As explained in the main page, the second adventure was originally a GURPS module. GURPS being GURPS NPCs had a lot of skills (way over the handful of skills in the mini-six rules) and practically every task that the PCs might have to roll for required some detailed skills.

My solution: adapt the idea of "Skill default" to mini-six, making it easier for the DM to simply assess the difficulty and ask for the appropriate roll.

The following is the resulting list. Two caveats: at the moment it only includes Fantasy skills, because that was my campaign theme, also - make sure that you take in account the specifics of each PC or NPC when deciding the difficulty level: for example "Area Knowledge" at WIL-2 is intended for use when the PC is in his own "neighbourhood": a Sylvan Elf having to roll Area Knowledge in the middle of a desert would of course get some extra penalty for that.

A
  • Accounting (also Administration) WIT-4
  • Acrobatics (Also Breakfall) DEX-6
  • Acting (also Public Speaking) WIT-4
  • Alchemy No default
  • Anthropology/Archeology WIT-5
  • Architecture WIT-4
  • Area Knowledge WIT-2
  • Astronomy WIT-5
B
  • Boating DEX-4
C
  • Camouflage WIT-2
  • Carousing MGT-2
  • Cartography WIT-4
  • Chemistry WIT-5
D
  • Dancing DEX-4
  • Detect Lies WIT-5
  • Diagnosis WIT-5
  • Diplomacy CHA-5
  • Disguise WIT-4
E
  • Escape DEX-6
F
  • Farming WIT-4
  • Fast Talk CHA-4
  • First Aid WIT-2
  • Forensics WIT-5
  • Forgery WIT-5
  • Freight handling WIT-4
G
  • Gambling WIT-4
H
  • Herb lore: no default
  • Hiking: Body-4
  • Holdout DX-4
  • Hypnotysm no default
I
  • Intelligence Analysis WIT-5
  • Intimidation STR-4
J
  • Jeweler WIT-5
K
  • Knot-Tying DEX-2
L
  • Law WIT-5
  • Leadership CHA-4
  • Lip Reading WIT-7
  • Literature WIT-5
M
  • Mimicry WIT-5
  • Merchant WIT-4
N
  • Navigation WIT-4
O
  • Observation WIT-4
P
  • Performance CHA-4
  • Pharmacy WIT-5
  • Physician WIT-6
  • Poisons WIT-5
  • Public Speaking CHA-5
R
  • Riding DX-3
  • Riding Other = Riding -1 to -7 depending on the "differences".
  • Running STR-3
S
  • Savoir-Faire CHA-2
  • Scrounging WIT-2
  • Seamanship WIT-2
  • Shiphandling WIT-5
  • Singing CHA-2
  • Sleight of Hand DEX-4
  • Strategy WIT-5
  • Streetwise WIT-3
T
  • Tactics WIT-5
  • Teaching WIT-3
  • Tracking WIT-3