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'''Skills'''. Similar to RQII/III, skills come in '''categories''' - but categories represent your chance with any common skill of that category. Specialist skills are attached to a category, but use the same % chance.
 
'''Skills'''. Similar to RQII/III, skills come in '''categories''' - but categories represent your chance with any common skill of that category. Specialist skills are attached to a category, but use the same % chance.
  
The Categories (Talents)
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The Categories
 
*War - conflict, weapons, fortitude. Str,Dex,Pow.
 
*War - conflict, weapons, fortitude. Str,Dex,Pow.
 
*Knowing - knowledges, lores and sciences Int,Pow
 
*Knowing - knowledges, lores and sciences Int,Pow
*Awareness - Inspiration, perception  and comprehension  Con, Pow, Cha
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*Insight - Inspiration, perception  and esthetic Pow, Cha
*Artisan - Growing and taming, Craft and professional skills Str/Dex, Int.
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*Artisan - Growing and taming , Craft and professional skills Str/Dex, Int.
*Natural - The outdoors, instinct and hardiness. Con, Int/pow.
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*Arcane - The Sixth World, Occult and Spiritual Pow, Int/Cha.
*Cultural - The urban, intersocial and esthetic. Cha, Int/pow.
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*Natural - The outdoors, instinct and perception. Con, Int/pow.
*Social - Communication and interaction, political. Int, Cha.
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*Civil - The urban, intersocial and perception. Cha, Int/pow.
*Physical - The body, movement and the athletic. Str,Dex,Con
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*Social - Communication and interaction. Int, Cha.
*Arcane - The ninth power, Occult and Spiritual. Pow, Int/Cha.
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*Physical - The body, movement and the manual Str,Dex,Con
  
'''Option''': Characters take specialties within a skill - normally a skill cluster (similar in size to combat style), but sometimes a unique but difficult skill (Alchemy, Medical Knowledge, Engineer)that mimics a skill cluster. These could be expanded to cover cult/sorcery school, etc related skills (So a humakti might have swordspeech, sense assassin, teach sword, leadership and swordmithing as a cluster)
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'''Option''': Characters can take specialties within a skill - normally a skill cluster (similar in size to combat style), but sometimes a unique but difficult skill (Alchemy, Medical Knowledge, Engineer)that mimics a skill cluster.  
 
 
These could be left undefined to some extent and filled in as the game progressed.
 
  
 
'''Mysticism''': Used in this game to represent innate, fate or luck driven characters. This type of magic is almost no magic as it draws upon powers that are innate to existence.
 
'''Mysticism''': Used in this game to represent innate, fate or luck driven characters. This type of magic is almost no magic as it draws upon powers that are innate to existence.

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