Fantasy Fudge X
Fantasy Fudge X
Fantasy Fudge X
A Sample Implementation of Fudge by Ann Dupuis Based on Five-point Fudge by Steffan OSullivan
Five-p point Fudge is an alternative character creation system by Steffan OSullivan. Its used here as a basis for a sample Fudge fantasy roleplaying game. Five-p point Fudge is suitable for any genre, but each genre requires customized skill lists, gifts, faults, and attributes. The version presented here is for a fantasy genre only. These lists should not be considered as canon everything in Fudge is fully customizable, and these lists are offered only as an easy introduction to Fudge. Fantasy Fudge is an example of one way a gamemaster may decide to customize Fudge to a fantasy campaign world. The game design choices made in Fantasy Fudge shouldnt be considered the best way to play Fudge in a fantasy game, as players and GMs tastes vary.
Character Points
point Fudge system of character creation organizThe Five-p es skills into skill groups to help players decide which skills are best for the characters they wish to create. There are eight skill groups in Fantasy Fudge: Athletic, Combat, Covert, Knowledge, Magic, Professional, Scouting, and Social (see pp. 122123). Fantasy Fudge recommends that players be granted five points to purchase skills from these various skill groups. If you wish beginning characters to be more or less powerful than those presented here, please see Campaign Power Levels in Five-p point Fudge (p. 80). A player can spend his points in any of the groups that he chooses, up to four points in any one group. (He must spend points in at least two groups.) Each quantity of points spent provides a certain number of skills (of the players choice) from the appropriate group, at the levels shown below. Because a character with too few skills may be weak in a given campaign, the GM may limit the number of points you can spend on narrowly focused skill groups. (Suggested limit: Two points, either one in each of two groups or two narrow focus points in a single skill group.) The more points a player spends in a given skill group, the more his character gains both familiarity with a number of skills and greater expertise in some of those skills. For example, a Combat specialist is a professional soldier who will be an expert with a few weapons, but will have also used many other weapons over the course of his career.
Character Creation
Fantasy Fudge uses the standard seven-level trait scale to describe a characters attributes and skills (see Fudge in a Nutshell, pp. 89.) To create a character, follow these steps: 1. Decide what type of character you would like to create. If youre not sure, see the Broad Class Templates, pp. 6970, for some ideas. See also Character Creation Tips, p. 121. 2. Spend points to purchase skills from two or more Skill Groups. See Character Points, right. 3. Assign attributes (see Attributes, p. 123). 4. Choose gifts (two, unless trading; see Gifts, p. 124). 5. Choose faults (two, unless trading; see Faults, p. 125). 6. Adjust attributes, gifts, faults, or skills by trading if desired. You may use the Fudge character sheet on p. 315 to record your characters traits. With the skills list, you should record the number of points you spend in which skill groups. For example: Combat: 2 points Scouting: 2 points Athletic: 1 point Points Spent in a Group (maximum 4 pts) 1 2 3
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The player may decide which of those skills are at the listed levels. If the GM doesnt want a character to know a given skill, she should make sure the player understands this before character creation. Thus there are thousands of player character types available in this system, yet all are easily customized to the players desires. If you want your character to be a jack-of-all-trades, dont spend more than two points in any skill group. If you want a specialist, spend at least three points in a skill group.
Trading Skills
During character creation you may trade one skill for two skills of lesser value. Thus you could trade one Good skill for two Fair skills, or one Great skill for two Good skills. For example, spending two points in a skill group normally gets you 2 Good and 4 Fair skills. You could instead choose 2 Good, 3 Fair, and 2 Mediocre skills. Skills involved in the trade must all be from the same skill group. Exception: with a General Skills point (see above), you can trade a Fair for two Mediocre skills from two different groups. Thus a character could take six Mediocre skills from six different groups with a General Skills point. No other trading of skill levels is allowed, unless using the expanded trading option described in the Campaign Power Levels section of Five-p point Fudge.
Skill Groups
Each genre has its own skill groups. Listed here are eight skill groups for a fantasy setting. The GM may customize these lists, of course, and may even add or delete an entire skill group if desired.
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Athletic/Manual Dexterity Skills Acrobatics Aerial Acrobatics Balance Boating * (see Piloting: Boat) Climbing * Juggling Jumping Move Quietly * Riding * Riding, Trick Rope Use * Running Sleight of Hand * Sports (specify) Swimming * Team Acrobatics Throwing Combat Skills Brawling (see Unarmed Combat) Fast Draw Read Opponent Shield Tactics Weapon Skills: Bow Club/Mace Crossbow Flail Knife Knife Throwing Lance One-handed Axe One-handed Sword Pike Quarterstaff Sling Spear Spear Throwing Two-handed Axe Two-handed Sword Other weapon skill approved by GM Covert/Urban Skills Climbing * Detect Lie Disguise Find Hidden Find Traps Forgery Lip Reading Move Quietly * Pick Locks Pick Pockets Poisons * Remove/Disarm Traps Sleight of Hand * Stealth Streetwise Tailing Urban Survival Ventriloquism Knowledge Skills Appraisal Area Knowledge Engineering * First Aid Herb Lore * (see Pharmacy) Knowledge Skills: Alchemy * Arcane Lore Astrology Botany Geography Heraldry/Court Rituals History Legal Process Legends & Stories Politics/International Thaumatology Theology/Myths/Rituals Zoology Other fields of knowledge Language (each is a separate skill) Literacy Medicine Poisons * Veterinarian Weather Sense (see Meteorology) Magic Skills There are three separate subgroups of Magic skills: Scholarly Magic, Hedge Magic, and Clerical Magic. You must specialize in one of these three branches if you spend any points in the Magic skill group. See the separate section, Magic (p. 125). Professional Skills Acting * Animal Handling Animal Training Armorer/Weaponsmith Artist (each medium separate) Blacksmith Carpentry Craft Skills: Basketry Cooking Farming Jeweler Leatherworking Pottery Sewing/Tailoring Weaving Many others possible... Dancing Engineering * Gambling Masonry Merchant Musical Skill (specify instrument) Salesmanship * Professional skills: Bookkeeping Bowyer/Fletcher Counseling/Priest Courtesan Falconry Inn Keeping Shopkeeping Teaching Teamster Many others possible... Skills marked with an asterisk (*) appear in more than one skill group. These may be learned by spending points in either skill group there is no reason to learn the same skill from two different groups. Note: If a player spends three or four points in Professional skills, he may claim skills from any skill group as part of his Professional skills, subject to GM approval. Not all skills will qualify! E.g., a 3-point Animal Handler can make a strong claim that Riding (Athletic) is in his Professional skill group, but an animal handler doesnt necessarily know any combat skills. See the sample character, Jimma, p. 139.
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Scouting/Outdoor Skills Boating * (see Piloting: Boats) Camouflage Cartography Climbing * Fishing Herb Lore * (see Pharmacy) Hide Traces Hunting Mimicry Move Quietly * Navigation Observation Riding * Rope Use * Survival Swimming * Tracking Woods Lore (see Orienteering) Social/Manipulative Skills Acting * Bluff Camaraderie Con Diplomacy Etiquette Fast-talk Flattery Haggle Interrogation Intimidation Lie Oratory Persuasion Salesmanship * Seduction Storytelling Wit
Apart from the Magic skill group, these lists use the skill descriptions provided in Skills, Gifts, and Faults. Skill descriptions for magical skills are given below.
Allocating Attributes
All attributes start at Fair. Each character may take two free attribute levels, either raising one attribute two levels, or two attributes one level each. (The GM may allow more or fewer free attribute levels see Campaign Power Levels in Five-p point Fudge.) In addition, players may trade levels that is, lower an attribute to Mediocre in order to raise one other attribute one level, and so on. Also, subject to GM approval, a character may raise an attribute by taking an additional fault, or by foregoing one of the two free gifts. Conversely, a player may forego one of his free two attribute levels in order to take an extra gift again, subject to GM approval. Attributes are not linked to skills in this game. The player is encouraged to choose attribute levels which make sense, given his skill list. For example, three or more points spent between Combat, Scouting, and Athletic skills means that the character would logically be above average in Strength, Agility, and/or Health. If the player decides not to raise at least one of these attributes above Fair, he should have a good story as to why they are abnormally low.
Magical Skills
Alchemy: Knowledge of the processes and ingrediants used to create elixirs and talismans of magical power. See p. 127 for the scholarly magic version, which allows you to create alchemical mixtures as well as recognize them. [No default] (Knowledge, Magic) Casting skills: If a character has the Magical Talent gift in Hedge Magic, Scholarly Magic, or Clerical Magic, he will also need specific skills in order to cast spells. See Hedge Magic, p. 126, Scholarly Magic, pp. 127134, or Clerical Magic, pp. 134135, for specific skills. [No default] (Magic) Thaumatology: The knowledge of magic spells, results, abilities, etc. Does not require any Magical Talent, nor is it required to perform magic. [No default] (Knowledge)
Attributes
There are six attributes in Fantasy Fudge. The GM may customize this list as she wishes changing the attributes included, adding or deleting them at will. Reasoning: Thinking ability; puzzle-solving; intelligence; mental acuity. Perception: Awareness of the environment; raw ability to notice things. Willpower: Strength of will; psychic stamina; determination; guts. Strength: Physical strength; lifting/carrying capacity; ability to deal damage. Agility: Physical dexterity; adroitness; native talent for physical skills. Health: Fitness; resistance to disease and injury; physical stamina.
Using Attributes
Attributes are used for three things in the game: As very broad skills. There will be times in which no particular skill listed in the rules is appropriate for the task the character is attempting. In these cases, the GM will choose the closest attribute and have the player roll versus the attribute. In certain opposed actions, such as attempting to sneak by a guard (Move Quietly skill vs. Perception attribute) or a swindle attempt (Con skill vs. Reasoning attribute) or an attempt to strangle someone (Strength attribute vs. Health attribute). The GM will think of other cases readily.
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As a broad handle on who the character is. A high Reasoning, low Strength character has a different flavor from the opposite attribute levels. lost if you break the rules of the organization granting the rank. Descriptions of most of these gifts can be found in the Skills, Gifts, and Faults chapter. The italicized gifts are specific to Fudge Fantasy, and their descriptions are given below.
Gifts
Each character may have two gifts from the following list, or other GM-approved gift. In addition, for each fault chosen beyond the first two, the character may have an additional gift. The GM may limit the number gifts available from this method, as things can get a little out of hand. You may also gain a gift, with GM approval, by foregoing one of your free attribute levels. Certain gifts, marked with an asterisk (*), may be lost if abused. Contacts, Favors Due, and Patron depend on the goodwill of others, and its possible to push them too far or too frequently. Good Reputation can be eroded by inappropriate behavior, and Rank can be
New Gifts
Divine Favor: The ability to cast clerical magic see Clerical Magic, pp. 134135. Familiar: Only available to characters with the Magical Talent gift. You have a magical familiar, which may talk and aid you in spellcasting and other tasks. This is an NPC played by the GM. Intuition: You have a feeling about what option to take when confronted with a choice. The GM will make a situational roll in secret.
Gifts
Ambidextrous Animal Empathy Attractive Charisma Concentration Contacts * Danger Sense Direction Sense Divine Favor Eidetic Memory Empathy Familiar Favors due * Good Reputation * Intuition Lucky Magic Resistance Magical Talent (specify type) Night Vision (see Heightened Senses) Pain Tolerance Patron * Quick Reflexes Rank * Rapid Healing Resistance to Poison Time Sense Tough Hide Voice Wealth
Faults
Absent-minded Aged Bad Eyesight (see Impaired Senses) Bad Reputation Bloodlust Chronic Pain Code of Honor Combat Paralysis Compulsive Carousing Compulsive Gambling Compulsive Generosity Compulsive Lying Coward Curious Delusions Dependent(s) Distractible Duty Dwarfism Enemy Fanaticism Favors Owed Garrulous Glutton Greedy Gullible Hard of Hearing (see Impaired Senses) Impulsive Intolerant
Law-abiding Lazy Lechery Loyalty to Companions Melancholy Miserliness Night Blindness (see Impaired Senses) Nosy Obesity Obsession Offensive Habits One Eye (see Impaired Senses) Overconfidence Pacifist Phobia Poor Hygiene Poverty Quixotic Reckless Secret Shyness Stubborn Susceptibility to Poison Tactless Trickster Truthful Unattractive Unlucky Vanity Vow Youth
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Magic Resistance: You are resistant to direct magic: +3 to Willpower in any opposed rolls versus magic. Magical Talent (specify type): The ability to perform magical feats. There are three different types of Magical Talent: Innate Magic, Hedge Magic, and Scholarly Magic. You may take multiple levels of the same type of Magical Talent. See Magic, below, for details. that some types of Innate Magic have been listed as separate gifts, such as Danger Sense, Animal Empathy, etc. Dowsing: You can find water in the earth. Eagle Eyes: You can see things clearly at a great distance. Fire-starter: You can create fire, though not control it. That is, you can cause something flammable to burst into flames (takes three combat rounds for small items), but cant make fireballs or direct the fire to spread in a given direction. Fortune Telling: You can see a possible future, as through a glass, darkly. This only works on others, and never on events which are important to you your own future is always obscured. Green Thumb: Plants respond extraordinarily well to you, with increased growth, health, and production. Healing Hands: You can heal one level of wounds with a touch. This takes one minute and is fatiguing (see Hedge Magic, p. 126, for fatigue effects). Second Sight: You can see through illusions and read general personalities. You cant read minds or know any details of personality, but youll know who to trust if you concentrate. Shapeshifter: You can change into one GMapproved animal or plant form. It takes three combat
Faults
Each character must start with two faults from the list on the previous page, or other GM-approved fault. In addition, each fault chosen beyond the mandatory two allows the player to choose an additional gift for his character, or raise an attribute one level, subject to GM approval. Descriptions of these faults can be found in the Skills, Gifts, and Faults chapter.
Magic
There are four types of magical abilities in Fantasy Fudge: Innate Magic Hedge Magic Scholarly Magic Clerical Magic The GM may use them all, choose between them, or create her own. Innate Magic takes no study its a gift youre born with. The gamemaster may assign this as a racial gift to non-human races (such as elves) if she wishes. All members of such a race would have the Magical Talent: Innate Magic gift (or a serious fault if they dont). Hedge Magic and Scholarly Magic are learned techniques. Their Talents are handled differently and are not interchangeable. Not everyone has the ability to perform these types of magic you need the appropriate Magical Talent gift. Clerical Magic is actually performed by a deity through the character. You need the Divine Favor gift to use clerical magic.
Innate Magic
This type of magic may be appropriate for Faerie races, who have an inborn talent for magic that has nothing to do with the learned magic of human magicians. Its also possible to have a human character with Innate Magic, if the GM permits. Each Innate Magical power requires the gift, Magical Talent: Innate. Each such gift provides only one type of Innate Magic, taken from the list below. The GM may ban some of these talents, or create others ask. Note
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rounds to change fully, during which you are defenseless. [Costs two gifts] You dont need to spend any points on skills to have Innate Magic you only have to buy the gift. No skill roll is usually required the talent is automatic, although it may take time. Should it ever be an issue, each talent is known at a Great level. You may add to this list any innate magic abilities for non-human races in your campaign world. Another possible downside to Hedge Magic is that the results may be perceived as magical, which, depending on the situation, may get the caster in trouble. The following mundane skills are the only ones which may be enhanced by Hedge Magic, unless the GM permits otherwise. Those without descriptions are simply assumed to provide enhanced results. Animal Handling Astrology: Fortune telling for other folk grants no inkling of your own future. Camouflage: If you dont want to be seen, youre very hard to spot. Cooking: Tasty, nourishing, mildly healing. Counseling: Your sympathetic ear and wise advise can soothe troubled souls. Craft: Most of the Craft skills, such as Pottery, Smithy, Tailor, etc., allow you to make superior quality items more quickly. These items are of exceptional quality, but are not really magic items... or are they? Detect Lie Farming: A very common use of hedge magic, you can bless or curse crops: increased yield, faster growth, etc. or the opposite. First aid: You can stop bleeding with a touch, and enable the severely injured to survive until appropriate care is available. Herb Lore: The archetypal hedge magic skill: preparation of magical concoctions. While not as potent as alchemical elixirs, they are quicker to make. Common potions include healing, sleep, love, charisma, strength, endurance, etc. ask the GM whats possible. Use Poisons for harmful potions. Medicine: Expeditious and efficacious healing. Move Quietly Poisons: Your poisons are more potent, faster acting, and harder to detect. Shame on you. Storytelling: You can enthrall an audience, and even sway their mood to your purposes. Tracking Veterinarian: Expeditious and efficacious healing. For evil hedge witches, this is also the skill used to sicken animals, a common complaint in former days. Weather Sense: Youre remarkably accurate.
Hedge Magic
Note: Hedge Magic is based on the Hedge Magic system created for GURPS by S. John Ross. GURPS Hedge Magic can be found at: http://www.io.com/~sjohn/hedge.htm Hedge Magic is the peasant version of magic: hedgerow witches and village wizards concocting herbal potions, creating charms, nullifying (or, alas, casting) curses, etc. You may spend up to four points in the Hedge Magic group, but only as many points as you have levels of the Magic Talent: Hedge Magic gift. That is, if you take only one level of Magic Talent: Hedge Magic gift, you may only spend one point on Hedge Magic skills. The skill list for Hedge Magic follows, and is treated like any other skill group. That is, one point spent in Hedge Magic allows you to choose 3 skills at Fair and 1 at Mediocre, etc. Each skill is a mundane skill found in other skill groups if you learn it in the Hedge Magic group, there is no need to learn it from another group. You may use a mundane skill from this group without applying Hedge Magic. But if you use Hedge Magic, you can accomplish more than you could otherwise. Hedge Magic is not flashy magic youll never see major magical effects from it. Its nonetheless effective in what it tries to do. Hedge Magic is fatiguing, however your Health attribute drops one level, temporarily, for each use. If your Health level falls below Terrible, you are exhausted and collapse treat as the fatigue equivalent of Incapacitated. A level of fatigued Health is regained simply by resting fifteen minutes.
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Scholarly Magic
Scholarly Magic is the upper class version of magic: sorcerers in towers poring over ancient tomes, wizards roaming the world seeking out spell-crafters and new sources of power, colleges of magicians teaching apprentices while debating amongst themselves the merits of this spell or that, etc. A sample Scholarly Magic system is presented below. Its a flexible magic system, with no preset spell list, and thus leaves a lot of decisions up to the GM. For a more in-depth version of scholarly magic complete with spell lists, see Degrees of Magic, later in this book. Gamemasters are welcome to substitute any other magic system of choice. A Magical Medley contains a chapter on creating Fudge magic systems, as well as six sample systems. The Gramarye is particularly recommended; you can also find it online at http://fudge.phoenyx.net/gramarye/. Also recommended: Fudge Magic (see pp. 156162), GURPS Magic, and the magic system presented in the Gatecrasher game (a Fudge science fantasy roleplaying game). Points Spent in Scholarly Magic (Max = # Gifts) 1 2 Skil ls in that Group, at which Levels (choose from one column or the other) 1 at Fair or 1 at Mediocre 2 at Fair or 2 at Mediocre 1 at Good 4 at Fair 1 at Great 2 at Good 3 at Fair or 1 at Good 1 Poor 1 at Great 2 at Fair 1 at Great 1 at Good 1 at Mediocre 1 at Superb 1 at Great 3 at Good
or
The gamemaster should decide which of the Scholarly Magic skills presented here are allowed. The Black Arts (Sorcery and Necromancy) may be restricted to NPC villains, for example. Likewise, the Scholarly Magic skill of Alchemy may be off limits. (PCs should be allowed to take the knowledge skill version of Alchemy, which allows them to recognize various alchemical potions and know something about the procedures and ingredients involved in making them, but not actually create magical elixirs.) The GM may also decide that each culture in the game world knows only a few of the many flavors of Scholarly Magic. For example, Shamanism may be restricted to the primitive tribes on the jungle continent, or to the horse nomads on the great steppes. Another culture may know Mesmerism, but outlaw its use. A centuries-old university of mages may combine Conjuration and Kineticism into a single branch of study, and likewise with Extra Sensory Perception and Mesmerism. Perhaps Runes are a lost art, and no one living now understands the strange markings found on ancient obelisks and monuments and over archways leading to catacombs.
Scholarly Magic
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Magical Feats: The GM can have elixirs in the game which produce any magical effect she wants. Alchemical mixtures are used up when applied; unless provided in multiple doses, they only work once. In-game Requirements: Alchemical processes take a lot of time and materials to prepare. A fully equipped alchemical lab requires great wealth, which means either a high status or a patron to support them. Each alchemical concoction takes weeks or months to prepare, with a high rate of failure, and rare materials that render mass-production impractical. Player character alchemists are not likely to prepare many alchemical substances, simply because of the time and effort involved. Restrictions: The gamemaster may require an alchemist to also have a Magic or Knowledge skill appropriate to the alchemical effect desired. For example, a potion of healing may require skill in Herb Lore, Medicine, or First Aid or the equivalent Hedge Magic skills, hence requiring a Magical Talent: Hedge Magic gift as well. A philter of flying may require Kineticism (see p. 130) or collaboration with a kineticist. Artificing: Bestowing magical properties on items. Magical Feats: As with alchemy, the GM may allow any enchanted items she wishes in the game. There are three categories of magic items: charms and talismans, with long-lasting but subtle magic; One-shot items such as scrolls that release their magical effect all at once (some may be enchanted to work more than once, but will stop working under pre-set conditions, or after a set number of magical feats are performed); and permanent magical items, such as magical swords, cloaks of flying, and the like. Magic vessels are permanent enchanted items that are relatively easy to create; they collect and store mana (magical power; see p. 132) for later use, providing scholarly mages with a magic battery of sorts. In-game Requirements: As with alchemy, artificing requires lengthy rites. Even a simple talisman or charm takes several weeks to ritually prepare, although actually embuing it with magical power may require only a short ceremony and a GM-determined expenditure of mana. Powerful, permanent enchantments require the item to be specifically created and prepared with the enchantment in mind, and may require the item to be crafted out of rare or precious
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materials. Its not enough to take any old sword and slap an ever-sharp enchantment on it; the sword must be forged in a prescribed manner, with rituals of artificing and enchantment performed on it throughout its creation. Artificing also requires much mana, which is usually expended in several stages throughout the artificing process. Restrictions: Artificing requires the mage to also be skilled in the type of magic bestowed on the item. A wand that turns the target into a frog requires the Transmutation skill; a bag of winds requires the Elemental skill; and so on. Magical scrolls that allow the reader to cast spells require two skills; the Rune skill (for knowing the symbols to use to write the spell on the scroll) and the appropriate magic type skill (Mesmerism for a sleep spell, etc.). The GM may also require the artificer to be skilled in crafting the item to be enchanted. Magic swords may need an Artificer who is also a swordsmith (Weaponsmith professional skill). If the artificer collaborates with another magician or with a skilled craftsman in creating an enchanted item, each participant must match or exceed the difficulty level set by the GM at each stage of the artificing in order for the final enchantment to work. Note: The ability to create magic vessels is included in the Artificing skill, as the ability to store mana in an enchanted item is at the heart of all artificing. Conjuration: Creating objects (even creatures!) out of thin air or making objects disappear. Magical Feats: A conjurer can produce magical energy (in the form of heat, or light, or both) or non-magical items (such as water, air, food, or anything else the GM allows), or creatures (normal animals, magical creatures, and even sentient creatures). The gamemaster decides whether such conjurations actually create these things, or whether theyre called from another dimension or world. Most conjurations have a limited duration, and will disappear after a GM-set amount of time. Fairy Gold is an example; it looks and feels and tastes like real gold, but disappears when the spell has run its course. The GM may allow conjurations to be renewed by expending more mana. Conjuration may also be used to banish items or creatures, including creatures and spirits called up by Elementalism, Necromancy, Shamanism, or Sorcery. Such banishments are resolved as an opposed action the Conjuration skill versus the original skill roll that called the creatures or items into being. In-game Requirements: Conjurations typically have short casting times (an hour or less), but require a lot of mana (magical power) to perform. Restrictions: Conjuration creates or calls items and creatures it doesnt control them. For a conjurer to have control over his creations, hell need Elementalism (to control any element conjured), Kineticism (to animate items), or Mesmerism (to control conjured creatures). Elementalism: Elementalists specialize in controlling and transforming the four elements: Earth, Air, Fire, and Water. Magical Feats: Just about anything involving controlling or transforming Earth, Air, Fire, or Water can be done with Elementalism. Working with Earth, one could turn rock to dirt (or vice versa); cause (or calm!) an earthquake or rockslide; or turn a hard metal brittle. Air magic includes stirring a gentle breeze into a fiercer wind, or directing it to carry your words to a particular persons ears in a whisper spell. An Elementalists campfire could remain bright and warm without consuming fuel; or shoot forth a spark to set some nearby flammable material alight. Water magic includes feats such as purify water and turning water to ice. Many materials have the properties of multiple elements mud is Earth and Water; lightning is Air and Fire; a living creature is made up of all four elements; etc. The more elements a Feat involves, the more difficult it will be. In-game Requirements: Elemental magic is often quick to perform. Mana costs vary with the scope of the feat being performed. Parting a river to allow safe crossing will take much more mana than magically bringing a small cup of water to a boil. (Parting a river or a larger body of water can be done by many elementalists working in concert, or with a fabled and powerful Staff of Water Command.) Restrictions: Creating some amount of an element (a fireball, for example) requires the Conjuration skill. Transforming one element into another requires the Transmutation skill. Calling forth an Elemental a powerful construct imbued with the very essence of one of the four Elements requires Shamanism or Sorcery. Extra Sensory Perception: Perceiving things with more than the usual five senses. Magical Feats: Examples of Esper magic include Empathy, Telepathy, Clairvoyance (seeing at a distance), Clairaudience (hearing at a distance), Astral Travel (moving out of body, or taking a soul journey to another plane), Divination, and Sensing Auras. An Esper mage also knows how to block Esper magic. Espers excel at detecting the presence or patterns of magic and mana. In-game Requirements: Esper magic requires concentration and focus. Typical rituals are relatively short (a matter of a few minutes), but may require a period of purification and meditation before beginning. Espers
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are vulnerable when experiencing out-of-body travel, and should arrange protection or safety for their physical bodies while their spirits roam. Restrictions: The information received through Esper magic is not always crystal-clear, and may be subject to misinterpretation. Any distractions, even slight ones, while the Esper is attempting extra sensory perception requires a Willpower roll to ignore (difficulty level equal to that set for the magical feat itself; see p. 133). Kineticism: The magic of motion. Magical Feats: Levitation, Telekinesis, Teleportation, Animation of objects, and magical Force shields or weapons are all possible. In-game Requirements: Most kinetic feats require concentration, especially when they involve precisely targeted movement. Mana is expended to start something in motion, and then concentration and willpower are used to direct that motion. Teleportation requires the Kineticist to be at the originating point (although he can Teleport either himself or another), and also to have recently been to the destination point. Without a clear picture of the destination in mind, a Kineticist may miss during a Teleportation, with potentially dire consequences such as appearing a bit too far above (or below!) ground level. Restrictions: In the case of magical force weapons (such as a magic missile of harm), the GM may require the player to roll once against the characters Kineticism skill (to create the magic force) and again using either the characters Kineticism skill or Willpower attribute to direct the missile. A magical force shield could be accomplished as one task the creation of a magic force that moves with the target and blocks contact with anything physically harmful. If a Kineticist wishes to animate an object but also grant it some self-direction or even intelligence, the Shamanism or Sorcery skill is required to bind a spirit to the animated object. Mesmerism: Affecting minds with magic. Mesmerism may be opposed by the Willpower attribute. Magical Feats: This skill covers Hypnosis, Illusion, Mind Control (of humans or animals), and other mind-affecting magic. The ubiquitous Sleep spell falls under this skill. Invisibility can also be accomplished with Mesmerism. At its simplest level, Mesmerism can confuse a creatures senses. At its most insidious, it can completely enslave a creatures mind, bending it to the Mesmerists will. In-game Requirements: Mesmerism works only against living creatures that also have at least a rudimentary mind. A Mesmerist must be within a certain distance of his targets to be able to affect their minds the distance varies with the difficulty of the feat being attempted. The more complex the confusion of the senses being attempted, the more difficult the feat. The more creatures to be Mesmerized, the more mana is required. The same goes for intelligence, to a point. Normal animal intelligence, such as that of a dog or a horse, is the easiest for most Mesmerists. Affecting the minds of creatures that are more or less intelligent than normal animal requires more mana to overcome the targets intelligence (or lack thereof). Restrictions: The GM may rule that certain nonhuman creatures (especially intelligent ones) simply have minds that are too alien for a Mesmerist to affect. Mammals will be the easiest to affect. Insects, with their tiny and differently-wired brains, are not easy at all. Any creature with a Willpower attribute may oppose Mesmerism (resolve as an opposed action, Mesmerism skill vs. targets Willpower attribute see p. 137), plus any applicable modifiers. Necromancy: Death Magic. Necromancy is a Black Art, although not as dangerous to wield as Sorcery. Magical Feats: Creating (or destroying) and controlling undead creatures, summoning spirits of the dead for divination, and driving a spirit from a living body are all possible with Necromancy. Necromancers can also cause hauntings or release ghostly spirits to the afterlife. The most powerful Necromancers may be able to bring the dead back to life (a far more difficult feat than simply animating their corpses). In-game Requirements: Necromancers require access to the raw materials typically needed for their magic dead bodies. Most cultures frown on such uses of earthly remains. Restrictions: As Necromancy is illegal in many cultures, most Necromancers have the fault Secret (see p. 113). The GM may require Necromancers to have the Kineticism skill to animate corpses (as zombies, skeletons, or other undead creatures), or she may substitute Shamanism as the means by which a spirit is tied to a corpse to create an undead creature. A generous GM will allow Necromancers to use their own methods to call the spirits or raise the dead. Necromancy may be restricted to non-player characters. Runes: The use of arcane symbols (runes, sigils, hieroglyphics, and other marks) to cast spells and enchant items. Magical Feats: Runes are symbols that are inherently pre-disposed to attracting mana and shaping magical power toward a desired end. Some runes are used to
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enhance other Scholarly Magic skills, aiding the mages concentration (lowering the difficulty level of a given magical feat), tapping into or focusing magical energy (decreasing the power point cost), or delaying or modifying the effects of a magical feat (triggering the actual spell when certain circumstances are met, for example). Other runes act more like spells, with the drawing of the rune in the prescribed manner being the only ritual required to perform the magical feat associated with that rune. Most Artificers are well versed in runes, as runes are used in preparing spell scrolls and in many other magical items. Artificing can also be used to make a rune and its effects more permanent. For example, a Sigil of Warding drawn above the archway to a room would repel an intruder only once, unless applied in conjunction with the Artificing skill. In-game Requirements: The appropriate rune must be carefully and correctly drawn. Simple runes may be traced in the air or on the ground with a finger. More complex runes may require the mage to draw them in blood on a ritually prepared skin, or painstakingly create them in colored sands on a flat, swept surface, or perform some other equally detailed ritual to create and invoke the rune. Generally, the more complex the magical feat being attempted, the more complex or numerous the runes required, hence the more time required in applying the runes. Restrictions: Each rune or symbol has a different purpose, and the mage must know the appropriate rune for a given magical feat. The gamemaster may create a list of runes or other symbols the mage knows, with brief descriptions of how they may be used in the game. Note: When used in conjunction with other Scholarly Magic skills, the player may roll against the Rune skill even if Runes is not the lowest skill level involved (see p. 133) but only if the runes involved are directly related to the magical feat. Shamanism: Spirit Magic. Shamans interact with spirits of varying powers. Spirits include ancestral spirits, anima (spirits that imbue every object; some anima are more powerful than others), and guardian spirits. Magical Feats: A Shaman can cause any magical effect the spirits he deals with are capable of creating. Shamans can also exorcise troublesome spirits and ghosts, and even creatures (or constructs or demons) called through Conjuration, Necromancy, or Sorcery. In-game Requirements: Shamans dont typically need to expend much mana, as any magical feat beyond the initial contact with a spirit is performed by the spirit itself. Once contacted, a spirit may require a bribe, or bargain, or some other method of persuasion to actually perform the requested feat. Spirits must be honored, with each spirit requiring a different ritual. Dancing, sacrificing (of goods, animals, or even sentient creatures), and singing are often essential features of Shamanistic rituals. Restrictions: The Shamanism roll made when a Shaman character wishes to perform a magic feat determines whether or not the Shaman successfully contacts the desired spirit. An additional skill, such as Flattery, Intimidation, Diplomacy, or other persuasive means may be needed to convince the spirit to actually perform the magic feat requested of it. Shamans who fail to uphold their part of any spirit bargain tend not to be able to practice Shamanism well for long. The gamemaster may require a Shaman to use the Extra Sensory Perception skill for communicating with the spirits through trances and out-of-body experiences. Artificing is required to create shamanistic objects (charms, talismans, and the like) imbued with spirits that perform magic for the wielder. Sorcery: The Black Arts. Sorcery relies on summoning demons and other powerful, evil beings to trick or bribe or force them into doing the sorcerers bidding. Magical Feats: Anything that can be done by a demon, devil, or evil spirit can be accomplished with Sorcery provided the sorcerer is powerful enough to summon the required entity and crafty enough to convince it to do his bidding. Sorcerers may gain innate magical gifts and other magical powers, either permanently or temporarily, through their dealings with powerful evil beings. In-game Requirements: There are three facets to sorcerous dealings summoning the evil being; controlling the evil being (by holding it within a circle of power, for example); and persuading it to do the summoners bidding. The summoned being will seek to twist or distort or otherwise alter any deal struck with the sorcerer, so sorcerers must take care to protect themselves and negotiate their deals carefully. Restrictions: Penalties of failure are severe, and often gruesome. Evil beings do not take kindly to being summoned against their will, and even less kindly to forced servitude. Should a sorcerers control slip, even for an instant, the demon or spirit will do its best to harm its captor. Few cultures welcome sorcerers, so the Secret fault may be required. The gamemaster may (and probably should) restrict Sorcery to non-player characters, or to PCs with specifically crafted back-
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grounds (such as a sorcerer-hunter who was once a practicing sorcerer himself). Transmutation: Turning things into other things. Living creatures may oppose such transformations with Willpower. Magical Feats: The more unalike the original object and the transmutated object are, the harder the feat. Turning living objects into inanimate objects (such as statues) or vice versa is especially difficult. Turning water to wine, or a glutton into a hog, are easier. Such transformations are usually of short duration; it takes much skill and power to affect a permanent transformation. In-game Requirements: Transmutation is a difficult art, often requiring much mana. Affecting a permanent transformation usually requires the use of a powerful enchanted item, such as a staff of transmutation or wand of frog princes. Restrictions: If the magicians target has a Willpower attribute, it may resist the magical change. Resolve as an opposed action, the mages Transmutation skill versus the targets Willpower attribute, plus or minus any modifiers the GM sets. Wizardry: The Wise Arts. The most scholarly of scholarly magic, Wizardry concerns itself with the laws of magic, the flow of mana, and the underlying structures of spells, incantations, and enchantments. Wizards know many ways to gather mana, and how to use it efficiently. Magical Feats: Wizardry can detect or analyze magic and magic items, dispel magic, alter mana flows, and perform similar feats that directly affect the forces that make magic possible. Wizardry can also lower the cost in power points of a given feat (see Mana, p. 133). In-game Requirements: When applying Wizardry, the Wizard must take time to consider applicable magical laws, mana flows in the area, and any circumstances present at the time of casting that could affect the outcome. Restrictions: The GM may require the player to refer to laws of magic (Similarity, Contagion, or whatever laws are appropriate for the game world) , create rhyming incantations, or otherwise embellish the description of what the mage is doing when using Wizardry in a magical feat. Note: When used in conjunction with other Scholarly Magic skills, Wizardry may provide a +1 bonus to the characters skill roll. This occurs only if the characters Wizardry skill is higher than one or more of the other Scholarly Magic skills involved (see p. 133).
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Great difficulty level would result in the loss of 3 Health levels; see Fatigue, below.) Power points may be regained at the rate of 1 point per two hours of sleep or one hour of undisturbed meditation, up to the number allowed by the magicians Magical Talent gifts. Example: Enchanting a Staff of Dragon Summoning and Control requires skill in Artificing, Conjuration, and Mesmerism. An enchanter with Artificing: Mediocre, Conjuration: Fair, and Mesmerism: Good would roll on a skill level of Mediocre. Mana: The more powerful or all-encompassing the desired results, the more power points will be required. Trivial magic may require so little mana that power point use isnt even tracked. This doesnt mean a mage can go around popping off trivial spells all day, though, since even trivial spells requiring no power points will fatigue the mage. Note that the difficulty level and the mana required are not related; one measures complexity, the other power. Creating a small colored flame that dances in a pattern that recreates an ancient battle between wizards may be of Legendary difficulty, but require only one power point. Note also that some magical feats require more power points than any but the most Legendary Wizards have access to. Such feats are possible, either through pooling the power points of more than one magician, or drawing on mana vessels containing stored power points (see Artificing, pp. 128129). Some rare materials are natural mana vessels. Time: Generally speaking, the more complex the magical feat desired, the greater the time required in preparing. This is usually true of powerful spells as well. Complex, powerful spells should take a lot of time to prepare. You can trade Time for difficulty level, if you wish. The less time you take in preparing the magical incantation, enchantment, or other feat, the greater the difficulty level. Likewise, increasing the preparation and casting time may, at the GMs option, lower the difficulty level. Materials: If the GM wishes, magical feats may require the use of materials related to the effects desired; sulphur or coal for fire, a feather for a flying spell, and so on. Some magical feats may be performed with nothing more than the magicians concentration or some words of power; others may require rare and precious materials. Modifiers: The GM may apply any modifiers desired. Examples include bonuses for using special materials (or using materials at all if not normally required); for performing magic in naturally magical surroundings; for applying any laws of magic the GM allows (if they have the Wizardry skill). Penalties may be applied for distracting circumstances, or the GM may require a Willpower roll for the mage to avoid becoming distracted and possibly losing control of the magic hes wielding.
Fatigue
In addition to requiring mana, Scholarly Magic is fatiguing (much like Hedge Magic). The characters Health attribute drops one level for each use. If Health level falls below Terrible, the character is exhausted and collapses treat as the fatigue equivalent of Incapacitated. A level of fatigued Health is regained simply by resting fifteen minutes.
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Determining Results
The GM judges whether a feat is within the characters capabilities if not, she should warn the player that attempting greater magics than the character is ready for is dangerous. The GM also determines what the actual result will be. Magic in Fantasy Fudge is an art, not a science; and the same spell cast in the same way may have varying results. In general, the greater the success in performing a magical feat, the closer to the desired effects the results will be. Spectacular successes may carry unexpected benefits, such as less time required to cast, lower power point cost, and the like. Abysmal failures should be spectacular, as well. Use your imagination, but dont allow the results to outright kill the character (unless hes a sorcerer)! Less abysmal failures will produce unexpected and possibly unwanted results, including greater power point cost with little or nothing to show for it.
Spell Lists
Its a good idea to take some time before play to work out some standard spells a scholarly mage is likely to use. Ask the player what spells the character is likely to have sought out, and work out some sample difficulty levels, mana costs, and required time and materials for those spells. Feel free to steal spells from other games to help build a spell list. Consider the spells desired affect rather than the actual game mechanics used in the game it was designed for, and base the difficulty and power levels on that. Spell descriptions should be considered guidelines rather than strict definitions of spell effects and costs. Magical feats and their results are meant to be improvised by the game master as well as by the character.
Clerical Magic
Fantasy Fudge uses Fudge Miracles (pp. 155156) as a basis for Clerical Magic. The gift Divine Favor is required to use Clerical Magic. Its possible to play a priest without Divine Favor simply choose the Professional skill Counseling/Priest and assemble an appropriate set of skills. But such a priest has no ability to use Clerical Magic. Note also that you dont have to be an ordained priest in any religion to have Divine Favor or to use Clerical Magic. Skills available to a character with Divine Favor include the mundane and the supernatural. The supernatural are cast strictly through the power of the god or gods served by the cleric. If the clerics behavior is inconsistent with the gods desires, this ability is withdrawn, at least temporarily. Supernatural skills in the following list are detailed any other skill is mundane and uses the description from Skills, Gifts, and Faults. This list assumes a benign deity who grants free will and supernatural aid to its followers in times of crisis. Other skills may be appropriate for other types of clerics plant magic for Druids, for example, and more spirit magic for shamans. Evil clerics have a different skill list your characters should pray they never meet them. Aid Task: By touching someone who is trying to accomplish a task that is in the deitys interest, you can grant a +1 to their skill. Arcane Lore Banish Spirits: You can force spirits and demons from another plane to return to their proper plane. Bless: You can grant a +1 (or more, if the GM is willing) defensive bonus to someone, which lasts until the next combat ends.
Sample Spells
Skinwalker Skill: Transmutation. Feat: Temporarily shapechanges caster into a wolf. Difficulty Level: Good. Power Points: 2. Time: 20 minutes. Materials: Ritually prepared wolfskin (may be re-used). Targeted Fireball Skills: Conjuration, Elementalism, Kineticism. Feat: Fireball moves to target and explodes. Difficulty Level: Fair. Power Points: 1 (more for larger fireball). Time: 1 combat round. Materials: Red garnet (destroyed).
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Counseling/Priest Detect Lie Dipomacy Exorcism: You can force a spirit or demon which has invaded a body or dwelling to leave. First Aid Healing: You can channel healing from the deity you serve. Medicine Oratory Persuade Remove Fatigue: You can restore endurance to the weary. Repel Undead: You can ward off zombies, vampires, ghosts, etc., from your presence. Teaching Theology/Rituals True Sight: You can see through illusions. Ward: You can protect a person or all within a roomsized area from supernatural evil, either spells, spirits, undead, demons, etc.
Non-human Races
For each non-human race in the game world, create a racial package that includes such things as racial gifts, faults, any special powers (see Supernormal Powers) and modifiers, including Scale and attribute and skill modifiers. Determine how many gifts the racial package is worth, and require that many gifts be spent (or attribute levels reduced, or extra faults incurred). Some racial packages will balance out, not requiring the use of a gift slot. Some racial packages may actually qualify as faults, allowing the character to compensate with higher attributes or additional gifts. Some skills, gifts, faults, supernormal powers, etc. may be unique to members of particular races.
Equipping Characters
The gamemaster may wish to define a starting equipment package that all characters will have (unless they took the Poor fault or Wealthy gift). This may include such things as clothing (perhaps one good set and an everyday set), footgear, and weapons appropriate to their combat skills. They may also have travel or camping gear (such as wineskins or canteens, a mess kit, a tinderbox, and other items common in the campaign world). Players should be allowed to customize their characters equipment list a bit, adding things that make sense given their skills. Characters with Climbing skill may have rope, a grappling hook, iron spikes, or similar equipment that can aid in climbing. Characters should also be allowed to purchase equipment spending their hard-earned wealth for the privilege, of course. The GM may want to prepare an equipment list with average prices for common items available in the campaign world. Appropriate equipment lists may also be borrowed or adapted from other roleplaying games.
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Damage Factors and Equipment
For weapons, armor, and other equipment likely to be used in combat situations, the player or GM should determine offensive and defensive damage factors. Damage factors are simply the sum of damage-related modifiers for each weapon or armor type. These factors will be used to determine damage points and wound levels in combat (see Wounds, p. 137). Sample wound factors are detailed on p. 45, and summarized on p. 313. Use these to determine the offensive damage factor for each character/weapon combination. For example, a character with Good Strength wielding a long sword would have an offensive damage factor of +4 (+1 for Strength; +2 for a large one-handed weapon; +1 for sharpness). A character with Fair Strength wielding the same weapon would have an ODF of +3 (no Strength bonus). Remember to include any bonuses or penalties due to Scale when dealing with non-human combatants. Then determine the characters defensive damage factor for both unarmored and armored (if the character possesses armor). Modifiers range from +0 for no armor to +4 or more for heavy or magical armor (see p. 45). Scale and gifts such as Tough Hide can also affect a characters defensive damage factor.
Character Development
After each game session, award Fudge points (see p. 138) to the characters. Fantasy Fudge suggests 13 Fudge points per gaming session. The GM may reward really good roleplaying and problem solving with more Fudge points. Fudge points may be used to fudge a game result, or they may be saved up and traded for experience points at a rate of 3 Fudge points = 1 EP. The EPs may then be spent to raise skills or attributes, or acquire additional gifts, etc., as outlined in Character Development (pp. 5556).
Action Resolution
There are two types of actions in Fantasy Fudge opposed actions, and unopposed actions. A fight between two creatures will most often be resolved as a series of opposed actions. An attempt to climb a cliff will most often be resolved as an unopposed action. The gamemaster sets the difficulty level that must be met or surpassed for the action to succeed. Note that very easy actions should be automatic; no need to roll. Likewise with impossible actions; the character just cant do it, and will fail in the attempt no matter how lucky the player is with dice. If the character doesnt have an appropriate skill to attempt a task, the GM may allow the player to roll on the default level for that skill (usually Poor). The GM may call for a roll against an attribute instead of a skill whenever it seems appropriate (asking for an Agility check rather than a Climbing check, for example), although an unskilled character should get a negative modifier to the dice roll.
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Unopposed Actions
The gamemaster sets a difficulty level for any unopposed action. This includes most ranged weapon combat its difficult for a character to actually hinder someones attempt to fire at him, although if he has Quick Reflexes he could attempt to dodge out of the line of fire. The difficulty level should take into account everything but the characters skill (and modifiers to that skill provided by equipment or character condition, including injuries). A task with a difficulty level of Poor is very easy, while something with a difficulty level of Superb is very hard. For legendary feats, set the difficulty level even higher (Superb +2, for example). When in doubt, set the difficulty level to Fair. That will give a character with a Fair skill a 62% chance of succeeding.
Special Circumstances
A Terrible hit never damages the target, even if it beats the opponents sub-Terrible result. When multiple opponents attack a single target, the lone fighter is at -1 to skill for each foe beyond the first. The player rolls once; compare the result with each of the opponents rolls. The solo combatant has to defeat or tie all of the opponents in order to inflict a wound. If he beats all of his foes, he may hit one of his choice. Otherwise, he can only wound another whose result is at least two levels below his. The lone fighter takes multiple wounds if two or more enemies hit him. Unlike star NPCs, who are treated much like PCs, cannon fodder opponents will always get results equal to their trait levels. You can treat this as an unopposed action with a difficulty level equal to the NPCs combat skill. When cannon fodder NPCs gang up on a player character, use the multiple opponents rule above, but compare the outnumbered fighters result with the NPCs combat skill levels (not rolled degrees).
Opposed Actions
When characters engage in opposed actions (including hand-to-hand combat), the players of each contestant roll the dice, add the indicated modifiers to the appropriate skill level, and compare the results. The GM rolls for all NPCs. Relative degree measures the difference between the results. If one character has a Good result in an opposed action, and the second character has a Mediocre result, the relative degree is +2 from the winners perspective, and -2 from the losers perspective. In combat, the winner adds the relative degree to his offensive damage factor (see p. 136) to determine the number of damage points inflicted. If it helps, you can convert the characters combat skills to their numerical equivalents before adding all modifiers (including the random dice roll). Alternatively, put your finger on the Terrible ... Superb trait scale list, and move up one line for every +1 or down one line for every -1.
Wounds
When a character wins a combat round, use the following formula to determine the damage done: Winners Offensive Damage Factor (including Scale) plus Relative Degree (number of levels won by) minus Losers Defensive Damage Factor (including Scale) equals Damage Points Inflicted If the result is 0 or less, no damage is inflicted. If the result is positive, look at the table below to determine the severity of the particular wound. 1,2 3, 4 5, 6 7, 8 9+ Scratch Hurt Very Hurt Incapacitated Near Death
Combat
In Fudge, a combat round can be defined as the gamemaster wishes. Fantasy Fudge assumes one round (roll of the dice) equals about three seconds of combat action. Actions occur simultaneously. Combat can be resolved as an unopposed action if it involves ranged combat, a combatant being caught unawares (giving a free attack to the opponent), or a cannon-fodder type of NPC (see Special Circumstances, below). Otherwise, treat combat as a series of opposed actions. The players of characters engaged in opposed actions will roll the dice once each combat round; the result determines the winner of that round.
The boxes below the wound levels represent how many of each wound type a character can take. The player checks off one box for each wound received. A 6-point wound requires the Very Hurt box to be checked, and so on. If there is no open box for a given wound result, the character takes the next highest wound for which there is an open box. A wounded character suffers penalties to most actions: Scratch: No penalty Hurt: -1 to most actions
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Very Hurt: -2 to most actions Incapacitated: Incapable of any but the most basic, painfully slow actions Near Death: Unconscious, will die in less than an hour unless helped Penalties are not cumulative. Only the penalty for the highest recorded wound level counts. Scratches go away after a battle, provided the character has five or ten minutes to attend to them. See p. 54 for rules for healing wounds. bat may mean that the NPC will try to surrender or run away. You may add the NPCs current modifiers due to wounds to the morale roll. A Hurt creature with a -1 situational roll would actually be experiencing a Poor reaction to the combat, and would probably be doing whatever it could to get out of the fight....
Fudge Points
Fudge points allow players to fudge a game result. Spending a Fudge point will allow the player or character to: Accomplish an unopposed action automatically and with panache. The GM may veto this use for actions with a difficulty level beyond Superb, or greater than 3 levels higher than the characters skill or attribute used in the roll. Alter a die roll one level, up or down as desired. The die roll can be one the player makes, or one the GM makes that directly concerns the players character. Declare that wounds arent as bad as they first looked. This reduces one wound by one level (a Hurt becomes a Scratch, etc.). Get an automatic +4 result.
Situational Rolls
A situational roll is used to show luck, outside events, or the overall situation. It isnt based on any character traits. Simply roll the dice. A situational roll of -2 gives a Poor result; the situation is not good. The GM can use a situational roll to determine anything from the weather to a non-player characters attitude. A situational roll can also be used to check a creatures morale during combat, especially when the creature is first wounded, and again if it becomes Very Hurt. A -1 or worse situational roll in the midst of com-
Sample Characters
The sample characters on the next few pages were made in less than five minutes each, and are not intended to be optimized or even to create a balanced party. They are presented simply to show diverse characters that can be point Fudge made quickly and easily with the Five-p system. Note that Jimma, for example, has skills not listed in the master skill list this is entirely in keeping with Fudge. If you can think a skill your character would logically have, make a case for it to the GM. Faults in these characters marked with an asterisk (*) are extra to balance either an additional attribute level or gift.
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Jimma, a Gem Merchant
Reasoning: Perception: Willpower: Strength: Agility: Health:
Attributes
Great Good Good Mediocre Fair Fair
Skills
Professional: 4 points [The GM approved of adding skills from other groups; also, the player traded one Fair skill for two Mediocre skills in this group] Haggle: Superb Appraisal: Great Jeweler: Great Bluff: Good Knowledge of Trade Routes: Good
Gifts
Contacts Never Forgets a Face Wealth
Faults
Curious * Dependent (daughter Marga, age 7 her mother is dead) * Favors Owed Obesity
Skills
Covert: 2 points Move Quietly: Pick Locks: Find Traps: Disguise: Streetwise: Urban Survival: Good Good Fair Fair Fair Fair
Gifts
Magic Talent: Innate (Eagle-Eyes) Night Vision
Faults
Quixotic Secret (wanted in another city)
Sample Characters
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Skills
Social: 2 points Diplomacy: Lie: Etiquette: Fast-talk: Flirt: Persuasion: Knowledge: 1 point Language (specify): Literacy: Political Conditions: Geography: Good Good Fair Fair Fair Fair Fair Fair Fair Mediocre
General Skil ls: 1 point Climbing: Knife Throwing: Pick Locks: Scouting: 1 point Cartography: Move Quietly: Observation: Herb Lore:
Gifts
Attractive Voice
Faults
Ambitious Compulsive Flirt * Duty
Gifts
Pain Tolerance Quick Reflexes
Skills
Combat: 3 points One-handed Sword: Bow: Read Opponent: Shield: Brawling: Fast Draw Sword: Knife: Tactics: Great Good Good Good Fair Fair Fair Fair
Faults
Compulsive Carousing Proud * Tactless
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Pietro, a Wizard
Pietro has taken one less attribute level than allowed to balance an extra gift. 4 points spent in Scholarly Magic, further sub-divided into the following spell groups: Knowledge Spel ls: 2 points Know Persons: Scry: Communicate Knowledge: Enhance Knowledge: Know the Future: Know Objects: Good Good Fair Fair Fair Fair
Attributes
Reasoning: Perception: Willpower: Strength: Agility: Health: Great Good Mediocre Fair Fair Mediocre
Skills
General Skil ls: 1 point Literacy: Great (default for points spent in Scholarly Magic) Move Quietly: Fair Quarterstaff: Fair Thaumatology: Fair
Professional Spel ls: 1 point Healing: Good Enhance Professional Ability: Mediocre Scouting/Outdoor Spel ls: 1 point Enhance Senses: Fair Fire/Light: Fair Movement: Fair Wariness: Mediocre
Gifts
Magical Talent: Scholarly Magic (4 levels)
Faults
Jealous of others getting more attention Obsession: collect magic items Secret: Changed name to avoid Assassins Guild, who is still looking for him *
Knowledge: 1 point Arcane Lore: Fair Herb Lore: Fair Medicine: Fair Literacy: Mediocre General Skil ls: 1 point Etiquette: Fair Riding: Fair Veterinarian: Fair
Skills
Clerical Magic: 3 points Bless: Aid Task: Healing: Ward: Banish Spirits: Counseling/Priest: Detect Lie: Repel Undead: Great Good Good Good Fair Fair Fair Fair
Gifts
Divine Favor (costs two gifts) Patron: Adept of the Church
Faults
Compulsive Generosity Duty to the Church * Lame
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Gruschka, a Hedge Witch Attributes
Reasoning: Perception: Willpower: Strength: Agility: Health: Good Mediocre Great Mediocre Fair Good Knowledge: 1 point Arcane Lore: Area Knowledge: Legends & Stories: Theology/Myths/ Rituals: Scouting: 1 point Move Quietly: Survival: Woods Lore: Mimicry:
Skills
Hedge Magic: 3 points Herb Lore: Animal Handling: First aid: Medicine: Basketry: Counseling: Detect Lie: Storytelling: Great Good Good Good Fair Fair Fair Fair
Gifts
Magical Talent: Hedge Magic (3 levels)
Faults
Aged * Loyalty to Companions Unattractive
Skills
Professional: 1 point Acting: Music (Lute): Music (Voice): Dancing: Athletic: 1 point Acrobatics: Balance: Juggling: Sleight of Hand: Fair Fair Fair Mediocre Fair Fair Fair Mediocre
Social: 1 point (narrow) Storytelling: Fast-talk: Knowledge: 1 point History: Language (specify): Legends & Stories: Area Knowledge:
Attributes
Reasoning: Perception: Willpower: Strength: Agility: Health: Good Good Mediocre Mediocre Good Fair
Gifts
Voice
Faults
Low Social Status: Wandering entertainer
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