Folks without the Mana Points Gift have zero Mana Points. Every time your
character takes the Mana Points Gift, he gains 30 Mana Points.
This is enough Mana to cast an average Spell two-and-a-half times. Mana
Points expended are recovered at a rate of 6 Mana Points per hour of sleep, or
12 Mana Points per hour of uninterrupted meditation.
Folks without the Psionic Power Points Gift have zero PPP. Every time
your character takes the Psionic Power Points Gift, he gains 40
PPP. This is enough PPP to use an average Psionic Power 3 times times,
with enough left over to sustain one of these Psionic Powers for 4
rounds. Expended PPP are recovered at a rate of 6 PPP per hour of sleep,
or 12 PPP per hour of uninterrupted meditation, just like Mana Points are.
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6.1: All Gifts cost 6 EP unless otherwise specified.
6.2: List of Gifts:
6.2.1: Mana Points
This Gift is required if you wish to cast Magic Spells. All Magic Spells
require the expenditure of Mana Points when they are cast, in a quantity equal
to the number of EP the Spell cost to buy. If you don't have enough Mana
Points left to cast a Spell, the Spell can't be cast.
6.2.2: Psionic Power Points
This Gift is required if you wish to use Psionic Powers. All Psionic
Powers require the expenditure of Psionic Power Points (PPP) when they are
used, in a quantity equal to the number of EP the Psionic Power cost to
buy. If you don't have enough PPP left to cover the PPP cost of a Psionic
Power, you cannot use that Psionic Power. Furthermore, those Psionic
Powers that operate over a period of time require the expenditure of one
additional PPP for every time-period increment they are sustained (usually 1
PPP per round). If you run out of PPP, your Psionic Power shuts down.
6.2.3: Initially Wealthy
You start with more money than you would otherwise. The precise amount
you start with is detailed in Section 11: Money and
Equipment. The Initially Wealthy Gift may be purchased more than
once, but may only be bought when the character is first created.
6.2.4: Rapid Healing
Your wounds heal at twice the normal rate listed in FUDGE section
4.8
. This does not affect the amount of healing gained from
instantaneous healing powers, but does affect the rate at which supernormal
regeneration takes place.
6.2.5: Low Light Vision
You can see almost as well at night or in dim light as you can in a well-lit
room. However, you still cannot see in total darkness.
6.2.6: Sharpness-Proof Hide
Attacks with edged or pointed weapons (e.g. swords, spears, arrows, etc.)
normally have +1 added to their Offensive Damage Factor due to Sharpness.
If you have a Sharpness-Proof Hide, the +1 sharpness bonus to offensive damage
factor in attacks against you does not apply. Creatures with hard, stony,
metallic, etc. exteriors typically have a Sharpness-Proof Hide.
6.2.7: Resistance to Willpower Magic
Against any type of magic (not psionics or other powers) whose Difficulty Level for
success is based on your Willpower, you are at +3.
6.2.8: Divine Favor
Cost: 24 EP
This rather expensive Gift acts precisely as described in the FUDGE Miracles
rules, section
7.21.
6.2.9: High Pain Threshold
You are at no penalty when Hurt, and only a -1 penalty when Very Hurt.
6.2.10: Magic Detection
Whenever a Spell is cast or a Spell is in effect nearby, you get to make a
Perception roll to detect its presence. On a Good result, you only notice
that magic is in use "somewhere nearby". On a Great or higher result, you
know the location of the Spell caster or the Spell's effects. On a Superb
or higher result, you know how many Mana Points had to be expended to cast the
Spell. Note that this Gift only detects Spells; it does not detect the
use of Psionic Powers, or magic items.
6.2.11: Internal Compass
You always know which direction is north, even if you're standing in the middle
of a magnet shop or one of the other players accidentally turned your map
sideways without you knowing it.
6.2.12: Ambidexterity
Both hands are equally useful. When a character without this Gift uses
her "off hand" to perform a task (including attack and parrying), the
Difficulty of the task is usually increased by +1. With Ambidexterity,
neither of your hands is considered your "off hand," and so switching hands
will not make a task more difficult.
6.2.13: Sharpness
This gift represents claws, teeth, or other natural weaponry that is either
edged or pointed. You may add a +1 Sharpness bonus to ODF for any unarmed
melee attack you make. As with sharp weapons, the Sharpness ODF bonus
will be negated if your target has the Sharpness-Proof Hide Gift, or is
wearing armor that bestows the equivalent of the Sharpness-Proof Hide Gift.
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