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== Step 5 β Choose Skills and Phasmic Formulae == Every hero receives '''seven competency choices'''. Spend them on any [[SeventhSun:Skills|Skills]] and any [[SeventhSun:Phasmic Formulae|Phasmic Formulae]] the hero can access. * Spend 1 choice to become Trained 2 in a Skill or Formula * Spend a second choice on the same competency to become Expert 4 * No starting competency may exceed Expert 4 * An unchosen Skill is Untrained 0 * An unchosen Formula cannot be used without a Gift or Talent that says otherwise The Skills are: [[SeventhSun:Skills#Combat|Combat]] β’ [[SeventhSun:Skills#Athletics|Athletics]] β’ [[SeventhSun:Skills#Finesse|Finesse]] β’ [[SeventhSun:Skills#Stealth|Stealth]] β’ [[SeventhSun:Skills#Awareness|Awareness]] β’ [[SeventhSun:Skills#Insight|Insight]] β’ [[SeventhSun:Skills#Influence|Influence]] β’ [[SeventhSun:Skills#Guile|Guile]] β’ [[SeventhSun:Skills#Command|Command]] β’ [[SeventhSun:Skills#Wayfaring|Wayfaring]] β’ [[SeventhSun:Skills#Medicine|Medicine]] β’ [[SeventhSun:Skills#Lore|Lore]] β’ [[SeventhSun:Skills#Technics|Technics]] β’ [[SeventhSun:Skills#Craft|Craft]] A hero may choose Phasmic Formulae when the concept supplies a source of phasm: a native or reintegrated vinculum, appointment by a Monitor, or another source established by the setting. Path does not control access. Magister and Emissary are simply the two most common phasmic concepts. ===== Example Competency Choices ===== * Combat 4; Awareness 2; Athletics 2; Command 2; Medicine 2; Wayfaring 2 * Combat 2; Finesse 2; Stealth 2; Awareness 2; Guile 2; Insight 2; Technics 2 * Three Formulae at 2; Awareness 2; Lore 2; Medicine 2; Technics 2
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