In an effort to prevent godlike characters and to promote group dynamics, Dark Detroit has taken the initiative to allow users to create characters with differing but definite skills that over time can be trained further. There are five Ability sets with 4 skills within each set. Descriptions of these skills are listed below. It should be noted that improvements in skills must be requested through your journal thread and justified through roleplay. You may improve up to 3 skills per month by 5% each.
Athletics - Primarily used for dodging and running away, but useful for other things as well.
Brawling - Used for Hand to Hand Combat, whether striking or grappling.
Melee - Used obviously for weapons that are for piercing, slashing, or bashing.
Firearms - Used for Guns AND Bows/Crossbows
Empathy - Used to read others body language and tone inflection to determine if lying.
Intimidation - Used to scare other people into backing down or giving you what you want.
Charisma - Your ability to lead OR your ability to seduce. Getting what you want.
Subterfuge - Your ability to lie or mislead others. Obviously doesn't work on zombies.
Alertness - Your five senses but this ability is geared towards sensing danger.
Stealth - Your ability to hide yourself or objects or to move quietly.
Larceny - Your ability to pick locks, pick pockets, and steal in general.
Investigation - Unlike alertness, this is your ability to notice small details. Think CSI.
Science - Your academic knowledge of the sciences: Biology, Botany, Chemistry, etc.
Technology - Your knowledge of electronic devises and machinery.
Medicine - Your ability to identify and heal illnesses or injury.
Spiritual - Your understanding of religion, occult practices, superstions, and folk lore.
Crafts - Ability to make or repair things such as barricading your home or making an arrow.
Outdoors - Your ability to build a fire, track a deer, read a map, etc.
Drive - Your ability to operate and to a certain extent fix motor vehicles.
Animals - Your ability to identify, train, or ride (horses) animals.
Example Starting Character Abilities & Breakdown
3 Combat: Athletics, Brawl, Melee, Firearms*
2 Social: Empathy*, Intimidation, Charisma, Subterfuge
5 Scavenging: Alertness*, Stealth, Larceny, Investigation
1 Mental: Science, Technology, Medicine*, Spiritual
4 Rudimentary: Crafts*, Outdoors, Drive, Animals
All characters begin with a base 10% chance of successfully performing a particular skill. For every point listed in front of the "Set" gains an additional 10% to each of the skills within that set. Within each set, a user can designate 1 specialty within that set, granting an additional 5% for that specific skill.
So what are the chances the example character above is going to spot a zombie at the end of a dark hallway? 10% Base + 50% for Primary Ability Group + 5% for Group Specialty = 65%
Does it seem pretty brutal that your best ability, that of detecting the presense of others only has a 2 out of 3 chance of succeeding? That's because this is is the Zombie Apocalypse and 99 percent of the world is already dead. Unless you're Rambo, you're going to need others to survive.