OC3

Table of Contents


Character Creation

OC3 contains all the information you'll need to create human or non-human characters (including character traits, trait levels, defined lists of Gifts and Faults, and an Objective system for allocating them).

Character Creation Terms

Trait: anything that describes a character. A trait can be an attribute, skill, inherited gift, fault, supernormal power, or any other feature that might describe a character. The GM is the ultimate authority on what is an attribute and what is a skill, gift, etc.

Rank: most traits are described by one of seven adjectives. These even descriptive words represent levels a trait may be at. In addition, character creation grants the player free levels, and asks he keep track of them. In this case, one level is required to raise a trait to the next better adjective.

Attribute: any trait that everyone has, in some degree or other. See Attributes, for a list of attributes. On a scale of Terrible...Fair...Superb, the average character will have an attribute at Fair.

Skill: any trait that isn't an attribute, but can be improved through practice. The default for an unlisted skill is usually Poor, though that can vary up or down a little depending on the skill.

Gift: any trait that isn't an attribute or skill, but is something positive for the character. Some GMs will define a certain trait as a gift, while others will define the same trait as an attribute. In general, if the trait doesn't easily fit the Terrible...Fair...Superb scale, it's probably a gift.

Fault: any trait that limits a character's actions, or earns him a bad reaction from other people.

Trait Levels

OC3 uses the default FUDGE trait descriptors to rank the various traits of a character. From best to worst:

These levels should be written on each character sheet for easy reference. Any example character sheet can be found here.

There is an additional level that can be used which is not listed above: Legendary, which is beyond Superb. Those with Legendary Strength, for example, are in the 99.9th percentile, and their names can be found in any book of world records.

IMPORTANT NOTE: not every GM will allow PCs to become Legendary. Even in games that do include the Legendary level, it is not recommended that any character be allowed to start the game as Legendary. Superb represents the 98th to 99.9th percentile of any given trait, which should be enough for any beginning PC! Of course, if a player character gets a bit overconfident, meeting an NPC Legendary swordswoman can be a grounding experience. . .

If someone really has to begin play as a Legendary swordsman, strong man, etc., doing the GM's laundry for half a year or so (in advance) should be sufficient bribe to be allowed to start at that level. Of course, working towards Legendary makes a great campaign goal, and so PCs may rise to that height, given enough playing time and a generous GM.

Character Traits

Traits are divided into Attributes, Skills, Gifts, Faults and Supernormal Powers. Not every GM will have all five types of traits in her game. These traits are defined in Section 2.1, Character Creation Terms.

Attributes

Each character possesses ranks in nine Attributes.  Of these 9, three (Body, Mind, and Soul) are referred to as 'Master Attributes'.  Master Attributes serve serveral functions, most notably, they denote the amount of damage a character can sustain of a specific type. (For example, the character's Body attribute defines the amount of physical damage they can sustain.)  Each Master Attribute 'governs' two sub-attributes; the character's rank in any Master Attribute must be equal or higher than the attributes which is governs. 

Body
Muscle
Agility
Mind
Memory
Reasoning
Soul
Intuition
Will

All attributes are considered to be Fair until the player raises or lowers them. The (total) rank cost of raising or lowering an attribute is

+3 Superb
+2 Great
+1 Good
0 Fair
-1 Mediocre
-2 Poor
-3 Terrible

Thus, a player may raise his Strength attribute (which is Fair by default) to Good by spending one free attribute rank. He could then spend another free level to raise Strength again to Great. The player has 5 ranks to distribute among attributes. 

When the free attribute levels have been exhausted, an attribute can be raised further only by lowering another attribute an equal amount. (See also Trading Traits.)

Taking Damage
Just how much punishment can one person take?  Your characters Mind, Body, and Soul attributes tell you how much you can withstand in Mental, Physical, or Spiritual damage, how long you can keep up physical activity or go without rest before burning out (see Fatigue).
Mind/Body/Soul Rank Scratch Hurt  Very Hurt Incapacitated Near Death
Superb OOOO OO OO O O
Great OOOO OO O O O
Good OOOO O O O O
Fair OOO O O O O
Mediocre OO O O O O
Poor OO   O O O

Skills

Most skills have a default value of Poor unless the player raises or lowers them. (Easy default to Mediocre unless altered, and very hard ones default to Terrible.)

     Cost of Skills:
     ----------------------------------------------
                  | Easy | Most | Hard | VH
     Terrible ..  |  -2  |  -1  |   0  |  1
     Poor ......  |  -1  |   0  |   1  |  2
     Mediocre ..  |   0  |   1  |   2  |  3
     Fair ......  |   1  |   2  |   3  |  4
     Good ......  |   2  |   3  |   4  |  5
     Great .....  |   3  |   4  |   5  |  6
     Superb ....  |   4  |   5  |   6  |  7

     Easy = Cost of GM-Determined Easy Skills
     Most = Cost of Average Skill
     Hard = Cost of GM-Determined Hard Skills
     VH   = Cost of GM-Determined Very Hard Skills (usually
            related to Supernormal Powers)

Once the free levels are used up, a skill must be dropped one level (from the default Poor to Terrible) to raise another skill one level. (See also Trading Traits.) All choices are subject to GM veto, of course.

The following brief list of skill examples is not in any way intended to be comprehensive or official: it is merely to help those not used to skill-based systems think of some skills for their characters. By all means change the names or create new ones, delete or expand as necessary. 

Animal skills:
Animal Care (specific), Animal Training, Herding, Riding, Teamster, Veterinarian, etc.
Artistic skills:
Aesthetics, Cosmetology, Culinary Arts, Literary Arts, Performing Arts (music, theater, storytelling, jester, dance, etc., and such skills as Choreography, Composition, Costuming, etc.), Visual Arts (painting, drawing, sculpting, etc.), and so on
Athletic skills:
Acrobatics, Aerial Acrobatics, Balance Skills, Boating, Climbing, Jumping, Pole-vaulting, Running, Swimming, Throwing, Various Sports, Zero-G Maneuvering, etc.
Combat skills:
Ambush, Demolitions, Dodge, Quick-Draw, Shield, Tactics, Throwing, numerous Weapon and Unarmed Combat skills
Covert skills:
Acting, Breaking & Entering, Detect Traps, Deactivate Traps, Disguise, Forgery, Infiltrate, Intrigue, Lockpicking, Pickpocketing, Poisoning, Shadowing, Shady Contacts, Sleight of Hand, Stealth, etc.
Craft skills:
Armory, Basket Making, Bowyer/Fletcher, Carpenter, Cooking, Knots, Leatherworking, Masonry, Pottery, Smith, Tailor, Weaving - many others
Knowledge skills:
Alchemy, Alien Customs, Arcane Lore, Criminology, Cultures, Detective Fiction, Folklore, Geography, History, Literature, Occultism, Political Situations, Psychology, TV SitCom Episodes, Sciences (lots of these), etc.
Language skills:
Each individual language, Pantomime, Pick Up Languages, etc.
Manipulative skills:
Bamboozle, Bluff, Boot-licking, Bribery, Con, Exhort, Fast-talk, Flattery, Interrogate, Intimidate, Lying, Oratory, Persuade, Seduction, Street Gossip, etc.
Medical skills:
Anatomy, Antidotes, Diagnosis, Doctoring, First Aid, Herb Preparation, Medicine, Nursing, Surgery, etc.
Merchant skills:
Bargain, Barter, Business Sense, Evaluate Goods, Haggle, Innkeeping, Marketing, Salesmanship, Shopkeeping, etc.
Professional skills:
Accounting, Begging, Bureaucracy, Farming, Gambling, Law, Photography, Seamanship - many others
Social skills (Fellowship):
Camaraderie, Carouse, Choosing just the right gift, Control Libido, Etiquette - Informal (be specific), Flirting, Game Playing, Hold your liquor, Make Amusing Faces or Noises, Tall Tales, Uplift Spirits, Witty Insults, etc.
Social skills (Formal):
Courtly Ways, Detect Lies, Diplomacy, Etiquette - Formal, Interviewing, Parley, Repartee, Rituals, Savoir-Faire, Servant, etc.
Spiritual skills:
Communing with nature, Fasting, Giving comfort, Listening deeply, Meditation, Patience, Theology, etc.
Supernormal Power skills:
Spell Casting, Use Mind Control, Use Superpower, etc.
Survival skills:
Camouflage, Camping, Fishing, Forage, Herb Lore, Hide Traces, Hunting, Mimic Animal Noises, Nature Lore, Navigation, Survival (Wilderness, Urban, etc), Tracking, Wildcraft, Woodcraft, 
Technical skills:
Computer Build/Repair, Computer Programming, Computer Use, Driving, Electronics, Engineer, Mechanic, Piloting, Repair Scoutship Systems, Research, Shiphandling, etc.

Gifts

A gift is a positive trait that doesn't fit the Ranking Scale that attributes and skills fall into. This will vary from GM to GM: a photographic memory might be a gift to one GM, while it will be a Superb Memory attribute to another. A selection of Gifts follow. For ranked Gifts, the first rank = Poor.  Players begin with Four Gifts, and can buy extra Faults to get more.

Ally
Armor
Combat Master
Companion
Extra Attacks
Flight
Flunkies
Gadgeteer
Heightened Senses
Immortality
Irresistible
Katana Space
Lucky
Magic
Massive Damage
Natural Weapon
Regeneration
Shapeshift
Size Change
Speed

Ally
This character has a person or persons who will offer information or aid if character asks for it. Every once and a while, they might come to the character for help. The GM should work with the player to outline where and in what circumstances the ally can offer aid. Ranks might be possible with this Gift, might rely on the Character's rank in Intuition minus 2, or have no rank.   Possible rank Benefits:

Rank

Description
Terrible No one will deal with you. A "Terrible Ally" Rank is a Fault.
Poor A regular person with access to information such as reporter, bartender or a clerk, or a professional such as a cop or doctor.
Mediocre Someone with a minor amount of influence and power such as a lawyer, police detective, NCO or low level officer.
Fair Police captains, mid-level army officers and minor members of government.
Good High ranking members of government, super-scientists, high placed army officers and powerful aliens.
Great A person with great influence or ability such as the heads of government, corporations, admirals and generals and the heads of alien empires.

Armor (1 Gift/Rank)
This character has natural armor, either obvious or hidden.

Rank Effect
Terrible Fault: the character has an inaccurate faith in their own invulnerability.
Poor Obvious +1 Armor
Mediocre Obvious +2 Armor, Hidden +1 Armor
Fair Obvious +3 Armor
Good Obvious +4 Armor, Hidden +2 Armor
Great Obvious +5 Armor
Superb Obvious +6 Armor, Hidden +3 Armor

Astral Projection
Someone with this power has the ability to leave their body in a death-like trance, while their consciousness moves about outside of it. No longer bound by their physical form, they can travel anywhere they can see or anyplace they have been before instantly; they exist wherever their attention is. They can also fix their location to a specific person. They cannot, however, communicate with other people while in astral form unless they or the person they wish to communicate with has Telepathy. They cannot interact with the physical world unless they have Telekinesis.

Bookish
Buffy: "If you're up for it, we're going into deep research mode."
Willow: "I'd be offended if you hadn't already counted me in."
        —from "The Zeppo"

You love books or computers (pick one). Research in said medium is your thing, and you are good at it. What’s more, you enjoy it. Any rolls involving research have their result raised by one level.

Clairvoyance
The ability to use your senses at a range, and see or hear things that are happening in other places. Usually it requires a focus, such as a person you know being at the place to be observed, or touching an object that is connected somehow to the person or thing you wish to observe—a photograph of the person will do fine, or some personal posession of theirs. Clairvoyance is rolled using one's Intuition with a difficulty of Great. While sensing what is happening in other places, you cannot see things where your body is. You also cannot affect the events you are witnessing in any way, you may only observe. 

Combat Master
This Gift reflects the character's intimate knowledge of a wide range of offensive and defensive combat techniques, covering all aspects of armed and unarmed encounters (including ranged weapons).  The character receives a +1 to all Attack and Damage Rolls. This Gift may be purchased more than once with the GM's permission. A Terrible Rank (-1 to all attack and damage rolls) is a Fault.

Companion (1 Gift/Rank)
You have in your possession a loyal faithful companion that will go anywhere with you. The abilities of the companion are dependant on the Rank of the Companion.

Rank

Size
Terrible Fault: You have someone you have to take care of who is almost never any sort of help.
Poor Small: Turtle, goldfish, mice, rats, small dogs or cats. Young or old servants.
Mediocre Medium: Wolves, large dogs or cats, horses. Fit servants.
Fair Large: Lions, Tiger and Bears. Competent aide-de-camp.
Good Small dragons.
Great Large dragons. Peers.
Superb A mentor more powerful than the character himself.

 

Common Sense
You are uncommonly pragmatic.  Whenever you are about to do something that defies practicality, the GM should warn you (out of character), citing why your character can't or shouldn't do what you had intended.  

Empathy
An Empath can "see" the emotions of others. They can choose a specific target, or scan a general area searching for someone who feels a specific emotion. If the person being read knows what is happening, they can attempt to mask their emotions with a successful Will roll, the difficuty of which is equal to the Empath's Intuition. Please note that the Empath only reads the target's emotions, they do not actually feel them.

If the player spends two Gifts on this power, they will gain the ability to induce emotions on others. With a successful Opposed Intuition roll against the target's Will, the Empath can suggest whatever emotion they wish, from confusion to fear, to love or hate or trust.

Extra Stamina
Possessing this Power allows the character to deal with Fatigue Effects better than might otherwise be indicated. The character's Body attribute is considered 4 Ranks higher than normal for the purposes of Fatigue (determining the number of Taxing tasks they may undertake, and as a bonus on Exhausting tasks).

Extra Attack (1 Gift for 1 Rank. 2 Gifts for 2 ranks, 3 Gifts for 3 ranks, etc.)
This Attribute reflects the character's ability to use every combat situation to his or her benefit. Each round, the character may take one action, provided that the actions are all somewhat similar in nature.

Flight (1 Gift/Rank)
The ability to levitate above the ground. The ability may be the result of Powers, Wings or cybernetics.

To use the ability, the character must by the 'Piloting (Self)' Skill, which is a 'hard' skill that defaults to no ranks (The first rank starts the character out at 'Terrible'.) 

Skill Rank

Effect of Flight (self) Skill Rank
Terrible Can get off the ground about 50% of the time, but can only control
movement about 1/3rd of the time.
Poor Can hover or float but cannot move horizontally without assistance.
Mediocre Can move slowly, no faster than a fast walking speed.
Fair Can attain speeds up to a run.
Good Can attain speeds up to 50 mph.
Great Can attain speeds up to 100 mph.
Superb Can attain faster than sound speeds.

To achieve greater speeds, the character should purchase the 'Speed' Gift in conjunction with Flight.

Flunkies/Minions (1 Gift/Rank)
Flunkies hang around the character doing whatever he or she wants, and never ask for anything in return.  Ranks in this Gift might be applicable, or not, as the GM decrees.

Level Effect
Poor Two or three flunkies with limited abilities.
Mediocre Two or three flunkies with a number of abilities.
Fair Four to six flunkies with a number of abilities.
Good More than six flunkies with a number of abilities.
Great More than six flunkies with diverse abilities.
Superb More than ten flunkies with diverse abilities.

Gadgeteer
The ability to build anything out of anything. Requires the technical skills be purchased, but allows for 'super science' or 'weird science' applications.

Heightened Senses
A character with Heightened Senses will have an acute perception of taste, touch, sight, smell and hearing compared to those of an average human adult. In addition, consider the Scale on the Characters Intuition +1.

Immortality (2 Gifts)
Unlike other people, the character is capable of living for ever. As an Immortal, the character never ages and will eventually heal from whatever wounds she sustains, provided it is not the sort of wound that would kill the character. (Thought should be given as to what sorts of damage can bring on permanent death.)  When created, the player should explain how the character became immortal and why.

Irresistible
Members of the opposite sex react well to you.

1 Rank: Only one or a small group of people find you irresistible. (+1 to any interaction vs. the target group)

Katana Space
The ability to keep small items in a small pocket dimension where they can be stored and used by the character whenever needed. The item returns to the 'dimension' automatically when not used, but not if taken, stolen or given away.  The items must be specifically chosen and can only be changed with permission by the GM.

(Called Katana space because swords and weapons are the most common items, but the item can be anything the player chooses. I.e.: Mulder and Scully from the X-Files would have "Flashlight" and "Cell Phone" Space. )

Lucky
A Lucky character has powerful forces acting as his or her Guardian, which can beneficially influence the outcome of important events. This relationship is represented through the re-rolling of undesirable dice rolls. The character may act as though they spent a Fudge Point twice per session, without spending one.

Magic (2 Gifts)
Magic is the study of the Arcane Arts, using the mystical forces of Nature to alter reality. This is a very open-ended Power and should be discussed with the GM at length to determine the effects and limitations of Magic in his or her game adventure.

A character with Magic has the potential to cast spells from a variety of magical schools. However, limiting the character's knowledge of Magic to just one discipline reduces the Attribute cost to only 1 Gift. Such specialization can include protection spells, elemental spells, weather spells, charm spells, necromantic spells, spells involving animal spirits, etc.

Casting a spell taps into the characters Stamina and can cause Fatigue. The character and GM should determine which Attribute (ususally Body or Will) governs the Fatigue limites of the character's Magic. 

To use the power of magic, once must still have the Use Magic Skill (or possibly several). 

Use Magic Skill in a 'powered' World (very hard skill, starts at Terrible for one point)

Terrible Type 1 magic (see below for definitions) is Exhausting.  Type 2 magic is Dangerous.
Poor

Type 1 magic is Very Tiring.  Type 2 magic is Exhausting.  Type 3 magic is Dangerous.

Mediocre

Type 1 magic is Tiring.  Type 2 magic is Very Tiring.   Type 3 magic is Exhausting. Type 4 magic is Dangerous.

Fair

Type 1 magic is Effortless.  Type 2 magic is Tiring.   Type 3 magic is Very Tiring. Type 4 magic is Exhausting. Type 5 magic is Dangerous.

Good

Type 1 and 2 magic is Effortless.  Type 3 magic is Tiring.  Type 4 magic is Very Tiring.  Type 5 magic is STILL Dangerous.

Great

Type 1 and 2 magic is Effortless.  Type 3 and 4 magic is Tiring.  Type 5 magic is Exhausting.

Superb

Type 1 and 2 magic is Effortless.  Type 3 and 4 magic is Tiring.  Type 5 magic is Quite Tiring.

Use Magic Skill in a 'mundane' World (impossible skill, starts at sub-Terrible for one point)

Sub-Terrible Magic doesn't work. Ask anyone. You want to believe, and you think you've maybe even done 'something'... once.
Terrible Type 1 magic is Dangerous.
Poor

Type 1 magic (see below for definitions) is Exhausting.  Type 2 magic is Dangerous.

Mediocre

Type 1 magic is Very Tiring.  Type 2 magic is Exhausting.  Type 3 magic is Dangerous.

Fair

Type 1 magic is Tiring.  Type 2 magic is Very Tiring.   Type 3 magic is Exhausting. Type 4 magic is Dangerous.

Good

Type 1 magic is Effortless.  Type 2 magic is Tiring.   Type 3 magic is Very Tiring. Type 4 magic is Exhausting. Type 5 magic is Dangerous.

Great

Type 1 and 2 magic is Effortless.  Type 3 magic is Tiring.  Type 4 magic is Very Tiring.  Type 5 magic is STILL Dangerous.

Superb

Type 1 and 2 magic is Effortless.  Type 3 and 4 magic is Tiring.  Type 5 magic is Exhausting.

;Definition of Magic Spell Types

Type 1

Short-duration spells of no real power: make noises, tie knots, make a gentle breeze

Type 2

Medium-duration spells of no real power:  Light, protection from elements, climb walls.

Type 3

Short-duration spells of some power:  Lightning, X-ray vision, Levitation of objects

Type 4

Medium-duration spells of some power:  Flight, healing, wards of protection, invisibility

Type 5

Spells of great power of nearly any duration:  summon major spirits, create matter, teleportation, weather control

Diffulculty Ratings for casting different types of spells.

Short-duration spells of no real power have a Mediocre Difficultly. (make noises, tie knots, make a gentle breeze).

Medium-duration spells of no real power have a Fair Difficulty (Light, protection from elements, climb walls.)

Short spells of some power have a Good Difficulty (lightning, X-ray vision, Levitation of objects).

Medium-duration spells of some power have a Great Difficulty (flight, healing, wards of protection, invisibility).

Spells of great power of nearly any duration have a Superb Difficulty (summon spirits, create matter, teleportation, weather control).

Additional Spell Information:

The following details how successes on spells can be distrubuted to 'build' a spell. Keep in mind that any single success can only be allocated once per spell.

Hurt People: Each point of success over the required success level for the spell causes 1 wound.
Drain Energy: Each point of success over the required success level for the spell allows a character to drain a target as though they had just performed a Very Tiring activity.
Heal People: Each point of success over the required success level for the spell allows a character to heal 1 Damage box on the target.
Duration: Each point of success over the required success level for the spell allows a spell to last 10 sec. (A Lift spell without a duration would life something up and drop it instantly). After 3 successes, each success extends the duration 10 minutes.
Transform: Each point of success over the required success level for the spell transforms something to another thing that is within 5% of it's current size. Don't forget without duration successes or this change would useless.
Shield: Each point of success over the required success level for the spell stops 1 point of damage.  Additional successes can increase the area protected.
Dispel: This gets rid of enchantments. This is an opposed roll against the spellcaster whose spell you are trying to dispel.
Energize: Success over the required success level for the spell allows the caster to remove Fatigue on any target including herself.  This removal is temporary, however, and the Fatigue points will all return (cumulatively with any accrued since that point) in 6 hours.  They can be dispelled again, at a cumulative -1 to the Difficulty Rating.
Multiple Targets: Each point of success over the required success level for the spell allows the spell to hit an additional target beyond it's first.
Area of Effect: Each point of success over the required success level for the spell affects a 5' radius, each additional 5' radius costs one more success than the last (15' costs 1 + 2 + 3 = 6 successes).

 

Magic Aptitude
You seem to have a natural affinity for magic.  All difficulties for rolls involving magic of any kind are reduced by 1.

Natural Weapon (1 Gift/Rank)
The character is unusual in that he has several weapons "built" into him by means that should be decided by the player. These include such standards as claws or fangs as well as hidden weapons that pop out of the character's body, usually the arm. Players also have the option of taking a more powerful version of an earlier weapon. For example, a character with a Fair Natural Weapon upgraded to Good could have installed a set of vibro-forearm blades that do more damage, replacing the boring plain old blades that used to be there, or their naturally-occuring elbow spikes could get rougher.

Ranks Weapon
Terrible Fault: You are under the mistaken impression the you are a dangerous walking arsenal.
Poor Claws or Fangs (Damage 1)
Mediocre Big Claws or Fangs (Damage 2)
Fair Knuckle Blades or Knives (Damage 3)
Good Forearm Blades or Short Sword(damage 4)
Great Admantium Claws (damage 5)
Superb Vibro-laser Battleaxe (damage 6)

Photographic Memory
With a successful Memory roll at a difficulty of your Memory +1, you can recall anything you have seen, heard, or read with perfect clarity and detail.  If you succeed on the roll, the GM will describe to you exactly what you need to remember.  

Pyrokinesis
The character can create heat and fire by sheer force of will. How much damage is done is determined by the 'Use Pyrokynesis' skill check of the character. Use Pyrokynesis is a 'very hard' skill (starts at Terrible).

Mediocre Character can generate heat in any object they touch or come within six inches of. They can heat matter to the boiling point (212°F, 100°C).
Fair Character can cause combustible materials to burst into flame.
Good The character can increase temperatures far more radically, enough to melt metal in an instant.
Great The character can create and hurl balls of fire from thin air.
Superb Can create a wall or circle of flame. The flame will ignite anything it touches as ordinary flame would, and anyone attempting to pass through it will obviously be damaged as normal fire would damage them.

Regeneration
The character regains recovers from Fatigue and heals faster than normal.

Shapeshift
Shapeshifting is Tiring and can Cause Fatigue.  Each Rank of Shapeshift is two Gifts. Uncontrolled Lycanthropy is a Fault, despite the arguable benefits.

Rank Effect
1 Able to assume one 'combat' form with +2 damage weaponry and 'tough hide' (call it +1 armor).
2 Able to assume one wholly 'combat' form and a hybrid form, both with +2 damage teeth/nails and 'tough hide' (+1 armor).
3 Character can shift to several additional forms, mundane attributes only.
4 Fast Healing: Heals 1 wound per hour.
5 The primary form is enhanced to +4 damage teeth/claws, +2 armor, and other effects as appropriate.

Size Change
This Attribute reflects the ability to increase or decrease the stature and mass of the character. Changing size requires about 30 seconds. Size change is Taxing for EACH Scale Unit the character moves through (in either direction).   The player should determine during character design whether the size change means the character gets larger or smaller.  If either, the cost should be 2 Gifts/Rank.

Rank Effect
1 Scale +/-1
2 Scale +/-2
3 Scale +/-3
4 Scale +/-4
5 Scale +/-5

Speed (1 Gift/Rank)
The Speed Attribute dictates how quickly a character can potentially move (run, swim, fly) in comparison to the average, but does not affect number of attacks/round. (See Multiple Attacks for that ability.)

Rank Effect
1 Two times faster than average.
2 Four times faster than average adult.
3 Eight times faster than average adult.
4 +1 Armor while running. Double Speed from previous rank.
5 +2 Armor while running. Double Speed from previous rank.

Star
This Gift is available in the cinematic campaign style, and is more of a meta-game Power; that is, no character within the game is conscious of anyone's status as a Star, but the GM and the players certainly are.

A Star is not going to die a senseless random death; they will never be taken out by a lowly henchman.  A dozen of them, maybe.   If the PC rolls badly.  The only character who can really give them a run for their money in combat is another Star. 

When a Star faces another Star in combat, use the regular combat rules.

When a Star faces masses of NPC's, they may fight the NPC's one at a time, as many as they wish.  They face the first one at their basic combat ability, the second at -1, the third at -2, and so on.  Any hit that the PC makes on an NPC, even a Scratch, is assumed to Incapacitate the NPC.  The Star chooses how many NPC's to fight at the beginning of the round, and if there is a mob of them the Star is assumed to be holding the rest of them off, provided there is not another Star in the crowd.  The Star may step or run in any direction after each successful combat, and may therefore work their way towards a goal.  They may take another action besides fighting, but the GM may rule that they need to work their way through a certain number of opponents to do so.  In this case, whatever skill they are trying to use will be reduced by one level for each NPC they had to fight.

On their action, the NPC's attack the Star as the GM sees fit.  A single NPC counts as a single opponent with Poor Combat Skill and Scale 0.  Each additional opponent counts as Scale +1.  So two opponents counts as a single opponent with Poor Combat Skills and Scale 1.  Three foes counts as a single opponent, Poor Skill, Scale 2.  This helps keep combat brief, and the Scale bonus only applies to the NPC's when they attack, it does not figure into their Defensive score.

Telekinesis
Ah yes... the ability to move objects using only the power of one's mind. The character can move objects by sheer force of will. How much that can be done is determined by the 'Use Telekinesis' skill check of the character. Use Telekinesis is a 'very hard' skill (starts at Terrible).

A Terrible or worse skill check result means that your unconscious desires take over. You must maintain line of sight in order to pick up an object.

Mediocre You can levitate small objects off a table with great concentration. Physical gestures help (throwing, lifting, etc.). Without them, difficulty is one higher.
Fair You can affect small objects, such as bending a spoon. Again, gesturing helps.
Good You can pick up an object in the next room and throw it around. Gesturing in the direction you want it moved helps. You can lift things that require half your Will (as if your Will were your Muscle) to lift.
Great You can lift things that require your full Will to lift, and you no longer need to gesture. You can pick up anything on the same block as you, and can pick up multiple objects with concentration.
Superb Anything in sight can be picked up, as long as it is not heavier than your Will + 2 can handle. You can manipulate as many objects as you have Ranks of Reason.

Telepathy (Psychic Power)

The ability to read minds. It is handled as an Opposed Action, the telepath must roll their Use Telepathy skill (very hard skill) against the target's Will to read the target's mind. Roll at +2 if you are touching the person's head or face. The person whose mind was read is unaware of the fact, unless the Psychic rolls a Terrible result (touching their head or face may also tip them off). 

Mediocre Can feel thoughts of the target, if you can see the target.
Fair The character can read the surface thoughts of people—generally, what they are thinking about at the time, provided you can see the person. You may also manipulate the base emotions and mood of the target, making them feel inexplicably angry or sad or whatever.
Good Can read some recent memories or plans for the future. You still need to be able to see the person.
Great You can read deep thoughts and distant future plans. The amount of information you get depends on your successes. You can now read the minds of people in adjoining rooms without having to look at them, but you will be at +1 if you have a description of them, and at +2 if you have a picture. You can create or manipulate simple short-term memories. Nothing complex, you cannot cause someone to memorize a speech or forget their own name but you could cause them to remember locking a door when they really didn't or make them forget the face of someone they just met.
Superb You can read multiple minds at once or discover the deepest secrets of people, even things that are unknown to themselves or repressed by them. You can read the mind of someone across the world if you can see them, for example if they are on live television. You could even read the mind of a clairvoyant who is observing someone across the globe and use that mental image to read the mind of the person being observed. (Freaky). Your manipulation of thoughts and memories at this point is frighteningly advanced. You can remove, manipulate or create real-as-life memories for your target, placing these memories at any point in their life. Another telepath or a hypnotist will be able to tell that these memories are manufactured, and the memories can be removed or restored by a telepath with a level as low as Good.

True Love
You are in love, and this provides you with strength in difficult times.  As terrible as things get, as long as your love is out there somewhere, you have something to keep fighting for. You automatically succeed any Will roll where you are striving to protect or come closer to your true love.  Any situation where you would normally have to spend a FUDGE point to overcome a Fault, you may succeed without spending the point, if it is for your Love.  True loves can also complicate things, and in some cases will actually make Will checks harder.

Unflappable
"I'm shot.  Wow.  It's odd... and painful." - Oz, "What's my Line", pt. 2

You are possessed of a level of poise that is almost mystical. In even the most profoundly disturbing situations, you remain calm and collected. Never let ‘em see you sweat: that’s your motto. Any negative modifiers to a dice roll which arise from fear, distraction or other unsettling circumstances are limited to one level. A –1 modifier is ignored.


Faults

Faults are anything that makes life more difficult for a character. The primary faults are those that restrict a character's actions or earn him a bad reaction from chance-met NPCs. Various attitudes, neuroses and phobias are faults; so are physical disabilities and social stigmas. There are heroic faults, too: a code of honor and inability to tell a lie restrict your actions significantly, but are not signs of flawed personality. The player MUST select 2 gifts, but can select more to 'pay' for extra Attribute, Skill, or Gift ranks.

Amnesia
You are unable to remember your past, or anything about who you are or  your family.  Your life is a complete blank.  The GM can choose to allocate up 5 points of additional Faults or Gifts on your behalf without telling you what they are.

Bored
Spike: "I had a plan."
Angel: "You?  A plan?"
Spike: "Yeah.  Smart.  Carefully laid out.  But I got bored." 
        —from "The Harsh Light of Day"

You are a classic case of Attention Deficit Disorder.  Any time you are forced to wait for something, you have to make a successful Will roll against a Great difficulty.  If you fail, you will abandon the original course of action to seek a quicker resolution.  If you do manage to stay focused long enough to come up with any kind of plan, you will have to make a second Will roll in order to stay put while the plan falls into place.

Compulsion
"But Ho-Hos are a vital part of my cognitive process!"
    -Xander

You have a compulsive habit that you must indulge at any opportunity.  The compulsion can be for anything that the GM will allow, from cleanliness, thievery, lying, sex, talking, etc.  You can avoid it by spending a FUDGE point and making a Great Will roll.  

Dark Secret
You have a secret that would cause an extreme reaction among your peers, probably resulting in outrage and ostracism, if it ever came to light.  The secret weighs on your mind at all times, and may come up at the most inopportune times.  The secret can be anything from having murdered someone to having cast a spell on someone without their knowledge.     

Fearless/Stupid
Whenever faced with combat situation, make a Psyche roll against a Great difficulty.  If you fail the roll, you must charge headlong into the fray, regardless of the odds. 

Low Self-Image
You have a poor opinion of yourself, and will roll at -2 to applicable skills in a situation where you might expect yourself to fail.  At the GM's discretion, willingly pointing out times that this Fault might affect you, may reduce the penalty to -1.  

Nightmares
You are haunted by terrifying dreams whenever you sleep.  Sometimes the nightmares are so bad, they cause you to suffer a -1 penalty to all skills the next day (Storyteller's discretion).  The nightmares are sometimes so vivid that you may mistake them for reality. 

Over-Confident
You have an unrealistic view of yourself and your abilities, and you will not hesitate to put yourself in a position where your abilities would be the most beneficial.  Unfortunately, your actual abilities are not what you think they are and this often lands you in trouble.  This Fault comes into play through role playing rather than bonuses. 

Phobia
You have a crippling fear of something fairly common, such as insects, crowds, heights, or confined spaces.  You must pass a Will roll of a difficulty determined by the GM.  If you fail the roll, you may not take any action; if you fail by more than one level, you will attempt to retreat from the object.

Secret Identity
Your identity as 'someone special' is not generally known, and you want to keep it that way. (If you don't want it to be unknown, but you're unknown away, make up a fault of 'Unknown'  You should define how many people know your secret at character creation.

Shy
You are uncomfortable dealing with people, and try to avoid social interaction.  Any roll you make involving social interaction is at -1, and any roll made when you are the center of attention is at -2.

Speech Impediment
You have a stutter or other speech impediment that hampers verbal communication.  All rolls that would involve speaking are at -1, or at -2 in times of extreme stress or when dealing with strangers. 

Split Personality
You have one additional personality for each time you take this Fault.  Your physical attributes remain the same, but the mental attributes and all Skills, and some Gifts & Faults can be different.  Each personality earns experience separately, so you have to keep track of who did what.  Certain Physical Gifts and Faults, such as Drop-Dead Gorgeous, Mute, and Uncoordinated, might differ from one personality to another.  You and the GM must decide what triggers your personality changes.

Vengeance
You have a score to settle, and this is your motivation in most endeavors.  This burning need can be overcome by a spent FUDGE point and a successful Psyche roll. You may have your revenge someday, but only as the result of a long quest. 

Whipped
You are especially susceptible to the will of other people; any opposed roll in social interaction you make at -2. 

Wild At Heart
You are free-willed in the extreme and refuse to be commanded or cajoled; you have a +2 bonus on all rolls to resist any opposed social interaction such as Intimidation, Persuasion, or Seduction, and are immune to any magic or telepathic mind control.  

Fudge Points

Fudge Points are meta-game gifts that may be used to buy "luck" during a game - they let the players fudge a game result. These are "meta-game" gifts because they operate at the player-GM level, not character-character level. Not every GM will allow Fudge Points - those who prefer very realistic games should probably not use them.

The GM sets the starting number of Fudge Points. The recommended range is from one to five, but very cinematic campaigns may allow more. Unused Fudge Points are saved up for the next gaming session. Each player may get an additional number each gaming session. (This is also set by the GM, and may or may not equal the starting level.) Alternately, the GM may simply allow Experience Points to be traded for Fudge Points at a rate appropriate for the campaign: 3 EP = 1 Fudge Point, down to 1 EP = Fudge Point. Example: in a game of Space Opera derring-do, a GM decides that each character can start with three Fudge Points. In addition, each session they will receive an additional two Fudge Points. If a character doesn't use any during the first session, he will have five Fudge Points available to use during the second session.

Fudge Points can be used in many ways, depending on what level on the realistic-legendary scale the game is played at. Here are some suggested ways to use them, ranging (in order) from a realistic game to an intensely legendary game - the GM can create her own uses, of course. A GM may allow as few or many of these options as she wishes the players should ask her before assuming they can do something with Fudge Points.

  1. A player may spend one Fudge Point to accomplish an Unopposed action with a Good (or lesser) Difficulty Level automatically and with panache - good for impressing members of the appropriate sex, and possibly avoiding injury in the case of climbing or acrobatic actions. Two Fudge Points allow the same thing for a Great Difficulty Level, and three Fudge Points for a Superb Difficulty Level. This option cannot be used for any Opposed actions, such as combat.
  2. A player may spend one Fudge Point to alter a die roll one level, up or down as desired. The die roll can be either one the player makes, or one the GM makes that directly concerns the player's character. In a fairly realistic game, this must be announced before the die roll; otherwise it can be decided afterwards. A maximum of one Fudge Point may be spent per die roll in a realistic game. In a legendary game, the GM may allow multiple points to be spent on a single die roll.
  3. A player may spend one Fudge Point to declare that wounds aren't as bad as they first looked: Hurt become Scratched, Very Hurt become Hurt, Incapacitated become Very Hurt, Near Death become Incapacitated. (Dead is dead, however.) This should only be done outside of combat time.
  4. A player may spend three Fudge Points to declare that all wounds are really just Scratches that knocked the wind out of him, or stunned him temporarily: all wounds become Scratches, except Dead, which remains dead. Again, this should not be allowed during combat time.
  5. A player may spend three Fudge Points to get an automatic +3 result, without having to roll the dice.
  6. For appropriately legendary games, a GM-set number of Fudge Points can be spent to ensure a fortuitous coincidence. (This is always subject to GM veto, of course.) For example, if the PCs are in a maximum security prison, perhaps one of the guards turns out to be the cousin of one of the PCs - and lets them escape! Or the piece of paper blowing down the street happens to be a page from the villain's notebook, with an interesting tidbit of a clue on it . . . Or the captain of the fishing boat rescuing the PCs turns out to be someone who owes a favor to one of them, and is willing to take them out of his way to help them out . . . You get the idea. This option should probably be very expensive in terms of Fudge Points, except in certain genres where bizarre coincidences are the norm!

Trading Traits

During character creation, free levels may be traded (in either direction) at the following rate:

1 attribute level = 3 skill levels.
1 gift = 6 skill levels.
1 gift = 2 attribute levels.

Fudge Points cannot be traded without GM permission. (If tradable, each Fudge Point should be equal to one or two gifts.)

So a player with five free attribute levels and 45 free skill levels may trade 3 of his skill levels to get another free attribute level, or 6 skill levels to get another free gift.

A player may also take extra GM-approved faults at the following rate:

1 fault = 1 gift.
1 fault = 2 attribute levels.
1 fault = 6 skill levels.

However, the GM may rule that a particular fault is not serious enough to be worth 2 attribute levels, but may be worth 1 attribute level or 3 skill levels. On the other hand, severe faults may be worth more attribute levels.

Uncommitted Traits

Whether the character is created subjectively or objectively, each character has three free uncommitted ranks (or more, if the GM is so inclined). This means that at some point in the game, the player will realize that he forgot something about the character that should have been mentioned. He may request to stop the action, and define a previously undefined trait, subject to the GM's approval. Only a very lenient GM will allow this to happen during combat time.

Also note that GM-set skill limits (such as 1 Superb, 3 Greats) are still in effect: if the character already has the maximum number of Superb skills allowed, he can't make an uncommitted trait a Superb skill.

Minimizing Abuse

Obviously, character creation in FUDGE can be abused. There are many ways to avoid this:

  1. The GM can require that the character take another fault or two to balance the power. ("Okay I'll allow you to have all that . . . but you need a challenge. Take on another weakness: maybe some vice, perhaps a secret one, or be unable to tell a believable lie, or anything that fits the character concept that I can use to test you now and then.")
  2. She can simply veto any trait (or raised/lowered combination) she feels is abusive. ("I see you raised Battle-Axe in exchange for lowering Needlepoint. Hmmm.") This allows the GM to customize the power level of a game. For high-powered games, allow most anything; for less cinematic campaigns, make them trade equally useful trait for trait.
  3. She can simply note the character weaknesses and introduce a situation into every adventure where at least one of them is significant to the mission. ("You'll be sent as an emissary to the Wanduzi tribe - they value fine Needlepoint work above all other skills, by the way . . .")
  4. She can use the "disturbance in the force" technique of making sure that more powerful characters attract more serious problems. ("The bruiser enters the bar with a maniacal look in his eye. He scans the room for a few seconds, then begins to stare intently at you.")

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