Having one score (SKILL) in Fighting Fantasy for all tests can lead to pretty similar characters with similar abilities across the board, especially if you run your FF with a fixed SKILL, as I suggested in another post.
This is a simple variant for character creation that introduces a new ability, WITS, and a new test for WITS. With a balance of SKILL and WITS, it's possible to create more varied characters that emphasise different abilities, from battle to stealth and cunning.
New Abilities
SKILL: represents general fighting ability, strength and coordination. SKILL is used in fights, and in tests of SKILL which requires force or agility.WITS: represents resourcefulness, cunning, nerve and dexterity. WITS are useful for tests of stealth, cunning and awareness, and tasks that requires a light touch, such as picking pockets or tampering with locks and traps.
STAMINA and LUCK are unchanged.
Initial SKILL and WITS
SKILL and WITS begin at 6. Then distribute a further three points between them.GM's Notes
In Arihmere, adding WITS means characters can divide their efforts between combat and stealth. One can master one or the other, or find a near balance, but not both. An armoured knight might choose a SKILL of 9 and WITS of 6, showing contempt for 'dishonourable' tactics, whereas a lightly armed rogue (SKILL 7, WITS 8) may prefer subtlety and stealth in many a dark spot.
You may supplement battle with tricks and traps, but WITS should never be a substitute for clever play. That is, don't prompt a player to test WITS to find a hidden trap unless they are already directing their attentions in a particular direction by announcing a search.