FUDGE Tékumel 2.2. Character Creation: Disclaimer



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Transcription:

FUDGE Tékumel 2.2 Disclaimer All rights to Tékumel and related terms belong to M.A.R. Barker. FUDGE was invented by Stephan O' Sullivan. This little project is not to be sold to anybody. These rules assume a certain level of familiarity with the FUDGE rules and do not reproduce anything that could be found in the main rules set. ABOUT FUDGE FUDGE is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of FUDGE are available on the Internet via anonymous ftp at ftp.csua.berkeley.edu, and in book form or on disk from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from FUDGE may specify certain attributes and skills, many more are possible with FUDGE. Every Game Master using FUDGE is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with FUDGE copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of FUDGE, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264. DISCLAIMER The following materials based on FUDGE, entitled FUDGE Tékumel 2.2, are created by Tony Davis and made available by Tony Davis, and are not authorized or 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 material is in any way responsible for the content of these materials. Original FUDGE materials (c) Copyright 1992-1995 Steffan O'Sullivan, All Rights Reserved. Character Creation:

Attributes Strength Build (Damage Capacity) Dexterity Intelligence Psychic Ability Psychic Reservoir Comeliness Charisma Clan Status Attributes default to Fair Five free levels can be distributed. There is one calculated attribute, most important for Sorcerers, the Pedhétl. The Pedhétl is the amount of points of psychic power one has to cast Ritual and Psychic Magic. To calculate the Pedhétl, translate Intelligence, Psychic Ability and Psychic Reservoir into numeric values. Superb = 100 Great = 87 Good = 72 Fair = 57 Mediocre = 43 Poor = 28 Terrible = 14 Add the three values. This will be the Pedhétl total. Any spell costs will be taken from this total. Every 4 hours of sleep or 6 hours of relaxation, a roll against Psychic Reservoir can be made. A Fair result regains 100 points of Pedhétl. For each level over Fair, regain another 20 points. For each level below Fair, regain 20 points less.. Skills 30 Free Points for Skills. Skills default to Poor with the exception of the following: Academic Skills default to Poor. Weapon Skills default to Poor. Professional Skills default to Non-Existent. One point brings skill to "Mediocre." Hobby Skills default to Non-Existent. One point brings skill to "Mediocre." Women's skills default to Poor for female characters, Non-existent for male characters. One point brings skill to "Mediocre." Ritual Priest, Administrative Priest and Soldiery skills default to special levels.

For Ritual Priest Characters, the Ritual Priest Skills default to Religion minus level of difficulty. This only affects character generation. During play, all levels are bought as normal. For Administrative Priest Characters, the Administrative Priest Skills default to Religion minus level of difficulty. This only affects character generation. During play, all levels are bought as normal. For Scholar Priest Characters, either Ritual or Administrative Skills can be chosen for the special default, but not both. A Lay Priest gains no bonus to the priestly skills. For Warrior Characters, the Soldiery Skills default to Warrior minus level of difficulty. This only affects character generation. During play, all levels are bought as normal. All other Characters default for these skills to Non-Existent. One point spent brings skill to "Terrible." Levels of difficulty Ritual Priest Administrative Priest Soldier Dogma and Rituals 1 Dogma and Rituals 1 Drills, Basic training 1 Special Ceremonies 1 Temple Administration 1 Formations 1 Scriptures and Texts 1 Record-Keeping 1 Field Tactics 1 Theology 2 Temple Governance 2 Military History 2 The "Aspects"/Mythology 2 Rural/Urban Temple Admin. 2 Artillery 3 Eschatology 3 Temple Lands Supervision 3 Military Engineering 3 Ecclesiastical History 3 Provincial Temple Administration 3 Siege methods/fort. 3 Comparative Religion 3 Relations with Government/Others 3 Logistics & Supply 3 Advanced Theology 4 National Temple Administration 4 Battle Magic 4 Inner Doctrines 5 Policy Making/Higher Politics 5 Naval Tactics 4 Grand Tactics 5 Grand Strategy 6 Thus, a warrior with a Warrior Skill of Great would default to: Drills, Basic Training - Good Formations - Good Field Tactics - Good Military History - Fair Artillery - Mediocre Military Engineering - Mediocre Siege Methods/Fortification - Mediocre Logistics & Supply - Mediocre

Battle Magic - Poor Naval Tactics - Poor Grand Tactics - Terrible Grand Strategy - Terrible -1 Other Skills must be approved and assigned by the GM. Gifts/Paranormal Powers The Fudge Tékumel Character is given no free points for Gifts or Supernormal Powers except as specified in the rules for Magic. However, Gifts can be purchased with flaws. Magic use is a special form of Gift and can only be purchased as specified below. Some possible Gifts and Flaws: Gifts Magic Dampener (1 gift) Superior Equipment (1-3 gifts) High Lineage (1 gift) Friends (1-3 gifts) Contacts (1-3 gifts) Political Rank (1-4 gifts.) Clerical Rank (1-4 gifts.) Flaws Low Lineage (1 flaw) Enemies (1-3 flaws.) Foreigner (Five Empires) (1 flaw) Barbarian (outside 5E) (2 flaws) Other Gifts and Flaws suitable for the world of Tékumel could be added with Gamemaster Approval. Magic To use Sorcery, one must meet the following conditions: A) They must be capable of casting magic. To use Ritual Magic only: Intelligence - Great, Psychic Ability - Good, Psychic Receiver - Good. To use Psychic Magic only: Intelligence - Good, Psychic Ability - Great, Psychic Receiver - Good To use both Ritual and Psychic Magic: Intelligence - Great, Psychic Ability - Great, Psychic Reservoir - Good To be able to cast Generic Spells, one of these three abilities must be Superb. To be able to cast Temple Spells, two of these three abilities must be Superb. B) They must possess both Religion and Sorcery skill at Fair or better level.

C) They must be Priests of one of the Ten Gods or their Cohorts. A sorcerer may be a ritual, administrative, scholar or lay priest. For every level of the Sorcery Skill, the character gains one free spell from the Universal Spell list in Gardásiyal. Any other spell from the Universal Spell list can be purchased as 1 Gift. Spells from the Generic List are 2 Gifts. Spells from the Temple Lists are 3 Gifts. All spells from the same category must be purchased in order. All Spells are cast using results from the Sorcery Skill. Ritual Spells require a Good Result to be successful. Psychic Spells require a Fair Result to be successful. Ritual Spells cost less Pedhétl to cast. Divine Intervention works according to Fudge Miracles. Divine Favor can only be purchased for the single god you are devoted to. Dr, the Uncaring, does not grant Divine Favor. Skills for FUDGE Tékumel Art Calligraphy Etiquette Grammar History Hymn Singing Mathematics Medicine Military Science Music Reading/Writing Religion Sorcery Warrior Women's Skills (Default to Poor if Female, Non-Existent if Male - 1 Point for Mediocre) Cooking Cosmetics and Adornment

Entertaining Fashion and Dress Flowers and Gardening Home Decoration Infant Care Nursing, Health Care Tailor Shopping and Bargaining Outdoor Skills (Default to Poor) Athletics Archery Desert Survival Falconry Fisticuffs and Brawling Hunting and Fishing Mountaineering Sailing and Seamanship Swamp Survival Swimming Professional Skills (Default to Non-Existent - 1 Point for Mediocre) Noble Professions Administrator Alchemist Astrologer Astronomer-Navigator Botanist Engineer-Architect Geographer Historian Lawyer Literary Scholar Mathematician Musician Official Orator Philosopher Physician Poet Zoologist

Middle-class Professions Basketry Carpenter Cooking Farmer Fisherman Fletcher Hunter Merchant Miller Miner Moneylender Smith Forester Weaver Apothecary Glassblower Rope and Net Maker Scribe-Accountant Armorer Jeweler-Goldsmith Shipbuilder Artist-Sculptor Sailor-Ship Captain Locksmith Mason Beast-Trainer Carpenter Cloth-Maker, Felt-Maker, Dyer Tailor Entertainer Paper-Ink Maker Perfumer Wheelwright-Cartwright Winemaker-Brewer Lower-class Professions Assassin Gardener House Painter Roofer

Potter Tanner-Dyer Prostitute Dancer Panderer Slaver Ritual Priest Skills (Default to Special or Non Existent (1 point to Terrible)) Dogma and Rituals Special Ceremonies Scriptures and Texts Theology The "Aspects" and Mythology Eschatology Ecclesiastical History Comparative Religion Advanced Theology Inner Doctrines Administrative Priest Skills (Default to Special or Non Existent) Dogma and Rituals Temple Administration Duties Record-Keeping Temple Governance Structure Rural/Urban Temple Administration Temple Lands Supervision Provincial Temple Administration Relations with Government/Others National Temple Administration Policy Making/Higher Politics Soldiering Skills (Default to Special or Non-Existent) Drills, Basic Training Formations Field Tactics Military History Artillery Military Engineering and Sapping

Siege methods and Fortification Logistics and Supply Battle Magic Naval Tactics Grand Tactics Grand Strategy Warrior Skills (Default to Terrible) Noble Weapons Shield Fisticuffs and Brawling Dagger/Knife-Fighting Thrusting Spear Short Sword, Mace, Club Long Sword, Scimitar Fencing/Dueling Middle- and Lower-class Weapons Polearm, Halberd, Glaive Long Spear or Pike Two-Handed Sword Two-Handed Axe, Mace or Flail Wrestling, Charáge Quarterstaff (Kichína) Unarmed Combat (Dedarátl, Huron) Florentine-style fighting Missile Weapons Dagger Throwing Throwing Clubs, Axes Javelins, Darts, Light Spears Sling (stones and lead missiles) Short Bow Composite Bow, Longbow Light Crossbow Medium, Heavy Crossbow Bolas (Barbarian Only) Blowgun (Barbarian Only) Artillery

Languages Modern (Default to Non-Existent (1 point to Mediocre)) Aomórh Hijajái Jannuyáni Livyáni Lo'orúnankh Milumanayáni Mu'ugalavyáni N'lüssa Pe'é Pecháni Sa'á Allaqiyáni Salarvyáni Tká Mihálli Tsoléi'i Tsolyáni Yán Koryáni Languages Ancient (Default to Non-Existent (1 point to Poor)) Ái Ché Ancient Mihálli Bednálljan Salarvyáni Classic Mu'ugalavyáni Classic Tsolyáni Duruób Engsvanyáli Llyani Súnuz Thu'úsa The Tongue of the Lord of Worms The Tongue of the Priests of Ksárul Tsáqw Zna'yé Hobby Skills Knowledge (Default to Non-Existent (1 Point to Mediocre)) Ask GM