Professional Documents
Culture Documents
0, 10/21/00
Note that if you spend only 1 or 2 points in a Example 5: two narrowly focused points
skill group you can spend your points in either in Social
a broad or narrow focus. Because a character Fast-talk: Great
with too few skills may be weak in a given Parley/Negotiate: Good
campaign, the GM may limit the number of Camaraderie: Fair
points you can spend on narrowly focused skill
groups. (Suggested limit: two points.) And so on. The more points a player spends in
a given skill group, the more his character gains
Examples of point expenditure: if a player both familiarity with a number of skills and
wishes his character to be a dabbler at Combat, greater expertise in some of those skills. For
he could spend one point on the Combat group. example, a Combat specialist is a professional
Using a broad focus, he could then choose any soldier who will be an expert with a few
three Combat skills to list on his character sheet weapons, but will have also used many other
at Fair and any one at Mediocre. Using a weapons over the course of his career.
narrow focus, he may choose any two Combat
skills: one at Good and one at Mediocre. The player may choose any skills within a
given skill group, up to the number listed for
Example 1: one point in Combat the points spent. The player may decide which
One-handed Sword: Fair of those skills are at the listed levels. If the
Fast-draw Sword: Fair GM doesn’t want a character to know a given
Shield: Fair skill, she should make sure the player
Brawling: Mediocre understands this before character creation.
Thus there are thousands of player character
Example 2: a different way to spend one types available in this system, yet all are easily
point in Combat customized to the player’s desires.
Spear: Fair
The possible combinations of spending five
Throw Spear: Fair
points are:
Tactics: Fair
Knife: Mediocre 5 different skill groups: 1, 1, 1, 1, 1
Example 3: one narrowly focused point 4 different skill groups: 2, 1, 1, 1
in Combat 3 different skill groups: 3, 1, 1 or 2, 2, 1
Bow: Good 2 different skill groups: 4, 1 or 3, 2
One-handed Sword: Mediocre
General Skills Point
If a player spends two points in a skill group,
he can choose two skills at Good, and four A player may spend a maximum of one point
more at Fair (using a broad focus), or one at as a General Skills point. This means you
Great, one at Good, and one at Fair (using a may spend one point and take any three non-
narrow focus). magic skills at Fair. These skills can be from
two or three different skill groups, if desired
Example 4: two points in Combat (there is no point in taking them all from the
One-handed Sword: Good same group). Note that a General Skills point
Fast-draw Sword: Good does not get you as many skills as a broadly
Bow: Fair focused point (four), but more than a narrowly
Tactics: Fair focused point (two).
Brawling: Fair
Read Opponent: Fair
Fast-talk: convincing someone of something, Hide Traces: hiding any traces that people or
which, upon reflection, they may realize isn’t animals used an area. This includes hiding
true. Fast-talk doesn’t create lasting belief – tracks as well as camping areas. (Scouting)
see the Con skill for that. Opposed by History: knowledge of historical figures and
Reasoning. (Social) events. This can be a broad and shallow skill,
Find Hidden: locating concealed doors, such as World History, or a narrower and
compartments, catches, etc. (Covert) deeper skill, such as history of a specific
First aid: administering emergency medical state. (Knowledge)
treatment knowledgeably. (Knowledge) Hunting: hunting and killing animals for food,
Fishing: catching fish for food, sale, barter, or hides, sport, or whatever. (Scouting)
sport. (Scouting) Infiltrate: slipping into a guarded camp, either
Flail: using a flail as a weapon. (Combat) by pretending to have a right to be there or
Flatter: making people like you by simply by avoiding all contact. (Covert)
complimenting them to the point they begin Inn Keeping: the knowledge of running a hotel
to trust your judgement. Opposed by or inn: includes kitchen, bar-keeping, maid
Willpower. (Social) service, stable, etc. (Professional)
Flirt/Vamp: arousing sexual interest in an Interrogate: extracting information from an
appropriate subject, for whatever reason. unwilling subject. There are two basic types
Opposed by Willpower. (Social) of interrogators: those who get their subjects
Forgery: making fake documents and/or to trust them, and those who psychologically
signatures that look authentic. (Covert) abuse them. Chose one type. Opposed by
Gambling: gaming for money. Note that some Willpower. (Social)
gambling includes games of skill, and others Intimidate: psychologically brow beating
games of chance – this skill helps largely someone else into doing your will. Does not
with the former, and knowledge of the latter, involve any physical component. Opposed
including a good estimate of the odds. Also by Willpower. (Social)
the ability to cheat at games, and spot Jeweler: making and evaluating jewelry.
cheaters. (Professional) Includes assessment of gems, gold, silver, etc.
Geography: broader than Area Knowledge, (Professional)
Geography is the knowledge of general Juggling: juggling anything you can lift. See
topography, terrain nature, biomes, etc. also Performing. (Athletic)
(Knowledge) Jumping: jumping for distance and accuracy.
Heraldry/Court Rituals: knowledge of signs, (Athletic)
symbols, and devices used to denote rank and Knife: using a knife in combat, but not
family of the nobility. Also knowledge of necessarily to throw it. (Combat)
court rituals, such as how many trumpet calls Knife Throwing: throwing a knife accurately
to announce a king as opposed to a duke, etc. and with force. (Combat)
(Knowledge) Knot-tying: tying functional and/or ornamental
Herb Lore: knowledge of, preparation of, knots for various purposes. [Mediocre]
dosage of, and dangers of using herbs as (Athletic)
medicinal agents. While it may tell you Lance: using a lance (a type of hand-held spear
which herbs to avoid, this skill does not go used from horseback). Does not include the
into specific poisons – see Poisons for that Riding skill. (Combat)
skill. See Botany for a broader knowledge of Language: speaking and understanding a
plants. (Scouting, Knowledge) language. Every character knows their native
language well at no cost – take this skill to
learn foreign languages. Each language One-handed Sword: using any sword
learned is a separate skill. [No default, or may designed to be used with one hand. (Combat)
default to similar language] (Knowledge) Oratory: keeping the focus of a group of
Leatherwork: working with leather – includes people through speaking, and attempting to
tanning, preparation, tooling, sewing, etc. sway them to your point of view. Opposed
(Professional) by group’s average Reasoning-1. (Social)
Legal Process: knowledge of legal matters. Parley/Negotiate: reaching a compromise
[Terrible] (Knowledge) solution. (Social)
Legends/Stories: knowledge of legends and Performing: stage presence – actively
stories, either as a source for entertainment, entertaining people. You’ll need another skill
wisdom, or clues to treasure hunting, etc. to actually entertain with, such as Juggler,
(Knowledge) Storyteller, Musician, etc. A musician
Lie/Pretense: dissembling your true intentions, without the Performing skill may be skilled at
origins, or role from others. Opposed by producing music, but lacks “audience
Detect Lies. (Social) connection” and won’t be as popular as a
Lip reading: seeing what people are saying by musician with good Performing skill.
watching their lips move. (Covert) (Professional)
Literacy: reading and writing. (Knowledge, Persuade: convincing an individual of your
Magic) point of view. Opposed by Reasoning.
Map Sketching: creating reasonably accurate (Social)
and readable maps from observation. Pick Locks: opening locks without the correct
(Scouting) key. Penalty of –1 with improvised
Masonry: working with stone. (Professional) lockpicks. Difficult locks may have an
Medicine: diagnosing and treating injuries and additional penalty. (Covert)
diseases in humans and other sentient beings. Pick Pockets: removing items from an
(Knowledge) individual’s pockets, belt, purse, etc., without
Merchant: broad knowledge of what it takes to them noticing it. Opposed by Perception.
be in the business of selling or trading, either [Terrible] (Covert)
retail or wholesale. (Professional) Pike: using a very long hand-held spear as a
Mimic Animal Noises: making a noise which weapon – most useful in formations,
sounds like a specific animal. (Scouting) especially against cavalry. (Combat)
Move Quietly: moving without attracting Poisons: knowledge, use, preparation, and
attention. Opposed by Perception. (Athletic, dosage of various poisons. (Covert)
Covert, Scouting) Politics/International: knowledge of the
Musician (each instrument separate): international situation in a given area, and of
mastery of an instrument (which may be the internal politics of states within that area.
voice). See Performing. (Professional) May be for a broad area, such the entire
Navigation: finding your way based on the known world, or a more focused area, such as
stars, position of the sun, map-reading, etc. Europe. In the latter case, the knowledge is
(Scouting) more detailed. (Knowledge)
Observation: trained ability to notice and Pottery: making pots, plates, bowls, etc., from
remember things – conscious application of clay. Includes the ability to assess the value
Perception and memory. The player’s notes of other potters’ work, knowledge of good
are the character’s memory. (Scouting) clay sources, etc. (Professional)
One-handed Axe: using small axes as combat Read Opponent: roughly estimating a given
weapons. (Combat) opponent’s skill level in combat. An
exceptionally good result may even reveal a Spear Throwing: throwing a spear powerfully
particular combat “style,” if appropriate for and accurately. (Combat)
the setting. (Combat) Sports, Various: each sport is a separate skill –
Repartee: delivering witty sayings, usually hurling, lacrosse, etc. (Athletic)
double entendres, which cannot be construed Staff: using a staff as a weapon. (Combat)
as libelous but carry hidden insults or stings. Storytelling: entertaining by recounting
(Social) stories, either from your past or from other
Riding: riding and controlling a horse (or other sources. Storytelling without the Performing
riding animal – specify) comfortably, safely, skill is more likely to be successful in a bar or
and with precision. (Athletic) other personal setting than in a professional
Running: you practice a lot – better speed than setting. (Social)
non-runners, as well as distance. (Athletic) Streetwise: Savoir-Faire for the lower classes.
Salesmanship: selling someone something. (Covert)
Opposed by Willpower. (Social) Survival: surviving in the wilds. Includes
Savoir-Faire: functioning smoothly, without basic fire making, food procurement, and
social blunders, in any upper or middle class shelter construction. Won’t be fancy, but
setting. (Social) you’ll be alive. (Scouting)
Seamanship: assisting in any task on a large Swimming: moving yourself in water without
sailing vessel. (Professional) danger of drowning. (Athletic)
Shady Contacts: knowledge of the Tactics: knowledge of the best way to arrange
underworld, or, in a strange city, at least a group of warriors so as to take best
general underworld habits and likeliest places advantage of the situation, terrain, their skills,
to contact fences, etc., without offending etc. Also reading an opposing group’s
them. (Covert) tactical sophistication level. (Combat)
Shield: using a shield or buckler in combat, Tailing: following someone without their
both on offense and defense. [Mediocre] noticing. Opposed by Perception. (Covert)
(Combat) Tailor: turning cloth into clothes, as well as
Shiphandling: directing seamen to correctly mending clothing. Can also make other items
handle a large sailing ship. Includes piloting out of cloth, such as tents. (Professional)
and navigation skills. [Terrible] Teaching: imparting knowledge or skills to
(Professional) others. (Professional)
Shopkeeping: running a shop of some sort – Team Acrobatics: working with others trained
knowledge of basic bookkeeping, sources of in this skill to perform acrobatic maneuvers
materials, rotation of stock, general prices, such as stacking, vaulting, trapeze work, etc.
sales techniques, etc. (Professional) (Athletic)
Sleight of Hand: manipulating small objects Teamster: handling an animal or team of
cleverly in your hands so as to conceal what animals pulling a wagon, carriage, coach, etc.
you are actually doing with them. (Athletic) (Professional)
Sling: using a sling in combat. [Terrible] Thaumatology: the knowledge of magic
(Combat) spells, results, abilities, etc. Does not require
Smithy: working metal into tools, weapons, any Magical Ability, nor is it required to
ornaments, etc. [Terrible] (Professional) perform magic. [No Default] (Knowledge,
Spear: using a spear in combat, but not Magic)
including throwing it accurately or Theater: the skills and knowledge associated
powerfully. (Combat) with the theater: acting, directing,
management of props, sets, the house, the
attributes above Fair, he should have a good Attractive: you’re good looking – either
story as to why they are abnormally low. handsome, beautiful, pretty, or whatever level
you wish. (Warning: the more attractive you
Attributes are used for three things in the game:
are, the more power you have over
1. As very broad skills. There will be times in susceptible people, true, but the more likely
which no particular skill listed in the rules you are to be abducted, etc.)
is appropriate for the task the character is Beautiful speaking voice: +1 to NPC
attempting. In these cases, the GM will reactions. Also works for a singing voice if
choose the closest attribute and have the you take a Musical skill.
player roll versus the attribute (possibly at a Charisma: people tend to like you, believe
penalty). you, and are willing to follow your lead.
2. In certain opposed actions, such as Common Sense: when you are about to do
attempting to sneak by a guard (Move something incredibly stupid that will harm
Quietly skill vs. Perception attribute) or a yourself or the party, the GM will warn you.
swindle attempt (Con skill vs. Reasoning Contacts *: you know some influential or
attribute) or an attempt to strangle someone knowledgeable people who can supply you
(Strength attribute vs. Health attribute). with information.
The GM will think of other cases readily. Danger Sense: the GM will make a Situational
roll – on a Good or better result, you’ll be
3. As a broad handle on who the character is. warned of some imminent danger.
A high Reasoning, low Strength character Divine Favor: the ability to cast Clerical
has a different flavor from the opposite Magic – see Magic. [Costs two Gifts]
attribute levels. Empathy with Animals: animals trust you and
domesticated ones tend to obey you. Cruelty
Gifts to animals nullifies this Gift.
Empathy with Sentient Beings: see Innate
Each character may have two Gifts from the
Magical Ability: Second Sight.
following list, or other GM-approved Gift. In
Familiar: only available to characters with
addition, for each Fault chosen beyond the first
Magical Power or Magical Talent. You have
two, the character may have an additional Gift.
The GM may limit the number of Gifts a magical familiar, which may talk and aid
you in spell-casting and other tasks. This is
available from this method, as things can get a
little out of hand ... You may also gain a Gift, an NPC played by the GM.
Favors due *: some people owe you favors,
with GM approval, by foregoing one of your
free attribute levels. which you may collect. Each favor you
collect must be approved by the GM.
Certain Gifts, marked with an asterisk (*) Focused: you are at +1 to any lengthy task, but
may be lost if abused. Contacts, Favors Due, don’t notice things outside this task, such as
and Patron depend on the goodwill of others, that brigand about to skewer you …
and it’s possible to push them too far or too Good Memory: you have an unusually good
frequently. Good Reputation can be eroded by memory. The player may take notes during
inappropriate behavior, and Rank can be lost if the game and act as if the character
you break the rules of the organization granting remembered them.
the rank. Good Reputation *: you’re well known as a
Ambidexterity: you can use either hand hero, healer, leader, fighter for justice, etc.
equally well. Great for those times when High Status: you are of the gentry or religious
you’re wounded in an arm … class – or nobility if you take this Gift twice.
Innate Magic: you have an inborn talent for a Resistant to Poison: poison has only half
specific magical ability. See Magic for effect on you.
details. Tough Hide: subtract 1 from each amount of
Intuition: you have a feeling about what option damage you take.
to take when confronted with a choice. The Veteran: you’re experienced – add one level to
GM will make a Situational roll in secret. each of three skills that are currently at Fair
Lucky: once per hour (real time), you may or Mediocre.
reroll a bad dice roll, and choose the better of Wealthy: you start with more money than the
the two rolls. average starting character. This can be in
Magic Resistance: you are resistant to direct cash and/or equipment.
magic: +3 to Willpower in any Opposed rolls
versus magic. Faults
Magical Power: the ability to perform magical Each character must start with two Faults
feats through the study of Scholarly Magic. from the following list, or other GM-approved
You may take multiple levels Magical Power. Fault. In addition, each Fault chosen beyond
See Magic for details. the mandatory two allows the player to choose
Magical Talent: the ability to perform magical an additional Gift for his character, or raise an
feats through Hedge Magic. You may take attribute one level, subject to GM approval.
multiple levels of Magical Talent. See Magic
for details. Absent-Minded: your attention tends to
Never forgets a ____: fill in the blank with wander if bored.
name, face, or whatever the GM will allow. Annoying Voice: you sound terrible.
Never Gets Lost: you always know which way Appearance: your appearance is off-putting in
is North, and can retrace your route with a some way, whether ugly or unkempt.
little effort. Bad Back: you are limited in what you can lift.
Night Vision: you see well in dim light, but not Bad Eyesight: you don’t see very well – pick
in absolute darkness, of course. one: poor distance or up-close vision.
Pain Tolerance: ignore wound penalties at Blunt and Tactless: you have no social skills
Hurt, and you are only at –1 at Very Hurt. in dealing with sensitive people.
Patron *: someone in power likes you. This Code of Honor: your actions are constrained
can be simply a letter of recommendation, or by your personal behavior code.
it can be a favor granted. Color Blindness: you confuse lots of colors.
Perfect Timing: if someone says to open the Combat Paralysis: you need a Good or better
gate in five minutes, you’ll do it within two Health roll in order to act in a dangerous
seconds of that time. Also valuable in situation.
performing. Compulsive Carousing: you are at –3
Peripheral Vision: you can see further to the Willpower to resist a good time.
sides than most people – less easily attacked Compulsive Gambling: your are at –3
from the side-rear. Willpower to resist a gambling game.
Quick Reflexes: not easily surprised by any Compulsive Generosity: you are at –3
physical attack, and you adjust quickly to Willpower to resist giving things away to
shifting footing. those perceived to be needier than you.
Rank *: you have the right to command others Compulsive Lying: you are at –3 Willpower to
in an organized body of soldiers or police. avoid lying just for fun.
Rapid Healing: you heal twice as fast from Coward: you take very good care of yourself.
wounds – but not magically fast. Curious: you are at –3 Willpower to resist
exploring something new or unusual.
Delusions: the world doesn’t work the way you Mute: you can’t speak.
think it does, in some important way. Night Blindness: you see poorly in dim light.
Dependent: you’re responsible for someone Nosy: your neighbor’s business is yours.
unable to care for themselves adequately. Obese: you waddle.
Duty: you must perform active duty a certain Obsession: you must do it, or have it, or
amount of time. whatever.
Dwarfism: you are very short for your race. Offensive Habits: too many to list. Some of
Easily Distractible: did you say something?. the other Faults listed actually fall under this
Easy to Read: you give away your thoughts category, such as Nosy, Grouchy, Garrulous,
and feelings to any who care to observe you. etc.
Enemy: there is someone who wants to kill, Offensive Odor: you stink.
imprison, or otherwise trouble you. One Eye: you lack depth vision and can be
Fanatic Patriot: your country, right or wrong. blindsided, literally.
Frightens Animals: you have an aura that One Hand: it works overtime.
animals find terrifying. Outlaw: you’re wanted by the law.
Garrulous: you won’t shut up. Overconfident: you know you can’t fail.
Getting old: and all that implies. Owe favors: you owe someone favors, and
Glutton: you’re hungry. they’ll ask you for them sometime.
Goes Berserk if Wounded: you’re a danger to Pain Intolerant: you’re at –1 if Scratched, -2 if
your friends, even. Hurt, and –3 if Very Hurt.
Greedy: you want more. Phobias: lots of these – you’re at –3 Willpower
Grouchy: you’re usually irritated and try to to avoid acting out of control in certain
spread the mood. situations: snakes, darkness, heights, cats,
Gullible: -3 to Reasoning to believe an falling, crowds, spiders, open or closed
unknown “fact.” spaces, magic, loud noises, etc.
Hard of Hearing: what? Poor: you start with less equipment and cash,
Honesty: you hate to break a law. See and if you don’t buy off this Fault, will
Truthfulness for not liking to lie. always lose any you gain.
Humanitarian: you help the needy for no pay. Practical Joker: you can’t resist. Somebody’s
Idealist: you’re not grounded in reality. gonna hurt you someday.
Impulsive: you act before thinking. Primitive: you’re from a pre-metal-working
Intolerant: you hate a certain type of person. society.
Jealous of Anyone Getting More Attention: Proud: many things are beneath your dignity.
you have to be the star. Quick to take offense: you’re thin-skinned.
Lame: you limp, which can affect speed and Quick-Tempered: you blow up when crossed.
agility. Quixotic: you vigorously champion lost
Lazy: you work hard at avoiding work. causes.
Lechery: you’re overly fond of the appropriate Reckless Bravery: you take no thought for
sex. your safety in dangerous situations.
Loyal to Companions: you won’t abandon, Reputation: you’re well known as some sort of
cheat, hide treasure from, etc., the party louse.
members. This one may be mandatory. Secret: if it’s revealed, you’ll be embarrassed,
Magic Susceptibility: you are at –3 Willpower arrested, or worse – maybe that warrant out
to oppose hostile magic. for your arrest, or your second spouse?
Melancholy: life is so sad. Self-defense Pacifist: you’ll fight, but you’ll
Miserliness: you hate to let it go. never start a fight – no preemptive strikes.
Shyness: you never want to talk to strangers. Clerical Magic is actually performed by a deity
Social Stigma: you’re obviously from some through the character.
low-caste group.
Innate Magic
Stubborn: you don’t easily admit you’re
wrong. Has nothing to do with Willpower. This type of magic may be appropriate for
Susceptibility to Poison: you’re at –3 to Faerie races, who have an inborn talent for
Health in Opposed rolls for poison. magic that has nothing to do with the learned
Trickster: you regularly have to take a risk to magic of human magicians. The GM may also
thwart some villain, even if just a petty one. permit a human character to have Innate Magic.
Truthfulness: you can’t tell a believable lie. Each Innate Magical power requires the Gift
Unlucky: if something bad happens to Innate Magic. Each such Gift provides only
someone in the party, it’s you. one type of Innate Magic, taken from the list
Vain: you’re the best-looking and/or finest below. The GM may ban some of these talents,
person in the world. Aren’t your companions or create others – ask. Note that some types of
lucky? Innate Magic have been listed as separate Gifts,
Vow: you’re committed to some action. such as Danger Sense, Empathy with Animals,
Worry Wart: you wring your hands a lot. etc.
Xenophobia: you dislike and fear people
different from the folks you grew up with. Dowsing: you can find water in the earth.
Youth: you’re so young no one takes you Eagle Eyes: you can see things clearly at a
seriously. Also, lose one level each from great distance.
three skills – you just haven’t had time to Fire-Starter: you can create fire, though not
develop everything that well yet. control it. That is, you can cause something
flammable to burst into flames (takes three
Magic combat rounds for small items), but can’t
make fireballs or direct the fire to spread in
There are four types of Magical abilities in
a given direction.
Five-Point Fudge:
Fortune Telling: you can see a possible
• Innate Magic future, as through a glass, darkly. This only
• Hedge Magic works on others, and never on events which
• Scholarly Magic are important to you – your own future is
• Clerical Magic always obscured.
Green Thumb: plants respond extraordinarily
Innate Magic takes no study – it’s a Gift you’re well to you – increased growth.
born with, possibly given to an entire race of
Healing Hands: you can heal one level of
beings, such as all Elves. There are no skills
wounds with touch. This takes one minute
associated with Innate Magic – just a Gift. and is fatiguing.
Hedge Magic and Scholarly Magic are both Second Sight: you can see through illusions
learned techniques, but are handled differently, and “read” general personalities. You can’t
and are not interchangeable. Even though these read minds or know any details of
skills are learned, not everyone has the ability personality, but you’ll know who to trust if
to perform these types of magic – you must you concentrate.
have the Magical Power Gift in order to Shapeshifter: you can change into one GM-
perform Scholarly Magic, or the Magical approved animal or plant form. It takes
Talent Gift in order to perform Hedge Magic. three combat rounds to change fully, during
which you are defenseless. [Costs 2 Gifts]
You don’t need to spend any points on skills to resting 15 minutes. Another possible downside
have Innate Magic – you only have to buy the to Hedge Magic is that the results may be
Gift. No skill roll is usually required – the perceived as magical, which, depending on the
talent is automatic, though may take time. situation, may get the caster in trouble.
Should it ever be an issue, each talent is known The following mundane skills are the only ones
at a Great level. which may be enhanced by Hedge Magic,
The GM should determine any innate magic unless the GM permits otherwise. Those
abilities for non-human races in her world. without descriptions simply provide
enhanced results.
Hedge Magic
Animal Handling
(My thanks to S. John Ross, the true “Ace
Mana Basher” of the GURPS system, for this Astrology: fortune telling for other folk –
idea.) grants no inkling of your own future.
Camouflage: if you don’t want to be seen,
Hedge Magic is the “peasant” version of magic:
you’re very hard to spot.
hedgerow witches and village wizards
concocting herbal potions, creating charms, Cooking: tasty, nourishing, mildly healing.
nullifying (or, alas, casting) curses, etc. Counseling: your sympathetic ear and wise
advise can soothe troubled souls.
You may spend up to four points in the Hedge
Magic group, but only as many points as you Craft: most of the craft skills, such as Pottery,
have levels of the Magical Talent Gift. That is, Smithy, Tailor, etc., allow you to make
if you take only one level of Magical Talent superior quality items more quickly. These
Gift, you may only spend one point on Hedge items are of exceptional quality, but are not
Magic skills. really magic items … or are they?
Detect Lies
The skill list for Hedge Magic follows, and is
treated like any other skill group. That is, one Farming: a very common use of hedge magic,
point spent in Hedge Magic allows you to you can bless or curse crops: increased yield,
choose 3 skills at Fair and 1 at Mediocre – and faster growth, etc. – or the opposite.
so on for other point quantities. Each skill is a First aid: you can stop bleeding with a touch,
mundane skill found in other skill groups – if and enable the severely injured to survive
you learn it in the Hedge Magic group, there is until appropriate care is available.
no need to learn it from another group. Herb Lore: the archetypal hedge magic skill:
You may use a mundane skill from this group preparation of magical concoctions. While
without applying Hedge Magic. But if you use not as potent as alchemical elixirs, they are
Hedge Magic, you can accomplish more than quicker to make. Common potions include
you could otherwise. Hedge Magic is not healing, sleep, love, charisma, strength,
flashy magic – you’ll never see major magical endurance, etc. – ask the GM what’s possible.
effects from it. It’s nonetheless effective in Use Poisons for harmful potions.
what it tries to do. Medicine: expeditious and efficacious healing.
Hedge Magic is fatiguing, however – your Move Quietly
Health attribute drops one level, temporarily, Poisons: your poisons are more potent, faster
for each use. If your Health level falls below acting, and harder to detect. Shame on you.
Terrible, you are exhausted and collapse – treat Storytelling: you can enthrall an audience, and
as the fatigue equivalent of “Incapacitated.” A even sway their mood to your purposes.
level of fatigued Health is regained simply by Tracking
Less obvious but probably better for the not do this more than twice in any one skill
players is to give them five-point characters group. The GM may set more severe
with five free levels after character creation, restrictions, such as no more than once per
subject to GM approval. That is, once a player skill group, or no more than two such trades
has made a normal five-point character, he can for the whole character, whether in the same
then submit five skills to the GM for approval skill group or two different skill groups.
to raise one level each. (Or, if the GM is
Less Powerful Characters
willing, a skill could be raised two levels,
taking up two of the free levels in one skill.) If you are running a long-term campaign, you
may wish to start your players with less
The GM may veto certain skill raises, however
powerful characters, so they can experience
– it can be unbalancing to have too many
development through their own efforts.
Superb skills in a single character, for example.
It can also be unfair to the specialized fighters The most obvious way to do this is to allow the
in a group if the non-fighters are allowed to players to have only four-point characters. If
raise their combat skills to Great or Superb. you do this, do not allow anyone to spend four
However, if the GM has a combat-intensive points in a single skill group – each character
campaign in mind, this may be the only way should always have skills from at least two
the party can survive… groups.
See Balfo in Sample Characters for a five-point Another way to reduce the power level is to
character with five free levels (the disallow narrowly focused points, as they are a
recommended way to create more powerful cheap method of adding higher skill levels to a
characters). character.
Another way to help characters is to allow them A further way to limit power, even with five-
more than two free attribute levels and/or more point characters, is to disallow 4 points in a
than two free Gifts. single group, or even 3 points. This means a
character will have a broad range of skills, but
Yet another way to help characters is to expand
none of them very high.
the Trading Skills possibilities. This option
creates more choices for the players, which can This idea can be carried even further: allow a
be good or bad, depending on your players. It’s player to spend 2 points in a skill group, for
good in that character creation becomes more example, but only if he spends them as if he
flexible, but bad in that the choices can were spending points on two different groups.
overwhelm someone making their first Fudge For example, a player might spend one point on
character. It’s probably best not to use it for Combat Skills, taking three skills at Fair and a
your first character, and possibly not at all. If fourth skill at Mediocre. Then he could spend
using this suggestion, do not use narrowly another point on Combat Skills, taking three
focused Points and add the following rule to different skills at Fair and an eighth skill at
the Trading Skills section: Mediocre. Thus, the player would have spent 2
points on Combat Skills, but would have 8
You may also trade two skills of the same skills overall instead of six – but have them at a
level for one skill at one level higher (all lower level.
skills involved must be in the same skill
Yet another way to create less powerful
group). For example, you could trade two
characters is to reduce the number of free
Fair skills for one Good skill. This type of
attribute levels to one or zero, and/or to reduce
trading, two skills for one skill of the next
the number of free Gifts to one or zero.
level higher, is restricted, however: you may
Attributes Attributes
Reasoning: Great Reasoning: Good
Perception: Good Perception: Great
Willpower: Good Willpower: Good
Strength: Mediocre Strength: Mediocre
Agility: Fair Agility: Fair
Health: Fair Health: Fair
Gifts Gifts
Wealth Beautiful Speaking Voice
Never Forgets a Face Attractive
Contacts Faults
Faults Duty
Obese Ambitious
Owe Favors Compulsive Flirt *
Curious *
Dependent (daughter Marga, age 7 – her Skill Groups:
mother is dead) * Social: 2 pts
Skill Groups: Knowledge: 1 pt
General Skills: 1 pt
Professional: 4 pts
Scouting: 1 pt
Scouting: 1 pt (narrow)
Skills: Skills:
Professional: 4 pts Social: 2 pts
[The GM approved of adding skills from Parley/Negotiate: Good
other groups; also, the player traded 1 Fair Lie/Pretense: Good
skill for 2 Mediocre skills in this group] Flirt: Fair
Barter/Haggle: Superb Fast-talk: Fair
Jeweler: Great Persuade: Fair
Evaluate Goods: Great Etiquette: Fair
Merchant: Good Knowledge: 1 pt
Knowledge of Trade Routes: Good Political Conditions: Fair
Bluff: Good Foreign Language (specify): Fair
Fast-talk: Fair Literacy: Fair
Etiquette: Fair Geography: Mediocre
Literacy: Mediocre General Skills: 1 pt
Archaeology: Mediocre Pick Locks: Fair
Scouting: 1 pt Knife Throwing: Fair
Observation: Good Climbing: Fair
Move Quietly: Mediocre Scouting: 1 pt
Move Quietly: Fair
Observation: Fair
Map Sketching: Fair
Herb Lore: Mediocre
Attributes Attributes
Reasoning: Great Reasoning: Mediocre
Perception: Great Perception: Good
Willpower: Mediocre Willpower: Fair
Strength: Mediocre Strength: Good
Agility: Good Agility: Good
Health: Mediocre Health: Good
Gifts Gifts
Night Vision Quick Reflexes
Innate Magic (Eagle-Eyes) Pain Tolerance
Faults
Quixotic Faults
Secret (wanted in another city) Blunt and Tactless
Compulsive Carousing
Skill Groups:
Proud *
Covert: 2 pts
Professional: 1 pt (narrow) Skill Groups:
Combat: 1 pt Combat: 3 pts
Knowledge: 1 pt (narrow) Athletic: 2 pts
Skills:
Skills:
Covert: 2 pts
Move Quietly: Good Combat: 3 pts
Pick Locks: Good One-handed Sword: Great
Shady Contacts: Fair Bow: Good
Urban Survival: Fair Shield: Good
Detect Traps: Fair Read Opponent: Good
Disguise: Fair Tactics: Fair
Professional: 1 pt Brawling: Fair
Gambling: Good Knife: Fair
Merchant: Mediocre Fast-Draw Sword: Fair
Combat: 1 pt Athletic: 2 pts
Throw Knife: Fair Acrobatics: Good
Knife: Fair Climbing: Good
Brawling: Fair Riding: Fair
Read Opponent: Mediocre Swimming: Fair
Knowledge: 1 pt Move Quietly: Fair
Evaluate Goods: Good Balance: Fair
Literacy: Mediocre