Skills
Agility, Acrobatics. Balance, tumbling, jumping, tightrope, etc.
Agility, Stealth. Hiding, moving silently, tailing and stalking targets, ambushing, etc.
Agility, Thievery. Legerdemain, pickpocket, bypass mundane traps, etc.
Charisma, Diplomacy. Debate, persuasion, negotiation, bribery, haggling, building morale, etc.
Charisma, Perform. Entertainment, storytelling, singing, comedy, speeches, etc. NOT instruments.
Charisma, Subterfuge. Disguise, misdirection, distraction, lies, hustling, planting ideas, etc.
Intellect, Arcana. Spells, curses, magic items, disarming magical traps, technical details of magic.
Intellect, History. Politics, legends, treaties, laws, migrations, battles, etc. A broad skill.
Intellect, Investigate. Searching for things, gathering information, analyzing facts, etc.
Intellect, Medicine. Surgery, triage, diagnosis, wound treatment, setting bones, autopsies, etc.
Intellect, Nature. Geography, maps, animals, plants, weather, herbs, plant creatures, the fey, etc.
Intellect, Occult. Cosmology, planes, astrology, prophesy, mystic cults, the undead, etc.
Intellect, Tactics. Strategy, planning, training, recruitment, supply, logistics, organization, etc.
Intellect, Theology. Religious, holidays, dogma, divine covenants, celestials, fiends, deities, etc.
Might, Athletics. Riding, climbing, swimming, jumping, sports, obstacle courses, bend bars, etc.
Might, Intimidate. Coercion, threats, bullying, interrogation, staredowns, etc.
Might, Wrangling. Riding, managing, herding, training, coercing, gaining compliance from animals.
Spirit, Empathy. Sensing emotions, hostility, fear, deception, guessing motives, etc.
Spirit, Perception. Noticing details, traps, hidden trails, ambushes, buried bodies, secret doors, etc.
Spirit, Survival. Tracking, hunting, foraging, camping, shelters, rigging simple mantraps, etc.
Perks
Perks are small improvements or talents that characters pick up in the course of adventuring. They allow players to customize their characters above and beyond the basic class framework, and every character gains one perk at 1st level and every even level thereafter (2,4,6,8,10, etc.). Additional perks beyond those granted by level can also be awarded by the narrator in special circumstances, though this is best done sparingly to prevent power creep from spoiling the game.
Perks marked with an asterisk (*) may be taken multiple times.
*Energy = +6 maximum mana
*Fast = +1 initiative
*Polyglot = proficiency in 1 language
*Resistant = +1 to one save
*Skilled = proficiency in 1 skill or toolset
*Talented = +1 to two skills
*Tough = +6 maximum health
*Zanshen = +2 alertness
Advisor. Your support action has a range of 20 feet.
Armored. You gain proficiency in medium armor.
Aquanaut. You gain a swimming speed equal to land speed and can hold your breath 2x as long.
Attractive. +1 on all charisma checks to influence romantically compatible creatures.
Bomber. You add your PROF to damage with alchemical items.
Charger. When charging your speed increases by an extra +10.
Diesel. You require only half as much food and water.
Greenblood. You gain poison resistance and cannot become addicted.
Grounded. You recover lost sanity at 2x the normal rate.
Bushwhack. You gain 1 backstab damage die. If you are already a rogue, your current backstab ability increases by 1 die.
Hipshot. You can shoot into melee without disadvantage.
Insomniac. You require only half as much sleep.
Leadership. You can attract followers at 10th level and beyond.
Militancy. You gain proficiency with martial weapons and shields. If you already have these proficiencies because of your class, you cannot take this perk.
Packmule. 30 points of load do not count towards your encumbrance.
Packrat. Once per session you can retroactively declare your PC packed one non-magical item worth <10 silver and weighing <5 lbs, subject to narrator approval.
Prepared. Once per session you can retroactively declare your PC took one downtime action lasting <1 hour within <10 days, subject to narrator approval.
Quickdraw. You can draw and stow weapons or tools as a reaction instead of a bonus action.
Recuperative. You heal naturally at 2x normal speed. If you already have this ability, you recover at 3x normal speed.
Reparable. Healing you receive restores extra health equal to your Endurance modifier. This includes spells, potions, medical attention, etc.
Safedive. You can move up to 10 feet to cover as a reaction when targeted by a missile attack or any effect requiring a reflex save.
Scheduling. Prolonged activities such as research, crafting, or labor take you and up to PROF allies 30% less time to complete.
Teamwork. Your support action grants a +3 bonus instead of +2.
Toolsets
Training in a toolset imparts a broad range of skills. Skill checks involving a toolset are handled as a standard d20 roll, adding the users PROF and stat modifiers. The stat modifier used may differ depending on what the character is trying to do, however. A carpenter building an elaborate wooden chair may need to roll PROF plus agility or intellect, but if building a house in a hurry the roll may be PROF plus might or endurance for example. Narrators are encouraged to be a bit lenient when making these decisions to avoid punishing or marginalizing characters with toolset proficiencies.
Some toolsets are more useful than others when it comes to adventuring. Never forget that during downtime a character can make a toolset roll to earn income at a trade, produce useful goods, or add role-playing flavor to the game. Toolsets can also be useful in social situations where the party has skills an NPC needs.
Alchemist. Acids, Bombs, Soap, Scents, etc.
Apothecary. Drugs, Medicines, Poisons.
Armorer. Armor, Shields.
Barber. Haircuts, Dentistry, Beautification, Delousing.
Blacksmith. Metalwork, Chains, Cages, Weapons, etc.
Carpenter. Furniture, Buildings, Spears, etc.
Cartography. Maps.
Carving. Chiseled wood, bone, and stone items.
Cooking. Preparing Food, Preserving, Cheeses, etc.
Cooper. Barrels (extremely high demand).
Disguise. Change a creature's appearance.
Drawing. Charcoal Sketching, Painting, Murals, etc.
Engineer. Buildings, Bridges, Fortification, Siege Weapons, Tunnels, etc.
Farming. Planting, Harvesting, Animal Husbandry, etc.
Fletching. Bows, Crossbows, Ammunition.
Gaming. Deep knowledge of chance and strategy games.
Instrument. Percussion, Woodwind, Brass, Strings, etc. Pick a category.
Jeweler. Appraising, Gems, Rings, Necklaces, etc.
Leatherwork. Tanning, Skinning, Saddles, Coats, Leather Armor, etc.
Locksmith. Deep knowledge of Locks, Safes, Manacles, etc.
Miner. Prospecting, Tunneling, Panning, Smelting, etc.
Pottery. Ceramics, Urns, Plates, Cups, Kilns, etc.
Publisher. Paper, Bookbinding, Signs, Woodblock Prints, etc.
Tailor. Coats, Cloaks, Trousers, Shirts, Belts, etc.
Vehicles. Land, Sea, or Air are all different skills.
Weaving. Textiles, Baskets, Nets, Chainmail, Knitting, etc.