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bullet.gif (844 bytes) FUDGE
bullet.gif (844 bytes) Character Generation
bullet.gif (844 bytes) The Way We Play
bullet.gif (844 bytes) Attributes
bullet.gif (844 bytes) Skills
bullet.gif (844 bytes) Gifts
bullet.gif (844 bytes) Faults




                                             
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Here there be FUDGE. Not a food. is the meta-system adapted for the world of Majai.
   You can read the full FUDGE rules online, if you so desire.

   Please read the disclaimer and copyright notice. 

 

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There are a few guidelines that we ask players to follow when generating their first character in the world of Majai.

  • Name and Culture. Please select one of the human or non-human cultures, which you can use to determine your character's physique, complexion and name.


  • Physical Description. Please write a paragraph describing your character's physical appearance and whatever clothing and gear she might normally have with her. Don't take anything for granted in the description, as it might be used to represent your character to players in the game world you've not yet encountered.

    Here's a peachy example from one of the current players:

    Malich Malshilan stands just under 6' tall and weighs around 160 pounds. Long, stringy, black hair cascades around his face and shoulders, nearly obscuring his brown eyes and long face until he (habitually) brushes it away with his long, uncut fingernails. A tattered brown robe hangs loosely upon his slender frame, and when not brushing his hair away he is adjusting the robe. The robe is tied at the waist by an old leather belt and a rope-like sash, from which is tied several pouches in the front. Dirty, worn leather boots don his feet.


  • Background. Where is your character from? Who were her parents? How did she develop any skills, gifts, faults or outstanding attributes that she might have? If she's not from Essenor originally, how did she arrive there? Please include background information on any unique or particularly valuable gear or associations your character might have.


  • Current Situation. Essenor is a political city caught in a delicate balance of power between several power groups. Where does your character owe her allegiance? Does she work for the sorcerer-merchant Icaril, the ruling class of Shifters? Perhaps the mercenary Utor-Ka, the predominant military force in the city, or one of the lesser gangs, like the Nineteen, that control specific neighborhoods? If not allied with or employed by one of the factions, how does she keep food on the table?
The only concept restriction currently in place is location, all characters must begin play in Essenor (though it doesn't necessarily have to be their home). We do ask that prospective players keep their concepts reasonable; don't request an unreasonably powerful or story-stealing character! Game balance is a high priority for the Storytellers.

Here are some examples of viable character concepts:
  • A freelance Amari street thief
  • A portrait artist who fulfills commissions for Shifters and nobles
  • An Utor-Ka guardsman on special assignment to infiltrate a gang
  • A hired thug responsible for collecting late loan payments to the Nineteen
  • A journeyman student of sorcery doing spirit research for the Icaril
  • A visiting diplomat with an important message for a high ranking Shifter
  • A desperately poor field worker who discovered a body in the street, next to it a purse full of silver....
Make sense? Come into the game with goals and motives already in place, rather than waiting for the story to come to you. This is not to say that the story won't find you, but having this sort of background information makes the character much more realistic and easier to 'hook' story elements onto.

Here are some unacceptable character concepts:
  • A heron-marked blademaster from across the ocean. (Be original, please!)
  • The bored, angst-ridden son of a god with awesome magical potential. ('Everybody wants to rule the world...')
  • A Shifter (They've got more important things to do than adventure about. It would be very dull.)
  • A talking otter with rubies for eyes and a magic trident. (Stay within the documentation.)
Easy, right? Right! Don't be the poor schmoe that ends up at the top of the bad example pile!
Thanks, and we look forward to hearing from you.

The Storytellers Two (aka the Majai Staff)



So, with that in mind:
  1. Read the background material on this site.
  2. Send a character concept to me, Jason, the more amiable of the two Storytellers here.
  3. Re-write the concept with the Storyteller's subtle suggestions, also adding a character description.
  4. Talk with the existing PCs (and the omnipresent Storyteller who speaks in the third person) about any initial alliances and where your PC might fit in.
  5. Write a character history. Attach some set of the skills below you would like your character to have. You also should include some possible gifts and faults.
  6. The Storyteller will assign skill levels and attributes based on what you've written.
  7. I'll come back to you with what I have, and you can negotiate if you're dissatisfied. This process is designed both to ensure your smooth introduction to Majai and to preserve the Cosmic (game) Balance.

The Storyteller will assign one of a range of values to each of your character's attributes and skills (bound by your character's history and game balance):

  • Terrible
  • Poor
  • Mediocre
  • Fair (read as — Average)
  • Good
  • Great
  • Superb

To test an attribute or skill, the Storyteller (sight unseen) takes your base level and modifies it by a roll of 4dF to see how well your character does on that particular occasion. Simple, huh?

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The Way We Play
  aka, Furtively Answered Quiddities

  • The turns aren't ritualized or even synchronized between players (unless their characters are travelling together). Usually it comes down to: a player writes a turn as frequently as he wants to (or is able to, given that he may have a RL), and I respond to it that day or the next. As to time-continuity in the campaign world, I keep it orderly somehow. It's more about having fun and creating a story than cranking out a certain number of turns per week, though two or three turns a week is ideal. One turn a week is the minimum or your character get put on inactive status.


  • Inactive status means I might use your PC as an NPC, especially the more involved in an ongoing plot-line she is. What can I say, time marches on. When you want to start playing again, let me know (give me some warning) and you can jump back in, as long as you can keep up one turn a week.


  • I strongly encourage all players to get a version of AOL Instant Messenger, to supplement email. My nick is AdamWyrd. Now, you're wondering how we use AIM? Yes, it only happens when all necessary people are online. Which could be just me and one player. Or me and two players. Again, no rigid schedule, but I might say "I'll be on at 6pm PT tonite if you want Jojo to explore the cave." Especially since AIM works great for combat, pursuit, seduction, etc.

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Q: How are attributes different from skills?
A: Not everyone has the same set of skills, but everyone has some rating in each of the eight attributes:

Strength...

Dexterity...

Constitution...

Intelligence...

Psyche...

Charisma...

Appearance...

Perception...
might and muscle, stamina

reflexes, agility, speed

health, damage resistance

memory, cunning, reasoning

willpower, intuition, luck, empathy

chutzpah, leadership, likability

looks, cleanliness, bod

awareness of surroundings
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Your character does not have all of the skills listed below! In fact, the list below is merely to generate ideas. Don't be afraid to ask for a skill that's not here.

Q: Should I worry when Jojo the Head-smasher gets stuck at the bottom of a cliff, and I don't have the Climb skill on his character sheet?
A: No. Pop a valium. Most ignored skills default to Poor.
(Of course, if you neglected to get the Speak Language of the Pardos skill and Jojo encounters one, he's out of luck. Foreign languages, written languages, mystical skills, stand-up comedy, web design skills, etc., default to non-existent.)

Combat

Dodge
Brawling
Wrestling
(Specific) melee weapon
(Specific) missile weapon
Strategy
Tactics
Military command
Siege
Signalling
Quick-draw
Subterfuge

Stealth
Hide
Scrounge
Pickpocket
Forgery
Disguise
Sleight of hand
Shadowing
Ambush
Infiltrate
Breaking and entering
Shady contacts
Conceal object
Social

Bluff
Flatter
Seduction
Lying
Insult
Play (specific) game
Teaching
Intimidation
Carousing
Gambling
Performance
Artistic

Aesthetics
Dancing
(Specific) Musical Instrument
Poetry
Sculpting
Singing
Acting
Craft

Smith
Carpentry
Cooking
Leatherworking
Engineer
Pottery
Shipbuilding
Logging
Mining
Farming
Fletching
Butchering
Architecture
Athletic

Jumping
Running
Swimming
Throwing
Acrobatics
Play (specific) sport
Climbing
Merchant

Bribe
Begging
Con artist
Barter
Business sense
Evaluate goods
Outdoor

Weather sense
(Specific) terrain survival
Navigation
Seamanship
Hiking
Plant lore
Fishing
Tracking
Stalking
Camouflage
Boating
Healing

First aid
Herb preparation
Diagnosis
Surgery
Psychology
Political

Intrigue
Diplomacy
Political lore
Administration
Oratory
Etiquette
Language

Speak (specific) language
Read / write (specific) language
Pantomime
Knowledge

Elemental lore
History lore
(Specific) area lore
(Specific) species lore
Animal lore
Folklore
(Specific) god lore
(Specific) order lore
Astronomy
Other

Mountaineering
Caving
Riding
Teamster
Mimic animal noises
Servant
Magical skills

Control (type) elemental
Divine (type) elemental
Priestly skills

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Again, this is not a shopping list, but an idea generator.

Cool: Asking for a sexy speaking voice that fits in with Seresina's history, most of which is woven around her turbulent love-life.
Uncool: "Jojo heals rapidly. Why? Um, because it keeps him alive."

Physical

High pain threshold
Rapid healing
Night vision
Beautiful speaking voice
Light sleeper
Tough skin
Peripheral vision
Nigh immune to disease
Combat reflexes
Ambidextrous
Mental

Cool cucumber
Absolute direction
Eidetic memory
Aptitude for math
Good with languages
Internal clock
Social

Contacts
Ally
Mystical

Magical power
Divine favor
Name of an elemental

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I generally save choosing faults for last because after you finish your character, step back and look at her, it's easier to see all of those flaws that make her (annoyingly, endearingly enough) human.
Physical

Low pain threshold
Lame
Deaf
Addiction
Old
Child
Hemophilia
Epilepsy
Mental

Absent-minded
Idealist
Code of honor
Compulsive behavior
Overconfident
Vain
Soft-hearted
Lazy
Glutton
Sadist (yikes!)
Phobia
Greedy
Coward
Bad temper
Social

Offensive personal habit
Utterly tactless
Old enemy
Outlaw
Practical joker
Duty or responsibility to a person or group
Pacifism
Lecherous
Intolerant
Taboos

Never sleep twice under the same roof
Recite the same poem to every person you encounter
Wear fifty pounds of stones strapped to your body
Never cut your hair or nails.
Never bathe
Remain celibate
Always have one of your arms tied to your side

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