Fudge Steampunk Characters ========================== I haven't seen a lot of material on the Interwebs re: using the Fudge RPG system in a Steampunk setting, so I thought I'd post a few sample characters and rules clarifications. Credit where it's due: I was greatly inspired by the GURPS Steampunk sourcebook, and to a lesser extent, the GURPS Castle Falkenstein sourcebook. Brief listing of characters: Fighters: Capt. Rhett Gerrard - Retired Naval Officer (low RP) "Odd" John Staples - a Sportsman "Saint" Simone Etienne - Clockwork Paladin (low RP) Irving Stephens - an Australian Explorer (minor Healer) Penelope Demsley - an Adventuress (low RP) (minor Healer) Dustin "Dusty" Addison - a Cowboy Rogues: Reginald Pennyweather CBE - a Dandy Miss Fairuzza Honeylane - a Demimondaine Fergus MacAllistair - a Scottish Mechanic (minor Healer) Dr. Marcus Carroll - a Physician (low RP) (Healer) Brian "Scoop" Jacobs - an American Reporter Scott Wobbles - a Street Urchin (low RP) Magic Users / Gadgeteers: Miss Charlene Dubois - a Medium (minor Healer) Luludja ("Lulu") Jofranka - a Gypsy (Healer) Father Colin O'Driscoll - an Irish Priest (Healer) Dr. Willhelm Rotschtellar - a Mad Scientist Percival "Cogs" Cogsley - an Inventor (low RP) Sandeep Chockra - an Indian Mystic (Healer) The Characters -------------- Capt. Rhett Gerrard - Retired Naval Officer Voice: Daniel Plainview (Daniel Day-Lewis character from There Will Be Blood) Attributes: Intellect Mediocre / -1 Perception Fair / 0 Willpower Good / +1 Brawn Great / +2 Reflexes Good / +1 Fortitude Good / +1 (Note: -1 Gift for +1 attr) Gifts: Rank (contacts, privileges, like an officer's badge, +1 to military social skills) Faults: Duty to queen and country Gentleman's Code of Honor ODF (base) = 2 (+2 from Brawn) DDF = 2 (+1 from Fortitude, +1 from armor) Skills: Combat: Rifle +3 (ODF=4) Pistol +1 (ODF=3) Fencing +1 (ODF=4) Fisticuffs +1 (ODF=1) Grappling 0 (ODF=1) Throwing 0 (ODF=1) Athletic: (Note: all -1 due to armor) Swimming -1[-1] = -2 Survival -1[-1] = -2 Climbing 0[-1] = -1 Covert: (Note: all -1 due to armor) Other: Leadership +1(+1) = +2 Military Protocols -1(+1) = 0 Pilot: Ship 0 Gunnery 0 Equipment: Saber (+2 ODF) Naval coat (+1 ODF) Grenade (6 ODF, 15' radius) Martini-Henry rifle .577 (single-shot, 4 ODF, excellent range, 10 rounds) Adams M1872 revolver .45 (6-shot, 3 ODF, 18 rounds) £5 ----------------- "Odd" John Staples - A Sportsman Voice: Jason Statham (possibly with a hint of Cockney) Attributes: Intellect Mediocre / -1 Perception Fair / 0 Willpower Good / +1 Brawn Great / +2 Reflexes Good / +1 Fortitude Good / +1 (Note: -6 skill points for 1 extra attr.) Gifts: Pain Tolerance (Willpower roll to ignore wound penalties) Toughness (+1 DDF, resilient skin) Faults: Impatient (Willpower roll required to wait patiently) Overconfident (dashes in where angels fear to tread) ODF (base) = 2 (+2 from Brawn) DDF = 2 (+1 from Fortitude, +1 from Toughness) Skills: Combat: Fisticuffs +2 (ODF=1) Knife +2 (ODF=3) Wrestling 0 (ODF=1) Bow +2 (ODF=4) Athletic: Jumping 0 Swimming -1 Climbing 0 Running -1 Football -1 Social: Intimidation +1 Equipment: Shortbow (+2 ODF, 20 arrows) Bowie Knife (+1 ODF) A football and some sturdy football boots £5 ----------------- "Saint" Simone Etienne - A Clockwork Paladin Voice: Alphonse Elric (from Fullmetal Alchemist) Attributes: Intellect Fair / 0 Perception Mediocre / -1 Willpower Fair / 0 Brawn Great / +2 Reflexes Fair / 0 Fortitude Great / +2 Gifts: Scale +1 (+1 ODF/DDF, -1 most covert skills) Automaton traits: does not eat, sleep or breathe; immune to poison & disease Patron: Church (mostly maintenance & repair) Faults: Vulnerability: magnetism & electricity (no DDF vs. electricity / shock weapons) Secret: Inhabited by ghost of ancient crusader Duty to church / clergy (Note: -1 social stigma (automaton) canceled out by +1 reputation) ODF (base) = 3(4*) (+1 from Scale, +2 from Brawn, +1 from Good Shield skill) DDF = 7 (+1 from Scale, +2 from Fortitude, +4 armor) Skills: Combat: Broadsword +3 (ODF=6) Fisticuffs +1 (ODF=4) Shield* +1 (bonus to ODF, bash, subst. for Reflex sometimes) Throwing +1 (ODF=2) Athletic: (Note: all at -5 from armor) Climbing +2[-4] = -2 Jumping +2[-4] = -2 Other: Diplomacy +2 Pantomime +2 (pretend to be a statue) Equipment: Broadsword (+2 ODF) Small shield (+1 DDF) Half Plate Mail (+3 DDF, cannot easily be removed; part of chassis) Metal gauntlets (counts as knuckle dusters for Fisticuffs, +0 ODF) £5 ----------------- Irving Stephens - an Australian Explorer voice: The Crocodile Hunter Attributes: Intellect Mediocre / -1 Perception Fair / 0 Willpower Good / +1 Brawn Great / +2 Reflexes Good / +1 Fortitude Good / +1 (-1 Gift for +1 attr) Gifts: Pain Tolerance (Willpower roll to ignore wound modifiers) Faults: Curiosity (Willpower roll to resist exploring dangerous places) Phobia: Snakes (Willpower roll to resist fear) ODF (base) = 2 (+2 from Great Brawn) DDF = 1 (+1 from Good Fortitude) Skills: Combat: Rifle +2 (ODF=4) Knife +2 (ODF=3) Grappling 0 (ODF=1) Boomerang +1 (ODF=2) (returns on miss) Athletic: Climbing 0 Jumping -1 Swimming -1 Outdoors: Camouflage -1 Hunting -1 Sneak +1 Hide +1 Survival -1 Tracking -1 Knowledge: First Aid 0 Poisons -1 Equipment: Mauser 1871 rifle .43 (single-shot, 4 ODF, 12 rounds) Bowie knife (+1 ODF) Boomerang (0 ODF) First aid kit £5 ----------------- Penelope Demsley - an Adventuress Attributes: Intellect Mediocre / -1 Perception Good / +1 Willpower Fair / 0 Brawn Good / +1 Reflexes Good / +1 Fortitude Good / +1 Gifts: Ambidextrous (2 free attacks / round, RH + LH) Lucky (1 reroll per hour of real-time) Faults: Impatient (Willpower roll to wait) Adrenaline Junkie ODF (base) = 1 (+1 from Good Brawn) DDF = 3 (+1 from Good Fortitude, +1 from corset, +1 from cloak) Skills: Combat: Fencing (RH) +1 (ODF=3) Knife (LH) +1 (ODF=2) Pistol +1 Cloak* +1 (eye snaps, entangle) Social: Intimidate +1 Bluff +1 Etiquette -1 Gambling -1 Athletic: (Note: all -1 from armor) Swimming -1[-1] = -2 Climbing -1[-1] = -2 Jumping -1[-1] = -2 Covert: (Note: -1 from armor) Sneak 0[-1] = -1 Hide 0[-1] = -1 Pick Locks -1 Knowledge: First Aid 0 Equipment: Rapier (+2 ODF) Knife (+1 ODF) Christian-Sharps Pepperbox .32 (4 shot, 3 ODF, 12 rounds) Lockpicks Whalebone Corset (+1 DDF) Light Cloak (+1 DDF) £5 ----------------- Dustin "Dusty" Addison - a Cowboy Voice: Eastwood, John Wayne, etc. Attributes: Intellect Mediocre / -1 Perception Good / +1 Willpower Fair / 0 Brawn Good / +1 Reflexes Great / +2 Fortitude Good / +1 (Note +1 Attr for one extra Fault) Gifts: Quick Healer (take best of 2 rolls for all healing rolls) Outdoorsman (+1 to all athletic / outdoors skills) Faults: Secret (warrant out for his arrest in the U.S.) Phobia: eight-legged critters Cowboy Accent (-1 to social skills & reaction rolls) ODF (base) = 1 (+1 from Good Brawn) DDF = 2 (+1 from Good Fortitude, +1 from duster) Skills: Combat: Pistol +2 (ODF=3) Fanning +3 (ODF=0) (can make multiple shots at cumulative -1) Lasso +1 (no damage) (can entangle, trip) Brawling 0 (ODF=0) Knife +1 (ODF=2) Outdoors / Athletic: Jumping -1(+1)[-1] = -1 Climbing -1(+1)[-1] = -1 Swimming -1(+1)[-1] = -1 Hunting -1(+1)[-1] = -1 Survival -1(+1) = 0 Tracking -1(+1) = 0 Horse Riding -1(+1) = 0 Covert: Sneak 0[-1] = -1 Hide 0[-1] = -1 Knowledge: First Aid 0 Equipment: Colt Peacemaker .45 (6 shot, 3 ODF, 24 rounds) Knife (+1 ODF) Lasso Duster (+1 DDF) Stetson £5 ----------------- Reginald Pennyweather CBE - A Dandy Voice: Stephen Fry Attributes: Intellect Good / +1 Perception Good / +1 Willpower Mediocre / -1 Brawn Good / +1 Reflexes Good / +1 Fortitude Fair / 0 Gifts: Social Status (+1 to social skills & reaction rolls) Rich (access to resources, +20% to monetary rewards) Faults: Secret: sexual deviant Enemy: Codrick Dimpleton (critic) ODF (base) = 1 (+1 from Good Brawn) DDF = 1 (0 from Fair Fortitude, +1 from cloak) Skills: Combat: Fencing +1 (ODF=3) Pistol +2 (ODF=4) Cloak* +1 (entangle, eye-snaps vs. Reflex) Social: Carousing -1(+1) = 0 Flirting 0(+1) = 0 Diplomacy 0(+1) = +1 Witty Repartee +1(+1) = +2 Bluff 0(+1) = +1 Etiquette 0(+1) = +1 Italian -1(+1) = 0 French -1(+1) = 0 Insight 0(+1) = +1 Gambling -1(+1) = 0 Other: Art Appreciation 0 Cricket -1 Equipment: Sword cane (+1 ODF) Cloak (+1 DDF) Wogdon duelling pistol .45 (single-shot, 3 ODF, 10 bullets) 10£ ----------------- Miss Fairuzza Honeylane - A Demimondaine Attributes: Intellect Fair / 0 Perception Good / +1 Willpower Fair / 0 Brawn Good / +1 Reflexes Good / +1 Fortitude Fair / 0 Gifts: Beautiful (+1 to social skills & reaction rolls) Well connected (contacts, favors owed, etc.) Faults: Secret: consort / mistress Opium addiction (Willpower roll to resist) ODF (base) = 1 (+1 from Brawn) DDF = 1 (+1 from corset) Skills: Combat: Pistol +1 (ODF=3) Stiletto +1 (ODF=2) Covert: Sneak +1[-1] = 0 Hide +1[-1] = 0 Conceal +1[-1] = 0 Knowledge: Poisons -1 Social: Bluff 0(+1) = +1 Carousing -1(+1) = 0 Etiquette -1(+1) = 0 Persuasion +1(+1) = +2 Seduction +2(+1) = +3 French -1(+1) = 0 Insight 0(+1) = +1 Equipment: Stiletto (+1 ODF) Remington double Derringer .41 (2-shot, 3 ODF, 10 rounds) Whalebone corset (+1 DDF) £5 ----------------- Fergus MacAllistair - a Scottish Mechanic Voice: Groundskeeper Willie Attributes: Intellect Good / +1 Perception Fair / 0(-1)* Willpower Mediocre / -1 Brawn Good / +1 Reflexes Good / +1 Fortitude Good / +1 Gifts: Double-jointed (+1 to any skills requiring manual dexterity) Toughness (+1 DDF, resilient skin) Faults: Thick Scottish accent (-1 to social skills & reaction rolls) *Hard of hearing (-1 to Perception for listen checks) ODF (base) = 1 (+1 from Brawn) DDF = 2 (+1 from Fortitude, +1 from Toughness) Skills: Combat: Brawling +1 (ODF=0) Club (wrench) +1 (ODF=3) Throwing +1 (ODF=0) Knowledge: Electronics +1(+1) = 2 Mechanics +1(+1) = 2 First Aid +1(+1) = 2 Mathematics 0 Pilot: Steamship -1 Pilot: Airship -1 Pilot: Land Rovers -1 Morse Code -1 Covert: (Note: -1 to all from armor) Escape Artist -1(+1)[-1] = -1 Pick Locks -1(+1)[-1] = -1 Other: Bagpipes -1 Haggling +1(-1)=0 (Note: -1 to all Athletic skills from armor) Equipment: Utility kilt w/ tools Large wrench (+2 ODF) Bag of old nuts & bolts (can be thrown, +0 ODF) Bagpipes £5 ----------------- Dr. Marcus Carroll - a Physician Voice: Graham Chapman (of Monty Python fame) Attributes: Intellect Good / +1 Perception Good / +1 Willpower Fair / 0 Brawn Fair / 0 Reflexes Fair / 0 Fortitude Good / +1 Gifts: Good reputation (+1 to social skills & reactions) Resources: Hospital Faults: Nearsighted (wears glasses) Hippocratic Oath (fights only in self-defense) ODF (base) = 0 (0 from Fair Brawn) DDF = 1 (+1 from Good Fortitude) Skills: Combat: Pistol +1 (ODF=3) Judo +1 (ODF=-1) (can pin, subdue) Knowledge: Forensics 0 First Aid +3 Surgery +2 Poisons +1 Medicine +2 Veterinary -1 Social: Diplomacy +1(+1) = +2 Hypnotism 0(+1) = +1 Equipment: Nagant M1878 pistol 9mm (6-shot, 3 ODF, 18 rounds) Doctor's black bag Forensics kit Vial of poison £5 ----------------- Brian "Scoop" Jacobs - an American Reporter Voice: any kid from "Newsies" Attributes: Intellect Good / +1 Perception Great / +2 Willpower Mediocre / -1 Brawn Fair / 0 Reflexes Good / +1 Fortitude Fair / 0 Gifts: Intuition (roll Intellect to get a hint once per hour of real-time) Lucky (1 reroll per hour of real-time) Faults: Duty: Newspaper New York accent (-1 to social skills & reaction rolls) ODF (base) = 0 (0 from Fair Brawn) DDF = 0 (0 from Fair Fortitude) Skills: Combat: Pistol +1 (ODF=3) Fisticuffs +1 (ODF=-1) Covert: Sneak +1 Hide +1 Conceal 0 Tailing -1 Search 0 Pick Locks -1 Disguise 0 Lip reading -1 Social: (Note: all -1 from New York accent) Bluff +1(-1) = 0 Streetwise 0(-1) = -1 Insight -1(-1) = -2 Professional: Photography -1 Reporting -1 Forensics -1 Equipment: Daguerreotype (camera) Colt Peacemaker .45 (6-shot, 3 ODF, 18 rounds) Lockpicks Forensics kit Notepad & pencil Disguise kit £5 ----------------- Scott Wobbles - a Street Urchin Voice: Pip / Begging child from Blackadder's Christmas Carol Attributes: Intellect Mediocre / -1 Perception Good / +1 Willpower Mediocre / -1 Brawn Good / +1 Reflexes Great / +2 Fortitude Good / +1 Gifts: Underworld Contacts Natural-born Thief (+1 to all Covert skills) Faults: Scale -1 (-1 ODF, -1 DDF, but he can get into some tight places...) Youth (restricted from certain activities / places, adults discount him, etc.) Poverty (rewards gained from adventuring reduced by 20%) (Note: +1 Fault for +6 skill levels) ODF (base) = 0 (+1 from Brawn, -1 from Scale) DDF = 1* (+1 from Fortitude, -1 from Scale, +1 from Good Dodge skill) Skills: Combat: Slingshot +2 (ODF=1) Knife +2 (ODF=0) Brawling 0 (ODF=-1) Dodge* +1 (bonus to DDF) Athletic: Climbing 0 Running -1 Jumping 0 Covert: Sneak +1(+1) = +2 Hide +1(+1) = +2 Conceal 0(+1) = +1 Filching 0(+1) = +1 Pick Locks 0(+1) = +1 Search 0(+1) = +1 Escape Artist +1(+1) = +2 Urban Survival -1(+1) = 0 Social: Bluff +1 Begging -1 Equipment: Slingshot (+1 ODF) Bag of stones Lockpicks Small knife (+0 ODF) A Groat (4 pence) ----------------- Miss Charlene Dubois - a Medium Attributes: Intellect Fair / 0 Perception Fair / 0 Willpower Good / +1 Brawn Good / +1 Reflexes Fair / 0 Fortitude Good / +1 Gifts: Occult Magic x2 (12 skill points spent on spells) Faults: Split Personality (involuntary channeling) Weirdness Magnet ODF (base) = 2* (+1 from Brawn, +1 from Good Cloak skill) DDF = 3 (+1 from Fortitude, +2 from armor) Skills: Combat: Baton (cane) +1 (ODF=2) Pistol +1 (ODF=3) Cloak* +1 (bonus to ODF, can do eye-snap, entangle) Knowledge: Occult knowledge 0 French 0 Social: Streetwise 0 Diplomacy 0 Occult Magic: (max 4 casts/encounter) Detect Spirits +1 Channeling +1 Banish Spirits +1 (Note: -2 to all Athletic & Covert skills due to armor) Equipment: Cane (+1 ODF) Whalebone corset (+1 DDF) Light cloak (+1 DDF) Christian-Sharps Pepperbox .32 (4-shot, 3 ODF, 16 rounds) £5 ----------------- Luludja ("Lulu") Jofranka - a Gypsy Attributes: Intellect Mediocre / -1 Perception Fair / 0 Willpower Good / +1 Brawn Good / +1 Reflexes Good / +1 Fortitude Good / +1 Gifts: Gypsy Magic x2 Faults: Acrophobia Social Stigma: Gypsy (-1 to social skills & reaction rolls) ODF (base) = 1 (+1 from Good Brawn) DDF = 1 (+1 from Good Fortitude) Skills: Combat: Knife +1 (ODF=2) Knife Throwing +1 (ODF=2) Social: (Note: -1 to all due to Social Stigma) Persuasion +1(-1) Insight 0(-1) Covert: Filching +1 Sneak 0 Conceal 0 Gypsy Magic: (4 casts per encounter) Curse (debuffer, vs Willpower) +1 Cooking (healing) +1 Storytelling 0 Fortune Telling 0 Camouflage 0 Equipment: Six knives (+1 ODF) Cooking kit Crystal ball (mundane, made of cheap glass) Tarot cards £5 ----------------- Father Colin O'Driscoll - an Irish Priest Attributes: Intellect Mediocre / -1 Perception Fair / 0 Willpower Fair / 0 Brawn Good / +1 Reflexes Good / +1 Fortitude Great / +2 (Note: -1 attr for +1 Gift) Gifts: Clerical Magic x2 Faults: Fanaticism: Catholicism Pesky nephews & niece: Connor, Liam, Kaytlin ODF (base) = 1 (+1 from Good Brawn) DDF = 2 (+2 from Great Fortitude) Skills: Mundane: Fisticuffs +2 (ODF=0) Throwing +2 (ODF=0) Oratory +2 Insight +1 Theology -1 Administration -1 Singing -1 Clerical Magic: (5 casts per encounter) Faith Healing +3 Diplomacy +1 Bless (buffer) +2 Equipment: Clergyman's attire Silver crucifix on necklace £5 ----------------- Dr. Willhelm Rotschtellar - a Mad Scientist Voice: Dr. Strangelove Attributes: Intellect Great / +2 Perception Fair / 0 Willpower Good / +1 Brawn Mediocre / -1 Reflexes Fair / 0 Fortitude Good / +1 Gifts: Weird Science (Dr. Moreau-esque creations) Resources: Laboratory Faults: Obsession: Experimentation Callous (unsympatheic, amoral) ODF (base) = -1 (-1 from Mediocre Brawn) DDF = +1 (+1 from Good Fortitude) Skills: Combat: Shock Weapons +2 (ODF=5) Knowledge: Research 0 Biology 0 Chemistry 0 Electronics 0 Mechanics 0 Mathematics 0 Physics 0 Vivisection +1 Social: Intimidation +2 Animal Handling +1 German 0 Equipment: Moray Shock Rifle (backpack of electric eels with tube leading to shock rifle, 6 charges, 5 ODF) £5 ----------------- Percival "Cogs" Cogsley - an Inventor Attributes: Intellect Great / +2 Perception Good / +1 Willpower Fair / 0 Brawn Mediocre / -1 Reflexes Good / +1 Fortitude Fair / 0 Gifts: Gadgeteer (cinematic contraptions) Independent Income (royalties from patents) (Note: the combination of these two gifts gives him a workshop) Faults: Curious (Willpower to resist investigating things) Workaholic (Fortitude rolls at inconvenient times to resist sleepiness, else -1 to all rolls) ODF (base) = -1 (-1 from Mediocre Brawn) DDF = 0 (0 from Fair Fortitude, no armor) Skills: Combat: Shock Weapons +2 (ODF=4/*) Gunnery 0 Knowledge: Babbage Computers +1 Research 0 Metallurgy -1 Glassblowing -1 Mechanics +1 Chemistry +1 Blacksmithing -1 Geology -1 Electronics +1 Mathematics 0 Demolitions 0 Other: Scrounging 0 Equipment: Toolkit Etheric Shock Rifle (4 charges, 4 ODF, needs to be recharged at the lab) *Hand Flasher (4 charges, roll Shock Weapons vs. Fortitude, else blinded) 10£ ----------------- Sandeep Chockra - an Indian Mystic Voice: Apu Nahasapeemapetilon Attributes: Intellect Mediocre / -1 Perception Fair / 0 Willpower Fair / 0 Brawn Fair / 0 Reflexes Good / +1 Fortitude Great / +2 Gifts: Hindu Magic x4 (Note: -1 attr and +1 Fault for 2 extra Gifts) Faults: Minority (-1 social skills / reactions from majority population, +2 soc skills / react from other Indians) Jinx (GM calls for ally to reroll success once per hr of real time) Can't tell a lie (Willpower roll to remain silent) ODF (base) = 0 (0 from Fair Brawn) DDF = 2 (+2 from Great Fortitude) Skills: Mundane skills: (6 pts) Martial Arts 0 (ODF=-1) Sling +1 (ODF=1) Sneak -1 Social: (all -1, +2 from other Indians) Hindu Magic: (24 pts) Veterinary 0 Cooking (healing) +3 Camoflage +1 Sitar +1 Bless (buffer) +1 Storytelling 0 Persuade +2 Precognition 0 Equipment: Cooking kit (and lots of curry) Sitar Sling (+1 ODF, bag of 20 stones) £5 ----------------- Some notes on the above characters: Character creation: - 6 standard attributes: Intellect, Perception, Willpower, Brawn, Reflexes, Fortitude. - All attrs default to 'Fair', all skills default to 'Poor'. - 3 free levels for raising attrs. (One attr can be lowered to raise a different attr, one-for-one.) - All chars start with 2 Gifts and 2 Faults. - Attr levels, Gifts, and Faults can all be exchanged one-for-one. Exs: - sacrifice one attr level to gain an extra gift (or vice-versa) - take an extra fault to get an extra gift (or attr level) - sacrifice one attr level and take an extra fault to get 2 extra gifts - (any other exchanges along these lines) - 6 skill points can be exchanged for 1 attr level, 1 gift, or 1 fault - 30 free levels for raising skills. Recommended skills are "medium-breadth", a la 'Pistol', 'Knife', 'Electronics', 'Diplomacy'. Skills should not be as coarse-grained as "ranged weapons", nor as fine-grained as to distinguish between different types of pistols or different types of knives. - character creation skill limits: a new character can have only 1 Superb skill, no more than 4 Great skills, and no more than 8 Good skills - Skills cannot be lowered below Poor to gain points for other skills. This restriction is in place to curtail abuses like lowering your Needlepoint skill to raise your Battle Axe skill. - All characters start with 1 Fudge point that they can use in their first adventure (or save for character advancement later). Regarding attributes: (when you would make various attr. rolls) - Intellect: figuring out how things work (sort of the flipside of 'Perception', next), general knowledge of technology of the day (e.g. how steam engines / gas lamps work), a possible first step in engineering / craft / creations, recalling things the GM said (metagame), putting clues together (also metagame). - Perception: spot / listen checks, reading body language, noticing presence / absence of things that might be clues (but not whether they are, in fact, clues or how those clues connect. (For that, see 'Intellect'.) - Willpower: resisting magic effects, resisting various Faults (Curiosity, Impatience, Obsession, Phobia, et. al), activating various Gifts (e.g. Pain Tolerance), willing yourself to turn the steam valve even though it's really hot, resisting torture, etc. - Brawn: pushing things over, knocking things down, breaking through doors, bend bars / lift gates (also a factor in determining ODF). - Reflexes: "Dex saves" a la avoiding falling in pits / off ledges / getting knocked over, who can grab the dagger first, dodging bullets / thrown objects - Fortitude: resisting harmful effects of cold / heat / poison / disease / fatigue (also a factor in determining DDF) (also determines the number of casts a magic-user can make per encounter) Skill clarifications: - Anyone can hold a shield or wear a cloak to gain a bonus to DDF. - Training in the Shield skill gives you the ability to do shield bashes (push opponents back, knock them down, etc.). - Training in the Cloak skill gives you the ability to do eye-snaps (vs. Reflexes, else, temporarily blinded until target makes Fortitude "save" vs. DoS target #), or entangle (vs. Reflexes, once entangled, Reflexes / Escape Artist / Brawn? to break free). - Training in Sheild at Good or higher grants you a bonus to ODF (Good=+1, Great=+2, etc.), but only when you are wielding the shield. - Training in Dodge means you can roll that in place of Reflexes (vs. ranged weapons and for some "saves"). (If the GM is feeling generous, he might allow you to roll the higher of Dodge or Reflexes. If he's feeling *especially* generous, he might give you a synergy bonus to some situational Reflex rolls if your Dodge skill is very high, or vice-versa.) - Training in Dodge at Good or higher grants you a bonus to your DDF. - Training in a Parry skill means you can roll that in place of Reflexes vs. thrown weapons. (You might be able to parry projectiles such as arrows at a penalty, parrying bullets is out of the question for all but the most cinematic campaigns.) - Training in Parry at Good or higher gives you a bonus to your DDF, in melee combat, but only when wielding the weapon. - Training in Balance allows you to roll twice for balance checks: using Reflexes attr (like everyone else does) and Balance skill, and keep the best of the two rolls. - Using Conceal: The difficulty for concealing a weapon is equal to the ODF bonus for that weapon, e.g. Good (+1) for a Stiletto, Great (+2) for a Derringer, Superb (+3) for a Colt .45, and Legendary and up for anything larger. - The total DDF bonus from armor counts as a penalty against Athletic skills (Running, Jumping, Swimming, Climbing, (Balance?), Sports, etc.), and most Covert Skills (Sneak, Hide, Tailing, Escape Artist, Filching, etc.). You could make a case that the penalty shouldn't count for Pick Locks skill rolls. - Different names are used for the same skill sometimes just to give them "flavor". Exs: Stiletto / Dagger / Knife are all the same, Persuasion / Diplomacy / Counseling are all interchangeable, Brawling / Boxing / Fisticuffs / Martial Arts are just different flavors of unarmed combat. Regarding magic: - You'll see various flavors of magic listed below: Occult Magic, Gypsy Magic, Clerical Magic, etc. For all intents and purposes, these all function exactly like Hedge Magic or Clerical Magic described in Fantasy Fudge: each "spell" works like a normal skill but with added schmaltz & reduced time / effort to achieve a desired effect. Each cast temporarily reduces Fortitude by one level, which can be recovered with 15 mins of rest per level lost. - Each level of magic taken allows you to spend 6 points of your starting skill levels on spells (x1 -> 6 pts, x2 -> 12 pts, x3 -> 18 pts, to a max of x4 -> 24 pts). Additional Notes on formatting: - Attribute values are listed with both the Fudge keyword and the bonus granted (e.g. Mediocre / -1, Fair / 0, Good / +1, etc.). In the interest of time and space, skills are listed with only the bonus (e.g. Carousing -1). - Some Gifts or Faults grant a blanket +1 or -1 to all skills in a given category (e.g. high social status grants a +1 to all social skills). Skills in this category are listed as 0(+1), or -1(+1), or +1(+1), etc. This is done to show the true value of the skill for the purpose of raising it later (i.e. do not include the bonus as part of the skill level when raising the skill). Also, if the bonus from the gift is temporarily lost for whatever reason (e.g. the character is going in disguise, and would not be recognized for who he is, ergo no bonus from 'social status'), do not include the bonus when making skill checks. - Any bonus or penalty granted by equipment is listed in square brackets, e.g. Swimming -1[-1] (penalty from armor); Bapipes -1[+1]. - A total is sometimes given after an equals sign for simplicity's sake. Example: Swimming 0(+1)[-1]=0. The 0 is the base, the (+1) is granted from, say, an "Outdoorsman" Gift, the [-1] is an armor penalty, and the =0 is the net result. - ODF bonuses for muscle-powered weapons are listed as +X ODF (e.g. Bowie knife +2 ODF) as a reminder that it's value is added to the character's base ODF (Brawn + scale). ODF bonuses for non-muscle-powered weapons (e.g. pistols, rifles) are listed as X ODF (e.g. Colt Peacemaker .45, 3 ODF) as a reminder that it's a _fixed_ value that is _not_ added to the character's base ODF. - For skills that could be used in combat, the net ODF is listed parenthetically after the skill modifier, e.g. Pistol +1 (ODF=3). This is for convenience. Other rules / ideas worth considering: - Allow players to level-up an attr / skill mid-session, provided that they have the Fudge points to spend on it. - An alternate / complementary approach to character advancement between sessions: have some skills get "rusty" (e.g. lowered) while other skills get better (raised). Swaps would have to be for commensurate (XP) value. Example: You can't lower your Swimming skill from Fair to Mediocre (normally a 1 XP difference) in order to raise your Pistol skill from Good to Great (normally costs 4 XP), but you _could_ lower your Diplomacy skill from Great to Good in order to raise your Pistol skill from Good to Great (4 XP difference in both cases). Regarding gender: If you need more female characters, here are the characters that could most easily be switched from male to female with simply a name change: - Inventor (make her an Ada Lovelace-type) - The Priest (make her a nun instead) - The Reporter (play her like Amy Archer from Hudsucker Proxy) - Street Urchin (she can even keep the slingshot) - The Dandy could become a Jane-Austen-esque high society lady