
KILLS feature heavily in Forgotten Futures as most of the tasks resolved
by PCs are resolved by using opposed skill roles, it was therefore neccessary
to create a set of "Fantasy" skills which were broad based reflecting
the spirit of Forgotten Futures. In character creation most roles have
at least one specific skill which is a mandatory choice for players wanting
to play that type of character. For more a full list of PC & NPC Roles
see
ROLES.
| SKILL NAME |
DESCRIPTION |
BASE VALUE |
|
ACTING
|
Any form of stage performance
or an attempt to impersonate another.
|
(AvM&S)
|
|
ARCHERY
|
The use of directly aimed
projectile hand weapons (ie: not projectile
war machines such as ballista, onager, catapults, trebuchet etc.).
|
(AvB&M)
|
|
ARTIST
|
Any artistic endeavor,
used by characters including scribe, painter, musician etc). When
estimating the monetary value of an item which has been created
multiply the base value by the skill level of it's creator.
|
(AvM&S)
|
|
ATHLETE
|
Swimming, running etc,
the advantages of training over brute strength.
|
(B)
|
|
BRAWLING
|
Any form of unarmed combat,
apart from Martial Arts.
|
(B*)
|
|
CRAFT
|
The skill of artisans such
as the cooper, cook, blacksmith, wheelwright, architect, mason,
boatwright and carpenter. Characters who attempt to manufacture
an item from it's raw materials, repair or evaluate a preconstructed
item to ascertain method of construction, design or value must roll
against this skill. When estimating the value of any item which
has been created multiply the base value byt the skill level of
the creator.
|
(AvM&S)
|
|
FIRST AID
|
The skill used to treat
wounds up to category Flesh Wound.
|
(M)
|
|
GAMBLING
|
The skill of gaming and
wager, also can be used to perform or detect feats of legerdemain
or sleight of hand. Use opposed roils to attempt to bluff or confound
opponents or spectators.
|
(AvM&S)
|
|
HEALING
|
The skill of healing using
roots and herbs. This skill is a specialisation (i.e. at least 1
extra point of skill spent) required for all Pagos characters. (N.B.
Not required for Cleros and Magus).
|
(AvM&S)/2
|
|
LINGUIST
|
The ability to understand
and speak different languages. Each time a new language is encountered
one roll will be made to ascertain whether or not the character
can understand the basic concepts of that particular dialect. (N.B.
The skill ARTIST is required to be able to read and write a language
known to the character).
|
(M)
|
|
MAGE
|
The ability to learn and
cast spells. This skill is a specialisation (i.e. at least 1 extra
point of skill spent) required for all Magus characters. (N.B.
Not required for Cleros and Pagos).
|
(M/2)
|
|
MARTIAL ARTS
|
The art of hand-to-hand
fighting using specialist melee and thrown weapons and throws, blocks
and kicks. Allows multiple hand-to-hand and melee/thrown weapon
attacks per round. (N.B. Characters with this
skill must also choose MELEE WEAPONS and may only specialise in
their level number of different weapons)
|
(AvB&S/2)
|
|
MELEE WEAPONS
|
The use of any non-projectile
weapon.
|
(AvB&M)
|
|
RELIGION
|
The knowledge of the
Pantheon of Gods, their festivals and divine attributes. This skill
is a specialisation (i.e. at least 1 extra point of skill spent)
required for all Cleros characters. (N.B.
Not required for Magus and Pagos).
|
(S/2)
|
|
RIDING
|
The skill required to ride
any animal, from pony to elephant (including flying creatures as
long as they are large enough and trained to accept riders). Also
covers the training of animals for both riding and domestication.
|
(S/2)
|
|
SAILING
|
The skill of boat handling
and navigation at sea or by the stars.
|
(AvB&M)
|
|
SCIENCE
|
The skill used by Alchemists,
Phillosophers, Astrologists etc.
|
(M)
|
|
SOLDIER
|
The use of military war
machines, tactics etc.
|
(M)
|
|
STEALTH
|
Hiding, camouflage, sneaking,
tracking etc..
|
(B/2*)
|
|
THIEF
|
The art of picking pockets,
lockpicking, safecracking, forgery etc.
|
(AvB&M/2)
|
|
TRADE
|
The skill of trading one
item for barter or money. Can also be used to evaluate an object
or gem to ascertain it's value.
|
(M)
|
SKILL ABBREVIATIONS
Av
= Average of
B = BODY
M = MIND
S = SOUL
N/2 = Divide attribute n by 2 (before any other
calculations are applied)
(N)/2 = Divide by two (after all calculations
have been completed)
N* = Mandatory skill (Base value at no cost)
SKILL CHECKS (OR OPPOSED
ROLLS)
This term relates to the skill check or stst check
procedure used in Forgotten Futures. An attacking skill or stat is checked
against the difficulty level of the task or an opponents defending skill
or stat using the table below. Cross referencing the two values results
in a target number which must be rolled equal to or under on 2D6 (N.B.
a dice score of 12 is always a critical miss or fumble)
E.g. Attacking skill 3 vs Defending skill 7 = target
number 3.
| |
DIFFICULTY LEVEL OR DEFENDING SKILL OR
STATISTIC
|
|
EASY
|
MODERATE
|
DIFFICULT
|
EXTREMELY DIFFICULT
|
IMPOSSIBLE
|
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
18
|
|
A
T
T
A
C
K
I
N
G
S
K
I
L
L
|
1
|
7
|
6
|
5
|
4
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
2
|
8
|
7
|
6
|
5
|
4
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
3
|
9
|
8
|
7
|
6
|
5
|
4
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
4
|
10
|
9
|
8
|
7
|
6
|
5
|
4
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
5
|
11
|
10
|
9
|
8
|
7
|
6
|
5
|
4
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
6
|
11
|
11
|
10
|
9
|
8
|
7
|
6
|
5
|
4
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
7
|
11
|
11
|
11
|
10
|
9
|
8
|
7
|
6
|
5
|
4
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
|
8
|
11
|
11
|
11
|
11
|
10
|
9
|
8
|
7
|
6
|
5
|
4
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
|
9
|
11
|
11
|
11
|
11
|
11
|
10
|
9
|
8
|
7
|
6
|
5
|
4
|
3
|
2
|
-
|
-
|
-
|
-
|
|
10
|
11
|
11
|
11
|
11
|
11
|
11
|
10
|
9
|
8
|
7
|
6
|
5
|
4
|
3
|
2
|
-
|
-
|
-
|