Attributes and Skills

Blackout has a variety of systems and mechanics designed to support the different scenarios that your characters might encounter, in the following section we will explore some of the most common mechanics that GMs can use throughout the game. In order, these are Attributes and Skills.


Attributes

Attributes determine how good your character is at something. Each attribute is represented by a number, which represents the number of dice a character gets to use in any test related to that specific characteristic. More dice means more chances of success. An attribute score of 4 represents your average human, whereas a score of 3 is a comparably rather weak score. A score of 7 would be an almost super human innate capacity.

Attributes are divided into two types, Physical and Mental, with Strength, Endurance and Dexterity being Physical and Intelligence, Insight and Charisma being mental.

Strength

  • Physical strength and prowess.

  • Strength will usually determine skill with heavier weapons and melee damage.

Endurance

  • Stamina and physical resistance.

  • Endurance will usually determine a character's capacity to resist damage, pain and other harmful conditions.

Dexterity

  • Speed, balance and aim.

  • Dexterity will usually determine skill with ranged and light melee weapons as well as stealth.

Intelligence

  • Capacity for logic, memory and critical thinking.

  • Intelligence will usually determine skill with science and technical processes.

Insight

  • Intuition and awareness, both of yourself and your surroundings.

  • Insight will usually determine capacity to detect lies and unseen dangers.

Charisma

  • Force of personality, charm and persuasiveness.

  • Charisma will usually determine proficiency with social and leadership skills.


Skills

Skills represent all the specific tasks or abilities a character can have and do, and are the main way a character interacts with the world around them. Skills are measured in Ranks which go from 0 to 4. Rank 0 represents a novice at a particular skill, someone who is barely competent, whereas Rank 4 is an absolute master, one of the best at that given skill.

Upgrading a character’s skills from one rank to the next consumes XP - the cost in XP is determined by the current rank of the skill and whether the skill is specialized or not, this is discussed further in the Advancement section.

The following list represents the most common skills that could be used in a game of Blackout, but GMs are welcome to alter the list and any accompanying training options to serve the needs of their game. Skills can overlap and are meant to offer a certain degree of flexibility. Whenever a character is faced with a challenge, the player may describe how their character uses a specific skill to deal with the situation, even if it doesn’t seem like the most immediately applicable skill. If the justification is sufficient for the GM, they should be allowed to attempt the test with the skill that is most beneficial to them.


Physical Skills

Aim

  • Used in and out of combat to hit targets with ranged weaponry, from thrown weapons and objects.

Athletics

  • Physical prowess, running, jumping, swimming, climbing, etc..

Evasion

  • Hugging cover, avoiding damage, keeping one’s balance, knowing how to take a hit.

Fortitude

  • Stamina and physical resistance.

  • Your capacity to deal with poisons, extreme temperatures and environmental hazards.

Grapple

  • Restraining others.

  • Holding onto something or someone.

  • Redirecting strength in a martial arts scenario.

Sneak

  • Moving quietly or unseen.

  • Sleight of Hand

  • Infiltration, besting security measures, picking pockets and locks.

Strike

  • Attacking in melee with a weapon or your fists.

Vitality

  • Your capacity to resist damage, get implants, survive injuries and wounds and recover from them.


Mental Skills

Crafting

  • Creating and repairing simpler, non-mechanical objects of all types, from martial weapons and armor to documents and low-tech accessories and items.

Datacraft

  • Understanding and operating information systems

  • Extract information from terminals, hack computers, drones and mechs.

  • Operate electronic systems, crack electronic security or decrypt information.

Investigation

  • Careful, logical and analytical thinking and operation.

  • Conscientiously search a small area.

  • Understand and resolve problems relating to logic, organization, management, mathematics, etc.

Knowledge

  • Recalling facts or information that would have been available to your character.

Mechacraft

  • Operating, repairing, understanding, assembling and disassembling machines, and mechanical devices from drones and mechs all the way to spaceships.

Medicine

  • Medical and psychological treatment and diagnosis. Used to heal injuries, diagnose illnesses, treat conditions, recall and apply knowledge of chemistry and biology.

Perception

  • Your awareness of your surroundings and ability to perceive things with your senses.

  • Notice anomalies or points of interest over a large area or around the character.

Piloting

  • Piloting and performing basic upkeep on vehicles, spaceships, war-mechs, etc.

  • When determining the kinds of vehicles, a character can properly pilot, GMs should consider their background, history and training options

Profession

  • A general skill representing specialized training or experience. When a character purchases their first rank, they may choose a specific profession to have had in the past and its up to the GM to decide when and if that Profession might apply to Skill tests.*

Survival

  • Procuring food, water and shelter and basic tools while planet side

  • Navigating dangerous areas, finding your way and surmounting environmental perils.

Willpower

  • Resisting fear.

  • Willing yourself to act.

  • Overcome other’s social skills and attempts.

*Profession is a versatile skill that can sometimes be used in place of other skills a character may lack, as long as it applies to their determined profession. For example, a character with Profession (Doctor) would still need to use Medicine to heal someone, but might be able to use their Profession in place of Deception to forge a prescription or in place of Knowledge to recall a hospital layout.


Social Skills

Deception

  • Lie, cheat, steal, forge.

  • Convince others of things you are aware are untrue and may be against their interests.

Diplomacy

  • Persuade others to see things your way in a civil manner, using appeals to logic, greed, emotion, duty, fear, etc.

Empathy

  • Animal handling

  • Non-verbal communication.

  • Detecting lies and other social cues.

Performance

  • Exhibit your skill to impress and enrapture.

  • Can be used for any performative or artistic skill.

Presence

  • Exert your presence and the force of your personality on those around you.

  • Can be used both to lead and intimidate, or simply to represent the ‘aura’ that surrounds you.