A Magical world with monsters and creatures where the players are adventurers travelling the world and pursuing quests.
Armour penalty applies to skills with an * (skills and attributes with ** have half armor penalty). Armour skills are able to reduce base armour penalty.
4 pointsAttribute | Category | Purpose/Description |
---|---|---|
Fitness | Body | Hitting and Attacking. Life stealing damage reduction |
Speed ** | Body | Movement and Dodging (this modifier adds directly to your move speed) |
Stamina | Body | Physical Damage Reduction Defending against life stealing. |
Memory | Mind | Knowledge Evil Level Manipulation reduction |
Reasoning | Mind | Puzzles and Tactics |
Luck | Soul | Chance and Initiative |
Honour | Soul | Diplomacy and Behaviours Evil Level Manipulation defense |
Armour penalty applies to skills with an * (skills and attributes with ** have half armor penalty). Armour skills are able to reduce base armour penalty.
4 pointsGift | Effect |
---|---|
Alertness | You are more aware of your surroundings than most. |
Ambidexterity | you can use either hand equally well. Great for those times when you’re wounded in an arm … |
Attractive | you’re good looking – either handsome, beautiful, pretty, or whatever level 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.) |
Beautiful speaking voice | +1 to NPC reactions. Also works for a singing voice if you take a Musical skill. |
Charisma | people tend to like you, believe you, and are willing to follow your lead. |
Common Sense | when you are about to do something incredibly stupid that will harm yourself or the party, the GM will warn you |
Direction Sense | Unerring sense of direction and is less likely to become lost. |
Empathy with Animals | animals trust you and domesticated ones tend to obey you. Cruelty to animals nullifies this Gift. |
Empathy with Plants | plants trust you and domesticated ones tend to obey you. Cruelty to plants nullifies this Gift. |
Empathy with Mindless/Souless | Mindless/Souless trust you and domesticated ones tend to obey you. Cruelty to Mindless/Souless nullifies this Gift. |
Familiar | You have a magical familiar, which may talk and aid you in spell-casting and other tasks. This is an NPC played by the GM. |
Focussed | you are at +1 to any lengthy task, but don’t notice things outside this task, such as that brigand about to skewer you … |
Friends in Every Port | you seem to have friends in any major town (or friends-of-a-friend). |
Good Reputation | you’re well known as a hero, healer, leader, fighter for justice, etc. |
Keen Sense | One sense is keener than normal and you are able to use it at greater distance or with greater discrimination. |
Knack for Carpentry | you are at +1 to performing carpentry work & repairs |
Knack for Medicine | you are at +1 to performing First Aid |
Linguist | Language skills are easy for your character. |
Magic Resistance | you are resistant to direct magic: +3 in any Opposed rolls versus magic. |
Magical Power | The ability to perform magical feats through use of the Magical Control skill in conjunction with Common Realm Domain Focii |
Natural Mechanic | you are at +1 to performing mechanical work & repairs |
Night Vision | you see well in dim light, but not in absolute darkness, of course. |
Pain Tolerance | Ignore in-Battle wound penalties at Moderate Wound, and you are only at –1 at Serious Wound. |
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. |
Scholar | Academic Knowledge skills are easy for your character. |
Sleep Control | You can sleep more lightly and can fall asleep at a moment's notice. |
Strong Stomach | Almost nothing can make you vomit. |
Fault | Effect |
---|---|
Absent-Minded | your attention tends to wander if bored. |
Annoying Voice | you sound terrible. |
Off-putting Appearance | your appearance is off-putting in some way, whether ugly or unkempt. |
Bad Back | you are limited in what you can lift |
Bad Eyesight | you don’t see very well – pick one: poor distance or up-close vision |
Blunt and Tactless | you have no social skills in dealing with sensitive people. |
Compulsive Carousing | you are at –3 Reasoning to resist a good time. |
Compulsive Gambling | your are at –3 Reasoning to resist a gambling game. |
Compulsive Generosity | you are at –3 Reasoning to resist giving things away to those perceived to be needier than you. |
Compulsive Lying | you are at –3 Reasoning to avoid lying just for fun. |
Coward | you take very good care of yourself. |
Curious | you are at –3 Memory to resist exploring something new or unusual. |
Delusions | the world doesn’t work the way you think it does, in some important way. |
Dependent | you’re responsible for someone unable to care for themselves adequately. |
Easily Distractible | did you say something? |
Easy to Read | you give away your thoughts and feelings to any who care to observe you. |
Enemy | there is someone who wants to kill, imprison, or otherwise trouble you |
Frightens Plants and Animals | you have an aura that plants and animals find terrifying |
Frightens Mindless/Souless | you have an aura that Mindless/Souless find terrifying |
Garrulous | you won’t shut up. |
Getting old | and all that implies. |
Glutton | you're hungry |
Goes Berserk if Wounded | you’re a danger to your friends, even. |
Greedy | you want more. |
Gullible | -3 to Reasoning to believe an unknown “fact.” |
Hard of Hearing | what? |
Honesty | you hate to break a law. |
Intolerant | you hate a certain type of person |
Lame | you limp, which can affect speed and agility. |
Light Sensitive | You are sensitive to bright light. You have trouble concentrating in the light and slowly develop headaches. |
Magic Susceptibility | You are at -3 to oppose hostile magic |
Mute | |
Night Blindness | you see poorly in dim light. |
Obese | you waddle |
Offensive Odor | You stink |
One Eye | you lack depth vision and can be blindsided, literally. |
One Hand | it works overtime. |
Overconfident | you know you can’t fail. |
Pain Intolerant | you’re at –1 if Scratched or Minor Wound, -2 if Moderate Wound, and –3 if Major Wound. |
Phobias | lots of these – you’re at –3 Reasoning to avoid acting out of control in certain situations: snakes, darkness, heights, cats, falling, crowds, spiders, open or closed spaces, magic, loud noises, etc. |
Primitive | you’re from a pre-metal-working society |
Quick to take offense | you’re thin-skinned. |
Quick-Tempered | you blow up when crossed. |
Reckless Bravery | you take no thought for your safety in dangerous situations. |
Secret | if it’s revealed, you’ll be embarrassed, arrested, or worse – maybe that warrant out for your arrest, or your second spouse? |
Self-defense Pacifist | you’ll fight, but you’ll never start a fight – no preemptive strikes. |
Shyness | you never want to talk to strangers |
Stubborn | you don’t easily admit you’re wrong |
Truthfulness | you can’t tell a believable lie. |
Weak Stomach | Whenever your character is exposed to anything violent or otherwise disturbing you feel the need to vomit. |
Worry Wart | you wring your hands a lot. |
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. |
Attack Type | Attacker Rolls | Defender Rolls | Offensive Factor (damage with) | Defensive Factor (reduce damage with) |
---|---|---|---|---|
Physical Attack (with a weapon or unarmed) - (Lethal or Non-Lethal) | Weapon Skill | Speed | Fitness + Weapon Damage + Scale | Stamina + Armour + Scale |
Magic Fueled Physical Attack (Lethal or Non-Lethal) | Casting attribute | Speed | Focus skill + Scale | Stamina + Armour + Scale |
Life Drain Attack (Always Lethal) | Casting attribute | Stamina | Life focus skill | Fitness |
Magic Drain Attack | Casting attribute | Magical Control skill | Magic focus skill | Casting attribute |
Evil corruption/purification | Casting attribute | Honour | Darkness/Evil focus skill | Memory |
Damage Category | Trivial | Minor | Moderate | Major | Severe | Near Complete |
---|---|---|---|---|---|---|
Damage Number Range | 1-2 | 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
Slots | 3 | 2 | 2 | 1 | 1 | 1 |
Effect | -1 (After conclusion of encounter/incident) | -1 | -2 | Will Lose Consciousness after Strenuous Actions & Events | Incapacitated |
Damage Category | Trivial | Minor | Moderate | Major | Severe | Near Complete |
---|---|---|---|---|---|---|
Damage Number Range | 1-2 | 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
Slots | 3 | 2 | 2 | 1 | 1 | 1 |
Effect | -1 (After conclusion of encounter/incident) | -1 | -2 | Will Lose Consciousness after Strenuous Actions & Events | Incapacitated |
Damage Category | Trivial | Minor | Moderate | Major | Severe | Near Complete |
---|---|---|---|---|---|---|
Damage Number Range | 1-2 | 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
Slots | 3 | 2 | 2 | 1 | 1 | 1 |
Effect | -1 (After conclusion of encounter/incident) | -1 | -2 | Will Lose Consciousness after Strenuous Actions & Events | Cannot Cast |
Damage Category | Trivial | Minor | Moderate | Major | Severe | Near Complete |
---|---|---|---|---|---|---|
Damage Number Range | 1-2 | 1-2 | 3-4 | 5-6 | 7-8 | 9+ |
Slots | 4 | 2 | 1 | 1 | 1 | 1 |
Effect |
Players earn Fudge points over time. These can either be converted into XP for character development or can be used to alter one die roll up or down 1 level.
3 Fudge points can become 1 XP. XP cannot be converted back into Fudge points.
You can only raise skills or attributes the character has been exercising recently or it can be reasonably argued they have been practicing.
Raising Skills | ||
---|---|---|
From | To | Cost (XP) |
-3 | -2 | 1 |
-2 | -1 | 1 |
-1 | 0 | 1 |
0 | 1 | 2 |
1 | 2 | 4 |
2 | 3 | 8 |
3 | 4 | 16 |
Raising Attributes | ||
---|---|---|
From | To | Cost (XP) |
-3 | -2 | 1 |
-2 | -1 | 1 |
-1 | 0 | 1 |
0 | 1 | 2 |
1 | 2 | 4 |
2 | 3 | 8 |
3 | 4 | 16 |
The Magic of the world is the magic to control various types of focii from the Common Realm. There also exists an Intangible Realm which no known magic is able to control.
The magic focii that can be controlled are grouped into four domains: Plant, Animal, Magic and Darkness. Each domain is named for its unique focus. The Life focus is in all domains.
Domains are important because you can only control focii from at most 3 of the Common Realm Domains. Also, ethereal focii can only be placed into items within their own domain (and a domain that is accessible to the controller).
Ex: Magic can only be placed into fire, metal and things that are alive.
Ethereal focii therefore also have secondary effects as described in the table below.
Realm | Domain | Focus | Type | Side Effects |
---|---|---|---|---|
All With All tzkz (Common) | Plant amon | Life | Ethereal | Healing & Harming Bringing things to life. |
Plant Material/Flesh | Physical | |||
Stone | Physical | |||
Water | Physical | |||
Animal siAm | Life | Ethereal | Healing & Harming Bringing things to life. | |
Animal Material/Flesh | Physical | |||
Water | Physical | |||
Fire | Physical | |||
Magic twikda | Life | Ethereal | Healing & Harming Bringing things to life. | |
Magic | Ethereal | |||
Fire | Physical | |||
Metal | Physical | |||
Darkness gica-jPl | Life | Ethereal | Healing & Harming Bringing things to life. | |
Darkness/Evil | Ethereal | |||
Metal | Physical | |||
Stone | Physical | |||
Home of the Other twRDte | Other-World tzgicaVkw | Life | Ethereal | Healing & Harming Bringing things to life. |
Soul & Mind | Ethereal | |||
Ether | Ethereal | |||
Knowledge | Ethereal | |||
Home Below qhiI RDte | Ancient qhiI taob | Life | Ethereal | Healing & Harming Bringing things to life. |
Mushrooms | Physical | |||
Ancient Life-material/flesh | Physical | |||
Ancient Life | Ethereal | Healing & Harming Ancient-Life based creatures Bringing things to life with Ancient-life energy. |
Before magic skills can be learned, the Gift of Magical Powers must be gained. (This Gift is listed above) The only alternative is, after character creation (or with the permission of the GM), have a character boosted with magical energy (Note: in this case the magical energy takes automatic strain damage every time the character casts unless they can drain magic from someone/something else).
There exists Skills for each Focus in the Common Realm. The rank in each skill determines how much of the focii can be controlled.
There also exists a Skill for Magical control capacity. This skill determines how far and to what extent magical control can be exerted upon focii. (This Skill is listed above).
Each character must choose whether they perform feats of magic through somatic means (Fitness Or Speed), verbal means (Memory Or Reasoning) or through special means (Luck Or Honour).
Ochodan (ocodr) wants to attack the Pirate with their longsword. Ochodan moves up to the Pirate and rolls their Sword skill to attack and the Pirate rolls their Speed attribute to defend. Subtracting the Pirate's Defense roll from the Attack roll gives the relative degree. If it is positive, then Ochodan hits. As it turns out, Ochodan's result for the Relative Degree is +2. Moving on to damaging, the attacker then rolls a single dF plus the weapon's attack (3 for Longsword) plus their Fitness attribute and subtracts the defender's Damage Reduction as provided by their armour & shields as well as their Stamina attribute. This determines the Damage Factor. Look up the Damage factor on the appropriate stress track (Lethal in the case of a Longsword) and a stress mark is made at the appropriate level (or the next free slot higher if none are available at that level). For Ochodan, the damage factor comes out to 5 and so a Major wound is recorded on the Pirate's Lethal stress track.
The party comes has been tracking a group of bandits and finds them resting beside a pond. After a failed attempt to sneak up, they begin the battle and roll initiative to determine attack order.
Daleem (dalim) wants to hit a Bandit with a jet of water the pond, as his magic is Memory based, they begin to chant the special words and phrases to activate their power. Daleem rolls 4dF + their Magic Control Skill to attack and the Bandit rolls 4dF + their Speed to defend (as usual for a physical attack). The relative degree (Attack - Defense) comes out as +2, a hit, so Daleem rolls one dF and adds that to their Magic Skill for the Water Focus (Water) to find the damage they deal and the Bandit subtracts from that their bludgeoning armour before marking off the hit on their stress track.
Podrak (PdAk) brings their own fire into battle on a torch, a family heirloom and the source of their Honour based magic. Unfortunately for Podrak the bandits also have a magic user on their side and it is that bandit's turn next. The bandit mage, using their Fitness to pull upon reality and bend it to their will (Fitness based magic), tries to hit Podrak with the fire from his torch. The bandit rolls their Magical Control skill to attack. Podrak, caught off guard is unable to jump out of the way (no speed roll) but because they had been planning a magic based attack with the fire themselves, they are able to roll their own Magical Control skill to try to twist it away. Podrak is able to win the opposed Magic Control check and the flames shoot harmlessly around their head, unfortunately the struggle dissipates them too much for a return attack.
Podrak, fresh out of flames, decides to go for a direct attack and tries to leech some life force directly off of the bandit mage. Gripping the torch firmly, Podrak draws on their magic to pull life from the bandit mage. A quick Honour roll (Podrak's Magic Attribute) opposed by the bandit mage's Stamina roll leaves a relative degree of +1. Podrak rolls 1 dF and adds it to their Magical Skill for the Life Focus while the bandit mage reduces the damage roll with their fitness and a point of damage is scored against the bandit mage's lethal stress track. That life energy is pulled by Podrak into themselves, boosting their health temporarily.
The bandit mage shouts, "Grab the torch and shut up the other one. We've got to stop their magics!"
A big hulking bandit charges at Podrak but cannot reach Podrak this round.
An arrow whizzes in towards the bandit mage, fired by Leena (lina). After rolling Bow skill vs Speed, and determining the arrow's mundane damage, a delayed spell that Podrak had place into the arrow, is activated at last and pulls at the bandit mage's very magic itself. The bandit rolls their Magical Control skill to defend against the previously recorded Honour roll Podrak made when infusing the spell into the arrow. Unfortunately for the bandit mage, the relative degree is +5 and raw magical energy is pulled through the arrow and shooting out it's tail (mark down the mage's magic stress track accordingly). Leena, closing after firing is just able to make it into range to be granted the boon of the mage's stolen magic. Leena, though lacking the Magical Power gift has been training with their magically gifted party members (and through temporary borrowing of some of their magic), and will be able to use that stolen magic for an attack of their own on the following round.
(Modified from "Weapons and Armour in Fudge" in Fudge 10th Anniversary book)
Quasi-lethal means: scores a hit to Non-Lethal stress track and the lowest lethal slot
Semi-lethal means: scores a hit to Lethal stress track and the lowest non-lethal slot
Name | Damage Type | Hands | Lethality | Reach? | Damage |
---|---|---|---|---|---|
Dagger / Bayonet | P | 1 | Lethal | No | 1 |
Knife | S | 1 | Lethal | No | 1 |
Sickle | S | 1 | Lethal | No | 1 |
Stake | P | 1 | Lethal | No | 1 |
Short Sword | P | 1 | Lethal | No | 2 |
Long Sword | S | 1 | Lethal | No | 3 |
Great Sword | S | 2 | Lethal | No | 4 |
Scimitar | S | 1 | Lethal | No | 2 |
Rapier | P | 1 | Lethal | No | 2 |
Falchion | S | 2 | Lethal | No | 3 |
Hatchet | S | 1 | Lethal | No | 3 |
Battle Axe | S | 1 | Lethal | No | 4 |
Great Axe | S | 2 | Lethal | No | 5 |
Poleaxe | S | 2 | Lethal | Yes | 4 |
Light Pick | P | 1 | Lethal | No | 3 |
Heavy Pick | P | 1 | Lethal | No | 4 |
Club | B | 1 | Quasi | No | 2 |
Huge Club | B | 2 | Quasi | No | 3 |
Mace | B | 1 | Semi | No | 3 |
Great Mace | B | 2 | Semi | No | 4 |
Warhammer | B | 1 | Lethal | No | 3 |
Flail | B | 1 | Semi | No | 3 |
Great Flail | B | 2 | Semi | No | 4 |
Whip | S | 1 | Quasi | Yes | 2 |
Quarterstaff | B | 2 | Quasi | Yes | 2 |
Spear | P | 1 | Lethal | Yes | 2 |
Long Spear | P | 2 | Lethal | Yes | 3 |
Pike | P | 2 | Lethal | Yes | 3 |
Trident | P | 2 | Lethal | Yes | 2 |
Lance | P | 2 | Lethal | Yes | 6 |
Mancatcher | B | 2 | Non-Lethal | Yes | 0 |
Sap | B | 1 | Non-Lethal | No | 1 |
Brass Knuckles | B | 0 | Lethal | No | 1 |
Shield | B | 1 | Quasi | No | 2 |
Name | Damage Type | Hands | Lethality | Base Range | Damage |
---|---|---|---|---|---|
Short Bow | P | 2 | Lethal | 15 | 2 |
Long Bow | P | 2 | Lethal | 30 | 2 |
Composite Short Bow | P | 2 | Lethal | 20 | 3 |
Composite Long Bow | P | 2 | Lethal | 40 | 3 |
Hand Crossbow | P | 1 | Lethal | 10 | 2 |
Light Crossbow | P | 2 | Lethal | 15 | 3 |
Heavy Crossbow | P | 2 | Lethal | 15 | 4 |
Sling | P | 1 | Quasi | 10 | 1 |
Hatchet - Thrown | S | 1 | Lethal | 4 | 3 |
Spear - Thrown | P | 1 | Lethal | 5 | 2 |
Dagger - Thrown | P | 1 | Lethal | 5 | 1 |
Dart - Thrown | P | 1 | Lethal | 7 | 1 |
Rock - Thrown | B | 1 | Quasi | 4 | 1 |
Name | Damage Type | Hands | Lethality | Base Range | Damage |
---|---|---|---|---|---|
Arquebus | P | 2 | Lethal | 15 | 1 |
Flintlock Pistol | P | 1 | Lethal | 15 | 1 |
Flintlock Rifle | P | 2 | Lethal | 25 | 2 |
Light Revolver | P | 1 | Lethal | 20 | 2 |
Medium Revolver | P | 1 | Lethal | 20 | 3 |
Heavy Revolver | P | 1 | Lethal | 20 | 4 |
Light Rifle | P | 2 | Lethal | 50 | 3 |
Shotgun | P | 2 | Lethal | 15 | 8 |
Name | vs Piercing | vs Bludgeoning | vs Slashing | vs Fire | Armour Penalty |
---|---|---|---|---|---|
Padding | 0 | +1 | 0 | 0 | -1 |
Padded | 0 | +2 | +1 | 0 | -1 |
Leather | +1 | +1 | +1 | +1 | 0 |
Studded Leather | +1 | +1 | +2 | +1 | -1 |
Chain Mail | +2 | +1 | +3 | 0 | -2 |
Banded Mail | +3 | +2 | +4 | 0 | -3 |
Plate Mail | +3 | +2 | +5 | +2 | -4 |
Field Plate | +4 | +3 | +6 | +2 | -6 |
Full Plate | +5 | +4 | +7 | +2 | -8 |
Name | vs Melee | vs Ranged |
---|---|---|
Buckler | 1 | 0 |
Round Shield | 2 | 1 |
Heater Shield | 2 | 2 |
Tower Shield | 2 | 3 |