CHARACTER GENERATION

This game uses the FUDGE system.

I need to know the following information from you:

  • An e-mail address for you
  • Your character's name (Human names can be anything. Nathi names should try to follow the general theme of Turekk, Tarin, Melika, Meyshik, Ferica, Telekk, Niktar, Norskal, etc.)
  • Your character's race (Nathi preferred, anything else we can haggle over. If you want to play an Elf, I'm going to need a darn good reason to allow it.) Your character's race determines your stats in small part.
  • Your character's appearance and physical build.
  • Your character's basic personality and history. I don't need a dissertation, but it would make things easier. If I can work in details of your character's history, it'll be more fun.
  • a list of the equipment you want.
  • Character Stats
    FUDGE uses the following progression of effect levels, from best to worst:

  • Legendary
  • Epic
  • Heroic
  • Superb
  • Great
  • Good
  • Fair (Magic skill default)
  • Mediocre (Skill default)
  • Poor
  • Terrible
  • Flabbergastingly Horrible
  • All rolls use four FUDGE dice (4DF), which returns a range from -4 to +4, with the results making a zero-centered statistical bell-curve. This result is used to shift up or down the scale from the skill level being rolled for, to arrive at the final result.

    Elf and Human characters get 28 free levels to spend among their stats, magic skills, and other abilities. Nathi get 20, due to the fact that they have fewer options in Magic, but it is easier for them to be more powerful. If a skill is not already given a default level, the first point spent on it raises it to Fair.

    Elves must spend at least eight levels in magic. If your character is not heavily magical, try not to max things out too much. Try not to have more than one or two things at Superb, with the rest averaging somewhere around Good.

    Your character starts with the following stats at FAIR unless raised:

  • STRENGTH
  • CONSTITUTION
  • GROSS-MOTOR (running, swinging large objects etc)
  • FINE-MOTOR (picking locks, writing, flossing, etc)
  • BOOKSMARTS
  • LIFESMARTS
  • AWARENESS (for when I need to roll and see if you notice something)
  • CHARISMA (How good the character looks. Is used for "First Impressions")
  • MAGIC (Any but Nathi. Is ONLY measure of how well the character inherently resists magical attack. CANNOT BE CHANGED.)
  • POWER (Nathi Only. Is ONLY measure of how well the character inherently resists magical attack. CANNOT BE CHANGED.)
  • Special Freebies

  • Elves get MAGIC at GOOD
  • Nathi get POWER at GOOD
  • Magic Powers
    Magic uses a Predicate/Objective format. You must have skill in the area of Magic to make use of it. Max level is Great

    Human/Elf Magic:
    Free: Control & Power at GOOD

    Predicates:

  • Control
  • Percieve
  • Create
  • Destroy
  • Transform
  • Objectives:

  • Animal
  • Plant
  • Water
  • Body
  • Mind
  • Earth
  • Power
  • Fire
  • Illusion
  • Air
  • Nathi Magic:
    Free: All at FAIR

    Predicates:

  • Manipulate
  • Percieve
  • Conduct
  • Objectives:

  • Power
  • Skills You also need to determine up to four areas of skill, such as Crystalworker, Farmer, Footpad, etc. The first skill should be the character's primary life path. The other skill should be side interests, specializations within Skill 1, or other things at which the character excels.

    Free: Nathi characters get "Nathi Soldier" at GOOD. This means they have a decent knowledge of Nathi culture, military structure, tactics, how to use standard Nathi weapons, etc. This counts towards your up to four skill areas.

    Sample skills:

  • Crystalworker (one who makes devices for use with magic. Nathi only)
  • Swordsman
  • Marksman (dead shot with bow, crossbow, blowgun, crystal sidearm, etc)
  • Farmer
  • Assassin
  • Spy
  • Forensic Linguist
  • Ship Pilot
  • Frigate Maintenance
  • Doctor, magical or mundane methods
  • Diplomat
  • Nobility
  • etc


  • ©2003 Lansing D. Tryon
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