Character DevelopmentAfter playing a bit, perhaps each session, a player will want the character to grow in abilities. At this point, a developing character can exceed the initial GM-set skill limits (such as one Superb, three Greats). There are two ways to handle character development, or "experience," as it's often called.
5.1 Subjective Character DevelopmentWhen the player feels the character has accomplished enough to warrant improving in some trait (and he feels he's been roleplaying well), he petitions the GM for permission to raise it. A trait can only be raised one level at a time. A trait must be used more to raise it from Good to Great than Fair to Good, and so on. It should be easier to raise a Skill than an attribute. Or the GM can simply award an improvement in a trait she feels deserves to be raised. In these cases, there is never a corresponding reduction of another trait - this is character development, not creation. 5.2 Objective Character DevelopmentIn the Objective Character Development system, the GM can award experience points (EP), which the player can trade in any way he wants at the following rates:
Each additional level of Legendary: 50 EP + GM permission
Raising an attribute:
Adding a gift:
Adding a supernormal power:
Raising a Quality:
A trait can only be raised one level at a time. The GM may adjust these point levels as she sees fit and should require that the player may only raise traits that were used significantly during an adventure. If a long campaign is planned, these EP costs could be doubled to allow room for character growth. Defining skills narrowly will also ensure characters don't become too powerful too quickly. As a guideline, good roleplaying should be rewarded with one to three EP per gaming session, with an upper suggested limit of four EP for flawless roleplaying. Players may save EP as long as they wish (see EP pool below). Attribute levels may or may not affect EPs put into skills. For simplicity, you can ignore attribute levels entirely when raising skill levels. For greater realism, however, the GM can add a surcharge of +2 EP (or more) when a skill is raised *above* an appropriate attribute. Example: Violet the Herbalist has Good Intelligence. EP costs for raising Herb Lore skill are normal until she tries to raise it to Great, which is higher than her natural Intelligence. At that point, she must pay +2 EP beyond what the table calls for: six EP to raise Herb Lore to Great, and another ten EP to raise it to Superb. This proposal is recommended only for character development - not for character creation. The GM should inform the players at character creation if this option is in force so they can plan their characters' attributes accordingly. 5.3 Development through TrainingAs well as spending EPs, the character must spend appropriate amounts of training time. This would require finding a teacher (which would cost money) or taking an appropriate job (which may not be totally dedicated the skill you wish to learn, and so take longer). It's also possible to learn something on your on, but the GM should double the time required. The GM sets training time and costs, and difficulty of finding a teacher. The teacher has two skills that must be considered: Teaching skill, and the appropriate skill being taught. The player may need to roll the dice to see how diligently the character studied the skill. The die roll should be on an attribute such as Willpower, Drive, Zeal, Wisdom, Self Discipline, Self Motivation, Psyche, Intelligence, etc. If the player can give a valid reason why the character is extremely motivated to learn this skill, the GM may grant up to +2 to the trait tested. The GM may request a single die roll, or a roll per week, month, etc. If multiple rolls are called for, at least half of them should succeed to earn the skill improvement. Example: Billy Blaster, space cadet, is back at the Academy after his first tour of duty. He considers his Fair Laser Pistol skill to be substandard. He takes a six-week training course in Laser pistol use, taught by an instructor of Superb Laser skill and Great Teaching skill. (Since Billy has Gift: Employed by Space Patrol, this is free training for him.) The GM decides that Billy's player needs to make a Willpower roll for each two-week period to see how dedicated he is to studying. If at least two of the three rolls are Mediocre or better, Billy can raise his Laser pistol skill from Fair to Good, given the length of training and quality of the instructor. Had the training been shorter, or the instructor worse, he would have needed a preponderance of Fair or even Good rolls to have successfully raised his Laser pistol skill. Remember that it is much easier to improve a skill from Poor to Mediocre than from Great to Superb. Require more time, or higher Difficulty Levels on the Will rolls to raise an already high skill. 5.4 Recording the improvementOnce the character has spent the experience and trained, the skill may be raised. As well as the new skill value, a note should be made of the training undergone. If the improvement was self-taught, a note should also be made. Example. A character's sheet might have read:
Medical: Good.
or
Sword and shield: Fair
After raising the skill, the improvement would be recorded as:
Medical: Great.
or
Sword and shield: Good
Anna's Fantasy FUDGEThese fantasy role-play rules are derived from the wonderful FUDGE system developed by Steffan O'Sullivan. This is FUDGE flavoured for a heroic fantasy style and I have trimmed and re-worked the FUDGE rules extensively, especially in the area of prescribing mechanics and stats. THIS IS NOT THE OFFICIAL FUDGE. The basic rules allow any game genre to be run with complete freedom, with more options and choices than the biggest chocolate shop. To get the true taste of FUDGE, you should get a copy of the original rules, widely available on the WWW, or from RPG shops. For more information and links try the FUDGE page of Grey Ghost Press, the publishers of FUDGE. |