Subsections


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.

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. Hmmm-- too many attributes? Make some of them gifts, then-- that might be easier to deal with. And so on-- have fun!

It is easy to create NPCs to challenge the player characters by counting levels. Figure roughly how many levels have been spent on combat skills by the average player character. This figure, put into combat skills in an NPC, should give a fair fight. For example, if the PCs are built on 40 skill levels and four free attribute levels, the average character might have ten levels in combat skills directly. In that case, a gang of thugs with ten levels each of combat skills and two attribute levels put into physical attributes should challenge the player characters pretty closely.


6.1.1 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


6.1.1.1 Translations to/from Other RPGs

Note: The following was taken from the author's ``Thoughts on Fudge'' (online at http://www.io.com/~ sos/rpg/fudlatest.html).

Mike Harvey suggested the table in Section 6.11 on converting characters to/from Fudge isn't accurate. He points out that my conversions of

Mediocre: 6-8
Poor: 4-5
Terrible: 3 or less

are especially off-- because no RPG really uses those numbers! And he's right. I doubt you'll find one GURPSŪ character in a hundred with skills below 9.

Therefore, a more accurate chart for Section 6.11 might look like:

Superb: 19+
Great: 16-18
Good: 14-15
Fair: 12-13
Mediocre: 9-11
Poor: 6-8
Terrible: 5 or less


6.1.2 Templates

A GM can create a character template for the players. This may help a player make his first Fudge character, or allow players coming from a game with a character class system to feel at home. She should also allow custom-designed characters, though, for players who feel limited by character classes.

The ``GM limits'' and the list of attributes at the beginning of each sample character in Section 6.3 are templates. The GM can hand out character sheets with attributes and limits already printed on them. This can be accompanied by a copy of the list of sample skills on page [*], and possibly the sample lists of gifts and faults in Sectionsrefsec:gifts, Gifts, and 1.34, Faults. The players can then create characters with a minimum of hassle.

For more detail, the GM can actually create templates of character ``classes.'' As an example familiar to many gamers, the GM may have guidelines for players wishing to play a fantasy fighter character, or magician, or cleric, or thief, etc. The GM can set up minimum attribute standards for each character class, recommended gifts, and minimum skill levels.

Templates can be set up for any genre, not just fantasy. You may have guidelines for a typical scientist character, or policeman, or psychic phenomenon investigator, or King's Musketeer, etc.

See Section 6.4, Class and Racial Template Examples.

A different type of template shows the player the native abilities and limitations of a fantasy or science fiction race. See the sample character Seihook (Section 6.342), for a science fiction race, and Section 6.43, Cercopes, for a fantasy race.


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.

Sample character sheets may be found online at http://www.fudgerpg.com/fudge and other sources. Many other character sheet designs are possible.

Refer to the Cost of Skills table for Objective Character Creation when creating characters using the objective system.


6.3 Character Examples

The following characters are designed to different GM standards to show some 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 Strength, 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.


6.3.1 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.


6.3.1.1 Brogo the Scout, Halfling

GM limits: Eight attributes (four free levels); 50 free skill levels, with maximum of one Superb, three Greats; two free gifts; magic available.

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. ``Halfling'' is defined under Brogo's faults.

Attributes

(Four free levels, ten levels taken,balanced by three faults)

Coolness: Good (1)
Damage Capacity: Good (1)
Dexterity: Great (2)
Empathy: Good (1)
Health: Good (0) [Halfling Fair]
Intelligence: Good (1)
Perception: Superb (3)
Strength: Good (1) [Scale -2]

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 AnimalNoises (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

(Two free gifts, four taken,balanced by faults)

Absolute Direction; Animal Empathy; Lucky; Night Vision

Supernormal Powers

(One taken, balanced by two faults)

Magic Potential, one level

Faults

Can only cast trivial spells; Curious; Glutton; Humanitarian (helps the needy for no pay); Self-defense Pacifist; Halfling (Scale -2, Racial Bonus to Health, counts as two faults)


6.3.1.2 Floranna, Elven Magician

GM limits: Two attributes (one free level); 50 free skill levels, with maximum of one Superb, three Greats; four free gifts; magic available.

Note: There are two separate Spell-casting skills, and the GM allows them to be raised above Fair at a rate of one gift per skill level. It costs four levels to get ``Spell Casting on Others'' at Fair, then six more levels to get it at Good, since one gift = 6 skill levels.

Attributes

(One free level, one taken)

Material: Mediocre (-1)
Spiritual: Great (2)

Skills

(50 free levels, 32 taken,the rest traded for three 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

(Four free gifts, none taken)

Supernormal Powers

(Six taken, balanced by faults, reduced gifts, and reducedskill 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


6.3.1.3 Moose the Mage, Human Combat Magician

GM limits: Six attributes (three free levels); 30 free skill levels, with maximum of one Superb, three Greats; two 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

(Three free levels, four 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

(Two free gifts, two taken)

Combat Reflexes; Affluent 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


6.3.1.4 Tarag Half-Ogre

GM limits: Three attributes (three free levels); ten free skill levels, with maximum of one Superb, two Greats; three free gifts; magic available. Half-Ogre is Scale 3.

Attributes

(Three free levels, two taken,one traded for three skill levels)

Body: Good Scale 3 (1)
Mind: Mediocre (0) [Half-Ogre Fair]
Psyche: Good (1)

Skills

(Ten 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

(Three free gifts, three 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)


6.3.2 Historical Fiction Characters


6.3.2.1 Hakim al-Saari, Thief of Baghdad, 792 A.D.

GM limits: Four attributes (two free levels); 35 free skill levels, with maximum of one Superb, one Great; one free gift; no supernormal powers available.

Attributes

(Two free levels, four taken, balanced by fault)

Brawn: Mediocre (-1)
Cunning: Good (1)
Deftness: Superb (3)
Ego: Good (1)

Skills

(35 free levels, 47 taken, balanced by two faults)

Acrobatics: Good (3)
Assess Merchandise: Good (3)
Begging: Fair (2)
Climbing: Good (3)
Disguise: Fair (2)
Dodge: Good (3)
Knife: Mediocre (1)
Knowledge of Baghdad: Good (3)
Lockpicking: Good (3)
Lying: Good (3)
Pick Pockets: Good (3)
Quote the Koran
and Arab proverbs: Mediocre (1)
Running: Fair (2)
Servant: Mediocre (1)
Stealth: Superb (5)
Storytelling: Fair (2)
Urban Survival: Great (4)
Witty Insults: Good (3)

Gifts

(One free gift, three taken, balanced by faults)

Healthy Constitution (+1 to Brawn to recover from illness); Keen senses (+1 to Cunning to notice something); Many people owe him favors

Faults

Can't resist having the last word; Greedy; Many people would love to turn him in to the authorities; Soft-hearted toward children; Boasts openly of his thieving abilities


6.3.2.2 Arian o Gwent, Welsh Archer, 1190

A Norman conqueror murdered Arian's family 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: Six attributes (four free levels); 30 free skill levels, with maximum of one Superb, two Great; two free gifts; no supernormal powers available; must take two faults: Outlaw & Loyal to Companions, which do not count as trading for other traits.

Attributes

(Four free levels, four 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 one 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

(Two free gifts, three 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


6.3.2.3 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: Nine attributes (eight free levels); 60 free skill levels, with maximum of two Superb, five Greats; three free gifts; no supernormal powers available

Attributes

(Eight free levels, twelve 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 two 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)
Knowledgeof 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

(Three free gifts, five 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


6.3.2.4 Scruffy Sanders,Stagecoach Driver,1870s, Western U.S.A.

GM limits: Five attributes (three free levels); 30 free skill levels, with maximum of one Superb, two Great; two free gifts; no supernormal powers available; minimum one 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

(Three free levels, three taken)

Agility: Mediocre (-1)
Health: Good (1)
Perception: Good (1)
Savvy: Great (2)
Strength: Fair (0)

Skills

(35 free levels, 53 taken, balanced by three 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

(Two free gifts, two 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....


6.3.3 Modern Characters


6.3.3.1 Dolores Ramirez, Journalist, 1990s

GM limits: Ten attributes (five free levels); 50 free skill levels, with maximum of one Superb, four Greats; two free gifts; limited Psi available.

Note: The player forgot an important skill for Dolores, and one a journalist would logically have: Research. This was noticed during a game, and the player petitioned the GM to add Research as an Uncommitted trait. The GM agreed, and [Research: Good] was added to Dolores' character sheet. Dolores already had one Superb and four 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

(Five free levels, seven 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

(Two free Gifts, four taken, balanced by faults)

Ambidextrous; Beautiful speaking voice; Danger Sense; Never forget a name

Faults

Overconfident; Ambitious; Stubborn; Vain


6.3.3.2 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, with maximum of one Superb, four Greats; two free gifts; semi-limited Psi

Note: Sherman's player only chose four attributes when the GM gave free rein: Sherman has any unlisted attribute the GM considers essential at Fair.

Attributes

(Four attributes selected: two free levels, two taken)

Damage Capacity: Mediocre (-1)
Health: Mediocre (-1)
Perception: Great (2)
Willpower: Great (2)

Skills

(50 free levels, 44 taken, six used to balance one 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 MindControl VH): Great (6)
Use Telepathy (VH): Good (5)
Use Telekinesis (VH): Good (5)

Gifts

(Two free gifts, none taken)

Supernormal Powers

(Three taken, balanced by faults,reduced gifts, and reduced skills)

Mind Control; Telepath; Telekinetic

Faults

Use of Psi Requires Immobile Concentration; Materially Poor; Unlucky


6.3.3.3 Dragonfly (James Stoddard), Secret Superhero

GM limits: Seven attributes (four free levels); 50 free skill levels, with maximum of two Superb, six Greats; two free gifts; four free Superpowers

Attributes

(Four free levels, eight 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

(Two free gifts, three taken, balanced by a fault)

Perfect Timing; Good Looking; Tough Hide (-1 to damage)

Supernormal Powers

(Four free Superpowers, four taken)

Control Inanimate Electronic Devices; Shrink to 1$''$ (25 mm) for up to an hour, two 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)


6.3.4 Science Fiction Characters


6.3.4.1 Captain Wallop of the Space Patrol

This character is from a cinematic Space Opera campaign, so the limits are high.

GM limits: Four attributes (four free levels); 50 free skill levels, with maximum of one Superb, three Greats, eight Goods; two free gifts; one free Supernormal power, subject to GM approval

Attributes

(Four free levels, six 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

(Two free gifts, four taken, balanced by faults)

Handsome; Reputation as Hero; Never disoriented in zero Gravity; Rank of Captain in the Space Patrol

Supernormal Powers

(One free Supernormal power, one 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


6.3.4.2 Seihook-- Alien from Aldebaran

The erlesti are a non-humanoid race from the star system Aldebaran. An erlest resembles a collection of animated twine and moss-covered rock. It digests the moss through its ``skin''-- but to a human observer, the moss appears to be digesting the erlest. Erlesti can also use the ``twine'' pieces as straws to drink fluids-- alcohol affects them as it does humans. While erlesti have nothing resembling hands, they have strong psi powers that enable them to manipulate their environment and even travel space.

Erlesti 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 (their small size and increased density balance out to the same Scale as humans); 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 attributes rate raw strength; psi skills fine manipulation of that strength. Erlesti are hermaphroditic (they exchange ``twine'' with each other to procreate), so Seihook is both male and female.

GM limits: Eight attributes (five free levels); 40 free skill levels, with maximum of one Superb, three Greats; two free gifts; Supernormal Powers count as attributes-- no extra cost.

Attributes

(Five free levels, seven taken, balanced by fault):

Empathy Power: Fair (0)
Levitation Power: Good (1)
Reasoning: Great (2)
Reaction: Fair (0)
Size: Good (1)
(size of 4-year old human)
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 (including
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)
Read Thoughts: Fair (2)
Project Thoughts: Good (3)

Gifts

(Two free gifts, four taken, balanced by faults)

Can't feel physical pain (no penalty for being Hurt or Very Hurt); 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 Erlest)

Fault

Practical Joker (for example, loves to ``speak'' in bad accents in thought projection); Gossip; Coward-- fears death


6.3.4.3 Screamer (Frederick Grant); Occupation: Decker

Cyberpunk character by: Stephan Szabo

GM limits: Seven attributes (three free levels); 30 free skill levels, with maximum of one Superb, four Greats; two free gifts; Cybernetic enhancements count as gifts, not supernormal powers.

Attributes

(Three free levels, five 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)
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

(Two free gifts, six 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


6.3.4.4 Jard Melloch, Interstellar Gem Merchant

GM limits: Three Attributes, but the default for Psi is Poor (two free levels), 15 free skill levels, two free gifts, two faults required.

Attributes

(Two free levels, one taken, traded for three skill levels):

Mind: Great (2)
Body: Mediocre (-1)
Psi: Poor (0)

Skills

(15 Free levels, 18 taken, balanced by low attributes)

Merchant Skills: Great (4)
Knowledge ofGem Trade: Good (3)
Fellowship Skills: Good (3)
Observation: Good (3)
Bluffing: Fair (2)
Xeno-Etiquette: Fair (2)
Xeno-Archaeology: Mediocre (1)

Gifts

(Two free gifts, two taken)

Wealthy; Never Forgets a Face

Faults

(Two required, two taken)

Code of Honor: honestly assess gem quality; Fat


6.3.5 Miscellaneous Characters


6.3.5.1 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 limited.

GM limits: Twelve attributes (six free levels); 25 free skill levels, with maximum one Superb, two Great; no free gifts, but six Supernormal Powers, with constraint on the number of uses per day; two 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

(Six free levels, four taken, balance taken as six 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 (1)
(vs. other spirits)
Outdoor Skills: Mediocre (2)
Sciences: Mediocre (1)
Women's Magazine Lore: Superb (5)

Gifts

(No free gifts, two taken, balanced by faults)

``Green thumb''-- knack for making plants healthy (even as a ghost!); Single-minded-- +1 to any lengthy task

Supernormal Powers

(Six free Supernormal Powers, five taken. One traded, plus two Faults taken, to raise these four 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


6.3.5.2 Cassandra Pine, Vampire Private Investigator

Modern vampire character

by Deird'Re Brooks

GM limits: Ten Attributes (five free levels), 60 free skill levels, with maximum of one Superb, four Greats, two free gifts, three free supernatural powers.

Attributes

(Five free levels, Seven 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

(Two free gifts, two taken)

Contacts in police force; Night Vision

Supernormal Powers

(Three free Powers, eight 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

Note: The following three faults count as two faults each: Burned by Sun; Needs blood to live; Dangerous Secret-- she's destroyed if it's revealed


6.3.5.3 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: Six attributes (three free levels); 40 free skill levels, with maximum one Superb, three Great; two gifts, one Supernormal Power

Attributes

(Three free levels, seven 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 (VH): Fair (4)
Knowledge of Non-Rabbit Behavior: Good (3)
Language:
Bug: (H) Fair (3)
Common Bird (H): Good (4)
Mouse/Rat (H): Great (5)
Mechanical Skills: Terrible (-1)
Mimic Non-Rabbit Sounds (H): Fair (3)
Move Quietly: Fair (2)
Spring Traps: Fair (2)
Storytelling: Fair (2)
Tracking: Great (4)

Gifts

(Two free gifts + one Supernormal Power; four 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


6.3.5.4 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: Three Supernormal Powers allowed, at least four faults required; otherwise: no limits-- take what you want, and we'll talk about it

Attributes

(no limit; seven 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)
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)
Tooth-and-Nail Fighting: 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 Superb or better Cheek (attribute) die roll

Faults

Easily Distractible; Compulsive Liar; Will do anything for a banana; Enemy out to get him: Evil Scientist, Dr. Carnage


6.3.5.5 Chipaway Fiddlesticks, Gatecrasher Gnome from Saturn's Rings

by Ann Dupuis

Note: Chip was created using the Objective Character Creation system presented in Gatecrasher (2nd Edition). The term ``Gatecrasher'' is designated as Product Identity as defined in the Open Game License Version 1.0a, section 1. For more information on the Gatecrasher roleplaying game, please see http://www.domibia.com/.

Attributes

Awareness: Mediocre
Constitution: Good
Dexterity: Great
Id: Good
Reason: Good
Strength: Fair (Scale -1)

Secondary Attributes:
Magic Points: 37
Magical Effect: -3
Move: Good
Damage Capacity: Fair

Skills

Area Knowledge (Saturn's Rings): Good
Body Language: Fair
Bureaucracy: Fair
Computer Operation: Fair
Diplomacy: Good
Fast-Talk: Great
Law (Commerce): Fair
Lie: Fair
Jury-Rigging: Mediocre
Management: Fair
Mathematics: Fair
Navigation: Great
Pilot Freighter: Great
Pilot Shuttlecraft: Good
Sales: Superb
Sleight of Hand: Fair
Streetwise: Fair

Gifts

Homeworld: Saturn's Rings (Low Gravity, Tech +7, Wizardry +2) (no cost); Wealth; People Owe him Favors; Dexterity +1 (racial modifier)

Faults

Scale -1 (racial modifier); Practical joker (racial fault); Fascinated by shiny things (racial fault); Kleptomania (beyond even usual for a gnome); Ugly (even for a gnome); Soft-Hearted (especially towards children and puppies).

Supernatural Talents

Create Illusion; Invisibility; Levitation; Telepathy


6.4 Class and Racial Template Examples

See also Section 6.342, Seihook, as an example of a science fiction racial template.


6.4.1 Ranger Template(Fantasy Character Class)

See Section 6.12, Templates, for a discussion of character class templates. This is a sample template-- the GM should customize to her own game, including adding or deleting attributes, gifts, skills, etc. The GM may allow a beginning character to be a ranger apprentice, rather than full ranger. An apprentice is one or two levels less than a full ranger in any given attribute or skill.

Ranger requirements

Attributes

Dexterity: Good or better
Intelligence: Fair or better
Perception: Good or better
Strength: Good or better

Gifts

None mandatory. Recommended gifts include Animal Empathy, Absolute Direction, Combat Reflexes, Night Vision, other combat gifts.

Faults

A ranger should not be the type of person who dislikes being alone. Some rangers work for the authorities, which might imply a Duty and/or a Vow of Obedience.

Skills

Area Knowledge: Fair or better
Bow: Good or better
Climbing: Fair or better
Mimic Animal Sounds: Fair or better
Move Quietly: Good or better
Riding: Fair or better
Scouting: Fair or better
(the skill of observing and remembering)
Spear or Sword: Good or better
Survival: Good or better
Woods Lore: Good or better


6.4.2 Broad Class Templates

For a loose and easy game, the GM can assign each character class levels for the broad skill example groups listed on page [*]. This makes an ideal game for teaching role-playing to beginning players, or when playing with large numbers of players.

For example, the GM decides the players can be one of seven different character classes: Fighter, Ranger, Rogue, Magician, Cleric, Diplomat/Scholar, Jack of All Trades. Each of these characters can be defined as follows:

Beginning Fighter

Physical Attributes: Great
Mental Attributes: Mediocre
Psyche Attributes: Poor
Animal Skills: Mediocre
Athletic skills: Great
Combat skills: Great
Outdoor skills: Fair
Social skills (Fellowship): Fair
All other skills: Poor

Beginning Ranger

Physical Attributes: Good
Mental Attributes: Fair
Psyche Attributes: Poor
Animal Skills: Good
Athletic skills: Fair
Combat skills: Good
Covert skills: Fair
Craft skills: Fair
Outdoor skills: Great
All other skills: Poor

Beginning Rogue

Physical Attributes: Fair
Mental Attributes: Good
Psyche Attributes: Poor
Athletic skills: Fair
Combat skills: Mediocre
Covert skills: Great
Manipulative skills: Great
Merchant skills: Fair
Social skills (Fellowship): Mediocre
Urban skills: Good
All other skills: Poor

Beginning Magician

Physical Attributes: Poor
Mental Attributes: Good
Psyche Attributes: Fair
Craft skills: Mediocre
Knowledge skills: Fair
Spiritual skills: Fair
Supernormal Power skills: Great
All other skills: Poor
Gift: Supernormal Power

Beginning Cleric

Physical Attributes: Poor
Mental Attributes: Fair
Psyche Attributes: Great
Animal Skills: Fair
Craft skills: Mediocre
Knowledge skills: Fair
Medical skills: Good
Social skills (Formal): Good
Spiritual skills: Great
Supernormal Power skills: Fair
All other skills: Poor
Gift: Divine Favor

Beginning Diplomat/Scholar

Physical Attributes: Poor
Mental Attributes: Great
Psyche Attributes: Mediocre
Artistic skills: Mediocre
Knowledge skills: Great
Language skills: Good
Manipulative skills: Good
Medical skills: Fair
Social skills (Fellowship): Mediocre
Social skills (Formal): Great
Spiritual skills: Mediocre
Technical skills: Mediocre
All other skills: Poor

Beginning Jack of All Trades

Physical Attributes: Fair
Mental Attributes: Fair
Psyche Attributes: Mediocre
Animal Skills: Mediocre
Artistic skills: Mediocre
Athletic skills: Mediocre
Combat skills: Fair
Covert skills: Mediocre
Craft skills: Mediocre
Knowledge skills: Mediocre
Manipulative skills: Mediocre
Merchant skills: Mediocre
Outdoor skills: Fair
Social skills (Fellowship): Good
Social skills (Formal): Mediocre
Spiritual skills: Mediocre
Technical skills: Mediocre
Urban skills: Fair

These character classes are merely examples for a simple fantasy game. The GM can change or ignore any that she wishes and create new character classes. She can also create classes for other genres, such as for a science fiction setting.

Each character class has unlisted Knowledge skills appropriate to its class. For example, a fighter has Good Knowledge of tactics, determining weapon quality, judging how well-trained an army is by observing it for a while, etc. Likewise, a rogue has Good Knowledge of types of locks, how many guards a wealthy merchant might have, the value of a given material for disguising oneself, etc.

Some skills listed on page [*] as being under one heading fall under another in certain cases. For example, a rogue would be Great at climbing, even though Climbing is listed as an Athletic skill. In this case, it's a Covert skill. The ability to move quietly is listed as a Covert skill, but a fighter would be Fair at it, and a ranger Great.

Character development in this system is handled normally. The GM must decide at some point whether to continue to use broad skill groups or to break skills down into finer divisions. Each skill must be raised separately if the GM decides to break the broad groups into finer distinctions. If the GM likes keeping the skills together as groups, then raising an entire skill group level should cost more experience points than in a system with narrowly-defined skills-- perhaps as much as ten times the cost.


6.4.3 Cercopes (Fantasy Race)

Cercopes (or Kerkopes) were originally a pair of brothers in early Greek mythology. By the first century BC, however, mythological writers had expanded them into their own race. It is in this later definition that they are used here.

Cercopes (singular: cercop) are a small, apish race that love to play tricks and pranks on anyone they can. Born thieves, some of them even dared to steal Heracles' weapons! When he caught them and tied them to a pole for punishment, they amused him so with their jokes and banter that he let them go. Players should not attempt to play a cercop unless they have a roguish sense of humor.

Cercopes are small humanoids with ugly, apelike faces and a prehensile tail. A cercop stands about four feet high (120 cm), but generally stoops a bit. The face is not hairy, but both sexes tend to have long sideburns that often meet under the chin-- this hair does not continue to grow, but stays the same length, as monkeys' hair does. The bodies have some scant hair on the back, and the tail is furred except for the final six inches (15 cm). Arms, legs and chests have no more hair than the average human male does, and they wear clothing-- with a tail hole. Their feet resemble monkeys' feet, but they cannot manipulate things well with them. They are not fond of shoes, only wearing them when attempting to disguise themselves as another race.

Cercopes stand upright most of the time, but lean forward to run, with the tail acting as a counterbalance. Their tails are strong enough to be used in combat and to aid in climbing. However, a cercop cannot do fine manipulation (such as pick a lock) with its tail. Cercopes speak their own language, and need to learn another to speak with the rest of the party.

The average cercop has a Mediocre Strength and Damage Capacity, but a Good Dexterity. Their intelligence runs the same range as humans.

Cercopes have the racial gifts of Exceptional Balance (+2 to any action requiring balance, even in difficult situations), the Ability to Land on their Feet with no harm from twice the distance a human could, and Prehensile Tail.

Their racial faults are Impulsiveness (act first, think later), Compulsive Jokers (practical and otherwise), Kleptomania, Unattractive Appearance to other races, and Bad Reputations as Thieves and Tricksters.

They have a bonus of +1 to the following skills: Acrobatics, Move Quietly, Climbing and Fast Talk. They have a -1 penalty to use any weapon of Medium size or bigger.

The net result is that it counts as a fault to be a Cercop. Since anyone playing such a character actually gets some useful bonuses if playing a thief, the GM should be sure to enforce the faults-- especially the Bad Reputation. NPCs will have a hard time trusting a cercop, usually with good reason.

This racial template gives a strong incentive to creating a thief character. However, it is possible to make a cercop warrior or even cleric if desired. Certain faults can be ``bought off.'' That is, a character may have a gift of Not a Kleptomaniac-- but it costs one gift, which would nullify the free fault level. However, the Unattractive Appearance and Bad Reputation cannot be bought off-- these are inherent prejudices in others, not in one's self.

A cercop character could take a fault: No Tail-- perhaps he lost it in battle. This would give extra levels to overcome the -1 penalty to all medium and large weapons if a character wished to be a warrior cercop, for example.


6.5 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 2.3, Non-humans. Damage may include a ``weapon deadliness'' factor for teeth, claws, and, in some cases, body optimized for combat (usually carnivores).

Dog

Perception: Great to Superb
(Smell should be Scale: Dog)
Strength/Mass Scale: -7 to 0
Skills: Mediocre to Superb
(tailor to specific training received; examples include attack, guard, guide, track, hunt, and tricks)
Melee Combat: Fair to Superb
Damage Capacity: Good to Great

Cat

Agility: Great to Superb
Scale: -6 or -7
Skills: Survival, Hunting, Playing

Gifts: Night Vision, Nine Lives (e.g., each time a cat receives damage that would kill it in one blow, check off one life and don't count the damage. There are other ways to play this, of course, such as a Legendary Dodge ability.)

Faults: Independent-minded, Curious, Lazy, Vain

Damage Capacity: Fair to Superb

Horse

Strength: Scale 3 Good to Great
Endurance: Good
Speed: Scale 4 Good to Great
Skills: Mediocre to Superb
(tailor to specific training received; examples include riding, driving, racing, fighting, and various tricks)
Faults: Tailor to specific animal (Runaway, bites, kicks, etc.)
Damage Capacity: Mediocre to Good

Camel

Strength: Scale 2 Good to Great
Endurance: Great to Superb
Speed: Scale 3 Mediocre to Good
Skills: Mediocre to Superb
(tailor to specific training received; examples include riding, driving, packing)
Gifts: Desert Survival
Damage Capacity: Fair to Great

Elephant

Strength: Scale 8 Good to Superb
Agility: Good to Superb
Skills: Mediocre to Superb
(tailor to specific training received; examples include riding, hauling, stacking (logs etc.), tricks)
Gifts: Exceptional animal intelligence
Faults: Males subject to Musth (annual madness)
Damage Capacity: Good to Superb

Falcon

Courage: Fair to Superb
Agility: Good to Superb
Speed: Scale 5 Fair to Great
Strength: Scale -6, Fair to Superb
(Scale may be from -8 to -4 to reflect sizes from sparrow hawk to eagle)
Skills: Mediocre to Superb
(tailor to specific training received; examples include manning-- a measure of the degree of taming, hunting ground mammals, hunting birds, aerial acrobatics, trained to the lure, etc.)
Gifts: Flight
Damage Capacity: Fair to Good

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, renders foul)
Damage Capacity: Terrible

Giant Spider

Melee Combat: Good
Dodge: Poor
Supernormal Powers: Poison (paralyzes); Web (Good Difficulty Level Strength roll to break)
Damage Capacity: Good

Griffin

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


6.6 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 has:

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 may 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 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:

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 spaceship:

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

Ordinary, every-day equipment should not be detailed out in this manner. There is no need to define a canteen, for example, as anything other than ``metal, 1 quart (liter) capacity.'' Even for equipment that may have an impact on the game, such as weapons or thieves' tools, you do not need to have any more information than ``+2 offensive damage factor'' or ``adds 1 to Pick Locks skill.'

It's best to restrict defining equipment in Fudge character terms to the truly extraordinary (such as magic items). Another use is when the equipment's powers may be used in an opposed action: in a car race, for instance, you need to know the relative speeds and handling capabilities of the vehicles as well as the skills of the drivers. A battle between spaceships is another good example.

Equipment with personality, such as sentient magic items or advanced robots, may be treated as full-fledged Fudge characters if desired.