Attributes and Skills

This is a list of the attributes and skills used in our system.

Attributes

Attributes represent average competence (or incompetence) in each of three areas - Physical, Mental and Social. While each individual is likely to be better or worse at certain subsets (for example, very strong but not very agile, or a deep but slow thinker), we assume life experience has granted them some understanding of how to use their strengths to balance their weaknesses.

Players are of course free to portray their character’s competence as being in specific areas of the three attributes rather than a broad aptitude if they wish.

Skills

While attributes determine how naturally able a person may be in a particular area, skills describe training that a character has undertaken to become adept in a particular ability or represent their knowledge in a particular area.

A character is assumed to keep up with innovations and trends within areas they understand so a skill rating represents a measure of relative ability at the point the test is taken rather than a fixed point on the scale of all eventual ability; for example, a character who starts the game with Profession: Miner 4 will automatically be skilled with blasting caps and sequential charges if they are invented during the game.

Tests

Most tests will be made as a combination of an attribute and either a skill or a discipline, with any additional modifiers on top of this.

In each of the skills below an attribute is noted as the primary attribute for that skill, and in some cases there are two attributes noted for a skill where there are regular reasons why both attributes might regularly be used. While these attributes will be the regular ones used, it is possible that with the right circumstances a case could be made for unusual attribute-skill combinations. Social and Brawl, anyone?

For more information about how tests work, see the the Black Bag Tests section on the System Basics page.