skills detail (Skills)



Skills stay fogged until raw >= 1, a teacher discovers them, or chargen.
            Empty `sk`: You haven't figured out what you're good at yet.
            `sk <undiscovered>`: dismissive one-liner — no numbers.

            Formula: total = floor(avg(stat_a, stat_b)) + raw - M + buffs
            Single-stat skills (repair, medic, teach): that stat + raw - M + buffs
            M: most skills raw0=5, raw>=1 → 2; craft/repair/medic raw0=7, raw>=1 → 3
            Checks: 1d10 + total vs DC.
            Margin is total + roll - DC. Positive means you beat the DC.

            Use-training lands only on a close call (default margin -2 through +3).
            A combat hit, finishing a paced climb, appraise, improvise, planting,
            harvesting, and using a medic item all pass that margin. Each skill then
            waits 60 seconds between gains and stops after 24 gains per Pacific day.
            A use with no roll (an empty scavenge, paying the fixer) still trains,
            on that same cooldown and cap. 0 in the skill settings turns a limit off.
            Staff can edit the window, the cooldown, and the cap.

            Combat: fists (muscle/sense), blades (muscle/nerve), clubs (muscle/nerve),
            dodge (nerve/sense, helps defense). Weapon style picks the skill
            (edged→blades, blunt/gaff→clubs, unarmed→fists). Damage type is
            separate (crush, cut, pierce, rend, and the rest) and picks the
            wound. A close hit use-trains that skill.
            Utility: scavenge, craft, repair, medic, appraise, street, athletics,
            farming, caravan, teach.

            Use-training (`maybe_train`) nicks raw up to 6 only, and only when
            the cooldown and daily cap allow it.
            Past 6 (and any XP purchase): learn <skill> from <npc>.
            Free wild `improve` is gone — XP is teacher-gated.