As previously stated on the Attributes page, Skills present a versatile set of statistics that shape how your character navigates the world, and professions around them.
Provides the ability to read, write, speak languages, and perform professional tasks. Monetary gains for working should be ratified using the DR Chart (found on the Introduction Page).
Provides the ability to recall or perform in cultural activities including song, dance, artistic performances, and religious ceremonies.
Provides the ability to conduct stealth, sleight of hand, and deceitful activities. These activities are contested against Intelligence rolls. Otherwise, challenges are resolved using the DR chart.
Provides the ability to craft leather wares, and to understand the materials and processes used in gathering and production.
Provides the ability to use ranged weapons. Each action with a ranged weapon requires a Marksmanship roll. One of three primary Combat skills.
Provides the ability to use melee weapons. Each action with a melee weapon requires a Marksmanship roll. One of three primary Combat skills.
Provides the ability to tinker, develop, or interact with technologies or mechanical contraptions.
Provides the ability to understand and treat ailments such as poison, venom, medical conditions, and diseases. It also allows characters to craft medicines and other alchemical concoctions. Understanding and treating ailments requires two separate Medicine rolls.
Provides the ability to recall information and experiences, including events outside the game. The GM determines the DR (found on the Introduction Page) of a successful attempt.
Provides the ability to craft metal wares, and understand the materials and processes used in gathering and production. It also allows characters to craft glass wares (similar tool requirements).
Provides the ability to craft wooden wares and understand the materials and processes used in gathering and producing.