Character Creation Guide

For New Players of Survival Skool RPG

Character Creation

Welcome, Survivor

This guide will walk you through building your first character step-by-step. By the end, you'll have a unique survivor ready to face whatever horrors await.

What You'll Need: This guide, a character sheet (provided by your GM or use the online sheet), and about 30-45 minutes. The digital character sheet calculates most values automatically!

What Makes a Character?

Your character is defined by four key elements:

  1. Attributes — Your natural abilities (strength, reflexes, intelligence, etc.)
  2. Skills — What you're trained to do (combat, stealth, medicine, etc.)
  3. Traits — Special abilities that make you unique
  4. Derived Stats — Numbers calculated from your attributes (Tolerance, Speed, Movement)

1 Character Concept

Before diving into numbers, think about who your character is. A clear concept will guide all your choices.

Ask Yourself:

Example Concepts
  • "A streetwise enforcer who's not too bright but can take a punch"
  • "A brilliant field medic who freezes up in direct combat"
  • "A charming con artist who's too clever for their own good"
  • "A priest who investigates supernatural mysteries despite his fear"
Write a one-sentence concept at the top of your character sheet. This will guide all your mechanical choices!

2 Distribute Attribute Points

You have 150 points to distribute among 5 attributes.
Each attribute must be between 15 and 45.

The Five Attributes

💪 BRAWN
Physical strength and power. Lift heavy objects, hit hard in melee, intimidate with presence. Affects carrying capacity, Tolerance, Combat, and the Brawn die added to unarmed and melee weapon damage (1d4, 1d6 at 25+, 1d8 at 35+).
⚡ NERVE
Reflexes, coordination, and precision. Quick reactions, accurate shooting, nimble movement, steady hands. Affects initiative and finesse skills.
🧠 BRAINS
Intelligence, knowledge, and reasoning. Solve puzzles, recall information, understand machines, diagnose illness. Affects all technical skills.
❤️ HEART
Empathy, social connection, and emotional intelligence. Read emotions, persuade others, lie convincingly, provide comfort. Affects all social skills.
🔥 GUTS
Instinct, courage, and mental endurance. Face danger without flinching, survive harsh conditions, trust your instincts. Affects Tolerance and Speed.

Distribution Strategies

Balanced Character (All 30s)

Jack-of-all-trades, master of none. Good for first-time players who want flexibility.

Brawn
30
Nerve
30
Brains
30
Heart
30
Guts
30
The Enforcer "Brick"

A streetwise enforcer who's not too bright but can take a punch.

Brawn
42
Nerve
28
Brains
18
Heart
22
Guts
40
The Field Medic "Dr. Chen"

A brilliant field medic who freezes up in direct combat.

Brawn
20
Nerve
35
Brains
45
Heart
35
Guts
15

3 Calculate Skills

Skills determine what your character can do. Each skill combines two attributes:

Primary Attribute (full value) + Secondary Attribute's Tens Digit = Skill Value
Example Calculation

Dr. Chen's Medicine Skill:

  • Primary: Brains 45
  • Secondary: Heart 35 → tens digit = 3
  • Medicine = 45 + 3 = 48

The 18 Skills

Skill Formula What It Does
Athletics Brawn + Guts÷10 Running, jumping, climbing, swimming, feats of strength
Combat Brawn + Nerve÷10 Attacking with weapons (melee and ranged)
Coercion Brawn + Heart÷10 Threats, intimidation, instilling fear
Sneak Nerve + Guts÷10 Moving unseen, hiding, covering tracks
Gymnastics Nerve + Brawn÷10 Balance, tumbling, dodging, grace under pressure
Spot/Listen Nerve + Guts÷10 Noticing details, sensing danger
Legerdemain Nerve + Brains÷10 Sleight of hand, pickpocketing, lockpicking
Examine Brains + Guts÷10 Searching for clues, analyzing evidence
Knowledge Brains + Brains÷10 Education, memory recall, academic learning
Mechanics Brains + Brawn÷10 Building, repairing, understanding machines
Medicine Brains + Heart÷10 Treating wounds, diagnosing illness, surgery
Cajolery Heart + Brains÷10 Persuasion, negotiation, inspiring others
Deceit Heart + Nerve÷10 Lying, disguise, misdirection
Empathy Heart + Heart÷10 Reading emotions, understanding motivations
Insight Heart + Guts÷10 Reading people, detecting lies
Reflex Guts + Nerve÷10 Quick reactions, dodging, initiative
Survival Guts + Brawn÷10 Wilderness navigation, enduring harsh conditions
Theology Guts + Brains÷10 Religions, spiritual practices and belief systems; rituals, the supernatural, forbidden lore
Remember: Higher skill numbers are better! When you roll, you want to roll equal to or below your skill value to succeed.

4 Choose Traits

Traits are special abilities that make your character unique. You get a number of traits from each attribute equal to that attribute's tens digit.

Attribute of 42 = 4 traits from that category
Attribute of 28 = 2 traits from that category
Brick's Trait Allowance
  • Brawn 42 → 4 Brawn traits
  • Nerve 28 → 2 Nerve traits
  • Brains 18 → 1 Brains trait
  • Heart 22 → 2 Heart traits
  • Guts 40 → 4 Guts traits

Total: 13 traits

Sample Traits by Category

💪 Brawn Traits
Brawler: -10 to Combat when fighting unarmed • Heavy Hands: +1 unarmed damage for each degree of success on the Combat roll • Intimidating Physique: -5 to Coercion when your physical presence is visible • Strongback: -5 to Athletics when lifting or carrying heavy objects
⚡ Nerve Traits
Quick Draw: -10 to Combat for initiative or drawing weapons • Silent Step: -10 to Sneak when moving slowly • Dodge Roll: Once per turn, roll Gymnastics to evade a successful attack
🧠 Brains Traits
Surgeon's Precision: -10 to Medicine when performing surgery • Mechanical Genius: -10 to Mechanics when repairing machines • Speed Reader: -10 to Knowledge when researching from texts
❤️ Heart Traits
Silver Tongue: -10 to Cajolery in social negotiations • Charming Liar: -10 to Deceit when lying face-to-face • Empathic Connection: -10 to Empathy when reading emotional states
🔥 Guts Traits
Fearless: -10 to Reflex/Survival when facing fear or horror • Pain Tolerance: -10 to Survival when wounded • Combat Reflexes: -10 to Reflex during active combat
Important: Negative numbers are GOOD in this system! "-10" means you subtract 10 from your roll, making it easier to roll under your target and succeed.
⚠️ Negative Traits (Optional)

You can take up to 3 negative traits. Each one gives you +2 Fortune at the start of every session. Fortune lets you turn failures into successes (see During Play)!

Examples: Phobia (+10 to rolls when confronting it), Coward (+10 in direct danger), Old Injury (+5 on specific rolls), Haunted (+5 to Theology, and disturbing visions)

Negative TraitsFortune/Session
0 traits0
1 trait2
2 traits4
3 traits (max)6

5 Calculate Derived Stats

These values are calculated automatically from your attributes:

🛡️ TOLERANCE
(Brawn + Guts) ÷ 10, round UP
Your resistance to injury. Damage must meet or exceed this to cause an injury.
⚡ SPEED
(Guts + Nerve) ÷ 10, round UP
Sets your Movement. In combat, each round you roll the Speed Die (1d6) to set initiative — highest goes first (see the Combat Guide).
🏃 MOVEMENT
Speed × 5 feet
How far you can move in one turn (~3 seconds).
🎒 CARRYING
Brawn × 3 (functional)
Brawn × 5 (max)
Weight you can carry without penalty vs. total limit.
Comparison: Brick vs. Dr. Chen
StatBrickDr. Chen
Tolerance(42+40)÷10 = 9(20+15)÷10 = 4
Speed(40+28)÷10 = 7(15+35)÷10 = 5
Movement7 × 5 = 35 ft5 × 5 = 25 ft
Carry (functional)0-126 lbs0-60 lbs

Brick can shrug off most hits and carry a lot of gear. Dr. Chen is fragile but has steady hands for surgery.

Carrying Capacity & Encumbrance

LoadStatusEffect
Up to Brawn × 3 lbsFunctionalNo penalty
Brawn × 3 to × 5 lbsEncumbered+10 to physical rolls, half Movement, no Sprint
Over Brawn × 5 lbsOver-EncumberedCannot move until you drop gear (dropping items is a free action)

Dragging an ally makes you Encumbered. If you are already Encumbered by your gear, dragging an ally makes you Over-Encumbered.

Example: Brick (Brawn 42)

Functional: 0–126 lbs • Encumbered: 126–210 lbs • Cannot move: 210+ lbs

The character sheet totals your gear weight and applies the Encumbered penalty in the dice roller automatically. For non-physical rolls, tick Ignore Encumbrance.

6 Starting Equipment

Your GM will tell you what equipment you start with based on the campaign setting and your character concept.

Loadouts

The character sheet provides Loadouts — quick equipment lists based on character type and tier. Loadouts make it easy to gear up your character without selecting every item individually.

Ask your GM which tier is appropriate for your campaign before selecting a loadout. Some campaigns start with basic survival gear, while others allow more advanced equipment.

Typical Starting Gear

If not using loadouts, typical starting equipment includes:

7 Character Details

Bring your character to life with personal details:

You can upload a portrait image to your character sheet! This will be visible to your GM and other players during game sessions.

Character Notes & Background

The character sheet includes a Character Notes & Background section. Use this space not only for your character's backstory, but also for personal campaign notes and reminders — important NPCs, locations, plot points, or anything you want to remember during sessions.

You're Ready!

Congratulations! You've created your first Survival Skool character. Remember:

📝 Create Your Character Now

★ During Play: Fortune, Dread & Gestalt

Degrees of Success & Failure

Every 10 points you roll under your target is 1 degree of success; every 10 points over is 1 degree of failure. Degrees top out at 5 either way — anything beyond 5 doesn't count.

Example

Target 48, roll 21 → under by 27 → 2 degrees of success.
Target 48, roll 81 → over by 33 → 3 degrees of failure.
Target 48, roll 52 → over by 4 → a failure with 0 degrees.

Critical Rolls

Fortune

Earning Fortune:

Spending Fortune: turn a failed roll into a success by spending degrees of failure + 1. A failure you keep gives the GM 1 Dread per degree of failure (see Dread below); saving the roll with Fortune avoids that.

Opposed rolls: when two characters roll against each other (e.g. grappling), the rolls neither earn nor spend Fortune, and Dread has no effect on them. Tick Opposed on the dice roller for these rolls.

Degrees of FailureFortune to Succeed
0 (missed by 1–9)1
12
23
34
45
5 (Critical Failure)6
Natural 100Cannot be saved
The dice roller on your character sheet shows how much Fortune a roll earns, or how much it would cost to turn a failure into a success.

Dread

The Dread Pool, tracked by the GM on the session screen, measures how dangerous things have become. The higher the Dread when an encounter begins, the tougher the encounter or situation will be.

Failure feeds the Dread: for every degree of failure on a skill check, the GM gains 1 Dread. Spending Fortune to turn the failure into a success means no Dread is added. Opposed checks never add Dread. (Prayer and Ritual have their own Dread rules, below.)

Reducing Dread: Prayer & Ritual

Survivors can push back against the Dread through faith and spiritual practice, whatever they believe in. Both methods are a Theology roll, and each survivor can attempt each one once per day (24 hours). A group can combine their efforts: four survivors performing rituals make four rolls.

PrayerRitual
TimeOne turn (a few seconds to under a minute)Hours, up to a full day
MaterialsNoneDepends on the ritual
Success: Dread removed1 + degrees of success10 + degrees of success
With the Pious trait6 + degrees of success15 + degrees of success

Failure: add 1 Dread for each degree of failure to the Dread Pool.

Critical Failure: add double: 2 Dread for each degree of failure (usually 10). The survivor's faith is shaken.

Fortune: can turn a failed Prayer or Ritual into a success like any other roll (including a Critical Failure), but never a natural 100. A saved roll counts as a success with 0 degrees.

Shaken Faith: add a difficulty die to every Prayer and Ritual roll until one of them succeeds. It starts at 1d4 and grows one size with each roll: d4 → d6 → d8 → d10 → d12 → d20, staying at d20 after that. The first successful roll removes Shaken Faith.

Example

Theology 42. Prayer, roll 19 → under by 23 → 2 degrees of success → Dread −3 (−8 with Pious).
Ritual, roll 19 → Dread −12 (−17 with Pious).
Prayer, roll 75 → over by 33 → 3 degrees of failure → Dread +3.
Ritual, roll 98 → Critical Failure (5 degrees) → Dread +10 and faith is shaken.

Gestalt

Survivors don't level up or earn experience points. Instead they gain Gestalt, which improves a character a little at a time.

What Gestalt buys: each point of Gestalt is +1 attribute point. Your attribute total goes up by 1 (3 Gestalt makes it 153), and so does the most any single attribute can reach (45 becomes 48). Put the point into whichever attribute you choose. Raising an attribute raises every skill built on it, and taking it to a new tens digit (e.g. Nerve 39 → 40) also gives it an extra trait slot.

Earning Gestalt:

The price of progress: Gestalt awarded at a chapter end raises the Dread Pool's minimum by the same amount, and from then on Dread can't be reduced below it. In single-player this always applies. In multiplayer it's the GM's choice. Gestalt bought with Fortune doesn't raise the minimum.

Example
A chapter ends and the GM awards each of 3 survivors 5 Gestalt. If the GM uses the Dread minimum, the Dread Pool can no longer drop below 15 (3 × 5). Later one survivor spends 12 Fortune on 1 more Gestalt. The minimum stays at 15.