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FUDGE House Rules

FUDGE is copyright 1992, 1993 by Steffan O'Sullivan. It may be freely copied and distributed by any means desired. This legal notice must be included with each copy of FUDGE. No charge may be made for FUDGE beyond a maximum $6 (US) fee for materials and shipping, without written permission from the author. Please note that permission to copy only applies to the actual FUDGE rules: any background or adventure material included with the rules may *not* be copied unless specifically permitted.

For more information and to see this great and FREE game Go Here (Freeform, Universal, Donated Gaming Engine).


Fudge in The World of Aernth

Character Creation using FUDGE


12 Attributes:

Body- this determines the physical beating that the character can take or his/her Damage Capacity, physical endurance
Agility- best described as manual dexterity or coordination determines characters Offencive D. Mod. for missle and/or projectile weapons
Quickness- this is the character's speed of movement also determines the characters Defencive D. Mod.
Strength- characters physical power, muscle, and brawn; determines characters Offencive D. Mod. for melee weapons and for acts of brute strength.

Mind- mental strength and fatigue, determines Draíocht Dúlra (Elemental Magic) Capacity
Discipline-self discipline, will power, self control, mind over matter
Knowledge- this indicates the characters education or level of learning, his/her knowledge
Reasoning- to think coherently and logically, draw inferences or conclusions from facts, problem solving

Spirit- strength of the characters soul or psyche, determines the characters Spioradálta (Spirit) Capacity
Charisma- this is the characters personal magnetism or charm, ability to influence others
Intuition- characters ability to understand others, characters ability to empathize with others, wisdom
Perception- this is the character's alertness to his surroundings and his ability to notice or find things

Players will be allowed to choose up to 6 free Trait Levels for the above Attributes, as desired (or they can be traded away using the conversion chart below). Note: "Fair" is the default for all Attributes. Attribute Limits (for starting characters): No more than- 0 @ Heroic or above, 1 @ Superb, 2 @ Great,2 @ Poor, 2 @ Bad, and only 1 @ Terrible or below.


Alternate Trait/Skill Levels:
Base Values -- Capacity Power
Level Mod. Carry Walk Jog Run Dash -- Physical Mental Spiritual Rating
Omnipotent +6 225 14.5 29 43 58 -- 150 150 150 x1.6
Legendary +5 150 12 24 36 48 -- 125 125 125 x1.5
Heroic +4 100 10 20 30 40 -- 110 110 110 x1.4
Superb +3 65 8.5 17 25.5 34 -- 100 100 100 x1.3
Great +2 45 7 14 21 28 -- 90 90 90 x1.2
Good +1 30 6 12 18 24 -- 85 85 85 x1.1
Fair -0- 20 5 10 15 20 -- 75 75 75 x1.0
Mediocre -1 14 4 8 12 16 -- 70 70 70 x0.9
Poor -2 9 3.5 7 10.5 14 -- 60 60 60 x0.8
Bad -3 6 3 6 9 12 -- 55 55 55 x0.6
Terrible -4 4 2.5 5 7.5 10 -- 45 45 45 x0.4
Pathetic -5 2.5 2 4 6 8 -- 30 30 30 x0.2
Non-Existent -6 1.5 1.5 3 4.5 6 -- 10 10 10 x0.0

As can be seen from the Alternate Trait Table, I use a system that is slightly expanded from the standard FUDGE Trait system. This is to offer a slightly wider degree of skills and to "smooth out" the jump from one skill level or Attribute level to the next. Yet at the same time, half of the results will fall very close to the base difficulty of the skill (50% probability of a result of -1, 0, or +1, and 74.6914% probability of falling between -2 and +2), yet at the same time, phenominal or disasterous results are still possible on occasion. In employing this system, I use a modified version of the standard FUDGE dice (4DF) (the modified version of these dice will be reffered to as 4DFa). This modified set of FUDGE dice were constructed by me from top grade oak, cut into exact 3/4 inch cubes. I use four dice, as per the standard FUDGE dice, two with the standard "pips" (-1, -1, 0, 0, +1, +1) and two with modified "pips" (-2, -1, 0, 0, +1, +2). this gives a slightly different range than does the standard FUDGE dice, as can be seen in the following table:

Result Probability
+6 0.3086 %
+5 1.2346 %
+4 3.7037 %
+3 7.4074 %
+2 12.3457 %
+1 16.0494 %
0 17.9012 %
-1 16.0494 %
-2 12.3457 %
-3 7.4074 %
-4 3.7037 %
-5 1.2346 %
-6 0.3086 %


Skills:
Players are free to choose any skills they feel are appropriate to fit their character concept (subject to GM approval). The players should have a basic character concept in mind before beginning the process of character development. These skills can be chosen and increased in level through the use of 60 free Skill Points. Skills will be divided into three categories: Basic, Difficult, and Advanced. Improtant Note: All skills must have an appropriate Attribute assigned to them (this is subject to GM aproval), and a player may not develop their characters skill above that of the associated Attribute unless they spend double the number of Skill Points that would normally be spent on this skill at lower levels.

Basic skills are ones that all characters are assumed to have at a trait level of "Poor" (as default), these cost 1 Skill Point to develop to the next level.
Difficult skills are those that the average person in not likely to be able to perform effectively without some sort of training, and as such start out at a base level of Pathetic, and can be increased at a cost of 1 Skill Point to develop to the next degree or level.
Advanced skills, automatically start out at a base level of "Non-existent", thus they are not to be had without spending points to learn. When purchased they start to progress up from a level of Pathetic, and must be chosen by the player, otherwise they do not exist They also cost 2 Skill Point per level to develop.

Basic Skills are any skills that anyone can simply try and have a remote chance of success at without ever having any previous experience with that skill, such as climbing, swimming, weapon skills, etc. Difficult skills are those that without some form of training have only a Pathetic chance of sucess, such as Iron forging or Fletching. Advanced Skills are skills that some training is necessary in before the average person has any chance of success at all, such as Astrophysics, Calculus, or Magic skills (if uncertain of a skill, check with the GM).
Skills should be somewhat specific (not too general in nature). If you have any questions, check with the GM to see if the skills you want to take for your character are reasonable.
As an option, a player may choose to take a Basic Skill at a level below the base level of Poor to gain an extra point for development (but the skill chosen must be a useful skill, not a skill that is never likely to be used just to pump up some other skills or to gain Gifts or Supernormal Powers.
Skill Limits (for starting characters): 0 @ Legendary, 0 @ Heroic, 3 @ Superb, 8 @ Great Additional Skill Levels can be traded for any of the following (as long as the specified exchange rates listed below are followed):

1 Attribute Level = 3 Skill Levels
1 Gift = 6 Skill Levels
1 Gift = 2 Attribute Levels
1 Gift = 1 Fault
1 Supernormal Power = 2 Gifts
1 Supernormal Power = 12 Skill Levels

A Gift is a special item, such as a family heirloom. These can include a high quality weapon or protective device. It can also be a special and unusual skill (such as photographic memory, speed reading, unusually sensitive eyes, or no body odor). Or may even be a minor magical item.
(All Gifts must be approved by the GM before the character starts)

A Supernormal Power is a special ability that is extremely rare or special (think of it as a "Special Gift"). This includes such things as more powerful magical items (magic weapons, rings of power, etc), or being of a special race (such as an Elf, Dwarf, Gnome, etc.), or something like the ability to mentally levitate things or use Chi Bolts (anything that imitates a magical effect used by someone who does not have magic skills).
(All Supernormal Powers must be approved by the GM before the character starts)


FUDGE Combat System

Variations from the following information are possible due to special circumstances or options. This is only intended as a basic guideline as to the damage, range, and cost of such weapons.
Type/Size O.D. Mod. Notes
Untrained Hand to Hand -1 (self explanatory)
Martial Arts +0 specially trained hand to hand combatants
Small Melee +0 dagger, club, black-jack, broken bottle, etc.
Medium Melee +1 short sword, hand axe, mace, etc.
Large Melee +2 broad sword, long sword, battle axe, flail
2-Handed Melee +3 2-handed sword, bardiche, halberd, quarterstaff
Light Missile Weapons +1 short bow, sling, light crossbow, etc.
Heavy Missile Weapons +2 long bow, heavy crossbow, staff-sling, etc.
Sharp Melee or Missile* +1* any edged or sharpened weapon (sword, arrow, etc.)

* Note: Listings with an asteric "*", indicate that these are adjustments to other listings on this table. For example, a Dagger (small melee weapon with a sharp blade) would actually be treated as having a +1 to its Offensive Damage Modifier (+0 for "small melee weapon" and +1 for "sharpness"). Other examples: Sling would be +1, while an arrow from a short bow would have a +2, and a 2-handed sword or bardiche would in reality have a +4 O.D.Mod.

Armor
Type of Armor D.D.M. Mass (lbs.) Notes
Buckler +1 2#
Shield +2 4#
Padded +1 10 thick padded cloth armor
Light Leather +1 8 pliable leather or hardened leather shirt
Medium Leather +2 14 full hardened leather or studded leather shirt
Heavy Leather +2 18 full studed leather
Light Chain +2 25 chain shirt
Medium Chain +3 35 chain hauberk
Heavy Chain +4 45 chain shirt and leggings
Light Scale +2 30 scale shirt (overlapping plates on leather)
Medium Scale +3 40 scale hauberk
Heavy Scale +4 50 full scale (shirt and leggings)


Magic in the World of Aernth, using FUDGE

This system utilizes "Realms" and "Schools" of magic. A Realm is the source of power that is used to create the desired effect, or the source from which this magical energy is drawn from. A School is the way that the wielder of these magical energies will mold or weave the energy to create the desired effect, based on his/her knowledge or learning. In short, a Realm is a source of power or energy and a School is a skill that is utilized to wield or shape the power into a desired effect.

The Realms of power include the following:

Mind or Mana based Realms (Draíocht Dúlra) [Elemental in nature]:
Fire (Tintrí Draíocht)- This involves manipulation of any form of elemental energy such as fire, electricity, heat, radiation, etc.
Earth (Talamh Draíocht)- This involves manipulation of any form of solid non-living objects such as dirt, stone, metals, etc.
Water (Uisce Draíocht)- This involves the manipulation of any form of liquid matter, such as water, oil, mercury, blood, etc.
Air (Aer Draíocht)- This involves the manipulation of any form of gaseous substance, such as air, gas clouds, weather (to a degree), etc.

Spirit based Realms (Spioradálta) [based on the "Life Force' that exists in all living things]:
Human (Daonna Spioradálta)- This involves the manipulation of any form of sentient, self aware being of a physical nature, such as humans, elves, dwarves, goblins, etc.
Animal (Ainmhí Spioradálta)- This involves the manipulation of any form of non-intelligent living creature such as dogs, cats, horses, bears, boars, deer, birds, etc.
Plant (Orgánach Spioradálta)- This involves the manipulation of any form of plant life such as trees, vegetables, vines, herbs, etc.
Ethereal (Coimhthíoch Spioradálta)- This involves the manipulation of any form of being from another plane of existence such as demons, or when combined with one of the elemental or Mana Based Realms, can include Elemental Beings, etc.

The ability to handle the energy from each of these Realms is learned by taking the appropriate "Draw" Skill, all of which are Advanced skills (see Advanced Skills in Character Creation above for details). The value of each of these Draw Skills is also modified by the characters Attribute in the following:
For Mana or Elemental based magic, modified by the characters Mind Attribute
For Spirit based magic, modified by the characters Spirit Attribute.


The Schools of Wielding (Bain Feidhm As Scolaíocht) are:

Breaking (Briseadh Scolaíocht)- This skill involves manipulating the appropriate Mana souce to yield an effect that will undo or destroy something.
Communication (Cumarsáid Scolaíocht)- This is the skill that is utilized with an appropriate Mana source to facilitate the transfer of thoughts or ideas over a distance or through a barrier.
Control (Smachtaigh Scolaíocht)- This skill allows the wielder to manipulate the appropriate Realm to cause something or someone to react to a situation in a way that may be different than it/they would otherwise react. The more drastic or opposed the action is likely to be, the greeater the energy needed to cause this change.
Enhancement (Draíochtach Scolaíocht)- This skill allows the wielder to enhance or modify the natural properties of something. Used to make something stronger or weaker, etc. Note: It will not alter the elemental structure of the item or creature to any great degree, as that falls under the School of Transformation.
Healing (Leigheas Scolaíocht)- This skill allows the Wielder to manipulate the appropriate Realm of power to repair damage or mend things. Note: It will not alter the elemental structure of the item or creature to any great degree, as that falls under the School of Transformation.
Knowledge (Eolas Scolaíocht)- This skill allows the user to manipulate Mana of the proper form to manipulate a persons sences (including the creation of Illusions, this is a very difficult feat when multiple targets are involved) or to gain knowledge of a historical or fundamental nature.
Movement (Bogadh Scolaíocht)- This skill allows the wielder to manipulate items such that he/she can impart movement/momentum to them through the use of the appropriate Realm of power.
Transformation (Claochlaigh Scolaíocht)- This skill allows the user to actually change the physical or elemental structure of an item or being through the manipulation of the proper Mana source.

Each of these School's Wield Skill must be learned in order to manipulate the magical energies in the way needed to create the effects that would coincide with the given school. The Wield skills that are used to manipulate the magical energies are Advanced Skills.


Sample of general capabilities of different Magic Wielding and Drawing capabilities:
*A magic wielding character has a set number of Draíocht (Mana) or Spioradálta (Spirit) point that can be drawn and wielded into the intended effect. This base is modified by his/her appropriate Attribute Adjective (for example a character with Draw Fire Skill of "Bad" and a Mind Attribute of "Great" can draw or channel up to 8 total points of Fire magical energy through his/her body. Also note that it is possible to handle a larger amount of energy that this through various means described below. It is possible to draw up to double this Base by using other means of channeling energy, without risk to oneself (although the difficulty may increase, depending on the additional means of drawing additional energy). Above double this Base, and it gets very difficult and dangerous very quickly however.

Be aware that it is possbile for a character who is willing to dedicate much of their life to the study of magic can learn to draw and wield several types of power, and can often times combine or weave more than one to create effects that are not possible with a single realm or school. On the other hand, some will dedicate their lives to the study of a single realm and school, but in doing so, will develop their abilities to such precise and powerful levels that they can do truely incredible things with their one area of specialization that most wielders of magic can only dream of.

**Do not be discouraged by these words, a "Bad" spell caster can still hold her/his own and defend her/himself with his/her magic.

Trait Adjective** Mod.** Pwr. Rtg.* Rank/Knowledge Degree Notes/Abilities/etc.
Omnipotent +6 x1.6 Demi-god like being, Djini, Angels, Sauroman©, etc. Regional mass destruction, "bend heaven and earth"
Legendary +5 x1.5 Legendary Wizards: the Merlin, Gandalf©, Sauron©, etc.
Heroic +4 x1.4 Grand Wizard Capable of destroying large structures with attacks, etc.
Superb +3 x1.3 Master Wizard Capable of destroying medium structures, true power, limited control of surounding environment, etc.
Great +2 x1.2 Wizard Capable of destroying small structures, etc.
Good +1 x1.1 Accomplished Mage Can create some amazing feats, etc.
Fair +0 x1 Guilded Mage Standard Fireball or Lightning bolt attacks, can bend the will of others to a limited degree, etc.
Mediocre -1 x0.9 Amature Mage Able to create attacks that can do a fair amount of damage to a person, etc.
Poor -2 x0.8 Senior Apprentice Able to set things spinning in the air, create a small fireball doing minimal damage, etc.
Bad -3 x0.6 Apprentice Can hurt a person using magic, able to create noticable and entertaining effects, etc.
Terrible -4 x0.4 Junior Apprentice Control a small flame, annoy a foe
Pathetic -5 x0.2 Untrained Wielder Able to light a candle by touch, dust master's shelves, move baubles short distances, etc.
Non-Existent -6 0 Commoner/Non-user 99.95% of population

There are several ways in which a user of the magical energies can increase their power, as listed below:

Props- are items that the wielder utilizes to draw more energy in, or to reduce the energy needed for creating an effect. These can be as simple as a replica of something or locket of hair of the intended target, or any similar type of prop. As long as it makes sence (is somehow related to the effect being created or the intended target), it may count for something. A relative prop will fall in to one or more of the following categories: Similarity, Contact, or Sacrifice (the following are reprinted from the "Gramarye" by Carl D. Cravens (see link below)).

  1. To apply the Law of Similarity, one must use material components that are similar to the desired effect. Examples are a feather for a flight spell, a bit of sulfur for create flame, a drawing of a wolf to summon a real wolf, a twig to be broken during casting for a spell that breaks down the wooden castle gate, etc.
    The Law of Similarity depends completely on world-view. If the mage does not view a particular item as being relevant to his spell, then that item is not Similar, regardless of the knowledge the player has. For instance, the player may know that sulfur burns readily, but if his character knows nothing of this, a pinch of sulfur will do nothing for his flame spells.
  2. To apply the Law of Contact, one must use material components that have once been in contact with the target of the spell; the longer or more personal the contact, the better. Examples are the victim's hair and nail parings used in a death spell, a piece of jewelry worn by an enemy in a spell of defense to protect the mage from that enemy, a piece of the castle gate to be broken with a spell, etc.
  3. To apply the Law of Sacrifice, the component must be of personal value to either the caster or the target of the spell and fulfill one of the other Laws. Examples are a family ring, a lover's lock of hair, the tooth of a dragon, etc. (A dragon's tooth is valuable to the caster if he had to go to great pains to get it. It is hardly valuable if he walked down to the corner store and picked one out of a bowl full of them.)

Rituals- can take on a variety of forms, but the purpose is to take the time to draw more energy in so that a more powerful effect can be created. The effects of rituals can be quite extensive, but are often times very risky or slow to gain the benefits of.

Focus- is a specialty item that is not "used up' or destroyed in the wielding of a spell, as a prop is, instead it allows the caster to draw more magical energy due to the properties of the item (more often than not these items will be of a magical nature and are often times created by a specific caster for just this purpose). These items are very rare and extremely valuable to wielders of magic.

For more information on the concepts of magic portrayed here, go to your local library and check out The Golden Bough by Sir James George Frazer. This work has hundreds of examples of such concepts that have existed in different societies around the globe throughout the recorded history of human civilization. The magic system used within my Fudge games will be based on these principles, however if you want a more simplified and easier to grasp version of these concepts, please refer to the Gramarye by Carl D. Cravens (see link below).


For more information on the FUDGE system follow the links below:

Gramarye : A Complete Magical System For FUDGE By Carl D. Cravens

FUDGE- The Freeform, Universal, Do-it-Yourself/Donated Gaming Engine
fudge (fuj) noun 1. yummy soft candy made with butter and sugar, often chocolate-flavored, sometimes improved by the addition of nuts. verb 1. to make up or improvise results, often to deliver approximate outcomes faster than with more precise methods, sometimes to produce results that would not come about without fudging. game 1. a customizable role-playing game system, often praised for its Legendary flexibility, sometimes improved by the addition of nuts.

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