TheRaven FUDGE HTML

INDEX

[File FUDGE6b, #8 of 10.]

      FUDGE: Freeform, Universal, Do-it-yourself Gaming Engine
                  A Free Role-playing Game (RPG).
             Copyright 1992, 1995 by Steffan O'Sullivan
                        Version: June, 1995

====================
6  Tips and Examples (Continued)
====================

6  Tips and Examples
  6.3  Character Examples
     6.34  Science Fiction Characters
     6.35  Miscellaneous Characters
  6.4  Class and Racial Template Examples
     6.41  Ranger Template (Fantasy Character Class)
     6.42  Broad Class Templates
     6.43  Fantasy Race: Cercopes
  6.5  Animal & Creature Examples
  6.6  Equipment Examples

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

- + - + - + - + - + - + - + - + - + - + -
6.341  Captain Wallop of the Space Patrol
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This character is from a cinematic Space Opera campaign, so the limits
  are high.  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

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6.342  Seihook - Alien from Aldebaran
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The erlesti are a non-humanoid race from the star system Aldebaran.
An erlest resembles a collection of animated twine and moss-covered
rock of less than half human mass.  It digests the moss through its
"skin" - but to a human observer, the moss appears to be digesting the
erlest.  Erlesti can also use the "twine" pieces as straws to drink
fluids - alcohol affects them as it does humans.  While erlesti have
nothing resembling hands, they have strong psi powers that enable them
to manipulate their environment and even travel space.

Erlesti 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 (their
small size and increased density balance out to the same Scale as
humans); 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 attributes rate raw strength; psi skills
fine manipulation of that strength.  Erlesti are hermaphroditic (they
exchange "twine" with each other to procreate), so Seihook is 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 (no penalty for being Hurt or Very Hurt)
  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 Erlest)
Faults:
  Practical Joker (for example, loves to "speak" in bad accents in
     thought projection)
  Gossip
  Coward - fears death

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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

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6.35  Miscellaneous Characters
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- + - + - + - + - + - + - +
6.351  Fan Yin Wong, Ghost
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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
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

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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
  (NOTE: The following three faults count as 2 faults each)
  Burned by Sun
  Needs blood to live
  Dangerous Secret - she's destroyed if it's revealed

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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 (VH): 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

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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)
  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)
  Tooth-and-Nail Fighting: 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 Superb or better Cheek (attribute) die roll
Faults:
  Easily Distractible
  Compulsive Liar
  Will do anything for a banana
  Enemy out to get him: Evil Scientist, Dr. Carnage

---------------------------------------
6.4  Class and Racial Template Examples
---------------------------------------

See also Section 6.342, Seihook, as an example of a science fiction
racial template.

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6.41  Ranger Template (Fantasy Character Class)
- - - - - - - - - - - - - - - - - - - - - - - -

See Section 6.12, Templates, for a discussion of character class
templates.  This is a *sample* template - the GM should customize to
her own game, including adding or deleting attributes, gifts, skills,
etc.  The GM may allow a beginning character to be a ranger
apprentice, rather than full ranger.  An apprentice is one or two
levels less than a full ranger in any given attribute or skill.

Ranger requirements:
Attributes:
  Dexterity: Good or better
  Intelligence: Fair or better
  Perception: Good or better
  Strength: Good or better
Gifts:
  None mandatory.  Recommended gifts include Animal Empathy, Absolute
  Direction, Combat Reflexes, Night Vision, other combat gifts.
Faults:
  A ranger should not be the type of person who dislikes being alone.
  Some rangers work for the authorities, which might imply a Duty
  and/or a Vow of Obedience.
Skills:
  Area Knowledge: Fair or better
  Bow: Good or better
  Climbing: Fair or better
  Mimic Animal Sounds: Fair or better
  Move Quietly: Good or better
  Riding: Fair or better
  Scouting (the skill of observing and remembering): Fair or better
  Spear or Sword: Good or better
  Survival: Good or better
  Woods Lore: Good or better

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6.42  Broad Class Templates
- - - - - - - - - - - - - -

For a loose and easy game, the GM can assign each character class
levels for the broad skill example groups in Section 1.32, Skills.
This makes an ideal game for teaching role-playing to beginning
players, or when playing with large numbers of players.

For example, the GM decides the players can be one of seven different
character classes: Fighter, Ranger, Rogue, Magician, Cleric,
Diplomat/Scholar, Jack of All Trades.  Each of these characters can be
defined as follows:

Beginning Fighter:
  
   Physical Attributes: Great
  Mental Attributes: Mediocre
  Psyche Attributes: Poor
  
   Animal Skills: Mediocre
  Athletic skills: Great
  Combat skills: Great
  Outdoor skills: Fair
  Social skills (Fellowship): Fair
  All other skills: Poor

Beginning Ranger:
  
   Physical Attributes: Good
  Mental Attributes: Fair
  Psyche Attributes: Poor
  
   Animal Skills: Good
  Athletic skills: Fair
  Combat skills: Good
  Covert skills: Fair
  Craft skills: Fair
  Outdoor skills: Great
  All other skills: Poor

Beginning Rogue:
  
   Physical Attributes: Fair
  Mental Attributes: Good
  Psyche Attributes: Poor
  
   Athletic skills: Fair
  Combat skills: Mediocre
  Covert skills: Great
  Manipulative skills: Great
  Merchant skills: Fair
  Social skills (Fellowship): Mediocre
  Urban skills: Good
  All other skills: Poor

Beginning Magician:
  
   Physical Attributes: Poor
  Mental Attributes: Good
  Psyche Attributes: Fair
  
   Craft skills: Mediocre
  Knowledge skills: Fair
  Spiritual skills: Fair
  Supernormal Power skills: Great
  All other skills: Poor
  
   Gift: Supernormal Power

Beginning Cleric:
  
   Physical Attributes: Poor
  Mental Attributes: Fair
  Psyche Attributes: Great
  
   Animal Skills: Fair
  Craft skills: Mediocre
  Knowledge skills: Fair
  Medical skills: Good
  Social skills (Formal): Good
  Spiritual skills: Great
  Supernormal Power skills: Fair
  All other skills: Poor
  
   Gift: Divine Favor

Beginning Diplomat/Scholar:
  
   Physical Attributes: Poor
  Mental Attributes: Great
  Psyche Attributes: Mediocre
  
   Artistic skills: Mediocre
  Knowledge skills: Great
  Language skills: Good
  Manipulative skills: Good
  Medical skills: Fair
  Social skills (Fellowship): Mediocre
  Social skills (Formal): Great
  Spiritual skills: Mediocre
  Technical skills: Mediocre
  All other skills: Poor

Beginning Jack of All Trades:
  
   Physical Attributes: Fair
  Mental Attributes: Fair
  Psyche Attributes: Mediocre
  
   Animal Skills: Mediocre
  Artistic skills: Mediocre
  Athletic skills: Mediocre
  Combat skills: Fair
  Covert skills: Mediocre
  Craft skills: Mediocre
  Knowledge skills: Mediocre
  Manipulative skills: Mediocre
  Merchant skills: Mediocre
  Outdoor skills: Fair
  Social skills (Fellowship): Good
  Social skills (Formal): Mediocre
  Spiritual skills: Mediocre
  Technical skills: Mediocre
  Urban skills: Fair

These character classes are merely examples for a simple fantasy game.
The GM can change or ignore any that she wishes and create new
character classes.  She can also create classes for other genres, such
as for a science fiction setting.

Each character class has unlisted Knowledge skills appropriate to its
class.  For example, a fighter has Good Knowledge of tactics,
determining weapon quality, judging how well-trained an army is by
observing it for a while, etc.  Likewise, a rogue has Good Knowledge
of types of locks, how many guards a wealthy merchant might have, the
value of a given material for disguising oneself, etc.

Some skills listed in Section 1.32, Skills, as being under one heading
fall under another in certain cases.  For example, a rogue would be
Great at climbing, even though Climbing is listed as an Athletic
skill.  In this case, it's a Covert skill.  The ability to move
quietly is listed as a Covert skill, but a fighter would be Fair at
it, and a ranger Great.

Character development in this system is handled normally.  The GM must
decide at some point whether to continue to use broad skill groups or
to break skills down into finer divisions.  Each skill must be raised
separately if the GM decides to break the broad groups into finer
distinctions.  If the GM likes keeping the skills together as groups,
then raising an entire skill group level should cost more experience
points than in a system with narrowly-defined skills - perhaps as much
as ten times the cost.

- - - - - - - - - - - - - - -
6.43  Fantasy Race: Cercopes
- - - - - - - - - - - - - - -

Cercopes (or Kerkopes) were originally a pair of brothers in early
Greek mythology.  By the first century BC, however, mythological
writers had expanded them into their own race.  It is in this later
definition that they are used here.

Cercopes (singular: cercop) are a small, apish race that love to play
tricks and pranks on anyone they can.  Born thieves, some of them even
dared to steal Heracles' weapons!  When he caught them and tied them
to a pole for punishment, they amused him so with their jokes and
banter that he let them go.  Players should not attempt to play a
cercop unless they have a roguish sense of humor.

Cercopes are small humanoids with ugly, apelike faces and a prehensile
tail.  A cercop stands about four feet high (120 cm), but generally
stoops a bit.  The face is not hairy, but both sexes tend to have long
sideburns that often meet under the chin - this hair does not continue
to grow, but stays the same length, as monkeys' hair does.  The bodies
have some scant hair on the back, and the tail is furred except for
the final six inches (15 cm).  Arms, legs and chests have no more hair
than the average human male does, and they wear clothing - with a tail
hole.  Their feet resemble monkeys' feet, but they cannot manipulate
things well with them.  They are not fond of shoes, only wearing them
when attempting to disguise themselves as another race.  Cercopes
stand upright most of the time, but lean forward to run, with the tail
acting as a counterbalance.  Their tails are strong enough to be used
in combat and to aid in climbing.  However, a cercop cannot do fine
manipulation (such as pick a lock) with its tail.  Cercopes speak
their own language, and need to learn another to speak with the rest
of the party.

The average cercop has a Mediocre Strength and Damage Capacity, but a
Good Dexterity.  Their intelligence runs the same range as humans.
Cercopes have the racial gifts of Exceptional Balance (+2 to any
action requiring balance, even in difficult situations), the Ability
to Land on their Feet with no harm from twice the distance a human
could, and Prehensile Tail.  Their racial faults are Impulsiveness
(act first, think later), Compulsive Jokers (practical and otherwise),
Kleptomania, Unattractive Appearance to other races, and Bad
Reputations as Thieves and Tricksters.  They have a bonus of +1 to the
following skills: Acrobatics, Move Quietly, Climbing and Fast Talk.
They have a -1 penalty to use any weapon of Medium size or bigger.

The net result is that it counts as a fault to be a Cercop.  Since
anyone playing such a character actually gets some useful bonuses if
playing a thief, the GM should be sure to enforce the faults -
especially the Bad Reputation.  NPCs will have a hard time trusting a
cercop, usually with good reason.

This racial template gives a strong incentive to creating a thief
character.  However, it is possible to make a cercop warrior or even
cleric if desired.  Certain faults can be "bought off."  That is, a
character may have a gift of Not a Kleptomaniac - but it costs one
gift, which would nullify the free fault level.  However, the
Unattractive Appearance and Bad Reputation cannot be bought off -
these are inherent prejudices in others, not in one's self.

A cercop character could take a fault: No Tail - perhaps he lost it in
battle.  This would give extra levels to overcome the -1 penalty to
all medium and large weapons if a character wished to be a warrior
cercop, for example.

-------------------------------
6.5  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 2.3, Non-humans.  Damage may include
a "weapon deadliness" factor for teeth, claws, and, in some cases,
body optimized for combat (usually carnivores).

Dog:
  Perception: Great to Superb (Smell should be Scale: Dog)
  Strength/Mass Scale: -7 to 0
  Skills: Mediocre to Superb (tailor to specific training received;
     examples include attack, guard, guide, track, hunt, and tricks)
  Melee Combat: Fair to Superb
  Damage Capacity: Good to Great

Cat:
  Agility: Great to Superb
  Scale: -6 or -7
  Skills: Survival, Hunting, Playing
  Gifts: Night Vision, Nine Lives (e.g., each time a cat receives
     damage that would kill it in one blow, check off one life and
     don't count the damage.  There are other ways to play this, of
     course, such as a Legendary Dodge ability.)
  Faults: Independent-minded, Curious, Lazy, Vain
  Damage Capacity: Fair to Superb

Horse:
  Strength: Scale 3 Good to Great
  Endurance: Good
  Speed: Scale 4 Good to Great
  Skills: Mediocre to Superb (tailor to specific training received;
     examples include riding, driving, racing, fighting, and various
     tricks)
  Faults: Tailor to specific animal (Runaway, bites, kicks, etc.)
  Damage Capacity: Mediocre to Good

Camel:
  Strength: Scale 2 Good to Great
  Endurance: Great to Superb
  Speed: Scale 3 Mediocre to Good
  Skills: Mediocre to Superb (tailor to specific training received;
     examples include riding, driving, packing)
  Gifts: Desert Survival
  Damage Capacity: Fair to Great

Elephant:
  Strength: Scale 8 Good to Superb
  Agility: Good to Superb
  Skills: Mediocre to Superb (tailor to specific training received;
     examples include riding, hauling, stacking (logs etc.), tricks)
  Gifts: Exceptional animal intelligence
  Faults: Males subject to Musth (annual madness)
  Damage Capacity: Good to Superb

Falcon:
  Courage: Fair to Superb
  Agility: Good to Superb
  Speed: Scale 5 Fair to Great
  Strength: Scale -6, Fair to Superb (Scale may be from -8 to -4 to
     reflect sizes from sparrow hawk to eagle)
  Skills: Mediocre to Superb (tailor to specific training received;
     examples include manning (a measure of the degree of taming),
     hunting ground mammals, hunting birds, aerial acrobatics,
     trained to the lure, etc.)
  Gifts: Flight
  Damage Capacity: Fair to Good

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, renders
     foul)
  Damage Capacity: Terrible

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

Griffin:
  Perception: Great
  Melee Combat: Great
  Dodge: Good
  Supernormal Powers: Flight, 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 Powers: Fire Breath (+2 damage), Flight, Tough Hide (-1
     to -3), Charm with Eyes, Magic Potential (some of them)
  Fault: Greedy
  Strength: Scale 3 to Scale 9, Fair to Great
  Damage Capacity: Fair to Great

-----------------------
6.6  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 has:
  
   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 may 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 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:
  
   Supernormal Power:
     Flame Creation (+2 damage)
  Skill:
     Flame Shooting: Great.  Range: three yards (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
  spaceship:
  
   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

Ordinary, every-day equipment should not be detailed out in this
manner.  There is no need to define a canteen, for example, as
anything other than "metal, one quart (liter) capacity."  Even for
equipment that may have an impact on the game, such as weapons or
thieves' tools, you do not need to have any more information than "+2
offensive damage factor" or "+1 to Pick Locks skill."

It's best to restrict defining equipment in FUDGE character terms to
the truly extraordinary (such as magic items).  Another use is when
the equipment's powers may be used in an opposed action: in a car
race, for instance, you need to know the relative speeds and handling
capabilities of the vehicles as well as the skills of the drivers.  A
battle between spaceships is another good example.

Equipment with personality, such as sentient magic items or advanced
robots, may be treated as full-fledged FUDGE characters if desired.

[End of Chapter 6 and of FUDGE proper.  The Addenda begin in file
FUDGE7a.]