Character Creation (ITU)
Traits & Skills
Traits are abilities everyone has. These five should be on every sheet – whether or not you are any good at them - since they are likely to be rolled regularly.
Strength – raw physical power, ability to lift, move, push, pull, or throw
Agility – Acrobatics, speed, jumping, dexterity
Health – endurance, resisting disease or poison
Perception – spot and listen
Willpower – conviction & belief, defense against mental or spiritual attacks
Skills vary from Player to Player. Each player will likely have a unique skill list. But I know what some of you are thinking – “I don’t want to build an entire skill list from scratch!” Fear not, here is a list of generalized skills to help you make your list. You are, of course, not limited to what is here.
Talkie Skills:
Persuade – Convince an individual of something. Can be Truth or Fiction.
Empathy – Reading people, uncover a lie, or comfort someone.
Presence – Oration and speeches, ability to command, or ability to attract people to follow you.
Rapport – Friendly conversation, getting someone to open up, flirting
Intimidation – interrogation, provocation, fear
Sneaky skills:
Burglary – Lockpicking, pickpocketing, casing, and covering your tracks
Disguise – Costuming, mimicking, hiding in plain sight
Stealth – Hiding, shadowing, planning an ambush
Combat skills:
Unarmed – brawling and martial arts
Guns – how well you shoot – I would allow you to set specific guns at a lower die (lower is better in window) than the generalized "guns"
Melee – knives, staffs, whatever
Others skills:
Craft/Repair (list specific craft) – Anything you can physically build or repair. From Cars to Computers, to Cabinetry.
Investigation – Crime scene examination, Surveillance, noticing details
Research – Any research you do that does not involve talking to people – Internet, Library, etc.
Software – Using a computer, hacking (except for research) – honestly, this shouldn’t play much of a role in this campaign, but if you just really wanted to play a hacker-type character, we might could make it work.
Survival – Outdoors, Scavenging, tracking.
There are no knowledge skills, because what you know will be based on your characters backstory and experience rather than die rolls. So if you want to be knowledgeable about something, make sure it is in your backstory! So if a character asks, “Do I recognize that symbol?” I’ll look at your backstory and tell you whether or not I think it makes sense.
Having multiple languages requires backstory, or your character taking the time to study them.
Assigning Skill Points:
Pick 10 skills to go along with the five traits.
Then Assign:
1 d8
4 d10s
5 d12s
5 d20s
Every other conceivable skill is at D30
If you want to suck at an Trait, you may set it at D30 and add another skill.
Final skill lists require GM approval.
Competency
Low (d30) – You suck at this. Everyone has almost every "skill" imaginable at this level of competency.
Below average (d20) – You have some skill at this. Could be a hobby or a skill that you are just beginning to learn.
Average (d12) – You are ok this. You are practiced, but still far from expert.
Above Average (d10) – You’re pretty good at this. The average professional hits about here.
High (d8) – You are an expert in your field.
Very high (d6) – Olympic Level.
Incredible (d4) – Supernatural beings or artifacts are involved.
This message was last edited by the GM at 13:06, Wed 27 Feb 2019.