Attributes:
Attributes in Dark Conspiracy are pretty simple. You are given 36 points to spend in the following:
Strength
Constitution
Agility
Intelligence
Education
Charisma
Empathy
No attribute can have a numerical value of less than 1, except Empathy, which players can have 0 points in, i.e. they are not psychic. No attribute can be more than 10. Each level of Empathy costs 2 points per level.
Skills:
The skill system is based around your charcter's age, and their occupational background. In our simplified version of the game, it goes like this: 1) Pick how old you are. Each 4 years after the age of 17 counts as a "term". Each term grants you 5 skill points, to be spent however you think would make sense for your character (subject to GM approval). So for instance a character aged 30 would have 3 terms to have been a truck driver, mechanic and gambler (or 3 terms as truck driver), and would have 15 points to spend on skills. See the Character Generation sheet for more information.
After age 33, your attributes have the chance of decreasing (talk to GM about this, but see Character Generation sheet to see what rolls you'll have to make).
You also gain 1 contact per term -- so for example our trucker might have met another mechanic, a smuggler and a bookie over the 12 years of his career. GM will work with players to flesh out contacts.
Starting equipment and resources for characters are nonexistent at this point (you will see why once play has begun).
Character sheets uploaded below.