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Excerpt from the Fudge 10th Anniversary Edition. Copyright 2005 by Grey Ghost Press, Inc. www.fudgerpg.

com

Fudge in a Nutshell

Although Fudge is designed to be customized by each


gamemaster, there are some game design decisions at the Scale Strength and Mass
core of Fudge that are used by most Fudge GMs. Some characters or creatures have certain attributes
that are way beyond the human norm. Prime examples
include Strength, Mass, and Speed. Such attributes are
Characters and Character Traits rated in Scale, which acts as a modifier in interactions
Fudge characters are described by traits, including between creatures or items of different Scale.
attributes (any trait that everyone in the game world has), In a human-based game, Human Scale is 0. A race of
skills (any trait that isnt an attribute and can be improved greater-than-human average strength would be Scale +1
through practice), gifts (any trait that isnt an attribute or Strength or more, while a race of lesser average strength
skill but is something positive for the character), and faults would be Scale 1 Strength or less. Individuals are then
(any trait that limits a characters actions or earns him a of Fair or Good Strength, etc., relative to those of their
bad reaction from other people). Supernormal powers are own Scale.
treated as potent gifts. In a Bunnies game, where the player characters are
Fudge uses ordinary words to describe some traits, espe- rabbits, Rabbit Scale would be 0, while Human Scale
cially attributes and skills. The following terms of a seven- would likely be +7. In a Mecha game, where the player
level sequence are the words suggested by the Fudge characters were giant robots, Mecha Scale would be 0,
author and used in Grey Ghost Games products: while Human Scale would depend on the actual size dif-
ference between the mechs and humans; a Human Scale
Superb
of 15 relative to the Mecha Scale of 0 would not be
Great
unreasonable.
Good
To calculate appropriate Strength/Mass Scale values,
Fair
figure that each level of Strength Scale represents an
Mediocre
increase of about 1.5 times the Strength and Mass of the
Poor
previous Scale level. This is because the Fudge core rules
Terrible
define each level of Strength (from Terrible to Superb) to
There is an additional level not listed above: Legendary, be 1.5 times stronger than the previous level. (This pro-
which is beyond Superb. GMs may restrict Legendary gression isnt necessarily true for other attributes. Superb
traits to non-player characters. Dexterity is only about twice as good as Fair Dexterity,
and each level of Speed is 1.2 times faster than the previ-
ous level.) Strength Scale increases at the same rate: a
Character Creation Scale 1 Fair Strength individual is 1.5 times stronger than
Fudge provides two basic means of creating characters: a Scale 0 Fair Strength individual.
the subjective and objective systems. Note that Scale 1 Fair Strength is not exactly equal to a
In the subjective system, the player and GM work Scale 0 Good Strength Scale really measures Mass, or
together to describe the character in Fudge terms, building Density, and affects how easily a creature may be hurt. A
from a strong character concept. Scale 1 Fair Strength fighter has an advantage over a
In the objective system, a characters traits start at a Scale 0 Good Strength fighter, even though their
default level (Fair for attributes; Poor for most skills) and Strengths are equal. The Scale 1 fighter is less affected by
the GM grants each player a number of free levels to the others damage due to his greater mass.
allocate. She may also grant free gifts, or require one or
more faults. The player can then spend two free levels to
raise an attribute from Fair to Great, for instance; or sac- Action Resolution
rifice a number of levels to gain a gift; or give his charac- For any action the player character wishes to perform,
ter a fault in return for levels to apply somewhere else. the GM must determine which trait is tested. (This will
The trading values of various traits and trait levels are: usually be a skill or an attribute.) If the action is unop-
posed, the GM determines the difficulty level. Some
1 attribute level = 3 skill levels actions are so easy that the character succeeds automati-
1 gift = 6 skill levels cally; others are impossible (no rolls needed).
1 gift = 2 attribute levels
1 gift = 1 fault

8 Characters and Character Traits/Character Creation/Scale Strength and Mass/Action Resolution


Excerpt from the Fudge 10th Anniversary Edition. Copyright 2005 by Grey Ghost Press, Inc. www.fudgerpg.com

Fudge in a Nutshell

When setting Difficulty Levels, it may help to keep the


Unopposed Actions statistical results of rolling four Fudge dice in mind:
When a character performs an action that isnt influ-
enced by anyone else, it is referred to as an unopposed Odds of rolling Odds of Rolling
action. Examples include jumping a wide chasm, climbing exactly on 4dF: Target or Higher
a cliff, etc. +4 1.2% 1.2%
Difficulty Level: The GM will set a difficulty level when a +3 4.9% 6.2%
character tries an unopposed action. Usually the difficulty +2 12.3% 18.5%
level will be Fair, but some tasks are easier or harder. +1 19.8% 38.3%
Rolled Degree: This refers to how well a character does at a 0 23.5% 61.7%
particular task. If someone is Good at Climbing in general, 1 19.8% 81.5%
but the die roll shows a +1 to the characters skill, then the 2 12.3% 93.8%
rolled degree is one level higher than the characters skill 3 4.9% 98.8%
level Great, in this case. Rolled degrees from Superb +1 to 4 1.2% 100.0%
Superb +4 are possible; a GM may thus set a difficulty level
beyond Superb for nearly impossible actions. Likewise,
there are rolled degrees from Terrible 1 down to Terrible Wounds
4. The GM should use her imagination in determining the Combat damage to a character can be described as
consequences of such abysmal failures. being at one of seven stages of severity:
Undamaged (no wounds at all)
Just a Scratch (no real game effect)
Opposed Actions Hurt (1 to traits)
Actions are opposed when other people (or animals, etc.) Very Hurt (2 to traits)
may have an effect on the outcome of the action. In this Incapacitated (only the most basic actions allowed)
case, the player of each contestant rolls some dice, and the Near Death (unconscious; death without medical help)
results are compared to determine the outcome. Dead
Relative Degree: This refers to how well a character did
compared to another participant in an opposed action. Determining Wound Levels: Fudge offers many ways to
The relative degree is expressed as a number of levels. If a track combat damage. The Objective Damage System
PC gets a rolled degree result of Good in a fight, and his assumes each character will have an Offensive Damage
NPC foe gets a rolled degree result of Mediocre, the PC Factor (the total of modifiers, including any applicable
beat his foe by two levels the relative degree is +2 from Strength and Scale bonuses, that reflects the deadliness of
his perspective, 2 from hers. the weapon used) and a Defensive Damage Factor (the
total of modifiers, including Scale and armor, that reflects
the characters ability to withstand or avoid damage). To
Fudge Dice and determine how much damage is done in a given combat
round, the following formula may be used:
Other Random Generators
Winners Relative Degree + Offensive Damage
Fudge dice are six-sided dice with two sides marked +
Factor Losers Defensive Damage Factor
(+1), two sides marked - (1), and two sides left blank (+/-
0). Rolling four Fudge dice (4dF) gives results from 4
Damage: 1-2 3-4 5-6 7-8 9+
(sub-Terrible) to +4 (trans-Superb). To determine the result
Wounds: Scratch Hurt Very Hurt Incap. Nr. Death
of an action, roll the dice; use the result to modify the trait
level being tested. For example, a +3 dice result added to a Most characters can withstand three Scratches, one
Fair trait is a Superb rolled degree; a 1 result added to a Hurt, and one Very Hurt. Further Scratches are marked as
Fair trait indicates a Mediocre result. Hurts, further Hurts are marked as Very Hurt, etc. For
Alternative 3d6 dice method: Roll 3 six-sided dice. Add more cinematic games, GMs may adjust the wound boxes,
the numbers and compare to the following table: allowing two Hurts instead of one, for example.
Fudge games will vary, of course, but many have these
Rolled: 3-4 5 6-7 8-9 10-11 12-13 14-15 16 17-18 simple character creation and action resolution rules at
Result: 4 3 2 1 +0 +1 +2 +3 +4 their core. See Fantasy Fudge, p. 88, as an example.

Unopposed Actions; Opposed Actions/Fudge Dice and Other Random Generators/Wounds 9

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