The skills used are pretty much what you'd expect for a fantasy setting, and naturally I've added a few. The basics are here in this list:
SKILL - SUB-SKILL OR VARIANT
Art - Sculpture, Woodcarving, Metalwork, Leatherwork
Craft - COMPOSE, Alchemist, Armorer, Baker, Brewer, Blacksmith, Butcher, Capenter Cook, Cooper, Goldsmith, Heablist, Joiner Mason, Potter, Redsmith, Silversmith, Tailor, Weaver
Etiquette - Carthan
Etiquette - Wald
Etiquette - Skathak
Fine Manipulation - Trapping
Gaming - Hurley
Knowledge - Beast, Plant, Animal, Specific Beast, Non-Human Creature, Nature, Mineral, Legend, Druid, Rune, Healing, Lands, Worlds, Spirit - Lore
Language - Carthan, Wald, Skathak*
Literacy - Ogham, Runes, Symbols
Perform - Dance, Juggle, Oratem, Play (Instrument), Ritual, Recite, Sing
Repair Weapon, Armor, Chariot
Sleight of Hand
*Balance see Perform
Craft – Poetry
Base Chance: 0%
The ability to compose an impressive piece of poetry. To give an effective reading calls for a Perform roll.
Craft – Potion
Base Chance: 0%
The ability to concoct a specific potion. The Crafter must provide the appropriate ingredients, many of which are quite expensive. Some typical potions include acid, healing potion, mineral poison, mineral poison antidote, etc. Plant Lore is complementary to all Craft <Potion> skills.
FUMBLE: The potion is toxic and dangerous. Depending on it’s nature, it may be explosive or create havoc in some other way. I don’t know man, you’re gonna have to play this’n by ear.
FAILURE: The ingredients don’t combine. Instead of a potion, you have a bowl (beaker, mortar, whatever) of glop.
SUCCESS: You did it! The potion works as expected.
SPECIAL: You made an especially effective or potent potion. Depending on the potion, it adds +1 or +5% to whatever it was supposed to add to.
CRITICAL: You made a motherfucker of a potion. Adds +3 or +15% to whatever it was supposed
to add to. System Notes: Some of the most common potions include magic point restoring potions (restores 1D6 lost POW when drunk, typical cost 300 S), healing potions (typically acting as 1 to 6 levels of a Heal spell, worth 50 S for a 1 level spell, 100 S for a 2 level spell, 200 S for a 3 level spell, etc.), and disease
curing potions (allows an extra CON roll to stop the course of a disease, rolled for as soon as the potion is drunk, worth 300 S). Other potions might include magical venoms, magical venom antidotes, and more powerful healing potions, all extremely valuable.
Base Chance: 05%
The skill allows one to maintain one's balance and equilibrium under adverse conditions, such as a narrow ledge, sloped roof, storm tossed ship's deck or a swaying rope. As a rule of thumb, an acrobat can routinely cross a distance of unstable surface equal to 1/5 their skill in meters (the special chance). No skill roll
would be required unless a greater distance had to be covered, or conditions were particularly adverse. Movement rate would be as a crawl.
FUMBLE: You fall on your ass big-time and take the full blast of possible damage. Sorry, sucker.
FAILURE: You fall. Maybe some other skill can save your ass.
SUCCESS: You made it!
SPECIAL: You make it at walking speed.
CRITICAL: You make it at running speed.
Knowledge – Animal Lore
Knowledge of animal behavior and biology. A successful Animal Lore roll can identify an animal,
suggest what to feed the animal, tell if the animal is in good health, or guess at the animal's behavior.
Knowledge – Beast Lore
Detailed knowledge of the biology, behavior, care and feeding of a specific kind of animal. The knowledge is of greater depth than that of Animal Lore or Nature Lore. For example, a successful Horse Lore roll would almost always predict what a horse would do in a given situation. The skill also covers closely related animals, though at half skill. An adventurer with Horse Lore could function at half normal skill with respect to a hippogriff, mule, unicorn or zebra.
Knowledge – Nature Lore
General knowledge of the living world, including the animals, plants, humans, major elder races, lesser elder races, freshwater life and sea life in the areas with which the adventurer is familiar.
Knowledge – Plant Lore
Knowledge of plants and their uses. A successful Plant Lore roll can identify a plant, identify medicinal or magical properties, determine its edibility and tell if it is in good health. The skill is often used by healers to identify medicinal plants, by shaman to identify magical plants, and by farmers to determine what crops would best grow in a given region and how to care for them.
Knowledge – Spirit Lore
Knowledge of spirits, spirit magic and the spirit plane. A successful Spirit Lore roll can identify a common spirit magic spell or enchantment, identify a spirit, identify a spirit's kindred and runic associations, recall something regarding a well known shamamic tradition, identify a place where the spirit plane
touched upon the mundane world, or tell how best to avoid, drive away, or appease a particular kind of spirit.
Knowledge – Stone Lore
Knowledge of geology, minerals and soils. A successful Mineral Lore skill roll can identify types of rock formations, determine if what glitters really is gold, check soil for fertility, determine if a mine is valuable or not, or discover the best place for a copper deposit in the region.
A skill known only by shaman or members of certain cults, typically used to fight spirits. It enhances one's abilities in Spirit Combat.
A skill known only by shaman, which allows them to maneuver quickly and effectively
while in the spirit plane. It is typically used to avoid and evade hostile spirits.
A skill known only by shaman or members of certain cults, typically used to sense the presence
of spirits. Normally one cannot sense the presence of a disembodied spirit (nor can the spirit sense an embodied creature). With Spirit Sense, a special success will sense that a spirit is in the area. If using the
Second Sight spell or a shamanic Second Sight ability, a normal success will sense the presence of the spirit.
One only senses the presence of the spirit—no information is gained, even using Second Sight, unless the spirit manifests itself or a shaman discorporates to take a look at the spirit in the spirit plane. Note that spirits use this skill to sense the presence of mundane creatures. If hostile, curious, or friendly, they might then manifest. A neutral spirit probably will not bother to manifest itself. Note that no roll is required to notice a manifested (visible) spirit, and Second Sight can tell an embodied user something about a manifested spirit's
A skill known only by shaman and members of certain cults, typically used to communicate with spirits. One cannot communicate with disembodied or manifested (visible) spirits unless one uses a spell such as Mindspeech, or has this skill. When speaking to spirits in this manner, one's communications skills are limited to the lower of the communication skill or Spirit Speech skill.
A skill known only by shaman, which they use to discorporate and travel the spirit plane, where they hunt spirits.
Wald Rune-Lore 0% Mental
This skill provides general knowledge of Wald rune language. Though there are only a few runes to learn, each one requires deep understanding of its true meaning, variant forms, relationships with the other runes and the world around it, and so on; thus, the skill is not a trivial one.