These are the steps to create a Basic Phudge character. Different settings may modify the steps.
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).
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.
Some Skills require a specific type or area to be chosen as the Advantage Skill. All types are at the skill level and the chosen type always rolls with an Advantage. Additional Advantage types may be added for one level each (or consider creating a Gift).
(e.g. Taking Firearms-[Pistol] at Good means firearm are at Good and Pistol is rolled with an Advantage).
Skills marked with * are available in more than one group.
Not all Skills or Skill Groups will be available in all settings.
Combat SkillsArtillery WeaponsBattledress 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 SkillsBriberyDisguise 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 SkillsAcademic-[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 LegalCarousing Gambling Instruction *Persuasion-[Diplomacy, Fast Talk, Liaison] *Steward *Streetwise |
Space Skills*Spacecraft EngineeringSpacecraft Gunnery-[Turret, Bay, Spinal] Spacecraft Navigation *Spacecraft Pilot-[Large or Small Craft] Spacecraft Sensors, Comms and Screens *Tactics-Space *Vacc Suit *Zero-G |
Technician SkillsCommunicationsComputer *Demolitions Electronics Engineering-[Civil or Combat] Gravitics Mechanical Robotics *Spacecraft Engineering |
Transport SkillsAir 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)
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Psionic Powers (requires Gift - Psionic Training)TelepathyClairvoyance Telekinesis Awareness (of self) Teleportation Special-[specify] |
Initiative is the average of Agility and Perception rounded down.
General Knowledge has a default of Mediocre and is modified by scholarly careers and high professional skills.
Base unarmed damage is the characters Strength.
This is determined from the characters Agility and highest melee combat skill.
Look up Health and Willpower on the tables in Phudge Traits to determine Damage Track and dots.
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.
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.
Choose your characters beginning motivation and fill it in on the character sheet. A characters motivation can change during the course of a campaign.
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
Your character starts with a modicum of equipment appropriate to their career and the setting. Extra equipment may be purchased from starting money.