6  Tips and Examples
====================

6.1  GM Tips and Conversion
---------------------------

Always remember the main point of the game is to have fun . . .

The GM should translate at least one of her favorite characters into
FUDGE from whatever system she is used to.  This will give her a good
idea of what traits to choose, and how many.

Note that FUDGE is incredibly flexible, possibly more so than any
system you've played before.  Once you've translated a favorite
character, fiddle with her a bit.  Can you tweak her to be *exactly*
what you want, possibly in ways your previous system wouldn't allow?
What if you split that attribute into two or three effects - ah!  See,
she can be smart in some ways, but dumb in others; knowledgeable of
some things, ignorant of others.  Hmm - too many attributes?  Make
some of them gifts, then - that might be easier to deal with.  And so
on - have fun!

Conversion hints: It is not practical to give guidelines for
converting every game system to and from FUDGE.  However, two systems
of trait measurement are in widespread use: a 3-18 scale, and a
percentile system.  While these are not used uniformly (and there are
many games that don't use either system), it is still useful to
discuss translating between such systems and FUDGE.

Standard 3-18 scale traits are converted as follows:

FUDGE Level         3-18 Level
  Superb              18+
  Great               16-17
  Good                13-15
  Fair                9-12
  Mediocre            6-8
  Poor                4-5
  Terrible            3 or less

Percentile traits are converted roughly as follows:

FUDGE Level         Percentile Level
  Superb              98-100
  Great               91-97
  Good                71-90
  Fair                31-70
  Mediocre            11-30
  Poor                4-10
  Terrible            1-3

6.2  Character Sheet Example
----------------------------

A character sheet can be any scrap paper, of course.  However, it's
handy to include the Trait Level progression and GM starting limits,
if any, such as 1 Superb skill, 3 Great skills, magic available, etc.

Two sample character sheets are provided: one for Subjective Character
Creation system and one for the Objective Character Creation system.
Note that they both include experience points (EPs) needed to raise
skills in the Objective Character Development system.  This can be
left off if you don't use EPs, of course.

Sample [delete any note in square brackets, such as this]:

/--------------------------------\  Character Name:
|               Defaults:   | EP |    Player:
| +3 Superb                 | 8  |  Date Created:
| +2 Great                  | 4  |
| +1 Good                   | 2  |  Unspent EP:
|  0 Fair ..... Attributes  | 1  |
| -1 Mediocre               | 1  |  Starting Limits: [such as
| -2 Poor ..... Most Skills | 1  |   1 Superb Skill, 3 Great,
| -3 Terrible               | 1  |   no magic, etc.]
|--------------------------------|
|   Some Skills and most Gifts   |  Character Story (include
| have a default of non-existent |      personality):
|--------------------------------|
| EP = Raising skills to that    |
|   level with Experience Points |
\--------------------------------/
[The following table can be deleted if you use the recommended dice
technique:]
Rolled: |  2 |  3  |  4  |  5  |  6  |  7  |  8  |  9  | 10  | 11 | 12
--------|----|-----|-----|-----|-----|-----|-----|-----|-----|----|---
Result: | +0 | -4  | -3  | -2  | -1  | +0  | +1  | +2  | +3  | +4 | +0

Wound Progression (Write Number of each to match Damage Capacity):
        Scratch     Hurt     Very Hurt    Incapacitated     Near Death
                                                                2

Hits:
----------------------------------------------------------------------
   Attributes:         |        Gifts:             |        Skills:
-----------------------|---------------------------|------------------
                       |                           |
  [space as needed in each section - the GM can include some before
   printing, if desired - especially true for Attributes]
                       |                           |
Damage Cap:            |---------------------------|
-----------------------|        Faults:            |
    Equipment:         |---------------------------|
-----------------------|                           |
                       |                           |
 [Could go on the      |                           |
  back if space        |---------------------------|
  is a problem.        |   Supernormal Powers:     |
  Remember to list     |---------------------------|
  armor and weapon     |                           |
  modifiers clearly.]  |       [if needed]         |

[End of sample.  You should be able to get it on a single page.]

For those using the Objective Character Creation system, the following
character sheet header is more appropriate than the one above:

/----------------------------------\  Character Name:
|              Att | Sk | VH  | EP |    Player:
| Superb ....  +3  |  5 |  7  | 8  |  Date Created:
| Great .....  +2  |  4 |  6  | 4  |
| Good ......  +1  |  3 |  5  | 2  |  Unspent EP:
| Fair ......   0  |  2 |  4  | 1  |
| Mediocre ..  -1  |  1 |  3  | 1  |  Starting Limits: [such as
| Poor ......  -2  |  0 |  2  | 1  |   1 Superb Skill, 3 Great,
| Terrible ..  -3  | -1 |  1  | 1  |   no magic, etc.]
|----------------------------------|
| Att = Attribute Costs            |  Character Story (include
| Sk = Average Skill Costs         |      personality):
| VH = Very Hard Skill Costs       |
| EP = Raising skills with EPs     |
|----------------------------------|
| Trading Traits: 1 gift = 1 fault |
| 1 gift = 1 to 2 attribute levels |
| 1 attribute level = 3 skill lvls |
| 1 supernormal power = 2 gifts    |
\----------------------------------/

6.3  Character Examples
-----------------------

The following characters are designed to different GM standards, to
give some examples of the many possibilities.  Each character example
includes the GM guidelines used.  All but the last one are made with
the Objective Character Creation system, though all are compatible
with the Subjective Character Creation system, of course.  Easy and
hard skills are denoted as such.  (In the Objective Character Creation
system, it costs less to get an easy skill at a given level, and more
for a hard skill.)  Skills that have defaults of non-existent and cost
one level just to get at Terrible are listed as: Telepathy (VH).
These are usually skills that control Supernormal Powers.

The numbers in parentheses after trait levels are the Objective level
costs, and are optional on any given character sheet (but make it easy
to tally).

Some characters have a separate Damage Capacity attribute; others have
Damage Capacity represented by some other attribute, such as Health,
Body, Constitution, Physical, etc.

Most of the gifts and faults were chosen with an eye towards variety,
for purposes of example.  Of course, if you use these characters, feel
free to change any of the traits.

6.31  Fantasy Characters
------------------------

Brogo, Floranna, and Moose have some magic abilities, using the sample
FUDGE Magic system found in the Addenda.  Brogo is just a dabbler in
magic, and Moose is only slightly better.  Floranna is a full
magician, however.

Note that Brogo has lowered four *useful* skills to Terrible to
balance his skill levels to 50 - he would have 54 levels, otherwise.

6.311  Brogo the Scout, Halfling
--------------------------------

GM limits: 8 attributes (4 free levels); 50 free skill levels,
   w/maximum of 1 Superb, 3 Greats; 2 free gifts; magic available.
   Scale -2, Racial Bonus: Damage Capacity +1, Health +1.

Note: spell-casting is equal to Coolness-2 in this game, with a
maximum level of Fair - no Spell-casting skill need be bought.  Also,
Magic Potential isn't limited to a specific effect in this game: Brogo
can try for any effect, except as limited by his fault.

Attributes:  (4 free levels, 10 levels taken, balanced by 3 faults)
   Coolness: Good                                      (1)
   Damage Capacity: Good                               (1)
   Dexterity: Great                                    (2)
   Empathy: Good                                       (1)
   Health: Good  [Halfling Fair]                       (0)
   Intelligence: Good                                  (1)
   Perception: Superb                                  (3)
   Strength: Good, Scale -2                            (1)
Skills: (50 free levels, 50 taken)
   Area Knowledge, large area (easy): Good             (2)
   Bow: Good                                           (3)
   Climbing: Good                                      (3)
   Elvish Language (hard): Mediocre                    (2)
   Evaluate Goods: Fair                                (2)
   Farming (easy): Fair                                (1)
   Fellowship: Great                                   (4)
   Find Secret Passages: Terrible                      (-1)
   First Aid: Good                                     (3)
   Haggle: Good                                        (3)
   Interrogation: Terrible                             (-1)
   Knowledge of Old Tales: Fair                        (2)
   Lockpicking: Terrible                               (-1)
   Mimic Animal Noises (hard): Great                   (4)
   Move Quietly: Superb                                (5)
   Orcish Language: Fair                               (2)
   Pickpocketing: Terrible                             (-1)
   Riding: Pony: Fair                                  (2)
   Staff: Good                                         (3)
   Storytelling: Good                                  (3)
   Survival: Good                                      (3)
   Tracking: Good                                      (3)
   Wildcraft: Great                                    (4)
Gifts: (2 free gifts, 4 taken, balanced by faults)
   Absolute Direction
   Animal Empathy
   Lucky
   Night Vision
Supernormal Powers: (1 taken, balanced by superfault)
   Magic Potential, one level
Faults:
   Can only cast trivial spells
   Curious
   Glutton
   Humanitarian (helps the needy for no pay)
   Self-defense Pacifist
   Superfault: Halfling (Scale -2, Racial Bonus to Health)

6.312  Floranna, Elven Magician
-------------------------------

GM limits: 2 attributes (1 free level); 50 free skill levels,
   w/maximum of 1 Superb, 3 Greats; 4 free gifts; magic available.

NOTE: this character uses the FUDGE Magic described in Chapter 7, but
the GM decided to allow a Spell Casting skill greater than Fair - at
cost of one gift.  However, the GM also required two separate Spell-
casting skills.  Since one gift = 6 skill levels, it costs 4 levels to
get Spell Casting on Others at Fair, then 6 more levels to get it at
Good, the maximum allowed.

Attributes: (1 free level, 1 taken)
   Material: Mediocre                                  (-1)
   Spiritual: Great                                    (2)
Skills: (50 free levels, 32 taken, the rest traded for 3 gifts)
   Acrobatics/Athletics: Mediocre                      (1)
   Animal Skills: Good                                 (3)
   Camaraderie: Mediocre                               (1)
   Combat Skills: Poor                                 (0)
   Courtly Ways: Poor                                  (0)
   Cultural Knowledge: Good                            (3)
   Doctoring: Great                                    (4)
   Manipulate People: Poor                             (0)
   Move Quietly/Gracefully: Fair                       (2)
   Scientific Knowledge: Mediocre                      (1)
   Spell Casting on Others (VH): Good                  (10)
   Spell Casting on Self (VH): Fair                    (4)
   Thievery: Terrible                                  (-1)
   Woodland Ways/Nature Lore: Great                    (4)
Gifts: (4 free gifts, none taken)
Supernormal Powers: (6 taken, balanced by faults, reduced gifts, and
         reduced skill levels)
   Elf: extended lifespan, animals (not monsters) react well to her,
         Perception = +1 to Material attribute
   Magic Potential, White Magic, Five levels
Faults:
   Absent-Minded
   Heart of gold - any halfway skillful liar can get sympathy & help
   Idealist - not grounded in reality
   Melancholy
   Zealous behavior - tries to dissuade others from violence

6.313  Moose the Mage, Human Combat Magician
--------------------------------------------

GM limits: 6 attributes (3 free levels); 30 free skill levels,
   w/maximum of 1 Superb, 3 Greats; 2 free gifts; magic available.

Note: Moose's Spell-casting skill costs double levels because of his
   low Intelligence attribute.  It would also take double EP to raise.

Attributes: (3 free levels, 4 levels taken, balanced by a fault)
   Charisma: Poor                                      (-2)
   Dexterity: Great                                    (2)
   Drive: Good                                         (1)
   Health: Great                                       (2)
   Intelligence: Mediocre                              (-1)
   Strength: Great                                     (2)
Skills: (30 free levels, 36 taken, balanced by a fault)
   Armory: Good                                        (3)
   Brawling: Great                                     (4)
   Breaking and Entering: Terrible                     (-1)
   Climbing: Fair                                      (2)
   Crafts: Fair                                        (2)
   Flirtatious Skills: Terrible                        (-1)
   Knowledge of Old Tales: Terrible                    (-1)
   Merchant: Mediocre                                  (1)
   Riding: Good                                        (3)
   Shield: Great                                       (4)
   Singing: Terrible                                   (-1)
   Spell-Casting (VH): Mediocre                        (6)
   Stealth: Good                                       (3)
   Storytelling: Terrible                              (-1)
   Sword: Superb                                       (5)
   Tactics: Good                                       (3)
   Throwing: Great                                     (4)
   Woodcraft: Mediocre                                 (1)
Gifts: (2 free gifts, 2 taken)
   Combat Reflexes
   Comfortable Wealth (good equipment)
Supernormal Powers: (2 taken, balanced by faults)
   Magic Potential, Combat spells, two levels
Faults:
   Blunt and tactless - doesn't mince words
   Fear of the Dark
   Full of bluff and bluster and machismo to hide inadequacy feelings
         (he'll never live up to the impossibly heroic image of his
         father)
   Quick-Tempered; no patience with fools or knaves
   Spell-casting skill costs double due to low IQ
   Vow: Destroy the brigand band that killed his father

6.314  Tarag Half-Ogre
----------------------

GM limits: 3 attributes (3 free levels); 10 free skill levels,
   w/maximum of 1 Superb, 2 Greats; 3 free gifts; magic available.
   Half-Ogre is Scale 3.

Attributes: (3 free levels, 2 taken, 1 traded for 3 skill levels)
   Body: Good, Scale 3                                 (1)
   Mind: Mediocre [Half-Ogre Fair]                     (0)
   Psyche: Good                                        (1)
Skills: (10 free levels, 13 taken, balanced by low attributes)
   Animal Skills: Fair                                 (2)
   Artistic Skills: Terrible                           (-1)
   Balance Skills: Good                                (3)
   Medical Skills: Terrible                            (-1)
   Melee Weapons: Superb                               (5)
   Merchant Skills: Terrible                           (-1)
   Outdoor Skills: Good                                (3)
   Ranged Weapons: Good                                (3)
   Social Skills: Terrible                             (-1)
   Technical Skills: Terrible                          (-1)
   Thief Skills: Terrible                              (-1)
   Unarmed Combat: Good                                (3)
Gifts: (3 free gifts, 3 taken)
   Quick Reflexes
   Peripheral Vision - no penalty facing two foes at once
   Tough Hide (-1 to damage)
Supernormal Powers: (1.5 taken, balanced by faults)
   Half-Ogre (Body Scale 3, Mind at -1)
   Anti-Magic Aura - spells cast on her are at -1 (counts as only 1
         gift because it also interferes with beneficial spells)
Faults:
   Goes Berserk if Hurt - liable to attack friends
   Gullible
   Poor (not much equipment)

6.32  Historical Fiction Characters
----------------------------------

6.321  Arian o Gwent, Welsh Archer, 1190
----------------------------------------

A Norman conqueror murdered Arian's family treacherously - under the
guise of a flag of truce.  When Arian slew him in vengeance, she was
outlawed from Wales.  Escaping north, the embittered Arian is about to
join Robin Hood's outlaw Saxon band and introduce into England a new
Welsh invention, the longbow . . .

GM limits: 6 attributes (4 free levels); 45 free skill levels,
   w/maximum of 1 Superb, 2 Great; 2 free gifts; no supernormal powers
   available; must take 2 faults: Outlaw & Loyal to Companions, which
   do not count as trading for other traits.

Attributes: (4 free levels, 4 taken)
   Calmness: Mediocre                                  (-1)
   Constitution: Fair                                  (0)
   Dexterity: Great                                    (2)
   Reasoning: Good                                     (1)
   Senses: Great                                       (2)
   Strength: Fair                                      (0)
Skills: (30 free levels, 36 taken, balanced by 1 fault)
   Acrobatics: Good                                    (3)
   Archery: Superb                                     (5)
   Bowyer: Great                                       (4)
   Climbing: Good                                      (3)
   Disguise: Good                                      (3)
   Dodge: Good                                         (3)
   Fletcher: Good                                      (3)
   Move Quietly: Great                                 (4)
   Riding: Good                                        (3)
   Tactics: Fair                                       (2)
   Woodcraft: Good                                     (3)
Gifts: (2 free gifts, 3 taken, balanced by fault)
   Literate - in 1190, this is rare enough to be called a gift
   Attractive
   +3 Calmness while shooting a bow
Faults:
   Outlaw
   Loyal to Companions
   Speaks English with a strong Welsh accent
   Despises Normans - Fair Calmness roll to avoid acting rashly

6.322  Henri le Rouge, Musketeer of King Louis XIII, 1627
---------------------------------------------------------

GM limits: since this is a cinematic campaign without magical or SF
   healing, the GM has set higher limits: 9 attributes (8 free
   levels); 60 free skill levels, w/maximum of 2 Superb, 5 Greats; 3
   free gifts; no supernormal powers available

Attributes: (8 free levels, 12 taken, balanced by faults)
   Charm: Great                                        (2)
   Coolness: Superb                                    (3)
   Damage Capacity: Great                              (2)
   Dexterity: Great                                    (2)
   Health: Good                                        (1)
   Perception: Fair                                    (0)
   Strength: Fair                                      (0)
   Will: Fair                                          (0)
   Wit: Great                                          (2)
Skills: (60 free levels, 72 taken, balanced by 2 faults)
   Acrobatics: Superb                                  (5)
   Acting: Good                                        (3)
   Boating: Terrible                                   (-1)
   Brawling: Good                                      (3)
   Carousing: Good                                     (3)
   Climbing: Great                                     (4)
   Disguise: Good                                      (3)
   Dodge: Good                                         (3)
   Engineer: Terrible                                  (-1)
   Fencing: Superb                                     (5)
   First Aid: Good                                     (3)
   Flirting: Good                                      (3)
   Knowledge of Europe: Mediocre                       (1)
   Knowledge of France: Good                           (3)
   Knowledge of Paris: Good                            (3)
   Knowledge of Planet: Mediocre                       (1)
   Lockpicking: Terrible                               (-1)
   Main Gauche: Great                                  (4)
   Matchlock Musket: Good                              (3)
   Mechanic: Terrible                                  (-1)
   Move Quietly: Good                                  (3)
   Political Knowledge: Fair                           (2)
   Quick-Draw Sword (easy): Good                       (2)
   Oratory: Mediocre                                   (1)
   Repartee: Great                                     (4)
   Riding: Great                                       (4)
   Savoir-Faire: Good                                  (3)
   Shadowing: Fair                                     (2)
   Swimming: Terrible                                  (-1)
   Tactics: Good                                       (3)
   Wheellock Pistol: Good                              (3)
Gifts: (3 free gifts, 5 taken, balanced by faults)
   Combat Reflexes
   Handsome
   Patron: Captain of Musketeers
   Rapid Healing
   Status: Gentleman
Faults:
   Code of Honor
   Compulsive Carouser
   Disgusted by Non-Gourmet Food
   Extremely Loyal to Companions
   Intolerant of Protestants
   Thin-skinned - quick to take offense

6.323  Scruffy Sanders, Stagecoach Driver, 1870s, Western U.S.A.
----------------------------------------------------------------

GM limits: 5 attributes (3 free levels); 30 free skill levels,
   w/maximum of 1 Superb, 2 Great; 2 free gifts; no supernormal powers
   available; minimum 1 fault that doesn't count for trading.  Scruffy
   traded his one Superb skill limit for two extra Greats, so he has
   four Great skills, and no Superb skills.

Attributes: (3 free levels, 3 taken)
   Agility: Mediocre                                   (-1)
   Health: Good                                        (1)
   Perception: Good                                    (1)
   Savvy: Great                                        (2)
   Strength: Fair                                      (0)
Skills: (35 free levels, 53 taken, balanced by 3 faults)
   Area Knowledge, Western States: Good                (3)
   Bluffing: Great                                     (4)
   Brawling: Fair                                      (2)
   Concertina (Squeezebox): Good                       (3)
   Dodge: Good                                         (3)
   First Aid: Good                                     (3)
   Holds His Liquor: Good                              (3)
   Hunting: Good                                       (3)
   Move Quietly: Good                                  (3)
   Pistols: Fair                                       (2)
   Riding: Good                                        (3)
   Shotgun: Great                                      (4)
   Singing: Good                                       (3)
   Stagecoach Mechanic: Good                           (3)
   Tall Tales: Good                                    (3)
   Teamster: Great                                     (4)
   Witty Insults: Great                                (4)
Gifts: (2 free gifts, 2 taken)
   Never forgets a face
   Sense of empathy: gets a feel for people
Faults:
   Garrulous
   Addiction to disgusting habit: spitting chewing tobacco
   Lazy - would "rather talk than do"
   Getting old, and all that implies . . .

6.33  Modern Characters
-----------------------

6.331  Dolores Ramirez, Journalist, 1990s
-----------------------------------------

GM limits: 10 attributes (5 free levels); 50 free skill levels,
   w/maximum of 1 Superb, 4 Greats; 2 free gifts; limited Psi
   available.

NOTE: The player forgot a very important skill for Dolores: Research.
This was realized during a game, and since she would logically have
the skill, the player petitioned the GM to allow Research to be one of
the Uncommitted traits.  The GM agreed, and [Research: Good] was added
to Dolores' character sheet.  Dolores already has 1 Superb and 4 Great
skills, so this is the best she could start with it.  This does not
count against starting free levels - Uncommitted traits are extra.

Attributes: (5 free levels, 7 taken, balanced by fault)
   Appearance: Good                                    (1)
   Constitution: Good                                  (1)
   Coolness: Good                                      (1)
   Damage Capacity: Good                               (1)
   Dexterity: Fair                                     (0)
   Intelligence: Great                                 (2)
   Luck: Good                                          (1)
   Sanity: Great                                       (2)
   Strength: Poor                                      (-2)
   Will: Fair                                          (0)
Skills: (50 free levels, 56 taken, balanced by fault)
   Acrobatics: Fair                                    (2)
   Acting: Great                                       (4)
   Breaking & Entering: Good                           (3)
   Climbing: Fair                                      (2)
   Computer Use: Good                                  (3)
   Criminology: Mediocre                               (1)
   Disguise: Great                                     (4)
   Driving: Good                                       (3)
   Interviewing: Great                                 (4)
   Karate (hard): Fair                                 (3)
   Mexican Cuisine: Mediocre                           (1)
   Move Quietly: Good                                  (3)
   Occultism: Good                                     (3)
   Photography: Good                                   (3)
   Pistol: Good                                        (3)
   Shadowing: Great                                    (4)
   Shady Contacts: Good                                (3)
   Swimming: Fair                                      (2)
   Writing: Superb                                     (5)
Gifts: (2 free Gifts, 4 taken, balanced by faults)
   Ambidextrous
   Beautiful speaking voice
   Danger Sense
   Never forget a name
Faults:
   Overconfident
   Ambitious
   Stubborn
   Vain

6.332  Sherman Foley, homeless person and scanner, modern day
-------------------------------------------------------------

By: Bernard Hsiung

GM limits: no specified attributes - free levels = 1/2 of number of
   attributes taken; 50 free skill levels, w/maximum of 1 Superb, 4
   Greats; 2 free gifts; semi-limited Psi

NOTE: Sherman's player only chose 4 attributes when the GM gave free
reign.  This means that Sherman has any unlisted attribute the GM
considers essential at Fair.

Attributes: (4 attributes selected: 2 free levels, 2 taken)
   Damage Capacity: Mediocre                           (-1)
   Health: Mediocre                                    (-1)
   Perception: Great                                   (2)
   Willpower: Great                                    (2)
Skills: (50 free levels, 44 taken, 6 used to balance 1 gift)
   Area Knowledge, inner city (easy): Great            (3)
   Area Knowledge, Earth: Mediocre                     (1)
   Begging: Fair                                       (2)
   Climbing: Terrible                                  (-1)
   Drinking: Good                                      (3)
   Driving: Terrible                                   (-1)
   Forage: Good                                        (3)
   Knife: Mediocre                                     (1)
   Knowledge, Phobias (hard): Good                     (4)
   Meditation: Good                                    (3)
   Sewing: Mediocre                                    (1)
   Stealth/Urban: Fair                                 (2)
   Street Gossip: Good                                 (3)
   Survival/Urban: Great                               (4)
   Use Mind Control (VH): Great                        (6)
   Use Telepathy (VH): Good                            (5)
   Use Telekinesis (VH): Good                          (5)
Gifts: (2 free gifts, none taken)
Supernormal Powers: (3 taken, balanced by faults, reduced gifts, and
         reduced skills)
   Mind Control
   Telepath
   Telekinetic
Faults:
   Use of Psi Requires Immobile Concentration
   Materially Poor
   Unlucky

6.333  Dragonfly (James Stoddard), Secret Superhero
---------------------------------------------------

GM limits: 7 attributes (4 free levels); 50 free skill levels,
   w/maximum of 2 Superb, 6 Greats; 2 free gifts; 4 free Superpowers

Attributes: (4 free levels, 8 taken, balanced by faults)
   Damage Capacity: Fair                               (0)
   Dexterity: Great                                    (2)
   Health: Good                                        (1)
   Intelligence: Great                                 (2)
   Intuition: Great                                    (2)
   Speed: Good                                         (1)
   Strength: Fair                                      (0)
Skills (50 free levels, 56 taken, balanced by fault)
   Acrobatics: Great                                   (4)
   Acting: Good                                        (3)
   Bureaucracy: Fair                                   (2)
   Computer Use: Great                                 (4)
   Control Superpower (Electron Flow) (VH): Superb     (7)
   Control Superpower (Flight) (VH): Good              (5)
   Criminology: Good                                   (3)
   Disguise: Good                                      (3)
   Dodge: Great                                        (4)
   Driving: Good                                       (3)
   Electronics Engineering, Computers (hard): Great    (5)
   Japanese Language: Great                            (4)
   Judo (hard): Great                                  (5)
   Singing: Terrible                                   (-1)
   Stealth: Superb                                     (5)
Gifts: (2 free gifts, 3 taken, balanced by a fault)
   Perfect Timing
   Good Looking
   Tough Hide (-1 to damage)
Supernormal Powers: (4 free Superpowers, 4 taken)
   Control Inanimate Electronic Devices
   Shrink to 1" (25 mm) for up to an hour, 2 times/day (Scale = -10)
   Fly, only while 1" (25 mm) high
   Electrical Surge (Short-out Machines)
Faults:
   Ethically unable to use Powers to get out of massive debt
   Quixotic - always looking for wrongs to right
   Phobia of animals bigger than a collie
   Socially awkward (bit of a nerd)

6.34  Science Fiction Characters
--------------------------------

6.341  Captain Wallop of the Space Patrol
-----------------------------------------

This character is from a very cinematic Space Opera campaign.

GM limits: 4 attributes (4 free levels); 50 free skill levels,
   w/maximum of 1 Superb, 3 Greats, 8 Goods; 2 free gifts; one free
   Supernormal power, subject to GM approval

Attributes (4 free levels, 6 taken, balanced by fault):
   Body: Good                                          (1)
   Reason/Mechanical: Great                            (2)
   Perceive/React: Superb                              (3)
   Willpower: Fair                                     (0)
Skills (50 Free levels, 56 taken, balanced by fault)
   Acrobatics: Good                                    (3)
   Acting/Disguise: Great                              (4)
   Barroom Savvy: Good                                 (3)
   Blaster: Superb                                     (5)
   Computer Operation: Fair                            (2)
   Diplomacy: Good                                     (3)
   Electronics: Good                                   (3)
   Familiarity with Major Planetary Systems: Good      (3)
   Gunnery: Great                                      (4)
   Haggle: Fair                                        (2)
   Hard Sciences: Fair                                 (2)
   Mimicry: Mediocre                                   (1)
   Navigation: Good                                    (3)
   Pick Up Languages: Fair                             (2)
   Piloting: Great                                     (4)
   Repair Scoutship Systems: Good                      (3)
   Stealth: Great                                      (4)
   Unarmed Combat: Fair                                (2)
   Zero-G Maneuvering: Good                            (3)
Gifts: (2 free gifts, 4 taken, balanced by faults)
   Handsome
   Reputation as Hero
   Never disoriented in zero Gravity
   Rank of Captain in the Space Patrol
Supernormal Powers: (1 free Supernormal power, 1 taken)
   Able to key in on one mind up to a mile (1.5 km) away and follow
         the trail on Good Situational roll or better every 15
         minutes.
Faults:
   Amorous heartbreaker - love 'em and leave 'em
   Bravery indistinguishable from foolhardiness
   Fanatic patriot
   Must obey senior officers in the Space Patrol

6.342  Seihook - Alien from Aldebaran
-------------------------------------

The Aldebaranians (their own name for themselves is unpronounceable by
humans) are a non-humanoid race.  They resemble a collection of
animated rock and twine, and digest a moss that appears to be slowly
digesting them.  They can also use any of the "twine" pieces as straws
to drink fluids - alcohol affects them as it does humans.  While they
have nothing resembling hands, they have strong psi powers that enable
them to manipulate their environment, and even travel space.  They are
friendly with humanity - "interesting auras," they say, "always
interesting."  In general, they are bewildered by red tape, dislike
war, value their families above all things, and like comfort, but
don't seek extreme wealth.  Their Damage Capacity is determined by
their Size attribute; Perception is determined by Empathy Skill, which
they say extends to inanimate objects, and refuse to use any other
word to describe the ability.  Psi powers generally rate raw strength;
psi skills fine manipulation of that strength.  Aldebaranians are
hermaphroditic (they exchange "twine" with each other to procreate),
so Seihook can be considered both male and female.

GM limits: 8 attributes (5 free levels); 40 free skill levels,
   w/maximum of 1 Superb, 3 Greats; 2 free gifts; Supernormal Powers
   count as attributes - no extra cost.

Attributes (5 free levels, 7 taken, balanced by fault):
   Empathy Power: Fair                                 (0)
   Levitation Power: Good                              (1)
   Reasoning: Great                                    (2)
   Reaction: Fair                                      (0)
   Size: Good (size of 4-year old human)               (1)
   Telekinesis Power: Great                            (2)
   Telepathy Power: Good                               (1)
   Will: Fair                                          (0)
Skills (40 Free levels, 40 taken)
   Bar Etiquette: Fair                                 (2)
   Barter: Great                                       (4)
   Empathy Skill: Great                                (4)
   Folklore: Fair                                      (2)
   Hard Sciences: Mediocre                             (1)
   History: Fair                                       (2)
   Knowledge of Alien (incl. Human) Customs: Good      (3)
   Levitate Other: Fair                                (2)
   Levitate Self: Superb                               (5)
   Medical Skills: Good                                (3)
   Psychology: Great                                   (4)
   Telekinesis Skill: Good                             (3)
   Telepathy, Dampen Thoughts: Poor                    (0)
   Telepathy, Read Thoughts: Fair                      (2)
   Telepathy, Project Thoughts: Good                   (3)
Gifts: (2 free gifts, 4 taken, balanced by faults)
   Can't feel physical pain
   Animals do his bidding in simple, non-threatening matters on a
         Great Empathy *Power* roll or better
   Tolerant of Appearances - Never disgusted by any alien form
   Wealthy (for an Aldebaranian)
Faults:
   Practical Joker (for example, loves to "speak" in bad accents in
         thought projection)
   Gossip
   Coward - fears death

6.343  Screamer (Frederick Grant); Occupation: Decker
-----------------------------------------------------

Cyberpunk character by: Stephan Szabo

GM limits: 7 attributes (3 free levels); 30 free skill levels,
   w/maximum of 1 Superb, 4 Greats; 2 free gifts; Cybernetic
   enhancements count as gifts, not supernormal powers.

Attributes (3 free levels, 5 taken, balanced by fault):
   Body: Good                                          (1)
   Charisma: Poor                                      (-2)
   Intelligence: Superb                                (3)
   Quickness: Good                                     (1)
   Reaction: Great                                     (2)
   Strength: Fair                                      (0)
   Willpower: Fair                                     (0)
Skills (30 Free levels, 30 taken)
   Computer Build/Repair: Great                        (4)
   Computer Programming: Superb                        (5)
   Computer Theory: Great                              (4)
   Cycle: Fair                                         (2)
   Electronics: Great                                  (4)
   Firearms: Great                                     (4)
   Matrix Etiquette: Good                              (3)
   Street Etiquette: Fair                              (2)
   Unarmed Combat: Fair                                (2)
Gifts: (2 free gifts, 6 taken, balanced by faults)
   Cybernetics, Datajack
   Cybernetics, Can multitask cognitive processes
   Cybernetics, Thermographic Vision
   Cybernetics, Flash Compensation
   Cybernetics, Telescopic Sight
   Lucky
Faults:
   Bloodlust
   Doesn't care if he lives or dies
   Manic/Depressive
   Multiple Personality
   Overconfident

6.35  Miscellaneous Characters
------------------------------

6.351  Fan Yin Wong, Ghost
--------------------------

Fan Yin is from a campaign where all the PCs are ghosts with low karma
levels.  She must do a number of good deeds before she can risk being
reborn again, but her ability to influence the material world is very
limited.

GM limits: 12 attributes (6 free levels); 25 free skill levels,
   w/maximum 1 Superb, 2 Great; no free gifts, but 6 Supernormal
   Powers, with constraint on the number of uses per day; 2
   personality faults required, do not count for trading purposes.

NOTE: the supernormal powers are described with "uses per day" and
skill levels.  The default skill level is Poor; it takes one gift to
raise a supernormal power each level above Poor.

Attributes: (6 free levels, 4 taken, balance taken as 6 skills)
   Appearance: Great                                   (2)
   Charisma: Fair                                      (0)
   Dexterity: Good                                     (1)
   Fitness: Good                                       (1)
   Mechanical Aptitude: Poor                           (-2)
   Mind: Fair                                          (0)
   Perception: Superb                                  (3)
   Reflexes: Good                                      (1)
   Sanity: Mediocre                                    (-1)
   Strength: Fair                                      (0)
   Will: Fair                                          (0)
   Wisdom: Mediocre                                    (-1)
Skills: (25 free levels, 31 taken, balanced by attribute levels)
   Accounting: Good                                    (3)
   Animal Care: Fair                                   (2)
   Area Knowledge (easy): Good                         (2)
   Athletics: Poor                                     (0)
   Bargain: Good                                       (3)
   Computer Use: Fair                                  (2)
   Driving: Fair                                       (2)
   Folklore: Fair                                      (2)
   Knowledge of Detective Fiction: Great               (4)
   Lying: Fair                                         (2)
   Move Quietly: Mediocre (vs. other spirits)          (1)
   Outdoor Skills: Mediocre                            (2)
   Sciences: Mediocre                                  (1)
   Women's Magazine Lore: Superb                       (5)
Gifts: (0 free gifts, 2 taken, balanced by faults)
   "Green thumb" - knack for making plants healthy (even as a ghost!)
   Single-minded - +1 to any lengthy task
Supernormal Powers: (6 free Supernormal Powers, 5 taken.  1 traded,
         plus 2 Faults taken, to raise these 4 levels)
   Pass through Walls (6/day): Fair
   Screech (temporarily paralyze multiple living people) (3/day):
         Mediocre
   Affect Dreams (1/day): Poor
   Control Vermin (3/day): Poor
   Read Minds (4/day): Mediocre
Faults:
   Fear of spiders (even as a ghost)
   Worry Wart
   Waffles - can't make decisions until forced to
   Obsessed with regrets over missed opportunities

6.352  Cassandra Pine, Vampire Private Investigator
---------------------------------------------------

Modern vampire character by Deird'Re Brooks

GM limits:  10 Attributes (5 free levels), 60 free skill levels,
   w/maximum of 1 Superb, 4 Greats, 2 free gifts, 3 free supernatural
   powers.

Attributes:  (5 free levels, 7 taken, balanced by fault)
   Appearance: Fair                                    (0)
   Charisma: Fair                                      (0)
   Dexterity: Great                                    (2)
   Humanity: Mediocre                                  (-1)
   Intelligence: Good                                  (1)
   Perception & Alertness: Great                       (2)
   Stamina: Good                                       (1)
   Strength: Fair (Scale 3)                            (0)
   Willpower: Good                                     (1)
   Wits: Good                                          (1)
Skills (60 free levels, 60 taken)
   Animal Handling: Mediocre                           (1)
   Area Knowledge, home city (easy): Good              (2)
   Athletics: Fair                                     (2)
   Computer: Fair                                      (2)
   Control Power: Mind Control (VH): Fair              (4)
   Control Power: Psychometry (VH): Fair               (4)
   Dodge: Good                                         (3)
   Driving: Good                                       (3)
   Electronic Security: Great                          (4)
   Firearms: Good                                      (3)
   Intimidation: Good                                  (3)
   Investigation: Superb                               (5)
   Knife: Fair                                         (2)
   Language: Spanish: Mediocre                         (1)
   Law & Police Procedure (hard): Fair                 (3)
   Research: Great                                     (4)
   Stealth: Good                                       (3)
   Streetwise: Great                                   (4)
   Subterfuge: Good                                    (3)
   Tae Kwon Do (hard): Good                            (4)
Gifts: (2 free gifts, 2 taken)
   Contacts in police force
   Night Vision
Supernormal Powers: (3 free Powers, 8 taken, balanced by faults)
   Extraordinary Speed
   Can change into Mist Form
   Mind Control
   Only immobilized by stake through heart
   Psychometry
   Regeneration
   Scale 3 (unobservable)
   Can change into Wolf Form
Faults:
   Burns heal slowly
   Low financial resources
   Mind control needs eye contact
   Must sleep most of the daylight hours
   Violent when enraged
   Superfault: Burned by Sun
   Superfault: Needs blood to live
   Superfault: Dangerous Secret - she's destroyed if it's revealed

6.353  Chicory, Bunny
---------------------

Chicory is a character in a game where rabbits are the norm, and
humans are giant monsters.  The scale is therefore relative to
rabbits.

GM limits: 6 attributes (3 free levels); 40 free skill levels,
   w/maximum 1 Superb, 3 Great; 2 gifts, 1 Supernormal Power

Attributes: (3 free levels, 7 taken, balanced by faults)
   Dexterity: Good                                     (1)
   Health: Good                                        (1)
   Perception: Superb                                  (3)
   Smarts: Great                                       (2)
   Speed: Good                                         (1)
   Strength: Mediocre                                  (-1)
Skills: (40 free levels, 52 taken, balanced by faults)
   Acrobatics: Terrible                                (-1)
   Area Knowledge: Good                                (3)
   Detect Traps: Great                                 (4)
   Fighting: Good                                      (3)
   Gambling: Good                                      (3)
   Herb Lore (hard): Superb                            (6)
   Knowledge of Burrow Construction: Good              (3)
   Knowledge of Humans (very hard): Fair               (4)
   Knowledge of Non-Rabbit Behavior: Good              (3)
   Language: Bug: (hard) Fair                          (3)
   Language: Common Bird (hard): Good                  (4)
   Language: Mouse/Rat (hard): Great                   (5)
   Mechanical Skills: Terrible                         (-1)
   Mimic Non-Rabbit Sounds (hard): Fair                (3)
   Move Quietly: Fair                                  (2)
   Spring Traps: Fair                                  (2)
   Storytelling: Fair                                  (2)
   Tracking: Great                                     (4)
Gifts: (2 free gifts + 1 Supernormal Power; 4 gifts taken, balanced by
         not taking a Power.)
   Unafraid of Loud Noises (unlike most rabbits)
   Never Forgets a Scent
   Strong Will
   Night Vision
Faults:
   Nosy
   Compulsive Gambler
   Phobia: Canines
   Jealous of Anyone Getting More Attention

6.354  Squeegee Fizzle, Cartoon Chimp
-------------------------------------

Squeegee is a time- and space-hopping chimpanzee in a universe without
physical laws as we know them.  *Real* loose rules on this one, folks!
There is no death in cartoons: get your characters to a Heal-O-Ray
machine and they'll be fine.

GM limits: 3 Supernormal Powers allowed, at least 4 faults required;
   otherwise: no limits - take what you want, and we'll talk about it

Attributes: (no limit; 7 levels taken, anything else at Fair)
   3-D Agility: Good                                   (1)
   Cheek: Great                                        (2)
   Imagination: Superb                                 (3)
   Nose: Good                                          (1)
   Notices Things: Great                               (2)
   Patience: Poor                                      (-2)
   Resistance to Alien Stuff: Good                     (1)
   Willpower: Mediocre                                 (-1)
Skills: (no limit, 37 taken)
   Acrobatics: Good                                    (3)
   Area Knowledge of the Known Universe: Good          (3)
   Tooth-and-Nail Fighting: Good                       (3)
   Fruit Lore: Superb                                  (5)
   History: Mediocre                                   (1)
   Language, Most Alien: Fair                          (2)
   Make Silly Noises: Superb                           (5)
   Make the Sound of One Hand Clapping: Fair           (2)
   Mechanical Skills: Terrible                         (-1)
   Move Quietly: Great                                 (4)
   Pilot Space Ship: Mediocre                          (1)
   Recall of TV SitCom Episodes: Superb                (5)
   Tell Believable Whoppers: Fair                      (2)
   Throw Things: Good                                  (3)
   Zap-O-Stun Gun: Great                               (4)
Gifts: (no limit, lots taken)
   Always keeps his cool . . . well, usually
   Never Forgets a Banana
   Acrobatics skill is Superb for Swinging; no penalty to other skills
         while Swinging
   Doesn't value Sanity highly
Supernormal Powers:
   Quadridextrous
   Never lost in space
   Can think of a Devastating Comeback (stuns opponent five rounds),
         on a Good or better die roll
Faults:
   Easily Distractible
   Compulsive Liar
   Will do anything for a banana
   Enemy out to get him: Evil Scientist, Dr. Carnage

6.4  Animal & Creature Examples
-------------------------------

Non-PC animals need not be built using level limits.  Just define what
traits are essential to the animal, and let it go at that.  The
Strength Scale refers to Section 3.3, Non-humans.

Lion:
   Perception: Great
   Melee Combat: Great
   Stalking: Great
   Dodge: Fair
   Strength: Scale 2 Fair to Great
   Fault: Lazy
   Damage Capacity: Fair to Superb

Grizzly Bear:
   Perception: Good
   Melee Combat: Good
   Dodge: Fair
   Strength: Scale 3 Fair to Great
   Fault: Berserker
   Damage Capacity: Fair to Great

Cobra:
   Perception: Good
   Melee Combat: Great
   Dodge: Good
   Supernormal Power: Poison, +4 damage bonus
   Fault: Bad temper
   Damage Capacity: Poor

Skunk:
   Melee Combat: Poor
   Ranged Combat: Good, short range
   Dodge: Poor
   Supernormal Power: Noxious Fluid: blinds, incapacitates
   Damage Capacity: Terrible

Giant Spider:
   Melee Combat: Good
   Dodge: Poor
   Supernormal Power: Poison, paralyzes
   Supernormal Power: Web, (Good Difficulty Level Strength roll to
        break)
   Damage Capacity: Good

Griffin:
   Perception: Great
   Melee Combat: Great
   Dodge: Good
   Supernormal Power: Flight
   Supernormal Power: Tough Hide (light armor)
   Strength: Mediocre to Great, Scale 4
   Damage Capacity: Good to Superb

Dragon (customize to taste):
   Melee Combat: Good to Great
   Ranged Combat: Good, short range
   Dodge: Mediocre
   Supernormal Power: Fire Breath (+2 damage)
   Supernormal Power: Flight
   Supernormal Power: Tough Hide (-1 to -3)
   Supernormal Power: Charm with Eyes
   Supernormal Power: Magic Potential (some of them)
   Fault: Greedy
   Strength: Scale 3 to Scale 9, Fair to Great
   Damage Capacity: Fair to Great

6.5  Equipment Examples
-----------------------

It's possible to define equipment in FUDGE character terms.  This is
probably unnecessary, but can be done if desired.

Equipment from any technological level, stone age to science fiction,
can be detailed this way.  A piece of equipment can be defined by as
many FUDGE traits as are needed: attributes, skills, gifts or faults.

For example, an old, battered sword found in a damp dungeon might
have:

Attributes:
   Sharpness: Terrible
   Durability: Poor
Fault:
   Looks Shabby.

Such a weapon is treated as a club for damage, rather than a sword (no
Sharpness bonus).  The GM might also require a Situational roll every
few combat rounds: the sword breaks on a Mediocre or worse result from
parrying or being parried.  And finally, some people will make fun of
anyone carrying such a shoddy-looking weapon.

When the sword was new, however, it very well could have had:

Attributes:
   Sharpness: Good
   Sturdiness: Great
Gift:
   Beautifully Made

In that case, it would indeed merit the +1 for Sharpness (perhaps any
Sharpness level of Mediocre to Good gets the +1 Sharpness bonus, while
duller blades get no bonus, and better blades might get an
*additional* +1 bonus).  It also would never break under ordinary
circumstances, and its appearance probably earns its owner a positive
reaction from many people.

A bejewelled magic sword found in a dragon's hoard might have:

Attribute:
   Appearance: Superb (+3 to impress those who value wealth)
Gift:
   Troll-slaying (+3 to hit when fighting Trolls; such wounds will
      never heal)
Fault:
   Dedicated Purpose (it tries to control the wielder to hunt trolls!)
Skill:
   Dominate Wielder: Fair (Opposed action against a Will attribute)

A different magic sword might have:

Supernormal Power:
   Flame Creation (+2 damage)
Skill:
   Flame Shooting: Great (Range: 3 yards or meters)
Fault:
   Flame Creation only works on a Good or better Situational roll

Of course, even if the flaming missile fails, it can still be used as
a regular sword, so it's not exactly worthless in such cases.

As a final example, consider a science fiction double-seat fighter
ship:

Attributes:
   Acceleration: Great
   Handling: Superb
   Speed: Good (Scale 15)
   Size: Fair (Scale 8)
Skills:
   Navigation: Good
   Targeting: Superb
   Auto-pilot: Fair
   Food Preparation: Poor
   Entertainment: Mediocre
Gifts:
   Turret-mounted Laser Rifles, above and below
   Bucket Seats in the bridge
   Hyperdrive
   Can be used in an atmosphere or in deep space
Faults:
   Non-standard parts (expensive to repair)
   Unattractive exterior
   Cramped sleeping quarters
   Airlock squeaks annoyingly
