Fudge System Reference Document

Miscellaneous Charts and Information

Fudge Combat Tables

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.

Offensive factors:

Defensive factors:

Note: Optional - see Section 4.5.2, Damage Capacity.

Note: the value of a shield may be subtracted from the opponent's skill - see Section 4.3.1, Melee Modifiers.

Offensive/Defensive Tactic Modifiers

  1. +2 to Offense, -2 to Defense

  2. +1 to Offense, -1 to Defense

  3. Normal Offense and Defense

  4. -1 to Offense, +1 to Defense

  5. -2 to Offense, +2 to Defense

3d6 Dice Technique

Rolled:

3-4

5

6-7

8-9

10-11

Result:

-4

-3

-2

-1

+0

Rolled:

12-13

14-15

16

17-18

 

Result:

+1

+2

+3

+4

 

d% Dice Technique

Rolled:

1

2-6

7-18

19-38

39-62

Result:

-4

-3

-2

-1

+0

Rolled:

63-82

83-94

95-99

00

 

Result:

+1

+2

+3

+4

 

Optional Damage Rolls

See Section 4.6.1, Damage Die Roll.

See also Section 4.6.3, Min-Mid-Max Die Roll, for an alternative wound determination method.

Sample Graze Severity Table

Damage

Factor

Result

<0

Undamaged

0-4

Scratch

5+

Hurt

Sample Scale Table

Scale

Mass

(US)

Mass

(Metric)

Example

-6

13 lb

6 kg

Large house cat

-5

20 lb

9 kg

Fox

-4

30 lb

13 kg

Badger

-3

45 lb

20 kg

Coyote

-2

68 lb

30 kg

Medium Dog

-1

100 lb

45 kg

Cheetah

0

150 lb

68 kg

Human

+1

225 lb

100 kg

Leopard

+2

333 lb

150 kg

Black Bear

+3

500 lb

225 kg

Utahraptor

+4

750 lb

333 kg

Grizzly Bear

+5

1125 lb

500 kg

Alligator

+6

1687 lb

750 kg

Bison

+7

1.25 tn

1.1 t

Great White Shark

+8

2 tn

1.7 t

Killer Whale

+9

3 tn

2.6 t

Allosaurus

Sample Skills

Here are some sample skills to consider for your own Fudge games.

Animal Skills: Animal Care, Animal Lore, Animal Training, Bee-keeping, Herding, Riding, Teamster, Veterinarian, etc.

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.

Athletic skills: Acrobatics, Aerial Acrobatics, Balance Skills, Boating, Climbing, Jumping, Pole-vaulting, Running, Swimming, Throwing, Various Sports, Zero-G Maneuvering, etc.

Combat skills: Ambush, Demolitions, Dodge, Punmanship, Quick-Draw, Shield, Tactics, Throwing, numerous Weapon and Unarmed Combat skills.

Covert skills: Acting, Breaking & Entering, Detect Traps, Deactivate Traps, Disguise, Forgery, Infiltrate, Intrigue, Lockpicking, Pickpocketing, Poisoning, Shadowing, Shady Contacts, Sleight of Hand, Stealth, etc.

Craft skills: Armory, Basket Making, Bowyer/Fletcher, Carpenter, Cooking, Knots, Leatherworking, Masonry, Pottery, Smith, Tailor, Weaving - many others.

Dungeon-delving skills: Avoid Traps, Fight, Find Secret Passages, Pick Locks, Move Quietly, Run, Tell Believable Whoppers.

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.

Language skills: Each individual language, Pantomime, Pick Up Languages, etc.

Manipulative skills: Bamboozle, Bluff, Boot-licking, Bribery, Con, Exhort, Fast-talk, Flattery, Interrogate, Intimidate, Lying, Oratory, Persuade, Seduction, Street Gossip, etc.

Medical skills: Anatomy, Antidotes, Diagnosis, Doctoring, First Aid, Herb Preparation, Medicine, Nursing, Surgery, etc.

Merchant skills: Bargain, Barter, Business Sense, Evaluate Goods, Haggle, Innkeeping, Marketing, Salesmanship, Shopkeeping, etc.

Outdoor skills: Camouflage, Camping, Fishing, Forage, Herb Lore, Hide Traces, Hunting, Mimic Animal Noises, Nature Lore, Navigation, Survival, Tracking, Wildcraft, Woodcraft, etc.

Professional skills: Accounting, Begging, Bureaucracy, Farming, Gambling, Law, Photography, Seamanship - many others.

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.

Social skills (Formal): Courtly Ways, Detect Lies, Diplomacy, Etiquette, Interviewing, Parley, Repartee, Rituals, Savoir-Faire, Servant, etc.

Spiritual skills: Communing with nature, Fasting, Giving comfort, Listening deeply, Meditation, Patience, Theology, etc.

Supernormal Power skills: Fortune Telling, Levitate, Spell Casting, Use Mind Control, Use Superpower, Use Telekinesis, etc.

Technical skills: Computer Build/Repair, Computer Programming, Computer Use, Driving, Electronics, Engineer, Mechanic, Piloting, Repair Scoutship Systems, Research, Shiphandling, etc.

Urban skills: Barroom Savvy, Street Etiquette, Streetwise, Urban Survival, etc.

Cost of Skills in Objective Character Creation

 

 

Easy

 

Most

 

Hard

Very

Hard

Terrible

-2

-1

0

1

Poor

-1

0

1

2

Mediocre

0

1

2

3

Fair

1

2

3

4

Good

2

3

4

5

Great

3

4

5

6

Superb

4

5

6

7

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)