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Premade Skills - Base Campaign (Modern World)

A starting Skill list scoped to a modern-world base campaign. Per skills.md, this list is not exhaustive - players and GMs should freely add, split, merge, or rename entries to fit a specific character or campaign. It exists to save table time at character creation, not to fence in what a character can plausibly do.

Broad by design, not narrow: entries here stay wide on purpose - a single point spent training Mechanics should feel like it was worth the character point and the XP that pushed it up a tier, not like it only covers one narrow task. Where a real distinction exists within a broad Skill (a specific science, a specific trade, a specific vehicle class, a specific instrument), that’s flavor a player describes, not a reason to split the Skill itself.

Every Skill below has a Default Element - the Attribute a roll uses unless the player challenges it with a Descriptor. The default reflects the most natural, common way that Skill gets used; it isn’t a hard rule about what the Skill is, just the assumption a roll starts from.

Skills

Skill Default Element Definition
Academics Air General scholarship, history, and literature.
Acrobatics Air Balance, tumbling, and controlled falls.
Animal Handling Water Training, calming, and directing animals.
Appraisal Air Judging the value and authenticity of goods.
Archery Air Bows and crossbows - drawing, aiming, and loosing a mechanically stored-energy ranged weapon. Kept as a distinct niche Skill in a modern setting rather than merged into Firearms, since almost nobody trains it as a byproduct of anything else.
Athletics Earth Running, jumping, climbing, and lifting under exertion.
Barter Fire Striking favorable trades and deals.
Bribery Air Knowing how much, how, and who to pay to get what you want.
Bureaucracy Air Navigating institutions, paperwork, permits, and red tape to get things done.
Charm Fire Ingratiation and drawing people in.
Combat Driving/Piloting Air Operating a vehicle under fire or in a chase, distinct from ordinary Driving/Piloting.
Composition Water Writing music, poetry, or stories with real craft.
Computer Use Air General computing, software, and programming - distinct from Hacking’s adversarial focus.
Concealment Water Hiding objects, caches, or hideouts from a determined search.
Contortion Air Fitting through tight spaces and slipping restraints through flexibility.
Cooking Water Preparing food, from the everyday to the exceptional.
Crafting Earth Building and repairing goods in a chosen trade - covers any material or trade broadly (woodworking, metalworking, and so on) under one roll.
Cryptography Air Creating and breaking codes, ciphers, and encryption.
Deception Water Lying, bluffing, and fast talk.
Demolitions Earth Safely handling, placing, and detonating explosives.
Disguise Water Altering appearance to convincingly pass as someone else.
Divination Moira Reading omens, portents, and the shape of what’s coming - cards, bones, dreams, and other traditional methods of putting a direct question to fate.
Driving Air Operating ground vehicles in ordinary traffic and terrain.
Electronics Air Building, repairing, and modifying electronic devices and circuitry.
Engineering Air Theoretical and design knowledge of structures and systems.
Escapology Water Breaking free of restraints and confined spaces under pressure.
Etiquette Fire Navigating social and professional protocol correctly.
Farming Earth Cultivating crops and managing livestock.
Finance Air Economics, markets, and accounting.
Firearms Air Handguns, long guns, and other modern ranged weapons, covered broadly under one Skill.
First Aid Water Immediate, field-level treatment - stabilizing, bandaging, CPR.
Fishing Water Catching fish by line, net, or spear.
Forgery Air Producing convincing fake documents, signatures, IDs, and digital records.
Gaming Moira Skill at games of strategy, chance, and wagering - tabletop, esports, or otherwise.
Hacking Air Bypassing digital security - accounts, networks, cameras, and devices.
Holistic Medicine Water Herbal remedies, folk medicine, and non-clinical healing traditions.
Housekeeping Earth Running and maintaining a household efficiently.
Hunting Moira Tracking, catching, and field-dressing game - the hunter’s instinct for where the quarry will be, not just the physical stalk.
Improvised Weapons Water Fighting effectively with whatever’s at hand - a chair, a bottle, a tire iron - instead of a purpose-built weapon.
Insight Moira Reading people, sensing motive and deception - an uncanny read that goes past ordinary empathy, closer to a hunch that turns out right.
Interrogation Fire Extracting information from an unwilling subject.
Intimidation Fire Coercing others through implied or explicit threat.
Intrigue Air Scheming, maneuvering, and reading the undercurrents of institutional or political conflict.
Invention Air Designing and building original devices, not just following existing plans.
Investigation Moira Following clues at a scene and drawing sound conclusions - the intuitive leap that makes the threads line up, not just methodical logic.
Law Air Legal codes, procedure, and precedent.
Leadership Fire Commanding respect and rallying others to act.
Linguistics Air Learning, translating, and analyzing languages.
Literacy Air Reading and writing in a specific language, distinct from speaking it.
Mechanics Earth Repair and maintenance of vehicles and machinery.
Medicine Water Surgery, diagnosis, and long-term clinical treatment.
Melee Combat Earth Bladed, blunt, or improvised weapons at arm’s reach.
Natural World Water Knowledge of flora, fauna, ecosystems, and the environment.
Navigation Moira Plotting a course and avoiding getting lost, on foot, by vehicle, or otherwise - an uncanny knack for finding the way, not just dead reckoning.
Networking Fire Building and leveraging connections in professional, corporate, or elite circles.
Occult Moira Esoteric lore, ritual, and the world’s hidden supernatural undercurrent - grounds a character’s understanding of things like Moira, fate, and what a connecting Social/Mental die is actually reaching into. Included by default rather than genre-flagged, since the setting’s fated-heroes premise makes it broadly relevant rather than an opt-in module.
Perception Water Noticing details and spotting hidden things.
Performance Fire Acting, music, dance, or oratory before an audience, covered broadly under one Skill regardless of discipline.
Persuasion Fire Honest argument and diplomacy.
Piloting Air Operating aircraft or watercraft, covered broadly under one Skill regardless of vehicle type.
Politics Air The workings of governments, agencies, and factions.
Precognition Moira A trained, practiced sensitivity to warnings from the threads of fate itself - a step beyond an ordinary hunch, though never a guarantee.
Psychoanalysis Water Therapy and treating mental trauma.
Psychology Water Understanding minds, motivations, and behavior.
Public Speaking Fire Commanding a room and structuring a spoken argument, distinct from theatrical Performance.
Religion Moira Theology, doctrine, and religious practice.
Research Air Finding information through records, libraries, databases, and open sources - distinct from scene-based Investigation.
Ritual Craft Moira Conducting rites, wards, and ceremonies meant to bind, invoke, or appease the supernatural - the hands-on practice of doing the working, distinct from Occult’s theory of what it means.
Science Air Broad scientific knowledge, covering any discipline (chemistry, biology, astrophysics, and so on) under one Skill.
Seduction Fire Winning someone over through romantic or physical appeal.
Security Air Bypassing physical locks, safes, and alarm systems.
Shadowing Water Following someone without being noticed.
Signal & Cipher Air Radio codes, hand signs, and other non-verbal communication systems.
Sleight of Hand Air Pickpocketing, palming, and planting objects unnoticed.
Smuggling Water Concealing and moving contraband past scrutiny - including modern screening and customs.
Special Weapons Context-dependent An exception to the broad-skill norm: a single specific exotic or restricted-access weapon system (a particular explosive device, a military-grade platform, a supernatural armament). Defined per character as it comes up, not a default anyone starts with - including its Default Element.
Stealth Air Moving unseen and unheard.
Stewardship Air Managing a budget, staff, property, or organization’s resources.
Streetwise Moira Navigating criminal culture, gangs, and underworld contacts - a knack for being in the right place, reading the city’s undercurrents by instinct as much as legwork.
Surveillance Water Observing a target or location without being detected - physical stakeouts and technical surveillance (wiretaps, tracking, cameras) alike.
Survival Earth Foraging, shelter, and enduring the wilderness.
Swimming Earth Moving efficiently and enduring in open water.
Systems Operation Air Operating and interpreting complex consoles, sensors, and industrial or vehicle control systems.
Tactics Air Planning and directing group action, especially in conflict, without doing the fighting yourself.
Thrown Weapons Air Knives, javelins, axes, and other bladed or weighted weapons thrown by hand - a different body mechanic and skillset from Archery’s draw-and-release.
Tracking Moira Following physical trails - a nose for which way the trail actually goes, not pure spoor-reading.
Tradecraft Water Spy fieldcraft - dead drops, signals, cover identities, evasion, counter-surveillance.
Unarmed Combat Earth Brawling, martial arts, and grappling. Also the attacker’s Skill for the Grapple maneuver once rules.md defines one.
Veterinary Medicine Water Diagnosing and treating animals.

Everyman Skills

Per skills.md’s Everyman Skills rule, the GM sets this list per campaign - the system doesn’t fix it. This is a suggested starting list for a modern-world base campaign: baseline competence a functional adult in the present day would plausibly have just from living in it, granted free at Tier 2 (Trained). Meant to be trimmed or extended per campaign, not adopted wholesale without a look.

Skill Why it’s baseline in a modern setting
Athletics Baseline physical capability - walking, running, carrying, climbing a fence.
Bureaucracy Everyone in the modern world has filled out a form, called customer service, or dealt with an institution.
Computer Use Basic literacy with phones, computers, and everyday software is close to universal.
Cooking Basic ability to feed oneself beyond a microwave.
Driving Most adults in a modern setting can operate a car.
Etiquette Enough grasp of ordinary social norms to function in public and at work.
First Aid Widely taught (school, work, licensing) - bandaging a cut, basic CPR awareness.
Literacy Reading and writing in one’s native language.
Persuasion Everyday give-and-take - asking for a favor, making a case, haggling a little.
Streetwise A working sense of one’s own neighborhood/city - what’s safe, who’s who, where not to go.

Deliberately not included by default: Firearms, Medicine, Hacking, and other Skills that represent real specialized training most people don’t get just by living in modern society - those stay Skills characters actually invest in, not baseline gives.