RULES > SKILLS
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SKILLS

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.

SKILLS LISTED IN ALPHABETICAL ORDER

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
-
-
-

 

 

RULES > SKILLS
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