Yeah, feel free to post here.
OK. Obsession skills. You should have picked an obsession, which is essentially your raison d'etre. This doesn't have to be a high and mighty goal to end world hunger or cure AIDS. In fact, arguably it shouldn't. It's a personal thing to your character that is about what keeps them going. Do they want to be tough enough that no one will ever spill their pint? Do they want to be good looking and able to have as many drinks bought them as they can get? Do they want to powerful - if so, how? Do they maybe want to keep their family safe? Are they willing to do anything it takes to make sure Trade Unionism thrives? What drives them, basically.
From that, pick an obsession skill. The obsession skill is the main way they go about achieving that. Lets take the committed trade unionist, purely because it's the last example I gave. An obsession skill could be "charm". They seek to convince others of the glory of the labour movement through their charisma. "Debate" is similar, but a different focus. "Politics" would be a different focus again. "Kidnap and brainwash" yet another, "Develop Mind Control Gas" still another.
In game terms, you can always "flip flop" your obsession skill. That means switch the tens and units round. So if you roll an 81 on your obsession skill you can, if you wish, change that into an 18. There are also some other benefits if your obsession skill is a combat skill, I'll go over those if they come up.