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\begin{document}

\frontmatter
\pagenumbering{roman}

%Title Page
\thispagestyle{empty}
\begin{center}
\vspace*{2in}
\Huge
\textbf{Fudge System Reference Document}
\vspace{1in}

\normalsize
This document contains information on the Fudge roleplaying game system,
and presents the core body of the Fudge RPG material available for use
under the Open Game License.
\vspace{1in}

(PDF/LaTeX Version 2005-August-01)

\vfill
(c) Grey Ghost Press, Inc., 2005
\vspace{1in}
\end{center}
\clearpage

\chapter*{Copyrights, Trademarks, and Licenses}

Fudge System Reference Document Copyright 2005, Grey Ghost Press, Inc.;
Authors Steffan O'Sullivan, Ann Dupuis, with additional material by
other authors as indicated within the text. Available for use under the
Open Game License (see Appendix~\ref{app:ogl})

There are official Fudge logos available for use under a separate
agreement, the Fudge System Trademark License (FSTL). For more
information please see
\htmladdnormallink{\texttt{http://www.fudgerpg.com/publishers}}{http://www.fudgerpg.com/publishers}.

The 1995 version of the Fudge core rules and Addenda remains available
free online (see http://www.fudgerpg.com), and may be used under the
2000 Fudge Legal Notice for those who prefer that rather than the Open
Game License.

Please ensure that you understand the license you choose to use for
creating Fudge derivative works, and follow the requirements of the
license you're using. The following resources may help you understand
the intricacies of copyrights, trademark law, and the Open Game License
and Fudge ``Legal Notice.''

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt} %
                        \setlength{\itemsep}{0pt}}
\item 10 Big Myths about copyright explained:
\htmladdnormallink{\texttt{http://www.templetons.com/brad/copymyths.html}}{http://www.templetons.com/brad/copymyths.html}

\item United States Government Copyright Office FAQ page:
\htmladdnormallink{\texttt{http://www.copyright.gov/help/faq/}}{http://www.copyright.gov/help/faq/}

\item Open Game License FAQ page:
\htmladdnormallink{\texttt{http://www.wizards.com/default.asp?x=d20/article/20040121a}}{http://www.wizards.com/default.asp?x=d20/article/20040121a}

\item Open Gaming Foundation's email list (Ogf-l) for discussion of the Open
Game License:
\htmladdnormallink{\texttt{http://mail.opengamingfoundation.org/mailman/listinfo/ogf-l}}{http://mail.opengamingfoundation.org/mailman/listinfo/ogf-l}

\end{list}

If after reviewing all of the above you still have questions about
creating Fudge materials under either license, please contact Ann Dupuis
at ghostgames@fudgerpg.com, and/or consult with an attorney practicing
in intellectual property law.

\section*{Open Game Content}

With the exception of material specifically marked as Product Identity
(PI) and terms that are indicated as trademarks, the following material
is Open Game Content, and is licensed for public use under the terms of
the Open Game License v1.0a.

Permission to copy, modify and distribute the contents of this document
is granted solely through the use of the Open Gaming License, Version
1.0a (see Appendix~\ref{app:ogl}). This material is being released using
the Open Gaming License Version 1.0a and you should read and understand
the terms of that license before using this material.

% **********************************************************************

%\onecolumn
\tableofcontents

% Table of Contents
% 
% 
% 
% Introduction
% 
% What is Fudge?
% 
% Terminology
% 
% Fudge in a Nutshell
% 
% 
% 
% Fudge 2000 Expanded Edition Text
% 
% 1 Character Creation
% 
%       1.1 Character Creation Terms
% 
%       1.2 Fudge Trait Levels
% 
%       1.3 Character Traits
% 
%               1.31 Attributes
% 
%               1.32 Skills
% 
%               1.33 Gifts
% 
%               1.34 Faults
% 
%               1.35 Personality
% 
%               1.36 Fudge Points
% 
%       1.4 Allocating Traits
% 
%       1.5 Subjective Character Creation
% 
%       1.6 Objective Character Creation
% 
%               1.61 Attributes
% 
%               1.62 Skills
% 
%               1.63 Gifts & Faults
% 
%               1.64 Trading Traits
% 
%       1.7 Uncommitted Traits
% 
%       1.8 Random Character Creation
% 
%       1.9 Minimizing Abuse
% 
% 
% 
% 2 Supernormal Powers
% 
%       2.1 Supernormal Power Terms
% 
%       2.2 Powers at Character Creation
% 
%               2.21 Powers Available
% 
%               2.22 Associated Skills
% 
%               2.23 Combat Powers
% 
%       2.3 Non-humans
% 
%               2.31 Strength and Mass
% 
%               2.32 Speed
% 
%               2.33 Scale Correlations
% 
%               2.34 Cost of Scale
% 
%               2.35 Racial Bonuses and Penalties
% 
%       2.4 Legendary Heroes
% 
%       2.5 Magic
% 
%       2.6 Miracles
% 
%       2.7 Psi
% 
%       2.8 Superpowers
% 
%       2.9 Cybernetic Enhancements
% 
% 
% 
% 3 Action Resolution
% 
%       3.1 Action Resolution Terms
% 
%       3.2 Rolling the Dice
% 
%               3.21 Reading the Dice
% 
%               3.22 Other Dice Techniques
% 
%               3.23 Success Rates
% 
%       3.3 Action Modifiers
% 
%       3.4 Unopposed Actions
% 
%       3.5 Opposed Actions
% 
%       3.6 Critical Results
% 
%       3.7 NPC Reactions
% 
% 
% 
% 4 Combat, Wounds & Healing
% 
%       4.1 Combat Terms
% 
%       4.2 Melee Combat
% 
%               4.21 Story Elements
% 
%               4.22 Simultaneous Combat Rounds
% 
%               4.23 Alternating Combat Turns
% 
%       4.3 Melee Combat Options
% 
%               4.31 Melee Modifiers
% 
%               4.32 Offensive/Defensive Tactics
% 
%               4.33 PCs vs. NPCs
% 
%               4.34 Multiple Combatants in Melee
% 
%               4.35 Hit Location
% 
%               4.36 Fancy Stuff
% 
%       4.4 Ranged Combat
% 
%       4.5 Wounds
% 
%               4.51 Wound Levels
% 
%               4.52 Damage Capacity
% 
%               4.53 Wound Factors
% 
%               4.54 Sample Wound Factors List
% 
%               4.55 Determining Wound Level
% 
%               4.56 Grazing
% 
%               4.57 Recording Wounds
% 
%               4.58 Non-human Scale in Combat
% 
%       4.6 Wound Options
% 
%               4.61 Damage Die Roll
% 
%               4.62 Stun, Knockout, and Pulling Punches
% 
%               4.63 Min-Mid-Max Die Roll
% 
%               4.64 PC Death
% 
%               4.65 Technological Levels as Scale
% 
%       4.7 Combat and Wounding Example
% 
%       4.8 Healing
% 
% 
% 
% 5 Character Development
% 
%       5.1 Subjective Character Development
% 
%       5.2 Objective Character Development
% 
%       5.3 Development through Training
% 
%       5.4 Alternative Experience System
% 
% 
% 
% 6 Tips and Examples
% 
%       6.1 GM Tips and Conversion
% 
%               6.11 Conversion Hints
% 
%               6.12 Templates
% 
%       6.2 Character Sheet Example
% 
%       6.3 Character Examples
% 
%               6.31 Fantasy Characters
% 
%               6.32 Historical Fiction Characters
% 
%               6.33 Modern Characters
% 
%               6.34 Science Fiction Characters
% 
%               6.35 Miscellaneous Characters
% 
%       6.4 Class and Racial Template Examples
% 
%       6.5 Animal & Creature Examples
% 
%       6.6 Equipment Examples
% 
% 
% 
% 7 The Addenda
% 
%       7.1 Fudge Magic
% 
%       7.2 Fudge Miracles
% 
%       7.3 Fudge Psi
% 
%       7.4 Alternate Rules
% 
% 
% 
% Fantasy Fudge: A Sample Fudge Game
% 
%       Fantasy Fudge
% 
%       Character Creation
% 
%               Character Points
% 
%               General SkillsPoint
% 
%               Trading Skills
% 
%               Customizing Skill Points
% 
%               Character Creation Tips
% 
%               The Skill Groups
% 
%               Skill Descriptions
% 
%               Attributes
% 
%               Gifts
% 
%               Faults
% 
%       Magic
% 
%               Innate Magic
% 
%               Hedge Magic
% 
%               Scholarly Magic
% 
%               Clerical Magic
% 
%       Non-Human Races
% 
%       Equipping Characters
% 
%       Character Development
% 
%       Settings for Fantasy Fudge
% 
%       Action Resolution
% 
%       Sample Characters
% 
%       Wild Things (Bestiary)
% 
% 
% 
% Miscellaneous Charts and Information
% 
%       Fudge Combat Tables
% 
%       Sample Scale Table
% 
%       Sample Skills
% 
%       Cost of Skills in Objective Character Creation

% **********************************************************************

\twocolumn

\chapter*{Introduction}

Fudge was originally written 1992--1995 by Steffan O'Sullivan with help
and feedback from many gamers on the Usenet newsgroup
\texttt{rec.games.design}. It was published online in 1993 with a ``Legal
Notice'' allowing for free distribution and creation of derivative works
under a limited, royalty-free license. (As far as we're aware, Fudge was
the first roleplaying game system to be published under an ``open
content'' license.)

In 1994, Ann Dupuis, doing business as ``Wild Mule Games,'' published the
first Fudge book under a commercial publishing license from Steffan
O'Sullivan. The ``Wild Mule'' Fudge book contained the 1993 version of the
rules. In July 1995, Grey Ghost Press, Inc. (Wild Mule Games' successor)
published the first widely distributed Fudge book, containing the June
1995 version of the rules (the version that Steffan was satisfied enough
with to stop tinkering ).

Six years later, Grey Ghost Press published a new Fudge book--- the
Expanded Edition. The Expanded Edition had everything from the 1995
edition, plus additional material including Fantasy Fudge, a
pre-customized version of Fudge for use in a fantasy setting. This Fudge
System Reference Document contains the text from the 2000 Fudge Expanded
Edition.

Now in 2005, in celebration of the company's 10th anniversary, Grey
Ghost Press is releasing a hardcover edition of Fudge. In addition to
most of the material in the Expanded Edition (and in this Fudge System
Reference Document), the 10th Anniversary edition of Fudge has extensive
lists of gifts, faults, skills, and attributes, alternative rules,
advice on ``fudging'' Fudge games, and more--- more than twice as much
material as in the Expanded Edition. Much of that new material will also
be released under the Open Game License (although not as part of the
core Fudge System Reference Document).

For more information on the history of the Fudge roleplaying game,
please visit Steffan's Fudge Designer Notes webpage at

\htmladdnormallink{\texttt{http://www.panix.com/\twiddle
sos/rpg/fud-des.html}}{http://www.panix.com/~sos/rpg/fud-des.html}.

For more information on Grey Ghost Press and commercial Fudge
publishing, please visit
\htmladdnormallink{\texttt{http://www.fudgerpg.com}}{http://www.fudgerpg.com}

% **********************************************************************

\chapter*{What is Fudge?}

Fudge is a rules-light roleplaying game (RPG), concentrating on
role-playing rather than endless dice rolls and tables and similar
detailed game mechanics. It also uses words rather than numbers to
describe character traits. For example, a character might be a Great
swordsman rather than a ``14th level fighter.'' Combined with simple
action resolution, Fudge's descriptive nature makes ideal it for novice
players. Fudge is also flexible enough to satisfy experienced
role-players. There are no artificial limits placed on character
creation; any character the player can imagine can be described in Fudge
terms. (The GM has final say over whether or not a character is
acceptable in a given game.)

The basic Fudge rules contain no campaign world information (except for
a few examples). But the game's flexibility allows it to be easily used
with nearly any other role-playing game's campaign world--- and, of
course, with Gamemasters' own personal creations.

\section*{Some Highlights of Fudge}

No Fixed Attributes. The GM chooses attributes that match the genre
played and suit individual taste. A GM designing a simple Fudge game may
choose only two attributes (Body and Mind, for instance), or may
dispense with attributes entirely and have a character's abilities
entirely defined by skills, gifts, and faults. Another Gamemaster may
choose 6 attributes, or 10, or more. There are a lot of attributes to
choose from.

Skill-driven system. The GM selects the skills, whether they are broadly
defined skill groups or finely defined individual skills. You can even
mix broad definitions with narrow ones without any loss of playability.

Simple action resolution. Players use normal six-sided dice--- or,
optionally, special Fudge dice--- to determine how well their characters
perform any action. Results describe degrees of success (or failure!) in
words--- from Superb down to Terrible. Alternative dice methods allow for
20-sided or percentile dice to be used.

Painless translation. The word-based system lets you easily translate
any campaign world or adventure written in Fudge into any other system---
and vice versa! Fudge thus works as a ``universal translator'' of gaming
systems.

Design your own. If you are thinking of designing your own home rules
role-playing game, simply reading Fudge can provide an excellent
introduction to everything you need consider as a game designer!

Goodies Galore. The Fudge game was first published on the Internet, and
alternative rules and supplementary materials are freely available at
various on-line sites. The Grey Ghost Games website includes links to
many of these Fudge-related sites. There is also an active Fudge e-mail
list.


\section*{Terminology:}

To avoid confusion, ``he,'' ``him,'' etc., are used to describe a player and
PC, and ``she,'' ``her,'' etc., are used to describe a Gamemaster and NPC.

The core rules of Fudge are divided into six Chapters plus the Addenda,
each of which is divided into Sections. The decimal point in Section
numbers is a true decimal. For example, Section~\ref{sec:personality}
comes between Section~\ref{sec:charactertraits} and
Section~\ref{sec:allocatingtraits}. Additional material has no section
numbering.

\textit{Note for this LaTeX and PDF version of the Fudge SRD: there is
  an additional decimal point between the section and the subsection;
  hence, the slight deviation from the Fudge standard.  I will see if I
  can hack LaTeX to remove this in the future.}

% **********************************************************************

\chapter*{Fudge in a Nutshell}

Although Fudge is designed to be customized by each Gamemaster, there
are some game design decisions at the core of Fudge that are used by
most Fudge Gamemasters.

\section*{Characters and Character Traits}

Fudge characters are described by ``traits,'' including attributes (any
trait that everyone in the game world has), skills (any trait that isn't
an attribute and can be improved through practice), gifts (any trait
that isn't an attribute or skill but is something positive for the
character), and faults (any trait that limits a character's actions or
earns him a bad reaction from other people). Supernormal powers are
treated as potent gifts.

Fudge uses ordinary words to describe some traits, especially attributes
and skills. The following terms of a seven-level sequence are the words
suggested by the Fudge author and used in Grey Ghost Games products:

\begin{list}{$\bullet$}{\setlength{\parsep}{0pt}%
                        \setlength{\itemsep}{0pt}}
\item Superb
\item Great
\item Good
\item Fair
\item Mediocre
\item Poor
\item Terrible
\end{list}

There is an additional level not listed above: Legendary, which is
beyond Superb. GMs may restrict Legendary traits to non-player
characters.

\section*{Character Creation}

Fudge provides two basic means of creating characters: the ``subjective''
and ``objective'' systems.

In the subjective system, the player and GM work together to describe
the character in Fudge terms, building from a strong character concept.

In the objective system, a character's traits start at a default level
(Fair for attributes; Poor for most skills) and the GM grants each
player a number of ``free'' levels to allocate. She may also grant ``free''
gifts, or require one or more faults. The player can then spend two free
levels to raise an attribute from Fair to Great, for instance; or
sacrifice a number of levels to gain a gift, or give his character a
fault in return for levels to apply somewhere else.

The trading ``values'' of various traits and trait levels are:

\begin{tabular}{rl}
1 attribute level = & 3 skill levels \\
1 gift = & 6 skill levels \\
1 gift = & 2 attribute levels \\
1 gift = & 1 fault \\
\end{tabular}

\section*{Scale--- Strength and Mass}

Some characters or creatures have certain attributes that are way beyond
the human norm. Prime examples include Strength, Mass, and Speed. Such
attributes are rated in Scale, which acts as a modifier in interactions
between creatures or items of different Scale.

In a human-based game, Human Scale is 0. A race of greater-than-human
average strength would be Scale +1 Strength or more, while a race of
lesser average strength would be Scale -1 Strength or less. Individuals
are then of Fair or Good Strength, etc., relative to those of their own
Scale.

In a ``Bunnies'' game, where the player characters are rabbits, Rabbit
Scale would be 0, while Human Scale would likely be +7. In a ``Mecha''
game, where the player characters were giant robots, Mecha Scale would
be 0, while Human Scale would depend on the actual size difference
between the Mechs and humans; a Human Scale of -15 relative to the Mecha
Scale of 0 would not be unreasonable.

To calculate appropriate Strength/Mass Scale values, figure that each
level of Strength Scale represents an increase of about 1.5 times the
Strength and Mass of the previous Scale level. This is because the Fudge
core rules define each level of Strength (from Terrible to Superb) to be
1.5 times stronger than the previous level. (This progression isn't
necessarily true for other attributes. Superb Dexterity is only about
twice as good as Fair Dexterity, and each level of Speed is 1.2 times
faster than the previous level.) Strength Scale increases at the same
rate: a Scale 1, Fair Strength individual is 1.5 times stronger than a
Scale 0, Fair Strength individual.

Note that Scale 1 Fair Strength is not exactly equal to a Scale 0 Good
Strength--- Scale really measures Mass, or Density, and affects how
easily a creature may be hurt. A Scale 1 Fair Strength fighter has an
advantage over a Scale 0 Good Strength fighter, even though their
Strengths are equal. The Scale 1 fighter is less affected by the other's
damage due to his greater mass.

\section*{Action Resolution}

For any action the player character wishes to perform, the GM must
determine which trait is tested. (This will usually be a skill or an
attribute.) If the action is Unopposed, the GM determines the Difficulty
Level. Some actions are so easy that the character succeeds
automatically; others are impossible (no rolls needed).

\section*{Unopposed Actions}

When a character performs an action that isn't influenced by anyone
else, it is referred to as an Unopposed action. Examples include jumping
a wide chasm, climbing a cliff, etc.

Difficulty Level: The GM will set a Difficulty Level when a character
tries an Unopposed Action. Usually the Difficulty Level will be Fair,
but some tasks are easier or harder.

Rolled Degree: This refers to how well a character does at a particular
task. If someone is Good at Climbing in general, but the die-roll shows
a +1 to the character's skill, then the rolled degree is one level
higher than the character's skill level--- Great, in this case. Rolled
degrees from Superb +1 to Superb +4 are possible; a GM may thus set a
Difficulty Level beyond Superb for nearly impossible actions. Likewise,
there are rolled degrees from Terrible -1 down to Terrible -4. The GM
should use her imagination in determining the consequences of such
abysmal failures.

\section*{Opposed Actions}

Actions are Opposed when other people (or animals, etc.) may have an
effect on the outcome of the action. In this case, the player of each
contestant rolls some dice, and the results are compared to determine
the outcome.

Relative Degree: This refers to how well a character did compared to
another participant in an Opposed Action. The relative degree is
expressed as a number of levels. If a PC gets a rolled degree result of
Good in a fight, and his NPC foe gets a rolled degree result of
Mediocre, the PC beat his foe by two levels--- the relative degree is +2
from his perspective, -2 from hers.

\section*{Fudge Dice and Other Random Generators}

Fudge dice are six-sided dice with two sides marked + (+1), two sides
marked--- (-1), and two sides left blank (+/-0). Rolling four Fudge dice
(4dF) gives results from -4 (sub-Terrible) to +4 (trans-Superb). To
determine the result of an action, roll the dice; use the result to
modify the trait level being tested. For example, a +3 dice result added
to a Fair trait is a Superb rolled degree; a -1 result added to a Fair
trait indicates a Mediocre result.

Alternative 3d6 dice method: Roll 3 six-sided dice. Add the numbers and
compare to the following table:

\begin{center}
\small
\begin{tabular}{|lccccc|}
\hline
Rolled: & 3-4 & 5 & 6-7 & 8-9 & 10-11\\
Result: & -4 & -3 & -2 &  -1  &  +0  \\
\hline
Rolled: & 12-13 & 14-15 & 16 & 17-18 & \\
Result: & +1    &  +2   & +3 & +4  & \\
\hline
\end{tabular}
\end{center}

When setting Difficulty Levels, it may help to keep the statistical
results of rolling four Fudge dice in mind:

\settowidth{\digsp}{0}
\renewcommand{\dig}{\hspace*{\digsp}}
\settowidth{\pmsp}{+}
\renewcommand{\nopm}{\hspace*{\pmsp}}
\begin{tabular}{ccc}
\hline
\hline
 & Odds of rolling & Odds of Rolling \\
 & exactly on 4dF: & Target or Higher \\
\hline
    +4 & \dig1.2\% & \dig\dig1.2\% \\
    +3 & \dig4.9\% & \dig\dig6.2\% \\
    +2 &    12.3\% &    \dig18.5\% \\[6pt]
    +1 &    19.8\% &    \dig38.3\% \\
\nopm0 &    23.5\% &    \dig61.7\% \\
    -1 &    19.8\% &    \dig81.5\% \\[6pt]
    -2 &    12.3\% &    \dig93.8\% \\
    -3 & \dig4.9\% &    \dig98.8\% \\
    -4 & \dig1.2\% &       100.0\% \\
\hline
\end{tabular}

\section*{Wounds}

Combat damage to a character can be described as being at one of seven
stages of severity:

\begin{list}{$\bullet$}{\setlength{\parsep}{0pt}%
                        \setlength{\itemsep}{0pt}}
\item Undamaged (no wounds at all)
\item Just a Scratch (no real game effect)
\item Hurt (-1 to traits)
\item Very Hurt (-2 to traits)
\item Incapacitated (only the most basic actions allowed)
\item Near Death (unconscious; death without medical help)
\item Dead
\end{list}

\textbf{Determining Wound Levels:} Fudge offers many ways to track
combat damage. The Objective Damage System assumes each character will
have an Offensive Damage Factor (the total of modifiers, including any
applicable Strength and Scale bonuses, that reflects the deadliness of
the weapon used) and a Defensive Damage Factor (the total of modifiers,
including Scale and armor, that reflects the character's ability to
withstand or avoid damage). To determine how much damage is done in a
given combat round, the following formula may be used:

\begin{list}{}{}
\item Winner's Relative Degree + Offensive Damage Factor - Loser's Defensive
Damage Factor
\end{list}

{\small
\begin{tabular}{lccccc}
Damage: & 1-2     & 3-4  & 5-6  & 7-8    & 9+ \\
Wounds: & Scratch & Hurt & Very & Incap. & Near \\
        &         &      & Hurt &        & Death \\
\end{tabular}
}

Most characters can withstand three Scratches, one Hurt, and one Very
Hurt. Further Scratches are marked as Hurts, further Hurts are marked as
Very Hurt, etc. For more cinematic games, GMs may adjust the wound
boxes, allowing two Hurts instead of one, for example.

Fudge games will vary, of course, but many have these simple character
creation and action resolution rules at their core. See Fantasy Fudge,
later in this document, as an example.

% **********************************************************************

\mainmatter

%Fudge 2000 Expanded Edition Text

\chapter{Character Creation}
\label{chap:charcreate} %1

This chapter contains all the information you'll need to create human
characters, including character traits and trait levels, and some
different ways to allocate them.

For non-human characters--- or characters with supernormal abilities
(magic, psionics, super powers, etc.)--- you will also need to read
Chapter~\ref{chap:supernormal}, Supernormal Powers, before your
characters will be complete.

\section{Character Creation Terms}
\label{sec:charcreateterms} %1.1

\begin{description}
\item[Trait:] anything that describes a character. A trait can be an
attribute, skill, inherited gift, fault, supernormal power, or any other
feature that describes a character. The GM is the ultimate authority on
what is an attribute and what is a skill, gift, etc.

\item[Level:] most traits are described by one of seven
adjectives. These seven descriptive words represent levels a trait may
be at. In addition, the Objective Character Creation method grants the
player free levels, and demands he keep track of them. In this case, one
level is required to raise a trait to the next better adjective.

\item[Attribute:] any trait that everyone in the game world has, in some
degree or other. See Section~\ref{sec:attributes}, Attributes, for a
sample list of attributes. On a scale of Terrible\ldots Fair\ldots
Superb, the average human will have an attribute at Fair.

\item[Skill:] any trait that isn't an attribute, but can be improved
through practice. The default for an unlisted skill is usually Poor,
though that can vary up or down a little.

\item[Gift:] any trait that isn't an attribute or skill, but is
something positive for the character. Some GMs will define a certain
trait as a gift, while others will define the same trait as an
attribute. In general, if the trait doesn't easily fit the
Terrible\ldots Fair\ldots Superb scale, it's probably a gift.

\item[Fault:] any trait that limits a character's actions, or earns him a bad
reaction from other people.

\item[Supernormal Power:] although technically gifts, supernormal powers are
treated separately in Chapter~\ref{chap:supernormal}.

\end{description}


\section{Fudge Trait Levels}
\label{sec:traitlevels} %1.2

Fudge uses ordinary words to describe various traits of a character. The
following terms of a seven-level sequence are suggested (from best to
worst):

\begin{list}{$\bullet$}{\setlength{\parsep}{0pt}%
                        \setlength{\itemsep}{0pt}}
\item Superb
\item Great
\item Good
\item Fair
\item Mediocre
\item Poor
\item Terrible
\end{list}

These levels should be written on each character sheet for easy
reference.

A GM may alter this list in any way she desires, including expanding or
shrinking it. For example, if Superb doesn't sound right to you, use
Awesome--- or even Way Cool. If the words Mediocre and Fair don't make
sense to you, change them. These seven terms will be used in the rules,
however, for clarity.

To remember the order, compare adjacent words. If, as a beginner, your
eventual goal is to become an excellent game player, for example, ask
yourself if you'd rather be called a Fair game player or a Mediocre game
player.

There is an additional level that can be used in Fudge, but is not
listed above: Legendary, which is beyond Superb. Those with Legendary
Strength, for example, are in the 99.9th percentile, and their names can
be found in any book of world records.

Important Note: not every GM will allow PCs to become Legendary. Even in
games that do include the Legendary level, it is not recommended that
any character be allowed to start the game as Legendary. Superb
represents the 98th to 99.9th percentile of any given trait, which
should be enough for any beginning PC. Of course, if a player character
gets a bit overconfident, meeting an NPC Legendary swordswoman can be a
grounding experience?

If someone really has to begin play as a Legendary swordsman, strong
man, etc., doing the GM's laundry for half a year or so (in advance)
should be a sufficient bribe to be allowed to start at that level. Of
course, working towards Legendary makes a great campaign goal, and so
PCs may rise to that height, given enough playing time and a generous
GM.


\section{Character Traits}
\label{sec:charactertraits} % 1.3

Traits are divided into Attributes, Skills, Gifts, Faults, and
Supernormal Powers. Not every GM will have all five types of traits in
her game. These traits are defined under
Section~\ref{sec:charcreateterms}, Character Creation Terms, above.


\subsection{Attributes}
\label{sec:attributes} %1.31

Gamers often disagree on how many attributes a game should have. Some
prefer few attributes, others many. Even those that agree on the number
of attributes may disagree on the selection. While Fudge discusses some
attributes (Strength, Fatigue, Constitution, etc.) in later sections,
none of these are mandatory. The only attribute the basic Fudge rules
assume is Damage Capacity, and even that is optional--- see
Section~\ref{sec:damagecapacity}, Damage Capacity.

Here is a partial list of attributes in use by other games; select to
your taste, or skip these altogether:

\textbf{Body:} Agility, Aim, Appearance, Balance, Brawn, Build, Constitution,
Coordination, Deftness, Dexterity, Endurance, Fatigue, Fitness, Health,
Hit Points, Manual Dexterity, Muscle, Nimbleness, Quickness, Physical,
Reflexes, Size, Smell, Speed, Stamina, Strength, Wound Resistance, Zip,
and so on.

\textbf{Mind:} Cunning, Education, Intelligence, Knowledge, Learning,
Mechanical, Memory, Mental, Mental Strength, Perception, Reasoning,
Smarts, Technical, Wit, and so on.

\textbf{Soul:} Channeling, Charisma, Charm, Chutzpah, Common Sense,
Coolness, Disposition, Drive, Ego, Empathy, Fate, Honor, Intuition,
Luck, Magic Resistance, Magic Potential, Magical Ability, Power,
Presence, Psyche, Sanity, Self Discipline, Social, Spiritual, Style,
Will, Wisdom, and so on, and so on.

\textbf{Other:} Rank, Status, Wealth.

Most games combine many of these attributes, while others treat some of
them as gifts or even skills. In Fudge, if you wish, you can even split
these attributes into smaller ones: Lifting Strength, Carrying Strength,
Damage-dealing Strength, etc.

At this point, the GM decides how many attributes she deems necessary---
or she might leave it up to each player. (Commercial games range from
one or two to over 20.) See Section~\ref{sec:charexamples}, Character
Examples, for some possibilities.

\subsection{Skills}
\label{sec:skills} %1.32

Skills are not related to attributes or their levels in Fudge. Players
are encouraged to design their characters logically--- a character with a
lot of Good physical skills should probably have better than average
physical attributes, for example. On the other hand, Fudge allows a
player to create someone like Groo the Wanderer*, who is very clumsy yet
extremely skilled with his swords.

(*GROO is a trademark of Sergio Aragon�s. If you don't know Groo, go to
a comic book store and check him out!)

The GM should then decide what level of skill depth she wants. Are
skills broad categories such as ``Social skills,'' or moderately broad
abilities, such as ``Inspire People, Parley, and Market Savvy,'' or are
they specific abilities such as ``Barter, Seduce, Repartee, Persuade,
Fast-Talk, Bully, Grovel, Carouse, Flatter, Bribe,'' etc.?

\textbf{Examples of Skill Depth:}

\begin{center}
\begin{tabular}{|l|l|l|}
\hline
\multirow{13}{0.5in}{Animal Skills} &
\multirow{3}{*}{Riding} &
      Riding Horses \\
  & & Riding Camels \\
  & & Riding Elephants \\
\cline{2-3}
 & \multirow{3}{*}{Driving} &
      Driving Oxen \\
  & & Driving Mules \& Horses \\
  & & Driving Dogs \\
\cline{2-3}
 & \multirow{3}{*}{Care} &
      Grooming \\
  & & Feeding \\
  & & Breeding \\
\cline{2-3}
 & \multirow{4}{*}{Veterinary} &
      First Aid \\
  & & Diagnosis \\
  & & Medicine  \\
  & & Sugery    \\
\hline
\end{tabular}
\end{center}

An attribute is, in some ways, a very broad skill group, and skills may
be ignored altogether if desired.

Combat skills require special consideration. The broadest possible
category is simply that: Combat Skills. A broad range breaks that down
to Melee Weapons, Unarmed Combat, and Missile Weapons. A somewhat
narrower approach would break down Melee Weapons into Close Combat Melee
Weapons (knives, blackjacks, etc.), One-handed Melee Weapons (one-handed
swords, axes, maces, etc.) and Two-handed Melee Weapons (polearms,
spears, battle-axes, two-handed swords, etc.). Or, for a precise list of
skills, each group in parentheses could be listed as a separate skill; a
character skilled at using a broadsword knows nothing about using a
saber, for example.

Each choice has its merits. Broad skill groups that include many
sub-skills make for an easy character sheet and fairly competent
characters, while specific skills allow fine-tuning a character to a
precise degree.

See Section~\ref{sec:charexamples}, Character Examples, for an idea of how
broadly or finely skills can be defined in a game.

\subsection{Gifts}
\label{sec:gifts} %1.33

A gift is a positive trait that doesn't seem to fit the Terrible\ldots
Fair\ldots Superb scale that attributes and skills fall into. However,
this will vary from GM to GM: a photographic memory is a gift to one GM,
while it is a Superb Memory attribute to another. Some GMs will define
Charisma as an attribute, while others define it as a gift. To one
Gamemaster, a character either has Night Vision or he doesn't; another
will allow characters to take different levels of it. A Gamemaster may
not even have gifts in her game at all.

Alternatively, gifts can come in levels, but the levels don't
necessarily coincide with the levels used by other traits. For example,
Status might be three- or four-tiered, or even nine-tiered instead of
fitting into the seven levels of attributes and skills. Wealth might
come only in five different levels--- whatever each GM desires.

Supernormal powers, such as the ability to cast magic spells, fly, read
minds, etc., are technically powerful gifts, but are handled separately
in Chapter~\ref{chap:supernormal}. Likewise, traits above the human
norm, such as a super strong fantasy or alien race, are treated by
definition as supernormal powers.

In general, if a gift isn't written on the character sheet, the
character doesn't have it.

Some possible gifts include:

Absolute Direction; Always keeps his cool; Ambidextrous; Animal Empathy;
Attractive; Beautiful speaking voice; Bonus to one aspect of an
attribute; Combat Reflexes; Contacts in police force; Danger Sense;
Extraordinary Speed; Healthy Constitution; Keen senses; Literate; Lucky;
Many people owe him favors; Never disoriented in zero Gravity; Never
forgets a name/face/whatever; Night Vision; Patron; Perfect Timing;
Peripheral Vision; Quick Reflexes; Rank; Rapid Healing; Reputation as
Hero; Scale; Sense of empathy; Single-minded (+1 to any lengthy task);
Status; Strong Will; Tolerant; Tough Hide (-1 to damage) Wealth; etc.

See also Section~\ref{sec:charexamples}, Character Examples, for
examples of different gifts. Many others are possible.

\subsection{Faults}
\label{sec:faults} %1.34

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

Some sample faults: Absent-Minded; Addiction; Ambitious; Amorous
heartbreaker; Bloodlust; Blunt and tactless; Bravery indistinguishable
from foolhardiness; Can't resist having the last word; Code of Ethics
limits actions; Code of Honor; Compulsive Behavior; Coward; Curious;
Finicky; Easily Distractible; Enemy; Fanatic patriot; Full of bluff and
bluster and machismo; Garrulous; Getting old; Glutton; Goes Berserk if
Wounded; Gossip; Greedy; Gullible; Humanitarian (helps the needy for no
pay); Idealist (not grounded in reality); Indecisive; Intolerant;
Jealous of Anyone Getting More Attention; Lazy; Loyal to Companions;
Manic-Depressive; Melancholy; Multiple Personality; Must obey senior
officers; Nosy; Obsession; Outlaw; Overconfident; Owes favors; Phobias;
Poor; Practical Joker; Quick-Tempered; Quixotic; Self-defense Pacifist;
Socially awkward; Soft-hearted; Stubborn; Quick to take offense;
Unlucky; Vain; Violent when enraged; Vow; Worry Wart; Zealous behavior;
etc.

See also Section~\ref{sec:charexamples}, Character Examples, for
examples of different faults. Many others are possible.

\subsection{Personality}
\label{sec:personality} %1.35

A character's personality may be represented by one or more traits, or
it can be written out as character background or description.

As an example of the first case, courage is an attribute, a gift, or
even a fault. As an attribute, Superb Courage or Terrible Courage has an
obvious meaning. As a gift, obvious bravery gives the character a
positive reaction from people he meets (assuming they see him being
courageous, or have heard of his deeds, of course).

However, both Very Courageous and Very Cowardly can be faults because
they can limit a character's actions. A courageous character might not
run away from a fight even if it were in his best interest, while a
cowardly one would have a hard time staying in a fight even if he stood
to gain by staying.

Or a character's level of courage might not be a quantified trait at
all, but something the player simply decides. ``Moose is very brave,'' a
player jots down, and that is that. It doesn't have to count as a high
attribute, gift, or fault.

A player should ask the GM how she wants to handle specific personality
traits. If the player describes his character in detail, the GM can
easily decide which personality traits are attributes, gifts, or
faults. However they are handled, most characters benefit by having
their personalities fleshed out.


\subsection{Fudge Points}
\label{sec:fudgepoints} %1.36

Fudge Points are meta-game gifts that may be used to buy ``luck'' during a
game--- they let the players fudge a game result. These are ``meta-game''
gifts because they operate at the player-GM level, not
character-character level. Not every GM will allow Fudge Points--- those
who prefer realistic games should probably not use them.

The GM sets the starting number of Fudge Points. The recommended range
is from one to five. Unused Fudge Points are saved up for the next
gaming session. Each player may get an additional number each gaming
session. (This is also set by the GM, and may or may not equal the
starting level.) Alternately, the GM may simply allow Experience Points
(EP) to be traded for Fudge Points at a rate appropriate for the
campaign: 3 EP = 1 Fudge Point, down to 1 EP = 1 Fudge Point.

Fudge Points can be used in many ways, depending on what level on the
realistic-legendary scale the game is played at. Here are some suggested
ways to use them--- the GM can create her own uses, of course. A GM may
allow as few or many of these options as she wishes--- the players should
ask her before assuming they can do something with Fudge Points.

\begin{enumerate}
\item Spending a Fudge Point may accomplish an Unopposed action
   automatically and with panache--- good for impressing members of the
   appropriate sex, and possibly avoiding injury in the case of
   dangerous actions. The GM may veto this use of Fudge Points for
   actions with a Difficulty Level of Beyond Superb. The GM may disallow
   this option for an Opposed action, such as combat.

\item A player may spend one Fudge Point to alter a die roll one level, up
   or down as desired. The die roll can be either one the player makes,
   or one the GM makes that directly concerns the player's character.

\item A player may spend one Fudge Point to declare that wounds aren't as
   bad as they first looked. This reduces the intensity of each wound by
   one or two levels (a Hurt result becomes a Scratch, for example, or
   even a Very Hurt becomes a Scratch). Or it can mean that any one
   wound (or more), regardless of level, is just a Scratch. This latter
   option may cost more than one Fudge point. The GM can restrict this
   to outside of combat time.

\item A player may spend one (or more) Fudge Points to get an automatic +4
   result, without having to roll the dice. This use is available in
   Opposed actions, if allowed.

\item For appropriately legendary games, a GM-set number of Fudge Points
   can be spent to ensure a favorable coincidence. (This is always
   subject to GM veto, of course.) For example, if the PCs are in a
   maximum security prison, perhaps one of the guards turns out to be
   the cousin of one of the PCs--- and lets them escape! Or the captain
   of the fishing boat rescuing the PCs turns out to be someone who owes
   a favor to one of them, and is willing to take them out of his way to
   help them out? And so on. This option should cost a lot of Fudge
   Points, except in certain genres where bizarre coincidences are the
   norm.
\end{enumerate}

\section{Allocating Traits}
\label{sec:allocatingtraits} %1.4

Character creation in Fudge assumes the players will design their
characters, rather than leaving attributes and other traits to
chance. The GM may allow randomly determined traits if she desires--- a
suggested method is given in Section~\ref{sec:random}, Random Character
Creation.

There are no mandatory traits in Fudge. The GM should inform the players
which traits she expects to be most important, and the players may
suggest others to the GM for her approval. The GM may even make a
template, if desired--- a collection of traits she deems important (with
room for customization)--- and let the players define the level of each
trait. See Section~\ref{sec:templates}, Templates.

When a character is created, the player should define as many character
traits as he finds necessary--- which may or may not coincide with a
GM-determined list. If a player adds an attribute the GM deems
unnecessary, the GM may treat that attribute as simply a description of
the character. She may require a roll against a different attribute than
the player has in mind, and the player must abide by her decision.

As an example, a certain GM decides she wants characters to have a
general Dexterity attribute. A player takes Good Dexterity for his PC,
but wants to show that the character is better at whole body dexterity
than at manual dexterity. So he writes: Great Agility and Fair Manual
Dexterity. However, the GM can ignore these distinctions, and simply
require a Dexterity roll, since that is the trait she has chosen. (She
can average the PC-chosen levels, or simply select one of them.) Of
course, she can also allow him to roll on the attributes he has created.

In Fudge, a character with a trait at Fair will succeed at ordinary
tasks 62\% of the time--- there is usually no need to create a
superstar. In fact, Great is just that: great! Superb should be reserved
for the occasional trait in which your character is the best he's ever
met.

Any trait that is not defined at character creation will be at a default
level:

\textbf{For attributes:} Fair.

\textbf{For most skills:} Poor (easier skills are at Mediocre, while
harder ones are at Terrible). A skill default means untrained, or close
to it. However, it is possible to take a skill at Terrible (below the
default level for most skills), which implies an ineptitude worse than
untrained.

\textbf{For most gifts, supernormal powers and certain GM-defined
skills:} Non-Existent. (That is, the default is non-existent. The trait
itself exists in some character, somewhere.)

Each player should expect the GM to modify his character after
creation--- it's the nature of the game. The GM should expect to review
each character before play. It would, in fact, be best if the characters
were made in the presence of the GM so she can answer questions during
the process.

\section{Subjective Character Creation}
\label{sec:subjectivecharcreate} %1.5

An easy way to create a character in Fudge is simply to write down
everything about the character that you feel is important. Any attribute
or skill should be rated using one of the levels Terrible through Superb
(see Section~\ref{sec:traitlevels}, Fudge Trait Levels).

It may be easiest, though, if the GM supplies a template of attributes
she'll be using. See Section~\ref{sec:charexamples}, Character Examples,
for template ideas.

The GM may also tell the player in advance that his character can be
Superb in a certain number of attributes, Great in so many others, and
Good in yet another group. For example, in an epic-style game with eight
attributes, the GM allows one Superb attribute, two Greats, and three
Goods. In a more realistic game, this is one Superb, one Great, and two
Goods.

This can apply to skills, too: one Superb skill, two Great skills, and
six Good skills is a respectable number for a realistic campaign, while
two Superbs, three Greats, and ten Goods is quite generous, even in a
highly cinematic game.

The GM may also simply limit the number of skills a character can take
at character creation: 10, 15, or 20 are possible choices.

Gifts and faults can be restricted this way, also. For example, a GM
allows a character to have two gifts, but he must take at least three
faults. Taking another fault allows another gift, or another skill at
Great, and so on.

These limitations help the player define the focus of the character a
bit better: what is his best trait (what can he do best)?

A simple ``two lower for one higher'' trait-conversion mechanic can also
be used. If the GM allows one Superb attribute, for example, the player
may forego that and take two attributes at Great, instead. The converse
may also be allowed: a player may swap two skills at Good to get one at
Great.

\begin{quote}
\itshape Example: a player wants a Jack-of-all-trades character, and
the GM has limits of one Superb skill, two Great skills and six Good
skills. The player trades the one Superb skill limit for two Great
skills: he can now take four skills at Great. However, he trades all
four Great skills in order to have eight more Good skills. His character
can now have 14 skills at Good, but none at any higher levels.
\end{quote}

In the Subjective Character Creation system, it is easy to use both
broad and narrow skill groups, as appropriate for the character. In
these cases, a broad skill group is assumed to contain the phrase,
``except as listed otherwise.''

For example, a player wishes to play the science officer of a
starship. He decides this character has spent so much time studying the
sciences, that he's weak in most physical skills. So on his character
sheet he could simply write:

\begin{quote}
\itshape Physical Skills: Poor
\end{quote}

He also decides that his character's profession would take him out of
the ship in vacuum quite a bit, to examine things. So he'd have to be
somewhat skilled at zero-G maneuvering. So he then adds:

\begin{quote}
\itshape Zero-G Maneuvering: Good
\end{quote}

Even though this is a physical skill, it is not at Poor because he
specifically listed it as an exception to the broad category.

When the character write-up is done, the player and GM meet and discuss
the character. If the GM feels the character is too potent for the
campaign she has in mind, she may ask the player to reduce the
character's power--- see Section~\ref{sec:minimizingabuse}, Minimizing
Abuse.

The GM may also need to suggest areas that she sees as being too weak---
perhaps she has a game situation in mind that will test a trait the
player didn't think of. Gentle hints, such as ``Does he have any social
skills?'' can help the player through the weak spots. Of course, if there
are multiple players, other PCs can compensate for an individual PC's
weaknesses. In this case, the question to the whole group is then, ``Does
anyone have any social skills?''

Instead of the player writing up the character in terms of traits and
levels, he can simply write out a prose description of his
character. This requires the GM to translate everything into traits and
appropriate levels, but that's not hard to do if the description is well
written. This method actually produces some of the best characters.

\begin{quote}
\itshape
An example:

GM: ``I see you rate Captain Wallop's blaster skill highly, and also his
piloting and gunnery, but I'm only allowing one Superb skill--- which is
he best at?''

Player: ``Blaster!''

GM: ``Okay, Superb Blaster. That would then be Great Piloting and Great
Gunnery, all right? That leaves you with two more skills to be at Great,
since I allow four to start out. Hmmm--- I notice he successfully
penetrated the main Khothi hive and rescued the kidnapped ambassador---
that sounds like a Great Ability to Move Quietly to me--- is that
accurate, or would you describe it as some other ability?''

Player: ``Uh, no--- sorry, I didn't write that clearly enough. He
disguised himself and pretended to be a Khothi worker!''

GM: ``Ah, I see! How about Great Disguise skill and Great Acting ability,
then? And he must be Good at the Khothi language, right?''

And so on.
\end{quote}

\section{Objective Character Creation}
\label{sec:objectivecharcreate} %1.6 

For those who don't mind counting numbers a bit, the following method
creates interesting and well-balanced characters.

In this system, all traits start at default level. The GM then allows a
number of free levels the players may use to raise selected traits to
higher levels. Players may then lower certain traits in order to raise
others even further. Finally, a player may opt to trade some levels of
one trait type (such as attributes) for another (skills, for
example). The whole process insures that no single character will
dominate every aspect of play.

\subsection{Attributes}
\label{sec:objectiveattributes} %1.61

A GM using the Objective Character Creation system should decide how
many attributes she deems necessary in the campaign. She can choose to
leave it up to each player, if she wishes. Players then have a number of
free attribute levels equal to half the number of attributes (round
up). For example, if she selects four attributes, each player starts
with two free levels he can use to raise his character's attributes.

For a more high-powered game, the GM may allow a number of free levels
equal to the number of attributes chosen.

All attributes are considered to be Fair until the player raises or
lowers them. The cost of raising or lowering an attribute is:

\begin{center}
    \begin{tabular}{rl}
        +3 & Superb \\
        +2 & Great \\
        +1 & Good \\
        0  & Fair \\
        -1 & Mediocre \\
        -2 & Poor \\
        -3 & Terrible \\
    \end{tabular}
\end{center}

Thus, a player may raise his Strength attribute (which is Fair by
default) to Good by spending one free attribute level. He could then
spend another free level to raise Strength again to Great. This would
exhaust his free levels if there were only four attributes--- but he
would have one more if there were six attributes, and eight more free
levels if there were 20 attributes.

When the free attribute levels have been exhausted, an attribute can be
raised further by lowering another attribute an equal amount. (See also
Section~\ref{sec:tradingtraits}, Trading Traits.) From the previous
example, Strength can be raised one more level (to Superb) if the player
lowers the character's Charm to Mediocre to compensate for the increase
in Strength.

If the GM allows the players to choose their own attributes, she may
simply tell them to take half as many free levels as attributes they
choose. If a player chooses an attribute and leaves it at Fair, that
attribute does not count towards the total of attributes which
determines the amount of free levels. That is, a player cannot simply
add twelve attributes, all at Fair, in order to get six more free levels
to raise the others with. GM-mandated attributes left at Fair do count
when determining the number of free levels, though.

As an interesting possibility for those who want attributes and skills
to reflect each other accurately, do not let the players adjust
attribute levels at all. Instead, they select only skill levels, gifts
and faults for their characters. When the character is done, the GM can
then determine what attribute levels make sense for the skill levels
chosen, and discuss it with the player.

Example: a character is made with many combat and wilderness skills, but
no social skills. He also has a smattering of intelligence skills. The
GM decides that this character has Strength, Dexterity and Health of
Great from spending a lot of time outdoors, practicing with weapons,
etc. She will even let the player choose one to be at Superb, if
desired. Perception is probably Good, since wilderness survival depends
on it. Any social attribute is Mediocre at best--- possibly even Poor---
while Intelligence is Mediocre or Fair. If the player objects to the low
Intelligence ranking, the GM can point out that the character hasn't
spent much time in skills that hone Intelligence, and if he wants his
character's IQ to be higher, he should adjust his skill list.

\subsection{Skills}
\label{sec:objectiveskills} %1.62

In the Objective Character Creation system, each player has a number of
free skill levels with which to raise his skills. Suggested limits are:

For Extremely Broad Skill Groups: 15 levels.

For Moderately Broad Skill Groups: 30 levels.

For Specific Skills: 40 to 60 levels.

Ask the GM for the allotted amount, which will give you a clue as to how
precisely to define your skills. Of course, the GM may choose any number
that suits her, such as 23, 42, or 74\ldots see
Section~\ref{sec:charexamples}, Character Examples. Gamemasters may
devise their own skill lists to choose from--- some possibilities are
included in the skill lists on page~\pageref{sec:sampleskills}.

Most skills have a default value of Poor unless the player raises or
lowers them--- see Section~\ref{sec:allocatingtraits}, Allocating Traits.

Certain skills have a default of non-existent. These would include
Languages, Karate, Nuclear Physics, or Knowledge of Aztec Rituals, which
must be studied to be known at all. When a character studies such a
skill (puts a level into it at character creation, or experience points
later in the game), the level he gets it at depends on how hard it is to
learn. Putting one level into learning the Spanish language, for
example, would get it at Mediocre, since it's of average difficulty to
learn. Nuclear Physics, on the other hand, might only be Poor or even
Terrible with only one level put into it. It would take four levels just
to get such a skill at Fair, for example.

For ease in character creation, use the following table:

\textbf{Cost of Skills in Objective Character Creation}

\begin{center}
\settowidth{\pmsp}{+}
\renewcommand{\nopm}{\hspace*{\pmsp}}
\begin{tabular}{|lcccc|}
\hline
         &        &        &        & Very \\
         & Easy   & Most   & Hard   & Hard \\
\hline
Terrible &  -2    & -1     & \nopm0 & \nopm1 \\
Poor     &  -1    & \nopm0 & \nopm1 & \nopm2 \\
Mediocre & \nopm0 & \nopm1 & \nopm2 & \nopm3 \\
Fair     & \nopm1 & \nopm2 & \nopm3 & \nopm4 \\
Good     & \nopm2 & \nopm3 & \nopm4 & \nopm5 \\
Great    & \nopm3 & \nopm4 & \nopm5 & \nopm6 \\
Superb   & \nopm4 & \nopm5 & \nopm6 & \nopm7 \\
\hline
\end{tabular}
\end{center}

\begin{tabular}{rl}
Easy = & Cost of GM-Determined Easy Skills \\
Most = & Cost of Average Skill \\
Hard = & Cost of GM-Determined Hard Skills \\
VH = & Cost of GM-Determined Very Hard Skills \\
     & (usually related to Supernormal Powers) \\
\end{tabular}

As in the Subjective Character Creation system, the GM may limit the
number of Superb and Great skills each character may have at character
creation. For a highly cinematic or super-powered game, no limit is
necessary. For example, the GM sets a limit of one Superb skill, three
or four Great skills, and eight or so Good skills. These limits can be
exceeded through character development, of course. See
Section~\ref{sec:charexamples}, Character Examples.

Once the free levels are used up, a skill must be dropped one level
(from the default Poor to Terrible) to raise another skill one
level. (See also Section~\ref{sec:tradingtraits}, Trading Traits.) All
choices are subject to GM veto, of course.

It is possible to mix different breadths of skill groupings. A GM who
has little interest in combat can simply choose Unarmed Combat, Melee
Weapons and Ranged Weapons as the only three combat skills. But this
does not stop her from using all the individual Social skills (and many
more) listed as examples on page~\pageref{sec:sampleskills}. If this
option is chosen, the broad groups cost double the levels of the
narrower groups.

Mixing skill group sizes within the same areas is awkward in the
Objective Character Creation system. For example, it is difficult to
have a generic Thief Skills group and also have individual skills of
lockpicking, pick-pocketing, palming, security-device dismantling,
etc. If she does wish to do this, then the broad skill group in this
case has a maximum limit of Good, and triple cost to raise--- or more, if
the GM so mandates.

If the GM is using broad groups, a player may raise a specific skill
(such as Poker, for example, instead of general Gambling skill). A
player would give his character a specific skill when the GM is using
broad-based skill groups to fit a character concept. Do not expect the
character to be equally adept with the other skills in the group. This
would be true for Groo* the Wanderer, for instance, who would simply
raise Sword skill, even if the GM is using the broad term Melee Weapons
as a skill group. Groo would have, in fact, a Poor rating with all other
Melee weapons, and this would accurately reflect the character.

\subsection{Gifts \& Faults}
\label{sec:objectivesgifts} %1.63

If the GM has gifts in her game, she may allow player characters to
start with one or two free gifts--- more for epic campaigns. Any further
gifts taken must be balanced by taking on a fault, or by trading traits.

A player may gain extra trait levels by taking GM-approved faults at the
following rate:

\begin{center}
\begin{tabular}{rl}
1 fault = & 1 gift. \\
1 fault = & 2 attribute levels. \\
1 fault = & 6 skill levels. \\
\end{tabular}
\end{center}

However, the GM may rule that a particular fault is not serious enough
to be worth two attribute levels, but may be worth one attribute level
or three skill levels. On the other hand, severe faults may be worth
more attribute levels.


\subsection{Trading Traits}
\label{sec:tradingtraits} %1.64

During character creation, free levels may be traded (in either
direction) at the following rate:

\begin{center}
\begin{tabular}{rl}
1 attribute level = & 3 skill levels. \\
1 gift = & 6 skill levels. \\
1 gift = & 2 attribute levels. \\
\end{tabular}
\end{center}

Fudge Points cannot be traded without GM permission. (If tradable, each
Fudge Point should be equal to one or two gifts.)

So a player with three free attribute levels and 30 free skill levels
may trade three of his skill levels to get another free attribute level,
or six skill levels to get another free gift.

\section{Uncommitted Traits}
\label{sec:uncommittedtraits}

Whether the character is created subjectively or objectively, each
character has some free uncommitted traits (perhaps two or three). At
some point in the game, a player will realize that he forgot something
about the character that should have been mentioned. He may request to
stop the action, and define a previously undefined trait, subject to the
GM's approval. A sympathetic GM will allow this to happen even during
combat time.

GM-set skill limits (such as one Superb, three Greats) are still in
effect: if the character already has the maximum number of Superb skills
allowed, he can't make an uncommitted trait a Superb skill.

See the sample character, Dolores Ramirez,
Section~\ref{sec:doloresramirez}.

\section{Random Character Creation}
\label{sec:random} %1.8

Some players like to roll their attributes randomly. Here is one
possible method to use in such cases. Alternate techniques can be easily
designed.

Have the player roll 2d6 for each attribute. Use the following table to
find the attribute level:

\begin{center}
\begin{tabular}{cl}
        2 & = Terrible \\
        4 & = Poor \\
        3,5 & = Mediocre \\
        6-8 & = Fair \\
        9,11 & = Good \\
        10 & = Great \\
        12 & = Superb \\
\end{tabular}
\end{center}

The GM needs to decide if the player still gets the standard number of
free levels or not. She may also restrict trading levels.

For skills, the results are read as:

\begin{center}
\begin{tabular}{cl}
        2-5,12 & = Terrible \\
        6-8 & = Poor \\
        9-10 & = Mediocre \\
        11 & = Fair \\
\end{tabular}
\end{center}

The player still gets the standard number of free skill levels, or the
GM may allow only half the normal levels.

The GM can let the players choose their gifts and faults, or she may
wish to make up separate tables of gifts and faults, and have the
players roll once or twice on each. (Conflicting traits should be
rerolled.) For example:

\begin{center}
\begin{tabular}{|lll|}
\hline
Roll & Gift & Fault \\
\hline
2 & Nice Appearance & Poor Appearance \\
3 & Tough Hide & Bruises Easily \\
4 & Charismatic & Aura of Untrustworthiness \\[6pt]
5 & Keen Hearing & Hard of Hearing \\
6 & Detects Lies & Easily Gullible \\
7 & Melodious Voice & Stammers \\[6pt]
8 & ?  & ? \\
\hline
\end{tabular}
\end{center}

And so on. The GM should customize and complete to her taste. Of course,
she could set up a 3d6 table instead of a 2d6 table, or even use a 1d6
table listing general gift or fault areas (Social, Physical, Emotional,
Mental, Wealth/Status, etc.) and then roll again on an appropriate
second table. This would allow 36 equally likely choices.

\section{Minimizing Abuse}
\label{sec:minimizingabuse}

Obviously, character creation in Fudge can be abused. There are many
ways to avoid this:

\begin{enumerate}
\item The GM can require that the character take another fault or two to
   balance the power. (``Okay, I'll allow you to have all that? but you
   need a challenge. Take on another weakness: maybe some secret vice,
   or be unable to tell a believable lie, or anything that fits the
   character concept that I can use to test you now and then.'')

\item She can simply veto any trait (or raised/lowered combination) she
   feels is abusive. (``I see you raised Battle-Axe in exchange for
   lowering Needlepoint. Hmmm.'') This allows the GM to customize the
   power level of a game. For high-powered games, allow most anything;
   for less cinematic campaigns, make them trade equally useful trait
   for trait.

\item She can simply note the character weaknesses and introduce a
   situation into every adventure where at least one of them is
   significant to the mission. (``You'll be sent as an emissary to the
   Wanduzi tribe--- they value fine Needlepoint work above all other
   skills, by the way\ldots'')

\item She can use the ``disturbance in the force'' technique of making sure
   that more powerful characters attract more serious problems. (``The
   bruiser enters the bar with a maniacal look in his eye. He scans the
   room for a few seconds, then begins to stare intently at you.'')
\end{enumerate}

% **********************************************************************


\chapter{Supernormal Powers}
\label{chap:supernormal}

If your game doesn't have any supernormal powers, you don't need to read
Chapter~\ref{chap:supernormal} at all. Genres such as modern espionage,
WWII French resistance, gunslingers of the Old West, or swashbuckling
Musketeers are frequently played without supernormal powers. Feel free
to skip ahead directly to Chapter~\ref{chap:actionresolution}, Action
Resolution.

However, those who play in games with non-human races, magic, psi,
superpowers, etc., will need to read this chapter before character
creation is complete.

\section{Supernormal Power Terms}
\label{sec:supernormalterms}  %2.1

\begin{description}

\item[Supernormal power:] that which is beyond the capability of human
beings as we know them. Supernormal powers are treated as powerful
gifts. Some may have associated skills (which are taken separately,
using the normal skill rules).

\item[Power:] a supernormal power.

\item[Mana:] magical energy. Mana is an invisible substance that
magicians can detect (or even create) and manipulate to alter matter,
time and space.

\item[Magic:] the art of influencing events through manipulation of
mana, or through compelling beings from another dimension, or channeling
power from some other source. Magic may be studied by humans, but it is
inherent in some races, such as natives of Faerie.

\item[Miracle:] magic performed by a deity. Miracles are often
subtle. Holy persons can attempt to work miracles by invoking their
deity. Some religions call any non- or semi-material being greater than
human a deity. Others believe there is only one Deity, and that these
other beings are simply angels, demons, djinni, efriti, etc. In the
former belief, magical results wrought by these superhuman beings are
miracles; in the latter belief, they are not miracles, but merely a
display of more psychic power than humans are capable of.

\item[Psi:] any power that involves mind over matter, time or space.

\item[Superpower:] any supernormal power that is an inherent ability,
whether because of mutation, exposure to radiation, a gift of space
aliens, etc., or granted by a device, such as an alien-science
belt. Examples of superpowers can be found in many comic books, and
include super strength, the ability to fly, see through walls, cling to
ceilings, become invisible, etc.

\item[Cybernetic Enhancement:] any mechanical or electronic enhancement
to a normal body that gives the character supernormal powers.

\item[Non-human Races:] certain fantasy and science fiction races
(actually species) have abilities beyond the human norm, such as being
much stronger, or able to fly, etc. Most of these abilities could also
be classified as Psi or Superpowers, so they are not treated separately,
except for Mass and Strength. Androids and robots are considered races
for rules purposes.

\item[Scale:] characters may have certain attributes that are well
beyond the human norm, one way or the other, but that need to be related
to the human norm. Prime examples include Strength, Mass, and
Speed. Such attributes are rated in Scale. Human Scale is 0. A race (or
individual) of greater than human average strength, for example, would
be Scale 1 Strength or more, while a race of lesser average strength
than humans would be Scale -1 Strength or less. Individuals can then be
of Fair strength, or Good strength, etc., relative to those of their own
Scale.

\item[Genetic Enhancement:] a genetic enhancement may or may not give a
character supernormal powers. If it does, then it must be treated like
any other supernormal power listed above.
\end{description}

\section{Powers at Character Creation}
\label{sec:powersatcharcreate} %2.2

Supernormal powers may or may not be available in a given game. They are
not appropriate to all genres.

The best way to design a supernormal character is through close
discussion with the GM. A player should describe what he wants the
character to be able to do, and the GM will decide if that's within the
limits she has in mind for the game. If not, she'll make suggestions
about how to change the character to fit her campaign.

Supernormal powers are treated as powerful gifts, with availability set
by the GM. The GM may decide that each player can take two Powers for
free, for example, or five, or more. The player may make a case for
further Powers, but may need to take faults to balance them.

Some Powers are so effective that they are worth more than other
Powers. In the Objective Character Creation system, the GM may set the
cost of a certain supernormal power equal to two or three ``average''
supernormal powers. In some cases, the GM may veto player suggestions
outright: omniscience and omnipotence are good examples!

The GM may decide that supernormal powers may be pooled with other
traits for trading purposes. In this case, one average Power is worth
two gifts. For example, a player who wishes to play a magician in a
fantasy setting will need to trade some skill, attribute, or gift levels
to buy magical Powers.

Undefined Powers have a default of non-existent--- that is, they do not
have a default value of Fair, like attributes, or Poor, like skills. If
a supernormal power is not defined for a character, he doesn't have it.


\subsection{Powers Available}
\label{sec:powersavailable} %2.21

The GM needs to design the type, number allowed, and drawbacks of Powers
in her game. Some examples:

\textbf{Types of Powers:} a given campaign may allow magic, psi,
superpowers, etc., or some combination of the above. The GM also needs
to decide how finely a supernormal power is subdivided. Is ESP a generic
Power, or is it split into separate Powers such as Precognition and
Clairvoyance? Is magic subdivided into spells, or groups of spells (such
as elemental magic) or simply the ability to break the laws of nature in
any way that can be imagined? And so on.

\textbf{Number of Powers allowed:} the GM may set the number of Powers
allowed per character. The number may range from one to 20--- or even
more. Multiple Powers per character are especially likely in a fantasy
campaign where individual spells are separate Powers.

\textbf{Drawbacks of Powers:} in some campaigns, using a Power may bear
a penalty or have some drawback. Typical drawbacks include mental or
physical fatigue, lengthy time requirements, unreliable or
uncontrollable results, and undesirable side effects (such as loud
noises, bad smells, and the like). Some Powers will only work under
certain conditions or with certain materials, or are limited to a
certain number of uses per day--- or month. Others may be risky to the
character, affecting physical or mental health. The GM may allow
drawbacks to count as faults: a number of them can offset the cost of a
Power in the Objective Character Creation system.

\clearpage       %% ROB, you're doing scary formatting things here


\textbf{Scale Table}

\begin{center}
\begin{tabular}{|ccc|}
\hline
  Scale: & \multicolumn{2}{c|}{Multipliers:} \\
         & Strength & Speed \\
\hline
-11 & 0.01 & 0.13 \\
-10 & 0.02 & 0.16 \\
-9 & 0.03 & 0.2 \\[4pt]
-8 & 0.04 & 0.23 \\
-7 & 0.06 & 0.28 \\
-6 & 0.1 & 0.3 \\[4pt]
-5 & 0.15 & 0.4 \\
-4 & 0.2 & 0.5 \\
-3 & 0.3 & 0.6 \\[4pt]
-2 & 0.5 & 0.7 \\
-1 & 0.7 & 0.8 \\
0 & 1 & 1 \\[4pt]
1 & 1.5 & 1.2 \\
2 & 2.3 & 1.4 \\
3 & 3.5 & 1.7 \\[4pt]
4 & 5 & 2 \\
5 & 7.5 & 2.5 \\
6 & 10 & 3 \\[4pt]
7 & 15 & 3.5 \\
8 & 25 & 4 \\
9 & 40 & 5 \\[4pt]
10 & 60 & 6 \\
11 & 90 & 7.5 \\
12 & 130 & 9 \\[4pt]
13 & 200 & 11 \\
14 & 300 & 13 \\
15 & 450 & 15 \\[4pt]
16 & 650 & 18 \\
17 & 1000 & 22 \\
18 & 1500 & 27 \\[4pt]
19 & 2500 & 32 \\
20 & 4000 & 38 \\
\hline
\end{tabular}
\end{center}

\subsection{Associated Skills}
\label{sec:powerskills} %2.22

If a Power logically requires a skill to use it efficiently, the skill
must be bought separately. For example, the superpower Flight allows a
character to fly, and usually no skill roll is needed. But the ability
to make intricate maneuvers in close combat without slamming into a wall
requires a roll against a Flying skill. (The GM may ignore this and
simply say that no roll is needed for any flying maneuver with a Flight
Power.)

Another common skill is Throwing: hurling balls of fire or bolts of
energy at a foe. Or the GM might rule that being able to aim and
accurately release such energy comes with the power for free: no roll
needed, it automatically hits the target every time unless the target
makes a Good Dodge roll (see Chapter 4, Combat, Wounds \& Healing).

This can be especially true with magic: the ability to cast spells at
all may be a gift, but to do it right is a skill, or even many different
skills.


\subsection{Combat Powers}
\label{sec:combatpowers} %2.23

If a supernormal power can be used to attack a foe, the GM must
determine the strength of the Power for damage purposes--- preferably
during character creation. An offensive Power is usually handled as a
propelled weapon, such as a gun, or as being equivalent to a certain
melee weapon. This can just be expressed in terms of damage, though,
such as Ball of Fire, +6 damage, or large Claws, +3 damage. (See
Section~\ref{sec:samplewoundfactors}, Sample Wound Factors List.)

In the case of a magical or superhero attack, the more potent the
attack, the greater the power required, or perhaps the greater the
strain on the character who uses it. This can be a penalty to the skill
level, greater fatigue, and/or some other disadvantage.


\section{Non-humans}
\label{sec:nonhumans} %2.3

Some campaigns will have characters (or animals, monsters, etc.) with
traits beyond the human norm. In particular, characters with Strength
and Speed well above or below the human range are common in role-playing
games. Examples include giants, superheroes, pixies, aliens, ogres,
intelligent rabbits, robots, etc.

In Fudge, Strength, Mass and Speed are rated by the GM in terms of Scale
for different races. Most other traits that may be different for
non-humans are handled with a Racial Bonus or Penalty rather than being
on a different Scale--- see Section~\ref{sec:racialbonus}. Of course,
the GM may assign any trait she wishes in terms of Scale.

Humans are of Scale 0, unless some other race is the game-world
norm. (E.g., if all the PCs are playing pixies or giants. In these
cases, the PCs' race is Scale 0, and humans would be a different Scale.)
Non-human races can have a positive or negative number for Scale,
depending on whether they are stronger (or bigger or faster) or weaker
(or smaller or slower) than humans.

\subsection{Strength and Mass}
\label{sec:strengthandmass} %2.31

The word Scale used alone always means Strength/ Mass Scale in Fudge---
any other Scale, such as Speed, or Strength without Mass, will be
defined as such.

Each level of Strength (from Terrible to Superb) is defined to be 1.5
times stronger than the previous level. A character with Good Strength
is thus 1.5 times as strong as a character with Fair Strength. Note that
this progression is not necessarily true for any other attribute. There
is a wider range of strength in humans than dexterity, for example:
Superb Dexterity is only about twice as good as Fair Dexterity.

Strength Scale increases in the same way: a Scale 1, Fair Strength
individual is 1.5 times stronger than a Scale 0, Fair Strength
individual. This holds for each increase in Scale: a Scale 10 Superb
Strength creature is 1.5 times stronger than a Scale 9 Superb Strength
creature, for example.

At this point, it is tempting to say that a Scale 1 Fair Strength is
equal to a Scale 0 Good Strength. This is true for Strength, but not for
Mass. Scale really measures Mass, or Density, and Strength just goes
along for the ride.

In Fudge, Mass has a specific meaning: how wounds affect a
character. (This may or may not coincide with the scientific definition
of Mass.) It takes more human-powered hits to weaken a giant than a
human, for example. She may not really be a healthy giant, but her sheer
bulk means that human-sized sword strokes don't do as much damage
relative to her as they would to a human--- unless they hit a vital spot,
of course. Likewise, a pixie can be healthy and robust, but not survive
a single kick from a human. The difference is Mass, and the strength
related to it.

A Scale 1 Fair Strength fighter has an advantage over a Scale 0 Good
Strength fighter, even though their Strengths are equal. The Scale 1
fighter is less affected by the other's damage due to his
mass. Therefore, do not blithely equate Scale 0 Good with Scale 1 Fair.

Of course, the GM may envision a less massive but harder to kill race
than humans. This is best handled by a Racial Bonus
(Section~\ref{sec:racialbonus}), either as a Toughness Gift (Tough Hide,
or Density--- either one would subtract from damage), or by a bonus to
Damage Capacity.

The GM may decide that increased Mass does not necessarily mean of
greater size--- the race may be of denser material. Dwarves in northern
European legend were derived from stone, and are hence denser than
humans. Such a dwarf hits harder and shrugs off damage easier than most
humans: he is Scale 1, though shorter than a human. (Of course, the GM
should define dwarves' attributes and Scale to her own requirements.)

Normally, Strength and Mass are handled by a single Scale figure. That
is, if a creature is said to be Scale 7, that means Scale 7 Mass and
Scale 7 Strength. Strength can vary within each race just as it can for
humans. You can have Scale 10 Superb Strength Giants and Scale 10
Terrible Strength Giants. Unlike Strength, though, it is not recommended
that Mass vary much within a race. If you do allow Mass to vary for an
individual, it should never be worse than Mediocre or better than
Good. In fact, it is far better to call Good Mass a Gift, and Mediocre
Mass a fault than treat it as an attribute.

The GM may choose to separate Strength Scale from Mass Scale. This would
allow Pixies of Strength Scale -6 and Mass Scale -4, for
example. However, combat between two Pixies would not work the same as
combat between two humans. In this case, they would have a harder time
hurting each other than humans would, since their Strength Scale
(ability to give out damage) is lower than their Mass Scale (ability to
take damage). This may actually be what she wants: a super-strong
superhero who can dish out punishment but can't take it can be
represented by Strength Scale 10, Mass Scale 2, for example.

See also Section~\ref{sec:nonhumanscaleincombat}, Non-human Scale in Combat.


\subsection{Speed}
\label{sec:scalespeed}  %2.32

Each level of Speed (from Terrible to Superb) is defined to be 1.2 times
faster than the previous level. A character with Good Speed is thus 1.2
times as fast as a character with Fair Speed. This is not the same
progression as for Strength.

Speed Scale increases in the same manner: a Scale 1, Fair Speed
individual is 1.2 times faster than a Scale 0, Fair Speed
individual. This holds for each increase in Scale: a Scale 10 Superb
Speed animal is 1.2 times faster than a Scale 9 Superb Speed animal, for
example.

Speed is not a necessary attribute, of course, and can be ignored
entirely if desired. It is included primarily for creatures and vehicles
significantly faster than humans. For comparison purposes, assume a Fair
Speed human can run at about 10 mph (16 kph) over some distance,
provided they are in shape, of course. Sprinting short distance is
somewhat faster. This comes to about 15 yards (meters) per three-second
combat round.

Note that in short races, you don't really have to roll the dice to see
if someone of Superb Speed can beat someone of Good Speed--- he can, and
will, much more often than rolling the dice would reveal.

The Speed Scale rises too slowly for comparing such things as race cars
or space ships to human movement. In these cases, either use a rough
human Scale, or simply set the average space ship at Space Ship Speed
Scale 0, and rate others relative to it. Thus, the average race car will
be roughly human Scale 12--- or you can simply call it Race Car Scale 0,
and compare other race cars to it. A Space Ship might be Human Scale
100, or Space Ship Scale 0.



\subsection{Scale Correlations}
\label{sec:scalecorrelations} %2.33

The Gamemaster should refer to the following table when assigning a
Scale to a race. This only has to be done once, at race creation.

First, the GM should decide how much stronger (or weaker or faster,
etc.) the average member of race X is compared to the average human. For
example, she decides that Ogres are three times stronger than humans,
and pixies are eight times weaker (which equals 0.12 times as
strong). She then needs to look up the closest numbers to these strength
multipliers on the table below, and look in the corresponding Scale
column to find the correct racial Strength/Mass Scales. In this example,
Ogres are Scale 3 creatures, while Pixies are Scale -6. (You may
envision Ogres and Pixies differently, of course.)

(See Miscellaneous Charts and Tables for a sample Mass Scale Table with
examples.)

The Strength/Mass Scale number is figured into damage in combat, and all
weapons and armor are assumed to be of the same Scale as the
wielder. (These numbers have been rounded to the nearest useful
number. They are only roughly 1.5 times the previous number, but close
enough for game purposes.)

Other examples: a GM reads in a Medieval text that a dragon is ``as
strong as 20 warriors.'' Looking at the table, 20 times the human norm is
Scale 8. However, since the average warrior has Good strength, she
chooses Scale 9 for the average dragon in her world. Of course, an
individual dragon can still have Poor Strength compared to other
dragons. This is simply listed as Strength Poor (-2), Scale 9.

This same GM wants PC leprechauns to be available. While they are small,
she decides their magic makes them a bit stronger than their size would
otherwise indicate: Scale -4. So a Good Strength leprechaun is as strong
as a Terrible Strength human in her world.

The GM can also use this table to determine relative lifting strength or
carrying capacity of characters or beasts if she wishes.

The GM may require a Strength roll to lift a given object. This will
depend on the Scale of the character, of course. Thus, a leprechaun
might need a Good Difficulty Level Strength roll to lift a rock that a
human could lift without even a roll. (See
Chapter~\ref{chap:actionresolution}, Action Resolution.)


\subsection{Cost of Scale}
\label{sec:scalecost} %2.34

If you are using the Objective Character Creation system, each step of
increased Strength/Mass Scale for a player character should cost one
attribute level and one gift. This is because each level of Scale
includes +1 Strength and extra Mass, which is the equivalent of the
Tough Hide gift. However, a generous GM may charge less.

In a superhero game, this gets very expensive, very quickly. An
alternative method: let one supernormal power equal a certain Scale. For
example, the GM allows one Power to equal Scale 4 (five times as strong
as the average human). A character buys three Powers of super strength
and has Scale 12 Strength. Another GM allows Scale 13 (200 times as
strong as the average human) to equal one Power. Since a character with
two Powers in super strength would have Scale 26 Strength (!), the GM
decides to limit the amount of super strength available to one Power.

A player then raises or lowers his character's Strength attribute to
show how he compares to the average super-strong superhero. Strength can
then be raised to Scale 13 Good, for example, at the cost of one
attribute level.

The GM may also allow separate Mass and Strength for superheroes (or
even races). For example, the superhero mentioned in
Section~\ref{sec:strengthandmass} with Strength Scale 10 and Mass Scale
2 would only have to pay for two gifts and ten attribute levels. Or,
with a generous GM, a single supernormal power covers the entire cost.

Other supernormal powers may have levels. Examples include Telekinesis
(increased power allows greater weight to be lifted), Telepathy
(increased power equals greater range), Wind Control (increased power
allows such things as a jet of wind, whirlwind, or tornado), etc.

In these cases, each level can be bought as a separate supernormal
power, which is expensive. Or you could use the option given above for
Scale: one supernormal power buys the supernormal ability at a middling
power range, and a simple attribute (or even skill) level raises or
lowers it from there.

For Scales below the human norm, each step of Mass Scale includes a
fault equivalent to Easily Wounded, and the GM may allow this to be used
to balance other traits like any other fault--- see Section 1.64, Trading
Traits.



\subsection{Racial Bonuses and Penalties}
\label{sec:racialbonus} %2.35

There is rarely any need to use Scale for traits other than Strength,
Mass and Speed. It's easy to imagine someone wanting to play a race that
is slightly more intelligent than humans, but a race ten times smarter
than the smartest human is so alien that it would be impossible to
play. This is true for most traits--- we just can't grasp such extreme
differences from our world view.

Actually, there is a way to use intelligence in Scale: in a
non-quantified manner. For example, when creating a dog character, you
can list:

\begin{quote}
\itshape Intelligence: Great (Scale: Dog)
\end{quote}

Since no one is able to quantify inter-species intelligence accurately,
do not expect to use it comparatively. It gives an indication that,
relative to other dogs, this dog has Great intelligence. The word
``Scale'' isn't necessary--- ``Great canine intelligence'' works just as
well.

The GM should usually use Racial Bonuses or Penalties for traits other
than Strength, Mass and Speed. If the GM envisions halflings as being
particularly hardy, she can give them a +1 bonus to Constitution:
halfling Fair Constitution equals human Good Constitution. As another
example, an alien race, Cludds, have a racial penalty of -1 to
Intelligence.

It is best to use trait levels relative to humans on the character
sheets, though you should put the racial-relative term in
brackets. (Example: Grahkesh, Intelligence Poor [Cludd Fair].) However,
always list Strength relative to the character's own race, with the
Scale (if other than 0), so the Mass will be accurate. See the sample
character, Brogo the Halfling (Section~\ref{sec:brogo}), for an example
of both racial bonus and different Scale.

Racial bonuses and penalties can be used for any type of trait:
attributes, skills, gifts, supernormal powers, or faults.

If using the Objective Character Creation system, each level of a Racial
Bonus or Penalty is usually equal to one level of the specific trait
raised or lowered normally. That is, if you are granting a +1 to Agility
or +1 to Perception for a race, it should cost one attribute level. If a
race has a bonus of a Perfect Sense of Direction, it should cost one
gift. The innate ability to fly or cast magic spells should cost one
supernormal power, etc.

If a race is at -1 to all Social skills, however, this should only be
worth -1 skill level if you have a single skill called Social Skills. If
you have many social individual social skills, it should be worth one
fault. The converse is true for Bonuses that affect many skills: it
should cost one or more gifts.

\section{Legendary Heroes}
\label{sec:legendaryheroes}

Some genres allow human characters to develop beyond the realm of the
humanly possible. Such campaigns eventually involve planes of existence
beyond the mundane as the PCs require greater and greater challenges.

This style of gaming can be represented in Fudge by Legendary
Levels. Section~\ref{sec:traitlevels}, Levels, introduced the concept of
Legendary traits as a goal for PCs to work toward. This section expands
that concept infinitely.

If the GM and players prefer this type of gaming, any skill can be
raised beyond Legendary. Instead of renaming each level, simply use a
numbering system: Legendary 2nd Level Swordsman, Legendary 3rd Level
Archer, etc. Attributes can also be raised, but (except for Strength)
this is much rarer.

Each level of Legendary gives a +1 bonus to any action resolution. The
character Hugh Quickfinger, for example, has a Longbow skill of
Legendary 2nd Level. This gives him a total bonus of +5 (+3 for Superb,
and +2 for two levels of Legendary). In any contest against a Fair
Longbowman (+0), Hugh should easily triumph.

The Objective Character Development system,
Section~\ref{sec:objectivedevel}, lists suggested experience point costs
for attaining these levels.

These levels do not automatically exist in any given game: these are
strictly optional levels for specific, non-realistic genres.



\section{Magic}
\label{sec:magic} %2.5

If the Gamemaster wishes to include magic in the campaign, it may be
easiest to translate whatever magic system she is familiar with into
Fudge. If she wishes to craft her own Fudge magic rules, she should
consider what she wants magic to be like in her game world.

Questions to ask include: What is the source of magic? Is it a natural
process, such as mana manipulation? If it does use mana, does the mage
create the mana, or is it inherent in a locale? Or does the mage summon
other-world entities to do his bidding? Or must the mage find a source
of Power and channel it to his own ends? Or is the source of magic
something altogether different?

Can anyone learn to work magic, or is it an inherent talent (that is,
does it require a supernormal power)? Are there levels of Power
available, and what would having more levels mean? Is a skill also
required? Of course, even if a magician must have a Power to cast
spells, there may also be magic items that anyone can use--- these are
common in tales and legends.

If beings are summoned, are they evil, good, neutral, confused? How do
they feel about being commanded to work for the magician? Can they
adversely affect the magician if he fails a spell roll? If Power is
being channeled from an external source, is that source in the physical
plane or astral? Is it from a living being, or contained in an inanimate
object as inert energy, like a piece of coal before going into a fire?

What is the process of using magic? Does it involve memorized spells?
Physical components? Meditation? Complex and time-consuming ritual? How
long does it take to cast a spell? Can a spell be read out of a book?
Improvised on the spot?

How reliable is magic? Are there any drawbacks? Any societal attitudes
toward magicians? Is it common knowledge that magicians exist, or are
they a secret cabal, whose doings are only whispered about in
ever-changing rumors?

Once these issues have been resolved, and the degree of magic in the
game decided on, the magic system can be created using Fudge
mechanics. A sample magic system, Fudge Magic, is included in
Chapter~\ref{chap:addenda}, The Addenda.

\section{Miracles}
\label{sec:miracles} %2.6

Fudge assumes miracles are powered by a deity. Some miracles may happen
at the deity's instigation (GM whim, or deus ex machina for plot
purposes), and some may be petitioned by characters.

Miracles may take place in a startling fashion or in a mundane way. In
fact, many people believe that miracles occur daily, but we don't notice
them because they appear as simple coincidences. The stranger walking
down the road who just happens to have the tools you need to fix your
wagon might indeed be just a coincidence, or it may have been divinely
arranged that he chanced by at that time. If the tools were simply to
appear by themselves, or the wagon fix itself, there would be little
doubt that a miracle had occurred. This is neither good nor bad--- the GM
can choose either method of granting miracles, and need not feel bound
to be consistent.

The GM must decide whether miracles can occur in her world, and whether
they can be called by character petition. If the latter, then she has to
make many other decisions. Can any character petition a particular
deity? Does it matter if the character is actually a member of a
religious order? How important is the character's behavior--- would a
deity help a member of a particular religious order even if he had been
acting against the deity's goals? How certain is the miracle to occur?
How soon will it become manifest? How broad and how specific can
requests be? Are any Ritual or Supplication skills needed to petition a
deity, or can anyone simply breathe a prayer for help?

The answers will vary from GM to GM--- no ``generic'' system of miracles is
possible. A sample miracle system, Fudge Miracles, is included in
Chapter~\ref{chap:addenda}, The Addenda.

\section{Psi}
\label{sec:psi}

Again, it is probably easiest for the GM to translate whatever psionics
rules she knows to Fudge. As a simple system, each psionic ability can
be a separate supernormal power. The ability to read minds, or foresee
the future, or telekinetically move an object, etc., each cost one
supernormal power (two gifts). Just how powerful the psionic ability is
depends on the level of psi the GM wants for the game world. Someone who
can telekinetically lift a battleship is obviously more powerful than
someone who can't lift anything heavier than a roulette ball--- though
the latter may make more money with his power, if he's highly skilled!

If the game world has more than one level of power available, then a
character must spend multiple free power levels to get the higher
levels. See also Section~\ref{sec:scalecost}, Cost of Scale.

In general, higher levels of Psi Powers equal greater range, or the
ability to affect larger or more subjects at once, or access to a
greater number of related skills (a low Telepathy Power lets you send
your thoughts to another, for example, but greater Power lets you read
minds, send painful waves of energy, sense emotions, and possibly even
control others). A higher level might also let you use less fatigue or
have a lower risk of burnout, take less time in concentration to use, or
allow more uses per day, or be used in a broader range of conditions (a
low ESP Power can only be accessed in a darkened room, for example,
while a high Power level can be used at any time), and so on.

The GM may also require skills to use these powers. Having the psionic
ability to use telekinesis just allows you to pick an object up with
your mental powers, and move it crudely about. Fine manipulation, such
as picking a pocket, requires a successful roll against a telekinetic
skill.

A sample psi system, Fudge Psi, is included in
Chapter~\ref{chap:addenda}, The Addenda.


\section{Superpowers}
\label{sec:superpowers} %2.8

If the campaign allows superpowers similar to those found in comic
books, there will probably be a wide variety of powers available. How
many an individual character can have depends on the power level of the
campaign. A common treatment of superheroes involves faults related to
Powers, which makes more Powers available to the character. For example,
a super hero is able to fly, but only while intangible. The accompanying
fault lowers the cost of the Power to that of a gift.

There are far too many powers to list in Fudge--- browsing through a
comic store's wares will give you a good idea of what's available. As
with psionics, each power costs one of the free supernormal powers
available, and some can be taken in different levels. Potent ones cost
two or more of the ``average'' superpowers.

Super strength is treated as a separate scale--- see
Section~\ref{sec:nonhumans}, Non-humans. Other superpowers that come in
levels are discussed in Section~\ref{sec:scalecost}, Cost of Scale.


\section{Cybernetic Enhancements}
\label{sec:cybernetics} %2.9

Artificial limbs, organs, implants and neural connections to computers
are common in some science fiction settings. If these grant powers
beyond the human norm, they must be bought with supernormal power levels
if using the Objective Character Creation system, or with the GM's
approval in any case.

If an implant grants a bonus to an attribute, it should cost as much as
the attribute bonus, which is not necessarily as much as a supernormal
power. Since an artificial implant may occasionally fail, however, the
GM can give a slight cost break by also allowing a free skill level
elsewhere on the character sheet.

% **********************************************************************

\chapter{Action Resolution}
\label{chap:actionresolution} %3

This chapter covers how to determine whether or not a character succeeds
at an attempted action. In the previous chapters, traits were defined in
terms of levels: Superb, Great, Good, etc. This chapter explains how
those levels affect a character's chances of success at an action,
whether fighting a giant or tracking down a clue. Sometimes a Fair
result is sufficient to complete a task, and sometimes a Good or better
result is needed. The better your skill, the better your chances of
getting these higher results.

\section{Action Resolution Terms}
\label{sec:actionresterms} %3.1

\begin{description}
\item[Dice:] Various options for dice are given: players may use
either three or four six-sided dice (3d6 or 4d6), or two ten-sided dice
as percentile dice (d\%), or four Fudge dice (4dF), described in the
text. It is also possible to play Fudge diceless.

\item[Unopposed Action:] some actions are Unopposed, as when a
character is trying to perform an action which isn't influenced by
anyone else. Examples include jumping a wide chasm, climbing a cliff,
performing a chemistry experiment, etc. The player simply rolls the dice
and reads the result.

\item[Rolled Degree:] this refers to how well a character does at a
particular task. If someone is Good at Climbing in general, but the
die-roll shows a Great result on a particular attempt, then the rolled
degree is Great.

\item[Difficulty Level:] the GM will set a Difficulty Level when a
character tries an Unopposed Action. Usually it will be Fair, but some
tasks are easier or harder. Example: climbing an average vertical cliff
face, even one with lots of handholds, is a fairly difficult obstacle
(Fair Difficulty Level). For a very hard cliff, the GM may set the
Difficulty Level at Great: the player must make a rolled degree of Great
or higher to climb the cliff successfully.

\item[Opposed Action:] actions are Opposed when other people (or
animals, etc.)  may have an effect on the outcome of the action. In this
case, each contestant rolls a set of dice, and the results are compared
to determine the outcome. Examples include combat, seduction attempts,
haggling, tug-of-war, etc.

\item[Relative Degree:] this refers to how well a character did
compared to another participant in an Opposed Action. Unlike a rolled
degree, relative degree is expressed as a number of levels. For example,
if a PC gets a rolled degree result of Good in a fight, and his NPC foe
gets a rolled degree result of Mediocre, he beat her by two levels---
the relative degree is +2 from his perspective, -2 from hers.

\item[Situational Roll:] the GM may occasionally want a die roll that
is not based on a character's trait, but on the overall situation or
outside circumstances. This Situational roll is simply a normal Fudge
die roll, but not based on any trait. That is, a result of 0 is a Fair
result, +1 a Good result, -1 a Mediocre result, and so on. This is most
commonly used with Reaction and damage rolls, but can be used elsewhere
as needed. For example, the players ask the GM if there are any
passersby on the street at the moment--- they're worried about
witnesses. The GM decides there are none if a Situational roll gives a
Good or better result, and rolls the dice. (A close approximation to 50\%
is an even/odd result: an even result on 4dF occurs 50.6\% of the
time. Of course, 1d6 or a coin returns an exact 50\% probability.)

\item[Beyond Superb:] it is possible to achieve a level of rolled
degree that is beyond Superb. Rolled degrees from Superb +1 to Superb +4
are possible. These levels are only reachable on rare occasions by human
beings. No trait may be taken at (or raised to) a level beyond Superb
(unless the GM is allowing a PC to be at Legendary, which is the same as
Superb +1--- see Section~\ref{sec:objectivedevel}, Objective Character
Development). For example, the American baseball player Willie Mays was
a Superb outfielder. His most famous catch, often shown on television,
is a Superb +4 rolled degree. It isn't possible for a human to have that
level of excellence as a routine skill level, however: even Willie was
``just'' a Superb outfielder, who could sometimes do even better. A GM may
set a Difficulty Level beyond Superb for nearly impossible actions.

\item[Below Terrible:] likewise, there are rolled degrees from
Terrible -1 down to Terrible -4. No Difficulty Level should be set this
low, however: anything requiring a Terrible Difficulty Level or worse
should be automatic for most characters--- no roll needed.
\end{description}


\section{Rolling the Dice}
\label{sec:rollingdice} %3.2

There is no need to roll the dice when a character performs an action
that is so easy as to be automatic. Likewise, an action so difficult
that it has no chance to succeed requires no roll, either--- it simply
can't be done. Dice are used solely in the middle ground, where the
outcome of an action is uncertain.

The GM is encouraged to keep die-rolling to a minimum. Do not make the
players roll the dice when their characters do mundane things. There is
no need to make a roll to see if someone can cook lunch properly, or
pick an item from a shelf, or climb a ladder, etc. Don't even make them
roll to climb a cliff unless it's a difficult cliff or the situation is
stressful, such as a chase. (And possibly a Superb climber wouldn't need
a roll for a difficult cliff. He should get up it automatically unless
it's a very difficult cliff.)

For any action the player character wishes to perform, the Gamemaster
must determine which trait is tested. (This will usually be a skill or
an attribute.) If the action is Unopposed, the GM also determines the
Difficulty Level--- usually Fair. (See also
Section~\ref{sec:opposedactions}, Opposed Actions.)

For running Fudge Diceless, see the Addenda, Section~\ref{sec:diceless}.

\subsection{Reading the Dice: Fudge Dice}
\label{sec:fudgedice} %3.21

Of the four dice techniques presented in Fudge, this one is
recommended. It gives results from -4 to +4 quickly and easily, without
intruding into role-playing or requiring complex math or a table.

Fudge dice are six-sided dice with two sides marked +1, two sides marked
-1, and two sides marked 0. They are commercially available from Grey
Ghost Press, Inc.--- see
\htmladdnormallink{\texttt{http://www.fudgerpg.com}}{http://www.fudgerpg.com}.

You can make your own Fudge dice easily enough. Simply get four normal
white d6s. Using a permanent marker, color two sides of each die green,
two sides red, and leave the other two sides white. When the ink has
dried, spray the dice lightly with clear matte finish to prevent the ink
from staining your hands. You now have 4dF: the green sides = +1, the
red sides = -1, and the white sides = 0.

(While you can try to play with normal d6s--- reading: 1,2 = -1; 3,4 = 0;
5,6 = +1--- this is not recommended. It takes too much effort, and
intrudes into role-playing. 4dF is functionally equivalent to 4d3-8, but
this is also not recommended for the same reason, even if you have d6s
labeled 1-3 twice.)

To use Fudge dice, simply roll four of them, and total the amount. Since
a +1 and a -1 cancel each other, remove a +1 and -1 from the table, and
the remaining two dice are easy to read no matter what they
are. (Example: if you roll +1, +1, 0, -1, remove the -1 and one of the
+1s, as together they equal 0. The remaining two dice, +1 and 0, are
easily added to +1.) If there is no opposing pair of +1 and -1 dice,
remove any zeros and the remaining dice are again easy to read.

The result of a die roll is a number between -4 and +4. At the top of
the character sheet, there should be a simple chart of the attribute
levels, such as:

\begin{list}{$\bullet$}{\setlength{\parsep}{0pt}%
                        \setlength{\itemsep}{0pt}}
\item Superb
\item Great
\item Good
\item Fair
\item Mediocre
\item Poor
\item Terrible
\end{list}

To determine the result of an action, simply put your finger on your
trait level, then move it up (for plus results) or down (for minus
results).

\begin{quote}
\itshape
Example: Nathaniel, who has a Good Bow Skill, is shooting in an archery
contest. The player rolls 4dF, using the procedure described above. If
he rolls a 0, he gets a result equal to Nathaniel's skill: Good, in this
case. If he rolls a +1, however, he gets a Great result, since Great is
one level higher than his Good Archery skill. If he rolls a -3, unlucky
Nathaniel has just made a Poor shot.
\end{quote}

It is not always necessary to figure the exact rolled degree. If you
only need to know whether or not a character succeeded at something, it
is usually sufficient for the player simply to announce the appropriate
trait level and the die roll result. The game goes much faster this
way. For example, a player wants his character, Captain Wallop of the
Space Patrol, to fly between two asteroids that are fairly close
together. The GM says this requires a Great Difficulty Level Piloting
roll and asks the player to roll the dice. The player looks up Captain
Wallop's Piloting skill, which is Great, and rolls a +2 result. He
simply announces ``Great +2'' as the result. This answer is
sufficient--- the GM knows that Captain Wallop not only succeeded at the
task, but didn't even come close to damaging his craft.

Of course, there are many times when you want to know exactly how well
the character did, even if it's not a matter of being close. If the
character is composing a poem, for example, and his Poetry skill is
Fair, you will want to figure out what ``Fair+2'' means: he just wrote a
Great poem! There are many other instances where degrees of success is
more important than merely knowing success/failure.

\subsection{Other Dice Techniques}
\label{sec:otherdice} %3.22

For those who don't want to make or buy Fudge dice, three different
options are available:

\textbf{4d6:} this method requires 2d6 of one color (or size) and 2d6 of
another color or size. First declare which two dice are the positive
dice, and which two the negative, then roll all four dice. Do not add
the dice in this system. Instead, remove from the table all but the
lowest die (or dice, if more than one has the same lowest number
showing). If the only dice left on the table are the same color, that is
the result: a positive die with a ``1'' showing is a +1, for example. If
there are still dice of both colors showing, the result is ``0''.

\begin{quote}
\itshape
Examples (p = positive die, n = negative die): you roll p4, p3, n3,
n3. The lowest number is a 3, so the p4 is removed, leaving p3, n3 and
n3. Since there are both positive and negative dice remaining, the
result is 0. On another roll, you get p1, p1, n2, n4. Remove the highest
numbers, n2 and n4. This leaves only positive dice, so the result is +1,
since a ``1'' is showing on a positive die, and there are no negative dice
on the table.
\end{quote}

\textbf{3d6:} Roll 3 six-sided dice. Add the numbers and look up the results on
the table below. The table is so small that it could easily fit on a
character sheet. Example: a roll of 3, 3, 6 is a sum of 12. Looking up
12 on the table yields a result of +1.


\begin{center}
\small
\begin{tabular}{|lccccc|}
\hline
Rolled: & 3-4 & 5 & 6-7 & 8-9 & 10-11\\
Result: & -4 & -3 & -2 &  -1  &  +0  \\
\hline
Rolled: & 12-13 & 14-15 & 16 & 17-18 & \\
Result: & +1    &  +2   & +3 & +4  & \\
\hline
\end{tabular}
\end{center}

\textbf{d\%:} roll two ten-sided dice, having first declared which will be the
``tens'' digit. Read the tens die and the ones die as a number from 1 to
100 (01 = 1, but 00 = 100), and consult the table below, which should be
printed on the character sheet:

\begin{center}
\small
\begin{tabular}{|lccccc|}
\hline
Rolled: & 1 & 2-6 & 7-18 & 19-38 & 39-62 \\
Result: & -4& -3  & -2   & -1    &  +0   \\
\hline
Rolled: & 63-82 & 83-94 & 95-99 & 00 & \\
Result: &  +1   &  +2   &  +3   & +4 & \\
\hline
\end{tabular}
\end{center}

Of course, the GM may customize this table as she wishes. These numbers
were chosen to match 4dF, which the author feels is an ideal spread for
Fudge.

\subsection{Success Rates}
\label{sec:successrates} %3.23

The following table is provided so that players can better evaluate
their chances of success.

\begin{center}
\settowidth{\digsp}{0}
\renewcommand{\dig}{\hspace*{\digsp}}
\settowidth{\pmsp}{+}
\renewcommand{\nopm}{\hspace*{\pmsp}}
\settowidth{\dotsp}{.}
\renewcommand{\nodot}{\hspace*{\dotsp}}
\begin{tabular}{|cccc|}
\hline
Chance            & 4dF         &             &      \\
of achieving      & or d\%      & 3d6         & 4d6 \\
\hline
    +5 or better: & -           & -           & \dig\dig0.2\% \\
    +4 or better: & \dig\dig1\% & \dig\dig2\% & \dig\dig2\%\nodot\dig \\
    +3 or better: & \dig\dig6\% & \dig\dig5\% & \dig\dig7\%\nodot\dig \\
\hline
    +2 or better: &    \dig18\% &    \dig16\% &    \dig18\%\nodot\dig \\
    +1 or better: &    \dig38\% &    \dig38\% &    \dig39\%\nodot\dig \\
\nopm0 or better: &    \dig62\% &    \dig62\% &    \dig61\%\nodot\dig \\
\hline
    -1 or better: &    \dig82\% &    \dig84\% &    \dig82\%\nodot\dig \\
    -2 or better: &    \dig94\% &    \dig95\% &    \dig93\%\nodot\dig \\
    -3 or better: &    \dig99\% &    \dig98\% &    \dig98\%\nodot\dig \\
\hline
    -4 or better: &       100\% &       100\% &  \dig99.8\% \\
    -5 or better: & -           & -           &       100\%\nodot\dig \\
\hline
\end{tabular}
\end{center}

Thus, if your trait is Fair, and the GM says you need a Good result or
better to succeed, you need to roll +1 or better. You'll do this about
two times out of five, on the average.

You'll notice that using 3d6 or 4d6 the results, while slightly
different, are close enough for a game called Fudge. The 4d6 results do
allow +/-5, however, but this shouldn't be a problem since they occur so
rarely. In fact, you could use 5dF to allow +/-5 if you wanted\ldots.

\section{Action Modifiers}
\label{sec:actionmodifiers} %3.3

There may be modifiers for any given action, which can affect the odds
referred to in the preceding section. Modifiers temporarily improve or
reduce a character's traits.

\begin{quote}
\itshape
Examples: Joe, Good with a sword, is Hurt (-1 to all actions). He is
thus only Fair with his sword until he's healed. Jill has Mediocre
Lockpicking skills, but an exceptionally fine set of lock picks gives
her a Fair Lockpicking skill while she's using them.
\end{quote}

If a character has a secondary trait that could contribute significantly
to a task, the GM may allow a +1 bonus if the trait is Good or better.

\begin{quote}
\itshape
Example: Verne is at the library, researching an obscure South American
Indian ritual. He uses his Research skill of Good, but he also has a
Good Anthropology skill. The GM decides this is significant enough to
give Verne a Great Research skill for this occasion. If his Anthropology
skill were Superb, the GM could simply let Verne use that instead of
Research: you don't get to be Superb in Anthropology without having done
a lot of research.
\end{quote}

Other conditions may grant a +/-1 to any trait. In Fudge, +/-2 is a
large modifier--- +/-3 is the maximum that should ever be granted except
under extreme conditions.

\section{Unopposed Actions}
\label{sec:unopposedactions} %3.4

For each Unopposed action, the GM sets a Difficulty Level (Fair is the
most common) and announces which trait should be rolled against. If no
Skill seems relevant, choose the most appropriate Attribute. If there is
a relevant Skill, but the character is untrained in it (it's not listed
on his character sheet), then use the default: usually Poor. If a high
attribute could logically help an untrained skill, set the default at
Mediocre. For example, a character wishes to palm some coins without
being observed. The GM says to use Sleight of Hand skill, but the
character is untrained in Sleight of Hand. The player points out that
the character's Dexterity attribute is Superb, so the GM allows a
default of Mediocre Sleight of Hand for this attempt.

The player then rolls against the character's trait level, and tries to
match or surpass the Difficulty Level set by the GM. In cases where
there are degrees of success, the better the roll, the better the
character did; the worse the roll, the worse the character did.

In setting the Difficulty Level of a task, the GM should remember that
Poor is the default for most skills. The average trained climber can
climb a Fair cliff most of the time, but the average untrained climber
will usually get a Poor result. In the example in
Section~\ref{sec:rollingdice} (Nathaniel shooting at an archery target),
if the target is large and close, even a Mediocre archer could be
expected to hit it: Mediocre Difficulty Level. If it were much smaller
and farther away, perhaps only a Great archer could expect to hit it
regularly: Great Difficulty Level. And so on.

\begin{quote}
\itshape
Example of setting Difficulty Level: Two PCs (Mickey and Arnold) and an
NPC guide (Parri) come to a cliff the guide tells them they have to
climb. The GM announces this is a difficult, but not impossible, cliff:
a Good Difficulty Level roll is required to scale it with no delays or
complications. Checking the character sheets, they find that Parri's
Climbing skill is Great and Mickey's is Good. Arnold's character sheet
doesn't list Climbing, so his skill level is at default: Poor. Parri and
Mickey decide to climb it, then lower a rope for Arnold.

Parri rolls a +1 result: a rolled degree of Superb. She gets up the
cliff without difficulty, and much more quickly than expected. Mickey
rolls a -1, however, for a rolled degree of Fair. Since this is one
level lower than the Difficulty Level, he's having problems. Had Mickey
done Poorly or even Mediocre, he would perhaps have fallen--- or not even
been able to start. Since his rolled degree is only slightly below the
Difficulty Level, though, the GM simply rules he is stuck half way up,
and can't figure out how to go on. Parri ties a rope to a tree at the
top of the cliff, and lowers it for Mickey. The GM says it is now
Difficulty Level: Poor to climb the cliff with the rope in place, and
Mickey makes this easily on another roll.

Arnold would also need a Poor rolled degree to climb the cliff with the
rope, but since his skill is Poor, they decide not to risk it. Mickey
and Parri have Arnold loop the rope under his arms, and pull him up as
he grabs handholds along the way in case they slip. No roll is needed in
this case, unless they are suddenly attacked when Arnold is only half
way up the cliff\ldots.

(The whole situation was merely described as an example of setting
Difficulty levels. In actual game play, the GM should describe the
cliff, and ask the players how the characters intend to get up it. If
they came up with the idea of Parri climbing the cliff and lowering a
rope, no rolls would be needed at all--- unless, possibly, time was a
critical factor, or there were hidden difficulties the GM chose not to
reveal because they couldn't have been perceived from the bottom of the
cliff.)
\end{quote}

Occasionally, the GM will roll in secret for the PC. There are times
when even a failed roll would give the player knowledge he wouldn't
otherwise have. These are usually information rolls. For example, if the
GM asks the player to make a roll against Perception attribute (or Find
Hidden Things skill), and the player fails, the character doesn't notice
anything out of the ordinary. But the player now knows that there is
something out of the ordinary that his character didn't notice\ldots. Far
better for the GM to make the roll in secret, and only mention it on a
successful result.



\section{Opposed Actions}
\label{sec:opposedactions} %3.5

To resolve an Opposed action between two characters, each side rolls
dice (4dF, d\%, 3d6, 4d6, or whatever is your chosen dice technique)
against the appropriate trait and announces the result. The traits
rolled against are not necessarily the same: for example, a seduction
attempt would be rolled against a Seduction skill for the active
participant (or possibly Appearance attribute) and against Will for the
resisting participant. There may be modifiers: someone with a vow of
chastity might get a bonus of +2 to his Will, while someone with a
Lecherous fault would have a penalty--- or not even try to resist.

The Gamemaster compares the rolled degrees to determine a relative
degree. For example, Lisa is trying to flimflam Joe into thinking she's
from the FBI and rolls a Great result. This is not automatic success,
however. If Joe also rolls a Great result on his trait to avoid being
flimflammed (Knowledge of Police Procedure, Learning, Intelligence,
etc.--- whatever the GM decides is appropriate), then the relative degree
is 0: the status quo is maintained. In this case, Joe remains
unconvinced that Lisa is legitimate. If Joe rolled a Superb result,
Lisa's Great result would have actually earned her a relative degree of
-1: Joe is not going to be fooled this encounter, and will probably even
have a bad reaction to Lisa.

The Opposed action mechanism can be used to resolve almost any conflict
between two characters. Are two people both grabbing the same item at
the same time? This is an Opposed action based on a Dexterity
attribute--- the winner gets the item. Is one character trying to shove
another one down: Roll Strength vs. Strength (or Wrestling skill) to see
who goes down. Someone trying to hide from a search party: Perception
attribute (or Find Hidden skill) vs. Hide skill (or Camouflage, Stealth,
etc.). Trying to out-drink a rival: Constitution vs. Constitution (or
Drinking skill, Carousing, etc.). And so on.

Some Opposed actions have a minimum level needed for success. For
example, an attempt to control a person's mind with a Telepathy skill
might require at least a Fair result. If the telepath only gets a
Mediocre result, it doesn't matter if the intended victim rolls a Poor
resistance: the attempt fails. Most combat falls into this category--
see Chapter~\ref{chap:combat}.

For an example of Opposed actions involving more than two characters,
see Section~\ref{sec:multiplecombatants}, Multiple Combatants in Melee.

An Opposed action can also be handled as an Unopposed action. When a PC
is opposing an NPC, have only the player roll, and simply let the NPC's
trait level be the Difficulty Level. This method assumes the NPC will
always roll a 0. This emphasizes the PCs' performance, and reduces the
possibility of an NPC's lucky roll deciding the game.

As a slight variation on the above, the GM rolls 1dF or 2dF when rolling
for an NPC in an opposed action. This allows some variation in the NPC's
ability, but still puts the emphasis on the PCs' actions.

For those without Fudge dice, the GM can simply roll 1d6 for an NPC. On
a result of 2-5, the NPC gets the listed trait level as a result. On a
result of 1, the NPC did worse than her trait level; on a result of 6
the NPC did better than her trait level. Those who want to know
precisely how much better or worse should roll a second d6:

\begin{center}
\begin{tabular}{rl}
1,2,3 = & +/-1 (as appropriate) \\
 4,5 = & +/-2 \\
  6 = & +/-3 \\
\end{tabular}
\end{center}


\section{Critical Results}
\label{sec:criticalresults} %3.6

Critical results are an optional Fudge rule for GMs who like the idea. A
natural rolled result of +4 can be considered a critical success--- the
character has done exceptionally well, and the GM may grant some special
bonus to the action. Likewise, a natural result of -4 is a critical
failure, and the character has done as poorly as he possibly can in the
given situation.

Note that achieving +/-4 with die modifiers does not count as a critical
result, though the character has done exceptionally well or poorly. When
a natural critical result is rolled, the GM may ignore what the rolled
degree would be, and treat it as an automatic beyond Superb or below
Terrible result.

Optionally, if a character gets a rolled degree four or more levels
better than the Difficulty Level, he has gotten a critical
success. Likewise, four levels below a Difficulty Level is a critical
failure.

A critical result in combat can mean many things: one fighter falls
down, or drops his weapon, or is hurt extra badly, or is stunned for a
round and can't even defend himself, or is temporarily blinded, or
knocked out, etc. The GM should be creative, but not kill a character
outright.

The GM may even wish to make a table, such as these sample melee
critical results:

Roll 2d6:

\begin{center}
\begin{tabular}{lp{3in}}
2 & Blinded for the next combat round--- no defense or offense! \\[4pt]

3 & Fall down: skill at -2 for one round. \\[4pt]

4 & Armor badly damaged--- no armor value rest of fight! \\[4pt]

5 & Weapon finds chink in armor--- do not subtract for armor. \\[4pt]

6 & Off balance--- skill at -1 next turn. \\[4pt]

7 & Drop Weapon. \\[4pt]

8 & Weapon breaks, but still useful: -1 to damage. \\[4pt]

9 & \ldots
\end{tabular}
\end{center}

And so on--- finish and customize to your tastes.

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

\section{NPC Reactions}
\label{sec:npcreactions} %3.7

Sometimes a non-player character has a set reaction to the PCs. Perhaps
she's automatically their enemy, or perhaps the party has rescued her,
and earned her gratitude. But there will be many NPCs that don't have a
set reaction. When the PCs request information or aid, it might go
smoothly or it might not go well at all. Negotiation with a stranger is
always an unknown quantity to the players--- it may be so for the GM,
too.

When in doubt, the GM should secretly make a Situational roll. If the PC
in question has a trait that can affect a stranger's reaction, this
should grant a +/-1 (or more) to the result. Examples include Appearance
(which could be an attribute, gift or fault), Charisma, Reputation,
Status, and such habits as nose-picking or vulgar language. The Reaction
roll can also be modified up or down by circumstances: bribes,
suspicious or friendly nature of the NPC, proximity of the NPC's boss,
observed PC behavior, etc.

The higher the Reaction roll result, the better the reaction. On a Fair
result, for example, the NPC will be mildly helpful, but only if it's
not too much effort. She won't be helpful at all on Mediocre or worse
results, but will react well on a Good result or better.

\begin{quote}
\itshape
Example: Nathaniel needs some information about the local duke, who he
suspects is corrupt. He has observed that folks are reticent to talk
about the duke to strangers. Nathaniel decides to approach a talkative
vegetable seller at the open market. Nathaniel has an average appearance
(no modifier), but is charismatic: +1 to any Reaction roll. He makes
small talk for a while, then slowly brings the duke into the
conversation. The GM decides this was done skillfully enough to warrant
another +1 on the reaction roll. However, the situation is prickly: -2
in general to elicit any information about the sinister local
ruler. This cancels Nathaniel's bonuses. The GM rolls in secret, and
gets a Fair result. The old lady slips out a bit of useful information
before realizing what she's just said. At that point she clams up, but
Nathaniel casually changes the subject to the weather, dispelling her
suspicions. He wanders off to try his luck elsewhere.
\end{quote}

% **********************************************************************

\chapter{Combat}
\label{chap:combat} %4

Unless one participant is unaware of an attack or decides to ignore it,
combat is an Opposed action in Fudge. The easiest way to handle combat
in Fudge is as a series of Opposed actions. This can be done simply or
with more complexity. The author of Fudge uses simple and loose combat
rules in order to get combat over with quickly and get back to more
interesting role-playing. This chapter, largely optional, is for players
who prefer combat options spelled out in detail.

Melee combat and Ranged combat are treated separately.

\section{Combat Terms}
\label{sec:combatterms} %4.1

\begin{description}
\item[Melee:] any combat that involves striking the opponent with a fist
or hand-held weapon. Any attack from further away is a Ranged attack.

\item[Story Element:] a distinct segment of the storyline in the
game. In combat, the interval between story elements can be a practical
place for a die roll.

\item[Combat Round:] an indeterminate length of time set by the GM---
around three seconds seems reasonable to some people, while that seems
grossly short or absurdly long to others. A given GM's combat round may
vary in length, depending on the situation. Generally, when each
character involved has made an action, a given round is over.

\item[Offensive damage factors:] those which contribute to damaging an
opponent: Strength (if using a Strength-driven weapon), Scale, and
deadliness of weapon.

\item[Defensive damage factors:] those which contribute to reducing the
severity of a received blow: Scale, armor, and possibly Damage Capacity.

\item[Total damage factor] (or simply damage factor): the attacker's offensive
damage factor minus the defender's defensive damage factor.
\end{description}


\section{Melee Combat}
\label{sec:meleecombat} %4.2

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

\subsection{Story Elements}
\label{sec:storyelements} %4.21

In the simplest combat system, the GM explains the situation in as much
detail as is apparent, then asks the players to describe what their
characters are doing. The more complete the description of their
characters' actions, the better the GM knows how to assess the
situation. This can be important if she has something that won't berevealed until the middle of a battle. Die rolls, if any, are required
by the GM for each story element.

A story element is the smallest unit of time in this type of combat
resolution. The GM may break the battle down into several story
elements, or treat the whole encounter as one element. This depends on
the GM's style, the importance of the battle, the number of
participants, whether or not there are unexpected surprises, etc. Each
element should be a dramatic unit.

For example, the PCs are faced with a detachment of guards at the door
while the evil mastermind is trying to activate the Doomsday machine at
the back of the room. The fight with the guards might be one element
while the confrontation with Dr. Doomsday could be a second. Another GM
might treat the whole battle as one story element, while a third GM
would treat each 5-second segment separately. Whatever the number of
elements, keep the battle description as word-oriented as possible.

The GM may ask for a single die roll from a player occasionally, or
require three rolls and take the median roll.

(The median is the middle value die roll, which may be the same as
either the high or low die roll. For example, if the player rolls a
Good, a Mediocre, and a Superb result, the median is Good, since it's
the result in between Mediocre and Superb. But a result of Poor, Great,
and Great gives a median die roll of Great. Using a median tends to
soften the role of extreme luck. Some GMs use a median when a single die
result represents many actions.)

Once the GM has decided which trait (or traits) each PC should use for
this combat, she then gives them a modifier, ranging from -3 to +3. Zero
should be the most common modifier. The modifier is based partly on how
well the PCs' plan would work, given what the GM knows of the NPCs, and
partly on circumstances: fatigue, lighting, footing, surprise, weapon
superiority, bravery or cowardice of NPCs, wounds, etc.

Here is a long example of story element style of combat:

\begin{quote}
\itshape
Gunner, separated from the other PCs, surprises five members of a rival
gang in a garage. The player announces that Gunner will shout and charge
the rival mob, carrying his Tommy gun as if he's about to fire--- they
don't know it's irreparably jammed. He hopes to see them run away, hit
the dirt, or freeze in fear. He'll then use his Tommy gun as a club,
starting at the left end of their line. He'll keep his current opponent
in between him and the others as long as possible. He hopes to then roll
up their line, one at a time, keeping the wall to his left side as he
charges.

The GM makes a Situational roll for the mob: Mediocre. The mob members
don't recover quickly from their surprise, so she gives Gunner a +1 to
his Brawling skill of Good for this plan. She also decides that one
mobster will run away and the others won't draw their guns until Gunner
has already engaged the first enemy. His Running skill is Great, so she
gives him another +1, since he can cover ground quickly. Total modifier
for Gunner is +2, bringing his Brawling skill to Superb for this
combat. Since this is a fairly long action and she doesn't want a single
unlucky roll to ruin Gunner's chances, she asks him for three Brawling
skill rolls (at the +2 modifier), and to use the median roll.

Gunner rolls a Good, Superb, and Great result, in that order. The median
roll is Great, and the GM decides this is good enough to have downed the
first two mobsters, and describes the battle so far in entertaining
detail. Now Gunner is facing the last two thugs, who finally have their
pistols out and could probably plug him before he charges that far. The
GM asks, ``What does Gunner do now?''

Gunner hurls the Tommy gun into the face of one gunman while making a
low diving tackle for the other, hoping to dodge under any bullets. The
GM calls for a single roll against Brawling to cover this whole action:
Gunner gets a Fair result. The GM rules that Gunner throws the Tommy gun
well enough to distract one gunman, but not harm him. He does, however,
manage to tackle and subdue his other foe, whose shots all go wild.

At this point, the GM rules that the mobster grazed by the thrown Tommy
gun now steps over and points his pistol to Gunner's head while he's
kneeling over the other mobster. Gunner wisely heeds the call to
surrender and hopes his friends can rescue him\ldots.
\end{quote}


\subsection{Simultaneous Combat Rounds}
\label{sec:simultaneouscombatrounds} %4.22

Those who like their combat broken down into discrete bits can use
combat ``rounds.'' In simultaneous action rounds, all offensive and
defensive maneuvers happen at the same time. This is realistic: few real
combats consist of fighters taking turns whacking at each other.

The GM determines which traits the combatants should roll against. This
depends largely on which weapon they are using, which might simply be a
fist. Weapon type also affects damage--- see Section~\ref{sec:wounds},
Wounds.

Each combatant makes an Opposed action roll. On a relative degree of
zero, the combat round is a stand-off--- the fighters either circled each
other looking for an opening, or exchanged blows on each other's
shields, etc.--- nobody is hurt.

A minimum result of Poor is needed to hit a (roughly) equal-sized
opponent. That is, a human needs to score a Poor blow (and still win the
Opposed action) in order to hit another human. If both opponents roll
worse than Poor, the round is a standoff.

If one opponent is significantly bigger than the other (of a different
Scale, at least), he needs a Mediocre or even Fair result to hit his
smaller foe, while even a Terrible result will allow the small fighter
to hit the larger. (Of course, such a blow must still win the Opposed
action.) Extremely small targets, such as a pixie, may require a Good or
even a Great result. Examples include humans fighting giants, or very
large or small animals.

If the result is a relative degree other than zero, and the minimum
level needed to score a hit is achieved or surpassed, the winner checks
to see if he hit hard enough to damage the loser. In general, the better
the hit (the greater the relative degree), the greater the likelihood of
damage.

If one combatant is unable to fight in a given round (possibly because
he's unaware of the attacker, or because of a critical result in the
previous round--- see Section~\ref{sec:criticalresults}, Critical
Results), the combat may become an Unopposed Action for the active
fighter, usually with a Poor Difficulty Level. If a character can defend
himself in some way, such as using a shield, it is still an Opposed
Action, but the defending character cannot hurt the other character even
if he wins the combat round.

Combat often takes more than one combat round. Characters are not
limited to attacking each round--- they may attempt to flee, negotiate,
try a fancy acrobatic stunt, or any other appropriate action.

\subsection{Alternating Combat Turns}
\label{sec:alternatingcombatturns} %4.23

Using alternating combat turns, each combat round consists of two
actions: the fighter with the higher initiative attacks while the other
defends, then the second combatant attacks while the first defends. With
multiple characters involved in combat, the side with the initiative
makes all their attacks, then the other side makes all their attacks. Or
the GM may run the combat in initiative order, even if fighters from
both sides are interspersed throughout the combat turn.

Gaining initiative is an Opposed action. If the characters don't have an
Initiative attribute or skill--- such as Reflexes or Speed--- simply use
Opposed Situational rolls. A gift such as Combat Reflexes can grant a +1
to initiative. Surprise may grant a bonus to the roll, or give automatic
initiative. Initiative can be rolled once for each battle or once each
round. Perhaps a character could trade skill for initiative: attack
hastily (+1 to initiative that round) but be slightly off balance
because of it (-1 to attack and defend that 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, Duck, etc.). This type of combat take longer than
simultaneous rounds, but some players feel it gives a character more
control over his own fate.

Using these rules, a Defensive parry skill may simply equal the weapon
skill, or it may be a separate skill that must be bought independently
of an Offensive skill. 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.

Some weapons, such as an Axe, are poor parrying weapons. Players 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--- and give
their characters decent Shield or Dodge skills to compensate for poor
parrying weapons.

All-out offensive and defensive tactics can be used. A character
forfeits his attack for a round if he chooses All-out defense, and is at
-2 on his defense on his opponent's next turn if choosing All-out
offense--- or perhaps gets no defense at all!

The default defense 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.

\section{Melee Combat Options}
\label{sec:meleeoptions} %4.3

The various options listed below may be used with any melee system. This
is not a comprehensive or ``official'' list of options. The GM should, in
fact, consider these options merely as examples to stimulate her
imagination. The GM may wish to import complex combat options from other
games into Fudge.

\subsection{Melee Modifiers}
\label{sec:meleemodifiers} %4.31

Some situations call for one side or the other's trait level to be
modified. Here are some examples:

A fighter who is Hurt is at -1, while one who is Very Hurt is at -2.

If one fighter has a positional advantage over the other, there may be a
penalty (-1 or -2) to the fighter in the worse position. Examples
include bad footing, lower elevation, light in his eyes, kneeling, etc.

Subtract the value of a shield from the opponent's weapon skill. A small
shield has a value of +1 in melee combat only, while a medium shield has
a value of +1 in melee combat and +1 to defense against ranged attacks
(if the shield material is impervious to the weapon). A large shield (+2
in all combat) is cumbersome to lug around. The larger the shield
carried, the more the GM should assess penalties for things such as
acrobatic and other fancy maneuvers. Shields can also be used
offensively to push an opponent back, for example, or knock someone
over.

Compare combatants' weapon sizes and shields (see
Section~\ref{sec:samplewoundfactors}, Sample Wound Factors List). If one
fighter's weapon + shield value is +2 (or more) greater than the other
fighter's weapon + shield value, the fighter with the smaller weapon is
at -1 to his combat skill. (Example: one fighter has a Two-handed sword:
+4 to damage. His opponent has a knife and an average shield: +1 to
damage, +1 for shield makes a total of +2. The knife wielder is at -1 to
skill in this combat since his weapon modifier is -2 less than the sword
fighter's.)

Aiming at a specific small body part (such as an eye or hand) will
require a minimum result of Good or Great to hit and also have a -1 to
the trait level. If a result of Great is needed and the fighter only
gets a Good result but still wins the Opposed action, he hits the other
fighter--- but not in the part aimed for.

A fighter may have a magical blessing (+1 or more) or curse (-1 or
worse).

All-out offense, such as a berserk attack, grants a +1 to the combat
skill (and an additional +1 for damage, if successful). However, if an
all-out attacker ties or loses the Opposed action, the other fighter
wins, and gets +2 to damage!

An All-out defensive stance earns a +2 to the combat skill, but such a
combatant cannot harm his foe except with a critical result.

A successful All-out Defense and a successful Perception or Tactics roll
produces a -1 penalty to the opponent on the next round. The fighter
takes a few seconds to scope out the area and maneuvers to take
advantage of any terrain or conditional irregularity. Similar combat
subtleties are possible, and encouraged--- taking a successful All-out
defense one round can allow a player to try an acrobatics maneuver the
next combat round without risk of being hit, for example.

\subsection{Offensive/Defensive Tactics}
\label{sec:tactics} %4.32

This optional rule, used with simultaneous combat rounds, allows more
tactical flavor to combat at a small expense of complexity. This option
replaces the All-out attack and defense options listed above, and allows
for both combatants to be injured in the same combat round.

Before each round, a fighter may choose to be in a normal posture, an
offensive posture or defensive posture. An offensive or defensive stance
increases combat skill in one aspect of combat (offense or defense), and
decreases the same skill by an equal amount for the other aspect of
combat.

There are five basic options:

\begin{list}{$\bullet$}{\setlength{\parsep}{0pt}%
                        \setlength{\itemsep}{0pt}}
\item +2 to Offense, -2 to Defense
\item +1 to Offense, -1 to Defense
\item Normal Offense and Defense
\item -1 to Offense, +1 to Defense
\item -2 to Offense, +2 to Defense
\end{list}

Each combat round, a player secretly chooses a combat stance by
selecting two Fudge dice and setting them to a result from +2 to -2,
which represents an offensive modifier. (The defensive modifier shown
above with the offensive modifier is automatically included.) Both sides
simultaneously reveal their choices.

For those without Fudge dice, choose one die placed as follows:

\begin{center}
\begin{tabular}{cl}
    Die face: & Option: \\
\hline
        1     & -2 to offense \\
        2     & -1 to offense \\ 
        3,4   & Normal offense \\
        5     & +1 to offense \\
        6     & +2 to offense \\
\end{tabular}
\end{center}

Each fighter then makes a single Opposed action roll as normal. The
result is applied to both offense and defense, however, and will thus
have different results for offense and defense if anything other than a
normal posture is chosen. The offensive rolled result of each fighter is
then compared to the defense of the other fighter.

For example, a fighter with Good sword skill chooses +1 to offense and
-1 to defense for a particular combat round: his offensive sword skill
is Great this round, while his defensive sword skill is Fair. His
opponent, a Great swordswoman, chooses normal posture. The swordswoman
rolls a -1: a Good result for both her offense and defense. The first
fighter rolls a 0 result: his offensive rolled result is Great, his
defense is Fair.

His offense result of Great is compared with her Good defense: he wins
by +1. However, her offense result of Good is simultaneously compared
with his defense of Fair: she also wins the Opposed action by +1. Both
sides check for damage, to see if they got through each other's armor---
see Section~\ref{sec:wounds}, Wounds.

\subsection{PCs vs. NPCs}
\label{sec:pcsvsnpcs} %4.33

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

\subsection{Multiple Combatants in Melee}
\label{sec:multiplecombatants} %4.34

When more than one opponent attacks a single fighter, they have, at
least, a positional advantage. To reflect this, the lone fighter is at
-1 to his skill for each additional foe beyond the first. (For
epic-style games, with a few heroes battling hordes of enemies, this
penalty can be reduced, or the GM can simply give the hordes Poor skills
and low Damage Capacity--- which is not out of character for a horde.)

The lone fighter rolls once, and the result is compared with each of the
opponents' rolled degrees, one after the other. The solo combatant has
to defeat or tie all of the opponents in order to inflict a wound on one
of them. If he beats all of his foes, he may hit the foe of his
choice. If he ties his best opponent, he can only wound another whose
result is at least two levels below his.

\begin{quote}
\itshape
Example: Paco is facing three thugs, who have just rolled a Great, Good,
and Mediocre result, respectively. Paco rolls a Great result, tying the
best thug. He hits the thug who scored a Mediocre result (at least two
levels below his result) and is not hit himself (he tied the best thug).
\end{quote}

The lone fighter takes multiple wounds in a single round if two or more
enemies hit him. Usually, he can inflict damage on only one foe in any
given round--- his choice of those he bested. It's also possible to allow
a sweeping blow to damage more than one foe at a time. Of course, this
slows a slash down: reduce damage done by 1 or 2 for each foe cut
through.

A well-armored fighter facing weak opponents can simply concentrate on
one foe and let the others try to get through his armor (that is, not
defend himself at all against some of his attackers). In this case, the
lone fighter can damage his chosen foe even if he is hit by other,
ignored foes. This is historically accurate for knights wading through
peasant levies, for example. There may or may not be a penalty for the
lone fighter in this case.

There's a limit to the number of foes that can simultaneously attack a
single opponent. Six is about the maximum under ideal conditions (such
as wolves, or spear-wielders), while only three or four can attack if
using weapons or martial arts that require a lot of maneuvering
space. If the lone fighter is in a doorway, only one or two fighters can
reach him.

When multiple NPCs beset a lone PC, the GM may wish to use the option in
Section~\ref{sec:pcsvsnpcs}, PCs vs. NPCs. This will save a lot of die
rolling.

Alternately, she may wish to roll only once for all the NPCs. The lone
fighter is still at -1 per extra opponent. The GM rolls 2dF, and applies
the result to each NPC. For example, if the GM gets a +1 result, each
attacker scores a +1.

For those without Fudge dice, the GM could simply use the 1d6 method
discussed in Section~\ref{sec:opposedactions}, Opposed Actions.

\begin{quote}
\itshape
Example: Three NPC pirates, complete with eye-patches, scars, earrings,
sneers and generally bad attitudes, are attacking dashing PC hero
Tucker. The pirates (whose names are Molly, Annie, and Maggie) are Fair,
Good, and Mediocre, respectively, at combat skills. Tucker is a Superb
swordsman, but is at -2 for having two extra fighters attacking him at
once: his skill is Good for this combat. The GM wants to roll just once
(applying the result to all three pirates) rather than rolling three
times each combat round.

Rolling 2dF, she gets a +1 on the first round. The pirates have just
gotten Good, Great, and Fair results, respectively. If Tucker scores a
Superb result, he could hit the pirate of his choice and remain
unhit. On a Great result, Tucker would be unhit, and could land a blow
on Maggie. On a Good result, he doesn't hit anyone, but Annie hits
him. If Tucker rolls a Fair result, both Molly and Annie would hit
him. The process is repeated each round.
\end{quote}


\subsection{Hit Location}
\label{sec:hitlocation} %4.35

A light blow to an eye is very different from a light blow to an armored
shoulder, or to a shield. Using a hit location system adds flavor to
combat and the description of a character's equipment, wounds--- and
scars! Many games have a hit location system, and a GM can easily
translate one she is familiar with to Fudge. Or she can use the simple
system given here.

The simplest system is not to worry about ``called shots.'' Merely say the
better the relative degree, the better the location of the blow. Winning
a battle by +8 will allow the attacker to pierce an eye, if
desired. Hopefully, the players will describe their actions in such
detail that the GM will know how close they came to their objective
merely by looking at the relative degree.

A more complicated system: an attacker can announce that he is aiming at
a specific body location--- this must be done before rolling to hit. The
GM decides the minimum relative degree necessary for such a shot to
succeed, usually ranging from 2 to 4, though extreme locations (such as
an eyeball) are harder to hit. So if a player wishes his character to
hit his opponent's weapon arm, the GM can respond, ``You have to win by 2
to do so.'' If the player then does win by relative degree 2 or more, the
weapon arm is hit, and the wound is specific to that arm.

If the attacker wins the combat round, but not by the minimum relative
degree needed to hit the called target, the defender names which part of
the body--- or shield!--- is hit. This will most likely be general body
(if there is no shield), but it could be the off-hand, which would carry
a lesser combat penalty than a wound to the torso. The GM may have to
fudge some here.

A damaged specific body part can be described as being Scratched (no
real game effect), Hurt (a penalty to use, but the body part still
functions), and Incapacitated. After battle is the time to decide if an
Incapacitated body part can be healed, or is permanently Incapacitated.

A Hurt body part is generally at -1 to its normal use. A Hurt sword arm
gives a -1 penalty to combat, for example, while a Hurt leg is -1 to any
running, acrobatics, etc. A Hurt eye is -1 to vision, and so on.

To determine the exact level of the damage, the GM should consider how
well the hit scored, as well as the Strength of the attacker and the
weapon being used. Winning by the minimum relative degree necessary to
hit the specific body part shouldn't make the victim Incapacitated
unless the attacker is of a much larger Scale than the defender. On the
other hand, an arm hit with a battle axe wielded by a large, berserk
Viking has a good chance of being cut off even if the Viking just rolled
exactly what he needed to hit the arm\ldots.

As a guideline, if the attacker surpasses the relative degree necessary
to hit the body part at all, the part is Scratched or Hurt, depending on
Strength and weapon deadliness. If he surpasses it significantly, the
part is Hurt or Incapacitated.

Species other than humans may have a different list of body parts to
hit, and/or different difficulty modifiers.

\subsection{Fancy Stuff}
\label{sec:fancystuff} %4.36

A lot of fancy maneuvers are possible in Fudge combat. All require a bit
of thought on the GM's part.

What if you want a Speed or Reflexes trait to affect how often you can
strike in combat? How would you handle someone of Good Speed vs. someone
of Fair Speed?

If someone has a Power that speeds him up beyond the human norm, you can
simply have him attack every other round as if his opponent wasn't aware
of the attack. That is, every other round, an Unopposed result of Poor
or better hits the foe, with no chance to be hit back in return.

For more subtle differences, the GM may allow an Opposed action to
determine if one fighter gets to land a blow first: after declaring
their actions, each fighter makes a roll against a Speed trait. The
winner of the Opposed action, if any, adds the difference to his weapon
skill.

How about Fudge's ``graininess'' getting in the way of interesting combat?
That is, since there are only seven levels in Fudge, a Good fighter will
often meet another Good fighter, and it doesn't seem right that you
can't meet someone who's just a little better or worse than you.

In this case, the GM can create new levels of combat skills (there's no
point in using this option with other skills). These new levels require
full experience points to reach, but function only as ``half'' levels,
called ``plus'' levels. Thus, you can have:

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}}
\item Superb +
\item Superb
\item Great +
\item Great
\item Good +
\item Good
\end{list}

And so on. In any combat, someone with a ``+'' has the skill level listed
before the ``+'', but gets a +1 every other round, starting with the
second round. So in a combat between Gus (skill Great) and Ivan (skill
Good +), Gus would have the higher skill on on rounds one, three, five,
etc. But on rounds two, four, six, etc., Ivan will roll as if he had a
Great skill, thus being Gus's equal those rounds.

What about swinging on chandeliers and other swashbuckling moves? Since
role-playing games have more to do with movies than real life, this
should be encouraged if the genre is at all cinematic.

In these cases, have the player describe his swashbuckling intentions as
fully and dramatically as he can. The better the story, the better the
bonus to the die roll--- or no roll needed if the outcome is entertaining
enough. You may then request a roll against Dexterity, or Acrobatics (or
even Chutzpah!) and let that determine how well he accomplished his
aim. Maybe the swing on the chandelier came off great, but the landing
on the banister was a little rough, so the slide down to slam the
villain in the back was a tad off, and instead of knocking him out, you
merely made him drop his weapon, but then fell on the floor yourself,
and now he's mad, and maybe you should get up before he picks up his
pistol, or you could try to yank the carpet while you're down there,
right next to it, and he seems to standing on it a bit off-balance?
Whatever is fun!

\section{Ranged Combat}
\label{sec:rangedcombat} %4.4

Ranged combat may or may not be an Opposed action.

If the target is unaware of the assault, the attacker makes an Unopposed
action roll to see if he hits his target. The GM sets the Difficulty
Level based on distance, lighting, cover, etc. Do not modify the
attacker's skill for range, partial cover, or other circumstances---
that's included in the Difficulty Level. Equipment such as a laser
sighting scope can modify the attacker's skill, though.

If the defender is aware of the attack it is an Opposed action: the
attacker's ranged weapon skill against the defender's defensive
trait. (A Difficulty Level for range, lighting, etc., is still set by
the GM, and is the minimum rolled degree needed to hit.) A defensive
roll should be made against a Dodge skill, or Agility attribute, or
something similar.

If the ranged weapon is thrown, there is no modifier to the defense
roll. However, a propelled weapon, such as a bow, gun, or beam weapon,
is much harder to avoid. In this case, reduce the defender's trait by -2
or -3. Obviously, the defender isn't trying to dodge a bullet, but
dodging the presumed path of a bullet when an attacker points a gun at
him.

Of course, the defender may decline to dodge, but shoot back instead. In
this case, the action is Unopposed--- making the Difficulty Level is all
that is needed to hit. The GM may make such actions simultaneous.

\begin{quote}
\itshape
Example: Nevada Slim and the El Paso Hombre are facing off in a
showdown. Both are in the open, in the sunlight, so there's no lighting
or cover difficulty. The range is obviously the same for both--- the GM
rules it's a Fair task to hit each other. Slim rolls a Poor result, and
the Hombre a Mediocre result. The Hombre's bullet came closer to Nevada
Slim than vice versa, but both missed since neither made the Difficulty
Level.

Another Example: Will Scarlet is shooting a longbow from the greenwood
at Dicken, the Sheriff's man, who has a crossbow. Dicken knows Will is
there, because the man next to him just keeled over with an arrow
through his chest. Dicken is in the open, in good light, so only range
is of any concern to Will Scarlet: the GM says even a Mediocre shot will
hit since they are fairly close. The range for Dicken to hit Will is of
course the same, but Will is partially hidden behind a log (cover), and
just inside the foliage, so the lighting makes it hard to see him
clearly. The GM decrees Dicken needs a Good roll to hit Will. Dicken
rolls a Fair result, missing Will. Will rolls a Mediocre result, which
hits Dicken, even though it wasn't as good a shot as Dicken's.
\end{quote}

In both examples, the fighters forfeited their Dodges in order to shoot
simultaneously. Each combatant needed to make the appropriate Difficulty
Level to hit. Under these conditions, it's possible for both combatants
to succeed in the same combat round. Had Dicken's shot hit, Will and
Dicken would have skewered each other.

Guns and similar weapons that do not rely on muscle power should be
rated for damage at the beginning of the game. No detailed list is
provided, but as a rough guideline: The average small hand gun might be
of +2 to +3 Strength, while a derringer might be +1 or even +0. Powerful
two-handed projectile weapons are at +5 and higher, while bazookas and
other anti-tank weapons are at +10 and higher. Science fiction small
weapons may do as much damage as a modern bazooka--- but some are
designed to capture people without injuring them.

Automatic weapons can be simulated roughly by allowing more bullets to
hit with higher relative degrees. That is, blasting away with a weapon
that fires 20 bullets in a combat round and hitting with relative degree
+1--- a graze--- means only one or two hit the target. If a relative
degree +8 represents maximum amount of ammunition on target (whatever
that may be for a given weapon), then hitting with a +4 means about half
maximum hit the target, while +2 means only one quarter.

If there is no effective armor, simply add a big damage number if lots
of bullets hit: this is going to Incapacitate anyone, at the very
least. If armor is at all likely to slow down a bullet, you can't just
add a bigger and bigger damage number if more bullets hit: the armor has
a chance to slow down each bullet. In this case, rather than roll damage
for each bullet, or have them all stopped, the GM needs to fudge some
medium result: give a slight damage bonus if more projectiles hit the
target.


\section{Wounds}
\label{sec:wounds} %4.5

Fudge offers various methods of tracking wounds, with many options. It
is impossible to be 100\% accurate when simulating damage to such an
intricate mechanism as a living being. This is true even for detailed
simulations--- for an abstract role-playing game, it is hard to get close
to reality at all.

Consequently, many GMs don't try to be very accurate, and want a simple
system that works and lets the story flow. Others want as much accuracy
as they can get. Fudge presents a simple freeform system that works, and
suggests some options to make it more mechanical, and encourages each GM
to add as much detail as she is happy with.

\subsection{Wound Levels}
\label{sec:woundlevels} %4.51

Combat damage to a character can be described as being at one of seven
stages of severity. The stages are:

\begin{description}
\item[Undamaged:] no wounds at all. The character is not necessarily
healthy--- he may be sick, for example. But he doesn't have a combat
wound that's recent enough to be bothering him.

\item[Just A Scratch:] no real game effect, except to create
tension. This may eventually lead to being Hurt if the character is hit
again. This term comes from the famous movie line, ``I'm okay, it's only
a scratch.'' The actual wound itself may be a graze, bruise, cut,
abrasion, etc., and the GM whose game is more serious in tone may choose
to use one of these terms instead.

\item[Hurt:] the character is wounded significantly, enough to slow him
  down: -1 to all traits which would logically be affected. A Hurt
  result in combat can also be called a Light Wound.

\item[Very Hurt:] the character is seriously hurt, possibly stumbling:
-2 to all traits which would logically be affected. A Very Hurt result
can also be called a Severe Wound.

\item[Incapacitated:] the character is so badly wounded as to be
incapable of any actions, except possibly dragging himself a few feet
every now and then or gasping out an important message. A lenient GM can
allow an Incapacitated character to perform such elaborate actions as
opening a door or grabbing a gem\ldots.

\item[Near Death:] the character is not only unconscious, he'll die in
less than an hour--- maybe a lot less--- without medical help. No one
recovers from Near Death on their own unless very lucky.

\item[Dead:] he has no more use for his possessions, unless he belongs to a
culture that believes he'll need them in the afterlife\ldots.
\end{description}

The GM may expand or contract these stages. For example, expand Hurt and
Very Hurt to Light Wound, Moderate Wound and Severe Wound. In this case,
a Severe Wound might be -3 to all actions--- or the GM might leave it at
-2, make Moderate Wound = -1, and make Light Wound something in between
a Scratch and Moderate Wound. That is, maybe a Light Wound causes no
penalty during combat (you don't notice such a slight wound in the heat
of battle), but after combat the character will be at -1 to all skills
until it's healed (such wounds can be annoying later).

The GM may allow a high Difficulty Level Willpower roll to reduce or
even nullify penalties listed at Hurt, Very Hurt, and possibly
Incapacitated. A gift of a High Pain Threshold will reduce the penalties
by one level, while a fault of a Low Pain Threshold will increase
penalties by one.

Some players delight in describing their characters' wounds in detail,
even writing resulting scars into the character story.

\textbf{Automatic Death:} sometimes you don't have to roll the
dice. Holding a knife to a helpless character's throat is a good
example--- no roll needed to kill such a character, but the killer's
karma suffers.

\subsection{Damage Capacity}
\label{sec:damagecapacity} %4.52

In Fudge, Damage Capacity determines how wounds affect a
character. Damage Capacity may be called Hit Points, if desired. It may
be tied to a character trait such as Constitution (or Hardiness,
Fitness, Health, Body, Strength, etc.), or it may be a separate trait---
see Section~\ref{sec:charexamples}, Character Examples. It can also
be treated as a gift/fault.

The GM decides how to handle the differing abilities of humans to take
damage. It really does vary, but how much is open to debate.

As an extreme example, take the death of the Russian monk Rasputin, the
adviser to Czarina Alexandra, in 1916. He was fed enough cyanide to kill
three normal people, but showed no signs of it. He was then shot in the
chest and pronounced dead by a physician. A minute later he opened his
eyes and attacked his assassins! They shot him twice more, including in
the head, and beat him severely with a knuckle-duster. He was again
pronounced dead, tied in curtains and ropes, and tossed into a
river. When his body was retrieved three days later, it was found he had
freed an arm from his bindings before finally dying of drowning!
Clearly, the man could soak up damage well beyond most peoples'
abilities. He is not unique, however: there are many cases in history of
people being hard to kill.

On the other hand, the phrase ``glass jaw'' is familiar to most English
speakers, referring to those who are hurt from the slightest blow.

So there is undoubtedly some room for variation in damage capacity in
characters.

If the GM is handling wounds in a freeform matter, make Damage Capacity
an attribute and let players rate their characters in it like any other
attribute. Or have a gift (Damage Resistant, perhaps) and a fault
(Fragile, maybe), and let everyone without either the gift or the fault
be normal in this regard. The GM can assess the character's ability to
take damage based on that information and the situation at hand.

If the GM wants a more numerical approach to wound determination, it
requires some forethought. If Damage Capacity is an attribute, the
easiest way to rate it numerically in Fudge is the standard:

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}}
\item +3 for Superb Damage Capacity
\item +2 for Great Damage Capacity
\item +1 for Good Damage Capacity
\item +0 for Fair Damage Capacity
\item -1 for Mediocre Damage Capacity
\item -2 for Poor Damage Capacity
\item -3 for Terrible Damage Capacity
\end{list}

However, since light metal armor, as listed in
Section~\ref{sec:samplewoundfactors}, Sample Wound Factors List, only
grants a +2 to defense against being wounded, it is easily seen that a
Great Damage Capacity is equal to light metal armor. Some GMs will find
this absurd: a naked person of Great Damage Capacity can turn a sword as
well as an armored person of Fair Damage Capacity. Others will remember
Rasputin, and consider it within the bounds of reason--- it could be
part body size (vital organs harder to reach) and part healthiness
(muscle tissue more resistant to being cut).

For simplicity, any equation-driven approach to wounds in Fudge assumes
the GM will use a Damage Capacity attribute, and it is rated from +3 to
-3, as listed above. If you are not happy with this, please make the
necessary mental substitution.

Here are some other possible ways to handle Damage Capacity numerically:

\begin{enumerate}
\item Make Damage Capacity an attribute, as above, but instead of
   automatically granting a bonus, require a Damage Capacity die roll
   every time a character is hit for at least a Light Wound (Hurt
   result). On a result of:

   \textbf{Great or better:} reduce the severity of the wound by one.

   \textbf{Mediocre to Good:} no adjustment to the severity of the wound.

   \textbf{Poor or worse:} increase the severity of the wound by one.

    This adjustment can either be one wound level, or simply one damage
    point, as the GM sees fit.

    For certain types of damage--- perhaps from a stun ray or a quarterstaff
    across the ribs--- the GM can use the values from +3 to -3 without
    requiring a roll.

\item Do not use a Damage Capacity attribute; instead allow the players to
   take a gift of Damage Resistant (reduces wound severity by one) or a
   fault of Fragile (increases wound severity by one). Again, this
   adjustment can be one wound level, or one damage point.

\item Use a Damage Capacity attribute, as outlined as the first
   suggestion under Section~\ref{sec:recordingwounds}, Recording
   Wounds. Each hit temporarily reduces your Damage Capacity attribute
   one or more levels.

\item Use a Willpower attribute instead of Damage Capacity. GMs who believe
   that Rasputin was able to overcome so much damage because his will
   was focused on overcoming his enemies may use this method. Grant an
   adjustment to the wound level based on the result of a Willpower die
   roll. This can be temporary--- until the battle is over--- or actually
   have a permanent affect on reducing wound severity.
\end{enumerate}


\subsection{Wound Factors}
\label{sec:woundfactors} %4.53

When determining how wounded a character is when hit in combat, take
into consideration all of the following factors:

\begin{enumerate}
\item The relative degree the attack succeeded by--- the better the hit, the
   greater likelihood of damage. Winning a combat round with a relative
   degree of +1 means you probably hit where the opponent is most
   heavily armored. Scoring a hit with a +3 finds a chink in the armor.

\item The strength of the blow. For muscle-powered weapons, such as melee
   weapons, unarmed attacks, bows, slings, etc., this is determined by
   the attacker's Strength attribute: stronger folks tend to hit
   harder. The relative Scale modifier is also figured in here. For
   things like guns, beam weapons, etc., it is relative to the nature of
   the weapon: a .38 usually does more damage than a .22. The
   technological level of the weapon can be important.

\item The deadliness of the attacker's weapon. Big weapons tend to do more
   damage than little weapons; sharp weapons rip tissue more than dull
   ones, but blunt weapons can cause concussive damage through armor
   thick enough to stop a sharp weapon. People trained in Karate tend to
   do more damage than those untrained in any martial art.

\item The defender's armor. People wearing thicker armor, and more of it,
   tend to get hurt less than those wearing no armor. Armor can be
   finely differentiated, or simply said to be Light, Medium, or Heavy
   armor. Science fiction scenarios will have Extra-Heavy armor, and
   even further levels. Fantasy campaigns may include magic armor that
   offers even greater protection, sometimes specific against certain
   types of damage.

\item The amount of damage the victim can soak up (Robustness, Damage
   Capacity, or Mass). Big, healthy guys can take more damage before
   collapsing than little, sickly guys. But it's your call if it's a
   big, sickly fighter against a little, healthy fellow.
\end{enumerate}


\subsection{Sample Wound Factors List}
\label{sec:samplewoundfactors} %4.54

For those who prefer numerical values, here are some suggested numbers
to attach to the factors listed in the previous section. These may be
customized to taste, of course, and are only offered as a starting
point. If used, they should be written down on the character sheet at
character creation (probably with the weapons and armor), so as to be
readily available during combat.

\textbf{Offensive factors:}

For Character's Strength (muscle-powered weapons only):

\begin{list}{}{\setlength{\parskip}{0pt} \setlength{\itemsep}{0pt}}
\item +3 for Superb Strength
\item +2 for Great Strength
\item +1 for Good Strength
\item +0 for Fair Strength
\item -1 for Mediocre Strength
\item -2 for Poor Strength
\item -3 for Terrible Strength
\end{list}

For Attacker's Scale:


\begin{list}{}{\setlength{\parskip}{0pt} \setlength{\itemsep}{0pt}}
\item Plus the attacker's Strength Scale (see
  Section~\ref{sec:nonhumanscaleincombat}, Non-human Scale in Combat).
\end{list}

Note: the attacker's Strength Scale is relevant only for
muscle-powered weapons and for those projectile weapons scaled to the
attacker's size, such as miniature bazookas or giant-sized handguns. A
superhero of Scale 10 using an ordinary pistol would not figure his
Scale into the Offensive Damage Modifier.

For Weapon's Strength (Guns, Crossbows, Beam weapons, etc.):

\begin{list}{}{\setlength{\parskip}{0pt} \setlength{\itemsep}{0pt}}
\item +/- Strength of weapon(see Section~\ref{sec:rangedcombat}, Ranged
  Combat).
\end{list}

For Muscle-Powered Weapon:

\begin{list}{}{\setlength{\parskip}{0pt} \setlength{\itemsep}{0pt}}
\item -1 for no weapon, not using a Martial Art skill.

\item +0 Martial Art skill, or for small weapons(blackjack, knife, brass
knuckles,sling, thick boots if kicking, etc.).

\item +1 for medium-weight one-handed weapons(billy club, machete,
shortsword,epee, hatchet, rock, etc.).

\item +2 for large one-handed weapons(broadsword, axe, large club, etc.),or
for light two-handed weapons(spear, bow, etc.).

\item +3 for most two-handed weapons(polearm, two-handed sword, battleaxe,
etc.).

\item +1 for sharpness(add to other weapon damageknife becomes +1, shortsword
+2,broadsword +3, greatsword +4, etc.).
\end{list}

Note: For a less lethal game, subtract 1 from each type of
weapon except sharpness. (This will lengthen combats.)

Note: the value of a shield may be subtracted from the
opponent's skill--- see Section~\ref{sec:meleemodifiers}, Melee Modifiers.

Optional note, as an example of the detail you can achieve in Fudge: for
heavy blunt metal weapons, such as maces and flails, halve any
protection from the defender's armor, round down. The concussive damage
from such weapons is slowed, but not totally stopped, by most
armor. Example: if using a large mace (+2 weapon) against plate armor
(+4 armor), the armor only counts as +2 armor.

\textbf{Defensive factors:}

For Character's Damage Capacity Attribute:

Note: this is optional--- see Section~\ref{sec:damagecapacity},
Damage Capacity, for a complete discussion.

\begin{list}{}{\setlength{\parskip}{0pt} \setlength{\itemsep}{0pt}}
\item +3 for Superb Damage Capacity
\item +2 for Great Damage Capacity
\item +1 for Good Damage Capacity
\item +0 for Fair Damage Capacity
\item -1 for Mediocre Damage Capacity
\item -2 for Poor Damage Capacity
\item -3 for Terrible Damage Capacity
\end{list}

For Armor:

\begin{list}{}{\setlength{\parskip}{0pt} \setlength{\itemsep}{0pt}}
\item +1 for light, pliable non-metal armor.
\item +2 for heavy, rigid non-metal armor
\item +2 for light metal armor.
\item +3 for medium metal armor.
\item +4 for heavy metal armor.
\item +5 or more for science fiction advanced armor.
\end{list}

Note: magical armor may add anywhere from +1 to whatever the GM will
allow to any given armor type above.

For Defender's Mass Scale:


\begin{list}{}{\setlength{\parskip}{0pt} \setlength{\itemsep}{0pt}}
\item Plus the defender's Mass Scale(see
  Section~\ref{sec:nonhumanscaleincombat}, Non-human Scale in Combat).
\end{list}

(If the defender has Mass other than Fair, or a gift of Tough Hide, it
should also be figured in.)


\subsection{Determining Wound Level}
\label{sec:determiningwoundlevel} %4.55

A given blow will cause a certain level of wounding. In the simplest
wound determination system, the GM assesses all of the Wound Factors
(Section~\ref{sec:woundfactors}) and announces how bad the wound is. (In
some cases, however, the PCs won't know the precise degree of damage. In
those cases, the GM can simply say, ``You think you wounded her, but
she's still on her feet,'' or, ``You don't notice any effect.'')

As an example, the GM thinks to herself, ``Okay, the fighter with Good
Strength just scored a Great hit with a broadsword. The loser rolled a
Fair combat roll, has Good Damage Capacity and heavy leather armor. Hmmm---
I'll say the Strength and Damage Capacity cancel each other, while the
sharp sword should be able to penetrate the leather armor if the blow is
good enough. A Great hit against a Fair defense is enough, but not
really massive: I'd say the loser is Hurt.'' This result would then be
announced to the loser of the combat round.

The GM can also use a Situational roll to help her. Roll the dice behind
a GM screen, and let the result guide you. A roll of -1 to +1 isn't
significant--- no change from what you decided. But a roll of +3 or +4
adds a wound level or two to the damage.

See Section~\ref{sec:recordingwounds}, Recording Wounds, for details on
how to keep track of wounds received.

That system, while simple and satisfying to a certain type of GM,
doesn't do much for those who prefer the system detailed in
Section~\ref{sec:samplewoundfactors}, Sample Wound Factors
List. There's no point in figuring out the offensive and defensive
factors if you don't do something with the numbers.

One system that uses the offensive and defensive factors requires
finding the total damage factor. This is derived by adding up all the
attacker's offensive factors and then subtracting all the defender's
factors.

\begin{quote}
\itshape
Example, first Leroy attacking Theodora, then vice versa:

\textbf{Leroy:} \\
Good Strength (+1)
Scale 0 \\
Broadsword (+2 for size, +1 for sharpness = +3 weapon).

Offensive damage factors = 1+0+3 = 4

\textbf{Theodora:} \\
Fair Damage Capacity (+0) \\
Scale 0 \\
Boiled leather armor (+2)

Defensive damage factors = 0+0+2 = 2.

Leroy's total damage factor against Theodora is 4-2 = 2.

\textbf{Theodora:} \\
Superb Strength (+3) \\
Poleaxe (+4)

Offensive damage factors = 3+0+4 = 7

\textbf{Leroy:} \\
Good Damage Capacity (+1) \\
Scale mail armor (+3)

Defensive damage factors = 1+0+3 = 4.

Theodora's total damage factor against Leroy is 7-4 = 3.
\end{quote}

Since Theodora's damage factor is larger, if she hits him, she'll do
more damage to him than he would to her for an equally well-placed blow.

Once these numbers are determined, jot them down so you don't have to
refigure them each combat round.

This system requires each character sheet to have a wound record track
which looks like:


\begin{center}
\small
\begin{tabular}{lccccc}
Damage: & 1-2     & 3-4  & 5-6  & 7-8    & 9+ \\
Wounds: & Scratch & Hurt & Very & Incap. & Near \\
        &         &      & Hurt &        & Death \\
\end{tabular}
\end{center}

The numbers above the wound levels represent the amount of damage needed
in a single blow to inflict the wound listed under the number. For
example, a blow of 3 or 4 points Hurts the character, while a blow of 5
or 6 points inflicts a Very Hurt wound.

These numbers can be customized by the GM to fit her conception of how
damage affects people. Raising the numbers makes it harder to wound
someone, while lowering them makes combat more deadly.

Note that there is no number given for Dead. This is left up to the GM,
and deliberately not included to prevent accidental PC death.

However, you can't simply use the damage factor you determined above---
relative degree is also important.

A relative degree of +1 is treated as a graze--- see
Section~\ref{sec:grazing}, Grazing.

Otherwise, simply add the relative degree to the damage factor. (You may
also wish to include a damage roll--- see
Section~\ref{sec:damagedieroll}, Damage Die Roll.)

The result is a number that may or may not be a positive number. If it's
zero or less, no damage is scored.

If the number is positive, look up the result across the top of the
wound levels, and figure the wound as described above. If Leroy hits
Theodora with a relative degree of +2, he adds that to his damage
potential of +2 to produce a damage number of 4. Looking down, we see
that a result of 4 is a Hurt result (Light Wound). Theodora is Hurt, and
at -1 until she is healed.

For more detail, see Section~\ref{sec:combatandwoundingexample}, Combat
and Wounding Example.

There are other ways to figure damage. A GM who believes the relative
degree is more important than the damage factor would double it before
adding it to the damage factor. The numbers above the wound levels
should be adjusted in this case:

\begin{center}
\small
\begin{tabular}{lccccc}
Damage: & 1-3     & 4-6  & 7-9  & 10--12  & 13+ \\
Wounds: & Scratch & Hurt & Very & Incap. & Near \\
        &         &      & Hurt &        & Death \\
\end{tabular}
\end{center}

This is a satisfying system that is recommended for those who don't mind
doubling relative degree.

Others feel Strength is more important, and so on. A totally different
wounding system is given in Section~\ref{sec:minmidmax}, Min-Mid-Max Die
Roll. Many others have been proposed for Fudge over the years, and it
would be easy to import one from another game system. Use what you feel
comfortable with.

\subsection{Grazing}
\label{sec:grazing} %4.56

Any relative degree of +1 can do at most a GM-set Wound level (plus any
Scale difference). It may do no damage at all, depending on the
opponent's defensive factors: a fist hitting plate mail won't hurt the
armored knight in the slightest--- unless it's a giant's fist.

\textbf{Sample graze severity table:}

\begin{center}
\begin{tabular}{|cl|}
\hline
Damage  & \\
Factor  & Result \\
\hline
$<$0    & Undamaged \\
0--4    & Scratch \\
5+      & Hurt \\
\hline
\end{tabular}
\end{center}

A GM may or may not allow a damage die roll on a graze, even if using
the die rolls for other hits. If allowed, a damage roll shouldn't change
the result of a graze by more than one level.

Scale difference is a little trickier to figure, but it should be
minimized for such a narrow victory: a giant's club could give a human a
glancing blow that might inflict a Very Hurt result, but not necessarily
Incapacitate.

On the other hand, a tiger biting a mouse with a relative degree of +1
grazes the mouse as a cow grazes grass\ldots.

\subsection{Recording Wounds}
\label{sec:recordingwounds} %4.57

Once the final damage is determined, it is recorded on the wounded
fighter's character sheet. Each individual wound is described as a
Scratch, Hurt (Light Wound), etc., as introduced in
Section~\ref{sec:woundlevels}, Wound Levels.

Use a Damage Capacity attribute as an easy way to record wounds. (In
this case, Damage Capacity is not figured into determining wound
severity.) Each hit that is greater than a Scratch reduces a character's
Damage Capacity attribute one level--- or more, if the GM deems the hit
to be severe enough. (Scratches can accumulate as the GM desires---
perhaps three Scratches equal one hit.)

When someone is reduced to Mediocre Damage Capacity, he is Hurt: -1 to
all actions. When he is at Poor Damage Capacity, he is Very Hurt: -2 to
all actions. When he drops to Terrible, he is at -3 to all actions--- or
Incapacitated, if a GM wishes to play it that way. Damage Capacity below
Terrible is Incapacitated, at least--- possibly worse.

(For characters of Mediocre or worse Damage Capacity, these levels only
affect them when damaged. That is, an undamaged character of Mediocre
Damage Capacity is not at -1 to all actions. However, if he takes even
one hit, he drops to Poor Damage Capacity, and is at -2 to all actions.)

Healing in such a system cannot raise Damage Capacity above a
character's undamaged level--- that can only be raised through Character
Development (see Chapter~\ref{chap:chardevel}).

A more detailed method requires a space on the character sheet to record
wounds. This would look like:

\begin{center}
\small
\begin{tabular}{lccccc}
Damage: & 1-2     & 3-4  & 5-6  & 7-8    & 9+ \\
Wounds: & Scratch & Hurt & Very & Incap. & Near \\
        &         &      & Hurt &        & Death \\
        & $\boxempty\boxempty\boxempty$ & $\boxempty$ & $\boxempty$ 
        & $\boxempty$ & $\boxempty$ \\
\end{tabular}
\end{center}


The numbers above the wound levels are discussed in
Section~\ref{sec:determiningwoundlevel}, Determining Wound Level.

The boxes below the wound levels represent how many of each wound type a
fighter can take.

When a wound is received, mark off the appropriate box. A character
takes a Very Hurt result in the first round of combat. The character
sheet would then look like:


\begin{center}
\small
\begin{tabular}{lccccc}
Damage: & 1-2     & 3-4  & 5-6  & 7-8    & 9+ \\
Wounds: & Scratch & Hurt & Very & Incap. & Near \\
        &         &      & Hurt &        & Death \\
        & $\boxempty\boxempty\boxempty$ & $\boxempty$ & $\boxslash$ 
        & $\boxempty$ & $\boxempty$ \\
\end{tabular}
\end{center}

This character is at -2 to all skills since he's Very Hurt.

If he then received a Hurt result, he would check it off like so:

\begin{center}
\small
\begin{tabular}{lccccc}
Damage: & 1-2     & 3-4  & 5-6  & 7-8    & 9+ \\
Wounds: & Scratch & Hurt & Very & Incap. & Near \\
        &         &      & Hurt &        & Death \\
        & $\boxempty\boxempty\boxempty$ & $\boxslash$ & $\boxslash$ 
        & $\boxempty$ & $\boxempty$ \\
\end{tabular}
\end{center}

This character is still at -2 to all skills. The Hurt result is not
cumulative with the Very Hurt result; only the penalty for the highest
recorded wound level counts.

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. If the character
above, for example, takes another Hurt result, we see that there is no
open box in either Hurt or Very Hurt, so we have to go to Incapacitated:
the character is now incapacitated, and the sheet would look like:

\begin{center}
\small
\begin{tabular}{lccccc}
Damage: & 1-2     & 3-4  & 5-6  & 7-8    & 9+ \\
Wounds: & Scratch & Hurt & Very & Incap. & Near \\
        &         &      & Hurt &        & Death \\
        & $\boxempty\boxempty\boxempty$ & $\boxslash$ & $\boxslash$ 
        & $\boxslash$ & $\boxempty$ \\
        &         &      &      & H      & \\
\end{tabular}
\end{center}

Note that an ``H'' is recorded under the Incapacitated label. The
character is indeed Incapacitated--- he can't fight any more--- but for
healing (and scarring) purposes, he has only received two Hurt wounds
and one Very Hurt wound--- never an Incapacitating wound in one
blow. Since Incapacitating blows are harder to heal from, this is
important.

As another example, a character that takes two Very Hurt results without
taking any other hits is Incapacitated, since that is the next highest
wound level.

Note that three boxes are provided under Scratch. This can be customized
by each GM, of course. A Scratch wound will not make a fighter Hurt
until he receives his fourth Scratch. Optionally, a Scratch will never
raise a character's wound level beyond Very Hurt, no matter how many he
takes. The GM should not to use this rule when the PCs fight a monster
of huge Scale. Otherwise, they'd never be able to kill such a creature
when the worst wound they can inflict is a Scratch.

The wound progression above makes for a fairly realistic campaign. For a
more cinematic campaign (especially those without magic or science
fiction healing), add an extra box for Scratch, Hurt, and possibly Very
Hurt: lesser blows won't accumulate so quickly to hinder the
character. A moderately cinematic character sheet looks like:

\begin{center}
\small
\begin{tabular}{lccccc}
Damage: & 1-2     & 3-4  & 5-6  & 7-8    & 9+ \\
Wounds: & Scratch & Hurt & Very & Incap. & Near \\
        &         &      & Hurt &        & Death \\
        & $\boxempty\boxempty\boxempty\boxempty$ & $\boxempty\boxempty$
        & $\boxempty$ & $\boxempty$ & $\boxempty$ \\
\end{tabular}
\end{center}

It wouldn't be out of line, for an epic scale game, to add up to two
more boxes to Hurt and Very Hurt.

Be warned that adding boxes can lengthen combat significantly.

Never add boxes for cannon-fodder NPCs, though you may wish to do so for
major NPCs. In fact, NPC pawns don't even need the system above. A
simple three-stage system of Undamaged, Hurt, Out of the Battle is good
enough for most of them. Simply make a mark under an NPC's name for
Hurt, and cross out the name for Out of the Battle.


\subsection{Non-human Scale in Combat}
\label{sec:nonhumanscaleincombat} %4.58

The attacker's Strength Scale is added to his offensive damage factors,
and the defender's Mass Scale is added to her defensive damage
factors. If you have combat with beings weaker than humans, remember
what you learned in school about adding and subtracting negative
numbers\ldots.

Armor and weapons affect the damage done normally, since they are scaled
to the folks using them. Hits become Scratches, Hurt, etc., as usual---
see Section~\ref{sec:determiningwoundlevel}, Determining Wound Level.

However, an extremely small character is not likely to be able to wound
a large one in the numerical value wounding system. The GM may allow a
point or two of damage to penetrate if the small character gets a
critical success. Poison-tipped arrows and lances are also a
possibility: the small character can aim for joints in the armor and
merely has to break the skin to inject the poison.

Also, this system treats Mass Scale like armor, which isn't quite
accurate. In reality, a small opponent may be slowly carving the larger
fighter up, but each wound is too petty, relative to the large scale, to
do much damage by itself. To reflect a lot of small wounds gradually
inflicting a hit on a large-scale foe, allow a damage roll when Scale
prevents a hit from doing any damage--- that is, when Scale is the only
difference between getting a Scratch and no damage at all. See Section
4.61, Damage Die Roll.

There are also ``scale piercing'' weapons, such as whale harpoons and
elephant guns. These don't have massive damage numbers: instead, if they
hit well, simply halve the Scale value, or ignore it all together. Of
course, if such a weapon is used on a human, it would indeed have a
massive damage modifier\ldots.

\textbf{Combat Examples:} In the following examples, each fighter's Strength
Scale equals his own Mass Scale, but not his opponent's. (E.g., Wilbur's
Strength is Scale 0 and his Mass is Scale 0.) Also, it is assumed the GM
is not using the optional damage roll, which could vary damage in all
three combats discussed.

\begin{quote}
\itshape
\textbf{First example:}

Sheba, a human warrior, has just kicked McMurtree, a wee
leprechaun. Sheba's offensive damage factor = +1:

Fair Strength: +0 \\
Unarmed Combat Skill, with thick boots: +1 \\
Scale: +0

(Sheba's martial art skill normally earns her a +0 to damage, and boots
normally earns a +0. The GM rules that using both together allows a +1,
however.)

McMurtree's defensive damage factor is -3:

Light Leather Armor: +1 \\
Fair Damage Capacity: +0 \\
Scale: -4.

Sheba's damage factor against McMurtree is 1-(-3) = +4. (Subtracting a
negative number means you add an equal but positive amount.)

If Sheba wins the first combat round with a relative degree of +2 she
scores a total of 4+2 = 6 points. McMurtree's player looks up 6 on the
wound table on his character sheet: Very Hurt--- he's at -2 for the next
combat round, and in grave danger if she hits again.

\textbf{Second example:}

McMurtree's friend, Fionn, now swings his shillelagh (oak root club) at
Sheba's knee. Fionn's offensive damage factor is -1:

Good Strength: +1 \\
Shillelagh: +2 \\
(medium sized relative to Fionn, not sharp) \\
Scale: -4

Sheba's defensive damage factor is +2:

Heavy Leather Armor: +2 \\
Scale: +0

Fionn's damage factor against Sheba is -1-2 = -3.

If Fionn wins by +3, a solid blow, he adds -3+3 = 0. Unfortunately for
Fionn, she takes no damage from an excellently placed hit.

Fionn had better think of some other strategy, quickly. Fortunately for
Fionn, he knows some magic, and if he can dodge just one kick from
Sheba, she'll learn the hard way why it's best not to antagonize the Wee
folk\ldots.

\textbf{Third example:}

Wilbur, a human knight with a sword, is attacking a dragon. Wilbur's
offensive damage factor is a respectable +6:

Great Strength: +2 \\
Two-handed sword: +4 (+3 for size, +1 for sharpness) \\
Scale: +0

The dragon's defensive damage factor is +8:

Fair Damage Capacity: +0 \\
Tough hide: +2 \\
Scale: +6

Wilbur's damage factor against the dragon is therefore 6-8 = -2.

If Wilbur hits the dragon with a relative degree of +3, he does 3-2 = 1
point of damage. Given his Strength, weapon, and the amount he won by,
this would be a severe blow to a human, even one wearing armor. But this
is no human opponent. Only one point get through the dragon's Scale and
tough hide. The GM checks off a Scratch for the dragon, and the fight
continues. Since there are three Scratch boxes for a major NPC, Wilbur
will have to do this thrice more before he finally Hurts the dragon. He
may need help, or have to go back for his magic sword.
\end{quote}


\section{Wound Options}
\label{sec:woundoptions} %4.6

This section introduces some of the simpler options for determining
wounds. Many others are possible in Fudge, and this list should not be
considered official or exhaustive. They are included for possible use,
but also to inspire the GM to create her own.

\subsection{Damage Die Roll}
\label{sec:damagedieroll} %4.61

Although the damage roll is optional, it is recommended if you are using
numerical damage factors. This is because the damage factors are
generally fixed for the entire fight, and things tend to get
stagnant. It also allows a tiny fighter to have a chance against a
larger foe--- a satisfying result.

There are many possible ways to use a damage die roll.

One could roll a single Fudge die for a result of -1, 0, or +1. This can
be added to the damage factor, or, more broadly, to the actual wound
level.

For example, if a fighter inflicts 4 points of damage, that is normally
a Hurt result. If a +1 on 1dF is rolled, however, that can make the
result +5 (if adding to the damage factor), which brings it up to Very
Hurt result. However, a -1 wouldn't change the wound: it would lower the
result to 3, which is still a Hurt result. But if the GM is using 1dF to
alter the wound level, then a -1 changes the result to a Scratch, since
that's one wound level below Hurt.

Instead of a separate damage roll, one could simply use the die rolls
used to resolve the Opposed action. If the attacker wins with an even
roll (-4, -2, 0, +2, +4), add one to his offensive factor. If he wins
with an odd result (-3, -1, +1, +3), his offensive factor is
unchanged. Do the same for the defender, except it affects his defensive
factor. This system will help the defender 25% of the time, the attacker
25% of the time, and won't affect the damage results at all 50% of the
time.

\begin{quote}
\itshape
Example: the defender loses the combat round, but rolls his trait level
exactly (die roll of 0): he adds one to his defensive damage factor. The
attacker wins with a die roll of +3: his offensive damage factor is
unchanged. The final damage number is reduced by one--- the defender,
although losing the round, managed to dodge left as the attacker thrust
a bit to the right, perhaps. He may still be wounded, but he got his
vital organs out of the way of the blow.
\end{quote}

This system could also be applied to the wound level instead of the
damage factor.

A more complicated system uses a Situational roll (result from -4 to +4,
not based on any trait), and adds it to the calculated damage number
(the number over the wound level), as found in
Section~\ref{sec:determiningwoundlevel}, Determining Wound
Level. Negative final damage is treated as zero damage.

The GM may wish to apply some limitations to the damage roll, to
restrict too wild a result. For example:

\begin{enumerate}
\item If the calculated damage is positive, the damage roll cannot exceed
   the calculated damage. That is, if the calculated damage is +2, any
   damage roll of +3 or +4 is treated as +2, for a total of 4 points of
   damage.

\item If the calculated damage is positive, the final damage cannot be less
   than +1.

\item If the calculated damage is negative or zero, the final damage may be
   raised to a maximum of +1 by a damage roll.
\end{enumerate}

\begin{quote}
\itshape \textbf{First Example:} The calculated damage is found to be -2
due to armor and Scale. It would take a +3 or +4 die roll to inflict a
wound on the defender in this case, and then only 1 point of calculated
damage: a Scratch.

\textbf{Second Example:} The calculated damage is +2 (a Scratch). A damage roll
of +2 to +4 results in final damage of four points, since calculated
damage cannot be more than doubled by a damage roll. A damage roll of +1
results in final damage of three points, while a damage roll of 0
results in two points of final damage. Any negative die roll results in
one point of final damage, since a positive calculated damage cannot be
reduced below one by a damage roll.
\end{quote}

For simplicity, of course, the GM can simply ignore the limitations, and
allow the damage roll to be anywhere from -4 to +4, let the chips fall
where they may\ldots.

Many other damage die rolls are possible--- these are only given as
examples to the GM.

\subsection{Stun, Knockout, and Pulling Punches}
\label{sec:stun} %4.62

A player can announce that his character is trying to stun or knock his
opponent out rather than damage her. Using the flat of a blade instead
of the edge, for example, can accomplish this. Damage is figured
normally, but any damage inflicted doesn't wound the opponent: it stuns
her instead.

In this case, a Hurt result is called a ``Stun''--- a stunned character
cannot attack or all-out defend, and is at -1 to defend for one combat
turn only. However, the Stun result stays on the character sheet: that
is, a second Stun result, even if delivered more than one combat round
after the first, will cause the character to become Very Stunned. (Stun
results heal like Scratches: after combat is over.)

A Very Hurt result in a stunning attack is called a Very Stunned result
instead: no attacks and -2 to all actions for two combat rounds.

A result of Incapacitated or worse when going for stun damage results in
a knockout. A knocked-out character doesn't need healing to recuperate
to full health--- just time. (Only a harsh GM would roll for the
possibility of brain damage--- this is fiction, not reality.)

The GM may simply decide that a successful Good blow (or better) to the
head knocks someone out automatically. In an Opposed action, the Good
blow would also have to win the combat, of course.

Likewise, a player may choose to have his character do reduced damage in
any given attack. This is known as ``pulling your punch,'' even if you are
using a sword. This commonly occurs in duels of honor, where it is only
necessary to draw ``first blood'' to win, and killing your opponent can
get you charged with murder. A Scratch will win a ``first blood'' duel---
it is not necessary to Hurt someone.

To pull your punch, simply announce the maximum wound level you will do
if you are successful. A fencer can say he is going for a Scratch, for
example. In this case, even if he wins the Opposed action by +8, and
adds in +3 for his sword, the worst he can do is nick his foe. He was
just trying for a Scratch--- but the Scratch is probably in the shape of
the letter ``Z'' with such a result!


\subsection{Min-Mid-Max Die Roll}
\label{sec:minmidmax} %4.63

This system of wound determination does not pretend to be a realistic
method, and can produce some wildly varying results. But it's quick,
easy, and lots of fun, and so works well in a certain style of gaming.

This system requires 3d6 for a damage roll, even if using 4dF for action
resolution.

\textbf{Overview:} roll 3d6 when a damage roll is called for. You will probably
only read one of the dice, however: either the lowest value (Min),
median value (Mid) or highest value (Max), depending on damage factor
and relative degree. The greater the damage factor and/or relative
degree, the greater the d6 you read for result.

If using the Min-Mid-Max system, use the wound track on the character
sheet listed in Section~\ref{sec:recordingwounds}, Recording Wounds:

\begin{center}
\small
\begin{tabular}{lccccc}
Damage: & 1-2     & 3-4  & 5-6  & 7-8    & 9+ \\
Wounds: & Scratch & Hurt & Very & Incap. & Near \\
        &         &      & Hurt &        & Death \\
        & $\boxempty\boxempty\boxempty$ & $\boxempty$ & $\boxempty$ 
        & $\boxempty$ & $\boxempty$ \\
\end{tabular}
\end{center}

The offensive and defensive damage factors listed in
Section~\ref{sec:samplewoundfactors}, Sample Wound Factors List, are
used.  However, they are not added to the relative degree. Instead,
simply derive the total damage factor as normal: (attacker's Strength +
Scale + weapon) minus (defender's Damage Capacity + Scale + armor). Each
player should jot down this number once it is known for the combat.

Before the game begins, the GM decides how important the damage factor
and relative degree are in determining wound severity. The following
table is recommended as a starting point; the GM can adjust it as she
sees fit:

\begin{center}
\settowidth{\pmsp}{+}
\renewcommand{\nopm}{\hspace*{\pmsp}}
\begin{tabular}{|ccc|}
\hline
Damage & Bonus  & Relative Degree \\
Factor &        &                 \\
\hline
$<$0   &   -1   &        -        \\
0,1,2  & \nopm0 &       2,3       \\
3,4,5  &   +1   &       4,5       \\
  6+   &   +2   &       6+        \\
\hline
\end{tabular}
\end{center}

A damage factor of 3, for example, has a die-reading bonus of +1, while
a relative degree of 3 has a die-reading bonus of 0. The GM may charge a
-2 penalty if the damage factor is well below zero (-5 or worse).

Since the graze rules are used unchanged with this system, there is no
listing for relative degree less than 2.

Add the bonus for damage factor with the bonus for relative degree to
get a final bonus. Example: a character has a damage factor of +3
(bonus: +1) and a relative degree of +5 (bonus: +1).  His total bonus
for that round of combat is +2.

What do these bonuses represent?

A total ``bonus'' of less than zero means no damage is possible--- don't
even roll the dice. Otherwise, locate the total bonus on the following
table:

\begin{center}
\begin{tabular}{|cc|}
\hline        
Total Bonus & Die to Read \\
\hline
   0 & Min \\
   1 & Mid \\
   2 & Max \\
   3 & Add Max + Min \\
   4 & Add all three \\
\hline
\end{tabular}
\end{center}

\begin{list}{}{\setlength{\parskip}{0pt}\setlength{\itemsep}{0pt}}
\item Min = lowest die.
\item Mid = median die.
\item Max = highest die.
\end{list}

The median is the value in the middle. This may be the same as the
highest or lowest, as in a roll of 2, 4, 4: the Min = 2, the Mid = 4,
and the Max = 4. A roll of triples means Min = Mid = Max. (Please read
the median value--- not necessarily the die that is physically between
the other two on the table.)

Once you have determined which die to read, compare it with the numbers
above the wound levels. With a roll of 1, 3, 5, for example, the Min die
= 1 (a Scratch result), the Mid die = 3 (a Hurt result), and the Max die
= 5 (a Very Hurt result). You would only read one of these results,
however--- not all three.

With three or more bonuses, add the appropriate dice as listed on the
table. For results beyond 9, the GM is free to kill the recipient
outright, or merely keep it as a Near Death result, as called for by the
situation.

The tables are not meant to be intrusive, merely guidelines. The basic
intent is to read the Mid if the attacker has either a decent damage
factor or a decent relative degree; to read the Min if he has neither;
and to read the Max if he has both. All other values are derived from
that simple idea. So the GM can ignore all the tables, and with that
idea in mind, just fudge which die to read.

For example, a GM might say, ``Whoa! You just hit him across the forehead
as he backed into a bucket left by the hastily fleeing janitor. Nice
shot--- he topples over onto his back. For damage, roll 3d6 and read the
Max!''

This would have come out of a descriptive game, in which the players
describe their characters' actions in great detail.

\begin{quote}
\itshape
\textbf{Example of the Min-Mid-Max system:}

Valorous Rachel is fighting the villainous Archie. Both are Scale 0, so
Scale won't be mentioned.

Rachel:

\begin{list}{}{\setlength{\parskip}{0pt}\setlength{\itemsep}{0pt}}
        \item Quarterstaff: +2
        \item Strength Fair: +0
        \item \hspace*{0.125in}Offensive damage factor: +2
        \item Light Leather Armor: +1
        \item Damage Capacity Good: +1
        \item \hspace*{0.125in}Defensive damage factor: +2
\end{list}

Archie:

\begin{list}{}{\setlength{\parskip}{0pt}\setlength{\itemsep}{0pt}}
        \item Greatsword: +4
        \item Strength Great: +2
        \item \hspace*{0.125in}Offensive damage factor: +6
        \item Heavy Leather Armor: +2
        \item Damage Capacity Fair: +0
        \item \hspace*{0.125in}Defensive damage factor: +2
\end{list}

So Rachel's damage factor is 2-2 = 0. She gets no bonus.

Archie's damage factor is 6-2 = 4.  He gets +1 bonus, according to the
table above.

On the first round, Rachel wins by +2, whacking Archie across the
ribs. Relative degree +2 doesn't get any bonus (and she has none from
her damage factor), so Rachel will read the Min. She rolls 3d6 and gets
lucky: a 3, 5, and 6. The Min is a 3: she Hurts Archie, who is now at -1
and checks off his Hurt box.

On the second round, Archie manages to win with a graze: +1 relative
degree. Do not even calculate a bonus in this case--- use the graze rule
unchanged from Section 4.56, Grazing. His damage factor is only 4, so he
scores a Scratch on Rachel.

On the third round, Archie does very well: he wins by +4 as Rachel backs
into a chair! He now gets two bonuses, one from his damage factor and
one from his relative degree: he will read the Max die. But Archie's
karma is in serious need of overhaul: he rolls a 1, 2, and 3. Rachel is
only Hurt, and the GM checks off the Hurt box.

Rachel all-out attacks in the following round, and with the +1 to hit
she scores an awesome +6 over Archie! She gets two bonuses for such a
high relative degree--- she'll read the Max die--- and gets +1 to the die
roll for all-out attacking. (Note that this is +1 to the die result, not
a +1 to the die-reading bonus.) The GM rolls a 1, 4, 6. She reads the
Max and adds 1 for a total of 7. Reading the wound table on the
character sheet, she sees that this is Incapacitated, and declares that
Rachel's staff just smashed across the bridge of Archie's nose, probably
doing serious damage, and at least knocking him out of this battle\ldots.
\end{quote}

For a more epic game, where it's important to be able to Incapacitate in
one blow, use the following wound track on the character sheet:

\begin{center}
\small
\begin{tabular}{lccccc}
Damage: & 1       & 2,3  & 4,5  & 6      & 7+ \\
Wounds: & Scratch & Hurt & Very & Incap. & Near \\
        &         &      & Hurt &        & Death \\
        & $\boxempty\boxempty\boxempty$ & $\boxempty\boxempty$ 
        & $\boxempty\boxempty$ & $\boxempty$ & $\boxempty$ \\
\end{tabular}
\end{center}

The extra wound boxes are in keeping with an epic style game, but are
optional.


\subsection{PC Death}
\label{sec:pcdeath} %4.64

Sometimes the dice try to kill a PC. In most campaigns, PC death
shouldn't occur through a bad die roll, but only if the character's
actions were truly self-sacrificing--- or stupid--- enough to warrant
death. Three methods of preventing accidental PC death are
presented. They may be used separately or together or not at all.

These should not be used for run-of-the-mill NPCs, but could be used for
major ones.

The ``automatic death'' rule in Section~\ref{sec:woundlevels}, Wound
Levels, takes precedence over these suggestions.

\begin{enumerate}
\item A character cannot take more than three levels of wounds in one
   blow. For example, an unwounded character could be Scratched, Hurt,
   or Very Hurt in one blow, but any excess damage points beyond that
   would be lost. A Hurt character could go all the way to Near Death in
   one blow, but not be killed outright.

\item A character cannot be rendered Near Death unless he began that combat
   round Incapacitated. This is simpler to keep track of than the first
   system, and assumes there is some great difference between a severe
   wound and mortal wound. There probably isn't, but the rule isn't
   intended to be realistic: it's to make the PCs more heroic than real
   life.

\item A player may spend a Fudge Point (Section~\ref{sec:fudgepoints})
   to convert a deadly wound to a merely serious one.
\end{enumerate}

\subsection{Technological Levels as Scale}
\label{sec:technologicallevelsasscale} %4.65

Technological differences between weapons and armor can be expressed as
Scale if the GM desires. Instead of figuring exactly how much
mega-damage a transvibrational subneural pulverizer does, the GM can
simply say, ``This is a weapon that is of the same technological level as
the armor of the defender--- therefore, it has the same effect on her as
a modern pistol would on kevlar.''  However, if used against someone who
is wearing kevlar, the transvibrational subneural pulverizer does lots
and lots of damage--- kevlar wasn't designed to stop this type of thing.

Basically, there isn't much difference between thrusting a sword through
a naked man's kidney, or shooting him with a .38 through the kidney, or
using a transvibrational subneural pulverizer on the kidney: naked
people don't resist most weapons well. Plate armor stops the sword well,
but won't slow down the .38 enough to help much--- unless it can deflect
it away from the kidney, that is. It probably won't help at all against
the pulverizer, but it may: the GM will have to decide the effect of
such a weapon on plate armor.

The concept of technological levels as Scale only comes into effect when
weapons of one technological era are used against armor of another
technological era. At that point, the GM can add an arbitrary Scale
difference to the weapon--- or armor, whichever is of the higher tech
level. No attempt to quantify tech levels is made here. This section is
merely food for thought.

\section{Combat and Wounding Example}
\label{sec:combatandwoundingexample}  %4.7

This example uses the numerical offensive and defensive factors in
Section~\ref{sec:samplewoundfactors}, Sample Wound Factors List. It also
uses a damage die roll: the 4dF option, with the three limitations
listed.

The two opponents are Medieval warriors, Snorri and Brynhild. The fight
takes place in a barroom, which quickly empties of other occupants once
weapons are drawn. No one noticed that the innkeeper's son had actually
left much earlier than this, when the belligerent Snorri was merely
exchanging insults with the proud Brynhild. Both fighters are human
(Scale 0), so Scale is left out of the discussion.

\textbf{Snorri:}

Sword skill: Great \\
No shield \\
Strength: Good (+1) \\
Weapon: Magic Sword (+2 for size, +1 for Sharp, +1 for Magic = +4)

\hspace*{0.125in} Offensive damage factor: +5

Damage Capacity: Good (+1) \\
Armor: Heavy Leather (+2)

\hspace*{0.125in} Defensive damage factor: +3

\textbf{Brynhild:}

Axe skill: Good \\
Shield: Medium (-1 to foe's weapon skill) \\
Strength: Great (+2) \\
Weapon: Axe (+2 for size, +1 for Sharpness = +3)

\hspace*{0.125in} Offensive damage factor: (+5)

Damage Capacity: Fair (+0) \\
Armor: Heavy Leather (+2)

\hspace*{0.125in} Defensive damage factor: (+2)

Snorri's damage factor vs. Brynhild: 5-2 = +3

Brynhild's damage factor vs. Snorri: 5-3 = +2

Snorri's skill is reduced to Good for this combat by Brynhild's shield---
see Section~\ref{sec:meleemodifiers}, Melee Modifiers.

In the first round, Snorri gets a Great result on his weapon skill (die
roll = +1), and Brynhild gets a Fair result (die roll = -1). Snorri wins
with a relative degree of +2. Snorri's damage factor of +3 is added in,
bringing the damage to +5. Looking at the character sheet, a +5 result
equals a Very Hurt wound--- before rolling for damage.

The GM is requiring damage rolls, so Snorri's player rolls the dice: a
-2 result, too bad. This brings the damage down to 3. Since Brynhild is
an NPC, the GM looks at the wound chart on her character sheet, and
finds 3: a Hurt Wound. The GM marks off the box under the word ``Hurt,''
and the next round is fought. Brynhild is now at -1 for the rest of the
combat.

In the second round, both combatants get Good results--- a standoff. The
GM describes it as a give-and-take of blows that are all parried or
blocked as the fighters circle each other. Another five seconds have
passed this round, the GM decrees.

In the third round, Snorri gets a Great result and Brynhild only a Good
result--- Snorri has hit again. Since the relative degree is +1, this is
a graze. The GM does allow a damage die roll on a graze, but won't let
it change the result by more than one level. Snorri's damage factor of
+3 normally means a Scratch on a graze.

Snorri rolls a 0 for damage, so the GM marks off a Scratch box on
Brynhild's character sheet.

In the fourth round, Snorri decides to finish off the Hurt Brynhild in
one blow: he all-out attacks, which gives him a +1 modifier to his
skill, and a +1 to damage if he wins. Brynhild had decided to try for a
situational advantage, though: she's spending this round in all-out
defense, hoping to spot some way to get an advantage over Snorri for the
fifth round. Brynhild gets a +2 modifier to her skill this turn, but
can't hurt Snorri if she wins. Snorri gets a Great result, even counting
his +1 for all-out attacking, and Brynhild also gets a Great
result. Snorri would ordinarily have lost the combat round (all-out
attackers lose tie results), but Brynhild's all-out defense means she
doesn't aim any blows at Snorri, just beats his attack down.

The GM requires a Good Perception roll from Brynhild in order to spot a
situational advantage. Her Perception attribute is Great, so she easily
makes it. She notices a drink on the floor, spilled earlier by a
customer in full flight. Since she successfully defended that round, the
GM rules she maneuvers Snorri into the slippery puddle for one round.

In the fifth round, the GM gives Snorri a -1 to skill this round (down
to Fair) for bad footing. Snorri tries an ordinary attack, and Brynhild,
wounded, desperate, and sensing this may be her only chance, now tries
an all-out attack: +1 modifier to her skill, bringing her up to an
effective skill of Good from her wounded Fair state. Brynhild rolls a
Great result, and Snorri only gets a Good result: Brynhild wins this
round by +1.

Since she was doing an all-out attack, she gets a bonus of +1 to
damage. This does affect a graze, so her normal Scratch result (for a
graze) is increased to Hurt. She rolls a 0 on the damage roll, so Snorri
is now Hurt: -1 until healed.

The combat is interrupted at this point by the town guards, who had been
alerted by the innkeeper's son. Snorri and Brynhild are hauled off to
separate cells, probably only too glad to get out of what had become a
potentially deadly duel\ldots.

\section{Healing}
\label{sec:healing} %4.8

Wounds are healed through a medical skill or supernormal power.

A Scratch is too insignificant to require a roll on a healing skill
(although it might require a kiss to make it better\ldots). Scratches are
usually erased after a battle, provided the characters have five or ten
minutes to attend to them. An individual GM may rule otherwise, of
course: they may linger on for a day or two.

A Good result on a healing skill heals all wounds one level (Hurt to
healed, Very Hurt to Hurt, etc.). (Scratches do not count as a level for
healing purposes. That is, a Hurt wound that is healed one level is
fully healed.) A Great result heals all wounds two levels, and a Superb
result heals three levels.

Healing with realistic medical skills takes time: the success of the
roll merely insures the wounds will heal, given enough rest. How long
this takes depends on the technological level of the game setting, and
is up to the GM. (A day per treated wound is extremely fast healing, but
may be appropriate in an epic-style game. Likewise, one minute per
magically healed wound is fast.) Whether or not strenuous activity
before the healing period ends reopens a wound is also left up to the
GM\ldots.

Example: a character with three wounds (two Hurt results and one Very
Hurt) is healed with a roll of Good. After the appropriate time, the two
Hurt wounds will be fully healed, while the Very Hurt wound will now be
a Hurt wound (and carries a -1 modifier as such).

Otherwise, wounds heal on their own at one wound level per week of
rest--- or longer, if the GM is being more realistic. That is, after a
week of rest, an Incapacitated character becomes Very Hurt, etc. The GM
may also require a successful roll against a Constitution attribute:
Fair Difficulty Level for Hurt, Good Difficulty Level for Very Hurt, and
Great Difficulty Level for Incapacitated. Failing this roll slows the
healing process. Someone Near Death should take a long time to heal,
even with magical or high tech healing.

% **********************************************************************

\chapter{Character Development}
\label{chap:chardevel}

After playing a bit, perhaps each session, a player will want the
character to grow in abilities. At this point, a developing character
can exceed the initial GM-set skill limits (such as one Superb, three
Greats). There are two ways to handle character development, or
``experience,'' as it's often called.

\section{Subjective Character Development}
\label{sec:subjectivedevel} %5.1

When the player feels the character has accomplished enough to warrant
improving in some trait (and he feels he's been role-playing well), he
petitions the GM for permission to raise it. A trait can only be raised
one level at a time. A trait must be used more to raise it from Good to
Great than Fair to Good, and so on. It should be easier to raise a Skill
than an attribute.

Or the GM can simply award an improvement in a trait she feels deserves
to be raised. In these cases, there is never a corresponding reduction
of another trait--- this is character development, not creation.

\section{Objective Character Development}
\label{sec:objectivedevel} %5.2

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

\textbf{Raising a skill}

\begin{center}
\begin{tabular}{lll}
        From:     & To:      & Costs: \\
\hline
        Terrible  & Poor     & 1 EP \\
        Poor      & Mediocre & 1 EP \\
        Mediocre  & Fair     & 1 EP \\[6pt]
        Fair      & Good     & 2 EP \\
        Good      & Great    & 4 EP \\
        Great     & Superb   & 8 EP \\[6pt]
        Superb    & Legendary & 16 EP \\
                  &           & + GM permission \\
        Legendary & Legendary 2nd & 30 EP \\
                  &               & + GM permission \\
  \multicolumn{2}{l}{Each add'l level} & 50 EP \\
  \multicolumn{2}{l}{of Legendary}     & + GM permission \\
\end{tabular}
\end{center}

\textbf{Raising an attribute:}

\hspace*{0.125in}Triple the cost for skills of the same level.

\textbf{Adding a gift:}

\hspace*{0.125in}6 EP (or more) + GM approval.

\textbf{Adding a supernormal power:}

\hspace*{0.125in}12 EP (or more) + GM approval.

A trait can only be raised one level at a time.

The GM may adjust these point levels as she sees fit and should require
that the player may only raise traits that were used significantly
during an adventure. If a long campaign is planned, these EP costs could
be doubled to allow room for character growth.

Defining skills narrowly will also ensure characters don't become too
powerful too quickly.

As a guideline, good role-playing should be rewarded with 1 to 3 EP per
gaming session, with a suggested upper limit of 4 EP for flawless
role-playing. Players may save EP as long as they wish.

Attribute levels may or may not affect EPs put into skills. For
simplicity, you can ignore attribute levels entirely when raising skill
levels. For greater realism, however, the GM can add a surcharge of +2
EP (or more) when a skill is raised above an appropriate attribute.

Example: Violet the Herbalist has Good Intelligence.  EP costs for
raising Herb Lore skill are normal until she tries to raise it to Great,
which is higher than her natural Intelligence. At that point, she must
pay +2 EP beyond what the table calls for: 6 EP to raise Herb Lore to
Great, and another 10 EP to raise it to Superb.

This proposal is recommended only for character development--- not for
character creation. The GM should inform the players at character
creation if this option is in force so they can plan their characters'
attributes accordingly.

\section{Development through Training}
\label{sec:developmentthroughtraining} %5.3

Improving skills through EP is not always realistic, to be honest. A
gaming session might only cover a few hours of campaign time. Allowing a
character to improve one or two different skills from Fair to Good in
that time is far-fetched. But it's fun for the players, and
psychologically satisfying, and so recommended.

As an alternative, or in addition to the methods described above, the GM
may allow traits to be raised through appropriate amounts of training
time. This would require finding a teacher (which would cost money) or
taking an appropriate job (which may not be totally dedicated the skill
you wish to learn, and so take longer). It's also possible to learn
something on your own, but the GM should double the time required. If
using the Objective Character Development system, the GM may (or may
not) require that EPs be spent in this manner--- that is, you can't spend
EPs unless you also take the time to train.

The GM sets training time and costs, and difficulty of finding a
teacher. The teacher has two skills that must be considered: Teaching
skill, and the appropriate skill being taught. The player may need to
roll the dice to see how diligently the character studied the skill. The
die roll should be on an attribute such as Willpower, Drive, Zeal,
Wisdom, Self Discipline, Self Motivation, Psyche, Intelligence, etc. If
the player can give a valid reason why the character is extremely
motivated to learn this skill, the GM may grant up to +2 to the trait
tested. The GM may request a single die roll, or a roll per week, month,
etc. If multiple rolls are called for, at least half of them should
succeed to earn the skill improvement.

Example: Billy Blaster, space cadet, is back at the Academy after his
first tour of duty. He considers his Fair Laser Pistol skill to be
substandard. He takes a six-week training course in Laser pistol use,
taught by an instructor of Superb Laser skill and Great Teaching
skill. (Since Billy has Gift: Employed by Space Patrol, this is free
training for him.) The GM decides that Billy's player needs to make a
Willpower roll for each two-week period to see how dedicated he is to
studying. If at least two of the three rolls are Mediocre or better,
Billy can raise his Laser pistol skill from Fair to Good, given the
length of training and quality of the instructor. Had the training been
shorter, or the instructor worse, he would have needed a preponderance
of Fair or even Good rolls to have successfully raised his Laser pistol
skill.

Remember that it is much easier to improve a skill from Poor to Mediocre
than from Great to Superb. Require more time, or higher Difficulty
Levels on the Will rolls to raise an already high skill.

\section{Alternative Experience System}
\label{sec:alternativeexperiencesystem} %5.4

\textbf{Note:} The following was taken from the author's ``Thoughts on
Fudge'' (online at \htmladdnormallink{\texttt{http://www.io.com/\twiddle
sos/rpg/fudlatest.html}}{http://www.io.com/~sos/rpg/fudlatest.html}).

After a convention game one time, Ann Dupuis and I were discussing how
well the game went, especially with the one newcomer to gaming at the
table. The woman was not only at her first convention, but was playing
her first RPGs that weekend. Fudge was the last game in her schedule
that con, and she was blown away by how easy it was compared to the
other games. She said she understood the character sheet without having
to have anything explained to her--- and that the single mechanic to
resolve all actions was the best she'd seen in the five different games
she'd tried.

So we were congratulating ourselves, when I mentioned to Ann (President
and Dictator for Life of Grey Ghost Games) that Fudge did have its
drawbacks--- experience being the most glaring. Yes, it's great for
one-shot con games, but it seems to allow characters to develop too
quickly or not at all in long-term games.

Ann came up with an idea which we batted around a bit, and it looks
something like this:

Instead of awarding Experience Points, the GM awards Fudge Points at the
end of a gaming session. These can be turned in for Experience Points,
but the ratio in Section~\ref{sec:fudgepoints} (suggested 3 EP = 1 Fudge
Point) is reversed. That is, you may turn in three Fudge Points for one
EP.

Raising traits is unchanged from Chapter~\ref{chap:chardevel}.

What this does is force the player to consider whether he needs to save
his Fudge Points to get out of a jam the next session, or convert them
to EP to raise a trait. He can save Fudge Points from session to
session, so he can eventually swap 12 Fudge Points for 4 EP to raise a
trait or two--- but he may have to use some of those Fudge Points along
the way to survive!

The net effect is that character development is left totally in the
hands of the player, but is slowed down from the rate suggested in the
book. This means a long-term campaign becomes more viable in Fudge.

% **********************************************************************

\chapter{Tips and Examples}
\label{chap:tipsandexamples} %6

\section{GM Tips and Conversion}
\label{sec:gmtipsandconversion} %6.1

Always remember the main point of the game is to have fun\ldots.

The GM should translate at least one of her favorite characters into
Fudge from whatever system she is used to. This will give her a good
idea of what traits to choose, and how many.

Fudge is incredibly flexible, possibly more so than any system you've
played before. Once you've translated a favorite character, fiddle with
her a bit. Can you tweak her to be exactly what you want, possibly in
ways your previous system wouldn't allow? What if you split that
attribute into two or three effects--- ah! See, she can be smart in some
ways, but dumb in others; knowledgeable of some things, ignorant of
others. Hmmm--- too many attributes? Make some of them gifts, then--- that
might be easier to deal with. And so on--- have fun!

It is easy to create NPCs to challenge the player characters by counting
levels. Figure roughly how many levels have been spent on combat skills
by the average player character. This figure, put into combat skills in
an NPC, should give a fair fight. For example, if the PCs are built on
40 skill levels and four free attribute levels, the average character
might have ten levels in combat skills directly. In that case, a gang of
thugs with ten levels each of combat skills and two attribute levels put
into physical attributes should challenge the player characters pretty
closely.


\subsection{Conversion Hints}
\label{sec:conversionhints} %6.11

It is not practical to give guidelines for converting every game system
to and from Fudge. However, two systems of trait measurement are in
widespread use: a 3--18 scale, and a percentile system. While these are
not used uniformly (and there are many games that don't use either
system), it is still useful to discuss translating between such systems
and Fudge.

Standard 3--18 scale traits are converted as follows:

\begin{center}
\begin{tabular}{|cc|}
\hline
 Fudge Level & 3-18 Level \\
\hline
 Superb   & 18+ \\
 Great    & 16-17 \\
 Good     & 13-15 \\
 Fair     & 9-12 \\
 Mediocre & 6-8 \\
 Poor     & 4-5 \\
 Terrible & 3 or less \\
\hline
\end{tabular}
\end{center}

Percentile traits are converted roughly as follows:

\begin{center}
\begin{tabular}{|cc|}
\hline
 Fudge Level & Percentile Level \\
\hline
 Superb   & 98-100 \\
 Great    & 91-97 \\
 Good     & 71-90 \\
 Fair     & 31-70 \\
 Mediocre & 11-30 \\
 Poor     & 4-10 \\
 Terrible & 1-3 \\
\hline
\end{tabular}
\end{center}

\subsubsection{Translations to/from Other RPGs}
\label{sec:translationstootherrpgs} %6.111

\textbf{Note:} The following was taken from the author's ``Thoughts on
Fudge'' (online at \htmladdnormallink{\texttt{http://www.io.com/\twiddle
sos/rpg/fudlatest.html}}{http://www.io.com/~sos/rpg/fudlatest.html}).

Mike Harvey suggested the table in Section~\ref{sec:conversionhints} on
converting characters to/from Fudge isn't accurate. He points out that
my conversions of

\begin{center}
\begin{tabular}{|cc|}
\hline
Mediocre: &  6-8 \\
Poor:     &  4-5 \\
Terrible: & 3 or less \\
\hline
\end{tabular}
\end{center}

are especially off--- because no RPG really uses those numbers! And he's
right. I doubt you'll find one GURPS� character in a hundred with skills
below 9.

Therefore, a more accurate chart for Section~\ref{sec:conversionhints}
might look like:

\begin{center}
\begin{tabular}{|cc|}
\hline
Superb:    & 19+ \\
Great:     & 16-18 \\
Good:      & 14-15 \\
Fair:      & 12-13 \\
Mediocre:  & 9-11 \\
Poor:      & 6-8 \\
Terrible:  & 5 or less \\
\hline
\end{tabular}
\end{center}


\subsection{Templates}
\label{sec:templates} %6.12

A GM can create a character template for the players. This may help a
player make his first Fudge character, or allow players coming from a
game with a character class system to feel at home. She should also
allow custom-designed characters, though, for players who feel limited
by character classes.

The ``GM limits'' and the list of attributes at the beginning of each
sample character in Section~\ref{sec:charexamples} are templates. The GM
can hand out character sheets with attributes and limits already printed
on them. This can be accompanied by a copy of the list of sample skills
on page~\pageref{sec:sampleskills}, and possibly the sample lists of
gifts and faults in Sections\~ref{sec:gifts}, Gifts, and
\ref{sec:faults}, Faults. The players can then create characters with a
minimum of hassle.

For more detail, the GM can actually create templates of character
``classes.'' As an example familiar to many gamers, the GM may have
guidelines for players wishing to play a fantasy fighter character, or
magician, or cleric, or thief, etc. The GM can set up minimum attribute
standards for each character class, recommended gifts, and minimum skill
levels.

Templates can be set up for any genre, not just fantasy. You may have
guidelines for a typical scientist character, or policeman, or psychic
phenomenon investigator, or King's Musketeer, etc.

See Section~\ref{sec:classandracetemplateexamples}, Class and Racial
Template Examples.

A different type of template shows the player the native abilities and
limitations of a fantasy or science fiction race. See the sample
character Seihook (Section~\ref{sec:seihook}), for a science fiction race, and
Section~\ref{sec:cercopes}, Cercopes, for a fantasy race.

\section{Character Sheet Example}
\label{sec:charactersheetexample} %6.2

A character sheet can be any scrap paper, of course. However, it's handy
to include the Trait Level progression and GM starting limits, if any,
such as 1 Superb skill, 3 Great skills, magic available, etc.

Sample character sheets may be found online at
\htmladdnormallink{\texttt{http://www.fudgerpg.com/fudge}}{http://www.fudgerpg.com/fudge}
and other sources. Many other character sheet designs are possible.

Refer to the Cost of Skills table for Objective Character Creation when
creating characters using the objective system.

\section{Character Examples}
\label{sec:charexamples} %6.3

The following characters are designed to different GM standards to show
some of the many possibilities. Each character example includes the GM
guidelines used. All but the last one are made with the Objective
Character Creation system, though all are compatible with the Subjective
Character Creation system, of course. Easy and hard skills are denoted
as such. (In the Objective Character Creation system, it costs less to
get an easy skill at a given level, and more for a hard skill.) Skills
that have defaults of non-existent and cost one level just to get at
Terrible are listed as: Telepathy (VH). These are usually skills that
control Supernormal Powers.

The numbers in parentheses after trait levels are the Objective level
costs, and are optional on any given character sheet (but make it easy
to tally).

Some characters have a separate Damage Capacity attribute; others have
Damage Capacity represented by some other attribute, such as Strength,
Health, Body, Constitution, Physical, etc.

Most of the gifts and faults were chosen with an eye towards variety,
for purposes of example. Of course, if you use these characters, feel
free to change any of the traits.

\subsection{Fantasy Characters}
\label{sec:fantasycharacters} %6.31

Brogo, Floranna, and Moose have some magic abilities, using the sample
Fudge Magic system found in the Addenda. Brogo is just a dabbler in
magic, and Moose is only slightly better. Floranna is a full magician,
however.

\subsubsection{Brogo the Scout, Halfling}
\label{sec:brogo} %6.311

GM limits: Eight attributes (four free levels); 50 free skill levels,
with maximum of one Superb, three Greats; two free gifts; magic
available.

Note: spell-casting is equal to Coolness -2 in this game, with a maximum
level of Fair--- no Spell-casting skill need be bought. Also, Magic
Potential isn't limited to a specific effect in this game: Brogo can try
for any effect, except as limited by his fault. ``Halfling'' is defined
under Brogo's faults.

\underline{Attributes}

(Four free levels, ten levels taken,balanced by three faults)

Coolness: Good (1) \\
Damage Capacity: Good (1) \\
Dexterity: Great (2) \\
Empathy: Good (1) \\
Health: Good (0) [Halfling Fair] \\
Intelligence: Good (1) \\
Perception: Superb (3) \\
Strength: Good (1) [Scale -2]

\underline{Skills}

(50 free levels, 50 taken)

Area Knowledge \\
\hspace*{0.125in} large area (easy): Good (2) \\
Bow: Good (3) \\
Climbing: Good (3) \\
Elvish Language(hard): Mediocre (2) \\
Evaluate Goods: Fair (2) \\
Farming (easy): Fair (1) \\
Fellowship: Great (4) \\
Find Secret Passages: Terrible (-1) \\
First Aid: Good (3) \\
Haggle: Good (3) \\
Interrogation: Terrible (-1) \\
Knowledge of Old Tales: Fair (2) \\
Lockpicking: Terrible (-1) \\
Mimic AnimalNoises (hard): Great (4) \\
Move Quietly: Superb (5) \\
Orcish Language: Fair (2) \\
Pickpocketing: Terrible (-1) \\
Riding: Pony: Fair (2) \\
Staff: Good (3) \\
Storytelling: Good (3) \\
Survival: Good (3) \\
Tracking: Good (3) \\
Wildcraft: Great (4) \\

\underline{Gifts}

(Two free gifts, four taken,balanced by faults)

Absolute Direction; Animal Empathy; Lucky; Night Vision

\underline{Supernormal Powers}

(One taken, balanced by two faults)

Magic Potential, one level

\underline{Faults}

Can only cast trivial spells; Curious; Glutton; Humanitarian (helps the
needy for no pay); Self-defense Pacifist; Halfling (Scale -2, Racial
Bonus to Health, counts as two faults)


\subsubsection{Floranna, Elven Magician}
\label{sec:floranna} %6.312

GM limits: Two attributes (one free level); 50 free skill levels, with
maximum of one Superb, three Greats; four free gifts; magic available.

Note: There are two separate Spell-casting skills, and the GM allows
them to be raised above Fair at a rate of one gift per skill level. It
costs four levels to get ``Spell Casting on Others'' at Fair, then six
more levels to get it at Good, since one gift = 6 skill levels.

\underline{Attributes}

(One free level, one taken)

Material: Mediocre (-1) \\
Spiritual: Great (2)

\underline{Skills}

(50 free levels, 32 taken,the rest traded for three gifts)

Acrobatics/Athletics: Mediocre (1) \\
Animal Skills: Good (3) \\
Camaraderie: Mediocre (1) \\
Combat Skills: Poor (0) \\
Courtly Ways: Poor (0) \\
Cultural Knowledge: Good (3) \\
Doctoring: Great (4) \\
Manipulate People: Poor (0) \\
Move Quietly/Gracefully: Fair (2) \\
Scientific Knowledge: Mediocre (1) \\
Spell Casting on Others (VH): Good (10) \\
Spell Casting on Self (VH): Fair (4) \\
Thievery: Terrible (-1) \\
Woodland Ways/Nature Lore: Great (4)

\underline{Gifts}

(Four free gifts, none taken)

\underline{Supernormal Powers}

(Six taken, balanced by faults, reduced gifts, and reducedskill levels)

Elf: extended lifespan, animals (not monsters) react well to her,
Perception = +1 to Material attribute

Magic Potential, White Magic, Five levels

\underline{Faults}

Absent-Minded

Heart of gold--- any halfway skillful liar can get sympathy \& help

Idealist--- not grounded in reality

Melancholy

Zealous behavior--- tries to dissuade others from violence

\subsubsection{Moose the Mage, Human Combat Magician}
\label{sec:moose} %6.313

GM limits: Six attributes (three free levels); 30 free skill levels,
with maximum of one Superb, three Greats; two free gifts; magic
available.

Note: Moose's Spell-casting skill costs double levels because of his low
Intelligence attribute. It would also take double EP to raise.

\underline{Attributes}

(Three free levels, four levels taken, balanced by a fault)

Charisma: Poor (-2) \\
Dexterity: Great (2) \\
Drive: Good (1) \\
Health: Great (2) \\
Intelligence: Mediocre (-1) \\
Strength: Great (2)

\underline{Skills}

(30 free levels, 36 taken,balanced by a fault)

Armory: Good (3) \\
Brawling: Great (4) \\
Breaking and Entering: Terrible (-1) \\
Climbing: Fair (2) \\
Crafts: Fair (2) \\
Flirtatious Skills: Terrible (-1) \\
Knowledge of Old Tales: Terrible (-1) \\
Merchant: Mediocre (1) \\
Riding: Good (3) \\
Shield: Great (4) \\
Singing: Terrible (-1) \\
Spell-Casting (VH): Mediocre (6) \\
Stealth: Good (3) \\
Storytelling: Terrible (-1) \\
Sword: Superb (5) \\
Tactics: Good (3) \\
Throwing: Great (4) \\
Woodcraft: Mediocre (1)

\underline{Gifts}

(Two free gifts, two taken)

Combat Reflexes; Affluent Wealth (good equipment)

\underline{Supernormal Powers}

(2 taken, balanced by faults)

Magic Potential, Combat spells, two levels

\underline{Faults}

Blunt and tactless--- doesn't mince words; Fear of the Dark; Full of
bluff and bluster and machismo to hide inadequacy feelings (he'll never
live up to the impossibly heroic image of his father); Quick-Tempered;
No patience with fools or knaves; Spell-casting skill costs double due
to low IQ; Vow: Destroy the brigand band that killed his father

\subsubsection{Tarag Half-Ogre}
\label{sec:tarag} %6.314

GM limits: Three attributes (three free levels); ten free skill levels,
with maximum of one Superb, two Greats; three free gifts; magic
available. Half-Ogre is Scale 3.

\underline{Attributes}

(Three free levels, two taken,one traded for three skill levels)

Body: Good Scale 3 (1) \\
Mind: Mediocre (0) [Half-Ogre Fair] \\
Psyche: Good (1)

\underline{Skills}

(Ten free levels, 13 taken, balanced by low attributes)

Animal Skills: Fair (2) \\
Artistic Skills: Terrible (-1) \\
Balance Skills: Good (3) \\
Medical Skills: Terrible (-1) \\
Melee Weapons: Superb (5) \\
Merchant Skills: Terrible (-1) \\
Outdoor Skills: Good (3) \\
Ranged Weapons: Good (3) \\
Social Skills: Terrible (-1) \\
Technical Skills: Terrible (-1) \\
Thief Skills: Terrible (-1) \\
Unarmed Combat: Good (3)

\underline{Gifts}

(Three free gifts, three taken)

Quick Reflexes; Peripheral Vision--- no penalty facing two foes at once;
Tough Hide (-1 to damage)

\underline{Supernormal Powers}

(1.5 taken, balanced by faults)

Half-Ogre (Body Scale 3, Mind at -1); Anti-Magic Aura--- spells cast on
her are at -1 (counts as only 1 gift because it also interferes with
beneficial spells)

\underline{Faults}

Goes Berserk if Hurt--- liable to attack friends; Gullible; Poor (not
much equipment)


\subsection{Historical Fiction Characters}
\label{sec:historicalfictioncharacters} %6.32

\subsubsection{Hakim al-Saari, Thief of Baghdad, 792 A.D.}
\label{sec:hakim}

GM limits: Four attributes (two free levels); 35 free skill levels, with
maximum of one Superb, one Great; one free gift; no supernormal powers
available.

\underline{Attributes}

(Two free levels, four taken, balanced by fault)

Brawn: Mediocre (-1) \\
Cunning: Good (1) \\
Deftness: Superb (3) \\
Ego: Good (1)

\underline{Skills}

(35 free levels, 47 taken, balanced by two faults)

Acrobatics: Good (3) \\
Assess Merchandise: Good (3) \\
Begging: Fair (2) \\
Climbing: Good (3) \\
Disguise: Fair (2) \\
Dodge: Good (3) \\
Knife: Mediocre (1) \\
Knowledge of Baghdad: Good (3) \\
Lockpicking: Good (3) \\
Lying: Good (3) \\
Pick Pockets: Good (3) \\
Quote the Koran \\
\hspace*{0.125in} and Arab proverbs: Mediocre (1) \\
Running: Fair (2) \\
Servant: Mediocre (1) \\
Stealth: Superb (5) \\
Storytelling: Fair (2) \\
Urban Survival: Great (4) \\
Witty Insults: Good (3)

\underline{Gifts}

(One free gift, three taken, balanced by faults)

Healthy Constitution (+1 to Brawn to recover from illness); Keen senses
(+1 to Cunning to notice something); Many people owe him favors

\underline{Faults}

Can't resist having the last word; Greedy; Many people would love to
turn him in to the authorities; Soft-hearted toward children; Boasts
openly of his thieving abilities

\subsubsection{Arian o Gwent, Welsh Archer, 1190}
\label{sec:arian}

A Norman conqueror murdered Arian's family under the guise of a flag of
truce. When Arian slew him in vengeance, she was outlawed from
Wales. Escaping north, the embittered Arian is about to join Robin
Hood's outlaw Saxon band and introduce into England a new Welsh
invention, the longbow\ldots.

GM limits: Six attributes (four free levels); 30 free skill levels, with
maximum of one Superb, two Great; two free gifts; no supernormal powers
available; must take two faults: Outlaw \& Loyal to Companions, which do
not count as trading for other traits.

\underline{Attributes}

(Four free levels, four taken)

Calmness: Mediocre (-1) \\
Constitution: Fair (0) \\
Dexterity: Great (2) \\
Reasoning: Good (1) \\
Senses: Great (2) \\
Strength: Fair (0)

\underline{Skills}

(30 free levels, 36 taken,balanced by one fault)

Acrobatics: Good (3) \\
Archery: Superb (5) \\
Bowyer: Great (4) \\
Climbing: Good (3) \\
Disguise: Good (3) \\
Dodge: Good (3) \\
Fletcher: Good (3) \\
Move Quietly: Great (4) \\
Riding: Good (3) \\
Tactics: Fair (2) \\
Woodcraft: Good (3)

\underline{Gifts}

(Two free gifts, three taken, balanced by fault)

Literate--- in 1190, this is rare enough to be called a gift; Attractive;
+3 Calmness while shooting a bow

\underline{Faults}

Outlaw; Loyal to Companions; Speaks English with a strong Welsh accent;
Despises Normans--- Fair Calmness roll to avoid acting rashly

\subsubsection{Henri le Rouge, Musketeer of King Louis XIII, 1627}
\label{sec:henri}

GM limits: since this is a cinematic campaign without magical or SF
healing, the GM has set higher limits: Nine attributes (eight free
levels); 60 free skill levels, with maximum of two Superb, five Greats;
three free gifts; no supernormal powers available

\underline{Attributes}

(Eight free levels, twelve taken, balanced by faults)

Charm: Great (2) \\
Coolness: Superb (3) \\
Damage Capacity: Great (2) \\
Dexterity: Great (2) \\
Health: Good (1) \\
Perception: Fair (0) \\
Strength: Fair (0) \\
Will: Fair (0) \\
Wit: Great (2)

\underline{Skills}

(60 free levels, 72 taken, balanced by two faults)

Acrobatics: Superb (5) \\
Acting: Good (3) \\
Boating: Terrible (-1) \\
Brawling: Good (3) \\
Carousing: Good (3) \\
Climbing: Great (4) \\
Disguise: Good (3) \\
Dodge: Good (3) \\
Engineer: Terrible (-1) \\
Fencing: Superb (5) \\ 
First Aid: Good (3) \\
Flirting: Good (3) \\
Knowledgeof Europe: Mediocre (1) \\
Knowledge of France: Good (3) \\
Knowledge of Paris: Good (3) \\
Knowledge of Planet: Mediocre (1) \\
Lockpicking: Terrible (-1) \\
Main Gauche: Great (4) \\
Matchlock Musket: Good (3) \\
Mechanic: Terrible (-1) \\
Move Quietly: Good (3) \\
Political Knowledge: Fair (2) \\
Quick-Draw Sword (easy): Good (2) \\
Oratory: Mediocre (1) \\
Repartee: Great (4) \\
Riding: Great (4) \\
Savoir-Faire: Good (3) \\
Shadowing: Fair (2) \\
Swimming: Terrible (-1) \\
Tactics: Good (3) \\
Wheellock Pistol: Good (3)

\underline{Gifts}

(Three free gifts, five taken, balanced by faults)

Combat Reflexes; Handsome; Patron: Captain of Musketeers; Rapid Healing;
Status: Gentleman

\underline{Faults}

Code of Honor; Compulsive Carouser; Disgusted by Non-Gourmet Food;
Extremely Loyal to Companions; Intolerant of Protestants; Thin-skinned---
quick to take offense

\subsubsection{Scruffy Sanders,Stagecoach Driver,1870s, Western U.S.A.}
\label{sec:scruffy} %6.324

GM limits: Five attributes (three free levels); 30 free skill levels,
with maximum of one Superb, two Great; two free gifts; no supernormal
powers available; minimum one fault that doesn't count for
trading. Scruffy traded his one Superb skill limit for two extra Greats,
so he has four Great skills, and no Superb skills.

\underline{Attributes}

(Three free levels, three taken)

Agility: Mediocre (-1) \\
Health: Good (1) \\
Perception: Good (1) \\
Savvy: Great (2) \\
Strength: Fair (0)

\underline{Skills}

(35 free levels, 53 taken, balanced by three faults)

Area Knowledge, \\
\hspace*{0.125in}Western States: Good (3) \\
Bluffing: Great (4) \\
Brawling: Fair (2) \\
Concertina (Squeezebox): Good (3) \\
Dodge: Good (3) \\
First Aid: Good (3) \\
Holds His Liquor: Good (3) \\
Hunting: Good (3) \\
Move Quietly: Good (3) \\
Pistols: Fair (2) \\
Riding: Good (3) \\
Shotgun: Great (4) \\
Singing: Good (3) \\
Stagecoach Mechanic: Good (3) \\
Tall Tales: Good (3) \\
Teamster: Great (4) \\
Witty Insults: Great (4)

\underline{Gifts}

(Two free gifts, two taken)

Never forgets a face; Sense of empathy; gets a feel for people

\underline{Faults}

Garrulous; Addiction to disgusting habit: spitting chewing tobacco;
Lazy--- would ``rather talk than do;'' Getting old, and all that
implies\ldots.


\subsection{Modern Characters}
\label{sec:moderncharacters} %6.33

\subsubsection{Dolores Ramirez, Journalist, 1990s}
\label{sec:doloresramirez} %6.331

GM limits: Ten attributes (five free levels); 50 free skill levels, with
maximum of one Superb, four Greats; two free gifts; limited Psi
available.

Note: The player forgot an important skill for Dolores, and one a
journalist would logically have: Research. This was noticed during a
game, and the player petitioned the GM to add Research as an Uncommitted
trait. The GM agreed, and [Research: Good] was added to Dolores'
character sheet. Dolores already had one Superb and four Great skills,
so this is the best she could start with it. This does not count against
starting free levels--- Uncommitted traits are extra.

\underline{Attributes}

(Five free levels, seven taken, balanced by fault)

Appearance: Good (1) \\
Constitution: Good (1) \\
Coolness: Good (1) \\
Damage Capacity: Good (1) \\
Dexterity: Fair (0) \\
Intelligence: Great (2) \\
Luck: Good (1) \\
Sanity: Great (2) \\
Strength: Poor (-2) \\
Will: Fair (0)

\underline{Skills}

(50 free levels, 56 taken, balanced by fault)

Acrobatics: Fair (2) \\
Acting: Great (4) \\
Breaking \& Entering: Good (3) \\
Climbing: Fair (2) \\
Computer Use: Good (3) \\
Criminology: Mediocre (1) \\
Disguise: Great (4) \\
Driving: Good (3) \\
Interviewing: Great (4) \\
Karate (hard): Fair (3) \\
Mexican Cuisine: Mediocre (1) \\
Move Quietly: Good (3) \\
Occultism: Good (3) \\
Photography: Good (3) \\
Pistol: Good (3) \\
Shadowing: Great (4) \\
Shady Contacts: Good (3) \\
Swimming: Fair (2) \\
Writing: Superb (5)

\underline{Gifts}

(Two free Gifts, four taken, balanced by faults)

Ambidextrous; Beautiful speaking voice; Danger Sense; Never forget a
name

\underline{Faults}

Overconfident; Ambitious; Stubborn; Vain

\subsubsection{Sherman Foley, homeless person and scanner, modern day}
\label{sec:shermanfoley} %6.332

By: Bernard Hsiung

GM limits: no specified attributes--- free levels = 1/2 of number of
attributes taken; 50 free skill levels, with maximum of one Superb, four
Greats; two free gifts; semi-limited Psi

Note: Sherman's player only chose four attributes when the GM gave free
rein: Sherman has any unlisted attribute the GM considers essential at
Fair.

\underline{Attributes}

(Four attributes selected: two free levels, two taken)

Damage Capacity: Mediocre (-1) \\
Health: Mediocre (-1) \\
Perception: Great (2) \\
Willpower: Great (2)

\underline{Skills}

(50 free levels, 44 taken, six used to balance one gift)

Area Knowledge \\
\hspace*{0.125in}inner city (easy): Great (3) \\
Area Knowledge, Earth: Mediocre (1) \\
Begging: Fair (2) \\
Climbing: Terrible (-1) \\
Drinking: Good (3) \\
Driving: Terrible (-1) \\
Forage: Good (3) \\
Knife: Mediocre (1) \\
Knowledge, Phobias (hard): Good (4) \\
Meditation: Good (3) \\
Sewing: Mediocre (1) \\
Stealth/Urban: Fair (2) \\
Street Gossip: Good (3) \\
Survival/Urban: Great (4) \\
Use MindControl VH): Great (6) \\
Use Telepathy (VH): Good (5) \\
Use Telekinesis (VH): Good (5)

\underline{Gifts}

(Two free gifts, none taken)

\underline{Supernormal Powers}

(Three taken, balanced by faults,reduced gifts, and reduced skills)

Mind Control; Telepath; Telekinetic

\underline{Faults}

Use of Psi Requires Immobile Concentration; Materially Poor; Unlucky

\subsubsection{Dragonfly (James Stoddard), Secret Superhero}
\label{sec:dragonfly} %6.333


GM limits: Seven attributes (four free levels); 50 free skill levels,
with maximum of two Superb, six Greats; two free gifts; four free
Superpowers

\underline{Attributes}

(Four free levels, eight taken, balanced by faults)

Damage Capacity: Fair (0) \\
Dexterity: Great (2) \\
Health: Good (1) \\
Intelligence: Great (2) \\
Intuition: Great (2) \\
Speed: Good (1) \\
Strength: Fair (0)

\underline{Skills}

(50 free levels, 56 taken, balanced by fault)

Acrobatics: Great (4) \\
Acting: Good (3) \\
Bureaucracy: Fair (2) \\
Computer Use: Great (4) \\
Control Superpower \\
\hspace*{0.125in}(Electron Flow) (VH): Superb (7) \\
Control Superpower \\
\hspace*{0.125in}(Flight) (VH): Good (5) \\
Criminology: Good (3) \\
Disguise: Good (3) \\
Dodge: Great (4) \\
Driving: Good (3) \\
Electronics Engineering \\
\hspace*{0.125in}Computers (hard): Great (5) \\
Japanese Language: Great (4)\\
Judo (hard): Great (5) \\
Singing: Terrible (-1) \\
Stealth: Superb (5)

\underline{Gifts}

(Two free gifts, three taken, balanced by a fault)

Perfect Timing; Good Looking; Tough Hide (-1 to damage)

\underline{Supernormal Powers}

(Four free Superpowers, four taken)

Control Inanimate Electronic Devices; Shrink to 1$''$ (25 mm) for up to an
hour, two times/day (Scale = -10); Fly, only while 1$''$ (25 mm) high;
Electrical Surge (Short-out Machines)

\underline{Faults}

Ethically unable to use Powers to get out of massive debt; Quixotic---
always looking for wrongs to right; Phobia of animals bigger than a
collie;Socially awkward (bit of a nerd)


\subsection{Science Fiction Characters}
\label{sec:scificharacters} %6.34

\subsubsection{Captain Wallop of the Space Patrol}
\label{sec:captainwallop} %6.341

This character is from a cinematic Space Opera campaign, so the limits
are high.

GM limits: Four attributes (four free levels); 50 free skill levels,
with maximum of one Superb, three Greats, eight Goods; two free gifts;
one free Supernormal power, subject to GM approval

\underline{Attributes}

(Four free levels, six taken, balanced by fault):

Body: Good (1) \\
Reason/Mechanical: Great (2) \\
Perceive/React: Superb (3) \\
Willpower: Fair (0)

\underline{Skills}

(50 Free levels, 56 taken, balanced by fault)

Acrobatics: Good (3) \\
Acting/Disguise: Great (4) \\
Barroom Savvy: Good (3) \\
Blaster: Superb (5) \\
Computer Operation: Fair (2) \\
Diplomacy: Good (3) \\
Electronics: Good (3) \\
Familiarity with \\
\hspace*{0.125in}Major Planetary Systems: Good (3) \\
Gunnery: Great (4) \\
Haggle: Fair (2) \\
Hard Sciences: Fair (2) \\
Mimicry: Mediocre (1) \\
Navigation: Good (3) \\
Pick Up Languages: Fair (2) \\
Piloting: Great (4) \\
Repair Scoutship Systems: Good (3) \\
Stealth: Great (4) \\
Unarmed Combat: Fair (2) \\
Zero-G Maneuvering: Good (3)

\underline{Gifts}

(Two free gifts, four taken, balanced by faults)

Handsome; Reputation as Hero; Never disoriented in zero Gravity; Rank of
Captain in the Space Patrol

\underline{Supernormal Powers}

(One free Supernormal power, one taken)

Able to key in on one mind up to a mile (1.5 km) away and follow the
trail on Good Situational roll or better every 15 minutes.

\underline{Faults}

Amorous heartbreaker--- love 'em and leave 'em; Bravery indistinguishable
from foolhardiness; Fanatic patriot; Must obey senior officers in the
Space Patrol

\subsubsection{Seihook--- Alien from Aldebaran}
\label{sec:seihook} %6.342

The erlesti are a non-humanoid race from the star system Aldebaran. An
erlest resembles a collection of animated twine and moss-covered
rock. It digests the moss through its ``skin''--- but to a human observer,
the moss appears to be digesting the erlest. Erlesti can also use the
``twine'' pieces as straws to drink fluids--- alcohol affects them as it
does humans. While erlesti have nothing resembling hands, they have
strong psi powers that enable them to manipulate their environment and
even travel space.

Erlesti are friendly with humanity--- ``interesting auras,'' they say,
``always interesting.'' In general, they are bewildered by red tape,
dislike war, value their families above all things, and like comfort,
but don't seek extreme wealth.

Their Damage Capacity is determined by their Size attribute (their small
size and increased density balance out to the same Scale as humans);
Perception is determined by Empathy Skill, which they say extends to
inanimate objects, and refuse to use any other word to describe the
ability. Psi attributes rate raw strength; psi skills fine manipulation
of that strength. Erlesti are hermaphroditic (they exchange ``twine'' with
each other to procreate), so Seihook is both male and female.

GM limits: Eight attributes (five free levels); 40 free skill levels,
with maximum of one Superb, three Greats; two free gifts; Supernormal
Powers count as attributes--- no extra cost.

\underline{Attributes}

(Five free levels, seven taken, balanced by fault):

Empathy Power: Fair (0) \\
Levitation Power: Good (1) \\
Reasoning: Great (2) \\
Reaction: Fair (0) \\
Size: Good (1) \\
\hspace*{0.125in}(size of 4-year old human) \\
Telekinesis Power: Great (2) \\
Telepathy Power: Good (1) \\
Will: Fair (0)

\underline{Skills}

(40 Free levels, 40 taken)

Bar Etiquette: Fair (2) \\
Barter: Great (4) \\
Empathy Skill: Great (4) \\
Folklore: Fair (2) \\
Hard Sciences: Mediocre (1) \\
History: Fair (2) \\
Knowledge of Alien (including \\
\hspace*{0.125in}Human) Customs: Good (3) \\
Levitate Other: Fair (2) \\
Levitate Self: Superb (5) \\
Medical Skills: Good (3) \\
Psychology: Great (4) \\
Telekinesis Skill: Good (3) \\
Telepathy, Dampen Thoughts: Poor (0) \\
\hspace*{0.125in}Read Thoughts: Fair (2) \\
\hspace*{0.125in}Project Thoughts: Good (3) \\

\underline{Gifts}

(Two free gifts, four taken, balanced by faults)

Can't feel physical pain (no penalty for being Hurt or Very Hurt);
Animals do his bidding in simple, non-threatening matters on a Great
Empathy Power roll or better; Tolerant of Appearances--- Never disgusted
by any alien form; Wealthy (for an Erlest)

\underline{Fault}

Practical Joker (for example, loves to ``speak'' in bad accents in thought
projection); Gossip; Coward--- fears death

\subsubsection{Screamer (Frederick Grant); Occupation: Decker}
\label{sec:screamer} %6.343

Cyberpunk character by: Stephan Szabo

GM limits: Seven attributes (three free levels); 30 free skill levels,
with maximum of one Superb, four Greats; two free gifts; Cybernetic
enhancements count as gifts, not supernormal powers.

\underline{Attributes}

(Three free levels, five taken, balanced by fault):

Body: Good (1) \\
Charisma: Poor (-2) \\
Intelligence: Superb (3) \\
Quickness: Good (1) \\
Reaction: Great (2) \\
Strength: Fair (0) \\
Willpower: Fair (0)

\underline{Skills}

(30 Free levels, 30 taken)

Computer Build/Repair: Great (4) \\
Programming: Superb (5) \\
Computer Theory: Great (4) \\
Cycle: Fair (2) \\
Electronics: Great (4) \\
Firearms: Great (4) \\
Matrix Etiquette: Good (3) \\
Street Etiquette: Fair (2) \\
Unarmed Combat: Fair (2)

\underline{Gifts}

(Two free gifts, six taken, balanced by faults)

Cybernetics, Datajack; Cybernetics, Can multitask cognitive processes;
Cybernetics, Thermographic Vision; Cybernetics, Flash Compensation;
Cybernetics, Telescopic Sight; Lucky


\underline{Faults}

Bloodlust; Doesn't care if he lives or dies; Manic/Depressive; Multiple
Personality; Overconfident


\subsubsection{Jard Melloch, Interstellar Gem Merchant}
\label{sec:jardmelloch} %6.344

GM limits: Three Attributes, but the default for Psi is Poor (two free
levels), 15 free skill levels, two free gifts, two faults required.

\underline{Attributes}

(Two free levels, one taken, traded for three skill levels):

Mind: Great (2) \\
Body: Mediocre (-1) \\
Psi: Poor (0)

\underline{Skills}

(15 Free levels, 18 taken, balanced by low attributes)

Merchant Skills: Great (4) \\
Knowledge ofGem Trade: Good (3) \\
Fellowship Skills: Good (3) \\
Observation: Good (3) \\
Bluffing: Fair (2) \\
Xeno-Etiquette: Fair (2) \\
Xeno-Archaeology: Mediocre (1)

\underline{Gifts}

(Two free gifts, two taken)

Wealthy; Never Forgets a Face

\underline{Faults}

(Two required, two taken)

Code of Honor: honestly assess gem quality; Fat



\subsection{Miscellaneous Characters}
\label{sec:misccharacters} %6.35

\subsubsection{Fan Yin Wong, Ghost}
\label{sec:fanyinwong} %6.351

Fan Yin is from a campaign where all the PCs are ghosts with low karma
levels. She must do a number of good deeds before she can risk being
reborn again, but her ability to influence the material world is
limited.

GM limits: Twelve attributes (six free levels); 25 free skill levels,
with maximum one Superb, two Great; no free gifts, but six Supernormal
Powers, with constraint on the number of uses per day; two personality
faults required, do not count for trading purposes.

Note: the supernormal powers are described with ``uses per day'' and skill
levels. The default skill level is Poor; it takes one gift to raise a
supernormal power each level above Poor.

\underline{Attributes}

(Six free levels, four taken, balance taken as six skills)

Appearance: Great (2) \\
Charisma: Fair (0) \\
Dexterity: Good (1) \\
Fitness: Good (1) \\
Mechanical Aptitude: Poor (-2) \\
Mind: Fair (0) \\
Perception: Superb (3) \\
Reflexes: Good (1) \\
Sanity: Mediocre (-1) \\
Strength: Fair (0) \\
Will: Fair (0) \\
Wisdom: Mediocre (-1)

\underline{Skills}

(25 free levels, 31 taken, balanced by attribute levels)

Accounting: Good (3) \\
Animal Care: Fair (2) \\
Area Knowledge (easy): Good (2) \\
Athletics: Poor (0) \\
Bargain: Good (3) \\
Computer Use: Fair (2) \\
Driving: Fair (2) \\
Folklore: Fair (2) \\
Knowledge of \\
\hspace*{0.125in}Detective Fiction: Great (4) \\
Lying: Fair (2) \\
Move Quietly: Mediocre (1) \\
\hspace*{0.125in}(vs. other spirits) \\
Outdoor Skills: Mediocre (2) \\
Sciences: Mediocre (1) \\
Women's Magazine Lore: Superb (5)

\underline{Gifts}

(No free gifts, two taken, balanced by faults)

``Green thumb''--- knack for making plants healthy (even as a ghost!);
Single-minded--- +1 to any lengthy task

\underline{Supernormal Powers}

(Six free Supernormal Powers, five taken. One traded, plus two Faults
taken, to raise these four levels)

Pass through Walls (6/day): Fair

Screech (temporarily paralyze multiple living people) (3/day): Mediocre

Affect Dreams (1/day): Poor

Control Vermin (3/day): Poor

Read Minds (4/day): Mediocre

\underline{Faults}

Fear of spiders (even as a ghost); Worry Wart; Waffles--- can't make
decisions until forced to; Obsessed with regrets over missed
opportunities



\subsubsection{Cassandra Pine, Vampire Private Investigator}
\label{sec:cassandrapine} %6.532

Modern vampire character

by Deird'Re Brooks

GM limits: Ten Attributes (five free levels), 60 free skill levels, with
maximum of one Superb, four Greats, two free gifts, three free
supernatural powers.

\underline{Attributes}

(Five free levels, Seven taken, balanced by fault)

Appearance: Fair (0) \\
Charisma: Fair (0) \\
Dexterity: Great (2) \\
Humanity: Mediocre (-1) \\
Intelligence: Good (1) \\
Perception \& Alertness: Great (2) \\
Stamina: Good (1) \\
Strength: Fair (Scale 3) (0) \\
Willpower: Good (1) \\
Wits: Good (1)

\underline{Skills}

(60 free levels, 60 taken)

Animal Handling: Mediocre (1) \\
Area Knowledge  \\
\hspace*{0.125in}home city (easy): Good (2) \\
Athletics: Fair (2) \\
Computer: Fair (2) \\
Control Power: Mind Control (VH): Fair (4) \\
Control Power: Psychometry (VH): Fair (4) \\
Dodge: Good (3) \\
Driving: Good (3) \\
Electronic Security: Great (4) \\
Firearms: Good (3) \\
Intimidation: Good (3) \\
Investigation: Superb (5) \\
Knife: Fair (2) \\
Language: Spanish: Mediocre (1) \\
Law \& Police Procedure (hard): Fair (3) \\
Research: Great (4) \\
Stealth: Good (3) \\
Streetwise: Great (4) \\
Subterfuge: Good (3) \\
Tae Kwon Do (hard): Good (4) \\

\underline{Gifts}

(Two free gifts, two taken)

Contacts in police force; Night Vision

\underline{Supernormal Powers}

(Three free Powers, eight taken, balanced by faults)

Extraordinary Speed; Can change into Mist Form; Mind Control; Only
immobilized by stake through heart; Psychometry; Regeneration; Scale 3
(unobservable); Can change into Wolf Form

\underline{Faults}

Burns heal slowly; Low financial resources; Mind control needs eye
contact; Must sleep most of the daylight hours; Violent when enraged

Note: The following three faults count as two faults each: Burned by
Sun; Needs blood to live; Dangerous Secret--- she's destroyed if it's
revealed


\subsubsection{Chicory, Bunny}
\label{sec:chicory} %6.353

Chicory is a character in a game where rabbits are the norm, and humans
are giant monsters. The scale is therefore relative to rabbits.

GM limits: Six attributes (three free levels); 40 free skill levels,
with maximum one Superb, three Great; two gifts, one Supernormal Power

\underline{Attributes}

(Three free levels, seven taken, balanced by faults)

Dexterity: Good (1) \\
Health: Good (1) \\
Perception: Superb (3) \\
Smarts: Great (2) \\
Speed: Good (1) \\
Strength: Mediocre (-1)

\underline{Skills}

(40 free levels, 52 taken, balanced by faults)

Acrobatics: Terrible (-1) \\
Area Knowledge: Good (3) \\
Detect Traps: Great (4) \\
Fighting: Good (3) \\
Gambling: Good (3) \\
Herb Lore (hard): Superb (6) \\
Knowledge of Burrow Construction: Good (3) \\
Knowledge of Humans (VH): Fair (4) \\
Knowledge of Non-Rabbit Behavior: Good (3) \\
Language: \\
\hspace*{0.125in}Bug: (H) Fair (3) \\
\hspace*{0.125in}Common Bird (H): Good (4) \\
\hspace*{0.125in}Mouse/Rat (H): Great (5) \\
Mechanical Skills: Terrible (-1) \\
Mimic Non-Rabbit Sounds (H): Fair (3) \\
Move Quietly: Fair (2) \\
Spring Traps: Fair (2) \\
Storytelling: Fair (2) \\
Tracking: Great (4)

\underline{Gifts}

(Two free gifts + one Supernormal Power; four gifts taken, balanced by
not taking a Power.)

Unafraid of Loud Noises (unlike most rabbits); Never Forgets a Scent;
Strong Will; Night Vision

\underline{Faults}

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

\subsubsection{Squeegee Fizzle, Cartoon Chimp}
\label{sec:squeegeefizzle} %6.354

Squeegee is a time- and space-hopping chimpanzee in a universe without
physical laws as we know them. Real loose rules on this one, folks!
There is no death in cartoons: get your characters to a Heal-O-Ray
machine and they'll be fine.

GM limits: Three Supernormal Powers allowed, at least four faults
required; otherwise: no limits--- take what you want, and we'll talk
about it

Attributes

(no limit; seven levels taken, anything else at Fair)

3-D Agility: Good (1) \\
Cheek: Great (2) \\
Imagination: Superb (3) \\
Nose: Good (1) \\
Notices Things: Great (2) \\
Patience: Poor (-2) \\
Resistance to Alien Stuff: Good (1) \\
Willpower: Mediocre (-1) 


\underline{Skills}

(no limit, 37 taken)

Acrobatics: Good (3) \\
Area Knowledge \\
\hspace*{0.125in}of the Known Universe: Good (3) \\
Fruit Lore: Superb (5) \\
History: Mediocre (1) \\
Language, Most Alien: Fair (2) \\
Make Silly Noises: Superb (5) \\
Make the Sound of \\
\hspace*{0.125in}One Hand Clapping: Fair (2) \\
Mechanical Skills: Terrible (-1) \\
Move Quietly: Great (4) \\
Pilot Space Ship: Mediocre (1) \\
Recall of TV SitCom Episodes: Superb (5) \\
Tell Believable Whoppers: Fair (2) \\
Throw Things: Good (3) \\
Tooth-and-Nail Fighting: Good (3) \\
Zap-O-Stun Gun: Great (4)

\underline{Gifts}

(no limit, lots taken)

Always keeps his cool\ldots well, usually; Never Forgets a Banana; Acrobatics
skill is Superb for Swinging; no penalty to other skills while Swinging;
Doesn't value Sanity highly

\underline{Supernormal Powers}

Quadridextrous; Never lost in space; Can think of a Devastating Comeback
(stuns opponent five rounds), on a Superb or better Cheek (attribute)
die roll

\underline{Faults}

Easily Distractible; Compulsive Liar; Will do anything for a banana;
Enemy out to get him: Evil Scientist, Dr. Carnage

\subsubsection{Chipaway Fiddlesticks, Gatecrasher Gnome from Saturn's Rings}
\label{sec:chipawayfiddlesticks}

by Ann Dupuis

Note: Chip was created using the Objective Character Creation system
presented in Gatecrasher (2nd Edition). The term ``Gatecrasher'' is
designated as Product Identity as defined in the Open Game License
Version 1.0a, section 1. For more information on the Gatecrasher
roleplaying game, please see
\htmladdnormallink{\texttt{http://www.domibia.com/}}{http://www.domibia.com/}.

\underline{Attributes}

Awareness: Mediocre \\
Constitution: Good \\
Dexterity: Great \\
Id: Good \\
Reason: Good \\
Strength: Fair (Scale -1)

Secondary Attributes: \\
Magic Points: 37 \\
Magical Effect: -3 \\
Move: Good \\
Damage Capacity: Fair

\underline{Skills}

Area Knowledge (Saturn's Rings): Good \\
Body Language: Fair \\
Bureaucracy: Fair \\
Computer Operation: Fair \\
Diplomacy: Good \\
Fast-Talk: Great \\
Law (Commerce): Fair \\
Lie: Fair \\
Jury-Rigging: Mediocre \\
Management: Fair \\
Mathematics: Fair \\
Navigation: Great \\
Pilot Freighter: Great \\
Pilot Shuttlecraft: Good \\
Sales: Superb \\
Sleight of Hand: Fair \\
Streetwise: Fair


\underline{Gifts}

Homeworld: Saturn's Rings (Low Gravity, Tech +7, Wizardry +2) (no cost);
Wealth; People Owe him Favors; Dexterity +1 (racial modifier)

\underline{Faults}

Scale -1 (racial modifier); Practical joker (racial fault); Fascinated
by shiny things (racial fault); Kleptomania (beyond even usual for a
gnome); Ugly (even for a gnome); Soft-Hearted (especially towards
children and puppies).


\underline{Supernatural Talents}

Create Illusion; Invisibility; Levitation; Telepathy

\section{Class and Racial Template Examples}
\label{sec:classandracetemplateexamples} %6.4

See also Section~\ref{sec:seihook}, Seihook, as an example of a science
fiction racial template.

\subsection{Ranger Template(Fantasy Character Class)}
\label{sec:rangertemplate} %6.41

See Section~\ref{sec:templates}, Templates, for a discussion of
character class templates. This is a sample template--- the GM should
customize to her own game, including adding or deleting attributes,
gifts, skills, etc. The GM may allow a beginning character to be a
ranger apprentice, rather than full ranger. An apprentice is one or two
levels less than a full ranger in any given attribute or skill.


\textbf{Ranger requirements}

\underline{Attributes}

Dexterity: Good or better \\
Intelligence: Fair or better \\
Perception: Good or better \\
Strength: Good or better

\underline{Gifts}

None mandatory. Recommended gifts include Animal Empathy, Absolute
Direction, Combat Reflexes, Night Vision, other combat gifts.

\underline{Faults}

A ranger should not be the type of person who dislikes being alone. Some
rangers work for the authorities, which might imply a Duty and/or a Vow
of Obedience.

\underline{Skills}

Area Knowledge: Fair or better \\
Bow: Good or better \\
Climbing: Fair or better \\
Mimic Animal Sounds: Fair or better \\
Move Quietly: Good or better \\
Riding: Fair or better \\
Scouting: Fair or better \\
\hspace*{0.125in}(the skill of observing and remembering) \\
Spear or Sword: Good or better \\
Survival: Good or better \\
Woods Lore: Good or better


\subsection{Broad Class Templates}
\label{sec:broadclasstemplates} %6.42

For a loose and easy game, the GM can assign each character class levels
for the broad skill example groups listed on
page~\pageref{sec:sampleskills}. This makes an ideal game for teaching
role-playing to beginning players, or when playing with large numbers of
players.

For example, the GM decides the players can be one of seven different
character classes: Fighter, Ranger, Rogue, Magician, Cleric,
Diplomat/Scholar, Jack of All Trades. Each of these characters can be
defined as follows:



\underline{Beginning Fighter}

Physical Attributes: Great \\
Mental Attributes: Mediocre \\
Psyche Attributes: Poor \\
Animal Skills: Mediocre \\
Athletic skills: Great \\
Combat skills: Great \\
Outdoor skills: Fair \\
Social skills (Fellowship): Fair \\
All other skills: Poor

\underline{Beginning Ranger}

Physical Attributes: Good \\
Mental Attributes: Fair \\
Psyche Attributes: Poor \\
Animal Skills: Good \\
Athletic skills: Fair \\
Combat skills: Good \\
Covert skills: Fair \\
Craft skills: Fair \\
Outdoor skills: Great \\
All other skills: Poor

\underline{Beginning Rogue}

Physical Attributes: Fair \\
Mental Attributes: Good \\
Psyche Attributes: Poor \\
Athletic skills: Fair \\
Combat skills: Mediocre \\
Covert skills: Great \\
Manipulative skills: Great \\
Merchant skills: Fair \\
Social skills (Fellowship): Mediocre \\
Urban skills: Good \\
All other skills: Poor

\underline{Beginning Magician}

Physical Attributes: Poor \\
Mental Attributes: Good \\
Psyche Attributes: Fair \\
Craft skills: Mediocre \\
Knowledge skills: Fair \\
Spiritual skills: Fair \\
Supernormal Power skills: Great \\
All other skills: Poor \\
Gift: Supernormal Power 

\underline{Beginning Cleric}

Physical Attributes: Poor \\
Mental Attributes: Fair \\
Psyche Attributes: Great \\
Animal Skills: Fair \\
Craft skills: Mediocre \\
Knowledge skills: Fair \\
Medical skills: Good \\
Social skills (Formal): Good \\
Spiritual skills: Great \\
Supernormal Power skills: Fair \\
All other skills: Poor \\
Gift: Divine Favor

\underline{Beginning Diplomat/Scholar}

Physical Attributes: Poor \\
Mental Attributes: Great \\
Psyche Attributes: Mediocre \\
Artistic skills: Mediocre \\
Knowledge skills: Great \\
Language skills: Good \\
Manipulative skills: Good \\
Medical skills: Fair \\
Social skills (Fellowship): Mediocre \\
Social skills (Formal): Great \\
Spiritual skills: Mediocre \\
Technical skills: Mediocre \\
All other skills: Poor

\underline{Beginning Jack of All Trades}

Physical Attributes: Fair \\
Mental Attributes: Fair \\
Psyche Attributes: Mediocre \\
Animal Skills: Mediocre \\
Artistic skills: Mediocre \\
Athletic skills: Mediocre \\
Combat skills: Fair \\
Covert skills: Mediocre \\
Craft skills: Mediocre \\
Knowledge skills: Mediocre \\
Manipulative skills: Mediocre \\
Merchant skills: Mediocre \\
Outdoor skills: Fair \\
Social skills (Fellowship): Good \\
Social skills (Formal): Mediocre \\
Spiritual skills: Mediocre \\
Technical skills: Mediocre \\
Urban skills: Fair



These character classes are merely examples for a simple fantasy
game. The GM can change or ignore any that she wishes and create new
character classes. She can also create classes for other genres, such as
for a science fiction setting.

Each character class has unlisted Knowledge skills appropriate to its
class. For example, a fighter has Good Knowledge of tactics, determining
weapon quality, judging how well-trained an army is by observing it for
a while, etc. Likewise, a rogue has Good Knowledge of types of locks,
how many guards a wealthy merchant might have, the value of a given
material for disguising oneself, etc.

Some skills listed on page~\pageref{sec:sampleskills} as being under one
heading fall under another in certain cases. For example, a rogue would
be Great at climbing, even though Climbing is listed as an Athletic
skill. In this case, it's a Covert skill. The ability to move quietly is
listed as a Covert skill, but a fighter would be Fair at it, and a
ranger Great.

Character development in this system is handled normally. The GM must
decide at some point whether to continue to use broad skill groups or to
break skills down into finer divisions. Each skill must be raised
separately if the GM decides to break the broad groups into finer
distinctions. If the GM likes keeping the skills together as groups,
then raising an entire skill group level should cost more experience
points than in a system with narrowly-defined skills--- perhaps as much
as ten times the cost.

\subsection{Cercopes (Fantasy Race)}
\label{sec:cercopes} %6.43

Cercopes (or Kerkopes) were originally a pair of brothers in early Greek
mythology. By the first century BC, however, mythological writers had
expanded them into their own race. It is in this later definition that
they are used here.

Cercopes (singular: cercop) are a small, apish race that love to play
tricks and pranks on anyone they can. Born thieves, some of them even
dared to steal Heracles' weapons! When he caught them and tied them to a
pole for punishment, they amused him so with their jokes and banter that
he let them go. Players should not attempt to play a cercop unless they
have a roguish sense of humor.

Cercopes are small humanoids with ugly, apelike faces and a prehensile
tail. A cercop stands about four feet high (120 cm), but generally
stoops a bit. The face is not hairy, but both sexes tend to have long
sideburns that often meet under the chin--- this hair does not continue
to grow, but stays the same length, as monkeys' hair does. The bodies
have some scant hair on the back, and the tail is furred except for the
final six inches (15 cm). Arms, legs and chests have no more hair than
the average human male does, and they wear clothing--- with a tail
hole. Their feet resemble monkeys' feet, but they cannot manipulate
things well with them. They are not fond of shoes, only wearing them
when attempting to disguise themselves as another race.

Cercopes stand upright most of the time, but lean forward to run, with
the tail acting as a counterbalance. Their tails are strong enough to be
used in combat and to aid in climbing. However, a cercop cannot do fine
manipulation (such as pick a lock) with its tail. Cercopes speak their
own language, and need to learn another to speak with the rest of the
party.

The average cercop has a Mediocre Strength and Damage Capacity, but a
Good Dexterity. Their intelligence runs the same range as humans.

Cercopes have the racial gifts of Exceptional Balance (+2 to any action
requiring balance, even in difficult situations), the Ability to Land on
their Feet with no harm from twice the distance a human could, and
Prehensile Tail.

Their racial faults are Impulsiveness (act first, think later),
Compulsive Jokers (practical and otherwise), Kleptomania, Unattractive
Appearance to other races, and Bad Reputations as Thieves and
Tricksters.

They have a bonus of +1 to the following skills: Acrobatics, Move
Quietly, Climbing and Fast Talk. They have a -1 penalty to use any
weapon of Medium size or bigger.

The net result is that it counts as a fault to be a Cercop. Since anyone
playing such a character actually gets some useful bonuses if playing a
thief, the GM should be sure to enforce the faults--- especially the Bad
Reputation. NPCs will have a hard time trusting a cercop, usually with
good reason.

This racial template gives a strong incentive to creating a thief
character. However, it is possible to make a cercop warrior or even
cleric if desired. Certain faults can be ``bought off.'' That is, a
character may have a gift of Not a Kleptomaniac--- but it costs one gift,
which would nullify the free fault level. However, the Unattractive
Appearance and Bad Reputation cannot be bought off--- these are inherent
prejudices in others, not in one's self.

A cercop character could take a fault: No Tail--- perhaps he lost it in
battle. This would give extra levels to overcome the -1 penalty to all
medium and large weapons if a character wished to be a warrior cercop,
for example.

\section{Animal \& Creature Examples}
\label{sec:animalexamples} %6.5

Non-PC animals need not be built using level limits. Just define what
traits are essential to the animal, and let it go at that. The Strength
Scale refers to Section~\ref{sec:nonhumans}, Non-humans. Damage may
include a ``weapon deadliness'' factor for teeth, claws, and, in some
cases, body optimized for combat (usually carnivores).

\textbf{Dog}

Perception: Great to Superb \\
\hspace*{0.125in}(Smell should be Scale: Dog) \\
Strength/Mass Scale: -7 to 0 \\
Skills: Mediocre to Superb \\
        (tailor to specific training received; examples include attack,
        guard, guide, track, hunt, and tricks) \\
Melee Combat: Fair to Superb \\
Damage Capacity: Good to Great

\textbf{Cat}

Agility: Great to Superb \\
Scale: -6 or -7 \\
Skills: Survival, Hunting, Playing

Gifts: Night Vision, Nine Lives (e.g., each time a cat receives damage
that would kill it in one blow, check off one life and don't count the
damage. There are other ways to play this, of course, such as a
Legendary Dodge ability.)

Faults: Independent-minded, Curious, Lazy, Vain

Damage Capacity: Fair to Superb

\textbf{Horse}

Strength: Scale 3 Good to Great \\
Endurance: Good \\
Speed: Scale 4 Good to Great \\
Skills: Mediocre to Superb \\
        (tailor to specific training received; examples include riding,
        driving, racing, fighting, and various tricks) \\
Faults: Tailor to specific animal (Runaway, bites, kicks, etc.) \\
Damage Capacity: Mediocre to Good

\textbf{Camel}

Strength: Scale 2 Good to Great \\
Endurance: Great to Superb \\
Speed: Scale 3 Mediocre to Good \\
Skills: Mediocre to Superb \\
        (tailor to specific training received; examples include riding,
        driving, packing) \\
Gifts: Desert Survival \\
Damage Capacity: Fair to Great

\textbf{Elephant}

Strength: Scale 8 Good to Superb \\
Agility: Good to Superb \\
Skills: Mediocre to Superb \\
        (tailor to specific training received; examples include riding,
        hauling, stacking (logs etc.), tricks) \\
Gifts: Exceptional animal intelligence \\
Faults: Males subject to Musth (annual madness) \\
Damage Capacity: Good to Superb

\textbf{Falcon}

Courage: Fair to Superb \\
Agility: Good to Superb \\
Speed: Scale 5 Fair to Great \\
Strength: Scale -6, Fair to Superb \\
        (Scale may be from -8 to -4 to reflect sizes from sparrow hawk
        to eagle) \\
Skills: Mediocre to Superb \\
        (tailor to specific training received; examples include manning---
        a measure of the degree of taming, hunting ground mammals,
        hunting birds, aerial acrobatics, trained to the lure, etc.)\\
Gifts: Flight \\
Damage Capacity: Fair to Good \\

\textbf{Lion}

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

\textbf{Grizzly Bear}

Perception: Good \\
Melee Combat: Good \\
Dodge: Fair \\
Strength: Scale 3 Fair to Great \\
Fault: Berserker \\
Damage Capacity: Fair to Great

\textbf{Cobra}

Perception: Good \\
Melee Combat: Great \\
Dodge: Good \\
Supernormal Power: Poison, +4 damage bonus \\
Fault: Bad temper \\
Damage Capacity: Poor

\textbf{Skunk}

Melee Combat: Poor \\
Ranged Combat: Good, short range \\
Dodge: Poor \\
Supernormal Power: Noxious Fluid \\
\hspace*{0.125in}(blinds, incapacitates, renders foul) \\
Damage Capacity: Terrible

\textbf{Giant Spider}

Melee Combat: Good \\
Dodge: Poor \\
Supernormal Powers: Poison (paralyzes); Web (Good Difficulty Level
Strength roll to break) \\
Damage Capacity: Good \\

\textbf{Griffin}

Perception: Great \\
Melee Combat: Great \\
Dodge: Good \\
Supernormal Powers: Flight; Tough Hide (light armor) \\
Strength: Mediocre to Great, Scale 4 \\
Damage Capacity: Good to Superb

\textbf{Dragon} (customize to taste)

Melee Combat: Good to Great \\
Ranged Combat: Good, short range \\
Dodge: Mediocre \\
Supernormal Powers: Fire Breath (+2 damage); Flight;  Tough Hide (-1 to
-3); Charm with Eyes; Magic Potential (some of them) \\
Fault: Greedy \\
Strength: Scale 3 to Scale 9 \\
\hspace*{0.125in}Fair to Great \\
Damage Capacity: Fair to Great

\section{Equipment Examples}
\label{sec:equipmentexamples} %6.6

It's possible to define equipment in Fudge character terms. This is
probably unnecessary, but can be done if desired.

Equipment from any technological level, stone age to science fiction,
can be detailed this way. A piece of equipment can be defined by as many
Fudge traits as are needed: attributes, skills, gifts or faults.

For example, an old, battered sword found in a damp dungeon has:

\begin{quote}
Attributes: \\
Sharpness: Terrible \\
Durability: Poor

Fault: \\
Looks Shabby.
\end{quote}

Such a weapon is treated as a club for damage, rather than a sword (no
Sharpness bonus). The GM may require a Situational roll every few combat
rounds: the sword breaks on a Mediocre or worse result from parrying or
being parried. And finally, some people will make fun of anyone carrying
such a shoddy-looking weapon.

When the sword was new, however, it had:

\begin{quote}
Attributes: \\
Sharpness: Good \\
Sturdiness: Great

Gift: \\
Beautifully Made
\end{quote}

In that case, it would indeed merit the +1 for Sharpness (perhaps any
Sharpness level of Mediocre to Good gets the +1 Sharpness bonus, while
duller blades get no bonus, and better blades might get an additional +1
bonus). It also would never break under ordinary circumstances, and its
appearance probably earns its owner a positive reaction from many
people.

A bejewelled magic sword found in a dragon's hoard might have:

\begin{quote}
Attribute: \\
Appearance: Superb \\
\hspace*{0.125in}(+3 to impress those who value wealth)

Gift: \\
Troll-slaying (+3 to hit when fighting Trolls; such wounds will never
heal)

Fault: \\
Dedicated Purpose (it tries to control the wielder to hunt trolls)

Skill:\\
Dominate Wielder: Fair (Opposed action against a Will attribute)
\end{quote}

A different magic sword:

\begin{quote}
Supernormal Power: \\
Flame Creation (+2 damage)

Skill: \\
Flame Shooting: Great \\
\hspace*{0.125in}(Range: 3 yards or meters)

Fault: \\

Flame Creation only works on a Good or better Situational roll

Of course, even if the flaming missile fails, it can still be used as a
regular sword, so it's not exactly worthless in such cases.
\end{quote}

As a final example, consider a science fiction double-seat fighter
spaceship:

\begin{quote}
Attributes: \\
Acceleration: Great \\
Handling: Superb \\
Speed: Good (Scale 15) \\
Size: Fair (Scale 8)

Skills: \\
Navigation: Good \\
Targeting: Superb \\
Auto-pilot: Fair \\
Food Preparation: Poor \\
Entertainment: Mediocre

Gifts: \\
Turret-mounted Laser Rifles, above and below \\
Bucket Seats in the bridge \\
Hyperdrive \\
Can be used in an atmosphere or in deep space \\

Faults: \\
Non-standard parts (expensive to repair) \\
Unattractive exterior \\
Cramped sleeping quarters \\
Airlock squeaks annoyingly
\end{quote}

Ordinary, every-day equipment should not be detailed out in this
manner. There is no need to define a canteen, for example, as anything
other than ``metal, 1 quart (liter) capacity.'' Even for equipment that
may have an impact on the game, such as weapons or thieves' tools, you
do not need to have any more information than ``+2 offensive damage
factor'' or ``adds 1 to Pick Locks skill.'

It's best to restrict defining equipment in Fudge character terms to the
truly extraordinary (such as magic items). Another use is when the
equipment's powers may be used in an opposed action: in a car race, for
instance, you need to know the relative speeds and handling capabilities
of the vehicles as well as the skills of the drivers. A battle between
spaceships is another good example.

Equipment with personality, such as sentient magic items or advanced
robots, may be treated as full-fledged Fudge characters if desired.

% **********************************************************************

\chapter{The Addenda}
\label{chap:addenda} % 7

The Addenda consist of a variety of supplementary material for Fudge.

Chapters 1 through 5 represent plain, vanilla Fudge--- here you can find
and create fancier fare. If you pass Fudge around, please add any
customization to this chapter (quoting Section number and name, such as
\ref{sec:gifts}, 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 (your name) for the change, and, if
possible, notify Grey Ghost Press, the publisher of Fudge, via the
Internet (ghostgames@fudgerpg.com) or via the Post Office (P.O. Box 838,
Randolph, MA 02368).

\section{Sample Magic System: Fudge Magic}
\label{sec:fudgemagic} %7.1

Date: November, 1992 to November, 1993

By: Steffan O'Sullivan

Here is a sample magic system, based on the following premises mentioned
in Section 2.5, Magic:

\textbf{Who can cast:} Magicians only (supernormal power needed).

\textbf{Levels of Power:} yes. There are two game effects: the greater
the power, the easier it is to cast more powerful spells; and power
levels act as a reserve in case of severe failure, which temporarily
drains Power. Voluntarily draining a level of Power can also guarantee
success for one spell.

\textbf{Source of Power:} manipulation of local area mana.

\textbf{Reliability:} Fair.

\textbf{Time to cast spells:} depends on potency of spell (one minute to
days). This can be speeded up by taking a penalty to the roll.

\textbf{Spells:} improvised. Exact wording isn't important, so magic
books tend to be collections of effects, not formulae.

\textbf{Material Components:} none needed, but good use can give a +1
bonus to skill.

\textbf{Drawbacks:} casting non-trivial spells is fatiguing; severe
failure causes distress.

\textbf{Societal constraints:} none--- magic is rare, but not unheard
of.

This system is based on the conviction that a player using magic should
never be blas�: there should always be some tension and excitement when
a character casts a spell, or the magic has gone out of the game. Too
often in a role-playing game, the player running a magician uses
tried-and-true spells so regularly 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:

\begin{enumerate}
\item The mana available for a specific spell result gradually becomes
   depleted in a given area. That is, casting two fireballs in a row is
   harder than casting one fireball and one lightning blast, for
   example.

\item Magic is an untamable force; there is a skill cap for casting spells.

\item Magic is somewhat risky to use--- there are penalties for severe
   failure.
\end{enumerate}

Options are provided to alter these limitations for GMs who dislike
them. In fact, Section~\ref{sec:spellcastingskillalternatives},
Spell-Casting Skill Alternatives, is essential for Faerie races and
demigods, who have much more dependable magic powers than
humans. (Unless the GM is generous, such characters would have to buy
higher skill levels normally if using the Objective Character Creation
system. Taking some faults to balance such Powers is in keeping with the
nature of demigods and Faerie races.)

See Section~\ref{sec:fantasycharacters} for sample characters using
Fudge Magic.


\subsection{Magic Potential}
\label{sec:magicpotential} %7.11

Magic Potential is a Supernormal Power. (A suggested cost in the
Objective Character Creation system is two gifts for each level of Magic
Potential. This can be reduced in a magic-rich campaign.) A character
with at least one level of Magic Potential (usually abbreviated to
Potential, sometimes simply called Power) is referred to as a ``magician''
in these rules--- substitute your favorite word. Only magicians may cast
spells. (However, see Section~\ref{sec:magesandnonmages}, Magicians \&
Non-Magicians, for other options.) Magic Potential may be taken more
than once, but each level counts as a separate supernormal power.

Each level of Magic Potential must be bought as a
specialization. Specializations can be suggested by the player or set by
the GM. (In the latter case, she should make a list of acceptable magic
specializations.) The categories can be as broad or as narrow as the GM
wishes--- the broader the terms, the more powerful the magicians.

Examples of specialized Potential: Alter Inanimate Material, Augury,
Combat Magic, Communication Magic, Defensive Magic, Elemental Magic,
Flying Magic, Healing Magic, Illusion, Information-Gathering Magic, Mind
Control, Necromancy, Only Affects Living Beings, Only Affects Sentient
Beings, Only Affects Technological Items, Shapeshifting, White Magic
(cannot harm anyone, even indirectly), etc.

A character may have Power levels in more than one specialization,
unless the GM disallows it for some reason. Certain disciplines may have
societal constraints: in most cultures, studying Necromancy is offensive
and probably illegal. Mind Control, Invisibility, Teleportation,
Illusion Magic, etc., might all be limited to government-approved
magicians, at best. It's even possible that such magicians will be
outlaws. Anything that can be used easily to commit a crime (especially
assassination or thievery) will be difficult, if not impossible, to
learn openly in most cultures. If a given culture allows such magic
openly, it is sure to have powerful defenses against being damaged by
it.

Narrow specializations should probably cost less than one supernormal
power: perhaps each specialized Potential is worth one gift.

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
Magic could not cast a spell to create food in the wilderness, for
example.

Failing a spell miserably causes the temporary loss of a level of Magic
Potential (see Section~\ref{sec:magicresolution}, Resolution). When this
happens, the magician faints for at least one combat round. He needs a
Good Constitution roll 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 has two or more types of Potential that are appropriate
for the spell being cast, and a loss of Potential is called for, the GM
decides which type of Potential is reduced. For example, a magician has
one level of Combat Magic and two levels of Fire Magic, and fails
miserably on a fireball spell. The GM could say that he has lost either
his one level of Combat Magic or one of his Fire Magic levels, but not
one of each.

If a magician drops to -1 Potential in any given specialty, he
immediately falls into a coma, lasting anywhere from an hour to a day
(GM's decision). When he wakes, he must roll against his Constitution:
on a Mediocre or worse roll, he takes a point of damage. He checks
Constitution again at the end of every day he is active--- a failed
result means another point of damage. These wounds cannot be healed
until he recharges his Magic Potential back up to level 0.

A magician with 0 Potential may still cast spells; a magician at -1
Magic Potential, however, cannot attempt any magic spells that would
involve that specialty. He may still cast spells of another
specialty. For example, a magician who falls to -1 Encyclopedic Magic
can no longer cast a spell that allows him to open his blank book and
read a magically-appearing encyclopedia entry on a specified topic. But
he can still cast spells using his Animal Empathy Magic, allowing him to
call and converse with wild animals, provided that Potential is still 0
or greater. He must still make a Constitution check for every day he his
active, however, to see if his -1 Encyclopedic Magic Potential is
causing him wounds.

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
is 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.

No character may gain Magic Potential levels beyond his starting level
except through Character Development--- see Chapter~\ref{chap:chardevel}.



\subsection{Spells}
\label{sec:spells} %7.12

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 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.

The potency of the spell can be modified by the magician's appropriate
Power level. An ``average'' magician has three levels of appropriate Power
when casting a given spell. (Modify this number up or down for harder or
easier magic.) That is, a spell is more difficult for a magician with
less than three levels of an appropriate Power. Likewise, a magician
with four or more appropriate Power levels treats a spell as more
trivial than it would be for an average magician.

``Appropriate'' Power does not have to be all of the same specialization
so long as each Power governs the spell in question. For example, a
spell to make a sword fly up and attack a foe could be governed by
Flying Magic, Combat Magic, and Control Inanimate Material. If a
magician had one level of each of those types of magic, the spell would
be of average potency for him.

A spell is then Trivial, Average, or Potent. (It may also be Very
Trivial, or Very Potent, if the GM wishes. In fact, the players will
undoubtedly propose truly awesome spells, which should be labeled as
Extraordinarily Potent, or with some other impressive adjective.) The GM
tells the player what the potency of a proposed spell is--- any magician
character would have a fairly good idea of a spell's potency.

The spell's potency determines the Difficulty level. A spell of average
potency has a Fair Difficulty level, while a Potent spell has a
Difficulty level of at least Good. Likewise, a Trivial spell has a
Difficulty level of Mediocre or Poor.

The GM also decides the duration of the spell if it succeeds--- seconds,
minutes, hours, days, etc. The character may try to adjust this, subject
to GM approval. For example, the magician can voluntarily take more
fatigue or reduce the scope of the effect--- or accept some other
penalty--- to lengthen the spell's duration. Rolling a higher relative
degree can also mean the spell lasts longer. Some spells have permanent
effects: 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\ldots.

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. The GM
may have separate Fatigue attribute, or base it on Endurance,
Constitution, Strength, etc.)

A GM who dislikes the idea of keeping track of fatigue can 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). In this case, he may have a
Spell Point attribute, which is drained by spell casting and regained
simply by the passage of time. (A trivial spell won't drain any Spell
Point levels, while an average spell drops a magician from Good Spell
Points to Fair, for example, and more potent spells drain two or more
levels at a time.) Draining spell points would not necessarily make the
magician tired in this case, and Spell Points would regenerate whether
the magician was resting or not--- or they might only regenerate with
sleep.

Or maybe each spell affects a magician's Sanity attribute, and he needs
to convalesce to restore it. Or, equally entertaining, a spell might
affect the sanity of anyone who witnesses magic! Reduced sanity can
manifest in many amusing ways\ldots.

\subsection{Mana}
\label{sec:mana} %7.13

Mana is an energy source capable of manipulating matter, time and
space. It can be tapped only by those with Magic Potential.

The GM determines the availability and density of mana in a given game
world, just as she does the average potency of a spell. Mana density can
affect two things: how large an area is needed to fuel a given spell
effect, and (optionally), how easy or hard it is to cast a spell.

When a spell of a particular effect is cast, the magician draws a
specific type of mana to him to create the effect. The next time this
same effect is desired, it will be harder to do: he has drained some of
that mana type in the local area.

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 is the size of a town or even city. (This would give
meaning to the old line, ``This town ain't big enough for both of us''---
dueling wizards!) On the other hand, a high-level magic campaign is so
mana-rich that the magician can simply take a step or two and be in a
new area. Note that the area 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. (Mana may recharge at a different rate in a given game world, of
course.) Note also that a magician may be unaware of what spells were
cast in an area before he arrived\ldots.

In a mana-rich area, spells may also be easier to cast: +1 or +2 to
skill level. Likewise, in a mana-poor area, spells can be harder to
cast: -1 or more. The GM decides if this rule is in effect.

Mana is dispersed and weak in a world such as modern Earth. The average
fantasy game world will have much stronger mana, and some high-magic
campaigns will simply reek of mana. In any given world, it is possible
to vary the amount of mana. Some lands may be mana-rich, while
neighboring areas are mana-poor. Mana may flow in currents, or in tides
with the phases of the moon. There may be ``rogue'' mana streams that
change course and invade new areas, or a mana drought may afflict a
given locale. Astrological alignments can affect mana, too--- thus even
here on mana-poor Earth there will be places and times of the year when
cultists gather to call forth unseen powers\ldots.

A PC magician would know the general mana level for at least his home
area. He may or may not know whether it fluctuates periodically, or if
far lands have different mana levels. In order to determine the mana
level of the local area at a given time, a magician must cast a spell
specifically to that end.

\subsection{Skill}
\label{sec:magicskill} %7.14

Spell-casting is a skill that must be learned. The default is
Non-Existent, and, due to the element of uncertainty in Fudge Magic
(mentioned in Section~\ref{sec:fudgemagic}, Fudge Magic), the maximum
base skill level is Fair. This cannot be raised permanently--- but see
Section~\ref{sec:spellcastingskillalternatives}, 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. It should cost one level
just to get a Spell-Casting skill at Terrible.

Spell-casting skill may be modified (to a maximum of Great) by the
following:

\begin{itemize}
\item 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.)

\item Taking a long time to cast a spell carefully: +1. (Relative to each
spell, of course. For a Trivial spell: taking a half an hour or more.)

\item Casting a spell much more quickly than normal: -1. (For a Trivial spell:
one combat round of concentration.)

\item Using normal effort to cast a spell: +0.

\item 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.

\item 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.)

\item First spell-casting of a particular effect in a given area within 24
hours: +0. (See Section 7.13, Mana, for the size of an area.)

\item Additional spell-castings of a particular effect in a given area within
24 hours: -1 per casting.

\item For using authentic magic formulae: +1. (The Law of Contagion or the Law
of Similarity, for example--- see James Frazer's classic anthropological
study, 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 earns an additional +1, if the GM is
willing.)

\item 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 two to ten, or even more for low-magic
campaigns. One magician is assumed to be the primary caster: roll only
once against his skill.)

\item Mana-rich area: +1 or +2 (optional).

\item Normal mana area: +0

\item Mana-poor area: -1 or more (optional).
\end{itemize}

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).


\subsection{Resolution}
\label{sec:magicresolution} %7.15

Each spell is then resolved as an Unopposed action: the Difficulty level
is dependent on the spell potency. Spells of average potency have a
Difficulty level of Fair, while more trivial spells have difficulty
levels of Mediocre or Poor. (No spell has a Difficulty level of
Terrible--- magic just doesn't work at that level.) More potent spells
have Difficulty levels of Good to Superb, or even beyond Superb if a
truly powerful effect is desired.

If the magician surpasses the Difficulty level, 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, apply that 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 in Chapter 4.

If the magician equals the Difficulty level, then a watered-down version
of the spell occurs. Either it will have a 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 Difficulty level, however, he is
adversely affected. The energy inherent in mana lashes out at the
magician's psyche instead of being focused as desired. There may (or may
not) be some visible 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\ldots.

On a failed roll, the magician is stunned for one combat round (no
actions or defense) and takes at least -1 Fatigue. A Terrible result
always fails.

If he rolls a result of -4, the spell automatically fails (no matter
what the resulting level) and he also temporarily drains one level of
his Magic Potential--- see Section~\ref{sec:magicpotential}, Magic
Potential, for effects. (This is the ``riskiness'' of magic mentioned in
Section~\ref{sec:fudgemagic}, Fudge Magic.)

\begin{quote}
\itshape
Examples: Barney casts a spell, Create Pizza, of Average potency in a
normal mana area and gets -3: a Terrible result. The spell fails and
Barney is stunned for a combat round, but he does not drain a level of
Magic Potential because he did not roll a -4. Later, in a mana-rich area
(+1 to cast), Barney takes a long time (+1) to cast Detect Food, a very
Trivial spell (Poor result or better needed for success). He has
temporarily raised his skill to Great, the maximum allowed. He rolls a
-4 result, which is a Poor rolled result. Although the rolled degree is
good enough to cast the spell, Barney still fails because he rolled a -4
result. Barney not only doesn't detect any food, he also exhausts one
level of Magic Potential--- ouch!
\end{quote}


\subsection{Personal Magic Resistance}
\label{sec:personalmagicresistance} %7.16

If the spell is one which attempts to Control another being--- either
mentally, physically or spiritually--- Opposed action rolls are also
called for. First, the magician casts the spell (as above); then he has
to overcome the Personal Magic Resistance of the subject. Magic
Resistance may be an attribute or gift (Willpower is a good choice, if
there is no specific anti-magic trait), as the GM desires. Magic
Resistance 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 use the result he just rolled as
his skill level for the Opposed action. 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 Magic
Resistance would resist an attempt to read someone's mind to one GM, but
not to another. However, Magic Resistance does not resist any spell that
calls or creates physical energy to lash out at another being. If the
magician successfully creates lightning to blast the subject, it is not
resisted by Personal Resistance; it is treated as a physical weapon.


\subsection{Certain Spell-Casting}
\label{sec:certainspellcasting} %7.17

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~\ref{sec:magicpotential},
Magic Potential. This means he'll faint--- be unconscious--- after
casting the spell, which limits the utility for certain spells. You
can't control someone's mind when you are unconscious, for
example\ldots.

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.


\subsection{Enchanting Items}
\label{sec:enchantingitems} %7.18

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 skills: Spell-casting, and the
appropriate Craft skill for the material being worked. The usual
penalties apply on failing a spell roll. If he surpasses the Difficulty
level on each roll, the spell is slowly being set into the item, one
stage at a time. On a roll that only matches the Difficulty level, the
work counts as only half a time period, but does progress the
enchantment.

Obviously, a mana-rich area will attract magicians, especially
enchanters.


\subsection{Fudge Magic Options}
\label{sec:fudgemagicoptions} %7.19

These options offer ways to make Fudge Magic more sweeping, more
reliable, less risky, and even make it available to non-magicians.



\subsubsection{Generalized Magic Potential}
\label{sec:generalizedmagicpotential} %7.191

Some GMs may want the players to have sweeping powers. In this case,
each level of Magic Potential allows a character to try any magic effect
desired. This is in keeping with certain fictional settings in which
learning magic involves general principles rather than specific spell
effects. This makes for a very free and open game, which may or may not
be to your tastes.

This system still allows specializations. Simply use faults to limit a
magician's ability to cast certain spells. See Section~\ref{sec:brogo},
Character Examples, Brogo the Scout.

\subsubsection{Magicians \& Non-Magicians}
\label{sec:magesandnonmages} %7.192

The GM may allow non-magicians to cast spells. In this case, it is
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~\ref{sec:spellcastingskillalternatives}, Spell-casting Skill
Alternatives).

As a substitute for Magic Potential specialization, the GM looks over
the character sheet (checking traits, personality, and character
background) and decides if a proposed spell would be appropriate for the
character. The character must have some aptitude in the proposed spell
subject, or he may not cast such a spell. For example, a trained fighter
with no knowledge of book learning or foreign languages could
conceivably try a combat spell, but not a spell to translate a book
written in an unknown script.

Of course, the same spell is of greater potency for a non-magician than
for a magician. This probably means that a non-magician will only have a
chance of casting a spell that a magician would consider trivial.

\subsubsection{Spell-Casting Skill Alternatives}
\label{sec:spellcastingskillalternatives} %7.193

Since tastes differ, and Fudge Magic tends to be undependable (see
Section~\ref{sec:fudgemagic}, Fudge Magic), three options are provided
for more reliable spell-casting:

\begin{enumerate}
\item 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 gift (or
   even supernormal power), this may be raised to Good. At a cost of two
   more gifts (or supernormal powers), casting skill may be raised from
   Good to Great, the maximum.

\item 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, even in high-level
   magic campaigns.

\item Spell-Casting is equal to the Willpower attribute, or perhaps
   Willpower-2. (There may still be a ceiling of Great, Good, or even
   Fair for Spell-Casting, regardless of the level of Willpower.) This
   is especially appropriate for games in which non-magicians can cast
   spells--- see Section~\ref{sec:magesandnonmages}, Magicians \&
   Non-Magicians. This is a potent option because the player doesn't
   have to buy Spell-casting skill for his character.
\end{enumerate}

\subsubsection{Less Risky Spell-Casting}
\label{sec:lessriskyspellcasting} %7.194

To make spell-casting less risky (not necessarily a good thing--- see
Section~\ref{sec:fudgemagic}, Fudge Magic), make it harder to drain a
level of Potential.

Examples (apply as many or as few as desired):

\begin{enumerate}
\item A magician cannot deplete a level of Magic Potential if he is
   attempting a Trivial spell. That is, if he rolls a -4 on a Trivial
   spell, he fails the spellcasting, but doesn't lose a level of Magic
   Potential.

\item A magician cannot exhaust a level of Magic Potential if he is
   attempting a Trivial or Average spell.

\item 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.

\item A level of Magic Potential can only be depleted on a hurried
   spell-casting attempt that fails badly.

\item 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 mana level is low
   (not enough mana to backlash potently), etc.
\end{enumerate}


\section{Sample Miracle System: Fudge Miracles}
\label{sec:fudgemiracles} %7.2

Date: December, 1992

By: Steffan O'Sullivan

Here is a sample miracle system (not generic), based on the following
premises mentioned in Section~\ref{sec:miracles}, Miracles:

\textbf{Can miracles occur by petition:} Yes.

\textbf{Who can petition:} Anyone. Holy persons have an advantage. (A
holy person is one with the supernormal power: Divine Favor, and whose
behavior is in synch with the deity's goals--- GM decision on how the
player is role-playing.) Religious Investiture--- a social title that
may or may not coincide with Divine Favor--- is not required, and, in
fact, does no good if behavior is inappropriate.

\textbf{Certainty of petitioned miracles:} Mediocre.

\textbf{Broad or specific requests:} Specific requests are more likely
to be granted.



\subsection{Divine Favor}
\label{sec:divinefavor} %7.21

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 (recommended).

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
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.



\subsection{Petitioning a Miracle}
\label{sec:petitioningamiracle} %7.22

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 in 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. (In 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\ldots.

On a Good or better result, the petition is granted. The better the
rolled result, the better the answer to the prayer. For example, a Good
result heals one wound or wound level, while a Superb result totally
heals the character. A Good result could call a wolf to defend the
petitioner, while three lions might answer a Superb result. And so on.



\subsection{Modifiers to the Petitioning Skill Level}
\label{sec:modifierstopetitioningskill} %7.23

The GM decides if any modifiers are applicable. Suggested modifiers:

\begin{itemize}
\item The petitioner's behavior has been strictly in accordance with the
deity's desires: +1

\item The petitioner's behavior has not been in accordance with the deity's
desires: -1 or more

\item The petition will further the deity's desires: +1

\item The petition goes against the deity's desires: -1 or more

\item The petition involves the deity's sphere of influence: +1 (Calling for a
fireball from a fire god, for example. This is not appropriate for a
Supreme God, whose sphere encompasses all things.)

\item The petition involves an element antagonistic to the deity: -1 or more
(asking the Fire deity to use water, for example.)

\item The petition is phrased too generally: -1 or more

\item The petitioner has not tried to help himself first: -1 or more.

\item The petition is too trivial to bother the deity with: -1 or more

\item The petition is a simple, but important, request: +1, provided the
petitioner has exhausted his own abilities to accomplish this
task. (Example: 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.)

\item The last petition was a Poor or worse result: -1

\item The deity feels the petitioner is calling for help too frequently: -1 or
more (Optional--- may be invoked by a GM annoyed at constant requests for
miracle\ldots)
\end{itemize}


\section{Sample Psionic System: Fudge Psi}
\label{sec:fudgepsi} %7.3

Date: February, 1993 \& December, 1993

By: Shawn Garbett and Steffan O'Sullivan

There are three types of Psi traits in this system: Powers, skills, and
Psychic Reservoir. Only psionicists have Powers and the skills to
activate them, but everyone has a Psychic Reservoir to resist psionic
attacks.

\subsection{Psionic Powers}
\label{sec:psionicpowers} %7.31

The GM must decide how precisely to define Psi Powers. Since each Power
must be bought separately, defining them broadly makes for more powerful
characters.

The following chart (see right) shows some broad groups that include
more narrowly defined Psi power groups listed with them. These in turn
contain even more narrowly defined powers, which a GM may use as
individual Powers if desired. This list may be regrouped, expanded, some
powers disallowed, a narrowly defined group made into a broad group that
includes other powers, etc. The list is not intended to be
comprehensive, but merely a sample.

The GM should let the players know what depth of Psi skills she is
using. Each Power costs one Supernormal Power (two gifts).

Putting one level in a Power gets it at Terrible. Powers may then be
raised at the cost of two skill levels per level, if using the Objective
Character Creation system. For example, raising Telekinesis Power to
Poor requires two skill levels, and raising it to Mediocre would cost
two more skill levels.

If a GM envisions a psi-rich campaign, of course, the costs should be
much cheaper. Allowing many free levels of Supernormal Powers is a good
way to do this, but be cautious about trading them for mundane traits.

Power levels define range, quantity or size of subject affected, etc.---
see Section~\ref{sec:psi}, Psi. A Fair Power can do whatever the default
average is for the campaign world.

Some tasks require a minimum Power level, as set by the GM. If the
character has the Power, but not at the minimum level required, he may
not attempt the action unless he uses Desperation Psionics
(Section~\ref{sec:desperationpsionics}). If the psi has the appropriate
Power at three or more levels above the minimum required, he is at +1
for that use.

No psionic ability can be used unless the character has the Power listed
on his character sheet.

A character may take a latent psi Power at the cost of one gift. He
can't use the Power (may not take any related psi skills), but later in
the campaign he may spend EP equal to another gift to awaken the
Power. He would then have to learn the skills to control the Power.

It is also possible to take some interesting faults that will limit the
nature (and reduce the cost) of any Power. ``Usable only in emergencies''
is a common theme in fiction, for example.

\begin{center}
\small
\begin{tabular}{|c|c|c|}
\hline
\textbf{Very Broad} &  \textbf{Mildly Broad} & \textbf{Narrow} \\
\textbf{Groups}     &  \textbf{Groups}       & \textbf{Groups} \\
\hline
Antipsi             &                        & Distort \\
                    &                        & Nullify \\
                    &                        & Resist \\
\hline
ESP                 & Astral                  & \\
                    & Projection             & \\
\cline{2-3}
                    & Telesense              & Clairaudience \\
                    &                        & Clairvoyance \\
                    &                        & Locate Object \\
                    &                        & Locate Person \\
                    &                        & Sense Aura \\
\cline{2-3}
                    & Temporal               & Postcognition \\
                    & Revelation             & Precognition \\
                    &                        & Psychometry \\
\hline
Psychokinesis       & Control                & Healing \\
                    & Animate                & Levitation \\
                    &                        & Metabolism Control \\
                    &                        & Shapeshifting \\
\cline{2-3}
                    & Control                & Force Shield \\
                    & Inanimate              & Photokinesis \\
                    &                        & Sonarkinesis \\
                    &                        & Telekinesis \\
                    &                        & Transmogrify Object \\
\cline{2-3}
                    & Electrokinesis         & Alter Electric Current \\
                    &                        & Control Electrical Devices \\
                    &                        & Cyberpsi \\
                    &                        & Electric Blast \\
\cline{2-3}
                    & Temperature            & Cryokinesis \\
                    & Control                & Pyrokinesis \\
\hline
Telepathy           & Empathy                & Emotion Control \\
                    &                        & Emotion Sensing \\
\cline{2-3}
                    & Mind Shield            & \\
\cline{2-3}
                    & Mental                 & Mind Reading \\
                    & Communication          & Thought Sending \\
\cline{2-3}
                    & Mental                 & Alter Memory \\
                    & Control                & Persuasion \\
                    &                        & Prevent Clear Thinking \\
                    &                        & Send Violent Energy \\
                    &                        & Telehypnosis \\
\cline{2-3}
                    & Vampirism              & Borrow Skill \\
                    &                        & Drain Psychic Reservoir \\
                    &                        & Drain Health \\
                    &                        & Drain Energy \\
\hline
Teleportation       &                        & Teleport Self \\
                    &                        & Teleport Other \\
                    &                        & Teleport Object \\
                    &                        & Planar Travel \\
                    &                        & Open Dimension Portal \\
\hline
\end{tabular}
\end{center}

\subsection{Psionic Skills}
\label{sec:psionicskills} %7.32

You cannot attempt any psionic action unless you have the specific skill
to control the Power in question. Each Power must have an accompanying
skill of corresponding broadness or narrowness (Control Telekinesis, Use
Telepathy, Read Minds, etc.).

The default for psionic skills is Non-existent. Raising a skill to
Terrible costs one skill level, etc. Skills may be taken as high as Fair
at the beginning of a game. (The GM may allow higher levels if the
campaign is centered around psionic abilities.) They may be improved
through normal character development, and new ones may be added if the
GM is willing. The player should have a good story concerning awakening
new skills, however.


\subsection{Psychic Reservoir}
\label{sec:psychicreservoir} %7.33

Psychic Reservoir is a measure of raw psi power available. Like most
attributes, Psychic Reservoir is at Fair for every character unless
deliberately altered. The GM may set the default lower, and there may be
a ceiling on how high Psychic Reservoir can be set.

Merely having a Psychic Reservoir attribute does not mean the character
is capable of actively using psi. Other psionic Powers and skills are
necessary to activate the Psychic Reservoir.

A low Psychic Reservoir can negatively modify any active psi ability,
while a high Reservoir can be tapped to increase your chances of
success--- see Section~\ref{sec:psimodifiers}, Psi Modifiers Summary.

A psionicist taps his Psychic Reservoir when he uses a psychic
skill. Ongoing use gradually drains a Reservoir, and short but
heavy-duty use of a psi Power also drains a Reservoir, but normal brief
use doesn't. However, a rolled degree of Terrible or worse on a psionic
skill roll always lowers Psychic Reservoir a minimum of one level.

A psionicist can also attempt to drain his Psychic Reservoir
deliberately. This may be done to gain a bonus to a psionic skill (see
Section~\ref{sec:psionicactions}, Psionic Actions), or to a Power (see
Section~\ref{sec:desperationpsionics}, Desperation Psionics).

There is no immediate penalty for dropping a level of Psychic Reservoir,
as long as it remains Terrible or higher. However, your next use of psi
may be affected: there is a negative modifier for using a Psychic skill
when your Psychic Reservoir is below Fair.

If the Psychic Reservoir is drained to below Terrible, the character
immediately loses consciousness. It requires a Good roll versus a
Constitution attribute to regain consciousness, which may be attempted
every combat round.

Even after regaining consciousness, a character with Psychic Reservoir
below Terrible is in trouble. The GM may impose any type of affliction
she desires on such a character until the Psychic Reservoir reaches at
least Terrible. Suggested afflictions include mild insanity
(hallucinations, delusions, paranoia, etc.), physical debility
(drooling, shaking, twitching, etc.), attribute reductions, and negative
modifiers for even non-psi actions.

A character can regain one level of his Psychic Reservoir for each week
(or day, or whatever the GM sets) of rest, up to his current maximum
level.



\subsection{Psionic Actions}
\label{sec:psionicactions} %7.34

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 specific psionic skill, and defender rolls
against a Willpower attribute to resist. (A defender may have an
appropriate psi skill to use instead, such as Mind Shield.) An example
of an Opposed action would be an attempt to create fear in someone.

Unopposed psionic actions usually target inanimate objects. An Unopposed
action could be as simple as examining an object psychically, or as
complex as opening a dimensional door at one's feet. Telekinetically
hurling an object at a foe is an Unopposed action because the object,
not the foe, is the subject of the psionic skill.

When a Psi wishes to use an ability, the player describes the result he
wants to the GM. The GM then assigns a Difficulty level to the
action. Even if a psi overcomes a defender's Willpower roll to resist,
he must still roll the Difficulty level or higher to succeed at a task.

There may also be a minimum Power level needed in order to attempt an
action. For example, telekinetically lifting a pencil might only require
a Terrible Telekinesis Power, but lifting a large book might require a
Mediocre Telekinesis Power, and lifting a car might require a Superb
Telekinesis Power. If the psi's Power level is three or more above the
minimum needed, he gets a +1 to his skill level.

Note that mentally lifting a pencil might only require a Terrible Power
level, but manipulating it to sign one's name would probably require a
Superb skill result. To accurately forge another person's signature
would not only require a Superb Telekinesis skill result, but also a
Fair or better Forgery skill result.

The time required to activate a psionic ability depends on the potency
of the desired effect and the Power level of the character. It 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~\ref{sec:psimodifiers}, Psi Modifiers
Summary.

The Psi now applies all modifiers and rolls against the Difficulty level
using the appropriate skill. In an Opposed action, both parties involved
make their rolls. On tie results, the status quo is maintained, whatever
that may be.

At this point, a psi (or animate target of a psionic attack) may attempt
to sacrifice one or more levels of Psychic Reservoir to augment his
rolled result. That is, if a psi fails in an Unopposed action, he may
stress himself in an attempt to succeed. In an Opposed action, this can
be considered two people locked in psionic combat, each struggling to
boost their power a bit to overcome the other.

To augment a rolled result, a Psionicist rolls against the psionic skill
he just used, with current modifiers still effective. If the result is
Good, he may sacrifice one level of Psychic Reservoir to give him a +1
on the result of the skill attempt. On a result of Great, he may
sacrifice one or two levels, gaining +1 for each level, and on a roll of
Superb or better, he may sacrifice up to three levels of Psychic
Reservoir. On a result of Fair, Mediocre or Poor, there is no effect: he
may not sacrifice a level of Psychic Reservoir, but there is no penalty
for having tried. On a result of Terrible or worse, however, he not only
drains one level of Psychic Reservoir, he also loses one level of rolled
result. This can intensify any negative consequences of having failed.

If one party of an Opposed action is successful in augmenting his rolled
result, the other may then try to augment his. They may continue to
trade sacrificing levels of Psychic Reservoir until one of them fails to
change the result, or falls below Terrible Psychic Reservoir.

Someone defending with no psionic abilities rolls against Willpower-2 to
augment his result.

Once augmenting--- if any--- is complete, the GM decides the duration of
the effects--- the better the roll, the better the results. Some effects
will be permanent, such as Healing. Continuous concentration may be
required to sustain other effects; this may slowly drain one's Psychic
Reservoir.

Psionic abilities are sometimes dangerous to use. A rolled degree of
Terrible or worse will usually result in the exact opposite of the
desired outcome, or some other entertaining backfire. In addition, the
psi loses one level of Psychic Reservoir, as outlined in
Section~\ref{sec:psychicreservoir}. It may also have a gruesome result:
brain hemorrhage, loss of sanity, or a similar outcome. A Terrible
result on an Opposed psionic action can mean the loser is now
psychically open to his opponent. Such an open channel to another's
psyche means that if the winner has any psychic ability at all, he can
automatically draw on the loser's Psychic Reservoir to power his own
abilities. The GM should determine these effects based on the situation
at hand.


\subsection{Desperation Psionics}
\label{sec:desperationpsionics} %7.35

Ordinarily, if the minimum Power level of a proposed psionic action is
higher than the character's Power level, the psionicist may not attempt
the action at all. However, if one is desperate enough, he can try it---
at a great price.

For each level of Psychic Reservoir voluntarily drained before the skill
roll, a psionicist can increase his Power level by +1. Simply pushing
the Power level up to match the minimum level needed is all it takes to
try the skill--- but he is at -2 to his skill for each level of Psychic
Reservoir he drained for this attempt.

Unlike augmenting a rolled result (as described in the previous
section), draining one level of Psychic Reservoir before the die roll is
automatically successful.

This is obviously not for casual use: the risk of a Terrible outcome is
much higher than normal, as well as the guaranteed drain on Psychic
Reservoir. Nonetheless, if one were being attacked by the Spawn of The
Other, a demon of tremendous power, one might try anything to survive.


\subsection{Psi Modifiers Summary}
\label{sec:psimodifiers}

Apply as many modifiers to the skill as are appropriate:

\begin{list}{}{}

\item
\begin{tabular}{ll}
  \underline{Psychic Reservoir Level:}  & \underline{Psionic Skill use at:} \\
  Mediocre                  & -1 \\
  Poor                      & -2 \\
  Terrible                  & -3 \\
  Below Terrible            & Prohibited \\[6pt]
\end{tabular}

\item Skill augmented by draining Psychic Reservoir: +1 per level

\item Terrible or worse result on skill augmenting attempt: -1

\item Desperation attempts: -2 per level of Psychic Reservoir drained

\item Power level is 3 or more greater than necessary for the task: +1

\item Concentration time reduced by half: -1

\item Concentration time doubled: +1

\end{list}

Certain drugs, devices, fields, star alignments, areas, etc., can also
have modifiers. As a GM-chosen option, psionics may be blocked by
metal--- either all metal or just certain ones.



\subsection{Psi Examples}
\label{sec:psiexamples} %7.37

Yardmower Man wants to mow the lawn psionically--- he needs the
practice. He currently has a Good Psychic Reservoir and an interesting
assortment of psi Powers and skills. The GM decides that to move and
control the yard mower is a Great Difficulty level task on Telekinesis
skill. It requires only Mediocre Telekinesis Power, however. Yardmower
Man has a Good Telekinesis Power but only Fair Telekinesis skill. It may
be tough to do it well, but he's willing to try it.

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 -1 result, which means a Good
Telekinesis effort due to his modifiers. He just missed the Difficulty
level. Since his power is adequate to move the lawn mower, he still mows
the lawn telekinetically, but doesn't do a very good job. In fact, it
looks sloppy: there are thin strips of unmowed grass here and there, and
he took out half of his daisy bed with one poorly aimed swipe.

Since this is a continued use, the GM 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 of the local government
psionic research facility should be Molecularly Rearranged. (He's always
snooping around, and has been known to lock up psis in the past.) The GM
rules that Molecularly Rearranging a human other than the Psi himself is
a Superb Difficulty level task against the Shapeshift skill, and
requires at least a Great Shapeshift Power. It is also a taxing thing to
do: it will drain one level of Psychic Reservoir at the end of the
action. It will be opposed by the director's Presence attribute, which
is as close as this campaign comes to willpower.

Fortunately for Yardmower man, he has the Shapeshift Power and skill
both 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. His
Psychic Reservoir is down to Mediocre from activities the night before
(-1 to skill). Yardmower man rolls a -1 Result. This is modified -1 for
low Psychic Reservoir, and +2 for Batch-5, giving him a Superb Result.

The poor director has a Good Presence and Fair Psychic Reservoir. He
gets lucky and rolls a Great Presence result trying to resist the
psionic attack. But Great is not good enough (Yardmower man got a Superb
result), so he tries to augment his result by sacrificing a level of
Psychic Reservoir to fight the rearrangement of his molecules. His
sacrifice roll (against Presence) is a Good Result, so he increases his
result to Superb. He's still holding on, but just barely. Also, his
Reservoir will be Mediocre after this round of psychic combat.

Yardmower Man, not to be outdone, attempts to sacrifice his own Psychic
Reservoir. He started the combat with a Mediocre Psychic Reservoir and
full of Batch-5, so he still applies the +1 overall modifier to his
Superb Shapeshift skill on his augmentation roll. He easily achieves a
Good Result, and he therefore augments his result to Superb+1. (After
this round, his Reservoir will also drop another level.)

The director desperately tries to augment his result again, but rolls a
Fair result: he's reached the limit of his ability to stave off
defeat. Yardmower Man rearranges the director into a lovely bush, and
stares blankly at the outcome. At this point, his Psychic Reservoir
drops one more level, as required by the GM for such a taxing action.

Since he lost one level of Psychic Reservoir augmenting his skill, and
another for the difficult Shapeshift action, Yardmower Man is now left
with a Terrible Psychic Reservoir; he'd better not try anything this
difficult for a while. Also, the GM demands a Good Difficulty level roll
against Constitution to avoid any unpleasant side effects from the
Batch-5 overdose. Yardmower Man gets a Mediocre result, missing by two
levels. The GM smiles at 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\ldots.

Yardmower Man may someday drain his Psychic Reservoir fighting someone
that isn't there.

\section{Alternate Rules}
\label{sec:alternaterules} %7.4

One of Fudge's basic premises is that people have different tastes. Here
is a collection of alternate rules sections for doing things slightly
differently.

\subsection{Alternate Section~\ref{sec:allocatingtraits}: Character Creation}
\label{sec:alternatecharcreation} %7.41

Date: December, 1992

By: Ed Heil

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
10 to 15 for broad skill-group games, and maybe twice that for 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 most of the character sheets blank--- simply write
out a brief sentence or two describing the character in a 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 all the players state
their characters 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 versus saving them for
emergency situations.

As usual, attributes are considered Fair unless altered, and most skills
default to 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 EP awarded are reduced by
any unused skill levels after each session. That is, if you have two
levels left after the first session, and the GM awards you three EP, you
only get one more level for the next session, since you already have two
levels unused. EP, in this case, can be used either to raise existing
skills, as discussed in Section~\ref{sec:objectivedevel}, 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 ten per session.

\subsection{Alternate Section~\ref{sec:rollingdice}: Diceless Action
  Resolution}
\label{sec:diceless} %7.42

Date: May, 1995

By: Reimer Behrends

This section handles ways of resolving conflicts without resorting to
the use of dice. There are reasons to do away with dice: some people
find dice mechanics too intrusive for play; others may want to get rid
of randomness altogether.

However, diceless action resolution is ill-suited to simulation-based
gaming, despite the fact that the game can (and should) feel just as
real as one with dice. Also, diceless resolution is usually more
demanding of the GM than rolling dice to select an outcome. Even more so
as there is no hard-and-fast rule for resolving conflicts without dice;
instead, some creativity is required of the GM to fill in certain
blanks.

\subsubsection{Basics}
\label{sec:dicelessbasics}

The basic idea behind diceless action resolution is simple: the GM
decides upon an appropriate outcome, based on player input and the
situation at hand. The details of this, however, can be more
complicated.

The idea is to use cause and effect to convey the feeling that whatever
happens to the characters is not due to whim, but occurs because of the
logic of the situation and the relevant history of everyone involved. It
is important that any event (with exceptions, of course) appears to a be
a logical effect of the preceding events. There is usually not a single
event that is the outcome. The GM has to choose between several possible
outcomes--- which may vary wildly in terms of success and failure.

Consequently, the two most important parts in resolving an action are
the reasons for a particular outcome and the consequences of that
outcome.

Reasons are numerous. Foremost among reasons for success and/or failure
is of course effective skill. However, a game where a sufficiently
skilled character always wins and an incompetent character always fails
would be quite boring due to its predictability. So we have to diversify
these results, but in a way that doesn't feel artificial.

We do this by accounting for other factors besides effective
skill. These factors can involve the environment (slipping in a puddle),
equipment (a gun that jams at a critical moment), time constraints
(defusing a bomb before it goes off), NPC actions (a character stepping
in the way), etc. The idea is not to account for all possible factors,
just to find one or two reasons that make the outcome seem logical.

Detailed description is essential to diceless action resolution---
description not only of the environment, but also of the
characters. Noting that a character has a Great fencing skill may often
suffice, but it is better to add some details (ideally through a
character history). Describe style, weaknesses, and strengths, even
though they may normally not show up on the character sheet. The same is
true for the description of important actions.

Sometimes a character's perception (or lack thereof) may result in
failure to notice why something happened. If, for instance, the floor
suddenly gives way beneath him, he may not be certain as to what caused
this to happen: did he step on a trap, or was there an outside agent
involved? In this case, the GM will hide some or all of the reasons.

In addition to reasons, we have to consider consequences: what impact
does a particular outcome have on the situation as a whole? The more
serious the outcome, the more the reasons for it happening need to be
convincing.

As an extreme example, death of player characters should only occur with
ample forewarning of the risks or with really compelling reasons. Of
course, jumping off a skyscraper will most likely render a character
dead the instant he hits the ground. This is acceptable, because the
players understand the logic of the situation. But slipping on a wet
rock while crossing a stream--- which can be ascribed to just plain bad
luck--- shouldn't kill a character outright. While it's true that
slipping on a wet rock probably happens more often than jumping off a
building, the GM needs to be careful in deciding the consequences of
such an action.

There are many possible results for typical actions. So, lacking clear
ideas as to which one is most appropriate--- maybe even torn between
clear success and catastrophic failure--- how can this selection be
narrowed down?

There are a few ways to approach the problem, and it is a good idea to
reach an agreement with the group before play commences as to what
factors will be used. The following list is far from complete, but gives
some possibilities:

\begin{enumerate}
\item Realism: A master archer will hit the target most of the time. But
   sometimes even he will fail, or even have a streak of bad luck. This
   is important for maintaining a feeling of realism in the long run. It
   should also be noted that realism is relative to
   genre. Chandelier-swinging is likely to succeed in a swashbuckling
   romp, while it is at best a risky endeavour in a gritty game.

\item Drama: Sometimes certain outcomes are dramatically more appropriate
   than others. This unfortunately depends to a great degree upon
   individual gaming style and can only be handled briefly here.

\item) Characterization: Sometimes, a character's success or failure at a
   particular task can help to reinforce or develop his character story.

\item Theme: By assigning a certain ''theme'' to each scene in the game as it
   is encountered, actions can be resolved in a way that emphasizes that
   theme. An example:

\begin{quote}
[The theme is ``Combat is dangerous'']

{\itshape
GM: ``Suddenly, you hear a rustling in the underbrush, and then, out of
it, a boar emerges, charging at you.''

Player: ``I'm not armed! I'll jump for the branch of the oak next to me
and pull myself up to safety.''
}

[While the avoidance of a fight supports the theme, ``Combat is
dangerous,'' there are other possibilities that emphasize it better.]

{\itshape
GM: ``You get hold of the branch, but as you start to pull yourself up,
you hear a loud CRACK, and all of a sudden the ground rushes upwards to
meet you.''
}

[The situation is now much more dangerous. However, with a bit of luck
and the help of the other characters in the group it is still possible
to handle it without killing the PC.]
\end{quote}
\end{enumerate}

All of the above factors are meta-game issues. This is
intentional. These factors contribute towards an interesting game, and
one of the points of role-playing is to have an interesting
game. Besides, we are already using the in-game factors as cause and
effect to convey a natural flow of events so we have to resort to the
meta-level here.

It may look as though there is a lot of arbitrariness on the part of the
GM. This is correct to some extent. Some individual decisions will be
arbitrary. In the long run it should balance out, especially if the
players possess even the slightest creativity. Note also that the GM
should always respect player input. If something is going to fail that
should normally work, failure should still reflect player input. (For
instance, the example above with the breaking branch, where the
character technically succeeds, but the branch does not cooperate).


\subsubsection{Balance Of Power}
\label{sec:dicelessbalance} %7.422

There is no need to encumber the GM with all the decisions. The easiest
way to hand some power back to the players is to give them a (limited)
voice in the decision making process. For this purpose we employ Fudge
Points (see Section~\ref{sec:fudgepoints}).

By spending one Fudge Point, the player (instead of the GM) can decide
the outcome of an action his character is involved in, provided the
action is possible and not abusive to the game. (Blowing up an entire
building with a cup of gunpowder is implausible, and possibly abusive to
the plot). If the action is far beyond the normal skill of the character
(given the circumstances), the GM may require expenditure of two or
three Fudge Points instead.

Notice that using Fudge Points also gives the GM more leeway; she need
no longer worry too much whether letting a character fail is too harsh,
as it is within the power of the player to help his character if need
be.



\subsubsection{Combat}
\label{sec:dicelesscombat}

Diceless combat is action resolution with two added complications: the
high risk of character death and a considerable amount of action that
needs to be synchronized.

The synchronization part is fairly easy: as in resolution with dice, you
can divide the entire combat in rounds of appropriate duration, cycling
through all participating characters each round, or use story elements
as suggested in Section~\ref{sec:storyelements}.

Character death is trickier because players dislike losing their
characters due to bad luck (be it because of an unlucky die roll or GM
whim). The key here is to ``post warning signs'' before dangerous
situations occur. These warnings should be subtle, such as the maniacal
gleam in the opponent's eyes just before she launches a wild flurry of
attacks. (Hopefully the player will say his character is on the defense,
or announce some trick to counter a charge.) A description of the blood
dripping from a character's wrist should warn the player that there may
be a slippery puddle on the floor. In other words, prepare reasons for
outcomes in advance and--- most important--- announce them to the players.

If the players maintain some maneuvering space for their characters
after such warnings, that should be sufficient to prevent PC death---
though not necessarily PC failure.

Character death--- and any other drastic result--- is usually due to a
series of failures, each pushing the character a step further towards
the edge--- but always with opportunity to find a more favourable course
of action in between. Unfortunately, in some situations this entire
series of failures takes no longer than a few seconds.

The details of combat interaction are now fairly easy to handle, as they
are an extension of normal diceless resolution. However, particular care
should be taken to describe actions fully, especially in melee
combat. The statement ``I attack the pirate'' is infinitely less
informative than saying, ``I assault the pirate with all I have, even if
that means taking a blow or two myself. But I have to get out of here,
and that means getting by her and at least wounding her so she can't
follow quickly.''

The object is to give the GM enough data to work with, such as, ``I'm
going to feint towards the left, and if she goes for it, I'll try to use
the opening created to end this business quickly,'' or ``Now that she's
wounded, I'll play it safe, trying to wear her down.'' Statements like
these help the GM decide how combat should be resolved much more than a
simple, ``I attack her.''

The key here is to be creative. Everything is possible, so everything
should be considered, from a simple rugby tackle to complex tactical
maneuvering.

Bloodshed is an unfortunate but largely unavoidable side effect of
combat. Wounds are also important because they may become major factors
in the future course of the combat. Thus, wounds must be described and
their effects detailed. For example:

\begin{quote}
\itshape
``The ball of fire explodes in the centre of the room. You feel a wave of
searing heat washing over you, burning your clothes away and scorching
your skin. The heat gradually abates, but you still cannot see anything,
as the incredible brightness that hurts your eyes is only slowly
receding.''
\end{quote}

The player should gather from this that his character is temporarily
blinded, in severe pain, needing medical attention, in a state of
dishabille, and in grave danger if enemies are approaching.

(This is of course appropriate for a high fantasy game. In a more
realistic game, the character is probably charred and dead.)

Another example, this time a sniper's bullet hitting the character's
arm:

\begin{quote}
\itshape
``Something very hot and painful pierces your left arm. It also jerks you
around abruptly, making it hard to maintain balance. Worse, your arm
feels totally numb and is probably fairly useless right now. The good
news is that they (whoever they are) apparently missed your heart by a
few inches.''
\end{quote}

And so on. There is no need to be too graphic in describing wounds,
though. More important is the description of how the wound affects the
character.


\subsubsection{Summing Up}
\label{sec:dicelesssummary} %7.424

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

\subsection{Alternate Section~\ref{sec:rollingdice}: Rolling the Dice}
\label{sec:alternaterolling} %7.43

Date: January, 1993

By: Andy Skinner

As a simple variation on any dice technique, 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, which can be
lifesaving in a dire situation.

Only a pitiless GM would balance this by requiring additional rolls to
see how miserably a person can do on a -4 result, however.

\subsection{Alternate Section~\ref{sec:fancystuff}: Heroic Evasion}
\label{sec:heroicevasion} %7.44

Date: February, 1995

By: Peter Bonney \& Steffan O'Sullivan

If a PC is hit, he may reduce the effect of the hit by one wound level
by throwing himself heroically out of the way of (at least part of) the
blow. However, this heroic evasion will put the fighter at a temporary
disadvantage: -2 on the next combat round in addition to any other
penalties that may be accrued. This penalty disappears in subsequent
rounds, as the hero is able to recover his equilibrium after a brief
flurry of wild parrying. This may be repeated, but there is an
additional -1 for every turn in succession that this is used.

For example, D'Artagnan would be hit by Milady for a Light Wound (Hurt
result). He heroically evades, taking only a Scratch, but is at -2 on
the following round. In this round, he would be Very Hurt, but again he
heroically evades, taking instead a Hurt result. The next round he is at
-4: -2 for evading this round, an additional -1 for evading two rounds
in a row, and -1 for being Hurt. If he can avoid having to evade on the
next round, he'll only be at -1 for being Hurt. Good luck D'Artagnan!

If the penalty for an heroic evasion drops a fighter's skill level to
below Terrible, he may still take the evasion. But he automatically
collapses: his weapon drops from his nerveless fingers and his throat is
helplessly exposed to the enemy for an instant death blow if the foe is
so minded. A plea for mercy may accompany such an evasion, but the
opponent isn't necessarily bound to honor such a plea.

Heroic Evasion can be used for major NPCs, too, of course.

\subsection{Alternate Section~\ref{sec:recordingwounds}: Recording Wounds}
\label{sec:alternaterecordingwounds} %7.45

Date: December, 1992

By: Bernard Hsiung

Ordinary playing cards can be used to keep track of wounds. Give a
player one face-down card when his character is Hurt, and another
face-down card when his character is Very Hurt. He gets rid of them when
the character is healed. Face-up cards represent fatigue--- the character
is reeling from exhaustion. He gets rid of those by resting. (A
character becomes fatigued by physical or mental activity, work, stress,
etc. Casting spells, using psi powers, etc., may or may not count as
fatiguing mental activity.)

Each card the character has represents a -1 to traits that would
logically be affected until the third, which represents incapacitation.

The cards may also describe hit location, if desired: a black card is
the torso, while a red card means an extremity. The lower the red card,
the lower the extremity; the higher the red card, the higher the wound
on the body.

% **********************************************************************
% **********************************************************************
% **********************************************************************

 
\chapter{Fantasy Fudge}
\label{chap:ff}

\textbf{A Sample Implementation of Fudge by Ann Dupuis}

\textbf{Based on ``Five Point Fudge'' by Steffan O'Sullivan}

Five-point Fudge is an alternative character creation system by Steffan
O'Sullivan. It's used here as a basis for a sample Fudge fantasy
role-playing game.

Five-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.

Fudge itself makes no mention of ``character points,'' using the word
``levels'' instead.  The Five Point Fudge system of character creation
introduces character creation points, which are different from levels.

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 shouldn't be considered the ``best'' way to play
Fudge in a fantasy game, as players' and GMs' tastes vary.

%Note: although Fudge itself may be freely copied, provided proper credit
%is given, Five-Point Fudge and Fantasy Fudge are fully copyrighted and
%may only be copied for personal use.

\section{Character Creation}
\label{sec:ffcharcreate}

Fantasy Fudge uses the standard seven-level Trait scale to describe a
character's attributes and skills (see Fudge in a Nutshell, above.) To
create a character, follow these steps:

\begin{enumerate}
\item Decide what type of character you would like to create. If you're
   not sure, see the Broad Class Templates,
   section~\ref{sec:broadclasstemplates} of the core Fudge rules, for
   some ideas. See also Character Creation Tips, section .

\item Spend ``points'' to purchase skills from two or more Skill Groups. See
   Character Points, right.

\item Assign Attributes (see Attributes, below).

\item Choose Gifts (two, unless trading; see Gifts, below).

\item Choose Faults (two, unless trading; see Faults, below).

\item Adjust attributes, gifts, faults, or skills by trading if desired.
\end{enumerate}

You may use the sample Fudge character sheet in the Miscellaneous Charts
and Information at the end of this document to record your character's
traits. With the Skills list, you should record the number of points you
spend in which skill groups (see right). For example:

\begin{quote}
Combat: 2 pts \\
Scouting: 2 pts \\
Athletic: 1 pt
\end{quote}

\subsection{Character Points}
\label{sec:ffcharacterpoints}

The Five Point Fudge system of character creation organizes 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 below).

Fantasy Fudge recommends that players be granted 5 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 the full version of Five Point Fudge, online at
\htmladdnormallink{\texttt{http://www.io.com/\twiddle
sos/rpg/fudfive.html}}{http://www.io.com/~sos/rpg/fudfive.html}.

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 player's 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 1 in each of 2 Groups
or 2 ``narrow focus'' points in a single Skill Group.)


\subsubsection{Spending One Point on a Skill Group}
\label{sec:ffonepoint}

Examples of point expenditure: if a player wishes his character to be a
dabbler at Combat, he could spend one point on the Combat group. Using a
broad focus, he could then choose any three Combat skills at Fair and
any one at Mediocre. Using a narrow focus, he may choose any two Combat
skills: one at Good and one at Mediocre.

\begin{quote}
\underline{Example 1: one point in Combat}

One-handed Sword: Fair \\
Fast-draw Sword: Fair \\
Shield: Fair \\
Brawling: Mediocre

\underline{Example 2: a different way to spend one point in Combat}

Spear: Fair \\
Throw Spear: Fair \\
Tactics: Fair \\
Knife: Mediocre

\underline{Example 3: one narrowly focused point in Combat}

Bow: Good \\
One-handed Sword: Mediocre
\end{quote}


\subsubsection{Spending Two Points on a Skill Group}
\label{sec:fftwopoints}

If a player spends two points in a skill group, he can choose two skills
at Good, and four more at Fair (using a broad focus), or one at Great,
one at Good, and one at Fair (using a narrow focus).

\begin{quote}
\underline{Example 4: two points in Combat}

One-handed Sword: Good \\
Fast-draw Sword: Good \\
Bow: Fair \\
Tactics: Fair \\
Brawling: Fair \\
Read Opponent: Fair

\underline{Example 5: two narrowly focused points in Social}

Fast-talk: Great \\
Parley/Negotiate: Good \\
Camaraderie: Fair
\end{quote}

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.


\subsubsection{Tips on Point Spending}
\label{sec:fftipsonpointspending}

The player may choose any skills within a given skill group, up to the
number listed for the points spent. The player may decide which of those
skills are at the listed levels. If the GM doesn't 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 player's desires. If you
want your character to be a Jack of All Trades, don't spend more than
two points in any skill group. If you want a specialist, spend at least
three points in a skill group.

The possible combinations of spending five points are:

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt} %
                        \setlength{\itemsep}{0pt}}
\item 5 different skill groups: 1, 1, 1, 1, 1

\item 4 different skill groups: 2, 1, 1, 1

\item 3 different skill groups: 3, 1, 1 or 2, 2, 1

\item 2 different skill groups: 4, 1 or 3, 2
\end{list}


\begin{tabular}{|c|c|c|}
\hline
\textbf{Points Spent} & \multicolumn{2}{c|}{\textbf{Skills in that Group,}} \\
\textbf{in a Group}   & \multicolumn{2}{c|}{\textbf{at which Levels}} \\
\cline{2-3}
(\emph{maximum 4 pts}) & \emph{Broad Focus}  & \emph{Narrow Focus} \\
\hline
\multirow{2}{*}{1}     & 3 at Fair           & 1 at Good \\
                       & 1 at Mediocre       & 1 at Mediocre \\
\hline
\multirow{3}{*}{2}     & 2 at Good           & 1 at Great \\
                       & 4 at Fair           & 1 at Good \\
                       &                     & 1 at Fair \\
\hline
\multirow{3}{*}{3}     & \multicolumn{2}{c|}{1 at Great} \\
                       & \multicolumn{2}{c|}{3 at Good} \\
                       & \multicolumn{2}{c|}{4 at Fair} \\
\hline
\multirow{4}{*}{4}     & \multicolumn{2}{c|}{1 at Superb} \\
                       & \multicolumn{2}{c|}{2 at Great} \\
                       & \multicolumn{2}{c|}{3 at Good} \\
                       & \multicolumn{2}{c|}{3 at Fair} \\

\hline
\end{tabular}

\textbf{General Skills Point: Skills at Level:} 3 at Fair, from any two
or three groups.

\textbf{Trading Allowed:}
\begin{list}{$\bullet$}{\setlength{\parskip}{0pt} %
                        \setlength{\itemsep}{0pt}}
\item 1 skill for 2 skills at one level lower

\item Attribute levels (lower one to raise another)

\item 1 Attribute levels for 1 Gift (or vice versa)

\item 1 Extra Fault = 1 Gift or 1 Attribute Level
\end{list}

\subsubsection{General Skills Point}
\label{sec:ffgeneralskillspoint}

A player may spend a maximum of one point as a General Skills
point. This means you may spend one point and take any* three skills at
Fair. These skills can be from two or three different skill groups, if
desired (there is no point in taking them all from the same group). Note
that a General Skills point does not get you as many skills as a broadly
focused point (four), but more than a narrowly focused point (two).

* = The GM may restrict certain skills, such as Magic skills, from being
  taken with a General Skills point.

\subsubsection{Trading Skills}
\label{sec:fftradingskills}

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 in Campaign Power Levels (see the full version of
Five-point Fudge online).

\subsubsection{Customizing Skill Points}
\label{sec:ffcustomizingskillpoints}

The Gamemaster may customize skill points and character creation as
desired. If narrowly focused points seem too costly (giving up half the
skills of a broadly focused point for an increase of one level in one
skill), add another skill at Fair. Do skill levels seem too low for your
epic campaign? After they've created their characters, let your players
raise five skills of their choosing one level each (subject to your
approval).

See Campaign Power Levels in the full version of Five-point Fudge online
for more tips on customizing character creation.

\subsubsection{Character Creation Tips}
\label{sec:ffcharcreatetips}

There are many ways to create a character. If you have a concept in
mind, scan the skill lists that seem most likely to fit your
character. A fighter will obviously need to spend some points in Combat
skills, and a thief in Covert skills.

Since you must spend points in at least two skill groups, try to think
of what other skills would be helpful--- or perhaps simply fun--- for your
character to have.

Once you've decided which skill groups to choose from, jot down the most
appealing skills in these groups. The number of skills you want from a
given group will tell you how many points you need to spend in that
skill group. For example, if only two or three skills appeal to you from
a group, spending 1 or 2 narrowly focused points is sufficient. If you
really want eight or ten skills all from the same group, you're creating
a specialist character: you'll probably have to spend three or four
points in that skill group to get that many skills. (Another way to get
eight or ten skills, if you don't mind low skill levels, is to use the
``trading skills'' option.) A Jack of All Trades character rarely spends
more than two points in any one group, and is interested in skills from
three or more different skill groups.

Once your skills are chosen, you can then set your attributes, Gifts,
and Faults. At that point you'll easily be able to see what levels your
attributes should logically be, and which Gifts and Faults would go most
appropriately with your character.

It's best to consult with the Gamemaster and the other players when
creating characters. This can prevent problems with characters that are
unsuited for the planned campaign, or PCs that encroach on one another's
``spotlight'' time because their skills and abilities compete with rather
than complement those of the other characters. The Gamemaster should
approve all characters before play begins.



\subsubsection{The Skill Groups}
\label{sec:fftheskillgroups}

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.

Following the lists is an alphabetical list of the skills, with
descriptions and which skill group they appear in.

Note: although four of the skill groups have multiple titles, such as
Athletic/Manual Dexterity Skills, for simplicity they are referred to
outside this list by the first part of the title, such as Athletic
Skills.

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.

\textbf{Athletic/Manual Dexterity Skills}

Acrobatics/Tumbling \\
Aerial Acrobatics \\
Balance \\
Boating *(Scouting) \\
Climbing *(Covert) \\
Equestrian Acrobatics \\
Juggling \\
Jumping \\
Knot-tying \\
Move Quietly *(Covert, Scouting) \\
Riding \\
Running \\
Sleight of Hand \\
Swimming \\
Team Acrobatics \\
Throwing \\
Whittling \\
Various Sports

\textbf{Combat Skills}

Bow \\
Brawling \\
Club/Mace \\
Crossbow \\
Fast-draw \\
Flail \\
Knife \\
Knife Throwing \\
Lance \\
One-handed Axe \\
One-handed Sword \\
Pike \\
Read Opponent \\
Shield \\
Sling \\
Spear \\
Spear Throwing \\
Staff \\
Tactics \\
Two-handed Axe \\
Two-handed Sword \\
Other weapon skill if GM permits

\textbf{Covert/Urban Skills}

Barroom Savvy *(Social) \\
Climbing *(Athletic) \\
Detect Lies \\
Detect Traps \\
Disarm Traps \\
Disguise \\
Find Hidden \\
Forgery \\
Infiltrate \\
Lip reading \\
Move Quietly *(Athletic, Scouting) \\
Pick Locks \\
Pick Pockets \\
Poisons \\
Shady Contacts \\
Streetwise \\
Tailing \\
Urban Survival \\
Ventriloquism 

\textbf{Knowledge Skills}

Alchemy *(Scholarly Magic) \\
Arcane Lore \\
Area Knowledge \\
Astrology \\
Botany \\
Evaluate Goods \\
First aid\\
Geography \\
Heraldry/Court Rituals \\
Herb Lore *(Hedge Magic, Scouting) \\
History \\
Language (each is a separate skill) \\
Legal Process \\
Legends/Stories \\
Literacy \\
Medicine \\
Politics/International \\
Thaumatology \\
Theology/Myths/Rituals \\
Veterinarian \\
Weather Sense \\
Zoology \\
Other fields of knowledge if GM permits

\textbf{Magic Skills}

See Magic, below. Note: Scholarly Magic skills cost more than normal
skills (or other Magic skills); see below.

\textbf{Professional Skills}

Note: If a player spends 3 or 4 points in Professional Skills, he may
take skills from any skill group as part of his Professional skills,
provided he can make a case for their inclusion in his profession and
the GM accepts this.  Not all skills will qualify! A 3-point Animal
Handler can make a strong claim that Riding (an Athletic skill) should
be in his Professional skill group, but he'll have to spend at least one
point in Combat to get any combat skills.

Animal Handling \\
Animal Training \\
Armorer \\
Artist (each medium separate) \\
Basketry \\
Bookkeeping \\
Bowyer/Fletcher \\
Carpentry \\
Cooking \\
Counseling/Priest \\
Courtesan \\
Dancing \\
Engineer \\
Falconry \\
Farming \\ 
Gambling \\
Inn Keeping \\
Jeweler \\
Leatherwork \\
Masonry \\
Merchant \\
Musician (each instrument separate) \\
Performing \\
Pottery \\
Seamanship \\
Shiphandling \\
Shopkeeping \\
Smithy \\
Tailor \\
Teaching \\
Teamster \\
Theater \\
Weaving \\
Many others possible\ldots.

\textbf{Scouting/Outdoor Skills}

Boating *(Athletic) \\
Camouflage \\
Camping \\
Fishing \\
Herb Lore *(Knowledge, Herb Magic) \\
Hide Traces \\
Hunting \\
Map Sketching \\
Mimic Animal Noises \\
Move Quietly *(Athletic, Covert) \\
Navigation \\
Observation \\
Survival \\
Tracking \\
Trail Blazing \\
Woods Lore

\textbf{Social/Manipulative Skills}

Barroom Savvy *(Covert) \\
Barter/Haggle \\
Bluff \\
Camaraderie \\
Con \\
Etiquette \\
Fast-talk \\
Flatter \\
Flirt/Vamp \\
Interrogate \\
Intimidate \\
Lie/Pretense \\
Oratory \\
Parley/Negotiate \\
Persuade \\
Repartee \\
Salesmanship \\
Savoir-Faire \\
Storytelling \\



\subsection{Skill Descriptions}

This section contains an alphabetical list of skills, including a brief
description and which groups the skills appear in. Magic skills are
listed separately--- see Magic,below.

Defaults: Most skills default to Poor, so if a skill isn't listed on
your character sheet, your character probably knows it at Poor. Certain
skills, such as Magic, are an exception to this--- they're not known at
all if not listed on the character sheet. Other skills may have a
default of Terrible or Mediocre. Skills which have a default other than
Poor have the default listed in [brackets].

{
\setlength{\parindent}{0.125in}

\textbf{Acrobatics/Tumbling:} moving your body gracefully and successfully
through difficult maneuvers, such as rolls, tumbles, leaps, springing to
your feet, etc. (Athletic)

\setlength{\parskip}{0pt}

\textbf{Aerial Acrobatics:} swinging from ropes, chandeliers, vines, trapezes,
rigging, etc., safely and accurately. (Athletic)

\textbf{Alchemy:} knowledge of the processes and ingredients used to create
elixirs and talismans of magical power. See Magic, below, for the
Scholarly Magic version, which allows you to create alchemical mixtures
as well as recognize them. [No default] (Knowledge, Magic)

\textbf{Animal Handling:} managing animals in many situations. (Professional)

\textbf{Animal Training:} training animals for specific tasks. (Professional)

\textbf{Arcane Lore:} knowledge of occult things--- otherworldly
stories, legends, etc. (Knowledge)

\textbf{Area Knowledge:} knowledge of a given area.  The larger the
area, the more shallow the knowledge. (Knowledge)

\textbf{Armorer:} making, altering, and repairing armor. [Terrible]
(Professional)

\textbf{Artist:} creating aesthetically pleasing art in a given medium.
Each medium is a separate skill. (Professional)

\textbf{Astrology:} this is either simple astronomy or an actual potent
forecasting and divination tool--- ask the GM. (Knowledge)

\textbf{Balance:} keeping one's equilibrium in awkward physical
situations, such as tightrope walking, beam walking, crossing a stream
on a log, etc. (Athletic)

\textbf{Barroom Savvy:} like Urban Survival, but very specific to
barrooms. (Social, Covert)

\textbf{Barter/Haggle:} raising or reducing prices, depending on whether
you're selling or buying.  Opposed by the other person's Barter/Haggle
skill. (Social)

\textbf{Basketry:} making baskets and other woven products from bark,
grasses, and other plant materials.  Includes a knowledge of materials,
market prices, etc. (Professional)

\textbf{Bluff:} misleading people into thinking you will perform an
action you have no intention of performing.  Opposed by
Reasoning. (Social)

\textbf{Boating:} small boat handling. (Athletic, Scouting)

\textbf{Bookkeeping:} knowledge of accounting practices--- requires
Literacy and some math ability. (Professional)

\textbf{Botany:} broad knowledge of plants--- their habitats, growing
needs, uses, dangers, etc.  See Herb Lore, Farming, Basketry, Poisons,
etc., for more specific skills. (Knowledge)

\textbf{Bow:} using and caring for a bow and arrows, either longbow or
short bow. [Terrible] (Combat)

\textbf{Bowyer/Fletcher:} making bows and arrows, including harvesting
the appropriate material. [Terrible] (Professional)

\textbf{Brawling:} fighting without weapons. (Combat)

\textbf{Camaraderie:} being entertaining in social settings, such as at
a bar, at a party, around a campfire, etc., which can gain someone's
confidence and approval. (Social)

\textbf{Camouflage:} blending in with your surroundings so you don't
stand out. Primarily used in natural settings--- use Disguise in urban
settings. (However, a case could be made for using Camouflage skill to
hide in an alley, for example.) (Scouting)

\textbf{Camping:} similar to Survival, but requires some tools, such as
blankets, pots, an axe, a tent, etc.  In return, it allows greater
comfort and quality of life in the wild. (Scouting)

\textbf{Carpentry:} working with wood, to make anything from houses to
furniture to cabinets. (Professional)

\textbf{Climbing:} climbing, either natural formations such as cliffs
and trees, or man-made ones such as stone, brick, etc., (but not sheer)
walls. (Athletic, Covert)

\textbf{Club/Mace:} using a club or mace as a combat weapon. (Combat)

\textbf{Con:} making people believe in some plan or product you are
pushing. (Social)

\textbf{Cooking:} preparing tasty and nourishing food. (Professional)

\textbf{Counseling/Priest:} comforting the afflicted, restoring good
emotional health, helping people through grief, etc. (Professional)

\textbf{Courtesan:} professional pleasure giving. (Professional)

\textbf{Crossbow:} using a crossbow effectively in combat. [Mediocre]
(Combat)

\textbf{Dancing:} dancing aesthetically. (Professional)

\textbf{Detect Lies:} telling when someone is lying.  Opposed by
Lies/Pretense. (Covert)

\textbf{Detect Traps:} determining if a given area has a trap of some
sort set, and what type. (Covert)

\textbf{Diplomacy:} not a separate skill--- see Parley/Negotiate

\textbf{Disarm Traps:} deactivating a trap without harm.  This may or
may not cause noise, however\....(Covert)

\textbf{Disguise:} passing for someone else under visual inspection.
There is a penalty for serious inspection, of course.  Opposed by
Reasoning, though no roll is needed if the observer has no reason to be
suspicious. (Covert)

\textbf{Engineer:} designing and making tools, structures, sewer
systems, etc. (Professional)

\textbf{Equestrian Acrobatics:} performing acrobatic mounts, dismounts,
trick riding, etc.  This skill cannot be higher than your Riding
skill. (Athletic)

\textbf{Etiquette:} knowledge of good manners in any society, and the
ability to carry them out.  Not as specific as Savoir-Faire, but gives a
broader base for knowledge. (Social)

\textbf{Evaluate Goods:} a general skill to assess the value of
something.  It won't be as accurate as a specific Professional skill
(for example, a Potter will be a better judge of Pottery than someone
with this skill), but as a broad skill allows a good general
knowledge. (Knowledge)

\textbf{Falconry:} training and controlling a raptor for sport and
hunting. (Professional)

\textbf{Farming:} raising crops and/or livestock, and everything
\textbf{associated with that:} soil preparation, planting, weeding,
tending, harvest, drying, storage, markets, etc. (Professional)

\textbf{Fast-draw:} readying a weapon for combat use effectively
instantly. A different skill for each weapon, and some weapons cannot be
fast-drawn. (Combat)

\textbf{Fast-talk:} convincing someone of something, which, upon
reflection, they may realize isn't true. Fast-talk doesn't create
lasting belief--- see the Con skill for that.  Opposed by
Reasoning. (Social)

\textbf{Find Hidden:} locating concealed doors, compartments, catches,
etc. (Covert)

\textbf{First aid:} administering emergency medical treatment
knowledgeably. (Knowledge)

\textbf{Fishing:} catching fish for food, sale, barter, or
sport. (Scouting)

\textbf{Flail:} using a flail as a weapon. (Combat)

\textbf{Flatter:} making people like you by complimenting them to the
point they begin to trust your judgement. Opposed by Willpower. (Social)

\textbf{Flirt/Vamp:} arousing sexual interest in an appropriate subject,
for whatever reason. Opposed by Willpower. (Social)

\textbf{Forgery:} making fake documents and/or signatures that look
authentic. (Covert)

\textbf{Gambling:} gaming for money. Note that some gambling includes
games of skill, and others games of chance--- this skill helps largely
with the former, and knowledge of the latter, including a good estimate
of the odds. Also the ability to cheat at games, and spot
cheaters. (Professional)

\textbf{Geography:} broader than Area Knowledge, Geography is the
knowledge of general topography, terrain nature, biomes,
etc. (Knowledge)

\textbf{Heraldry/Court Rituals:} knowledge of signs, symbols, and
devices used to denote rank and family of the nobility.  Also knowledge
of court rituals, such as how many trumpet calls to announce a king as
opposed to a duke, etc. (Knowledge)

\textbf{Herb Lore:} knowledge of, preparation of, dosage of, and dangers
of using herbs as medicinal agents. While it may tell you which herbs to
avoid, this skill does not go into specific poisons--- see Poisons for
that skill. See Botany for a broader knowledge of plants. (Scouting,
Knowledge)

\textbf{Hide Traces:} hiding any traces that people or animals used an
area. This includes hiding tracks as well as camping areas. (Scouting)

\textbf{History:} knowledge of historical figures and events. This can
be a broad and shallow skill, such as World History, or a narrower and
deeper skill, such as history of a specific state. (Knowledge)

\textbf{Hunting:} hunting and killing animals for food, hides, sport, or
whatever. (Scouting)

\textbf{Infiltrate:} slipping into a guarded camp, either by pretending
to have a right to be there or simply by avoiding all contact. (Covert)

\textbf{Inn Keeping:} the knowledge of running a hotel
or inn; includes kitchen, bar-keeping, maid service, stable,
etc. (Professional)

\textbf{Interrogate:} extracting information from an unwilling
subject. There are two basic types of interrogators: those who get their
subjects to trust them, and those who psychologically abuse them. Chose
one type. Opposed by Willpower. (Social)

\textbf{Intimidate:} psychologically brow beating someone else into
doing your will. Does not involve any physical component. Opposed by
Willpower. (Social)

\textbf{Jeweler:} making and evaluating jewelry. Includes assessment of
gems, gold, silver, etc. (Professional)

\textbf{Juggling:} juggling anything you can lift. See also
Performing. (Athletic)

\textbf{Jumping:} jumping for distance and accuracy. (Athletic)

\textbf{Knife:} using a knife in combat, but not necessarily to throw
it. (Combat)

\textbf{Knife Throwing:} throwing a knife accurately and with
force. (Combat)

\textbf{Knot-tying:} tying functional and/or ornamental knots for
various purposes. [Mediocre] (Athletic)

\textbf{Lance:} using a lance (a type of hand-held spear used from
horseback). Does not include the Riding skill. (Combat)

\textbf{Language:} speaking and understanding a language.  Every
character knows their native language well at no cost--- take this skill
to learn foreign languages. Each language learned is a separate
skill. [No default, or may default to similar language] (Knowledge)

\textbf{Leatherwork:} working with leather--- includes tanning,
preparation, tooling, sewing, etc. (Professional)

\textbf{Legal Process:} knowledge of legal matters. [Terrible]
(Knowledge)

\textbf{Legends/Stories:} knowledge of legends and stories, either as a
source for entertainment, wisdom, or clues to treasure hunting,
etc. (Knowledge)

\textbf{Lie/Pretense:} dissembling your true intentions, origins, or
role from others. Opposed by Detect Lies. (Social)

\textbf{Lip reading:} seeing what people are saying by watching their
lips move. (Covert)

\textbf{Literacy:} reading and writing. (Knowledge)

\textbf{Map Sketching:} creating reasonably accurate and readable maps
from observation. (Scouting)

\textbf{Masonry:} working with stone. (Professional)

\textbf{Medicine:} diagnosing and treating injuries and diseases in
humans and other sentient beings. (Knowledge)

\textbf{Merchant:} broad knowledge of what it takes to be in the
business of selling or trading, either retail or
wholesale. (Professional)

\textbf{Mimic Animal Noises:} making a noise which sounds like a
specific animal. (Scouting)

\textbf{Move Quietly:} moving without attracting attention. Opposed by
Perception. (Athletic, Covert, Scouting)

\textbf{Musician (each instrument separate):} mastery of an instrument
(which may be voice). See Performing. (Professional)

\textbf{Navigation:} finding your way based on the stars, position of
the sun, map-reading, etc. (Scouting)

\textbf{Observation:} trained ability to notice and remember things---
conscious application of Perception and memory. The player's notes are
the character's memory. (Scouting)

\textbf{One-handed Axe:} using small axes as combat weapons. (Combat)

\textbf{One-handed Sword:} using any sword designed to be used with one
hand. (Combat)

\textbf{Oratory:} keeping the focus of a group of people through
speaking, and attempting to sway them to your point of view. Opposed by
group's average Reasoning-1. (Social)

\textbf{Parley/Negotiate:} reaching a compromise solution. (Social)

\textbf{Performing:} stage presence--- actively entertaining
people. You'll need another skill to actually entertain with, such as
Juggler, Storyteller, Musician, etc. A musician without the Performing
skill may be skilled at producing music, but lacks ``audience connection''
and won't be as popular as a musician with good Performing
skill. (Professional)

\textbf{Persuade:} convincing an individual of your point of
view. Opposed by Reasoning. (Social)

\textbf{Pick Locks:} opening locks without the correct key.  Penalty of
-1 with improvised lockpicks. Difficult locks may have an additional
penalty. (Covert)

\textbf{Pick Pockets:} removing items from an individual's pockets,
belt, purse, etc., without them noticing it.  Opposed by
Perception. [Terrible] (Covert)

\textbf{Pike:} using a very long hand-held spear as a weapon--- most
useful in formations, especially against cavalry. (Combat)

\textbf{Poisons:} knowledge, use, preparation, and dosage of various
poisons. (Covert)

\textbf{Politics/International:} knowledge of the international
situation in a given area, and of the internal politics of states within
that area. May be for a broad area, such the entire known world, or a
more focused area, such as Europe. In the latter case, the knowledge is
more detailed. (Knowledge)

\textbf{Pottery:} making pots, plates, bowls, etc., from clay. Includes
the ability to assess the value of other potters' work, knowledge of
good clay sources, etc. (Professional)

\textbf{Read Opponent:} roughly estimating a given opponent's skill
level in combat. An exceptionally good result may even reveal a
particular combat ``style,'' if appropriate for the setting. (Combat)

\textbf{Repartee:} delivering witty sayings, usually double entendres,
which cannot be construed as libelous but carry hidden insults or
stings. (Social)

\textbf{Riding:} riding and controlling a horse (or other riding
animal--- specify) comfortably, safely, and with precision. (Athletic)

\textbf{Running:} you practice a lot--- better speed than non-runners,
as well as distance. (Athletic)

\textbf{Salesmanship:} selling someone something. Opposed by
Willpower. (Social)

\textbf{Savoir-Faire:} functioning smoothly, without social blunders, in
any upper or middle class setting. (Social)

\textbf{Seamanship:} assisting in any task on a large sailing
vessel. (Professional)

\textbf{Shady Contacts:} knowledge of the underworld, or, in a strange
city, at least general underworld habits and likeliest places to contact
fences, etc., without offending them. (Covert)

\textbf{Shield:} using a shield or buckler in combat, both on offense
and defense. [Mediocre] (Combat)

\textbf{Shiphandling:} directing seamen to correctly handle a large
sailing ship.  Includes piloting and navigation skills.  [Terrible]
(Professional)

\textbf{Shopkeeping:} running a shop of some sort--- knowledge of basic
bookkeeping, sources of materials, rotation of stock, general prices,
sales techniques, etc. (Professional)

\textbf{Sleight of Hand:} manipulating small objects cleverly in your
hands so as to conceal what you are actually doing with them. (Athletic)

\textbf{Sling:} using a sling in combat. [Terrible] (Combat)

\textbf{Smithy:} working metal into tools, weapons, ornaments,
etc. [Terrible] (Professional)

\textbf{Spear:} using a spear in combat, but not including throwing it
accurately or powerfully. (Combat)

\textbf{Spear Throwing:} throwing a spear powerfully and
accurately. (Combat)

\textbf{Sports, Various:} Each sport is a separate skill--- Camp-ball
(similar to football), Hurling, Pole-Throwing (Caber-Tossing and the
like), Stickball (lacrosse), Stone (similar to Horseshoes), etc. Other
popular ''sports'' are covered by other skills; Bow (for archery
contests), Falconry, Hunting, Riding, etc.. (Athletic)

\textbf{Staff:} using a staff as a weapon. (Combat)

\textbf{Storytelling:} entertaining by recounting stories, either from
your past or from other sources. Storytelling without the Performing
skill is more likely to be successful in a bar or other personal setting
than in a professional setting. (Social)

\textbf{Streetwise:} Savoir-Faire for the lower classes. (Covert)

\textbf{Survival:} surviving in the wilds.  Includes basic fire making,
food procurement, and shelter construction. Won't be fancy, but you'll
be alive. (Scouting)

\textbf{Swimming:} moving yourself in water without danger of
drowning. (Athletic)

\textbf{Tactics:} knowledge of the best way to arrange a group of
warriors so as to take best advantage of the situation, terrain, their
skills, etc. Also reading an opposing group's tactical sophistication
level. (Combat)

\textbf{Tailing:} following someone without their noticing. Opposed by
Perception. (Covert)

\textbf{Tailor:} turning cloth into clothes, as well as mending
clothing. Can also make other items out of cloth, such as
tents. (Professional)

\textbf{Teaching:} imparting knowledge or skills to
others. (Professional)

\textbf{Team Acrobatics:} working with others trained in this skill to
perform acrobatic maneuvers such as stacking, vaulting, trapeze work,
etc. (Athletic)

\textbf{Teamster:} handling an animal or team of animals pulling a
wagon, carriage, coach, etc. (Professional)

\textbf{Thaumatology:} the knowledge of magic spells, results,
abilities, etc. Does not require any Magical Ability, nor is it required
to perform magic. [No Default] (Knowledge)

\textbf{Theater:} the skills and knowledge associated with the theater:
acting, directing, management of props, sets, the house, the stage,
etc. Not the same as pretending to be someone else offstage--- see
Lie/Pretense for that skill. (Professional)

\textbf{Theology/Myths/Rituals:} knowledge of a specific religion's
beliefs, dogma, and rituals. It may also be Comparative Theology, in
which case the knowledge is broader--- covers more than one religion---
but shallower. (Knowledge)

\textbf{Throwing:} throwing things accurately, but not specifically
optimized to do damage. That is, it's not a combat skill, though it
could be used as one, with -1 to damage-dealing ability. (Athletic)

\textbf{Tracking:} following animals or sentient beings in terrain where
they might leave traces. Of limited use in urban areas, it is more a
nature skill. (Scouting)

\textbf{Trail Blazing:} finding an optimum route through wilderness, and
marking your trail, either obviously or subtly. (Scouting)

\textbf{Two-handed Axe:} using any two-handed axe designed as a
weapon. (Combat)

\textbf{Two-handed Sword:} using any two-handed sword as a
weapon. (Combat)

\textbf{Urban Survival:} the skill of the urban poor: where to find free
or cheap food, shelter and clothing; what parts of the city to avoid,
who not to offend, etc. (Covert)

\textbf{Ventriloquism:} ``throwing your voice'' so as to make it sound as
if it comes from somewhere else.  Also disguising your voice. (Covert)

\textbf{Veterinarian:} diagnosing and treating animal injuries and
diseases. (Knowledge)

\textbf{Weather Sense:} predicting the weather for the near
future. (Knowledge)

\textbf{Weaving:} spinning yarn from wool or plants, then making cloth
from yarn. (Professional)

\textbf{Whittling:} carving wood into useful or aesthetic
shapes. (Athletic)

\textbf{Woods Lore:} knowledge of woodland animals, plants, cycles,
etc. (Scouting)

\textbf{Zoology:} knowledge of animal behavior, habits, diets,
capabilities, etc. (Knowledge)
}

\subsection{Attributes}
\label{sec:ffattributes}

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.

\textbf{Reasoning:} Thinking ability; puzzle-solving; intelligence;
mental acuity.

\textbf{Perception:} Awareness of the environment; raw ability to notice
things.

\textbf{Willpower:} Strength of will; psychic stamina; determination; guts.

\textbf{Strength:} Physical strength; lifting/ carrying capacity;
ability to deal damage.

\textbf{Agility:} Physical dexterity; adroitness; native talent for
physical skills.

\textbf{Health:} Fitness; resistance to disease and injury; physical
stamina.


\subsubsection{Allocating Attributes}
\label{sec:ffallocatingattributes}

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 the online version of
Five-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.


\subsubsection{Using Attributes}
\label{sec:ffusingattributes}

Attributes are used for three things in the game:

\begin{itemize}
\item 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.

\item 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.

\item As a broad handle on who the character is. A high Reasoning, low
  Strength character has a different flavor from the opposite attribute
  levels.
\end{itemize}

\subsection{Gifts}
\label{sec:ffgifts}

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?\ldots. 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 it's possible to push them too far or too frequently. Good
Reputation can be eroded by inappropriate behavior, and Rank can be lost
if you break the rules of the organization granting the rank.


{
\setlength{\parindent}{0.125in}

\textbf{Ambidexterity:} you can use either hand equally well.  Great for
those times when you're wounded in an arm\ldots.

\setlength{\parskip}{0pt}

\textbf{Attractive:} you're good looking--- either handsome, beautiful,
pretty, or whatever you wish. (Warning: the more attractive you are, the
more power you have over susceptible people, true, but the more likely
you are to be abducted, etc.)

\textbf{Beautiful speaking voice:} +1 to NPC reactions.  Also works for
a singing voice if you take a Musical skill.

\textbf{Charisma:} people tend to like you, believe you, and are willing
to follow your lead.

\textbf{Common Sense:} when you are about to do something incredibly
stupid that will harm yourself or the party, the GM will warn you.

\textbf{Contacts *:} you know some influential or knowledgeable people
who can supply you with information.

\textbf{Danger Sense:} the GM will make a Situational roll--- on a Good
or better result, you'll be warned of some imminent danger.

\textbf{Divine Favor:} the ability to cast Clerical Magic--- see
Clerical Magic, below.

\textbf{Empathy with Animals:} animals trust you and domesticated ones
tend to obey you. Cruelty to animals nullifies this Gift.

\textbf{Empathy with Sentient Beings:} see Innate Magical Ability:
Second Sight, below.

\textbf{Familiar:} only available to characters with the Magical Talent
Gift. You have a magical familiar, which may talk, aid you in
spell-casting and other tasks. This is an NPC played by the GM.

\textbf{Favors due *:} some people owe you favors, which you may
collect. Each favor you collect must be approved by the GM.

\textbf{Focused:} you are at +1 to any lengthy task, but don't notice
things outside this task, such as that brigand about to skewer you\ldots.

\textbf{Good Memory:} you have an unusually good memory.  The player may
take notes during the game and act as if the character remembered them.

\textbf{Good Reputation *:} you're well known as a hero, healer, leader,
fighter for justice, etc.

\textbf{High Status:} you are of the gentry or religious class--- or
nobility if you take this Gift twice.

\textbf{Intuition:} you have a feeling about what option to take when
confronted with a choice.  The GM will make a Situational roll in
secret.

\textbf{Lucky:} once per hour (real time), you may reroll a bad dice
roll, and choose the better of the two rolls.

\textbf{Magic Resistance:} you are resistant to direct magic: +3 to
Willpower in any Opposed rolls versus magic.

\textbf{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 Magic Talent.  See Magic, below, for details.

\textbf{Never forgets a \underline{\hspace*{3em}}:} fill in the blank
with name, face, or whatever the GM will allow.

\textbf{Never Gets Lost:} you always know which way is North, and can
retrace your route with a little effort.

\textbf{Night Vision:} you see well in dim light, but not in absolute
darkness, of course.

\textbf{Pain Tolerance:} ignore wound penalties at Hurt, and you are
only at -1 at Very Hurt.

\textbf{Patron *:} someone in power likes you. This can be simply a
letter of recommendation, or it can be a favor granted.

\textbf{Perfect Timing:} if someone says to open the gate in five
minutes, you'll do it within two seconds of that time. Also valuable in
performing.

\textbf{Peripheral Vision:} you can see further to the sides than most
people--- less easily attacked from the side or rear.

\textbf{Quick Reflexes:} not easily surprised by any physical attack,
and you adjust quickly to shifting footing.

\textbf{Rank *:} you have the right to command others in an organized
body of soldiers or police.

\textbf{Rapid Healing:} you heal twice as fast from wounds--- but not
magically fast.

\textbf{Resistant to Poison:} poison has only half effect on you.

\textbf{Tough Hide:} subtract 1 from each amount of damage you take.

\textbf{Veteran:} you're experienced--- add one level to each of three
skills that are currently at Fair or Mediocre.

\textbf{Wealthy:} you start with more money than the average starting
character. This can be in cash and/or equipment.
}


\subsection{Faults}
\label{sec:fffaults}

Each character must start with two Faults from the following list, 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.


{
\setlength{\parindent}{0.125in}

\textbf{Absent-Minded:} your attention tends to wander if bored.

\setlength{\parskip}{0pt}

\textbf{Annoying Voice:} you sound terrible.

\textbf{Appearance:} your appearance is off-putting in some way, whether
ugly or unkempt.

\textbf{Bad Back:} you are limited in what you can lift.

\textbf{Bad Eyesight:} you don't see very well--- pick one: poor
distance or up-close vision.

\textbf{Blunt and Tactless:} you have no social skills in dealing with
sensitive people.

\textbf{Code of Honor:} your actions are constrained by your personal
behavior code.

\textbf{Color Blindness:} you confuse lots of colors.

\textbf{Combat Paralysis:} you need a Good or better Health roll in
order to act in a dangerous situation.

\textbf{Compulsive Carousing:} you are at -3 Willpower to resist a good
time.

\textbf{Compulsive Gambling:} your are at -3 Willpower to resist a
gambling game.

\textbf{Compulsive Generosity:} you are at -3 Willpower to resist giving
things away to those perceived to be needier than you.

\textbf{Compulsive Lying:} you are at -3 Willpower to avoid lying just
for fun.

\textbf{Coward:} you take very good care of yourself.

\textbf{Curious:} you are at -3 Willpower to resist exploring something
new or unusual.

\textbf{Delusions:} the world doesn't work the way you think it does, in
some important way.

\textbf{Dependent:} you're responsible for someone unable to care for
themselves adequately.

\textbf{Duty:} you must perform active duty a certain amount of time.

\textbf{Dwarfism:} you are very short for your race.

\textbf{Easily Distractible:} did you say something?

\textbf{Easy to Read:} you give away your thoughts and feelings to any
who care to observe you.

\textbf{Enemy:} there is someone who wants to kill, imprison, or
otherwise trouble you.

\textbf{Fanatic Patriot:} your country, right or wrong.

\textbf{Frightens Animals:} you have an aura that animals find
terrifying.

\textbf{Garrulous:} you won't shut up.

\textbf{Getting old:} and all that implies.

\textbf{Glutton:} you're hungry.

\textbf{Goes Berserk if Wounded:} you're a danger to your friends, even.

\textbf{Greedy:} you want more.

\textbf{Grouchy:} you're usually irritated and try to spread the mood.

\textbf{Gullible:} -3 to Reasoning to believe an unknown ``fact.''

\textbf{Hard of Hearing:} what?

\textbf{Honesty:} you hate to break a law. See Truthfulness for not
liking to lie.

\textbf{Humanitarian:} you help the needy for no pay.

\textbf{Idealist:} you're not grounded in reality.

\textbf{Impulsive:} you act before thinking.

\textbf{Intolerant:} you hate a certain type of person.

\textbf{Jealous of Anyone Getting More Attention:} you have to be the
star.

\textbf{Lame:} you limp, which can affect speed and agility.

\textbf{Lazy:} you work hard at avoiding work.

\textbf{Lechery:} you're overly fond of the appropriate sex.

\textbf{Loyal to Companions:} you won't abandon, cheat, hide treasure
from, etc., the party members. This one may be mandatory.

\textbf{Magic Susceptibility:} you are at -3 Willpower to oppose hostile
magic.

\textbf{Melancholy:} life is so sad.

\textbf{Miserliness:} you hate to let it go.

\textbf{Mute:} you can't speak.

\textbf{Night Blindness:} you see poorly in dim light.

\textbf{Nosy:} your neighbor's business is yours.

\textbf{Obese:} you waddle.

\textbf{Obsession:} you must do it, or have it, or whatever.

\textbf{Offensive Habits:} too many to list.  Some of the other Faults
listed actually fall under this category, such as Nosy, Grouchy,
Garrulous, etc.

\textbf{Offensive Odor:} you stink.

\textbf{One Eye:} you lack depth vision and can be blindsided.

\textbf{One Hand:} it works overtime.

\textbf{Outlaw:} you're wanted by the law.

\textbf{Overconfident:} you know you can't fail.

\textbf{Owe favors:} you owe someone favors, and they'll ask you for
them sometime.

\textbf{Pain Intolerant:} you're at -1 if Scratched, -2 if Hurt, and -3
if Very Hurt.

\textbf{Phobias:} lots of these--- you're at -3 Willpower to avoid
acting out of control in certain situations: snakes, darkness, heights,
cats, falling, crowds, spiders, open or closed spaces, magic, loud
noises, etc.

\textbf{Poor:} you start with less equipment and cash, and if you don't
buy off this Fault, will always lose any you gain.

\textbf{Practical Joker:} you can't resist.  Somebody's gonna hurt you
someday.

\textbf{Primitive:} you're from a pre-metal-working society.

\textbf{Proud:} many things are beneath your dignity.

\textbf{Quick to take offense:} you're thin-skinned.

\textbf{Quick-Tempered:} you blow up when crossed.

\textbf{Quixotic:} you vigorously champion lost causes.

\textbf{Reckless Bravery:} you take no thought for your safety in
dangerous situations.

\textbf{Reputation:} you're well known as some sort of louse.

\textbf{Secret:} if it's revealed, you'll be embarrassed, arrested, or
worse--- maybe that warrant out for your arrest, or your second spouse?

\textbf{Self-defense Pacifist:} you'll fight, but you'll never start a
fight--- no preemptive strikes.

\textbf{Shyness:} you never want to talk to strangers.

\textbf{Social Stigma:} you're obviously from some low-caste group.

\textbf{Stubborn:} you don't easily admit you're wrong.  Has nothing to
do with Willpower.

\textbf{Susceptibility to Poison:} you're at -3 to Health in Opposed
rolls for poison.

\textbf{Trickster:} you regularly have to take a risk to thwart some
villain, even if just a petty one.

\textbf{Truthfulness:} you can't tell a believable lie.

\textbf{Unlucky:} if something bad happens to someone in the party, it's
you.

\textbf{Vain:} you're the best-looking and/or finest person in the
world. Aren't your companions lucky?

\textbf{Vow:} you're committed to some action.

\textbf{Worry Wart:} you wring your hands a lot.

\textbf{Xenophobia:} you dislike and fear people different from the
folks you grew up with.

\textbf{Youth:} you're so young no one takes you seriously. Also, lose
one level each from three skills--- you just haven't had time to develop
everything that well yet.
}


\section{Magic}
\label{sec:ffmagic}

There are four types of Magical Abilities in Fantasy Fudge. The GM may
use them all, choose between them, or create her own. The Magical
Abilities are:

\begin{itemize}

        \item Innate Magic

        \item Hedge Magic

        \item Scholarly Magic

        \item Clerical Magic
\end{itemize}

Innate Magic takes no study--- it's a Gift you're born with. The
Gamemaster may assign this as a racial gift to non-human races (such as
Elves) if she wishes. All members of such a race would have the Magical
Talent: Innate Gift (or a serious Fault if they don't).

Hedge Magic and Scholarly Magic are learned techniques. Their Talents
are handled differently and are not interchangeable. Not everyone has
the ability to perform these types of magic--- you need the Magical
Talent Gift.

Clerical Magic is actually performed by a deity through the
character. You need the Divine Favor Gift to use Clerical Magic.


\subsection{Innate Magic}
\label{sec:ffinnatemagic}

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. It's 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 that some types of Innate Magic have been listed as
separate Gifts, such as Danger Sense, Empathy with Animals, etc.

\textbf{Dowsing:} you can find water in the earth.

\textbf{Eagle Eyes:} you can see things clearly at a great distance.

\textbf{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 can't make fireballs or direct the
fire to spread in a given direction.

\textbf{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.

\textbf{Green Thumb:} plants respond extraordinarily well to you, with
increased growth, health, and production.

\textbf{Healing Hands:} you can heal one level of wounds with a
touch. This takes one minute and is fatiguing (see Hedge Magic, below,
for fatigue effects).

\textbf{Second Sight:} you can see through illusions and ``read'' general
personalities. You can't read minds or know any details of personality,
but you'll know who to trust if you concentrate.

\textbf{Shapeshifter:} you can change into one GM-approved animal or plant
form. It takes three combat rounds to change fully, during which you are
defenseless. [Costs two Gifts]

You don't 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.


\subsection{Hedge Magic}
\label{sec:ffhedgemagic}

Note: Hedge Magic is based on the Hedge Magic system created for
\textbf{\emph{GURPS}}~(R) by S. John Ross. (\textbf{\emph{GURPS}} is a
registered trademark of Steve Jackson Games.)

GURPS Hedge Magic can be found at:

\htmladdnormallink{\texttt{http://www.io.com/\twiddle
sjohn/hedge.htm}}{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--- you'll never see
major magical effects from it. It's nonetheless effective in what it
tries to do.

Hedge Magic is fatiguing, however--- your Health 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 15 minutes.

Another possible downside to Hedge Magic is that the results may be
perceived as magical, which, depending on the situation, may get the
caster in trouble.

The following mundane skills are the only ones which may be enhanced by
Hedge Magic, unless the GM permits otherwise. Those without descriptions
are simply assumed to provide enhanced results.

{
\setlength{\parindent}{0.125in}

\textbf{Animal Handling}

\setlength{\parskip}{0pt}

\textbf{Astrology:} fortune telling for other folk--- grants no inkling
of your own future.

\textbf{Camouflage:} if you don't want to be seen, you're very hard to
spot.

\textbf{Cooking:} tasty, nourishing, mildly healing.

\textbf{Counseling:} your sympathetic ear and wise advise can soothe
troubled souls.

\textbf{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?

\textbf{Detect Lies}

\textbf{Farming:} a very common use of hedge magic, you can bless or
curse crops: increased yield, faster growth, etc.--- or the opposite.

\textbf{First aid:} you can stop bleeding with a touch, and enable the
severely injured to survive until appropriate care is available.

\textbf{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 what's possible. Use Poisons for
harmful potions.

\textbf{Medicine:} expeditious and efficacious healing.

\textbf{Move Quietly}

\textbf{Poisons:} your poisons are more potent, faster acting, and
harder to detect. Shame on you.

\textbf{Storytelling:} you can enthrall an audience, and even sway their
mood to your purposes.

\textbf{Tracking}

\textbf{Veterinarian:} expeditious and efficacious healing. For evil hedge
witches, this is also the skill used to sicken animals, a common
complaint in former days.

\textbf{Weather Sense:} you're remarkably accurate.
}

\subsection{Scholarly Magic}
\label{sec:ffscholarlymagic}

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. It's a flexible
magic system, with no preset spell list, and thus leaves a lot of
decisions up to the GM. Gamemasters are welcome to substitute any other
magic system of choice. The sourcebook A Magical Medley from Grey Ghost
Games 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
\htmladdnormallink{\texttt{http://fudge.phoenyx.net/gramarye/}}{http://fudge.phoenyx.net/gramarye/}. Also
recommended: Fudge Magic (see section~\ref{sec:fudgemagic} of the core
Fudge rules), GURPS~(R) Magic, and Four-by-Five Magic
(\htmladdnormallink{\texttt{http://www.io.com/~sos/rpg/4by5.html}}{http://www.io.com/~sos/rpg/4by5.html}).


\subsubsection{Magical Talent: Scholarly Magic}

Characters wishing to learn Scholarly Magic must have the Magical
Talent: Scholarly Magic Gift. You may spend up to four points in the
Scholarly Magic group, but only as many points as you have levels of the
Magic Talent: Scholarly Magic Gift. If you spend only one Gift on Magic
Talent: Scholarly Magic, you may only spend one point on Scholarly Magic
skills. Note that Scholarly Magic skills cost more; see below.

Characters without Magical Talent may learn the Thaumatology Knowledge
Skill instead. This will allow them to recognize magic spells, skills,
and possibly magic items and talismans (especially if powerful or well
known), but not cast magic themselves.


\subsubsection{Skill Points and the Scholarly Magic Skill Group}

The Scholarly Magic skills are difficult areas of study, covering
magical incantations, rituals, arcane knowledge, and more. There is no
default for these skills, so a character learning Scholarly Magic
in-game (as opposed to pre-game character creation) would learn the
skill at Terrible. They cost more at character creation, as well.

Note that you may trade 1 Scholarly Magic skill for 2 skills at one
level lower. And remember that you can spend only as many points in
Scholarly Magic as you have Gifts in Magical Talent: Scholarly Magic.



\begin{center}
\small
\begin{tabular}{|c|ccc|}
\hline
\textbf{Points Spent in}  & \multicolumn{3}{c|}{\textbf{Skills in that Group,}} \\
\textbf{Scolarly Magic} & \multicolumn{3}{c|}{\textbf{at which Levels}} \\
\emph{(Max = \# Gifts)} & \multicolumn{3}{c|}{\emph{(choose from one
                                             column or the other)}} \\
\hline
\multirow{2}{*}{1} & 1 at Fair & \multirow{2}{*}{\emph{or}} & 1 at Good \\
                   & 1 at Mediocre &                      & 1 at Poor \\
\hline
\multirow{2}{*}{2} & 2 at Fair & \multirow{2}{*}{\emph{or}} & 1 at Great \\
                   & 2 at Mediocre &                      & 2 at Fair \\
\hline
\multirow{3}{*}{3} & 1 at Good & \multirow{3}{*}{\emph{or}} & 1 at Great \\
                   & 4 at Fair &                      & 1 at Good \\
                   &           &                      & 1 at Mediocre \\
\hline
\multirow{3}{*}{4} & 1 at Great & \multirow{3}{*}{\emph{or}} & 1 at Superb \\
                   & 2 at Good &                      & 1 at Great \\
                   & 3 at Fair &                      & 3 at Good \\
\hline
\end{tabular}
\end{center}

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.


\subsubsection{Scholarly Magic Skills}
\label{sec:ffscholarlymagicskills}

\textbf{Alchemy:} The art of mixing balms, draughts, elixirs, nostrums,
ointments, philters, potions, powders, salves, tinctures, tonics, and
more, with varying magical effects. Non-mages can have knowledge of the
processes and ingredients and final products of alchemy, but are not
able to create magical substances themselves; see the Alchemy
(Knowledge) skill.

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 below) or collaboration with a
Kineticist.


\textbf{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 below) 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 materials. It's 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 (Smithy
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.


\textbf{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 they're
``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
doesn't control them. For a conjurer to have control over his creations,
he'll need Elementalism (to control any element conjured), Kineticism
(to animate items), or Mesmerism (to control conjured creatures).



\textbf{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 person's ears in a whisper spell. An
Elementalist's 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.



\textbf{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 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).



\textbf{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\ldots.

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
character's Kineticism skill (to create the magic force) and again using
either the character's 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.


\textbf{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 creature's senses. At its most insidious, it can completely
enslave a creature's mind, bending it to the Mesmerist's 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
target's intelligence (or lack thereof).

Restrictions: The GM may rule that certain non-human 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. target's Willpower attribute), plus
any applicable modifiers.



\textbf{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 above). 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.



\textbf{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 enhance other Scholarly Magic skills, aiding the
mage's 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--- but only if the runes involved are directly
related to the magical feat.



\textbf{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 don't 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 Flatter,
Intimidate, Parley/Negotiate 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.



\textbf{Sorcery:} The ``Black Arts.'' Sorcery relies on summoning demons
and other powerful, evil beings to trick or bribe or force them into
doing the sorcerer's 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
summoner's 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 sorcerer's 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 backgrounds
(such as a sorcerer-hunter who was once a practicing sorcerer himself).



\textbf{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 magician's target has a Willpower attribute, it may
resist the magical change. Resolve as an Opposed Action, the mage's
Transmutation skill versus the target's Willpower attribute, plus or
minus any modifiers the GM sets.



\textbf{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, below).

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 character's skill roll. This
occurs only if the character's Wizardry skill is higher than one or more
of the other Scholarly Magic skills involved (see below).


\subsubsection{Magical Power (Mana)}
\label{sec:ffmana}

Casting scholarly magic requires mana, or power points. Truly trivial
magic (with effects similar to those attainable with Hedge Magic) uses
negligible amounts of mana, but most scholarly magic requires one or
more power points.

Each level of the Magical Talent: Scholarly Gift grants the character 5
power points to use in performing magic.

The number of Gifts used to purchase Magical Talent also affects how
much mana the character can channel and control. One Magical Talent Gift
allows the character to perform trivial magic, and magical feats costing
1 power point. Two Magical Talent Gifts increase that to 2 power points,
and so on.

Attempting to channel more power than the character can normally handle
requires a Willpower roll, Difficulty Level equal to Fair plus 1 per
power point over the character's usual limit. Thus, a character with 2
Magical Talent Gifts attempting to channel 4 power points to perform a
magical feat must roll Willpower against a Difficulty Level of Great
(Fair +2). Failure results in the loss of one level of Health by each
level the Difficulty Level is missed. (A Mediocre result with a 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 2 hours of sleep
or 1 hour of undisturbed meditation, up to the number allowed by the
magician's Magical Talent Gifts.


\subsubsection{Fatigue}
\label{sec:fffatigue}

In addition to requiring mana, Scholarly Magic is fatiguing (much like
Hedge Magic). The character's 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 15 minutes.

\subsubsection{Performing Magical Feats}
\label{ff:performingmagicalfeats}

When a character wishes to perform magic, the player should describe to
the Gamemaster the magical results the character wishes to achieve. The
more detail included in the description, the better. Scholarly magic
depends heavily on the magician's concentration and clarity of thought,
and if the player isn't paying much attention to what the character
wishes to accomplish, the GM may assume the character isn't, either.

The player may also describe the magician character's actions, and
aspects of the ritual being used to perform the magic feat, if
desired. Including poetic incantations (especially if it's good poetry)
and other ``flavor'' in the description of the ritual may be worth bonuses
to the character's skill.

There are several aspects that should be considered for each magical
feat:

\begin{itemize}
\item Skill required (Difficulty Level)

\item Mana required (power points that will be used)

\item Time to perform (from an instant to years)

\item Materials required (if any)

\item Optional modifying circumstances (lots possible)
\end{itemize}

\textbf{Skill:} The more complex the desired results, the higher the
Difficulty Level the GM should set for a magical feat. Difficulty Levels
start at Fair for simple magic, such as creating--- but not
controlling--- fire, or speaking with a spirit that's already ``awake''
and interested in communicating. Difficulty can range up to Legendary or
even beyond, for god-like magical feats. Some ``trivial'' magic may have
Difficulty Levels of Mediocre, but any magic requiring power points
should be of at least Fair Difficulty.

Once the Difficulty Level is set, the player rolls against the
magician's Scholarly Magic skill. Use the lowest skill if the feat
requires more than one Scholarly Magic skill.

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.

\textbf{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 isn't even tracked. This
doesn't 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, above). Some rare materials are natural ``mana vessels.''

\textbf{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 GM's option,
lower the Difficulty Level.

\textbf{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 magician's concentration or some
words of power; others may require rare and precious materials.

\textbf{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 he's
wielding.



\subsubsection{Determining Results}
\label{sec:ffmagicdeterminingresults}

The GM judges whether a feat is within the character's capabilities--- if
not, she should warn the player that attempting greater magics than the
character is ready for 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 don't allow the results to outright
kill the character (unless he's 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.


\subsubsection{Spell Lists}
\label{sec:ffspelllists}

It's 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 spell's 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 Gamemaster as well as by the
character.

\subsubsection{Sample Spells}
\label{sec:ffsamplespells}


``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 reused).

``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).

\section{Clerical Magic}
\label{sec:ffclericalmagic}

5-Point Fudge uses Fudge Miracles (section~\ref{sec:fudgemiracles}) as a
basis for Clerical Magic.

The Gift Divine Favor is required to use Clerical Magic. It's 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
don't 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 cleric's behavior
is inconsistent with the God's 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 in the Skill list. 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\ldots.

{
\setlength{\parindent}{0.125in}

\textbf{Aid Task:} by touching someone who is trying to accomplish a
task that is in the deity's interest, you can grant a +1 to their skill.

\setlength{\parskip}{0pt}

\textbf{Arcane Lore}

\textbf{Banish Spirits:} you can force spirits and demons from another
plane to return to their proper plane.

\textbf{Bless:} you can grant a +1 (or more, if the GM is willing)
defensive bonus to someone, which lasts until the next combat ends.

\textbf{Counseling/Priest}

\textbf{Detect Lies:} your ability at this is enhanced.

\textbf{Exorcism:} you can force a spirit or demon which has invaded a
body or dwelling to leave.

\textbf{First Aid}

\textbf{Healing:} you can channel healing from the deity you serve.

\textbf{Medicine}

\textbf{Oratory}

\textbf{Parley/Negotiate}

\textbf{Persuade}

\textbf{Remove Fatigue:} you can restore endurance to the weary.

\textbf{Repel Undead:} you can ward off zombies, vampires, ghosts, etc.,
from your presence.

\textbf{Teaching}

\textbf{Theology/Rituals}

\textbf{True Sight:} you can see through illusions.

\textbf{Ward:} you can protect a person or all within a room-sized area
from supernatural evil, either spells, spirits, undead, demons, etc.
}


\subsection{Calling on Divine Favor}
\label{sec:ffcallingondivinefavor}

When a cleric with Divine Favor calls on his deity, make an Unopposed
action roll against the specific Clerical Magic skill (see Action
Resolution, above).  On a Good or better result, the cleric's petition
for divine favor is answered. For clerical skills where exact results
aren't quantified (such as Healing), the better the rolled result, the
better the answer to the prayer. For example, a Good result may reduce
one wound by one wound level, while a Superb result could heal an
injured character entirely.

On a Fair or Mediocre result, the favor simply isn't granted. On a Poor
or worse result, the deity may be angry with the cleric. The GM should
consider the character's recent actions, especially in regard to the
cleric's religious beliefs. If there are any reasons for the cleric's
deity to be less than satisfied with service rendered, this is the time
for that to become abundantly clear. If the cleric's behavior has been
exemplary (so far as the deity is concerned), a failure simply means the
deity was busy with other things, or considered the favor unimportant
(or counter to its own desires) for some reason.

Modifiers: The GM can apply any modifiers she thinks
applicable. Suggestions may be found in Section~\ref{sec:fudgemiracles}
of the core Fudge rules, and include +1 or more if the cleric has
recently been furthering the deity's cause, or -1 if the most recent
petition for Divine Favor ended in a Poor or worse result.


\section{Non-Human Races}
\label{sec:ffnonhumans}

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 Chapter~\ref{chap:supernormal}: Supernormal Powers in the basic
Fudge rules) 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.

\subsection{Sample Racial Package: Elves}

Attribute Modifiers: +1 Agility, +1 Perception. Gifts: Magical Talent:
Innate Gifts, Eagle Eyes; Very Long Lifespan. Faults: Elven Code of
Honor; Honesty; Truthfulness. Cost: 1 Gift.

\subsection{Sample Racial Package: Halflings}

Attribute Modifiers: Scale -2, Health +1. Faults: Social Stigma in
non-halfling lands. Cost: 2 Faults.


\section{Equipping Characters}
\label{sec:ffequipment}

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 messkit, 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.

\subsection{Damage Factors and Equipment}
\label{sec:ffdamagefactors}

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, section ).

Sample ``Wound Factors'' are detailed on in
section~\ref{sec:woundfactors}. Use these to determine the ``Offensive
Damage Factor'' for each character/weapon combination.

For example, a character with Good Strength wielding a longsword 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 character's ``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. Scale and Gifts such as Tough Hide can also affect a character's
Defensive Damage Factor.


\section{Character Development}
\label{sec:ffchardevel}

After each game session, award Fudge Points (see
section~\ref{sec:fudgepoints}) to the characters. Fantasy Fudge suggests
1-3 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 Chapter~\ref{chap:chardevel}: Character Development.

\section{Settings for Fantasy Fudge}
\label{sec:ffsettings}

Where would a fantasy roleplaying game be without a setting? Wherever
you want it to be!

Use Fantasy Fudge with your favorite fantasy world, whether that's one
of your own creation, a fictional world brought to life by your favorite
fantasy author, a published fantasy game world, or any of a number of
game worlds created by other gamers. The Grey Ghost website
(\htmladdnormallink{\texttt{http://www.fudgerpg.com}}{http://www.fudgerpg.com})
has links to many game settings created for Fudge.

\section{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 can't do it,
and will fail in the attempt no matter how lucky the player is with
dice.

If the character doesn't have an appropriate skill to attempt a task,
the GM may allow the player to roll on the default level for that skill
(usually Poor). The GM may call for a roll against an attribute instead
of a skill whenever it 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.

\subsection{Rolling the Dice}
\label{sec:ffrollingthedice}

When a character attempts an action, roll percentiles (or use 100ths of
a second on a stopwatch) and consult this table:

\begin{center}
\small
\begin{tabular}{|lccccc|}
\hline
Rolled: & 1 & 2-6 & 7-18 & 19-38 & 39-62 \\
Result: & -4& -3  & -2   & -1    &  +0   \\
\hline
Rolled: & 63-82 & 83-94 & 95-99 & 00 & \\
Result: &  +1   &  +2   &  +3   & +4 & \\
\hline
\end{tabular}
\end{center}

If you have Fudge dice, roll four of them instead.
The result (from -4 to +4) is used as a modifier to a skill or character
trait.


\subsection{Unopposed Actions}
\label{sec:ffunopposed}

The Gamemaster sets a Difficulty Level for any unopposed action. This
includes most ranged weapon combat--- it's difficult for a character to
actually hinder someone's attempt to fire at him, although if he has
Quick Reflexes he could attempt to dodge out of the line of fire.

The Difficulty Level should take into account everything but the
character's 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.


\subsection{Opposed Actions}
\label{sec:ffopposed}

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 success in an Opposed Action, and the second
character has a Mediocre success, the Relative Degree is +2 from the
winner's perspective, and -2 from the loser's perspective. In combat,
the winner adds the Relative Degree to his Offensive Damage Factor 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.

\section{Combat}
\label{sec:ffcombat}

In Fudge, a combat ``round'' can be defined as the Gamemaster
wishes. Fantasy Fudge assumes one ``round'' (roll of the dice) equals
about 3 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.


\subsection{Special Circumstances}
\label{sec:ffcombatspecialcircumstances}

A Terrible hit never damages the target, even if it beats the opponent's
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
NPC's combat skill.

When ``cannon fodder'' NPCs gang up on a player character, use the
``multiple opponents'' rule above, but compare the outnumbered fighter's
result with the NPCs' combat skill levels (not ``rolled degrees'').


\subsection{Wounds}
\label{sec:ffwounds}

When a character wins a combat round, use the following formula to
determine the damage done:

\begin{quote}
Winner's Offensive Damage Factor (including Scale) \\
\hspace*{0.25in}plus \\
Relative Degree (number of levels won by) \\
\hspace*{0.25in}minus \\
Loser's Defensive Damage Factor (including Scale) \\
\hspace*{0.25in}equals Damage Points Inflicted
\end{quote}

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.


\begin{center}
\small
\begin{tabular}{lccccc}
Damage: & 1-2     & 3-4  & 5-6  & 7-8    & 9+ \\
Wounds: & Scratch & Hurt & Very & Incap. & Near \\
        &         &      & Hurt &        & Death \\
        & $\boxempty\boxempty\boxempty$ & $\boxempty\boxempty$ & $\boxempty$ 
        & $\boxempty$ & $\boxempty$ \\
\end{tabular}
\end{center}

The boxes below the wound levels represent how many of each wound type a
echaracter 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:

\textbf{Scratch:} no penalty

\textbf{Hurt:} -1 to most actions

\textbf{Very Hurt:} -2 to most actions

\textbf{Incapacitated:} incapable of any but the most basic, painfully slow
actions

\textbf{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
section~\ref{sec:healing} for rules for healing wounds.


\subsection{Stun, Knockout, and Pulling Punches}
\label{sec:ffstun}

A character may try to stun or knock out his opponent rather than wound
her, in which case a Hurt result is called a ``Stun'' and the -1 penalty
associated with being ``Hurt'' lasts for one combat round only. A Very
Hurt result would be ``Very Stunned'' and the -2 penalty lasts 2 combat
rounds. An ``Incapacitated'' result indicates the opponent has been
knocked out.

A character may also pull his punches. The player simply announces the
maximum wound level his character will inflict if he wins the combat
round. See section~\ref{sec:stun} for more information.

\section{Situational Rolls}
\label{sec:ffsituational}

A Situational Roll is used to show luck, outside events, or the overall
situation. It isn't 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 character's attitude.

A Situational Roll can also be used to check a creature's ``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
combat may mean that the NPC will try to surrender or run away. You may
add the NPC's current modifiers due to wounds to the ``morale'' roll. A
Hurt creature with a -1 Situational Roll would actually be experiencing
a Poor reaction to the combat, and would probably be doing whatever it
could to get out of the fight\ldots.

\section{Fudge Points}

Fudge Points allow players to ``fudge'' a game result. Spending a Fudge
Point will allow the player or character to:

\begin{itemize}
\item 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 character's
         skill or attribute used in the roll.

\item 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 player's character.

\item Declare that wounds aren't as bad as they first looked. This reduces
         one wound by one level (a Hurt becomes a Scratch, etc.).

\item Get an automatic +4 result.
\end{itemize}

\section{The Only Rule You Really Need To Know}
\label{sec:ffonlyrule}

When in doubt, just fudge it! Simply have things happen in a way that
will let the players have fun. If you don't see a rule that covers a
particular in-game situation, just use your best judgment.

\section{Sample Characters}
\label{sec:ffsamplecharacters}

\subsection{Azrath (Mage)}

Reasoning: Good \\
Perception: Fair \\
Willpower: Good \\
Strength: Fair \\
Agility: Fair \\
Health: Fair

\underline{Knowledge Skills (1 point)} \\
\hspace*{0.25in}Literacy: Fair  \\  
\hspace*{0.25in}Thaumatology: Fair  \\
\hspace*{0.25in}Arcane Lore: Fair \\
\hspace*{0.25in}History: Mediocre

\underline{Combat Skills (1 point, Narrow Focus)} \\
\hspace*{0.25in}Long Knife: Good \\
\hspace*{0.25in}Brawling: Mediocre

\underline{Outdoor Skills (1 point)} \\
\hspace*{0.25in}Navigation: Fair \\
\hspace*{0.25in}Map Sketching: Fair \\
\hspace*{0.25in}Observation: Fair \\
\hspace*{0.25in}Survival: Mediocre

\underline{Magic Skills (2 Points)} \\
\hspace*{0.25in}Elementalism: Good \\
\hspace*{0.25in}Wizardry: Fair \\
\hspace*{0.25in}Artificing: Mediocre

Gifts: Magic Talent: Scholarly Magic $\times$ 2 (10 power points, 2
points maximum per spell); Familiar (dog) (GM approval); Wealthy

Faults: Curious; Loyal to Companions; Quixotic; Humanitarian; Code of
Honor (never allow innocent people to be hurt by magic)

Equipment: Lots (due to Wealthy Gift), including: Long Knife (ODF +1);
miscellaneous odds and ends to aid in spellcasting; travel gear.

\subsection{Hans (Warrior)}

Reasoning: Mediocre \\
Perception: Fair \\
Willpower: Fair \\
Strength: Great \\
Agility: Good \\
Health: Fair

\underline{Combat Skills (3 points)} \\
\hspace*{0.25in}2-Handed Sword: Great \\
\hspace*{0.25in}1-Handed Sword: Good \\
\hspace*{0.25in}Crossbow: Fair \\
\hspace*{0.25in}Fast-Draw Sword: Fair \\
\hspace*{0.25in}Brawling: Fair \\
\hspace*{0.25in}Knife: Fair \\
\hspace*{0.25in}Knife Throwing: Fair \\
\hspace*{0.25in}Read Opponent: Fair \\
\hspace*{0.25in}2-Handed Sword Throwing: Fair \\
\hspace*{0.35in}(GM-allowed skill)

\underline{Athletic Skills (1 point)} \\
\hspace*{0.25in}Balance: Fair \\
\hspace*{0.25in}Climbing: Fair \\
\hspace*{0.25in}Running: Fair \\
\hspace*{0.25in}Swimming: Mediocre

\underline{Covert Skills (1 point)} \\
\hspace*{0.25in}Tailing: Fair \\
\hspace*{0.25in}Move Quietly: Fair \\
\hspace*{0.25in}Infiltrate: Fair \\
\hspace*{0.25in}Disarm Traps: Mediocre

Gifts: Combat reflexes; Reputation as Hero

Faults: Overconfident; Violent when enraged

Equipment: Backpack with rope, waterskin, wineskin, whetstone; 2-handed
sword (ODF +6); 1-handed sword (ODF +5); crossbow with 30 quarrels (ODF
+4); knife (ODF +3); jewelled greaves; loincloth; fur cloak; ringmail
shirt (DDF +2).


\subsection{Lena (Rogue)}

Reasoning: Fair \\
Perception: Fair \\
Willpower: Mediocre \\
Strength: Fair \\
Agility: Good \\
Health: Great

\underline{Athletic Skills (1 point)} \\
\hspace*{0.25in}Move Quietly: Fair \\
\hspace*{0.25in}Sleight of Hand: Fair \\
\hspace*{0.25in}Acrobatics: Fair \\
\hspace*{0.25in}Climbing: Fair

Combat Skills (1 point)
\hspace*{0.25in}Knife: Good \\
\hspace*{0.25in}Knife Throwing: Mediocre

\underline{Covert Skills (2 points Narrow Focus)} \\
\hspace*{0.25in}Find Hidden: Great \\
\hspace*{0.25in}Pick Locks: Good \\
\hspace*{0.25in}Find Traps: Mediocre \\
\hspace*{0.25in}Disarm Traps: Mediocre

\underline{Hedge Magic (1 point)} \\
\hspace*{0.25in}Camouflage: Fair \\
\hspace*{0.25in}Detect Lies: Fair \\
\hspace*{0.25in}Move Quietly: Fair \\
\hspace*{0.25in}Herb Lore: Mediocre

Gifts: Lucky; Magical Talent: Hedge Magic

Faults: Curious; Trickster

Equipment: Knife (one in each boot) (ODF +1); lockpicks (+1 to Pick
Locks skill); various herbs \& things; leather armor/clothing (DDF +1);
Travel gear; soft leather gloves.



\subsection{Tomas (Priest)}

Reasoning: Good \\
Perception: Fair \\
Willpower: Great \\
Strength: Fair \\
Agility: Mediocre \\
Health: Fair

\underline{Clerical Magic (3 points)} \\
\hspace*{0.25in}Ward: Good \\
\hspace*{0.25in}Healing: Good \\
\hspace*{0.25in}Theology/Rituals: Good \\
\hspace*{0.25in}Bless: Great \\
\hspace*{0.25in}Counseling: Fair \\
\hspace*{0.25in}True Sight: Fair \\
\hspace*{0.25in}Exorcism: Fair \\
\hspace*{0.25in}Banish Spirits: Fair

\underline{Knowledge Skills (1 point)} \\
\hspace*{0.25in}Legends/Stories: Fair \\
\hspace*{0.25in}Literacy: Fair \\
\hspace*{0.25in}Language: Fair \\
\hspace*{0.25in}Other fields of knowledge (book sense only) Mediocre

\underline{Combat Skills (1 point)} \\
\hspace*{0.25in}Staff: Fair \\
\hspace*{0.25in}Knife: Fair \\
\hspace*{0.25in}Knife Throwing: Fair \\
\hspace*{0.25in}Tactics: Mediocre

Gifts: Divine Favor; Lucky

Faults: Self-defense Pacifist; Code of Honor

Equipment: Staff (ODF +2); knife (ODF +1); prayerbook; holy symbol;
travel gear; clothing and cloak; first aid kit; formal religious garb.


\section{Wild Things}

(Fantasy Fudge Bestiary)

Here are some sample creatures for use with Fantasy Fudge. Feel free to
taylor their descriptions and traits to fit your campaign world.

See Section~\ref{sec:animalexamples}, Animal \& Creature Examples, for
more sample creatures and tips on creating your own beasts for
Fudge. Monster descriptions from other roleplaying games are usually
easily converted to Fudge.

\subsection*{Basilisk}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
        \item Reasoning: Fair (animal)

        \item Perception: Fair

        \item Willpower: Fair

        \item Strength: Poor

        \item Agility: Fair

        \item Health: Poor
\end{list}

\textbf{Supernatural Powers:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
        \item Venomous Breath
\end{list}

\textbf{Scale:} -10

\textbf{Combat Skill:} Poor

\textbf{Attacks:} Bite, Breath (special attack)

\textbf{Damage Factors (including Scale):} \\

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
  \item Offensive: -10 (melee)

  \item Defensive: -10 (melee)
\end{list}

The basilisk, sometimes called the cockatrice by peasants, is a grayish
serpent that grows to no more than two feet in length. It has white
markings on its head that resemble a crown. Popular legend holds that
the basilisk can kill with a mere glance, but this is untrue. The
basilisk's danger lies in its venom. The venomous breath of a basilisk
withers plants, scorches the earth and can kill any creature up to the
size of an elephant.

In combat, a basilisk breathes a nearly invisible, cone-shaped cloud of
venom that affects foes up to fifteen feet away. Any living creature
caught in the cloud must make a Health roll at Great Difficulty or be
immediately slain.

Basilisks are also dangerous in melee combat. Any blow that successfully
damages the creature can cause the creature's foul venom to pass up
through the weapon and affect the wielder. Any time a Basilisk is struck
with a melee weapon, the GM should roll a dF. On a roll of -1, the
victim must make a Health roll as above or die.

A basilisk is created from an egg that is laid by a cockerel and then
incubated by a toad in a dung heap.

=--Anthony Roberson

\subsection*{Dragon}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Reasoning: Fair

       \item Perception: Fair 

       \item Willpower: Fair

       \item Strength: Fair (Scale +4)

       \item Agility: Fair

       \item Health: Fair
\end{list}

\textbf{Gifts:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Tough Hide (+2 Defensive Damage Factor)

       \item Wings

       \item Fiery Breath
\end{list}

\textbf{Supernatural Powers} (optional):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Magical Talent: Innate
       \item Magical Talent: Scholarly Magic
\end{list}

\textbf{Skills:} Varies with individual; most Athletic, Knowledge, Magic,
        Scouting, and Social skills are possible.

\textbf{Scale:} +4

\textbf{Combat Skill:} Good

\textbf{Attacks:} Bite, Fiery Breath, Claws

\textbf{Damage Factors} (including Scale):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}

        \item Offensive: +6 (Claws); +5 (Bite); +6 Breath (on a
        Situational Roll of Mediocre or worse, the target of Fiery
        Breath catches on fire for an additional +2 damage per combat
        round until extinguished). Add Strength bonuses to Claws and
        Bite.

        \item Defensive: -6 (Scale and Tough Hide)
\end{list}

Dragons are large intelligent reptiloids. Many are known for their
vanity.

The GM should feel free to customize dragons to taste.

---John Ughrin



\subsection*{Ghost}

\textbf{Attributes:} Not Applicable

\textbf{Faults:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
        \item Unholy (optional)
\end{list}

\textbf{Supernatural Powers:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
    \item Insubstantial (no physical attacks, can float through walls)

    \item Cause Fear (may force characters to make Great Willpower
          checks to avoid being scared off.)
\end{list}

\textbf{Scale:} n/a

\textbf{Combat Skill:} n/a

\textbf{Attacks:} n/a

\textbf{Damage Factors} (including Scale): n/a

Ghosts are the leftover psychic residue of someone who has
perished. Generally speaking, there is no physical method of removing or
harming them. Some ghosts can be put to rest if a special task is
completed. Usually the completion of the task is what makes the spirit
hang around after its original owner perished. Ghosts are generally
resentful creatures and their deep emotional disturbance puts animals at
unease.

Ghosts may be influenced, confined, banished, or released by various
applications of Clerical Magic or Scholarly Magic (especially Shamanism
or Necromancy).

---John Ughrin



\subsection*{Ghoul}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Reasoning: Poor

       \item Perception: Good

       \item Willpower: Fair

       \item Strength: Good
       
       \item Agility: Good

       \item Health: Mediocre
\end{list}

\textbf{Gifts:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Tough Hide (+2 Defensive Damage Factor)

       \item Damage Capacity Good (+1 Defensive Damage Factor)

       \item Claws (+1 Offensive Damage Factor, Poisonous)
\end{list}

\textbf{Skills:} Ghouls retain the skills they had when human, but at a
        -1 penalty.

\textbf{Scale:} 0

\textbf{Combat Skill:} Good

\textbf{Attacks:} Bite, Claws

\textbf{Damage Factors} (including Scale):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
        \item Offensive: +2 (Bite), +2 (Claws) plus poison (see below)

        \item Defensive: -3 (Tough Hide, Damage Capacity)
\end{list}

Ghouls (also know as Gh\^uls and Raveners) are once-human creatures whose
minds have been destroyed. They have grey, jellylike flesh, yellow
fangs, and filthy, broken nails which infect their victims with a
sinister toxin.

Ghouls usually inhabit underground lairs near graveyards and similar
places, where a supply of their noxious ``food'' may be found. Ghouls
usually travel in packs of 3-12, with the most powerful and intelligent
member as a leader. Their usual prey is carrion, but they will attack
living humans if driven to it by hunger or by a powerful master.

Ghouls attack with their claws and teeth in a mindless frenzy. The
poison in their claws drains vitality. The victim must make a Health
roll, difficulty level Fair, or lose one level of health per combat
round. Victims reduced to below Terrible Health become stiff and
helpless.

Any human succumbing to a ghoul attack will be taken to their lair and
buried. This live internment, in addition to the ghoulish poison,
deranges the mind and causes physical changes that result in the victim
becoming a ghoul. If sufficiently hungry, the ghouls may simply devour
the victim.

Ghouls can be turned by the Repel Undead Clerical Magic skill,
difficulty level Good. The clerical Ward ability keeps ghouls completely
at bay.  A clerical Healing can neutralize the poison if a victim has
not entirely become a ghoul.

---Kent Matthewson

\subsection*{Giant Worm}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Perception: Good

       \item Strength: Good
\end{list}

\textbf{Gifts:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Tough Hide (+2 Defensive Damage Factor)

       \item Tail Stinger (+2 Offensive Damage Factor)

       \item Magic Resistance: Good
\end{list}

\textbf{Skills:} Not Applicable

\textbf{Scale:} +10 or more

\textbf{Combat Skill:} Mediocre

\textbf{Attacks:} Swallow, or Stinging Tail

\textbf{Damage Factors} (including Scale):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Offensive: +12 or more (stinging tail)

       \item Defensive: +12 or more (Tough Hide) \\
                +1 if attacking from inside, see below
\end{list}

These giant, carnivorous worms grow to be 150$'$ long. They can bore
through solid rock and are a menace to explorers in deep caverns.

A worm's favorite attack is to stick its head out of a hole and swallow
any creature of Scale 6 or less. Victims may attempt to dodge (Opposed
Action, Victim's Agility versus the worm's Combat Skill). If the worm
wins, the victim is swallowed.

A creature may attempt to attack a worm from the inside., difficulty
level Terrible (any attack of Terrible or better has a chance of doing
damage) and DDF +1. There is little room to swing weapons. 15 points of
cumulative damage done to the same area within the worm allows a victim
to cut an escape hole, or might cause the worm to regurgitate.

Meanwhile, the victim is being digested. He or she takes a Scratch each
combat round after being swallowed. If the victim has no Scratch boxes
left, the Scratch will be a Hurt; if there are no Hurt boxes left on the
victim's wound track, the result will be Very Hurt, and so on until
death.

If attacked from the rear, a giant worm will lash out with a bone-like
stinger on its tail. It can do this the same round as attempting to
swallow.

---Peter Mikelsons



\subsection*{Goblin}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Reasoning: Mediocre

       \item Perception: Fair

       \item Willpower: Mediocre

       \item Strength: Fair

       \item Agility: Fair

       \item Health: Fair
\end{list}

\textbf{Gifts:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Dark Vision

       \item Toughness (+1 Defensive Damage Factor)
\end{list}

\textbf{Scale:} -1

\textbf{Combat Skill:} Fair

\textbf{Attacks:} By weapon

\textbf{Damage Factors} (including Scale):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Offensive: +1 (shortsword)

       \item Defensive: +1 (leather armor)
\end{list}

Goblins are short (4$'$ tall), evil humanoids that are found in wild
forests or mountainous areas. Goblins are tribal and matriarchal. A
tribe will normally consist of between 50 and 200 individuals. The
leader of the tribe is usually a female of prodigious size and foul
temperament.

Goblins are not particularly fearsome opponents in battle unless they
are backed by overwhelming numbers or led by a charismatic
general. Goblin tribes go through periods of very high birth rates every
5-10 years. This results in periodic invasions of surrounding lands by
hordes of goblins on the move due to overpopulation and starvation.

Goblins fear and hate dwarves, since dwarves often enslave them and put
them to work in their mines. The average goblin is armed with a
wicked-looking serrated short sword and protected by a patchwork of
leather armor.

---Anthony Roberson

\subsection*{Great Weasel}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Reasoning: Fair (animal)

       \item Perception: Good

       \item Agility: Great

       \item Speed: Superb
\end{list}

\textbf{Skills:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Move Quietly: Great
\end{list}

\textbf{Scale:} -5

\textbf{Combat Skill:} Superb

\textbf{Attacks:} Bite and Claws

\textbf{Damage Factors} (including Scale):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Offensive: -3 (bite or claws)

       \item Defensive: -5
\end{list}

Great weasels are 3$'$ long with razor-sharp claws, needle-like teeth,
lightning reflexes and a bad attitude. Giant rats are their preferred
prey. Great Weasels may be tamed.

With their speed and ability to move quietly, great weasels can attack
their prey without warning, gaining an Unopposed attack, Difficulty Fair
in the first combat round. If a great weasel wins an attack with a
relative degree of +4 or more, it has bitten a major blood vessel. The
victim will bleed to death in several minutes, unless first aid or
healing is applied. The victim must make a Health roll (Difficulty Fair)
every minute or bleed to death. GMs who allow NPCs to have Fudge points
should give great weasels one point.

---Peter Mikelsons

\subsection*{Hydra}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Reasoning: Fair

       \item Perception: Great

       \item Strength: Great

       \item Agility: Good

       \item Health: Fair
\end{list}

\textbf{Supernatural Powers:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Many Heads (usually 5)

       \item Head Regeneration (see below)
\end{list}

\textbf{Scale:} +8 (each head Scale +2)

\textbf{Combat Skill:} Good

\textbf{Attacks:} Bite (1 from each head)

\textbf{Damage Factors} (including Scale):
\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Offensive: +5 (bite)

       \item Defensive: +2 (each head) or +8 (body)
\end{list}

Its origins shrouded in mystery, the hydra is one of the most feared
creatures. It appears as a large reptile, with many heads. Its
regeneration makes it nearly unstoppable and its appetite is insatiable.

Each of a hydra's head can attack independently. For combat purposes,
treat each head as a scale +2 creature whose teeth do +5 damage due to
sharpness and strength.

Any wound of Incapacitated or Near Death inflicted on a head severs it
from its neck. A new head will regenerate to replace the lost one. If
the hydra makes a Superb Health check, two heads are regenerated. The
regeneration process takes 4 combat rounds. A Hurt or worse wound
inflicted by fire will prevent regeneration. Magic weapons may have
similar effects.

---Steven Hammond


\subsection*{Hyeena}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Reasoning: Good (animal)

       \item Perception: Good

       \item Willpower: Fair

       \item Strength: Good

       \item Agility: Good

       \item Health: Good
\end{list}

\textbf{Gifts:}
\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Magical Defense (see below)

       \item Toughness (+1 Defensive Damage Factor)
\end{list}

\textbf{Skills:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Mimicry Great (see below)
\end{list}

\textbf{Scale:} +0

\textbf{Combat Skill:} Good

\textbf{Attacks:} Bite

\textbf{Damage Factors} (including Scale):
\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}

       \item Offensive: +2 (sharp teeth)

       \item Defensive: +1 (toughness)
\end{list}

The hyeena is a horrible beast that resembles a large hound with a spiny
ridge running along its back. It lives in tombs or catacombs and feeds
on the dead. It will also dig up graves in the search for bodies. Some
hyeenas stalk rural areas by night and prey on shepherds or late
travelers.

The hyeena has an unusual magical defense. Any creature that treads on a
hyeena's shadow is immediately struck dumb and unable to speak. The
effect lasts until the hyeena is killed or an hour has passed.

The hyeena also has an uncanny talent for imitating the human voice, and
uses this trick to lure its prey into an ambush.

Alchemists prize the hyeena's eyes because they can be distilled into
small stones that can be used to foretell the future.  An alchemist will
pay a good fee for a pair of hyeena eyes if they are fresh or have been
properly preserved in salt or strong alcohol.

---Anthony Roberson

\subsection*{Imp}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Reasoning: Good

       \item Perception: Fair

       \item Willpower: Mediocre

       \item Strength: Mediocre to Good

       \item Agility: Mediocre to Great

       \item Health: Fair
\end{list}

\textbf{Supernormal Powers:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Magical Talent (Demonic Magic; see below)

       \item Magical Toughness (+3 Defensive Damage Factor)
\end{list}

\textbf{Skills:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Demonic: Magic Great

       \item GM may choose other skills appropriate to individual.
\end{list}

\textbf{Scale:} -3 or smaller

\textbf{Combat Skill:} Fair

\textbf{Attacks:} Magic or bite

\textbf{Damage Factors} (including Scale):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Offensive: -2 (sharp teeth)

       \item Defensive: +0 (magical toughness)
\end{list}

(adjust Damage Factors for Scale if less than -3)

Imps are small demonic entities, which are either summoned or sent to
this plane to aid a sorcerer or priest in some evil scheme. Imps come in
many shapes, from man-like to grotesque.

Imps are skilled in Demonic Magic, which works the same way Scholarly
Magic does. Demonic Magic excels at magical feats that cause confusion
and misery. Most imps have 5 magical power points, and can channel 1- or
2-point spells.

---John Ughrin

\subsection*{Medusa}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Reasoning: Fair

       \item Perception: Fair

       \item Willpower: Fair

       \item Strength: Fair

       \item Agility: Fair

       \item Health: Fair
\end{list}

\textbf{Supernormal Powers:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Petrification (see below)
\end{list}

\textbf{Skills:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Assassination: Good
\end{list}

\textbf{Scale:} +0

\textbf{Combat Skill:} Good

\textbf{Attacks:} Bow

\textbf{Damage Factors} (including Scale):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Offensive: +2 (bow; add Strength bonus if any)

       \item Defensive: +0
\end{list}

Medusae are cursed by gods. In ages past, the mother of all medusae
compared her own beauty with that of the gods. For this, she and all her
descendants were made so hideous, that any who saw them were turned to
stone. (Any character who sees a medusa's face must make a Willpower
check at a Great Difficulty level, or turn to stone.)

A medusa may attempt to take residence in an old villa or abandoned
home. There, slowly but surely, a statue garden will begin to grow. The
services of a hero may be needed to find a way of killing the poor
creature. It has been rumored that when a medusa is slain, her victims
return to the flesh.

---John Ughrin


\subsection*{Rathent}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Reasoning: Fair

       \item Perception: Good

       \item Willpower: Mediocre

       \item Strength: Fair

       \item Agility: Good

       \item Health: Good
\end{list}

\textbf{Gifts:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Keen Senses (especially eyesight)

       \item Quick Reflexes

       \item 1 in 10 Rathent possess a Magical Talent Gift (see below)
\end{list}

\textbf{Faults:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Cowardly

       \item Damage Capacity Mediocre (-1 to DDF)

       \item Jerk (Few Rathent have any regard for anything but
        themselves. This can translate in several ways.)
\end{list}

\textbf{Skills:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Setting Traps: Good

       \item Ambush: Good

       \item Move Quietly: Great

       \item Athletic Skills: Fair

       \item Outdoor Skills: Fair

       \item Other skills as appropriate for individual
\end{list}

\textbf{Scale:} -1 to +0

\textbf{Combat Skill:} Fair to Great

\textbf{Attacks:} Claws or Weapon

\textbf{Damage Factors} (including Scale):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Offensive: +0 (claws) \\
                +1 to +3 (scavenged weapons) \\
        (adjust Offensive Damage Factors for Strength if needed)

       \item Defensive: +0 (cobbled together armor)
\end{list}

Rathent are odd creatures, most likely the result of some magical
hybridization gone awry. They resemble humanoid birds, with large,
curved beaks and offset eyes. Feathers cover their head, upper torso and
arms. Their plumage is generally dark or mottled and unkempt and
greasy. Many Rathent have hands ending talon-like claws. Most Rathent
have human-like leg structure. Rare individuals will have bird-like legs
or vestigial wings, and are generally regarded as gruk (retard or
throwback). This is a reflection of cultural bias rather than actual
ability or intelligence.

The structure of Rathent society is loosely tribal with the strongest or
most cunning being the skwarka (chieftain). The skwarka leads the tribe
in battle and receives the most prestige and breeding privileges.

Rathent are extremely protective of their females, as they have a
relatively low birthrate. Only one in five members of a typical Rathent
tribe are female.

Rathent males serve as hunters and generally engage in banditry,
thievery, and murder to eke out an existence. They are cowardly
scavengers by nature and will feed on carrion with glee when there is
nothing better.

Most Rathent provide only for themselves, but offer tribute to the
skwarka and his harem. Warriors that do not pay tribute regularly to the
skwarka are either exiled or more likely killed.

Rathent may be encountered in semi-civilized areas on the outskirts of
forests and mountains. Their villages are clusters of rude tree houses
similar to nests in structure. The skwarka's nest is the largest and
centrally located, and is built into the largest tree available.

Rathent have fair craftsmanship skills, but rarely produce anything of
exceptional quality. Most of their weaponry is scavenged or stolen. When
left to their own means they will produce javelins, war darts, and
spears. Rathent armor is usually cobbled together from bits and pieces
scavenged in their raids.

Some Rathent have an innate talent for simple magic. Clerical Magic and
Hedge Magic is most common. Scholarly Magic (Elementalism or Necromancy)
is also possible, but no Rathent will have more than one level of the
Magical Talent: Scholarly Magic Gift. Rathents with Magical Talent are
known as kuzkwa. Most are female. All magically talented Rathent are
sterile and considered sexless. Many are also albino. These Rathent
serve as shamans and spiritual advisors.

Rathent spirituality is a grim affair centered around the malevolent
figure Kzukwa-skwark (Old Lord Dread). Homage is paid to this fearsome
entity by murdering as many non-Rathent as possible. This ensures that
the afterlife will be only moderately painful, rather than an eternity
of anguish and torture.

Rathent have an irrational attraction to shiny objects, and will often
quarrel over relatively useless objects that glitter.

---Sedge Lewis



\subsection*{Ratlings}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Reasoning: Mediocre

       \item Perception: Fair

       \item Willpower: Mediocre

       \item Strength: Fair

       \item Agility: Good

       \item Health: Mediocre
\end{list}

\textbf{Scale:} -1 (or less)

\textbf{Combat Skill:} Fair

\textbf{Attacks:} Claws or Bite

\textbf{Damage Factors} (including Scale):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Offensive: +0 (claws), +1 (bite)

       \item Defensive: -1
\end{list}

Ratlings are small humanoid creatures whose head, claws and tail look
like those of a rat. Their legs are also more ratlike than
human. Ratlings have a low life expectancy due to disease resulting from
poor living conditions. Ratlings can speak as well as humans, and
usually speak the local dominant language. Their claws are dexterous
enough to allow a Ratling to use equipment made for humans.

Ratlings were created by a Grand Mage who later allowed his experiments
to leave his laboratory. In the few years since their creation, the
Ratlings have established themselves amid the slums and backways of the
city.

The GM may involve Ratlings in the city's political scene if
desired. Examples: The local ruler has placed a bounty on Ratling skins;
Ratlings are active in the Thieves' or Beggars' Guilds; etc.

The GM may adjust Ratlings to be smaller and more ratlike, if she
likes. Suggested Scale: -5 or less (remember to adjust Offensive and
Defensive Damage Factors).

---Gordon McCormick


\subsection*{Restless Dead}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Reasoning: Poor

       \item Perception: Fair

       \item Willpower: n/a (mindless)

       \item Strength: Fair

       \item Agility: Good

       \item Health: n/a (not alive)
\end{list}

\textbf{Gifts:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
        \item Immune to Mind Magic

        \item Skeletal (Half damage from slashing weapons; piercing weapon
        damage is reduced to 1)

        \item Unaffected by Sunlight (unlike many Undead)
\end{list}

\textbf{Faults:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Susceptible to Fire

       \item Destroyed by running water (dispels animating magic)

       \item Undead (can be banished, etc.)
\end{list}

\textbf{Scale:} -2 to +2 (as when alive)

\textbf{Combat Skill:} Fair

\textbf{Attacks:} Weapon

\textbf{Damage Factors} (including Scale):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
        \item Offensive: by weapon

        \item Defensive: +2 (Light Armor and Shield)
\end{list}

Time and time again, necromancers turn to dead humanoids when trying to
inexpensively create tireless, fearless guardians. Corpses are
versatile, readily available, and the once-living bones lend themselves
well to enchantment. A lesser nether-spirit is bound to the dead bones,
animating them and providing a rudimentary, malevolent intelligence. The
resulting creatures need no sustenance, are infinitely patient, and obey
the commands of their creators without question. They are often set to
guard tombs, fortresses, and hiding places of all sorts.

The Restless Dead appear as piles of old bones scattered around the
places they guard. They have no odor (prior to enchantment, the corpses
are usually stripped of all flesh by being placed onto anthills or in
maggot pits). It takes a Perception roll of Great or above to detect the
thin webwork of sigils covering the bones from any distance.

When anyone or anything comes near, the bones reassemble into
malevolent, skeletal forms and spring into action.

Though not terribly strong, the Restless Dead are agile and
tenacious. They are often equipped with rusty, patchwork armor (+1),
shields (+1), and various weapons such as maces, swords, axes, and
spears (+1 to +3).

---Dmitri Zagidulin



\subsection*{Soldier, Professional}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Reasoning: Mediocre

       \item Perception: Fair

       \item Willpower: Fair

       \item Strength: Good

       \item Agility: Good

       \item Health: Fair
\end{list}

\textbf{Skills:} (choose as appropriate to the individual)

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Athletic Skills: Fair--Good

       \item Social Skills: Mediocre--Good
\end{list}

\textbf{Gifts:} (choose as appropriate to the individual)

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Common soldierly Gifts include Danger Sense, Pain Tolerance,
        Quick Reflexes, Tough Hide, or Veteran.
\end{list}

\textbf{Faults:} (choose as appropriate to the individual)

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Common soldierly Faults include Code of Honor, Compulsive
        Gambling, Duty, One Eye.
\end{list}

\textbf{Scale:} +0

\textbf{Combat Skill:} Good--Great

\textbf{Attacks:} by weapon

\textbf{Damage Factors} (including Scale):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Offensive: by weapon \\
                (add Strength bonus if applicable)

       \item Defensive: by armor \\
                (add Tough Hide bonus if applicable)
\end{list}

A professional soldier is a trained, well-equipped warrior. This
template may be used for town guards.

Soldiers usually have at least Good morale and discipline. However, many
only have Mediocre mental attributes. A squad of soldiers is usually led
by an officer with Good or better Combat and mental attributes.

---Peter Mikelsons

\subsection*{Thug}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Reasoning: Mediocre

       \item Perception: Fair

       \item Willpower: Fair

       \item Strength: Fair

       \item Agility: Fair

       \item Health: Fair
\end{list}

\textbf{Skills:} (choose as appropriate to the individual)

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Athletic Skills: Mediocre--Good

       \item Social Skills: Poor--Fair
\end{list}

\textbf{Gifts:} (choose as appropriate to the individual)

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
        \item Common Gifts for Thugs include Pain Tolerance, Resistant to
        Poison, and Tough Hide.
\end{list}

\textbf{Faults:} (choose as appropriate to the individual)

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Common Faults for Thugs include Appearance, Outlaw, or Quick
        Tempered.
\end{list}

\textbf{Scale:} +0

\textbf{Combat Skill:} Mediocre--Fair

\textbf{Attacks:} by weapon

\textbf{Damage Factors} (including Scale):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Offensive: -1 (fist), or by weapon \\
                (add Strength bonus if applicable)

       \item Defensive: +1 (leather, or partial heavier armor) \\
                (add Tough Hide bonus if applicable)
\end{list}

A Thug is an untrained, none-too-bright, poorly equipped person who may
start trouble with PCs because of alcohol, testosterone, or commands
from an arch-villain.

In any crowd of Thugs, there is at least one with an additional +1 or +2
Offensive Damage Factor due to unusual strength.

---Peter Mikelsons


\subsection*{Troll}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Reasoning: Poor

       \item Perception: Fair

       \item Willpower: Fair

       \item Strength: Great

       \item Agility: Fair

       \item Health: Great
\end{list}

\textbf{Gifts:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Toughness (+3 DDF)

       \item Stench (-2 to opponents combat skills; see below)
\end{list}

\textbf{Scale:} +3

\textbf{Combat Skill:} Good

\textbf{Attacks:} weapon or claws

\textbf{Damage Factors} (including Scale):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Offensive: +5 (claws), +8 (massive club)

       \item Defensive: +8
\end{list}

Trolls are huge, loathsome creatures. Many are identified by the areas
where they live. There are Hill Trolls, Swamp Trolls, Wood Trolls, and
countless others.

The average troll stands well over 9$'$ tall and usually wields a massive
club. A troll's presence is easily identified by the horrible stench
that always accompanies them.  They are carnivores and most are not
terribly bright.

Anyone facing a Troll in melee combat must make a Good difficulty
Willpower roll or suffer a -2 penalty to all combat skills for the
duration of the combat, due to the creature's overwhelming smell.

---Anthony Roberson


\subsection*{Wall Crawler}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Reasoning: Poor (animal)

       \item Perception: Fair

       \item Willpower: Poor

       \item Strength: Poor

       \item Agility: Good

       \item Health: Poor
\end{list}

\textbf{Gifts:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}

       \item Toxic Spines (see below)
\end{list}

\textbf{Scale:} -6

\textbf{Combat Skill:} Mediocre

\textbf{Attacks:} bite

\textbf{Damage Factors} (including Scale):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Offensive: -6

       \item Defensive: -6
\end{list}

The wall crawler resembles nothing so much as a nightmarish cross
between a giant centipede and a black, furry caterpillar. A wall crawler
is usually 1$'$ to 1$'$ 6$''$ long and, except for its head, is completely
covered with 6$''$ long black spines. The crawler skitters along on sixteen
feet that are equipped with an array of tiny hook-like
protrusions. These allow the creature to travel over almost any
surface. It can traverse a cave ceiling or dungeon wall as easily as it
does the ground.

Wall crawlers are found in dark places and fill the role of scavengers,
devouring the dead and sometimes the dying.  Wall crawlers rarely attack
living creatures unless in defense or if the creature is badly
injured. They are usually encountered in groups of 7--12 individuals.

In combat, a wall crawler can deliver a painful bite that sometimes
becomes infected. Its real danger, however, lies in the spines that
cover its body. These spines are sharp and can easily pierce cloth or
the leather sole of a boot.  The hollow spines contain a toxin that
causes confusion and hallucinations. If an adventurer contacts a spine,
he must make a Fair difficulty Health Roll. If he fails the roll, he
will become confused and disoriented within minutes.  For the next 2--4
hours he will be effectively incapacitated by hallucinations, unable to
fight or find his way without assistance.

---Anthony Roberson

\subsection*{Zombie}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Reasoning: n/a (mindless)

       \item Perception: Mediocre

       \item Willpower: n/a (mindless)

       \item Strength: Great

       \item Agility: Poor

       \item Health: Great
\end{list}

\textbf{Supernatural Powers:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Immune to Pain (no penalties due to wounds)

       \item Immune to Fear

       \item Tough (+2 to Defensive Damage Factor)
\end{list}

\textbf{Faults:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Vile Stench

       \item Horrid Appearance

       \item Disease Carriers (optional; see below)
\end{list}

\textbf{Scale:} 0

\textbf{Combat Skill:} Poor

\textbf{Attacks:} arm swing or drag down

\textbf{Damage Factors} (including Scale):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Offensive: +1 (unarmed, Strength bonus)

       \item Defensive: +2
\end{list}

Zombies are walking corpses, with shreds of flesh still attached. They
are animated through evil magics (Necromancy, Sorcery, or some evil
Clerical Magic) and obey the instructions of their creators. Zombies
continue to decay, giving them a vile stench and a horrifying
appearance. They may also be disease carriers. The GM may require
characters exposed to zombies to make a Health Roll (Difficulty Level
Mediocre) to avoid contracting some suitably noxious disease.

Zombies have no initiative, relying on their master for
instructions. Feeling no fear or pain, they make excellent shock
troops. They are almost indestructible, requiring a Near Death result to
``kill'' them.

Zombies are unable to wield weapons. They attack with their hands and
nails, pummeling their opponents with mindless intensity. They will
attempt to surround and overwhelm difficult opponents.

Zombies are unintelligent (mindless), and so have no speech, skills,
etc., although they may moan while attacking. They may be repelled with
the Repel Undead Clerical Magic skill (Difficulty Level Mediocre).

Zombies usually inhabit cemeteries, abandoned churches, necromancers'
strongholds, or temples to evil gods.

---blended from submissions by Steven Hammond, Kent Matthewson, and Peter
  Mikelsons



\subsection*{Zuvembie}

\textbf{Attributes} (individuals may vary):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Reasoning: Mediocre

       \item Perception: Fair

       \item Willpower: Fair

       \item Strength: Great

       \item Agility: Mediocre

       \item Health: Mediocre
\end{list}

\textbf{Skills:} As when alive, but 2 levels lower

\textbf{Supernatural Powers:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Immune to Pain (no penalties due to wounds)

       \item Immune to Fear

       \item Tough (+2 to Defensive Damage Factor)
\end{list}

\textbf{Faults:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Horrid Appearance
\end{list}

\textbf{Scale:} 0

\textbf{Combat Skill:} Good

\textbf{Attacks:} Bony hands, or weapon

\textbf{Damage Factors} (including Scale):

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
       \item Offensive: +2 (unarmed) or by weapon

       \item Defensive: +2
\end{list}

An evil priest, sorcerer, or necromancer can create a Zuvembie by
draining the life force from a man-sized humanoid creature via arcane
magics and poisons. A Zuvembie's flesh becomes hard and its skin
leathery as a result of the process, and Zuvembie bodies do not show the
decay of true zombies. They retain some intelligence, unlike zombies,
and can understand relatively complex instructions. They wield weapons
(albeit clumsily), and may retain some of the skills they maintained in
life, but reduced by 2 levels.

As with zombies, Zuvembies are immune to pain and require a Near Death
result to ``kill'' them.

Zuvembies usually inhabit their creators' residence. They may be
Repelled with Great difficulty.

---Kent Matthewson

% **********************************************************************

\appendix

\chapter{Miscellaneous Charts and Information}


\section*{Fudge Combat Tables}

\subsection*{Sample Wound Factors}

Add all applicable Offensive Factors to determine the Offensive Damage
Factor; add all applicable Defensive Factors to determine the Defensive
Damage Factor.

\underline{Offensive factors:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
\item For Character's Strength (muscle-powered weapons only): Trait
modifier (+3 for Superb, -1 for Mediocre, etc.)

\item For Attacker's Scale: Plus the attacker's Strength Scale (see Section~\ref{sec:nonhumanscaleincombat}, Non-human Scale in Combat).


\item For Weapon's Strength
  \begin{list}{---}{\setlength{\parskip}{0pt}%
                          \setlength{\itemsep}{0pt}%
                          \setlength{\topsep}{0pt}}

  \item (Guns, Crossbows, Beam weapons, etc.): +/- Strength of weapon
  (see Section~\ref{sec:rangedcombat}, Ranged Combat).

  \item For Muscle-Powered Weapon: \\
   -1 for no weapon, not using a Martial Art skill. \\
   +0 Martial Art skill, or for small weapons \\
   +1 for medium-weight one-handed weapons \\
   +2 for large one-handed weapons \\
   +3 for most two-handed weapons \\
   +1 for sharpness
  \end{list}
\end{list}

\underline{Defensive factors:}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}

\item For Character's Damage Capacity Attribute: Trait modifier (+2 for
  Great, -2 for Poor, etc.)

  Note: Optional--- see Section~\ref{sec:damagecapacity}, Damage
  Capacity.

\item For Armor: \\
  +1 for light, pliable non-metal armor. \\
  +2 for heavy, rigid non-metal armor \\
  +2 for light metal armor. \\
  +3 for medium metal armor. \\
  +4 for heavy metal armor. \\
  +5 or more for science fiction advanced armor. \\
  + GM-set modifiers for magical armor

  Note: the value of a shield may be subtracted from the opponent's
  skill--- see Section~\ref{sec:meleemodifiers}, Melee Modifiers.
 
\item For Defender's Mass Scale: Plus the defender's Mass Scale

(see Section~\ref{sec:nonhumanscaleincombat}, Non-human Scale in Combat).

(If the defender has Mass other than Fair, or a gift of Tough Hide, it
should also be figured in.)
\end{list}


\underline{Offensive/Defensive Tactic Modifiers}

\begin{list}{$\bullet$}{\setlength{\parskip}{0pt}%
                        \setlength{\itemsep}{0pt}%
                        \setlength{\topsep}{0pt}}
\item +2 to Offense, -2 to Defense

\item +1 to Offense, -1 to Defense

\item Normal Offense and Defense

\item -1 to Offense, +1 to Defense

\item -2 to Offense, +2 to Defense
\end{list}


\section*{3d6 Dice Technique}

\begin{center}
\small
\begin{tabular}{|lccccc|}
\hline
\hline
Rolled: & 3-4 & 5 & 6-7 & 8-9 & 10-11\\
Result: & -4 & -3 & -2 &  -1  &  +0  \\
\hline
Rolled: & 12-13 & 14-15 & 16 & 17-18 & \\
Result: & +1    &  +2   & +3 & +4  & \\
\hline
\end{tabular}
\end{center}


\section*{d\% Dice Technique}

\begin{center}
\small
\begin{tabular}{|lccccc|}
\hline
Rolled: & 1 & 2-6 & 7-18 & 19-38 & 39-62 \\
Result: & -4& -3  & -2   & -1    &  +0   \\
\hline
Rolled: & 63-82 & 83-94 & 95-99 & 00 & \\
Result: &  +1   &  +2   &  +3   & +4 & \\
\hline
\end{tabular}
\end{center}

\section*{Optional Damage Rolls}

See Section~\ref{sec:damagedieroll}, Damage Die Roll,
p.~\pageref{sec:damagedieroll}.

See also Section~\ref{sec:minmidmax}, Min-Mid-Max Die Roll,
p.~\pageref{sec:minmidmax}, for an alternative wound determination
method.


\section*{Sample Graze Severity Table}

\begin{center}
\begin{tabular}{|cl|}
\hline
Damage  & \\
Factor  & Result \\
\hline
$<$0    & Undamaged \\
0--4    & Scratch \\
5+      & Hurt \\
\hline
\end{tabular}
\end{center}

\section*{Sample Scale Table}

\begin{tabular}{|rrrl|}
\hline
\textbf{Scale} & \textbf{Mass} & \textbf{Mass} & 
      \textbf{Example} \\
               & \textbf{(US)} & \textbf{(Metric)} & \\
\hline
-6   & 13 lb   &   6 kg   & Large house cat \\
-5   & 20 lb   &   9 kg   & Fox \\
-4   & 30 lb   &  13 kg   & Badger \\[6pt]
-3 & 45 lb & 20 kg & Coyote \\
-2 & 68 lb & 30 kg & Medium Dog \\
-1 & 100 lb & 45 kg & Cheetah \\[6pt]
0 & 150 lb & 68 kg & Human \\
+1 & 225 lb & 100 kg & Leopard \\
+2 & 333 lb & 150 kg & Black Bear \\[6pt]
+3 & 500 lb & 225 kg & Utahraptor \\
+4 & 750 lb & 333 kg & Grizzly Bear \\
+5 & 1125 lb & 500 kg & Alligator \\[6pt]
+6 & 1687 lb & 750 kg & Bison \\
+7 & 1.25 tn & 1.1 t & Great White Shark \\
+8 & 2 tn & 1.7 t & Killer Whale \\[6pt]
+9 & 3 tn & 2.6 t & Allosaurus \\
\hline
\end{tabular}


\section*{Sample Skills}
\label{sec:sampleskills}

Here are some sample skills to consider for your own Fudge games.

\textbf{Animal Skills:} Animal Care, Animal Lore, Animal Training,
Bee-keeping, Herding, Riding, Teamster, Veterinarian, etc.

\textbf{Artistic skills:} Aesthetics, Cosmetology, Culinary Arts,
Literary Arts, Performing Arts (music, theater, storytelling, jester,
dance, etc., and such skills as Choreography, Composition, Costuming,
etc.), Visual Arts (painting, drawing, sculpting, etc.), and so on.

\textbf{Athletic skills:} Acrobatics, Aerial Acrobatics, Balance Skills,
Boating, Climbing, Jumping, Pole-vaulting, Running, Swimming, Throwing,
Various Sports, Zero-G Maneuvering, etc.

\textbf{Combat skills:} Ambush, Demolitions, Dodge, Punmanship,
Quick-Draw, Shield, Tactics, Throwing, numerous Weapon and Unarmed
Combat skills.

\textbf{Covert skills:} Acting, Breaking \& Entering, Detect Traps,
Deactivate Traps, Disguise, Forgery, Infiltrate, Intrigue, Lockpicking,
Pickpocketing, Poisoning, Shadowing, Shady Contacts, Sleight of Hand,
Stealth, etc.

\textbf{Craft skills:} Armory, Basket Making, Bowyer/Fletcher,
Carpenter, Cooking, Knots, Leatherworking, Masonry, Pottery, Smith,
Tailor, Weaving--- many others.

\textbf{Dungeon-delving skills:} Avoid Traps, Fight, Find Secret
Passages, Pick Locks, Move Quietly, Run, Tell Believable Whoppers.

\textbf{Knowledge skills} (a skill can represent knowledge of a subject
as broad or narrow as the GM will allow): Alchemy, Alien Customs, Arcane
Lore, Criminology, Cultures, Detective Fiction, Folklore, Geography,
History, Literature, Occultism, Political Situations, Psychology, TV
SitCom Episodes, Sciences (lots of these), etc.

\textbf{Language skills:} Each individual language, Pantomime, Pick Up
Languages, etc.

\textbf{Manipulative skills:} Bamboozle, Bluff, Boot-licking, Bribery,
Con, Exhort, Fast-talk, Flattery, Interrogate, Intimidate, Lying,
Oratory, Persuade, Seduction, Street Gossip, etc.

\textbf{Medical skills:} Anatomy, Antidotes, Diagnosis, Doctoring, First
Aid, Herb Preparation, Medicine, Nursing, Surgery, etc.

\textbf{Merchant skills:} Bargain, Barter, Business Sense, Evaluate
Goods, Haggle, Innkeeping, Marketing, Salesmanship, Shopkeeping, etc.

\textbf{Outdoor skills:} Camouflage, Camping, Fishing, Forage, Herb
Lore, Hide Traces, Hunting, Mimic Animal Noises, Nature Lore,
Navigation, Survival, Tracking, Wildcraft, Woodcraft, etc.

\textbf{Professional skills:} Accounting, Begging, Bureaucracy, Farming,
Gambling, Law, Photography, Seamanship--- many others.

\textbf{Social skills (Fellowship):} Bar Etiquette, Camaraderie,
Carouse, Choosing just the right gift, Control Libido, Flirting, Game
Playing, Hold your liquor, Make Amusing Faces or Noises, Matrix
Etiquette, Tall Tales, Uplift Spirits, Witty Insults, etc.

\textbf{Social skills (Formal):} Courtly Ways, Detect Lies, Diplomacy,
Etiquette, Interviewing, Parley, Repartee, Rituals, Savoir-Faire,
Servant, etc.

\textbf{Spiritual skills:} Communing with nature, Fasting, Giving
comfort, Listening deeply, Meditation, Patience, Theology, etc.

\textbf{Supernormal Power skills:} Fortune Telling, Levitate, Spell
Casting, Use Mind Control, Use Superpower, Use Telekinesis, etc.

\textbf{Technical skills:} Computer Build/Repair, Computer Programming,
Computer Use, Driving, Electronics, Engineer, Mechanic, Piloting, Repair
Scoutship Systems, Research, Shiphandling, etc.

\textbf{Urban skills:} Barroom Savvy, Street Etiquette, Streetwise,
Urban Survival, etc.

\textbf{Cost of Skills in Objective Character Creation}

\begin{center}
\settowidth{\pmsp}{+}
\renewcommand{\nopm}{\hspace*{\pmsp}}
\begin{tabular}{lcccc}
\hline
\hline
         &        &        &        & Very \\
         & Easy   & Most   & Hard   & Hard \\
\hline
Terrible &  -2    & -1     & \nopm0 & \nopm1 \\
Poor     &  -1    & \nopm0 & \nopm1 & \nopm2 \\
Mediocre & \nopm0 & \nopm1 & \nopm2 & \nopm3 \\
Fair     & \nopm1 & \nopm2 & \nopm3 & \nopm4 \\
Good     & \nopm2 & \nopm3 & \nopm4 & \nopm5 \\
Great    & \nopm3 & \nopm4 & \nopm5 & \nopm6 \\
Superb   & \nopm4 & \nopm5 & \nopm6 & \nopm7 \\
\hline
\end{tabular}
\end{center}

\begin{tabular}{rl}
Easy = & Cost of GM-Determined Easy Skills \\
Most = & Cost of Average Skill \\
Hard = & Cost of GM-Determined Hard Skills \\
VH = & Cost of GM-Determined Very Hard Skills \\
     & (usually related to Supernormal Powers) \\
\end{tabular}


% **********************************************************************


\chapter{Open Game License Version 1.0a}
\label{app:ogl}

The following text is the property of Wizards of the Coast, Inc. and is
Copyright 2000 Wizards of the Coast, Inc (``Wizards''). All Rights
Reserved.

\textbf{1.} Definitions: (a) ''Contributors'' means the copyright and/or
   trademark owners who have contributed Open Game Content;
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   derivative works and translations (including into other computer
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   upgrade, improvement, compilation, abridgment or other form in which
   an existing work may be recast, transformed or adapted; (c)
   ``Distribute'' means to reproduce, license, rent, lease, sell,
   broadcast, publicly display, transmit or otherwise distribute;
   (d) ``Open Game Content'' means the game mechanic and includes the
   methods, procedures, processes and routines to the extent such
   content does not embody the Product Identity and is an enhancement
   over the prior art and any additional content clearly identified as
   Open Game Content by the Contributor, and means any work covered by
   this License, including translations and derivative works under
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   ``Product Identity'' means product and product line names, logos and
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\textbf{2.} The License: This License applies to any Open Game Content
   that contains a notice indicating that the Open Game Content may only
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\textbf{3.} Offer and Acceptance: By Using the Open Game Content You
  indicate Your acceptance of the terms of this License.

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\textbf{13.} Termination: This License will terminate
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\textbf{15. COPYRIGHT NOTICE}

\emph{Open Game License v 1.0} Copyright 2000, Wizards of the Coast, Inc. 

\emph{Fudge System Reference Document} Copyright 2005, Grey Ghost Press, Inc.;
Authors Steffan O'Sullivan and Ann Dupuis, with additional material by
Peter Bonney, Deird'Re Brooks, Reimer Behrends, Shawn Garbett, Steven
Hammond, Ed Heil, Bernard Hsiung, Sedge Lewis, Gordon McCormick, Kent
Matthewson, Peter Mikelsons, Anthony Roberson, Andy Skinner, Stephan
Szabo, John Ughrin., Dmitri Zagidulin

\end{document}