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fudge_1995

fudge_1995

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Published by: avasilakos3633 on Nov 28, 2010
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Character creation in FU D G Eassumes the players will
design their characters, rather than leaving attributes and
other traits to chance. The GM may allow randomly
determined traits if she desires — a suggested method is
given in Section 1.8, Random Character Creation.

There are no mandatory traits in FUDGE. The GM should
inform the players which traits she expects to be most
important, and the players may suggest others to the GM
for her approval. The GM may even make a template, if
desired — a collection of traits she deems important
(with room for customization) — and let the players
define the level of each trait. See Section 6.12,

Templates.

When a character is created, the player should define
as many character traits as he finds necessary — which
may or may not coincide with a GM-determined list. If a
player adds an attribute the GM deems unnecessary, the
GM may treat that attribute as simply a description of the
character. She may require a roll against a different
attribute than the player has in mind, and the player must
abide by her decision.

As an example, a certain GM decides she wants charac-
ters to have a general Dexterity attribute. A player takes
Good Dexterity for his PC, but wants to show that the
character is better at whole body dexterity than at manual
dexterity. So he writes: Great Agility and Fair Manual
Dexterity. However, the GM can ignore these distinctions,
and simply require a Dexterity roll, since that is the trait
she has chosen. (She can average the PC-chosen levels,
or simply select one of them.) Of course, she can also
allow him to roll on the attributes he has created.

In FUDGE, a character with a trait at Fair will succeed at
ordinary tasks 62% of the time — there is usually no
need to create a superstar. In fact, Great is just that: great!
Superb should be reserved for the occasional trait in
which your character is the best he’s ever met.

Any trait that is not defined at character creation will be
at a default level:

For attributes: Fair.

For most skills:Poor (easier skills are at Mediocre, while
harder ones are at Terrible). A skill default means
untrained, or close to it. However, it is possible to take a
skill at Terrible (below the default level for most skills),
which implies an ineptitude worse than untrained.

9

Character Creation

For most gifts, supernormal powers and certain GM-
defined skills:Non-Existent. (That is, the default is non-exis-
tent. The trait itself exists in some character, somewhere.)

Each player should expect the GM to modify his char-
acter after creation — it’s the nature of the game. The GM
should expect to review each character before play. It
would, in fact, be best if the characters were made in the
presence of the GM so she can answer questions during
the process.

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