Planet

Fuzion Skills

The Skills List

Name Short Description Stat

Acrobatics

The ability to perform flips, jumps, and rolls like a circus acrobat. You can also jump and flip over an obstacle, landing on your feet, ready to fight.

DEX

Acting

The ability to act; to assume a role or character. Someone who is skilled in this can fake moods or emotions, or hide his true identity.

PRE

Animal Handler

The skills of animal handling, training, and care as applicable.

INT

Athletics

Basic Athletics skills; flipping, leaping, escaping, throwing, swimming.

DEX

Boating

The ability to handle boats -- sailboats, motorboats, ocean liners, etc.

REF

Bribery

A character with this skill knows when to bribe someone, how to approach him, and how much to offer.

PRE

Bugging

The ability to properly implant and operate listening, visual, or other sensing devices ("bugs.")

TECH

Bureaucratics

You know how to deal with bureaucrats, cut out red tape, who to talk to, how to reach them, and how to extract information from bureaucracies.

PRE

Business

Knowledge of basic business practices, laws of supply and demand, employee management, accounting, procurement, sales, marketing.

INT

Climbing

Ability to climb unusually difficult walls, trees, and buildings, as long as there are handholds. The basic climbing speed is 2 m per phase.

STR

Computer Operation

The ability to operate computers -- to run programs and perform basic operations.

INT

Computer Programming

The ability to write computer programs, debug problems, and install software.

INT

Concealment

You can hide things and find things that other people have hidden - like important papers, weapons, jewels, artifacts, drugs, and so forth.

INT

Concentration

The abilities of focus and mental control. This would encompass feats of memory, recall, physiological control, and Mental Powers.

WILL

Conspiracy

Knowledge of how to influence individuals and organizations secretly, and how to plan and orchestrate such plans.

INT

Contortionist

The ability to manipulate your body to get out of ropes and similar bonds. You may also contort your body to fit into generally inaccessible places or spaces.

DEX

Conversation

This ability allows you to extract information from people with careful conversation. The use of this skill takes time, and if the roll is missed, the subject realizes he is being pumped for information.

PRE

Criminology

You know how to look for clues, dust for fingerprints, examine evidence, do ballistic tests, examine records, search through files, and so on.

TECH

Cryptography

The ability to solve simple ciphers and encrypt or decode messages.

INT

Deduction

This is the art of taking several facts and leaping to an inobvious conclusion.

INT

Demolitions

The ability to properly use, handle, set, and defuse explosives.

TECH

Disguise

The ability to change a characterís appearance through makeup, costumes, body language, and facial expression.

TECH

Driving

Driving cars, motorcycles, jeeps, trucks, tanks, hovercraft, and other ground vehicles. Generally, this skill must be purchased for one class of vehicles.

REF

Education

General knowledge, such as math, history, science, trivia, or current events.

INT

Electronics

The ability to identify, understand, repair, and rewire electronic devices.

TECH

Espionage

Gathering and assessing intelligence and orchestrating spy operations.

INT

Evade

Basic skill at getting out of the way of someone who is trying to hit you.

DEX

Expert

Any one field of knowledge: stamps, gardening, military history, anime trivia, and so forth. This can be a hobby, or an in-depth knowledge of a specific field or area.

INT

First Aid

This skill enables the character to stop bleeding, repair damage, and generally keep someone alive.

TECH

Forensic Medicine

The ability to perform autopsies on corpses.

TECH

Forgery

The ability to create false documents, identification, currency, and so forth.

TECH

Gambling

The ability to win gambling games that require some skill, such as blackjack, poker, and more exotic games. A character may also use this skill to cheat.

TECH

Gunnery

Firing vehicle-mounted weapons, ship-mounted weapons, and artillery.

REF

Hacking

This skill allows a character to break computer security, avoid being traced through a network, and break into secure data.

INT

Hand to Hand

Basic skill at fighting with your hands and other body parts.

REF

Heavy Weapons

Use of military weapons such as RPGs, mortars, rockets, missiles, etc.

REF

Interrogation

The ability to extract information from people.

PRE

Languages

Must specify one particular language group (or dialect, computer code, type of sign language or hand signals). Must specify primary language in the family; all others in that group are at 1/2 of primary.

INT

Leadership

The skill of leading and convincing people to follow you.

PRE

Lip Reading

This skill enables the character to read someoneís lips in order to tell what he is saying. The character must be able to see his targetís mouth clearly.

INT

Local Expert

Knowledge of an area; whoís who, where things are, general customs, schedules, and peculiarities of the environment.

INT

Lockpicking

This skill allows the character to open key, combination, electronic, and magnetic locks.

TECH

Marksmanship

Skills of using personal projectile weapons; guns, SMGs, rifles, etc.

REF

Mechanics

Skill with mechanical devices and the knowledge of how to repair, replace, and build them.

TECH

Melee Weapons

Using different types of melee weapons, such as knives, clubs, axes, swords, spears, etc.

REF

Mimicry

The ability to perfectly imitate someone elseís voice.

PRE

Navigation

Knowing how to take sightings, use maps and charts, plot courses, work from wind, weather, and other guides.

INT

Oratory

The ability to speak to an audience and to deliver a convincing presentation.

PRE

Perception

The skill of observation, perception and spotting hidden things (like clues), detecting lies and emotions.

INT

Performance

The skills of acting, some stagecraft, singing and musicianship.

PRE

Persuasion

The ability to convince, persuade, or influence individuals.

PRE

Physician

This skill enables the character to diagnose illnesses, analyze medical tests and prescribe drugs.

TECH

Pilot

Flying prop aircraft, jets, spacecraft, grav vehicles, etc. A specific class of vehicle must be chosen for this skill.

REF

Professional

The ability to perform a certain profession (such as artist, actor, doctor, hockey player, scientist, taxi driving, etc.) Obviously, certain other skills will greatly enhance the characterís ability to practice his profession.

INT

Research

Skills in using libraries, databases, records, as well as uncovering information from obscure or uncommon sources.

INT

Riding

This skill enables a character to ride a living creature under difficult circumstances. The type of animal (usually horse) must be specified when this skill is purchased.

DEX

Science

Knowledge of lab techniques, how to design experiments, how to write scientific papers, test hypotheses, etc. for your appropriate field of science.

INT

Security Systems

The ability to recognize and evade various types of alarms and traps. The character also knows how to set up alarms and traps, given the proper time and equipment.

TECH

Seduction

The ability to gain othersí trust by offering companionship or favors.

PRE

Shadowing

The ability to subtly follow someone. Also the ability to spot and lose a tail.

INT

Singing

The skill of using your voice for performance and entertainment.

PRE

Sleight of Hand

The ability to palm items, fool the eye, perform magic tricks, etc.

TECH

Stealth

The ability to hide in shadows, move silently or avoid detection in combat situations.

DEX

Streetwise

This skill gives the character knowledge of the seamy side of civilization: he knows how to find the black market, talk to thugs, gain information, and so on.

PRE

Surgery

The ability to perform surgical operations on people.

TECH

Surveillance

The ability to set up a static surveillance of a subject without having it detected.

INT

Survival

This skill enables the character to live off the land, find food and water, identify dangerous plants and animals, and so on.

INT

Systems Ops

This skill allows the character to operate sensing and communications devices.

TECH

Tactics

The ability to manage a large-scale battle effectively and efficiently. A character with this skill usually knows what must be done to direct a battle.

INT

Teaching

The ability to impart information or skills to other.

PRE

Tracking

The ability to follow a trail by observing tracks, marks, broken twigs, and so forth.

INT

Trading

The ability to strike a good bargain with a merchant or customer.

PRE

Ventriloquist

The character can make his voice sound as if itís coming from somewhere other than himself.

PRE

Weaponsmith

The character knows how to build, maintain and repair weapons of various types. The class of weapon (muscle-powered, firearms, energy weapons, other) must be specified when this skill is purchased.

TECH

Zero-G

The ability to operate in zero gravity

DEX

Everybeing Skills

All characters in an Empire of the Thirteen campaign are assumed to have the following skills at level 2.

Skills
2 Athletics
2 Computer Operation
2 Concentration
2 Education
2 Evade
2 Hand-to-Hand
2 Local Expert (Home Locale)
2 Perception
2 Persuasion

Prerequisites, Specialization and Familiarity

Some skills require specialization, some skills require familiarity, and some skills have prerequisites.

Familiarity

Skills that require familiarity include vehicle skills and weapon skills. If, for example, Sarah purchases Driving, she must specify which particular kind of vehicle she is familiar with. Suppose Sarah purchases four points of Driving, with familiarity in Ground Cars. That's fine, but if she wants to drive a motorcycle, the difficulty is one level higher (+4). She can purchase additional familiarities for one Option Point each. So she can have 4 points of Driving, with familiarity in both Ground Cars and Motorcycles, at a total cost of 5 Option Points.

Specialization

Some skills, such as Science, Professional, Expert, and Local Expert require specialization. If, for example, Stan chooses Science, he must specialize in a particular field of science, such as Geology or Physics. Other Sciences must be purchased separately. Stan can purchase 3 points of Science: Geology and 5 points of Science: Astronomy. The two skills are independent, and do not affect each other.

Prerequisites

In rare cases, some skills have prerequisites. For example, suppose Louise wants to purchase 4 points of Hacking. The prerequisite for Hacking is Computer Programming, so Louise must also purchase at least 4 points of Computer Programming. To make matters even more complicated, Computer Programming has a prerequisite of Computer Operation. Because Computer Operation is an Everyman Skill, Louise starts with 2 points of Computer Operation, but must purchase an additional 2 points of Computer Operation. The end result is that Louise has had to pay 10 points to get a score of 4 in Hacking, but she also has 4 points of Computer Programming and 4 points of Computer Operation.


Copyright © 1999 by B.C. Holmes. Last updated September 25th, 1999.
Fuzion copyright © the Fuzion Group, 1997. All rights are reserved.
Star Hero and Hero Games are registered trademarks of Hero Games. All rights reserved.

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