The Coming of the Sword
Athletics – All-round skills in abilities like swimming, climbing, throwing, etc.
Craft – The ability to fix devices, repair ships and craft new items.
Deception – Lying and trickery, disguise and taunting.
Fighting – Armed and unarmed close combat.
Healing – The art of stopping wounds and treating existing injuries.
Impress – The art of frightening, exerting a force of will and threats.
Intrigue – The ability to blend and gather information and human intuition.
Investigation – Use of libraries and finding clues at a scene.
Knowledge – Overall schooling. Allows knowledge rolls in most situations.
Notice – General alertness and spotting danger.
Perform – Use of song or theatrics to entertain. Also instruments.
Persuasion – Convincing others to do what you want them to do.
Riding – Mount, control and ride any beast. Includes wagons and carriages.
Shooting – Ranged combat: guns, cannons, crossbows. Not thrown weapons.
Stealth – Hide, sneak, shadow as well as palming objects and picking pockets.
Survival – Find food, water and shelter in hostile environments. Also tracking.
Thievery – Bypass locks and traps.