Thanks, fixed it. The change will be in once I upload new stuff tomorrow.
At present the different skills don’t change too many things in practice, since the consequences for most things are yet to be seen. The vast majority of the game so far is just setup(In retrospect I think it’s too passive for a bit too long, all things considered. Too much setup, not enough pay off as of yet. I might change the pacing once the “basic version” is done, if people agree with this).
Once I get the sub-plots in(some day), the skills will matter quite a lot(potentially even too much. The skills were the easiest solution I could come up with as to how to divide the sub-plots, but if I think of a better solution I might change that to a more player-driven choice rather than it relying on the skills you chose at the beginning).
Overall I’d say the skills probably have less impact than you’d think, compared to the other things that change the narrative(though sometimes skills open up some of the choices and possibilities to actually make the other choices, so I suppose they do have bearing after all? Hmmh. Depends on what you specifically mean by narrative I guess).
Currently the biggest changes in narrative come from your choices in dialogue more than anything else, I believe(what you say to whom, what information you’re told, or what you leak to others, etc). That will partially be true for the rest of the game too. The skills and backgrounds do sometimes offer vastly different results(like the sub-plots), but the base narrative isn’t reliant on them(plus those scenes haven’t been uploaded yet. At this pace it remains to be seen if I can get everything in by Sunday).
On the other hand, the dialogue choices, choices on where to go, decisions on how to approach a situation, and so on have an immediate difference most of the time. Some of them also have delayed effects that will be revealed only later, or might affect some changes in conjunction with other choices.(the latter part is currently mostly planned as opposed to implemented, so we’ll see how realistic that is. What I want to do is to have the games final stages be divided into several different finales, which depend on what you’ve found out and whom you suspect and so on, but chances are I won’t be able to implement it anywhere near to the level I hope. Time will tell).
If you’re going to play through it from the beginning at some point, I’d suggest trying out choices you’d not otherwise choose(on other playthroughs) to see how much things differ in practice(feel free to save and load to see changes in dialogue, for instance, unless it ruins your immersion). In any case, you’ll probably want to wait for until all the scenes are in for the complete experience(hopefully Sunday). 
Anyway, I’m rambling again so it’s time to sleep.


