Skill: a learned talent or ability.
What can the Adventurers learn to do?
☐ 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.
☐ 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?
☐ 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.
Which Skills commonly exist within different settings?
Fantasy Skills
Modern Skills
Futuristic Skills