Another thing to keep in mind regarding your character is that the Church is
a big part of his or her life. The Church had a considerable amount of power,
and in the books the characters worried about the effects on their souls
whenever they treaded into unethical territory. The Church, at various times and
with various members, played the good side and the bad during the novels. If
your character doesn't follow the tenets of the Church, this must be noted and
explained why, as to whether or not he lets others know.
Background is a very important part of the character creation process for
this campaign, especially if you want a character that has some of the more rare
abilities or really high connections. Much has been lost in the last two hundred
years of this world in the area of Deryni arts, and things like Healers and
Blockers were rare even back in the Deryni heyday. I'm not explicitly
prohibiting anything that has appeared in the books and that fits the world
view, but I'm not allowing anything just for the sake of having it. FUDGE is a
very subjective system, and it's hard to cover all contingencies and make
everything balance. I look to the players to enrich the campaign with thought
out character choices that are original and varied, but I also want characters
that are created to work together in a group, and to not attempt to break the
system. Keep in mind that diversification of skills is a good idea. A combat
heavy character may win every fight he's in, but combat isn't going to be a
focus of the campaign. What's that knight to do when he's in a noble's court,
trying for favor? A Deryni can't use his powers all of the time, so if that's
all he can do he'll be at a severe disadvantage.