I want to emphasize that this will not be a dice rolling game. The following is a guideline -
among the six attributes below, representing basic abilities. Again, no dice rolling, just a device to keep things balanced and perhaps give us some indication of relative strengths and weaknesses of the characters. ("
reflect a person's training, education, and life experiences. The number of points available for skills will be based on the age you choose for your character:
- For characters age 16 to 22, they get 62 skill points.
- For characters age 23 to 29, they get 68 skill points.
- For characters 30 and up, they get 74 skill points.
Here is a list of skills to help you out. We won't get too wrapped up in the finer details, but the more specific you are, the greater your chance of success at a particular thing, if applicable (for example --
) You're free to come up with your own skills, of course, these are just to help get the creative juices flowing.
Animal Handling = Animal training, Riding, Veterinary, zoology
Artistry = Appraisal, cooking, forgery, game design, painting, photography, poetry, sculpting,
Athletics = Climbing, contortion, dodge, juggling, jumping, gymnastics, parachuting, parasailing,
pole vaulting, riding, running, swimming, weight lifting
Covert = Camouflage, disable devices, forgery, infiltration, open locks, sabotage, sleight of
hand, stealth, streetwise, surveillance
Craft = Architecture, blacksmithing, carpentry, cooking, leather working, metalworking,
Discipline = Concentration, interrogation, intimidation, leadership, mental resistance, morale
Guns = Assault rifles, energy weapons, grenade launchers, gun smithing, machine guns,
pistols, rifles, shotguns
Heavy Weapons = Artillery, catapults, demolitions, forward observer, mounted guns, repair heavy
weapons, rocket launchers, ship’s cannons, siege weapons
Influence = Administration, barter, bureaucracy, conversation, counseling, interrogation, intimidation, leadership, marketing, persuasion, politics, seduction, streetwise
Knowledge = Appraisal, cultures, history, law, literature, philosophy, religion, sports
Linguist* = Arabic, Armenian, French, German, Hindu, Japanese, Latin, Portuguese, Russian,
Tagalog, Swahili, Swedish, etc. English and Chinese are assumed, so you don't need to spend points for those two languages.
Mechanical Engineering* = Create mechanical devices, machinery maintenance, mechanical repairs, fix mechanical security systems, plumbing
Medical Expertise* = Dentistry, forensics, general practice, genetics, internal medicine, neurology,
pharmaceuticals, physiology, psychiatry, rehabilitation, surgery, toxicology, veterinary medicine
Melee Weapon Combat = Clubs, knives, melee weapon smithing, nunchaku, pole arms, swords, whips
Perception = Deduction, empathy, gambling, hearing, intuition, investigation, read lips, search,
sight, smell, tactics, taste, tracking
Performance = Acting, dancing, costuming, keyboard instruments, impersonation, mimicry, oratory,
percussion instruments, singing, stringed instruments, wind instruments
Pilot* = Aerial navigation, astrogation, astronomy, astrophysics, space survival, specific types
of vehicle (gunships, hang gliders, helicopters, large cruisers, mid‐bulk transports,
patrol vessels, rocket shuttles, ultra‐light aircraft, short range shuttles, etc.)
Planetary Vehicles = Aquatic navigation, cars, canoes, equestrian, ground vehicle repair, horse‐drawn
conveyances, hovercraft, industrial vehicles, land navigation, large ground transports, military combat vehicles, powerboats, sailing, scooters, scuba diving, skiffs, submarines, yachts
Ranged Weapons = Blowguns, bows, crossbows, darts, grenade, javelin, ranged weapon smithing, slings, throwing axes, throwing knives
Scientific Expertise* = Earth sciences, historical sciences, life sciences, mathematical sciences
Survival = Aerial survival, aquatic survival, general navigation, land survival, nature, space
survival, specific environment survival (Zero‐G, desert, jungle, etc.),specific condition
survival (cold, heat, toxic, etc),tracking, trapping
Technical Engineering* = Communication systems, computer programming, hacking, create/alter technical devices, demolitions, electronics, technical repair, technical security systems
Unarmed Combat = Boxing, brawling, judo, karate, kung fu, savate, wrestling
. I see this as something to do with the character him/her- self. Such as a physical attribute (ambidextrous, but blind in one eye) or mental (good at math, bad speller) and not something external to the character (some people love him, some people want to kill him). They don't also have to be "complementary", such as both pysical or both mental. He could be a good speller and blind in one eye. I think doing it in the spirit in which it was intended should add some flavor to the game.
I've provided a list below. Some things may not seem at first glance to be "complications". Credo? Hero worship? Memorable? Loyal? But they can certainly figure in to the play in a complicated way. A character who refuses to do certain things on the Sabbath. Refusal to believe your old commanding officer was really the one selling secrets to the enemy? "It was him alrite what robbed the bank 15 years ago, I'd know him anywhere." I doubt if Simon would have abandoned River in order to save his own skin.
I suggest everyone pick from two to five assets, and an equal number of complications. Feel free to list any or all of your character's traits as either something everyone already knows (the eye patch gave it away) or something the character wants to keep secret. If you don't want to list it on your character sheet, that's okay, just PM it to me.