For some skills - especially ones inherent to monsters - not all information of a skill is relevant.
For example, consider "Bloater's Reprisal", which is an automatic effect that occurs when a "Bloater" type enemy is killed. It explodes on death, showering anyone nearby in acid. This "skill" does not require a reliant attribute, nor does it need a level or any advancement information. The skill is really just a vessel for a single skill ability, which is the actual content of the skill.
A skill without such information should be considered "headless".
A headless skill can still have skill abilities.
If such a headless skill has only one skill ability, don't display the "Skill Abilities" header.
A headless skill can have a level.
If it has a level, the skill can be tested.
If it has no level, it cannot be tested and skill ability tests require a manual number of dice to roll to be entered.
Add an edit menu button to the header of skills.
Via this menu, the headless state of a skill can be set.
The dialog to add a skill should have a new check box labeled "Headless", which is enabled when the "Custom" check box is ticked (and thus a custom skill to be added).
For some skills - especially ones inherent to monsters - not all information of a skill is relevant.
For example, consider "Bloater's Reprisal", which is an automatic effect that occurs when a "Bloater" type enemy is killed. It explodes on death, showering anyone nearby in acid. This "skill" does not require a reliant attribute, nor does it need a level or any advancement information. The skill is really just a vessel for a single skill ability, which is the actual content of the skill.
A skill without such information should be considered "headless".
If such a headless skill has only one skill ability, don't display the "Skill Abilities" header.The dialog to add a skill should have a new check box labeled "Headless", which is enabled when the "Custom" check box is ticked (and thus a custom skill to be added).