There are 12 skills in the game, each with a ranking from 0 to 4, that tells you how many dice you roll when you roll a check for that skill.
When faced with a problem, you choose which skill you want to use to overcome the obstacle by describing what your character does to the judge. The judge then decides if the skill is appropriate or whether or a check is even required.
Your might measures your physical capability and ability to assert yourself upon the world. Its skills favor direct action: resolve, steel, and strength.
Athletics measures your strength and fitness. Use it to climb, swim, leap, lift heavy objects, or otherwise exert yourself physically.
Command measures your assertion, authority, and leadership. Use it to give orders, compel obedience, rally others, or direct people, pets, and mounts.
Crafting represents your ability to work materials into useful things and understand how such things were made.
Survival represents your practical knowledge of the wilds. Use it to track prey, forage for food, navigate the wilderness, or handle animals.
Your Might benefits you in the following ways: