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JM's rules

You'll find here rules used by Jean-Michel Got, the translator of Fudge in French, for his Fantasy campaigns in Fudge

Personnality

There are 13 groups of Personnality Traits, each with a couple of opposing traits. Here is the list:

Chaste Lustful
Energetic Lazy
Forgiving Vengeful
Generous Selfish
Honest Deceitful
Just Arbitrary
Merciful Cruel
Modest Proud
Pious Worldly
Temperate Indulgent
Trusting Suspicious
Valorous Cowardly
Curiosity Indifference

Personnality Traits are taken from the game Pendragon. At character creation, I let the player define his Personnality Traits as he wish, by using the Fudge Scale. Each Trait of a couple have opposed levels, e.g. a Mediocre level in Modest means a Good level in Proud. For simplicity reasons, when a Personnality Trait is not Fair (Average), you choose the one with the highest level (the major) and you cross the opposite (the minor).

If a Trait is Good or more, I usually require the player to consider it as a Gift, along with a Fault. For example, a Very Courageous PC (Valorous at Great Level) can have the Gift Courageous (he cannot be intimidated or scared), or the Fault Reckless (he doesn't know when to stop). If a Personnality Trait is Superb, the player MUST take a gift/fault.

A player can decide to take only "Virtues", however according to its culture, some virtues are flaws and vice-versa... Moreover, the player is supposed to play its role, and some virtues can be tricky to roleplay in all situations.

During the game, a PC should play along its major Personnality Traits. If he acts according to them, he wins one Personnality Experience Point (PEP) on the major Trait. If he acts against them (which he must announce before the action), he wins one PEP on the minor Trait. Personnality Traits Level cost as much as Attributes Level, i.e. three times more than Skills. If a Trait gains one level, the opposite trait loses one level, but doesn't lost its stored PEPs; if the lowered trait has enough PEPs at its new level to re-gain one level, he does it, re-lowering the opposite trait, and expanding necessary PEPs. Moreover, for the "real" experience system (not the PEP), I grant +1 EP for a good roleplay (playing according to its major Personnality Traits), and -1 EP for a bad roleplay (playing against its major Personnality Traits).

Example : Alex is a Valorous Knight (Good Valourous), on his sheet the Trait is marked as follows:

His group is attacked by an Undead Ogre, and he runs away, leaving his mates alone. He wins one PEP in Cowardly. If he gains 2 more PEPs under Cowardly, his Valourous Trait will fall at Fair. On his sheet the Trait is now marked as follows:

However If he was in the following situtation :

Winning one PEP in Cowardly gives him enough PEP to gain one level in Cowardly, from Mediocre to Fair. His Valour is now Fair. However, he has enough PEPs in Valourous to gain one level again (he need 2 x 3 = 6 PEP), so his Valourous is at Good again (and is Cowardly at Mediocre again), and he spends 6 PEPs in Valourous. On his sheet the Trait is now marked as follows:

Those Personnality Traits are quite broad, and even if they can be used to determine modifiers to actions, they don't have the same importance as a Gift or a Fault. Imagine that a Succubus tries to charm an Extraordinary Chaste Monk (Chaste at Superb), I give the monk a Willpower bonus based on the Personnality Trait (+3). On the other hand, if she tries to seduce the womanizer of the group (Lustfull at Great), even if he knows it's a Succubus, his personnality will be against him (-2). Note that a character can always act against its trait, which he must declare before the action; his actions are not modified, however he wins one PEP in the minor Trait, this can have an impact on its Faith (see below), and he risks to lose one EP for bad roleplay.

It's always possible to have a Gift or a Fault counteracting or underlining a Personnality Trait.

Another use of the Personnality Traits is for determining Faith. I have designed the Ideal Personnality Profile for each God of my world. The Ideal Priest Faith is at default Superb, however for every difference between the Ideal Profile and the Priest profile, he loses one level of Faith. A Priest that doesn't act as his god requires may change his Personnality Traits and lose his Faith. Faith is used for getting Miracles from the God.


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