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.