FUDGE Farscape: Attributes and Skills
Trait Levels | Attributes | Damage Resistance | Skills | Athletic Skills | Combat Skills | Knowledge Skills | Social Skills | Technical Skills | Thief/Spy Skills | Vehicle Skills

FUDGE TRAIT LEVELS

Non-Existent Terrible Poor Mediocre Fair Good Great Superb Legendary

ATTRIBUTES

Agility Physical and manual dexterity
Constitution Health and stamina
Intellect Education, reasoning ability and memory
Perception Perceptive ability
Social Strength of personality and social ability
Speed Reaction times
Strength Pure physical strength
Willpower Force of will
Power Raw mental/psychic/magical strength

DAMAGE RESISTANCE

Based on CONSTITUTION and race.  Modifies damage taken.

Some races are tougher than average (Scarrens) while others are weaker (Hynerians).

SKILLS

This list of skills owes a lot to both the original (D6) Star Wars RPG and the Dream Pod 9 games Heavy Gear and The Jovian Chronicles.  As such some are quite broad and act as "general knowledge" skills.  It also means 'Beast Riding' is in a very odd place...

DEFAULT : NE = NON-EXISTENT | T = TERRIBLE | P = POOR | M = MEDIOCRE

Athletic Skills

NAME

DEF.

DESCRIPTION

REQUIRED SPECIALTIES

Acrobatics P Perform acrobatic feats  
Climbing M Climbing, with or without gear  
Stealth M Sneaking around  
Swimming M Swim, with or without gear  
Zero-G T Manoeuvre in zero-G  
Combat Skills

NAME

DEF.

DESCRIPTION

REQUIRED SPECIALTIES

Archery P Use bows and crossbows  
Axe P Use axes  
Brawling M Fighting unarmed  
Club M Use simple blunt weapons  
Grapple T Holds and throws  
Gunnery P Use large emplaced weapons Energy, Firearm, Primitive, Ancient *
Heavy Weapons P Use large man-portable weapons Energy, Firearm, Primitive **
Knife P Use small bladed weapons  
Longarm P Use rifle-sized weapons Energy, Firearm, Primitive **
Martial Art NE Fighting better unarmed  
Polearm P Use six foot plus melee weapons  
Shield M Get good protection  
Smallarm P Use pistol/SMG weapons Energy, Firearm, Primitive **
Staff P Use short polearm-type weapons  
Sword P Use large bladed weapons  
Throwing Weapon P Use weapons designed to be thrown  
Two-Handed Weapon T Use very large bladed/axe/blunt weapons  
Whip T Use whips  
Knowledge Skills

NAME

DEF.

DESCRIPTION

REQUIRED SPECIALTIES

Alien Species P Recognise aliens and remember facts about them  
Artist T Create art Painting, Sculpture, Carving etc
Business T Knowledge of business practices and techniques  
Concealment P How to be concealed  
Cultures P Knowledge of different cultures  
First Aid P Basic medical care  
Gaming M Knowledge of games and their rules  
Investigation P How to investigate things  
Languages T Knowledge of languages; higher level means more known  
Law NE Knowledge of law systems  
Medicine NE Study of physiology and medical techniques  
Planetary Systems P Knowledge of well-known systems  
Scholar NE A serious study skill, such as Physics, Archaeology or Wormhole Science Area Of Science/Knowledge ***
Survival P How to survive in a hostile environment Type
Tactics T Knowledge of techniques and logistics Company, Battalion, Strategic (Air, Land or Sea), Space
Value M Used to determine value of things  
Social Skills

NAME

DEF.

DESCRIPTION

REQUIRED SPECIALTIES

Bargain M For striking business deals  
Bureaucracy P For interacting with a bureaucratic system  
Command P Skill of leadership  
Diplomacy T For real negotiation  
Etiquette T Knowledge of how to act in certain situations Military, Society, Underworld etc
Fast-Talk M Used to convince someone that all is as it should be  
Interrogation P Used to get useful information out of unwilling subjects  
Intimidation P Used to scare someone into doing something  
Performer T Execute a specific type of physical performance Dancing, Instrument (Specific), Singing, Oration etc
Persuasion M Used to convince someone to do something they might not otherwise do  
Streetwise T Covers contact with the Underworld  
Teaching P Used to teach others  
Technical Skills

NAME

DEF.

DESCRIPTION

REQUIRED SPECIALTIES

Communications P Correctly use complex communication equipment  
Computer Programming T Skill of creating complex computer programs  
Demolitions NE Knowledge of proper use of explosives  
Design NE Used to create new devices, vehicles or spacecraft See Technician
Electronic Warfare NE Knowledge of techniques and equipment used in ECM/ECCM  
Forgery T Used to make useful copies of real documents (physical or electronic) or works of art Documents, Art
Security T Skill of using and bypassing complex security systems  
Sensor Systems T Skill to properly use complex sensor systems  
Technician NE Skill used to build, maintain and repair devices, vehicles and spacecraft Armour, Personal Weapons, Starship (By Type), Starship Weapons, Vehicle (By Type), Robotics, Computers, Electronics, Cybernetics
Thief/Spy Skills

NAME

DEF.

DESCRIPTION

REQUIRED SPECIALTIES

Disguise P How to appear to be someone else  
Pick Lock T How to open simple locks  
Pick Pocket T Lifting items from unsuspecting victims  
Search M Skill of searching a location  
Vehicle Skills

NAME

DEF.

DESCRIPTION

REQUIRED SPECIALTIES

A-G Vehicle Ops. P Piloting anti-gravity vehicles  
Air Vehicle Ops. T Piloting older winged and rotor vehicles Winged, Rotor
Astrogation T Skill used to plot courses through space  
Beast Riding P Used to ride and handle steeds  
Ground Vehicle Ops. P Driving wheeled or tracked vehicles  
Hover Vehicle Ops. P Piloting ground effect vehicles  
Jet Pack Ops. T Operating jet and A-G packs  
Navigation T Skill used to plot courses on planets Air, Land, Sea
Powersuit Ops. P Skill for proper use of internal powersuit systems  
Starship Gunnery T Use of starship weapons Small, Medium, Large, Capital
Starship Piloting T Piloting starships Small, Medium, Large, Capital
Starship Sensors P Proper use of starship sensor systems  
Walker Ops. P Piloting walker vehicles Small, Large
Water Vehicle Ops. P Operation of water vehicles Motor, Sails (Small), Sails (Large)

Gunnery: 'Energy' and 'Firearm' include emplaced turrets and anti-aircraft weapons, as well as rocket/missile units (which come under 'Firearm').  'Primitive' are weapons like cannons that fire cannonballs.  'Ancient' means really old weapons like catapults and ballistae.

Longarm/Smallarm: 'Energy' means all laser and pulse weapon type hardware.  'Firearm' means projectile weapons like gunpowder or gauss slugthrowers, or weapons like dart guns.  In the case of heavy weapons this includes portable rocket and missile launchers.  'Primitive' basically covers black powder weapons like flintlocks or equivalent weapons.

Sciences: Examples include: Agronomy, Anthropology, Archaeology, Architecture, Artificial Intelligence, Astronomy, Astrophysics, Biochemistry, Botany, Chemistry, Cryptography, Ecology, Economics, Forensics, Genetics, Geology, History, Linguistics, Lore (area of knowledge, such as Scarren Politics, Peacekeeper Customs), Mathematics, Metallurgy, Meteorology, Neuroscience, Palaeontology, Philosophy, Physics (Simple or Advanced), Planetology, Psychology, Theology, Wormhole Theory, Xenobiology, and Zoology.  Many of these subjects are also limited by the technological level the skill was learned at; societies with no knowledge of, for example, superluminal travel can only theorise it's existence while others would be fully conversant with the concept and science behind it.