Character Creation for
For a Few Credits More. . . .
DISCLAIMER
The following materials based on Fudge, entitled For a Few Credits More.
. . , are created by, made available by, and Copyright 1999 - 2000 by
Michael Feldhusen, and are not necessarily endorsed in any way by Steffan
O'Sullivan or any publisher of other Fudge materials. Neither Steffan
O'Sullivan nor any publisher of other Fudge materials is in any way
responsible for the content of these materials unless specifically credited.
Original Fudge materials Copyright 1992-1995 by Steffan O'Sullivan, All Rights
Reserved.
Gifts
Each character may have two Gifts from the following list, or other
GM-approved Gift. In addition, for each Fault chosen beyond the first two, the
character may have an additional Gift. The GM may limit the number Gifts
available from this method, as things can get a little out of hand ... You may
also gain a Gift, with GM approval, by foregoing one of your free attribute
levels.
What follows is a listing of Gifts for For a Few Credits More. . . .
This list is everthing that I have thought of so far, but should not be
considered to be exhaustive. If you have an idea for a Gift that is not found
here, please feel free to ask me about it.
- Alternate Identity *: For
each level of this gift, you have an additional fully documented identity,
complete with birth records, identification papers, credit history, driving
record, bank accounts, etc. Please note, money for the bank accounts must
come from your primary identity's money. As this identity is false, that can
be found out if subjected to sufficient scrutiny.
- Ambidextrous: you can use either hand equally
well. Great for those times when you're wounded in an arm ...
- Attractive: you're good looking - either
handsome, beautiful, pretty, or whatever level you wish. This produces
positive reactions in NPCs. (Warning: the more attractive you are, the more
power you have over susceptible people, but the more likely you are to be
abducted, etc.)
- Beautiful Speaking Voice: Improves NPC
reactions. Also works for a singing voice if you take a Singing skill.
- Charisma: People tend to like you, believe
you, and are willing to follow your lead. Improved NPC reactions when you are
in leadership positions.
- Clairvoyance: You have the Psionic ability
of Clairvoyance and can learn the related skills.
- Common Sense: You tend to realize when
things that you are about to do can harm yourself or others around you.
- Composed: You are always calm and steady
(except in the presence of one of your phobias). You do not frighten easily
and even then, you react in an intelligent and reasoning manner.
- Contacts *: You know some
influential or knowledgeable people who can supply you with information. You
need to specify who these people are in at least a general manner (for
example, friends from when you were in the Patrol or former business
associates).
- Empathy with Animals *:
Animals trust you and domesticated ones tend to obey you. Cruelty to animals
nullifies this Gift.
- Extra Hand: You have an additional limb
useable as a hand, such a prehensile tail or a true additional hand. This is
mostly used for non-human races that have more limbs than humans, but some
humans have been modified to replace their feet with additional hands or have
added the aforementioned prehensile tail.
- Extra Sense: You have sense not possessed by
normal humans that is not Psionic in nature. This can be the ability to
detect magnetic fields, air currents, Hyperspacial anomolies, etc.
- Favors Due *: Some people
owe you favors, which you may collect. You should define who these people
are, as with Contacts. Each favor you collect
must be approved by the GM. Depending on the nature of the favor, it may
cancel out this Gift.
- Flight: The ability to fly. If taken only once,
this gift confers only limited flight, requiring either low gravity or a dense
atmosphere to fly in, on normal worlds, you can only glide. If taken twice,
you can fly on normal worlds.
- Focused: You can concentrate on any lengthy
task and perform it better than other people, but don't notice things outside
this task, such as that Eskertine wolf-spider about to bite you ....
- G-Tolerance: You are accustomed to changes in the
strength and/or direction of gravity and suffer no disadvantages from
them.
- Good Memory: You have an unusually good memory.
The player may take notes during the game and act as if the character
remembered them. This is different from the skill Observation in that you do not need to
deliberately try to remember the things when they first occur, it's automatic.
- Good Reputation *: You're
well known as a hero, healer, leader, fighter for justice, etc. You need to
define the nature of the reputation.
- Good Sleep Learner: You remember Sleep Learning aquired
skills longer than other people. Sometimes those skills are permanent.
- Hearty: You can take more damage than an normal
person with your health. If you are resistant to damage, such as having
natural armor (thick fur, scales, etc.), you should take
Tough Hide instead.
- High Status: You are born into the upper
class (wealthy, politically influential or whatever you home planet uses to
distinguish classes) - the upper most levels of your society if you take this
Gift twice.
- Interstellar Merchant's Guild Membership: You are
a member of the Interstellar Merchant's Guild. As such, you have access to
Guild space for use as offices and living quarters, as well as to Guild
Broker's in order to buy and/or sell cargos. Additionally, you can get loans
from the IMGM at favorable rates for things such as the purchase, refinancing
or refit of a starship (a minimum of 50% of the ship must be cargo or
passenger space), the purchase of cargo or the purchase of trade rights from
the Federation Patrol.
- Language Talent: You learn languages
quickly. You get to choose two additional
Languages (beyond your native language and Federation Standard) at
"Good" for free.
- Lucky: Good things happen to you for no reason.
How good these are depends on the number of times you take this Gift.
- Medical Doctor Degree: You have a degree in Medicine
from a recognized institute of higher learning. Required for a Medical Doctor License.
- Natural Mathematician: You have an instinctive
ability with higher Math. This means that you can do complex math solely in
your head, with the aid of a computer (or even pencil and paper). This allows
you to do things like plot Hyperspace courses without needing a computer.
- Natural Weapons: You have some sort of weaponry
built into your body (such as claws, spikes, etc.), gives a +1 to your unarmed
damage for each level of this Gift.
- Never Forgets a ____: Fill in the blank
with name, face, or whatever the GM will allow.
- Never Gets Lost: You always know which way is
North, and can retrace your route with a little effort.
- Night Vision: You see well in dim light,
but not in absolute darkness, of course. Alternatively, this can be used to
represent the ability to see outside the normal human spectrum, such as in the
infra-red or ultra-violet spectrums. For truly strange aliens, you might even
want to specify sight in the radio or similar distant part of the
spectrum.
- Pain Tolerance: Ignore wound penalties at Hurt,
and you are only at -1 at Very Hurt.
- Patron *: Someone in power
likes you. This can be simply a letter of recommendation, or it can be a favor
granted. You need to specify who this person is, as well as how far they
would be willing to go for you.
- Perfect Balance: You can't loose it.
- Perfect Timing: If someone says to open the
hatch in five minutes, you'll do it within two seconds of that time. Also
valuable in performing.
- Peripheral Vision: You can see further
to the sides than most people - less easily attacked from the side or rear.
This can be taken to represent non-humans with different eye placement than
humans. If you have 360 degree vision, take this twice.
- Quick Reflexes: Not easily surprised by any
physical attack, and you adjust quickly to shifting footing.
- Rank *: You are a member of a
military, para-military or other highly structured organization and have a
position of authority in that organization. This should be taken by the
Captain, and by any character who reached a rank of Commander or higher in the
Fleet or Patrol and was subsequently honorably discharged.
- Rapid Healing: You heal twice as fast from
wounds - but not magically fast.
- Reduced Metabolism: You need less food and life
support than most people of your size. Each time this is taken, your food and
life support requirements are halved.
- Resistant to Poison: Most poison has only
half effect on you.
- Sharp Shooter: You have a natural talent
with ranged weapons. All ranged weapon skills in the category you select have
a default of "Fair". Each level of this gift gives you one category out of
Thrown, Archaic Aimed, Handguns and Rifles.
- Spacial Sense: You always know where you
are and where everything around you is (or at least, could be). This ability
is highly useful for flying creatures and pilots.
- Telekinesis: You have the Psionic ability
of Telekinesis and can learn the related skills.
- Telepathy: You have the Psionic ability of
Telepathy and can learn Telepathy skills.
- Tough Hide: You are resistant to damage, it
can be due to thick fur, scales, a built-in force-field, something like that.
If you just have the ability to take more damage than normal, you should
consider Hearty instead. If you take normal
damage but are not very affected by the pain, you should take Pain Tolerance.
- Wealthy: You start with more money than the
average starting character. This can be in cash and/or equipment. This is
almost a necessity for the ship's owner.
- Zeroed: You do not exist in anyone's records.
There is no record of your birth, you have no credit history, no bank
accounts, nothing. You may have forgeries of these things, but there is
nothing besides the document itself. Please note, this also means that there
is no record of you having any of the relevant certifications needed to
(legally) fill a position on a ship.
- Zero-G Movement: You have some ability to move
in free-fall. A cybernetic implant, small wings or some thing else that does
not require that you make contact with a solid surface.
* = these Gifts may be lost if abused. Contacts,
Favors Due, and Patron depend on the goodwill of others, and it's possible to
push them too far or too frequently. Good Reputation can be eroded by
inappropriate behavior, and Rank can be lost if you break the rules of the
organization granting the rank.
Michael Feldhusen / mike_f@io.com