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?
- Strength: Relies on or affects physical lifting and moving capacity
- Endurance: Relies on or affects extended duration physical exertion
- Agility: Relies on or affects whole body control
- Dexterity: Relies on or affects precise hand control or hand-eye coordination
- Speed: Relies on or affects movement rate
- Appearance: Relies on or affects how the Adventurer looks
- Intelligence: Relies on or affects how smart the Adventurer is
- Will: Relies on or affects the Adventurer determination
- Awareness: Relies on or affects perceptiveness of what is around them
- Ingenuity: Relies on or affects creativity or problem solving
- Reflexes: Relies on or affects reaction time or nervous system response
- Charisma: Relies on or affects how others perceive the Adventurer
☐ SKILL DESCRIPTION
Describe the Skill effects for different values of the -10 to 0 to +10 scale.
- A Chess skill at -10 could mean someone could never grasp the moves of each piece.
- A Chess skill at 0 would make a game of Chess between two average players a duel.
- A Chess skill at +10 would make the Adventure one of the greatest Chess players in the world.
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
- Melee weapon Skills such as use of swords and shields
- Ranged weapon Skills such as Archery or using Crossbows
Modern Skills
- Ranged weapon skills such as use of pistols and rifles
- Computer and Vehicle operation
Futuristic Skills
- Ranged weapon skills such as use of blasters
- Spacesuit and Spacecraft operation