This is an excerpt from my Space Opera rule set (now renamed Fudge
Skiffy). It's mostly stand-alone, so I thought I'd post it here for
comments.
Sorry about the tab-damage. The PDF looks much better.
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Character Dimensions
A character's role in the game is defined by their Dimensions.
Most characters in "Fudge Skiffy" will only have one Dimension, but
characters with two or more Dimensions are possible.
Characters gain fudge points for acting according to their
Dimensions. Every player character starts an episode with one fudge point,
and can hold a maximum of two fudge points at any time. Some points to
consider before awarding fudge points:
1) Did the action help define the character?
2) Was the action appropriate? A Big Guy going to his quarters to
pump iron to earn a fudge point before sealing a hull breech probably
isn't appropriate. Similarly, a Mystic could give obscure quotes at any
time, but some circumstances make it more appropriate than others.
3) Was the action original? Just because an action earned a fudge
point last time, does not mean it will earn another fudge point this time.
4) Was it fun?
[Sidebox] The GM should be selective when awarding the use of Dimensions,
in order to give all the players a fair opportunity to earn fudge points.
Sample Dimensions
Dimension Method of Gaining Fudge Points
1) The Lead Seducing or flirting
2) Egghead Deducing (accurate or not) from small pieces of
evidence. Spending time in a lab or library
3) Big Guy Demonstrating strength
4) Alien Outsider Making observations about human nature
5) Crotchety Geezer Starting or participating in arguments
6) Daredevil Taking unnecessary risks, taunting gravity
7) Expendable Planning for the future
Gives every other player character a fudge point if the Expendable
character dies while exposing an unknown danger or protecting another
character. The Expendable character's player may then bring another,
pre-made, character into play when circumstances permit. The new character
starts with two fudge points
8) Narrator Explaining or summarizing events while in
character. Exposition
9) Chief Encouraging cooperation and coordinating
10) Hothead Starting or being drawn into a fight
11) Decoration Attracting another character's attentions
12) Student Taking advice from or imitating another character
13) Mystic Volunteering pieces of esoteric wisdom
14) Tactician Winning conflicts (physical or otherwise) with
sensible decisions
15) Nanny Convincing other characters to make safe choices.
16) Veteran Telling stories about the past.
17) Tough Guy Not showing fear when other characters do.
Intimidation
18) Rookie Making mistakes, as judged by the other players.
This may or may not have be intentional on the part of the player
19) Duellist One-on-one, fair conflicts (physical or
otherwise).
20) Protector Directly or indirectly preventing harm to one
specific character
--
Scott B. Barrie
"Unlike the other Teaching Assistants, [Scott] doesn't tell us
the questions that we will be tested on. I guess this is a good
thing but I could use the marks and would really liked it if he
were more corrupt like his co-workers." - Anonymous student
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