Towers Characters Title Graphic

Fudge Characters



There are two options for character creation, subjective and objective. In subjective creation, the player describes his character in as much detail as he thinks neccessary, and submits the character description to the GM for her approval. The GM and Player work together to fit the character into the framework described below. This method allows the player to imagine any type of character.

Using objective character creation, the player has a number of levels for characteristics, virtues and abilities. The player spends those levels to create the character. The character is considered average in all characteristics, is assumed to have no virtues, and has the default skill levels unless the player buys a characteristic level, gift or skill. This is familiar to most experienced role-players.

There are several non-human races available for players.


FUDGE Levels

These are the levels used in my campaign.

Legendary and Abysmal are not allowed during initial character creation.

Gifts and Faults

Player Characters receive five gifts. A player may select any gift or fault he can think of, such as Strong, Weak, Agile, Clumsy, Allies, Enemies, Mage, etc., with the GM's approval. Depending on the gift or fault, a character may take it more than once in order to be even better or worse. For example, a character might take two levels of Strong, in order to be considered extremely strong. A player may gain more than 5 gifts by taking faults. The GM typically requires a powerful gift be offset by an equally powerful fault. See the GM for a list of gifts and faults. Quirks are minor faults, which add color to a character. Each quirk taken gains you a skill level. An example of a quirk might be "Only wears red.", or "Dislikes animals." Quirks should be personality quirks used for fleshing out a character, not very weak versions of faults. See Five Point Fudge for a good list of Gifts and Faults.


Abilities

Abilities are specific, and starting characters get 60 points to spend on Abilities. Abilities can be classified as Easy, Normal, Hard, and Very Hard. There are three types of Abilities, Talents, Skills and Knowledges. See the Abilities Page for a list of available abilities. Remember that just because it isn't listed doesn't mean you can't have it! If you think of a skill you would like to have, let me know and I just might allow it. Use the following table to determine initial costs for each level of normal abilities:

A character may buy only one ability at Superb and two at Great during intial character creation.

Ability Point Cost Table

          E     N     H     VH
Superb    10    15    21    28     E = Easy
Great     6     10    15    21     N = Normal
Good      3     6     10    15     H = Hard
Fair      1     3     6     10     VH = Very Hard
Mediocre  0     1     3     6
Poor     -1     0     1     3
Terrible -2    -1     0     1

Point Value Character Creation

For those more used to dealing in point based character creation, you may use the following system. A skill point is the basic unit, so:

1 ability = 1 point
1 gift = 5 points
1 fault = -5 points
1 quirk = -1 point

Characters get the following points:

5 gifts = 25 points
60 skill levels = 60 points
Total = 85 points

Players may construct their characters in any way, buying gifts and abilities using a total of 85 points. Players may take faults and quirks to bring their totals in balance.


Experience

Note: This rule is different from the Fudge Book. The GM secretly awards Fudge Points at the end of each game session. Along with their initial character, each player should submit a wish list to the GM describing what she wants to improve for her character, in order of priority. The GM will then use earned Fudge Points to improve the character, at the rate of 3 Fudge Points per Experience point. The player may specify a reserve of Fudge Points she wishes to have available to pull her bacon out of the fire, and the GM will always use earned Fudge Points to replenish the reserve first. Note that the GM will not tell the player when her character is better. The GM's copy of the character will be the most up to date. The player will have to find out through play if her character is more skilled, stronger, faster, etc.


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