Character Creation and Growth Guide

This document describes the rules of character creation, together with rules for their development using experience points gained while playing.

It is assumed that the reader has at least glanced at the Player's Guide to Fudge document.

Initial Values

The 9 attribute values all have a default value of Fair.

The skill default is dependent upon the difficulty rating of the skill (see the skills section), but for most skills is Poor.

The player has 6 attribute levels to distribute amongst the attributes. None can be higher than Superb. Attributes can be lowered below Fair in order to gain points to spend elsewhere.

The player has 35 skill points to distribute amongst the skills. The skill list on the character sheet is not complete (for example there are no languages or trade-related skills). Skills can be lowered below their default level in order to obtain points to spend elsewhere.

Characters have default values of Fair in both "Speak Own Language", and Customs of their culture.

The character starts with two Fudge points. There are also 3 skill points "in reserve" for a player to spend during play on a skill they forgot.

The player has two gifts they can purchase. An example list is found lower in the document but any special power or ability the player might imagine can be purchased as one or more gifts.

Finally, a player has the option of taking one or more faults for their character. Taking faults gives the player extra skill-points/attributes/gifts to spend on their character. As for gifts a sample list is found lower in the document but players should feel free to invent their own faults.

Exchanging Points

Players are not locked into the strict distribution of 6 attributes, 35 skill points and two gifts. They can swap them around at the following rates

1 Gift = 2 Attributes = 6 Skill points

1 Fault = -2 Attributes = -6 Skill points

For example Jane feels that her character only needs one gift. She trades the other gift for 1 Attribute to increase her Intuition one level and 3 skill points to put into her First Aid. Alternatively, Jane could have taken a Fault, and thus kept the two gifts but still have the extra skill and attribute levels.

Skill Costs

The following table gives the skill costs in terms of skill points.
Skill Level      Easy             Most/Normal      Hard             Very Hard        
Terrible (-3)          -2               -1                0         1                
Poor (-2)              -1                0                1         2                
Mediocre (-1)           0                1                2         3                
Fair (0)                1                2                3         4                
Good (+1)               2                3                4         5                
Great (+2)              3                4                5         6                
Superb (+3)             4                5                6         7                

For instance Jane wants her character to have both a Fair Running skill and a Fair Cast (magic) skill. As Running is an easy skill it only costs 1 skill point. However Cast is a very hard skill so for the same level it costs 4 points.

Skill List

The following list is a non-exhaustive list of the skills a character might possess. It gives a reasonable idea of common spells possessed by characters in the world.
Name                 Difficult  Attribute       Notes                                     
                     y                                                                    
Animal Training      Normal     Int/Emp                                                   
Ride <animal type>   Normal     Agility/Emp                                               
Paint                Normal     Int + Dex                                                 
Sculpt               Normal     Int + Dex                                                 
Play <instrument>    Normal     Dex                                                       
Acrobatics           Hard       Ag                                                        
Swim                 Normal     Ag                                                        
Run                  Easy       Ag                                                        
Throw                Easy       Dex/Per                                                   
Climb                Normal     Ag                                                        
Dodge                Normal     Ag              Combat skill                              
Carouse              Normal     Hea             Drink, street contacts etc.               
Stealth              Normal     Ag              Sneak around                              
Disguise             Hard       Rea/Int         Change appearance                         
Pick                 Hard       Dex             Pick locks and pockets                    
Hunt                 Normal     Per             Traps, animal tracks, etc.                
Survival             Normal     Rea             Build shelters, find water etc.           
Navigation           Hard       Rea             Find directions from stars etc.           
Intimidation         Normal     Will/Str                                                  
Leadership           Hard       Emp                                                       
Persuasion           Normal     Emp/Int                                                   
Etiquette            Normal     Rea/Int         Right actions in a social situation       
Seduction            Normal     Int/Emp                                                   
First Aid            Normal     Per             Clean & staunch wounds                    
Herb Lore            Hard       Rea             Use of herbs for healing etc.             
Medicine             V. Hard    Rea+Per         Operate, combat diseases, acupuncture     
                                                etc.                                      
Speak <language>     Normal     Int/Rea                                                   
Customs <culture>    Normal     Int/Rea         Understand a culture                      
Geography            Normal     Rea                                                       
Politics <scale>     Hard       Rea             Local, national, international            
Legal <culture>      Hard       Rea             Legal procedures of a culture             
Bureaucracy          Normal     Rea             Bureaucratic procedures                   
Farming              Normal     Rea                                                       
Strategy             Hard       Rea+Int         Large scale military engagements          
Tactics              Normal     Rea/Int         Small scale military engagements          
Cast                 Very Hard  Int             Cast spells. Must have bought magery      
Ritual               Very Hard  Rea             Work ritual spells. Need magery           
Shaman               Very Hard  Int             Must purchase Shaman gift                 
Religious magic      Very Hard  Emp             Must purchase Religious magic gift        
Smithcraft           Very Hard  Rea/Int + Per   Must purchase Smithcraft gift             
<Weapon> Attack      Normal     Dex/Ag/Per      Weapon = Unarmed| Hafted | Polearms |     
                                                Staves | Shields | Swords | Knives |      
                                                Bows | Crossbows                          
<Weapon> Parry       Normal     Dex/Per         Same classes as above                     
Any Weapon Attack    V. Hard    Int+Ag+Per      Can use any weapon. x 3 for Great and     
                     x 2                        Superb                                    
Any Weapon Parry     V. Hard    Int+Per         As above                                  
                     x 2                                                                  

The Attribute field of the table defines the governing Attribute for that skill:- the Attribute that is most closely related to the skill. If a character's skill exceeds the governing Attribute the character must pay an additional cost (1 skill point). When two or more Attributes are given separated by a slash use whichever is highest. When the Attributes are separated by a plus-sign use whichever Attribute is the lowest in determining whether the additional cost must be paid.

Sample Gifts

The following list shows some example gifts and with some a brief description (in brackets). Players are encouraged to create their own gifts but they should be approved with the GM before play.

Absolute direction (never get lost); Fearless; Ambidextrous; Animal Empathy; Head Turner (stunningly attractive and +1 or +2 to all social rolls involving members of "opposite sex"); Melodic Voice (pluses to sing and persuasion rolls); Combat Reflexes (+1 to initiative and reduce some positional penalties); Danger Sense; Keen Senses; Lucky; Eidetic memory ("perfect" memory); Powerful Clan/Family; Night Vision; "Unlimited" Resources; Patron; Charismatic; Drunken Style (-1 for all opponents to hit); Perfect Timing; Rank/Position; Rapid Healing; Focussed; Unbending Will; Tough Skinned; Religious Functionary; Common Sense; Double Jointed; High Pain Threshold; Poison Resistance; Disease Resistance; Longevity; Magical Resistance.

Magery/sorcery is a multi-level gift. Purchasing one level (one gift) allows very limited spell abilities and the right to purchase either cast or ritual. Taking a second level allows far greater abilities and the right to purchase both ritual and cast.

Smithcraft is a 2-level gift. The first level confers the ability to understand the virtues of any work of smithcraft that is seen. The 2nd level allows the character to create their own works and the right to purchase the skill smithcraft.

Shamanism is a 2-level gift. With one level the shaman either acquires a spirit ally or gains the right to buy the skill Shamanism that allows travel into the spirit world and communication with its denizens. A 2nd level confers both powers.

Religious powers is a 2-level gift. The first level allows the character to act as a religious functionary at all appropriate rituals and services. The 2nd level allows the character to purchase the skill Religious Magic and directly call on the deity's power.

Sample Faults

The following list is a number of example faults that the players may use for their characters or as ideas in designing other faults. Characters are not required to take a fault but they do allow more points for skill/gift/attribute purchases and often make a more interesting character.

Absent-minded; Addiction (penalties to action rolls unless has had a fix recently); Age; Ruthless/Ambitious; Bloodthirsty; Blunt & Tactless; Reckless; Poor Loser; Code of Ethics; Code of Honour; Compulsive Behaviour; Coward; Curious; Finicky; Easily Distracted; Enemy (some NPC that is constantly after the character); Fanatic; Compulsive Liar; Aggressive/Bully; Garrulous; Gullible; Glutton; Berserk; Glass Jaw; Greedy; Humanitarian Idealist; Indecisive; Intolerant; Must be Centre of Attention; Lazy; Loyal/Dependents; Manic-Depressive; Melancholy, Multiple Personality; Dutiful; Nosy; Obsessive; Criminal/Outlaw; Overconfident; Owes Favours; Phobias; Poor; Practical Joker; Quick/Ill Tempered; Weird/Quixotic; Pacifist; Social Geek; Soft Hearted; Stubborn; Thin Skinned; Unlucky; Vain; Vow; Worrier; Over Zealous; Ugly; Alcoholism; Light Sensitive; Blind; Combat Paralysis; Deaf; Stuttering; Epilepsy; Eunuch; Fat; Haemophilia; Compulsive Honesty; Kleptomania; Lame; Low Pain Threshold; Miser; Mute; Missing Limb/Eye; Pyromania; Sadism; Weak Will.

Players must be aware that they are required to play the faults they have taken. If the GM judges they are continually ignoring their faults then other penalties will be assessed (e.g., withholding exp. points until the equivalent of buying off the fault have been taken).

Non-Human Races

The two non-human playable species (Duerager and Sylthaen) have slightly different starting characteristics than the average human. This section details them.

Duerager

Duerager are scale 1.

Duerager automatically have the fault "Ostracised by Duerager Community". This can be "bought off" if desired.

Duerager suffer a -1 penalty to their calculated Initiative value.

Each Duerager has a Calling for a particular mineral or metal. The player chooses the mineral or metal. Duerager characters become despondent if they do not work with their calling mineral/metal every month or so. Duerager may purchase skill levels in the Very Hard skill "<metal/mineral> Calling", which allows them to do extraordinary things with the metal/mineral.

Duerager suffer a -1 penalty on all social interaction rolls with humans and other species.

Duerager automatically have the first level of the Smithcraft gift.

Sylthaen

Sylthaen characters are limited to the Sapsu (adolescent) class of Sylthaen.

Sylthaen have the fault Curiosity. Sylthaen also have the fault Duty to Own Culture--whenever they receive the call they must return to the Sylthaen forest.

Sylthaen may buy the gift "Mind Linked Sibling".

Sylthaen start the game with 3 gifts, one of which must be related to the Sylthaen's Jenrata (birth from either the Branch, Trunk, or Root). Examples of such gifts include Whisper of the Winds [Branch](the wind whispers warnings to the character at times of danger); Skin of Bark [Trunk](once per day the characters skin becomes hard like bark and equivalent to 2 points worth of additional protection); Questing Strength [Root](the character may add 2 levels to their strength attribute for a static strength action--e.g., trying to pull a door open).

Sylthaen have the gift Eidetic Memory.

Experience Points and In-Game Character Growth

After each game session or series of related sessions the GM will award Experience Points (exp.) which the player can use to improve the skills and attributes of their character. The experience should be used to improve skills or attributes that might have benefited from the character's actions or things that the character might have studied between adventures.

The following table lists the cost to raise Easy and normal skills:

Original Value       New Value            Cost (in Exp.)          
Terrible             Poor                           1             
Poor                 Mediocre                       1             
Mediocre             Fair                           1             
Fair                 Good                           2             
Good                 Great                          4             
Great                Superb                         8             
Superb               Legendary            16 + GM Approval        

For Hard the experience cost is doubled, while for Very Hard it is 2.5 times that shown in the table.

For example raising First Aid (a normal difficulty skill) from Fair to Good would cost 2 exp. Raising Disguise (a Hard skill) the same level would cost 4 exp. Raising Cast (a Very Hard skill) the same level would cost 5 exp.

To raise an Attribute costs triple that shown for normal skills of the same level.

For example to raise a character's Strength from Fair to Good would cost 6 exp.

If a character's governing Attribute for the skill that is being raised is not at least as high as the level to which the skill is being raised the player must pay a penalty. The penalty is 2 exp. or half again the cost, whichever is higher.

For instance the same person wants to raise their disguise from Fair to Good. If either of the character's Reasoning or Intuition (the two alternate Attributes which govern Disguise) is at least Good then the character must only pay 4 exp. However if both were only Fair or worse it would cost 6 exp.

The purchase of new Gifts costs at least 6 exp. and requires GM approval.