In Fading Suns, what your character knows
is represented by skills. There are two types of skills, natural and
learned. Skills are rated from zero to ten. One is barely acquainted
with the skill, while ten indicates one of the Known World's great masters.
In character generation, no character can have higher than an
eight in a skill.
Natural skills are those that are innate. Your
character was born knowing the rudiments of Natural skills. Characters
begin character generation with a level 3 in each natural skill.
a measure of your character's charisma.
a measure of your character's ability to dodge or avoid attacks.
a measure of your character's ability to fight hand-to-hand.
a measure of your character's ability to use melee weapons,
like knives or
a measure of your character's ability to fire a ranged weapon.
a measure of your character's ability to sway or bully others.
a measure of your character's ability to see details.
a measure of your character's ability to move undetected.
a measure of your character's athletic ability.
There are more than a hundred learned
skills that can be purchased by players. They range from
specific combat actions like fencing and martial arts, to more
mundane skills like gambling and tracking, to esoteric skills
such as alchemy and
stoic mind. Beginning characters have a zero rating in
all learned skills, and must purchase higher ratings during character
generation. In the MUSH, some learned
skills have no meaning outside of roleplay. Others have coded
functions within the game.
Skills are used in Fading Suns by pairing them
up with the appropriate trait. For example, a fencer would add up her Dexterity
rating and his
Fencing rating. This would give her a number called the goal. In
Fading Suns, you roll a twenty sided dice and compare it to
the goal. The Fading Suns MUSH has coded commands to simplify
your use of skills in roleplay.