Fudge THS: Detailed Lists
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Here are detailled lists of Skills, Gifts & Faults for Fudge TransHuman Space.
NB: to come back to the Table of content, click on the ^ sign.
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Codes: (E/N/H) = Easy/Normal/Hard. Terms in italic refer to GURPS skill equivalent. /SP = specialisation examples.
Physical
- 0-G Acrobatics (N) (Free-Fall, Vacc Suit) : quick move, trajectories, bouncing, mini-jet use. in 0-G environment. Knowledge of vacuum suits, emergency procedures. The level in this skill limits all other physical skills used in 0-G. /SP rapid movement, delicate movement, close-combat, ranged-combat, in deep space.
- 1-G Acrobatics (N) (Acrobatics) : tumbling, balancing, rolling, jumping. in (your) normal gravity /SP Leaps & Jumps, Tumbling, Tightrope, Trapeze, Diving.
- Aquatic activities (E) (Swimming) : swimming, diving in non-toxic liquid under your normal gravity. /SP short distance swimming, long distance swimming, scuba diving, equipped diving.
- Climbing (E) (Climbing) : climb vertical surfaces /SP ropes, equipped, bare-hand.
- Animal Riding & Handling (E) (Animal Handling / ) : control a riding animal, to care for it, to train it. /SP by animal, racing, dressage.
- Sport (N) (Parachuting) : for sportive characters, thrill-seekers. /SP Surf, Snowboard, Parachute.
- Contortionist (H) (Escape) : execute non-natural movements /SP crouch, escape restraints
Weapon (use & maintenance)
- Hand-To-Hand (E) (Brawling, judo, karate) : close-ranged combat using unarmed fighting techniques. High level implies martial art. /SP striking, grapping, tripping, throwing, karate, judo.
- Hand Weapon (E) (Hand Weapon) : close-combat weapons. /SP by weapon (knives, clubs, swords.)
- Archery (N) () : very ancient art, still in use in some traditionalist societies, in sports. /SP by arc (longbow, compound bow, crossbow, sling.)
- Thrown weapon (N) (Throwing, Thrown weapon) : ranged thrown weapons /SP by weapon (knife, axe, bola.)
- Guns (N) (Guns) : man-portable firearms, maintenance procedures. /SP SP: by weapon (Pistols, rifles, SMGs)
- Heavy Weapons (N) () : man-portable support weapons /SP SP: by weapon (mortars, grenade-launchers, missiles)
- Gunnery (N) (Gunner) : all non-portable weapons /SP by vehicle model or weapon type (projectile weapons, missiles, energy weapons)
Pilot
- Wheeled (E) () : wheeled or tracked vehicles (tank, APC, cycles). /SP tourist, racing, trucks, combat vehicles, motorcycles.
- Power armor (E) () : for small to medium-sized armors, with muscular control. Manoeuvring, dodging, brawling. /SP by model.
- Boat (E) () : for floating vehicles. /SP by model
- Submarines (N) () : for submarine vehicles /SP by model.
- Aircraft (N) () : for atmosphere flight (planes, vectored thrust vehicles, helicopters) /SP Jets, VTOL, Balloon, Prop, Helicopter.
- Light spacecraft (H) () : for vacuum flight only /SP by model.
- Heavy spacecraft (H) () : cruisers to dreadnoughts /SP by model.
- Space Station Handling (H) () : heavy non-moving stations only /SP for a specific station.
Environment
- Space (N) () : No atmosphere / 0-G
- Desert (Hot/Cold) (N) () : in bare environment
- Mountain (N) () : high altitude survival
- Biosphere (N) () : (jungle, wood, plain, swamp, sea. by planet, region.)
- Urban (N) () : (like: knowing how to find sewage, etc.)
- At Sea (N) () : on liquid
- Underwater (N) () : in liquid
- Area Knowledge […] (N) (Area Knowledge) : Familiarity with people, politics, geography of a given area
Social
- High Society (N) () : Default level is Easy in your default Social Environment, Normal elsewhere, Hard in Xeno societies.
- Politics (N) () : Specialisations are : Facts & Events, Etiquette, Contacts.
- Business (N) () :
- Administration (N) () :
- Military (N) () :
- Science (N) () :
- Media / Stardom (N) () :
- Street (N) () :
- Crime (N) () :
- Xeno […] (H) () :
- Partying (E) (Carousing) : Drinking, Partying, Success =+1 to reaction roll, failure =-1 to reaction roll
Administration
- Bureaucracy (N) (Administration) : run a large administration /SP by planet/government
- Business (N) (Administration) : manage a corporation: compile information, promote a product. /SP finance, management, marketing, trade, accounting, economics.
- Official Documents (H) (Forgery) : knowledge and forgery of official documents, money, writing. /SP specific government
- Law (H) (Law) : knowledge of legal customs of a society, and applications. /SP by jurisdiction or by legal field
- Trade (N) (Merchant) : buy & sell, evaluate /SP by market
- Politics (N) (Politics) : run an election campaign, get along with politicians, spin-doctor /SP elections, spin,
Technique
- Communications (N) () : operate and counter communication devices. /SP coded, jamming, listening
- Computers Software (N) (Computer skills) : use and maintenance of diverse computer systems. /SP program, system administration, protection/hacking, searching
- Information processing (N) () : retrieve and compile information from various (legal) sources /SP by subject
- Electronics Hardware (N) (Electronic operation, Engineering) : design, test, use, repair electronic devices or computers /SP microelectronics, bioelectronics, sensors, computers, communication, medical, security systems.
- Mobile Mechanics & Robotics (N) (Engineering) : design, repair, modify, improvement. of mobile mechanical systems. /SP vehicle type, drive type, space vessels, robots, industrial, agricultural
- Navigation (specific) (N) (Navigation) : (land / sea / air / interplanetary / interstellar (hyper)): track one's position and movement, design a course. /SP by geographical area.
- Media processing (N) () : usage of multi-media techniques /SP recorders, image, sound, simsense.
- CyberTech (N) () : design & repair cyber enhancements. /SP limbs, brain, senses, total
- Life Support Systems (N) () : design & repair of Life-support systems (pressure, ventilation, radiation.) /SP atmospheric vehicles, space vehicles, space colonies
- Structures (N) () : construction and repair of structures /SP atmospheric houses, space colonies, space stations
- Logistics (N) (Freight) : /SP freight handling, stock management, shipping
- Conceal (N) (Holdout) : conceal or find objects /SP in clothing, in furniture
- Microtechnology (N) (Engineering (Microtech)) : design and built small-sized mechanisms SP/ nanomechanisms, micromechanisms
- Materials Fabrication (N) (Engineering (Material)) : design and built composite materials. SP/ nanomaterials,
Police / Military
- Military Tactics (E) (Tactics) : how to fight with direct orders to fighters (by environment) /SP troopers, ground vehicles, aircraft, spacecraft.
- Military Strategy (N) () : how to conduct a battle with orders relays (by environment) /SP ground, submarine, water, air, planet, space.
- Security systems (N) () : knowledge, design and dismantle of security procedures and devices /SP locks, analysers, traps, military bases, banks.
- Mass-destruction (N) (NBC Warfare) : knowledge, use, detection /SP chemical, bacteriological, nuclear, anti-matter, entropic.
- Investigation (N) (Shadowing) : collect information on people, places, events. /SP surveillance, search for clues, tailing
- Infiltration (N) () : how to slip in and out of a guarded place /SP find entrance/exits, guards, emergency situation, move quietly
- Intelligence (N) () : interpret intelligence report, analyse raw reconnaissance data /SP intelligence report, reconnaissance pictures, transmission transcripts
- Information extraction (N) (Interrogation) : ability to extract information from unwilling subjects /SP interrogation, torture, drugs, brainwash
- Demolition (N) (Demolition) : setting & detonating explosive charges, deactivate. /SP mining & traps, constructions demolition
- Electronical Warfare (N) () : detect, jam /SP sensors, ECM, underwater sensors
Artistic
- Cooking (E) (Cooking) : prepare pleasing meal. /SP Vegetarian, Country, Meats, Baking. by culture.
- Circus Clown (N) () : /SP juggling, clown
- Dancing (N) () : to perform prescribed steps of a dance (waltz, flamenco, .) /SP ballroom, tribel, modern, ballet
- Writing (N) () : create a written masterpiece /SP poetry, novella, novel, or by literature type
- Musical instrument (H) (Musical instrument) : musical notation, writing a piece, perform, evaluate. /SP by planet/period/instrument
- Craft […] (N) () : useful and artistic creations, by craft type : jewellery, metalwork, woodcraft, weaving. /SP Commercial, specific sub-category.
- Grooming (E) (Disguise) : improve or modify physical appearance through use of clothing and grooming /SP Clothing, Makeup, Disguise
- Sleight of Hand (N) (Pickpocket) : subtle hand movements, palming & concealing small objects. /SP Pickpocket, Magic, Shoplifting
- Theater / Acting (N) (Acting) : counterfeit mood, emotion, voices, lie convincingly /SP write a role, improvise, learn & play a written role
- Visual Art (N) () : graphical forms of expression. /SP painting, sculpting, graphics, photography, video.
- SimSense (N) () : create a simsense /SP drama, news, erotic, didactic
- Games (N) (Gambling) : play & win at games '/SP gambling, strategy, specific game
Science
- Biology (H) (Xenobiology) : study of life. /SP zoology, botany, microbiology, physiology, ecology, xenobiology, or by ecosystem type.
- Chemistry (H) () : theoretical knowledge & applications of chemical reactions /SP biochemistry, industrial
- Artificial Intelligence (H) (Brain Hacking) : AIs. /SP theory, design, applications, hacking
- Physics (H) () : theoretical knowledge & applications of particle interactions. /SP Nuclear-, Astro-, Hyper-, Nano-
- Mathematics (H) (Mathematics) : theory of numbers /SP Abstractions, Cryptology, Statistics
- Planetology (H) (Meteorology, Prospecting) : study of planet-wide phenomenon /SP Geology, Meteorology, Geography, Seismology, Mineral Survey & prospecting.
- Economics (H) () : economic history, analysis of economic trends /SP trade, macroeconomy, markets
- Memetics (H) () :
Humanities
- Criminology (N) (Criminology) : study of crime and criminal mind /SP clues, behavior, serial killers
- Psychology (N) () : study of mental functions /SP psychopathology & therapy, perception & learning, sociology, psionics
- Philosophy (N) () : metaphysics, human reflexion. /SP by philosophical current
- Theology (N) () : knowledge of human beliefs /SP by religion, myth, legend
- History (N) () : historical facts, archaeology. /SP by planet, period
- literature (N) () : knowledge of literary works /SP poetry, literature type, period.
- Musicology (N) () : knowledge of musical works /SP music type, period.
Influence
- Diplomacy (N) (Diplomacy) : negotiate and compromise /SP
- Fast-Talk (E) (Fast-Talk) : lies and deception /SP (opposed by Reasoning)
- Intimidation (E) (Intimidation) : threats and violence /SP violence, louder-than-thou, threats (opposed by Willpower)
- Oratory (E) () : convince a group /SP (opposed by average Reasoning-1)
- Persuade (E) () : convince an individual with real arguments /SP (opposed by Reasoning)
- Seduction (E) (Sex Appeal) : vamping and seduction, sex-appeal /SP (opposed by Willpower)
- Leadership (E) (Leadership) : coordinate group in a stressful situation /SP close-combat, military units, business
- Barter (E) () : barter for buying or selling a good /SP by market
medicine
- First Aid (E) (First Aid) : stabilize wounded peoples' conditions. /SP combat/trauma, aquatic, sport
- Physician (H) (Diagnosis / Physician) : diagnose all situations (to direct to a specialist), generic treatment /SP babies, kids, adults, elderly
- Pathology (H) () : diagnose and treat pathological situations. /SP viruses (disease), mutations, nano-infections
- Toxicology (H) () : design, identify, cure chemical (non-viral) infections. /SP enhancement drugs, poisons
- Surgery (H) (Surgery) : surgery on traumas. /SP limbs, articulations, internal, head, eye
- Cyber-Surgery (H) () : implant cyber upgrades on living creatures. /SP limbs, brain, senses, total
- Symbiots (H) () : Design and implantation of symbiots on living creatures. /SP "limbs", surface, internal
- Genegineering (H) (Genetics) : Proceed to genetic enhancements /SP pre-birth genetic ingeneering, post-birth gene hacking, heredity, tissue engineering
- Forensics (H) (Forensics) : "laboratory" criminology /SP cause of death, circumstances, identify people
Language
- Human […] (E) () : communicate and be literate in an other human language /SP talk, write
- Symbolic […] (N) () : communicate and be literate in a symbolic, colour, mathematical. Language /SP talk, write
- Alien […] (H) () : communicate and be literate in an alien language, with a different mindset, different senses (using devices). /SP "talk", write, any other xeno media.
Back
Faults normally cost 10 creation points (1 in simplified system), except when noted - e.g. (+2): 20pts (2 in simplified).
- 360 Vision (+2) (Sense Gift Racial) : You can see all around you (no surprise from behind, can do things in your back)
- Absolute Timing (Mental Gift) : Accurate Mental Clock
- Acceleration Tolerance (Internal Gift Racial) : You can resist High Gs because you have no moving organs or reinforced inner protection (+2 to Health to resist G effects)
- Acute [Sense] (Sense Gift Racial) : One of your senses is particularly developed (Perception +2 for that sense.)
- Additional Eye (Sense Gift Racial) : You have on more eye on sides, or back, or on a flexible tentacle (You can't be surprised)
- Ally ² (Friends & Foes Gift) : You have one NPC as an ally. He's less powerful than you (75pts max) but is available 95% of the time (Modifiers: Availability 50%:-1 - Number: 2 to 10:+1 / 11-20:+2 - Individual Power: 75-150 :+1 / 150-200:+2 / 200-250:+3 etc...)
- Alternate Identity (Social Gift) : You have one extra legal identity (and one way of switching - contact lenses, etc…)
- ambidexterity (Limb Gift) : You can use both hands equally well
- Amphibious (Limb Gift Racial) : You can swim naturally (no need for Swim skill. At ease in the water. No cost if unable to function on land)
- Armored ² (External Gift Racial) : You have a permanent armor (+1 armor)
- Attribute [...] +1 ² (Attribute Gift Racial) : Your default value in that attribute is one level higher than the norm (it also moves the normal -3/+3 span)
- Bioroid Body (0) (Template Gift) : Combines Early Maturation x 2 (2 years, +2), No Degeneration in Zero-G, Off-the-Shelf Look (-1), Social Stigma (Minority, -1), Sterile (see p131)
- Catfall (Limb Gift Racial) : You can fall from high heights (Subtract 5m from any fall)
- Chameleon (External Gift Racial) : You can blend into surrounding (visual OR IR). Double cost for visual & IR (+1 to Stealth)
- Claws (External Gift Racial) : You have claws (+1 to H2H damage)
- Clerical Rank ² (Social Gift) : You are a cleric of one religion. Powers within the hierarchy (+1 to reaction rolls from followers of the religion)
- Clinging (+2) (Limb Gift Racial) : You can climb wall and ceilings
- Cold Support ² (Internal Gift Racial) : You can stand temperatures down to -40°C below normal temperature. Take twice to stand -100°C, 3 times to stand -300°C (for space, still need to be able to breath and stand the vacuum).
- Collected (Mental Gift) : You manage to keep your calm when stressed (Modifiers imposed by Stress are reduced by 1)
- Combat Reflexes (Internal Gift) : You cannot be surprised in Combat (???)
- Common Sense (Mental Gift) : If the GM feels you are doing something stupid, he can warn you
- Compartimentalized Mind ² (+3) (Mental Gift Racial) : You have one additionnal mind
- Contacts ² (Friends & Foes Gift) : You have 3 NPCs as contacts, in various milieu, only providing information (on average: available 75%, Good skills.)
- Contortionist (Limb Gift Racial) : You can squeeze in small spaces
- Decreased Life Support (Internal Gift Racial) : You require less food, water, air than normal human
- Digestion Tolerance (Internal Gift Racial) : You can eat anything (reduce food costs by 75%, +2 to resist poison)
- Doesn't Breathe (Internal Gift Racial) : Can't be drown or poisoned by gas
- Doesn't Eat or Drink (Internal Gift Racial) : You don't require food, your body is powered in some other manner
- Doesn't Sleep (+2) (Mental Gift Racial) : You don't need to sleep
- Drug Factory ² (Internal Gift Racial) : You manufacture drugs, dispense by bite or claw
- Early Maturation ² (Internal Gift Racial) : You reach Maturity 4 times more quickly (at 5 yo)
- Emotion Control (Mental Gift) : You never reveal what you think
- Enhanced Move ² (Limb Gift Racial) : You move twice faster than normal
- Enhanced Time Sense (+3) (Mental Gift Racial) : You process information inhumanly fast (Never surprised, always initiative in combat, extra time to take decisions)
- Extended Lifespan ² (Internal Gift Racial) : You live 50% longer than normal
- Extra Arms (Limb Gift Racial) : You have 2 extra arms
- Extra Flexibility (Limb Gift Racial) : You have tentacles or similar limbs with a larger movement arc than human arms. Take twice for Constriction Attack (constriction: if hits, opposed roll of Strength, ODF equal to margin of success or lose victim if failure)
- Extra Legs (Limb Gift Racial) : You have 2 extra legs
- Extra Life (Internal Gift Racial) : You can return from the dead… once. Take one for Digital Backup, two for complete Extra-Life
- Extra Reach (Limb Gift Racial) : Your arms reach farther than normal (+2 "reach" on hand-to-hand combat. Can reach unusual places)
- Favor due (Friends & Foes Gift) : Some people owe you favors, which you may collect
- Faz Sense (Sense Gift Racial) : You can sense moving objects via air motion at short range
- Filter Lungs (Internal Gift Racial) : You can safely breath airborne toxins
- Flexible Tail (Limb Gift Racial) : You have one tail, 2m long, which is not only cosmetic (As strong as one arm. Add Balance)
- Flight ² (+2) (Limb Gift Racial) : You can fly in normal G at twice your walking speed
- Focused (Mental Gift) : You can concentrate on lengthy tasks (you are at +1 to any lengthy task)
- Fur (External Gift Racial) : You stay warm (+1 armor)
- Genefixed Human (0) (Template Gift) : No Genetic Defects, no Mental Instability, no Charisma below -2 (see p115)
- G-Experience (Internal Gift) : You know how to react in a different gravity
- Gills (Internal Gift Racial) : You can breath underwater. Cost 0 if cannot breathe normal air
- Good reputation ² (Social Gift) : You are known (25% chance or class of population). Take twice for being widely known (100%) OR double modifier (+1 to reaction rolls)
- G-Tolerance (Internal Gift Racial) : You can resist High Gs because you have no moving organs or reinforced inner protection (+2 to Health to resist G effects)
- Hard to Kill (Internal Gift) : You can recover from severe wounds (If you are Near Death, but manage a Resistance Roll, you appear dead - but you're not.)
- Heat Support ² (Internal Gift Racial) : You can stand temperatures up to +40°C over normal temperature. Take twice to stand up to +100°C, three times to stand up to +300°C.
- Hermaphromorph (0) (External Gift Racial) : You can voluntary change sex (takes 6 hours)
- Hibernation (Internal Gift Racial) : You fall in a death-like trance under harsh environnemental conditions. Take twice for hibernation at will (simulated death. oxygen need -80%, can stay 3 months without eating/drinking)
- High Pain Threshold (Internal Gift) : You don't feel pain (no penalty when Hurt, -1 only when Very Hurt)
- High Status ² (Social Gift) : You are of a higher status (mayor). Twice = celebrity, corporate head, 3rd = Governor (Difference of status serves as modifier to reaction roll)
- Horns (0) (External Gift Racial) : you have horns. You can fight with them, but it's not really helpful. Reduced cost (1 pt) for "cosmetic" smaller horns
- Hyper-Metabolism (+2) (Internal Gift) : You can temporary rise your all your physical stats 1 level. (cumulative fatigue factor of 1 per 2 turns; fatigue roll after effort has been made.)
- Immunity to Disease (Internal Gift) : You are never ill
- Immunity to Poison (Internal Gift) : You cannot get poisoned
- Increased Speed (Limb Gift Racial) : You move twice faster than normal
- independently focusable eyes (Sense Gift Racial) : You can focus in two different directions (can aim two weapons to two different targets at the same time without malus)
- Infravision (Sense Gift Racial) : You have thermal imaging
- Injury Tolerance (Internal Gift Racial) : You lack a specific brain, don't bleed, can't be strangled
- Internal State Monitor (Sense Gift Racial) : You have a internal medical diagnostic device or sense
- Intuition (Mental Gift) : You know when something is going to happen
- Legal Power ² (Social Gift) : You are an officer of the law, with powers (search, fine, arrest) & restrictions (jurisdiction, respect civil rights, no cover investigation). Take twice for no restrictions
- Less Sleep (Mental Gift) : You only need to sleep 4 hours to feel rested
- Lightening Calculator (Mental Gift) : You have a calculator in your head
- Longevity (Internal Gift Racial) : You age twice slowly than average (although your lifespan is normal)
- Low-G Flight ² (Limb Gift Racial) : You can fly in 0.3 G max only, at twice your walking speed
- Lucky (Mental Gift) : You are lucky (Can reroll once per day (no Fudge point use))
- Machine Body (+4) (Template Gift) : Combines Doesn't Eat or Drink (+1), High Pain Theshold (+1), Immunity to Disease (+1), Immunity to Poison (+1), Injury Tolerance (+1), Unhealing (-1) (see p131)
- Mars-Adapted (Template Gift) : Combines Decreased Life Support (half oxygen, +1), Filter Lungs (+1), Increased Life Support (double food, -1) (see p131)
- Micromanipulators (Limb Gift Racial) : Special fingers or probes allow you to manipulate microscopic objects (microsurgery, microbots). Take twice for nanoscale (Requires accurate Microscopic Vision x 3)
- Microscopic Vision (Sense Gift Racial) : You can see details - zoom x8
- Military Rank ² (Social Gift) : You have authority over lower ranks (1=officer 2=commander 3=general)
- Mindshare (+3) (Mental Gift Racial) : Informorph with Radio Speech can be part of a gestalt intelligence sharing data in real time. (Non-telepathic, can be jammed. Range 2km, cost +1 for planet-wide range)
- Morph (+2) (External Gift Racial) : You can change features and body form (without attribute change).
- Move through Ice (Limb Gift Racial) : You melt or burrow through ice at normal speed
- Natural Skill […] (+0.5) (Internal Gift) : You have one skill at Fair (0) level
- Never Gets Lost (Sense Gift Racial) : You never get lost, thanks to internal mapping or GPS…
- Nictating Membrane (Sense Gift Racial) : Your eyes are very well protected by a transparent lens (see normally underwater, +2 to resist irritants)
- Night Vision (Sense Gift Racial) : You can see in the dark
- No Degeneration in Zero-G (0) (Internal Gift Racial) : No ST and HT loss due to zero-G or microgravity
- Oxygen Storage (Internal Gift Racial) : You can store one hour's worth of oxygen in your body
- Passive Defense ² (+3) (External Gift Racial) : You are naturally harder to hit (+1 PD - max:3)
- Patron ² (+2) (Friends & Foes Gift) : You have one Patron (NPC twice more powerful than you or medium organization), available 50% of the time, that can offer advice, knowledge, equipment, influence (Modifiers: Availability 50%:-1 - formidable individual or Powerful Organization:+1)
- Penetrating Call (Internal Gift Racial) : You can howl ! (signal over 1d10km, Stress Factor 0 for all unaware of presence)
- Penetrating Vision (Sense Gift Racial) : You can see through walls
- Perfect Balance (Internal Gift Racial) : You can run along branches, wires, etc… with ease
- Perfect Eye-Hand coordination (Sense Gift Racial) : You see exactly where your hand is pointing at (+1 to shooting accuracy.)
- Peripherical Vision (Sense Gift) : You have an unusually large field of vision (+2 to perceive attacks from behind, no penalty for attacks from side)
- Pheromones Control (Internal Gift Racial) : You control your pheromones emissions (+2 to seduce opposite sex. The other side suffer Lecherousness, but can realize what's happening on a Great Reasonning roll)
- Polarized Eyes (Sense Gift Racial) : Flashed or bright light don't blind you
- Prehensile Toes (Limb Gift Racial) : You have "feet manipulators" that can double as arms: your toes are lengthened to serve as fingers and equipped with opposable thumbs (you can't walk when using them)
- Pressure Support (Internal Gift Racial) : You can stand 100x atmospheric pressure
- Racial Memory (Mental Gift Racial) : For Digital Minds Only: You sometimes get a deja-vu feeling, representing legacy code from older systems you're based on
- Radar Sense (+2) (Sense Gift Racial) : You have a built-in radar that lets you see all around you through darkness, smoke, etc… (range 300m)
- Radiation Regeneration (Internal Gift Racial) : You heal radiation at ten times normal speed
- Radiation Tolerance ² (Internal Gift Racial) : You are less vulnerable to radiation (Divide rad dose by 10)
- Radio Speech ² (+2) (Mental Gift Racial) : You can communicate by radio OR Laser OR Infrared
- Rapid Healing (Internal Gift) : You heal twice as fast as normal
- Recovery (Internal Gift Racial) : You recover from unconsciousness very quickly (Divide unconsciousness time by 10)
- Regeneration (+2) (Internal Gift Racial) : You regenerate at one injury level per day
- Regrowth (Internal Gift Racial) : You can regrow small extremities. Take twice for hands, limbs/body parts (take from 1 to 12 month)
- Sanitized Metabolism (Internal Gift Racial) : No body odor, no acne, no bad breath (+1 to Reaction Rolls)
- Secret Communication (Mental Gift Racial) : You can communicate secretly, without detection or jamming
- Security Clearance ² (Friends & Foes Gift) : You have access to Classified information of one important organization. Take twice for Secret information (Incompatible with Secrets)
- Sensitive Touch (Sense Gift Racial) : Your fingers can recognize faces, read newsprint, etc…
- Sharp Teeth (External Gift Racial) : You can bite in close combat (+1 to H2H damage)
- Shock (External Gift Racial) : electrical shock, by touch; damage +2
- Silence (Limb Gift Racial) : You can move silently (+1 to Stealth)
- Sonar Vision (+2) (Sense Gift Racial) : You can see by emitting sound waves, range 100m or 1km in water
- Spear (External Gift Racial) :
- Special Rapport ² (Mental Gift Racial) : You can sense what a specific individual is feeling
- Spectrum Vision (+2) (Sense Gift Racial) : You can detect radio, radar, and other electromagnetic emissions
- Spines (0) (External Gift Racial) : damage +1 if opponent punches or grabs
- Talons (External Gift Racial) : +1 damage to Hand-To-Hand fight
- Telescopic Vision (Sense Gift Racial) : You can see far away - zoom x8
- Total Memory (Mental Gift) : You remember all the facts. Take twice to remember every single sensation
- Tunnel (+2) (Limb Gift Racial) : You can move through earth or rock at normal speed
- Unaging (Internal Gift Racial) : Immortal: you don't age ((not yet available for living organisms))
- Unshakeable (Mental Gift) : You are very resistant to stress (+1 bonus on Stress Checks and Panic Rolls)
- Vacuum Support (+2) (Internal Gift Racial) : You can survive in space, underwater, or without oxygen as if wearing a vacc suit with an unlimited air supply
- Versatile (Mental Gift) : You are an artist (+1 to skills requiring creativeness (invention, arts,…))
- Vessel (+2) (External Gift Racial) : For informorph : One additionnal bioshell or cybershell (Alternate Identity + Extra Life)
- Visualization (Mental Gift Racial) : You can concentrate by visualizing success at a noncombat task for 1 minute (+1 to task if successfull Willpower roll)
- Wealthy ² (Social Gift) : You are rich (Revenue : average x5)
- Weaponry (Built-in) ² (Internal Gift) : Cybershell only: one built-in LC3-4 weapon. Take once more to lower LC by one
- Zeroed (Social Gift) : You don't exist in databases (To keep this you must be reclusive, or change your appearance, or have Off-The-Shelf Look)
Back
Faults normally give 10 creation points (1 in simplified system), except when noted - e.g. (-2): 20pts (2 in simplified).
- Absent Minded (Mental Fault) : Typical for genius, you have difficulties working on something else than your personal priorities or interests
- Acceleration-Intolerance (Internal Fault Racial) : You cannot stand High Gs (-2 to Health to resist High-G effects)
- Addiction […] (Mental Fault) : You depend on something (drug)
- Alternate Breathing (Internal Fault Racial) : You cannot stand oxygen or you need an additional and particular gas to breath.
- Amnesia (Mental Fault) : There a part of your past you can't remember. Take twice for complete Amnesia (The GM reserve X pts for skills, advantages & disadvantages you're not aware of)
- Attribute [...] -1 ² (Attribute Fault Racial) : Your default value in that attribute is one level lower than the norm (it also moves the normal -3/+3 span)
- Bad [Sense] (Sense Fault Racial) : One of your senses is particularly underdevelopped (Perception -2 for that sense.)
- Bad Grip (Limb Fault Racial) : You have difficulties gripping things tightly (-2 to firm grip use (climbing, weapons, etc…), risk of letting go)
- Bad reputation ² (Social Fault) : You are known (25% chance or class of population). Take twice for being widely known (100%) OR double modifier (-1 to reaction rolls)
- Bad Temper (Mental Fault) : You lose your temper in stressful situations (willpower roll to resist)
- Blood Lust (Mental Fault) : You want to see your foe dead (willpower roll to resist)
- Bully (Mental Fault) : You like to harass people (willpower roll to resist. -1 to reaction roll)
- Code Of Honor […] (Mental Fault) : There are things you will never do (steal, lie, kill…) or always do (defend, help,…)
- Combat Paralysis (Mental Fault) : You always panics for the first 1D6 rounds of combat.
- Compulsive (…) (Mental Fault) : You have a vice you can't resist: gambling, seducing, gambling, arguing, curiosity, fighting, stealing, lying, travelling, giving, buying…
- Coward (Mental Fault) : You refuse to endanger yourself ((willpower roll to resist))
- Delicate Metabolism (Internal Fault) : You have difficulties to stand any change in weather, temperature, food, etc… and gets ill quite often when this happens.
- Dependants ² (Friends & Foes Fault) : You are responsible for one NPC. Take twice if cherished or if follows you. (Use half value point to create the NPC)
- Dependency […] ² (Internal Fault Racial) : You need a specific expensive substance, or maintenance, once a month to survive. Take twice if rare substance or more frequently (week/day/hour) (if not applied, take one Scratch (unhealing except with substance) per (period/10) if failed Good Resistance roll)
- Depending (Friends & Foes Fault) : You depend on someone
- Duty (Social Fault) : You can be "called to duty" (50% chance during each adventure. Take twice for 95% or very dangerous duty)
- Easy to Read (Mental Fault) : Your body language betrays your true intentions (+1 for others to see you're lying)
- Enemies ² (Friends & Foes Fault) : You have one equal NPC (or a group of minor NPC) as Ennemy (working against you, or trying to kill you) which appears 50% of the time (Modifiers: Appears 10%:+1 / 95%:-1 - Size: 2 to 20:-1 / Medium organization:-2 / Entire Government:-3)
- Extra Sleep ² (Mental Fault Racial) : You need double sleep time (16h)
- Fanaticism (Mental Fault) : You believe strongly in a country, organization, philosophy, meme, religion - more than in life. Can include submission to a leader
- Flashbacks (Mental Fault) : In stressful situation, you experience vivid hallucinations linked to bad memories (When Panic Roll failed during a Stress Roll. No decision, -2 to skills for 1d6 minutes)
- Fragile (Internal Fault Racial) : Your bone structure is fragile (Crushing wound are one level higher)
- Getting Old (Internal Fault) : You get fumbles more often (on -3)
- G-Intolerance (Internal Fault Racial) : You are heavily troubled by Higher G (-1 to Agility per full 0.2G increment)
- Greed (Mental Fault) : You can't resist an opportunity to win money
- Gregarious (Mental Fault) : You need company (Miserable & -1 to tasks if you are alone or in a small group (<3). +1 reaction to any group)
- Hidebound (Mental Fault) : You're not creative (-1 to tasks that require creativity)
- Honesty (Mental Fault) : You must obey the law.
- Horizontal (Internal Fault Racial) : You cannot stand-up, except for short periods (think of a dog for picturing limitations)
- Impulsiveness (Mental Fault) : You prefer action to debate
- Inconvenient Size […] (Internal Fault Racial) : You are substantially larger (2,5m+) or smaller (60cm-) than normal
- Increased Life Support […] ² (Internal Fault Racial) : You have more environnemental (pressure, temperature, radioactivity) or sustenance (eat twice as much) needs than normal human
- Indecisive (Mental Fault) : You can't make up your mind (Good Willpower roll when there is a decision to make. Failed: you do nothing, try again next turn)
- Innumerate (Mental Fault Racial) : You cannot do any arithmetic in your head
- Intolerance (Mental Fault) : You are intolerant of anyone not like you (-1 to reaction roll. Test your own reaction at -1; if poor or less you must offend them.)
- Jealousy (Mental Fault) : You have a bad reaction toward anyone better than you.
- laziness (Mental Fault) : You avoid work (Chances of promotion are halved. Income is halved if self-employed)
- Lecherousness (Mental Fault) : You have an usually strong desire for romance (Roll vs Willpower to avoid flirting)
- Limited Endurance (Internal Fault Racial) : You run on batteries, your power is exhausted in 6 hours. Take twice to divide time by 6
- Low Pain Threshold (Internal Fault) : You feel pain more than normal (-2 no penalty when Hurt, -3 when Very Hurt)
- Low Status (Social Fault) : You are from a lower class (homeless) (Difference of status serves as modifier to reaction roll)
- Miserliness (Mental Fault) : You hate spending your money
- Mute (Internal Fault Racial) : You cannot talk
- Nervous (Mental Fault) : You are prone to stress and surprise (-1 to Stress Checks and Panic Rolls)
- No Manipulators (-3) (Limb Fault Racial) : You have no arms
- Off-The-Shelf Look (Social Fault) : You look like someone else (-1 to reaction rolls)
- Old ² (Internal Fault) : You're 10 years over aging limit (50yo usually, 70yo in THS)
- One Fine Manipulator (Limb Fault Racial) : You have only one functional arm, and you can't do things that need two hands (-2 penalty in borderline case)
- Overconfidence (Mental Fault) : You are too good to be cautious (NPC reaction roll: +1 from young and bold, -1 from experienced)
- Owe Favor (Friends & Foes Fault) : You owe favors to others
- Pacifism (Mental Fault) : You are opposed to violence. Either Self-Defense or Cannot Kill
- panicked (Mental Fault) : Stress affects you more than others (Modifiers imposed by Stress are increased by 1)
- Parasite (-2) (Internal Fault Racial) : You are dependent on a host to live, and die if he dies
- Phobia (Mental Fault) : You fear something (blood, darkness, enclosed space, fire, heights, loud noises, open spaces, unknown, microbots, nanomachines, radiation...) (Roll against Willpower when exposed to source of fear. Act at -1 on success, Flee on failure)
- Poor ² (Social Fault) : You are poor (twice = dead broke) (Revenue : average /5)
- Proud (Mental Fault) : Your success matters most
- Psychopath […] (-2) (Mental Fault) : You're mad and dangerous. Possible goals: inducing fear; inducing submission; provoking physical pain; provoking psychological pain; raping (M/F, child, elderly); killing (neatly; bludgeon).
- Reduced Move (Limb Fault) : You move twice slower (lack one leg, etc…)
- Reprogrammable Duty ² (Mental Fault Racial) : You could be programmed to obey a master. Take twice if you actually have one master (need to know the code. Hacking possible if mind unconscious, Good Artificial Intelligence roll (more if damaged))
- Secret ² (Social Fault) : You must keep one aspect of your life or you face rejection. Take twice if you face death (If secret exposed, you gain 2 disadvantage points (enemies, bad reputation, social stigma, reduction of status).)
- Self-Centered (Mental Fault) : You are very conscious of status, and strive for social dominance (-1 to reaction roll. Test your own reaction at -1; if poor or less you must offend them.)
- Self-Destruct (Internal Fault Racial) : As soon as you've reached your aging level (70yo normally), you die in a matter of weeks.
- Sense of Duty (Mental Fault) : You cannot betray, abandon or let suffer someone
- Sessile (-3) (Limb Fault Racial) : You cannot move by yourself
- Short Arms (Limb Fault Racial) : Your arms don't reach far (Cannot swing weapons (ODF-2), difficulty to reach objects/places)
- Short Lifespan ² (Internal Fault Racial) : Your lifespan is twice shorter than usual (you also reach maturity twice earlier) (1=35y, 2=18y, 3=9y, 4=5y, 5=3y, 6=2y, 7=1y, 8=6month)
- Slave Mentality (-2) (Mental Fault Racial) : You have no self-initiative at all
- Slow Healing (Internal Fault Racial) : You heal twice slower.
- Social Stigma (Social Fault) : You are a second class citizen, or considered as valuable property, or from a minority group, or an outsider/outlaw/barbarian. (-1 to reaction rolls, +1 to reaction rolls from your own kind)
- Solipsist (Mental Fault) : You can't really see anyone but yourself as real (-1 to social skills)
- Space Sickness (Internal Fault) : You are always sick in Space (-1 to all actions all the time, one Fair Health roll once per day or start chocking.)
- Standard product (Internal Fault Racial) : You have been produced in a factory/laboratory; you are so much like the standard (narrower range in its traits: -1 to +1 deviation from standard only.)
- Sterile (0) (Internal Fault Racial) : You cannot reproduce
- Stress Atavism (Mental Fault) : You regress to animal behavior under stress, injury,… (for each Wound or Stress (more than scratch or troubled), Roll vs Willpower reduced by hurt/stress malus to avoid. Reroll every minute to recover.)
- Stubbornness (Mental Fault) : You have to do it your way
- Truthfulness (Mental Fault) : You cannot lie
- Twisted Childhood (Mental Fault) : You are mentally fragile
- Unhealing (-2) (Internal Fault Racial) : You cannot heal without physical repairs
- Unusual Biochemistry (Internal Fault Racial) : Drugs have reduced or unpredictable effects on you (tailored drugs cost 10x more) (on 1d6 : 4-5 = normal + one negative side-effect (fatigue ?) ; 6 = no effect)
- Vow (Mental Fault) : You never have sex, or never talk, or never eat,… (Breaking the vow gives 2 social or mental faults)
- VR Addiction (-2) (Mental Fault) : You prefer VR to real life (Roll against Willpower to resist the urge to go VR)
- Wanted ² (Friends & Foes Fault) : You are wanted by some organisation for emprisonment. You have to deal with Bounty Hunters (+1 for life sentence, +2 for death penalty, -1 if small organization, +1 if government)
- Weak Immune System (Internal Fault) : You catch every illness.
- Weakness (Internal Fault Racial) : You are hurt by a certain occasional substance (microwave, cold, pollen). Take twice for double damage or for common substance (smoke, sunlight...) (take one Hurt per (5+Resistance) minutes)
- Wearable (-2) (Internal Fault Racial) : You cannot move by yourself, but you can be worn or carried by a human
- Workaholic (Mental Fault) : You work 50% more than normal, often losing sleep, not relaxing, and prioritizing work over people (Reactions at -1)
- Xenophilia (Mental Fault) : You are very fascinated by aliens & strangers (+1 to fear test)
- Youth (Mental Fault) : You are young, legally underage (legal restrictions + Reactions at -1 from adults)
Back
Normally, Gifts & Faults in FTHS have the same name as the Advantages / Disadvantages in GTHS. Exceptions are listed below
- Absolute Direction / 3D Spatial Sense: Never Gets Lost
- Acute Senses: Acute [Sense]
- Alterness: See Attribute Perception
- Bad/Poor Grip: Bad Grip
- Bouncing: forget it…
- Brachiator: See Attribute Agility
- Breath Holding: See Gift Oxygen Storage
- Callous: See Attribute Empathy ???
- Cast-Iron Stomach: Digestion Tolerance
- Chummy: See Fault Gregarious
- Clerical Investment: Clerical Rank
- Clueless: See Attribute Empathy
- Color Blindness: See Bad Sense [Vision]
- Composed/Unfazeable/Fearlessness: Unshakeable
- Compulsive Behavior: Compulsive (…)
- Cool: See Gift Unshakeable
- Cowardice: Coward
- Damage Resistance: Armored
- Danger Sense: Intuition
- Deep Sleeper: forget it…
- Discriminatory Smell: See Acute Sense [Smell]
- Disease Resistant/Immunity to Disease: Immunity to Disease
- Disturbing Voice: See Attribute Charisma
- Double Jointed: See Attribute Agility
- Duty / Extremely Hazardous Duty: Duty
- Edgy, Paranoïa: Nervous
- Eideitic Memory: Total Memory
- Extra Fatigue: See Attribute Health
- Extra Hit Points: See Attribute Health
- Fashion Sense: forget it…
- Favor due / Claim to Hospitality: Favor due
- Fit: See Attribute Health
- Flexibility: See Attribute Agility
- Flight: Low-G Flight
- Gullibility: See Attribute Empathy
- Hyper-Strength, Hyper-Reflexes: Hyper-Metabolism
- Immunity to Poison: See Immunity to Poison
- Incurious: See Attribute Perception
- Invertebrate: See Contortionist & -2 to strength
- Language Talent: Just take some more levels in skills
- Legal Enforcement Power: Legal Power
- Low Empathy: See Attribute Empathy
- Manual Dexterity: See Attribute Agility
- Mathematical Ability: Just take some more levels in skills
- Metabolism Control: Hibernation
- Mistaken Identity, Off-The-Shelf Look: Off-The-Shelf Look
- No Depth Perception: See Bad Sense [Vision]
- No Manipulator: No Manipulators
- Oblivious: See Attribute Empathy
- Reduced Hit Point: See Attribute Health
- Reputation (bad): Bad reputation
- Reputation (good): Good reputation
- Resistant to Poison: Immunity to Poison
- Self-Centered: Solipsist
- Selfless: See Attribute Willpower
- Sensie Talent: See Skill SimSense
- Sensitive/Empathy: See Attribute Empathy
- Sharp Claws: See Claws
- Short Lifespan ²: Short Lifespan
- Single-Minded: Focused
- Status (High): High Status
- Status (Low): Low Status
- Strong Will: See Attribute Willpower
- Stuttering: See Attribute Charisma
- Subsonic Speech: See Secret Communication
- Super Flight: See Flight
- Temperature Tolerance (Cold): Cold Support
- Temperature Tolerance (Heat): Heat Support
- Universal Digestion: See Digestion Tolerance
- Weak Will: See Attribute Willpower
- Wealth (High): Wealthy
- Wealth (Low): Poor