Character Quickstart Generator
Are you stuck on what your first character should be? Are you trying to invent family members for your character, but don't have a face to their names? Have you bought or claimed a design from someone, and need a personality for your newest PC? The Character Quickstart Generator has been made to address all this and more.
You will need:
- A d4 die
- A d6 die
- A d8 die
- A d10 die
- A d12 die
- A d20 die
- Something to mark down your results in, such as a notebook or a Wordpad document
- If you don't have dice or paper on hand, you can find a virtual dice roller here and an online text editor here.
When you get to each section, roll the die or dice indicated and match your results to the lists provided. Feel free to roll or reroll as many times as you'd like, and either use all or some of the sections provided. This generator is meant to give you ideas to get a character started, not be taken as the end-all-be-all. It will also be subject to updates and revisions as I think of them/have them pointed out to me.
On this page... (hide)
- 1. Species & Form
- 1.1 Species
- 1.2 Preferred Form
- 2. Gender & Sexuality
- 3. Age, Size, Fitness and Build
- 4. Eye Color
- 5. Coat Color and Markings
- 5.1 Solid Colors
- 5.2 Wild-Type Colors
- 5.3 Body Markings
- 5.4 Merle
- 5.5 Brindle
- 5.6 Tick & Roan
- 5.7 Markings
- 6. Personality
- 7. Alignment
- 8. Skills and Knowledge
- 8.1 Character Skill Level
- 8.2 Skills
1. Species & Form
Roll 1d8 to determine the following:
- 1-2: Wolf
- 3-4: Coyote
- 4-5: Dog
- 5-6: Jackal
- 7-8: Hybrid (roll twice to see your character's lineage, or leave blank to keep it a mystery)
1.2 Preferred Form
Roll 1d8 to determine the following:
- 1-2: No preferred form
- 3-4: Lupus
- 5-6: Secui
- 7-8: Optime
2. Gender & Sexuality
Roll 1d4 to determine the following:
- 1: Male
- 2: Female
- 3: Nonbinary
- 4: Other (demi-boy/girl, genderfluid, neutrois, etc.)
This portion of the generator uses the Kinsey Scale to help generate a sexuality for your character. Until I can get a small writeup done here, please follow the above link for more info.
Roll 1d8 to determine the following:
- 1: Exclusively heterosexual
- 2: Predominantly heterosexual, only incidentally homosexual
- 3: Predominantly heterosexual, but more than incidentally homosexual
- 4: Equally heterosexual and homosexual
- 5: Predominantly homosexual, but more than incidentally heterosexual
- 6: Predominantly homosexual, only incidentally heterosexual
- 7: Exclusively homosexual
- 8: No socio-sexual contacts or reactions
3. Age, Size, Fitness and Build
Player characters, unless they are characters born ICly on 'Souls, must be at least 6 months old when they join the game. Roll 1d12 to determine how old your character is, ranging from 1 to 12 years depending on the result of the die. Please keep in mind the human-age equivalents and the aging differences between Luperci and non-Luperci when you roll; an explanation of the differences can be found here.
If you need a month for your character to be born in, roll 1d12 and match your result to the following:
- 1: January
- 2: February
- 3: March
- 4: April
- 5: May
- 6: June
- 7: July
- 8: August
- 9: September
- 10: October
- 11: November
- 12: December
This portion of the generator uses the size categories on the 'Souls RPG Guide as a general reference. If your roll result puts you in the "tiny" or "giant" category, immediately roll on the Tiny-Size or Giant-Size Complications' tables to determine a disability for your character. These categories reflect individuals with dwarfism and gigantism and the complications thereof, respectively.
Roll 1d10 to determine the following:
- 1-2: Tiny
- 3-4: Small
- 5-6: Normal/Average
- 7-8: Large
- 9-10: Giant
If you rolled "tiny" on the size chart, please roll to give your character one of the following complications associated with dwarfism:
- 1-2: Small Limbs - One or more of your limbs is too short for your body. You might struggle above the ground on stubby legs, or your hind legs might drag because they're malformed. Movement is difficult, and performing certain tasks in Optime (such as using a too-small hand to hold an ax) are significantly more difficult.
- 3-4: Difficult Movement - Your muscles or bones are underdeveloped or weaker than normal. You find it hard to move, and may suffer breaks and strains more easily than other Luperci. This can make hunting or keeping up with a pack more laborious and dangerous than usual. You also can't roll higher than a 3 on the Fitness Chart (see the Fitness section below.)
- 5-6: Reproductive Difficulties - You may be infertile or have a missed or delayed puberty. Children may be impossible for you to conceive without a surrogate. If your character has a womb, they're likely to lack the hip and muscle development that makes childbirth possible, to the point of risking death during the act.
- 7-8: Joint and Nerve Issues - Your joints and nerves are affected by being born too small. Early-onset arthritis, scoliosis, and chronic pain are all possible conditions for a character to have. Shifting to each form may be uncomfortable to downright agonizing, and some might overuse or abuse substances in order to cope with the effects. You also can't roll higher than a 3 on the Fitness Chart (see the Fitness section below.)
- 9-10: Organ Dysfunction - Your body's too small for some of your organs or your organs are too big for your body. You may be short of breath and asthmatic from weak lungs, or struggle with endurance and blood pressure due to heart trouble. Individuals with this condition may not live very long, feeling the effects of age far sooner than most. You also can't roll higher than a 3 on the Fitness Chart (see the Fitness section below.)
If you rolled "giant" on the size chart, please roll to give your character one of the following complications associated with gigantism:
- 1-2: Joint and Nerve Issues - Your joints and nerves are affected by being born too big. Abnormal bone growth, scoliosis, and chronic pain are all possible conditions for a character to have. Shifting to each form may be uncomfortable to downright agonizing, and some might overuse or abuse substances in order to cope with the effects. You also can't roll higher than a 3 on the Fitness Chart (see the Fitness section below.)
- 3-4: Reduced Lifespan - It is a known fact that larger canines (such as Great Danes) do not have a long lifespan. For all intents and purposes, treat your character as being two years older than they actually are. In addition to this, your character is unlikely to live past ten.
- 5-6: Lesser Endurance - The character's energy and endurance levels run out faster than most. Long periods of exertion are difficult, as are long-distance periods of running or moving quickly. As they have more body for their systems to maintain, they also require more food than other individuals. You also can't roll higher than a 3 on the Fitness Chart (see the Fitness section below.)
- 7-8: A World Too Small - The world isn't made for a character of your size. Doorframes, den holes, and other entrances might require ducking or maneuvering into, or are impossible to access entirely. Small buildings may be uncomfortably cramped, and smaller prey can easily slip through a hole not fit for the character. Horses and riding animals may also be unable to carry the character due to weight.
- 9-10: Organ Dysfunction - Your body's too big for some of your organs or your organs are too big for your body. You may be short of breath and asthmatic from weak lungs, or struggle with endurance and blood pressure due to heart trouble. Individuals with this condition may not live very long, feeling the effects of age far sooner than most. You also can't roll higher than a 3 on the Fitness Chart (see the Fitness section below.)
Your character's fitness is a measure of their physical stamina. While most canines are able to stay in shape due to exercise-heavy lifestyles, some may lead more sedentary lives. Fitness levels can change at any point during the course of your RP - this is merely your character's starting fitness or current fitness trends. You must also keep in mind realism rules when judging fitness, as even the fittest canine needs to stop for rest during travel. (The Comprehensive RPG Guide for 'Souls has more on distances, fatigue and traveling at the Travel page.) Roll 1d6 to determine the following:
- 1: Weak. The character can barely run less than a mile in a short burst. They are often exhausted by long walks, and can maintain trot speed for less than ten minutes at a time. They tire easily after small efforts, and can barely push, lift or pull something without getting winded. The character may barely get enough exercise, be severely obese or emaciated, and/or is possibly recovering from/has a severe illness.
- 2: Poor. The character can run for a mile in a short burst. They get a little tired after a long walk or short trot. They can push, lift or pull and exert themselves to a small degree, but not without some huffing and puffing. The character may get limited exercise, is overweight or underweight to a degree, and/or is possibly recovering from/has a mild to moderate illness.
- 3: Average. The character can run up to two miles in a short burst. Long walks may not bother them, and they could trot for a moderate amount of time before getting tired. They can push, pull or lift an average weight load for their breed and/or species makeup. The character may have an average amount of exercise, is fit or only slightly underweight or overweight, and/or is of normal health or only slightly unhealthy. This is the highest fitness level characters with certain Tiny/Giant size complications (see the Tiny/Giant Complications set of tables above) can achieve.
- 4: Good. The character may be able to run up to two and a half miles in a short burst, but it will wind them. Long walks are no problem for them, and they can trot moderate-to-long distances before getting tired. They can push, pull or lift more than the average weight load for their breed and/or species makeup. The character may get a lot of exercise, have a profession or lifestyle that requires being fit, and/or is very healthy.
- 5: Excellent. This character can run up to three miles - a half-mile more than the average wolf - in a short burst. (Such an act will tire them, however.) Walking is no issue for them, and they can trot for long distances before needing to stop. They are able to push, pull or lift heavy loads that the average member of their breed/species can barely lift. The character may be dedicated to fitness (such as a bodybuilder), is the peak weight and muscle mass for their kind, and/or has a bloodline that's naturally hale.
- 6: Re-roll to get a different number, or pick a fitness level yourself from the list provided.
Your character's build determines how delicate, fine, thick or durable their body is. It has nothing to do with fitness or weight, instead being inspiration for a character's appearance or natural talents. For example, someone with a sleek, speedy build may find purpose in racing, while someone with a chunky, solid build might become a sturdy warrior. Note that builds don't refer to the facial structure of a dog, only its body; a section for facial conformation may be included in the future. Roll 1d6 to determine the following:
- 1: Ectomorph. This character's build is long, light and slender. Their limbs may be long or even lanky. Some may describe this build as "dainty", "slim", or "petite". Examples of dog breeds with ectomorphic builds include Borzois, Whippets, Greyhounds, and Salukis.
- 2: Ecto-Mesomorph. This character's build is still light and long, but the legs are thicker and the muscles more developed. Their extremities (tail, paws, fingers, etc.) may not taper as an ectomorph's does.
- 3: Mesomorph. The intermediate build of dog breeds, mesomorphs are medium-bodied and show decent muscle. Their limbs are rectangular, and are neither noticeably long nor short compared to their bodies. Some may describe this build as "moderate", "solid", or "all-around". Examples of dog breeds with mesomorphic builds include Beagles, German Shepherds/Alsatians, Pointers, and Labrador Retrievers.
- 4: Meso-Endomorph. This character is blocker than a mesomorph, with thicker bones and a rounder torso. Their limbs may look slightly shorter than the rest of their body. Their extremities (tails, paws, fingers, etc.) may look a little rounded or spoon-like.
- 5: Endomorph. This a thick, bulky character with a strong, heavy bone structure. Their limbs may be shorter and stockier than their body, but not to the point of being chondrodystrophic. (Chondrodystrophic builds are those of long-bodied, short-legged breeds such as Corgis and Dachshunds. These are now extinct in the 'Soulsverse due to natural selection.) Examples of dog breeds with endomorphic builds include Clumber Spaniels, Shar Peis, Mastiffs, and Bernese Mountain Dogs.
- 6: Either reroll to get one of the builds listed above, or pick one you like from the list.
4. Eye Color
Roll 1d10 and match your result to the following table:
- 1: Brown
- 2: Orange
- 3: Yellow
- 4: Green
- 5: Blue
- 6: Gray
- 7: Red
- 8: Purple
- 9: Pink
- 10: Your character is odd-eyed, having one eye that's differently-colored from the other. Roll twice, with the first result being the left eye and the second result being the right.
5. Coat Color and Markings
This is not an exhaustive list of all the coat colors that exist for canines. Instead, it uses a canine color guide on 'Souls to create a simple way to come up with an appearance for your character, which you can customize and play around with later. A great website that goes more in-depth to dog color genetics is Dog Coat Colour Genetics.
To determine a coat color for your character, roll 1d10 and match your result to the following chart:
- 1-2: Solid Colors
- 3-4: Wild-Type Colors
- 4-5: Body Markings
- 6-7: Merle
- 7-8: Tick & Roan
- 9-10: Your character has a marking of some kind in addition to their base coat color. Roll a 1d8 to determine the base coat, and then go down to the Markings chart to see what marking your character has. Note that, if your character has a dark marking on dark coat or a light marking on a light coat, it may be hard to spot or not be seen at all.
Once you have rolled for the category of coat color your character will have, proceed to the charts to below to determine the specific color.
5.1 Solid Colors
Because of the number of solid colors listed on the RPG Guide's chart, they had to be broken up into two sets. Roll 1d4 and match your result to the following:
- 1-2: Set One
- 3-4: Set Two
Roll 1d8 to determine the following:
- 1: Black
- 2: White
- 3: Gray
- 4: Fawn
- 5: Lilac/Isabella
- 6: Red/Sable
- 7: Red/Gold
- 8: Cream
Roll 1d6 to determine the following:
- 1: Blue
- 2: Chocolate
- 3: Liver
- 4: Yellow
- 5: Seal
- 6: Albino (white with pink skin and red, blue or purple eyes due to lack of pigment; technically not a realistic color in most dogs, but 'Souls permits albino canines)
5.2 Wild-Type Colors
Roll 1d6 to determine the following:
- 1: Wolf-Type Agouti
- 2: Coyote-Type Agouti
- 3: Golden Jackal Colors
- 4: Black-Backed Jackal Colors
- 5: Side-Striped Jackal Colors
- 6: Variant color morph. Your character is a melanistic (black- or dark-colored), erythristic (red or reddish-colored), or leucistic (light or near-white colored) version of one of the above wild-type colors. Pick which variant you prefer and roll a d6 to see what kind of melanistic (1 or 2), erythristic (3 or 4), or leucistic (5 or 6) wild-type you end up with.
5.3 Body Markings
Roll 1d8 to determine the following:
- 1: Sable Tricolor
- 2: Red/Sable Tricolor
- 3: Spotted Tricolor
- 4: Liver Tricolor
- 5: Black Tricolor
- 6: Black & Tan
- 7: Liver & White
- 8: Liver & Tan
Due to the severe health complications associated with and to chart to map to a d12, double merle doesn't appear as an option on this table. Roll 1d12 to determine the following:
- 1: Blue Merle
- 2: Red/Sable Merle
- 3: Lilac Merle
- 4: Light Merle
- 5: Tan & Red Merle
- 6: Tweed Merle
- 7: Brindle Merle (brindling will appear on colored patches in coat)
- 8: Harlequin
- 9: Sable Merle
- 10: Liver Merle
- 11: Tan & Blue Merle
- 12: Agouti Merle (merle will be patchy and scattered in the coat)
Roll 1d10 to determine the following:
- 1: Black Brindle
- 2: Red Brindle
- 3: Light Brindle
- 4: Brindle
- 5: Fawn Brindle
- 6: Dark Brindle
- 7: Liver Brindle
- 8: Silver Brindle
- 9: Brindle & White
- 10: Brindle & Tan (body will appear solid, brindling will appear on tan points)
5.6 Tick & Roan
Roll 1d8 to determine the following:
- 1: Bluetick
- 2: Bluetick (Diluted)
- 3: Redtick (Diluted)
- 4: Redtick
- 5: Black & Tan Tick
- 6: Blue Roan
- 7: Red Roan
- 8: Liver Roan
If you rolled a 9 or 10 on the first Coat Color and Markings table, roll 1d12 to see what kind of marking your character has:
- 1: Countershading
- 2: Urajiro
- 3: Grizzle/Domino
- 4: Dark Mask
- 5: Reverse Mask (a pale-colored mask with dark lips and/or edges, as opposed to a dark mask)
- 6: Saddle
- 7: Minimal White
- 8: Extreme White
- 9: Irish-Spotted
- 10: Piebald
- 11: Extreme Piebald
- 12: Spotted (resembling a Dalmatian or English Setter's usual coat colors)
Though there are many personality systems that can be used to develop a character, I find the Enneagram of Personality maps nicely to a d10. The idea is that there are nine points of personality, each numbered as such and sometimes influenced by adjacent personality types. To determine your character's Enneagram type, roll 1d10 and consult the following chart:
- 1: The Reformer - "Principled, Purposeful, Self-Controlled, and Perfectionistic"
- 2: The Helper - "Demonstrative, Generous, People-Pleasing, and Possessive"
- 3: The Achiever - "Adaptive, Excelling, Driven, and Image-Conscious"
- 4: The Individualist - "Expressive, Dramatic, Self-Absorbed, and Temperamental"
- 5: The Investigator - "Perceptive, Innovative, Secretive, and Isolated"
- 6: The Loyalist - "Engaging, Responsible, Anxious, and Suspicious"
- 7: The Enthusiast - "Spontaneous, Versatile, Distractible, and Scattered"
- 8: The Challenger - "Self-Confident, Decisive, Willful, and Confrontational"
- 9: The Peacemaker - "Receptive, Reassuring, Agreeable, and Complacent"
- 10: In addition to the above, your character has a noticeable wing, which brings characteristics from an adjacent Enneagram type into your own. Roll to determine a base type, and then pick a type adjacent to the result to act as your character's wing. For example, a character with the Peacemaker type may have a Type 1 (Reformer) Wing or a Type 8 (Challenger) Wing.
An Enneagram type may also be described as having an instinctual variant, which refers to how they interact with the world around them in regards to their type. Roll 1d6 to determine your character's variant, if you so choose:
- 1-2: Self-Preservation - Focuses on comfort and well-being of the self. Has a low energy level and stoic tendencies.
- 3-4: Attraction - Also known as the sexual variant, though this is a bit misleading. This type focuses on intimate relationships and one-to-one contact with others, and can be temperamental and rule-breaking.
- 5-6: Social - Focuses on being in a group and working as a team. Wants to fit in with the others and have some sort of status.
Originally a Dungeons & Dragons concept, alignment has become a popular, simplified way to explain a character's moral and ethical stances. It is defined by combining a character's view on order vs. chaos with their views on good vs. evil. Orderly characters respect tradition, law and authority; chaotic characters respect their conscience, free will, and new ideas. Good characters seek to protect life and the innocent; evil characters will debase and destroy them. An in-depth analysis and explanation of alignment and the variants thereof can be found at EasyDamus.
To determine your character's alignment, roll 1d10 and match your result to the following:
- 1: Lawful Good - Does what a good person should or is expected to.
- 2: Neutral Good - Does their best to do what a good person would do.
- 3: Chaotic Good - Does whatever their conscience says is good.
- 4: Lawful Neutral - Does what a code of conduct directs them to do.
- 5: True Neutral - Does whatever seems to be wise to do.
- 6: Chaotic Neutral - Does whatever they want.
- 7: Lawful Evil - Does whatever they want without regard for others, but only within the boundaries of a certain code of conduct.
- 8: Neutral Evil - Does whatever they can get away with.
- 9: Chaotic Evil - Does whatever they want to satisfy their vices and/or a need for destruction, regardless of the consequences.
- 10: Your character is on the border between or a mix of two alignment systems. Roll twice to get two different alignments, and then consider what makes your character lean toward one alignment or another.
8. Skills and Knowledge
All characters have some sort of skill they're good at. It can be difficult to decide on what your character's knowledge and skill levels. One list below, adapted from the RPG Design Wiki's Skill List, shows skills that could be learned or utilized by a Luperci in the 'Souls setting. The other list illustrates skill levels and what they mean, and provides a way to pick the expertise of a certain skill. Rerolling is suggested, that said, if too many skills are proven to be of a high level. Having too many expert skills for a character may wreck the character's plausibility.
8.1 Character Skill Level
Levels of ability are listed from being least knowledgeable about a skill to most knowledgeable. To figure out how adept a character is with a certain skill, roll 1d6 on the following table:
- 1: Dabbler/Amateur/Hobbyist/Beginner: This character dabbles in a certain skill. They aren't seriously committed and have a surface-level knowledge of the skill at best.
- 2: Student/Pupil/In Training/Apprentice: This character has begun to understand deeper concepts and techniques regarding a skill. They have a grasp of the basics, but are not yet educated enough to use advanced techniques or methods confidently or knowledgably.
- 3: Advanced/Journeyman/Professional/Trained: This character understands and uses a skill with competence and understanding. They are able to teach others this skill, and have a consistently-average or better level of success with this skill.
- 4: Master/Expert/Well-Trained/Skilled: This character is a master of their craft. They not only can teach others this skill, but are practiced and knowledgeable enough to perform risky or difficult techniques in their field. They are likely to pioneer new ideas or find new solutions to problems that exist for their peers of the same skill.
- 5:Talented/Prodigy/Natural/Gifted: Your character has a natural knack for a certain skill. They learn it faster and do it better than someone who isn't as inclined toward a certain ability or knowledge. Roll once to determine a skill level, make a note that your character has a talent for it, and then upgrade its current level to the next. The maximum level you can obtain with this option is the Master/Expert/Well-Trained/Skilled level.
- 6:Terrible/Untalented/Unable To Learn/Struggling: This is a skill that, for whatever reason, your character may never be able to learn. They may have something physical that interferes with performing this skill, such as a blind character unable to tell plants apart by sight. They may be naturally inept at a skill, and will have to practice long and hard to obtain any level of competency. It's recommended that, unless a skill is practiced for years and years, that the character's skill never goes higher than the Dabbler or Student level.
Adapted from the Wiki mentioned earlier in this section, these skills are ones likely to be in use. A short description follows each to give you an idea of what the skill covers or entails. You are free to adapt, change, and play around with a skill's concept or description as you please. Because they cover broad categories, you may want to put down what your character does with a skill. A falconer may have Animal Lore (Falcons) to show they specifically know about falcons. An athlete may have Jumping (Long Distance) to show they're trained in jumps over wide gaps.
It's recommended that a character, when starting out, doesn't have more than five skills. It's also recommended they don't have more than one skill they're an Expert in unless they've been on the board for a while. This allows a realistic progression of their abilities and knowledge to happen. It also provides room for character development and future, skill-related plots. If you are uncomfortable or unsure about a skill, reroll or manually pick something else from the list. Please also note that the list isn't strictly alphabetical - I messed up the ordering in a few places, and it took too long to try and sort everything back out.
Roll a 1d10 to determine which set of suggested skills to pick from. There were too many to map to a single die, so I broke the skills up into various sets. Once you have a set of skills you can pick from, roll a 1d20 and match the number to the corresponding skill in each section.
The options for sets are:
- 1: Set One
- 2: Set Two
- 3: Set Three
- 4: Set Four
- 5: Set Five
- 6: Set Six
- 7: Set Seven
- 8: Set Eight
- 9-10: Either reroll or pick your choice of skill set
Skill sets are currently a large WIP.
- 1: Acrobatics - The ability to perform feats of dexterity and agility. Professional gymnastics, acrobatic stunts, and parkour are all examples of this skill. This skill may also be called "Gymnastics".
- 2: Acting - The ability to perform dramatically and convey behavior and identity as if the individual is in a play, book, etc. This skill may also be called “Playing Pretend”.
- 3: Alchemy - The ability to mix, identify, and concoct liquids and mixtures that can either harm or heal. Making simple poisons, creating flammable oils, and brewing a weak liquid medicine for a cough are all examples of Alchemy. It may also refer to a character that studies chemistry in general, and the skill may also be known as "Chemistry".
- 4: Anatomy - The ability to identify parts of a living body (such as certain organs and muscles), their locations in a body, and their functions.
- 5: Ancient/Dead Language - The ability to speak an old or dead language. Check with the 'Souls Assemblage first before you take this ability to see if a dead language could be spoken by Luperci. Otherwise, reroll for a new skill.
- 6: Animal Handling - The ability to safely and competently handle, work with, and capture an animal.
- 7: Animal Lore - The knowledge of an animal's habits, diet, habitat, breeding season, etc. This skill may also be known as "Animal Knowledge" or "Zoology".
- 8: Animal Training - The ability to safely and competently teach or show an animal how to do something.
- 9: Anthropology - The study of societies, their cultures, and how they have developed.
- 10: Appraising - The ability to gauge an item or good's value, authenticity, make, origin, etc.
- 11: Arcane Lore - Secret knowledge belonging to a closed sect or cult that isn't available to outsiders. This skill may also be known as "Cult Knowledge" or "Secret Knowledge".
- 12: Armorer - The ability to create armor and other protective items of wear to reduce/prevent damage.
- 13: Artistry - The ability to exercise a creative skill such as writing or drawing. Miscellaneous art skills (such as Weaving) not specifically listed below also go here.
- 14: Astronomy - The study of stars, planets and objects of the night sky, as well as their constellations and movements in the heavens.
- 15: Balancing - The ability to keep one's balance in tricky or dangerous situations. One such example could be trying to balance on a thin, slippery log over a river.
- 16: Barber - The art of styling, cutting and designing the look of hair (or fur). This skill may also be known as “Grooming” or “Hair Cutting”.
- 17: Barter - The ability to haggle and negotiate for better trading and goods, as well as one's general sense of a thing's value. This skill may also be known as "Haggling".
- 18: Blackmail - The ability to discover and use others' secrets and lies for one's personal gain. Intimidating or coercing someone into doing one's dirty work is a use of this skill.
- 19: Blacksmith - The ability to create tools and goods with a forge and various metals. Making horseshoes for equines is an example of blacksmithing at work.
- 20: Blind Fighting - The ability to fight while blinded or in poor visual conditions, such as in the dark.
- 21: Bluff - The ability to lie and cheat, preferably without getting caught. This skill may also be known as "Lying" or "Deceit".
- 22: Boating - The ability to use and maintain sailboats, canoes, and other watercraft.
- 23: Body Language - The ability to understand, interpret and pick up on nonverbal communications. These include gestures, facial expressions, and how one moves their body. Boxing - The specific discipline of pugilism, the art of fighting with ones fists and punches. In a professional or sport setting, it often occurs in some sort of arena or boxing ring.
- 24: Breath Control - The ability to control the holding and slowing of one's breath. Teaching oneself to hold their breath underwater for a long time is one example of this skill.
- 25: Brewing - The knowledge about and creation of various alcoholic drinks and goods. A variant is "Mixology", which concerns itself with the mixing and creation of beverages whether alcoholic or not, such as fruit drinks, cocktails, etc.
- 26: Bribe - The ability to coerce or sway others into doing or joining something or someone using goods. Convincing a mercenary to fight for you by offering them gold is an example of bribery.
- 27: Calligraphy - The art of design aesthetically-pleasing sets of letters (or "fonts") to use in writing.
- 28: Camping - The ability to live and survive in a wilderness or outdoors. This skill may also be called "Bushcraft" or "Fieldcraft".
- 29: Carpentry - The knowledge of how to create, repair, or maintain wooden items, structures, vehicles, etc. This skill may also be called "Woodworking".
- 30: Cartography - The knowledge of creating and utilizing maps.
- 31: Child Care - The knowledge of how to care for and raise children. This skill may also be known as "Child-Rearing", "Child-Raising", "Parenting", or "Babysitting".
- 32: Climbing - The ability to ascend mountains, cliffs or other vertical faces. It may be performed either with or without tools such as a rope or grappling hook.
- 33: Cobbling - The knowledge of creating and making shoes and other footware. This skill may also be called "Shoemaking".
- 34: Concealment - The ability to hide or camouflage oneself, their home or their belongings to blend in with an environment. This ability may also be known as "Camouflage".
- 35: Construction - The knowledge of how to build structures such as houses and huts. This skill may also be called "Building".
- 36: Contortion - The ability to twist, contort, and wriggle oneself into difficult or unnatural shapes or places. A use of contortion might be to flex the right way to escape being stuck in a narrow crevice.
- 37: Cooking - The knowledge of how to prepare, heat, and make certain dishes or drinks rather than eat them in a raw, unaltered state.
- 38: Counterfeiting - The knowledge of how to create fakes or duplicates of an item, signature, or writing. This skill may also be known as "Forgery".
- 39: Cryptography - The knowledge of how to solve codes, ciphers, secret messages and riddles.
- 40: Dancing - The knowledge of how to perform certain dances or sequences of steps. They may be peformed with or without accompanying rhythms or music.
- 41. Debate - The art of formal discussion and debate over a subject.
- 42. Demolition - The knowledge of explosions and use of explosive materials.
- 43. Dentistry - The knowledge of treating injuries and diseases of the mouth, teeth and gums.
- 44. Detect Lie - The ability to pick up on lies, bluffs, and half-truths from someone you can see or hear.
- 45. Detect Traps - The ability to find or spot traps that might cause injury or inconvenience to oneself.
- 46. Detect Vice - The ability to discern a character's bad habits, weaknesses, or vices. You must be able to see or hear what a character is doing in order for this skill to work.
- 47. Diplomacy - The knowledge of how to sensitively and effectively deal with people and, if necessary, their politics. Two pack leaders negotiating a trade deal between their packs is an example of diplomacy. This skill may also be known as "Mediation" or "Persuasion".
- 48. Disarm Opponent - The ability to remove a weapon from an opponent, or finding a way to disable or hinder their attacks.
- 49. Disarm Traps - The ability to safely disarm traps (such as tripwires and snares) so they don't activate.
- 50. Disguise - The ability to change one's appearance into something unrecognizable. It may also be used to mimic the appearance of someone or something else. Disguise differs from Concealment in that, while Concealment deals with blending into one's environment, Disguise is about costumes, makeup, and other such modifications to one's body and clothing.
- 51. Double-Handed Combat - The knowledge of how to fight with a weapon in each hand during combat, or fighting with a weapon that requires two hands.
- 52. Driving - The ability to use and steer anything that uses wheels or is pulled by livestock or labor, such as a wagon or cart.
- 53. Dyemaking - The knowledge of how to make different stains and dyes to add color to an object or person.
- 54. Empathy - The ability to understand and interpret emotions and reactions to emotions.
- 55. Engineering - The knowledge of maintaining, designing, creating and using engines, simple machines (such as a lever or pulley), and structures.
- 56. Escape - The ability to flee or break out from a dangerous situation, entrapment, an enclosed space, etc. This skill may also be called "Fleeing".
- 57. Etiquette - The knowledge of manners, how to conduct oneself in a proper way, and what society expects of polite or formal company.
- 58. Event Planning -
- 59. Falconry - The knowledge of how to train and use birds of prey for hunting, intimidation, warfare, etc.
- 60. Farming - The knowledge of how to keep, raise and harvest domestic animals (such as pigs) and plants (such as apples) for food, medicinal usage, etc. Such a skill might also be referred to as "Husbandry" or "Homesteading".
- 61. Fashion - The knowledge of how to dress oneself in a tasteful or stylish way, or to achieve a certain look.
- 62. Fencing - The knowledge of creating fences and walls for protection, to mark territory, to keep out animals or intruders from a place, etc.
- 63. Fire Breathing - The knowledge of how to spit or breathe certain flammable substances to expel fire from one's mouth.
- 64. Fire-Making - The knowledge of how to start and maintain a fire.
- 65. First Aid - The knowledge of basic medical aid and how to keep someone stable, safe and calm while they wait for rescue or advanced medical treatment.
- 66. Fishing - The knowledge of catching, keeping, raising, and harvesting fish and aquatic creatures such as clams.
- 67. Fletcher - The knowledge of how to create and maintain arrows and other projectiles. A related skill is "Ranged Weaponsmithing", which relates to the creation and care of weapons that use projectiles. A further specialization in Ranged Weaponsmithing is "Bowmaking", which concerns itself with making and taking care of bows and crossbows.
- 68. Flirting - The ability to seduce and manipulate others using one's sex appeal and/or charisma. This skill may also be known as "Seduction" or "Romancing".
- 69. Folklore - Knowledge of old stories, tall tales, and long-held beliefs from a certain area or group of people.
- 70. Fortune Telling - The ability to discern one's future or character traits using tarot cards, astrology, a crystal ball, or other such tools. Please note that it isn't actually possible on 'Souls to discern one's future - characters may believe in something divined, but it can't be 100% known or certain to the fortune-teller. If you're unsure about this skill, PM the 'Souls Assemblage for help. Otherwise, reroll for a new skill.
- 71. Gambling - The knowledge of understanding probability and the rules of games and bets in order to win (or cheat) at them.
- 72. General Knowledge - One's life skills, executive functioning, and ability to live independently in a world. Basic canine life skills also fall under this skill. Following by scent, keeping oneself clean, basic use of one's claws and teeth, and knowing how to mark one's territory are all examples of life skills for a Luperci or canine character to know. Characters who know this skill well might act as life coaches, caretakers or helpers to less-functioning individuals.
- 73. Geography - The knowledge of landmarks, placenames, natural wonders, and Earth's other physical features.
- 74. Geology - The knowledge of substances that make up the Earth such as rocks, gems, and ores. It differs from Appraising, Merchant, or Barter in that it's focused on the physical makeup of rocks and where they're found, not how much they're worth. It also differs from Mining, any Smithing Skill, or Spelunking in that it doesn't concern itself with altering Earth's substances so drastically.
- 75. Gravetending - The knowledge of tending to graves and other places where the dead are interred.
- 76. Healing - The knowledge of medicine and the treatment of ailments, illnesses and wounds in a living being. This skill might also be known as "Medicine".
- 77. Herbalism - The knowledge of plants, their uses, and how safe or dangerous they are to touch, use or ingest. This skill may also be known as "Plant Lore" or "Botany".
- 78. History - The knowledge of past events that have taken place. History is a very broad category, and it's best to narrow down your character's knowledge to a specific field of history. These include the history of a pack, a place, a family, etc. Please note that human history is mostly unknown and shrouded in myth to Luperci and non-Luperci alike, so if you want your character to know anything about humanity, it's best to check with the 'Souls Assemblage to make sure any knowledge about humans is plausible.
- 79. Hosting - The knowledge of how act as a host for an event or for travelers or entertainers of some kind.
- 80. Hunting - The knowledge of how to track, pursue, and capture/incapacitate/kill living prey.
- 81. Hypnotism - The knowledge of how to induce a state of consciousness which leaves them open to suggestion or direction. Usually a swinging pendant - or something else with a rhythm or repetitive motion - is used to lull someone into this state.
- 82. Improvised Weaponry - The knowledge of how to use improvised or improbable weapons (chairs, fallen branches, broken bottles, etc.) to defend and attack. Improvised weaponry doesn't cover weapons or techniques listed elsewhere, such as Weapons Mastery or Boxing. It is solely for using objects (or even the odd Luperci!) that one has at hand when no other weapons are available.
- 83. Intrigue - The knowledge of spying, assassination, information-gathering, counter-spying operations, and finding out enemy secrets. It differs from skills like Stealth and Concealment in that it focuses on the art of being a spy or assassin, not a character's general stealth capabilities.
- 84. Juggling - The ability to continuously toss into the air and catch a number of items or objects while keeping at least one in the air. A skilled juggler will rarely drop the items they're trying to juggle, and may also safely juggle dangerous objects like knives.
- 85. Jumping - The ability to push oneself off something and into the air with one's hands or feet. Something like a pole or being tossed may help someone perform a jump.
- 86. Language - The ability to speak a modern or existing language, such as Spanish or French.
- 87. Lasso - The ability to use a lasso/lariat/noose to catch, hinder or wrap around items or living beings.
- 88. Last Rites - The knowledge of rites to put someone who is dying or dead to rest.
- 89. Law - The knowledge of laws and bylaws of a group, people, or place. A broader version of this is "Politics", which refers to knowledge of the activities that are associated with governing an area, people, or group.
- 90. Leadership - The ability to lead, coordinate and direct a group, area or people.
- 91. Leathercraft - The knowledge of making, preparing, using and crafting leather into items or works of art. This skill may also be known as "Leather Crafting" or "Leather Working".
- 92. Lifting - The ability to pick up, carry and lift over one's head loads and weights of various shapes and sizes.
- 93. Listening - The ability to process, detect, and understand sounds and things that are spoken. Listening may also entail learning how to judge the distance of something from oneself by how far away the sound source is. In addition, the ability to understand and follow directions, orders or lessons that a character hears also is governed by Listening. It differs from skills like Signaling or Animal Lore in that it doesn't specifically refer to certain sounds, but interpreting sounds in general.
- 94. Literacy - The knowledge of how to read and write one or more languages.
- 95. Low Speech - The ability to communicate with herbivores and other creatures that don't speak High Speech.
- 96. Marksmanship - The knowledge of how to use ranged weapons such as slings and bows safely and effectively in combat, sport or hunting. This skill may also be known as "Ranged Weapons" or "Ranged Weaponry".
- 97. Mathematics - The knowledge of numbers, space and quantities, and the functions and equations associated with these concepts. This skill may also be called "Arithmetic" or "Math".
- 98. Mechanics - The ability to understand moving parts and systems and the mathematics behind forces and motion.
- 99. Meditation - The knowledge of how to meditate and center oneself.
- 100. Merchant - The knowledge of understanding the selling, shipping, and movement of finances and goods and/or running a store or trading post. This skill differs from bartering in that, while someone with a high Barter skill knows and understands how to argue for the best trade, a high Merchant skill is useful in managing inventory and running a business.
- 101: Seamanship - The knowledge, skills, practice and techniques involved in living at sea and maintaining one's life and crew there. It differs from Boating in that, while Boating concerns itself with vessel maintenance and steering, this skill is about surviving at sea and making a boat into a long-term home.
- 102: Secret Language - Knowledge of a secret language between individuals of a group or a cipher. It differs from Cryptography in that, while Cryptography concerns itself with understanding and decoding ciphers and secret languages as a whole, this skill refers to an individual secret language that the character is privy to.
- 103: Security - The knowledge of maintaining and keeping individuals or an area safe and free of danger, trespassers or threats. Someone with a high Security skill may take up a job as a professional bodyguard.
- 104: Sewing - The use of a needle and thread or similar materials to stitch and sew together wounds or goods. This skill may also be known as "Needlework".
- 105: Signaling - The knowledge of how to pass along information using sounds (such as a pattern of howls) or gestures (such as starting a fire in a certain place).
- 106: Sign Language - The knowledge of using a series of visual gestures and signs as a form of communication. Deaf and/or mute characters may use sign language in lieu of speech.
- 107: Smuggling - The ability to hide, transport, sell, and market stolen and/or illicit goods. It differs from Merchant in that Smuggling is focused on illegal or taboo things, not those permitted by an authority figure. What counts as Smuggling depends on the character's place of living - a dry community that bans alcohol may hire smugglers for booze that run a nearby winery.
- 108: Sociology - The knowledge and study of a society or culture's development, structure and functioning.
- 109: Soldiering - The knowledge of how to act, serve, and follow orders under the leadership of a military or military organization, usually with some sort of combat capability. A character with a high Soldiering skill may offer their services as a professional mercenary in a war. This skill is different from the various fighting skills in that, while fighting skills each cover a certain type of combat, Soldiering concerns acting and working together as a fighting unit (such as marching in formation). A character with a high Soldering skill may have only poor or fair combat skills, but knows how to follow orders and understand a chain of command.
- 110: Spelunking - The knowledge of how to explore, map out, and navigate through caves. This skill may also be known as "Caving".
- 111: Spotting - The ability to spot, search for, perceive, and pick up on little details and observations around oneself. It differs from Empathy, Detect Lie, or Detect Vice in that it deals purely with what a character can physically see or look for. This skill may also be known as "Perception", "Searching", or "Investigation".
- 112: Sports - The knowledge of how to participate in an organized sport such as lacrosse or long-distance running. It differs from Acrobatics in that it doesn't cover gymnastic-type sports, and it also doesn't cover individual skills like Jumping or Climbing. It doesn't cover any of the fighting skills either, even though those may be performed competitively. What it will cover, however, is any athletic skill not shown or otherwise described (such as with Boxing or Wrestling) elsewhere on this list.
- 113: Stealth - The knowledge of how to hide safely and move, act, and travel without being seen or heard. It differs from Concealment in that, while Concealment concerns itself with camouflaging one's physical appearance, Stealth covers in general how to move and behave in a way that draws little attention. This skill may also be called "Sneaking" or "Hiding".
- 114: Steganography - The knowledge of how to hide a message within a physical object or form of communication, sometimes with the use of a cipher.
- 115: Streetwise - The knowledge and experience one has of living in and knowing how to deal with an urban environment, its dangers, and its challenges.
- 116: Stonemasonry - The knowledge of how to craft, work with, and create things from stone and rock. This skill may also be known as "Stonecrafting", "Masonry", or "Stoneworking".
- 117: Storytelling - The knowledge of how to create and craft stories and works of fiction whether orally, through writing, with pictures, or some other means.
- 118: Survival - The knowledge of how to survive during a disaster, ordeal, or difficult circumstances such as drought or limited resources. It differs from Camping in that, while Camping is concerned with living and surviving outdoors, Survival concerns itself with remaining alive in a bad situation. Knowing how to stretch out food and keep from being hungry during a prey shortage is an example of the Survival skill.
- 119: Swimming - The ability to navigate, move and keep afloat in water or an aquatic setting. It also may encompass knowledge of how to swim, move, and navigate safely underwater, especially for a long length of time.
- 120: Tailoring - The knowledge of how to create clothes, garments, and other items one can wear or adorn themselves with. It differs from Sewing in that, while Sewing covers almost any kind of needlework, Tailoring specifically refers to making things like dresses, scarves, and hats.
- 121: Child Care - The knowledge of how to care for and raise children. This skill may also be known as "Child-Rearing", "Child-Raising", "Parenting", or "Babysitting".
- 123: Intrigue - The knowledge of spying, assassination, information-gathering, counter-spying operations, and finding out enemy secrets. It differs from skills like Stealth and Concealment in that it focuses on the art of being a spy or assassin, not a character's general stealth capabilities.
- 124: Listening - The ability to process, detect, and understand sounds and things that are spoken. Listening may also entail learning how to judge the distance of something from oneself by how far away the sound source is. In addition, the ability to understand and follow directions, orders or lessons that a character hears also is governed by Listening. It differs from skills like Signaling or Animal Lore in that it doesn't specifically refer to certain sounds, but interpreting sounds in general.
- 125: Politics - The knowledge and understanding of government, government systems, various types of rulers, and interactions between governing bodies. It may also encompass the knowledge of heraldic symbols, heraldic meanings, heraldic color symbolism, and banners and insignias groups or individuals may use as identification. It differs from skills like Diplomacy, Merchant and Barter in that it focuses on the people and workings behind governments, not trying to make deals with them.
- 126: Science - The knowledge of a discipline or area of study relating to the structure or behaviors of natural and physical phenomena. It's a broad category that covers anything not specifically put on this list. This means that Astronomy and Herbalism wouldn't be under this skill, but something like general physics might. To keep your character's knowledge level realistic and even, it's good to pick a science that your character knows in particular or specializes in.
- 127: Slight of Hand - The ability to manipulate one's manual dexterity to perform tricks or acts like pickpocketing.
- 128: Teaching - The ability to mentor and spread knowledge of something to others, or show them how to perform or do something.
- 129: Theology - The knowledge and understanding of religion, religious ritual, and worshiped figures. This skill differs from Arcane Lore in that it references known, public religions not small cults or hidden sects or practices. It also differs from Mythology in that, while Mythology might know the stories and symbolism of a religion, Theology delves into things like rites, rules of conduct in a worship space, the clergy, laws and taboos, etc.
- 130: Thieving - The knowledge of how to steal, pick locks, break into a house, and other such acts. It differs from Slight of Hand in that it refers to thieving in general, not how nimble one's fingers are. This skill may also be called "Crime" or "Larceny".
- 131: Torture - The knowledge of how to use pain, injury, fear and intimidation to coerce, punish, extract information from, or interrogate a group or individual.
- 132: Toxicology - The knowledge of poisons, their effects, their antidotes, and their uses. This skill might also be known as "Poisons" or "Poisoning". It differs from Alchemy or Herbalism in that, while Alchemy is used in the brewing of non-alcoholic liquids in general and Herbalism is all about plant uses, Toxicology concerns anything that might be poisonous. Poisons made by a character with good Toxicology may also be more potent than if Alchemy was used.
- 133: Tracking - The knowledge of how to follow, discern and understand trails, traces, and prints left behind by a group or an individual to find out where they're going or what they're doing. This skill may also be known as "Shadowing", "Stalking", or "Following".
- 134: Trapping - The knowledge of how to set up traps (such as snares or spike pits) to catch, capture, hinder, injure, or kill prey or another target.
- 135: Unarmed Combat - The knowledge of how to fight without a weapon and using your teeth, claws, paws, and other natural weaponry instead. It differs from Boxing in that, while Boxing specifically refers to boxing maneuvers and techniques, Unarmed Combat is about using natural weaponry in general. It may incorporate certain tactics from other fighting styles, but it doesn't focus on other styles' specialized or advanced moves. This skill might also be called "Natural Weaponry".
- 136: Voice Acting - The knowledge of how to manipulate the pitch, tone, timber, and overall sound of one's voice. Characters with this skill might also be able to throw their voices or perform ventriloquism. They may also have the ability to mimic the calls of animals, such as the whistle of a certain bird or the scream of a wapiti (elk).
- 137: Weapons Mastery - The knowledge of how to use melee and short-range, non-projectile weaponry safely and effectively. This category covers any sort of melee weapon, from maces to swords to clubs. I highly recommend you pick a specific weapon or series of weapons for your character to specialize in - it keeps their power level in check, and also adds to the realism of a character. This skill may also be known as "Melee", "Close-Range Fighting", "Dueling", or "Melee Fighting".
- 138: Weaponsmithing - The knowledge of how to create weapons from metal using a forge. Weaponsmiths understand how to temper and work metal to make the best killing implements they can. Though they may understand what makes for a good sword, it's entirely believable a high Weaponsmithing character may not have strong fighting skills. This skill may also be known as "Weapon-Making".
- 139: Weaving - The knowledge of creating goods and items by lacing threads together (as opposed to stitching them). Baskets, bags, clothes, blankets, and shawls are all examples of items that can be made using Weaving.
- 140: Wrestling - Knowledge of the sport of grappling an opponent to try and throw or hold them down to the ground. It differs from Boxing and Unnarmed Comat in that, while punches may be thrown and weapons aren't used, Boxing is concerned with the fists and Unarmed with unarmed combat in general. Wrestling, on the other hand, has a heavy emphasis on grappling, throwing, and pinning.
- 141: Acting -
- 142: Barber -
- 143: Construction -
- 144: Debate -
- 145: Dentistry -
- 146: Event Planning -
- 147: Fashion -
- 148: Gravetending -
- 149: Hosting -
- 150: Last Rites -
- 151: Leadership -
- 152: Law -
- 153: Low Speech -
- 154: Meditation -
- 155: Nail Care -
- 156: Perfumer -
- 157: Pulling -
- 158: Servitude -
- 160: you roll an 8, either reroll your dice or pick a skill of your choice from the previous lists.