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==Skills== • An '''Untrained''' skill has a target value of 6+. • A '''Trained''' skill has a target value of 5+. • An '''Expert''' skill has a target value of 4+. • An '''Elite''' skill has a target value of 3+. • A '''Legendary''' skill has a target value of 1+. The target value is what you need to get on a D6 to score a success. Multiple rolled successes result in greater degree of success. For example, a 3rd Circle character with a Trained attribute in Manipulation an Expert skill in Seduction would roll four dice, and be looking for 4+ values. Its worth noting that legendary skills really are amazing… you can guarantee that you will score a number of successes equal to your dice pool every time you use that skill. There is no complete and definitive list of skills, but the following includes some suggestions: ''Accounting, Acrobatics, Acting, Administration, Agriculture, Alchemy, Animal empathy, Animal husbandry, Animal training, Appraisal, Archaeology, Archery, Architecture, Armoury, Art, Art appreciation, Astronomy, Athletics, Bellfoundry, Blacksmithy, Blowgunnery, Brassworkery, Brewery/caskery, Calligraphy, Candlery, Carpentry, Cartography, Cartwrighting, Charioteering, Climbing, Clockmaking, Clothier, Cobbling, Command, Conversation, Cookery, Construction, Contortion, Coppersmithing, Criminology, Dancing, Debate, Demagoguery, Diplomacy, Disguise, Ecology, Embroidery, Engravery, Escape artist, Etiquette, Exploration, Falconry, Farming, Fishing, Fletching/bowmaking, Flexible weapon-fighting, Forgery, Gambling, Gemcutting, Glassblowing, Goldsmithing, Hafted weapon-fighting, Hattery, Heraldry, Herbalism, History, Innkeeping, Interrogation, Intimidation, Intrigue, Investigation, Knife-fighting, Law, Leadership, Linguisitcs, Mathematics, Medicine, Meditation, Merchantry, Metallurgy, Mimicry, Mining, Mountaineering, Music, Oratory, Naturalist, Navigation, Nursing, Painting, Performance, Persuasion, Pickpocket, Poisons, Polearm-fighting, Ride, Sculpture, Seamanship, Seduction, Shieldfighting, Sleight of hand, Spearfighting, Sports, Staff-fighting, Stealth, Strategy gaming, Stonemasonry, Swordsmanship, Tactics, Tailoring, Tannery, Theology, Torture, Unarmed combat, Usury, Vetirinarian, Weaving, Wilderness survival, Writing,'' The GM has ultimate veto over what is an acceptable skill. Very broad skills (e.g. Weapons) are likely to be disallowed. Bearing in mind that this is a game about epic heroism the GM may allow broader coverage for skills that won’t see much use – for example Farming covers a lot of topics, but isn’t likely to come up that often so would likely be allowed. Some of the skills listed above are quite narrow in focus and not terribly useful to a hero – you will likely want to pass these over as a player character, though there is the potential to make some truly unusual characters by picking these as your legendary skills. Be careful not to let the game descend into farce however – while there may be interesting stories to tell about a legendary master of disguise, its harder to take seriously a legendary innkeeper. Finally, if you intend to play a Mage then you’ll need to take one Spellcasting Skill. These include Druidism, Necromancy, High Wizardry and Wyld Sorcery. You can only have one Spellcasting Skill, and it cannot be your Legendary trait. If you are making a character for the first time, you should probably aim for spending at least seven or eight of your traits on skill traits.
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