6 Tips and Examples

6.1 GM Tips and Conversions

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

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

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

It is easy to create NPCs to challenge the player characters by counting levels. Figure roughly how many levels have been spent on combat skills by the average player character. This figure, put into combat skills in an NPC, should give a fair fight. For example, if the PCs are built on 40 skill levels and four free attribute levels, the average character might have ten levels in combat skills directly. In that case, a gang of thugs with ten levels each of combat skills and two attribute levels put into physical attributes should challenge the player characters pretty closely.

6.11 Conversion Hints

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

Standard 3-18 scale traits are converted as follows:
FUDGE Level3-18 Level
Superb 18+
Great 16-17
Good 13-15
Fair 9-12
Mediocre 6-8
Poor 4-5
Terrible 3 or less

Percentile traits are converted roughly as follows:
FUDGE LevelPercentile Level
Superb 98-100
Great 91-97
Good 71-90
Fair 31-70
Mediocre 11-30
Poor 4-10
Terrible 1-3

6.12 Templates

A GM can create a character template for the players. This may help a player make his first FUDGE character, or allow players coming from a game with a character class system to feel at home. She should also allow custom-designed characters, though, for players who feel limited by character classes.

The "GM limits" and the list of attributes at the beginning of each sample character in Section 6.3are templates. The GM can hand out character sheets with attributes and limits already printed on them. This can be accompanied by a copy of the list of sample skills in Section 1.32, Skills, and possibly the sample lists of gifts and faults in Sections 1.33(Gifts), and 1.34(Faults). The players can then create characters with a minimum of hassle.

For more detail, the GM can actually create templates of character "classes." As an example familiar to many gamers, the GM may have guidelines for players wishing to play a fantasy fighter character, or magician, or cleric, or thief, etc. The GM can set up minimum attribute standards for each character class, recommended gifts, and minimum skill levels.

Templates can be set up for any genre, not just fantasy. You may have guidelines for a typical scientist character, or policeman, or psychic phenomenon investigator, or King's Musketeer, etc.

See Sections 6.41, Ranger Template, and 6.42, Broad Class Templates, for examples.

A different type of template shows the player the native abilities and limitations of a fantasy or science fiction race. See the sample character Seihook (Section 6.342), for a science fiction race, and Section 6.43, Cercopes, for a fantasy race.

6.2 Character Sheet Example

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

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

/---FUDGE Character Sheet--------\

Character Name: |

| EP |

Genre: | +3 Superb

 | 8 |

Player: | +2 Great

 | 4 |

Date Created: | +1 Good

| 2 |

Unspent EP: | +0 Fair

| 1 |

Fudge Points: | -1 Mediocre

| 1 |

Starting Limits: | -2 Poor ... Skill Default | 1 | | -3 Terrible

| 1 |

Character Story & Personality: |--------------------------------| | Most Gifts and some Skills are | | non-existent unless specified | | on the character sheet.

| |--------------------------------| | EP = Raising skills to that

| [EP column and note should be |

level with Experience Points |

left off if you don't use \--------------------------------/

them of course.]





 9+ Wounds:



Very Hurt


Nr. Death






---------------------------------------------------------------------- Attributes:




Skills: -----------------------|---------------------------|------------------



[space as needed in each section — the GM can include some before printing, if desired — especially true for Attributes]


| Mass:

 |---------------------------| -----------------------|


| Equipment:

 |---------------------------| -----------------------|




[Could go on the back |


if space is a prob- |---------------------------|

lem. Remember to


Supernormal Powers:


list offensive and


defensive damage



factors clearly.]


[if needed]


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

The following character sheet header may be helpful to players at character creation if using the Objective Character Creation system:

 /----------------------------------\ Character Name: |

 Att | Sk | VH | EP | Genre: | Superb .... +3 | 5 | 7 | 8 | Player: | Great ..... +2 | 4 | 6 | 4 | Date Created: | Good ...... +1 | 3 | 5 | 2 | Unspent EP: | Fair ......

0 | 2 | 4 | 1 | Fudge Points: | Mediocre .. -1 | 1 | 3 | 1 | Starting Limits: | Poor ...... -2 | 0 | 2 | 1 | | Terrible .. -3 | -1 | 1 | 1 | Character Story & Personality: |----------------------------------| | Att = Attribute Costs

| | Sk = Average Skill Costs

 | | VH = Very Hard Skill Costs

| | EP = Raising skills with EPs

 | |----------------------------------| | Trading Traits: 1 gift = 1 fault | | 1 gift = 1 to 2 attribute levels | | 1 attribute level = 3 skill lvls | | 1 supernormal power = 2 gifts

| \----------------------------------/ 

6.3 Character Examples

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

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

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

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

6.31 Fantasy Characters

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

6.311 Brogo the Scout, Halfling

GM limits: 8 attributes (4 free levels); 50 free skill levels, w/maximum of 1 Superb, 3 Greats; 2 free gifts; magic available.

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

Attributes: (4 free levels, 10 levels taken, balanced by 3 faults)

Coolness: Good

 (1) Damage Capacity: Good

(1) Dexterity: Great

(2) Empathy: Good

(1) Health: Good [Halfling Fair]

(0) Intelligence: Good

 (1) Perception: Superb

 (3) Strength: Good, Scale -2


Skills: (50 free levels, 50 taken)

Area Knowledge, large area (easy): Good

 (2) Bow: Good

(3) Climbing: Good

 (3) Elvish Language (hard): Mediocre

(2) Evaluate Goods: Fair

(2) Farming (easy): Fair

(1) Fellowship: Great

(4) Find Secret Passages: Terrible

 (-1) First Aid: Good

 (3) Haggle: Good

(3) Interrogation: Terrible

 (-1) Knowledge of Old Tales: Fair

(2) Lockpicking: Terrible

(-1) Mimic Animal Noises (hard): Great

(4) Move Quietly: Superb

(5) Orcish Language: Fair

(2) Pickpocketing: Terrible

 (-1) Riding: Pony: Fair

 (2) Staff: Good

 (3) Storytelling: Good

 (3) Survival: Good

 (3) Tracking: Good

 (3) Wildcraft: Great


Gifts: (2 free gifts, 4 taken, balanced by faults)

Absolute Direction Animal Empathy Lucky Night Vision 

Supernormal Powers: (1 taken, balanced by 2 faults)

Magic Potential, one level 


Can only cast trivial spells Curious Glutton Humanitarian (helps the needy for no pay) Self-defense Pacifist Halfling (Scale -2, Racial Bonus to Health, counts as 2 faults) 

6.312 Floranna, Elven Magician

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

NOTE: There are two separate Spell-casting skills, and the GM allows them to be raised above Fair at a rate of 1 gift per skill level. It costs 4 levels to get "Spell Casting on Others" at Fair, then 6 more levels to get it at Good, since one gift = 6 skill levels.

Attributes: (1 free level, 1 taken)

Material: Mediocre

 (-1) Spiritual: Great


Skills: (50 free levels, 32 taken, the rest traded for 3 gifts)

Acrobatics/Athletics: Mediocre

 (1) Animal Skills: Good

 (3) Camaraderie: Mediocre

(1) Combat Skills: Poor

 (0) Courtly Ways: Poor

 (0) Cultural Knowledge: Good

(3) Doctoring: Great

(4) Manipulate People: Poor

 (0) Move Quietly/Gracefully: Fair

(2) Scientific Knowledge: Mediocre

 (1) Spell Casting on Others (VH): Good

 (10) Spell Casting on Self (VH): Fair

(4) Thievery: Terrible

 (-1) Woodland Ways/Nature Lore: Great


Gifts: (4 free gifts, none taken)

Supernormal Powers: (6 taken, balanced by faults, reduced gifts, and reduced skill levels)

Elf: extended lifespan, animals (not monsters) react well to her, Perception = +1 to Material attribute Magic Potential, White Magic, Five levels 


Absent-Minded Heart of gold — any halfway skillful liar can get sympathy & help Idealist — not grounded in reality Melancholy Zealous behavior — tries to dissuade others from violence 

6.313 Moose the Mage, Human Combat Magician

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

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

Attributes: (3 free levels, 4 levels taken, balanced by a fault)

Charisma: Poor

 (-2) Dexterity: Great

(2) Drive: Good

 (1) Health: Great

(2) Intelligence: Mediocre

 (-1) Strength: Great


Skills: (30 free levels, 36 taken, balanced by a fault)

Armory: Good

(3) Brawling: Great

 (4) Breaking and Entering: Terrible

 (-1) Climbing: Fair

 (2) Crafts: Fair

(2) Flirtatious Skills: Terrible

(-1) Knowledge of Old Tales: Terrible

(-1) Merchant: Mediocre

 (1) Riding: Good

(3) Shield: Great

(4) Singing: Terrible

(-1) Spell-Casting (VH): Mediocre

(6) Stealth: Good

(3) Storytelling: Terrible

 (-1) Sword: Superb

(5) Tactics: Good

(3) Throwing: Great

 (4) Woodcraft: Mediocre


Gifts: (2 free gifts, 2 taken)

Combat Reflexes Affluent Wealth (good equipment) 

Supernormal Powers: (2 taken, balanced by faults)

Magic Potential, Combat spells, two levels 


Blunt and tactless — doesn't mince words Fear of the Dark Full of bluff and bluster and machismo to hide inadequacy feelings (he'll never live up to the impossibly heroic image of his father) Quick-Tempered; no patience with fools or knaves Spell-casting skill costs double due to low IQ Vow: Destroy the brigand band that killed his father 

6.314 Tarag Half-Ogre

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

Attributes: (3 free levels, 2 taken, 1 traded for 3 skill levels)

Body: Good, Scale 3

 (1) Mind: Mediocre [Half-Ogre Fair]

 (0) Psyche: Good


Skills: (10 free levels, 13 taken, balanced by low attributes)

Animal Skills: Fair

 (2) Artistic Skills: Terrible

(-1) Balance Skills: Good

(3) Medical Skills: Terrible

(-1) Melee Weapons: Superb

(5) Merchant Skills: Terrible

(-1) Outdoor Skills: Good

(3) Ranged Weapons: Good

(3) Social Skills: Terrible

 (-1) Technical Skills: Terrible

 (-1) Thief Skills: Terrible

 (-1) Unarmed Combat: Good


Gifts: (3 free gifts, 3 taken)

Quick Reflexes Peripheral Vision — no penalty facing two foes at once Tough Hide (-1 to damage) 

Supernormal Powers: (1.5 taken, balanced by faults)

Half-Ogre (Body Scale 3, Mind at -1) Anti-Magic Aura — spells cast on her are at -1 (counts as only 1 gift because it also interferes with beneficial spells) 


Goes Berserk if Hurt — liable to attack friends Gullible Poor (not much equipment) 

6.32 Historical Fiction Characters

6.321 Hakim al-Saari, Thief of Baghdad, 792 A.D.

GM limits: 4 attributes (2 free levels); 35 free skill levels, w/maximum of 1 Superb, 1 Great; 1 free gift; no supernormal powers available.

Attributes: (2 free levels, 4 taken, balanced by fault)

Brawn: Mediocre

 (-1) Cunning: Good

(1) Deftness: Superb

(3) Ego: Good


Skills: (35 free levels, 47 taken, balanced by 2 faults)

Acrobatics: Good

(3) Assess Merchandise: Good

(3) Begging: Fair

(2) Climbing: Good

 (3) Disguise: Fair

 (2) Dodge: Good

 (3) Knife: Mediocre

 (1) Knowledge of Baghdad: Good

 (3) Lockpicking: Good

(3) Lying: Good

 (3) Pick Pockets: Good

 (3) Quote the Koran and Arab proverbs: Mediocre

 (1) Running: Fair

(2) Servant: Mediocre

(1) Stealth: Superb

 (5) Storytelling: Fair

 (2) Urban Survival: Great

(4) Witty Insults: Good


Gifts: (1 free gift, 3 taken, balanced by faults)

Healthy Constitution (+1 to Brawn to recover from illness) Keen senses (+1 to Cunning to notice something) Many people owe him favors 


Can't resist having the last word Greedy Many people would love to turn him in to the authorities Soft-hearted toward children Boasts openly of his thieving abilities 

6.322 Arian o Gwent, Welsh Archer, 1190

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

GM limits: 6 attributes (4 free levels); 30 free skill levels, w/maximum of 1 Superb, 2 Great; 2 free gifts; no supernormal powers available; must take 2 faults: Outlaw & Loyal to Companions, which do not count as trading for other traits.

Attributes: (4 free levels, 4 taken)

Calmness: Mediocre

 (-1) Constitution: Fair

 (0) Dexterity: Great

(2) Reasoning: Good

 (1) Senses: Great

(2) Strength: Fair


Skills: (30 free levels, 36 taken, balanced by 1 fault)

Acrobatics: Good

(3) Archery: Superb

 (5) Bowyer: Great

(4) Climbing: Good

 (3) Disguise: Good

 (3) Dodge: Good

 (3) Fletcher: Good

 (3) Move Quietly: Great

 (4) Riding: Good

(3) Tactics: Fair

(2) Woodcraft: Good


Gifts: (2 free gifts, 3 taken, balanced by fault)

Literate — in 1190, this is rare enough to be called a gift Attractive +3 Calmness while shooting a bow 


Outlaw Loyal to Companions Speaks English with a strong Welsh accent Despises Normans — Fair Calmness roll to avoid acting rashly 

6.323 Henri le Rouge, Musketeer of King Louis XII, 1627

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

Attributes: (8 free levels, 12 taken, balanced by faults)

Charm: Great

(2) Coolness: Superb

(3) Damage Capacity: Great

 (2) Dexterity: Great

(2) Health: Good

(1) Perception: Fair

(0) Strength: Fair

 (0) Will: Fair

 (0) Wit: Great


Skills: (60 free levels, 72 taken, balanced by 2 faults)

Acrobatics: Superb

 (5) Acting: Good

(3) Boating: Terrible

(-1) Brawling: Good

 (3) Carousing: Good

 (3) Climbing: Great

 (4) Disguise: Good

 (3) Dodge: Good

 (3) Engineer: Terrible

 (-1) Fencing: Superb

 (5) First Aid: Good

 (3) Flirting: Good

 (3) Knowledge of Europe: Mediocre

(1) Knowledge of France: Good

(3) Knowledge of Paris: Good

(3) Knowledge of Planet: Mediocre

(1) Lockpicking: Terrible

(-1) Main Gauche: Great

 (4) Matchlock Musket: Good

 (3) Mechanic: Terrible

 (-1) Move Quietly: Good

 (3) Political Knowledge: Fair

(2) Quick-Draw Sword (easy): Good

(2) Oratory: Mediocre

(1) Repartee: Great

 (4) Riding: Great

(4) Savoir-Faire: Good

 (3) Shadowing: Fair

 (2) Swimming: Terrible

 (-1) Tactics: Good

(3) Wheellock Pistol: Good


Gifts: (3 free gifts, 5 taken, balanced by faults)

Combat Reflexes Handsome Patron: Captain of Musketeers Rapid Healing Status: Gentleman 


Code of Honor Compulsive Carouser Disgusted by Non-Gourmet Food Extremely Loyal to Companions Intolerant of Protestants Thin-skinned — quick to take offense 

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

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

Attributes: (3 free levels, 3 taken)

Agility: Mediocre

(-1) Health: Good

(1) Perception: Good

(1) Savvy: Great

(2) Strength: Fair


Skills: (35 free levels, 53 taken, balanced by 3 faults)

Area Knowledge, Western States: Good

(3) Bluffing: Great

 (4) Brawling: Fair

 (2) Concertina (Squeezebox): Good

(3) Dodge: Good

 (3) First Aid: Good

 (3) Holds His Liquor: Good

 (3) Hunting: Good

(3) Move Quietly: Good

 (3) Pistols: Fair

(2) Riding: Good

(3) Shotgun: Great

 (4) Singing: Good

(3) Stagecoach Mechanic: Good

(3) Tall Tales: Good

(3) Teamster: Great

 (4) Witty Insults: Great


Gifts: (2 free gifts, 2 taken)

Never forgets a face Sense of empathy: gets a feel for people 


Garrulous Addiction to disgusting habit: spitting chewing tobacco Lazy — would "rather talk than do" Getting old, and all that implies . . . 

6.33 Modern Characters

6.331 Dolores Ramirez, Journalist, 1990s

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

NOTE: The player forgot an important skill for Dolores, and one a journalist would logically have: Research. This was noticed during a game, and the player petitioned the GM to add Research as an Uncommitted trait. The GM agreed, and [Research: Good] was added to Dolores' character sheet. Dolores already had 1 Superb and 4 Great skills, so this is the best she could start with it. This does not count against starting free levels — Uncommitted traits are extra.

Attributes: (5 free levels, 7 taken, balanced by fault)

Appearance: Good

(1) Constitution: Good

 (1) Coolness: Good

 (1) Damage Capacity: Good

(1) Dexterity: Fair

 (0) Intelligence: Great

 (2) Luck: Good

 (1) Sanity: Great

(2) Strength: Poor

 (-2) Will: Fair


Skills: (50 free levels, 56 taken, balanced by fault)

Acrobatics: Fair

(2) Acting: Great

(4) Breaking & Entering: Good

(3) Climbing: Fair

 (2) Computer Use: Good

 (3) Criminology: Mediocre

(1) Disguise: Great

 (4) Driving: Good

(3) Interviewing: Great

 (4) Karate (hard): Fair

 (3) Mexican Cuisine: Mediocre

(1) Move Quietly: Good

 (3) Occultism: Good

 (3) Photography: Good

(3) Pistol: Good

(3) Shadowing: Great

(4) Shady Contacts: Good

(3) Swimming: Fair

 (2) Writing: Superb


Gifts: (2 free Gifts, 4 taken, balanced by faults)

Ambidextrous Beautiful speaking voice Danger Sense Never forget a name 


Overconfident Ambitious Stubborn Vain 

6.332 Sherman Foley, homeless person and scanner, modern day

By: Bernard Hsiung

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

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

Attributes: (4 attributes selected: 2 free levels, 2 taken)

Damage Capacity: Mediocre

(-1) Health: Mediocre

(-1) Perception: Great

(2) Willpower: Great


Skills: (50 free levels, 44 taken, 6 used to balance 1 gift)

Area Knowledge, inner city (easy): Great

(3) Area Knowledge, Earth: Mediocre

 (1) Begging: Fair

(2) Climbing: Terrible

 (-1) Drinking: Good

 (3) Driving: Terrible

(-1) Forage: Good

(3) Knife: Mediocre

 (1) Knowledge, Phobias (hard): Good

 (4) Meditation: Good

(3) Sewing: Mediocre

(1) Stealth/Urban: Fair

 (2) Street Gossip: Good

 (3) Survival/Urban: Great

(4) Use Mind Control (VH): Great

(6) Use Telepathy (VH): Good

(5) Use Telekinesis (VH): Good


Gifts: (2 free gifts, none taken)

Supernormal Powers: (3 taken, balanced by faults, reduced gifts, and reduced skills)

Mind Control Telepath Telekinetic 


Use of Psi Requires Immobile Concentration Materially Poor Unlucky 

6.333 Dragonfly (James Stoddard), Secret Superhero

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

Attributes: (4 free levels, 8 taken, balanced by faults)

Damage Capacity: Fair

(0) Dexterity: Great

(2) Health: Good

(1) Intelligence: Great

 (2) Intuition: Great

(2) Speed: Good

 (1) Strength: Fair


Skills: (50 free levels, 56 taken, balanced by fault)

Acrobatics: Great

(4) Acting: Good

(3) Bureaucracy: Fair

(2) Computer Use: Great

 (4) Control Superpower (Electron Flow) (VH): Superb

 (7) Control Superpower (Flight) (VH): Good

 (5) Criminology: Good

(3) Disguise: Good

 (3) Dodge: Great

(4) Driving: Good

(3) Electronics Engineering, Computers (hard): Great

(5) Japanese Language: Great

(4) Judo (hard): Great

 (5) Singing: Terrible

(-1) Stealth: Superb


Gifts: (2 free gifts, 3 taken, balanced by a fault)

Perfect Timing Good Looking Tough Hide (-1 to damage) 

Supernormal Powers: (4 free Superpowers, 4 taken)

Control Inanimate Electronic Devices Shrink to 1" (25 mm) for up to an hour, 2 times/day (Scale = -10) Fly, only while 1" (25 mm) high Electrical Surge (Short-out Machines) 


Ethically unable to use Powers to get out of massive debt Quixotic — always looking for wrongs to right Phobia of animals bigger than a collie Socially awkward (bit of a nerd) 

6.34 Science Fiction Characters

6.341 Captain Wallop of the Space Patrol

This character is from a 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


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


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. 


Amorous heartbreaker — love 'em and leave 'em Bravery indistinguishable from foolhardiness Fanatic patriot Must obey senior officers in the Space Patrol 

6.342 Seihook — Alien from Aldebaran

The 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


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


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) 


Practical Joker (for example, loves to "speak" in bad accents in thought projection) Gossip Coward — fears death 

6.343 Screamer (Frederick Grant); Occupation: Decker

Cyberpunk character by: Stephan Szabo

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

Attributes: (3 free levels, 5 taken, balanced by fault)

Body: Good

 (1) Charisma: Poor

 (-2) Intelligence: Superb

(3) Quickness: Good

 (1) Reaction: Great

 (2) Strength: Fair

 (0) Willpower: Fair


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


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 


Bloodlust Doesn't care if he lives or dies Manic/Depressive Multiple Personality Overconfident 

6.35 Miscellaneous Characters

6.351 Fan Yin Wong, Ghost

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


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


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 


Fear of spiders (even as a ghost) Worry Wart Waffles — can't make decisions until forced to Obsessed with regrets over missed opportunities 

6.352 Cassandra Pine, Vampire Private Investigator

Modern vampire character by Deird'Re Brooks

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

Attributes: (5 free levels, 7 taken, balanced by fault)

Appearance: Fair

(0) Charisma: Fair

 (0) Dexterity: Great

(2) Humanity: Mediocre

 (-1) Intelligence: Good

 (1) Perception & Alertness: Great

(2) Stamina: Good

(1) Strength: Fair (Scale 3)

(0) Willpower: Good

 (1) Wits: Good


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


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 


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 

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


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


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 


Nosy Compulsive Gambler Phobia: Canines Jealous of Anyone Getting More Attention 

6.354 Squeegee Fizzle, Cartoon Chimp

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

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

Attributes: (no limit; 7 levels taken, anything else at Fair)

3-D Agility: Good

(1) Cheek: Great

(2) Imagination: Superb

 (3) Nose: Good

 (1) Notices Things: Great

(2) Patience: Poor

 (-2) Resistance to Alien Stuff: Good

 (1) Willpower: Mediocre


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


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 


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.

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:





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).


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 


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 


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 


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 


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 


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 


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 


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


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 


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.

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 the FUDGE Rules.

Continue on to Chapter 7