Qualities & Specialties

Aim is a character's skill with projectiles. Shooting guns and throwing knives or even a baseball all use Aim. Aim could also be used for any action that relies on throwing or judging distance. A poor Aim score could represent bad coordination, an eyesight problem or a nervous condition.
Specialties:

  • Aimed. Any ranged attack following an uninterrupted Aiming action.
  • Called Shots. Any ranged attack using the Called Shot action.
  • Throw. Any action involving precision with a thrown object.

Athletics is a character's capacity for physically challenging actions that often include precise coordination, power and endurance. Athletics also covers the physical fitness of a character in general. A poor Athletics score might represent anything that might make someone physically awkward, including someone sickly or fat.
Specialties:

  • Balance. Feats of coordination to stay on one's feet in combat or on unsteady ground, crossing narrow surfaces above a fall.
  • Climb. Any actions involving scaling or clinging to difficult surfaces, like the hood of a moving vehicle.
  • Endurance. Any continuation of physical exertion beyond the point of exhaustion and staying awake for extended periods of time.
  • Leap. Any actions involving jumping or falling short distances.
  • Sprint. Contested foot chases and moving in combat.
  • Swim. Contested swimming speed or any physical action made difficult because one is in water.

Brawn is a character's strength and resistance to damage. Brawn is used to attack in both unarmed and melee combat. Additionally, Brawn determines how much damage a character can take before they are dying and their success in feats of strength. A poor Brawn could represent a 98 pound weakling or the feeble elderly.
Specialties:

  • Brawl. Unarmed attacks including grappling.
  • Melee. Attacks using a non-projectile weapon.
  • Strongman. Feats of strength including breaking down doors, lifting heavy loads and pushing stuck cars out of the mud.
  • Tough. Used in determining how much damage a character can take before they are dying.

Education is a character's knowledge of various academic subjects. Education can also be used for rolls concerning memory, navigating bureaucracy or finance. A poor Education represents a person that did not or should not have complete High School.
Specialties:

  • Arts. Knowledge of fine arts, literature and poetry. Also includes the knowledge of the history of the arts, familiarity with artistic subcultures and the businesses surrounding them.
  • Bureaucracy. Ability to navigate the protocol and procedural necessities of large organizations efficiently. Also covers knowledge of the legal justice and political systems of a country.
  • First Aid. Ability to stabilize wounds outside a hospital. Also ability to identify proper use and side effects of medicines and recognize symptoms.
  • History. Knowledge of recorded history, philosophy, sociology and cultural anthropology.
  • Research. Ability to find accurate and detailed information efficiently through academic sources.
  • Science. Generalized working knowledge and understanding of biology, chemistry, mathematics, physics etc. More specific use of science is represented by a high Education (Science) and a Vocation merit (eg. Vocation: Biochemistry). Also covers philosophy of science and knowledge of proper testing conditions.

Luck is a measure of a character's good fortune. Luck determines the amount of fortune points with which a character begins a game session and how many fortune points they may "bank". Luck may also be rolled in matters where only fate or chaos drives the events or when no other quality seems appropriate, but a roll is needed. A poor Luck might depict a character that is a sad-sack, cynical and fatalistic or burdened by some nebulous curse.
Specialties: None

Perception is a character's observational skill. Perception allows a character to notice a tell-tale twitch of a liar's eyebrow, find a hidden safe or spot a target by his cologne. Perception could also be used to sift through paperwork for a single transaction or sense an ambush from the lack of birds chirping. A poor perception might represent diminished senses, an unfocused mind or a mind overly focused on other matters.
Specialties:

  • Details. Ability to recognize small or fine features of a whole and recognize their significance. Also the ability to pick out anomalies from large amounts of data such as a single book misfiled in a collection or spotting an assailant's shoes were two sizes too big.
  • Empathy. Ability to recognize the physical cues people identifying what emotions a person is experiencing. Can be used to identify deception.
  • Notice. A passive ability to recognize things like an ambush or a ubiquitous flower van.
  • Search. The active ability to search a location or person. Usually used in searching for specific object, person or irregularity.

Persuade is a character's ability to get other people to do what they want. The use of Persuade usually take time. Carefully manipulating others to do one's bidding is often delicate work with unpleasant costs for failure. Persuade can be used when begging for money, playing stupid to avoid punishment, drafting misleading contracts or picking the appropriate wine for the negotiations. A poor Persuade could represent a character with an inability to hide their emotions or an inability to read other people's reactions.
Specialties:

  • Charm. Ability to garner favor and trust through charisma. This usually takes time and specific environments. e.g. Charming one's way through high security might require very specific preparation or even be impossible.
  • Deceive. All manner of deception, including outright lies, misleading contracts, implied favors and misinformation.
  • Diplomacy. A formal technique of negotiation, appropriate use of cultural protocol and etiquette. Also covers familiarity and comfort within polite or affluent society.
  • Interrogate. Ability to extract information from a subject, unwilling to voluntarily disclose. Covers meaningful threats, elegant reasoning and guilt trips. Given time and a position of power, Interrogation can be used to uncover deception as well.

Presence is a character's ability to affect what other people feel. Presence is used to incite lust, fear, envy or anger. Presence can also be used to blend into strange cultures. Within reason, a character with high Presence belongs wherever they may be. Given the ability to prepare both biker bar and ballet. Dressing to stand out also falls under the purview of Presence. A poor Presence might represent a low self-esteem or social anxiety.
Specialties:

  • Intimidation. The ability to inspire fear. Covers veiled and overt threats, hostile body language, and clear explanations of realistic consequences.
  • Provoke. The ability to incite feelings of anger or call to action. Used in fiery political speeches, hate speech and challenges to physical violence .
  • Seduction. Ability to entice others to romantic or sexual encounters. Requires specific environments and sexual preferences.
  • Style. Ability to garner social assets through use of fashion and bearing. Also ability to comfortably assimilate into an alien subculture.

Reflex is a character's reaction time ability move quickly. Reflex is used to determine a character's initiative, ability to drive and their capacity to dodge an attack. Reflex could also be used to in video games or for sleights of hand. A poor Reflex might depict an indecisive character or a victim of joint pain.
Specialty:

  • Dodge. Ability to avoid a an attack or source of damage. Used in the Dodge Basic Combat Complication.
  • Drive. Ability to operate a vehicle under adverse conditions like driving up an improvised ramp, participating in a car chase or shadowing a target. No roll is required for everyday vehicular use.
  • Fast. Used in Initiative rolls. Also could be used for any physical job requiring speed instead of skill, such as typing or sleights of hand.

Resolve is a character's mental fortitude and capacity to ignore pain and distractions. Resolve is used to determine how much damage a character suffers before they suffer wound penalties. Resolve is the means by which characters resist stress and insanity. Additionally, Resolve could be used to stay awake on a stakeout or to scrawl a clue onto the dirty alley floor before one bleeds out. A poor Resolve represents a weak-willed individual, given to cowardice or impulsive behavior.
Specialties:

  • Focus. Ability to ignore distractions. Covers delicate or involved work performed under difficult situations, such as picking a lock while your friend is slowly dissolving behind you.
  • Pain Tolerance. Used to calculate pain modifiers. Could also be used to resist torture.
  • Stress Management. Psychological fortitude. The ability to remain reasoned and sane in the face of horror and alien experiences.

Streetwise is a number of skills a unified by their use within urban settings. Streetwise is a measure of a character's ability to navigate a city, both socially and criminally. Streetwise can be used to find a gun dealer, track down Stinktoe, break into an building, abscond with its copper piping and then sell that piping. Streetwise also covers trailing an individual and hiding in crowds. A low Streetwise represents a person uncomfortable in urban settings, most likely a coming from a very small community or rural background.
Specialties:

  • Contacts. Familiarity and trust among persons with specific skills or resources. Can be rolled to determine if a character knows a forger he can trust to get him documents for a reasonable price. A success signifies an ability to find such a person while additional successes determines the depth and strength of their relationship.
  • Gossip. The ability to find relevant rumors and hearsay through idle chatter and knowledgeable conversations.
  • Intrusion. Ability to overcome security system from locked doors and windows to motion sensors and keypads.
  • Scrounge. Ability to find common objects of use in an urban setting for little or no money; such as a map, a weapon, drugs, food, a discarded bicycle, a camera etc.
  • Stealth. Ability to move unseen, conceal objects or remain hidden in urban or developed settings. Includes the ability to shadow someone or hide in a crowd.

Survival is a number of skills a unified by their use within rural settings. Survival can be used to track, kill and dress a deer, identify flora, set a trap or find one's way out of the forest. Survival is also used to sneak through the woods, and hide, using natural or constructed camouflage. A low Survival represents a person uncomfortable in rural settings, most likely a coming from a very suburban or metropolitan background.
Specialties:

  • Hunting. Ability to trap or find and kill animal prey. Also includes the ability to properly dress the kill.
  • Natural History. Knowledge of flora and fauna. Includes understandings of behaviors of animals and benefits and side effects of plants taken as medicine.
  • Navigation. Ability to travel and rural setting efficiently.
  • Stealth. Ability to move or unnoticed, camouflage or remain hidden in a rural or wilderness setting.
  • Tracking. Following and identifying imprints and spoor left by a target in a rural environment.

Technology is a character's ability to work with machines. Technology can be rolled to research records on a computer, severe the brake lines on a car, unjam an assault rifle or use a hangar to complete an electrical circuit, identify an esoteric model of car, find a fuse box or fashion a class 2 lever from scrap wood. A poor Technology might represent a character uncomfortable with physical labor or easily baffled by the complexities of real working mechanisms.
Specialties:

  • Computer. Ability to use a computer efficiently. Includes searching databases, using electronic devices and simple programming. More specific computer skills can be represented with a high Technology (Computer) quality and a Vocation Merit such as Vocation (Networking Specialist).
  • Jury-Rig. Ability to temporarily repair devices with limited resources, materials or tools.
  • Mechanics. Ability to repair and use mechanical devices such as cars or guns.
  • Sabotage. Ability to efficiently impair of destroy tools and machines.

Basic Character Generation
STEP ONE: Character Concept
STEP TWO: Motivation
STEP THREE: Sin
STEP FOUR: Qualities
STEP FIVE: Specialties
STEP SIX: Superstitions
STEP SEVEN: Merits & Flaws

Alternative Character Generation System
Qualities & Specialties List
Fortune
Merits list
Flaws list

Learn about Dice Rolls

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License