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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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=======================> GET FUDGE-ADDENDA.RULES
|
||
|
||
Getting File: SERVER:[GRASS]FUDGE-ADDENDA.RULES;1
|
||
Subject: FUDGE June19, Chapter 7
|
||
|
||
FUDGE: Freeform, Universal, Donated Gaming Engine
|
||
A Free Role-playing Game (RPG).
|
||
By Steffan O'Sullivan
|
||
Version: June 19, 1993
|
||
|
||
1.2 Legal Notice
|
||
-----------------
|
||
|
||
Version: June 19, 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) at least Chapter 1 of FUDGE, including this
|
||
legal notice and the full Table of Contents, is included, (3) the
|
||
words to Chapter 1 of FUDGE, including this legal notice, 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, 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.
|
||
|
||
|
||
7 Addenda: Samples and Options
|
||
===============================
|
||
|
||
The Addenda consist of a variety of supplementary material for FUDGE.
|
||
Anyone may add to any sections beyond this point, including creating
|
||
brand new ones.
|
||
|
||
Chapters 1.3 through 5 represent plain, vanilla FUDGE - here you can
|
||
find and create fancier fare. If you pass FUDGE around, please add
|
||
any of your customizations to this chapter (quoting Section number and
|
||
name, such as 2.33, Gifts), rather than change the original.
|
||
Suggestions for a specific genre also go in the Addenda. Examples: a
|
||
list of sample superpowers, or a list of guns and their damage.
|
||
|
||
Please include a date and credit for the change, and, if possible,
|
||
notify Steffan O'Sullivan (sos@oz.plymouth.edu, or P.O. Box 465,
|
||
Plymouth, NH 03264), the original author of FUDGE.
|
||
|
||
7.1 Sample Magic System: FUDGE Magic
|
||
-------------------------------------
|
||
|
||
Date: November & December, 1992
|
||
By: Steffan O'Sullivan
|
||
|
||
Here is a sample magic system, based on the following premises
|
||
mentioned in Section 3.5, Magic:
|
||
|
||
Who can cast: Magicians only (supernormal power needed).
|
||
Levels of Power: yes. The only game effect is as a reserve in case of
|
||
severe failure, which temporarily drains Power.
|
||
Source of Power: manipulation of local area mana.
|
||
Reliability: Fair.
|
||
Time to cast spells: depends on potency of spell: 1 minute to days.
|
||
This can be speeded up by taking a penalty to the roll.
|
||
Spells: improvised. Exact wording isn't important, so magic books
|
||
tend to be collections of effects, not formulae.
|
||
Material Components: none needed, but good use can give a +1 bonus to
|
||
skill.
|
||
Drawbacks: casting non-trivial spells is fatiguing; severe failure
|
||
causes distress.
|
||
|
||
This system is based on the conviction that a *player* using magic
|
||
should never be blase: there should always be some tension and
|
||
excitement when casting a spell, or the magic has gone out of the
|
||
game. Too often in a roleplaying game, the player running a magician
|
||
uses tried-and-true spells so often that spell-casting becomes
|
||
mundane. Since "mundane magic" seems a contradiction in terms, FUDGE
|
||
Magic attempts to instill a little excitement into spell-casting.
|
||
|
||
There are many ways to achieve this. FUDGE Magic has chosen the
|
||
following limitations:
|
||
|
||
1) The mana available for a specific spell result gradually becomes
|
||
depleted as it used up. That is, casting two fireballs in a row is
|
||
harder than casting one fireball and one lightning blast, for example.
|
||
|
||
2) Magic is an untamable force; there is a skill cap for casting
|
||
spells.
|
||
|
||
3) Magic is somewhat risky to use - there are penalties for severe
|
||
failure.
|
||
|
||
Options are provided to alter these, for any GMs who disagree. In
|
||
fact, Section 7.193, Spell-Casting Skill Alternatives, is essential
|
||
for Faerie races and demigods, who have much more dependable magic
|
||
powers than humans. (Such characters would have to buy it normally,
|
||
however, unless the GM is very generous. Taking some superfaults to
|
||
balance it is quite in keeping with their nature.)
|
||
|
||
See Section 6.3 for sample characters using FUDGE Magic.
|
||
|
||
7.11 Magic Potential
|
||
---------------------
|
||
|
||
A character with at least one level of Magic Potential (usually
|
||
abbreviated to Potential, sometimes simply called Power) is referred
|
||
to as a magician in this text - substitute your favorite word. Only
|
||
magicians may cast spells (but see Section 7.192, Magicians & Non-
|
||
Magicians). Magic Potential may be taken more than once, but each
|
||
level counts as a separate supernormal power. Thus, if the GM is
|
||
allowing three free powers, a character may have Magic Potential 3. A
|
||
character may also trade 2 gifts (or 6 attribute levels, or 18 skill
|
||
levels) for one level of Potential.
|
||
|
||
Failing a spell miserably causes the temporary loss of a level of
|
||
Magic Potential (see Section 7.15, Resolution). When this happens,
|
||
the magician faints for at least one combat round. He needs a
|
||
Constitution Fair degree result to wake up, roll each round. When he
|
||
comes to, the magician may function normally, even attempting to cast
|
||
the same spell again - *if* he hasn't dropped below 0 Potential.
|
||
|
||
If a magician drops to -1 Potential, he immediately falls into a coma,
|
||
lasting anywhere from an hour to a day (GM's decision). When he
|
||
wakes, he must roll a degree task against his Constitution: on a
|
||
Mediocre or worse roll, he takes a wound. He checks Constitution
|
||
again at the end of every day he is *active* - a failed result means
|
||
another wound. These wounds *cannot* be healed until he recharges his
|
||
Magic Potential to level 0.
|
||
|
||
A magician with 0 Potential may still cast spells; a magician at -1
|
||
Magic Potential, however, cannot attempt any magic spells.
|
||
|
||
Magic Potential may be recharged *only* by resting for one week per
|
||
level. (GMs may alter this time to taste, of course: resting for one
|
||
day might be sufficient for more epic campaigns.) For example, a
|
||
magician falls to -1 Potential. Resting one week will bring him up to
|
||
0 Potential (and cure any wounds incurred by being active while at -1
|
||
Potential). A second week of rest will bring him up to +1 Potential.
|
||
However, no character may gain Magic Potential levels beyond his
|
||
starting level except through Character Development - see Chapter 5.
|
||
|
||
7.12 Spells
|
||
------------
|
||
|
||
When a magician wishes to cast a spell, he describes the result he has
|
||
in mind. The GM assesses how powerful such an effect would be, based
|
||
on how prevalent magic is in her campaign. In a low-magic campaign,
|
||
even a simple spell such as levitating the jail keys over to an
|
||
imprisoned character would be taxing. In a high-magic campaign,
|
||
however, that would be a trivial spell, and even shooting forth a
|
||
flash of lightning from a fingertip wouldn't be out of the ordinary.
|
||
|
||
Spells, then, are either Trivial, Average, or Potent. (And they may
|
||
be Very Trivial, or Very Potent, of course.) The GM tells the player
|
||
what the potency of a proposed spell is - a magician would have a
|
||
sense of this.
|
||
|
||
The GM also decides the duration of the spell, if it succeeds -
|
||
seconds, minutes, hours, days, etc. The GM and player may try to
|
||
adjust this: the magician can voluntarily take more fatigue for a
|
||
longer duration, or reduce the scope of the effect, etc. Rolling a
|
||
higher relative degree means it lasts longer. Some spells might have
|
||
permanent effects, such as healing (until wounded again), busting a
|
||
hole in a wall (until repaired manually or by magic), teleporting to a
|
||
distant place (until you come back), and so on. Of course, even these
|
||
spell effects may be temporary in a given GM's world: healing only
|
||
lasts a day and the wound reappears, or a hole in the wall fixes
|
||
itself after a few minutes, or a teleported person automatically
|
||
returns after an hour in the other location . . .
|
||
|
||
The GM also needs to determine if there are any drawbacks to casting a
|
||
spell. FUDGE Magic assumes that spells are tiring to cast, and a
|
||
magician reduces his Fatigue attribute when casting. The more potent
|
||
the spell, the more the fatigue. (Fatigue is regained by resting, of
|
||
course. If Fatigue goes below Terrible, the character passes out.)
|
||
|
||
You may not like this idea, and either skip it entirely or change the
|
||
drawback to something else. Perhaps a magician has a limited number
|
||
of spells he can cast in a day, or in an hour. Or maybe each spell
|
||
affects his Sanity attribute, and he needs to convalesce to restore
|
||
it. (Reduced Sanity can manifest in many amusing ways in the
|
||
meantime, of course!)
|
||
|
||
7.13 Skill
|
||
-----------
|
||
|
||
Spell-casting is a skill that must be learned. The default is Non-
|
||
Existent, and, due to the element of uncertainty in FUDGE Magic (see
|
||
Section 7.1, FUDGE Magic), the maximum base skill level is Fair. This
|
||
cannot be raised permanently - but see Section 7.193, Spell-Casting
|
||
Skill Alternatives.
|
||
|
||
One generic Spell-Casting skill is assumed, but the GM may require
|
||
more if she breaks magic down into different types.
|
||
|
||
Spell-casting skill may be modified (to a maximum of Great) by the
|
||
following:
|
||
|
||
Casting a Trivial spell: +1 or +2.
|
||
Casting an Average spell: +0.
|
||
Casting a Potent spell: -1 or more.
|
||
|
||
Taking an average time to cast a spell: +0. (Note: the GM assesses
|
||
the average time for any given spell proposed. Potent spells might
|
||
take all day, or even longer, while Trivial ones might take one to
|
||
five minutes.)
|
||
Taking a long time to cast a spell carefully: +1. (Relative to each
|
||
spell, of course. For a Trivial spell, this might mean taking a
|
||
half an hour or more.)
|
||
Casting a spell much more quickly than normal: -1. (For a Trivial
|
||
spell, this could mean as quickly as one combat round of
|
||
concentration.)
|
||
|
||
Using normal effort to cast a spell: +0.
|
||
Using extra effort to cast a spell (more fatigue than normal, or
|
||
counts as two spells cast if there is a limit per day, or reduces
|
||
Sanity more than normal, etc.): +1 or +2.
|
||
Using less effort than normal to cast a spell: -1 or more. (Reduced
|
||
fatigue, or it only counts as half a spell against a daily limit,
|
||
etc.)
|
||
|
||
First spell-casting of a particular effect in a given area within 24
|
||
hours: +0.
|
||
Additional spell-castings of a particular effect in a given area
|
||
within 24 hours: -1 per casting. (The size of the area is defined
|
||
by the GM. For most fantasy worlds, assume it's about 50 yards or
|
||
meters in diameter. In a low-level magic campaign, the area might
|
||
be the size of town or even city, while a high-level magic campaign
|
||
might be so mana-rich that the magician can simply take a step or
|
||
two and be in a new area. Note that the *area* governs which
|
||
spells can be cast without penalty: if one magician casts a healing
|
||
spell, a second magician will be at -1 to cast a healing spell in
|
||
the same area within the next 24 hours. Note also that a magician
|
||
may be unaware of what spells were cast in an area before he
|
||
arrived . . .)
|
||
|
||
For using authentic magic formulae: +1. (The Law of Contagion or the
|
||
Law of Similarity, for example - see Frazer, _The Golden Bough_.
|
||
Both Laws require some physical component: a feather to cast a
|
||
flight spell, a piece of the subject's hair to heal or hurt her, a
|
||
drop of water that becomes a water jet, a stick that becomes a
|
||
staff, a bearskin to change the magician into a bear, etc.
|
||
Drafting the spell in poetical form might also earn +1 level, if
|
||
the GM is willing.)
|
||
|
||
Multiple magicians casting a spell that they have *all* tried before:
|
||
+1 (for 2 to X magicians) or +2 (for more than X magicians). (X is
|
||
set by the GM, anywhere from 2 to 10, or even more for low-magic
|
||
campaigns. One magician is assumed to be the primary caster: roll
|
||
only once against his skill.)
|
||
|
||
Other modifiers may also apply, such as in a spell to search the
|
||
mountains magically for someone you love (+1) or searching for someone
|
||
you've never met (-1).
|
||
|
||
7.14 Natural Magic Resistance
|
||
------------------------------
|
||
|
||
Each area has a Natural Magic Resistance, simply called Local
|
||
Resistance, or just Resistance. Resistance is described as a level,
|
||
ranging from Terrible to Superb, with an average of Fair for most
|
||
*fantasy* campaigns.
|
||
|
||
The GM sets the Resistance level based on how prevalent magic is in
|
||
the game. The general Resistance level is probably Great or Superb in
|
||
a setting like modern earth, while a fantasy campaign with high levels
|
||
of magic might have a Mediocre or even a Poor Resistance level. There
|
||
may be worlds in which the Natural Magic Resistance level fluctuates
|
||
from place to place, or possibly even with the phases of the moon.
|
||
There may even be "currents" or "tides" of low or high Resistance that
|
||
change course periodically, even invading totally new areas. Thus,
|
||
even here on high-Resistance modern earth, there will be places and
|
||
times of the year when cultists gather to call forth unseen powers ...
|
||
|
||
A PC magician would know the general Resistance level for at least his
|
||
home area. He may or may not know whether it fluctuates periodically,
|
||
or if far lands have different Resistance levels. In order to
|
||
determine the specific Resistance of the local area at a given time, a
|
||
magician needs to cast a spell specifically to that end.
|
||
|
||
7.15 Resolution
|
||
----------------
|
||
|
||
Each spell is then resolved as an Unopposed action: the degree task is
|
||
equal to the Natural Magic Resistance of the area.
|
||
|
||
If the magician *surpasses* the degree task, he has overcome the
|
||
area's natural magic resistance and the spell occurs as he described
|
||
it. The better the relative degree, the better the result. The
|
||
magician suffers -1 (or more) to his Fatigue attribute *if* the GM
|
||
deems the spell is fatiguing. (If the GM has chosen some other
|
||
drawback, of course, that is applied instead.)
|
||
|
||
Sometimes a skill roll is then needed to *do* something with the end
|
||
result of a spell. For example, a fireball needs to be thrown
|
||
accurately: use the Throwing Skill and Ranged Weapon rules.
|
||
|
||
If the magician *equals* the degree task, then a watered-down version
|
||
of the spell occurs. Either it will have a very short duration, or
|
||
reduced potency, or there is a time lag before the spell takes effect,
|
||
etc. There may be an unexpected side effect, though it won't be
|
||
harmful to the magician. There is no penalty for the magician beyond
|
||
a possible -1 or -2 to Fatigue, at worst.
|
||
|
||
If the magician rolls *below* the degree task, however, he is
|
||
adversely affected. The Natural Magic Resistance of the area has
|
||
resisted his attempt to manipulate mana, and his psyche is jolted
|
||
because of it. There may (or may not) be some magical effect, but it
|
||
will *not* be the desired effect, and, if he rolled poorly enough, it
|
||
may even be inimical to the magician's goals - or health . . .
|
||
|
||
On a failed roll, the magician is stunned for one combat round (no
|
||
actions or defense) and takes at least -1 Fatigue.
|
||
|
||
If he rolls a result of -3 or -4, the spell automatically fails (no
|
||
matter what the rolled degree) *and* he also temporarily drains one
|
||
level of his Magic Potential - see Section 7.11, Magic Potential, for
|
||
effects. (This is the "riskiness" of magic mentioned in Section 7.1,
|
||
FUDGE Magic.)
|
||
|
||
Examples: Barny casts a spell of Average potency in a Fair Resistance
|
||
area and gets -2: a Poor result. The spell fails and Barny is stunned
|
||
for a combat round, but he does *not* drain a level of Magic Potential
|
||
because he rolled better than -3. Later, in an area of Poor
|
||
Resistance, Barny takes a long time (+1) to cast a Trivial spell (+1),
|
||
raising his skill by +2 temporarily to Great. He rolls a -3 result,
|
||
which is a Mediocre rolled degree. Although the rolled degree is
|
||
greater than the Resistance, the spell still fails because he rolled a
|
||
-3 result. Barny also exhausts 1 level of Magic Potential - ouch!
|
||
|
||
7.16 Personal Magic Resistance
|
||
-------------------------------
|
||
|
||
If the spell is one which attempts to Control another being, either
|
||
mentally, physically or spiritually, then Opposed action rolls are
|
||
*also* called for. First, the magician needs to overcome the Local
|
||
Resistance of the area (as above); then he has to overcome the
|
||
Personal Magic Resistance of the subject. Personal Resistance may be
|
||
an attribute or gift, as the GM wills; it may even be a different
|
||
attribute for different types of spells (a mental attribute for
|
||
attempts to control the mind, etc.). Note that this second roll is
|
||
Opposed - the subject of the spell gets a chance to resist it, and so
|
||
can influence the result.
|
||
|
||
If the GM is willing, the magician may roll against the degree result
|
||
he rolled to cast the spell. That is, if he rolled a Great result on
|
||
the spell, he rolls the Opposed action as if his skill were Great.
|
||
Otherwise, he uses the same level he rolled initially against.
|
||
|
||
"Control" can mean many things to different GMs. Personal Resistance
|
||
would resist an attempt to read someone's mind to one GM, but not to
|
||
another. Personal Resistance does *not* resist any spell that calls
|
||
or creates physical energy to lash out at another being, though. If
|
||
the magician successfully creates lightning at his fingertips to blast
|
||
at the subject, that is not resisted by Personal Resistance; it is
|
||
treated as a physical weapon.
|
||
|
||
7.17 Certain Spell-Casting
|
||
---------------------------
|
||
|
||
Sometimes a magician desperately needs a certain result. In this
|
||
case, he may opt not to roll the dice at all, and simply drain one
|
||
level of Magic Potential for a guaranteed success. He takes the usual
|
||
penalties for losing a level of Potential - see Section 7.11, Magic
|
||
Potential.
|
||
|
||
The GM may restrict this to Trivial spells, or non-Potent spells, or
|
||
have no restrictions at all, beyond requiring the normal fatigue (or
|
||
other) penalties.
|
||
|
||
If the spell is one that could logically be resisted by the subject,
|
||
however, the subject still gets a Resistance roll. In this case, the
|
||
magician rolls as if his skill were Great.
|
||
|
||
7.18 Enchanting Items
|
||
----------------------
|
||
|
||
Items may be permanently enchanted in this system. The magician works
|
||
for a number of weeks or months as required by the GM, depending on
|
||
the number and potency of the spells desired, and the general
|
||
availability of magic items in the campaign. At the end of *each*
|
||
month (or week), the magician rolls against two degree tasks: one to
|
||
overcome the Resistance of the area, and the other to overcome the
|
||
Resistance of the item. The usual penalties apply on failing to
|
||
overcome Resistance. If he surpasses the degree task, the spell is
|
||
slowly being set into the item, one stage at a time. On a tied degree
|
||
task, the work counts as only half a time period, but does progress
|
||
the enchantment.
|
||
|
||
Obviously, an area with low Natural Magic Resistance (Poor or even
|
||
Terrible) will attract magicians, especially enchanters.
|
||
|
||
7.19 FUDGE Magic Options
|
||
-------------------------
|
||
|
||
One of these options offer a way to limit FUDGE Magic for those who
|
||
think it is too sweeping.
|
||
|
||
The others make magic more reliable and less risky, and even make it
|
||
available to non-magicians.
|
||
|
||
7.191 Specialized Magic Potential
|
||
----------------------------------
|
||
|
||
In this option, each Magic Potential level must be bought as a
|
||
specialization. A specialization can be suggested by the player or
|
||
set by the GM. The categories can be as broad or as narrow as the GM
|
||
wishes: the broader the terms, the more powerful the magicians.
|
||
Examples of specialized Potential: Augury, Combat Magic, Communication
|
||
Magic, Defensive Magic, Elemental Magic, Flying Magic, Healing Magic,
|
||
Illusion, Information-Gathering Magic, Mind Control, Necromancy, Only
|
||
Affects Living Beings, Only Affects Sentient Beings, White Magic
|
||
(cannot harm anyone, even indirectly), etc.
|
||
|
||
Very narrow specializations should probably cost less than 1
|
||
supernormal power: perhaps each very specialized Potential is worth 1
|
||
gift.
|
||
|
||
If the GM allows it, a character may have Power levels in more than
|
||
one specialization.
|
||
|
||
In order to cast a spell of a given result, the magician *must* have
|
||
at least +1 Potential specialized in that type of magic (on the
|
||
character sheet, that is: he may be temporarily reduced to 0
|
||
Potential). Someone with +1 Potential: Combat Magic and +2 Potential:
|
||
Information-Gathering could not cast a spell to control someone's
|
||
mind, for example.
|
||
|
||
Note that specializations can also be handled as faults: see Section
|
||
6.3, Character Examples.
|
||
|
||
7.192 Magicians & Non-Magicians
|
||
--------------------------------
|
||
|
||
The GM may allow non-magicians to cast spells. In this case, it is
|
||
*very* risky, as there is no Magic Potential "cushion" - one severe
|
||
failure is enough to devastate the character. Still, in an emergency,
|
||
it may be worth the risk. Such a character would still need to have
|
||
some Spell-casting skill, however. (But see Section 7.193, Spell-
|
||
casting Skill Alternatives).
|
||
|
||
The GM may choose to define a spell of "average" potency differently
|
||
for a magician (anyone with at least 1 level of Magic Potential on the
|
||
character sheet) and a non-magician. In this case, a non-magician is
|
||
at -1 or -2 to cast what a magician can cast with no penalties.
|
||
|
||
For an even greater difference between magicians and non-magicians,
|
||
rule that a non-magician can only cast a spell that a magician
|
||
considers Trivial. (That is, the spell is so Trivial that a magician
|
||
gets a bonus for casting it, as stated in Section 7.13, Skill.) The
|
||
non-magician may even be at -1 or -2 for trying such a powerful (to
|
||
him) spell.
|
||
|
||
7.193 Spell-Casting Skill Alternatives
|
||
---------------------------------------
|
||
|
||
Since tastes differ, and FUDGE Magic tends to be undependable (see
|
||
Section 7.1, FUDGE Magic), three options are provided for more
|
||
reliable spell-casting:
|
||
|
||
1) Use the basic FUDGE Magic system, but allow a magician to improve
|
||
his chances of casting a spell beyond Fair. At a cost of one
|
||
*supernormal power,* this may be raised to Good. At a cost of *two
|
||
more* supernormal powers, casting skill may be raised from Good to
|
||
Great, the maximum.
|
||
|
||
2) GMs who want magic to be a *lot* more reliable can simply treat
|
||
Spell-casting as any other skill. That is, it costs the usual
|
||
skill costs to raise it to Good or even Great. Superb Spell-
|
||
casting is not recommended for any but inherently magical races,
|
||
however, even in high-level magic campaigns.
|
||
|
||
3) Another possibility for potent magic is simply having Spell-Casting
|
||
equal to the Will attribute. (There may still be a ceiling of
|
||
Great, Good, or even Fair. In the latter case, this is still a
|
||
potent option because the player doesn't have to buy Spell-casting
|
||
skill.) This is especially appropriate for games in which non-
|
||
magicians can cast spells - see Section 7.192, Magicians & Non-
|
||
Magicians.
|
||
|
||
7.194 Less Risky Spell-Casting
|
||
-------------------------------
|
||
|
||
To make spell-casting less risky (not necessarily a good thing - see
|
||
Section 7.1, FUDGE Magic), make it harder to drain a level of
|
||
Potential. Examples (apply as many or as few as desired):
|
||
|
||
1) 1 level of Potential is drained only on a -4 result;
|
||
2) A magician cannot deplete a level of Magic Potential if he is
|
||
attempting a Trivial spell;
|
||
3) A magician cannot exhaust a level of Magic Potential if he is
|
||
attempting a Trivial or Average spell;
|
||
4) A magician cannot deplete a level of Magic Potential if he takes
|
||
enough time to get a +1 bonus for slow and careful spell-casting;
|
||
5) 1 level of Magic Potential can only be depleted on a hurried spell-
|
||
casting attempt that fails badly;
|
||
6) A magician cannot drain a level of Magic Potential on the first
|
||
spell cast each day, or when the moon is full, or if the Natural
|
||
Magic Resistance is Mediocre or worse, etc., etc.
|
||
|
||
7.2 Sample Miracle System: FUDGE Miracles
|
||
------------------------------------------
|
||
|
||
Date: December, 1992
|
||
By: Steffan O'Sullivan
|
||
|
||
Here is a sample miracle system (not generic), based on the following
|
||
premises mentioned in Section 3.6, Miracles:
|
||
|
||
Can miracles occur by petition: yes.
|
||
Who can petition: anyone. Holy persons have an advantage, however.
|
||
(A holy person is one with the supernormal power: Divine Favor,
|
||
*plus* character behavior must be in synch with deity's goals - GM
|
||
decision on how the player is roleplaying.) Religious Investiture
|
||
is not required, and, in fact, does no good if behavior is
|
||
inappropriate. It is primarily a social advantage that may or may
|
||
not coincide with Divine Favor.
|
||
Certainty of petitioned miracles: Mediocre.
|
||
Broad or specific requests: specific requests are more likely to be
|
||
granted.
|
||
|
||
7.21 Divine Favor
|
||
------------------
|
||
|
||
Divine Favor is a supernormal power that can be taken more than once.
|
||
Each time Divine Favor is taken, it is dedicated to a single deity.
|
||
It is possible to have Divine Favor from more than one deity in a
|
||
polytheistic world, or you can have multiple steps of Divine Favor
|
||
from a single deity.
|
||
|
||
Each step of Divine Favor counts as *two* supernormal powers.
|
||
|
||
Divine Favor can be temporarily lost if the character does not act in
|
||
accordance with the deity's desires. Usually a period of atonement is
|
||
required to regain Divine Favor. This may be instantaneous for a very
|
||
merciful deity, or it may take up to a month for stricter deities.
|
||
All steps are lost and regained as a unit when this happens.
|
||
|
||
7.22 Petitioning a Miracle
|
||
---------------------------
|
||
|
||
A character may petition a miracle at any time. However, some deities
|
||
do not like to be disturbed for trivial matters, and may ignore
|
||
requests when it is obvious the character hasn't even tried to help
|
||
himself.
|
||
|
||
In FUDGE Miracles, the petition should be fairly precisely worded.
|
||
Rather than a simple, "Please help me," the character should focus the
|
||
plea: "We are starving, please feed us," or, "My friend is dying,
|
||
please heal him." A holy character can petition for any miraculous
|
||
result desired, however - there is no established list of miracles.
|
||
|
||
Characters without Divine Favor have a Petitioning skill of Poor (or
|
||
Mediocre, if the GM wants a more deity-active game). Those with one
|
||
or more steps of Divine Favor have a Petitioning skill of Fair.
|
||
Petitioning skill cannot be raised. (If the GM wants a high-level
|
||
deity-active campaign, Petitioning skill can be raised to Good at the
|
||
cost of one supernormal power.) Petitioning skill *can* be modified,
|
||
however - see the next section.
|
||
|
||
To resolve a petition, make an Unopposed action roll against
|
||
Petitioning skill. Each step of Divine Favor grants the holy
|
||
character one extra chance to roll the dice in a petition to his
|
||
deity.
|
||
|
||
On a Fair or worse result, the roll is a failure. If the character
|
||
has any steps of Divine Favor from the same deity, he may roll again
|
||
for each step (this does not count as a separate petition). He can
|
||
stop at any point: only the last result rolled counts. This means a
|
||
character with two steps of Divine Favor can try one, two, or three
|
||
rolls. If he gets Good, Fair, and Mediocre results, in that order,
|
||
the result of the petition is Mediocre.
|
||
|
||
On a Fair or Mediocre result, the petition isn't answered by the
|
||
deity, but the deity isn't annoyed by the petitioner. On Poor or
|
||
worse result, however, the deity is angry with the character, and
|
||
there will be a -1 on the next petition attempt. If the deity is
|
||
evil, a miracle may actually occur, but not one the petitioner is
|
||
likely to enjoy . . .
|
||
|
||
On a Good or better result, the petition is granted. The better the
|
||
rolled degree, the better the answer to the prayer. For example, a
|
||
Good result might heal one wound, while a Superb result would totally
|
||
heal the character. A Good result might call a wolf to defend the
|
||
petitioner, while a Superb result might call three lions. And so on.
|
||
|
||
7.23 Modifiers to the Petitioning Skill Level
|
||
----------------------------------------------
|
||
|
||
All modifiers are decided by the GM:
|
||
|
||
The petitioner's behavior lately has been strictly in accordance with
|
||
the deity's desires: +1
|
||
The petitioner's behavior lately has not been in accordance with the
|
||
deity's desires: -1 or more
|
||
|
||
The petition is specific to furthering the deity's desires: +1
|
||
The petition goes against the deity's desires: -1 or more
|
||
|
||
The petition involves the specific sphere of influence of the deity:
|
||
+1 (Calling for a fireball from a fire god, for example. This is
|
||
not appropriate for a Supreme God, whose sphere encompasses all
|
||
things!)
|
||
The petition involves an element antagonistic to the deity: -1 or more
|
||
(asking the Fire deity to use water, for example.)
|
||
|
||
The petition is phrased too generally: -1 or more
|
||
The petition is too trivial to bother the deity with: -1 or more
|
||
The petition is a simple, but important, request: +1, provided the
|
||
petitioner has exhausted his own abilities to accomplish this task.
|
||
(An example might be requesting a piece of chalk, which is
|
||
trifling, but simply cannot be found anywhere near the character.
|
||
In this case, chalk would have to be essential to the character's
|
||
state of body, mind or soul.)
|
||
|
||
The petitioner has not tried to help himself first: -1 or more.
|
||
The last petition was a Poor or worse result: -1
|
||
The deity feels the petitioner is calling for help too frequently: -1
|
||
or more (This is optional, and may be invoked by a GM annoyed at
|
||
constant requests for miracles . . .)
|
||
|
||
7.3 Sample Psionic System: FUDGE Psi
|
||
-------------------------------------
|
||
|
||
Date: February, 1993
|
||
By: Shawn Garbett
|
||
|
||
This sample FUDGE psionics system is based loosely on FUDGE Magic.
|
||
Only a skeletal outline is provided here. GMs can use this as a basis
|
||
to expand as needed.
|
||
|
||
In this system, only psionicists can *use* psi powers, though everyone
|
||
has latent abilities. There are two attributes known as Psychic
|
||
Ability and Psychic Reservoir, which are defined below. Like most
|
||
attributes, these start at Fair unless deliberately changed. The GM
|
||
may change this, though, depending on the level of psi she envisions:
|
||
the defaults may be Poor or Terrible, for example, and there may be a
|
||
ceiling on how high they can be set.
|
||
|
||
However, merely having the attributes does not mean the character is
|
||
capable of actively using psi. There are an indeterminate number of
|
||
psionic skills - as many as the GM wishes to include. It is the
|
||
presence of these skills that separates a psionicist from mundane
|
||
people.
|
||
|
||
7.31 Psychic Attributes
|
||
------------------------
|
||
|
||
Psychic Ability is used to activate psychic skills, draw on one's
|
||
Psychic Reservoir and to defend oneself against psychic attacks.
|
||
|
||
Psychic Reservoir is a measure of power available. A low Psychic
|
||
Reservoir can negatively modify your ability, while a high Reservoir
|
||
allows you to tap it to increase your chances of success.
|
||
|
||
Individuals with a large Psychic Reservoir and a low Psychic Ability
|
||
are sought out for their power, which can be tapped by skilled
|
||
psionicists. Such a person is also a prime candidate for possession,
|
||
a rich fertile target with little resistance.
|
||
|
||
A psionicist taps his Psychic Reservoir when he uses a psychic skill.
|
||
Continued use will gradually drain a Reservoir, but normal quick use
|
||
doesn't. However, a rolled degree of Terrible on a psionic skill roll
|
||
will always lower Psychic Reservoir by one level, at least.
|
||
|
||
A psionicist can also deliberately drain his Psychic Reservoir. After
|
||
using his Psychic Ability (including defending against a psionic
|
||
attack), a character may attempt to improve the results by sacrificing
|
||
a level of his Psychic Reservoir for each +1. This "extension" of his
|
||
skill is not automatic, however. The character must exceed a Fair
|
||
degree task Unopposed roll versus his Psychic Ability. For each level
|
||
the individual surpasses the Fair Task Degree, one level of Psychic
|
||
Reservoir can be converted into a +1 level for his result, thus
|
||
extending the action and changing the initial outcome by straining his
|
||
psyche to the limits. A rolled degree below Fair means one level of
|
||
Psychic Reservoir is drained anyway, but no bonus is added to the
|
||
roll. A rolled degree of Terrible at this point can be disastrous,
|
||
*lowering* the previous roll by 1, as well as draining the Psychic
|
||
Reservoir by as many as the GM sees fit.
|
||
|
||
There is no immediate penalty per se for dropping a level of Psychic
|
||
Reservoir, as long as it remains Terrible or higher. There is a -1
|
||
modifier for each level below Fair Psychic Reservoir on all subsequent
|
||
uses of Psychic Ability, however.
|
||
|
||
A character can regain one level of his Psychic Reservoir for each
|
||
week of rest, up to his current maximum level.
|
||
|
||
If the Psychic Reservoir is drained to below Terrible, the character
|
||
immediately loses consciousness. It requires a Good degree task
|
||
versus Psychic Ability to regain consciousness, which may be attempted
|
||
every turn.
|
||
|
||
Even after regaining consciousness, a character at negative Psychic
|
||
Reservoir is in trouble. The GM can optionally impose any type of
|
||
affliction she desires on such a character until the Psychic Reservoir
|
||
reaches at least Terrible. The affliction can range from mild
|
||
insanity (hallucinations, delusions, paranoia, etc.) to physical
|
||
debility (drooling, shaking, twitching, etc.) to attribute reductions
|
||
to negative modifiers even for non-psi actions.
|
||
|
||
7.32 Psychic Skills
|
||
--------------------
|
||
|
||
While no rolls are made against psychic skills, they are very
|
||
important. You cannot attempt any psionic action unless you have the
|
||
specific skill at degree task or better. In addition, you can earn up
|
||
to +2 if your skill is higher than the degree task.
|
||
|
||
All psionic skills are normally Non-existent, but may be taken as high
|
||
as Fair at the beginning of the game. They may be improved through
|
||
normal character development, and new ones may be added if the GM is
|
||
willing. The player should have a good story concerning awakening new
|
||
skills, however.
|
||
|
||
Skills can range from very broad groups, such as Telekinesis, ESP,
|
||
Telepathy, etc., to very precise psi skills within each group: Mind
|
||
Reading, Thought Sending, Mind Shield, Emotion Sensing, Emotion
|
||
Control, etc. The GM sets the level of skill detail, of course.
|
||
|
||
7.33 Psionic Actions
|
||
---------------------
|
||
|
||
Two kinds of psionic action are possible, Opposed and Unopposed.
|
||
|
||
An Opposed action is a psionic attack upon an unwilling subject. The
|
||
attacker rolls against his modified Psychic Ability level, and the
|
||
defender against his modified Psychic Ability level.
|
||
|
||
An Unopposed psionic action is usually on an inanimate object. Of
|
||
course, an Unopposed action could still be an attack. Telekinetically
|
||
hurling an object at a foe is an Unopposed action because the object,
|
||
not the foe, is the subject of the psionic skill. An Unopposed action
|
||
could be as simple as examining an object psychically, or as complex
|
||
as opening a dimensional door at one's feet.
|
||
|
||
Psionic abilities are sometimes dangerous to use. A rolled degree of
|
||
Terrible may result in brain hemorrhage, loss of sanity or a similarly
|
||
gruesome outcome. The GM should determine these effects based on the
|
||
situation at hand.
|
||
|
||
When a Psi wishes to use an ability, the player describes the result
|
||
he wants to the GM. For an Unopposed action, the GM then assesses how
|
||
powerful such an effect would be and assigns a degree task to it. If
|
||
this an Opposed action, the degree task is the other individual's
|
||
Psychic Ability plus any modifiers. (A defending modifier might be a
|
||
high Mind Shield skill against a Mind Reading attack, for example.
|
||
However, the defender never takes a negative modifier for skills below
|
||
his Psychic Ability level.)
|
||
|
||
The Psionicist then compares the degree task with his skill level in
|
||
the appropriate skill. If his skill is lower than the degree task, he
|
||
cannot attempt it. (Exception: see Desperation Psionics, Section
|
||
7.35.) If he can attempt the action, he adds a +1 modifier for each
|
||
level above the degree task his skill is, to a maximum of +2.
|
||
|
||
The time required to activate a psionic ability depends on the potency
|
||
of the desired effect, and is set by the GM. This can range from a
|
||
single combat round to hours of concentration. The individual can
|
||
also vary the time concentrating (which must be uninterrupted) to
|
||
speed up the results or increase the chances of success - see Section
|
||
7.34, Psi Modifiers Summary.
|
||
|
||
The Psi then applies any other modifiers and rolls against the degree
|
||
task using his Psychic Ability. Remember that an extension of the
|
||
outcome can occur at this point by anyone using Psychic Ability as
|
||
described above.
|
||
|
||
If more than one Psionic is using an ability that they have all used
|
||
before against an opponent, the opponent is at -1 for each additional
|
||
opponent. Each individual in the action rolls only once (except for
|
||
an extension) and all the results compared.
|
||
|
||
The GM also decides the duration of the effects - the better the roll,
|
||
the better the results. Continuous concentration may be required to
|
||
sustain the effect and this could also slowly drain one's Psychic
|
||
Reservoir. Exceeding the task degree can increase the effect and/or
|
||
cause it to last longer. Of course, some effects will be permanent,
|
||
such as Healing and others described in Section 7.12, FUDGE Magic
|
||
Spells.
|
||
|
||
A rolled degree of Terrible will usually result in the exact opposite
|
||
of the desired outcome, or some other entertaining backfire.
|
||
|
||
7.34 Psi Modifiers Summary
|
||
---------------------------
|
||
|
||
For each Level of Psychic Reservoir below Fair: -1
|
||
For each Skill Level Mastery above Task Degree: +1 (max +2)
|
||
|
||
Normal amount of spent concentrating: +0
|
||
Half normal amount of spent concentrating: -1
|
||
Double normal amount of time spent concentrating: +1
|
||
|
||
Successful Extensions (see Section 7.31): +1 or more
|
||
Rolled degree Terrible on Extension attempts: -1
|
||
|
||
Desperation attempts (Section 7.35): -2 per level of Psychic Reservoir
|
||
spent
|
||
|
||
Certain drugs, devices, fields, star alignments, locations, etc., can
|
||
also have modifiers.
|
||
|
||
Optional: All psionics are blocked by metals which dissipate their
|
||
forces into the crystal lattice of the metal.
|
||
|
||
7.35 Desperation Psionics
|
||
--------------------------
|
||
|
||
A psionicist may wish to use a skill that is beyond his capability.
|
||
While not recommended, it *is* possible.
|
||
|
||
For each level of Psychic Reservoir drained, a psionicist can increase
|
||
his skill level +1. Simply getting the skill level to the degree task
|
||
level is all it takes to try the skill - *BUT* he is at -2 to his
|
||
Psychic Ability for *each* level of Psychic Reservoir he drained for
|
||
this attempt. This is obviously not for casual use: the risk of a
|
||
Terrible outcome is much higher than normal, as well as the guaranteed
|
||
drain on Psychic Reservoir. Nonetheless, if one were being attacked
|
||
by the Spawn of The Other, a demon of tremendous power, one might try
|
||
anything to survive.
|
||
|
||
7.36 Psi Examples
|
||
------------------
|
||
|
||
Yardmower Man wants to mow the lawn without exerting himself
|
||
physically. He's not lazy, it's just the ego satisfaction he's after.
|
||
He currently has a Good Psychic Reservoir and a Fair Psychic Ability.
|
||
The GM decides that to move and control the yard mower is a Great
|
||
Telekinetic degree task. This requires at least a Great Telekinetic
|
||
skill, which Yardmower Man currently has. Yardmower Man declares he's
|
||
going to spend twice as much time concentrating (+1) and is also under
|
||
the influence of Batch-5, a psi-enhancing drug (+1). He rolls a Fair
|
||
result, which is modified to Great. (There is no modifier for his
|
||
skill, since it equals the degree task.) He just met the degree task
|
||
and mows the lawn telekinetically, but not too neatly. Since this is
|
||
a continued use, the GM then decides that for each hour spent mowing
|
||
he reduces his Psychic Reservoir by one level. It takes him two
|
||
hours.
|
||
|
||
The next day, Yardmower Man decides the director the local government
|
||
psionic research facility is beginning to get on his nerves. He's
|
||
always snooping around, and has been known to lock up psis in the
|
||
past. Yardmower Man decides that the director should be Molecularly
|
||
Rearranged. The GM decides that the Molecular Rearrangement is a
|
||
Superb Task Degree and will be opposed by the director's psyche.
|
||
Coincidentally, Yardmower man has the Molecular Rearrangement skill at
|
||
Superb level. He also consumes a double dose of Batch-5, giving him a
|
||
+2 in the Opposed action, but severely risking side effects. However,
|
||
his Psychic Reservoir is down to Mediocre from activities the night
|
||
before (-1 to skill). Yardmower man rolls a Great Result. This is
|
||
modified -1 for low Psychic Reservoir, and +2 for Batch-5, giving him
|
||
a Superb Result.
|
||
|
||
The poor director has a Fair Psychic Ability and a Fair Psychic
|
||
Reservoir. He gets lucky and rolls a Great result. But Great is not
|
||
good enough, so he tries to extend to hold on his existence. His
|
||
extension roll is a Good Result, so with a Fair Psychic Ability he
|
||
extends his result to Superb. He's still holding on, but just barely.
|
||
Also, his Reservoir will now be reduced to Mediocre after this round
|
||
of psychic combat.
|
||
|
||
Yardmower Man not to be outdone, extends himself further. He started
|
||
the combat with a low Psychic Reservoir and full of Batch-5, so he
|
||
still applies the +1 modifier to his Fair Psychic Ability on his
|
||
extension roll. With the modifier, he achieves a Good Result, and he
|
||
therefore extends *his* result to Superb+1. (After this round, his
|
||
Reservoir will also drop.)
|
||
|
||
The director tries to extend again, but rolls a Fair result: he can't
|
||
extend. Yardmower Man rearranges the director into a lovely bush, and
|
||
stares blankly at the outcome. Yardmower Man is now left with a Poor
|
||
Psychic Reservoir; he'd better not be trying anything this difficult
|
||
for a while. Also, the GM demands a Constitution Good degree task to
|
||
avoid any unpleasant side effects from the Batch-5 overdose. He gets
|
||
a Mediocre result, missing by two levels. The GM just smiles to the
|
||
player, and secretly jots down that the next time he uses Batch-5,
|
||
he'll hallucinate that the director has returned to human form and is
|
||
out to get him . . . In the near future, Yardmower Man may be
|
||
spending his Psychic Reservoir fighting someone that isn't there.
|
||
|
||
7.4 Alternate Rules
|
||
--------------------
|
||
|
||
It is one of FUDGE's basic premises that people have different tastes.
|
||
Here are a collection of alternate rules sections for doing things
|
||
slightly differently. Just in case you might be confused by finding
|
||
Section 2.2 following Section 7.41, each of these sections has a
|
||
general two-space indentation to distinguish it from the original
|
||
section it replaces.
|
||
|
||
7.41 Alternate Section 2.2: Levels
|
||
------------------------------------
|
||
|
||
Date: May, 1993
|
||
By: Steffan O'Sullivan
|
||
|
||
2.2 Less Granular Levels
|
||
-------------------------
|
||
|
||
Instead of using words (Terrible ... Fair ... Superb) to describe
|
||
Levels, a GM may wish to use numbers. This allows a less granular
|
||
system to be used, but the numbers tend to dehumanize the characters
|
||
to some people. It also makes for a more awkward non-human scale
|
||
system.
|
||
|
||
As an example, a fairly familiar system would be to make 8 to 13 a
|
||
Fair attribute, 2 Terrible, and 19 Superb. This way, two characters
|
||
could both be of Fair Strength, but one have a Strength 9 and
|
||
another a Strength 11. The players and GM can fine-tune the
|
||
characters more, hence the phrase "less granular" - or "finer
|
||
resolution," if you prefer. You could even try a greater range, if
|
||
desired, but you would need to use percentile dice. Under the
|
||
current dice methods, someone with a skill of 25 could not make a
|
||
degree task of 40 without a *lot* of modifiers, and someone with a
|
||
skill of 55 couldn't fail such a degree task.
|
||
|
||
Assuming you might want to try the 2 to 20 scale (which includes
|
||
Legendary), the following changes would be necessary:
|
||
|
||
A rough correlation of the words becomes:
|
||
|
||
Terrible 2
|
||
Poor 3-4
|
||
Mediocre 5-7
|
||
Fair 8-13
|
||
Good 14-16
|
||
Great 17-18
|
||
Superb 19
|
||
|
||
Any die results, such as +1 or -1, are applied directly to the
|
||
numbers, not to the adjectives. However, continue to use the
|
||
adjectives for Strength when calculating damage modifiers. (That
|
||
is, Superb Strength gives +3 bonus to damage, not +19!)
|
||
|
||
Degree tasks are numbers, not adjectives in this system. The GM
|
||
might say you need a result of 14 to succeed at something, for
|
||
example.
|
||
|
||
However, the Scale changes. Instead of each number being 1.5 times
|
||
as strong as the previous number, for example, it is roughly 1.2
|
||
times as strong. This would make for an awkward system for very
|
||
high and low Scale characters if the progression continued.
|
||
|
||
Therefore, if you are using any non-human Scale characters, you have
|
||
to change the progression beyond Legendary (20) and Human Terrible
|
||
(2). At Strength 21 and above, each level is 1.5 times as strong as
|
||
the previous level: e.g., Strength 21 is 1.5 times as strong as
|
||
Strength 20, Strength 26 is 1.5 times as Strong as Strength 25.
|
||
Each level of Strength starting with 21 adds +1 Mass. So Strength
|
||
25 would be +5 Mass (usually - see below). Since Human Legendary
|
||
already has a +4 damage bonus, Strength 21 has +5 damage bonus, and
|
||
Strength 25 would have +9.
|
||
|
||
Likewise, for very small characters, each level below Human Terrible
|
||
is 2/3 the Strength of the next higher level, and has a -1 Mass.
|
||
You will have to use zero and negative numbers, which will look
|
||
funny, but there are very few creatures that small that require
|
||
character sheets.
|
||
|
||
There is no reason to use the word Scale at all in this system. It
|
||
is best simply to list the Strength level and both Damage and Mass
|
||
bonus on the character sheet. Examples: Giant, Strength 30, +14
|
||
Damage, +10 Mass. Leprechaun, Strength 0, -5 damage, -1 Mass. For
|
||
any character beyond the human range, the Mass bonus will usually be
|
||
4 closer to 0 than the Damage bonus. Of course, an individual can
|
||
vary this: Mongo the Leprechaun, Strength 3, -2 damage, -1 Mass.
|
||
When fighting another leprechaun, though, damage bonuses should be
|
||
listed relative to Leprechaun Fair Strength: in this case, Mongo
|
||
would have a +3 to damage, not -2.
|
||
|
||
Damage Capacity also changes. It would be best simply to add one
|
||
wound-level sequentially for each new level, cycling through
|
||
Scratch, Hurt, Very Hurt and Incapacitated in that order. (Near
|
||
Death never changes.) Thus, Damage Capacity 10 has 2 Scratch, 2
|
||
Hurt, 2 Very Hurt, 2 Incapacitated and 2 Near Death. Damage
|
||
Capacity 11 adds one Scratch to that, while Damage Capacity 12 adds
|
||
one Hurt to what 11 has. Damage Capacity 18 would look exactly like
|
||
Superb Damage Capacity in the main text, in this case.
|
||
|
||
7.42 Alternate Section 2.4: Creation Methods
|
||
----------------------------------------------
|
||
|
||
Date: November, 1992
|
||
By: Steffan O'Sullivan
|
||
|
||
2.4 Random Character Creation
|
||
------------------------------
|
||
|
||
If the GM allows random determination of traits, 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 player still gets the standard number of free levels, but the GM
|
||
may restrict trading levels.
|
||
|
||
For *skills*, the results are read as:
|
||
|
||
2-5,12 = Terrible
|
||
6-8 = Poor
|
||
9-10 = Mediocre
|
||
11 = Fair
|
||
|
||
The player still gets the standard number of free levels.
|
||
|
||
7.43 Alternate Section 2.4: Creation Methods
|
||
----------------------------------------------
|
||
|
||
Date: December, 1992
|
||
By: Ed Heil
|
||
|
||
2.4 On-the-Fly Character Creation
|
||
----------------------------------
|
||
|
||
Instead of creating characters before starting the game, create them
|
||
as the game progresses!
|
||
|
||
The GM assigns a number of *skill* levels available to a PC during a
|
||
session. This should be based on how finely the GM defines skills:
|
||
about 15 to 20 for very broad skill-group games, and maybe twice
|
||
that for very fine skill-group games. These may be traded at the
|
||
regular rate of 3 skill levels = 1 attribute level, or 6 skill
|
||
levels = 1 gift. Faults may also be taken, subject to GM approval.
|
||
|
||
The players start with mostly blank character sheets - simply write
|
||
out a brief sentence or two about the character in a very general
|
||
way. ("Jeb is a surly dwarf, a good fighter, who is out to make a
|
||
name for himself as a mean customer - and pick up some loot on the
|
||
way. He likes to talk tough, and doesn't care much for halflings.")
|
||
|
||
As the character is confronted with challenging situations, the
|
||
player must decide the level of the trait in question. For example,
|
||
the PCs are confronted with a ruined castle to explore, and they all
|
||
state they are looking for hidden passageways. At this point, each
|
||
player must set his PC's skill in finding hidden passageways
|
||
(however the GM defines such a trait: Perception attribute, or Find-
|
||
Hidden skill, or Architecture skill, etc.). Those who are not yet
|
||
willing to set such a trait must stop searching: if you use a trait,
|
||
you must define it. Since setting an initial skill at Fair level
|
||
uses up two skill levels, and setting it at Superb uses up five
|
||
levels, one must carefully weigh spending levels on skills as they
|
||
are used vs. saving them for emergency situations.
|
||
|
||
As usual, attributes are considered Fair unless altered, and most
|
||
skills are considered Poor. Taking a trait at a level below the
|
||
default adds to your available skill level pool, of course.
|
||
However, you may only define a trait as it is used in a game
|
||
situation.
|
||
|
||
Experience points are given out as usual, but unused skill levels
|
||
after each session are subtracted from from the amount of EP
|
||
awarded. (Never below 1, however, except for poor roleplaying.)
|
||
EP, in this case, can be used either to raise existing skills, as
|
||
discussed in Section 5.2, Objective Character Development, or they
|
||
can be used to add new skills, as discussed in this section, above.
|
||
Note that it costs more EPs to raise an existing skill than it does
|
||
to define a previously undefined skill in this on-the-fly system.
|
||
EP should be slightly higher under this system than a regular
|
||
character creation system, perhaps a range of up to 10.
|
||
|
||
7.44 Alternate Section 4.2: Rolling the Dice
|
||
----------------------------------------------
|
||
|
||
Date: January, 1993
|
||
By: Andy Skinner
|
||
|
||
4.2 Open-Ended Dice
|
||
--------------------
|
||
|
||
As a simple variation on either dice mechanism, allow players who
|
||
roll a +4 result to roll again. If the result is positive, add it
|
||
in to the +4 already rolled. If the result is negative or zero,
|
||
ignore the second roll. This allows a small chance of results up to
|
||
+8, especially nice in truly dire situations!
|
||
|
||
Only a pitiless GM would balance this by requiring additional rolls
|
||
to see how miserably a person can do on a -4 result, however.
|
||
|
||
7.45 Alternate Section 4.2: Rolling the Dice
|
||
----------------------------------------------
|
||
|
||
Date: December, 1992
|
||
By: Andy Skinner
|
||
|
||
4.2 2d10 Method
|
||
----------------
|
||
|
||
This method works best if you modify the die rolls instead of the
|
||
traits. Instead of 2d6, use 2d10 and the following table:
|
||
|
||
Roll: <1 1-2 3-4 5-6 7-8 9-13 14-15 16-17 18-19 20-21 22+
|
||
--------------------------------------------------------------------
|
||
Lvls: -5 -4 -3 -2 -1 +0 +1 +2 +3 +4 +5
|
||
|
||
This spread means that die modifiers are less severe than in the the
|
||
2d6 method. A +/-4 is a moderate amount to affect a trait, and +/-7
|
||
becomes the new maximum you should allow. Note the two categories
|
||
of "Less than One" and "22+." These categories can only be reached
|
||
with a modifier to the roll.
|
||
|
||
A result of double ones can still be considered Critical Failure,
|
||
and double zeros Critical Success. (See Section 4.8, Critical
|
||
Results).
|
||
|
||
Chance of achieving your trait level or better: 72%.
|
||
Chance of achieving your trait level exactly: 44%.
|
||
Chance of getting above or below your trait level: 28% each.
|
||
|
||
Specifically:
|
||
Chance of getting trait level +/-1: 13% each.
|
||
Chance of getting trait level +/-2: 9% each.
|
||
Chance of getting trait level +/-3: 5% each.
|
||
Chance of getting trait level +/-4: 1% each.
|
||
|
||
While this system allows a greater use of die modifiers, the table
|
||
is much harder to memorize.
|
||
|
||
7.46 Alternate Section 4.6, Combat
|
||
-----------------------------------
|
||
|
||
Date: January, 1993
|
||
By: Jay Doane, Andy Skinner, Steffan O'Sullivan
|
||
|
||
4.6 Offensive/Defensive Combat
|
||
-------------------------------
|
||
|
||
Instead of simultaneous actions, melee combat is handled as a series
|
||
of attacks and defenses. Each combat round has two actions,
|
||
therefore: the fighter with the higher initiative attacking while
|
||
the other defends, then the second combatant attacking while the
|
||
first defends.
|
||
|
||
[Initiative can be determined with a single d6 die roll. However,
|
||
if the GM has an Initiative attribute or skill, treat it as an
|
||
Opposed Action. If the GM allows a gift such as Combat Reflexes,
|
||
that grants a +1 to initiative, whichever system is used. Surprise
|
||
may grant a bonus to the roll, or give automatic initiative.
|
||
Initiative could be rolled once for each battle - the simplest way -
|
||
or once each round. Or the character who did the best the previous
|
||
round could automatically have the initiative in the next round.]
|
||
|
||
Each attack is an Opposed Action: the attacker's Offensive skill
|
||
(Sword, Melee Weapon, Martial Art, etc.) against a defender's
|
||
Defensive skill (Shield, Parry, Dodge, etc.). This makes combat
|
||
take longer, but some players like the control it gives their
|
||
character over his fate.
|
||
|
||
In this case, Defensive skill is a separate skill that must be
|
||
bought independently of an Offensive skill. Simply taking Sword at
|
||
Superb implies only *offensive* use of the sword: the character must
|
||
also take Parry with Sword for defensive capability.
|
||
|
||
Obviously, the GM must tell the players at character creation which
|
||
method she is using - or allow them extra levels on the fly to
|
||
adjust their defensive abilities. The GM may also allow Parry
|
||
w/Weapon Skill to default to Weapon Skill minus two levels: that is,
|
||
a Great Sword skill automatically means a Fair Parry skill. While
|
||
some GMs might restrict Parry to being no higher than Weapon skill
|
||
(or even to a maximum of one less than Weapon skill), others can
|
||
imagine a defensive specialist who might parry Superbly, but attack
|
||
Poorly! The default for animals depends on their type: carnivores
|
||
will usually have a Defense value one level less than their Offense,
|
||
while this is reversed for most prey species.
|
||
|
||
Note that some weapons, such as an Axe, are poor parrying weapons.
|
||
Such fighters should have decent Shield or Dodge skills. Each
|
||
player should ask the GM at character creation if a weapon may be
|
||
used to parry, and still be used to attack without penalty in the
|
||
next turn.
|
||
|
||
All-out offensive and defensive tactics still work with this system:
|
||
a character simply forfeits his attack for a round if he chooses
|
||
All-out defense. Likewise, a fighter is at -2 on his defense on his
|
||
opponent's next turn if choosing All-out offense (-3 if using the
|
||
2d10 method).
|
||
|
||
--
|
||
- Steffan O'Sullivan sos@oz.plymouth.edu
|
||
|
||
|