CREATING SKILLS

Skill: a learned talent or ability.

What can the Adventurers learn to do?

Core Skill Design

SKILL NAME
What is name of the Skill?

SKILL ATTRIBUTE
Which of the six physical or six mental Attributes enable this Skill?

SKILL DESCRIPTION
Describe the Skill effects for different values of the -10 to 0 to +10 scale.

Extended (Optional) Skill Design

SKILL LEARNING / IMPROVEMENT
What are the costs to initially learn or improve the value of the Skill?
Costs possibly include purchasing access to trainers, time, and any tools or materials.
For example: 10,000 hours (5 years) of employment or effort may be required to develop a professional level of competency at a Skill.

SKILL ATROPHY
What is required to maintain the values of the Skill?
How much use or investment does it take to maintain the Skill at given value?

SKILL CHECK
Is there already a similar Skill which could be refined instead of creating a new Skill?

SKILL SETTINGS
Is the Skill “universal” or does it only make sense in Fantasy, Modern, or Futuristic settings?

Skill Generation

PRE-GENERATED
The Adventurer's Skills may be pregenerated as part of a specific campaign.

RANDOM
The Player may roll their Adventurer's starting Skills from a list or table.

TEMPLATE
The Player may choose their Adventurer's starting Skills from a preset menu of options.

POINT-BUY
The Player may spend points from a pool to purchase their Adventurer's starting Skills.

MILESTONE
The Adventurer's Skills start at a pre-defined point and progress at certain story-driven points through the campaign.

Skills By Setting

Which Skills commonly exist within different settings?

Fantasy Skills

Modern Skills

Futuristic Skills

Salvage Space: Skills

Salvage Space: Skills

Chronology :: ◢ References: Skills