FUDGE: Freeform, Universal, Donated Gaming Engine -- Chapter 6

A Free Role-playing Game (RPG).

By Steffan O'Sullivan

Version: December 7, 1993

Table of Contents

6 Tips and Examples

6.1 GM Tips and Conversion

Always remember the main point of the game is to have fun . . .

The GM should translate at least one of her favorite characters into FUDGE from whatever system she is used to. This will give her a good idea of what traits to choose, and how many.

Note that FUDGE is incredibly flexible, possibly more so than any system you've played before. Once you've translated a favorite character, fiddle with her a bit. Can you tweak her to be *exactly* what you want, possibly in ways your previous system wouldn't allow? What if you split that attribute into two or three effects - ah! See, she can be smart in some ways, but dumb in others; knowledgeable of some things, ignorant of others. Hmm - too many attributes? Make some of them gifts, then - that might be easier to deal with. And so on - have fun!

Conversion hints: It is not practical to give guidelines for converting every game system to and from FUDGE. However, two systems of trait measurement are in widespread use: a 3-18 scale, and a percentile system. While these are not used uniformly (and there are many games that don't use either system), it is still useful to discuss translating between such systems and FUDGE.

Standard 3-18 scale traits are converted as follows:

FUDGE Level         3-18 Level
  Superb              18+
  Great               16-17
  Good                13-15
  Fair                9-12
  Mediocre            6-8
  Poor                4-5
  Terrible            3 or less

Percentile traits are converted roughly as follows:

FUDGE Level         Percentile Level
  Superb              98-100
  Great               91-97
  Good                71-90
  Fair                31-70
  Mediocre            11-30
  Poor                4-10
  Terrible            1-3

6.2 Character Sheet Example

A character sheet can be any scrap paper, of course. However, it's handy to include the Trait Level progression and GM starting limits, if any, such as 1 Superb skill, 3 Great skills, magic available, etc.

Two sample character sheets are provided: one for Subjective Character Creation system and one for the Objective Character Creation system. Note that they both include experience points (EPs) needed to raise skills in the Objective Character Development system. This can be left off if you don't use EPs, of course.

Sample [delete any note in square brackets, such as this]:

/--------------------------------\  Character Name:
|               Defaults:   | EP |    Player:
| +3 Superb | 8 | Date Created: | +2 Great | 4 | | +1 Good | 2 | Unspent EP: | 0 Fair ..... Attributes | 1 | | -1 Mediocre | 1 | Starting Limits: [such as | -2 Poor ..... Most Skills | 1 | 1 Superb Skill, 3 Great, | -3 Terrible | 1 | no magic, etc.] |--------------------------------| | Some Skills and most Gifts | Character Story (include | have a default of non-existent | personality): |--------------------------------| | EP = Raising skills to that | | level with Experience Points | \--------------------------------/
[The following table can be deleted if you use the recommended dice technique:]
Rolled: |  2 |  3  |  4  |  5  |  6  |  7  |  8  |  9  | 10  | 11 | 12
Result: | +0 | -4  | -3  | -2  | -1  | +0  | +1  | +2  | +3  | +4 | +0

Wound Progression (Write Number of each to match Damage Capacity):
        Scratch     Hurt     Very Hurt    Incapacitated     Near Death
                                                                2

Hits:

   Attributes:         |        Gifts:             |        Skills:
-----------------------|---------------------------|------------------
                       |                           |
[space as needed in each section - the GM can include some before printing, if desired - especially true for Attributes]
                       |                           |
Damage Cap:            |---------------------------|
-----------------------|        Faults:            |
    Equipment:         |---------------------------|
-----------------------|                           |
                       |                           |
 [Could go on the      |                           |
  back if space        |---------------------------|
  is a problem.        |   Supernormal Powers:     |
  Remember to list     |---------------------------|
  armor and weapon     |                           |
  modifiers clearly.]  |       [if needed]         |

[End of sample. You should be able to get it on a single page.]

For those using the Objective Character Creation system, the following character sheet header is more appropriate than the one above:

/----------------------------------\  Character Name:
|              Att | Sk | VH  | EP |    Player:
| Superb ....  +3  |  5 |  7  | 8  |  Date Created:
| Great .....  +2  |  4 |  6  | 4  |
| Good ......  +1  |  3 |  5  | 2  |  Unspent EP:
| Fair ......   0  |  2 |  4  | 1  |
| Mediocre ..  -1  |  1 |  3  | 1  |  Starting Limits: [such as
| Poor ......  -2  |  0 |  2  | 1  |   1 Superb Skill, 3 Great,
| Terrible ..  -3  | -1 |  1  | 1  |   no magic, etc.]
|----------------------------------|
| Att = Attribute Costs            |  Character Story (include
| Sk = Average Skill Costs         |      personality):
| VH = Very Hard Skill Costs       |
| EP = Raising skills with EPs     |
|----------------------------------|
| Trading Traits: 1 gift = 1 fault |
| 1 gift = 1 to 2 attribute levels |
| 1 attribute level = 3 skill lvls |
| 1 supernormal power = 2 gifts    |
\----------------------------------/

6.3 Character Examples

The following characters are designed to different GM standards, to give some examples of the many possibilities. Each character example includes the GM guidelines used. All but the last one are made with the Objective Character Creation system, though all are compatible with the Subjective Character Creation system, of course. Easy and hard skills are denoted as such. (In the Objective Character Creation system, it costs less to get an easy skill at a given level, and more for a hard skill.) Skills that have defaults of non-existent and cost one level just to get at Terrible are listed as: Telepathy (VH). These are usually skills that control Supernormal Powers.

The numbers in parentheses after trait levels are the Objective level costs, and are optional on any given character sheet (but make it easy to tally).

Some characters have a separate Damage Capacity attribute; others have Damage Capacity represented by some other attribute, such as Health, Body, Constitution, Physical, etc.

Most of the gifts and faults were chosen with an eye towards variety, for purposes of example. Of course, if you use these characters, feel free to change any of the traits.

6.31 Fantasy Characters

Brogo, Floranna, and Moose have some magic abilities, using the sample FUDGE Magic system found in the Addenda. Brogo is just a dabbler in magic, and Moose is only slightly better. Floranna is a full magician, however.

Note that Brogo has lowered four *useful* skills to Terrible to balance his skill levels to 50 - he would have 54 levels, otherwise.

6.311 Brogo the Scout, Halfling

GM limits: 8 attributes (4 free levels); 50 free skill levels, w/maximum of 1 Superb, 3 Greats; 2 free gifts; magic available. Scale -2, Racial Bonus: Damage Capacity +1, Health +1.

Note: spell-casting is equal to Coolness-2 in this game, with a maximum level of Fair - no Spell-casting skill need be bought. Also, Magic Potential isn't limited to a specific effect in this game: Brogo can try for any effect, except as limited by his fault.

Attributes: (4 free levels, 10 levels taken, balanced by 3 faults)

Coolness: Good (1)
Damage Capacity: Good (1)
Dexterity: Great (2)
Empathy: Good (1)
Health: Good [Halfling Fair] (0)
Intelligence: Good (1)
Perception: Superb (3)
Strength: Good, Scale -2 (1)
Skills: (50 free levels, 50 taken)
Area Knowledge, large area (easy): Good (2)
Bow: Good (3)
Climbing: Good (3)
Elvish Language (hard): Mediocre (2)
Evaluate Goods: Fair (2)
Farming (easy): Fair (1)
Fellowship: Great (4)
Find Secret Passages: Terrible (-1)
First Aid: Good (3)
Haggle: Good (3)
Interrogation: Terrible (-1)
Knowledge of Old Tales: Fair (2)
Lockpicking: Terrible (-1)
Mimic Animal Noises (hard): Great (4)
Move Quietly: Superb (5)
Orcish Language: Fair (2)
Pickpocketing: Terrible (-1)
Riding: Pony: Fair (2)
Staff: Good (3)
Storytelling: Good (3)
Survival: Good (3)
Tracking: Good (3)
Wildcraft: Great (4)
Gifts: (2 free gifts, 4 taken, balanced by faults)
Absolute Direction
Animal Empathy
Lucky
Night Vision
Supernormal Powers: (1 taken, balanced by superfault)
Magic Potential, one level
Faults:
Can only cast trivial spells
Curious
Glutton
Humanitarian (helps the needy for no pay)
Self-defense Pacifist
Superfault: Halfling (Scale -2, Racial Bonus to Health)
6.312 Floranna, Elven Magician

GM limits: 2 attributes (1 free level); 50 free skill levels, w/maximum of 1 Superb, 3 Greats; 4 free gifts; magic available.

NOTE: this character uses the FUDGE Magic described in Chapter 7, but the GM decided to allow a Spell Casting skill greater than Fair - at cost of one gift. However, the GM also required two separate Spell- casting skills. Since one gift = 6 skill levels, it costs 4 levels to get Spell Casting on Others at Fair, then 6 more levels to get it at Good, the maximum allowed.

Attributes: (1 free level, 1 taken)

Material: Mediocre (-1)
Spiritual: Great (2)
Skills: (50 free levels, 32 taken, the rest traded for 3 gifts)
Acrobatics/Athletics: Mediocre (1)
Animal Skills: Good (3)
Camaraderie: Mediocre (1)
Combat Skills: Poor (0)
Courtly Ways: Poor (0)
Cultural Knowledge: Good (3)
Doctoring: Great (4)
Manipulate People: Poor (0)
Move Quietly/Gracefully: Fair (2)
Scientific Knowledge: Mediocre (1)
Spell Casting on Others (VH): Good (10)
Spell Casting on Self (VH): Fair (4)
Thievery: Terrible (-1)
Woodland Ways/Nature Lore: Great (4)
Gifts: (4 free gifts, none taken)
Supernormal Powers: (6 taken, balanced by faults, reduced gifts, and
reduced skill levels)
Elf: extended lifespan, animals (not monsters) react well to her, Perception = +1 to Material attribute
Magic Potential, White Magic, Five levels
Faults:
Absent-Minded
Heart of gold - any halfway skillful liar can get sympathy & help
Idealist - not grounded in reality
Melancholy
Zealous behavior - tries to dissuade others from violence
6.313 Moose the Mage, Human Combat Magician

GM limits: 6 attributes (3 free levels); 30 free skill levels, w/maximum of 1 Superb, 3 Greats; 2 free gifts; magic available.

Note: Moose's Spell-casting skill costs double levels because of his low Intelligence attribute. It would also take double EP to raise.

Attributes: (3 free levels, 4 levels taken, balanced by a fault)

Charisma: Poor (-2)
Dexterity: Great (2)
Drive: Good (1)
Health: Great (2)
Intelligence: Mediocre (-1)
Strength: Great (2)
Skills: (30 free levels, 36 taken, balanced by a fault)
Armory: Good (3)
Brawling: Great (4)
Breaking and Entering: Terrible (-1)
Climbing: Fair (2)
Crafts: Fair (2)
Flirtatious Skills: Terrible (-1)
Knowledge of Old Tales: Terrible (-1)
Merchant: Mediocre (1)
Riding: Good (3)
Shield: Great (4)
Singing: Terrible (-1)
Spell-Casting (VH): Mediocre (6)
Stealth: Good (3)
Storytelling: Terrible (-1)
Sword: Superb (5)
Tactics: Good (3)
Throwing: Great (4)
Woodcraft: Mediocre (1)
Gifts: (2 free gifts, 2 taken)
Combat Reflexes
Comfortable Wealth (good equipment)
Supernormal Powers: (2 taken, balanced by faults)
Magic Potential, Combat spells, two levels
Faults:
Blunt and tactless - doesn't mince words
Fear of the Dark
Full of bluff and bluster and machismo to hide inadequacy feelings (he'll never live up to the impossibly heroic image of his father)
Quick-Tempered; no patience with fools or knaves
Spell-casting skill costs double due to low IQ
Vow: Destroy the brigand band that killed his father
6.314 Tarag Half-Ogre

GM limits: 3 attributes (3 free levels); 10 free skill levels, w/maximum of 1 Superb, 2 Greats; 3 free gifts; magic available. Half-Ogre is Scale 3.

Attributes: (3 free levels, 2 taken, 1 traded for 3 skill levels)

Body: Good, Scale 3 (1)
Mind: Mediocre [Half-Ogre Fair] (0)
Psyche: Good (1)
Skills: (10 free levels, 13 taken, balanced by low attributes)
Animal Skills: Fair (2)
Artistic Skills: Terrible (-1)
Balance Skills: Good (3)
Medical Skills: Terrible (-1)
Melee Weapons: Superb (5)
Merchant Skills: Terrible (-1)
Outdoor Skills: Good (3)
Ranged Weapons: Good (3)
Social Skills: Terrible (-1)
Technical Skills: Terrible (-1)
Thief Skills: Terrible (-1)
Unarmed Combat: Good (3)
Gifts: (3 free gifts, 3 taken)
Quick Reflexes
Peripheral Vision - no penalty facing two foes at once
Tough Hide (-1 to damage)
Supernormal Powers: (1.5 taken, balanced by faults)
Half-Ogre (Body Scale 3, Mind at -1)
Anti-Magic Aura - spells cast on her are at -1 (counts as only 1 gift because it also interferes with beneficial spells)
Faults:
Goes Berserk if Hurt - liable to attack friends
Gullible
Poor (not much equipment)

6.32 Historical Fiction Characters

6.321 Arian o Gwent, Welsh Archer, 1190

A Norman conqueror murdered Arian's family treacherously - under the guise of a flag of truce. When Arian slew him in vengeance, she was outlawed from Wales. Escaping north, the embittered Arian is about to join Robin Hood's outlaw Saxon band and introduce into England a new Welsh invention, the longbow . . .

GM limits: 6 attributes (4 free levels); 45 free skill levels, w/maximum of 1 Superb, 2 Great; 2 free gifts; no supernormal powers available; must take 2 faults: Outlaw & Loyal to Companions, which do not count as trading for other traits.

Attributes: (4 free levels, 4 taken)

Calmness: Mediocre (-1)
Constitution: Fair (0)
Dexterity: Great (2)
Reasoning: Good (1)
Senses: Great (2)
Strength: Fair (0)
Skills: (30 free levels, 36 taken, balanced by 1 fault)
Acrobatics: Good (3)
Archery: Superb (5)
Bowyer: Great (4)
Climbing: Good (3)
Disguise: Good (3)
Dodge: Good (3)
Fletcher: Good (3)
Move Quietly: Great (4)
Riding: Good (3)
Tactics: Fair (2)
Woodcraft: Good (3)
Gifts: (2 free gifts, 3 taken, balanced by fault)
Literate - in 1190, this is rare enough to be called a gift
Attractive
+3 Calmness while shooting a bow
Faults:
Outlaw
Loyal to Companions
Speaks English with a strong Welsh accent
Despises Normans - Fair Calmness roll to avoid acting rashly
6.322 Henri le Rouge, Musketeer of King Louis XIII, 1627

GM limits: since this is a cinematic campaign without magical or SF healing, the GM has set higher limits: 9 attributes (8 free levels); 60 free skill levels, w/maximum of 2 Superb, 5 Greats; 3 free gifts; no supernormal powers available

Attributes: (8 free levels, 12 taken, balanced by faults)

Charm: Great (2)
Coolness: Superb (3)
Damage Capacity: Great (2)
Dexterity: Great (2)
Health: Good (1)
Perception: Fair (0)
Strength: Fair (0)
Will: Fair (0)
Wit: Great (2)
Skills: (60 free levels, 72 taken, balanced by 2 faults)
Acrobatics: Superb (5)
Acting: Good (3)
Boating: Terrible (-1)
Brawling: Good (3)
Carousing: Good (3)
Climbing: Great (4)
Disguise: Good (3)
Dodge: Good (3)
Engineer: Terrible (-1)
Fencing: Superb (5)
First Aid: Good (3)
Flirting: Good (3)
Knowledge of Europe: Mediocre (1)
Knowledge of France: Good (3)
Knowledge of Paris: Good (3)
Knowledge of Planet: Mediocre (1)
Lockpicking: Terrible (-1)
Main Gauche: Great (4)
Matchlock Musket: Good (3)
Mechanic: Terrible (-1)
Move Quietly: Good (3)
Political Knowledge: Fair (2)
Quick-Draw Sword (easy): Good (2)
Oratory: Mediocre (1)
Repartee: Great (4)
Riding: Great (4)
Savoir-Faire: Good (3)
Shadowing: Fair (2)
Swimming: Terrible (-1)
Tactics: Good (3)
Wheellock Pistol: Good (3)
Gifts: (3 free gifts, 5 taken, balanced by faults)
Combat Reflexes
Handsome
Patron: Captain of Musketeers
Rapid Healing
Status: Gentleman
Faults:
Code of Honor
Compulsive Carouser
Disgusted by Non-Gourmet Food
Extremely Loyal to Companions
Intolerant of Protestants
Thin-skinned - quick to take offense
6.323 Scruffy Sanders, Stagecoach Driver, 1870s, Western U.S.A.

GM limits: 5 attributes (3 free levels); 30 free skill levels, w/maximum of 1 Superb, 2 Great; 2 free gifts; no supernormal powers available; minimum 1 fault that doesn't count for trading. Scruffy traded his one Superb skill limit for two extra Greats, so he has four Great skills, and no Superb skills.

Attributes: (3 free levels, 3 taken)

Agility: Mediocre (-1)
Health: Good (1)
Perception: Good (1)
Savvy: Great (2)
Strength: Fair (0)
Skills: (35 free levels, 53 taken, balanced by 3 faults)
Area Knowledge, Western States: Good (3)
Bluffing: Great (4)
Brawling: Fair (2)
Concertina (Squeezebox): Good (3)
Dodge: Good (3)
First Aid: Good (3)
Holds His Liquor: Good (3)
Hunting: Good (3)
Move Quietly: Good (3)
Pistols: Fair (2)
Riding: Good (3)
Shotgun: Great (4)
Singing: Good (3)
Stagecoach Mechanic: Good (3)
Tall Tales: Good (3)
Teamster: Great (4)
Witty Insults: Great (4)
Gifts: (2 free gifts, 2 taken)
Never forgets a face
Sense of empathy: gets a feel for people
Faults:
Garrulous
Addiction to disgusting habit: spitting chewing tobacco
Lazy - would "rather talk than do"
Getting old, and all that implies . . .

6.33 Modern Characters

6.331 Dolores Ramirez, Journalist, 1990s

GM limits: 10 attributes (5 free levels); 50 free skill levels, w/maximum of 1 Superb, 4 Greats; 2 free gifts; limited Psi available.

NOTE: The player forgot a very important skill for Dolores: Research. This was realized during a game, and since she would logically have the skill, the player petitioned the GM to allow Research to be one of the Uncommitted traits. The GM agreed, and [Research: Good] was added to Dolores' character sheet. Dolores already has 1 Superb and 4 Great skills, so this is the best she could start with it. This does not count against starting free levels - Uncommitted traits are extra.

Attributes: (5 free levels, 7 taken, balanced by fault)

Appearance: Good (1)
Constitution: Good (1)
Coolness: Good (1)
Damage Capacity: Good (1)
Dexterity: Fair (0)
Intelligence: Great (2)
Luck: Good (1)
Sanity: Great (2)
Strength: Poor (-2)
Will: Fair (0)
Skills: (50 free levels, 56 taken, balanced by fault)
Acrobatics: Fair (2)
Acting: Great (4)
Breaking & Entering: Good (3)
Climbing: Fair (2)
Computer Use: Good (3)
Criminology: Mediocre (1)
Disguise: Great (4)
Driving: Good (3)
Interviewing: Great (4)
Karate (hard): Fair (3)
Mexican Cuisine: Mediocre (1)
Move Quietly: Good (3)
Occultism: Good (3)
Photography: Good (3)
Pistol: Good (3)
Shadowing: Great (4)
Shady Contacts: Good (3)
Swimming: Fair (2)
Writing: Superb (5)
Gifts: (2 free Gifts, 4 taken, balanced by faults)
Ambidextrous
Beautiful speaking voice
Danger Sense
Never forget a name
Faults:
Overconfident
Ambitious
Stubborn
Vain
6.332 Sherman Foley, homeless person and scanner, modern day

By: Bernard Hsiung

GM limits: no specified attributes - free levels = 1/2 of number of attributes taken; 50 free skill levels, w/maximum of 1 Superb, 4 Greats; 2 free gifts; semi-limited Psi

NOTE: Sherman's player only chose 4 attributes when the GM gave free
reign. This means that Sherman has any unlisted attribute the GM considers essential at Fair.

Attributes: (4 attributes selected: 2 free levels, 2 taken)

Damage Capacity: Mediocre (-1)
Health: Mediocre (-1)
Perception: Great (2)
Willpower: Great (2)
Skills: (50 free levels, 44 taken, 6 used to balance 1 gift)
Area Knowledge, inner city (easy): Great (3)
Area Knowledge, Earth: Mediocre (1)
Begging: Fair (2)
Climbing: Terrible (-1)
Drinking: Good (3)
Driving: Terrible (-1)
Forage: Good (3)
Knife: Mediocre (1)
Knowledge, Phobias (hard): Good (4)
Meditation: Good (3)
Sewing: Mediocre (1)
Stealth/Urban: Fair (2)
Street Gossip: Good (3)
Survival/Urban: Great (4)
Use Mind Control (VH): Great (6)
Use Telepathy (VH): Good (5)
Use Telekinesis (VH): Good (5)
Gifts: (2 free gifts, none taken)
Supernormal Powers: (3 taken, balanced by faults, reduced gifts, and reduced skills)
Mind Control
Telepath
Telekinetic
Faults:
Use of Psi Requires Immobile Concentration
Materially Poor
Unlucky
6.333 Dragonfly (James Stoddard), Secret Superhero

GM limits: 7 attributes (4 free levels); 50 free skill levels, w/maximum of 2 Superb, 6 Greats; 2 free gifts; 4 free Superpowers

Attributes: (4 free levels, 8 taken, balanced by faults)

Damage Capacity: Fair (0)
Dexterity: Great (2)
Health: Good (1)
Intelligence: Great (2)
Intuition: Great (2)
Speed: Good (1)
Strength: Fair (0)
Skills (50 free levels, 56 taken, balanced by fault)
Acrobatics: Great (4) Acting: Good (3) Bureaucracy: Fair (2) Computer Use: Great (4) Control Superpower (Electron Flow) (VH): Superb (7) Control Superpower (Flight) (VH): Good (5) Criminology: Good (3) Disguise: Good (3) Dodge: Great (4) Driving: Good (3) Electronics Engineering, Computers (hard): Great (5) Japanese Language: Great (4) Judo (hard): Great (5) Singing: Terrible (-1) Stealth: Superb (5)
Gifts: (2 free gifts, 3 taken, balanced by a fault)
Perfect Timing
Good Looking
Tough Hide (-1 to damage)
Supernormal Powers: (4 free Superpowers, 4 taken)
Control Inanimate Electronic Devices Shrink to 1" (25 mm) for up to an hour, 2 times/day (Scale = -10) Fly, only while 1" (25 mm) high
Electrical Surge (Short-out Machines)
Faults:
Ethically unable to use Powers to get out of massive debt
Quixotic - always looking for wrongs to right
Phobia of animals bigger than a collie
Socially awkward (bit of a nerd)

6.34 Science Fiction Characters

6.341 Captain Wallop of the Space Patrol

This character is from a very cinematic Space Opera campaign.

GM limits: 4 attributes (4 free levels); 50 free skill levels, w/maximum of 1 Superb, 3 Greats, 8 Goods; 2 free gifts; one free Supernormal power, subject to GM approval

Attributes (4 free levels, 6 taken, balanced by fault):

Body: Good (1) Reason/Mechanical: Great (2) Perceive/React: Superb (3) Willpower: Fair (0)
Skills (50 Free levels, 56 taken, balanced by fault)
Acrobatics: Good (3) Acting/Disguise: Great (4) Barroom Savvy: Good (3) Blaster: Superb (5) Computer Operation: Fair (2) Diplomacy: Good (3) Electronics: Good (3) Familiarity with Major Planetary Systems: Good (3) Gunnery: Great (4) Haggle: Fair (2) Hard Sciences: Fair (2) Mimicry: Mediocre (1) Navigation: Good (3) Pick Up Languages: Fair (2) Piloting: Great (4) Repair Scoutship Systems: Good (3) Stealth: Great (4) Unarmed Combat: Fair (2) Zero-G Maneuvering: Good (3)
Gifts: (2 free gifts, 4 taken, balanced by faults)
Handsome
Reputation as Hero
Never disoriented in zero Gravity
Rank of Captain in the Space Patrol
Supernormal Powers: (1 free Supernormal power, 1 taken)
Able to key in on one mind up to a mile (1.5 km) away and follow the trail on Good Situational roll or better every 15 minutes.
Faults:
Amorous heartbreaker - love 'em and leave 'em
Bravery indistinguishable from foolhardiness
Fanatic patriot
Must obey senior officers in the Space Patrol
6.342 Seihook - Alien from Aldebaran

The Aldebaranians (their own name for themselves is unpronounceable by humans) are a non-humanoid race. They resemble a collection of animated rock and twine, and digest a moss that appears to be slowly digesting them. They can also use any of the "twine" pieces as straws to drink fluids - alcohol affects them as it does humans. While they have nothing resembling hands, they have strong psi powers that enable them to manipulate their environment, and even travel space. They are friendly with humanity - "interesting auras," they say, "always interesting." In general, they are bewildered by red tape, dislike war, value their families above all things, and like comfort, but don't seek extreme wealth. Their Damage Capacity is determined by their Size attribute; Perception is determined by Empathy Skill, which they say extends to inanimate objects, and refuse to use any other word to describe the ability. Psi powers generally rate raw strength; psi skills fine manipulation of that strength. Aldebaranians are hermaphroditic (they exchange "twine" with each other to procreate), so Seihook can be considered both male and female.

GM limits: 8 attributes (5 free levels); 40 free skill levels, w/maximum of 1 Superb, 3 Greats; 2 free gifts; Supernormal Powers count as attributes - no extra cost.

Attributes (5 free levels, 7 taken, balanced by fault):

Empathy Power: Fair (0) Levitation Power: Good (1) Reasoning: Great (2) Reaction: Fair (0) Size: Good (size of 4-year old human) (1) Telekinesis Power: Great (2) Telepathy Power: Good (1) Will: Fair (0)
Skills (40 Free levels, 40 taken)
Bar Etiquette: Fair (2) Barter: Great (4) Empathy Skill: Great (4) Folklore: Fair (2) Hard Sciences: Mediocre (1) History: Fair (2) Knowledge of Alien (incl. Human) Customs: Good (3) Levitate Other: Fair (2) Levitate Self: Superb (5) Medical Skills: Good (3) Psychology: Great (4) Telekinesis Skill: Good (3) Telepathy, Dampen Thoughts: Poor (0) Telepathy, Read Thoughts: Fair (2) Telepathy, Project Thoughts: Good (3)
Gifts: (2 free gifts, 4 taken, balanced by faults)
Can't feel physical pain
Animals do his bidding in simple, non-threatening matters on a Great Empathy *Power* roll or better
Tolerant of Appearances - Never disgusted by any alien form
Wealthy (for an Aldebaranian)
Faults:
Practical Joker (for example, loves to "speak" in bad accents in thought projection)
Gossip
Coward - fears death
6.343 Screamer (Frederick Grant); Occupation: Decker

Cyberpunk character by: Stephan Szabo

GM limits: 7 attributes (3 free levels); 30 free skill levels, w/maximum of 1 Superb, 4 Greats; 2 free gifts; Cybernetic enhancements count as gifts, not supernormal powers.

Attributes (3 free levels, 5 taken, balanced by fault):

Body: Good (1) Charisma: Poor (-2) Intelligence: Superb (3) Quickness: Good (1) Reaction: Great (2) Strength: Fair (0) Willpower: Fair (0)
Skills (30 Free levels, 30 taken)
Computer Build/Repair: Great (4) Computer Programming: Superb (5) Computer Theory: Great (4) Cycle: Fair (2) Electronics: Great (4) Firearms: Great (4) Matrix Etiquette: Good (3) Street Etiquette: Fair (2) Unarmed Combat: Fair (2)
Gifts: (2 free gifts, 6 taken, balanced by faults)
Cybernetics, Datajack
Cybernetics, Can multitask cognitive processes
Cybernetics, Thermographic Vision
Cybernetics, Flash Compensation
Cybernetics, Telescopic Sight
Lucky
Faults:
Bloodlust
Doesn't care if he lives or dies
Manic/Depressive
Multiple Personality
Overconfident

6.35 Miscellaneous Characters

6.351 Fan Yin Wong, Ghost

Fan Yin is from a campaign where all the PCs are ghosts with low karma levels. She must do a number of good deeds before she can risk being reborn again, but her ability to influence the material world is very limited.

GM limits: 12 attributes (6 free levels); 25 free skill levels, w/maximum 1 Superb, 2 Great; no free gifts, but 6 Supernormal Powers, with constraint on the number of uses per day; 2 personality faults required, do not count for trading purposes.

NOTE: the supernormal powers are described with "uses per day" and
skill levels. The default skill level is Poor; it takes one gift to raise a supernormal power each level above Poor.

Attributes: (6 free levels, 4 taken, balance taken as 6 skills)

Appearance: Great (2)
Charisma: Fair (0)
Dexterity: Good (1)
Fitness: Good (1)
Mechanical Aptitude: Poor (-2)
Mind: Fair (0)
Perception: Superb (3)
Reflexes: Good (1)
Sanity: Mediocre (-1)
Strength: Fair (0)
Will: Fair (0)
Wisdom: Mediocre (-1)
Skills: (25 free levels, 31 taken, balanced by attribute levels)
Accounting: Good (3)
Animal Care: Fair (2)
Area Knowledge (easy): Good (2)
Athletics: Poor (0)
Bargain: Good (3)
Computer Use: Fair (2)
Driving: Fair (2)
Folklore: Fair (2)
Knowledge of Detective Fiction: Great (4)
Lying: Fair (2)
Move Quietly: Mediocre (vs. other spirits) (1)
Outdoor Skills: Mediocre (2)
Sciences: Mediocre (1)
Women's Magazine Lore: Superb (5)
Gifts: (0 free gifts, 2 taken, balanced by faults)
"Green thumb" - knack for making plants healthy (even as a ghost!)
Single-minded - +1 to any lengthy task
Supernormal Powers: (6 free Supernormal Powers, 5 taken. 1 traded, plus 2 Faults taken, to raise these 4 levels)
Pass through Walls (6/day): Fair
Screech (temporarily paralyze multiple living people) (3/day): Mediocre Affect Dreams (1/day): Poor
Control Vermin (3/day): Poor
Read Minds (4/day): Mediocre
Faults:
Fear of spiders (even as a ghost)
Worry Wart
Waffles - can't make decisions until forced to
Obsessed with regrets over missed opportunities
6.352 Cassandra Pine, Vampire Private Investigator

Modern vampire character by Deird'Re Brooks

GM limits: 10 Attributes (5 free levels), 60 free skill levels, w/maximum of 1 Superb, 4 Greats, 2 free gifts, 3 free supernatural powers.

Attributes: (5 free levels, 7 taken, balanced by fault)

Appearance: Fair (0)
Charisma: Fair (0)
Dexterity: Great (2)
Humanity: Mediocre (-1)
Intelligence: Good (1)
Perception & Alertness: Great (2)
Stamina: Good (1)
Strength: Fair (Scale 3) (0)
Willpower: Good (1)
Wits: Good (1)
Skills (60 free levels, 60 taken)
Animal Handling: Mediocre (1) Area Knowledge, home city (easy): Good (2) Athletics: Fair (2) Computer: Fair (2) Control Power: Mind Control (VH): Fair (4) Control Power: Psychometry (VH): Fair (4) Dodge: Good (3) Driving: Good (3) Electronic Security: Great (4) Firearms: Good (3) Intimidation: Good (3) Investigation: Superb (5) Knife: Fair (2) Language: Spanish: Mediocre (1) Law & Police Procedure (hard): Fair (3) Research: Great (4) Stealth: Good (3) Streetwise: Great (4) Subterfuge: Good (3) Tae Kwon Do (hard): Good (4)
Gifts: (2 free gifts, 2 taken)
Contacts in police force
Night Vision
Supernormal Powers: (3 free Powers, 8 taken, balanced by faults)
Extraordinary Speed
Can change into Mist Form
Mind Control
Only immobilized by stake through heart Psychometry
Regeneration
Scale 3 (unobservable)
Can change into Wolf Form
Faults:
Burns heal slowly
Low financial resources
Mind control needs eye contact
Must sleep most of the daylight hours
Violent when enraged
Superfault: Burned by Sun
Superfault: Needs blood to live
Superfault: Dangerous Secret - she's destroyed if it's revealed
6.353 Chicory, Bunny

Chicory is a character in a game where rabbits are the norm, and humans are giant monsters. The scale is therefore relative to rabbits.

GM limits: 6 attributes (3 free levels); 40 free skill levels, w/maximum 1 Superb, 3 Great; 2 gifts, 1 Supernormal Power

Attributes: (3 free levels, 7 taken, balanced by faults)

Dexterity: Good (1)
Health: Good (1)
Perception: Superb (3)
Smarts: Great (2)
Speed: Good (1)
Strength: Mediocre (-1)
Skills: (40 free levels, 52 taken, balanced by faults)
Acrobatics: Terrible (-1)
Area Knowledge: Good (3)
Detect Traps: Great (4)
Fighting: Good (3)
Gambling: Good (3)
Herb Lore (hard): Superb (6)
Knowledge of Burrow Construction: Good (3)
Knowledge of Humans (very hard): Fair (4)
Knowledge of Non-Rabbit Behavior: Good (3)
Language: Bug: (hard) Fair (3)
Language: Common Bird (hard): Good (4)
Language: Mouse/Rat (hard): Great (5)
Mechanical Skills: Terrible (-1)
Mimic Non-Rabbit Sounds (hard): Fair (3)
Move Quietly: Fair (2)
Spring Traps: Fair (2)
Storytelling: Fair (2)
Tracking: Great (4)
Gifts: (2 free gifts + 1 Supernormal Power; 4 gifts taken, balanced by not taking a Power.)
Unafraid of Loud Noises (unlike most rabbits)
Never Forgets a Scent
Strong Will
Night Vision
Faults:
Nosy
Compulsive Gambler
Phobia: Canines
Jealous of Anyone Getting More Attention
6.354 Squeegee Fizzle, Cartoon Chimp

Squeegee is a time- and space-hopping chimpanzee in a universe without physical laws as we know them. *Real* loose rules on this one, folks! There is no death in cartoons: get your characters to a Heal-O-Ray machine and they'll be fine.

GM limits: 3 Supernormal Powers allowed, at least 4 faults required; otherwise: no limits - take what you want, and we'll talk about it Attributes: (no limit; 7 levels taken, anything else at Fair)

3-D Agility: Good (1)
Cheek: Great (2)
Imagination: Superb (3)
Nose: Good (1)
Notices Things: Great (2)
Patience: Poor (-2)
Resistance to Alien Stuff: Good (1)
Willpower: Mediocre (-1)
Skills: (no limit, 37 taken)
Acrobatics: Good (3)
Area Knowledge of the Known Universe: Good (3)
Tooth-and-Nail Fighting: Good (3)
Fruit Lore: Superb (5)
History: Mediocre (1)
Language, Most Alien: Fair (2)
Make Silly Noises: Superb (5)
Make the Sound of One Hand Clapping: Fair (2)
Mechanical Skills: Terrible (-1)
Move Quietly: Great (4)
Pilot Space Ship: Mediocre (1)
Recall of TV SitCom Episodes: Superb (5)
Tell Believable Whoppers: Fair (2)
Throw Things: Good (3)
Zap-O-Stun Gun: Great (4)
Gifts: (no limit, lots taken)
Always keeps his cool . . . well, usually
Never Forgets a Banana
Acrobatics skill is Superb for Swinging; no penalty to other skills while Swinging
Doesn't value Sanity highly
Supernormal Powers:
Quadridextrous
Never lost in space
Can think of a Devastating Comeback (stuns opponent five rounds), on a Good or better die roll
Faults:
Easily Distractible
Compulsive Liar
Will do anything for a banana
Enemy out to get him: Evil Scientist, Dr. Carnage

6.4 Animal & Creature Examples


Non-PC animals need not be built using level limits. Just define what traits are essential to the animal, and let it go at that. The Strength Scale refers to Section 3.3, Non-humans.

Lion:

Perception: Great
Melee Combat: Great
Stalking: Great
Dodge: Fair
Strength: Scale 2 Fair to Great
Fault: Lazy
Damage Capacity: Fair to Superb

Grizzly Bear:

Perception: Good
Melee Combat: Good
Dodge: Fair
Strength: Scale 3 Fair to Great
Fault: Berserker
Damage Capacity: Fair to Great
Cobra:
Perception: Good
Melee Combat: Great
Dodge: Good
Supernormal Power: Poison, +4 damage bonus
Fault: Bad temper
Damage Capacity: Poor
Skunk:
Melee Combat: Poor
Ranged Combat: Good, short range
Dodge: Poor
Supernormal Power: Noxious Fluid: blinds, incapacitates
Damage Capacity: Terrible

Giant Spider:

Melee Combat: Good
Dodge: Poor
Supernormal Power: Poison, paralyzes
Supernormal Power: Web, (Good Difficulty Level Strength roll to break)
Damage Capacity: Good
Griffin:
Perception: Great
Melee Combat: Great
Dodge: Good
Supernormal Power: Flight
Supernormal Power: Tough Hide (light armor)
Strength: Mediocre to Great, Scale 4
Damage Capacity: Good to Superb

Dragon (customize to taste):

Melee Combat: Good to Great
Ranged Combat: Good, short range
Dodge: Mediocre
Supernormal Power: Fire Breath (+2 damage)
Supernormal Power: Flight
Supernormal Power: Tough Hide (-1 to -3)
Supernormal Power: Charm with Eyes
Supernormal Power: Magic Potential (some of them)
Fault: Greedy
Strength: Scale 3 to Scale 9, Fair to Great
Damage Capacity: Fair to Great

6.5 Equipment Examples

It's possible to define equipment in FUDGE character terms. This is probably unnecessary, but can be done if desired.

Equipment from any technological level, stone age to science fiction, can be detailed this way. A piece of equipment can be defined by as many FUDGE traits as are needed: attributes, skills, gifts or faults.

For example, an old, battered sword found in a damp dungeon might have:

Attributes:

Sharpness: Terrible
Durability: Poor
Fault:
Looks Shabby.

Such a weapon is treated as a club for damage, rather than a sword (no Sharpness bonus). The GM might also require a Situational roll every few combat rounds: the sword breaks on a Mediocre or worse result from parrying or being parried. And finally, some people will make fun of anyone carrying such a shoddy-looking weapon.

When the sword was new, however, it very well could have had:

Attributes:

Sharpness: Good
Sturdiness: Great
Gift:
Beautifully Made

In that case, it would indeed merit the +1 for Sharpness (perhaps any Sharpness level of Mediocre to Good gets the +1 Sharpness bonus, while duller blades get no bonus, and better blades might get an *additional* +1 bonus). It also would never break under ordinary circumstances, and its appearance probably earns its owner a positive reaction from many people.

A bejewelled magic sword found in a dragon's hoard might have:

Attribute:

Appearance: Superb (+3 to impress those who value wealth)
Gift:
Troll-slaying (+3 to hit when fighting Trolls; such wounds will never heal)
Fault:
Dedicated Purpose (it tries to control the wielder to hunt trolls!)
Skill:
Dominate Wielder: Fair (Opposed action against a Will attribute)

A different magic sword might have:

Supernormal Power:

Flame Creation (+2 damage)
Skill:
Flame Shooting: Great (Range: 3 yards or meters)
Fault:
Flame Creation only works on a Good or better Situational roll

Of course, even if the flaming missile fails, it can still be used as a regular sword, so it's not exactly worthless in such cases.

As a final example, consider a science fiction double-seat fighter ship:

Attributes:

Acceleration: Great
Handling: Superb
Speed: Good (Scale 15)
Size: Fair (Scale 8)
Skills:
Navigation: Good
Targeting: Superb
Auto-pilot: Fair
Food Preparation: Poor
Entertainment: Mediocre
Gifts:
Turret-mounted Laser Rifles, above and below
Bucket Seats in the bridge
Hyperdrive
Can be used in an atmosphere or in deep space
Faults:
Non-standard parts (expensive to repair)
Unattractive exterior
Cramped sleeping quarters
Airlock squeaks annoyingly

Next Chapter, The Addenda
Copyright 1992, 1993 by Steffan O'Sullivan