ForeSight — Playtest Pack

*Table-ready material for a quick playtest. Build = archetype + 3–5 background factors + a quirk or two. Skills are deliberately few and broad; you specialize with Long-Term Familiarities (LTFs), each a stackable +1.*


The Folded Skill List

A score = formula + level (see Scores). Formulas use the seven attributes ST, EN, CO, IN, PC, WP, AP. Each skill also has a Limit (max level = highest constituent attribute × Limit; 1 for average formulas, 1.5 for half-average ones) and a Cost (points per level — 1–2 for ordinary skills, the broader ones costing 2; a pervasive powerset like Incantation costs 6–8, since one skill unlocks a whole toolbox). Half-average skills use half the listed average as their baseline. (Cost only matters for advancement — playtest characters are built from background-factor grants. The 1-vs-2 split below is provisional.)

Not skills — roll the attribute (everyone has these by nature, no skill needed):

Everyone has these skills — Limit 1, Cost 1:

Skill Formula Covers
Search (IN+PC)/2 finding the hidden
Initiative (IN+PC)/2 acting decisively under pressure

General skills (take with background factors):

Skill Formula Lim Cost Covers — and what LTFs specialize
Athletics (ST+CO)/2 1 2 climbing, jumping, running, swimming, throwing (incl. slings), acrobatics, dance. LTF e.g. +1 throwing, then +1 knife-throwing
Stealth (CO+PC)/2 1 1 hiding, moving silently, tailing
Melee (ST+CO)/2 1 2 all close combat, armed and unarmed; LTF per style/weapon
Firearms (CO+PC)/2 1 2 guns and crossbows; LTF per weapon class
Archery (CO+PC)/2 1 1 bows (slings are Athletics)
Heavy Weapons (CO+PC)/2 1 1 crew-served weapons, launchers, explosives
Theory IN (half) 1.5 2 reasoning & all science, via Fields of Knowledge; recall & noticing also lean on raw IN/PC
Repair (CO+IN)/2 1 2 all technical & assembly work — surgery, watchmaking, electronics, mechanicsvia Fields
Charm (AP+PC)/2 1 2 likeability, persuasion, seduction, leadership, first impressions (the old Charisma)
Confidence (AP+WP)/2 1 2 composure under pressure, persuading, bluffing, lying convincingly, intimidation, disguise (LTF per grift)
Perform (PC+AP)/2 1 1 music, acting, oratory, the expressive arts (craft art = Repair + a Field)
Drive/Pilot (CO+PC)/2 1 1 one skill each: Cars, Bikes, Boats, Aircraft, Spacecraft; LTF per model
Riding (CO+PC)/2 1 1 animal mounts

Folding principle: when in doubt, it's one of these skills plus an LTF and/or a Field. Don't invent a new skill — narrow an existing one.

Magic is not on this list. It's a deliberately expensive, multi-skill subsystem — historically Mana (the power-pool/gather skill), Incantation (casting as an action), and the heavier Ritual and Casting — and even with all of those costed steeply it was barely game-balanced. That cost is the price of how powerful magic is. It requires the Magical Talent background factor and is deferred to the Magic chapter; leave it out of a quick playtest unless you've prepped that chapter.


The Four Archetypes

Each is a base of 50 attribute points across the seven attributes (each 6–10). Reallocate freely; these are starting shapes, not straitjackets.

ST EN CO IN PC WP AP
Athlete 9 7 10 6 6 6 6
Scholar 6 6 6 10 9 7 6
Socialite 6 6 6 7 8 7 10
Artist 6 6 8 6 10 6 8

Background Factors

Each is customizable and suggestive: rename it, pick its specialty, and let it imply familiarities and connections beyond the listed skills. Skills granted more than once simply add (Active Duty twice = Firearms +6). Levels are what each factor buys; attributes it grants ignore the 6–10 creation band up to the racial max.

Take 3–5. Three = rookie, four–five = competent professional.

Background Factor Grants (skill levels, +attributes) Suggests (familiarities & connections)
Natural Athlete (once) +3 attribute points among ST, EN, CO effortless physicality; rude health; the body others train for
Gifted (once) +3 attribute points among IN, PC, WP quick, sharp, hard to rattle; the mind that's always a step ahead
Artistic (once) +3 attribute points among CO, PC, AP the hands to make, the eye and empathy to see, the presence to move an audience (PC carries the old empathy)
Trained from Childhood (once) pick a focus: +4 its main skill, +1 LTF specialty, +1 its key attribute a single-minded obsession; a trainer or tradition
Active Duty (repeatable) Firearms +3, Melee +1, Heavy Weapons +1, Athletics +1, +1 EN LTF (service weapon); unit, rank, chain of command
Apprentice Repair +3, +1 LTF specialty a Field at working level; your old master, the trade
Educated Theory +2, Confidence +1 two Fields; alumni, faculty, fellow students
School of Hard Knocks Melee +2, +1 EN, Stealth +1 Streetwise; the underworld; a matching scar/quirk
Abandoned & Self-Sufficient Stealth +2, Search +1, +1 WP Survival & Streetwise; resourceful, wary, alone
Trauma Survivor +1 WP, +2 to one skill forged in the fire a defining wound; a quirk; a reason
Mysterious Mentor (once) +1 attribute; LTF "unique insight" (+1 BEF to one skill), or access to an otherwise-unavailable ability a secret, a debt, a half-finished lesson
Mooch Charm +2, Confidence +1 Streetwise; a wide web of acquaintances and favors owed (both ways)
Dropout +1 to two skills from the path you quit one Field at basic; a chip on the shoulder, loose ends
Homeless Stealth +1, +1 EN Survival & Streetwise; the city's underside; the invisible network
Magical Talent (once) unlocks Casting & the Mana pool; Casting +1 a tradition, a teacher, or a dangerous secret (Divine/Mystic talents work the same way for their powers)

Build a Character in 30 Seconds

  1. Pick an archetype (tweak attributes if you like).
  2. Pick 3–5 background factors. Name and specialize each. Add up the skill grants (duplicates stack).
  3. Spend any LTFs the factors gave you to narrow toward your concept.
  4. Take a quirk or two (free) for color.
  5. Name them, decide who they are and what they want. Play.

Example — "Vasquez," a competent operator. Athlete base, tweaked (CO 10, ST 9, EN 8, PC 7, IN 6, WP 6, AP 4 — she gave up looks for stamina). Factors: Active Duty ×2 (Firearms +6, Melee +2, Heavy Weapons +2, Athletics +2, +2 EN), Abandoned & Self-Sufficient (Stealth +2, Search +1, WP +1 → WP 7), Trauma Survivor (WP +1 → 8, Firearms +2 → +8 total). Firearms score = (CO 10 + PC 7)/2 + 8 = 16+. LTF: +1 carbines. Quirk: Oblivious (−2 reading people, +1 sustained focus). Five minutes, and she's ready to point at something.

Note: this pack folds aggressively for speed. If a player wants something the list doesn't name, reach for the nearest skill + an LTF or Field before inventing anything.