[File FUDGE6b, #8 of 10.]

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

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

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

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6.34  Science Fiction Characters
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6.341  Captain Wallop of the Space Patrol
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This character is from a cinematic Space Opera campaign, so the limits
   are high.  GM limits: 4 attributes (4 free levels); 50 free skill
   levels, w/maximum of 1 Superb, 3 Greats, 8 Goods; 2 free gifts; one
   free Supernormal power, subject to GM approval.

Attributes: (4 free levels, 6 taken, balanced by fault)
   Body: Good                                          (1)
   Reason/Mechanical: Great                            (2)
   Perceive/React: Superb                              (3)
   Willpower: Fair                                     (0)
Skills: (50 Free levels, 56 taken, balanced by fault)
   Acrobatics: Good                                    (3)
   Acting/Disguise: Great                              (4)
   Barroom Savvy: Good                                 (3)
   Blaster: Superb                                     (5)
   Computer Operation: Fair                            (2)
   Diplomacy: Good                                     (3)
   Electronics: Good                                   (3)
   Familiarity with Major Planetary Systems: Good      (3)
   Gunnery: Great                                      (4)
   Haggle: Fair                                        (2)
   Hard Sciences: Fair                                 (2)
   Mimicry: Mediocre                                   (1)
   Navigation: Good                                    (3)
   Pick Up Languages: Fair                             (2)
   Piloting: Great                                     (4)
   Repair Scoutship Systems: Good                      (3)
   Stealth: Great                                      (4)
   Unarmed Combat: Fair                                (2)
   Zero-G Maneuvering: Good                            (3)
Gifts: (2 free gifts, 4 taken, balanced by faults)
   Handsome
   Reputation as Hero
   Never disoriented in zero Gravity
   Rank of Captain in the Space Patrol
Supernormal Powers: (1 free Supernormal power, 1 taken)
   Able to key in on one mind up to a mile (1.5 km) away and follow
      the trail on Good Situational roll or better every 15 minutes.
Faults:
   Amorous heartbreaker - love 'em and leave 'em
   Bravery indistinguishable from foolhardiness
   Fanatic patriot
   Must obey senior officers in the Space Patrol

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

Erlesti are friendly with humanity - "interesting auras," they say,
"always interesting."  In general, they are bewildered by red tape,
dislike war, value their families above all things, and like comfort,
but don't seek extreme wealth.

Their Damage Capacity is determined by their Size attribute (their
small size and increased density balance out to the same Scale as
humans); Perception is determined by Empathy Skill, which they say
extends to inanimate objects, and refuse to use any other word to
describe the ability.  Psi attributes rate raw strength; psi skills
fine manipulation of that strength.  Erlesti are hermaphroditic (they
exchange "twine" with each other to procreate), so Seihook is both
male and female.

GM limits: 8 attributes (5 free levels); 40 free skill levels,
   w/maximum of 1 Superb, 3 Greats; 2 free gifts; Supernormal Powers
   count as attributes - no extra cost.

Attributes: (5 free levels, 7 taken, balanced by fault)
   Empathy Power: Fair                                 (0)
   Levitation Power: Good                              (1)
   Reasoning: Great                                    (2)
   Reaction: Fair                                      (0)
   Size: Good (size of 4-year old human)               (1)
   Telekinesis Power: Great                            (2)
   Telepathy Power: Good                               (1)
   Will: Fair                                          (0)
Skills: (40 Free levels, 40 taken)
   Bar Etiquette: Fair                                 (2)
   Barter: Great                                       (4)
   Empathy Skill: Great                                (4)
   Folklore: Fair                                      (2)
   Hard Sciences: Mediocre                             (1)
   History: Fair                                       (2)
   Knowledge of Alien (incl. Human) Customs: Good      (3)
   Levitate Other: Fair                                (2)
   Levitate Self: Superb                               (5)
   Medical Skills: Good                                (3)
   Psychology: Great                                   (4)
   Telekinesis Skill: Good                             (3)
   Telepathy, Dampen Thoughts: Poor                    (0)
   Telepathy, Read Thoughts: Fair                      (2)
   Telepathy, Project Thoughts: Good                   (3)
Gifts: (2 free gifts, 4 taken, balanced by faults)
   Can't feel physical pain (no penalty for being Hurt or Very Hurt)
   Animals do his bidding in simple, non-threatening matters on a
      Great Empathy *Power* roll or better
   Tolerant of Appearances - Never disgusted by any alien form
   Wealthy (for an Erlest)
Faults:
   Practical Joker (for example, loves to "speak" in bad accents in
      thought projection)
   Gossip
   Coward - fears death

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6.343  Screamer (Frederick Grant); Occupation: Decker
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Cyberpunk character by: Stephan Szabo

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

Attributes: (3 free levels, 5 taken, balanced by fault)
   Body: Good                                          (1)
   Charisma: Poor                                      (-2)
   Intelligence: Superb                                (3)
   Quickness: Good                                     (1)
   Reaction: Great                                     (2)
   Strength: Fair                                      (0)
   Willpower: Fair                                     (0)
Skills: (30 Free levels, 30 taken)
   Computer Build/Repair: Great                        (4)
   Computer Programming: Superb                        (5)
   Computer Theory: Great                              (4)
   Cycle: Fair                                         (2)
   Electronics: Great                                  (4)
   Firearms: Great                                     (4)
   Matrix Etiquette: Good                              (3)
   Street Etiquette: Fair                              (2)
   Unarmed Combat: Fair                                (2)
Gifts: (2 free gifts, 6 taken, balanced by faults)
   Cybernetics, Datajack
   Cybernetics, Can multitask cognitive processes
   Cybernetics, Thermographic Vision
   Cybernetics, Flash Compensation
   Cybernetics, Telescopic Sight
   Lucky
Faults:
   Bloodlust
   Doesn't care if he lives or dies
   Manic/Depressive
   Multiple Personality
   Overconfident

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

GM limits: 12 attributes (6 free levels); 25 free skill levels,
   w/maximum 1 Superb, 2 Great; no free gifts, but 6 Supernormal
   Powers, with constraint on the number of uses per day; 2
   personality faults required, do not count for trading purposes.

NOTE: the supernormal powers are described with "uses per day" and
skill levels.  The default skill level is Poor; it takes one gift to
raise a supernormal power each level above Poor.

Attributes: (6 free levels, 4 taken, balance taken as 6 skills)
   Appearance: Great                                   (2)
   Charisma: Fair                                      (0)
   Dexterity: Good                                     (1)
   Fitness: Good                                       (1)
   Mechanical Aptitude: Poor                           (-2)
   Mind: Fair                                          (0)
   Perception: Superb                                  (3)
   Reflexes: Good                                      (1)
   Sanity: Mediocre                                    (-1)
   Strength: Fair                                      (0)
   Will: Fair                                          (0)
   Wisdom: Mediocre                                    (-1)
Skills: (25 free levels, 31 taken, balanced by attribute levels)
   Accounting: Good                                    (3)
   Animal Care: Fair                                   (2)
   Area Knowledge (easy): Good                         (2)
   Athletics: Poor                                     (0)
   Bargain: Good                                       (3)
   Computer Use: Fair                                  (2)
   Driving: Fair                                       (2)
   Folklore: Fair                                      (2)
   Knowledge of Detective Fiction: Great               (4)
   Lying: Fair                                         (2)
   Move Quietly: Mediocre (vs. other spirits)          (1)
   Outdoor Skills: Mediocre                            (2)
   Sciences: Mediocre                                  (1)
   Women's Magazine Lore: Superb                       (5)
Gifts: (0 free gifts, 2 taken, balanced by faults)
   "Green thumb" - knack for making plants healthy (even as a ghost!)
   Single-minded - +1 to any lengthy task
Supernormal Powers: (6 free Supernormal Powers, 5 taken.  1 traded,
      plus 2 Faults taken, to raise these 4 levels)
   Pass through Walls (6/day): Fair
   Screech (temporarily paralyze multiple living people) (3/day):
      Mediocre
   Affect Dreams (1/day): Poor
   Control Vermin (3/day): Poor
   Read Minds (4/day): Mediocre
Faults:
   Fear of spiders (even as a ghost)
   Worry Wart
   Waffles - can't make decisions until forced to
   Obsessed with regrets over missed opportunities

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6.352  Cassandra Pine, Vampire Private Investigator
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Modern vampire character by Deird'Re Brooks

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

Attributes:  (5 free levels, 7 taken, balanced by fault)
   Appearance: Fair                                    (0)
   Charisma: Fair                                      (0)
   Dexterity: Great                                    (2)
   Humanity: Mediocre                                  (-1)
   Intelligence: Good                                  (1)
   Perception & Alertness: Great                       (2)
   Stamina: Good                                       (1)
   Strength: Fair (Scale 3)                            (0)
   Willpower: Good                                     (1)
   Wits: Good                                          (1)
Skills: (60 free levels, 60 taken)
   Animal Handling: Mediocre                           (1)
   Area Knowledge, home city (easy): Good              (2)
   Athletics: Fair                                     (2)
   Computer: Fair                                      (2)
   Control Power: Mind Control (VH): Fair              (4)
   Control Power: Psychometry (VH): Fair               (4)
   Dodge: Good                                         (3)
   Driving: Good                                       (3)
   Electronic Security: Great                          (4)
   Firearms: Good                                      (3)
   Intimidation: Good                                  (3)
   Investigation: Superb                               (5)
   Knife: Fair                                         (2)
   Language: Spanish: Mediocre                         (1)
   Law & Police Procedure (hard): Fair                 (3)
   Research: Great                                     (4)
   Stealth: Good                                       (3)
   Streetwise: Great                                   (4)
   Subterfuge: Good                                    (3)
   Tae Kwon Do (hard): Good                            (4)
Gifts: (2 free gifts, 2 taken)
   Contacts in police force
   Night Vision
Supernormal Powers: (3 free Powers, 8 taken, balanced by faults)
   Extraordinary Speed
   Can change into Mist Form
   Mind Control
   Only immobilized by stake through heart
   Psychometry
   Regeneration
   Scale 3 (unobservable)
   Can change into Wolf Form
Faults:
   Burns heal slowly
   Low financial resources
   Mind control needs eye contact
   Must sleep most of the daylight hours
   Violent when enraged
   (NOTE: The following three faults count as 2 faults each)
   Burned by Sun
   Needs blood to live
   Dangerous Secret - she's destroyed if it's revealed

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6.353  Chicory, Bunny
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Chicory is a character in a game where rabbits are the norm, and
humans are giant monsters.  The scale is therefore relative to
rabbits.

GM limits: 6 attributes (3 free levels); 40 free skill levels,
   w/maximum 1 Superb, 3 Great; 2 gifts, 1 Supernormal Power.

Attributes: (3 free levels, 7 taken, balanced by faults)
   Dexterity: Good                                     (1)
   Health: Good                                        (1)
   Perception: Superb                                  (3)
   Smarts: Great                                       (2)
   Speed: Good                                         (1)
   Strength: Mediocre                                  (-1)
Skills: (40 free levels, 52 taken, balanced by faults)
   Acrobatics: Terrible                                (-1)
   Area Knowledge: Good                                (3)
   Detect Traps: Great                                 (4)
   Fighting: Good                                      (3)
   Gambling: Good                                      (3)
   Herb Lore (hard): Superb                            (6)
   Knowledge of Burrow Construction: Good              (3)
   Knowledge of Humans (VH): Fair                      (4)
   Knowledge of Non-Rabbit Behavior: Good              (3)
   Language: Bug: (hard) Fair                          (3)
   Language: Common Bird (hard): Good                  (4)
   Language: Mouse/Rat (hard): Great                   (5)
   Mechanical Skills: Terrible                         (-1)
   Mimic Non-Rabbit Sounds (hard): Fair                (3)
   Move Quietly: Fair                                  (2)
   Spring Traps: Fair                                  (2)
   Storytelling: Fair                                  (2)
   Tracking: Great                                     (4)
Gifts: (2 free gifts + 1 Supernormal Power; 4 gifts taken, balanced by
      not taking a Power.)
   Unafraid of Loud Noises (unlike most rabbits)
   Never Forgets a Scent
   Strong Will
   Night Vision
Faults:
   Nosy
   Compulsive Gambler
   Phobia: Canines
   Jealous of Anyone Getting More Attention

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

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

Attributes: (no limit; 7 levels taken, anything else at Fair)
   3-D Agility: Good                                   (1)
   Cheek: Great                                        (2)
   Imagination: Superb                                 (3)
   Nose: Good                                          (1)
   Notices Things: Great                               (2)
   Patience: Poor                                      (-2)
   Resistance to Alien Stuff: Good                     (1)
   Willpower: Mediocre                                 (-1)
Skills: (no limit, 37 taken)
   Acrobatics: Good                                    (3)
   Area Knowledge of the Known Universe: Good          (3)
   Fruit Lore: Superb                                  (5)
   History: Mediocre                                   (1)
   Language, Most Alien: Fair                          (2)
   Make Silly Noises: Superb                           (5)
   Make the Sound of One Hand Clapping: Fair           (2)
   Mechanical Skills: Terrible                         (-1)
   Move Quietly: Great                                 (4)
   Pilot Space Ship: Mediocre                          (1)
   Recall of TV SitCom Episodes: Superb                (5)
   Tell Believable Whoppers: Fair                      (2)
   Throw Things: Good                                  (3)
   Tooth-and-Nail Fighting: Good                       (3)
   Zap-O-Stun Gun: Great                               (4)
Gifts: (no limit, lots taken)
   Always keeps his cool . . . well, usually
   Never Forgets a Banana
   Acrobatics skill is Superb for Swinging; no penalty to other skills
      while Swinging
   Doesn't value Sanity highly
Supernormal Powers:
   Quadridextrous
   Never lost in space
   Can think of a Devastating Comeback (stuns opponent five rounds),
      on a Superb or better Cheek (attribute) die roll
Faults:
   Easily Distractible
   Compulsive Liar
   Will do anything for a banana
   Enemy out to get him: Evil Scientist, Dr. Carnage

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

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

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

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

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6.42  Broad Class Templates
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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.

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6.43  Fantasy Race: Cercopes
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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.

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6.5  Animal & Creature Examples
-------------------------------

Non-PC animals need not be built using level limits.  Just define what
traits are essential to the animal, and let it go at that.  The
Strength Scale refers to Section 2.3, Non-humans.  Damage may include
a "weapon deadliness" factor for teeth, claws, and, in some cases,
body optimized for combat (usually carnivores).

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

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

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

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

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

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

Lion:
   Perception: Great
   Melee Combat: Great
   Stalking: Great
   Dodge: Fair
   Strength: Scale 2 Fair to Great
   Fault: Lazy
   Damage Capacity: Fair to Superb

Grizzly Bear:
   Perception: Good
   Melee Combat: Good
   Dodge: Fair
   Strength: Scale 3 Fair to Great
   Fault: Berserker
   Damage Capacity: Fair to Great

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

Skunk:
   Melee Combat: Poor
   Ranged Combat: Good, short range
   Dodge: Poor
   Supernormal Power: Noxious Fluid (blinds, incapacitates, renders
      foul)
   Damage Capacity: Terrible

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

Griffin:
   Perception: Great
   Melee Combat: Great
   Dodge: Good
   Supernormal Powers: Flight, Tough Hide (light armor)
   Strength: Mediocre to Great, Scale 4
   Damage Capacity: Good to Superb

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

-----------------------
6.6  Equipment Examples
-----------------------

It's possible to define equipment in FUDGE character terms.  This is
probably unnecessary, but can be done if desired.

Equipment from any technological level, stone age to science fiction,
can be detailed this way.  A piece of equipment can be defined by as
many FUDGE traits as are needed: attributes, skills, gifts or faults.
   
   For example, an old, battered sword found in a damp dungeon has:
   
   Attributes:
      Sharpness: Terrible
      Durability: Poor
   Fault:
      Looks Shabby.
   
   Such a weapon is treated as a club for damage, rather than a sword
   (no Sharpness bonus).  The GM may require a Situational roll every
   few combat rounds: the sword breaks on a Mediocre or worse result
   from parrying or being parried.  And finally, some people will make
   fun of anyone carrying such a shoddy-looking weapon.
   
   When the sword was new, however, it had:
   
   Attributes:
      Sharpness: Good
      Sturdiness: Great
   Gift:
      Beautifully Made
   
   In that case, it would indeed merit the +1 for Sharpness (perhaps
   any Sharpness level of Mediocre to Good gets the +1 Sharpness
   bonus, while duller blades get no bonus, and better blades might
   get an *additional* +1 bonus).  It also would never break under
   ordinary circumstances, and its appearance probably earns its owner
   a positive reaction from many people.
   
   A bejewelled magic sword found in a dragon's hoard might have:
   
   Attribute:
      Appearance: Superb (+3 to impress those who value wealth)
   Gift:
      Troll-slaying (+3 to hit when fighting Trolls; such wounds will
         never heal)
   Fault:
      Dedicated Purpose (it tries to control the wielder to hunt
         trolls)
   Skill:
      Dominate Wielder: Fair (Opposed action against a Will attribute)
   
   A different magic sword:
   
   Supernormal Power:
      Flame Creation (+2 damage)
   Skill:
      Flame Shooting: Great.  Range: three yards (meters)
   Fault:
      Flame Creation only works on a Good or better Situational roll
   
   Of course, even if the flaming missile fails, it can still be used
   as a regular sword, so it's not exactly worthless in such cases.
   
   As a final example, consider a science fiction double-seat fighter
   spaceship:
   
   Attributes:
      Acceleration: Great
      Handling: Superb
      Speed: Good (Scale 15)
      Size: Fair (Scale 8)
   Skills:
      Navigation: Good
      Targeting: Superb
      Auto-pilot: Fair
      Food Preparation: Poor
      Entertainment: Mediocre
   Gifts:
      Turret-mounted Laser Rifles, above and below
      Bucket Seats in the bridge
      Hyperdrive
      Can be used in an atmosphere or in deep space
   Faults:
      Non-standard parts (expensive to repair)
      Unattractive exterior
      Cramped sleeping quarters
      Airlock squeaks annoyingly

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

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

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

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

