FADAD
Free-form, universal, do-it-yourself gaming engine for
Advanced Dungeons And Dragons
by Peter Mikelsons
Version: February 2000
Chapter 1, Character Creation
Table of Contents
Legal Stuff
1 Character Creation
This chapter contains the information you'll need to create human and demi-human
characters, including character traits and trait levels, and some different
ways to allocate them.
For really odd non-human characters - or characters with supernormal
abilities (spell casting, psionics, etc.) - you will also need to read
Chapter 2, Supernormal Powers, before your characters
will be complete.
1.1 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 describes
a character. The GM is the ultimate authority on what is an attribute and
what is a skill, gift, etc.
-
Level:
-
most traits are described by one of seven adjectives. These seven descriptive
words represent levels a trait may be at. In addition, the Objective
Character Creation method grants the player free levels, and demands he
keep track of them. In this case, one level is required to raise a trait
to the next better adjective. Levels can also be numeric, as with Potential
and Ité.
-
Attribute:
-
any trait that everyone in the game world has, in some degree or
other. See Section 1.3.1, Attributes, for a sample
list of attributes. On a scale of Terrible ... Fair ... Superb, the average
human 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.
-
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.
-
Supernormal Power:
-
supernormal powers are treated in 1.3.3
Gifts and Chapter 2.
1.2 FADAD Trait Levels
FADAD uses ordinary words to describe various traits of a character. The
following terms of a seven-level sequence are used (from best to worst):
-
(Legendary + 1)
-
Superb
-
Great
-
Good
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Fair
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Mediocre
-
Poor
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Terrible
-
(Terrible - 1)
These levels should be written on each character sheet for easy reference.
To remember the order, compare adjacent words. If, as a beginner, your
eventual goal is to become an excellent game player, for example, ask yourself
if you'd rather be called a Fair game player or a Mediocre game player.
There is an additional level used in FADAD 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.
1.3 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 1.1, Character Creation
Terms.
1.3.1 Attributes
Gamers often disagree on how many attributes a game should have. Some prefer
few attributes, others many. Even those that agree on the number of attributes
may disagree on the selection. While FADAD discusses some attributes (Strength,
Constitution, etc.) in later sections, none of these are mandatory. The
only attribute the basic FUDGE rules assume is Damage Capacity, equivalent
to Constitution in FADAD.
In FADAD, players may choose which attributes their characters have.
They must have at least one, but no more that six. Some demi-humans have
mandatory attributes. Consideration should be given to choosing from the
traditional six attributes (listed below). For every two attributes chosen
that are not Fair (or the racial default), the character gets one free
attribute level to add. Beginning attribute levels are usually limited
to Superb and Terrible, except as noted for demi-humans.
Remember to calculate effective Damage Capacity, usually Constitution
+ Size.
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AD&D's Traditional 6: quotes are from Player's Handbook, 2nd ed.
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Charisma "...persuasiveness, personal magnetism, and ability
to lead. It is not a reflection of physical attractiveness..."
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Constitution "...physique, fitness, health, and physical resistance
to hardship, injury, and disease." Subtracts from damage taken.
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Dexterity "...hand-eye coordination, agility, reaction speed,
reflexes, and balance." Used for determining initiative in combat.
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Intelligence "...memory, reasoning, and learning ability, including
areas outside those measured by the written word." Important for wizards.
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Strength "...muscle, endurance, and stamina." Adds to damage
done with muscle-powered weapons (along with Scale).
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Wisdom "...enlightenment, judgment, guile, willpower, common
sense, and intuition." Important for priests. Excessively broad and
vague definition, so this attribute is not recommended.
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Useful Others:
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Perception/Awareness
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Magic Resistance Sometimes known as Reté (pronounced
REE-tay). Natural or acquired ability to avoid or mitigate effects of hostile
magic. By default, a rolled degree of Great is required to avoid the effects
of spells.
-
Toxin Tolerance Unless noted for a character, equal to Constitution.
By default, a rolled degree of Good allows a character to resist the effects
of a poison.
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Willpower Unless noted for a character, equal to Wisdom.
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Esoteric Others:
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Mental Resistance Sometimes known as Maté (pronounced
MAH-tay). Degree to which the mind can avoid being affected by outside
supernatural forces. Not the same as Willpower.
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Aerial Dexterity
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Anti-Magic Sometimes known as Até (pronounced AH-tay).
Generally only possessed by extraplaner creatures. Some unfortunates have
it such that it works against friendly and useful spells. Até checks
occur before Reté checks. Even if Reté is ignored, Até
can still take effect. A result of Fair+level of caster-Potential negates
the effect.
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Bravery
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Comeliness
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Magic Item Use
1.3.2 Skills
A skill is some trait that for most people is worse than Fair. Most skills
describe the ability to perform a fairly narrow set of activities and the
ability of the skill-user improves with practice or study.
Skills are not related to attributes or their levels in FUDGE.
Players are encouraged to design their characters logically - a character
with a lot of Good physical skills should probably have better than average
physical attributes, for example. On the other hand, FUDGE allows a player
to create someone like Groo the Wanderer
(TM), who is very clumsy yet extremely skilled with his swords. The GM
may double the difficulty of raising skills to higher levels than their
relevant attributes.
Skills are specific abilities such as "Barter, Seduce, Repartee, Persuade,
Fast-Talk, Bully, Grovel, Carouse, Flatter, Bribe," etc. Combat skills
require special consideration. They are broken down by specific weapon
type: longsword, broadsword, shortsword. But if a character is Great with
longsword, but has no skill at broadsword, the GM may allow a skill of
Fair if the character finds herself with only a broadsword.
SOS's 5-Point Fudge contains a good list of skills, many of which would
be appropriate for FADAD. It can be seen at
http://www.io.com/~sos/rpg/fud5.html#descrip
1.3.2.1 General Skills
These sample skills are either somewhat unusual or are shown here to highlight
their existence. Some have rules given for using them in the game.
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Alchemy Hard. Identifying most potions is Fair difficulty. Making
them is even harder.
-
Backstab Allows one to do extra damage when attacking an unaware
victim. Add the skill level to damage inflicted. Note that skill of Fair
or less is useless.
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Blind Fighting Skill of fighting the unseen. Usually used when the
lights are out. In such circumstances, no combat skill can be used at a
level higher than Blind Fighting.
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Cartography Making and reading maps of terrain, caves, etc.
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Climb Walls (Normal) Like thief skill in AD&D.
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Dodge Used as a defense skill in combat when trying to get out of
the way of attacks. Faster attacks are harder to dodge than slow ones.
Thrown weapons and melee weapons bigger than daggers give a penalty of
-1 when dodging. Fast projectiles like arrows give a -2 penalty. Instantaneous
attacks, like lightning bolts and flame strikes, give a -3 penalty
and can only be dodged if the target can see the attacker.
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Fast Talk Art of temporary convincing. Usually lasts until the victim
gets the chance to think and realize the deception. Resisted by a wits
or reasoning Attribute of the victim.
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Find/Remove Traps (Normal) Like thief skill of same name
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Giado (Very Hard) The martial art of fighting "giants" (humanoid
creatures with a relative Scale of +4 or more). It is usually only taught
by dwarves and gnomes to members of their own race, among whom the foundations
of this skill are laid in childhood. Against giants, giado can be used
in the place of Dodge. If a giado fighter spends one round in melee with
a giant preparing (using one action and requiring a successful opposed
roll between the Giado skill and the giant's intelligence), then on the
following round the giant may not use any defense skill (weapon, shield,
dodge) against any attack from that fighter.
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Hide in Shadows (Normal) Like thief skill.
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Looting The knack of grabbing the most valuable items in a given
area in a limited time. Useful on sinking ships or in burning buildings.
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Move Silently (Normal) Like thief skill of same name.
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Navigation, Surface Skill of navigating on a planet's surface using
stars, sextant, charts, chronometers, etc.
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Reading and Writing (Very Hard) Literacy in any languages the character
has learned. Note that unless you have this skill you can not read or write!
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Read Languages (Hard) The art of deciphering writings in languages
that you don't know. Like the thief skill.
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Pick Pockets (Normal) Like thief skill of same name.
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Shield (Easy) Defense skill in combat when trying to block attacks
with a shield. Also used to make attacks with a shield.
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Spellcraft Allows identifying spells by watching the caster or the
spell's effects. Also knowledge of spell theory.
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Subterranean Lore (Hard) A general knowledge of how to survive and
navigate beneath the earth. Detecting sloping passages, knowing depth,
etc.
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Two-Weapon Style: ______ and ______ Fill in the blanks with one
or two different weapons. The skill of fighting with a weapon in each hand
(or two weapons in separate limbs for unusual nonhumans). The basic two-weapon
maneuver is to take a set-up action and an attack action. The set up uses
TWS skill or the weapon skill, whichever is lower. It is opposed by the
defender's skill with the weapon or shield that the attacker is setting
up. If the attacker's set up is successful, then the defender may not use
that weapon or shield to defend against the attack, and any other defense
is at -1 against the attack action. This entire maneuver uses two actions
during combat.
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Weather Sense The character can predict the weather while on a planet.
1.3.2.2 Sample Weapon skills
Characters can use similar weapon skills if they lack a specific weapon,
at -1 level in skill. For example, if a character is Good with Longsword,
then she is (at least) Fair with Broadsword and Scimitar. Generally weapons
with the same category given in parentheses can be used at -1 skill. Not
all weapons are available to all characters, check with GM.
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Arquebus (gun)
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Awl Pike (spear)
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Axe, Battle (1h axe, 2h axe)
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Axe, Hand (1h axe)
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Axe, Throwing: used when chucking a hand axe
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Bardiche (2h axe)
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Bill-guisarme: cleaver blade, back spike, hook/spike on end (polearm)
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Blowgun
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Bow, Long (bow)
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Bow, Short (bow)
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Club (1h blunt, 2h blunt)
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Crossbow, Hand (crossbow)
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Crossbow, Heavy (crossbow)
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Crossbow, Light (crossbow)
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Dagger (knife)
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Dagger, Thrown (throwing knife)
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Dart (javelin)
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Fauchard: long, curving blade (polearm)
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Fauchard-fork: plus fork (polearm)
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Flail, Footman's (flail)
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Flail, Horseman's (flail)
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Glaive: blade on stick (polearm)
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Glaive-guisarme: plus spike/hook (polearm)
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Guisarme: elaborately curved heavy blade (polearm)
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Guisarme-voulge: pointed axe blade plus back spike (polearm)
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Halberd: axe, spear point, back spike (polearm)
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Harpoon (spear, javelin)
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Javelin: skill used when chucking it (javelin)
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Javelin, Held: skill used in melee (spear)
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Katana (1h sword)
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Knife (knife)
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Knife, Thrown (throwing knife)
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Lance: spear used while mounted, uses mount's strength for damage: the
smallest of either Lance skill, Riding skill, lance wielder's strength,
or mount's strength adds to damage.
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Mace, Footman's (1h blunt)
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Mace, Horseman's (1h blunt)
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Mancatcher
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Morning Star (flail)
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Nunchaku: or nunchuks (flail)
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Pick, Footman's (1h axe)
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Pick, Horseman's (1h axe)
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Pistol, Flintlock (gun)
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Quarterstaff (staff)
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Scourge (whip)
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Sickle
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Sling
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Sling, Staff
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Spear (spear)
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Spear, Thrown (javelin)
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Stick, Bo: 6' hardwood staff (staff)
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Stick, Jo: 3 foot hardwood staff (staff or 1h blunt)
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Scimitar (1h sword)
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Sword, Bastard, one hand technique (1h sword)
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Sword, Bastard, two hand technique (2h sword)
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Sword, Khopesh
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Sword, Long (1h sword)
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Sword, Short (1h sword)
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Sword, Two-hand (2h sword)
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Trident (spear)
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Warhammer (1h blunt)
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Warhammer, Thrown
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Whip (whip)
1.3.2.3 Sample Supernormal skills
Skills which are appropriate for wizards, priests, or psionicists.
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Harness Subconscious See CPH for details. On a Fair rolled degree,
the psionicist can increase her Ité multiplier by 5.
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Meditative Focus See CPH for details. If used successfully, the
psionicist gets a +1 to use all devotions and sciences in one discipline,
but a -1 to all other disciplines.
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Psionic Devotion/Science (Very Hard or Average) See 2.7
Psionics for details. A psionic devotion or science is a specific power
or talent, such as levitation or mind reading. See The Complete Psionics
Handbook for a list of disciplines. A character without the Psionicist
gift can only know one power. In such cases, it will manifest only in rare
individuals after psychic surgery or some kind of psychic trauma.
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Rejuvenation If this skill is Fair or better, a psionicist can meditate
to recover PSPs as if sleeping.
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Spell Targeting - Explosions (Easy) The skill of putting magically
induced explosions where you want them, whether using a spell or a magic
item such as a wand.
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Spell Targeting - Cones and Rays (Easy) The skill of aiming magic
rays or cones where you want them, whether using a spell or a magic item
such as a wand.
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Spell Targeting - Areas (Easy) The skill of putting magically induced
area effects where you want them, whether using a spell or a magic item
such as a wand.
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Turn Undead (Very Hard) Only priests of certain religions can use
this skill/ability. Turning undead is resolved as an opposed roll between
the priest's skill and the undead creature's resistance. Priests of religions
aligned with evil control undead instead of turning. For more information,
see sections 2.6.1 Turning/Controlling Undead
and 6.3.2.18 Turning Resistance.
1.3.2.4 Sample Spelljammer skills
These are some skills appropriate to the Spelljammer setting, shamelessly
copied from The Complete Spacefarer's Handbook.
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Freefall Familiarity with maneuvering in zero-gravity, micro-gravity,
and free fall.
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Heraldry, Space Allows the character to look at the banners flown
by ships in space and recognize their origins and affiliations.
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Navigation, Wildspace (Very Hard) Allows a character to determine
position inside a crystal sphere and to plot courses to get to other positions.
Generally requires the use of sextant and charts.
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Navigation, Phlogiston (Very Hard) The knack of getting a ship from
one crystal sphere to another through the 'Flow.
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Planetology (Hard) General knowledge of different types of planets.
May be able to determine climate and likely inhabitants of a planet by
studying it from orbit.
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Shipwright, Space (Hard) Knowledge of how to build, maintain, and
repair spelljamming vessels. Designing new ships requires this skill, but
is generally quite difficult.
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Signaling (Very Hard) Skill of communicating with other ships in
space using mirrors, beacons, or flags. The range of communication is generally
up to 10 miles. The rate is about 10 words per minute. Both the sending
and receiving parties must make skill rolls of Fair or better, otherwise
the message is garbled in some way.
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Slow Respiration (Very Hard) Allows the character to enter a trance
during which she consumes air at one-tenth the normal rate if a Fair skill
check is made. One attempt is allowed every 10 minutes. The character remains
aware in the trance, but may take no actions.
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Spacemanship General knowledge of being crew on space ship, including
manning the rigging and reloading heavy weapons.
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Spelljamming Skill of piloting a standard helm. Used for general
maneuvering of ship. Also, a Good skill roll can speed the ship up, increasing
its SR by one for one round. Getting a sub-Terrible result or rolling a
-4 means the helm stops working!
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Weather Sense, Asteroid The character can predict the weather while
on an asteroid or in an asteroid field.
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Weather Sense, Orbital The character can get a sense of what weather
is like on the ground and in the upper atmosphere of a planet by studying
visual clues from outside the planet.
1.3.3 Gifts
A gift is a positive trait that doesn't seem to fit the Terrible ... Fair
... Superb scale that attributes and skills fall into. Usually, a character
either has a gift or does not. For these gifts the player can often choose
whether to have a gift ("Keen Vision") or another attribute ("Vision: Great").
Alternatively, some gifts have levels, but they are numbered: zero (no
gift), one, two, and up.
In general, if a gift isn't written on the character sheet, the character
doesn't have it.
SOS's 5-Point Fudge contains a good list of gifts, many of which would
be appropriate for FADAD. It can be seen at
http://www.io.com/~sos/rpg/fud5.html#gifts
FADAD specific gifts include:
-
Potential: This one is important. Potential
reflects how much vital energy and potential a character has. Skills are
limited by Potential, as shown below. Also, Gifts which have levels (such
as Maximum Ité and Wizard levels) are limited by Potential. Potential
is increased slowly by experience and overcoming adversity, although there
are some rare magics that can increase it very quickly. Potential can be
permanently decreased by energy draining undead such as vampires, or it
may decrease slowly over long periods of apathy and inactivity.
| Potential |
Max. Skill |
| 0 |
Fair |
| 1-3 |
Good |
| 4-6 |
Great |
| 7-9 |
Superb |
| 10-12 |
Legendary+1 |
| 13-15 |
Legendary+2 |
| 16-18 |
Legendary+3 |
| 19-21 |
Legendary+4 |
| 22-24 |
Legendary+5 |
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Ité Level: (Pronounced ee-tay) Ité
Level may not exceed Potential. Ité is the self-preserving psychic
soul force that seems to miraculously save the bacon of certain characters.
The name
Ité and many of its uses in FADAD were developed
by Matthew Borgeson for his role-playing
game HiBRiD. In game play, players may spend Ité like Fudge points
to get certain game effects. See Section
1.3.6, Fudge Points.
Ité points are restored at one point per game day, up to
the maximum Ité Level. Certain slackful activities also restore
Ité points. Depending on the character's personality, these activities
may
include deep prayer, feasting, sleeping late, vigorous exercise, hard
drinking, playing music, and fishing. The details are to be worked out
between player and GM, but they usually amount to 1 Ité restored
per episode of recreation.
Some beings can re-direct their Ité to gain abilities like those
of spell casters. This rare art is known as "Psionics."
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Enhanced Attribute One of the character's attributes can exceed
Superb (or racial maximum) by one level. In objective character creation
or advancement, the cost of the attribute must still be paid in addition
to the cost of this gift. A character can have only one Enhanced Attribute,
and cannot have both an Enhanced Attribute and Specialized Skill.
-
Specialized Skill One of the character's skills can exceed the limit
imposed by Potential by one level. In objective character creation or advancement,
the cost of the skill must still be paid in addition to the cost of this
gift. A character can have only one Specialized Skill, and cannot have
both an Enhanced Attribute and Specialized Skill.
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Dark Vision This gift allows sight in complete darkness. It is normally
found only in members of races that spend much of their lives underground,
like dwarves and orcs. Dark Vision allows excellent perception of nearby
objects, almost as good as in normal sunlight. Things get dimmer and harder
to see as they get farther away, until at the maximum range (usually 60')
they are completely obscured. Dark Vision is a magical ability and cannot
penetrate magic dead areas.
-
Night Vision This gift allows sight in almost complete darkness.
Characters with this gift have eyes that are extremely sensitive to low
levels of light, much like cats. They can see in dim moonlight as well
as normal humans can in broad daylight, starlight is as good as moonlight,
and a flickering candle 100 yards away is as good as starlight. This ability
is normally found only among elves and related races.
-
Demi-Human: Belonging to most non-human races is considered a gift.
See sec1.3.3.1 below.
-
Priest: Character is a formal representative of a deity or pantheon.
This provides social status in societies that respect such Power(s), and
may help in appealing for aid from that Power or its minions. Some types
of priest, such as clerics, may learn and use the Turn Undead skill. This
gift is a prerequisite to Priest levels, below.
-
Priest Levels: Each level of priesthood costs one gift. This indicates
how well versed in learning and casting priest spells the character is.
Priest levels may not exceed Potential. Depending on the religion, special
powers may be granted to high level priests: ex: 7th level Druids can change
shape 3 times per day. The priest's rank within her religion's organization
is a function of priest level. Social status can also be affected by priest
level.
-
Psionic The character has the natural gift of psionic ability and
has been trained in its use. Psionics get a Psionic Strength Points multiplier
equal to 12 plus their Psi Attribute. They may learn psionic powers as
Average skills, not Very Hard, if they are trained. More information can
be found in 2.7 Psionics.
-
Wizard: Character has had basic training in use of wizard spells,
and can use magic items attuned to wizards. Required in order to have Wizard
Levels, below.
-
Wizard Levels: Each level of wizard spell casting ability costs
one gift. This indicates how well versed in learning and casting wizard
spells the character is. The character usually also gets 2 - 4 spells per
Level in her spellbook to start with, plus Read Magic. Wizard levels may
not exceed Potential.
1.3.3.1 Races
Belonging to a non-human race provides a package of attributes, skills,
gifts, faults, and other modifiers. Attributes and skills can usually be
modified during character creation or development, using the levels given
below as starting points. Gifts and faults are usually much harder to change,
so check with the GM before trying to do so.
Read such books as the AD&D Player's Handbook for more detailed
descriptions of each race.
-
Dwarves
-
Strength and Constitution may be Legendary.
-
Attribute: Good Constitution
-
Attribute: Good Magic Resistance
-
Attribute: Mediocre Charisma
-
Attribute: Good Toxin Tolerance
-
Skill: Poor Giado
-
Skill: Mediocre Subterranean Lore
-
Gift: Dark Vision
-
Gift: Long Lived, 250-450 years.
-
Fault: Magic items sometimes do not work for dwarves.
-
Fault: Cannot cast wizard spells.
-
Fault: Base movement Speed is Terrible
-
Elves (High)
-
Dexterity and Strength may be as high as Legendary.
-
Attribute: Good Dexterity
-
Attribute: Good Awareness
-
Attribute: Great Mental Resistance.
-
Attribute and Fault: Mediocre Size
-
Skill: Fair Move Silently
-
Gift: Long Lived, at least 1200 years.
-
Gift: All Bow skills are Easy for elves; the default is Mediocre.
-
Gift: All short and long sword skills are Easy for elves; the default is
Mediocre.
-
Gift: Night Vision
-
Gnomes
-
Gift: Long Lived, around 600 years. (300 for Tinker Gnomes)
-
Attribute: Good Strength (Mediocre in Human Scale)
-
Attribute: Great Constitution (Fair in Human Scale)
-
Attribute: Good Intelligence (Dexterity for Tinker Gnomes)
-
Attribute: Mediocre Wisdom
-
Attribute: Good Magic Resistance
-
Attribute and Fault: Poor Size
-
Skill: Poor Giado
-
Skill: Mediocre Subterranean Lore
-
Gift: Dark Vision
-
Fault: Magic items sometimes do not work for gnomes.
-
Fault: Base movement Speed is Terrible
-
Half-Elves
-
Gift: Long Lived, around 250 years.
-
Attribute: Good Awareness.
-
Attribute: Good Mental Resistance.
-
Gift: Night Vision
-
Half-Orcs
-
Constitution and Strength may be as high as Legendary.
-
Wisdom and Comeliness may be no higher than Great.
-
Attribute: Good Strength
-
Attribute: Good Constitution
-
Attribute: Mediocre Comeliness
-
Fault: Suffers from considerable bias from many humans, demi-humans, and
orcs.
-
Hobbits
-
Gift: Long Lived, around 150 years.
-
Attribute and Fault: Poor Size
-
Attribute: Great Constitution (therefore, combined with Size, Damage Capacity
is Fair)
-
Attribute: Good Dexterity
-
Attribute: Good Toxin Tolerance
-
Attribute: Good Magic Resistance
-
Skill: Mediocre Slings
-
Skill: Fair Move Silently
-
Skill: Poor Subterranean Lore
-
Gift: All skills of throwing things (like weapons) are Easy for hobbits;
default is Mediocre.
-
Gift: Poor Dark Vision
-
Fault: Base movement Speed is Terrible
1.3.4 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. SOS's
5-Point Fudge contains a good list of gifts, many of which would be appropriate
for FADAD. It can be seen at
http://www.io.com/~sos/rpg/fud5.html#faults
A major kind of fault in the FADAD game is Alignment. Alignments
are ethical forces that underlie the FADAD universe. Not only do alignments
influence human and non-human behavior, but they manifest in the physical
structure of the outer planes. A character who chooses to identify with
and uphold the tenets of one or more alignments is said to be aligned.
Characters can also become aligned from magical effects, or they can become
effectively
aligned by behaving in accordance with an alignment. The alignments
are divided into two polar axes, Good-Evil and Law-Chaos. An aligned character
decides where he sits on each axis. Being strongly aligned on both is counted
as two Faults, being Neutral on one and strongly aligned on the other is
counted as one Fault, while being True Neutral (aligned but Neutral on
both axes) is counted as one Fault. So a Lawful Good character has two
faults, while a Chaotic Neutral has one fault.
Principles of each alignment. Note that these are my definitions
of these words for purpose of FADAD only. I make no claims about
what is good, bad, evil, or otherwise in real life.
Good: Bring the maximum benefits (life, happiness, and prosperity)
to as many as possible.
Evil: The goals of the individual or group are paramount. The
concerns of Good detract from true accomplishment and superiority.
Law: Order, tranquility, predictability, definition, meaning,
the group.
Chaos: Freedom, creativity, novelty, self-realization, the individual.
True Neutral or Balance: Moderation. It is best when
Good and Evil, Law and Chaos are present in equal amounts. If one alignment
grows too strong, it must be weakened and brought under control.
An aligned character must behave according to the beliefs of his alignment.
If an aligned character's behavior or beliefs deviate enough, then the
alignment may be lost or even change. If this happens, the forces of alignment
punish the character with the loss of one level of Potential. Skills and
other Gifts are effectively reduced to the maximum allowed, although they
will go back up if the Potential is regained. If the alignment change was
involuntary, the character can atone and restore the previous alignment,
and the level loss is restored.
Effective alignment comes about when a character behaves according to
an alignment's beliefs for a long enough time. The character is then treated
as aligned for purposes of magical effects, such as Detect Good/Evil. Effective
alignment does not cause level loss if it changes. However, effectively
aligned characters may find themselves targets of recruiting campaigns
by members of the alignment.
Alignment has some benefits. Some groups/societies will only accept
members who have a particular alignment. Priesthoods almost always have
such a requirement. Aligned characters are eligible for membership in the
semi-secret, plane-spanning societies dedicated to their alignment. There
are 9 such societies, one for each alignment combination and one for True
Neutral. Each society has an alignment tongue, a secret language
especially suited for discussing issues related to that alignment. Alignment
tongues have secret gestures, signs, and phrases that can be slipped into
normal speech to identify the speaker's alignment to other members.
1.3.5 Personality
A character's personality may be represented by one or more traits, or
it can be written out as character background or description.
As an example of the first case, courage is an attribute, a gift or
even a fault. As an attribute, Superb Courage or Terrible Courage has an
obvious meaning. As a gift, obvious bravery gives the character a positive
reaction from people he meets (assuming they see him being courageous,
or have heard of his deeds, of course).
However, both Very Courageous and Very Cowardly can be faults because
they can limit a character's actions. A courageous character might not
run away from a fight even if it were in his best interest, while a cowardly
one would have a hard time staying in a fight even if he stood to gain
by staying.
Or a character's level of courage might not be a quantified trait at
all, but something the player simply decides. "Moose is very brave," a
player jots down, and that is that. It doesn't have to count as a high
attribute, gift or fault.
If the player wants the personality trait to have a big impact on game
mechanics, then the trait should be an attribute, gift, or fault. This
is the case when the trait is an important part of the character. Most
personality traits should just be written as part of the character description,
however. However they are handled, characters can only benefit by having
their personalities fleshed out.
1.3.6 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.
In FADAD, spending one Ité is equivalent to spending one Fudge
point. There is no separate Fudge point pool.
-
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.
-
A player may spend one Fudge Point to declare that wounds aren't as bad
as they first looked. This reduces the intensity of each wound by one levels
(a Hurt result becomes a Scratch, for example). This may be done during
combat, or right after combat during the "licking of wounds" phase. The
intensity of only one wound is changed, and the normal effects of the new
wound level are assessed. For example, suppose a character is Hurt and
also Very Hurt. She is injured yet again, with a Very Hurt level wound.
If she spends one Fudge point, the new wound only causes a Hurt, but the
effect of the new wound is still to Incapacitate. If she spends two Fudge
points, then the new wound is only a Scratch, and she is not Incapacitated.
-
A GM-set number of Fudge Points can be spent to ensure a favorable coincidence.
(This is always subject to GM veto, of course.) For example, if the PCs
are locked in the city jail, perhaps one of the guards turns out to be
the cousin of one of the PCs - and lets them escape! 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 . . . And so on. This option will cost a lot of Fudge Points.
1.4 Allocating Traits
Character creation in FUDGE and FADAD assumes the players will
design
their characters, rather than leaving attributes and other traits to chance.
The GM may allow randomly determined traits if he desires - a suggested
method is given in Section 1.8, Random Character Creation.
There are no mandatory traits in FADAD. The GM has listed which traits
he expects to be most important, and the players may suggest others to
the GM for his approval.
When a character is created, the player should define as many character
traits as he finds necessary - which may or may not coincide with a GM-determined
list. If a player adds an attribute the GM deems unnecessary, the GM may
treat that attribute as simply a description of the character. She
may require a roll against a different attribute than the player has in
mind, and the player must abide by her decision.
As an example, the GM decides he wants characters to have a general
Dexterity attribute. A player takes Good Dexterity for her PC, but wants
to
show that the character is better at whole body dexterity than at manual
dexterity. So she writes: Great Agility and Fair Manual Dexterity. However,
the GM can ignore these distinctions, and simply require a Dexterity roll,
since that is the trait he has chosen. (He can average the PC-chosen levels,
or simply select one of them.) Of course, he can also allow her to roll
on the attributes he has created.
In FUDGE, a character with a trait at Fair will succeed at ordinary
tasks 62% of the time - there is usually no need to create a superstar.
In fact, Great is just that: great! Superb should be reserved for the occasional
trait in which your character is the best he's ever met.
Any trait that is not defined at character creation will be at a default
level:
For attributes: Fair.
For most skills: Poor (easier skills are at Mediocre, while harder
ones are at Terrible). A skill default means untrained, or close to it.
However, it is possible to take a skill at Terrible (below the default
level for most skills), which implies an inaptitude worse than untrained.
For most gifts, supernormal powers and certain GM-defined skills:
Non-Existent. (That is, the default is non-existent. The trait itself
exists in some character, somewhere.)
Each player should expect the GM to modify his character after creation
- it's the nature of the game. The GM should expect to review each character
before play. It would, in fact, be best if the characters were made in
the presence of the GM so he can answer questions during the process.
1.5 Subjective Character Creation
An easy way to create a character in FUDGE is simply to write down everything
about the character that you feel is important. Any attribute or skill
should be rated using one of the levels Terrible through Superb (see Section
1.2, FADAD Trait Levels).
It may be easiest, though, if the player uses the list of attributes
given in Section 1.3.1, Attributes
The GM may give the player a certain number of free Potential level
gifts. Often this is only 1 Potential level for starting characters. This
Level will tell the player the maximum attributes and skills the character
can have. In addition, the player may chose one attribute or skill that
can exceed the maximums. Making this choice can help to focus character
creation around that special trait.
The GM may limit the number of skills a character can take at character
creation: 10, 15, or 20 are possible choices.
Gifts and faults can be restricted this way, also. For example, a GM
allows a character to have two gifts, but he must take at least three faults.
Taking another fault allows another gift, or another skill at Great, and
so on.
These limitations help the player define the focus of the character
a bit better: what is his best trait (what can he do best)?
In the Subjective Character Creation system, it is easy to use both
broad and narrow skill groups, as appropriate for the character. In these
cases, a broad skill group is assumed to contain the phrase, "except as
listed otherwise."
For example, a player wishes to play the science officer of a spelljamming
starship. He decides this character has spent so much time studying the
arcane sciences, that he's weak in most physical skills. So on his character
sheet he could simply write:
He also decides that his character's profession would take him out of the
ship's gravity field quite a bit, to examine things. So he'd have to be
somewhat skilled at zero-G maneuvering. So he then adds:
Free Fall Maneuvering: Good
Even though this is a physical skill, it is not at Poor because he specifically
listed it as an exception to the broad category.
When the character write-up is done, the player and GM meet and discuss
the character. If the GM feels the character is too potent for the campaign
she has in mind, she may ask the player to reduce the character's power
- see Section 1.9, Minimizing Abuse.
The GM may also need to suggest areas that she sees as being too weak
- perhaps she has a game situation in mind that will test a trait the player
didn't think of. Gentle hints, such as "Does he have any social skills?"
can help the player through the weak spots. Of course, if there are multiple
players, other PCs can compensate for an individual PC's weaknesses. In
this case, the question to the whole group is then, "Does anyone
have any social skills?"
Instead of the player writing up the character in terms of traits and
levels, he can simply write out a prose description of his character. This
requires the GM to translate everything into traits and appropriate levels,
but that's not hard to do if the description is well written. This method
actually produces some of the best characters.
1.6 Objective Character Creation
For those who don't mind counting numbers a bit, the following method creates
interesting and well-balanced characters.
In this system, all traits start at default level. The GM then allows
a number of free levels the players may use to raise selected traits to
higher levels. Players may then lower certain traits in order to raise
others even further. Finally, a player may opt to trade some levels of
one trait type (such as attributes) for another (skills, for example).
The whole process insures that no single character will dominate every
aspect of play.
1.6.1 Attributes
Players may choose which attributes their characters have. They must have
at least one. Some demi-humans have mandatory attributes. Consideration
should be given to choosing from the traditional AD&D attributes. Players
then have three attribute levels to spread around.
All attributes are considered to be Fair until the player raises or
lowers them. The cost of raising or lowering an attribute is
| +4 |
Legendary+1 |
| +3 |
Superb |
| +2 |
Great |
| +1 |
Good |
| 0 |
Fair |
| -1 |
Mediocre |
| -2 |
Poor |
| -3 |
Terrible |
Example:
A player may raise his Strength attribute (which is Fair by default)
to Good by spending one free attribute level. He could then spend another
free level to raise Strength again to Great.
When the free attribute levels have been exhausted, an attribute can
be raised further by lowering another attribute an equal amount. (See also
Section
1.6.4, Trading Traits.)
1.6.2 Skills
In the Objective Character Creation system, each player has 30 free skill
levels with which to raise his skills. Most skills have a default value
of Poor unless the player raises or lowers them - see Section
1.4, Allocating Traits.
Certain skills have a default of non-existent. These would include Languages,
Open-Hand Fighting, Dwoemercraft, or Knowledge of Drow Rituals, which must
be studied to be known at all. When a character studies such a skill (puts
a level into it at character creation, or experience points later in the
game), the level he gets it at depends on how hard it is to learn. Putting
one level into learning the Sueloise language, for example, would get it
at Mediocre, since it's of average difficulty to learn. Dwoemercraft, on
the other hand, might only be Poor or even Terrible with only one level
put into it. It would take four levels just to get such a skill at Fair,
for example.
For ease in character creation, use the following tables:
| Cost of Skills in Objective Character Creation |
|
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) |
Remember to stay within the skill limits imposed by a character's Potential.
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 Section 1.6.4, Trading Traits.) All choices
are subject to GM veto, of course. The GM is likely to take a dim view
of players who lower their basket-weaving skill to Terrible in order to
raise their Two-Handed Sword skill to Great, at least if the game has the
traditional lack of emphasis on arts and crafts.
1.6.3 Gifts & Faults
Player characters start with a number of gifts equal to three times their
"Level." The GM will tell the player what Level they may start at. Games
may even start at Level 0. If Level is more than 1, this may seem like
a lot of Gifts. What you are supposed to do is put 1/3 of them into Potential
and 1/3 of them into Max. Ité. If you want to be a Priest or Wizard,
then the rest go into spell casting ability. Otherwise, trade them in for
skill levels. Any further gifts taken must be balanced by taking on a fault,
or by trading traits.
There is no minimum number of faults, but the game is more fun if you
have at least one.
A player may gain extra trait levels by taking 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 two attribute levels, but may be worth one attribute level
or three skill levels. On the other hand, severe faults may be worth more
attribute levels.
1.6.4 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.
So a player with three free attribute levels and 40 free skill levels may
trade three of his skill levels to get another free attribute level, or
six skill levels to get another free gift.
1.6.5 Objective Char Gen Summary
-
3 free attribute levels.
-
30 free skill levels.
-
3 x Level in free gifts.
-
1 Gift = -1 Fault = 2 attribute levels = 6 skill levels.
1.6.6 Character point FADAD
Those who are familiar with GURPS or Hero might prefer thinking about objective
chargen this way. Characters start with 39 "character points", plus 18
per additional Level. Adding a Fault gives 6 "cp"s. Gifts cost 6 cp, attributes
cost 3 cp per level, and skills cost 1 cp per level. Lowering attributes
gives 3 cp per level to be spent elsewhere. GM veto still applies.
1.7 Uncommitted Traits
Whether the character is created subjectively or objectively, each character
may leave some free uncommitted traits (perhaps two or three). At some
point in the game, a 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.
A sympathetic GM will allow this to happen even during combat time.
Potential imposed skill limits are still in effect, of course.
1.8 Random Character Creation
Some players like to roll their characters randomly. Here is one possible
method to use in such cases. It produces a fairly limited set of characters,
but you can depart from the random generation at any time and make your
own decisions.
The player rolls 4dF twice for each of the following attributes,
taking the best of the two rolls. Reroll any +4 or -4 results. Random attributes:
Charisma, Constitution, Dexterity, Intelligence, Strength, Perception,
and Maté.
Determine which attribute is highest in the following list: Dexterity,
Intelligence, Strength, and Reté. If there is a tie, then randomly
pick one of the tied attributes. Next determine skills. Skill levels are
found by rolling on the table below for all designated skills.
4dF Skill
roll Level
---- -----
-4 Poor
-3 Terrible
-2,-1 Mediocre
0,+1 Fair
+2 Good
+3,+4 Great
If Dexterity is the selected attribute, roll for these skills: Pick Pockets,
Move Silently, Hide in Shadows, Climbing, Acrobatics, Fast Talk, Backstab,
Dagger, Short Sword, Short Bow, Dodge.
If Intelligence is the selected attribute, roll for these skills: Spellcraft,
Reading/Writing, Alchemy, Dagger, Staff. Add the Wizard and Wizard Level
1 Gifts.
If Strength is the selected attribute, roll for these skills: Sword
(pick one), Mace, Dagger, Bow (pick one), Wrestling, Punching, Dodge, Two
Weapon Style (pick one), Shield, Blind Fighting, Survival (pick area).
If Reté is the selected attribute, replace it with Faith,
and roll for these skills: Mace, Sling, Shield, Dodge, Wrestling, Theology,
Turn Undead, Spellcraft. Add the Priest and Priest Level 1 Gifts, and take
at least 1 alignment Fault.
All characters get to roll an additional skill from this table:
d8 Skill
-- -----
1 Swimming
2 Reading/Writing
3 Horse Riding
4 Sailing
5 Farming
6 Climbing
7 Blacksmith
8 roll twice more
If any skill is rolled twice, take the better of the two rolls.
All characters get the Gifts Potential 1 and Max. Ité 1. If any
skills were rolled as Great, the character gets the Specialization Gift
for each such skill.
1.9 Minimizing Abuse
Obviously, character creation in FADAD can be abused. There are many ways
to avoid this:
-
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 secret vice, 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.")
-
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.
-
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 . . .")
-
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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