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Instructions for the Fudge Character Creator follow the Fudge Legal Notice

Fudge Legel Notice

FUDGE - Freeform Universal Do-it-yourself Gaming Engine

(c) Copyright 1992-1995 Steffan O'Sullivan. All rights reserved. No part of this work may be reproduced in any form or by any electronic or mechanical means (including without limitation photocopying, recording, or information storage and retrieval), except under a limited, royalty-free license as follows:

1. Copies of all or portions of FUDGE may be made for your own use and for distribution to others, provided that you do not charge any fee for such copies and further provided that each copy contains this Legal Notice in its entirety, whether distributed in print or electronically.

2. You may create derivative works such as additional rules and game scenarios and supplements based on FUDGE, provided that (i) such derivative works are for your own use or for distribution without charge, or for publication in a magazine or other periodical, and (ii) you include at the beginning of each derivative work the following "ABOUT FUDGE" and "DISCLAIMER" paragraphs in their entirety:

ABOUT FUDGE

Fudge is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of Fudge are available on the internet at http://www.fudgerpg.com and in book form from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from Fudge may specify certain attributes and skills, many more are possible with Fudge. Every Game Master using Fudge is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with Fudge copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of Fudge, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264.

You must include at the beginning of each derivative work the following disclaimer, completed with your name, in its entirety.

DISCLAIMER

The following materials based on Fudge, entitled [your title], are created by, made available by, and Copyright (C) [copyright year] by [your name], and are not necessarily endorsed in any way by Steffan O'Sullivan or any publisher of other Fudge materials. Neither Steffan O'Sullivan nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials Copyright (C)1992-1995 by Steffan O'Sullivan, All Rights Reserved.

If you wish to distribute copies of all or portions of FUDGE or derivative works based on FUDGE for a fee or charge, other than in a magazine or other periodical, you must first obtain written permission from:

Steffan O'Sullivan P.O. Box 465 Plymouth, NH 03264 sos@io.com

About Fudge

See 'About Fudge' above.

Disclaimer

The following materials based on Fudge, entitled "The Fudge Character Creator", are created by, made available by, and Copyright (C) 2003 by Jeffrey A. Mills, DVM Dimensions Game Software, and are not necessarily endorsed in any way by Steffan O'Sullivan or any publisher of other Fudge materials. Neither Steffan O'Sullivan nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials Copyright (C)1992-1995 by Steffan O'Sullivan, All Rights Reserved.


Fudge Character Creator Overview


You have 100 levels available to create your character. As you select attributes, gifts, faults, and skills, the appropriate amount will be subtracted from 100 and the result will be displayed in the "Levels Left" fields.

You can view your character sheet at any point. Once it it complete, use standard browser techniques, such as CTRL-P to print it

Level Values of Each Trait*

*This cost is subtracted from your total every time you raise the rank of a trait e.g. from "Poor" to "Good." This cost is added back to your total every time you lower the rank of a trait e.g. from "Poor" to "Terrible." Gifts and Faults are either present or absent, they do not have ranks.

Notes


Excepts from Fudge Chapter One: Character Creation


CHAPTER ONE: Character Creation

This chapter contains all the information you'll need to create human characters, including character traits and trait levels, and some different ways to allocate them.

For non-human characters - or characters with supernormal abilities (magic, psionics, super powers, etc.) - you will also need to read Chapter 2, Supernormal Powers, before your characters will be complete.

1.1 Character Creation Terms

1.2 FUDGE Trait Levels

FUDGE uses ordinary words to describe various traits of a character. The following terms of a seven-level sequence are suggested (from best to worst):

These levels should be written on each character sheet for easy reference.

A GM may alter this list in any way she desires, including expanding or shrinking it. For example, if Superb doesn't sound right to you, use Awesome - or even Way Cool. If the words Mediocre and Fair don't make sense to you, change them. These seven terms will be used in the rules, however, for clarity.

To remember the order, compare adjacent words. If, as a beginner, your eventual goal is to become an excellent game player, for example, ask yourself if you'd rather be called a Fair game player or a Mediocre game player.

There is an additional level that can be used in FUDGE, but is not listed above: Legendary, which is beyond Superb. Those with Legendary Strength, for example, are in the 99.9th percentile, and their names can be found in any book of world records.

IMPORTANT NOTE: not every GM will allow PCs to become Legendary. Even in games that *do* include the Legendary level, it is not recommended that any character be allowed to *start* the game as Legendary. Superb represents the 98th to 99.9th percentile of any given trait, which should be enough for any beginning PC. Of course, if a player character gets a bit overconfident, meeting an *NPC* Legendary swordswoman can be a grounding experience. . .

If someone really *has* to begin play as a Legendary swordsman, strong man, etc., doing the GM's laundry for half a year or so (in advance) should be sufficient bribe to be allowed to start at that level. Of course, working towards Legendary makes a great campaign goal, and so PCs may rise to that height, given enough playing time and a generous GM.

1.3 Character Traits

Traits are divided into Attributes, Skills, Gifts, Faults and Supernormal Powers. Not every GM will have all five types of traits in her game. These traits are defined in Section 1.1, Character Creation Terms.

1.31 Attributes

Gamers often disagree on how many attributes a game should have. Some prefer few attributes, others many. Even those that agree on the number of attributes may disagree on the selection. While FUDGE discusses some attributes (Strength, Fatigue, Constitution, etc.) in later sections, none of these are mandatory. The only attribute the basic FUDGE rules assume is Damage Capacity, and even that is optional - see Section 4.52, Damage Capacity.

Here is a partial list of attributes in use by other games; select to your taste, or skip these altogether:

Most games combine many of these attributes, while others treat some of them as gifts or even skills. In FUDGE, if you wish, you can even split these attributes into smaller ones: Lifting Strength, Carrying Strength, Damage-dealing Strength, etc.

At this point, the GM decides how many attributes she deems necessary - or she might leave it up to each player. (Commercial games range from one or two to over 20.) See Section 6.3, Character Examples, for some possibilities.

1.32 Skills

Skills are not related to attributes or their levels in FUDGE. Players are encouraged to design their characters logically - a character with a lot of Good physical skills should probably have better than average physical attributes, for example. On the other hand, FUDGE allows a player to create someone like Groo the Wanderer (TM), who is very clumsy yet extremely skilled with his swords.

The GM should then decide what level of skill depth she wants. Are skills broad categories such as "Social skills," or moderately broad abilities, such as "Inspire People, Parley, and Market Savvy," or are they specific abilities such as "Barter, Seduce, Repartee, Persuade, Fast-Talk, Bully, Grovel, Carouse, Flatter, Bribe," etc.?

An attribute is, in some ways, a *very* broad skill group, and skills may be ignored altogether if desired.

Combat skills require special consideration. The broadest possible category is simply that: Combat Skills. A broad range breaks that down to Melee Weapons, Unarmed Combat, and Missile Weapons. A somewhat narrower approach would break down Melee Weapons into Close Combat Melee Weapons (knives, blackjacks, etc.), One-handed Melee Weapons (one-handed swords, axes, maces, etc.) and Two-handed Melee Weapons (polearms, spears, battle-axes, two-handed swords, etc.). Or, for a precise list of skills, each group in parentheses could be listed as a separate skill; a character skilled at using a broadsword knows nothing about using a saber, for example.

Each choice has its merits. Broad skill groups that include many sub- skills make for an easy character sheet and fairly competent characters, while specific skills allow fine-tuning a character to a precise degree.

See Section 6.3, Character Examples, for an idea of how broadly or finely skills can be defined in a game.

The following brief list of skill examples is not in any way intended to be comprehensive or official. It is merely to help those not used to skill-based systems think of some skills for their characters. By all means, change the names, create new ones, compress or expand those listed, disallow some, etc. It is useful to print a sample skill list on a separate sheet for each player during character creation.

1.33 Gifts

A gift is a positive trait that doesn't seem to fit the Terrible ... Fair ... Superb scale that attributes and skills fall into. However, this will vary from GM to GM: a photographic memory is a gift to one GM, while it is a Superb Memory attribute to another. Some GMs will define Charisma as an attribute, while others define it as a gift. To one Game Master, a character either has Night Vision or he doesn't; another will allow characters to take different levels of it. A Game Master may not even have gifts in her game at all.

Alternatively, gifts can come in levels, but the levels don't necessarily coincide with the levels used by other traits. For example, Status might be three- or four-tiered, or even nine-tiered instead of fitting into the seven levels of attributes and skills. Wealth might come only in five different levels - whatever each GM desires.

Supernormal powers, such as the ability to cast magic spells, fly, read minds, etc., are technically powerful gifts, but are handled separately in Chapter 2. Likewise, traits above the human norm, such as a super strong fantasy or alien race, are treated by definition as supernormal powers.

In general, if a gift isn't written on the character sheet, the character doesn't have it.

Some possible gifts include:

See also Section 6.3, Character Examples, for examples of different gifts. Many others are possible.

1.34 Faults

Faults are anything that makes life more difficult for a character. The primary faults are those that restrict a character's actions or earn him a bad reaction from chance-met NPCs. Various attitudes, neuroses and phobias are faults; so are physical disabilities and social stigmas. There are heroic faults, too: a code of honor and inability to tell a lie restrict your actions significantly, but are not signs of flawed personality.

Some sample faults:

See also Section 6.3, Character Examples, for examples of different faults. Many others are possible.

1.35 Personality

A character's personality may be represented by one or more traits, or it can be written out as character background or description.

As an example of the first case, courage is an attribute, a gift or even a fault. As an attribute, Superb Courage or Terrible Courage has an obvious meaning. As a gift, obvious bravery gives the character a positive reaction from people he meets (assuming they see him being courageous, or have heard of his deeds, of course).

However, both Very Courageous and Very Cowardly can be faults because they can limit a character's actions. A courageous character might not run away from a fight even if it were in his best interest, while a cowardly one would have a hard time staying in a fight even if he stood to gain by staying.

Or a character's level of courage might not be a quantified trait at all, but something the player simply decides. "Moose is very brave," a player jots down, and that is that. It doesn't have to count as a high attribute, gift or fault.

A player should ask the GM how she wants to handle specific personality traits. If the player describes his character in detail, the GM can easily decide which personality traits are attributes, gifts, or faults. However they are handled, most characters benefit by having their personalities fleshed out.

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