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148 KiB
Plaintext
3249 lines
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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=======================> GET FUDGE.RULES
|
||
|
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Getting File: SERVER:[GRASS]FUDGE.RULES;4
|
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|
||
Subject: FUDGE July93: Part 1 of 4
|
||
|
||
FUDGE: Freeform, Universal, Donated Gaming Engine
|
||
A Free Role-playing Game (RPG).
|
||
By Steffan O'Sullivan
|
||
Version: July 4, 1993
|
||
|
||
"Back Cover Blurb"
|
||
----------------
|
||
|
||
FUDGE is a freeform RPG "engine." This means that the rules are
|
||
guidelines, not unbreakable laws. Each GM *must* do a certain amount
|
||
of work customizing the rules to her tastes, supplying the body of the
|
||
gaming "vehicle" - FUDGE is just the engine. This is unavoidable in a
|
||
freeform game that is trying to appeal to a wide variety of gamers.
|
||
Fortunately, this also means that supplements from *any* game company
|
||
are compatible with FUDGE!
|
||
|
||
FUDGE is specifically for people who want a good bedrock to build
|
||
their own system on. If every commercial RPG details certain things
|
||
in ways you don't like, then FUDGE may be what you're looking for. If
|
||
you have created a great game setting (or translated one from
|
||
fiction), but no other game system's rules seem to do it justice,
|
||
perhaps FUDGE can help you.
|
||
|
||
If, on the other hand, you demand fully fleshed-out rules or a world
|
||
background detailed by a game designer, then you may wish to read no
|
||
further . . .
|
||
|
||
In its current edition, FUDGE is intended for experienced Game
|
||
Masters. That is, at this time there is no introductory "What is
|
||
role-playing" section, nor detailed explanations of how to handle any
|
||
given situation. However, a glossary of FUDGE-specific terms is
|
||
presented at the beginning of each new major topic. The game can work
|
||
with novice *players*, as long as the GM is experienced.
|
||
|
||
Note: the word "freeform" in this game has nothing to do with the live
|
||
role-playing style known in Australia as free-form. In FUDGE, the
|
||
word simply means a flexible, simple, casual set of RPG rules,
|
||
requiring much to be filled in and improvised by the GM.
|
||
|
||
======================================================================
|
||
|
||
Legal Notice
|
||
------------
|
||
|
||
Version: July 4, 1993
|
||
|
||
FUDGE is copyright 1992, 1993 by Steffan O'Sullivan. It may be freely
|
||
copied and distributed by any means desired. This legal notice must
|
||
be included with each copy of FUDGE. No charge may be made for FUDGE
|
||
beyond a maximum US$6 fee (at 1993 rates) for materials and shipping,
|
||
without written permission from the author.
|
||
|
||
A publisher who wishes to include FUDGE in a book of copyrighted
|
||
source material or adventures may do so, so long as (1) the
|
||
publisher's copyrighted material is longer than the amount of FUDGE
|
||
material included, (2) this legal notice and at least Chapter 1 of
|
||
FUDGE are included, (3) the words in this legal notice and those in
|
||
Chapter 1 of FUDGE are not changed in any way, and (4) there is no
|
||
extra charge for including FUDGE in the book.
|
||
|
||
FUDGE was first published in 1992 on internet, and was written by
|
||
Steffan O'Sullivan (sos@oz.plymouth.edu) with an extensive amount of
|
||
high-quality input from Andy Skinner. Other valued contributors
|
||
include Martin Bergendahl, Thomas Brettinger, Robert Bridson, Travis
|
||
Casey, Paul Jason Clegg, Peter F. Delaney, Jay Doane, Brian Edmonds,
|
||
Shawn Garbett, Ed Heil, Bernard Hsiung, John H. Kim, Christian
|
||
Otkjaer, Bill Seurer, Larry Smith, Stephan Szabo, and others on
|
||
rec.games.design on internet.
|
||
|
||
Groo the Wanderer (TM) is a trademark of Sergio Aragones, and use of
|
||
the name does not challenge the trademark status in any way.
|
||
|
||
======================================================================
|
||
|
||
Terminology Notes:
|
||
-----------------
|
||
|
||
To avoid confusion, "he, him," etc., are used to describe a player and
|
||
PC, and "she, her," etc., are used to describe a Game Master and NPC.
|
||
|
||
FUDGE is divided into six Chapters, each of which is divided into
|
||
Sections. The decimal point in Section numbers is a true decimal.
|
||
For example, Section 2.35 comes between Section 2.3 and Section 2.4.
|
||
|
||
|
||
Table of Contents
|
||
=================
|
||
|
||
1 FUDGE Overview
|
||
2 Character Creation
|
||
2.1 Character Creation Terms
|
||
2.2 Levels
|
||
2.3 Traits
|
||
2.31 Attributes
|
||
2.32 Skills
|
||
2.33 Gifts
|
||
2.34 Faults
|
||
2.35 Personality
|
||
2.4 Allocating Traits
|
||
2.5 Subjective Character Creation
|
||
2.6 Objective Character Creation
|
||
2.61 Attributes
|
||
2.62 Skills
|
||
2.63 Gifts & Faults
|
||
2.64 Trading Traits
|
||
2.7 Uncommitted Traits
|
||
2.8 Random Character Creation
|
||
2.9 Minimizing Abuse
|
||
3 Supernormal Powers
|
||
3.1 Supernormal Power Terms
|
||
3.2 At Character Creation
|
||
3.21 Powers Available
|
||
3.22 Associated Skills
|
||
3.23 Combat Powers
|
||
3.3 Non-humans
|
||
3.31 Strength and Mass
|
||
3.32 Scale Correlations
|
||
3.33 Cost of Scale
|
||
3.34 Racial Bonuses and Penalties
|
||
3.4 Legendary Heroes
|
||
3.5 Magic
|
||
3.6 Miracles
|
||
3.7 Psi
|
||
3.8 Superpowers
|
||
3.9 Cybernetic Enhancements
|
||
4 Action Resolution
|
||
4.1 Action Resolution Terms
|
||
4.2 Rolling the Dice
|
||
4.21 Using a Table
|
||
4.22 Tableless Dice Method
|
||
4.23 Success Rates
|
||
4.3 Action Modifiers
|
||
4.4 Unopposed Actions
|
||
4.5 Opposed Actions
|
||
4.6 Combat
|
||
4.61 Melee Combat
|
||
4.62 Multiple Combatants in Melee
|
||
4.63 Ranged Combat
|
||
4.64 Non-human Scale in Combat
|
||
4.7 Damage and Healing
|
||
4.71 Subjective Damage System
|
||
4.72 Objective Damage System
|
||
4.73 Knockout Damage
|
||
4.74 Healing
|
||
4.8 Critical Results
|
||
4.9 NPC Reactions
|
||
5 Character Development
|
||
5.1 Subjective Character Development
|
||
5.2 Objective Character Development
|
||
6 Tips and Examples
|
||
6.1 GM Tips
|
||
6.2 Character Sheet Example
|
||
6.3 Character Examples
|
||
6.4 Animal & Creature Examples
|
||
|
||
|
||
1 FUDGE Overview
|
||
=================
|
||
|
||
FUDGE (Freeform, Universal Donated Gaming Engine) is a roleplaying
|
||
game. The basic rules of FUDGE contain no world background
|
||
whatsoever. They may be used with *any* gaming genre, and some
|
||
customization tips are included. However, those using basic FUDGE
|
||
rules must do a lot of work to create - or adapt - a world suitable
|
||
for gaming.
|
||
|
||
FUDGE may be used as an engine for other game designers, however. It
|
||
may be used by any publisher who has a good world to game in. FUDGE
|
||
is ideal for this because its word-based descriptive levels are easily
|
||
translated to any other game. If you are reading this overview in
|
||
such a book, it may or may not include all the FUDGE rules - the
|
||
publisher is free to sum up or omit certain sections. This overview
|
||
will tell you what you are missing in such a case, so you can judge if
|
||
it's worth hunting down the full FUDGE rules.
|
||
|
||
The basic premise of FUDGE character creation is freedom of choice.
|
||
If an existing game has a brilliant game mechanism in an otherwise
|
||
lackluster set of rules, you can easily import the brilliance into
|
||
FUDGE without bringing along the mediocrity. Do you like the way game
|
||
X handles psi, game Y combat, and game Z sanity? Use them all freely
|
||
with FUDGE.
|
||
|
||
Every GM has the right to add or delete attributes, skills, or other
|
||
character traits. While a game designer may strongly feel that
|
||
certain attributes are necessary in her system, and others are not,
|
||
you may disagree. FUDGE allows you the freedom to customize any game
|
||
to your tastes, and includes many examples of character creation,
|
||
using different collections of traits.
|
||
|
||
In addition to supplying tips on how to include or delete character
|
||
traits, two different systems of character creation are included in
|
||
FUDGE: subjective and objective.
|
||
|
||
Chapters 2 and 3 cover character creation in FUDGE. The latter is
|
||
only needed if you are dealing with powers beyond the realistic human
|
||
range: magic, super heroes, aliens, psi, etc.
|
||
|
||
FUDGE has a simple, consistent action resolution system: roll two
|
||
dice; adjust your trait level up or down according to the dice result;
|
||
determine how well you succeeded or failed. If two or more characters
|
||
can influence the outcome of an action, they all roll, and results are
|
||
compared. FUDGE includes two different ways to read the dice: one
|
||
requires a table on the character sheet, the other does not.
|
||
|
||
Combat is just an extension of the action resolution system. Two
|
||
different systems of damage tracking are included in FUDGE: subjective
|
||
and objective.
|
||
|
||
Throughout FUDGE, the GM is given options for a more realistic
|
||
campaign, or a more "epic" (or "legendary" or "cinematic") campaign.
|
||
Any genre can be played at any point between the realistic-legendary
|
||
opposing stances.
|
||
|
||
Experience is very straightforward in FUDGE. Two different systems
|
||
are included, subjective and objective, of course.
|
||
|
||
The basic FUDGE rules can be obtained free via anonymous ftp on the
|
||
Internet at soda.berkeley.edu in the directory pub/fudge/rules. Many
|
||
FUDGE options, such as a complete working magic or psionic system, can
|
||
also be found at that site, in other /pub/fudge directories. (These
|
||
samples and options are occasionally referred to in the FUDGE rules as
|
||
the Addenda.)
|
||
|
||
The current version of FUDGE and the Addenda (on Macintosh or IBM
|
||
diskette, or nicely typeset hard copy,) can also be obtained from
|
||
Dream Quest Publishing, P.O. Box 838, Randolph, MA 02368. Write for
|
||
current shipping and handling charges.
|
||
|
||
|
||
2 Character Creation
|
||
=====================
|
||
|
||
2.1 Character Creation Terms
|
||
-----------------------------
|
||
|
||
Trait: anything that describes a character. A trait can be an
|
||
attribute, skill, inherited gift, fault, supernormal power, or
|
||
any other feature that might describe a character. The GM is the
|
||
ultimate authority on what is an attribute and what is a skill,
|
||
gift, etc.
|
||
|
||
Attribute: any trait that *everyone* has, in some degree or other.
|
||
See Section 2.31, Attributes, for a sample list of attributes.
|
||
On a scale of Terrible...Fair...Superb, the average human will
|
||
have an attribute at Fair. If the default for an unlisted trait
|
||
is Poor, it's probably a skill. If the default is non-existent,
|
||
it's either a skill or a gift.
|
||
|
||
Skill: any trait that isn't an attribute, but can be improved through
|
||
practice. The default for an unlisted skill is usually Poor,
|
||
though that can vary up or down a little depending on the skill.
|
||
|
||
Gift: any trait that isn't an attribute or skill, but is something
|
||
positive for the character. Some GMs will define a certain trait
|
||
as a gift, while others will define the same trait as an
|
||
attribute. In general, if the trait doesn't easily fit the
|
||
Terrible...Fair...Superb scale, it's probably a gift.
|
||
|
||
Fault: any trait that limits a character's actions, or earns him a bad
|
||
reaction from other people.
|
||
|
||
Supernormal Power: although technically gifts, supernormal powers are
|
||
treated separately in Chapter 3.
|
||
|
||
Level: each trait is described by one of seven adjectives. These
|
||
seven descriptive words represent *levels* a trait may be at. In
|
||
addition, the Objective Character Creation method grants the
|
||
player free levels, and demands he keep track of them. In this
|
||
case, one level is required to raise a trait to the next better
|
||
adjective.
|
||
|
||
2.2 Levels
|
||
-----------
|
||
|
||
FUDGE uses ordinary words to describe various traits of a character.
|
||
The following terms of a seven-level ascending sequence are suggested:
|
||
|
||
Terrible
|
||
Poor
|
||
Mediocre
|
||
Fair
|
||
Good
|
||
Great
|
||
Superb
|
||
|
||
These levels should be written on each character sheet for easy
|
||
reference.
|
||
|
||
The GM may alter this list in any way she desires, including expanding
|
||
or shrinking it. For example, if Superb just doesn't sound right to
|
||
you, then use Awesome or even Way Cool if desired. Some people have
|
||
problems with the words Mediocre and Fair - change them to whatever
|
||
terms make sense to you. These seven terms will be used in the rules,
|
||
however, for clarity.
|
||
|
||
The best way to remember the order is to compare adjacent words. If,
|
||
as a beginner, your eventual goal is to become an excellent cook, for
|
||
example, ask yourself if you'd rather be called a Mediocre cook or a
|
||
Poor cook? Would you rather be called a Fair cook or a Mediocre cook.
|
||
And so on.
|
||
|
||
There is an additional level that can be used in FUDGE, but is not
|
||
listed above: Legendary, which is beyond Superb. Those with Legendary
|
||
Strength, for example, are in the 99.9th percentile, and their names
|
||
can be found in any book of world records.
|
||
|
||
IMPORTANT NOTE: not every GM will allow PCs to become Legendary! Even
|
||
in games that *do* include the Legendary level, it is not recommended
|
||
that any character be allowed to *start* the game as Legendary.
|
||
Regular use of Legendary tends to dilute Superb, which is unfortunate.
|
||
Superb represents the 98th to 99.9th percentile of any given trait,
|
||
which should be enough for any beginning PC! Of course, if a player
|
||
character gets a bit overconfident, meeting an *NPC* Legendary
|
||
swordswoman can be a grounding experience. . .
|
||
|
||
If someone really *has* to begin play as a Legendary swordsman, strong
|
||
man, etc., doing the GM's laundry for a half a year or so (in advance,
|
||
of course) should be sufficient bribe to be allowed to start at that
|
||
level. Of course, working towards Legendary makes a great campaign
|
||
goal, and so PCs may rise to that height, given enough playing time
|
||
and a generous GM.
|
||
|
||
2.3 Traits
|
||
-----------
|
||
|
||
Traits are divided into Attributes, Skills, Gifts, Faults and
|
||
Supernormal Powers. Not every GM will have all five types of traits
|
||
in her game. These traits are defined in Section 2.1, Character
|
||
Creation Terms.
|
||
|
||
2.31 Attributes
|
||
----------------
|
||
|
||
Gamers often disagree on how many attributes a game should have. Some
|
||
prefer few attributes, others many. Even those that agree on the
|
||
number of attributes may disagree on the selection. While FUDGE
|
||
discusses some attributes (Strength, Fatigue, Constitution, etc.) in
|
||
later sections, none of these are mandatory. The only attribute that
|
||
is assumed is Damage Capacity, and even that is needed only if you use
|
||
the Objective Damage system (Section 4.72).
|
||
|
||
Damage Capacity may be called Hit Points, if desired. It may simply
|
||
be part of Constitution (or Hardiness, Fitness, Health, Body, etc.) as
|
||
a single attribute, or be a separate trait - see Section 6.3,
|
||
Character Examples. In FUDGE, Damage Capacity only determines how
|
||
wounds affect a character, and is an attribute on the Terrible ...
|
||
Fair ... Superb scale. See Section 4.72, Objective Damage System, for
|
||
details.
|
||
|
||
Here is a partial list of attributes in use by other games; select to
|
||
your taste, or skip these altogether:
|
||
|
||
Body: Agility, Aim, Appearance, Balance, Brawn, Build, Constitution,
|
||
Coordination, Deftness, Dexterity, Endurance, Fatigue, Fitness,
|
||
Health, Hit Points, Manual Dexterity, Muscle, Nimbleness, Quickness,
|
||
Physical, Reflexes, Size, Smell, Speed, Stamina, Strength, Wound
|
||
Resistance, Zip, and so on.
|
||
|
||
Mind: Cunning, Education, Intelligence, Knowledge, Learning,
|
||
Mechanical, Memory, Mental, Mental Strength, Perception, Reasoning,
|
||
Smarts, Technical, Wit, and so on.
|
||
|
||
Soul: Channeling, Charisma, Charm, Chutzpah, Common Sense, Coolness,
|
||
Disposition, Drive, Ego, Empathy, Fate, Honor, Intuition, Luck, Magic
|
||
Resistance, Magic Potential, Magical Ability, Power, Presence, Psyche,
|
||
Sanity, Self Discipline, Social, Spiritual, Style, Will, Wisdom, and
|
||
so on, and so on!
|
||
|
||
Other: Rank, Status, Wealth.
|
||
|
||
Note that most games combine many of these attributes, while others
|
||
treat some of them as gifts or even skills. In FUDGE, if you have the
|
||
desire, you can even split these attributes into smaller ones: Lifting
|
||
Strength, Carrying Strength, Damage-dealing Strength, etc.
|
||
|
||
At this point, the GM might decide how many attributes she deems
|
||
necessary - or she might leave it up to each player. (Commercial
|
||
games range from 0, 1, 2, 3, etc., to over 20.) See Section 6.3,
|
||
Character Examples, for some possibilities.
|
||
|
||
2.32 Skills
|
||
------------
|
||
|
||
Skills are not related to attributes or their levels in FUDGE.
|
||
Players offended by this are encouraged to design their characters
|
||
logically - a character with a lot of Good physical skills should have
|
||
better than average physical attributes, for example. On the other
|
||
hand, FUDGE allows a player to create someone like Groo the Wanderer
|
||
(TM), who is very clumsy yet extremely skilled with his swords.
|
||
|
||
The GM should then decide what level of skill depth she wants. Are
|
||
skills broad categories such as "Social skills," or moderately broad
|
||
abilities, such as "Inspire People, Parley, and Market Savvy," or are
|
||
they very specific abilities such as "Barter, Seduce, Repartee,
|
||
Persuade, Fast-Talk, Bully, Grovel, Carouse, Flatter, Bribe," etc.?
|
||
|
||
Note that an attribute is, in some ways, a *very* broad skill group,
|
||
and skills may be ignored altogether if desired.
|
||
|
||
An area that must have special consideration is combat skills. The
|
||
broadest possible category is simply that: Combat Skills. A very
|
||
broad range might break that down to Melee Weapons, Unarmed Combat,
|
||
and Missile Weapons. A somewhat narrower approach would break down
|
||
Melee Weapons into Small Melee Weapons (knives, blackjacks, etc.),
|
||
Medium Melee Weapons (one-handed swords, axes, maces, etc.) and Large
|
||
Melee Weapons (polearms, spears, battle-axes, two-handed swords,
|
||
etc.). Or each group in parentheses could be listed as a separate
|
||
skill for a very precise list of skills, and someone skilled at using
|
||
a broadsword might know nothing about using a saber, for example.
|
||
|
||
Each choice has its merits. Broad skill groups that include many
|
||
subskills make for an easy character sheet and fairly competent
|
||
characters, while specific skills allow fine-tuning a character to a
|
||
precise degree.
|
||
|
||
See Section 6.3, Character Examples, for an idea of how broadly or
|
||
finely skills can be defined in a game.
|
||
|
||
2.33 Gifts
|
||
-----------
|
||
|
||
A gift is a positive trait that doesn't seem to fit the Terrible...
|
||
Fair... Superb scale that attributes and skills fall into. However,
|
||
this will vary from GM to GM: a photographic memory might be a gift to
|
||
one GM, while it will be a Superb Memory attribute to another. Some
|
||
GMs will define Charisma as an attribute, while others might define it
|
||
as a gift. To one Game Master, a character either has Night Vision or
|
||
he doesn't; another will allow characters to take different levels of
|
||
it.
|
||
|
||
Or gifts might come in levels, but the levels don't coincide with the
|
||
levels used by other traits. For example, Status might be three- or
|
||
four-tiered, or even nine-tiered instead of fitting into the seven
|
||
levels of attributes and skills. Wealth might come only in five
|
||
different levels - whatever each GM desires.
|
||
|
||
The choice is yours. Not every GM will have gifts in her game.
|
||
|
||
Supernormal powers, such as the ability to cast magic spells, fly,
|
||
read minds, etc., are technically very powerful gifts, but are handled
|
||
separately in Chapter 3. Likewise, traits above the human norm, such
|
||
as a very strong fantasy or alien race, are treated by definition as
|
||
supernormal powers.
|
||
|
||
In general, if a gift isn't written on the character sheet, the
|
||
character doesn't have it.
|
||
|
||
2.34 Faults
|
||
------------
|
||
|
||
Faults are anything that makes life more difficult for a character.
|
||
The primary faults are those that restrict a character'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 and
|
||
inability to tell a lie restrict your actions significantly, but are
|
||
not signs of flawed personality - see the next section.
|
||
|
||
Some faults are superfaults: the converse of supernormal powers, such
|
||
as a trait far below the human norm (e.g., a pixie's Strength). These
|
||
are discussed in Section 3.1, Supernormal Power Terms.
|
||
|
||
2.35 Personality
|
||
-----------------
|
||
|
||
A character's personality may or may not be represented as an actual
|
||
trait. Courage might be an attribute, a gift or even a fault. In the
|
||
first case, Superb Courage and Terrible Courage have obvious meanings.
|
||
As a gift, high courage might give the character a positive reaction
|
||
from people he meets. These would either have to see him being
|
||
courageous, or have heard of his deeds, of course.
|
||
|
||
However, both very courageous and very cowardly might be faults
|
||
because they could limit a character's actions. A very courageous
|
||
character might not run away from a fight even if it were in his best
|
||
interest, while a cowardly one would have a hard time staying in a
|
||
fight even if he stood to gain by staying.
|
||
|
||
Or a character's level of courage might not be a quantified trait at
|
||
all, but something the player simply knows. "Moose is very brave," a
|
||
player might jot down, and that is that. It doesn't have to count as
|
||
a high attribute, gift or fault.
|
||
|
||
This can hold true for most personality traits - ask the GM how she
|
||
wants to handle specific temperament traits. However they are
|
||
handled, most characters benefit by having their personalities fleshed
|
||
out a little.
|
||
|
||
2.4 Allocating Traits
|
||
----------------------
|
||
|
||
Character creation in FUDGE is written as if the player is *designing*
|
||
the character. The GM may allow randomly determined traits if she
|
||
desires - a suggested method is given in Section 2.8, Random Character
|
||
Creation.
|
||
|
||
There are no mandatory traits in FUDGE. The GM should inform the
|
||
players which traits she expects to be most important, and the players
|
||
may suggest others to the GM for her approval. The GM may even make a
|
||
template, if desired: a collection of traits she deems important (with
|
||
room for customization), and let the players define the level of each
|
||
trait.
|
||
|
||
When a character is created, the player should define as many
|
||
character traits as he finds necessary - which may or may not coincide
|
||
with a GM-determined list.
|
||
|
||
Any traits that are not defined will be at one of three default
|
||
levels:
|
||
|
||
For attributes: Fair.
|
||
|
||
For most skills: Poor (easier skills might be Mediocre, while harder
|
||
ones are at Terrible).
|
||
|
||
For most gifts, supernormal powers and certain GM-defined skills: Non-
|
||
Existent. (That is, it is non-existent to a given character. The
|
||
trait itself exists in *some* character, somewhere!)
|
||
|
||
Each player should expect the GM to modify his character after
|
||
creation - it's the nature of the game. The GM should expect to
|
||
review each character before play. It would, in fact, be best if the
|
||
characters were made in the presence of the GM so she can answer
|
||
questions during the process.
|
||
|
||
2.5 Subjective Character Creation
|
||
----------------------------------
|
||
|
||
The easiest way to create a character in FUDGE is for the player
|
||
simply to write down everything about the character that he feels is
|
||
important. Any attribute or skill should be rated using one of the
|
||
levels Terrible through Superb, as described is Section 2.2, Levels.
|
||
|
||
The GM may also tell the player in advance that his character can only
|
||
be Superb in one or two traits, and Great in another 3 to 5 traits.
|
||
(This may be broken down: 1 Superb attribute, and 1 Superb skill, for
|
||
example.) This limitation helps the player define the focus of the
|
||
character a bit better: what is his best trait (what can he do best)?
|
||
If the player has a Jack-of-all-Trades in mind, most of his
|
||
character's traits will be rated Mediocre to Good. In FUDGE, a
|
||
character with a trait at Fair will succeed at ordinary tasks 72% of
|
||
the time - there is usually no need to create a superstar.
|
||
|
||
The player and GM then meet and discuss the character. If the GM
|
||
feels the character is too potent for the campaign she has in mind,
|
||
she'll ask the player either to limit the character's power, or take
|
||
some faults that will balance him. See also Section 2.9, Minimizing
|
||
Abuse.
|
||
|
||
The GM may then need to suggest areas that she sees as being too weak
|
||
- perhaps she has a game situation in mind that will test a trait the
|
||
player didn't think of. Gentle hints, such as "Does he have any
|
||
social skills?" can help the player through the weak spots. Of
|
||
course, if there are multiple players, other PCs can compensate for an
|
||
individual PC's weaknesses. In this case, the question to the whole
|
||
group might then be, "Does *anyone* have any social skills?"
|
||
|
||
2.6 Objective Character Creation
|
||
---------------------------------
|
||
|
||
For those who don't mind counting numbers a bit, the following method
|
||
creates interesting and well-balanced characters.
|
||
|
||
2.61 Attributes
|
||
----------------
|
||
|
||
The GM should decide how many attributes she deems necessary - or she
|
||
might leave it up to each player. She then allows players a number of
|
||
free attribute levels equal to half the number of attributes (round up
|
||
for more cinematic games, down for more realistic games). For
|
||
example, if she selects four attributes, each player starts with two
|
||
free levels to raise his attributes with.
|
||
|
||
NOTE: for a more high-powered game, the GM should allow a number of
|
||
free levels *equal to* the number of attributes chosen.
|
||
|
||
All attributes are considered to be Fair until the player raises or
|
||
lowers them. The cost of raising or lowering an attribute is
|
||
|
||
-3 Terrible
|
||
-2 Poor
|
||
-1 Mediocre
|
||
0 Fair
|
||
+1 Good
|
||
+2 Great
|
||
+3 Superb
|
||
|
||
Thus, a player may raise his Strength attribute (which defaults to
|
||
Fair) to Good. This will cost him one free attribute level. He could
|
||
then raise Strength again to Great which would cost another free
|
||
level. This would exhaust his free levels if there were only four
|
||
attributes, but he would have one more if there were six attributes,
|
||
and eight more free levels if there were 20 attributes.
|
||
|
||
When the free attribute levels have been exhausted, any further
|
||
raising of an attribute must be done by lowering another attribute an
|
||
equal amount (see also Section 2.64, Trading Traits). From the last
|
||
example, Strength can be raised one more level, to Superb, if Charm is
|
||
lowered to Mediocre to compensate for the raise.
|
||
|
||
If the GM leaves the number of attributes up to the players, she may
|
||
simply tell them to take half as many free levels as attributes they
|
||
choose. But if a player chooses an attribute and leaves it at Fair,
|
||
that attribute does *not* count towards the total of attributes which
|
||
determines the amount of free levels. That is, a player cannot simply
|
||
add 12 attributes, all at Fair, in order to get 6 more free levels to
|
||
raise the others with! GM-mandated attributes left at Fair *do* count
|
||
toward the total of free levels, though.
|
||
|
||
2.62 Skills
|
||
------------
|
||
|
||
Each player has a number of free skill levels with which to raise his
|
||
skills. Suggested limits are:
|
||
|
||
For Very Broad Skill Groups: 15 levels.
|
||
For Moderately Broad Skill Groups: 30 levels.
|
||
For Very Specific Skills: 40 to 60 levels.
|
||
|
||
Ask the GM for the allotted amount, which will give you a clue as to
|
||
how precisely to define your skills. Of course, the GM may choose any
|
||
number that suits her, such as 23, 42, or 74 . . . see Section 6.3,
|
||
Character Examples.
|
||
|
||
All skills have a default value of Poor unless the player raises or
|
||
lowers them. (The GM may make exceptions: very easy skills might be
|
||
rated Mediocre unless altered, and very hard ones Terrible. She'll
|
||
tell you when she reviews your character sheet, or she may have a list
|
||
of hard and easy skills already made up - ask her.)
|
||
|
||
Certain skills will start at non-existent. These might be things like
|
||
Languages, Karate, Nuclear Physics, or Knowledge of Aztec Rituals,
|
||
which must be studied to be known at all. In this case, it costs one
|
||
level to raise the skill to Terrible. It would take 4 levels just to
|
||
get such a skill to Fair, for example.
|
||
|
||
For ease in character creation, see the table on the Character Sheet
|
||
Example, (Objective Character Creation method) Section 6.2.
|
||
|
||
The GM may limit the number of Superb and Great skills each character
|
||
may have *at character creation*. For a high-level game, no limit is
|
||
necessary. For a more realistic game, the GM might set a limit of 1
|
||
Superb skill and 3 or 4 Great skills, maximum, for example - see
|
||
Section 6.3, Character Examples. These limits can be exceeded through
|
||
character development, of course.
|
||
|
||
Once the free levels are used up, a skill must be dropped one level
|
||
(from the starting Poor to Terrible) to raise another skill one level.
|
||
(See also Section 2.64, Trading Traits.) All choices are subject to
|
||
GM veto, of course.
|
||
|
||
It is possible to mix different breadths of skill groupings. A GM who
|
||
has little interest in combat can simply choose Unarmed Combat, Melee
|
||
Weapons and Ranged Weapons as the only three combat skills. But this
|
||
does not stop her from using all the individual Social skills (and
|
||
many more) listed as examples in Section 2.32, Skills. If this option
|
||
is chosen, the broad groups should cost double the levels of the
|
||
narrower groups.
|
||
|
||
But it is awkward to mix skill group sizes within the same areas. For
|
||
example, it is difficult to have a generic Thief Skills group that can
|
||
be raised one level at a time, and also have individual skills of
|
||
lockpicking, pick-pocketing, palming, security-device dismantling,
|
||
etc. If she *does* wish to do this - and it's not recommended - then
|
||
the broad skill group *in this case* has a maximum limit of Good, and
|
||
*triple* cost to raise - or more, if the GM so mandates.
|
||
|
||
If the GM is using very broad groups, a player may raise a very
|
||
specific skill (such as Poker, for example, instead of general
|
||
Gambling skill). The only reason to take a specific skill when the GM
|
||
is using broad-based skill groups is to fit a character concept - do
|
||
not expect the character to be equally adept with the other skills in
|
||
the group. This would be true for Groo the Wanderer (TM), for
|
||
instance, who would simply raise Sword skill, even if the GM is using
|
||
the broad term Melee Weapons as a skill group. Groo would have, in
|
||
fact, a Poor rating with all other Melee weapons, and this would
|
||
accurately reflect the character.
|
||
|
||
2.63 Gifts & Faults
|
||
--------------------
|
||
|
||
If the GM has gifts in her game, each player has two free gifts
|
||
(suggested). Any further gifts taken must be balanced by taking on a
|
||
fault to balance it, or by trading traits.
|
||
|
||
2.64 Trading Traits
|
||
--------------------
|
||
|
||
During character creation, free levels may be traded (in either
|
||
direction) at the following rate:
|
||
|
||
1 gift = 2 attribute levels = 6 skill levels.
|
||
1 attribute level = 3 skill levels.
|
||
|
||
So a player, with only three free attribute levels, but 30 free skill
|
||
levels, may trade 3 of his skill levels to get another free attribute
|
||
level, or 6 skill levels to get another free gift.
|
||
|
||
A player may also take extra GM-approved faults at the following rate:
|
||
|
||
1 fault = 2 attribute levels = 6 skill levels.
|
||
|
||
However, the GM may rule that a particular fault is not serious enough
|
||
to be worth 2 attribute levels, but may be worth 1 attribute level or
|
||
3 skill levels. On the other hand, severe faults may be worth more
|
||
attribute levels.
|
||
|
||
2.7 Uncommitted Traits
|
||
-----------------------
|
||
|
||
Whether the character is created subjectively or objectively, each
|
||
character has three (or more, if the GM is so inclined) free
|
||
uncommitted traits. This means that at some point in the game, the
|
||
player will realize that he forgot something about the character that
|
||
should have been mentioned. He may request to stop the action, and
|
||
define a previously undefined trait, subject to the GM's approval.
|
||
Only a very lenient GM will allow this to happen during combat time,
|
||
though!
|
||
|
||
Also note that the GM-set skill limits (such as 1 Superb, 3 Greats)
|
||
are still in effect: if the character already has the maximum number
|
||
of Superb skills allowed, he can't make an uncommitted trait a Superb
|
||
skill.
|
||
|
||
2.8 Random Character Creation
|
||
------------------------------
|
||
|
||
Some players like to roll their attributes randomly. Here is one
|
||
possible method to use in such cases. Alternate techniques can be
|
||
easily designed.
|
||
|
||
Have the player roll 2d6 for each *attribute*. The results are:
|
||
|
||
2 = Terrible
|
||
4 = Poor
|
||
3,5 = Mediocre
|
||
6-8 = Fair
|
||
9,11 = Good
|
||
10 = Great
|
||
12 = Superb
|
||
|
||
The GM needs to decide if the player still gets the standard number of
|
||
free levels or not. She may also restrict trading levels.
|
||
|
||
For *skills*, the results are read as:
|
||
|
||
2-5,12 = Terrible
|
||
6-8 = Poor
|
||
9-10 = Mediocre
|
||
11 = Fair
|
||
|
||
In this case, the player still gets the standard number of free
|
||
levels, or the GM may allow only half the normal levels.
|
||
|
||
The GM can let the players choose their gifts and faults, or she may
|
||
wish to make up separate tables of gifts and faults, and have the
|
||
players roll once or twice on each. For example:
|
||
|
||
Gift Fault
|
||
---- -----
|
||
2 Nice Appearance Poor Appearance
|
||
3 Tough Hide Weak Eyesight
|
||
4 Charismatic Stinks
|
||
5 Keen Hearing Terrible Liar
|
||
6 Detects Lies Easily Gullible
|
||
|
||
Etc. Obviously, conflicting traits should be rerolled.
|
||
|
||
2.9 Minimizing Abuse
|
||
---------------------
|
||
|
||
Obviously, character creation in FUDGE can be abused. There are many
|
||
ways to avoid this:
|
||
|
||
A) The GM can require that the character take another fault or two to
|
||
balance the power. ("Okay I'll allow you to have all that . . . but
|
||
you need a challenge. Take on another weakness: maybe some vice
|
||
(perhaps a secret one), or be unable to tell a believable lie, or
|
||
anything that fits the character concept that I can use to test you
|
||
now and then."); or
|
||
|
||
B) She can simply veto any trait (or raised/lowered combination) she
|
||
feels is abusive. ("I see you raised Battle-Axe in exchange for
|
||
lowering Needlepoint. Hmmm.") This allows the GM to customize the
|
||
power level of a game: for high-powered games, allow most anything;
|
||
for less cinematic campaigns, make them trade equally useful trait for
|
||
trait; or
|
||
|
||
C) She can simply note the character weaknesses and introduce a
|
||
situation into every adventure where at least one of them is
|
||
significant to the mission ("You'll be sent as an emissary to the
|
||
Wanduzi tribe - they value fine Needlepoint work above all other
|
||
skills, by the way . . ."); or
|
||
|
||
D) She can use the "disturbance in the force" technique of making sure
|
||
that more powerful characters attract more serious problems. ("The
|
||
bruiser enters the bar with a maniacal look in his eye. He scans the
|
||
room for a few seconds, then begins to stare intently at you.")
|
||
|
||
[End Chapter 2. FUDGE continued next file ...]
|
||
--
|
||
- Steffan O'Sullivan sos@oz.plymouth.edu
|
||
|
||
X-NEWS: wharton rec.games.frp.archives: 468
|
||
Path: netnews.upenn.edu!dsinc!spool.mu.edu!howland.reston.ans.net!darwin.sura.net!news-feed-1.peachnet.edu!gatech!news.ans.net!rpi!goldm
|
||
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
|
||
Newsgroups: rec.games.frp.archives
|
||
Subject: FUDGE July93: Part 2 of 4
|
||
Message-ID: <221fd9$46s@usenet.rpi.edu>
|
||
Date: 14 Jul 93 17:22:49 GMT
|
||
Sender: goldm@operators.its.rpi.edu
|
||
Reply-To: sos@oz.plymouth.edu (Steffan O'Sullivan)
|
||
Followup-To: rec.games.frp.misc
|
||
Organization: Plymouth State College - Plymouth, N.H.
|
||
Lines: 636
|
||
Approved: goldm@rpi.edu
|
||
NNTP-Posting-Host: operators.its.rpi.edu
|
||
|
||
|
||
FUDGE: Freeform, Universal, Donated Gaming Engine
|
||
A Free Role-playing Game (RPG).
|
||
By Steffan O'Sullivan
|
||
|
||
Legal Notice
|
||
------------
|
||
|
||
Version: July 4, 1993
|
||
|
||
FUDGE is copyright 1992, 1993 by Steffan O'Sullivan. It may be freely
|
||
copied and distributed by any means desired. This legal notice must
|
||
be included with each copy of FUDGE. No charge may be made for FUDGE
|
||
beyond a maximum US$6 fee (at 1993 rates) for materials and shipping,
|
||
without written permission from the author.
|
||
|
||
A publisher who wishes to include FUDGE in a book of copyrighted
|
||
source material or adventures may do so, so long as (1) the
|
||
publisher's copyrighted material is longer than the amount of FUDGE
|
||
material included, (2) this legal notice and at least Chapter 1 of
|
||
FUDGE are included, (3) the words in this legal notice and those in
|
||
Chapter 1 of FUDGE are not changed in any way, and (4) there is no
|
||
extra charge for including FUDGE in the book.
|
||
|
||
FUDGE was first published in 1992 on internet, and was written by
|
||
Steffan O'Sullivan (sos@oz.plymouth.edu) with an extensive amount of
|
||
high-quality input from Andy Skinner. Other valued contributors
|
||
include Martin Bergendahl, Thomas Brettinger, Robert Bridson, Travis
|
||
Casey, Paul Jason Clegg, Peter F. Delaney, Jay Doane, Brian Edmonds,
|
||
Shawn Garbett, Ed Heil, Bernard Hsiung, John H. Kim, Christian
|
||
Otkjaer, Bill Seurer, Larry Smith, Stephan Szabo, and others on
|
||
rec.games.design on internet.
|
||
|
||
Groo the Wanderer (TM) is a trademark of Sergio Aragones, and use of
|
||
the name does not challenge the trademark status in any way.
|
||
|
||
|
||
[Continued from previous file:]
|
||
|
||
Table of Contents (This File)
|
||
=============================
|
||
|
||
3 Supernormal Powers
|
||
3.1 Supernormal Power Terms
|
||
3.2 At Character Creation
|
||
3.21 Powers Available
|
||
3.22 Associated Skills
|
||
3.23 Combat Powers
|
||
3.3 Non-humans
|
||
3.31 Strength and Mass
|
||
3.32 Scale Correlations
|
||
3.33 Cost of Scale
|
||
3.34 Racial Bonuses and Penalties
|
||
3.4 Legendary Heroes
|
||
3.5 Magic
|
||
3.6 Miracles
|
||
3.7 Psi
|
||
3.8 Superpowers
|
||
3.9 Cybernetic Enhancements
|
||
|
||
3 Supernormal Powers
|
||
=====================
|
||
|
||
If your game doesn't have any supernormal powers, you don't need to
|
||
read Chapter 3 at all. This includes such genres as modern espionage,
|
||
WWII French resistance, gunslingers of the Old West, swashbuckling
|
||
Musketeers or pirates, and any historical gaming in general. Please
|
||
feel free to skip ahead directly to Chapter 4, Action Resolution.
|
||
|
||
On the other hand, those who play in games with non-human races,
|
||
magic, psi, superpowers, etc., will need to read this chapter before
|
||
character creation is complete.
|
||
|
||
3.1 Supernormal Power Terms
|
||
----------------------------
|
||
|
||
Supernormal power: any ability that is beyond the capability of human
|
||
beings as we know them. They are basically very powerful gifts.
|
||
Some may have associated skills (which are taken separately,
|
||
using the normal skill rules). Often abbreviated to Power.
|
||
|
||
Superfault: any fault that goes beyond the human norm. These are
|
||
often associated with supernormal powers to help balance the cost
|
||
(such as limiting a Power to certain situations) or can be
|
||
associated with fantasy or alien races. In the Objective
|
||
Character Creation system, the GM sets the value of each
|
||
superfault - it may be the same as an ordinary fault or worth
|
||
more.
|
||
|
||
Power: a supernormal power.
|
||
|
||
Mana: an invisible substance that can be detected (or even created)
|
||
and manipulated by magicians to alter matter, time and space.
|
||
|
||
Magic: the art of influencing events through manipulation of mana, or
|
||
through compelling supernormal beings from another dimension, or
|
||
channeling power from some other source. Magic may be studied by
|
||
humans, but it is inherent in some races, such as the Fay.
|
||
|
||
Miracle: magic performed by a deity. Holy persons can attempt to work
|
||
miracles by invoking their deity.
|
||
|
||
Psi: any power that involves mind over matter, time or space.
|
||
|
||
Superpower: any supernormal power that is an inherent ability, whether
|
||
because of mutation, exposure to radiation, a gift of space
|
||
aliens, etc., or granted by a device, such as an alien-science
|
||
belt. Examples of superpowers can be found in any comic book
|
||
store, and include super strength, the ability to fly, see
|
||
through walls, cling to ceilings, become invisible, etc.
|
||
|
||
Cybernetic Enhancement: any mechanical or electronic enhancement to a
|
||
normal body that gives the character supernormal powers.
|
||
|
||
Non-human Races: certain fantasy and science fiction races have
|
||
abilities beyond the human norm, such as being much stronger, or
|
||
able to fly, etc. Most of these abilities could also be
|
||
classified as Psi or Superpowers, so they are not treated
|
||
separately, except for Mass and Strength. Note that androids and
|
||
robots are considered races for rules purposes.
|
||
|
||
Scale: in the discussion of non-humans, a race's Strength is rated in
|
||
*Scale*. Human Scale equals 0. A race of greater than human
|
||
average strength would be Scale 1 or more, while a race of lesser
|
||
average strength than humans would be Scale -1 or less.
|
||
Individual creatures can then be of Fair strength, or Good
|
||
strength, etc., relative to their own species.
|
||
|
||
3.2 At Character Creation
|
||
--------------------------
|
||
|
||
Supernormal powers may or may not be available in a given game. They
|
||
are not appropriate to all genres.
|
||
|
||
The best way to design a supernormal character is through close
|
||
discussion with the GM. A player should describe what he wants the
|
||
character to be able to do, and the GM will decide if that's within
|
||
the limits she has in mind for the game. If not, she'll make
|
||
suggestions about how to change the character to fit her campaign.
|
||
|
||
Supernormal powers are treated as very powerful gifts, with
|
||
availability set by the GM. The GM may decide that each player can
|
||
take 2 Powers, for example, or 5, or more. The player may make a case
|
||
for further Powers, but may need to take superfaults to balance them.
|
||
|
||
Some Powers might be so effective that they are worth more than other
|
||
Powers. In the Objective Character Creation system, the GM may set
|
||
the cost of a certain supernormal power equal to two or three
|
||
"average" supernormal powers. In some cases, the GM will probably
|
||
veto player suggestions outright: Omniscience is a good example!
|
||
|
||
The GM may decide that supernormal powers may be pooled with other
|
||
traits for trading purposes. In this case, 1 (average) Power is worth
|
||
2 gifts. This is most likely done by a player who wishes to play a
|
||
magician in a fantasy setting. He will need to trade some skill,
|
||
attribute, or gift levels to buy magical Powers.
|
||
|
||
Undefined Powers are non-existent - that is, they do not have a
|
||
default value of Fair, like attributes, or Poor, like skills. If a
|
||
supernormal power is not defined for a character, he can't do it.
|
||
|
||
3.21 Powers Available
|
||
----------------------
|
||
|
||
The GM needs to design the type, number allowed, and drawbacks of
|
||
Powers in her game. Some examples:
|
||
|
||
Types of Powers: the GM may allow only magic, or only psi, or only
|
||
superpowers, etc., or some combinations of the above. In addition,
|
||
she needs to decide how finely a supernormal power is subdivided: is
|
||
ESP a generic Power, or is it split into separate Powers such as
|
||
Precognition and Clairvoyance, for example. Is magic subdivided into
|
||
spells, or groups of spells (such as elemental magic) or simply the
|
||
ability to break the laws of nature in any way that can be imagined,
|
||
and so on.
|
||
|
||
Number of Powers allowed: the GM may allow only one Power per
|
||
character, or 20 Powers (or even more if they are individual spells),
|
||
or anything in between.
|
||
|
||
Drawbacks of Powers: Using a Power might have no inconvenience, or it
|
||
might be physically or mentally taxing, or time consuming, or
|
||
unreliable, or uncontrollable, or have side effects, or only work in
|
||
certain conditions or with certain materials, or be risky to the
|
||
character, or be limited to a certain number of uses per day, or
|
||
affect the mental stability of the character, etc.
|
||
|
||
3.22 Associated Skills
|
||
-----------------------
|
||
|
||
If a Power logically requires a skill to use it efficiently, the skill
|
||
must be bought separately. For example, the superpower Flight allows
|
||
a character to fly, and usually no skill roll is needed. But the
|
||
ability to make intricate maneuvers in close combat without slamming
|
||
into a wall requires a roll against a Flying skill. (The GM may
|
||
ignore this and simply say that the Power Flight means never needing
|
||
to make a roll for any flying maneuver.)
|
||
|
||
Another common skill is Throwing: hurling balls of fire or bolts of
|
||
energy at a foe. Or the GM might rule that being able to aim it comes
|
||
with the power for free: no roll needed, it automatically hits the
|
||
target every time unless they make a Good degree task Dodge.
|
||
|
||
This can be especially true with magic: the ability to cast spells at
|
||
all may be a gift, but to do it right is a skill, or even many
|
||
different skills.
|
||
|
||
3.23 Combat Powers
|
||
-------------------
|
||
|
||
If a supernormal power can be used to attack a foe, the GM must
|
||
determine (preferably during character creation) the strength of the
|
||
Power for damage purposes. An offensive Power is usually handled as a
|
||
propelled weapon, such as a gun, or as being equivalent to a certain
|
||
melee weapon. This can just be expressed in terms of damage, though,
|
||
such as Ball of Fire, +6 damage, or large Claws, +3 damage.
|
||
|
||
In the case of a magical attack, the more potent the attack, the
|
||
greater the penalty to the character to use it. This can be a penalty
|
||
to the skill level, greater fatigue, and/or some other disadvantage.
|
||
|
||
3.3 Non-humans
|
||
---------------
|
||
|
||
Some campaigns will have characters (or animals, etc.) with traits
|
||
beyond the human norm. In particular, characters with Strength well
|
||
above or below the human range are very common. Examples include
|
||
giants, superheroes, pixies, aliens, ogres, intelligent rabbits, etc.
|
||
|
||
In FUDGE, Strength and Mass are rated by the GM in terms of *Scale*
|
||
for different races. Most other traits that may be different for non-
|
||
humans are handled with a *Racial Bonus or Penalty* rather than being
|
||
on a different Scale - see Section 3.34.
|
||
|
||
Humans are of Scale 0, unless some other race is the game-world norm.
|
||
(E.g., if all the PCs are playing pixies or giants. In these cases,
|
||
the PCs' race is Scale 0, and humans would be a different Scale.)
|
||
Non-human races can have a positive or negative number for Scale,
|
||
depending on whether they are stronger or weaker than humans.
|
||
|
||
3.31 Strength and Mass
|
||
-----------------------
|
||
|
||
Each level of Strength is defined to be 1.5 times stronger than the
|
||
previous level. So a character with Good Strength is 1.5 times as
|
||
strong as a character with Fair Strength.
|
||
|
||
[Note that this progression is not necessarily true for any other
|
||
attribute. There is a wider range of strength in humans than
|
||
dexterity, for example. In that case, Superb Dexterity is only about
|
||
twice as good as Fair Dexterity.]
|
||
|
||
Scale increases in the same way: a Scale 1, Fair Strength individual
|
||
is 1.5 times stronger than a Scale 0, Fair Strength individual. This
|
||
holds for each increase in Scale: a Scale 10 Superb Strength creature
|
||
is 1.5 times stronger than a Scale 9 Superb Strength creature, for
|
||
example.
|
||
|
||
At this point, it is tempting to say that a Scale 1 Fair Strength is
|
||
equal to a Scale 0 Good Strength. This is true for Strength, but not
|
||
for Mass.
|
||
|
||
Scale really measures Mass, or Density, and Strength just goes along
|
||
for the ride. In this case, Mass has a specific meaning: how wounds
|
||
affect you. It may or may not coincide with the scientific definition
|
||
of Mass.
|
||
|
||
It takes more human-powered hits to weaken a giant than a human, for
|
||
example. She may not really be a healthy giant, but her sheer bulk
|
||
means that human-sized sword strokes don't do as much relative damage
|
||
to her as they would to a human - unless they hit a vital spot, of
|
||
course.
|
||
|
||
Likewise, a pixie can be healthy and robust, but not survive a single
|
||
kick from a human. The difference is Mass, and the strength related
|
||
to it.
|
||
|
||
A Scale 1 Fair Strength fighter has an advantage over a Scale 0 Good
|
||
Strength fighter, even though their Strengths are equal. The Scale 1
|
||
fighter is less affected by the other's damage due to his mass.
|
||
Therefore, do not blithely equate Scale 0 Good with Scale 1 Fair. In
|
||
particular, do not let your PC human Superb Strength fighters claim
|
||
they are Scale 3 Fair Strength - they will be able to shrug off sword
|
||
blows if you do! This is explained in Section 4.64, Non-human Scale
|
||
in Combat.
|
||
|
||
Of course, the GM may envision a less massive but harder to kill race
|
||
than humans. However, such a case is not likely to be grossly
|
||
different. It is best handled by a Racial Bonus (Section 3.34),
|
||
either as some sort of Toughness Gift (Tough Hide, or Density - either
|
||
one would subtract from damage), or by a bonus to Damage Capacity.
|
||
|
||
If the GM doesn't want to link non-human Strength and Mass - say she
|
||
has Pixies of Strength Scale -6 and Mass Scale -4 - then combat
|
||
between two Pixies would not work the same as combat between two
|
||
humans. In this case, they will have a harder time hurting each other
|
||
than humans would. This may actually be what she wants: a super-
|
||
strong superhero who can dish out punishment but can't take it can be
|
||
represented by Strength Scale 10, Mass Scale 2, for example.
|
||
|
||
Strength can vary within each race just as it can for humans. You can
|
||
have Scale 10 Superb Strength Giants and Scale 10 Terrible Strength
|
||
Giants. Unlike Strength, though, it is not recommend that Mass vary
|
||
much within a race. If you do allow Mass to vary for an individual,
|
||
it should never be worse than Mediocre or better than Good. In fact,
|
||
it is far better to call Good Mass a Gift, and Mediocre Mass a fault
|
||
than treat it as an attribute.
|
||
|
||
See also Section 4.64, Non-human Scale in Combat.
|
||
|
||
3.32 Scale Correlations
|
||
------------------------
|
||
|
||
The GM should refer to the following table when assigning a Scale to a
|
||
race. This only has to be done *once*, at race creation.
|
||
|
||
First, she should decide how much stronger (or weaker) the average
|
||
member of race X is compared to the average human. For example, she
|
||
might decide that Ogres are 3 times stronger than humans, and pixies
|
||
are 8 times weaker (which equals 0.12 times as strong). She then
|
||
needs to look up the closest numbers to these strength modifiers on
|
||
the table below, and read across to find the correct racial scale for
|
||
Ogres and Pixies in her world:
|
||
|
||
Strength Modifier: Scale: Strength Modifier: Scale:
|
||
0.01 -11 7.5 5
|
||
0.02 -10 10 6
|
||
0.03 -9 15 7
|
||
0.04 -8 25 8
|
||
0.06 -7 40 9
|
||
0.1 (Pixie Fair) -6 60 10
|
||
0.15 -5 90 11
|
||
0.2 -4 130 12
|
||
0.3 -3 200 13
|
||
0.5 -2 300 14
|
||
0.7 -1 450 15
|
||
1 Human Fair 0 650 16
|
||
1.5 1 1000 17
|
||
2.3 2 1500 18
|
||
3.5 (Ogre Fair) 3 2500 19
|
||
5 4 4000 20
|
||
|
||
In these particular examples, Ogres are Scale 3 creatures, while
|
||
Pixies are Scale -6. (You may envision Ogres and Pixies differently,
|
||
of course.) The Scale number is figured in to damage in combat, and
|
||
all weapons and armor are assumed to be of the same Scale as the
|
||
wielder.
|
||
|
||
[Note that these numbers have been rounded to the nearest useful
|
||
number. They are only roughly 1.5 times the previous number, but
|
||
close enough for game purposes.]
|
||
|
||
Other examples: a GM reads in a Medieval text that a dragon is "as
|
||
strong as 20 warriors." Looking at the table, 20 times the human norm
|
||
is Scale 8. However, since the average *warrior* is probably of Good
|
||
strength, she chooses Scale 9 for the average dragon in her world. Of
|
||
course, an individual dragon can still have Poor Strength compared to
|
||
other dragons. This is simply listed as Strength Poor (-2), Scale 9.
|
||
|
||
This same GM wants PC leprechauns to be available. While they are
|
||
very small, she decides their magic makes them a bit stronger than
|
||
their size would otherwise indicate: Scale -4. So a Good Strength
|
||
leprechaun is as strong as a Terrible Strength human in her world.
|
||
|
||
The GM can also use this table to determine relative lifting strength
|
||
or carrying capacity of characters or beasts if she wishes.
|
||
|
||
The GM may require a Strength roll to lift a given object. This will
|
||
depend on the Scale of the character, of course. Thus, a leprechaun
|
||
might need a Good Strength degree task to lift a rock that a human
|
||
could lift without even a roll.
|
||
|
||
3.33 Cost of Scale
|
||
-------------------
|
||
|
||
If you are using the Objective Character Creation system, each step of
|
||
increased Scale should cost one attribute level *and* one gift. This
|
||
is because each level of Scale includes +1 Strength and extra Mass
|
||
which is the equivalent of the Tough Hide gift. However, a generous
|
||
GM may charge less.
|
||
|
||
In a superhero game, this gets very expensive very quickly. An
|
||
alternative method that allows more powerful characters is to charge
|
||
one supernormal power to get Super Strength equal to a certain Scale.
|
||
This can be anywhere from Scale 4 (5 times as strong as the average
|
||
human) to Scale 13 (200 times as strong as the average human) or even
|
||
higher, depending on the power level of the campaign. A character
|
||
then raises or lowers his Strength attribute separately to show how he
|
||
is compared to the average super-strong superhero.
|
||
|
||
Example: the GM states that one supernormal power buys Scale 10
|
||
Strength (50 times the human norm). Any character taking that
|
||
supernormal power has Scale 10 Fair Strength automatically. He can
|
||
then raise his Strength to Scale 10 Good at the cost of one attribute
|
||
level, and so on.
|
||
|
||
The GM may also allow separating Mass and Strength for superheroes.
|
||
For example, the superhero mentioned in Section 3.31 with Strength
|
||
Scale 10 and Mass Scale 2 would only have to pay for 2 gifts and 10
|
||
attribute levels. Or, with a generous GM, a single supernormal power
|
||
might cover the cost of the whole package.
|
||
|
||
Some other supernormal powers have levels, such as Telekinesis
|
||
(increased power allows greater weight to be lifted), Telepathy
|
||
(increased power means greater range) Wind Control (increased power
|
||
allows such things as a jet of wind, whirlwind, or tornado), etc.
|
||
|
||
In these cases, each level can be bought as a separate supernormal
|
||
power, which is very expensive. Or you could use the option given
|
||
above for Scale: one supernormal power buys the supernormal ability at
|
||
a middling power range, and a simple attribute (or even skill) level
|
||
raises or lowers it from there.
|
||
|
||
For Scales below the human norm, each step of Scale includes a fault
|
||
equivalent to Easily Wounded, and the GM may allow this to be used to
|
||
balance other traits like any other fault - see Section 2.64, Trading
|
||
Traits.
|
||
|
||
3.34 Racial Bonuses and Penalties
|
||
----------------------------------
|
||
|
||
For most traits other than Strength, there is no need to use Scale.
|
||
It's easy to imagine someone wanting to play a race that is slightly
|
||
more intelligent than humans, but a race ten times smarter than the
|
||
smartest human is so alien that it would be impossible to play. This
|
||
is also true for most traits - we just can't grasp such extreme
|
||
differences from our worldview.
|
||
|
||
So instead of Scale for non-Strength traits, the GM should use Racial
|
||
Bonuses or Penalties. For example, if the GM envisions halflings as
|
||
being particularly hardy, she can give them a +1 bonus to
|
||
Constitution. This simply means that halfling Fair Constitution
|
||
equals human Good Constitution. As another example, an alien race
|
||
called Cludds might have a racial penalty of -1 or -2 to Intelligence.
|
||
|
||
For everything except Strength, it is best to use adjectives relative
|
||
to humans on the character sheets, though you should put the racial-
|
||
relative term in brackets. (Such as: Grahkesh, Intelligence Poor
|
||
[Cludd Fair].) However, *always* list Strength relative to the
|
||
character's own race, with the Scale (if other than 0), so the Mass
|
||
will be accurate. See the sample character, Brogo the Halfling
|
||
(Section 6.31), for an example of both racial bonus and different
|
||
Scale.
|
||
|
||
Racial bonuses and penalties can be used for any type of trait:
|
||
attributes, skills, gifts, supernormal powers, or faults.
|
||
|
||
If using the Objective Character Creation system, each level of a
|
||
Racial Bonus or Penalty is usually equal to one level of the specific
|
||
trait raised or lowered normally. That is, if you are granting a +1
|
||
to Agility or +1 to Perception for a race, it should cost 1 attribute
|
||
level. If a race has a gift of Perfect Sense of Direction, it should
|
||
cost 1 gift. The innate ability to fly or cast magic spells should
|
||
cost one supernormal power, etc.
|
||
|
||
If a race is at -1 to all Social skills, however, this should only be
|
||
worth -1 skill level if you have a single skill called Social Skills.
|
||
If you have a few social individual social skills, it should be worth
|
||
one fault, at least. If you have many social skills affected by such
|
||
a Racial Penalty, it is probably worth a superfault. The converse is
|
||
true for Bonuses that affect many skills: it should cost a supernormal
|
||
power.
|
||
|
||
3.4 Legendary Heroes
|
||
---------------------
|
||
|
||
Some genres allow human characters to develop beyond the realm of the
|
||
humanly possible. Such campaigns eventually involve planes of
|
||
existence beyond the mundane as the PCs require greater and greater
|
||
challenges.
|
||
|
||
This style of gaming can be represented in FUDGE by Legendary Levels.
|
||
Section 2.2, Levels, introduced the concept of Legendary traits as a
|
||
goal for PCs to work toward. This section expands that concept
|
||
infinitely, beyond realism.
|
||
|
||
If the GM and players prefer this type of gaming, *any* skill can be
|
||
raised beyond Legendary. Instead of renaming each level, simply use a
|
||
numbering system: Legendary 2nd Level Swordsman, Legendary 3rd Level
|
||
Archer, etc. Attributes can be raised, also, but (except for
|
||
Strength) this is much rarer.
|
||
|
||
Each level of Legendary gives a +1 bonus to any action resolution.
|
||
|
||
The Objective Character Development system, Section 5.2, lists
|
||
suggested experience point costs for attaining these levels.
|
||
|
||
Please remember that these levels do not automatically exist in any
|
||
given game: these are strictly optional levels for a very specific,
|
||
non-realistic genre. If the GM says they don't exist, don't pester
|
||
her!
|
||
|
||
3.5 Magic
|
||
----------
|
||
|
||
Magic should only be allowed in games where it is appropriate, of
|
||
course.
|
||
|
||
It may be easiest for the GM simply to translate whatever magic system
|
||
she is familiar with into FUDGE. If the GM isn't translating another
|
||
game system's magic rules to FUDGE, she should consider what being a
|
||
magician means to her.
|
||
|
||
What is the source of magic? Is it a natural process, but hidden to
|
||
most, such as mana manipulation? If it does use mana, is the mana
|
||
created by the mage, or is inherent in a locale? Or is it summoning
|
||
otherworld entities to do your bidding? Or finding a source of Power
|
||
and channeling it to your ends? Or something altogether different
|
||
from these suggestions?
|
||
|
||
Each of these options then requires further self-examination: can
|
||
anyone learn to work magic, or is it an inherent talent (that is, does
|
||
it require the character to have a supernormal power)? If the latter,
|
||
are there levels of the Power available, and what would having more
|
||
levels mean? Is a skill also required? Of course, even if a magician
|
||
must have a Power to cast spells, there may also be magic items that
|
||
anyone can use - these are very common in tales and legends.
|
||
|
||
If beings are summoned, are they evil, good, neutral? How do they
|
||
feel about being commanded to work for the magician? Can they
|
||
adversely affect the magician if he fails a spell roll?
|
||
|
||
If Power is being channeled from an external source, is that source in
|
||
the physical plane or astral? Is it from a living being, or contained
|
||
in an inanimate object as inert energy, like a piece of coal before
|
||
going into a fire?
|
||
|
||
What is the process of using magic? Does it involve memorized spells?
|
||
Physical components? Meditation? Complex and time-consuming ritual?
|
||
How long does it take to cast a spell? Can a spell be read out of a
|
||
book? Improvised on the spot?
|
||
|
||
How reliable is magic? Are there any drawbacks? Any societal
|
||
attitudes toward magicians?
|
||
|
||
Once these issues have been resolved, and the degree of magic in the
|
||
game decided on, the magic system can be created using FUDGE
|
||
mechanics. A sample magic system, FUDGE Magic, is available in the
|
||
Addenda.
|
||
|
||
3.6 Miracles
|
||
-------------
|
||
|
||
All miracles are powered by a deity. Some miracles may happen at the
|
||
deity's instigation (GM whim, in this case), and some may be
|
||
petitioned by characters.
|
||
|
||
["Deity" is here used in a pagan sense: any being greater than human,
|
||
that can live in another plane beyond the material. To many
|
||
religions, of course, there is only one Deity, and to speak in the
|
||
plural is blasphemous. In these cases, the term should be in the
|
||
singular, or it should be changed to a neutral term that refers to
|
||
beings between human and Divine power, such as angels, demons, djinni,
|
||
efriti, etc.]
|
||
|
||
The GM must decide whether miracles can occur in her world, and
|
||
whether they can be called by character petition. If the latter, then
|
||
she has to make many other decisions: can *any* character petition a
|
||
particular deity? Does it matter if the character is actually a
|
||
member of a religious order? How important is the character's
|
||
behavior: would a deity help a member of a particular religious order
|
||
even if he had been acting against the deity's goals? How certain is
|
||
the miracle to occur? How soon will it become manifest? How broad
|
||
and how specific can requests be?
|
||
|
||
The answers will vary from GM to GM - no generic system of miracles is
|
||
possible. A sample miracle system, FUDGE Miracles, is included in the
|
||
Addenda.
|
||
|
||
3.7 Psi
|
||
--------
|
||
|
||
Again, it is probably easiest for the GM to translate whatever
|
||
psionics rules she knows to FUDGE.
|
||
|
||
As a *very* simple system, each psionic ability is a separate
|
||
supernormal power. The ability to read minds, or foresee the future,
|
||
or telekinetically move an object, etc., each cost one supernormal
|
||
power (2 gifts).
|
||
|
||
Just *how* powerful the psionic ability is depends on the level of psi
|
||
the GM wants for the game world. Someone who can telekinetically lift
|
||
a battleship is obviously more powerful than someone who can't lift
|
||
anything heavier than a roulette ball - though the latter may make
|
||
more money with his power, if he's highly skilled!
|
||
|
||
If the game world has more than one level of power available, then a
|
||
character must spend multiple free power levels to get the higher
|
||
levels. See also Cost of Scale, Section 3.33.
|
||
|
||
The GM should also require skills to use these powers. Having the
|
||
psionic ability to use telekinesis just allows you to pick an object
|
||
up with your mental powers, and move it crudely about. To do fine
|
||
manipulation, such as pick a pocket, requires a successful degree task
|
||
against a telekinetic skill.
|
||
|
||
A sample psi system, FUDGE Psi, is included in the Addenda.
|
||
|
||
3.8 Superpowers
|
||
----------------
|
||
|
||
If the campaign has superpowers as in "comic" books, then there will
|
||
probably be a wide variety of powers available. How many an
|
||
individual character can have depends on the power level of the
|
||
campaign. A common treatment of superheroes is the concept of
|
||
superfaults, which might make more powers available to the players.
|
||
For example, a character might be able to fly, but only while singing.
|
||
|
||
There are far too many powers to list in FUDGE - 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. Very potent
|
||
ones might cost two or more of the "average" superpowers.
|
||
|
||
Note that super strength is treated as a separate scale - see Section
|
||
3.3, Non-humans. Other superpowers that come in levels are discussed
|
||
in Section 3.33, Cost of Scale.
|
||
|
||
3.9 Cybernetics
|
||
----------------
|
||
|
||
Artificial limbs, organs, implants and connections to computers are
|
||
common in some SF settings. If these grant powers beyond the human
|
||
norm, they must be bought with supernormal power levels if using the
|
||
Objective Character Creation system, or with the GM's approval in any
|
||
case.
|
||
|
||
If an implant grants a bonus to an attribute, it should cost as much
|
||
as the attribute bonus, which is not necessarily as much as a
|
||
supernormal power. Since an artificial implant may occasionally fail,
|
||
however, the GM can give a slight cost break by also allowing a free
|
||
skill level elsewhere on the character sheet.
|
||
|
||
[End of Chapter 3. FUDGE continued next file ...]
|
||
--
|
||
- Steffan O'Sullivan sos@oz.plymouth.edu
|
||
|
||
X-NEWS: wharton rec.games.frp.archives: 469
|
||
Path: netnews.upenn.edu!dsinc!spool.mu.edu!howland.reston.ans.net!gatech!news.ans.net!rpi!goldm
|
||
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
|
||
Newsgroups: rec.games.frp.archives
|
||
Subject: FUDGE July93: Part 3 of 4
|
||
Message-ID: <221fdl$46t@usenet.rpi.edu>
|
||
Date: 14 Jul 93 17:23:01 GMT
|
||
Sender: goldm@operators.its.rpi.edu
|
||
Reply-To: sos@oz.plymouth.edu (Steffan O'Sullivan)
|
||
Followup-To: rec.games.frp.misc
|
||
Organization: Plymouth State College - Plymouth, N.H.
|
||
Lines: 1031
|
||
Approved: goldm@rpi.edu
|
||
NNTP-Posting-Host: operators.its.rpi.edu
|
||
|
||
|
||
FUDGE: Freeform, Universal, Donated Gaming Engine
|
||
A Free Role-playing Game (RPG).
|
||
By Steffan O'Sullivan
|
||
|
||
Legal Notice
|
||
------------
|
||
|
||
Version: July 4, 1993
|
||
|
||
FUDGE is copyright 1992, 1993 by Steffan O'Sullivan. It may be freely
|
||
copied and distributed by any means desired. This legal notice must
|
||
be included with each copy of FUDGE. No charge may be made for FUDGE
|
||
beyond a maximum US$6 fee (at 1993 rates) for materials and shipping,
|
||
without written permission from the author.
|
||
|
||
A publisher who wishes to include FUDGE in a book of copyrighted
|
||
source material or adventures may do so, so long as (1) the
|
||
publisher's copyrighted material is longer than the amount of FUDGE
|
||
material included, (2) this legal notice and at least Chapter 1 of
|
||
FUDGE are included, (3) the words in this legal notice and those in
|
||
Chapter 1 of FUDGE are not changed in any way, and (4) there is no
|
||
extra charge for including FUDGE in the book.
|
||
|
||
FUDGE was first published in 1992 on internet, and was written by
|
||
Steffan O'Sullivan (sos@oz.plymouth.edu) with an extensive amount of
|
||
high-quality input from Andy Skinner. Other valued contributors
|
||
include Martin Bergendahl, Thomas Brettinger, Robert Bridson, Travis
|
||
Casey, Paul Jason Clegg, Peter F. Delaney, Jay Doane, Brian Edmonds,
|
||
Shawn Garbett, Ed Heil, Bernard Hsiung, John H. Kim, Christian
|
||
Otkjaer, Bill Seurer, Larry Smith, Stephan Szabo, and others on
|
||
rec.games.design on internet.
|
||
|
||
Groo the Wanderer (TM) is a trademark of Sergio Aragones, and use of
|
||
the name does not challenge the trademark status in any way.
|
||
|
||
|
||
[Continued from previous file:]
|
||
|
||
Table of Contents (This File)
|
||
=============================
|
||
|
||
4 Action Resolution
|
||
4.1 Action Resolution Terms
|
||
4.2 Rolling the Dice
|
||
4.21 Using a Table
|
||
4.22 Tableless Dice Method
|
||
4.23 Success Rates
|
||
4.3 Action Modifiers
|
||
4.4 Unopposed Actions
|
||
4.5 Opposed Actions
|
||
4.6 Combat
|
||
4.61 Melee Combat
|
||
4.62 Multiple Combatants in Melee
|
||
4.63 Ranged Combat
|
||
4.64 Non-human Scale in Combat
|
||
4.7 Damage and Healing
|
||
4.71 Subjective Damage System
|
||
4.72 Objective Damage System
|
||
4.73 Knockout Damage
|
||
4.74 Healing
|
||
4.8 Critical Results
|
||
4.9 NPC Reactions
|
||
|
||
4 Action Resolution
|
||
====================
|
||
|
||
4.1 Action Resolution Terms
|
||
----------------------------
|
||
|
||
Dice: Each player and the GM need two six-sided dice. (A system using
|
||
2d10 is included in the Addenda.)
|
||
|
||
Unopposed Action: some actions are *Unopposed*. This means the
|
||
character is trying to perform an action which isn't influenced
|
||
by anyone else. Examples include jumping a wide chasm, climbing
|
||
a cliff, performing a chemistry experiment, etc. The player
|
||
simply rolls the dice and reads the result.
|
||
|
||
Degree Task: the GM will set a degree task when you try an Unopposed
|
||
Action. Usually it will be Fair, but sometimes tasks are easier
|
||
or harder. Example: to climb an average cliff, with lots of
|
||
handholds, is a Fair degree task, but the GM may set it at Great
|
||
for a very hard cliff. This means the player must make a rolled
|
||
degree of Great or higher to climb the cliff successfully.
|
||
|
||
Rolled Degree: this refers to how well you did at a particular task.
|
||
If you are Good at Climbing in general, but rolled a Great result
|
||
on a particular attempt, then the rolled degree is Great.
|
||
|
||
Opposed Action: some actions are *Opposed*. This means other people
|
||
(or animals, etc.) may have an effect on the outcome of the
|
||
action. In this case, each contestant rolls a pair of dice, and
|
||
the results are compared to determine the outcome. Examples
|
||
include combat, seduction attempts, haggling, tug-of-war, etc.
|
||
|
||
Relative Degree: this refers to how well you did compared to another
|
||
participant in an Opposed Action. Unlike a rolled degree,
|
||
relative degree is expressed as a *number of levels*. For
|
||
example, if you get a rolled degree result of Good in a fight,
|
||
and your foe gets a rolled degree result of Mediocre, you beat
|
||
her by 2 levels - the relative degree is +2 from your
|
||
perspective, -2 from hers.
|
||
|
||
Trans-Superb: this is a level of rolled degree that is beyond Superb.
|
||
Rolled degrees from Superb+1 to Superb+4 are possible. These
|
||
levels, the "trans-superb" levels, are only reachable on rare
|
||
occasions by human beings. No trait may be taken at (or raised
|
||
to) a trans-superb level (unless the GM is allowing a PC to be at
|
||
Legendary, which is the same as Superb+1. See Section 5.2,
|
||
Objective Character Development). For example, the American
|
||
baseball player Willie Mays was a Superb outfielder. His most
|
||
famous catch, often shown on television, is a Superb+4 rolled
|
||
degree. It isn't possible for a human to have that level of
|
||
excellence as a routine skill level, however: even Willie was
|
||
"just" a Superb outfielder, who could sometimes do even better.
|
||
A GM may set a degree task in the trans-superb range, but it is
|
||
for nearly impossible actions.
|
||
|
||
Sub-Terrible: likewise, there are rolled degrees from Terrible-1 down
|
||
to Terrible-4. No degree task should be set this low, however:
|
||
anything requiring a Terrible degree task or worse should be
|
||
automatic - no roll needed!
|
||
|
||
4.2 Rolling the Dice
|
||
---------------------
|
||
|
||
When a character performs an action that is so easy as to be
|
||
automatic, no dice roll is needed. Likewise, an action so difficult
|
||
that it has no chance to succeed requires no roll, either. It is for
|
||
the middle ground that rolls are needed.
|
||
|
||
The GM determines which trait is needed for a particular action the PC
|
||
wishes to perform. If it is an Unopposed action the GM also
|
||
determines the degree task, usually Fair.
|
||
|
||
4.21 Using a Table
|
||
-------------------
|
||
|
||
When a character needs to resolve such an action, the player rolls two
|
||
dice, adds the numbers, and consults the following table:
|
||
|
||
Rolled: | 2 | 3 | 4 | 5 | 6, 7, 8 | 9 | 10 | 11 | 12
|
||
---------|-----|-----|-----|-----|---------|-----|-----|-----|---
|
||
Levels: | -4 | -3 | -2 | -1 | +0 | +1 | +2 | +3 | +4
|
||
|
||
Read the number rolled across the top of the table, then look below to
|
||
the "Levels" line. The number refers to how many levels above or
|
||
below the character's trait level the result is.
|
||
|
||
The trait levels again are:
|
||
|
||
-3 Terrible
|
||
-2 Poor
|
||
-1 Mediocre
|
||
0 Fair
|
||
+1 Good
|
||
+2 Great
|
||
+3 Superb
|
||
|
||
The numbers are optional, and may be used for those who can add
|
||
numbers more easily than adjust words. For example, if your skill is
|
||
Good and you roll a -3 result on a particular action, it might be
|
||
easier to envision (1-3 = -2) than (Good -3 = Poor).
|
||
|
||
Example: Nathaniel, who has a Good Bow Skill, is shooting in an
|
||
archery contest. He rolls two dice, and consults the table. If he
|
||
rolls a 7 (+0 levels), he gets a result equal to his skill: Good, in
|
||
this case. If he rolls a 9 (+1 level), however, he gets a Great
|
||
result, since Great is one level higher than his Good Archery skill.
|
||
If he rolls a 3 (-3 levels), unlucky Nathaniel has just made a Poor
|
||
shot.
|
||
|
||
This table should be on each character sheet - see Section 6.2 for an
|
||
example.
|
||
|
||
4.22 Tableless Dice Method
|
||
---------------------------
|
||
|
||
This method does not require a table on the character sheet to read a
|
||
die result. It is also very quick once learned, and does not intrude
|
||
into roleplaying. The disadvantage is that die roll modifiers can not
|
||
be used - you must modify the trait.
|
||
|
||
Each player and the GM need 2d6, and each person should preferably
|
||
have two different colors or sizes. One die must be labelled the
|
||
"good" or "positive" die, and the other the "bad" or "negative" die.
|
||
(If you only have two identical dice, such as borrowed from a board
|
||
game, place your pencil on the table pointing away from you. Assign
|
||
one side of the pencil to be good, the other bad, and roll one die on
|
||
each side of the pencil.)
|
||
|
||
When a die roll is called for, the player rolls both dice and examines
|
||
them. If they are doubles, he has scored his trait level exactly -
|
||
leave both dice on the table. If at least one of them shows a six, he
|
||
has also scored his trait level exactly - leave both dice on the
|
||
table.
|
||
|
||
However, if neither of those cases are true, the player should
|
||
physically remove the higher die from the table, leaving only the
|
||
lesser number rolled. That number on that die, either good or bad, is
|
||
the result. If the die left on the table is the good die showing a 3,
|
||
for example, the player rolled +3 above his trait level. If it is the
|
||
bad die showing a 1, however, he just rolled a -1 to his trait level.
|
||
|
||
A player should leave the correct number and color of dice on the
|
||
table, so the GM can see the general result, even from relatively far
|
||
away. This is an excellent method for use at conventions: the GM
|
||
should bring enough dice of two distinct colors (say red and white) so
|
||
that each player has one of each. If all use the same color to be the
|
||
good die, the game runs very smoothly.
|
||
|
||
4.23 Success Rates
|
||
-------------------
|
||
|
||
The odds of scoring a particular result on an unmodified roll are
|
||
identical in either 2d6 method. The following table is provided so
|
||
that players can better evaluate their chances of success.
|
||
|
||
Chance of achieving your trait level or better: 72.2%.
|
||
Chance of achieving your trait level exactly: 44.4%.
|
||
Chance of getting above or below your trait level: 27.8% each.
|
||
|
||
Specifically:
|
||
Chance of getting trait level +/-1: 11.1% each.
|
||
Chance of getting trait level +/-2: 8.3% each.
|
||
Chance of getting trait level +/-3: 5.6% each.
|
||
Chance of getting trait level +/-4: 2.8% each.
|
||
|
||
4.3 Action Modifiers
|
||
---------------------
|
||
|
||
There may be modifiers for any given action. Some GMs prefer to
|
||
modify the trait, as it is a very intuitive approach, and works
|
||
equally well with both dice methods. Other GMs prefer to use the dice
|
||
table above and modify the die roll instead of the trait. This allows
|
||
a wider range of modifiers to be applied.
|
||
|
||
The choice is yours. FUDGE is written with *trait* modification, but
|
||
you can choose to modify the die roll without any major problems.
|
||
However, if the GM chooses to modify the die rolls, then everyone
|
||
should use the dice table method. If the GM modifies the trait, then
|
||
an individual player can use either method.
|
||
|
||
A modifier of -1 means the trait is reduced by one for the matter at
|
||
hand - this is not a permanent reduction, though. Likewise, modifiers
|
||
can temporarily improve a character's traits. Examples: Joe, Good
|
||
with a sword, is Hurt (-1 to all actions). He is only Fair with his
|
||
sword - in fact, he's at -1 to all relevant traits - until he's
|
||
healed. Jill has Mediocre Lockpicking skills, but an exceptionally
|
||
fine set of lockpicks gives her a Fair Lockpicking skill while she's
|
||
using them.
|
||
|
||
If a character has a secondary trait that could contribute
|
||
significantly to a task, the GM may allow a +1 bonus. (Example: Vern
|
||
is at the library, trying to find out information on an obscure South
|
||
American Indian ritual. He using his Research skill of Good, but he
|
||
also has a Good Anthropology skill. The GM decides this is significant
|
||
enough to give Vern a Great Research skill for this occasion. If his
|
||
Anthropology skill were Superb, the GM would simply let Vern use that
|
||
instead of Research: you don't get to be Superb in Anthropology
|
||
without having done a lot of research in it!)
|
||
|
||
Other conditions may grant a +/-1 to any trait. +/-2 is an extremely
|
||
large modifier in FUDGE, and +/-3 is the maximum that should ever be
|
||
granted under extreme conditions.
|
||
|
||
[If you modify the die roll, +/-2 is of medium potency, while +/-4 is
|
||
quite hefty. +/-5 is the most that should ever be granted under
|
||
extreme conditions.]
|
||
|
||
4.4 Unopposed Actions
|
||
----------------------
|
||
|
||
For each Unopposed action, the GM sets a degree task and announces
|
||
which trait should be rolled against. Fair is the most common degree
|
||
task. If no Skill seems relevant, choose the most appropriate
|
||
Attribute. The player rolls against his level, and tries to match or
|
||
surpass the degree task. In cases where there are levels of success,
|
||
the better the roll, the better the character did; the worse the roll,
|
||
the worse the character did.
|
||
|
||
In setting the degree of a task, the GM should remember that the
|
||
default for most skills is Poor, not Fair. Thus the average *trained*
|
||
climber can climb a Fair cliff most of the time, but the average
|
||
*untrained* climber will usually get a Poor result. In the example in
|
||
Section 4.2 (Nathaniel shooting at an archery target), if the target
|
||
is large and close, even a Mediocre archer could be expected to hit
|
||
it: degree task Mediocre. If it were *much* smaller and farther away,
|
||
perhaps only a Great archer could expect to hit it regularly: degree
|
||
task Great. And so on.
|
||
|
||
Example of setting degree task: the party consists of two PCs (Mickey
|
||
and Arnold) and an NPC guide (Parri). They come to a cliff the guide
|
||
tells them they have to climb. The GM announces this is a difficult,
|
||
but not impossible, cliff: degree task Good is required to scale it
|
||
with no delays or complications. Checking the character sheets, they
|
||
find that Parri's Climbing skill is Great and Mickey's is Good.
|
||
Arnold's character sheet doesn't list Climbing, so his skill level is
|
||
at default: Poor. Parri and Mickey decide to climb it, then lower a
|
||
rope for Arnold. Parri rolls a +1 result, which means a rolled degree
|
||
of Superb, so she gets up the cliff without any problems, and much
|
||
quicker than expected. Mickey rolls a -1, however, which means a
|
||
rolled degree of Fair. Since this is one degree lower than the degree
|
||
task, he's having difficulties. Had it been severely below the degree
|
||
task, Mickey would have fallen. Since it's only slightly below the
|
||
degree task, though, the GM simply rules he is stuck half way 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 it for Mickey. The GM says it is now only a
|
||
Poor degree task to climb the cliff with the rope in place, and Mickey
|
||
makes this easily on another roll.
|
||
|
||
Arnold would also need a Poor rolled degree to climb the cliff, but
|
||
since his skill is Poor, they decide not to risk it. Mickey and Parri
|
||
have Arnold loop the rope under his shoulders, and pull him up as he
|
||
grabs handholds along the way in case they slip. No roll is needed in
|
||
this case, unless they are suddenly attacked when Arnold is only half
|
||
way up the cliff . . .
|
||
|
||
Occasionally, the GM will roll in secret for the PC. There are times
|
||
when the result of even a failed roll would give the player knowledge
|
||
he wouldn't otherwise have. These are usually information rolls. For
|
||
example, if the GM asks the player to make a Perception roll, and the
|
||
player fails, the character doesn't notice anything out of the
|
||
ordinary. But the player now knows that there *is* something out of
|
||
the ordinary that his character didn't notice . . . Far better for
|
||
the GM to make the roll in secret, and only mention it on a successful
|
||
result.
|
||
|
||
4.5 Opposed Actions
|
||
--------------------
|
||
|
||
When an Opposed action is resolved, each side rolls two dice against
|
||
the appropriate trait, and announces the result. The traits rolled
|
||
against are not necessarily the same: for example, a seduction attempt
|
||
would be rolled against a Seduction skill for the active participant
|
||
(or possibly Appearance attribute) and against Will for the resisting
|
||
participant. There may be modifiers: someone with a vow of chastity
|
||
might get a bonus of +2 to his Will, while someone with a Lecherous
|
||
fault would have a penalty - or not even try to resist!
|
||
|
||
The rolled degrees are compared, and a relative degree is determined.
|
||
For example, if Lisa is trying to flimflam Joe into thinking she's
|
||
from the FBI, and rolls a Great result, this doesn't automatically
|
||
mean she succeeds. If Joe also rolls a Great result on his trait to
|
||
avoid being flimflammed (Knowledge of Police Procedure, Learning,
|
||
Intelligence, etc. - whatever the GM decides is appropriate), then the
|
||
relative degree is 0 - which means the status quo is maintained. In
|
||
this case, Joe remains unconvinced that Lisa is legit. If Joe rolled
|
||
a Superb result, Lisa's Great result would have actually earned her a
|
||
relative degree of -1: Joe is not going to be fooled this encounter,
|
||
and will probably even have a bad reaction to Lisa.
|
||
|
||
The Opposed action mechanism can be used to resolve almost any
|
||
conflict between two characters. Are two people both grabbing the
|
||
same item at the same time? This is an Opposed action between their
|
||
Dexterity attributes - the winner gets the item. Is one character
|
||
trying to shove another one down? Roll Strength vs. Strength to see
|
||
who goes down. Someone trying to hide from a search party?
|
||
Perception attribute (or Find Hidden skill) vs. Hide skill (or
|
||
Camouflage, Stealth, etc.). Trying to outdrink a rival? Constitution
|
||
vs. Constitution (or Drinking skill, Carousing, etc.). And so on.
|
||
|
||
4.6 Combat
|
||
-----------
|
||
|
||
Combat is usually handled as an Opposed action. The combatants
|
||
determine which traits they are rolling against, largely depending on
|
||
whether or not they are using a weapon, and what type. Each combatant
|
||
makes an Opposed action roll, as above. A relative degree of zero
|
||
means that the combat round is a stand-off.
|
||
|
||
[A combat round is an indeterminate length of time set by the GM -
|
||
around 3 seconds seems reasonable to some people, while that might
|
||
seem grossly short or absurdly long to others.]
|
||
|
||
If there is a relative degree other than zero, the winner checks to
|
||
see if he hit hard enough to damage the loser. Other combat rounds
|
||
may be needed, or one party may attempt to flee, negotiate, etc.
|
||
|
||
A melee combat round combines offense and defense of both sides into
|
||
one roll. A round is either a stand-off or there is *one* winner -
|
||
combatants from only one side can be hurt in a given round. Ranged
|
||
combat, however, may be handled this way, or the GM may determine
|
||
Initiative (perhaps by an Initiative attribute modified by
|
||
circumstances) and have the opponents alternate taking pot shots at
|
||
each other.
|
||
|
||
If one fighter is *much* smaller than the other (such as a pixie
|
||
fighting a human), the GM should assess a penalty of -1 or even -2 to
|
||
the larger combatant to hit the small target. Likewise, there should
|
||
be a penalty to make an aimed shot to a specific small body part.
|
||
However, if using the Objective Damage System, be sure to add this
|
||
modifier back in as damage if the small target is hit.
|
||
|
||
If one fighter has a positional advantage over the other, there is a
|
||
penalty (usually -1) to the fighter in the worse position. Examples
|
||
include bad footing, lower elevation, light in his eyes, etc. Do not
|
||
add this penalty back in as damage if he wins the Opposed action,
|
||
though: such things *do* reduce the strength of the blow (hence, the
|
||
amount of damage delivered).
|
||
|
||
All-out offense, such as a berserk attack, gets a +2 to the combat
|
||
skill (and an additional +1 for damage, if he wins). However, if an
|
||
all-out attacker ties or loses the Opposed action, the winner gets a
|
||
+2 to damage!
|
||
|
||
An All-out defensive stance earns a +2 to the combat skill, but such a
|
||
combatant cannot harm his foe except in critical results.
|
||
|
||
Optionally, All-out Defense and a successful Perception or Tactics
|
||
roll can also give you a bonus on the *next* round. In this case, the
|
||
fighter is taking a turn to scope out the area and maneuver to take
|
||
advantage of any terrain or conditional irregularity. Similar combat
|
||
subtleties are possible, and encouraged!
|
||
|
||
If one combatant is unable to fight in a given round (possibly because
|
||
he's unaware of the attacker, or because of a critical result in the
|
||
previous round - see Section 4.8, Critical Results), the combat
|
||
becomes simply an Unopposed Action for the active fighter, usually
|
||
with a Fair degree task. If a character can defend, such as use a
|
||
shield, then it is still an Opposed Action, but the defending
|
||
character cannot hurt the other character in such a case.
|
||
|
||
4.61 Melee Combat
|
||
------------------
|
||
|
||
Melee combat is being close enough to the foe to use the same weapon
|
||
repeatedly, without having to throw it. The weapon used (which can be
|
||
simply a fist) determines which trait a fighter uses to roll against,
|
||
but otherwise does not affect the Opposed action roll in combat. The
|
||
type of the weapon affects damage, though - see Section 4.7, Damage.
|
||
|
||
4.62 Multiple Combatants in Melee
|
||
----------------------------------
|
||
|
||
When more than one opponent attacks a single fighter, they have a
|
||
positional advantage, at least. To reflect this, the lone fighter is
|
||
at -1 to his skill for each additional foe beyond the first. The lone
|
||
fighter rolls once, and the result is compared with *each* of the
|
||
opponents' rolled degrees, one after the other. The solo combatant
|
||
has to defeat *all* of the opponents in order to inflict a wound on
|
||
one of them. The lone fighter can inflict damage on only *one* foe in
|
||
any given round - his choice. But he *takes* multiple wounds in a
|
||
single round if two or more enemies hit him!
|
||
|
||
For epic campaigns, with heroic PCs facing hordes of enemies, the GM
|
||
can reduce the penalty to -1 for each two opponents he faces. Or she
|
||
can use these rules as written, but give the hordes Poor skills and
|
||
Poor Damage Capacity, which is not out of character for a horde. It's
|
||
also possible to allow a sweeping blow to damage more than one foe at
|
||
a time. Of course, this slows a slash down: reduce damage done by 1
|
||
for each foe cut through in this manner.
|
||
|
||
She can also allow a PC who ties one foe, but scores at least two
|
||
rolled degrees better than another, to have hit the second foe and
|
||
still defended himself. Example: Paco is facing three thugs, who have
|
||
just rolled a Great, Good, and Mediocre result, respectively. Paco
|
||
rolls a Great result, tying the best thug. The GM allows him to hit
|
||
the thug who rolled a Mediocre result (since he's at +3 rolled
|
||
degree), but not be hit himself. Of course, a well-armored fighter
|
||
facing weak opponents can simply concentrate on one foe and let the
|
||
others try to get through his armor (that is, not defend himself at
|
||
all against some of his attackers). In this case, each NPC needs an
|
||
Unopposed Fair degree task to hit the lone fighter who is ignoring
|
||
her. This is historically accurate for knights wading through peasant
|
||
levies, for example.
|
||
|
||
The number of foes that can attack a single opponent is limited, of
|
||
course. Six is about the maximum under ideal conditions (such as
|
||
spear-wielders, or wolves), while only three or four can attack if
|
||
using swung weapons (or martial arts requiring a lot of space to
|
||
maneuver). If the lone fighter is in a doorway, only one or two
|
||
fighters can reach him, at most.
|
||
|
||
When multiple NPCs beset a lone PC, the GM may wish to roll only once
|
||
for all the NPCs, rather than having to roll for each combatant. The
|
||
lone fighter is still at -1 per extra opponent, but the GM's single
|
||
roll is moved one degree closer to zero. For example, if the GM gets
|
||
a +4 result, each attacker actually scores a +3. A zero result
|
||
remains a zero.
|
||
|
||
Example: 3 NPC pirates, complete with eye-patches, scars, earrings,
|
||
sneers and general bad attitudes, are attacking dashing PC hero
|
||
Tucker. The pirates (whose names are Molly, Annie, and Maggie) are
|
||
Fair, Good, and Mediocre, respectively, at combat skills. Tucker is a
|
||
Superb swordsman, but is at -2 for having two extra fighters attacking
|
||
him at once: his skill is Good for this combat. The GM wants to roll
|
||
just once (applying the result to all three pirates) rather than
|
||
rolling three times each combat round.
|
||
|
||
On the first round, she gets a +2. This becomes a +1 (moved closer to
|
||
zero), and the pirates have just gotten Good, Great, and Fair results,
|
||
respectively. If Tucker scores a Great result that round (equal to
|
||
the best pirate result), the round is a stand-off (nobody takes wounds
|
||
on either side). However, if Tucker scored a Superb result, he could
|
||
hit the pirate of his choice and remain unhit. But if poor Tucker
|
||
rolled a Fair result, both Molly and Annie would have hit him.
|
||
|
||
On the next round, the GM rolls a -1 result, but this is moved closer
|
||
to zero to become a zero result: Fair, Good, and Mediocre hits for the
|
||
pirates. And so on.
|
||
|
||
4.63 Ranged Combat
|
||
-------------------
|
||
|
||
Ranged combat may or may not be an Opposed action:
|
||
|
||
If the target is unaware of the assault, the attacker makes an
|
||
Unopposed action roll to see if he hits his target - the GM sets the
|
||
degree task based on distance, lighting, cover, etc.
|
||
|
||
[Do not modify the attacker's skill for range, partial cover, etc. -
|
||
that's included in the degree task. Equipment such as a laser
|
||
sighting scope can modify the attacker's skill, though.]
|
||
|
||
If the defender is aware of the attack, however, it is an Opposed
|
||
action: the attacker's ranged weapon skill against the defender's
|
||
defensive trait. (A degree task for range, lighting, etc., is still
|
||
set by the GM, and is the minimum rolled degree task needed to hit.)
|
||
A defensive roll should be made against a Dodge skill, or Agility
|
||
attribute, or something similar.
|
||
|
||
If the ranged weapon is thrown, there is no modifier to the defense
|
||
roll. However, a propelled weapon, such as a bow, gun, or beam
|
||
weapon, is much harder to avoid. In this case, reduce the defender's
|
||
trait by -2 or even -3.
|
||
|
||
Of course, the defender may decline to dodge, but shoot back instead.
|
||
In this case, making the degree task is all that is needed to hit.
|
||
The GM may make such actions simultaneous.
|
||
|
||
Example: Nevada Slim and the El Paso Hombre are facing off in a
|
||
showdown. Both are in the open, in the sunlight, so there's no
|
||
lighting or cover difficulty. The range is obviously the same for
|
||
both - the GM rules it's a Fair task to hit each other. Slim rolls a
|
||
Poor result, and the Hombre a Mediocre result. The Hombre's bullet
|
||
came closer to Nevada Slim than vice versa, but both missed since they
|
||
didn't make the degree task.
|
||
|
||
Another Example: Will Scarlet is shooting a longbow from the greenwood
|
||
at Dicken, the Sheriff's man, who has a crossbow. Dicken knows Will
|
||
is there, because the man next to him just keeled over with an arrow
|
||
through his chest. Dicken is in the open, in good light, so only
|
||
range is of any concern to Will Scarlet: the GM says even a Mediocre
|
||
shot will hit since they are fairly close. The range for Dicken to
|
||
hit Will is of course the same, but Will is partially hidden behind a
|
||
log (cover), and just inside the foliage, so the lighting makes it
|
||
hard to see him clearly: a Good roll is needed, the GM decrees.
|
||
Dicken rolls a Fair result, missing Will. Will rolls a Mediocre
|
||
result, which hits Dicken, even though it wasn't as good a shot as
|
||
Dicken's.
|
||
|
||
Note that it may seem that Will Scarlet lost the Opposed action, so
|
||
his hit shouldn't count. However, there were actually two Opposed
|
||
actions going on once: Dicken's shot vs. Will's Dodge, and Will's shot
|
||
vs. Dicken's Dodge. In this case, if a shooter makes the degree task
|
||
needed to hit, he automatically wins the Opposed action, since both
|
||
fighters forfeited their Dodges in order to shoot simultaneously.
|
||
They would have skewered each other had Dicken's shot hit.
|
||
|
||
Guns and similar weapons that do not rely on muscle power should be
|
||
rated for damage at the beginning of the game. No detailed list is
|
||
provided, but as a rough guideline:
|
||
|
||
The average small hand gun might be of +2 to +3 Strength, while a
|
||
derringer might be +1 or even +0. Powerful two-handed projectile
|
||
weapons will be +5 and higher, while bazookas and other anti-tank
|
||
weapons will be +10 and higher.
|
||
|
||
4.64 Non-human Scale in Combat
|
||
-------------------------------
|
||
|
||
Combat between creatures of different Scale is very straightforward.
|
||
Because weapons and armor are scaled along with the wielder's
|
||
Strength, no difficult computation is needed.
|
||
|
||
Basically, once the result of the to-hit roll has been determined
|
||
normally, the attacker's Strength Scale is added to his damage, and
|
||
the defender's Mass Scale is subtracted from the final damage. If you
|
||
have combat with beings weaker than humans, remember what you learned
|
||
in school about adding and subtracting negative numbers . . .
|
||
|
||
That's all there is to it. Armor is subtracted as usual, and damage
|
||
for weapon size and deadliness is added as usual. Hits are marked off
|
||
from Scratch, Hurt, etc., as usual.
|
||
|
||
However, a very small character is not likely to be able to wound a
|
||
large one in this system. The GM may allow a point or two of damage
|
||
to penetrate if the small character gets a critical success. Poison-
|
||
tipped arrows and lances are also a possibility: the small character
|
||
can aim for joints in the armor and merely has to break the skin to
|
||
inject the poison.
|
||
|
||
Also, this system treats Scale like armor, which isn't quite accurate.
|
||
In reality, the opponent is slowly carving the larger fighter up, but
|
||
each wound is too petty, relative to the large scale, to do much
|
||
damage by itself. To reflect a lot of small wounds gradually
|
||
inflicting a hit on a large-scale foe, let each hit that is just
|
||
barely stopped by Scale count as half a hit. "Just barely" depends on
|
||
the Scale difference, of course. For Scale 1, there isn't any half
|
||
hit stage, while Scale 10 difference might mean having six or more
|
||
hits stopped by scale.
|
||
|
||
Another way to represent this is to allow a damage roll when Scale
|
||
stops the last points of damage. See Objective Damage System, Section
|
||
4.72.
|
||
|
||
There are also "scale piercing" weapons, such as whale harpoons and
|
||
elephant guns. These don't have massive damage numbers: instead, if
|
||
they hit well, simply halve the Scale value, or ignore it all
|
||
together.
|
||
|
||
Combat Examples:
|
||
|
||
[In all examples, Strength and Mass are at the same Scale. Also, it
|
||
is assumed the GM is not using the optional damage roll, which could
|
||
vary damage in all three combat rounds discussed. See Section 4.72,
|
||
Objective Damage System, for details.]
|
||
|
||
Wilbur, a human knight with a sword, is attacking a dragon. Wilbur
|
||
has Great strength (for a human: +2 to damage) and is using a large
|
||
two-handed sword (+3 for size of weapon, +1 for sharpness = +4 to
|
||
damage). If he hits the dragon with a relative degree of +3, he does
|
||
3+4+2 = 9 points of damage. This would be a very severe blow to a
|
||
human (even one wearing armor), but the GM had decided in advance that
|
||
this dragon is quite hearty: she has a tough hide, Fair Damage
|
||
Capacity, and Scale 6 Good Strength. The dragon's tough hide absorbs
|
||
2 points of damage, and she subtracts 6 more for her Scale difference.
|
||
This means only 1 hit gets through. The GM checks off a Scratch for
|
||
the dragon, and the fight continues. Wilbur will have to do this
|
||
twice more before he finally Hurts the dragon. He may need help, or
|
||
have to go back for his magic sword!
|
||
|
||
Another example: Sheba, a human warrior, has just kicked McMurtree, a
|
||
wee leprechaun of Fair Damage Capacity and Good Strength, Scale -4.
|
||
Sheba wins the first combat round with a relative degree of +1; her
|
||
Unarmed Combat skill gives her +1 for a total so far of +2. She is of
|
||
Fair Strength for a human, so there is no bonus or penalty there.
|
||
Likewise, her Scale of 0 adds or subtracts nothing: total damage from
|
||
her perspective: +2. However, McMurtree has to subtract his -4 Scale
|
||
(which means adding +4 to the damage) bringing it to 6 points of
|
||
damage. Finally, McMurtree's light armor absorbs one point, so 5
|
||
points get through. Since he has Fair Damage Capacity, he takes 2
|
||
Scratch hits, 2 Hurt hits and 1 Very Hurt hit - he's at -2 for the
|
||
next combat round, and in grave danger if she hits again.
|
||
|
||
McMurtree's friend, Fionn, now swings his shillelagh at Sheba's knee.
|
||
He wins by +3, adds +1 for his Strength (Good, for a leprechaun) and
|
||
+2 for the weapon, bringing the total to +6 damage. But now Fionn
|
||
must figure in -4 for his Scale, which reduces the damage to 2 points.
|
||
Unfortunately for Fionn, this equals Sheba's armor exactly, so she
|
||
takes no damage from an excellently placed hit! Fionn had better
|
||
think of some other strategy, quickly. Fortunately for Fionn, he
|
||
knows some magic, and if he can dodge just one kick from Sheba, she'll
|
||
learn the hard way why it's best not to antagonize the Wee folk . . .
|
||
|
||
4.7 Damage and Healing
|
||
-----------------------
|
||
|
||
Two damage-tracking systems are presented here for use by the GM: one
|
||
is simpler than the other, but less defined.
|
||
|
||
In each system, damage to a character can be described as being at one
|
||
of five stages of severity. The stages are:
|
||
|
||
Just A Scratch: no real game effect, except to create tension. In the
|
||
Objective system, this will lead to being hurt if the character
|
||
is hit again. (This effect is optional in the Subjective
|
||
system.)
|
||
|
||
Hurt: the character is wounded enough to slow him down a little: -1 to
|
||
all traits which would logically be affected.
|
||
|
||
Very Hurt: the character is severely wounded, possibly stumbling: -2
|
||
to all traits which would logically be affected.
|
||
|
||
Incapacitated: the character is so badly wounded as to be incapable of
|
||
any actions, except possibly dragging himself a few feet every
|
||
now and then and gasping out an important message. Roll a Fair
|
||
degree task against Constitution to stay conscious. A very
|
||
lenient GM might allow an Incapacitated character to perform such
|
||
complicated actions as opening a door or grabbing a gem. . .
|
||
|
||
Near Death: the character is not only unconscious, he'll die in a few
|
||
minutes without outside medical help. No one recovers from Near
|
||
Death on their own.
|
||
|
||
Dead: he has no more use for his possessions; may as well help
|
||
yourself.
|
||
|
||
A very easy way to keep track of wounds is with cards: give a player
|
||
one face-down card when his character is Hurt, and another face-down
|
||
card when his character is Very Hurt. He gets rid of them when the
|
||
character is healed. Face-up cards represent fatigue - the character
|
||
is reeling from exhaustion. He gets rid of those by resting. (A
|
||
character can get fatigued by anything that fatigues real people:
|
||
physical or mental activity, work, stress, etc. Note that casting
|
||
spells, using psi powers, etc., might or might not count as fatiguing
|
||
mental activity.)
|
||
|
||
Each card the character has represents a -1 to traits that would
|
||
logically be affected until the third, which represents
|
||
incapacitation.
|
||
|
||
The GM may allow a high Will degree task to nullify penalties.
|
||
|
||
The cards may also describe hit location, if desired: a black card is
|
||
the torso, while a red card means an extremity. The lower the red
|
||
card, the lower the extremity; the higher the red card, the higher the
|
||
wound on the body.
|
||
|
||
Some players take delight in describing their wounds in detail, even
|
||
writing such scars into the character story!
|
||
|
||
Automatic Death: sometimes you don't have to roll the dice: holding a
|
||
knife to a helpless character's throat is a good example - no roll
|
||
needed to kill such a character, but your Karma suffers.
|
||
|
||
4.71 Subjective Damage System
|
||
------------------------------
|
||
|
||
The GM considers all of the factors below (possibly writing them down,
|
||
the better to weigh them), and then simply announces how hurt the
|
||
defender is, using one of the stages listed above.
|
||
|
||
1) The relative degree the attack succeeded by - the better the hit,
|
||
the more likelihood of damage. Winning a combat round with a
|
||
relative degree of +1 means you just hit her somewhere, probably
|
||
where she's most heavily armored. Scoring a hit with a +3,
|
||
however, means you may have found a chink in the armor.
|
||
|
||
2) The defender's armor. People wearing thicker armor, and more of
|
||
it, tend to get hurt less than those wearing no armor. Armor can
|
||
be finely defined, or simply said to be Light, Medium, or Heavy
|
||
armor. SF scenarios might have Extra-Heavy armor.
|
||
|
||
3) The deadliness of the attacker's weapon. Big weapons tend to do
|
||
more damage than little weapons; sharp weapons rip tissue more than
|
||
dull ones. People trained in Karate tend to do more damage than
|
||
those untrained in any martial art.
|
||
|
||
4) 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 attribute: stronger folks
|
||
tend to hit harder. For things like guns, beam weapons, etc., it
|
||
is relative to the nature of the weapon: a .38 usually does more
|
||
damage than a .22.
|
||
|
||
5) The amount of damage the victim can soak up (Robustness, Damage
|
||
Capacity, or Mass). Big, healthy guys can take more damage before
|
||
collapsing than little, sickly guys, usually. But it's your call
|
||
if it's a big, sickly fighter against a little, healthy fellow.
|
||
|
||
4.72 Objective Damage System
|
||
-----------------------------
|
||
|
||
This system quantifies damage more than the other, and is quite
|
||
mechanical. Damage consists of three parts: Basic Damage, the
|
||
attacker's Offensive Damage Modifier, and the defender's Defensive
|
||
Damage Modifier. (There is a fourth optional part: the damage roll.)
|
||
|
||
Thus:
|
||
|
||
Total Damage = Basic Damage + Off. Dam. Mod. + Def. Dam. Mod. [+ roll]
|
||
|
||
Basic Damage = relative degree by which the winner hit the loser.
|
||
|
||
Example: if Lisa rolls a Great combat result and Joe only a Fair
|
||
result, Lisa has hit Joe for two points of damage.
|
||
|
||
[Note: This means that a weapon of +1 to hit also does +1 to
|
||
damage automatically if it hits. To represent a weapon that gives
|
||
a bonus to hit, but *not* to damage, subtract 1 from the total
|
||
damage at this point. Example: Snorri has a magic sword that lets
|
||
him hit his foes easier, but doesn't do any special damage.
|
||
Snorri gets a +1 to hit anybody, but if he hits, he subtracts 1
|
||
from the damage.]
|
||
|
||
The Offensive Damage Modifier should be calculated at character
|
||
creation for ease in use during play. It consists of the following
|
||
elements, and can be written by each weapon on the character sheet:
|
||
|
||
For attacker's muscle-powered weapon:
|
||
+0 for no weapon, no Martial Art skill.
|
||
+1 Martial Art skill at Fair or better, no weapon.
|
||
+1 for small weapon (knife, etc.)
|
||
+2 for average-sized weapon (sword, axe, spear, bow, etc.).
|
||
+3 for large weapon (polearm, battleaxe, etc.).
|
||
+1 for sharp weapon (additive with other weapon damage).
|
||
|
||
For attacker's Strength (muscle-powered weapons only):
|
||
-3 for Terrible Strength.
|
||
-2 for Poor Strength.
|
||
-1 for Mediocre Strength.
|
||
+0 for Fair Strength.
|
||
+1 for Good Strength.
|
||
+2 for Great Strength.
|
||
+3 for Superb Strength.
|
||
|
||
For weapon's Strength (Guns, Crossbows, Beam weapons, etc.,):
|
||
+/- Strength of weapon (see Section 4.63, Ranged Combat).
|
||
|
||
For Attacker's Scale:
|
||
Plus the attacker's Mass Scale (see Section 4.64).
|
||
[Note: the attacker's Mass Scale is relevant only for muscle-
|
||
powered weapons and for those projectile weapons scaled to the
|
||
attacker's size, such as miniature bazookas or giant-sized
|
||
handguns. A superhero of Scale 10 using an ordinary pistol
|
||
would *not* figure his Scale into the Offensive Damage
|
||
Modifier.]
|
||
|
||
Example of Offensive Damage Modifier: Jeb the Dwarf has Scale 1,
|
||
Great Strength (+2), and uses a one-handed axe of +3 damage. On
|
||
his character sheet, Jeb would have: "One-handed Axe, +3 damage
|
||
(Off.Dam.Mod.: +6)."
|
||
|
||
The Defensive Damage Modifier should likewise be written on the
|
||
character sheet, and consists of:
|
||
|
||
For defender's armor:
|
||
-1 or -2 for a good shield (additive with other armor). (Note: a
|
||
-2 shield is *very* large and cumbersome to carry.)
|
||
-1 for light, pliable non-metal armor.
|
||
-2 for heavy, rigid non-metal armor
|
||
-2 for light metal armor.
|
||
-3 for medium metal armor.
|
||
-4 for heavy metal armor.
|
||
-5 or more for SF advanced armor.
|
||
|
||
For Defender's Mass Scale:
|
||
Minus the defender's Mass Scale (see Section 4.64), which is
|
||
always figured in. (If the defender has Mass other than Fair, it
|
||
should also be figured in.)
|
||
|
||
Example of Defensive Damage Modifier: Jeb the Dwarf is of Scale
|
||
1, and wears heavy non-metal armor (-2) and carries a regular
|
||
shield (-1). On the character sheet, the player would list:
|
||
"Shield: -1; Hvy non-metal armor: -2 (Def.Dam.Mod: -3 w/out
|
||
shield; -4 w/shield)."
|
||
|
||
Optional Damage Roll:
|
||
First, make all calculations above; the damage at this point is
|
||
called the *calculated* damage. The attacker then makes a simple
|
||
Unopposed damage roll, which is not based on any trait. The
|
||
result, which will range from -4 to +4, is applied to the
|
||
calculated damage to produce the final damage. However, the
|
||
calculated damage cannot be more than doubled by this roll.
|
||
(Exception: if the calculated damage is negative or zero, it may
|
||
be brought up to +1, maximum, by a damage roll.) Also, if the
|
||
calculated damage is a positive number, the die roll cannot reduce
|
||
the final damage below 1.
|
||
|
||
First Example: The calculated damage is found to be -2 due to
|
||
armor and Scale. It would take a +3 or +4 result to actually
|
||
inflict a wound on the defender in this case, and then only 1
|
||
point of damage. Second Example: The calculated damage is +2. A
|
||
damage roll of +4, +3, or +2 results in +4 final damage, since
|
||
calculated damage cannot be more than doubled by a damage roll. A
|
||
damage roll of +1 results in +3 final damage, while a damage roll
|
||
of 0 results in +2 final damage. Any negative die roll results in
|
||
+1 final damage, since a positive calculated damage cannot be
|
||
reduced below 1 by a damage roll.
|
||
|
||
Once the final damage is determined, the different levels of Damage
|
||
Capacity take wounds as follows:
|
||
|
||
Scratch Hurt Very Hurt Incapacitated Near Death
|
||
Terrible 1 1 1 1 2
|
||
Poor 2 1 1 2 2
|
||
Mediocre 2 2 1 2 2
|
||
Fair 2 2 2 2 2
|
||
Good 3 2 2 3 2
|
||
Great 3 3 2 3 2
|
||
Superb 3 3 3 3 2
|
||
Legendary 4 3 3 4 2
|
||
|
||
Wounds are cumulative. That is, the first two wounds to a character
|
||
with Fair Damage Capacity count as Scratches, and the next wound will
|
||
Hurt the character. The fifth wound will make the character Very
|
||
Hurt, and so on, until the eleventh wound, which will kill the
|
||
character. Someone who has taken two Hurt wounds is still only at -1;
|
||
he is not at -2 until he takes his first Very Hurt wound.
|
||
|
||
The player should write the character's wound progression on the
|
||
character sheet.
|
||
|
||
The wound progression above makes for a fairly realistic campaign.
|
||
For a more cinematic campaign (especially those without magic or
|
||
science fiction healing), add an extra Scratch (and maybe even Hurt)
|
||
to each level. It wouldn't be out of line, for an epic scale game, to
|
||
add 2 levels of Scratch and Hurt to each PC. This would mean little
|
||
blows wouldn't accumulate so quickly to hinder the character.
|
||
|
||
Another way to be sure someone isn't nicked to death is to require a
|
||
large blow to move a character from Very Hurt to Incapacitated, and
|
||
from Incapacitated to Near Death. A large blow, in this case, can
|
||
mean anything from 3 points to 5 or more in one hit.
|
||
|
||
4.73 Knockout Damage
|
||
---------------------
|
||
|
||
In either system, a player can announce that his character is simply
|
||
going for knock-out damage rather than killing damage. In this case,
|
||
Hurt and Very Hurt simply count as additional Scratch levels: it takes
|
||
an Incapacitated result to knock a character out, but there is no
|
||
penalty for being Hurt or Very Hurt on the way. A knocked-out
|
||
character doesn't need healing to recuperate to full health - just
|
||
time.
|
||
|
||
The GM may simply decide that a successful Good blow (or better) to
|
||
the head knocks someone out automatically. In an Opposed action, the
|
||
Good blow would also have to win the combat, of course.
|
||
|
||
4.74 Healing
|
||
-------------
|
||
|
||
Healing is done through a medical skill (or supernormal power). A
|
||
Scratch is too insignificant to require a roll on a healing skill (or
|
||
it might require a kiss to make it better . . .). A Good result heals
|
||
all Hurt wounds; a Great result heals all Very Hurt (as well as Hurt)
|
||
wounds, and a Superb result heals an Incapacitated character.
|
||
|
||
Otherwise, wounds heal on their own at one wound level per week of
|
||
rest. That is, all Incapacitated wounds heal together, then all Very
|
||
Hurt wounds, etc. (The healing rate of Scratches depends on the GM's
|
||
level of realism. They may disappear automatically once you are out
|
||
of combat time, or they may linger on for a day.) The GM may also
|
||
require a successful roll against some sort of Constitution attribute:
|
||
Fair degree task for Hurt, Good for Very Hurt, and Great for
|
||
Incapacitated. Failing this roll means slow healing. Someone Near
|
||
Death should take a long time to heal, even with magical healing.
|
||
|
||
Of course, healing with realistic medical skills takes time: the
|
||
success of the roll merely insures the wounds *will* heal, given
|
||
enough rest. How long this takes depends on the technological level
|
||
of the game setting, and is up to the GM. (A day per treated wound is
|
||
extremely fast healing, but may be appropriate in an epic-style game.
|
||
Likewise, one minute per magically healed wound is still fast.)
|
||
Whether or not strenuous activity before the healing period ends
|
||
reopens a wound is also left up to the GM . . .
|
||
|
||
4.8 Critical Results
|
||
---------------------
|
||
|
||
Not every GM likes the concept of Critical Results. For those who use
|
||
them, a natural rolled result of +4 can be considered a critical
|
||
success - the character has done exceptionally well, and the GM may
|
||
grant some special bonus to the action. Likewise, a natural result of
|
||
-4 is a critical failure, or fumble, and the character has done as
|
||
poorly as he possibly can in the given situation.
|
||
|
||
Note that achieving +/-4 with die modifiers does not count as a
|
||
critical result, though the character *has* done exceptionally well or
|
||
poorly. When a natural critical result is rolled, it is not
|
||
necessarily treated as a +/-4: instead, the GM may ignore what the
|
||
rolled degree would be, and call it a trans-superb or trans-terrible
|
||
result automatically.
|
||
|
||
Optionally, if a character gets a rolled degree four or more levels
|
||
better than the degree task, he has gotten a critical success.
|
||
Likewise, four levels below a degree task is a critical failure.
|
||
|
||
A critical result in combat can mean many things: one fighter falls
|
||
down, or drops his weapon, or is hurt extra badly, or is stunned for a
|
||
round and can't even defend himself, or is temporarily blinded, or
|
||
knocked out, etc. The GM should be creative, but not kill a character
|
||
outright! The GM may even wish to make a table, such as:
|
||
|
||
Roll 2D6:
|
||
2 Blinded for the next combat round - no defense or offense!
|
||
3 Fall down: skill at -2.
|
||
4 Armor badly ripped - no armor value rest of fight!
|
||
5 Weapon finds chink in armor - do not subtract for armor.
|
||
6 Off balance - skill at -1 next turn.
|
||
7 Drop Weapon.
|
||
8 Weapon breaks, but still useful: -1 to damage.
|
||
Etc.
|
||
|
||
If you come up with some good critical results, please add them to the
|
||
Addenda! This is an easy way to achieve a lot of detail without
|
||
complicating FUDGE.
|
||
|
||
4.9 NPC Reactions
|
||
------------------
|
||
|
||
Sometimes a non-player character has a set reaction to the PCs.
|
||
Perhaps she's automatically their enemy, or perhaps the party has
|
||
rescued her, and earned her gratitude.
|
||
|
||
However, 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 stranger is always an unknown
|
||
quantity to the players - it may so for the GM, too!
|
||
|
||
When in doubt, the GM should secretly roll 2d6. If the PC in question
|
||
has a trait that might affect a stranger's reaction, this should be
|
||
grant a +/-1 to the roll. Examples include Appearance (which could be
|
||
an attribute, gift or fault), Charisma, Reputation, Status, and such
|
||
habits as nose-picking or vulgar language.
|
||
|
||
The Reaction roll can also be modified up or down by circumstances:
|
||
bribes, suspicious or friendly nature of the NPC, proximity of the
|
||
NPC's boss, observed PC behavior, etc.
|
||
|
||
The higher the Reaction roll, the better the reaction. A result of 6
|
||
to 8 is Fair, for example: the NPC will be mildly helpful, but only if
|
||
it's not too much effort. She won't be helpful at all on Mediocre or
|
||
worse results, but will react well on a Good result or better.
|
||
|
||
Example: Nathaniel needs some information about the local duke, who he
|
||
suspects is very corrupt. He has observed that folks are reticent to
|
||
talk about the duke to strangers. Nathaniel decides to approach a
|
||
certain vegetable seller at the open market who seems to be quite
|
||
talkative. Nathaniel has an average appearance (no modifier there),
|
||
but is charismatic: +1 to any Reaction roll. He makes small talk for
|
||
a while, then slowly brings the duke into the conversation at a
|
||
fitting moment. The GM decides this was done skillfully enough to
|
||
warrant another +1 on the reaction roll. However, the situation is
|
||
prickly: -2 in general to elicit *any* information about the sinister
|
||
local ruler. This cancels Nathaniel's bonuses, so it's just a
|
||
straight Reaction roll. The GM rolls in secret, and gets an 8: a Fair
|
||
result. The old lady slips out one or two bits of useful information
|
||
before realizing what she's just done. At that point she clams up,
|
||
but Nathaniel casually changes the subject to the weather, dispelling
|
||
her suspicions. He wanders off fairly quickly to try his luck at
|
||
another stand, more determined than ever to be *very* careful.
|
||
|
||
[End of Chapter 4. FUDGE continued next file ...]
|
||
--
|
||
- Steffan O'Sullivan sos@oz.plymouth.edu
|
||
|
||
X-NEWS: wharton rec.games.frp.archives: 470
|
||
Path: netnews.upenn.edu!dsinc!spool.mu.edu!howland.reston.ans.net!gatech!news.ans.net!rpi!goldm
|
||
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
|
||
Newsgroups: rec.games.frp.archives
|
||
Subject: FUDGE July93: Part 4 of 4
|
||
Message-ID: <221fds$46v@usenet.rpi.edu>
|
||
Date: 14 Jul 93 17:23:08 GMT
|
||
Sender: goldm@operators.its.rpi.edu
|
||
Reply-To: sos@oz.plymouth.edu (Steffan O'Sullivan)
|
||
Followup-To: rec.games.frp.misc
|
||
Organization: Plymouth State College - Plymouth, N.H.
|
||
Lines: 716
|
||
Approved: goldm@rpi.edu
|
||
NNTP-Posting-Host: operators.its.rpi.edu
|
||
|
||
|
||
FUDGE: Freeform, Universal, Donated Gaming Engine
|
||
A Free Role-playing Game (RPG).
|
||
By Steffan O'Sullivan
|
||
|
||
Legal Notice
|
||
------------
|
||
|
||
Version: July 4, 1993
|
||
|
||
FUDGE is copyright 1992, 1993 by Steffan O'Sullivan. It may be freely
|
||
copied and distributed by any means desired. This legal notice must
|
||
be included with each copy of FUDGE. No charge may be made for FUDGE
|
||
beyond a maximum US$6 fee (at 1993 rates) for materials and shipping,
|
||
without written permission from the author.
|
||
|
||
A publisher who wishes to include FUDGE in a book of copyrighted
|
||
source material or adventures may do so, so long as (1) the
|
||
publisher's copyrighted material is longer than the amount of FUDGE
|
||
material included, (2) this legal notice and at least Chapter 1 of
|
||
FUDGE are included, (3) the words in this legal notice and those in
|
||
Chapter 1 of FUDGE are not changed in any way, and (4) there is no
|
||
extra charge for including FUDGE in the book.
|
||
|
||
FUDGE was first published in 1992 on internet, and was written by
|
||
Steffan O'Sullivan (sos@oz.plymouth.edu) with an extensive amount of
|
||
high-quality input from Andy Skinner. Other valued contributors
|
||
include Martin Bergendahl, Thomas Brettinger, Robert Bridson, Travis
|
||
Casey, Paul Jason Clegg, Peter F. Delaney, Jay Doane, Brian Edmonds,
|
||
Shawn Garbett, Ed Heil, Bernard Hsiung, John H. Kim, Christian
|
||
Otkjaer, Bill Seurer, Larry Smith, Stephan Szabo, and others on
|
||
rec.games.design on internet.
|
||
|
||
Groo the Wanderer (TM) is a trademark of Sergio Aragones, and use of
|
||
the name does not challenge the trademark status in any way.
|
||
|
||
|
||
[Continued from previous file:]
|
||
|
||
Table of Contents (This File)
|
||
=============================
|
||
|
||
5 Character Development
|
||
5.1 Subjective Character Development
|
||
5.2 Objective Character Development
|
||
6 Tips and Examples
|
||
6.1 GM Tips
|
||
6.2 Character Sheet Example
|
||
6.3 Character Examples
|
||
6.4 Animal & Creature Examples
|
||
|
||
5 Character Development
|
||
========================
|
||
|
||
After playing a bit, perhaps each session, the player will want the
|
||
character to grow in abilities. At this point, initial GM-set skill
|
||
limits (such as 1 Superb, 4 Greats) can be exceeded as the character
|
||
naturally develops. There are two ways to handle character
|
||
development, or "experience," as it's often called.
|
||
|
||
5.1 Subjective Character Development
|
||
-------------------------------------
|
||
|
||
When the player feels the character has accomplished enough to warrant
|
||
improving in some trait (and he feels he's been roleplaying well), he
|
||
petitions the GM for permission to raise it. A trait can only be
|
||
raised one level at a time. A trait must be used much more to raise
|
||
it from Good to Great than Fair to Good, and so on.
|
||
|
||
Likewise, the GM can simply award an improvement in a trait she feels
|
||
deserves to be raised. In these cases, there is never a corresponding
|
||
reduction of another trait - this is character development, not
|
||
creation.
|
||
|
||
5.2 Objective Character Development
|
||
------------------------------------
|
||
|
||
Alternately, the GM can award experience points (EP), which the player
|
||
can trade in any way he wants at the following rates (a trait can only
|
||
be raised one level at a time, however):
|
||
|
||
Raising a skill up to Fair level: 1 EP per level.
|
||
Raising a skill from Fair to Good: 2 EP.
|
||
Raising a skill from Good to Great: 4 EP.
|
||
Raising a skill from Great to Superb: 8 EP.
|
||
Raising a skill from Superb to Legendary: 16 EP (or more), *and* GM
|
||
approval.
|
||
Raising a skill from Legendary to Legendary, 2nd Level: 30 EP (or
|
||
more), *and* GM approval.
|
||
Raising a skill each level beyond Legendary, 2nd Level: 50 EP (or
|
||
more), *and* GM approval.
|
||
Raising an attribute: triple the cost for skills of the same level.
|
||
Adding a gift: 6 EP (or more), *and* GM approval.
|
||
Adding a supernormal power: 12 EP (or more), *and* GM approval.
|
||
|
||
The GM may adjust these point levels as she sees fit, of course, and
|
||
should require that the skills being raised are those that were used
|
||
significantly during an adventure.
|
||
|
||
As a guideline, good roleplaying should be rewarded with 1 to 4 EP per
|
||
gaming session, with an upper suggested limit of 5 EP for flawless
|
||
roleplaying. Players may save EP as long as they wish.
|
||
|
||
|
||
6 Tips and Examples
|
||
====================
|
||
|
||
6.1 GM Tips
|
||
------------
|
||
|
||
Always remember the main point of the game is to have fun . . .
|
||
|
||
The GM should translate at least one of her favorite characters into
|
||
FUDGE from whatever system she is used to. This will give her a good
|
||
idea of what traits to choose, and how many.
|
||
|
||
Note that FUDGE is incredibly flexible, possibly more so than any
|
||
system you've played before. Once you've translated a favorite
|
||
character, fiddle with her a bit. Can you tweak her to be *exactly*
|
||
what you want, possibly in ways your previous system wouldn't allow?
|
||
What if that attribute was split into two or three effects - ah! See,
|
||
she can be smart in some ways, but dumb in others; knowledgeable of
|
||
some things, ignorant of others. Hmm - too many attributes? Make
|
||
some of them gifts, then - that might be easier to deal with. And so
|
||
on - have fun!
|
||
|
||
6.2 Character Sheet Example
|
||
----------------------------
|
||
|
||
A character sheet can be any scrap paper, of course. However, it's
|
||
handy to include the Action-Resolution Table, Trait Level progression,
|
||
and enough space for each type of trait.
|
||
|
||
Sample [delete any note in square brackets, such as this]:
|
||
|
||
/--------------------------------\ Character Name:
|
||
| Defaults: | EP | Player:
|
||
| -3 Terrible | 1 | Date Created:
|
||
| -2 Poor ..... Most Skills | 1 |
|
||
| -1 Mediocre | 1 | Unspent EP:
|
||
| 0 Fair ..... Attributes | 1 |
|
||
| 1 Good | 2 | Starting Limits: [such as
|
||
| 2 Great | 4 | 1 Superb Skill, 3 Great,
|
||
| 3 Superb | 8 | no magic, etc.]
|
||
|--------------------------------|
|
||
| Some Skills and most Gifts are | Character Story (include
|
||
| non-existent unless specified | personality):
|
||
| on the character sheet. |
|
||
|--------------------------------|
|
||
| EP = Raising skills to that |
|
||
| level with Experience Points |
|
||
\--------------------------------/
|
||
|
||
Rolled: 2 | 3 | 4 | 5 | 6 , 7 , 8 | 9 | 10 | 11 | 12
|
||
------------|-----|-----|-----|-------------|-----|-----|-----|---
|
||
Levels: -4 | -3 | -2 | -1 | +0 | +1 | +2 | +3 | +4
|
||
|
||
Wound Progression (Write Number of each to match Damage Capacity):
|
||
Scratch Hurt Very Hurt Incapacitated Near Death
|
||
2
|
||
----------------------------------------------------------------------
|
||
Attributes: | Gifts: | Skills:
|
||
-----------------------|---------------------------|------------------
|
||
| |
|
||
[space as needed in each section - the GM can include some before
|
||
printing, if desired - especially true for Attributes]
|
||
| |
|
||
Damage Cap: |---------------------------|
|
||
-----------------------| Faults: |
|
||
Equipment: |---------------------------|
|
||
-----------------------| |
|
||
| |
|
||
[Could go on the | |
|
||
back if space |---------------------------|
|
||
is a problem. | Supernormal Powers: |
|
||
Remember to list |---------------------------|
|
||
armor and weapon | |
|
||
bonuses clearly.] | [if needed] |
|
||
|
||
[End of sample. You should be able to get it on a single page.]
|
||
|
||
For those using the Objective Character Creation system, the following
|
||
character sheet header is more appropriate than the one above:
|
||
|
||
/----------------------------------\ Character Name:
|
||
| Att | Sk | N-E | EP | Player:
|
||
| Terrible .. -3 | -1 | 1 | 1 | Date Created:
|
||
| Poor ...... -2 | 0 | 2 | 1 |
|
||
| Mediocre .. -1 | 1 | 3 | 1 | Unspent EP:
|
||
| Fair ...... 0 | 2 | 4 | 1 |
|
||
| Good ...... 1 | 3 | 5 | 2 | Starting Limits: [such as
|
||
| Great ..... 2 | 4 | 6 | 4 | 1 Superb Skill, 3 Great,
|
||
| Superb .... 3 | 5 | 7 | 8 | no magic, etc.]
|
||
|----------------------------------|
|
||
| Att = Attribute Costs | Character Story (include
|
||
| Sk = Average Skill Costs | personality):
|
||
| N-E = Non-Existent Skill Costs |
|
||
| EP = Raising skills with EPs |
|
||
|----------------------------------|
|
||
| Trading Traits: 1 gift = 1 fault |
|
||
| 1 gift = 1 to 2 attribute levels |
|
||
| 1 attribute level = 3 skill lvls |
|
||
| 1 supernormal power = 2 gifts |
|
||
\----------------------------------/
|
||
|
||
6.3 Character Examples
|
||
-----------------------
|
||
|
||
The following characters are designed to different GM standards, to
|
||
give examples of the different possibilities. Each character lists GM
|
||
guidelines with it. Easy and Hard skills are listed as: Farming
|
||
(easy); Mimic Animal Sounds (hard). Skills that start non-existent
|
||
are listed as: Elvish Language (n-e). Brogo and Moose have some magic
|
||
abilities, using the sample FUDGE Magic system found in the Addenda.
|
||
Brogo is just a dabbler in magic, while Moose is only slightly better.
|
||
|
||
The numbers in parentheses are the Objective level costs, and are
|
||
optional on any given character sheet (but make it easy to tally).
|
||
|
||
6.31 Brogo the Halfling, Fantasy character (Scout)
|
||
---------------------------------------------------
|
||
|
||
[GM limits: 8 attributes (4 free levels); 50 free skill levels,
|
||
w/maximum of 1 Superb, 3 Greats; 2 free gifts; magic available. Scale
|
||
-2, Racial Bonus: Damage Capacity +1, Health +1.]
|
||
|
||
[Note that Brogo has lowered four *useful* skills to Terrible to
|
||
balance his skill levels to 50 - otherwise, he would have 54.]
|
||
|
||
Attributes: (4 free levels, 8 levels taken, balanced by 2 faults)
|
||
Coolness: Good (1)
|
||
Damage Capacity: Good [Halfling Fair] (1)
|
||
Dexterity: Great (2)
|
||
Empathy: Good (1)
|
||
Health: Good [Halfling Fair] (1)
|
||
Intelligence: Good (1)
|
||
Perception: Great (2)
|
||
Strength: Good, Scale -2 (-1)
|
||
Skills: (50 free levels, 50 taken)
|
||
Area Knowledge, large area (easy): Good (2)
|
||
Bow: Good (3)
|
||
Carouse: Fair (2)
|
||
Climbing: Good (3)
|
||
Elvish Language (n-e): Poor (2)
|
||
Evaluate Goods: Fair (2)
|
||
Farming (easy): Good (2)
|
||
Find Secret Passages: Terrible (-1)
|
||
First Aid: Good (3)
|
||
Haggle: Good (3)
|
||
Interrogation: Terrible (-1)
|
||
Knowledge of Old Tales: Fair (2)
|
||
Lockpicking: Terrible (-1)
|
||
Mimic Animal Noises (hard): Great (5)
|
||
Move Quietly: Superb (5)
|
||
Orcish Language (n-e): Poor (2)
|
||
Pickpocketing: Terrible (-1)
|
||
Riding: Pony: Fair (2)
|
||
Staff: Good (3)
|
||
Storytelling: Fair (2)
|
||
Survival: Great (4)
|
||
Tracking: Good (3)
|
||
Wildcraft: Great (4)
|
||
Gifts and Faults: (2 free gifts, 6 taken, balanced by faults)
|
||
Gift: Absolute Direction
|
||
Gift: Animal Empathy
|
||
Gift: Lucky
|
||
Gift: Night Vision
|
||
Supernormal Power: Magic Potential 1 (Note: spell-casting is
|
||
equal to Will in this game, max: Fair - no skill need be
|
||
bought.)
|
||
Superfault: Can only cast trivial spells
|
||
Fault: Curious
|
||
Fault: Glutton
|
||
Fault: Humanitarian (takes low pay)
|
||
Fault: Self-defense Pacifist
|
||
|
||
6.32 Moose the Mage, human fantasy character
|
||
---------------------------------------------
|
||
|
||
[GM limits: 6 attributes (3 free levels); 30 free skill levels,
|
||
w/maximum of 1 Superb, 3 Greats; 2 free gifts; magic available. This
|
||
generous GM has set the Damage Capacity level equal to Health, so
|
||
Moose has Great Damage Capacity at no extra cost.]
|
||
|
||
Attributes: (3 free levels, 4 levels taken, balanced by a fault)
|
||
Charisma: Poor (-2)
|
||
Dexterity: Great (2)
|
||
Drive: Good (1)
|
||
Health: Great (2)
|
||
Intelligence: Mediocre (-1)
|
||
Strength: Great (2)
|
||
Skills: (30 free levels, 36 taken, balanced by a fault)
|
||
Armoury: Good (3)
|
||
Brawling: Great (4)
|
||
Breaking and Entering: Terrible (-1)
|
||
Climbing: Fair (2)
|
||
Crafts: Fair (2)
|
||
Flirtatious Skills: Terrible (-1)
|
||
Knowledge of Old Tales: Terrible (-1)
|
||
Merchant: Mediocre (1)
|
||
Riding: Good (3)
|
||
Shield: Great (4)
|
||
Singing: Terrible (-1)
|
||
* Spell-Casting (n-e): Mediocre (6)
|
||
Stealth: Good (3)
|
||
Storytelling: Terrible (-1)
|
||
Sword: Superb (5)
|
||
Tactics: Good (3)
|
||
Throwing: Great (4)
|
||
Woodcraft: Mediocre (1)
|
||
Gifts and Faults: (2 free gifts, 6 taken, balanced by faults)
|
||
Gift: Combat Reflexes
|
||
Gift: Comfortable Wealth (good equipment)
|
||
Supernormal Power: Magic Potential
|
||
Supernormal Power: Magic Potential, 2nd level
|
||
Fault: Can only cast combat spells
|
||
Fault: Fear of the Dark
|
||
Fault: Pompous with strangers (except when drunk)
|
||
* Fault: Spell-casting skill costs double due to low IQ
|
||
Fault: Tends to Bellow when Speaking
|
||
Fault: Illiterate but tries to hide it
|
||
|
||
6.33 Tarag Half-Ogre
|
||
---------------------
|
||
|
||
[GM limits: 3 attributes (3 free levels); 10 free skill levels,
|
||
w/maximum of 1 Superb, 2 Greats; 3 free gifts; magic available.
|
||
Half-Ogre is Scale 3.]
|
||
|
||
Attributes: (3 free levels, 1 taken. The other 2 traded for Gift)
|
||
Body: Good, Scale 3 (1)
|
||
Mind: Mediocre (-1)
|
||
Psyche: Good (1)
|
||
Skills: (10 free levels, 16 taken, balanced by fault)
|
||
Animal Skills: Fair (2)
|
||
Balance Skills: Good (3)
|
||
Medical Skills: Terrible (-1)
|
||
Melee Weapons: Superb (5)
|
||
Merchant Skills: Terrible (-1)
|
||
Ranged Weapons: Great (4)
|
||
Social Skills: Terrible (-1)
|
||
Survival: Good (3)
|
||
Thief Skills: Terrible (-1)
|
||
Unarmed Combat: Good (3)
|
||
Gifts and Faults: (3 free gifts, 5 taken, balanced by fault and
|
||
trading 2 Attribute levels = 1 gift)
|
||
Gift: Lucky
|
||
Gift: Quick Reflexes
|
||
Gift: Tough Hide (-1 to damage)
|
||
Supernormal Power: Scale 3 (counts as 2 gifts)
|
||
Fault: Berserker
|
||
Fault: Poor (not much equipment)
|
||
|
||
6.34 Henri le Rouge, Musketeer of King Louis XIII, 1627
|
||
--------------------------------------------------------
|
||
|
||
[GM limits: since this is a cinematic campaign without magical or SF
|
||
healing, the GM has set higher limits: 9 attributes (8 free levels);
|
||
60 free skill levels, w/maximum of 2 Superb, 5 Greats; 3 free gifts;
|
||
no supernormal powers available]
|
||
|
||
Attributes: (8 free levels, 10 taken, balanced by fault)
|
||
Charm: Good (1)
|
||
Coolness: Great (2)
|
||
Damage Capacity: Great (2)
|
||
Dexterity: Great (2)
|
||
Health: Good (1)
|
||
Perception: Fair (0)
|
||
Strength: Fair (0)
|
||
Will: Fair (0)
|
||
Wit: Great (2)
|
||
Skills: (60 free levels, 72 taken, balanced by 2 faults)
|
||
Acrobatics: Superb (5)
|
||
Acting: Good (3)
|
||
Boating: Terrible (-1)
|
||
Brawling: Good (3)
|
||
Carousing: Good (3)
|
||
Climbing: Great (4)
|
||
Disguise: Good (3)
|
||
Dodge: Good (3)
|
||
Engineer: Terrible (-1)
|
||
Fencing: Superb (5)
|
||
First Aid: Good (3)
|
||
Flirting: Good (3)
|
||
Knowledge of Europe: Mediocre (1)
|
||
Knowledge of France: Good (3)
|
||
Knowledge of Paris: Good (3)
|
||
Knowledge of Planet: Mediocre (1)
|
||
Lockpicking: Terrible (-1)
|
||
Main Gauche: Great (4)
|
||
Matchlock Musket: Good (3)
|
||
Mechanic: Terrible (-1)
|
||
Move Quietly: Good (3)
|
||
Political Knowledge: Good (3)
|
||
Quick-Draw Sword (easy): Good (2)
|
||
Repartee: Great (4)
|
||
Riding: Great (4)
|
||
Savoir-Faire: Good (3)
|
||
Shadowing: Fair (2)
|
||
Swimming: Terrible (-1)
|
||
Tactics: Good (3)
|
||
Wheellock Pistol: Good (3)
|
||
Gifts and Faults (3 free gifts, 5 taken, balanced by faults)
|
||
Gift: Combat Reflexes
|
||
Gift: Handsome
|
||
Gift: Patron: Captain of Musketeers
|
||
Gift: Rapid Healing
|
||
Gift: Status: Gentleman
|
||
Fault: Code of Honor
|
||
Fault: Compulsive Carouser
|
||
Fault: Disgusted by Non-Gourmet Food
|
||
Fault: Extremely Loyal to Companions
|
||
Fault: Intolerant of Protestants
|
||
|
||
6.35 Chicory, Bunny
|
||
--------------------
|
||
|
||
[NOTE: this is a character in a game where rabbits are the norm, and
|
||
humans are giant monsters. The scale is therefore relative to
|
||
rabbits. GM limits: 6 attributes (3 free levels); 40 free skill
|
||
levels, w/maximum 1 Superb, 3 Great; 2 gifts, 1 Supernormal Power]
|
||
|
||
Attributes: (3 free levels, 6 taken, balanced by faults)
|
||
Dexterity: Good (1)
|
||
Health: Good (1)
|
||
Perception: Superb (3)
|
||
Smarts: Good (1)
|
||
Speed: Good (1)
|
||
Strength: Mediocre (-1)
|
||
Skills: (40 free levels, 52 taken, balanced by taking no Supernormal
|
||
Power)
|
||
Acrobatics: Terrible (-1)
|
||
Area Knowledge: Good (3)
|
||
Detect Traps: Great (4)
|
||
Fighting: Good (3)
|
||
Gambling: Good (3)
|
||
Herb Lore (hard): Superb (6)
|
||
Knowledge of Burrow Structure: Good (3)
|
||
Knowledge of Humans (n-e): Fair (4)
|
||
Knowledge of Non-Rabbit Behavior: Good (3)
|
||
Language: Bug (n-e): Mediocre (3)
|
||
Language: Common Bird (n-e): Fair (4)
|
||
Language: Mouse/Rat (n-e): Good (5)
|
||
Mechanical Skills: Terrible (-1)
|
||
Mimic Non-Rabbit Sounds (hard): Fair (3)
|
||
Move Quietly: Fair (2)
|
||
Spring Traps: Fair (2)
|
||
Storytelling: Fair (2)
|
||
Tracking: Great (4)
|
||
Gifts and Faults: (2 free + 1 Supernormal Power; 4 taken, balanced by
|
||
faults. See skills, above.)
|
||
Gift: Unafraid of Loud Noises
|
||
Gift: Never Forgets a Scent
|
||
Gift: Strong Will
|
||
Gift: Night Vision
|
||
Fault: Curious
|
||
Fault: Compulsive Gambler
|
||
Fault: Phobia: Canines
|
||
Fault: Jealous of Anyone Getting More Attention
|
||
|
||
6.36 Sarah Roberts, Journalist, 1990s
|
||
--------------------------------------
|
||
|
||
[GM limits: 10 attributes (5 free levels); 50 free skill levels,
|
||
w/maximum of 1 Superb, 4 Greats; 2 free gifts; limited Psi available.]
|
||
|
||
[Note: The player forgot a very important skill for Sarah: Research.
|
||
This was realized during a game, and since she would logically have
|
||
the skill, the player petitioned the GM to allow Research to be one of
|
||
the Uncommitted traits. The GM agreed, and [Research: Good] was added
|
||
to Sarah's character sheet. Sarah already has 1 Superb and 4 Great
|
||
skills, so this is the best she could start with it. This does not
|
||
count against starting free levels - Uncommitted traits are extra.]
|
||
|
||
Attributes: (5 free levels, 7 taken, balanced by fault)
|
||
Appearance: Good (1)
|
||
Constitution: Good (1)
|
||
Coolness: Good (1)
|
||
Damage Capacity: Good (1)
|
||
Dexterity: Fair (0)
|
||
Intelligence: Great (2)
|
||
Luck: Good (1)
|
||
Sanity: Great (2)
|
||
Strength: Poor (-2)
|
||
Will: Fair (0)
|
||
Skills: (50 free levels, 56 taken, balanced by fault)
|
||
Acrobatics: Fair (2)
|
||
Acting: Great (4)
|
||
Breaking & Entering: Good (3)
|
||
Climbing: Fair (2)
|
||
Computer Use: Good (3)
|
||
Criminology: Mediocre (1)
|
||
Disguise: Great (4)
|
||
Driving: Good (3)
|
||
Interviewing: Great (4)
|
||
Karate (n-e): Fair (4)
|
||
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 and Faults: (2 free Gifts, 4 taken, balanced by faults)
|
||
Gift: Ambidextrous
|
||
Gift: Beautiful Speaking Voice
|
||
Gift: Danger Sense
|
||
Gift: Never Forget a Face
|
||
Fault: Overconfident
|
||
Fault: Extremely Curious about Occult Matters
|
||
Fault: Stubborn
|
||
Fault: Vain
|
||
|
||
6.37 Sherman Foley, homeless person and scanner, modern day
|
||
------------------------------------------------------------
|
||
|
||
[By: Bernard Hsiung]
|
||
|
||
[GM limits: no specified attributes--free levels = 1/2 of number of
|
||
attributes taken; 50 free skill levels, w/maximum of 1 Superb, 4
|
||
Greats; 2 free gifts; semi-limited Psi]
|
||
|
||
[Note that Sherman's player only chose 4 attributes when the GM gave
|
||
free reign. This means that Sherman has any unlisted attribute the GM
|
||
considers essential at Fair.]
|
||
|
||
Attributes: (4 attributes selected: 2 free levels, 2 taken)
|
||
Damage Capacity: Mediocre (-1)
|
||
Health: Mediocre (-1)
|
||
Perception: Great (2)
|
||
Willpower: Great (2)
|
||
Skills: (50 free levels, 44 taken, 6 used to balance 1 gift)
|
||
Area Knowledge, inner city (easy): Great (3)
|
||
Area Knowledge, Earth: Mediocre (1)
|
||
Begging: Fair (2)
|
||
Climbing: Terrible (-1)
|
||
Drinking: Good (3)
|
||
Driving: Terrible (-1)
|
||
Forage: Good (3)
|
||
Knife: Mediocre (1)
|
||
Knowledge, Phobias (hard): Good (4)
|
||
Meditation: Good (3)
|
||
Sewing: Mediocre (1)
|
||
Stealth/Urban: Fair (2)
|
||
Street Gossip: Good (3)
|
||
Survival/Urban: Great (4)
|
||
Use Mind Control (n-e): Great (6)
|
||
Use Telepathy (n-e): Good (5)
|
||
Use Telekinesis (n-e): Good (5)
|
||
Gifts and Faults: (2 free gifts, 6 taken, balanced by 3 faults and
|
||
loss of 6 skills)
|
||
Supernormal Power: Mind Control
|
||
Supernormal Power: Telepath
|
||
Supernormal Power: Telekinetic
|
||
Fault: Use of Psi Requires Immobile Concentration (note that this
|
||
isn't a superfault)
|
||
Fault: Materially Poor
|
||
Fault: Unlucky
|
||
|
||
6.38 Screamer (Fredrick Grant); Occupation: Decker
|
||
---------------------------------------------------
|
||
|
||
[By: Stephan Szabo]
|
||
|
||
[GM limits: 7 attributes (3 free levels); 30 free skill levels,
|
||
w/maximum of 1 Superb, 4 Greats; 2 free gifts; Cybernetic enhancements
|
||
count as gifts, not supernormal powers.]
|
||
|
||
Attributes (3 free levels, 5 taken, balanced by fault):
|
||
Body: Good (1)
|
||
Charisma: Poor (-2)
|
||
Intelligence: Superb (3)
|
||
Quickness: Good (1)
|
||
Reaction: Great (2)
|
||
Strength: Fair (0)
|
||
Willpower: Fair (0)
|
||
Skills (30 Free levels, 30 taken)
|
||
Computer Build/Repair: Great (4)
|
||
Computer Programming: Superb (5)
|
||
Computer Theory: Great (4)
|
||
Cycle: Fair (2)
|
||
Electronics: Great (4)
|
||
Firearms: Great (4)
|
||
Matrix Etiquette: Good (3)
|
||
Street Etiquette: Fair (2)
|
||
Unarmed Combat: Fair (2)
|
||
Gifts/Faults: (2 free gifts, 6 taken, balanced by faults)
|
||
Gift: Cybernetics, Datajack
|
||
Gift: Cybernetics, Can multitask cognitive processes
|
||
Gift: Cybernetics, Thermographic Vision
|
||
Gift: Cybernetics, Flash Compensation
|
||
Gift: Cybernetics, Telescopic Sight
|
||
Gift: Lucky
|
||
Fault: Bloodlust
|
||
Fault: Doesn't care if he lives or dies
|
||
Fault: Manic/Depressive
|
||
Fault: Multiple Personality
|
||
Fault: Overconfident
|
||
|
||
6.39 Dragonfly (James Stoddard), Secret Superhero
|
||
--------------------------------------------------
|
||
|
||
[GM limits: 6 attributes (3 free levels); 50 free skill levels,
|
||
w/maximum of 2 Superb, 6 Greats; 2 free gifts; 4 free Superpowers]
|
||
|
||
Attributes: (3 free levels, 7 taken, balanced by faults)
|
||
Damage Capacity: Fair (0)
|
||
Dexterity: Great (2)
|
||
Health: Good (1)
|
||
Intelligence: Great (2)
|
||
Intuition: Great (2)
|
||
Strength: Fair (0)
|
||
Skills (50 free levels, 56 taken, balanced by fault)
|
||
Acrobatics: Great (4)
|
||
Acting: Good (3)
|
||
Computer Use: Great (4)
|
||
Control Superpower (Electron Flow) (n-e): Superb (7)
|
||
Control Superpower (Flight) (n-e): Good (5)
|
||
Criminology: Good (3)
|
||
Disguise: Good (3)
|
||
Dodge: Great (4)
|
||
Driving: Good (3)
|
||
Electronics Engineering, Computers (hard): Great (5)
|
||
Japanese Language (n-e): Good (5)
|
||
Judo (n-e): Great (6)
|
||
Singing: Terrible (-1)
|
||
Stealth: Superb (5)
|
||
Gifts & Faults: (4 free Superpowers, 4 taken; 2 free gifts, 3 taken,
|
||
balanced by a fault)
|
||
Gift: Combat Reflexes
|
||
Gift: Good Looking
|
||
Gift: Tough Hide (-1 to damage)
|
||
Fault: Against Ethics to Use Powers to Make Money
|
||
Fault: In Massive Debt
|
||
Fault: Phobia of Animals Bigger than a Collie
|
||
Fault: Socially Awkward (Bit of a Nerd)
|
||
Superpower: Control Inanimate Electronic Devices
|
||
Superpower: Shrink to 1" for up to an hour, 2 times/day (Scale =
|
||
-10)
|
||
Superpower: Fly, only while 1" high
|
||
Superpower: Electrical Surge (Short-out Machines)
|
||
|
||
6.4 Animal & Creature Examples
|
||
-------------------------------
|
||
|
||
Non-PC animals need not be built using level limits. Just define what
|
||
traits are essential to the animal, and let it go at that. The
|
||
Strength Scale refers to Section 3.3, Non-humans.
|
||
|
||
Lion:
|
||
Perception: Great
|
||
Melee Combat: Great
|
||
Stalking: Great
|
||
Dodge: Fair
|
||
Strength: Scale 2 Fair to Great
|
||
Fault: Lazy
|
||
Damage Capacity: Fair to Superb
|
||
|
||
Grizzly Bear:
|
||
Perception: Good
|
||
Melee Combat: Good
|
||
Dodge: Fair
|
||
Strength: Scale 3 Fair to Great
|
||
Fault: Berserker
|
||
Damage Capacity: Fair to Great
|
||
|
||
Cobra:
|
||
Perception: Good
|
||
Melee Combat: Great
|
||
Dodge: Good
|
||
Supernormal Power: Poison, +4 damage bonus
|
||
Fault: Bad temper
|
||
Damage Capacity: Poor
|
||
|
||
Skunk:
|
||
Melee Combat: Poor
|
||
Ranged Combat: Good, short range
|
||
Dodge: Poor
|
||
Supernormal Power: Noxious Fluid: blinds, incapacitates
|
||
Damage Capacity: Terrible
|
||
|
||
Giant Spider:
|
||
Melee Combat: Good
|
||
Dodge: Poor
|
||
Supernormal Power: Poison, paralyzes
|
||
Supernormal Power: Web, (Good Strength degree task to break)
|
||
Damage Capacity: Good
|
||
|
||
Griffin:
|
||
Perception: Great
|
||
Melee Combat: Great
|
||
Dodge: Good
|
||
Supernormal Power: Flight
|
||
Supernormal Power: Tough Hide (light armor)
|
||
Strength: Mediocre to Great, Scale 4
|
||
Damage Capacity: Good to Superb
|
||
|
||
Dragon (customize to taste):
|
||
Melee Combat: Good to Great
|
||
Ranged Combat: Good, short range
|
||
Dodge: Mediocre
|
||
Supernormal Power: Fire Breath (+2 damage)
|
||
Supernormal Power: Flight
|
||
Supernormal Power: Tough Hide (-1 to -3)
|
||
Supernormal Power: Charm with Eyes
|
||
Supernormal Power: Magic Potential (some of them)
|
||
Fault: Greedy
|
||
Strength: Scale 3 to Scale 9, Fair to Great
|
||
Damage Capacity: Fair to Great
|
||
|
||
[End of official FUDGE. There is an Addenda with options and samples,
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however, available at the ftp site soda.berkeley.edu, directories
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/pub/fudge/samples and /pub/fudge/options.]
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--
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- Steffan O'Sullivan sos@oz.plymouth.edu
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