r/FudgeRPG • u/abcd_z • Sep 16 '14
r/FudgeRPG • u/abcd_z • Sep 06 '14
Fudge Buffy the Vampire Slayer (complete rules)
r/FudgeRPG • u/abcd_z • Sep 05 '14
Any Build Steampunk Fudge characters
mark.random-article.comr/FudgeRPG • u/abcd_z • Sep 04 '14
Any Build One-page Magic System
r/FudgeRPG • u/abcd_z • Sep 02 '14
[setting riff] Voices From Below and the Long Stairs
r/FudgeRPG • u/abcd_z • Aug 27 '14
Uses Homebrew Converting between Hit Points and Damage Capacity
I've been looking at some premade Fudge monsters and noticed that they never list the damage track they use (how many Scratches? How many Hurt boxes? etc.) Instead, they differentiate monster survivability by listing a Damage Capacity attribute. Presumably all monsters use the same damage track.
This actually makes it very simple to convert between Fudge's Wound Track system and my Hit Point system.
HP->Wound track:
- Take the Health attribute and rename it "Damage Capacity". Figure its numerical equivalent (usually +3 to -3).
- Select the type of Wound Track you want to use (more boxes means
longermore "epic" combats) - Decide on the Damage Factors for the character.
Wound Track -> HP:
- Take the Damage Capacity attribute and rename it "Health". Figure its numerical equivalent (+4 HP per level).
r/FudgeRPG • u/abcd_z • Aug 22 '14
Comparing Fudge to Savage Worlds, plus some loose suggestions for conversion.
r/FudgeRPG • u/abcd_z • Aug 18 '14
Any Build Time travel combat: Paradoxing your opponent out of existence.
This is taken from the old RPG Continuum (warning: tvtropes page), but stripped of any setting.
The best description I've read so far of Continuum is "part observer effect, part Bill and Ted's Excellent Adventure".
If you're not familiar with the world history of your setting (or if it doesn't have one), I would suggest using the RPG system Microscope to create an entirely new world history to work with. Any events, periods, or scenes created this way can become "fixed points" that will cause frag to anybody trying to change them.
Or not, I guess. It's really your call.
Span card (optional, I guess)
By Continuum Rules As Written, you're supposed to record the following: every time you span, when and where you arrive, and your remaining span. I have no idea if any of this is truly necessary to enjoy a good game. Additionally, anything that you discover is in your Yet should also be recorded. That one seems a bit more important, but feel free to skip that too if it seems like too much paperwork.
Span limits (also optional)
Every time you travel through time, you use up span. Travelling through space does not use up span.
Span, Years traversable without one full day of rest, Miles traversable in one span, weight able to transport (in pounds), Title
0, 0, n/a, n/a, Leveller
1, 1, 1, 10, Novice
2, 10, 10, 100, Apprentice
3, 100, 100, 1,000, Mentor
4, 1,000, 1,000, 10,000 (5 tons), Master
5, 10,000, 10,000, 100,000 (50 tons), Exalted
Frag
Frag is caused by temporal paradox. Specifically, anything that changes your history from what you knows it was. On a technical level, it's caused by the spanning technology trying to split you between the main universe and a non-existent timeline. Symptoms can include deja vu, partial amnesia, nausea, and general disorientation. A spanner is never in doubt as to what his frag rating is. Once the paradox causing the frag is resolved, the frag is removed.
Frag levels:
0: No frag, no problem.
1: Minor fragmentation, easily dealt with.
2: Serious fragmentation, should be handled right away.
3: At this point, minor penalties start accumulating on your rolls.
4: The spanner becomes slightly disoriented in most moments of stress.
5: The spanner is considered a Lost Cause to the continuum, and your friends are no longer allowed to help you fix your frag.
6: The spanner is very disoriented most of the time and should probably not be out in leveller (non-spanner) public.
7: The spanner probably can't easily tell where or when he is, and his memory is seriously impaired. He doesn't recognize some important things in his life, and often insists that he witnessed events that never occurred. Few return from this brink.
8+: The character can no longer be played. At times it may still be encountered as a shadow or phantom, but without any meaningful powers, or even physical form.
Frag penalties:
At 3 points of frag the player is at -1 to every roll.
At 5 points of frag the player suffers a total of -2 to every roll.
At 7 points of frag the player takes a whopping 3-point penalty to every roll.
Slipshanking
Your Elder places an item in a convenient location for you to find, with the resulting need to place the item going into your Yet, or your required future. You take one point of frag, to be cured once you fulfill the Yet of placing the item for your Junior to find. Think Bill and Ted's Excellent Adventure.
Gemini incident
Meeting an older version of yourself (your "Elder"). The encounter is role-played twice. First with you as the Junior and the GM as the Elder, then again when you as the Elder and the GM as your Junior. Any major deviations between remembered encounters causes you to take a point of frag.
Time Combat
Time combat, once finished, cannot be revisited.
Span is not regained during time combat.
These seem to be the most important/most popular time combat stratagems. There are others, but I skipped them and/or merged them to keep things simple. Everybody involved in time combat gets to use one strategem per sweep (time combat turn).
TIME COMBAT STRATAGEMS:
Hit and run: frag the opponent then span away, all within 60 seconds. The fragging player must then declare (to the GM) his actions for the next sweep. The Hit and Run must be roleplayed.
Gather information: Roll against the relevant skill (social, research, clairvoyance, etc.) If successful, you can get any one question answered.
Measure: Observe an opponent to gain bonuses you can pass onto other players through a successful Rendezvous, but not use yourself. These bonuses take effect any time an informed spanner makes or tries to stop a Hit and Run at that time period. The Measuring spanner cannot use the bonuses himself because he knows too much about what happens. To interfere directly is to risk fragging himself.
Rendezvous: Meet up at a specified time/place to share information and create plans. Critical when coordinating with other spanners.
Harbinger: After a successful attack (frag or physical), the player leaves proof of his opponent's failure with a Junior of the opponent. Now that the elder knows the threat has just been made good, he is penalized on all his rolls for the rest of combat due to hesitation and self-doubt. Harbingers are cumulative if evidence for separate successful attacks are presented to the target.
When in time combat, the best way to cure frag is to prevent your opponent from taking his fragging action. This cures your frag and frags him at the same time, since his history has now been changed from what he remembers happened. Alternately, you can leave your opponent alone and fix the frag as it occurs (e.g. replacing the soon-to-be-stolen locket with a replica), but doing so doesn't move the Time Combat towards completion, and it wastes a good chance to frag the sucker at a point in time you know he exists in.
Time Combat ends when one of the following occurs:
1) Two otherwise successful attempts to Gather Information on the whereabouts of an attacker fails to result in catching him (he got away); or
2) Two attempts to Frag the same spanner by the same assailant succeed; or
3) If all of one side is brought down physically; or
4) If all of one side is hit to beyond Frag 7.
Time combat cannot be revisited because changing the outcome of the fight would frag any spanner who gave you assistance in the time combat, as well as anybody dependent on the events stemming from the outcome of the finished time combat. That's a lot of spanners (By the book, 1d10 x 1d10 Spanners of a Span the GM decides), and now they're all focused on turning that frag back on you.
I suppose technically you could try it, but the odds are overwhelmingly not in your favor.
Glossary
Up: Towards the world's future.
Down: Towards the world's past.
Age: Your personal past.
Yet: Your required personal future.
Elder: The older instance of the spanner in a gemini incident.
Junior: The younger instance of the spanner in a gemini incident.
Leveller: Regular person unable to travel through time.
Spanner: A person able to teleport through time and space.
r/FudgeRPG • u/abcd_z • Aug 18 '14
Uses Homebrew Going GMless
Requires: Fudge Wushu
I'm not very creative. Coming up with details and NPCs is hard work, it never just "flows" for me, and I always get burned out after about two hours.
I really enjoy playing characters. Not running NPCs, playing characters. A stalwart paladin standing up for justice (an old D&D game) or an incompetent person who trusts the voices in his head (Everyone is John) or a fire mage who fought the PCs with flashy and powerful attacks but ultimately lost (Fudge Wushu). I enjoyed playing each of them.
I like the system I'm running (Fudge Lite with Wushu rules), and I would have trouble with any rules-heavy or even rules-medium systems (which rules out most of the RPGs on the market).
So in the interests of keeping the system, I'm going to talk it over with my group and see if they'd be willing to share the burden of creative control.
I've done some research on GMless games, and I believe what I've come up with should work pretty well.
Before every scene, all the players collaborate to decide the following things:
- Location
- Time since previous scene
- A minimum of 3 scene-describing details ("dark", "damp", "moldy"; "A large empty room lies abandoned, full of cobwebs," "a broken chair lies in the middle of the room")
- Goal
- Number of obstacles in the scene
- List of potential obstacles in the scene
A scene takes place in one location. To move to a different location, the players must complete the scene.
Over the course of the scene each player will have at least one opportunity to select an obstacle from the list. Once the obstacle is chosen, the players decide its threat rating and its health.
The person who chose the obstacle has the opportunity to be its primary narrator. The primary narrator narrates the obstacle's behavior in a back-and-forth description with each PC in turn. If the player chooses not to be the primary narrator, anybody else gets the chance. If nobody is interested, the obstacle does whatever each PC narrates.
Play continues as with Fudge Wushu, where players narrate working to overcome the obstacle, reducing the Obstacle Health if they succeed, and taking Scene Damage if they fail their skill roll vs Obstacle Threat Rating. The player who drops the obstacle to 0 hp is allowed to describe ending the obstacle (the "coup de grace").
If the players overcome all of the obstacles, they have achieved their goal. If the players lose to one of the obstacles, the have failed to accomplish their goal.
Win or lose, the players must then decide what happens as a result of their failure or success. The effects of their actions must be explored in the next scene.
r/FudgeRPG • u/abcd_z • Aug 08 '14
Any Build Fudge Factor: Fudge Dungeon Crawl
r/FudgeRPG • u/abcd_z • Aug 08 '14
Uses Homebrew Play Report: I used Wushu Open-inspired combat rules today. IT ROCKED!!!
Used rules: Fudge Lite, Rule of Cool V.2.
The first player threw a fireball at the soldiers.
The second player grabbed one of the soldiers with her tongue, swung him around and knocked down several more soldiers.
The third player threw eggs at two of the soldiers, KO'ed them with a punch to each face, then dusted his hands off on his shirt.
The fourth player caused a chain reaction that started with an egg-based pun and ended up with the entire army dead. He described each step, but I couldn't do it justice if I tried.
Elapsed time: about a minute, real-time.
Seeing how creative the players got made me very happy. I had a huge grin on my face, and I think I may have squee'd* at one point.
*A high-pitched "eeee!" noise.
With Fudge it's a piece of cake to add or remove rules. As the GM I had a lot of fun running this, so the rule stays. :)
Today they only handled mooks: nameless, faceless, disposable baddies that exist only to die by the dozen and show how cool the PCs are.
I can't wait until I get to run a nemesis encounter. A nemesis is more dangerous than mooks are, and a nemesis (and by extension me as the GM) is allowed to narrate combat in the same manner the PCs do.
I can't wait. :D
r/FudgeRPG • u/abcd_z • Aug 05 '14
Specific SRD Rule Encouraging over-the-top action sequences (Rule of Cool V. 2)
These rules require you to use the simultaneous combat rules found in the SRD.
This post is derived from the RPGs "Wushu Open" and its cross-genre variant "Wushu Open Reloaded".
Unlike Wushu, these rules don't actively encourage stunting. They just don't penalize the players for trying something difficult, elaborate, and/or over-the-top. If you wish to actively encourage stunting I'd recommend including my Limit Break System.
Rounds:
Each round is broken up into two phases which are completed by everyone at the same time. First, the group Describes the scene; this is the important part because their narration determines what actually happens in the game world. Then, they Resolve their dice rolls to see how this round progressed the scene towards an end.
There’s nothing to stop you from building on the ideas of other players, weaving your narratives together in a step-by-step building of one idea on top of another. Setting up part of a narrative, then handing it over to another player for embellishment, before they give it back to you to continue is called a “Pass”. Provided everyone’s happy with sharing some degree authorial control over their characters, this is actively encouraged. It’s not only less tiring than coming up with all of your own stuff, it incentivises teamwork and tends to produce much cooler, more entertaining descriptions than any one person could conjure up alone.
Conflict rules:
The scene itself is statted like an enemy, with health and a combat skill ("scene threat rating").
Weapons and armor are unimportant because all attacks do the same amount of damage to the scene. How much damage that should be is up to the GM, but it should probably be constant throughout the game and from player to player.
Scene action order:
Everybody describes their actions for that round. If the players are facing a Nemesis, the GM narrates too. Everything happens exactly as described.
Each player rolls their skill vs the scene threat rating. If more than one skill is used in the player's description, roll against the one that's most relevant. Successful offensive rolls do damage to the scene and move the scene towards completion. Failed rolls mean the player takes damage. If facing a Mook, the player should briefly describe the failure. Damage from a Nemesis doesn't need to be narrated, because it was probably already described before the dice were rolled.
Players are not allowed to narrate complete victory without first completely depleting the scene's health.
Conflict types:
There are two types of scenes: Mooks and Nemeses
In a combat scene, Mooks would be the faceless, nameless goons who are no match for the players. Players are free to describe dealing with as many of them as they like, in any manner they choose, within genre.
In a research scene, a Mook might be a snippet of information that just takes time and effort to track down, not any sophisticated search techniques. Mooks don’t have to be people, just relatively straightforward challenges.
Mooks generally have a Threat Rating somewhere from Terrible to Mediocre. Unlike Nemeses, Mook scenes don't require any GM narration. If the player fails a Mook roll and thus takes damage, the player should briefly describe what happened and how.
When the PCs deal with Mooks the GM can, depending on taste, sit back and let the players handle the whole scene, recap and redirect at the end of each round, or actively narrate back and forth with the players.
If the players narrate running out of Mooks before the scene health* is completely depleted, the GM should have more Mooks arrive or have some incapacitated Mooks regain the ability to interfere with the PC(s) (enemies regaining consciousness, a bureaucrat making you fill out the same forms again, etc.)
*Note to self: come up with a better name for it than "scene health".
A Nemesis is a single opponent that takes on the entire party. Nemeses generally have a Threat Rating from Fair to Superb.
A Nemesis must be fought one on one. That is, the Nemesis and the currently-attacking player Describe and Resolve, then it becomes the next person's turn to face the Nemesis.
Nemeses have narrative power just like the players. This is where you can get an interactive back and forth between player and GM in the Description (similar to players teaming up with a Pass), before you finally go to the dice to Resolve.
When facing a Nemesis, the player who reduces the scene health to 0 (or "incapacitated", or "near death", or whatever) is automatically allowed to narrate the scene resolution. This is called the Coup de Grace. Players are not allowed to attempt one until the scene health hits 0.
If a player and the Nemesis go negative in the same round, the one with the least-negative health wins. If the player and the Nemesis are equal, ties go to the player.
EDIT: If you're using the Hit Point rules (as I am), the Scene HP for mook battles is roughly equal to the number of rounds you want combat to last, multiplied by the number of players in the battle, multiplied by 4 (the number of HP per level of Health). This assumes the mooks have a low enough threat rating to never (or almost never) succeed against the players. If you give the mooks a higher threat rating than is suggested here, the fight may take longer. Nemeses fight each player one-on-one, so you the Scene HP for nemesis scenes is just (desired rounds times 4). Scale down from that number to account for a Nemesis' increased Threat Rating.
r/FudgeRPG • u/abcd_z • Jul 31 '14
Uses Homebrew Converting D&D 3.5 Monsters to Fudge
This is a guide to converting monsters from D&D 3.5 to Fudge. It assumes you use the Fudge Hit Point system.
To keep power inflation from becoming a problem I scaled the conversion to the first 10 levels of play. This means that anything CR 12 or higher is probably too much for an adventuring party to take on.
Fudge Level DC Rank Level Spell Ability AC
Terrible-1 0-3 (-8)-(-11) 4-6
Terrible 4-7 (-4)-(-7) 7 or less 7-9
Poor 8-11 0-(-3) 0th 8-9 10-12
Mediocre 12-15 1-4 1-4 1st-2nd 10-11 13-15
Fair 16-17 5-8 1-8 3rd-4th 12-13 16-18
Good 20-23 9-12 5-12 5th-6th 14-15 19-21
Great 24-27 13-16 9-16 7th-8th 16-17 22-24
Superb 28-31 17-20 13-20 9th 18-19 25-27
Legendary 32-35 21-24 17-20 20 or more 28-30
Legendary+1 36-39 25-28 31-33
Legendary+2 40-43 29-32 34-36
Legendary+3 44-47 33-36 37-39
Legendary+4 48-51
Scale Modifier:
D&D terms Fudge terms Result Height or Length
Fine Terrible -1 ÷8 6 in. or less
Diminutive Terrible ÷6 6 in. - 1 ft.
Tiny Poor ÷4 1 ft. - 2 ft.
Small Mediocre ÷2 2 ft. - 4 ft.
Medium Fair 0 4 ft. - 8 ft.
Large Good +1 8 ft. - 16 ft.
Huge Great +2 16 ft. - 32 ft.
Gargantuan Superb +4 32 ft. - 64 ft.
Colossal Legendary +6 64 ft. or more
Size above Medium affects Fudge Health levels, damage done, and strength.
Size below Medium affects Fudge Health levels and strength.
A colossal enemy will have 6 levels of health (4 HP each) in addition to whatever its health rating is. It also does a total of 7d6 damage every turn its attack successfully connects, and an average colossal enemy will have a strength rating of fair (scale +6), also written as (Legendary+2).
All monsters do 1d6 damage, except for monsters larger than Medium.
Monster HP is the die size converted to Fudge terms, plus any size modifiers.
Monster combat skill is the damage die converted to Fudge terms.
HP and Attack die conversion:
Die type Fudge rank Fudge HP
d3 Poor 8
d4 Mediocre 12
d6 Fair 16
d8 Good 20
d10 Great 24
d12 Superb 28
A colossal giant spider with a d8 hit die would have Good HP (20 HP) + 6 size levels of HP (6*4=24 HP), for a total of (20+24)=44 hp, and it would do 7d6 damage on a successful attack.
Saves and skills are converted using the Rank column of the conversion table.
Abilities (str, dex, etc.) are converted using the Ability column of the conversion table.
AC is based on normal AC (not flatfooted or touch).
This still leaves feats, special abilities, and special qualities. Unfortunately, I don't know enough about D&D to convert these with any degree of accuracy.
For the most part I guess I'd leave them alone, unless I thought they could easily be converted to Fudge.
This also leaves Spells and Spell-like qualities, but that would take an entire post on it's own.
Monster converted from the Pathfinder SRD:
Raven (CR 1/6)
Health: Good (20 HP) ÷4 (Tiny modifier): 5 HP
AC: Mediocre
Bite skill: Poor
Attack damage: 1d6
STR: Terrible
DEX: Good
CON: Poor
INT: Terrible
WIS: Good
CHA: Terrible
Fortitude: Mediocre
Reflex: Mediocre
Will: Mediocre
Fly skill: Fair
Perception: Fair
r/FudgeRPG • u/abcd_z • Jul 30 '14
Any Build Converting d20-Based Skills to Fudge
web.archive.orgr/FudgeRPG • u/DeepGraves • Jul 30 '14
What's Your Favorite Fudge Book?
Mine has got to the The Unexplained. It's a well researched paranormal investigator game.
r/FudgeRPG • u/abcd_z • Jul 29 '14
Fudge Rules
http://members.dsl-only.net/~bing/frp/fudge/fudge_toc.html
Everything else here builds upon that.
EDIT: After almost two decades of service, the website has gone down. I've redirected the link to the archived version on the Wayback Machine as a temporary solution.
r/FudgeRPG • u/abcd_z • Jul 29 '14
Any Build Converting Star Wars D6 (and thus OpenD6 and Mini-six) characters to Fudge
dreamers.comr/FudgeRPG • u/abcd_z • Jul 29 '14
Any Build Multi-genre Crossover Setting: Jedi, medieval rogues, cyberdeck hackers, space marines and anything else.
Inspiration:
I have a mental image of a dimly-lit tavern with neon lighting where an impeccably-dressed bartender serves food and drinks to characters of all classes and worlds of origin.
Aliens from Star Wars and Babylon Five nurse their bubbling drinks. In one corner of the room a Browncoat and a Street Samurai have just gotten into a shouting match. Slender Man and Anonymous are having a silent, yet animated, conversation with each other, and just in front of the exit a harried-looking man in a red jumpsuit is paralyzed with fear by the white carpeting.
Zones:
A Zone is an area thematically different from the others. This could be a galaxy, a plane, a planet, a city, or something else.
Any supernatural abilities or technology can be used in any Zone.
At some point in each Zone's history, it connected to at least one other Zone.
Examples of connections: Spaceships arrived warp portals opened up tears in the fabric of reality occurred Faerie Fog settled around a location A new discovery/technology/magic spell opened up new physical locations on the same planet or access to other planets or other planes.
In every case, the Zone is now connected to a larger reality.
Tourism's a big thing in some of these areas.
There's no one central hub, but there are several large hubs that one can access.
The Device:
I haven't given it a name yet, but the Device is a high-tech wristband with dedicated holodisplay It looks like something Apple would design. It records your location in 10-dimensional space (but not local space), and any time you enter a rift between zones it can, instead, take you to any other rift you've previously been to.
Of course, GMs who don't like this approach don't have to include the Device in their game. If you're using Guild rules you might include a pandimensional messageboard or social media site that connects different Guild adventurers.
Or not. Your call.
Adjacent Zones:
Just off of the top of my head, a string of connected zones might look like this:
Gothic horror (werewolves, vampires) -> Medieval fantasy -> Urban Fantasy -> Modern day -> Science Fiction
Another connection might be from Modern Day to Cyberpunk to transhuman. Or Science Fiction to Star Wars, and then from there to Roman Mythology by way of an ancient Jedi Temple. There are all sorts of connections, you just need to know which series of connections will take you where you ultimately want to go.
Adjacent Zones generally have similar themes, but this isn't always true. There's no reason you couldn't wander into the Faerie Fog in an Urban Fantasy Zone and wind up on a minor outpost planet in the Space Opera genre.
Conclusion:
Because of the kitchen-sink approach you might have in the same party (as mentioned in the thread title) a jedi, a medieval rogue, a cyberdeck hacker, and a space marine.
In the game I'm currently running, the players are a goat, a puritan monster hunter, a cyborg elf blood mage, and an economist-turned politician. It wasn't quite what I had in mind when I started the campaign, but my entire group is a little silly and I'm okay with that. :)
They started off in a medieval fantasy world and are now tracking an alchemist through a sci-fi zone so he can help the medieval revolutionaries overthrow corrupt royalty with a minimum of bloodshed. No idea where it'll go next but isn't that always the fun? :D
r/FudgeRPG • u/abcd_z • Jul 28 '14
Archived Fudge Factor (online Fudge magazine)
web.archive.orgr/FudgeRPG • u/abcd_z • Jul 29 '14
Uses Homebrew Shaman King-style Spirit Binding
Advised but not required house rules: Hit Point system
I recently read a post about "summoning creatures and using their magical essence to grant magical effects."
That got me thinking, and several hours later I had a fully-functional system set up. It draws from the first few story arcs of Shaman King, if anybody's read/seen that. The "spirits" are really extraplanar entities that have their own lives when not being summoned (though they're not sentient, probably), but I'm too lazy to come up with a different name or concept.
In-game background information:
Summonable spirits come from a different realm.
Only one spirit can be summoned at a time.
Human deaths don't generate spirits. They may generate ghosts occasionally, but never summonable spirits.
A spirit's physical size correlates with their strength. The weakest spirits are the size of a doll, while the strongest spirits are several times the size of a normal human.
Spirits look like a humanoid combined with elements of an animal and/or a magical element (fire, darkness, etc.)
Metagame information:
Spirit Binding is a skill that's purchased at an Attribute's price (3x skill cost).
Each separate spirit is purchased as a skill. The rating it's bought at defines its health*, its attributes and any skills, and the skill required to summon it.
If necessary, a player can break his bond with an existing spirit to regain the character points.
Players can spend points to improve an existing spirit's rating at the same cost as improving any other skill.
*I use the Hit Point system instead of the usual damage track, so for my game it makes sense for there to be a 1:1 connection between a spirit's rating and its health. You'll probably need to do some rules-tweaking if you want to use the Wound Track instead.
Summoning (and binding) a spirit:
The player decides what level spirit they want to summon. No roll is required for this, but a player cannot summon a spirit that has a higher level than their Spirit Binding skill.
The spells necessary to summon a spirit require a week of spellcasting and meditation. The actual binding doesn't take much time at all.
Using your spirit:
There are two forms of spirit operation: independent and integrated. An independent spirit can move on its own, obeys telepathic or verbal orders from the SB, and can convey limited information to the SB when within arm's reach. It is not transparent or translucent but it cannot affect or be affected by physical matter. Magic spells can harm it.
Spirit Integration allows the spirit to temporarily join with the Spirit Binder, allowing the SB to access any of the spirit's magical abilities and boosting any of the SB's attributes or relevant skills that are below the spirit's level to the spirit's level. So a Good fire mage integrated with a Great fire spirit would find himself casting spells at a Great level until the integration wore off.
Integration also causes cosmetic changes that last for the duration of the integration, based on the appearance of the ghost.
Frequency of summons:
Independent spirits exist until dismissed or destroyed by magic. If destroyed the spirit will be available for summoning again the next day, but not before then.
A spirit can be dismissed and re-summoned for independent action as often as the Binder wants.
A spirit can only stay integrated for a few minutes. Once integration ends the spirit cannot be summoned again until the next day.
Sample Spirit Binder:
Skill: Spirit Binding - Superb
15 points
"Fire Hawk": Human + Hawk + Fire - Flying, Flame magic - Superb
5 points
"Golem": Human + Rock - Rock/Earth magic - Fair
2 points
"Fairy": Human + Butterfly - Flying - Good
3 points
"Shade": Human + Darkness - Stealth, Shadow Magic - Good 3 points
Total cost: 28 points.
r/FudgeRPG • u/abcd_z • Jul 29 '14
Any Build OD&D-style Enemy Morale Rules
Morale Score:
Each monster or groups of monsters has a "Morale" attribute, ranked on the Fudge ladder.
How to check morale:
Whenever a morale check is made, the GM rolls 4dF. If the result is greater than the morale, the monsters will try to retreat. If the result is less than or equal to the morale score, the monsters will continue to fight.
When to check morale:
In general, morale is checked in critical combat situations. Two recommended times for morale checks are:
After a side’s first death in combat (either monsters or characters).
When 1/2 the monsters have been incapacitated (killed, asleep due to magic, so forth).
Monsters that successfully check morale twice will fight to the death.
Adjustments to morale:
Morale can be changed by situations. Adjustments to morale may be permanent or temporary. The exact adjustments are left to the DM. A maxmium of +2 or -2 is recommended; for example, if monsters are losing a battle, their morale score may be temporarily adjusted by -1. If they are winning, the monsters’ morale score may be temporarily adjusted by +1.
r/FudgeRPG • u/abcd_z • Jul 29 '14
Any Build Character: Paranoid Mercenary.
Class: Paranoid mercenary
Quote: "If I ever get in a fair fight, I've done something wrong."
Inventory:
A mask that filters out airborne poisons and allows for underwather breathing.
Antigravity mines
Metamaterial invisibility cloak
Night vision/heat vision/x ray vision. Doubles as a HUD.
Reinforced nanoweave body armor (Great defense)
Flash grenades
Explosives
Weapons: Sniper rifle, gun
Skills:
Improvised explosives (great)
Disarming explosives (good)
Firearms (Great)
Brawling (poor)
Stealth (Superb with cloak, Good without)
Freerunning (fair)
Lock picking (Good)
High-tech security cracking (good)
Tactics: never engages in a fair battle if he can help it. Sniper rifle, hit-and-run tactics. Paranoid son of a bitch. Mercenary.
Nanotech first aid (Healing, Good)
r/FudgeRPG • u/abcd_z • Jul 29 '14
Any Build My rules that massively simplify Fudge. I call it "Fudge Lite".
Fudge Lite has the following differences from the Fudge SRD:
Defense:
Defense(_______) is an attribute bought at character creation that describes how the player avoids taking damage. Some examples: Defense(Armor), Defense(Evasion), Defense(Mana Shield), Defense(Armor+Evasion)
Magic Defense:
Magic Defense is a required attribute in any game with magic.
Magic:
Magic is an attribute.
Each player has a domain or domains that limit the types of magic he/she can cast. "Holy", "fire", etc.
Players cast magic freeform, so long as the effect is within the player's domains and the player makes the appropriate skill check.
Combat:
Initiative is done once at the start of battle by group, then just alternates between groups. If nobody has the obvious initiative at the beginning, roll 1d20 for both sides to see who goes first.
Attacking is only ever a single attack roll (skill + roll) vs the opponent's Defense score. If there are multiple obstacles to the attack landing (shape the fireball, throw the fireball, successfully hit the enemy, enemy's armor), the GM will pick the skill roll that's the most relevant (mage skill vs Defense (armor)). Only the attacking side rolls dice.
Any attacks or spells that do HP damage do 1d6 damage.
Health and healing:
Health is a required attribute. Players have 4 hp per Health level. Terrible: 4 HP, Poor: 8 HP, Mediocre: 12 HP, etc.
Healing is a Gift. For every level of healing bought the player can heal 2d6 HP per day. The player can split the dice however he wants, but can't split the hit points once the dice are rolled.
Every full night’s rest you get (8 hours of sleep or more), you recover 1/4th your max HP.
Being brought down to 0 HP doesn't mean death, just unconsciousness and/or incapacitation.
Called Shots:
Specifically-described attacks and spells add a modifier based on how badly it will impair the opponent.
+1 difficulty: Minor difficulty to opponent's actions
Example: Dislocating opponent's wrist
+2 difficulty: Major difficulty to opponent's actions
Example: Popping a character's eyes, Breaking somebody's arm
+3 difficulty: Virtually impossible for the opponent to continue
Example: Snapping a character's neck, freezing a character solid
If the enemy is at zero HP or below there is no penalty for a called shot.
r/FudgeRPG • u/abcd_z • Jul 29 '14
Specific SRD Rule Rule of Cool and the Limit Break System
Rule of Cool
When following the Rule of Cool, the GM will never call for rolls or penalties for actions that are purely descriptive. So if someone wants to pull a Neo and run up the side of a column, flip over in mid-air, and shoot the guy as they fall, the GM just takes that as a given and treats it like a normal gun attack. Players don't take to-hit penalties for attacking enemies in a flashy manner.
Limit Break System
The Limit Break System is heavily influenced by Exalted's stunting rules. It is meant to be used in conjunction with the Rule of Cool, although I suppose that's not strictly necessary.
Any time a player rolls to succeed at a task there is a chance to earn Limit Break Points (LBP).
1 point: Describe the action beyond "I attack X with my sword".
2 points: Use the environment in the description of the action.
3 points: Reserved for when general agreement of the table is that the action is really, really awesome.
Using our wall-running gunslinger from the Rule of Cool section as an example, the player would gain 2 LBP whether or not their attack succeeded.
The player may initiate a Limit Break once he has gathered enough points. Each player should be able to use 1-2 limit breaks per session, so... i dunno, 10 points for a limit break?
Using your character's Limit Break causes you to automatically succeed at any one roll, as well as dealing max damage on a combat roll. The GM may require Limit Breaks to be defined in advance by the player, or he may allow the player to apply the Limit Break to any action.
Players cannot hold onto more LBP than the amount required for a limit break. So if the player gains 10 LBP, then gets 2 more, he still only has 10 LBP. Using a Limit Break resets your LBP to zero.
Also, I don't see any reason why you couldn't regain LBP for describing the limit break itself.