To make the self-development process more organized, the Lawyer needed to create an illustration resembling a skill system; a framework that could map Liam's potential not just as a collection of random experiences, but as something that could be neatly classified. He knew that, ultimately, this child's abilities would continue to accumulate, whether through learning, experience, or simply survival instinct. Without a clear anchor, all of this would feel monotonous and boring. That's why a simple plan emerged in his mind: to divide each ability into Passive Skill and Active Skill categories, as commonly found in the world of RPGs.
He understood very well that the human mind often finds it easier to accept things that are illustrated, narrated, and arranged in illustrative formats. Humans can understand abstract concepts more quickly if they are packaged with visualizations. Building an additional system helped Liam and made it easier for the lawyer to control the direction of his development.
In the world of role-playing games, Passive Skills are known as abilities that run automatically without having to be consciously triggered; once the ability is possessed, it works in the background, supporting its owner without requiring additional attention. The lawyer thought of the easiest examples, namely body regeneration and mental resistance. In many games, regeneration is a form of passive skill that allows characters to slowly recover from injuries or restore stamina without having to do anything; in addition, there are also abilities such as resistance to brainwashing or mental manipulation.
However, the Lawyer knew that talking about magical regeneration or fantasy mental resistance was still too far-fetched. He couldn't be sure whether magic really existed in the world he currently inhabited. Indeed, various fragments of his previous life had given him strange experiences; but the facts he currently possessed were not enough to conclude the existence of magic. Therefore, for the time being, the definition of Passive Skills must be reduced to more realistic things; for example, he chooses to consider insight and expertise as a form of Passive Skill. Science is something that always works; the more Liam trains his brain to devour skills, the easier it is for him to deal with problems, and that ability will work automatically when problems arise.
After finishing analyzing Passive Skills, the lawyer turned his attention to Active Skills; unlike Passive Skills, Active Skills require the full awareness of the owner to use them. In RPG terminology, these are abilities that must be activated in order to work. The majority of supernatural abilities usually fall into this category, as they require willpower to be triggered; for example, casting fire spells, using certain martial arts moves, or even just swinging a special weapon. None of these will work automatically; the individual must choose to do them.
The lawyer is still hesitant to include overly fantastical examples. For now, he only considers Active Skills to be a collection of conscious actions that can be performed if a person has enough energy, knowledge, or concentration; if Liam one day learns a certain martial arts technique, then that technique can be categorized as an active skill, because he must decide when and how to use it. This way, the system remains logical even if the world does not recognize magic.
The main difference between Passive Skills and Active Skills is the role of consciousness. Passive skills work on their own, supporting from behind the scenes; Active skills, on the other hand, always require a trigger. If passive skills are like breathing that continues without being commanded, then active skills are like a punch that only appears when commanded; both are important, and both are necessary to analyze the dynamics of Liam's development.
But he doesn't stop there; the Lawyer wants the Active Skill category to be more detailed. He knows that in many RPG systems, Active Skills can be so diverse that clear subdivisions are needed for easier understanding. First, there is the Buff Type, which is an ability that provides enhancements to oneself or allies; examples include increases in strength, speed, or even mental focus for a certain period of time. Buffs are positive and supportive. Then there is the debuff type, which is the opposite, reducing the opponent's abilities, whether by making them slower, weaker, or more easily distracted; the effects are negative, and are rarely used in interactions with allies.
Then there is the Offensive Type, which is a destructive, attacking ability. These attacks can take the form of special punches, powerful slashes, or, if magic is involved, energy explosions. Then there is the Defensive Type, which serves to protect oneself; it can take the form of barriers, damage reduction techniques, or even evasive maneuvers that can only be performed with certain triggers. And finally, there is the Support Type, a broad category that includes abilities that provide assistance beyond attack and defense; it can be healing, distraction, or even simple abilities such as lighting a fire to provide light and blind the opponent's vision.
While Passive Skills are usually related to recovery and specific improvements to basic statistics, Active Skills cover everything; they involve attacking or defending as well as changing the situation through conscious intervention. Because of this, in the system he designed, Active Skills will have more detailed explanations due to their surreal potential. Some only recognize simple categories such as strength, speed, and intelligence; others add dozens of subcategories, from cooking skills to the art of speaking. This variation shows that the concept of skills can actually be expanded as far as human imagination or as far as the rules of the world allow. That is why he deliberately left blank spaces in his system design, so that new categories could be added at any time if the world provided surprises.
