Plain Trait Fudge is a variant of Fudge that utilizes neither attributes nor skills, just plain 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 he or she is exceptionally well-suited or ill-suited to the task.
In addition to plain traits, Plain Trait Fudge advocates the use of two other elements used to describe a character: complications and motivations. These have no effect on the cost of traits, but their inclusion encourages the player to consider his 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 Plain Trait Fudge differs from standard Fudge (and could even be interpreted as Alternate Rules) are Chapter 1, Character Creation and Chapter 5, Character Development.
Plain Trait Terms
Plain Trait: Any trait. All traits, including attributes, skills, gifts, and faults are subsumed into plain traits and rated according to the trait ladder.
Ordinary Trait: An unspecified plain trait; any trait not listed as being possessed by the character. All ordinary traits are Mediocre and represent the default level of all plain traits.
Extraordinary Trait: A specified plain trait; any trait listed as being possessed by the character. An extraordinary trait is either extraordinarily high (Fair or better) or extraordinarily low (Poor or worse).
Complication: A specified disadvantage or combined advantage/disadvantage; a plot hook.
Motivation: A specified drive or goal.
In other words, all characters have unspecified ordinary traits that are Mediocre and specified extraordinary traits that are anything but Mediocre.
Plain Trait Character Creation
The following steps describe the standard method of plain 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 levels is a good starting point.
Step Two: Trait Specification and Level Allocation
The player decides what aspects make his character different, or extraordinary, by specifying the character's defining traits. Each trait specified is allocated 1 level, thus raising it from an ordinary Mediocre trait to an extraordinary Fair trait. Extraordinary traits may be further increased by allocating additional levels. 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 his character's traits accurately (or if his vision of his character requires certain traits to be deficient), then he may specify one or more extraordinarily low traits, 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. That is to say, accepting a Poor Marksmanship trait may be equal to an extra level of Acrobatics, Physical Strength, or Coroner, but accepting a Poor Sports Trivia trait will probably only merit an extra level of Science Fiction Trivia, Celebrity Gossip, or Coupon Clipper.
The GM may set limits on the number of traits that may be specified at certain levels. For instance, she may require that there be a maximum of one Superb trait, two Great traits, two Poor traits, and one Terrible trait, whereas the number of Fair and Good traits a character may have at character creation is limited only by the available amount of levels.
Players may also save levels to buy traits during play that might have been overlooked.
Step Three
Once the character's traits have been determined, 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 Four
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.
Plain Trait Character Development
Plain traits, being neither attributes nor skills, have different costs for improvement. Since characters with plain traits generally have fewer traits than those with attributes and skills, and since plain 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 plain trait is double the cost for skills of the same level. In other words:
RAISING A PLAIN TRAIT: | ||
---|---|---|
FROM: | TO: | COSTS: |
Terrible | Poor | 2 EP |
Poor | Mediocre | 2 EP |
Mediocre | Fair | 2 EP |
Fair | Good | 4 EP |
Good | Great | 8 EP |
Great | Superb | 16 EP |
Superb | Legendary | 32 EP + GM permission |
Example
Step One: The GM is running a Wild West scenario, so she allots each character 7 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 with the following extraordinary traits: Cardsharp, Quick Draw, Aim, Charmer, Walking Encyclopaedia. Specifying these traits automatically starts them at Fair, which is a total cost of 5 levels. Player A wants some of the traits to be a bit higher, so he spends the remaining 2 levels on Charmer to raise it to Great. He envisions Cardsharp as his best trait and Quick Draw one of his better ones, so he defines some extraordinarily low traits in order to gain some more trait levels. He chooses Poor Ability to Refuse a Drink (+1 level), Terrible Ability to Resist Flirting with Ladies (+2 levels), and Poor Judgment Regarding Money (+1 level). This enables him to raise Cardsharp to Superb and Quick Draw to Good.
Step Three: 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 Four: 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
- Traits
- Cardsharp: Superb
- Quick Draw: Good
- Aim: Fair
- Charmer: Great
- Walking Encyclopaedia: Fair
- Ability to Refuse a Drink: Poor
- Ability to Resist Flirting with Ladies: Terrible
- Judgment Regarding Money: Poor
- 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
[Originally posted in Fudgery.net.]
No comments:
Post a Comment