The general idea here is that the PCs are young teenagers, middle school or junior high
students. GMs wishing to run the game with older PCs should discard the two required Faults.
Attributes
There are six attributes, each with a default value of
Fair.
Characters are limited to one Great and three Good skills. No Superb skills are allowed at character creation, though they can be gained through character advancement.
Combat-intensive characters are discouraged, unless the GM plans a military-oriented campaign.
Humans start without this skill. They can learn it at GM discretion.
This Gift must be bought at character creation. Either you have it or you don't. It's not something that can be taught or learned.
TL Technology 0 Stone knives and bearskins 1 Bronze Age, written language, agriculture 2 Iron Age, windmills, ocean-going ships 3 Steel, plate armor, mathematics using zero 4 Black powder, printing press 5 Industrial Revolution, steam power, telegraph 6 World Wars I and II, radio, cars, antibiotics 7 Modern-day Earth (default level) 8 Hot fusion power, interplanetary vacations 9 Experimental FTL, shredders 10 Slow FTL radio, FTL travel common (Yeerk tech) 11 Fast FTL radio, Escafil Device (Andalite tech) 12 Antigravity, personal force fields 13 Antimatter power, terraforming 14 Dyson spheres, ringworlds, total conversion 15 Matter transmission, Zero-space draw power 16+ CosmicFor example, Andalites are TL 11. This counts as 11 - 7 = 4 Gifts. On the other hand, Hork-Bajir are Tech Level 2. This counts as 7 - 2 = 5 Faults.
When using technology-related Skills (Computer Programming, Astronomy, etc.), Tech Level acts similar to Scale. The equipment TL is subtracted from the character's TL, and the result is added to the Skill Roll. For example, an Andalite gets a +4 bonus using any tech Skill on human equipment. A Hork-Bajir gets a -5 penalty, assuming he even has an appropriate Skill.
Tech Level is a societal trait. An individual character must take Tech Level at his society's level, unless he has a really good backstory approved by the GM to explain otherwise.
Andalite morphing provides more benefits than a single FUDGE supernormal power should. However, it automatically comes with Fault: Enemies (Yeerks). Human morphers also gain a Fault: Secret that could lead to enslavement or death. These two Faults help offset the usefulness of morphing.
Thought-speak is free if it's the race's only form of communication. In that case, no Faults related to lack of other communication abilities are allowed; e.g., No Vocal Cords. The race won't automatically understand other forms of communication, though.
In Animorphs #1: The Invasion, thought-speak also allowed the person to hear another's thoughts if they were properly directed. That has been ignored in later books.
The GM gets to pick the allergy, not the player. That way it will be a surprise when it happens. Only characters with Andalite morphing may take this Fault, and it is worth only one skill level in trade. The relative value is so low because once the allergy is identified, the allergen is easy to avoid.
A nothlit can never regain the morph power through another use of an Escafil Device. He also must survive in whatever form he's stuck in.
Original material © Patrick Clark 1999/2000
Everything else is either © Steffan O'Sullivan or © K. A. Applegate.
Last updated 24 May 2000