Skills are broken down into two main categories: major and minor. Major skills each govern a set of minor skills. Putting a point into a major skill will raise the base of every minor skill it governs by 1.
All skills are limited to having 10 skill points spent on them. Therefore, the maximum base for a major skill is 10 and the maximum base for a minor skills is 20. The total bonus to this skill can of course be higher than this through bonuses, however.
Beyond these categories, the skills are also divided into three: Combat, Civil and Magic.
Upon level up, players will get one point to spend on major skills and one point to spend on minor skills from each of these three categories.
Most characters will not be able to use magic at level 1. If they obtain magic use at a higher level, the missed points are not awarded retroactively. This is an intended means to balance how powerful magic is.
Combat Skills
Civil Skills
Magic Skills
Climb governs how well your character is able to scale walls, climb trees etc.
Acrobatics determines how well you can jump. Long jumps and high jumps are covered by the following tables and there are also modifiers such as wind.
Every two points in mobility increases your movement by 5ft.
Swim determines your ability to swim
Each point in one-handed gives you a +1 bonus to hit with one-handed weapons
Each point in two-handed gives you a +1 bonus to hit with two-handed weapons
Ride represents your proficiency in riding tamed animals such as horses.
Each point of Heavy Armour will
Each point in Light Weapons gives +1 to hit and +1 damage with all Light Weapons
Each point of Light Armour will
Each point of Medium Armour will
Each point of Improvised Weapons will give you +1 to hit with Improvised Weapons. You may use your skill with Improvised Weapons at a -4 penalty to all other weapon types in place of the normal skill for those weapon types.
The Craft skill can take many forms. Usually, Craft skills are increased by putting points into Profession.
Escape Artist represents your ability to wriggle out of tight spots. You can use it to escape binds (eg shackles) or to fit through very tight spaces. It can also be used to move without taking an attack of opportunity.
Stealth represents your ability to sneak. You can make a stealth roll opposed to a perception roll. You can also make a stealth check to have areas of a map that are well hidden pointed out to you by the GM.
Sleight of Hand determines allows you to pick pockets or create illusions with your hands.
Each point in Machine Weapons gives you +1 to hit with Machine Weapons
Each point in archery gives you a +1 bonus to hit with archery weapons
Each point in thrown gives you a +1 bonus to hit with thrown weapons
Perception can be rolled to notice things, search areas and to oppose certain rolls like Stealth or Sleight of Hand.
Each point of cooking adds +1 to your dishes' sustainance.
Hunting represents your ability to track creatures
First Aid is used for non-magical healing. Generally, it will allow you to stop someone from bleeding out, and then allow for natural healing, which will take several days. Usually, it would be used to stabilise someone before they can receive magical healing.
Navigation affects how well you can travel while using vehicles. Generally speaking, each vehicle will have a minimum skill requirement and everyone controlling the vehicle will need to meet this.
Appraise allows you to determine the value of an item accurately
Bluff is used to deceive both verbally and when making Feint Attacks. When used verbally, it must be made alongside role playing what is said. The GM will give bonuses or penalties to the roll based on how well the attempt matched the NPC.
Intimidate is used to intimidate people. It must be made alongside role playing what is said or done. The GM will give bonuses or penalties to the roll based on how well the attempt matched the NPC.
Persuade rolls must be made alongside role playing what is said. The GM will give bonuses or penalties to the roll based on how well the attempt matched the NPC.
The knowledge skill can take on many forms. Usually, knowledge is raised by putting points into scholar.
Each point of Alteration gives you 1/4 of a point of natural resilience. You must always round down, but these stack with fractional bonuses from elsewhere.
Each point of conjuration increases your summoning pool by one point.
Each point of Divination increases your dodge score by +1/2. You must always round down, but these stack with fractional bonuses from elsewhere.
Each point of Enchantment decreases the MP cost of using enchanted items by 1
Each point of necromancy increases your necromancy pool by one point. Your necromancy pool will determine how many dead you can have raised at once.