This is a part of character creation from Realms of Arkania, you could also pick races, schools of magic and gods you follow.
Positive Attributes:
. Courage (CR): A high courage influences quick decisions, and provides
a high amount of willpower. This can be of value in a fight, when trying
to resist a spell or when conversing.
. Wisdom (WD): This attribute measures the theoretical or "bookish"
knowledge a character has, memory, ability to plan ahead and to think
in abstract terms. This makes it the basis of most magic.
. Charisma (CH): A character with a high charisma value will find it
easier to influence others. Also, his or her team mates will be more open
to the character's suggestions.
. Dexterity (DX): This atttibute is needed to manipulate small objects. It
affects disarming traps, opening locks and other maneuvers which
require slight of hand. It also affects a magician's ability to weave
a magic spell.
. Agility (AG): This measures the ability to move skillfully and to avoid
sudden obstacles. It also helps characters to avoid blows in combat.
. Strength (ST): More than just brute muscle power, this is also the
knowledge of how to use it to the fullest. A necessity for moving heavy
objects, using heavy weapons, strength also determines a characters
maximum load.
. Intuition (IN): It's not necessarily anything you heard or anything you
saw, but something just tells you that something's up. A characters
intuition affects their ability to perform many skills and also influence
a magic user's ability.
Negative Attributes:
. Superstition (SN): Characters with high superstition notice certain
things, black cats and the like, and instantly understand their meaning.
A high superstition often makes a character particularly susceptible to
magic.
. Acrophobia (AC): A fear of heights, leading to a distinct feeling of
vertigo. A large acrophobia value can be a severe handicap when forced
to cross a suspension bridge or standing at a cliff edge.
. Claustrophobia (CL): The fear of being buried alive which can close
in when traveling through narrow halls and low corridors.
. Avarice (AV): The urge to gather gold, jewelry and other precious
items. A character gripped by avarice will often forget all else happening
around him or her just to loot something that has caught his or her eye.
. Necrophobia (NE): A particularly terifying fear of death and anything
connected with it, especially the undead, mummies, zombies, and
skeletons. A character with a high necrophobia value will sometimes
refuse to fight against undead and may run away instead.
. Curiosity (CU): A healthy amount of cutiosity is something of a
prerequisite for a true hero, but too much of evetything is a curse, and
so it is with curiosity. Magicians especially are often overcome with
curiosity upon discovering old scrolls and magical artifacts.
. Violent Temper (VT): A character with a violent temper is easily
insulted and quick to draw a weapon to right any perceived wrong.
SKILLS
------------------
All Arkanian characters need certain skills to survive in their sometimes
friendly, often times hostile, environment. These skills are broken down
into seven groups which all Archetypes have the ability to develep:
Combat, Body, Social, Nature, Lore, Craftsmanship and Intuition
Skills range from -20 to a +18. Those on the lower end of the scale would
have trouble pickpocketing an empty pair of trousers while those on the
high side could steal money from a man counting it. Some skills, too, are
harder to increase than others
When your characters attempt to perform certain actions. The Program
checks the action against your character's skill level to determine the
action's success. A highly skilled character (+18) will likely perform an
action with ease His inept companion (-20) will likely fail. However,
regardless of a character's proficiency in a skill, he or she may attempt
to use it.
Combat Skills
-------------
A characters Combat skills determine how well he or she holds up, both
offensively and defensively, against foes. These values are used to
calculate a characters attack (AT) and parry (PA) values. On reaching a
new level, Combat skills can be raised by 1 point
UNARMED: This skill encompasses boxing, wrestling and kicking. It is a
skill to fall back on in case the characteres weapon breaks
CUTTING WEAPONS: This skill governs the use of all weapons used in a
striking fashion which includes the majority of edged weapons (sabre
cutlasse etc), and also some blunt weapons such as the mace and morning
star
POINTED WEAPONS: Epee, rapier and foil, as well as all knives and daggers,
are included in this category
SWORDS: Swords are used as striking weapons, but can be used to pierce as
well. They are handled easily and are readily available
AXES: Axes and hatchets are favored weapons of the northern Arkanians and
are easy to find. Axes, like the orc hook or the barbarian war axe do a
lot of damage, but require a lot of skill to handle
POLE ARMS: This skill is used not only for spears and pole arms, but also
for quarterstaves and double fleurs.
TWO-HANDED SWORDS: This skill governs all two-handed swords such as the
tuzakian or the rondracomb. Normally, only warriors learn to handle these
awkward weapons.
MISSILE WEAPONS: The most common types of missile weapons are the various
types of bows and the crossbow.
THROWING WEAPONS: Throwing weapons include all javelins, throwing knives,
throwing stars, and throwing hatchets such as the francesca
Body Skills
-----------
Body skills are used to regulate all athletic actions such as climbing,
hiding or riding. For a character to succeed in an action that requires a
Body skill, good values for strength and agility are a must. Depending on
the skill, other attributes may play a part in an actions success as well.
These statistics are listed in parentheses following the skill's name.
When characters gain an experience level, Body skills may be increased by
up to 2 points.
ACROBATICS (CR/AG/ST): Somersaults and cartwheels are a useful way of
earning money by performing for an audience. Acrobatic reactions to
unexpected situations rely more on Physical Control skill.
CLIMB (CR/AG/ST): Climbing is always risky, especially at great heights
where the smallest slip can have grave consequences. Alone with the skill
level, success also depends on whether the character is using any
specialized equipment.
PHYSICAL CONTROL (CR/IN/AG): A successful check against this skill allows
a character to reduce the consequences of a fall, to escape an opponent's
grip or to squeeze through a narrow crack
RIDE (CH/AG/ST): This is the ability to ride horse back during daring
maneuvers without falling flat on one's face
STEALTH (CR/IN/AG): The ability to move without a sound. The probability
of success also depends on the ground walked on and on the type of armor
worn. Little clangs, jingling and creaking, and the crunch of dried leaves
underfoot have a tendency to alert a potential target.
SWIM (CR/AG/ST): Determines how long a character can keep his or her head
above water. Any kind of armor is a large hindrance to the swimmer.
SELF CONTROL (CR/ST/ST): The ability to take damage without letting the
pain get the better of you. With a high self control, characters feel the
wound-note its presence -but do not react to it, allowing them to continue
an action with accuracy and skill.
DANCE (CH/AG/AG): Like Acrobatics, Dancing offers many a crown to a
sufficiently skilled dancer performing for an appreciative audience.
HIDE (CR/IN/AG): The ability to find a hiding place quickly and quietly
CAROUSE (WD/IN/ST): The ability to hold oneself in check while visiting
taverns. It affects the amount of beer, brandy and wine a character can
drink before he or she becomes intoxicated
Social Skills
-------------
Social skills help (or hinder) characters in the social situations they
encounter in towns and cities. Attributes in parentheses affect the
skill's chances of success. Social skills aren't much use in the wild,
unless you encounter a particularly talkative rabbit. When characters gain
a level, Social skills may be increased by up to 2 points
CONVERT (WD/IN/CH): The ability to convince others that your point of view
is the correct one, especially in regard to religious matters. ("No,
really, Norm, Ifirn said that if you gave me your sword, half your rations
and dove head first into that stable over there, you'd be granted a miracle
")
SEDUCE (IN/CH/CH): An ability to attract members of the opposite sex.
When looking for assistance, it helps if your target is attracted to you.
HAGGLE (CR/WD/CH): A good haggler knows how to smooth talk In markets, the
best hagglers can get discounts of up to 50% from a merchant (tax, title
and registration are extra).
STREETWISE (WD/IN/CH): Helps a character to find his way in a strange town
It also helps him or her find unguarded shortcuts, to avoid the city guards
and where to beg for the highest take.
LIE (CR/IN/CH): The ability to make your opponent believe anything you
tell him. (Ah, no That wasn't me who took your money It was, ah, it
evaporated Yeah That's been happening to me a lot, too.)
HUMAN NATURE (WD/IN/CH): Allows you to judge the probable reaction of
non-player characters in your party
EVALUATE (WD/IN/IN): This skill helps characters to your party estimate
the value of artifacts and other useful items.
Nature Skills
-------------
Nature skills are a must for survival in the wilderness. They help
characters to feel at home with the land, and are generally used whenever a
party ventures outside of town. Following each skill's name are the
attributes that influence a characters success. When characters gain
levels, these skills may be increased by up to 2 points.
TRACK (WD/IN/AG): This skill is used to find animal tracks and judge the
species that left them (wild pig, karen maybe a human?)
BIND (DX/AG/ST): Knowledge of ropes and knots helps when tying game and in
freeing oneself should you be bound and gagged by someone else
ORIENTATlON (WD/IN/IN): A well-honed sense of direction can be very
useful, not just in the wilderness, but also down in the dungeon
HERB LORE (WD/IN/DX): Not just the knowledge of where to find herbs, but
also the ability to correctly identify and prepare them.
ANIMAL LORE (CR/WD/IN): Knowledge of animals is especially important in
combat, when knowing where to find a vulnerable spot can mean the
difference between life and death.
SURVIVAL (IN/DX/AG): Just the skill you need to find a good spot for
setting up camp, a source of water or rich hunting grounds.
Lore Skills
-----------
Almost all knowledge can be covered by a Lore skill, and in many cases,
Lore skills define a character's art. Attributes that affect the skill's
performance follow the skills name. When characters gain new levels, Lore
skills may be increased by up to 3 points.
ALCHEMY (CR/WD/DX): This skill governs the recognition and most
importantly, the preparation of potions and elixirs.
ANCIENT TONGUES (WD/WD/IN): This skill will allow your character to
identify ancient scrolls
GEOGRAPHY (WD/WLD/IN): The lore of far-off countries,
HISTORY (WD/WD/IN): Knowledge of oral and written history
RITUAL (WD/IN/CH): Knowledge of the various rituals connected with the:
Twelve Gods
TACTICS (CR/WD/CH): Knowledge of successful combat move ment
READ/WRITE (WD/WD/DX): The ability to read and write your native tongue.
Quite a rare skill in Arkania.
ARCANE LORE (WD/WD/DX): This skill allows characters to recognize an
artifact or judge a spells effect. An absolute must for magic users
TONGUES (WD/IN/CH): This skill determines how many foreign languages a
character speaks, and how well he or she speaks it.
Craftsmanship Skills
--------------------
Craftsmanship skills are based on a character's ability to influence
situations or people with their hands and mind. All Craftsmanship skills
are honed by constant use and practice. Following the skill`s name are
attributes affecting the skill. On reaching a new level, these skills may
be increased by up to 2 points.
TRAIN ANIMALS (CR/IN/CH): Used to tame and train animals such as horses,
hounds or falcons.
DRIVE (IN/CH/DX): The skill of handling carts, coaches and sleds.
CHEAT (CR/CH/DX): A skill that promises substantial monetary rewards as
long as no one notices you are playing with a marked deck or loaded dice.
Should that happen though, expect precious little mercy
TREAT DISEASE (CR/WD/CH): TREAT POISON (CR/WD/IN): TREAT WOUNDS
(WD/CH/DX): A number of team members should be proficient with these
healing skills, especially TREAT WOUNDS a very commonly used skill for
adventurers in Arkania. Untreated Wounds often lead to infection and
disease.
INSTRUMENT (WD/IN/DX): Using this talent and the appropriate instrument a
character can make some crowns at a tavern - provided he or she hits the
right note and the mood of the audience
LOCKS (IN/DX/DX): An essential skill for survival in towns and dungeons.
it includes the picking of locks on doors and chests
PICKPOCKET (CR/IN/DX): Using this skill is a risky endeavor with a lot of
promise for either silver crowns or gold ... or a pummeling if you're
caught.
Intuitive Skills
----------------
Intuitive skills are not trained but improved primarily through practice.
They are somewhat, the character's sixth sense. Because of this, they can
only be improved by 1 point when characters gain a level
DANGER SENSE (WD/IN/IN) This skill provides a warning to characters of
immediate danger posed, for instance, by an ambush or a trap
PERCEPTION (WD/IN/IN) This skill allows you to notice hidden signs, secret
doors, movement on the horizon or sounds behind a locked door.
Academagia: The Making of Mages is a new "choose your own adventure" type of a game.
You can choose stats, astrology, heritage, omens, family, history, station, inheritance and few more options when creating a character.
Here is the skill list:
Aesthetics:
Court Hairstyles
Courtly Fashion
Perfumes
Sewing
Ambush:
Danger Sense
Mimicry
Move Silently
Traps
Arithmetic:
Applications of Arithmetic
Identities of Arithmetic
Properties of Arithmetic
Theory of Arithmetic
Art:
Art Appreciation
Creativity
Dance
Music Theory
Painting
Theater
Astrology:
Comets
Moons
Planets
Stars
Theory of Astrology
Athletics:
Archery
Competition
Running
Swimming
Wrestling
Befriend:
Conversation
Listen
Temperance
Beguile:
Character Study
Flattery
Flirting
Storytelling
Blackmail:
Journalism
Memorization
Observation
Botany:
Agriculture
Flowers
Roots
Seeds
Brew:
Alchemical Tools
Analyze
Poisons
Bully:
Brute Strength
Insult
Interrogation
Intimidation
Calligraphy:
Bookbinding
Forgery
Forms
Illustration
Ink Compounds
Orthography
Compete:
Manipulation
Planning
Wit
Cooking:
Baking
Greengrocery
Recipes
Dialectic:
Famous Dilemmas
Logic
Sleuthing
Duel:
Demi-Tour
Duel Conduct
Dueling Forms
Economy:
Accounting
Administration
Negotiate
Transport
Enchant:
Magical Appraisal
Materials Knowledge
Palettes
Theory of Enchantment
Engineering:
Architecture
Carpentry
Enspell:
Concentration
Phemes
Espionage:
Acting
Deceit
Infiltration
Explore:
Animal Husbandry
Cartography
Climb
Knots
Forge:
Armorer
Courage
Jeweler
Metallurgy
Weaponsmith
Gates:
Gates Methods
Geometry:
Astronomy
Famous Geometry Problems
Geometric Laws
Trigonometry
Glamour:
Glamour Methods
Glamour Phemes
Glamour Spells
Gossip:
Bluff
Dating
Innuendo
Heraldry:
Diplomacy
Etiquette
Intrigue
Politics
Romance
History:
The Calamities
The Early Empire
The Exile
The History of Magic
The Middle Empire
Incantation:
Incantation Methods
Incantation Spells
Theory of Incantation
Language:
Elumian
Merilien
Oncestrian
Law:
Civil Law
Debate
Malice:
Gambling
Patience
Puzzles
Music:
Famous Songs
Lute
Lyre
Voice
Natural Philosophy:
Archaeology
Negation:
Negation Methods
Negation Phemes
Negation Spells
Theory of Negation
Patrol:
Hunting
Scent Detection
Scouting
Plot:
Coordination
Dedication
Flawless Timing
Raid:
Navigation
Pure Luck
Riding
Tactics
Religion:
Ethics
Oratory
Piety
Research:
Cryptology
Decipher Handwriting
Filing
Library Knowledge
Revision:
Revision Methods
Revision Phemes
Revision Spells
Theory of Revision
Rhetoric:
Character
Confidence
Famous Speeches
Passion
Rimbal:
Endurance
Rimbal Positions
Rimbal Tacitcs
Sabotage:
Artisan
Perception
Playfulness
Practical Jokes
School Survival:
Curiosity
Familiar Kinship
Schoolyard Education
Social Skills
Study Habits
Sleight-of-Hand:
Acrobatics
Composure
Conceal
Society:
Awareness
Persuasion
Willpower
Spy:
Hide
Lie
Lockpick
War:
Command
Famous Battles
Leadership
Logistics
Strategy
Zoology:
Amphibians
Birds
Fish
Insects
Mammals
Worms
RESEARCH:
Anthropology
Art Appreciation
Astronomy
Confidence
Duel
Elumian
Flirting
Identities of Arithmetic
Knots
Library Knowledge
Lyre
Mimicry
Palettes
Sleuthing
Theory of Enchantment
War
Willpower
Also I always loved creating characters in Wizardry series and making a group with companions like ninja fairy.