Most actions that affect the world require characters to make a skill check. A skill check is a roll of a 1d20 dice, with the character's skill bonus is added to the result.
A character's starting skill are determined by their background and profession. Further ranks in skills are unlocked by earning experience for that skill. Experience can be earned through training or rewarded in events and quests.
These are most commonly used in social situations, but may find a place elsewhere...
Friendly - Attempt to appear congenial and nonthreatening. While effective at calming fearful characters, some may mistake this skill for deception.
Authority - Flex your authority, taking charge of the situation and convincing others to follow your decisions. Useful for ending disputes, and may embolden those impacted by fear.
Deception - Trick the target into believing something that may not be true. Typically used to lie, intimidate, and cheat opponents.
Insight - See through another's deception and gain inspiration when you are lost. Notice details you may have missed before.
Typically used in combat to gain control of the battlefield, battle skills can also be used outside of combat on objects or teammates when relevant.
Grapple - Effectively hold or restrain another entity using a combination of strength and technique.
Toss - Fling or push sizable targets. Can be used to move an enemy, boost a willing teammate, or even toss a heavy object with some degree of accuracy.
Disarm - Attempt to remove equipment from another creature. High rolls may allow you to take possession of the item. This skill may also be used to precisely strike in attempt to break, disable, or maim.
Trip - Get underneath your target's legs to cut off their momentum and, if successful, knock them prone.
Draw Aggro - Grab the attention of your opponents, making them more likely to target you. You may attempt to enrage or taunt, or use trickery such as appearing off-guard or vulnerable. Your chosen technique will affect your chances of success.
Guard - Pick a target to defend from assailants. Can be used to actively deflect or shoulder blows for an ally, or to passively stay alert to threats.
For most movement skills, a negative skill stat will prevent you from using them(only possible via banes, cursed artifacts, etc)
Run - Can be used to sprint for a short time or pace yourself on a marathon.
Swim - Survive in the water. With 0 swimming skill, a character will drown in water too deep to touch the bottom.
Jump - Cross over large gaps and leap over dangerous traps.
Climb - Scale tall objects.
Balance - Perch atop precarious objects and move over narrow ledges.
Sneak - Move carefully and quietly. Can be used to avoid drawing attention to yourself.
Slip - Slide out of harms way, freeing yourself from grappled and moving safely across environmental hazards.
Sensory skills are typically used as a more detailed version of a perception roll. Which sense you use will impact what kind of information you receive, and more niche senses may uncover unique details.
As a passive skill, these skills are commonly rolled for you by the DM to see if your character picks up on a specific detail in their surroundings. Rolling these skills is recommended as part of a specific investigation moreso, or to get more information for writing flavor.
Spot - Use your eyes to search for visible detail.
Listen - Listen for approaching creatures, environmental ambience, voices, and more!
Scent - Detect noxious chemicals, hints of creatures passed, and the scent of disease.
Taste - Determine if something is safe to eat and use the flavor to guess at the effect without taking a potent dose.
Track - Use a combination of senses to follow the trail of a creature or item. Items are typically more difficult to track down than creatures.
Search - Perform a thorough search of the area, finding clues, secrets, and loots.
Utility skills often have a practical, physical result, and help the characters perform field work for various professions. Their function is limited to useless at low skill levels, but a properly trained character can use them to obtain powerful items or perform great feats.
Gather - Search for valuable herbs and attempt to harvest them. Can also be used by herbivores to find safe plants to eat.
Butcher - Break down a creature into pieces to create rations and crafting materials. Rations are the easiest material to butcher from a creature. Prioritizing crafting materials may spoil the meat.
Alchemy - Convert base materials into powerful brews, enhancing their effects and creating new ones.
Craft - Convert base materials into tools, traps, and other crafted items.
Hunt - Hunt down weaker creatures and make a meal of them. Poor hunts may damage the target, preventing successful butchers.
First Aid - Tend to an allies wounds. Without materials to use, this often results in little more than a diagnosis. With materials, wounds can be restored and banes can be reduced.
Concentrate - Focus yourself on a single task, ignoring distractions around you. Can be used to cast complex magic and get advantage on other difficult skill checks in a chaotic environment.
Navigate - Remember where you are and where you have been. Recognize local landmarks and stay oriented. Can be used to make better time when travelling, regain your bearings when lost, and create maps from memory.
Augur - Sense the magic in the world around you, becoming more capable of detecting ley lines and energy surges. This can also be used to investigate artifacts and magical effects.
Hobby Skills are typically used to raise your character's morale and make improved roles in specialized subject matter.
Entertain - Modifies other hobby skill checks, making them into morale boosts for those around you instead of yourself.
Art - Create a variety of artistic works. Paint murals, draw in the mud, and put a little custom flair into crafted items.
Composition - The creation of stories and poems, fictional or otherwise. Until better systems of archiving exist, this primarily relates to the spoken word.
Singing - Train your voice to make more interesting sounds, including those melodic, annoying, and everything in between! A good song is a good way to lift spirits and keep everyone moving on a long march.
Custom - Custom hobbies are a catch all for hobbies that are more niche. Almost anything can be a hobby if your character does it for fun.
More niche hobbies within an existing hobby(ex. Painting) can produce better results than the generalist versions of them(ex. Art)
Request custom skills using the questions channel. An admin will help you implement a skill that works the way you want it while fitting in with the mechanics of the group. The mods will update your skill tracker for you once the details are finalized.
Custom Hobby Ideas: cooking, gardening, carving, performance, dance, taming, meditation, sports, researching, experimenting, mimicry
Language - You must have a 20 in a language to speak fluently without effort. If you have a 0 in a language, it is completely foreign and nonsensical to you. With partial skill, you may know key words, and can roll to attempt further deciphering and communication.
Artifacts - The magical remnants of mankind, this skill allows you to identify their function and learn to operate them.
Warped - Your familiarity with warped creatures. These skill rolls represent knowledge gained through exposure, such as a carnivores familiarity with the behavior of warped they prey upon.
Herbs - Your familiarity with plants, particularly Post-Fracture species, and their properties. Can be used to identify plants for their edibility, potential use, or extrapolate further information about the environment based on plant growth.
Location [Scarlands, Roaring Peaks, Shattered Belts, etc] - Your knowledge of a region. These skills improve your ability to navigate, locate resources, find shelter, recall common hazards, and travel safely in a specific location.