Fudge 10th Anniversary Edition
Fudge 10th Anniversary Edition
Fudge 10th Anniversary Edition
Additional Materials
by various authors as indicated
Some artwork taken from Image Portfolio © Louis Porter, Jr. Design.
All Rights Reserved. Artists Antonio Rojo and Tony Perna.
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
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
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
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.
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.
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.
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.
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.
Objective Character Creation: Gifts & Faults; Trading Traits/Uncommitted Traits/Random Character Creation 17
Character Creation
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.
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-
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.
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).
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
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.
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
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 …
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
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
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.
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
(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
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
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.
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.
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.
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).
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
+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
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:
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
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
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.
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
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
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.
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.
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.
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
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)
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
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.
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
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.
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
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
Attributes:
Acceleration: Great
Handling: Superb
Speed: Good (Scale 15)
Size: Fair (Scale 8)
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.
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
Character Points 75
Five-Point Fudge
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
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.
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
A Core Skills List; Selecting and Defining the Skills; Player-defined Skills; Format/Gifts and Faults 83
Skills, Gifts, and Faults
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.
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.
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
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.
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.
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
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.
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.
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.
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
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.
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
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.
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-
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.
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.
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.
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:
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.
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,
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.
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.
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.
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.
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.
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
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
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
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
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
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
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
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).
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.
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.
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.
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
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
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:
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.
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
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
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
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
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
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.
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
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
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
Personal Magic Resistance; Certain Spellcasting; Enchanting Items; Fudge Magic Options 161
Fudge Magic
Character Creation: Gift: Magical Power; Wizardry Points; Spending Character Points 163
Degrees of Magic
164 General Skills Point; Magic Skills/Action Resolution: Skill Level and Resolution; Casting at a Higher Degree
Degrees of Magic
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.)
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
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.
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
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-
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]
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:
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]
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]
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]
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.
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
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.
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.
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.
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.
198 Energy Scale (cont.); Non–physical Scales; Scale and Geometry; Super–speed Scale
Fudge Superheroes
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
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
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
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
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.
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.
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.
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
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.
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-
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
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....
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.
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
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
Attribute Scales (cont.)/Gifts and Faults/Sample Objects and Their Respective Speed Scales 221
Fudge Vehicles
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.
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
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-
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….
• 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.
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.
Vehicles vs. Characters (cont.); Characters vs. Vehicles; Large-scale Battles; Combat Example 231
Fudge Vehicles
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
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 Option (cont.); Countermeasures Option; Point-defense Option; Sensors Option 235
Fudge Dogfighting
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.
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
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)
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
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.
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.
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-
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
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
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
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
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
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.
Armor vs. Weapon Type (cont.); Soft Armor vs. Hard Armor; Shields 257
Weapons and Armor in 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
Parry Capability (cont.); Shields; Two-handed Fighting; Weapon “Size”; Reach; Speed 263
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
266 Martial Arts Weapons; Special Weapons/Missile Weapons: Thrown Missiles; Special Missile Weapons
A Set of Weapons and Armor for Fudge
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.
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.
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
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
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.
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; 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.
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
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
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
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.
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.
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
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).
*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.
Savate
This martial art started on the French docks. It combines boxing’s quick footwork and jabs with kicks.
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.
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.
290 Objective Character Creation: Keeping Score; Costs; Using Fudge Fu with Existing Campaigns
Fudge Fu
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,
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
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.
* 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
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
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
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
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
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.
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.
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
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-
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 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)
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.)
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.
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
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.
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)
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
Attributes Crew
Durability: Name Skill Skill Level
Size Scale:
Environment:
Speed:
Manueverability:
Environment:
Speed:
Manueverability:
Effective Maneuverability =
Lower of Piloting and Maneuvability
Copyright ©2005 by Grey Ghost Press, Inc. May be copied for personal use. The Fudge Logo is a trademark of Grey Ghost Press, Inc..