Conveyances

Land, sea and air vehicles

Barge Fort     $$$$     Scale +4D
A ship built from living plants, just regrow the damage
Skill: Sailing MNV: 0D Body: 5D Move: 2D Crew: 420 Psg: 120 Cargo: 15 tons
Weapons: Four Heavy Ballistae (175 / 350 / 500, 3D), Two Light Ballistae (70/140/200, 2D)

Carrack     $$     Scale +4D
The fastest ship on the sea
Skill: Sailing MNV: 1D Body: 2D+2 Move: 3D+1 Crew: 12 Psg: 8 Cargo: 3 tons
Weapons: Light Ballistae (70/140/200, 2D)

Coracle      $$$     Scale +4D
Made from the bones of giant kra
Skill: Sailing MNV: 1D Body: 3D+2 Move: 2D+2 Crew: 20 Psg: 30 Cargo: 5 tons

Dragon Barque     $$$     Scale +4D
Hunting sea dragons and occasional cargo transport
Skill: Sailing MNV: 1D Body: 3D+2 Move: 4D Crew: 30 Psg: 30 Cargo: 15 tons
Weapons: 2 Harpoons (15/30/50, 2D), Dragons Mouth (30/60/100, 4D)

Duneship     $$$     Scale +4D
Sail powered landship made from the bones of giant kra
Skill: Piloting MNV: 0D Body: 3D+2 Move: 1D Crew: 40 Psg: 20 Cargo: 20 tons

Ice Schooner     $$     Scale +4D
Sailing the Sea of Ice and other frozen waterways.
Skill: Sailing MNV: 1D Body: 2D+2 Move: 2D+2 Crew: 12 Psg: 8 Cargo: 5 tons
Weapons: 2 Catapults (175 / 350 / 500, 2d+2/ea), 2 Light Ballistae (70/140/200, 2D)

Land Ark     $$$$     Scale +4D
A wheeled sailing vessel traversing the continent
Skill: Piloting        MNV: 1D Body: 4D Move: 2D Crew: 8 Psg: 20 Cargo: 10 ton

Trireme     $$$     Scale +4D
A rowing ship with sails
Skill: Sailing MNV: 1D Body: 3D+2 Move: 2D+2 Crew: 200 Psg: 30 Cargo: 5 tons
Weapons: Heavy fire-throwers (175 / 350 / 500, 3D)

Viridia Barge     $$      Scale +4D
Slow and plodding, but reliable made from living plants
Skill: Sailing MNV: 0D Body: 2D Move: 1D Crew: 10 Psg: 20 Cargo: 8 tons

War Chariot, Kang     $$     Scale +2D
Mobile archery platform
Skill: Riding MNV: 1D Body: 1D Move: 2D Crew: 6
Weapons: four heavy crossbowmen (50/100/200, 4D+1)).

War Chariot, Rajan     $$     Scale +2D
Into war across the desert sands
Skill: Riding MNV: 1D Body: 1D Move: 2D+2 Crew: 3
Weapons: 1 archer, 1 spear-carrier

War Dragon     $$$$     Scale +4D
Clockwork mechanical siege engine
Skill: Piloting        MNV: 1D Body: 4D Move: 2D Crew: 10 Psg: 1 Cargo: ½ ton
Weapons: 4 Firethrowers (175 / 350 / 500, 3D), Crossbowmen (4D)

War Wagon    $$$$$     Scale +4D
Ponderous vehicles towed by land lizards
Skill: Piloting        MNV: 0D Body: 5D Move: 1D Crew: 30 Psg: 100 Cargo: 10 tons
Weapons: multiple heavy ballistae, positioned in all directions, and a light ballista, mounted on a swivel atop the tower.

Windrigger     $$$$$     Scale +4D
Swifter than a Windship
Skill: Piloting MNV: 1D Body: 2D Move: 3D Crew: 20 Psg: 6 Cargo: 1 tons

Windskiff    $$$$    Scale +4D
Patrol vessels for the Seven Kingdoms
Skill: Piloting MNV: 0D Body: 2D Move: 1D Crew: 10 Psg: 12 Cargo: 2 tons

Windship     $$$$     Scale +4D
A wonderful flying ship.
Skill: Piloting MNV: 0D Body: 2D Move: 2D Crew: 20 Psg: 12 Cargo: 2 tons

Windship of War     $$$$$     Scale +4D
The largest windships in existence
Skill: Piloting MNV: 0D Body: 2D Move: 1D Crew: 150 Psg: 20 Cargo: 5 tons
Weapons: 4 light ballistae (70/140/200, 2D), and 4 heavy ballistae (175 / 350 / 500, 3D)

Other Settings

Currently I am working on another setting for the MiniSix rules, Flash Gordon based on the radio and film serials. I also have another couple of setting conversions in mind. I have, therefore, renamed the blog so that I can add them here as a central repository.

The Talislanta Seven Kingdoms conversion will also continue and when that is complete I intend to offer a complete PDF of the work for download.

Cartomancy Spells

Some example spells

Hand of Destiny (Reveal) TN: 10
Duration: 1 minute (10 rounds)
Range: Self
Resisted: None
A skilled cartomancer can determine his destiny. In game terms, this is the PC asking the GM “What is likely to be my best course of action?”

Prestidigitation (Move) TN: 15
Duration: 5 rounds
Range: 50 feet
Resisted: None
The caster can make any small item within range of the spell come to his hand.

Luck of the Draw (Defend) TN: 17
Duration: 5 rounds
Range: Self
Resisted: None
In any sort of fight or melee attacks of any sort that are aimed at the caster will unaccountably miss the Mark.

Wizard’s Trump (Ward) TN: 15
Duration: 1 minute (10 rounds)
Range: Self
Resisted: None
The caster is protected from all Attack mode spells directed at his or her person, and cannot be harmed by such magics.

 

Fool’s Gold (Conjure) TN: 18
Duration: 5 minutes
Range: 50 feet (usually cast on self)
Resisted: None
Will cause a cache of coins (up to 100 g.l.) to appear in the casrtomancer’s pocket. The conjured coins look and feel real, but will vanish after 5 minutes.

Turn of a Friendly Card (Heal) TN:*
Duration: Instant
Range: Self or Touch
Resisted: None
Soothing wounds and relieving pain to heal. *TN:15 for wounded, TN: 19 for incapacitated, TN:23 for mortally wounded.

Wrath of the Warrior (Attack) TN: 18
Duration: instant
Range: 50 feet
Resisted: None
Causes the victim to be pummelled by a pair of ghostly fists for Wits damage.

Fortune’s Purchase (Alter) TN: 13
Duration: 5 minutes
Range: Self
Resisted: None
Add +1D to Barter Skill

The Fold (Illusion) TN:20
Duration: 5 rounds
Range: 50 feet
Resisted: None
The caster appears to vanish into thin air, leaving nothing behind. While the spell is in effect, the cartomancer can move silently, hide, or make a quick getaway, as
desired.

The Bluff (Illusion) TN: 10+Resist roll
Duration: 5 rounds
Range: 50 feet
Resisted: Wit
The caster assumes the semblance of a duelist of unsurpassed skill.

The Warrior’s Heart (Alter) TN: 20
Duration: 2 minutes
Range: Touch (three targets)
Resisted: None
Up to three targets will be filled with the courage of the archetypal Warrior, receiving +1D to Might.

Cardplay (Influence) TN: 15+ Resist roll
Duration: 10 rounds
Range: 5 feet
Resisted: Charm
The subject becomes en-tranced, remaining motionless for the duration of the spell.

Card of Concealment (Conceal)  TN:10
Duration: 2 minutes
Range: Touch
Resisted: None
~Anyone trying to steal or search for a concealed item does so at a -2D penalty to their Search.

Friendly Hand (Influence) TN: 10+ Resist roll
Duration: 10 rounds
Range: 5 feet
Resisted: Charm
Can make the target believe that he is a close friend or associate, someone to be trusted.

Amber Waves (Influence) TN: 15+ Resist roll
Duration: 10 rounds
Range: 5 feet
Resisted: Charm
Causes a wave of somnolence to descend on all those nearby, they lie down and fall asleep on the the spot.

Magic – Part Two

Magic Orders

Each order contains any Advantage that order may have. Any Disadvantages it may have. Any modes that are not available. Spell modes that have either a bonus or penalty are listed and this alters the TN of those modes of spells. Finally any special requirements for that order of magic are listed.

Cartomancy
Advantage: No obvious lights, or noises
Disadvantage: May not be cast without the cards
Not Available: Transform, Summon
Requirements: Requires one free hand to shuffle a deck of cards.

Cryptomancy
Advantage: May hold the spell in stasis until a certain trigger  is activated
Disadvantage: Takes 1 extra round to cast
Not Available: Transform, Influence
Bonus: Ward, Reveal
Penalty: Illusion
Requirements: Must be able to trace a pattern with one hand on wall, floor, paper that leaves mark.

Crystalomancy
Advantage: Can store spells in crystals that are used once
Disadvantage: Each effect requires a different type of crystal (listed in the Big Blue Book)
Not Available: Transform, Conjure
Bonus: Defend, Heal
Penalty: Attack, Summon
Requirements: Requires specific crystals.

Elemental Magic
Advantage: Is immune to one element of choice
Disadvantage: The spell cannot be concealed
Not Available: Alter, Heal, Illusion, Influence
Bonus: Conjure plus one from: Attack, Move, Defend, Transform
Requirements: Must pick one element from: Air, water, earth or Fire.

Invocation
Advantage: If spell pleasing to Patron magic is easier -10 TN
Disadvantage: If not actively pleasing patron magic is normal TN.
Bonus: Two of choice
Penalty: Two of choice
Requirements: Use icons such as holy symbols, ritualistic objects

Mysticism
Advantage: Spells cannot be detected
Disadvantage: Noise and distraction make spell harder
Not Available: Transform, Conjure
Bonus: Influence, Reveal
Penalty: Attack
Requirements: The mystic has to be at peace and meditate when conducting a spell

Natural Magic
Advantage: Get a bonus in the wild for casting
Disadvantage: Get a penalty in urban areas
Bonus: Reveal, Heal
Penalty: Attack, Transform
Requirements: Require a song or chant with simple gestures to cast

Necromancy
Advantage: May earn CP through killing
Disadvantage: They are treated with fear and suspicion by all.
Not Available: Illusion, Conjure
Bonus: Summon, Heal
Penalty: Influence
Requirements: Must gesture with both hands and speak aloud to cast. Special fetishes must be chosen by spellcaster

Shamanism
Advantage: Must choose one animal totem that helps with one effect
Disadvantage: Must use a drug or hallucinogen
Not Available: Conjure
Bonus: Heal, Reveal
Penalty: Attack
Requirements: Requires complex dances, chants, fetishes and gestures.

Witchcraft
Advantage: If something personal of the target is in possession distance is no penalty
Disadvantage: If a 1 is rolled on the Wild Die the spell fails
Not Available: Conjure
Bonus: Heal, Ward, Reveal
Penalty: Attack
Requirements: Must use both hands and speak aloud. Must use some object which is destroyed.

Wizardry
Advantage: May pick one effect that is their signature and gets a bonus
Disadvantage: Very hard to hide thus subtle illusions are not very convincing
Not Available: Transform, Summon
Bonus: One of choice
Requirements: Requires two hands and phrases spoken aloud. A wand or staff may also be used.

Scrolls

A scroll may hold only 1 spell but it has its advantages and disadvantages.

Advantage: They are one level easier to cast -10 TN, GM decides. They are not affected by the Wild Die roll of a 1 (do not remove the highest die rolled and the wild die.)

Disadvantage: They take 10 rounds to cast. It turns to ash after cast.

Learning Spells

Learning a new spell costs 2CP.

Counterspells

To counter a spell the cast must use the same Mode as the attacker adding +5 to the TN. If using the same Order as the caster the TN is the same as the original spell.

Magic – Part One

A replacement of the core system

The MiniSix magic system is replaced with the below system, as magic is much more freeform in Talislanta. To be able to do cast magic a PC must take the Esoteric Perk: Magic. There are 11 Magic Orders and when taking the magic skill they must take the skill in that order e.g. Magic (Wizardry).

As in the big blue book Talislantan magic cannot do the following:

  • Return the dead to life
  • Create life
  • Affect time or causality
  • Control two Powers at once (no spells of Fire and Earth together)
  • Cast more than one spell at a time, or blend two spells together (use two Modes at once)

The Player starts with the Magic Order(s) specific to the Race chosen and with the number of Modes specified.

Each spell has one of twelve Modes:

Alter
Modifies 1 attribute or Skill. Can also be applied to Damage and armour value. Cannot be used cumulatively.

Attack
Destructive power aimed at an enemy. Most are ranged and may affect 1 or more persons up to the casters die in Magic. Damage may be caster’s Wit or a fixed amount fo dice.

Conjure
Create material objects from magic enemy. Minimum of 10 rounds. Cannot conjure living beings.

Defend
Absorbs damage that target would receive from an attack. Auras protect a single individual, whilst barriers protect a number of persons equal to the caster’s Magic dice.

Heal
Repair damage to living being. Healing TN is 15 for Wounded, 20 for Incapacitated and 25 for Mortal; healing may only improve the Wound category by one.

Illusion
Create phantasmal images that appear real but devoid of any real substance. Resist: Wit

Influence
Control a being’s thoughts or emotions. The subject of an Influence spell will obey a single simple instruction from the caster, such as “Stand still”, “Attack the priest”, or “Go to sleep.” Resist: Charm

Move
Move or levitate objects or beings.

Reveal
Used to simulate supernatural senses, such as the ability to detect lies, divine the location of lost objects, see in darkness, or see through illusions. Another popular Reveal effect is Scrying — the ability to see and hear what is happening in a distant locale, as if one was standing there.

Reverse – Conceal

Summon
The primary effect accomplished is the summoning of extra-dimensional beings. Spells of this kind transport a creature from their native plane of existence, across the invisible inter-planar seas

Reverse – Banish.

Transform
Turn one type of person or thing into another by changing the subject’s shape and form.

Ward
Defensive spells that can be used to protect against certain specified threats or maladies. Wards can be cast upon living creatures or inanimate objects .

  1. The player describes spell they are attempting to cast to the GM using one of the above Modes and describe how it works and its effects.
  2. The GM provides a difficulty Target Number to hit using the table and optional rules below as a guide. Some Magic orders give a bonus or penalty to an effect that amends the TN.
  3. Player rolls and if they make the TN they resolve. Otherwise the spell fails

Very Easy & Easy: 2-10
Short Range (touch)
Short Duration (one round)
Single Target (one creature/object)
Cantrips/Orisons, See Auras, Speak Languages, Burning Touch

Moderate & Difficult: 11-20
Medium Range (bowshot)
Medium Duration (several rounds)
Medium Area (several people)
Charm People, Mystic Armor, Heal Wounds, Fire Ball, Polymorph

Very Difficult: 21-30
Long Range (sight)
Long Duration (entire scene/encounter)
Large Area (crowd)
Resurrection, Group Teleport, Earthquake, Anti-magic Zone

Heroic: 31+
Any Range, Duration, Area & Effect
Wish, Miracle

The GM should also factor in the following:

  • A Mode bonus reduces TN by 5.
  • A Mode penalty increases TN by 5.
  • Damage is equal to Wits.
  • Healing TN is 15 for Wounded, 20 for Incapacitated and 25 for Mortal; healing may only improve the Wound category by one.
  • Increase the difficulty if the spell being cast meets more than one criteria of a spell of that level.
  • Removing verbal, somatic and material components and magical focuses (holy symbols, magic wands, etc.) increases the difficulty of casting spells or even deny the ability to cast spells entirely.
  • Allow the caster to cast several spells (say 1 spell per pip in Wits) ahead of time that can be “memorized” and then “released” at the time of casting (as 1 action).
  • Some spells may be resisted by an opposed roll (or Wits dice x3 +pips static defense). This reduces the TN of the spell.
  • Wearing armor increases casting TN by an amount equal to the Armor points.
  • Armor spells give a +1 soak per 5 TN starting at 6 (TN 6 = +1; TN 11 = +2; etc.).
  • Decrease the difficulty if the spell being cast is a purely defensive spell.

Weapons

Melee, Ranged and Armour

Refer to the Talislanta 4th Edition core book for prices of weapons and gear.

Melee Weapons

Weapon       Damage
Battle maul +1D+1
Broadsword +2D+2
Broadsword, adamant +2D+2
Broadsword, Za +2D+2
Bwan # +2
Caltrops 1D
Capture-pole # 1D
Club # +1D+1
Club, Ice Giant # +1D+2
Club, Ur # +1D+1
Crystalblade +1D+2
Cutlass +1D+2
Da-khar +2
Falchion +3D
Garde +1
Garde, Full +2
Garotte # +1
Greatsword # +3D+1
Halberd # +3D
Khu +2D
Lance +1D
Mace +1D+1
Mace, Ariane +1D+1
Matsu # +1D+1
Pole-hook # +3D
Prod-hook +1D
Rasp +1D
Slavers’ flail +2D
Spiritblade +2D+2
Staff # +1D+2
Staff, iron-shod # +1D+2
Staff of the Eye # +1D+2
Sword, duelling +2D
Sword, giant-sized +3D
Sword, long +2D+2
Sword, short +1D+2
Sword, two-handed # +3D+1
Tarak # +3D
Trident # +2D+2
War axe, giant-sized # +3D+2
War axe # +3D
War axe, Sauran +3D
War flail +1D+1
War hammer # +3D

Ranged Weapons

Weapon (Range S/M/L, Damage)
Blade-bracer (3/6/10, 2D)
Blade-Staff (5/10/15, +1D+1)
Blade-star (5/10/15, +1D)
Bow, Ariane (50/100/150, +1D+2)
Bow, Giant (100/200/400, +3D)
Bow, Long (10/100/250, +2D+2)
Bow, Short (50/100/150, +1D+2)
Capture Bow (30/60/100, 4D)
Correg (30/60/100, 4D)
Crescent Knife (5/10/15, +1D)
Crossbow (50/100/200, 4D+1)
Crossbow, Lt (50/100/150, 4D)
Dagger (5/10/15, +1D)
Dart Thrower (25/50/75, 2D)
Dragon Hunters Harpoon (5/10/15, +2D)
Duar (5/10/15, +2D)
Flange-bow (30/60/100, 4D)
Gwanga (5/10/15, +2D)
Hand Axe (5/10/15, +1D)
Hurlant (30/60/100, 4D)
Iron Spear (5/10/15, +2D)
Jang (5/10/15, +2D)
Javelin (5/10/15, +2D)
Krin (30/60/100, 4D+1)
Oc (5/10/15, +1D)
Rod of Alchemy (5/10/15, +1D)
R’ruh (5/10/15, +1D)
Scimitar (5/10/15, +2D)
Sling (30/60/100, +1D)
Spear (5/10/15, +2D)
Spring-knife (3/6/10, 2D)
Star-thrower (30/60/100, 4D)
Throwing Knife (5/10/15, +1D)
Throwing Stick (5/10/15, +1D)
Tri-bow (50/100/150, 4D)
T’sai (5/10/15, +1D)

Armour

Armour          Armour Value
Amysram, Mandalan +3
Battle armour, Kang +7
Battle harness, Za +3
Chainmail +5
Corselet and bracers +5
Dragon scale, Sun-Ra-San +4
Full garde, Thrall +5
Garde, Thrall +2
Hide/Fur +2
Hide armour, Kharakhan +4
Leather +2
Leather & plate, Mondre Khan +4
Light body plate, Aeriad +4
Padded Cloth +1
Partial chain and hide, Rasmirin +4
Partial plate (plate and mail) +6
Scale armour, Gnomekin +5
Silver gauntlets. Xambrian +2
Spangalor +3

Perks and Complications

New additions

Perks

Dual-Encephalon (1): The ability to use both sides of their brain independently. They are ambidextrous and can avert the need for sleep by resting one brain at a time. When one brain is resting, subtract 1D from their WIT. They are allowed two chances to resist any spell or substance that affects thought, brain function, or emotions.

Climbing(1): Starts with a +3D Specialisation in Climbing

Gliding (1): May glide up to 150 feet

Natural Telempathy (2): Can use to detect emotions or communicate with one selected individual over a distance of 10 feet per 1D in charm. When trying to communicate with individuals unfamiliar with telempathy, must make an opposed Charm roll otherwise part of the message is lost or unclear. They can attempt to influence the emotions of living beings; by an opposed WIT roll. They can also attempt telempathic hallucination equal to Wit Dice per day, affecting one individual per attempt at a range of 10 feet per Wit Die. This form of mental attack may be resisted by Opposed Wit rolls, it directly affects the victim’s perception of reality. In game terms, the attack increased Difficulty by one level to all the victim’s actions. Duration is one round per Wit Die.

No Fear (1): Immune to all Fear.

Limited Flight (1): May fly as twice normal movement for 2 rounds.

Night Vision(1): The ability to see clearly in the dark.

Esoteric Perks

Magic (3): You’re magically sensitive. Magic spells actually work for you.

New Complications

Bad Mood (1): Prone to violent mood swings.

No Magic Understanding (1): Does not understand or Comprehend Magic.

Poor Day Vision (1): Unless wearing Amber glasses suffers from poor vision

Races of The Seven Kingdoms

Character Templates

The following lists shows the number of dice for Attributes, the dice for Skills and the minimum/maximum number of dice that can be assigned to each attribute. Each race starts with the equipment listed in the Talislanta core book and the must take one or more Magic Order(s) listed. The lists defines the number of dice for Attributes, the dice for Skills and the minimum/maximum number of dice that can be assigned to each attribute. Each race starts with the equipment listed in the core book and the must take one or more Magic Order(s) as shown in the Talislanta core book.

Muse
Att Dice: 11 Skill Dice: 4
Might: 1/2+2 Agility: 1/4+2
Wit: 1/4+2 Charm: 1/4+1
Perks: Natural Telempathy, Limited Flight
Magic: Natural Magic
Modes: 3 of choice

Cymrillian
Att Dice: 11 Skill Dice: 7
Might: 1/4 Agility: 1/4
Wit: 1/4+1 Charm: 1/3+2
Magic: 1 of choice
Modes: 4 of choice

Pharean
Att Dice: 11 Skill Dice: 7
Might: 1/3+2 Agility: 1/3+2
Wit: 1/4+1 Charm: 1/3+2
Perks: Natural Telempathy, Limited Flight
Magic: Wizardry
Modes: 4 of choice

Gnomekin
Att Dice: 12 Skill Dice: 6
Might: 1/4 Agility: 1/5
Wit: 1/4 Charm: 1/4+1
Perks: Night Vision, Climbing
Complication: Poor Day Vision
Magic: Crystalomancy
Modes: 6 of choice

Kasmirian
Att Dice: 11 Skill Dice: 9
Might: 1/3+1 Agility: 1/4
Wit: 1/4+2 Charm: 1/3+1
Magic: Cryptomancy
Modes: 5 of choice

Sindaran
Att Dice: 12 Skill Dice: 6
Might: 1/3+1 Agility: 1/3+2
Wit: 1/5+2 Charm: 1/3+2
Perks: Dual-Encephalon
Magic: None

Sindra
Att Dice: 10 Skill Dice: 6
Might: 1/3+1 Agility: 1/3+2
Wit: 1/5 Charm: 1/3+1
Complication: Bad Mood
Magic: None

Thrall
Att Dice: 12 Skill Dice: 7
Might: 1/5 Agility: 1/4+1
Wit: 1/2+2 Charm: 1/3+2
Complication: No Magic Understanding
Magic: None

Blue Aeriad
Att Dice: 11 Skill Dice: 6
Might: 1/3+1 Agility: 1/5
Wit: 1/3+2 Charm: 1/3+1
Perks: Gliding
Magic: None

Green Aeriad
Att Dice: 10 Skill Dice: 7
Might: 1/2+2 Agility: 1/4+1
Wit: 1/4+2 Charm: 1/3+2
Perks: Gliding
Magic: None

Tanasan
Att Dice: 11 Skill Dice: 6
Might: 1/3+1 Agility: 1/3+2
Wit: 1/4+2 Charm: 1/4+2
Perks: Natural Telempathy, Limited Flight
Magic: Natural Magic
Modes: 1 of choice

Design Notes
This was the hardest part of the character creation to figure out. In Talislanta, unlike other point buying games, the starting characters are far from balanced. I looked at the archetypes attributes and skills. Each Race becomes a character template they must choose at character creation and unlike Talislanta at least they have some say, within limits, how that character is built.

 

Attributes and Skills

Setting choices

The difference between the d20 system used in Talislanta and the d6 system is so big it was never going to work as a one-to-one conversion. I decided that the way I was going to do this was for MiniSix to give the same feel as Talislanta so sacrifices and omissions would have to be made.

The following Attributes and Skills are used in this setting.

Skill List

Might: Axe*, Blunt*, Brawling*, Knife*, Lift, Pole Arm*, Stamina, Sword*
Agility: Athletics, Bow*, Crossbow*, Dodge*, Pickpocket, Pilot, Sailing, Stealth, Throwing*
Wit: Crafts, History, Language, Lore, Magic^, Medicine, Pick Locks, Repair, Search, Survival, Tracking
Charm: Barter, Command, Diplomacy, Persuasion, Riding, Seduce, Streetwise

* indicates a combat skill that cannot be specialised.
^ Unless the Esoteric Perk Magic is taken this skill is 0D.

The Barebones edition uses 12 dice to distribute between the attributes and 7 dice to spread amongst the skills. Talislanta does not have humans with the players choosing an Archetype of one of the races.

In this conversion at Character Creation you first have to choose a Race. This will determine how many Attribute dice you get to spend (the average is 12D) and how many Skill dice to spend (the average is 7D). Some races come with Perks and Complications.

As there are so many races in The Big Blue Book this conversion will start with races (and Bestiary) from The Seven Kingdoms.