Basic Phudge Character Creation

These are the steps to create a Basic Phudge character. Different settings may modify the steps.

1 Attributes

All 5 attributes start at Terrible.

Make any level adjustments for the characters race.

Add 15 levels to the traits. The maximum level is Superb - adjusted by racial modifiers

(e.g. Orcs have +1 Strength so they can take their Strength up to Amazing).

2 Skills

Most skills default to Poor. Most Powers and some Professional skills have no default.

Select one of the Skill Groups below to be your Primary Group. Skills in this group may be raised as high as Superb.

Select a second Skill Group as your Secondary Group. Skills in this group may be raised as high as Good.

All other skills may only be raised as high as Fair.

Add 25 levels to whichever Skills or Powers you want, observing the limits above. The first level makes a Skill or Power Mediocre.

Groups have no effect once play begins.

Skill Groups

Skills marked with * are available in more than one group.

Some Skills require a specific type or area to be chosen. All other types are at one level lower. Additional types may be added for one level each.

(e.g. Taking Firearms-[Pistol] at Good means all other types of firearm are automatically at Fair).

Not all Skills or Skill Groups will be available in all settings.

Combat Skills

Artillery Weapons
Battledress
Bow Weapons-[choose type]
*Demolitions
Firearms-[archaic, pistol, rifle, energy]
Heavy Weapons-[choose type]
Melee Weapons-[Brawling, small, hand, 2hand, exotic]
*Tactics-[choose]
Thrown Weapons-[choose type]

Covert Skills

Bribery
Disguise
Forgery
Interrogation
Investigation
Intrusion
*Persuasion-Fast Talk
*Recon
Stealth
*Streetwise

Exploration Skills

*Animals-[choose an area]
Exploration and Survey
Hunting
Prospecting
*Recon
Survival
*Vacc Suit
*Zero-G

Professional Skills

Academic-[choose an area]
*Admin and Legal
Artistic-[choose an area]
Craft-[choose an area]
*Steward
Medical
Merchant
Science-[choose an area]
Sport-[choose an area]
Xeno-Medical

Social Skills

*Admin and Legal
Carousing
Gambling
Instruction
*Persuasion-[Diplomacy, Fast Talk, Liaison]
*Steward
*Streetwise

Space Skills

*Spacecraft Engineering
Spacecraft Gunnery-[Turret, Bay, Spinal]
Spacecraft Navigation
*Spacecraft Pilot-[Large or Small Craft]
Spacecraft Sensors, Comms and Screens
*Tactics-Space
*Vacc Suit
*Zero-G

Technician Skills

Communications
Computer
*Demolitions
Electronics
Engineering-[Civil or Combat]
Gravitics
Mechanical
Robotics
*Spacecraft Engineering

Transport Skills

Air Vehicle-[Large or Small Craft]
*Animals-[Riding or Teamster]
Grav Vehicle
Ground Vehicle-[choose type]
Muscle Powered Transport-[choose type]
*Spacecraft Pilot-Small Craft
Water Vehicle-[Large or Small Craft]

Magic (Powers) (requires Gift - Magic Aptitude)

Colleges
Breaking
Communication
Control
Creation
Enhancement
Healing
Knowledge
Movement
Protection
Transformation
Realms
Air
Animal
Body
Earth
Fire
Illusion
Magic
Mind
Plant
Spirit
Time
Water

Psionic Powers (requires Gift - Psionic Training)

Telepathy
Clairvoyance
Telekinesis
Awareness (of self)
Teleportation
Special-[specify]

3 Secondary Traits

Initiative

Initiative is the average of Agility and Perception rounded down.

General Knowledge

General Knowledge has a default of Mediocre and is modified by scholarly careers and high professional skills.

Melee Damage

Base unarmed damage is the characters Strength.

Melee Defence (Parry)

This is determined from the characters Agility and highest melee combat skill.

Damage Track

Look up Health and Willpower on the tables in Phudge Traits to determine Damage Track and dots.

4 Gifts and Faults

Each character starts with 2 Minor Gifts.

A character may start with up to 4 more if they also take a matching amount of Faults.

Two Minor Gifts/Faults can be combined to make one Major Gift/Fault.

See Phudge Gifts and Faults for more information and examples.

5 Fudge Points

Your character starts with 3 Fudge points and gains 1 at the start of every game session. Fudge points may also be given out at the discretion of the GM.

6 Motivation

Choose your characters beginning motivation and fill it in on the character sheet. A characters motivation can change during the course of a campaign.

7 Concept

Choose your characters concept and fill it in on the character sheet. This is a brief character description. It should give a basic idea of your character, and can include things like occupation and personality quirks.

e.g. J. Citizen - Normal everyday person

8 Equipment

Your character starts with a modicum of equipment appropriate to their career and the setting. Extra equipment may be purchased from starting money.