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GAMBLING The ability to win gambling games that attacked by someone using a melee weapon. (DEX)
require some skill, such as dice, cards, and more MIMICRY The ability to perfectly imitate someone
exotic games. A character may also use this skill to else's voice. (PRE)
cheat. (TECH) NAVIGATION Knowing how to take sightings, use
HAND TO HAND Basic skill at fighting with your maps and charts, plot courses, work from wind,
hands. Adding a Martial Arts plug-in will allow the weather, and other guides. (INT)
character to use Martial Arts maneuvers and actions. ORATORY The ability to speak to an audience and
(REF) to deliver a convincing presentation. (PRE)
HAND TO HAND EVADE Basic skill at getting out of MEDICAL This skill enables the character to stop
the way of someone who is trying to hit you. This skill bleeding, repair damage, and generally keep
is used for defense when you are being attacked by someone alive. (TECH)
someone using the Hand-to-Hand Skill. (DEX) PERCEPTION The skill of observation, perception
HIGH SOCIETY The knowledge of royal and upper- and spotting hidden things (like clues), detecting lies
class culture: what clothes to wear, what are and emotions.
considered sophisticated drinks, and how to mingle PERSUASION The ability to convince, persuade, or
with royalty and so forth. (PRE) influence individuals. (PRE)
HISTORY This is knowledge of history, mostly dating PROFESSIONAL The ability to perform a certain
back no more than 500 years ago. Historical profession (such as artist, actor, doctor, carpenter,
knowledge beyond the Kingdom of Kastuul is limited mason, farmer, etc.) Obviously, certain other skills
to myth and legend (Lore skill). (INT) will greatly enhance the character's ability to practice
INTERROGATION The ability to forcibly extract his profession. (INT)
information from people. The character knows how to RANGED EVADE Basic skill at getting out of the way
avoid leaving marks, can judge how close a victim is of someone who is trying to shoot you with any type
to death or breaking, and is an expert at manipulating of ranged weapon, be it a bolt, arrow, or blast of
subjects into revealing desired information. (PRE) magical energy. This skill is used for defense when
LANGUAGES Must specify one particular language. you are being attacked by a ranged attack. (DEX)
All characters can be fluent in one of the below RANGED WEAPONS Firing bows or crossbows. You
languages as default, but any other second must specialize in either Bow or Crossbow (or other
languages must be bought as normal. specific type). (REF)
RESEARCH Skills in using libraries, archives, this skill knows how to show off clothes and look his
records, as well as uncovering information from best. (PRE)
obscure or uncommon sources. (INT) WEAPONSMITH The character knows how to build,
RIDING This skill enables a character to ride a living maintain and repair weapons of various types. The
creature under difficult circumstances. The type of class of weapon (Ranged, Melee, or Siege) must be
animal (usually horse) must be specified when this specified when this skill is purchased. (TECH)
skill is purchased. (DEX) WRITING Composing songs, novels, poems,
SEDUCTION The ability to gain others' trust by speeches, and documents. You must have
offering companionship or favors (not necessarily Education of 2 or better.
sexual). (PRE)
SEIGE WEAPONS Use of heavy siege weapons, alents
such as Ballistas or Catapults. You must specify
There is no change in Talents from the basic
T
which. (TECH)
core Fuzion rules. All Talents are available at
SHADOWING The ability to subtly follow someone.
3 OP per level. If the GM wish to add new Talents,
Also the ability to spot and lose a tail. (INT)
he may of course do so.
SHIPHANDLING Ability to pilot, man, and work
aboard a sailing vessel. erks and Privileges
SLEIGHT OF HAND The ability to palm items, fool
Perks and Privileges must be customized for
P
the eye, perform magic tricks, etc. Also
each individual campaign. In a fantasy setting,
pickpocketing. (REF)
some Perks are more relevant and important that
SPELLS Each spell is a skill which can be learned.
others. There are a wide variety of Memberships,
See the chapter on Magic for more information.
Contact, and levels of Wealth, all costing a different
STEALTH The ability to hide in shadows, move
about of OP per level.
silently or avoid detection in combat situations. (DEX)
The Impact values of Perks vary from
STREETWISE This skill gives the character
gameworld to gameworld. Impact is rated from Little
knowledge of the seamy side of town: he knows
Impact to Very High Impact. Impact values modify
where the local Thieves' Guild is, how talk to thugs,
the cost of a Perk, ranging form x1 to x4.
gain information, and so on. (PRE)
Little Impact x1 cost
SURVIVAL This skill enables the character to live off
Moderate Impact x2 cost
the land, find food and water, identify dangerous
High Impact x3 cost
plants and animals, and so on. (INT)
Very High Impact x4 cost
SURVEILLANCE The ability to spy on a subject at
Each level in a Perk cost a certain number of Option
range without being detected. (INT)
Points, as listed below. A chart has been provided,
TACTICS The ability to fight effectively and
listing each Perk, and various sub-categories, and
efficiently. A character with this skill is an expert at
their cost per level. The cost below is listed as cost
combat, and usually knows what must be done to win
per level. That is, to have a Membership Level Five
a battle. (INT)
in the Mage's Guild would cost 10 OP.
TEACHING The ability to impart information or skills
Perk Name Cost Per Level
to other. (PRE)
Membership
THAUMATURGY This is knowledge of magic, how it
Army 1 OP
works, and how to control and use it. This skill is
Knighthood 3 OP
used to modify spells, or create new ones. Most good
Religious Order 2 OP
mages have this skill, as most enjoy making spells
Royal Household 4 OP
more than do learning them. You must have
Thieves' Guild 1 OP
Education of 2 or better. (INT).
Merchants' Guild 2 OP
TRACKING The ability to follow a trail by observing
Mages' Guild 3 OP
tracks, marks, broken twigs, and so forth. (INT)
Other Guilds 2 OP
TRADING The ability to strike a good bargain with a
Contact - as normal 1 OP per level
merchant or customer. (PRE)
Favors - as normal 0.5OP per level
TRAPS The ability to recognize and evade various
Renown - Moderate Impact 1 OP per level
types of traps and boobytraps. The character also
Wealth - High Impact 3 OP per level
knows how to set up such traps, given the proper
time and equipment. (TECH)
Royalty
VENTRILOQUIST The character can make his voice
Having a membership in a Royal household
sound as if it's coming from somewhere other than
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