25 July 2014

Exceptional Traits for Fudge

[Exceptional Trait Fudge is a modification of Plain Trait Fudge, Descriptive Traits for Sherpa, and Quasi-Descriptive Traits for Sherpa. It grew out of my desire for a version of Fudge stripped of unnecessary complexity, but with a modicum of structure not offered by the subjective version of the rules. What follows is a variant midway between the subjective and objective rules tempered with wisdom inspired by Sherpa. The goal of this variant is to encourage creativity, speed up the character creation process, and simplify character information so players can play their characters instead of their character sheets.]

Exceptional Trait Fudge is a variant of Fudge that utilizes neither attributes nor skills, just traits. It is a system that emphasizes exceptions to the rule, and this is reflected by the absence of predetermined trait lists. Everyone has an equal possibility of accomplishing anything unless they are exceptionally well-suited or ill-suited to the task.

In addition to traits, there are four other elements used to describe a character: advantages, disadvantages, complications, and motivations. These have no effect on the cost of traits, but their inclusion encourages the player to consider a character's background and psychology both when the character is created and during play.

It is presumed that the standard trait ladder and dice-rolling conventions of Fudge are being used, but these are, of course, optional. Action resolution, supernormal powers, combat, wounding, and healing are conducted as per standard Fudge or any variant desired. The two areas in which Exceptional Trait Fudge differs from standard Fudge (and could even be interpreted as Alternate Rules) are Chapter 1, Character Creation and Chapter 5, Character Development.

Exceptional Trait Terms

Trait: Any ability rated according to the trait ladder. Vocational and avocational traits are groups of skills related to an occupation or pastime. Inherent traits are general abilities. Inherent traits include Mind, Body, Spirit, and Reflexes.

Exceptional Trait: A specified trait; any trait listed as being possessed by the character. An exceptional trait is either exceptionally high (Fair or better) or exceptionally low (Poor or worse).

Unexceptional Trait: An unspecified trait; any trait not listed as being possessed by the character. Unexceptional traits are Mediocre and represent the default level of all traits.

Advantage: A benefit to the character.

Disadvantage: A detriment to the character.

Complication: A plot hook.

Motivation: A specified drive or goal.

In other words, all characters have unspecified unexceptional traits that are Mediocre and specified exceptional traits that are anything but Mediocre.

Exceptional Trait Character Creation

The following steps describe the standard method of exceptional trait character creation:

Step One: Trait Level Allotment

The GM allots a certain number of trait levels to be spent on each character by each player. This may require a bit of adjusting for the genre and the preferred playing style, but it is not necessary to make the number too high. An allotment of 10 or 15 levels is a good starting point.

Step Two: Trait Specification and Level Allocation

The player decides what makes his or her character different, or exceptional, by specifying the character's defining traits. Each trait specified is allocated 1 level, thus raising it from an unexceptional Mediocre trait to an exceptional Fair trait. Exceptional traits may be further increased by allocating additional levels. The player may specify any number of vocational or avocational traits (within allotment limits) as well as up to four inherent traits. Any trait not specified (including inherent traits) is considered Mediocre. Needless to say, one must balance breadth of abilities with the depth of each ability, with the extremes being jack-of-all-trades, master of none at one extreme and idiot savant at the other. If the player feels that there are not enough available levels to describe the character's traits accurately (or if it would be true to the character for certain traits to be deficient), then one or more exceptionally low traits may be specified, thereby gaining 1 additional level for each Poor trait and 2 additional levels for each Terrible trait.

NB: Beyond the allocation of GM-allotted trait levels, the value of any trait level gained is only equal to the value of the trait level sacrificed.

The GM may set limits on the number of traits that may be specified at certain levels. For instance, a realistic setting might have a maximum of one Superb trait per starting character. For a gritty setting, it might even be preferable to have the maximum set at Great (either any number of traits not exceeding Great, or even a maximum of one Great trait per starting character).

Players may also save levels to buy traits during play that might have been overlooked.

Step Three: Advantages

Players may specify one or more advantages for their characters. For each advantage specified, a disadvantage must also be specified. Advantages are optional. (Advantages function in the same manner as gifts, but they cannot be exchanged for trait levels.)

Step Four: Disadvantages

Players must specify one disadvantage for each advantage specified. If they wish, they may specify multiple lesser disadvantages to counterbalance a greater advantage as long as their total effect is equivalent. (Disadvantages function in the same manner as faults, but they cannot be exchanged for trait levels.)

Step Five: Complications

The GM may require that the players list personal complications or plot hooks for their characters. Complications may be entirely negative, or they may have both positive and negative elements, but in any event they must serve to complicate the character's life and lend themselves to potential use as plot devices by the GM. The GM may set a minimum required number of complications.

Step Six: Motivations

The GM may also require that the players list their characters' motivations. This gives both the GM and the player a better understanding of the character, and enables the player to indicate to the GM what he might want for his character in the way of goals or challenges. The GM may set a minimum required number of motivations.

Other Steps

Other steps that may occur during character creation, during play, or between sessions include details of the character's description, background, and equipment or other belongings. Non-player characters important to the character (such as dependents or patrons) may be described briefly or created fully by the GM, the player (with GM approval), or both in cooperation.

Exceptional Trait Character Development

Exceptional (and unexceptional) traits, being neither attributes nor skills, have different costs for improvement. Since characters with exceptional traits generally have fewer traits than those with attributes and skills, and since those traits have a higher default level than most skills, improvement should be more gradual. This can be done very easily by means of the subjective character development system in Section 5.1 and the development through training system in Section 5.3. If the objective character development system in Section 5.2 is preferred, the cost of raising a trait is double the cost for skills of the same level. In other words:

RAISING A TRAIT:
FROM:TO:COSTS:
TerriblePoor2 EP
PoorMediocre2 EP
MediocreFair2 EP
FairGood4 EP
GoodGreat8 EP
GreatSuperb16 EP
SuperbLegendary32 EP + GM permission

Example

Step One: The GM is running a Wild West scenario, so she allots each character 15 trait levels.

Step Two: The GM limits allocation to no more than one Superb trait and one Terrible trait. All other trait levels are unlimited. Player A decides his character will be a gambler named Sam Turnstile with the following vocations and avocations: Cardsharp, Gunslinger, and Charmer. Specifying these traits automatically starts them at Fair, which is a total cost of 3 levels. He envisions Cardsharp as his best trait, so he spends 3 more levels to raise it to Superb. A famous gambler needs to know how to defend himself, so he spends another level to raise Gunslinger to Good. Talking his way into and out of trouble is likely to occur more often, though, so he spends 2 levels to raise Charmer to Great. Thinking about his inherent traits, he reckons his gambler is a knowledgeable man, a veritable Walking Encyclopaedia. He spends 2 levels to specify it as Walking Encyclopaedia (Mind): Good. He's been around and survived his share of inconvenience (to put it mildly), so he spends a level on Rugged Enough (Body): Fair. As for his Spirit, he has many temptations and succumbs a little too willingly, but not more so than any other man, so he's unexceptional in that regard: [Spirit: Mediocre]. He's Quick as a Rattlesnake when there's trouble, though, so he spends 3 levels to specify it as Quick as a Rattlesnake (Reflexes): Great.

Step Three: Through his wanderings, and as a result of his wide interests, Sam Turnstile learned the secret art of Hypnosis, which comes in useful from time to time. Be careful when he asks you to observe something shiny.

Step Four: Such a powerful advantage is Hypnosis that he has two disadvantages to make up for it: Drinks Too Much and Flirts Too Much. Both have caused him a heap of trouble.

Step Five: The GM sets a minimum requirement of two complications. Player A specifies Wanted for a Crime He Didn't Commit as one complication and Shunned by His Kinfolk as the other.

Step Six: The GM sets a minimum requirement of two motivations. Player A specifies three: To Clear His Name, To Strike It Rich, and To Enjoy the Finer Things in Life.

Sam Turnstile, Gambler

Cardsharp: Superb
Gunslinger: Good
Charmer: Great
Walking Encyclopaedia (Mind): Good
Rugged Enough (Body): Fair
[Spirit: Mediocre]
Quick as a Rattlesnake (Reflexes): Great
 
Advantages: Hypnosis
Disadvantages: Drinks Too Much, Flirts Too Much
Complications: Wanted for a Crime He Didn't Commit, Shunned by His Kinfolk
Motivations: To Clear His Name, To Strike It Rich, To Enjoy the Finer Things in Life

I adapted the following characters from other articles to provide further examples:


Aurelia Brixton, Spy (20 levels allocated), (q.v.)

Cat Burglar: Great
Jewelry Expert: Fair
Getaway Driver: Good
Acrobat: Great
Martial Artist: Good
Handgun Expert: Fair
[Mind: Mediocre]
Physically Fit (Body): Great
Strong-Willed (Spirit): Good
Highly Coordinated (Reflexes): Great
 
Advantages: Trained as a Secret Agent
Disadvantages: Criminal Past
Complications: Born into a Family of Thieves
Motivations: To Redeem Herself, To Reform Her Family, To Serve Her Country

Charles Standish-Reddy, Sergeant-Major (ret.) (15 levels allocated), (q.v.)

Big Game Hunter: Superb
World Traveller: Great
Leader: Good
Pugilist: Fair
Educated (Mind): Fair
Physically Impressive (Body): Good
Determined (Spirit): Good
[Reflexes: Mediocre]
 
Advantages: Retired Military
Disadvantages: Past His Prime
Complications: In Love with a Vegetarian Teetotaller, Out of Place in Civilised Society
Motivations: To Hunt on Every Continent, To Sample the Scotch of Every Distillery

Stan Tucker, Cowboy (15 levels allocated), (q.v.)

Ridin': Superb
Shootin': Good
Wranglin': Great
Wrestlin': Good
Guessin' the Weather: Fair
Cogitatin' (Mind): Poor
Laborin' (Body): Good
Reflectin' (Spirit): Fair
Skedaddlin' (Reflexes): Good
 
Advantages: Trusted by Horses, Keen Eyesight
Disadvantages: Claustrophobic, Illiterate
Complications: Fond of a Schoolteacher, but Too Shy to Court Her
Motivations: To Become a Trail Boss

Charlotte Chevalier, Reporter (15 levels allocated), (q.v.)

Ambitious Reporter: Great
Daredevil Aviatrix: Great
Crack Shot: Great
Crazy Driver: Fair
Sharp as a Tack (Mind): Good
Tough Cookie (Body): Fair
Sassy and Irrepressible (Spirit): Great
Klutzy (Reflexes): Poor
 
Advantages: Patron: Editor of a Big Metropolitan Newspaper, Press Pass
Disadvantages: Obsessed with Dance (and Has Two Left Feet), Recklessly Brave
Complications: Her Prominent Family's Disapproval of Her Lifestyle
Motivations: To Show Up Her Family, To Get the Scoop of the Century

Oliver Rath, Police Detective (15 levels allocated), (q.v.)

Damned Good Police Detective: Great
Impressive Middleweight Boxer: Good
Savvy Poker Player: Good
Skilled and Fearless Driver: Good
Mind Like a Steel Trap (Mind): Great
Tough as a Boot (Body): Good
World-Weary (Spirit): Poor
Agile When He Needs to Be (Reflexes): Good
 
Advantages: Photographic Memory, Law Enforcement Authority
Disadvantages: Lives in a Bad Neighborhood, Coffee Addiction
Complications: Is a Widower with Two Children
Motivations: To Provide for His Children, To Be the Best Damned Cop He Can Be

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