14

Abilities

Creating Your Own Character or Organisation

If the pre-built archetypes don’t fit the role you have in mind, you can create your own character or organisation from scratch. Follow the three steps below to get started.

3-Step Creation Process

Step 1 — Concept and Name

Have a concept in mind and choose a name. Think about the role this character or organisation fills in the scenario and what makes them distinctive.

Step 2 — Allocate Stats

Allocate stats so that the total equals +5 across the six basic stats. You can give yourself negative allocations (e.g. -1) in some stats to allocate more points elsewhere.

Stat Allocation Template

STR
___
DEX
___
CON
___
INT
___
WIS
___
CHA
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Total must equal +5

Step 3 — Choose 1 Ability

Choose one ability from the list below.

Progression

If you wish to play so that your characters progress and gain skill over time, use the following rule:

Full Ability List

Abilities represent special talents and training that set your character apart. Each character begins with one ability chosen at creation. Additional abilities are gained through progression (one new ability every two levels). Below is the full alphabetical list of all 40 abilities.

Adaptable
You can change one of your skill bonuses by 1 point once per game, reflecting your ability to adapt to changing situations.
Analytical Mind
You can re-roll any failed Intelligence check related to analysis or problem-solving.
Bargainer
You are skilled in negotiation and get a +1 bonus on all checks where you try to strike a better deal or bargain.
Broad Expertise
Choose a second skill at character creation. You get a +1 bonus on checks using that skill.
Collaborative
Once per game, you can use your action to allow two other players to take an action simultaneously.
Cool Under Pressure
You have advantage on any skill check that must be made in a high-stress or time-limited situation.
Deft Hands
You have advantage on all Dexterity checks related to manual tasks, like fixing or manipulating objects.
Efficient Planner
You can use your action to allow two other players to consult and strategise for an extra minute in real time.
Emergency Responder
Once per game, you can perform two actions in one turn in response to an immediate threat or crisis.
Empathetic
You can re-roll any failed Wisdom check related to understanding others’ emotions, motivations, or plans.
Expert Advisor
Once per game, you can provide expert advice, giving another player a +2 bonus on their next skill check.
Impressive Reputation
Once per game, your reputation precedes you, providing advantage on a Charisma-based check.
Influencer
Once per game, your successful Charisma check can also positively affect another separate negotiation or interaction happening simultaneously.
Inspiring Speaker
Once per game, you can give an inspiring speech that provides a +1 bonus on the next roll for all team members.
Intuitive
Once per game, you can choose to have a “hunch,” allowing you to re-roll a failed Wisdom check.
Investigative
You gain a +1 bonus on Intelligence checks related to investigating or researching.
Leader
Once per game, you can inspire your team, granting each member a +1 bonus on their next skill check.
Master of Improvisation
Once per game, you can think on your feet to re-roll a failed Dexterity check.
Master of Negotiation
You have advantage on any Charisma-based skill check that involves negotiation or persuasion.
Mediator
You have advantage on any skill check used to mediate disputes or resolve conflicts between characters.
Networker
Once per game, you can leverage your contacts to gain vital information or a favour, giving you a +2 bonus on a relevant check.
Organised
Once per game, you can use your action to give other players an extra minute in real time to strategise.
Perceptive
You gain a +1 bonus on Wisdom checks related to noticing details or changes in the environment.
Persuasive
You gain a +1 bonus on Charisma checks related to persuading others.
Problem Solver
Once per game, you can re-roll a failed Intelligence check related to problem-solving.
Quick Learner
Once per game, you can choose to add +2 to any skill check you haven’t attempted before in the game.
Quick Thinker
You get an extra action when the party is surprised or in a time-pressured situation.
Reliable
You gain a +1 bonus on Constitution checks related to endurance or reliability.
Resilient
If you fail a Constitution check, you can choose to re-roll it with advantage.
Resourceful
Once per game, you can invent or find a useful item or piece of information that gives you a +2 bonus on a relevant skill check.
Risk Taker
Once per game, you can choose to make a difficult or risky move. If you do, you roll with disadvantage but, if successful, you gain a significant advantage or asset.
Sharp Eyes
You have advantage on Wisdom checks related to perception or spotting hidden objects or details.
Steadfast
If another player fails a crucial skill check, you can choose to support them, allowing them to re-roll their failed check with a +1 bonus.
Strategic Mind
You gain a +1 bonus on Intelligence checks related to strategy and planning.
Strong Network
You can call upon your professional network once per game to re-roll a failed check.
Studious
You gain a +1 bonus on Intelligence checks related to recalling information.
Tactician
Once per game, you can re-roll a failed strategy or Intelligence-based skill check.
Team Player
Once per game, you can choose to give up your turn to give another player an additional action on their turn.
Tech Whiz
You gain advantage on any skill check that involves the use of technology.
Tenacious
Once per game, you can re-roll a failed check of any kind, reflecting your determination to succeed.
Unyielding
You have advantage on all Constitution checks made to resist adverse conditions or effects.
Versatile
Choose an additional skill at character creation. You gain a +1 bonus on checks using this skill.
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