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

Salvage Space: Skills

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