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6 Tips & Examples

6.1 GM Tips and Conversions

Always remember the main point of the game is to have fun . . .

The GM and players may want to translate at least one of their favorite characters into Mudge from whatever system they're used to. This will give a good idea of what Mudge can do.

It is easy to create NPCs to challenge the player characters by counting levels. Figure roughly how many levels have been spent on combat skills by the average player character. This figure, put into combat skills in an NPC, should give a fair fight. For example, if the PCs are built on 40 skill levels and four free attribute levels, the average character might have ten levels in combat skills directly. In that case, a gang of thugs with ten levels each of combat skills and two attribute levels put into physical attributes should challenge the player characters pretty closely.

6.11 Conversion Hints

It is not practical to give guidelines for converting every game system to and from Mudge. However, two systems of trait measurement are in widespread use: a 3-18 scale, and a percentile system. While these are not used uniformly (and there are many games that don't use either system), it is still useful to discuss translating between such systems and Mudge, if only for comparison.

Mudge Level 3-18 Level
Superb 18+
Great 16 - 17
Good 13 - 15
Fair 9 - 12
Mediocre 6 - 8
Poor 4 - 5
Terrible 3 or less

Mudge Level Percentile Level
Superb 98 - 100
Great 91 - 97
Good 71 - 90
Fair 31 - 70
Mediocre 11 - 30
Poor 4 - 10
Terrible 1 - 3

6.12 Templates

A GM can create a character template for the players. This may help a player make his first Mudge character, or allow players coming from a game with a character class system to feel at home. She should also allow custom-designed characters, though, for players who feel limited by character classes.

The GM can hand out character sheets with attributes and limits already printed on them. This can be accompanied by a copy of the list of sample skills in Section 1.32 Skills, and possibly the sample lists of gifts and faults in Section 1.33 Gifts, and Section 1.34 Faults. The players can then create characters with a minimum of hassle.

For more detail, the GM can actually create templates of character "classes." As an example familiar to many gamers, the GM may have guidelines for players wishing to play a fantasy fighter character, or magician, or cleric, or thief, etc. The GM can set up minimum attribute standards for each character class, recommended gifts, and minimum skill levels.

Templates can be set up for any genre, not just fantasy. You may have guidelines for a typical scientist character, or policeman, or psychic phenomenon investigator, or King's Musketeer, etc.

See Section 6.41 Ranger Template, and Section 6.42, Broad Class Templates, for examples.

A different type of template shows the player the native abilities and limitations of a fantasy or science fiction race. See Section 6.43, Cercopes, for a fantasy race.

6.2 Mudge Character Sheet

A sample Mudge character sheet can be viewed/downloaded here as either a Word DOC or a PDF.

6.3 Character Examples

Below I have reworked three of the example characters from the original Fudge into Mudge. Note that some of these characters may have skills from the above Mudge skill list, but with different names.

6.31 Brogo, Halfling Scout

Strength Good (Scale -2) Intelligence Good
Dexterity Great Willpower Good
Constitution Good (Halfling Fair) Perception Superb
Scale (Str/Mass) -2 / -2 Speed Good

Skills, ( * Easy, ** Hard)
Area Knowledge (Good)* Bow (Good) Climbing (Good)
Dodge (Good) Elvish (Fair)** Farming (Fair)*
Fellowship (Great) Find Secret Passages (Terrible) First Aid (Good)
Haggle (Good) Interrogation (Terrible) Knowledge of Old Tales (Fair)
Lockpicking (Terrible) Mimic Animal (Great)** Move Quietly (Superb)
Orcish (Fair) Pickpocketing (Terrible) Riding, Pony (Fair)
Staff (Good) Storytelling (Good) Survival, Woods (Good)
Tracking (Good) Wildcraft (Great)

Gifts Faults
Absolute Direction Can only cast trivial spells
Animal Empathy Curious
Lucky Glutton
Magery Helps the needy for no pay
Night Vision Pacifist (self defense only)
Toughness +1 Halfling (Scale -2, bonus to Con.)

Lockpicks (high quality, +1 to skill)
Staff (medium weapon, +2)

Defensive Damage Factor: 0 + *
(Constitution [2] + Mass Scale [-2] + Armor [*])

Offensive Damage Factor, Unarmed: -2
[Strength [1] + Strength Scale [-2] + No Unarmed Skill [-1])

Offensive Damage Factor, Staff: +1
[Strength [1] + Strength Scale [-2] + Weapon [+2])

6.32 Dolores Ramirez, Photojournalist

Strength Poor Intelligence Great
Dexterity Fair Willpower Great
Constitution Good Perception Fair
Scale (Str/Mass) 0 / 0 Speed Fair

Skills, ( * Easy, ** Hard)
Acrobatics (Fair) Acting (Great) Breaking & Entering (Good)
Climbing (Fair) Computer Use (Good) Criminology (Fair)
Disguise (Great) Dodge (Fair) Driving (Good)
Interviewing (Great) Karate (Fair)** Mexican Cooking (Mediocre)
Move Quietly (Good) Mimic Animal (Great)** Move Quietly (Superb)
Occultism (Good) Photography (Good) Pistol (Good)
Shadowing (Great) Shady Contacts (Good) Swimming (Fair)
Writing (Superb)

Gifts Faults
Pretty (Appearance +1) Overconfident
Cool Under Pressure Ambitious
Lucky Stubborn
Ambidextrous Vain
Beautiful speaking voice
Danger Sense
Never forgets a face

Normal Clothing
Laptop computer
Staff (medium weapon, +2)
Professional Camera
.38 Revolver (Medium pistol)

Defensive Damage Factor: 1 + *
(Constitution [1] + Mass Scale [0] + Armor [*])

Offensive Damage Factor, Unarmed: -2
[Strength [-2] + Strength Scale [0] + Karate [0])

Offensive Damage Factor, Pistol: +4
[Strength [n/a] + Strength Scale [n/a] + Weapon [+4])

6.33 James Stoddard, "The Dragonfly"

Strength Fair Intelligence Great
Dexterity Great Willpower Good
Constitution Good Perception Good
Scale (Str/Mass) 0 / 0 Speed Good

Skills, ( * Easy, ** Hard, *** Very Hard)
Acrobatics (Great) Acting (Good) Bureaucracy (Fair)
Computer Use (Great) Criminology (Good) Disguise (Good)
Dodge (Great) Driving (Good) Engineer, Computer (Great)**
Japanese (Great) Judo (Great)** Singing (Terrible)
Stealth (Superb)

Powers, ( * Easy, ** Hard, *** Very Hard)
Electron Flow (Superb)***
Flight (Good)***
Control Inanimate Electronic Devices
Shrink to 1" for up to one hour, 2/day (Scale -10)
Fly, only while 1"
Electrical Surge (short out machines)

Gifts Faults
Perfect Timing Ethically unable to use powers to get out of massive debt
Good Looking (Appearance +1) Always looking for wrongs to right
Toughness +1 Phobia of animals (bigger than a collie)
Socially awkward (bit of a nerd)

Normal Clothing
Laptop computer
Staff (medium weapon, +2)
Professional Camera
.38 Revolver (Medium pistol)

Defensive Damage Factor: 1 + *
(Constitution [1] + Mass Scale [0] + Armor [*])

Offensive Damage Factor, Unarmed: -2
[Strength [-2] + Strength Scale [0] + No Unarmed Skill [0])

Offensive Damage Factor, Pistol: +4
[Strength [n/a] + Strength Scale [n/a] + Weapon [+4])

6.4 Class and Racial Template Examples

6.41 Ranger Template (Fantasy Character Class)

See Section 6.12, Templates, for a discussion of character class templates. This is a sample template - the GM should customize to her own game, including adding or deleting attributes, gifts, skills, etc. The GM may allow a beginning character to be a ranger apprentice, rather than full ranger. An apprentice is one or two levels less than a full ranger in any given attribute or skill.

Ranger requirements:

Dexterity: Good or better
Intelligence: Fair or better
Perception: Good or better
Strength: Good or better

None mandatory. Recommended gifts include Animal Empathy, Absolute Direction, Combat Reflexes, Night Vision, other combat gifts.

A ranger should not be the type of person who dislikes being alone. Some rangers work for the authorities, which might imply a Duty and/or a Vow of Obedience.

Area Knowledge: Fair or better
Bow: Good or better
Climbing: Fair or better
Mimic Animal Sounds: Fair or better
Move Quietly: Good or better
Riding: Fair or better
Scouting (the skill of observing and remembering): Fair or better
Spear or Sword: Good or better
Survival: Good or better
Woods Lore: Good or better

6.42 Broad Class Templates

For a loose and easy game, the GM can assign each character class levels in very broad skills. This makes an ideal game for teaching role-playing to beginning players, or when playing with large numbers of players.

For example, the GM decides the players can be one of seven different character classes: Fighter, Ranger, Rogue, Magician, Cleric, Diplomat/Scholar, Jack of All Trades. Each of these characters can be defined as follows:

Beginning Fighter:

Physical Attributes: Great
Mental Attributes: Mediocre
Psyche Attributes: Poor
Animal Skills: Mediocre
Athletic skills: Great
Combat skills: Great
Outdoor skills: Fair
Social skills (Fellowship): Fair
All other skills: Poor

Beginning Ranger:

Physical Attributes: Good
Mental Attributes: Fair
Psyche Attributes: Poor
Animal Skills: Good
Athletic skills: Fair
Combat skills: Good
Covert skills: Fair
Craft skills: Fair
Outdoor skills: Great
All other skills: Poor

Beginning Rogue:

Physical Attributes: Fair
Mental Attributes: Good
Psyche Attributes: Poor
Athletic skills: Fair
Combat skills: Mediocre
Covert skills: Great
Manipulative skills: Great
Merchant skills: Fair
Social skills (Fellowship): Mediocre
Urban skills: Good
All other skills: Poor

Beginning Magician:

Physical Attributes: Poor
Mental Attributes: Good
Psyche Attributes: Fair
Craft skills: Mediocre
Knowledge skills: Fair
Spiritual skills: Fair
Supernormal Power skills: Great
All other skills: Poor
Gift: Supernormal Power

Beginning Cleric:

Physical Attributes: Poor
Mental Attributes: Fair
Psyche Attributes: Great
Animal Skills: Fair
Craft skills: Mediocre
Knowledge skills: Fair
Medical skills: Good
Social skills (Formal): Good
Spiritual skills: Great
Supernormal Power skills: Fair
All other skills: Poor
Gift: Divine Favor

Beginning Diplomat/Scholar:

Physical Attributes: Poor
Mental Attributes: Great
Psyche Attributes: Mediocre
Artistic skills: Mediocre
Knowledge skills: Great
Language skills: Good
Manipulative skills: Good
Medical skills: Fair
Social skills (Fellowship): Mediocre
Social skills (Formal): Great
Spiritual skills: Mediocre
Technical skills: Mediocre
All other skills: Poor

Beginning Jack of All Trades:

Physical Attributes: Fair
Mental Attributes: Fair
Psyche Attributes: Mediocre
Animal Skills: Mediocre
Artistic skills: Mediocre
Athletic skills: Mediocre
Combat skills: Fair
Covert skills: Mediocre
Craft skills: Mediocre
Knowledge skills: Mediocre
Manipulative skills: Mediocre
Merchant skills: Mediocre
Outdoor skills: Fair
Social skills (Fellowship): Good
Social skills (Formal): Mediocre
Spiritual skills: Mediocre
Technical skills: Mediocre
Urban skills: Fair

These character classes are merely examples for a simple fantasy game. The GM can change or ignore any that she wishes and create new character classes. She can also create classes for other genres, such as for a science fiction setting.

Each character class has unlisted Knowledge skills appropriate to its class. For example, a fighter has Good Knowledge of tactics, determining weapon quality, judging how well-trained an army is by observing it for a while, etc. Likewise, a rogue has Good Knowledge of types of locks, how many guards a wealthy merchant might have, the value of a given material for disguising oneself, etc.

Some skills could fall under more than one heading, in certain cases. For example, a rogue would be Great at climbing, even though Climbing is usually considered an Athletic skill. In this case, it's a Covert skill. The ability to move quietly is listed as a Covert skill, but a fighter would be Fair at it, and a ranger Great.

Character development in this system is handled normally. The GM must decide at some point whether to continue to use broad skill groups or to break skills down into finer divisions. Each skill must be raised separately if the GM decides to break the broad groups into finer distinctions. If the GM likes keeping the skills together as groups, then raising an entire skill group level should cost more experience points than in a system with narrowly-defined skills - perhaps as much as ten times the cost.

6.43 Fantasy Race: Cercopes

Cercopes (or Kerkopes) were originally a pair of brothers in early Greek mythology. By the first century BC, however, mythological writers had expanded them into their own race. It is in this later definition that they are used here.

Cercopes (singular: cercop) are a small, apish race that love to play tricks and pranks on anyone they can. Born thieves, some of them even dared to steal Heracles' weapons! When he caught them and tied them to a pole for punishment, they amused him so with their jokes and banter that he let them go. Players may find it difficult to play a cercop unless they have a roguish sense of humor.

Cercopes are small humanoids with ugly, apelike faces and a prehensile tail. A cercop stands about four feet high (120 cm), but generally stoops a bit. The face is not hairy, but both sexes tend to have long sideburns that often meet under the chin - this hair does not continue to grow, but stays the same length, as monkeys' hair does. The bodies have some scant hair on the back, and the tail is furred except for the final six inches (15 cm). Arms, legs and chests have no more hair than the average human male does, and they wear clothing - with a tail hole. Their feet resemble monkeys' feet, but they cannot manipulate things well with them. They are not fond of shoes, only wearing them when attempting to disguise themselves as another race. Cercopes stand upright most of the time, but lean forward to run, with the tail acting as a counterbalance. Their tails are strong enough to be used in combat and to aid in climbing. However, a cercop cannot do fine manipulation (such as pick a lock) with its tail. Cercopes speak their own language, and need to learn another to speak with the rest of the party.

The average cercop has a Mediocre Strength but a Good Dexterity. Their intelligence runs the same range as humans. Cercopes have the racial gifts of Exceptional Balance (+2 to any action requiring balance, even in difficult situations), the Ability to Land on their Feet with no harm from twice the distance a human could, and Prehensile Tail. Their racial faults are Impulsiveness (act first, think later), Compulsive Jokers (practical and otherwise), Kleptomania, Unattractive Appearance to other races, and Bad Reputations as Thieves and Tricksters. They have a bonus of +1 to the following skills: Acrobatics, Move Quietly, Climbing and Fast Talk. They have a -1 penalty to use any weapon of Medium size or bigger.

The net result is that it counts as a fault to be a Cercop. Since anyone playing such a character actually gets some useful bonuses if playing a thief, the GM should be sure to enforce the faults - especially the Bad Reputation. NPCs will have a hard time trusting a cercop, usually with good reason.

This racial template gives a strong incentive to creating a thief character. However, it is possible to make a cercop warrior or even cleric if desired. Certain faults can be "bought off." That is, a character may have a gift of Not a Kleptomaniac - but it costs one gift, which would nullify the free fault level. However, the Unattractive Appearance and Bad Reputation cannot be bought off - these are inherent prejudices in others, not in one's self.

A cercop character could take a fault: No Tail - perhaps he lost it in battle. This would give extra levels to overcome the -1 penalty to all medium and large weapons if a character wished to be a warrior cercop, for example.

6.5 Animal & Creature Examples

Non-PC animals need not be built using level limits. Just define what traits are essential to the animal, and let it go at that. The Strength Scale refers to Section 2.3, Non-humans. Damage may include a "weapon deadliness" factor for teeth, claws, and, in some cases, body optimized for combat (usually carnivores).

Perception: Great to Superb (Smell should be Scale: Dog)
Strength/Mass Scale: -7 to 0
Skills: Mediocre to Superb (tailor to specific training received; examples include attack, guard, guide, track, hunt, and tricks) Melee Combat: Fair to Superb
Constitution: Good/Great

Agility: Great to Superb
Scale: -6 or -7
Skills: Survival, Hunting, Playing
Gifts: Night Vision, Nine Lives (e.g., each time a cat receives damage that would kill it in one blow, check off one life and don't count the damage. There are other ways to play this, of course, such as a Legendary Dodge ability.)
Faults: Independent-minded, Curious, Lazy, Vain
Constitution: Fair

Strength: Scale 3 Good to Great
Endurance: Good
Speed: Scale 4 Good to Great
Skills: Mediocre to Superb (tailor to specific training received; examples include riding, driving, racing, fighting, and various tricks)
Faults: Tailor to specific animal (Runaway, bites, kicks, etc.)
Constitution: Mediocre to Good

Strength: Scale 2 Good to Great
Endurance: Great to Superb
Speed: Scale 3 Mediocre to Good
Skills: Mediocre to Superb (tailor to specific training received; examples include riding, driving, packing)
Gifts: Desert Survival
Constitution: Fair to Good

Strength: Scale 8 Good to Superb
Agility: Good to Superb
Skills: Mediocre to Superb (tailor to specific training received; examples include riding, hauling, stacking (logs etc.), tricks)
Gifts: Exceptional animal intelligence
Faults: Males subject to Musth (annual madness)
Constitution: Good to Superb

Courage: Fair to Superb
Agility: Good to Superb
Speed: Scale 5 Fair to Great
Strength: Scale -6, Fair to Superb (Scale may be from -8 to -4 to reflect sizes from sparrow hawk to eagle)
Skills: Mediocre to Superb (tailor to specific training received; examples include manning (a measure of the degree of taming), hunting ground mammals, hunting birds, aerial acrobatics, trained to the lure, etc.)
Gifts: Flight
Constitution: Fair to Good

Perception: Great
Melee Combat: Great
Stalking: Great
Dodge: Fair
Strength: Scale 2 Fair to Great
Fault: Lazy
Constitution: Fair to Superb

Grizzly Bear:
Perception: Good
Melee Combat: Good
Dodge: Fair
Strength: Scale 3 Fair to Great
Fault: Berserker
Constitution: Fair to Great

Perception: Good
Melee Combat: Great
Dodge: Good
Supernormal Power: Poison, +4 damage bonus
Fault: Bad temper
Constitution: Poor

Melee Combat: Poor
Ranged Combat: Good, short range
Dodge: Poor
Supernormal Power: Noxious Fluid (blinds, incapacitates, renders foul)
Constitution: Terrible

Giant Spider:
Melee Combat: Good
Dodge: Poor
Supernormal Powers: Poison (paralyzes), Web (Good Difficulty Level Strength roll to break)
Constitution: Good

Perception: Great
Melee Combat: Great
Dodge: Good
Supernormal Powers: Flight, Tough Hide (light armor)
Strength: Mediocre to Great, Scale 4
Constitution: Good to Superb

Dragon (customize to taste):
Melee Combat: Good to Great
Ranged Combat: Good, short range
Dodge: Mediocre
Supernormal Powers: Fire Breath (+2 damage), Flight, Tough Hide (-1 to -3), Charm with Eyes, Magic Potential (some of them)
Fault: Greedy
Strength: Scale 3 to Scale 9, Fair to Great
Constitution: Good to Legendary

6.6 Equipment Examples

It's possible to define equipment in Mudge character terms. This is probably unnecessary, but can be done for particularly important items if desired. Equipment from any technological level, stone age to science fiction, can be detailed this way. A piece of equipment can be defined by as many Mudge traits as are needed: attributes, skills, gifts or faults.

For example, an old, battered sword found in a damp dungeon has:

Sharpness: Terrible
Durability: Poor
Fault: Looks Shabby

Such a weapon is treated as a club for damage, rather than a sword (no Sharpness bonus). The GM may require a Situational roll every few combat rounds: the sword breaks on a Mediocre or worse result from parrying or being parried. And finally, some people will make fun of anyone carrying such a shoddy-looking weapon.

When the sword was new, however, it had:

Sharpness: Good
Sturdiness: Great
Gift: Beautifully Made

In that case, perhaps it merits a +1 to damage for Sharpness (maybe any Sharpness level of Mediocre to Good gets the +1 Sharpness bonus, while duller blades get no bonus, and better blades might get an additional +1 bonus). It also would never break under ordinary circumstances, and its appearance probably earns its owner a positive reaction from many people.

A bejeweled magic sword found in a dragon's hoard might have:

Appearance: Superb (+3 to impress those who value wealth)
Gift: Troll-slaying (+3 to hit when fighting Trolls; such wounds will never heal)
Fault: Dedicated Purpose (it tries to control the wielder to hunt trolls)
Skill: Dominate Wielder: Fair (Opposed action against a Will attribute)

A different magic sword:

Supernormal Power: Flame Creation (+2 damage)
Skill: Flame Shooting: Great. Range: three yards (meters)
Fault: Flame Creation only works on a Good or better Situational roll Of course, even if the flaming missile fails, it can still be used as a regular sword, so it's not exactly worthless in such cases.

As a final example, consider a science fiction double-seat fighter spaceship:

Acceleration: Great
Handling: Superb
Speed: Good (Scale 15)
Size: Fair (Scale 8)
Navigation: Good
Targeting: Superb
Auto-pilot: Fair
Food Preparation: Poor
Entertainment: Mediocre
Turret-mounted Laser Rifles, above and below
Bucket Seats in the bridge
Can be used in an atmosphere or in deep space
Non-standard parts (expensive to repair)
Unattractive exterior
Cramped sleeping quarters
Airlock squeaks annoyingly

Ordinary, every-day equipment need not be detailed out in this manner. There is no need to define a canteen, for example, as anything other than "metal, one quart (liter) capacity." Even for equipment that may have an impact on the game, such as weapons or thieves' tools, you do not need to have any more information than "+2 ODF" or "+1 to Pick Locks skill."

It's best to restrict defining equipment in Mudge character terms to the truly extraordinary (such as magic items). Another use is when the equipment's powers may be used in an Opposed action: in a car race, for instance, you need to know the relative speeds and handling capabilities of the vehicles as well as the skills of the drivers. A battle between spaceships is another good example.

Equipment with personality, such as sentient magic items or advanced robots, may be treated as full-fledged Mudge characters if desired.

6.7 Additional Character Questions

I originally found this questionnaire on a game-related web site, but unfortunately I no longer have that URL. If anyone can point me to proper attribution for this list of questions I'd be grateful.

Introduction Questions
* Give a two or three word description of yourself. (Describe your character's concept.)
* Do you have any nicknames, street names, titles, nom de plume?
* What is your full birth name?
* What is your most obvious blessing or strength?
* What do you perceive as your greatest strength?
* What is your most obvious flaw or weakness?
* What do you perceive as your greatest weakness?
* Was there any event or cause of these weaknesses?

Physical Traits
* How old are you?
* What is your gender?
* What is your species/race?
* How tall are you?
* How much do you weigh?
* What is your skin colour?
* What is your hair colour?
* What is your hair style?
* Do you have any facial hair?
* What is your eye colour?
* Does it change?
* How attractive are you?
* What is your most distinguishing feature?
* Do you have any scars, tattoos, or birthmarks?
* If so, how did you acquire them?
* What do these distinguishing marks look like?
* Do they have any special significance?
* Where are they located?
* What is your handedness (left/right/ambidextrous)?
* Do you resemble some currently known person?
* What kind of clothing do you wear? What's your 'style'?
* Do you wear makeup?
* Do you wear glasses/contacts?
* What sort of vocal tone do you have?

* Where is your home dimension (if you're not native to Cynosure)?
* What are its people like?
* What are your opinions of home?
* Are there any deep secrets you keep from others?
* If so, how might such secrets be revealed?
* How far would you go to keep such secrets from being revealed? What would you do if the truth became known?
* What do you fear would occur if the truth became known?
* Do you have any sort of criminal record?
* Were there any traumatic experiences in your early years (death of a family member, abandonment, orphaned at an early age)?
* Briefly describe a defining moment in your childhood and how it influenced your life.
* What was childhood like for you?
* Was it calm and peaceful or turbulent and traumatic?
* Did you have any childhood friends?
* If so, who and where are they now?
* Are you still close to them or have you grown apart?
* What stupid things did you do when you were younger?
* Which toys from your childhood have you kept?
* Why? What do they mean to you?
* If you didn't keep any, why not?
* What did you do to them all?

* Who were your parents?
* Were you raised by them?
* If not, then why didn't they and who did raise you?
* What is your father's full name?
* What is your mother's full name?
* What is your mother's maiden name?
* What did your parents and/or foster parents do for a living?
* What was their standing in the community?
* Did your family stay in one area or move around a lot?
* How did you get along with their parents?
* How would your parents describe you? Answer in the voice of your mother, then in your father's.
* Do you have any siblings?
* If so how many and what were their names?
* What was your birth position in the family?
* How did you get along with each of your siblings?
* What was your family life like?
* Are any or all of your family still alive?
* If so, where are they now?
* Do you stay in touch with them or have you become estranged?
* Do you love or hate one member of the family in particular?
* Is any member of the family special to you in any way (perhaps, as a confidant, mentor, or rival)?
* Are there any black (or white) sheep in the family (including you)?
* If so, who are they and how did they "gain" the position?
* If this person is not you, then how do you feel about them?
* Do you have a notorious or celebrated ancestor?
* If so, what did this person do to become famous or infamous?
* What do people assume about you once your ancestry is revealed?
* Do you try to live up to the reputation of your ancestor, try to live it down, or ignore it?
* Have you begun your own family?
* If not, do you ever want to have a family of your own someday?
* If so, with who or what type of person?
* What type of person would be your ideal mate?
* Is there anything you wouldn't do to protect such a person? What?

* Do you have any close friends?
* If so, who and what are they like?
* What is the history of their relationship(s) with you?
* Do you currently have a best friend whom you would protect with your reputation or your life?
* If so, who are they and what caused you to feel so close to them? What would have to happen for you to end this relationship?
* Do you have any bitter enemies?
* If so, who are they, what are they like, and what is the history of their feud with you?
* Have you defeated them before?
* How might these enemies seek to discomfort you in the future?
* What valuable or important contacts do you have?
* How did you come to know them?
* Which person(s) or group(s) are you most loyal to?
* How do you think others generally perceive you?
* If someone crossed you, what would you do?
* Who is your most trusted ally?
* Who do you trust, in general?
* Who do you despise and why?
* Name seven things you hate in others.
* Do you deliberately present yourself differently in different situations, and how?
* What would you die for?
* Who would you go to extremes for?
* Who do you turn to when you're in trouble?
* What is the worst thing someone has ever done to you?
* What is your general reaction to an attractive member of the opposite sex who lets you know they are available?
* How do you get along with others in the same field and/or work environment?
* Have you lost any loves?
* How did you handle the situation (short & long term)?
* Who would miss you should you go missing?
* Who might protect you?
* How close are you to your friends?
* What do they know about you?
* What do they not know about you?
* What do you know and not know about them?
* Do you live with anyone (housemates, roommates, relatives, friends, near-strangers, family friend, spouse, boyfriend, girlfriend, lover)?
* Are you a member of any special interest groups?
* What is your level of involvement?

* Do you, or did you, have any role models?
* Do you have any heroes or idols, either contemporary or from legend?
* If so, have you ever met them?
* Did you ever become disillusioned with former heroes or idols? If so, why and what were the circumstances?
* Do you have any dreams or ambitions?
* If not, why?
* What are your short term goals (what would you like to be doing within a year)?
* What are your long term goals (what would you like to be doing twenty years from now)?
* If these goals seem at odds with each other, or with your dreams, how do you reconcile the differences?
* How do you seek to fulfill these dreams, goals, & ambitions?
* Do you have any great rational or irrational fears or phobias? If so, what are the origins of, or reasons behind them?
* How do you react when this fear manifests itself?
* Are you willing to discuss, or even admit to, the situation?
* What are your attitudes regarding material wealth?
* Are you miserly with your share of the wealth, or do you spend it freely?
* Are you greedy or generous?
* Do you see wealth as a mark of success, or just as a means to an end?
* How do you generally treat others?
* Do you trust easily (perhaps too easily) or not?
* Are you introverted (shy and withdrawn) or extroverted (outgoing)?
* Are you a humble soul or blusteringly proud?
* Do you often act differently than you feel (concealing your true thoughts)?
* What habits would you find most annoying in friends?
* Is there any race, creed, alignment, religion, class, profession, political viewpoint, or the like against which you are strongly prejudiced? Why?
* How do others typically react to you?
* Why, in your opinion, do they act that way?
* What are your most annoying habits?
* What is your favorite food?
* What is your favorite drink?
* What is your favorite treat (dessert)?
* Do you favor a particular cuisine?
* Do you savor the tastes when eating or "wolf down" your food?
* Do you like food mild or heavily spiced?
* Are there any specific foodstuffs that you find disgusting or refuse to eat?
* Are you allergic to any food?
* What are your favorite color(s)?
* Is there any color that you dislike?
* Do you have a favorite (or hated) song, type of music, or instrument?
* What is your favorite song?
* If you have a favorite scent, what is it?
* What is your favorite type of animal?
* Do you have an animal totem or affinity, and if so for what?
* Is there a certain type of animal that you hate or fear?
* Are you allergic to any kinds of animals?
* Is there anything that enrages you?
* Is there anything which embarrasses you?
* How do you react to being teased about it?
* Do you enjoy "roughing it", or do you prefer your creature comforts?
* Do you believe in a god or gods?
* Do you have a patron deity?
* Are you devout or impious?
* Do you actively worship and proselytize or do you simply pay lip service?
* What lengths would you go to defend your faith?
* Was your faith influenced or molded by anyone special?
* Do you belong to the orthodox church, or a fringe element thereof (and is the group accepted, frowned upon, or considered heretical)?
* How has this impacted your faith and life?
* Is your church an accepted religion where you grew up or did it have to conduct its services in secret?
* How did this affect your faith and life?
* Have you ever been persecuted for your faith?
* If so, when and how did you handle it?
* Can you kill?
* When did you decide (or learn) that you could?
* What happened and how did you handle it?
* When do you consider it okay to kill (under what circumstances)?
* When do you consider it wrong to kill (under what circumstances)?
* What would you do if someone else attempted to (or successfully did) kill under your "wrong" circumstances, what would be your reaction?
* What if it were your enemy?
* What if it were your friend?
* What if it were an innocent?
* What if the opponent were not in control of their own actions (under duress, charmed, dominated, possessed)?
* What would you do if someone shot at (attacked) you?
* What would you do if something were stolen from you?
* What would you do if you were badly insulted publicly?
* What would you do if a good friend or relative were killed by means other than natural death?
* What is the one task you would absolutely refuse to do?
* What do you consider to be the worst crime someone could commit and why?
* How do you feel about government/rulers in general?
* Why do you feel that way?
* Do you support the current government of your homeland/home dimension?
* If so, how far are you willing to go to defend the government? If not, do you actively oppose it?
* Do you belong to an anti-government organization?
* If so, describe the group and its aims.
* What form of government do you believe is the best (democracy, monarchy, anarchy, aristocratic rule, oligarchy, matriarchy) and why?
* Are you a member of any non-religious group, cause, order, or organization?
* If so describe it, its goals, and membership.
* How loyal are you to this group and why?
* How did you become a member?
* If you are a former member, did you leave voluntarily or involuntarily and why?
* Was it under good (amicable) conditions or bad?
* Are you being sought or hunted by the organization?
* If so, by whom and with what intent (to murder you, to force your return through blackmail or coercion, to spy on you and make sure you do not reveal any of the groups secrets)?
* Do you have any unusual habits or dominant personality traits that are evident to others?
* If so, describe them and how you acquired them, as well as when they might be more noticeable and what causes them.
* How do you react if made fun of for any of these things?
* Do you have any unusual or nervous mannerisms, such as when talking, thinking, afraid, under stress, or when embarrassed?
* If so, are there any reasons behind them from your past?
* Do you have an unusual gait or accent?
* If so, where did you acquire them?
* Are there any circumstances where they become more (or less) evident?
* How do you feel and react if made fun of for any of these things?
* What place would you most like to visit?
* What annoys you the most?
* What (if any) are your favorite forms of art?
* What is your most treasured possession?
* What things could you not live without?
* Do you have a good luck charm?
* If your life were to end in 24 hours, what 5 things would you do in those remaining hours?
* Do you have a "Black-and-White" view of reality or can you see shades of grey?
* Are you deliberate or spontaneous?
* Do you prefer the town or the country?
* If made to decide, would you rather be deaf or blind? Why?
* How do you feel about magic, myth, and the supernatural?
* Do you remember your dreams?
* Describe a typical dream you might have.
* Describe your worst nightmares.

* Where and how were you educated?
* Who trained you in your profession?
* What was your relationship with your teacher(s)/mentor(s)?
* How did you happen across this teacher or mentor?
* Was your mentor kind, stern, cruel, indifferent?
* Is this person or institution still in existence?
* Were you forced into your profession by parents or peers?
* Did circumstances dictate your choice of profession?
* Were you a prize student or did you just barely pass?
* Look at your skills. How did you acquire them (especially the unusual ones)?
* Have you ever done anything else for a living?
* Have you ever received any awards or honors?
* What have you done that was considered "outstanding" in your occupation by others in your field?
* What are your long-term goals in work?
* Describe any traumatic experiences in your present occupation that has affected you deeply in some way.
* How do your relatives and friends view your present occupation?
* Is there anything that you don't currently know how to do that you wish you could?
* Are you envious of others who can do such things in a good-natured way or are you sullen and morose about it?

* What is your normal daily routine? What is a typical day like?
* How do you feel and react when this routine is interrupted for some reason?
* What are your hobbies?
* What would you do if you had insomnia and had to find something to do to amuse yourself?
* What do you do for relaxation? What things do you do for enjoyment? What interests do you have?
* Where do you normally put your weapons, magic items, or other valuables when you are sleeping?
* What morning or evening routines do you normally have?
* What pastime (that you participate in regularly) gives you the most enjoyment?
* What pastime (that you participate in regularly) gives you the least enjoyment?
* Do you read the newspaper?
* If so, which sections and how often?
* Travel: how do you get around locally?
* What is your idea of a good evening's entertainment?
* What sorts of general belongings or equipment do you take when traveling?
* What are your hangout places?
* Do you go to a bar after work?
* What do you read? Scientific textbooks, historical novels, myths and legends, maps, cookbooks, romances, news magazines, science fiction, fantasy, horror, the newspaper, short stories?
* What is your house or apartment like? Describe it.
* What do your desk or workspace look like? Small and cramped, huge and expansive, covered in drifts of books and papers? Neatly ordered and clean?
* Can you find what you're looking for when you need it?
* Where do you vacation, and how often?
* Do you have any pets?
* Do you keep a calendar or address book?
* Where do you keep it?
* Do you have a Will?
* What does it say?

* What would you like to be remembered for after your death?
* As a player, if you could, what advice would you give your character? Speak as if he/she were sitting right here in front of you. Use proper tone so they might heed your advice...

Only the wisest and stupidest of men don't change.
-- Confucius