After you have selected, rolled and calculated the various attributes that make up a player character in Beyond the Mists, it is time to overlay the skills that the character has developed. The first task is to select (or verify) a Skill Cluster. This is a suite of skills appropriate to various paths of training within a feudal/mediŠval/fantasy society. There are manual and mental skills typical of a young adult prepared for a career in a particular field in each Cluster. These have been carefully balanced to make each Cluster similar to all the others in general capability. Where one Cluster is strong another will be weak and vice versa. One effect of this balancing is that each Cluster takes a specific (often different) time to master. We will not concern ourselves with role-playing this development, but to account for it each Cluster will modify the characters base Age attribute.
There are six broad categories of skill clusters. The first four correspond to the Basic Proficiencies; Stealth, Physical Combat, Magic and Religious (Miracle). The others are based on proficiencies that are less suited to "adventuring" within a true mediŠval/fantasy society, but non-the-less existed, and provide for very interesting role-play (these categories are therefor optional, check with your GM before selecting any Skill Cluster from these two categories). These are the Mercantile and Scientific categories.
Selection of a Skill Cluster requires familiarity with your character and an understanding of your goals for that character. First take a look at the Basic Proficiency levels recorded on your record sheet. You should be familiar with the meaning of each ability type and its general range of variation (~3-20+). Begin considering the type of character you would like to play (you probably thought of this a little bit when you allocated your 60 Selected Attribute points). You may want to pay special attention to the Social Attributes, as you had little to do with their levels and may want to adjust your goals for this character accordingly.
Some comments on choosing Skill Clusters for your first (few) character(s):
Initial characters are given an experience "bonus" based on their Intelligence and Wisdom scores. This is to provide for additional skills that a young apprentice might pick up that were not specifically taught by the master. This experience may be used in one of two ways. The character may buy new skills or methods (base level) at a cost of 100 ep per skill and/or the character may improve existing skills or attributes per the rules on Character Advancement. Note that regardless of the skills acquired in this manner all time requirements are ignored. These are skills that the character picked up in routine training (or additional exercises during the training period) due to above average intelligence and drive. Unused Bonus Experience becomes regular Experience once the character begins play, this is not limited to adventuring, it includes meeting other characters.
Some comments on your first (few) character(s):