[File FUDGE6a, #7 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 ==================== 6 Tips and Examples 6.1 GM Tips and Conversion 6.11 Conversion Hints 6.12 Templates 6.2 Character Sheet Example 6.3 Character Examples 6.31 Fantasy Characters 6.32 Historical Characters 6.33 Modern Characters --------------------------- 6.1 GM Tips and Conversion --------------------------- Always remember the main point of the game is to have fun . . . The GM should translate at least one of her favorite characters into FUDGE from whatever system she is used to. This will give her a good idea of what traits to choose, and how many. FUDGE is incredibly flexible, possibly more so than any system you've played before. Once you've translated a favorite character, fiddle with her a bit. Can you tweak her to be *exactly* what you want, possibly in ways your previous system wouldn't allow? What if you split that attribute into two or three effects - ah! See, she can be smart in some ways, but dumb in others; knowledgeable of some things, ignorant of others. Hmm - too many attributes? Make some of them gifts, then - that might be easier to deal with. And so on - have fun! It is easy to create NPCs to challenge the player characters by counting levels. Figure roughly how many levels have been spent on combat skills by the average player character. This figure, put into combat skills in an NPC, should give a fair fight. For example, if the PCs are built on 40 skill levels and four free attribute levels, the average character might have ten levels in combat skills directly. In that case, a gang of thugs with ten levels each of combat skills and two attribute levels put into physical attributes should challenge the player characters pretty closely. - - - - - - - - - - - - 6.11 Conversion Hints - - - - - - - - - - - - It is not practical to give guidelines for converting every game system to and from FUDGE. However, two systems of trait measurement are in widespread use: a 3-18 scale, and a percentile system. While these are not used uniformly (and there are many games that don't use either system), it is still useful to discuss translating between such systems and FUDGE. Standard 3-18 scale traits are converted as follows: [TABLE] FUDGE Level 3-18 Level Superb 18+ Great 16-17 Good 13-15 Fair 9-12 Mediocre 6-8 Poor 4-5 Terrible 3 or less [END TABLE] Percentile traits are converted roughly as follows: [TABLE] FUDGE Level Percentile Level Superb 98-100 Great 91-97 Good 71-90 Fair 31-70 Mediocre 11-30 Poor 4-10 Terrible 1-3 [END TABLE] - - - - - - - - 6.12 Templates - - - - - - - - A GM can create a character template for the players. This may help a player make his first FUDGE character, or allow players coming from a game with a character class system to feel at home. She should also allow custom-designed characters, though, for players who feel limited by character classes. The "GM limits" and the list of attributes at the beginning of each sample character in Section 6.3 are templates. The GM can hand out character sheets with attributes and limits already printed on them. This can be accompanied by a copy of the list of sample skills in Section 1.32, Skills, and possibly the sample lists of gifts and faults in Sections 1.33 (Gifts), and 1.34 (Faults). The players can then create characters with a minimum of hassle. For more detail, the GM can actually create templates of character "classes." As an example familiar to many gamers, the GM may have guidelines for players wishing to play a fantasy fighter character, or magician, or cleric, or thief, etc. The GM can set up minimum attribute standards for each character class, recommended gifts, and minimum skill levels. Templates can be set up for any genre, not just fantasy. You may have guidelines for a typical scientist character, or policeman, or psychic phenomenon investigator, or King's Musketeer, etc. See Sections 6.41, Ranger Template, and 6.42, Broad Class Templates, for examples. A different type of template shows the player the native abilities and limitations of a fantasy or science fiction race. See the sample character Seihook (Section 6.342), for a science fiction race, and Section 6.43, Cercopes, for a fantasy race. ---------------------------- 6.2 Character Sheet Example ---------------------------- A character sheet can be any scrap paper, of course. However, it's handy to include the Trait Level progression and GM starting limits, if any, such as one Superb skill, three Great skills, magic available, etc. Sample [delete any note in square brackets, such as this]: /---FUDGE Character Sheet--------\ Character Name: | | EP | Genre: | +3 Superb | 8 | Player: | +2 Great | 4 | Date Created: | +1 Good | 2 | Unspent EP: | +0 Fair | 1 | Fudge Points: | -1 Mediocre | 1 | Starting Limits: | -2 Poor ... Skill Default | 1 | | -3 Terrible | 1 | Character Story & Personality: |--------------------------------| | Most Gifts and some Skills are | | non-existent unless specified | | on the character sheet. | |--------------------------------| | EP = Raising skills to that | [EP column and note should be | level with Experience Points | left off if you don't use \--------------------------------/ them of course.] 1,2 3,4 5,6 7,8 9+ Wounds: Scratch Hurt Very Hurt Incapac. Nr. Death O O O O O O O ---------------------------------------------------------------------- Attributes: | Gifts: | Skills: -----------------------|---------------------------|------------------ | | [space as needed in each section - the GM can include some before printing, if desired - especially true for Attributes] | | Mass: |---------------------------| -----------------------| Faults: | Equipment: |---------------------------| -----------------------| | | | [Could go on the back | | if space is a prob- |---------------------------| lem. Remember to | Supernormal Powers: | list offensive and |---------------------------| defensive damage | | factors clearly.] | [if needed] | [End of sample. You should be able to get it on a single page.] The following character sheet header may be helpful to players at character creation if using the Objective Character Creation system: /----------------------------------\ Character Name: | Att | Sk | VH | EP | Genre: | Superb .... +3 | 5 | 7 | 8 | Player: | Great ..... +2 | 4 | 6 | 4 | Date Created: | Good ...... +1 | 3 | 5 | 2 | Unspent EP: | Fair ...... 0 | 2 | 4 | 1 | Fudge Points: | Mediocre .. -1 | 1 | 3 | 1 | Starting Limits: | Poor ...... -2 | 0 | 2 | 1 | | Terrible .. -3 | -1 | 1 | 1 | Character Story & Personality: |----------------------------------| | Att = Attribute Costs | | Sk = Average Skill Costs | | VH = Very Hard Skill Costs | | EP = Raising skills with EPs | |----------------------------------| | Trading Traits: 1 gift = 1 fault | | 1 gift = 1 to 2 attribute levels | | 1 attribute level = 3 skill lvls | | 1 supernormal power = 2 gifts | \----------------------------------/ ----------------------- 6.3 Character Examples ----------------------- The following characters are designed to different GM standards to show some of the many possibilities. Each character example includes the GM guidelines used. All but the last one are made with the Objective Character Creation system, though all are compatible with the Subjective Character Creation system, of course. Easy and hard skills are denoted as such. (In the Objective Character Creation system, it costs less to get an easy skill at a given level, and more for a hard skill.) Skills that have defaults of non-existent and cost one level just to get at Terrible are listed as: Telepathy (VH). These are usually skills that control Supernormal Powers. The numbers in parentheses after trait levels are the Objective level costs, and are optional on any given character sheet (but make it easy to tally). Some characters have a separate Damage Capacity attribute; others have Damage Capacity represented by some other attribute, such as Strength, Health, Body, Constitution, Physical, etc. Most of the gifts and faults were chosen with an eye towards variety, for purposes of example. Of course, if you use these characters, feel free to change any of the traits. - - - - - - - - - - - - - 6.31 Fantasy Characters - - - - - - - - - - - - - Brogo, Floranna, and Moose have some magic abilities, using the sample FUDGE Magic system found in the Addenda. Brogo is just a dabbler in magic, and Moose is only slightly better. Floranna is a full magician, however. - + - + - + - + - + - + - + - + - 6.311 Brogo the Scout, Halfling - + - + - + - + - + - + - + - + - GM limits: 8 attributes (4 free levels); 50 free skill levels, w/maximum of 1 Superb, 3 Greats; 2 free gifts; magic available. Note: spell-casting is equal to Coolness-2 in this game, with a maximum level of Fair - no Spell-casting skill need be bought. Also, Magic Potential isn't limited to a specific effect in this game: Brogo can try for any effect, except as limited by his fault. "Halfling" is defined under Brogo's faults. Attributes: (4 free levels, 10 levels taken, balanced by 3 faults) Coolness: Good (1) Damage Capacity: Good (1) Dexterity: Great (2) Empathy: Good (1) Health: Good [Halfling Fair] (0) Intelligence: Good (1) Perception: Superb (3) Strength: Good, Scale -2 (1) Skills: (50 free levels, 50 taken) Area Knowledge, large area (easy): Good (2) Bow: Good (3) Climbing: Good (3) Elvish Language (hard): Mediocre (2) Evaluate Goods: Fair (2) Farming (easy): Fair (1) Fellowship: Great (4) Find Secret Passages: Terrible (-1) First Aid: Good (3) Haggle: Good (3) Interrogation: Terrible (-1) Knowledge of Old Tales: Fair (2) Lockpicking: Terrible (-1) Mimic Animal Noises (hard): Great (4) Move Quietly: Superb (5) Orcish Language: Fair (2) Pickpocketing: Terrible (-1) Riding: Pony: Fair (2) Staff: Good (3) Storytelling: Good (3) Survival: Good (3) Tracking: Good (3) Wildcraft: Great (4) Gifts: (2 free gifts, 4 taken, balanced by faults) Absolute Direction Animal Empathy Lucky Night Vision Supernormal Powers: (1 taken, balanced by 2 faults) Magic Potential, one level Faults: Can only cast trivial spells Curious Glutton Humanitarian (helps the needy for no pay) Self-defense Pacifist Halfling (Scale -2, Racial Bonus to Health, counts as 2 faults) - + - + - + - + - + - + - + - + 6.312 Floranna, Elven Magician - + - + - + - + - + - + - + - + GM limits: 2 attributes (1 free level); 50 free skill levels, w/maximum of 1 Superb, 3 Greats; 4 free gifts; magic available. NOTE: There are two separate Spell-casting skills, and the GM allows them to be raised above Fair at a rate of 1 gift per skill level. It costs 4 levels to get "Spell Casting on Others" at Fair, then 6 more levels to get it at Good, since one gift = 6 skill levels. Attributes: (1 free level, 1 taken) Material: Mediocre (-1) Spiritual: Great (2) Skills: (50 free levels, 32 taken, the rest traded for 3 gifts) Acrobatics/Athletics: Mediocre (1) Animal Skills: Good (3) Camaraderie: Mediocre (1) Combat Skills: Poor (0) Courtly Ways: Poor (0) Cultural Knowledge: Good (3) Doctoring: Great (4) Manipulate People: Poor (0) Move Quietly/Gracefully: Fair (2) Scientific Knowledge: Mediocre (1) Spell Casting on Others (VH): Good (10) Spell Casting on Self (VH): Fair (4) Thievery: Terrible (-1) Woodland Ways/Nature Lore: Great (4) Gifts: (4 free gifts, none taken) Supernormal Powers: (6 taken, balanced by faults, reduced gifts, and reduced skill levels) Elf: extended lifespan, animals (not monsters) react well to her, Perception = +1 to Material attribute Magic Potential, White Magic, Five levels Faults: Absent-Minded Heart of gold - any halfway skillful liar can get sympathy & help Idealist - not grounded in reality Melancholy Zealous behavior - tries to dissuade others from violence - + - + - + - + - + - + - + - + - + - + - + - 6.313 Moose the Mage, Human Combat Magician - + - + - + - + - + - + - + - + - + - + - + - GM limits: 6 attributes (3 free levels); 30 free skill levels, w/maximum of 1 Superb, 3 Greats; 2 free gifts; magic available. Note: Moose's Spell-casting skill costs double levels because of his low Intelligence attribute. It would also take double EP to raise. Attributes: (3 free levels, 4 levels taken, balanced by a fault) Charisma: Poor (-2) Dexterity: Great (2) Drive: Good (1) Health: Great (2) Intelligence: Mediocre (-1) Strength: Great (2) Skills: (30 free levels, 36 taken, balanced by a fault) Armory: Good (3) Brawling: Great (4) Breaking and Entering: Terrible (-1) Climbing: Fair (2) Crafts: Fair (2) Flirtatious Skills: Terrible (-1) Knowledge of Old Tales: Terrible (-1) Merchant: Mediocre (1) Riding: Good (3) Shield: Great (4) Singing: Terrible (-1) Spell-Casting (VH): Mediocre (6) Stealth: Good (3) Storytelling: Terrible (-1) Sword: Superb (5) Tactics: Good (3) Throwing: Great (4) Woodcraft: Mediocre (1) Gifts: (2 free gifts, 2 taken) Combat Reflexes Affluent Wealth (good equipment) Supernormal Powers: (2 taken, balanced by faults) Magic Potential, Combat spells, two levels Faults: Blunt and tactless - doesn't mince words Fear of the Dark Full of bluff and bluster and machismo to hide inadequacy feelings (he'll never live up to the impossibly heroic image of his father) Quick-Tempered; no patience with fools or knaves Spell-casting skill costs double due to low IQ Vow: Destroy the brigand band that killed his father - + - + - + - + - + - + 6.314 Tarag Half-Ogre - + - + - + - + - + - + GM limits: 3 attributes (3 free levels); 10 free skill levels, w/maximum of 1 Superb, 2 Greats; 3 free gifts; magic available. Half-Ogre is Scale 3. Attributes: (3 free levels, 2 taken, 1 traded for 3 skill levels) Body: Good, Scale 3 (1) Mind: Mediocre [Half-Ogre Fair] (0) Psyche: Good (1) Skills: (10 free levels, 13 taken, balanced by low attributes) Animal Skills: Fair (2) Artistic Skills: Terrible (-1) Balance Skills: Good (3) Medical Skills: Terrible (-1) Melee Weapons: Superb (5) Merchant Skills: Terrible (-1) Outdoor Skills: Good (3) Ranged Weapons: Good (3) Social Skills: Terrible (-1) Technical Skills: Terrible (-1) Thief Skills: Terrible (-1) Unarmed Combat: Good (3) Gifts: (3 free gifts, 3 taken) Quick Reflexes Peripheral Vision - no penalty facing two foes at once Tough Hide (-1 to damage) Supernormal Powers: (1.5 taken, balanced by faults) Half-Ogre (Body Scale 3, Mind at -1) Anti-Magic Aura - spells cast on her are at -1 (counts as only 1 gift because it also interferes with beneficial spells) Faults: Goes Berserk if Hurt - liable to attack friends Gullible Poor (not much equipment) - - - - - - - - - - - - - - - - - - 6.32 Historical Fiction Characters - - - - - - - - - - - - - - - - - - - + - + - + - + - + - + - + - + - + - + - + - + - 6.321 Hakim al-Saari, Thief of Baghdad, 792 A.D. - + - + - + - + - + - + - + - + - + - + - + - + - GM limits: 4 attributes (2 free levels); 35 free skill levels, w/maximum of 1 Superb, 1 Great; 1 free gift; no supernormal powers available. Attributes: (2 free levels, 4 taken, balanced by fault) Brawn: Mediocre (-1) Cunning: Good (1) Deftness: Superb (3) Ego: Good (1) Skills: (35 free levels, 47 taken, balanced by 2 faults) Acrobatics: Good (3) Assess Merchandise: Good (3) Begging: Fair (2) Climbing: Good (3) Disguise: Fair (2) Dodge: Good (3) Knife: Mediocre (1) Knowledge of Baghdad: Good (3) Lockpicking: Good (3) Lying: Good (3) Pick Pockets: Good (3) Quote the Koran and Arab proverbs: Mediocre (1) Running: Fair (2) Servant: Mediocre (1) Stealth: Superb (5) Storytelling: Fair (2) Urban Survival: Great (4) Witty Insults: Good (3) Gifts: (1 free gift, 3 taken, balanced by faults) Healthy Constitution (+1 to Brawn to recover from illness) Keen senses (+1 to Cunning to notice something) Many people owe him favors Faults: Can't resist having the last word Greedy Many people would love to turn him in to the authorities Soft-hearted toward children Boasts openly of his thieving abilities - + - + - + - + - + - + - + - + - + - + - 6.322 Arian o Gwent, Welsh Archer, 1190 - + - + - + - + - + - + - + - + - + - + - A Norman conqueror murdered Arian's family under the guise of a flag of truce. When Arian slew him in vengeance, she was outlawed from Wales. Escaping north, the embittered Arian is about to join Robin Hood's outlaw Saxon band and introduce into England a new Welsh invention, the longbow . . . GM limits: 6 attributes (4 free levels); 30 free skill levels, w/maximum of 1 Superb, 2 Great; 2 free gifts; no supernormal powers available; must take 2 faults: Outlaw & Loyal to Companions, which do not count as trading for other traits. Attributes: (4 free levels, 4 taken) Calmness: Mediocre (-1) Constitution: Fair (0) Dexterity: Great (2) Reasoning: Good (1) Senses: Great (2) Strength: Fair (0) Skills: (30 free levels, 36 taken, balanced by 1 fault) Acrobatics: Good (3) Archery: Superb (5) Bowyer: Great (4) Climbing: Good (3) Disguise: Good (3) Dodge: Good (3) Fletcher: Good (3) Move Quietly: Great (4) Riding: Good (3) Tactics: Fair (2) Woodcraft: Good (3) Gifts: (2 free gifts, 3 taken, balanced by fault) Literate - in 1190, this is rare enough to be called a gift Attractive +3 Calmness while shooting a bow Faults: Outlaw Loyal to Companions Speaks English with a strong Welsh accent Despises Normans - Fair Calmness roll to avoid acting rashly - + - + - + - + - + - + - + - + - + - + - + - + - + - + - 6.323 Henri le Rouge, Musketeer of King Louis XIII, 1627 - + - + - + - + - + - + - + - + - + - + - + - + - + - + - GM limits: since this is a cinematic campaign without magical or SF healing, the GM has set higher limits: 9 attributes (8 free levels); 60 free skill levels, w/maximum of 2 Superb, 5 Greats; 3 free gifts; no supernormal powers available. Attributes: (8 free levels, 12 taken, balanced by faults) Charm: Great (2) Coolness: Superb (3) Damage Capacity: Great (2) Dexterity: Great (2) Health: Good (1) Perception: Fair (0) Strength: Fair (0) Will: Fair (0) Wit: Great (2) Skills: (60 free levels, 72 taken, balanced by 2 faults) Acrobatics: Superb (5) Acting: Good (3) Boating: Terrible (-1) Brawling: Good (3) Carousing: Good (3) Climbing: Great (4) Disguise: Good (3) Dodge: Good (3) Engineer: Terrible (-1) Fencing: Superb (5) First Aid: Good (3) Flirting: Good (3) Knowledge of Europe: Mediocre (1) Knowledge of France: Good (3) Knowledge of Paris: Good (3) Knowledge of Planet: Mediocre (1) Lockpicking: Terrible (-1) Main Gauche: Great (4) Matchlock Musket: Good (3) Mechanic: Terrible (-1) Move Quietly: Good (3) Political Knowledge: Fair (2) Quick-Draw Sword (easy): Good (2) Oratory: Mediocre (1) Repartee: Great (4) Riding: Great (4) Savoir-Faire: Good (3) Shadowing: Fair (2) Swimming: Terrible (-1) Tactics: Good (3) Wheellock Pistol: Good (3) Gifts: (3 free gifts, 5 taken, balanced by faults) Combat Reflexes Handsome Patron: Captain of Musketeers Rapid Healing Status: Gentleman Faults: Code of Honor Compulsive Carouser Disgusted by Non-Gourmet Food Extremely Loyal to Companions Intolerant of Protestants Thin-skinned - quick to take offense - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - 6.324 Scruffy Sanders, Stagecoach Driver, 1870s, Western U.S.A. - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - GM limits: 5 attributes (3 free levels); 30 free skill levels, w/maximum of 1 Superb, 2 Great; 2 free gifts; no supernormal powers available; minimum 1 fault that doesn't count for trading. Scruffy traded his one Superb skill limit for two extra Greats, so he has four Great skills, and no Superb skills. Attributes: (3 free levels, 3 taken) Agility: Mediocre (-1) Health: Good (1) Perception: Good (1) Savvy: Great (2) Strength: Fair (0) Skills: (35 free levels, 53 taken, balanced by 3 faults) Area Knowledge, Western States: Good (3) Bluffing: Great (4) Brawling: Fair (2) Concertina (Squeezebox): Good (3) Dodge: Good (3) First Aid: Good (3) Holds His Liquor: Good (3) Hunting: Good (3) Move Quietly: Good (3) Pistols: Fair (2) Riding: Good (3) Shotgun: Great (4) Singing: Good (3) Stagecoach Mechanic: Good (3) Tall Tales: Good (3) Teamster: Great (4) Witty Insults: Great (4) Gifts: (2 free gifts, 2 taken) Never forgets a face Sense of empathy: gets a feel for people Faults: Garrulous Addiction to disgusting habit: spitting chewing tobacco Lazy - would "rather talk than do" Getting old, and all that implies . . . - - - - - - - - - - - - 6.33 Modern Characters - - - - - - - - - - - - - + - + - + - + - + - + - + - + - + - + - 6.331 Dolores Ramirez, Journalist, 1990s - + - + - + - + - + - + - + - + - + - + - GM limits: 10 attributes (5 free levels); 50 free skill levels, w/maximum of 1 Superb, 4 Greats; 2 free gifts; limited Psi available. NOTE: The player forgot an important skill for Dolores, and one a journalist would logically have: Research. This was noticed during a game, and the player petitioned the GM to add Research as an Uncommitted trait. The GM agreed, and [Research: Good] was added to Dolores' character sheet. Dolores already had 1 Superb and 4 Great skills, so this is the best she could start with it. This does not count against starting free levels - Uncommitted traits are extra. Attributes: (5 free levels, 7 taken, balanced by fault) Appearance: Good (1) Constitution: Good (1) Coolness: Good (1) Damage Capacity: Good (1) Dexterity: Fair (0) Intelligence: Great (2) Luck: Good (1) Sanity: Great (2) Strength: Poor (-2) Will: Fair (0) Skills: (50 free levels, 56 taken, balanced by fault) Acrobatics: Fair (2) Acting: Great (4) Breaking & Entering: Good (3) Climbing: Fair (2) Computer Use: Good (3) Criminology: Mediocre (1) Disguise: Great (4) Driving: Good (3) Interviewing: Great (4) Karate (hard): Fair (3) Mexican Cuisine: Mediocre (1) Move Quietly: Good (3) Occultism: Good (3) Photography: Good (3) Pistol: Good (3) Shadowing: Great (4) Shady Contacts: Good (3) Swimming: Fair (2) Writing: Superb (5) Gifts: (2 free Gifts, 4 taken, balanced by faults) Ambidextrous Beautiful speaking voice Danger Sense Never forget a name Faults: Overconfident Ambitious Stubborn Vain - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - 6.332 Sherman Foley, homeless person and scanner, modern day - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - By: Bernard Hsiung GM limits: no specified attributes - free levels = half number of attributes taken; 50 free skill levels, w/maximum of 1 Superb, 4 Greats; 2 free gifts; semi-limited Psi. NOTE: Sherman's player only chose 4 attributes when the GM gave free reign: Sherman has any unlisted attribute the GM considers essential at Fair. Attributes: (4 attributes selected: 2 free levels, 2 taken) Damage Capacity: Mediocre (-1) Health: Mediocre (-1) Perception: Great (2) Willpower: Great (2) Skills: (50 free levels, 44 taken, 6 used to balance 1 gift) Area Knowledge, inner city (easy): Great (3) Area Knowledge, Earth: Mediocre (1) Begging: Fair (2) Climbing: Terrible (-1) Drinking: Good (3) Driving: Terrible (-1) Forage: Good (3) Knife: Mediocre (1) Knowledge, Phobias (hard): Good (4) Meditation: Good (3) Sewing: Mediocre (1) Stealth/Urban: Fair (2) Street Gossip: Good (3) Survival/Urban: Great (4) Use Mind Control (VH): Great (6) Use Telepathy (VH): Good (5) Use Telekinesis (VH): Good (5) Gifts: (2 free gifts, none taken) Supernormal Powers: (3 taken, balanced by faults, reduced gifts, and reduced skills) Mind Control Telepath Telekinetic Faults: Use of Psi Requires Immobile Concentration Materially Poor Unlucky - + - + - + - + - + - + - + - + - + - + - + - + - + 6.333 Dragonfly (James Stoddard), Secret Superhero - + - + - + - + - + - + - + - + - + - + - + - + - + GM limits: 7 attributes (4 free levels); 50 free skill levels, w/maximum of 2 Superb, 6 Greats; 2 free gifts; 4 free Superpowers. Attributes: (4 free levels, 8 taken, balanced by faults) Damage Capacity: Fair (0) Dexterity: Great (2) Health: Good (1) Intelligence: Great (2) Intuition: Great (2) Speed: Good (1) Strength: Fair (0) Skills: (50 free levels, 56 taken, balanced by fault) Acrobatics: Great (4) Acting: Good (3) Bureaucracy: Fair (2) Computer Use: Great (4) Control Superpower (Electron Flow) (VH): Superb (7) Control Superpower (Flight) (VH): Good (5) Criminology: Good (3) Disguise: Good (3) Dodge: Great (4) Driving: Good (3) Electronics Engineering, Computers (hard): Great (5) Japanese Language: Great (4) Judo (hard): Great (5) Singing: Terrible (-1) Stealth: Superb (5) Gifts: (2 free gifts, 3 taken, balanced by a fault) Perfect Timing Good Looking Tough Hide (-1 to damage) Supernormal Powers: (4 free Superpowers, 4 taken) Control Inanimate Electronic Devices Shrink to 1" (25 mm) for up to an hour, 2 times/day (Scale = -10) Fly, only while 1" (25 mm) high Electrical Surge (Short-out Machines) Faults: Ethically unable to use Powers to get out of massive debt Quixotic - always looking for wrongs to right Phobia of animals bigger than a collie Socially awkward (bit of a nerd) [End of file FUDGE6a. Chapter 6 continues in file FUDGE6b.]