Fudge 10th Anniversary Edition

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10th Anniversary Edition

Written by Steffan O’Sullivan

Additional Materials
by various authors as indicated

Edited by Kent Matthewson, Sharon Tripp, and Ann Dupuis


Design and Typography by Ann Dupuis and Sharon Tripp
Cover Art by Jeff Koke
Some artwork copyright Paul Daly, used with permission.
Some artwork taken from Sci-Fi Clip-Art Collection Two,
copyright © Philip Reed and Christopher Shy.
Used with permission. To learn more visit www.roninarts.com.

Some artwork taken from Image Portfolio © Louis Porter, Jr. Design.
All Rights Reserved. Artists Antonio Rojo and Tony Perna.

Some art © 2004 Ed Bourelle. Used


with permission. www.bourellearts.com

“Creepy Cyber Guy” by Bradley K. McDevitt, www.bradleykmcdevitt.com.


Various character illustrations by Storn Cook.
Fudge 10th Anniversary Edition Copyright © 2005 by Grey Ghost Press, Inc. All Rights Reserved.
Open Game License

"Using" means to use, Distribute, copy, edit, format, modify,


Open Game License Version 1.0a translate and otherwise create Derivative Material of Open
The following text is the property of Wizards of the Coast, Inc. and Game Content. (h) "You" or "Your" means the licensee in
is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights terms of this agreement.
Reserved.
2. The License: This License applies to any Open Game
1. Definitions: (a)"Contributors" means the copyright Content that contains a notice indicating that the Open
and/or trademark owners who have contributed Open Game Content may only be Used under and in terms of this
Game Content; (b)"Derivative Material" means copyrighted License. You must affix such a notice to any Open Game
material including derivative works and translations Content that you Use. No terms may be added to or sub-
(including into other computer languages), potation, modi- tracted from this License except as described by the License
fication, correction, addition, extension, upgrade, improve- itself. No other terms or conditions may be applied to any
ment, compilation, abridgment or other form in which an Open Game Content distributed using this License.
existing work may be recast, transformed or adapted; (c)
"Distribute" means to reproduce, license, rent, lease, sell, 3.Offer and Acceptance: By Using the Open Game
broadcast, publicly display, transmit or otherwise distribute; Content You indicate Your acceptance of the terms of this
(d)"Open Game Content" means the game mechanic and License.
includes the methods, procedures, processes and routines to
the extent such content does not embody the Product 4. Grant and Consideration: In consideration for agreeing
Identity and is an enhancement over the prior art and any to use this License, the Contributors grant You a perpetual,
additional content clearly identified as Open Game Content worldwide, royalty-free, non-exclusive license with the exact
by the Contributor, and means any work covered by this terms of this License to Use, the Open Game Content.
License, including translations and derivative works under
copyright law, but specifically excludes Product Identity. (e) 5.Representation of Authority to Contribute: If You are
"Product Identity" means product and product line names, contributing original material as Open Game Content, You
logos and identifying marks including trade dress; artifacts; represent that Your Contributions are Your original cre-
creatures characters; stories, storylines, plots, thematic ele- ation and/or You have sufficient rights to grant the rights
ments, dialogue, incidents, language, artwork, symbols, conveyed by this License.
designs, depictions, likenesses, formats, poses, concepts,
themes and graphic, photographic and other visual or audio 6.Notice of License Copyright: You must update the
representations; names and descriptions of characters, COPYRIGHT NOTICE portion of this License to include
spells, enchantments, personalities, teams, personas, like- the exact text of the COPYRIGHT NOTICE of any Open
nesses and special abilities; places, locations, environments, Game Content You are copying, modifying or distributing,
creatures, equipment, magical or supernatural abilities or and You must add the title, the copyright date, and the copy-
effects, logos, symbols, or graphic designs; and any other right holder's name to the COPYRIGHT NOTICE of any
trademark or registered trademark clearly identified as original Open Game Content you Distribute.
Product identity by the owner of the Product Identity, and
which specifically excludes the Open Game Content; (f) 7. Use of Product Identity: You agree not to Use any
"Trademark" means the logos, names, mark, sign, motto, Product Identity, including as an indication as to compati-
designs that are used by a Contributor to identify itself or its bility, except as expressly licensed in another, independent
products or the associated products contributed to the Agreement with the owner of each element of that Product
Open Game License by the Contributor (g) "Use", "Used" or Identity. You agree not to indicate compatibility or co-adapt-
ability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content
What’s all this? except as expressly licensed in another, independent
Grey Ghost Press has released Fudge under the “Open Agreement with the owner of such Trademark or
Game License.” This allows other publishers to use Registered Trademark. The use of any Product Identity in
Fudge in their products (commercial or otherwise) while Open Game Content does not constitute a challenge to the
Grey Ghost Press retains the core copyrights. For more ownership of that Product Identity. The owner of any
information, please see the Fudge Publishers pages at Product Identity used in Open Game Content shall retain
www.fudgerpg.com/publishers. all rights, title and interest in and to that Product Identity.

2 Open Game License


Open Game License

8. Identification: If you distribute Open Game Content


You must clearly indicate which portions of the work that Product Identity
you are distributing are Open Game Content. The following is Product Identity under the terms of the
Open Game License and cannot be used without specific
9. Updating the License: Wizards or its designated Agents written permission from Grey Ghost Press or the copyright
may publish updated versions of this License. You may use holders: All artwork, the Fudge System Trademark Logos
any authorized version of this License to copy, modify and (designed by Daniel M. Davis, www.agyris.net), and any
distribute any Open Game Content originally distributed trademarks owned by third parties (including Gatecrasher,
under any version of this License. Groo, and GURPS).

10 Copy of this License: You MUST include a copy of this


License with every copy of the Open Game Content You Acknowledgements
Distribute. The author would like to thank Andy Skinner for quality
input above and beyond anyone else's. Andy's contributions
11. Use of Contributor Credits: You may not market or over the years have been both major and profound.
advertise the Open Game Content using the name of any Other valued contributors include Reimer Behrends,
Contributor unless You have written permission from the Martin Bergendahl, Peter Bonney, Thomas Brettinger,
Contributor to do so. Robert Bridson, Travis Casey, Paul Jason Clegg, Peter F.
Delaney, Jay Doane, Ann Dupuis, Paul Dupuis, Brian
12 Inability to Comply: If it is impossible for You to com- Edmonds, Shawn Garbett, Ed Heil, Richard Hough,
ply with any of the terms of this License with respect to Bernard Hsiung, John H. Kim, Pete Lindsay, Bruce
some or all of the Open Game Content due to statute, judi- Onder, Christian Otkjaer, Bill Seurer, Larry Smith,
cial order, or governmental regulation then You may not Stephan Szabo, John Troyer, Corran Webster, and others
Use any Open Game Material so affected. on rec.games.design on the Internet.
I would also like to thank, most warmly, Ann Dupuis of
13 Termination: This License will terminate automatical- Grey Ghost Press for her strong support of Fudge over the
ly if You fail to comply with all terms herein and fail to cure years.
such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of this
License. About the Author
Steffan O'Sullivan is the author of GURPS® Bestiary,
14 Reformation: If any provision of this License is held to GURPS Swashbucklers, GURPS Fantasy Bestiary and
be unenforceable, such provision shall be reformed only to GURPS Bunnies & Burrows. He lives in New Hampshire,
the extent necessary to make it enforceable. U.S.A., and has wide-ranging interests. He has formally
studied history, pre-med, theater, and transpersonal psy-
15 COPYRIGHT NOTICE chology. (GURPS® is a registered trademark of Steve
Open Game License v 1.0 Copyright 2000, Wizards of the Jackson Games.)
Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey
Ghost Press, Inc.; Authors Steffan O’Sullivan and Ann About the Publisher
Dupuis, with additional material by Jonathan Benn, Don Grey Ghost Press has been publishing Fudge roleplaying
Bisdorf, Peter Bonney, Deird’Re Brooks, Reimer Behrends, game material since 1995, and now owns the Fudge copy-
Shawn Garbett, Steven Hammond, Ed Heil, Bernard rights. Please visit our website at www.fudgerpg.com for
Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, more information.
Kent Matthewson, Gordon McCormick, Kent Matthewson,
Peter Mikelsons, Anthony Roberson, Andy Skinner,
William Stoddard, Stephan Szabo, John Ughrin., Alex Terminology:
Weldon, Duke York, Dmitri Zagidulin To avoid confusion, "he," "him," etc., are used to
describe a player and PC, and "she," "her," etc., are used to
describe a Game Master and NPC.

Open Game License (cont.) 3


Table of Contents

Open Game License ...................2 Legendary Heroes .........................23 Sample Wound Factors List....45
What’s all this? .............................2 Miracles ...........................................24 Determining Wound Level .....45
Product Identity...............................3 Magic ................................................24 Grazing.........................................47
Acknowledgements..........................3 Psi ......................................................24 Recording Wounds....................47
Terminology......................................3 Superpowers....................................25 Alternate Method for
Cybernetic Enhancements ..........25 Recording Wounds ...............48
Non-human Scale
Table of Contents........................4 in Combat ...............................48
Action Resolution......................26 Wound Options..............................50
Action Resolution Terms ............26 Damage Die Roll .......................50
Fudge in a Nutshell.....................8 Rolling the Dice.............................27 Stun, Knockout, and
Alternate Method for Pulling Punches .....................50
Rolling the Dice.....................27 Min-Mid-Max Die Roll.............51
Character Creation ...................10 Reading the Dice: PC Death .....................................52
Character Creation Terms ..........10 Fudge Dice ..............................27 Technological Levels
Fudge Trait Levels.........................10 Other Dice Techniques ............28 as Scale.....................................53
Character Traits.............................10 Success Rates..............................29 Combat and Wounding
Attributes.....................................10 Action Modifiers............................29 Example .......................................53
Skills..............................................11 Unopposed Actions .......................29 Healing.............................................54
Examples of Skill Depth ......11 Opposed Actions ...........................30
Gifts...............................................12 Critical Results...............................30
Faults.............................................12 NPC Reactions ...............................31 Character Development ............55
Personality ...................................13 Subjective Character
Fudge Points ...............................13 Development...............................55
Allocating Traits ............................13 Diceless Fudge ..........................32 Objective Character
Subjective Character Creation ...14 Basics ................................................32 Development...............................55
Objective Character Creation ....15 Balance of Power ...........................33 Development through
Attributes.....................................15 Combat ............................................33 Training .......................................56
Skills..............................................16 Summing up ...................................34 Alternative Experience
Gifts and Faults..........................17 System ..........................................56
Trading Traits.............................17
Uncommitted Traits......................17 Combat .....................................35
Random Character Creation ......17 Combat Terms ...............................35 Tips and Examples....................57
Minimizing Abuse.........................18 Melee Combat................................35 GM Tips and Conversion............57
Alternate Character Creation.....18 Story Elements...........................35 Conversion Hints.......................57
Simultaneous Combat Character Sheet Example............58
Rounds .....................................36 Character Examples .....................58
Supernormal Powers .................19 Alternating Combat Turns .....37 Historical Fiction Characters .59
Supernormal Power Terms .........19 Melee Combat Options................37 Modern Characters...................62
Powers at Character Creation ....19 Melee Modifiers.........................37 Science Fiction Characters .....64
Powers Available........................20 Offensive/Defensive Tactics....38 Miscellaneous Characters .......66
Associated Skills ........................20 PCs vs. NPCs..............................39 Class and Racial Template
Combat Powers ..........................20 Multiple Combatants in Melee39 Examples .....................................69
Non-humans....................................20 Hit Location ...............................40 Ranger Template .......................69
Strength and Mass ....................20 Heroic Evasion...........................40 Broad Class Templates.............69
Speed ............................................21 Fancy Stuff...................................41 Cercopes (Fantasy Race) ..........71
Scale Correlations .....................21 Ranged Combat .............................41 Animal and Creature
Cost of Scale ...............................22 Wounds ............................................42 Examples......................................71
Scale Table ..................................22 Wound Levels.............................42 Equipment Examples ...................73
Racial Bonuses Damage Capacity ......................43
and Penalties ..........................23 Wound Factors ...........................44

4 Table of Contents
Table of Contents

Five-Point Fudge .......................75 Skill Groups..................................122 Wild Things (Fantasy Bestiary) 146
Character Points ............................75 Magical Skills ...........................123 Basilisk .......................................146
Skill Points Chart ..................75 Attributes ......................................123 Dragon .......................................146
General Skills Point ..................76 Allocating Attributes..............123 Ghost...........................................147
Trading Skills .............................76 Using Attributes ......................123 Ghoul ..........................................147
The Character Sheet.................76 Gifts ................................................124 Giant Worm ..............................147
To Make a Character................76 New Gifts...................................124 Goblin.........................................148
Attributes.........................................77 Faults ..............................................125 Great Weasel.............................148
Skill Groups ....................................77 Magic..............................................125 Hydra..........................................148
Gifts...................................................77 Innate Magic ............................125 Hyeena .......................................149
Faults.................................................77 Hedge Magic ............................126 Imp..............................................149
Master Trait List............................78 Scholarly Magic .......................127 Medusa.......................................149
Campaign Power Levels...............80 Points Spent in Magic ........127 Rathent ......................................150
More Powerful Characters ......80 Magical Power (Mana) ...........133 Ratlings ......................................151
Less Powerful Characters ........80 Fatigue........................................133 Restless Dead............................151
Sample Character ..........................81 Performing Magical Feats .....133 Soldier, Professional ...............152
Clerical Magic..........................134 Thug ...........................................152
Non-human Races .......................135 Troll ............................................153
Skills, Gifts, and Faults .............82 Equipping Characters ................135 Wall Crawler.............................153
Skills and Skill Selection .............82 Damage Factors and Zombie.......................................154
Defining Skills............................82 Equipment.............................136 Zuvembie...................................154
A Core Skills List for Fudge.......83 Character Development.............136
Selecting and Defining Settings for Fantasy Fudge........136
the Skills ..................................83 Action Resolution........................136 Fudge Miracles........................155
Player-defined Skills .................83 Rolling the Dice.......................137 Divine Favor .................................155
Format..........................................83 Unopposed Actions .................137 Petitioning a Miracle ..................155
Gifts and Faults..............................83 Opposed Actions .....................137 Modifiers to the
Skill Descriptions ..........................84 Combat ......................................137 Petitioning Skill Level ........156
Using These Skills with Fudge Points .............................138
Five-Point Fudge ......................106 The Only Rule You Really Need To
Gifts ................................................106 Know ..........................................138 Fudge Magic............................156
Faults ..............................................109 Sample Characters ......................138 Magic Potential ............................157
Sample Five-Point Genres..........115 Spells...............................................158
Five-Point Espionage...............115 Mana...............................................159
Five-Point Cyberpunk.............116 Fantasy Fudge Adventure ........143 Skill .................................................160
New/Redefined Skills .........116 The Mines of Silverton ..............143 Resolution .....................................160
Five-Point Science Fiction......117 Background...............................143 Personal Magic Resistance ........161
New/Redefined Skills .........118 Beginning the Adventure ......143 Certain Spellcasting ....................161
Sample Characters ..................118 The Town of Silverton ...........143 Enchanting Items ........................161
“Miner Down!“.........................143 Fudge Magic Options .................161
Into the Mine ...........................144 Generalized Magic
Fantasy Fudge .........................120 The Rescue ...............................145 Potential .................................161
Character Creation .....................120 The Grorrowr ...........................145 Magicians and
Character Points ..........................120 Combat Tips.............................145 Non-magicians......................162
Skill Points Chart ....................120 Drew............................................145 Spellcasting Skill
General Skills Point ................121 Alternatives...........................162
Trading Skills ...........................121 Less Risky Spellcasting ..........162
Customizing Skill Points .......121
Character Creaton Tips.........121

Table of Contents (cont.) 5


Table of Contents

Degrees of Magic Psionic Skills.................................193 Programs........................................214


for Five-Point Fudge .............163 Psychic Reservoir ........................193 Program Availability...............214
Character Creation .....................163 Psionic Actions ............................193 Available Programs .................214
Gift: Magical Talent ..............163 Desperation Psionics ..................194 Netrunning Mechanics...............215
Wizardry Points .......................163 Psi Modifiers Summary.............195 Movement ................................215
Spending Character Points ...163 Psi Examples ................................195 Running Programs..................215
General Skills Point ................164 Turn Sequence..........................216
Magic Skills...............................164 Intrusion/Defense....................216
Action Resolution........................164 Fudge Superheroes..................196 Stealth.........................................216
Skill Level and Resolution ....164 Power Scales .................................196 Flatline Programs ....................216
Casting at a Higher Degree ..164 Size and Strength Scale .........196 Ejecting ......................................216
Results........................................164 Super–strength Scale..............196 Artificial Intelligences ............216
Spell Effects and Degrees......165 Extended Strength Mapping ....................................216
Terminology..............................165 Scale Table .........................197
Concentration and Energy Scale .............................197
Holding Spells......................166 Non–physical Scales ...............198 Fudge Vehicles.........................218
Opposed Spells ........................166 Scale and Geometry ...............198 Game World..................................218
Improving Skill Level, Super–speed Scale...................198 Vehicle Types............................218
Time to Cast, and WP .......166 Gifts and Supernormal Vehicle Registry .......................218
Combining Spell Effects ........167 Powers ........................................199 Technology Level
Enchanting Items ....................167 Weaknesses and and Registries .......................219
Reaching Beyond Vulnerabilities ......................199 Vehicle Attributes........................219
Your Ability ..........................168 Power Modifications Weapon Attributes ......................219
Stress Table...........................168 and Options ..........................199 Attribute Scales .......................220
Spell List....................................169 Non–humans............................200 Sample Objects and
Athletic/Manual Dexterity Legendary Attributes Respective Size Scales .....220
Spell Group ........................170 and Skills ...................................201 Sample Objects and
Combat Spell Group...........172 Gadgets ..........................................201 Respective Speed Scales..221
Covert/Urban What Gadgets Do....................201 Gifts and Faults............................221
Spell Group.........................175 How Gadgets Are Created....201 Skills ...............................................225
Knowledge Spell Group.....177 Campaign Scale ...........................202 Sample Vehicles...........................226
Metamagical Sample Characters......................202 Piloting and Losing Control.....227
Spell Group ........................180 Combat ..........................................228
Professional Spell Group...183 Characteristics of
Scouting/Outdoor Cybernetics in Fudge...............204 Pilot Maneuvers ................228
Spell Group ........................185 Defining Cybernetics .................204 Planning Phase Maneuvers ..229
Social/Manipulative Getting Cybered ..........................204 Additional Maneuvers ...........229
Spell Group ........................188 A Simple Cybernetics Attacking a Target ..................229
Customizing Catalog.......................................205 Damaging a Target .................230
Degreesof Magic......................190 Controlling Cybernetics ............209 Interpreting Damage..............230
New Spell Effects The Full Cyborg ..........................209 Vehicles vs. Characters ..........231
(Optional) ..............................190 Cybernetics from Other Characters vs. Vehicles ..........231
Adjusting Power Levels Games (and in your own) .....211 Large-scale Battles...................231
(Optional) ..............................190 Sample Cyborgs ...........................212 Combat Example.....................231
Sample Wizard Character .....191

Netrunning ..............................213 Fudge Dogfighting ..................233


Fudge Psi.................................192 Equipment.....................................213 Ship Statistics ...............................233
Psionic Powers..............................192 Mental Interfaces.....................213 Speed ..............................................233
Psi Groups Table .....................192 Communication Links ..........213 Maneuverability...........................233
Decks ..........................................214 Armor.............................................234

6 Table of Contents (cont.)


Table of Contents

Shields Option A Set of Weapons and Armor Fudge Martial Arts ..................277
(SF campaigns).....................234 for Fudge..............................262 Fudge Martial Arts
Countermeasures Option......235 Melee Weapons............................262 in a Nutshell .............................277
Point-defense Option..............235 Characteristics Styles and Moves .........................277
Sensors Option ........................235 Affecting Skill ......................262 Styles and Defense ..................277
Sensor Countermeasures Parrying Capability ................262 Using Moves .............................277
(Stealth) Option ...................236 Shields........................................263 Costs of Moves .........................278
Weapon Statistics ........................236 Two-handed Fighting .............263 Multiple Weapons and
Damage (ODF).........................236 Weapon “Size” .........................263 Multiple Styles .....................278
Range .........................................236 Reach..........................................263 When to Reveal Moves ..........278
Rate of Fire...............................236 Speed..........................................263 Moves Table .............................279
Combat Phases ............................236 Using Speed and Reach.........264 Sample Styles ...............................282
Distance .....................................236 Skill Costs .................................264
Weapon Table ......................237 Non-lethal Weapons................264
Positioning ................................238 Melee Weapons Table............265 Fudge Fu: Guidelines
Missiles ......................................239 Martial Arts Weapons for Martial Arts....................289
Firing Weapons........................240 Table.......................................266 Martial Arts Skills
Damage......................................240 Special Weapons......................266 and Sub-skills .......................289
Individual Systems Missile Weapons..........................266 Objective Character Creation:
Damage ...............................241 Thrown Missiles ......................266 Keeping Score ......................290
Detailed Combat Example .......242 Special Missile Weapons .......266 Costs ...........................................290
Example Fighter Craft.......242 Mechanical Missile Using Fudge Fu With
Weapons ................................267 Existing Campaigns ...........290
Thrown Weapons Table ........268 Combat and Action
Weapons and Armor in Fudge .246 Mechanical Missile Resolution .................................291
Key Concepts ...............................246 Weapons Table.....................268 Typical Exchanges...................291
Weapons ........................................249 Bows Table................................268 Combat Exchange
Bonuses and Penalties Firearms.....................................269 Summary Chart...................294
to Hit ......................................249 Typical Ranges Table.............270 Unusual Environments and
Non-lethal Damage .................251 Firearms Table .........................271 Circumstances..........................294
Weapon-specific Criticals ......252 Firearms Table (cont.) ............272 Martial Art Weapons..................297
Range .........................................252 Grenades and Explosions......272 Martial Art Skill vs.
Scatter ........................................253 Grenades and Explosion Weapon Skill ........................297
Explosions.................................253 Tables .....................................273 Weapons and Lethality ..........297
Automatic Weapons ...............254 Armor.............................................273 Gifts ................................................298
Armor Piercing........................255 Armor vs. Melee Weapons ....274 Faults ..............................................302
Soft-tipped Bullets...................255 Armor vs. Muscle-powered Sample Fighting Styles ..............303
Armor.............................................256 Attacks....................................274 Using Fudge Fu WithExisting
Armor Penalties.......................256 Armor vs. Firearms .................274 Fudge Material.........................307
Armor vs. Weapon Type........257 Historical and Modern Sample Characters ......................307
Soft Armor vs. Armor Table .........................274
Hard Armor .........................257 Armor vs. Energy Attacks.....275
Shields........................................257 Partial Armor and Just Fudge It!...........................309
Fantasy Weapons Tables .......258 Hit Location .........................275
Fantasy Armor Tables............259 Science Fiction Weapons
Modern Grenades Table .......259 and Armor.................................275 Fudge Combat Tables ..............313
Explanation of Criticals ........259 Technological Levels Fudge Sample Skills ................314
Modern Weapons Table ........260 as Scale...................................275 Character Sheet.......................315
Modern Armor Table ............260 Detailed SF Weapons Index .......................................317
Ammo Types ............................260 and Armor ............................286 Grey Ghost Games ..................320

T able of Contents (cont.) 7


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 isn’t an attribute and can be improved greater-than-human average strength would be Scale +1
through practice), gifts (any trait that isn’t 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 character’s 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 isn’t 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 character’s 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 other’s 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


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 isn’t 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 character’s skill, then the –2 12.3% 93.8%
rolled degree is one level higher than the character’s 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 character’s 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
Winner’s Relative Degree + Offensive Damage
Fudge dice are six-sided dice with two sides marked +
Factor – Loser’s Defensive Damage Factor
(+1), two sides marked - (–1), and two sides left blank (+/-
0). Rolling four Fudge dice (4dF) gives results from -4 (sub-
Damage: 1-2 3-4 5-6 7-8 9+
Terrible) to +4 (trans-Superb). To determine the result of
Wounds: Scratch Hurt Very Hurt Incap. Nr. Death
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


Character Creation

This chapter contains all the information you’ll need to These levels should be written on each character sheet
create human characters, including character traits and for easy reference.
trait levels, and some different ways to allocate them. A GM may alter this list in any way she desires, includ-
For non-human characters — or characters with super- ing expanding or shrinking it. For example, if Superb
normal abilities (magic, psionics, superpowers, etc.) — you doesn’t sound right to you, use Awesome — or even Way
will also need to read Supernormal Powers , pages 19-25, Cool. If the words Mediocre and Fair don’t make sense to
before your characters will be complete. you, change them. These seven terms will be used in the
rules, however, for clarity.
To remember the order, compare adjacent words. If, as
Character Creation Terms a beginner, your eventual goal is to become an excellent
Trait: Anything that describes a character. A trait can be game player, for example, ask yourself if you’d rather be
an attribute, skill, inherited gift, fault, supernormal power, called a Fair game player or a Mediocre game player.
or any other feature that describes a character. The GM is There is an additional level that can be used in Fudge,
the ultimate authority on what is an attribute and what is but is not listed above: Legendary, which is beyond
a skill, gift, etc. Superb. Those with Legendary Strength, for example, are
Level: Most traits are described by one of seven adjec- in the 99.9th percentile, and their names can be found in
tives. These seven descriptive words represent levels a trait any book of world records.
may be at. In addition, the objective character creation Important Note: Not every GM will allow PCs to become
method grants the player free levels, and requires he keep Legendary. Even in games that do include the Legendary
track of them. In this case, one level is required to raise a level, it is not recommended that any character be allowed
trait to the next better adjective. to start the game as Legendary. Superb represents the 98th
Attribute: Any trait that everyone in the game world has, to 99.9th percentile of any given trait, which should be
to some degree or other. On a scale of Terrible ... Fair ... enough for any beginning PC. Of course, if a player char-
Superb, the average human will have an attribute at Fair. acter gets a bit overconfident, meeting an NPC Legendary
Skill: Any trait that isn’t an attribute, but can be swordswoman can be a grounding experience....
improved through practice. The default for an unlisted skill If someone really has to begin play as a Legendary
is usually Poor, though that can vary up or down a little. swordsman, strong man, etc., doing the GM’s laundry for
Gift: Any trait that isn’t an attribute or skill, but is some- half a year or so (in advance) should be a sufficient bribe
thing positive for the character. Some GMs will define a to be allowed to start at that level. Of course, working
certain trait as a gift, while others will define the same trait towards Legendary makes a great campaign goal, and so
as an attribute. In general, if the trait doesn’t easily fit the PCs may rise to that height, given enough playing time
Terrible ... Fair ... Superb scale, it’s probably a gift. and a generous GM.
Fault: Any trait that limits a character’s actions, or earns
him a bad reaction from other people.
Supernormal Power: Although technically gifts, supernor- Character Traits
mal powers are treated separately in the Supernormal Traits are divided into attributes, skills, gifts, faults, and
Powers chapter. supernormal powers. Not every GM will have all five types
of traits in her game. These traits are defined under
Character Creation Terms, above.
Fudge Trait Levels
Fudge uses ordinary words to describe various traits of a
character. The following terms of a seven-level sequence Attributes
are suggested (from best to worst): Gamers often disagree on how many attributes a game
should have. Some prefer few attributes, others many.
Superb Even those that agree on the number of attributes may dis-
Great agree on the selection. While Fudge discusses some attrib-
Good utes (Strength, Fatigue, Constitution, etc.) in later sections,
Fair none of these are mandatory. The only attribute the basic
Mediocre Fudge rules assume is Damage Capacity, and even that is
Poor optional — see Damage Capacity, p. 43.
Terrible

10 Character Creation Terms/Fudge Trait Levels/Character Traits: Attributes


Character Creation

Here is a partial list of attributes in use by other games; Combat skills require special consideration. The broad-
select to your taste, or skip these altogether: est possible category is simply that: Combat Skills. A
Body: Agility, Aim, Appearance, Balance, Brawn, Build, broad range breaks that down to Melee Weapons,
Constitution, Coordination, Deftness, Dexterity, Unarmed Combat, and Missile Weapons. A somewhat nar-
Endurance, Fatigue, Fitness, Health, Hit Points, Manual rower approach would break down Melee Weapons into
Dexterity, Muscle, Nimbleness, Physical, Quickness, Close Combat Melee Weapons (knives, blackjacks, etc.),
Reflexes, Size, Smell, Speed, Stamina, Strength, Wound One-handed Melee Weapons (one-handed swords, axes,
Resistance, Zip, and so on. maces, etc.), and Two-handed Melee Weapons (polearms,
Mind: Cunning, Education, Intelligence, Knowledge, spears, battle-axes, two-handed swords, etc.).
Learning, Mechanical, Memory, Mental, Mental Strength, Or, for a precise list of skills, each group in parentheses
Perception, Reasoning, Smarts, Technical, Wit, and so on. could be listed as a separate skill; a character skilled at
Soul: Channeling, Charisma, Charm, Chutzpah, using a broadsword knows nothing about using a saber, for
Common Sense, Coolness, Disposition, Drive, Ego, example.
Empathy, Fate, Honor, Intuition, Luck, Magic Potential, Each choice has its merits. Broad skill groups that
Magic Resistance, Magical Ability, Power, Presence, include many sub-skills make for an easy character sheet
Psyche, Sanity, Self-discipline, Social, Spiritual, Style, Will, and fairly competent characters, while specific skills allow
Wisdom, and so on, and so on. fine-tuning a character to a precise degree.
Other: Rank, Status, Wealth. See Character Examples for an idea of how broadly or fine-
Most games combine many of these attributes, while ly skills can be defined in a game.
others treat some of them as gifts or even skills. In Fudge,
if you wish, you can even split these attributes into smaller
ones: Lifting Strength, Carrying Strength, Damage-deal- Riding Horses
ing Strength, etc. Riding Riding Camels
At this point, the GM decides how many attributes she Riding Elephants
deems necessary — or she might leave it up to each player. Driving Oxen
(Other games range from one or two to over twenty.) See Animal Skills Driving Driving Mules & Horses
Character Examples, pp. 58–68, for some possibilities. Driving Dogs
Grooming
Skills Care Feeding
Breeding First Aid
Skills are not related to attributes or their levels in Veterinary Diagnosis
Fudge. Players are encouraged to design their characters
Medicine
logically — a character with a lot of Good physical skills
Surgery
should probably have better than average physical attrib-
utes, for example. On the other hand, Fudge allows a play-
er to create someone like Groo the Wanderer*, who is very
clumsy yet extremely skilled with his swords.
Examples of Skill Depth
The GM should then decide what level of skill depth she
wants. Are skills broad categories such as “Social Skills,”
moderately broad abilities such as “Inspire People, Parley, Sample Skill Lists
and Market Savvy,” or are they specific abilities such as See page 314 for a brief list of skill examples. The list is
“Barter, Seduce, Repartee, Persuade, Fast-talk, Bully, not in any way intended to be comprehensive or official. It
Grovel, Carouse, Flatter, Bribe,” etc.? is merely to help those not used to skill-based systems
An attribute is, in some ways, a very broad skill group, think of some skills for their characters. By all means,
and skills may be ignored altogether if desired. change the names, create new ones, compress or expand
those listed, disallow some, etc. It is useful to print or pho-
tocopy a sample skill list on a separate sheet for each play-
er during character creation.
*GROO is a trademark of Sergio Aragonés. If you don’t See also Skills, Gifts, and Faults (pp. 82–119) for a detailed
know Groo, go to a comic book store and check him out! list of skills and their descriptions.

Character Traits: Skills; Examples of Skill Depth; Sample Skill Lists 11


Character Creation

Some sample faults: Absent-minded; Addiction;


Gifts Ambitious; Amorous Heartbreaker; Bloodlust; Bravery
A gift is a positive trait that doesn’t seem to fit the Indistinguishable from Foolhardiness; Can’t Resist Having
Terrible ... Fair ... Superb scale that attributes and skills fall the Last Word; Code of Ethics; Code of Honor;
into. However, this will vary from GM to GM: a photo- Compulsive Behavior; Coward; Curious; Easily
graphic memory is a gift to one GM, while it is a Superb Distractible; Enemy; Fanatic Patriot; Finicky; Full of Bluff
Memory attribute to another. Some GMs will define and Bluster and Machismo; Garrulous; Getting Old;
Charisma as an attribute, while others define it as a gift. Glutton; Goes Berserk if Wounded; Gossip; Greedy;
To one gamemaster, a character either has Night Vision or Gullible; Humanitarian (helps the needy for no pay);
he doesn’t; another will allow characters to take different Idealist (not grounded in reality); Indecisive; Intolerant;
levels of it. A gamemaster may not even have gifts in her Jealous of Anyone Getting More Attention; Lazy; Loyal to
game at all. Companions; Manic-depressive; Melancholy; Multiple
Alternatively, gifts can come in levels, but the levels Personality; Must Obey Senior Officers; Nosy; Obsession;
don’t necessarily coincide with the levels used by other Outlaw; Overconfident; Owes Favors; Phobia; Poor;
traits. For example, Status might be three- or four-tiered, or Practical Joker; Quick-tempered; Quixotic; Self-defense
even nine-tiered, instead of fitting into the seven levels of Pacifist; Socially Awkward; Soft-hearted; Stubborn;
attributes and skills. Wealth might come only in five dif- Tactless; Unlucky; Vain; Violent When Enraged; Vow;
ferent levels — whatever each GM desires. Worrywart; Zealous Behavior; etc.
Supernormal powers, such as the ability to cast magic See also Character Examples and Skills, Gifts, and Faults
spells, fly, read minds, etc., are technically powerful gifts, (pages 82–119) for examples of different faults. Many oth-
but are handled separately in Supernormal Powers. ers are possible.
Likewise, traits above the human norm, such as a super-
strong fantasy or alien race, are treated by definition as
supernormal powers.
In general, if a gift isn’t written on the character sheet,
the character doesn’t have it.
Some possible gifts include: Absolute Direction; Always
Keeps His Cool; Ambidextrous; Animal Empathy;
Attractive; Beautiful Speaking Voice; Bonus to One Aspect
of an Attribute; Combat Reflexes; Contacts in Police Force;
Danger Sense; Extraordinary Speed; Healthy Constitution;
Keen Senses; Literate; Lucky; Many People Owe Him
Favors; Never Disoriented in Zero Gravity; Never Forgets a
Name/Face/Whatever; Night Vision; Patron; Perfect
Timing; Peripheral Vision; Quick Reflexes; Rank; Rapid
Healing; Reputation as Hero; Scale; Sense of Empathy;
Single-minded (+1 to any lengthy task); Status; Strong Will;
Tolerant; Tough Hide (–1 to damage); Wealth; etc.
See also Character Examples, pp. 58–68, for examples of
different gifts. Many others are possible.

Faults
Faults are anything that makes life more difficult for a
character. The primary faults are those that restrict a char-
acter’s actions or earn him a bad reaction from chance-met
NPCs. Various attitudes, neuroses, and phobias are faults;
so are physical disabilities and social stigmas. There are
heroic faults, too: a code of honor or inability to tell a lie
restrict your actions significantly, but are not signs of
flawed personality.

12 Character Traits: Gifts; Faults


Character Creation

1) Spending a Fudge point may accomplish an unop-


Personality posed action automatically and with panache — good for
A character’s personality may be represented by one or impressing members of the appropriate sex, and possibly
more traits, or it can be written out as character back- avoiding injury in the case of dangerous actions. The GM
ground or description. may veto this use of Fudge points for actions with a diffi-
As an example of the first case, courage is an attribute, culty level of Beyond Superb. The GM may disallow this
a gift, or even a fault. As an attribute, Superb Courage or option for an opposed action, such as combat.
Terrible Courage has an obvious meaning. As a gift, obvi- 2) A player may spend one Fudge point to alter a die roll
ous bravery gives the character a positive reaction from one level, up or down as desired. The die roll can be either
people he meets (assuming they see him being courageous, one the player makes, or one the GM makes that directly
or have heard of his deeds, of course). concerns the player’s character.
However, both Very Courageous and Very Cowardly can 3) A player may spend one Fudge point to declare that
be faults because they can limit a character’s actions. A wounds aren’t as bad as they first looked. This reduces the
courageous character might not run away from a fight intensity of each wound by one or two levels (a Hurt result
even if it were in his best interest, while a cowardly one becomes a Scratch, for example, or even a Very Hurt
would have a hard time staying in a fight even if he stood becomes a Scratch). Or it can mean that any one wound
to gain by staying. (or more), regardless of level, is just a Scratch. This latter
Or a character’s level of courage might not be a quanti- option may cost more than one Fudge point. The GM can
fied trait at all, but something the player simply decides. restrict this to outside of combat time.
“Moose is very brave,” a player jots down, and that is that. 4) A player may spend one (or more) Fudge points to get
It doesn’t have to count as a high attribute, gift, or fault. an automatic +4 result, without having to roll the dice.
A player should ask the GM how she wants to handle spe- This use is available in opposed actions, if allowed.
cific personality traits. If the player describes his character in 5) For appropriately legendary games, a GM-set number
detail, the GM can easily decide which personality traits are of Fudge points can be spent to ensure a favorable coinci-
attributes, gifts, or faults. However they are handled, most dence. (This is always subject to GM veto, of course.) For
characters benefit by having their personalities fleshed out. example, if the PCs are in a maximum security prison, per-
haps one of the guards turns out to be the cousin of one of
the PCs — and lets them escape! Or the captain of the fish-
Fudge Points ing boat rescuing the PCs turns out to be someone who
Fudge points are meta-game gifts that may be used to owes a favor to one of them, and is willing to take them out
buy “luck” during a game — they let the players fudge a of his way to help them out… And so on. This option
game result. These are “meta-game” gifts because they should cost a lot of Fudge points, except in certain genres
operate at the player-GM level, not character-character where bizarre coincidences are the norm.
level. Not every GM will allow Fudge points — those who
prefer realistic games should probably not use them.
The GM sets the starting number of Fudge points. The Allocating Traits
recommended range is from one to five. Unused Fudge Character creation in Fudge assumes the players will
points are saved up for the next gaming session. Each play- design their characters, rather than leaving attributes and
er may get an additional number each gaming session. other traits to chance. The GM may allow randomly deter-
(This is also set by the GM, and may or may not equal the mined traits if she desires — a suggested method is given in
starting level.) Alternately, the GM may simply allow expe- Random Character Creation, p. 17.
rience points (EP) to be traded for Fudge points at a rate There are no mandatory traits in Fudge. The GM should
appropriate for the campaign: 3 EP = 1 Fudge point, down inform the players which traits she expects to be most
to 1 EP = 1 Fudge point. important, and the players may suggest others to the GM
Fudge points can be used in many ways, depending on for her approval. The GM may even make a template, if
what level on the realistic-legendary scale the game is desired — a collection of traits she deems important (with
played at. Here are some suggested ways to use them — the room for customization) — and let the players define the
GM can create her own uses, of course. A GM may allow level of each trait. See Templates, p. 57.
as few or many of these options as she wishes — the players When a character is created, the player should define as
should ask her before assuming they can do something many character traits as he finds necessary — which may or
with Fudge points. may not coincide with a GM-determined list. If a player adds

Personality; Fudge Points/Allocating Traits 13


Character Creation

an attribute the GM deems unnecessary, the GM may treat the GM allows one Superb attribute, two Greats, and three
that attribute as simply a description of the character. She Goods. In a more realistic game, this is one Superb, one
may require a roll against a different attribute than the play- Great, and two Goods.
er has in mind, and the player must abide by her decision. This can apply to skills, too: one Superb skill, two Great
As an example, a certain GM decides she wants charac- skills, and six Good skills is a respectable number for a real-
ters to have a general Dexterity attribute. A player takes istic campaign, while two Superbs, three Greats, and ten
Good Dexterity for his PC, but wants to show that the Goods is quite generous, even in a highly cinematic game.
character is better at whole body dexterity than at manual The GM may also simply limit the number of skills a
dexterity. So he writes: Great Agility and Fair Manual character can take at character creation: ten, fifteen, or
Dexterity. However, the GM can ignore these distinctions, twenty are possible choices.
and simply require a Dexterity roll, since that is the trait Gifts and faults can be restricted this way, also. For
she has chosen. (She can average the PC-chosen levels, or example, a GM allows a character to have two gifts, but he
simply select one of them.) Of course, she can also allow must take at least three faults. Taking another fault allows
him to roll on the attributes he has created. another gift, or another skill at Great, and so on.
In Fudge, a character with a trait at Fair will succeed at These limitations help the player define the focus of the
ordinary tasks 62% of the time — there is usually no need character a bit better: what is his best trait (what can he do
to create a superstar. In fact, Great is just that: great! best)?
Superb should be reserved for the occasional trait in which A simple “two lower for one higher” trait-conversion
your character is the best he’s ever met. mechanic can also be used. If the GM allows one Superb
Any trait that is not defined at character creation will be attribute, for example, the player may forego that and take
at a default level: two attributes at Great, instead. The converse may also be
For attributes: Fair. allowed: a player may swap two skills at Good to get one at
For most skills: Poor (easier skills are at Mediocre, while Great.
harder ones are at Terrible). A skill default means Example: A player wants a jack-of-all-trades character,
untrained, or close to it. However, it is possible to take a and the GM has limits of one Superb skill, two Great skills,
skill at Terrible (below the default level for most skills), and six Good skills. The player trades the one Superb skill
which implies an ineptitude worse than untrained. limit for two Great skills: he can now take four skills at
For most gifts, supernormal powers, and certain GM- Great. However, he trades all four Great skills in order to
defined skills: Non-existent. (That is, the default is non-exis- have eight more Good skills. His character can now have
tent. The trait itself exists in some character, somewhere.) fourteen skills at Good, but none at any higher levels.
Each player should expect the GM to modify his char- In the subjective character creation system, it is easy to
acter after creation — it’s the nature of the game. The GM use both broad and narrow skill groups, as appropriate for
should expect to review each character before play. It the character. In these cases, a broad skill group is assumed
would, in fact, be best if the characters were made in the to contain the phrase, “except as listed otherwise.”
presence of the GM so she can answer questions during For example, a player wishes to play the science officer
the process. of a starship. He decides this character has spent so much
time studying the sciences, that he’s weak in most physical
skills. So on his character sheet he could simply write:
Subjective Character Creation
An easy way to create a character in Fudge is simply to Physical Skills: Poor
write down everything about the character that you feel is
important. Any attribute or skill should be rated using one He also decides that his character’s profession would
of the levels Terrible through Superb (see Fudge Trait Levels, take him out of the ship in vacuum quite a bit, to examine
p. 10). things. So he’d have to be somewhat skilled at zero-G
It may be easiest, though, if the GM supplies a template maneuvering. So he then adds:
of attributes she’ll be using. See Character Examples (pages
58-68) for template ideas. Zero-G Maneuvering: Good
The GM may also tell the player in advance that his
character can be Superb in a certain number of attributes, Even though this is a physical skill, it is not at Poor
Great in so many others, and Good in yet another group. because he specifically listed it as an exception to the
For example, in an epic-style game with eight attributes, broad category.

14 Subjective Character Creation


Character Creation

When the character write-up is done, the player and Finally, a player may opt to trade some levels of one trait
GM meet and discuss the character. If the GM feels the type (such as attributes) for another (skills, for example).
character is too potent for the campaign she has in mind, The whole process insures that no single character will
she may ask the player to reduce the character’s power — dominate every aspect of play.
see Minimizing Abuse, p. 18.
The GM may also need to suggest areas that she sees as
being too weak — perhaps she has a game situation in Attributes
mind that will test a trait the player didn’t think of. Gentle A GM using the objective character creation system
hints, such as “Does he have any social skills?” can help should decide how many attributes she deems necessary in
the player through the weak spots. Of course, if there are the campaign. She can choose to leave it up to each player,
multiple players, other PCs can compensate for an indi- if she wishes. Players then have a number of free attribute
vidual PC’s weaknesses. In this case, the question to the levels equal to half the number of attributes (round up).
whole group is then, “Does anyone have any social skills?” For example, if she selects four attributes, each player
Instead of the player writing up the character in terms starts with two free levels he can use to raise his character’s
of traits and levels, he can simply write out a prose attributes.
description of his character. This requires the GM to For a more high-powered game, the GM may allow a
translate everything into traits and appropriate levels, but number of free levels equal to the number of attributes
that’s not hard to do if the description is well written. This chosen.
method actually produces some of the best characters. All attributes are considered to be Fair until the player
raises or lowers them. The cost of raising or lowering an
An example: attribute is:
+3 Superb
GM: “I see you rate Captain Wallop’s blaster skill high-
+2 Great
ly, and also his piloting and gunnery, but I’m only allowing
+1 Good
one Superb skill — which is he best at?”
0 Fair
Player: “Blaster!”
–1 Mediocre
GM: “Okay, Superb Blaster. That would then be Great
–2 Poor
Piloting and Great Gunnery, all right? That leaves you
–3 Terrible
with two more skills to be at Great, since I allow four to
start out. Hmmm — I notice he successfully penetrated the Thus, a player may raise his Strength attribute (which is
main Khothi hive and rescued the kidnapped ambassador Fair by default) to Good by spending one free attribute
— that sounds like a Great Ability to Move Quietly to me level. He could then spend another free level to raise
— is that accurate, or would you describe it as some other Strength again to Great. This would exhaust his free levels
ability?” if there were only four attributes — but he would have one
Player: “Uh, no — sorry, I didn’t write that clearly more if there were six attributes, and eight more free lev-
enough. He disguised himself and pretended to be a els if there were twenty attributes.
Khothi worker!” When the free attribute levels have been exhausted, an
GM: “Ah, I see! How about Great Disguise skill and attribute can be raised further by lowering another attrib-
Great Acting ability, then? And he must be Good at the ute an equal amount. (See also Trading Traits, p.17) From
Khothi language, right?” the previous example, Strength can be raised one more
And so on. level (to Superb) if the player lowers the character’s Charm
to Mediocre to compensate for the increase in Strength.
If the GM allows the players to choose their own attrib-
Objective Character Creation utes, she may simply tell them to take half as many free lev-
For those who don’t mind counting numbers a bit, the els as attributes they choose. If a player chooses an attribute
following method creates interesting and well-balanced and leaves it at Fair, that attribute does not count towards
characters. the total of attributes which determines the amount of free
In this system, all traits start at default level. The GM levels. That is, a player cannot simply add twelve attributes,
then allows a number of free levels the players may use to all at Fair, in order to get six more free levels to raise the oth-
raise selected traits to higher levels. Players may then ers with. GM-mandated attributes left at Fair do count when
lower certain traits in order to raise others even further. determining the number of free levels, though.

Objective Character Creation: Attributes 15


Character Creation

As an interesting possibility for those who want attrib- into it. It would take four levels just to get such a skill at
utes and skills to reflect each other accurately, do not let Fair, for example.
the players adjust attribute levels at all. Instead, they select For ease in character creation, use the following table:
only skill levels, gifts, and faults for their characters. When
the character is done, the GM can then determine what Cost of Skills in
attribute levels make sense for the skill levels chosen, and
discuss it with the player. Objective Character Creation
Example: A character is made with many combat and
wilderness skills, but no social skills. He also has a smat- Very
tering of intelligence skills. The GM decides that this char- Easy Most Hard Hard
acter has Strength, Dexterity, and Health of Great from Terrible –2 –1 0 1
spending a lot of time outdoors, practicing with weapons, Poor –1 0 1 2
etc. She will even let the player choose one to be at Superb, Mediocre 0 1 2 3
if desired. Perception is probably Good, since wilderness Fair 1 2 3 4
survival depends on it. Any social attribute is Mediocre at Good 2 3 4 5
best — possibly even Poor — while Intelligence is Mediocre Great 3 4 5 6
or Fair. If the player objects to the low Intelligence rank- Superb 4 5 6 7
ing, the GM can point out that the character hasn’t spent
much time in skills that hone Intelligence, and if he wants Easy = Cost of GM-determined easy skills
his character’s IQ to be higher, he should adjust his skill Most = Cost of average skill
list. Hard = Cost of GM-determined hard skills
Very Hard = Cost of GM-determined very hard skills
(usually related to supernormal powers)
Skills
In the objective character creation system, each player As in the subjective character creation system, the GM
has a number of free skill levels with which to raise his may limit the number of Superb and Great skills each char-
skills. Suggested limits are: acter may have at character creation. For a highly cinemat-
ic or super-powered game, no limit is necessary. For exam-
For Extremely Broad Skill Groups: 15 levels. ple, the GM sets a limit of one Superb skill, three or four
For Moderately Broad Skill Groups: 30 levels. Great skills, and eight or so Good skills. These limits can
For Specific Skills: 40 to 60 levels. be exceeded through character development, of course.
Once the free levels are used up, a skill must be dropped
Ask the GM for the allotted amount, which will give you one level (from the default Poor to Terrible) to raise anoth-
a clue as to how precisely to define your skills. Of course, er skill one level. (See also Trading Traits.) All choices are
the GM may choose any number that suits her, such as 23, subject to GM veto, of course.
42, or 74.... Gamemasters may devise their own skill lists to It is possible to mix different breadths of skill groupings.
choose from — some possibilities are included in the skill A GM who has little interest in combat can simply choose
lists on page 314, and in the Skills, Gifts, and Faults chapter Unarmed Combat, Melee Weapons, and Ranged Weapons
(pages. 82–119). as the only three combat skills. But this does not stop her
Most skills have a default value of Poor unless the play- from using all the individual social skills (and many more)
er raises or lowers them — see Allocating Traits. listed as examples on page 314. If this option is chosen, the
Certain skills have a default of non-existent. These broad groups cost double the levels of the narrower
would include Languages, Karate, Nuclear Physics, or groups.
Knowledge of Aztec Rituals, which must be studied to be Mixing skill group sizes within the same areas is awk-
known at all. When a character studies such a skill (puts a ward in the objective character creation system. For exam-
level into it at character creation, or experience points ple, it is difficult to have a generic Thief Skills group and
later in the game), the level he gets it at depends on how also have individual skills of Lockpicking, Pick Pocketing,
hard it is to learn. Putting one level into learning Spanish, Palming, Security-device Dismantling, etc. If she does wish
for example, would get it at Mediocre, since it’s of average to do this, then the broad skill group in this case has a
difficulty to learn. Nuclear Physics, on the other hand, maximum limit of Good, and triple cost to raise — or
might only be Poor or even Terrible with only one level put more, if the GM so mandates.

16 Objective Character Creation: Skills


Character Creation

If the GM is using broad groups, a player may raise a


specific skill (such as Poker instead of general Gambling Uncommitted Traits
skill). A player would give his character a specific skill Whether the character is created subjectively or objec-
when the GM is using broad-based skill groups to fit a tively, each character has some free uncommitted traits
character concept. Do not expect the character to be equal- (perhaps two or three). At some point in the game, a play-
ly adept with the other skills in the group. This would be er will realize that he forgot something about the character
true for Groo the Wanderer*, for instance, who would sim- that should have been mentioned. He may request to stop
ply raise Sword skill, even if the GM is using the broad the action, and define a previously undefined trait, subject
term Melee Weapons as a skill group. Groo would have, in to the GM’s approval. A sympathetic GM will allow this to
fact, a Poor rating with all other melee weapons, and this happen even during combat time.
would accurately reflect the character. GM-set skill limits (such as one Superb, three Greats) are
still in effect: if the character already has the maximum
number of Superb skills allowed, he can’t make an uncom-
Gifts and Faults mitted trait a Superb skill.
If the GM has gifts in her game, she may allow player See the sample character, Dolores Ramirez, p. 62.
characters to start with one or two free gifts — more for
epic campaigns. Any further gifts taken must be balanced
by taking on a fault, or by trading traits. Random Character Creation
A player may gain extra trait levels by taking GM- Some players like to roll their attributes randomly. The
approved faults at the following rate: simplest way is to roll three Fudge dice, which will return
a result between Terrible and Superb. Alternate tech-
1 fault = 1 gift niques can be easily designed for those without Fudge
1 fault = 2 attribute levels dice.
1 fault = 6 skill levels Here is one possible method to use in such cases.
Have the player roll 2d6 for each attribute. Use the fol-
However, the GM may rule that a particular fault is not lowing table to find the attribute level:
serious enough to be worth two attribute levels, but may be
worth one attribute level or three skill levels. On the other 2 = Terrible
hand, severe faults may be worth more attribute levels. 4 = Poor
3, 5 = Mediocre
6–8 = Fair
Trading Traits 9, 11 = Good
During character creation, free levels may be traded (in 10 = Great
either direction) at the following rate: 12 = Superb

1 attribute level = 3 skill levels


1 gift = 6 skill levels The GM needs to decide if the player still gets the stan-
1 gift = 2 attribute levels dard number of free levels or not. She may also restrict
trading levels.
Fudge points cannot be traded without GM permission. For skills, the results are read as:
(If tradable, each Fudge point should be equal to one or
two gifts.) 2–5, 12 = Terrible
So a player with three free attribute levels and thirty free 6–8 = Poor
skill levels may trade three of his skill levels to get another 9–10 = Mediocre
free attribute level, or six skill levels to get another free 11 = Fair
gift.

The player still gets the standard number of free skill


levels, or the GM may allow only half the normal levels.
*GROO is a really great trademark of Sergio Aragonés. The GM can let the players choose their gifts and
faults, or she may wish to make up separate tables of gifts

Objective Character Creation: Gifts & Faults; Trading Traits/Uncommitted Traits/Random Character Creation 17
Character Creation

and faults, and have the players roll once or twice on


each. (Conflicting traits should be rerolled.) Alternate Character Creation
For example:
by Ed Heil
Roll Gift Fault Instead of creating characters before starting the game,
2 Nice Appearance Poor Appearance create them as the game progresses.
3 Tough Hide Bruises Easily The GM assigns a number of skill levels available to a PC
4 Charismatic Aura of Untrustworthiness during a session. This should be based on how finely the
5 Keen Hearing Hard of Hearing GM defines skills: about ten to fifteen for broad skill-group
6 Detects Lies Easily Gullible games, and maybe twice that for fine skill-group games.
7 Melodious Voice Stammers These may be traded at the regular rate of 3 skill levels = 1
8 … … attribute level, or 6 skill levels = 1 gift. Faults may also be
taken, subject to GM approval.
And so on. The GM should customize and complete to The players start with most of the character sheets blank
her taste. Of course, she could set up a 3d6 table instead of — simply write out a brief sentence or two describing the
a 2d6 table, or even use a 1d6 table listing general gift or character in a general way. (“Jeb is a surly dwarf, a good
fault areas (Social, Physical, Emotional, Mental, fighter, who is out to make a name for himself as a mean
Wealth/Status, etc.) and then roll again on an appropriate customer — and pick up some loot on the way. He likes to
second table. This would allow 36 equally likely choices. talk tough, and doesn’t care much for halflings.”)
As the character is confronted with challenging situa-
tions, the player must decide the level of the trait in ques-
Minimizing Abuse tion. For example, the PCs are confronted with a ruined
Obviously, character creation in Fudge can be abused. castle to explore, and all the players state their characters
There are many ways to avoid this: are looking for hidden passageways. At this point, each
1) The GM can require that the character take another player must set his PC’s skill in finding hidden passageways
fault or two to balance the power. (“Okay, I’ll allow you to (however the GM defines such a trait: Perception attribute,
have all that… but you need a challenge. Take on another or Find Hidden skill, or Architecture skill, etc.). Those who
weakness: maybe some secret vice, or be unable to tell a are not yet willing to set such a trait must stop searching: if
believable lie, or anything that fits the character concept you use a trait, you must define it.
that I can use to test you now and then.”) Since setting an initial skill at Fair level uses up two skill
2) She can simply veto any trait (or raised/lowered com- levels, and setting it at Superb uses up five levels, one must
bination) she feels is abusive. (“I see you raised Battle-axe carefully weigh spending levels on skills as they are used
in exchange for lowering Needlepoint. Hmmm.”) This versus saving them for emergency situations.
allows the GM to customize the power level of a game. As usual, attributes are considered Fair unless altered,
For high-powered games, allow most anything; for less and most skills default to Poor. Taking a trait at a level
cinematic campaigns, make them trade equally useful below the default adds to your available skill level pool, of
trait for trait. course. However, you may only define a trait as it is used in
3) She can simply note the character weaknesses and a game situation.
introduce a situation into every adventure where at least Experience points are given out as usual (see p. 55), but
one of them is significant to the mission. (“You’ll be sent as EP awarded are reduced by any unused skill levels after
an emissary to the Wanduzi tribe — they value fine needle- each session. That is, if you have two levels left after the first
point work above all other skills, by the way…”) session, and the GM awards you three EP, you only get one
4) She can use the “disturbance in the Force” technique more level for the next session, since you already have two
of making sure that more powerful characters attract levels unused. EP, in this case, can be used either to raise
more serious problems. (“The bruiser enters the bar with existing skills, as discussed in Objective Character Development,
a maniacal look in his eye. He scans the room for a few or they can be used to add new skills, as discussed above.
seconds, then begins to stare intently at you.”) Note that it costs more EPs to raise an existing skill than
it does to define a previously undefined skill in this on-the-
fly system. EP should be slightly higher under this system
than a regular character creation system, perhaps a range of
up to ten per session.

18 Minimizing Abuse/Alternate Character Creation


Supernormal Powers

If your game doesn’t have any supernormal powers, you Most of these abilities could also be classified as psi or
don’t need to read this chapter at all. Genres such as mod- superpowers, so they are not treated separately, except for
ern espionage, WWII French resistance, gunslingers of the Mass and Strength. Androids and robots are considered
Old West, or swashbuckling musketeers are frequently races for rules purposes.
played without supernormal powers. Feel free to skip Scale: Characters may have certain attributes that are
ahead directly to the Action Resolution chapter. well beyond the human norm, one way or the other, but
However, those who play in games with non-human that need to be related to the human norm. Prime exam-
races, magic, psi, superpowers, etc., will need to read this ples include Strength, Mass, and Speed. Such attributes
chapter before character creation is complete. are rated in Scale. Human Scale is 0. A race (or individual)
of greater than human average strength, for example,
would be Scale 1 Strength or more, while a race of lesser
Supernormal Power Terms average strength than humans would be Scale –1 Strength
Supernormal Power: That which is beyond the capability or less. Individuals can then be of Fair strength, or Good
of human beings as we know them. Supernormal powers strength, etc., relative to those of their own Scale.
are treated as powerful gifts. Some may have associated Genetic Enhancement: A genetic enhancement may or may
skills (which are taken separately, using the normal skill not give a character supernormal powers. If it does, then it
rules). must be treated like any other supernormal power listed
Power: A supernormal power. above.
Mana: Magical energy. Mana is an invisible substance
that magicians can detect (or even create) and manipulate
to alter matter, time, and space. Powers at Character Creation
Magic: The art of influencing events through manipula- Supernormal powers may or may not be available in a
tion of mana, or through compelling beings from another given game. They are not appropriate to all genres.
dimension, or channeling power from some other source. The best way to design a supernormal character is
Magic may be studied by humans, but it is inherent in through close discussion with the GM. A player should
some races, such as natives of Faerie. describe what he wants the character to be able to do, and
Miracle: Magic performed by a deity. Miracles are often the GM will decide if that’s within the limits she has in
subtle. Holy persons can attempt to work miracles by mind for the game. If not, she’ll make suggestions about
invoking their deity. Some religions call any non- or semi- how to change the character to fit her campaign.
material being greater than human a deity. Others believe Supernormal powers are treated as powerful gifts, with
there is only one Deity, and that these other beings are availability set by the GM. The GM may decide that each
simply angels, demons, djinni, efriti, etc. In the former player can take two powers for free, for example, or five, or
belief, magical results wrought by these superhuman more. The player may make a case for further powers, but
beings are miracles; in the latter belief, they are not mira- may need to take faults to balance them.
cles, but merely a display of more psychic power than Some powers are so effective that they are worth more
humans are capable of. than other powers. In the objective character creation
Psi: Any power that involves mind over matter, time, or system, the GM may set the cost of a certain supernor-
space. mal power equal to two or three “average” supernormal
Superpower: Any supernormal power that is an inherent powers. In some cases, the GM may veto player sugges-
ability, whether because of mutation, exposure to radia- tions outright: omniscience and omnipotence are good
tion, a gift of space aliens, etc., or granted by a device, such examples!
as an alien-science belt. Examples of superpowers can be The GM may decide that supernormal powers may be
found in many comic books, and include super-strength, pooled with other traits for trading purposes. In this case,
the ability to fly, see through walls, cling to ceilings, one average power is worth two gifts. For example, a play-
become invisible, etc. er who wishes to play a magician in a fantasy setting will
Cybernetic Enhancement: Any mechanical or electronic need to trade some skill, attribute, or gift levels to buy
enhancement to a normal body that gives the character magical powers.
supernormal powers. Undefined powers have a default of non-existent — that
Non-human Races: Certain fantasy and science fiction is, they do not have a default value of Fair, like attributes,
races (actually species) have abilities beyond the human or Poor, like skills. If a supernormal power is not defined
norm, such as being much stronger, or able to fly, etc. for a character, he doesn’t have it.

Supernormal Power Terms/Powers at Character Creation 19


Supernormal Powers

Powers Available Combat Powers


The GM needs to design the type, number allowed, and If a supernormal power can be used to attack a foe, the
drawbacks of powers in her game. Some examples: GM must determine the strength of the power for damage
Types of Powers: A given campaign may allow magic, psi, purposes — preferably during character creation. An offen-
superpowers, etc., or some combination of the above. The sive power is usually handled as a propelled weapon, such
GM also needs to decide how finely a supernormal power as a gun, or as being equivalent to a certain melee weapon.
is subdivided. Is ESP a generic power, or is it split into sep- This can just be expressed in terms of damage, though,
arate powers such as Precognition and Clairvoyance? Is such as Ball of Fire, +6 damage, or large claws, +3 damage.
magic subdivided into spells, or groups of spells (such as (See Sample Wound Factors List, p. 45.)
elemental magic), or simply the ability to break the laws of In the case of a magical or superhero attack, the more
nature in any way that can be imagined? And so on. potent the attack, the greater the power required, or per-
Number of Powers Allowed: The GM may set the number of haps the greater the strain on the character who uses it.
powers allowed per character. The number may range This can be a penalty to the skill level, greater fatigue,
from one to twenty — or even more. Multiple powers per and/or some other disadvantage.
character are especially likely in a fantasy campaign where
individual spells are separate powers.
Drawbacks of Powers: In some campaigns, using a power Non-humans
may bear a penalty or have some drawback. Typical draw- Some campaigns will have characters (or animals, mon-
backs include mental or physical fatigue, lengthy time sters, etc.) with traits outside the human norm. In particu-
requirements, unreliable or uncontrollable results, and lar, characters with Strength and Speed well above or
undesirable side effects (such as loud noises, bad smells, below the human range are common in roleplaying games.
and the like). Some powers will only work under certain Examples include giants, superheroes, pixies, aliens,
conditions or with certain materials, or are limited to a cer- ogres, intelligent rabbits, robots, etc.
tain number of uses per day — or month. Others may be In Fudge, Strength, Mass, and Speed are rated by the
risky to the character, affecting physical or mental health. GM in terms of Scale for different races. Most other traits
The GM may allow drawbacks to count as faults: a num- that may be different for non-humans are handled with a
ber of them can offset the cost of a power in the objective racial bonus or penalty rather than being on a different
character creation system. Scale — see Racial Bonuses and Penalties, p. 23. Of course, the
GM may assign any trait she wishes in terms of Scale.
Humans are of Scale 0, unless some other race is the
Associated Skills game-world norm. (E.g., if all the PCs are playing pixies or
If a power logically requires a skill to use it efficiently, giants. In these cases, the PCs’ race is Scale 0, and humans
the skill must be bought separately. For example, the would be a different Scale.) Non-human races can have a
superpower Flight allows a character to fly, and usually no positive or negative number for Scale, depending on
skill roll is needed. But the ability to make intricate whether they are stronger (or bigger or faster) or weaker
maneuvers in close combat without slamming into a wall (or smaller or slower) than humans.
requires a roll against a Flying skill. (The GM may ignore
this and simply say that no roll is needed for any flying
maneuver with a Flight power.) Strength and Mass
Another common skill is Throwing: hurling balls of fire The word Scale used alone always means Strength/
or bolts of energy at a foe. Or the GM might rule that Mass Scale in Fudge — any other Scale, such as Speed, or
being able to aim and accurately release such energy Strength without Mass, will be defined as such.
comes with the power for free: no roll needed, it automati- Each level of Strength (from Terrible to Superb) is
cally hits the target every time unless the target makes a defined to be 1.5 times stronger than the previous level. A
Good Dodge roll (see the Combat chapter). character with Good Strength is thus 1.5 times as strong as
This can be especially true with magic: the ability to cast a character with Fair Strength. Note that this progression
spells at all may be a gift, but to do it right is a skill, or even is not necessarily true for any other attribute. There is a
many different skills. wider range of strength in humans than dexterity, for
example: Superb Dexterity is only about twice as good as
Fair Dexterity.

20 Powers Available: Associated Skills; Combat Powers/Non-humans: Strength and Mass


Supernormal Powers

Strength Scale increases in the same way: a Scale 1, Fair two pixies would not work the same as combat between
Strength individual is 1.5 times stronger than a Scale 0, Fair two humans. In this case, they would have a harder time
Strength individual. This holds for each increase in Scale: hurting each other than humans would, since their
a Scale 10 Superb Strength creature is 1.5 times stronger Strength Scale (ability to give out damage) is lower than
than a Scale 9 Superb Strength creature, for example. their Mass Scale (ability to take damage). This may actual-
At this point, it is tempting to say that a Scale 1 Fair ly be what she wants: a super-strong superhero who can
Strength is equal to a Scale 0 Good Strength. This is true dish out punishment but can’t take it can be represented
for Strength, but not for Mass. Scale really measures Mass, by Strength Scale 10, Mass Scale 2, for example.
or Density, and Strength just goes along for the ride. See also Non-human Scale in Combat, p. 48.
In Fudge, Mass has a specific meaning: how wounds affect
a character. (This may or may not coincide with the scien-
tific definition of mass.) It takes more human-powered hits Speed
to weaken a giant than a human, for example. She may not Each level of Speed (from Terrible to Superb) is defined
really be a healthy giant, but her sheer bulk means that to be 1.2 times faster than the previous level. A character
human-sized sword strokes don’t do as much damage rela- with Good Speed is thus 1.2 times as fast as a character with
tive to her as they would to a human — unless they hit a vital Fair Speed. This is not the same progression as for Strength.
spot, of course. Likewise, a pixie can be healthy and robust, Speed Scale increases in the same manner: a Scale 1,
but not survive a single kick from a human. The difference Fair Speed individual is 1.2 times faster than a Scale 0, Fair
is mass, and the strength related to it. Speed individual. This holds for each increase in Scale: a
A Scale 1 Fair Strength fighter has an advantage over a Scale 10 Superb Speed animal is 1.2 times faster than a
Scale 0 Good Strength fighter, even though their Strengths Scale 9 Superb Speed animal, for example.
are equal. The Scale 1 fighter is less affected by the other’s Speed is not a necessary attribute, of course, and can be
damage due to his mass. Therefore, do not blithely equate ignored entirely if desired. It is included primarily for crea-
Scale 0 Good with Scale 1 Fair. tures and vehicles significantly faster than humans. For
Of course, the GM may envision a less massive but hard- comparison purposes, assume a Fair Speed human can run
er to kill race than humans. This is best handled by a racial at about 10 mph (16 km/h) over some distance, provided
bonus, either as a Toughness gift (Tough Hide, or Density he is in shape, of course. Sprinting short distance is some-
— either one would subtract from damage), or by a bonus what faster. This comes to about fifteen yards (meters) per
to Damage Capacity. three-second combat round.
The GM may decide that increased Mass does not nec- Note that in short races, you don’t really have to roll the
essarily mean of greater size — the race may be of denser dice to see if someone of Superb Speed can beat someone
material. Dwarves in northern European legend were of Good Speed — he can, and will, much more often than
derived from stone, and are hence denser than humans. rolling the dice would reveal.
Such a dwarf hits harder and shrugs off damage easier The Speed Scale rises too slowly for comparing such
than most humans: he is Scale 1, though shorter than a things as racecars or spaceships to human movement. In
human. (Of course, the GM should define dwarves’ attrib- these cases, either use a rough human Scale, or simply set
utes and Scale to her own requirements.) the average spaceship at Spaceship Speed Scale 0, and rate
Normally, Strength and Mass are handled by a single others relative to it. Thus, the average racecar will be
Scale figure. That is, if a creature is said to be Scale 7, that roughly Human Scale 12 — or you can simply call it
means Scale 7 Mass and Scale 7 Strength. Strength can Racecar Scale 0, and compare other racecars to it. A space-
vary within each race just as it can for humans. You can ship might be Human Scale 100, or Spaceship Scale 0.
have Scale 10 Superb Strength giants and Scale 10 Terrible
Strength giants. Unlike Strength, though, it is not recom-
mended that Mass vary much within a race. If you do Scale Correlations
allow Mass to vary for an individual, it should never be The gamemaster should refer to the following table
worse than Mediocre or better than Good. In fact, it is far when assigning a Scale to a race. This only has to be done
better to call Good Mass a gift, and Mediocre Mass a fault once, at race creation.
than treat it as an attribute. First, the GM should decide how much stronger (or
The GM may choose to separate Strength Scale from weaker, or faster, etc.) the average member of race X is
Mass Scale. This would allow pixies of Strength Scale –6 compared to the average human. For example, she decides
and Mass Scale –4, for example. However, combat between that ogres are three times stronger than humans, and pix-

Non-humans (cont.): Speed; Scale Correlations 21


Supernormal Powers

ies are eight times weaker (which equals 0.12 times as The GM may require a Strength roll to lift a given
strong). She then needs to look up the closest numbers to object. This will depend on the Scale of the character, of
these strength multipliers on the table below, and look in course. Thus, a leprechaun might need a Good Strength
the corresponding Scale column to find the correct racial roll to lift a rock that a human could lift without even a
Strength/Mass Scales. In this example, ogres are Scale 3 roll. (See Action Resolution, pages 26–31.)
creatures, while pixies are Scale –6. (You may envision
ogres and pixies differently, of course.)
(See p. 313 for a sample Mass Scale table with examples.) Cost of Scale
If you are using the objective character creation system,
Scale Table each step of increased Strength/Mass Scale for a player
Scale: Multipliers: Scale: Multipliers: character should cost one attribute level and one gift. This
Strength Speed Strength Speed is because each level of Scale includes +1 Strength and
extra Mass, which is the equivalent of the Tough Hide gift.
–11 0.01 0.13 5 7.5 2.5 However, a generous GM may charge less.
–10 0.02 0.16 6 10 3 In a superhero game, this gets very expensive, very
–9 0.03 0.2 7 15 3.5 quickly. An alternative method: let one supernormal power
–8 0.04 0.23 8 25 4 equal a certain Scale. For example, the GM allows one
–7 0.06 0.28 9 40 5 power to equal Scale 4 (five times as strong as the average
–6 0.1 0.3 10 60 6 human). A character buys three powers of super-strength
–5 0.15 0.4 11 90 7.5 and has Scale 12 Strength. Another GM allows Scale 13
–4 0.2 0.5 12 130 9 (two hundred times as strong as the average human) to
–3 0.3 0.6 13 200 11 equal one power. Since a character with two powers in
–2 0.5 0.7 14 300 13 super-strength would have Scale 26 Strength (!), the GM
–1 0.7 0.8 15 450 15 decides to limit the amount of super-strength available to
0 1 1 16 650 18 one power.
1 1.5 1.2 17 1000 22 A player then raises or lowers his character’s Strength
2 2.3 1.4 18 1500 27 attribute to show how he compares to the average super-
3 3.5 1.7 19 2500 32 strong superhero. Strength can then be raised to Scale 13
4 5 2 20 4000 38 Good, for example, at the cost of one attribute level.
The GM may also allow separate Mass and Strength for
The Strength/Mass Scale number is figured into dam- superheroes (or even races). For example, the superhero
age in combat, and all weapons and armor are assumed to mentioned previously with Strength Scale 10 and Mass
be of the same Scale as the wielder. (These numbers have Scale 2 would only have to pay for two gifts and ten attrib-
been rounded to the nearest useful number. They are only ute levels. Or, with a generous GM, a single supernormal
roughly 1.5 times the previous number, but close enough power covers the entire cost.
for game purposes.) Other supernormal powers may have levels. Examples
Other examples: A GM reads in a medieval text that a include Telekinesis (increased power allows greater weight
dragon is “as strong as twenty warriors.” Looking at the table, to be lifted), Telepathy (increased power equals greater
twenty times the human norm is Scale 8. However, since the range), Wind Control (increased power allows such things
average warrior has Good Strength, she chooses Scale 9 for as a jet of wind, whirlwind, or tornado), etc.
the average dragon in her world. Of course, an individual In these cases, each level can be bought as a separate
dragon can still have Poor Strength compared to other drag- supernormal power, which is expensive. Or you could use
ons. This is simply listed as Strength Poor (-2), Scale 9. the option given above for Scale: one supernormal power
This same GM wants PC leprechauns to be available. buys the supernormal ability at a middling power range,
While they are small, she decides their magic makes them and a simple attribute (or even skill) level raises or lowers
a bit stronger than their size would otherwise indicate: it from there.
Scale –4. So a Good Strength leprechaun is as strong as a For Scales below the human norm, each step of Mass
Terrible Strength human in her world. Scale includes a fault equivalent to Easily Wounded, and
The GM can also use this table to determine relative lift- the GM may allow this to be used to balance other traits
ing strength or carrying capacity of characters or beasts if like any other fault — see Trading Traits, p. 17.
she wishes.

22 Non-humans (cont.): Scale Correlations (cont.); Scale Table; Cost of Scale


Supernormal Powers

Racial Bonuses and Penalties


There is rarely any need to use Scale for traits other than
Strength, Mass, and Speed. It’s easy to imagine someone
wanting to play a race that is slightly more intelligent than
humans, but a race ten times smarter than the smartest
human is so alien that it would be impossible to play. This
is true for most traits — we just can’t grasp such extreme
differences from our worldview.
Actually, there is a way to use intelligence in Scale: in a
non-quantified manner. For example, when creating a dog
character, you can list:

Intelligence: Great (Scale: dog)

Since no one is able to quantify interspecies intel-


ligence accurately, do not expect to use it comparatively. It
gives an indication that, relative to other dogs, this dog has
Great intelligence. The word “Scale” isn’t necessary —
“Great canine intelligence” works just as well.
The GM should usually use racial bonuses or
penalties for traits other than Strength, Mass, and Speed.
If the GM envisions halflings as being particularly hardy,
she can give them a +1 bonus to Constitution: halfling Fair
Constitution equals human Good Constitution. As anoth-
er example, an alien race, Cludds, have a racial penalty of
-2 to Intelligence.
It is best to use trait levels relative to humans on
the character sheets, though you should put the racial-rel-
ative term in brackets. (Example: Grahkesh, Intelligence
Poor [Cludd Fair].) However, always list Strength relative
to the character’s own race, with the Scale (if other than 0),
so the Mass will be accurate. See the sample character,
Brogo, a Halfling Scout (p. 81), for an example of both
racial bonus and different Scale.
Racial bonuses and penalties can be used for any
type of trait: attributes, skills, gifts, supernormal powers,
or faults.
If using the objective character creation system, Legendary Heroes
each level of a racial bonus or penalty is usually equal to Some genres allow human characters to develop beyond
one level of the specific trait raised or lowered normally. the realm of the humanly possible. Such campaigns even-
That is, if you are granting a +1 to Agility or +1 to tually involve planes of existence beyond the mundane as
Perception for a race, it should cost one attribute level. If a the PCs require greater and greater challenges.
race has a bonus of a Perfect Sense of Direction, it should This style of gaming can be represented in Fudge by
cost one gift. The innate ability to fly or cast magic spells Legendary levels. Fudge Trait Levels (p. 10) introduced the
should cost one supernormal power, etc. concept of Legendary traits as a goal for PCs to work
If a race is at –1 to all Social skills, this should toward. This section expands that concept infinitely.
only be worth –1 skill level if you have a single skill called If the GM and players prefer this type of gaming, any
Social Skills. If you have many individual social skills, it skill can be raised beyond Legendary. Instead of renaming
should be worth one fault. The converse is true for bonus- each level, simply use a numbering system: Legendary 2nd
es that affect many skills: it should cost one or more gifts. level Swordsman, Legendary 3rd level Archer, etc.

Non-humans (cont.): Racial Bonuses and Penalties/Legendary Heroes 23


Supernormal Powers

Attributes can also be raised, but (except for Strength) this


is much rarer. Magic
Each level of Legendary gives a +1 bonus to any action If the gamemaster wishes to include magic in the cam-
resolution. The character Hugh Quickfinger, for example, paign, it may be easiest to use the rules presented later in
has a Longbow skill of Legendary 2nd level. This gives this book, or translate whatever magic system she is famil-
him a total bonus of +5 (+3 for Superb, and +2 for two lev- iar with into Fudge. If she wishes to craft her own Fudge
els of Legendary). In any contest against a Fair magic rules, she should consider what she wants magic to
Longbowman (+0), Hugh should easily triumph. be like in her game world.
Objective Character Development, p. 55, lists suggested expe- Questions to ask include: What is the source of magic?
rience point costs for attaining these levels. Is it a natural process, such as mana manipulation? If it
These levels do not automatically exist in any given does use mana, does the mage create the mana, or is it
game: these are strictly optional levels for specific, non- inherent in a locale? Or does the mage summon other-
realistic genres. worldly entities to do his bidding? Or must the mage find
a source of power and channel it to his own ends? Or is the
source of magic something altogether different?
Miracles Can anyone learn to work magic, or is it an inherent tal-
Fudge assumes miracles are powered by a deity. Some ent (that is, does it require a supernormal power)? Are
miracles may happen at the deity’s instigation (GM whim, there levels of power available, and what would having
or deus ex machina for plot purposes), and some may be more levels mean? Is a skill also required? Of course, even
petitioned by characters. if a magician must have a power to cast spells, there may
Miracles may take place in a startling fashion or in a also be magic items that anyone can use — these are com-
mundane way. In fact, many people believe that miracles mon in tales and legends.
occur daily, but we don’t notice them because they appear If beings are summoned, are they evil, good, neutral, con-
as simple coincidences. The stranger walking down the fused? How do they feel about being commanded to work for
road who just happens to have the tools you need to fix the magician? Can they adversely affect the magician if he
your wagon might indeed be just a coincidence, or it may fails a spell roll? If power is being channeled from an exter-
have been divinely arranged that he chanced by at that nal source, is that source in the physical plane or astral? Is it
time. If the tools were simply to appear by themselves, or from a living being, or contained in an inanimate object as
the wagon fix itself, there would be little doubt that a mir- inert energy, like a piece of coal before going into a fire?
acle had occurred. This is neither good nor bad — the GM What is the process of using magic? Does it involve
can choose either method of granting miracles, and need memorized spells? Physical components? Meditation?
not feel bound to be consistent. Complex and time-consuming ritual? How long does it
The GM must decide whether miracles can occur in her take to cast a spell? Can a spell be read out of a book?
world, and whether they can be called by character peti- Improvised on the spot?
tion. If the latter, then she has to make many other deci- How reliable is magic? Are there any drawbacks? Any
sions. Can any character petition a particular deity? Does societal attitudes toward magicians? Is it common knowl-
it matter if the character is actually a member of a reli- edge that magicians exist, or are they a secret cabal, whose
gious order? How important is the character’s behavior — doings are only whispered about in ever-changing rumors?
would a deity help a member of a particular religious Once these issues have been resolved, and the degree of
order even if he had been acting against the deity’s goals? magic in the game decided on, the magic system can be cre-
How certain is the miracle to occur? How soon will it ated using Fudge mechanics. Sample magic systems are
become manifest? How broad and how specific can included in the Fudge Magic and Degrees of Magic sections.
requests be? Are any Ritual or Supplication skills needed
to petition a deity, or can anyone simply breathe a prayer
for help? Psi
The answers will vary from GM to GM — no “generic” Again, it is probably easiest for the GM to translate what-
system of miracles is possible. A sample miracle system, ever psionics rules she knows to Fudge. As a simple system,
Fudge Miracles, is presented later in this book (see pages each psionic ability can be a separate supernormal power.
155–156). The ability to read minds, or foresee the future, or teleki-
netically move an object, etc., each cost one supernormal
power (two gifts). Just how powerful the psionic ability is

24 Legendary Heroes (cont.)/Miracles/Magic/Psi


Supernormal Powers

depends on the level of psi the GM wants for the game


world. Someone who can telekinetically lift a battleship is Cybernetic Enhancements
obviously more powerful than someone who can’t lift any- Artificial limbs, organs, implants, and neural connec-
thing heavier than a roulette ball — though the latter may tions to computers are common in some science fiction set-
make more money with his power, if he’s highly skilled! tings. If these grant powers beyond the human norm, they
If the game world has more than one level of power must be bought with supernormal power levels if using the
available, then a character must spend multiple free power objective character creation system, or with the GM’s
levels to get the higher levels. See also Cost of Scale. approval in any case.
In general, higher levels of psi powers equal greater If an implant grants a bonus to an attribute, it should
range, or the ability to affect larger or more subjects at cost as much as the attribute bonus, which is not necessar-
once, or access to a greater number of related skills (a low ily as much as a supernormal power. Since an artificial
Telepathy power lets you send your thoughts to another, implant may occasionally fail, however, the GM can give a
for example, but greater power lets you read minds, send slight cost break by also allowing a free skill level else-
painful waves of energy, sense emotions, and possibly where on the character sheet.
even control others). A higher level might also mean you A sample cybernetics system, Cybernetics in Fudge, is
become fatigued less easily or have a lower risk of included later in this book (see pages 204–212).
burnout, take less time in concentration to use, allow
more uses per day, or be used in a broader range of con-
ditions (a low ESP power can only be accessed in a dark-
ened room, for example, while a high power level can be
used at any time), and so on.
The GM may also require skills to use these powers.
Having the psionic ability of telekinesis just allows you to
pick an object up with your mental powers, and move it
crudely about. Fine manipulation, such as picking a pock-
et, requires a successful roll against a telekinetic skill.
A sample psi system, Fudge Psi, is included later in this
book (see pages 192–195).

Superpowers
If the campaign allows superpowers similar to those
found in comic books, there will probably be a wide vari-
ety of powers available. How many an individual character
can have depends on the power level of the campaign. A
common treatment of superheroes involves faults related
to powers, which makes more powers available to the char-
acter. For example, a superhero is able to fly, but only
while intangible. The accompanying fault lowers the cost
of the power to that of a gift.
There are far too many powers to list here — browsing
through a comic store’s wares will give you a good idea of
what’s available. As with psionics, each power costs one of
the free supernormal powers available, and some can be
taken in different levels. Potent ones cost two or more of
the “average” superpowers.
Super-strength is treated as a separate Scale — see Non-
humans, pages 20–23. Other superpowers that come in lev-
els are discussed in Cost of Scale.
A sample superpowers system, Fudge Superheroes, is
included later in this book (see pages 196–203).

Psi (cont.)/Superpowers/Cybernetic Enhancements 25


Action Resolution

This chapter covers how to determine whether or not a


character succeeds at an attempted action. In the previous
chapters, traits were defined in terms of levels: Superb,
Great, Good, etc. This chapter explains how those levels
affect a character’s chances of success at an action, whether
fighting a giant or tracking down a clue. Sometimes a Fair
result is sufficient to complete a task, and sometimes a
Good or better result is needed. The better your skill, the
better your chances of getting these higher results.

Action Resolution Terms


Dice: Various options for dice are given: players may use
either three or four six-sided dice (3d6 or 4d6), or two ten-
sided dice as percentile dice (d%), or four Fudge dice (4dF),
described in the text. It is also possible to play Fudge dice-
less (see Diceless Action Resolution, pages 32–34).
Unopposed Action: Some actions are unopposed, as when a
character is trying to perform an action which isn’t influ-
enced by anyone else. Examples include jumping a wide
chasm, climbing a cliff, performing a chemistry experiment,
etc. The player simply rolls the dice and reads the result.
Rolled Degree: This refers to how well a character does at
a particular task. If someone is Good at Climbing in gen-
eral, but the die roll shows a Great result on a particular
attempt, then the rolled degree is Great.
Difficulty Level: The GM will set a difficulty level when
a character tries an unopposed action. Usually it will be
Fair, but some tasks are easier or harder. Example:
Climbing an average vertical cliff face, even one with lots
of handholds, is a fairly difficult obstacle (Fair difficulty
level). For a very hard cliff, the GM may set the difficulty
level at Great: the player must make a rolled degree of
Great or higher to climb the cliff successfully.
Opposed Action: Actions are opposed when other people (or
animals, etc.) may have an effect on the outcome of the action.
In this case, each contestant rolls a set of dice, and the results
are compared to determine the outcome. Examples include
combat, seduction attempts, haggling, tug-of-war, etc.
Relative Degree: This refers to how well a character did
compared to another participant in an opposed action.
Unlike a rolled degree, relative degree is expressed as a
number of levels. For example, if a PC gets a rolled degree
result of Good in a fight, and his NPC foe gets a rolled
degree result of Mediocre, he beat her by two levels — the
relative degree is +2 from his perspective, –2 from hers.
Situational Roll: The GM may occasionally want a die roll
that is not based on a character’s trait, but on the overall
situation or outside circumstances. This situational roll is
simply a normal Fudge die roll, but not based on any trait.
That is, a result of 0 is a Fair result, +1 a Good result, –1 a

26 Action Resolution Term


Action Resolution

Mediocre result, and so on. This is most commonly used Alternate Method for Rolling the Dice
with reaction and damage rolls, but can be used elsewhere by Andy Skinner
as needed. For example, the players ask the GM if there
are any passersby on the street at the moment — they’re As a simple variation on any dice technique, allow
worried about witnesses. The GM decides there are none players who roll a +4 result to roll again. If the result is
if a situational roll gives a Good or better result, and rolls positive, add it in to the +4 already rolled. If the result is
the dice. (A close approximation to 50% is an even/odd negative or zero, ignore the second roll. This allows a
result: an even result on 4dF occurs 50.6% of the time. Of small chance of results up to +8, which can be lifesaving
course, 1d6 or a coin returns an exact 50% probability.) in a dire situation.
Beyond Superb: It is possible to achieve a level of rolled Only a pitiless GM would balance this by requiring
degree that is beyond Superb. Rolled degrees from Superb additional rolls to see how miserably a person can do on
+1 to Superb +4 are possible. These levels are only reach- a –4 result, however.
able on rare occasions by human beings. No trait may be
taken at (or raised to) a level beyond Superb (unless the
GM is allowing a PC to be at Legendary, which is the same Reading the Dice: Fudge Dice
as Superb +1 — see Objective Character Development, pp. 55-56). Of the four dice techniques presented in Fudge, this one
For example, the American baseball player Willie Mays was is recommended. It gives results from –4 to +4 quickly and
a Superb outfielder. His most famous catch, often shown on easily, without intruding on roleplaying or requiring com-
television, is a Superb +4 rolled degree. It isn’t possible for plex math or a table.
a human to have that level of excellence as a routine skill Fudge dice are six-sided dice with two sides marked +
level, however: even Willie was “just” a Superb outfielder, (+1), two sides marked - (–1), and two sides left blank (+/-0).
who could sometimes do even better. A GM may set a dif- They are commercially available from Grey Ghost Games,
ficulty level beyond Superb for nearly impossible actions. but you can make your own Fudge dice easily enough.
Below Terrible: Likewise, there are rolled degrees from Simply get four normal white d6s. Using a permanent mark-
Terrible –1 down to Terrible –4. No difficulty level should er, color two sides of each die green, two sides red, and leave
be set this low, however: anything requiring a Terrible dif- the other two sides white. When the ink has dried, spray the
ficulty level or worse should be automatic for most char- dice lightly with clear matte finish to prevent the ink from
acters — no roll needed. staining your hands. You now have 4dF: the green sides =
+1, the red sides = –1, and the white sides = 0.
(While you can try to play with normal d6s — reading: 1,
Rolling the Dice 2 = –1; 3, 4 = 0; 5, 6 = +1 — this is not recommended. It
There is no need to roll the dice when a character per- takes too much effort, and intrudes on roleplaying.)
forms an action that is so easy as to be automatic. To use Fudge dice, simply roll four of them, and total the
Likewise, an action so difficult that it has no chance to suc- amount. Since a +1 and a –1 cancel each other, remove a +1
ceed requires no roll, either — it simply can’t be done. Dice and –1 from the table, and the remaining two dice are easy
are used solely in the middle ground, where the outcome to read no matter what they are. (Example: If you roll +1, +1,
of an action is uncertain. 0, –1, remove the –1 and one of the +1s, as together they
The GM is encouraged to keep die-rolling to a minimum. equal 0. The remaining two dice, +1 and 0, are easily added
Do not make the players roll the dice when their characters to +1.) If there is no opposing pair of +1 and –1 dice,
do mundane things. There is no need to make a roll to see remove any zeros and the remaining dice are again easy to
if someone can cook lunch properly, or pick an item from a read.
shelf, or climb a ladder, etc. Don’t even make them roll to The result of a roll is a number between –4 and +4. At
climb a cliff unless it’s a difficult cliff or the situation is the top of the character sheet, there should be a simple
stressful, such as a chase. (And possibly a Superb climber chart of the trait levels, such as:
wouldn’t need a roll for a difficult cliff. He should get up it
automatically unless it’s a very difficult cliff.) Superb
For any action the player character wishes to perform, Great
the gamemaster must determine which trait is tested. (This Good
will usually be a skill or an attribute.) If the action is unop- Fair
posed, the GM also determines the difficulty level — usu- Mediocre
ally Fair. (See also Opposed Actions, p. 30.) Poor

Rolling the Dice: Alternate Method for Rolling the Dice; Reading the Dice: Fudge Dice 27
Action Resolution

+2” as the result. This answer is sufficient — the GM knows


that Captain Wallop not only succeeded at the task, but
didn’t even come close to damaging his craft.
Of course, there are many times when you want to know
exactly how well the character did, even if it’s not a matter
of being close. If the character is composing a poem, for
example, and his Poetry skill is Fair, you will want to fig-
ure out what “Fair +2” means: he just wrote a Great poem!
There are many other instances where degree of success is
more important than merely knowing success/failure.

Other Dice Techniques


For those who don’t want to make or buy Fudge dice,
three different options are available:
4d6: This method requires 2d6 of one color (or size) and
2d6 of another color or size. First declare which two dice
are the positive dice, and which two the negative, then roll
all four dice. Do not add the dice in this system. Instead,
remove from the table all but the lowest die (or dice, if more
than one has the same lowest number showing). If the only
dice left on the table are the same color, that is the result: a
positive die with a “1” showing is a +1, for example. If there
are still dice of both colors showing, the result is “0”.
Examples (p = positive die, n = negative die): You roll p4, p3,
n3, n3. The lowest number is a 3, so the p4 is removed,
leaving p3, n3 and n3. Since there are both positive and
negative dice remaining, the result is 0. On another roll,
you get p1, p1, n2, n4. Remove the highest numbers, n2
and n4. This leaves only positive dice, so the result is +1,
Terrible since a “1” is showing on a positive die, and there are no
To determine the result of an action, simply put your fin- negative dice on the table.
ger on your trait level, then move it up (for plus results) or 3d6: Roll three six-sided dice. Add the numbers and
down (for minus results). look up the results on the table below. The table is so small
Example: Nathaniel, who has a Good Bow skill, is shoot- that it could easily fit on a character sheet.
ing in an archery contest. The player rolls 4dF, using the Example: A roll of 3, 3, 6 is a sum of 12. Looking up 12
procedure described above. If he rolls a 0, he gets a result on the table yields a result of +1.
equal to Nathaniel’s skill: Good, in this case. If he rolls a
+1, however, he gets a Great result, since Great is one level Rolled: 3–4 5 6-7 8-9 10–11 12–13 14–15 16 17–18
higher than his Good Bow skill. If he rolls a –3, unlucky Result: –4 –3 –2 –1 +0 +1 +2 +3 +4
Nathaniel has just made a Poor shot.
It is not always necessary to figure the exact rolled d%: roll two ten-sided dice, having first declared which will
degree. If you only need to know whether or not a charac- be the “tens” digit. Read the tens die and the ones die as a
ter succeeded at something, it is usually sufficient for the number from 1 to 100 (01 = 1, but 00 = 100), and consult the
player simply to announce the appropriate trait level and table below, which should be printed on the character sheet:
the die roll result. The game goes much faster this way. For
example, a player wants his character, Captain Wallop of Rolled: 1 2-6 7–18 19–38 39-62 63-82 83-94 95-99 00
the Space Patrol, to fly between two asteroids that are fair- Result: –4 –3 –2 –1 +0 +1 +2 +3 +4
ly close together. The GM says this requires a Great diffi-
culty level Piloting roll and asks the player to roll the dice. Of course, the GM may customize this table as she wish-
The player looks up Captain Wallop’s Piloting skill, which es. These numbers were chosen to match 4dF, which the
is Great, and rolls a +2 result. He simply announces “Great author feels is an ideal spread for Fudge.

28 Reading the Dice (cont.): Other Dice Techniques


Action Resolution

tions.
Success Rates
The following table is provided so that players can bet-
ter evaluate their chances of success. Unopposed Actions
Chance 4dF For each unopposed action, the GM sets a difficulty level
of achieving or d% 3d6 4d6 (Fair is the most common) and announces which trait
+5 or better: — — 0.2% should be rolled against. If no skill seems relevant, choose
+4 or better: 1% 2% 2% the most appropriate attribute. If there is a relevant skill,
+3 or better: 6% 5% 7% but the character is untrained in it (it’s not listed on his
+2 or better: 18% 16% 18% character sheet), then use the default: usually Poor. If a
+1 or better: 38% 38% 39% high attribute could logically help an untrained skill, set
0 or better: 62% 62% 61% the default at Mediocre. For example, a character wishes to
–1 or better: 82% 84% 82% palm some coins without being observed. The GM says to
–2 or better: 94% 95% 93% use Sleight of Hand skill, but the character is untrained in
–3 or better: 99% 98% 98% Sleight of Hand. The player points out that the character’s
–4 or better: 100% 100% 99.8% Dexterity attribute is Superb, so the GM allows a default
–5 or better: — — 100% of Mediocre Sleight of Hand for this attempt.
The player then rolls against the character’s trait level,
Thus, if your trait is Fair, and the GM says you need a and tries to match or surpass the difficulty level set by the
Good result or better to succeed, you need to roll +1 or bet- GM. In cases where there are degrees of success, the better
ter. You’ll do this about two times out of five, on the average. the roll, the better the character did; the worse the roll, the
You’ll notice that using 3d6 or 4d6 the results, while worse the character did.
slightly different, are close enough for a game called In setting the difficulty level of a task, the GM should
Fudge. The 4d6 results do allow +/-5, however, but this remember that Poor is the default for most skills. The aver-
shouldn’t be a problem since they occur so rarely. In fact, age trained climber can climb a Fair cliff most of the time,
you could use 5dF to allow +/-5 if you wanted…. but the average untrained climber will usually get a Poor
result. In the example on the previous page (Nathaniel
shooting at an archery target), if the target is large and
Action Modifiers close, even a Mediocre archer could be expected to hit it:
There may be modifiers for any given action, which can Mediocre difficulty level. If it were much smaller and far-
affect the odds referred to in the preceding section. ther away, perhaps only a Great archer could expect to hit
Modifiers temporarily improve or reduce a character’s traits. it regularly: Great difficulty level. And so on.
Examples: Joe, Good with a sword, is Hurt (–1 to all Example of setting difficulty level: Two PCs (Mickey and
actions). He is thus only Fair with his sword until he’s Arnold) and an NPC guide (Parri) come to a cliff the guide
healed. Jill has Mediocre Lockpicking skills, but an excep- tells them they have to climb. The GM announces this is a
tionally fine set of lockpicks gives her a Fair Lockpicking difficult, but not impossible, cliff: a Good difficulty level
skill while she’s using them. roll is required to scale it with no delays or complications.
If a character has a secondary trait that could contribute Checking the character sheets, they find that Parri’s
significantly to a task, the GM may allow a +1 bonus if the Climbing skill is Great and Mickey’s is Good. Arnold’s
trait is Good or better. character sheet doesn’t list Climbing, so his skill level is at
Example: Verne is at the library, researching an obscure default: Poor. Parri and Mickey decide to climb it, then
South American Indian ritual. He uses his Research skill lower a rope for Arnold.
of Good, but he also has a Good Anthropology skill. The Parri rolls a +1 result: a rolled degree of Superb. She gets
GM decides this is significant enough to give Verne a up the cliff without difficulty, and much more quickly than
Great Research skill for this occasion. If his Anthropology expected. Mickey rolls a –1, however, for a rolled degree of
skill were Superb, the GM could simply let Verne use that Fair. Since this is one level lower than the difficulty level,
instead of Research: you don’t get to be Superb in he’s having problems. Had Mickey done Poorly or even
Anthropology without having done a lot of research. Mediocre, he would perhaps have fallen — or not even
Other conditions may grant a +/–1 to any trait. In been able to start. Since his rolled degree is only slightly
Fudge, +/–2 is a large modifier — +/–3 is the maximum below the difficulty level, though, the GM simply rules he
that should ever be granted except under extreme condi- is stuck halfway up, and can’t figure out how to go on.

Success Rates/Action Modifiers/Unopposed Actions 29


Action Resolution

Parri ties a rope to a tree at the top of the cliff and lowers etc. — whatever the GM decides is appropriate), then the
it for Mickey. The GM says it is now difficulty level: Poor relative degree is 0: the status quo is maintained. In this
to climb the cliff with the rope in place, and Mickey makes case, Joe remains unconvinced that Lisa is legitimate. If
this easily on another roll. Joe rolled a Superb result, Lisa’s Great result would have
Arnold would also need a Poor rolled degree to climb actually earned her a relative degree of –1: Joe is not going
the cliff with the rope, but since his skill is Poor, they to be fooled this encounter, and will probably even have a
decide not to risk it. Mickey and Parri have Arnold loop bad reaction to Lisa.
the rope under his arms, and pull him up as he grabs The opposed action mechanism can be used to resolve
handholds along the way in case they slip. No roll is need- almost any conflict between two characters. Are two peo-
ed in this case, unless they are suddenly attacked when ple both grabbing the same item at the same time? This is
Arnold is only halfway up the cliff…. an opposed action based on a Dexterity attribute — the
The whole situation was merely described as an exam- winner gets the item. Is one character trying to shove
ple of setting difficulty levels. In actual game play, the GM another one down? Roll Strength vs. Strength (or
should describe the cliff, and ask the players how the char- Wrestling skill) to see who goes down. Someone trying to
acters intend to get up it. If they came up with the idea of hide from a search party? Perception attribute (or Find
Parri climbing the cliff and lowering a rope, no rolls would Hidden skill) vs. Hide skill (or Camouflage, Stealth, etc.).
be needed at all — unless, possibly, time was a critical fac- Trying to out-drink a rival? Constitution vs. Constitution
tor, or there were hidden difficulties the GM chose not to (or Drinking skill, Carousing, etc.). And so on.
reveal because they couldn’t have been perceived from the Some opposed actions have a minimum level needed for
bottom of the cliff. success. For example, an attempt to control a person’s
Occasionally, the GM will roll in secret for the PC. mind with a Telepathy skill might require at least a Fair
There are times when even a failed roll would give the result. If the telepath only gets a Mediocre result, it does-
player knowledge he wouldn’t otherwise have. These are n’t matter if the intended victim rolls a Poor resistance: the
usually information rolls. For example, if the GM asks the attempt fails. Most combat falls into this category — see the
player to make a roll against Perception attribute (or Find Combat chapter (pages 35-54).
Hidden Things skill), and the player fails, the character For an example of opposed actions involving more than
doesn’t notice anything out of the ordinary. But the player two characters, see Multiple Combatants in Melee, p. 39.
now knows that there is something out of the ordinary that An opposed action can also be handled as an un-
his character didn’t notice.... Far better for the GM to make opposed action. When a PC is opposing an NPC, have only
the roll in secret, and only mention it on a successful the player roll, and simply let the NPC’s trait level be the
result. difficulty level. This method assumes the NPC will always
roll a 0. This emphasizes the PCs’ performance, and
reduces the possibility of an NPC’s lucky roll deciding the
Opposed Actions game.
To resolve an opposed action between two characters, As a slight variation on the above, the GM rolls 1dF or
each side rolls dice (4dF, d%, 3d6, 4d6, or whatever is your 2dF when rolling for an NPC in an opposed action. This
chosen dice technique) against the appropriate trait and allows some variation in the NPC’s ability, but still puts
announces the result. The traits rolled against are not nec- the emphasis on the PCs’ actions.
essarily the same: for example, a seduction attempt would For those without Fudge dice, the GM can simply roll
be rolled against a Seduction skill for the active participant 1d6 for an NPC. On a result of 2–5, the NPC gets the list-
(or possibly Appearance attribute) and against Will for the ed trait level as a result. On a result of 1, the NPC did
resisting participant. There may be modifiers: someone worse than her trait level; on a result of 6, the NPC did bet-
with a vow of chastity might get a bonus of +2 to his Will, ter than her trait level. Those who want to know precisely
while someone with a Lecherous fault would have a penal- how much better or worse should roll a second d6:
ty — or not even try to resist. 1, 2, 3 = +/–1 (as appropriate)
The gamemaster compares the rolled degrees to deter- 4, 5 = +/–2
mine a relative degree. For example, Lisa is trying to flim- 6 = +/–3
flam Joe into thinking she’s from the FBI and rolls a Great
result. This is not automatic success, however. If Joe also
rolls a Great result on his trait to avoid being flimflammed Critical Results
(Knowledge of Police Procedure, Learning, Intelligence, Critical results are an optional Fudge rule for GMs who

30 Unopposed Actions (cont.)/Opposed Actions/Critical Results


Action Resolution

like the idea. A natural rolled result of +4 can be considered stranger is always an unknown quantity to the players — it
a critical success — the character has done exceptionally may be so for the GM, too.
well, and the GM may grant some special bonus to the When in doubt, the GM should secretly make a situa-
action. Likewise, a natural result of –4 is a critical failure, tional roll. If the PC in question has a trait that can affect
and the character has done as poorly as he possibly can in a stranger’s reaction, this should grant a +/–1 (or more) to
the given situation. the result. Examples include Appearance (which could be
Note that achieving +/–4 with die modifiers does not an attribute, gift, or fault), Charisma, Reputation, Status,
count as a critical result, though the character has done and such habits as nose-picking or vulgar language. The
exceptionally well or poorly. When a natural critical result reaction roll can also be modified up or down by circum-
is rolled, the GM may ignore what the rolled degree would stances: bribes, suspicious or friendly nature of the NPC,
be, and treat it as an automatic beyond Superb or below proximity of the NPC’s boss, observed PC behavior, etc.
Terrible result. The higher the reaction roll result, the better the reac-
Optionally, if a character gets a rolled degree four or tion. On a Fair result, for example, the NPC will be mild-
more levels better than the difficulty level, he has gotten a ly helpful, but only if it’s not too much effort. She won’t be
critical success. Likewise, four levels below a difficulty helpful at all on Mediocre or worse results, but will react
level is a critical failure. well on a Good result or better.
A critical result in combat can mean many things: one Example: Nathaniel needs some information about the
fighter falls down, or drops his weapon, or is hurt extra local duke, who he suspects is corrupt. He has observed
badly, or is stunned for a round and can’t even defend that folks are reticent to talk about the duke to strangers.
himself, or is temporarily blinded, or knocked out, etc. Nathaniel decides to approach a talkative vegetable seller
The GM should be creative, but not kill a character out- at the open market. Nathaniel has an average appearance
right. (no modifier), but is charismatic: +1 to any reaction roll.
The GM may even wish to make a table, such as these He makes small talk for a while, then slowly brings the
sample melee critical results: duke into the conversation. The GM decides this was done
skillfully enough to warrant another +1 on the reaction
Roll 2d6: roll. However, the situation is prickly: –2 in general to elic-
2 Blinded for the next combat round — no defense or it any information about the sinister local ruler. This can-
offense! cels Nathaniel’s bonuses. The GM rolls in secret, and gets
3 Fall down: skill at –2 for one round. a Fair result. The old lady slips out a bit of useful infor-
4 Armor badly damaged — no armor value rest of fight! mation before realizing what she’s just said. At that point
5 Weapon finds chink in armor — do not subtract for she clams up, but Nathaniel casually changes the subject
armor. to the weather, dispelling her suspicions. He wanders off to
6 Off balance — skill at –1 next turn. try his luck elsewhere.
7 Drop Weapon.
8 Weapon breaks, but still useful: –1 to damage.
9 …

And so on — finish and customize to your tastes.


This is an easy way to achieve a lot of detail without
complicating Fudge. Those with Internet access are invited
to add any interesting critical results tables they create to
the Fudge sites.

NPC Reactions
Sometimes a non-player character has a set reaction to
the PCs. Perhaps she’s automatically their enemy, or per-
haps the party has rescued her, and earned her gratitude.
But there will be many NPCs that don’t have a set reaction.
When the PCs request information or aid, it might go
smoothly or it might not go well at all. Negotiation with a

Critical Results (cont.)/NPC Reactions 31


Diceless Fudge

by Reimer Behrends skill may often suffice, but it is better to add some details
(ideally through a character history). Describe style, weak-
This section handles ways of resolving conflicts with- nesses, and strengths, even though they may normally not
out resorting to the use of dice. There are reasons to do show up on the character sheet. The same is true for the
away with dice: some people find dice mechanics too description of important actions.
intrusive for play; others may want to get rid of random- Sometimes a character’s perception (or lack thereof)
ness altogether. may result in failure to notice why something happened.
However, diceless action resolution is ill-suited to If, for instance, the floor suddenly gives way beneath him,
simulation-based gaming, despite the fact that the he may not be certain as to what caused this to happen:
game can (and should) feel just as real as one with dice. did he step on a trap, or was there an outside agent
Also, diceless resolution is usually more demanding of involved? In this case, the GM will hide some or all of the
the GM than rolling dice to select an outcome. Even reasons.
more so as there is no hard-and-fast rule for resolving In addition to reasons, we have to consider conse-
conflicts without dice; instead, some creativity is quences: what impact does a particular outcome have
required of the GM to fill in certain blanks. on the situation as a whole? The more serious the out-
come, the more the reasons for it happening need to be
convincing.
Basics As an extreme example, death of player characters
The basic idea behind diceless action resolution is should only occur with ample forewarning of the risks or
simple: the GM decides upon an appropriate outcome, with really compelling reasons. Of course, jumping off a
based on player input and the situation at hand. The skyscraper will most likely render a character dead the
details of this, however, can be more complicated. instant he hits the ground. This is acceptable, because the
The idea is to use cause and effect to convey the feeling players understand the logic of the situation. But slipping
that whatever happens to the characters is not due to on a wet rock while crossing a stream — which can be
whim, but occurs because of the logic of the situation and ascribed to just plain bad luck — shouldn’t kill a character
the relevant history of everyone involved. It is important outright. While it’s true that slipping on a wet rock proba-
that any event (with exceptions, of course) appears to be a bly happens more often than jumping off a building, the
logical effect of the preceding events. There is usually not GM needs to be careful in deciding the consequences of
a single event that is the outcome. The GM has to choose such an action.
between several possible outcomes — which may vary There are many possible results for typical actions. So,
wildly in terms of success and failure. lacking clear ideas as to which one is most appropriate —
Consequently, the two most important parts in resolving maybe even torn between clear success and catastrophic
an action are the reasons for a particular outcome and the failure — how can this selection be narrowed down?
consequences of that outcome. There are a few ways to approach the problem, and it
Reasons are numerous. Foremost among reasons for is a good idea to reach an agreement with the group
success and/or failure is of course effective skill. However, before play commences as to what factors will be used.
a game where a sufficiently skilled character always wins The following list is far from complete, but gives some
and an incompetent character always fails would be quite possibilities:
boring due to its predictability. So we have to diversify
these results, but in a way that doesn’t feel artificial. 1) Realism: A master archer will hit the target most of
We do this by accounting for other factors besides the time. But sometimes even he will fail, or even have a
effective skill. These factors can involve the environment streak of bad luck. This is important for maintaining a feel-
(slipping in a puddle), equipment (a gun that jams at a ing of realism in the long run. It should also be noted that
critical moment), time constraints (defusing a bomb realism is relative to genre. Chandelier-swinging is likely to
before it goes off), NPC actions (a character stepping in succeed in a swashbuckling romp, while it is at best a risky
the way), etc. The idea is not to account for all possible endeavor in a gritty game.
factors, just to find one or two reasons that make the out-
come seem logical. 2) Drama: Sometimes certain outcomes are dramatically
Detailed description is essential to diceless action resolu- more appropriate than others. This unfortunately depends
tion — description not only of the environment, but also of to a great degree upon individual gaming style and can
the characters. Noting that a character has a Great fencing only be handled briefly here.

32 Diceless Basics
Diceless Fudge

3) Characterization: Sometimes, a character’s success or


failure at a particular task can help to reinforce or develop
his character story.

4) Theme: By assigning a certain “theme” to each scene


in the game as it is encountered, actions can be resolved in
a way that emphasizes that theme. An example:

[The theme is “Combat is dangerous”]

GM: “Suddenly, you hear a rustling in the underbrush,


and then, out of it, a boar emerges, charging at you.”
Player: “I’m not armed! I’ll jump for the branch of the
oak next to me and pull myself up to safety.”

[While the avoidance of a fight supports the theme


“Combat is dangerous,” there are other possibilities that
emphasize it better.] By spending one Fudge point, the player (instead of the
GM) can decide the outcome of an action his character is
GM: “You get hold of the branch, but as you start to pull involved in, provided the action is possible and not abusive
yourself up, you hear a loud CRACK, and all of a sudden to the game. (Blowing up an entire building with a cup of
the ground rushes upwards to meet you.” gunpowder is implausible, and possibly abusive to the
plot). If the action is far beyond the normal skill of the
[The situation is now much more dangerous. However, character (given the circumstances), the GM may require
with a bit of luck and the help of the other characters in expenditure of two or three Fudge points instead.
the group it is still possible to handle it without killing the Notice that using Fudge points also gives the GM more
PC.] leeway; she need no longer worry too much whether let-
ting a character fail is too harsh, as it is within the power
All of the above factors are meta-game issues. This is of the player to help his character if need be.
intentional. These factors contribute towards an interest-
ing game, and one of the points of roleplaying is to have an
interesting game. Besides, we are already using the in- Combat
game factors as cause and effect to convey a natural flow Diceless combat is action resolution with two added
of events, so we have to resort to the meta-level here. complications: the high risk of character death and a
It may look as though there is a lot of arbitrariness on considerable amount of action that needs to be synchro-
the part of the GM. This is correct to some extent. Some nized.
individual decisions will be arbitrary. In the long run it The synchronization part is fairly easy: as in resolution
should balance out, especially if the players possess even with dice, you can divide the entire combat in rounds of
the slightest creativity. Note also that the GM should appropriate duration, cycling through all participating
always respect player input. If something is going to fail characters each round, or use story elements as suggested
that should normally work, failure should still reflect play- in pages 35–36.
er input. (For instance, the example above with the break- Character death is trickier because players dislike losing
ing branch, where the character technically succeeds, but their characters due to bad luck (be it because of an
the branch does not cooperate). unlucky die roll or GM whim). The key here is to “post
warning signs” before dangerous situations occur. These
warnings should be subtle, such as the maniacal gleam in
Balance of Power the opponent’s eyes just before she launches a wild flurry
There is no need to encumber the GM with all the deci- of attacks. (Hopefully the player will say his character is on
sions. The easiest way to hand some power back to the the defense, or announce some trick to counter a charge.)
players is to give them a (limited) voice in the decision A description of the blood dripping from a character’s
making process. For this purpose we employ Fudge points. wrist should warn the player that there may be a slippery

Diceless Basics (cont.)/Balance of Power/Combat 33


Diceless Fudge

puddle on the floor. In other words, prepare reasons for The object is to give the GM enough data to work with,
outcomes in advance and — most important — announce such as, “I’m going to feint towards the left, and if she goes
them to the players. for it, I’ll try to use the opening created to end this busi-
If the players maintain some maneuvering space for ness quickly,” or “Now that she’s wounded, I’ll play it safe,
their characters after such warnings, that should be suffi- trying to wear her down.” Statements like these help the
cient to prevent PC death — though not necessarily PC GM decide how combat should be resolved much more
failure. than a simple, “I attack her.”
Character death — and any other drastic result — is The key here is to be creative. Everything is possible, so
usually due to a series of failures, each pushing the char- everything should be considered, from a simple rugby
acter a step further towards the edge — but always with tackle to complex tactical maneuvering.
opportunity to find a more favorable course of action in Bloodshed is an unfortunate but largely unavoidable
between. Unfortunately, in some situations this entire side effect of combat. Wounds are also important because
series of failures takes no longer than a few seconds. they may become major factors in the future course of the
The details of combat interaction are now fairly easy combat. Thus, wounds must be described and their effects
to handle, as they are an extension of normal diceless detailed. For example:
resolution. However, particular care should be taken to “The ball of fire explodes in the center of the room. You
describe actions fully, especially in melee combat. The feel a wave of searing heat washing over you, burning your
statement “I attack the pirate” is infinitely less informa- clothes away and scorching your skin. The heat gradually
tive than saying, “I assault the pirate with all I have, even abates, but you still cannot see anything, as the incredible
if that means taking a blow or two myself. But I have to brightness that hurts your eyes is only slowly receding.”
get out of here, and that means getting by her and at The player should gather from this that his character is
least wounding her so she can’t follow quickly.” temporarily blinded, in severe pain, needing medical
attention, in a state of dishabille, and in grave danger if
enemies are approaching.
(This is of course appropriate for a high fantasy game. In
a more realistic game, the character is probably charred
and dead.)
Another example, this time a sniper’s bullet hitting the
character’s arm:
“Something very hot and painful pierces your left arm.
It also jerks you around abruptly, making it hard to main-
tain balance. Worse, your arm feels totally numb and is
probably fairly useless right now. The good news is that
they (whoever they are) apparently missed your heart by a
few inches.”
And so on. There is no need to be too graphic in describ-
ing wounds, though. More important is the description of
how the wound affects the character.

Summing up
Fudge is ideally suited to diceless action resolution since
it’s already simple and word-based. This can set the tone for
the amount of description necessary for a diceless game to
succeed. Once players and GM get used to diceless Fudge,
they’ll find themselves describing their characters and
actions in ways they never thought of before — and the
game can be richer and more entertaining for it.

34 Diceless Combat (cont.)/Summing up


Combat

Unless one participant is unaware of an attack or decides until the middle of a battle. Die rolls, if any, are required
to ignore it, combat is an opposed action in Fudge. The by the GM for each story element.
easiest way to handle combat in Fudge is as a series of A story element is the smallest unit of time in this type
opposed actions. This can be done simply or with more of combat resolution. The GM may break the battle down
complexity. The author of Fudge uses simple and loose into several story elements, or treat the whole encounter as
combat rules in order to get combat over with quickly and one element. This depends on the GM’s style, the impor-
get back to more interesting roleplaying. This chapter, tance of the battle, the number of participants, whether or
largely optional, is for players who prefer combat options not there are unexpected surprises, etc. Each element
spelled out in detail. should be a dramatic unit.
Melee combat and ranged combat are treated separately. For example, the PCs are faced with a detachment of
guards at the door while the evil mastermind is trying to
activate the Doomsday machine at the back of the room.
Combat Terms The fight with the guards might be one element while the
Melee: Any combat that involves striking the opponent confrontation with Dr. Doomsday could be a second.
with a fist or hand-held weapon. Any attack from further Another GM might treat the whole battle as one story ele-
away is a ranged attack. ment, while a third GM would treat each five-second seg-
Story Element: A distinct segment of the storyline in the ment separately. Whatever the number of elements, keep
game. In combat, the interval between story elements can the battle description as word-oriented as possible.
be a practical place for a die roll. The GM may ask for a single roll from a player occa-
Combat Round: An indeterminate length of time set by sionally, or require three rolls and take the median roll.
the GM — around three seconds seems reasonable to
some people, while that seems grossly short or absurdly
long to others. A given GM’s combat round may vary in
length, depending on the situation. Generally, when each
character involved has made an action, a given round is
over.
Offensive Damage Factors: Those which contribute to dam-
aging an opponent: Strength (if using a Strength-driven
weapon), Scale, and deadliness of weapon.
Defensive Damage Factors: Those which contribute to
reducing the severity of a received blow: Scale, armor, and
possibly Damage Capacity.
Total Damage Factor (or simply Damage Factor): The
attacker’s offensive damage factor minus the defender’s
defensive damage factor.

Melee Combat
Fudge gives three options for handling the pacing of
melee combat: moving from story element to story ele-
ment, using simultaneous combat rounds, or alternating
combat turns. An individual GM may devise others.

Story Elements
In the simplest combat system, the GM explains the sit-
uation in as much detail as is apparent, then asks the play-
ers to describe what their characters are doing. The more
complete the description of their characters’ actions, the
better the GM knows how to assess the situation. This can
be important if she has something that won’t be revealed

Combat Terms/Melee Combat: Story Elements 35


Combat

(The median is the middle value die roll, which may be gets a Fair result. The GM rules that Gunner throws the
the same as either the high or low die roll. For example, if Tommy gun well enough to distract one gunman, but not
the player rolls a Good, a Mediocre, and a Superb result, harm him. He does, however, manage to tackle and sub-
the median is Good, since it’s the result in between due his other foe, whose shots all go wild.
Mediocre and Superb. But a result of Poor, Great, and At this point, the GM rules that the mobster grazed by
Great gives a median die roll of Great. Using a median the thrown Tommy gun now steps over and points his pis-
tends to soften the role of extreme luck. Some GMs use a tol to Gunner’s head while he’s kneeling over the other
median when a single die result represents many actions.) mobster. Gunner wisely heeds the call to surrender and
Once the GM has decided which trait (or traits) each PC hopes his friends can rescue him….
should use for this combat, she then gives them a modifi-
er, ranging from –3 to +3. Zero should be the most com-
mon modifier. The modifier is based partly on how well Simultaneous Combat Rounds
the PCs’ plan would work, given what the GM knows of Those who like their combat broken down into discrete
the NPCs, and partly on circumstances: fatigue, lighting, bits can use combat “rounds.” In simultaneous action
footing, surprise, weapon superiority, bravery or cow- rounds, all offensive and defensive maneuvers happen at
ardice of NPCs, wounds, etc. the same time. This is realistic: few real combats consist of
Here is a long example of story element style of combat: fighters taking turns whacking at each other.
Gunner, separated from the other PCs, surprises five The GM determines which traits the combatants should
members of a rival gang in a garage. The player announces roll against. This depends largely on which weapon they
that Gunner will shout and charge the rival mob, carrying are using, which might simply be a fist. Weapon type also
his Tommy gun as if he’s about to fire — they don’t know affects damage — see Wounds, p. 42.
it’s irreparably jammed. He hopes to see them run away, Each combatant makes an opposed action roll. On a
hit the dirt, or freeze in fear. He’ll then use his Tommy gun relative degree of zero, the combat round is a stand-off —
as a club, starting at the left end of their line. He’ll keep his the fighters either circled each other looking for an
current opponent in between him and the others as long as opening, or exchanged blows on each other’s shields, etc.
possible. He hopes to then roll up their line, one at a time, — nobody is hurt.
keeping the wall to his left side as he charges. A minimum result of Poor is needed to hit a (roughly)
The GM makes a situational roll for the mob: Mediocre. equal-sized opponent. That is, a human needs to score a
The mob members don’t recover quickly from their sur- Poor blow (and still win the opposed action) in order to hit
prise, so she gives Gunner a +1 to his Brawling skill of another human. If both opponents roll worse than Poor,
Good for this plan. She also decides that one mobster will the round is a standoff.
run away and the others won’t draw their guns until If one opponent is significantly bigger than the other (of
Gunner has already engaged the first enemy. His Running a different Scale, at least), he needs a Mediocre or even
skill is Great, so she gives him another +1, since he can Fair result to hit his smaller foe, while even a Terrible
cover ground quickly. Total modifier for Gunner is +2, result will allow the small fighter to hit the larger. (Of
bringing his Brawling skill to Superb for this combat. course, such a blow must still win the opposed action.)
Since this is a fairly long action and she doesn’t want a sin- Extremely small targets, such as a pixie, may require a
gle unlucky roll to ruin Gunner’s chances, she asks him for Good or even a Great result. Examples include humans
three Brawling skill rolls (at the +2 modifier), and to use fighting giants, or very large or small animals.
the median roll. If the result is a relative degree other than zero, and the
Gunner rolls a Good, Superb, and Great result, in that minimum level needed to score a hit is achieved or sur-
order. The median roll is Great, and the GM decides this passed, the winner checks to see if he hit hard enough to
is good enough to have downed the first two mobsters, and damage the loser. In general, the better the hit (the greater
describes the battle so far in entertaining detail. Now the relative degree), the greater the likelihood of damage.
Gunner is facing the last two thugs, who finally have their If one combatant is unable to fight in a given round
pistols out and could probably plug him before he charges (possibly because he’s unaware of the attacker, or because
that far. The GM asks, “What does Gunner do now?” of a critical result in the previous round — see Critical
Gunner hurls the Tommy gun into the face of one gun- Results, p. 30), the combat may become an unopposed
man while making a low diving tackle for the other, hop- action for the active fighter, usually with a Poor difficulty
ing to dodge under any bullets. The GM calls for a single level. If a character can defend himself in some way, such
roll against Brawling to cover this whole action: Gunner as using a shield, it is still an opposed action, but the

36 Melee Combat (cont.): Simultaneous Combat Rounds


Combat

defending character cannot hurt the other character even The default defense for animals depends on their type: car-
if he wins the combat round. nivores will usually have a defense value one level less than
Combat often takes more than one combat round. their offense, while this is reversed for most prey species.
Characters are not limited to attacking each round — they
may attempt to flee, negotiate, try a fancy acrobatic stunt,
or any other appropriate action. Melee Combat Options
The various options listed below may be used with any
melee system. This is not a comprehensive or “official” list
Alternating Combat Turns of options. The GM should, in fact, consider these options
Using alternating combat turns, each combat round con- merely as examples to stimulate her imagination.
sists of two actions: the fighter with the higher initiative Additional combat options are detailed later in this book.
attacks while the other defends, then the second combat-
ant attacks while the first defends. With multiple charac-
ters involved in combat, the side with the initiative makes Melee Modifiers
all their attacks, then the other side makes all their attacks. Some situations call for one side or the other’s trait level
Or the GM may run the combat in initiative order, even if to be modified. Here are some examples:
fighters from both sides are interspersed throughout the • A fighter who is Hurt is at –1, while one who is Very
combat turn. Hurt is at –2.
Gaining initiative is an opposed action. If the characters • If one fighter has a positional advantage over the
don’t have an Initiative attribute or skill — such as Reflexes other, there may be a penalty (–1 or –2) to the fighter in
or Speed — simply use opposed situational rolls. A gift the worse position. Examples include bad footing, lower
such as Combat Reflexes can grant a +1 to initiative. elevation, light in his eyes, kneeling, etc.
Surprise may grant a bonus to the roll, or give automatic • Subtract the value of a shield from the opponent’s
initiative. Initiative can be rolled once for each battle or weapon skill. A small shield has a value of +1 in melee com-
once each round. Perhaps a character could trade skill for bat only, while a medium shield has a value of +1 in melee
initiative: attack hastily (+1 to initiative that round) but be combat and +1 to defense against ranged attacks (if the
slightly off balance because of it (–1 to attack and defend shield material is impervious to the weapon). A large shield
that round). (+2 in all combat) is cumbersome to lug around. The larg-
Each attack is an opposed action: the attacker’s offensive er the shield carried, the more the GM should assess penal-
skill (Sword, Melee Weapon, Martial Art, etc.) against the ties for things such as acrobatic and other fancy maneuvers.
defender’s defensive skill (Shield, Parry, Dodge, Duck, Shields can also be used offensively to push an opponent
etc.). This type of combat takes longer than simultaneous back, for example, or knock someone over.
rounds, but some players feel it gives a character more con- • Compare combatants’ weapon sizes and shields (see
trol over his own fate. Sample Wound Factors List, p. 45). If one fighter’s weapon +
Using these rules, a defensive parry skill may simply shield value is +2 (or more) greater than the other fighter’s
equal the weapon skill, or it may be a separate skill that weapon + shield value, the fighter with the smaller weapon
must be bought independently of an offensive skill. The is at –1 to his combat skill. (Example: One fighter has a two-
GM must tell the players at character creation which handed sword: +4 to damage. His opponent has a knife and
method she is using — or allow them extra levels on the fly an average shield: +1 to damage, +1 for shield makes a total
to adjust their defensive abilities. of +2. The knife wielder is at –1 to skill in this combat since
Some weapons, such as an axe, are poor parrying his weapon modifier is two less than the sword fighter’s.)
weapons. Players should ask the GM at character creation • Aiming at a specific small body part (such as an eye or
if a weapon may be used to parry and still be used to attack hand) will require a minimum result of Good or Great to
without penalty in the next turn — and give their charac- hit and also have a –1 to the trait level. If a result of Great
ters decent Shield or Dodge skills to compensate for poor is needed and the fighter only gets a Good result but still
parrying weapons. wins the opposed action, he hits the other fighter — but not
All-out offensive and defensive tactics can be used. A in the part aimed for.
character forfeits his attack for a round if he chooses all- • A fighter may have a magical blessing (+1 or more) or
out defense, and is at –2 to his defense on his opponent’s curse (–1 or worse).
next turn if choosing all-out offense — or perhaps gets no • All-out offense, such as a berserk attack, grants a +1
defense at all! to the combat skill (and an additional +1 for damage, if

Melee Combat (cont.): Alternating Combat Turns/Melee Combat Options: Melee Modifiers 37
Combat

successful). However, if an all-out attacker ties or loses the


opposed action, the other fighter wins, and gets +2 to
damage!
• An all-out defensive stance earns a +2 to the combat
skill, but such a combatant cannot harm his foe except
with a critical result.
• A successful all-out defense and a successful
Perception or Tactics roll produces a –1 penalty to the
opponent on the next round. The fighter takes a few sec-
onds to scope out the area and maneuvers to take advan-
tage of any terrain or conditional irregularity. Similar com-
bat subtleties are possible, and encouraged — taking a suc-
cessful all-out defense one round can allow a player to try
an acrobatics maneuver the next combat round without
risk of being hit, for example.

Offensive/Defensive Tactics
This optional rule, used with simultaneous combat
rounds, allows more tactical flavor to combat at a small
expense of complexity. This option replaces the all-out
attack and defense options listed above, and allows for
both combatants to be injured in the same combat round.
Before each round, a fighter may choose to be in a normal
posture, an offensive posture, or a defensive posture. An
offensive or defensive stance increases combat skill in one
aspect of combat (offense or defense), and decreases the same
skill by an equal amount for the other aspect of combat.
There are five basic options:

+2 to offense, –2 to defense
+1 to offense, –1 to defense Each fighter then makes a single opposed action roll as
Normal offense and defense normal. The result is applied to both offense and defense,
–1 to offense, +1 to defense however, and will thus have different results for offense
–2 to offense, +2 to defense and defense if anything other than a normal posture is cho-
sen. The offensive rolled result of each fighter is then com-
Each combat round, a player secretly chooses a com- pared to the defense of the other fighter.
bat stance by selecting two Fudge dice and setting them For example, a fighter with Good Sword skill chooses +1
to a result from +2 to –2, which represents an offensive to offense and –1 to defense for a particular combat round:
modifier. (The defensive modifier shown above with the his offensive Sword skill is Great this round, while his
offensive modifier is automatically included.) Both sides defensive Sword skill is Fair. His opponent, a Great
simultaneously reveal their choices. swordswoman, chooses normal posture. The swordswoman
For those without Fudge dice, choose one die placed as rolls a –1: a Good result for both her offense and defense.
follows: The first fighter rolls a 0 result: his offensive rolled result is
Great, his defense is Fair.
Die face: Option: His offense result of Great is compared with her Good
1 –2 to offense defense: he wins by +1. However, her offense result of
2 –1 to offense Good is simultaneously compared with his defense of Fair:
3, 4 Normal offense she also wins the opposed action by +1. Both sides check
5 +1 to offense for damage, to see if they got through each other’s armor
6 +2 to offense — see Wounds, p. 42.

38 Melee Combat Options (cont.): Offensive/Defensive Tactics


Combat

PCs vs. NPCs


If a PC is fighting an NPC the GM can treat combat as
an unopposed action by assuming the NPC will always get
a result equal to her trait level. In this case, the PC will
have to tie the NPC’s trait level to have a stand-off round,
and beat the NPC’s trait in order to inflict damage. This
option stresses the player characters’ abilities by disallow-
ing fluke rolls by NPCs.

Multiple Combatants in Melee


When more than one opponent attacks a single fighter,
they have, at least, a positional advantage. To reflect this,
the lone fighter is at –1 to his skill for each additional foe
beyond the first. (For epic-style games, with a few heroes
battling hordes of enemies, this penalty can be reduced, or
the GM can simply give the hordes Poor skills and low
Damage Capacity — which is not out of character for a
horde.)
The lone fighter rolls once, and the result is compared
with each of the opponents’ rolled degrees, one after the
other. The solo combatant has to defeat or tie all of the
opponents in order to inflict a wound on one of them. If he
beats all of his foes, he may hit the foe of his choice. If he
ties his best opponent, he can only wound another whose
result is at least two levels below his.
Example: Paco is facing three thugs, who have just rolled
a Great, Good, and Mediocre result, respectively. Paco
rolls a Great result, tying the best thug. He hits the thug weapons or martial arts that require a lot of maneuvering
who scored a Mediocre result (at least two levels below his space. If the lone fighter is in a doorway, only one or two
result) and is not hit himself (he tied the best thug). fighters can reach him.
The lone fighter takes multiple wounds in a single round When multiple NPCs beset a lone PC, the GM may wish
if two or more enemies hit him. Usually, he can inflict to use the option in PCs vs. NPCs. This will save a lot of
damage on only one foe in any given round — his choice of die rolling.
those he bested. It’s also possible to allow a sweeping blow Alternately, she may wish to roll only once for all the
to damage more than one foe at a time. Of course, this NPCs. The lone fighter is still at –1 per extra opponent.
slows a slash down: reduce damage done by 1 or 2 for each The GM rolls, and applies the result to each NPC. For
foe cut through. example, if the GM gets a +1 result, each attacker scores a
A well-armored fighter facing weak opponents can sim- +1.
ply concentrate on one foe and let the others try to get For those without Fudge dice, the GM could simply use
through his armor (that is, not defend himself at all against the 1d6 method discussed in Opposed Actions (p. 30).
some of his attackers). In this case, the lone fighter can Example: Three NPC pirates, complete with eye patches,
damage his chosen foe even if he is hit by other, ignored scars, earrings, sneers, and generally bad attitudes, are
foes. This is historically accurate for knights wading attacking dashing PC hero Tucker. The pirates (Molly,
through peasant levies, for example. There may or may not Annie, and Maggie) are Fair, Good, and Mediocre, respec-
be a penalty for the lone fighter in this case. tively, at combat skills. Tucker is a Superb swordsman, but
There’s a limit to the number of foes that can simulta- is at –2 for having two extra fighters attacking him at once:
neously attack a single opponent. Six is about the maxi- his skill is Good for this combat. The GM wants to roll just
mum under ideal conditions (such as wolves, or spear- once (applying the result to all three pirates) rather than
wielders), while only three or four can attack if using rolling three times each combat round.

Melee Combat Options (cont.): PCs vs. NPCs; Multiple Combatants in Melee 39
Combat

Rolling, she gets a +1 on the first round. The pirates To determine the exact level of the damage, the GM
have just gotten Good, Great, and Fair results, respective- should consider how well the hit scored, as well as the
ly. If Tucker scores a Superb result, he could hit the pirate Strength of the attacker and the weapon being used.
of his choice and remain unhit. On a Great result, Tucker Winning by the minimum relative degree necessary to hit
would be unhit, and could land a blow on Maggie. On a the specific body part shouldn’t make the victim
Good result, he doesn’t hit anyone, but Annie hits him. If Incapacitated unless the attacker is of a much larger Scale
Tucker rolls a Fair result, both Molly and Annie would hit than the defender. On the other hand, an arm hit with a
him. The process is repeated each round. battle-axe wielded by a large, berserk Viking has a good
chance of being cut off even if the Viking just rolled exact-
ly what he needed to hit the arm….
Hit Location As a guideline, if the attacker surpasses the relative
A light blow to an eye is very different from a light blow degree necessary to hit the body part at all, the part is
to an armored shoulder, or to a shield. Using a hit loca- Scratched or Hurt, depending on Strength and weapon
tion system adds flavor to combat and the description of deadliness. If he surpasses it significantly, the part is Hurt
a character’s equipment, wounds — and scars! A simple hit or Incapacitated.
location system is given below. Or the GM can easily Species other than humans may have a different list of
translate a hit location system from another game to body parts to hit, and/or different difficulty modifiers.
Fudge.
The simplest system is not to worry about “called shots.”
Merely say the better the relative degree, the better the Heroic Evasion
location of the blow. Winning a battle by +8 will allow the
by Peter Bonney & Steffan O’Sullivan
attacker to pierce an eye, if desired. Hopefully, the players
will describe their actions in such detail that the GM will If a PC is hit, he may reduce the effect of the hit by
know how close they came to their objective merely by one wound level by throwing himself heroically out of
looking at the relative degree. the way of (at least part of) the blow. However, this hero-
A more complicated system: An attacker can announce ic evasion will put the fighter at a temporary disadvan-
that he is aiming at a specific body location — this must be tage: –2 on the next combat round in addition to any
done before rolling to hit. The GM decides the minimum other penalties that may be accrued. This penalty dis-
relative degree necessary for such a shot to succeed, usual- appears in subsequent rounds, as the hero is able to
ly ranging from 2 to 4, though extreme locations (such as recover his equilibrium after a brief flurry of wild par-
an eyeball) are harder to hit. So if a player wishes his char- rying. This may be repeated, but there is an additional
acter to hit his opponent’s weapon arm, the GM can –1 for every turn in succession that this is used.
respond, “You have to win by 2 to do so.” If the player then For example, D’Artagnan would be hit by Milady for a
does win by relative degree 2 or more, the weapon arm is Light Wound (Hurt result). He heroically evades, taking
hit, and the wound is specific to that arm. only a Scratch, but is at –2 on the following round. In this
If the attacker wins the combat round, but not by the round, he would be Very Hurt, but again he heroically
minimum relative degree needed to hit the called target, evades, taking instead a Hurt result. The next round he
the defender names which part of the body — or shield! — is at –4: –2 for evading this round, an additional –1 for
is hit. This will most likely be general body (if there is no evading two rounds in a row, and –1 for being Hurt. If he
shield), but it could be the off-hand, which would carry a can avoid having to evade on the next round, he’ll only
lesser combat penalty than a wound to the torso. The GM be at –1 for being Hurt. Good luck D’Artagnan!
may have to fudge some here. If the penalty for a heroic evasion drops a fighter’s
A damaged specific body part can be described as being skill level to below Terrible, he may still take the eva-
Scratched (no real game effect), Hurt (a penalty to use, but sion. But he automatically collapses: his weapon drops
the body part still functions), and Incapacitated. After bat- from his nerveless fingers and his throat is helplessly
tle is the time to decide if an Incapacitated body part can exposed to the enemy for an instant death blow if the
be healed, or is permanently Incapacitated. foe is so minded. A plea for mercy may accompany such
A Hurt body part is generally at –1 to its normal use. A an evasion, but the opponent isn’t necessarily bound to
Hurt sword arm gives a –1 penalty to combat, for example, honor such a plea.
while a Hurt leg is –1 to any running, acrobatics, etc. A Heroic evasion can be used for major NPCs, too, of
Hurt eye is –1 to vision, and so on. course.

40 Melee Combat Options (cont.): Hit Location; Heroic Evasion


Combat

plished his aim. Maybe the swing on the chandelier came


Fancy Stuff off great, but the landing on the banister was a little rough,
A lot of fancy maneuvers are possible in Fudge combat. so the slide down to slam the villain in the back was a tad
All require a bit of thought on the GM’s part. off, and instead of knocking him out, you merely made him
What if you want a Speed or Reflexes trait to affect how drop his weapon, but then fell on the floor yourself, and
often you can strike in combat? How would you handle now he’s mad, and maybe you should get up before he
someone of Good Speed vs. someone of Fair Speed? picks up his pistol, or you could try to yank the carpet while
If someone has a power that speeds him up beyond the you’re down there, right next to it, and he seems to be
human norm, you can simply have him attack every other standing on it a bit off-balance… Whatever is fun!
round as if his opponent wasn’t aware of the attack. That
is, every other round, an unopposed result of Poor or bet-
ter hits the foe, with no chance to be hit back in return. Ranged Combat
For more subtle differences, the GM may allow an Ranged combat may or may not be an opposed action.
opposed action to determine if one fighter gets to land a If the target is unaware of the assault, the attacker makes
blow first: after declaring their actions, each fighter makes an unopposed action roll to see if he hits his target. The
a roll against a Speed trait. The winner of the opposed GM sets the difficulty level based on distance, lighting,
action, if any, adds the difference to his weapon skill. cover, etc. Do not modify the attacker’s skill for range, par-
How about Fudge’s “graininess” getting in the way of tial cover, or other circumstances — that’s included in the
interesting combat? That is, since there are only seven lev- difficulty level. Equipment such as a laser sighting scope
els in Fudge, a Good fighter will often meet another Good can modify the attacker’s skill, though.
fighter, and it doesn’t seem right that you can’t meet some- If the defender is aware of the attack it is an opposed
one who’s just a little better or worse than you. action: the attacker’s ranged weapon skill against the defend-
In this case, the GM can create new levels of combat er’s defensive trait. (A difficulty level for range, lighting, etc.,
skills (there’s no point in using this option with other is still set by the GM, and is the minimum rolled degree
skills). These new levels require full experience points to needed to hit.) A defensive roll should be made against a
reach, but function only as “half” levels, called “plus” lev- Dodge skill, or Agility attribute, or something similar.
els. Thus, you can have:
Superb +
Superb
Great +
Great
Good +
Good
And so on. In any combat, someone with a “+” has the
skill level listed before the “+”, but gets a +1 every other
round, starting with the second round. So in a combat
between Gus (skill Great) and Ivan (skill Good +), Gus
would have the higher skill on rounds one, three, five, etc.
But on rounds two, four, six, etc., Ivan will roll as if he had
a Great skill, thus being Gus’s equal those rounds.
What about swinging on chandeliers and other swash-
buckling moves? Since roleplaying games have more to do
with movies than real life, this should be encouraged if the
genre is at all cinematic.
In these cases, have the player describe his swashbuck-
ling intentions as fully and dramatically as he can. The bet-
ter the story, the better the bonus to the die roll — or no roll
needed if the outcome is entertaining enough. You may
then request a roll against Dexterity or Acrobatics (or even
Chutzpah!) and let that determine how well he accom-

Melee Combat Options (cont.): Fancy Stuff/Ranged Combat 41


Combat

If the ranged weapon is thrown, there is no modifier to a combat round and hitting with relative degree +1 — a
the defense roll. However, a propelled weapon, such as a graze — means only one or two hit the target. If a relative
bow, gun, or beam weapon, is much harder to avoid. In this degree +8 represents maximum amount of ammunition on
case, reduce the defender’s trait by 2 or 3. Obviously, the target (whatever that may be for a given weapon), then hit-
defender isn’t trying to dodge a bullet, but dodging the pre- ting with a +4 means about half maximum hit the target,
sumed path of a bullet when an attacker points a gun at him. while +2 means only one quarter.
Of course, the defender may decline to dodge, but shoot If there is no effective armor, simply add a big damage
back instead. In this case, the action is unopposed — mak- number if lots of bullets hit: this is going to Incapacitate
ing the difficulty level all that is needed to hit. The GM anyone, at the very least. If armor is at all likely to slow
may make such actions simultaneous. down a bullet, you can’t just add a bigger and bigger dam-
Example: Nevada Slim and the El Paso Hombre are fac- age number if more bullets hit: the armor has a chance to
ing off in a showdown. Both are in the open, in the sun- slow down each bullet. In this case, rather than roll dam-
light, so there’s no lighting or cover difficulty. The range is age for each bullet, or have them all stopped, the GM
obviously the same for both — the GM rules it’s a Fair task needs to fudge some medium result: give a slight damage
to hit each other. Slim rolls a Poor result, and the Hombre bonus if more projectiles hit the target.
a Mediocre result. The Hombre’s bullet came closer to
Nevada Slim than vice versa, but both missed since neither
made the difficulty level. Wounds
Another example: Will Scarlet is shooting a longbow from Fudge offers various methods of tracking wounds, with
the greenwood at Dicken, the Sheriff’s man, who has a many options. It is impossible to be 100% accurate when
crossbow. Dicken knows Will is there, because the man simulating damage to such an intricate mechanism as a liv-
next to him just keeled over with an arrow through his ing being. This is true even for detailed simulations — for
chest. Dicken is in the open, in good light, so only range is an abstract roleplaying game, it is hard to get close to real-
of any concern to Will Scarlet: the GM says even a ity at all.
Mediocre shot will hit since they are fairly close. The range Consequently, many GMs don’t try to be very accurate,
for Dicken to hit Will is of course the same, but Will is par- and want a simple system that works and lets the story
tially hidden behind a log (cover), and just inside the flow. Others want as much accuracy as they can get. Fudge
foliage, so the lighting makes it hard to see him clearly. presents a simple freeform system that works, and sug-
The GM decrees Dicken needs a Good roll to hit Will. gests some options to make it more mechanical, and
Dicken rolls a Fair result, missing Will. Will rolls a encourages each GM to add as much detail as she is
Mediocre result, which hits Dicken, even though it wasn’t happy with.
as good a shot as Dicken’s.
In both examples, the fighters forfeited their Dodges in
order to shoot simultaneously. Each combatant needed to Wound Levels
make the appropriate difficulty level to hit. Under these Combat damage to a character can be described as
conditions, it’s possible for both combatants to succeed in being at one of seven stages of severity. The stages are:
the same combat round. Had Dicken’s shot hit, Will and Undamaged: No wounds at all. The character is not nec-
Dicken would have skewered each other. essarily healthy — he may be sick, for example. But he
Guns and similar weapons that do not rely on muscle doesn’t have a combat wound that’s recent enough to be
power should be rated for damage at the beginning of the bothering him.
game. Detailed lists are provided later in this book, but as Just A Scratch: No real game effect, except to create ten-
a rough guideline: the average small handgun might be of sion. This may eventually lead to being Hurt if the char-
+2 to +3 damage, while a derringer might be +1 or even +0. acter is hit again. This term comes from the famous movie
Powerful two-handed projectile weapons are at +5 and line, “I’m okay, it’s only a scratch.” The actual wound itself
higher, while bazookas and other anti-tank weapons are at may be a graze, bruise, cut, abrasion, etc., and the GM
+10 and higher. Science fiction small weapons may do as whose game is more serious in tone may choose to use one
much damage as a modern bazooka — but some are of these terms instead.
designed to capture people without injuring them. Hurt: The character is wounded significantly, enough to
Automatic weapons can be simulated roughly by allow- slow him down: –1 to all traits which would logically be
ing more bullets to hit with higher relative degrees. That affected. A Hurt result in combat can also be called a Light
is, blasting away with a weapon that fires twenty bullets in Wound.

42 Ranged Combat (cont.)/Wounds: Wound Levels


Combat

Very Hurt: The character is seriously hurt, possibly stum- As an extreme example, take the death of the Russian
bling: –2 to all traits which would logically be affected. A monk Rasputin, the adviser to Czarina Alexandra, in
Very Hurt result can also be called a Severe Wound. 1916. He was fed enough cyanide to kill three normal peo-
Incapacitated: The character is so badly wounded as to be ple, but showed no signs of it. He was then shot in the
incapable of any actions, except possibly dragging himself chest and pronounced dead by a physician. A minute later
a few feet every now and then or gasping out an important he opened his eyes and attacked his assassins! They shot
message. A lenient GM can allow an Incapacitated char- him twice more, including in the head, and beat him
acter to perform such elaborate actions as opening a door severely with a knuckle-duster. He was again pronounced
or grabbing a gem…. dead, tied in curtains and ropes, and tossed into a river.
Near Death: The character is not only unconscious, he’ll When his body was retrieved three days later, it was found
die in less than an hour — maybe a lot less — without med- he had freed an arm from his bindings before finally
ical help. No one recovers from Near Death on their own dying of drowning! Clearly, the man could soak up dam-
unless very lucky. age well beyond most peoples’ abilities. He is not unique,
Dead: He has no more use for his possessions, unless he however: there are many cases in history of people being
belongs to a culture that believes he’ll need them in the hard to kill.
afterlife…. On the other hand, the phrase “glass jaw” is familiar to
The GM may expand or contract these stages. For exam- most English speakers, referring to those who are hurt
ple, expand Hurt and Very Hurt to Light Wound, from the slightest blow.
Moderate Wound, and Severe Wound. In this case, a So there is undoubtedly some room for variation in
Severe Wound might be –3 to all actions — or the GM damage capacity in characters.
might leave it at –2, make Moderate Wound –1, and make If the GM is handling wounds in a freeform matter,
Light Wound something in between a Scratch and make Damage Capacity an attribute and let players rate
Moderate Wound. That is, maybe a Light Wound causes their characters in it like any other attribute. Or have a gift
no penalty during combat (you don’t notice such a slight (Damage Resistant, perhaps) and a fault (Fragile, maybe),
wound in the heat of battle), but after combat the charac- and let everyone without either the gift or the fault be nor-
ter will be at –1 to all skills until it’s healed (such wounds mal in this regard. The GM can assess the character’s abil-
can be annoying later). ity to take damage based on that information and the situ-
The GM may allow a high difficulty level Willpower roll ation at hand.
to reduce or even nullify penalties listed at Hurt, Very Hurt, If the GM wants a more numerical approach to wound
and possibly Incapacitated. A gift of a High Pain Threshold determination, it requires some forethought. If Damage
will reduce the penalties by one level, while a fault of a Low Capacity is an attribute, the easiest way to rate it numeri-
Pain Threshold will increase penalties by one. cally in Fudge is the standard:
Some players delight in describing their characters’
wounds in detail, even writing resulting scars into the char- +3 for Superb Damage Capacity
acter story. +2 for Great Damage Capacity
Automatic Death: Sometimes you don’t have to roll the +1 for Good Damage Capacity
dice. Holding a knife to a helpless character’s throat is a +0 for Fair Damage Capacity
good example — no roll needed to kill such a character, but –1 for Mediocre Damage Capacity
the killer’s karma suffers. –2 for Poor Damage Capacity
–3 for Terrible Damage Capacity

Damage Capacity However, since light metal armor, as listed in the Sample
In Fudge, Damage Capacity determines how wounds Wound Factors List, only grants a +2 to defense against
affect a character. Damage Capacity may be called Hit being wounded, it is easily seen that a Great Damage
Points, if desired. It may be tied to a character trait such as Capacity is equal to light metal armor. Some GMs will
Constitution (or Hardiness, Fitness, Health, Body, find this absurd: a naked person of Great Damage
Strength, etc.), or it may be a separate trait. It can also be Capacity can turn a sword as well as an armored person of
treated as a gift/fault. Fair Damage Capacity. Others will remember Rasputin,
The GM decides how to handle the differing abilities of and consider it within the bounds of reason — it could be
humans to take damage. It really does vary, but how much part body size (vital organs harder to reach) and part
is open to debate. healthiness (muscle tissue more resistant to being cut).

Wounds: Wound Levels (cont.); Damage Capacity 43


Combat

For simplicity, any equation-driven approach to wounds attribute: stronger folks tend to hit harder. The relative
in Fudge assumes the GM will use a Damage Capacity Scale modifier is also figured in here. For things like guns,
attribute, and it is rated from +3 to –3, as listed above. If beam weapons, etc., it is relative to the nature of the
you are not happy with this, please make the necessary weapon: a .38 usually does more damage than a .22. The
mental substitution. technological level of the weapon can be important.
Here are some other possible ways to handle Damage 3) The deadliness of the attacker’s weapon. Big weapons
Capacity numerically: tend to do more damage than little weapons; sharp
1) Make Damage Capacity an attribute, as above, but weapons rip tissue more than dull ones, but blunt
instead of automatically granting a bonus, require a weapons can cause concussive damage through armor
Damage Capacity die roll every time a character is hit for thick enough to stop a sharp weapon. People trained in
at least a Light Wound (Hurt result). On a result of: karate tend to do more damage than those untrained in
Great or better: Reduce the severity of the wound by one. any martial art.
Mediocre to Good: No adjustment to the severity of the 4) The defender’s armor. People wearing thicker armor,
wound. and more of it, tend to get hurt less than those wearing no
Poor or worse: Increase the severity of the wound by one. armor. Armor can be finely differentiated, or simply said
This adjustment can either be one wound level, or sim- to be Light, Medium, or Heavy armor. Science fiction sce-
ply one damage point, as the GM sees fit. narios will have Extra-Heavy armor, and even further lev-
For certain types of damage — perhaps from a stun ray els. Fantasy campaigns may include magic armor that
or a quarterstaff across the ribs — the GM can use the val- offers even greater protection, sometimes specific against
ues from +3 to –3 without requiring a roll. certain types of damage.
2) Do not use a Damage Capacity attribute; instead 5) The amount of damage the victim can soak up
allow the players to take a gift of Damage Resistant (Robustness, Damage Capacity, or Mass). Big, healthy
(reduces wound severity by one) or a fault of Fragile guys can take more damage before collapsing than lit-
(increases wound severity by one). Again, this adjustment tle, sickly guys. But it’s your call if it’s a big, sickly
can be one wound level, or one damage point. fighter against a little, healthy fellow.
3) Use a Damage Capacity attribute, as outlined as the
first suggestion under Recording Wounds (p. 47). Each hit
temporarily reduces your Damage Capacity attribute one
or more levels.
4) Use a Willpower attribute instead of Damage
Capacity. GMs who believe that Rasputin was able to over-
come so much damage because his will was focused on
overcoming his enemies may use this method. Grant an
adjustment to the wound level based on the result of a
Willpower die roll. This can be temporary — until the bat-
tle is over — or actually have a permanent effect on reduc-
ing wound severity.

Wound Factors
When determining how wounded a character is when
hit in combat, take into consideration all of the following
factors:
1) The relative degree the attack succeeded by — the bet-
ter the hit, the greater likelihood of damage. Winning a
combat round with a relative degree of +1 means you prob-
ably hit where the opponent is most heavily armored.
Scoring a hit with a +3 finds a chink in the armor.
2) The strength of the blow. For muscle-powered
weapons, such as melee weapons, unarmed attacks, bows,
slings, etc., this is determined by the attacker’s Strength

44 Wounds: Damage Capacity (cont.); Wound Factors


Combat

+1 for sharpness
Sample Wound Factors List (add to other weapon damage:
For those who prefer numerical values, here are some knife becomes +1, short sword +2,
suggested numbers to attach to the factors listed in the pre- broadsword +3, great sword +4, etc.).
vious section. These may be customized to taste, of course, Note: For a less lethal game, subtract 1 from each type of
and are only offered as a starting point. If used, they weapon except sharpness. (This will lengthen combats.)
should be written down on the character sheet at character Note: The value of a shield may be subtracted from the
creation (probably with the weapons and armor), so as to opponent’s skill — see Melee Modifiers, pp. 37–38.
be readily available during combat. Optional note, as an example of the detail you can achieve
in Fudge: For heavy blunt metal weapons, such as maces
Offensive Factors: and flails, halve any protection from the defender’s armor,
rounding down. The concussive damage from such
For Attacker’s Strength weapons is slowed, but not totally stopped, by most armor.
(muscle-powered weapons only): Example: If using a large mace (+2 weapon) against plate
+3 for Superb Strength armor (+4 armor), the armor only counts as +2 armor.
+2 for Great Strength
+1 for Good Strength Defensive Factors:
+0 for Fair Strength
–1 for Mediocre Strength For Defender’s Damage Capacity Attribute:
–2 for Poor Strength +3 for Superb Damage Capacity
–3 for Terrible Strength +2 for Great Damage Capacity
+1 for Good Damage Capacity
For Attacker’s Scale: +0 for Fair Damage Capacity
Plus the attacker’s Strength Scale –1 for Mediocre Damage Capacity
(see Non-human Scale in Combat, p. 48). –2 for Poor Damage Capacity
Note: The attacker’s Strength Scale is relevant only for –3 for Terrible Damage Capacity
muscle-powered weapons and for those projectile weapons Note: This is optional — see Damage Capacity, pp. 43–44,
scaled to the attacker’s size, such as miniature bazookas or for a complete discussion.
giant-sized handguns. A superhero of Scale 10 using an
ordinary pistol would not figure his Scale into the offen- For Defender’s Mass Scale:
sive damage modifier. Plus the defender’s Mass Scale
(see Non-human Scale in Combat, p. 48).
For Weapon’s Strength (If the defender has Mass other than Fair, or a gift of
(Guns, Crossbows, Beam weapons, etc.): Tough Hide, it should also be figured in.)
+/- Strength of weapon
(see Ranged Combat, pp. 41–42). For Armor:
+1 for light, pliable non-metal armor
For Muscle-powered Weapon: +2 for heavy, rigid non-metal armor
–1 for no weapon, not using a Martial Art skill. +2 for light metal armor
+0 Martial Art skill, or for small weapons +3 for medium metal armor
(blackjack, knife, brass knuckles, +4 for heavy metal armor
sling, thick boots if kicking, etc.). +5 or more for science fiction advanced armor
+1 for medium-weight one-handed weapons Note: Magical armor may add anywhere from +1 to what-
(billy club, machete, short sword, ever the GM will allow to any given armor type above.
epee, hatchet, rock, etc.).
+2 for large one-handed weapons
(broadsword, axe, large club, etc.), Determining Wound Level
or for light two-handed weapons A given blow will cause a certain level of wounding. In
(spear, bow, etc.). the simplest wound determination system, the GM assess-
+3 for most two-handed weapons es all of the wound factors and announces how bad the
(polearm, two-handed sword, battle-axe, etc.). wound is. (In some cases, however, the PCs won’t know the

Wounds: Sample Wound Factors List; Determining Wound Level 45


Combat

precise degree of damage. In those cases, the GM can sim- Leroy:


ply say, “You think you wounded her, but she’s still on her Good Damage Capacity (+1)
feet,” or, “You don’t notice any effect.”) Scale mail armor (+3)
As an example, the GM thinks to herself, “Okay, the Defensive damage factors = 1 + 0 + 3 = 4
fighter with Good Strength just scored a Great hit with a
broadsword. The loser rolled a Fair combat roll, has Good Theodora’s total damage factor against Leroy is 7 - 4 = 3.
Damage Capacity and heavy leather armor. Hmmm — I’ll
say the Strength and Damage Capacity cancel each other, Since Theodora’s damage factor is larger, if she hits him,
while the sharp sword should be able to penetrate the she’ll do more damage to him than he would to her for an
leather armor if the blow is good enough. A Great hit equally well-placed blow.
against a Fair defense is enough, but not really massive: I’d Once these numbers are determined, jot them down so
say the loser is Hurt.” This result would then be you don’t have to refigure them each combat round.
announced to the loser of the combat round. This system requires each character sheet to have a
The GM can also use a situational roll to help her. Roll wound record track which looks like:
the dice behind a GM screen, and let the result guide you.
A roll of –1 to +1 isn’t significant — no change from what 1,2 3,4 5,6 7,8 9+
you decided. But a roll of +3 or +4 adds a wound level or Wounds: Scratch Hurt Very Hurt Incapac. Nr. Death
two to the damage.
See Recording Wounds, pp. 47–48, for details on how to The numbers above the wound levels represent the
keep track of wounds received. amount of damage needed in a single blow to inflict the
That system, while simple and satisfying to a certain wound listed under the number. For example, a blow of 3
type of GM, doesn’t do much for those who prefer the sys- or 4 points Hurts the character, while a blow of 5 or 6
tem detailed in the Sample Wound Factors List. There’s no points inflicts a Very Hurt wound.
point in figuring out the offensive and defensive factors if These numbers can be customized by the GM to fit her
you don’t do something with the numbers. conception of how damage affects people. Raising the
One system that uses the offensive and defensive factors numbers makes it harder to wound someone, while lower-
requires finding the total damage factor. This is derived by ing them makes combat more deadly.
adding up all the attacker’s offensive factors and then sub- Note that there is no number given for Dead. This is left
tracting all the defender’s factors. up to the GM, and deliberately not included to prevent
Example, first Leroy attacking Theodora, then vice accidental PC death.
versa: However, you can’t simply use the damage factor you
determined above — relative degree is also important.
Leroy: A relative degree of +1 is treated as a graze — see Grazing,
Good Strength (+1) p. 47..
Scale 0 Otherwise, simply add the relative degree to the damage
Broadsword (+2 for size, +1 for sharpness = +3 weapon) factor. (You may also wish to include a damage roll — see
Offensive damage factors = 1 + 0 + 3 = 4 Damage Die Roll, p. 50.)
The result is a number that may or may not be a positive
Theodora: number. If it’s zero or less, no damage is scored.
Fair Damage Capacity (+0) If the number is positive, look up the result across the
Scale 0 top of the wound levels, and figure the wound as described
Boiled leather armor (+2) above. If Leroy hits Theodora with a relative degree of +2,
Defensive damage factors = 0 + 0 + 2 = 2 he adds that to his damage potential of +2 to produce a
damage number of 4. Looking down, we see that a result
Leroy’s total damage factor against Theodora is 4 - 2 = 2. of 4 is a Hurt result (Light Wound). Theodora is Hurt, and
at –1 until she is healed.
Theodora: For more detail, see the Combat and Wounding Example,
Superb Strength (+3) pp. 53-54.
Poleaxe (+4) There are other ways to figure damage. A GM who
Offensive damage factors = 3 + 0 + 4 = 7 believes the relative degree is more important than the
damage factor would double it before adding it to the

46 Wounds: Determing Wound Level (cont.)


Combat

damage factor. The numbers above the wound levels greater than a Scratch reduces a character’s Damage
should be adjusted in this case: Capacity attribute one level — or more, if the GM deems
the hit to be severe enough. (Scratches can accumulate as
1–3 4-6 7-9 10–12 13+ the GM desires — perhaps three Scratches equal one hit.)
Wounds: Scratch Hurt Very Hurt Incapac. Nr. Death When someone is reduced to Mediocre Damage
Capacity, he is Hurt: –1 to all actions. When he is at Poor
This is a satisfying system that is recommended for Damage Capacity, he is Very Hurt: –2 to all actions. When
those who don’t mind doubling relative degree. he drops to Terrible, he is at –3 to all actions — or
Others feel Strength is more important, and so on. A Incapacitated, if a GM wishes to play it that way. Damage
totally different wounding system is given in the Min-Mid- Capacity below Terrible is Incapacitated, at least — possibly
Max Die Roll section (p. 51). Many others have been pro- worse.
posed for Fudge over the years, and it would be easy to (For characters of Mediocre or worse Damage Capacity,
import one from another game system. Use what you feel these levels only affect them when damaged. That is, an
comfortable with. undamaged character of Mediocre Damage Capacity is not
at –1 to all actions. However, if he takes even one hit, he
drops to Poor Damage Capacity, and is at –2 to all actions.)
Grazing Healing in such a system cannot raise Damage Capacity
Any relative degree of +1 can do at most a GM-set above a character’s undamaged level — that can only be
wound level (plus any Scale difference). It may do no dam- raised through character development.
age at all, depending on the opponent’s defensive factors: A more detailed method requires a space on the charac-
a fist hitting plate mail won’t hurt the armored knight in ter sheet to record wounds. This would look like:
the slightest — unless it’s a giant’s fist.
1,2 3,4 5,6 7,8 9+
Wounds: Scratch Hurt Very Hurt Incapac. Nr. Death
Sample graze severity table: OOO O O O O
Damage
Factor Result The numbers above the wound levels are discussed in
<0 Undamaged Determining Wound Level, p. 45.
0–4 Scratch The boxes below the wound levels represent how many
5+ Hurt of each wound type a fighter can take.
When a wound is received, mark off the appropriate box.
A GM may or may not allow a damage die roll on a For example, a character takes a Very Hurt result in the first
graze, even if using the die rolls for other hits. If allowed, round of combat. The character sheet would then look like:
a damage roll shouldn’t change the result of a graze by
more than one level. 1,2 3,4 5,6 7,8 9+
Scale difference is a little trickier to figure, but it should Wounds: Scratch Hurt Very Hurt Incapac. Nr. Death
be minimized for such a narrow victory: a giant’s club OOO O X O O
could give a human a glancing blow that might inflict a
Very Hurt result, but not necessarily Incapacitate. This character is at –2 to all skills since he’s Very Hurt.
On the other hand, a tiger biting a mouse with a relative If he then received a Hurt result, he would check it off
degree of +1 grazes the mouse as a cow grazes grass…. like so:

1,2 3,4 5,6 7,8 9+


Recording Wounds Wounds: Scratch Hurt Very Hurt Incapac. Nr. Death
Once the final damage is determined, it is recorded on OOO X X O O
the wounded fighter’s character sheet. Each individual
wound is described as a Scratch, Hurt (Light Wound), etc., This character is still at –2 to all skills. The Hurt result
as introduced in Wound Levels. is not cumulative with the Very Hurt result; only the penal-
Use a Damage Capacity attribute as an easy way to ty for the highest recorded wound level counts.
record wounds. (In this case, Damage Capacity is not fig- If there is no open box for a given wound result, the
ured into determining wound severity.) Each hit that is character takes the next highest wound for which there is

Wounds: Determining Wound Level (cont.); Grazing; Recording Wounds 47


Combat

an open box. If the character above, for example, takes Alternate Method for Recording Wounds
another Hurt result, we see that there is no open box in
by Bernard Hsiung
either Hurt or Very Hurt, so we have to go to
Incapacitated: the character is now incapacitated, and the Ordinary playing cards can be used to keep track of
sheet would look like: wounds. Give a player one face-down card when his
character is Hurt, and another face-down card when his
1,2 3,4 5,6 7,8 9+ character is Very Hurt. He gets rid of them when the
Wounds: Scratch Hurt Very Hurt Incapac. Nr. Death character is healed. Face-up cards represent fatigue —
OOO X X H O the character is reeling from exhaustion. He gets rid of
those by resting. (A character becomes fatigued by
Note that an “H” is recorded under the Incapacitated physical or mental activity, work, stress, etc. Casting
label. The character is indeed Incapacitated — he can’t spells, using psi powers, etc., may or may not count as
fight anymore — but for healing (and scarring) purposes, fatiguing mental activity.)
he has only received two Hurt wounds and one Very Hurt Each card the character has represents a –1 to traits
wound — never an Incapacitating wound in one blow. that would logically be affected until the third, which
Since Incapacitating blows are harder to heal from, this is represents incapacitation.
important. The cards may also describe hit location, if desired: a
As another example, a character that takes two Very black card is the torso, while a red card means an
Hurt results without taking any other hits is Incapaci- extremity. The lower the red card, the lower the extrem-
tated, since that is the next highest wound level. ity; the higher the red card, the higher the wound on the
Note that three boxes are provided under Scratch. This body.
can be customized by each GM, of course. A Scratch
wound will not make a fighter Hurt until he receives his
fourth Scratch. Optionally, a Scratch will never raise a
character’s wound level beyond Very Hurt, no matter how Non-human Scale in Combat
many he takes. The GM should not use this rule when the The attacker’s Strength Scale is added to his offensive
PCs fight a monster of huge Scale. Otherwise, they’d never damage factors, and the defender’s Mass Scale is added to
be able to kill such a creature when the worst wound they her defensive damage factors. If you have combat with
can inflict is a Scratch. beings weaker than humans, remember what you learned
The wound progression above makes for a fairly realistic in school about adding and subtracting negative num-
campaign. For a more cinematic campaign (especially bers….
those without magic or science fiction healing), add an Armor and weapons affect the damage done normally,
extra box for Scratch, Hurt, and possibly Very Hurt: less- since they are scaled to the folks using them. Hits become
er blows won’t accumulate so quickly to hinder the char- Scratches, Hurt, etc., as usual — see Determining Wound
acter. A moderately cinematic character sheet looks like: Level, p. 45.
However, an extremely small character is not likely to be
1,2 3,4 5,6 7,8 9+ able to wound a large one in the numerical value wound-
Wounds: Scratch Hurt Very Hurt Incapac. Nr. Death ing system. The GM may allow a point or two of damage
OOOO OO O O O to penetrate if the small character gets a critical success.
Poison-tipped arrows and lances are also a possibility: the
It wouldn’t be out of line, for an epic scale game, to add small character can aim for joints in the armor and mere-
up to two more boxes to Hurt and Very Hurt. ly has to break the skin to inject the poison.
Be warned that adding boxes can lengthen combat sig- Also, this system treats Mass Scale like armor, which
nificantly. isn’t quite accurate. In reality, a small opponent may be
Never add boxes for cannon-fodder NPCs, though you slowly carving the larger fighter up, but each wound is too
may wish to do so for major NPCs. In fact, NPC pawns petty, relative to the large scale, to do much damage by
don’t even need the system above. A simple three-stage sys- itself. To reflect a lot of small wounds gradually inflicting
tem of Undamaged, Hurt, Out of the Battle is good a hit on a large-scale foe, allow a damage roll when Scale
enough for most of them. Simply make a mark under an prevents a hit from doing any damage — that is, when
NPC’s name for Hurt, and cross out the name for Out of Scale is the only difference between getting a Scratch and
the Battle. no damage at all. See Damage Die Roll, p. 50.

48 Wounds: Recording Wounds (cont.); Alternate Method for Recording Wounds; Non-human Scale in Combat
Combat

Sheba’s damage factor against McMurtree is 1 - (–3) =


+4. (Subtracting a negative number means you add an
equal but positive amount.)
If Sheba wins the first combat round with a relative
degree of +2, she scores a total of 4 + 2 = 6 points.
McMurtree’s player looks up 6 on the wound table on his
character sheet: Very Hurt — he’s at –2 for the next com-
bat round, and in grave danger if she hits again.

Second example:
McMurtree’s friend, Fionn, now swings his shillelagh
(oak root club) at Sheba’s knee. Fionn’s offensive damage
factor is –1:
Good Strength: +1
Shillelagh: +2 (large sized relative to Fionn, not sharp)
Scale: –4

Sheba’s defensive damage factor is +2:


Heavy leather armor: +2
Scale: +0

Fionn’s damage factor against Sheba is (–1) - 2 = –3.


If Fionn wins by +3, a solid blow, he adds –3 + 3 = 0.
Unfortunately for Fionn, she takes no damage from an
There are also “scale piercing” weapons, such as whale excellently placed hit.
harpoons and elephant guns. These don’t have massive Fionn had better think of some other strategy, quickly.
damage numbers: instead, if they hit well, simply halve the Fortunately for Fionn, he knows some magic, and if he can
Scale value, or ignore it all together. Of course, if such a dodge just one kick from Sheba, she’ll learn the hard way
weapon is used on a human, it would indeed have a mas- why it’s best not to antagonize the wee folk….
sive damage modifier….
Combat examples: In the following examples, each fight- Third example:
er’s Strength Scale equals his own Mass Scale, but not his Wilbur, a human knight with a sword, is attacking a
opponent’s. (E.g., Wilbur’s Strength is Scale 0 and his Mass dragon. Wilbur’s offensive damage factor is a respectable
is Scale 0.) Also, it is assumed the GM is not using the +6:
optional damage roll, which could vary damage in all three Great Strength: +2
combats discussed. Two-handed sword: +4 (+3 for size, +1 for sharpness)
Scale: +0
First example:
Sheba, a human warrior, has just kicked McMurtree, a The dragon’s defensive damage factor is +8:
wee leprechaun. Sheba’s offensive damage factor is +1: Fair Damage Capacity: +0
Fair Strength: +0 Tough hide: +2
Unarmed Combat skill, with thick boots: +1 Scale: +6
Scale: +0
(Sheba’s martial art skill normally earns her a +0 to dam- Wilbur’s damage factor against the dragon is therefore 6
age, and boots normally earn a +0. The GM rules that - 8 = –2.
using both together allows a +1, however.) If Wilbur hits the dragon with a relative degree of +3, he
does 3 + –2 = 1 point of damage. Given his Strength,
McMurtree’s defensive damage factor is –3: weapon, and the amount he won by, this would be a severe
Light leather armor: +1 blow to a human, even one wearing armor. But this is no
Fair Damage Capacity: +0 human opponent. Only one point get through the dragon’s
Scale: –4 Scale and tough hide. The GM checks off a Scratch for the

Wounds: Non-human Scale in Combat (cont.) 49


Combat

dragon, and the fight continues. Since there are three A more complicated system uses a situational roll (result
Scratch boxes for a major NPC, Wilbur will have to do this from –4 to +4, not based on any trait), and adds it to the
thrice more before he finally Hurts the dragon. He may calculated damage number (the number over the wound
need help, or have to go back for his magic sword. level), as found in Determining Wound Level, pp. 45–47.
Negative final damage is treated as zero damage.
The GM may wish to apply some limitations to the dam-
Wound Options age roll, to restrict too wild a result. For example:
This section introduces some of the simpler options for 1) If the calculated damage is positive, the damage roll
determining wounds. Many others are possible in Fudge, cannot exceed the calculated damage. That is, if the calcu-
and this list should not be considered official or exhaus- lated damage is +2, any damage roll of +3 or +4 is treated
tive. They are included for possible use, but also to inspire as +2, for a total of 4 points of damage.
the GM to create her own. 2) If the calculated damage is positive, the final damage
cannot be less than +1.
3) If the calculated damage is negative or zero, the final
Damage Die Roll damage may be raised to a maximum of +1 by a damage roll.
Although the damage roll is optional, it is recommended First example: The calculated damage is found to be –2
if you are using numerical damage factors. This is because due to armor and Scale. It would take a +3 or +4 die roll to
the damage factors are generally fixed for the entire fight, inflict a wound on the defender in this case, and then only
and things tend to get stagnant. It also allows a tiny fighter 1 point of calculated damage: a Scratch.
to have a chance against a larger foe — a satisfying result. Second example: The calculated damage is +2 (a Scratch).
There are many possible ways to use a damage die roll. A damage roll of +2 to +4 results in final damage of four
One could roll a single Fudge die for a result of –1, 0, or points, since calculated damage cannot be more than dou-
+1. This can be added to the damage factor, or, more bled by a damage roll. A damage roll of +1 results in final
broadly, to the actual wound level. damage of three points, while a damage roll of 0 results in
For example, if a fighter inflicts 4 points of damage, that two points of final damage. Any negative die roll results in
is normally a Hurt result. If a +1 on 1dF is rolled, howev- one point of final damage, since a positive calculated dam-
er, that can make the result +5 (if adding to the damage age cannot be reduced below one by a damage roll.
factor), which brings it up to Very Hurt result. However, a For simplicity, of course, the GM can simply ignore the
–1 wouldn’t change the wound: it would lower the result to limitations, and allow the damage roll to be anywhere
3, which is still a Hurt result. But if the GM is using 1dF from –4 to +4, let the chips fall where they may….
to alter the wound level, then a –1 changes the result to a Many other damage die rolls are possible — these are
Scratch, since that’s one wound level below Hurt. only given as examples to the GM.
Instead of a separate damage roll, one could simply use
the die rolls used to resolve the opposed action. If the
attacker wins with an even roll (–4, –2, 0, +2, +4), add one Stun, Knockout, and Pulling Punches
to his offensive factor. If he wins with an odd result (–3, –1, A player can announce that his character is trying to
+1, +3), his offensive factor is unchanged. Do the same for stun or knock his opponent out rather than damage her.
the defender, except it affects his defensive factor. This sys- Using the flat of a blade instead of the edge, for example,
tem will help the defender 25% of the time, the attacker can accomplish this. Damage is figured normally, but any
25% of the time, and won’t affect the damage results at all damage inflicted doesn’t wound the opponent: it stuns her
50% of the time. instead.
Example: The defender loses the combat round, but rolls In this case, a Hurt result is called a “Stun” — a stunned
his trait level exactly (die roll of 0): he adds one to his defen- character cannot attack or all-out defend, and is at –1 to
sive damage factor. The attacker wins with a die roll of +3: defend for one combat turn only. However, the Stun result
his offensive damage factor is unchanged. The final dam- stays on the character sheet: that is, a second Stun result,
age number is reduced by one — the defender, although los- even if delivered more than one combat round after the
ing the round, managed to dodge left as the attacker thrust first, will cause the character to become Very Stunned.
a bit to the right, perhaps. He may still be wounded, but he (Stun results heal like Scratches: after combat is over.)
got his vital organs out of the way of the blow. A Very Hurt result in a stunning attack is called a Very
This system could also be applied to the wound level Stunned result instead: no attacks and –2 to all actions for
instead of the damage factor. two combat rounds.

50 Wound Options: Damage Die Rol; Stun, Knockout, and Pulling Punches
Combat

A result of Incapacitated or worse when going for stun Damage Capacity + Scale + armor). Each player should jot
damage results in a knockout. A knocked-out character down this number once it is known for the combat.
doesn’t need healing to recuperate to full health — just Before the game begins, the GM decides how important
time. (Only a harsh GM would roll for the possibility of the damage factor and relative degree are in determining
brain damage — this is fiction, not reality.) wound severity. The following table is recommended as a
The GM may simply decide that a successful Good blow starting point; the GM can adjust it as she sees fit:
(or better) to the head knocks someone out automatically.
In an opposed action, the Good blow would also have to Damage Factor Bonus Relative Degree
win the combat, of course. <0 –1 —
Likewise, a player may choose to have his character do 0,1,2 0 2,3
reduced damage in any given attack. This is known as 3,4,5 +1 4,5
“pulling your punch,” even if you are using a sword. This 6+ +2 6+
commonly occurs in duels of honor, where it is only nec-
essary to draw “first blood” to win, and killing your oppo- A damage factor of 3, for example, has a die-reading bonus
nent can get you charged with murder. A Scratch will win of +1, while a relative degree of 3 has a die-reading bonus of
a “first blood” duel — it is not necessary to Hurt some- 0. The GM may charge a –2 penalty if the damage factor is
one. well below zero (–5 or worse).
To pull your punch, simply announce the maximum Since the graze rules are used unchanged with this system,
wound level you will do if you are successful. A fencer there is no listing for relative degree less than 2.
can say he is going for a Scratch, for example. In this Add the bonus for damage factor with the bonus for rel-
case, even if he wins the opposed action by +8, and adds ative degree to get a final bonus. Example: a character has
in +3 for his sword, the worst he can do is nick his foe. He a damage factor of +3 (bonus: +1) and a relative degree of
was just trying for a Scratch — but the Scratch is proba- +5 (bonus: +1). His total bonus for that round of combat
bly in the shape of the letter “Z” with such a result! is +2.
What do these bonuses represent?
A total “bonus” of less than zero means no damage is pos-
Min-Mid-Max Die Roll sible — don’t even roll the dice. Otherwise, locate the total
This system of wound determination does not pretend bonus on the following table:
to be a realistic method, and can produce some wildly
varying results. But it’s quick, easy, and lots of fun, and so Total Bonus Die to Read
works well in a certain style of gaming. 0 Min
This system requires 3d6 for a damage roll, even if using 1 Mid
4dF for action resolution. 2 Max
Overview: roll 3d6 when a damage roll is called for. You 3 Add Max + Min
will probably only read one of the dice, however: either the 4 Add all three
lowest value (Min), median value (Mid) or highest value Min = lowest die.
(Max), depending on damage factor and relative degree. Mid = median die.
The greater the damage factor and/or relative degree, the Max = highest die.
greater the d6 you read for result.
If using the Min-Mid-Max system, use the wound track on The median is the value in the middle. This may be the
the character sheet listed in Recording Wounds, pp. 47–48. same as the highest or lowest, as in a roll of 2, 4, 4: the Min
= 2, the Mid = 4, and the Max = 4. A roll of triples means
1,2 3,4 5,6 7,8 9+ Min = Mid = Max. (Please read the median value — not nec-
Wounds: Scratch Hurt Very Hurt Incapac. Nr. Death essarily the die that is physically between the other two on
OOO O O O O the table.)
Once you have determined which die to read, compare it
The offensive and defensive damage factors listed in the with the numbers above the wound levels. With a roll of 1, 3,
Sample Wound Factors List are used (see pp. 45-46). 5, for example, the Min die = 1 (a Scratch result), the Mid die
However, they are not added to the relative degree. = 3 (a Hurt result), and the Max die = 5 (a Very Hurt result).
Instead, simply derive the total damage factor as normal: You would only read one of these results, however — not all
(attacker’s Strength + Scale + weapon) minus (defender’s three.

Wound Options: Min-Mid-Max Die Roll 51


Combat

With three or more bonuses, add the appropriate dice as On the third round, Archie does very well: he wins by +4
listed on the table. For results beyond 9, the GM is free to as Rachel backs into a chair! He now gets two bonuses, one
kill the recipient outright, or merely keep it as a Near Death from his damage factor and one from his relative degree: he
result, as called for by the situation. will read the Max die. But Archie’s karma is in serious need
The tables are not meant to be intrusive, merely guide- of overhaul: he rolls a 1, 2, and 3. Rachel is only Hurt, and
lines. The basic intent is to read the Mid if the attacker has the GM checks off the Hurt box.
either a decent damage factor or a decent relative degree; to Rachel all-out attacks in the following round, and with the
read the Min if he has neither; and to read the Max if he has +1 to hit she scores an awesome +6 over Archie! She gets two
both. All other values are derived from that simple idea. So bonuses for such a high relative degree — she’ll read the
the GM can ignore all the tables, and with that idea in Max die — and gets +1 to the die roll for all-out attacking.
mind, just fudge which die to read. (Note that this is +1 to the die result, not a +1 to the die-read-
For example, a GM might say, “Whoa! You just hit him ing bonus.) The GM rolls a 1, 4, 6. She reads the Max and
across the forehead as he backed into a bucket left by the adds 1 for a total of 7. Reading the wound table on the char-
hastily fleeing janitor. Nice shot — he topples over onto his acter sheet, she sees that this is Incapacitated, and declares
back. For damage, roll 3d6 and read the Max!” that Rachel’s staff just smashed across the bridge of Archie’s
This would have come out of a descriptive game, in which nose, probably doing serious damage, and at least knocking
the players describe their characters’ actions in great detail. him out of this battle….
For a more epic game, where it’s important to be able to
Example of the Min-Mid-Max system: Incapacitate in one blow, use the following wound track on
Valorous Rachel is fighting the villainous Archie. Both the character sheet:
are Scale 0, so Scale won’t be mentioned.
1 2,3 4,5 6 7+
Rachel: Wounds: Scratch Hurt Very Hurt Incapac. Nr. Death
Quarterstaff: +2 OOO OO OO O O
Strength Fair: +0
Offensive damage factor: +2 The extra wound boxes are in keeping with an epic style
Light Leather Armor: +1 game, but are optional.
Damage Capacity Good: +1
Defensive damage factor: +2
Archie: PC Death
Greatsword: +4 Sometimes the dice try to kill a PC. In most campaigns,
Strength Great: +2 PC death shouldn’t occur through a bad die roll, but only
Offensive damage factor: +6 if the character’s actions were truly self-sacrificing — or
Heavy Leather Armor: +2 stupid — enough to warrant death. Three methods of pre-
Damage Capacity Fair: +0 venting accidental PC death are presented. They may be
Defensive damage factor: +2 used separately or together or not at all.
These should not be used for run-of-the-mill NPCs, but
So Rachel’s damage factor is 2–2 = 0. She gets no bonus. could be used for major ones.
Archie’s damage factor is 6–2 = 4. He gets +1 bonus, The “automatic death” rule in Wound Levels (p. 43) takes
according to the table above. precedence over these suggestions.
On the first round, Rachel wins by +2, whacking Archie
across the ribs. Relative degree +2 doesn’t get any bonus 1) A character cannot take more than three levels of
(and she has none from her damage factor), so Rachel will wounds in one blow. For example, an unwounded charac-
read the Min. She rolls 3d6 and gets lucky: a 3, 5, and 6. The ter could be Scratched, Hurt, or Very Hurt in one blow,
Min is a 3: she Hurts Archie, who is now at –1 and checks but any excess damage points beyond that would be lost. A
off his Hurt box. Hurt character could go all the way to Near Death in one
On the second round, Archie manages to win with a blow, but not be killed outright.
graze: +1 relative degree. Do not even calculate a bonus in
this case — use the graze rule unchanged from Grazing (see 2) A character cannot be rendered Near Death unless he
p. 47). His damage factor is only 4, so he scores a Scratch on began that combat round Incapacitated. This is simpler to
Rachel. keep track of than the first system, and assumes there is

52 Min-Mid-Max Die Roll;PC Death


Combat

some great difference between a severe wound and mortal Snorri:


wound. There probably isn’t, but the rule isn’t intended to Sword skill: Great
be realistic: it’s to make the PCs more heroic than real life. No shield
Strength: Good (+1)
3) A player may spend a Fudge point to convert a deadly Weapon: Magic Sword
wound to a merely serious one. (+2 for size, +1 for sharp, +1 for magic = +4)
Offensive damage factor: +5
Damage Capacity: Good (+1)
Technological Levels as Scale Heavy leather armor: (+2)
Technological differences between weapons and armor Defensive damage factor: +3
can be expressed as Scale if the GM desires. Instead of fig-
uring exactly how much mega-damage a transvibrational Brynhild:
subneural pulverizer does, the GM can simply say, “This is Axe skill: Good
a weapon that is of the same technological level as the Shield: Medium (–1 to foe’s weapon skill)
armor of the defender — therefore, it has the same effect on Strength: Great (+2)
her as a modern pistol would on Kevlar.” However, if used Weapon: Axe (+2 for size, +1 for sharpness = +3)
against someone who is wearing Kevlar, the transvibra- Offensive damage factor: (+5)
tional subneural pulverizer does lots and lots of damage — Damage Capacity: Fair (+0)
Kevlar wasn’t designed to stop this type of thing. Heavy leather armor: (+2)
Basically, there isn’t much difference between thrusting Defensive damage factor: (+2)
a sword through a naked man’s kidney, or shooting him
with a .38 through the kidney, or using a transvibrational Snorri’s damage factor vs. Brynhild: 5 - 2 = +3
subneural pulverizer on the kidney: naked people don’t Brynhild’s damage factor vs. Snorri: 5 - 3 = +2
resist most weapons well. Plate armor stops the sword well, Snorri’s skill is reduced to Good for this combat by
but won’t slow down the .38 enough to help much — unless Brynhild’s shield — see Melee Modifiers, pp. 37–38.
it can deflect it away from the kidney, that is. It probably In the first round, Snorri gets a Great result on his
won’t help at all against the pulverizer, but it may: the GM weapon skill (die roll = +1), and Brynhild gets a Fair result
will have to decide the effect of such a weapon on plate (die roll = –1). Snorri wins with a relative degree of +2.
armor. Snorri’s damage factor of +3 is added in, bringing the
The concept of technological levels as Scale only comes damage to +5. Looking at the character sheet, a +5 result
into effect when weapons of one technological era are equals a Very Hurt wound — before rolling for damage.
used against armor of another technological era. At that The GM is requiring damage rolls, so Snorri’s player
point, the GM can add an arbitrary Scale difference to rolls the dice: a –2 result, too bad. This brings the damage
the weapon — or armor, whichever is of the higher tech down to 3. Since Brynhild is an NPC, the GM looks at the
level. No attempt to quantify tech levels is made here. wound chart on her character sheet, and finds 3: a Hurt
This section is merely food for thought. wound. The GM marks off the box under the word “Hurt,”
and the next round is fought. Brynhild is now at –1 for the
rest of the combat.
Combat and Wounding Example In the second round, both combatants get Good results
This example uses the numerical offensive and defen- — a standoff. The GM describes it as a give-and-take of
sive factors from the Sample Wound Factors List (p. 45). It blows that are all parried or blocked as the fighters circle
also uses a damage die roll: the 4dF option, with the three each other. Another five seconds have passed this round,
limitations listed. the GM decrees.
The two opponents are medieval warriors, Snorri and In the third round, Snorri gets a Great result and
Brynhild. The fight takes place in a barroom, which Brynhild only a Good result — Snorri has hit again. Since
quickly empties of other occupants once weapons are the relative degree is +1, this is a graze. The GM does
drawn. No one noticed that the innkeeper’s son had actu- allow a damage die roll on a graze, but won’t let it change
ally left much earlier than this, when the belligerent the result by more than one level. Snorri’s damage factor
Snorri was merely exchanging insults with the proud of +3 normally means a Scratch on a graze.
Brynhild. Both fighters are human (Scale 0), so Scale is Snorri rolls a 0 for damage, so the GM marks off a
left out of the discussion. Scratch box on Brynhild’s character sheet.

Technological Levels as Scale/Combat and Wounding Example 53


Combat

In the fourth round, Snorri decides to finish off the do not count as a level for healing purposes. That is, a
Hurt Brynhild in one blow: he all-out attacks, which gives Hurt wound that is healed one level is fully healed.) A
him a +1 modifier to his skill, and a +1 to damage if he Great result heals all wounds two levels, and a Superb
wins. Brynhild had decided to try for a situational advan- result heals three levels.
tage, though: she’s spending this round in all-out defense, Healing with realistic medical skills takes time: the success
hoping to spot some way to get an advantage over Snorri of the roll merely insures the wounds will heal, given enough
for the fifth round. Brynhild gets a +2 modifier to her rest. How long this takes depends on the technological level
skill this turn, but can’t hurt Snorri if she wins. Snorri of the game setting, and is up to the GM. (A day per treated
gets a Great result, even counting his +1 for all-out attack- wound is extremely fast healing, but may be appropriate in an
ing, and Brynhild also gets a Great result. Snorri would epic-style game. Likewise, one minute per magically healed
ordinarily have lost the combat round (all-out attackers wound is fast.) Whether or not strenuous activity before the
lose tie results), but Brynhild’s all-out defense means she healing period ends reopens a wound is also left up to the
doesn’t aim any blows at Snorri, just beats his attack GM….
down. Example: a character with three wounds (two Hurt results
The GM requires a Good Perception roll from Brynhild and one Very Hurt) is healed with a roll of Good. After the
in order to spot a situational advantage. Her Perception appropriate time, the two Hurt wounds will be fully healed,
attribute is Great, so she easily makes it. She notices a while the Very Hurt wound will now be a Hurt wound (and
drink on the floor, spilled earlier by a customer in full carries a –1 modifier as such).
flight. Since she successfully defended that round, the Otherwise, wounds heal on their own at one wound level
GM rules she maneuvers Snorri into the slippery puddle per week of rest — or longer, if the GM is being more real-
for one round. istic. That is, after a week of rest, an Incapacitated charac-
In the fifth round, the GM gives Snorri a –1 to skill this ter becomes Very Hurt, etc. The GM may also require a
round (down to Fair) for bad footing. Snorri tries an ordi- successful roll against a Constitution attribute: Fair
nary attack, and Brynhild, wounded, desperate, and sensing Difficulty Level for Hurt, Good Difficulty Level for Very
this may be her only chance, now tries an all-out attack: +1 Hurt, and Great Difficulty Level for Incapacitated. Failing
modifier to her skill, bringing her up to an effective skill of this roll slows the healing process. Someone Near Death
Good from her wounded Fair state. Brynhild rolls a Great should take a long time to heal, even with magical or high
result, and Snorri only gets a Good result: Brynhild wins tech healing.
this round by +1.
Since she was doing an all-out attack, she gets a bonus of
+1 to damage. This does affect a graze, so her normal Scratch
result (for a graze) is increased to Hurt. She rolls a 0 on the
damage roll, so Snorri is now Hurt: –1 until healed.
The combat is interrupted at this point by the town
guards, who had been alerted by the innkeeper’s son. Snorri
and Brynhild are hauled off to separate cells, probably only
too glad to get out of what had become a potentially deadly
duel….

Healing
Wounds are healed through a medical skill or supernor-
mal power.
A Scratch is too insignificant to require a roll on a healing
skill (although it might require a kiss to make it better…).
Scratches are usually erased after a battle, provided the char-
acters have five or ten minutes to attend to them. An indi-
vidual GM may rule otherwise, of course: they may linger on
for a day or two.
A Good result on a healing skill heals all wounds one
level (Hurt to healed, Very Hurt to Hurt, etc.). (Scratches

54 Combat and Wounding Example (cont.)/Healing


Character Development

Objective Character Development


In the Objective Character Development system, the
GM can award experience points (EP), which the player
can trade in any way he wants at the following rates:

Raising a skill
From: To: Costs:
Terrible Poor 1 EP
Poor Mediocre 1 EP
Mediocre Fair 1 EP
Fair Good 2 EP
Good Great 4 EP
Great Superb 8 EP
Superb Legendary 16 EP
+ GM permission
Legendary Legendary 2nd 30 EP
+ GM permission
Each add’l level of Legendary: 50 EP
+ GM permission

Raising an attribute:
Triple the cost for skills of the same level.

Adding a gift:
6 EP (or more) + GM approval.

Adding a supernormal power:


12 EP (or more) + GM approval.
After playing a bit, perhaps each session, a player will
want the character to grow in abilities. At this point, a A trait can only be raised one level at a time.
developing character can exceed the initial GM-set skill The GM may adjust these point levels as she sees fit and
limits (such as one Superb, three Greats). There are two should require that the player may only raise traits that
ways to handle character development, or “experience,” as were used significantly during an adventure. If a long cam-
it’s often called. paign is planned, these EP costs could be doubled to allow
room for character growth.
Defining skills narrowly will also ensure characters don’t
Subjective Character Development become too powerful too quickly.
When the player feels the character has accomplished As a guideline, good role-playing should be rewarded
enough to warrant improving in some trait (and he feels with 1 to 3 EP per gaming session, with a suggested upper
he’s been role-playing well), he petitions the GM for per- limit of 4 EP for flawless role-playing. Players may save EP
mission to raise it. A trait can only be raised one level at a as long as they wish.
time. A trait must be used more to raise it from Good to Attribute levels may or may not affect EPs put into
Great than Fair to Good, and so on. It should be easier to skills. For simplicity, you can ignore attribute levels entire-
raise a Skill than an attribute. ly when raising skill levels. For greater realism, however,
Or the GM can simply award an improvement in a trait the GM can add a surcharge of +2 EP (or more) when a
she feels deserves to be raised. In these cases, there is skill is raised above an appropriate attribute.
never a corresponding reduction of another trait — this is Example: Violet the Herbalist has Good Intelligence. EP
character development, not creation. costs for raising Herb Lore skill are normal until she tries
to raise it to Great, which is higher than her natural
Intelligence. At that point, she must pay +2 EP beyond

Subjective Character Development/Objective Character Development 55


Character Development

what the table calls for: 6 EP to raise Herb Lore to Great, ty of the instructor. Had the training been shorter, or the
and another 10 EP to raise it to Superb. instructor worse, he would have needed a preponderance
This proposal is recommended only for character of Fair or even Good rolls to have successfully raised his
development — not for character creation. The GM Laser pistol skill.
should inform the players at character creation if this Remember that it is much easier to improve a skill from
option is in force so they can plan their characters’ Poor to Mediocre than from Great to Superb. Require
attributes accordingly. more time, or higher Difficulty Levels on the Will rolls to
raise an already high skill.

Development through Training


Improving skills through EP is not always realistic, to be Alternative Experience System
honest. A gaming session might only cover a few hours of Note: The following was taken from the author’s “Thoughts on
campaign time. Allowing a character to improve one or Fudge” (online at http://www.panix.com/~sos/rpg/fudlatest.html).
two different skills from Fair to Good in that time is far- After a convention game one time, Ann Dupuis and I
fetched. But it’s fun for the players, and psychologically were discussing how well the game went, especially with
satisfying, and so recommended. the one newcomer to gaming at the table. The woman
As an alternative, or in addition to the methods was not only at her first convention, but was playing her
described above, the GM may allow traits to be raised first RPGs that weekend. Fudge was the last game in her
through appropriate amounts of training time. This would schedule that con, and she was blown away by how easy
require finding a teacher (which would cost money) or tak- it was compared to the other games. She said she under-
ing an appropriate job (which may not be totally dedicated stood the character sheet without having to have any-
the skill you wish to learn, and so take longer). It’s also pos- thing explained to her – and that the single mechanic to
sible to learn something on your own, but the GM should resolve all actions was the best she’d seen in the five dif-
double the time required. If using the Objective Character ferent games she’d tried.
Development system, the GM may (or may not) require So we were congratulating ourselves, when I mentioned
that EPs be spent in this manner — that is, you can’t spend to Ann (President and Dictator for Life of Grey Ghost
EPs unless you also take the time to train. Games) that Fudge did have its drawbacks – experience
The GM sets training time and costs, and difficulty of being the most glaring. Yes, it’s great for one-shot con
finding a teacher. The teacher has two skills that must be games, but it seems to allow characters to develop too
considered: Teaching skill, and the appropriate skill being quickly or not at all in long-term games.
taught. The player may need to roll the dice to see how Ann came up with an idea which we batted around a bit,
diligently the character studied the skill. The die roll and it looks something like this:
should be on an attribute such as Willpower, Drive, Zeal, Instead of awarding Experience Points, the GM awards
Wisdom, Self Discipline, Self Motivation, Psyche, Fudge Points at the end of a gaming session. These can be
Intelligence, etc. If the player can give a valid reason why turned in for Experience Points, but the ratio suggested on
the character is extremely motivated to learn this skill, the p. 13 (3 EP = 1 Fudge Point) is reversed. That is, you may
GM may grant up to +2 to the trait tested. The GM may turn in three Fudge Points for one EP.
request a single die roll, or a roll per week, month, etc. If Raising traits is unchanged fromobjective character
multiple rolls are called for, at least half of them should development.
succeed to earn the skill improvement. What this does is force the player to consider whether he
Example: Billy Blaster, space cadet, is back at the needs to save his Fudge Points to get out of a jam the next
Academy after his first tour of duty. He considers his Fair session, or convert them to EP to raise a trait. He can save
Laser Pistol skill to be substandard. He takes a six-week Fudge Points from session to session, so he can eventually
training course in Laser pistol use, taught by an instructor swap 12 Fudge Points for 4 EP to raise a trait or two – but
of Superb Laser skill and Great Teaching skill. (Since Billy he may have to use some of those Fudge Points along the
has Gift: Employed by Space Patrol, this is free training for way to survive!
him.) The GM decides that Billy’s player needs to make a The net effect is that character development is left
Willpower roll for each two-week period to see how dedi- totally in the hands of the player, but is slowed down
cated he is to studying. If at least two of the three rolls are from the rate suggested in the book. This means a long-
Mediocre or better, Billy can raise his Laser pistol skill term campaign becomes more viable in Fudge.
from Fair to Good, given the length of training and quali-

56 Development through Training/Alternative Experience System


Tips and Examples

Percentile traits are converted roughly as follows:


GM Tips and Conversion Fudge Level Percentile Level
Always remember the main point of the game is to have Superb 98–100
fun…. Great 91–97
The GM should translate at least one of her favorite Good 71–90
characters into Fudge from whatever system she is used to. Fair 31–70
This will give her a good idea of what traits to choose, and Mediocre 11–30
how many. Poor 4–10
Fudge is incredibly flexible, possibly more so than any Terrible 1–3
system you’ve played before. Once you’ve translated a
favorite character, fiddle with her a bit. Can you tweak her
to be exactly what you want, possibly in ways your previ- Translations to/from Other RPGs
ous system wouldn’t allow? What if you split that attribute Mike Harvey suggested the above table on converting
into two or three effects — ah! See, she can be smart in characters to/from Fudge isn’t accurate. He points out that
some ways, but dumb in others; knowledgeable of some my conversions of
things, ignorant of others. Hmmm — too many attributes?
Make some of them gifts, then — that might be easier to Mediocre 6–8
deal with. And so on — have fun! Poor 4–5
It is easy to create NPCs to challenge the player char- Terrible 3 or less
acters by counting levels. Figure roughly how many levels
have been spent on combat skills by the average player are especially off — because no RPG really uses those num-
character. This figure, put into combat skills in an NPC, bers! And he’s right. I doubt you’ll find one GURPS®
should give a fair fight. For example, if the PCs are built character in a hundred with skills below 9.
on forty skill levels and four free attribute levels, the aver- Therefore, a more accurate chart might look like:
age character might have ten levels in combat skills
Superb 19+
directly. In that case, a gang of thugs with ten levels each
Great 16–18
of combat skills and two attribute levels put into physical
Good 14–15
attributes should challenge the player characters pretty
Fair 12–13
closely.
Mediocre 9–11
Poor 6–8
Conversion Hints Terrible 5 or less
It is not practical to give guidelines for converting every
game system to and from Fudge. However, two systems of
trait measurement are in widespread use: a 3–18 scale, and
a percentile system. While these are not used uniformly Templates
(and there are many games that don’t use either system), it A GM can create a character template for the players.
is still useful to discuss translating between such systems This may help a player make his first Fudge character, or
and Fudge. allow players coming from a game with a character class
Standard 3–18 scale traits are converted as follows: system to feel at home. She should also allow custom-
Fudge Level 3–18 Level designed characters, though, for players who feel limited
Superb 18+ by character classes.
Great 16–17 The “GM limits” and the list of attributes at the begin-
Good 13–15 ning of each sample character in the following pages are
Fair 9–12 templates. The GM can hand out character sheets with
Mediocre 6–8 attributes and limits already printed on them. This can be
Poor 4–5 accompanied by a copy of the list of sample skills on page
Terrible 3 or less 314, and possibly the sample lists of gifts and faults on

*GURPS is a registered trademark of Steve Jackson Games.

GM Tips and Conversion: Conversion Hints; Translations to/from Other RPGs; Templates 57
Tips and Examples

page 12. Or refer players to the Skills, Gifts, and Faults chap- A different type of template shows the player the native
ter (pp. 82-119). The players can then create characters abilities and limitations of a fantasy or science fiction race.
with a minimum of hassle. See the sample character Seihook (p. 65) for a science fic-
For more detail, the GM can actually create templates of tion race, and Cercopes (p. 71) for a fantasy race.
character “classes.” As an example familiar to many gamers,
the GM may have guidelines for players wishing to play a
fantasy fighter, or magician, or cleric, or thief, etc. The GM Character Sheet Example
can set up minimum attribute standards for each character A character sheet can be any scrap paper, of course.
class, recommended gifts, and minimum skill levels. However, it’s handy to include the trait level progression
Templates can be set up for any genre, not just fantasy. and GM starting limits, if any, such as one Superb skill,
You may have guidelines for a typical scientist character, three Great skills, 0-=0p[-
or policeman, or psychic phenomenon investigator, or \ `12345 available, etc.
king’s musketeer, etc. A sample character sheet is provided at the back of this
See Class and Racial Template Examples, p. 69. book. Many other character sheet designs are possible.
Refer to the Cost of Skills table for objective character cre-
ation (p. 55) when creating characters using the objective
system.

Character Examples
The following characters are designed to different GM
standards to show some of the many possibilities. Each
character example includes the GM guidelines used. All
but the last one are made with the objective character
creation system, though all are compatible with the C
system, of course. Easy and hard skills are denoted as
such. (In the objective character creation system, it costs
less to get an easy skill at a given level, and more for a
hard skill.) Very hard skills (those skills that have
defaults of non-existent and cost one level just to get at
Terrible) are listed as (VH) — Telepathy (VH), for exam-
ple. These are usually skills that control supernormal
powers.
The numbers in parentheses after trait levels are
the objective level costs, and are optional on any
given character sheet (but make it easy to tally).
Some characters have a separate Damage Capacity
attribute; others have Damage Capacity represented by
some other attribute, such as Strength, Health, Body,
Constitution, Physical, etc.
Most of the gifts and faults were chosen with an eye
towards variety, for purposes of example. Of course, if you
use these characters, feel free to change any of the traits.
See also pages 139–142 for example characters for the
fantasy genre. Templates for fantasy characters are given
later in this chapter, on pages 69–70.

58 Character Sheet Example/Character Examples: Fantasy Characters


Tips and Examples
Faults
Historical Fiction Characters Can’t resist having the last word; Greedy; Many people
would love to turn him in to the authorities; Soft-hearted
toward children; Boasts openly of his thieving abilities
Hakim al-Saari,
Thief of Baghdad,
792 A.D.

GM limits: Four attributes (two free levels); 35 free skill


levels, with maximum of one Superb, one Great; one free
gift; no supernormal powers available.

Attributes
(Two free levels, four taken,
balanced by fault)
Brawn: Mediocre (–1)
Cunning: Good (1)
Deftness: Superb (3)
Ego: Good (1)

Skills
(35 free levels, 47 taken,
balanced by two faults)
Acrobatics: Good (3)
Assess Merchandise: Good (3)
Begging: Fair (2)
Climbing: Good (3)
Disguise: Fair (2)
Dodge: Good (3)
Knife: Mediocre (1)
Knowledge
of Baghdad: Good (3)
Lockpicking: Good (3)
Lying: Good (3)
Pick Pockets: Good (3)
Quote the Koran
and Arab proverbs: Mediocre (1)
Running: Fair (2)
Servant: Mediocre (1)
Stealth: Superb (5)
Storytelling: Fair (2)
Urban Survival: Great (4)
Witty Insults: Good (3)

Gifts
(One free gift, three taken,
balanced by faults)
Healthy Constitution (+1 to Brawn to recover from ill-
ness); Keen senses (+1 to Cunning to notice something);
Many people owe him favors

Historical Fiction Characters: Hakim al-Saari, Thief of Baghdad 59


Tips and Examples
Arian o Gwent, Welsh Archer, 1190 Attributes Gifts
(Four free levels, four taken) (Two free gifts, three taken,
Calmness: Mediocre (–1) balanced by fault)
A Norman conqueror murdered Constitution: Fair (0) Literate — in 1190, this is rare enough
Arian’s family under the guise of a Dexterity: Great (2) to be called a gift
flag of truce. When Arian slew him in Reasoning: Good (1) Attractive
vengeance, she was outlawed from Senses: Great (2) +3 Calmness while shooting a bow
Wales. Escaping north, the embittered Strength: Fair (0)
Arian is about to join Robin Hood’s
Faults
outlaw Saxon band and introduce into
England a new Welsh invention, the Skills Outlaw
(30 free levels, 36 taken, balanced Loyal to Companions
longbow….
by one fault) Speaks English with a strong Welsh
GM limits: Six attributes (four free Acrobatics: Good (3) accent
levels); 30 free skill levels, with maxi- Archery: Superb (5) Despises Normans — Fair Calmness
mum of one Superb, two Great; two Bowyer: Great (4) roll to avoid acting rashly
free gifts; no supernormal powers Climbing: Good (3)
available; must take two faults: Outlaw Disguise: Good (3)
and Loyal to Companions, which do Dodge: Good (3)
not count as trading for other traits. Fletcher: Good (3)
Move Quietly: Great (4)
Riding: Good (3)
Tactics: Fair (2)
Woodcraft: Good (3)

Henri le Rouge, Musketeer of King Louis Skills Political Knowledge: Fair (2)
XIII, 1627 (60 free levels, 72 taken, Quick-draw
balanced by two faults) Sword (easy): Good (2)
Acrobatics: Superb (5) Oratory: Mediocre (1)
GM limits: Since this is a cinematic Acting: Good (3) Repartee: Great (4)
campaign without magical or SF heal- Boating: Terrible (–1) Riding: Great (4)
ing, the GM has set higher limits: Nine Brawling: Good (3) Savoir Faire: Good (3)
attributes (eight free levels); 60 free Carousing: Good (3) Shadowing: Fair (2)
skill levels, with maximum of two Climbing: Great (4) Swimming: Terrible (–1)
Superb, five Greats; three free gifts; no Disguise: Good (3) Tactics: Good (3)
supernormal powers available Dodge: Good (3) Wheellock Pistol: Good (3)
Engineer: Terrible (–1)
Attributes Fencing: Superb (5) Gifts
(Eight free levels, twelve taken, First Aid: Good (3) (Three free gifts, five taken,
balanced by faults) Flirting: Good (3) balanced by faults)
Knowledge of Combat Reflexes; Handsome; Patron:
Charm: Great (2)
Europe: Mediocre (1) Captain of Musketeers; Rapid
Coolness: Superb (3)
Knowledge of Healing; Status: Gentleman
Damage Capacity: Great (2)
France: Good (3)
Dexterity: Great (2)
Health: Perception: Good (1)
Knowledge of Paris: Good (3) Faults
Knowledge of Planet: Mediocre (1) Code of Honor; Compulsive Carouser;
Strength: Fair (0)
Lockpicking: Terrible (–1) Disgusted by Non-Gourmet Food;
Will: Fair (0)
Main Gauche: Great (4) Extremely Loyal to Companions;
Wit: Fair (0)
Matchlock Musket: Good (3) Intolerant of Protestants; Thin-skinned —
Great (2)
Mechanic: Terrible (–1) quick to take offense
Move Quietly: Good (3)

60 Historical Fiction Characters: Arian o Gwent, Welsh Archer; Henri le Rouge, Musketeer
Tips and Examples
Scruffy Sanders, Stagecoach Driver, Skills Teamster: Great (4)
1870s, Western U.S.A. (35 free levels, 53 taken, Witty Insults: Great (4)
balanced by three faults)
GM limits: Five attributes (three free Gifts
Area Knowledge,
levels); 30 free skill levels, with maxi- (Two free gifts, two taken)
Western States: Good (3)
mum of one Superb, two Great; two
Bluffing: Great (4) Never forgets a face
free gifts; no supernormal powers
Brawling: Fair (2) Sense of empathy: gets a feel for people
available; minimum one fault that
Concertina
doesn’t count for trading. Scruffy trad-
(Squeezebox): Good (3) Faults
ed his one Superb skill limit for two
Dodge: Good (3) Garrulous
extra Greats, so he has four Great
First Aid: Holds Good (3) Addiction to disgusting habit: spit-
skills, and no Superb skills.
His Liquor: Good (3) ting chewing tobacco
Attributes Hunting: Good (3) Lazy — would “rather talk than do”
Move Quietly: Good (3) Getting old, and all that implies….
(Three free levels, three taken)
Pistols: Fair (2)
Agility: Mediocre (-1) Riding: Good (3)
Health: Good (1) Shotgun: Great (4)
Perception: Good (1) Singing: Good (3)
Savvy: Great (2) Stagecoach Mechanic: Good (3)
Strength: Fair (0) Tall Tales: Good (3)

Historical Fiction Characters: Scruffy Sanders, Stagecoach Driver 61


Tips and Examples

agreed, and [Research: Good] was added to Dolores’ char-


Modern Characters acter sheet. Dolores already had one Superb and four
Great skills, so this is the best she could start with it. This
Dolores Ramirez, does not count against starting free levels — Uncommitted
Journalist, 1990s traits are extra.
GM limits: Ten attributes (five free levels); fifty free skill
levels, with maximum of one Superb, four Greats; two free Attributes
gifts; limited psi available. (Five free levels, seven taken,
Note: The player forgot an important skill for Dolores, balanced by fault)
and one a journalist would logically have: Research. This Appearance: Good (1)
was noticed during a game, and the player petitioned the Constitution: Good (1)
GM to add Research as an Uncommitted trait. The GM Coolness: Good (1)
Damage Capacity: Good (1)
Dexterity: Fair (0)
Intelligence: Great (2)
Luck: Good (1)
Sanity: Great (2)
Strength: Poor (–2)
Will: Fair (0)

Skills
(50 free levels, 56 taken,
balanced by fault)
Acrobatics: Fair (2)
Acting: Great (4)
Breaking & Entering: Good (3)
Climbing: Fair (2)
Computer Use: Good (3)
Criminology: Mediocre (1)
Disguise: Great (4)
Driving: Good (3)
Interviewing: Great (4)
Karate (hard): Fair (3)
Mexican Cuisine: Mediocre (1)
Move Quietly: Good (3)
Occultism: Good (3)
Photography: Good (3)
Pistol: Good (3)
Shadowing: Great (4)
Shady Contacts: Good (3)
Swimming: Fair (2)
Writing: Superb (5)

Gifts
(Two free gifts, four taken,
balanced by faults)
Ambidextrous; Beautiful speaking voice; Danger Sense;
Never forget a name

Faults
Overconfident; Ambitious; Stubborn; Vain

62 Modern Characters: Dolores Ramirez, Journalist


Tips and Examples
Sherman Foley, Attributes Meditation: Good (3)
homeless person and scanner, (Four attributes selected: Sewing: Mediocre (1)
two free levels, two taken) Stealth/Urban: Fair (2)
by Bernard Hsiung Street Gossip: Good (3)
Damage Capacity: Mediocre (-1)
Health: Mediocre (-1) Survival/Urban: Great (4)
GM limits: No specified attributes — Use Mind
Perception: Great (2)
free levels = 1/2 of number of attrib- Control (VH): Great (6)
Willpower: Great (2)
utes taken; 50 free skill levels, with Use Telepathy (VH): Good (5)
maximum of one Superb, four Greats; Skills Use Telekinesis
two free gifts; semi-limited psi. (50 free levels, 44 taken, six used to (VH): Good (5)
Note: Sherman’s player only chose balance one gift)
four attributes when the GM gave free Gifts
Area Knowledge,
rein: Sherman has any unlisted attrib- (Two free gifts, none taken)
Inner City (easy): Great (3)
ute the GM considers essential at Fair.
Area Knowledge,
Earth: Mediocre (1) Supernormal Powers
Begging: Fair (2) (Three taken, balanced by faults,
Climbing: Terrible (-1) reduced gifts, and reduced skills)
Drinking: Good (3) Mind Control; Telepath; Telekinetic
Driving: Terrible (-1)
Forage: Good (3) Faults
Knife: Mediocre (1) Use of Psi Requires Immobile
Knowledge, Concentration; Materially Poor;
Phobias (hard): Good (4) Unlucky

Dragonfly (James Stoddard), Secret Skills Gifts


Superhero (50 free levels, 56 taken, (Two free gifts, three taken,
balanced by fault) balanced by a fault)
Acrobatics: Great (4) Perfect Timing; Good Looking; Tough
GM limits: Seven attributes (four free Hide (-1 to damage)
Acting: Good (3)
levels); 50 free skill levels, with maxi-
Bureaucracy: Fair (2)
mum of two Superb, six Greats; two Supernormal Powers
Computer Use: Great (4)
free gifts; four free Superpowers
Control Superpower (Four free superpowers, four taken)
(Electron Flow) Control Inanimate Electronic Devices;
Attributes
(VH): Superb (7) Shrink to 1" (25 mm) for up to an hour,
(Four free levels, eight taken,
Control Superpower two times/day (Scale = -10); Fly, only
balanced by faults)
(Flight) (VH): Good (5) while 1" (25 mm) high; Electrical Surge
Damage Capacity: Fair (0) Criminology: Good (3) (short out machines)
Dexterity: Great (2) Disguise: Good (3)
Health: Good (1) Dodge: Great (4) Faults
Intelligence: Great (2) Driving: Good (3) Ethically unable to use powers to get
Intuition: Great (2) Electronics out of massive debt; Quixotic — always
Speed: Good (1) Engineering looking for wrongs to right; Phobia of
Strength: Fair (0) Computers (hard): Great (5) animals bigger than a collie; Socially
Japanese Language: Great (4) awkward (bit of a nerd)
Judo (hard): Great (5)
Singing: Terrible (-1)
Stealth: Superb (5)

Modern Characters: Sherman Foley, Scanner; Dragonfly, Secret Superhero 63


Tips and Examples
Science Fiction Characters Skills Gifts
(50 free levels, 56 taken, (Two free gifts, four taken,
balanced by fault) balanced by faults)
Captain Wallop of the Space Patrol
Acrobatics: Good (3) Handsome; Reputation as hero; Never
Acting/Disguise: Great (4) disoriented in zero gravity; Rank of
This character is from a cinematic
Barroom Savvy: Good (3) Captain in the Space Patrol
space opera campaign, so the limits
Blaster: Superb (5)
are high.
Computer Operation: Fair (2) Supernormal Powers
GM limits: Four attributes (four free
Diplomacy: Good (3) (One free supernormal power,
levels); 50 free skill levels, with maxi-
Electronics: Good (3) one taken)
mum of one Superb, three Greats,
Familiarity with Able to key in on one mind up to a
eight Goods; two free gifts; one free
Major Planetary mile (1.5 km) away and follow the trail
Supernormal power, subject to GM
Systems: Good (3) on Good situational roll or better every
approval.
Gunnery: Great (4) fifteen minutes.
Attributes Haggle: Fair (2)
(Four free levels, six taken,
Hard Sciences: Fair (2) Faults
Mimicry: Mediocre (1) Amorous heartbreaker — love ’em and
balanced by fault)
Navigation: Good (3) leave ’em; Bravery indistinguishable
Body: Good (1) Pick Up Languages: Fair (2) from foolhardiness; Fanatic patriot; Must
Reason/Mechanical: Great (2) Piloting: Great (4) obey senior officers in the Space Patrol
Perceive/React: Superb (3) Repair Scoutship
Willpower: Fair (0) Systems: Good (3)
Stealth: Great (4)
Unarmed Combat: Fair (2)
Zero-G Maneuvering: Good (3)

64 Science Fiction Characters: Captain Wallop of the Space Patrol


Tips and Examples
Seihook — Alien from Aldebaran History: Fair (2)
skills fine manipulation of that Knowledge of Alien
The erlesti are a non-humanoid race strength. Erlesti are hermaphroditic (including Human)
from the star system Aldebaran. An (they exchange “twine” with each Customs: Good (3)
erlest resembles a collection of animat- other to procreate), so Seihook is both Levitate Other: Fair (2)
ed twine and moss-covered rock. It male and female. Levitate Self: Superb (5)
digests the moss through its “skin” — GM limits: Eight attributes (five free Medical Skills: Good (3)
but to a human observer, the moss levels); 40 free skill levels, with maxi- Psychology: Great (4)
appears to be digesting the erlest. mum of one Superb, three Greats; two Telekinesis Skill: Good (3)
Erlesti can also use the “twine” pieces free gifts; supernormal powers count Telepathy,
as straws to drink fluids — alcohol as attributes — no extra cost. Dampen Thoughts: Poor (0)
affects them as it does humans. While Read Thoughts: Fair (2)
erlesti have nothing resembling hands, Attributes Project Thoughts: Good (3)
they have strong psi powers that enable (Five free levels, seven taken,
them to manipulate their environment balanced by fault)
Gifts
and even travel space. Empathy Power: Fair (0) (Two free gifts, four taken,
Erlesti are friendly with humanity — Levitation Power: Good (1) balanced by faults)
“interesting auras,” they say, “always Reasoning: Great (2) Can’t feel physical pain (no penalty for
interesting.” In general, they are bewil- Reaction: Fair (0) being Hurt or Very Hurt); Animals do
dered by red tape, dislike war, value Size: Good (1) his bidding in simple, non-threatening
their families above all things, and like (size of 4-year old human) matters on a Great Empathy power roll
comfort, but don’t seek extreme Telekinesis Power: Great (2) or better; Tolerant of Appearances —
wealth. Telepathy Power: Good (1) Never disgusted by any alien form;
Their Damage Capacity is deter- Will: Fair (0) Wealthy (for an erlest)
mined by their Size attribute (their
small size and increased density bal- Skills
ance out to the same Scale as
Fault
(40 free levels, 40 taken)
humans); Perception is determined by Practical Joker (for example, loves to
Bar Etiquette: Fair (2) “speak” in bad accents in thought
Empathy Skill, which they say extends Barter: Great (4) projection); Gossip; Coward — fears
to inanimate objects, and refuse to use Empathy Skill: Great (4) death
any other word to describe the ability. Folklore: Fair (2)
Psi attributes rate raw strength; psi Hard Sciences: Mediocre (1)

Screamer (Frederick Grant); Occupation: Quickness: Good (1) Gifts


Decker Reaction: Great (2) (Two free gifts, six taken,
Strength: Fair (0) balanced by faults)
Cyberpunk character Willpower: Fair (0) Cybernetics, Datajack; Cybernetics,
by Stephan Szabo Can multitask cognitive processes;
GM limits: Seven attributes (three free Skills Cybernetics, Thermographic Vision;
levels); 30 free skill levels, with maxi- (30 free levels, 30 taken) Cybernetics, Flash Compensation;
mum of one Superb, four Greats; two Computer Build/ Cybernetics, Telescopic Sight; Lucky
free gifts; Cybernetic enhancements Repair: Great (4)
count as gifts, not supernormal powers. Programming: Superb (4) Faults
Computer Theory: Great (2) Bloodlust; Doesn’t care if he lives or
Attributes Cycle: Fair (1) dies; Manic/Depressive; Multiple
(Three free levels, five taken, Electronics: Great (4) Personality; Overconfident
balanced by fault) Firearms: Great (4)
Matrix Etiquette: Good (3)
Body: Good (1)
Street Etiquette: Fair (2)
Charisma: Poor (-2)
Unarmed Combat: Fair (2)
Intelligence: Superb (3)

Science Fiction Characters: Seihook, Alien from Aldebaran; Screamer, Decker 65


Tips and Examples
Skills
(25 free levels, 31 taken,
balanced by attribute levels)
Accounting: Good (3)
Animal Care: Fair (2)
Area Knowledge
(easy): Good (2)
Athletics: Poor (0)
Bargain: Good (3)
Computer Use: Fair (2)
Driving: Fair (2)
Folklore: Fair (2)
Knowledge of
Detective Fiction: Great (4)
Lying: Fair (2)
Move Quietly:
(vs. other spirits) Mediocre (1)
Outdoor Skills: Fair (2)
Sciences: Mediocre (1)
Women’s Magazine
Lore: Superb (5)

Gifts
(No free gifts, two taken,
balanced by faults)
“Green thumb” — knack for making
plants healthy (even as a ghost!)
Single-minded — +1 to any lengthy task
Miscellaneous Characters Supernormal Powers
Attributes (Six free supernormal powers, five
Fan Yin Wong, Ghost (Six free levels, four taken, taken. One traded, plus two faults
balance taken as six skills) taken, to raise these four levels)
Fan Yin is from a campaign where Pass through Walls (6/day): Fair
all the PCs are ghosts with low karma Appearance: Great (2) Screech (temporarily paralyze multiple
levels. She must do a number of good Charisma: Fair (0) living people) (3/day): Mediocre
deeds before she can risk being reborn Dexterity: Good (1) Affect Dreams (1/day): Poor
again, but her ability to influence the Fitness: Good (1) Control Vermin (3/day): Poor
material world is limited. Mechanical Aptitude: Poor (–2) Read Minds (4/day): Mediocre
GM limits: Twelve attributes (six free Mind: Fair (0)
levels); 25 free skill levels, with maxi- Perception: Superb (3) Faults
mum one Superb, two Great; no free Reflexes: Good (1) Fear of spiders (even as a ghost)
gifts, but six supernormal powers, with Sanity: Mediocre (–1) Worry Wart
constraint on the number of uses per Strength: Fair (0) Waffles — can’t make decisions until
day; two personality faults required, do Will: Fair (0) forced to
not count for trading purposes. Wisdom: Mediocre (–1) Obsessed with regrets over missed
Note: The supernormal powers are opportunities
described with “uses per day” and skill
levels. The default skill level is Poor; it
takes one gift to raise a supernormal
power each level above Poor.

66 Miscellaneous Characters: Fan Yin Wong, Ghost


Tips and Examples
Cassandra Pine, Skills Gifts
Vampire Private Investigator (60 free levels, 60 taken) (Two free gifts, two taken)
Modern vampire character Animal Handling: Mediocre (1) Contacts in police force; Night Vision
Area Knowledge,
by Deird’Re Brooks
Home City (easy): Good (2) Supernormal Powers
Athletics: Fair (2) (Three free powers, eight taken,
GM limits: Ten attributes (five free lev- Computer: Fair (2) balanced by faults)
els), 60 free skill levels, with maximum Control Power: Mind Extraordinary Speed; Can change into
of one Superb, four Greats, two free Control (VH): Fair (4) Mist Form; Mind Control; Only immo-
gifts, three free supernatural powers. Control Power: bilized by stake through heart;
Psychometry (VH): Fair (4) Psychometry; Regeneration; Scale 3
Attributes Dodge: Good (3) (unobservable); Can change into Wolf
(Five free levels, seven taken, Driving: Good (3) Form
balanced by fault) Electronic Security: Great (4)
Firearms: Good (3) Faults
Appearance: Fair (0)
Intimidation: Good (3) Burns heal slowly; Low financial
Charisma: Fair (0)
Investigation: Superb (5) resources; Mind control needs eye con-
Dexterity: Great (2)
Knife: Fair (2) tact; Must sleep most of the daylight
Humanity: Mediocre (–1)
Language, Spanish: Mediocre (1) hours; Violent when enraged
Intelligence: Good (1)
Law & Police Note: The following three faults count
Perception &
Procedure (hard): Fair (3) as two faults each: Burned by sun;
Alertness: Great (2)
Research: Great (4) Needs blood to live; Dangerous Secret —
Stamina: Good (1)
Stealth: Good (3) she’s destroyed if it’s revealed
Strength: Fair (Scale 3) (0)
Streetwise: Great (4)
Willpower: Good (1)
Subterfuge: Good (3)
Wits: Good (1)
Tae Kwon Do (hard): Good (4)

Chipaway Fiddlesticks, Gatecrasher Gnome Skills Gifts


from Saturn’s Rings Area Knowledge Homeworld: Saturn’s Rings (Low
by Ann Dupuis (Saturn’s Rings): Good Gravity, Tech +7, Wizardry +2) (no
Body Language Fair cost); Wealth; People Owe Him Favors;
Note: Chip was created using the Dexterity +1 (racial modifier)
Bureaucracy: Fair
objective character creation system
Computer
presented in Gatecrasher* (2nd Edition).
Operation: Fair Faults
Attributes Diplomacy: Good Scale –1 (racial modifier); Practical joker
Fast-talk: Great (racial fault); Fascinated by shiny things
Awareness: Mediocre Law (Commerce): Fair (racial fault); Kleptomania (beyond even
Constitution: Good Lie: Fair usual for a gnome); Ugly (even for a
Dexterity: Great Jury-rigging: Mediocre gnome); Soft-hearted (especially towards
Id: Good Management: Fair children and puppies).
Reason: Good Mathematics: Fair
Strength: Fair (Scale –1) Navigation: Great Supernatural Talents
Pilot Freighter: Great Create Illusion; Invisibility; Levitation;
Secondary Attributes Pilot Shuttlecraft: Good Telepathy
Sales: Superb
Magic Points: 37 Sleight of Hand: Fair
* The Gatecrasher game is now owned
Magical Effect: –3 Streetwise: Fair
by Domibia Games – see their website
Move: Good
at www.domibia.com.
Damage Capacity: Fair

Miscellaneous Character: Cassandra Pine, Vampire PI; Chipaway Fiddlesticks, Gatecrasher Gnome 67
Tips and Examples
Chicory, Bunny Attributes
(Three free levels, seven taken,
Chicory is a character in a game where rabbits are the balanced by faults)
norm, and humans are giant monsters. The scale is there- Dexterity: Good (1)
fore relative to rabbits. Health: Good (1)
GM limits: Six attributes (three free levels); 40 free skill Perception: Superb (3)
levels, with maximum one Superb, three Great; two gifts, Smarts: Great (2)
one supernormal power. Speed: Good (1)
Strength: Mediocre (–1)

Skills
(40 free levels, 52 taken,
balanced by faults)
Acrobatics: Terrible (–1)
Area Knowledge: Good (3)
Detect Traps: Great (4)
Fighting: Good (3)
Gambling: Good (3)
Herb Lore (H): Superb (6)
Knowledge of Burrow
Construction: Good (3)
Knowledge of
Humans (VH): Fair (4)
Knowledge of
Non-Rabbit Behavior: Good (3)
Language:
Bug: (H) Fair (3)
Common Bird (H): Good (4)
Mouse/Rat (H): Great (5)
Mechanical Skills: Terrible (–1)
Mimic Non-Rabbit
Sounds (H): Fair (3)
Move Quietly: Fair (2)
Spring Traps: Fair (2)
Storytelling: Fair (2)
Tracking: Great (4)

Gifts
(Two free gifts plus one supernormal power; four
gifts taken, balanced by not taking a power)
Unafraid of Loud Noises (unlike most rabbits); Never
Forgets a Scent; Strong Will; Night Vision

Faults
Nosy; Compulsive Gambler; Phobia: Canines; Jealous of
Anyone Getting More Attention

68 Miscellaneous Characters: Chicory, Bunny


Tips and Examples
Class and Racial Template Examples Broad Class Templates
See also Seihook, p. 65, as an example of a science fiction For a loose and easy game, the GM can assign each char-
racial template. acter class levels for the broad skill example groups listed
on page 314. This makes an ideal game for teaching role-
Ranger Template playing to beginning players, or when playing with large
numbers of players.
(Fantasy Character Class) For example, the GM decides the players can be one of
See Templates, p. 57, for a discussion of character class seven different character classes: Fighter, Ranger, Rogue,
templates. This is a sample template — the GM should Magician, Cleric, Diplomat/Scholar, Jack-of-all-trades.
customize to her own game, including adding or deleting Each of these characters can be defined as follows:
attributes, gifts, skills, etc. The GM may allow a begin-
ning character to be a ranger apprentice, rather than full Beginning Fighter
ranger. An apprentice is one or two levels less than a full Physical attributes: Great
ranger in any given attribute or skill. Mental attributes: Mediocre
Psyche attributes: Poor
Ranger requirements Animal skills: Mediocre
Attributes Athletic skills: Great
Dexterity: Good or better Combat skills: Great
Intelligence: Fair or better Outdoor skills: Fair
Perception: Good or better Social skills (Fellowship): Fair
Strength: Good or better All other skills: Poor

Gifts Beginning Ranger


None mandatory. Recommended gifts include Animal Physical attributes: Good
Empathy, Absolute Direction, Combat Reflexes, Night Mental attributes: Fair
Vision, other combat gifts. Psyche attributes: Poor
Animal skills: Good
Faults Athletic skills: Fair
A ranger should not be the type of person who dislikes Combat skills: Good
being alone. Some rangers work for the authorities, which Covert skills: Fair
might imply a Duty and/or a Vow of Obedience. Craft skills: Fair
Outdoor skills: Great
Skills All other skills: Poor
Area Knowledge: Fair or better
Bow: Good or better Beginning Rogue
Climbing: Fair or better Physical attributes: Fair
Mimic Animal Sounds: Fair or better Mental attributes: Good
Move Quietly: Good or better Psyche attributes: Poor
Riding: Fair or better Athletic skills: Fair
Scouting: Fair or better Combat skills: Mediocre
(the skill of observing and remembering) Covert skills: Great
Spear or Sword: Good or better Manipulative skills: Great
Survival: Good or better Merchant skills: Fair
Woods Lore: Good or better Social skills (Fellowship): Mediocre
Urban skills: Good
All other skills: Poor

Class and Racial Template Examples: Ranger Template; Broad Class Templates 69
Tips and Examples
Beginning Magician Beginning Jack-of-all-trades
Physical attributes: Poor Physical attributes: Fair
Mental attributes: Good Mental attributes: Fair
Psyche attributes: Fair Psyche attributes: Mediocre
Craft skills: Mediocre Animal skills: Mediocre
Knowledge skills: Fair Artistic skills: Mediocre
Spiritual skills: Fair Athletic skills: Mediocre
Supernormal Power skills: Great Combat skills: Fair
All other skills: Poor Covert skills: Mediocre
Gift: Supernormal Power Craft skills: Mediocre
Knowledge skills: Mediocre
Beginning Cleric Manipulative skills: Mediocre
Physical attributes: Poor Merchant skills: Mediocre
Mental attributes: Fair Outdoor skills: Fair
Psyche attributes: Great Social skills (Fellowship): Good
Animal skills: Fair Social skills (Formal): Mediocre
Craft skills: Mediocre Spiritual skills: Mediocre
Knowledge skills: Fair Technical skills: Mediocre
Medical skills: Good Urban skills: Fair
Social skills (Formal): Good
Spiritual skills: Great
These character classes are merely examples for a sim-
Supernormal Power skills: Fair
ple fantasy game. The GM can change or ignore any that
All other skills: Poor
she wishes and create new character classes. She can also
Gift: Divine Favor
create classes for other genres, such as for a science fiction
setting.
Beginning Diplomat/Scholar Each character class has unlisted Knowledge skills
Physical attributes: Poor appropriate to its class. For example, a fighter has Good
Mental attributes: Great Knowledge of tactics, determining weapon quality, judging
Psyche attributes: Mediocre how well-trained an army is by observing it for a while, etc.
Artistic skills: Mediocre Likewise, a rogue has Good Knowledge of types of locks,
Knowledge skills: Great how many guards a wealthy merchant might have, the
Language skills: Good value of a given material for disguising oneself, etc.
Manipulative skills: Good Some skills listed on page 314 as being under one head-
Medical skills: Fair ing fall under another in certain cases. For example, a
Social skills (Fellowship): Mediocre rogue would be Great at Climbing, even though Climbing
Social skills (Formal): Great is listed as an Athletic skill. In this case, it’s a Covert skill.
Spiritual skills: Mediocre The ability to Move Quietly is listed as a Covert skill, but
Technical skills: Mediocre a fighter would be Fair at it, and a ranger Great.
All other skills: Poor Character development in this system is handled nor-
mally. The GM must decide at some point whether to con-
tinue 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 distinc-
tions. 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.

70 Class and Racial Template Examples: Broad Class Templates (cont.)


Tips and Examples

The net result is that it counts as a fault to be a cercop.


Cercopes (Fantasy Race) Since anyone playing such a character actually gets some
Cercopes (or Kerkopes) were originally a pair of broth- useful bonuses if playing a thief, the GM should be sure to
ers in early Greek mythology. By the first century BC, enforce the faults — especially the Bad Reputation. NPCs
however, mythological writers had expanded them into will have a hard time trusting a cercop, usually with good
their own race. It is in this later definition that they are reason.
used here. This racial template gives a strong incentive to creating
Cercopes (singular: cercop) are a small, apish race that a thief character. However, it is possible to make a cercop
love to play tricks and pranks on anyone they can. Born warrior or even cleric if desired. Certain faults can be
thieves, some of them even dared to steal Heracles’ “bought off.” That is, a character may have a gift of Not a
weapons! When he caught them and tied them to a pole for Kleptomaniac — but it costs one gift, which would nullify
punishment, they amused him so with their jokes and ban- the free fault level. However, the Unattractive Appearance
ter that he let them go. Players should not attempt to play and Bad Reputation cannot be bought off — these are
a cercop unless they have a roguish sense of humor. inherent prejudices in others, not in one’s self.
Cercopes are small humanoids with ugly, apelike faces A cercop character could take a fault: No Tail — perhaps
and a prehensile tail. A cercop stands about four feet high he lost it in battle. This would give extra levels to over-
(120 cm), but generally stoops a bit. The face is not hairy, come the -1 penalty to all medium and large weapons if a
but both sexes tend to have long sideburns that often meet character wished to be a warrior cercop, for example.
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 Animal and Creature Examples
except for the final six inches (15 cm). Arms, legs and Non-PC animals need not be built using level limits.
chests have no more hair than the average human male Just define what traits are essential to the animal, and let
does, and they wear clothing — with a tail hole. Their feet it go at that. The Strength Scale refers to Non-humans, p.
resemble monkeys’ feet, but they cannot manipulate 20. Damage may include a “weapon deadliness” factor
things well with them. They are not fond of shoes, only for teeth, claws, and, in some cases, body optimized for
wearing them when attempting to disguise themselves as combat (usually carnivores).
another race.
Cercopes stand upright most of the time, but lean for-
ward to run, with the tail acting as a counterbalance. Their Dog
tails are strong enough to be used in combat and to aid in Perception: Great to Superb
climbing. However, a cercop cannot do fine manipulation (Smell should be Scale: Dog)
(such as pick a lock) with its tail. Cercopes speak their own Strength/Mass Scale: –7 to 0
language, and need to learn another to speak with the rest Skills: Mediocre to Superb
of the party. (tailor to specific training received; examples include
The average cercop has a Mediocre Strength and attack, guard, guide, track, hunt, and tricks)
Damage Capacity, but a Good Dexterity. Their intelligence Melee Combat: Fair to Superb
runs the same range as humans. Damage Capacity: Good to Great
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 Cat
the distance a human could, and Prehensile Tail. Agility: Great to Superb
Their racial faults are Impulsiveness (act first, think Scale: –6 or –7
later), Compulsive Jokers (practical and otherwise), Skills: Survival, Hunting, Playing
Kleptomania, Unattractive Appearance to other races, and Gifts: Night Vision, Nine Lives (e.g., each time a cat
Bad Reputations as Thieves and Tricksters. receives damage that would kill it in one blow, check off
They have a bonus of +1 to the following skills: one life and don’t count the damage. There are other ways
Acrobatics, Move Quietly, Climbing and Fast Talk. They to play this, of course, such as a Legendary Dodge ability.)
have a –1 penalty to use any weapon of Medium size or Faults: Independent-minded, Curious, Lazy, Vain
bigger. Damage Capacity: Fair to Superb

Class and Racial Template Examples: Cercopes (Fantasy Race)/Animal and Creature Examples 71
Tips and Examples

Horse Falcon
Strength: Scale 3 Good to Great Courage: Fair to Superb
Endurance: Good Agility: Good to Superb
Speed: Scale 4 Good to Great Speed: Scale 5 Fair to Great
Skills: Mediocre to Superb Strength: Scale –6, Fair to Superb
(tailor to specific training received; examples include rid- (Scale may be from –8 to –4 to reflect sizes from sparrow
ing, driving, racing, fighting, and various tricks) hawk to eagle)
Faults: Tailor to specific animal (Runaway, bites, kicks, etc.) Skills: Mediocre to Superb
Damage Capacity: Mediocre to Good (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.)
Gift: Flight
Damage Capacity: Fair to Good

Lion
Perception: Great
Melee Combat: Great
Stalking: Great
Dodge: Fair
Strength: Scale 2 Fair to Great
Fault: Lazy
Damage Capacity: Fair to Superb

Camel
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 rid-
ing, driving, packing)
Gift: Desert Survival
Damage Capacity: Fair to Great

Elephant
Strength: Scale 8 Good to Superb
Agility: Good to Superb
Skills: Mediocre to Superb
(tailor to specific training received; examples include rid-
ing, hauling, stacking (logs etc.), tricks)
Gift: Exceptional animal intelligence
Fault: Males subject to Musth (annual madness)
Damage Capacity: Good to Superb

72 Animal and Creature Examples (cont.)


Tips and Examples

Grizzly Bear
Perception: Good
Equipment Examples
Melee Combat: Good It’s possible to define equipment in Fudge character
Dodge: Fair terms. This is probably unnecessary, but can be done if
Strength: Scale 3 Fair to Great desired.
Fault: Berserker Equipment from any technological level, stone age to
Damage Capacity: Fair to Great science fiction, can be detailed this way. A piece of
equipment can be defined by as many Fudge traits as are
Cobra needed: attributes, skills, gifts or faults.
For example, an old, battered sword found in a damp
Perception: Good
dungeon has:
Melee Combat: Great
Dodge: Good Attributes:
Supernormal Power: Poison, +4 damage bonus Sharpness: Terrible
Fault: Bad temper Durability: Poor
Damage Capacity: Poor
Fault:
Skunk Looks Shabby
Melee Combat: Poor
Ranged Combat: Good, short range Such a weapon is treated as a club for damage, rather
Dodge: Poor than a sword (no Sharpness bonus). The GM may require
Supernormal Power: Noxious Fluid (blinds, incapacitates, a situational roll every few combat rounds: the sword
renders foul) breaks on a Mediocre or worse result from parrying or
Damage Capacity: Terrible being parried. And finally, some people will make fun of
anyone carrying such a shoddy-looking weapon.
Giant Spider
Melee Combat: Good When the sword was new, however, it had:
Dodge: Poor
Supernormal Powers: Poison (paralyzes), Web (Good diffi- Attributes:
culty level Strength roll to break) Sharpness: Good
Damage Capacity: Good Sturdiness: Great

Griffin Gift:
Perception: Great Beautifully Made
Melee Combat: Great
Dodge: Good
Supernormal Powers: Flight, Tough Hide (light armor)
Strength: Mediocre to Great, Scale 4
Damage Capacity: 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
Damage Capacity: Fair to Great

Animal and Creature Examples (cont.)/Equipment Examples 73


Tips and Examples
Skills:
In that case, it would indeed merit the +1 for Sharpness Navigation: Good
(perhaps any Sharpness level of Mediocre to Good gets the Targeting: Superb
+1 Sharpness bonus, while duller blades get no bonus, and Auto-pilot: Fair
better blades might get an additional +1 bonus). It also Food Preparation: Poor
would never break under ordinary circumstances, and its Entertainment: Mediocre
appearance probably earns its owner a positive reaction
from many people. Gifts:
A bejeweled magic sword found in a dragon’s hoard Turret-mounted Laser Rifles, above and below
might have: Bucket Seats in the bridge
Hyperdrive
Attribute: Can be used in an atmosphere or in deep space
Appearance: Superb
(+3 to impress those who value wealth) Faults:
Non-standard parts (expensive to repair)
Gift: Unattractive exterior
Troll-slaying (+3 to hit when fighting Trolls; such wounds Cramped sleeping quarters
will never heal) Airlock squeaks annoyingly
Fault:
Dedicated Purpose (it tries to control the wielder to hunt Ordinary, every-day equipment should not be detailed
trolls) out in this manner. There is no need to define a canteen,
for example, as anything other than “metal, 1 quart (liter)
Skill: capacity.” Even for equipment that may have an impact on
Dominate Wielder: Fair (opposed action against a Will the game, such as weapons or thieves’ tools, you do not
attribute) need to have any more information than “+2 offensive
damage factor” or “adds 1 to Pick Locks skill.”
A different magic sword: It’s best to restrict defining equipment in Fudge charac-
ter terms to the truly extraordinary (such as magic items).
Supernormal Power: Another use is when the equipment’s powers may be used
Flame Creation (+2 damage) in an opposed action: in a car race, for instance, you need
to know the relative speeds and handling capabilities of
Skill: the vehicles as well as the skills of the drivers. A battle
Flame Shooting: Great between spaceships is another good example.
(Range: 3 yards or meters) Equipment with personality, such as sentient magic
items or advanced robots, may be treated as full-fledged
Fault: Fudge characters if desired.
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:

Attributes:
Acceleration: Great
Handling: Superb
Speed: Good (Scale 15)
Size: Fair (Scale 8)

74 Equipment Examples (cont.)


Five-Point Fudge

Five-point Fudge is a character creation system for A player can spend his points in any of the groups that
Fudge, suitable for newcomers to Fudge, both new and he chooses, up to four points in any one group. This pro-
experienced roleplayers. Five-point Fudge is specifically vides a certain number of skills (of the player’s choice)
aimed at those players who feel lost when first reading from the appropriate group, at the levels shown in the
Fudge. It can be intimidating and confusing at first to read table below.
a game with so many options — one doesn’t know where to Note that if you spend only one or two points in a skill
begin. Five-point Fudge gives you an easy beginning point: group you can spend your points in either a broad or nar-
a set way to make a character to see if you might like this row focus. Because a character with too few skills may be
game. If you find you enjoy Five-point Fudge, you may weak in a given campaign, the GM may limit the number
then want to try subjective character creation — or you of points you can spend on narrowly focused skill groups.
may be happy using this system for the rest of your Fudge (The suggested limit is two points.)
career. Examples of point expenditure: If a player wishes his char-
Five-point Fudge assumes that you understand basic acter to be a dabbler at combat, he could spend one point
roleplaying terms and basic Fudge terms. If not, please on the Combat group. Using a broad focus, he could then
read Fudge first — at least the character creation chapter. choose any three Combat skills to list on his character
Five-point Fudge is suitable for any genre, but each sheet at Fair and any one at Mediocre. Using a narrow
separate genre requires customized skill lists, gifts, focus, he may choose any two Combat skills: one at Good
faults, and possibly attributes. and one at Mediocre.

Example 1: One point in Combat


Character Points One-handed Sword: Fair
Fudge itself makes no mention of “character points,” Fast Draw Sword: Fair
using the word “levels” instead. This character creation Shield: Fair
system introduces character creation points, which are Brawling: Mediocre
different from levels.
The norm in this system is a five-point character. A Example 2: A different way to spend one point in Combat
GM may allow her players fewer or more points as she Spear: Fair
sees fit, of course — see Campaign Power Levels, p. 80. If Throw Spear: Fair
you’re new to Fudge, we recommend you start with five- Tactics: Fair
point characters, and play with them for a while. You’ll Knife: Mediocre
then be better able to decide if the power level is right for
you. Example 3: One narrowly focused point in Combat
Each genre has a number of skill groups available. In Bow: Good
the fantasy genre detailed later in this book, for example, One-handed Sword: Mediocre
there are eight skill groups. Each skill group has fifteen or
more skills, of which the player may choose a certain If a player spends two points in a skill group, he can
number, based on the number of points spent in that skill choose two skills at Good and four more at Fair (using a
group. broad focus), or one at Great, one at Good, and one at Fair
(using a narrow focus).

Points Spent Skills in That Group, at Which Levels General Skills Point: Skills at Level
in a Group Broad Focus Narrow Focus
3 at Fair, from any two or three
1 3 at Fair, 1 at Mediocre 1 at Good, 1 at Mediocre groups

2 2 at Good, 4 at Fair 1 at Great, 1 at Good, 1 at Fair

3 1 at Great, 3 at Good, 4 at Fair

4 1 at Superb, 2 at Great, 3 at Good, 3 at Fair

Character Points 75
Five-Point Fudge

Example 4: Two points in Combat


One-handed Sword: Good Trading Skills
Fast Draw Sword: Good During character creation you may trade one skill for
Bow: Fair two skills of lesser value. Thus you could trade one Good
Brawling: Fair skill for two Fair skills, or one Great skill for two Good
Read Opponent: Fair skills. For example, spending two points in a skill group
Tactics: Fair normally gets you two Good and four Fair skills. You could
instead choose two Good, three Fair, and two Mediocre
Example 5: Two narrowly focused points in Social skills.
Fast-talk: Great Skills involved in the trade must all be from the same
Diplomacy: Good skill group. Exception: With a General Skills point (see
Camaraderie: Fair above), you can trade a Fair for two Mediocre skills from
two different groups. Thus a character could take six
And so on. The more points a player spends in a given Mediocre skills from six different groups with a General
skill group, the more his character gains both familiarity Skills point.
with a range of skills and greater expertise in some of No other trading of skill levels is allowed, unless using
those skills. For example, a professional soldier is a the expanded trading option in Campaign Power Levels.
Combat specialist who will be an expert with a few
weapons, but will have also used many other weapons over
the course of his career. The Character Sheet
The player may choose any skills within a given skill The normal Fudge character sheet is used. However,
group, up to the number listed for the points spent. The under the skill list, the player should list the points spent.
player may decide which of those skills are at the listed lev- For example, you might begin your skill list with:
els. If the GM doesn’t want a character to know a given Skill Groups:
skill, she should make sure the player understands this Combat: 2 pts.
before character creation. Scouting: 2 pts.
Thus there are thousands of player character types avail- Athletic: 1 pt.
able in this system, yet all are easily customized to the play-
er’s desires.
The possible combinations of spending five points are: To Make a Character
There are many ways to create a character. If you have a
5 different skill groups: 1, 1, 1, 1, 1 concept in mind, scan the skill lists that seem most likely
4 different skill groups: 2, 1, 1, 1 to fit your character. For example, a fighter will obviously
3 different skill groups: 3, 1, 1 or 2, 2, 1 need to spend some points in Combat skills, and a thief in
2 different skill groups: 4, 1 or 3, 2 Covert skills.
Since you must spend points in at least two skill
groups, try to think of what other skills, aside from the
General Skills Point obvious, would be helpful — or perhaps simply fun — for
A player may spend a maximum of one point as a your character to have.
General Skills point. This means you may spend one point If you don’t have a concept in mind, then toy with skill
and take any* three skills at Fair. These skills can be from group linkings. What would a Combat/Scouting combination
two or three different skill groups, if desired (there is no look like? Probably a ranger. How about an Athletic/Covert?
point in taking them all from the same group). Note that a Hmm — a James Bond type, perhaps? Knowledge/Social —
General Skills point does not get you as many skills as a that might be a merchant or a diplomat, depending on the
broadly focused point (four), but more than a narrowly skills chosen. And so on — this is actually a fun pastime, even
focused point (two). if you aren’t making a character.
* = The GM may restrict certain skills, such as Magic Once you’ve decided on which skill groups to choose
skills, from being taken with a General Skills point. from, jot down the most appealing skills in these groups.
The number of skills you want from a given group will tell
you how many points you need to spend in that skill group.
For example, if only two or three skills appeal to you from

76 General Skills Point; Trading Skills; The Character Sheet; To Make a Character
Five-Point Fudge

a group, spending one or two narrowly focused points is vs. Health attribute). The GM will think of other cases
sufficient. If you really want eight or ten skills all from the readily.
same group, you’re creating a specialist character: you’ll 3. As a broad handle on who the character is. A high
probably have to spend three or four points in that skill Reasoning, low Strength character has a different flavor
group to get that many skills. (Another way to get eight or from the opposite attribute levels.
ten skills, if you don’t mind low skill levels, is to use the
“trading skills” option, and expect to raise them later with
experience points.) A jack-of-all-trades character rarely Skill Groups
spends more than two points in any one group, and is Each genre has its own skill groups. Listed in the fol-
interested in skills from three or more different skill lowing pages are eight general-purpose skill groups suit-
groups. able for many settings; descriptions for these skills are
Once your skills are chosen, you can then set your attrib- given in the Skills, Gifts, and Faults chapter. The GM may
utes, gifts, and faults. At that point you’ll easily be able to customize these lists, of course, and may even add or
see what levels your attributes should logically be, and delete an entire skill group if desired.
which gifts and faults would go most appropriately with Note: Although four of the skill groups have multiple
your character. titles, such as Athletic/Manual Dexterity skills, for sim-
plicity they are referred to outside this list by the first part
of the title, such as Athletic skills.
Attributes Skills marked with an asterisk (*) appear in more than
All attributes start at Fair. Each character may take two one skill group. These may be learned by spending points
free attribute levels, either raising one attribute two levels, in either skill group — there is no reason to learn the same
or two attributes one level each. (The GM may allow more skill from two different groups.
or fewer free attribute levels — see Campaign Power
Levels.)
In addition, players may trade levels — that is, lower an Gifts
attribute to Mediocre in order to raise one other attribute Each character may have two gifts from the following
one level, and so on. Also, subject to GM approval, a char- list, or other GM-approved gift. In addition, for each fault
acter may raise an attribute by taking an additional fault, chosen beyond the first two, the character may have an
or by foregoing one of the two free gifts. additional gift. The GM may limit the number of gifts
Conversely, a player may forego one of his two free available from this method, as things can get a little out of
attribute levels in order to take an extra gift — again, hand.... You may also gain a gift, with GM approval, by
subject to GM approval. foregoing one of your free attribute levels. Descriptions of
Attributes are not linked to skills in this game, except in these gifts are given in the Skills, Gifts, and Faults chap-
the following sense: the player is encouraged to choose ter.
attribute levels which make sense, given his skill list. For Certain gifts, marked with an asterisk (*) may be lost if
example, three or more points spent between Combat, abused. Contacts, Favors Due, and Patron depend on the
Scouting, and Athletic skills means that the character goodwill of others, and it’s possible to push them too far or
would logically be above average in Strength, Agility, too frequently. Good Reputation can be eroded by inap-
and/or Health. If the player decides not to raise at least propriate behavior, and Rank can be lost if you break the
one of these attributes above Fair, he should have a good rules of the organization granting the rank.
story as to why they are abnormally low.
Attributes are used for three things in the game:
1. As very broad skills. There will be times in which no Faults
particular skill listed in the rules is appropriate for the task Each character must start with two faults from the fol-
the character is attempting. In these cases, the GM will lowing list, or other GM-approved fault. In addition, each
choose the closest attribute and have the player roll versus fault chosen beyond the mandatory two allows the player
the attribute (possibly at a penalty). to choose an additional gift for his character, or raise an
2. In certain opposed actions, such as attempting to attribute one level, subject to GM approval. Descriptions
sneak by a guard (Move Quietly skill vs. Perception attrib- of these faults are given in the Skills, Gifts, and Faults
ute) or a swindle attempt (Con skill vs. Reasoning attrib- chapter.
ute) or an attempt to strangle someone (Strength attribute

Attributes/The Skill Groups/Gifts/Faults 77


Five-Point Fudge
Find Hidden Poisons *
Master Trait List Find Traps
Forgery
Psychology/Psychiatry
Research
Athletic/Manual Dexterity Skills Hide Self * Veterinarian *
Acrobatics Lip Reading
Aerial Acrobatics Listening/Bugging Professional Skills
Balance Move Quietly * Acting *
Break Fall Observation * Animal Handling
Breath Control Pick Locks Animal Training
Climbing * Pick Pockets * Armorer/Weaponsmith
Concealment * Poisons * Artist
Dancing * Remove/Disarm Traps Blacksmith
Driving * Security Systems Carpentry
Escape Artist Set Snares/Traps * Computer Programming *
Hide Self * Sleight of Hand * Craft Skill (see Craft Skill, p. 89, for
Juggling * Stealth * list)
Jumping Streetwise Dancing *
Legerdemain Surveillance Electronics *
Mountaineering * Survival: Urban Engineering *
Move Quietly * Tailing Gambling *
Pick Pockets * Ventriloquism Games *
Piloting * Juggling *
Riding * Knowledge Skills Masonry *
Riding, Trick Appraisal Mechanic/Machinist *
Rope Use * Architecture Merchant
Running Area Knowledge Musical Skill (specify)
Sleight of Hand * Communications Paramedic *
Sports Computer Hacking/Cracking * Photography *
Stealth * Computer Operation Piloting *
Swimming * Computer Programming * Professional Skill (see Professional
Team Acrobatics Computers Skill, p. 100, for list)
Throwing Criminology Salesmanship *
Tumbling Cryptography Shipbuilding
Zero-G Maneuvering Deduction
Demolitions * Scouting/Outdoor Skills
Combat Skills Divination Camouflage
Blind Fighting Electronics * Cartography
Demolitions * Engineering * Climbing *
Fast Draw First Aid Driving *
Read Opponent Forensics Fishing
Shield Knowledge Skill (see Knowledge Skill, Hide Traces
Tactics p. 94, for list) Hunting
Unarmed Combat Language (specify) Mimicry
Weapon Skill (see Weapon Skill, p. Literacy Mountaineering *
105, for list) Masonry * Move Quietly *
Mechanic/Machinist * Navigation
Covert/Urban Skills Observation *
Medicine
Climbing * Orienteering
Meteorology
Computer Hacking/Cracking * Piloting *
Occult Knowledge
Concealment * Riding *
Paramedic *
Detect Lie * Rope Use *
Pharmacy
Disguise Set Snares/Traps *
Photography *
Etiquette: Underworld Stealth *

78 Master Skill List


Five-Point Fudge
Survival (varies) Favors Due * Hatred
Swimming * Followers High-strung
Tracking Good Reputation * Impaired Sense(s)
Veterinarian * Heightened Sense(s) Impulsive
Human Calculator Indecisive
Social/Manipulative Skills Linguist Injured or Missing Limb
Acting * Lucky Intolerant
Bluff Pain Tolerance Law-abiding
Bribe Patron * Lazy
Bureaucracy Quick Reflexes Lechery
Camaraderie Rank * Low Social Status
Carousing Rapid Healing Loyalty
Con Resistance/Immunity Manic-depressive
Detect Lie * Scale Melancholy
Diplomacy Scholar Miserliness
Etiquette Sleep Control Multiple Personality Disorder
Fast-talk Time Sense Nerd
Flattery Tough Hide Nosy
Gambling * Voice Obesity
Games * Wealth Obsession
Haggle Offensive Habits
Hypnotism Faults Overconfidence
Interrogation Pacifist
Absent-minded
Intimidation Paranoia
Aged
Leadership Paraplegic/Quadriplegic
Ambitious
Lie Phobia
Amnesia
Oratory Poor Hygiene
Bad Reputation
Persuasion Poverty
Bloodlust
Salesmanship * Protection of the Innocent
Braggart
Seduction Quixotic
Callous
Storytelling Race
Chronic Pain
Wit Reckless
Code of Honor
Supernatural Skills Combat Paralysis Scale
This skill group varies greatly depending Compulsive Behavior Schizophrenia
upon the particular setting, and so is not Coward Secret
encompassed by this generic skill list. It Curious Selfish
can include such things as Divine Skills, Delusions Selfless
Magic Skills, and/or Psionic Skills. Dependency Shyness
Dependent(s) Slow Healing
Gifts Disease Stubborn
Distractible Susceptibility
Ambidextrous Tactless
Animal Empathy Duty
Dwarfism Temper
Attractive Thin-skinned
Charisma Enemy
Fanaticism Trickster
Concentration Truthful
Contacts * Fastidious
Favors Owed Unattractive
Danger Sense Unlucky
Direction Sense Garrulous
Glory Hound Vanity
Double-jointed Vow
Eidetic Memory Glutton
Greedy Weak Stomach
Empathy Youth
Gullible

Master Skill List (cont.) 79


Five-Point Fudge

depending on your players. It’s good in that character


Campaign Power Levels creation becomes more flexible, but bad in that the
The default power level of Five-point Fudge is near the choices can overwhelm someone making their first Fudge
middle range of what different GMs want in their cam- character. It’s probably best not to use it for your first
paigns. It produces potential heroes: characters above the character, and possibly not at all. If using this suggestion,
norm in abilities and experience, but not (yet) powerful do not use narrowly focused points, and add the follow-
heroes. ing rule:
This middle range is deliberate, as it makes it fairly easy You may also trade two skills of the same level for one
to customize the rules up or down to suit most needs. So if skill at one level higher (all skills involved must be in the
the characters created here seem too weak or too powerful same skill group). For example, you could trade two Fair
to your tastes, this section is for you. skills for one Good skill. This type of trading, two skills for
one skill of the next level higher, is restricted, however: you
may not do this more than twice in any one skill group.
More Powerful Characters The GM may set more severe restrictions, such as no more
You have a few options to make more powerful charac- than once per skill group, or no more than two such trades
ters using Five-point Fudge. The most obvious is to grant for the whole character, whether in the same skill group or
the players six-point characters (or even higher). You can two different skill groups.
do this with the existing point descriptions as they are, or
add a five-point option, which looks like:
Less Powerful Characters
For Six-point+ Characters Only: If you are running a long-term campaign, you may wish
Points Spent in a Group Skills at Level to start your players with less powerful characters, so they
5 2 at Superb can experience development through their own efforts.
2 at Great
3 at Good
4 at Fair

Note: This option should not be used with five-point


characters, as there is a requirement that all characters
must have skills from at least two different skill groups.
Less obvious but probably better for the players is to
give them five-point characters with five free levels after
character creation, subject to GM approval. That is, once
a player has made a normal five-point character, he can
then submit five skills to the GM for approval to raise
one level each. (Or, if the GM is willing, a skill could be
raised two levels, taking up two of the free levels in one
skill.)
The GM may veto certain skill raises, however — it can
be unbalancing to have too many Superb skills in a single
character, for example. It can also be unfair to the special-
ized fighters in a group if the non-fighters are allowed to
raise their combat skills to Great or Superb. However, if
the GM has a combat-intensive campaign in mind, this
may be the only way the party can survive...
Another way to help characters is to allow them more
than two free attribute levels and/or more than two free
gifts.
Yet another way to help characters is to expand the
Trading Skills possibilities. This option creates more
choices for the players, which can be good or bad,

80 Campaign Power Levels: More Powerful Characters; Less Powerful Characters


Five-Point Fudge

The most obvious way to do this is to allow the players Yet another way to create less powerful characters is to
to have only four-point characters. If you do this, do not reduce the number of free attribute levels to one or zero,
allow anyone to spend four points in a single skill group — and/or to reduce the number of free gifts to one or zero.
each character should always have skills from at least two Finally, you can select from the suggestions above and
groups. create your own restrictions. For example, you might allow
Another way to reduce the power level is to disallow nar- five-point characters, not allow more than three points in
rowly focused points, as they are a cheap method of adding any one skill group, grant them only one free attribute
higher skill levels to a character. level, and disallow narrowly focused points. Or you might
A further way to limit power, even with five-point char- allow four-point characters, and not allow a player to spend
acters, is to disallow four points to be spent in a single more than two points in any one skill. And so on.
group, or even three points. This means a character will
have a broad range of skills, but none of them very high.
This idea can be carried even further: allow a player to Sample Character
spend two points in a skill group, for example, but only if Below is an example five-point character with five free
he spends them as if he were spending points on two dif- levels (the recommended way to create more powerful
ferent groups. For example, a player might spend one characters). Balfo was designed for Fantasy Fudge, a pre-
point on Combat skills, taking three skills at Fair and a customized version of Five-point Fudge found later in this
fourth skill at Mediocre. Then he could spend another book. Other sample characters for Fantasy Fudge can be
point on Combat skills, taking three different skills at Fair found on pp. 139–142.
and an eighth skill at Mediocre. Thus, the player would
have spent two points on Combat skills, but would have
eight skills overall instead of six — but have them at a lower
level.

Balfo, a Halfling Scout Athletic: 1 point To make Balfo a more powerful


Balance: Fair character by adding five free levels,
Attributes Climbing: Fair the GM allowed the player to change
Reasoning: Good Throwing: Fair the following skills:
Perception: Great Swimming: Mediocre
Willpower: Fair Observation: Superb
Strength: Mediocre, Combat: 1 point Tracking: Great
Scale -2 Bow: Good Mimicry: Good
Agility: Good One-handed Sword: Mediocre Balance: Good
Health: Fair Climbing: Good
Gifts
Direction Sense Had the player asked, the GM
Skills would not have been willing to let the
Scouting: 3 points Heightened Sense: Night Vision
player raise Balfo’s Bow skill, an
Observation: Great already narrowly focused skill, as the
Cartography: Good Faults
Halfling (Scale -2, +3 to Move Quietly campaign was not combat-intensive.
Tracking: Good
Woods Lore: Good skill; worth two faults)
Mimicry: Fair Humanitarian *
Move Quietly: Superb
[Fair +3 levels from fault: Halfling] * Taken as an extra fault to balance an
Navigation: Fair additional attribute level.
Survival: Fair

Less Powerful Characters (cont.)/Sample Character 81


Skills, Gifts, and Faults

by Kent Matthewson can select and precisely define their characters’ skills,
allowing them to portray their characters exactly as they
envision them.
Such player-defined skills require more monitoring by
Skills and Skill Selection the GM. The question of how narrow or broad the skills
One of the defining characteristics of Fudge is its lack of are to be must be addressed, and the interpretation of
definition, at least in terms of many of the specifics found “broad” or “narrow” varies from person to person. The
in other game systems. There are no definitive attributes, GM must be willing to review and modify characters in
skills, gifts, and faults; only lists of examples are given, this regard for the sake of consistency between characters.
with the responsibility laid upon the GM to choose among A workable compromise is to use a pre-defined skills list,
them, or to devise her own. The GM must decide upon with the understanding that players are allowed or even
broad or narrow skills (or even a mixture of the two), and expected to alter or add to these skills. This allows both
whether to draw up specific lists, or to allow the players to flexibility and consistency. Such a list need not be limiting
define their own skills. Each method has its own advan- to creativity, either; nothing is more intimidating than a
tages and pitfalls. blank page, and a framework within which to begin can be
Broad skills allow for fast and easy character creation, as very useful.
fewer decisions are required by the players. Broad skills
also speed up game play, as mechanics for dozens of indi-
vidual skills do not need to be memorized or consulted. Defining Skills
Broad skills define stereotypes or professions/classes of The terms “broad skills” and “narrow skills” seem self-
characters very well. “Science Skills” represents well the explanatory. However, the perception of these terms varies
myriad sciences known by the Science Officer in a science from person to person, or more specifically from GM to
fiction game, as the stereotyped concept of these charac- GM or GM to player. One GM might consider Sword to be
ters assumes that they always know everything about all a narrow combat skill, whereas another might believe nar-
branches of science. row skills are Long sword, Rapier, Claymore, etc. If there
The most telling disadvantage of broad skills is that is no pre-set skills list, then it is important for the GM to
they do not allow characters to be as carefully tailored ensure that the understanding of the terms is shared by all
and individualized as characters using more narrowly- in the group.
defined skills. Such characters do not have the same When drawing up lists of skills, the GM should
depth and their players may not make the same emo- attempt to balance them in terms of their depth, and
tional investment in them. Broad skills are most useful also in terms of their effects in character creation and
for games where speed of play is more important than game play. “Balance” is a difficult and ambiguous con-
characterization. cept, and many game systems devote immense complex-
Narrow skills allow for richer, more detailed characters. ity to their character creation mechanics with this aim in
Players may find more satisfaction in defining exactly the mind. In this context, “balance” is intended to create
character they wish, and defining the character precisely is skills that do not favor one type of character over anoth-
easier when narrowly specific skills are available to the er. The skill groups of Five-Point Fudge provide an
player. example of categories to use for grouping skills into like-
The downside to narrow skills is that character creation ly character types. Each type should have an approxi-
becomes more time-consuming given the number of skills mately equal range of skills, or to look at it another way,
that must be selected, and the long lists or descriptions of a character of one type should be required to acquire
skills that the players must be aware of before making their roughly the same number of skills to meet the character
choices. Game mechanics may be slowed down when the concept as another character type.
specifics of a skill must be consulted during play. For example, if the skills associated with a warrior in a
A solution that is sometimes workable is to allow broad fantasy campaign are comparatively broad, and the skills
skills with exceptions. The Science Officer mentioned associated with a thief are comparatively narrow, the play-
above might have Science Skills: Good, with Biology: Fair er building a character may find his character either short
and Astrophysics: Great. on skills or short on expertise. Keeping an eye on the skills
The decision to pre-define skills restricts some of the in such groups is one way to promote a certain degree of
flexibility in character creation. Allowing players to define balance, without becoming obsessive about it.
their own skills gives a great deal of flexibility. The players

82 Skills and Skill Selection: Defining Skills


Skills, Gifts, and Faults

A Core Skills List for Fudge Herbalism (see Pharmacy)


Presented here is a core skills list. This list is not com-
prehensive, but intended to serve as a starting point for GMs with more time might choose to modify the names
GMs and players, who are encouraged to modify, edit, or and skill descriptions themselves to customize them for
expand it to meet their needs. The skills follow the ‘mod- their campaigns. The descriptions and game mechanics
erately broad’ to ‘specific skills’ range as described in suggested for each skill are just that: suggestions. GMs
Skills, p. 16. A certain degree of flexibility has been writ- may find the suggested difficulties or modifiers do not
ten into the skill definitions, in the sense that no descrip- match their preferences, in which case they should adjust
tion is definitive, but also in that many of the skills are them.
written in a hierarchical fashion, from broad to narrow. A
broad skill will have a broad definition, followed by a
statement that the skill may include some or all of a list of Player-defined Skills
narrower skills. See Acrobatics or Stealth as examples. GMs may allow players to define unique skills. Players
The skills are not labeled specifically as ‘broad’ or ‘nar- may find existing skills too rigidly defined, or may find
row’; the breadth varies depending on the type of skill, as that they must take a large number of skills to satisfy a par-
they unfortunately do not cascade into such convenient ticular character concept, even though only limited aspects
definitions. of each skill are pertinent. Such a skill may be a modified
version of an existing skill, or a combination of such skills.
It should not be used by players as a means to reduce skill
Selecting and Defining the Skills costs to min-max their characters.
It is up to the GM to determine whether to use a broad Appropriate rolls and difficulty levels can be discussed
skill, the individual narrow skills, or a combination of the between the player and GM.
two — incorporating some of the sub-skills into the broad
definition, while keeping others as individual skills. For
example, the GM might decide that Acrobatics includes Format
Tumbling, Balance, Aerial Acrobatics, and Team The skill name is followed by a parenthetical of which
Acrobatics, but that Jumping and Break Fall are separate category or categories it falls under, for those using Five-
skills. The GM should develop a skills list for his players if Point Fudge. Each narrow skill includes a description,
necessary that details which combinations she wishes to which details what abilities the skill encompasses. This is
use. For example: followed by suggestions on what situations could require a
skill roll. Finally, a description of possible difficulty levels
Acrobatics (Tumbling, Balance, Aerial Acrobatics, or modifiers and the consequences of success or failure
Team Acrobatics) are included.
Break Fall
Jumping
etc. Gifts and Faults
A large selection of gifts and faults are included. Again,
In other instances, a GM might wish to further subdi- these are neither definitive nor exhaustive. The gifts and
vide an existing skill. In this case, the list entry can make faults presented are intended to be a core assemblage that
reference to the broader skill from which it is drawn. For covers only gifts and faults that fall within normal human
example: limitations. The specifics of supernormal gifts will vary
greatly between campaigns, and as such have been left for
Combat Driving (subset of Driving) expansion by the GM. Some gifts might be attributes for
some campaigns (Attractiveness for example), or even
Some GMs may wish to rename the skills as appropriate skills.
to the genre, such as in a fantasy genre, where Herbalism These gifts and faults are each briefly described, and
would be more appropriate than Pharmacy. In this suggested in-game effects are presented. Individual GMs
instance, Herbalism would be in the list with Pharmacy may wish to preset which gifts and faults are allowable
beside it in parentheses so that players know what skill this beforehand, as not all gifts and faults are appropriate to all
refers to in the list: genres or campaigns. The fault Paraplegic, for example,

A Core Skills List; Selecting and Defining the Skills; Player-defined Skills; Format/Gifts and Faults 83
Skills, Gifts, and Faults

would be inappropriate for a typical heroic fantasy cam-


paign, but might be acceptable in a gritty cyberpunk set-
ting. Some may be worth more, depending on the cam-
paign, as technology or magic might compensate for them
— in a modern-day campaign Paraplegic might be worth
two faults, whereas a cyberpunk campaign might feature
powered exoskeletons that make it worth only one.

Skill Descriptions
Acrobatics (Athletic)
The ability to perform leaps, flips, cartwheels, vaults, and
other stunts of a gymnastic nature. This skill may encom-
pass any or all of the skills Tumbling, Balance, Jumping,
Aerial Acrobatics, Team Acrobatics, and Break Fall. See
those skills for information on those specific aspects.

Acting (Professional, Social)


The ability to simulate emotions, voices, or assume the
role of another person. Used with the Disguise skill, it may
allow the impersonation of specific persons. It may be used
creatively to fool opponents (faking injury, pretending to
be a noble or official, and so on).
A roll should be made for each performance to deter-
mine how believable it is.
Difficulty ratings depend on what the character is
attempting. Feigning simple emotions could be Mediocre. Animal Handling (Professional)
Assuming a role might be Fair to Great, depending on how The ability to guide and control animals, and to proper-
much of a stretch the role is (a warrior attempting to pass ly care for and feed them. The skill may be narrowly
himself off as an officer of the guard might be relatively defined to specific types of animals/situations, such as
easy, but a teenager impersonating an FBI agent would be Falconry, Hunting Dogs, Horses, Snake-Charming, or
more difficult). Impersonating a specific person might be Teamster. The skill may encompass Animal Training,
Superb (and require additional skills such as Disguise), or Veterinarian, or Riding.
could be treated as an opposed roll versus an attribute Roll whenever a situation arises that requires control of
such as Reasoning or Perception, or versus how familiar an animal (in combat, when being pushed to do something
the subject is with the person being impersonated. dangerous, or against the animal’s nature).
The difficulty will depend on the situation and what kind
Aerial Acrobatics (Athletic) of animal is being handled. Directing oxen in ploughing a
The ability to perform aerial stunts, such as swinging on field takes a minimal skill level, whereas controlling a horse
ropes, trapezes, and chandeliers, using awnings as trampo- spooked by a rattlesnake might require a Great roll.
lines, and so on. This may be subsumed under Acrobatics,
and/or may encompass Balance. Animal Training (Professional)
A roll should be made for each maneuver attempted. The ability to train animals or break wild animals into
Difficulty ratings depend on the maneuver being obedient steeds, guards, or companions. This may be sub-
attempted — swinging on a rope or vine might be sumed under Animal Handling.
Mediocre, while swinging from a chandelier might be A roll should be made for each day of training. The GM
Good, and leaping through a window and bouncing off an may set a number of days appropriate to the animal being
awning onto a horse might be Superb. trained and the level of training attempted.
Degrees of failure may result in anything from missing a Difficulty levels can be varied for the type of animal
target to falling. trained: dogs might be Mediocre, cats Good, wild animals

84 Skill Descriptions: Acrobatics to Animal Training


Skills, Gifts, and Faults

Great to Superb; as well as for the type of training required Armorer/Weaponsmith (Professional)
(simple obedience is easier than complex tasks). The ability to construct, modify, or repair combat mate-
Degrees of success or failure indicate decreased or rials given time, equipment, and materials as appropriate
increased time required, injury to the animal or the train- to the campaign. The skill may be narrowly defined as
er, or ultimate failure (the beast cannot be trained). Bowyer, Fletcher, Swordsmith, Armorer, or other specialty.
A roll should be made for each weapon manufactured,
Appraisal (Knowledge) modified, or repaired.
The ability to accurately judge the value of goods in cur- Difficulties can be considered Fair for manufacturing
rent market conditions. The skill may be more narrowly typical weapons and modified upwards or downwards
defined to apply to specific types of goods: Gems/Jewelry, depending on time, the quality and availability of materi-
Trade Goods, or Paintings, for example. als, and the technology level of the campaign. Improving
A roll should be made for each item (or lot of items) weapons or creating superior ones may increase difficulties
looked at. depending on the GM. Small advantages such as creating
Difficulty levels will depend on the rarity of the item; in an expanded clip for a pistol might be Good, whereas cre-
the case of forged goods the difficulty would be at whatev- ating a sword that confers +1 to combat skill or damage
er level the goods were faked at, such as a piece of jewelry might be Superb. The GM might also introduce other
forged by a Great forger. The difficulty may be adjusted up costs, such as the expenditure of Fudge points, experience
or down depending on time and tools available to the char- points, or character funds.
acter; a brief glance versus a thorough inspection, or use of
a spectrometer for gems, for example. Artist (Professional)
Degrees of failure indicate how far off the character is in The ability to create an artistic composition. This may
his estimation — either over or under, whichever is to the be taken as a broad skill, or it may be narrowly defined as
character’s disadvantage. Painting, Sculpture, Drawing, or other artistic skill.
A roll should be made for each day spent on a work. The
Architecture (Knowledge) finished piece can be an average of all the rolls.
The knowledge of building construction, design, and A Fair result might indicate producing an accurate like-
artistry. The ability to draw up plans for buildings, and ness (of a face, for example), whereas superior artwork
have them executed. This includes knowledge of building might be valued, in prestige or in money, depending on the
techniques (post and beam, framing) and styles of archi- result of the attempt (a Legendary result might indicate a
tecture (Modernism, Art Deco, Rococo). The character priceless painting).
may have a bonus for finding secret passageways (“These
rooms just don’t measure up…”). Balance (Athletic)
A roll should be made for each structure designed. The ability to walk on tightropes, narrow rails, ledges, or
Degrees of failure can result in unattractiveness, shoddy other difficult places. The character is able to accurately
design, or collapse. perform normal movements in precarious locations such
as ship’s rigging, high-rise girders, or bridge superstruc-
Area Knowledge (Knowledge) tures. This may be subsumed under Acrobatics.
The character knows a given area’s geography, people, A roll should be made for each surface the character
politics, and history. The character may purchase this skill attempts, and each time thereafter the character attempts
more than once, each for a different area. These areas can something that would threaten his balance (like engaging
be as large (country, province, city) or small (neighbor- in combat).
hood, sewer system) as the player prefers, or the GM will The difficulty may range from Mediocre for a beam, to
allow. Great for a tightrope. Other factors might be the stability
A roll should be made for each significant piece of infor- of the surface, wind, or traction (wet or otherwise slippery).
mation the character attempts to recall. Degrees of failure may require such things as stopping and
On a successful roll, the character will know locations, recovering balance, slipping and attempting to hang on, or
historical facts, or who or where to go to for aid and infor- even falling for a high degree of failure.
mation. The more obscure the information, the more dif-
ficult the target. Degrees of success or failure affect the
accuracy and specificity of the information.

Skill Descriptions: Appraisal to Balance 85


Skills, Gifts, and Faults

Blacksmith (Professional) Breath Control (Athletic)


The ability to fashion implements of bronze, iron, tin, The ability to hold one’s breath for extended periods of
or steel, depending on the campaign. The skill may time. The length may be shortened by exertion (e.g. vigorous
encompass the manufacture of Armor (Armorer) or swimming). This skill may be subsumed under Swimming.
weapons such as swords, spears, or other metal weapons Roll once per attempt.
(Weaponsmith). Holding one’s breath for thirty seconds might be a
Roll once for each item manufactured. Mediocre difficulty task, whereas doing so for three min-
Difficulty would be based on the quality and/or com- utes might require a Superb result.
plexity of the item being made — simple iron implements
might be Mediocre, shoeing a horse Fair, while finely Bribe (Social)
crafted steel weapons might be Great. Failure can result The ability to successfully purchase the favor of some-
in anything from shoddy quality, to the item breaking one, such as a guard or official. This may be subsumed
during manufacture or during use. under Bureaucracy.
Roll once per attempted bribe.
Blind Fighting (Combat) Success depends on the request and the amount of
The ability to fight while blinded or in darkness with a money offered. Higher degrees of success might influence
reduced penalty, through the use of other senses such as the bribed person to offer additional help. Failure can,
sound, smell, and touch. depending on the degree of failure, result in anything from
The GM may simply allow the reduced penalty auto- causing offense to being arrested.
matically, or may require a Fair roll to determine the char-
acter’s concentration. Bureaucracy (Social)
The GM may determine modifiers based on conditions The ability to understand and deal with complex
other than the darkness itself; such as whether the charac- bureaucratic systems, red tape, or obfuscating officials.
ter’s other senses are affected — due to noise, for example. The character knows who to see, the proper procedures to
get something done, or how to gain access to an important
Bluff (Social) person quickly. This may also encompass the Bribe skill.
The ability to convince another of an intended course of Roll once per attempt to “cut through the red tape.”
action or facts concerning a situation. This may be sub- Difficulty will depend on various factors, such as the rank
sumed under Lie or Persuasion. of the person making the attempt, how high a person in the
A roll can be made for each attempted statement or sit- organization he is attempting to reach, or the magnitude of
uation. the task. Attempting to get an audience with the Pope might
Difficulty can be based on attributes of the subject being be of Great difficulty. A cardinal attempting it might receive
bluffed, such as Reasoning or Perception. Bonuses and a +1 bonus, whereas a lowly village cleric might receive a –2
penalties would be dependent upon the situation — a lowly penalty. In other situations, the success or failure might
apprentice bluffing that he is about to unleash a lightning affect the time required to accomplish the goal.
bolt might have a penalty, whereas a richly dressed char-
acter might have a bonus to convince someone that he Camaraderie (Social)
knows or is someone of importance, and will have them The ability to make friends easily, putting people at ease
arrested. (which may encourage favors), or allowing the character to
subtly pump a subject for information. This may encom-
Break Fall (Athletic) pass or be subsumed by Carousing.
The ability to recover from falling and land on one’s feet Roll once per attempted friendship.
without injury, or with reduced injury. Also the ability to The relative degree of success or failure indicates how
regain one’s feet instantly from a fallen or prone position much the subject takes to the character. It can also indicate
without an action penalty. This may be subsumed under how much aid or information might be forthcoming from
Acrobatics. the subject. The difficulty might be assigned based on atti-
Roll once per fall. tude or background. An orc attempting to make friends
The GM may allow a successful roll to reduce any with an elf might suffer a penalty, for example, whereas a
wounds suffered from a fall by one level (e.g. Fair to reduce character attempting to get information from a fellow
a Hurt result to a Scratch, Good to reduce a Very Hurt Freemason might receive a bonus.
result to Hurt).

86 Skill Descriptions: Blacksmith to Camaraderie


Skills, Gifts, and Faults

Camouflage (Scouting) observation. Any attempts to use the map for navigation
The ability to cover a campsite, building, vehicle, per- should use the success level of the map as a bonus for any
son, or other reasonable sized area so that it is difficult to such rolls, or as a bonus to other such skills. See also
observe, through the use of fabric, paint, brush, dirt, snow, Navigation.
or other covering materials. This may be subsumed under
Stealth. Climbing (Athletic, Covert, Scouting)
Roll once per object to be camouflaged. The outcome of The ability to ascend vertical faces of cliffs, trees, and
the roll is compared against any attempts to find the camou- walls.
flaged item — usually against an attribute such as Perception. Roll once per attempted climb.
Modifiers to the difficulty level can include available Climbing a tree might be a Mediocre difficulty task, a
materials, size and conspicuousness of the object, and close-fitted masonry wall might require a Superb result,
methods of observation available (such as night vision or and scaling a cliff face might range anywhere from Fair to
aerial reconnaissance). Great difficulty, depending on the number of hand and
footholds. Modifiers can include steepness, abundance of
Carousing (Social) handholds, and conditions (ice, moisture, loose rock, rot-
The character knows how to have fun and to engage ten branches, etc.). Consequences of failure depend on the
others as well. It may include the ability to drink copi- relative degree — a slight failure simply indicates being
ously. Such a character will draw attention and form blocked and returning to the ground. Moderate failure
friendships. This may encompass or be subsumed by might mean getting stuck halfway and requiring assis-
Camaraderie. tance, or another successful skill roll to descend. A high
Roll once per debauch the character engages in, or each degree of failure might indicate a fall.
drinking contest.
Success or failure indicates how friendly the character Communications (Knowledge)
has become with others, which may translate into favors or Knowledge of the technical requirements for using com-
information. Drinking contests are treated as opposed munications equipment, such as smoke signals, drums,
rolls. telegraphy, wireless/radio, FTL communications, or other
technology appropriate to the campaign.
Carpentry (Professional) Roll once per attempt to make contact.
Knowledge of construction with wood. The constructions Difficulty modifiers would be based on conditions
possible depend on the campaign setting, and available (range, electrical storms, wind), and the condition of the
tools and materials.
Roll once per attempt to build
something, or once per day for long-
term construction.
The degree of success or failure
indicates the soundness, strength,
and attractiveness of the finished
item or structure.

Cartography (Scouting)
The ability to create accurate
maps, given appropriate data
(observations, survey sightings, aer-
ial photographs).
Roll once per map drawn.
The rolled degree indicates the
accuracy of the map. Bonuses or
penalties to the roll might be given
for the use of equipment (theodolite,
sextant, triangulation of sightings
and so on), or for poor or limited

Skill Descriptions: Camouflage to Communications 87


Skills, Gifts, and Faults

equipment. Any degree of failure might indicate the loss of Con (Social)
signal strength and a reduction in the amount of informa- The ability to persuade another of exaggerated or
tion that is transmitted or received; anything below Fair untrue facts in order to swindle money or goods from
might indicate increasingly broken communication. them. This may be subsumed under Lie or Persuasion.
Roll once per attempt to mislead someone.
Computer Hacking/Cracking (Covert, Knowledge) The difficulty will depend on how reasonable the con is
The ability to break into secure programs, databases, or (modifiers to the roll) vs. how Intelligent, Perceptive, or
computer sites and access their contents. This may encom- experienced the “mark” is. The degree of success may indi-
pass or be subsumed under Computer Programming, or cate how much money is received. The severity of failure
may be subsumed under Security Systems. might indicate anything from simple lack of success (no
Roll once per attempt to break into a system. deal) to involvement of the law.
The degree of success indicates how much information
is obtained, or how deep the hacker may have penetrated. Concealment (Athletic, Covert)
Failure can range from accessing minimal information for The ability to appropriate and hide objects about one’s
a slight failure, to no information, to being detected (for a person or elsewhere without being seen. This may be sub-
severe failure). sumed under Sleight of Hand.
Roll once per object attempted.
Computer Operation (Knowledge) The difficulty will depend primarily on the level of an
The ability to operate computers to access data, run pro- attribute such as Perception. Bonuses or penalties can be
grams, input data, and other routine tasks. The results and assigned based on the object’s size and the available places
difficulty levels will vary according to the campaign type. of concealment. Voluminous clothes such as a trench coat
Roll once per session or operation performed. or cape might give a bonus to the roll, whereas close-fitting
Modern campaigns might treat operating computers as clothes might impose a penalty. Some sample objects:
a nearly ubiquitous skill. Pulp campaigns in the 20s or Mediocre: Can fit entirely within the hand (coin, marble)
30s might treat computers as science-fiction devices that Fair: Can fit in hand and be concealed if positioned cor-
are very rare (and hence difficult to operate). SF cam- rectly (wallet, knife, small handgun)
paigns with Artificial Intelligence might make such a Good: Can be held in one hand, but must be shielded by
skill obsolete. Hence, the difficulty level of any given task body or loose clothing (large handgun)
will depend on the campaign, as will the types of tasks Great: Medium object (Uzi, toaster), must be shielded by
allowable. body or covered (by a cape or trench coat for example)
Superb: Large object (rifle, sword), must be shielded by
Computer Programming (Knowledge, Professional) body or covered (by a cape or trench coat for example)
The ability to create software programs to accomplish Failure indicates the attempt is noticed.
specific tasks.
Roll once per program created. Craft Skill (Professional)
The difficulty will depend on the complexity of the pro- This includes any handicrafts or artisan-type skills,
gram attempted, and on the time allotted to create it. with the ability to manufacture items, evaluate them,
Failure might indicate bugs that require more time (addi- find markets, etc. Listed here are only a sampling — many
tional time and skill checks), harmful results (lost data or more are possible.
corrupted files), or that the program might fail at a critical Roll once per item, or once per day for items that take
time. longer to manufacture.
The difficulty of the roll will depend on what is being
Computers (Knowledge) made. Making a simple smock might be of Mediocre diffi-
The ability to use computers to find information, create culty, whereas making a gown for a duchess might be of
documents, infiltrate confidential files, or create software Great difficulty. Modifiers might include the time allowed,
programs. This may encompass any or all of the skills available materials, or type of tools used. The rolled
Computer Operation, Computer Programming, or degree indicates the quality of the item (and possibly its
Computer Hacking. See those skills for information on value).
those specific aspects. Basketry: Making items from woven plant materials such
as reeds or grasses.
Brewing: Making fermented grain beverages.

88 Skill Descriptions: Computer Hacking/Cracking to Craft Skill


Skills, Gifts, and Faults

Calligraphy: The art of decorative script. The difficulty will depend on the sophistication of the
Carving: Making items of art or use from wood, bone, code (i.e. give the code a difficulty rating), and be mitigat-
ivory, or stone. ed by factors such as computers, mathematical ability, or
Cobbling: The manufacture of footwear. familiarity with similar codes. The degree of success can
Cooking: The preparation of food. determine how quickly the code is broken. A moderate
Farming: The raising of crops and livestock. degree of failure (-1) might indicate additional time neces-
Flower Arranging: The aesthetics of displaying flowers sary, and anything higher as outright failure to crack the
and plants. code.
Glassblowing: The manufacture of bottles, dishware, or
other items of glass. Dancing (Athletic, Professional)
Goldsmith: Making jewelry, such as rings, brooches, and The character can perform dances in a particular style,
necklaces, out of gold. or many styles if the GM permits — ballet, modern dance,
Illumination: The art of book decoration. ballroom, Highland, or belly-dancing, for example.
Jeweler: The manufacture of jewelry and gem-setting/ cut- Roll once per performance.
ting. The difficulty of the dance depends on its sophistication
Leatherworking: Making items of clothing, harness, or — a simple jig could be Mediocre, but the Dance of the
even armor from hides. Seven Veils might be of Great difficulty. The relative
Limning: Sign painting. degree indicates how well-executed the performance is,
Needlecraft: Making or decorating cloth through embroi- and how well it is appreciated.
dery, knitting, needlepoint.
Pottery: The making of useful or decorative items
through (fired) clay.
Sewing/Tailoring: The manufacture of clothing.
Silversmith: Making jewelry, such as rings, brooches, and
necklaces, out of silver.
Tanning: The preparation of hides into workable
leathers.
Weaving: Making cloth.

Criminology (Knowledge)
The understanding of criminals and their behavior and
habits. This may also assume knowledge of crime scene
methodology, such as the taking of measurements, finger-
prints, and fiber samples, as well as ferreting out obscure
clues, and interpreting these results. It may encompass
Forensics as well.
Roll once per crime scene examined, or when the char-
acter attempts to interpret or predict a criminal’s behavior.
The difficulty will depend on the number or quality of
clues available. The GM might start out the difficulty of
assessing the criminal (guessing his next move, or know-
ing where to investigate further) at Superb and work down
one level for each substantial clue available, each witness
interviewed, etc. See Forensics for analyzing physical evi-
dence.

Cryptography (Knowledge)
The ability to decipher or create codes for sending con-
fidential messages. This may require special equipment
(such as computers) in some campaign types.
Roll once per code attempted.

Skill Descriptions: Criminology to Dancing 89


Skills, Gifts, and Faults

Deduction (Knowledge) relations between the parties. A high degree of failure


The ability to apply logic and reasoning to available might indicate increased hostility.
facts and draw conclusions. It may be used with discretion
by the GM to grant knowledge to a character or give hints Disguise (Covert)
in understanding information they have received. The ability to change one’s general appearance, through
Roll once per attempt (the GM may wish to limit how the use of clothing, makeup, prosthetics, or muscular con-
often this may be attempted). The character must have a trol. High skill levels may include the ability to mimic spe-
(GM-determined) minimum of information before making cific people, the opposite sex, or other races.
the attempt. Roll once per disguise.
The difficulty will depend on how much information the The difficulty level may be based on the type of
character has acquired, and the complexity of the prob- attempt — mimicking someone different in a general way,
lem. The degree of success indicates how much informa- such as a derelict, a construction worker, or a city guard
tion the character can put together. Failure indicates mis- might be Mediocre. Attempting to change or contort
taken conclusions. one’s features so as to escape recognition might be Good.
Impersonating a specific person might be Superb (and
Demolitions (Combat, Knowledge) require Acting rolls as well, depending on the GM).
The knowledge of explosive substances and devices, Alternatively, the difficulty level might be dependent
including their properties (explosive power, storage proce- upon an attribute such as Perception, with modifiers
dures) and their uses. This includes the ability to use based on the above.
explosive devices accurately to achieve desired results
(such as destroying a bridge). Divination (Knowledge)
Roll once per attempted demolition. The ability to make predictions regarding people or
The difficulty of a demolition depends on the complexi- events. This skill does not necessarily allow supernormal
ty of the problem (breaching a wall versus demolishing a divination, only that the character can make use of and
building), and the available materials (gunpowder with a interpret the results of astrology, tarot, I Ching, runes, tea
powder trail versus Semtex and electronic timer/detona- leaves, or other methods. The GM may allow the skill to
tors). The degree of success can indicate how precise or actually discover facts about people, places, or events, and
complete the damage is. Degrees of failure can result in to make predictions regarding the future, depending on
only partial success, unforeseen damage, or even injury. the campaign’s magic rules.

Detect Lie (Covert, Social) Roll once per attempt. The number of attempts might be
The ability to know when another person is lying, by limited by the GM (such as once per game session).
observing expressions, body language, voice, tics, or per- The degree of success indicates how much or how spe-
spiration. It may be opposed by Lie or Con. cific the information received is, or how convincing the
Roll once per lie or conversation. character’s conclusions are to others. Failure might indi-
Roll vs. the liar’s Lie or other appropriate Persuasion type cate that false or misleading information is received, or
skill. High success may give the character a more specific that the character is not believed.
idea of the lie (i.e. what exactly might be lied about or an
idea of what the truth might be). High failure might indicate Driving (Athletic, Scouting)
the character mistakenly believes the truth to be a lie. The ability to operate a ground-based vehicle, such as a
motorcycle, automobile, chariot, or stagecoach. The GM
Diplomacy (Social) may allow combat maneuvers with the vehicle, or the GM
The ability to negotiate between hostile parties and reach may require Combat Driving as a separate skill (but pur-
a satisfactory middle ground, or defuse a potentially violent chased no higher than basic Driving). It may be more nar-
situation. This may be subsumed under Persuasion. rowly defined as particular classes of craft, such as Car,
Roll once per session of negotiations. Motorcycle, Truck, or Tank.
The difficulty will depend on how hostile the parties are, Under normal conditions, no roll is required. Roll when
the issues at stake, political pressure, or personal agendas. the driver is faced with environmental or other hazards,
Negotiating a trade route might be Fair, but mediating such as a blizzard, or while being chased.
between parties on the brink of open conflict might be Driving against an adversary is treated as an opposed
Great or higher. The greater the success, the better the roll, with the higher rolled degree winning. The GM may

90 Skill Descriptions: Deduction to Driving


Skills, Gifts, and Faults

success may indicate less time required, or superior results


(the construct is more efficient or durable). Failure indicates
more time required, a substandard construct which may fail
at a crucial time, or simply the inability to successfully
design or construct it.

Escape Artist (Athletic)


The ability to slip ropes, manacles, chains, or other
bonds through the use of special techniques, contortion-
ism, and hidden lockpicks or other items. Pick Locks may
be subsumed under this skill.
Roll once per confinement or once per device, if there
are multiple devices.
The difficulty will depend on the security or sophistica-
tion of the device(s). Hands tied behind one’s back might
be Fair, whereas a straitjacket might be Good, and a locked
trunk Superb.

Etiquette (Covert, Social)


The broad ability to function in social situations. It may
set difficulties for particular maneuvers, such as bootleg be narrowly defined into particular social strata (High
reverses, shaking tails, or jumps. Such maneuvers would Society Etiquette, Underworld Customs) or into a particu-
generally be in the Good to Superb range, depending on lar culture or subculture (Japanese Etiquette, Cyberpirate
the speed the vehicle is travelling, and the hazard of the Etiquette, Renaissance Court Etiquette).
maneuver (jumping a ditch as opposed to jumping a river). Roll once per situation (such as a court ball, or an under-
world leadership meeting).
Electronics (Knowledge, Professional) The difficulty will depend on the position of the charac-
The ability to understand electrical/electronic devices ter — whether he is welcome or unwelcome, his status, or
appropriate to the campaign, and repair or modify them. contacts within the group. The degree of success indicates
It may be a specialty of Engineering. anything from getting through without mistakes to
Roll once for each device that is to be modified, built, or impressing others with your manners and grace. Failure
repaired. can range from minor faux pas, to catastrophic embar-
The difficulty level will be dependent upon the com- rassment and possible ejection from a place or event.
plexity of the device, and the technology level of the cam-
paign. Degrees of success can indicate a superior device, or Fast Draw (Combat)
less time taken. Failure can indicate anything from more The character can draw a weapon instantly, with no
time required, failure to achieve the result, or damage to action penalty (if such exists in the GM’s game). The char-
the device. acter may buy it as a general skill, or may be required to
purchase it individually for each weapon, or the Fast Draw
Engineering (Knowledge, Professional) skill might be encompassed by (equal to) the weapon skill.
The ability to design and build complex machinery or Roll once per draw.
structures. The skill may be narrowly defined to specific Depending on the GM, the character succeeds on a Fair
types of engineering, such as mechanical or electrical. The or better roll, or it is an opposed roll vs. the opponent’s
skill does not necessarily imply the resources for building weapon skill or Fast Draw skill, or vs. an attribute such as
engineered constructs. Agility or Speed.
Roll once per design or construct, or per day.
The difficulty level will be dependent upon the complex- Fast-talk (Social)
ity of the device, and the technology level of the campaign. The ability to temporarily convince another of some-
In a medieval campaign, a pendulum clock might be thing untrue by overwhelming them with talk, facts, and
Superb (or even Legendary), whereas a modern campaign argument. This may be subsumed under Lie, Persuasion,
might consider a flying car to be Legendary. The degree of or Con, or encompass them.

Skill Descriptions: Electronics to Fast-talk 91


Skills, Gifts, and Faults

Roll once per conversation. with Remove/Disarm Traps.


The difficulty is rolled vs. an attribute of the subject Roll once per trap, detection device, or alarm system.
such as Willpower, with modifiers for the magnitude of The difficulty of the task depends on the quality or
the deception. The degree of success indicates how thor- sophistication of the system. A tripwire may be Mediocre to
oughly the subject has swallowed the story, and may find, a pressure plate trap Fair to Good, and laser or ultra-
impact how long he will believe it, or how much contrary sonic movement sensors might be Great to Superb to detect.
evidence he must find before realizing his error. Failure
indicates anything from lack of belief, to annoyance or First Aid (Knowledge)
outright hostility. The ability to apply basic first aid to reduce bleeding,
stabilize injured individuals, and encourage healing in a
Find Hidden (Covert) basic way (splinting, stitching). This may be subsumed
The ability to find concealed or disguised items, such as under Medicine or Paramedic.
secret doors, false bottoms, or even be able to discern things Roll once per person or wound.
hidden in among others, such as finding relevant informa- Success indicates stabilizing any character in a Near
tion in a book, or picking out a needle in a (small) haystack. Death state. The GM may also allow each injury success-
Roll once per attempt for a given object or area. fully treated to be improved one wound level. The time
Difficulty will depend on how well hidden the object is, required for this to occur will depend on the campaign-spe-
and how much time is taken for examination. A door hid- cific healing rate.
den behind a tapestry might be Mediocre, whereas a care-
fully constructed secret passageway might be Great. Fishing (Scouting)
The ability to find and catch fish, using the most appro-
Find Traps (Covert) priate method for the situation (rod and reel, fly-casting,
The knowledge of alarms, traps, and detection systems, nets, trawling). This may be encompassed by Survival.
possibly including their installation (Set Snares). This skill Roll once per fishing expedition.
may be subsumed under Security Systems, or combined The difficulty depends on conditions (fish available) and
may be modified by superior or inferior equipment.

Flattery (Social)
The ability to tell another person what he wishes to hear,
making him more favorably disposed towards the charac-
ter. This may be subsumed under Lie or Persuasion.
Roll for each person flattered.
The difficulty may be vs. the subject’s Perception,
Reasoning, or other attribute. The higher the relative degree
of success, the more impressed and favorably disposed the
subject will be towards the character. Failure may range from
no effect, to a negative reaction to the “bootlicker.”

Forensics (Knowledge)
The laboratory science of analyzing physical evidence of
crimes, such as fibers, gunpowder residue, wounds, and
ballistics. This may be subsumed under Criminology.
Roll once per crime or individual piece of evidence analyzed.
The difficulty will depend on the number or quality of
clues available. The higher the degree of success, the more
information the character gleans from the clues.

Forgery (Covert)
The ability to create false documents, given proper mate-
rials. The character may create letters, identification (pass-
ports, drivers’ licenses), or even money if the GM allows.

92 Skill Descriptions: Find Hidden to Forgery


Skills, Gifts, and Faults

The skill could also be used to forge art objects (especially Hide Traces (Scouting)
paintings) if the character has an appropriate complemen- The ability to cover tracks, campsites, or other evidence
tary skill (such as Artist). Forged documents may be detect- of passage by rearranging the local terrain. Note that this
ed by attributes such as Perception, or by the Forgery skill skill does require time, and may slow movement. It may be
itself (or Appraisal in the case of forged artwork). subsumed under Camouflage.
Roll once per document created. Roll once per site or set of tracks attempted.
The rolled degree is used as the base in opposed rolls vs. It is an opposed roll vs. an attribute such as Perception or
others who may detect the forgery. Alternatively, the GM a skill such as Tracking, with bonuses for such things as
may set a difficulty level for the document (Fair for an ID rocky ground or time passed, or penalties for soft mud, snow,
card, Superb for money, for example), and the degree of or other conditions that increase the visibility of tracks.
success or failure is applied as a bonus or penalty to
attempts to detect the forgery. Hunting (Scouting)
The ability to find and kill game given the appropriate
Gambling (Professional, Social) tools, such as weapons, snares, and traps. This may be sub-
The ability to win in games of skill or chance, or accu- sumed under Survival.
rately assess odds in betting on races or sporting events. It Roll once per attempt or per day.
may be subsumed under Games. The difficulty depends on conditions (game available)
Roll for each bet (each hand in poker, each race in and may be modified by superior or inferior equipment.
horseracing).
In competitive gambling (such as cards), it is an opposed Hypnotism (Social)
roll vs. each other participants’ skill. For other events (such The ability to induce a trance in a willing subject, and
as roulette, or a bet on a sports team), the GM may set a ask questions, delve into distant memories, even implant
difficulty level that corresponds to the odds. post-hypnotic suggestions.
Roll once per subject.
Games (Professional, Social) The difficulty level depends on the depth of information
This can encompass many types of games of skill or requested, or the type of suggestion implanted. Higher
chance, such as chess, billiards, and poker. It may encompass degrees of success should indicate more accurate memo-
Gambling. ries, or more control over the subject. In some campaigns,
Roll once for each round, hand, or game played. the GM may allow unsuspecting or unwilling subjects to
Each attempt is treated as an opposed roll vs. each other be hypnotized with an appropriately high skill roll,
participants’ skill. opposed by a skill or attribute such as Willpower.

Haggle (Social) Interrogation (Social)


The ability to bargain shrewdly with a merchant or a This skill is used for extracting information from an
customer over the cost of goods or services. It may be sub- unwilling subject. The means allowed will depend on the
sumed under Salesmanship. GM and the campaign — threats, intimidation, bright
Roll once per negotiation session. lights, even violence if allowed by the game conventions.
Treat this as an opposed roll vs. the opponent’s Haggle Roll once per question, or per interrogation session.
or Appraisal. Success or failure drives prices up or down Treat this as an opposed roll vs. an attribute such as
appropriate to whether the character is buying or selling, Willpower. The greater the degree of success, the more
proportionate to the degree of success or failure. information is obtained. In cases of failure, the subject
may intentionally slip misleading information to his
Hide Self (Athletic, Covert) questioners.
The ability to use cover and/or dark areas to remain
unobserved. The character cannot disappear into the shad- Intimidation (Social)
ows while under observation. It may be subsumed under The ability to bully or frighten others through psychologi-
Stealth or Camouflage. cal or physical threat. It may be subsumed under Persuasion.
Roll once per attempt. Roll once per person bullied.
It is treated as an opposed roll vs. an attribute such as Treat this as an opposed roll vs. the subject’s Willpower or
Perception, with situational modifiers such as lighting, other appropriate attribute or skill. Bonuses or penalties
lack of cover, or bright/dark clothing. can be assigned for the situation and surroundings. For

Skill Descriptions: Gambling to Intimidation 93


Skills, Gifts, and Faults
example, a subject bound and helpless would give a bonus
to the roll, whereas a subject on the street backed up by a Knowledge Skill (Knowledge)
gang of thugs would impose a penalty to the roll. Knowledge skills are fields that the character has
acquired information in through study or experience.
They consist primarily of theoretical knowledge that the
Juggling (Athletic, Professional) character can recall, and sometimes practical application.
The ability to fountain balls, pins, rings, scarves, knives, For example, a character might have extensive knowledge
or other objects in the air. It may be subsumed under of American Football — its rules, history, famous players,
Sleight of Hand. The greater the skill, the more objects records, plays, etc. However, the character would not nec-
may be juggled, or tricks performed. essarily be any good at playing (or coaching) the game.
Roll once per performance. However, a character with knowledge of Chemistry might
The difficulty level depends on the sophistication of the be able to synthesize chemicals given proper facilities.
performance — juggling three balls might be Mediocre, The type of knowledge skills available will depend upon
whereas juggling more objects, or objects that are unbal- the campaign setting, and can be as narrowly or broadly
anced or dangerous (flaming torches, knives) increases the defined as the GM or player wishes. For example, a char-
difficulty. Failure indicates dropping objects, or perhaps acter could have the Knowledge Skill: History, or History
injury, if juggling dangerous objects. of France, or Medieval History of France. With narrow
skills, GMs may give penalties for questions involving
Jumping (Athletic) areas outside the character’s expertise, or may rule that
The ability to make greater than average jumps. It may some, many, or all Knowledge skills have a broad skill with
be subsumed under Acrobatics, or an attribute such as a specialty, which can be simulated with the specialty
Strength or Agility. being a level or two higher than the broad skill.
Roll once for each leap attempted. This area is virtually limitless, but some examples of the
Some sample difficulties, based on world records: traditional humanities and sciences follow, including some
Broad Jump: examples of narrow specialties:
Mediocre: 1.5 meters — Legendary: 3.5 meters Anthropology: The study of human customs and rituals.
Long Jump: Specialties: Usually specific peoples, such as Native
Mediocre: 3 meters — Legendary: 9 meters American Cultures, or Sub-Saharan Tribes.
High Jump: Archaeology: The study of past cultures through their arti-
Mediocre: 1.5 meters — Legendary: 2.5 meters facts. Specialties: Usually specific cultures, such as Ancient
Vertical Leap: Greece, Egyptology, Paleolithic Man.
Mediocre: .6 meters — Legendary: 1.3 meters Astronomy: The study of the stars, planets, galaxies.
Specialties: Stellar Evolution, Quasars, Cosmology,
Planetary Systems.
Biology: The study of living things. Specialties: Marine
Biology, Botany, Biochemistry, Bacteriology.
Chemistry: The study of the properties of substances and
their interactions. Specialties: Polymers, Organic Chemistry.
Economics: The study of the forces and effects of human
commerce and societies. Specialties: Macro-economics,
Microeconomics, Banking, Stock Markets.
Geography: The study of the earth and its features and of
the distribution of life on the earth, including human life
and the effects of human activity. The physical character-
istics, especially the surface features, of an area.
Geology: The study of the components of the earth —
rocks and minerals. Specialties: Crystallography, Plate
Tectonics, Mineralogy, Stratigraphy.
History: The study of the world’s recorded past.
Specialties: Ancient History, Medieval History, Modern
History, Carolingian France, Ming Dynasty, Faerie history
of the pre-Cataclysm.

94 Skill Descriptions: Juggling to Knowledge Skill


Skills, Gifts, and Faults

Law: The study of the laws and legal procedures of a The difficulty will depend on how esoteric the GM
given social system. Specialties: Corporate Law, determines the knowledge to be. Some flexibility is partic-
International Law, Tax Law, Criminal Law. ularly important in adjudicating knowledge skills, as the
Literature: The study of great works of fiction, poetry, breadth of such skills can vary greatly.
and drama. Specialties: Elizabethan drama, Victorian
poetry. Language Skill (Knowledge)
Mathematics: The study of numbers and their properties. The ability to speak and understand a given language,
Specialties: Applied Mathematics, Calculus. such as French, Swahili, Elvish, American Sign Language,
Mythology: The study of the beliefs and stories of past or even Morse Code. A sample listing of skill levels:
cultures. Specialties: Classical Mythology, Norse Terrible: A few words or phrasebook sentences.
Mythology. Poor: Can communicate basic ideas, in broken phrases.
Paleontology: The study of ancient creatures. Specialties: Mediocre: Can communicate in full sentences, thick
Cretaceous Ceratopsians, Microfossils, Ammonites, accent.
Conodonts, Biostratigraphy. Fair: Can communicate normally, with an accent.
Philosophy: The exploration of ethics and logic. Good: Can communicate sophisticated concepts, nearly
Specialties: Dialectics, Ethics. undetectable accent.
Physics: The study of forces, from the macrophysical to Great: Can communicate anything in the language, no
microphysical. Specialties: Kinematics, Particle Physics. accent.
Political Science: The study of countries, nationalism, Superb: A professional linguist of the language.
imperialism, etc. Specialties: Particular nations or Rolls are only necessary when the character is attempt-
regions, such as the Middle East, Eastern Europe, ing something difficult — like writing a technical treatise,
Southeast Asia. or trying to pass himself off as a native speaker. Normal
Sociology: The study of human behavior en masse. conversation should be at the character’s skill level, and
Specialties: Social Psychology. not require a roll.
Theology: The philosophy of religious teachings.
Specialties: Mosaic Law, Christology. Leadership (Social)
The ability to inspire others to follow a common course
The areas of other knowledge possible are virtually of action, or rally flagging morale. The GM may give
infinite. Fantasy or science fiction campaigns are likely to bonuses to troops led with successful Leadership. It may
have areas of knowledge unique to themselves, such as be subsumed under Persuasion or even Oratory, or may
Extradimensional Physics, Exobiology, Heraldry, Woods encompass them.
Lore, or Elven Customs. Roll once per situation where leadership is required,
Such other knowledge skills can frequently fit within the such as combat.
sciences and humanities with some modification. Monster Difficulty levels will depend on the morale of those
Habits, for example, is really a specialty of Biology. Others being led, as well as the situation facing them. The leader
will be unique to the campaign setting. Some examples: of a ragtag army of peasants being led against a contingent
Alchemy: Primitive chemistry, symbology, and in fantasy of knights may have a high difficulty, for example, where-
campaigns, transmutation and the creation of magical sub- as the converse would be true for leading the knights.
stances (which would then fall under the campaign’s magic
system). Legerdemain (Athletic)
Astrogation: This is really a subset of Navigation. The ability to perform tricks with balls, coins, and cards
Astrology: Primitive astronomy, plus knowing how to for entertainment or for personal gain (such as gambling
accurately plot planetary movements and, in campaigns or street huckster games). It may be subsumed under
with magic, make predictions. Sleight of Hand, and may encompass Juggling.
Heraldry: The study of devices, motifs, and genealogies. Roll once per performance, or per contest vs. an opponent.
Legends/Stories: Knowledge of historical and semi-histori- In betting situations, treat it as an opposed roll vs. the
cal stories and legends — similar to Mythology. opponent’s Perception or other appropriate attribute or
Necrology: The study of undead creatures, their habits skill. As entertainment, the difficulty may depend on the
and weaknesses (similar to Biology). sophistication of the trick. The rolled degree indicates how
Roll once per attempt to recall knowledge, understand entertaining the performer is, and may translate into
information, or apply knowledge to a practical task. money.

Skill Descriptions: Language Skill to Legerdemain 95


Skills, Gifts, and Faults

Lie (Social) walls or doors may hamper listening, or block transmis-


The ability to convince others of a falsehood. It may also sions. Anything below Fair might indicate that sounds or
encompass any or all of the skills Bluff, Con, or Fast-talk, words are lost or misheard, and the amount of information
or may be subsumed under Persuasion. that is understood is correspondingly reduced.
Roll once per falsehood attempted.
Treat lies as opposed rolls vs. attributes or skills such as Literacy (Knowledge, Magic)
Perception or Detect Lies. Bonuses or penalties may be The character can read and write. Whether this is strict-
assigned depending on the situation and the magnitude of ly the character’s native tongue, or all languages known to
the lie. the character is up to the GM.
It is not normally necessary to roll for this skill, unless
Lip Reading (Covert) the character is barely literate and attempting to read or
The ability to understand what people are saying by compose something of a high difficulty level.
careful attention to their mouths, but without hearing
what they are saying, such as from a short distance, Masonry (Knowledge, Professional)
through a window, or with binoculars. Knowledge of building with brick, stone, ceramics, or
Roll once per conversation concrete. Constructions depend on the campaign setting,
The difficulty level depends on how clearly the charac- and available tools and materials.
ter can see the subject. Fair would be relatively near, such Roll once per attempt to build something, or once per
as within twenty feet, in good light. Penalties should be day for long-term construction.
applied for extra distance, or anything that obstructs The difficulty depends on the scale, complexity, and
vision (a closed window, or dim light). Rolls lower than time allotted for the structure. The degree of success or
Fair would indicate less complete information, or even mis- failure indicates the soundness, strength, and attractive-
information for high degrees of failure. ness of the finished structure.

Listening/Bugging (Covert) Mechanic/Machinist (Knowledge, Professional)


The ability to hear faint sounds and understand conver- The ability to understand mechanical devices appropri-
sations through doors or walls. In modern campaigns, this ate to the campaign, and repair, modify, or build them.
may include the ability to plant listening devices (“bugs”). The skill may be more narrowly defined to specific types
Roll once per conversation or listening device planted. of mechanical devices, such as automobiles, aircraft, or
Difficulties would be based on the situation — thick steam engines. It may be a specialty of Engineering.
Roll once for each device that is to be modified, built, or
repaired.
The difficulty level will be dependent upon the com-
plexity of the device, and the technology level of the cam-
paign. Degrees of success can indicate a superior device, or
less time taken. Failure can indicate anything from more
time required, failure to achieve the result, or damage to
the device.

Medicine (Knowledge)
The ability to diagnose disease, repair injury, perform
surgery, and prescribe drugs or other ongoing treatment.
Other names appropriate to campaign technology levels
might be Chirurgeon or Healer. The skill may be more nar-
rowly defined to specialties, such as Surgery or Cardiology.
It may encompass the skills Paramedic and First Aid.
Roll once per diagnosis or healing attempted.
Healing will be dependent upon the individual GM’s
campaign. Suggested options are: wounds are each healed
one level, or wounds heal at double the untreated rate.
Treatment of diseases will depend on the campaign and its

96 Skill Descriptions: Lie to Medicine


Skills, Gifts, and Faults

technology, and the availability of treatment options. Rolls Roll once per person or group within range to avoid
can be made regularly during the course of treatment in being heard.
such cases — the condition improving a level each time the Treat it as an opposed roll vs. an attribute such as
treatment is successful, for example. Perception, with situational modifiers. Hard boots on
stone or dry leaves would merit a penalty, whereas a soft
Merchant (Professional) lawn might grant a bonus to the roll.
The ability to evaluate goods, haggle for better prices,
manage accounts, and know trade routes and market con-
ditions. This may encompass such skills as Appraisal,
Haggle, Salesmanship, or even Bribe. See those skills for
information on those specific aspects.

Meteorology (Knowledge)
The ability to predict the weather based on observations
as well as instrument readings and/or satellite images,
depending on the campaign.
Roll once per day’s prediction.
Predicting the day’s weather might be Fair, whereas each
additional day beyond the first might add an additional
difficulty level. Modifiers to the roll might be given for
more sophisticated equipment (a home weather station vs.
satellite images and Doppler radar). The higher the rela-
tive degree, the more accurate the forecast.

Mimicry (Scouting)
The ability to duplicate sounds, animal cries, or other
people’s voices, depending on how the GM permits the
skill to be defined.
Roll once per sound attempted.
Treat it as an opposed roll vs. an attribute such as
Perception, with modifiers depending on the sound mim-
icked. A simple birdcall might be +1, whereas a specific
person’s voice might have a –3 or even lower modifier.

Mountaineering (Athletic, Scouting)


The ability to climb natural surfaces, traverse dangerous
areas, and safely guide and transport others through
mountainous terrain and up rock faces. It may encompass
Climbing.
Roll once per difficult task attempted (such as climbing
a rock face, or traversing a glacier).
The difficulty level will depend on the terrain. A sheer
rock face might be of Good or Great difficulty, whereas
glacier travel might be Mediocre or Fair. The GM may
assign bonuses to other characters’ default (i.e. Poor) rolls
by virtue of being led by an experienced mountaineer (e.g.
+1 level for each level of relative degree).

Move Quietly (Athletic, Covert, Scouting)


The ability to move silently, and thus undetected. It may
be subsumed under Stealth.

Skill Descriptions: Merchant to Move Quietly 97


Skills, Gifts, and Faults

Musical Skill (Professional) The difficulty will depend on the evidence the character
The ability to perform musical works with an appropri- has on hand, and on how obscure the GM determines the
ate instrument. This may be narrowly defined to specific information is.
instruments, such as Lyre, Flute, Guitar, Voice, etc.
Roll once per performance. Oratory (Social)
The difficulty depends on the piece of music attempt- The ability to speak in public and convince people
ed. The rolled degree indicates how well-executed the through logic, facts, and force of personality, and the abil-
performance is, and how well it is appreciated, which ity to sway emotions or opinions. It may be subsumed
may translate into prestige or money (if busking, for under Persuasion.
example). Roll once per speech.
The GM may treat it as an opposed roll if the character’s
Navigation (Scouting) aim is to impress people, change people’s minds, or inspire a
The ability to find one’s way through the use of maps, course of action. The difficulty depends on the mood of the
the sun, stars, or instruments, such as astrolabe, compass, crowd, and the content of the character’s address. The rolled
GPS, or other aids. It may be narrowly defined as specific degree indicates how persuasive or impressive the oration is.
skills such as Ship Navigation or Astronavigation, depend-
ing on the campaign. It may encompass Orienteering. Orienteering (Scouting)
Roll once per day, or when the situation indicates a risk The ability to make use of navigational aids (maps, com-
of becoming lost. pass, stars, sun) to find one’s way on foot. Also the ability
The difficulty depends on the available equipment and to negotiate difficult terrain (swamps, dense jungle) and
identifiable landmarks. Failure indicates anything from mark trails properly (trailblazing). It may be subsumed
minor deviations, increased time to reach the destination, under Navigation or Survival.
or becoming lost. The GM may allow additional rolls (at a Roll once per objective to be reached, or once per day if
penalty perhaps) to find the way again. required (for long journeys).
Difficulties might depend on landmarks, distance, or
Observation (Covert, Scouting) weather conditions. Bonuses may be given for navigation-
This is the character’s trained ability to notice details, al aids, such as maps or a compass. The degree of success
remember them, analyze them (if necessary), and deter- would indicate how accurately or quickly the character
mine which are the more important details to remember, reaches the destination. Degrees of failure might indicate
noticing the unusual, etc. longer times or even becoming lost.
Roll whenever the character wishes to recall details of
past events. Paramedic (Knowledge, Professional)
The difficulty level will depend on how minor are the The ability to apply frontline medical attention to stabi-
details to be remembered, possibly modified by the length lize ill or injured individuals, including the administration
of time passed (hours, days, months). The higher the level of drugs if available and use of medical equipment if avail-
of success, the more specific the information is. Failure able (defibrillator, respirator, IV). It may encompass First
would indicate anything from vagueness (for failing by a Aid, or be subsumed under Medicine.
level or two) to an outright inability to remember (for high Roll once per person or wound.
degrees of failure). The GM may allow a Fair roll to succeed, or may imple-
ment a difficulty based on the wound level, such as Fair
Occult Knowledge (Knowledge) for a Hurt, Good for a Very Hurt, etc. Each injury suc-
Knowledge of magic, rituals, other worlds/dimensions, cessfully treated could be improved one wound level, at
cults, spirits, or other areas of esoteric knowledge. the GM’s option, with the time frame depending on the
Depending on the campaign, the GM may narrowly define rates of healing decided on for the campaign. Paramedic
these specialized areas as separate skills. Occult skill can generally treat more serious or unusual injuries
Knowledge does not necessarily imply any magical ability. than can First Aid, such as heart attacks, blood loss, poi-
Roll whenever the character attempts to recall or inter- son, and other acute life-threatening conditions.
pret anything to do with the occult, such as understanding
the type of ritual performed based on the implements and Persuasion (Social)
signs left behind, or knowing the correct means to defeat The ability to alter the mental or emotional state of
an evil spirit (which is not the same as the ability to do so). others through normal means, and thus persuade them

98 Skill Descriptions: Musical Skill to Persuasion


Skills, Gifts, and Faults

towards thoughts, reactions, or actions in one’s own inter- tions, such as the common cold, which is neither rare nor
est. The character may be able to convince another per- acute, but still impossible to cure with Pharmacy.
son of a point of view, or convince them of something
that is not true. This skill may encompass any or all of Photography (Knowledge, Professional)
the skills Bluff, Con, Diplomacy, Fast-talk, Flattery, The ability to take accurate, well-lit photographs under
Intimidation, Leadership, Lie, Oratory, Salesmanship, or a variety of conditions, and develop them given time and
Seduction. resources. It may include the ability to alter or fake photo-
graphs, or to detect such forgeries.
Pharmacy (Knowledge) Roll once per photograph.
The knowledge of the uses and administration of med- The difficulty depends on the type of photograph taken
ical drugs and supplements. It may be called Apothecary and the available conditions and equipment (lighting,
or Herbalism in some campaigns. lenses, filters, angle). In the case of forgeries, faking pho-
Roll once per drug/herb to know its use or analyze it, or tographs can be rolled against Perception, Photography,
per condition treated. or Forgery. The rolled degree indicates the quality of the
Pharmacy skill may allow for accelerated healing or the photo (or forgery). A Poor picture may be under- or over-
successful treatment of some diseases or poisons, depend- exposed, whereas a Superb photo would be of profession-
ing on the GM’s campaign. The difficulty of treatment will al quality — suitable for framing or publishing. Higher
depend on the condition treated, and the technology level quality photographs may be more likely to display impor-
of the campaign in terms of drugs or herbs available. A tant details, such as providing evidence.
modern campaign could successfully treat more serious
diseases, and thus have different difficulty levels (or per- Pick Locks (Covert)
haps bonuses based on the available pharmacopoeia). In The ability to open locks through the use of tools.
general, the difficulty will depend on how acute the dis- Roll once per lock to be opened. The GM might allow a
ease is, and how common it is. However, there are excep- second attempt with more time taken. The skill may include
the ability to open combination locks (such as those on
safes) as well, or Safecracking might be a separate skill. The
skill may be subsumed under Security Systems.
The difficulty of the task depends on the quality or
sophistication of the lock. A crude lock may be Mediocre to
pick, a tumbler lock Fair to Good, and electronic locks
Great or Superb. The caliber of the equipment available will
give modifiers to the roll, such as quality lockpicks, skeleton
keys, or specially designed electronic descramblers.

Pick Pockets (Athletic, Covert)


The ability to filch other people’s possessions from their
person without detection, or “plant” objects on their per-
son. It may be subsumed under Sleight of Hand.
Roll once per attempt.
Treat this as an opposed roll vs. an attribute such as
Perception. A small degree of failure might indicate lack
of success: the item is not retrieved. Serious failure might
indicate the attempt is noticed (with all the attendant
consequences).

Piloting (Athletic, Professional, Scouting)


The ability to operate a water-based or aerial vehicle, such
as a canoe, sailing sloop, helicopter, airplane, fighter jet, or
interstellar ship. The GM may allow combat maneuvers
with the vehicle, or the GM may require Combat Piloting as
a separate skill.

Skill Descriptions: Pharmacy to Piloting 99


Skills, Gifts, and Faults
Historical/Fantasy
Under normal conditions, no roll is required. Roll when Armorer Artist Astrologer
the pilot is faced with environmental or other hazards, Bard Barmaid Blacksmith
such as high winds, being pursued, or performing a special Bowyer Butcher Calligrapher
maneuver. Carpenter Castellan Chirurgeon
Flying against an adversary is treated as an opposed Clark Cobbler Cook
roll (higher rolled degree wins). The GM may set a diffi- Cooper Courtesan Courtier
culty for particular maneuvers, such as loops, Immelman Dancer Embalmer Falconer
turns, sideslips, etc., with penalties applied for adverse Farmer Fisherman Fletcher
weather conditions, or a poorly maintained aircraft. See Fool Goldsmith Governess
Fudge Vehicles for more detailed methods of handling Guardsman Healer Huntsman
Piloting. Innkeeper Jeweler Juggler
Knight Leatherworker Limner
Poisons (Covert, Knowledge) Lumberjack Mason Mercenary
The knowledge of the uses, necessary dosages, and Merchant Musician Priest
effects of various poisons and toxins, either natural or arti- Sailor Scout Scribe
ficial. It can also include the ability to detect or identify Shepherd Silversmith Soldier
poisons. It may be subsumed under Pharmacy. Squire Tailor Tanner
Roll once per poisoning attempt (or the GM may require Teamster Thespian Tinker
use of Sleight of Hand, Pickpocket, or other skill depend- Tracker Trapper Weaponsmith
ing on the situation), or per analysis/detection attempt. Weaver Wizard
The difficulty of administering a poison depends on
access, surveillance, and so on. Analyzing or identifying
poisons depends on rarity of the poison or how distinctive Modern
the effects are (determined by the GM). Failure to admin- Accountant Actor Artist
ister a poison properly may result in no effect, detection, or Bank teller Butcher Cab driver
even accidental self-administration. Carpenter Cook Dentist
Doctor Drug dealer Electrician
Professional Skill (Professional) Engineer Financial analyst Fisherman
A professional skill is one that a character might use Forklift operator Hairdresser Laborer (many possible)
to make a living. Many such skills have been given Mason Musician Office manager
detailed entries of their own, due to their likelihood of Operator Photographer Pilot
affecting game play (such as Electronics). Professional Plumber Policeman Priest
knowledge of a particular skill includes not only the Professor Programmer Prostitute
technical aspects of performing a particular skill, but Reporter Scientist Secretary
also the ability to make a living at it; calculating costs, Security guard Social worker Soldier
budgeting, acquiring materials, and working with Stockbroker Storekeeper Student
clients and suppliers. Teacher Truck driver Undertaker
If a particular profession encompasses what the GM Waiter
considers to be multiple skills, she may require that each
be purchased separately, or include one free with the pro- Psychology/Psychiatry (Knowledge)
fession. Alternatively, she may allow any skills necessary to The study of the mind, and the ability to diagnose mental
the profession to be included. conditions and disorders, and to cure or reduce such condi-
Rolls should be made as appropriate to the skills, if list- tions with therapy. Psychiatry also includes the ability to
ed elsewhere. Otherwise, professional skills are used to administer drugs or, in some campaigns, shock treatment.
add flavor and background to the character, and are used Roll once per case, or once per session of treatment.
much the same as knowledge or craft skills. The difficulty might depend on the severity of the case.
Each successful treatment (or period of treatment) might
Sample professions: indicate improving the condition one level — i.e. a mental
disorder might be rated on the standard Fudge scale, or
Sanity might be an attribute rated on the scale, or on a
wound track.

100 Skill Descriptions: Poisons to Psychology/Psychiatry


Skills, Gifts, and Faults

Read Opponent (Combat) man with only Mediocre Riding skill might have his bow skill
The ability to assess an opponent’s level of skill in com- reduced to Mediocre if shooting while mounted).
bat. The skill may allow the character to recognize a par- Alternatively, the GM might require mounted combat as a
ticular style of combat, and may even permit the character separate skill (Mounted Combat, or as a separate skill for
to counter special combat abilities related to the style (such each weapon — Mounted Archery, Mounted Sword).
as special maneuvers) by giving a penalty to the attacker, Rolls are made whenever a difficult situation is encoun-
or allow the character to exploit a weakness (by giving a sit- tered, or the beast must be controlled (for example a horse
uational advantage for one round for example). The skill during an attack by wolves).
might be encompassed by the Weapon skill itself. The difficulty depends on how well trained the mount is,
Roll once per attempt to assess an opponent. The char- and the level of the threat. Success normally indicates that
acter can only defend when making the attempt. the horse is kept under proper control. Failure could mean
Judging the skill level of an opponent can be Fair diffi- temporarily losing control of the horse, or losing one’s seat.
culty, or might be an opposed roll vs. the opponent’s
Weapon skill — reflecting that more highly skilled oppo- Riding, Trick (Athletic)
nents may be more deliberately deceptive. Recognizing a The ability to perform stunts on horseback, such as
particular style may depend on the distinctness or rarity of standing upright, riding on the side in one stirrup, or mak-
the style. Obtaining an advantage might require the roll to ing instant mounts (leaping from behind, or from a
meet or exceed the opponent’s skill level. height). This skill may be subsumed by Riding or be limit-
ed to be no higher than Riding if a separate skill.
Remove/Disarm Traps (Covert) Roll once for each stunt attempted.
The practical knowledge of how to disarm alarms, traps, Some stunts may be given a higher difficulty level than
and detection systems. This skill may be subsumed under others, as determined by the GM, such as Mediocre to
Security Systems, or combined with Find Traps. make the animal perform simple footwork, Fair for leaping
Roll once per trap, detection device, or alarm system. onto a mount, to Superb for doing a handstand on the
The difficulty of the task depends on the quality or sophis- mount’s back.
tication of the system. A tripwire might be Mediocre to
remove, a pressure plate trap Fair to Good, and laser or ultra- Rope Use (Athletic, Scouting)
sonic movement sensors might be Great to Superb to disarm. The ability to tie knots, handle rigging to safely secure
things, or raise heavy or awkward objects. The skill may be
Research (Knowledge) subsumed by Climbing, Mountaineering, or professional
The ability to unearth facts or information given suffi- skills such as Sailor.
cient means and time: a library, a computer, or other Roll once per knot or rig set up.
appropriate resources. Typical difficulties for this skill will be Mediocre (tying
Roll once per subject researched. up a boat, securing a pack animal). Only when attempting
The difficulty depends on the obscurity of the informa- something particularly difficult or dangerous is the diffi-
tion sought. Higher degrees of success mean the informa- culty likely to be higher, such as making a rope bridge, or
tion is obtained quickly, or better or more specific infor- setting up rigging to lift a damaged spacecraft from a
mation is obtained. Degrees of failure can range from swamp. In such cases, the difficulty will depend on the
more time necessary, fragmentary information, no infor- complexity and weight of the task. Failure might indicate
mation, or misleading information. The GM may give anything from a clumsy setup (and possible minor dam-
bonuses to researching information in a field the character age), to a failure at a critical moment.
is acquainted with (i.e. has purchased a knowledge skill in).
Running (Athletic)
Riding (Athletic, Scouting) The ability to run for long distances.
The ability to ride an animal. This may encompass all land- Roll once for each run attempted.
based animals, or may be divided into subcategories such as The difficulty is based upon the distance being run;
horses (or horse-like animals such as mules and donkeys), completing a 10k run in reasonable time might require a
camels, or elephants. In a fantasy or science fiction campaign, Fair result, a marathon might require a Superb.
other categories might include flying creatures, dinosaurs, or Failure can mean increased time, the need to stop and
other exotic creatures. The GM may limit mounted combat rest, or injury/exhaustion, depending on the degree.
to the level of the Riding ability (for example, a Great bow-

Skill Descriptions: Read Opponent to Running 101


Skills, Gifts, and Faults

Salesmanship (Professional, Social) Shipbuilding (Professional)


The ability to convince someone to buy a product, or The knowledge of constructing vessels, such as canoes,
believe in its (inflated) value. It may encompass the skill boats, longships, or other water-going craft. The skill may
Haggle or be subsumed under Persuasion or Fast-talk. be restricted to particular classes of craft. It may be sub-
Roll once per attempted sale. sumed under Carpentry.
Treat it as an opposed roll vs. Reasoning, Willpower, or Roll once per craft built, or per day of construction.
Perception, or a skill such as Appraisal or Haggle, depend- The difficulty depends on the sophistication and/or
ing on the situation. Penalties might be applied to the skill scale of the ship being built, and the technology level of
if the price vastly exceeds the value of the goods. the campaign. The higher the rolled degree, the better con-
structed the vessel is, and the GM may allow bonuses to
Security Systems (Covert) some of its attributes. Lower rolled degrees may indicate
The practical knowledge of locks, alarms, traps, and longer construction times, or shoddy construction, and the
detection systems, including their installation and disar- GM may assign penalties in some situations (when maneu-
mament. This skill may encompass Find Traps, vering, for example).
Remove/Disarm Traps, Set Snares, and Pick Locks.
Roll once per trap, detection device, lock, or alarm sys- Shield (Combat)
tem. The ability to use a shield or buckler to defend against
The difficulty of the task depends on the quality or melee weapons, and in some cases against ranged attacks.
sophistication of the system. A crude lock may be If using alternating combat turns, then shield skill is
Mediocre to pick, a pressure plate trap Fair to Good to set used in place of weapon skill for parrying purposes. As per
up, and laser or ultrasonic movement sensors might be Melee Modifiers (p. 37), a small shield gives +1 in melee
Great to Superb to detect or disarm. combat, a medium shield +1 in melee combat and against
ranged attacks, and a large shield +2 in all combat.
Seduction (Social)
The ability to entice a member of the opposite sex (or of Sleight of Hand (Athletic, Covert)
the same sex if appropriate to sexual orientation) through The ability to artfully and stealthily perform feats of leg-
physical attraction, flirtation, or sexual advances. It may erdemain with small objects, skillfully remove the contents
also permit influence of the seduced individual. This skill of purses, pouches, or pockets, and conceal objects on one’s
may be subsumed under Persuasion. person. This skill may encompass any or all of the skills
Roll once per subject to be seduced or flirted with. Legerdemain, Pick Pockets, Juggling, and Concealment.
Treat this as an opposed roll vs. the subject’s Willpower See those skills for information on those specific aspects.
or other appropriate attribute. Higher degrees of success
might indicate the willingness of the subject to please the Sports (Athletic)
character by passing on information, or performing tasks A vast array of sports, as appropriate to the campaign,
in the character’s interest. Bonuses or penalties might be such as Baseball, Darts, Hockey, Skating, Skiing,
applied for attributes, gifts, or faults relating to the char- Skydiving, Scuba Diving, etc. Some sports may allow com-
acter’s attractiveness. bat maneuvers at the same time (such as skiing or skydiv-
ing). Such combat may, at the GM’s option, be restricted
Set Snares/Traps (Scouting, Covert) to the skill level of the sport. For example, a gunfight/chase
The knowledge of setting snares to catch game or even on skis might restrict a Good shot who is a Fair skier to
traps to capture or injure people. It may be subsumed being only a Fair shot if firing while skiing.
under Security Systems. Roll once per session, or competition.
Roll once per trap or snare set. Treat it as an opposed roll vs. opponent’s skill, or set a
Treat it as an opposed roll vs. the intended target’s difficulty level based on the situation (a Great difficulty ski
Perception or other attribute, or against a skill such as run, for example), or for particular stunts.
Find Traps. Modifiers may be given for materials or con-
ditions that help or hinder the attempt, such as the avail- Stealth (Athletic, Covert, Scouting)
ability of camouflaging material like snow or leaves, and The art of being undetected, through furtive movement,
the time, tools, and materials available to the character silence, and use of shadows and cover. This skill may
(anything from electronic sensing devices to piano wire). encompass any or all of the skills Move Quietly, Hide Self,
Tailing, Camouflage, and Hide Traces.

102 Skill Descriptions: Salesmanship to Stealth


Skills, Gifts, and Faults

Roll once per person or persons within range to avoid


being detected.
Treat it as an opposed roll vs. an attribute such as
Perception, with modifiers for the situation (bright light,
ground strewn with dry sticks, available cover/conceal-
ment, dark or camouflage clothing).

Storytelling (Social)
The art of telling engaging tales. The storyteller can
entertain, instruct, or even move people with stories.
Roll once per tale told.
The rolled degree indicates how entertaining the tale is.
The mood of the audience may impose penalties or
bonuses to the roll; a favorable audience might be worth
+1, whereas attempting to entertain a bored or hostile
audience inflicts a penalty of one or two.

Streetwise (Covert)
The ability to handle oneself in low society or in dangerous
urban areas, such as knowing who to go to for information, or
who to avoid. This may encompass such skills as Etiquette:
Underworld, Survival: Urban, and Intimidation. See those
skills for information on those specific aspects.

Surveillance (Covert)
The ability to monitor subjects effectively, by shadowing
them, planting and using listening devices, monitoring com-
puter lines, opening mail, or other means of observation. allow movement at speeds determined by the GM, and
This may encompass such skills as Listening/Bugging, may perform other activities under some circumstances
Stealth, Tailing, or Lip Reading. See those skills for infor- (rescue, or combat). It may encompass Breath Control.
mation on those specific aspects. For normal swimming, the character will perform at his skill
level: no roll is needed. Roll whenever the character attempts
Survival (Covert, Scouting) something more than usually challenging, such as pursuing
The ability to survive in a hostile environment, includ- someone, performing a rescue, deep diving, and so on.
ing the finding or building of shelter and the acquiring of Some sample difficulties:
food. The skill may be defined simply as Wilderness Poor: The ability to stay afloat.
Survival or could be narrowly defined as Forest Survival, Mediocre: The character can dog paddle at very slow
Arctic Survival, Desert Survival, even Urban Survival for a speeds (one yard per combat phase for example).
poor or underworld character. It may encompass Hunting Fair–Good: Competent swimmer.
and Fishing. Great–Superb: The character is a competitive-level
Roll once per day. swimmer.
The difficulty will depend on the environment — a
desert might have fewer resources than a steppe, for Tactics (Combat)
instance. Failure indicates less or no food is found that day, The ability to analyze combat situations and respond to
or other supplies necessary are not found, such as water, them in the most effective manner.
shelter, or firewood. Roll once per battle, or as the situation changes.
Treat this as an opposed roll vs. the other side’s Tactics
Swimming (Athletic, Scouting) ability. The GM may allow a situational modifier to one
The ability to keep oneself afloat, and propel oneself side’s attacks if led and coordinated by a character making
through the water. Minimum level (Poor) of this skill will a successful Tactics roll — for example, a bonus equal to
keep the character from drowning. Higher levels may the relative degree.

Skill Descriptions: Storytelling to Tactics 103


Skills, Gifts, and Faults

Tailing (Covert) The difficulty will depend on the stunt attempted.


The ability to follow a subject and remain unobserved. Vaulting one person into the air might be Fair, whereas a
The skill may be subsumed under Tracking or Stealth. human pyramid might be Great. Failure may result in a
Alternatively, the skill may only relate to following some- failed attempt, or may result in injury, depending on the
one, with Stealth used to remain unobserved. situation and the degree of failure.
Roll once per subject followed, once per a specified time
period (such as once per ten minutes), or when something Throwing (Athletic)
occurs to prompt a new skill check (the person enters a The ability to accurately throw balanced (such as darts)
building, for example). or unbalanced (such as rocks) objects with accuracy. As it
Tailing requires that the character do two things: stay on is not intended replace combat skills with thrown
the subject’s tail, and remain unobserved. Treat this as an weapons, it is recommended the GM use a penalty on
opposed roll vs. an attribute of the subject such as damage-dealing capacity (such as –1 or more).
Perception, and with a difficulty based on the environ- Roll once per object thrown.
ment, such as available light or traffic to actually stay on The difficulty and modifiers should be adjudicated the
the subject’s trail. For example, a character requires only a same as ranged combat.
Mediocre roll to remain unobserved by a target with
Mediocre Perception, but may need to roll at least Fair to Tracking (Scouting)
keep him in sight while tailing him in a car through busy The ability to follow a person or animal over terrain
streets. If the tail is observed, it may still be maintained, through the use of signs of passage: tracks, broken vegeta-
but the difficulty may increase due to the subject’s actions tion, or even scent if appropriate to the character and cam-
(i.e. actively trying to lose the tail). paign. It may be subsumed under or encompass Tailing.
Roll once per trail followed per hour, or when something
Team Acrobatics (Athletic) that occurs that would cause a new check (like the trail
The ability to perform coordinated acrobatic stunts with entering a stream for example).
other, similarly trained people. Such stunts include human The difficulty depends on factors that increase it, such
pyramids, vaulting, throwing, and trapeze work. It may be as time passed, rain, water, or rocky ground. Easier diffi-
subsumed under Acrobatics. culty levels may be assigned for snow, soft ground, dust, or
Roll once per stunt attempted. other materials that preserve marks of passage. Failure
indicates the trail is lost. The GM may allow an attempt to
find it again, possibly with a penalty.

Tumbling (Athletic)
The ability to perform flips, cartwheels, rolls, hand-
stands, pole vaults, and other gymnastic feats. The GM
may grant a defensive bonus to the player while using this
skill. It may be subsumed under Acrobatics.
Roll once per stunt attempted.
The difficulty depends on the type of acrobatic maneu-
ver the character attempts. A simple vault might be Fair,
whereas doing a back flip over an enemy’s head might be
Superb. A failure can indicate a missed maneuver, falling,
or even injury for high degrees of failure.

Unarmed Combat (Combat)


The ability to fight without weapons. The GM may
define Unarmed Combat in many ways. The default for
Fudge is of two types:
Unarmed Combat: No specialized skill training (Brawling,
Fisticuffs, or whatever you wish to call it). As defined in the
Sample Wound Factors List (p. 45), Unarmed Combat has an
ODF of –1.

104 Skill Descriptions: Tailing to Unarmed Combat


Skills, Gifts, and Faults

Narrower groups can restrict weapon skills to specific


weapons, such as Sword. Such skills can be further speci-
fied, such as Rapier, Long Sword, Cutlass, Claymore,
Scimitar, etc. How broad or narrow the groups are
depends on the requirements of the campaign and indi-
vidual tastes. Some sample weapon listings follow.

MELEE WEAPON MISSILE WEAPON


Blunt Weapon Thrown Weapon
Blackjack/Sap Atlatl
Club Axe
Martial Arts: Skills such as Boxing, Karate, Savate have Flail Dagger
an ODF of 0 (see Sample Wound Factors List). Hammer Dart
A third option is Wrestling. Wrestling works the same as Mace Hammer
Martial Arts skills, but instead of inflicting damage, the Morning Star Spear
character grapples his opponent. The effects are treated as Staff Mechanical Missile Weapon
though damage is inflicted on the wound track: Edged Weapon Blowgun
Scratch: Opponent is off-balance for the round from a push. Battle Axe Sling
Hurt: Opponent is at –1 because the character has a hold Dagger Bow
on him. Poniard Longbow
Very Hurt: Opponent is at –2 because the character has a Sword Shortbow
strong hold on him. Claymore Compound Bow
Incapacitated: Opponent is held in a lock or hold that Cutlass Crossbow
immobilizes him. Long Sword Firearm
Near Death: Opponent has been rendered unconscious Rapier Handgun/Pistol
from a chokehold or “sleeper.” Saber Rifle
See Fudge Martial Arts or Fudge Fu for developing Scimitar Submachine Gun
Unarmed Combat skills in more detail. Short Sword Machine Gun
Tulwar Bazooka
Ventriloquism (Covert) Laser Sword Rocket Launcher
The ability to “throw” one’s voice so that it appears to be Monofilament Sword Blaster Pistol
coming from elsewhere (another person or location). This Polearm Blaster Rifle
skill may be used in conjunction with Mimicry. Fauchard Gauss Pistol
Roll once per attempt to fool people. Glaive Needle Pistol
Treat this as being an opposed roll vs. an attribute such Guisarme
as Perception. Failure indicates the targets are not taken in, Halberd
and the ventriloquist is located. Lance
Pike
Veterinarian (Knowledge, Scouting) Spear
Same as Medicine, but for animals. It may be subsumed Trident
under Animal Handling in some campaigns, particularly Many more combinations are possible.
historical ones.
Weapon skills may encompass Read Opponent for that
Weapon Skill (Combat) particular weapon.
The ability to wield a weapon in combat. The GM may For details on using weapon skills, see the Combat chap-
define Weapon skill in many ways. Broad groups include: ter (pp. 35–54) or Weapons and Armor in Fudge (pp. 246–261).
Melee Weapon and Missile Weapon See also A Set of Weapons and Armor for Fudge (pp. 262–276),
or which includes rules for specialized weapons that have
Blunt Weapon, Edged Weapon, Thrown Weapon, other effects beyond straight damage, such as garottes,
Mechanical Missile Weapon, Firearm. whips, lassoes, nets, and bolas.

Skill Descriptions: Ventriloquism to Weapon Skill 105


Skills, Gifts, and Faults

Wit (Social)
The ability to devise clever remarks or jokes, respond to Gifts
jibes or insults, and make sly comments without direct Ambidextrous
insult. This may be divided into sub-skills such as The character is able to use either hand interchangeably,
Repartee, Puns, Jokes, or Innuendo. and suffers no off-hand penalty in any situation. This does
Roll for each insult or exchange of wit. not necessarily permit two-weapon combat, or other
Treat it as an opposed roll vs. the opponent’s Wit skill. A extraordinary abilities, but it may be a prerequisite for
success against an opponent may mean loss of status for such, depending on how/whether such a combat skill is
the opponent, gain in status for the character, or winning allowed by the GM.
favor among others. At the GM’s option, it may be used in
combat to enrage or confuse foes, giving the character a Animal Empathy
situational advantage. The character has an affinity for animals. He can sense
their moods and can rapidly forge a bond with them. This
Zero-G Maneuvering (Athletic) gift may give a bonus to skills such as Animal Handling,
The ability to orient oneself and move around in a Animal Training, and Riding.
freefall environment.
Roll when the character enters freefall, or whenever a Attractive
situation arises that may cause loss of control (such as The character is physically attractive in appearance.
combat). This may give bonuses to rolls on various social skills, such
Normal difficulty might be Mediocre; higher for combat as Flattery, Lie, Con, Salesmanship, Seduction, or Fast-
or special maneuvers. Failure indicates disorientation, talk, particularly vs. the opposite sex. Alternatively, it may
slow movement, or even injury, depending on the severity allow the character to purchase such skills at a reduced
of the failure. It could also be a penalty to combat actions, cost (such as two for one, or purchasing them as Easy
or combat skills could be limited to Zero-G Maneuvering skills).
skill level.

Using These Skills with


Five-Point Fudge
These skills are suitable for use with
Five-Point Fudge. All that is necessary is
for the GM to decide which ones will be
allowed for the game at hand. The GM
should eliminate any skills, gifts, or
faults that are inappropriate to the cam-
paign — its historical period, its genre, or
its general feel. (Bloodlust may be suit-
able in a gritty street-level game, but less
so for a heroic, cinematic one.)
The GM should be careful to balance
the breadth of the skills such that each
category has a roughly equal number of
skills. To that end, several pre-defined
Five-Point Fudge skill lists have been
included as examples. The sample skill
group lists begin on page 115.

106 Skill Descriptions: Wit to Zero-G Maneuvering/Gifts: Ambidextrous to Attractive


Skills, Gifts, and Faults

Charisma suitcase. Bonuses may be given by the GM for rolls on cer-


The character has personal magnetism and strong per- tain skills such as Escape Artist.
sonality. He commands respect and attracts admiration.
This may translate into bonuses to rolls on social skills, Eidetic Memory
especially Persuasion type skills, such as Bluff, Diplomacy, The character has a phenomenal memory, able to recall
Flattery, Intimidation, Leadership, Lie, Con, Oratory, even the smallest details of information. The GM may rule
Salesmanship, Seduction, or Fast-talk. Alternatively, it may that only information that the character deliberately takes
allow the character to purchase such social skills at a extra time to commit to memory is recalled in this way.
reduced cost (such as two for one, or purchasing them as
Easy skills). Empathy
The character has an affinity for other people, and can
Concentration sense their emotions and motivations. The character may
The character can focus his attention to perform better also receive a bonus to detect lies, or determine when
at skills requiring time. The GM may grant bonuses to any something is wrong with someone.
skill that is deemed appropriate, as well as resisting being
interrupted or distracted. Favors Due
The character is owed by others, and can call in these
Contacts favors when appropriate, as determined by the GM. The
The person has helpful contacts. They may be defined source of the favors can be from law enforcement, govern-
more narrowly, such as Contacts: High Places, Contacts: ment officials, criminals, or other person(s) or groups. The
Low Places, Contacts: Police, Contacts: Politicians, greater the magnitude of the favors the character may call
Contacts: Underworld, etc. on, the less frequently he should have access to them. Once
Make a situational roll once per attempt to find and per session or once per adventure are reasonable.
request aid from an appropriate contact.
The difficulty can be based on the influence of the con- Followers
tact — the more a contact can do for a character, the more The character has people who are loyal to him and are
difficult it will be to find them or solicit assistance. The willing to perform services for him. The GM may decide
degree of success may indicate the contact’s ability to serve how many followers and how competent they are; more
the character in the given situation. Failure indicates no competent followers are likely to be fewer. The GM must
contacts are found, or inability or unwillingness to help the also decide the level of commitment to the character — fol-
character in this particular instance. lowers willing to risk their lives might cost an extra gift
over those who perform routine tasks.
Danger Sense
The character has an unusual sensitivity to hazard, and Good Reputation
this “sixth sense” will give warning to the character so he The character is well known and has a reputation that gen-
may take preventive action. The GM may make a situa- erates positive reactions, which may give bonuses to various
tional roll whenever the character is about to be threat- social skills, as well as encourage assistance from others.
ened, or may give bonuses to rolls with attributes such as
Perception to detect the danger. Heightened Sense(s)
The character has an enhanced sense, or even multiple
Direction Sense senses if the GM allows. These may give bonuses to certain
The character has an unerring sense of direction, is less attributes or skills, such as Perception or Find Hidden.
likely to become lost, and may receive bonuses to skills Alertness: The character is more aware of his surround-
such as Navigation or Orientation. The gift may be more ings than most, and may not be surprised, or may receive
narrowly defined, such as functioning only in the wilder- bonuses when checking for surprise.
ness or underground. Keen Sense(s): One or more senses are keener than nor-
mal, and the character can use them at a greater distance,
Double-jointed or with greater discrimination.
The character is inordinately flexible, and can contort Night Vision: The character can see in reduced light.
his body to an unnatural extent. The character may be Depending on the campaign, this may reduce penalties for
able to fit into close spaces, such as ventilation ducts or a lower light levels, or even give the ability to see in complete

Gifts: Charisma to Heightened Sense 107


Skills, Gifts, and Faults

darkness but only through magic, cybernetics, or other Clerical: A position within a religious organization of
supernormal ability. importance, such as the medieval Church.
Government: A position of authority, such as a senior bureau-
Human Calculator crat, mayor, governor, or other official or administrator.
The character can perform complex mathematical cal- Military: A command position (petty officer at the mini-
culations in his head. This may allow the character to mum).
accomplish tasks that normally require a calculator or Law Enforcement: The police, the FBI, the City Watch.
computer, such as plotting a course through hyperspace, or Nobility: A member of the ruling class.
complementing a skill such as Cryptography.
Rapid Healing
Linguist The character heals at a rate faster than normal, such as
The character has a natural knack for languages. The double the usual rate. How quickly this is depends on the
GM may allow the character to purchase language skills at natural rate of healing in the campaign.
a reduced cost (such as two for one, or purchasing them as
Easy skills). Resistance/Immunity
The character has a natural or built-up resistance (or
Lucky immunity, if the GM allows) to a particular kind of harmful
The character has unusually good fortune. The GM can effect, giving anywhere from +1 to +3 to resist such effects,
handle this in a number of ways: grant the player extra depending on the campaign, and the type of resistance.
Fudge points; allow the player to re-roll a failed roll once Examples include Disease, Poison, Magic, or Radiation.
per hour of real time; or allow the player to re-roll any roll These types can be more narrowly defined if the GM
that would have serious harmful consequences for the wishes (Immune to Enchantment Magic, for example).
character.
Scale
Pain Tolerance The character is more massive than the (racial or cam-
The character can ignore the effects of wound penalties, paign) norm, giving him increased Strength and Damage
due to natural resistance, strong will, or sheer bloody- Capacity. As mentioned in Cost of Scale (p. 22), a level of
mindedness. The GM may require a situational roll to Scale is a gift, or possibly a gift plus an attribute level
determine if the character is able to successfully ignore the (since it gives both +1 to Strength, and +1 DDF).
pain, such as a Good for Hurt, Great for Very Hurt, etc.
Scholar
Patron The character has devoted much of his time to reading
The character is sponsored by someone with wealth and learning. The GM may allow the character to pur-
and/or power. The character can draw upon these chase knowledge skills at a reduced cost (such as two for
resources when it is in the interest of the patron. The more one, or purchasing them as Easy skills). The GM may limit
powerful (i.e. useful to the character) the patron is, the less these to academic disciplines.
often the character may call upon the patron’s resources,
or it may cost an additional gift. Sleep Control
The character can sleep very lightly, suffering lower
Quick Reflexes than normal penalties to perceiving activity (such as dan-
The character is never surprised, and generally takes the ger) while asleep. The character can also sleep on a
best course of physical action when confronted with an unex- moment’s notice, and awake at a specified time.
pected situation. The character receives a +1 bonus to
opposed rolls when it is necessary to determine who acts first. Time Sense
The character has a perfect sense of time. He can esti-
Rank mate the time to within a GM-set precision (minutes, sec-
The character holds a position of importance. This gives onds). The character can use this to coordinate actions
authority over others depending on the type of rank, or where time is of particular importance, such as explosions
even the general public, depending on the campaign. It or coordinating multiple-person attacks.
may also allow the character to draw upon resources
appropriate to the rank. Examples:

108 Gifts: Human Calculator to Time Sense


Skills, Gifts, and Faults

Tough Hide Aged


The character has a resistance to injury, due to the The character is old. This fault may be implemented in
impenetrability of his skin, whether due to nature (such as a number of ways. The GM may require that the character
a non-human race) or special treatments or training. This subtract a level from some attributes, such as Strength or
resistance subtracts 1 (or more if the GM so chooses) from Health. The character may suffer the effects of fatigue
any damage received. more quickly, or heal at a slower pace than normal.

Voice Ambitious
The character has a beautiful voice, and may receive The character has social or economic ambitions to
bonuses to some social skills (such as Persuasion, achieve, such as reaching a certain rank, or becoming
Seduction, or Oratory) and also to Music: Singing. wealthy or powerful. The character will set all other activ-
ities aside when an opportunity for furthering this goal
Wealth occurs.
The character is wealthier than average. How much
money, and the resources this can command, is up to the Amnesia
GM. Wealth that eliminates difficulties and distractions, The character cannot recall past details of his life
and smoothes the character’s way during an adventure, beyond a certain point. The character may not know who
such as allowing easy travel (using a private plane), pro- he is. The character may not be aware of other faults in
viding substantial bribes, purchasing equipment and sup- his background (such as having an Enemy, or
plies, is a reasonable gift. Extreme wealth, such as that Dependents). Even as the character learns facts of his for-
which allows extraordinary resources, might be worth two mer existence, the actual full memories do not return
gifts. unless the character buys off the fault.

Bad Reputation
Faults The character is known to many people, and in a nega-
Faults tend to fall into one of three categories: psycho- tive way. The reputation does not necessarily have to be
logical, physical, or social. true, just that many others believe it and react accordingly
Psychological faults are conditions that affect the char- to the character.
acter’s personality, mental or emotional state, or behavior.
The player should roleplay such faults, but there may be
situations in which the GM may require a roll of some Bloodlust
sort to circumvent the fault, such as a situational roll ver- The character goes into a killing frenzy during combat,
sus a GM-set difficulty, or versus an attribute such as and will continue to fight even when foes have been inca-
Willpower. pacitated, or have surrendered. The GM may rule how eas-
Physical faults negatively impact the character’s ability ily this occurs, such as every combat, or only after being
to physically function in some way, either modifying his Hurt or Very Hurt. The character may be allowed a situa-
physical attributes in certain situations, or negatively tional roll or a roll vs. an attribute such as Willpower to
affecting the character’s performance in other ways, such resist the bloodlust, or to regain control after succumbing
as when using particular skills. The GM may place a penal- to it.
ty, such as –1 to such skills or situations.
Social faults are ones that cause a negative reaction from Braggart
other people, and may have detrimental effects on certain The character incessantly talks about himself, trying to
social skills, such as Persuasion. impress listeners with his bravery, deeds, wealth, or what
have you.
Absent-minded
The character forgets things easily, especially if dis- Callous
tracted by another task. The character will miss appoint- The character has a decided lack of empathy for fellow
ments, forget to keep promises, or fail to complete beings. The character is unlikely to give aid to others, or
assigned tasks. place faith in stories of hardship.

Gifts: Tough Hide to Wealth/Faults: Absent-Minded to Callous 109


Skills, Gifts, and Faults

Chronic Pain Dependency


The character suffers from pain — perhaps due to a bad The character has a physical dependency on some sub-
back, rheumatism, or an old wound that limits the charac- stance, such as alcohol, illegal drugs, or medication to keep
ter’s ability to perform certain actions. The pain may be a some kind of disease or condition at bay, such as insulin.
constant, or may be intermittent (the character may have The character suffers some kind of physical penalties to
to make a roll, such as a Willpower roll, before attempting attributes or skills if the substance is not available, such as
a proscribed action to see if his ailment bothers him). withdrawal (in the case of addicts) or a diabetic, who may
suffer penalties to mental functioning (Reasoning, and men-
Code of Honor tal skills), as well as reduced motor control (reduced Agility
The character’s conduct follows a particular prescribed and penalties to skills that rely on physical coordination).
path in certain situations. Generally, this means that the
character will always deal fairly and honestly, regardless of Dependent(s)
the situation or persons involved. It may be generic good The character is responsible for the upkeep and well-
conduct, or may be a formal oath or code, such as that of being of another person or persons, such as a relative, or
Bushido or chivalry. wife and child. Such dependents should not be of heroic
stature (i.e. the GM should be able to use them as levers
Combat Paralysis against the character when they are threatened).
The character freezes in combat situations, and must
make some kind of situational roll or Willpower roll in Disease
order to be able to act. The character has a disease, which may have a variety of
symptoms and requirements covered by other faults, such
Compulsive Behavior as Chronic Pain, Dependency, or Susceptibility. The dis-
The character has a (usually negative) behavior that he ease may cause negative social reactions as well, depend-
may engage in, even if it is to his detriment or against his ing on the type of ailment, such as AIDS or leprosy.
general character. The GM may require a roll when the
character is confronted with temptation. Examples of com- Distractible
pulsions include: Gambling, Lying, Carousing/Drinking, The character suffers a penalty when engaged in a long-
Spending, Making Promises, Obsessive/Compulsive (ritual term task, such as performing research or keeping watch.
behaviors before otherwise mundane actions).
Duty
Coward The character has a responsibility to another person, or
The character is very unwilling to engage in dangerous to an organization, which may call on him at the GM’s dis-
activities, and will always attempt to avoid or defer such cretion. Such organizations include the military, law
tasks to others. If unavoidable, the character may make a enforcement, religious institutions, or organized crime.
roll to overcome the fault.
Dwarfism
Curious The character is extremely short, and may suffer limits
The character feels compelled to investigate anything or penalties to Agility levels, as well as Strength/ Mass.
interesting or unusual, even if such behavior would be The GM may wish to treat the character as being –1 Scale.
detrimental.
Enemy
Delusions The character has a foe who may show up periodically
The character suffers from incorrect beliefs, often irra- to make the character’s life difficult, either by interfering
tional ones. The character will act upon such beliefs as with him, or attempting to kill or capture him. This may
though they are true. For example: the character believes include the law for characters wanted for questioning, or
he is someone of importance, such as the Queen of who have outstanding arrest warrants.
England, or the Second Coming of Christ; the character
might believe that he has the ability to deflect bullets or Fanaticism
that he has been abducted by aliens. The character holds extremely strong views on a partic-
ular subject, to the point of irrationality. Examples
include Patriotism, Religion, Racial Superiority, Political

110 Faults: Chronic Pain to Fanaticism


Skills, Gifts, and Faults

Philosophy (Anarchy, Fascism), Eco-protection, and


Animal Rights.

Fastidious
The character is extremely clean and compulsively neat.
The character will balk at any situation that may involve
dirt (sleeping in a hayloft, helping to fix a car).

Favors Owed
The character owes favors to another person or persons,
who may call upon him, or may use them to avert planned
actions by the character.

Garrulous
The character speaks endlessly, boring and irritating his
listeners with trivia and unnecessary chatter.

Glory Hound
The character is always at the forefront of heroic action.
Such a character will always attempt the actions most like-
ly to bring him personal renown, even when he is not the
best suited to the circumstance, or must pre-empt the
actions of other characters. A glory hound will also pull off
feats in the most flamboyant and ostentatious manner pos-
sible (grandstanding).

Glutton
The character loves to eat, and has difficulty resisting
opportunities to do so. The character will always carry High-Strung
excessive food on journeys. Gluttony may also have nega- The character is nervous and easily startled, and overre-
tive social consequences. acts to negative stimuli, such as being surprised or startled.
The character may scream, run away, or attack without
Greedy thinking when such things occur.
The character loves money, and will always attempt to
obtain more. This may include dishonest methods, such Impaired Sense(s)
as theft, and it may be necessary for the character to roll The character has a sense or senses that function at a
to avoid stealing something of value if the opportunity reduced level all the time, or in particular circumstances.
arises. Examples:
Near/Far-sighted: The character’s normal vision is very
Gullible blurred, with penalties to many actions (such as combat)
The character believes almost any story told him, no without augmentation (glasses).
matter how unlikely. The character is particularly suscep- Blindness: The character has no normal vision. How
tible to lies and certain social skills, such as Lie, Con, impairing this is will depend upon the campaign, and the
Flattery, Persuasion, and Salesmanship. technology available to assist the character. With no com-
pensating magic or technology, the character will suffer
Hatred penalties to any skill requiring sight, such as combat or
The character has a strong negative emotional reaction manual dexterity skills.
to a particular thing. It may be a type of creature (hatred One Eye: The character has only one eye, which may
of orcs) or a type of person (hatred of the military). The allow him to be blindsided, and may negatively affect his
character will show great animosity in situations involving use of some missile weapons (any missile weapon that
the object of the hatred, including attacking if possible. requires a judgment of distance, such as bows or slings,

Faults: Fastidious to Impaired Sense(s) 111


Skills, Gifts, and Faults

but not direct-line weapons such as firearms) due to lack of Low Social Status
depth perception. The character is of an inferior social class or caste, and
Night Blindness: The character suffers an additional –1 may suffer in dealings with those of higher classes (penal-
penalty to see in dim light on top of any penalties the GM ties to reaction rolls and social skills such as Persuasion).
implements normally.
Poor Hearing: The character suffers a penalty on hearing Loyalty
rolls, or may be completely deaf. The character has a strong sense of duty to companions,
No Sense of Smell: The character has no sense of smell, an organization, friends, or other persons. The character
and will be unable to detect normal and even dangerous will be reluctant to betray anyone, regardless of evidence
smells (such as poisonous gas). of wrongdoing on that person’s part.

Impulsive Manic-depressive
The character does not think before acting, and will The character has mood swings from high-energy, giddy
underestimate risks. The GM may vary how she reports behavior, to depressed, lethargic, melancholy behavior.
difficulty levels when describing tasks to such characters, The GM or player should determine the period of the
to simulate their lack of caution. cycle (usually a few days to a few months).

Indecisive Melancholy
The character may freeze or dither when faced with an The character is depressed and sad most of the time.
important decision, especially under pressure. The GM The character will have a pessimistic outlook, and often be
may allow a roll to break the deadlock. apathetic.

Injured or Missing Limb Miserliness


The character has impaired function in a leg, arm, or The character is very tight with money, and will always
hand, or the limb is missing entirely. Impaired leg function attempt to avoid parting with any. This may have negative
will have possible penalties to movement, hand-to-hand social consequences as well.
combat, and dodging rolls. Impaired hand or arm function
may reduce or prohibit shield use, prevent the use of two- Multiple Personality Disorder
handed weapons, or negatively impact some skills requir- The character has multiple personas that emerge to con-
ing manual dexterity (picking locks, for example). trol the character. The personas may or may not be aware
of each other. Each persona may have skills, attributes,
Intolerant gifts, and faults unique to it. The character may have mem-
The character has a negative reaction to another type of ory gaps when other personas take over, and may suffer
character, often based on race, ethnicity, or religion. from social stigma as well. The personas may appear at
random, particularly under stress, but most often the per-
Law-abiding sona most appropriate to the situation at hand will take
The character follows the law to the letter, and is unwill- control.
ing to compromise, even when it is advisable. Such a per-
son will not cross against a red light, even on a deserted Nerd
street at 3 A.M., for example. The character engages in roleplaying games, attends sci-
ence fiction conventions, and has few romantic opportuni-
Lazy ties. The character may also be over- or under-weight, wear
The character is a model of sloth, and will avoid effort close-fitting T-shirts with slogans related to the aforemen-
whenever possible. He will always attempt to shift respon- tioned activities, thick glasses, and a beard. The character
sibility for doing something to someone else, procrastinate has arrested social skills and is likely to suffer penalties to
until too late, or simply not perform an allotted task. such skills when interacting with non-nerds.

Lechery Nosy
The character is irresistibly attracted to the opposite sex, The character is always investigating things which do
but not with any lasting commitment. not concern him, such as poking into personal affairs.

112 Faults: Impulsive to Nosy


Skills, Gifts, and Faults

Obesity phobias include Acro- (heights), Arachno- (spiders), Claustro-


The character is substantially overweight. The GM may (closed spaces), Herpeto- (Snakes), Xeno- (strangers).
implement penalties to movement, Endurance, or Agility.
The character may also suffer penalties to some social Poor Hygiene
skills due to negative reactions. The character has poor personal habits, appearing
unkempt, or unclean, possibly with an offensive odor. He
Obsession will suffer negative reactions from all but those like himself.
The character is obsessed with a goal, such as obtaining
revenge, achieving the love of a particular person, convert- Poverty
ing the heathen, or freeing his homeland. The character The character is noticeably poorer than average. This
will set all other activities aside when opportunity for fur- may mean that the character does not have access to
thering this goal occurs. resources available to other characters, such as disposable
income, transportation, or even a dwelling, depending on
Offensive Habits the campaign and the severity of the fault.
The character engages in gauche or distasteful behavior,
such as scratching himself, spitting tobacco, etc., and will Protection of the Innocent
suffer penalties in reaction rolls and with social skills. The character will defend the helpless or innocent at the
cost of his own life if necessary, even if it is not pragmatic.
Overconfidence Such a character will allow a murderous villain to escape,
The character has an overabundance of faith in himself, rather than allow victims in the immediate situation come
to the point of foolhardiness. The character always to harm.
believes he is always up to a task, regardless of his actual
capabilities, and will forego any assistance. Quixotic
The character is rashly altruistic, with unrealistic, lofty
Pacifist ideals. The character will attempt to achieve worthy goals
The character holds a philosophy of non-violence. In against impossible odds, without regards to common sense
many games, the fault may be considered non-binding for or caution.
self-defense — i.e. the character will only engage in violence
if attacked — but they will never initiate aggression, regard- Race
less of the situation. The character is of a race or ethnic group that is hated,
disdained, or looked on as inferior by some. The reaction
Paranoia will apply with respect to select racist groups, or possibly is
The character believes that someone or something is out the dominant societal outlook.
to get him. The character may draw conclusions from any
event that it is proof of this. The character may believe that Reckless
companions or allies are or have become enemies on the The character is brave to the point of stupidity. When
slightest pretext. confronted with a dangerous situation, the character will
be the first to volunteer, and will charge in without proper
Paraplegic/Quadriplegic preparation or consideration of the consequences.
The character has lost the use of both legs or legs and
arms. How impairing this is will depend upon the cam- Scale
paign, and the technology available to assist the character. The character is of lower mass than the (racial or cam-
Without artificial assistance, most physical skills will be paign) norm. The character suffers a –1 to Strength, and a –1
penalized or even impossible. to DDF (and thus this may be worth more than one fault).

Phobia Schizophrenia
Phobias are the fear of a particular thing, and are not nec- The character suffers from a serious chemical imbalance
essarily rationally based on potential harm. The character in the brain, and may have auditory and visual hallucina-
will avoid the object of the phobia whenever possible. If a tions, as well as impaired mental functioning, delusions,
character is exposed to his phobia, he may be required to and paranoia (this may be worth two faults). The condition
make a roll to overcome his fear in order to act. Examples of may be controlled by medication.

Faults: Obesity to Schizophrenia 113


Skills, Gifts, and Faults

Secret Trickster
The character has a secret that, if others were to find out The character is a practical joker, and may have diffi-
about it, would put him at risk. This may be in terms of culty restraining the urge to indulge his sense of humor
physical danger, legal trouble, or simply embarrassment. when the opportunity presents itself, even when it is to the
character’s disadvantage to do so.
Selfish
The character always looks out for number one, and Truthful
always tries to turn situations to personal advantage. The character is unable to tell a lie, no matter if it is in
the character’s best interest.
Selfless
The person is a humanitarian, and will go out of his way Unattractive
to help the needy or helpless whenever confronted with The character is ugly. Negative reactions, especially
them. The character may have difficulty not being taken in from the opposite sex.
by any kind of hardship story, whether true or not.
Unlucky
Shyness The character is plagued by bad luck. The GM may
The character is uncomfortable around strangers, and handle this in many ways. She may randomly determine
will appear quiet and withdrawn. The character may suffer once per hour that a given roll must be re-rolled and the
penalties to certain social skills until he is more comfort- lower result taken. Or she may rule that on a situational
able with a given person. roll, a negative circumstance afflicts the character — his
horse throws him during a getaway, or a watchman turns
Slow Healing the corner just as a character picks a lock.
The character heals at a reduced rate (such as half) due to
fragile health, a chronic disease, age, or non-human heritage. Vanity
The character is excessively proud of his appearance or
Stubborn abilities. He will spend an inordinate amount of time in
The character holds to any beliefs or preconceived personal grooming, and will denigrate others’ appearance.
notions regardless of the evidence against them. Once
such a character has made a decision, it is unalterable. Vow
The character has taken a vow to adhere to a particular
Susceptibility form of behavior, such as silence, chastity, a code of honor
The character takes extra damage or has reduced resistance (q.v.), or achieving a goal. There may be consequences to
to something, such as poison, magic, disease, or radiation. breaking the vow if the character has made it to a person
or institution.
Tactless
The character does not mince words, often offending Weak Stomach
people unintentionally. The character may have a penalty The character suffers easily from an upset digestion,
to certain social skills, or may make a Willpower roll to whether due to emotional disturbance, or physical factors
overcome the tendency towards rudeness. such as unaccustomed food or motion. The character may
be allowed a roll to prevent mental/physical penalties due
Temper to nausea.
The character has a short fuse. In any situation that pro-
duces animosity, such as an argument, or being insulted, Youth
the character flies into a rage, with the attendant negative The character suffers from being younger than average
social consequences. — being denied certain rights and privileges, and possibly
suffering reduced attributes (Strength for example).
Thin-skinned
The character hypersensitively detects insult to himself.
Not being addressed with the proper respect, or being
ignored or disagreed with, will cause the character to take
offense.

114 Faults: Slow Healing to Youth


Skills, Gifts, and Faults

Sample Five-Point Genres


Five-Point Espionage Sleight of Hand Musical Skill (specify)
Athletic/Manual Dexterity Stealth Photography
Acrobatics Streetwise Piloting
Climbing Surveillance Professional Skill (see Professional
Concealment Survival: Urban Skill, Modern, for suggestions)
Dancing Tailing
Driving Ventriloquism Scouting/Outdoor
Escape Artist Camouflage
Mountaineering Knowledge Cartography
Piloting Appraisal Climbing
Riding Area Knowledge Driving
Running Communications Hide Traces
Sleight of Hand Computers Mimicry
Sports (specify: Skydiving, Scuba, Criminology Mountaineering
Skiing) Cryptography Navigation
Stealth Deduction Riding
Swimming Demolitions Stealth
Throwing Electronics Survival
Engineering Swimming
Combat First Aid Tracking
Blind Fighting Forensics
Demolitions Knowledge Skill (specify: Archae- Social/Manipulative
Fast Draw ology, Astronomy, Biology, Chemistry, Acting
Fencing Geography, Geology, Literature, Bluff
Read Opponent Mathematics, Mythology, Physics, Bribe
Tactics Political Science, Sociology, Bureaucracy
Unarmed Combat (specify: Boxing, Theology) Camaraderie
Brawling, Martial Arts) Language (specify) Carousing
Weapon Skill (specify: Bazooka, Medicine Con
Blackjack, Blunt Weapon, Bow, Meteorology Detect Lie
Handgun/Pistol, Knife/Knife Throw- Pharmacy Diplomacy
ing, Machine Gun, Rifle, Rocket Photography Etiquette
Launcher, Submachine Gun) Psychology/Psychiatry Fast-talk
Research Flattery
Covert/Urban Haggle
Climbing Professional Hypnotism
Computer Hacking/Cracking Acting Interrogation
Disguise Animal Training Intimidation
Etiquette: Underworld Artist Leadership
Find Hidden Carpentry Lie
Forgery Computer Programming Oratory
Lip Reading Dancing Persuasion
Listening/Bugging Electronics Seduction
Observation Engineering
Security Systems Masonry

Sample Five-Point Genres: Espionage 115


Skills, Gifts, and Faults
Five-Point Cyberpunk
Athletic/Manual Dexterity Covert/Urban Professional
Balance Climbing Acting
Climbing Disguise Armorer/Weaponsmith
Concealment Forgery Artist
Dancing Move Quietly Computer Programming
Driving Security Systems Electronics
Escape Artist Stealth Engineering
Jumping Streetwise Gambling
Move Quietly Mechanic/Machinist
Knowledge Paramedic
Piloting Appraisal
Running Photography
Area Knowledge Piloting
Swimming Area Knowledge: Cyberspace
Throwing Professional Skill (see Professional
Computer Hacking/Netrunning Skill, p. 100, for list)
Combat Computer Operation Salesmanship
Blind Fighting Computer Programming
Brawling (see Unarmed Combat) Cybernetics Social
Demolitions Demolitions Acting
Fast Draw Electronics Bribe
Martial Arts (see Unarmed Combat) First Aid Bureaucracy
Tactics Language Carousing
Weapon Skill (specify: Club, Knife, Mechanic/Machinist Con
Pistol, Rifle, Machine Gun) Medicine Fast-talk
Paramedic Intimidation
Pharmacy Persuasion
Seduction

Computer Operation — This is the ability to use a computer


New/Redefined Skills efficiently and in the proper manner. The higher the level
The italicized skills in the above list are new or have of skill, the quicker and more thoroughly the computer
been redefined for the cyberpunk genre. user can complete his task. This is used during a run when
the netrunner is trying to do normal functions, such as
Area Knowledge: Cyberspace — This is the knowledge of specif- extract or transfer data, or alter settings. In the cyberpunk
ic areas of cyberspace. The more that the character has setting, this is a widely known skill, and should be pur-
been around, the better that character can guess what type chased up to at least Fair.
of security measures he will have to defeat. If the character
makes a run against a familiar landscape, he has a +1 to any Computer Programming — This is a Hard skill (it does not
Spy programs. default to a level). It is the skill of software design. It takes
months to write software alone, and software obsolesces
Computer Hacking/Netrunning — This skill represents the char- itself quickly, so most software development is done in
acter’s experience level at bypassing network systems and teams. Military software is the top end of software develop-
covering his tracks. If Computer Operation is the knowl- ment. Unofficial military surplus is often where to get the
edge of how to use computers the right way, this is how to best deck programs. At Great or better, it can sometimes be
use computers the wrong way. This skill is used in a run to a supporting skill to Computer Operation or Netrunning (a
keep from being noticed while in a system, to remove traces +1 to those skills at the gamemaster’s discretion).
of intrusion, and to set false trails. See the Netrunning rules
detailed on pp. 213–217 for a more detailed exploration of Cybernetics — The ability to build, repair, and install cyber-
netrunning. netic enhancements. See Cybernetics, pp. 204– 212.

116 Sample Five-Point Genres: Cyberpunk; New/Redefined Skills


Skills, Gifts, and Faults
Five-Point Science Fiction
Athletic/Manual Dexterity Sleight of Hand Professional Skills (Doctor, Financial
Balance Stealth Analyst, Mercenary, Policeman,
Climbing Streetwise Priest, Professor, Prostitute, Reporter,
Concealment Survival: Urban Scien-tist, Soldier, Student, Teacher)
Dancing Tailing
Driving Ventriloquism Psionic Skills
Escape Artist Alter Electric Current
Jumping Knowledge Astral Projection
Pick Pockets Appraisal Emotion Sensing
Piloting: Aircraft Architecture Precognition
Piloting: Spacecraft Area Knowledge Pyrokinesis
Riding (specify) Computer Programming Telekinesis
Running Criminology
Sleight of Hand Cryptography Scouting/Outdoor
Sports (specify) Demolitions Camouflage
Stealth Electronics Climbing
Swimming Engineering Driving: Hovercar
Throwing First Aid Driving: Skybike
Tumbling Knowledge Skill (Anthropology, Hide Traces
Zero-G Maneuvering Archaeology, Astronomy, Biology, Mimicry
Chemistry, Economics, Geography, Move Quietly
Combat Geology, Literature, Mathematics, Navigation
Fast Draw Paleontology, Physics, Political Riding (specify)
Read Opponent Science, Sociology) Stealth
Tactics Language (specify) Survival
Unarmed Combat Medicine Swimming
Weapon Skill (Blackjack, Particle Meteorology Tracking
Pistol, Particle Rifle, Dagger, Gauss Paramedic
Pistol, Laser, Monofilament Sword, Pharmacy Social/Manipulative
Needle Pistol, Staff) Psychology/Psychiatry Acting
Research Bluff
Covert/Urban Bureaucracy
Climbing Professional Camaraderie
Computer Hacking Acting Con
Disguise Artist Detect Lie
Etiquette: Underworld Computer Programming Etiquette
Find Hidden Dancing Haggle
Forgery Electronics Hypnotism
Lip Reading Engineering Interrogation
Listening/Bugging Merchant Intimidation
Pick Pockets Musical Skill (specify) Lie
Security Systems Paramedic Oratory
Piloting Persuasion
Seduction

This subset of Five-Point Fudge is designed for a hard sci- Technology


ence fiction setting in the far future. The feel of the cam- Travel: Faster than light travel exists, as does teleportation.
paign is realistic, rather than cinematic.

Sample Five-Point Genres: Science Fiction 117


Skills, Gifts, and Faults
Medicine: Highly advanced medical technology exists in the Emotion Sensing: The character can determine the prevailing
form of replacement organs, limbs, etc., as well as longevi- emotions of a person. The higher the skill, the more finely
ty drugs, so most physical faults are not applicable. differentiated the emotions are sensed. Each use drains
Psychic Reservoir one level, but may be maintained for up to
Weaponry: Compact, variable lasers of high power are avail- ten minutes. Range is line of sight.
able, as are particle weapons, and (more for dueling)
monofilament swords. Armor exists in the form of super- Precognition: The character can explore the possible ramifi-
conducting cloth, reactive armor, and (military only) pow- cations of a decision or course of action. The amount of
ered battlesuits. time the character can project into the future depends on
the rolled degree:
Psionics Terrible: one minute
Psi powers exist in a low-key fashion. The model used is Poor: five minutes
Fudge Psi (pp. 192–195). Psionic ability costs one gift, which Mediocre: fifteen minutes
gets one power at the level of Terrible; psionic ability cannot Fair: one hour
be raised any higher than this. In terms of Five-Point Fudge, Good: one day
only one psionic skill can be purchased: one point gets the Great: one week
power at Mediocre, two points at Fair, three points at Good, Superb: one month
and four points at Great. Precognition drains Psychic Reservoir one level per use.

Alter Electric Current: The character can manipulate existing Pyrokinesis: The character can cause heating in localized
electric fields (but cannot generate them), causing surges or areas, even igniting flammable materials. If applied direct-
dips in current. The level of the skill should be compared ly to a person (or to something in direct contact with a per-
with the robustness of the device to determine if it can be son), this causes 1 point of damage per level of relative
damaged or controlled. Range is line of sight. degree. Each use drains one level of Psychic Reservoir.
Range is line of sight.
Astral Projection: Allows the character to project an invisible,
psychic presence while the body lies inert. The astral form Telekinesis: The amount the character can lift is the same as
may leave the body for up to one mile per level of the skill. that of a normal character of the same strength. Trivial use
The astral form can see and hear, but not touch, smell, or (lifting anything two levels below the strength rating) does
taste. It depletes the Psychic Reservoir one level for every not drain Psychic Reservoir. Anything else drains one level
hour of use (minimum one level of depletion per use). of Psychic Reservoir for each minute of use. Range is line
of sight.

Sample Character (Espionage):


Sam Kirchner Skills
Information Ops Specialist Covert: 3 points Social: 1 point
Great Computer Hacking/Cracking Fair Bribe
Good Find Hidden Fair Bureaucracy
Good Listening/Bugging Fair Etiquette: Hacker/Techie
Attributes Good Security Systems Mediocre Lie
Reasoning: Great Fair Climbing
Perception: Good Fair Disguise
Willpower: Fair Fair Forgery Gifts
Strength: Mediocre Fair Tailing Concentration
Agility: Fair Human Calculator
Health: Fair Knowledge: 1 point
Fair Area Knowledge (London)
Fair Cryptography Faults
Fair Research Fastidious
Mediocre Language (Russian) High-strung

118 Sample Five-Point Genres: Science Fiction (cont.)/Sample Character: Espionage


Skills, Gifts, and Faults

Sample Character (Cyberpunk): Area Knowledge,


Miles Drake, Netrunner Cyberspace: Good Gifts
Computer Operation: Good Linguist
Computer Good Reputation: Netrunner
Attributes Programming: Good
Reasoning: Good Appraisal: Fair
Perception: Good Electronics: Fair Faults
Willpower: Good First Aid: Fair Combat Paralysis (in real life, not on
Strength: Fair Language (Russian): Fair the ’Net)
Agility: Mediocre Slow Healing
Health: Fair Social: 2 points
Fast-talk: Good
Haggle: Good Equipment
Skills Bribe: Fair Deck Quality: Great
Knowledge: 3 points Bureaucracy: Fair Programs:
Netrunning: Great Carousing: Fair Sneaker, Corrupt, Code Cracker,
Con: Fair Proxy, Disguise

Sample Character (Science Fiction):


Jack Hutchins Attributes
U.N. Security Agent Reasoning: Good Combat: 1 point (narrow)
Perception: Good Needle Pistol: Good
Willpower: Fair Unarmed Combat: Mediocre
Strength: Fair
Agility: Good Psionics: 1 point
Health: Fair Telekinesis: Mediocre
Psychic Reservoir: Fair

Gifts
Skills Psionics
Covert: 2 points Rank: Law Enforcement
Find Hidden: Good
Stealth: Good
Disguise: Fair Faults
Security Systems: Fair Overconfidence
Sleight of Hand: Fair P
Tailing: Fair

Athletic: 1 point
Driving: Fair
Piloting Spacecraft: Fair
Zero-G Maneuvering: Fair
Piloting Aircraft: Mediocre

Sample Characters: Cyberpunk; Science Fiction 119


Fantasy Fudge

A Sample Implementation of Fudge by Ann Dupuis


Character Points
Based on Five-Point Fudge by Steffan O’Sullivan The Five-Point Fudge system of character creation organ-
Five-Point Fudge is an alternative character creation sys- izes skills into skill “groups” to help players decide which
tem by Steffan O’Sullivan. It’s used here as a basis for a skills are best for the characters they wish to create. There
sample Fudge fantasy roleplaying game. are eight skill groups in Fantasy Fudge: Athletic, Combat,
Five-Point Fudge is suitable for any genre, but each genre Covert, Knowledge, Magic, Professional, Scouting, and
requires customized skill lists, gifts, faults, and attributes. Social (see pp. 122–123).
The version presented here is for a fantasy genre only. These Fantasy Fudge recommends that players be granted five
lists should not be considered as canon — everything in points to purchase skills from these various skill groups. If
Fudge is fully customizable, and these lists are offered only you wish beginning characters to be more or less powerful
as an easy introduction to Fudge. than those presented here, please see Campaign Power Levels
Fantasy Fudge is an example of one way a gamemaster in Five-Point Fudge (p. 80).
may decide to customize Fudge to a fantasy campaign A player can spend his points in any of the groups that
world. The game design choices made in Fantasy Fudge he chooses, up to four points in any one group. (He must
shouldn’t be considered the “best” way to play Fudge in a spend points in at least two groups.) Each quantity of
fantasy game, as players’ and GMs’ tastes vary. points spent provides a certain number of skills (of the
player’s choice) from the appropriate group, at the levels
shown below.
Character Creation Because a character with too few skills may be weak in a
Fantasy Fudge uses the standard seven-level trait scale to given campaign, the GM may limit the number of points you
describe a character’s attributes and skills (see Fudge in a can spend on narrowly focused skill groups. (Suggested limit: Two
Nutshell, pp. 8–9.) To create a character, follow these steps: points, either one in each of two groups or two “narrow focus”
points in a single skill group.)
1. Decide what type of character you would like to create. If The more points a player spends in a given skill group,
you’re not sure, see the Broad Class Templates, pp. 69–70, for the more his character gains both familiarity with a num-
some ideas. See also Character Creation Tips, p. 121. ber of skills and greater expertise in some of those skills.
For example, a Combat specialist is a professional soldier
2. Spend “points” to purchase skills from two or more Skill
who will be an expert with a few weapons, but will have
Groups. See Character Points, right.
also used many other weapons over the course of his
3. Assign attributes (see Attributes, p. 123). career.

4. Choose gifts (two, unless trad-


ing; see Gifts, p. 124). Points Spent Skills in that Group, General Skills Point:
5. Choose faults (two, unless trad- in a Group at which Levels Skills at Level
ing; see Faults, p. 125). (maximum 4 pts) Broad Focus Narrow Focus
6. Adjust attributes, gifts, faults, 3 at Fair 1 at Good 3 at Fair, from any
1
or skills by trading if desired. 1 at Mediocre 1 at Mediocre two or three groups
2 at Good 1 at Great Trading Allowed:
You may use the Fudge charac- 2 4 at Fair 1 at Good 1 skill for 2 skills at one
ter sheet on p. 315 to record your 1 at Fair level lower
character’s traits. With the skills 1 at Great Attribute levels (lower
list, you should record the num- 3 3 at Good one to raise another)
ber of points you spend in which 4 at Fair
skill groups. For example: 1 Attribute levels for 1
1 at Superb Gift (or vice versa)
Combat: 2 points 2 at Great
4 1 Extra Fault = 1 Gift
Scouting: 2 points 3 at Good
3 at Fair or 1 Attribute Level
Athletic: 1 point

120 Character Creatio: Character Points


Fantasy Fudge

paign? After they’ve created their characters, let your play-


Tips on Point Spending ers raise five skills of their choosing one level each (subject
The player may choose any skills within a given skill to your approval).
group, up to the number listed for the points spent. The See Campaign Power Levels for more tips on customizing
player may decide which of those skills are at the listed lev- character creation.
els. If the GM doesn’t want a character to know a given
skill, she should make sure the player understands this
before character creation. Character Creation Tips
Thus there are thousands of player character types avail- There are many ways to create a character. If you have a
able in this system, yet all are easily customized to the play- concept in mind, scan the skill lists that seem most likely
er’s desires. If you want your character to be a jack-of-all- to fit your character. A fighter will obviously need to spend
trades, don’t spend more than two points in any skill some points in Combat skills, and a thief in Covert skills.
group. If you want a specialist, spend at least three points Since you must spend points in at least two skill groups,
in a skill group. try to think of what other skills would be helpful — or per-
haps simply fun — for your character to have.
Once you’ve decided which skill groups to choose from,
General Skills Point jot down the most appealing skills in these groups. The
A player may spend a maximum of one point as a number of skills you want from a given group will tell you
General Skills point. This means he may spend one point how many points you need to spend in that skill group. For
and take any three non-magic skills at Fair. These skills example, if only two or three skills appeal to you from a
can be from two or three different skill groups, if desired group, spending 1 or 2 narrowly focused points is suffi-
(there is no point in taking them all from the same group). cient. If you really want eight or ten skills all from the
Note that a General Skills point grants fewer skills than a same group, you’re creating a specialist character: you’ll
broadly focused point (four), but more than a narrowly probably have to spend three or four points in that skill
focused point (two). group to get that many skills. (Another way to get eight or
ten skills, if you don’t mind low skill levels, is to use the
“trading skills” option.) A jack-of-all-trades character rarely
Trading Skills spends more than two points in any one group, and is
During character creation you may trade one skill for two interested in skills from three or more different skill
skills of lesser value. Thus you could trade one Good skill for groups.
two Fair skills, or one Great skill for two Good skills. For A note about magic: Spending less than three points in
example, spending two points in a skill group normally gets the Magic skill group means your character’s magical abil-
you 2 Good and 4 Fair skills. You could instead choose 2 ity will be very limited, and not work with great regularity.
Good, 3 Fair, and 2 Mediocre skills. That may be okay — such characters can be fun to play!
Skills involved in the trade must all be from the same But if you really want a magic-using character of any apti-
skill group. Exception: with a General Skills point (see tude and breadth at all, plan on spending three or four
above), you can trade a Fair for two Mediocre skills from points in the Magic skill group.
two different groups. Thus a character could take six Once your skills are chosen, you can then set your attrib-
Mediocre skills from six different groups with a General utes, gifts, and faults. At that point you’ll easily be able to
Skills point. see what levels your attributes should logically be, and
No other trading of skill levels is allowed, unless using which gifts and faults would go most appropriately with
the expanded trading option described in the Campaign your character.
Power Levels section of Five-Point Fudge. It’s best to consult with the gamemaster and the other
players when creating characters. This can prevent prob-
lems with characters that are unsuited for the planned
Customizing Skill Points campaign, or PCs that encroach on one another’s “spot-
The gamemaster may customize skill points and charac- light” time because their skills and abilities compete with
ter creation as desired. If narrowly focused points seem too rather than complement those of the other characters. The
costly (giving up half the skills of a broadly focused point gamemaster should approve all characters before play
for an increase of one level in one skill), add another skill begins.
at Fair. Do skill levels seem too low for your epic cam-

Character Creation: Character Points (cont.) 121


Fantasy Fudge
Shield Botany
Skill Groups Tactics
Weapon Skills:
Geography
Heraldry/Court Rituals
Here are eight skill groups for a fan- Bow History
tasy setting. The GM may customize Club/Mace Legal Process
these lists, of course, and may even add Crossbow Legends & Stories
or delete an entire skill group if desired. Flail Politics/International
Apart from the Magic skill group, Knife Thaumatology
these lists use the skill descriptions Knife Throwing Theology/Myths/Rituals
provided in Skills, Gifts, and Faults. See Lance Zoology
p. 123 for magic skill descriptions. One-handed Axe Language (each is a separate skill)
Skills marked with an asterisk (*) One-handed Sword Literacy
appear in more than one skill group. Pike Medicine
These may be learned by spending Quarterstaff Poisons *
points in either skill group — there is no Sling Veterinarian
reason to learn the same skill from two Spear Weather Sense (see Meteorology)
different groups. Spear Throwing
† Note: If a player spends three or Two-handed Axe Magic Skills
four points in Professional skills, he Two-handed Sword There are three separate subgroups
may claim skills from any skill group as Other weapon skill approved by GM of Magic skills: Scholarly Magic,
part of his Professional skills, subject to Hedge Magic, and Clerical Magic.
GM approval. Not all skills will qualify! Covert/Urban Skills You must specialize in one of these
E.g., a 3-point Animal Handler can Climbing * three branches if you spend any points
make a strong claim that Riding Detect Lie in the Magic skill group. See the sepa-
(Athletic) is in his Professional skill Disguise rate section, Magic (p. 125).
group, but an animal handler doesn’t Find Hidden
necessarily know any combat skills. See Find Traps Professional Skills †
the sample character, Jimma, p. 139. Forgery Acting *
Lip Reading Animal Handling
Athletic/Manual Dexterity Skills Move Quietly * Animal Training
Acrobatics Pick Locks Armorer/Weaponsmith
Aerial Acrobatics Pick Pockets Artist (each medium separate)
Balance Poisons * Blacksmith
Boating * (see Piloting: Boat) Remove/Disarm Traps Carpentry
Climbing * Sleight of Hand * Craft Skills (others possible):
Juggling Stealth Basketry
Jumping Streetwise Cooking
Move Quietly * Tailing Farming
Riding * Urban Survival Jeweler
Riding, Trick Ventriloquism Leatherworking
Rope Use * Pottery
Running Knowledge Skills Sewing/Tailoring
Sleight of Hand * Appraisal Weaving
Sports (specify) Area Knowledge Dancing
Swimming * Engineering * Engineering *
Team Acrobatics First Aid Gambling
Throwing Herb Lore * (see Pharmacy) Masonry
Merchant
Combat Skills Knowledge Skills (others possible): Musical Skill (specify instrument)
Brawling (see Unarmed Combat) Alchemy * Salesmanship *
Fast Draw Arcane Lore Professional skills (others possible):
Read Opponent Astrology Bookkeeping

122 Skill Groups


Fantasy Fudge
Bowyer/Fletcher Hide Traces Camaraderie
Counseling/Priest Hunting Con
Courtesan Mimicry Diplomacy
Falconry Move Quietly * Etiquette
Inn Keeping Navigation Fast-talk
Shopkeeping Observation Flattery
Teaching Riding * Haggle
Teamster Rope Use * Interrogation
Survival Intimidation
Scouting/Outdoor Skills Swimming * Lie
Boating * (see Piloting: Boats) Tracking Oratory
Camouflage Woods Lore (see Orienteering) Persuasion
Cartography Salesmanship *
Climbing * Social/Manipulative Skills Seduction
Fishing Acting * Storytelling
Herb Lore * (see Pharmacy) Bluff Wit

Allocating Attributes
Magical Skills All attributes start at Fair. Each character may take two
Alchemy: Knowledge of the processes and ingrediants free attribute levels, either raising one attribute two levels,
used to create elixirs and talismans of magical power. See p. or two attributes one level each. (The GM may allow more
127 for the scholarly magic version, which allows you to cre- or fewer free attribute levels — see Campaign Power Levels in
ate alchemical mixtures as well as recognize them. [No Five-Point Fudge.)
default] (Knowledge, Magic) In addition, players may trade levels — that is, lower an
Casting skills: If a character has the Magical Talent gift attribute to Mediocre in order to raise one other attribute one
in Hedge Magic, Scholarly Magic, or Clerical Magic, he level, and so on. Also, subject to GM approval, a character
will also need specific skills in order to cast spells. See may raise an attribute by taking an additional fault, or by
Hedge Magic, p. 126, Scholarly Magic, pp. 127–134, or Clerical foregoing one of the two free gifts.
Magic, pp. 134–135, for specific skills. [No default] (Magic) Conversely, a player may forego one of his free two
Thaumatology: The knowledge of magic spells, results, attribute levels in order to take an extra gift — again, sub-
abilities, etc. Does not require any Magical Talent, nor is it ject to GM approval.
required to perform magic. [No default] (Knowledge) Attributes are not linked to skills in this game. The play-
er is encouraged to choose attribute levels which make
sense, given his skill list. For example, three or more points
Attributes spent between Combat, Scouting, and Athletic skills means
There are six attributes in Fantasy Fudge. The GM may that the character would logically be above average in
customize this list as she wishes — changing the attributes Strength, Agility, and/or Health. If the player decides not to
included, adding or deleting them at will. raise at least one of these attributes above Fair, he should
Reasoning: Thinking ability; puzzle-solving; intelli- have a good story as to why they are abnormally low.
gence; mental acuity.
Perception: Awareness of the environment; raw ability
to notice things. Using Attributes
Willpower: Strength of will; psychic stamina; determi- Attributes are used for three things in the game:
nation; guts. • As very broad skills. There will be times in which no
Strength: Physical strength; lifting/carrying capacity; particular skill listed in the rules is appropriate for the task
ability to deal damage. the character is attempting. In these cases, the GM will
Agility: Physical dexterity; adroitness; native talent for choose the closest attribute and have the player roll versus
physical skills. the attribute.
Health: Fitness; resistance to disease and injury; physi- • In certain opposed actions, such as attempting to sneak
cal stamina. by a guard (Move Quietly skill vs. Perception attribute) or a

Skill Groups (cont.): Magic Skills/Attributes: Allocating Attributes; Using Attributes 123
Fantasy Fudge

swindle attempt (Con skill vs. Reasoning attribute) or an Certain gifts, marked with an asterisk (*), may be lost if
attempt to strangle someone (Strength attribute vs. Health abused. Contacts, Favors Due, and Patron depend on the
attribute). The GM will think of other cases readily. goodwill of others, and it’s possible to push them too far or
• As a broad handle on who the character is. A high too frequently. Good Reputation can be eroded by inap-
Reasoning, low Strength character has a different flavor propriate behavior, and Rank can be lost if you break the
from the opposite attribute levels. rules of the organization granting the rank.
Descriptions of most of these gifts can be found in the Skills,
Gifts, and Faults chapter. The italicized gifts are specific to
Gifts Fantasy Fudge, and their descriptions are given below.
Each character may have two gifts from the following list,
or other GM-approved gift. In addition, for each fault chosen
beyond the first two, the character may have an additional New Gifts
gift. The GM may limit the number gifts available from this Divine Favor: The ability to cast clerical magic — see
method, as things can get a little out of hand…. You may also Clerical Magic, pp. 134–135.
gain a gift, with GM approval, by foregoing one of your free Familiar: Only available to characters with the Magical
attribute levels. Talent gift. You have a magical familiar, which may talk

Gifts Faults Law-abiding


Ambidextrous Absent-minded Lazy
Animal Empathy Aged Lechery
Attractive Bad Eyesight (see Impaired Senses) Loyalty to Companions
Charisma Bad Reputation Melancholy
Concentration Bloodlust Miserliness
Contacts * Chronic Pain Night Blindness (see Impaired
Danger Sense Code of Honor Senses)
Direction Sense Combat Paralysis Nosy
Divine Favor Compulsive Carousing Obesity
Eidetic Memory Compulsive Gambling Obsession
Empathy Compulsive Generosity Offensive Habits
Familiar Compulsive Lying One Eye (see Impaired Senses)
Favors due * Coward Overconfidence
Good Reputation * Curious Pacifist
Intuition Delusions Phobia
Lucky Dependent(s) Poor Hygiene
Magic Resistance Distractible Poverty
Magical Talent (specify type) Duty Quixotic
Night Vision (see Heightened Dwarfism Reckless
Senses) Enemy Secret
Pain Tolerance Fanaticism Shyness
Patron * Favors Owed Stubborn
Quick Reflexes Garrulous Susceptibility to Poison
Rank * Glutton Tactless
Rapid Healing Greedy Trickster
Resistance to Poison Gullible Truthful
Time Sense Hard of Hearing (see Impaired Unattractive
Tough Hide Senses) Unlucky
Voice Impulsive Vanity
Wealth Intolerant Vow
Youth

124 Using Attributes (cont.)/Gifts: New Gifts


Fantasy Fudge

and aid you in spellcasting and other tasks. This is an NPC with the learned magic of human magicians. It’s also pos-
played by the GM. sible to have a human character with Innate Magic, if the
Intuition: You have a feeling about what option to take GM permits.
when confronted with a choice. The GM will make a situ- Each Innate Magical power requires the gift, Magical
ational roll in secret. Talent: Innate. Each such gift provides only one type of
Magic Resistance: You are resistant to direct magic: +3 Innate Magic, taken from the list below. The GM may ban
to Willpower in any opposed rolls versus magic. some of these talents, or create others — ask. Note that some
Magical Talent (specify type): The ability to perform types of Innate Magic have been listed as separate gifts, such
magical feats. There are three different types of Magical as Danger Sense, Animal Empathy, etc.
Talent: Innate Magic, Hedge Magic, and Scholarly Magic. Dowsing: You can find water in the earth.
You may take multiple levels of the same type of Magical Eagle Eyes: You can see things clearly at a great distance.
Talent. See Magic, below, for details. Fire-starter: You can create fire, though not control it.
That is, you can cause something flammable to burst into
flames (takes three combat rounds for small items), but
Faults can’t make fireballs or direct the fire to spread in a given
Each character must start with two faults from the list on direction.
the previous page, or other GM-approved fault. In addi- Fortune Telling: You can see a possible future, as
tion, each fault chosen beyond the mandatory two allows through a glass, darkly. This only works on others, and
the player to choose an additional gift for his character, or never on events which are important to you — your own
raise an attribute one level, subject to GM approval. future is always obscured.
Descriptions of these faults can be found in the Skills, Gifts, Green Thumb: Plants respond extraordinarily well to
and Faults chapter. you, with increased growth, health, and production.
Healing Hands: You can heal one level of wounds with
a touch. This takes one minute and is fatiguing (see Hedge
Magic Magic, p. 126, for fatigue effects).
There are four types of magical abilities in Fantasy
Fudge:
• Innate Magic
• Hedge Magic
• Scholarly Magic
• Clerical Magic
The GM may use them all, choose between them, or cre-
ate her own.
Innate Magic takes no study — it’s a gift you’re born with.
The gamemaster may assign this as a racial gift to non-
human races (such as elves) if she wishes. All members of
such a race would have the Magical Talent: Innate Magic
gift (or a serious fault if they don’t).
Hedge Magic and Scholarly Magic are learned techniques.
Their Talents are handled differently and are not inter-
changeable. Not everyone has the ability to perform these
types of magic — you need the appropriate Magical Talent
gift.
Clerical Magic is actually performed by a deity through the
character. You need the Divine Favor gift to use clerical
magic.

Innate Magic
This type of magic may be appropriate for Faerie races,
who have an inborn talent for magic that has nothing to do

New Gifts (cont.)/Faults/Magic: Innate Magic 125


Fantasy Fudge

Second Sight: You can see through illusions and “read” otherwise. Those without descriptions are simply assumed
general personalities. You can’t read minds or know any to provide enhanced results.
details of personality, but you’ll know who to trust if you Animal Handling
concentrate. Astrology: Fortune telling for other folk — grants no
Shapeshifter: You can change into one GM-approved ani- inkling of your own future.
mal or plant form. It takes three combat rounds to change Camouflage: If you don’t want to be seen, you’re very
fully, during which you are defenseless. [Costs two gifts] hard to spot.
You don’t need to spend any points on skills to have Cooking: Tasty, nourishing, mildly healing.
Innate Magic — you only have to buy the gift. No skill roll Counseling: Your sympathetic ear and wise advise can
is usually required — the talent is automatic, although it soothe troubled souls.
may take time. Should it ever be an issue, each talent is Craft: Most of the Craft skills, such as Pottery, Smithy,
known at a Great level. Tailor, etc., allow you to make superior quality items more
You may add to this list any innate magic abilities for quickly. These items are of exceptional quality, but are not
non-human races in your campaign world. really magic items... or are they?
Detect Lie
Farming: A very common use of hedge magic, you can
Hedge Magic bless or curse crops: increased yield, faster growth, etc. —
Note: Hedge Magic is based on the Hedge Magic system or the opposite.
created for GURPS® by S. John Ross. GURPS Hedge Magic First aid: You can stop bleeding with a touch, and
can be found at: enable the severely injured to survive until appropriate
http://www.io.com/~sjohn/hedge.htm care is available.
Hedge Magic is the “peasant” version of magic: hedgerow Herb Lore: The archetypal hedge magic skill: preparation
witches and village wizards concocting herbal potions, cre- of magical concoctions. While not as potent as alchemical
ating charms, nullifying (or, alas, casting) curses, etc. elixirs, they are quicker to make. Common potions include
You may spend up to four points in the Hedge Magic
group, but only as many points as you have levels of the
Magic Talent: Hedge Magic gift. That is, if you take only
one level of Magic Talent: Hedge Magic gift, you may only
spend one point on Hedge Magic skills.
The skill list for Hedge Magic follows, and is treated like
any other skill group. That is, one point spent in Hedge
Magic allows you to choose 3 skills at Fair and 1 at
Mediocre, etc. Each skill is a mundane skill found in other
skill groups — if you learn it in the Hedge Magic group,
there is no need to learn it from another group.
You may use a mundane skill from this group without
applying Hedge Magic. But if you use Hedge Magic, you
can accomplish more than you could otherwise. Hedge
Magic is not flashy magic — you’ll never see major magical
effects from it. It’s nonetheless effective in what it tries to do.
Hedge Magic is fatiguing, however — your Health attrib-
ute drops one level, temporarily, for each use. If your
Health level falls below Terrible, you are exhausted and
collapse — treat as the fatigue equivalent of
“Incapacitated.” A level of fatigued Health is regained sim-
ply by resting fifteen minutes.
Another possible downside to Hedge Magic is that the
results may be perceived as magical, which, depending on
the situation, may get the caster in trouble.
The following mundane skills are the only ones which
may be enhanced by Hedge Magic, unless the GM permits

126 Innate Magic (cont.)/Hedge Magic


Fantasy Fudge

healing, sleep, love, charisma, strength, endurance, etc. — ask


Points Spent Skills in that Group,
the GM what’s possible. Use Poisons for harmful potions.
in Scholarly Magic at which Levels
Medicine: Expeditious and efficacious healing.
(Max = # Gifts) (choose from one column or the other)
Move Quietly
Poisons: Your poisons are more potent, faster acting, 1 at Fair 1 at Good
and harder to detect. Shame on you. 1 1 at Mediocre or 1 Poor
Storytelling: You can enthrall an audience, and even
sway their mood to your purposes. 2 at Fair 1 at Great
Tracking 2 2 at Mediocre or 2 at Fair
Veterinarian: Expeditious and efficacious healing. For
evil hedge witches, this is also the skill used to sicken ani- 1 at Good 1 at Great
mals, a common complaint in former days. 3 4 at Fair or 1 at Good
Weather Sense: You’re remarkably accurate. 1 at Mediocre
1 at Great 1 at Superb
Scholarly Magic 4 2 at Good or 1 at Great
3 at Fair 3 at Good
Scholarly Magic is the “upper class” version of magic:
sorcerers in towers poring over ancient tomes, wizards
roaming the world seeking out spell-crafters and new game character creation) would learn the skill at Terrible.
sources of power, colleges of magicians teaching appren- They cost more at character creation, as well.
tices while debating amongst themselves the merits of this Note that you may trade 1 Scholarly Magic skill for 2
spell or that, etc. skills at one level lower. And remember that you can spend
A sample Scholarly Magic system is presented below. It’s only as many points in Scholarly Magic as you have gifts in
a flexible magic system, with no preset spell list, and thus Magical Talent: Scholarly Magic.
leaves a lot of decisions up to the GM. For a more in-depth The gamemaster should decide which of the Scholarly
version of scholarly magic complete with spell lists, see Magic skills presented here are allowed. The “Black Arts”
Degrees of Magic, later in this book. Gamemasters are wel- (Sorcery and Necromancy) may be restricted to NPC vil-
come to substitute any other magic system of choice. lains, for example. Likewise, the Scholarly Magic skill of
Alchemy may be off limits. (PCs should be allowed to take
the knowledge skill version of Alchemy, which allows them
Magical Talent: Scholarly Magic to recognize various alchemical potions and know some-
Characters wishing to learn Scholarly Magic must have thing about the procedures and ingredients involved in
the Magical Talent: Scholarly Magic gift. You may spend making them, but not actually create magical elixirs.)
up to four points in the Scholarly Magic group, but only as The GM may also decide that each culture in the game
many points as you have levels of the Magic Talent: world knows only a few of the many “flavors” of Scholarly
Scholarly Magic gift. If you spend only one gift on Magic Magic. For example, Shamanism may be restricted to the
Talent: Scholarly Magic, you may only spend one point on “primitive” tribes on the jungle continent, or to the horse
Scholarly Magic skills. Note that Scholarly Magic skills nomads on the great steppes. Another culture may know
cost more; see below. Mesmerism, but outlaw its use. A centuries-old university
Characters without Magical Talent may learn the of mages may combine Conjuration and Kineticism into a
Thaumatology knowledge skill instead. This will allow single branch of study, and likewise with Extra Sensory
them to recognize magic spells, skills, and possibly magic Perception and Mesmerism. Perhaps Runes are a lost art,
items and talismans (especially if powerful or well known), and no one living now understands the strange markings
but not cast magic themselves. found on ancient obelisks and monuments and over arch-
ways leading to catacombs.

Skill Points and the Scholarly Magic Skill Group


The Scholarly Magic skills are difficult areas of study, Scholarly Magic Skills
covering magical incantations, rituals, arcane knowledge, Alchemy: The art of mixing balms, draughts, elixirs,
and more. There is no default for these skills, so a charac- nostrums, ointments, philters, potions, powders, salves,
ter learning Scholarly Magic in-game (as opposed to pre- tinctures, tonics, and more, with varying magical effects.

Scholarly Magic 127


Non-mages can have knowledge of the processes and ingre- ing may require Kineticism (see p. 130) or collaboration
dients and final products of alchemy, but are not able to with a kineticist.
create magical substances themselves; see the Alchemy
(Knowledge) skill, p. 123. Artificing: Bestowing magical properties on items.
Magical Feats: The GM can have elixirs in the game Magical Feats: As with alchemy, the GM may allow any
which produce any magical effect she wants. Alchemical enchanted items she wishes in the game. There are three
mixtures are used up when applied; unless provided in categories of magic items: charms and talismans, with
multiple “doses,” they only work once. long-lasting but subtle magic; “One-shot” items such as
In-game Requirements: Alchemical processes take a lot of scrolls that release their magical effect all at once (some
time and materials to prepare. A fully equipped alchemical may be enchanted to work more than once, but will stop
lab requires great wealth, which means either a high status working under pre-set conditions, or after a set number of
or a patron to support them. Each alchemical concoction magical feats are performed); and permanent magical
takes weeks or months to prepare, with a high rate of fail- items, such as magical swords, cloaks of flying, and the
ure, and rare materials that render mass-production like. “Magic vessels” are permanent enchanted items that
impractical. Player character alchemists are not likely to are relatively easy to create; they collect and store mana
prepare many alchemical substances, simply because of (magical power; see p. 132) for later use, providing schol-
the time and effort involved. arly mages with a “magic battery’’ of sorts.
Restrictions: The gamemaster may require an alchemist to In-game Requirements: As with alchemy, artificing requires
also have a Magic or Knowledge skill appropriate to the lengthy rites. Even a simple talisman or charm takes sev-
alchemical effect desired. For example, a potion of healing eral weeks to ritually prepare, although actually embuing
may require skill in Herb Lore, Medicine, or First Aid — or it with magical power may require only a short ceremony
the equivalent Hedge Magic skills, hence requiring a and a GM-determined expenditure of mana. Powerful, per-
Magical Talent: Hedge Magic gift as well. A philter of fly- manent enchantments require the item to be specifically

128 Scholarly Magic (cont.)


Fantasy Fudge

created and prepared with the enchantment in mind, and Restrictions: Conjuration creates or calls items and crea-
may require the item to be crafted out of rare or precious tures — it doesn’t control them. For a conjurer to have con-
materials. It’s not enough to take any old sword and slap trol over his creations, he’ll need Elementalism (to control
an ever-sharp enchantment on it; the sword must be forged any element conjured), Kineticism (to animate items), or
in a prescribed manner, with rituals of artificing and Mesmerism (to control conjured creatures).
enchantment performed on it throughout its creation.
Artificing also requires much mana, which is usually Elementalism: Elementalists specialize in controlling
expended in several stages throughout the artificing and transforming the four elements: Earth, Air, Fire, and
process. Water.
Restrictions: Artificing requires the mage to also be skilled in Magical Feats: Just about anything involving controlling or
the type of magic bestowed on the item. A wand that turns the transforming Earth, Air, Fire, or Water can be done with
target into a frog requires the Transmutation skill; a bag of Elementalism. Working with Earth, one could turn rock to
winds requires the Elemental skill; and so on. Magical scrolls dirt (or vice versa); cause (or calm!) an earthquake or rock-
that allow the reader to cast spells require two skills; the Rune slide; or turn a hard metal brittle. Air magic includes stirring
skill (for knowing the symbols to use to “write” the spell on the a gentle breeze into a fiercer wind, or directing it to carry
scroll) and the appropriate magic type skill (Mesmerism for a your words to a particular person’s ears in a whisper spell.
sleep spell, etc.). The GM may also require the artificer to be An Elementalist’s campfire could remain bright and warm
skilled in crafting the item to be enchanted. Magic swords may without consuming fuel; or shoot forth a spark to set some
need an Artificer who is also a swordsmith (Weaponsmith pro- nearby flammable material alight. Water magic includes
fessional skill). If the artificer collaborates with another magi- feats such as purify water and turning water to ice. Many
cian or with a skilled craftsman in creating an enchanted item, materials have the properties of multiple elements — mud is
each participant must match or exceed the difficulty level set Earth and Water; lightning is Air and Fire; a living creature
by the GM at each stage of the artificing in order for the final is made up of all four elements; etc. The more elements a
enchantment to work. Feat involves, the more difficult it will be.
Note: The ability to create magic vessels is included in In-game Requirements: Elemental magic is often quick to
the Artificing skill, as the ability to store mana in an perform. Mana costs vary with the scope of the feat being
enchanted item is at the heart of all artificing. performed. Parting a river to allow safe crossing will take
much more mana than magically bringing a small cup of
Conjuration: Creating objects (even creatures!) out of water to a boil. (Parting a river — or a larger body of water
“thin air” — or making objects disappear. — can be done by many elementalists working in concert,
Magical Feats: A conjurer can produce magical energy (in or with a fabled and powerful Staff of Water Command.)
the form of heat, or light, or both) or non-magical items (such Restrictions: Creating some amount of an element (a fire-
as water, air, food, or anything else the GM allows), or crea- ball, for example) requires the Conjuration skill.
tures (normal animals, magical creatures, and even sentient Transforming one element into another requires the
creatures). The gamemaster decides whether such conjura- Transmutation skill. Calling forth an Elemental — a pow-
tions actually create these things, or whether they’re “called” erful construct imbued with the very essence of one of the
from another dimension or world. Most conjurations have a four Elements — requires Shamanism or Sorcery.
limited duration, and will disappear after a GM-set amount of
time. Fairy Gold is an example; it looks and feels and tastes Extra Sensory Perception: Perceiving things with
like real gold, but disappears when the spell has run its more than the usual five senses.
course. Magical Feats: Examples of “Esper” magic include Empathy,
The GM may allow conjurations to be “renewed” by Telepathy, Clairvoyance (seeing at a distance), Clairaudience
expending more mana. Conjuration may also be used to ban- (hearing at a distance), Astral Travel (moving out of body, or
ish items or creatures, including creatures and spirits called taking a soul journey to another plane), Divination, and
up by Elementalism, Necromancy, Shamanism, or Sorcery. Sensing Auras. An Esper mage also knows how to block
Such “banishments” are resolved as an opposed action — the Esper magic. Espers excel at detecting the presence or pat-
Conjuration skill versus the original skill roll that called the terns of magic and mana.
creatures or items into being. In-game Requirements: Esper magic requires concentration
In-game Requirements: Conjurations typically have short and focus. Typical rituals are relatively short (a matter of a
casting times (an hour or less), but require a lot of mana few minutes), but may require a period of purification and
(magical power) to perform. meditation before beginning. Espers are vulnerable when

Scholarly Magic (cont.) 129


Fantasy Fudge

experiencing out-of-body travel, and should arrange pro- Kineticist to be at the originating point (although he can
tection or safety for their physical bodies while their spir- Teleport either himself or another), and also to have
its roam. recently been to the destination point. Without a clear
Restrictions: The information received through Esper picture of the destination in mind, a Kineticist may
magic is not always crystal-clear, and may be subject to “miss” during a Teleportation, with potentially dire con-
misinterpretation. Any distractions, even slight ones, while sequences such as appearing a bit too far above (or
the Esper is attempting extra sensory perception requires below!) ground level….
a Willpower roll to ignore (difficulty level equal to that set Restrictions: In the case of magical “force” weapons (such as
for the magical feat itself; see p. 133). a magic missile of harm), the GM may require the player to
roll once against the character’s Kineticism skill (to create the
Kineticism: The magic of motion. magic force) and again using either the character’s Kineticism
Magical Feats: Levitation, Telekinesis, Teleportation, skill or Willpower attribute to direct the missile. A magical
Animation of objects, and magical “Force” shields or “force” shield could be accomplished as one task — the cre-
weapons are all possible. ation of a magic force that moves with the target and blocks
In-game Requirements: Most kinetic feats require concen- contact with anything physically harmful. If a Kineticist wish-
tration, especially when they involve precisely targeted es to animate an object but also grant it some self-direction or
movement. Mana is expended to start something in even intelligence, the Shamanism or Sorcery skill is required
motion, and then concentration and willpower are used to bind a spirit to the animated object.
to direct that motion. Teleportation requires the

130 Scholarly Magic (cont.)


Fantasy Fudge

Mesmerism: Affecting minds with magic. Mesmerism their own methods to call the spirits or raise the dead.
may be opposed by the Willpower attribute. Necromancy may be restricted to non-player characters.
Magical Feats: This skill covers Hypnosis, Illusion, Mind
Control (of humans or animals), and other mind-affecting Runes: The use of arcane symbols (runes, sigils, hiero-
magic. The ubiquitous “Sleep” spell falls under this skill. glyphics, and other marks) to cast spells and enchant
“Invisibility” can also be accomplished with Mesmerism. At its items.
simplest level, Mesmerism can confuse a creature’s senses. At Magical Feats: Runes are symbols that are inherently pre-
its most insidious, it can completely enslave a creature’s mind, disposed to attracting mana and shaping magical power
bending it to the Mesmerist’s will. toward a desired end. Some runes are used to enhance
In-game Requirements: Mesmerism works only against liv- other Scholarly Magic skills, aiding the mage’s concentra-
ing creatures that also have at least a rudimentary mind. A tion (lowering the difficulty level of a given magical feat),
Mesmerist must be within a certain distance of his targets tapping into or focusing magical energy (decreasing the
to be able to affect their minds — the distance varies with power point cost), or delaying or modifying the effects of a
the difficulty of the feat being attempted. The more com- magical feat (triggering the actual spell when certain cir-
plex the “confusion of the senses” being attempted, the cumstances are met, for example). Other runes act more
more difficult the feat. The more creatures to be like spells, with the drawing of the rune in the prescribed
Mesmerized, the more mana is required. The same goes for manner being the only ritual required to perform the mag-
intelligence, to a point. Normal animal intelligence, such as ical feat associated with that rune. Most Artificers are well
that of a dog or a horse, is the easiest for most Mesmerists. versed in runes, as runes are used in preparing spell scrolls
Affecting the minds of creatures that are more or less intel- and in many other magical items. Artificing can also be
ligent than “normal animal” requires more mana to over- used to make a rune and its effects more permanent. For
come the target’s intelligence (or lack thereof). example, a Sigil of Warding drawn above the archway to a
Restrictions: The GM may rule that certain non-human room would repel an intruder only once, unless applied in
creatures (especially intelligent ones) simply have minds conjunction with the Artificing skill.
that are too “alien” for a Mesmerist to affect. Mammals In-game Requirements: The appropriate rune must be care-
will be the easiest to affect. Insects, with their tiny and dif- fully and correctly drawn. Simple runes may be traced in
ferently-wired brains, are not easy at all. Any creature with the air or on the ground with a finger. More complex runes
a Willpower attribute may oppose Mesmerism (resolve as may require the mage to draw them in blood on a ritually
an opposed action, Mesmerism skill vs. target’s Willpower prepared skin, or painstakingly create them in colored
attribute — see p. 137), plus any applicable modifiers. sands on a flat, swept surface, or perform some other
equally detailed ritual to create and invoke the rune.
Necromancy: “Death Magic.” Necromancy is a “Black Generally, the more complex the magical feat being
Art,” although not as dangerous to wield as Sorcery. attempted, the more complex or numerous the runes
Magical Feats: Creating (or destroying) and controlling required, hence the more time required in applying the
undead creatures, summoning spirits of the dead for div- runes.
ination, and driving a spirit from a living body are all pos- Restrictions: Each rune or symbol has a different purpose,
sible with Necromancy. Necromancers can also cause and the mage must know the appropriate rune for a given
hauntings or release ghostly spirits to the afterlife. The magical feat. The gamemaster may create a list of runes or
most powerful Necromancers may be able to bring the other symbols the mage knows, with brief descriptions of
dead back to life (a far more difficult feat than simply ani- how they may be used in the game.
mating their corpses). Note: When used in conjunction with other Scholarly
In-game Requirements: Necromancers require access to the Magic skills, the player may roll against the Rune skill
raw materials typically needed for their magic — dead bod- even if Runes is not the lowest skill level involved (see p.
ies. Most cultures frown on such uses of earthly remains. 133) — but only if the runes involved are directly related to
Restrictions: As Necromancy is illegal in many cultures, the magical feat.
most Necromancers have the fault Secret (see p. 113). The
GM may require Necromancers to have the Kineticism skill Shamanism: Spirit Magic. Shamans interact with spirits
to animate corpses (as zombies, skeletons, or other undead of varying powers. Spirits include ancestral spirits, anima
creatures), or she may substitute Shamanism as the means (spirits that imbue every object; some anima are more pow-
by which a spirit is tied to a corpse to create an undead erful than others), and “guardian spirits.”
creature. A generous GM will allow Necromancers to use

Scholarly Magic (cont.) 131


Fantasy Fudge

Magical Feats: A Shaman can cause any magical effect the instant, the demon or spirit will do its best to harm its cap-
spirits he deals with are capable of creating. Shamans can tor. Few cultures welcome sorcerers, so the Secret fault
also exorcise troublesome spirits and ghosts, and even may be required. The gamemaster may (and probably
creatures (or constructs or demons) called through should) restrict Sorcery to non-player characters, or to PCs
Conjuration, Necromancy, or Sorcery. with specifically crafted backgrounds (such as a sorcerer-
In-game Requirements: Shamans don’t typically need to hunter who was once a practicing sorcerer himself).
expend much mana, as any magical feat beyond the initial
contact with a spirit is performed by the spirit itself. Once Transmutation: Turning things into other things.
contacted, a spirit may require a bribe, or bargain, or some Living creatures may oppose such transformations with
other method of persuasion to actually perform the Willpower.
requested feat. Spirits must be honored, with each spirit Magical Feats: The more unalike the original object and
requiring a different ritual. Dancing, sacrificing (of goods, the transmutated object are, the harder the feat. Turning
animals, or even sentient creatures), and singing are often living objects into inanimate objects (such as statues) or
essential features of Shamanistic rituals. vice versa is especially difficult. Turning water to wine, or
Restrictions: The Shamanism roll made when a Shaman a glutton into a hog, are easier. Such transformations are
character wishes to perform a magic feat determines usually of short duration; it takes much skill and power to
whether or not the Shaman successfully contacts the affect a permanent transformation.
desired spirit. An additional skill, such as Flattery, In-game Requirements: Transmutation is a difficult art, often
Intimidation, Diplomacy, or other persuasive means may requiring much mana. Affecting a permanent transforma-
be needed to convince the spirit to actually perform the tion usually requires the use of a powerful enchanted item,
magic feat requested of it. Shamans who fail to uphold such as a staff of transmutation or wand of frog princes.
their part of any spirit bargain tend not to be able to prac- Restrictions: If the magician’s target has a Willpower
tice Shamanism well for long. The gamemaster may attribute, it may resist the magical change. Resolve as an
require a Shaman to use the Extra Sensory Perception skill opposed action, the mage’s Transmutation skill versus the
for communicating with the spirits through trances and target’s Willpower attribute, plus or minus any modifiers
out-of-body experiences. Artificing is required to create the GM sets.
shamanistic objects (charms, talismans, and the like)
imbued with spirits that perform magic for the wielder. Wizardry: The “Wise Arts.” The most scholarly of
scholarly magic, Wizardry concerns itself with the laws of
Sorcery: The “Black Arts.” Sorcery relies on summon- magic, the flow of mana, and the underlying structures of
ing demons and other powerful, evil beings to trick or spells, incantations, and enchantments. Wizards know
bribe or force them into doing the sorcerer’s bidding. many ways to gather mana, and how to use it efficiently.
Magical Feats: Anything that can be done by a demon, Magical Feats: Wizardry can detect or analyze magic and
devil, or evil spirit can be accomplished with Sorcery — magic items, dispel magic, alter mana flows, and perform
provided the sorcerer is powerful enough to summon the similar feats that directly affect the forces that make magic
required entity and crafty enough to convince it to do his possible. Wizardry can also lower the cost in power points
bidding. Sorcerers may gain innate magical gifts and other of a given feat (see Mana, p. 133).
magical powers, either permanently or temporarily, In-game Requirements: When applying Wizardry, the
through their dealings with powerful evil beings. Wizard must take time to consider applicable magical
In-game Requirements: There are three facets to sorcerous laws, mana flows in the area, and any circumstances pres-
dealings — summoning the evil being; controlling the evil ent at the time of casting that could affect the outcome.
being (by holding it within a circle of power, for example); Restrictions: The GM may require the player to refer to
and persuading it to do the summoner’s bidding. The sum- “laws of magic” (Similarity, Contagion, or whatever “laws”
moned being will seek to twist or distort or otherwise alter are appropriate for the game world) , create rhyming “incan-
any deal struck with the sorcerer, so sorcerers must take tations,” or otherwise embellish the description of what the
care to protect themselves and negotiate their deals care- mage is doing when using Wizardry in a magical feat.
fully. Note: When used in conjunction with other Scholarly
Restrictions: Penalties of failure are severe, and often Magic skills, Wizardry may provide a +1 bonus to the char-
gruesome. Evil beings do not take kindly to being sum- acter’s skill roll. This occurs only if the character’s
moned against their will, and even less kindly to forced Wizardry skill is higher than one or more of the other
servitude. Should a sorcerer’s control slip, even for an Scholarly Magic skills involved (see p. 133).

132 Scholarly Magic (cont.)


Fantasy Fudge

magic feat, if desired. Including poetic incantations (espe-


Magical Power (Mana) cially if it’s good poetry) and other “flavor” in the description
Casting scholarly magic requires mana, or power points. of the ritual may be worth bonuses to the character’s skill.
Truly trivial magic (with effects similar to those attainable There are several aspects that should be considered for
with Hedge Magic) uses negligible amounts of mana, but each magical feat:
most scholarly magic requires one or more power points. • Skill required (difficulty level)
Each level of the Magical Talent: Scholarly Magic gift • Mana required (power points that will be used)
grants the character 5 power points to use in performing • Time to perform (from an instant to years)
magic. • Materials required (if any)
The number of gifts used to purchase Magical Talent • Optional modifying circumstances (lots possible)
also affects how much mana the character can channel and
control. One Magical Talent gift allows the character to Skill: The more complex the desired results, the higher
perform trivial magic, and magical feats costing 1 power the difficulty level the GM should set for a magical feat.
point. Two Magical Talent gifts increase that to 2 power Difficulty levels start at Fair for simple magic, such as cre-
points, and so on. ating — but not controlling — fire, or speaking with a spirit
Attempting to channel more power than the character that’s already “awake” and interested in communicating.
can normally handle requires a Willpower roll, difficulty Difficulty can range up to Legendary or even beyond, for
level equal to Fair plus 1 per power point over the charac- god-like magical feats. Some “trivial” magic may have diffi-
ter’s usual limit. Thus, a character with 2 Magical Talent culty levels of Mediocre, but any magic requiring power
gifts attempting to channel 4 power points to perform a points should be of at least Fair difficulty.
magical feat must roll Willpower against a difficulty level Once the difficulty level is set, the player rolls against the
of Great (Fair +2). Failure results in the loss of one level of magician’s Scholarly Magic skill. Use the lowest skill if the
Health by each level the difficulty level is missed. (A feat requires more than one Scholarly Magic skill.
Mediocre result with a Great difficulty level would result Example: Enchanting a Staff of Dragon Summoning and
in the loss of 3 Health levels; see Fatigue, below.) Control requires skill in Artificing, Conjuration, and
Power points may be regained at the rate of 1 point per Mesmerism. An enchanter with Artificing: Mediocre,
two hours of sleep or one hour of undisturbed meditation, Conjuration: Fair, and Mesmerism: Good would roll on a
up to the number allowed by the magician’s Magical skill level of Mediocre.
Talent gifts. Mana: The more powerful or all-encompassing the
desired results, the more power points will be required.
“Trivial” magic may require so little mana that power point
Fatigue use isn’t even tracked. This doesn’t mean a mage can go
In addition to requiring mana, Scholarly Magic is fatigu- around popping off trivial spells all day, though, since even
ing (much like Hedge Magic). The character’s Health attrib- trivial spells requiring no power points will fatigue the mage.
ute drops one level for each use. If Health level falls below Note that the difficulty level and the mana required are
Terrible, the character is exhausted and collapses — treat as not related; one measures complexity, the other power.
the fatigue equivalent of “Incapacitated.” A level of fatigued Creating a small colored flame that dances in a pattern
Health is regained simply by resting fifteen minutes. that recreates an ancient battle between wizards may be of
Legendary difficulty, but require only one power point.
Note also that some magical feats require more power
Performing Magical Feats points than any but the most Legendary Wizards have
When a character wishes to perform magic, the player access to. Such feats are possible, either through pooling
should describe to the gamemaster the magical results the the power points of more than one magician, or drawing
character wishes to achieve. The more detail included in the on “mana vessels” containing stored power points (see
description, the better. Scholarly magic depends heavily on Artificing, pp. 128–129). Some rare materials are natural
the magician’s concentration and clarity of thought, and if “mana vessels.”
the player isn’t paying much attention to what the character Time: Generally speaking, the more complex the magi-
wishes to accomplish, the GM may assume the character cal feat desired, the greater the time required in preparing.
isn’t, either. This is usually true of powerful spells as well. Complex,
The player may also describe the magician character’s powerful spells should take a lot of time to prepare. You
actions, and aspects of the ritual being used to perform the can trade Time for difficulty level, if you wish. The less

Scholarly Magic (cont.) 133


Fantasy Fudge

time you take in preparing the magical incantation, Spell descriptions should be considered guidelines
enchantment, or other feat, the greater the difficulty level. rather than strict definitions of spell effects and costs.
Likewise, increasing the preparation and casting time may, Magical feats and their results are meant to be improvised
at the GM’s option, lower the difficulty level. by the game master as well as by the character.
Materials: If the GM wishes, magical feats may require
the use of materials related to the effects desired; sulphur
or coal for fire, a feather for a flying spell, and so on. Some Sample Spells
magical feats may be performed with nothing more than Skinwalker
the magician’s concentration or some words of power; oth- Skill: Transmutation.
ers may require rare and precious materials. Feat: Temporarily shapechanges caster into a wolf.
Modifiers: The GM may apply any modifiers desired. Difficulty Level: Good.
Examples include bonuses for using special materials (or Power Points: 2.
using materials at all if not normally required); for per- Time: 20 minutes.
forming magic in naturally magical surroundings; for Materials: Ritually prepared wolfskin (may be re-used).
applying any “laws of magic” the GM allows (if they have
Targeted Fireball
the Wizardry skill). Penalties may be applied for distract-
Skills: Conjuration, Elementalism, Kineticism.
ing circumstances, or the GM may require a Willpower roll
Feat: Fireball moves to target and explodes.
for the mage to avoid becoming distracted and possibly
Difficulty Level: Fair.
losing control of the magic he’s wielding.
Power Points: 1 (more for larger fireball).
Time: 1 combat round.
Determining Results Materials: Red garnet (destroyed).
The GM judges whether a feat is within the character’s
capabilities — if not, she should warn the player that
attempting greater magics than the character is ready for Clerical Magic
is dangerous. The GM also determines what the actual Fantasy Fudge uses Fudge Miracles (pp. 155–156) as a
result will be. Magic in Fantasy Fudge is an art, not a sci- basis for Clerical Magic.
ence; and the same “spell” cast in the same way may have The gift Divine Favor is required to use Clerical Magic. It’s
varying results. possible to play a priest without Divine Favor — simply
In general, the greater the success in performing a mag- choose the Professional skill Counseling/Priest and assemble
ical feat, the closer to the desired effects the results will be. an appropriate set of skills. But such a priest has no ability to
Spectacular successes may carry unexpected benefits, such use Clerical Magic. Note also that you don’t have to be an
as less time required to cast, lower power point cost, and ordained priest in any religion to have Divine Favor or to use
the like. Abysmal failures should be spectacular, as well. Clerical Magic.
Use your imagination, but don’t allow the results to out- Skills available to a character with Divine Favor include the
right kill the character (unless he’s a sorcerer)! Less mundane and the supernatural. The supernatural are cast strict-
abysmal failures will produce unexpected and possibly ly through the power of the god or gods served by the cleric. If
unwanted results, including greater power point cost with the cleric’s behavior is inconsistent with the god’s desires, this
little or nothing to show for it. ability is withdrawn, at least temporarily.
Supernatural skills in the following list are detailed —
any other skill is mundane and uses the description from
Spell Lists Skills, Gifts, and Faults. This list assumes a benign deity who
It’s a good idea to take some time before play to work out grants free will and supernatural aid to its followers in
some “standard” spells a scholarly mage is likely to use. Ask times of crisis. Other skills may be appropriate for other
the player what spells the character is likely to have sought types of clerics — plant magic for Druids, for example, and
out, and work out some sample difficulty levels, mana more spirit magic for shamans. Evil clerics have a different
costs, and required time and materials for those spells. Feel skill list — your characters should pray they never meet
free to “steal” spells from other games to help build a spell them….
list. Consider the spell’s desired affect rather than the actu- Aid Task: By touching someone who is trying to accom-
al game mechanics used in the game it was designed for, plish a task that is in the deity’s interest, you can grant a
and base the difficulty and power levels on that. +1 to their skill.

134 Scholarly Magic (cont.)/Clerical Magic


Fantasy Fudge

Arcane Lore Modifiers: The GM can apply any modifiers she thinks
Banish Spirits: You can force spirits and demons from applicable. Suggestions may be found on p. 156, and
another plane to return to their proper plane. include +1 or more if the cleric has recently been further-
Bless: You can grant a +1 (or more, if the GM is willing) ing the deity’s cause, or –1 if the most recent petition for
defensive bonus to someone, which lasts until the next Divine Favor ended in a Poor or worse result.
combat ends.
Counseling/Priest
Detect Lie Non-human Races
Dipomacy For each non-human race in the game world, create a “racial
Exorcism: You can force a spirit or demon which has package” that includes such things as racial gifts, faults, any
invaded a body or dwelling to leave. special powers (see Supernormal Powers, pp. 19-25) and modi-
First Aid fiers, including Scale and attribute and skill modifiers.
Healing: You can channel healing from the deity you Determine how many “gifts” the racial package is worth,
serve. and require that many gifts be spent (or attribute levels
Medicine reduced, or extra faults incurred). Some racial packages will
Oratory balance out, not requiring the use of a gift slot. Some racial
Persuade packages may actually qualify as faults, allowing the charac-
Remove Fatigue: You can restore endurance to the ter to compensate with higher attributes or additional gifts.
weary. Some skills, gifts, faults, supernormal powers, etc. may be
Repel Undead: You can ward off zombies, vampires, unique to members of particular races.
ghosts, etc., from your presence.
Teaching
Theology/Rituals Sample Racial Package: Elves
True Sight: You can see through illusions. Attribute Modifiers: +1 Agility, +1 Perception.
Ward: You can protect a person or all within a room- Gifts: Magical Talent: Innate (Eagle Eyes); Very Long
sized area from supernatural evil, either spells, spirits, Lifespan.
undead, demons, etc. Faults: Elven Code of Honor; Law-abiding; Truthful.
Cost: 1 gift.

Calling on Divine Favor


When a cleric with Divine Favor calls on his deity, make Sample Racial Package: Halflings
an unopposed action roll against the specific Clerical Attribute Modifiers: Scale –2, Health +1.
Magic skill (see Unopposed Actions, p. 137). On a Good or Faults: Social Stigma in non-halfling lands.
better result, the cleric’s petition for divine favor is Cost: 2 faults.
answered. For clerical skills where exact results aren’t
quantified (such as Healing), the better the rolled result,
the better the answer to the prayer. For example, a Good Equipping Characters
result may reduce one wound by one wound level (see The gamemaster may wish to define a “starting equip-
Wounds, p. 137), while a Superb result could heal an injured ment” package that all characters will have (unless they
character entirely. took the Poor fault or Wealthy gift). This may include such
On a Fair or Mediocre result, the favor simply isn’t things as clothing (perhaps one good set and an everyday
granted. On a Poor or worse result, the deity may be angry set), footgear, and weapons appropriate to their combat
with the cleric. The GM should consider the character’s skills. They may also have travel or camping gear (such as
recent actions, especially in regard to the cleric’s religious wineskins or canteens, a mess kit, a tinderbox, and other
beliefs. If there are any reasons for the cleric’s deity to be items common in the campaign world).
less than satisfied with service rendered, this is the time Players should be allowed to customize their characters’
for that to become abundantly clear. If the cleric’s behav- equipment list a bit, adding things that make sense given
ior has been exemplary (so far as the deity is concerned), a their skills. Characters with Climbing skill may have rope,
failure simply means the deity was busy with other things, a grappling hook, iron spikes, or similar equipment that
or considered the favor unimportant (or counter to its own can aid in climbing.
desires) for some reason.

Clerical Magic (cont.)/Non-human Races/Equipping Characters 135


Fantasy Fudge

Characters should also be allowed to purchase equip- bonus). Remember to include any bonuses or penalties
ment — spending their hard-earned wealth for the privi- due to Scale when dealing with non-human combatants.
lege, of course. The GM may want to prepare an “equip- Then determine the character’s “defensive damage fac-
ment list” with average prices for common items available tor” for both “unarmored” and “armored” (if the character
in the campaign world. Appropriate equipment lists may possesses armor). Modifiers range from +0 for no armor to
also be borrowed or adapted from other roleplaying +4 or more for heavy or magical armor (see p. 45). Scale
games. and gifts such as Tough Hide can also affect a character’s
defensive damage factor.

Damage Factors and Equipment


For weapons, armor, and other equipment likely to be Character Development
used in combat situations, the player or GM should deter- After each game session, award Fudge points (see p. 138)
mine offensive and defensive damage factors. to the characters. Fantasy Fudge suggests 1–3 Fudge points
Damage factors are simply the sum of damage-related per gaming session. The GM may reward really good role-
modifiers for each weapon or armor type. These factors playing and problem solving with more Fudge points. Fudge
will be used to determine damage points and wound levels points may be used to “fudge” a game result, or they may be
in combat (see Wounds, p. 137). saved up and traded for experience points at a rate of 3
Sample “wound factors” are detailed on p. 45, and sum- Fudge points = 1 EP. The EPs may then be spent to raise
marized on p. 313. Use these to determine the “offensive skills or attributes, or acquire additional gifts, etc., as out-
damage factor” for each character/weapon combination. lined in Character Development (pp. 55–56).
For example, a character with Good Strength wielding a
long sword would have an offensive damage factor of +4
(+1 for Strength; +2 for a large one-handed weapon; +1 for Settings for Fantasy Fudge
sharpness). A character with Fair Strength wielding the Where would a fantasy roleplaying game be without a
same weapon would have an ODF of +3 (no Strength setting? Wherever you want it to be!
Use Fantasy Fudge with your favorite fantasy world,
whether that’s one of your own creation, a fictional world
brought to life by your favorite fantasy author, a published
fantasy game world, or any of a number of game worlds
created by other gamers. The Grey Ghost website
(http://www.fudgerpg.com) has links to many game set-
tings created for Fudge.

Action Resolution
There are two types of actions in Fantasy Fudge —
opposed actions, and unopposed actions.
A fight between two creatures will most often be
resolved as a series of opposed actions.
An attempt to climb a cliff will most often be resolved as
an unopposed action. The gamemaster sets the “difficulty
level” that must be met or surpassed for the action to suc-
ceed.
Note that very easy actions should be automatic; no
need to roll. Likewise with impossible actions; the charac-
ter just can’t do it, and will fail in the attempt no matter
how lucky the player is with dice.
If the character doesn’t have an appropriate skill to
attempt a task, the GM may allow the player to roll on the
default level for that skill (usually Poor). The GM may call
for a roll against an attribute instead of a skill whenever it

136 Damage Factors and Equipment/Character Development/Settings/Action Resolution


Fantasy Fudge

seems appropriate (asking for an Agility check rather than


a Climbing check, for example), although an unskilled Combat
character should get a negative modifier to the dice roll. In Fudge, a combat “round” can be defined as the
gamemaster wishes. Fantasy Fudge assumes one “round”
(roll of the dice) equals about three seconds of combat
Rolling the Dice action. Actions occur simultaneously.
Roll four Fudge dice. The result (from –4 to +4) is used Combat can be resolved as an unopposed action if it
as a modifier to a skill or character trait. If you don’t have involves ranged combat, a combatant being caught
Fudge dice, use one of the alternate die rolling techniques unawares (giving a “free attack” to the opponent), or a
described on p. 28. “cannon-fodder” type of NPC (see Special Circumstances,
below). Otherwise, treat combat as a series of opposed
actions.
Unopposed Actions The players of characters engaged in opposed actions
The gamemaster sets a difficulty level for any unop- will roll the dice once each combat round; the result deter-
posed action. This includes most ranged weapon combat — mines the winner of that round.
it’s difficult for a character to actually hinder someone’s
attempt to fire at him, although if he has Quick Reflexes
he could attempt to dodge out of the line of fire. Special Circumstances
The difficulty level should take into account everything A Terrible hit never damages the target, even if it beats
but the character’s skill (and modifiers to that skill provid- the opponent’s sub-Terrible result.
ed by equipment or character condition, including When multiple opponents attack a single target, the lone
injuries). A task with a difficulty level of Poor is very easy, fighter is at –1 to skill for each foe beyond the first. The
while something with a difficulty level of Superb is very player rolls once; compare the result with each of the oppo-
hard. For legendary feats, set the difficulty level even high- nents’ rolls. The solo combatant has to defeat or tie all of
er (Superb +2, for example). When in doubt, set the diffi- the opponents in order to inflict a wound. If he beats all of
culty level to Fair. That will give a character with a Fair his foes, he may hit one of his choice. Otherwise, he can
skill a 62% chance of succeeding. only wound another whose result is at least two levels
below his. The lone fighter takes multiple wounds if two or
more enemies hit him.
Opposed Actions Unlike “star” NPCs, who are treated much like PCs,
When characters engage in opposed actions (including “cannon fodder” opponents will always get results equal to
hand-to-hand combat), the players of each contestant roll their trait levels. You can treat this as an unopposed action
the dice, add the indicated modifiers to the appropriate with a difficulty level equal to the NPC’s combat skill.
skill level, and compare the results. The GM rolls for all When “cannon fodder” NPCs gang up on a player char-
NPCs. acter, use the “multiple opponents” rule above, but com-
Relative degree measures the difference between the pare the outnumbered fighter’s result with the NPCs’ com-
results. If one character has a Good result in an opposed bat skill levels (not “rolled degrees”).
action, and the second character has a Mediocre result, the
relative degree is +2 from the winner’s perspective, and –2
from the loser’s perspective. In combat, the winner adds Wounds
the relative degree to his offensive damage factor (see p. When a character wins a combat round, use the follow-
136) to determine the number of damage points inflicted. ing formula to determine the damage done:
If it helps, you can convert the characters’ combat skills
to their numerical equivalents before adding all modifiers Winner’s Offensive Damage Factor (including Scale)
(including the random dice roll). Alternatively, put your plus
finger on the Terrible ... Superb trait scale list, and move Relative Degree (number of levels won by)
up one line for every +1 or down one line for every –1. minus
Loser’s Defensive Damage Factor (including Scale)
equals Damage Points Inflicted

Action Resolution: Rolling the Dice; Unopposed Actions; Opposed Actions; Combat 137
Fantasy Fudge

If the result is 0 or less, no damage is inflicted. If the The GM can use a situational roll to determine anything
result is positive, look at the table below to determine the from the weather to a non-player character’s attitude.
severity of the particular wound. A situational roll can also be used to check a creature’s
“morale” during combat, especially when the creature is
1,2 3, 4 5, 6 7, 8 9+ first wounded, and again if it becomes Very Hurt. A –1 or
Scratch Hurt Very Hurt Incapacitated Near Death worse situational roll in the midst of combat may mean that
!!! !! ! ! ! the NPC will try to surrender or run away. You may add the
NPC’s current modifiers due to wounds to the “morale”
roll. A Hurt creature with a –1 situational roll would actual-
The boxes below the wound levels represent how many ly be experiencing a Poor R to the combat, and would prob-
of each wound type a character can take. The player ably be doing whatever it could to get out of the fight....
checks off one box for each wound received. A 6-point
wound requires the “Very Hurt” box to be checked, and so
on. If there is no open box for a given wound result, the Fudge Points
character takes the next highest wound for which there is Fudge points allow players to “fudge” a game result.
an open box. Spending a Fudge point will allow the player or character
A wounded character suffers penalties to most actions: to:
Scratch: No penalty • Accomplish an unopposed action automatically and
Hurt: –1 to most actions with panache. The GM may veto this use for actions with
Very Hurt: –2 to most actions a difficulty level beyond Superb, or greater than 3 levels
Incapacitated: Incapable of any but the most basic, higher than the character’s skill or attribute used in the
painfully slow actions roll.
Near Death: Unconscious, will die in less than an hour • Alter a die roll one level, up or down as desired. The die
unless helped roll can be one the player makes, or one the GM makes that
Penalties are not cumulative. Only the penalty for the directly concerns the player’s character.
highest recorded wound level counts. Scratches go away • Declare that wounds aren’t as bad as they first looked.
after a battle, provided the character has five or ten min- This reduces one wound by one level (a Hurt becomes a
utes to attend to them. See p. 54 for rules for healing Scratch, etc.).
wounds. • Get an automatic +4 result.

Stun, Knockout, and Pulling Punches The Only Rule You Really Need To Know
A character may try to stun or knock out his opponent When in doubt, just fudge it! Simply have things happen
rather than wound her, in which case a Hurt result is in a way that will let the players have fun. If you don’t see
called a “Stun” and the –1 penalty associated with being a rule that covers a particular in-game situation, just use
“Hurt” lasts for one combat round only. A Very Hurt your best judgment.
result would be “Very Stunned” and the –2 penalty lasts 2
combat rounds. An “Incapacitated” result indicates the
opponent has been knocked out. Sample Characters
A character may also pull his punches. The player sim- The sample characters on the next few pages were made
ply announces the maximum wound level his character in less than five minutes each, and are not intended to be
will inflict if he wins the combat round. See pp. 50–51 for optimized or even to create a balanced party. They are pre-
more information. sented simply to show diverse characters that can be made
quickly and easily with the Five-Point Fudge system.
Note that Jimma, for example, has skills not listed in the
Situational Rolls master skill list — this is entirely in keeping with Fudge. If
A situational roll is used to show luck, outside events, or you can think a skill your character would logically have,
the overall situation. It isn’t based on any character traits. make a case for it to the GM.
Simply roll the dice. A situational roll of –2 gives a Poor Faults in these characters marked with an asterisk (*) are
result; the situation is not good. extra to balance either an additional attribute level or gift.

138 Combat (cont.)/Fudge Points/The Only Rule You Really Need to Know/Sample Characters
Fantasy Fudge

Jimma, a Gem Merchant Reasoning: Great Merchant: Good


Perception: Good Etiquette: Fair
Willpower: Good Fast-talk: Fair
Strength: Mediocre Archaeology: Mediocre
Agility: Fair Literacy: Mediocre
Health: Fair
Scouting: 1 point (narrow)
Skills Observation: Good
Professional: 4 points Move Quietly: Mediocre
[The GM approved of adding skills
from other groups; also, the player Gifts
traded one Fair skill for two Mediocre Contacts
skills in this group] Never Forgets a Face
Haggle: Superb Wealth
Appraisal: Great
Jeweler: Great Faults
Bluff: Good Curious *
Knowledge of Trade Dependent (daughter Marga, age 7 —
Routes: Good her father is dead) *
Favors Owed
Obesity
Attributes

Andrea, a Shady Type


Professional: 1 point (narrow)
Attributes Gambling: Good
Reasoning: Great Merchant: Mediocre
Perception: Great
Willpower: Mediocre Combat: 1 point
Strength: Mediocre Brawling: Fair
Agility: Good Knife: Fair
Health: Mediocre Throw Knife: Fair
Read Opponent: Mediocre
Skills Knowledge: 1 point (narrow)
Covert: 2 points Appraisal: Good
Move Quietly: Good Literacy: Mediocre
Pick Locks: Good Faults
Find Traps: Fair Quixotic
Gifts Secret (wanted in another city)
Disguise: Fair
Streetwise: Fair Magic Talent: Innate (Eagle-Eyes)
Urban Survival: Fair Night Vision

Sample Characters 139


Fantasy Fudge

Skills General Skills: 1 point


Social: 2 points Climbing: Fair
Diplomacy: Good Knife Throwing: Fair
Lie: Good Pick Locks: Fair
Etiquette: Fair
Fast-talk: Fair Scouting: 1 point
Flirt: Fair Cartography: Fair
Persuasion: Fair Move Quietly: Fair
Observation: Fair
Knowledge: 1 point Herb Lore: Mediocre
Language (specify): Fair
Literacy: Fair Gifts
Familla, a Diplomat/Spy
Political Conditions: Fair Attractive
Geography: Mediocre Voice
Attributes
Reasoning: Good Faults
Perception: Great
Ambitious
Willpower: Good
Compulsive Flirt *
Strength: Mediocre
Duty
Agility: Fair
Health: Fair

Yarro, a Fighter Athletic: 2 points


Acrobatics: Good
Attributes Climbing: Good
Reasoning: Mediocre Balance: Fair
Perception: Good Move Quietly: Fair
Willpower: Fair Riding: Fair
Strength: Good Swimming: Fair
Agility: Good
Health: Good Gifts
Pain Tolerance
Skills Quick Reflexes
Combat: 3 points
One-handed Sword: Great Faults
Bow: Good Compulsive Carousing
Read Opponent: Good Proud *
Shield: Good Tactless
Brawling: Fair
Fast Draw Sword: Fair
Knife: Fair
Tactics: Fair

140 Sample Characters (cont.)


Fantasy Fudge

Pietro, a Wizard
Pietro has taken one less attribute Knowledge Spells: 2 points
level than allowed to balance an extra Know Persons: Good
gift. Scry: Good
Communicate
Attributes Knowledge: Fair
Reasoning: Great Enhance Knowledge: Fair
Perception: Good Know the Future: Fair
Willpower: Mediocre Know Objects: Fair
Strength: Fair
Agility: Fair Professional Spells: 1 point
Health: Mediocre Healing: Good
Enhance Professional
Ability: Mediocre
Skills
General Skills: 1 point Gifts
Scouting/Outdoor Spells: 1 point Magical Talent: Scholarly Magic (4
Literacy: Great Enhance Senses: Fair
(default for points spent in levels)
Fire/Light: Fair
Scholarly Magic) Movement: Fair
Move Quietly: Fair Wariness: Mediocre
Faults
Quarterstaff: Fair Jealous of others getting more attention
Thaumatology: Fair Obsession: collect magic items
Secret: Changed name to avoid
4 points spent in Scholarly Magic, fur- Assassins Guild, who is still looking for
ther sub-divided into the following him *
spell groups:

Leonora, a Cleric Knowledge: 1 point


Arcane Lore: Fair
Attributes Herb Lore: Fair
Reasoning: Fair Medicine: Fair
Perception: Good Literacy: Mediocre
Willpower: Great
Strength: Mediocre General Skills: 1 point
Agility: Fair Etiquette: Fair
Health: Fair Riding: Fair
Veterinarian: Fair
Skills
Clerical Magic: 3 points Gifts
Bless: Great Divine Favor (costs two gifts)
Aid Task: Good Patron: Adept of the Church
Healing: Good
Ward: Good Faults
Banish Spirits: Fair Compulsive Generosity
Counseling/Priest: Fair Duty to the Church *
Detect Lie: Fair Lame
Repel Undead: Fair

Sample Characters (cont.) 141


Fantasy Fudge

Gruschka, a Hedge Witch Knowledge: 1 point


Arcane Lore: Fair
Attributes Area Knowledge: Fair
Reasoning: Good Legends & Stories: Fair
Perception: Mediocre Theology/Myths/
Willpower: Great Rituals: Mediocre
Strength: Mediocre
Agility: Fair Scouting: 1 point
Health: Good Move Quietly: Fair
Survival: Fair
Woods Lore: Fair
Skills Mimicry: Mediocre
Hedge Magic: 3 points
Herb Lore: Great
Gifts
Animal Handling: Good
First aid: Good Magical Talent: Hedge Magic (3 levels)
Medicine: Good
Basketry: Fair Faults
Counseling: Fair Aged *
Detect Lie: Fair Loyalty to Companions
Storytelling: Fair Unattractive

Tagra, a Four-Point Troubadour Skills Social: 1 point (narrow)


The GM started the characters at 4 Professional: 1 point Storytelling: Good
points, with only one free attribute Acting: Fair Fast-talk: Mediocre
level and one free gift. Only one fault Music (Lute): Fair
was required, and narrowly focused Music (Voice): Fair Knowledge: 1 point
skills were allowed. If Tagra were a 5- Dancing: Mediocre History: Fair
point character, she’d have two points Language (specify): Fair
in Professional. Athletic: 1 point Legends & Stories: Fair
Acrobatics: Fair Area Knowledge: Mediocre
Attributes Balance: Fair
Reasoning: Good Juggling: Fair Gifts
Perception: Good Sleight of Hand: Mediocre Voice
Willpower: Mediocre
Strength: Mediocre Faults
Agility: Good Low Social Status:
Health: Fair Wandering entertainer

142 Sample Characters (cont.)


Fantasy Fudge Adventure

The Mines of Silverton Beginning the Adventure


A Sample Fantasy Fudge Adventure The GM may introduce the player characters to
Silverton in any of several ways:
This adventure features a mining town past its prime, des- • A merchant hires the PCs as guards or laborers for a
perate miners, and a new menace in the mines! The setting trading caravan to Silverton. They’ll be hauling foodstuffs
can easily be expanded to include politics and greed, explo- and goods in, and precious metals out.
ration of deep caverns or hidden mountain valleys, ancient • The PCs hear the rumors of “the town with streets
magics, a lost civilization, and more! paved with silver” but haven’t yet heard that the mines
have mostly played out and the town is no longer bursting
with opportunity.
Background • The PCs hear a rumor that the miners of Silverton
Fifteen years ago, an explorer saw the glint of gold in a have found the ruins of an ancient underground city that
mountain stream. Within weeks, a small settlement had abounds with undiscovered treasure.
sprung up by that stream. The miners didn’t find the vast • The PCs, traveling through the mountains, get lost
underground veins of gold they’d been hoping for — but they and stumble into Silverton.
did find ore that carried silver, with some gold and copper
and other minerals. Within a year, the settlement had swelled
to a town and received a name — Silverton. Rumors abound- The Town of Silverton
ed, and soon Silverton was known as the town with “streets The characters should have a day or two to settle in, get-
paved with silver.” ting to know the town and becoming known to the towns-
The mines of Silverton indeed seemed promising, and folk in turn. There’s a public house with barely acceptable
yielded a fair amount of silver and other metals for sever- accommodations where they can rent a room (there are
al years. The vale Silverton nestled in was surrounded by three available, with one bed each) or a spot on the floor
virgin forest and mountain wilderness alive with wolves, in the common room at night.
bears, deer, and stranger creatures. The vale was also pre- If they explore the town at all, the PCs may run into var-
viously unclaimed. The miners of Silverton struggled to ious desperate sorts, including a pickpocket, or simply a
keep their town “free” while various nearby lords vied with hungry boy who tries to swipe some food. Other hazards
one another to claim the land — and the mines. include semi-feral pigs rooting through middens, aban-
Then the mines became increasingly less productive. doned buildings that threaten to collapse if explored, etc.
Water seepage was an ongoing problem, requiring the use of There’s plenty to see around Silverton. At least thirty
treadmills and waterwheels to pump the water out. Magic mines honeycomb the surrounding mountainsides.
was used for a time to aid the miners in finding and extract- Silverton urchins are glad to earn a copper or two taking
ing the precious metals, but when profits dwindled most the characters on a tour. They’ll even show the PCs some
mages left for more lucrative positions. Soon the meagre natural caverns, one of which has an ancient stone lintel
findings discouraged all but the most optimistic or most des- around its artificially enlarged entrance. There are strange
perate of miners. Even the bickering lords lost interest. carvings on the stone (possibly forgotten runes).
Now Silverton is almost a ghost town. Many of the build- If the PC party includes a priest or cleric, some of the
ings have been abandoned. Hastily constructed to accom- townsfolk are sorely missing preaching and blessings and
modate the flood of hopeful prospectors and hangers-on, other clerical services, since Silverton’s sole resident priest
most are in ill repair. Still, some two thousand people recently passed away.
remain, eking out a living and hoping to find “the mother
lode” some day.
Current inhabitants of Silverton include miners, assay- “Miner Down!“
ers, surveyors, smelters, and clerks, many with families. In the middle of the second day of their stay in
Hunters, fishermen, herders, and some farmers supply Silverton, the characters are interrupted by an out-of-
much of the food, and crafters supply tools, clothing, and breath and rather dirty young man. He stammeringly
other goods. The town is not self-sufficient, though. introduces himself as Alden, and begs for their help. His
Itinerant merchants and traders bring food and goods in brother Ryce fell when the mine they were working in
to trade for silver, copper, gold, cobalt, bismuth, and other experienced a cave-in. He left Drew, a young miner, with
valuable minerals laboriously extracted from the earth. Ryce and came as quickly as he could to get help.

The Mines of Silverton 143


Fantasy Fudge Adventure

If the PCs ask why he came to them, Alden will explain Alden suggests that the rescuers grab anything they
that they may be the only ones who can — or will — help. think they may need from the stores here. There are picks,
Ryce fell a fair distance, into a cavern the tunnel unexpect- shovels, lanterns, flasks of oil, rope, pitons (spikes), fagots
edly gave way into, and broke his leg. He’ll need healing of wood, and more.
(assuming at least one of the PCs is a healer of sorts). If any of the characters start down the ladder, Alden
Worse, the mine they were working had been abandoned breathlessly explains there’s a quicker way, and leads them
by everyone else because of the grorrowr. back out of the house to a smaller shed over another shaft.
In response to the inevitable questions, Alden will tell He points out a pile of worn leather hides, suggesting they
them that no one really knows what the grorrowr is — only each take one. He takes one and sits down on it at the top
that it’s some beast that has been heard in this mine since of the sloping shaft. Wrapping one arm around a rope that
the first cave-in last autumn. It goes “Groooorrrrrr- descends down the shaft, he pushes himself forward and
rrrooooowwww” and sounds very large and fierce. But quickly slides away, disappearing into the darkness.
surely such a creature would be no match for such intrep- Alden’s mode of travel isn’t quite as easy as it looks. Players
id adventurers. should make an Agility roll, difficulty level Fair, to avoid get-
If the GM wishes, some miners may join the rescue party. ting stuck on a rough patch of rock, losing their balance, or
simply going too fast to make a safe landing at the very bottom
— 130' below where they started.
Into the Mine
Alden leads the rescuers as swiftly as possible up the
mountainside. It takes about twenty minutes for them to About the Mines
reach the mine Ryce fell in. A house built over the main Although the mine plan shows a two-dimensional repre-
shaft protects the ladder and shaft from the weather, and sentation of the mine, the tunnels and shafts themselves
serves as a storehouse for miners’ tools (see mine plan, are of course three-dimensional. Tunnels are roughly four
below). Much of the house is taken up by a treadmill and feet wide and seven feet tall, and are not always excavated
wheel arrangement used to haul large buckets of rock, ore, in straight lines. The shafts are wider. Where tunnels inter-
or water up the shaft or to lower equipment down. Although sect with the shafts, they’re offset to allow uninterrupted
the winch, rope, and bucket could be used to transport peo- passage either down the shaft or across the tunnel floor.
ple as well, they don’t appear to be in good repair. The main tunnel has been blocked by a rockfall.

144 The Mines of Silverton (cont.)


Fantasy Fudge Adventure

In some portions, the mines have been hewn out of solid The grorrowr is a large (15' long) reptilian creature
rock. In other areas, timber frames provide support and equally at home in the water or on land. It has fearsome
planks hold back the earthen walls and ceiling. tusks, green scales over most of its body, and a spiny back
The wooden ladder down the main shaft is sturdily built and tail that makes attacking from the rear a tricky propo-
and in fairly good repair. Even so, players should make a sition. The grorrowr’s legs are short, with clawed and
Climbing roll (difficulty level Mediocre) to ensure they’re able webbed feet. Its size and strength make it a formidable
to negotiate the ladder without incident. (Climbing defaults opponent.
to Poor for any character who hasn’t learned the skill.)
The main shaft is outfitted with platforms that stretch
across the shaft every 20' or so, to allow climbers to rest Combat Tips
and to protect them from falling objects. The side of the The grorrowr can easily kill a human opponent with one
shaft accommodating the rope and bucket system remains successful attack, and is not nearly so easily wounded itself.
open, though, so a deadly fall is possible. The characters’ best chance of defeating the grorrowr in
combat lies in multiple attackers. The grorrowr will be at
–1 to its Combat skill if faced with two attackers, and at –2
The Rescue if faced with three attackers. It will ignore any attackers
Alden leads the rescuers to the end of the lowest tunnel, beyond the first three, giving additional characters “free”
to the spot where Ryce fell (marked “Second Cave-in” on attacks (difficulty level Poor to hit). The grorrowr will con-
the plan). There’s no sign of Drew, who was left here to centrate on any opponent that actually manages to wound
watch Ryce. And Ryce doesn’t answer Alden’s distressed it. Magic may be used to hinder the grorrowr.
calls, although Alden swears Ryce was still conscious and Alden is likely to attack the grorrowr in a senseless rage,
alive and Drew was fine when he left. unless the PCs stop him. Alden’s combat stats are:
Using rope and other tools (or possibly magic), the char- Strength Good, Combat skill Fair, weapon miner’s pick,
acters can get down to the ledge where Ryce fell. It’s a dis- for an offensive damage factor of +3 and a defensive dam-
turbing sight, with blood everywhere and very little left of age factor of +0.
Ryce himself. A large, bloody footprint of a web-toed, There are other ways to defeat the grorrowr than com-
clawed beast points down into the murky waters of the bat. The cavern could be sealed and the grorrowr ignored
underground lake. (although some may wonder if it has some other egress
Then the grorrowr itself lunges back out of the water from the watery caverns). Meat could be used to entice the
and onto the ledge, eager for another meal…. grorrowr, and poison could kill or severely weaken it. The
characters may come up with even more clever plans.

The Grorrowr
Attributes (individuals may vary): Drew
Reasoning: Fair (animal) And what about Drew?
Perception: Good When the grorrowr attacked Ryce, Drew panicked and ran.
Willpower: Fair He leaped across the chasm created by the first cave-in — but
Strength: Good k
Agility: Mediocre c
Health: Fair o
Gifts: f
Spiny back and tail (–1 to attacks from behind)
Claws (+1 offensive damage factor)
Tusks (+1 offensive damage factor)
Scale: +6
Combat Skill: Fair
Attacks: Tusks, Claws, or Bite (1 per round)
Damage Factors (including Scale):
Offensive: +8 (Tusks), +8 (Claws), +7 (Bite)
Defensive: +6

The Mines of Silverton (cont.) 145


Fantasy Fudge Bestiary

Wild Things Dragon


(Fantasy Fudge Bestiary) Attributes (individuals may vary):
Reasoning: Fair
Here are some sample creatures for use with Fantasy Perception: Fair
Fudge. Feel free to taylor their descriptions and traits to fit Willpower: Fair
your campaign world. Strength: Fair (Scale +4)
See Animal & Creature Examples, pp. 68-70, for more sam- Agility: Fair
ple creatures and tips on creating your own beasts for Fudge. Health: Fair
Monster descriptions from other roleplaying games are usu- Gifts:
ally easily converted to Fudge. Tough Hide (+2 Defensive Damage Factor)
Wings
Fiery Breath
Basilisk Supernatural Powers (optional):
Attributes (individuals may vary): Magical Talent: Innate (see p. 100)
Reasoning: Fair (animal) Magical Talent: Scholarly Magic (see p. 101)
Perception: Fair Skills:
Willpower: Fair Varies with individual; most Athletic, Knowledge,
Strength: Poor Magic, Scouting, and Social skills are possible.
Agility: Fair Scale: +4
Health: Poor Combat Skill: Good
Supernatural Powers: Attacks: Bite, Fiery Breath, Claws
Venomous Breath Damage Factors (including Scale):
Scale: –10 Offensive: +6 (Claws); +5 (Bite); +6 Breath (on a
Combat Skill: Poor Situational Roll of Mediocre or worse, the target of Fiery
Attacks: Bite, Breath (special attack) Breath catches on fire for an additional +2 damage per
Damage Factors (including Scale): combat round until extinguished). Add Strength bonus-
Offensive: –10 (melee) es to Claws and Bite.
Defensive: –10 (melee) Defensive: –6 (Scale and Tough Hide)
The basilisk, sometimes called the cockatrice by peasants, Dragons are large intelligent reptiloids. Many are known
is a grayish serpent that grows to no more than two feet in for their vanity.
length. It has white markings on its head that resemble a The GM should feel free to customize dragons to taste.
crown. Popular legend holds that the basilisk can kill with a --John Ughrin
mere glance, but this is untrue. The basilisk’s danger lies in
its venom. The venomous breath of a basilisk withers plants,
scorches the earth and can kill any creature up to the size of
an elephant.
In combat, a basilisk breathes a nearly invisible, cone-
shaped cloud of venom that affects foes up to fifteen feet
away. Any living creature caught in the cloud must make a
Health roll at Great Difficulty or be immediately slain.
Basilisks are also dangerous in melee combat. Any blow
that successfully damages the creature can cause the crea-
ture’s foul venom to pass up through the weapon and affect
the wielder. Any time a Basilisk is struck with a melee
weapon, the GM should roll a dF. On a roll of –1, the victim
must make a Health roll as above or die.
A basilisk is created from an egg that is laid by a cockerel
and then incubated by a toad in a dung heap.
--Anthony Roberson

146 Wild Things (Basilisk; Dragon)


Fantasy Fudge Bestiary

human creatures whose minds have been destroyed. They


Ghost have grey, jellylike flesh, yellow fangs, and filthy, broken
Attributes: nails which infect their victims with a sinister toxin.
Not Applicable Ghouls usually inhabit underground lairs near graveyards
Faults: and similar places, where a supply of their noxious “food”
Unholy (optional) may be found. Ghouls usually travel in packs of 3-12, with
Supernatural Powers: the most powerful and intelligent member as a leader. Their
Insubstantial (no physical attacks, can float through walls) usual prey is carrion, but they will attack living humans if
Cause Fear (may force characters to make Great driven to it by hunger or by a powerful master.
Willpower checks to avoid being scared off.) Ghouls attack with their claws and teeth in a mindless
Scale: n/a frenzy. The poison in their claws drains vitality. The victim
Combat Skill: n/a must make a Health roll, difficulty level Fair, or lose one
Attacks: n/a level of health per combat round. Victims reduced to below
Damage Factors (including Scale): n/a Terrible Health become stiff and helpless.
Ghosts are the leftover psychic residue of someone who Any human succumbing to a ghoul attack will be taken to
has perished. Generally speaking, there is no physical their lair and buried. This live internment, in addition to the
method of removing or harming them. Some ghosts can be ghoulish poison, deranges the mind and causes physical
put to rest if a special task is completed. Usually the com- changes that result in the victim becoming a ghoul. If suffi-
pletion of the task is what makes the spirit hang around ciently hungry, the ghouls may simply devour the victim.
after its original owner perished. Ghosts are generally Ghouls can be turned by the Repel Undead Clerical Magic
resentful creatures and their deep emotional disturbance skill, difficulty level Good. The clerical Ward ability keeps
puts animals at unease. ghouls completely at bay. A clerical Healing can neutralize
Ghosts may be influenced, confined, banished, or the poison if a victim has not entirely become a ghoul.
released by various applications of Clerical Magic or Scholarly — Kent Matthewson
Magic (especially Shamanism or Necromancy).
--John Ughrin
Giant Worm
Attributes (individuals may vary):
Ghoul Perception: Good
Attributes (individuals may vary): Strength: Good
Reasoning: Poor Gifts:
Perception: Good Tough Hide (+2 Defensive Damage Factor)
Willpower: Fair Tail Stinger (+2 Offensive Damage Factor)
Strength: Good Magic Resistance: Good
Agility: Good Skills:
Health: Mediocre Not Applicable
Gifts: Scale: +10 or more
Tough Hide (+2 Defensive Damage Factor) Combat Skill: Mediocre
Damage Capacity Good (+1 Defensive Damage Factor) Attacks: Swallow, or Stinging Tail
Claws (+1 Offensive Damage Factor, Poisonous) Damage Factors (including Scale):
Skills: Offensive: +12 or more (stinging tail)
Ghouls retain the skills they had when human, but at a Defensive: +12 or more (Tough Hide)
–1 penalty. +1 if attacking from inside, see below
Scale: 0 These giant, carnivorous worms grow to be 150’ long.
Combat Skill: Good They can bore through solid rock and are a menace to
Attacks: Bite, Claws explorers in deep caverns.
Damage Factors (including Scale): A worm’s favorite attack is to stick its head out of a hole
Offensive: +2 (Bite), +2 (Claws) plus poison (see and swallow any creature of Scale 6 or less. Victims may
below) attempt to dodge (Opposed Action, Victim’s Agility versus
Defensive: –3 (Tough Hide, Damage Capacity) the worm’s Combat Skill). If the worm wins, the victim is
Ghouls (also know as Ghûls and Raveners) are once- swallowed.

Wild Things (Ghost; Ghoul; Giant Worm) 147


Fantasy Fudge Bestiary

A creature may attempt to attack a worm from the inside.,


difficulty level Terrible (any attack of Terrible or better has a Great Weasel
chance of doing damage) and DDF +1. There is little room to Attributes (individuals may vary):
swing weapons. 15 points of cumulative damage done to the Reasoning: Fair (animal)
same area within the worm allows a victim to cut an escape Perception: Good
hole, or might cause the worm to regurgitate. Agility: Great
Meanwhile, the victim is being digested. He or she takes Speed: Superb
a Scratch each combat round after being swallowed. If the Skills:
victim has no Scratch boxes left, the Scratch will be a Hurt; Move Quietly Great
if there are no Hurt boxes left on the victim’s wound track, Scale: –5
the result will be Very Hurt, and so on until death. Combat Skill: Superb
If attacked from the rear, a giant worm will lash out with Attacks: Bite and Claws
a bone-like stinger on its tail. It can do this the same round Damage Factors (including Scale):
as attempting to swallow. Offensive: –3 (bite or claws)
— Peter Mikelsons Defensive: –5
Great weasels are 3’ long with razor-sharp claws, needle-
like teeth, lightning reflexes and a bad attitude. Giant rats
Goblin are their preferred prey. Great Weasels may be tamed.
Attributes (individuals may vary): With their speed and ability to move quietly, great weasels
Reasoning: Mediocre can attack their prey without warning, gaining an
Perception: Fair Unopposed attack, Difficulty Fair in the first combat round.
Willpower: Mediocre If a great weasel wins an attack with a relative degree of +4
Strength: Fair or more, it has bitten a major blood vessel. The victim will
Agility: Fair bleed to death in several minutes, unless first aid or healing
Health: Fair is applied. The victim must make a Health roll (Difficulty
Gifts: Fair) every minute or bleed to death. GMs who allow NPCs
Dark Vision to have Fudge points should give great weasels one point.
Toughness (+1 Defensive Damage Factor) -- Peter Mikelsons
Scale: –1
Combat Skill: Fair
Attacks: By weapon Hydra
Damage Factors (including Scale): Attributes (individuals may vary):
Offensive: +1 (shortsword) Reasoning: Fair
Defensive: +1 (leather armor) Perception: Great
Goblins are short (4’ tall), evil humanoids that are found Strength: Great
in wild forests or mountainous areas. Goblins are tribal and Agility: Good
matriarchal. A tribe will normally consist of between 50 and Health: Fair
200 individuals. The leader of the tribe is usually a female Supernatural Powers:
of prodigious size and foul temperament. Many Heads (usually 5)
Goblins are not particularly fearsome opponents in battle Head Regeneration (see below)
unless they are backed by overwhelming numbers or led by Scale: +8 (each head Scale +2)
a charismatic general. Goblin tribes go through periods of Combat Skill: Good
very high birth rates every 5-10 years. This results in period- Attacks: Bite (1 from each head)
ic invasions of surrounding lands by hordes of goblins on the Damage Factors (including Scale):
move due to overpopulation and starvation. Offensive: +5 (bite)
Goblins fear and hate dwarves, since dwarves often Defensive: +2 (each head) or +8 (body)
enslave them and put them to work in their mines. The aver- Its origins shrouded in mystery, the hydra is one of the
age goblin is armed with a wicked-looking serrated short most feared creatures. It appears as a large reptile, with
sword and protected by a patchwork of leather armor. many heads. Its regeneration makes it nearly unstoppable
-- Anthony Roberson and its appetite is insatiable.

148 Wild Things (Goblin; Great Weasel; Hydra)


Fantasy Fudge Bestiary

Each of a hydra’s head can attack independently. For


combat purposes, treat each head as a scale +2 creature Imp
whose teeth do +5 damage due to sharpness and strength. Attributes (individuals may vary):
Any wound of Incapacitated or Near Death inflicted on a Reasoning: Good
head severs it from its neck. A new head will regenerate to Perception: Fair
replace the lost one. If the hydra makes a Superb Health Willpower: Mediocre
check, two heads are regenerated. The regeneration process Strength: Mediocre to Good
takes 4 combat rounds. A Hurt or worse wound inflicted by Agility: Mediocre to Great
fire will prevent regeneration. Magic weapons may have sim- Health: Fair
ilar effects. Supernormal Powers:
--Steven Hammond Magical Talent (Demonic Magic; see below)
Magical Toughness (+3 Defensive Damage Factor)
Skills:
Demonic Magic Great
Hyeena GM may choose other skills appropriate to individual.
Attributes (individuals may vary): Scale: –3 or smaller
Reasoning: Good (animal) Combat Skill: Fair
Perception: Good Attacks: Magic or bite
Willpower: Fair Damage Factors (including Scale):
Strength: Good Offensive: –2 (sharp teeth)
Agility: Good Defensive: +0 (magical toughness)
Health: Good (adjust Damage Factors for Scale if less than –3)
Gifts: Imps are small demonic entities, which are either sum-
Magical Defense (see below) moned or sent to this plane to aid a sorcerer or priest in
Toughness (+1 Defensive Damage Factor) some evil scheme. Imps come in many shapes, from man-
Skills: like to grotesque.
Mimicry Great (see below) Imps are skilled in Demonic Magic, which works the same
Scale: +0 way Scholarly Magic does. Demonic Magic excels at magical
Combat Skill: Good feats that cause confusion and misery. Most imps have 5
Attacks: Bite magical power points, and can channel 1- or 2-point spells.
Damage Factors (including Scale): -- John Ughrin
Offensive: +2 (sharp teeth)
Defensive: +1 (toughness)
The hyeena is a horrible beast that resembles a large Medusa
hound with a spiny ridge running along its back. It lives in Attributes (individuals may vary):
tombs or catacombs and feeds on the dead. It will also dig up Reasoning: Fair
graves in the search for bodies. Some hyeenas stalk rural Perception: Fair
areas by night and prey on shepherds or late travelers. Willpower: Fair
The hyeena has an unusual magical defense. Any creature Strength: Fair
that treads on a hyeena’s shadow is immediately struck Agility: Fair
dumb and unable to speak. The effect lasts until the hyeena Health: Fair
is killed or an hour has passed. Supernormal Powers:
The hyeena also has an uncanny talent for imitating the Petrification (see below)
human voice, and uses this trick to lure its prey into an Skills:
ambush. Assassination Good
Alchemists prize the hyeena’s eyes because they can be Scale: +0
distilled into small stones that can be used to foretell the Combat Skill: Good
future. An alchemist will pay a good fee for a pair of hyeena Attacks: Bow
eyes if they are fresh or have been properly preserved in salt Damage Factors (including Scale):
or strong alcohol. Offensive: +2 (bow; add Strength bonus if any)
-- Anthony Roberson Defensive: +0

Wild Things (Hyeena; Imp; Medusa) 149


Fantasy Fudge Bestiary

Medusae are cursed by gods. In ages past, the mother of generally dark or mottled and unkempt and greasy. Many
all medusae compared her own beauty with that of the gods. Rathent have hands ending talon-like claws. Most Rathent
For this, she and all her descendants were made so hideous, have human-like leg structure. Rare individuals will have
that any who saw them were turned to stone. (Any character bird-like legs or vestigial wings, and are generally regarded as
who sees a medusa’s face must make a Willpower check at a gruk (retard or throwback). This is a reflection of cultural
Great Difficulty level, or turn to stone.) bias rather than actual ability or intelligence.
A medusa may attempt to take residence in an old villa The structure of Rathent society is loosely tribal with the
or abandoned home. There, slowly but surely, a statue strongest or most cunning being the skwarka (chieftain).
garden will begin to grow. The services of a hero may be The skwarka leads the tribe in battle and receives the most
needed to find a way of killing the poor creature. It has prestige and breeding privileges.
been rumored that when a medusa is slain, her victims Rathent are extremely protective of their females, as they
return to the flesh. have a relatively low birthrate. Only one in five members of
-- John Ughrin a typical Rathent tribe are female.
Rathent males serve as hunters and generally engage in
banditry, thievery, and murder to eke out an existence.
Rathent They are cowardly scavengers by nature and will feed on
Attributes (individuals may vary): carrion with glee when there is nothing better.
Reasoning: Fair Most Rathent provide only for themselves, but offer trib-
Perception: Good ute to the skwarka and his harem. Warriors that do not pay
Willpower: Mediocre tribute regularly to the skwarka are either exiled or more
Strength: Fair likely killed.
Agility: Good Rathent may be encountered in semi-civilized areas on
Health: Good the outskirts of forests and mountains. Their villages are
Gifts: clusters of rude tree houses similar to nests in structure. The
Keen Senses (especially eyesight) skwarka’s nest is the largest and centrally located, and is
Quick Reflexes built into the largest tree available.
1 in 10 Rathent possess a Magical Talent Gift (see below) Rathent have fair craftsmanship skills, but rarely produce
Faults: anything of exceptional quality. Most of their weaponry is
Cowardly scavenged or stolen. When left to their own means they will
Damage Capacity Mediocre (–1 to DDF) produce javelins, war darts, and spears. Rathent armor is
Jerk (Few Rathent have any regard for anything but usually cobbled together from bits and pieces scavenged in
themselves. This can translate in several ways.) their raids.
Skills: Some Rathent have an innate talent for simple magic.
Setting Traps Good Clerical Magic and Hedge Magic is most common.
Ambush Good Scholarly Magic (Elementalism or Necromancy) is also pos-
Move Quietly Great sible, but no Rathent will have more than one level of the
Athletic Skills Fair Magical Talent: Scholarly Magic Gift. Rathents with Magical
Outdoor Skills Fair Talent are known as kuzkwa. Most are female. All magical-
Other skills as appropriate for individual ly talented Rathent are sterile and considered sexless.
Scale: –1 to +0 Many are also albino. These Rathent serve as shamans and
Combat Skill: Fair to Great spiritual advisors.
Attacks: Claws or Weapon Rathent spirituality is a grim affair centered around the
Damage Factors (including Scale): malevolent figure Kzukwa-skwark (Old Lord Dread).
Offensive: +0 (claws) Homage is paid to this fearsome entity by murdering as
+1 to +3 (scavenged weapons) many non-Rathent as possible. This ensures that the after-
(adjust Offensive Damage Factors for Strength if needed) life will be only moderately painful, rather than an eternity
Defensive: +0 (cobbled together armor) of anguish and torture.
Rathent are odd creatures, most likely the result of some Rathent have an irrational attraction to shiny objects, and
magical hybridization gone awry. They resemble humanoid will often quarrel over relatively useless objects that glitter.
birds, with large, curved beaks and offset eyes. Feathers — Sedge Lewis
cover their head, upper torso and arms. Their plumage is

150 Wild Things (Rathent)


Fantasy Fudge Bestiary

Ratlings Restless Dead


Attributes (individuals may vary): Attributes (individuals may vary):
Reasoning: Mediocre Reasoning: Poor
Perception: Fair Perception: Fair
Willpower: Mediocre Willpower: n/a (mindless)
Strength: Fair Strength: Fair
Agility: Good Agility: Good
Health: Mediocre Health: n/a (not alive)
Scale: –1 (or less) Gifts:
Combat Skill: Fair Immune to Mind Magic
Attacks: Claws or Bite Skeletal (Half damage from slashing weapons; piercing
Damage Factors (including Scale): weapon damage is reduced to 1)
Offensive: +0 (claws), +1 (bite) Unaffected by Sunlight (unlike many Undead)
Defensive: –1 Faults:
Ratlings are small humanoid creatures whose head, claws Susceptible to Fire
and tail look like those of a rat. Their legs are also more rat- Destroyed by running water (dispels animating magic)
like than human. Ratlings have a low life expectancy due to Undead (can be banished, etc.)
disease resulting from poor living conditions. Ratlings can Scale: –2 to +2 (as when alive)
speak as well as humans, and usually speak the local domi- Combat Skill: Fair
nant language. Their claws are dexterous enough to allow a Attacks: Weapon
Ratling to use equipment made for humans. Damage Factors (including Scale):
Ratlings were created by a Grand Mage who later allowed Offensive: by weapon
his experiments to leave his laboratory. In the few years Defensive: +2 (Light Armor and Shield)
since their creation, the Ratlings have established them- Time and time again, necromancers turn to dead
selves amid the slums and backways of the city. humanoids when trying to inexpensively create tireless,
The GM may involve Ratlings in the city’s political scene fearless guardians. Corpses are versatile, readily available,
if desired. Examples: The local ruler has placed a bounty on and the once-living bones lend themselves well to
Ratling skins; Ratlings are active in the Thieves’ or Beggars’ enchantment. A lesser nether-spirit is bound to the dead
Guilds; etc. bones, animating them and providing a rudimentary,
The GM may adjust Ratlings to be smaller and more rat- malevolent intelligence. The resulting creatures need no
like, if she likes. Suggested Scale: –5 or less (remember to sustenance, are infinitely patient, and obey the com-
adjust Offensive and Defensive Damage Factors). mands of their creators without question. They are often
— Gordon McCormick set to guard tombs, fortresses, and hiding places of all
sorts.
The Restless Dead appear as piles of old bones scattered
around the places they guard. They have no odor (prior to
enchantment, the corpses are usually stripped of all flesh
by being placed onto anthills or in maggot pits). It takes a
Perception roll of Great or above to detect the thin web-
work of sigils covering the bones from any distance.
When anyone or anything comes near, the bones
reassemble into malevolent, skeletal forms and spring into
action.
Though not terribly strong, the Restless Dead are agile
and tenacious. They are often equipped with rusty, patch-
work armor (+1), shields (+1), and various weapons such as
maces, swords, axes, and spears (+1 to +3).
— Dmitri Zagidulin

Wild Things (Ratlings; Restless Dead) 151


Fantasy Fudge Bestiary

Soldier, Professional Thug


Attributes (individuals may vary): Attributes (individuals may vary):
Reasoning: Mediocre Reasoning: Mediocre
Perception: Fair Perception: Fair
Willpower: Fair Willpower: Fair
Strength: Good Strength: Fair
Agility: Good Agility: Fair
Health: Fair Health: Fair
Skills: (choose as appropriate to the individual) Skills: (choose as appropriate to the individual)
Athletic Skills Fair - Good Athletic Skills Mediocre - Good
Social Skills Mediocre - Good Social Skills Poor - Fair
Gifts: (choose as appropriate to the individual) Gifts: (choose as appropriate to the individual)
Common soldierly Gifts include Danger Sense, Pain Common Gifts for Thugs include Pain Tolerance,
Tolerance, Quick Reflexes, Tough Hide, or Veteran. Resistant to Poison, and Tough Hide.
Faults: (choose as appropriate to the individual) Faults: (choose as appropriate to the individual)
Common soldierly Faults include Code of Honor, Common Faults for Thugs include Appearance, Outlaw,
Compulsive Gambling, Duty, One Eye. or Quick Tempered.
Scale: +0 Scale: +0
Combat Skill: Good - Great Combat Skill: Mediocre - Fair
Attacks: by weapon Attacks: by weapon
Damage Factors (including Scale): Damage Factors (including Scale):
Offensive: by weapon Offensive: –1 (fist), or by weapon
(add Strength bonus if applicable) (add Strength bonus if applicable)
Defensive: by armor Defensive: +1 (leather, or partial heavier armor)
(add Tough Hide bonus if applicable) (add Tough Hide bonus if applicable)
A professional soldier is a trained, well-equipped warrior. A Thug is an untrained, none-too-bright, poorly equipped
This template may be used for town guards. person who may start trouble with PCs because of alcohol,
Soldiers usually have at least Good morale and discipline. testosterone, or commands from an arch-villain.
However, many only have Mediocre mental attributes. A In any crowd of Thugs, there is at least one with an addi-
squad of soldiers is usually led by an officer with Good or tional +1 or +2 Offensive Damage Factor due to unusual
better Combat and mental attributes. strength.
— Peter Mikelsons — Peter Mikelsons

152 Wild Things (Soldier, Professional; Thug)


Fantasy Fudge Bestiary

by the horrible stench that always accompanies them. They


are carnivores and most are not terribly bright.
Anyone facing a Troll in melee combat must make a
Good difficulty Willpower roll or suffer a –2 penalty to all
combat skills for the duration of the combat, due to the
creature’s overwhelming smell.
— Anthony Roberson

Wall Crawler
Attributes (individuals may vary):
Reasoning: Poor (animal)
Perception: Fair
Willpower: Poor
Strength: Poor
Agility: Good
Health: Poor
Gifts:
Toxic Spines (see below)
Scale: –6
Combat Skill: Mediocre
Attacks: bite
Damage Factors (including Scale):
Offensive: –6
Defensive: –6
The wall crawler resembles nothing so much as a night-
marish cross between a giant centipede and a black, furry
caterpillar. A wall crawler is usually 1’ to 1’ 6” long and,
except for its head, is completely covered with 6” long black
Troll spines. The crawler skitters along on sixteen feet that are
Attributes (individuals may vary): equipped with an array of tiny hook-like protrusions. These
Reasoning: Poor allow the creature to travel over almost any surface. It can
Perception: Fair traverse a cave ceiling or dungeon wall as easily as it does
Willpower: Fair the ground.
Strength: Great Wall crawlers are found in dark places and fill the role of
Agility: Fair scavengers, devouring the dead and sometimes the dying.
Health: Great Wall crawlers rarely attack living creatures unless in defense
Gifts: or if the creature is badly injured. They are usually encoun-
Toughness (+3 DDF) tered in groups of 7-12 individuals.
Stench (–2 to opponents combat skills; see below) In combat, a wall crawler can deliver a painful bite that
Scale: +3 sometimes becomes infected. Its real danger, however, lies
Combat Skill: Good in the spines that cover its body. These spines are sharp and
Attacks: weapon or claws can easily pierce cloth or the leather sole of a boot. The hol-
Damage Factors (including Scale): low spines contain a toxin that causes confusion and hallu-
Offensive: +5 (claws), +8 (massive club) cinations. If an adventurer contacts a spine, he must make a
Defensive: +8 Fair difficulty Health Roll. If he fails the roll, he will become
Trolls are huge, loathsome creatures. Many are identified confused and disoriented within minutes. For the next 2-4
by the areas where they live. There are Hill Trolls, Swamp hours he will be effectively incapacitated by hallucinations,
Trolls, Wood Trolls, and countless others. unable to fight or find his way without assistance.
The average troll stands well over 9’ tall and usually – Anthony Roberson
wields a massive club. A troll’s presence is easily identified

Wild Things (Troll; Wall Crawler) 153


Fantasy Fudge Bestiary

Zombie Zuvembie
Attributes (individuals may vary): Attributes (individuals may vary):
Reasoning: n/a (mindless) Reasoning: Mediocre
Perception: Mediocre Perception: Fair
Willpower: n/a (mindless) Willpower: Fair
Strength: Great Strength: Great
Agility: Poor Agility: Mediocre
Health: Great Health: Mediocre
Supernatural Powers: Skills:
Immune to Pain (no penalties due to wounds) As when alive, but 2 levels lower
Immune to Fear Supernatural Powers:
Tough (+2 to Defensive Damage Factor) Immune to Pain (no penalties due to wounds)
Faults: Immune to Fear
Vile Stench Tough (+2 to Defensive Damage Factor)
Horrid Appearance Faults:
Disease Carriers (optional; see below) Horrid Appearance
Scale: 0 Scale: 0
Combat Skill: Poor Combat Skill: Good
Attacks: arm swing or drag down Attacks: Bony hands, or weapon
Damage Factors (including Scale): Damage Factors (including Scale):
Offensive: +1 (unarmed, Strength bonus) Offensive: +2 (unarmed) or by weapon
Defensive: +2 Defensive: +2
Zombies are walking corpses, with shreds of flesh still An evil priest, sorcerer, or necromancer can create a
attached. They are animated through evil magics Zuvembie by draining the life force from a man-sized
(Necromancy, Sorcery, or some evil Clerical Magic) and obey humanoid creature via arcane magics and poisons. A
the instructions of their creators. Zombies continue to Zuvembie’s flesh becomes hard and its skin leathery as a
decay, giving them a vile stench and a horrifying appear- result of the process, and Zuvembie bodies do not show the
ance. They may also be disease carriers. The GM may decay of true zombies. They retain some intelligence, unlike
require characters exposed to zombies to make a Health zombies, and can understand relatively complex instruc-
Roll (Difficulty Level Mediocre) to avoid contracting some tions. They wield weapons (albeit clumsily), and may retain
suitably noxious disease. some of the skills they maintained in life, but reduced by 2
Zombies have no initiative, relying on their master for levels.
instructions. Feeling no fear or pain, they make excellent As with zombies,
shock troops. They are almost indestructible, requiring a Zuvembies are immune
Near Death result to “kill” them. to pain and require a
Zombies are unable to wield weapons. They attack with Near Death result to
their hands and nails, pummeling their opponents with “kill” them.
mindless intensity. They will attempt to surround and Zuvembies usually
overwhelm difficult opponents. inhabit their creators’
Zombies are unintelligent (mindless), and so have no residence. They may be
speech, skills, etc., although they may moan while attack- Repelled with Great diffi-
ing. They may be repelled with the Repel Undead Clerical culty.
Magic skill (Difficulty Level Mediocre). — Kent Matthewson
Zombies usually inhabit cemeteries, abandoned church-
es, necromancers’ strongholds, or temples to evil gods.
— blended from submissions by Steven Hammond, Kent
Matthewson, and Peter Mikelsons

154 Wild Things (Zombie; Zuvembie)


Fudge Miracles

by Steffan O’Sullivan be instantaneous for a merciful deity, or it may take up to a


month for stricter deities. All steps are lost and regained as a
Here is a sample miracle system (not generic), based on unit when this happens.
the following premises mentioned in Miracles (p. 24):
Can miracles occur by petition: Yes.
Who can petition: Anyone. Holy persons have an advantage. Petitioning a Miracle
(A holy person is one with the supernormal power: Divine A character may petition a miracle at any time.
Favor, and whose behavior is in synch with the deity’s goals — However, some deities do not like to be disturbed for triv-
GM decision on how the player is roleplaying.) Religious ial matters, and may ignore requests when it is obvious the
Investiture — a social title that may or may not coincide with character hasn’t even tried to help himself.
Divine Favor — is not required, and, in fact, does no good if In Fudge Miracles, the petition should be fairly precisely
behavior is inappropriate. worded. Rather than a simple, “Please help me,” the charac-
Certainty of petitioned miracles: Mediocre. ter should focus the plea: “We are starving, please feed us,” or,
Broad or specific requests: Specific requests are more likely “My friend is dying, please heal him.” A holy character can
to be granted. petition for any miraculous result desired, however — there is
no established list of miracles.
Characters without Divine Favor have a Petitioning skill
Divine Favor of Poor (or Mediocre in a more deity-active game). Those
Divine Favor is a supernormal power that can be taken with one or more steps of Divine Favor have a Petitioning
more than once. Each time Divine Favor is taken, it is ded- skill of Fair. Petitioning skill cannot be raised. (In a high-
icated to a single deity. It is possible to have Divine Favor level deity-active campaign, Petitioning skill can be raised
from more than one deity in a polytheistic world, or you to Good at the cost of one supernormal power.) Petitioning
can have multiple steps of Divine Favor from a single deity. skill can be modified, however — see the next section.
Each step of Divine Favor counts as two supernormal pow- To resolve a petition, make an unopposed action roll
ers (recommended). against Petitioning skill. Each step of Divine Favor grants
Divine Favor can be temporarily lost if the character does the holy character one extra chance to roll the dice in a
not act in accordance with the deity’s desires. Usually a peri- petition to his deity.
od of atonement is required to regain Divine Favor. This may

Divine Favor; Petitioning a Miracle 155


Fudge Miracles

On a Fair or worse result, the roll is a failure. If the char- The petitioner’s behavior has been strictly in accordance with the
acter has any steps of Divine Favor from the same deity, he deity’s desires: +1
may roll again for each step (this does not count as a sepa- The petitioner’s behavior has not been in accordance with the
rate petition). He can stop at any point — only the last deity’s desires: –1 or more
result rolled counts. This means a character with two steps The petition will further the deity’s desires: +1
of Divine Favor can try one, two, or three rolls. If he gets The petition goes against the deity’s desires: –1 or more
Good, Fair, and Mediocre results, in that order, the result The petition involves the deity’s sphere of influence: +1 (Calling
of the petition is Mediocre. for a fireball from a fire god, for example. This is not
On a Fair or Mediocre result, the petition isn’t answered appropriate for a Supreme God, whose sphere encompass-
by the deity, but the deity isn’t annoyed by the petitioner. es all things.)
On Poor or worse result, however, the deity is angry with The petition involves an element antagonistic to the deity: –1 or
the character, and there will be a –1 on the next petition more (asking the Fire deity to use water, for example.)
attempt. If the deity is evil, a miracle may actually occur, The petition is phrased too generally: –1 or more
but not one the petitioner is likely to enjoy…. The petitioner has not tried to help himself first: –1 or more.
On a Good or better result, the petition is granted. The The petition is too trivial to bother the deity with: –1 or more
better the rolled result, the better the answer to the prayer. The petition is a simple, but important, request: +1, provided
For example, a Good result heals one wound or wound the petitioner has exhausted his own abilities to accom-
level, while a Superb result totally heals the character. A plish this task. (Example: requesting a piece of chalk,
Good result could call a wolf to defend the petitioner, which is trifling, but simply cannot be found anywhere
while three lions might answer a Superb result. And so on. near the character. In this case, chalk would have to be
essential to the character’s state of body, mind or soul.)
The last petition was a Poor or worse result: –1
Modifiers to the Petitioning Skill Level The deity feels the petitioner is calling for help too frequently: –1
The GM decides if any modifiers are applicable. or more (Optional — may be invoked by a GM annoyed at
Suggested modifiers: constant requests for miracles…)

Fudge Magic

by Steffan O’Sullivan Time to cast spells: Depends on potency of spell (one


minute to days). This can be speeded up by taking a penal-
Here is a sample magic system, based on the following ty to the roll.
premises mentioned in Magic (p. 24): Spells: Improvised. Exact wording isn’t important, so magic
Who can cast: Magicians only (supernormal power need- books tend to be collections of effects, not formulae.
ed). Material Components: None needed, but good use can give
Levels of Power: Yes. There are two game effects: the a +1 bonus to skill.
greater the power, the easier it is to cast more powerful Drawbacks: Casting non-trivial spells is fatiguing; severe
spells; and power levels act as a reserve in case of severe failure causes distress.
failure, which temporarily drains power. Voluntarily drain- Societal constraints: None — magic is rare, but not unheard
ing a level of power can also guarantee success for one of.
spell. This system is based on the conviction that a player using
Source of Power: Manipulation of local area mana. magic should never be blasé: there should always be some
Reliability: Fair. tension and excitement when a character casts a spell, or

156 Petitioning a Miracle (cont.)/Fudge Magic


Fudge Magic

the magic has gone out of the game. Too often in a role- 3) Magic is somewhat risky to use — there are penalties
playing game, the player running a magician uses tried- for severe failure.
and-true spells so regularly that spellcasting becomes mun- Options are provided to alter these limitations for GMs
dane. Since “mundane magic” seems a contradiction in who dislike them. In fact, Spellcasting Skill Alternatives (p. 162)
terms, Fudge Magic attempts to instill a little excitement is essential for faerie races and demigods, who have much
into spellcasting. more dependable magic powers than humans. (Unless the
There are many ways to achieve this. Fudge Magic has GM is generous, such characters would have to buy higher
chosen the following limitations: skill levels normally if using the Objective Character
1) The mana available for a specific spell result gradual- Creation system. Taking some faults to balance such powers
ly becomes depleted in a given area. That is, casting two is in keeping with the nature of demigods and faerie races.)
fireballs in a row is harder than casting one fireball and
one lightning blast, for example.
2) Magic is an untamable force; there is a skill cap for Magic Potential
casting spells. Magic Potential is a supernormal power. (A suggested
cost in the objective character creation system is two gifts
for each level of Magic Potential. This can be reduced in a
magic-rich campaign.) A character with at least one level of
Magic Potential (usually abbreviated to Potential, some-
times simply called Power) is referred to as a “magician” in
these rules — substitute your favorite word. Only magi-
cians may cast spells. (However, see Magicians & Non-
Magicians, p. 162, for other options.) Magic Potential may
be taken more than once, but each level counts as a sepa-
rate supernormal power.
Each level of Magic Potential must be bought as a special-
ization. Specializations can be suggested by the player or set
by the GM. (In the latter case, she should make a list of
acceptable magic specializations.) The categories can be as
broad or as narrow as the GM wishes — the broader the
terms, the more powerful the magicians.
Examples of specialized Potential: Alter Inanimate Material,
Augury, Combat Magic, Communication Magic, Defensive
Magic, Elemental Magic, Flying Magic, Healing Magic,
Illusion, Information-Gathering Magic, Mind Control,
Necromancy, Only Affects Living Beings, Only Affects
Sentient Beings, Only Affects Technological Items,
Shapeshifting, White Magic (cannot harm anyone, even indi-
rectly), etc.
A character may have Power levels in more than one spe-
cialization, unless the GM disallows it for some reason.
Certain disciplines may have societal constraints: in most cul-
tures, studying Necromancy is offensive and probably illegal.
Mind Control, Invisibility, Teleportation, Illusion Magic, etc.,
might all be limited to government-approved magicians, at
best. It’s even possible that such magicians will be outlaws.
Anything that can be used easily to commit a crime (especial-
ly assassination or thievery) will be difficult, if not impossible,
to learn openly in most cultures. If a given culture allows such
magic openly, it is sure to have powerful defenses against being
damaged by it.

Magic Potential 157


Fudge Magic

Narrow specializations should probably cost less than of rest will bring him up to +1 Potential. No character may
one supernormal power: perhaps each specialized gain Magic Potential levels beyond his starting level except
Potential is worth one gift. through character development.
In order to cast a spell of a given result, the magician
must have at least +1 Potential specialized in that type of
magic (on the character sheet, that is: he may be tem- Spells
porarily reduced to 0 Potential). Someone with +1 When a magician wishes to cast a spell, he describes the result
Potential: Combat Magic and +2 Potential: Information- he has in mind. The GM assesses how powerful such an effect
Gathering Magic could not cast a spell to create food in would be, based on how prevalent magic is in her campaign. In
the wilderness, for example. a low-magic campaign, even a simple spell such as levitating the
Failing a spell miserably causes the temporary loss of a level jail keys to an imprisoned character would be taxing. In a high-
of Magic Potential (see Resolution, p. 160). When this happens, magic campaign, however, that would be a trivial spell, and even
the magician faints for at least one combat round. He needs a shooting forth a flash of lightning from a fingertip wouldn’t be
Good Constitution roll to wake up (roll each round). When he out of the ordinary.
comes to, the magician may function normally, even attempt- The potency of the spell can be modified by the magician’s
ing to cast the same spell again — if he hasn’t dropped below 0 appropriate Power level. An “average” magician has three levels of
Potential. appropriate Power when casting a given spell. (Modify this num-
If a magician has two or more types of Potential that are ber up or down for harder or easier magic.) That is, a spell is more
appropriate for the spell being cast, and a loss of Potential is difficult for a magician with less than three levels of an appropri-
called for, the GM decides which type of Potential is ate Power. Likewise, a magician with four or more appropriate
reduced. For example, a magician has one level of Combat Power levels treats a spell as more trivial than it would be for an
Magic and two levels of Fire Magic, and fails miserably on average magician.
a fireball spell. The GM could say that he has lost either his “Appropriate” Power does not have to be all of the same
one level of Combat Magic or one of his Fire Magic levels, specialization so long as each Power governs the spell in
but not one of each. question. For example, a spell to make a sword fly up and
If a magician drops to –1 Potential in any given specialty, attack a foe could be governed by Flying Magic, Combat
he immediately falls into a coma, lasting anywhere from an Magic, and Control Inanimate Material. If a magician had
hour to a day (GM’s decision). When he wakes, he must roll one level of each of those types of magic, the spell would be
against his Constitution: on a Mediocre or worse roll, he of average potency for him.
takes a point of damage. He checks Constitution again at A spell is then Trivial, Average, or Potent. (It may also be Very
the end of every day he is active — a failed result means Trivial, or Very Potent, if the GM wishes. In fact, the players will
another point of damage. These wounds cannot be healed undoubtedly propose truly awesome spells, which should be
until he recharges his Magic Potential back up to level 0. labeled as Extraordinarily Potent, or with some other impressive
A magician with 0 Potential may still cast spells; a magician adjective.) The GM tells the player what the potency of a pro-
at –1 Magic Potential, however, cannot attempt any magic posed spell is — any magician character would have a fairly good
spells that would involve that specialty. He may still cast spells idea of a spell’s potency.
of another specialty. For example, a magician who falls to –1 The spell’s potency determines the difficulty level. A spell of
Encyclopedic Magic can no longer cast a spell that allows him average potency has a Fair difficulty level, while a Potent spell
to open his blank book and read a magically-appearing ency- has a difficulty level of at least Good. Likewise, a Trivial spell
clopedia entry on a specified topic. But he can still cast spells has a difficulty level of Mediocre or Poor.
using his Animal Empathy Magic, allowing him to call and The GM also decides the duration of the spell if it suc-
converse with wild animals, provided that Potential is still 0 or ceeds — seconds, minutes, hours, days, etc. The character
greater. He must still make a Constitution check for every day may try to adjust this, subject to GM approval. For example,
he his active, however, to see if his –1 Encyclopedic Magic the magician can voluntarily take more fatigue or reduce
Potential is causing him wounds. the scope of the effect — or accept some other penalty — to
Magic Potential may be recharged only by resting for one lengthen the spell’s duration. Rolling a higher relative
week per level. (GMs may alter this time to taste, of course: degree can also mean the spell lasts longer. Some spells have
resting for one day is sufficient for more epic campaigns.) For permanent effects: healing (until wounded again), busting a
example, a magician falls to –1 Potential. Resting one week hole in a wall (until repaired manually or by magic), tele-
will bring him up to 0 Potential (and cure any wounds porting to a distant place (until you come back), and so on.
incurred by being active while at –1 Potential). A second week Of course, even these spell effects may be temporary in a

158 Magic Potential (cont.); Spells


Fudge Magic

given GM’s world: healing only lasts a day and the wound Or maybe each spell affects a magician’s Sanity attrib-
reappears, or a hole in the wall fixes itself after a few min- ute, and he needs to convalesce to restore it. Or, equally
utes, or a teleported person automatically returns after an entertaining, a spell might affect the sanity of anyone who
hour in the other location.... witnesses magic! Reduced sanity can manifest in many
The GM also needs to determine if there are any draw- amusing ways....
backs to casting a spell. Fudge Magic assumes that spells are
tiring to cast, and a magician reduces his Fatigue attribute
when casting. The more potent the spell, the more the fatigue. Mana
(Fatigue is regained by resting, of course. If Fatigue goes Mana is an energy source capable of manipulating mat-
below Terrible, the character passes out. The GM may have ter, time, and space. It can be tapped only by those with
separate Fatigue attribute, or base it on Endurance, Magic Potential.
Constitution, Strength, etc.) The GM determines the availability and density of mana in
A GM who dislikes the idea of keeping track of fatigue can a given game world, just as she does the average potency of a
change the drawback to something else. Perhaps a magician spell. Mana density can affect two things: how large an area is
has a limited number of spells he can cast in a day (or in an needed to fuel a given spell effect, and (optionally), how easy
hour). In this case, he may have a Spell Point attribute, which or hard it is to cast a spell.
is drained by spellcasting and regained simply by the passage When a spell of a particular effect is cast, the magician
of time. (A trivial spell won’t drain any Spell Point levels, draws a specific type of mana to him to create the effect.
while an average spell drops a magician from Good Spell The next time this same effect is desired, it will be harder
Points to Fair, for example, and more potent spells drain two to do: he has drained some of that mana type in the local
or more levels at a time.) Draining spell points would not nec- area.
essarily make the magician tired in this case, and Spell The size of the area is defined by the GM. For most fantasy
Points would regenerate whether the magician was resting or worlds, assume it’s about fifty yards or meters in diameter. In a
not — or they might only regenerate with sleep. low-level magic campaign, the area is the size of a town or even
city. (This would give meaning to the old line, “This town ain’t
big enough for both of us” — dueling wizards!) On
the other hand, a high-level magic campaign is so
mana-rich that the magician can simply take a step
or two and be in a new area. Note that the area gov-
erns which spells can be cast without penalty: if one
magician casts a healing spell, a second magician will
be at –1 to cast a healing spell in the same area with-
in the next 24 hours. (Mana may recharge at a dif-
ferent rate in a given game world, of course.) Note
also that a magician may be unaware of what spells
were cast in an area before he arrived....
In a mana-rich area, spells may also be easi-
er to cast: +1 or +2 to skill level. Likewise, in a
mana-poor area, spells can be harder to cast: –1
or more. The GM decides if this rule is in effect.
Mana is dispersed and weak in a world such
as modern Earth. The average fantasy game
world will have much stronger mana, and some
high-magic campaigns will simply reek of mana.
In any given world, it is possible to vary the
amount of mana. Some lands may be mana-rich,
while neighboring areas are mana-poor. Mana
may flow in currents, or in tides with the phases
of the moon. There may be “rogue” mana
streams that change course and invade new
areas, or a mana drought may afflict a given

Spells (cont.); Mana 159


Fudge Magic

locale. Astrological alignments can affect mana, too — thus magician into a bear, etc. Drafting the spell in poetical
even here on mana-poor Earth there will be places and form earns an additional +1, if the GM is willing.)
times of the year when cultists gather to call forth unseen Multiple magicians casting a spell that they have all tried before:
powers.... +1 (for 2 to X magicians) or +2 (for more than X magi-
A PC magician would know the general mana level for cians). (X is set by the GM, anywhere from two to ten, or
at least his home area. He may or may not know whether even more for low-magic campaigns. One magician is
it fluctuates periodically, or if far lands have different assumed to be the primary caster: roll only once against
mana levels. In order to determine the mana level of the his skill.)
local area at a given time, a magician must cast a spell Mana-rich area: +1 or +2 (optional).
specifically to that end. Normal mana area: +0
Mana-poor area: –1 or more (optional).
Other modifiers may also apply, such as in a spell to
Skill search the mountains magically for someone you love (+1)
Spellcasting is a skill that must be learned. The default or searching for someone you’ve never met (–1).
is non-existent, and, due to the element of uncertainty in
Fudge Magic, the maximum base skill level is Fair. This
cannot be raised permanently — but see Spellcasting Skill Resolution
Alternatives. Each spell is then resolved as an unopposed action: the dif-
One generic Spellcasting skill is assumed, but the GM ficulty level is dependent on the spell potency. Spells of aver-
may require more if she breaks magic down into different age potency have a difficulty level of Fair, while more trivial
types. It should cost one level just to get a Spellcasting skill spells have difficulty levels of Mediocre or Poor. (No spell has
at Terrible. a difficulty level of Terrible — magic just doesn’t work at that
Spellcasting skill may be modified (to a maximum of level.) More potent spells have difficulty levels of Good to
Great) by the following: Superb, or even beyond Superb if a truly powerful effect is
Taking an average time to cast a spell: +0. (Note: the GM desired.
assesses the average time for any given spell proposed. If the magician surpasses the difficulty level, the spell
Potent spells might take all day, or even longer, while occurs as he described it. The better the relative degree,
Trivial ones might take one to five minutes.) the better the result. The magician suffers –1 (or more) to
Taking a long time to cast a spell carefully: +1. (Relative to his Fatigue attribute if the GM deems the spell is fatiguing.
each spell, of course. For a Trivial spell: taking a half an (If the GM has chosen some other drawback, of course,
hour or more.) apply that instead.)
Casting a spell much more quickly than normal: –1. (For a Sometimes a skill roll is then needed to do something
Trivial spell: one combat round of concentration.) with the end result of a spell. For example, a fireball needs
Using normal effort to cast a spell: +0. to be thrown accurately: use the Throwing skill and ranged
Using extra effort to cast a spell (more fatigue than normal, or weapon rules found in the Combat chapter.
counts as two spells cast if there is a limit per day, or reduces If the magician equals the difficulty level, then a watered-
Sanity more than normal, etc.): +1 or +2. down version of the spell occurs. Either it will have a short
Using less effort than normal to cast a spell: –1 or more. duration, or reduced potency, or there is a time lag before
(Reduced fatigue, or it only counts as half a spell against a the spell takes effect, etc. There may be an unexpected side
daily limit, etc.) effect, though it won’t be harmful to the magician. There
First spellcasting of a particular effect in a given area within is no penalty for the magician beyond a possible –1 or –2
24 hours: +0. (See Mana for the size of an area.) to Fatigue, at worst.
Additional spellcastings of a particular effect in a given area If the magician rolls below the difficulty level, however,
within 24 hours: –1 per casting. he is adversely affected. The energy inherent in mana lash-
For using authentic magic formulae: +1. (The Law of es out at the magician’s psyche instead of being focused as
Contagion or the Law of Similarity, for example — see desired. There may (or may not) be some visible magical
James Frazer’s classic anthropological study, The Golden effect, but it will not be the desired effect, and, if he rolled
Bough. Both Laws require some physical component: a poorly enough, it may even be inimical to the magician’s
feather to cast a flight spell, a piece of the subject’s hair to goals — or health….
heal or hurt her, a drop of water that becomes a water jet,
a stick that becomes a staff, a bearskin to change the

160 Mana (cont.); Skill; Resolution


Fudge Magic

On a failed roll, the magician is stunned for one combat


round (no actions or defense) and takes at least –1 Fatigue. Certain Spellcasting
A Terrible result always fails. Sometimes a magician desperately needs a certain
If he rolls a result of –4, the spell automatically fails (no result. In this case, he may opt not to roll the dice at all,
matter what the resulting level) and he also temporarily and simply drain one level of Magic Potential for a guar-
drains one level of his Magic Potential — see Magic Potential, anteed success. He takes the usual penalties for losing a
p. 157, for effects. (This is the “riskiness” of magic mentioned level of Potential — see Magic Potential. This means he’ll
previously.) faint — be unconscious — after casting the spell, which lim-
Examples: Barney casts a spell, Create Pizza, of Average its the utility for certain spells. You can’t control someone’s
potency in a normal mana area and gets –3: a Terrible mind when you are unconscious, for example….
result. The spell fails and Barney is stunned for a combat The GM may restrict this to Trivial spells, or non-Potent
round, but he does not drain a level of Magic Potential spells, or have no restrictions at all, beyond requiring the
because he did not roll a –4. Later, in a mana-rich area (+1 normal fatigue (or other) penalties. If the spell is one that
to cast), Barney takes a long time (+1) to cast Detect Food, could logically be resisted by the subject, however, the sub-
a very Trivial spell (Poor result or better needed for suc- ject still gets a Resistance roll. In this case, the magician
cess). He has temporarily raised his skill to Great, the max- rolls as if his skill were Great.
imum allowed. He rolls a –4 result, which is a Poor rolled
result. Although the rolled degree is good enough to cast
the spell, Barney still fails because he rolled a –4 result. Enchanting Items
Barney not only doesn’t detect any food, he also exhausts Items may be permanently enchanted in this system. The
one level of Magic Potential — ouch! magician works for a number of weeks or months (as
required by the GM), depending on the number and poten-
cy of the spells desired, and the general availability of magic
Personal Magic Resistance items in the campaign. At the end of each month (or week),
If the spell is one which attempts to control another the magician rolls against two skills: Spellcasting, and the
being — whether mentally, physically, or spiritually — appropriate Craft skill for the material being worked. The
opposed action rolls are also called for. First, the magician usual penalties apply on failing a spell roll. If he surpasses
casts the spell (as above); then he has to overcome the per- the difficulty level on each roll, the spell is slowly being set
sonal Magic Resistance of the subject. Magic Resistance into the item, one stage at a time. On a roll that only match-
may be an attribute or gift (Willpower is a good choice, if es the difficulty level, the work counts as only half a time
there is no specific anti-magic trait), as the GM desires. period, but does progress the enchantment.
Magic Resistance may even be a different attribute for dif- Obviously, a mana-rich area will attract magicians, espe-
ferent types of spells (a mental attribute for attempts to cially enchanters.
control the mind, etc.). Note that this second roll is
opposed — the subject of the spell gets a chance to resist it,
and so can influence the result. Fudge Magic Options
If the GM is willing, the magician may use the result he These options offer ways to make Fudge Magic more
just rolled as his skill level for the opposed action. That is, sweeping, more reliable, less risky, and even make it avail-
if he rolled a Great result on the spell, he rolls the opposed able to non-magicians.
action as if his skill were Great. Otherwise, he uses the
same level he rolled initially against.
“Control” can mean many things to different GMs. Generalized Magic Potential
Personal Magic Resistance would resist an attempt to read Some GMs may want the players to have sweeping pow-
someone’s mind to one GM, but not to another. However, ers. In this case, each level of Magic Potential allows a
Magic Resistance does not resist any spell that calls or cre- character to try any magic effect desired. This is in keep-
ates physical energy to lash out at another being. If the ing with certain fictional settings in which learning magic
magician successfully creates lightning to blast the subject, involves general principles rather than specific spell
it is not resisted by Magic Resistance; it is treated as a effects. This makes for a very free and open game, which
physical weapon. may or may not be to your tastes.
This system still allows specializations. Simply use faults
to limit a magician’s ability to cast certain spells.

Personal Magic Resistance; Certain Spellcasting; Enchanting Items; Fudge Magic Options 161
Fudge Magic

Magicians and Non-magicians Less Risky Spellcasting


The GM may allow non-magicians to cast spells. In this To make spellcasting less risky, make it harder to drain
case, it is risky, as there is no Magic Potential “cushion” — a level of Potential.
one severe failure is enough to devastate the character. Examples (apply as many or as few as desired):
Still, in an emergency, it may be worth the risk. Such a
character would still need to have some Spellcasting skill, 1) A magician cannot deplete a level of Magic Potential if
however. (But see Spellcasting Skill Alternatives.) he is attempting a Trivial spell. That is, if he rolls a –4
As a substitute for Magic Potential specialization, the on a Trivial spell, he fails the spellcasting, but doesn’t
GM looks over the character sheet (checking traits, per- lose a level of Magic Potential.
sonality, and character background) and decides if a pro- 2) A magician cannot exhaust a level of Magic Potential if
posed spell would be appropriate for the character. The he is attempting a Trivial or Average spell.
character must have some aptitude in the proposed spell 3) A magician cannot deplete a level of Magic Potential if
subject, or he may not cast such a spell. For example, a he takes enough time to get a +1 bonus for slow and
trained fighter with no knowledge of book learning or for- careful spellcasting.
eign languages could conceivably try a combat spell, but 4) A level of Magic Potential can only be depleted on a
not a spell to translate a book written in an unknown hurried spellcasting attempt that fails badly.
script. 5) A magician cannot drain a level of Magic Potential on
Of course, the same spell is of greater potency for a non- the first spell cast each day, or when the moon is full,
magician than for a magician. This probably means that a or if the mana level is low (not enough mana to back-
non-magician will only have a chance of casting a spell that lash potently), etc.
a magician would consider trivial.

Spellcasting Skill Alternatives


Since tastes differ, and Fudge Magic tends to be unde-
pendable, three options are provided for more reliable
spellcasting:

1) Use the basic Fudge Magic system, but allow a magi-


cian to improve his chances of casting a spell beyond Fair.
At a cost of one gift (or even supernormal power), this may
be raised to Good. At a cost of two more gifts (or supernor-
mal powers, casting skill may be raised from Good to
Great, the maximum.

2) GMs who want magic to be a lot more reliable can


simply treat Spellcasting as any other skill. That is, it costs
the usual skill costs to raise it to Good or even Great.
Superb Spellcasting is not recommended for any but inher-
ently magical races, even in high-level magic campaigns.

3) Spellcasting is equal to the Willpower attribute, or


perhaps Willpower–2. (There may still be a ceiling of
Great, Good, or even Fair for Spellcasting, regardless of
the level of Willpower.) This is especially appropriate for
games in which non-magicians can cast spells — see
Magicians and Non-Magicians, above. This is a potent option
because the player doesn’t have to buy Spellcasting skill
for his character.

162 Fudge Magic Options


Degrees of Magic for Five-Point Fudge

This magic system is written for use with Five-Point


Fudge, but can be used with other character creation sys- Wizardry Points
tems with a little work. Each level of Magical Talent grants a character 4 wiz-
The Scholarly Magic skill group in Five-Point Fudge is sub- ardry points (WP). Wizardry points are the power in spells
divided into eight Magic spell groups. That is, if a player — the greater the spell effect desired, the more WP you’ll
spends any points in the Scholarly Magic skill group, he then have to spend. You must have the required WP available or
chooses which Magic spell group(s) to spend those points in. you cannot cast the spell.
If a spell effect does not list a WP cost, use the default
cost of 1 WP per degree. Thus a 3rd-degree spell would
cost 3 WP to cast unless it specified otherwise.
WP regenerate daily during sleep — each hour of sleep
regenerates ⁄ of a wizard’s total WP. Thus a wizard with 1
level of Magical Talent (4 WP) would regenerate one WP
per hour, while a wizard with two levels of Magical Talent
(8 WP), would regenerate two per hour.
A wizard may reduce himself to 0 WP without penalty.
He simply cannot cast any more spells until he has
regained some WP through sleep (or, if desperate, through
burning a level of Magical Talent).
“Burning” a level of Magical Talent is a drastic way to
increase WP, and only a desperate wizard will even con-
sider it. A wizard may temporarily sacrifice one level of
Magical Talent in order to gain 4 WP. This occurs the
instant the casting is completed. The spell goes off (roll the
Character Creation results), and the wizard immediately falls into a coma as if
he had rolled a “Plus” result on the “D” line of the Stress
Gift: Magical Talent Table (see p. 168). It takes a full month to recuperate a
burnt level of Magical Talent, and only then if the entire
Using the basic Five-Point Fudge rules, a character can month is non-stressful for the wizard (GM’s decision).
spend up to four points in the Magic skill group — no Only one level of Magical Talent may be burned at a time.
more, because you must spend points in at least two skill
groups. However, you must take at least one level of the
gift Magical Talent: Scholarly Magic if you spend points in Spending Character Points
the Magic skill group: Points spent in the Magic skill group grant a character
knowledge of certain spell effects. The character learns
Points in Magic Minimum Magical spells at levels determined by the number of points spent
Skill Group Talent Levels Required in each spell group. These levels are determined exactly as
1 or 2 1 skill levels are determined, using the Points Spent in a Group
3 or 4 2 Table found in Five-Point Fudge (p. 75).
Example: Spending three points in the Combat spell
A character may have as many levels of Magical Talent group gives a character:
as he can afford. Although only one or two levels are 1 Combat spell at Great
required as a prerequisite to learning spells, taking more 3 Combat spells at Good
levels has certain benefits: 4 Combat spells at Fair
1. It grants you more wizardry points (WP), which are A player is free to spend the points in any of the eight
required to cast spells. spell groups. You may spend no more than three points in
2. Having a surplus of WP allows a wizard to reduce any one spell group — otherwise there are no restrictions.
time to cast spells. Like points spent in other skill groups, a player may spend
3. Having a surplus of WP allows a wizard to improve one or two points in a spell group with a broad or narrow
temporarily his skill level at any spell. focus.
For specifics, see Improving Skill Level, Time to Cast, and WP.

Character Creation: Gift: Magical Power; Wizardry Points; Spending Character Points 163
Degrees of Magic

will increase WP cost and time to cast, however, and also


General Skills Point mean a penalty to the roll. For example, a 1st-degree spell
If a character has at least one level of Magical Talent, he that grants a gift for ten minutes can be cast as a 3rd-
may include magic spells as part of his three skills of a degree spell to grant the gift for six hours.
General Skills point. Unless specified otherwise, a spell only affects one sub-
ject at a time. However, casting a spell effect at one degree
higher than listed allows a wizard to affect up to five sub-
Magic Skills jects at once. Casting a spell effect at two degrees higher
Alchemy and Thaumatology are the two magic skills, and are than listed allows a wizard to affect up to ten subjects at
considered part of both the Knowledge skill group and the once. Casting a spell effect at three degrees higher than
Knowledge spell group. A wizard may learn them by spending listed allows a wizard to affect up to twenty subjects at
at least one point in the Knowledge skill group or the once. However, casting a spell at a higher Degree to affect
Knowledge spell group. (A wizard may also learn these skills multiple subjects means using the lower degree’s range
with a General Skills point.) and duration.
Literacy skill: Unlike hedge magic or shamanism, schol- Example: A Covert Spells wizard can cast a 2nd-degree
arly magic must involve literacy. Therefore, spending spell to grant the Night Vision gift to one subject two yards
points in the Magic skill group automatically gets you the away for one hour. Or he can cast a 2nd-degree spell to
Literacy skill at the following levels, for no additional cost: grant the same gift to five subjects at once, but must touch
1 point in Scholarly Magic: Mediocre Literacy them when he casts it, and it only lasts ten minutes. (It’s
2 points in Scholarly Magic: Fair Literacy permissible to touch just one of a group of subjects, pro-
3 points in Scholarly Magic: Good Literacy vided they’re all connected by touch amongst themselves,
4 points in Scholarly Magic: Great Literacy much like in the Brothers Grimm fairy tale, The Golden
Goose.)
Spells that grant a +1 to a given ability will generally,
Action Resolution with the GM’s approval, grant a +2 at one level higher and
a +3 at two levels higher.
Skill Level and Resolution Likewise, spells cast at a higher degree may grant more
To cast a spell effect, the wizard must have the spell list- powerful effects. For example, the 3rd-degree
ed on his character sheet at Mediocre or better. There are Transportation spell allows a wizard to move a ship as fast
no defaults for spells — if you haven’t studied it, you can’t as a ship can normally go. The GM may allow a 4th-degree
cast it. Transportation spell to move a ship safely even faster than
The wizard chooses the desired spell effect and notes the that, though there’s no guarantee what will happen to the
listed degree (which affects skill level, time to cast, and WP passengers’ stomachs….
cost). He then checks to see if he has enough WP available
— if there is no WP cost listed with a spell effect, the cost
is 1 WP per degree. The character must then take the Results
required amount of time, and the player (or GM) rolls The results of the spell roll determine the effects of the
against his skill with the appropriate spell group. spell as follows:
The player should make most spell rolls. However, there A Great or better result may (or may not) grant some
are times when the GM should make the spell roll in bonus to the listed effects. The GM may rule the spell to
secret, only revealing a critical success or failure. This is be more efficacious, of longer duration, or even of reduced
largely for information-seeking spells. Basically, whenever WP cost. The more magic-rich the campaign, the better
the player would have too much information knowing he the benefit for an excellent skill roll.
got a Good result, for example, the GM should make the A Good result returns the effects described in the spell.
roll in secret. The player should record the appropriate amount of WP
spent.
A Fair result returns a somewhat reduced spell effect,
Casting at a Higher Degree the exact nature of which is up to the GM. Examples
A wizard may cast a spell at a higher degree than listed include shorter duration than expected, lesser bonus
to increase range and duration, affect multiple subjects, granted, fewer subjects affected, reduced range, etc. Or the
and ensure superior resistance to counterspell magic. This

164 General Skills Point; Magic Skills/Action Resolution: Skill Level and Resolution; Casting at a Higher Degree
Degrees of Magic

GM may simply treat it as a Good result, especially in a


magic-rich campaign world. Terminology
A Mediocre or Poor result means the spell fails. A gen- Time to cast: If a spell has no time to cast listed [T=X],
erous GM can allow some effect if she wishes — a brief, then time to cast is whatever the GM sets as basic default.
pale shadow of what the spell is supposed to be. There In the absence of other instructions, this is one combat
should always be at least one WP per degree of attempted round (CR) per degree. Thus a 2nd-degree spell would
effect spent on a failed spell, and the GM may rule full take two combat rounds to cast.
expected WP expenditure. Other times to cast are listed with a code to allow the
A Terrible or worse result (or a roll of –4) is critical fail- GM to set her own times easily. Unless otherwise changed,
ure. The spell not only fails (and the caster pays full WP these are:
cost), but there is also some distress to the caster. This is T=D: double-time casting. The default is 2 CR per degree.
certainly adjustable by the GM, but as a general guideline: Thus a 3rd-degree spell would take 6 CR to cast.
T=M: middling casting. The default is one minute per
1st-degree: Roll on the Stress Table on line “B.” degree.
2nd-degree: Roll on the Stress Table on line “C.” T=L: lengthy casting. Ask the GM, as some “L” spells
3rd-degree: Roll on the Stress Table on line “D.” may be longer than others. Figure at least ten minutes per
4th-degree: Roll on the Stress Table on line “E.” degree, and possibly longer.
Duration and Range: You’ll want to know the duration
More entertaining results are possible and are left as a for most spells, though the term has no meaning in some
fun pastime for the GM. cases. (Duration in a healing spell is a meaningless con-
cept, for example.) Likewise, range (the distance a wizard
can affect a subject) is important.
Spell Effects and Degrees If there is no duration or range listed with a given spell
Notice that a spell is divided into various spell effects effect, use the following table.
and four degrees. A single casting of a spell only produces
one spell effect at a time. The wizard concentrates on a Duration Range
specific effect (the player tells the GM which effect before 1st-degree 10 minutes Touch
rolling the dice), and attempts to cast it. A wizard must 2nd-degree 1 hour 2 yards
cast a spell multiple times in order to get multiple spell 3rd-degree 6 hours 20 yards
effects. 4th-degree 24 hours 200 yards
A spell effect with a higher degree is harder to cast than
a spell effect with a lower degree: Units of Measure: Many spells give distances in yards.
Please substitute meter for yard if you prefer the metric
A wizard is at +1 to cast 1st-degree spell effects. system. Other units will always be given in both systems.
A wizard is at his listed skill to cast 2nd-degree spell In Sight: Some spells use the term “in sight.” This is
effects. always a GM call, but in general figure that something
A wizard is at –1 to cast 3rd-degree spell effects. must not only be in sight, but also close enough to be able
A wizard is at –2 to cast 4th-degree spell effects. to distinguish and affect. Thus a mountaintop may be vis-
ible from 50 miles (80 km), but you can’t distinguish a per-
The degree of a spell effect has three other consequences son standing on it at that range. Likewise the sun is clear-
to take into consideration: ly visible but it would take a very powerful wizard to affect
it.
1. It costs more WP to cast higher degree spells. Subject: The target of a spell is called the subject. This
2. It takes longer to cast higher degree spells. can be the caster himself, if desired, or another person, ani-
3. There may be some risk involved in casting higher mal, object, spell, etc. (As a general note, where a spell refers
degree spells. to “people” or “person,” it refers to any sentient being as
opposed to an animal. Humans, elves, dwarves, orcs,
These are all explained in the sections that follow. halflings, etc., are all people.) Some spells (at GM’s discre-
tion) will have a penalty for subjects of a larger Scale than the
caster: perhaps –1 per Scale level, or possibly only –1 per two
or three levels of Scale.

Spell Effects and Degrees; Terminology 165


Degrees of Magic

Extending Spells: A wizard may attempt to extend a


Concentration and Holding Spells spell when the duration runs out — he will automatically
Concentration is required while casting a spell. A wizard know when one of his spells is about to expire. He must
may walk, observe his surroundings, etc., while casting, spend the appropriate amount of WP, but there is no time
unless the GM rules otherwise. Just don’t expect to be able to cast. He must make a skill roll, and if the spell is
to fight or carry on a conversation while casting a spell. opposed, the subject gets another roll to resist the spell.
Casting rituals: These are not necessary unless the GM
deems such flavor text important for her world. Otherwise,
the wizard doesn’t need to have specific ingredients, chant Opposed Spells
magic words, make specific gestures, or the like, in order to Certain spells are opposed. Basically, any spell effect
cast a spell. Simply focusing his will on the spell is sufficient. that makes a subject do what he doesn’t want to do is
Casting in combat: Unless the time to cast has been opposed. There are exceptions, mostly in the Combat spell
reduced to less than one combat round (see Improving Skill group: a person probably doesn’t want to bleed, but
Level, Time to Cast, WP), a wizard must concentrate for a num- nonetheless a physically damaging spell, such as a fireball,
ber of combat rounds (or minutes, if appropriate) equal to the isn’t opposed, as such. The GM may instead give the vic-
time to cast. The spell is cast at the beginning of the wizard’s tim a defensive roll in an attempt to get out of the way.
next combat round after completing concentration. He may Most opposed magic rolls will be against Willpower.
then take an action that round, such as concentrating on Occasionally the GM may rule another attribute should be
another spell. used instead, such as Health or Strength.
Example: Alan is casting Damage Opponent with T=CR. Certain spells are opposed by skills: detecting the truth
He concentrates for one round. At the beginning of his next is an example, opposed by Lie skill. In these cases, the
combat round, he rolls for his spell and gets a Good result. nature of magic is such that all opposed skills are at –2.
He may now take an action, and attempts to touch an oppo- Magically controlling an animal is an opposed spell.
nent to deliver the successfully cast Damage Opponent. Consider most wild animals to have Mediocre Willpower
When a spell result lists a specific wound level, such as to resist such a spell and most domestic animals to have
Hurt or Very Hurt, the caster may cast the spell for reduced Poor Willpower. The PCs may encounter exceptions. Cats
effect, if desired. Otherwise, the level listed is inflicted on are immune to all control spells. (It’s just part of their mag-
the subject on a Good rolled result. On a Great or better ical nature, even more so than nine lives, which are most
result, the wound may be more extreme if the GM’s cam- simply represented as an innate nine Fudge points.)
paign world is magic-rich enough to warrant it. Many Metamagical spells are opposed by another spell.
Aborting Spells: A wizard may set a shorter duration In all cases, add the difference in degrees to the
than the spell calls for. Or he may simply abort a spell at Metamagical Spell level. For example, a 1st-degree
any time with no need to roll — he simply wills the spell to Counter Magic spell is at –1 to affect a 2nd-degree Control
cease, and it does so. This has no meaning for certain Person spell, but a 3rd-degree Counter Magic spell would
spells, e.g., healing — a wizard can’t abort the magic after be at +1 against the same spell.
the wound is healed!
“Holding” a Spell: A spell generally needs to be direct-
ed fairly quickly after being cast, but not necessarily at the Improving Skill Level, Time to Cast, and WP
instant of casting — perhaps one minute is a reasonable Wizards cast spells using wizardry points (WP). Each
amount of holding time. spell effect costs a certain number of WP. A character with-
Example: A wizard is casting a 4th-degree spell to drive a out the gift Magical Talent may never use WP.
subject insane. He doesn’t want to spend four minutes stand- Each level of Magical Talent grants 4 WP.
ing in front of his victim focusing on the spell — he’d proba- A wizard can affect WP available or skill level or time to
bly be interrupted long before he finished. So he may cast cast for a given spell in various ways. It’s possible to reduce
the spell out of sight, then walk around the corner (or what- the WP cost to zero (but never below) — such spells are cast
ever) sometime in the minute after casting the spell, and “for free.” It’s also possible to reduce time to cast to near
direct it at the victim. instantaneous — such spells may be cast in a combat round
The GM may rule one can’t “hold” a spell for as long as a and the wizard may take an action as normal, including
player would like. A wizard may not “hold” more than one concentrating on another spell. However, only one spell
spell at a time, but two or more spells may be combined, may be cast per combat round.
and count as only one spell. See Combining Spell Effects.

166 Concentration and Holding Spells;Opposed Spells; Improving Skill Level


Degrees of Magic

1) Skill/WP tradeoff: Reducing your spell casting skill by


one level reduces the WP cost by 2. Conversely, spending Combining Spell Effects
+2 WP more to cast the spell increases your skill level by A wizard may wish to combine spell effects to achieve an
one. The largest possible bonus using this tradeoff is +/–1 exact result. For example, a wizard may wish to combine a
to skill level (+/–2 WP). Water Movement spell with a Speed spell in order to swim
faster than a fish, or Alter Size, Alter Shape, and Journey
2) Time to cast: Each spell has a listed time to cast. spells in order to look like an ordinary house cat — but one
Taking twice as long to cast a spell reduces the WP that can fly.
required by 1 or grants a +1 skill bonus. Casting a spell in In this case, simply roll once for each spell in the com-
half the time required increases the WP cost by 1 or bination: your final result is the lowest you rolled. WP cost
reduces skill by –1. (A 1 CR spell cast in half time allows and time to cast are equal to all the spells combined.
you to take another action in the same combat round, but Duration is equal to that of the shortest spell.
you may not roll for another spell result that combat Example: A woman is reading a scroll in a foreign language
round.) across a large room from Alan. In order for him to read what
she’s reading without moving from where he is, Alan must cast
3) More than one caster: If two or more wizards (all of both a spell to see the scroll clearly enough to read it and a lan-
whom know the spell) cast the spell together, WP cost is guage spell since the words are in a language he doesn’t know.
reduced by 1 or skill is increased by +1. Roll only against Alan is Fair at Communicate Knowledge and Good at Scry. He
the primary wizard’s skill. The WP cost may be split decides to try for the 2nd-degree effects for seeing a subject
among the wizards, but the primary caster must pay at (and surrounding area) up close and knowing a language at
least as many WP as any other wizard in the group. Fair. He must roll twice, however, since he’s combining spells:
he rolls a Great result for the viewing spell, but only a Fair
A character may utilize more than one way to improve result for the language spell. In this case, his combined spell is
an aspect of spellcasting. For example, a wizard could only Fair; he can see the words clearly enough, but he can’t
spend +2 WP to get a +1 bonus and take twice as long to quite understand the whole text — the meaning of certain sec-
cast the spell for an additional +1, earning him a total +2 tions eludes him. (See the effects of rolling a Fair result on a
to his spellcasting skill. spell in Skill Level and Resolution, p. 164.)
Due to the inherently unpredictable nature of magic, the However, if a character knows the Manipulate Magic
final skill level when casting a spell, including all bonuses, spell (Metamagical spell group) at Good, his final skill
can never be higher than Great. level is equal to the highest spell result rolled (but he must
These trade-offs are summarized in the following table. roll no lower than Fair for all spells) and WP cost is at –1.
Note that you cannot use a single sacrifice to gain two ben- If he knows the Manipulate Magic spell at Great, he gets
efits. E.g., doubling time to cast grants either –1 WP or +1 the same benefit, his WP cost is at –2, and time to cast is
to skill, but not both. However, quadrupling casting time simply that of the slowest spell, not all spells combined.
would grant both –1 WP and +1 to skill, if desired.

Ways to … Enchanting Items


Improve Skill Level: A wizard with the Enchantment spell at Good or better
Spending +2 WP = +1 skill (Metamagical spell group) may create magic items. It is
Double time to cast = +1 skill very difficult to enchant items, as the wizard must either
Two or more wizards casting spell = +1 skill also know the spell he wishes to enchant into the item, or
Reduce WP Cost: work with another wizard who does. This is the only case
–1 casting skill = –2 WP in which two wizards may work together without both
Double time to cast = –1 WP knowing the same spell: one can know the Enchantment
Two or more wizards casting spell = –1 WP spell and the other the spell to be cast into an object.
Reduce Time to Cast: A wizard’s skill must be at least Good in order to attempt an
–1 to casting skill = half time to cast enchantment. There are no 1st-degree effects.
Spending +1 WP = half time to cast A character can activate a magic item instantaneously by
willing it so. Other magic items are created to be specifical-
ly activated when touched or triggered in some other way —
the Enchantment spell includes the ability to work this into

Time to Cast, and WP; Combining Spell Effects; Enchanting Items 167
Degrees of Magic

the spell. The desired spell effect must be specified in WP, but casting such a spell is still a strain — and it isn’t safe
advance. to strain the fabric of magic…
2nd-degree: The caster may temporarily endow an item It’s a potentially stressful situation when a wizard
with another spell. WP = same as spell being enchanted attempts a 3rd- or 4th-degree spell effect in a spell group in
(both costs must be paid). [T=L] which he has spent fewer than three points. If, when cast-
Example: Enhance Artistic Ability could be enchanted into ing such a spell, his spell result is less than Great, the play-
a flute. The next time the flute was played, the player would er must also roll on the Stress Table after rolling for the
receive a +2 bonus to his skill. The duration in this case spell result. (GMs who hate tables can simply assign an
would be 6 hours upon being activated. appropriate result. If the player complains, assign a more
3rd-degree: As for 2nd-degree, but duration is one week severe result….)
upon activation. WP = double the cost of spell being Roll 1dF (or 1d6, reading 1–2 as minus, 3–4 as blank,
enchanted. [T=one 8-hour day per degree of enchanted 5–6 as plus), cross-referencing the result with the final
spell. Prorated WP cost is paid each day.] rolled degree of the spell.
4th-degree: As for 2nd-degree, but item is permanently
enchanted. WP = ten times cost of spell being enchanted. Plus Blank Minus
[T=1 month’s full-time work (at five 8-hour days a week) per Good – A B
degree of enchanted spell. Prorated WP cost is paid each day.] Fair A B C
Mediocre B C D
Poor C D E
Reaching Beyond Your Ability Terrible D E F
There are times when a wizard has to do what a wizard has Sub-Terrible E F G
to do… and now and then that means trying for a more potent
spell effect than he’s really trained for. He can temporarily If the result is a letter, roll again on the stress table and
raise his skill level through slow casting or spending more apply the results listed.

Stress Table
Plus Blank Minus
Sparks shoot out of the wizard’s fin- Wizard’s eyes glow with a brightly Strong smell of sulfur surrounds
A
gertips for 15 seconds colored light for 1 minute wizard for 1 minute
B Wizard is stunned for 1 CR Wizard is stunned for 2 CR Wizard is stunned for 3 CR
C Wizard is stunned for 1 minute Wizard is stunned for 10 minutes Wizard is stunned for 1 hour
Wizard is stunned for 10 minutes
Wizard is stunned for 10 minutes
D Wizard falls into coma for 1 hour and gains a psychological fault for 1
and gains a physical fault for 1 week
week
Wizard is stunned for 10 minutes Wizard is stunned for 10 minutes Wizard is stunned for 10 minutes
E and so is everyone within 5 yards of and is unable to speak for 1 day and is at –1 to spellcasting for one
him week
No apparent effect. Until wizard No apparent effect. Until wizard No apparent effect. Until wizard
tries to cast a spell … he then realizes tries to cast a spell … he then realizes tries to sleep…he is then plagued by
F he is at –1 Magical Talent level for he has lost one point in this spell severe nightmares which do not let
one week! group for one week! him rest. He cannot recuperate WP
for one week!
Wizard is stunned for 10 minutes Wizard is stunned for 10 minutes Wizard is stunned for 10 minutes
and permanently loses the ability to and permanently loses one WP per and permanently loses one level
G
cast this spell effect Magical Talent level (i.e., each level from all spells in this spell group
provides only 3 WP)

(A stunned character is “in shock”: no actions allowed and the character misses at least half of what there is to notice.)

168 Reaching Beyond Your Ability: Stress Table


Degrees of Magic

Spell List Professional Spell Group


Agriculture
Athletic/Manual Dexterity Spell Group Cooking
Acrobatics Enhance Artistic Ability
Enhance Athletic Ability Enhance Professional Ability
Grace Healing
Journey Manipulate Objects
Manual Dexterity Merchant
Speed Transportation
Up/Down
Water Movement Scouting/Outdoor Spell Group
Animal Mastery
Combat Spell Group Enhance Senses
Beast Fury Enhance Scouting Ability
Damage Opponent Fire/Light
Degrade Weapon/Armor Movement
Enhance Combat Ability Plant Mastery
Enhance/Create Weapon Survival Mastery
Impair Opponent Wariness
Protection
Traumatize Opponent Social/Manipulative Spell Group
Compel Truth
Covert/Urban Spell Group Contact Mind
Counter-espionage Distort Worldview
Disguise Enhance Social Ability
Enhance Covert Ability Glamour
From Afar Manipulate Emotions
Hide & Seek Outcast
Intruder Puppeteer
Poison Mastery
Vision
Spell effects are listed by spell group, and by degree
Knowledge Spell Group within each group. You may substitute words for the vari-
Communicate Knowledge ous degrees, if desired, such as:
Enhance Knowledge
Know the Future 1st-degree = Apprentice spells
Know Objects 2nd-degree = Journeyman spells
Know the Past 3rd-degree = Adept spells
Know Persons 4th-degree = Master spells
Know Spirits
Scry Spell effects are explained in Action Resolution, but
briefly T = time to cast and WP = wizardry points required
Metamagical Spell Group to cast the spell.
Alter Shape
Alter Size Note: Although four of the spell groups have multiple
Counterspell titles, such as Athletic/Manual Dexterity Spells, for sim-
Enchant plicity they are referred to outside this list by the first part
Energy of the title, such as Athletic.
Essence
Know Magic
Manipulate Magic

Spell List 169


Degrees of Magic

Athletic/Manual Dexterity Spell Group Grace


Acrobatics 1st-degree:
1st-degree: Subject is at +1 to Balance skill.
Subject is at +1 to one of the following skills: Acrobatics, Subject can walk on ice or other slick surfaces at a fast
Aerial Acrobatics, Equestrian Acrobatics, or Team normal walking speed, but as safely as if he were walking
Acrobatics. very slowly and carefully. [T=D]
2nd-degree: 2nd-degree:
Subject can magically move from a kneeling or horizon- Subject may drop slowly and gently from heights up to
tal position to standing. Subject will be able to maneuver ten yards without taking any damage or even landing hard.
(even fight) as if he were standing to begin with. Subject may walk on ground and carpets without leaving
3rd-degree: traces. [T=D]
Subject may perform an acrobatics maneuver (with skill 3rd-degree:
equal to the spell result) while performing other actions. Subject may drop slowly and gently from heights up to a
There is no penalty for other actions while doing acrobatics. hundred yards without taking any damage or even landing
4th-degree: hard.
Subject may use a very light horizontal or vertical bar or Subject may walk even on powdery snow or dusty floors
even line for aerial acrobatics. Examples include swinging without leaving traces. [T=D]
off a twig that wouldn’t normally hold his weight, scaling 4th-degree:
a wall clutching only a thread dangling down, etc. Subject may maneuver on a narrow surface, such as a
log bridge, sturdy branch, or even a tightrope, with no
Enhance Athletic Ability penalty to other actions such as fighting or running.
1st-degree:
Subject gains the Ambidexterous gift. [T=M] Journey
Subject is at +1 to Agility attribute. [T=M] 1st-degree:
Subject is at +1 to Strength attribute. [T=M] Subject is at +1 to Riding skill. [T=D]
2nd-degree: 2nd-degree:
Subject is at +1 to any one skill from the Athletic/ Subject may control perfectly for Riding and Trick Riding
Manual Dexterity skill group. [T=D] purposes any one animal, wild or domestic, which will hold
Subject is at +2 to Agility attribute. [T=M] his weight. This includes sea creatures and any flying crea-
Subject is at +2 to Strength attribute. [T=M] ture large enough to carry the subject. A trained war steed
3rd-degree: attacks at the subject’s command, but any animal not
Subject is at +2 to any one skill from the Athletic/ trained as a war steed cannot be used to attack while being
Manual Dexterity skill group. [T=D] ridden, even if it is normally an aggressive creature. [T=M]
Subject is at +3 to Agility attribute. Duration = 1 hour. 3rd-degree:
[T=M] Subject can fly at walking speed, with good control.
Subject is at +3 to Strength attribute. Duration = 1 hour. Duration of flight = 10 minutes. [T=D]
[T=M] 4th-degree:
4th-degree: Subject can fly at running speed, with good control.
Subject is at +3 to any two skills from the Athletic/ Duration = 1 hour. [T=D]
Manual Dexterity skill group. Counts as only one spell Subject can fly, riding the wind. Control varies with the
cast. [T=D] wind speed: controlling your ride on a hurricane requires
Subject is at +4 to Agility attribute. Duration = 1 hour. at least a Superb spell result! Duration = 1 hour. [T=D]
[T=M]
Subject is at +4 to Strength attribute. Duration = 1 hour. Manual Dexterity
[T=M] 1st-degree:
Subject may manipulate fine and fragile items with a
very gentle, sure touch.

170 Athletic/Manual Dexterity Spell Group


Degrees of Magic

2nd-degree:
Subject may instantly tie or untie any one knot. If tied,
the knot is as securely tied as the subject desires and is
easy, medium, or difficult to untie, as the subject desires.
3rd-degree:
Subject may perform two different one-handed tasks,
one with each hand. Both tasks are at subject’s skill level.
At least one task must be capable of being done “on auto-
pilot” — this would include basic parrying and thrusting in
combat, but no fancy maneuvers for one of the hands.
Duration = 10 minutes. [T=D]
4th-degree:
Subject may perform two different one-handed tasks, one
with each hand. Both tasks are at subject’s skill level, and do
not need to be “on auto-pilot.” Duration = 1 hour. [T=D]

Speed
1st-degree:
Subject may move one and a half times his normal speed
when running, swimming, or flying.
2nd-degree:
Subject may move double his normal speed when run-
ning, swimming, or flying. [T=D]
3rd-degree:
Subject may move four times his normal speed when
running, swimming, or flying. Duration = 1 hour. [T=D]
4th-degree:
Subject may move ten times his normal speed when run-
ning, swimming, or flying. Duration = 1 hour. [T=D]
Subject may speed up his entire system. In combat, for
example, he gets two attacks each turn, one of which can-
not be defended against. Other physical tasks may likewise
be done at double speed with no loss of accuracy. Duration 3rd-degree:
= 10 CR. [T=D] Subject may magically “stroll” up any vertical surface, leav-
ing the hands free for other purposes. Duration = 1 hour. [T=D]
Up/Down 4th-degree:
1st-degree: Subject levitates straight up or down at 1 yard per sec-
Subject is at +1 to Climbing skill. ond. This does not allow lateral movement — he must be
Subject may jump double his normal jumping distance, able to touch a creature, surface, or object in order to move
both vertically and horizontally. Note that a jump down sideways. Note: A subject cannot be harmed by this spell.
can be a hard landing, though — there is another spell, E.g., if the spell is aborted while the subject is high above
Grace, for soft landing. Duration = 1 jump. the nearest surface, he will drift slowly and safely down.
2nd-degree: Duration = 1 hour. [T=D]
Subject can jump four times normal jump distance.
Duration = 10 minutes. Water Movement
Subject may magically climb any vertical surface, acting 1st-degree:
much like a spider. This is still climbing, however, and Subject magically gets oxygen with no need to breathe.
requires use of at least one hand. [T=D] 2nd-degree:
Subject may move along the bottom of a body of water
as if he were on land: walking, running, etc. This includes

Athletic/Manual Dexterity Spell Group (cont.) 171


Degrees of Magic

a +2 to Swimming skill. However, note that this does not 4th-degree:


include the 1st-degree effects! [T=M] Caster may create a ranged energy attack capable of
3rd-degree: being “shot” as if it were an arrow from a longbow, bypass-
Subject may move along the bottom of a body of water ing armor and causing a Very Hurt wound on a single
as if he were on land: walking, running, etc. This includes opponent. Caster’s skill in shooting is equal to the skill
a +3 to Swimming skill and the 1st-degree effects. [T=M] result in creating the attack. One-time use.
4th-degree: Caster may create a ranged fireball attack capable of
Subject may crawl, walk, or run on the surface of water. being “thrown” as a rock. The fireball has a blast radius of
Duration = 1 hour. [T=M] three yards and anyone in this radius will be Very Hurt
(armored victims will be Hurt). Flammable material may
catch fire. Caster’s skill in throwing is equal to the skill
Combat Spell Group result in creating the attack. One-time use.
Beast Fury
1st-degree: Degrade Weapon/Armor
Subject grows claws which do +1 damage in unarmed 1st-degree:
combat. [T=D] Caster can break an average wooden or other non-metal
2nd-degree: weapon by touching or being touched by it. No effect on
Subject grows claws and fangs which do +2 damage in metal weapons, or on very fine quality wooden weapons.
unarmed combat. [T=D] Weakens target’s armor by one factor. Duration = 10 CR.
Subject is at +2 to Strength for the purposes of holding 2nd-degree:
an opponent, choking, arm wrestling, damage, and similar Caster can break an average quality weapon by touching
close combat-related actions. or by being touched by it. A superior quality weapon will
Subject grows ram horns and the skull/neck structure to tarnish, nick, or — if it’s an edged weapon — dull; only in
use them without self-injury. [T=D] the case of an edged weapon does that result in a –1 to
3rd-degree: damage, however.
Subject can perform two attacks in one combat round, 3rd-degree:
only one of which can be defended against. [T=D] Caster can break any weapon (except possibly magical
Caster can eject a spider web from his wrist up to five ones) at a range of two yards, without having to touch the
yards. This can enfold a human-sized opponent in one com- weapon.
bat round. The web does no damage, but will take a Great 4th-degree:
Strength roll to break free from, and another two combat Completely nullifies target’s armor. Duration = 10 min-
rounds to remove the web enough to be fully unimpeded. utes.
4th-degree: Caster can shrink an opponent’s weapon: a spear
Subject can leap three yards in each running step, and still becomes arrow-sized, a sword knife-sized, etc.
perform a combat action with no loss to combat skill. [T=D]
Enhance Combat Ability
Damage Opponent 1st-degree:
1st-degree: Subject gains the Ambidextrous gift. [T=M]
Caster can Hurt a target by touching him or his armor Subject gains the Pain Tolerance gift. [T=M]
sometime within three combat rounds of casting this spell. Subject gains the Heightened Senses: Alertness gift.
Armor does not protect against this magic. [T=M]
2nd-degree: Subject gains the Quick Reflexes gift. [T=M]
Caster can make a target Very Hurt by touching him or his 2nd-degree:
armor sometime within three combat rounds of casting this Subject does +1 damage for any non-magical, muscle-
spell. Armor does not protect against this magic. using combat skill.
3rd-degree: Subject is at +1 to any one skill in the Combat skill
Caster may create a ranged energy attack capable of group.
being “thrown” as a dagger, bypassing armor and causing 3rd-degree:
a Very Hurt wound on a single opponent. Caster’s skill in Subject does +2 damage for any non-magical, muscle-
throwing is equal to the skill result in creating the attack. using combat skill.
One-time use.

172 Combat Spell Group


Degrees of Magic

Subject is at +2 to any one skill in the Combat skill


group.
Subject may perform two different one-handed combat
tasks, one with each hand. Both tasks are at subject’s skill
level. At least one task must be capable of being done “on
auto-pilot” — this would include basic parrying and thrusting
in combat, but no fancy maneuvers for one of the hands.
Duration = 10 minutes. [T=D]
4th-degree:
Subject does +3 damage for any non-magical, muscle-
using combat skill.
Subject is at +3 to any two skills from the Combat skill
group. Counts as only one spell cast. [T=D]

Enhance/Create Weapon
1st-degree:
Caster may create a poor quality weapon, which appears
in his hand. It will shatter after it parries or is parried by
another weapon, but it looks impressive. Duration = 1
minute or until caster lets go of weapon, whichever is first.
[T=D]
May be cast on an impromptu or poor quality weapon,
which becomes good quality (less likely to break). An
already good quality weapon gets a +1 damage bonus.
2nd-degree:
Caster creates an “energy sword” as long as a normal
one-handed sword. The energy sword lasts 20 combat
rounds, can be used repeatedly in that time with any melee Caster may increase the damage of any weapon by +1
weapon skill, and can be handed off to another person to and to-hit by +1. Duration = 1 hour.
use. Does damage as a normal sword.
Caster may increase the damage of any one weapon by Impair Opponent
+1. 1st-degree:
Caster may cause a wooden weapon, such as a staff, to One trip attempt made by the subject is automatically
be impervious to breakage when parrying. successful — the subject must touch the target (or his
3rd-degree: clothes, armor, etc.).
Caster may create a weapon, which appears in his hand. Reduces subject’s speed by half. Duration = 1 minute.
It is of ordinary quality. Caster may hand the weapon to Opposed.
another person, throw it at an enemy, or shoot arrows A subject who loses simultaneous combat roll by two or
made this way. (A bow with a quiver of a dozen arrows may more drops his weapon. Range = 2 yards. Duration = 10
be created with just one casting of the spell.) Duration = 10 CR. Opposed.
minutes. [T=D] 2nd-degree:
Caster may increase the damage of any one weapon by The subject does one wound level less damage than he
+2. Duration = 1 hour. would otherwise. Duration = 1 minute. Opposed.
Caster may increase the size of a weapon: a knife The subject is at –1 to all physical skills. Duration = 10
becomes sword-sized, an arrow spear-sized, etc. minutes. Opposed.
Caster may increase the to-hit of any one weapon by +1. The subject’s movement is reduced to one step every
Duration = 1 hour. three combat rounds. Duration = 10 minutes. Opposed.
4th-degree: 3rd-degree:
Caster may increase the damage of any one weapon by The subject is at –2 to all physical skills. Duration = 10
+3. Duration = 1 hour. minutes. Opposed.

Combat Spell Group (cont.) 173


Degrees of Magic

The subject is rendered stationary, but with full upper 3rd-degree:


body movement. Duration = 1 minute. Opposed. Subject gains a doubled version of Tough Hide.
The subject trips and falls, face up or down, as the cast- Duration = 10 minutes. [T=M]
er wishes. Opposed. All ranged weapons fired at subject are diverted into the
A subject who loses simultaneous combat roll drops his ground at subject’s feet. Duration = 10 minutes.
weapon. Subject also does two wound levels less damage Caster may create a campfire-sized fire for one hour,
than he would otherwise. Duration = 10 minutes. plus caster may “shape” fire with his hands, about a foot
Opposed. away from his skin. A fire could be drawn out into a wall
4th-degree: shape, for example. [T=D]
Caster can create a whirlwind with a five yard radius. 4th-degree:
Those in the area must make a Superb Strength roll to Caster may create a force field wall up to three yards
avoid being knocked down, and another Superb Strength high and four yards wide. Nothing physical can pass
roll in order to move slowly through or out of the area. through this wall (though the caster may make it perme-
Light objects will be swept up by the wind. Duration = 10 able to air). Duration = 1 hour.
minutes. All ranged weapons fired at subject are diverted into the
ground at subject’s feet and subject gains the Tough Hide
Protection gift. Duration = 1 hour.
1st-degree: Caster may reduce an opponent’s magical energy attack
Subject gains the Tough Hide gift. [T=M] damage by one wound level. May be cast instantaneously.
2nd-degree:
Subject is at +1 for defending. This bonus does not add Traumatize Opponent
to damage if he wins the attack in a simultaneous combat Armor does not protect against this spell.
situation. [T=M] 1st-degree:
Caster stuns one target. Target must be touched within
three combat rounds of casting the spell. Stun lasts combat
rounds equal to the difference in the opposed roll.
Opposed.
2nd-degree:
Subject gains the Mute fault. Opposed. [T=M]
Subject gains the Night Blindness fault. Opposed. [T=D]
Subject gains the Pain Intolerant fault. Opposed. [T=D]
3rd-degree:
Subject gains the Unlucky fault. Opposed. [T=M]
Subject gains the Bad Eyesight fault (caster chooses
near-sighted or far-sighted). Opposed. [T=D]
4th-degree:
Subject is blinded for one minute. Opposed. [T=D]
Caster emits a thunderclap, stunning all within range
who can hear (except the caster) — no opposed roll allowed.
Caster emits a flash of light, stunning all within range
who are looking at the caster — no opposed roll allowed.

174 Combat Spell Group (cont.)


Degrees of Magic

Covert/Urban Spell Group


Counter-espionage
1st-degree:
Caster may lock any existing lock, no key needed. Lock
is not held locked by magic, simply locked. [T=M]
2nd-degree:
Caster can magically hide an inanimate object up to the
size of a normal door. This can only be discovered through
magic or by physically touching the item. [T=M]
3rd-degree:
Caster may lock any existing lock encountered during
the ten minutes after casting this spell, no key needed.
Lock is not held locked by magic, simply locked. [T=M]
Caster may define an area up to five yards in radius. If
anyone/anything enters that area, the caster will be
warned. This can be set to be a silent mental warning for
the caster alone, or an audible warning that anyone in the
area could hear. Caster may limit the spell to exclude
known persons. [T=D]
4th-degree:
Caster can create a soundproof barrier with a radius of
two yards. This can be a one-way or two-way barrier — e.g.,
if caster is inside the zone, he can choose to hear things
outside the zone or not, while keeping any noises inside
the zone from escaping. Duration = 8 hours. [T=D]
One door, gate, hatch, window, lid, etc., may be magi-
cally locked even if they are not equipped with a lock or
even a place for a lock. This can only be opened magically 3rd-degree:
(or by destroying the locked material). [T=M] Caster may alter the appearance of subject’s build,
making him appear taller, shorter, huskier, slimmer,
Disguise hunchbacked, bowlegged, etc. Note that this is just magi-
1st-degree: cal illusion: the subject is not actually taller, slimmer, etc.
Caster can mildly distort one feature of subject’s face: –1 [T=M]
to observers’ Perception rolls to identify subject. The Caster may completely disguise subject’s face so that it’s
change is an illusion that works on all senses, but doesn’t totally unrecognizable. The change is an illusion that
really alter flesh. [T=M] works on all senses, but doesn’t really alter flesh. Duration
Caster may alter the color of any one item of clothing (or = 1 hour. [T=M]
animal’s gear, such as saddle, bridle, etc.). The change is 4th-degree:
an illusion that works on all senses, but doesn’t really alter Subject is at +3 to Ventriloquism skill, and his voice can
the clothing. [T=D] be magically thrown as if speaking from up to one hun-
2nd-degree: dred yards distance. Duration = 1 hour. [T=D]
Caster can mildly distort several features of subject’s Subject may take on the exact image of a specific person.
face: –2 to observers’ Perception rolls to identify subject. The caster must have studied the person for at least a half
The change is an illusion that works on all senses, but hour. The change is an illusion that works on all senses,
doesn’t really alter flesh. [T=M] but doesn’t really alter flesh. [T=M]
Caster may alter the color of all clothing he or one other
person is wearing. Each item may be altered to a different Enhance Covert Ability
color if desired with only one casting of this spell. The 1st-degree:
change is an illusion that works on all senses, but doesn’t Subject gains the Danger Sense gift. [T=M]
really alter the clothing. [T=D] Subject is at +1 to his Perception attribute. [T=M]

Covert/Urban Spell Group 175


Degrees of Magic

2nd-degree: Any hidden door, hatch, or compartment in the same


Subject is at +2 to his Perception attribute. [T=M] room as the subject becomes apparent to the subject. The
Subject is at +1 to any one skill in the Covert skill group. spell only works in the room it was cast in, and does not
[T=D] reveal magically hidden items. Duration = 1 minute. [T=M]
3rd-degree: Caster can detect magically hidden items. Opposed by
Subject is at +3 to his Perception attribute. [T=M] the hiding effect. [T=M]
Subject is at +2 to any one skill in the Covert skill group. Subject and everything carried and worn may blend
[T=D] with shadows even while moving: –3 to an observer’s
4th-degree: Perception roll to be noticed (and –3 to be hit by a ranged
Subject is at +3 to any two skills in the Covert skill weapon). [T=D, WP=4]
group. Counts as only one spell cast. [T=D] 3rd-degree:
Any hidden door, hatch, or compartment in sight with-
From Afar in twenty yards becomes apparent to the subject. Subject
1st-degree: may move from room to room or outside. Does not reveal
Subject may overhear clearly any conversation (even magically hidden items. Duration = 1 hour. [T=M]
whispered) where the participants are in sight, within fifty Subject and everything carried and worn become invisi-
yards. Duration = 1 hour. [T=M] ble while stationary. Duration = 10 minutes. [T=D, WP=6]
2nd-degree: 4th-degree:
Opens a “gate” (no larger than normal door-sized) Caster may concentrate on a specific item. If it’s within
between two points known by the caster, within one mile twenty yards, he’ll know right where it is. This may also be
(1.6 km) of each other. (Scry may be used to “know” a loca- used to locate people or creatures. Opposed by Disguise
tion.) People at each side of the gate can see and hear skill–2 or Disguise spell. Magically hidden items opposed
through the gate. Nothing else can pass through the gate, by the hiding effect. Duration = 1 minute. [T=M]
however. Duration = 10 minutes. [T=L, WP=4] Subject and everything carried and worn become invisible
3rd-degree: even while moving. Duration = 1 hour. [T=D, WP=8]
Subject can hear through one 6-inch thick wall (15 cm)
as if it weren’t there. Duration = 1 hour. [T=D] Intruder
Opens a “gate” (no larger than normal door-sized) 1st-degree:
between two points known by caster, within ten miles (16 Caster may focus on a single object, window, or door
km) of each other. (Scry may be used to “know” a location.) and determine just how dangerous it might be to touch,
People at each side of the gate can see and hear through the open, or pass through it. [T=D]
gate. Items, but not living beings, may be passed through Subject is at +1 to Move Quietly skill. [T=D]
the gate. No one can reach through the gate to grab an item,
however — it must be passed through from its side, or moved
with a spell. Duration = 1 hour. [T=L, WP=6]
4th-degree:
Opens a “gate” (no larger than normal door-
sized) between two points known by caster, within
100 miles (160 km) of each other. (Scry may be used
to “know” a location.) People at each side of the
gate can see and hear through the gate. Living
beings may pass through the gate. Duration = 1
hour. [T=L, WP=8]

Hide & Seek


1st-degree:
Subject and everything carried and worn may
blend with shadows while stationary: –2 to an
observer’s Perception roll to be noticed (and –2 to
be hit by a ranged weapon). [T=D, WP=2]
2nd-degree:

176 Covert/Urban Spell Group (cont.)


Degrees of Magic

2nd-degree: Subject gains the Heightened Senses: Peripheral Vision


Subject may magically climb any vertical surface, acting gift. [T=M]
much like a spider. This is still climbing, however, and By looking intently at a scene for one minute, the subject
requires use of at least one hand. Duration = 1 hour. may project this image for one minute so that others can
[T=D] see it as he saw it. One-time projection, within 24 hours of
3rd-degree: viewing the image. [T=M]
Caster can magically open any one lock — opposed by 2nd-degree:
the locking effect of Counter-espionage if it’s been magi- By looking intently at a scene for three combat rounds, the
cally locked. [T=M] subject may project this image for up to ten minutes so that
Subject may magically “stroll” up any vertical surface, others can see it as he saw it. The image may be projected up
leaving the hands free for other purposes. Duration = 1 to three times within a week of casting the spell. [T=M]
hour. [T=D] 3rd-degree:
Subject may move with absolute silence. Duration = 1 By looking intently at a scene for one combat round, the
hour. [T=D] subject may project this image for up to ten minutes so
4th-degree: that others can see it as he saw it. The image may be pro-
Caster can magically open any lock encountered during jected up to three times within a week of casting the spell.
one hour after casting this spell — opposed by the locking Subject may “store” and project up to ten images. These
effect of Counter-espionage if it’s been magically locked. can be different pages of a book, for example. Each scene
[T=M] requires only one combat round of staring. [T=M]
If caster can concentrate on a mental image of a partic- 4th-degree:
ular course of action for ten minutes (Good or better Subject can see, albeit dimly, in pitch-black conditions.
Willpower roll at the end of the ten minutes), caster gets a Duration = 1 hour. [T=M]
sense of how dangerous said action would be. [T=L] Subject may make a permanent record of up to twenty
mental images made within a ten-minute period. These
Poison Mastery can be recalled and projected so that others can see them
1st-degree: as he saw them as often as desired. [T=M]
Caster can detect poison in food or drink. [T=M]
2nd-degree:
Caster can alter enough food or drink to be mildly poi- Knowledge Spell Group
sonous to one person. Ingesting this poison isn’t fatal, but Communicate Knowledge
makes for a very uncomfortable hour for the victim: sweat- 1st-degree:
ing, cramps, vomiting, intestinal pain, etc. [T=M] Subject is at +1 to a language skill he already knows.
3rd-degree: (This and other language spells apply to languages of peo-
Caster can alter enough food or drink to poison one per- ple only — not to animal languages.) [T=M]
son severely — medical attention in the next two hours is Subject has a Poor knowledge of one language he doesn’t
necessary to save his life. [T=M] know. [T=M]
Subject is immune to poison. [T=M] 2nd-degree:
Caster can create enough poison to smear on five Subject is at +2 to a language skill he already knows. [T=M]
weapons: +1 damage. Subject has a Fair knowledge of one language he doesn’t
4th-degree: know. [T=M]
Caster can alter enough food or drink to kill a single per- 3rd-degree:
son in a few minutes. [T=M] Subject is at +3 to a language skill he already knows. [T=M]
Caster can alter enough food or drink to cause a single per- Subject may memorize five minutes of speech or five
son to collapse unconscious within 1 CR of ingestion. No last- pages read in a book after spell is cast. [T=M]
ing harm comes of the poison. [T=M] 4th-degree:
Subject speaks/comprehends/reads (if literate) any lan-
Vision guage like an educated native speaker. Duration = 1 hour.
1st-degree: [T=M]
Subject gains the Heightened Senses: Night Vision gift. Subject may memorize ten minutes of speech or ten
[T=M] pages read in a book after spell is cast. [T=M]

Covert/Urban Spell Group (cont.); Knowledge Spell Group 177


Degrees of Magic

death in the climb, etc. The future is always full of


Enhance Knowledge unknowns, even with this spell.... [T=L]
1st-degree: 3rd-degree:
Subject gains the Eidetic Memory gift. [T=M] Prognostication: As for 2nd-degree prognostication, but
2nd-degree: with a greater probability of accuracy. For instance, in the
Subject is at +1 to any one skill from the Knowledge skill above example, the spell might reveal that the occupant of
group (except those with no default). [T=D] the room has hostile intent, or that the room contains a
Subject is at +1 to Reasoning attribute. [T=D] hidden trap. [T=L]
3rd-degree: If caster can concentrate on a mental image of a partic-
Subject is at +2 to any one skill from the Knowledge skill ular course of action for ten minutes (Good or better
group (except those with no default). [T=D] Willpower roll at the end of the ten minutes), caster gets a
Subject is at +2 to Reasoning attribute. [T=D] sense of how dangerous said action would be. [T=L]
4th-degree: Caster may “tag” an item. He will be aware of anyone
Subject is at +3 to any two skills from the Knowledge touching the item in the next week. [T=M]
skill group. Counts as only one spell cast. [T=D] 4th-degree:
Subject is at +3 to Reasoning attribute. [T=D] Prognostication: As for 3rd-degree prognostication, but with
a greater probability of accuracy. In the above example, the
Know the Future spell might reveal that the hostile occupant will depart the
1st-degree: room in another ten minutes, or where not to step to avoid
Subject may focus on a single object, window, or door triggering the hidden pressure plate trap. [T=L]
and determine just how dangerous it might be to touch,
open, or pass through the target of the spell. [T=M] Know Objects
2nd-degree: 1st-degree:
Prognostication: Caster has a glimpse of a few possible Caster can determine if an object is solidly of one mate-
future outcomes of a given action by concentrating on a rial. A solid object returns a yes answer, while a hollow
mental image of the action. (Caster cannot picture self in object (or one of multiple materials) returns a no answer.
the mental image — prognostication gives no clue about [T=L]
the caster’s future.) The GM should provide a few variants Caster can estimate the value of an item compared to
on the outcome, eliminating at least half of the reasonable other items of its type. That is, if it’s below standard quality,
outcomes. Example: The wizard wants to know what will of standard quality, above standard quality, or even far
happen if his friend climbs a tower and enters at a certain above standard quality. [T=M]
window. Lots of things really could happen, so the GM 2nd-degree:
decides to show (a) the room being empty, (b) the room Any hidden door, hatch, or compartment in the same
being furnished but empty of people, (c) the room having room as the caster becomes apparent to the caster. The spell
a human occupant who does not look threatening, (d) the only works in the room it was cast in, and does not reveal
friend not being able to reach the window at all. While this magically hidden items. Duration = 1 minute. [T=M]
may not seem very helpful, it at
least eliminates such possibilities
as (e) their known major enemy
being in the room, (f) a monster
being in the room, (g) a troop of
soldiers being in the room, etc.
Note, however, that it does not
eliminate (h) the human occupant
who does not look threatening
being in reality quite hostile, (i) the
furnished room being rigged with
a trap, (j) there being a troop of sol-
diers in the corridor outside the
room, (k) the friend falling to his

178 Knowledge Spell Group (cont.)


Degrees of Magic

Caster can evaluate the value of an item to within 10% to kill someone even though it had been used simply to
(with a Good result). [T=M] pound nails for a year following that. [T=M]
3rd-degree: 4th-degree:
Caster gets a sense of which book or scroll (of those in Subject may recall clearly details of any event that hap-
sight when caster begins the spell) has information about pened in the past year. The event includes speech, written
an issue the caster is concentrating on while casting the words, etc., and works as a modern DVD with pause,
spell. [T=L, WP=6] reverse, and fast forward controls. An event up to one hour
Caster has a sense of which items (of those in sight when long can be viewed this way, and may be recalled in this
caster begins the spell) are things he is looking for. [T=L, manner for two hours. [T=M]
WP=6]
Caster may determine the exact composition of a subject Know Persons
up to the size of a normal door. Example 1: Cast on a door, 1st-degree:
the caster knows it is three inches (75 mm) thick, solid oak, Caster can determine if there is a person within twenty
with a hollow iron lock mechanism near the handle. yards of his position. Caster can sense how many people
Example 2: Cast on a small locked box, the caster knows it and roughly which direction and how far away they are,
contains a hollow equal in area to three-quarters its total but nothing else. Duration = 10 seconds. [T=D]
volume, and the hollow contains a small quantity of iron, 2nd-degree:
gold, silver, precious gems, paper with ink on it, a glass vial Caster can determine if there is a person within two hun-
with cork stopper, a liquid consisting of alcohol and dred yards of his position. Caster can sense how many peo-
cyanide, and a small object made of wood. [T=L] ple and roughly which direction and how far away they
4th-degree: are, but nothing else. Duration = 10 seconds. [T=D]
Caster gets a sense of which books or scrolls have infor- Caster can evaluate a given skill of a person simply by
mation about an issue the caster is concentrating on while watching him hold an appropriate tool or weapon or even
casting the spell. Caster does not have to view the books or by an appropriate stance. [T=M]
scrolls in order to find out about them. Instead he gets a 3rd-degree:
mental image of such subjects and a general idea on where Caster can get a sense of the basic personality of an indi-
to look for them. [T=L, WP=8] vidual: trustworthy, honest, reliable, self-assured, nervous,
Caster has a sense of which items are things he is looking etc. Opposed. [T=M]
for. Caster does not have to view items in order to find out Caster gets a sense of which person, in sight when cast-
about them. Instead he gets a mental image of such subjects er begins the spell, knows something about an issue the
and a general idea on where to look for them. [T=L, WP=8] caster concentrates on while casting the spell. Example: The
PCs are sent to investigate a crime, and find themselves in
Know the Past a likely looking rough bar. The wizard sits in the corner
1st-degree: and casts this spell. At the end of the casting, two people
If caster touches an object he can get a sense of how long seem to stand out to the wizard. (In reality, neither com-
it’s been since the object has been used by a person and mitted the crime. One, however, overheard some people
roughly what type of person last used it, and how. [T=M] talking about it and the other knew the victim and has a
2nd-degree: good guess who his enemies are…) [T=L, WP=6]
Subject can recall exactly a one-minute conversation 4th-degree:
heard within the last month, or a page read in a book. This Caster can evaluate the truth (as the writer or speaker
memory lasts clearly for ten minutes, then begins to fade understands it) in a written or oral account. Opposed by
away. [T=M] Lie skill–2. [T=M]
3rd-degree: Caster gets a sense of which person knows something
If caster enters a locale (room, section of alley, clearing about an issue the caster concentrates on while casting the
in a woods, etc.) he can get mental images of the last ten spell. Caster does not have to view people in order to find
times people were in the locale. [T=M] out about them. Instead he gets a mental image of such
If caster touches an object he can get a sense of how long subjects and a general idea on where to look for them.
it’s been since the object has been used. Caster has a clear [T=L, WP=8]
mental image of the person using the item, and exactly
how it was used. Caster may skip back over people and
uses to find a specific type, such as a hammer being used

Knowledge Spell Group (cont.) 179


Degrees of Magic

of surroundings. In addition, the image may be “project-


Know Spirits ed” onto a mirror or glass ball so that anyone who looks
1st-degree: at it will see the subject instead of a reflection. [T=M]
Caster can sense any spirits in the immediate vicinity,
but has no idea of what type or attitude. Opposed by spir-
it’s Willpower. [T=L] Metamagical Spell Group
2nd-degree: The Metamagical spell group contains spells that affect
Caster can sense any spirits in the immediate vicinity and other magic plus those that affect the nature of the universe
get a general sense of their emotional state, if any: friendly, itself.
sad, hostile, etc. Opposed by spirit’s Willpower. [T=L]
3rd-degree: Alter Shape
Caster can see any spirits in the immediate vicinity and 1st-degree:
get a general sense of their emotional state, if any: friendly, Caster may alter the shape of an inanimate item up to fi
sad, hostile, etc. Also the caster may ask yes/no questions of pound (⁄ kg) in mass. [T=D]
a single spirit. (The spirit is not constrained to answer or to 2nd-degree:
be truthful.) Opposed by spirit’s Willpower. [T=L] Caster may alter the shape of an inanimate item up to 5
4th-degree: pounds (2 kg) in mass. [T=D]
Caster can see any spirits in the immediate vicinity and 3rd-degree:
get a general sense of their emotional state, if any: friendly, Caster may alter subject’s shape into that of a natural
sad, hostile, etc. Also the caster may carry on a conversation being or item, such as an animal, plant, rock, etc. Mass
with any and all spirits present. (The spirits are not con- does not change, however. Duration = 1 hour. [T=D]
strained to answer or to be truthful.) Opposed by spirit’s Caster may alter the shape of an inanimate item up to 50
Willpower. [T=L] pounds (20 kg) in mass. [T=D]
4th-degree:
Scry Caster may alter subject’s shape, but is not constrained to
1st-degree: natural shapes: he may grow tiger claws while in human
Caster looks at an inanimate object, then closes his eyes form, for example, or become a chair with eyes, ears, and a
and casts this spell. He is then able to see a mental image mouth. Duration = 1 hour. [T=D]
of the subject for the next ten minutes. This image will Caster may alter the shape of an inanimate item up to
include the surrounding two yards — the caster can zoom 250 pounds (100 kg) in mass. [T=D]
in and see the image from any angle to get a closer view to
read writing, etc. [T=M] Alter Size
2nd-degree: 1st-degree:
Caster looks at a person, animal, or thing, then closes Caster may alter the size of an inanimate item up to fi
his eyes and casts this spell. He is then able to see a men- pound (⁄ kg) in mass. Maximum length differential is two
tal image of the subject for the next ten minutes. This (i.e., double or halve a linear dimension, and the item stays
image will include the surrounding two yards — the caster in proportion). Remember that double length equals octu-
can zoom in and see the image from any angle to get a clos- ple mass, half length equals one-eighth mass. [T=M,
er view to read writing, etc. [T=M] WP=2]
3rd-degree: 2nd-degree:
Caster may define an area up to five yards in radius. If Caster may alter the size of a living being of Scale –2 or
anyone/anything enters that area, the caster will get a men- smaller. Maximum size differential is two levels of Scale.
tal image of them. [T=M] [T=M, WP=4]
4th-degree: Caster may alter the size of an inanimate item up to 1
Caster can see a mental image of subject for the next pound (fi kg) in mass. Maximum length differential is
hour. He must have seen the subject at some point in the three. (Triple length equals 27 times the mass! One-third
past, but it will work on any known subject within 3 miles length equals .04 times the mass.) [T=M, WP=4]
(5 km) of the caster. This image will include the sur- 3rd-degree:
rounding two yards — the caster can zoom in and see the Caster may alter the size of an inanimate item up to 5
image from any angle to get a closer view to read writing, pounds (2 kg) in mass. Maximum length differential is
etc. Caster may also “zoom out” to show up to ten yards eight. [T=M, WP=6]

180 Knowledge Spell Group (cont.); Metamagical Spell Group


Degrees of Magic

Caster may alter the size of any living being. Maximum verted. Extra WP will be lost as Strength is regained, if not
size differential is two levels of Scale. (If a human is Scale used by then. The casting cost is 0 WP on a Good or bet-
0, a medium-sized dog is Scale –2, and a black bear is ter result; otherwise it is 2 WP. [T=L per level of Strength
Scale +2.) [T=M, WP=6] lowered]
4th-degree: Caster may borrow one Strength level from a willing per-
Caster may alter the size of any living being. Maximum son. [T=M]
size differential is four levels of Scale growth, or eight lev- Caster may transfer one Strength level between two will-
els shrinkage. (If a human is Scale 0, a rabbit is Scale -8, ing subjects. [T=M]
and a grizzly bear is Scale +4.) Duration = 8 hours. [T=M, 3rd-degree:
WP=8] Caster can convert 2 WP into nourishment provided by
one normal meal. The casting cost is 2 WP whether the
Counterspell spell succeeds or fails. If it succeeds, the 2 WP spent are
1st-degree: converted to nourishment — no more need be spent.
Caster may counter hostile magic. Tying the opposed [T=M]
result means roughly half the spell is blocked. Opposed by Caster can gain 2 WP by eating a meal. However, the
countered spell and degree level. [T = instantaneous reac- food will not nourish the caster even though his stomach is
tion. WP = equal to countered spell + 1.] full. He will be able to eat again in one hour in order to eat
2nd-degree: for nourishment, if desired. The casting cost is 0 WP on a
Subject has the Magic Resistance gift. This does not Good or better result; otherwise it is 3 WP. [T=L]
affect his ability to cast spells, even on himself. [T=M] Caster may borrow one Strength level from an unwilling
3rd-degree: subject. Opposed. [T=M]
Caster may create a “counterspell wall” up to four Caster may transfer up to 4 WP to/from a willing wizard.
yards long and three yards high which acts as a one-way Duration = 1 hour or until used, whichever comes first.
barrier: spells may be cast out, but none may be cast [T=M]
toward the caster through the wall. Duration = 10 min- 4th-degree:
utes. [T=D] Caster can lie in the sunlight for an hour to gain 2 WP.
Subject has doubled Magic Resistance. Duration = 1 The casting cost is 0 WP on a Good or better result; oth-
hour. [T=M] erwise it is 4 WP. [T=Special]
Caster may reduce an opponent’s magical energy attack Caster can stand in a waterfall for a half hour to gain 2
damage by one wound level. May be cast instantaneously. WP. The casting cost is 0 WP on a Good or better result;
4th-degree: otherwise it is 4 WP. [T=Special]
Caster may alter an ongoing spell of another wizard. Caster may transfer up to 8 WP to/from a willing wizard.
Opposed by the other spell, possibly at a penalty if the Duration = 1 hour or until used, whichever comes first.
alteration is severe. Example: The caster suspects a person [T=M]
of having a 3rd-degree Vision spell of some evil magic
scroll. The caster attempts to modify the image so that the Essence
words are blurred. The GM rules this is not as severe as 1st-degree:
trying to wipe out the image entirely, so there is no penal- Caster can determine if an object is solidly of one mate-
ty. [T=L] rial. A solid object returns a yes answer, while a hollow
object (or one of multiple materials) returns a no answer.
Enchant [T=L]
See Enchanting Items, p. 167. 2nd-degree:
Caster may make a single item up to the size of an aver-
Energy age door fireproof for one hour. [T=D]
1st-degree: Opens a “gate” (no larger than normal door-sized)
Caster may lend one Strength level to another person. between two points known by the caster, within one mile
[T=M] (1.6 km) of each other. (Scry may be used to “know” a loca-
2nd-degree: tion.) People at each side of the gate can see and hear
Caster can lower his Strength to gain one WP per level through the gate. Nothing else can pass through the gate,
lowered. Strength cannot be reduced below Terrible. It however. Duration = 10 minutes. [T=L, WP=4]
takes one hour of rest to regain each level of Strength con-

Metamagical Spell Group (cont.) 181


Degrees of Magic

3rd-degree: 4th-degree:
Caster may make a living being fireproof for one hour. Caster may determine which spells a subject knows, and
[T=D] at what levels. Opposed. [T=M]
Caster may make paper as hard as rock. [T=M] Caster can define a given locale that he has seen. If a
Opens a “gate” (no larger than normal door-sized) spell is cast at that locale over the duration of this spell, the
between two points known by the caster, within ten miles caster will be aware of it. [T=M]
(16 km) of each other. (Scry may be used to “know” a loca-
tion.) People at each side of the gate can see and hear Manipulate Magic
through the gate. Items, but not living beings, may be (Note: Knowing this spell at Good or better allows the
passed through the gate. No one can reach through the caster to more easily combine spells — see the section on
gate to grab an item, however — it must be passed through Combining Spell Effects, p. 167.)
from its side, or moved with a spell. Duration = 1 hour. 1st-degree:
[T=L, WP=6] When combined with another spell, the caster may
4th-degree: make the other spell appear to be other than it is. For
An inanimate subject (up to the size of a normal door) example, a Wariness spell protecting a camp can be made
may be converted to another substance: iron to wood, rock to appear to be a Damage Opponent spell bound in place
to clay, wood to canvas, etc. The GM may restrict the as a trap — or vice versa! [T=L]
change to something relatively close to the same hardness — 2nd-degree:
iron to air may be too extreme, for example. The subject’s When combined with another spell, the caster may
shape does not change, but may be physically altered. attempt to remove all magical traces that any spell has
Duration is one minute, but any damage done to the item been cast (without actually altering the spell). I.e., this spell
remains when the item reverts to its true substance. [T=L, effect opposes Know Magic. [T=L]
WP=10] 3rd-degree:
Opens a “gate” between two points known by the caster, Caster may alter the properties of one of his existing
within 100 miles (160 km) of each other. (Scry may be used spells or a spell combined with this spell. Example 1: Caster
to “know” a location.) People at each side of the gate can may alter an existing spell where hens are to scratch at a
see and hear through the gate. Living beings may pass door (as in the sample 3rd-degree Agriculture spell) to hav-
through the gate. The gate may be large enough to pass a
heavily-burdened camel. Duration = 1 hour. [T=L, WP=8]

Know Magic
1st-degree:
Caster can determine if one specific item is enchanted
or not, and if so, with which spells. [T=M]
If the caster suspects a wizard of concentrating on cast-
ing a spell, he can determine which spell is being cast.
[T=M]
2nd-degree:
Caster can determine if one specific person is acting
under a spell, and if so, which spell. [T=M]
Subject can see any magic item as if it were glowing.
Likewise, people or animals under a spell and those with
any sort of Magical Talent (Innate Magic, Hedge Magic, or
Scholarly Magic) appear to glow slightly to the subject.
[T=M]
3rd-degree:
Any magic item in the caster’s sight glows so all can see
it. Likewise, people or animals under a spell and those
with any sort of Magical Talent (Innate Magic, Hedge
Magic, or Scholarly Magic) glow slightly if the caster
desires. [T=M]

182 Metamagical Spell Group (cont.)


Degrees of Magic

ing the hens run around excited and clucking for a minute. Caster may cook six meals’ worth of raw food, plus the
Example 2: Caster may move an announce danger spell food is pleasantly seasoned. A single casting prepares
(3rd-degree Wariness spell effect) from one area to anoth- enough food for up to six people. [T=M]
er area within sight. [T=L] 3rd-degree:
Caster may insert a “triggering mechanism” into one of Caster may cook a dozen meals’ worth of raw food, the
his spells combined with this spell. Example 1: A spell to food is pleasantly seasoned, and the nutritional value is that
increase strength is cast and triggered to go off only when of the best possible for that type of food. A single casting
caster draws his sword. Example 2: A mind-link spell is cast on prepares enough food for up to a dozen people. [T=M]
a companion, but will not activate until the companion taps 4th-degree:
his knees together and thinks the word, “starkle.” Example 3: Caster may cook raw food, the food is gourmet quality,
The caster creates an energy attack set to go off when some- and the nutritional value is that of the best possible for that
one touches a doorknob. Be very careful with your wording, type of food. In addition, the meal serves twice as many
as it’s the GM’s job to turn your wording against you… [T=L] people as the quantity of raw materials would indicate.
4th-degree: [T=M]
Caster can give a permanently visible aura to any magic
item. This aura will be neutral, sinister, or benevolent, Enhance Artistic Ability
which will accurately reflect the nature of the magic on the 1st-degree:
item. (To create a false aura, the spell is opposed by the cre- Caster can evaluate an artistic skill of a person simply by
ating spell.) [T=M] watching him hold an appropriate tool or instrument or
even by an appropriate stance. [T=M]
2nd-degree:
Professional Spell Group Subject is at +1 to any one artistic skill from the
Agriculture Professional skill group. This would include graphic arts
1st-degree: and performing arts. [T=D]
Caster may heal minor plant damage from insects, Subject gains the Voice gift. [T=M]
fungi, trampling, etc., on one plant. [T=L] Subject gains the Time Sense gift. [T=M]
2nd-degree: 3rd-degree:
Caster can direct the actions of any one domestic animal. Subject is at +2 to any one artistic skill from the
The skill roll is at –2 if the caster commands the animal to Professional skill group. [T=D]
harm itself. This spell does not work on wild animals, peo- 4th-degree:
ple in animal form, or magical creatures. Opposed. [T=M] Subject is at +3 to any two artistic skills from the
3rd-degree: Professional skill group. Counts as only one spell cast. [T=D]
Caster may heal minor plant damage from insects, fungi,
trampling, etc., plus the caster may increase the growth rate Enhance Professional Ability
and yield of plants in an acre (.4 hectares). [T=L] 1st-degree:
Caster can give long-term orders to one domestic animal, Caster can evaluate a given skill of a person simply by
providing the orders do not require it to harm itself. Example: watching him hold an appropriate tool or weapon or even
The caster could command a hen in the yard to scratch at by an appropriate stance. [T=M]
the door three times whenever it notices a person approach 2nd-degree:
the building. Duration = 1 day. This spell does not work on Subject is at +1 to any one non-artistic skill from the
wild animals, people in animal form, or magical creatures. Professional skill group. [T=D]
Opposed. [T=M] Subject gains the Common Sense gift — the GM will warn
4th-degree: when the character is about to do something stupid. [T=M]
Caster may heal major plant damage from insects, fungi, 3rd-degree:
trampling, etc., plus the caster may increase the growth Subject is at +2 to any one non-artistic skill from the
rate and yield of plants over 40 acres (16 hectares). [T=L] Professional skill group. [T=D]
4th-degree:
Cooking Subject is at +3 to any two non-artistic skills from the
1st-degree: Professional skill group. Counts as only one spell cast. [T=D]
Caster may cook one meal’s worth of raw food. [T=M]
2nd-degree:

Professional Spell Group 183


Degrees of Magic

from the area in which it is located, but may be used as a


Healing tool or weapon: a hammer strikes, a saw cuts, a dagger
1st-degree: stabs or swings, a key turns in a lock, etc. The item is
Caster may perform immediate and life-saving first aid: manipulated with the physical strength and task skill of
stopping bleeding, keeping the patient warm, etc. Works the caster. [T=M]
on a person or animal. [T=D] A small, light-weight item (a piece of jewelry, a key, a ham
Caster may exhaust self in order to bring an uncon- sandwich) in sight and within ten yards may be moved with-
scious person to consciousness. Caster must rest for one out touching it. It may not be lifted or manipulated, only
hour to recuperate energy. Subject remains conscious at dragged across a surface. Duration: 1 minute. [T=M]
least fifteen minutes — possibly longer, depending on con- 2nd-degree:
dition at time of spell. [T=D] A tool, weapon, or other item in sight and within twenty
Caster may diagnose one illness. Works on a person or yards may be maneuvered without touching it while the
animal. [T=M] caster concentrates on it. The item may not be moved from
2nd-degree: the area in which it is located, but may be used as a tool or
Caster may cure one mild disease in a patient. [T=M] weapon: a hammer strikes, a saw cuts, a sword stabs or
Caster may heal one wound level of patient: e.g., from swings, a key turns in a lock, etc. The item is manipulated
Very Hurt to Hurt, etc. This includes first aid effects. as if the caster had skill and Strength +2. [T=M]
Works on a person or animal. [T=D] A small item in sight and within one hundred yards may
3rd-degree: be moved without touching it. It may not be lifted or
Caster may cure one moderate disease in a patient. manipulated, only dragged across a surface. Duration: 5
[T=M] minutes. [T=M]
Caster may heal two wound levels. This includes first aid 3rd-degree:
effects. Works on a person or animal. [T=M] Caster can dictate a “program” for an item to perform
Caster may immunize a single patient against a specific and have it run as if the caster had skill and Strength +2,
disease. [T=M] without concentration required. The caster may even leave
4th-degree: the area. The program, however, cannot involve more than
Caster may cure one major disease in a patient. [T=M] two different actions for the item, nor require it to move
Caster may cure insanity in a patient. [T=L] more than a yard from its current location. [T=M]
Caster may regenerate a subject’s lost limb. [T=L] An item in sight and within one hundred yards may be
moved without touching it. It may not be lifted or manipu-
Manipulate Objects lated, only dragged across a surface. Duration: 10 minutes.
1st-degree: [T=M]
A small tool, weapon, or other item in sight and within 4th-degree:
two yards may be maneuvered without touching it while A large item in sight and within one hundred yards may
the caster concentrates on it. The item may not be moved be moved without touching it. It may not be manipulated,
but may be levitated as much as ten yards into the air (with
heavier objects not being able to be levitated as far).
Duration: 1 hour. [T=M]

Merchant
1st-degree:
An item is cleaned and made to look like new, barring
any damage to it. [T=M]
Caster can estimate the value of an item compared to
other items of its type. That is, if it’s below standard qual-
ity, of standard quality, above standard quality, or even far
above standard quality. Will also discover forgeries. [T=M]
2nd-degree:
An item is cleaned and made to look like new, plus any
small nicks, tears, scratches, etc., are repaired. [T=M]

184 Professional Spell Group (cont.)


Degrees of Magic

Caster can evaluate the Merchant skill of a person sim- 2nd-degree:


ply by watching them while casting this spell. [T=D] Caster can cause one hostile wild animal to run away
Caster can evaluate to within 10% the value of an item. rather than attack. This spell does not work on domesti-
[T=M] cated animals, people in animal form, or magical crea-
3rd-degree: tures. Opposed. [T=D]
An item is cleaned and made to look like new, plus any Caster can send a mental message (sounds, words,
small nicks, tears, scratches, etc., are repaired, and a bro- images, smells, or some combination thereof) to one of his
ken item can be repaired if all the pieces are present. animal companions — there must be an existing bond
[T=M] between himself and the animal before casting this spell.
Caster can determine within 10% how much money a There is no magical compulsion to obey, nor any magical
subject is carrying. [T=D] enhancement of the animal’s intelligence. The animal
4th-degree: does not have to be in sight; the range is ten times the
Caster can locate the nearest source of a precious metal default degree range (i.e., 20 yards at 2nd-degree, 200 at
or stone within two hundred yards. Small known quanti- 3rd-degree, etc.). [T=D]
ties may be ignored, such as coins in one’s own purse. 3rd-degree:
[T=M] Caster can control the actions of one wild animal. The
skill roll is at –2 if the caster commands the animal to
Transportation harm itself. This spell does not work on domesticated ani-
1st-degree: mals, people in animal form, or magical creatures.
Subject may walk twice the normal distance without tir- Opposed. [T=M]
ing or needing to rest. [T=M] Caster may communicate magically with one animal.
Subject is at +1 to Riding skill. [T=D] This is two-way communication, but will be unintelligible
2nd-degree: to bystanders. Note that animals may not have any useful
Caster can control the movements of one vehicle from a information — a spider may be able to tell the caster that
distance of a hundred yards. Vehicle must operate under something big broke its web recently, but that could mean
natural propulsion at normal speeds. Caster’s concentra- a rat, a badger, a human, or a cow. A spider will also have
tion may go in and out as needed. [T=M] a very soft voice — the wizard will have to put his ear right
Subject is at +2 to Riding skill. [T=D] up to it to hear an answer. [T=M]
3rd-degree: 4th-degree:
Caster may move a vehicle within a hundred yards in Subject gains the sensory ability of any one type of ani-
the absence of natural propulsion. A cart moves without a mal: a dog for scent, an eagle for vision, a rabbit for hear-
horse, a boat without oars, a sailing ship without wind, etc. ing, a snake for ground vibrations, etc. [T=M]
Speed can be up to the maximum naturally possible.
Caster can give detailed orders early in the spell, and let Enhance Senses
the “program” run, or can concentrate and control the 1st-degree:
vehicle second by second, or some combination of the two. Subject gains the Heightened Senses: Night Vision gift.
If used in opposition to a controlling person (teamster, [T=M]
shiphandler, etc.), it’s simply an opposed action. If used in Subject is at +1 to Perception attribute. [T=M]
opposition to natural propulsion (sailing into the wind, 2nd-degree:
dragging a cart in a direction the horses don’t want to go, Subject may overhear any conversation (even whispered)
etc.), the spell is at –2. Duration = 8 hours. [T=M] where the participants are in sight within fifty yards. [T=M]
Subject is at +3 to Riding skill. [T=D] 3rd-degree:
4th-degree: Any hidden door, hatch, or compartment in sight with-
Each step the subject takes moves him as if he had taken in twenty yards becomes apparent to the subject. Subject
ten steps. [T=M] may move from place to place. Does not reveal magically
hidden items. Duration = 1 hour. [T=M]
Subject can see through two yards of earth, clay, and
Scouting/Outdoor Spell Group rock. This works on walls made of brick or rock, but not
Animal Mastery wood. Likewise, subject will not be able to see through any
1st-degree: tapestry covering a stone wall. Duration = 1 hour. [T=M]
Subject gains the Animal Empathy gift. [T=M]

Scouting/Outdoor Spell Group 185


Degrees of Magic

Subject may detect and identify (if known) scents on even rain, though not underwater), dying out at that time if it
a mild breeze. The range is 1 mile (1.6 km) and duration is hasn’t caught anything on fire. [T=D]
1 hour. [T=M] 2nd-degree:
4th-degree: Caster can create a light as bright as a modern 75-watt
Subject can see, albeit dimly, in pitch-black conditions. bulb on his finger or an item he touches. [T=D]
[T=M] Caster may create a campfire-sized fire which burns for
one hour before requiring fuel. [T=D]
Enhance Scouting Ability Caster may instantly douse a small flame (as of a candle
1st-degree: or lantern) within twenty yards.
Subject gains the Direction Sense gift. [T=M] 3rd-degree:
Subject is at +1 to Perception attribute. [T=M] Caster can create a light as bright as a modern 75-watt
2nd-degree: bulb. The light is not restricted to a physical item. It can
Subject is at +1 to any one skill from the Scouting/ hover, move, rise or fall, grow bright or dim as the caster
Outdoor skill group. [T=D] wills. It can radiate or be focused like a modern flashlight.
Subject is at +2 to Perception attribute. [T=M] It can grow to about the intensity of a modern searchlight.
3rd-degree: [T=D]
Subject is at +2 to any one skill from the Scouting/ Caster can instantly darken any one light within twenty
Outdoor skill group. [T=D] yards. (This may or may not put out a fire: it may simply
Subject is at +3 to Perception attribute. [T=M] mean it doesn’t emit any light beyond a yard.) Opposed by
4th-degree: the creating spell if this is a magic light.
Subject is at +3 to any two skills from the Scouting/ 4th-degree:
Outdoor skill group. Counts as only one spell cast. [T=D] Caster emits a flash of light, stunning all within range
who are looking at him — no opposed roll allowed. [T=D]
Fire/Light
1st-degree: Movement
Caster can create a dim glow (as from a modern night- 1st-degree:
light) on his finger or an item he touches. This illuminates Subject gains +1 to Climbing skill.
roughly two yards in radius in a pitch-black room. [T=D] 2nd-degree:
Caster may create a small fire as on a modern match. Subject may magically “stroll” up any vertical surface,
However, it burns for ten minutes without fuel (even in the leaving the hands free for other purposes. [T=D]

186 Scouting/Outdoor Spell Group (cont.)


Degrees of Magic

Subject may move along the bottom of a body of water 3rd-degree:


as if he were on land: walking, running, etc. Caster may form a finished tool or weapon out of appro-
This includes a +2 to Swimming skill. Note that this priate wood and fiber. Some examples are a wooden hoe,
does not enable the subject to breathe underwater, howev- mallet, quarterstaff, or club; a fishing rod with fiber line
er! [T=M] and wooden hook; a bow; half a dozen arrows; a fiber whip
3rd-degree: or bolas. One casting creates one tool or weapon or half a
Subject may move along the bottom of a body of water dozen arrows. [T=M]
as if he were on land: walking, running, etc. This includes Plants try to impede a target indicated by the caster: tree
a +3 to Swimming skill and the ability to breathe under- branches bend down to block the way, grasses twist around
water. [T=M] ankles, briars snap at legs, etc. Affects as many plants as are
Subject can move quantities of dirt and rock — whatever seen or touched within ten minutes of casting the spell. [T=M]
he would be able to affect with a shovel and pick, but more 4th-degree:
rapidly. Rate = 1 cubic yard (.75 cubic meters) of compact- Plants attack a target indicated by the caster: tree
ed earth in five combat rounds (loose soil more quickly); 1 branches bend down to thwack the victim, grasses con-
cubic yard of rock in ten minutes. Duration = 10 minutes. strict around ankles, briars lash at legs, etc. Affects as
[T=M] many plants as are seen or touched within ten minutes of
4th-degree: casting the spell. [T=M]
Subject and all he is carrying and wearing may pass
through earth, clay, or rock. This works for walls made of Survival Mastery
brick or stone, but beware those paneled with wood on the 1st-degree:
far side — the subject will not be able to pass through the Caster knows the direction and distance to the nearest
wood, and must either return very quickly or die when the source of food, potable water, or potential fire fuel. Each
spell lapses and he is caught inside brick or stone… target type requires a separate casting. The spell ignores
Duration = 1 minute. [T=M] insignificant traces of target type. [T=M]
Subject may crawl, walk, or run on water. Duration = 1 2nd-degree:
hour. [T=M] Subject is magically protected from the elements. [T=M]
Subject may move along the bottom of a body of water Caster may perform immediate and life-saving first aid
as if he were on land: walking, running, etc. This includes on self, other people, or animals: stopping bleeding, keep-
a +4 to Swimming skill and the ability to breathe under- ing the patient warm, etc. [T=M]
water. Duration = 6 hours. [T=M] Caster can cause traces of passage in a twenty yard
radius to disappear: tracks, campfire remains, horse drop-
Plant Mastery pings, etc. [T=M]
1st-degree: Caster may purify a supply of food, water, or air suffi-
Dead plant material gathers from within ten yards and cient for eight people’s needs over the next eight hours.
shapes itself into crude but desired forms. This can create [T=M]
a ready-to-ignite campfire, for example, or a shelter of Any one knot of any type magically ties or unties in one
sticks and leaves against the elements. This effect will not second. If tied, the knot is as securely tied as the caster
create a weapon. [T=M] desires and is easy, medium, or difficult to untie, as the
Trees assist the subject in climbing them — bark shifts caster desires. [T=D]
into handhold shapes, trunks angle slightly to give an 3rd-degree:
incline, branches bend down to be reached and then Caster can create false tracks that extend for half a mile
move upward to pass the subject along, etc. Cast on an (0.8 km), even if the caster doesn’t know the territory. He
individual subject or on a single tree to help all subjects. simply points in a direction, and realistic traces of passage
[T=M] appear, curving gently where appropriate. [T=M]
2nd-degree: 4th-degree:
Caster can form a reasonably-sized woven item out of Subject gains a “magic splint” allowing him to use a bro-
grass: a bag, blanket, rope, sling, etc. [T=M] ken limb with no pain or worsening of condition. The limb
Plants bend aside to allow unimpeded passage through is still broken, and when the spell wears off will require a
thickets, etc., returning to shape after the caster and up to normal healing period. During the spell, however, a person
six people have passed by (or hidden behind them). [T=M] may limp on a broken ankle or clumsily use a broken arm.
[T=L]

Scouting/Outdoor Spell Group (cont.) 187


Degrees of Magic

ple and roughly which direction and how far away they
Wariness are, but nothing else. Duration = 10 seconds. Opposed sep-
1st-degree: arately by each potential target. [T=D]
Subject gains the Danger Sense gift. [T=M] Caster can carry on a simple soundless conversation
2nd-degree: with a willing subject, if both concentrate on it and are
Subject may focus on a single object, window, door, or within twenty yards of each other. Duration = 10 minutes.
section of a path/road/hall and determine just how dan- [T=D]
gerous it might be to touch, open, or pass through the tar- 3rd-degree:
get of the spell. [T=D] Caster can carry on a simple soundless conversation
3rd-degree: with a willing subject, if both concentrate on it and are
Caster may define an area up to five yards in radius. If within two hundred yards of each other. Duration = 1 hour.
anyone/anything enters that area, the caster will be [T=D]
warned. This can be set to be a silent mental warning for Caster can attempt to read the surface thoughts of one
the caster alone, or an audible warning that anyone in the person without his knowledge. This is opposed by
area could hear. Caster may limit the spell to exclude Willpower, even though the target is unaware of the
known persons. [T=D] attempt. Caster must be able to see, hear, or touch the sub-
4th-degree: ject. Duration = 10 minutes. Opposed. [T=D]
If the caster can concentrate on a mental image of a par- Caster can send his thoughts to one subject unaware of
ticular course of action for ten minutes (Good or better the caster’s attempt. Opposed by Willpower. If the opposed
Willpower roll at the end of the ten minutes), the caster roll is won by more than 3, the message may seem to come
gets a sense of how dangerous said action would be. [T=L] from the subject’s subconscious mind rather than from an
outside source, if desired. Duration = 10 minutes. [T=D]
4th-degree:
Social/Manipulative Spell Group Caster may carry on a soundless conversation with a
Compel Truth willing, known person anywhere within 100 miles (160
1st-degree: km). The target’s location does not have to be known to
Subject is at +1 to Detect Lie skill. [T=D] contact him. Duration = 1 hour. [T=D]
2nd-degree: Caster may attempt to read the surface thoughts of a
Subject is unable to lie for one specific question, which person within a hundred yards, even if out of sight.
is formulated when the spell is cast. Subject may remain Opposed by Willpower. Duration = 1 hour. [T=D]
silent, however. Opposed. [T=D]
3rd-degree: Distort Worldview
Subject is unable to lie for one specific question, which 1st-degree:
is formulated when the spell is cast. Subject may not Subject is at +1 to Fast-talk skill. [T=D]
remain silent. Opposed. [T=D] 2nd-degree:
Subject gains the Truthful fault. Opposed. [T=M] Caster can implant a simple false memory in the subject.
4th-degree: (“Yes, I saw him leave the building.”) Opposed. [T=D,
Subject is unable to lie for five minutes and no specific WP=4].
questions need be in mind when the spell is cast. Subject Caster can cause the subject to forget one simple fact.
may not remain silent. Opposed. [T=D] (“No, I don’t recall having seen him enter.”) Opposed.
[T=D, WP=4.]
Contact Mind Caster can speak extemporaneously and believably on
1st-degree: any subject for ten minutes. After an hour, listeners will
Caster can determine if there is a person within twenty realize — if brought to their attention or they think about
yards of his position. Caster can sense how many people it hard enough — that the caster didn’t necessarily know
and roughly which direction and how far away they are, anything about the subject after all. Opposed. [T=D]
but nothing else. Duration = 10 seconds. Opposed sepa- 3rd-degree:
rately by each potential target. [T=D] Subject gains the Delusions fault. GM’s choice of delu-
2nd-degree: sion, but the greater the relative degree by which the spell
Caster can determine if there is a person within two hun- succeeds, the more favorable the subject’s delusion is for
dred yards of his position. Caster can sense how many peo- the caster. Opposed. [T=M]

188 Social/Manipulative Spell Group


Degrees of Magic

4th-degree: “overlay” an existing object or person, disguising the


Subject becomes insane; type of insanity decided by object or person underneath. Caster can cause the illusion
caster. Afterwards the subject will have only hazy memo- to move and make sounds. The movement/sounds can
ries of the period of insanity. Opposed. [T=M, WP=8] either be preprogrammed, or concentrated on and varied
as time goes by. Duration = 1 hour. [T=M]
Enhance Social Ability
1st-degree: Manipulate Emotions
Subject gains the Attractive gift. Those already possess- 1st-degree:
ing the gift become even more so. [T=M] Subject is at +1 to any one of the following skills:
2nd-degree: Camaraderie, Flattery, Intimidation, or Oratory. [T=M]
Subject is at +1 to any one skill from the Social/ 2nd-degree:
Manipulative skill group. [T=D] One emotion suggested by the caster is intensified in
Subject gains the Charisma gift. [T=M] one subject. This is not overwhelmingly powerful — this
Subject gains the Empathy gift. [T=M] type of fear doesn’t compel a brave person to run away, but
3rd-degree: it would hasten a coward’s retreat. Or the enhanced greed
Subject is at +2 to any one skill from the Social/ wouldn’t force an honest person to take a bribe, but one
Manipulative skill group. [T=D] inclined that way agrees very quickly, and so on. Duration
4th-degree: = 10 minutes. Opposed. [T=M]
Subject is at +3 to any two skills from the Social/ One emotion can be toned down. Duration = 10 min-
Manipulative skill group. Counts as only one spell cast. utes. Opposed. [T=M]
[T=D] 3rd-degree:
One emotion suggested by the caster is intensified in
Glamour one subject. Opposed by Willpower–2: if the spell succeeds
1st-degree: with a relative degree of two or more, the person gives in
Caster can determine if something is an illusion or not. to the emotion (runs away in fear, dances in happiness,
Opposed by the creating spell, if it is. [T=M] hugs in fondness, lashes out in anger, attends slavishly in
Caster can cause the subject to “see something out of the hero-worship, etc.). Duration = 10 minutes. Opposed.
corner of his eye,” even though there’s nothing there. [T=D]
2nd-degree: 4th-degree:
Caster may alter the color of all clothing he or one other One subject is utterly smitten with the caster, and will do
person is wearing. Each item may be altered to a different anything the caster asks. He gets another opposed roll
color if desired with only one casting of this spell. The against Willpower if asked to harm himself or a loved one.
change is an illusion that works on all senses, but doesn’t Duration = 1 hour. Opposed. [T=M]
really alter the clothing. [T=D]
Caster can create a stationary illusion of something Outcast
known to the caster, up to the size of a large person. The 1st-degree:
illusion cannot occupy the same space as a real object or Subject gains the Unattractive fault. Those already
another illusion. [T=D] possessing the gift become even more so. Opposed.
Caster can dispel an illusion. Opposed by the creating [T=M]
spell. [T=M] Subject gains the Shyness fault. Opposed. [T=M]
3rd-degree: 2nd-degree:
Caster can create an illusion of something known to the Subject gains the Paranoia fault. This does not neces-
caster, up to the size of a large person. The illusion cannot sarily mean that everyone is not also out to get him.
occupy the same space as a real object or another illusion. Opposed. [T=M]
Caster can cause the illusion to move and make sounds. Subject is at –1 to all skills from the Social/Manipulative
The movement/sounds can either be preprogrammed, or skill group. Opposed. [T=D].
concentrated on and varied as time goes by. Duration = 1 3rd-degree:
hour. [T=M] Anything the subject says, no matter how innocuous,
4th-degree: will be perceived by listeners as being horribly insulting.
Caster can create an illusion of something known to the They will still grasp any information the subject attempts
caster, up to the size of a large person. This illusion can to impart, but will consider it insulting that he felt they

Social/Manipulative Spell Group (cont.) 189


Degrees of Magic

needed that pointed out, or mistrust his motives for telling 3rd-degree:
them. Opposed. Caster can stop one subject’s voluntary movements as
Subject is at –2 to all skills from the Social/Manipulative long as he concentrates on it, up to two minutes. Subject
skill group. Opposed. [T=D]. remains still in the position he was in when the spell was
4th-degree: cast, but involuntary functions such as respiration and
Subject will be ignored by all sentient beings, excluding blood circulation continue normally. Opposed. [T=D]
the caster. If the subject does something to call attention to Subject falls asleep for one hour (or longer if already
himself — attacking, shouting in a person’s ear, blocking tired). Opposed. [T=D]
the doorway through which someone is trying to pass — he Caster can create moderate drunkenness in the subject
may succeed in temporarily drawing a person’s attention for one hour. (Slurred speech, staggering walk, uncertain
(roll the target’s Perception vs. a GM-set difficulty level hand-eye coordination, etc.) Opposed. [T=M]
based upon the intrusiveness of the action). However, as Caster can cause the subject to forget one skill. Opposed.
soon as the subject is no longer presenting an obstacle [T=M]
(combat has ended, the target has either gotten through 4th-degree:
the doorway or decided he didn’t need to go that way after Caster may control the actions of one subject for as long
all, etc.), the subject will once more become unnoticed, as he concentrates on it, up to ten minutes. No spoken or
and unless the target succeeds at a Reasoning roll, he will visual commands need be given — the subject understands
completely forget about the subject’s existence once more. the caster’s will. Subject’s Willpower roll is at +2 if the cast-
Opposed by Willpower. [T=L, WP = 8] er orders the subject to harm himself or do something
utterly against his morals. Subject gets another
Puppeteer Willpower+2 roll every time the caster orders such an
1st-degree: action within the duration of the spell. Subject will be
Subject is dazed for three combat rounds. This is not aware he was controlled once the control lapses. Opposed.
“stun” — more like a daydream state. Subject ignores gentle, [T=M]
regular movement and sounds. Opposed. [T=D] Subject falls asleep for eight hours. Opposed. [T=D]
2nd-degree:
Caster can make the subject fidget once in some way:
twitch of the mouth, hand, or shoulder, for example, or a Customizing Degrees of Magic
wink or nod of the head. Opposed. [T=D]
Subject is dazed for five minutes. This is not “stun” — New Spell Effects (Optional)
more like a daydream state. Subject ignores gentle, regular Many more spell effects are possible than are listed here. If
movement and sounds. Opposed. [T=D] the GM is willing, a player may propose a spell effect not list-
ed here. In general, the GM should allow new spell effects —
but should also reserve the right to adjust the degree, WP
cost, time to cast, etc., if the spell proves abusive. Simply tell
the player that he can cast the spell as agreed on for now, but
that the details may change in the future.
The GM must decide if the effect is allowable, what spell
it falls under, what degree it is, what the WP cost, time to
cast, and duration of the effect are, and whether or not the
wizard has a penalty for trying something new. Players
should bear in mind the Magic spell group when propos-
ing effects: poisons are not in the Combat spell group, for
example.

Adjusting Power Levels (Optional)


The GM is free to customize the spell groups, of course.
The lists provided are to the author’s taste, but might easily
be not to yours. Many prominent spells found in fantasy lit-
erature and other gaming systems are frankly missing

190 Social/Manipulative Spell Group/Customizing Degrees of Magic: New Spell Effects; Adjusting Power Levels
Degrees of Magic

(though the author does allow many of these spells to NPC a spell effect cast at a higher degree to affect more subjects
wizards). Most frequently commented on is the lack of a at once.
Necromancy spell group. This is deliberate, as the author The “five free levels” option listed in Five-Point Fudge
feels such spells, except for the few spirit-sensing spells in works with magic spells, but you may wish to keep the
the Knowledge spell group, are best left to NPCs. limit of Great for spells.
Likewise, the power level is fairly low, as gaming systems Or you could rename all the current spell effects as 0-
go (though the author does allow more powerful NPC wiz- degree through 3rd-degree, and write your own new 4th-
ards, especially adversaries…). degree effects. (The “gate” spells could open gates into
If either of these conditions bothers you as GM, you other dimensions or times, an energy attack could blast
should adjust the lists before giving them to your players castles, one could fly across an ocean in little time, etc.)
for character creation. Voila — more powerful spellcasters. Of course, there may
Or the opposite may be true: there may be spell effects already be wizards who know these 5th, 6th, or higher
you don’t want your players to have — simply ban or alter degree spells already....
them before character creation. If the power level seems too high to you, you could sim-
If the power level seems too low to you, there are many ply allow a maximum of 1 or 2 points to be spent in a given
options available. spell group, or on magic spells at all, for that matter.
The simplest possible fix is to adjust the definition of a Or you could rename the current effects as 2nd-degree
successfully cast spell. Currently the default is a Good through 5th-degree, and write your own new, milder 1st-
result on a spell roll. If you make that a Fair result, spell- degree effects.
casting becomes easier. Or you could try simply reversing some of the other sug-
Another simple fix is to grant five or more WP for each gestions above: only grant three WP per level of Magical
level of Magical Talent a wizard has. Talent, for example.
WP cost can also be adjusted — the default of 1 WP per If the players cast the same spells over and over, you can
degree can be maintained, for example, but you might impose a –1 penalty for each repeated casting of the same
charge 0 WP for 1st-degree spells, 1 WP for 2nd-degree spell effect within a given area and time period. Note that
spells, and so on. casting a different spell effect (even if of the same spell
The GM can change the default spell duration and group and same degree) does not invoke this –1 penalty.
ranges to make things easier on a wizard, or perhaps allow

Sample Wizard Character Skills 1 point spent in Scholarly Magic:


Scouting: 2 points
For a true wizard character, see Pietro Observation: Good Scouting/Outdoor Spells: 1 point
in Fantasy Fudge (p. 141). In addition, Tracking: Good Enhance Senses: Fair
here is the sample character from Five- Cartography: Fair Fire/Light: Fair
Point Fudge (p. 81), modified to use Move Quietly: Superb Wariness: Fair
one point in the Scholarly Magic skill [Fair +3 levels from Fault: Halfling] Survival Mastery: Mediocre
group. Survival: Fair Literacy: Mediocre
Woods Lore: Fair
Balfo, a Halfling Scout Gifts
Athletic: 1 point Direction Sense
Attributes Balance: Fair Magical Talent: Scholarly Magic (1
Reasoning: Good Climbing: Fair level)
Perception: Great Throwing: Fair
Willpower: Fair Swimming: Mediocre Faults
Strength: Mediocre, Scale –2 Halfling (Scale –2, +3 to Move Quietly
Agility: Good Combat: 1 point (narrow) skill; worth two faults)
Health: Fair Bow: Good Humanitarian
One-handed Sword: Mediocre

Adjusting Power Levels (cont.); Sample Wizard Character 191


Fudge Psi

by Shawn Garbett and Steffan O’Sullivan It is also possible to take some interesting faults that
will limit the nature (and reduce the cost) of any power.
There are three types of psi traits in this system: powers, “Usable only in emergencies” is a common theme in fic-
skills, and the Psychic Reservoir attribute. Only psionicists tion, for example.
have powers and the skills to activate them, but everyone
has a Psychic Reservoir to resist psionic attacks.
Very Broad Mildly Broad Narrow
Psionic Powers Groups
Antipsi
Groups Groups
Distort
The GM must decide how precisely to define psi pow- Nullify
ers. Since each power must be bought separately, defining Resist
them broadly makes for more powerful characters. ESP Astral Projection
The chart to the right shows some broad groups that Telesense Clairaudience
Clairvoyance
include more narrowly defined psi power groups listed
Locate Object
with them. These in turn contain even more narrowly Locate Person
defined powers, which a GM may use as individual pow- Sense Aura
ers if desired. This list may be regrouped, expanded, Temporal Revelation Postcognition
some powers disallowed, a narrowly defined group made Precognition
into a broad group that includes other powers, etc. The Psychometry
list is not intended to be comprehensive, but merely a Psychokinesis Control Animate Healing
sample. Levitation
The GM should let the players know what depth of psi Metabolism Control
Shapeshifting
skills she is using. Each power costs one supernormal
Control Inanimate Force Shield
power (two gifts). Photokinesis
Putting one skill level in a power gets it at Terrible. Sonarkinesis
Powers may then be raised at the cost of two skill levels Telekinesis
per level, if using the objective character creation system. Transmogrify Object
For example, raising Telekinesis power to Poor requires Electrokinesis Alter Electric Current
two skill levels, and raising it to Mediocre would cost two Control Electrical Devices
more skill levels. Cyberpsi
If a GM envisions a psi–rich campaign, of course, the Electric Blast
Temperature Control Cryokinesis
costs should be much cheaper. Allowing many free levels
Pyrokinesis
of supernormal powers is a good way to do this, but be Telepathy Empathy Emotion Control
cautious about trading them for mundane traits. Emotion Sensing
Power levels define range, quantity or size of subject Mind Shield
affected, etc. — see Psi, p. 24. A Fair power can do what- Mental Communication Mind Reading
ever the default average is for the campaign world. Thought Sending
Some tasks require a minimum power level, as set by Mental Control Alter Memory
the GM. If the character has the power, but not at the min- Persuasion
imum level required, he may not attempt the action unless Prevent Clear Thinking
Send Violent Energy
he uses desperation psionics (see p. 194). If the psionicist
Telehypnosis
has the appropriate power at three or more levels above Vampirism Borrow Skill
the minimum required, he is at +1 for that use. Drain Psychic Reservoir
No psionic ability can be used unless the character has Drain Health
the power listed on his character sheet. Drain Energy
A character may take a latent psi power at the cost of Teleportation Teleport Self
one gift. He can’t use the power (may not take any related Teleport Other
psi skills), but later in the campaign he may spend EP Teleport Object
equal to another gift to awaken the power. He would then Planar Travel
Open Dimension Portal
have to learn the skills to control the power.

192 Psionic Powers


Fudge Psi

Even after regaining consciousness, a character with


Psionic Skills Psychic Reservoir below Terrible is in trouble. The GM
You cannot attempt any psionic action unless you have may impose any type of affliction she desires on such a
the specific skill to control the power in question. Each character until the Psychic Reservoir reaches at least
power must have an accompanying skill of corresponding Terrible. Suggested afflictions include mild insanity (hal-
broadness or narrowness (Control Tele–kinesis, Use lucinations, delusions, paranoia, etc.), physical debility
Telepathy, Read Minds, etc.). (drooling, shaking, twitching, etc.), attribute reductions,
The default for psionic skills is non–existent. Raising a and negative modifiers for even non–psi actions.
skill to Terrible costs one skill level, and two skill levels for A character can regain one level of his Psychic Reservoir
each additional level. Skills may be taken as high as Fair at for each week (or day, or whatever the GM sets) of rest, up
the beginning of a game. (The GM may allow higher levels to his current maximum level.
if the campaign is centered around psionic abilities.) They
may be improved through normal character development,
and new ones may be added if the GM is willing. The play- Psionic Actions
er should have a good story concerning awakening new Two kinds of psionic action are possible, opposed and
skills, however. unopposed.
An opposed action is a psionic attack upon an unwilling
subject. The attacker rolls against his specific psionic skill,
Psychic Reservoir and defender rolls against a Willpower attribute to resist.
Psychic Reservoir is a measure of raw psi power avail- (A defender may have an appropriate psi skill to use
able. Like most attributes, Psychic Reservoir is at Fair for instead, such as Mind Shield.) An example of an opposed
every character unless deliberately altered. The GM may action would be an attempt to create fear in someone.
set the default lower, and there may be a ceiling on how Unopposed psionic actions usually target inanimate
high Psychic Reservoir can be set. objects. An unopposed action could be as simple as exam-
Merely having a Psychic Reservoir attribute does not ining an object psychically, or as complex as opening a
mean the character is capable of actively using psi. Other dimensional door at one’s feet. Telekinetically hurling an
psionic powers and skills are necessary to activate the object at a foe is an unopposed action because the object,
Psychic Reservoir. not the foe, is the subject of the psionic skill.
A low Psychic Reservoir can negatively modify any When a psionicist wishes to use an ability, the player
active psi ability, while a high Reservoir can be tapped to describes the result he wants to the GM. The GM then
increase your chances of success — see Psi Modifiers assigns a difficulty level to the action. Even if a psi over-
Summary, p. 195. comes a defender’s Willpower roll to resist, he must still
A psionicist taps his Psychic Reservoir when he uses a roll the difficulty level or higher to succeed at a task.
psychic skill. Ongoing use gradually drains a Reservoir, There may also be a minimum power level needed in
and short but heavy–duty use of a psi power also drains a order to attempt an action. For example, telekinetically
Reservoir, but normal brief use doesn’t. However, a rolled lifting a pencil might only require a Terrible Telekinesis
degree of Terrible or worse on a psionic skill roll always power, but lifting a large book might require a Mediocre
lowers Psychic Reservoir a minimum of one level. Telekinesis power, and lifting a car might require a
A psionicist can also attempt to drain his Psychic Superb Telekinesis power. If the psi’s power level is three
Reservoir deliberately. This may be done to gain a bonus to or more above the minimum needed, he gets a +1 to his
a psionic skill (see Psionic Actions, next), or to a power (see skill level.
Desperation Psionics, next page). Note that mentally lifting a pencil might only require a
There is no immediate penalty for dropping a level of Terrible power level, but manipulating it to sign one’s
Psychic Reservoir, as long as it remains Terrible or higher. name would probably require a Superb skill result. To
However, your next use of psi may be affected: there is a accurately forge another person’s signature would not only
negative modifier for using a psionic skill when your require a Superb Telekinesis skill result, but also a Fair or
Psychic Reservoir is below Fair. better Forgery skill result.
If the Psychic Reservoir is drained to below Terrible, the The time required to activate a psionic ability depends
character immediately loses consciousness. It requires a on the potency of the desired effect and the power level
Good roll versus a Constitution attribute to regain con- of the character. It is set by the GM. This can range from
sciousness, which may be attempted every combat round. a single combat round to hours of concentration. The

Psionic Skills; Psychic Reservoir; Psionic Actions 193


Fudge Psi

individual can also vary the time concentrating (which Psychic Reservoir, he also loses one level of rolled result.
must be uninterrupted) to speed up the results or This can intensify any negative consequences of having
increase the chances of success — see Psi Modifiers failed.
Summary, next page. If one party of an opposed action is successful in aug-
The psi now applies all modifiers and rolls against the menting his rolled result, the other may then try to aug-
difficulty level using the appropriate skill. In an opposed ment his. They may continue to trade sacrificing levels of
action, both parties involved make their rolls. On tie Psychic Reservoir until one of them fails to change the
results, the status quo is maintained, whatever that may result, or falls below Terrible Psychic Reservoir.
be. Someone defending with no psionic abilities rolls
At this point, a psi (or animate target of a psionic against Willpower–2 to augment his result.
attack) may attempt to sacrifice one or more levels of Once augmenting — if any — is complete, the GM
Psychic Reservoir to augment his rolled result. That is, if decides the duration of the effects — the better the roll, the
a psi fails in an unopposed action, he may stress himself better the results. Some effects will be permanent, such as
in an attempt to succeed. In an opposed action, this can Healing. Continuous concentration may be required to
be considered two people locked in psionic combat, each sustain other effects; this may slowly drain one’s Psychic
struggling to boost their power a bit to overcome the Reservoir.
other. Psionic abilities are sometimes dangerous to use. A
To augment a rolled result, a psionicist rolls against the rolled degree of Terrible or worse will usually result in
psionic skill he just used, with current modifiers still effec- the exact opposite of the desired outcome, or some other
tive. If the result is Good, he may sacrifice one level of entertaining backfire. In addition, the psi loses one level
Psychic Reservoir to give him a +1 on the result of the skill of Psychic Reservoir. It may also have a gruesome result:
attempt. On a result of Great, he may sacrifice one or two brain hemorrhage, loss of sanity, or a similar outcome. A
levels, gaining +1 for each level, and on a roll of Superb or Terrible result on an opposed psionic action can mean
better, he may sacrifice up to three levels of Psychic the loser is now psychically open to his opponent. Such
Reservoir. On a result of Fair, Mediocre or Poor, there is an open channel to another’s psyche means that if the
no effect: he may not sacrifice a level of Psychic Reservoir, winner has any psychic ability at all, he can automatical-
but there is no penalty for having tried. On a result of ly draw on the loser’s Psychic Reservoir to power his own
Terrible or worse, however, he not only drains one level of abilities. The GM should determine these effects based
on the situation at hand.

Desperation Psionics
Ordinarily, if the minimum power level of a proposed
psionic action is higher than the character’s power level,
the psionicist may not attempt the action at all. However,
if one is desperate enough, he can try it — at a great price.
For each level of Psychic Reservoir voluntarily drained
before the skill roll, a psionicist can increase his power
level by +1. Simply pushing the power level up to match
the minimum level needed is all it takes to try the skill —
but he is at –2 to his skill for each level of Psychic
Reservoir he drained for this attempt.
Unlike augmenting a rolled result (as described in the
previous section), draining one level of Psychic Reservoir
before the die roll is automatically successful.
This is obviously not for casual use: the risk of a
Terrible outcome is much higher than normal, as well as
the guaranteed drain on Psychic Reservoir. Nonetheless,
if one were being attacked by the Spawn of The Other, a
demon of tremendous power, one might try anything to
survive.

194 Psionic Actions (cont.); Desperation Psionics


Fudge Psi

is a Superb difficulty level task against the Shapeshift skill, and


Psi Modifiers Summary requires at least a Great Shapeshift power. It is also a taxing
Apply as many modifiers to the skill as are appropriate: thing to do: it will drain one level of Psychic Reservoir at the
end of the action. It will be opposed by the director’s Presence
Psychic Reservoir Level: Psionic Skill Use at: attribute, which is as close as this campaign comes to willpow-
Mediocre –1 er.
Poor –2 Fortunately for Yardmower Man, he has the Shapeshift
Terrible –3 power and skill both at Superb level. He also consumes a
Below Terrible Prohibited double dose of Batch–5, giving him a +2 in the opposed
action, but severely risking side effects. His Psychic
Skill augmented by draining Psychic Reservoir: +1 per level Reservoir is down to Mediocre from activities the night
Terrible or worse result on skill augmenting attempt: –1 before (–1 to skill). Yardmower Man rolls a –1 Result. This is
Desperation attempts: –2 per level of Psychic Reservoir modified –1 for low Psychic Reservoir, and +2 for Batch–5,
drained giving him a Superb result.
Power level is 3 or more greater than necessary for the task: +1 The poor director has a Good Presence and Fair Psychic
Concentration time reduced by half: –1 Reservoir. He gets lucky and rolls a Great Presence result try-
Concentration time doubled: +1 ing to resist the psionic attack. But Great is not good enough
Certain drugs, devices, fields, star alignments, areas, (Yardmower Man got a Superb result), so he tries to augment
etc., can also have modifiers. As a GM–chosen option, his result by sacrificing a level of Psychic Reservoir to fight the
psionics may be blocked by metal — either all metal or just rearrangement of his molecules. His sacrifice roll (against
certain ones. Presence) is a Good result, so he increases his result to Superb.
He’s still holding on, but just barely. Also, his Reservoir will be
Mediocre after this round of psychic combat.
Psi Examples Yardmower Man, not to be outdone, attempts to sacri-
Yardmower Man wants to mow the lawn psionically — he fice his own Psychic Reservoir. He started the combat with
needs the practice. He currently has a Good Psychic a Mediocre Psychic Reservoir and full of Batch–5, so he
Reservoir and an interesting assortment of psi powers and still applies the +1 overall modifier to his Superb
skills. The GM decides that to move and control the lawn- Shapeshift skill on his augmentation roll. He easily
mower is a Great difficulty level task on Telekinesis skill. achieves a Good result, and he therefore augments his
It requires only Mediocre Telekinesis power, however. result to Superb+1. (After this round, his Reservoir will
Yardmower Man has a Good Telekinesis power but only also drop another level.)
Fair Telekinesis skill. It may be tough to do it well, but he’s The director desperately tries to augment his result
willing to try it. again, but rolls a Fair result: he’s reached the limit of his
Yardmower Man declares he’s going to spend twice as ability to stave off defeat. Yardmower Man rearranges the
much time concentrating (+1) and is also under the influ- director into a lovely bush, and stares blankly at the out-
ence of Batch–5, a psi–enhancing drug (+1). He rolls a –1 come. At this point, his Psychic Reservoir drops one more
result, which means a Good Telekinesis effort due to his level, as required by the GM for such a taxing action.
modifiers. He just missed the difficulty level. Since his Since he lost one level of Psychic Reservoir augmenting
power is adequate to move the lawnmower, he still mows his skill, and another for the difficult Shapeshift action,
the lawn telekinetically, but doesn’t do a very good job. In Yardmower Man is now left with a Terrible Psychic
fact, it looks sloppy: there are thin strips of unmowed grass Reservoir; he’d better not try anything this difficult for a
here and there, and he took out half of his daisy bed with while. Also, the GM demands a Good difficulty level roll
one poorly aimed swipe. against Constitution to avoid any unpleasant side effects
Since this is a continued use, the GM decides that for from the Batch–5 overdose. Yardmower Man gets a
each hour spent mowing he reduces his Psychic Reservoir Mediocre result, missing by two levels. The GM smiles at
by one level. It takes him two hours. the player, and secretly jots down that the next time he
The next day, Yardmower Man decides the director of the uses Batch–5, he’ll hallucinate that the director has
local government psionic research facility should be returned to human form and is out to get him….
Molecularly Rearranged. (He’s always snooping around, and Yardmower Man may someday drain his Psychic
has been known to lock up psis in the past.) The GM rules that Reservoir fighting someone that isn’t there.
Molecularly Rearranging a human other than the psi himself

Psi Modifiers Summary; Psi Examples 195


Fudge Superheroes

by William Stoddard
Power Scales
This chapter looks at ways of using Fudge rules to To describe characters who can do more than human
describe beings with superhuman powers. It’s written in beings, Fudge uses the concept of Scale. The version of
terms of comic–book style superheroes, who are the most Scale that’s easiest to quantify and generalize is Strength
familiar example. But the same methods can work for Scale. Strength translates easily into the energy output of
other sorts of superhuman beings, such as the muscles, and energy is the common currency of all
government–funded cyborgs, vampire hunters, legendary physical processes. Superheroic Fudge generalizes
demigods, or cybernetic messiahs. Strength Scale into Energy Scale.
Superheroes are one of the biggest challenges to a gam-
ing system. The nature, magnitude, and source of their
powers are all incredibly varied. A super–team may bring Size and Strength Scale
together mutants, magicians, gadgeteers, highly trained In real living organisms, strength depends on size. No
fighters, and completely unique beings, at power levels matter what animal it comes from, the same weight of
suited to everything from beating up thugs in an alley to muscle has the same energy output. For an animal (or a
wrecking a planet. Fitting all this into a single system of human) to be stronger, it has to be bigger. The Scale table
game mechanics is a challenge. It’s an even bigger chal- reflects this.
lenge if the same system has to work for ordinary human The basic Scale table has Strength multiplied by 1.5 for
beings as well. each increase in Scale, with some rounding off for simpler
Fortunately, Fudge has everything that’s needed to calculation. For example, four Scale increases multiply
define superpowered characters. The standard categories Strength by 5.
of Fudge traits — attributes, skills, gifts, faults, and scale — A superhero might attain tremendous strength in this
are all that’s needed to represent any superheroic concept. way, either by being huge and strong, or by being able to
The trick is to pick the right trait to represent each power grow larger or change shape into a larger creature. For
or weakness. That’s what this chapter is for. example, Captain Cretaceous might transform himself
Here’s a quick overview: into a Tyrannosaurus rex. His dinosaur form weighs 5 tons or
To describe a character who is essentially human, but 10,000 pounds; the average human weighs 150 pounds. So
incredibly talented or trained in some field, use the Captain is multiplying his size by 67. This is close to
Legendary attributes and skills. ten increases in scale (multiply by 60). So this form has +10
To describe a character who can do the same kinds of Scale, giving it +10 offensive factors in determining dam-
things that a human being can do, but with more power, age, and +10 Damage Capacity in withstanding it.
use Scale. The basic Strength/Mass Scale is a good start- It’s convenient to assume that height (for humans) or
ing point, but you can reinterpret it to describe many length (for quadrupeds) is proportional to the cube root of
other common powers. weight. So each three increases in Scale for size grant one
Finally, for characters who can do entirely different increase in Scale for height. The Captain’s +10 Scale gives
kinds of things, from hurling lightning bolts to reading him +3 Scale for height, making him 3.5 times as tall; his
minds, use gifts. Likewise, use faults to define special 6' human body becomes a 21' tyrannosaur body.
superheroic weaknesses, such as vulnerability to some par-
ticular substance, inability to affect it, or dependence on it.
Combine gifts and Scale to represent abilities outside the Super–strength Scale
normal human spectrum at a high power level. Unlike real living creatures, superheroes can exert strength
The rest of this chapter explores the details. There isn’t or withstand damage out of proportion to their body size.
space here for a comprehensive list of powers (and such a They may have denser body materials and the strength to
list wouldn’t be very Fudge–like, anyway). But numerous move their massive bodies, or more powerful muscles, or
examples illustrate the main ideas and suggest ways to cybernetic body armor that magnifies their strength. Such
treat a variety of superpowers. enhancements let them be as powerful as a dinosaur, or a
tank, without being any bigger than other human beings.
Other than size, Scale has three main aspects: Mass,
Strength, and Damage Capacity. Many physical super-
powers can be defined by pinning down which of these
three they benefit.

196 Power Scales: Size and Strength Scale; Super–strength Scale


Fudge Superheroes

Extended Strength Scale Table


Scale Multiplier Scale Multiplier
+1 1.5 +21 6000
+2 2.3 +22 9000
+3 3.5 +23 13,000
+4 5 +24 20,000
+5 7.5 +25 30,000
+6 10 +26 45,000
+7 15 +27 65,000
+8 25 +28 100,000
+9 40 +29 150,000
+10 60 +30 225,000
+11 90 +31 350,000
+12 130 +32 500,000
+13 200 +33 750,000
+14 300 +34 1,000,000
+15 450 +35 1,500,000
+16 650 +36 2,000,000
+17 1000 +37 3,000,000
+18 1500 +38 4,500,000
+19 2500 +39 7,000,000
+20 4000 +40 10,000,000

If you need an even bigger scale, subtract 40 from the


scale you want, look up the resulting number on the table,
and multiply it by ten million. For example, if Cosmic
Woman has Scale +60 for her strength, subtract 40 from 60
to get 20. The multiplier for Scale +20 is 4000. Multiplying
Increased density means increased mass and weight. this by ten million gives 40,000,000,000 (forty billion).
The densest materials found on Earth are about Scale +8;
a realistic superhero with the ability to increase his densi-
ty would have the same limit. Density–powered comic Energy Scale
book heroes can withstand more powerful attacks and are Normal human beings expend energy mostly by muscu-
strong enough to move their massive bodies easily, so this lar effort, moving their own bodies or other objects. But
Scale increase would affect all three aspects. superheroes can use or control other forms of energy. The
Simply boosting muscle power will affect Strength. The ability to do this is a gift (see Gifts and Supernormal Powers,
superhero’s muscles don’t tear his own body to pieces p. 199), but the magnitude of the energy is a Scale.
when he uses his strength, so he probably has increased The progression for Strength Scale can be used for any
Damage Capacity, at least for blows and other physical type of Energy Scale. In fact, human strength can be
attacks. This may not be true for superheroes who aug- equated to energy: a human being of average strength can
ment their strength in some other way, such as telekinesis, do useful work for several hours at a rate of 75 watts. So a
a force field, or a powered exoskeleton. superhero with Strength Scale +6 can produce 750 watts,
It’s also possible to create a character who’s simply hard or roughly one horsepower. A superhero with electrical
to hurt. This would count as increased Scale for Damage powers at Scale +6 could produce 750 watts of electrical
Capacity in relation to any sort of impact, pressure, or energy for several hours. One with thermal powers at
energy flow, but wouldn’t do anything for Strength. Scale 0 could heat a pint of water one degree Fahrenheit
Because their Scale isn’t tied to their actual size, super- per fifteen seconds.
heroes can have extremely high Scale. The standard Scale The same Scale can apply to powers based on absorbing
table needs to be extended. Here is a version that does this: energy, such as cold or darkness powers.

Super–strength Scale (cont.); Extended Strength Scale Table; Energy Scale 197
Fudge Superheroes

In most superheroic campaigns, one of the main uses of length, it’s working with five times as long a lever in han-
superpowers is to inflict bodily harm. A human punch deliv- dling things, and needs to exert five times the force. The
ers about 50 joules of energy (a watt is a joule per second); Scale of its reach is the same as the Scale of muscular force
higher power levels can be scaled up from that. For exam- it needs to exert. For another example, suppose the super-
ple, Scale +11 is 4500 joules, or about the energy of one powered thief Macavity has the power of teleportation at
gram of TNT. It’s convenient to assume that all forms of Scale +6. An average human being can jump about three
energy are about equally efficient in damaging the human feet horizontally or half as far vertically (assuming a stand-
body. An attack then starts out as the equivalent of a punch, ing start; a running start won’t do much for a teleporter).
and each increase in Scale adds one level of damage. Macavity can teleport thirty feet horizontally or fifteen feet
vertically.
Most energy powers are two–dimensional; the energy
Non–physical Scales forms the surface of an expanding sphere or the projected
What about non–physical powers, which don’t involve area of a beam. For example, the energy of sunlight aver-
energy? Many are best defined simply as gifts; invisibility, ages 165 watts on a square yard, of which 39%, or 65 watts,
for example, is either on or off, rather than having a mag- is visible light. So Scale 0 darkness powers could black out
nitude. But a power that involves controlling something one square yard. Eclipse, with Scale +8, could black out an
can be scaled like strength (which, after all, lets you control area of 25 square yards, such as a square five yards on a
things by picking them up and moving them) or energy side.
(which lets you control the energy you release). The energy from an explosion fills a volume of space;
For example, a telepath can reach out to another mind and explosions are three–dimensional. For example, one gram
implant a suggestion or impulse into it. The other person of TNT, which is energy Scale +11, will incapacitate any-
may act on the suggestion. If it’s against the target’s convic- one in a one–yard radius. Incapacitation requires +7 dam-
tions, or just a strange thing to do, the target may try to resist. age levels, so the Scale +11 explosion can be analyzed as
This requires an opposed action based on the two characters’ Scale +7 for damage and Scale +4 to fill a volume one yard
strengths of will. If the Mesmerist has Scale +4 on his telepa- in radius. If the whole charge applies at a single point
thy, he can reach out and implant a suggestion in five other (such as a soldier who throws himself onto a hand
people, not just one (the same suggestion in all of them, nor- grenade), the entire Scale +11 applies as increased damage.
mally). Or he can focus on just one person and apply his A 125–gram charge (roughly the amount in the grenade),
Scale to his opposed action roll, giving him a good shot at increasing Energy Scale by twelve to +23, increases the
totally dominating an average person’s will. radius by four steps, to five yards.

Scale and Geometry Super–speed Scale


The effects of a fist blow are felt at a single point. The Fudge has a scale for speed of action (see Speed, p. 21).
same is true of many superpowers. But other superpowers But really high–speed movement works slightly differently.
have effects that extend out for a distance, over an area, or Superpowered characters need a somewhat different
through a volume. Each of these possibilities is a variation Super–speed Scale, based on energy.
on Scale. Consider the Mongoose, who moves five times as fast as
Suppose a power naturally works over a distance of one a normal person. What happens if he hits someone? His
yard. Increasing this to five yards multiplies the distance fist is traveling five times as fast. That gives it 25 times the
by five, which is equivalent to Scale +4. But if a power kinetic energy — each of his blows is Scale +8 in the dam-
works over an area, such as a square, changing a square age it inflicts. And because he’s faster, he can strike five
from one yard by one yard to five yards by five yards blows for each one that a normal person can strike. So in
makes its area 25 square yards, or Scale +8. And a cube terms of total damage, he’s getting the equivalent of Scale
five yards by five yards by five yards is 125 cubic yards, or +12.
Scale +12. The Scale for the two–dimensional square is two To reflect this, use the following Super–speed Scale. For
times as great, and the Scale for the three–dimensional Scale higher than +12, take a multiplier from this table and
cube is three times as great. multiply by five for every twelve increases. For example,
One–dimensional powers involve reaching out to a dis- Scale +5 gives two times speed, so Scale +17 gives ten times
tance, or throwing or jumping to a range. For example, if an and Scale +29 gives fifty times.
alien can stretch its tentacles to five times their normal

198 Energy Scale (cont.); Non–physical Scales; Scale and Geometry; Super–speed Scale
Fudge Superheroes

magnitude is a Scale. Only supernormal gifts are eligible


Super–speed Scale Table for increased Scale.
Scale Multiplier Scale Multiplier A power that only affects the character who has it usual-
+1 1.15 +7 2.6 ly doesn’t require a roll. An invisible character simply goes
+2 1.3 +8 3 about unseen. But a power may require a roll if it requires
+3 1.5 +9 3.5 active adjustment. For example, the Chameleon would
+4 1.7 +10 4 have to perform an unopposed action to match his color
+5 2 +11 4.5 pattern to a background, with difficulty based on how
+6 2.3 +12 5 complex the background was. And almost any attempt to
affect another character should require a roll. Most rolls
Unlike other Scales, Super–speed Scale also enhances will be made against an attribute, but a superhuman char-
combat skill, because a faster blow is harder to stop. acter may develop a skill that permits more sophisticated
Divide the Scale by three and round off; the result is the feats. For example, an illusionist might develop an Artist
Scale modifier to combat. For example, the Mongoose, skill to create convincingly realistic images.
with Scale +12, gets +4 to all combat skills.

Weaknesses and Vulnerabilities


Gifts and Supernormal Powers Superheroes often have unusual weaknesses or disabilities,
Some superheroes rely on augmented versions of nor- as well as unusual abilities. Most of these can be described as
mal human abilities. Normal humans can move, lift and faults. Generally they should be treated as ordinary faults, not
handle things, hit people, and withstand injury; superhu- as supernormal ones, because most heroes’ weaknesses only
mans just do it better. But as the genre developed, writers cause problems once in a while.
came up with superheroes who could do much stranger Common weaknesses include suffering extra harm from a
things, either in addition to enhanced physical Scale, or in certain type of attack (treat the effects as one wound level high-
place of it. Describing the full range of superheroes er); suffering harm from exposure to something that doesn’t
requires more than Scale. Their abilities differ from nor- harm other people (one wound per turn); being unable to affect
mal human abilities not just in degree, but in kind. certain targets; and being dependent for survival on something
In Fudge, the ability to do something other people can’t do ordinary people don’t need, such as regular immersion in
is a gift. A superpower is a very powerful gift, which no ordi- water (one wound per hour for deprivation). Not being able to
nary human being could have at all. An average superpower affect certain targets is a type of power modification (see below).
is equivalent to two normal gifts. For example, a superhero
might be able to generate electricity within his body, become
invisible, or read minds. Power Modifications and Options
At the GM’s discretion, certain abilities can be treated as Supernormal gifts can be modified in various ways, for
ordinary gifts. This is plausible for talents that some real peo- better or worse. These modifications can be treated as gifts
ple have, such as photographic memory; for realistic biologi- or faults. As a rule, treat them as ordinary gifts or faults,
cal traits, such as a rattlesnake’s infrared sensors; and for rather than as supernormal gifts or faults. A supernormal
“psychic” abilities as they appear in folklore. For example, the power with two ordinary faults attached to it is effectively
Oneiromancer’s dreams sometimes bring psychic visions of free. Treat this as a limit; don’t let a character acquire a
distant or hidden events. Because this is at the GM’s discre- power at negative cost by applying more restrictions!
tion, serving mainly as a way to advance the plot, it counts as Superheroes sometimes have secondary powers based on
a standard gift, not a supernormal one. It’s also possible to their main powers. For example, Poltergeist can use her tele-
start with a supernormal gift and attach a modification that kinetic powers to levitate herself. If a power can be interpret-
makes it less effective; see Power Modifications and Options. ed as an application of another power, treat it as an ordinary
A supernormal power, by itself, grants the ability to do gift, not a supernormal gift.
things at a magnitude comparable to that of normal A major enhancement of a power’s usefulness may be
human actions — to exert similar force, expend energy at a treated as a second supernormal gift. For example, the
similar rate, move at a similar speed, and so on. Many ability to generate electricity from one’s body is a super-
superpowers are both different in kind and greater in mag- normal gift. But what about Will–o’–the–Wisp, who can
nitude. The basic kind of ability is a supernormal gift; the command electricity mentally, generating charges or cur-
rents anywhere she can see? Her electrokinesis counts as

Gifts and Supernormal Powers: Weaknesses and Vulnerabilities; Power Modifications and Options 199
Fudge Superheroes

two supernormal gifts: one representing the basic electri- This counts as two supernormal powers, one for the
cal effect and one the ability to generate it mentally. wind effects and one for the ability to produce them at a
Scale normally applies to only one aspect of what a char- distance; but it only works when the air is actually in
acter can do: to strength, speed, or indestructibility, for motion, which is a supernormal fault.
example. But a superhumanly strong character might be A little creative thinking may suggest other ways to
able to use the internal energy of his muscles as a power apply this restriction. For example, the Catalyst can speed
source for bioelectric shocks or superhuman speed. The up or slow down chemical reactions in any substance she
ability to apply Scale to more than one capability is a gift. touches. She isn’t actually producing chemical energy, but
Applying it to two related powers is a standard gift; applying directing it, so she can be defined as having the power of
it to all the abilities of the body, of the mind, or of the spir- chemical control and the channel restriction.
it is a supernormal gift. Another modification for energy–based powers is to
A restriction on the usefulness of a power is a fault, usu- treat them as powered by an internal battery. Rather than
ally a standard fault. For example, not being able to affect being able to produce a certain amount of energy, more or
a certain type of target is a standard fault. less as long as the user wants, the power has a fixed num-
An important type of fault, especially with energy–based ber of charges. When they’re used up, the power stops
powers, is dependence on an external power source. A gen- working. However, several of them can be expended at
erator can actually produce energy within his own body or once, attaining an increased Scale for one action. This is
mind; a channel can only divert an external stream of called the battery option.
energy; a transducer can absorb one kind of external ener- A battery has 25 charges. Spending one charge is good
gy and emit another. Being either a channel or a transduc- for one action at whatever Scale the character has paid for.
er is a major restriction and can be treated as a supernormal Spending two at once is good for an added +2 Scale; spend-
fault. For example, Santa Ana can magically command the ing three for +3; spending five for +4; spending eight for
desert winds. +5; spending twelve for +6; spending sixteen for +7; or
spending all twenty–five for +8. But spending more
charges at once uses up the battery in fewer actions.
How long an “action” lasts is at the GM’s discretion. It
could be a single blow or energy blast in a fight. Or it could
be an hour’s sustained effort. For example, in battle
against the unenlightened, Narasiddha suffers serious
wounds. Calling on his yogic mastery, he uses his body’s
entire reserve of healing energy, gaining the benefit of a
full 24 hours of healing in a single hour.
At the GM’s discretion, the battery option can also rep-
resent powers that are used passively. For example,
Earthman can use his control of the earth to cover himself
with a thick layer of sand or clay that protects him from
blows. But each time someone hits him, some of his armor
breaks off. After 25 blows, he’s unarmored again.

Non–humans
Many superheroes are not humans, but aliens, robots,
demons, or other exotic beings. A system of rules for
supers needs to provide for them.
Being non–human, but of some other natural biological
species, is neither a gift nor a fault, but an option. Human
capabilities include two major distance senses (sight and
hearing), communication (speech), manipulation (two
hands), and movement (running, and secondarily climb-
ing, jumping, and swimming). Give the other species a

200 Power Modifications and Options (cont.); Non–humans


Fudge Superheroes

similar range of abilities, though not necessarily the same is taken away, it’s a temporary plot twist. Taking it away
ones. permanently would destroy the entire concept of the hero,
Some non–humans have natural advantages over making him unpublishable. In a roleplaying game,
humans. For example, a robot doesn’t need food, water, or destroying or taking away a gadget would make a hero
air (most robots have internal batteries, and some run unplayable, and should be treated with as much caution as
their physical actions on the battery option); it isn’t affect- crippling the character or killing him outright. So having
ed by poisons or diseases; and it has at least light metal powers based on a gadget, as such, doesn’t count as a fault.
armor. Treat being a robot as a supernormal gift. The Gadgets can be large and inconvenient to move around.
same could apply for other powerful inhuman beings, such A piece of equipment that’s heavy or awkward, such as a
as a fairy or vampire. rocket launcher or a motorcycle, has a fault attached to
Some non–human beings can be described as “incom- whatever gifts or Scale it grants. A piece of equipment
plete” in a certain sense. Humans have the three aspects of that’s mounted on a structure or vehicle, or that is a vehi-
body, mind, and soul or spirit. In many universes, a robot cle bigger than one person can move around, has a dou-
will not have spirit; spirit applies only to living creatures. ble–value fault.
An animal or plant will not have mind; mind applies only
to beings that speak and reason. A ghost will not have a
body. Any of these lacks can be treated as a double–value What Gadgets Do
fault. They can be used to balance out a supernormal gift; Mundane equipment can be bought off the shelf, or req-
for example, a character might have the supernormal gift uisitioned from one’s superiors. Generally, superheroes
Robot and the supernormal fault No Soul. This would will have whatever mundane equipment is needed to use
account for such “robotic” qualities as lack of creativity their skills, with its quality and quantity adjusted to reflect
and inability to grasp social nuances. In a campaign with the owner’s wealth. Gadgets aren’t so commonly available.
fantasy elements, robots would also be unable to cast spells They have special capabilities that have to be acquired as
or perceive spiritual entities. character traits.
One type of gadget has improved functions. A motorcycle
might be faster than any ordinary model, or a sword might
Legendary Attributes and Skills have a sharper edge. These improvements can be treated as
Some superheroes don’t have superhuman powers at all; Scale increases. For example, if a normal motorcycle can
they’re just incredibly skilled at what they do, innately tal- manage 110 mph, a motorcycle with +3 Speed Scale would
ented, or both. This was even more common in the adven- have a multiplier of 1.5, raising its speed to 165 mph. Scale is
turers of the pulps. A character of this type should have always relative to the functioning of a normal, unimproved
one or several Legendary skills, backed up by Great, version of the device.
Superb, or Legendary attributes. The GM may want to Another type of gadget has added functions. These can be
allow additional levels of Legendary skill in one area. For defined as gifts or supernormal powers. Added functions that
example, if Dragon is the world’s greatest master of the are simply advanced technology for their period count as gifts;
katana, she may have Kendo at Legendary 2, backed up by more wildly speculative functions count as supernormal gifts.
Legendary Dexterity, Superb Will, Great Health, and a For example, a helicopter with a voice–controlled computer
gift for sensing danger in combat situations. autopilot would have a supernormal gift; so would a car that
could become airborne.
Finally, gadgets can have entirely new functions, not mod-
Gadgets eled on the functions of any real devices, such as a suit that
Gadgets are an important part of the superhero genre. makes the wearer invisible or a belt that generates a force
From the midnight avenger with his climbing line and exotic field. Those capabilities are treated as supernormal gifts.
missile weapons to the galactic policeman with his incompre- Any of these sorts of gifts can also have Scale.
hensible alien artifact, superheroes often rely on equipment
for many of their abilities.
There’s no real difference between abilities gained from How Gadgets Are Created
a gadget and abilities of a hero’s body or mind. Some superheroes don’t just have specific pieces of
Theoretically the gadget might be taken away, or equipment, but the ability to create new equipment.
destroyed; but a hero with vision powers might have his The ability to create advanced devices, whose capabilities
eyes put out or glued shut, too. In the comics, if a gadget are state–of–the–art or a little better, is a gift. This is good

Non–humans (cont.)/Legendary Attributes and Skills/Gadgets: What Gadgets Do; How Gadgets are Created 201
Fudge Superheroes

enough to add a function to a device that can be represent-


ed as a standard gift, or to increase its Scale by a step or Campaign Scale
two. With these rules, you can improvise a campaign of
The ability to create truly super inventions is a super- superheroic adventure. But what kind of adventure are you
normal power. The capabilities of the resulting devices can looking for? Backstreet brawls with drug dealers, or plan-
include supernormal gifts. In addition, supernormal apti- et–shaking wars? Different superheroic power levels are
tude for inventing can be taken at an increased Scale, rep- suited to different types of adventure. What power level do
resenting the ability to create devices with increased Scale. you want, and how narrowly do you want to define it?
The kinds of devices that an inventor can create depend For a typical one–city superhero campaign, start the char-
on his skills. For example, if Vector is skilled in rocketry, acters out with Scale +12, one supernormal power, and skills
he can use his inventive gift to create rocket belts or rock- and attributes suited to a competent normal human. If the
et pistols. But if he wants them to have artificial intelli- players want less power and more versatility, let them swap
gence, he needs to have a computer–related skill as well. at the following rates:
Normally, creating a device takes a fair amount of time,
from hours to months. (An inventor with a supernormal gift 1 Scale level = 1 gift and 1 attribute level
for invention can work much faster than an ordinary inven- 2 Scale levels = 3 gifts
tor.) The ability to create a new device more or less instanta- 1 supernormal power = 2 gifts
neously counts as an additional supernormal gift. Inventing
may require a large, bulky toolkit (a fault) or a workshop car- They can also use the usual tradeoffs among standard
ried in a substantial vehicle or set up at a headquarters (a dou- gifts, attribute levels, and skill levels. A character with a dou-
ble–value fault). ble–value fault can have an extra supernormal gift.
Any device created in this way lasts only for one adven- For more powerful supers, start with some multiple of
ture. To keep it in use permanently requires the GM’s this; for example, Scale +36 and three supernormal gifts.
approval to spend experience points on it. Until paid for To keep power levels in the same range, don’t let players
with experience points, the device is not part of the char- reduce Scale by more than twelve steps. On the other
acter’s core concept. It can be destroyed, stolen, or even hand, if you want a team with very different power levels,
used against the inventor. let players reduce Scale by as many steps as they like, or
Magical spells can be treated like created gadgets. The just let them describe their characters and figure out how
spell has no physical substance, but the magician’s ritual to turn the description into Fudge terms. The important
equipment can be defined as a toolkit or workshop. Being issue for many super–teams isn’t that different members
able to make subtle forms of magic effective is a gift. Flashy are equally powerful, but that each one has distinct abili-
comic–book wizardry is a supernormal gift. ties and can do things the others can’t.

Adamant (Denise Jeffries), Skills Supernormal Powers


mutant superhero (Fifteen free levels, fifteen taken) (One free supernormal power, none
taken)
GM limits: Three free attribute levels; Dancing: Good (3)
fifteen free skill levels (broadly Kickboxing: Fair (2) Scale
defined); one free supernormal power; Skateboarding: Great (4) (Twelve free increases,
free Scale +12 Street Smarts: Good (3) twelve taken)
Waitress: Good (3) Scale 12 for ability to withstand all
Attributes Gifts forms of bodily injury
(Three free levels, five taken; (Zero free gifts, three taken;
balanced by one fault) balanced by one fault and by not Faults
taking a supernormal power) Diminished Sense of Touch
Body: Great (2) Attractive Secret Identity
Mind Good (1) +1 Offensive Damage Factor (due to
Spirit: Great (2) hard skin)
Perfect Balance

202 How Gadgets are Created (cont.)/Campaign Scale/Sample Characters


Fudge Superheroes

Vector (Andrew Jorgenson), College Student : Good (3) Rocket Harness: provides equivalent of
gadgeteer superhero Computer superjump — battery option with 25
Programming: Fair (2) charges
GM limits: Three free attribute levels; Flamethrowing: Fair (2)
fifteen free skill levels (broadly Research: Fair (2) Scale
defined); one free supernormal power; Rocketry: Superb (5) (Twelve free increases, eight taken;
free Scale +12 Unarmed Combat: Good (3) four traded for four
gifts, one attribute level,
Gifts and nine skill levels)
Attributes (Zero free gifts, four taken;
(Three free levels, four taken; Scale 8 for jumping with rocketry har-
balanced by Scale not taken) ness:
balanced by Scale not taken) Advanced Technology 75 feet horizontal or 37.5 feet vertical
Body: Good (1) Bilingual (English and Japanese) per charge used
Mind: Superb (3) College Scholarship Can break 75–foot fall with one charge
Spirit: Fair (0) Use rocket exhaust as flame attack Using one charge as flame jet inflicts
Skills +8 damage
(15 free levels, 24 taken; Supernormal Powers
balanced by Scale not taken) (One free supernormal power, two Faults
taken; balanced by two faults) Adrenaline Junkie
Aerial Maneuvering: Good (3) Armored Flight Suit: provides +2
Chemistry: Great (4) Secret Identity
Damage Capacity

Jade Wizard (Long Li), Physician: Fair (2) Generalized Scale: All magical/mysti-
ancient Chinese ghostslayer Taoist elemental cal abilities
magic: Great (4) Jade Mace: Add Scale to offensive
GM limits: Three free attribute levels; wound factors (increase from +2 to +6)
fifteen free skill levels (broadly Gifts Reputation: Known and respected in
defined); one free supernormal power; (Zero free gifts, four taken; the spirit world
free Scale +12 balanced by one fault and by Scale Will Defense: Apply magical scale
not taken) against ghostly possession
Attributes Charisma
(Three free levels, five taken; High Status: Scholar Scale
balanced by Scale not taken) Elemental Transformations: Can use (Twelve free increases, four taken;
five elements to create/destroy other eight traded for two attribute
Body: Good (1) elements levels, three gifts, and four
Mind: Great (2) Enhancement: Jade mace can strike supernormal powers)
Chi: Great (2) against ghosts and spirits Scale 4 for magical/mystical feats

Skills Supernormal Powers Faults


(Fifteen free levels, fifteen taken) (One free supernormal power, Oath: Must battle malignant supernat-
five taken; balanced by Scale ural powers
Calligraphy: Mediocre (1) not taken)
Exorcist: Superb (5) Elemental Defense: Use Scale to resist
Mace: Good (3) harm from the five elements

Sample Characters (cont.) 203


Cybernetics in Fudge

By Don Bisdorf they vulnerable to electric shock? How are they repaired?
How can they be detected?
Eventually, the human race will no longer be satisfied Technology will also lead you to availability. If you are
with designing better cars, better houses, and better com- running a late twentieth century spy campaign, cybernet-
puters; we will try to design better human beings. We will ics might be very rare, and require weeks of surgery and
use technology to make ourselves stronger and more recovery. If you are running a far future campaign where
durable, to expand our range of senses, to harden our- nanotechnology is common, getting a new implant might
selves against age and disease. We will even attempt to be as easy as holding out your arm for an injection, then
enhance the human brain, fusing mind and metal into a waiting a few days for the nanites to rebuild you from
new, computer-enhanced consciousness. This is the within.
promise — and the danger — of cybernetics. You should also consider the legal and ethical views of
Cybernetics can be found in a variety of fiction genres, cybernetics. Such technology might be well-accepted in
showing a different face in each. In comic books, cyber- your world, or it might be expressly forbidden. A brain
netics can give powers to valiant heroes, or weapons to chip may be required for all citizens at age sixteen, or con-
twisted villains. In space opera, cybernetics can be the versely, an item as innocuous as a pacemaker may be con-
badge of honor for the veteran pilot, crippled in a galaxy- demned by the Great Church. Do users of cybernetics
wide war. In the cyberpunk genre, cybernetics are almost require special permits? Are cybernetics a badge of slav-
like a plague: an unstoppable migration of science from ery, the mark of the lower class? Laws, customs, and
our factories into our homes, and from our homes into taboos add depth to a game world, and can provide plen-
our own bodies, whether we want it or not. ty of opportunity for conflict.
Whether you wish to explore the moral and ethical
implications of technology within your game, or merely
wish to throw in a few high-tech gadgets, cybernetics hold Getting Cybered
great potential. The rules below are suggestions for One simple way to allow characters to acquire cyber-
exploring that potential, in the manner that best suits netics is to allow players to purchase cybernetic gifts. A
your campaign. bionic arm might be worth one gift, while a built-in sub-
machine gun might be worth two gifts. Sample gift costs
are given in the next section.
Defining Cybernetics Of course, cybernetics don’t simply appear out of thin
For purposes of these rules, the term “cybernetics” will air (well… not in most games, they won’t). If cybernetics
refer to any technological item intended to be perma- are supplied by the agency the PCs work for, a character
nently attached to the human body. This can be anything may need to travel to a secret, high-tech hospital and
from a tiny clock implanted in the wrist, to the total undergo weeks of treatment. If cybernetics are black-mar-
replacement of the central nervous system with fiber-optic ket items, PCs may need to locate an underground doc-
wiring. tor with the proper tools and talent, and then meet the
When preparing a campaign, you must determine the doctor’s price.
technological basis for cybernetics, the availability and If you wish to give the players some control over what
legality of such items, and the consequences of their use. type of cybernetics they will receive, and when, then you
You may explore these topics lightly or in detail, but do will probably need to come up with a catalog of cybernet-
consider them. Laying out the background of cybernetics ics. Lay out all of the factors players will need to consider
will add dimension and consistency to your campaign. when choosing a cybernetic implant: the price, the length
Start with the technology. Are all cybernetic implants of the installation procedure, any possible side effects,
made of metal and circuitry? Or are they unwieldy, steam- and so on. It is important to choose these factors wisely. If
powered contraptions, the product of an alternate you wish cybernetics to be rare in your campaign, don’t
Victorian-era timeline? Or made of synthflesh, an make them cheap or easy. On the other hand, if cybernet-
advanced biomaterial produced by a strange extraterres- ics will be necessary for survival in the game, be sure to
trial race? Once you have the technology, it will be easier make them accessible. Underpowered PCs can ruin a
to answer the other questions that will turn up during campaign just as easily as overpowered PCs.
your campaign. How are cybernetic items implanted? Are

204 Defining Cybernetics/Getting Cybered


Cybernetics in Fudge

Infrared/Ultraviolet: In low-light conditions, the eye


A Simple Cybernetics Catalog projects a beam of infrared or ultraviolet light and records
Below is a basic list of cybernetic enhancements: tricks the reflected light to provide vision. One type of beam
and tools for all situations. Feel free to alter the technical should be chosen when purchasing this option. Also note
details to suit your own campaign. If all technology in that two characters using the same type of optics will be
your world is based on a miraculous superconducting able to see each other’s beam.
alloy known as Profoundium, then sprinkle Profoundium Telescopic: Makes distant objects appear ten times
liberally through your cybernetics. closer.
Each item has a suggested cost, in gifts and in “new- Microscopic: Magnifies close-up objects (within ten
dollars.” Newdollars are a fictional currency from a near- centimeters) to 100 times their normal size.
future world, provided to give GMs a feel for how to price Thermographic: Reveals patterns of heat and cold.
cybernetics. A newdollar is about par with a year 2000 The GM may decide how many options may fit in a sin-
United States dollar, and the items below are priced with gle eye. When using newdollars, each eye costs 1,000 new-
the assumption that cybernetic implants are common dollars, and every option costs an additional 100 newdol-
medical procedures. As GM, you may require PCs to pay lars. If you are using gifts, the cost of one gift entitles the
the gift cost, or the newdollar cost, or both. Feel free to character to one or two artificial eyes, as desired, and one
modify these costs to suit your own campaign. free option. Each option beyond the first costs an addi-
You will notice that there is no consistent relationship tional gift.
between an implant’s value in gifts and in money. The costs For example, a single artificial eye with the Telescopic
in gifts are meant to reflect the value of a particular and Microscopic options will cost two gifts, or 1,200 new-
implant as it applies to the game rules, while the newdollar dollars. Two artificial eyes with only the Infrared option
costs reflect the complexity of the implant and the proba- will cost one gift in total, or 2,100 newdollars.
ble difficulty of the implanting procedure. The Rapid
Healing implant only costs one gift, but it also costs 10,000 Audio
newdollars since it requires a complete overhaul of the Cost: 1 gift/750 newdollars
user’s immune system. Meanwhile, an implanted weapon Artificial hearing. Like Optic implants, Audio implants
only costs 2,500 newdollars, but is worth two gifts because can provide the user with enhanced senses:
it gives the user a significant, hidden combat advantage Audio Booster: +2 to hear faint or distant sounds.
over an opponent. Audio Filter: +2 to pick out mingled sounds.
It may also appear at first glance that the items are over- Supersonic/Subsonic: Can hear high and low frequen-
valued. For instance, an artificial arm with +2 Strength cies.
would cost one gift, or two attribute levels. The player Additional options cost the same as additional Optic
could just as easily buy +2 to the character’s natural options, above.
Strength, and use it with all limbs. However, consider the
additional advantages to having an artificial arm. It does Limbs
not bleed, does not become infected, does not absorb poi- Cost: 1 gift/2,500 newdollars
son, and does not require exercise. If it breaks, it requires Artificial arms or legs. The new limb is not flesh and
a few spare parts, not a visit to a hospital. Also, the arm blood, and therefore is not damaged as a normal limb.
may be used to parry a blow from a sword blade — a trick Using the standard Fudge damage system, if a limb takes
not advisable with a flesh arm. Consider all of the uses 6 points of damage in one blow, the limb will fail, and will
and benefits of the implant, beyond what the numbers not function until it is repaired. If the limb takes 12 points
say, and you will have a better sense for the value of the or more in one blow, it is destroyed, and must be replaced.
implant. No damage done to an artificial limb counts as a wound
to the character, but malfunctioning limbs may adversely
Optics affect some actions.
Cost: 1 gift/1,000 newdollars The limb may also be enhanced with additional
Artificial eyes. A patient whose natural eyes have been options:
damaged can receive optic implants to restore full sight. Extra Strength: +2 to strength with this limb, and to
Slightly modified implants can also provide the user with muscle-powered weapons used by it.
additional powers of sight: Free Jointed: Joints bend to all angles and directions.

A Simple Cybernetics Catalog 205


Cybernetics in Fudge

Cybersprint: When added to both legs, increases run- two additional gifts (since this is the second option in
ning speed to 80 kph. each limb).
Buying one option in a limb costs 500 newdollars, but Extra Strength in a single limb will increase punching
no additional gifts. Each option beyond the first costs an and crushing power in an arm, kicking and leaping power
additional 500 newdollars or an additional gift. Also, in a leg. The character’s full body strength is not
you must purchase each limb separately, and buy increased — see the Body Frame implant for further expla-
options for each individual limb. For instance, buying nation of full body strength.
two cybernetic arms would cost 5,000 newdollars, or two
gifts. Adding the Free Jointed option to both would cost Body Mesh
1,000 newdollars, but no additional gifts. Adding Extra Cost: 1 gift/7,500 newdollars
Strength to both would cost another 1,000 newdollars, or A fine mesh of flexible, durable material woven just
below the skin. This implant subtracts 2 points from any
penetrating damage the character takes (knives, bullets,
etc.). There is no effect to blunt damage (punches, clubs,
etc.). The mesh is not visually obvious, but the character’s
skin will feel slightly more rigid.
The mesh is designed for use beneath natural skin, and
does not protect any artificial limbs. For an additional
1,000 newdollars, the mesh can be extended to cover arti-
ficial limbs as well. No additional gifts are required for
this option.

Body Plating
Cost: 2 gifts/15,000 newdollars
Lightweight subdermal plates, protecting limbs, torso,
and skull. This implant subtracts 3 points from all dam-
age done to the character. The plates are thin and do not
produce noticeable bulges, but they are totally rigid, and
are obvious at the first touch. The plates will cover all
areas of the body, both natural and cybernetic.

Body Frame
Cost: 2 gifts/25,000 newdollars
Reinforcement of the skeleton and joints. Without this
frame, characters with artificial limbs cannot increase
their full body strength. A character who receives stronger
arms and legs cannot immediately lift up a car; the
human infrastructure is simply not built to take the strain.
A character with a Body Frame and with +2 strength in
each limb receives +2 to his or her full body strength.

Power Surge
Cost: 1 gift/1,500 newdollars
Rewiring of the pulmonary and hormone systems to
provide a temporary boost in strength and speed. When
the user activates this implant, he will have an effective
level of Legendary for any Strength, Speed, or Agility
rolls. The effect lasts for one minute, and may be used
only three times a day.

206 A Simple Cybernetics Catalog (cont.)


Cybernetics in Fudge

Weapon Mount contact is not affected. Viruses and bacteria are also not
Cost: 1 gift/750 newdollars for melee weapon mount, 2 affected.
gifts/1,000 newdollars for ranged weapon mount
A mounting that can conceal a weapon within a natural Blood Filter
or artificial limb, usually an arm. The weapon extends Cost: 2 gifts/5,000 newdollars
from the limb when needed. The basic implant includes A filter which removes toxins and disease from the
the mounting only, which is permanent; however, the bloodstream. The user is immune to infectious diseases
weapon itself is a separate purchase, and can be detached and to injected, ingested, and some inhaled poisons.
and replaced as desired. The weapon must be specially
designed to attach to a cybernetic mounting. Some sam- Rapid Healing
ple weapons might include: Cost: 2 gifts/10,000 newdollars
Blade: +1 damage (20 newdollars). Enhancements to the body’s regenerative systems. All
Submachine gun: 30 rounds ammunition, damage as wounds automatically go down one level every twenty-
per whatever autofire rules are used (500 newdollars). four hours. Thus, a character at Near Death will be com-
Rocket launcher: 3 rockets, +5 damage, 10 meter pletely recovered within four days.
explosion radius (1,500 newdollars).
Feel free to devise your own weapons. Computer Link
Cost: 1 gift/1,000 newdollars
Tools A connection from the brain to an interface port locat-
Cost: 1 gift/1,500 newdollars ed somewhere on the character’s skin. The character may
Specialized tools built into a flesh or artificial limb. run a cable from this port to a suitably-equipped comput-
The tools extend and retract when needed, and are nor- er or device, and operate that device by thought alone. No
mally concealed. Characters should specify what type of more carpal tunnel syndrome.…
tools are desired when buying this implant. A few possi-
ble tool sets: medical, electronic, breaking and entering, Wireless Link
mechanical. Cost: 2 gifts/2,500 newdollars
Similar to the Computer Link, except that no skin port
Painstopper and no cable are required. The character’s brain connects
Cost: 2 gifts/5,000 newdollars to the desired device via wireless signals. Again, the target
Modification of the nervous system to remove the device must be correctly equipped to receive such signals.
effects of pain. Characters with this implant suffer no The effective range depends on the sensitivity of the tar-
penalties to actions when Hurt or Very Hurt according to get device. A city police computer might be accessible
the standard Fudge wound track. These characters will be from anywhere in the city, while a personal computer
immobilized only when Incapacitated or Near Death, and might only be accessible within ten meters.
even then they will be in no pain; their bodies are simply Two characters with Wireless Links may also communi-
too damaged to respond. Such characters are also cate with one another, effectively allowing telepathic con-
immune to physical torture. versation. Direct communication range is one hundred
meters. Characters may extend this range by using inter-
Air Reserve mediate devices. For instance, Silicon Sally might be in
Cost: 1 gift/500 newdollars Japan, while Artificial Alex is in France. Sally sends a
An internal air supply, allowing the character to go wireless message to her laptop computer, which connects
without breathing for fifteen minutes. The implant to the Global Supernet, sending a message to Artificial
requires thirty minutes of normal breathing in order to Alex’s pocket computer. Alex’s computer then passes him
recharge. the message.

Air Filter Comm Link


Cost: 1 gift/2,000 newdollars Cost: 1 gift/500 newdollars
A filter which prevents toxins from reaching the lungs. A built-in two-way radio, with a range of one kilometer.
The user is immune to the effects of smoke, knockout gas, Input is accepted directly from the larynx, allowing the
or other inhaled toxins. Gas which operates based on skin user to communicate subvocally, without speaking aloud.

A Simple Cybernetics Catalog (cont.) 207


Cybernetics in Fudge

Brain Plus term benefits. As with databases, programs may be delet-


Cost: 2 gifts/7,500 newdollars ed or replaced as needed; upload times are left to the GM.
An expansion to the brain which can store data and exe- Use these costs when purchasing databases and skill
cute programs. The user automatically receives a programs (no gifts are required for software):
Computer Link in order to upload software to the Brain Database: 100 newdollars
Plus; the character must spend an additional gift (and/or Mediocre skill program: 150 newdollars
1,500 newdollars) to upgrade to a Wireless Link. Fair skill program: 300 newdollars
The implant has five memory units, each of which can Good skill program: 500 newdollars
store one database or run one program. Sample databas- Legitimate database and skill program companies will
es might include: the laws of Hyper City One, the employ- copy-protect their software, so that one user cannot give
ee roster for GenTech Inc., or the precise locations of the purchased software to another user.
secret rebel orbital satellites. The user has instant, flaw- Furthermore, the Brain Plus can record data and
less access to any item in such a database. Databases may upload it to a different computer. Each memory unit can
be deleted or replaced as needed. store thousands of pages worth of text-only “mental
Programs can temporarily allow a character to use a notes,” or five minutes of the character’s full sensory expe-
skill that he has not learned. For example, a character riences. A character might walk through a crime scene,
with a Skiing program will instantly know how to ski, even then upload his memory to a forensics computer. The
if he has never seen a ski slope before. Such skills are stat- recording would contain every detail of the scene, includ-
ic, and cannot be improved through experience. In fact, ing textures and smells — even details that the recording
the character cannot develop even his natural ability in a character did not notice at the time. Another character
skill while using a skill program. The Brain Plus handles with a Brain Plus can download and play back the record-
all aspects of the skill, and the character receives no long- ing, effectively reliving the first character’s memories.

208 A Simple Cybernetics Catalog (cont.)


Cybernetics in Fudge

On the darker side, the Brain Plus can run behavior- cybernetics can cause psychological damage, and set a
modification programs. For instance, a corporation might limit based on Willpower or Sanity.
program an employee’s Brain Plus so that employee can
take no action against the corporation or its officers. An Here is a suggested limit chart:
intelligence agency might slip a program into an enemy’s
Brain Plus, instantly turning the enemy into a double Attribute Level Limit in Gifts
agent. Thus the Brain Plus has a wide variety of fascinat- Terrible 0
ing uses, for players and GMs alike.... Poor 1
A Brain Plus is, in many ways, just another networked Mediocre 2
computer, and as such it is vulnerable to hackers. An Fair 4
antagonist who can make a Superb Computer Hacking Good 6
roll can gain access to a Brain Plus from the outside. The Great 8
hacker can then read or alter stored data, delete pro- Superb 10
grams, or install new programs. Major changes to the con-
tents of a Brain Plus (like the deletion of an entire pro- There should be severe consequences if a character
gram) will be immediately obvious to the owner. More exceeds this limit, such as damage to the nervous system,
subtle changes (like the introduction of a virus) might or sudden insanity. You may even impose mild penalties
require some sort of perception or awareness roll on the on characters who draw close to this limit.
owner’s part. If the intruder fails the Computer Hacking Of course, it is easy for a player to carefully choose a set
roll, the Brain Plus owner is immediately alerted of the of cybernetics in order to come close to the limit without
attack, and has the opportunity to shut down the network crossing over. To add an extra element of danger, secretly
link in self-defense. roll a single dF whenever a character acquires an implant.
The GM may discard the Superb Computer Hacking A “plus” roll increases the effective number of gifts by
roll in favor of more complex hacking rules, if the cam- one, and a “minus” roll decreases it by one. Keep track of
paign uses them. For instance, if the campaign uses the how close characters are to the limit yourself, and do not
Netrunning rules presented elsewhere in this book, the reveal this to the players. Without knowing exactly how
Brain Plus should come equipped with a Great Monitor close they are to the edge, your players will treat cyber-
program (ODF +1) at no charge to the user, and without netics with much more caution.
using any of the implant’s five program slots. The Players can also impose their own limits. Allow players
Monitor will alert the owner if it detects an intrusion. The to take faults such as “Cannot Use Cybernetics” or
owner may upgrade this program for an additional “Disgusted by Cybernetics.” These are best in cybernetics-
charge, or may purchase and install extra defensive pro- heavy campaigns, and they reward players for creating
grams in vacant program slots. merely mortal characters in a dangerous, high-tech world.
Perhaps the best method of controlling cybernetics is
through roleplaying. After all, if Silicon Sally starts to
Controlling Cybernetics become more robot than human, what will her boyfriend
When you as GM decide to allow cybernetics into your think? Will the CityCops start to keep a closer eye on her?
campaign, you should also decide just how much metal to Will she become a target for street gangs hoping to strip
allow — and you should be prepared to enforce that limit. her for valuable parts? Make it clear to players that power
Don’t allow your PCs to become lethal hunks of machin- does not come without a price, and your game will be
ery if that’s not the game you wanted to run. richer for it.
The simplest way to control cybernetics is to set an arbi-
trary limit. Inform your players that their characters may
not have more than ten gifts worth of implants, or more The Full Cyborg
than 5,000 newdollars worth, or set whatever other limit There may come a point in your campaign where a few
seems appropriate. cybernetic implants are not enough. You may need a PC
Another method is to set a limit based on a physical or or NPC who has gone all the way — who has become noth-
mental attribute. For instance, you might decide that ing but a brain riding in a robot body. For the sake of con-
cybernetics are a strain on the human immune system, venience, we will call all such characters cyborgs. These
and set a limit based on a character’s Constitution or characters are treated much differently than mostly-
Health attribute. Or, you might decide that excessive human characters.

A Simple Cybernetics Catalog (cont.)/Controlling Cybernetics/The Full Cyborg 209


Cybernetics in Fudge

First and foremost, a cyborg’s body is not flesh. It is arti- sary in a mechanical body. A cyborg who has bought the
ficial, made out of whatever material is appropriate for Advanced Cyborg gift will not need the Air Filter or Air
your campaign. This is considered a gift, and its cost Reserve implants.
depends on how advanced the cybernetic body is. You may track damage for a cyborg as you would for a
Suggested costs are shown on the chart below: human character, though you may want to change the
labels of the wound track:
1 Gift Basic Cyborg: Does not age, bleed, or suffer
from disease. Human Wound Cyborg Wound
2 Gifts Advanced Cyborg: Same as above, and also Scratch Scratch
does not require air, food, water, or sleep. Hurt Damaged
+1 Gift Either of the above, and looks human. Very Hurt Very Damaged
Incapacitated Immobilized
Any cyborg character should receive two numeric rat- Near Death Nearly Destroyed
ings: one for Mass/Strength Scale and one for Damage
Resistance. The standard Fudge rules explain these rat- Like humans, a cyborg at Damaged should be at a –1
ings in detail, but here is a basic summary: penalty to all actions, and a cyborg at Very Damaged
A Scale rating will make the cyborg heavier, stronger, should be at –2. At first glance, it might appear as if this
and tougher to damage. Each +1 to Scale costs one attrib- makes a human with the Painstopper implant more
ute level and one gift (or three attribute levels). A Scale +5 durable than a cyborg. However, when designing the
cyborg will weigh as much as a pair of motorcycles, and cyborg body, the GM should have specified Scale and
will easily shrug off attacks from fists and clubs. A Scale Damage Resistance ratings, making the cyborg tougher
+7 cyborg will weigh as much as a car and will be imper- than a normal human. Five points of damage to a human
vious to most gunfire. Also, the Scale +7 cyborg can easi- will leave that human Very Hurt, even if he or she does
ly cripple or kill an unprotected human with a single back- not feel the wound. One more wound like that will take
handed slap. Damage Resistance will reduce damage the victim out of combat. Five points of damage to a Scale
without increasing the cyborg’s mass; useful for con- +3 cyborg, on the other hand, is good only for a Scratch
structing cyborgs of lightweight, futuristic material. A and is soon forgotten.
Scale +3 cyborg with +4 Damage Resistance will be just as A cyborg at the Immobilized level is still conscious
well protected as a Scale +7 cyborg, but will have only one- (though I use the word loosely) but cannot take action. A
fifth the mass. Nearly Destroyed cyborg is shut down completely. Any
The GM should also examine the standard character wound is considered permanent and will not heal itself; it
attributes for the campaign and discard those that do not must be repaired. A cyborg with the Rapid Healing
apply to a piece of machinery. A Reflexes attribute might implant is considered to have automatic self-repair sys-
still be appropriate, to determine the speed and accuracy tems, and will recover one wound level per day. A cyborg
of the cyborg’s physical actions. A Constitution attribute, who is Immobilized or Nearly Destroyed, and who does
on the other hand, would not apply, as cyborgs do not get not have Rapid Healing, will remain out of action until
tired or sick (though you might add a Power attribute to some kindly technician comes by to repair the damage.
represent the capacity of the cyborg’s power source, or a A player may acquire a cyborg character in two ways:
Security attribute for the cyborg’s resistance to computer either by creating a brand new character as a cyborg, or
viruses). A Strength attribute might still be appropriate, by converting an existing human character. If a player is
to demonstrate that a cyborg is either stronger or weaker creating a cyborg from scratch, the procedure is the same
than other cyborgs of the same Scale. An Attractiveness as for creating a new character, setting attributes, gifts,
attribute would apply if the cyborg is designed to look like faults, and skills. Attributes should include Scale and
a human, but not if the cyborg is just an ungainly hunk of Damage Resistance, as mentioned above, as well as any
metal. applicable campaign attributes. Each level of Damage
Cyborgs can have cybernetic implants, chosen from the Resistance should be worth one attribute level, and each
list presented earlier. You may assume that a cyborg auto- level of Scale should be worth one attribute level and one
matically has the following implants built-in: Optics, gift, as in normal Fudge character creation. The GM may
Audio, Limbs, and Body Frame. These implants have no also assign a set Scale and Damage Resistance to match
extra options to start with; any options must be added on. an “off-the-rack” body designed for the campaign. Be sure
The Painstopper and Blood Filter implants are unneces- to buy the Cyborg gift, as described at the beginning of

210 The Full Cyborg (cont.)


Cybernetics in Fudge

this section. Being a cyborg allows for a wide new range of The Gatecrasher* game contains a thorough treatment of
faults, such as Corporate Property, Vulnerable to cybernetics — and it’s designed for Fudge. If you’re run-
Electromagnetic Pulse, or Emits Harmful Radiation. ning a Fudge game and don’t have the time or the desire
When converting a human character, the character to invent your own cybernetics, you can easily transplant
immediately loses all gifts, faults, and attributes not the Gatecrasher cybernetics rules into your own campaign.
appropriate to a cyborg. The character gains the Scale If you like the Gatecrasher cybernetics, but not the rules
and Damage Resistance attributes and the Cyborg gift. surrounding them, you could simply assign each
Additional gifts and faults should be worked out between Gatecrasher item a cost in gifts or game money, as shown in
the player and the GM. the basic list given previously. Cybernetic organs (liver,
Depending on the nature of the intelligence guiding the heart, etc.) should be worth one gift each. Cybernetic
cyborg, the gamemaster may wish to allow the possibility enhancements (Force Field, Hover, Jump, etc.) should be
that a hacker can penetrate and interfere with a cyborg’s worth two gifts for the most part, except for low-power
thought processes. Obviously, a hacker must first have a implants such as Computational Ability. Unfortunately,
way to access the cyborg’s intelligence systems, either there are no money costs given for Gatecrasher cybernetics,
through the cyborg’s own network link or by hotwiring an but if you can identify the cost of an equivalent, non-
improvised link (this latter option is probably only feasi- cybernetic item, you can use the following chart to make
ble after the cyborg has been rendered immobile). The a guess:
intruder should then make a Computer Hacking roll
against the cyborg’s Computer Security attribute (or Cybernetics Are: Multiply Cost By:
should be required to penetrate the cyborg’s security soft- Rare 100
ware — see the Netrunning rules elsewhere in this book for Uncommon 25
suggestions). After gaining access, the intruder should Common 10
make a Computer Programming roll in order to alter the Everywhere 5
cyborg’s processes, as suggested below:
For instance, if cybernetics in your campaign are rare,
Fair Difficulty: Put the cyborg to “sleep.” and a radio communicator costs 50 dollars in your world,
Good Difficulty: Remove or replace a small memory, a cybernetic radio link would cost around 5,000 dollars.
such as the name of an unimportant first-grade teacher. This guideline is useful for creating any new cybernetic
Great Difficulty: Lower a performance attribute (such item. It is only a guideline, however, and you should alter
as Agility or Perception) by one level. the final cost as you feel appropriate.
Superb Difficulty: Remove or replace a significant No matter what rules you use, you should try always to
memory, such as the name of a close friend. maintain balance. When you conceive a campaign, you
Legendary Difficulty: Give the cyborg a new psycho- should have a good idea of how powerful you want the
logical fault. PCs to be. You might want a band of unstoppable heroes,
Any such effect will be temporary only. Once the dam- or a crew of unreliable misfits. Plan out your cybernetics
age is noticed, a friendly programmer can correct the in order to give your PCs enough power to succeed, with-
problem by making a Computer Programming roll that out giving them so much power that the game becomes
equals or exceeds the roll made by the intruder. pointless. Run a test adventure or two, perhaps with test
characters, so that everyone knows how your rules will
work. Adapt as necessary, based on the results. And
Cybernetics from Other Games remember that your goal as GM is not to “beat the PCs.”
— and in Your Own The object of the game is for everyone to have fun. If you
Many other science-fiction roleplaying games provide can achieve that, then the game is a success.
catalogs of cybernetics, and these are good sources of
information. To move a cybernetic item from a different
game to yours, just read the description, rewrite it so that
it makes sense in your game world and with your rules,
and attach a cost. If you like the entire cybernetics rule * The Gatecrasher game is now owned by Domibia Games
system from a different game, and you have the ambition, – see their website at www.domibia.com.
there’s no reason you can’t translate it into Fudge.

The Full Cyborg (cont.)/Cybernetics from Other Games — and in Your Own 211
Cybernetics in Fudge

Sample Cyborgs
Jack Hunter, alias CyberJack Attributes Gifts
CyberJack is a cyborg character cre- Scale +5 Cyborg: does not age, bleed, or suffer
ated for a cyberpunk campaign. Jack Damage Resistance +3 disease (1 gift)
Hunter was once a security officer for Reflexes Great Infrared Vision
DefCon, a global defense contracting Awareness Great Thermographic Vision
corporation. An accident at a weapons Will Good Pop-up Submachine gun
test (or was it an accident?) left him Comm Link
nearly dead. The corporation exer-
cised a desperate measure — they Skills
extracted his brain and implanted it Computers Mediocre Faults
inside an experimental cyborg body. Criminology Good Hardwired Loyalty to DefCon
The operation was a success, trans- Driving Good Duty to Defend Innocents
forming Hunter into a powerful urban Gunplay Good
combat machine. He is currently on Interrogate Good
contract to the city of NeoYork, serving Streetwise Great
in defense against crime and terrorism.

enables her to quickly learn any skill


ALIC/E: Artificial Life Cyborg/ or language, allowing her to blend into Gifts
Espionage Type any situation. Her android body pro- Cyborg: All benefits, and looks
ALIC/E (a.k.a. Alice) is a secret vides her with superhuman strength human (3 gifts)
agent cyborg in a space opera cam- (at level Legendary 2, with the bonus Microscopic Vision
paign. She was born with profound from her gifts) and with the tools to Built-in Technical Tools
genetic defects that left her crippled, crack a positron lock or defuse a sin- Brain Plus; preferred databases and
and her family was too poor to afford gularity warhead. programs:
proper medical care. When her home • Database: Star Law’s 1,000 Most
world became the secret hideout for a Attributes Wanted Criminals
gang of interstellar pirates, she was Scale 0 • Database: Identity details needed
able to provide Star Law with enough Damage Resistance +4 for current mission
information to allow Star Law agents Strength Superb • Program: One language needed
to ambush and capture the entire Agility Great for current mission
gang. Charm Good • Program: One skill needed for
Star Law Command saw that she Perception Good current mission
was a young woman with great poten- • One slot kept free just in case
tial, hindered by a body that was close Skills Wireless Link
to collapse. They offered her a propos- Dodge Fair All limbs +2 Strength
al — to copy her personality into a syn- Ray Pistol Good Appears Human on Security
thetic brain, within an android body. Shadowing Good Scanners (2 gifts)
She accepted eagerly, and now serves Star Pilot Fair
Star Law as one of their finest agents. Stealth Great Faults
At first glance she appears to be a Technical Good Attracted to Action and Danger
normal, attractive woman. Her com- Hunted by BLAST (Brigands, Liars,
puter-enhanced brain, however, Assassins, Spies, and Thieves)

212 Sample Cyborgs


Netrunning

by Shawn Lockard
The following is a framework of rules for netrunning,
designed to fit into a typical cyberpunk game. Cyberpunk
is a near-future high-tech setting where corporations have
more power than governments and life is cheap. Within
that setting, there is typically a worldwide network that is
essential to everyday life. Netrunners use their special
expertise in manipulating that network (often just called
“the ’Net”) and defeating its security. Some goals of a suc-
cessful ’Net run include stealing sensitive data, altering
records, controlling or reprogramming critical systems, or
bringing down a system.
Netrunning rules are typically customized and complex.
When you strip all of the trappings of the genre,
Netrunning is quite similar to a “dungeon crawl.” The
netrunner (thief) is looking for a treasure (information, or
control of a system) that is guarded by monsters (other
netrunners) and traps (security programs) and is hidden in
a dungeon (the target site). The purpose of the rules below
is to make that as simple and straightforward as possible.
To that end, these rules have followed the “dungeon
crawl” paradigm. The netrunner infiltrates a given site
using his various offensive programs as “weapons,” his
stealth programs as “armor” to protect his identity, and his
protective software as “armor” against direct attack to his
deck or his mind.
nificantly quicker than a terminal (response time is the
speed of thought). The downside is that the character is
Equipment wired into the system, and quite vulnerable to attack. This
The first thing that a netrunner needs is equipment. is the default method.
This typically consists of a deck (or computer), programs Brainbox: The character wears a control helmet that
to run on it, an interface for the deck, and a link into the transmits and receives input right from the brainwaves, in
’Net. essence reading his thoughts. This equipment isn’t neces-
sarily available, or if it is, it is prohibitively expensive and
illegal for civilian use. It’s not quite as vulnerable as a neu-
Mental Interfaces ral interface (+1 to defense when attacked), but flatlining
Netrunners access the ’Net by hooking themselves into (see Programs, p. 214) can still occur.
their deck. They are then immersed into a virtual reality
that iconically represents the computer systems they are
interfacing with. There are three possible types of connec- Communication Links
tion. Communication is normally so fast as to be transparent,
Terminal: The user interfaces with the network using a and often only slowed down by the virtual reality para-
visual display (monitor or VR), and an external input digm so that the netrunner gets a sense of travel. The only
device, such as a keyboard, mouse, or voice recognition. time speed is an issue on a typical ’Net is when there are
This interface is slow compared to the others, but very outages, or someone is actually attacking communication
safe. There is no physical connection to the user. The user links. On the ’Net, any speed loss can be debilitating: if
suffers a –1 to netrunning skills due to the slowness of the there are any problems, the netrunner’s actions are at a
interface. penalty (determined by the GM depending on the severity
Neural: An interface jack is built into the character and of the problem).
the user plugs into the system that way. The speeds are sig-

Equipment: Mental Interfaces; Communication Links 213


Netrunning

Programs are of three types: Intrusion, Stealth, and


Decks Defense. Intrusion programs are those used to break through
Most decks come wired to accept most common inter- protected areas, infect targeted sites with viruses, or modify
face types. The connection is typically made using a shield- targeted software. Stealth programs keep the netrunner hid-
ed cable, lest someone tap the wireless frequency and try den from security systems (whether automated or other
to control the deck, or the netrunner, remotely. The deck netrunners), and disguise the netrunner’s trail and location.
receives the data from the ’Net, and prepares it for the Defense programs protect hardware and software (whether
interface. that of the netrunner or of the target site). Some programs are
The deck is the netrunner’s portal into the ’Net. The vir- primarily used by netrunners, and others mostly by sites as
tual reality interface used to issue commands to the deck security, but all are available — a netrunner, for example,
is customizable. Following the “dungeon crawl” example could use Trace programs against other netrunners.
above, the netrunner could present himself as a thief. The Intrusion programs are very akin to weapons — while the
location he is trying to break into would be represented by netrunner’s skill determines how effectively he can react
a castle: security programs might be shown as locked and implement choices during a run, the programs affect
doors, defensive programs as orcs or goblins, and the pow- how well the attempts succeed in overwhelming the target
erful artificial intelligence could be represented by a drag- site’s defenses. Therefore each Intrusion program is given
on. an offensive damage factor, usually ranging from +0 to +5.
The deck also stores and runs all of the netrunner’s pro- Stealth and Defensive programs are similar to Damage
grams. Its software can be configured with special instruc- Capacity or armor, as they protect the netrunner from being
tions (such as “eject me if you detect a Trace program”) or located, or protect systems from being penetrated, and so are
interface with other local equipment. The speed and mem- given a defensive damage factor, also ranging from +0 to +5.
ory of a deck limits the number of programs that can be Programs of +4 or higher are typically very difficult to
run at a given time. If you wish to limit the number of pro- acquire, and are only available to top corporate or military
grams the deck can run simultaneously, the following is netrunners.
recommended:
Deck Quality # of Programs
Terrible 1 Program Availability
Poor 2 How available programs are to characters will depend
Mediocre 3 on the GM’s campaign. There are various ways to handle
Fair 4 their acquisition:
Good 5 1) Treat their costs as part of the skills cost — each program
Great 6 at 0 is free, and each +1 thereafter costs one skill level at char-
Superb 7 acter creation. The GM will probably need to make more
Legendary 8+ skill levels available at character creation.
The quality of most off-the-shelf decks is typically Fair. To 2) All programs at 0 are free, and the character receives
determine the quality of the deck available, the GM may 10 points to purchase program upgrades.
either implement monetary costs, or treat the deck as an 3) All programs at 0 are free, and improvements cost
attribute of the character — the netrunner must spend attrib- money, or must be acquired through theft or barter.
ute levels to raise (or lower) the deck’s trait.
Most Superb or higher decks would only be found in the
hands of the military, or of top corporate netrunners. Available Programs
Intrusion
Programs Alter: Modify another program’s instructions, such as
Below is a sample list of what programs could be expect- hobbling a defensive program so it does not perform the
ed to be available. A few programs are regulated quite actions it is supposed to, or so it does something else
heavily: acquiring them can be a mission in itself. A deck entirely (like subverting a Bodyguard program to attack
is very easy to give instructions to, so a gamemaster should another netrunner).
be flexible, allowing programs not on their default list. If Attack: Destroys a program if successful, but any pro-
the player can describe its logical functioning, and it is not gram so disabled triggers a Stealth check at +1.
too powerful or complicated, it should be allowed. Code Cracker: Used to fool a Password Gate.

214 Equipment: Decks/Programs: Program Availability; Available Programs


Netrunning

Corrupt: Renders target program ineffective, but still Flatline (Intrusion): Attacks a netrunner directly, doing
leaves it running. physical damage to him if it succeeds.
Machine Gun: Works as an Attack program against all DeckBoom (Intrusion): Causes a target deck to melt
the programs in an area. It suffers a –1 penalty to the roll. down. The program is run directly against the deck. It will
Shuffle the Deck: Resets the netrunner’s deck, taking ruin the deck if successful (i.e., if it can get past the security).
him off-line. Tank (Intrusion): Blasts down pesky gates, doors, or
Sniffer: Finds hidden or stealthy netrunners or programs. other programs. Very effective, but certain to set off all the
Trace: Allows the user to determine the physical loca- alarms (i.e. negates the netrunner’s Stealth).
tion of the target netrunner.
Virus: Slowly corrupts the targeted program or deck. If
successfully used on a program, the program takes a Netrunning Mechanics
wound level every two turns. If used on a deck, the deck’s The netrunner has a Netrunning skill he uses in conjunc-
speed (and hence the number of programs that may be tion with programs in three areas: Intrusion, Stealth, and
run) is lowered by one level every three turns. Defense. Some GMs might wish to differentiate the netrun-
Watchdog: If activated, will track down the user. ner’s skill into these three areas as well (which might neces-
Whereas Trace locates the physical location, Watchdog sitate a few extra skill levels available at character creation).
determines a netrunner’s location on the net. Takes a few Intrusion defines the ability to break through the security
turns to work. measures of sites, or the ability to destroy hostile programs
attacking one’s own security. Stealth measures the netrun-
ner’s subtlety in movement across the ’Net, and how much of
Stealth a trace is left by the netrunner. Defense is used to keep a site
Disguise: Makes a program look as though it is one with or netrunner’s programs intact.
authorized access. Disguise programs usually must be indi-
vidually acquired for each specific site.
Proxy: Reroutes the netrunner’s signal so that it appears Movement
that it is coming from another location. As noted above, the speed of travel on the ’Net is instanta-
Sneaker: Conceals the netrunner or a program from neous. The only reason to stop that movement is if the
detection. netrunner is interdicted, spots another user, or wants to look
Spy: Goes ahead of a netrunner and tries to identify pro- around. Once the user reaches the entrance to his intended
grams in the next location. Make a situational roll: the target, he moves very carefully. Suggestions for mapping that
higher the rolled degree, the more accurately it reports the movement are included below (see Mapping,pp. 216-217).
program(s) back to the netrunner.

Running Programs
Defense The netrunner can run as many programs simultane-
Bodyguard: Defends other programs against attack. If a ously as his deck rating can handle. Programs can be
Monitor program detects an attack occurring on the pro- “stacked,” so that if one fails, the other takes over. For
gram it is defending, the Bodyguard will figuratively step example, a character running a Sneaker program to avoid
in front of the attack and take its effects. detection could also be running a Disguise program at the
Monitor: Watches another program for any unautho- same time. If the Sneaker program fails, and the netrunner
rized access, and can activate an alarm or launch other is detected, the Disguise program would make it appear
programs automatically if it is activated. Each Monitor that the netrunner is authorized to be there, at least until
program can have only one action. such time as the Disguise program fails.
Password Gate: Guards a passageway, and requires a The netrunner may not have enough room in his deck to
passcode. have all programs running. Slotting in new programs takes
an action in which the character cannot actively attack or
defend himself (effective skill of Poor).
Restricted Programs The netrunner should declare which programs are current-
These programs are only available to corporate or mili- ly slotted in when he begins his “run.” Also, any programs that
tary netrunners. can have their settings customized should be declared as well
— such as the action that a Monitor program will take. For

Available Programs (cont.)/Netrunning Mechanics: Movement; Running Programs 215


Netrunning

example, a netrunner may program a Monitor program to If a character is detected, the defenses of the target site
take him offline automatically if it detects a Trace program. may attempt to Trace the character. The character’s Proxy
Another Monitor program would be necessary if the netrun- program defends him from this. The character may opt to
ner wanted to guard against Flatline programs as well. disconnect before he is found (see Ejecting, below).
Each program is treated as having its own Wound Track
— when the program is Incapacitated, it no longer functions.
Flatline Programs
Characters can take injury from Flatline programs. The
Turn Sequence attack is treated the same as Intrusion/Defense, but the dam-
Each player can normally take one action per turn: age is done directly to the character’s mind. This damage is
everyone, including the opponent(s), gets a turn. Each turn healed by whatever rate is normal for physical damage in the
represents an incredibly small amount of time, even for GM’s campaign. Until such time, the character’s skills suffer
computers. The attacker goes first, and then the defender wound penalties due to the effects. A character who reaches
reacts. In cases where there is more than one attacker, or it Near Death is considered to be in a coma, and how or when
is unclear, use the character’s skill as an Opposed Action the character may come out of it is up to the GM.
to determine initiative. It typically stays in the same order,
but a fast system or an effective opposition could turn the
tables. Examples of actions include starting a new pro- Ejecting
gram or logging out of the ’Net. Using a program or issu- An Eject can be set to occur for protection, but the
ing a command to it is not a turn, but turning one off, or Ejection must be set for a specific trigger with a Monitor
replacing it with another program, requires a turn. program, such as a Trace or Watchdog breaking through
the character’s defenses. Sometimes the attacking pro-
grams can sneak by or corrupt the Eject command.
Intrusion/Defense Ejection can be triggered manually, but is slow, only acting
Any Intrusion action should be contested vs. the Defense of on the next turn, with the character suffering the same
the target. Any ties are inconclusive (the action doesn’t work). penalties to skill as slotting in new programs (effective skill
This is treated as a standard Fudge combat roll, with the drops to Poor).
relative degree determining the amount of “damage” done
to the target. Damage in this sense is not necessarily actu-
al damage to the target system (unless it is being repro- Artificial Intelligences
grammed or infected by a virus), but rather how close the Artificial intelligences on the ’Net are powerful, almost
attack is to defeating the system. Each defensive system god-like entities. They fully interface on the ’Net, run at
uses a standard wound track, with “Incapacitated” indi- speeds incomparable to human beings, and any hackers
cating program failure. Defensive systems also suffer stan- that go head-to-head with one will usually flatline. They
dard wound penalties (–1 for Hurt, –2 for Very Hurt). act as their own deck, and run at a scale so fast, that they
are usually dealt with in a more physical manner if they
become out of control. Special programs are usually writ-
Stealth ten specifically to run against them, and even then are
Netrunners are visible to other netrunners and to the risky. High skill levels and high ODF/DDF numbers
monitoring software of the ’Net sites. If the netrunner wish- would define an artificial intelligence’s stats. Often the
es to remain hidden he must run programs like Sneaker to only way to effectively assault an AI is with multiple
hide, or Disguise to appear as someone or something else. netrunners, which works the same as standard Fudge for
Each action that the netrunner takes that might arouse multiple combatants (–1 for each additional opponent
suspicion (breaking through a Password Gate, for example) after the first, to a maximum of –3).
should cause a check to be made against the character’s
Stealth programs, using the targeted system’s detection pro-
grams, such as Sniffer or Trace. Again, this is treated as a Mapping
combat roll — the more “hits” the netrunner takes, the clos- As discussed previously, a deck’s virtual reality software
er he is to being detected (the Stealth program becomes interprets the rather unimaginative nature of computer
Incapacitated). Stealth rolls also suffer wound penalties, as systems into a visual format that represents a much easier
repeated detection attempts narrow in on the character. and quicker to comprehend reality. Instead of seeing ran-

216 Turn Sequence; Intrusion/Defense; Stealth; Flatline Programs; Ejecting; Artificial Intelligences; Mapping
Netrunning

dom characters, a netrunner with a 1920’s gangster inter- Example: Miles Drake is being paid to get information on
face might see a location as a bank. The tellers represent classified projects. He has a Great skill level in Computer
the basic system security programs (like Password Gate Hacking. His equipment consists of a Good deck (5 pro-
and Trace) with the closed bank vault and bank guards grams). He is currently running a Sneaker program (+1),
substituting for the tough security around the sensitive backed up with a Disguise program (+1), and a Proxy pro-
data. gram (+0) to reroute his signal. He has a Corrupt Program
So mapping a location out (if only on graph paper, or a (+1) and a Code Cracker program (+2) loaded as well.
rough sketch) is a good idea. Characters with inside infor- Miles begins by attempting to disable the guard with his
mation, or previous reconnaissance might have a partial Corrupt program. He rolls a +2 for a trans-Superb result
map, and could slot their programs accordingly. against the guard’s Fair, for damage of 5 — the guard’s
Otherwise they are going in blind. If you have a map of a programming is now Very Hurt. This triggers a Stealth
building or a dungeon from another game, you can use check — the guard’s Fair Monitor program vs. Miles’s
that to represent a location, and then note which pro- Great Computer Hacking skill, +1 for the Sneaker pro-
grams are running at which locations. gram. Miles gets a Good result, so remains undetected.
Following the bank paradigm: The next round, Miles continues his work on the guard,
1 . Main Lobby: This area is public access. Inside the doing an additional 5 points of damage — the guard’s pro-
room is a guard, other patrons, teller windows, and the gram has now been rendered ineffective, although it is
office door. A netrunner could mingle with other users still apparently running.
here for a bit. The guard only activates if it observes sus- Miles now turns his attention to the Password Gate to
picious activity the office. He rolls Great Intrusion vs. Good when he runs
Guard: Fair Monitor program (activated by either a a Code Cracker program (ODF +2) resulting in a 1 level
botched attempt, or a patron taking a long time to con- success, and does 3 points of damage, which are reduced
clude business, such as five or more rounds). Linked to a by the Gate’s DDF of 2 — the Gate is only Scratched. The
Fair Trace program, ODF +1. Monitor program on the Gate checks against Miles, and
2. Tellers: A finessed, high skill attack here should work. gets a rolled degree of +2, which is reduced by Miles’s +1
These tellers represent the access points that legitimate Sneaker program, for a result of 1 — Miles’s Stealth level
users of the system employ, and are susceptible to clever, has been Scratched. Miles continues to work on the Gate,
low-risk attacks. eventually overcoming it, but at the same time, all of his
The tellers are Fair Password Gate programs, DDF +1. Scratch boxes for his Stealth are full through repeated
The information available through access here is never of attempts to detect him.
a truly sensitive nature, and usually of no resale value. Miles makes it into the office and begins work on the
Sensitive information requested through the tellers will be Gate to the vault. While he is working on the vault, the
routed through the office. A netrunner could conceivably monitoring netrunners notice activity and gradually find
Corrupt a teller program to retrieve data. him (Miles’s Sneaker program becomes Incapacitated).
3. Office: All programs here are operated by Good auto- However, it is backed up by his Disguise program, which
mated systems. Any attempt to enter the office will mimics an officer of the company. One of the netrunners
require passing a Gate, DDF +2. The Gate is Monitored doing security runs a Watchdog program to see where the
(+1): any attempt at entry (including authorized) triggers signal is coming from, as he is suspicious. The netrunner’s
a trace attempt by a Trace ODF +2 program. Any attempt program Scratches Miles’s Proxy.
to corrupt or destroy the Gate may be detected by the Miles eventually opens the vault, suffering a Hurt result
Monitor, which will initiate an ODF +2 Watchdog. Access on his Disguise, and begins to search for valuable informa-
here may not lead directly to the big score, but it could tion. He finds what he is looking for: data on a new syn-
provide helpful information, or access to less important thetic drug that increases mental functioning for short peri-
but still highly confidential information. ods. However, his Disguise is penetrated, and the security
4. Vault: This is where the truly important information netrunner runs a Trace to find Miles’s physical location as
is kept. The Superb Gate program is monitored by other well. Miles’s Proxy drops to Hurt, and he opts to Eject, as
netrunners (Good skill, Good deck, programs are uni- his cover is blown. He takes a turn to Eject (dropping his
formly +2) around the clock, and the internal security skill to Poor), and suffers an Incapacitating result on his
changes hourly. Proxy. Miles ejects, but now they know where he is....

Mapping (cont.) 217


Fudge Vehicles

By Jonathan Benn vehicles in the fantasy genre include the pegasus, night-
mare, hippogriff, griffon, floating island/city/castle, flying
There are many RPG vehicle design systems out there. ship, flying carpet, witch’s broom, witch’s cauldron, dig-
Some of the most famous ones are very complex and ging machine, giant sea turtle, magical underwater boat,
involved. The reason why these systems are so complex is magical space ship, etc.
that they advocate building vehicles from their component Low-tech genres aren’t always very interesting as far as
parts. These components are then put together in order to vehicles are concerned. On the bright side, it’s usually
create a vehicle, and overall characteristics (such as vehicle pretty easy to imagine all of the possibilities and under-
speed or durability) are then calculated so that they can be stand how they work. Some typical low-tech vehicles
used during game play. Creating a single vehicle design include the horse, cart, sailboat, canoe, galley, hot-air bal-
can often take hours, or even days. Unfortunately, this is loon, steamship, railroad train, zeppelin, etc.
time spent number crunching rather than being creative. The modern-day genre is often the most convenient as
In Fudge Vehicles, we propose designing vehicles like any of its concepts are within immediate grasp of the play-
one would characters. This means concentrating on the ers. This makes vehicle research and understanding the
overall properties of vehicles and not worrying too much technology relatively easy. Typical modern-day vehicles
about their inner details. In other words, when you design include the sailboat, canoe, hot-air balloon, railroad train,
a vehicle, you deal with the vehicle characteristics that will zeppelin, automobile, ocean liner, submarine, plane, jet
actually be used in play. aircraft, space shuttle, maglev train, subway, hovercraft,
etc.
The high-tech genre is where things get really interesting
Game World for vehicles. The possibilities are truly only limited by the
Genre has a tremendous impact on vehicles. It affects imagination, and by what is considered appropriate for the
what technologies are available, and how vehicles look and genre. Sophisticated, and perhaps even sentient, robots
perform. It is up to the GM to specify the genre, and its and robotic vehicles become a possibility as player charac-
various possibilities, to the players. ters. The high-tech genre can include any vehicle from the
In general, a game world’s genre can be defined as cine- low-tech or modern-day genres, as well as the spaceship,
matic or realistic. In a cinematic campaign the characters ballistic airliner, faster-than-light spaceship, living vehicle
are heroes capable of extraordinary or seemingly impossi- (e.g. giant space fish), flying saucer, flying belt, teleporta-
ble actions. In a realistic campaign an attempt is made to tion booth, etc.
simulate reality as much as possible, hopefully without get-
ting in the way of fun.
Vehicle Registry
The vehicle registry is the complete collection of vehi-
Vehicle Types cles that have been developed for a genre. It’s very useful,
What types of vehicles are available depends on the because it’s a resource for people to quickly choose vehi-
genre. For example, one wouldn’t expect jet airplanes in a cles from, and people designing new vehicles can take a
fantasy campaign. For the purposes of this discussion we look at the body of knowledge to make sure that their new
will consider four different sub-genres: fantastic, low-tech, design fits. For example, if a new ship design is a little too
modern-day and high-tech. powerful, maybe it needs to be made more expensive, or
In fantastic genres there may be magical vehicles and maybe just more popular.
magical animals that can act like vehicles. This genre can The best way to get started on creating a good vehicle
often be combined with the others. For example, putting registry is to do research. The library has books detailing
the fantastic and high-tech genres together can create a various vehicles throughout history. The Internet has
techno-magical genre or one involving psionics. Possible many sources as well. For example, the US military main-
tains “Fact Files” freely available on the Web. By combin-
ing real-life research with fictional twists, you can design
many interesting and unique vehicles. The best part is that
once a new vehicle becomes part of the registry, it can be
used as inspiration and a comparison tool for future
designs.

218 Game World: Vehicle Types; Vehicle Registry


Fudge Vehicles

than a Fudge value (e.g. Mediocre). See Attribute Scales, p.


Technology Level and Registries 220, for more information.
As the march of technology advances, vehicles will Speed represents the vehicle’s ability to move quickly,
become better and better. However, this does not mean and like Size it is expressed as a number (e.g. Speed 4)
that older vehicles will immediately cease to see service. rather than as a Fudge value (e.g. Good). See Attribute Scales
For a time, at least, they will remain cheaper to own and for more information. Speed is relative to a particular envi-
operate. Older technologies are likely better understood ronment that the vehicle is capable of passing through.
and thus easier to maintain. Furthermore, older technolo- Possible environments include road, ground (which
gies may be good enough and not need to be replaced. The includes on- and off-road), water, air, underwater, under-
nostalgic may even collect and/or prefer outdated vehicles. ground, outer space, etc. For example, an ordinary car
Hence, it is important to keep track of the technology might have Great Speed (road) but have Poor Speed
level of vehicle designs. It can be assumed that more (ground). If the vehicle is only suitable for one environ-
advanced technologies will be more powerful and useful. ment, like a boat for example, or the vehicle’s performance
Keep that in mind when comparing vehicles of differing is the same in all traversable environments, then there is
technology levels and your registry will end up making a no need to specify which environment Speed applies to.
lot more sense. Tracking technology levels also makes it Maneuverability is the vehicle’s ability to turn quickly.
much easier to know which vehicle designs are available if Like the Speed attribute, Maneuverability is relative to a
the game is set in a particular era. traversable environment. See the Speed attribute descrip-
Usually more advanced technology is better, but some- tion for details.
times economic forces and good or bad design can interact
to create strange situations. For example, a new high-tech
vehicle may in fact be worse than its lower-tech competi- Weapon Attributes
tors. Or one particular design may be much better or Weapons have three attributes: Damage, Range, and
cheaper to manufacture than its equivalent-technology Target Size.
competitors. These things happen in the real world, and Damage determines how dangerous the weapon is. This
they probably happen in most fictional genres as well. is a standard Fudge value on the Terrible to Superb ladder.
Thus, don’t worry too much when comparing vehicle If a weapon’s Damage attribute is greater than the target
designs in the registry. What at first seemed like a mistake vehicle’s Armor trait, it is more likely to cause damage.
may prove to be creative genius. The default vehicle Armor value is Poor, so keep this in
mind when assigning Damage to weapons. A Fairly
Damaging weapon is reasonably powerful, whereas a
Vehicle Attributes Superbly Damaging weapon is devastating.
Attributes are used in Fudge to express traits that are Range specifies the maximum distance at which targets
very commonly held. For characters, common attributes can be hit with a reasonable chance of success. This often
include Strength, Willpower, and Agility, because most differs from the absolute maximum distance the weapon
people have these traits. For vehicles much the same is can reach — hitting something that far away is just luck.
true. They have a variety of traits, a few of which are uni- For example, a typical assault rifle might have an effective
versal (and should be expressed as attributes) and most of Range of 450 m (500 yd.), even though a bullet fired from
which vary tremendously (and should be expressed as gifts the gun might actually travel over 3.4 km (2.1 mi.). Fudge
or faults). Vehicles offers two methods to specify Range: subjective
In Fudge Vehicles, a standard set of vehicle attributes is and objective. These rules will focus on the subjective sys-
assumed. Everything that is not an attribute is then a gift tem, since it is the simplest and easiest; however, feel free
or fault. to use the objective system if you find that it improves your
Durability is the vehicle’s ability to stay operable despite game.
damage and poor conditions. This attribute comes into Subjective Range means using the standard Terrible to
play when the vehicle is damaged, or when there is a pos- Superb span. What subjective Range means is completely
sibility the vehicle might leak, etc. up to you. For example, Poor could represent a thrown
Size specifies how big the vehicle is, which in turn affects grenade, Fair could signify a rifle, and Superb could mean
how easy it is to hit and how much damage it can take. a missile. The advantage of using subjective Range is that
This attribute is expressed as a number (e.g. Size 2) rather it is very easy to assign a difficulty value to a character’s
attempt to hit a target. The current subjective distance to

Technology Level and Registries/Vehicle Attributes/Weapon Attributes 219


Fudge Vehicles

the target is the attack’s difficulty, and if that’s greater objective Range include more record-keeping and the fact
than the weapon’s Range attribute then the target is too far that it’s harder to figure out what sort of difficulty would
away to hit. For example, if two vehicles are a Great dis- be involved in hitting a target at a specified distance.
tance apart, then only weapons with Great or higher Target Size describes how large a vehicle the weapon is
Range can be used. The disadvantage of subjective Range designed to hit and damage, not how large the weapon is
is that it’s very fuzzy and makes it difficult to make accu- itself. For example, a Target Size 5 weapon designed to
rate judgments. For example, it will be impossible to know damage tanks could potentially be carried on the shoulder
exactly how long it will take a vehicle to cross a subjective of a Size 0 human being. Target Size and Size can be
distance. The GM will simply have to fudge a value. If this directly compared to each other (in other words, they are
sounds like your cup of tea, then subjective Range is for on the same attribute scale). See the Attribute Scales section
you. Otherwise, try objective Range. for details on the Size scale.
Objective Range means assigning a distance value (e.g. Weapon accuracy is determined by the operator’s
in meters or yards) to the Range attribute. For example, a Gunner skill, although particularly accurate or inaccurate
machine gun might have a Range of 900 m (1,000 yd.). The weapons may have a gift or fault to reflect this.
advantage of objective Range is that it’s very easy to know
if a target can be hit or not, based on how far away it is.
Also, how quickly a vehicle reduces a distance can be eas- Attribute Scales
ily gauged with a simple calculation. Simply convert kilo- As with human characters, some of the vehicle attributes
meters per hour to meters per second (or miles per hour to are on a scale, because the attributes are far too variable to
yards per second), and then multiply by the number of sec- fall completely within the Terrible to Superb range. The
onds in a round to find out how far a vehicle moves every scaled vehicle attributes are Size and Speed.
round (e.g. 90 km/h = 25 m/s, or about 75 meters per The Size attribute is based on a new Fudge scale that
round for a 3-second combat round). Disadvantages of works like the standard Fudge Strength/Mass and Speed

Table 1: Sample Objects and Their Respective Size Scales


Object Cubic Meters Cubic Feet Size Scale

Human 1 35 0
Motorboat 3 110 1
Car 6 210 2
Cessna 172, four-person plane 12 420 3
Black Hawk attack helicopter 30 1,100 4
Main battle tank 45 1,600 5
F–14 Tomcat 186 6,600 7
CRJ-700, seventy-person jet 885 31,000 9
Transport hovercraft 1,100 39,000 10
Benjamin-class submarine 9,700 340,000 13
Cruiser 73,500 2,600,000 16
The Titanic 120,000 4,200,000 16
The Hindenburg 200,000 7,100,000 17
Large exploration spaceship 280,000 9,900,000 18
Nimitz-class aircraft carrier 400,000 14,000,000 18
Large military spaceship 16,000,000 570,000,000 23
City-sized space station 1.20E+10 4.2E+11 33
Moon-sized space station 2.14E+15 7.6E+16 50
Moon 2.20E+19 7.8E+20 64
Earth 1.07E+21 3.8E+22 69
Jupiter 1.43E+24 5.1E+25 80
Sun 1.41E+27 5.0E+28 90

220 Weapon Attributes (cont.)/Attribute Scales/Sample Objects and Their Respective Size Scales
Fudge Vehicles

scales. The main difference is that Size has a greater dif-


Table 2: Sample Objects and Their Respective Speed
ference between each level. An object of Size 2 is twice as Scales
large as an object of Size 1. An object of Size 3 is four times
Speed
larger than one of Size 1, and so on. For the sake of stan-
Object km/h mph Scale
dardization we will set Size 0 to represent one cubic
Small sailboat 13 8 –1
meter/yard, or the approximate size of a human being.
Human 15 10 0
Table 1 shows a variety of vehicles and their respective
Motorboat 29 18 3
Size scale values.
There are two very good reasons to use Size for vehicles Submarine 40 25 5
rather than Strength/Mass as for characters: Frigate 54 34 7
1) Living beings are made mostly of water, which means Aircraft carrier 56 35 7
that all creatures of a certain Mass will have approximate- Main battle tank 68 42 8
ly the same Size. Hence, Mass is a good way to approxi- Transport hovercraft 75 47 8
mate Size for living creatures and it’s reasonable to base WWII-era jeep 129 80 11
damage and to-hit modifiers on this kind of attribute. Car 150 90 12
Vehicles, on the other hand, might be built of anything. Motorcycle 185 110 13
Balsa wood has a very different density from steel, for Cessna 172 228 140 14
example. Hence, Mass doesn’t give any indication of how Attack helicopter 300 190 16
big a vehicle is. CRJ-700 860 530 22
2) It can often be difficult to get Mass information for a B-52 bomber 1,050 650 23
creature or a vehicle. Size, on the other hand, is usually not Harrier jet 1,190 740 23
a problem. Pictures of vehicles and animals are fairly easy Speed of sound
to come by. Hence, Size is a better attribute to use than (Mach 1) 1,200 750 24
Mass because it makes it easier to research new vehicles Earth’s rotation 1,680 1,000 25
for a vehicle registry. F–14 Tomcat 2,400 1,500 27
The Speed attribute is on the standard Fudge Speed Earth’s orbit about
scale. Hence, a vehicle of Speed 2 is 1.2 times faster than a the sun 110,000 68,000 49
vehicle of Speed 1, and a vehicle of Speed 3 is 1.44 times
faster than a vehicle of Speed 1. For the sake of standardi- ing a vehicle, it helps to provide a description with each
zation, we will assume that a Speed of 0 is equivalent to a gift or fault, that way readers will have an excellent idea of
speed of 15 km/h (or 10 mph), the approximate running the vehicle’s important details.
speed of a human being. Table 2 shows some sample vehi- Below is a list of gifts and faults that should provide you
cles and their respective Speeds. with inspiration when creating vehicles of your own. The
names shown in the examples below are for categorization
only; call them whatever you want on a vehicle record
Gifts and Faults sheet.
In general, gifts and faults provide information about a
vehicle that cannot be described by its attributes alone.
These should only be used to designate characteristics of Access
the vehicle that are different or interesting. Ordinary or The vehicle comes with special or unusual access. An
obvious things, like the fact that a car comes with four extra-large airlock, an extendable airlock (for connecting
doors and four wheels, don’t need to be mentioned. two vehicles), or teleportation technology are all good
A gift typically provides a +1 bonus in applicable situa- examples.
tions, or allows operations a vehicle could not normally do.
A fault typically imposes a –1 penalty in applicable situa-
tions, or prevents the vehicle from doing things it could Accurate/Inaccurate Weapons
normally do. However, this is a rule of thumb only. There The vehicle has weapons that make it easier or more dif-
is no requirement to run gifts/faults this way, and even the ficult for the crew to hit targets. One, some, or all of the
examples in this text don’t necessarily follow this rule vehicle’s weapons may be affected. This trait comes into
exactly. Consider gifts and faults as tools for completely play whenever a crewmember fires a weapon. Generally,
customizing a vehicle to your specifications. When creat- weapons that have a high rate of fire should have their

Attribute Scales (cont.)/Gifts and Faults/Sample Objects and Their Respective Speed Scales 221
Fudge Vehicles

accuracy increased to reflect the fact that this makes it eas-


ier to hit things.

Arm
The vehicle is equipped with one or more arms. If nec-
essary, specify their location, Dexterity, and whether their
Strength is proportional to the vehicle’s size (e.g. a
humanoid vehicle) or not (e.g. a robotic submarine with a
small arm for obtaining samples).

Armor
This vehicle has an armor level different from the
default of Poor. As a rule, heavier armor means a more
expensive and slower vehicle, so armor tends to be rare.
The vehicle has devices for foiling an enemy sensor,
communicator, or targeting system, and/or for detecting
Cargo Bay when a “lock” has been made on the vehicle (i.e., for know-
The vehicle is equipped with one or several rooms, or ing when it’s about to get attacked). You can simply
open areas, dedicated to carrying cargo. A room may come assume that the vehicle has appropriate countermeasures
with some sort of lifting mechanisms (ramps, pulleys, ele- for its technology level, or specify which it has. In general,
vators, etc.), and if it is enclosed it must have some means countermeasures can be for protecting the vehicle from a
for accessing the outside world (e.g. large doors). If desired, weapon (e.g. chaff, flares, decoys, smoke, etc.) or for caus-
you may specify how much cargo may be stored in the ing problems for the enemy force as a whole (e.g. jamming,
vehicle, or it may be left to common sense. Other vehicles which sends out powerful noise in order to make it tough
may be stored in a Cargo Bay, but it’s not designed to rap- to use a sensor or communicator). In some settings, coun-
idly launch them. Hence, a Hangar Bay is more appropri- termeasures may be able to subtly trick sensors and com-
ate for vehicles. municators, not just jam them.

Communicator Counter-physics System


The vehicle has an unusual communication system that The normal laws of physics don’t affect this vehicle
gives it special abilities. For example: carrier pigeons thanks to a science-fiction or magical component. The
(faster than horses), telegraph (faster than pigeons), radio vehicle might be unaffected by gravity, not have momen-
(wireless), extremely low-frequency radio (goes through tum and/or not have inertia. For example, the vehicle may
water more easily), laser (point-to-point, tough to jam or be able to stop instantly without damage, or be able to go
intercept), neutrino (passes through solid objects like plan- from standing still to top speed instantly. Think flying
ets), tachyon (faster than light), crystal ball (audio/visual saucer.
instant communication), etc.

Easy/Hard to Modify
Compartmentalized The vehicle is particularly easy or difficult to retrofit.
This gift is usually only seen in military vehicles, or vehi- Vehicles with the Easy to Modify gift may be popular, or at
cles that travel in harsh environments. It means that the least stay in service for a long time.
vehicle is equipped with numerous extra-strong inner walls
and doors. In the event of damage, this offers the vehicle
and occupants better protection from fire, flooding, Equipment
decompression, and the like. The vehicle has special or unusual equipment built-in.
Examples may include: fire extinguishers, bilge pumps,
winches, extendable ladders, cranes, forklifts, tractor
Countermeasures

222 Gifts and Faults (cont.)


Fudge Vehicles

beams, security systems, cameras, IFFs (Identify Friend or


Foe), transponders, seatbelts, airbags, ejection seats, etc. Life-support System
The vehicle contains a system for keeping its occupants
comfortable and alive despite exterior conditions. In gen-
Hangar Bay eral, these come in two forms: NBC (Nuclear, Biological,
The vehicle comes with space for other vehicles to dock and Chemical) kits that clean incoming air, and full life
inside of it. The bay may be specialized for a certain type support that provides a self-contained atmosphere. NBC
of vehicle (in which case the bay takes up less space), or kits can only be used in areas where there is an adequate
general purpose. A variation of the hangar bay is an exter- atmosphere for occupants to breathe; otherwise (e.g. for
nal cradle that allows smaller vehicles to be lashed onto submarines and spacecraft) full life support is needed.
the mother ship (e.g. lifeboats on an oceangoing ship).

Long/Short Range Communicators


High/Low Endurance Some or all of the vehicle’s communications systems are
The vehicle can last an unusually long or short period of significantly better or worse than the average. This
time before needing refueling or maintenance. A reason gift/fault comes into play when communicating under dif-
may be given (e.g. drop tanks that give additional fuel), ficult conditions, such as when very far away, the enemy is
and it may help to specify how long the vehicle can last. jamming, etc.
Larger and more expensive vehicles tend to naturally need
more fuel and maintenance, up to the point where main-
tenance staff may be required twenty-four hours a day. Long/Short Range Sensors
Some or all of the vehicle’s sensors are particularly good
or bad. This affects rolls to spot things that are far away,
High/Low Quality obscured, stealthy, or camouflaged.
The vehicle is just generally well made, or a lemon. This
can affect buying or selling the vehicle, impressing people,
making certain Durability rolls, making rolls to see if a Motive System
vehicle subcomponent is itself of decent quality, or making Only use this gift if you want to draw attention to a
situational rolls to see if the vehicle and its occupants are motive system, as the vehicle’s main motive system can
lucky or not. simply be assumed. This trait indicates that the vehicle has
a particular system for moving it, such as wheels,
retractable wheels, tracks, legs, rotors, hydrofoils, hover-
High/Low Tech craft fans, wings, propellers, jet engines, etc.
Some of the vehicle’s parts, or the whole vehicle, are
built with a different technology from the norm.
Navigation System
The vehicle has an unusual or special system installed
High/Low/No Visibility that gives operators an easier time navigating. Scientific
Occupants have an easier or harder than usual time see- devices range from a magnetic compass (know which way
ing out of the vehicle. Typically, vehicles like planes have is magnetic north), to a sextant (use the stars to figure out
High Visibility, while vehicles like submarines have Low where you are), a gyroscopic compass (know where you are
Visibility. Having No Visibility only makes sense for vehi- relative to a fixed position), radio triangulation (know
cles equipped with appropriate sensors. where you are thanks to radio transmission with nearby
fixed stations), an inertial compass (know where you are,
but needs occasional calibration), or global positioning sys-
Independent Weapons Power tem (GPS, uses satellites to tell you your location). Sensors
Even if the vehicle loses power (e.g. after suffering dam- like radar may be used for short-range navigation, like for
age to the power plant), those weapon systems remaining maintaining a specified altitude or avoiding collisions.
intact will stay operable, as they have individual power Fantastic devices, such as a magical map that always indi-
sources. cates where you are, are also possibilities.

Gifts and Faults (cont.) 223


Fudge Vehicles

Neural Interface Room


The vehicle can be controlled directly by a person’s Unusual or interesting rooms can be found within the
mind. This may only be possible for the pilot, or for any- vehicle. Examples include laboratories, workshops, restau-
body in the vehicle. It could require the user to connect to rants, conference rooms, theaters, swimming pools, sick
the interface via a wire, or the vehicle could have a mech- bays, spirit summoning chambers, etc.
anism that detects and reacts to thoughts. In the latter
case, there may be designated “thought reading” areas
onboard the vehicle and/or an elaborate security protocol Sensor
to prevent stray thoughts from causing mayhem. The vehicle has special sensors that give it unusual detec-
tion abilities. Remember that there are shorter-range pas-
sive sensors (like your eyes), and longer-range active sensors
Power System that transmit energy that can be detected by others. A vehi-
The vehicle has a special power plant. For example a cle that is trying to hide will only use passive sensors.
solar panel, nuclear reactor, anti-matter reactor, magical Conversely, a vehicle that doesn’t care if it is spotted will
soul ripper, or organic energy converter. use active sensors. Examples of passive sensors include:
light amplification (night vision), telescope (see objects fur-
ther), periscope/cable/tentacle (extensible sensor),
Powerful/Weak Computer hydrophone (hear sound underwater), thermograph (detect
The vehicle has an unusually powerful or weak comput- heat), passive radar (detect electromagnetic signals), geo-
er that affects operations such as navigation, calculating phone (detect ground vibrations), etc. Active sensors
trajectories, running intensive simulations, etc. include: radar (see with radio waves), ladar (see with lasers),
active sonar (see with sound), etc. Of course, magical sen-
sors are also a possibility. These may be able to detect
Prototype unusual things such as dragons, mana, auras, evil, etc.
This vehicle is among the first models of a new vehicle
design. That means that it’s probably more unreliable than
a mature vehicle. A prototype will probably have lower Sentient
attributes (especially Durability), one or more Quirks, and The vehicle is self-aware. It probably has Intelligence
cost much more than the final design. At the very least, it’s and Willpower, and may be a slave to its masters’ bidding
more likely that occupants will cut themselves on sharp or free-willed. Sentient vehicles are usually also Robotic,
corners. but it’s not required. The vehicle’s sole reason for sen-
tience could be just to annoy its occupants.

Quirk
The vehicle has a peculiarity that makes it less capable Shields
or just annoying. This may be the result of a design glitch The vehicle is equipped with a science-fiction shield, be
or wear and tear. Possible quirks include a need for more it a deflector, force screen, plasma absorber, etc. Typically,
frequent maintenance, higher fuel consumption, vulnera- it will make the vehicle harder to hit, give it better armor,
ble fuel tank, complex controls, patches of missing or weak or allow it to absorb a limited amount of energy without
armor, poor handling, lower top speed, restricted visibili- damage.
ty, temperamental systems, leaks, weak brakes, etc.

Stealthy
Robotic A Stealthy vehicle is equipped with camouflage and
The vehicle is capable of operating on its own without cloaking equipment appropriate to its technology level.
needing a pilot, based on a computer/magical brain or Normally, this makes the vehicle very difficult or impossi-
remote control. Unless otherwise specified, the robot has ble to detect at long range, and requires a detection roll —
full control over all of its components, such as doors, secu- at a penalty — to notice it at close range. Depending on the
rity systems, and so on. genre and technology level, the vehicle may or may not
have to stay stationary to benefit from its stealth technolo-

224 Gifts and Faults (cont.)/Skills


Fudge Vehicles

gy. Ordinarily, a camouflaged vehicle will be easy to spot


once it does something obvious like fire its weapons. Appraisal
The ability to understand the value and quality of some-
thing, in this case of a vehicle or its components. In play,
Structural Component the Appraisal skill will come in handy when purchasing or
The vehicle has a part that protrudes, such as a conning selling vehicles and goods.
tower, weapon/sensor mount, hardpoint (for attaching
bombs, missiles, drop tanks, etc.), mast, pod (like for air-
plane engines), turret, pop turret (that can be hidden Communications
inside the vehicle body), gasbag, etc. Please note that air- Allows an operator to make effective use of communica-
borne ultrasonic vehicles can only have small or tions equipment. Specializations include Homing Pigeon,
retractable components. Semaphore, Telegraph, Radio, Laser, Satellite, and so on.
Communication skills will often be useful in play, as when-
ever vehicles attempt to contact each other under difficult
Weapon circumstances (when time is short, at long range, under
The vehicle comes armed with a weapon or weapons of a poor conditions, etc.) it will take a skilled operator to cor-
given type. These weapons may be housed in or attached to rectly send, receive, and decipher a message.
structural components like arms, turrets, or hardpoints.
Specify the Damage, Range, and Target Size of each weapon.
If necessary, specify whether the weapon will be fired by the Computer Operation
pilot or a gunner, how much ammunition the weapon has, as The ability to use computers. Obviously, this skill only
well as where it points to and how much it can rotate. exists in genres where computers exist. In play, this skill
will come in handy for obtaining a variety of results from
a vehicle’s computer system. For example, a vehicle’s com-
Skills puter could be used to calculate distance, estimate travel
There are many skills that come into play in the opera- time, navigate, or create a new computer program.
tion and maintenance of vehicles. In smaller vehicles, each
crewmember may be required to know many or all of these
skills. In larger vehicles, these skills will probably be split Engineering
among specialists in the crew, hopefully with overlap in This skill represents the knowledge necessary to design
case of losses. and build things. Specializations include Aeronautical,
Some of these skills are only appropriate for certain Chemical, Civil, Computer, Genetic, Industrial, Magical,
technology levels, hence only use them if it makes sense. Mechanical, Software, etc. In play, the Engineering skill
Robotic vehicles may have some or all of these skills, can be used to create things (assuming an appropriate
depending on the genre and technology level of the story, workshop is available). In cinematic genres engineers may
and on the experience of the robot. be able to use their in-depth knowledge to temporarily
In general, the GM will call upon characters to make boost vehicle characteristics such as Speed and Durability.
skill rolls in order to accomplish vehicle actions. Tasks
such as communicating, firing on the enemy, and repair-
ing damaged vehicles may all require skill rolls. Most skill First Aid
rolls occur independently of the vehicle’s attributes, This is an essential skill onboard combat vehicles and
although they may be affected by the vehicle’s gifts and mobile hospitals. Supported by appropriate staff and facil-
faults. The only exception is the Piloting skill, which com- ities, a medic can save the lives of injured occupants so
bines with the vehicle’s Maneuverability attribute to pro- that they can live to fight again another day.
duce the effective piloting ability. See the skill description
for details.
Here follows a list of standard skills available for dealing Gunner
with vehicles in Fudge. The skills are fairly general in Expertise in firing vehicular weapons. Specializations
scope, and they may certainly be specialized if the GM and include Catapult, Ballista, Machine Gun, Cannon, Missile,
players wish. For example, Piloting could be specialized to Laser, etc. In lower-tech vehicles without computers, gun-
Driving Formula Cars. ners must be present at the location of the weapon they

Skills (cont.) 225


Fudge Vehicles

use. In computer-equipped vehicles, crew will often be able


to operate weapons from any crew station (typically the Sensor Operation
bridge or cockpit). Robotic vehicles, and vehicles equipped This is skill in using equipment designed to detect other
with appropriate computer programs, will also be able to vehicles and obstacles. This skill becomes especially
fire weapons using this skill. important when confronting enemy vehicles equipped
with stealth technology, and under poor conditions. In
play, depending on how successful a Sensor Operation roll
Mechanic is and on the quality of the sensor technology, the opera-
Ability to repair and modify vehicle systems. In modern tor will get increasingly accurate information about the
and high-tech settings the ubiquity of complex computer- target. Information ranges from errors (seeing an object
controlled parts means that a Mechanic is often also an that isn’t there or misidentifying one), to not finding any-
electrician! Specializations include Cars, Boats, Planes, thing, to detecting that something is there, to obtaining
and so on. The Mechanic skill will come into play when a detailed information about the object (such as size and
vehicle is damaged or needs maintenance. Repairs will type). Sensor operators that are simultaneously doing
often require access to materials and a workshop. other things, such as firing weapons or piloting, should get
a penalty to their Sensor Operation rolls.

Navigation
Navigation is an essential skill for any vehicle that is Shield Operation
traveling over long distances. This is the skill of appropri- Allows a technician to effectively utilize shields. Shields
ately using your navigation equipment to figure out where are a science-fiction technology that varies greatly by
you are located and where you are going. The Navigation genre. Perhaps the Shield Operation skill is needed to turn
skill comes into play whenever a course needs to be plot- on shields, keep them on, keep them from failing, or set
ted, or the exact location of the vehicle needs to be deter- them to a new configuration (such as full forward, full rear,
mined, especially in trackless or featureless places (such as etc.).
the ocean, high altitude, outer space, or anywhere at
night).
Sample Vehicles
Piloting
The skill of steering a vehicle. Specializations include Four-door Sedan
Bicycles, Boats, Cars, Horse-drawn Carriages, Motor- Durability: Mediocre
cycles, Ships, and so on. In play, a vehicle’s effective Size: 2 (6 m3, or 210 cu. ft.)
Maneuverability is the lower of its Maneuverability attrib- Road Speed: 12 (150 km/h, or 90 mph)
ute and the pilot’s Piloting skill. When the rules call for Ground Speed: 6 (50 km/h, or 30 mph)
rolls, any reference to Maneuverability or Piloting refers to Road Maneuverability: Fair
the effective, combined value. Hence, unskilled pilots Ground Maneuverability: Poor
won’t maneuver well in any vehicle, and skilled pilots can- Gifts/Faults: Equipment (driver- and passenger-side
not maneuver well in a bad vehicle. airbags).
Description: Crewed by one person, the driver, although
it’s nice to have another person in the passenger seat to fid-
Science dle with the sound system and air conditioning.
This skill represents an understanding of scientific theo-
ry and research. Specializations include Astronomy,
Biology, Chemistry, Computers, Geology, Mathematics, Main Battle Tank
Physics, etc. In play, the Science skill may be needed to Durability: Superb
install, operate, or repair high-tech devices. Onboard Size: 5 (45 m3, or 1,600 cu. ft.)
research labs will be crewed by scientists. Possible uses of Ground Speed: 8 (68 km/h, or 42 mph)
this skill would be to analyze mysterious artifacts or devel- Ground Maneuverability: Good
op new technologies. Gifts/Faults: 120 mm cannon (Superb Damage, Great
Range, Target Size 5), heavy machine gun (Good Damage,

226 Skills (cont.)/Sample Vehicles: Four-door Sedan; Main Battle Tank; Giant Killer Robot
Fudge Vehicles

Good Range, Target Size 2), two light machine guns (Good
Damage, Fair Range, Target Size 0), Superb Armor (Fair at Stealth Fighter
sides and rear, Mediocre for treads), Sensor (thermograph, Durability: Poor
3 km range), Equipment (fire extinguishing system, anti- Size: 6 (70 m3, or 2,500 cu. ft.)
blast magazine for the 120 mm rounds), Navigation Air Speed: 23 (1,100 km/h, or 680 mph)
System (GPS), Life Support (NBC kit), Air Maneuverability: Great
Compartmentalized, Weak Treads (Fair Durability, Gifts/Faults: Sensor (active/passive radar), Stealthy,
Mediocre Armor). Navigation Systems (GPS, terrain-following radar that
Description: Four crew: driver, commander, gunner, and keeps altitude constant), mission-determined variety of
loader. This rugged vehicle can take a lot of punishment laser-guided missiles and smart bombs (Superb Damage,
and dish it back out in spades. The tank’s weaknesses are Superb Range, Size 6 through 12), High Endurance (air
its treads and side/rear armor. refueling).
Description: One crewmember: the pilot. Uses a combi-
nation of flying at night (when it can’t be seen), hugging
Giant Killer Robot the ground at low altitude (where radar is less effective),
Durability: Mediocre and radar-absorbent material to stealthily approach its tar-
Size: 10 (1,200 m3, or 42,000 cu. ft.) gets.
Ground Speed: 7 (55 km/h, or 34 mph)
Ground Maneuverability: Great
Gifts/Faults: Wrecking ball hand (Fair Damage, Poor Helicopter
Range, Target Size 10), Remote-controlled Robot, Quasar- Durability: Poor
shield Generator (grants Superb armor vs. bullets and Size: 4 (20 m3, or 710 cubic feet)
explosions), Power System (Cold Fusion), Prototype, Quirk Air Speed: 14 (200 km/h, or 120 mph)
(leaks when immersed in liquid), Communicators (radio, Air Maneuverability: Superb
loudspeakers). Gifts/Faults: High Visibility, rotor blades can fold back
Description: This is a cinematic 10-story tall giant robot for easy storage, Armor (Terrible).
out to destroy the local city. It’s radio-controlled, rather Description: General-purpose helicopter. It holds one
slow, and occasionally its master’s bidding can be heard pilot and twelve passengers, and has enough fuel for three
spewing from loud-speakers installed on its shoulders. hours of flight.
Hopefully the city has superheroes available to defend it,
because tanks probably can’t stop this thing….

Piloting and Losing Control


Whenever it’s appropriate, the GM may ask a vehicle
pilot to make a Piloting roll. Commonly, rolls will be need-
ed during high-speed chases and combat. In the event of a
badly failed Piloting roll, the pilot may lose control of the
vehicle. How bad the loss of control is depends on how
badly the roll was failed, and what happens depends on
the vehicle’s environment:
• On the ground, likely results are skidding (moving in
a direction different from where the vehicle is pointing),
veering (changing direction), rolling (i.e., flipping one or
more times), or vaulting into the air.
• On water, a vehicle could suffer from swamping (lots
of water splashing into the vehicle, possibly sinking it),
veering, or capsizing (turning over and sinking).
• Underwater, likely results are incorrect depth changes,
veers, or causing stress to the hull (which could result in a
breach).

Sample Vehicles: Stealth Fighter; Helicopter/Piloting and Losing Control/Combat 227


Fudge Vehicles

• In the air, failures could result in losing altitude, veer- in part by selecting one or more maneuvers. In the action
ing, a tailspin (turning upside down and twirling down- phase, the encounter is played out, rolls are made, and
ward), or total disaster (e.g. a broken wing). results are applied.
• In outer space, loss of control can result in veering (in During initial contact, under clear conditions both sides
any direction), which could cause stress to the hull or a col- will automatically see each other simultaneously. However,
lision. under less-than-perfect circumstances, it makes sense for a
• In other environments, such as hyperspace, Sensor Operation roll to be required from both sides. If
Dimension X, or the shadow realms, the GM will have to one side sees the other first, it will get a surprise assault
figure out what can go wrong. Hopefully the genre litera- (this will usually mean that the targets will get no oppor-
ture will offer some clues. tunity to dodge the first volley, or deploy carried vehicles
When vehicles crash at high speed, the most likely result or decoys). The GM should set a distance to express how
is that they will be Immobilized. The GM may take into far apart the sides start. Typically, this will be Superb
account factors such as the angle of the crash, relative sizes Range, but it could easily be something else. For example,
of vehicles involved, armor, rams, and the result of a side that gets a sneak attack will also be able to get much
Durability rolls to see if any of the vehicles involved take closer, possibly to Poor Range.
more or less damage. Once both sides are aware of each other, several things
can happen. If neither side wants a battle, then they can
each go their separate ways. If both sides want a battle,
Combat then there is a fight. Assume that the Range will become
These combat rules are appropriate for creating exciting Poor. If only one side wants a battle, then the other will
turn-based, abstract, small-scale battles between vehicles. likely try to flee. A faster attacker will probably catch up
Whether the conflict is a lightning-fast dogfight, or a more and force a confrontation (unless the defender can some-
plodding ground or sea battle, this system should help cap- how hide), whereas a faster defender will probably get
ture the excitement of the moment without creating undue away. In the event of equal Speed, Piloting rolls can be
complication. A GM wishing to use story element combat used to determine if the pursuing side can catch up.
with vehicles should simply do so and ignore these rules. Regardless of relative speed, battle can rage as the pur-
The combat rules will refer to two sides in a conflict-this is suers catch up to their quarry, or fall behind.
just for simplicity. A side indicates either one vehicle, or a After initial contact by both sides, assuming that a battle
collection of vehicles friendly to each other. Also, there’s no commences, each subsequent combat round will be com-
reason why a conflict can’t include more than two sides. In prised of a planning phase and an action phase. In each com-
the event that a side is composed of a variety of different bat round, characters and vehicles may perform in any arbi-
vehicles, the GM may want to split them into multiple sides trary order. GMs that don’t mind dealing with the extra com-
that are obviously friendly to each other. It’s up to the GM to plication may choose to create a specific turn order, perhaps
say what the combined character skill levels are and who in order from highest Maneuverability vehicles to lowest.
rolls the dice for a varied collection of vehicles. Typically, the During the planning phase, vehicle pilots will choose
lowest Speed among individuals will hold for the group and their pilot maneuver: Steady, Evasive, or Defensive. Steady
the highest Sensor Operation skill will apply to everyone. vehicles will be better able to fire, thus allowing their occu-
There are two parts to combat: (1) initial contact and (2) pants to use the Aim or Targeting maneuvers as well.
a series of combat rounds. The initial contact sets the pre- Pilots taking Evasive or Defensive action can attempt to
liminary conditions for a battle. Each combat round is use the Jockey maneuver. It may help during the action
split into two phases: (a) planning and (b) action. In the phase to use flash cards to remind players of which maneu-
planning phase, pilots choose how they will move and act, ver(s) their characters chose.

Table 3: Characteristics of the Pilot Maneuvers


Steady Evasive Defensive
Pilot can dodge? No Yes Yes, at +1 to dodge
Pilot can attack? Yes Yes No
Gunners can attack? Yes Yes, at –1 to hit Yes, at –2 to hit
Additional maneuvers Aim and Targeting Jockey +1 bonus to Jockey

228 Combat: Planning Phase Maneuvers; Characteristics of the Pilot Maneuvers


Fudge Vehicles

During the action phase, the vehicles involved in the able to attack from an undefended or unarmored angle,
conflict move and act. Jockeying for position involves mak- successfully ramming the enemy, and so on. Badly failed
ing a Piloting roll. Firing on the enemy involves making an attempts at Jockeying could result in a loss of control of
attack roll, followed by a damage roll in the event of a hit. the vehicle or a crash.
Aiming or Targeting affect the chances to hit and damage. The Aim maneuver means that the attacker does noth-
ing but aim at a target during the action phase, and in sub-
sequent rounds he may attack that target with a +1 bonus
Planning Phase Maneuvers to hit. The Aim maneuver may be executed consecutively,
Steady maneuvering means that the pilot is keeping for a maximum to-hit bonus of +3. Aiming can only be per-
the vehicle as stable as possible, and turning as smoothly formed onboard a vehicle that’s doing Steady maneuver-
as feasible and only when necessary. A stationary vehicle is ing. If at any time the vehicle takes Evasive or Defensive
also considered to be using the Steady maneuver. Steady action, it will spoil the accumulated to-hit bonus. The
maneuvering allows onboard weapons to be fired at maxi- bonus is also lost if the attacker switches target vehicle, or
mum effectiveness. There is no to-hit penalty for the pilot loses sight of the target.
or the gunners, and Aim and Targeting maneuvers are The Targeting maneuver allows the attacker to do one
allowed. At the same time, Steady maneuvering makes the of the following:
vehicle an easy target. The pilot cannot dodge enemy fire (1) Attack a generic vulnerable part of the target vehicle.
and the Jockey maneuver is not allowed. The Steady In this scenario the attacker has a penalty to hit in
maneuver is typical of large and/or heavily armored vehi- exchange for an equal bonus to damage, up to a maximum
cles that are expected to take hits and keep on going. of –3 to hit and +3 to damage. In a cinematic genre, or
Evasive maneuvering indicates that the pilot is active- under special circumstances, the GM may waive this max-
ly trying to avoid being hit by enemy fire, while still focus- imum.
ing on attacking the enemy and allowing gunners to fire as (2) Attack particular vehicle systems or even visible
well. During this maneuver the pilot is able to attack and occupants. For example, the engines, a gun turret, or the
dodge normally, but the vehicle’s sudden movements will enemy vehicle’s pilot could each be targeted. The GM
give its gunners a –1 penalty to hit and prevent any should apply an appropriate to-hit penalty based on the
attempts at Aiming or Targeting. The Jockey maneuver is Size of the component/occupant relative to the Target Size
allowed. The Evasive maneuver is a compromise that is of the weapon being used, and damage results should be
typical of armed vehicles that can’t afford to get hit. applied to that component/occupant.
The Defensive maneuver means that the pilot is put-
ting all of his energy into moving and avoiding being hit.
The pilot cannot possibly fire on the enemy during a Attacking a Target
maneuver like this one and hope to hit anything, although The attacker starts with his Gunner skill for the weapon
the GM may allow exceptional cases. Gunners will have a being used. This skill is modified up or down by the
–2 penalty to hit the enemy due to the vehicle’s unpre- weapon’s Target Size attribute relative to the target’s Size
dictable twists and turns. The upside of Defensive maneu- attribute. For every two Size levels the target is higher, the
vering is that the pilot will have a +1 bonus to dodging attacker gets a +1 to hit. For every two levels lower, the
incoming attacks, and will be able to use the Jockey attacker gets a –1 to hit. Other situational modifiers, such
maneuver at a +1 bonus as well. This maneuver is typical as the maneuver chosen by the pilot, may affect this attack
of unarmed vehicles. as well. For example, the Evasive or Defensive maneuvers
will give a –1 or –2 penalty for gunners to hit, respectively.
Add 4dF to the modified skill to get the attack result.
Additional Maneuvers The difficulty of the attack is either the Range of the
The Jockey maneuver may be performed in addition to attack, or the target’s dodge result, whichever is higher.
the Evasive or Defensive maneuvers at the pilot’s discre- The target’s skill at dodging (assuming the pilot’s maneu-
tion. Choosing this maneuver means that during the ver allows a dodge) is equal to the vehicle’s effective
action phase the pilot will make a Piloting skill roll, com- Maneuverability. A 4dF roll is added to this to get the
peting against any other pilots that are also Jockeying. defense result.
Pilots that perform well should be given a situational If the attack result is greater than the defense result,
advantage this round or the next. This could mean chang- then the attack hits.
ing the Range by a level or two, getting behind cover, being

Planning Phase Maneuvers (cont.); Additional Maneuvers; Attacking a Target; Damaging a Target 229
Fudge Vehicles
Table 4: Vehicle Damage Levels will soon. Life-support systems are considered major sys-
Damage Result tems as well, since a vehicle with no crew left alive won’t
Exceeds Armor Damage Damage necessarily operate very well. Modern car examples
Result by… to Vehicle to Character include the gearbox, steering wheel, engine, fuel line, gas
1 or less Undamaged Undamaged tank, etc.
0 Scratched Scratched An Undamaged vehicle remains unharmed after an
1 Damaged Hurt attack. This could be due to luck (e.g. the shot passed
2 Very Damaged Very Hurt harmlessly through two open windows), massive size (e.g.
3 Immobilized Incapacitated the shot hit the broom closet), or heavy armor. The
4 or more Nearly Destroyed Near Death Undamaged result may be intimidating to attackers, espe-
cially if they were expecting to destroy the target.
A Scratched result indicates that very little damage was
done. Perhaps the armor was literally scratched, a minor
system was damaged, or an occupant was injured.
Damaging a Target Damaged is an indication that a minor system was dis-
Once a hit has been scored, damage may be done to the abled, a major system was damaged but is still operational,
target vehicle. Start with the Damage attribute of the several occupants were injured, or an occupant was inca-
weapon being used. If the target’s Size attribute is higher pacitated. A Damaged system might operate less efficient-
than the weapon’s Target Size attribute, then Damage is at ly, or at a –1 penalty if applicable.
–1 for each level of difference. If the target’s Size is lower Very Damaged means that several minor systems were
than the weapon’s Target Size, Damage is increased by +1 disabled, a major system was heavily damaged, many occu-
for each level. Add 4dF to this modified attribute to get the pants were injured, or several occupants were incapacitat-
damage result. ed. A Very Damaged system is hardly operational, and suf-
The target has a certain Armor level. The default is fers a –2 penalty if applicable.
Poor. The target rolls 4dF and adds this to its Armor to get Immobilized signifies that many minor systems were
the armor result. disabled, a major system was disabled, or many occupants
Compare the damage result to the armor result. If the were incapacitated. An Immobilized vehicle is disabled
armor result is greater, the vehicle is Undamaged. If they unless it succeeds at a Durability roll with a difficulty set
are equal, the target vehicle has been Scratched. If the by the GM (typically Good).
damage result is one or more levels higher than the armor A Nearly Destroyed vehicle took so much damage that
result, then the vehicle has taken significant damage. See it’s fit for the scrapheap. Several major systems were dis-
Table 4, p. 230, for a full description. abled or destroyed, and most or even all of the crew were
incapacitated or killed. A Nearly Destroyed vehicle may be
able to continue operating for a short period of time if it
Interpreting Damage succeeds a Durability roll at a GM-set difficulty (typically
Interpreting the exact effects of damage is up to the GM. Superb).
Lots of things can go wrong in a vehicle, from burst tires The GM may allow a Durability roll for a vehicle to con-
to damaged communicators to blown power plants. The tinue to operate normally despite the damage it has taken.
GM may require skill rolls from affected PCs to see if they Even if the roll is successful, the work of competent
can extricate themselves from dangerous situations, or mechanics will be needed to repair the systems, as the
keep the vehicle running despite damage to its systems. shrugging off of damage may only last a short time.
In the descriptions below the term minor system refers If a vehicle takes damage of a certain damage level for a
to a vehicle component that doesn’t necessarily have to be second time, the GM may opt to upgrade the damage to
operational for the vehicle to keep running. Minor system the next higher level, as with damage to characters.
damage may impair the vehicle or make it less safe or However, if the attacks keep hitting the same unimportant
attractive, but it won’t stop the vehicle outright. For a mod- area, for example, then the damage level should certainly
ern car, examples include the tires, windows, glove com- not be upgraded.
partment, seat cushions, air bag, radio, GPS system, etc. A Using this damage system, it may take too long for PCs
major system refers to a vehicle component vital to the to destroy unimportant “minion” vehicles. In the case of
operation of the vehicle. If a major system is destroyed these unimportant vehicles, being Damaged will disable
then either the vehicle grinds immediately to a halt or it the vehicle, and being Very Damaged will destroy it.

230 Vehicle Damage Levels; Interpreting Damage; Vehicles vs. Characters


Fudge Vehicles

Vehicles vs. Characters


Mixing vehicles and characters is not a problem. Simply
consider characters as small vehicles and fit them into the
combat system as normal. Substitute character skills and
attributes in place of vehicle skills and attributes. For exam-
ple, Sensor Operation can be replaced by the character’s
Perception, Maneuverability can be represented by Agility,
etc.
Humans are Size 0 on the vehicle Size scale. For very
large (or small) characters, divide their standard Fudge
Strength/Mass scale value by two, rounding fractions up, to
get the character’s Size on the vehicle Size scale. This will
allow you to determine the attack penalty and damage
bonus that vehicular weapons will have against the charac- bonus to hit and damage. Ten weapons would also provide
ter. When characters are hit, fudge their Armor value if nec- a +3 bonus, while sixteen weapons would give a +4 bonus.
essary (or assume Poor), and refer to Table 4 in order to dis- Another common situation will be large-scale battles
cover how injured they are after a successful attack. where hundreds, thousands, or more vehicles are involved.
If a vehicle pilot attempts to run over a character, under These are best resolved using story element combat. If PCs
most circumstances it’s best to make it an opposed roll are involved in a mass battle, a clever way to include them
between the vehicle’s effective Maneuverability vs. the vic- is to have them fight turn-based in a microcosm of the whole
tim’s Agility or Dodge skill. If the character wins, he escapes conflict. Have the PCs fight a number of enemies reflective
unscathed. On a tie, the character is Scratched or Hurt. If the of the sizes of each army. For example, if the PCs’ side is out-
character loses he is Incapacitated. Alternatively, the GM numbered two to one and there are three PC vehicles, then
may set a Damage level for the collision and make a damage they should have to fight against six enemy vehicles. If
roll. desired, the results of the PCs’ turn-based conflict can then
be used to represent how the overall story element-based
battle goes (i.e., if the PCs win then their side wins).
Characters vs. Vehicles
In general, anti-personnel weapons will not be very effec-
tive against vehicles. Apply Size scale rules to hitting and Combat Example
damage as usual, considering that most anti-personnel Two Allied main battle tanks are traveling down a dusty
weapons will have a Target Size of 0. road when one of them suddenly trips a mine — the subse-
Characters that get their hands on anti-vehicle weapons quent explosion detonates the ammunition magazine as
will have an easier time doing damage. In a modern-day well. “I thought we’d cleared all the mines off this road…”
genre, a shoulder-mounted rocket launcher that has these yells the other tank’s commander, poking his head out of
attributes would not be uncommon: Great Damage, the hatch, “the Rebels must have returned!” Sure enough,
Mediocre Range, Target Size 5. human figures hidden in the bushes on the side of the road
open fire with their machine guns. The commander barely
manages to close the hatch in time. The battle begins in
Large-scale Battles earnest as an enemy tank crests a nearby hill.
Sometimes situations will occur where a vehicle is What we just saw was an example of initial contact
attacked by a large number of similar enemy weapons. For between two sides. It has established the starting conditions
example, a fighter confronting an immense ship with many for the conflict. Allied tank #1 is Immobilized, as its main
gun turrets. A simple way to deal with this is to resolve the gun is now no longer operational and the driver is injured
assault as a single attack, and provide the attackers with a +1 (the anti-blast magazine directed most of the ammunition
bonus to hit and damage every time their numbers double explosion away from the occupants). Allied tank #2 is still
beyond one attacker. For example, if eight weapons were fir- okay, as the commander managed to avoid getting hit by
ing at a single target (1 times 2 times 2 times 2 equals 8), it enemy fire thanks to a successful Dodge roll. The Rebel tank
could be resolved as a single roll against the target with a +3 at the top of the hill is at Good Range, while the three near-
by Rebel soldiers are at Terrible Range and under cover.

Vehicles vs. Characters (cont.); Characters vs. Vehicles; Large-scale Battles; Combat Example 231
Fudge Vehicles

Rebel tank fails a Durability roll against a difficulty of Superb


(rolling –1 for a rolled degree of Great). It’s out of the fight.
2) Allied tank #1 fires its heavy machine gun at the Rebel
soldiers. The weapon has Target Size 2 vs. soldiers who are
Size 0. This gives it a –1 to hit, and the GM rules that the
fact that they’re under cover gives another –2 to hit. The
gunner’s modified skill is Good - 3 = Poor. He rolls a +0 on
4dF, and since Range is Terrible and the soldiers aren’t
moving, it’s a hit! The weapon does Good Damage, modi-
fied by +2 for the size difference and +0 by a 4dF roll, giving
a Damage result of Superb vs. a Fair Armor result (a bullet-
proof vest and +0 on a 4dF roll). With a margin of success of
Let’s assume that all three tanks are standard main battle 3 on the damage roll, one of the soldiers is Incapacitated.
tanks identical to the description given in the Sample He fails a Health roll and falls unconscious.
Vehicles section. The drivers all have Great Piloting skill, 3) One of the remaining soldiers fires his shoulder-
and since the vehicles have Good Maneuverability they all mounted rocket launcher at Allied tank #2’s treads. This is
have an effective skill equal to the lower of the two, which is at –2 to hit (according to the GM), for a modified skill of
Good. Let’s assume that everyone has Good skill with their Good - 2 = Mediocre. The weapon’s Range is Mediocre and
weapons, and that the Rebel soldiers have an anti-vehicle the distance to the target is Terrible, so the shot can be
rocket equivalent to the one described under the Characters made. Allied tank #2 is able to dodge because it has taken
vs. Vehicles section. The soldiers are wearing bulletproof the Evasive maneuver this round. The attacking soldier rolls
vests with Fair Armor. +1 on 4dF while the defending tank rolls +1 on 4dF, for
Now let’s resolve the battle. First comes the planning attack/defense results of Fair vs. Great. A miss! The rocket
phase, with the participants choosing their maneuvers. The harmlessly explodes in the nearby turf, showering Allied
Rebel tank and Allied tank #1 decide to stay put (Steady tank #2 with dirt.
maneuver), while Allied tank #2 decides to Evasively move It is now the beginning of the second round, and the sec-
away from the soldiers. The soldiers will also be staying ond planning phase. The commander in Allied tank #1 yells
where they are (Steady maneuver). Next the participants at his injured driver to get moving and the tank lurches for-
choose their actions and additional maneuvers: 1) The ward, taking the Defensive maneuver. Meanwhile, Allied
Rebel tank takes the Aim maneuver against the Allied tank tank #2 also takes the Defensive maneuver. The remaining
#2 (its only real threat), while Allied tank #2 fires on the two Rebel soldiers scatter in two different directions
Rebel tank; 2) Allied tank #1 fires its heavy machine gun at (Defensive maneuvers). Both tanks choose to Jockey for
the Rebel soldiers on the side of the road; and 3) one of the position, and the Rebel soldiers will do the same (although
soldiers takes the Targeting maneuver with an anti-tank they will use their Fair Agility attributes rather than Piloting
rocket launcher, aiming for Allied #2’s treads. skills). Everyone’s Jockeying rolls will be at +1 because they
Next comes the action phase. Let’s see how the action have all taken the Defensive maneuver.
plays out: During the subsequent action phase, the parties involved
1) The Rebel tank now has a +1 to hit Allied tank #2 next make skill/attribute checks. The tanks roll 4dF plus their
round. Meanwhile, Allied tank #2 fires on the Rebel tank. Good effective Maneuverability (+1 = Great), while the sol-
The Range is Good, whereas the tank’s cannon has a maxi- diers roll vs. their Fair Agility (+1 = Good). Tank #1 gets
mum range of Great, hence it can make the shot. Allied #2 Poor (a –4 on 4dF), tank #2 gets Great, soldier #1 gets Good
fires! The gunner’s Good skill is modified by –1 due to the and soldier #2 gets Superb. The GM rules that soldier #2 is
pilot’s Evasive maneuver, and 4dF are rolled (a roll of +2) for able to run away and hide in a foxhole, while tank #2 cuts
an end result of Great. The Rebel tank chose the Steady off soldier #1, who promptly surrenders. Tank #1 failed
maneuver, thus it cannot dodge. Hence the difficulty of the badly and suffers a mishap. The GM rules that it started up
attack is the Range (Good). A Great attack is better than a steep incline and flipped over onto its side.
Good difficulty, so the attack hits. The cannon does Superb At this point it seems that the battle is over after only a
Damage modified by 4dF. The Rebel tank has Superb Armor few intense moments, and that the Allies won. However, the
also modified by 4dF. The Allies roll +2 while the Rebels roll danger is certainly not past. The Allies are down one tank,
–2. The shell hits with a margin of success of 4. The Rebel one of the Rebel soldiers got away, and who knows how
Tank is Nearly Destroyed, exploding into roaring flames. The many more of them are out there?

232 Combat Example (cont.) n


Fudge Dogfighting

By J.M. “Thijs” Krijger Some traits will have additional modifications based on
the campaign setting — such as Shields for science fiction
This is a modular dogfighting system useable with stan- craft.
dard Fudge, allowing enough detail to simulate fighter
craft dogfights — anything from WWI biplanes to space-
craft — yet keeping it simple and quick enough to be use- Speed
able during a roleplaying session. These basic rules Speed is described in standard Fudge levels. GMs can, if
require no miniatures or maps and very little bookkeeping. desired, fit hard numbers to these levels in line with the
Modular optional rules allow different flavor or more campaign.
detail for those players that require it. This Speed indicates the maximum combat Speed of the
At their most basic, Fudge Dogfighting craft have Speed, fighter craft. GMs may allow players to go one level
Maneuverability, Armor, and Weapons. Players can make beyond the Speed rating by making a Great Piloting roll,
different choices and make opposed Speed rolls to change or a Legendary roll for two levels faster.
the distance to their opponents, try to gain an advanta-
geous firing position, or gain/break a tailing position using
opposed Maneuverability rolls, after which weapon fire Afterburners Option
can be exchanged (in a way very similar to standard Some fighter craft have afterburners that can be used to
Fudge). Optional rules add Missiles/ Torpedoes, give the fighter a temporary boost in Speed.
Countermeasures, Afterburners, Shields, and/or Sensors. Afterburners can be used to increase maximum Speed
Some sample generic fighter craft and weapons are includ- by two levels. Most fighters have only enough fuel for a
ed as well. given number of rounds using afterburners, so any uses
Many roleplaying systems have difficulty integrating tac- should be recorded. The number will vary for different
tical combat such as dogfighting, and develop complex fighter craft or campaigns. Typical ranges are five to fif-
rules requiring miniatures and hexmaps to do so. The teen rounds.
rules presented here attempt to integrate ship-to-ship com-
bat in a way consistent with the Fudge rules that retains
the excitement of dogfighting without slowing down play Acceleration/Deceleration Option
and requiring the plodding movement of miniatures. For more detailed campaigns, an Acceleration/
In this text the term fighter craft is used, but this system Deceleration attribute can be added to fighter craft. For even
can be used for any small one- or two-person airplane or more detailed campaigns these can be different from each
spaceship. Standard Fudge levels are used for most other. Acceleration indicates by how many Speed levels a
descriptions. ship can increase its current Speed in a round, while
The system is for small fighters only. Capital scale ships Deceleration gives the number of Speed levels a fighter craft
are outside the scope of these rules, although a few can shake off per round. A fighter craft with fractional
weapons are capable of damaging these larger, multi-crew Acceleration/Deceleration needs multiple rounds to
ships. These weapons do “capital scale” damage and use gain/lose a single Speed level. Most Acceleration/
the Fudge Scale rules. The GM can decide for herself the Deceleration ratings are between ⁄ and 4, with most fighter
Scale difference between fighter craft and capital scale craft having an Acceleration/Deceleration of 2.
ships in her campaign.

Maneuverability
Ship Statistics A ship’s Maneuverability is described in standard
The basic traits of all fighter craft are: Fudge levels, indicating the handling of the fighter.
Speed: How fast the craft is in relative terms — i.e. Fudge However a ship’s Maneuverability is not the only factor
terms rather than hard numbers. in how well a fighter craft performs; the human factor is
Maneuverability: How responsive and agile a craft is. also important. It is the combination of the fighter craft’s
Armor: The relative strength of the craft (Damage Maneuverability and the pilot’s skill that determines the
Capacity). final Maneuverability. Every pilot should have a Pilot
Weapons: The offensive damage factor, as well as the skill rating, as each ship should have a Maneuverability
maximum ranges of weapons. rating. Depending on the campaign style (which is more
important: man or machine, or the combination of the

Introduction/Ship Statistics/Speed: Afterburners; Acceleration/Deceleration/Maneuverability 233


Fudge Dogfighting

two) the combination of these ratings can be handled in by standard Fudge levels and/or Shield points. Different
different ways: flavors of Shields are described below. A GM should
1) The final Maneuverability is the average of the ship decide before the start of her campaign which flavor to
Maneuverability and the Pilot skill rating. E.g. Good (+1) use.
Piloting + Superb (+3) Maneuverability = Great (+2) final
Maneuverability, rounding up or down according to GM
choice. Shields as Extra Armor
2) The final Maneuverability is the lowest of ship The first option is to use Shields as an extra layer of
Maneuverability and the Pilot skill rating. E.g. Good (+1) armor, reducing damage as it is inflicted; treated in the
Piloting + Superb (+3) Maneuverability = Good (+1) final same way as Damage Capacity in the standard Fudge
Maneuverability. rules. Good Shields thus remove 1 point of damage from
3) The final Maneuverability is the highest of ship each hit. This assumes that Shields are standard issue with
Maneuverability and the Pilot skill rating. E.g. Good (+1) a baseline of zero, so that having Poor Shields indicates 2
Piloting + Superb (+3) Maneuverability = Superb (+3) final extra points of damage, and no shields counts as having
Maneuverability. Terrible –1 Shield and thus 4 points of extra damage are
4) The final Maneuverability is the ship Maneuver-abili- inflicted with each hit. This keeps the ratings on the stan-
ty added to the Pilot skill rating. E.g. Good (+1) Piloting + dard Fudge scale, and keeps the actual numbers low and
Superb (+3) Maneuverability = Legendary (+4) final therefore manageable.
Maneuverability.

Shields Before Armor


Armor This flavor is for those people who believe that Shields
Armor indicates the robustness of the fighter craft and must be destroyed before any Armor is touched and that
its ability to withstand damage. It can be described in stan- the Armor rating does not matter defending against dam-
dard Fudge levels and be handled in the same way as age while Shields are still up, as all damage is absorbed by
Armor or Damage Capacity for characters in standard the Shields.
Fudge, and rated numerically from –3 to +3. Thus use only the Shield rating as defense against dam-
Some GMs will prefer hit points for fighter craft (since age to the Shields, and any damage is first done to the
fighter craft are machines and thus may suffer damage Shields, using a standard damage track. A Hurt level
ablatively). In that case the below table indicates the total drops the Shield rating by 1, a Very Hurt result by 2. The
number of Armor points. The example fighters at the end Shields have been destroyed/overloaded when they have
give both the Fudge rating and Armor points. See the sec- been Incapacitated or worse. Only then does any inflicted
tion on Shields as Hit Points, below, for more details. damage affect the ship (and Armor) itself.

Armor/Shield DDF Armor/Shield


Rating Hit Points Shields as Hit Points
Superb +3 28 This flavor is for the players who don’t mind a little
Great +2 21 bookkeeping. Instead of a Fudge level, use Shield points to
Good +1 15 keep track of the strength of the Shield. Use the same table
Fair 0 10 as for Armor points to determine the number of Shield
Mediocre –1 6 points for a certain Fudge rating.
Poor –2 3 When a weapon hits the fighter craft, subtract the
Terrible –3 1 Weapon Damage (together with the relative degree from
the to-hit roll) from the current Shield points. For example,
when a weapon with +3 damage hits with a +1 relative
Shields Option (SF campaigns) degree a Shield with 15 Shield points, it inflicts 4 points of
In most science fiction campaigns the technology exists damage and the next round the ship will only have 11
to absorb or deflect incoming weapon hits by an electro- Shield points (unless it has shield regeneration, described
magnetic shield. The techno-babble depends on the cam- later). Only when all Shield points are lost does any inflict-
paign and so only a shield’s game effects are described ed damage affect the ship itself.
here. Shields are, in the same manner as Armor, described

234 Maneuverability (cont.)/Armor: Shields Option (SF campaigns)


Fudge Dogfighting

Shield Recharge Point-defense Option


In some settings shields recharge fast enough that it will Some more advanced or larger fighter craft have point-
matter in combat. In these campaigns fighters will have a defenses: small auto-cannon weapons that fire at every
Shield Recharge rating. The way this is handled depends incoming missile. This simply gives a chance to blow up
on the way shields are handled. every missile that would hit before they do damage.
Point-defense is described by standard Fudge levels and
needs to win an opposed roll vs. the Missile’s Targeting to
Shields as Extra or Before Armor (No Hit Points) destroy an oncoming missile.
Make an unopposed roll with the Shield Recharge rat-
ing. If you roll higher than the current Shield rating, then
the Shield rating increases by one. Note that the Shield rat- Sensors Option
ing cannot become higher then its initial rating. If the Sensors are technology-dependent and are thus treated
shields are Incapacitated or destroyed, the shield regener- in a generic way.
ation will also cease to function. In historic settings the only “sensors” are the pilot’s eyes.
In these cases use the rules below, but use the Awareness,
Observation, Perception, or similar attribute or skill of the
Shields as Hit Points pilot as the Sensor rating.
Simply add the number of Shield points to the shields In a high-tech setting Sensors can be very sophisticated
each round according to the table below. If you prefer and powerful, but Sensor Countermeasures (Stealth)
more unpredictability then add an xdF roll to the Shield might still make automatic detection unlikely.
Recharge rating, where x = the Shield Recharge Rate (this Ships that are engaged in combat have little need of
ensures no negative numbers are generated). long-range Sensors (since the enemy has pronounced its
Shield Recharge Rating Shield Recharge presence in a very clear manner). Sensors are mostly used
Superb 7 to detect enemies before they are in firing-range, so that
Great 6 countermeasures can be taken. No exact ranges are
Good 5 assigned here to Sensors. Each Sensor has a rating indi-
Fair 4 cating how well it performs.
Mediocre 3 If Sensor Ops is a skill, handle the Sensor rating of a
Poor 2 ship and the Sensor Operating skill of the operator in the
Terrible 1 same way as the Maneuverability rating of the ship/pilot.
When two or more ships are about to have an encounter,
make an opposed Sensor roll, with the winner detecting
Countermeasures Option the other ship first, giving it a few moments of response
Countermeasures are objects that distract/attract sen- time (to either flee before their own detection, lower their
sors or weapon guidance systems, or devices that jam or Sensor profile, or charge weapons/shields). GMs are
scramble those systems. Depending on the setting or tech- advised to keep the results of this roll secret from the play-
nology Decoys are small drones, flak, metal strips, or heat ers so that they do not know how well they avoided enemy
flares, and Spoofing systems are usually electronic trans- Sensors or that they have already been detected.
missions that set up false signals or scramble or over- Another use for Sensors is to identify types of opponents
whelm weapon sensor/guidance systems with “noise.” For or the current status of any systems. Make an unopposed
clarity’s sake they are all called Countermeasures here. roll with the Sensor Rating. A Fair result allows a general
Countermeasures have a Fudge rating depending on their identification (e.g. ship type, system is operational or not,
effectiveness or their sheer number. Each fighter can carry life on board, etc.). A Great result allows more detailed
a limited number of Decoys that can be dropped in front information to be gained (e.g. ship name, amount of power
of a missile, hoping the missile will impact on the Decoy in a system, number of persons aboard). A Legendary or
instead of the fighter. Spoofing systems may be used better result gives any information that can be gained from
repeatedly, but the GM may allow them to work for only a a Sensor (e.g. detailed ship modifications, precise amount
limited number of rounds until the signals are decoded. of power in systems, species of persons on board).
Detail on how Countermeasures function is given in the When a ship is probed by another ship of which it isn’t
Using Countermeasures section (p. 240). aware, the Sensor operator gets to roll an unopposed

Shields Option (cont.); Countermeasures Option; Point-defense Option; Sensors Option 235
Fudge Dogfighting

Sensor check and will discover on a Good result that the


ship has been probed. Range
Range describes the maximum distance the weapon can
shoot. Beyond this range the energy of the weapon is too dis-
Sensor Countermeasures (Stealth) Option persed to be able to inflict damage. (See Distance, below.)
It is possible to make the life of an opposing Sensor oper-
ator more difficult by installing Sensor bafflers, running
silent (killing all power except for life support), or all kinds Ranges
of other devices depending on the campaign. The easiest Legendary (Outer range)
way to handle these devices is by giving a penalty to any Superb (Extreme)
roll made by an opposing Sensor operator. Great (Long)
For example using only passive Sensors (thus sending Good (Medium)
out no probing signals) will give a –1 to be detected, but Fair (Short)
any Sensor rolls made by the craft with only passive Mediocre (Point-blank)
Sensors are at –2. Probing another ship with passive Option: Kind GMs can allow PCs to shoot beyond this max-
Sensors does not give the opposing ship a roll to detect imum range at increased difficulty and/or lowered damage.
whether it has been probed. Using only eyes, binoculars, or
infrared cameras counts as using passive Sensors.
Ships may also have a Stealth rating, due to camouflage Rate of Fire
(for visual sensors), radar-masking materials (such as the Rate of Fire (ROF) is a number indicating how often the
modern Stealth fighter), or Spoofing systems (radar jam- weapon can fire in a round. When a weapon is fired mul-
ming). In such cases, Sensors are rolled vs. the opposing tiple times per round it suffers a cumulative –1 for every
craft’s Stealth rating. shot beyond the first (the number of shots must be
declared before the first shot is made). A weapon with a
fractional number can only fire once every few rounds
Surprise because of the recharge/reload time.
It is possible for fighter craft to surprise each other. For
each relative degree past the first a fighter craft wins the
opposed Sensor check at the encounter point, it can close Combat Phases
by one range undetected. Thus a craft that wins by a rela- The length of combat rounds is up to the GM, although
tive degree of 3 can close from Legendary range to Great three seconds per round is a useful baseline. Each round is
range. The different ranges are explained in Combat split into different phases, however all phases will not be
Phases. used in every combat or campaign (for example no mis-
siles in a WWI combat).
Distance Roll to determine range
Weapon Statistics Positioning Roll to determine positional advantage
Each fighter craft can have different weapons that are Missiles Roll for missile lock
described by damage, range, and rate of fire (ROF). Each Firing Roll to fire weapons
is detailed below. Damage Determine and record damage

Damage (ODF) Distance


Weapon damage indicates the strength and capacity of There are six ranges, same as for the weapon ranges:
the weapon to inflict damage rated by a number, most Legendary (Outer range)
often between 1 and 7. Sometimes this number may be Superb (Extreme)
higher for truly large weapons, although it might be better Great (Long)
to simply increase the Scale of the weapon. The same dam- Good (Medium)
age is used even when using the Shield/Armor points Fair (Short)
option. Mediocre (Point-blank)
A player must choose at what distance he would like to be
at the end of this phase. Any Speed changes take effect now.

236 Sensor Countermeasures Option/Weapon Statistics: Damage; Range; Rate of Fire/Combat Phases: Distance
Fudge Dogfighting
Weapon ODF Range ROF Notes
Hand-carried Rifle 1 Short 1 Limited ammo
Machine Gun 2 Short 4 Limited ammo for 15 bursts, double relative degree
for damage
Heavy Machine Gun 4 Point-blank 3 Limited ammo for 15 bursts, double relative degree
for damage
Laser Cannon 3 Long 4
Twin Laser 4 Long 3 Twin version of laser cannon
Quad Lasers 5 Long 2 Quad version of laser cannon
Sext Lasers 6 Long 1 Sext version of laser cannon
Heavy Laser 6 Medium2
Turbo Laser 5 Long 1/3 Capital Scale damage
Ion Cannon 5 Medium 3 Every 2 damage points inflicted to the hull cause the
craft to be disabled for 1 round instead of rolling for
damage results
Blaster Cannon 3 Medium 1 Double relative degree for damage
Mass Driver 5 Long 3
Tachyon Gun 7 Medium 1
Heavy Plasma Gun 10 Short 1/2
Stormfire 5 Short 6 +1 to hit due to large hail of bullets, limited ammo for
10 shots
Particle Cannon 6 Medium 2
Identical weapons can be combined to increase damage, but this will decrease the ROF. Twin weapons do +1 damage,
but –1 ROF, quad weapons +2/–2, sext weapons +3/–3.

Assume that characters always fly at their maximum


combat Speed, unless the optional Acceleration/ Ramming
Deceleration rules are used, in which case the player If attempting to close beyond Mediocre (Point-blank)
chooses their Speed at this time, within the ship’s range, this is considered either a ramming attack or a col-
Acceleration/Deceleration ratings. In a gravity environ- lision. To avoid a collision each opponent rolls an unop-
ment the combatant with the height advantage (in the first posed Maneuverability check and one of them must get at
round only) gains a +1 to his roll. least a Good success. When this is a planned ramming
When opponents close from outer/extreme ranges they attack, an opposed roll is needed, with the winner deciding
are considered to go head-to-head (see Positioning for whether a ram occurs or not.
details), unless an opponent was busy elsewhere. If the ram/collision takes place after a head-to-head action,
Make an opposed Speed roll, with the winner choosing then add the Speed levels of both fighters together to deter-
whether any distance is closed or gained, up to a maxi- mine the final Speed at which the ramming takes place. For
mum number of ranges equal to the relative degree. On a any other collision use the lowest Speed of either craft to
tie the distance is unchanged, unless both opponents are determine the final Speed at which the ramming takes place.
moving in the same direction (i.e. closing or moving apart), If using the normal Fudge damage track, add 8 to the final
in which case, average the two choices. Speed rating to determine damage. If using hit points, then
Example: A fighter with Good Speed against an enemy the final ramming Speed does damage equal to the corre-
with Mediocre Speed rolls +2 on his 4dF roll (the GM sponding trait level on the Armor/Shield table (e.g., a colli-
doesn’t roll for NPCs and counts her roll as 0). So Good sion at Good Speed would result in 15 hit points of damage).
(+1) + PC roll (+2) - Mediocre (–1), resulting in a +4 relative Examples:
degree, means that the PC’s choice will take effect and he A fighter craft with Good Speed meets a Mediocre
can close or flee up to 4 distance ranges. Speed craft in a head-on collision. Good (+1) Speed, and
Mediocre (–1) Speed added gives Fair (+0) ramming
Speed. Fair (+0) is added to 8, for a total of 8 points of dam-

Weapons Table/Combat Phases: Distance (cont.) 237


Fudge Dogfighting

age inflicted on both craft. If using hit points, then the Fair
speed equals 10 Armor/Shield points of damage.
A fighter craft with Great (+2) Speed rams a Mediocre
(–1) Speed craft from behind. The slowest speed is
Mediocre (–1), so either 7 points of damage is done, or if
using hit points then the Mediocre (–1) Speed is trans-
formed into 6 Armor/Shield points of damage.
A ram may conceivably destroy a fighter that does not
have both full armor and shields. The pilot always has the
option of arming all his missile weapons just before impact,
resulting in a spectacular explosion after a successful ram-
ming attack if the fighter is destroyed. In such a case, add a
second attack consisting of the total damage of all onboard
missiles added together. Note that this does not happen in a
crash, as all weapons are normally on safety and thus do not
explode.
GMs can allow a third effect to take place, namely the explo-
sion of the power core/fuel reserve (if present). After resolving
the ramming damage and any remaining missile damage,
inflict damage equal to (initial) Maneuverability, Speed, Offensive/Defensive Options
Shields, and all weapon damage of the destroyed fighter. Just as in standard Fudge combat (see Offensive/ Defensive
Tactics, p. 38), the pilot may reassign offensive/ defensive
bonuses. Jinking, banking, turning, or just moving around
Positioning like crazy trying to stay out of the opponent’s sights would
This is all about achieving a good firing position as the be represented by +1 to +2 defensively, and –1 to –2 offen-
fighters circle each other trying to find an opening or try- sively.
ing to get on the other’s tail. The GM may also invoke all-out offense or defense rules.
A player has different options that must be announced All-out defense grants +3 to skill, but means the player can-
before rolling in the positioning phase. not Fire nor gain a Missile Lock. This is particularly for
those that are tailed or facing multiple opponents and are
waiting for backup.
Maneuver for Advantage
This is the default action: moving around, trying to stay
out of the opponent’s sights while trying to hit him instead. Providing Cover
The player makes an opposed Maneuverability roll Sometimes there are things in life worth protecting,
against his opponent, and looks up the relative degree in like transports full of innocent civilians. A player can
the table below: choose to position his fighter between the attacker(s) and
the target.
Relative Degree Effect This gives the player a –2 on positioning when rolling
+2 or more PC shoots; if Short or Point-blank against the attacker, as the PC is more interested in
range, PC also gains Tail defending the target instead of getting a clear shot at the
+1 PC shoots enemy. However the attacker also gets a –1 on positioning
0 Both shoot against the original target, since the other fighter is con-
–1 Enemy shoots stantly getting in the way.
–2 or less Enemy shoots; if Short or Point- Head-to-Head
blank range, enemy also gains Tail This is the dogfight version of “playing chicken.” Both
fighters simply fly straight at each other, guns blazing,
Turrets can always fire; this table is for weapons that can hoping that the other fighter will be destroyed before they
fire only in the forward arc. You can opt to instead use a are.
different arc; but only one arc can normally fire unless When opponents close from Outer/Extreme ranges they
fighting multiple opponents. are considered to go head-to-head, unless one opponent

238 Combat Phases: Distance (cont.); Positioning


Fudge Dogfighting

was busy elsewhere (ignoring the other fighter). Players


can opt to go head-to-head at any time as long as both Missiles
opponents agree. Do not roll on the positioning table in Many fighter craft will carry missiles. For these powerful
that case but go immediately to the Firing phase. Both warheads there are a few special rules. Any player wishing to
opponents gain a +2 to hit this round and close two ranges fire a missile must announce so in this phase. Note that only
this round one missile per tube per round can be fired. It should always
If the range would become smaller then Mediocre be noted down that a missile has been fired, as a craft does not
(Point-blank) then an opposed roll of Willpower (or equiv- carry an unlimited supply. Firing missiles is a free action, not
alent Fudge attribute or skill) must be rolled. The loser will hindering the firing of other weapons during the same round.
pull out first and loses his chance to fire. If the roll is a tie
then both craft crash headlong into each other.
Missile Types
Some missiles need a missile lock before they can be
Tailing fired. Any missile that requires a lock needs the target to
As can be seen, it is possible that one of the two pilots be kept in sight for a certain time. Because of the variety of
may gain a tail on the other. This means that one gets missiles, each type is discussed individually. Not every mis-
behind the other and has the following advantages: sile in existence will be mentioned, but variations can eas-
ily be derived from the ones discussed. Many missiles have
1) The opponent being tailed cannot shoot at the one a Targeting system that allows them to track down a target.
tailing unless he has a rear turret. Dumbfires (DF) need no lock and are handled as an ordi-
nary shot. For rules of hitting refer to the Firing section.
2) It is easier to hit the opponent. Friend-or-Foes (FF) also need no lock, just fire.
Image Recognitions (IR) require that the fighter gained
When one of the fighters is being tailed or is tailing, the a chance to fire from the positioning phase, thus holding the
craft being tailed has a –1 penalty when maneuvering for target in the fighter’s front view for a long enough period for
advantage and must win the opposed roll to break the tail. the missile to gain a lock. Option: Less advanced targeting
If the tailer wins or ties, the tail is maintained, and the rel- computers require a minimum +1 relative degree during the
ative degree is used as an extra bonus for the attacker in positioning phase or else the enemy is not in the fighter’s
the Firing phase. sights long enough for the missile to lock on.
Homing (HM) are the nastiest ones, both to lock and in
dealing damage. The fighter craft needs to be tailing the
Multiple Opponents opponent and to have a chance to fire with at least a +1
Sometimes it happens that a fighter encounters multiple bonus (see Positioning).
opponents. This can be a grave and dangerous situation, Torpedoes have a lock time of three rounds: for this
because his opponents have a large advantage over him. period a fighter needs to keep his target in his sights. This
This is handled much the same as in standard Fudge (see is near impossible in normal dogfighting against another
Multiple Combatants in Melee, p. 39). fighter; Torpedoes are only useful against capital ships. An
The sole craft rolls once for positioning and the result is attacker needs to concentrate on his target and ignore
compared with each of the opponents’ results. The lone other fighters. Be careful not to crash into your target,
fighter is at –1 to this roll for every opponent past the first, because distance rolls are still necessary. Some GMs might
up to a maximum of –3. If the sole pilot matches all his prefer to differentiate between light and heavy torpedoes.
opponents (and thus can take a shot) he can pick a target In that case simply use different damage ratings.
whose result was at least two levels lower. If he beats all of
his opponents, he can fire on the opponent of his choice. Sample Missile Types
If the outnumbered craft decides to trust his shields and
Missile
armor instead he can lock onto one enemy fighter and fol-
Type Targeting Dmg Duration
low it until it is destroyed, ignoring the other craft. He
DF None 12 1
fights normally against the target of his choice, but the
FF Good 10 3
other opponents maneuver against him as if he is of Poor
IR Fair 11 4
Maneuverability.
HM Fair 12 2
Torpedo Fair (Cap scale) 12 (Cap scale) 5

Combat Phases: Positioning (cont.); Missiles 239


Fudge Dogfighting

Evading Missiles Firing Weapons


Since missiles are fast and small it is all but impossible When the positioning table indicates a shot, the attacking
to shoot them down. And since most have a locking mech- ship rolls an opposed roll of Gunnery skill vs. the opponent’s
anism, they will home in on their target and hit. Maneuverability from the positioning phase, plus bonuses/
There is a small chance of evading a missile. When a play- penalties for range; if the shooter wins, a hit is scored.
er detects a missile (e.g. his lock light jumps on), he can opt
to evade it with an opposed roll of his Maneuverability vs. Range Modifier
the missile’s Targeting. He loses all his opportunities to fire Outer range –4
himself. If he wins he has temporarily evaded the incoming Extreme –3
missile, otherwise it hits. Long –2
When the missile is successfully evaded it does not mean Medium –1
that it is evaded for good; next round it will turn back and try Short +0
to strike again. An opposed roll needs to be won to evade it Point-blank +1
again. Fortunately, missiles have only a limited amount of
fuel and thus don’t last forever. Missiles last for a specific Different weapons can have different maximum ranges (see
number of rounds (see Duration on the table). After that time, Range). For example, a Particle Cannon can fire up to
it has run out of fuel and fallen out of combat, no longer to Medium range; a Laser can shoot up to Long range.
be worried about (only by future generations with all those Opponents with longer range weapons will attempt to keep at
warheads drifting around in the space lanes or oceans). a greater distance; for example, a fighter craft equipped with
lasers vs. an opponent equipped with particles would prefer to
stay at Long range, because the particles can’t fire as far.
Using Countermeasures The roll is also modified by multiple factors:
Another option against Image Recognition or Homing • The bonuses (relative degree) received from the posi-
missiles is to drop a Decoy or jam the signal (see tioning phase.
Countermeasures Option). Immediately after dropping a • When both opponents go head-to-head, both gain a +2
Decoy or activating Spoofing systems, make an opposed to hit.
roll of the missile’s Targeting vs. the defender’s • Any damage penalties.
Countermeasures. If the craft wins the missile is avoided • Whatever else the GM says.
for a round. If the missile wins it slams into the craft and
explodes, doing its indicated damage.
The shooter can also choose to fire
multiple shots instead of just one.
More shots mean more chances to hit,
although each shot itself is less accu-
rate. Any shot past the first incurs a
cumulative –1 penalty on all shots.

Damage
When a hit is scored, use the rel-
ative degree the hit was made with, as
per standard Fudge. Add the damage
value of the gun or missile and sub-
tract the Shield and/or Armor value
of the fighter hit. This is the amount
of damage inflicted.
Whenever the fighter craft takes
damage, use standard Fudge damage
and treat the fighter craft as a normal
person. A Hurt result (Damaged)

240 Combat Phases: Missiles (cont.); Firing Weapons; Damage


Fudge Dogfighting

gives a –1 to all rolls, a Very Hurt (Very Damaged) a –2 to Roll the appropriate number of times for the wound
all rolls, and Incapacitated (Immobilized) means the fight- level on the following table, using the die appropriate to
er craft is crash landing/dead in space (although it may be the genre: d6 for WWI air combat, d10 for modern air
rescued and repaired). A Near Death result (Nearly combat, d12 for SF space combat.
Destroyed) indicates the destruction of the fighter. Hurt/Damaged = 2 times
Very Hurt/Very Damaged = 4 times
Incapacitated/Immobilized = 6 times
Repairs Near Death/Nearly Destroyed = 8 times
The Repair skill allows a character to fix damage done Add up any double results. If a system is completely
to the craft. Usually this will be done when the craft is destroyed, brought to down Terrible, or does not exist in
grounded, but in some instances the GM may allow an the campaign, reroll the result. A more lethal option is not
attempt to make repairs while airborne. Some futuristic to reroll but instead consider the roll to have been a 1 (–1
fighters will have auto-repair systems or droids to do this to Armor/Shield).
while in flight or even in the midst of combat. A Good
result on a Repair skill fixes all damage one level
(Damaged to fully repaired, Very Damaged to Damaged, Repairs to Individual Systems
etc.). Scratches do not count as a level for repair purposes, Select a damaged system to be repaired, and a Good
as they are minor things that are easily repaired with no result on a Repair skill fixes the results from a single dam-
need for a roll. That is, a Damaged fighter craft that is age roll. A Great result fixes the results of two damage
fixed one level is fully repaired. A Great result fixes dam- rolls, and a Superb result fixes three, if the selected system
age two levels, and a Superb result fixes three levels. has been damaged multiple times

Individual Systems Hit Points


Instead of treating the fighter craft as a single entity, it If you use Armor/Shield hit points, a fighter craft will not
can be treated as a combination of several systems that can get damaged until both its Shield and Armor are complete-
individually be damaged. This increases complexity but ly blown away. For every two damage points inflicted past
adds the satisfying possibility of many different red lights these points, roll once on the individual systems damage
on the control panel. table.

Individual Systems Damage


Roll System Effect
1 Armor (or Shield) –1 to Armor rating, or if the craft has still functioning Shields, then –1 to
Shields instead (If no Armor/Shields left, then BOOM)
2 Drives/Engine(s) –1 to Speed
3 Random Weapon Fire Roll to determine which weapon gains a –2 to hit (If hit for the second time,
Control the control system for the weapon is destroyed)
4 Random Weapon System Roll to determine which weapon is destroyed
5 Maneuvering –1 Maneuverability rating, if no Maneuverability left then reroll
6 Main Power 33% chance of losing all power*
7 Afterburners Lose use of afterburners
8 Ejection seat 33% chance of ejection failure (rolled when activated)*
9 Sensors –2 to Sensor rating
10 Life Support Systems Each hour 33% chance of cockpit atmosphere poisoning
11 Shield Generators –2 to Shield Regeneration
12 FTL Drive 33% chance of losing the possibility to go faster then light (rolled when
activated)*
*This is cumulative. Roll 1dF; if the system was damaged once, failure occurs on a minus result. If it is damaged twice,
failure occurs on a minus or a blank. If it is damaged three times, system failure is guaranteed.

Combat Phases: Damage/Individual Systems Damage Table 241


Fudge Dogfighting

Maneuverability ratings of Great (Superb Pilot skill +


Ejecting Good Maneuverability) for our hero, Good (Good skill
Sometimes it happens that a fighter gets blown up. Most and Great Maneuverability) for the enemy ace and Fair
fighter craft have ejection seats. At any time, a player can (Mediocre skill and Great Maneuverability) for the rook-
announce that his character will eject from his fighter. Roll ies. Final sensor ratings are Mediocre for our hero and the
whatever trait the GM prefers for ejecting (Ejecting, Piloting, ace, and Poor for the rookies.
Dexterity, Survival, Quick Draw, Perception are just some The GM also decides to use standard Fudge damage,
examples), modified for any damage to the ship (Damaged –1, but with individual systems for the enemy ace and hero. In
Very Damaged –2, Immobilized –3, Nearly Destroyed –4). the example below NPCs are assumed to roll a +0 in
A Fair or better result indicates successful ejection. opposed rolls against a PC unless noted otherwise.
Otherwise the pilot automatically succeeds in ejecting next
round (if there is one). But when the pilot does not see his Superior Snub
destruction coming and the fighter is instantly destroyed, Fighter Fighter
he can try to pull the ejection switch reflexively. Roll Speed Fair Good
against the ejection skill at –4 (because the ship is Nearly Afterburners 5 10
Destroyed). If a Fair roll is made, the pilot manages to eject Maneuverability Good Great
and will fight another day. Armor (DDF) Fair (0) Mediocre (–1)
Shields (DDF) Good (+1) Terrible (–3)
Countermeasures 15 Good Decoys —
Detailed Combat Example Sensors Fair Mediocre
In this example five enemy fighters (one ace and four rook- Weapons Quad Lasers Twin Lasers
ies) want to ambush our single hero. They hide in an asteroid Range Long Long
field with their power systems shut down (giving them a –3 to Damage 5 4
be detected). Our hero uses the superior fighter given below, ROF 2 3
while his opposition fights in snub fighters. It is a science fic- Missiles 6 Torps + 2 FF 1 IR*
tion example, as that genre uses most of the rules options. * Modification from standard Snub Fighter
In order to determine the final stats of the fighter craft
the GM needs to know the skill of the pilots involved Skills: Hero Enemy Ace Rookie
(indicated below) and decides that in order to determine Pilot Superb Good Mediocre
final ratings she will take the average of the craft rating Sensor Mediocre Fair Poor
and the pilot skills, rounding down. This results in Gunnery Good Good Mediocre

Example Fighter Craft


Snub Fighter Light Fighter Superior Fighter Heavy Fighter Bomber
Speed Good Good Fair Fair Mediocre
Afterburners 10 10 5 5 —
Acceleration/
Deceleration Great Great Good Fair Poor
Maneuverability Great Great Good Fair Mediocre
Armor (DDF/pts) Mediocre (–1/6) Poor (–2/3) Fair (0/10) Good (+1/15) Good (+1/15)
Shields (DDF/pts) Terrible (–3/1) Mediocre (–1/6) Good (+1/15) Good (+1/15) Fair (0/10)
Shield Recharge Terrible (1) Mediocre (3) Fair (4) Fair (4) Fair (4)
Countermeasures — 10 15 15 20
Point-defense — — — — Mediocre
Sensors Mediocre Mediocre Fair Mediocre Fair
Weapons Twin Lasers Twin Lasers Quad Lasers Heavy Laser Twin Lasers
Range Long Long Long Medium Long
Damage 4 4 5 6 4
ROF 3 3 2 2 3
Missiles — — 6 Torps + 2 FF 6 Torps + 4 IR 12 Torps + 6 FF

242 Combat Phases: Damage (cont.)/Example Fighter Craft/Detailed Combat Example


Fudge Dogfighting

Round Two
Initial Sensor Phase Distance phase: The outnumbering group wants to
When our unsuspecting hero passes by, the GM makes close to Short range, but so does our hero, who now wants
an opposed Sensor roll. She rolls a +0 for our hero with a to move in. There is no need to roll as both groups want
Mediocre Sensor rating, giving a Mediocre result against a the same, so they’re now at Short range.
Mediocre result of the opponents, but with a –3 to be Positioning phase: Our hero, knowing he can’t outma-
detected the NPCs win the opposed roll by 3 and can close neuver his opponents forever, decides to trust his Shields
two ranges and surprise our player at Long range. Now and Armor instead. So our two ignored pilots have Fair
normal combat starts. Maneuverability against the default Poor, while our hero,
rolling a +0, gets a relative degree of +2 (Great vs. Fair) and
Round One gains a tail on the remaining one.
Distance phase: Our enemies want to close as fast as The enemy ace decides that he will continue to evade
possible, but our outnumbered hero wants to stay at this the missile, so there is no need to roll positioning for him.
safe distance (as a hero, he of course won’t flee, which Missile phase: The only missile action is the evasion by
would have been the safest choice). The Speed ratings of the enemy ace, who rolls +1 (Great) and evades for anoth-
the snub fighters are all the same (Good), vs. those of the er round the Good Targeting missile.
player character (Fair), who rolls +0. The enemy wins by 1 Firing/Damage phase: Three shots are exchanged this
and thus the craft close one range to Medium (Good) round, two by the ignored enemies, who roll –2 (giving a
range. result of Terrible) against our Poor hero and miss. Our
Positioning phase: Next is the positioning phase, in hero rolling +0 is more fortunate (or should we say more
which both groups attempt to gain the advantage. Because skilled?) and gets a Superb shot (+2 bonus from the tail
the group of enemy fighters consists of five craft, our noble added to his Good Gunnery) vs. Fair Maneuverability. He
PC suffers a –3 (–1 per craft past the first, up to the maxi- inflicts +5 (quad lasers) +3 (relative degree) damage on
mum of –3) to his positioning roll. Our hero has a Terrible Shields (–3) and Mediocre Armor (–1) for a total
Maneuverability rating of Great, while the highest enemy of 12 damage, thus blowing another foe out of the sky.
rating (the enemy ace) is Good. Rolling a +0 the PC still
loses the relative degree by 2, indicating that all enemies Round Three
can fire; fortunately the range is Medium and no tailing Distance phase: Again everyone is happy with the
can take place at this range. Short distance.
Missile phase: Realizing his dire situation of being Positioning phase: Since the enemy ace decides to
completely outmaneuvered (and thus not having a chance evade again, our hero is facing only two opponents, which
to fire his laser this round), our hero decides to use his he thinks he can handle. He rolls +1 to his Great
precious FF missiles (can always be fired, as no lock is Maneuverability, but with a –1 because he’s outnumbered.
needed) and fires two, one at the enemy ace and one at Against Fair opponents this results in a +2 relative degree.
another opponent. Both the targeted enemies decide to Our hero can take a shot at either rookie.
evade the missile (carrying no Decoys). The poor enemy Missile phase: The only missile action is the evasion by
rookie only has Fair Maneuverability, which is not enough the enemy ace, who rolls +2 and evades for another round.
against the Good Targeting of the FF. He is hit and takes However an FF missile only has enough fuel for three
the 10 damage +1 relative degree on his Terrible Shields rounds, so the missile now drops dead in space.
(–3) and Mediocre Armor (–1), for a total of 15 damage, Firing/Damage phase: The only shot comes from our
which in standard Fudge damage is way past a Nearly hero, who shoots at one of the rookies. He rolls +1, giving
Destroyed result and thus the rookie’s fighter blows up in him a Great Gunnery result versus the rookie’s Fair
many bits. Maneuverability. He cripples his opponent by doing 5
The enemy ace rolls a +1 on his evasion roll, which ODF + a relative degree of 2 + 4 due to his opponent’s
added to his Good skill gives a Great result, allowing him lousy Armor and Shields, for a total of 11 damage. The
to avoid the missile for now; but he loses his chance to fire. rookie is out of the fight.
Firing/Damage phase: The three other fighters decide
to shoot. They have Mediocre skill (–1) with a range penal-
ty of –1 (Medium range), rolling –1 for a total of Terrible
against the hero with a Great Maneuverability, and thus
miss completely.

Detailed Combat Example (cont.) 243


Fudge Dogfighting

Round Four his opponent. The enemy ace rolls a Good +1 shot vs.
Distance phase: Again everyone is happy with the Good and hits with +1 relative degree.
Short distance. The enemy ace does 5 (4 ODF + 1 relative degree) dam-
Positioning phase: Feeling confident, our hero again age on Fair Armor and Good Shields, for a total of 4 dam-
decides to take on all his opponents (still only two, but now age: a Damaged result.
one is an ace), and so is at a –1 penalty. Our hero (Great As the GM is using individual systems damage for these
–1 for being outnumbered) rolls +0 which gives a Good special pilots instead of standard damage, she rolls two
result, while the enemy ace and rookie roll +0 and –1 times on the damage table, rolling 5 (–1 Maneuverability)
respectively, producing a Good result for the ace and a and 8 (33% chance of ejection failure); our hero is in trou-
Mediocre result for the rookie. ble.
This indicates that the hero can shoot at the rookie
(since he only tied his best opponent, but still beat the Round Five
rookie by two levels), while the enemy ace can also shoot at Distance phase: Again everyone is happy with the
him. Short distance.
Missile phase: The enemy ace fires an Image Positioning phase: The hero rolls +0, a Good result
Recognition missile at our hero, who luckily is carrying (Great –1 from damage), and the enemy ace +2, a Superb
Decoys. He drops one (with a Good rating), rolling +0; thus result, gaining a tail on the hero.
getting a Good result against a Fair Targeting missile that Missile phase: No missiles are fired.
explodes on the Decoy. Firing/Damage phase: The enemy ace fires at our
Firing/Damage phase: Our hero shoots at the rookie, hero, but rolls –1 with Good (+1) Gunnery for a total
rolling Great against Mediocre, doing 5 ODF + 3 relative result of Fair (0) vs. Good Maneuverability (was Great, but
degree + 4 due to the rookie’s Terrible Shields and damage had reduced our hero’s Maneuverability) and
Mediocre Armor, for a total of 12 damage; again crippling thus misses.

244 Detailed Combat Example (cont.)


Fudge Dogfighting

Round Six following: 1, 3, 5, 2, resulting in: –1 Shields, –2 to hit, –1


Distance phase: Again everyone is happy with the Maneuverability, –1 Speed.
Short distance. Our hero however strikes back with 10 damage (5 ODF
Positioning phase: Our hero is in trouble now: dam- + 1 relative degree + 4 due to the enemy ace’s Mediocre
aged and tailed by an ace. The tailed hero rolls +0, added Armor and Terrible Shields), a Nearly Destroyed result.
to the –1 due to being tailed and –1 from damage turns The eight rolls on damage to individual systems produce
his Great Maneuverability into a Fair result. The enemy results of 4, 8, 10, 1, 8, 3, 6 and 8. This means the ace loses
ace gains his default Good result and keeps the tail on the his lasers (also the firing control, but who cares), a level of
hero and a +1 (the relative degree) bonus during the firing Armor, has a 33% chance of losing all power (for which the
phase. GM rolls but doesn’t happen). Also the cockpit’s atmos-
Missile phase: No missiles are fired. phere might get poisoned (the GM decides to ignore that
Firing/Damage phase: The enemy ace fires at our roll since it’s unlikely that this enemy ace will make the
hero, but rolls –2 with Good (+1) gunnery and the +1 next hour) and his ejection seat has a 100% chance of mal-
bonus from the relative degree of the tail for again a total function.
result of Fair (0) vs. Good Maneuverability (was Great, but
damage had reduced our hero’s Maneuverability), miss- Round Nine
ing our hero again. Distance phase: The enemy ace has no more weapons
but refuses to give up and goes for a ram, thus closing to
Round Seven Point-blank range. Our hero does not want to be rammed
Distance phase: Again everyone is happy with the and wants to keep the distance the same. However the
Short distance. enemy ace still has Good Speed against our hero’s
Positioning phase: Our hero realizes his problem and Mediocre (since his engines are damaged). The hero rolls
hoping for the best he decides to concentrate on shaking +1 but this is not enough to keep the distance the same.
the enemy ace (all-out defensive option). Our hero rolls The hero desperately tries to avoid the ram, but with his
–1, and is at –1 for being tailed, –1 for being damaged and Maneuverability lowered to Good and rolling a –1 against
+3 for all-out defensive, resulting in a Great result; while the still Good Maneuverability of the enemy ace, he fails
the enemy ace gets his standard Good result, indicating again and is rammed by the enemy ace.
the tail is lost. Damage phase: A ram has occurred by a craft with
Missile phase: No missiles are fired. Good Speed (+1) head-to-head against a craft at Mediocre
Firing/Damage phase: No fire is exchanged as the Speed (–1), giving a final Speed rating of Fair (0). Adding
enemy ace lost the positioning phase, but the hero has 8 to the final Speed rating, both craft suffer a total of 8
evaded, thus losing his own chance to fire. damage. Ouch! The GM simply decides that the enemy
ace’s craft can’t take that amount of punishment and blows
Round Eight up — along with the enemy ace, who can’t eject.
Distance phase: Again everyone is happy with the Our hero takes the 8 damage (on his now Fair Shields
Short distance. and Fair Armor), an Immobilized result. The GM
Positioning phase: Now it’s only the enemy ace and decides that 8 damage added to what he has already sus-
our hero, a battle between titans. Our hero shouts a chal- tained is much more than the 9 damage required for
lenge in the radio and goes head-to-head. The enemy ace Nearly Destroyed, and rather than rolling eight times on
decides to accept the challenge and also goes head-to- the individual systems damage chart, simply declares the
head. No positioning roll is necessary. fighter to have exploded. Our hero tries to jump out,
Missile phase: No missiles are fired. requiring a Fair Pilot roll, but because his craft is
Firing phase: The hero rolls –1 to his Good Gunnery, destroyed he is at –4 to his skill roll. He rolls +1, giving
adding +2 for head-to-head, against Good Maneuver-ability; him a Fair result, so he pulls the ejection switch in time;
resulting in a +1 relative degree. The enemy ace, also with but wait, his ejection seat was damaged and there is a 33%
Good Gunnery skill, rolls a +1 with +2 for head-to-head vs. chance that it won’t function....
Good Maneuverability; a +3 relative degree.
Damage phase: The enemy ace does +4 (ODF) +3 (rel-
ative degree) –1 (Shields) -0 (Armor) = 6 damage on our
hero, indicating a Very Damaged result. The GM rolls the

Detailed Combat Example (cont.) 245


Weapons and Armor in Fudge

by Alex Weldon game, because you want to have a very good feel for what
sort of game you’re running before you make the decisions
Roleplaying games vary widely in violence levels, from which will be discussed here.
games focusing on stealth, mystery, or politics, all the As mentioned before, the combat system in Fudge
way up to the most gory of hack-and-slash games. Even if deals almost entirely with the role of the combatants;
combat doesn’t play a major role in a given game or cam- weapons and armor are dealt with as simple bonuses. For
paign, the choice of what sort of combat system to use is added customization, the GM may wish to create a
a very important one. The combat system used heavily weapons and armor system to go with it. The nice thing
influences the mood of the game; the heroes of a super- about the Fudge combat system is that it (like all ele-
hero RPG would not seem as heroic if the combat ments of Fudge) is flexible enough that you can do any-
mechanics allowed them to be easily taken out by a lucky thing you want with it by making the right decisions. The
shot from a common crook with a small-caliber pistol. optional rules and ideas given here are intended to be
On the other hand, a game that strives for a dark and useable regardless of what optional rules you choose
gritty mood might be ruined by a system which allows from the original combat system. Nonetheless, you will
characters to take enormous amounts of damage before probably want to follow the same general route with both.
collapsing. For instance, unless you have a good reason, you proba-
In RPGs, most combat is carried out with weapons; bly don’t want to combine a very simple base system with
unarmed fights do occur, and are even common in some a very complicated weapons and armor system, or vice
games, but most games emphasize armed combat. Of versa.
course, wherever there are weapons, there will be inven- On that note, the most important decision you have to
tions designed to protect against them; arms and armor go make is probably deciding how complicated a system is
hand in hand. Therefore, nearly any combat system can be desired. This has an enormous impact on the feel of the
broken down into two parts: the role of the combatants, game. At one extreme, you could have a system in which
and the role of the weapons and armor. a huge melee with dozens of combatants on each side can
Fudge covers several options for the former (as well as a be resolved in a matter of minutes. At the other extreme,
very basic system for the latter), while the following rules a highly sophisticated system could result in a one-on-one
focus on the latter. These rules will assume that at least duel lasting for hours of real time, even though the real
some of the elements from the standard Fudge combat sys- fight only took fifteen seconds of game time. If you and
tem are being used. However, the basic concepts discussed your players are big on roleplaying, cumbersome combat
herein are universal; only the implementation changes. systems can get in the way and cause boredom.
This discussion is divided into several parts. The first is On the other hand, an overly simple system can frus-
a description and discussion of a few of the most impor- trate tactics-minded individuals by offering them too few
tant points to consider when developing a weapons and options. As far as weapons systems for Fudge go, the sim-
armor system, as well as suggestions about which types of plest is that discussed in the original combat rules, in
systems are best suited for certain styles of games. Parts which each weapon or suit of armor is described by a sin-
two and three cover how to actually implement the deci- gle number which reflects the bonus it grants in combat.
sions you make and create a fully functioning system. The most complicated one would be one which would
They include many completely modular rules, all of which include such concepts as weapon categories, damage
are designed for use with the Fudge combat system, and types, weapon-specific criticals, lethal damage vs. non-
most of which are compatible with one another. Lastly, lethal damage, range categories, reach, speed, armor
there are three sample weapons and armor lists, each from penetration, etc.
a different genre (fantasy, modern, and sci-fi). A related decision is that of weapon variety. The reason
this decision is related to the complexity issue is the con-
cept of redundancy. If all weapons are described by a sin-
Key Concepts gle number (the attack bonus) which ranges from 0 to +5,
There isn’t one combat system out there that is so won- say, then you really only have six available weapons.
derful that most other RPGs attempt to emulate it. This is Swords, axes, and spears may all be very different in the
because the “ideal” characteristics that one wants to real world, but if they are all +3 weapons, then the only dif-
achieve in a combat system are different depending upon ference between them in the game is a roleplaying one.
the theme, setting, and mood for a game. The combat sys- Now imagine a very complicated system in which a
tem is probably the last thing you want to decide on for a weapon is described by ten variables, each with six differ-

246 Key Concepts


Weapons and Armor in Fudge

close to evenly matched without risking wiping out the


party because of a few bad rolls. On the downside, com-
bats take much longer, excitement is lower because risk is
lower, and it is hard to make a realistic system that is
“kind.”
Brutality, on the other hand, has the advantage of
keeping players on the edge of their seats, because a sin-
gle stupid move or bad roll could get them splattered.
Also, combats tend to move much more quickly in a bru-
tal system, since they generally don’t last long; even an
incredibly complicated system can move along at a good
clip if completing a combat only involves resolving two
or three attacks. The trade-off is high, though; many
players find a high PC mortality rate to be frustrating.
Also, a high level of lethality makes combat “volatile.” In
other words, a small run of good or bad luck can com-
pletely turn the tables on a battle: nothing is certain.
Unless the gamemaster is willing to risk having to fudge
dice rolls or kill off the entire group of PCs, she can only
subject them to battles in which they have the over-
whelming advantage, and even then a stray shot from
some lowly villain can take out even the most powerful
character.
By this point, the realism of the system is pretty much
decided. If you’ve got a very kind and simple system, there
isn’t much you can do to make it realistic. Conversely, if
you were aiming for a system with a sense of gritty realism,
ent possible values. In this case, you could have ten to the you’ve probably already chosen a sophisticated and brutal
power of six, or one million, functionally unique weapons. system. Generally, the more sophisticated and brutal a sys-
Obviously, most gamemasters will want a system that lies tem is, the more realistic it is, although this is not always
somewhere in between these extremes, but variety in true (i.e., a system so brutal that a single punch usually
weapons is an important thing to consider and it is entire- kills is hardly realistic). It would be possible to decide how
ly possible to have a perfectly good combat system that lies realistic a system you wanted and then make your deci-
at either end of the scale. sions about complexity and lethality based on that.
Only slightly less important than the issue of complexi- However, those concepts are more crucial to the game’s
ty is the lethality level, or “kindness vs. brutality.” A good feel than realism is, so it is better to choose them inde-
way to define this is by estimating the average number of pendently and let realism (or lack thereof) follow from
hits it would take to kill a character. A “brutal” weapons those decisions. It is important to remember that lack of
and armor system would have a “lethality number” of one realism is not necessarily a negative characteristic in a
or two, whereas “kind” systems could have “lethality num- game. On the contrary, it often makes things much more
bers” of five to ten or higher. The implications of kindness exciting; just look at any action movie.
and brutality are somewhat less obvious than the com- The next question to ask is, “What wins a fight?” The
plexity issue, so it is important to think carefully about answer isn’t as obvious as it initially seems, and depends
them. on what type of game the gamemaster is attempting to
The obvious benefit of kindness is that it is easier to run. Nearly every conceivable system is influenced by the
have plots which revolve around specific characters, as it is same elements, but their importance can vary from
easy to avoid killing them off. Less obvious is the fact that almost negligible to absolutely critical. These elements
it makes the game “stable.” That is, having to hit a char- can be broken down into three broad categories: skill,
acter many times to kill him smoothes out the statistical strategy, and armament. This section only deals with
fluctuations which can make combat unpredictable, allow- armament, but it is important to think about what role all
ing the gamemaster to arrange for combats which are very three play in combat. Will an inexperienced fighter with a

Key Concepts (cont.) 247


Weapons and Armor in Fudge

fancy weapon and suit of armor defeat a trained killer there are weapons which are high in both statistics, they
who is naked and armed only with a butter knife, or vice are probably better than other weapons in all situations.
versa? Or will a character with a clever player defeat a less Needless to say, it isn’t usually an all-or-nothing situation
tactically-inclined opponent, regardless of relative ability like this; it is possible to take any position in the middle
and armament? ground between emphasizing weapon power or weapon
Like the question of realism, this decision may already type.
have been made for you. In a brutal system, for instance, As we’re beginning to see, no decision can be made inde-
getting the jump on an opponent can result in an easy win, pendently. Therefore, it should come as no surprise that
while bad decisions can cause a quick death; therefore decisions concerning the relative importance of ability, tac-
strategy is probably the most crucial element. Setting is tics, weapon power, and weapon type has further implica-
also important. In a low-tech setting, one’s ability with a tions. Most importantly, it ties in with a common “prob-
weapon is often more important than the weapon itself — lem” in roleplaying games: power gaming, also known as
a big, sharp sword is useless if you don’t know how to use “munchkinism” or “min-maxing.” The word “problem” is
it — but in a high-tech setting, anyone can point a ray gun put in quotation marks because it isn’t always a problem;
if he can get one. The importance of setting is proportion- some gamemasters enjoy running such games, and there is
al to realism, of course. In an unrealistic game, a one- nothing wrong with such games, if that’s what the
armed leper might be able to take out an army if he’s gamemaster and players want.
wielding Excalibur, and a superhero could dodge laser The concept is simple: there are players who enjoy play-
beams while taking out villains left and right with thrown ing powerful characters and who will exploit the system to
coconuts. create the most powerful character possible if allowed to.
Because we’re concentrating on weapons, we will divide In general, the higher the importance of tactics and
the armaments category down further, into “weapon weapon types, the harder it is to power game. In these sit-
power” and “weapon type.” By “weapon power,” we’re talk- uations, a gamemaster can limit a player trying to create a
ing about sheer damage-dealing ability of the weapon; a super-character by confronting him with a situation he
ray gun is “stronger” than an assault rifle, which is hadn’t thought of or doesn’t have the right weapon for.
stronger than a pistol, which is stronger than a sword, Conversely, if the better trained character with the big-
which is stronger than a pointy stick. By “weapon type,” we ger stick always wins, then players who favor a min-maxing
mean the particulars of a weapon, i.e. what differentiates, approach to gaming will simply attempt to train up their
say, a long sword from a battleaxe, assuming they do simi- combat attributes and acquire the most powerful weapons
lar amounts of damage. available; only players intent on roleplaying will opt for the
The question here is whether certain weapons are going less powerful weapons. The other easy way to avoid
to be just plain better than others, or whether it depends munchkinism is to tinker with weapon availability; make
on the situation. In other words, does the system create sit- the most powerful weapons very hard and/or very expen-
uations in which a .22 pistol will be more effective than an sive to acquire, so that players who want them must work
assault rifle, or is “bigger” always better? Once again, this very hard to get them. Of course, this is only a temporary
is not a decision that is completely independent from pre- fix; in a long-running game, players will eventually get
vious ones. their hands on the goodies, and proceed to hack, slash,
In a very simple system, there isn’t all that much room and gun their way through everything in sight.
to play with weapon types; a weapon with a +3 bonus is Depending on the type of game you’re running, there
altogether better than one with a +1 bonus. In a more com- may be more issues to consider, but most of the major
plicated system, however, there will be situations where ones have been covered. The key to coming up with the
you want a hard-hitting weapon, others where you’ll want best combat system for your game is to think about it
a fast one, others where you’ll want a long-reaching one. before actually setting down any actual rules. Once
However, assuming any reasonable degree of complexity, you’ve decided on what sort of system is best suited for
it is possible to adjust the importance of power vs. type your game, then you can start thinking about the actual
almost limitlessly. mechanics. It’s probably best to start with the basic com-
Imagine a system in which a weapon is defined by two bat rules in Fudge and decide what to do with them
numbers, each of which is better the higher it gets. If one before working on the weapons and armor options, but it
number always goes up when the other goes down and vice should be possible to do it in the opposite order if you so
versa, then it’s likely that a weapon which is “the best” in choose.
one situation may not be ideal in another. Alternatively, if

248 Key Concepts (cont.)


Weapons and Armor in Fudge

These “to-hit” modifiers are simple to use, since they


Weapons require only a single number and a simple rule (just add
Having decided on what type of combat system you the bonus or subtract the penalty from the attacker’s roll),
want and (presumably) having worked out the particulars and are therefore an appropriate addition for most types of
of the base system, it is possible to begin to decide on the game. They are, however, more useful in a system which
mechanics of your weapons and armor system. Because deals mostly with melee weapons, since the accuracy of
every system is different, it is impossible to give a sys- ranged weapons is better dealt with through Range cate-
tematic step-by-step approach to the actual creation of gories (discussed later).
mechanics. Rather, this section will aim to teach by An alternative to applying “to-hit” modifiers would be to
example, giving many different possible systems and sug- change the difficulty level required to hit. Clumsier
gestions for what sort of game they would be appropriate weapons may need a minimum rolled degree of Good or
for. These systems are all fully functional and most of Great to hit, while hitting with an enchanted weapon may
them are compatible with one another, so it is possible to be require only a Mediocre result. In a simultaneous sys-
simply pick and choose some of the rules and concepts to tem, this results only in an offensive bonus or penalty for
customize your system, or use them as a starting point for the attacker; whereas a straight modifier will affect the
designing your own original system. All the game opponent’s chance of hitting as well.
mechanics in this section assume that one is starting
from the basic combat and weapons system given Fudge,
i.e. it assumes that weapons have at least one number (the Weapon Scale
damage bonus) associated with them and builds on that What makes a two-handed sword different from a long
system. sword? Size, of course. The two-handed sword has a longer
and possibly wider blade, which makes it weigh more and,
by the same token, do more damage. The tradeoff is that
Bonuses and Penalties to Hit the added weight makes it impossible for a normal human
In the basic combat rules given in Fudge, the only way to wield in one hand. The simplest way to handle this in
in which the type of weapon influences the roll to hit is in game terms is by introducing the concept of weapon Scale.
determining what skill is used for the roll. The simplest A Scale 0 weapon is one that a Scale 0 human could
way to add a bit more variety to the weapons in a game is wield in one hand. Similarly, a Scale 5 weapon would be
to allow them to affect the chances of landing a blow, as wieldable in one hand by a Scale 5 giant. Generally, a
well as increasing the damage done by the blow. character can use a weapon one Scale factor higher than
Because fists are generally easy weapons to use, we will he is, but only if he uses both hands. A character should
assume that fists are the default weapon, thereby getting also be able to wield a weapon one or two Scale factors
no bonus or penalty to hit. Most weapons will be as easy to lower than himself, but anything smaller would be impos-
hit with as fists at best, and probably more awkward. sible to use effectively. This should be calculated from the
Therefore, most weapons will have either no modifier, or a character’s Mass Scale, assuming that it reflects the char-
penalty for awkwardness. acter’s size. If you have races (like dwarves) which have a
The penalty granted should reflect several factors. The high Mass Scale despite being short, it is probably useful
primary consideration is how quickly the weapon can be to introduce a third Scale for characters: a Size Scale.
maneuvered; massive weapons, or ones with weight con- Weapon Scale is not so much a question of mass as it is of
centrated in the tip rather than in the base, will suffer size and awkwardness. It doesn’t matter how much super-
greater penalties. Certain weapons such as flails are also natural strength you have; if you are only three inches tall,
inherently clumsy, as they move in a somewhat chaotic you won’t be able to effectively swing a six-foot long
fashion; such weapons should suffer an additional penal- sword.
ty. There are, however, a few cases in which positive mod- The advantage of Scale is simply that a heavier weapon
ifiers may be applied. Magical weapons are one such packs more punch. The damage factor listed for a weapon
case, as they may be enchanted to strike more surely. should be for a Scale 0 weapon of that type, and each point
Also, if actions such as parrying are absorbed into the hit of Scale modifies that damage factor by one. For instance,
roll (such as in the simultaneous combat system a Scale 0 sword (a long sword) probably has a damage fac-
described in Fudge), then weapons that are difficult to tor of +3. Therefore, a Scale 1 sword (a two-handed sword)
parry (flails, for instance) may have their penalties offset would have a damage factor of +4 and a Scale –2 sword (a
somewhat. small knife for a human, or a dagger for a halfling) would

Weapons: Bonuses and Penalties to Hit 249


Weapons and Armor in Fudge

have a damage factor of +1. Regardless of scale, a weapon smaller than the thrower’s hands, or if it weighs much more
should always have a damage factor of at least +1. than the thrower does. Therefore, while it is possible to
Example: Using the basic combat rules, plus the weapon throw a weapon of a much larger or smaller size than the
scale rules, we have Grath the Ogre, who is Mass/Strength thrower, it will lose much of its damage-dealing potential.
(and Size) Scale 1. He also has Great Strength for his size. Note that this system gives an added advantage to large
Unfortunately, he lost his own weapon and was forced to creatures, beyond that given in the standard rules. It is
scavenge a Scale –1 sword (base damage factor +3) from a probably a good idea to make Scale a more expensive
halfling he squashed. His current total damage factor is: 1 power to acquire, or force players to buy their Strength,
(for Strength Scale) + 2 (for Great Strength) + 3 (for sword) Size, and Mass Scales independently.
–1 (for weapon Scale) = +5. If he was using his own sword A note about cost: Larger weapons should cost more,
(Scale 1), his damage factor would be +7. because there are more materials involved. A good gener-
al rule would be to double the base price of the weapon for
This system does not only apply to melee weapons. each size factor above 0 and halve it for each size factor
Larger guns tend to have more recoil, but also do more below 0. Also, smiths would most likely have trouble mak-
damage. Similarly, longer bows put more force behind the ing weapons much larger or smaller than themselves; the
arrow, but require a larger bowman. For a very sophisti- cost of a weapon more than one Scale factor larger or
cated system, multiple types of weapon Scale might be smaller than the smith should be increased (doubling it is
worth considering; it is conceivable that a gamemaster a good idea) and weapons more than two Scale factors larg-
might want to divide Scale for her guns into Weight Scale, er or smaller would no doubt require special equipment
Size Scale, and Recoil Scale, for instance. and might even be impossible. In the case of complicated
Scale works differently for mechanical missile weapons, weapons, like guns, smaller Scale weapons may actually be
such as bows and crossbows. The damage increase is based much, much more expensive than larger ones, due to the
on the Scale of the missile, not the size of the launcher. difficulty in crafting small mechanical parts with preci-
However, it is not possible to fire missiles more than one sion. This is left to the gamemaster’s discretion.
Scale factor higher or lower. When firing a missile one The system of weapon Scale is easy to combine with
Scale factor higher than the launcher, halve the range (see vehicular combat. Simply give vehicles a Scale factor as
Range, below) to account for the increased missile mass rel- well, representing the maximum size of weapon they can
ative to the power of the launcher. When firing a missile carry. Alternatively, give them a total weapon capacity and
one Scale factor smaller than the launcher, double the allow them to carry weapons with Scale factors adding up
range to account for the higher power of the launcher rel- to that number; therefore, a capacity 10 tank could carry
ative to the missile’s mass. Therefore, a short bow is a one Scale 10 weapon, or two Scale 5 weapons, or three
Scale 0 bow, and a long bow is a Scale 1 bow. Both fire Scale 3 weapons and a Scale 1 weapon, or any other such
Scale 0 arrows and do the same damage, but the long bow combination. Note that this means that any vehicle can
fires twice as far. Note that all bows require two hands to carry an unlimited (within reason) number of weapons
use, regardless of Scale. Smaller crossbows may be fired which are Scale 0 or smaller. This makes sense, since a
one-handed, but require two hands to reload. Scale 0 gun is a pistol; even a light car should have no
Thrown weapons should be compared to the Strength problem carrying a dozen or more pistol-sized guns.
Scale of the thrower, since there is no launcher. It is possi- Weapon Scale is probably the closest to a universal rule
ble to throw objects that are more than one Scale factor for weapon systems. Unless you are aiming for the
smaller or larger; in this case, double (or halve) the Range absolute simplest possible system, some sort of means of
for every Scale factor of difference there is between the dealing with weapons sizes (although not necessarily the
weapon’s Scale and the thrower’s Strength Scale. However, system given here) is probably necessary. Of course, if all
it is not possible to accurately throw weapons more than characters in your game are human-sized, it is less of a
one Scale factor higher or two Scale factors lower than the factor.
thrower’s Mass (or Size, if it is being used) Scale, although
there are no restrictions regarding Strength Scale vs.
weapon Scale. This is because there is more to throwing a Speed and Reach
weapon than simply sending it in the general direction of We will now introduce two more values to weapons:
the target — one needs to make sure it has the right spin, Speed and Reach. They can be used together or separate-
that the blade strikes at the correct angle, etc., which is ly. Speed reflects how fast the weapon can be maneuvered;
impossible to do if the weapon is much bigger or much in general, piercing weapons are the fastest, slashing

250 Bonuses and Penalties to Hit (cont.)


Weapons and Armor in Fudge

weapons are in the middle, and bludgeons are the slowest. be able to reap this advantage on all successive rounds
Reach reflects how far away the weapon can strike; once until his opponent manages to disengage. Alternatively, if
again, piercing weapons often have the longest reach, fol- the combatant with the smaller weapon wants to get in
lowed by slashing weapons, and bludgeons usually have close, he must go one round without truly defending him-
the shortest reach. This seems biased against bludgeons, self (defaulting to Poor) in order to close the distance.
but several advantages for bludgeons will be introduced Likewise the combatant with the longer weapon, if he
later. wants to back away to a safer distance once his opponent
If you are using Scale for weapons, it will play an impor- has gotten too close.
tant role in determining Speed and Reach. The larger a
weapon is, the more Reach it has, but the slower it will be.
For every Scale factor higher than 0, a weapon’s Speed will Non-lethal Damage
be reduced by one point from its base value, and its Reach The concept of stuns and knockouts is introduced in the
will be increased by one. For every Scale factor lower than Combat chapter beginning on p. 50. As it is used there, it is
0, the Speed is increased and the Reach is reduced. always a character’s option to go for a stun or knockout.
Although Reach can have an added effect if miniatures Here we introduce weapons which always inflict non-lethal
are being used to accurately simulate the battle, we will damage.
ignore this aspect for the purposes of this section. If you The simplest such weapon is one that only inflicts stun
are using miniatures, translating Reach factors into actual damage. Examples of such weapons include saps (a.k.a.
distances is worth thinking about. blackjacks), modern-day tasers and sci-fi “stun rays.”
In a system with alternating turns, Speed and Reach These would be treated just as described in the original
can be used to determine who strikes first. Several options combat system, except that it would not be the wielder’s
exist here; the gamemaster could simply choose one of the choice; such weapons would always inflict stun damage.
two to be the deciding factor, and apply a modifier to the For weapons that usually inflict more lethal damage
initiative roll equal to the difference between one than stun damage (say, maces or morning stars), roll for
weapon’s Speed/Reach and the other’s. Alternately, both damage normally and apply wounds for lethal damage.
could be considered: the scores could be added together, Then simply assign a stun to the lowest unfilled stun box.
or it could be assumed that each combatant is using his Note that stuns and lethal damage should be kept track of
weapon’s forté to his advantage, and each weapon’s initia- separately. For example, a Hurt result from a mace to an
tive modifier could be determined by whichever score is uninjured person would mean a Hurt on the lethal track
higher. and a Scratch on the stun track. Such weapons are referred
In a system with simultaneous turns, Speed and Reach to as semi-lethal.
could simply translate into bonuses or penalties to hit; Similarly, for weapons that inflict more stun damage
modifiers could be calculated just as for initiative in an than lethal damage (say, a club), do the opposite: apply
alternating turn system, but applied to hit rolls, rather the indicated damage as stun damage, and assign a lethal
than to initiative. wound to the lowest unchecked damage box. For exam-
To give an advantage to smaller combatants, we can use ple, a Hurt result from a club to an uninjured person
Reach to establish a concept of minimum range. That is, if would mean a Hurt on the stun track, and a Scratch on
a large character has a smaller opponent pressed right up the lethal track. Such weapons are referred to as quasi-
against him, he may not be able to use his large weapon lethal.
effectively. The simplest way to handle this is to say that if Note that the last two of these options result in weapons
the Reach factors of the combatants’ weapons differ by which are more powerful than a normal weapon of the
more than four, then the character using the larger weapon same damage factor. This advantage is intended to com-
will not be able to attack after the first round until he can pensate for the disadvantage bludgeoning weapons suffer
get further away. Or he could be allowed to attack, but at in terms of speed and reach.
a large penalty. Many gamemasters may find including semi-lethal and
To make this rule a two-edged sword, we can also say quasi-lethal weapons to be an unnecessary complication.
that in these cases, the person with the smaller weapon Indeed, these rules are primarily useful for highly realistic
cannot close fast enough to be able to attack on the first combat systems; gamemasters less concerned with such
round. In this case, the combatant with the larger weapon detail may prefer to simply classify weapons as either
would be able to attack without retaliation on the first lethal or non-lethal and leave it at that.
round, and the combatant with the smaller weapon would

Bonuses and Penalties to Hit (cont.); Non-lethal Damage 251


Weapons and Armor in Fudge

and cinematic games, because they add a bit of realistic


Weapon-specific Criticals detail, but in a way that can produce very dramatic results.
The Fudge combat system includes the idea of critical They are better suited to historic and fantasy games than
hits and critical failures. Whether or not a gamemaster to modern-day games, however, because in a game where
uses the system given there, she must decide exactly what most weapons are guns, most weapons will end up having
happens on a critical. Fudge suggests coming up with crit- the same critical effects anyway.
ical hit tables. This is indeed one possibility, but can also
lead to some strange results, depending on the weapon
and the target. The best method is probably for the Range
gamemaster to decide on a case-by-case basis, but many In all but the simplest of combat systems, ranged
people enjoy randomness, and not all gamemasters are weapons are less likely to hit the further away they are
comfortable running things completely on the fly like from the target. There are many ways to handle this.
that. The easiest way to handle this is, as always, gamemaster
Besides critical hit/failure tables and gamemaster whim, discretion. As suggested in Fudge, the gamemaster can
there are many other possible systems for judging criticals. simply analyze the situation and decide on a minimum dif-
Because this section only deals with weapons and armor, ficulty required to hit. This is best for games which aren’t
the only alternative system that will be covered here is the very combat-intensive and for players who trust their
notion of weapon-specific criticals. gamemaster and won’t argue with her decisions.
The basic idea behind weapon-specific criticals is that all Another simple way is to decide on fixed range cate-
weapons have a different purpose, and that a critical hit gories, which are independent of the weapon being used.
occurs when that weapon achieves its purpose perfectly. Perhaps 0–20 meters requires a Fair result, 20–50 requires
Therefore, what effect a critical hit has should depend a Good result, etc. This isn’t very realistic, but it speeds
entirely on what sort of weapon it is. The easiest way to do things up quite a bit.
it is by weapon type. Here is one set of suggestions: Perhaps the most common method is to create range
Bludgeons: Extra stun. On a critical, assign a stun to the categories (say short, medium, and long) and list the max-
lowest unfilled damage box. Note that if used in conjunc- imum distance in each range category for each weapon;
tion with the rules for semi-lethal weapons, this will result e.g., a pistol with range 10 m/30 m/100 m would use the
in the lowest two unfilled damage boxes receiving stun short range difficulty when shooting at a target within 10
damage. Alternatively, a critical with a bludgeon could meters, the medium range difficulty when shooting at a
simply be deemed to cause an automatic knockout. target 10–30 meters away, and the long range difficulty
Slashing Weapons: Extra damage. Simply bump up the when shooting at a target 30–100 meters away. It would
damage to the next unfilled level. Alternatively, it could not be able to shoot at a target further than 100 meters
inflict an additional lethal wound in the lowest unfilled away. Standard difficulties might be Fair for short range,
damage box. In a more gory campaign, criticals with slash- Good for medium range, and Great for long range. The
ing weapons could cause limbs or even heads to be cut off. big drawback of this system is that it attaches not one, but
Piercing Weapons and Guns: Penetration. This could result three extra statistics to each and every weapon, which
in armor being ignored entirely, or it could simply reduce means a lot of data to keep track of; as such, it is best suit-
the efficiency in some manner, depending on what sort of ed for games which only have a few different types of
armor system is being used. ranged weapons.
Special weapons would of course have their own unique A similar but slightly more elegant system is to define a
criticals. Some weapons (e.g. fragile or clumsy ones) could base range for each weapon, at which range the weapon
even have their own weapon-specific fumbles. Magical requires a Fair shot to hit. At longer ranges, some sort of
weapons might also have their own criticals, often on top mathematical system is used to determine the range cate-
of the critical for their weapon type, so a flaming sword gory. It could be a linear scale, i.e. the minimum result to
might inflict the usual extra damage (or amputation) on a hit goes up by one for each multiple of the base range (i.e.
critical hit, and also set the poor victim on fire. base range 20 m means Fair difficulty at less than 20
Weapon-specific criticals are a good way to add flavor to meters, Good difficulty at 20–40 meters, Great difficulty at
combat and also give different advantages to otherwise 40–60 meters, etc.).
similar weapons. However, they can cause some confusion, Alternatively, it could be a logarithmic scale, where each
and like all extra rules, they slow down the game and com- range category is double the last one (i.e. base range 20 m
plicate things. They are well suited to both realistic games means Fair difficulty at less than 20 meters, Good difficulty

252 Weapon-specific Criticals; Range


Weapons and Armor in Fudge

at 20–40 meters, Great difficulty at 40–80 meters, Superb the left/right. Positive results are overshoots/to the right
difficulty at 80–160 meters, etc.). The advantage of the lat- and negative results are undershoots/to the left. Each
ter is that the shot gets easier and easier the closer you get, point represents 15% of the range. So in the example of the
even below the base range (in the example above, hitting mortar above, if the first roll came out +1 and the second
someone at less than 10 meters would require a Mediocre came out –2, the shell would have landed 30 meters too far
result, hitting him at less than 5 meters would require a Poor and 60 meters to the left of the target.
result, and hitting him at less than 2.5 meters would be Bullets and other straight-line attacks are harder to han-
almost automatic unless the person successfully dodged). dle without miniatures. If these miss, they continue in a
The advantage of this system is that the range categories for straight line until they hit something. The easiest way to
each weapon can be described by a single number, which handle scatter for bullets is simply to ignore it, except on
simplifies matters in several ways, including the comparison critical fumbles or results of Terrible or worse. In these
of weapons. The drawback is that it involves calculation, so cases, the gamemaster can decide to have the bullet strike
it is best suited for gamemasters and players who are good something unfortunate, like a friendly character or that
at mental arithmetic, or games which have a good deal of crate of explosives in the corner.
number crunching to begin with. For those more concerned with realism and random-
ness, or those playing with miniatures, there is an alterna-
tive that sounds simple, but can be tricky to apply, which
Scatter is to calculate the angle by which the bullet misses. We will
When a ranged attack misses, the projectile does not ignore missing in the vertical direction, because that
simply vanish into thin air; it has to hit something. For would be far too complicated, even with miniatures.
games with a fast-paced combat system, or which aren’t With ordinary dice, use some random method to deter-
very combat-oriented to begin with, it is probably best to mine whether the bullet misses to the left or to the right,
simply ignore this and simply treat a miss as a miss. For then simply roll 1d20 to determine the number of degrees
gamemasters who want a bit more realism, or simply want of angle by which it misses.
to add more chaos and excitement to their battles, rules With Fudge dice, roll 4dF once. Positive results mean
for scattering are important. missing to the right, negative results mean missing to the
Grenade-like missiles are the easiest to deal with. By this left, each + or - representing 5 degrees of angle. Zero
is meant any missile weapon that takes a high, arcing path results represent narrow misses; the projectile continues
to its target. This includes any thrown weapons, as well as on directly past the target.
mortars and arrows shot from very long range. For such To be able to use any sort of scattering efficiently, it is
missiles, it is easiest to assume that they have an equal necessary to know exactly where things are on the battle-
probability of falling short as of overshooting or missing in field. If miniatures aren’t being used, there should at least
the lateral direction. It is also safe to assume that the be a sketch of the battlefield made with the positions of the
amount by which they miss is proportional to the range combatants marked. For grenade-like missiles, a general
from the attacker to the target. For such missiles, there are knowledge of where people and things are is sufficient, but
easy ways to do this with either normal dice or Fudge dice. when determining where bullets hit, things must either be
For normal dice, roll a d8 to determine the cardinal precise, or else left to the gamemaster’s whim.
direction in which the missile scatters: 1 is away from the
attacker, 2 is away from the attacker and to the right, etc.
Then roll a d6 ˘ 10% of the range to determine the Explosions
amount of scatter. So if a Most combat-heavy games will involve things that
mortar fires a shell at a tar- explode at some point or another. In a modern or sci-fi
get 200 meters distant, miss- game, these will be grenades and bombs. In a fantasy
es, and rolls a 7 on the d8 game, these will be things like fireball spells. Although an
and a 4 on the d6, the shell ambitious gamemaster could invent a separate set of
will scatter 80 meters to the mechanics for every type of explosive or every spell, it is
left of the target. probably easiest to simply treat them all the same way.
With Fudge dice, roll 4dF One thing that all such types of attacks have in common
twice. The first roll is for is that they should not require a roll to hit, if separate to-
overshoot/undershoot and hit and damage rolls are being used. The explosion fills a
the second is for missing to given area, and nothing in that area is going to be left

Range (cont.); Scatter; Explosions 253


Weapons and Armor in Fudge

untouched. Throwing the grenade or casting the spell and


having it hit exactly where you wanted it to will probably
require a to-hit roll (and in these cases, a miss should defi-
nitely result in a scatter roll), but once the explosion goes
off, everything in range is going to be hit.
Depending on the nature of the attack, it is likely that
characters caught in the blast radius will be able to dive for
cover (if any is available) or at least hit the ground, to
reduce or prevent damage. Because this section deals only
with the weaponry side of things, this is left to the
gamemaster’s discretion.
The simplest way in which to handle explosive damage
is to give the weapon a damage factor and a blast radius,
and apply a hit of that magnitude to every living thing
within the radius (damage to inanimate objects should be round is three seconds long, the gun will fire thirty shots
left to the gamemaster). per game round.
A more realistic system would involve a base damage and One of the simplest methods is to make an attack roll for
a falloff radius. Anything within the falloff radius would every shot. This is good for games with a simple combat
take the base damage. Anything within double the falloff system or ones in which combat is rare, because it doesn’t
radius would take a hit with base damage –1 as the damage involve any unnecessary new rules. The trouble with it is
factor. Anything within triple the falloff radius would take a that it involves a lot of rolling, especially for a complicated
hit with base damage –2 as the damage factor, etc. So a system involving rules such as scatter. It is also unrealistic,
grenade with base damage +8 and a falloff radius of 2 because all the shots from an automatic weapon hit the
meters would deal a +8 hit to anything within 2 meters, a +7 same general area, and if a character’s aim is way off, none
hit to anything within 2–4 meters, a +6 hit to anything with- of the shots are likely to hit.
in 4–6 meters, a +5 hit to anything within 6–8 meters, etc. Another simple method is to make one roll and assume
It is left up to the GM whether the explosion stops at the that if one hits, they all do. This has the advantage of
+0 damage factor radius, or whether the explosion contin- being quick, and also not involving any new rules, but is
ues outwards indefinitely, dealing negative damage factor incredibly unrealistic. It is perfect for players and
hits. The latter option is more realistic, but is only relevant gamemasters who simply want to get combat over with
if the damage die roll option is used, and it can be very quickly and who aren’t worried about realistic detail.
time consuming to make damage rolls for a large number For games which are more combat-intensive, and in
of distant targets on the off chance that they will receive a which automatic weapons are common, it is probably
Scratch from a stray bit of shrapnel. worthwhile to include some new rules to cover such
Note that because there’s no roll to hit for explosions weapons. It is safe to assume that firing multiple shots will
and no effects based on the attacker’s attributes or skills, increase the odds of hitting the target, but because the
damage from explosions is a straight number, which is shots will all hit reasonably close together, they shouldn’t
modified only by defensive factors such as armor to deter- each have an independent hit roll. This suggests that the
mine the damage level. most realistic method to handle it is to make one to-hit roll
at a bonus, and then use some system for determining how
many of the shots actually hit.
Automatic Weapons One easy way to do this is to simply make a single attack
Automatic weapons are guns (or other ranged weapons) roll with a +1 to hit. If the burst hits, then roll a d% to deter-
that get multiple shots in a single combat round. Like mine what percentage of the bullets hit (round up). If using
everything else, there are many ways of dealing with this, Fudge dice, roll 4dF; for each die that does not come up
ranging from the utterly simple to the very complex. Note blank, 25% of the bullets hit (round up). If they all come up
that the number of shots a weapon fires per round is blank, one bullet hits.
dependent on two things: the game-world rate of fire of the A slightly more sophisticated system would be to
weapon (in shots per second) and the game-mechanics increase the bonus based on the number of shots fired and
number of game seconds per combat round. So if a to use the relative degree to determine the number of shots
machine gun fires ten shots per second and a combat that hit. Give a +1 bonus to hit for every three (or five, or

254 Explosions (cont.); Automatic Weapons


Weapons and Armor in Fudge

whatever) bullets fired (round down). On a hit, the relative above might be assumed to be the difficulty levels for a
degree determines the number of bullets that hit. character spraying a 20° arc; the difficulty level might be
Obviously, it is impossible to hit with more bullets than increased by one for every additional 10° of arc covered.
were fired. Note this is difficult to implement unless miniatures are
The trouble with this is that it turns good hits into being used, as it assumes an accurate knowledge of the rel-
ridiculously good hits, while not helping bad hits very ative positions of combatants.
much; with a relative degree of four, the result is four hits
with a +4 damage factor, whereas with a relative degree of
one, the result is one bullet which grazes. To even this out, Armor Piercing
the gamemaster may choose to assign a cumulative –1 This is another topic that will usually only apply to mod-
penalty to damage factor for each bullet beyond the first. ern-day games, although some gamemasters may wish to
In other words, a burst of five bullets with a relative degree make certain older weapons (such as crossbows) armor
of +4 results in one bullet hitting with a +4 damage factor, piercing as well. The idea of an armor-piercing bullet (or
another with a +3 damage factor, another with a +2, the weapon) is to have a very sharp, very hard tip.
fourth with a +1, and the last one missing. By focusing all the kinetic energy of the bullet on one
Another thing about automatic weapons is that they can point, it is possible to penetrate tougher materials, such
be used to spray an area, rather than aiming at a specific as armor. To reflect this, halve the armor bonus of the
target. The simplest way to handle this is to allow the char- target. The downside to such weapons is that the wound
acter to make a separate attack roll against every living they create is smaller, and they therefore do less damage
thing in the area being sprayed, probably at some sort of to the victim. If the shot penetrates, reduce the damage
penalty. The trouble with this is that it is unrealistic done by one level, to a minimum of a Scratch (e.g. a
because it allows the character’s skill with the gun to be result of Hurt becomes a Scratch, while a Scratch
factored in and does not increase the chances of hitting remains a Scratch).
based on the rate of fire of the weapon. A better system Note that certain weapons, especially high-tech or sci-fi
would be to create a table that gives a “skill level” which ones such as rail guns, may fire their ammunition with
depends on the rate of fire of the gun. This skill level enough force to easily penetrate armor, even if the ammu-
would be used instead of the character’s. Such a table nition is not specifically designed for that purpose. In
might look like this: these cases, the gamemaster may wish to give the weapon
the advantage of armor piercing (i.e., halving or perhaps
Rate of Fire Skill Level even removing the armor bonus) without reducing the
2–4 Poor damage, to account for the weapon’s superior firepower.
5–8 Mediocre
9–15 Fair
16–25 Good Soft-tipped Bullets
26+ Great The opposite of armor-piercing bullets, soft-tipped bul-
lets are just what their name suggests. Also known as dum-
To allow for multiple bullets hitting one target, the dums, such bullets have a malleable tip, which is designed
gamemaster can choose to have a second attack rolled at to spread out on impact and thereby make a bigger hole in
a –1 penalty if the first roll hits a given target. If that sec- the victim, inflicting more damage. The disadvantage of
ond bullet hits, a third roll would be made at a –2 penal- such weapons is that the soft tip makes them almost use-
ty. As soon as a bullet misses, no more bullets will hit that less against an armored target.
target and the attack resolution proceeds to the next tar- Because they are functionally opposite to armor-piercing
get (at the original chance of hitting). Once again, it is bullets, it is often easiest to simply treat them oppositely in
important for the gamemaster to remember that it is terms of game mechanics. In other words, double the
impossible to score more hits than there were bullets armor bonus, and increase the damage by one level. If this
fired. If more hits are made than there were bullets, the seems too powerful, it may be preferable to increase the
gamemaster should use some random method to deter- damage factor by a set bonus (a simple +1 is recommend-
mine which hits to cancel. ed if using the basic Fudge combat system), while doubling
A gamemaster creating a highly realistic system may the defender’s armor.
also wish to allow characters spraying to choose how wide
an arc they are spraying. In this case, the skill levels listed

Automatic Weapons (cont.); Armor Piercing; Soft-tipped Bullets 255


Weapons and Armor in Fudge

combat system being used. For instance, if the combat sys-


tem only uses a single to-hit roll and no damage roll (dam-
age being determined by hit severity and/or weapon type),
then introducing damage-reducing armor might necessi-
tate the addition of a new roll and would therefore be more
complicated than a hit avoidance system. It is up to the
gamemaster to decide which type is better suited to her
combat system.
As with weapons, there are many specialized rules that
can be added on to a system to make it more realistic or
interesting, the tradeoff being that they make the system
more cumbersome.

Armor Penalties
The trouble with many types of armor is that they are
heavy and awkward. Therefore, they slow the wearer down
and reduce his chances of dodging an attack. Some sys-
tems may wish to include some sort of penalty to dodging
for characters wearing heavy armor. This modification is
only really useable with a damage reduction system, since
it conflicts with the notion of armor reducing the chance
of a hit. It is also not well suited for games in which attacks
cannot really be dodged in the first place, i.e. most games
which involve firearms and other fast-moving projectiles as
the main method of attack.
Armor Making such a modification to the original Fudge armor
Any game that includes weapons will probably also system is very simple. In addition to the usual bonus that
include armor. Like weapons systems, armor systems vary armor gives in a damage roll, each piece of armor should
widely and can be amazingly simple or incredibly com- also have a penalty associated with it. This penalty should
plex. Nonetheless, it is possible to break armor systems reflect primarily the armor’s weight, but also the mobility
down into two main categories. It is possible that some it affords; for instance, plate armor is not only heavier than
games may have armor systems that do not fit neatly into chain mail, but unless it is exceptionally well made, the
one of these categories, but the vast majority do. solid plates will not allow the same range of motion than
We will call the first category hit avoidance. Systems that chain links do. The penalty gets applied to the character’s
fall in this category operate under the philosophy that the attempt to avoid being hit. Note that in a system which
purpose of armor is to avoid getting hit. This does not uses simultaneous turns, this will also reduce the wearer’s
mean helping the target in getting out of the way of the chances of hitting his opponent if attack and defense are
blow or shot, but rather causing the attack to strike the combined in a single roll, as with the simultaneous turn
armor rather than the victim. The simplest such system system given in Fudge. This is actually a realistic effect,
would be one in which each type of armor simply has a cer- and gamemasters may even wish to include such a penalty
tain penalty that it applies to the attack (in the case of the in alternating turns systems as well.
Fudge rules, this could simply equate to an increase in the Armor penalties extend beyond combat, however.
minimum success level needed to hit). Wearing heavy armor will, in general, make it much more
The second category is damage reduction. In these sys- difficult to engage in activities such as running, jumping,
tems, wearing armor does not help the wearer avoid swimming, and climbing. Although a very sophisticated sys-
attacks: instead, it simply reduces the damage done in a tem may actually have different penalties associated for
successful attack by a certain amount. The system given in each such action, it is easy to simply apply the same penalty
Fudge falls into this category. to such actions as to dodging. Therefore, including armor
Neither category can be easily labelled as being simpler penalties may be a good idea for any game in which armor
or more complex than the other. It depends entirely on the is common, even if the game does not focus on combat.

256 Armor: Armor Penalties; Armor vs. Weapon Type


Weapons and Armor in Fudge

hit, resolve damage normally. If the attack does no dam-


Armor vs. Weapon Type age, but was strong enough to have hurt the character had
Not all armor is designed to protect against any sort of he not been wearing armor, apply stun damage to the low-
attack. For instance, chain mail, if worn without padding est unfilled damage box, but only if that damage level is
underneath, offers very little protection from the force a lower than the damage the attack would have done had the
blow; it merely stops the weapon from cutting through. character been unarmored.
Therefore, it is most effective against slashing and piercing Example: Bob is wearing a bulletproof vest: soft armor
weapons, and next to useless against bludgeons. For sys- with a protection value of +4. Someone shoots him with a
tems that require a high degree of realism, including such pistol; there are three different situations we must consider.
details can be useful. Situation 1: The total damage value (not including armor)
The first step is to divide weapons into categories, since is 5. 5 - 4 = 1, so Bob receives a Scratch. Because the lethal
it is unlikely that any system is going to have armor which damage penetrated the armor, he takes no stun damage.
has a different value against every specific weapon. The Situation 2: The total damage value (not including
simplest division would be to have two categories: sharp armor) is 3. 3 < 4, so Bob takes no lethal damage. However,
and blunt. The most common categorization is probably the result is high enough that he would be Hurt, were he
the division into slashing, piercing, and bludgeoning. not wearing armor. Therefore, he takes a Scratch-level
There can, however, be as many categories as the stun. If he already had a Scratch-level stun, he would suf-
gamemaster desires; other possible categories include fer no further ill effects, as the unarmored damage level
crushing, cleaving, and projectile. would not be greater than the next unfilled box on his
Once weapons have been divided into categories, each Stun track.
piece of armor must now be given different values for each Situation 3: The total damage value (not including
category of weapon. For instance, chain mail that was once armor) is 2 or less. 2 < 4, so Bob takes no lethal damage.
simply a +3 piece of armor might become +4 vs. slashing, Since this attack would only result in a Scratch if Bob was
+3 vs. piercing, and +1 vs. bludgeoning. unarmored, he takes no stun, either.

Soft Armor vs. Hard Armor Shields


Although armor is designed to reduce the lethality of an Shields work slightly differently from armor worn on the
attack, it does not always prevent the pain. A good exam- body, because the user must actively move them around in
ple is the modern-day bulletproof vest: although it will (in order to block an attack. This is more easily done in the
theory) stop a bullet from penetrating the flesh, it does not case of melee combat, as it is possible to read the oppo-
stop the impact. Although the person getting shot will not nent’s movements and predict where he will strike.
die, it will still feel to him as if he is being hit with a ham- Projectiles, however, are generally quicker-moving and less
mer. He could still suffer from broken bones and internal predictable as to where they will hit — to defend against
bleeding, and at the very least will probably be in enough ranged attacks, the best one can do in most cases is to hold
pain to hinder his combat abilities. up the shield and hope for the best. In this case, the size of
Some armor, however, will stop the impact. A knight in the shield is of the utmost importance, as opposed to
full plate will probably not even be bruised by a sword- melee, where a small, easy-to-use buckler may even be
strike that is deflected by his suit. The difference is in the preferable to an enormous tower shield.
rigidity of the material; a bulletproof vest is flexible, but a Because of this distinction, shields have two armor val-
steel breastplate is not. ues — one for melee defense and one for ranged defense.
A method of dealing with Soft vs. Hard Armor can be a On the other hand, getting a shield in the way is usually
great asset to many games. As well as adding to the realism enough to stop any attack, regardless of whether it is pierc-
of the system, it can also be used as a means of avoiding ing, slashing, or bludgeoning, so shields do not have sepa-
super characters. Without such rules, strong enough armor rate statistics for each of these attack forms.
can render a character nearly impossible to hurt. If the sys- Also, because shields are carried, not worn, they give no
tem includes this concept (and if Hard Armor is very dif- armor penalty. GMs and players are encouraged to
ficult to acquire), anyone can be battered into submission remember, however, that lugging around a five foot tall
with enough blows, regardless of how well covered he is. steel tower shield may cause certain practical problems,
A reasonably simple way to implement this in the Fudge even if no encumbrance rules are being used.
system is as follows: If a character wearing soft armor gets

Armor vs. Weapon Type (cont.); Soft Armor vs. Hard Armor; Shields 257
Weapons and Armor in Fudge

Table 1: Fantasy Melee Weapons


Dam.
Name Type Scale Hands* Speed Reach Lethality To-hit Damage Critical
Dagger P –2 1 6 2 Lethal 0 +1 Impale
Short Sword P –1 1 5 3 Lethal 0 +2 Impale
Long Sword S 0 1 4 4 Lethal 0 +3 Sever
Great Sword S 1 2 3 5 Lethal 0 +4 Sever
Hatchet S –1 1 4 2 Lethal –1 +3 Sever
Battle Axe S 0 1 3 3 Lethal –1 +4 Sever
Great Axe S 1 2 2 4 Lethal –1 +5 Sever
Poleaxe S 1 2 0 7 Lethal –2 +4 Sever
Club B 0 1 4 2 Quasi- –1 +2 KO
Huge Club B 1 2 3 3 Quasi- –1 +3 KO
Mace B 0 1 2 3 Semi- 0 +3 KO
Great Mace B 1 2 1 4 Semi- 0 +4 KO
Flail** B 0 1 3 4 Semi- –2 +3 KO
Great Flail** B 1 2 2 5 Semi- –2 +4 KO
Spear P 0 1 5 6 Lethal 0 +2 Impale
Long Spear P 1 2 4 7 Lethal 0 +3 Impale
Pike P 1 2 2 10 Lethal –1 +3 Impale
Lance*** P 1 2 0 8 Lethal 0 +6 Impale
Sap B –1 1 6 1 Non-Lethal –1 +1 KO
*: Note that this only applies if the optional weapon Scale rules are not being used. If weapon Scale is used, it will deter-
mine handedness.
**: An attacker using a flail ignores any shield used by the defender. However, fumbling an attack with a flail requires
the attacker to roll a new attack, this time against himself.
***: Lances can only be used when mounted on a horse or other large beast.

Table 2: Fantasy Ranged Weapons


Dam. Base
Name Type Scale Short Med. Long Range Lethality Damage Critical
Short Bow* P 0 15 25 50 15 Lethal +2 Lodge
Long Bow* P 1 30 50 100 30 Lethal +2 Lodge
Composite Short Bow* P 0 20 40 80 20 Lethal +3 Lodge
Composite Long Bow* P 1 40 80 160 40 Lethal +3 Lodge
Hand Crossbow** P –1 10 20 30 10 Lethal +2 Armor-Piercing
Light Crossbow** P 0 15 25 50 15 Lethal +3 Armor-Piercing
Heavy Crossbow** P 1 15 25 50 15 Lethal +4 Armor-Piercing
Sling B 0 10 20 30 10 Quasi-*** +1 KO
Hatchet, Thrown**** S –1 4 8 15 4 Lethal +3 Sever
Spear, Thrown**** P 0 5 10 20 5 Lethal +2 Impale
Dagger, Thrown**** P –2 4 8 15 5 Lethal +1 Impale
Rock, Thrown**** B –1 4 8 15 4 Quasi- +1 KO
*: Assumed to be firing Scale 0 arrows. See Scale rules for other sizes of arrows.
**: Because of the design of crossbows, they can only fire missiles of their own Scale.
***: Slings are quasi-lethal if using stones, semi-lethal if using lead sling bullets.
****: The size of the “launcher” of thrown weapons is considered to be one smaller than the Scale of the thrower. Two-
handed weapons may not be thrown.

258 Fantasy Melee Weapons; Fantasy Ranged Weapons


Weapons and Armor in Fudge
Table 3: Fantasy Armor
vs. vs. vs.
Name Piercing Slashing Bludgeoning Armor Penalty Hardness
Padding* 0 0 +1 –1 Soft
Padded 0 +1 +2 –1 Soft
Leather +1 +1 +1 0 Soft
Studded Leather +1 +2 +1 –1 Soft
Chain Mail +2 +3 +1 –2 Soft
Banded Mail +3 +4 +2 –3 Hard
Plate Mail +3 +5 +2 –4 Hard
Field Plate +4 +6 +3 -6** Hard
Full Plate +5 +7 +4 -8** Hard
*: Padding differs from other armor in that it is intended to be worn under another form of armor. When worn like this,
simply add its bonus and penalty to that of the other armor.
**: Alternatively, the gamemaster may rule that it is simply impossible to perform any agility-related task while wearing
field or full plate.

Table 4: Fantasy Shields


Name vs. Melee vs. Ranged
Explanation of Criticals
Buckler +1 0
Impale: The weapon goes right through the vic-
Round Shield +2 +1
tim, in one side and out the other, allowing the
Heater Shield +2 +2
attacker to yank the victim around, as well as mak-
Tower Shield +1/+3* +3
ing movement difficult and painful.
Sever: The weapon severs a limb (or head) from *: The reduced melee bonus for the tower shield is due to the
the victim, at the GM’s discretion. difficulty of maneuvering with it, and assumes that it is possible
KO: The victim is knocked unconscious. for the opponent to circle the user. If it is impossible for the
Armor-piercing: These weapons are intended to attacker to maneuver around the shield (such as when used as
penetrate heavy armor. If the armor-piercing rules part of a shield wall), the +3 bonus is used.
are being used, these weapons possess this power,
and have the Lodge critical instead. Otherwise, they
ignore armor on a critical hit.
Lodge: The projectile becomes lodged in the vic-
tim, requiring medical attention to remove. Until it Table 5: Modern Grenades
is removed, it causes considerable pain and risk of Base
infection to the victim. Name Lethality Damage Falloff
Combustion: The victim is set on fire, with
effects at the GM’s discretion; one lethal wound
Light Fragmentation Lethal 12 5
level per combat round until the fire is extinguished
Heavy Fragmentation Lethal 16 8
is a good rule of thumb.
Blind/Deafen: The flash of lightning and clap of Light Concussion Quasi- 12 3
thunder temporarily blind and deafen the victim, Heavy Concussion Quasi- 16 5
rendering him almost incapable of fighting (–4 Flashbang Non-Lethal * *
penalty) for the duration of the combat. *: Flashbangs do no damage but will temporarily blind anyone
looking at them and deafen anyone within 10 meters.

Explanation of Criticals; Fantasy Armor; Fantasy Shields; Modern Grenades 259


Weapons and Armor in Fudge
Table 6: Modern Weapons
Rate Base Clip
Name Ammo Type of Fire Short Med. Long Range Damage Size Hands
Arquebus Arquebus 1 10 20 40 15 +1 * 2
Flintlock Pistol Pistol Ball 1 15 25 50 15 +1 * 1
Flintlock Rifle Rifle Ball 1 20 40 100 20 +2 * 2
Light Revolver .22 Pistol 1 20 40 100 20 +2 6 1
Medium Revolver .38 Pistol 1 20 40 100 20 +3 6 1
Heavy Revolver .45 Pistol 1 20 40 100 20 +4 6 1
Light Magnum .357 Magnum 1 25 50 100 25 +4 6 1
Heavy Magnum .45 Magnum 1 25 50 100 25 +5 6 1
Light Semi-Automatic .22 Pistol 2**** 20 40 100 20 +2 8 1
Med. Semi-Automatic .38 Pistol 2**** 20 40 100 20 +3 8 1
Heavy Semi-Automatic .45 Pistol 2**** 20 40 100 20 +4 8 1
Light Rifle .22 Rifle1 50 100 250 50 +3 ** 2
Medium Rifle .303 Rifle 1 50 100 250 50 +4 ** 2
Heavy Rifle .45 Rifle1 50 100 250 50 +5 ** 2
Semi-Auto. Carbine .303 Rifle 2**** 30 60 120 30 +4 15 2
Automatic Carbine .303 Rifle 6 30 60 120 30 +4 30 2
Submachine Gun .38 Pistol 6 25 50 100 25 +4 30 1 or 2
Assault Rifle .45 Rifle10 60 120 250 60 +5 30 2
Sniper Rifle .45 Rifle1 150 300 750 150 +8 ** Bipod
Shotgun Shot / Slug 1 25*** 50*** 100*** 25*** +8*** ** 2
Machine Gun .50 Belt-Fed 10 60 120 250 60 +8 Belt-Fed Tripod
Grenade Launcher Grenades 1 30 60 120 30 As Grenade 1 2
Grenade, Thrown Grenades 1 8 15 30 8 As Grenade 1 1
*: These primitive guns hold only a single shot and take a very long time to reload. Generally, they are put away after
one shot, and other weapons used.
**: The amount of ammo stored by these guns is highly variable. Older shotguns and rifles must be reloaded after every
shot, whereas lever-action rifles and pump-action shotguns hold more.
***: Range and damage values are given for shotgun slugs. Shotguns firing shot fire as if they were a base damage 12
explosion centered on the shooter, affecting only an area of 15° of arc, instead of all 360°. Falloff radius is 5 meters.
****: Semi-automatic weapons fire once for each time the trigger is pulled; this can be as often as twice a second. Each
shot should be resolved separately, however; they should not be treated as automatic weapons.

Ammo Types Table 7: Modern Armor


Dumdum: +1 damage, armor defense value doubled. Armor
Available for all pistols. Name Protection Penalty Hardness
Glaser Safety Rounds: +3 damage, any armor com-
pletely prevents lethal damage (although bruise damage Light Kevlar +2 0 Soft
may still be done, without the +3 bonus, if the target is
Heavy Kevlar +3 –1 Soft
wearing soft armor). Available for all pistols.
Light SWAT +4 –2 Hard
Armor-piercing: –1 damage, armor defense value halved.
Heavy SWAT +6 –4 Hard
Available for all rifles, and .38 or higher caliber pistols.
Rubber: Does quasi-lethal damage. Available for rifles only.
High Explosive: Creates an explosion with base dam-
age 8 and falloff radius of 1 meter instead of usual damage.
Available for machine gun and .45 rifles.

260 Modern Weapons; Ammo Types; Modern Armor


Weapons and Armor in Fudge
Table 8: Sci-Fi Ranged Weapons
Rate Base Base
Name of Fire Short Medium Long Range Dam. Falloff Lethality Critical
Light Laser 1 50 100 200 50 +3 — Lethal Sever
Heavy Laser 1 75 150 300 75 +5 — Lethal Sever
Pulse Laser 5 50 100 200 50 +4 — Lethal Sever
Laser Cannon 1 100 200 400 100 +8 — Lethal Sever
Plasma Pistol 1 25 50 100 25 +5 1 Lethal Combustion
Plasma Rifle 1 30 60 120 30 +8 2 Lethal Combustion
Plasma Cannon 1 50 100 200 50 +12 5 Lethal Combustion
Particle Pistol 5 30 60 150 30 +4 — Lethal Armor-Piercing
Particle Rifle 8 40 80 200 40 +6 — Lethal Armor-Piercing
Particle Cannon 10 50 100 250 50 +10 — Lethal Armor-Piercing
Lightning Gun* 1 10 25 50 10 +4 1 Semi- Blind / Deafen
Stun Ray 1 50 100 200 50 +10 — Non-Lethal KO
Shockwave 1 ** ** ** ** +12 5 Quasi- KO
*: The lightning gun fires a bolt of electricity which is actually more effective against opponents wearing metal armor.
Treat the bonuses granted by metal armor (Powered, Reflective, Titan) as penalties instead.
**: The Shockwave gun fires a conical shockwave, which behaves similarly to a shotgun blast; treat it as an explosion cen-
tered on the shooter, affecting only 15° of arc.

Table 9: Sci-Fi Melee Weapons*


Name Damage To-hit Lethality Speed Reach Critical

Laser Sickle +6 +2 Lethal 7 5 Sever


Plasma Mace +8 –1 Lethal 4 6 Combustion
Vibroblade +5 +1 Lethal 6 6 Armor-Piercing
Stunstick +10 +1 Non-Lethal 4 8 KO
*: All weapons here are Scale 0, one-handed weapons. If the optional rules for weapon Scale are being used, any of these
weapons may be scaled in accordance with those rules.

Table 10: Sci-Fi Armor


Name vs. Laser vs. Plasma vs. Standard Armor Penalty Hardness
Light Kevlar 0 0 +2 0 Soft
Heavy Kevlar +1 +1 +3 –1 Soft
Powered* +2 +3 +6 –4 Hard
Reflective +8 +1 +2 –2 Hard
Thermasuit +2 +8 +1 –2 Soft
Titan** +6 +7 +10 ** Hard
*: Powered armor increases the wearer’s height by 10% and his Strength Scale by 1. It allows two-handed weapons to be
used in one hand. Tripod weapons still cannot be held and fired.
**: Titan armor increases the wearer’s height by 60% and his Strength Scale by 3. It has no hands to manipulate objects,
but can have up to one tripod, two two-handed or four one-handed weapons built into each arm.

Sci-Fi Ranged Weapons; Sci-Fi Melee Weapons; Sci-Fi Armor 261


A Set of Weapons and Armor for Fudge

by Kent Matthewson
Fudge contains a basic structure for the design of weapons
and armor, with suggestions for offensive damage factors
based on weapon size and sharpness. It also suggests a mod-
ification for blunt weapons vs. armor, for differentiating
armor, for using shields, implementing “stun” type damage,
using technology as a weapon Scale factor, and so on.
What the base Fudge rules do not include, however, is a
basic weapons list, with the GM’s work already done for the
various game genres — modern, future, and historical/fanta-
sy. No ranges are provided for missile weapons. The lack of
this information has required GMs to draw on their own
knowledge, research the information, or (most likely) con-
vert weapons and armor information from other game sys-
tems. Fudge should be able to stand on its own in this area,
with statistics such as damage, size, and range available in
Fudge statistics and ready to use. In some cases, this has
meant clarifying the suggestions in Fudge into concrete
numbers.
In addition, the following sections discuss rules to further
differentiate weapons and armor. In a historical context, dif-
ferent weapons were developed to fulfill different needs.
Polearms and crossbows were designed to penetrate plate
armor, whereas firearms have made armor obsolete for cen-
turies. A mace might do as much damage as a sword, but it
is much more unwieldy. Such “realities” as these are not
reflected in the straight-forward ODF vs. DDF rules that
Fudge uses, although they simulate them through averaging
well enough for normal use. Some of the guidelines pre- Melee Weapons
sented here are based on suggestions found in Fudge itself.
Why incorporate extra detail? In games that stress action, Characteristics Affecting Skill
very simple combat can have a dulling effect on the game A hand weapon has a number of characteristics beyond its
when battles quickly degenerate into simple attrition, with damaging effects that impact on how the weapon can be
each side rolling attack dice and tallying the damage. By wielded. Its balance affects how responsive it is. Its weight, in
using more finely differentiated or detailed combat statis- conjunction with its balance, determines how quickly it may
tics, characters and their weapons more accurately simulate strike and recover for the next blow. Its overall size, particu-
the vagaries of combat. Such extra detail has the capacity to larly its length, affects the distance at which it can strike,
slow game play, however, thus extending combat at the which may be of particular importance if the opponent’s
expense of other aspects of the game. This can be kept to a weapon is of lesser reach. These factors can be represented as
minimum by implementing only those rules appropriate for bonuses or penalties to the character’s attacks and defenses in
a given genre, and incorporating all relevant information on combat.
the character sheet. To use the extra detail these rules
describe as a whole is not advisable. This is particularly the
case for those using story element-style combat. Many of the Parrying Capability
concrete numbers presented here do not directly apply to Some weapons are not designed for parrying. This is par-
story element combat. However, GMs using story elements ticularly true of unbalanced weapons such as maces or flails;
may incorporate the knowledge of these effects into the nar- historically, the function of parrying while using such
rative. At the very least, it will provide them with food for weapons was usually performed by a shield. In fact, this is
thought in guiding such decisions, and provide them with a true of most one-handed weapons from the medieval period:
foundation for cinematically describing combat. they were designed for use in conjunction with a shield. A

262 Melee Weapons: Characteristics Affecting Skill; Parry Capability


A Set of Weapons and Armor for Fudge

heavy medieval sword is not designed for parrying in the


same way that a 17th century rapier is, although it is still Two-handed Fighting
more suited to it than a mace. One authentic historical combat style uses a sword with a
Weapons can be characterized with a bonus or penalty to dagger (main-gauche) in the off hand. Such a style allows the
their Parrying aptitude: –1 for a mace, 0 for a broadsword, fighter greater parrying ability than sword alone, and also
+1 for a rapier or quarterstaff, for example. Such modifiers gives a better attack capability, as the dagger may attack as
are easily applied when defending oneself in alternating well. If using alternating combat rounds, main-gauche
combat rounds. The bonus or penalty applies to the charac- would be purchased as an additional skill, just as shields are,
ter’s weapon skill when defending. but would give a bonus to attack skill (since the dagger
If using simultaneous combat rounds, how the parry could be used to attack as well). The main-gauche is thus
bonus is applied depends on how the combat is conducted. used as the Parrying skill (+0 as a buckler), but gives a +1 to
The parry bonus can be applied as a defensive bonus in the attack skill during the attacking portion of the round. The
same way as offensive/defensive tactics, as mentioned on p. GM may wish to make main-gauche a Hard skill due to its
38. If the GM prefers not to have differing offensive/defen- extra capability.
sive values, then it can be applied in the same way as a If using simultaneous rounds, such a style is more diffi-
shield — by reducing the opponent’s weapon skill (see p. 37). cult to learn than fencing alone. In game terms, this would
be a Hard skill to learn, with a +1 to attack and a +1 to
defense. Effectively, of course, that works out the same as a
Shields regular cost weapon skill with no bonuses, so it can be treat-
Shields are used in place of the weapon skill for parrying ed simply as being a special effect.
purposes if using the alternating combat rounds option of
Fudge. A buckler is +0 to Shield skill, a medium shield is +1,
and a large shield is +2 to Shield skill. Otherwise shields are Weapon “Size”
used to reduce the opponent’s weapon skill. In Melee Modifiers (p. 37), the option is presented of giv-
ing a fighter with weapon and shield +2 or greater than his
Example: Sir Eustace, armed with a broadsword (skill opponent’s a bonus to skill. This option can also be codified
Good, parry bonus 0) is trading blows with Lord Blackfair, as a simple bonus or penalty based on the weapon’s length,
who is armed with a mace (skill Good, parry bonus –1) and or rather, its reach. In addition, some weapons are lighter
shield (skill Good, +1 parry bonus). and faster than others, despite being of similar reach, and
this may be grounds for a bonus or penalty based on their
Using Alternating Rounds: speed.
Sir Eustace wins initiative, and strikes with a Good result
at Lord Blackfair. Lord Blackfair blocks with a Fair result
with his Shield, and adds +1 to it for the shield’s parrying Reach
bonus, for a result of Good, effectively defending himself. A sword is longer than a dagger. In real-world terms, skill
He returns the blow with his mace for a Fair result. Sir being equal, the fighter with the sword has a noticeable
Eustace attempts to parry the blow with his sword, and advantage. Generally speaking, a longer weapon will strike
applies no bonuses or penalties to the roll of Mediocre — he first, and the shorter weapon may even have difficulty get-
is struck by the mace. ting within range of the other fighter. Weapons can be char-
acterized with a bonus or penalty to Reach: –1 for a dagger,
Using Simultaneous Rounds: 0 for a sword, +1 for a spear, for example.
Sir Eustace rolls +2 applied to his Sword skill, for a value
of Superb. Lord Blackfair’s roll of +1 gives him an offensive
value of Great, and a defensive value of Superb (Shield skill Speed
Good, +1 parry bonus) — thus the result is a standoff. Had A dagger is faster than a sword, and a sword is faster than
Lord Blackfair been without his shield, the parrying penal- a mace, due to its lesser weight and also how well balanced
ty of his mace would have made his defensive value Good, it is. Small, well-balanced weapons allow a fighter to react
and lost him the round. more quickly to his opponent, and to recover more quickly
from striking a blow. Weapons can be characterized with a
bonus or penalty to Speed: –1 for a mace, 0 for a sword, +1
for a dagger, for example.

Parry Capability (cont.); Shields; Two-handed Fighting; Weapon “Size”; Reach; Speed 263
A Set of Weapons and Armor for Fudge

and –1 to Parry would be inferior to a sword. However, in


Using Speed and Reach actuality, one of the historical reasons for the use of weapons
Speed and Reach can be used: such as the mace was the ease of learning them. In game
• In isolation, if the GM feels that only one is relevant. terms, a mace would be an Easy skill. The GM may wish to
• In conjunction, each being of equal value. assess such factors when considering skill costs for weapons.
• In conjunction, but a faster weapon is still at a disad- Any weapon with an overall bonus of +1 or more should be
vantage against a longer weapon; that is, Speed only counts a Hard skill, those with +/- 0 should be normal skills, and
if the weapons are the same Reach. those with overall –1 or lower should be Easy skills. Fencing
If using alternating combat rounds, then each opponent’s with a rapier, for example, could be a Hard skill, whereas a
weapon Reach or Speed can be added or subtracted from regular medieval broadsword would be regular skill. Shields
the initiative roll (Agility, weapon skill, situational roll, or would likely be an Easy skill.
what have you). If an initiative roll is not used, then the
Reach bonus can be applied to the rolls for weapon skill.
When opponents’ weapons have a difference in Reach of Non-lethal Weapons
2 or more, the GM may rule that the character with the Some weapons are specifically designed to subdue, rather
smaller weapon must win the initiative phase to get inside than kill or maim. Saps, truncheons, nightsticks, the human
the other weapon’s range. Without winning the initiative, he fist, and even quarterstaves are designed to inflict tempo-
cannot make an attack, only defend. Such a penalty would rary damage to a foe. With enough effort or repeated appli-
then apply to the character with the longer weapon — he cation, of course, such weapons can injure or even kill.
must re-establish the proper range for his weapon by win- Stun, Knockout, and Pulling Punches (p. 50) suggests stun
ning the initiative. damage is recorded and accumulated normally, but that the
When using simultaneous rounds, Speed and Reach may penalties to the character’s performance only last one
be used by adding together all bonuses and penalties and round. All wounds heal immediately after the combat is
applying them to weapon skill. The GM may wish to limit over. Thus a character with a Hurt level stun is –1 for one
the total possible bonus to +1 or +2 due to the inhererent round, but the wound itself stays on the wound track until
granularity of Fudge. the combat is over.
The following modification is suggested, to more accu-
Examples of combat using Speed and Reach: rately reflect that weapons do a certain amount of “real” (as
opposed to just “stun”) damage. Such weapons have only a
Using Alternating Rounds: portion of their total damage allocated as “stun.” This can
Geoffroi, confronted by a Swiss Guard while infiltrating be accomplished in several ways:
the Vatican, draws his rapier. Geoffroi has Good skill with 1. At least one point of damage done is “real” (except
his rapier, which has 0 Reach, +1 Speed. He also has Good where only one point of damage is inflicted).
Agility. The Swiss Guardsman has Great skill with his hal- 2. Half of the total damage taken is real, and half is stun.
berd, which has +1 Reach, –1 Speed. He has Fair Agility. 3. Each wound is decreased by one level after the combat
Each side rolls initiative using Agility. Geoffroi rolls +1, is over.
has no modifiers for Reach, and a +1 for Speed, so his result In all cases, the “stun” damage disappears at the end of
is Superb. The Swiss Guard also rolls +1, his Speed penalty the combat, leaving the character with some residual “real”
cancels his +1 Reach, so his final result is Good. damage.
It is possible to apply such rules to all blunt weapons.
Using Simultaneous Rounds: However, combat weapons such as maces are made from
Geoffroi attacking with his rapier has an overall bonus of solid metal, with hard knobs, edges, or projections, and usu-
+1 to his skill due to the characteristics of his weapon (0/+1) ally do serious trauma to bone and muscle.
compared to the Swiss Guard’s (+1/–1). Unless the GM Characters may choose to use the flats of blades, pom-
chooses that Reach counts before Speed, in which case the mels, etc. to do subdual damage. An additional suggestion
Guard has the more advantageous weapon. is that weapon skill be given a –1 penalty for the increased
difficulty of wielding the weapon in such an unorthodox
manner. In the world of fiction, only superior fighters fight-
Skill Costs ing cannon-fodder NPCs are capable of doing this, so a
It can be seen that some weapons will, in game terms, be penalty to skill ensures that characters cannot subdue major
inferior to others. A mace, for example, with –1 to Speed villains easily.

264 Using Speed and Reach; Skill Costs; Non-lethal Weapons


A Set of Weapons and Armor for Fudge

Melee Weapons
Weapon ODF Type Reach Speed Parry Cost
Baton +1 Cr –1 +1 0
Battle axe +3 C 0 –1 –1 Easy
Blackjack 0 Cr –1 +1 n/a Easy
Blowgun –1 P +1 0 –
Brass Knuckles 0 Cr –1 +1 n/a Easy
Cestus +1 P –1 +1 –1 Easy
Club +2 Cr 0 –1 –1 Easy
Dagger or dirk +1 P/C –1 +1 0
Hammer +3 Cr 0 –1 –1 Easy
Hand axe +2 C 0 –1 –1 Easy
Heavy flail +3 Cr 0 –1 –1 Easy
Heavy mace +3 Cr 0 –1 –1 Easy
Heavy pick +3 P 0 –1 –1 Easy
Light flail +2 Cr 0 –1 –1 Easy
Light mace +2 Cr 0 –1 –1 Easy
Light pick +2 P 0 –1 –1 Easy
Knife +1 P/C –1 +1 0
Lance +3 P +1 – –
Mancatcher – – +1 0 +1 Hard
Maul +3 Cr –1 0 –1 Easy
Morning star +2 Cr 0 –1 –1 Easy
Polearms:
Glaive +4 C +1 –1 0
Halberd +4 P/C +1 –1 0
War hammer +4 P/Cr +1 –1 –1
Pike +4 P +2 –1
Spetum +2 P +1 –1 0
Quarterstaff +2 Cr +1 +1 +1 Hard
Sickle +2 C –1 0 0
Spear +3 P 0 0 0
Swords:
One-handed +3 C/P 0 0 0
Two-handed +4 C/P +1 0 +1 Hard
Broad sword +3 C 0 0 0
Long sword +3 C/P 0 +1 +1 Hard
Rapier +3 C/P 0 +1 +1 Hard
Scimitar/sabre +2 C 0 0 0
Short sword +2 P –1 +1 +1
Greatsword +4 C +1 –1 0
Trident +3 P +1 0 +1 Hard

P = Piercing C = Cutting Cr = Crushing

Melee Weapons 265


A Set of Weapons and Armor for Fudge

Martial Arts Weapons


Weapon ODF Type Reach Speed Parry Cost
Bo Staff +2 Cr +1 +1 +1 Hard
Jo stick +1 Cr -1 +1 0
Gusari-kama +2 C +1 0 -1
Kama +2 C 0 0 -1
Katana +3 C 0 +1 +1 Hard
Naginata +3 C +1 0 +1 Hard
Ninja-to +2 C/P -1 +1 +1
Nunchaku +2 Cr 0 +1 0
Sai P -1 +1 +1
Tonfa Cr 0 +1 +1 Hard
Wazikashi +2 C -1 +1 +1
P = Piercing C = Cutting Cr = Crushing

Special Weapons Missile Weapons


Garotte Thrown Missiles
The ability to use a length of cord, silk, or wire to choke Missiles thrown by the force of the human arm/hand are
someone. The weapon requires a successful surprise attack limited in their range by the strength of the thrower — mod-
from behind. If successful, the attacker does damage (the ified somewhat by aerodynamics, balance, and weight. A
weapon has an ODF of 0) as though attacking a Poor target given range will be consistent between throwers in terms of
until the victim is unconscious, dead, or the attack is broken accuracy (i.e. skill). However, since the weapons are powered
off. The GM may allow Agility or Strength rolls to break solely by strength, a heavier weapon will require more effort
free, or the attacker may be required to release if he suffers to make a given distance, and consequently, accuracy may
a sufficiently painful wound. suffer. Thus heavier weapons have different range difficul-
ties. Lighter weapons will also have a farther maximum
Whip range for this reason.
Whips range in length from 10 to 25 feet. They are
painful, but generally do minimal damage (Scratch), regard- Strength Modifiers
less of Strength or the Missile weapons receive strength modifiers to ODF just as
. However, the injury inflicted by a whip is intensely melee weapons do. GMs may also wish to implement a
painful. GMs may wish to allow the damage inflicted by bonus/penalty to range based on strength. A thrower
whips to work similarly to stun damage, as the pain may jus- attempting to throw at a range higher than his Strength may
tify temporary wound penalties which disappear the follow- receive a penalty to skill, or may not be allowed to throw
ing round or after the combat is over, leaving only a Scratch. beyond his Strength level. Such an option gives an even
Any kind of armor negates a whip’s damage, as long as all greater advantage to characters with higher than average
areas are covered. strength than many GMs might wish, however.
Whips can also be used to entangle limbs, or even grab
weapons. If hit location or called shots are used, then the
whip user can target a weapon with a successful opposed roll Special Missile Weapons
(standard combat roll: weapon skill vs. weapon skill). A
Strength vs. Strength opposed roll can then allow the whip Bolas
wielder to snatch away the opponent’s weapon. Bolas consist of one or more lengths of cord with weights
attached at the ends. They are thrown at targets, with cen-
trifugal force causing the cords to entangle the victim, pos-
sibly doing minor damage (+1, no Strength bonuses).

266 Martial Arts Weapons; Special Weapons/Missile Weapons: Thrown Missiles; Special Missile Weapons
A Set of Weapons and Armor for Fudge

Defending against bolas can be done by dodging, as per


normal for missile weapons. A blunt weapon can success- Mechanical Missile Weapons
fully block the bolas from the body, but the weapon arm will Mechanical missile weapons comprise bows, crossbows,
be entangled. In cinematic games, bolas may be cut in slings, spear-throwers, and blowguns. The mechanical
midair by an edged weapon, with a successful opposed roll action of these weapons allows the storage of kinetic energy
(weapon skill vs. bolas skill). (bows and crossbows) or allows a mechanical advantage that
If the defense fails, the target is entangled, and it will take throws the missile with greater velocity (slings and spear-
one round for every level of the relative degree to free him- throwers).
self — unless a sharp weapon is in hand to cut them. If hit
location is used, more specific effects can be used, such as Slings and Spear-throwers
tripping if the legs are struck, or entangling arms. These weapons allow greater range by extending the
leverage used to propel the weapon. Slings typically hurl a
Lasso missile of stone or lead of 4–8 oz., and are effective for
The lasso is simply a length of rope with a slipknot noose. ranges up to 100 meters. Spear-throwers have been known to
It is thrown at a target, causing entanglement. throw (very light) missiles up to 340 meters; 100 meters is
Defending against a lasso can be done by dodging. A more typical of their effective range as a weapon.
blunt weapon can successfully block the lasso from the
body, but the weapon arm will be entangled. In cinematic Bows and Crossbows
games, the lasso may be cut in midair by an edged weapon, The range for bows and crossbows depends on the power
with a successful opposed roll (weapon skill vs. lasso skill). of their draw — a more powerful draw will give the
If the defense fails, the target is entangled, and must make arrow/quarrel more energy, thus allowing it to go farther
an opposed roll to free himself with Strength (to pull the las- before wind resistance slows it or causes it to vary from its
soer off balance, or jerk the rope out of her hands), Agility course, and before gravity forces it to the ground. The
(to slip out of the noose), or whatever the GM prefers vs. the power of the draw on a bow depends on its length and the
lassoer’s skill — unless a sharp weapon is in hand to cut it. If materials from which it is composed. “Composite” bows
hit location is used, more specific effects can be used such
as tripping if the legs are struck, or entangling arms.

Net
A net specially designed as a personal weapon, with
weighted ends, can be used to entangle an opponent.
Defending against a net can be done by dodging. If the
defense fails, the target is entangled, and is at a penalty to
skills equivalent to the relative degree. Getting free from a
net requires forfeiting combat actions equal to the relative
degree.

Example:
Publius Amelianus, gladiator, armed with a trident and
net, is facing a Parthian slave armed with sword and a
spiked buckler in the arena.
Publius casts his net at the Parthian, who attempts to
dodge it. Publius achieves a Great result against the
Parthian’s Fair, winning with a relative degree of 2. The
Parthian takes no damage, but the entangling of the net
leaves him at –2 to his skills for two rounds, leaving him
very vulnerable to Publius’s trident.

Special Missile Weapons (cont.); Mechanical Missile Weapons 267


A Set of Weapons and Armor for Fudge

made of different layers of material (wood, gut, horn) have Strength Bonuses
greater elasticity at shorter lengths, and thus flex without As distance is directly related to draw strength, so too is the
breaking even with a powerful draw. A typical ability to use a bow related to physical strength. GMs may wish
English/Welsh longbow at 5'7" had a draw of 70–80 lbs. and to implement strength requirements to use more powerful
a maximum effective range of 250m. Turkish composite bows. Also, any bonuses to ODF must be built into the bow’s
bows of 3' length had ranges of up to 400m and draws of 120 draw strength — additional force cannot be produced by a bow
lbs. Crossbows (which even had steel bows at later dates) with a light draw because the character has higher strength.
had ranges of up to 350m because of the greater draw The bows below are typical examples. Given composite
strength possible, as the shooter did not have to draw and materials, theoretically a bow could be built for any
hold the string in place — this was done by a crank and then Strength level. Simply assign +1 for the arrow, +1 for the
locked in place until released by the trigger mechanism. mechanical advantage of the bow, and any additional
Strength bonuses for draw strength.

Thrown Weapons (ranges in meters)


Weapon ODF Mediocre Fair Good Great Superb Legendary
Axe +2 10 15 20 25 30 40
Bolas +1 10 15 25 35 45 55
Javelin +3 10 20 30 45 70 100
Knife +1 10 15 20 25 30 40
Lasso – 5 10 15 25 – –
Net – 5 10 15 25 – –
Shuriken/dart 0 10 15 25 35 45 55
Spear +3 10 15 20 25 30 40

Mechanical Missile Weapons (ranges in meters)


Weapon Mediocre Fair Good Great Superb Legendary
Sling stone 10 15 20 30 50 75
Sling bullet 10 20 30 45 70 100
Spear-thrower 10 20 30 45 70 100

Weapon ODF Reload and fire (sec)


Sling stone +1 3–5
Sling bullet +2 3–5
Spear-thrower +2 3-5

Bows (all ranges in meters/yards)


Weapon Mediocre Fair Good Great Superb Legendary
Short bow 50 85 110 125 150 175
Longbow 50 100 125 150 175 250
Composite 50 100 125 175 275 400
Crossbow 50 100 125 150 225 350

Weapon ODF Min. Str. Reload and fire (sec)


Short bow +2 Fair 3–5
Longbow +3 Good 3–5
Composite +4 Great 3–5
Crossbow +4 Mediocre 15–20

268 Mechanical Missile Weapons (cont.)


A Set of Weapons and Armor for Fudge

Firearms
Firearms comprise a special case in many respects — they
have widely varying reload times and damage values, and
tend to ignore the damage-reducing effects of most armor.

Damage
The damage done by firearms is a factor of the size of the
charge used to propel it, the cross-sectional area of the bul-
let, and the mass of the bullet (cross-sectional area x length).
Other factors can affect this, such as the bullet type (hollow
points, or armor-piercing rounds which are harder and
denser) and distance (air resistance slowing the bullet).
In Ranged Combat (pp. 41–42), damage numbers for guns
are suggested. Here are approximate damage values for
common modern rounds based on that scale:
+1 .22 short, .25 ACP
+2 .32 ACP, .22 long, .38 Special, 9mm short
+3 .45 ACP, .357 Magnum, shotguns
+4 .44 Magnum, .30-06, 9mm Parabellum only 1 point of damage has gotten through. The Allosaurus
+5 .50, 12.7mm has been Scratched, and is now very angry with Bill. Had it
been a bear (Scale 3), the gun would subtract 3 points of
Special Rounds Scale from the bear — the gun’s Scale bonus of 4 cannot
Hollow Points and Dumdums: These bullets have +1 exceed the Scale of the creature.
damage, but are –1 to getting through armor
Armor-piercing: These bullets are +1 for getting through Damage Drop-off Option
armor, but –1 to damage. Due to air resistance, most bullets lose power over dis-
Rubber Bullets: These bullets are treated as “stun” dam- tance. A simple rule of thumb is that the damage decreases
age (see p. 264). at Superb/Legendary range. GMs may choose to halve the
ODF at this range.
Scale Factor Option
Non-human Scale in Combat (p. 48) discusses “Scale-pierc- Range
ing” weapons, such as harpoons and elephant guns. The range at which a given firearm is effective is primari-
Firearms tend to have a certain “Scale” to all of them, due ly based on the weapon type. Snub pistols and derringers
to their high penetration into tissue, and hydrostatic shock have a shorter range than regular pistols, which have a
caused by the supersonic shockwave. A simple rule of shorter range than long guns (rifles, muskets, etc.). This is
thumb is that the weapon has a “Scale” bonus equal to its due to the barrel length (which introduces more variability
ODF, that can cancel out an equal number of Scale bonus- at shorter lengths), to the shortness of the sights, to the grip
es for an opponent’s DDF. Thus a .357 Magnum has an (which is much more secure with two-handed long guns),
ODF of +3, but also up to an additional +3 against large and to rifling, which stabilizes a bullet in flight.
Scale creatures (i.e., it can reduce the creature’s Scale down
by 3 levels, but never below zero). Autofire
Example: Bill Masters, strong-jawed Pulp adventurer, is Typically, a hand-held autofire weapon (such as a sub-
facing down an Allosaurus (Scale +8) with his trusty .44 machine gun) can be aimed initially, but the repeated
Magnum. He blasts the beast from medium range, with a recoil makes it very difficult to maintain the same line of
relative degree of +2. He does 4 points of damage for the fire precisely. Thus a submachine gun is not particularly
gun, 2 points for the relative degree, for a total of 6 points. accurate after the first shot, but makes up for it by volume
The Allosaurus subtracts only 4 points of Scale instead of 8, of shots. The length of a combat round and the rate of fire
because of the gun’s Scale bonus, and subtracts an addi- also matter. A typical submachine gun fires roughly 600
tional point for Tough Hide for a total of 5 points DDF — rounds per minute. A three second combat round could

Firearms 269
A Set of Weapons and Armor for Fudge

Typical ranges (in meters) to hit a man-sized target:


Historical Firearms (muzzle-loaders)
Type Mediocre Fair Good Great Superb Legendary
Pistol 10 20 30 40 50 70
Musket 30 45 70 100 150 250
Rifle 50 75 125 200 300 450

Modern Firearms
Type Mediocre Fair Good Great Superb Legendary
Snub 10 20 30 40 50 70
Pistol 20 30 45 65 100 150
Shotgun 10 15 25 40 60 90
Rifle 125 200 300 450 675 1000

Optional Bonuses to Range (usually +1): Optional Penalties to Range (usually –1):
Bracing against a solid object Poor light
Scope Firing without aiming properly (snap-shot)
Laser sight Concealment/cover (–1 to –3 depending on
amount of cover)
Such bonuses or penalties may be cumulative at the GM’s discretion.

then allow up to 30 rounds to be fired, although the GM — the number of bullets likely to hit depends on the size of
may reduce this to account for time to aim, move, or per- the arc of fire, how many people are within the arc, and
form other actions. Some guns have a “burst fire” setting, how many bullets are fired. The chance to hit a particular
which fires a set number of rounds — typically 6–10. person in an area is also reduced, as the shots are not
aimed in any sense — just a horizontal arc of fire within
Simulating Autofire in Fudge human height, so skill is not as effective.
There have been many proposals for autofire in Fudge. • Divide the number of “person spaces” at the range
Several are presented here. being fired at — using 1 or 2 meters as “spaces” (hex maps
work well for this) — into the number of rounds. For exam-
Single Target Options: ple, if spraying a group of people spread out over 7 hexes
• Relative degree indicates a fraction of the bullets, in with a 10 round burst: 10/7=1.4 bullets per space — i.e. each
tenths — i.e., a relative degree of 4 in a 30-round spray indi- person has a chance of being hit by 1.4 rounds. GMs may
cates 4/10ths, or 12 shots, hit. round this up or down. Skill should be penalized by 1 or
• Relative degree equals the number of shots that hit — even 2, as the shooter is not truly aiming.
the ODF for each bullet is used (without relative degree • Give each person in the arc of fire a normal chance to
added to the damage). be hit by a bullet — as if the shooter were shooting at each
• Increased ODF — this represents the increased num- person individually once, but with a –1 cumulative penal-
ber of bullets that hit in rough terms. ty for each additional target.
• Roll a separate hit roll for each bullet, with a cumula-
tive –1 to hit for each additional bullet beyond the first for Shotguns
recoil penalties. Shotguns have a short range, but a large spread, which
• Give a bonus to hit, such as +2 — this will also increase makes hitting targets easy. Shotguns should have a +1 or
the relative degree, and thus the damage. +2 to hit targets. However, they are fully effective only up
to 40 meters — beyond that damage should be halved, as
Multiple Targets (“Spraying” an Area): the spread becomes too great for the majority of the shot
The common perception for spraying bullets from a to strike the target.
machine gun is that the air is filled with an unavoidable
mass of bullets — like a giant shotgun. This is not the case

270 Firearms (cont.)


A Set of Weapons and Armor for Fudge

Firearms
Weapon .cal ODF Time to Fire Shots Reload (sec)
16th c.
Matchlock Pistol .65 +2 45 1 40
Matchlock Musket .75 +3 60 1 55
17th c.
Wheellock Pistol .50 +2 40 1 35
Flintlock Pistol .61 +2 40 1 35
Flintlock Musket .75 +3 25 1 20
Flintlock Rifle .60 +3 35 1 30
18th c.
Pistols
French M1777 17.1mm +2 20 1 15
British Sea Service .56 +2 20 1 15
Rifles
Kentucky Rifle .44 +3 35 1 30
Brown Bess musket .74 +3 20 1 15
Blunderbuss shot +4 35 1 30
French M1777 17.5mm +3 20 1 15
19th c.
Pistols – Percussion
Colt Paterson .36 +2 20 5 15
Colt Dragoon .44 +3 20 5 15
Percussion Rifles
Enfield 1853 .577 +4 20 1 15
Whitworth 1863 .451 +3 20 1 15
Pistols
Deringer (snub) .44 +2 5 1 3
Remington 1867 .50 +3 5 1 3
Remington 1875 .44-40 +3 2* 6 3
Colt Lightning .38 +2 2* 6 9
Colt Peacemaker .45 +3 2* 6 9
Rifles
Remington 11mm +4 5 1 3
Springfield M1873 .45-70 +4 5 1 3
Martini-Henry .577 +4 5 1 3
Winchester 1873 .44-40 +4 3 7 10
Lee-Metford 1888 .303 +4 3 8 10
20th c.
Revolvers
Ruger single six rev .22 +2 1 6 9
.38 Service six rev .38sp +2 1 6 9
Sterling rev .357M +3 1 6 9
Barracuda FN .357M +3 1 6 9
Sm & Wesson M29 .44M +4 1 6 9

Firearms 271
A Set of Weapons and Armor for Fudge

Firearms (cont.)
Weapon .cal ODF Time to Fire Shots Reload (sec)
20th c. (cont.)
Automatic Pistols
Browning Nomad .22L +2 1 10 13
Luger P08 7.65 +3 1 8 10
Colt .45 .45 +3 1 6 9
Mauser 1934 7.65 +3 1 8 11
Walther PPK 7.65 +3 1 7 10
Beretta M81 7.65 +3 1 13 15
Browning FN 9mm para +4 1 13 15
Heckler & Koch P9S 9mm para +4 1 7 10
Shotguns
Winchester Defender 12gau +3 2 7 10
Ithaca 37M 12gau +3 2 8 12
Submachine guns
Thompson .45 +3 1/700** 20/30
Uzi 9mm +3 1/600** 25/30
MP40 9mm +3 1/500** 32
Rifles
US M1917 (Enfield) .30 +4 1 5 10
US M11903 .30-‘06 +4 1 8 15
Autofire Rifles
MP.44 7.92_32 +4 1/500** 30 35
M16 5.56_45 +4 1/800** 20/30 25/35
AK47/AKM 7.62_39 +4 1/600** 30 35
Heckler & Koch G3 7.62_51 +5 1/550** 20 25
Mauser M98 7.92_57 +5 1 5 10

Time to Fire indicates the amount of time it takes to chamber one round and fire (i.e., the minimum time between shots).
Reload Time indicates how long it takes to reload the chamber or clip.
* For single-action revolvers, an extra second is added to re-cock the hammer. GMs may wish to have a “fanning” skill or
maneuver to compensate for this.
** For autofire weapons, the second number indicates the number of rounds per minute it can fire in auto-fire mode.

Grenade Throwing Ranges


Grenades and Explosions Med. Fair Good Great Superb Legend.
Grenades are of three types: Concussion, Fragmentation, 20 40 70 100 120 150
and Stun. Grenades must be thrown by hand. Launched ver-
sions (i.e., grenade throwers) are not really grenades, but The “target” is the location of the person the grenade is
rather small shells, which are beyond the scope of this dis- intended to hit, or rather any 1m area. Missing a target
cussion, though the principles are the same. indicates that the grenade has landed a number of meters
away from the target equal to 5x the relative degree of the
miss. If it is important to know the direction of the miss, a
Throwing Grenades die of the GM’s choice can be rolled — a d6 is good if the
Throwing range (in meters) for grenades is given below, GM is using a hex map, or a d12 can indicate “clock”
with the range class limited by Strength if the GM so directions (i.e., one o’clock, two o’clock, etc.).
chooses (see above). Accuracy is based on Throwing skill,
Agility, or whatever else the GM chooses.

272 Firearms (cont.); Grenades and Explosions


A Set of Weapons and Armor for Fudge

Grenade Types grenade that is effective vs. the character’s Health,


Concussion grenades explode with a blast of force in a Constitution, or other Body attribute — the number of
limited radius which rapidly drops off. A typical military rounds stunned is equal to the relative degree. Most stun
grenade has a radius of between 15 and 25 meters. Most grenades would have a stun Level of Good to Superb.
such grenades will lose one damage point for each meter Example: Jimmy the Grunt throws a fragmentation
beyond this. Anyone caught within the blast radius will grenade at a German gun emplacement some 70 meters
suffer damage; no roll is required unless the GM allows away. This is Good range. Since Jimmy has Good
diving for cover, which may halve or eliminate the damage, Strength, there is no problem making the distance. Jimmy
or laying flat, which may reduce the damage by the rela- has a Throwing skill of Fair, and rolls a –1, so his rolled
tive degree the character makes a Fair roll. If using the degree is Mediocre, which is two levels away from Good,
optional separate damage types (see Armor, below), con- so Jimmy has missed by 10 meters (2 x 5 meters). The
cussion grenades are treated as crushing damage. grenade (Fair fragmentation, +7 ODF) explodes at Fair
Fragmentation grenades either have a surface designed to range to the Germans for a relative degree of 0, for a total
fracture (the classic “pineapple” type), or have a layer of shot of +7 ODF. Fortunately for Jimmy, the explosion is at
or fragments within the case. These fragments have a much Legendary range to him, for an ODF of +3. Jimmy had bet-
larger range than a concussion grenade, so the thrower must ter have a foxhole to duck into, just to be safe....
usually have cover to protect himself. Fragmentation explo-
sions hit targets as though the grenade itself has a skill level
based on the number of fragments — a grenade with a few Armor
fragments might be Fair, whereas one with a great many Armor in Fudge is represented by a simple defensive
fragments might be Great or Superb. Targets are treated as damage modifier, ranging from +1 to +4 for most histori-
Poor to hit (you cannot dodge fragments), unless they man- cal armors. This works quickly, and on average, realistical-
age to get under cover (use cover/concealment modifiers) or ly. The Sample Wound Factors List mentions blunt
drop flat (make an Agility roll), in which case they are Fair weapons vs. armor as an example of additional detail that
to be hit. Ranges for the fragments are given below. can be developed for armor. The Gatecrasher game intro-
The ODF drops by one for each range increment above duced for Fudge the concept of armor that is differentiat-
the explosion’s fragmentation rating (while still within ed for different damage types, to simulate that some armor
maximum effective range of 70 meters). For example, if a protects better against some attacks than others. Chain
grenade has a Good fragmentation, its base ODF will be mail might protect a wearer better than leather against a
used for anything within 20 meters; for anything within 35 sword blow for example, but due to its flexible nature,
meters, its ODF will be one less; within 50 meters, its ODF might be little better than leather against a mace. Then of
will be two less; etc. No damage will be dealt further than course, there is the whole problem of firearms, which often
70 meters from the blast, however. make the damage-reduction model of Fudge obsolete, as
If using the optional separate damage types (see Armor, bullets pierce armor and do their full damage regardless.
below), fragmentation grenades are treated as piercing There is also the concept of partial armor, or armor that
damage. differs over the body, such as medieval armor, which might
Stun grenades are similar to concussion grenades. have a breastplate on the torso, with chain mail covering
However, they are of much lower power, and are designed the limbs, and a helmet for the head. Simulating such
to have no fragments whatsoever. Such grenades can either detail requires a hit location system, which can be of use to
have their damage treated as stun damage (see Non-lethal some styles of play.
Weapons, p. 264), or a stun level can be assigned to the

Grenades Fragmentation Grenade Explosion Ranges


Grenade ODF radius Fragmentation Type
M61 +7 15m Good frag. Med. Fair Good Great Superb Legend.
M67 +8 20m Great frag. 5 10 20 35 50 70
MK3A2 +6 5m – conc.
XM84 +6 3m – stun (Great)

Grenades and Explosions (cont.)/Armor 273


A Set of Weapons and Armor for Fudge

Armor vs. Melee Weapons Armor vs. Firearms


Gatecrasher divides armor into four categories: Impact Armor used vs. bullets or beam weapons may have dif-
(blunt muscle-powered weapons), Puncture (sharp muscle- ferent considerations. Bullets can have their damage
powered weapons), Firearm (bullets), and Beam (lasers, reduced by armor — but only if the armor is not penetrat-
particle beams, etc.). ed. If the damage exceeds the capability of the armor, it
Such distinctions can be customized for a given cam- penetrates and inflicts its full damage without reduction.
paign. A fantasy/medieval campaign can get by with divid- The figure for firearm armor protection is vs. the ODF of
ing armor into Piercing (sharp, pointed attacks such as the bullet — relative degree is ignored for Piercing purposes.
sword thrusts and certain polearms), Cutting (edged Level 1 (as the arms industry defines it) ballistic cloth pro-
weapons such as broadswords and axes), and Crushing tects vs. small caliber arms such as .22 and .38 rounds. Level
(blunt weapons such as maces and flails). These cover most 2 protects against heavy rounds, such as .45, 9mm, and
types of weapons found in such a campaign. Magnum rounds, but not armor-piercing rounds. Level 3
A historical Renaissance or swashbuckling campaign protects against armor-piercing rounds. All firearm armor
might require an extra distinction for firearms, as armor protects against shotguns, regardless of the ODF.
(particularly in the form of breastplates and helmets) was Due to the intense force delivered by firearms, soft
still in use. Time travel, or other cross-genre campaigns armor such as that provided by ballistic cloth often allows
may also have such requirements. blunt force trauma to the victim, despite the fact that the
A modern campaign might not need data for hand bullet itself does not penetrate. In cases where the armor
weapon types and armor, as the only armor commonly prevents penetration, the force of the blow is transmitted
available is in the form of ballistic cloth, although even to the armor, and may allow a certain amount of trauma to
that might provide some protection against knives and get through — particularly in the case of soft armor such as
blunt weapons. ballistic cloth (i.e. “bulletproof” vests). GMs wishing to
A science fiction campaign will probably require data on simulate this may rule that bullets that do not penetrate a
armor effectiveness for energy (E) weapons. given type of armor, then use the crushing protection vs.
the damage value of the weapon to determine damage.
GMs may wish to treat this as stun damage (p. 264).
Armor vs. Muscle-powered Attacks Example: Dave Farnsworth, convenience store clerk, is
Armor used against muscle-powered attacks will fall held up at gunpoint. After taking the money from the reg-
under the damage-reduction model of Fudge. Rigid armor ister, the nervous thief’s finger sets off his .38 Special (+2
has more protection against Crushing attacks than flexible ODF) with a relative degree of 2. Dave, wearing a light bul-
armor. Metal armor has more protection against Cutting letproof vest, has the bullet stopped. However the force of
or Piercing attacks than non-metal armor. the blow is still transmitted through the vest to Dave,
minus 1 for the vest’s DDF vs. crushing damage, so Dave
takes 3 points of stun damage, and is Hurt.

Historical and Modern Armor


Armor Type DDF Cut Pierce Crush Firearm Energy
Padded/Quilted +1 +1 0 0 0 0
Soft Leather +1 +1 +1 0 0 0
Hard Leather +2 +1 +1 +2 0 0
Chain Mail +3 +3 +2 +1 +1 0
Scale Mail +3 +3 +1 +1 0 +1
Plate Armor +4 +5 +2 +3 +2 +2
Light Bulletproof Vest +2 +1 +1 +1 +3 0
Heavy Bulletproof Vest +3 +2 +1 +2 +5 +1
Bulletproof Vest with +4 +2 +2 +4 +7 +2
Composite Inserts

274 Armor vs. Melee Weapons; Armor vs. Muscle-Powered Attacks; Armor vs. Firearms
A Set of Weapons and Armor for Fudge

Armor vs. Energy Attacks Science Fiction Weapons and Armor


Energy is a somewhat all-encompassing term that can cover In SF games, advanced technology is frequently treated as
lasers, particle beams, sonics, or plasma discharges. Intense a special effect, with simple bonuses to damage and
heat is often associated with energy attacks, so for simplici- defense. In Fudge terms, a simple +1 or +2 to damage for
ty’s sake, the effectiveness of armor will depend on its weapons, and a +1 or +2 for armor gives these types of arms
resistance to heat. and armor an advantage over conventional or historical
types, which is sufficient for most games.

Partial Armor and Hit Location


Armor is often worn with varying degrees of completeness Technological Levels as Scale
— for comfort, weight, or cost. The minimum is usually a The base Fudge rules discuss using technological levels as
breastplate, with additional armor able to be added for the Scale — weapons of a higher tech level have a Scale bonus
head (helmets) and extremeties (greaves, gauntlets, vam- vs. armor of a lower tech level. Differing tech levels are only
braces). For those who wish such customization to have of concern if the campaign involves contact between differ-
game effects (as opposed to simply flavor), a hit location ing tech levels — time travel campaigns, or SF campaigns
system is necessary. The DDF used with a hit location sys- that include low tech worlds, for example.
tem is whatever DDF applies to the type of armor covering Some sample tech levels:
the location being hit (for example, a medieval soldier with Stone Age
a solid breastplate for his torso, and mail for his limbs). Hit Copper Age
location systems can also be of interest to add extra flavor Bronze Age
to combat, even when armor is not used. Iron Age
Fudge uses the relative degree of a combat strike to con- Early Gunpowder
tribute to the damage inflicted. In real terms, it simulates 20th Century
not only how solid the blow is, but a higher relative degree High-tech
can also indicate that more vital areas are hit — such as the Ultra-tech
torso or head. A simple hit location system can be based on Super Science
the relative degree, by placing it on a chart, and rolling Thus a Bronze Age Greek hoplite battling a medieval
some dF on it for variability. knight would suffer a penalty of –1 to ODF and DDF. An
Ultra-tech blaster, however, would cancel out up to 5 levels
of the Greek’s armor.
Hit Location Table
Rel. Deg. Hit Location
+1 or less (Graze) Defender’s choice
+2 Leg/arm — usually leading
+3 Torso
+4 Head
+5 or more Attacker’s choice

Special effects may be implemented by the GM, such as


hindrance to weapon use (weapon arm), movement penal-
ties (legs or feet), vision penalties (head), temporary stun
(head), etc. No extra damage is necessarily called for — that
is included in the relative degree. Called shots require +5 or
better (attacker’s choice on the table).

Armor vs. Energy Attacks; Partial Armor and Hit Location/Science Fiction Weapons and Armor: Tech Levels 275
A Set of Weapons and Armor for Fudge
Detailed SF Weapons and Armor SF Melee Weapons
SF weapons can have special effects beyond their Weapon ODF Type Reach Speed Parry
damage factors, and GMs may wish to incorporate such Vibro Axe +4 C 0 –1 –1
detail into their campaigns. Vibro Dagger +2 P/C –1 +1 0
Vibrational: Ultrasonic vibration, which gives extra dam- Vibro Mace +3 Cr 0 –1 –1
age (Cutting, Piercing, or Crushing, depending on the Energy Lance +3 E +1 — —
weapon). It is less effective against non-rigid armor, which Energy
can dampen its effects. Halberd +4 E +1 –1 0
Force: Force-field shaped into a weapon, which gives Laser Staff +2 E +1 +1 +1
extra damage (Cutting, Piercing, or Crushing, depending Vibro Sickle +2 C –1 0 0
on the weapon). Vibro Spear +3 P 0 0 0
Energy: Pure energy shaped into a weapon, or added as a Monofilament
field around a weapon. Sword +5 C 0 +1 +1
Monofilament: Monomolecular strand — usually only for Laser sword +5 E 0 +1 +1
swords. It gives extra Cutting damage, but cannot be used Vibro sword +3 C –1 +1 +1
for Piercing or Crushing weapons.

SF Ranged Weapons Gauss: Magnetic propulsion for solid


Reload projectiles, often flechettes. Similar
Weapon Type ODF RoF Shots (sec) effects to shotguns, but may be non-
Gauss Pistol flechette +3 1 9 3 lethal/drugged.
Gauss Rifle flechette +4 1 20 3 Lasers: Focused light, heat energy.
Laser Pistol energy (laser) +4 1 25 3 Particles: Atomic particles, accelerated
Laser Rifle energy (laser) +5 1 60 3 to near-lightspeed.
Blaster Pistol energy (particles) +5 1 15 3 Plasma: Superheated gas.
Blaster Rifle energy (particles) +6 1 35 3 Sonics: Focused sound waves, may be
Screamer energy (sonics) +3 1 50 3 treated as stun damage.

Ablative: Armor that absorbs damage


SF Armor
by vaporizing. How much it can Armor type DDF Cut Pierce Crush Firearm Energy
absorb from each shot is the DDF. Ablative +5 +5 +3 +4 +3 +5
How much it can absorb before Composite +5 +5 +4 +5 +4 +3
becoming less effective will vary Force Shields +6 +5 +4 +5 +6 +6
depending on the technology of the Monomolecular +3 +5 +3 +2 +3 +2
campaign, but a range of 50–100 is rea- Reactive +4 +3 +3 +5 +5 +1
sonable. For every 10 points beyond Reflective — — — — — +3
the limit, its effectiveness is reduced by Superconducting — — — — — +4
one DDF until it reaches 0.

Composites: Any kind of advanced resilient materials such Reactive: Reactive armor is flexible under normal circum-
as ferro-ceramics or plastics. stances, but when hit by an impact, goes temporarily rigid.
Force Shields: Fields of coherent force, which protect Reflective: Reflects lasers and masers (microwave lasers),
against all types of weapons, but which may allow air and but not X-ray lasers. Has no other protective value unless
slow-moving objects to pass through. combined with other forms of armor.
Monomolecular: Incorporates long-strand molecules or Superconducting: Dissipates heat energy from lasers and
crystals that resist being severed. other heat-generating weapons. Has no other protective
value unless combined with other forms of armor.

276 Detailed SF Weapons and Armor: SF Melee Weapons; SF Ranged Weapons; SF Armor
Fudge Martial Arts

by Duke York without his shield) he will be at a -1 or even -2 (if that


legionary loses his gladius, too).
Combat is an integral part of most roleplaying games, Some styles (such as karate) have few or even no physi-
and Fudge’s flexibility is uniquely suited to combat. All the cal equipment requirements. While these styles are useable
GM has to do is look at the rolled and relative degree, the in a wider variety of circumstances, they are handicapped
fighting style of the fighters, and the type of the campaign, by lesser damage and defense. In particular, they will be
and describe the subsequent fight. subject to the weapon-size penalty in Melee Modifiers (see p.
GMs might prefer for players to have more detail and 37).
control over combat, and that is the purpose of these rules.
They allow the players to customize and detail their char-
acters and involve them in smooth-flowing combats. Using Moves
When a fighter enters combat he makes an opposed roll
against his opponent(s). There are two measures of how
Fudge Martial Arts in a Nutshell well he does: the rolled degree (which is the actual level
By default, Fudge Martial Arts uses simultaneous com- indicated by the dice) and the relative degree (which is
bat rounds with the simple damage resolution found in how much he beats his opponent by).
Determining Wound Level, p. 45.
Characters using Fudge Martial Arts will have one or Example: Marcus Varius, a Fair Roman boxer, is in a
more styles. A style is a particular form of martial art, such match. He rolls a +1, so his rolled degree is Good. If his
as judo, and has a skill level, as well as a collection of opponent rolls a Mediocre, he has a relative degree of +2.
moves. Moves are specific uses of combat skills, beyond
the standard striking to do damage. Every character in a campaign using Fudge Martial Arts
When a character enters combat, he makes an opposed has a list of known moves (characters in other campaigns,
roll vs. the opponent’s skill. The rolled and relative or whose players don’t want to bother with these rules, are
degrees determine which of his moves he can choose from. considered to have one move: Graze/Strike). Each move
Each move has a different effect or series of effects, includ- has both a minimum rolled and relative degree.
ing doing damage as in basic Fudge, causing opponents to Characters may choose whatever moves they meet the
fall, disarming them, and more. minimum requirements for.

Example: Marcus Varius, who got a Good rolled degree


Styles and Moves and a +2 relative degree in the above example, has the fol-
Instead of representing the wide variety of techniques in lowing moves:
a martial art with a single skill, Fudge Martial Arts uses
styles with moves. Minimum Minimum
A style has a level like a normal skill. A style level itself Move Rolled Degree Relative Degree
represents a character’s ability to defend himself in com- Graze/Strike Poor +1
bat; moves are used for offense. Feint Fair +1
A style must also have one or more moves to attack in Advanced Feint Good +2
combat. Moves are specific offensive techniques taught in Grapple Mediocre +3
a martial art and have two game statistics: a minimum Takedown Good +2
rolled degree, and a minimum relative degree. These rep-
resent how well someone needs to do in combat to use a Marcus may choose to use Graze/Strike, Feint, or
particular move. This is explained in more detail in Using Advanced Feint. He cannot Grapple because his relative
Moves, below. degree is too low, and he cannot use Takedown, because
his rolled degree is too low.

Styles and Defense Notice that the character chooses the move after the die
The primary ability that martial arts training provides is roll. This leaves the player to weigh the options. Is it more
avoiding damage in a fight. Normally, a style’s skill level is useful to Scratch the opponent or give a -1 penalty for the
the character’s defense, although if a character lacks some next turn by Feinting? The specifics of these moves are
vital weapon his style requires (such as a Roman legionary detailed later.

Fudge Martial Arts in a Nutshell/Styles and Moves: Styles and Defense; Using Moves 277
Fudge Martial Arts

A character using Offensive/Defensive Tactics (see p. 38) Aikido Taijutsu: Good


may use any move based on his offensive result; his oppo- Moves: Grapple, Takedown, Feint
nent can also choose any move based on her offensive
result. Aikido Bo: Good
Moves: Graze/Strike; Feint; Takedown

Costs of Moves Aikido Bokken: Good


If the campaign uses subjective character development, Moves: Graze/Strike
obtaining moves is as simple as the character approaching
a teacher and convincing her that he needs the technique A similar problem arises if a character knows several
(and getting the GM’s permission). styles. At one extreme, a character might have a single
For objective character creation a suggestion is that each Combat skill with a list of moves for all the styles he
style level cost one skill level. The moves this makes avail- knows; in this scheme, learning a style is simply learning
able can be handled in one of two ways. The first gives the all the moves in the style.
character all of the moves in the style. The second is to If you prefer to split styles into different skills, it is nec-
make certain moves available only as additional levels in essary to decide how the skills interact. For example, if
the style are gained — see Sample Styles. This simulates someone has Mediocre Sword and Good Karate, can he
that as the character advances in ability, he also learns kick while fighting with a sword? Can he use his Karate
more advanced techniques unavailable to novices. To pur- defense? If this is allowed, the character can simply roll
chase moves through experience, each might cost one how well he does in the combat round. That modifier can
experience point, or three Fudge points. This will encour- then be used for any of the combat skills he has available.
age players to buy new moves instead of skill levels, as
moves will cost much less than the next level of skill for the Example: Joey is a Good Savate fighter, Mediocre with a
style. If a character wants to learn a Combo (which is Quarterstaff, and a Fair Tai Chi player. If he’s in combat
explained later), it costs one experience point for every with a staff, and he rolls a +2, he can choose to use a
move in it, plus the character must know any moves with- Superb Savate Kick, Good Quarterstaff Strike, or a Great
in the Combo. Tai Chi Push. If he didn’t have a staff, the same roll would
enable a Superb Kick, a Great Tai Chi Push and only a
Mediocre Quarterstaff defense (the defense is at -2 because
Multiple Weapons and Multiple Styles he doesn’t have the most important tool for the
Up to this point, these rules have assumed that every Quarterstaff style).
style has exactly one weapon associated with it, such as
fists or sword. Historically, though, martial artists have The other option would be to only allow moves within
learned multiple weapons in a given style. This can be han- the style the character is using in a given round. In the
dled either by splitting each individual weapon up into a example above, Joey would only be able to use the moves
different skill/style (with its own moves) or by making the he knows with his staff. In any subsequent round, he could
individual weapons’ attacks separate moves under the choose to discard the staff and opt to use his Savate or his
overall style. Tai Chi, and be restricted to the moves in whichever style
he chooses for the round.
Example: In classical aikido, students learn three differ-
ent techniques: taijutsu (grapple), jo (short staff) and
bokken (wooden sword). The GM could choose to repre- When to Reveal Moves
sent a Good aikidoka in one of two ways: The GM must decide when combatants reveal their
moves; the person who reveals last might have an advan-
Aikido: Good tage, because he knows what everyone else is doing. If you
Moves: Grapple, Takedown, Feint, Graze/Strike (Bo), want to be fancy, each player could make cards with each
Graze/Strike (Bokken). of their moves; that way, everyone can reveal their moves
at the same time. If this seems like too much work, simply
Or: have them declare in reverse order of an attribute like
Agility, or in reverse order of Combat skill, or even have a
contest between those

278 Costs of Moves; Multiple Weapons and Multiple Styles; When to Reveal Moves
Fudge Martial Arts

Moves
In order to use a style effectively in combat, a character must have moves associated with it to allow him to attack.
Below is a list of basic moves; at the end of this section, there are some examples of Combinations.

Minimum Minimum
Name Rolled Degree Relative Degree Effect
Disarm Good +3 Opponent drops weapon
Feint Fair +1 Opponent is at -1 next round
Advanced Feint Good +2 Opponent is at -2 next round
Grapple Mediocer +3 Opponent is grappled
Graze/Strike Poor +1 Opponent takes damage
Kick Fair +1 +1 ODF, opponent takes damage
Jump Kick Great +1 +2 ODF, opponent takes damage
Penetrating Damage Superb+1 +1 Opponent takes damage with no defense
Positional Advantage Good — Alters relative degree by one
Power Defense — — +1 DDF (has a -3 maximum relative degree)
Power Strike Good — +1 ODF; only usable in Combos
Quick Attack Fair — +1 to skill but -1 ODF; only usable in Combos
Resist Grapple — — Style can be used against grappling
Takedown Good +2 Opponent falls
Temporary Damage Fair — Damage done is only temporary
Combo — — Two moves occur in the same turn

Disarm Relative Degree Penalty Injury


This move causes an opponent to drop his weapon. It +3 0 Scratched
flies wherever the character using the move wants it to, +4 -1 Hurt
within reason. +5 or more -2 Very Hurt

Feint/Advanced Feint Grapple Example One: Daniel, an experienced high school


This move uses deceptive or sudden movements to mis- wrestler (Fair Wrestling, with the Grapple move) is
lead opponents. If a fighter uses it, his opponent will be at attacked by a knife-wielding assailant with Fair skill. In
-1 (or -2, for Advanced Feint) for the next combat round. fear for his life, he uses his training. He gets a Good result
and his opponent only gets a Poor, which gives Daniel a
Grapple relative degree of +3, allowing him to grapple his oppo-
This move allows a combatant to grab an opponent to nent. Since he didn’t win by +4 or more, his opponent isn’t
prevent him from moving, hinder his attacks, and possibly at a penalty.
do damage. Many cultures have combat styles based on
Grapple attacks, and most carnivores use their bite as a After one character has a grip on the other, continue
Grapple. making opposed rolls every round. The grappled character
Grappling works like normal combat — a series of must use a style that has either the Grapple move or the
opposed actions. Resist Grapple move — default Poor if unknown. If the
In order to start a Grapple, a character with the Grapple grappled character manages to win or tie, he breaks free.
move must meet the minimum relative and rolled degrees If the grappler wins, but by less than three, he still has his
for the move. If successful, the grappler has managed to opponent grappled, but not at a penalty.
grab his opponent. Consult the following chart to see how If the grappler has moves besides Grapple in the style
good his grip is. His opponent will suffer the penalty listed he’s using, he may use those moves against his grappled
in the penalty column on all actions, including attempts to opponent without breaking the grapple.
escape. If the grappler wins, he can put his opponent at a new
penalty or choose to do the damage in the chart under the

Moves: Disarm to Grapple 279


Fudge Martial Arts

injury column. The penalty for grappling and the penalty


for injury are not cumulative; the penalty comes from the
pain caused by the grip (either because it’s tight or it stress-
es joints) and actually doing damage only makes the pain
permanent. In other words, grappling a character and put-
ting them at a penalty is the same as temporarily injuring
them.

Grapple Example Two: The next round, Daniel’s opponent


tries to stab at him with his knife. Daniel manages to avoid
the attack, winning by +4; now his opponent is at a -1, but
isn’t otherwise hurt.
The round after that, Daniel only wins by +3, even
though the knife-wielder was at -1. His opponent almost
breaks free and isn’t at a penalty next turn.
The next turn, Daniel wins by +5 and elects to injure his
opponent, making him Very Hurt.
The next turn, Daniel gets a Great and wins by +3. He
uses his Takedown move. He now has his opponent on the
ground in front of him and at a -3 penalty. He will proba-
bly have his opponent pinned for a good long time.

A character who is grappled cannot move unless he can


easily pick up his opponent (or unless the grappler wants
to move the character). Other characters can attack both Kick
the grappled character and the grappler. The grappled This move represents powerful kicks. Because of the
character is at -2 to defense, while the grappler is at -1. power of a person’s legs, this gives a +1 ODF.
Just because a style doesn’t have the Kick move doesn’t
Grapple Example Three: If a new figure came out of the mean it doesn’t have kicks. The Kick move represents
shadows while Daniel was still grappling his opponent, high, accurate, powerful kicks found in more specialized
there would be a penalty depending on who the new char- arts.
acter attacks. If it’s an attack against the knife-wielder, the
knife-wielder will defend with Poor skill (-2) but if it’s an Jump Kick
ally of the thug, Daniel will be at -1. This move is a high, jumping kick that gives a +2 ODF.

This is a particularly involved move. If you prefer to Penetrating Damage


avoid the added complexity, you can model soft martial This attack relies on precise strikes to nerve centers and chi
arts with Takedown moves. flows. It is not particularly realistic and gives a big advantage
If a style doesn’t have the Graze/Strike move, it can take to those who have it over those who don’t.
either the Grapple or Takedown move for free in its place. If a character uses this move, consult the following chart:

Graze/Strike Rolled Degree Wound Level


This move is the standard attack from Fudge. If a player Superb +1 Scratch
doesn’t want to bother with these new martial arts rules, Superb +2 Hurt
he can simply use the original rules. This also works well Superb +3 Very Hurt
for cannon-fodder NPCs. Superb +4 Incapacitated
Superb +5 Near Death

Note that the damage only depends on the rolled


degree, not the relative degree like standard damage.

280 Moves: Grapple to Penetrating Damage


Fudge Martial Arts

Positional Advantage It isn’t useful in combat by itself — it is not a separate


If a character uses this move in combat, he has positioned move, but a modifier to other moves; therefore it is only
himself in such a way as to gain an advantage. This either useful in Combos.
increases or decreases the relative degree, in the character’s The character gets a +1 to whatever skill is used to make
favor. Examples of this include the close-in techniques of the move but receives a -1 to ODF; the blow is more likely
Wing Chun, the attention to ma-ai taught in aikido, and the to hit but doesn’t do any additional damage (the -1 to ODF
clinch used in western boxing. cancels out the +1 to skill). A Combo can contain more
By itself, this move can be used defensively to decrease than one Quick Attack move. If a Combo has a Quick
the relative degree. If used in a Combo, it increases the Attack in it, don’t check its relative degree until after the
offensive relative degree. Quick Attack takes effect.
If two combatants both use this move, neither gains any
advantage. Quick Attack Example: Brandon Spade, a Good Fighter,
Every style that uses this move must describe what posi- has a Snap Kick move, which is a Combo of Kick and
tion the character wants to get into, such as “close in” or Quick Attack, with a rolled degree of Good and a relative
“outside arm’s reach.” degree of +1. He also has a gift: ODF of +1 with his bare
hands. While trying to collar a suspect, he rolls a +2 (a
Example: Leroy Ma is trained in Wing Chun, which seeks result of Superb) but his opponent also gets a Superb,
to get inside an opponent’s guard. In game terms the style which is a relative degree of 0. Since his rolled degree was
has Positional Advantage (Close In). higher than the Snap Kick’s minimum rolled degree, he
Leroy spars with a Tae Kwon Do expert, who has no posi- can elect to use it, which raises his skill to Great. This
tional advantage. He rolls a Great, but his opponent gets a means he has a Superb +1 rolled degree and a +1 relative
Superb +1. Leroy gets hit but the relative degree is only +1 degree, enough to hit his opponent. With his relative
because of his Positional Advantage: he was closer than his degree of +1 though, chances are all he can do is graze his
opponent expected, making his opponent’s attack awkward. opponent.
Later, Leroy fights with a fencer. The fencing style has Brandon could use this Combo because, even though the
the Positional Advantage (Outside Reach), and both com- relative degree was too low at first, it was high enough after
batants roll well enough to use their moves. Neither fight- the +1 to skill given by the Quick Attack.
er gains an advantage.
Takedown
Power Defense This move represents many real-life techniques such as
This move represents defensive techniques that can throws, trips, and leg sweeps.
reduce damage or make it harder for an opponent to hit. If a character uses this move, his opponent falls to the
Real-life techniques that do this include rolling with the ground. A character on the ground is at a -1 against stand-
punch or, for the more outlandish, the “iron shirt” tech- ing characters.
nique from Shaolin kung fu. This move has a maximum If a character has studied the Takedown move he may
relative degree of -3; This means you can only use this if make an additional opposed roll to avoid damage from
you’ve lost the round by three or more (if you only lose by tripping and falling and getting up from the ground.
a little, you can’t use this move). As per the Grapple move, if a style doesn’t have the
Graze/Strike move, it can take either the Grapple or
Power Strike Takedown move for free in its place.
This move allows a character to do more damage in
combat. While it can be used by itself to break bricks and Temporary Damage
for similar feats, it is used in combat by making Combo This move allows characters to strike with their full
moves with the Strike/Graze move. It increases a charac- power and not worry about permanently harming their
ter’s ODF by 1, and can represent increased muscular opponents. Treat the damage as normal, except that it
strength, moves such as haymakers, or more exotic tech- fades away naturally after an hour or so. This is a fairly
niques such as “focused chi.” unrealistic move.
The only practical application this move has by itself is
Quick Attack that an intense knowledge of “chi flow,” “pressure points,”
This move is a quick or unexpected attack and could and/or “nerve centers” allows the character to perform this
include leaping attacks, powerful jabs, or tumbling attacks. feat. It must be used in Combos to be useful in combat.

Moves: Positional Advantage to Temporary Damage 281


Fudge Martial Arts

Combos
Combos allow characters to combine moves so that they Sample Styles
can use more than one at a time. In order to learn a This is a set of pre-defined options and styles that makes
Combo, the character must know every move in it. a good starter system. It mimics the “reality” of action
Combos otherwise act like normal moves, in that they movies where martial arts are useful, but not a replace-
have minimum rolled and relative degrees. ment for guns or cars.
The minimum rolled degree is equal to the highest In this system, every character has a Fighting skill, which rep-
rolled degree of all the moves in the Combo plus one for resents overall skill in hand-to-hand combat. The Fighting skill
every other move in the Combo, or Good, whichever is advances according to the chart in Objective Character
more. The minimum relative degree is equal to the highest Development (see p. 55). Characters also have styles; these styles,
relative degree of all the moves in the Combo. along with the character’s Fighting skill level, determine which
moves the character can learn.
Combo Example One: Hiro wants to combine his Graze/ This realistic system uses the Alternative Experience
Strike move with his Takedown to make a Combo that System, where one experience point (EP) costs 3 Fudge
kicks his opponent’s legs out from under him. points.
Graze/Strike has a rolled degree of Poor and a relative Unless the GM decides otherwise, new characters each
degree of +1, while Takedown is Good and +2, respective- may have one style, with all the moves available from that
ly. The new move (which Hiro calls Leg Sweep) is therefore style at their Fighting skill level.
Great and has a relative degree of +2. If he uses this In order to learn a new style, a character must spend
Combo in combat, his opponent will both take damage experience points equal to half the cost of the next level of
and fall to the ground. the Fighting skill according to the objective character devel-
opmentchart. This means the player will have to make a
When you put the Feint move in a Combo, you must crucial decision in the development of the character: to
decide if the Feint comes before or after the other moves either learn several styles while they’re cheap, or advance
in the Combo. If the Feint comes after the other moves, it in one style to become a more effective fighter.
affects the opponent on the next turn, as normal. If the When a character buys a new style, he automatically
Feint comes before the other moves, however, it only learns all of the moves from the style at his Fighting skill
affects the rest of moves this turn, which increases the rel- level and below; he only has to pay for new maneuvers
ative degree, possibly increasing damage. when he advances in Fighting skill. Each new move costs
one experience point (or three Fudge points). A Combo
Combo Example Two: Bill “The Bruiser” McCready, a pro- costs one experience point for every move in it.
fessional boxer, has a Combo called his “One-Two Punch,”
consisting of a jab (which acts as a Feint) and a hook (a Example: Brandon Spade, San Francisco police detective,
Strike). This move has a minimum rolled degree of Good starts play with a Fair Fighting skill and familiarity with
and a relative degree of +1. Tae Kwon Do. He starts with all of Tae Kwan Do’s moves
One day in a match, he gets a Great and his opponent at Fair skill or less: Graze/Strike, Kick, Jump Kick, Quick
only makes a Poor, giving him a relative degree of +4. Attack, Snap Kick, Feint, and Scissor Kick.
Since he’s beaten both the relative and rolled degrees, he After some undercover work, he advances to being a
can use his One-Two Punch. The jab opens his opponent Good Fighter; he can now learn Spin Kick and Leaping
up for the hook, giving him a relative degree of +5. Spin Kick by spending 3 Fudge points (1 experience
point) on each (6 Fudge points/2 EP total).
Combo Example Three: Athenos, a wrestler known through-
out ancient Greece, has a particularly feared technique. It Because learning a new style automatically gives a char-
consists of a Grapple followed by a Feint and is a Good/+3 acter all of the moves in that style, this system leads to
move. If he manages to use the move, his opponent will be characters changing suddenly and radically. This could
grappled and at -1 next turn. lead, for example, to the evil aikidoka the PCs fought last
If a Combo has a Positional Advantage move, you can session knowing high-kicking Tae Kwon Do this session.
lower the relative degree of the Combo by one if you make This works in some genres, but if you as a GM don’t want
the rolled degree. this, you can separate the Fighting skill into different skills
You can’t have two of the same move in one Combo. for each style.
The relative degree of a Combo cannot be less than 0.

282 Moves: Combos/Sample Styles


Fudge Martial Arts

Example: Brandon Spade, San Francisco police detective, expand his spiritual side. He spends 4 EP and learns
has a Good Fighting skill and is familiar with Tae Kwon Aikido. He can now know the moves in Aikido that are
Do. He decides to expand his repertoire when he infil- allowed at level Great or less.Some teachers will insist that
trates a Brazilian street gang and learns Capoeira. He their students learn all of their style’s moves of a particu-
spends 4 EP (or 12 Fudge points) to learn Capoeira. He lar level before teaching any moves of a higher level.
now knows all of the moves from Capoeira at level Good Another option is that there is no relation between how
or less. difficult it is to perform a move and the skill a character
After that adventure, Spade’s Fighting skill goes up to needs to learn it. This allows a player to design a charac-
Great. The cost for going from Good to Great is 8 EP. He ter that knows a lot of fancy moves but isn’t an effective
had several brushes with death, though, and wants to fighter.

Wrestling
While many westerners don’t consider this a martial art, it does have a full range of techniques based on strength
and maneuverability.
Some GMs may wish to give wrestling a –1 defensive penalty against styles that have punches and kicks because
wrestlers don’t specifically train against them.
Virtually all wrestlers will have the Ground Fighting gift, representing extensive training on fighting while prone. A
character with this gift is at +1 against other prone characters, although he’s still at –1 against standing opponents.

Skill Level Move Rolled Relative Cost Effect Description


Degree Degree (EP)
Mediocre Grappling Mediocre +3 0 Opponent is grappled
Takedown Good +2 1 Opponent falls
Positional Good — 1 Decreases relative Inside arm’s reach
Advantage degree by one
Two-Leg Great +3 2 Opponent is grappled Combo: Grappling
Takedown and falls and Takedown
Fair Inside Great +3 2 Opponent is at –1 Combo: Positional
Grapple and is grappled Advantage and Grapple
Inside Great +1 2 Opponent falls (Positional Combo: Positional
Takedown Advantage included in Advantage and
Relative Degree) Takedown
Flip Superb +3 3 Opponent is at –1, Combo: Feint, Grapple
falls, and is grappled and Takedown
Good Quick Fair — 1 Can only be used in Sudden body movements
Attack Combos
Great Quick Superb +0 3 Opponent falls (Quick Combo: Positional
Inside Attack and Positional Advantage, Quick Attack
Takedown Advantage included and Takedown
in relative degree)
Quick Superb +2 3 +1 to skill and opponent Combo: Positional
Inside is grappled (Positional Advantage, Quick attack
Grapple Advantage included and Grapple
in relative degree)
Superb Quick Superb +1 +3 4 +1 to skill and opponent is Combo: Positional
Flip grappled, falls, increase Advantage, Quick attack,
relative degree by one Takedown and Grapple

Sample Styles: Wrestling 283


Fudge Martial Arts
Wing Chun
This is a Chinese martial art best known for close-in work. While it starts with good basic training it soon teaches its
students to fight very close to their opponents.

Skill Rolled Relative Cost


Level Move Degree Degree (EP) Effect Description
Mediocre Graze/Strike Poor +1 0 Damage
Positional Good — 1 Decreases relative Close-in fighting
Advantage degree by one
Fair Close-in Great +1 2 Increases relative degree Combo: Positional
Strike by one and does damage Advantage and
Graze/Strike
Good Grapple Mediocre +3 1 Grapples
Kick Fair +1 1 +1 ODF, does damage
Takedown Good +2 1 Opponent falls
Great Close-in Great +3 2 Grapples and increases Combo: Positional
Grapple relative degree by one Advantage and Grapple
Close-in Great +1 2 Opponent falls (Positional Combo: Positional
Takedown Advantage already figured) Advantage and Takedown
Superb Close-in Superb +3 3 Opponent is grappled Combo: Positional
Grapple and falls Advantage, Grapple,
Takedown Takedown
Close-in Superb +3 3 Opponent is grappled Combo: Positional
Grapple and takes damage Advantage, Grapple,
Strike Graze/Strike
Close-in Superb+1 +3 4 Opponent is grappled, Combo: Positional
Grapple falls down, and takes Advantage, Grapple,
Takedown damage Takedown, Strike
Strike

Karate
This is a solid, hard-hitting style that specializes in strong stances and hard punches. While the people who study
karate won’t be flashy fighters, they will be dangerous.
Skill Rolled Relative Cost
Level Move Degree Degree (EP) Effect Description
Mediocre Graze/Strike Poor +1 0 Does damage
Fair Resist Grapple — — 1 Allows skill to resist
Grapple move
Good Kick Fair +1 1 +1 ODF, does damage
Superb Jump Kick Great +1 1 +2 ODF, does damage

284 Sample Styles: Wing Chun; Karate


Fudge Martial Arts
Tae Kwon Do
This is a more sport-oriented version of the traditional Korean martial art; it has a lot of high kicks and jumps. For a more
martial version, change the moves to make them slower but more powerful (disallow Quick Attack in the Combos).

Skill Rolled Relative Cost


Level Move Degree Degree (EP) Effect Description
Mediocre Graze/Strike Poor +1 0 Does damage
Kick Fair +1 1 +1 ODF, does damage
Jump Kick Great +1 1 +2 ODF, does damage
Fair Quick Attack Fair — 1 Not useable except in
Combos
Snap Kick Good +1 2 +1 to skill Combo: Kick and
Quick Attack
Feint Fair +1 1 –1 to opponent’s skill
next turn
Scissor Kick Superb +1 2 +1 to skill, +1 ODF Combo: Jump Kick
Attack and Quick
Good Spin Kick Good +1 2 –1 to opponent’s skill Combo: Feint and Kick
this turn, +1 to ODF
Leaping Spin Superb +1 2 –1 to opponent’s skill Combo: Feint, Jump Kick
Kick this turn, +2 to ODF
Great Hook Kick Great +1 3 +1 to skill, –1 to Combo: Feint, Quick
opponent’s skill Attack, Kick
Superb Leaping Hook Superb+1 +1 3 –1 to opponent’s skill, Combo: Quick Attack,
Kick +1 to your skill, +1 ODF Feint, Jump Kick

Boxing
Like wrestling, many people don’t think of this as a martial art, but it is an effective fighting system based on quick,
powerful punches and fast footwork. Some GMs may wish to put boxing at a disadvantage next to more complete martial
arts; they can give boxing a –1 to defense against styles that have kicks (even if they don’t use a specific kicking move).

Skill Rolled Relative Cost


Level Move Degree Degree (EP) Effect Description
Mediocre Graze/Strike Poor +1 0 Damage
Feint Fair +1 1 Opponent at –1 next turn Quick jabs and footwork
One-Two Punch Good +1 2 Opponent at –1 this turn Combo: Feint and Strike
and takes damage
Fair Quick Attack Fair — 1 Not usable except in Combos
Upper Cut Good +1 2 +1 to skill this turn Combo: Quick Attack and
but –1 to ODF Graze/Strike
Good Power Defense — 3* 1 +1 DDF Extreme toughness
*maximum relative degree
Power Strike Good — 1 Not usable except in CombosPowerful punch
Haymaker Great +1 2 +1 ODF Combo: Power Strike and
Graze/Strike
Great Triple-punch Great +1 3 –1 to opponent’s skill this Combo: Feint, Strike,
Combo turn and next, opponent Feint
damage
Hook Superb +1 3 +1 to skill this turn Combo: Quick Attack,
Power Strike, Strike

Sample Styles: Tae Kwon Do; Boxing 285


Fudge Martial Arts
Aikido
A gentle, flowing martial art with circular throws and quick arm locks, aikido is often criticized for being too pretty
and not practical enough. This interpretation, however, casts aikido as a practical, if eccentric, martial art that con-
centrates on throws and grappling to the exclusion of punches and kicks.

Skill Rolled Relative Cost


Level Move Degree Degree (EP) Effect Description
Mediocre Takedown Good +2 0 Opponent falls
Grapple Mediocre +3 1 Opponent is grappled
Feint Fair +1 1 Opponent at –1 next turn Called an “atemi”
Atemi Throw Great +1 2 Opponent falls (Feint Combo: Feint and
included in relative degree) Takedown
Atemi Good +3 2 Opponent at -1 and Combo: Feint and
Grapple grappled Grapple
Fair High Fall Great +2 1 Opponent falls and takes Combo: Graze/Strike and
damage Takedown*
Positional Good — 1 Relative degree decreased Maintaining ma-ai (just
Advantage by one outside arm’s reach)
Grappling Great +3 2 Opponent falls and is Combo: Takedown and
Throw grappled Grapple
Good Atemi High Superb +1 3 Opponent falls and takes Combo: Feint, Takedown,
Fall damage (Feint included and Graze/Strike*
in relative degree)
Grapple from Great +3 1 Opponent grappled and Combo: Positional
Ma-ai relative degree increased Advantage and Grapple
by one
Great Atemi High Superb+1 0 4 Opponent falls and takes Combo: Positional
Fall from Ma-ai damage (Feint and Advantage, Feint,
Positional Advantage Takedown, and
included in relative degree) Graze/Strike*
Grappled Superb +3 3 Opponent falls, takes Combo: Grapple,
High Fall damage and is grappled Takedown, Graze/Strike*
Superb Atemi Superb+2 +1 5 Opponent falls, takes Combo: Feint, Takedown,
Grappled High damage, and is grappled Graze/Strike, Grapple,
Fall from Ma-ai (Feint and Positional Positional Advantage*
Advantage already
in relative degree)

*The opponent takes damage from striking the ground; this is an exception to the rule that you need to study a move
to put it in a Combo. Because it’s unstudied, the ODF is normally -1; on mats (such as are used in aikido dojos) it’s -2,
on hard surfaces, it’s 0, and in areas where there are obstructions on which to throw opponents (such as walls and curbs)
it’s +1.

286 Sample Styles: Aikido


Fudge Martial Arts
Capoeira
This is a Brazilian martial art, descended from African dance practiced by slaves. It is dance-like and flowing; full of tum-
bling, leaping, and feints. While it is dangerous in the hands of a master, it can suffer from having too much dance-like train-
ing and not enough martial training. To make it more practical, remove some of the Quick Attacks from the Combos.

Skill Rolled Relative Cost


Level Move Degree Degree (EP) Effect Description
Mediocre Takedown Good +2 0 Opponent falls
Kick Fair +1 0 +1 ODF, does damage
Feint Fair +1 1 Opponent at –1 next turn
Quick Attack Fair — 1 Useable only in Combos Represents tumbling
and dancing
Fair Feint/Kick Good +1 2 Opponent at –1 this turn,
+1 ODF
Takedown Good +2 1 Opponent falls Leg Sweep
Tumbling Good +1 2 +1 to skill, does damage Combo: Quick Attack
Kick and Kick
Good Hard Leg Great +2 2 +1 ODF and opponent falls Combo: Kick and
Sweep Takedown
Quick Leg Great +2 2 +1 to skill and opponent Combo: Quick Attack
Sweep falls and Takedown
Jump Kick Great +1 1 +2 ODF, does damage
Great Tumbling Hard Superb +2 3 Opponent is at –1, falls, Combo: Feint, Graze/
Leg Sweep and takes damage Strike, and Takedown
Quick Great +1 3 +1 to your skill, Combo: Feint, Quick
Tumbling Kick opponent is at –1 Attack, and Kick
Superb Quick Jump Superb +1 2 +1 to skill, +1 ODF Combo: Quick Attack,
Kick Jump Kick

Savate
This martial art started on the French docks. It combines boxing’s quick footwork and jabs with kicks.

Skill Rolled Relative Cost


Level Move Degree Degree (EP) Effect Description
Mediocre Graze/Strike Poor +1 0 Damage
Feint Fair +1 1 Opponent at –1 next turn Quick jabs and footwork
Kick Fair +1 1 +1 ODF, does damage
Fair Quick Attack Fair — 1 Not useable except in Combos
Power Strike Good — 1 Not useable except in Combos
Snap Kick Good +1 2 +1 to skill this turn Combo: Quick Attack
and Kick
Good High Kick Great +1 1 +2 ODF Jump Kick
Spin Kick Good +1 2 Opponent at –1 this turn, Combo: Feint and Kick
+1 to your ODF
Great Powerful Spin Superb +1 3 Opponent at -–1 this turn, Combo: Feint, Power
Kick +2 to your ODF Strike, Kick
Quick Power Superb +1 3 +1 to skill, +1 ODF Combo: Quick Attack,
Kick Power Strike, Kick

Sample Styles: Capoeira; Savate 287


Fudge Martial Arts
Tai Chi
Although this practice is best known for giving old people in parks something to do, its adherents say there is a mar-
tial tradition at its core. This interpretation agrees with them. Tai Chi is interesting because it deals primarily with
pushing and unbalancing opponents, or, in Fudge Martial Arts terms, the Takedown move. At the GM’s discretion, a
Tai Chi Takedown can push a character several steps away from the practitioner instead of or in addition to making
him fall, or even be used on inanimate objects.

Skill Rolled Relative Cost


Level Move Degree Degree (EP) Effect Description
Mediocre Takedown Good +2 0 Opponent falls or is pushed
or both
Fair Positional Good — 1 Decreases relative degree Touching opponent
Advantage by one (“Sticky Hands Technique”)
Sticky Hands Great +1 2 Opponent falls or is Combo: Positional
Push pushed or both (Positional Advantage and
Advantage included in Takedown
relative degree)
Good Graze/Strike Poor +1 1 Opponent takes damage
Sticky Hands Great +1 2 Increases relative degree Combo: Positional
Strike by one and opponent takes Advantage and
damage Graze/Strike
Great Two-inch Great +2 2 Opponent takes damage Combo: Takedown
Punch and falls or is pushed and Graze/Strike
Superb Sticky Hands Superb +1 3 Opponent falls or is pushed, Combo: Positional
Two-inch Punch and takes damage (Positional Advantage, Graze
Advantage already included Strike, and
in relative degree) Takedown

Judo
This is the first eastern martial art that was popularized in the west. While it is often more sport-oriented, this is a
fairly martial version; if you want to make it less practical, remove the Graze/Strike move and its Combos.
Most people who study judo have the Ground Fighting gift, representing extensive training on fighting while prone.
A character with this gift is at +1 against other prone characters, although he’s still at -1 against standing opponents.

Skill Rolled Relative Cost


Level Move Degree Degree (EP) Effect Description
Mediocre Grapple Mediocre +3 0 Opponent is grappled
Takedown Good +2 1 Opponent falls
Fair Quick Attack Fair — 1 Not usable except in Combos
Quick Grapple Good +3 2 +1 skill and opponent is Combo: Quick Attack
grappled and Grapple
Quick Great +2 2 +1 skill and opponent falls Combo: Quick Attack and
Takedown Takedown
Good Graze/Strike Poor +1 1 Opponent takes damage
Great Martial Great +2 2 Opponent falls and takes Combo: Graze/Strike
Throw damage and Takedown
Pinning Great +3 2 Opponent falls and is Combo: Takedown
Throw grappled and Grapple
Superb Quick Pinning Superb +3 3 +1 to skill, opponent falls Combo: Quick Attack,
Throw and is grappled Takedown, and Grapple

288 Sample Styles: Tai Chi; Judo


Fudge Fu: Guidelines for Martial Arts Using the Fudge System

by Robb Neumann Technique


Like most character skills, a character’s martial art
Honorable ninja fighting to right horrible wrongs. Technique is the measure of his talent and ability within
Secret tournaments held in remote mountain villages to that particular fighting style. Most often Technique is used
determine the greatest fighter of all time. Swashbuckling to attack opponents, but it can also be used to simulate a dis-
gentlemen and scoundrels trading rapier slashes for the play of martial art prowess intended to frighten or intimi-
honor of a fair lady. Commandos silently taking down sen- date a foe, as well as various other uses that are dependent
tries as they sneak into impregnable fortresses to protect on learned expertise or ability. The maneuvers associated
the liberties of their nation. What all of these stories hold with Technique are Attack, Block, Disarm, Feint, and Grab.
in common is training in brutal and sometimes ancient
fighting techniques…martial arts. Speed
Welcome to Fudge Fu, a set of guidelines for simulating Speed is exactly what it sounds like — a rating of a char-
martial arts combat in Fudge campaigns. Included in these acter’s reaction time and swiftness when using the art in
guidelines you will find suggestions for how to implement which he has been trained. Speed will most often be used
martial arts skill in campaign settings, guidelines for to determine initiatives in combat rounds involving mar-
resolving martial art contests, and optional rules which tial art displays, even if the GM has already chosen an
push the envelope of typical campaigns into the wild alternate attribute or skill to be used for determining the
action of some of Hong Kong’s strangest films and stories. order of character actions. This emphasizes the impor-
You will also find several sample characters. tance of training in combat and can help to simulate the
Fudge Fu is not a set of rigid or complete rules. Rather, cinematic martial art staple of frail, aging masters whose
it is a set of guidelines for resolving actions. Like the Fudge abilities in their art allow them to match the speeds of
rules themselves, Fudge Fu is intended to be a customiz- younger, less skilled opponents. The maneuvers associated
able tool, and may require some alterations on the part of with Speed are Evade and reacting to Feints.
the gamemaster before it is used.
Stance
The proper placement of one’s feet, as well as the correct
Martial Art Skills and Sub-skills positioning of the practitioner’s body and arms, often
The freedom built into Fudge allows GMs to model rule allow a martial artist to react to incoming attacks with
mechanics as complex or as loose as they wish, depending greater speed or attack foes with greater accuracy. Stance
on their preferred campaign style and needs. Although it is used to simulate a character’s ability to find his own cen-
is possible to design a very detailed system for simulating ter of gravity and properly “plant” himself in one place.
martial arts action, the emphasis of Fudge Fu is on a more The maneuvers associated with Stance are Push, Resist,
freeform set of mechanics, in line with the spirit behind Ready, and Throw.
the original Fudge rules.
For a character to be considered trained in a fighting art, Characters are not required to list specific combat
he will only be required to have the proper skill, named for maneuvers or actions for their art; those are implied by
whichever martial art style the character has studied. having the fighting skill. The only requirement is that any
However, unlike standard Fudge campaigns, Fudge Fu maneuvers attempted are appropriate for the art.
relies on three “sub-skills” to represent various facets of For example, the armed martial art of Fencing, a
fighting ability, rather than one all-encompassing skill. favorite among swashbuckling heroes, teaches its practi-
This may seem complicated at first, but it allows for char- tioners how to lunge, parry, and even slash using a light
acters to have different strengths and weaknesses when sword. When picking up a rapier or saber, anyone with the
fighting, as well as allowing for the use of different combat Fencing skill can perform these maneuvers, regardless of
tactics. whether the fencer’s Technique is Fair or Legendary. But,
Every martial art a character can learn, from exotic and if a player announces that his character will try to use his
beautiful forms of Kung Fu to the brutal efficiency of bar- Fencing skill to perform a spinning back-kick, and the GM
room brawling, is represented by the same three sub-skills. doesn’t feel the maneuver is appropriate for the art, that
These sub-skills and their uses are described below, particular usage of the skill will be vetoed.
although specific guidelines for how they are used in com- The number of martial art styles that can be simulated
bat are provided later. are limitless, ranging from formalized fighting arts like
Karate to less organized styles like Barroom Brawling.

Martial Art Skills and Sub-skills 289


Fudge Fu

GMs can even describe fictional styles that are native to 1) Modify the Fudge Fu guidelines: In most cases, char-
their campaign worlds, outlining specific maneuvers and acters who have studied various fighting techniques in
fighting strategies common to the campaign-specific fight- existing campaigns will have a single trait level to repre-
ing art. The only real requirement for martial arts is that sent their skill (for example, Good Fencing). Simply use
they are described in enough detail that players and GM their existing skill with these rules, using their skill’s gen-
can agree upon the proper manifestation of the art within eral trait level to determine their Technique, Speed, and
the game, keeping inconsistencies to a minimum. Stance.
This tends to take away some of the tactical edge of the
Fudge Fu guidelines (and in some ways, even removes the
Objective Character Creation: Keeping Score need for their use), but it is the fastest and easiest method
In Fudge, objective character creation is presented as a for including these guidelines in an existing game.
way to help the GM enforce a kind of balance between
characters, using a number of points to “buy” attributes 2) Modify the existing campaign: A little more of a chal-
and skills. Since Fudge Fu endorses a kind of “skill within lenge, a GM may decide to modify her setting to include
skill” system, this could pose a problem for campaigns Fudge Fu. Since Fudge Fu requires all characters to split
which use this point method. their martial arts skill into three separate categories, every
In campaigns that use the objective character creation existing character will need to be altered so that he falls in
method, all skills are bought normally, including martial line with the guidelines presented here.
arts. The trait levels in martial arts are then translated into Using the guidelines listed in Objective Character Creation:
“martial art levels” and divided up into the Technique, Keeping Score, above, translate existing character skills into
Speed, and Stance “sub-skills.” “martial art levels” and then distribute those specific lev-
Skill levels can be converted into martial art levels at a els among Technique, Speed, and Stance. It will take some
ratio of one to three, so that every skill level translates into discussion between the GM and players to determine just
three martial art levels. Martial art levels are spent just like how those martial art levels should be divided up, but if
skill levels, using the same table to determine the costs for the campaign has been running for very long, previous
specific trait levels. This makes it possible for a character adventures should be useful in determining what seems
who has purchased an overall fighting skill of Good to most appropriate for the character.
have a Good Technique, Good Speed, and Good Stance. For example, a player is running a character who tends
Of course, these levels can be divided up unequally, so that to rush into combat with little regard for his own personal
the same character has a Great Technique, Fair Speed, and safety. This suggests that the character would have a high-
Good Stance. er Speed at the expense of his Technique and Stance.

3) Mix and match: Although a little less common, the


Costs GM could decide that the Fudge Fu guidelines better rep-
The difficulty associated with learning martial arts resent more advanced training in fighting than what the
should depend primarily on the setting and the situation. characters have encountered before. Existing characters
For example, in the far future, the ancient art of Greco- keep their skills the way they are (using the first method
Roman wrestling might be a long dead art, and therefore above when involved in combat), but have the option of
is a Hard skill to learn. In a campaign set in feudal Japan, raising specific areas (Technique, Speed, or Stance) with
society might be more open to the training of martial arts experience points or learning entire new skills using the
and therefore the GM may set the skill difficulty of fight- Fudge Fu guidelines.
ing styles at standard (default Poor), leaving only highly If the GM wants to increase the importance of Fudge Fu
secretive martial art styles like Ninjutsu with a difficulty of martial arts, she can apply a penalty to all “one-skill” fight-
Hard or even Very Hard. ers of one or two levels while facing opponents who are
skilled in the Fudge Fu martial arts. This disadvantage
placed on the players will encourage them to seek out new
Using Fudge Fu With Existing Campaigns martial arts skills and will eventually “upgrade” the cam-
Gamemasters who wish to integrate Fudge Fu into their paign, one character at a time.
existing campaigns and settings can do so fairly easily, but
they will need to make some decisions for how they wish
to do it. The most common solutions are as follows:

290 Objective Character Creation: Keeping Score; Costs; Using Fudge Fu with Existing Campaigns
Fudge Fu

arts Technique versus the defender’s martial arts


Combat and Action Resolution Technique. If the defender wins the opposed action, he
When using Fudge Fu, combat should be handled much does not take any damage, otherwise damage is figured in
in the same manner as described in Alternating Combat the standard manner.
Turns (p. 37). Characters take turns performing their If an unarmed character attempts to block an attack by
actions based on their initiative, which in this case is their an armed character, the attacker receives a bonus equal to
Speed sub-skill. When multiple characters are involved in half of the weapon’s deadliness (include sharpness bonus-
a combat, the GM can have either the side with the high- es and round up where appropriate). For example, a char-
est Speed go first, or she can have characters alternate acter attacking an unarmed foe with a katana will get a
their actions, based solely on their Speed (and not their bonus of +2 if the defender attempts to block (+2 for a light
group affiliations). two-handed weapon, +1 for sharpness, divided by two and
Figuring initiative is normally an opposed action, with rounded up).
characters rolling against each other’s Speed. Special gifts
can grant bonuses to that roll, as can battle circumstances, Locking Blades: Combat between two armed fighters
such as surprise. sometimes involves complications that are not normally
After the order in which the characters may act is decid- associated with contests between a pair of unarmed mar-
ed, each character takes his turn, moving and/or perform- tial artists. One possible complication is the chance that
ing an attack. The success of an attack is figured by the weapons can become entangled during an exchange of
attacker’s offensive abilities being rolled against the blows.
defender’s defensive abilities. This process is discussed in Whenever two armed combatants exchange an attack
greater detail in Typical Exchanges, listed below. and a successful parry, both players involved roll a single
Damage and wounding is handled normally, with rela- Fudge die. If the results rolled by both players match, the
tive degree, offensive factors, and defensive factors all weapons being used by the characters have become tem-
being used to determine the severity of a blow and the type porarily entangled and cannot be used again until freed.
of damage that it can cause. One method for freeing a weapon is to Push your oppo-
Of course, these are just suggestions. The GM can use nent, forcing him to tumble backward. Of course, a char-
whatever rules she wishes, to suit her specific campaign, acter needs to have trained in the Push maneuver to be
but it is important to understand what guidelines Fudge able to use it properly in this kind of situation.
Fu was built around. If a character is not trained in the Push maneuver, he
can attempt to free his weapon by using an action and
rolling an opposed Strength check against his opponent’s
Typical Exchanges Strength. Success means that the character has freed his
Although any number of things can happen during a weapon, but he will tumble backward as if he has been
martial arts battle, most of the actions that occur can be pushed, using his relative degree to determine just how far
broken down into a limited number of generalized maneu- back he stumbles and how the push has affected him (see
vers. Listed below, players and GMs will find guidelines Push for details).
for these maneuvers and how they work within the game Some GMs may find the probability of Locked Blades
environment. Many of these guidelines describe how vari- too high for their tastes. For campaigns with a less cinemat-
ous maneuvers interact with the actions taken by opposing ic feel, players should roll two or even three Fudge dice to
characters, such as what happens when one character determine whether or not weapons have become entan-
attacks another character who is attempting to evade the gled. Like the method outlined above, all of the results on
incoming attack. the die rolls must match for the weapons to become
locked.

Attack/Block
One of the two most common combat situations to occur Attack/Evade
in a martial arts battle, the Attack/Block situation The second most common action/reaction in martial
describes a character attempting to attack a foe that is arts melees, this combat situation involves one character
using his own fighting skill to block or parry an incoming attempting to punch, kick, head butt, stab, or otherwise
attack. When an attack is being blocked, success is deter- injure a character who is attempting to dodge or evade that
mined by an opposed action using the attacker’s martial attack. To determine the success or failure of the attack,

Combat and Action Resolution: Typical Exchanges 291


Fudge Fu

roll an opposed action using the attacker’s martial art


Technique against the defender’s Speed. If the attack is Grab
successful, damage is determined using the relative degree Rather than using fighting abilities to damage an oppo-
and the attacker’s Strength, minus the defender’s Damage nent, a character may elect to Grab and hold his foe. Using
Capacity (including any modifiers for weapons or armor). the guidelines listed for Attack/Evade and Attack/Block,
determine success normally. However, in this case the rel-
ative degree for a successful attack is not translated into
Disarm damage, but is temporarily subtracted from the target’s
If a character is attempting to knock a weapon or item “active” physical abilities (Technique, Speed, Strength,
from his enemy’s hand, the player must roll his character’s Agility, etc.). This temporary reduction only affects abili-
Technique against his opponent’s Technique. Both charac- ties that require active effort, leaving more “passive” capa-
ters involved in the Disarm contest are allowed bonuses or bilities and talents (Health, Hit Points, Stamina, Damage
penalties for their Strength. Success causes the target of Capacity, etc.) unmodified.
the Disarm attempt to drop his weapon. Failure means that Since the character who has performed the Grab literal-
the Disarm attempt was not successful and the character ly has his hands full, his defensive abilities against outside
retains his weapon or item. attacks are also lowered by the relative degree.
Usually when a weapon or item is knocked from a char- The character who has been Grabbed can attempt to
acter’s grasp, it is close enough that the character can break free during his next action by performing an
retrieve it. If a character attempts to retrieve a fallen opposed action, using his Strength against his opponent’s
weapon, he must forfeit his attack for one combat round Technique. If it is appropriate for the Grabbed character’s
and suffers a defensive penalty equal to the relative degree fighting style, the GM may allow him to use his Technique
of the successful Disarm. in place of Strength to break the Grab (judo, for example).
The character held within the Grab suffers the penalties
imposed by the initial Grab result and cannot use offen-
Feint sive/defensive tactics to alter his chances.
A Feint is a deceptive move with the intention of upsetting A Grab will last until either the attacking/grabbing char-
an opponent’s timing; getting him to react to an attack that acter lets go or until the defending character breaks free.
isn’t happening and making him vulnerable to an attack The character who has performed the Grab may elect to
that will take place only moments later. Unfortunately, feints roll his Grab again during a following action, but all mod-
aren’t automatic, and the attacker runs the risk of acciden- ifiers due to the original Grab are removed and the two
tally putting himself at a disadvantage. characters essentially start over again.
Feints are not counted as Attacks, so a character can
attempt a Feint against a foe, and then attack him during Choking an Opponent: After Grabbing an opponent, a
the same combat round. Only one Feint may be attempted character may try to Choke his foe, driving him into
each combat round. unconsciousness or even death. This is accomplished by
To determine the success or failure of a Feint, the making opposed rolls of Strength or Technique (whichever
attacker rolls his Technique against the defender’s Speed is higher) against the target’s Damage Capacity.
in an opposed action. If the contest is successful, the Every combat round that a character Chokes an oppo-
attacker can add the relative degree to his Technique for nent, he receives a cumulative +1 bonus, so that after two
any follow-up attacks that will be made against the rounds he receives a bonus of +2, three rounds result in a
defender during that same combat round. If the attempt bonus of +3, and so on.
fails, the attacker stumbles, and the number of levels he All wound results against the character who is being
failed by is added to the defender’s Technique for that Choked are ignored, except for Incapacitated or Near
combat round. If the defender has already made an attack Death. Once a character has achieved a Near Death result
that round, he can add any levels to his Technique during against an opponent, he may finish the character off at any
the following combat round. time.
Feint is a universally available maneuver (i.e. it does not Although it may sound easy, normal Grab rules are used
need to be listed as an available maneuver in the martial during Choking attacks, so the character being Choked
art description). Any character who has studied a martial can fight back.
art may attempt it.

292 Typical Exchanges (cont.)


Fudge Fu

“Hold ’em”: Characters will sometimes hold a foe so


that an ally can get in a few easy shots. Although lacking
in any honor, the tactic can be quite effective considering
the penalties associated with being held.
Unfortunately, there are risks involved. Any unsuccess-
ful attack made against a grabbed character will automat-
ically be rerolled against the character who has performed
the Grab, with the usual defensive penalties applied, as
normal.
Some characters may have trained for being in such cir-
cumstances and are experts in causing blundering foes to
strike one another, all while seeming to be helpless targets.
This is especially appropriate when a heroic character is
facing off against a number of faceless goons. For a cost of
one Fudge point, GMs may allow a player character who
has been Grabbed to ignore Grab penalties in these situa-
tions, leaving their attackers to suffer those same penalties.
This is only appropriate for use against inferior foes, like
goons and lackeys, and should not be allowed when the
character is fighting the main characters of a story, such as
other PCs or major villains.

Push/Resist
Sometimes a simple Push can turn the tides of a partic-
ular battle, if done correctly, and at the right time. To
shove an opponent, a character must make an opposed roll For a character to Ready himself, he must roll an
against him, using his own Stance against the opponent’s opposed action using his Stance against his opponent’s
Stance. Strength bonuses and penalties, for both the Speed, forfeiting his attack for that combat round. The rel-
attacker and defender, can be applied in these situations. ative degree of success can be distributed any way the play-
Winning the roll pushes the defender back, causing him er wishes among his martial art’s sub-skills for the dura-
to roll a Stance check to keep from falling (the difficulty of tion of one action following the Ready action. These addi-
the Stance check is equal to the relative degree during the tional levels for the martial artist’s sub-skills must be used
Push). In addition to the possibility of being knocked to the during the character’s next action, whether it occurs
ground, victims of Push attacks will have their timing dis- immediately, or after several combat rounds of waiting. A
rupted. The target’s Speed sub-skill, and therefore his ini- failure of the Ready action check results in no penalties to
tiative, is reduced by the relative degree automatically with the character, other than a lost action.
any successful Push. If the target of the Push has already If the character readying himself is facing off against
performed an action that round, his Speed will be reduced multiple opponents, he must roll his opposed action
on the following combat round. If the defender wins the against the fastest of the assembled opponents.
roll, he has resisted the Push and holds his ground. The Ready action is a universally available maneuver; it
GMs should simply estimate how far a character is does not need to be listed in the martial art description.
Pushed, using the relative degree to help determine the
distance. GMs who don’t feel comfortable “fudging” a dis-
tance can use the relative degree in yards. Throw/Evade
Many martial arts have maneuvers which involve throwing
or wrestling an opponent to the ground. In situations where
Ready the target of a throw is trying to Evade the attack, the attack-
A character can decide to forgo an attack to Ready himself er must roll his martial art’s Stance against the defender’s
for future actions or events, bracing for an incoming attack Speed. If the defender wins the opposed action, he manages
or improving his fighting posture for an attack of his own. to Evade the attack and will not take any damage. If the

Typical Exchanges (cont.) 293


Fudge Fu

attacker wins the opposed action, the target of the Throwing character rolls his Technique against his opponent’s
attack is tossed to the ground and takes half of the damage Willpower attribute (or whatever else is appropriate). If the
that would normally be figured for an attack, rounded down. roll is successful the attacker can subtract the relative degree
Aside from taking damage, any character who has been of success from any of his opponent’s sub-skills for the dura-
Thrown to the ground must forfeit an action to get back on tion of the opponent’s next action (either that combat round
his feet, and will suffer penalties for being prone (see or the next). A failed roll has no effect other than taking up
Unusual Environments and Circumstances, below, for details). the character’s action for that combat round.
Skill Displays are only appropriate in the most wild and
unrealistic martial art campaigns.
Throw/Resist Characters need not be specifically trained in Skill
If a character is using his martial art abilities to attempt Display to perform the maneuver. Any character trained in
a Throw maneuver against a foe that is trying to Resist, martial arts can perform it.
rather than Evade, an opposed action is rolled with the Some characters, especially in desperate situations, may
attacker’s Stance being rolled against the defender’s attempt to use maneuvers that they have not trained prop-
Stance. As is the case with the Throw/Evade exchange, a erly to try. For example, a character who does not know the
success by the defender results in no damage and the tar- Throw maneuver might attempt a Throw, if he felt it
geted character manages to stay on his feet. If the attacker would help him. As is the case in the standard Fudge rules,
wins the opposed action, the target of the throwing attack any attempts to perform an action in which a character is
is tossed to the ground and takes half of the damage that untrained will occur at the Poor trait level.
would normally be figured for an attack.
Aside from taking damage, any character who has been
Thrown to the ground must forfeit an action to get back on Unusual Environments and Circumstances
his feet, and will suffer penalties for being prone. Fans of martial art films know that combat doesn’t
always take place in clutter-free, wide-open environments,
between ready and equal opponents. Not only is it com-
Optional Maneuver — Skill Display mon for martial art heroes to face off against their archri-
Sometimes actions really do speak louder than words. A vals in unusual locations, some martial arts film stars have
character can, while facing off against an opponent, forfeit made careers out of inventing new, strange locations for
an action to perform a display of skill intended to impress battles, often under bizarre circumstances.
or intimidate his foe. This display is usually an elaborate Listed below are examples of unusual environments and
series of maneuvers performed in the open air before the hindering circumstances where martial artists might find
character and can sometimes even include a war shout. themselves doing battle, as well as guidelines for how those
To determine the effectiveness of the Skill Display, the environments might affect the action.

Combat Exchange Summary Chart


Combat Exchange Opposed Action Effect (if Successful)
Attack/Block Technique vs. Technique Damage
Attack/Evade Technique vs. Speed Damage
Disarm Technique vs. Technique* Target loses weapon/item
Feint Technique vs. Speed Special, see above
Grab/Block Technique vs. Technique Target is Grabbed, see above
Grab/Evade Technique vs. Speed Target is Grabbed, see above
Push/Resist Stance vs. Stance* Target is Pushed, see above
Ready Stance vs. Speed Special, see above
Throw/Evade Stance vs. Speed Target falls, 1/2 damage
Throw/Resist Stance vs. Stance Target falls, 1/2 damage
Choke Strength/Technique vs. Damage Capacity Special, see above

* Strength modifiers for both the attacker and defender should be applied.

294 Typical Exchanges (cont.)/Combat Exchange Summary Chart/Unusual Environments and Circumstances
Fudge Fu

Blinded: Characters are sometimes temporarily blinded, Characters who are tied together receive the same base
either due to darkness, bright flashes of light, or something penalties for being bound as a single character, but those
being thrown into their eyes. In such cases, blinded characters characters will have their penalties doubled if they struggle
suffer a –2 penalty to Technique and Speed against opponents against each other. The cooperation needed to remove the
at close range, a –3 penalty against foes at arm’s reach, and a doubled penalty may require attribute rolls or simple role-
-4 penalty against all other foes. These penalties are only appli- playing, depending on the GM’s wishes.
cable if the blinded character knows the opponent is there. If
the blinded character is unaware of an incoming attack, the Prone: In the fierce action of hand-to-hand combat,
GM should just assign the attacker a difficulty level to hit, not characters will often be knocked to the ground, putting
allowing the blinded character to defend himself. them at a disadvantage and making counterattacks diffi-
cult, at best. Characters who are Prone suffer a –2 penal-
Clutter: Some combat sites, such as cubicle-filled offices, ty to their Technique and Speed sub-skills, as well as a -4
trash-lined back alleys, and bamboo thickets, are so penalty to their Stance sub-skill. These penalties are
cramped and cluttered that it makes it difficult for martial applied when the character is fighting foes who are still
artists to maneuver and fight properly. The GM may wish to on their feet. If a Prone character is locked in combat
assign -1 or –2 penalties to the Technique and Speed sub- against another Prone character, the penalties are halved,
skills of combatants in such circumstances. If the situation but both characters will suffer from the reductions in
is deemed cluttered enough (inside a compact car, a closet, ability.
etc.), the GM may assign as much as a –3 penalty. A character who is Prone may get to his feet by forfeiting
The GM may allow characters to temporarily overcome an action.
penalties with a successful Acrobatics roll, if appropriate.
Rain: By itself, rain doesn’t present much of an obstacle
Drunk: It’s not uncommon, especially in humorous martial for martial artists, but it can cause many other effects that
art films, for characters to be forced to fight while intoxicated. can hinder a battle. For example, if a character is wearing
Characters in this state often suffer unpredictable and varying heavy clothing that becomes saturated with rain water
effects. To simulate this in game terms, every time a character (usually after several combat rounds in heavy rain), he may
engages in a new combat scene, he rolls on the table provided suffer a –1 penalty to his Speed and total damage factor
below to see the effects of his intoxication. due to the increased weight he is carrying. In extreme
cases, e.g. the character is wearing several layers of cloth-
Die Roll Result ing, he may even suffer a –2 penalty. Heavy rain can also
1 -1 to Stance hinder visibility, allowing characters to sneak up on each
2 -1 to Speed other.
3 -1 to Technique The effects of rain modifiers don’t always come into play
4 -1 to Stance, -1 to Speed just in the great outdoors. Indoor fire sprinklers, like those
5 -1 to Technique, -1 to Stance found in office buildings, should be treated as heavy rain.
6 -1 to Technique, -1 to Speed Leaks in ships or submarines can range anywhere from
light rain to monsoon rains, depending on the situation.
If the GM feels the character’s intoxication is extreme, Rain can also cause areas to become muddy and slip-
she can apply a +1 or +2 modifier to the Drunk die roll. pery, making it difficult for a character to keep his footing.
Use the same time table shown above for character’s cloth-
Handcuffed or Otherwise Bound: Sometimes charac- ing to determine the amount of time it takes for the
ters are required to fight while bound or handcuffed, usu- ground to become saturated with water enough to become
ally while trying to escape from the clutches of their ene- muddy. Characters forced to fight on muddy ground suf-
mies. Characters whose hands are bound suffer a -1 penal- fer a –1 or –2 penalty to their Stance trait levels, in addi-
ty to their Technique and may be limited to only using tion to the other penalties associated with fighting in a
weapons that require a limited range of motion (swords, downpour.
axes, guns, etc.). If their feet are tied, characters suffer a -1
penalty to their Technique and a –2 penalty to their Speed Slippery/Unstable Footing: Battling on a steep, tiled
and Stance. These penalties are cumulative, so a character roof, on a frozen lake, or while standing on a shifting pile of
who has his feet and hands bound suffers a total –2 penal- logs can cause characters any number of problems. As is the
ty to Technique, Speed, and Stance. case with mud, as described above in “Rain,” slippery or

Unusual Environments and Circumstances (cont.) 295


Fudge Fu

unstable ground causes characters to suffer either a –1 or –2 fudged by the gamemaster, keeping in mind the kinds of
penalty to their Stance and Technique trait levels. movement normally associated with zero-g. GMs looking
Depending on the circumstances, the GM can decide for guidance, however, should keep in mind that Strength
that particularly powerful attacks can make the situation and relative degree should equal momentum; the harder
worse. For example, a missed kick while fighting on an you push, the faster you go! And, if there isn’t anything
aging rope bridge might make a –1 penalty into a –2 penal- nearby that can be grabbed onto, you’ll continue to go fast
ty, as the bridge begins to fall apart beneath the feet of the for an eternity!
combatants. Character abilities will also be affected. Every combat
Usually it is assumed that major characters will have no round a character spends in weightlessness, he is required
trouble staying on their feet, except in the most extreme to roll his Speed sub-skill. The rolled result is his Speed for
cases, requiring a Stance check to stay standing. Minor that round. This temporary Speed can actually exceed his
characters, on the other hand, should not be as competent, usual trait level, but the increase in Speed is then sub-
and may require Stance checks on any terrain that isn’t tracted from his Technique sub-skill for that same combat
completely stable. Lucky PCs might not even need to bat- round. If the character rolls lower than his Speed, any
tle their opponents as they tumble to the ground around penalties applied to his Speed are added to his Technique
them! for that round, making him slower but more powerful.
If a character has a skill that allows him to maneuver
Water: There are times when characters might find effectively in zero-g, a player can voluntarily lower his char-
themselves knee or waist-deep in water, perhaps fighting in acter’s Speed for the purpose of increasing his Technique,
a river, lake, or swimming pool. In extreme circumstances, simulating the character taking his time to properly
characters might even find themselves completely sub- maneuver himself into position for an attack. The charac-
merged. Typically, this will slow a character down to the ter can also trade in the opposite direction, swapping
point that they cannot effectively dodge incoming blows Technique for increased Speed. The maximum number of
and their own attacks lose some of their power as they levels that can be traded is equal to the number of skill lev-
fight against the resistance of the water around them. els possessed by the character above the Zero-G
Depending on the circumstances a character might not be Maneuvering skill’s default level.
able to perform certain maneuvers that require a full range Obviously, with no gravity to slow you down, Throws
of movement, such as leg sweeps, somersaults, and flips. If and Pushes will become absolutely devastating! The char-
the water is deep enough, characters might also be unable acter’s Stance sub-skill should be reduced by –4 in weight-
to perform certain kicks or throws. lessness, but only for the purposes of defense. Offensive
uses of Stance in weightlessness are only reduced by –2.
Water Depth Speed Technique
Knee-deep –1 0
Waist-deep –2 –1 Combining Unusual Environments and Circumstances
Submerged –3 –2 There may be occasions in a martial art adventure when
characters find themselves dealing with multiple hinder-
The characters may also have to deal with penalties for ing circumstances. For example, two characters might find
slippery footing, if they find themselves doing battle in a themselves battling it out in waist-deep water while hand-
moss-filled stream or in a muddy rice paddy. Or they may cuffed or drunk (or all three!). In cases of multiple hinder-
even find themselves burdened by the weight of heavy ing conditions, the GM should simply add the penalties,
clothing (see Rain for details). making all of them cumulative.
In the example of two characters fighting while hand-
Weightless Environments: Although it is very uncom- cuffed, in waist-deep water, each character will be at –2 to
mon, circumstances may arise when a martial artist finds their Technique (–1 penalty for the water and –1 penalty
himself doing battle in a gravity-free environment. Not due to being bound) and –2 to their Speed (all due to the
inherently dangerous, weightlessness does pose certain water).
problems, not the least of which being that a character will With penalties adding up with each additional situation,
continue to move in one direction after any force is exert- characters can quickly become crippled by their environ-
ed by him or against him. ments. Of course, no one said that the life of a martial art
Like all movement issues in Fudge Fu, the handling of master would be easy!
weightless environments will ultimately need to just be

296 Unusual Environments and Circumstances (cont.)


Fudge Fu

Finding a level of “reality” for a specific campaign in this


Martial Art Weapons strange and widely diverse scope of weapon lethality can
be difficult for any GM. Listed below are several “weapon
Martial Art Skill vs. Weapon Skill effectiveness” levels that can be instituted in a campaign to
For a character to be able to use a weapon, even if he is either emphasize or reduce the damage that weapons can
trained in a martial art that frequently teaches techniques do to a character unfortunate enough to be hit by one.
for use of that particular weapon, he must have the neces- Ultimately, like so many other things in campaign cre-
sary skill (i.e. have it written on his character sheet). The ation, the specifics of this issue are decided by the GM’s
problem then becomes, what does a character use in com- preferences and the tone of the campaign being run.
bat, the weapon skill or his martial art skill?
In most cases, the character’s martial art skill will be No Effect: At this lethality level, weapons really are lit-
used if the character is attempting any maneuvers that tle more than props, useful in describing character actions,
seem to fall within the scope of his fighting style; however but having no real effect on the outcome of a combat.
the character’s weapon skill will serve as the “cap” when When a character uses a weapon, he gains no benefit from
using the weapon with his martial arts. In other words, a it in terms of gaining any bonuses to his damage factor,
character’s martial art abilities are limited by his knowl- but characters who are completely untrained in combat
edge of individual weapon techniques. may lose the usual –1 penalty for fighting while unarmed
For example, a fighter who has trained in karate picks or untrained, while wielding a weapon. Sharpness bonuses
up a staff and leaps into combat. His karate sub-skills are should not be included at this level of weapon lethality.
rated at a Technique of Great, Stance of Good, and a
Speed of Superb. His staff skill is rated at Good. If he uses Some Effect: The most likely weapon lethality level for
the staff with his karate training, he is limited to his skill historic campaigns, especially those which include fantas-
with the staff (in this case, Good), but is allowed to per- tic martial art abilities, is the Some Effect level. At this
form any of the maneuvers that are appropriate to his mar- level, weapons will work at one-half of their usual damage
tial art skill. While using a staff, his karate sub-skills are factor, resulting in wounds that are easily shrugged off at
rated at a Technique of Good, Stance of Good, and Speed first, but can eventually lead to dangerous amounts of
of Good. damage in extended combats. When dividing the amount
If that same martial artist had a weapon skill of Great of damage a weapon does, the GM should round up, but
with the staff, his martial arts sub-skills would be limited to should never include bonuses for weapon Sharpness.
Great, making his Technique Great, Stance Good, and Alternatively, the GM may decide to double the protec-
Speed Great. If the martial artist had a staff skill of Superb, tion a character receives from his Damage Capacity attrib-
he would not be limited in any way, able to perform at the ute, rather than dividing the damage factor of a weapon.
maximum level allowed by his martial art training. This will make rugged characters very tough while leaving
These guidelines assume that the character is using a most “normal” characters vulnerable.
weapon with a fighting style that teaches primarily
unarmed techniques. If the character has studied a martial Normal Effect: The assumed “standard” level for most
art that is based solely on fighting with a weapon, such as martial art campaigns, the Normal Effect lethality level
fencing, he will automatically get the weapon skill (in this requires that all weapons have a damage factor equal to
case, Fencing Weapons) equal to his martial art skill, for no their listed value. The only decision required by the GM at
additional cost or penalty of skill levels. this damage level is whether or not bladed weapons should
get a +1 bonus for Sharpness.

Weapons and Lethality Exaggerated Effect: In some of the more bloody mar-
The lethality of weapons in the martial art genre can tial art films, weapons are extremely devastating and can
often vary widely from film to film or story to story. In cut nearly anyone down with just one slice of a sword or
some martial art adventures, weapons are frighteningly one swing from a staff. Often, these kinds of effects can be
deadly, cutting down both heroes and villains at an aston- attributed to staggeringly high levels of skill, but some-
ishing rate. In other adventures, weapons are nothing times it seems more dependent on the weapons being used
more than props to cause a little added excitement, having during battles. The damage factor of each weapon in an
no real effect on the combatants as they exchange fierce Exaggerated Effect campaign is doubled, including bonus-
and rapid-fire blows. es gained for weapon Sharpness.

Martial Art Weapons: Martial Art Skill vs. Weapon Skill; Weapons and Lethality 297
Fudge Fu

GMs considering using this lethality level should allow will also be able to “harden” their bodies to attack, redi-
PCs to have exceptionally high skills with Dodge or Block, recting their Ch’i from their vulnerable spots. A character
or should allow for liberal usage of Fudge points to avoid with the Deep Meditation gift therefore receives an addi-
being cut down in their first few fights. tional +2 defensive factor until he suffers a Hurt (or worse)
wound result, which will break his concentration and dis-
In some campaigns, only certain types of weapons will rupt his controlled breathing.
be emphasized, while others are made to be less powerful. A character who is injured will still be able to use Deep
In this case, the GM should “mix and match” the lethality Meditation outside of combat, but will suffer penalties
levels provided above to help highlight the kind of action associated with his level of wounds (–1 for a Hurt wound
she wishes to concentrate on during the game. result or –2 for a Very Hurt wound result) when trying to
For example, in a swashbuckling campaign, a GM may pass himself off as dead or when trying to minimize his
set one level of weapon lethality for swords (Normal need for food or air.
Effect), while setting a lower level of lethality for all other
types of weapons (Some Effect). This would be especially Divine Luck
useful in a time period when firearms are becoming more A character who possesses this gift will seem to be
and more common, but the GM still wants the characters blessed by fate or protected by powerful, unseen forces. Or
to duel primarily with swords and insults, rather than pis- perhaps things just seem to work out for the character for
tols and muskets. no real discernible reason; just another recipient of some
kind of cosmic dumb luck.
Whenever a character who has Divine Luck spends a
Gifts Fudge point, his player must roll a single dF. If the result of
In some martial art campaigns, especially those that that dF roll is positive, the character regains the spent Fudge
center on fierce and wild combat, it may be appropriate point, essentially getting its effects for free. If the result is
for characters to possess special gifts to reflect knowledge negative or blank, the Fudge point is spent normally.
of unusual and powerful fighting techniques. These gifts, In some campaigns, the GM might allow a character
which are usually specific to the martial art genre, can who is acting particularly noble or self-sacrificing to roll
also represent innate physical or mental abilities that twice to retain a spent Fudge point. This extra roll for vir-
make some characters especially formidable in combat or tuous behavior will usually only be appropriate in cam-
adventuring. paigns which have mystical or supernatural elements and
There are no limits to the variety and type of gifts that focus on the morality of the player characters.
can be included in a martial art campaign, but several
examples are provided below which outline some of the Eyes of the Master
abilities that are common to the genre. The stereotypical master in martial art films, old and
frail, but still surprisingly fast and dangerous, is some-
Deep Meditation times blind or suffers from horrible eyesight. Although
Some martial artists of exceptional skill have also mas- blindness would seem like an incapacitating condition for
tered the ability to control their own bodies, able to slow a martial artist, the old masters are usually able to fight,
down their heart rates and metabolisms so that they appear unhindered, regardless of their handicap.
to be dead. Not only is this gift useful in convincing foes that In game terms, characters with the Eyes of the Master
the character has died, it can also be used in situations when gift can fight normally, regardless of any possible faults
the character is faced with limited air or food, prolonging that would render them otherwise helpless in a battle. This
the amount of time he can sustain himself. gift also cancels any temporary penalties caused by dark-
Characters can increase their Damage Capacity attrib- ness or eye irritants, allowing the character to fight nor-
ute by four trait levels for the purposes of dealing with the mally in any circumstances where he would be unable to
hazards of starvation or asphyxiation. Detecting the life see properly (see Unusual Environ-ments and
signs of a character who is using Deep Meditation to Circumstances).
appear dead requires an opposed action check of Strangely, this gift doesn’t allow a character to function
Perception against the “dead” character’s martial art normally once he is outside of the dangers of combat. A
Technique. character who is blind, even with the Eyes of the Master
Through proper breath control, achieved only after gift, will have the same kinds of difficulties one would
hours of practice and intense meditation, martial artists expect for a person suffering from blindness during his

298 Gifts
Fudge Fu

day-to-day life. It is only in combat that the character Leap into the Sky
becomes keenly aware of his surroundings. An ability that is fairly common, especially in some of
Characters who have other physical disabilities might be the more wild martial art films, is the ability of a character
able to overcome their limitations temporarily through use to leap incredible distances. Not only can such leaps allow
of a similar gift. Legs of the Master may allow an otherwise a character to travel over large chasms, jump from rooftop
wheelchair-bound martial artist to fight normally for brief to rooftop, and fling himself incredible heights into the air,
periods of time, for example. this gift will also provide a character with the time he
needs to unleash an attack while in midair.
Feather Stride Although Fudge Fu doesn’t have guidelines for detailed
With the Feather Stride gift, a character can travel over movement, gamemasters will “fudge” distances for charac-
terrain as if he weighs nothing at all. This will allow a char- ters who are running and jumping during battles.
acter to walk across sand, gravel, and even paper floors, Characters who have the Leap into the Sky gift should be
without leaving footsteps. The character must make a suc- allowed to make jumps that normal characters will find
cessful Stance check against a difficulty level set by the impossible, perhaps jumping as far as two or three times
GM to leave no trace of his passing (usually a result of the distance most other characters can leap.
Good or Great will be required). Leap into the Sky also allows a character to make attacks
Leaving no trace can be useful to a character when evad- while jumping between spots. No penalties will be assigned
ing a foe, since the lack of footprints can make him diffi- to their actions, since this ability has made them comfort-
cult to track. In modern campaigns, such security meas- able, and even graceful, while making such magnificent
ures as pressure-sensitive floors can also be defeated by use jumps.
of this gift.
Because the character is walking without exerting any
weight below him, he will also be able to stand and move
over unstable or weak structures that would normally col-
lapse beneath him. Characters with Feather Stride can run
on tree branches (Great difficulty), along the length of thin
ropes or wires (Superb difficulty), and the most skilled
martial artists can even run across water (Legendary diffi-
culty for a flat pond, Legendary+1 difficulty for running
across a fast flowing river).

Fist of Ch’i
Some martial artists, by focusing their spirit energy, or
Ch’i, can project powerful beams of force using their nor-
mal martial art skills. The specifics of this kind of mani-
festation of Ch’i tend to vary from martial artist to martial
artist, but usage of the Fist of Ch’i usually causes a visual
effect, such as glowing light or fireballs. Lightning Blow
The martial artist performs his attacks as he normally Martial artists of amazing speed can sometimes coun-
would, except the maneuvers are performed in the open terattack a foe who has just attacked them, acting with
air before him. It is from this empty space that the Ch’i such extreme speed that they can land a blow against their
energy appears, projecting outward, towards the target. opponent before even registering that they themselves
The Fist of Ch’i gift allows characters to make martial have been injured. This uncanny speed allows a martial
art attacks against foes who are not within their hand-to- artist who is all but defeated to deliver a powerful blow of
hand range. If the GM normally applies penalties for his own against a foe who has attacked him, before finally
attacking opponents who are at a distance, those penalties succumbing to his own injuries.
will be applied to any usage of the Fist of Ch’i. Using the Lightning Blow gift allows a character to
instantly attack a foe who has just attacked and hit him,
ignoring any newly acquired wound penalties for the dura-
tion of that single attack. The counterattack counts as the
character’s action for the combat round in which it took

Gifts (cont.) 299


Fudge Fu

place, but it can still be used even if the character has will result in the character snatching it out of the air. In
already made an attack that round (at the cost of the char- truly fantastic campaigns, this might even work against
acter’s next action). Once the character using Lightning bullets!
Blow has finished his counterattack he receives any wound
penalties created by his foe’s initial attack. Master of a Secret Discipline
If a character with Lightning Blow performs his coun- In many martial art stories and films it is not uncom-
terattack against a foe who also has the Lightning Blow mon for a villain or archrival to have gained mastery over
gift, the two can trade blows over and over again until a strange and mysterious fighting style that renders him
one of them misses. Although unrealistic, this rapid trad- nearly unstoppable in combat. Students and teachers alike
ing of blows certainly makes sense from a cinematic view- fall victim to the secret technique possessed by the villain-
point and can inspire legends revolving around the two ous master. Even the greatest fighters in the land stand
characters. powerless before such exotic moves...until the secrets of the
unknown art are revealed!
Lightning Parry In game terms, a Master of a Secret Discipline gains an
Just as some characters are fast enough to counterattack automatic bonus of +4 that can be divided in any way the
foes who have just attacked them, some characters are so player sees fit among his character’s martial art sub-skills.
quick and skilled that they are able to knock down attacks This bonus may be redistributed at the start of every com-
that have been thrown or shot at them. A staple of cine- bat round and can temporarily raise martial art abilities
matic martial artists, Lightning Parry allows characters to beyond normal campaign limits (i.e. beyond Legendary).
use their Block maneuver (based on the Technique sub- The power of the Secret Discipline is quite impressive,
skill) to parry any incoming attack, easily swatting away making the master of it a formidable combatant, but there
any knives or shuriken that have been thrown at them, bat- is always a way to defeat it. Characters may be required to
ting down arrows, and in some truly amazing cases, even go on long treks to discover forgotten teachers, who are
blocking bullets. rumored to know the mysteries that unravel the powers of
The guidelines for parrying a ranged attack are no dif- the Secret Discipline. Or, characters may be forced to
ferent than blocking a hand-to-hand attack, except that the endure grueling training schedules to prepare their bodies
difficulty for blocking the ranged attack is modified by the to defend against it, but eventually…through roleplay-
speed of the projectile. Attempts to use Lightning Parry to ing…the Secret Discipline can always be defeated, nullify-
Block a thrown weapon, such as a knife, axe, or shuriken, ing the bonuses enjoyed by the master.
are done at no penalty. Slightly faster weapons, such as If a character has relied too heavily on his Secret
arrows, blow-darts, or crossbow bolts, can be Blocked with Discipline (i.e. always uses the bonus in combat), charac-
a penalty of –2 to the character’s Block roll. Weapons ters who learn how to defeat it might even gain a bonus of
which travel so quickly that they move faster than the +1 or +2 when battling the master.
speed of sound (i.e. bullets and futuristic weapons like This gift is usually only appropriate for use by non-play-
gauss guns and gyro-jet rounds), are Blocked with a penal- er characters controlled by the GM, and even then, only as
ty of –4, and the character must use some kind of object to a story-telling device. Frequent use of this gift will only
Block the attack (unlike slower weapons, a bullet cannot be lessen its dramatic impact, so GMs should limit its appear-
swatted aside with just a hand). If the character tried to ance in their campaigns.
Block a ranged attack moving as fast as light, such as a
laser, he would be at a -6 penalty and would also need to Master of the Confusing Stance
use an object suitable for blocking the incoming attack (a Some martial artists have unusual fighting styles; so
mirror would be perfect). In campaigns that are more fren- unusual, in fact, that it is difficult for most fighters to prop-
zied and cinematic, GMs may wish to halve the penalties erly battle against them. These confusing stances and
presented here, allowing for characters to Block almost styles, such as Drunken Boxing, the Crane Stance, or vari-
anything that comes their way. ous others, are usually difficult to hit, as the practitioner of
If the GM allows for critical successes in her campaign, the Confusing Stance is weaving and moving in unpre-
she may also allow a character who has gotten a critical dictable ways.
success using Lightning Parry to use whatever was thrown In game terms, Masters of the Confusing Stance gain a
at him as a weapon in a following turn. A critical success +2 bonus to any defensive attempts made by them, if the
during a Lightning Parry attempt will not result in the attacker has an Intelligence, Perception, or Reasoning
character batting away the incoming attack, but instead attribute (whichever is most appropriate) lower than the

300 Gifts (cont.)


Fudge Fu

Master’s Speed sub-skill. In particularly dramatic con- Shattering Fist


frontations, GMs may require characters to roll an By directing their Ch’i properly, some martial artists can
opposed action check of Speed vs. Intelligence to deter- perform devastating blows against even the most resistant
mine whether or not the Master of the Confusing Stance seeming items, pulverizing stone and breaking metal as if
can use the +2 bonus to Evade. it were nothing at all. Such feats of destruction can be use-
ful in disarming an opponent, escaping from a locked cell,
Master of the Dying Touch (Dim Mak) or can be simply used as a tool for impressing others.
In some martial art stories and films, extremely skilled Although limited in its usefulness against living oppo-
masters of the fighting arts have learned the secrets of the nents, the Shattering Fist gift gives martial artists a +2
dying touch, or Dim Mak, as it is often called. This incred- offensive factor for the purposes of determining damage
ibly powerful attack can cause a foe to become sick and die against all inanimate objects. This bonus is applied in
with only a single touch, the victim literally wasting away addition to the relative degree and Strength bonus, and
before the eyes of his allies. can be used against anything from stones to wooden
For a character who has the Master of the Dying Touch planks to weapons, both magical or ordinary in nature. In
gift to use this dangerous ability, he must hit a foe with a some truly fantastic situations GMs may also allow char-
rolled degree equal to or greater than the target’s acters to use the Shattering Fist against non-living but ani-
Damage Capacity attribute, after declaring his intention mated targets, such as golems or robots.
to use the ability. If the Dying Touch attack is successful, As an added side benefit of using the Shattering Fist,
the target will not take any initial damage from the characters will not take damage from objects they hit,
attack, but will be required to roll his Damage Capacity regardless of the material (stone, metal, etc.), even if the
attribute against his attacker’s martial art Technique object is not destroyed by the blow. A character could even
every day or lose one level of Damage Capacity. Each loss ignore the damage caused by related conditions, such as
in Damage Capacity also results in a Scratch wound ignoring fire damage when hitting a burning door or the
result, inflicting the character with painful bruises and a cuts caused by smashing a huge plate of glass.
slowly worsening fever. Even if the victim of the attack is The Shattering Fist gift will allow a character to ignore
lucky enough to beat his attacker’s Technique on one day, the defensive factor bonus granted to enemies with the
he will be required to roll again on the following day, Deep Meditation gift, but is otherwise useless against living
until the attack is either cured by a healer or the victim foes.
is dead.
Although the effects of the Dying Touch cannot be Signature Weapon
recovered through normal healing, they can be remedied Occasionally a powerful martial artist will gain a special
by an herbalist or acupuncturist who has knowledge or proficiency with one specific weapon. In some martial art
experience with curing this affliction. The healer is stories this weapon will be magical in nature, while in oth-
required to beat the Technique trait level of the person ers the weapon will merely be of fine quality, perhaps hold-
who administered the Dying Touch, using his Healing or ing some kind of sentimental value (a family heirloom, or
Acupuncture skill in an unopposed action check. a gift from an emperor, for example).
Once the Dying Touch is beaten, the character can Whenever a character is using his Signature Weapon, he
begin to heal normally, regaining one level of Damage receives a +2 bonus which can be distributed among any of
Capacity with every wound box recovered. the character’s martial art sub-skills. This bonus can be
The GM may assign modifiers to any attempts made to applied every combat round and can be distributed in any
heal sufferers of the Dying Touch, based on wound fashion the player desires.
results suffered by the healer or secondary skills that can A character who has a Signature Weapon must decide
aid with the problem (for example, a +1 might be appro- on one weapon that can be used with his gift. Although the
priate if the healer knows the Dying Touch technique character will be a formidable opponent while using his
himself). weapon, the Signature Weapon can be lost or broken dur-
Healers who have experience with treating the Dying ing the course of a campaign, which will also cause the
Touch should be rare and difficult to find. Some GMs character to lose his gift. To say that unusual care must be
might even consider building entire adventures around taken by a character to protect his special weapon would
finding a healer who can help a dying player character. be an understatement!

Gifts (cont.) 301


Fudge Fu

Unyielding Force
It is not uncommon for a group of martial artists to fight Faults
so well together that their combined abilities outstretch As is the case with gifts that are specific to the martial
their skills as single combatants. This specialized talent for art genre, some characters may possess faults which are
combined effort can turn a handful of moderately skilled especially appropriate to the kinds of heroes and villains
fighters into an unstoppable force, so long as all of the common to films and stories from the Orient. However,
martial artists involved possess the Unyielding Force gift. unlike gifts, most faults that are common to the genre are
By itself, the Unyielding Force gift offers a character no simple personality quirks that exist in most any campaign
noticeable benefits, but when the character fights along- setting. Therefore, only a few sample faults are listed
side an ally who also possesses the gift, each fighter gains below. The GM and players should have no trouble creat-
a +1 bonus that can be designated for either Technique or ing appropriate faults for their characters.
Stance. This bonus is cumulative, so that if a third fighter
with Unyielding Force joins the battle, all three combat- Code of Conduct
ants will gain a bonus of +2. A fourth ally possessing The most common fault for characters within the mar-
Unyielding Force will merit a bonus of +3 for all of the tial arts genre is the Code of Conduct. A strong ethical
combatants, and so on. code that the character lives by, the Code of Conduct helps
Obviously, use of the Unyielding Force gift will require to determine how a character will act under certain cir-
some coordination between players during the character cumstances. Not only will a Code help the player predict
generation phase. Otherwise, this gift will be limited to and direct his character’s actions, but once the character
NPCs, such as the genre favorite of twins who are espe- earns a reputation within the game world, other characters
cially deadly when fighting alongside each other. may also begin to predict how the character may react to
If using objective character creation, the cost for the certain situations.
Unyielding Force gift should be equal to the total possible Usually, a Code of Conduct is a self-imposed set of
bonuses gained through use of the gift. So, if three charac- behavioral guidelines followed by the character, often
ters are trained with the Unyielding Force gift, gaining a related to his occupation or lifestyle or sometimes even his
total +2 bonus while fighting alongside one another, the upbringing. Some Codes common to the genre are listed
Unyielding Force gift for each player should cost two gifts. below, along with short descriptions.
If four characters are trained in this ability, the cost will be
three gifts, and so on. Code of Absolute Loyalty: A common code for samu-
rai, the Code of Absolute Loyalty places a character’s com-
It will quickly become clear to anyone who reads the plete faith and devotion at the whims of another person,
sample gifts described above that some of the talents list- usually a lord or king. The character literally lives and dies
ed are very powerful and can be unbalancing in some cam- by the order of his chosen superior, and will place the wish-
paign situations. GMs should be very careful in deciding es of his lord above everything else. In many martial art
what gifts they will allow in their campaigns, and if using films characters with this Code meet an untimely end,
the objective character creation rules, should set the costs often due to the betrayal of their lord; but the lesson
for some of these gifts at two or three gifts, rather than the learned is always that devotion to the Code is even more
default cost of one. important than the lord whom the character pledges his
It will also be apparent that some of the gifts listed may obedience to serve.
not be appropriate for all campaigns. Many of the gifts will
need to be disallowed for some campaigns, or altered, to Code of Derring-do: The swashbuckling hero in pirate
better fit the specific tone of the game being run. For and musketeer stories often follows a strict Code that
example, in a campaign set on board a pirate ship in the requires him to fight for honor. The swashbuckling hero
Caribbean, the Lightning Blow gift may not seem appro- will fight to avenge any insults made to his highly-treas-
priate for the kind of swashbuckling action the GM and ured honor, as well as battle to defend the honor of any
players are striving to achieve. The GM can either disallow maidens whose virtue is questioned in his presence.
the gift, or she can alter it so that the Lightning Blow gift Fairness is also important to those with a Code of Derring-
only works with fencing weapons. do and so any character with this Code will always fight
fairly, never taking advantage of an enemy placed in a tem-
porarily bad situation. Although the Code is a serious one,
characters who follow it are usually quite jovial in their

302 Gifts (cont.)/Faults


Fudge Fu

demeanor — loving a good challenge, and seeking out dar- Old Injury
ing adventures. A character with an Old Injury fault has suffered from a
devastating injury in the past which still bothers him
Code of the Cop: A favorite in contemporary police today. This injury doesn’t normally hamper performance,
dramas, the Code of the Cop requires that the character but does serve as a weakness for the character, making him
never rests until the current case is closed, he always more susceptible to damage should a foe manage to aggra-
abides by the spirit of the law (although not always the let- vate that injury in combat.
ter of the law), and never disobeys a direct order from his Whenever a natural roll of +3 or +4 is rolled against a
superiors. The cop is often required to bend rules and is character who has an Old Injury, and the hit is determined
frequently in trouble, but he will never let down his part- to cause damage, an extra die is rolled when wound levels
ner, regardless of the circumstances. There is no principle are being decided. If the results of that extra die are nega-
or ideal higher than that of justice. tive, the Old Injury is being aggravated, and the final
wound taken from the blow is bumped up one additional
Code of the Noble Outlaw: The flipside of the coin, level (i.e. a Hurt becomes Very Hurt, a Very Hurt becomes
the Code of the Noble Outlaw is nonetheless surprisingly Incapacitated, etc.). Positive or blank results on the extra
similar to the Code of the Cop. The Noble Outlaw never die produce damage as it would normally be figured.
lets down his crime boss, abides by “street laws” known
throughout the criminal underworld, and will not sleep Susceptible to Secret Disciplines
until he has done his duty for his crime boss or family. The Just as a character can be a Master of a Secret
Noble Outlaw keeps his word when it is important and Discipline, making him unstoppable against those who do
never turns on his fellow outlaws. In some action dramas, not know the hidden tactics needed to defeat him, a char-
the similarities between the Code of the Cop and the Code acter can also be especially vulnerable to some of the
of the Noble Outlaw are so alike that cops and outlaws will maneuvers used by his foes. In these cases, a character has
fight together for some higher cause (love, revenge, “what’s never learned the proper way to defend himself against a
right,” etc.). specific martial art style or tactical stand.
Like the gift Master of a Secret Discipline, the precise
Code of Vengeance: There is nothing worse than some- handling of the Susceptible to Secret Disciplines fault is
one with revenge on his mind. A character with a Code of based on character knowledge and story, not necessarily
Vengeance will make it his life’s work to avenge any harm something that is modeled with game mechanics.
that has befallen him, his family, or anyone considered a Characters with this fault will simply have a martial art style
close friend. Sometimes characters might even seek listed on their character sheet that they are vulnerable to,
vengeance for a marred reputation, although that is usual- which some foes may have knowledge of, or may learn of
ly only in the most extreme circumstances. Followers of during an adventure. In campaigns that are very specific in
the Code of Vengeance will often take unnecessary risks to the kinds of martial arts that are known, a single, often fic-
enact their revenge, even endangering innocent tional technique should be listed with the fault. For exam-
bystanders or their allies. ple, in a campaign where all of the characters know Kung
Fu, a character might have a vulnerability to a fictional sub-
Upstart Code: Some characters are driven by a never- style, such as the Obsidian Crane technique.
ending desire to prove themselves, usually by engaging in If an opponent skilled in the secret technique learns of
combat against other martial artists, although the Code the character’s susceptibility, the character will suffer a –1
can be applied to virtually any pursuit. An Upstart will penalty to Technique, Speed, and Stance sub-skills while
challenge anyone who is described as “the best” and will fighting against that opponent.
never back down from any challenge made against him,
regardless of how dangerous or foolhardy it may seem.
The Upstart’s primary concern is providing himself with Sample Fighting Styles
proper tests of his skill, especially against those rumored to In most campaigns, Fudge Fu will be used to simulate
possess exceptional skill themselves. The Upstart usually “real-world” martial arts, in either contemporary or his-
grows out of this reckless phase or is killed. torical settings. Although different campaigns will have
varying degrees of realism which alter the tone of the mar-
tial arts used, the specific fighting styles will be consistent
from campaign to campaign.

Faults (cont.)/Sample Fighting Styles 303


Fudge Fu

Listed below are some brief descriptions of martial arts variety of punches, such as jabs, hooks, and uppercuts.
that can be used in a Fudge Fu campaign. These sample Boxers can also perform Grabs, which are usually used to
fighting styles can be used exclusively, or can be used in buy the boxer a little time to catch his breath and get his
conjunction with other martial art styles created by the bearings.
GM. Although the number of maneuvers available to those
The types of maneuvers that can be performed with the who have studied Boxing seems limited, using the offen-
martial art are listed in the description. For information on sive/defensive tactics rule can add a lot of variety to ordi-
these specific combat maneuvers and details for how they nary punches, simulating any of the punches listed above.
are used in battle, see Typical Exchanges, pp. 291-294. For this reason, the offensive/ defensive tactics rule
should be used by boxers to differentiate their different
Aikido: A relatively new martial art form, Aikido was attacks.
founded in Japan during the 1940s. Like Judo, Aikido is Raw power is the name of the game in boxing.
based upon using an opponent’s power against him, with Therefore, boxers usually rely on Technique over Speed
maneuvers that concentrate on redirecting incoming blows and Stance, especially in the heavier weight classes, but
and using them to perform throws and takedowns. Masters that is not to say that Speed doesn’t have its advantages in
of Aikido can Evade or Block incoming attacks, Grab oppo- the boxing ring. Well-rounded boxers will be very success-
nents, Throw attacking foes, Resist attempts made by oppo- ful in fights, but will also be quite rare.
nents to throw them, and even perform Attacks of their
own, usually in the form of powerful punches. Fencing: Developed during the 15th century, Fencing is
Aikido is primarily an unarmed art, but can be used an art in which the user fights with a light sword, such as
with staves and swords if the martial artist has trained in a rapier, saber, or even a cutlass, and is a favorite martial
their use, although armed use of the art is quite rare. art of swashbuckling heroes. Using his sword, the fencer
Characters who have taken Aikido tend to be fairly bal- can perform a variety of Attack maneuvers, such as the
anced in their martial art studies and should have lunge, slash, thrust, and fleche (a charging lunge). Fencers
Technique, Speed, and Stance sub-skills all within one trait can also Disarm foes, Block incoming attacks (called a
level of each other, if not having all of them equal. parry), and are known to perform acrobatic Evade maneu-
vers to get out of harm’s way. Fencers who have locked
Barroom Brawling: Not a martial art in the formal blades can also perform Pushes to free their weapons.
sense, Barroom Brawling is the fighting style of those peo-
ple who have learned how to “mix it up” on the streets.
Opponents of Barroom Brawlers shouldn’t automatically
discount the art, however, because many of the maneuvers
used by such fighters can be very effective. Brawlers can
perform various Attacks, such as punches, kidney blows,
knees to the groin, and even the fabled “Sunday punch,”
which can really knock an opponent on his rear. Barroom
Brawlers also know how to Disarm opponents, and given
the right circumstances, can Throw foes up and down bars
at will.
Barroom Brawling is an art of convenience and so those
who have “studied” the fighting form are usually very
adept at using pool cues, beer bottles, and chairs as
weapons.
The Technique sub-skill is usually the emphasized trait
in Barroom Brawling, with Speed and Stance lagging only
slightly behind.

Boxing: Now more of a sport than a fighting style,


Boxing consists of a variety of punches designed to knock
down or knock out an opponent. Boxers can use Block
and Evade maneuvers, and Attacks which consist of a

304 Sample Fighting Styles (cont.)


Fudge Fu

Obviously, Fencing is an armed martial art, requiring a long weapon like a lance, he would be at an extreme dis-
that the fencer use a sword to perform every maneuver list- advantage.
ed, except for the Evade. In particularly cinematic or fan- All attacks will occur at the same time. Even though the
tastic campaigns, GMs may allow fencers to use impromp- rules of the joust call for both knights to attack each other
tu weapons with the art, such as canes, umbrellas, or in simultaneously, the Speed sub-skill is not completely
comic situations, sticks of sausage. Like Boxing, use of the meaningless, as it is used for Feints and Evading.
offensive/defensive tactics rule is suggested to give charac- Technique is the most vital for any knight involved in a
ters a chance to simulate the various kinds of Attacks avail- joust.
able to them.
Fencing requires that individual fencers be quick, highly Judo: An art consisting primarily of grappling maneu-
skilled, and good on their feet. For this reason, fencers vers and throws, Judo is a fairly modern martial art, born
should be fairly balanced in their art’s sub-skills, with per- from the older Japanese fighting style of Jiu-jitsu. With
haps a slight advantage in Technique and Speed. the ultimate goal of simply throwing an opponent to the
ground to pin him, Judo uses a series of Throws which
Gunfighting: Gunslingers from the Old West would include sweeps, hip throws, and even a take-down that
hesitate to call their particular form of combat a fighting puts both the target and the attacker on the ground. Judo
art, but there are enough similarities between gunfighting also utilizes some Grabs and Holds, usually centered
and martial arts that the use of the Fudge Fu guidelines is around “locking” an opponent’s joints so that he cannot
appropriate. Gunfighters will be trained in Draw (treat as escape, and also allows its practitioners to Disarm foes
an Initiative check using Speed, rather than using a and Block incoming attacks. Judo practitioners will be
straight Initiative), the Duck maneuver (Evade), and vari- particularly adept at Resisting throws made against
ous styles of shooting (Attack, using offensive/defensive them.
tactics to simulate different situations). Some gunslingers Judo is an unarmed martial art and cannot be used with
will also be skilled in the stare-down (a very subtle use of any weapons.
the Skill Display maneuver, if allowed by the GM). The Characters who have studied Judo will usually have high
Stance sub-skill will also be very important in showdowns Technique and Stance sub-skills, with lower Speeds. Martial
when a gunslinger tries to Ready himself. artists who study Judo will still want a degree of Speed — it
Obviously, gunfighting is an armed martial art. The is simply not as important as balance and ability.
weapons of choice will usually be pistols, although some
gunslingers will also use rifles and shotguns. Karate: Perhaps the quintessential martial art, Karate is
Gunslingers will usually opt for a high Technique, fol- thought to have its origins in the 5th century as an
lowed closely by Speed, and lastly, Stance. In such cine- unarmed fighting style simply called “hand.” Over the cen-
matic gunfights as the showdown, the well-rounded gun- turies the art has changed and evolved to the point that
slinger is more likely to come out alive, but in more gritty several distinct sub-styles have developed, incorporating
and realistic shootouts, Technique will be the most impor- several different weapons and philosophies. In its most
tant factor in survival. generic manifestation, Karate consists of Attacks that take
the form of both punches and kicks, Block and Evade
Jousting: Used mostly in very organized contests maneuvers, leg sweeps which are handled as Throws, and
between feuding knights, Jousting is the fighting style for even a Disarm maneuver.
those doing battle while mounted, using long lances to Specific sub-styles, or “schools” as they are often called,
attempt to knock their opponent to the ground. Almost of Karate modify these basic maneuvers, emphasizing cer-
civilized in its execution, Jousting matches involve knights tain aspects while underplaying others. Some sub-styles
simultaneously charging at each other, trading blows as even add the Grab maneuver to the martial art.
they pass. The loser of the Joust is usually just knocked off Unfortunately, there are too many sub-styles to discuss in
his horse, but it is also possible for those involved to be any detail here. Interested players and GMs should do fur-
badly wounded. Jousting consists solely of Attacks and ther research if they wish to incorporate the various sub-
Blocks, with little room for anything more fancy than that. styles in their campaigns.
Fairly simple in its rules, Jousting calls for the use of Karate, as described above, is an unarmed martial art,
lances, although at times, knights may make passes on although practitioners of the art can train to use a variety of
each other using swords or other weapons. Theoretically, a weapons. Staves, spears, nunchaku, and sickles are just some
knight could Joust unarmed, but against an opponent with of the weapons that can be used with Karate, provided the

Sample Fighting Styles (cont.) 305


Fudge Fu

character has undergone the proper training. As is the case spread popularity in martial art films and stories. And like
with specific Karate sub-styles, interested players should do Karate, Kung Fu has hundreds of sub-styles that have
further research on the art to determine all of the weapons developed over the centuries, teaching its practitioners
available and their typical usage and tactics. modified forms and philosophies, many of which are
A fast and brutal art, Karate practitioners should have based on the movements and strengths of animals.
high Technique and Speed sub-skills, often at the cost of a Distilled to a generic manifestation, Kung Fu consists of
lower Stance. joint locks which are handled as Grabs, Block and Evade
maneuvers, leg sweeps and Throws, open-handed Pushes,
Kenjutsu: Like Fencing, Kenjutsu is an armed martial and a Disarm maneuver. Many of the Attacks taught to
art that involves swordplay using Japanese swords such as Kung Fu martial artists are very flashy, including flying
the katana and wakizashi. Used by samurai, Kenjutsu orig- kicks and powerful open-palm strikes, as well as a variety
inated over 1,500 years ago, with various sub-styles evolv- of other attacks named after the animals that inspired
ing over the years. Like their European fencer counter- them (such as the tiger claw, the eagle claw, and the drag-
parts, practitioners of Kenjutsu can use their swords to on claw).
Block attacks, Disarm foes, and to unleash a staggering Kung Fu can be used as an unarmed martial art or can
amount of slashing Attacks, such as the lightning slash, be used with nearly any martial art weapon available, from
the running stroke, and the slashing stroke. Masters of swords to staves, to some of the more obscure martial art
Kenjutsu often know how to Evade attacks, as well. weapons like the Wind and Fire Wheels. The only prereq-
Kenjutsu is an armed martial art with the Evade maneu- uisite for using the art with a weapon is that the practi-
ver being the only action that can be taken while unarmed. tioner has had the proper training.
Most schools of Kenjutsu emphasize the Technique and Due to the incredible diversity of sub-styles in Kung Fu,
Speed sub-skills, often with offensive/defensive tactics there is no one correct way to arrange a character’s sub-
being used to simulate very risky, all-out attacks. In some skills. Players should feel free to divide their Kung Fu abil-
of the more cautious varieties of Kenjutsu, Stance gains ities into the Technique, Speed, and Stance sub-skills as
much more importance, but cinematic styles of Kenjutsu they see fit.
reinforce the idea of quick and brutal attacks.
Ninjutsu: The art of assassins and spies, known most
Kickboxing: A martial art that originated in Southeast famously as the martial art of ninjas, Ninjutsu is a very
Asia, Kickboxing is usually attributed as a Thai fighting practical and deadly martial art that is less about form and
style. Extremely vicious, Kickboxing consists primarily of more about results. Practitioners of Ninjutsu learn a huge
brutal Attacks, such as elbow and knee strikes, punches, variety of maneuvers allowing them to Attack with kicks
and jumping kicks, such as the punishing roundhouse and punches, to Block and Evade attacks made against
kick. Practitioners of the art also learn to Block incoming them, and to Grab foes, as well as Throw their targets to
attacks, but make no mistake, the focus of the fighting the ground. It is important to note, however, that Ninjutsu
style is to put down your opponent as quickly and effi- is not typically used in open combat, but is instead applied
ciently as possible. from the shadows on unsuspecting targets. The first lesson
Kickboxing is generally an unarmed martial art, but it a martial artist who studies Ninjutsu learns is that stealth
can be used with swords, clubs, spears, and staves. There is more powerful than any blow.
are also stories about some Kickboxing fighters wearing Like many martial arts, Ninjutsu can be used as an
glue-stiffened horsehair wrappings over their hands (treat unarmed martial art, or can be used with some of the
as a +1 damage factor). In the most brutal fights, some more common martial art weapons. One of the most rec-
combatants would cover their hardened wrappings with ognizable weapons used by a martial artist who has stud-
broken glass (treat as a +2 damage factor). ied Ninjutsu is the ninja-to, the straight-bladed sword car-
A fast and brutal art, Kickboxing practitioners should ried by ninjas.
have high Technique and Speed sub-skills, usually with an To make themselves fast and deadly, ninjas usually sac-
emphasis on Technique. The Stance sub-skill is often left rifice Stance in favor of higher Speed and Technique sub-
at a lower level. skills. Because most targets of Ninjutsu are unaware of the
attack coming their way, ninjas are usually able to down
Kung Fu: Perhaps one of the oldest martial arts in exis- foes with only one hit (the relative degree against an
tence, Kung Fu is thought to have been developed during unaware target can be staggering!).
the fifth century BC, and rivals Karate in terms of wide-

306 Sample Fighting Styles (cont.)


Fudge Fu

Tae Kwon Do: Developed in the 7th century, Tae Kwon Modern wrestlers primarily learn Grab moves, as well as
Do is translated from Korean to mean “the art of kicking takedowns and slams, which are simulated with the Throw
and punching.” A violent art, practitioners of Tae Kwon and Push rules. The ability to Resist the throws and push-
Do learn a variety of Attacks, such as the flying side kick, es of opponents is also taught.
the front kick, the roundhouse kick, plus a number of dev- Wrestlers work very hard to increase their Technique
astating punches and elbow strikes. Martial artists who and Stance sub-skills, although Speed can be very helpful
have studied Tae Kwon Do also learn how to Block incom- to them as well. Strength is also very important to
ing attacks with arm sweeps and crescent kicks, as well as wrestlers, although raw muscle-power is not always as use-
learn punches designed to knock an opponent to the ful as the ability to properly get and use leverage when
ground (treat as a Throw). grappling with an opponent.
Although technically an unarmed art, there are some
instructors that teach the use of blades, staves, and clubs
with the fighting style.
Tae Kwon Do emphasizes power above all else, so Using Fudge Fu With
most martial artists who have studied the style will have
a higher Technique sub-skill than their Speed or Stance. Existing Fudge Material
Many martial artists that use this style will also depend It should be possible for a GM to integrate Fudge Fu
on Speed, but it is usually just an afterthought when into almost any published or original Fudge setting, using
compared to the brutality striven for by its practitioners. it in conjunction with any other rule system. The GM
should take special care to make sure that the use of these
Wrestling: Not to be confused with the fighting style of martial art guidelines is appropriate to the tone of the
big, sweaty men who love to taunt one another, Wrestling is campaign, but she should have no trouble using these
the ancient sport of forcing an opponent to the ground guidelines as written.
where he is pinned for a win. Varieties of Wrestling are The Chinese Magic system as described in A Magical
known all over the world, with slight modifications to the Medley would be especially appropriate for use with the
rules accompanying each region, but the most popular form Fudge Fu guidelines, if a more traditional martial art game
of Wrestling — Greco-Roman — is what is described here. is being considered.

Sample Characters Skills Running


Scowling Menacingly
Good
Great
(3)
(4)
(50 free levels, 50 taken)
Barroom Savvy Good (3)
Bobby Chen, Bluff Great (4) Gifts
Renegade Martial Arts Cop ChinatownKnowledge Good (3) (2 free gifts, 4 taken,
Prowling the streets of Chinatown, Cooking Fair (2) balanced by faults)
Bobby Chen is the police department’s Driving Fair (2) Double-barrelled Justice (any two
best and most feared officer. Something Gambling Fair (2) pistols used at the same time allow
of a loner, Bobby has only his twin .45s Holding His Liquor Good (3) the character to fire multiple times
to keep him company in his quest for Intimidate Great (4) every combat round)
justice. Jumping Good (3) Frightening Reputation
Karate (4) Hair Is Always Perfect
Attributes Technique Superb Scars/Injuries Look Becoming and
(8 free levels, 8 levels taken) Speed Great Ruggedly Handsome
Brawn Fair (0) Stance Good
Coordination Great (2) Law Good (3) Faults
Determination Superb (3) Pistols Superb (5) Always Outnumbered
Style Superb (3) Police Procedures Mediocre (1) Code of the Cop
Quick Draw (Pistols) Great (4)

Sample Fighting Styles (cont.)/Using Fudge Fu with Existing Fudge Material/Sample Characters 307
Fudge Fu
Echiko Kaminaga, 17th Century Ninja (50 free levels, 74 levels taken, Poisons Good (3)
Taken by her clan as a child, after her balanced by faults) Quick Draw (Ninja-to) Good (3)
parents were marked for assassination, Quick Draw
Echiko has spent her entire life learning (Shuriken) Great (4)
Acrobatics Good (3)
the secret arts of the ninja. Although a Riding Mediocre (1)
Ambush Great (4)
hardened spy and assassin, Echiko still Seduction Fair (2)
Balance Good (3)
has a soft spot for children who have Blowgun Good (3)
Camouflage Mediocre (1)
been forced to face the sometimes vio- Ninja-to Good (3)
Catfall Good (3)
lent worlds of their parents. In the right Shuriken Great (4)
Climbing Good (3)
circumstances, Echiko could become an Deactivate Traps Fair (2) Gifts
honorable ally, but in the wrong situa- Detect Lies Great (4) (2 free gifts, 2 taken)
tion she can be a deadly adversary. Disguise Fair (2) Perfect Timing
Find Secrets Great (4) Striking Appearance
Attributes Hide Traces Good (3)
(8 free levels, 8 levels taken) Infiltrate Superb (5) Faults
Skills Jumping Good (3) Emotionally Cold, Except With
Build Fair (0) Move Silently Great (4) Children
Cunning Superb (3) Ninjutsu (3) Quick-tempered
Dexterity Good (1) Technique Good Secret Life (Ninja)
Fitness Great (2) Speed Superb Stubborn
Honor Fair (0) Stance Mediocre
Perception Great (2) Pick Locks Great (4)

Wu Zhang, World-class Fighter (40 free levels, 40 taken) Leap into the Sky
Wu Zhang is one of the few, privi- Gifts Shattering Fist
leged fighters who have been able to Area Knowledge,
pass the mysterious trials allowing him Mongolian China Good (3) Faults
to participate in the Tournament of the Balance Great (4) Hatred of Fei Zhang (brother, rival
Stone Hall, a secret series of martial Buddhism Fair (2) fighter)
art contests to determine the greatest Climbing Good (3) Impulsive, Brash
fighter in the world. There are rumors Falconry Good (3)
that the winner of the Tournament will Language, Mandarin Note: Mountain Wind Kung Fu is a fic-
gain limitless power, and so, Wu Chinese Great (4) tional, high-flying style made up of arc-
Zhang has joined for the sole purpose Motorcycles Good (3) ing kicks, powerful knee smashes, and
of keeping the prize from his evil Mountain Wind beautiful but brutal punches.
brother, Fei. Kung Fu (Hard) (6) Practitioners of the fighting art also
Technique Superb learn kicks that can be used to Block
Attributes Speed Legendary incoming attacks, Disarm opponents,
(5 free levels, 9 taken, Stance Great and leg sweeps that will Throw a foe to
balanced by 2 faults) Move Silently Great (4) the ground. There are no Grabs or
Skills Outdoor Survival Great (4) Pushes available to the martial art, but
Awareness Fair (0) Swimming Great (4) many Mountain Wind masters are
Health Great (2) experts at flipping their bodies when
Muscle Good (1) (4 free gifts, 4 taken) thrown so that they can land on their
Reflexes Superb (3) Fist of Ch’i feet (Resist).
Resolve Great (2) Keen Eyesight (+1 to visual
Wits Good (1) Awareness checks)

308 Sample Characters (cont.)


Just Fudge It!

by Carl Cravens So let’s ask, just what do we want? The character falls
into the pit trap, off the cliff, is thrown out the tenth-story
One of the strengths of Fudge is its lack of specific window… as a gamemaster or a player, just what kind of
detail. The basic Fudge rules are “rules-lite,” and Fudge result are we really expecting? Here’s where we turn not
gains a lot of simplicity and flexibility from this. But this to “real life” or even games, but to fiction and cinema. We
also leads to the occasional problem of not knowing how want what’s going to work out best for the story.
to handle an event in the game because Fudge doesn’t And that’s where a set of rules, however detailed or sim-
present an option for it. Often, someone will shout, ple, is going to fail us. When the story needs the hero to
“Fudge doesn’t have rules for this; we should write some!” survive and keep moving, the rules are likely to tell us that
That’s how some of the older “generic” game systems he dies or suffers some major injury. Indiana Jones seems
were written. These systems are complex, cumbersome, to fall quite a bit, but he manages to keep going. That’s
and in the end not really as flexible as Fudge because generally what we want from our games. We want results
every time they pin something down with a rule, they gen- that fit our idea of what makes a good story for our
eralize, and eliminate possibilities that don’t fit into the heroes, not ones that fit a statistical curve or “real life.”
generalization. Many of us play Fudge to get away from (Caveat: “Good story” doesn’t mean the heroes always win
games like those because we want the simplicity and flex- or that the players always get what they want. If you don’t
ibility that those games can’t provide. More rules mean like “story-oriented” play, then when I say “story require-
more time spent looking up forgotten rules, interpreting ment,” you can instead say “something that would mess
rules, and applying rules instead of roleplaying. Rules can up my game if it turns out badly.”)
detract from the flow of the game when they take players’ Appropriateness of an outcome is something I mention
attention off of what’s going on in the game world and a lot here. This is where the rules and dice fail you,
focus them on the rules in the real world. because they don’t know anything about the specific situ-
So what’s a gamemaster to do when presented with a sit- ation. Rules are written for generalities and situations that
uation that isn’t covered by the rules? Just fudge it. That’s are evaluated independent of all the events surrounding
the name of the game after all. I’m going to start with a them. The rules just don’t know what is or isn’t an “appro-
basic example that comes up quite a bit, then I’m going to priate” outcome for a specific event. And this is the
take some of what we learn there and expand it into some strength of not using rules (or even dice, if you’re brave
general guidelines to help you fudge it without blowing it. enough), that decisions are based on the particulars of the
Falling rules. Fudge lacks them. Almost seems like an situation and the story as a whole. The brave hero dying
oversight, doesn’t it? It ought to be fairly simple to cobble because of a random encounter with bandits in the woods
together some reasonably accurate rules about falling (thrown in for flavor and to create tension) is dramatical-
damage and the like and graft it on. And it is. I could have ly inappropriate, while the hero dying at the hands of the
done so in less time than it took to write this article. But villain after stopping the opening of the gate to the nether-
you don’t need falling rules. That’s why they’re not there… world can be dramatically appropriate. One makes a great
not because someone forgot them or there wasn’t enough story, the other is disappointing and frustrating.
space, but because you don’t need them and they really So how do we handle a character falling out of the
wouldn’t meet your needs anyway. tenth-story window without any rules to govern it? We
To start with, let’s look a bit at “real-life” falling. A fight- borrow something that fiction authors and diceless role-
er pilot ejects, his chute fails to open, he hits a plowed players share… we decide what happens. If you have a
field at terminal velocity… yet survives. A plant foreman strong feeling for what should happen based on the situa-
trips over a crack in the concrete floor, falls down and tion and the story, just choose that result. Roll some dice
breaks his neck. Jumping off the roof of your house can and look at them thoughtfully if you want to disguise the
result in anything from a sprained ankle to a broken skull. fact that you’re “just deciding.” Or if you don’t have that
When you really think about it, those falling rules we strong feeling, pay attention to the dice and let them
could cobble together really wouldn’t reflect “real life” all guide your decision… high is good, low is bad. But notice
that well. They’d just reflect some general ideas about what you have here that a general set of rules would take
what we think falling damage should be like, at the same away from you: the freedom to get any outcome (within
time failing to include many possibilities. Writing falling reason) without “breaking” any rules. (Not to mention the
rules that really reflected the kinds of results we might freedom from having to look up the falling rules, figure
want could turn out something very un-Fudge-like in its out just how far someone’s fallen, look things up on
detail and complexity. charts, and then roll dice to figure out what happened.)

Just Fudge It! 309


Just Fudge It!

Why is breaking the rules a bad thing? You’re the Here is a concrete example. The hero and his nemesis
gamemaster, after all, your word is law. But the rules you are struggling in a high stone tower and his nemesis man-
and your players agreed to are a contract of sorts. They are ages to push the hero out a window. The hero fails to grab
the “laws of physics,” so to speak, that apply to the world. onto the window ledge and is falling, falling, falling….
Even when those agreed-upon laws violate common sense. What happens? That depends. Let’s look at the thought
When you break the rules, you cause the world to act in an processes involved in making a decision.
unexpected way. Players may suspect magic or some The first question you have to ask is, “What’s the worst
unknown force to be involved. More likely, they’ll just possible thing that could happen that I can live with?” In
think you’re being forgetful or plain unfair. Rules bind you this case, death is a likely possibility, which means decid-
by this contractual nature. If you have no rules for a par- ing if the hero’s death would be too difficult to deal with.
ticular thing, like falling, you have the freedom to produce If it was a good fight and death seems dramatically appro-
reasonable results without breaking the contract. In this priate (the player’s more likely to say, “That was cool!”
case, the contract is, “I agree to produce reasonable than, “That sucked!” is a fair measuring stick here), you
results” instead of “I agree to play by these rules.” Rules
aren’t all bad, of course, as they’re also a common lan-
guage to describe the world, and some things come up
often enough (like combat) and have enough differing
viewpoints about how they work (like combat), that rules
governing how the world works in that area are a good
thing. If they weren’t, we’d dump the rules and play with-
out them.
Notice that rule-less didn’t mean diceless. If you don’t
want to “just decide” an outcome, you can roll some dice
and let them guide your decision. Not necessarily make
the decision for you, the way rules and dice usually work,
but guide you. High is good, low is bad. –4 on 4dF is the
worst possible outcome with which you’re comfortable. +4
is the best. And that doesn’t mean that –4 is the worst pos-
sible outcome you can imagine. It’s just the worst you can
accept and still maintain the mood and flow of the story
without destroying suspension of disbelief.
When you read a book, watch a movie, or play a game,
you choose to “believe” in the story to a certain extent.
You accept the world and the characters as they’re pre-
sented. But once in a while, something weird happens that
you just can’t accept. Like a helicopter flying through a
train tunnel, while tied to the train by a cable. It makes
you say, “Hey, that’s stupid, a helicopter can’t possibly do
that.” It breaks your suspension of disbelief. It jerks you
out of enjoying what’s going on into a mode of analyzing
it, and stifles your enjoyment. Suddenly you can’t believe
as strongly in the world as you did before, because some-
thing happened that was unbelievable given what you
know of the world. As a gamemaster, you have to always
be careful to keep all natural occurrences within the realm
of expectation for your players. And I believe that the
“realm of expectation” is more important than reality. A
MiG pilot might survive his chute not opening in the real
world, but your players are going to have a hard time swal-
lowing it if you “just decide” that it happens. Truth is
stranger than fiction, after all.

310 Just Fudge It!


Just Fudge It!

might find good closure in death and defeat. But most of able and death is not the inevitable outcome but only a
the time, the hero’s death is going to throw a spanner in possibility among many, why should death even be an
the works, especially for the player. option? What we want is not an accurate simulation of
Let’s say that you’ve decided that death is a bad thing reality but an acceptable illusion of it. Obviously you can
here; dead hero means end-of-story. So you decide that carry this too far; if characters fall off of buildings in every
the worst possible thing than can happen is severe adventure and all of them get up and walk away, the illu-
injury: broken bones, internal injury, concussion, but sion is no longer acceptable because it’s unbelievable. But
nothing ultimately life-threatening given the situation. as long as the nearly-impossible occurs rarely, the illusion
(Magical healing will allow you to deal out more griev- can be maintained.
ous damage than if the hero is all alone, unconscious, What else can we apply this to? Everything, really.
and likely to get his throat cut by the guards at the foot While the example seems a bit long and involved, in prac-
of the tower. But for this example, we’ll say his friends tice this method is very quick. The “worst thing” and
are below and can save him if he doesn’t die instantly.) “best thing” are often based on gut-feeling and not careful
Note that if you had decided that death was an option, analysis, so the process of picking those takes only a
you’d simply make death the worst possible outcome. moment. So with practice, you could throw out the com-
The severity of the outcome changes, but the way you bat rules altogether and just fudge all of it. It’s challeng-
work through this problem doesn’t. ing, and a lot of work, but it can be done.
Having decided the worst thing possible, now you want If you’re not up to that, try Story Element Combat (see pp.
to ask the next question, “What’s the best thing that can 35–36). “Just fudge it” is the core of that method, and I
happen and still be believable?” Well, he is falling a think at its heart you’ll find the essence of dramatic role-
rather long ways. But this is a swashbuckling, Indiana playing.
Jones kind of game. If the right things happened, like a
tree limb here, an awning there, a cart of straw at the bot- So to summarize:
tom, our hero just might manage to walk away with noth- 1) Ask yourself, “What is the worst possible outcome I
ing more than some broken ribs and lots of bruises. can live with?”
(What if this were a dark and grim game? That tends to 2) Ask yourself, “What is the best possible outcome that
narrow your options, and you may have to bite the bullet is still believable?”
and allow the character to die to maintain verisimilitude. 3) Set –4 (or some range from –4 to X) as the “worst out-
Part of dealing with that is having foreseen the possibili- come” and +4 (or some range from Y to +4) as the “best
ty when you started the campaign, and made it clear to outcome.”
the players.) 4) Roll the dice, “guessing” at the exact outcome based
So you’ve set the end-points… a –4 means the character on the result and the guidelines set in step 3.
is severely injured but can be saved with magical healing,
+4 means the character walks away with a cracked rib and Another example: Joe Wolfe has been working late and
some nasty bruises. Results between –4 and +4 are just heads to the parking lot well after dark. He’s about to
interpolated from those two extreme results. So if you’re unlock his car when the sound of gravel scraping behind
letting the dice guide you, roll them and make up some- him causes him to whirl around to discover some young
thing appropriate based on the results. If you’re not going punk pointing a gun at his face and demanding his wallet.
to roll dice, pick an outcome that seems to be the best bal- Unbeknownst to the mugger, Joe’s studied a little mar-
ance between what you can live with and what will pass as tial arts here and there, and has a Good Hodgepodge
believable. Fighting Techniques skill. Joe notes that the punk looks a
Note that you might want the worst possible outcome to little nervous and his eyes keep darting around, so he’s
be more likely than the chance of a –4. In that case, just set not very focused on Joe, and he happens to be standing
–4 through –1 (for example) as the “worst possible out- close enough for Joe to grab the gun without taking a step.
come.” The dice are just to give you an idea of what hap- So Joe decides to grab for the gun, pushing it and the
pens. punk’s arm overhead, while kneeing him in the groin at
The important thing to see here is that what matters the same time.
isn’t the fidelity of the simulation, but the appropriateness Boy, tense situation, huh? You could just roll Joe’s
of the results. Sometimes you still want random results, Hodgepodge Fighting against the punk’s Reflexes when he
but what matters is that the possible outcomes fit within tries to get the shot off. But what if some of the possibili-
the range that you find acceptable. If death isn’t accept- ties aren’t really acceptable here, like Joe getting shot and

Just Fudge It! 311


Just Fudge It!

bleeding to death? That’s where the strength of playing In closing, I’d like to say some final words about rules.
without specific rules applies. Doing combat like this isn’t Be careful about deciding that you need to write rules for
for everyone, but it’s a good example of what you can do. situations not currently covered by existing rules. Try play-
Joe’s got a Good Hodgepodge Fighting, and the punk ing without them first. See if you can improvise those situ-
has a Good Reflexes. The punk is nervous and reluctant ations without using rules. There are some things that
to shoot, so that’ll affect our decision some. have been left out for a reason… because you don’t “need”
What’s the worst thing you’re willing to let happen? Since them. You may be used to them. They may be familiar and
this is a minor encounter at the beginning of the story (we comfortable, like an old pair of shoes, and they can be use-
hope Joe will learn some important information from inter- ful in some situations; but they aren’t a necessity.
rogating the punk), let’s say that a flesh wound is the worst Learn to look at the rules in a new way. Does the trait
we’re willing to deal with. Joe might get Hurt, but that’s it. range seem too narrow? Maybe you should look at it dif-
What’s the best thing that could happen and be believable? ferently, considering Mediocre to be common among the
Joe executes the move perfectly, ends up with the gun, and commoners, making Mediocre useful to PCs in some
the punk is on the ground writhing in agony. areas. The PCs don’t need to be Great or better at every-
So you roll the dice and get… thing if their opponents are all Mediocre and Fair. What
you “need” is often a matter of perspective. Examine your
–4: Blam! Joe takes a bullet in the arm (Hurt). He’s got assumptions from time to time and ask yourself if they’re
hold of the gun and is struggling for control of it, but the really applicable to the style of play you want.
punk has the upper hand for the moment. Experiment. If you really feel you need rules, start with
small changes, introduce little rules. Add more trait levels
–3 to –2: Blam! Joe gets grazed by a bullet (Scratch) and if Terrible…Superb is too really too narrow, but don’t
is struggling for control of the gun on equal footing. change the dice at the same time. Change one interrelated
factor at a time. Figure out what works and what doesn’t.
–1 to +1: The gun might go off, but Joe avoids getting But don’t pile on a load of new rules because your expe-
hit and is struggling for control of the gun. rience with other games tells you that things are “missing”
from Fudge. Those things — like falling rules, complex hit-
+2 to +3: Not only does Joe avoid getting shot, his knee location charts, detailed weapon speed and length factors
found its target and while he’s struggling for control of the — were left out not because of laziness or a lack of time to
gun, he clearly has the upper hand. create them, but because Fudge doesn’t really need them.
Sure, you can use them, and some genres or styles of play
+4: Don’tcha love it when a plan comes together? Joe’s may really benefit from them, but always consider what a
got the gun, and the punk lies helpless on the ground, new rule takes away from the game as well as what it adds
clutching his groin and crying for his momma. to it. A rule that takes away more than it adds isn’t worth
the trouble.
Note that you don’t come up with all the “in-between” Remember that the goal isn’t an accurate simulation of
values before you roll the dice. You roll the dice first, and reality but an acceptable illusion. If a simple hit-location
create an in-between result that seems appropriate. chart using 1d6 (Head, Torso, Right Arm, Left Arm, Right
Remember that I said the punk’s distraction and nerv- Leg, Left Leg, which is head-to-toe, right limbs odd-num-
ousness were a contributing factor? If the punk weren’t bered, making it easy to memorize) will provide an accept-
nervous, had a better Reflexes, or generally was in a better able illusion, why encumber the game with anything more
situation than in the example above, I’d adjust the results in- complicated?
between the two extremes. I wouldn’t adjust the best and In summary: use your imagination. Trust yourself to
worst possible outcomes, because I already decided those make decisions without the solid framework of weighty
based on the needs of the story or game. So –4 is still “Joe rules to hold you up. Take risks… that’s how you grow as a
takes a flesh wound” and +4 is still “Joe kicks butt,” but for gamemaster. You can’t learn to do something if you never
the results in between, Joe is more likely to fail. In the sam- practice it. Trust your instincts as a storyteller, but be will-
ple results above, squeeze the upper results into smaller ing to listen to your players when they may have more
ranges and stretch the lower results into wider ranges. expertise than you. Your goal is to make their story inter-
When you boil it down to the essentials, it’s basically esting, but it’s their story, not yours. Keep that in mind
“make something up.” But I hope I’ve given you some- always and make it enjoyable for them. Your efforts will
thing useful as a foundation to your improvisation. not go unrewarded.

312 Just Fudge It!


Fudge Combat Tables

Sample Wound Factors Offensive/Defensive Tactic Modifiers


Add all applicable offensive factors to determine the +2 to offense, -2 to defense
offensive damage facter; add all applicable defensive fac- +1 to offense, -1 to defense
tors to determine the defensive damage factor. Normal offense and defense
-1 to offense, +1 to defense
Offensive Factors: -2 to offense, +2 to defense
For Attacker’s Strength
(muscle-powered weapons only): Optional Damage Rolls
Trait modifier (+3 for Superb, -1 for Mediocre, etc.) See Damage Die Roll, p. 50.
See also Min-Mid-Max Die Roll, p. 51, for an
For Attacker’s Scale: alternative wound determination method.
Plus the attacker’s Strength Scale
(see Non-human Scale in Combat, p. 48).
3d6 Dice Technique
For Weapon’s Strength Rolled: 3-4 5 6-7 8-9 10-11 12-13 14-15 16 17-18
(Guns, Crossbows, Beam weapons, etc.): Result: –4 –3 –2 –1 +0 +1 +2 +3 +4
+/- Strength of weapon
(see Ranged Combat, p. 41).
d% Dice Technique
For Muscle-powered Weapon: Rolled: 1 2-6 7-18 19-38 39-62 63-82 83-94 95-99 00
-1 for no weapon, not using a Martial Art skill Result: –4 –3 –2 –1 +0 +1 +2 +3 +4
+0 Martial Art skill, or for small weapons
+1 for medium-weight one-handed weapons Sample Graze Severity Table
+2 for large one-handed weapons Damage
+3 for most two-handed weapons Factor Result
+1 for sharpness <0 Undamaged
0–4 Scratch
Defensive Factors: 5+ Hurt
For Defender’s Damage Capacity Attribute:
Note: Optional — see Damage Capacity, p. 43. Sample Scale Table
Trait modifier (+2 for Great, -2 for Poor, etc.)
Scale Mass (US) Mass (Metric) Example
-6 13 lb 6 kg Large House Cat
For Defender’s Mass Scale:
-5 20 lb 9 kg Fox
Plus the defender’s Mass Scale
-4 30 lb 13 kg Badger
(see Non-human Scale in Combat, p. 48).
-3 45 lb 20 kg Coyote
(If the defender has Mass other than Fair, or a gift of
-2 68 lb 30 kg Medium Dog
Tough Hide, it should also be figured in.)
-1 100 lb 45 kg Cheetah
0 150 lb 68 kg Human
For Armor:
1 225 lb 100 kg Leopard
+1 for light, pliable non-metal armor
2 333 lb 150 kg Black Bear
+2 for heavy, rigid non-metal armor
3 500 lb 225 kg Utahraptor
+2 for light metal armor
4 750 lb 333 kg Grizzly Bear
+3 for medium metal armor
5 1125 lb 500 kg Alligator
+4 for heavy metal armor
6 1687 lb 750 kg Bison
+5 or more for science fiction advanced armor
7 1.25 tn 1.1 t Great White Shark
+ GM-set modifiers for magical armor
8 2 tn 1.7 t Killer Whale
Note: The value of a shield may be subtracted from the oppo-
9 3 tn 2.6 t Allosaurus
nent’s skill — see Melee Modifiers, p. 37.

Fudge Combat Tables/Sample Scale Table 313


Fudge Sample Skills

Sample Skills
Here are some sample skills to consider for your own Outdoor skills: Camouflage, Camping, Fishing, Forage,
Fudge games. Some are covered in more detail in the Skills, Herb Lore, Hide Traces, Hunting, Mimic Animal Noises,
Gifts, and Faults section, pp. 82-119. Nature Lore, Navigation, Survival, Tracking, Wildcraft,
Woodcraft, etc.
Animal skills: Animal Care, Animal Lore, Animal Professional skills: Accounting, Begging, Bureaucracy,
Training, Bee-keeping, Herding, Riding, Teamster, Farming, Gambling, Law, Photography, Seamanship —
Veterinarian, etc. many others.
Artistic skills: Aesthetics, Cosmetology, Culinary Arts, Social skills (Fellowship): Bar Etiquette, Camaraderie,
Literary Arts, Performing Arts (music, theater, story- Carouse, Choosing just the right gift, Control Libido,
telling, jester, dance, etc., and such skills as Flirting, Game Playing, Hold your liquor, Make Amusing
Choreography, Composition, Costuming, etc.), Visual Faces or Noises, Matrix Etiquette, Tall Tales, Uplift
Arts (painting, drawing, sculpting, etc.), and so on. Spirits, Witty Insults, etc.
Athletic skills: Acrobatics, Aerial Acrobatics, Balance Social skills (Formal): Courtly Ways, Detect Lies,
Skills, Boating, Climbing, Jumping, Pole-vaulting, Diplomacy, Etiquette, Interviewing, Parley, Repartee,
Running, Swimming, Throwing, Various Sports, Zero-G Rituals, Savoir Faire, Servant, etc.
Maneuvering, etc. Spiritual skills: Communing with nature, Fasting, Giving
Combat skills: Ambush, Demolitions, Dodge, comfort, Listening deeply, Meditation, Patience,
Punmanship, Quick-Draw, Shield, Tactics, Throwing, Theology, etc.
numerous Weapon and Unarmed Combat skills. Supernormal Power skills: Fortune Telling, Levitate,
Covert skills: Acting, Breaking & Entering, Detect Traps, Spellcasting, Use Mind Control, Use Superpower, Use
Deactivate Traps, Disguise, Forgery, Infiltrate, Intrigue, Telekinesis, etc.
Lockpicking, Pickpocketing, Poisoning, Shadowing, Technical skills: Computer Build/Repair, Computer
Shady Contacts, Sleight of Hand, Stealth, etc. Programming, Computer Use, Driving, Electronics,
Craft skills: Armory, Basket Making, Bowyer/Fletcher, Engineer, Mechanic, Piloting, Repair Scoutship Systems,
Carpenter, Cooking, Knots, Leatherworking, Masonry, Research, Shiphandling, etc.
Pottery, Smith, Tailor, Weaving — many others. Urban skills: Barroom Savvy, Street Etiquette,
Dungeon-delving skills: Avoid Traps, Fight, Find Secret Streetwise, Urban Survival, etc.
Passages, Pick Locks, Move Quietly, Run, Tell Believable
Whoppers.
Knowledge skills (a skill can represent knowledge of a
Cost of Skills in
subject as broad or narrow as the GM will allow): Objective Character Creation
Alchemy, Alien Customs, Arcane Lore, Criminology,
Cultures, Detective Fiction, Folklore, Geography, History, Very
Literature, Occultism, Political Situations, Psychology, Easy Most Hard Hard
TV Sitcom Episodes, Sciences (lots of these), etc.
Language skills: Each individual language, Pantomime, Terrible -2 -1 0 1
Pick Up Languages, etc. Poor -1 0 1 2
Manipulative skills: Bamboozle, Bluff, Boot-licking, Mediocre 0 1 2 3
Bribery, Con, Exhort, Fast-talk, Flattery, Interrogate, Fair 1 2 3 4
Intimidate, Lying, Oratory, Persuade, Seduction, Street Good 2 3 4 5
Gossip, etc. Great 3 4 5 6
Medical skills: Anatomy, Antidotes, Diagnosis, Superb 4 5 6 7
Doctoring, First Aid, Herb Preparation, Medicine,
Nursing, Surgery, etc. Easy = Cost of GM-determined easy skills
Merchant skills: Bargain, Barter, Business Sense, Most = Cost of average skill
Evaluate Goods, Haggle, Innkeeping, Marketing, Hard = Cost of GM-determined hard skills
Salesmanship, Shopkeeping, etc. Very Hard = Cost of GM-determined very hard skills
(usually related to supernormal powers)

314 Fudge Sample Skills/Cost of Skills in Objective Character Creation


Fudge Character Sheet
Character Name _________________________ Player Name _____________________________
Character Description and Notes

Fudge Trait Values


EP
Superb . . . . . . .+3 . . . . . . . . . . . . . . .8
Great . . . . . . . .+2 . . . . . . . . . . . . . . .4
Good . . . . . . . . . +1 . . . . . . . . . . . . . . .2
Fair . . . . . . . . . . .0 . . . . . . . . . . . . . . . 1
Mediocre . . . . .–1 . . . . . . . . . . . . . . .1
Poor . . . . . . . . . .–2 . . . . . . . . . . . . . . 1
Terrible . . . . . . .–3 . . . . . . . . . . . . . . 1 Wounds
EP = Raising skills with EPs. 1-2 3-4 5-6 7-8 9+
Most skills begin at Poor.
Attributes default to Fair.
Scratch Hurt (–1) Very Hurt(–2) Incapacitated Near Death
Fudge Points: EPs: Note: The GM may add or subtract wound boxes as desired.

Attributes Gifts/Supernormal Powers Skills

Equipment Faults

Copyright ©2005 by Grey Ghost Press, Inc. May be copied for personal use. The Fudge Logo is a trademark of Grey Ghost Press, Inc..
Fudge Vehicle Sheet
Name ______________________________ Captain __________________________________
Date Deployed______________________________ Model __________________________________
Description
Condition
Damage Result
Exceeds Armor
Result By:
–1 0 1 2 3 4
or less

Undamaged Scratched Damaged Very Immobilized Nearly


Damaged Destroyed
Note: The GM may add or subtract damage boxes as desired.

Attributes Crew
Durability: Name Skill Skill Level
Size Scale:
Environment:
Speed:
Manueverability:
Environment:
Speed:
Manueverability:

Effective Maneuverability =
Lower of Piloting and Maneuvability

Gifts and Faults Weapons


Name Damage Range Target Crew
Size Skill

Cargo, Passengers, and Vehicles

Copyright ©2005 by Grey Ghost Press, Inc. May be copied for personal use. The Fudge Logo is a trademark of Grey Ghost Press, Inc..

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