Your character has six domains, each at one of the five tiers above. The six domains are:
| Domain | What it covers |
|---|---|
| Body | Physical action, athletics, endurance, melee combat, raw strength |
| Mind | Knowledge, perception, deduction, memory, awareness |
| Voice | Persuasion, deception, leadership, performance, social pressure |
| Hand | Craft, stealth, sleight of hand, fine manipulation, ranged precision |
| Heart | Willpower, empathy, intuition, emotional resilience, resisting influence |
| Spirit | Connection to the multiverse, attunement to the Paths, sensing the unseen |
There's no separate skill list. When you describe what you're doing, the GM picks which domain applies. Climbing a wall? Body. Convincing someone to let you in? Voice. Spotting a hidden door? Mind. Sneaking through a crowd? Hand. Spirit is special — covered in Spirit and the Guide.
Effective vs. Base Tier
Your character sheet shows your Base Tier in each domain — your permanent level of training. But during play, your Effective Tier can shift up or down because of circumstances: injury, exhaustion, a hostile world, a friendly tool, an ally's support.
Effective Tier is what you actually roll with. Base Tier is what's printed on your sheet. Effective Tier can shift up to ±2 from Base.
You'll see this most often as: taking damage drops your Effective Tier in that domain. Covered fully in Stress and Your Three Pools.