: Navigation / Perception
Access: Universal
Short identity line: Notice when a dungeon floor is behaving like a kind of place rather than random stone.
What competency this skill represents:
The practical recognition of recurring structural, ecological, or behavioral patterns in dungeon floors that help with safer expectation and planning.
Why this is universal:
Experienced adventurers across many classes should learn to notice broad floor logic.
Typical prerequisites: - repeated dungeon exposure
Compatible weapon / tool / item families if relevant: - maps - notes - route records
What Rank D means:
Can notice simple recurring floor tendencies after some exposure.
What Rank C means:
Recognizes broader danger or layout patterns more quickly.
What Rank B means:
Can use floor-type logic to make better expedition choices consistently.
What Rank A means:
Reads floor behavior with excellent practical insight.
Narrative use:
Helps sell long-term dungeon experience.
Tabletop use:
Supports: - floor expectation - safer planning - reduced blind exploration
Limits and anti-abuse notes:
Not prophecy and not detailed monster knowledge by default.
Overlap check with classes:
Universal dungeon literacy, not specialist tracking or magical analysis.
Safe Advance
Category: Navigation / Fieldcraft
Access: Universal
Short identity line: Move forward like someone who expects danger and wants time to answer it.
What competency this skill represents:
The disciplined forward movement of a group or self through uncertain space with appropriate caution, spacing, observation, and readiness.
Why this is universal:
Core expedition professionalism should not belong to one class.
Typical prerequisites: - live expedition practice
Compatible weapon / tool / item families if relevant: - lanterns - shields - poles - ranged readiness - route tools
What Rank D means:
Can advance cautiously without obvious recklessness.
What Rank C means:
Maintains better spacing and readiness in uncertain ground.
What Rank B means:
Can move groups through danger zones with strong caution discipline.
What Rank A means:
Advances through risky space with exceptional controlled awareness.
Narrative use:
Very good for experienced party behavior.
Tabletop use:
Supports: - safer exploration turns - reduced ambush vulnerability - better readiness entering unknown space
Limits and anti-abuse notes:
Not stealth and not automatic detection.
Overlap check with classes:
Universal exploration discipline.
Basic First Response
Category: Recovery
Access: Universal
Short identity line: Keep a bad wound from becoming a dead person before the real healer gets there.
What competency this skill represents:
The practical emergency response to bleeding, shock, collapse, airway compromise, and obvious trauma when immediate survival depends on quick non-holy intervention.
Why this is universal:
Adventurers should not be helpless around obvious first-response needs just because they are not Priests.
Typical prerequisites: - recovery instruction - practical drill helps
Compatible weapon / tool / item families if relevant: - bandages - wraps - splints - support cloth - field kits
What Rank D means:
Can perform basic life-preserving response in straightforward emergencies.
What Rank C means:
Handles urgent injury more quickly and with fewer mistakes.
What Rank B means:
Can keep severely injured people alive more reliably until better care arrives.
What Rank A means:
Functions as an exceptional non-Priest emergency responder.
Narrative use:
Important for parties without instant Priest support in every second of danger.
Tabletop use:
Supports: - bleeding control - emergency stabilization before healing - buy-time survival play
Limits and anti-abuse notes:
Does not replace Priest healing, deep restoration, or remedy authority.
Overlap check with classes:
Priest owns true healing. This is only baseline first response.
Casualty Handling
Category: Recovery / Fieldcraft
Access: Universal
Short identity line: Move, support, and manage the injured without making them worse.
What competency this skill represents:
The safe carrying, positioning, restraint, support, and practical movement of wounded or weakened people under field conditions.
Why this is universal:
Every expedition may need to move injured allies.
Typical prerequisites: - basic recovery instruction
Compatible weapon / tool / item families if relevant: - stretchers - slings - cloth - poles - harnesses
What Rank D means:
Can help move injured people without obvious harmful mistakes.
What Rank C means:
Handles casualty movement more safely and efficiently.
What Rank B means:
Can organize difficult casualty extraction under pressure with strong practical judgment.
What Rank A means:
Excels at moving and managing wounded personnel in dangerous conditions.
Narrative use:
Strong for retreats, rescue, and party survival scenes.
Tabletop use:
Supports: - casualty evacuation - safer injured movement - better retreat handling
Limits and anti-abuse notes:
Not medical treatment by itself.
Overlap check with classes:
Universal rescue competence.
Sanitation Practice
Category: Recovery / Survival
Access: Universal
Short identity line: Do the boring things that stop recovery from being ruined by filth and carelessness.
What competency this skill represents:
The maintenance of cleanliness, waste handling, basic contamination control, and practical hygienic discipline in camps, recovery spaces, and expedition support areas.
Why this is universal:
Recovery and survival both depend on basic sanitation, and it should not be priest-exclusive.
Typical prerequisites: - expedition instruction - practical camp use
Compatible weapon / tool / item families if relevant: - washing gear - waste pits - cloth - storage gear - camp tools
What Rank D means:
Understands and maintains basic usable sanitation habits.
What Rank C means:
Runs cleaner camps and support areas with fewer preventable problems.
What Rank B means:
Can preserve group health and treatment quality significantly better through disciplined sanitation.
What Rank A means:
Maintains excellent practical contamination control in rough conditions.
Narrative use:
Useful for grounded expedition realism.
Tabletop use:
Supports: - safer camps - better recovery conditions - lower risk from avoidable filth-related issues
Limits and anti-abuse notes:
Not magical cleansing and not a cure for major disease.
Overlap check with classes:
Priest cleanses spiritually and biologically; this is practical hygiene discipline.
General Appraisal
Category: Logistics / Commercial
Access: Universal
Short identity line: Know what loot is worth carrying, selling, or protecting.
What competency this skill represents:
The broad recognition of the market value, practical usefulness, and ordinary desirability of monster parts, dungeon materials, recovered goods, and common expedition finds.
Why this is universal:
General loot-value recognition belongs in the universal layer, not under Alchemist monopoly.
Typical prerequisites: - exposure to markets, expeditions, or guild trade
Compatible weapon / tool / item families if relevant: - notes - scales - containers - trade tools if present
What Rank D means:
Can identify obviously valuable or worthless finds correctly.
What Rank C means:
Makes better keep-or-drop judgments on common expedition goods.
What Rank B means:
Can appraise a wide range of ordinary dungeon and monster materials with strong practical reliability.
What Rank A means:
Shows excellent field judgment about what is worth taking, guarding, or selling.
Narrative use:
Important for believable adventurer economics.
Tabletop use:
Supports: - loot triage - inventory prioritization - better expedition profit decisions
Limits and anti-abuse notes:
Does not grant specialist chemical, holy, or mana-reactive understanding.
Overlap check with classes:
Universal for value recognition. Specialists still understand deeper use.
Pack Preservation
Category: Logistics
Access: Universal
Short identity line: Keep the things you carry from being ruined before they matter.
What competency this skill represents:
The practical storage, wrapping, sealing, balancing, and upkeep of expedition goods so they survive travel, damp, impact, and ordinary neglect.
Why this is universal:
Useful to every adventurer who depends on carried supplies.
Typical prerequisites: - regular expedition supply handling
Compatible weapon / tool / item families if relevant: - packs - seals - wraps - containers - straps
What Rank D means:
Can keep ordinary supplies from being ruined by basic mishandling.
What Rank C means:
Preserves carried stock more reliably through rough travel.
What Rank B means:
Can maintain difficult or fragile expedition loads with strong consistency.
What Rank A means:
Shows exceptional practical care in preserving carried goods.
Narrative use:
Helps serious adventurers feel professional.
Tabletop use:
Supports: - lower supply spoilage - better item protection - improved expedition readiness
Limits and anti-abuse notes:
Not advanced sanctified or alchemical preservation.
Overlap check with classes:
Universal logistics competence.
Ration Management
Category: Logistics / Survival
Access: Universal
Short identity line: Make the food and water last without lying to yourself about what is left.
What competency this skill represents:
The planning, tracking, distribution, and disciplined use of food and drink supplies over the course of an expedition.
Why this is universal:
Every group benefits from not starving because no one counted properly.
Typical prerequisites: - expedition logistics experience
Compatible weapon / tool / item families if relevant: - ration packs - water skins - storage tools - route records
What Rank D means:
Can track and distribute basic rations competently.
What Rank C means:
Manages supplies more efficiently across longer outings.
What Rank B means:
Can meaningfully improve expedition endurance through careful ration use.
What Rank A means:
Handles food and water logistics with excellent discipline and foresight.
Narrative use:
Good for long-travel and deep-dungeon realism.
Tabletop use:
Supports: - ration tracking - longer expedition endurance - fewer avoidable supply shortages
Limits and anti-abuse notes:
Does not create food or remove the need for real supplies.
Overlap check with classes:
Universal expedition logistics.
Trade Sense
Category: Social / Commercial
Access: Universal
Short identity line: Know when a deal is ordinary, bad, suspicious, or better than it first appears.
What competency this skill represents:
The practical reading of ordinary trade situations, bargaining pressure, transaction risk, and broad mercantile common sense in guild and market contexts.
Why this is universal:
Adventurers regularly buy, sell, commission, and negotiate. Baseline competence should not be class-locked.
Typical prerequisites: - market exposure
Compatible weapon / tool / item families if relevant: - trade notes - scales - contracts if present
What Rank D means:
Can avoid the most obvious bad deals.
What Rank C means:
Negotiates and judges ordinary trade more capably.
What Rank B means:
Can read pricing pressure and transaction quality with strong reliability.
What Rank A means:
Shows excellent practical commercial judgment in common adventurer markets.
Narrative use:
Useful for guild economy scenes.
Tabletop use:
Supports: - better selling - safer buying - reduced chance of obvious exploitation
Limits and anti-abuse notes:
Not elite merchant mastery and not social manipulation magic.
Overlap check with classes:
Universal commercial competence.
Watch Discipline
Category: Perception / Conduct
Access: Universal
Short identity line: Stay alert when being tired, bored, and cold would rather make you fail.
What competency this skill represents:
The ability to maintain useful alertness, observation rhythm, and quiet readiness during guard duty, overnight watch, and waiting periods.
Why this is universal:
Standing watch is common adventurer labor, and competence matters.
Typical prerequisites: - practical watch duty experience
Compatible weapon / tool / item families if relevant: - lanterns - cloaks - ranged weapons - alarms - camp tools
What Rank D means:
Can stand ordinary watch without obvious negligence.
What Rank C means:
Maintains better awareness through fatigue and dull conditions.
What Rank B means:
Functions as a highly reliable sentry under realistic expedition strain.
What Rank A means:
Shows exceptional vigilance and steadiness during prolonged watch duty.
Narrative use:
Good for camp danger and tension scenes.
Tabletop use:
Supports: - better sentry performance - reduced surprise during rests - camp security
Limits and anti-abuse notes:
Not supernatural perception.
Overlap check with classes:
Universal guard competence.
Threat Recognition
Category: Perception
Access: Universal
Short identity line: Notice what kind of danger is in front of you before you commit the wrong answer to it.
What competency this skill represents:
The quick practical reading of whether a visible threat is likely to be fast, heavy, territorial, fragile, poisonous, aggressive, armored, or otherwise tactically important in obvious ways.
Why this is universal:
Adventurers should develop basic combat sense against common danger types.
Typical prerequisites: - combat exposure
Compatible weapon / tool / item families if relevant: - observation tools - notes - field records
What Rank D means:
Can make useful obvious judgments about visible threats.
What Rank C means:
Identifies practical danger traits more quickly and accurately.
What Rank B means:
Can consistently make strong first-read tactical judgments about common enemies.
What Rank A means:
Shows exceptional practical threat reading in live encounters.
Narrative use:
Useful for grounded combat realism.
Tabletop use:
Supports: - first-round tactical judgment - enemy-role identification - reduced bad assumptions
Limits and anti-abuse notes:
Not deep monster lore and not hidden weakness revelation by default.
Overlap check with classes:
Hunter, Mage, or Priest may have deeper specialist reads, but baseline threat recognition is universal.
Expedition Etiquette
Category: Social / Conduct
Access: Universal
Short identity line: Know the common rules that keep guild work from turning into preventable conflict.
What competency this skill represents:
The understanding of shared adventurer norms around claims, conduct, rescue obligation, camp behavior, route marks, borrowing gear, watch rotation, and other practical guild manners.
Why this is universal:
A functioning adventurer culture needs shared norms beyond class lines.
Typical prerequisites: - guild exposure - active expedition life
Compatible weapon / tool / item families if relevant: - not item-dependent
What Rank D means:
Understands ordinary guild expectations and avoids obvious breaches.
What Rank C means:
Handles expedition norms more smoothly and with better judgment.
What Rank B means:
Can navigate mixed-party expectations and common disputes with strong practical sense.
What Rank A means:
Shows exceptional reliability and professionalism in shared adventurer conduct.
Narrative use:
Very useful for guild scenes and believable party culture.
Tabletop use:
Supports: - smoother party conduct - fewer avoidable social penalties in guild contexts - stronger shared expedition professionalism
Limits and anti-abuse notes:
Not charisma and not noble protocol mastery.
Overlap check with classes:
Universal guild culture competence.
Universal Boundary Notes
The following belong in the universal layer: - recognizing whether ordinary loot is broadly valuable - baseline route marking and map use - basic first response before true healing arrives - practical camp, sanitation, and supply discipline - common threat reading and watch competence
The following do not become universal: - true healing - holy remedies - body-circuit enhancement - spellcasting - mana-tech invention - specialist trap mastery - specialist tracking authority - advanced sanctified or alchemical preservation
Universal skills support adventurer professionalism.
They do not erase class identity.
Summary
Universal skills are the shared competency layer of adventurer life.
They exist so the system can represent: - real field professionalism - common dungeon knowledge - baseline survival and recovery competence - practical expedition literacy
without falsely assigning every useful ability to a class.