tag:blogger.com,1999:blog-53844612280195651992024-03-13T18:07:49.802+01:00Fudge FountainWolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.comBlogger34125tag:blogger.com,1999:blog-5384461228019565199.post-44804762380911949702022-06-06T14:28:00.000+02:002022-06-06T14:28:47.860+02:00Fudge Fountain has moved to fudgefountain.zumppe.net
<figure id="org297c36e">
<img src="http://img.bergenheim.net/ff/exit_wolf.gif" alt="exit_wolf.gif" class="inline-img" width="200px">
</figure>
<aside id="org7f9276d">
<p>
Fudge Fountain has moved to a <a href="https://fudgefountain.zumppe.net">new site</a>. Why you ask? Rather simple, because it makes it
better for me to write articles. It fits better into my workflow, and as a side bonus it's
hosted on my own server.
</p>
<p>The new site is <a href="https://fudgefountain.zumppe.net">fudgefountain.zumppe.net</a></p>
<p>
I'm not changing the name of this blog, and I have moved all old posts there that matter to
me to the new site.
</p>
<p>
So what is my workflow you ask? I wrote a post about it <a href="https://fudgefountain.zumppe.net/2022/06/new-home/">in the new site</a>
</p>
</aside>
<a name='more'></a>
Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com1tag:blogger.com,1999:blog-5384461228019565199.post-75276758591169812952020-10-05T19:43:00.011+02:002022-02-20T01:20:28.703+01:00Fudge Familiars<div id="outline-container-org6511eac" class="outline-2">
<h2 id="org6511eac">Introduction</h2>
<div class="outline-text-2" id="text-org6511eac">
<figure>
<img src="http://img.bergenheim.net/ff/familiar1.gif" alt="familiar1.gif" class="inline-img" width="200px">
</figure>
<aside>
<p>
This article is part of the series where I share parts of my home-brew RPG - Rope -
converted to Fudge (of course). I'm doing this to push myself to actually get the
conversion done, so I can start running it again in earnest :).
</p>
<p>
This is a port from my RPG I created before finding Fudge, and has not been tested.
If you do use it, I would love to get some feedback on this!
</p>
<p>
This system uses the <a href="https://fudgefountain.blogspot.com/2020/05/spell-crafting-new-spell-casting.html">Spell Crafting</a> and <a href="https://fudgefountain.blogspot.com/2020/08/item-crafting.html">Item Crating</a> rules from my previous posts. I
recommend reading them first to understand the actual Item Crafting mechanic.
</p>
<p>
Familiars are a staple in most high-magic systems. My intention is to make the familiar a
key part of a character; the familiar is ever-present, needs care and/or attention, and is
not a tool that is used only when convenient. Therefore, I chose to bind the well-being of
the familiar to the keeper, and vice versa. This will also allow clever non-magic using
Characters to utilize this potential weakness.
</p>
</aside>
<p>
A familiar is a small magical creature bound to a keeper. Depending on the setting a
familiar can look like a normal animal, or might be a different kind. In some settings
familiars are actually spirits. Whatever shape familiars take, these rules remain the same.
</p>
<a name='more'></a>
</div>
</div>
<div id="outline-container-orgc36466e" class="outline-2">
<h2 id="orgc36466e">The creature</h2>
<div class="outline-text-2" id="text-orgc36466e">
<p>
Suitable creatures are usually animals (or spirits in the shape of animals). Some example
familiars include:
</p>
<ul class="org-ul">
<li>Raven</li>
<li>Owl</li>
<li>Cat</li>
<li>Hare</li>
<li>Rat</li>
<li>Lizard</li>
<li>Snake</li>
<li>Toad</li>
</ul>
<p>
However, that is just an example list, and the actual animal depends on setting and
keeper. Spirit animals such as a wolf or bear or coyote could also be suitable, in some
settings.
</p>
</div>
</div>
<div id="outline-container-org0ea1e0a" class="outline-2">
<h2 id="org0ea1e0a">The bond</h2>
<div class="outline-text-2" id="text-org0ea1e0a">
<figure>
<img src="http://img.bergenheim.net/ff/familiar2.gif" alt="familiar2.gif" class="inline-img" width="200px">
</figure>
<p>
The bond is what allows the keeper to commune with their familiar. The Level of the bond
determines the range and how deep the communion is. The intelligence of the familiar also
increases with the Level of the bond.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-right">
<col class="org-left">
<col class="org-left">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-right">Level</th>
<th scope="col" class="org-left">Range</th>
<th scope="col" class="org-left">Communion</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-right">0</td>
<td class="org-left">Touch</td>
<td class="org-left">Friendship</td>
</tr>
<tr>
<td class="org-right">1</td>
<td class="org-left">2 Zones</td>
<td class="org-left">Emotions</td>
</tr>
<tr>
<td class="org-right">2</td>
<td class="org-left">Line of sight</td>
<td class="org-left">Surface Thoughts</td>
</tr>
<tr>
<td class="org-right">3</td>
<td class="org-left">Horse-hours</td>
<td class="org-left">Vision</td>
</tr>
<tr>
<td class="org-right">4</td>
<td class="org-left">Same Kingdom</td>
<td class="org-left">Hearing</td>
</tr>
<tr>
<td class="org-right">5</td>
<td class="org-left">Same and next Kingdom</td>
<td class="org-left">Telepathy</td>
</tr>
<tr>
<td class="org-right">6</td>
<td class="org-left">Same Continent</td>
<td class="org-left">Scrying</td>
</tr>
<tr>
<td class="org-right">7</td>
<td class="org-left">The World</td>
<td class="org-left">Astral projection</td>
</tr>
<tr>
<td class="org-right">8</td>
<td class="org-left">The Universe</td>
<td class="org-left">Soul swap</td>
</tr>
</tbody>
</table>
</div>
<p>
Range is defined like spell ranges in <a href="https://fudgefountain.blogspot.com/2020/05/spell-crafting-new-spell-casting.html">Spell Crafting</a>. Communication is a cumulative list of
abilities that each bond Level grants. The bond is always bi-directional.
</p>
<dl class="org-dl">
<dt>Friendship</dt><dd>The familiar feels kinship and friendly towards the keeper. The keeper
feels the bond with the familiar.</dd>
<dt>Emotions</dt><dd>The keeper is able to read the emotions of the familiar. The familiar
will also react to the emotions of the keeper.</dd>
<dt>Surface Thoughts</dt><dd>The keeper can read the surface thoughts (what it is actively
thinking) of the familiar. The familiar can also "hear" the surface thoughts of the
keeper, and can thus be given commands silently.</dd>
<dt>Vision</dt><dd>The keeper can see through the eyes of the familiar by concentrating. When
doing so the familiar can also see through the eyes of the keeper.</dd>
<dt>Hearing</dt><dd>The keeper can hear through the ears of the familiar by concentrating. When
the keeper does so, the familiar can also hear through the ears of the keeper.</dd>
<dt>Telepathy</dt><dd>Full telepathic bidirectional communication. This means that the keeper and
familiar can now exchange complex ideas and thoughts. The communication can be initiated
by either party. Note that at this level the familiar has the intelligence of a child.</dd>
<dt>Scrying</dt><dd>At this level the keeper can use the familiar as a scrying device, allowing
them to cast spells through the familiar as if it would be a scrying device. See <a href="https://fudgefountain.blogspot.com/2020/05/spell-crafting-new-spell-casting.html">Spell
Crafting</a> for more details.</dd>
<dt>Astral projection</dt><dd>The keeper can project their soul to the area where the familiar
is. The keeper is unable to physically interact, but is able to fully see and hear and
look around.</dd>
<dt>Soul swap</dt><dd>The keeper can swap their spirit into the body of the familiar and thus take
control of it. During this time the spirit of the familiar resides in the keeper's body.</dd>
</dl>
</div>
</div>
<div id="outline-container-orgeaea24a" class="outline-2">
<h2 id="orgeaea24a">Caring for the familiar</h2>
<div class="outline-text-2" id="text-orgeaea24a">
<figure>
<img src="http://img.bergenheim.net/ff/familiar3.gif" alt="familiar3.gif" class="inline-img" width="200px">
</figure>
<p>
The keeper must care for their familiar. This usually takes the form of having a skill in
animal care or another appropriate skill. For every week that the familiar goes uncared for
the keeper (and familiar) gets a -1 penalty to all activity.
</p>
<p>
The other side of the coin of the bonding is that the bond extends to the well-being of the
familiar and keeper. Whenever either the familiar or the keeper is wounded, the wound
penalty is applied to both. If the keeper gets sick, or is poisoned the familiar doesn't
automatically contract the disease, but it will be at similar penalty. If the familiar is
sick or poisoned the keeper will also feel the pain of the familiar and operate at a
penalty reflecting the condition of the familiar.
</p>
<p>
If the familiar dies, the keeper will immediately fall unconscious and will have to make a
Fair Health check. If the Health check succeeds the keeper wakes up after 1 hour. However,
if the Health check fails the keeper will remain unconscious until they make a successful
Health check. They may retry once per day. Once the keeper wakes up, they will be at -2 to
all actions for one week. The next week they will be at -1, until one week after that they
can operate normally. The penalties reflect the deep sorrow that the keeper feels for
having the bond to the familiar break. The process is the same if the bond is severed for
some other reason too. If the bond is broken, the familiar dies.
</p>
</div>
</div>
<div id="outline-container-orgba3c002" class="outline-2">
<h2 id="orgba3c002">Creating a familiar and familiar Levels</h2>
<div class="outline-text-2" id="text-orgba3c002">
<p>
To create a familiar the keeper must first acquire (depending on a culture this could
involve taming, trapping or simply purchasing) an animal of suitable type (in some
settings this could be a magical creature or spirit that needs to be summoned).
</p>
<p>
Once the keeper has the potential familiar at hand they must bond with it. Bonding is a
ritual task worth 20 Task Points, with a Task Difficulty of Mediocre and a Task Turn of 1
hour. Once the bonding ritual is completed, the familiar is a Level 0 familiar.
</p>
</div>
<div id="outline-container-orgbefac26" class="outline-3">
<h3 id="orgbefac26">Boosting the Level of the bond</h3>
<div class="outline-text-3" id="text-orgbefac26">
<p>
Once the initial bond is created, the keeper may further increase the level of the bond by
performing another bonding ritual. The Task Duration is 1 day but the Task Difficulty and
Task points required to complete the ritual increase with the Level. See the Level Table
for the required values.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 1:</span> Level Table</caption>
<colgroup>
<col class="org-right">
<col class="org-right">
<col class="org-left">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-right">Level</th>
<th scope="col" class="org-right">Task Value</th>
<th scope="col" class="org-left">Task Difficulty</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-right">0</td>
<td class="org-right">2</td>
<td class="org-left">Mediocre</td>
</tr>
<tr>
<td class="org-right">1</td>
<td class="org-right">4</td>
<td class="org-left">Mediocre</td>
</tr>
<tr>
<td class="org-right">2</td>
<td class="org-right">8</td>
<td class="org-left">Mediocre</td>
</tr>
<tr>
<td class="org-right">3</td>
<td class="org-right">10</td>
<td class="org-left">Fair</td>
</tr>
<tr>
<td class="org-right">4</td>
<td class="org-right">15</td>
<td class="org-left">Fair</td>
</tr>
<tr>
<td class="org-right">5</td>
<td class="org-right">20</td>
<td class="org-left">Fair</td>
</tr>
<tr>
<td class="org-right">6</td>
<td class="org-right">30</td>
<td class="org-left">Good</td>
</tr>
<tr>
<td class="org-right">7</td>
<td class="org-right">60</td>
<td class="org-left">Good</td>
</tr>
<tr>
<td class="org-right">8</td>
<td class="org-right">100</td>
<td class="org-left">Good</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-orgda3ecf1" class="outline-3">
<h3 id="orgda3ecf1">Boosting the abilities of the familiar</h3>
<div class="outline-text-3" id="text-orgda3ecf1">
<p>
It is possible for the keeper to enhance the abilities of the familiar. The keeper can
enhance the familiar like one would create a magical item. See the rules for <a href="https://fudgefountain.blogspot.com/2020/08/item-crafting.html">Item Crafting</a>
for more details on the process. The only difference is that no Binding Task needs to be
performed (it's replaced by the bond), and the keeper can only place one enchantment per
Level of the familiar. Each enchantment is also limited by the Level of the familiar unless
stated otherwise.
</p>
<p>
Note that the level of the bond also dictates how far away the familiar can be in order for
the keeper to use them as an Amulet, Augment, Bias, Focus or Juju. If the familiar is
enchanted to be a Talisman the familiar can also activate the spells it has been enchanted
with. This is a common way for keepers to protect their fragile friends from harm.
</p>
</div>
</div>
</div>
<div id="outline-container-org262bb5d" class="outline-2">
<h2 id="org262bb5d">Example familiars</h2>
<div class="outline-text-2" id="text-org262bb5d">
<figure>
<img src="http://img.bergenheim.net/ff/korri.gif" alt="korri.gif" class="inline-img" width="200px">
</figure>
</div>
<div id="outline-container-org75070e8" class="outline-3">
<h3 id="org75070e8">Korri the crow</h3>
<div class="outline-text-3" id="text-org75070e8">
<p>
Korri is a black crow. Korri is often sent on spying missions on behalf of his mistress. He
is not equipped with a lot of spells, or other enchantments, but is a high level so his
mistress can see through his eyes. Korri often uses the Speak spell to talk to others, or
to convey a message from his mistress (often veiled threats). Since Korri is Level 6 he is
of human intelligence, and can think logically (even more so than an average crow).
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Name</b></td>
<td class="org-left">Korri</td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Level</b></td>
<td class="org-left">6</td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Powers</b></td>
<td class="org-left">Amulet</td>
<td class="org-left">Level 2</td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left">Talisman</td>
<td class="org-left">Level 4</td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Talisman Spells</b></td>
<td class="org-left">Speak</td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left">Endurance</td>
<td class="org-left"> </td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-orgb77c969" class="outline-4">
<h4 id="orgb77c969">Talisman Spell Descriptions</h4>
<div class="outline-text-4" id="text-orgb77c969">
</div>
<div id="outline-container-org18d9957" class="outline-5">
<h5 id="org18d9957">Endurance</h5>
<div class="outline-text-5" id="text-org18d9957">
<p>
This spell allows the target of the spell to perform physical activity without tiring for
the duration of this spell.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Touch</td>
<td class="org-right">+1</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target</td>
<td class="org-right">+1</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Hours</td>
<td class="org-right">+4</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Physical Alteration (1 Concept)</td>
<td class="org-right">+3</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>10 (Poor)</b></td>
<td class="org-right"><b>Mediocre (-1)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org11ffe24" class="outline-5">
<h5 id="org11ffe24">Speak</h5>
<div class="outline-text-5" id="text-org11ffe24">
<p>
The Speak spell makes all around the target of the spell to be understood, no matter what
they speak (even animal).
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Self</td>
<td class="org-right">0</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Zone</td>
<td class="org-right">+5</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Minutes</td>
<td class="org-right">+3</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Mind Control (1 Concept)</td>
<td class="org-right">+2</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>11 (Mediocre)</b></td>
<td class="org-right"><b>Mediocre (0)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
</div>
</div>
<div id="outline-container-orgb5bb5bd" class="outline-3">
<h3 id="orgb5bb5bd">Mooses the rat</h3>
<div class="outline-text-3" id="text-orgb5bb5bd">
<p>
Mooses is a white fat lazy rat. Mooses' master is also quite lazy and the two never stray
far apart.
</p>
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Name</b></td>
<td class="org-left">Mooses</td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Level</b></td>
<td class="org-left">4</td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Powers</b></td>
<td class="org-left">Amulet</td>
<td class="org-left">Level 2</td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left">Bias</td>
<td class="org-left">Level 4</td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left">Talisman</td>
<td class="org-left">Level 2</td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Talisman Spells</b></td>
<td class="org-left">Confusion</td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left">Storage</td>
<td class="org-left"> </td>
</tr>
</tbody>
</table>
</div>
<div id="outline-container-org4f7e2d3" class="outline-4">
<h4 id="org4f7e2d3">Talisman Spell Descriptions</h4>
<div class="outline-text-4" id="text-org4f7e2d3">
</div>
<div id="outline-container-org1ccb7e4" class="outline-5">
<h5 id="org1ccb7e4">Confusion</h5>
<div class="outline-text-5" id="text-org1ccb7e4">
<p>
The Confusion spell will strongly confuse the target and make them distracted (-2 to all
activity). Mooses' master often triggers this effect after letting them hold the fat
fluffball. And then uses their confusion against them.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Touch</td>
<td class="org-right">+1</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target</td>
<td class="org-right">+1</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Concentration</td>
<td class="org-right">+3</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Mind Control (2 Concepts)</td>
<td class="org-right">+4</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>10 (Poor)</b></td>
<td class="org-right"><b>Poor (-2)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-orgd04e02c" class="outline-5">
<h5 id="orgd04e02c">Storage</h5>
<div class="outline-text-5" id="text-orgd04e02c">
<figure>
<img src="http://img.bergenheim.net/ff/familiar4.gif" alt="familiar4.gif" class="inline-img" width="200px">
</figure>
<p>
The Storage spell creates a pocket dimension where one item can be stored to or retrieved
from. The item can not weigh more than 5kg. Retrieving an item also requires using a charge
and can be done by Mooses or his keeper. Mooses' keeper has trained Mooses to use this
power to pick pockets of whoever is holding him (while they are Confused from the other
power).
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Touch</td>
<td class="org-right">+1</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target</td>
<td class="org-right">+1</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">No Duration</td>
<td class="org-right">0</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Physical Alteration (1 Concept)</td>
<td class="org-right">+3</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>6 (Poor)</b></td>
<td class="org-right"><b>Poor (-2)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
</div>
</div>
<div id="outline-container-orgc42073c" class="outline-3">
<h3 id="orgc42073c">Orion the black cat</h3>
<div class="outline-text-3" id="text-orgc42073c">
<p>
Orion is a black cat. He is always around his master, often in places you least expect!
Orion has been enchanted as a talisman allowing him to Blink (teleport), turn invisible.
</p>
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Name</b></td>
<td class="org-left">Orion</td>
</tr>
<tr>
<td class="org-left"><b>Level</b></td>
<td class="org-left">5</td>
</tr>
<tr>
<td class="org-left"><b>Powers</b></td>
<td class="org-left">Amulet Lvl 2</td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left">Augment Lvl 3</td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left">Talisman Lvl 4</td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Talisman Spells</b></td>
<td class="org-left">Blink</td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left">Invisibility</td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left">Cloak shape</td>
</tr>
</tbody>
</table>
</div>
<div id="outline-container-org88aacd6" class="outline-4">
<h4 id="org88aacd6">Talisman Spell Descriptions</h4>
<div class="outline-text-4" id="text-org88aacd6">
</div>
<div id="outline-container-orgd933a6b" class="outline-5">
<h5 id="orgd933a6b">Blink</h5>
<div class="outline-text-5" id="text-orgd933a6b">
<p>
With this spell the caster can blink (teleport) to any location within 2 Zones away. Caster
needs to make an Awareness or Perception check when re-materializing or spend 1 Combat Turn
getting re-oriented.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Self</td>
<td class="org-right">0</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">Self</td>
<td class="org-right">0</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">No duration</td>
<td class="org-right">0</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Teleport (2 Zones)</td>
<td class="org-right">+4</td>
<td class="org-right">+2</td>
</tr>
</tbody>
<tbody>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>5 (Poor)</b></td>
<td class="org-right"><b>Poor (-2)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org5c3c0b3" class="outline-5">
<h5 id="org5c3c0b3">Invisibility</h5>
<div class="outline-text-5" id="text-org5c3c0b3">
<p>
This spell makes the target and everything they wear invisible. Any new objects picked up
while this spell is active will also become invisible as soon as the caster wears them (or
pockets them).
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Touch</td>
<td class="org-right">+1</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target</td>
<td class="org-right">+1</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Concentration</td>
<td class="org-right">+3</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Physical Alteration (1 Concept)</td>
<td class="org-right">+3</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>9 (Poor)</b></td>
<td class="org-right"><b>Terrible (-3)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org59eb4a5" class="outline-5">
<h5 id="org59eb4a5">Cloak shape</h5>
<div class="outline-text-5" id="text-org59eb4a5">
<p>
This spell allows the caster to turn themselves into a cloak. The cloak can be any color
the caster chooses. Use <a href="https://fudgefountain.blogspot.com/2020/06/fudge-shape-shifting.html">the shape shifting rules</a> to see how long the transformation takes.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Self</td>
<td class="org-right">+0</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">Self</td>
<td class="org-right">+0</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Days</td>
<td class="org-right">+5</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Physical Alteration (1 Concept)</td>
<td class="org-right">+3</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>9 (Poor)</b></td>
<td class="org-right"><b>Poor (-2)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
</div>
</div>
<div id="outline-container-orgc6a46c4" class="outline-3">
<h3 id="orgc6a46c4">Specter the mini-dragon</h3>
<div class="outline-text-3" id="text-orgc6a46c4">
<figure>
<img src="http://img.bergenheim.net/ff/specter.gif" alt="specter.gif" class="inline-img" width="200px">
</figure>
<p>
Specter is a 1.5 meter (5 foot) long (head to tail) dragon. Specter is black, has small
wings, which help her steer herself while flying, but she flies using magic. Specter's
keeper is a relatively old wizard who has put quite a lot of enchantment into Specter,
therefore the range of their bond is quite long indeed.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Name</b></td>
<td class="org-left">Specter</td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Level</b></td>
<td class="org-left">7</td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Powers</b></td>
<td class="org-left">Amulet</td>
<td class="org-left">Level 3</td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left">Augment</td>
<td class="org-left">Level 5</td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left">Bias</td>
<td class="org-left">Level 7</td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left">Focus</td>
<td class="org-left">Level 5</td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left">Juju</td>
<td class="org-left">Level 4</td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left">Talisman</td>
<td class="org-left">Level 6</td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Talisman Spells</b></td>
<td class="org-left">Fly</td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left">Chain Lightning</td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left">Teleport</td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Juju Stat</b></td>
<td class="org-left">Willpower</td>
<td class="org-left"> </td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org0fce2c4" class="outline-4">
<h4 id="org0fce2c4">Talisman Spell Descriptions</h4>
<div class="outline-text-4" id="text-org0fce2c4">
</div>
<div id="outline-container-org0518b27" class="outline-5">
<h5 id="org0518b27">Teleport</h5>
<div class="outline-text-5" id="text-org0518b27">
<p>
Teleport teleports the caster anywhere they know. If the spell fails the caster is not
teleported. After the spell finishes (successfully or not) the caster must make an
Awareness (or Perception) check, or else needs 1 Combat Turn to orient themselves.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">The World</td>
<td class="org-right">50</td>
<td class="org-right">+4</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">Self</td>
<td class="org-right">0</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">No duration</td>
<td class="org-right">0</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Teleportation</td>
<td class="org-right">6</td>
<td class="org-right">+3</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>57 (Good)</b></td>
<td class="org-right"><b>Amazing (+4)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org084b84b" class="outline-5">
<h5 id="org084b84b">Chain Lightning</h5>
<div class="outline-text-5" id="text-org084b84b">
<p>
Chain Lightning is like Lightning Bolt, except that it strikes up to 7 targets within the
same zone.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Same zone</td>
<td class="org-right">+2</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">7 targets</td>
<td class="org-right">+3</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">No duration</td>
<td class="org-right">0</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Damage (+3 ODF)</td>
<td class="org-right">+6</td>
<td class="org-right">+3</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>12 (Mediocre)</b></td>
<td class="org-right"><b>Superb (+3)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-orgcca8861" class="outline-5">
<h5 id="orgcca8861">Flying</h5>
<div class="outline-text-5" id="text-orgcca8861">
<p>
This spell allows the caster to fly a whole day. It is 4 Manipulation Concepts for moving
in any direction, and doing complex moves, plus 2 more for speed.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">+1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Self</td>
<td class="org-right">0</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">Self</td>
<td class="org-right">0</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Days</td>
<td class="org-right">+5</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Manipulation (100kg) 6 Concepts</td>
<td class="org-right">20</td>
<td class="org-right">+6</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>26 (Fair)</b></td>
<td class="org-right"><b>Amazing (+4)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
</div>
</div>
</div>
Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-88508761714744713702020-08-29T18:04:00.003+02:002020-08-29T19:20:00.376+02:00Sky Pirates of Doom World<div id="outline-container-org72bce1a" class="outline-2">
<h2 id="org72bce1a">Introduction</h2>
<div class="outline-text-2" id="text-org72bce1a">
<figure>
<img src="http://img.bergenheim.net/ff/doomworld.png" alt="doomworld.png" class="inline-img" width="400px">
</figure>
<aside>
<p>
This setting was created when we were playing Fudge on the #fudge IRC channel, some 10
years ago. We wanted to try a new setting but nobody had any ideas. So we decided to
generate one by using the <a href="https://www.seventhsanctum.com/index-sett.php">Seventh Sanctum generators</a>.
</p>
<p>
For the setting I would recommend using the <a href="https://www.seventhsanctum.com/generate.php?Genname=storygen">Story Generator</a> or the <a href="https://www.seventhsanctum.com/generate.php?Genname=quickstory">Quick Story Idea
Generator</a> or the <a href="https://www.seventhsanctum.com/generate.php?Genname=quicktheme">Quick Story Theme Generator</a>. Then generate a bunch of ideas and pick the
one that inspires you. For Sky Pirates of Doom World I got these:
</p>
<dl class="org-dl">
<dt>The initial Quick Story Idea was</dt><dd><b>The theme of this story</b>: metaphorical
conspiracy. <b>The main characters</b>: misguided inventor and unpredictable sailor. <b>The
start of the story</b>: apocalyptic event. <b>The end of the story</b>: premonition.</dd>
<dt>I also used the <a href="https://www.seventhsanctum.com/generate.php?Genname=quicktheme">Quick Story Theme Generator</a> and one of the results was</dt><dd><b>Setting</b>:
pirate/cyberpunk. <b>Theme</b>: loss-of-technology</dd>
</dl>
<p>
Here I took the main characters to present the player characters. Inventors and misguided
sailors: Sounds like mad scientists and pirates to me! The start of the story is going to be
the setting. So a Post-apocalyptic world with pirates and mad scientists. Hmm that sounds
like steam punk to me! Combine that with the cyberpunk/pirate setting and the loss of
technology and we have <b>Sky Pirates of Doom World</b>!
</p>
<p>
In the spirit of this system all characters were also based on <a href="https://www.seventhsanctum.com/generate.php?Genname=generalperson">randomly generated
descriptions</a> and <a href="https://www.seventhsanctum.com/index-name.php">names</a>, and we used Fudge on the Fly.
</p>
<p>
I found this process to be quite inspirational and I am going to use it again. In fact it
was so powerful that I have remembered the setting for 10 years even though we never
actually did play the game. Perhaps I'll use this for my next Fudge Game! If you do use
this method, please let me know!
</p>
<p>
But now, without further ado, let me present:
</p>
</aside>
</div>
</div>
<div id="outline-container-orgfc07405" class="outline-2">
<h2 id="orgfc07405">Doom World</h2>
<div class="outline-text-2" id="text-orgfc07405">
<p>
Doom world is a cyber-diesel-punk setting where the world was cracked into asteroids
floating in air. It happened so long ago that no-one anymore knows of the time before
that. Since then humanity has learned to cope. People live on these asteroids floating in
air, yet somehow the planet remains separate. Think treasure planet meets drifting dragons
meets cyberpunk.
</p>
<a name='more'></a>
</div>
<div id="outline-container-org0b7381e" class="outline-3">
<h3 id="org0b7381e">Life in the Doom World</h3>
<div class="outline-text-3" id="text-org0b7381e">
<p>
Trade between human cities exist, and diesel fuel is created from now easily mined fossil
fuels and sky whale fat. Towns typically focus on the resources they have available on
their asteroid. Some are mining, while others live on Farming or Trade. The sky-whales
appeared some time after the cataclysm, probably some radiation mutated existing whales
into these strange creatures that can swim through the air.
</p>
<p>
War between barons over space and technology is not uncommon, and in general people try to
remain neutral or separate from these warring barons, minding their own business. It is
not easy, however, when some barons are hungry for more space and resources.
</p>
<p>
Some people become sky pirates, rootless groups who live on their Sky Ships making a living
from what they can. Usually by selling their skills. Some sky pirates have resorted to
piracy, however and prey on the weak, and are giving the sky pirates a bad name. Other more
honorable sky pirates have taken up hunting Sky Whales for food and profit, and helping
out cities (for a fee usually).
</p>
<p>
The most common means of transportation is the Sky Ship. It is essentially a Zeppelin, that
uses mostly hot air for buoyancy, though some use lighter-than-air gasses. Massive Diesel
engines typically provide power for these large Sky Ships. Some smaller autogyros also
exist, and even more rare are anti-gravity ships.
</p>
<p>
Some ancient technology also exists, still protected and isolated in the floating asteroid
chunks.
</p>
<p>
Technology is as craved as gold and jewels. More so even now that the world has been
cracked open, all those valuable metals and minerals are relatively easy to access and tech
is getting more and more rare, especially fully functioning electronics.
</p>
</div>
</div>
<div id="outline-container-org9b8330e" class="outline-3">
<h3 id="org9b8330e">The Zones</h3>
<div class="outline-text-3" id="text-org9b8330e">
<div class="bigpicture">
<figure>
<img src="http://img.bergenheim.net/ff/doomworldzones.png" alt="doomworldzones.png" width="400px">
<figcaption><span class="figure-number">Figure 2: </span>Doom World Zones</figcaption>
</figure>
</div>
<p>
Doom World is a very large place in that it is a 3 dimensional place. The world is divided
into 5 depth zones starting from the surface all the way into the inner core.
</p>
</div>
<div id="outline-container-org2266286" class="outline-4">
<h4 id="org2266286">The Crust</h4>
<div class="outline-text-4" id="text-org2266286">
<p>
The Crust is a relatively nice region with plenty of sunlight, and plant life. The Crust is
the only zone with wide open skies. However, on the downside it is relatively poor. The
people of the surface are mostly engaged in farming, trade and the sky whale business.
Brave sky whalers spend several months at a time roaming the vast skies hunting for sky
whales, and returning to port to trade their catch before heading out again. The terrain
varies from islands containing lush hills and lakes to dry sandy islands void of life. The
islands of the surface tend to be relatively flat and quite large relative to the islands
of the other zones.
</p>
</div>
</div>
<div id="outline-container-org57a305e" class="outline-4">
<h4 id="org57a305e">The Outer Mantle</h4>
<div class="outline-text-4" id="text-org57a305e">
<p>
The Outer Mantle is a wealthy zone. Many of the islands are rich in either mineral or other
valuables like pockets of trapped gasses and oil. The oil is processed to fuel the diesel
engines of the air ships of Doom World. This zone also engages in trade with both the
Crust and deeper zones. Pockets of ancient technology can also be found here in the Outer
Mantle. They are the remains of deep vaults of the old world, now relatively easy to
access. As a result the Outer Mantle is where most of the high technology comes from, and
also has most cyber technology.
</p>
</div>
</div>
<div id="outline-container-org3a6d35b" class="outline-4">
<h4 id="org3a6d35b">The Mantle</h4>
<div class="outline-text-4" id="text-org3a6d35b">
<p>
The Mantle is where most sky pirates hail from. The skies are already quite dark, only
sometimes does sunlight penetrate this deep into Doom World. As a result it is a natural
hideout of many nefarious beings. Pirate barons rule multiple islands and raid not only
each other but often send out ships to prey on those closer to the surface.
</p>
</div>
</div>
<div id="outline-container-orgf8f5245" class="outline-4">
<h4 id="orgf8f5245">The Inner Mantle</h4>
<div class="outline-text-4" id="text-orgf8f5245">
<p>
The Inner Mantle is the domain of the Dwarfs. It is a dark and relatively cold zone, since
the sun's rays rarely if ever penetrate this deep. The Dwarfs of the Inner Mantle guard
their riches jealously, and are always looking for more ore, often heavier metals. The
islands down here are mostly volcanic rock, now cooled down and mined by the Dwarfs. The
Dwarfs have armed their home with hidden cannons of all sorts, and ruthlessly shoot down
anyone who tries to pass through their dark land.
</p>
</div>
</div>
<div id="outline-container-orgee0d31b" class="outline-4">
<h4 id="orgee0d31b">The Outer Core</h4>
<div class="outline-text-4" id="text-orgee0d31b">
<p>
The Outer Core was one molten metal (Iron-Nickel mix), and is now called the sea of rust,
as the molten iron became iron sand, which has rusted by now. It forms an almost
impenetrable permanent iron sand-storm, blanketing the Core. In the rust desert hides all
kinds of creatures preying on each other, and any hapless fool trying to cross the
desert. The magnetic field of Doom World is generated by the ever shifting and spinning
dust storm, which forms a gigantic magnet.
</p>
</div>
</div>
<div id="outline-container-org01eaa26" class="outline-4">
<h4 id="org01eaa26">The Inner Core</h4>
<div class="outline-text-4" id="text-org01eaa26">
<p>
The Inner Core also cracked when the world did. Some people theorize that it's possible to
pass through the core, but no-one has ever come back… The Inner Core is a cracked solid
metal sphere. The cracks are wide enough for a ship to get through, but first one must pass
through the rust desert.
</p>
</div>
</div>
</div>
<div id="outline-container-orgf416414" class="outline-3">
<h3 id="orgf416414">The Great Cataclysm</h3>
<div class="outline-text-3" id="text-orgf416414">
<p>
No one knows or remembers the great cataclysm that shattered what is now Doom World, but
legends state that a great experiment had gone awry fashioning the new world that humans
and mutated creatures now inhabit.
</p>
<p>
People still tell stories of times past about a beautiful world of trees and lakes
untouched by the damage Doom World has suffered. Stories where humanity lived in peace with
each other are also quite popular, especially in areas where island barons are more prone
towards fighting.
</p>
</div>
</div>
</div>
<div id="outline-container-orgac87601" class="outline-2">
<h2 id="orgac87601">Species</h2>
<div class="outline-text-2" id="text-orgac87601">
<p>
Humans mostly, but some animals have mutated in the cataclysm to become sentient and
larger, like the rats, foxes, etc.
</p>
</div>
<div id="outline-container-orgde051e9" class="outline-3">
<h3 id="orgde051e9">Humans</h3>
<div class="outline-text-3" id="text-orgde051e9">
<p>
Humans have evolved into 3 distinct species: Humans, Dwarfs and Elfs.
</p>
</div>
<div id="outline-container-org1eb3e0a" class="outline-4">
<h4 id="org1eb3e0a">Human</h4>
<div class="outline-text-4" id="text-org1eb3e0a">
<p>
Humans can be found all over Doom World, they are by far the most common species.
</p>
</div>
</div>
<div id="outline-container-org3c7ce13" class="outline-4">
<h4 id="org3c7ce13">Dwarf</h4>
<div class="outline-text-4" id="text-org3c7ce13">
<p>
Dwarfs mostly stick to their mines in the Inner Mantle. Sometimes Dwarfs join Pirate Ships
or other ship crews to see the world.
</p>
<p>
Dwarfs are Scale -1.
</p>
</div>
</div>
<div id="outline-container-org089be71" class="outline-4">
<h4 id="org089be71">Elf</h4>
<div class="outline-text-4" id="text-org089be71">
<p>
Elfs inhabit mostly the Crust, tending to gardens and what forests remain. Some Elfs tire
of the sun and seek the darker Mantle zones, looking for more exciting lives.
</p>
</div>
</div>
</div>
<div id="outline-container-org968201b" class="outline-3">
<h3 id="org968201b">Non-humans</h3>
<div class="outline-text-3" id="text-org968201b">
<p>
Several animals have mutated to become sentient and sapient. Here are some examples, but
others should be allowed too!
</p>
</div>
<div id="outline-container-orgf2a4e9e" class="outline-4">
<h4 id="orgf2a4e9e">Rat</h4>
<div class="outline-text-4" id="text-orgf2a4e9e">
<p>
Rat-folk can be found, like Humans all over Doom World. Rat-folk tend to be smaller than
average Humans, and also more skittish, yet they can be found on many ships, since their
lithe bodies make climbing the rigging of the ships easy for them.
</p>
<p>
Rats are Scale -1.
</p>
</div>
</div>
<div id="outline-container-org08177bc" class="outline-4">
<h4 id="org08177bc">Fox</h4>
<div class="outline-text-4" id="text-org08177bc">
<p>
Foxes tend to be loners and mischievous, however when they work with a crew, they can often
be found as captains of ship crews.
</p>
</div>
</div>
<div id="outline-container-org366d7fd" class="outline-4">
<h4 id="org366d7fd">Pig</h4>
<div class="outline-text-4" id="text-org366d7fd">
<p>
Pigs tend to be found in the upper layers of the Mantle, but some are found as farmers in
the Crust, and also in the Mantle, working for pirate lords.
</p>
</div>
</div>
</div>
</div>
<div id="outline-container-org481357d" class="outline-2">
<h2 id="org481357d">Tech</h2>
<div class="outline-text-2" id="text-org481357d">
<p>
Most high-tech has decayed, and nobody knows exactly how to repair it, so some clever
people can <a href="https://en.wikipedia.org/wiki/MacGyver_in_popular_culture#MacGyverisms_and_%22to_MacGyver%22">"MacGyver"</a> it to keep it functional. It's usually not very pretty, but can
remain functional. Often tech is re-built in ways, to provide a function, usually not what
it was meant for. Cybernetic technology, while not common, is also not rare. It has become
more functional than aesthetic. The implants are rarely visually pleasing (they look like
maybe some of the Borg implants mostly).
</p>
</div>
</div>
<div id="outline-container-org32adb59" class="outline-2">
<h2 id="org32adb59">Sample Characters</h2>
<div class="outline-text-2" id="text-org32adb59">
<div class="bigpicture">
<figure>
<img src="http://img.bergenheim.net/ff/skyship.png" alt="skyship.png" width="400px">
<figcaption><span class="figure-number">Figure 3: </span>The Remorah's Hate</figcaption>
</figure>
</div>
<p>
All these characters are based on a random <a href="https://www.seventhsanctum.com/generate.php?Genname=generalperson">General Person Generator</a> or <a href="https://www.seventhsanctum.com/generate.php?Genname=anthro">Anthropomorphic
Animal Generator</a> from <a href="https://www.seventhsanctum.com/index.php">Seventh Sanctum</a>. This group of characters is designed to be a ship
crew. They could be privateers, pirates, whalers or anything else.
</p>
<p>
These characters are not fully fleshed out in accordance with the theme, but can serve as
examples on how to "translate" the random character concept into a Fudge on the Fly
character.
</p>
</div>
<div id="outline-container-org2906908" class="outline-3">
<h3 id="org2906908">Captain Valentine Curseguard</h3>
<div class="outline-text-3" id="text-org2906908">
<p>
The boring, world-weary female anthropomorphic Badger zeppelin captain with uncanny
abilities. She has a leggy build. Her wardrobe is elegant.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left">Gift</td>
<td class="org-left">Uncanny sailor +1 to all rolls involving piloting/navigating a vessel</td>
</tr>
<tr>
<td class="org-left">Superb Skill</td>
<td class="org-left">Sailing</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org66cef22" class="outline-3">
<h3 id="org66cef22">First Mate Isaiah Moriarty</h3>
<div class="outline-text-3" id="text-org66cef22">
<p>
This aristocratic guy has hooded eyes the color of cold ashes. He is bald, but used to have
luxurious, straight, brown hair. He's got a beard and mustache. He is very tall and has a
broad-shouldered build. His skin is chocolate-brown. He has a small mouth. His wardrobe is
tight.
</p>
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left">Gift</td>
<td class="org-left">Friends in high places</td>
</tr>
<tr>
<td class="org-left">Superb skill</td>
<td class="org-left">Swords</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org054b187" class="outline-3">
<h3 id="org054b187">Navigator Asaab</h3>
<div class="outline-text-3" id="text-org054b187">
<p>
This Elf gentleman makes you think of a flighty gazelle. He has slitted black eyes that are
like two lumps of coal. His fine, curly, black hair is waist-length and is worn in a
businesslike style. He's got a prominent mustache. He is tall and has a narrow build. His
skin is black. He has a low forehead and a pointed chin. His wardrobe is no-nonsense and
professional, with a lot of blue.
</p>
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left">Gift</td>
<td class="org-left">Always can tell where north is</td>
</tr>
<tr>
<td class="org-left">Superb Skill</td>
<td class="org-left">Navigation</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org7c0f74f" class="outline-3">
<h3 id="org7c0f74f">Bosun Angela Justice</h3>
<div class="outline-text-3" id="text-org7c0f74f">
<p>
This girl puts you in mind of an immovable mountain. She has almond-shaped blue eyes that
are like two windows on the afternoon sky. Her silky, straight, gray hair is worn in a
style that reminds you of a flower's petals. She has a leggy build. Her skin is
light-colored. She has a pointed chin and stubby-fingered hands. Her wardrobe is
professional and elegant, with a lot of green.
</p>
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left">Gift</td>
<td class="org-left">Danger Sense</td>
</tr>
<tr>
<td class="org-left">Superb Skill</td>
<td class="org-left">Acrobatics</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org159af25" class="outline-3">
<h3 id="org159af25">Engineer Erick Fitzgerald</h3>
<div class="outline-text-3" id="text-org159af25">
<p>
The intuitive male anthropomorphic purple-scaled Fish zeppelin engineer. He has an elegant
build. His wardrobe is utilitarian.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left">Gift</td>
<td class="org-left">MacGyver, ignore penalties for lack of proper materials and equipment.</td>
</tr>
<tr>
<td class="org-left">Superb Skill</td>
<td class="org-left">Engineering</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org31a41b9" class="outline-3">
<h3 id="org31a41b9">Private Martin Joe Jefferson</h3>
<div class="outline-text-3" id="text-org31a41b9">
<p>
This man puts you in mind of a looming thundercloud. He has round red eyes that are like
two drops of wine. His fine, curly, ebony hair is worn in a style that reminds you of a
puffy dandelion. He is short and has a plump build. His skin is china-white. He has a small
mouth and a weak chin. His wardrobe is uncomplicated.
</p>
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left">Gift</td>
<td class="org-left">Night-vision</td>
</tr>
<tr>
<td class="org-left">Superb Skill</td>
<td class="org-left">Pistol</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com3tag:blogger.com,1999:blog-5384461228019565199.post-74786109340189786172020-08-16T23:37:00.006+02:002020-08-17T17:56:38.013+02:00Detailed Combat rules for Fudge<div id="outline-container-org2d2a552" class="outline-2">
<h2 id="org2d2a552">Introduction</h2>
<div class="outline-text-2" id="text-org2d2a552">
<figure>
<img src="http://img.bergenheim.net/ff/brawling.png" alt="brawling.png" class="inline-img" width="200px">
</figure>
<aside>
<p>
This article is part of the series where I share parts of my home-brew RPG - Rope -
converted to Fudge (of course). I'm doing this to push myself to actually get the
conversion done, so I can start running it again in earnest :).
</p>
<p>
As this is a port from my RPG I created before finding Fudge, and has not been tested a
lot. I would love to get some feedback on this!
</p>
</aside>
<p>
Fudge core rules introduce 3 ways to do combat: <a href="https://fudgesrd.opengamingnetwork.com/fudgesrd/combat/combat-pacing-options/#Story_Elements">Story Elements</a>, <a href="https://fudgesrd.opengamingnetwork.com/fudgesrd/combat/combat-pacing-options/#Simultaneous_Combat_Rounds">Simultaneous Combat</a> and
<a href="https://fudgesrd.opengamingnetwork.com/fudgesrd/combat/combat-pacing-options/#Alternating_Combat_Turns">Alternating Combat</a>. All these are quite generic and lack a bit of crunch and tactical
elements that many other RPG systems provide. These rules resemble Alternating combat the
most, and aim to provide the option for GMs who prefer a bit more detail in combat, with
special moves and potentially multiple actions etc.
</p>
<a name='more'></a>
</div>
</div>
<div id="outline-container-org099fc54" class="outline-2">
<h2 id="org099fc54">Combat Abilities</h2>
<div class="outline-text-2" id="text-org099fc54">
<p>
Combat Abilities are derived from the Stats. I'm using the following Stats: Strength,
Health, Agility, Wit, Will and Senses.
</p>
</div>
<div id="outline-container-org53c9c7d" class="outline-3">
<h3 id="org53c9c7d">Action Phases</h3>
<div class="outline-text-3" id="text-org53c9c7d">
<figure>
<img src="http://img.bergenheim.net/ff/multiple_contestants.png" alt="multiple_contestants.png" class="inline-img" width="200px">
</figure>
<p>
Combat Rounds are split into Action Phases. A Character has 1 - 3 Action Phases where they
can act. See the Action Phases Table to determine how many actions and what the action
phases the Character has. The higher the number the sooner in a Combat Round a Character
acts. If a Character has a Fair of better Agility they can act more than once per
round. The types of actions a Character can take are determined whether the Action is a
Primary or Secondary. That is determined by Combat Reflexes (see below).
</p>
<table>
<caption class="t-above"><span class="table-number">Table 1:</span> Action Phases Table</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Agility</th>
<th scope="col" class="org-left">Action Phases</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Poor or worse</td>
<td class="org-left">3</td>
</tr>
<tr>
<td class="org-left">Mediocre</td>
<td class="org-left">6</td>
</tr>
<tr>
<td class="org-left">Fair</td>
<td class="org-left">8 / 4</td>
</tr>
<tr>
<td class="org-left">Good</td>
<td class="org-left">10 / 5</td>
</tr>
<tr>
<td class="org-left">Great</td>
<td class="org-left">12 / 6</td>
</tr>
<tr>
<td class="org-left">Superb</td>
<td class="org-left">15 / 10 / 5</td>
</tr>
<tr>
<td class="org-left">Amazing</td>
<td class="org-left">18 / 12 / 6</td>
</tr>
<tr>
<td class="org-left">Legendary or better</td>
<td class="org-left">20 / 14 / 7</td>
</tr>
</tbody>
</table>
<div class="ex">
<p>
<b>Example</b>: Beowulf has a Great Agility and therefore his Action Phases are: 12 and 6
</p>
</div>
</div>
</div>
<div id="outline-container-orgbede94f" class="outline-3">
<h3 id="orgbede94f">Combat Reflexes</h3>
<div class="outline-text-3" id="text-orgbede94f">
<figure>
<img src="http://img.bergenheim.net/ff/uc-strike.png" alt="uc-strike.png" class="inline-img" width="200px">
</figure>
<p>
The Combat Reflexes measures the Character's combat awareness. Essentially it tells how
many Action Phases are Primary, from all the Actions a Character has. A Character's Primary
Actions are the first ones up to the value of Combat Reflexes. The rest are Secondary
Actions. If Combat Reflexes is greater than the total number of Actions, all of the
Character's actions are Primary; this represents a greater mental combat affinity than the
Character's body has. Look up the value for Combat Reflexes using the Combat Reflexes Table
below.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 2:</span> Combat Reflexes Table</caption>
<colgroup>
<col class="org-left">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Average Will and Perception</th>
<th scope="col" class="org-right">Combat Reflexes</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Poor</td>
<td class="org-right">1</td>
</tr>
<tr>
<td class="org-left">Mediocre</td>
<td class="org-right">1</td>
</tr>
<tr>
<td class="org-left">Fair</td>
<td class="org-right">2</td>
</tr>
<tr>
<td class="org-left">Good</td>
<td class="org-right">2</td>
</tr>
<tr>
<td class="org-left">Great</td>
<td class="org-right">2</td>
</tr>
<tr>
<td class="org-left">Superb</td>
<td class="org-right">3</td>
</tr>
<tr>
<td class="org-left">Amazing</td>
<td class="org-right">3</td>
</tr>
<tr>
<td class="org-left">Legendary</td>
<td class="org-right">3</td>
</tr>
</tbody>
</table>
<div class="bigtable">
<table class="avg-table">
<caption class="t-above"><span class="table-number">Table 3:</span> Average Skills Table</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"> </td>
<td class="org-left"><b>Poor</b></td>
<td class="org-left"><b>Mediocre</b></td>
<td class="org-left"><b>Fair</b></td>
<td class="org-left"><b>Good</b></td>
<td class="org-left"><b>Great</b></td>
<td class="org-left"><b>Superb</b></td>
<td class="org-left"><b>Amazing</b></td>
<td class="org-left"><b>Legendary</b></td>
</tr>
<tr>
<td class="org-left"><b>Poor</b></td>
<td class="org-left">Poor</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Mediocre</b></td>
<td class="org-left">Poor</td>
<td class="org-left">Mediocre</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Fair</b></td>
<td class="org-left">Mediocre</td>
<td class="org-left">Mediocre</td>
<td class="org-left">Fair</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Good</b></td>
<td class="org-left">Mediocre</td>
<td class="org-left">Fair</td>
<td class="org-left">Fair</td>
<td class="org-left">Good</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Great</b></td>
<td class="org-left">Fair</td>
<td class="org-left">Fair</td>
<td class="org-left">Good</td>
<td class="org-left">Good</td>
<td class="org-left">Great</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Superb</b></td>
<td class="org-left">Fair</td>
<td class="org-left">Good</td>
<td class="org-left">Good</td>
<td class="org-left">Great</td>
<td class="org-left">Great</td>
<td class="org-left">Superb</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Amazing</b></td>
<td class="org-left">Good</td>
<td class="org-left">Good</td>
<td class="org-left">Great</td>
<td class="org-left">Great</td>
<td class="org-left">Superb</td>
<td class="org-left">Superb</td>
<td class="org-left">Amazing</td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Legendary</b></td>
<td class="org-left">Good</td>
<td class="org-left">Great</td>
<td class="org-left">Great</td>
<td class="org-left">Superb</td>
<td class="org-left">Superb</td>
<td class="org-left">Amazing</td>
<td class="org-left">Amazing</td>
<td class="org-left">Legendary</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-orgbf9654c" class="outline-3">
<h3 id="orgbf9654c">Movement Rate</h3>
<div class="outline-text-3" id="text-orgbf9654c">
<p>
The Movement Rate is used to determine how fast a Character can walk during a Combat Round.
It is based on Agility. Look up the value for this Ability in the Movement Rate Table
below.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 4:</span> Movement Rate Table</caption>
<colgroup>
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Agility</th>
<th scope="col" class="org-right">Movement Rate (meters)</th>
<th scope="col" class="org-right">Movement Rate (feet)</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Poor or worse</td>
<td class="org-right">4</td>
<td class="org-right">12</td>
</tr>
<tr>
<td class="org-left">Mediocre</td>
<td class="org-right">6</td>
<td class="org-right">18</td>
</tr>
<tr>
<td class="org-left">Fair</td>
<td class="org-right">8</td>
<td class="org-right">24</td>
</tr>
<tr>
<td class="org-left">Good</td>
<td class="org-right">11</td>
<td class="org-right">33</td>
</tr>
<tr>
<td class="org-left">Great</td>
<td class="org-right">13</td>
<td class="org-right">39</td>
</tr>
<tr>
<td class="org-left">Superb</td>
<td class="org-right">16</td>
<td class="org-right">48</td>
</tr>
<tr>
<td class="org-left">Amazing</td>
<td class="org-right">18</td>
<td class="org-right">54</td>
</tr>
<tr>
<td class="org-left">Legendary or better</td>
<td class="org-right">22</td>
<td class="org-right">66</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
</div>
<div id="outline-container-orgdab5387" class="outline-2">
<h2 id="orgdab5387">Combat Rounds</h2>
<div class="outline-text-2" id="text-orgdab5387">
<p>
In combat time is split into a number of time slices of about six seconds, called a Combat
Round. Each Combat Round is split into a number of Action Phases, starting from the highest
Action Phase of a combatant.
</p>
</div>
<div id="outline-container-orge5d0faf" class="outline-3">
<h3 id="orge5d0faf">Actions</h3>
<div class="outline-text-3" id="text-orge5d0faf">
<p>
During each Combat Round a combatant has usually 1 - 3 actions available to them. There are
three kinds of actions: <b>Full Action</b>, <b>Primary Action</b> and <b>Secondary Action</b>. The Combat
Reflexes of the combatant determines what kind of actions they can perform. A combatant can
only have as many Primary Actions as their Combat Reflexes. Secondary actions are performed
at -2 to the Skill Level.
</p>
<div class="ex">
<p>
<b>Example</b>: Bardalf the quick has 3 Actions since his Agility is Superb. His Action Phases
are 15,10 and 5. His Combat Reflexes is 2. His first two actions are <b>Primary</b> and his
third is a <b>Secondary</b> Action. The first and second actions are at full Skill Level, while
the third, secondary, action is at -2. Additionally, he can only pick Primary Actions
during his first two Action Phases (15 and 10). If he picks a Full action as his first
action, that action takes up a whole Combat Round, and he won't have any other actions
available during that Combat Round.
</p>
</div>
</div>
<div id="outline-container-org94e960a" class="outline-4">
<h4 id="org94e960a">Full Actions</h4>
<div class="outline-text-4" id="text-org94e960a">
<p>
These actions are available to all combatants and take one complete Combat Round to
resolve. Since these actions take the whole Combat Round, Characters who choose these
options have no other actions available to them, even though they might have more Action
Phases. These Actions can also only be selected on the first available Action Phase.
</p>
</div>
<div id="outline-container-org60f2907" class="outline-5">
<h5 id="org60f2907">Cast spell / use item</h5>
<div class="outline-text-5" id="text-org60f2907">
<p>
This action covers all magic use, be it spell casting or using a magic item.
</p>
</div>
</div>
<div id="outline-container-org8e85d96" class="outline-5">
<h5 id="org8e85d96">Charge</h5>
<div class="outline-text-5" id="text-org8e85d96">
<figure>
<img src="http://img.bergenheim.net/ff/ropemastery.png" alt="ropemastery.png" class="inline-img" width="200px">
</figure>
<p>
This action moves a combatant in a straight line towards their chosen opponent. The
combatant is running so they move up to 3 times their Movement Allowance. At the end of the
charge the combatant may execute one attack (on phase 2). At least 3 meters (10') must be
moved to gain any bonuses to the attack.
</p>
</div>
</div>
<div id="outline-container-org09b7149" class="outline-5">
<h5 id="org09b7149">Close to Engage</h5>
<div class="outline-text-5" id="text-org09b7149">
<p>
This action allows a free combatant to move up to half their Movement Allowance and execute
an attack at the same time. The attack is resolved in the same phase as this option.
</p>
</div>
</div>
<div id="outline-container-org4333250" class="outline-5">
<h5 id="org4333250">Concentrate on spell</h5>
<div class="outline-text-5" id="text-org4333250">
<p>
This action is required if the magic-user wants to keep their concentration requiring spell
active.
</p>
</div>
</div>
<div id="outline-container-org2b05d7d" class="outline-5">
<h5 id="org2b05d7d">Countering Spells</h5>
<div class="outline-text-5" id="text-org2b05d7d">
<p>
The Spell caster can only counter a single spell each Combat Round.
</p>
</div>
</div>
<div id="outline-container-orgacd4dd3" class="outline-5">
<h5 id="orgacd4dd3">Dispelling</h5>
<div class="outline-text-5" id="text-orgacd4dd3">
<p>
This action is required if the caster wants to dispel an existing spell or magical effect.
</p>
<figure>
<img src="http://img.bergenheim.net/ff/leaping.png" alt="leaping.png" class="inline-img" width="200px">
</figure>
</div>
</div>
<div id="outline-container-orgebe6dd4" class="outline-5">
<h5 id="orgebe6dd4">Leap</h5>
<div class="outline-text-5" id="text-orgebe6dd4">
<p>
This action is used for all kinds of jumping and acrobatic maneuvers in combat.
</p>
</div>
</div>
<div id="outline-container-orga16aeea" class="outline-5">
<h5 id="orga16aeea">Load Crossbow</h5>
<div class="outline-text-5" id="text-orga16aeea">
<p>
This action allows a combatant to load a crossbow. Light crossbows take 1 Combat Round to
load, while Heavy Crossbows take 3 Combat Rounds to load.
</p>
</div>
</div>
<div id="outline-container-org0f4429b" class="outline-5">
<h5 id="org0f4429b">Long burst</h5>
<div class="outline-text-5" id="text-org0f4429b">
<p>
A burst can only be performed with automatic weapons. A long burst lasts a whole Combat
Round. A long burst gives +2 to hit and +1 to damage. A long burst uses 30 bullets / shots.
</p>
</div>
</div>
<div id="outline-container-org687e21f" class="outline-5">
<h5 id="org687e21f">Long spray</h5>
<div class="outline-text-5" id="text-org687e21f">
<p>
A spray is a burst attack, but aimed at an area instead of a single target. Just like a
long burst a long spray will empty the magazine. The attacker has to make a Mediocre skill
check. A critical success will automatically hit all targets in the area of effect.
</p>
<p>
The area of effect for the attack is a cone with an angle up to 90 degrees. If the skill
roll succeeds any target in the area will have to make an Agility check beating the Rolled
Degree of the Spray attack, or they are hit and take normal damage. A long spray uses 30
bullets / shots.
</p>
</div>
</div>
<div id="outline-container-orgfda023b" class="outline-5">
<h5 id="orgfda023b">Move</h5>
<div class="outline-text-5" id="text-orgfda023b">
<p>
This action allows a combatant to move from one place to another in different ways.
</p>
<figure>
<img src="http://img.bergenheim.net/ff/spd.png" alt="spd.png" class="inline-img" width="200px">
</figure>
</div>
</div>
<div id="outline-container-org42d6ec5" class="outline-5">
<h5 id="org42d6ec5">Run</h5>
<div class="outline-text-5" id="text-org42d6ec5">
<p>
This action allows a combatant to move up to 3 times their Movement Rate.
</p>
</div>
</div>
<div id="outline-container-orgef112f2" class="outline-5">
<h5 id="orgef112f2">Shooting wild</h5>
<div class="outline-text-5" id="text-orgef112f2">
<p>
Shooting wild involves pointing the gun in the direction of the enemies and squeezing the
trigger as many times as possible. In general this will release about 10 bullets in one
Combat Round. Resolve the attack like a Medium spray (or Short spray if there are less than
6 rounds left in the gun).
</p>
<p>
A Character without formal training can still blast away at foes, but due to lack of
training they are considered to be shooting wild. A trained Character may also shoot wild,
however.
</p>
</div>
</div>
<div id="outline-container-org31c02d2" class="outline-5">
<h5 id="org31c02d2">Turn and flee</h5>
<div class="outline-text-5" id="text-org31c02d2">
<p>
Using this option allows an engaged combatant to disengage and move equal to their Movement
Allowance in meters. On the phase that this action is declared the combatant turns about,
and on the phase that is halfway between this phase and 1 the combatant starts to move. The
full Movement Allowance in meters must be moved, if possible.
</p>
</div>
</div>
<div id="outline-container-org4337a2d" class="outline-5">
<h5 id="org4337a2d">Use Long bow</h5>
<div class="outline-text-5" id="text-org4337a2d">
<figure>
<img src="http://img.bergenheim.net/ff/ranger.png" alt="ranger.png" class="inline-img" width="200px">
</figure>
<p>
This action allows an archer to use a long-bow. The action includes loading the bow.
</p>
</div>
</div>
<div id="outline-container-org5e74481" class="outline-5">
<h5 id="org5e74481">Walk</h5>
<div class="outline-text-5" id="text-org5e74481">
<p>
This action allows a combatant to move up to their Movement Rate.
</p>
</div>
</div>
</div>
<div id="outline-container-org86b1a6a" class="outline-4">
<h4 id="org86b1a6a">Primary Actions</h4>
<div class="outline-text-4" id="text-org86b1a6a">
<p>
These actions are available to combatants during their Primary Action Phases.
</p>
</div>
<div id="outline-container-org88bb119" class="outline-5">
<h5 id="org88bb119">Aimed shot</h5>
<div class="outline-text-5" id="text-org88bb119">
<p>
By taking this option a Character aims at a target and shoots. In addition, all consecutive
shots are at +1 as long as the combatant keeps aiming at their target. Aiming gives a +1
bonus to hit, or +2 if using anything except iron sights. If switching targets, the
combatant will be at -1 for the first shot on the new target.
</p>
</div>
</div>
<div id="outline-container-orgbc1fb92" class="outline-5">
<h5 id="orgbc1fb92">Alter Position</h5>
<div class="outline-text-5" id="text-orgbc1fb92">
<p>
This option allows a combatant to alter their position from prone (lying down) to
crouching, or from crouching to standing, or from standing to either crouching or prone. If
the combatant is engaged they must make a Speed check in order to succeed.
</p>
</div>
</div>
<div id="outline-container-org665c036" class="outline-5">
<h5 id="org665c036">Combat action</h5>
<div class="outline-text-5" id="text-org665c036">
<p>
With this action a combatant can use a combat skill to attack a foe. While attacking they
can move up to 2 meters (6 feet).
</p>
</div>
</div>
<div id="outline-container-org02f801b" class="outline-5">
<h5 id="org02f801b">Exchange weapons</h5>
<div class="outline-text-5" id="text-org02f801b">
<p>
This action allows the combatant to change their weapon(s) to different one(s). The
weapon(s) will be properly put away in their scabbards or holsters. Up to 2 meter (6 feet)
movement is also possible.
</p>
</div>
</div>
<div id="outline-container-org27b5240" class="outline-5">
<h5 id="org27b5240">Give Orders</h5>
<div class="outline-text-5" id="text-org27b5240">
<p>
This action allows the combatant to tell others what to do, or give feedback on ideas,
etc. If the game master is strict about combat this is the only way for combatants to
communicate other than one or two words per action. Combatants can move up to their
Movement Allowance during this action.
</p>
</div>
</div>
<div id="outline-container-org4742971" class="outline-5">
<h5 id="org4742971">Medium burst</h5>
<div class="outline-text-5" id="text-org4742971">
<p>
A medium burst can be performed with burst capable weapons (like assault rifles). A medium
burst will use 10 bullets / shots. A medium burst gives a +1 to hit and +1 to damage.
</p>
</div>
</div>
<div id="outline-container-org58f96f5" class="outline-5">
<h5 id="org58f96f5">Medium spray</h5>
<div class="outline-text-5" id="text-org58f96f5">
<p>
A medium spray works like a Long spray except that it uses 10 bullets / shots and a maximum
of 60 degree angle for the cone.
</p>
</div>
</div>
<div id="outline-container-org38be7e8" class="outline-5">
<h5 id="org38be7e8">Mount / Dismount</h5>
<div class="outline-text-5" id="text-org38be7e8">
<figure>
<img src="http://img.bergenheim.net/ff/riding.png" alt="riding.png" class="inline-img" width="200px">
</figure>
<p>
Using this action the combatant may mount / dismount their beast of burden. If the
combatant is engaged a Speed Check or Riding Skill Check needs to be successful in order to
succeed. A beast of burden is any animal or vehicle they are riding.
</p>
</div>
</div>
<div id="outline-container-org1a032be" class="outline-5">
<h5 id="org1a032be">Observe Situation</h5>
<div class="outline-text-5" id="text-org1a032be">
<p>
Using this action the combatant looks around themselves and takes in the bigger
picture. This allows a Character to make Perception skill check on hiding or stalking
foes. The combatant will know where every one is, and how they are doing, in a general
sense. The Character can also move up to 2 meters (6 feet) while engaged in this Action.
</p>
</div>
</div>
<div id="outline-container-org4eda591" class="outline-5">
<h5 id="org4eda591">Reload gun</h5>
<div class="outline-text-5" id="text-org4eda591">
<p>
This action allows a Character to reload a weapon that does not use a magazine or clip
(such as a revolver or a shotgun, etc).
</p>
</div>
</div>
<div id="outline-container-org04338ff" class="outline-5">
<h5 id="org04338ff">Use Short bow</h5>
<div class="outline-text-5" id="text-org04338ff">
<p>
Using this action the combatant can use a short bow. The action includes loading the bow.
</p>
</div>
</div>
<div id="outline-container-org5aec4bb" class="outline-5">
<h5 id="org5aec4bb">Use Sling</h5>
<div class="outline-text-5" id="text-org5aec4bb">
<p>
Using this action the combatant can attack with a sling. This includes loading it.
</p>
</div>
</div>
</div>
<div id="outline-container-org7444218" class="outline-4">
<h4 id="org7444218">Secondary Actions</h4>
<div class="outline-text-4" id="text-org7444218">
<p>
These actions are available to a combatant during a primary or secondary action phase. If
used during a Primary Action Phase the combatant can move 2 meters (6 feet) either before
or after the action.
</p>
</div>
<div id="outline-container-org73ab00f" class="outline-5">
<h5 id="org73ab00f">Aimed second shot</h5>
<div class="outline-text-5" id="text-org73ab00f">
<p>
With this option the combatant can keep shooting at the target previously aimed at.
</p>
</div>
</div>
<div id="outline-container-org841ff8d" class="outline-5">
<h5 id="org841ff8d">Attack</h5>
<div class="outline-text-5" id="text-org841ff8d">
<p>
A combatant can use this action to attack a foe that is within reach for their weapon.
</p>
</div>
</div>
<div id="outline-container-orgb6f179f" class="outline-5">
<h5 id="orgb6f179f">Dodge</h5>
<div class="outline-text-5" id="text-orgb6f179f">
<p>
A combatant can use this action to dodge attacks in the front facing or from the
flanks. This action is active until the next action phase of the combatant. A successful
Agility check is required. The Rolled Degree of the Agility check is added to the Defensive
damage factors of the combatant.
</p>
</div>
</div>
<div id="outline-container-org0bd7b02" class="outline-5">
<h5 id="org0bd7b02">Draw weapon</h5>
<div class="outline-text-5" id="text-org0bd7b02">
<figure>
<img src="http://img.bergenheim.net/ff/draw_sword.png" alt="draw_sword.png" class="inline-img" width="200px">
</figure>
<p>
With this action a combatant can draw one weapon, if they have a free hand (or drop
whatever is held before).
</p>
</div>
</div>
<div id="outline-container-org58daf45" class="outline-5">
<h5 id="org58daf45">Feint</h5>
<div class="outline-text-5" id="text-org58daf45">
<p>
A combatant can make a feint attack to draw the defender to defend against a fake
attack. The feint is resolved as an opposed action between the skill in feinting versus the
skill in the weapon of the defender. If the Feint is successful, the defender loses
defense, parry, dodge and shield bonuses to the next attack from the attacker. The attacker
must make an immediate second strike with their weapon in order to gain the benefits of the
Feint.
</p>
</div>
</div>
<div id="outline-container-org6e80e5c" class="outline-5">
<h5 id="org6e80e5c">Fire crossbow</h5>
<div class="outline-text-5" id="text-org6e80e5c">
<p>
With this action a combatant can release a bolt from a crossbow.
</p>
</div>
</div>
<div id="outline-container-org288adbc" class="outline-5">
<h5 id="org288adbc">Half-Parry [Optional rule]</h5>
<div class="outline-text-5" id="text-org288adbc">
<p>
A combatant can spend their action in a ready state, waiting for an opportunity to attack.
This works like parry, but with a -1 to the Skill Level, except that the combatant can also
make a second-strike at any action phase until their next available action. If a
second-strike is made, the parry is no-longer valid.
</p>
</div>
</div>
<div id="outline-container-org34e7463" class="outline-5">
<h5 id="org34e7463">Parry</h5>
<div class="outline-text-5" id="text-org34e7463">
<p>
A combatant can use this action to parry attacks in the front facing or from the
flanks. This action is active until the next action phase of the combatant.
</p>
</div>
</div>
<div id="outline-container-org81d449d" class="outline-5">
<h5 id="org81d449d">Perform Action</h5>
<div class="outline-text-5" id="text-org81d449d">
<p>
With this action a combatant can perform some complicated action. Such action can take one
or many consequent actions, it is up to the GM to decide how many actions it takes to
complete the action.
</p>
</div>
</div>
<div id="outline-container-orgae41d8c" class="outline-5">
<h5 id="orgae41d8c">Reload Ammo clip</h5>
<div class="outline-text-5" id="text-orgae41d8c">
<p>
This action allows a Character to remove an empty ammo clip / energy clip and replace it
with another. Different ammo can be held in different clips which allows the user to switch
ammo type by switching clips. Furthermore the combatant is also able to place the discarded
clip in a clip belt or into their pocket, or simply drop it.
</p>
</div>
</div>
<div id="outline-container-org5482bc0" class="outline-5">
<h5 id="org5482bc0">Sheathe weapon</h5>
<div class="outline-text-5" id="text-org5482bc0">
<p>
This action allows a combatant to sheathe their weapon, in a proper way.
</p>
</div>
</div>
<div id="outline-container-org9de014d" class="outline-5">
<h5 id="org9de014d">Shoot with weapon</h5>
<div class="outline-text-5" id="text-org9de014d">
<p>
A single shot is fired from the weapon. This is the standard attack mode used with a
firearm (projectile, energy, etc). Roll attack as normal.
</p>
</div>
</div>
<div id="outline-container-org7888724" class="outline-5">
<h5 id="org7888724">Short burst</h5>
<div class="outline-text-5" id="text-org7888724">
<p>
A short burst fires 5 (or 3, depending on weapon) bullets on a single target. The attack
gains a +1 bonus to hit, and is combinable with aiming.
</p>
</div>
</div>
<div id="outline-container-orga54447f" class="outline-5">
<h5 id="orga54447f">Short Spray</h5>
<div class="outline-text-5" id="text-orga54447f">
<p>
Like Medium burst, except only 5 shots are used and the maximum angle is 30 degrees.
</p>
</div>
</div>
</div>
</div>
</div>
<div id="outline-container-orga6813af" class="outline-2">
<h2 id="orga6813af">Attacking and defending</h2>
<div class="outline-text-2" id="text-orga6813af">
<p>
In Detailed Combat attacking and defending are separate actions, and an attack consists of
two rolls. One roll for the attack and one roll for the defense. Attacks are resolved in
the order of Action Phases (highest goes first).
</p>
</div>
<div id="outline-container-org69d446b" class="outline-3">
<h3 id="org69d446b">Attack methods</h3>
<div class="outline-text-3" id="text-org69d446b">
<p>
This section describes the different attack methods.
</p>
</div>
<div id="outline-container-org715846f" class="outline-4">
<h4 id="org715846f">Bash</h4>
<div class="outline-text-4" id="text-org715846f">
<figure>
<img src="http://img.bergenheim.net/ff/smashing_blow.png" alt="smashing_blow.png" class="inline-img" width="200px">
</figure>
<p>
Bash is a special attack that is inherent in some massive weapons, or some large
creatures. When this attack causes damage to a combatant, there is a chance of a Bash
Special Effect happening. Roll 4dF and add modifiers, if the total is Good or more, a Bash
Special Effect occurs. This will drive the victim back 2 meters (6 feet), and eliminate
their next available action. In addition, a Strength check is needed to remain standing. If
the check fails the victim will fall down and be stunned for one Combat Round.
</p>
<p>
See the Bash Table for modifiers to the chance of giving a Bash Special Effect. In addition
to this, some special circumstances exist that the GM might have to make a ruling on. If a
flying combatant is Bashed, they are knocked down from the sky, and take falling damage, in
this case the Strength Check may be substituted with a flying skill check. A riding
combatant may substitute the Strength Check with a riding skill check, but must also make
another riding skill check to see if they can retain control of their mount.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 5:</span> Bash Table</caption>
<colgroup>
<col class="org-left">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Circumstance</th>
<th scope="col" class="org-right">Modifier</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Target is not on sure footing (Treacherous ground, climbing, running, etc)</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left">Target is not on the ground at all (leaping, riding, flying, etc)</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left">Target is charging the attacker</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left">For each 50 kg that the attacker outweighs the target</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left">For each 50 kg that the target outweighs the attacker</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left">For each 3 points of Bashing Damage</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left">For each point of Aggravated Damage</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left">Delivering a Hurt wound</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left">Delivering a Very Hurt wound</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left">Delivering an Incapacitated or worse wound</td>
<td class="org-right">+3</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org01e7dc5" class="outline-4">
<h4 id="org01e7dc5">Butt Stroke</h4>
<div class="outline-text-4" id="text-org01e7dc5">
<figure>
<img src="http://img.bergenheim.net/ff/halberds.png" alt="halberds.png" class="inline-img" width="200px">
</figure>
<p>
The Butt Stroke is an attack available to most pole arms. It consists of striking with the
end that does not have the main armament. A butt stroke delivers +2 Bashing Damage. The
range for a Butt Stroke is medium. This attack may be made instead of the normal attack at
full value, or it can be made at the same time as a Second Strike in addition to the attack
with the main “business end" of the weapon.
</p>
</div>
</div>
<div id="outline-container-orgbfcc89a" class="outline-4">
<h4 id="orgbfcc89a">Disarm</h4>
<div class="outline-text-4" id="text-orgbfcc89a">
<p>
The goal of the Disarm attack is to remove the weapon of the opponent. There are two forms
of this attack (which must be specified before resolving the attack): Remove- and Break
Weapon. If the Disarm attack succeeds (Opposed Skill check versus the skill of the
opponent), the opponent must make a Strength check versus the Relative Degree of the
attack, and if this fails the weapon flies 1dF+2 meters (3dF+6 feet) in a random direction.
</p>
<p>
If the attack was of the Break Weapon kind, the weapon must make a breakage check. An
average weapon has a base Strength of Fair. Add any weapon bonus (due to magic or quality)
to this. The breakage check is resolved as an unopposed roll with the Strength of the
weapon. If the breakage check is worse than Fair, then the weapon breaks and is
useless. The target can release the weapon before the breakage check is made, resulting in
a successful Disarm (see above).
</p>
<p>
Weapons allowing a Disarm attack allow a combatant to make a Disarm attack if the parry
succeeds (i.e. the attack fails). A critical failure versus a parrying foe gives a +2 to
the Disarm attempt.
</p>
<p>
An unarmed combatant may make Disarm attacks only if they are skilled in any form of
unarmed combat, but the Disarm attempt is at -2, and the break weapon form is not
available.
</p>
</div>
</div>
<div id="outline-container-org50c48c3" class="outline-4">
<h4 id="org50c48c3">Entangle</h4>
<div class="outline-text-4" id="text-org50c48c3">
<p>
With the Entangle attack the attacker tries to bind the foe so that they are unable to
move. If the attack is successful, the target must make an Agility check or is
Entangled. If the check is successful the target suffers Restrictions equal to the Relative
Degree of the attack.
</p>
<p>
An Entangled combatant can try to break free on any Primary Action phase. If a Strength
Check is successful the combatant has broken free. Alternatively if the combatant has a
cutting weapon, they may attempt to cut their bonds. They can try to do this with a -2 to
their skill check versus the Relative Degree of entangle attack. Normal Rope has 1 hit
point, silk or hair rope has 2 hit points and a chain has 10. Once the amount of hit points
on the entangling material reaches 0 (zero) it is cut apart, and the combatant is free to
take any action.
</p>
<p>
A critical success on the entangling attack results in the target being automatically
Entangled.
</p>
</div>
</div>
<div id="outline-container-orgd7c472c" class="outline-4">
<h4 id="orgd7c472c">Grapple</h4>
<div class="outline-text-4" id="text-orgd7c472c">
<p>
A Grapple attack is an attempt to get a grip on the target that renders them immobile.
This is resolved like a normal attack. If the attack succeeds, the attacker has made a
successful grip. The Player and GM can agree on a likely location (arm, leg, neck,
wait/chest, etc). A chest or abdomen grip may involve nerve-points. Once the attacker has a
grip on the target they may try to subdue the defender.
</p>
<p>
The subduing is resolved like a task, with a Task Turn of 1 Combat Round (resolved on the
first Primary Action Phase of the attacker). The Task Value is 5 + the Strength of the
defender. The Task Difficulty is equal to the Defenses of the target. When the Task is
complete the attacker has managed to subdue the defender who is unable to move. If the Task
Points ever fall below 1 the attacker has lost their grip and the defender has broken free.
</p>
<p>
Multiple combatants may work together to grapple a defender, in that case they all collect
Task Points to the same pool.
</p>
<p>
Once the defender is gripped they may try to break free on each Primary Action phase in one
of two ways:
</p>
<dl class="org-dl">
<dt>Wait passively</dt><dd>With this option the target waits for the attacker's grip to
loosen. They may attempt a Strength Check versus the Relative Degree of the initial
Grapple Attack on each Primary action phase. The Relative Degree of this check is
reduced from the Task Points gained so far by the attacker.</dd>
<dt>Attack</dt><dd>They can only attack the grappler and are at -2 to their attack.</dd>
</dl>
<p>
If the grip of the attacker is broken the defender must make an Agility Check or they fall
prone to the ground. Alternatively the Agility check may be replaced by a an unarmed combat
skill or with acrobatics.
</p>
<p>
Once the defender is subdued either combatant may choose to fall down, by choosing the
alter position action. This will of course bring down the other combatant. 4dF is rolled
for each combatant to determine who lands on top. The combatant with the highest roll is on
the top, all ties are re-rolled. The attacker adds the Relative Degree of the initial
Grapple attack to this. This falling can stun the combatants, all must make a Health check
to avoid being Stunned.
</p>
</div>
</div>
<div id="outline-container-org569a60b" class="outline-4">
<h4 id="org569a60b">Hurl Weapon</h4>
<div class="outline-text-4" id="text-org569a60b">
<p>
With this attack the combatant can hurl a weapon at a target. Normally weapons that are
not designed as Hurling weapons cannot be hurled, unless a specialized skill for that is
developed.
</p>
</div>
</div>
<div id="outline-container-org74d128e" class="outline-4">
<h4 id="org74d128e">Second Strike</h4>
<div class="outline-text-4" id="text-org74d128e">
<p>
A second strike is an additional attack; there is a -2 penalty to strike, though. The
attacker also loses any bonuses to defense, and all attacks against them are at +1 until
their next available action phase. Some weapons allow an inherent Second Strike, or the
Character can develop a skill which allows a Second Strike.
</p>
</div>
</div>
<div id="outline-container-org4588524" class="outline-4">
<h4 id="org4588524">Strike</h4>
<div class="outline-text-4" id="text-org4588524">
<p>
This is the basic attack. The attacker attempts to hit a defender with the “business end”
of their weapon.
</p>
</div>
</div>
<div id="outline-container-orgdf85416" class="outline-4">
<h4 id="orgdf85416">Throw</h4>
<div class="outline-text-4" id="text-orgdf85416">
<figure>
<img src="http://img.bergenheim.net/ff/uc-throw.png" alt="uc-throw.png" class="inline-img" width="200px">
</figure>
<p>
In a Throw attack the attacker tries to throw the defender. If the attack is successful,
then check for a Throw Special Effect. To check for a Throw Special Effect, roll 4dF and
add half the Relative Degree of the attack roll. On a Good or better, a Throw Special
Effect occurs.
</p>
<p>
If the Throw Special Effect occurs the opponent is thrown 1 meter (3 feet) per Relative
Degree in the direction of the attackers choosing. The attacker can also choose to throw
down the target at their feet. When thrown, the defender must make a Health check to avoid
being Stunned. A critical failure on the Health check renders them unconscious.
</p>
<p>
If the Attack was successful, but there was no throw, the target still loses their next
available action.
</p>
</div>
</div>
<div id="outline-container-org85c28c8" class="outline-4">
<h4 id="org85c28c8">Thrust</h4>
<div class="outline-text-4" id="text-org85c28c8">
<p>
In a thrust attack, the point of the weapon is used. If the tip of the weapon is not
primarily used in the attack, the damage is reduced by 2. If this attack causes
damage there is a chance of a Thrust Special Effect. To check for a Thrust Special Effect,
roll 4dF and add half the Relative Degree of the attack roll. On a Great or more a Thrust
Special Effect occurs.
</p>
<p>
If a thrust special effect occurs, the defender is driven back 2 meters (6 feet), and loses
their next available action. The defender must also make a Will check to avoid being
Stunned.
</p>
</div>
</div>
<div id="outline-container-org931cfee" class="outline-4">
<h4 id="org931cfee">Trip</h4>
<div class="outline-text-4" id="text-org931cfee">
<p>
If the attack is successful the target will suffer from distractions equal to the Relative
Degree of the attack. If the defender fails a Speed check they are tripped, and will fall
down. At this point a Health check must succeed, in order to avoid being Stunned, and a
critical failure results in the defender being knocked out.
</p>
</div>
</div>
</div>
<div id="outline-container-org3e2462f" class="outline-3">
<h3 id="org3e2462f">Defense methods</h3>
<div class="outline-text-3" id="text-org3e2462f">
<p>
This section describes the ways a combatant can avert an attack.
</p>
</div>
<div id="outline-container-orgb8932e8" class="outline-4">
<h4 id="orgb8932e8">Base defense</h4>
<div class="outline-text-4" id="text-orgb8932e8">
<p>
Base Defense is the ability to avoid being hit in a fight, it forms the base for
Defense. The Base Defense is equal to Agility -1. If the defender is not aware of the
attack they have a base Defense of Poor(-2). Defense against missile attacks is at -2.
</p>
</div>
</div>
<div id="outline-container-orgee40485" class="outline-4">
<h4 id="orgee40485">Dodging</h4>
<div class="outline-text-4" id="text-orgee40485">
<p>
A combatant can choose to try to dodge attacks. They can try to dodge all attacks they are
aware of and may dodge up to a number of attacks equal to 2 + Agility.
</p>
<p>
A defender may use a skill such as Acrobatics to dodge attack. If they don't
have a suitable skill they may use their Agility instead.
</p>
</div>
</div>
<div id="outline-container-orgb82bd43" class="outline-4">
<h4 id="orgb82bd43">Parrying</h4>
<div class="outline-text-4" id="text-orgb82bd43">
<p>
If a combatant is parrying, they can use their combat skill instead of Defense. The maximum
number of attacks that can be parried is 1 + Weapon Skill. In other words you must be at
least Fair with a weapon before you can use it to parry. Additionally different weapons
have different inherent parry bonuses.
</p>
</div>
</div>
<div id="outline-container-orgba3a591" class="outline-4">
<h4 id="orgba3a591">Shields</h4>
<div class="outline-text-4" id="text-orgba3a591">
<p>
There are many types of shields, but for simplicity they are put into one of 3 categories:
Small, Medium and Large. A shield can be used to defend against attacks coming from the
front or the side on which the shield is.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 6:</span> Shield Table</caption>
<colgroup>
<col class="org-left">
<col class="org-right">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Name</th>
<th scope="col" class="org-right">Melee Defense</th>
<th scope="col" class="org-right">Missile Defense</th>
<th scope="col" class="org-right">Melee Offense</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Small</td>
<td class="org-right">+1</td>
<td class="org-right">0</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left">Medium</td>
<td class="org-right">+1</td>
<td class="org-right">+2</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left">Large</td>
<td class="org-right">+2</td>
<td class="org-right">+2</td>
<td class="org-right">+2</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
</div>
<div id="outline-container-orga0b3ddd" class="outline-3">
<h3 id="orga0b3ddd">Situational modifiers</h3>
<div class="outline-text-3" id="text-orga0b3ddd">
<p>
Depending on the relative positioning of the attacker and defender, they get a certain
amount of bonus or penalty to their attack or defense.
</p>
</div>
</div>
<div id="outline-container-org2149715" class="outline-3">
<h3 id="org2149715">Distractions</h3>
<div class="outline-text-3" id="text-org2149715">
<p>
Distractions are things that interfere with the senses of a Character in such a way that
they hinder them in their effort. To check if a new distraction adds a Distraction Penalty,
roll 4dF, add Will and subtract the number of new Distractions. If the total is negative,
then increase the Distraction Penalty by 1.
</p>
<p>
<b>The Distraction Penalty is subtracted from all combat rolls.</b>
</p>
<p>
Distractions include every friendly combatant within range of the attacker's weapon,
something impeding free use of a limb and other things described as distractions in the
rules. The GM can of course declare other things to be distractions (like a dog running in
the legs of the combatant).
</p>
</div>
</div>
<div id="outline-container-org822bf14" class="outline-3">
<h3 id="org822bf14">Restrictions</h3>
<div class="outline-text-3" id="text-org822bf14">
<p>
Restrictions are hindrances to combat due to the environment around the combatant, they can
not be ignored. They include things like trees, walls, ceilings and anything else that the
GM decides. The GM decides the penalty to combat that the Restrictions give.
</p>
</div>
</div>
<div id="outline-container-orgd7966b2" class="outline-3">
<h3 id="orgd7966b2">Circumstances</h3>
<div class="outline-text-3" id="text-orgd7966b2">
<figure>
<img src="http://img.bergenheim.net/ff/lancing.png" alt="lancing.png" class="inline-img" width="200px">
</figure>
<p>
Circumstances are all the other factors that would affect the combatants. Some affect the
defense, others the attack. The situational modifier table describes some sample
circumstances, as a guide.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 7:</span> Melee <b>attack</b> modifiers</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Circumstance</th>
<th scope="col" class="org-left">Modifier</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Treacherous Ground</td>
<td class="org-left">-1 to attack</td>
</tr>
<tr>
<td class="org-left">Kneeling</td>
<td class="org-left">-1 to attack</td>
</tr>
<tr>
<td class="org-left">Prone</td>
<td class="org-left">-2 to attack</td>
</tr>
<tr>
<td class="org-left">Flanking</td>
<td class="org-left">+1 to attack</td>
</tr>
<tr>
<td class="org-left">Rear</td>
<td class="org-left">+2 to attack</td>
</tr>
<tr>
<td class="org-left">Attacking a Flanker</td>
<td class="org-left">-1 to attack</td>
</tr>
<tr>
<td class="org-left">Attacking to the Rear</td>
<td class="org-left">-2 to attack</td>
</tr>
<tr>
<td class="org-left">Blind</td>
<td class="org-left">-3 to track</td>
</tr>
<tr>
<td class="org-left">Partially blinded</td>
<td class="org-left">-1 to attack</td>
</tr>
<tr>
<td class="org-left">Charging</td>
<td class="org-left">+1 to attack, +1 damage</td>
</tr>
</tbody>
</table>
</div>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 8:</span> Melee <b>defense</b> modifiers</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Circumstance</th>
<th scope="col" class="org-left">Modifier</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Surprised</td>
<td class="org-left">-1 to defense</td>
</tr>
<tr>
<td class="org-left">Kneeling</td>
<td class="org-left">-1 to defense</td>
</tr>
<tr>
<td class="org-left">Prone</td>
<td class="org-left">-2 to defense</td>
</tr>
<tr>
<td class="org-left">Passive</td>
<td class="org-left"><b>Poor Defense</b></td>
</tr>
<tr>
<td class="org-left">Unable to see attacker</td>
<td class="org-left">-3 to defense</td>
</tr>
<tr>
<td class="org-left">Partially blinded</td>
<td class="org-left">-1 to defense</td>
</tr>
<tr>
<td class="org-left">Charging</td>
<td class="org-left">-1 to defense</td>
</tr>
</tbody>
</table>
</div>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 9:</span> Missile <b>attack</b> modifiers</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Circumstance</th>
<th scope="col" class="org-left">Modifier</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Unable to see</td>
<td class="org-left">-4 to attack</td>
</tr>
<tr>
<td class="org-left">Partially blinded</td>
<td class="org-left">-2 to attack</td>
</tr>
<tr>
<td class="org-left">Engaged in melee</td>
<td class="org-left">-2 to attack</td>
</tr>
<tr>
<td class="org-left">Engaged in melee with a Hurling weapon</td>
<td class="org-left">-1 to attack</td>
</tr>
<tr>
<td class="org-left">firing into melee</td>
<td class="org-left">-1 to attack*</td>
</tr>
</tbody>
</table>
</div>
<p>
*) This will hit the wrong combatant if the attack misses and a Poor or worse situational
roll.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 10:</span> Missile <b>defense</b> modifiers</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Circumstance</th>
<th scope="col" class="org-left">Modifier</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Passive</td>
<td class="org-left"><b>Poor Defense</b></td>
</tr>
<tr>
<td class="org-left">Prone, Point-blank range</td>
<td class="org-left">-1 to defense</td>
</tr>
<tr>
<td class="org-left">Prone</td>
<td class="org-left">+1 to defense</td>
</tr>
<tr>
<td class="org-left">Moving</td>
<td class="org-left">+1 to defense</td>
</tr>
<tr>
<td class="org-left">Partial Cover</td>
<td class="org-left">+2 to defense</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-orga7503de" class="outline-4">
<h4 id="orga7503de">Dazed</h4>
<div class="outline-text-4" id="text-orga7503de">
<p>
A Dazed Character cannot attack in their next available Action Phase. They are also at -1
to all actions for 1 Combat Round i.e. <i>until the same Action Phase the next Combat Round</i>.
</p>
</div>
</div>
<div id="outline-container-org5128289" class="outline-4">
<h4 id="org5128289">Stunned</h4>
<div class="outline-text-4" id="text-org5128289">
<p>
A Stunned Character cannot attack for 1 Combat Round i.e. <i>until the same Action Phase the
next Combat Round</i>. They are also at -2 to all actions.
</p>
</div>
</div>
</div>
<div id="outline-container-org3c2a6a7" class="outline-3">
<h3 id="org3c2a6a7">Engagement</h3>
<div class="outline-text-3" id="text-org3c2a6a7">
<p>
Engagement means that an armed attacker is threatening a (possibly) armed defender. Once
the defender is within weapon range, the foe can be engaged. Usually the attacker will want
to wait for the optimal distance, though.
</p>
<p>
To avoid being engaged (e.g. trying to run past an armed guard) the avoider has to make a
successful Opposed Agility check versus the blocker (can use weapon skill, or grappling,
etc). If the check fails the attacker gets to strike the avoider at their next available
Action Phase. This attack is at least to the flank, possibly to the rear of the
disengager. The same rules apply when trying to flee from melee.
</p>
<p>
An Opposed skill check (Weapon skill or Acrobatics) is used when one or both opponents want
to alter the engagement distance. The winner can change the engagement distance by one
step.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 11:</span> Engagement distance table</caption>
<colgroup>
<col class="org-left">
<col class="org-right">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Engagement Distance</th>
<th scope="col" class="org-right">Short Weapon</th>
<th scope="col" class="org-right">Medium Weapon</th>
<th scope="col" class="org-right">Long Weapon</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Contact (Grappling)</td>
<td class="org-right">0</td>
<td class="org-right">-2</td>
<td class="org-right">N/A</td>
</tr>
<tr>
<td class="org-left">Short (< 1m)</td>
<td class="org-right">0</td>
<td class="org-right">-1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left">Medium (1-2m)</td>
<td class="org-right">-1</td>
<td class="org-right">0</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left">Long (> 2m)</td>
<td class="org-right">N/A</td>
<td class="org-right">-1</td>
<td class="org-right">0</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
</div>
<div id="outline-container-org5826e53" class="outline-2">
<h2 id="org5826e53">Weapon Specializations</h2>
<div class="outline-text-2" id="text-org5826e53">
<p>
Skill specializations are like regular weapon skills except that they unlock some special
move or other combat ability. When using this special attack the Character uses the
specialization Skill Level. Each specialization needs to be trained separately for each
weapon skill. These skills cannot be used untrained and they are hard to learn (start at
Terrible).
</p>
<p>
The Skill Level in a Weapon Specialization cannot be higher than the Skill with the
weapon.
</p>
</div>
<div id="outline-container-orgdaa866f" class="outline-3">
<h3 id="orgdaa866f">Aimed shot</h3>
<div class="outline-text-3" id="text-orgdaa866f">
<p>
With this technique the Character can aim for a specific part of the target. Thus they can
perform a Disarm attack, or give an extra +1 damage. Applicable to Archery and modern and
futuristic ranged weapons.
</p>
</div>
</div>
<div id="outline-container-org56928c1" class="outline-3">
<h3 id="org56928c1">Blind Fighting</h3>
<div class="outline-text-3" id="text-org56928c1">
<figure>
<img src="http://img.bergenheim.net/ff/blind_fighting.png" alt="blind_fighting.png" class="inline-img" width="200px">
</figure>
<p>
With this technique a Character can fight even if they are blind, or if they can not see
their foe (due to invisibility or similar). When using this technique, the situational
modifiers for being Blinded or Partially Blinded are ignored. This technique can be applied
to any melee weapon skill.
</p>
</div>
</div>
<div id="outline-container-orgf446b8a" class="outline-3">
<h3 id="orgf446b8a">Curved Shot</h3>
<div class="outline-text-3" id="text-orgf446b8a">
<p>
With this technique the Character can change the fletching of the arrow in such a way that
the arrow will actually fly at an angle depending on the Skill Level. The target will not
gain any Defense because the archer seems to be aiming at something else. The target has to
be at least at Medium Range for this technique to work. This technique can be applied to
archery only.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 12:</span> Curved Shot Table</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Skill Level</th>
<th scope="col" class="org-left">Maximum Deflection</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Terrible</td>
<td class="org-left">5 degrees</td>
</tr>
<tr>
<td class="org-left">Poor</td>
<td class="org-left">10 degrees</td>
</tr>
<tr>
<td class="org-left">Mediocre</td>
<td class="org-left">15 degrees</td>
</tr>
<tr>
<td class="org-left">Fair</td>
<td class="org-left">25 degrees</td>
</tr>
<tr>
<td class="org-left">Good</td>
<td class="org-left">45 degrees</td>
</tr>
<tr>
<td class="org-left">Great</td>
<td class="org-left">60 degrees</td>
</tr>
<tr>
<td class="org-left">Superb</td>
<td class="org-left">90 degrees</td>
</tr>
<tr>
<td class="org-left">Amazing</td>
<td class="org-left">90 degrees</td>
</tr>
<tr>
<td class="org-left">Legendary</td>
<td class="org-left">120 degrees</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org901f046" class="outline-3">
<h3 id="org901f046">Disarm</h3>
<div class="outline-text-3" id="text-org901f046">
<p>
This technique allows a Character to make a Disarm attack even with a weapon that does not
normally allow Disarm attacks. If the weapon allows a Disarm attack a break weapon Disarm
attack is allowed. This technique can be applied to any melee weapon skill.
</p>
</div>
</div>
<div id="outline-container-org17a5bf8" class="outline-3">
<h3 id="org17a5bf8">Far shot</h3>
<div class="outline-text-3" id="text-org17a5bf8">
<p>
With this technique a Character can shoot their arrows further. See the Far Shot Table to
see by how much further the archer can fire. This technique is only applicable to archery.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 13:</span> Far Shot Table</caption>
<colgroup>
<col class="org-left">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Skill Level</th>
<th scope="col" class="org-right">Extra range</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Terrible</td>
<td class="org-right">5%</td>
</tr>
<tr>
<td class="org-left">Poor</td>
<td class="org-right">10%</td>
</tr>
<tr>
<td class="org-left">Mediocre</td>
<td class="org-right">15%</td>
</tr>
<tr>
<td class="org-left">Fair</td>
<td class="org-right">20%</td>
</tr>
<tr>
<td class="org-left">Good</td>
<td class="org-right">25%</td>
</tr>
<tr>
<td class="org-left">Great</td>
<td class="org-right">50%</td>
</tr>
<tr>
<td class="org-left">Superb</td>
<td class="org-right">75%</td>
</tr>
<tr>
<td class="org-left">Amazing</td>
<td class="org-right">100%</td>
</tr>
<tr>
<td class="org-left">Legendary</td>
<td class="org-right">125%</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org86e2948" class="outline-3">
<h3 id="org86e2948">Feinting</h3>
<div class="outline-text-3" id="text-org86e2948">
<p>
This style allows a Character to make a feint attack. The Feinting Skill Level is used only
for the Feinting attack, and the regular weapon skill is used for the Second Strike. This
technique can be applied to any weapon skill.
</p>
</div>
</div>
<div id="outline-container-orgaff45e7" class="outline-3">
<h3 id="orgaff45e7">Fire and stones</h3>
<div class="outline-text-3" id="text-orgaff45e7">
<figure>
<img src="http://img.bergenheim.net/ff/ss.png" alt="ss.png" class="inline-img" width="200px">
</figure>
<p>
This special combat technique is used with Two-weapon combat. Both weapons are used
offensively, though only one skill check is made. In essence the Character using this
technique entraps the opponent's weapon in a scissor-like blow, seeking to break it. This
allows a break weapon Disarm. This technique can be applied to any melee weapon skill.
</p>
<p>
This special combat technique can not be used against natural weapons (teeth, claws,
fists…). It is designed for use against artificial weapons only. This technique is
applicable to any Two-weapon skill.
</p>
</div>
</div>
<div id="outline-container-orgdeb4e6d" class="outline-3">
<h3 id="orgdeb4e6d">Hipshot</h3>
<div class="outline-text-3" id="text-orgdeb4e6d">
<p>
With this technique the Character can shoot from the hip without penalty. This technique is
applicable to firearms only.
</p>
</div>
</div>
<div id="outline-container-orgb7a9967" class="outline-3">
<h3 id="orgb7a9967">Hurling Strike</h3>
<div class="outline-text-3" id="text-orgb7a9967">
<p>
This technique allows the Character to Hurl a weapon that is not normally Hurled, such as a
sword. Any weapon may be Hurled, doing its normal damage. Ranges are determined using the
Hurling Strike Table below. This technique can be applied to any melee weapon skill.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 14:</span> Hurling Strike Table</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Range class</th>
<th scope="col" class="org-left">Range (m)</th>
<th scope="col" class="org-right">Attack mod.</th>
<th scope="col" class="org-right">Damage mod.</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Short</td>
<td class="org-left">3 + Strength</td>
<td class="org-right">+0</td>
<td class="org-right">+0</td>
</tr>
<tr>
<td class="org-left">Medium</td>
<td class="org-left">9 + Strength</td>
<td class="org-right">-1</td>
<td class="org-right">+0</td>
</tr>
<tr>
<td class="org-left">Long</td>
<td class="org-left">15 + Strength</td>
<td class="org-right">-2</td>
<td class="org-right">-1</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org795f286" class="outline-3">
<h3 id="org795f286">Lightning strike</h3>
<div class="outline-text-3" id="text-org795f286">
<p>
This technique can be applied to any weapon skill. If an attack misses, a Second Strike may
immediately be made. Another Second Strike cannot be used with the same weapon during this
Action Phase. This technique can be applied to any weapon skill.
</p>
</div>
</div>
<div id="outline-container-org40f8dcd" class="outline-3">
<h3 id="org40f8dcd">Piercing thrust</h3>
<div class="outline-text-3" id="text-org40f8dcd">
<p>
This is used with any combat skill allowing a thrust attack. It allows full damage to be
done by the attack, and adds a +2 to the chance for a Thrust Special Effect. This technique
can be applied to any melee weapon skill as long as the weapon in question allows a Thrust.
</p>
</div>
</div>
<div id="outline-container-org619d86f" class="outline-3">
<h3 id="org619d86f">Pummeling attack</h3>
<div class="outline-text-3" id="text-org619d86f">
<p>
In addition to a normal attack this technique allows for a Second Strike using the pommel,
shaft, etc of the weapon to deliver damage. The pommel delivers +1 Bashing Damage. This
technique can be applied to any melee weapon skill.
</p>
</div>
</div>
<div id="outline-container-org79a647d" class="outline-3">
<h3 id="org79a647d">Quick shot</h3>
<div class="outline-text-3" id="text-org79a647d">
<p>
With this technique the Character can fire more than once per Combat Round. Quick shot is a
Full Action which allows a Character to fire again in the same Combat Round during any
additional available action phase. These Additional Shots are at -2. If more than one foe
is targeted then each additional target will receive a cumulative -1 penalty. This
technique is only applicable to archery.
</p>
</div>
</div>
<div id="outline-container-orgba49664" class="outline-3">
<h3 id="orgba49664">Reverse Cut</h3>
<div class="outline-text-3" id="text-orgba49664">
<figure>
<img src="http://img.bergenheim.net/ff/reverse_cut.png" alt="reverse_cut.png" class="inline-img" width="200px">
</figure>
<p>
This technique allows the Character to make attacks to any direction without any
penalty. This technique can be applied to any weapon skill.
</p>
</div>
</div>
<div id="outline-container-org80426a2" class="outline-3">
<h3 id="org80426a2">Running Shot</h3>
<div class="outline-text-3" id="text-org80426a2">
<p>
With this technique the Character can use a ranged weapon with the Walk or Run
Actions. This technique can be applied to any ranged weapon skill. If the Character is
running there is a -1 to the attack.
</p>
</div>
</div>
<div id="outline-container-orgde76514" class="outline-3">
<h3 id="orgde76514">Shield bash</h3>
<div class="outline-text-3" id="text-orgde76514">
<p>
With this technique a Character can use their shield to deliver a Bash attack. The chance
roll of a Bash Special Effect is increased by the Relative Degree of the Shield Bash
Attack.
</p>
<p>
A small shield is a +1 Bashing Damage weapon, Medium and Large shields are +2 Bashing
Damage weapons. This technique can be applied to any Two-weapon skill when one of the
weapons is a shield. Mass Scale of the Character is added to the total damage of the Shield
Bash attack.
</p>
</div>
</div>
<div id="outline-container-orge5c6245" class="outline-3">
<h3 id="orge5c6245">Smashing blow</h3>
<div class="outline-text-3" id="text-orge5c6245">
<p>
Increases the chance to receive a Bash Special Effect. If the weapon normally has a chance
to deliver a Bash Special Effect, add the Relative Degree of the attack to the chance of
delivering a Bash Special Effect. Otherwise there is a standard chance of delivering a bash
special effect. This technique can be applied to Axes, Maces and Unarmed Strikes.
</p>
</div>
</div>
<div id="outline-container-org867371d" class="outline-3">
<h3 id="org867371d">Two-weapon combat</h3>
<div class="outline-text-3" id="text-org867371d">
<figure>
<img src="http://img.bergenheim.net/ff/twc.png" alt="twc.png" class="inline-img" width="200px">
</figure>
<p>
The use of two weapons. The Character must have a skill in both weapon types used, and this
skill may not have a greater rank than either one of those skills. When using Two-weapon
combat this skill is averaged with the actual weapon skill, and the average will be used as
long as the combatant is using both weapons. The average cannot be greater than the skill
in Two-weapon combat.
</p>
<p>
One weapon will be used as the primary, and the other as the secondary. The secondary
weapon is at -1 for being used in an off-hand. Normally the secondary weapon is used for
defense – the Character is allowed to make a parry (with the secondary weapon) in addition
to a normal attack (using the primary weapon). The roles of the weapons can also be
reversed, i.e. the primary weapon may be used to parry (at full Skill Level), while the
secondary weapon is used to attack (at -1 to Skill Level).
</p>
<p>
A Character may also make a double attack. In this case the attack is rolled for both
weapons. The secondary weapon should be treated as a Second Strike, thus it is at an
additional -2. Both attacks are made at the same foe. If two different foes are chosen, the
attacker is at an additional -1 in both attacks.
</p>
<p>
Both weapons may also be used to parry. In this case both parry results are added to the
total defense, i.e. both parries are cumulative. Alternatively the parrier can double the
number of attacks they can parry. Remember, the secondary weapon is still at -1.
</p>
<div class="ex">
<p>
<b>Example</b>: Beowulf is Good at Two-weapon Combat with primary axe (Superb) and secondary
sword (Fair). His effective Skill Level is Mediocre with the sword (Average of Fair and
Good, max Fair, and a -1 for being the secondary weapon). His effective Skill Level with
the axe is Good (Average of Superb and Good, max Good).
</p>
<p>
If he attacks normally he attacks with the axe at Good, and uses the sword to defend with a
Mediocre skill. He could also use the axe to parry at Good and the sword to attack with
Mediocre. If he chooses to make a double attack he will attack with his axe at Good and
with his sword at Terrible (not really worth it). If he would attack 2 foes the attacks
would be at Fair with the axe and Terrible-1 with the sword. Only to be done is
desperation. If pressed hard, Beowulf could use both weapons to parry at Good with the
axe and Mediocre with the sword. He can combine both for an increased Parry, or double the
number of attacks he can parry (four in this case).
</p>
</div>
</div>
</div>
<div id="outline-container-orgf4ec8b5" class="outline-3">
<h3 id="orgf4ec8b5">Whirlwind Attack</h3>
<div class="outline-text-3" id="text-orgf4ec8b5">
<figure>
<img src="http://img.bergenheim.net/ff/whirlwind_attack.png" alt="whirlwind_attack.png" class="inline-img" width="200px">
</figure>
<p>
With this technique the Character rotates and whirls while they attack. Due to the motion
they gain +1 to Defense and can attack any foe within Movement Rate. This attack is a Full
Action, and the attacker must make a successful Fair Will check every Combat Round to keep
going. If the Will check fails, then the Character is Stunned for a number of Combat Rounds
equal to the Relative Degree.
</p>
<div class="ex">
<p>
Shamir is doing a Whirlwind attack. At the 4th round he rolls a Poor Will check and is
Stunned for 2 Combat Rounds, since he missed the check by 2 Levels.
</p>
</div>
</div>
</div>
</div>
Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-39559647433965580122020-08-02T15:13:00.009+02:002020-08-10T21:17:34.972+02:00Item Crafting - Creating magical items in Fudge<div id="outline-container-org8360415" class="outline-2">
<h2 id="org8360415">Introduction</h2>
<div class="outline-text-2" id="text-org8360415">
<figure>
<img src="http://img.bergenheim.net/ff/oi-crown.gif" alt="oi-crown.gif" class="inline-img" width="150px">
</figure>
<aside>
<p>
This article is part of the series where I share parts of my home-brew RPG - Rope -
converted to Fudge (of course). I'm doing this to push myself to actually get the
conversion done, so I can start running it again in earnest :).
</p>
<p>
As this is a port from my RPG I created before finding Fudge, and has not been tested a
lot. I would love to get some feedback on this!
</p>
<p>
This system uses the <a href="https://fudgefountain.blogspot.com/2020/05/fudge-tasks.html">Fudge Tasks</a> and <a href="https://fudgefountain.blogspot.com/2020/05/spell-crafting-new-spell-casting.html">Spell Crafting</a> from my previous posts. I recommend
reading them first to understand the actual Item Crafting mechanic.
</p>
</aside>
<a name='more'></a>
</div>
</div>
<div id="outline-container-org5e124ad" class="outline-2">
<h2 id="org5e124ad">Creating Magical Items</h2>
<div class="outline-text-2" id="text-org5e124ad">
<p>
Any character who knows magic and knows the Alchemy skill can create items. A magic-user
who creates items will be called an Alchemist regardless of what Magic Realm they use. A
Sorcerer will create an item by Enchanting, a Priest by Blessing and an Animist will attach
Spirit Runes on the item. For game purposes they are all equal. There are several broad
classes of magical items:
</p>
<dl class="org-dl">
<dt>Amulets</dt><dd>Items which protect against magical attack.</dd>
<dt>Augments</dt><dd>Items which increase the efficiency of the power of the wielder</dd>
<dt>Biases</dt><dd>Items which store an amount of power that can be tapped in to by the
magic-user.</dd>
<dt>Equipment</dt><dd>Equipment may be enchanted to give a bonus when it is used in performing a
skill.</dd>
<dt>Focuses</dt><dd>Items which enhance the powers of magic-users in casting spells.</dd>
<dt>Jujus</dt><dd>Items which increase one or more Stats of the wearer.</dd>
<dt>Talismans</dt><dd>Items which have the power to cast a spell if properly used.</dd>
<dt>Potion</dt><dd>A potion can be embedded with a spell which will effect the drinker.</dd>
<dt>Rune paper</dt><dd>A rune paper can be embedded with one spell (Use Runes skill, to
cast). Rune papers work like single use Talismans.</dd>
<dt>Weapons</dt><dd>A weapon may be enchanted to give a bonus to the skill or the damage or both.</dd>
</dl>
<p>
Creating magical items is a series of tasks. First the item must be either created by the
Alchemist or bought as new for this purpose. The item must also have a symbolic meaning
appropriate for the spell or else be abstract (rings or other kind of jewelry). A pair of
boots might carry a spell to leave no tracks, or running really fast, but it would be
inappropriate for said boots to shoot lightning bolts.
</p>
<figure>
<img src="http://img.bergenheim.net/ff/ic-focus.gif" alt="ic-focus.gif" class="inline-img" width="40px">
</figure>
<p>
It is possible to have multiple enchantments on a single item. Each enchantment is a
separate task, even if it a similar or even the same enchantment. Remember that enchanting
a weapon twice to be a +1 damage, it is still only +1 damage weapon. If the Alchemist wants
to see if he can add an additional enchantment on a magical item, he has to do a Magic
skill check. The Difficulty of this is the number of enchantments currently on the item
minus 2. (# enchantments - 2) <i>i.e a A sword with 1 enhancement requires a Mediocre Magic
skill check.</i> A failure indicates that no further enchantments may be added to that item by
that Alchemist, until they gain more skill in Magic.
</p>
<p>
It is also possible to improve an already existing enchantment. First the Alchemist needs
to pass a Magic skill check with a Difficulty of (#of enchantments -2). Then a new
enchantment of the same kind (but of higher Level) needs to be added.
</p>
</div>
</div>
<div id="outline-container-orgede2576" class="outline-2">
<h2 id="orgede2576">Alchemy</h2>
<div class="outline-text-2" id="text-orgede2576">
<p>
Alchemy is the skill of crafting magical items. It is used in the tasks to create the
various magical items listed below. Just like Magic, Sorcery, Prayer and Channeling it does
not have a default value.
</p>
</div>
</div>
<div id="outline-container-org750933f" class="outline-2">
<h2 id="org750933f">Binding Task</h2>
<div class="outline-text-2" id="text-org750933f">
<p>
Once the base item is acquired, the Alchemist must bind it to magic. This task prepares a
mundane item to be able to receive magical enchantments without bursting.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 1:</span> Level Table</caption>
<colgroup>
<col class="org-right">
<col class="org-right">
<col class="org-left">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-right">Level</th>
<th scope="col" class="org-right">Task Value</th>
<th scope="col" class="org-left">Task Difficulty</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-right">0</td>
<td class="org-right">1</td>
<td class="org-left">Terrible</td>
</tr>
<tr>
<td class="org-right">1</td>
<td class="org-right">5</td>
<td class="org-left">Poor</td>
</tr>
<tr>
<td class="org-right">2</td>
<td class="org-right">15</td>
<td class="org-left">Mediocre</td>
</tr>
<tr>
<td class="org-right">3</td>
<td class="org-right">35</td>
<td class="org-left">Fair</td>
</tr>
<tr>
<td class="org-right">4</td>
<td class="org-right">75</td>
<td class="org-left">Good</td>
</tr>
<tr>
<td class="org-right">5</td>
<td class="org-right">150</td>
<td class="org-left">Great</td>
</tr>
<tr>
<td class="org-right">6</td>
<td class="org-right">350</td>
<td class="org-left">Superb</td>
</tr>
<tr>
<td class="org-right">7</td>
<td class="org-right">750</td>
<td class="org-left">Amazing</td>
</tr>
<tr>
<td class="org-right">8</td>
<td class="org-right">1500</td>
<td class="org-left">Legendary</td>
</tr>
</tbody>
</table>
<p>
The Binding Task is a Task with a Task Turn of 1 day. The Task Value depends on the Level
of the item. Look up the Task Value corresponding to the Level of the item in the Level
Table. The Task Difficulty is Fair. Furthermore the prospective Alchemist must have Power
Points equal to the Task Value. If you are using Abstract Power the Task Difficulty is the
required Abstract Power.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 2:</span> Binding Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">Level of item</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Fair</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Alchemy</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org636b585" class="outline-2">
<h2 id="org636b585">Magical Powers</h2>
<div class="outline-text-2" id="text-org636b585">
<p>
The next step depends on exactly what item is being created. All Magic Powers Tasks have a
Task Turn of 1 day. The magical effects have a Level. The Level of the Magic Power dictates
the Task Value and the Task Difficulty. It varies with the Magical Power Level and Power.
Look up the Level in the Power table to find the Task Value in the Power column. In the
sections below Task Value and Task Difficulty is listed as Xxx Level + Y, which means you
ass the number to the selected level before looking up Task Value or Task Difficulty.
</p>
<p>
Sometimes you need to average a skill with Alchemy to create the Magical Effect. Use this
table below to easily calculate the average of 2 skills.
</p>
<div class="bigtable">
<table class="avg-table">
<caption class="t-above"><span class="table-number">Table 3:</span> Average Skills Table</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"> </td>
<td class="org-left"><b>Poor</b></td>
<td class="org-left"><b>Mediocre</b></td>
<td class="org-left"><b>Fair</b></td>
<td class="org-left"><b>Good</b></td>
<td class="org-left"><b>Great</b></td>
<td class="org-left"><b>Superb</b></td>
<td class="org-left"><b>Amazing</b></td>
<td class="org-left"><b>Legendary</b></td>
</tr>
<tr>
<td class="org-left"><b>Poor</b></td>
<td class="org-left">Poor</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Mediocre</b></td>
<td class="org-left">Poor</td>
<td class="org-left">Mediocre</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Fair</b></td>
<td class="org-left">Mediocre</td>
<td class="org-left">Mediocre</td>
<td class="org-left">Fair</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Good</b></td>
<td class="org-left">Mediocre</td>
<td class="org-left">Fair</td>
<td class="org-left">Fair</td>
<td class="org-left">Good</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Great</b></td>
<td class="org-left">Fair</td>
<td class="org-left">Fair</td>
<td class="org-left">Good</td>
<td class="org-left">Good</td>
<td class="org-left">Great</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Superb</b></td>
<td class="org-left">Fair</td>
<td class="org-left">Good</td>
<td class="org-left">Good</td>
<td class="org-left">Great</td>
<td class="org-left">Great</td>
<td class="org-left">Superb</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Amazing</b></td>
<td class="org-left">Good</td>
<td class="org-left">Good</td>
<td class="org-left">Great</td>
<td class="org-left">Great</td>
<td class="org-left">Superb</td>
<td class="org-left">Superb</td>
<td class="org-left">Amazing</td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Legendary</b></td>
<td class="org-left">Good</td>
<td class="org-left">Great</td>
<td class="org-left">Great</td>
<td class="org-left">Superb</td>
<td class="org-left">Superb</td>
<td class="org-left">Amazing</td>
<td class="org-left">Amazing</td>
<td class="org-left">Legendary</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org8a7e72b" class="outline-3">
<h3 id="org8a7e72b">Amulet</h3>
<div class="outline-text-3" id="text-org8a7e72b">
<figure>
<img src="http://img.bergenheim.net/ff/ic-amulet.gif" alt="ic-amulet.gif" class="inline-img" width="200px">
</figure>
<p>
The simplest amulets add to the magic resistance versus spells of a given type (sorcery,
divine or spirit magic). Amulets operate as long as they are held or worn by the user, as
appropriate. A maximum bonus a magic-user may give to an amulet may not exceed his Magic
skill Level. The most valuable talismans protect against all kinds of magic. Such items are
rare in proportion to finding an Alchemist who would know all three realms of magic. The
Amulet level is equal to the bonus it gives.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 4:</span> Amulet Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">Amulet Level</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Amulet Level</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Average Alchemy and all Realm Skills for the Amulet Realm.</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org725bc7e" class="outline-3">
<h3 id="org725bc7e">Augment</h3>
<div class="outline-text-3" id="text-org725bc7e">
<p>
An Augment assists a spell caster by focusing his power so that only a fraction of the
needed power is used in spell casting. An augment reduces the required Power for all spells
by the Power Points indicated in the Level Table for its level. Only one Augment can be
used at once time. If more then one are used the higher Level one takes precedence.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 5:</span> Augment Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">Augment Level + 1</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Augment Level</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Alchemy</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org3b9c48f" class="outline-3">
<h3 id="org3b9c48f">Bias</h3>
<div class="outline-text-3" id="text-org3b9c48f">
<p>
A bias is a relatively simple magical object. It increases the power that the magic-user
has available per day. The amount of stored power a Bias contains can not exceed that of
the Alchemist who create the Bias. The Alchemist can work with another Alchemist to create a
more powerful bias.
</p>
<p>
If using Abstract Power, the player should roll 4dF and add their Power Level to the roll.
If the total is less than Mediocre, then their daily limit goes up by 1 level, or up to the
Abstract Power of the Bias +1 whichever is higher. Alternatively, they can keep it as a
separate power store, and us it for those spells.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 6:</span> Bias Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">Bias Level + 2</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Bias Level - 1</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Alchemy</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org27559f1" class="outline-3">
<h3 id="org27559f1">Equipment</h3>
<div class="outline-text-3" id="text-org27559f1">
<p>
Magical equipment enhance a skill with the level of the Equipment. Examples are cloak of
hiding, boots of stealth, Saddle of Riding. When creating magical equipment the Alchemist
needs to contract an expert o a skill or be skilled themselves. The Level of the Equipment
cannot be greater than the Skill level of the skill in question.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 7:</span> Equipment Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">Equipment Level + 3</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Equipment Level</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Average Alchemy and the affected skill</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-orgcbff082" class="outline-3">
<h3 id="orgcbff082">Focus</h3>
<div class="outline-text-3" id="text-orgcbff082">
<p>
A Focus acts to increase the effect of the spells when he casts a spell. This item reduces
the spell complexity by the Focus Level. It will also increase the Magic skill when used
for casting spells by the same amount. The Level of the Focus can not be greater then the
Magic Skill of the Alchemist.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 8:</span> Focus Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">Focus Level +2</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Focus Level +3</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Alchemy</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org5805f6f" class="outline-3">
<h3 id="org5805f6f">Juju</h3>
<div class="outline-text-3" id="text-org5805f6f">
<figure>
<img src="http://img.bergenheim.net/ff/ic-juju.gif" alt="ic-juju.gif" class="inline-img" width="200px">
</figure>
<p>
Jujus increase one or more Stats my the level of the Juju, as long as the Juju is
worn. Juju are usually some sort of jewelry such as rings, necklaces, armbands, crown etc.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 9:</span> Juju Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">Juju Level+4</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Juju Level+2</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Alchemy</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-orgdd8ab75" class="outline-3">
<h3 id="orgdd8ab75">Lock</h3>
<div class="outline-text-3" id="text-orgdd8ab75">
<p>
A lock will prevent further enchantments to be placed on the item. Many wizards use this to
protect their items from "tampering". To overcome a lock a magic skill check with a
Difficulty equal to the Lock Level must first be successfully made. Only one attempt is
allowed.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 10:</span> Lock Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">Lock Level</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Lock Level</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Alchemy</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org6f4cac5" class="outline-3">
<h3 id="org6f4cac5">Talisman</h3>
<div class="outline-text-3" id="text-org6f4cac5">
<figure>
<img src="http://img.bergenheim.net/ff/ic-talisman.gif" alt="ic-talisman.gif" class="inline-img" width="30px">
</figure>
<p>
A talisman is a magical item that casts a specific spell whenever the user wishes. Any
Character can use a talisman, provided that he knows that it is a talisman and what spell
it casts (this can be found by Bonding with the item or someone who has Bonded to the item
can explain how it works.) The spell is released with the Magic skill of the user plus the
level of the talisman.
</p>
<p>
Talismans use charges, one each time they are used. Talisman Level dictates how many
charges a Talisman cal hold. Look up the Level and cross reference the Task Value column in
the Level Table to determine the number of Charges a given Talisman can hold.
</p>
<p>
Note that the Spell Caster will need to be able to also cast the spell to be embedded each
day in addition to the Power Point requirement for the actual Talisman Task.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 11:</span> Talisman Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">Talisman Level</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Talisman Level</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Average Alchemy and Magic</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-orgdabaa4c" class="outline-4">
<h4 id="orgdabaa4c">Charge Task</h4>
<div class="outline-text-4" id="text-orgdabaa4c">
<p>
Once the Talisman spell is completed the creator needs to charge it. To charge (or
recharge) a talisman the Alchemist has to know the spell it casts. The Charge Task has a
Task Turn of 1 day, and a Task Value equal to the maximum number of charges. The Task
Difficulty is Mediocre. Every day the charge of the item is increased with the Task Points
gained in the Charge Task. An item cannot be given more charges than indicated by the
Level.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 12:</span> Charge Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">Item Charges</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Mediocre</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Alchemy</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-orgf5958ff" class="outline-4">
<h4 id="orgf5958ff">Rune paper</h4>
<div class="outline-text-4" id="text-orgf5958ff">
<figure>
<img src="http://img.bergenheim.net/ff/rune.png" alt="rune.png" class="inline-img" width="200px">
</figure>
<p>
A rune paper is a special single-use Talisman. Since it is so volatile it has a Task Turn
of 1 hour, for the Talisman Task. Also, No binding spell is needed, but a special rune
paper needs to be used. Alchemists can create Rune Paper with the Rune skill.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 13:</span> Rune Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 hour</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">Rune Level</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Rune Level</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Runes</td>
</tr>
</tbody>
</table>
<p>
To create Rune paper it is a task with Task Turn of 1 day, a Task Value of 5, and a Task
Difficulty of Mediocre.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 14:</span> Creating Rune Paper Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">5</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Mediocre</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Runes</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-orgd43fc83" class="outline-4">
<h4 id="orgd43fc83">Potions</h4>
<div class="outline-text-4" id="text-orgd43fc83">
<p>
A potion is a special Talisman which will embed the spell in a drink, and the drinker will
be effected by the spell. All spells embedded in potions must have a range and
Area-of-effect: Self. Once a raw potion is available it needs only the Potion Task to embed
a spell in it.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 15:</span> Potion Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 hour</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">Potion Level</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Potion Level</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Herbalism</td>
</tr>
</tbody>
</table>
<p>
Creating a raw potion is a Herbalism task with Task Turn of 1 day, a Task Value of 5, and a
Task Difficulty of Mediocre.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 16:</span> Creating raw Potion Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">5</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Mediocre</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Herbalism</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org70bafd7" class="outline-3">
<h3 id="org70bafd7">Weapon</h3>
<div class="outline-text-3" id="text-org70bafd7">
<figure>
<img src="http://img.bergenheim.net/ff/ic-weapon.gif" alt="ic-weapon.gif" class="inline-img" width="150px">
</figure>
<p>
Weapons can be enchanted to give damage modifications or to give a bonus to the skill
use. The bonus is equal to the Level of the Weapon. Each one is a separate Effect. For
skill use an average of Alchemy and the weapon skill with the weapon.
</p>
<p>
All enchanted weapons, even those that only have a binding spell cast on them are magic
weapons and thus deliver damage to creatures only vulnerable to magic weapons. Many
magic-users rely on this fact to make some easy money.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 17:</span> Weapon Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">Weapon Level + 3</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Weapon Level + 1</td>
</tr>
<tr>
<td class="org-left"><b>Skill bonus skill</b></td>
<td class="org-left">Average Magic and weapon skill</td>
</tr>
<tr>
<td class="org-left"><b>Damage bonus skill</b></td>
<td class="org-left">Alchemy</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-orge34e5d8" class="outline-4">
<h4 id="orge34e5d8">Slaying Weapons</h4>
<div class="outline-text-4" id="text-orge34e5d8">
<p>
Slaying weapons are keyed to a specific type of creature (ex. Dragons, or Giants, or
Orcs). When a Slaying weapon hits it delivers Aggravated damage (if using <a href="https://fudgefountain.blogspot.com/2020/04/a-new-damage-system-for-fudge.html">A new damage
system for Fudge</a>) or +5 damage (if using base rules). Slaying weapons are magical weapons
even when used against creatures that are not of the type they are keyed to.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 18:</span> Slaying Weapon Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">Amazing</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Good</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Alchemy</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org5c015ec" class="outline-4">
<h4 id="org5c015ec">Holy Weapons</h4>
<div class="outline-text-4" id="text-org5c015ec">
<figure>
<img src="http://img.bergenheim.net/ff/ic-holy-weapon.gif" alt="ic-holy-weapon.gif" class="inline-img" width="150px">
</figure>
<p>
Holy weapons are treated as magical. Holy weapons are treated as Slaying Weapons versus
the enemies of the deity. Only priests may create holy weapons. Holy weapons can only be
created by Priest Alchemists.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 19:</span> Holy Weapon Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">Amazing</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Good</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Prayer</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org8f7acd8" class="outline-4">
<h4 id="org8f7acd8">Elemental weapons</h4>
<div class="outline-text-4" id="text-org8f7acd8">
<p>
Elemental weapons deliver an elemental attack in addition to that of the normal damage.
Fire weapons deliver fire damage, wind weapons deliver electrical damage, etc. There are
many different variations of elemental effects, but they all do the same basic thing, they
deliver extra damage. Some creatures are more susceptible to certain elemental weapons, for
such creatures treat the elemental weapon as a Slaying Weapon (in addition to other
bonuses).
</p>
<table>
<caption class="t-above"><span class="table-number">Table 20:</span> Elemental Weapon Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">Weapon Level + 4</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Weapon Level + 2</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Alchemy</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
</div>
<div id="outline-container-orgfdb3c8f" class="outline-2">
<h2 id="orgfdb3c8f">Examples</h2>
<div class="outline-text-2" id="text-orgfdb3c8f">
</div>
<div id="outline-container-org0559f19" class="outline-3">
<h3 id="org0559f19">Magic sword</h3>
<div class="outline-text-3" id="text-org0559f19">
<p>
This magic sword gives +2 damage and +1 to skill. To create it it needs a Level 2 Binding
spell and a Level 1 (skill bonus) and Level 2 (bonus damage) Weapon spells.
</p>
<table>
<caption class="t-above"><span class="table-number">Table 21:</span> Binding Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Level</b></td>
<td class="org-left">2</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">15</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Fair</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Alchemy</td>
</tr>
</tbody>
</table>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 22:</span> Weapon Task +1 to skill</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Level</b></td>
<td class="org-left">1</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">75</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Mediocre</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Average Alchemy and Swords</td>
</tr>
</tbody>
</table>
</div>
<table>
<caption class="t-above"><span class="table-number">Table 23:</span> Weapon Task +2 to damage</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Level</b></td>
<td class="org-left">2</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">150</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Fair</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Alchemy</td>
</tr>
</tbody>
</table>
<div class="ex">
<p>
Efrael the Alchemist tries to create this magical sword. Efrael is Superb at Alchemy and
Fair with Swords. Efrael also has 167 Power Points (or a Superb amount of power), which
means this is within his limits since to create the sword he will need 150 Power Points.
</p>
<p>
First he needs to prepare the sword for receiving Enchantments via the Binding Task. With
his skills it will take him on an average 5 days, since the Task Value is 15 and his Superb
skill compared to the difficulty is 3 levels above the the Task Difficulty of Fair.
</p>
<p>
Next he must complete the Weapon +1 to skill Task. This Task is worth 75 Task Points but
it has only a complexity of Mediocre which is good since Efrael's average of Alchemy and
Swords is only Good. This means that he should finish in about 38 days or so.
</p>
<p>
Finally he will need to to complete the second Sword +2 task. This one is trickier, the
Task Difficulty is Fair and has a Task Value of 150. It means that it will take him on an
average 50 days to complete. All in all the +1/+2 Magic sword will take a bit over 3
months to complete!
</p>
</div>
</div>
</div>
<div id="outline-container-org2c9fe34" class="outline-3">
<h3 id="org2c9fe34">Cloak of invisibility</h3>
<div class="outline-text-3" id="text-org2c9fe34">
<p>
A cloak of invisibility allows the user to turn himself and anything he can fit underneath
the cloak invisible, and relatively motionless (the cloak cannot ripple too much). It has
150 charges.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 24:</span> Invisibility spell</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Complexity</b></td>
<td class="org-left">Poor</td>
</tr>
<tr>
<td class="org-left"><b>Power</b></td>
<td class="org-left">9</td>
</tr>
<tr>
<td class="org-left"><b>Abstract Power</b></td>
<td class="org-left">Poor</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Touch</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target (anything inside the cloak)</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Concentration</td>
</tr>
</tbody>
</table>
</div>
<table>
<caption class="t-above"><span class="table-number">Table 25:</span> Binding Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">150</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Fair</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Alchemy</td>
</tr>
<tr>
<td class="org-left"><b>Level</b></td>
<td class="org-left">5</td>
</tr>
</tbody>
</table>
<p>
This requires a Level 5 Binding in order to be able to have 150 charges.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 26:</span> Talisman Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">150</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Great</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Average Alchemy and Magic</td>
</tr>
<tr>
<td class="org-left"><b>Level</b></td>
<td class="org-left">5</td>
</tr>
<tr>
<td class="org-left"><b>Charges</b></td>
<td class="org-left">0/150</td>
</tr>
</tbody>
</table>
</div>
<table>
<caption class="t-above"><span class="table-number">Table 27:</span> Charge Task</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Task Turn</b></td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left"><b>Task Value</b></td>
<td class="org-left">150</td>
</tr>
<tr>
<td class="org-left"><b>Task Difficulty</b></td>
<td class="org-left">Mediocre</td>
</tr>
<tr>
<td class="org-left"><b>Skill</b></td>
<td class="org-left">Alchemy</td>
</tr>
</tbody>
</table>
<div class="ex">
<p>
Efrael the Alchemist creates a cloak of invisibility. Efrael is Great at Magic and Superb
with Alchemy. Efrael also has 167 Power Points (or a Superb amount of power), which means
this is within his limits, since the Invisibility spell is only 9 Power Points.
</p>
<p>
First he needs to prepare the cloak (Bind Task). With his Superb Alchemy and Great Sorcery,
it will take him on an average 50 days, since the Task is worth 150 Task Points and his
Superb skill compared to the difficulty is 2 levels above the the Complexity of Fair.
</p>
<p>
Next he must complete the Talisman Task. This task is worth 150 Task Points, and has a Task
Difficulty of Great. Since his average skill in Magic and Alchemy is Superb, he will need
most of 150 days or so to finish it. This will create a cloak of invisibility with 0
charges.
</p>
<p>
Finally Efrael needs to charge the cloak. He will charge an average of 4 points per day,
meaning it will take about 38 days to fully charge the cloak. All in all the cloak of
invisibility will take almost 8 months to complete! No wonder magical items are so
expensive!
</p>
</div>
</div>
</div>
<div id="outline-container-org38d87e5" class="outline-3">
<h3 id="org38d87e5">Wizard's Staff</h3>
<div class="outline-text-3" id="text-org38d87e5">
<p>
This Wizard's Staff is a Level 2 Focus, Augment and Bias. It grants the Sorcerer who uses
it a -2 Complexity to all spells they cast. Also it reduces all spell Power Point
requirements by 15 points. Finally since it is also a Bias it will also grant 15 extra
power points to the Sorcerer per day. A Mediocre amount of Power if using Abstract Power.
</p>
</div>
</div>
</div>
<div id="outline-container-orgbe11950" class="outline-2">
<h2 id="orgbe11950">Adjusting power</h2>
<div class="outline-text-2" id="text-orgbe11950">
<p>
If the GM wants it to be easier or harder to create magical items they can adjust the Level
to Task Value and/or Task Difficulty. These values should make creating magical items take
a fair bit of time. Usually in the order of months to create an item. By adjusting the Task
Value you adjust the amount of time it takes for magical items to be created. By Adjusting
the Task Difficulty you adjust the minimum skill it takes to create items, and the general
availability of magical items.
</p>
</div>
</div>
Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-75612839842102950472020-07-19T19:40:00.008+02:002020-08-04T22:16:57.606+02:00More Options to Fudge on the Fly<div id="outline-container-org9c32120" class="outline-2">
<h2 id="org9c32120">Introduction</h2>
<div class="outline-text-2" id="text-org9c32120">
<aside>
<figure>
<img src="http://img.bergenheim.net/ff/fotf.gif" alt="fotf.gif" class="inline-img" width="200px">
</figure>
<p>
This is a short one, it's basically a small adjustment to Fudge on the Fly Option #2.
It's all based on <a href="https://web.archive.org/web/20071105020632/http://fudgefactor.org/2004/05/05/fudge_on_the_fly.html">Fudge on the Fly by Rob Donoghue</a> and I will assume that you are
familiar with it. If you are not familiar with it, please read the article on the wayback
machine from <a href="https://web.archive.org/web/20071105020632/http://fudgefactor.org/2004/05/05/fudge_on_the_fly.html">this link</a>.
</p>
<p>
I also use Option #1: Stats, and will extend Option 3 to them too.
</p>
</aside>
<a name='more'></a>
</div>
</div>
<div id="outline-container-orgbdd62a2" class="outline-2">
<h2 id="orgbdd62a2">Option #3: Experience Points</h2>
<div class="outline-text-2" id="text-orgbdd62a2">
<p>
Like in Option #2, Option #3 allows you to open new slots in order to advance your
character. Furthermore you cannot open a slot unless there are at least as many slots of
the lower level.
</p>
<p>
The number of experience points it costs to open a slot is as follows:
</p>
<table>
<colgroup>
<col class="org-left">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Slot</th>
<th scope="col" class="org-right">XP</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Legendary</td>
<td class="org-right">64</td>
</tr>
<tr>
<td class="org-left">Amazing</td>
<td class="org-right">32</td>
</tr>
<tr>
<td class="org-left">Superb</td>
<td class="org-right">16</td>
</tr>
<tr>
<td class="org-left">Great</td>
<td class="org-right">8</td>
</tr>
<tr>
<td class="org-left">Good</td>
<td class="org-right">4</td>
</tr>
<tr>
<td class="org-left">Fair</td>
<td class="org-right">2</td>
</tr>
<tr>
<td class="org-left">Mediocre</td>
<td class="org-right">1</td>
</tr>
</tbody>
</table>
<p>
If you want slower development rates you can require more slots be available in a lower
level. This will then always force the skill to remain a pyramid instead of becoming a
block.
</p>
</div>
<div id="outline-container-org7242220" class="outline-3">
<h3 id="org7242220">Example</h3>
<div class="outline-text-3" id="text-org7242220">
<p>
<b>Baroness Diane Michelli</b>
</p>
<p>
<i>Ambitious, scheming noblewoman</i>
</p>
<div class="bigtable">
<table class="fotf">
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Ladder</th>
<th scope="col" class="org-left"> </th>
<th scope="col" class="org-left"> </th>
<th scope="col" class="org-left"> </th>
<th scope="col" class="org-left"> </th>
<th scope="col" class="org-left"> </th>
<th scope="col" class="org-right">XP</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Legendary</b></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-right">64</td>
</tr>
<tr>
<td class="org-left"><b>Amazing</b></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-right">32</td>
</tr>
<tr>
<td class="org-left"><b>Superb</b></td>
<td class="org-left">Cold Read</td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-right">16</td>
</tr>
<tr>
<td class="org-left"><b>Great</b></td>
<td class="org-left">Wealth</td>
<td class="org-left">Lying</td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-right">8</td>
</tr>
<tr>
<td class="org-left"><b>Good</b></td>
<td class="org-left">Dagger</td>
<td class="org-left">Observation</td>
<td class="org-left">Diplomacy</td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-right">4</td>
</tr>
<tr>
<td class="org-left"><b>Fair</b></td>
<td class="org-left">Fashion</td>
<td class="org-left">Gossip</td>
<td class="org-left">Dance</td>
<td class="org-left">Administration</td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-right">2</td>
</tr>
<tr>
<td class="org-left"><b>Mediocre</b></td>
<td class="org-left">Riding</td>
<td class="org-left">Athletics</td>
<td class="org-left">Singing</td>
<td class="org-left">Cryptography</td>
<td class="org-left">Hysterics</td>
<td class="org-right">1</td>
</tr>
<tr>
<td class="org-left"><b>Poor</b></td>
<td class="org-left">Brawling</td>
<td class="org-left">Fencing</td>
<td class="org-left">Swimming</td>
<td class="org-left">Stealth</td>
<td class="org-left"> </td>
<td class="org-right">-</td>
</tr>
<tr>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-right">-</td>
</tr>
<tr>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-right">-</td>
</tr>
</tbody>
</table>
</div>
<p>
<b>Flaw</b>: Arrogant
</p>
<p>
After the latest adventure she now has gained 4 Experience Points.
</p>
<p>
<b>New Blurb</b>: Ambitious Lady of the Court, renown for her parties.
</p>
<p>
<b>Consider Flaw</b>: Arrogant has done well for her, but she's made some delightful enemies, so
she replaces it with "Enemies with the Viscount Breneal".
</p>
<p>
<b>Rearrange Skills</b>: While she's mostly happy with the current layout, She wants to make a
few changes. Codes are proving more valuable than anticipated, so she wants to increase
that, but has no open mediocre slots. Additionally, Gossip has proven very useful, so she
wants to increase that too! Ideally, she'd like to move Gossip up to Great, but doesn't
have enough Experience Points to open up a slot, nor can she move the skill up in one
development period. She uses 4 Experience Points to open up a new <b>Good</b> slot, and moves
her <b>Gossip</b> skill up 1 step to Good, leaving behind a free slot in Fair, just what she
needs to improve her skill in <b>Cryptography</b>!
</p>
<p>
If using the stricter rules for advancement the Baroness would have to buy also an extra
<b>Fair</b> and <b>Mediocre</b> slots for a total of 3 more Experience Points.
</p>
<p>
Now, her sheet reads:
</p>
<p>
<b>Baroness Diane Michelli</b>
</p>
<p>
<i>Ambitious, scheming noblewoman, renown for her parties</i>
</p>
<div class="bigtable">
<table class="fotf">
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Ladder</th>
<th scope="col" class="org-left"> </th>
<th scope="col" class="org-left"> </th>
<th scope="col" class="org-left"> </th>
<th scope="col" class="org-left"> </th>
<th scope="col" class="org-left"> </th>
<th scope="col" class="org-right">XP</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Legendary</b></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-right">64</td>
</tr>
<tr>
<td class="org-left"><b>Amazing</b></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-right">32</td>
</tr>
<tr>
<td class="org-left"><b>Superb</b></td>
<td class="org-left">Cold Read</td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-right">16</td>
</tr>
<tr>
<td class="org-left"><b>Great</b></td>
<td class="org-left">Wealth</td>
<td class="org-left">Lying</td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-right">8</td>
</tr>
<tr>
<td class="org-left"><b>Good</b></td>
<td class="org-left">Dagger</td>
<td class="org-left">Observation</td>
<td class="org-left">Diplomacy</td>
<td class="org-left"><i>Gossip</i></td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-right">4</td>
</tr>
<tr>
<td class="org-left"><b>Fair</b></td>
<td class="org-left">Fashion</td>
<td class="org-left"><i>Cryptography</i></td>
<td class="org-left">Dance</td>
<td class="org-left">Administration</td>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-right">2</td>
</tr>
<tr>
<td class="org-left"><b>Mediocre</b></td>
<td class="org-left">Riding</td>
<td class="org-left">Athletics</td>
<td class="org-left">Singing</td>
<td class="org-left"> </td>
<td class="org-left">Hysterics</td>
<td class="org-right">1</td>
</tr>
<tr>
<td class="org-left"><b>Poor</b></td>
<td class="org-left">Brawling</td>
<td class="org-left">Fencing</td>
<td class="org-left">Swimming</td>
<td class="org-left">Stealth</td>
<td class="org-left"> </td>
<td class="org-right">-</td>
</tr>
<tr>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-right">-</td>
</tr>
<tr>
<td class="org-left"><span class="underline">#</span></td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-right">-</td>
</tr>
</tbody>
</table>
</div>
<p>
<b>Flaw</b>: Enemies with the Viscount Breneal
</p>
<figure>
<img src="http://img.bergenheim.net/ff/fotf2.gif" alt="fotf2.gif" class="inline-img" width="200px">
</figure>
</div>
</div>
</div>
<div id="outline-container-org87482cc" class="outline-2">
<h2 id="org87482cc">Option #4: Stats and Experience Points</h2>
<div class="outline-text-2" id="text-org87482cc">
<p>
This is very simple, I use 4 Stats: <b>Body</b>, <b>Mind</b>, <b>Senses</b>, <b>Spirit</b>, but you can go
with any 4. I allow 1 Stat swap per development cycle.
</p>
<p>
The Experience Point cost for opening Stat slots is 3x the XP for skills, just like when
developing a character with the Fudge rules, Trading Traits (pg 17 in the Fudge 10th
Anniversary Edition). Here is a table for convenience:
</p>
<table>
<colgroup>
<col class="org-left">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Slot</th>
<th scope="col" class="org-right">XP</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Legendary</td>
<td class="org-right">192</td>
</tr>
<tr>
<td class="org-left">Amazing</td>
<td class="org-right">96</td>
</tr>
<tr>
<td class="org-left">Superb</td>
<td class="org-right">48</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-orge254baf" class="outline-2">
<h2 id="orge254baf">Option #5: Using Experience Points to add more swaps</h2>
<div class="outline-text-2" id="text-orge254baf">
<p>
During a Development Cycle a Character can also use Experience Points to add extra skill
swaps (the usual limitations apply, it's not possible to increase a skill 2 levels, and
also the skill must have been used).
</p>
<p>
Each extra swap cost the number of Experience Points equal to opening a new slot at the
new level minus the Experience Points for the current level. Here is a table for
convenience:
</p>
<table>
<colgroup>
<col class="org-left">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">New skill level</th>
<th scope="col" class="org-right">XP</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Legendary</td>
<td class="org-right">32</td>
</tr>
<tr>
<td class="org-left">Amazing</td>
<td class="org-right">16</td>
</tr>
<tr>
<td class="org-left">Superb</td>
<td class="org-right">8</td>
</tr>
<tr>
<td class="org-left">Great</td>
<td class="org-right">4</td>
</tr>
<tr>
<td class="org-left">Good</td>
<td class="org-right">2</td>
</tr>
<tr>
<td class="org-left">Fair</td>
<td class="org-right">1</td>
</tr>
<tr>
<td class="org-left">Mediocre</td>
<td class="org-right">1</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org3b60dd3" class="outline-2">
<h2 id="org3b60dd3">Character Record Sheet</h2>
<div class="outline-text-2" id="text-org3b60dd3">
<p>
I have made 2 versions of the Character Record Sheet both as a PDF and as a Google Doc.
</p>
<p>
Fudge on the Fly Character Record Sheet, standard wound track
</p>
<ul class="org-ul">
<li><a href="https://drive.google.com/file/d/1tpXLsfGvpPjFPnCHGnHjXCTimuu_8njP/view?usp=sharing">PDF</a></li>
<li><a href="https://docs.google.com/document/d/14dEMzpfpQOyg0ucz0a0d4eH4Bk3_HKi7CROq77c7cys/edit?usp=sharing">Google Docs</a></li>
</ul>
<p>
Fudge on the Fly Character Record Sheet, wound track from
<a href="https://fudgefountain.blogspot.com/2020/04/a-new-damage-system-for-fudge.html">A new damage system for Fudge</a>
</p>
<ul class="org-ul">
<li><a href="https://drive.google.com/file/d/1V7mj78Su3PQYhXJ5FDDmTutHf5R_9E0G/view?usp=sharing">PDF</a></li>
<li><a href="https://docs.google.com/document/d/1aq9vEW_GmlxbY4vX8pZraSJnY2adK9vxl_XWQlu1UjY/edit?usp=sharing">Google Docs</a></li>
</ul>
</div>
</div>
Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-8363873561472140922020-07-12T16:31:00.010+02:002020-08-09T19:15:48.145+02:00Skill Training for Fudge<div id="outline-container-org8ebdac3" class="outline-2">
<h2 id="org8ebdac3">Introduction</h2>
<div class="outline-text-2" id="text-org8ebdac3">
<aside>
<p>
This article is part of a new series where I share parts of my home-brew RPG - Rope -
converted to Fudge (of course). I'm doing this to push myself to actually get the
conversion done, so I can start running it again in earnest :).
</p>
<p>
As this is a port from my RPG I created before finding Fudge, and has not been tested a
lot. I would love to get some feedback on this!
</p>
</aside>
<p>
Often Characters find themselves having down time, either being between sessions or else
are waiting on their journey to come to an end, etc. When there is nothing else to do
characters can spend this time in training. Characters might also want to learn new skills
and will go out of their way to seek out masters of certain rare skills and petition the
masters to teach them.
</p>
<p>
All of that is covered in this article.
</p>
<a name='more'></a>
</div>
</div>
<div id="outline-container-org26536ca" class="outline-2">
<h2 id="org26536ca">Learning Rate</h2>
<div class="outline-text-2" id="text-org26536ca">
<p>
Learning Rate is a measurement on how good the character is at learning. Learning Rate is
derived from the characters attributes. If using s system where skills are associated with
attributes (like Psi-punk), you should go with that. Otherwise use a physical Attribute for
physical skills and a mental Attribute for non-physical skills.
</p>
</div>
<div id="outline-container-orgb34d15e" class="outline-3">
<h3 id="orgb34d15e">Modified Learning Rate</h3>
<div class="outline-text-3" id="text-orgb34d15e">
<p>
The modified Learning rate is simply the Learning Rate of the Character modified by the
Bonuses and Hindrances. As mentioned above, each Bonus adds +1 to the Learning Rate and
each Hindrance subtracts the Learning Rate by 2.
</p>
<p>
Modified Learning Rate = Learning Rate + Bonuses - 2 x Hindrances
</p>
</div>
</div>
<div id="outline-container-orgf7c1082" class="outline-3">
<h3 id="orgf7c1082">Bonuses</h3>
<div class="outline-text-3" id="text-orgf7c1082">
<p>
Each bonus adds +1 to the Learning Rate.
</p>
</div>
<div id="outline-container-orgb32f098" class="outline-4">
<h4 id="orgb32f098">Studying at a school / academy etc specializing in the skill</h4>
<div class="outline-text-4" id="text-orgb32f098">
<figure>
<img src="http://img.bergenheim.net/ff/studying_teacher.png" alt="studying_teacher.png" class="inline-img" width="200px">
</figure>
<p>
A school specializing in a skill is assumed to have developed specialized teaching methods
that give one bonus per level of the place.
</p>
</div>
</div>
<div id="outline-container-orgc8d4066" class="outline-4">
<h4 id="orgc8d4066">Studying with a teacher with a higher skill</h4>
<div class="outline-text-4" id="text-orgc8d4066">
<p>
This reflects the inherit superiority of a higher skilled Character.
</p>
</div>
</div>
<div id="outline-container-orgef4a551" class="outline-4">
<h4 id="orgef4a551">Studying with a Superb teacher.</h4>
<div class="outline-text-4" id="text-orgef4a551">
<p>
Studying with a Superb teacher grants the student a bonus, no matter what level the student
has. A master can always teach new things to another master.
</p>
</div>
</div>
<div id="outline-container-org23d76be" class="outline-4">
<h4 id="org23d76be">Studying with a Legendary teacher</h4>
<div class="outline-text-4" id="text-org23d76be">
<p>
While anyone with a skill greater than that of the student can teach him new things, a
Legendary teacher is assumed to have more insight in the skill and can give better
direction.
</p>
</div>
</div>
<div id="outline-container-org8ce2971" class="outline-4">
<h4 id="org8ce2971">Studying with a teaching aid</h4>
<div class="outline-text-4" id="text-org8ce2971">
<figure>
<img src="http://img.bergenheim.net/ff/scroll.png" alt="scroll.png" class="inline-img" width="200px">
</figure>
<p>
Such an aid is written by masters, containing valuable tricks and pointers to the
student. The aid gives bonus as the teacher who wrote it (if the student can read). So a
scroll has a Level equal to the author. If a teacher is not available the scroll can act
instead, but no bonus is gained from the book / scroll.
</p>
</div>
</div>
<div id="outline-container-org5588bba" class="outline-4">
<h4 id="org5588bba">Private instruction</h4>
<div class="outline-text-4" id="text-org5588bba">
<p>
A teacher who spends all his time with a single student gives the student a significant
bonus. The student receives a bonus equal to half the differences in skill Level.
</p>
</div>
</div>
</div>
<div id="outline-container-orgbeaafc5" class="outline-3">
<h3 id="orgbeaafc5">Hindrances</h3>
<div class="outline-text-3" id="text-orgbeaafc5">
<p>
Each hindrance will reduce the Learning Rate by -2.
</p>
</div>
<div id="outline-container-org93c274d" class="outline-4">
<h4 id="org93c274d">Studying without a teacher</h4>
<div class="outline-text-4" id="text-org93c274d">
<p>
A student without a teacher is at a disadvantage, for he has no outside pointers, etc, thus
he is at one hindrance.
</p>
</div>
</div>
<div id="outline-container-org8f9f625" class="outline-4">
<h4 id="org8f9f625">Student is Good or better at the skill</h4>
<div class="outline-text-4" id="text-org8f9f625">
<p>
Once the student has reached this far in his studies, he lacks mostly finesse, and thus
advancement is not equally rapid.
</p>
</div>
</div>
<div id="outline-container-org365c222" class="outline-4">
<h4 id="org365c222">Student is Superb or better</h4>
<div class="outline-text-4" id="text-org365c222">
<p>
A student who has mastered the skill can not learn very much more, thus is at another
hindrance. Note that this is cumulative with the hindrance above!
</p>
</div>
</div>
<div id="outline-container-org4a8784b" class="outline-4">
<h4 id="org4a8784b">Not studying full time</h4>
<div class="outline-text-4" id="text-org4a8784b">
<p>
A student who spends time in minor activities (like holding a job, traveling, etc) may
still study, but does so at a hindrance. If the student is adventuring, or doing something
else that requires him to spend more than 10 hours per day may not study at all.
</p>
</div>
</div>
<div id="outline-container-org6881328" class="outline-4">
<h4 id="org6881328">Wounded / Sick</h4>
<div class="outline-text-4" id="text-org6881328">
<p>
A wounded student can not concentrate as well as a fully healthy student, thus he is at a
hindrance, if he can study at all. A wounded student can not for instance study any skill
that requires physical activity (like combat and physical skills).
</p>
</div>
</div>
</div>
</div>
<div id="outline-container-org241e784" class="outline-2">
<h2 id="org241e784">Learning Check</h2>
<div class="outline-text-2" id="text-org241e784">
<p>
For each week that a Character spends training they make a Learning Check. The difficulty
of the learning check is their current skill check + 2. Add the Learning Rate or current
skill Level, whichever is lower to the roll. If the check succeeds the character gains one
level in the skill.
</p>
</div>
</div>
<div id="outline-container-org169be49" class="outline-2">
<h2 id="org169be49">Learning as a Task</h2>
<div class="outline-text-2" id="text-org169be49">
<figure>
<img src="http://img.bergenheim.net/ff/smith.png" alt="smith.png" class="inline-img" width="200px">
</figure>
<p>
If you are using <a href="https://fudgefountain.blogspot.com/2020/05/fudge-tasks.html">Fudge Tasks</a>, then I recommend using tasks for learning instead. You can
then keep track of how far along the learning path the Character is, and how much more they
need to go before gaining another level.
</p>
</div>
<div id="outline-container-org57e7be3" class="outline-3">
<h3 id="org57e7be3">Task Resolution</h3>
<div class="outline-text-3" id="text-org57e7be3">
<p>
The <b>Task Difficulty</b> is equal to the character's current skill level. The <b>Task Value</b> is
equal to the number of experience points needed to gain the new level x 5 (see table
below). The <b>Task Turn</b> is 1 week. As skill you use the Modified Learning rate.
</p>
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">From</th>
<th scope="col" class="org-left">To</th>
<th scope="col" class="org-right">Task Value</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Terrible</td>
<td class="org-left">Poor</td>
<td class="org-right">5</td>
</tr>
<tr>
<td class="org-left">Poor</td>
<td class="org-left">Mediocre</td>
<td class="org-right">5</td>
</tr>
<tr>
<td class="org-left">Mediocre</td>
<td class="org-left">Fair</td>
<td class="org-right">5</td>
</tr>
<tr>
<td class="org-left">Fair</td>
<td class="org-left">Good</td>
<td class="org-right">10</td>
</tr>
<tr>
<td class="org-left">Good</td>
<td class="org-left">Great</td>
<td class="org-right">20</td>
</tr>
<tr>
<td class="org-left">Great</td>
<td class="org-left">Superb</td>
<td class="org-right">40</td>
</tr>
<tr>
<td class="org-left">Superb</td>
<td class="org-left">Legendary</td>
<td class="org-right">80</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org25dfaa2" class="outline-2">
<h2 id="org25dfaa2">Teaching</h2>
<div class="outline-text-2" id="text-org25dfaa2">
<p>
Any character who has the teaching skill can teach another character any skill they
have. To find the effective Teacher level, average the teaching skill with the current
skill Level to find the Quality of the teacher. For easy reference here is a table:
</p>
<div class="bigtable">
<table class="avg-table">
<caption class="t-above"><span class="table-number">Table 1:</span> Average Skills Table</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"> </td>
<td class="org-left"><b>Poor</b></td>
<td class="org-left"><b>Mediocre</b></td>
<td class="org-left"><b>Fair</b></td>
<td class="org-left"><b>Good</b></td>
<td class="org-left"><b>Great</b></td>
<td class="org-left"><b>Superb</b></td>
<td class="org-left"><b>Amazing</b></td>
<td class="org-left"><b>Legendary</b></td>
</tr>
<tr>
<td class="org-left"><b>Poor</b></td>
<td class="org-left">Poor</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Mediocre</b></td>
<td class="org-left">Poor</td>
<td class="org-left">Mediocre</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Fair</b></td>
<td class="org-left">Mediocre</td>
<td class="org-left">Mediocre</td>
<td class="org-left">Fair</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Good</b></td>
<td class="org-left">Mediocre</td>
<td class="org-left">Fair</td>
<td class="org-left">Fair</td>
<td class="org-left">Good</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Great</b></td>
<td class="org-left">Fair</td>
<td class="org-left">Fair</td>
<td class="org-left">Good</td>
<td class="org-left">Good</td>
<td class="org-left">Great</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Superb</b></td>
<td class="org-left">Fair</td>
<td class="org-left">Good</td>
<td class="org-left">Good</td>
<td class="org-left">Great</td>
<td class="org-left">Great</td>
<td class="org-left">Superb</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Amazing</b></td>
<td class="org-left">Good</td>
<td class="org-left">Good</td>
<td class="org-left">Great</td>
<td class="org-left">Great</td>
<td class="org-left">Superb</td>
<td class="org-left">Superb</td>
<td class="org-left">Amazing</td>
<td class="org-left"> </td>
</tr>
<tr>
<td class="org-left"><b>Legendary</b></td>
<td class="org-left">Good</td>
<td class="org-left">Great</td>
<td class="org-left">Great</td>
<td class="org-left">Superb</td>
<td class="org-left">Superb</td>
<td class="org-left">Amazing</td>
<td class="org-left">Amazing</td>
<td class="org-left">Legendary</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org7048fff" class="outline-2">
<h2 id="org7048fff">Example</h2>
<div class="outline-text-2" id="text-org7048fff">
<p>
Beowulf, who has Great Strength and Fair Intelligence, wants to train in Axe Fighting. His
base Learning Rate is Great. Beowulf is currently a beginner with Axe fighting (his skill
level is Mediocre).
</p>
<p>
Beowulf trains with Beor the Great who is a Great teacher. However Beowulf is very poor so
he has struck a deal that he will work the stables of Beor in compensation for his
teachings.
</p>
<p>
This puts Beowulf at one hindrance and 2 Bonuses since Beor is giving private lessons. This
means that his effective Learning Rate is Great (+2 for Bonuses, -2 for Hindrances). This
means that after each week that Beowulf trains with Beor he rolls and Needs a Good or
better result. However his dice are modified by his Mediocre skill (because it is lower
than his Learning Rate).
</p>
</div>
</div>
Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-54773623864993702792020-06-27T18:26:00.003+02:002020-08-05T18:18:05.689+02:00Fudge Shape-shifting<div id="outline-container-org92fd5c1" class="outline-2">
<h2 id="org92fd5c1">Introduction</h2>
<div class="outline-text-2" id="text-org92fd5c1">
<figure>
<img src="http://img.bergenheim.net/ff/shapeshift.png" alt="shapeshift.png" class="big-img" width="400px">
</figure>
<aside>
<p>
These rules build on <a href="https://fudgefountain.blogspot.com/2020/05/fudge-tasks.html">Fudge Tasks</a> and <a href="https://fudgefountain.blogspot.com/2020/04/a-new-damage-system-for-fudge.html">A new damage system for Fudge</a> I assume that the reader
has read these article first.
</p>
<p>
This article is part of a new series where I share parts of my home-brew RPG - Rope -
converted to Fudge (of course). I'm doing this to push myself to actually get the
conversion done, so I can start running it again in earnest :).
</p>
<p>
As this is a port from my RPG I created before finding Fudge, and has not been tested a
lot. I would love to get some feedback on this!
</p>
</aside>
<p>
These shape-shifting rules apply to both voluntary and involuntary shape-shifting. The only
difference is the trigger. In case of involuntary (like that of a Werewolf at full moon)
the Character can try to resist the shape-shift but if they fail then these shape-changing
rules apply.
</p>
<a name='more'></a>
</div>
</div>
<div id="outline-container-org3ac8914" class="outline-2">
<h2 id="org3ac8914">Shape-Shift</h2>
<div class="outline-text-2" id="text-org3ac8914">
<figure>
<img src="http://img.bergenheim.net/ff/critter.png" alt="critter.png" class="inline-img" width="200px">
</figure>
<p>
The shape-shifter can assume the shape of another creature. This process is risky,
however. The shape-shifter can be trapped in the alternate form, temporarily, or
permanently. To perform a shape-shift the shape-shifter must first succeed in <b>Inducing the
shape-shift</b>. Alternatively failure to <b>Resist a shape-shift</b> also results in Inducing the
shape-shift. And lastly they must succeed in reverting back to their original shape.
</p>
</div>
<div id="outline-container-org46646db" class="outline-3">
<h3 id="org46646db">Totem-spirit</h3>
<div class="outline-text-3" id="text-org46646db">
<p>
If a shaman or animist has a totem-spirit, then when they are taking the shape of their
totem-spirit they can add +1 to their roll for Inducing (or resisting) a shape-shift, and
to their shape-shift rolls.
</p>
</div>
</div>
<div id="outline-container-orgfb75c01" class="outline-3">
<h3 id="orgfb75c01">Inducing a shape-shift</h3>
<div class="outline-text-3" id="text-orgfb75c01">
<p>
It takes 1 minute to induce a shape shift. To induce the shape-shift a successful
shape-shift skill check must be performed. The Difficulty of this is normally Fair, but may
vary if the shape-shifter has angered the spirits, or other circumstances. The induction is
the process to ask the spirits permission to take the form of one of their creatures. If
this fails no harm is done, and the shape-shift can be attempted again after a few hours.
</p>
</div>
</div>
<div id="outline-container-orge25a37f" class="outline-3">
<h3 id="orge25a37f">Resisting a shape-shift</h3>
<div class="outline-text-3" id="text-orge25a37f">
<p>
Resisting a shape-shift takes approximately 1 minute. Some cursed beings are forced to
change their shape at certain triggers: A werewolf must change shape at midnight when the
moon is full. Or an evil sorcerer is trying to transform a Character into a frog!
Resisting is the same as Inducing but with a reversed effect. If the Character fails to
resist a shape-shift they will have to go through with the transformation. If they are
successful, then they can go about their business as usual.
</p>
</div>
</div>
<div id="outline-container-org5472abe" class="outline-3">
<h3 id="org5472abe">Shape-shifting resolution</h3>
<div class="outline-text-3" id="text-org5472abe">
<figure>
<img src="http://img.bergenheim.net/ff/eye.png" alt="eye.png" class="inline-img" width="200px">
</figure>
<p>
Once the shape-shifting is induced, the Shape-shifter must commence the shape-shift the
next. The actual shape-shift is a Task worth <b>5 Task Points</b>, with a <b>Task Turn</b> of of 10
seconds (or 1 Combat Round) and a <b>Task Difficulty</b> of Poor. Use the shape-shifting skill
to gain <b>Task Points</b>.
</p>
<p>
If a skill check is unsuccessful the Shape-shifter a point of bashing damage, due to the
strain of the shape-shift, in lieu of the usual failed skill check effects (the Task Point
total are <b>not</b> reduced.)
</p>
<p>
For a critical failure the shape-shift is aborted, and the Shape-shifter receives 5 points
of Bashing damage. If the Task fails, the Shape-Shift was unsuccessful, and can not be
attempted until the next day. The Character will revert to his original shape. If the
Shape-shifter looses consciousness due to Bashing damage, they will continue the
transformation until the Task is Successful, or Fails, or the Character dies from the
transformation.
</p>
</div>
</div>
<div id="outline-container-orgb46f0b0" class="outline-3">
<h3 id="orgb46f0b0">Returning to the original form</h3>
<div class="outline-text-3" id="text-orgb46f0b0">
<p>
When the Shape-shifter wants to transform back to their original form the process is the
same as when they transformed to the alternative form. However, if the transformation is
unsuccessful, the Shape-shifter might lose their identity.
</p>
<p>
If the Shape-shifter fails to make a successful <b>Fair</b> Will check, they will lose their
identity (and believe that they are naturally of the alternative form) for 1 day per degree
that they missed the Will check. If they succeed, they can try again to return to their
original shape after 1 hour.
</p>
</div>
</div>
<div id="outline-container-orgd6abb12" class="outline-3">
<h3 id="orgd6abb12">Shape-shifting skill.</h3>
<div class="outline-text-3" id="text-orgd6abb12">
<p>
By developing this skill it allows the shape-shifter to change forms more smoothly and
quicker. Use this shill for resisting, inducing and as the skill for the shape-shifting
task.
</p>
</div>
</div>
</div>
<div id="outline-container-orga233527" class="outline-2">
<h2 id="orga233527">Examples</h2>
<div class="outline-text-2" id="text-orga233527">
</div>
<div id="outline-container-orgbdfb6e5" class="outline-3">
<h3 id="orgbdfb6e5">Werewolf</h3>
<div class="outline-text-3" id="text-orgbdfb6e5">
<p>
A werewolf is forced to induce shape-shift at midnight of a full moon, or when receiving
their first Lethal wound. If it is a full moon the werewolf will receive a -1 to their
attempt at resisting the change, and a +1 to the Task rolls.
</p>
<p>
A werewolf can choose to transform into a large Wolf or to a man-beast. If the Wolf-form is
selected, they can still speak as usual, and act accordingly. However anything requiring
the use of hands will be at a -2 penalty. Any physical activity (running ,jumping,
attacking etc) should be considered to be Fair skill level (unless the Character has a
higher skill level). The werewolf can train new skills to use in wolf-form, if they want to
improve on these. In man-beast form they will have the head of a wolf, and the feet and
tail of a wolf, but their hands are large and claw tipped. They should be considered to be
+1 scale and can use unarmed combat to inflict Lethal damage by biting (+1 ODF) or raking
with the claws (+0 ODF). The werewolf character can train in unarmed combat and apply that
skill to these attacks.
</p>
</div>
</div>
<div id="outline-container-orgca1effc" class="outline-3">
<h3 id="orgca1effc">Kitsune</h3>
<div class="outline-text-3" id="text-orgca1effc">
<p>
A Kitsune or fox-spirit may try to take the shape of a human. They do not however, receive
Bashing damage. Each failed roll during the shape-shift will keep one foxy aspect such as a
tail or fox-ears, or fur, etc. Every hour after they took human form they must try to
resist changing back, and failure to do so will not induce a shape-shift but instead will
reveal one more foxy aspect, until they have reverted to full fox. See the table below for
some suggested traits.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left">Fox ears</td>
<td class="org-left">Fox tail</td>
<td class="org-left">Fox face</td>
</tr>
<tr>
<td class="org-left">Hands as paws</td>
<td class="org-left">Feet as Paws</td>
<td class="org-left">Orange Fur</td>
</tr>
<tr>
<td class="org-left">Fox eyes</td>
<td class="org-left">Fangs</td>
<td class="org-left">Claws on hand</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
</div>
Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-69263011322486661452020-06-13T17:04:00.001+02:002020-08-04T17:01:09.397+02:00Sisu<div id="outline-container-org097cac0" class="outline-2">
<h2 id="org097cac0">Introduction</h2>
<div class="outline-text-2" id="text-org097cac0">
<aside>
<p>
This is the fourth and final article I had planned for the Fudge Compendium. I actually
wrote it to be a Fudge conversion of the Nature attribute in the Mouse Guard RPG. Here I
present it as a generic system that can be used as a replacement of using a fudge point to
take a +4 on dice for an unopposed roll.
</p>
</aside>
<blockquote>
<p>
<b>Sisu</b> is a Finnish concept described as stoic determination, tenacity of purpose, grit,
bravery, resilience,[1][2] and hardiness[3][4] and is held by Finns themselves to express
their national character. It is generally considered not to have a literal equivalent in
English.
</p>
<p>
—“Sisu - Wikipedia, the free encyclopedia.” May. 1st 2020 <a href="http://en.wikipedia.org/wiki/Sisu">http://en.wikipedia.org/wiki/Sisu</a>
</p>
</blockquote>
<p>
Sisu is a bit different from the other regular attributes. It measures how well the
character can overcome obstacles and persevere in the face of hardship. It also measures
how well the character can handle mental strain and recovery of said strain. The less Sisu
he has the more meek he becomes and will be more likely to crumble beneath the strain that
is life.
</p>
<a name='more'></a>
<p>
Sisu behaves like a regular attribute, but has some new rules. For one thing if it is
increased above Superb the character will become a single-minded being doing whatever it
takes to accomplish the last thing he was trying. Never yielding never wavering, never
doing anything else. In essence the character becomes unplayable. Should the attribute
ever sinks below Poor the character goes a little crazy from breaking his Sisu. He will no
longer be quite right. He will become meek and unwilling to face the cruel world, usually
with lethal consequences – a being who has lost his will to live, and can no longer be
fully trusted to do the right thing, instead, he will slowly wither away.
</p>
<p>
A starting character starts with a Good (+1) Sisu. Sisu can be raised and lowered as per
normal attribute rules.
</p>
<p>
It should be noted that if you use Sisu, then these rules should <b>replace</b> the "Get an
automatic +4 result for a fudge point" rule, probably also "get a +1 with spending a Fudge
Point".
</p>
</div>
</div>
<div id="outline-container-org45f7115" class="outline-2">
<h2 id="org45f7115">Using Sisu</h2>
<div class="outline-text-2" id="text-org45f7115">
<p>
This section explains how you use Sisu as an attribute, and as a skill.
</p>
</div>
<div id="outline-container-orgcdad58a" class="outline-3">
<h3 id="orgcdad58a">Sisu the Attribute</h3>
<div class="outline-text-3" id="text-orgcdad58a">
<p>
Sisu can be used to overcome the feeling of despair when a character is faced with an
insurmountable obstacle and/or repeated failures, and it is key to resisting stress and
mental fatigue.
</p>
<p>
Sisu is primarily used to boost the character temporarily, in a specific situation. It
allows him to tap his inner mental and emotional reserves to overcome an insurmountable
challenge. To activate Sisu, the player spends a Fudge point; the next roll gets a +1
bonus for each Sisu level that the player decides to spend. [Sisu can never go lower than
Terrible (-3).] This use is called “tapping Sisu.” It’s important to note whether the
character is attempting to overcome a real obstacle that has significant meaning. In this
case, the attempt is <b>with Sisu</b>; otherwise it’s <b>against Sisu</b>.
</p>
<p>
To use Sisu the player first declares how many levels of Sisu he wants to invest in the
skill roll. Each level gives, as stated above, a +1 bonus to the roll. Since you
dramatically increase your chances of success by the number of points you spend (+2 is
significantly more than 2*+1) it is recommended to invest more Sisu, rather than less. Also
it is in the spirit of Sisu to "go large or go home".
</p>
<p>
If the attempt was a success and it was <b>with Sisu</b>, then there are no further
penalties. However if it was <b>against Sisu</b> then the Character loses one level of Sisu. If
the attempt failed, the Sisu attribute is lowered by the number of levels by which the
character missed, up to the number of attribute levels that were used. For instance, if
the Rolled Degree is Good but you needed a Superb (2 levels of difference), then the Sisu
goes down by 2.
</p>
<p>
If Sisu dips below Poor (-2), then the character must immediately pick up a fault, like
Pig headed, Stubborn, Unyielding, etc. It should be some fault that relates to the failed
action, or otherwise something related to the character. Sisu is then raised to Mediocre
(-1), to balance the fault. This prevents the character from becoming unplayable, as
described above. Sometimes a player might decide that the story will be better if he lets
his character succumb and be devastated by the emotional weight of the task. The GM should
reward the player with at least one Fudge point to use on his new character, and any
unspent experience is also transferred to the new character.
</p>
<p>
It is possible to recover lost Sisu by character advancement, just as with any other
attribute.
</p>
<div class="ex">
<p>
<b>For example</b>, Aaron received a mysterious necklace when he was still a child. His goal in
life is to find out what the necklace is and what it means for him. Aaron can tap his Sisu
to find the one clue on one page in one book in a huge library. This is a daunting task,
and most people would not even begin it, but by tapping Sisu Aaron can persevere until he
accomplishes the goal. Samuel, in contrast, is just looking something up for someone else
in the same huge library. If finding the information isn’t a critical goal for Samuel,
he’d be tapping <b>against Sisu</b>, if he chose to use it at all.
</p>
<p>
In another adventure, Aaron has discovered that his necklace fact magical. He’s facing
down an evil warlock who wants to conquer the world. Aaron has Great Sisu, and he decides
to bet all of it to gain a +4 modifier to attacking. He rolls average [+][-][ ][ ] and has
a Great skill in magical combat for a grand total of Legendary+2 (+6). The warlock rolls
[+][ ][ ][ ]; even adding that to his Great magical combat skill, his skill is still lower
than Aaron’s, who transforms the warlock into a frog (with a Rolled Degree of +2). Since
Aaron’s attack was “against Sisu,” his Sisu Attribute goes down by 1. Aaron has now only a
Good amount of Sisu left.
</p>
</div>
</div>
</div>
<div id="outline-container-orgba43e81" class="outline-3">
<h3 id="orgba43e81">Sisu as a skill</h3>
<div class="outline-text-3" id="text-orgba43e81">
<p>
Sisu can also be used to cover some common skills, that all characters have. Here are a
few examples.
</p>
</div>
<div id="outline-container-orgaf15da3" class="outline-4">
<h4 id="orgaf15da3">Marching</h4>
<div class="outline-text-4" id="text-orgaf15da3">
<p>
Marching or hiking is a skill that all beings possess, the skill of long journeys on
foot. A trained hiker can march 50km or more per day.
</p>
</div>
</div>
<div id="outline-container-orge9ea0ec" class="outline-4">
<h4 id="orge9ea0ec">Resist</h4>
<div class="outline-text-4" id="text-orge9ea0ec">
<p>
Resist is a mental and physical skill that covers resisting temptation, pain, and
interrogation. Resist can also be used to resist magical spells.
</p>
</div>
</div>
<div id="outline-container-org654a4f8" class="outline-4">
<h4 id="org654a4f8">Endurance</h4>
<div class="outline-text-4" id="text-org654a4f8">
<p>
Endurance is a skill that allows the character to operate when others can’t. A successful
test can allow the character to ignore the effects of wounds and exhaustion. A Good roll
is needed to ignore a Hurt Would, While a Great roll is needed to ignore a Very Hurt
wound, and a Superb allows the character to operate even when incapacitated. A roll needs
to be made every round to ignore the wounds. A Fair roll allows the character to operate
for an extra 24 hours. The difficulty should go up every 48 hours by one level.
</p>
</div>
</div>
</div>
<div id="outline-container-orgd94490d" class="outline-3">
<h3 id="orgd94490d">Other Uses</h3>
<div class="outline-text-3" id="text-orgd94490d">
<p>
The same mechanics as for Sisu can be used for other things. For instance Nature in Mouse
Guard. This is what I originally wrote this mechanics for. See
<a href="http://wolf.bergenheim.net/rpg/fudge/fudged-mouse-guard">http://wolf.bergenheim.net/rpg/fudge/fudged-mouse-guard</a> for more of that conversion.
</p>
<p>
For a horror or monster game the Sisu mechanic could be used for an the Humanity attribute
which would measure how monstrous a character has become (low humanity) or a meek human
(too high Humanity). Here one would bet their Humanity to do things, if the action is
cruel, evil, sadistic or otherwise inhumane, such as killing or hurting people then it
would be against humanity, but if it would be for helping, healing, protecting it would be
with humanity. Other uses would need to be determined by the GM on a case by case basis.
</p>
<p>
A third alternative could be Luck. A Character would bet their Luck, and when they run out
of Luck they would take faults like Unlucky, or 7 years of Bad Luck, etc. An overly lucky
Character would become a veritable <a href="https://en.wikipedia.org/wiki/Duck_family_(Disney)#Gladstone_Gander">Gladstone Gander</a>, and would never need to make an effort
in their life. Certainly would not adventure.
</p>
<p>
As you can see there are many flavors of this same mechanic, pick your own and go with it!
I hope to hear of other uses of this mechanic.
</p>
</div>
</div>
</div>
Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-6940389159914214302020-06-01T22:09:00.002+02:002020-08-04T22:40:37.137+02:00The Moon Spear - A Fudge Fantasy Adventure<div id="outline-container-orga3f87fc" class="outline-2">
<h2 id="orga3f87fc">Introduction</h2>
<div class="outline-text-2" id="text-orga3f87fc">
<aside>
<p>
This is my third Fudge Compendium article. This adventure is based on a dream I had quite a
while ago. When I woke up I promptly made enough notes to write his adventure.
</p>
<p>
In the dream I was trying to find a spear called the Moon Spear. It was some sort of “trust
in god type of thing” and one of the obstacles was to select the correct spear among
multiple ones. I think I was inspired by some movies. If the spear was picked correctly
some sort of hidden place would open up. The hidden place contained a cloth bundle
containing several items. To make things harder, only a child could pick the correct spear
in moonlight. Once the correct choice was made, some prayer resulted in the spear
appearing. With the spear comes the shadow guard, an army of fierce spirit warriors, only
visible in the moonlight. This is also clearly inspired by books and movies.
</p>
<p>
Meanwhile some bad dude had come before, but had failed to identify the correct spear, and
left with what he thought was the moon spear. This is when I woke up. In order to create
functioning adventure, I had to add things not in the dream. Remember it was a dream, so
you should feel free to make some changes for it to fit your world.
</p>
<p>
I have also on purpose not included any maps or charts but instead verbal descriptions of
places in order to make it easier for you to insert this into your game world.
</p>
</aside>
<a name='more'></a>
</div>
</div>
<div id="outline-container-orga4145af" class="outline-2">
<h2 id="orga4145af">Background</h2>
<div class="outline-text-2" id="text-orga4145af">
<p>
The adventure takes place around three kingdoms of the southern coast: Ard, Kesadh and
South Dahler. There is a North Dahler somewhere in the north, but it’s not relevant to this
adventure. These three kingdoms have existed more or less in peace for the last 10
years. Recently the King of South Dahler has decided that he’d like to annex Ard, since it
has good mineral deposits and a well protected mountainous coast.
</p>
<p>
The South Dahlers are known for their large and fierce army. However the Ard are known for
their strong wizards of the past who are said to have made sure that Ard would never
fall. So for this the South Dahlers have now been mustering their army, and are massing it
on the border of Ard.
</p>
<p>
Ard is a poor but peaceful kingdom, with mountainous pasture land. There is only one city,
Ard, located atop of a mountain in the center of the country. To the south it borders with
the South Sea, and to the east and north lies South Dahler. Kesadh covers the short western
border.
</p>
<p>
One of the ancient defenses of the kingdom is the fabled Moon Spear, which is said to wield
the power of armies of the Moon. The king of Ard, Ardur IX, is now looking for brave
adventurers to help him defend his kingdom.
</p>
</div>
</div>
<div id="outline-container-org4078635" class="outline-2">
<h2 id="org4078635">The task</h2>
<div class="outline-text-2" id="text-org4078635">
<p>
The task is quite straightforward yet hard. The task is to retrieve the fabled Moon Spear
from its hiding place.
</p>
<p>
The party will first need to locate the Moon Caves, where the spear supposedly rests. The
spear is said to be guarded by the Moon Goddess, Ar. One needs to be brave and genuinely
honest in order to succeed. The most kept secret of the kingdom is that in order to
succeed one needs to have the innocence of a child, but yet the courage of a lion. For
this, the king’s granddaughter, Ariadne, is kept protected in a secret location. She has
been brought up to be brave in the face of danger, and yet be innocent about the true
nature of man. She has no understanding of evil at all, and won’t be able to distinguish
friend from foe. Also since she is brave she has a tendency to overlook danger to herself.
</p>
<p>
The secondary task is to keep Ariadne safe from corruption in order for the mission to be
successful. She is also not to come to any harm (naturally).
</p>
</div>
</div>
<div id="outline-container-org7a97bee" class="outline-2">
<h2 id="org7a97bee">The Moon Cave</h2>
<div class="outline-text-2" id="text-org7a97bee">
<p>
The Moon cave is located somewhere on the south coast on “a yellow beach, where the moon
shines into the cave”. The site is indeed located on the south shore. Most of the beach is
covered with gray or brown sand, but a small cove in the middle of the coast is actually
yellow sand. The closer to the cove one comes the more exact directions one can get from
the locals. Characters can roll for Tracking, Region Lore or Scrounging or similar skills
to get clues on where to head. At first these rolls should be easy if only looking for the
generic area to head towards, and will get harder as they approach the exact location.
</p>
<p>
One further problem is the fact that the cove is pockmarked with caves. However, only one
of them carries a shrine to the moon. It is quite easily distinguishable from the other
caves, when looked more closely.
</p>
<p>
The cave itself is very rugged and simple. At first it will look to be a single cave with
some nice wooden screens on the back wall. Upon further examination (Fair or better
perception) there is a second chamber behind the screen. The second chamber contains the
actual moon shrine with over a dozen (14) spears strewn all around the room. Some more
magnificent than others. Most of these spears have been donated to the shrine by old
warlords, and some are quite fine craftsmanship. Behind the shrine is what seems to be a
panel, but is actually a wooden screen. Few realize (Superb or better perception) the true
nature of the screen.
</p>
<p>
The innermost chamber opens up when the correct spear is selected in the altar room (it’s a
simple trigger). Inside the sanctum there are 3 altars covered with red cloth. Only persons
who are pure of heart and strong of mind can enter. This can be handled by a series of Will
or Courage rolls in combination with Empathy or Insight rolls. I Suggest a Rolled Degree of
Superb on both rolls. People who fail the Courage test will flee the chamber and not stop
until they drop from exhaustion or are otherwise calmed down. People who fail the Empathy
roll will be overcome with bliss and stand dazzled until they collapse from exhaustion or
are dragged out of the temple.
</p>
<p>
The altars contain 3 stone tablets that contain a spell that will summon the Moon
Spear. Naturally the spell may only be read in moonlight. Once the spear is summoned the
wielder of the spear can summon the Shadow Guard and command them. The spear is a +4 ODF
weapon that can shoot Moonlight beams which are +3 ODF ranged weapons, however, the spear
only works against enemies of Ard, and should it be misused it will shatter in a flash of
light.
</p>
</div>
</div>
<div id="outline-container-orgaf23333" class="outline-2">
<h2 id="orgaf23333">Obstacles</h2>
<div class="outline-text-2" id="text-orgaf23333">
<p>
The King of South Dahler has managed to find out about the moon spear, and decides to get
it for himself. The king has dispatched his right-hand man, Lord Ipecac, to retrieve the
spear or to destroy it, for he fears it.
</p>
<p>
Ipecac has managed to bribe and intimidate his way to the approximate whereabouts of the
Moon Cave. He is unaware of the secret requirement of the pure innocence. He is ruthless
and clever, and will stop at nothing to reach his goals. He rides with four of his most
elite warriors, who serve as his honor guard. They are as cruel as he is.
</p>
</div>
</div>
<div id="outline-container-orgb6f4e0c" class="outline-2">
<h2 id="orgb6f4e0c">Aids</h2>
<div class="outline-text-2" id="text-orgb6f4e0c">
<p>
The party is hired by the court, and the characters will have more or less the entire
resources of the kingdom at their disposal. It is however a very poor kingdom, and most of
the characters should be from Ard, or have family living there. Thus they should not want
to demand an extravagant price, but should rather be motivated to simply save their home,
and way of living. This can be played as a starting adventure in a campaign.
</p>
<p>
The king will give them free access to the royal library, to search for clues. In the
library there is a tome which describes the location by word, but doesn’t have a map. The
librarian is the one who carries the secret knowledge of the requirement of the
innocent. He has informed the king, and they will make a secret (even to the characters)
rendezvous on the day the adventurers leave the city.
</p>
</div>
</div>
<div id="outline-container-org830ed45" class="outline-2">
<h2 id="org830ed45">Encounters</h2>
<div class="outline-text-2" id="text-org830ed45">
<p>
When traveling to the beach the characters may run into scouting parties of the advancing
armies. There are of course other dangers when traveling over mountains, like random
monsters and weather.
</p>
<p>
There should be at least one encounter with Ipecac and his guard. Probably Ipecac will
easily defeat the characters unless they are clever. They will die for sure, should they
challenge him directly.
</p>
<p>
Having Ipecac re-appear should make it clear to the characters, who is the bad guy. Perhaps
Ipecac will defeat the characters and steal their “map”, or perhaps he will kidnap the
child out of spite, or could he know she is important?
</p>
<p>
Once the characters find the correct beach and the correct cave (the beach is limestone, so
contains quite a few caves. But most of them are empty, but they can be quite deep. It
shouldn’t be hard to find the cave since all locals know about the shrine to the moon
goddess. That is if the PCs talk to the locals and if they mention the moon. Otherwise the
locals will keep to their own business. If Ipecac manages to capture the girl, the
characters may want to ask if they have seen him, to which they will get an affirmative
reply.
</p>
</div>
<div id="outline-container-org86c2c7e" class="outline-3">
<h3 id="org86c2c7e">Suggested encounters</h3>
<div class="outline-text-3" id="text-org86c2c7e">
</div>
<div id="outline-container-org21c5aad" class="outline-4">
<h4 id="org21c5aad">Wolves</h4>
<div class="outline-text-4" id="text-org21c5aad">
<p>
During the night whoever is on guard can hear wolves howling close by. They should roll a
perception against Ariadne’s Stealth. If the succeed they will notice her sneaking out of
her tent intent on investigating the howling song. She will try to outrun the guard if they
try to stop her. Running straight for the wolf howling.
</p>
<p>
If the guard fails to notice Ariadne sneaking away, her absence will probably go unnoticed
until the next shift change. It should be relatively easy to track her. They will notice
her heading towards where the wolves were. Once they find her, she will most likely be
surrounded by wolves, which she will adore. The wolves will act almost puppy-like around
her, but will not like the intrusion of the party. They will most likely try to defend her,
if the party acts angry or aggressively.
</p>
</div>
</div>
<div id="outline-container-org9f8f011" class="outline-4">
<h4 id="org9f8f011">Giants</h4>
<div class="outline-text-4" id="text-org9f8f011">
<p>
Giants roam the mountains of Ard. Usually they eat mountain goats, but occasionally they
will snack on humans if they can catch them unawares. This could again be an encounter
created by Ariadne sneaking off when the party takes a break. Ariadne won’t be afraid of
the Giant(s). But how can the party handle the encounter without upsetting Ariadne’s
innocence?
</p>
</div>
</div>
<div id="outline-container-org6a99f8f" class="outline-4">
<h4 id="org6a99f8f">Bandits</h4>
<div class="outline-text-4" id="text-org6a99f8f">
<p>
Banditry is rare in Ard (the farmers don’t really have any money), but bandits of South
Dahler sometimes flee into Ard, to escape the cruel reeves of South Dahler.
</p>
</div>
</div>
</div>
</div>
<div id="outline-container-orgfd833ec" class="outline-2">
<h2 id="orgfd833ec">Characters</h2>
<div class="outline-text-2" id="text-orgfd833ec">
<p>
Instead of providing pre-generated characters it is suggested that you use <a href="https://www.drivethrurpg.com/product/95384/Fudge-On-The-Fly">Fudge on the Fly</a>
for character generation.
</p>
<p>
If you need an easy Character Record Sheet for that, you can download <a href="https://drive.google.com/file/d/1tpXLsfGvpPjFPnCHGnHjXCTimuu_8njP/view?usp=sharing">this PDF</a> I made.
</p>
</div>
</div>
<div id="outline-container-orgf8d9239" class="outline-2">
<h2 id="orgf8d9239">NPCs</h2>
<div class="outline-text-2" id="text-orgf8d9239">
</div>
<div id="outline-container-orgcc4efa4" class="outline-3">
<h3 id="orgcc4efa4">Lord Ipecac</h3>
<div class="outline-text-3" id="text-orgcc4efa4">
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Value</th>
<th scope="col" class="org-left">Skills</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Superb</td>
<td class="org-left">Fighting</td>
</tr>
<tr>
<td class="org-left">Great</td>
<td class="org-left">Tactics, Logic</td>
</tr>
<tr>
<td class="org-left">Good</td>
<td class="org-left">Will, Magic, Perception</td>
</tr>
<tr>
<td class="org-left">Fair</td>
<td class="org-left">Athletics, Literature, Poetry, History</td>
</tr>
<tr>
<td class="org-left">Mediocre</td>
<td class="org-left">Empathy, Stealth, Climbing</td>
</tr>
<tr>
<td class="org-left">Poor</td>
<td class="org-left">All other skills</td>
</tr>
</tbody>
</table>
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>ODF</b></td>
<td class="org-left">+3 with sword</td>
<td class="org-left">+4 with Magic (can cast a lightning bolt every other turn)</td>
</tr>
<tr>
<td class="org-left"><b>DDF</b></td>
<td class="org-left">+2 with armor</td>
<td class="org-left"> </td>
</tr>
</tbody>
</table>
</div>
<p>
Lord Ipecac is evil and cruel. He is a very skilled swordsman and a competent sorcerer. He
loves to give cause pain and suffering, especially to his opponents. Lord Ipecac is at the
same time fiercely loyal to his King.
</p>
</div>
</div>
<div id="outline-container-orgbb747c9" class="outline-3">
<h3 id="orgbb747c9">Ipecac’s guard</h3>
<div class="outline-text-3" id="text-orgbb747c9">
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Value</th>
<th scope="col" class="org-left">Skills</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Great</td>
<td class="org-left">Fighting, Riding</td>
</tr>
<tr>
<td class="org-left">Good</td>
<td class="org-left">Perception, Athletics, Tactics</td>
</tr>
<tr>
<td class="org-left">Fair</td>
<td class="org-left">Climbing, Stealth</td>
</tr>
<tr>
<td class="org-left">Poor</td>
<td class="org-left">All other skills</td>
</tr>
</tbody>
</table>
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>ODF</b></td>
<td class="org-left">+4 With Lance</td>
<td class="org-left">+3 With sword</td>
<td class="org-left">+3 with Bow</td>
</tr>
<tr>
<td class="org-left"><b>DDF</b></td>
<td class="org-left">+3 With armor</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
</tr>
</tbody>
</table>
</div>
<p>
Ipecac’s Guard are Knights of South Dahler wearing Plate armor and very skilled fighters.
</p>
</div>
</div>
<div id="outline-container-org6ce77ee" class="outline-3">
<h3 id="org6ce77ee">Ariadne princess of Ard</h3>
<div class="outline-text-3" id="text-org6ce77ee">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Value</th>
<th scope="col" class="org-left">Skills</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Great</td>
<td class="org-left">Will, Empathy</td>
</tr>
<tr>
<td class="org-left">Good</td>
<td class="org-left">Perception</td>
</tr>
<tr>
<td class="org-left">Fair</td>
<td class="org-left">Riding</td>
</tr>
<tr>
<td class="org-left">Mediocre</td>
<td class="org-left">Climbing, Stealth</td>
</tr>
<tr>
<td class="org-left">Poor</td>
<td class="org-left">All other skills</td>
</tr>
</tbody>
</table>
<dl class="org-dl">
<dt>Fault: Curious and innocent</dt><dd>tends to go off on own to explore the world around her,
without understanding the dangers.</dd>
<dt>Gift: Brave</dt><dd>+1 to Will roll to resist scary things.</dd>
</dl>
<p>
Ariadne is a 12 year old girl, and as said is totally innocent about the way of the
world. She simply can’t comprehend anyone hurting anyone else. Every time she is confronted
with evil things such as killing or hurting people or animals, roll 4dF. On a negative
result she becomes more jaded and her Empathy goes Down. When her Empathy reaches Fair, she
is no longer innocent, and cannot easily pick the right spear, nor pass to the innermost
chamber.
</p>
</div>
</div>
</div>
Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-48641554309453138092020-05-15T17:32:00.012+02:002022-03-01T23:27:20.478+01:00Spell Crafting - A new Spell Casting mechanic for Fudge<div id="outline-container-org21eabfc" class="outline-2">
<h2 id="org21eabfc">Foreword</h2>
<div class="outline-text-2" id="text-org21eabfc">
<aside>
<p>
This is the second article that was supposed to be published in the Fudge Compendium. This
system uses the <a href="https://fudgefountain.blogspot.com/2020/05/fudge-tasks.html">Fudge Tasks</a> from my previous post. I recommend reading that first to
understand the actual Spell Crafting mechanic.
</p>
</aside>
<p>
Yet another Magic system for Fudge? Yes, indeed. This is an open system like the <a href="https://fudgesrd.opengamingnetwork.com/fudgesrd/magic-miracles-and-psi/sample-magic-system/">Example
Magic system of the Fudge SRD</a> however it is a bit more formalized and predictable, and
allows the players to also design spells and not rely only on the GM. This system also
introduces 3 sources of magic, to give a bit of flavor.
</p>
</div>
</div>
<div id="outline-container-org3ebb27a" class="outline-2">
<h2 id="org3ebb27a">Introduction</h2>
<div class="outline-text-2" id="text-org3ebb27a">
<p>
Magic in Spell Crafting falls into 3 realms: Divine Magic, Spiritual Magic and
Sorcery. Divine Magic is practiced by Priests, Spiritual Magic is practiced by Animists,
and Sorcery is practiced by Wizards. Unlike many other systems, Spell Crafting does not use
any kind of spell lists nor even ready-made spells, instead it is up to the player (and the
GM) to invent the spells. It is intended that the player will only need to know what they
wish the spell to do. It is the GM who provides the mechanics of the spell i.e. how many
points it will cost, etc. The player is free to provide flavor i.e. what it looks like when
the spell is cast.
</p>
<a name='more'></a>
</div>
<div id="outline-container-org5892b9d" class="outline-3">
<h3 id="org5892b9d">Summary of steps required to cast a spell</h3>
<div class="outline-text-3" id="text-org5892b9d">
<p>
With this system casting spells consists of 3 steps:
</p>
<ol class="org-ol">
<li>The Player describes the Spell Effect, modified by the Range, Area of Effect, and
Duration tables. The Player totals the number of Power Points required and Difficulty
of the spell.</li>
<li>The Player Character crafts the spell, using the Fudge Task rules, gathering the
required Power Points (Task Value). The Task is resolved using the Skill for the Magic
Realm. The Task Turn is 1 Combat Turn, Spell Complexity is the Task Difficulty, and the
Power Points needed is the Task Value.</li>
<li>Once the required number of Power Points are available, the Player Character then
unleashes the spell. This is an Unopposed Roll or Opposed Roll, depending if the target
is willing to have the spell affect them. This step uses the Player Character's Magic
Skill, modified by the net Difficulty or the target’s resistance to Magic. If it's an
Unopposed roll, use Fair as the Difficulty Level.</li>
</ol>
</div>
</div>
</div>
<div id="outline-container-org5ceadf4" class="outline-2">
<h2 id="org5ceadf4">Magic Realms</h2>
<div class="outline-text-2" id="text-org5ceadf4">
<p>
Here we describe the three realms and how they work. You can of course create your own
realms of Magic, or use definitions in an existing setting. The realms provided here are
mostly for flavor. The mechanics are the same for casting spells in all realms.
</p>
</div>
<div id="outline-container-orga1365bb" class="outline-3">
<h3 id="orga1365bb">Sorcery</h3>
<div class="outline-text-3" id="text-orga1365bb">
<figure>
<img src="http://img.bergenheim.net/ff/spell_sorcery.png" alt="spell_sorcery.png" class="inline-img" width="200px">
</figure>
<p>
Sorcery is the talent to mold the reality, drawing power from one’s own inner strength, to
do so. Some feel that certain gestures are necessary to perform this with a better effect,
but in reality it is only in their minds that this makes any difference. The Realm Skill
for Sorcery is Spell. A Character who uses Sorcery is called a Sorcerer.
</p>
</div>
</div>
<div id="outline-container-org0b95817" class="outline-3">
<h3 id="org0b95817">Divine Magic</h3>
<div class="outline-text-3" id="text-org0b95817">
<p>
Divine Magic is used by the Priests and pious Characters to achieve Magical effects. A
priest does not 'cast' a spell like a Sorcerer would, instead they pray to their deity, and
ask for a divine intervention. If they are successful in gaining the attention of the deity
(a successful Prayer skill check) the prayer is granted, resulting in the spell effect. The
Realm Skill for Divine Magic is Prayer. A Character who uses Divine Magic is called a
Priest.
</p>
</div>
</div>
<div id="outline-container-orga2cecab" class="outline-3">
<h3 id="orga2cecab">Spirit Magic</h3>
<div class="outline-text-3" id="text-orga2cecab">
<p>
Spirit Magic is used by Animists and Shamans. With channeling they commune with the various
spirits of the world to perform some special task. If the spirits listen and agree with
the animist (a successful Channeling skill) the spirits will perform the requested task,
which is the effect of the spell. The Realm Skill for Spirit Magic is Channeling. A
Character who uses Spirit Magic is called an Animist.
</p>
</div>
</div>
</div>
<div id="outline-container-org278b756" class="outline-2">
<h2 id="org278b756">Supernormal Powers</h2>
<div class="outline-text-2" id="text-org278b756">
<p>
Supernormal Powers are very powerful gifts. Gaining a Supernormal Power costs the same as 2
Gifts.
</p>
</div>
<div id="outline-container-orgffe5b22" class="outline-3">
<h3 id="orgffe5b22">Innate Magic Talent</h3>
<div class="outline-text-3" id="text-orgffe5b22">
<p>
The Character has an innate ability to cast Magic. The Supernormal Power allows the
Character to cast Sorcery Magic.
</p>
</div>
</div>
<div id="outline-container-org5e42d75" class="outline-3">
<h3 id="org5e42d75">Touched by a Deity</h3>
<div class="outline-text-3" id="text-org5e42d75">
<p>
The Character's spirit was blessed by a Deity. As a result this Supernormal Power allows
the Character to cast Divine Magic.
</p>
</div>
</div>
<div id="outline-container-org23dcf51" class="outline-3">
<h3 id="org23dcf51">Friend of Spirits</h3>
<div class="outline-text-3" id="text-org23dcf51">
<p>
The Character's spirit has something that makes other spirits listen to them. This
Supernormal Power allows the Character to cast Spirit Magic.
</p>
</div>
</div>
</div>
<div id="outline-container-orga946998" class="outline-2">
<h2 id="orga946998">Attributes</h2>
<div class="outline-text-2" id="text-orga946998">
<p>
To cast spells the Magic-user will also need to have an according supernormal power
relating to the kind of Magic they want to cast. A potential spell caster also needs to
have power points remaining. Power Point Potential (PPP) is determined by the Willpower
attribute.
</p>
</div>
<div id="outline-container-org03fb056" class="outline-3">
<h3 id="org03fb056">Willpower</h3>
<div class="outline-text-3" id="text-org03fb056">
<p>
Willpower is an attribute which measures how much power a spell caster has. It also
measures the resistance to mind control and similar things. See the table below for the
Power Point Potential it corresponds to.
</p>
<dl class="org-dl">
<dt>Synonyms</dt><dd>Will, Power, Determination, Piety, Self Discipline</dd>
</dl>
<table>
<colgroup>
<col class="org-left">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Willpower</th>
<th scope="col" class="org-right">Power Point Potential</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Legendary</td>
<td class="org-right">2000</td>
</tr>
<tr>
<td class="org-left">Amazing</td>
<td class="org-right">1000</td>
</tr>
<tr>
<td class="org-left">Superb</td>
<td class="org-right">500</td>
</tr>
<tr>
<td class="org-left">Great</td>
<td class="org-right">200</td>
</tr>
<tr>
<td class="org-left">Good</td>
<td class="org-right">100</td>
</tr>
<tr>
<td class="org-left">Fair</td>
<td class="org-right">50</td>
</tr>
<tr>
<td class="org-left">Mediocre</td>
<td class="org-right">20</td>
</tr>
<tr>
<td class="org-left">Poor</td>
<td class="org-right">10</td>
</tr>
<tr>
<td class="org-left">Terrible</td>
<td class="org-right">1</td>
</tr>
</tbody>
</table>
</div>
<div id="outline-container-orgf850fc1" class="outline-4">
<h4 id="orgf850fc1">Recovering Power Points</h4>
<div class="outline-text-4" id="text-orgf850fc1">
<p>
By resting a full rest cycle the Character's Power Points go back to the Power Point
Potential.
</p>
</div>
</div>
<div id="outline-container-org047c871" class="outline-4">
<h4 id="org047c871">Abstract Power [optional rule]</h4>
<div class="outline-text-4" id="text-org047c871">
<p>
Instead of keeping track of individual power points, use the Mechanic of <a href="https://web.archive.org/web/20040921090929/http://www.fudgefactor.org/2004/06/01/funds.html">Fudge Abstract
Funds</a>, by <i>Duke York</i> and add a new Stat called Abstract Power (or Power) and keep track of
the current Abstract Power instead. This Abstract Power stat will decrease over the course
of casting spells during the day. A good night's sleep will restore Abstract Power back to
the Willpower value.
</p>
</div>
</div>
<div id="outline-container-org0cd06c3" class="outline-4">
<h4 id="org0cd06c3">Magical Exhaustion [optional rule]</h4>
<div class="outline-text-4" id="text-org0cd06c3">
<p>
If you want to make Magic physically draining I suggest this simple rule. Whenever a
Character spends more than 20 Power Points in a single spell they get a cumulative -1 to
all actions, until they spend 15 minutes resting.
</p>
<p>
If you are using Abstract power, whenever the Abstract Power stat drops, a Character is at
-1 to all actions until they rest 15 minutes.
</p>
</div>
</div>
</div>
</div>
<div id="outline-container-orgfeddac4" class="outline-2">
<h2 id="orgfeddac4">Magical Skills</h2>
<div class="outline-text-2" id="text-orgfeddac4">
<figure>
<img src="http://img.bergenheim.net/ff/spell_channeling.png" alt="spell_channeling.png" class="inline-img" width="200px">
</figure>
<p>
These skills deal with arcane knowledge and manipulation of Magical energies.
</p>
</div>
<div id="outline-container-org7caeff3" class="outline-3">
<h3 id="org7caeff3">Bonding</h3>
<div class="outline-text-3" id="text-org7caeff3">
<p>
With bonding the Character binds themselves to a Magical item. This binding allows the
Character to use the Magical properties of the item (however some items might reveal only a
subset of its powers, depending on the skill check).
</p>
</div>
</div>
<div id="outline-container-orge082b34" class="outline-3">
<h3 id="orge082b34">Channeling</h3>
<div class="outline-text-3" id="text-orge082b34">
<p>
Channeling is used by animists to craft spells. See the <i>Creating Magical effects</i> section
for more information on how to use this skill. Channeling starts at Terrible (-3).
</p>
</div>
</div>
<div id="outline-container-org04f87fa" class="outline-3">
<h3 id="org04f87fa">Magic</h3>
<div class="outline-text-3" id="text-org04f87fa">
<p>
Magic is used every time a Character creates a Magical effect, be it by reading a rune or
using an item or by casting a spell. See above on how spells are cast. Constant Magical
items, like a +1 sword, or boots of silence, don't need Magic skill checks. Magic starts at
Terrible (-3).
</p>
</div>
</div>
<div id="outline-container-orgb775869" class="outline-3">
<h3 id="orgb775869">Meditation</h3>
<div class="outline-text-3" id="text-orgb775869">
<p>
The art of meditation. With meditation one can relax oneself enough to rest mind and
body. In effect by meditating for 4 hours, one gets as much rest as from a full night’s
sleep. Each 4 hours spent meditating counts as a day of resting, for healing purposes.
</p>
</div>
</div>
<div id="outline-container-org618e9ab" class="outline-3">
<h3 id="org618e9ab">Prayer</h3>
<div class="outline-text-3" id="text-org618e9ab">
<p>
The priest uses prayer to craft spells. See the <i>Creating Magical effects</i> section below
for more information on how to use this skill. Prayer starts at Terrible (-3).
</p>
</div>
</div>
<div id="outline-container-orgbae29b5" class="outline-3">
<h3 id="orgbae29b5">Rituals</h3>
<div class="outline-text-3" id="text-orgbae29b5">
<p>
The knowledge of Magical rituals. This skill covers how to, when to, and what a certain
ritual does. Rituals also allows several Characters to work together to craft a spell. The
leader of the ritual needs to prepare / plan the ritual as a Task with a Task Point total
equal to the Power requirement, and a task Task Turn of one hour, and a task Difficulty of
Fair. Once the ritual is designed, the it needs to be performed. This is resolved like a
regular Spell Crafting. If the participants are all PCs you can allow all Characters to
roll to add to a common pool of Task Points. If not, then one roll per Task Turn should be
sufficient to determine how long it takes for the ritual to complete and whether or not it
completes successfully. The Task Turn is increased to 1 hour.
</p>
</div>
</div>
<div id="outline-container-org12338f7" class="outline-3">
<h3 id="org12338f7">Runes and Symbols</h3>
<div class="outline-text-3" id="text-org12338f7">
<p>
With this skill the Character can decipher and make runes and symbols. To activate a rune
or symbol, the caster will first make a Runes and Symbols skill check. If this is
successful the Character can invoke the spell by using normal spell casting rules, with the
exception that the Character does not need to craft the spell, nor spend the required power
for it (the rune or symbol supplies the Power).
</p>
<p>
To create a rune or symbol, the Character must first make a successful runes and symbols
skill check. After this, the Character can cast the wanted spell, using normal spell
crafting rules, but with a Task Turn of 10 minutes. The spell goes into the rune or
symbol, to be activated as above.
</p>
</div>
</div>
<div id="outline-container-org7f16e0c" class="outline-3">
<h3 id="org7f16e0c">Spell</h3>
<div class="outline-text-3" id="text-org7f16e0c">
<figure>
<img src="http://img.bergenheim.net/ff/spell_small.png" alt="spell_small.png" class="inline-img" width="200px">
</figure>
<p>
Spell is needed by sorcerers to craft spells. The power to charge the spell comes from the
sorcerer. See the <i>Creating Magical effects</i> section below for more on how to use this
skill. Spell starts at Terrible (-3).
</p>
</div>
</div>
</div>
<div id="outline-container-org65d9341" class="outline-2">
<h2 id="org65d9341">Creating Magical Effects</h2>
<div class="outline-text-2" id="text-org65d9341">
<p>
When a Character wants to cast a spell the player states the wanted effect of the
spell. The GM will then inform the player the difficulty and the required amount of Power.
</p>
</div>
<div id="outline-container-org2164baf" class="outline-3">
<h3 id="org2164baf">Power</h3>
<div class="outline-text-3" id="text-org2164baf">
<p>
The power cost for crafting a spell given here is for a typical High Fantasy setting where
Magic is quite powerful. If the GM wants to have Magic to be even more powerful, they could
set lower power costs for spells, or if they want Magic to be powerful, but rare, they
could increase the complexity values, while lowering the power costs. If the GM wants Magic
to be less powerful they could increase the Power requirement or the Complexity or even
both.
</p>
<p>
The example spells will give some guidelines in addition to the spell casting tables. The
power cost determines mostly how long it takes to cast a spell, and how many spells a
caster can cast per day.
</p>
</div>
</div>
<div id="outline-container-org560bda6" class="outline-3">
<h3 id="org560bda6">Casting spells</h3>
<div class="outline-text-3" id="text-org560bda6">
<p>
Casting spells is a twofold process. First one needs to craft the spell, this is resolved
as a <a href="./fudge_tasks">Task</a>. Once the Magic-user has finished crafting the spell it must be cast to unleash
the Magical effect. This is done as a skill check against the Magic Skill.
</p>
</div>
<div id="outline-container-orga0d8485" class="outline-4">
<h4 id="orga0d8485">Spell Crafting</h4>
<div class="outline-text-4" id="text-orga0d8485">
<p>
To Craft a spell the Magic-user needs to know a suitable Spell Crafting skill. The skill
to use depends on realm: Spell for Sorcery, Praying for Divine Magic and Channeling for
Spirit Magic. The Spell Crafting itself is resolved as a Task. The Task Turn of this task
is 1 Combat Turn, the Task Value is equal to the Power Points required for the spell and
the Task Value is equal to the spell Complexity.
</p>
<p>
A failed skill check should be treated as a Relative Degree of 0 (as an exception to the
regular Task resolution). And a critical failure results in spell being lost, and the
caster must start over. Critical Success is resolved normally, meaning that an immediate
second skill roll may be made and the Relative Degree of the second roll is also added to
the Task Points. A failed second roll simply adds 0 extra Task Points.
</p>
<p>
If the Magic-user is interrupted during the crafting phase, they must make a Will check to
see if they can stay focused on the spell crafting regardless of the distractions. If they
fail then the spell casting is interrupted, and the spell is lost. Hitting, or otherwise
injuring the Character is definitely a distraction, for example. The GM will need to decide
on the difficulty for the Will check.
</p>
</div>
</div>
<div id="outline-container-org6c02fc4" class="outline-4">
<h4 id="org6c02fc4">Releasing the spell</h4>
<div class="outline-text-4" id="text-org6c02fc4">
<p>
When the spell has been crafted, the Magic-user must release the spell or waste the
effort. The Magic-user will have to make a successful Magic skill check. If this succeeds
the spell is successfully released. The skill is resolved normally. If the target of the
spell is able to resist, then it is an Opposed Skill. Otherwise it is an Unopposed Fair
Skill check.
</p>
<p>
A failed Magic skill check means that the spell was either resisted by the Target or not
properly released. A critical failure means that the spell backfires and the spell affects
the caster or something like that. The GM should explain the details. A Critical Success
depends on the spell. It is up to the GM to come up with a suitable effect.
</p>
</div>
</div>
<div id="outline-container-org634f48b" class="outline-4">
<h4 id="org634f48b">Multiple spells active [optional rule]</h4>
<div class="outline-text-4" id="text-org634f48b">
<p>
A Magic-user can have multiple spells active at the same time. This requires the Spell
Duration Concentration to be used. In addition, there is a -1 penalty to all activity per
spell being concentrated on.
</p>
</div>
</div>
</div>
</div>
<div id="outline-container-orgb80999b" class="outline-2">
<h2 id="orgb80999b">Spell Power and Complexity</h2>
<div class="outline-text-2" id="text-orgb80999b">
<p>
This section describes how to construct spells. All spells have a Base Power at 1, and a
Base Complexity of Poor (-2). A spell can never go below these values in Complexity and
Power. The GM can adjust these values up or down to make Magic harder / easier. For
instance in a sword and Sorcery the Base Complexity should be at Good, and Power at 10, and
maybe multiply power by 2.
</p>
<p>
To find the total Complexity of a spell take the Base (1), and add the costs for Range,
Area-of-effect, Duration and all the Effects. This becomes the Task Points required to
complete the spell.
</p>
<p>
To find the Complexity of the Spell do the same, but this time use the Complexity base of
-2. Remember that the minimum Complexity is Poor (-2). Once you have added all the numbers
together, look up the number in the Ladder and that is the Task Difficulty.
</p>
</div>
<div id="outline-container-orgf53496c" class="outline-3">
<h3 id="orgf53496c">Abstract Power [optional rule]</h3>
<div class="outline-text-3" id="text-orgf53496c">
<p>
To find the Abstract Power cost for the spell, simply look up the Power requirement for the
spell in the table below.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 1:</span> Abstract Power Table</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Power Points</th>
<th scope="col" class="org-left">Abstract Power</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">1</td>
<td class="org-left">Terrible</td>
</tr>
<tr>
<td class="org-left">2 - 10</td>
<td class="org-left">Poor</td>
</tr>
<tr>
<td class="org-left">11 - 20</td>
<td class="org-left">Mediocre</td>
</tr>
<tr>
<td class="org-left">21 - 50</td>
<td class="org-left">Fair</td>
</tr>
<tr>
<td class="org-left">51 - 100</td>
<td class="org-left">Good</td>
</tr>
<tr>
<td class="org-left">101 - 200</td>
<td class="org-left">Great</td>
</tr>
<tr>
<td class="org-left">201 - 500</td>
<td class="org-left">Superb</td>
</tr>
<tr>
<td class="org-left">501 - 1000</td>
<td class="org-left">Amazing</td>
</tr>
<tr>
<td class="org-left">1001 or more</td>
<td class="org-left">Legendary</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-orgbecc09e" class="outline-3">
<h3 id="orgbecc09e">Range</h3>
<div class="outline-text-3" id="text-orgbecc09e">
<p>
Please see the table below for recommended Power and Complexity for different
ranges. These ranges are kept vague on purpose, both because I never do combat with
miniatures, and to be flexible. If you want more defined ranges feel free to change
this. Next I describe the ranges.
</p>
<p>
<b>Self</b> means that the spell affects only the caster. Touch means that the caster has to
actually touch the target. A zone is defined as a range that you can reach within a combat
round and do something (like hit a foe). So people in “Same zone” range can potentially
move in and hit the caster.
</p>
<p>
The range <b>1 Zone</b> means 1 Zone away, which is short range for missile weapons and long
range for thrown weapons. It takes about 1 combat round to move from <b>1 Zone</b> away to
<b>same zone</b>. Finally the range <b>2 Zones</b> is long range for missile weapons and will take
about 2 combat rounds for a Character to reach “same zone”.
</p>
<p>
The range of <b>Horse-hours</b> is defined as the range that a horse can reach at full
gallop in a few hours. So, it’s several kilometers or miles at least.
</p>
<p>
The range <b>this kingdom</b> is just that within the borders of the same kingdom. Very large
kingdoms might count as several kingdoms. The range <b>neighboring kingdom</b> is just that,
from one end of this kingdom to the other end of a neighboring kingdom.
</p>
<p>
<b>Scrying</b> distance requires that the caster is looking at the target through a scrying
device such as a Magical orb, a well of seeing or surveillance equipment or the TV.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 2:</span> Power and Complexity for Range</caption>
<colgroup>
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Range</th>
<th scope="col" class="org-right">Power</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Self</td>
<td class="org-right">0</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left">Touch</td>
<td class="org-right">1</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left">Same zone</td>
<td class="org-right">2</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left">1 Zone</td>
<td class="org-right">3</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left">2 Zones</td>
<td class="org-right">4</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left">Line of sight</td>
<td class="org-right">6</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left">Horse-hours</td>
<td class="org-right">7</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left">Scrying</td>
<td class="org-right">7</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left">This kingdom</td>
<td class="org-right">9</td>
<td class="org-right">+3</td>
</tr>
<tr>
<td class="org-left">Neighboring kingdom</td>
<td class="org-right">10</td>
<td class="org-right">+3</td>
</tr>
<tr>
<td class="org-left">Same Continent</td>
<td class="org-right">20</td>
<td class="org-right">+4</td>
</tr>
<tr>
<td class="org-left">The world</td>
<td class="org-right">50</td>
<td class="org-right">+4</td>
</tr>
<tr>
<td class="org-left">The Universe</td>
<td class="org-right">500</td>
<td class="org-right">+5</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org2bbc326" class="outline-3">
<h3 id="org2bbc326">Area-of-effect</h3>
<div class="outline-text-3" id="text-org2bbc326">
<p>
Please see the table below for recommended Power and Complexity for various areas of
effect. The exact dimensions and sizes of the areas are kept vague on purpose, partially
for flexibility, but also to allow the GM to run without a very detailed map. Feel free to
make these areas of effect more defined if you think it will be better for your game.
</p>
<p>
In areas of effect a <b>Zone</b> is defined as an area where anyone could reach out and touch
anyone else in one round of combat. In general it will require a round of combat to move
from one zone to another. Also see above for more definitions on zone. The village and city
and kingdom areas of effect mean that the spell will affect everything and everyone in that
village, city or kingdom. Hence the high power requirements.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 3:</span> Power and Complexity for Area-of-effect</caption>
<colgroup>
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Area-of-effect</th>
<th scope="col" class="org-right">Power</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Self</td>
<td class="org-right">0</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left">1 Target</td>
<td class="org-right">1</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left">2 Targets</td>
<td class="org-right">2</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left">3 Targets</td>
<td class="org-right">3</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left">7 Targets</td>
<td class="org-right">4</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left">1 zone</td>
<td class="org-right">5</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left">2 zones</td>
<td class="org-right">6</td>
<td class="org-right">+3</td>
</tr>
<tr>
<td class="org-left">1 village</td>
<td class="org-right">10</td>
<td class="org-right">+3</td>
</tr>
<tr>
<td class="org-left">1 city</td>
<td class="org-right">20</td>
<td class="org-right">+3</td>
</tr>
<tr>
<td class="org-left">1 kingdom</td>
<td class="org-right">50</td>
<td class="org-right">+3</td>
</tr>
<tr>
<td class="org-left">The whole world</td>
<td class="org-right">500</td>
<td class="org-right">+4</td>
</tr>
<tr>
<td class="org-left">The Universe</td>
<td class="org-right">5000</td>
<td class="org-right">+4</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-orgd5e9f8d" class="outline-3">
<h3 id="orgd5e9f8d">Duration</h3>
<div class="outline-text-3" id="text-orgd5e9f8d">
<p>
Please see the table below for recommended Power and Complexity for various spell
durations. The table lists time units (such as Minutes and Hours). The number is the Rolled
Degree of the spell. So if the rolled Degree is +4 and the selected duration is Minutes,
the spell will last for 4 minutes.
</p>
<p>
<b>No duration</b> means spells that have a permanent effect, but don’t apply that effect
permanently. For example attack spells, or healing spells. However, note that there is a
difference between "No duration" spells and "All eternity" spells. A Spell that ignites a
piece of wood and lets the wood burn normally would be a "No duration" spell, whereas the
Magical Olympic flame could be a spell that has a duration of "All eternity", meaning that
the flame will keep burning regardless of any non-Magical attempts to extinguish it. It’s
fueled by Magic. Sure, you could ignite wood from it or throw wood in the flame, and the
wood would burn, and ultimately be consumed by the flame, but the flame would still
continue to burn even after the wood would be ash.
</p>
<p>
Another example of a "No duration" spell is a healing spell which will heal the wound it is
cast on, and mend bone and flesh, and the result of the healing would not be permanent,
meaning that it won’t continue to heal you when you’re cut again. A healing spell with a
duration of 1 combat would in essence heal a Character every combat round and could be a
very good thing to have cast on them at the start of a combat.
</p>
<p>
<b>Concentration</b> spells require the caster to concentrate, and as long as the caster is
concentrating they will be at -1 to all actions, because they are concentrating on the
spell. If they are attacked and receives a wound that is Hurt or worse, they will lose
concentration and the spell will end. It is up to the GM whether a spell caster can
concentrate on several spells at once. I allow it, but give a cumulative -1 for every
spell that is being concentrated on.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 4:</span> Power and Complexity for Duration</caption>
<colgroup>
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Duration</th>
<th scope="col" class="org-right">Power</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">No duration</td>
<td class="org-right">0</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left">Concentration</td>
<td class="org-right">3</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left">1 Combat Turn</td>
<td class="org-right">1</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left">Combat Turns</td>
<td class="org-right">2</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left">Minutes</td>
<td class="org-right">3</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left">Hours</td>
<td class="org-right">4</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left">Days</td>
<td class="org-right">5</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left">Weeks</td>
<td class="org-right">6</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left">Months</td>
<td class="org-right">7</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left">Years</td>
<td class="org-right">10</td>
<td class="org-right">+3</td>
</tr>
<tr>
<td class="org-left">All eternity</td>
<td class="org-right">500</td>
<td class="org-right">+4</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org632372b" class="outline-3">
<h3 id="org632372b">Effects</h3>
<div class="outline-text-3" id="text-org632372b">
<p>
The effects are the meat of the spell. Generic classes of what a spell does. Each Effect
can be combined for a truly powerful spell, but remember to sum up the power and
complexity of each Effect!
</p>
</div>
<div id="outline-container-orgafa55a4" class="outline-4">
<h4 id="orgafa55a4">Banish</h4>
<div class="outline-text-4" id="text-orgafa55a4">
<p>
Banishing a demon or other creature not native to the plain of existence of the Character,
sends the creature back to its original plain, unharmed. Power scale 1 is normal beings
whereas Deities will be scale +4 or more.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-right">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Power</b></td>
<td class="org-right">10</td>
</tr>
<tr>
<td class="org-left"><b>Complexity</b></td>
<td class="org-right">Power Scale of the Entity</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-orge67ad11" class="outline-4">
<h4 id="orge67ad11">Damage</h4>
<div class="outline-text-4" id="text-orge67ad11">
<p>
A spell that does damage directly or indirectly (like a lightning bolt, or Magical arrow).
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Power</b></td>
<td class="org-left">+3 * ODF of the spell (min 1)</td>
</tr>
<tr>
<td class="org-left"><b>Complexity</b></td>
<td class="org-left">+1 * ODF of the spell (min 1)</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org849e8dd" class="outline-4">
<h4 id="org849e8dd">Healing</h4>
<div class="outline-text-4" id="text-org849e8dd">
<p>
Healing spells require a constant amount of power, and complexity. The Relative Degree of
the Magic roll determines how much is healed. For each point of Relative Degree one wound
may be reduced by one level (Dying becomes Incapacitated, Incapacitated becomes Very Hurt,
Very Hurt becomes Hurt, Hurt becomes scratch, and goes away after some rest. Scratches can
also be healed, they will fully heal). A healing spell may be cast multiple times to heal
very serious wounds.
</p>
<table>
<colgroup>
<col class="org-left">
<col class="org-right">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Power</b></td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left"><b>Complexity</b></td>
<td class="org-right">+2</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org83802be" class="outline-4">
<h4 id="org83802be">Manipulation</h4>
<div class="outline-text-4" id="text-org83802be">
<p>
Manipulating objects in the world. Power is determined by the size of the object being
manipulated. To lift a 50 kg (100 lb) rock would require 10 power and 1 Complexity. To
throw the same rock would increase the Complexity by 1, and if the same rock should be
flung behind a corner add one more Complexity. If the rock should also spin, then that
would again increase the Complexity. To open a lock would be Power 2, and Complexity (2 if
the lock is very complicated and requires movement in 2 directions, i.e. pushing and
rotating). A levitation spell would be 1, a flying spell would be 3, for 3 directions of
movement, or 4 if the caster wants to do complex maneuvers like rolls and loops.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Power</b></td>
<td class="org-left">mass in kg / 5 (weight n lb / 10)</td>
</tr>
<tr>
<td class="org-left"><b>Complexity</b></td>
<td class="org-left">+1 per direction of motion</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-orge17025b" class="outline-4">
<h4 id="orge17025b">Mind Control</h4>
<div class="outline-text-4" id="text-orge17025b">
<p>
Mind control covers everything from suggestions to direct control of the mind. Power and
Complexity varies by concept. A concept is defined as a key component in a sentence, a noun
or a verb or an object. For instance to suggest that the party should be allowed to pass
through a gate will require 2 concepts. One for <i>the party</i>, and another for <i>permission to
pass through the gate</i>. Usually 2 or 3 concepts are required unless something complex is
requested. For instance, to stop everyone except people in green hats would be 3 concepts:
<i>Stopping</i> is the first, <i>everyone</i> is the second and <i>except people in green hats</i> is the
third.
</p>
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Power</b></td>
<td class="org-left">+2 per Concept</td>
</tr>
<tr>
<td class="org-left"><b>Complexity</b></td>
<td class="org-left">+1 per Concept</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-orgd069bcc" class="outline-4">
<h4 id="orgd069bcc">Physical Alteration</h4>
<div class="outline-text-4" id="text-orgd069bcc">
<p>
Physical alteration spells actually change things physically, like warming water, or
breaking a wall, igniting things, creating light, or darkness, creating illusions,
invisibility and transformation are a few examples. These spells are also measured by
concepts. An illusion of a bonfire is 3 concepts: 1 for the <i>image</i>, 1 to <i>add movement</i> (a
static image of a bonfire is not very convincing) and finally 1 more to add <i>sound</i>. One
could also add 1 more concept for <i>heat</i>.
</p>
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Power</b></td>
<td class="org-left">+3 per Concept</td>
</tr>
<tr>
<td class="org-left"><b>Complexity</b></td>
<td class="org-left">+1 per Concept</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org45529a1" class="outline-4">
<h4 id="org45529a1">Protection</h4>
<div class="outline-text-4" id="text-org45529a1">
<p>
Protection spells enhance the Character's DDF. The manifestation may vary depending on the
source of the spell, and the will of the caster. It could be a Magical invisible force
barrier, or a Magical floating shield or even a Magical temporary suit of armor.
</p>
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Power</b></td>
<td class="org-left">+2 * DDF of the spell</td>
</tr>
<tr>
<td class="org-left"><b>Complexity</b></td>
<td class="org-left">+1 * DDF of the spell</td>
</tr>
</tbody>
</table>
</div>
</div>
<div id="outline-container-org6d367e2" class="outline-4">
<h4 id="org6d367e2">Teleportation</h4>
<div class="outline-text-4" id="text-org6d367e2">
<p>
Teleportation spells move a Character from one point to another, usually instantly. Upon
arriving the Character will need to make an orientation roll or be considered inactive for
1 Combat Turn.
</p>
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-left"><b>Power</b></td>
<td class="org-left">As per range</td>
</tr>
<tr>
<td class="org-left"><b>Complexity</b></td>
<td class="org-left">As per range +2</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
</div>
<div id="outline-container-org2c2c917" class="outline-2">
<h2 id="org2c2c917">Sample Spells</h2>
<div class="outline-text-2" id="text-org2c2c917">
<p>
This section lists example spells and shows the Power and Complexity calculations and a
total.
</p>
</div>
<div id="outline-container-org7a82da9" class="outline-3">
<h3 id="org7a82da9">Animate Object</h3>
<div class="outline-text-3" id="text-org7a82da9">
<div class="flex-wrap">
<div class="flex-box">
<p>
This spell will animate one object. The object will move and do something that the caster
wills it to do.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
<col class="org-left">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
<th scope="col" class="org-left">Abstract Power</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
<td class="org-left">Terrible</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Touch</td>
<td class="org-right">1</td>
<td class="org-right">-1</td>
<td class="org-left">Terrible</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target</td>
<td class="org-right">1</td>
<td class="org-right">0</td>
<td class="org-left">Terrible</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Minutes</td>
<td class="org-right">3</td>
<td class="org-right">0</td>
<td class="org-left">Poor</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Manipulation (max 5kg)</td>
<td class="org-right">1</td>
<td class="org-right">2</td>
<td class="org-left">Terrible</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>7 (Poor)</b></td>
<td class="org-right"><b>Mediocre (-1)</b></td>
<td class="org-left"><b>Terrible (-3)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
<figure>
<img src="http://img.bergenheim.net/ff/animated_objects.png" alt="animated_objects.png" width="200px">
</figure>
</div>
</div>
</div>
<div id="outline-container-org01cb13c" class="outline-3">
<h3 id="org01cb13c">Boil Water</h3>
<div class="outline-text-3" id="text-org01cb13c">
<p>
This spell will heat up to 1 liter of water to its boiling point.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
<col class="org-left">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
<th scope="col" class="org-left">Abstract Power</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
<td class="org-left">Terrible</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Touch</td>
<td class="org-right">+1</td>
<td class="org-right">-1</td>
<td class="org-left">Terrible</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target</td>
<td class="org-right">+1</td>
<td class="org-right">0</td>
<td class="org-left">Terrible</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">No Duration</td>
<td class="org-right">0</td>
<td class="org-right">0</td>
<td class="org-left">Terrible</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Physical Alteration (1 Concept)</td>
<td class="org-right">+3</td>
<td class="org-right">+1</td>
<td class="org-left">Poor</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>7 (Poor)</b></td>
<td class="org-right"><b>Poor (-2)</b></td>
<td class="org-left"><b>Terrible (-3)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-orgb3901d1" class="outline-3">
<h3 id="orgb3901d1">Boost Stat</h3>
<div class="outline-text-3" id="text-orgb3901d1">
<p>
This spell gives a +1 boost to any Stat of the target for the duration of the
spell.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Touch</td>
<td class="org-right">+1</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target</td>
<td class="org-right">+1</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Combat Turns</td>
<td class="org-right">+3</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Physical Alteration (1 Concept)</td>
<td class="org-right">+3</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>9 (Poor)</b></td>
<td class="org-right"><b>Poor (-2)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org70696f7" class="outline-3">
<h3 id="org70696f7">Blind</h3>
<div class="outline-text-3" id="text-org70696f7">
<p>
This spell makes the target temporarily unable to see. How is up to the caster.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Touch</td>
<td class="org-right">+1</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target</td>
<td class="org-right">+1</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Combat Turns</td>
<td class="org-right">+2</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Physical Alteration (1 Concept)</td>
<td class="org-right">+3</td>
<td class="org-right">+1</td>
</tr>
</tbody>
<tbody>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>8 (Poor)</b></td>
<td class="org-right"><b>Poor (-2)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-orgc899573" class="outline-3">
<h3 id="orgc899573">Blink</h3>
<div class="outline-text-3" id="text-orgc899573">
<p>
With this spell the caster can blink (teleport) to any location within 2 Zones away. Caster
needs to make an Awareness or Perception check when re-materializing or spend 1 Combat Turn
getting re-oriented.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Self</td>
<td class="org-right">0</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">Self</td>
<td class="org-right">0</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">No duration</td>
<td class="org-right">0</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Teleport (2 Zones)</td>
<td class="org-right">+4</td>
<td class="org-right">+2</td>
</tr>
</tbody>
<tbody>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>5 (Poor)</b></td>
<td class="org-right"><b>Poor (-2)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org5556a44" class="outline-3">
<h3 id="org5556a44">Breathe Water</h3>
<div class="outline-text-3" id="text-org5556a44">
<div class="flex-wrap">
<div class="flex-box">
<p>
This spell allows the target to breathe under water as well as air.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Touch</td>
<td class="org-right">+1</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target</td>
<td class="org-right">+1</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Minutes</td>
<td class="org-right">+3</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Physical Alteration (1 Concept)</td>
<td class="org-right">+3</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>9 (Poor)</b></td>
<td class="org-right"><b>Poor (-2)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
<figure>
<img src="http://img.bergenheim.net/ff/breathe_water.png" alt="breathe_water.png" width="200px">
</figure>
</div>
</div>
</div>
<div id="outline-container-orgcf03ef4" class="outline-3">
<h3 id="orgcf03ef4">Chain Lightning</h3>
<div class="outline-text-3" id="text-orgcf03ef4">
<p>
Chain Lightning is like Lightning Bolt, except that it strikes up to 7 targets within the
same zone.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Same zone</td>
<td class="org-right">+2</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">7 targets</td>
<td class="org-right">+3</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">No duration</td>
<td class="org-right">0</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Damage (+3 ODF)</td>
<td class="org-right">+6</td>
<td class="org-right">+3</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>12 (Mediocre)</b></td>
<td class="org-right"><b>Superb (+3)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org2958c14" class="outline-3">
<h3 id="org2958c14">Charm</h3>
<div class="outline-text-3" id="text-org2958c14">
<p>
This spell will charm the target so they treat the caster as a close friend.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">1 Zone</td>
<td class="org-right">+3</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target</td>
<td class="org-right">+1</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Minutes</td>
<td class="org-right">+3</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Mind Control (1 Concept)</td>
<td class="org-right">+2</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>10 (Poor)</b></td>
<td class="org-right"><b>Mediocre (-1)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org93c2d3a" class="outline-3">
<h3 id="org93c2d3a">Confusion</h3>
<div class="outline-text-3" id="text-org93c2d3a">
<p>
This spell will confuse the target and make them distracted (-1 to all activity).
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">1 Zone</td>
<td class="org-right">+3</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target</td>
<td class="org-right">+1</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Combat Turns</td>
<td class="org-right">+2</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Mind Control (1 Concept)</td>
<td class="org-right">+2</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>9 (Poor)</b></td>
<td class="org-right"><b>Mediocre (-1)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org218aa4a" class="outline-3">
<h3 id="org218aa4a">Fireball</h3>
<div class="outline-text-3" id="text-org218aa4a">
<p>
A fireball spell throws a ball of fire that explodes to affect everyone in an area with a
fiery explosion (delivers +2 ODF).
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">2 Zones</td>
<td class="org-right">+4</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Zone</td>
<td class="org-right">+5</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">No Duration</td>
<td class="org-right">0</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Damage (+2 ODF)</td>
<td class="org-right">+4</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>14 (Mediocre)</b></td>
<td class="org-right"><b>Great (+2)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org017d824" class="outline-3">
<h3 id="org017d824">Flying</h3>
<div class="outline-text-3" id="text-org017d824">
<div class="flex-wrap">
<div class="flex-box">
<p>
This spell allows the caster to fly as long as they concentrate. It is 3 Manipulation
Concepts for moving in any direction. And 1 more for speed.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Self</td>
<td class="org-right">0</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">Self</td>
<td class="org-right">0</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Concentration</td>
<td class="org-right">3</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Manipulation (100kg & 4 Concepts)</td>
<td class="org-right">20</td>
<td class="org-right">+4</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>24 (Fair)</b></td>
<td class="org-right"><b>Fair (+0)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
<figure>
<img src="http://img.bergenheim.net/ff/flying.png" alt="flying.png" width="200px">
</figure>
</div>
</div>
</div>
<div id="outline-container-orgb3a3f0d" class="outline-3">
<h3 id="orgb3a3f0d">Force Arrows</h3>
<div class="outline-text-3" id="text-orgb3a3f0d">
<p>
Three arrows of force are shot from the index finger or staff or whatever the caster is
pointing with. Each attack should be rolled separately and can hit up to 3 targets (roll
separately for each).
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">2 Zones</td>
<td class="org-right">+4</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">3 Targets</td>
<td class="org-right">+3</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">No Duration</td>
<td class="org-right">0</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Damage (+2 ODF)</td>
<td class="org-right">+6</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>14 (Mediocre)</b></td>
<td class="org-right"><b>Good (+1)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-orgfa61edb" class="outline-3">
<h3 id="orgfa61edb">Force Barrier</h3>
<div class="outline-text-3" id="text-orgfa61edb">
<div class="flex-wrap">
<div class="flex-box">
<p>
This spell will create a barrier of force that can not be penetrated by anything. The size
of the barrier is at most 2x10m.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Touch</td>
<td class="org-right">+1</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target</td>
<td class="org-right">+1</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Hours</td>
<td class="org-right">+4</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Physical Alteration (1 Concept)</td>
<td class="org-right">+3</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>10 (Poor)</b></td>
<td class="org-right"><b>Mediocre (-1)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
<figure>
<img src="http://img.bergenheim.net/ff/force_barrier.png" alt="force_barrier.png" width="200px">
</figure>
</div>
</div>
</div>
<div id="outline-container-org0177010" class="outline-3">
<h3 id="org0177010">Hold</h3>
<div class="outline-text-3" id="text-org0177010">
<p>
The hold spell prevents the target from moving for the duration of the spell.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">2 Zones</td>
<td class="org-right">+4</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target</td>
<td class="org-right">+1</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Minutes</td>
<td class="org-right">+3</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Physical Alteration (1 Concept: Hold still)</td>
<td class="org-right">+3</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>12 (Mediocre)</b></td>
<td class="org-right"><b>Mediocre (-1)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-orgd85c5b3" class="outline-3">
<h3 id="orgd85c5b3">Invisibility</h3>
<div class="outline-text-3" id="text-orgd85c5b3">
<p>
This spell makes the target and everything they wear invisible. Any new objects picked up
while this spell is active will also become invisible as soon as the caster wears them (or
pockets them).
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Touch</td>
<td class="org-right">+1</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target</td>
<td class="org-right">+1</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Concentration</td>
<td class="org-right">+3</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Physical Alteration (1 Concept)</td>
<td class="org-right">+3</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>9 (Poor)</b></td>
<td class="org-right"><b>Poor (-2)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org65403fa" class="outline-3">
<h3 id="org65403fa">Levitation</h3>
<div class="outline-text-3" id="text-org65403fa">
<div class="flex-wrap">
<div class="flex-box">
<p>
This spell makes the caster float in the air. They can increase or decrease their altitude
by 2 m per combat round.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Self</td>
<td class="org-right">0</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">Self</td>
<td class="org-right">0</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Concentration</td>
<td class="org-right">3</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Manipulation (+100 kg)</td>
<td class="org-right">20</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>24 (Fair)</b></td>
<td class="org-right"><b>Poor (-2)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
<figure>
<img src="http://img.bergenheim.net/ff/levitation.png" alt="levitation.png" width="200px">
</figure>
</div>
</div>
</div>
<div id="outline-container-orgb0dabd0" class="outline-3">
<h3 id="orgb0dabd0">Light / Dark</h3>
<div class="outline-text-3" id="text-orgb0dabd0">
<p>
The caster can control the lighting in the area of effect ranging from daylight to pitch
black.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">1 Zone</td>
<td class="org-right">+3</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Zone</td>
<td class="org-right">+5</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Combat Turns</td>
<td class="org-right">+2</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Physical Alteration (1 Concept)</td>
<td class="org-right">+3</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>14 (Mediocre)</b></td>
<td class="org-right"><b>Good (+1)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-orgd2ed01b" class="outline-3">
<h3 id="orgd2ed01b">Lightning bolt</h3>
<div class="outline-text-3" id="text-orgd2ed01b">
<p>
Lightning bolt fires a lightning bolt from the palm of the caster on the victim delivering
a devastating 4 ODF attack.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">2 Zones</td>
<td class="org-right">+4</td>
<td class="org-right">+0</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 target</td>
<td class="org-right">+1</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">No duration</td>
<td class="org-right">0</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Damage (+4 ODF)</td>
<td class="org-right">+8</td>
<td class="org-right">+4</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>14 (Mediocre)</b></td>
<td class="org-right"><b>Great (+2)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org9ab7c91" class="outline-3">
<h3 id="org9ab7c91">Magic rope</h3>
<div class="outline-text-3" id="text-org9ab7c91">
<p>
This spell enchants a rope so that the caster can control the shape of it as long as they
concentrate. The rope can be made to keep any shape and can be made stiff or slack at will.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Touch</td>
<td class="org-right">+1</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target</td>
<td class="org-right">+1</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Concentration</td>
<td class="org-right">+3</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Manipulation (2 directions)</td>
<td class="org-right">+1</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Physical Alteration (1 Concept)</td>
<td class="org-right">+3</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>10 (Poor)</b></td>
<td class="org-right"><b>Mediocre (-1)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org961bc34" class="outline-3">
<h3 id="org961bc34">Mirage</h3>
<div class="outline-text-3" id="text-org961bc34">
<p>
This spell creates one simple mirage: A sound, an image, a feel or a taste.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">1 Zone</td>
<td class="org-right">+3</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Zone</td>
<td class="org-right">+5</td>
<td class="org-right">+2</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Concentration</td>
<td class="org-right">+3</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Physical Alteration (1 Concept)</td>
<td class="org-right">+3</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>15 (Mediocre)</b></td>
<td class="org-right"><b>Fair (0)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-orga3d4b3f" class="outline-3">
<h3 id="orga3d4b3f">Silence</h3>
<div class="outline-text-3" id="text-orga3d4b3f">
<div class="flex-wrap">
<div class="flex-box">
<p>
This spell makes it impossible for the target to make any noise by talking or screaming or
shouting. The target can still make noise by banging pots etc.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">1 Zone</td>
<td class="org-right">+3</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target</td>
<td class="org-right">+1</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Hours</td>
<td class="org-right">+4</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Physical Alteration (1 Concept)</td>
<td class="org-right">+3</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>12 (Mediocre)</b></td>
<td class="org-right"><b>Mediocre (0)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
<figure>
<img src="http://img.bergenheim.net/ff/silence.png" alt="silence.png" width="200px">
</figure>
</div>
</div>
</div>
<div id="outline-container-orgdc61ed1" class="outline-3">
<h3 id="orgdc61ed1">Teleport</h3>
<div class="outline-text-3" id="text-orgdc61ed1">
<p>
Teleport teleports the caster anywhere they can see. If the spell fails the caster is not
teleported. After the spell finishes (successfully or not) the caster must make an
Awareness (or Perception) check, or else needs 1 Combat Turn to orient themselves.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">Line of Sight</td>
<td class="org-right">6</td>
<td class="org-right">+1</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">Self</td>
<td class="org-right">0</td>
<td class="org-right">-1</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">No duration</td>
<td class="org-right">0</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Teleportation</td>
<td class="org-right">6</td>
<td class="org-right">+3</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>13 (Mediocre)</b></td>
<td class="org-right"><b>Good (+1)</b></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org992e439" class="outline-3">
<h3 id="org992e439">Pain</h3>
<div class="outline-text-3" id="text-org992e439">
<p>
Target feels intense pain and takes a +0 ODF attack v/s their Magic resistance every round
for the duration of the spell.
</p>
<div class="bigtable">
<table>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-right">
<col class="org-right">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Category</th>
<th scope="col" class="org-left">Detail</th>
<th scope="col" class="org-right">Power (Abstract Power)</th>
<th scope="col" class="org-right">Complexity</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left"><b>Base</b></td>
<td class="org-left"> </td>
<td class="org-right">1</td>
<td class="org-right">-2</td>
</tr>
<tr>
<td class="org-left"><b>Range</b></td>
<td class="org-left">2 Zones</td>
<td class="org-right">4</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Area-of-effect</b></td>
<td class="org-left">1 Target</td>
<td class="org-right">1</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Duration</b></td>
<td class="org-left">Combat Turns</td>
<td class="org-right">2</td>
<td class="org-right">0</td>
</tr>
<tr>
<td class="org-left"><b>Effect</b></td>
<td class="org-left">Damage (+0 ODF)</td>
<td class="org-right">1</td>
<td class="org-right">1</td>
</tr>
<tr>
<td class="org-left"><b>Total</b></td>
<td class="org-left"> </td>
<td class="org-right"><b>9 (Poor)</b></td>
<td class="org-right"><b>Mediocre (-1)</b></td>
</tr>
<tr>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-right"> </td>
<td class="org-right"> </td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
</div>
Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-90241399223732132432020-05-02T14:50:00.006+02:002020-08-04T23:31:11.817+02:00Fudge Tasks<div id="outline-container-org9648e45" class="outline-2">
<h2 id="org9648e45">Foreword</h2>
<div class="outline-text-2" id="text-org9648e45">
<aside>
<p>
While this is not officially one of the articles that was sent for the Fudge Compendium it
is the core rules of one of the mechanics for my next post. Meanwhile enjoy this generic
system for dealing with lengthy actions.
</p>
</aside>
</div>
</div>
<div id="outline-container-orgdb93f14" class="outline-2">
<h2 id="orgdb93f14">Introduction - Anatomy of a Task</h2>
<div class="outline-text-2" id="text-orgdb93f14">
<p>
A task is a skill resolution that takes more than one turn. Some examples are creating
artwork, casting a spell, research, picking locks and more. The GM assigns a Task Value
and a Task Turn along with a Task Difficulty to the task, and the character will try to
gain enough Task Points to complete the task. Every Task Turn the character can gain more
Task Points.
</p>
<a name='more'></a>
</div>
<div id="outline-container-org2cc3b99" class="outline-3">
<h3 id="org2cc3b99">Task Value</h3>
<div class="outline-text-3" id="text-org2cc3b99">
<p>
The Task Value is a measurement of both the effort of the task and the amount of energy
and resources that goes in to the task. That is building, and tearing down the same wall
will have the same Task Value, but the Task Turn and and Task Difficulty will be
different. The Task Value is assigned by the GM.
</p>
</div>
</div>
<div id="outline-container-orga3919cf" class="outline-3">
<h3 id="orga3919cf">Task Points</h3>
<div class="outline-text-3" id="text-orga3919cf">
<p>
The character gains Task Points by making a series of skill checks (once per Task
Turn). Resolve these using the <a href="https://fudgesrd.opengamingnetwork.com/fudgesrd/action-resolution/unopposed-actions/">Unopposed Action</a>. Compare the Rolled Degree to the Task
Difficulty, and add the Relative Degree is the number of Task Points gained. Since this
relative degree can be negative (if the skill check fails) it is possible that the Task
Points are indeed decreased. Sometimes a failed skill check simply means that you have to
start over.
</p>
<p>
A <a href="https://fudgesrd.opengamingnetwork.com/fudgesrd/action-resolution/critical-results/">Critical Success</a> allows for an immediate second skill check, and if this is successful
the Relative Degree of both are added to the Task Points. If it fails it has no effect on
the Task Points gained. Some skills may result in special events with a critical success.
</p>
<p>
A Critical Failure will at the least decrease the Task Points like in a normal
failure. Depending on the skill and circumstances, some other penalties may also result.
</p>
<p>
When the collected Task Points are equal to or greater than the Task Value, the task has
been completed successfully. On the other hand if the task points go below zero (0), the
task has failed and must be started over. This usually also means that the materials
etc. need to be re-collected.
</p>
<p>
In most cases modifiers are made to the rolled degree of the skill check rather than the
skill check. This is because at least some skill is required to perform the task. Not even
the finest tools can make a layman perform surgery, but fine tools will make the job so
much easier for a skilled surgeon.
</p>
</div>
</div>
<div id="outline-container-org54ef7bf" class="outline-3">
<h3 id="org54ef7bf">Task Turn</h3>
<div class="outline-text-3" id="text-org54ef7bf">
<p>
The Task Turn is determined by the GM. It reflects how long one will have to work before
progress is evident (gain more Task Points). This is the main criteria on what the Task
Turn should be. It is generally assumed that a Task Turn of 8 hours equal a Task Turn of
one day. Likewise Task Turn of 30 days is equal to a Task Turn of 1 month, and Task Turn
of 12 months equals a Task Turn of 1 year. Feel free to modify these if your world uses a
different calendar.
</p>
<p>
Together with the Task Value, the Task Turn will set the overall difficulty of the task. A
task requiring great care will have a long Task Turn, but a low Task Value. One requiring
much work, but little care would in stead have a short Task Turn, but a high Task Value.
</p>
<div class="bigtable">
<table>
<caption class="t-above"><span class="table-number">Table 1:</span> This table lists some sample tasks with some sample Task Times and Task Values.</caption>
<colgroup>
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
</colgroup>
<thead>
<tr>
<th scope="col" class="org-left">Task</th>
<th scope="col" class="org-left">Task Value</th>
<th scope="col" class="org-left">Task Difficulty</th>
<th scope="col" class="org-left">Task Turn</th>
</tr>
</thead>
<tbody>
<tr>
<td class="org-left">Picking a lock</td>
<td class="org-left">(Lock quality + 3) * 5</td>
<td class="org-left">Lock quality (Poor - Superb)</td>
<td class="org-left">1 minute</td>
</tr>
<tr>
<td class="org-left">Creating an art piece</td>
<td class="org-left">Depends on the complexity of the art piece (1-100)</td>
<td class="org-left">Depends on the material (Poor - Superb)</td>
<td class="org-left">1 hour</td>
</tr>
<tr>
<td class="org-left">Performing art</td>
<td class="org-left">Depends on the length of the performance (1-100)</td>
<td class="org-left">Depends on how hard the moves are Mediocre - Superb</td>
<td class="org-left">1 minute</td>
</tr>
<tr>
<td class="org-left">Constructing a building</td>
<td class="org-left">10 - 5000</td>
<td class="org-left">Fair</td>
<td class="org-left">1 day</td>
</tr>
<tr>
<td class="org-left">Tearing down a building</td>
<td class="org-left">10 - 5000</td>
<td class="org-left">Fair</td>
<td class="org-left">1 hour</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-orgcb3f4b1" class="outline-3">
<h3 id="orgcb3f4b1">Banking (Optional rule)</h3>
<div class="outline-text-3" id="text-orgcb3f4b1">
<p>
With this optional rule the player can for some tasks “bank” his current progress.
</p>
<p>
After a player has pooled some Task Points he can spend one Task Turn to "bank" his Task
Points. Basically he empties the pool that he has been building up until now and the sets
the gathered points aside. During this time the character, who is actually doing the task,
reviews his efforts, refines his plans and makes notes and stuff. The character is
basically making sure that he is doing a good job, and then he looks for the best ways to
ensure that he will continue to do a good job. During the banking turn a skill check is
made and if it fails only half of the Task Points collected so fare are “banked”. A
Critical Failure at this point will result in a failed task (while stopping to reflect the
character makes a blunder and somehow destroys all the effort made so far, or notices he
has made a critical error in the beginning and must start over). A Critical Success means
that the banking turn only took half of the normal Task Turn.
</p>
<p>
To retrieve the points from the “bank” a character has to spend one task turn, and make a
skill check. If this fails only half of the points that were “banked” are retrieved. Each
“banking” stores the points in a unique deposit. A failed retrieval check only restores
half of the banked points. The remaining points can be retrieved with an additional roll.
</p>
</div>
<div id="outline-container-org98ea746" class="outline-4">
<h4 id="org98ea746">Example</h4>
<div class="outline-text-4" id="text-org98ea746">
<div class="ex">
<p>
Beowulf is writing a book about sword fighting. It is a task worth 20 Task Points, and so
far he has collected 10. He decides to review his progress and think of how to continue
from here. In essence he tries to “bank” his progress, and succeeds. Now, if this skill
check would have failed, only 5 points would have been “banked”
</p>
<p>
During his writing Beowulf collects another 4 points (which he banks to another deposit)
and finally 6 points. Beowulf has now enough to complete his task, so he chooses to
“withdraw” his points from the “bank”. Since he has 3 deposits he must spend 3 Task turns
“withdrawing”, with any failures resulting in only half of the “banked” points are
collected. If all three skill checks succeed then Beowulf has finished his book! If he
fails, he might realize that writing while drunk results in unreadable gibberish.
</p>
</div>
</div>
</div>
</div>
</div>
Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-12919409810044776902020-04-26T00:31:00.003+02:002022-02-26T00:29:41.916+01:00A new damage system for Fudge<div id="outline-container-orgf2835e7" class="outline-2">
<h2 id="orgf2835e7">Introduction</h2>
<div class="outline-text-2" id="text-orgf2835e7">
<aside>
<p>
This is my first article that was meant for the Fudge Compendium. Hope you like it!
</p>
<p>
This system for tracking damage is based on the damage system used in The Storytellin
System, by White Wolf, Inc. It has been modified to work with Fudge and to give more
flavour to Fudge Games.
</p>
</aside>
<a name='more'></a>
</div>
</div>
<div id="outline-container-orgb7f0e0c" class="outline-2">
<h2 id="orgb7f0e0c">Wounds</h2>
<div class="outline-text-2" id="text-orgb7f0e0c">
<p>
Every character has a number of wound boxes equal to 5 + Health + Scale modifier. This
value measures how much damage a character can take before getting knocked out, killed, or
worse. There are three kinds of damage: Bashing, Lethal and Aggravated.
</p>
<p>
Bashing damage is inflicted when a character is punched, pummeled and hit with blunt
objects. Bashing damage is usually not immediately lethal, but can be deadly if it goes
on. Bashing damage heals fairly quickly.
</p>
<p>
Lethal damage is inflicted when a character is stabbed or cut with pointed or sharp
objects. Guns also inflict Lethal damage. In general, if there is blood, the damage is
Lethal. Lethal damage heals slowly for ordinary humans.
</p>
<p>
Aggravated damage is inflicted by supernatural means. Magical attacks will deliver
Aggravated damage. Some supernatural creatures are especially vulnerable to certain
elements or weapons, for example werewolves to silver. Damage by such weapons are always
Aggravated. Aggravated damage heals even more slowly than Lethal damage. Many supernatural
beings deliver aggravated damage.
</p>
<p>
Example wound track:
</p>
<div clss="bigtable">
<table class="wounds">
<caption class="t-above"><span class="table-number">Table 1:</span> <b>Wound types</b>: / = Bashing X = Lethal <del>X</del> = Aggravated (-1*, baseline)</caption>
<colgroup>
<col class="org-right">
<col class="org-right">
<col class="org-right">
<col class="org-right">
<col class="org-right">
<col class="org-right">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-right">+6</td>
<td class="org-right">+5</td>
<td class="org-right">+4</td>
<td class="org-right">+3</td>
<td class="org-right">+2</td>
<td class="org-right">+1</td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"><i>-1</i></td>
<td class="org-left"> </td>
<td class="org-left"><i>-2</i></td>
</tr>
</tbody>
</table>
</div>
<p>
When the 3rd last box is is checked all the character’s actions will be at -1. When the
rightmost box is checked, he rolls at -2 instead. Additionally, the player needs to roll a
Body roll to remain conscious. The difficulty is Fair, but the -2 to all actions does
apply. If the roll fails and the right-most wound is bashing, the character is knocked
out. The character stays knocked out until his bashing wounds heal. If the rightmost wound
is Lethal, and the Body roll failed, then the character is down and dying. He receives an
aggravated wound every minute until dead (all boxes checked with aggravated). If he
succeeds the body roll he is still dying and takes an aggravated point of damage every
minute unless treated by first aid, but may operate at a -2 to all actions, and all further
wounds result in Aggravated damage. Aggravated damage results in an additional -1 to all
actions, this is in addition to the -1 or -2 from receiving wounds.
</p>
</div>
</div>
<div id="outline-container-org3f6b18a" class="outline-2">
<h2 id="org3f6b18a">Combat</h2>
<div class="outline-text-2" id="text-org3f6b18a">
<p>
Combat is resolved as per basic Fudge rules, however, the hit points delivered result in a
number of Fudge dice to be rolled. Each [+] means 1 check mark on the wound track. They
type of wound depends on the weapon used.
</p>
<p>
When receiving a mixture of damages always record damage from left to right, so that the
more severe damage pushes the less severe to the right.
</p>
</div>
<div id="outline-container-org2d484c5" class="outline-3">
<h3 id="org2d484c5">Example</h3>
<div class="outline-text-3" id="text-org2d484c5">
</div>
<div id="outline-container-orge80c0f6" class="outline-4">
<h4 id="orge80c0f6">Round 1</h4>
<div class="outline-text-4" id="text-orge80c0f6">
<p>
Beowulf is fighting Grendel and kicks Grendel for 3 points of Damage. Grendel’s wound track
looks like this (Grendel has Great Health and a +1 Scale):
</p>
<div clss="bigtable">
<table class="wounds">
<caption class="t-above"><span class="table-number">Table 2:</span> <b>Wound types</b>: / = Bashing X = Lethal <del>X</del> = Aggravated (-1*, baseline)</caption>
<colgroup>
<col class="org-right">
<col class="org-right">
<col class="org-right">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-right">+6</td>
<td class="org-right">+5</td>
<td class="org-right">+4</td>
<td class="org-left"><b>/</b></td>
<td class="org-left"><b>/</b></td>
<td class="org-left"><b>/</b></td>
<td class="org-left"> </td>
<td class="org-left"> </td>
<td class="org-left"><i>-1</i></td>
<td class="org-left"> </td>
<td class="org-left"><i>-2</i></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org14d8b48" class="outline-4">
<h4 id="org14d8b48">Round 2</h4>
<div class="outline-text-4" id="text-org14d8b48">
<p>
Beowulf strikes Grendel with his sword and delivers a nasty blow, 4 Lethal hits. Grendel is
now at -1 to all actions.
</p>
<div clss="bigtable">
<table class="wounds">
<caption class="t-above"><span class="table-number">Table 3:</span> <b>Wound types</b>: / = Bashing X = Lethal <del>X</del> = Aggravated (-1*, baseline)</caption>
<colgroup>
<col class="org-right">
<col class="org-right">
<col class="org-right">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-right">+6</td>
<td class="org-right">+5</td>
<td class="org-right">+4</td>
<td class="org-left"><b>X</b></td>
<td class="org-left"><b>X</b></td>
<td class="org-left"><b>X</b></td>
<td class="org-left">X</td>
<td class="org-left">/</td>
<td class="org-left">/</td>
<td class="org-left">/</td>
<td class="org-left"><i>-2</i></td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org5e61cc7" class="outline-4">
<h4 id="org5e61cc7">Round 3</h4>
<div class="outline-text-4" id="text-org5e61cc7">
<p>
Beowulf manages to hit Grendel again before his sword dissolves by grendel’s Blood. He
delivers 2 Lethal wounds. Grendel must now roll a body roll at -2 to remain conscious, and
even if he succeeds he is at -2 to all actions. Notice how the 3rd bashing damage is pushed
out of the boxes, and is ignored.
</p>
<div clss="bigtable">
<table class="wounds">
<caption class="t-above"><span class="table-number">Table 4:</span> <b>Wound types</b>: / = Bashing X = Lethal <del>X</del> = Aggravated (-1*, baseline)</caption>
<colgroup>
<col class="org-right">
<col class="org-right">
<col class="org-right">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-right">+6</td>
<td class="org-right">+5</td>
<td class="org-right">+4</td>
<td class="org-left"><b>X</b></td>
<td class="org-left"><b>X</b></td>
<td class="org-left"><b>X</b></td>
<td class="org-left">X</td>
<td class="org-left">X</td>
<td class="org-left">X</td>
<td class="org-left">/</td>
<td class="org-left">/</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-orgf87c45b" class="outline-4">
<h4 id="orgf87c45b">Round 4</h4>
<div class="outline-text-4" id="text-orgf87c45b">
<p>
Beowulf kicks Grendel again for another 3 points of Bashing damage. Since all the wound
boxes are full the remaining Bashing wounds are converted to Lethal, and since the track is
full with lethal wounds, any new Bashing or Lethal damage is going to upgrade the existing
Lethal damage to Aggravated damage. Grendel is now in a bad shape and must make a Body roll
to stay conscious. He will also die if he doesn’t get help soon!
</p>
<div clss="bigtable">
<table class="wounds">
<caption class="t-above"><span class="table-number">Table 5:</span> <b>Wound types</b>: / = Bashing X = Lethal <del>X</del> = Aggravated (-1*, baseline)</caption>
<colgroup>
<col class="org-right">
<col class="org-right">
<col class="org-right">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-right">+6</td>
<td class="org-right">+5</td>
<td class="org-right">+4</td>
<td class="org-left"><b>X</b></td>
<td class="org-left"><b>X</b></td>
<td class="org-left"><b>X</b></td>
<td class="org-left">X</td>
<td class="org-left">X</td>
<td class="org-left">X</td>
<td class="org-left">X</td>
<td class="org-left">X</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
<div id="outline-container-org254d8b7" class="outline-4">
<h4 id="org254d8b7">Round 5</h4>
<div class="outline-text-4" id="text-org254d8b7">
<p>
Beowulf strikes again and Grendel receives 2 points of Lethal damage. Grendel is now at -3
to all actions, from receiving Aggravated damage, and having checked the right-most
box. Grendel flees and later dies in his mother’s arms.
</p>
<div clss="bigtable">
<table class="wounds">
<caption class="t-above"><span class="table-number">Table 6:</span> <b>Wound types</b>: / = Bashing X = Lethal <del>X</del> = Aggravated (-1*, baseline)</caption>
<colgroup>
<col class="org-right">
<col class="org-right">
<col class="org-right">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
<col class="org-left">
</colgroup>
<tbody>
<tr>
<td class="org-right">+6</td>
<td class="org-right">+5</td>
<td class="org-right">+4</td>
<td class="org-left"><b><del>X</del></b></td>
<td class="org-left"><b><del>X</del></b></td>
<td class="org-left"><b>X</b></td>
<td class="org-left">X</td>
<td class="org-left">X</td>
<td class="org-left">X</td>
<td class="org-left">X</td>
<td class="org-left">X</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>
</div>
</div>
<div id="outline-container-org9c097ab" class="outline-2">
<h2 id="org9c097ab">Healing</h2>
<div class="outline-text-2" id="text-org9c097ab">
<p>
Healing times are: Bashing: 15 minutes heals all. Lethal requires 1 days of rest per point
of damage, and Aggravated damage requires 1 weeks per point. A successful medicine roll
versus Good will halve the required healing rate, and heals Relative Degree amount of
wounds. If this heals all damage it will still require one rest cycle.
</p>
<p>
If the character is receiving treatment and doesn’t rest, but also don’t strain themselves,
i.e sleep 8 hours and perform light activity (traveling, at regular pace) for the next day,
will double the required healing time.
</p>
<p>
If the character spends an active day (fights, runs, climbs, does gymnastics, casts
spells), then the healing rate is quadrupled, and the character has to make a health check
or else the wounds reopen and worsen.
</p>
<p>
When wounds worsen, the character receives an additional point of Aggravated damage (wounds
re-open and become infected), and has to make a new health check next day, to see if his
condition worsens again.
</p>
<p>
If the character is treated by a skilled doctor, the doctor may heal more than one point of
damage. The doctor can only roll once per day. A Good result heals a single point of
damage, and any better result will heal one extra damage for each level above
Good. Aggravated wounds can’t be healed by normal means, and will require either
supernatural healing or simply waiting the normal healing time.
</p>
<p>
Stabilizing a dying patient will require the paramedic to roll a successful Great First Aid
roll. It takes 1 minute per attempt.
</p>
</div>
</div>
Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-91896527309793774302020-04-25T18:42:00.002+02:002020-04-25T18:42:37.796+02:00Reviving the FountainGreetings dear reader,<br />
<br />
I have decided to revive this blog and start sharing with the community some of the Fudge stuff I have written, and builds I have made. I'll probably also share some adventures I have written.<br />
<br />
The first posts will be the 4 articles I had prepared for the Fudge Compendium that never happened. At least this way I get to share my articles. If you wrote an article to the compendium and want it published here, I'm more than happy to publish it under your name. It would be a huge shame if we lost all those great articles!<br />
<br />
Hope you enjoy what I share. Feedback always welcome!<br />
<br />Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com2tag:blogger.com,1999:blog-5384461228019565199.post-18068120835007722242016-09-22T20:15:00.000+02:002016-09-22T20:15:16.653+02:00HOW NOW, BROWN FUDGE COW?<div style="background-color: white; color: #1d2129; font-family: helvetica, arial, sans-serif; font-size: 14px; line-height: 19.32px; margin-bottom: 6px;">
<span style="line-height: 19.32px;"><br /></span></div>
<div style="background-color: white; color: #1d2129; font-family: helvetica, arial, sans-serif; font-size: 14px; line-height: 19.32px; margin-bottom: 6px;">
<span style="line-height: 19.32px;">Greetings, Friends of Fudge! Here is the much anticipated, and much delayed, update of our Fudge RPG Compendium 2016 (FRC2016) e-book project.</span></div>
<div style="background-color: white; color: #1d2129; font-family: helvetica, arial, sans-serif; font-size: 14px; line-height: 19.32px; margin-bottom: 6px;">
<span style="line-height: 19.32px;"><br /></span></div>
<div style="background-color: white; color: #1d2129; font-family: helvetica, arial, sans-serif; font-size: 14px; line-height: 19.32px; margin-bottom: 6px; margin-top: 6px;">
THE GOOD</div>
<div class="text_exposed_show" style="background-color: white; color: #1d2129; display: inline; font-family: helvetica, arial, sans-serif; font-size: 14px; line-height: 19.32px;">
<div style="font-family: inherit; margin-bottom: 6px;">
<br /></div>
<div style="font-family: inherit; margin-bottom: 6px;">
The drive for submissions was a critical Success! We have a solid setting, monsters to populate it, adventure ideas to run, builds/rules to play all it by, and lots of cool articles useful for the curious non-gamer, newbie & veteran players, and gamemasters alike. Whew!</div>
<div style="font-family: inherit; margin-bottom: 6px; margin-top: 6px;">
<br /></div>
<div style="font-family: inherit; margin-bottom: 6px; margin-top: 6px;">
Much thanks to those who took the time to contribute and participate. Your work will highlight... 1) Fudge's power and flexibility in creating role playing games, 2) provide a complete starting point for new gamers in learning and playing RPGs, and 3) encourage & inspire other Fellow Fudge Fans to write & design their own game!</div>
<div style="font-family: inherit; margin-bottom: 6px; margin-top: 6px;">
<br /></div>
<div style="font-family: inherit; margin-bottom: 6px; margin-top: 6px;">
THE BAD</div>
<div style="font-family: inherit; margin-bottom: 6px; margin-top: 6px;">
<br /></div>
<div style="font-family: inherit; margin-bottom: 6px; margin-top: 6px;">
1. Alas, the editing is slow going, due to Real Life Demands and limited number of editors (Mike, Ann, and Terrible me). We are calling for volunteers for more editing and layouting help. Artists and art work are still needed.</div>
<div style="font-family: inherit; margin-bottom: 6px; margin-top: 6px;">
***Thusly, we will need to move the publication to November or December this year.***</div>
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2. The FRC2016 will be in PDF form and distributed via normal channels, Drivethru, RPGnow, etc. So... my plans for e-book domination (to make it available to the mainstream of society and available in different formats) must be pushed back to next year. Ugh!</div>
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THE UGLY</div>
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i.e. The Details!</div>
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Contributors will be receiving the "paperwork" in a few days, that will allow his/her submission to be published in the FRC2016 e-book. This project is for the fans and made by the fans of Fudge RPG and we want to get it right. We will be adopting Grey Ghosts' "Publishing Contract Contribution to a Larger Work" that made Fudge 10th Anniversary Edition possible.</div>
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What else? Hmm. Any questions, comments, and suggestions are welcome, either thru the Fudge Facebook page or thru email - fudgebobdicepants <at> gmail <dot> com. <span class="_47e3" style="font-family: inherit;" title="smile emoticon"><i aria-hidden="1" class="img sp_fM-mz8spZ1b sx_5371b4" style="background-image: url("/rsrc.php/v3/yl/r/NtxfCiWWu4q.png"); background-position: 0px -340px; background-repeat: no-repeat; background-size: auto; display: inline-block; height: 16px; vertical-align: -3px; width: 16px;"></i><span aria-hidden="1" class="_7oe" style="display: inline-block; font-family: inherit; font-size: 0px; width: 0px;">:-)</span></span></div>
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P.S. Please share this update. Thanks! :)</div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-21598529717726828222016-07-27T06:09:00.000+02:002016-07-27T06:13:47.706+02:00The State of the CompendiumAlas! Only 7 days left until the submission deadline!<br />
<br />
As of now, we have some games (about pirates, robots, the fall-out. etc...) - but we want more!<br />
<br />
Lots of articles, from how to run Fudge to new things you could add to your game.<br />
<br />
Zero/ziltch/no artwork or fiction submissions at all. That means I'll either draw or make stuff up *yikes* or get stock images *sigh*. Please don't let the reading/gaming public suffer through this - send me some creative help please.<br />
<br />
And... we have tons of Appedices!?! Everything and anything that could be put there, will be there - for easy reference. SRD. OGL, conversions, links, Traits, Weapons, Armor, Spells, Goods, etc...<br />
<br />
With all that, I am happy with the progress and development of the Fudge Compendium. Next up will be the real work... getting this idea published! :D<br />
<br />
So, if you have a contribution to this project, send them in at
fudgebobdicepants (at) gmail (dot) com on or before July 31, 2016. <a href="http://fudgefountain.blogspot.com/2016/06/welcome-to-compendium.html" target="_blank">More details here...</a><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
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<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-10741347529882316582016-06-27T10:25:00.001+02:002016-06-27T10:25:29.118+02:00The Compendium Time-Shifts!?!<div class="blogaway-section"><p>... Or Shifts-Time?!?<br/>
<br/>Hello, Fudge-folks! <br/>
<br/>We've extended the deadline for the Fudge Compendium 2016 e-book project. Send your submissions on or before July 31, 2016, please. <br/>
<br/>This is to allow our contributors more time to finish up their work/requirements and to accomodate those who heard about it late.<br/>
<br/>After that, we will have Two Whole Months to make this book go Superbly-Terrible or Terribly-Superb! <br/>
<br/>Keep spreading the word and join the ruckus! Share, share, share everywhere, please. This will make or break the Known Universes, so.. Let's Roll! <br/>
<br/>P.S. What I'd really like is a campaign setting, genre spawning. A full adventure module too. But, must of all... Fiction! Content! Story! All in Fudge Terms!!!  :-D<br/>
<br/>(All of the above will draw readers in, thinking they have a weird rural conspiracy bake-off novel in hand. Then, BOOM, they hafta play this darn Fudgey thing too! Sneaky, right?)</p></div><br/><div style="text-align: center; padding: 5px;"><table class="tr-caption-container" align="center" cellpadding="0" cellspacing="0" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody><tr><td style="text-align: center;"><a href="https://lh3.googleusercontent.com/-jE3VX4SbqJI/V3Di9b1Dg9I/AAAAAAAAB5M/CsCj7wrotY0/received_10154940705649972.jpeg"><img src="https://lh3.googleusercontent.com/-jE3VX4SbqJI/V3Di9b1Dg9I/AAAAAAAAB5M/CsCj7wrotY0/received_10154940705649972.jpeg cursor: pointer;" width="320px" style="border: 1px solid; border-radius: 2px;padding: 5px; max-width: 320px " /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><b>Is that an Ent-Mimic? Yikes! </b></td></tr></tbody></table></div><div class="blogaway-section"><p></p></div><br/><div class="blogaway-signature"><br/><a href="https://play.google.com/store/apps/details?id=com.beanie.blog&referrer=utm_source%3Dutm_link_blog"><font size="2">Posted via Blogaway</font></a></div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-7159776399690806012016-06-19T20:28:00.001+02:002016-06-19T20:28:57.857+02:00Free RPG Day Now & Forever! <div class="blogaway-section"><p>Free RPG Day is over BUT why should it be over?!?<br/>
<br/>Make your own Role-Playing Game and release it to the Whole Wide World!<br/>
<br/>Yep, designing an RPG is going to be difficult, frustrating, and readers might think it really stinks. <br/>
<br/>YET it will also be challenging, exhilarating, and your Mom is _guaranteed_ to love it!<br/>
<br/>Here's *one* way to do it:</p></div><br/><div class="blogaway-section"><p>1. Design a Fudge RPG game.<br/>
<br/>Here are some useful links:<br/>
<br/>* The Fudge SRD itself!<br/>
http://www.fudgerpg.com/22-fudge-publishing/publishing-resources/39-fudge-srd.html<br/>
<br/>* Use Rob Lang's "How to write a free RPG" as your guide<br/>
http://www.thefreerpgblog.com/2011/11/how-to-write-free-rpg-prologue.html<br/>
<br/>* Ask questions here or at the Fudge Community website or at Google+ </p></div><br/><div style="text-align: center; padding: 5px;"><a href="https://lh3.googleusercontent.com/-1KkKrnlF0XU/V2bkZzvNQHI/AAAAAAAAB3s/yPeWZ_yKjmM/received_10153625814108193.jpeg"><img src="https://lh3.googleusercontent.com/-1KkKrnlF0XU/V2bkZzvNQHI/AAAAAAAAB3s/yPeWZ_yKjmM/received_10153625814108193.jpeg cursor: pointer;" width="320px" style="border: 1px solid; border-radius: 2px;padding: 5px; max-width: 320px " /></a></div><div class="blogaway-section"><p>2. Submit it for the Compendium E-book.<br/>
<br/>* Check it out here: <br/>
http://fudgefountain.blogspot.com/2016/06/welcome-to-compendium.html</p></div><br/><div class="blogaway-section"><p>3. Once accepted, your dream game can be available in most formats, nearly anywhere, and all year round!  <br/>
<br/>So, why not, coconut? :-D<br/>
<br/>P.S. BTW, Father's Day and Free RPG Day do mix well together... just another obscure reason to get your RPG out there. ;-)</p></div><br/>Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-5384461228019565199.post-89288137577469637312016-06-14T03:37:00.002+02:002016-06-19T20:52:29.565+02:00A Good and Free RPG Design Guide<div class="blogaway-section"><p><img src="https://lh6.googleusercontent.com/-ImQYrDJYC_U/TuZsrYHuU-I/AAAAAAAAInM/jRyjUSr7QSI/s200/howtowriteafreerpg.png"><br/><br/>
<br/>Hello, Friends of Free and Open RPGs!<br/>
<br/>One of the best guides in designing a role-playing game is Rob Lang's <b>How to Write a Free RPG</b>. I especially like Chapter 6 Organization where it outlines a useful structure of everything you'll need to produced a finished game.<br/>
<br/>Sections include:<br/>
<br/>Front CoverContents PageThank you / Version / DedicationIntroductionCharacter CreationMechanicsSettingGamemaster SectionAppendixBack Cover <br/>
It also has a short section on Layout.<br/>
<br/>If you're just starting in designing RPGs (free or otherwise) or want to include your game in the <a href="http://fudgefountain.blogspot.com/2016/06/welcome-to-compendium.html">The Fudge RPG Compendium 2016</a>, check out Rob's guide <a href="http://www.thefreerpgblog.com/2011/11/how-to-write-free-rpg-prologue.html">here</a>. :)<br/>
<br/><img src="https://lh3.googleusercontent.com/-ccq9BU9tTq4/V09JNuwRh-I/AAAAAAAAB3Q/ujEXLXeQ4sQ/received_10153625814108193.jpeg%20cursor:%20pointer;"><br/>
<br/>--fudgebob<br/>
<a href="https://www.blogger.com/null">#frc2016</a>, <a href="https://www.blogger.com/null">#freerpgs</a>, <a href="https://www.blogger.com/null">#fudgerpg</a><br/><br/><br/></p></div><br/>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-78076047112156905712016-06-01T22:44:00.001+02:002016-06-02T20:03:58.489+02:00Welcome to the Compendium... <div style="padding: 5px; text-align: center;">
<div class="separator" style="clear: both; text-align: center;">
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<div class="blogaway-section">
The Fudge RPG Compendium 2016 (frc2016) BEGINS! </div>
<br />
<div class="blogaway-section">
Welcome, Fellow Fudge RPG Fans! <br />
<br />
You're all invited in contributing your games, articles, stories, artwork, and other Fudge RPG goodies into one published volume, a free e-book! <br />
<br />
This is where old and new fans can enjoy good Fudge RPG stuff (from past & present) in online and in printable form.<br />
<br />
Submissions will be accepted starting June 1st until June 30th of 2016. The e-book itself will be published by October 1, 2016.<br />
<br />
Share the #fudgerpg love, baby! ^_^</div>
<br />
<div class="blogaway-section">
Submission Guidelines:<br />
<br />
By submitting your work, you're giving me, Jonathan Susara a.k.a. Fudgebob Dicepants, permission to edit print, and publish your submission in a free e-book called "The Fudge RPG Compendium, 2016 Edition" AND to host them here at FudgeFountain.blogspot.com, for easy online viewing and/or download. <br />
<br />
Each submission must be unpublished and an original work. Everything that gets published will always belong to the author, artist, or designer. <br />
<br />
Submit your work to fudgebobdicepants<at>gmail<dot>com<br />
<br />
If you're submitting a Fudge RPG based game (or parts of it, like Setting, Character Generation, etc), it has to have the Open Gaming Licence (OGL) included and Section 15 properly filled out. Check out Fudge and the Open Game License http://fudgerpg.com/about/about-fudge/fudge-ogl-requirements.html Fudge and the Open Game License http://fudgerpg.com/about/about-fudge/fudge-ogl-requirements.html<br />
<br />
If it's an Fudge RPG inspired artwork or story, it must have a valid free and open licence - like Creative Commons, <a href="https://en.m.wikipedia.org/wiki/BSD_License">BSD License</a>, the <a href="https://en.m.wikipedia.org/wiki/GNU">GNU</a><a href="https://en.m.wikipedia.org/wiki/LGPL">LGPL</a>, or the <a href="https://en.m.wikipedia.org/wiki/GNU">GNU</a> <a href="https://en.m.wikipedia.org/wiki/GNU_General_Public_License">GPL</a>.<br />
<br />
Feel free to send comments and suggestions to the email address above. </div>
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-65136458136409615072012-07-21T21:14:00.003+02:002012-07-21T22:11:09.610+02:00A Fresh Start...<br />
Welcome to Fudge Fountain!<br />
<br />
This blog was created when our most important resource Fudge Factor bit the bullet and was dispersed as bits into the vastness that is the Internet.<br />
<br />
Once we have all original Fudge Factor posts (well most of them) we can start adding new content. At the very least we can archive the articles of Fudge Factor here...Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-61735348956929201402005-11-28T23:34:00.000+01:002012-07-23T00:35:26.030+02:00Fudge Social Combat<div style="text-align: right;">
<i>by Douglas Weber (infornific @ aol .com)</i></div>
<br />
Why let the sword swingers and gunmen get all the screen time? With the Social Combat rules, you can Bluff, Charm, Intimidate, Impress, and Persuade your way through the world with all the detail and suspense of physical combat. <br />
Standard <em><strong>Fudge</strong></em> rules allow for detailed outcomes from physical combat - Skill, Strength, armor and chance all play into a well-defined outcome. Social skills on the other hand are not so well detailed. Often players and gamemasters choose to simply act out social interactions, but this can handicap shy players. If a slow, clumsy player can play a lightning-quick, expert swordsman, why can't a shy player run a charming con artist? Fortunately, the standard <em><strong>Fudge</strong></em> combat system can be adapted for social interaction. For the purpose of this system, I'm going to define three attributes, but other attributes may be substituted to suit the gamemaster's tastes.<br />
<blockquote class="tr_bq">
<b>Wit</b> - A measure of mental agility and speed<br /><b>Confidence</b> - Presence and mental force<br /><b>Ego</b> - Mental and emotional toughness</blockquote>
Social<span style="background-color: white;"> skills as you might expect replace combat skills. The above Attributes are used as Offensive and Defensive Damage Factors (ODF and DDF). The various injury outcomes -- Scratch, Hurt, Very Hurt, Incapacitated -- have different definitions depending on what the character is attempting to do -- Bluff, Charm, Impress, Intimidate, or Persuade. The different social techniques include suggested Skills. Players should be encouraged to come up with creative uses for Skills, as long as they can describe a plausible effort. Alternately, the GM may simply use Bluff, Charm, Impress, Intimidate and Persuade as Skills. Choose an appropriate defensive skill based on the attack skill. For example, an attempt to Intimidate using Sword skill might be resisted by a Sword or other weapon skill. If there seems to be no appropriate Skill, simply set difficulty at Fair. As with combat, clever tactics and roleplaying should be rewarded with bonuses. To successfully use a social technique, the attacker must roll higher than the defender, just as in regular combat. In addition, the attacker must roll at least a Poor result. A failed attempt with a social technique doesn't necessarily have negative consequences. However, a roll of Terrible or worse should have repercussions. An effort to Charm offends, an effort to Impress does the opposite, etc. A failed effort to Intimidate always causes a hostile reaction. Add degree of success to ODF, and subtract DDF. If the result is positive, calculate the standard </span><em style="background-color: white;"><strong>Fudge</strong></em><span style="background-color: white;"> damage (Scratch, Hurt, etc) and check against the specific technique for the result.</span><br />
<br />
<h2>
Social Techniques</h2>
<h3>
Bluff </h3>
As the name suggests, a Bluff is an effort to fake something, carried out through sheer force of will. While Persuasion may depend on logic or cunning, Bluff relies on confidence and chutzpah. Outcome depends in part on how plausible the bluff is and in part on how much risk the target takes in believing the bluff. Bluffing your way into a high-security base is difficult in part because the guards will face severe penalties for letting someone through unauthorized.<br />
<blockquote class="tr_bq">
Skill: Acting is appropriate for pretending to be someone. Courtly Manners or similar skill for pretending to be a noble, appropriate academic skills for pretending to be a professor, etc.<br />
ODF: Confidence<br />
DDF: Wit<br />
Scratch - The target will believe a plausible bluff, if there is no risk to the target.<br />
Hurt - The target will believe the character's implausible bluff if no risk is involved or a plausible bluff if minor risk is involved.<br />
Very Hurt - The target will believe a plausible bluff even at major risk, an implausible bluff at minor risk, or an absurd one at no risk. <br />
Incapacitated - The target will believe a plausible bluff at severe risk (life and limb), an implausible bluff at major risk or an absurd one at minor risk.<br />
Near Death - The target will believe an utterly ludicrous bluff.</blockquote>
<div class="art-example">
Example: Jolene the Fair attempts to crash a noble's party by pretending to be an aristocrat. Met at the gate, she haughtily declares a noble title and demands to be introduced. Jolene is well-dressed and has a noble's manners, so the bluff is plausible. However, the doorman is at some risk in accepting Jolene's word, so the gamemaster decides a Hurt result is needed for success. Jolene has Courtly Manners at Great, while the doorman has the same skill at Mediocre. Jolene's Confidence is Great, the doorman's Wit is Good. Unfortunately, Jolene rolls a -1 and the doorman gets a +1. This gives Jolene a Scratch result - the doorman thinks she's a noble but insists on getting confirmation. </div>
<h3>
Charm </h3>
Charm means an effort to make someone like you. It can be helpful in avoiding trouble or helping set up a roll to persuade. An effort to Charm is likely to take some time, unlike other social techniques.<br />
<blockquote class="tr_bq">
<span style="background-color: white;">Skill: Seduction or similar skills are appropriate for romantic efforts. Carousing is appropriate for parties, Courtier for high society, and so on. </span><span style="background-color: white;">DDF: Confidence<br /> </span><span style="background-color: white;"> DDF: Wit<br /> </span><span style="background-color: white;"> Scratch - Target will be mildly more congenial. Efforts to Persuade are at +1.<br /> </span><span style="background-color: white;"> Hurt - Target will be significantly friendlier than before. Efforts to Persuade are at +2.<br /> </span><span style="background-color: white;"> Very Hurt - Target is likely to be friendly, even if initially hostile to the character. Efforts to Persuade are at +3.<br /> </span><span style="background-color: white;"> Incapacitated - Target will be (temporarily) friendly even if the character is normally an enemy. Efforts to Persuade are at +4.<br /> </span><span style="background-color: white;"> Near Death - Target is putty in the character's hands. Efforts to Persuade are at +5. </span></blockquote>
<div class="unadorned">
<span style="background-color: white;">Example: Buddy the Cat is trying to convince his human owner to give him some food. He decides to use his Purring skill to Charm his owner first before making the attempt to Persuade. Buddy has Good Purring and Great Confidence. The owner has Mediocre Animal Handling and Good Wit. Buddy rolls, -2 for a Mediocre Purring Effort. Fortunately, his owner rolls -1 for a Poor Animal Handling result, and Buddy just barely succeeds. Adding his Great Confidence and subtracting his owner's Good Wit, Buddy gets a Scratch result, giving him a +1 to Persuade the owner to hand over people food.</span></div>
<h3>
Impress </h3>
Impress is an effort to awe or inspire someone. This could be dramatic oratory, a command in battle or any other similar effort. <br />
<br />
<blockquote class="tr_bq">
Skill: Oratory for speeches, Leadership for commands. Other skills may be used to impress in limited contexts -- a minstrel might use skill with a harp to Impress a potential employer.<br />
ODF: Confidence<br />
DDF: The best of Wit or Confidence<br />
Scratch - The target is mildly impressed.<br />
Hurt - The target is moderately impressed.<br />
Very Hurt - The target is very impressed with the character's abilities. <br />
Incapacitated - The target is awestruck.<br />
Near Death - The target is struck speechless with awe at the character's prowess.</blockquote>
<span style="background-color: white;">Impress can be used as a complementary technique to Charm or Persuade, as described below. For dramatic speeches, check Persuade for results.</span><br />
<div class="art-example">
Example: Joe meets Jane at the high school prom and tries to Impress her with his Dance skill. Unfortunately, Joe has only Mediocre Dance skill, but Good Confidence. Jane has Good Wit. The gamemaster sets the difficulty of the attempt at Fair. Joe rolls a +1 for a Fair result -- not quite good enough to get a positive result, but at least he hasn't made a fool of himself. </div>
<h3>
Intimidate </h3>
An effort to Intimidate is like an effort to Impress, but with the deliberate attempt to frighten an opponent. If successful, it may handicap the opponent in combat. Unsuccessful efforts will lead to hostile reactions. This is the preferred social technique of tough guys and angsty superheroes dressed in black.<br />
<br />
<blockquote class="tr_bq">
Skill: Anything that can be used to threaten. Weapon skills could be used to display combat prowess, Courtly Manners to imply you have powerful social connections, Streetwise to suggest friends in low places, etc.<br />
ODF: Confidence<br />
DDF: The best of Confidence or Ego </blockquote>
<span style="background-color: white;">A character with a significant and obvious combat advantage should get a +1 to Skill, +2 for a Large advantage (for example, ogre vs. normal human). Likewise, a character at a significant seeming disadvantage should receive a -1 or more(a halfling attempting to intimidate a human for example). The advantage or disadvantage must be obvious to the defender.</span><br />
<blockquote class="tr_bq">
Scratch - Target is mildly unnerved and will hesitate. If attacked, he will fight normally, but if attacking first, will be at -1 for the first round.<br />
Hurt - Target is frightened and will be reluctant to attack. He will be at -1 in combat.<br />
Very Hurt - Target is very frightened and will not attack first. He will be at -2 in combat.<br />
Incapacitated - Target is terrified and will be at -3 in combat.<br />
Near Death - Target is completely cowed and will either surrender or flee.</blockquote>
<span style="background-color: white;">If using Intimidate to interrogate, check Persuade for likely results.</span><br />
<div class="art-example">
Example: Old West gunslinger Deadeye Crane finds himself confronting the self-named El Paso Kid, son of a man Deadeye killed many years ago. Deadeye doesn't want to kill the Kid, so instead tries to Intimidate him with a display of marksmanship. He points to a distant apple tree, draws his pistol and shoots away the stems of two apples. The GM decides that Gun skill is used for both attack and defense skill. Deadeye has Legendary skill (that's why they call him Deadeye) and Great Confidence, for an ODF of +2. The Kid has Good Gun skill, Good Confidence and Fair Ego. Since his Confidence is higher than his Ego, the Kid uses his Confidence for a DDF of +1. Deadeye's RDF is +1. Deadeye rolls a +1, giving him a result of Legendary+1. The Kid rolls 0, for a result of Good. Deadeye's degree of success is 4, +1 for his RDF, gives a result of +5 or Very Hurt. The Kid is badly shaken by Deadeye's display and will be at -2 in any combat. </div>
<h3>
Persuade </h3>
An effort to Persuade involves coming up with a logical, pseudo-logical, or otherwise cunning argument to convince the target to provide information or follow a certain course of action.<br />
<blockquote class="tr_bq">
Skill: Diplomacy and Fast Talk are both appropriate. Other Skills may be used depending on the player's imagination and gamemaster's discretion.<br />
ODF: Wit<br />
DDF: Wit. However, if the attempt to Persuade goes against the character's principles, use the best of Ego or Wit.<br />
Scratch - Target is willing to cooperate, if it's something he's likely to do anyway<br />
Hurt - Target will cooperate with suggestions that involve no significant costs or risks, or actions he wouldn't mind doing.<br />
Very Hurt - Target will cooperate with suggestions that may put him at minor risk, involve minor cost, or that he would normally be opposed to doing.<br />
Incapacitated - Target will cooperate with suggestions that may put him at major risk or involve major cost, or that he is strongly opposed to doing.<br />
Near Death - Target is completely bamboozled and will cooperate with truly ludicrous suggestions.</blockquote>
<div class="unadorned">
<ul>
</ul>
</div>
<div class="art-example">
Example: Ragnar the Reckless is trying to talk a town watchman into letting him go after he was caught out after the city curfew. Ragnar hints that he is willing to pay a bribe to get out of trouble. The gamemaster decides this makes the suggestion one that the watchman is inclined to follow, and so Ragnar only needs a Scratch result. Ragnar has Fair Fast Talk and Great Wit. The Watchman has Fair Guile (used to resist Fast Talk) and Fair Wit. Ragnar gets a +1 and the watchman rolls a -1, giving Ragnar a result of Very Hurt. Ragnar gets away with breaking curfew, at a reasonable price. </div>
<h2>
Repeated Effort and Complementary Techniques </h2>
A player may attempt the same technique on the same target, but at a cumulative -1 per effort. Alternately, a player may follow up one technique with a different one. If the first technique is successful, the player might get a bonus to the second technique as follows:<br />
<blockquote class="tr_bq">
Scratch: +1<br />
Hurt: +2<br />
Very Hurt: +3<br />
Incapacitated: +4<br />
Near Death: +5</blockquote>
<div class="unadorned">
<ul>
</ul>
</div>
For example, if a player gets a Hurt result using Charm, he may follow it with an attempt to Persuade at +2. In the example above from Impress, if Joe had gotten a Scratch result he would have been at +1 to Charm Jane. It is up to the gamemaster to decide whether a given technique is complementary. On the other hand, a failed attempt gives a -1 penalty to a complementary technique. With these rules, social combat can be as detailed as physical combat. Why let the sword swingers and gunmen get all the screen time? This system certainly isn't necessary for <em><strong>Fudge</strong></em>, but can add a lot of detail for diplomats and con artists.Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-88432583631101313142005-11-21T19:36:00.000+01:002012-07-23T19:43:08.758+02:00Fudgemon: Pocket Monsters<div style="text-align: right;">
<i>by Morbus Iff (morbus @ disobey .com)</i></div>
<br />
<p> Pocket monsters, or "mons," are quite literally what you'd expect: tiny, living, breathing, and other... natural... bodily functions, that are small enough to fit in a pocket, palm, or purse. Where did they come from? Why are they here? What good are they besides increasing your tab at the local tailor due to their blasted little claws? They barely talk, don't eat lint, and usually cause rashes or worse. A warning to guys in the audience: never forget to feed your mon! </p>
<p> Pocket monsters, or "mons," are quite literally what you'd expect: tiny, living, breathing, and other... natural... bodily functions, that are small enough to fit in a pocket, palm, or purse. Where did they come from? Why are they here? What good are they besides increasing your tab at the local tailor due to their blasted little claws? They barely talk, don't eat lint, and usually cause rashes or worse. A warning to guys in the audience: never forget to feed your mon! </p>
<h2> They Didn't Come From Storks, Bub </h2>
<p> Where pocket monsters come from is entirely dependent upon your game world as well as how realistic you want it to be. They could be magical constructs, alchemical or created beings, natural inhabitants, aliens, or simply mutated and tinier versions of existing beasties. Possibilities include: </p>
<ul>
<li> Similar to helper monkeys, your pocket monsters could simply be intelligently designed robots. Originally developed for altogether different purposes, such as spying on foreign embassies, eating up oil spills or providing video relay of a dark pipe, they became perverted from their initial intent by enterprising hackers. Today, with programmable robotic vacuums, crazy metallic dogs, and road signs that call out marriage proposals or the crowd favorite "0wn3d", we're not that far off.
</li></ul>
<ul>
<li> Magical pocket monsters, however, could also fall under intelligent design. Whether it's a wizard, warlock, or witch scratching an itch with a custom-order familiar, or a fakir and illusionist creating the appearance of a tiny elephant from a ball of dried clay, there is still a singular intent. Unlike robots, however, familiars and fakir-golems can often be destroyed by killing its creator(s). On the other hand, dragons, trolls, and slimes aren't "created" in most back stories, so why should magical mons? They simply exist: as recognizable as faeries and as hard to catch.
</li></ul>
<ul>
<li> No magic, no technology, no problem! Pocket monsters are the platypuses of your world: bastard mixes of multiple animals with no rhyme, reason, or intelligible forethought. They could be rare and secretive like the recently rediscovered ivory-billed woodpecker, or communal and protective like a town of prairie dogs. Alternatively, your mons were <em>accidentally</em> created, whether by ingestion of sewage or other chemical waste (mutation), through creeping development (evolution), or strong community belief (legend).
</li></ul>
<ul>
<li> Ok, so they <em>did</em> come from storks. I dunno what kinda storks are living in your world, but they may have brought pocket monsters from a foreign land during migration, are crossbreeding fools whose every new birth is an entirely new phylum, or who were deemed the dominant life, abducted by aliens, and returned a wee bit "off". Don't worry about the science. The concept of pocket monsters, at the outset, is rather ridiculous, as are talking swords, a missile coalescing from dead air, or the incredible capacity for an inn to be a plot device (how many adventures have YOU started from the local coffee house?)
</li></ul>
<p> Representing mons within your game, physically, is quite easy and cheap. Unlike creating embarrassing cardboard swords or forcing your players to wear a Halloween costume, suitable mon designs can be found in pewter game figurines, M.U.S.C.L.E.™ toys ("Millions of Unusual Small Creatures Lurking Everywhere!"), or already painted models from games like <em>Mage Knight</em>™. These work best when you're not already using same-scale figs for combat or dungeon-delving purposes. </p>
<h2> Mon Rarity, Desirability, and The Collectors </h2>
<p> Besides the standard traits available in your game, each pocket monster has two additional measures: Rarity and Desirability. The Rarity, ranging from Poor to Superb, is indicative of how common the mons appear in your world. A mon with Poor Rarity is quite common, and you'd be able to find or buy one with only a few hours of searching. Mons with Superb Rarity, however, are extremely "short packed"<a href="#fm_footnote1" class="vertical-align: super">*</a> - waiting outside a known nest, or even having someone on the "inside" keeping an eye out for you, doesn't guarantee a victory. Often, you'll find yourself paying exorbitant prices, trading a mon of equal value, or going on lengthy and difficult quests. Traveling carnivals or sideshows may occasionally have the most desirable mons, but only locked away behind many layers of glass and protected by a number of condescending guards. </p>
<p> The other trait, Desirability, indicates whether the Rarity actually means anything. Some mons may have Great Rarity because of Poor Desirability: they may be too cranky, have too many faults, are impossible to handle without special consideration, or are simply variants of another strain (an always-blue Retrievimon, for example). A Poorly Desired mon with Poor Rarity, on the other hand, may be as common as a tribble: once they're everywhere, they're quite boring, easily foiled, and merely a nuisance. </p>
<p> Regardless of Desirability or Rarity, there are groups of people, collectors really, that care little for discussions about either trait. To them, every mon has Superb Desirability, and Rarity is merely a measure of how fervent one should be pursued. Their goals of collecting every pocket monster available, Legendary or otherwise, can often be considered a Fault (Obsessed, Devotion, Greedy, etc.), and is usually complemented with a Gift of Tireless, Unfazable, or Wealthy. Collectors will connive, steal, trade a fake (a self-painted blue Retrievimon), or lose sight of the big picture (leaving group combat to run after an escaping mon). </p>
<h2> Pocket Monsters Love Pocket Monsters </h2>
<p> And not much else. Sure, they like the idea of being fed, petted, and hauled around to locales that their little feets, wings, or wheels could never take them, but it is a bit degrading to be roughly grabbed and displayed to any onlooker at a moments notice. For that reason, some mons deliberately try to avoid hunters, and a GM should assess a +1 or +2 penalty to that monster's Rarity for the purpose of capture. This penalty should NOT be applied to collectors, due to their experience at tracking and the familiar, soothing smell of the dozens of mons probably on their person at any one time. </p>
<p> Pocket monsters communicate with each other in a series of unintelligible noises that are usually specific to each individual type. While every pocket monster can understand every other pocket monster regardless of their sound or type, we've yet been able to determine what they're really saying. Mons <em>are</em> expressive, however, and it is very easy to tell how they're actually feeling, be it sad, angry, ecstatic, etc. </p>
<p> Mons can and do mate with each other (which inevitably creates a new breed of some sort; if this child does not continue the line, Rarity jumps to Legendary and it earns a Gift of Unique) and can occasionally be violently territorial. Many a pocket has been destroyed due to a mon accidentally placed in the wrong location with the wrong companions at the wrong time. Thankfully, there are usually outside forces that cause this behavior, and careful attention to training and team-based mon interaction can reduce this threat. </p>
<h2> Some Example Mons </h2>
<p> Herein lies the rub: why would anyone want to keep a tiny little monster, full of animal, mutant, or electronic thoughts, tucked away in a pouch as if it were a stick of gum or copper piece? For every negative aspect of a filthy beast calling your linens home, they make up for it by their very nature: they're small, easily hidden, easily forgotten and, for enemies, nearly always a nasty surprise. Here are three examples of the veritable hundreds available: </p>
<div class="unadorned">
<ul>
<li> <strong>Retrievimon</strong> (Fudgedex #24; Rarity: Good; Desirability: Good; Gift: Faithful; Fault: Irritable Hook Syndrome). The chameleon-like Retrievimon suffers in the Desirability department because, for full effect, you really need at least five to accomplish much of anything. At rest, the Retrievimon is a flattened globe, like a piece of wrapped sampler cheese. Put enough pressure on either of its flattest sides however, and up will pop a barbed hook which impales the intrusion. A number of Retrievimon scattered on a walkway will impale the foot of the first person to step on one, which usually causes the person to fall forward onto the rest of the mons scattered about for further entanglement. Being Faithful like a dog, the Retrievimon will dutifully return the "stick" to their owner (which is why quantity is important: the more mons, the quicker they return). Unfortunately, their Irritable Hook Syndrome causes sudden and involuntary flexes of their stabber which can cause quite some consternation to the owner of a pocket who has been impaled.
</li></ul>
<ul>
<li> <strong>Splitbeemon</strong> (Fudgedex #138; Rarity: Great; Desirability: Good; Gift: Stinger; Fault: Unreliable). So dubbed because of the Split Bee Troupe, the team that first discovered and trained the mon, its ferocity is hard to beat. Once instructed, the Splitbeemon will slam itself again and again into its target, using its sharp Stinger to inflict small amounts of damage in large quantities. Each successful sting injects a tiny amount of tranquilizer - individually, the amount is harmless, but combined with hundreds of payloads, is enough to cause a grown man to be lulled into a sense of complacency, unwilling to stop further attacks or circumstances. While incredibly effective, the user can expect absolutely nothing roughly half of the time: the same venom that causes indifference in its victim runs through the veins of the mon as well. Be sure to have a backup plan ready when your Splitbeemon just isn't willing to perform.
</li></ul>
<ul>
<li> <strong>Frlockmon</strong> (Fudgedex #176; Rarity: Great; Desirability: Superb; Gift: Eats Wood; Fault: Untrainable). When it comes to feeding mons, there can be nothing better than finding one without the picky tastes so many collectors and trainers have lamented. The Frlockmon eats, nay, devours, wood which is naturally and readily abundant. It also is an excellent lock picker, able to slide its spindly arms into the smallest orifice, manipulate the tumblers, and unlock a door or chest in comparable time to any master thief. Insanely Desirable by any but the most principled adventurers (and many justify their ownership with "concerns" about being locked out of their <em>own</em> homes and treasure), the Frlockmon has one big problem: in most cases, locks are surrounded by wood. Wooden chests, wooden doors, wooden boxes, wooden what-have-you. Combined with its Untrainable Fault and uncontrollable appetite, you'll be able to unlock doors with a minimum of fuss... with the difficulty of concealing the fact that the lock itself has fallen to the floor due to consumption of the surrounding wood.
</li></ul>
</div>
<h2> Episode Guide </h2>
<p> What follows is a partial <em><strong>Now Playing</strong></em> (from <a href="http://www.carnivoregames.com/">Carnivore Games</a>) episode guide for the show "Fudgemon-o-theism" on your local cable network. Oddly, the show takes its mature cue from Japanese animation and, though bubbly and humorous, deals with complicated themes not normally suitable for children. </p>
<ul>
<li> <strong>101 - The Hatchling.</strong> A team of well-liked investigators discovers an egg in the middle of a pasture, with a human female claiming to be its virgin mother.
</li></ul>
<ul>
<li> <strong>102 - Can or Able?</strong> Faced with the apparent suicide of a pre-teen child, the team has nothing to go on until another egg is found. The virgin mother returns, holding a newborn mon and claiming the second egg as a gift from above.
</li></ul>
<ul>
<li> <strong>103 - And Baby Makes Three.</strong> The two mons, now hatched and each three weeks old, mate. A third egg is laid and begins to hatch. Whither the virgin mother?
</li></ul>
<ul>
<li> <strong>104 - Exsanguinating Circumstances.</strong> The baby, appearing unlike either of the two mother mons that laid it, cuts it own throat. Instead of blood, forth hundreds of mons do swell.
</li></ul>
<ul>
<li> <strong>105 - Frightened New World.</strong> The virgin mother returns, and is carried to the east by a cadre of Retrievimon piercing every few inches of her body. Facing downward, her blood leaves no trail, and our team is called out on other duties.
</li></ul>
<ul>
<li> <strong>106 - Invasion, Part 1.</strong> With dozens of unaccounted mons, our team of investigators is sent to catalog and collect each one for further study.
</li></ul>
<p> Fudgemon-o-theism is currently awaiting word from above regarding its future. </p>
<h2> Footnote </h2>
<p> <a name="fm_footnote1">*</a> - "Short packed" refers to the inclusion of a low number of collectable items (such as action figures) shipped to stores, in comparison with the quantity of other figures from the same collection. If a company shipped out ten each of Ratman, Sparrow, and The Poker in every case, but only included three Piddlers in expectation of lower sales of that figure, then the Piddler was "short packed."</p>Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-72577131778016965602005-08-29T17:25:00.000+02:002012-08-20T17:50:26.666+02:00Jumpstrike<div style="text-align: right;">
<i>by Brian York (briany @ uvic . ca)</i></div>
<p> There is fire among the stars. </p>
<p> The soulless machines of war which humanity unleashed upon itself have been extinguished. Yet still, there is fire among the stars. Colony clashes with colony. Alliance rebels against empire. The age old struggle of wills continues on, to build empires, or to defend freedoms, to take what you want, or to keep what you have. There is fire among the stars, and it is the fire of Humanity, its evils and its hopes. Its dreams of what may come. </p>
<p> Politician, trader, diplomat, warrior. Whatever fate may hold in store, may your fire burn brightly. Welcome to the universe of Jumpstrike. </p>
<h2> Overview </h2>
<p> The Jumpstrike setting is a semi-hard science fiction setting. While there are no aliens, there are a wide variety of human cultures, with plenty of room for customization. The overall feel of the setting might best be described as "classical Greece in space", but the setting is more than a direct translation of ancient Greece. Politically, there are four major powers and many other minor powers and independent colonies. Diplomacy and international relations are critical to the setting, and even a simple merchant might be called upon to represent his or her home colony, simply by being in the right place at the right (or wrong) time. This article contains a brief history of the Jumpstrike setting, an overview of the technology and society that has grown up in the Jumpstrike universe, and a description of the major (and a few minor) powers, along with possible themes based around them. </p>
<h2> History </h2>
<ul>
<li> Pre-Burn
<ul>
<li> Late 21st Century: Jump drive discovered. First colonies founded.
</li><li> Most colonies are left to themselves, and try to develop a primitive, but self-sustaining, technology base.
</li><li> Advances in artificial intelligence lead to the use of unmanned intelligent warships by the Earth and the most advanced colonies.
</li></ul>
</li><li> The Burn
<ul>
<li> April 17, 2341: A war starts (for unknown reasons), and, with the combination of AI-controlled warships and couriers, quickly devastates the Earth and spreads to the nearby colonies.
</li><li> The use of autonomous artificial intelligence becomes forbidden as the knowledge of the Burn spreads through the colonies.
</li></ul>
</li><li> The Reconstruction
<ul>
<li> Most colonies are completely cut off, without the ability to repair their starships or build new ships.
</li><li> The New Earth Empire and the Core Worlds Alliance are formed around colonies with shipbuilding capabilities.
</li><li> Colonies begin to re-discover shipbuilding.
</li></ul>
</li><li> The Present Day
<ul>
<li> Interstellar travel and trade once again becomes fairly common.
</li><li> The Far Stars Republic begins to expand.
</li><li> The Hellenikan League is formed.
</li></ul>
</li></ul>
<h2> Society </h2>
<div class="art-sidebar">
<p> The setting was designed as a deliberate homage to classical Greece, with its proudly independent and constantly squabbling city-states (poleis). The reference is particularly appropriate because star travel makes the universe much like a group of islands -- there are no restrictions on where you go except for the distance involved, and the time required to cross that distance. Governments resemble Athens' League of Delos far more than Sparta's Peloponnesian League, although only the Far Stars Republic and the New Earth Empire are especially close to the League of Delos, and even they are not especially close. The diversity of governments was also taken from classical Greece, mostly because it provides an opportunity to be creative when making up your own colonies. </p>
</div>
<p> The society of the Jumpstrike universe centers around the colony, the planet, and (for a few colonies) the government. Even for members of one of the great powers, the local planet is more important than the central government, and the colony itself vastly more important than either. Although millions of people live and work in space, most people never leave their home colony, much less their home planet. Colonies prize their independence, and the members of the major powers usually see themselves either as "allies" or "conquered," rather than as members of a larger group. </p>
<p> Every inhabitable planet discovered, except for the Earth and Magna Gaia (BD+05 3993-IV) has isolated island chains and subcontinents, with an independent colony on each island chain or subcontinent. The center of a colony is its Akropolis, usually a defensible site which holds the colony's spaceport and center of government. Colonies also tend to have a few smaller villages, and plenty of wilderness. Most colonies have a population somewhere between 75,000 and 10 million, with an average of about 5 million. </p>
<p> Colonies tend to be governed by some form of representational government. At one extreme are colonies like Eire (24 Iota Pegasi-II), with a direct democracy including every citizen and resident of the colony. At the other end are colonies like Cordova (BD+61 195-III), where citizenship is limited to the descendants of the first settlers, and only 175 people, out of a population of over five million, have voting rights. Colonies may or may not have a head of state or council supplementing their citizen body. </p>
<p> Colonies tend to have fairly large militaries specialized in defensive operations. Warfare is much more common than it was in the 20th century, although "total war" is rare. Instead, wars tend to be fought to gain specific advantages or concessions. A colony is likely to fight most of its wars against neighbors on the same planet, since transporting large numbers of troops is difficult even for the major powers. Since space warfare is uncommon, most colonies have only a few warships, usually purchased used from one of the major powers. </p>
<p> Small alliances are common, but don't tend to last very long. Only four major powers exist, the New Earth Empire, the Core Worlds Alliance, the Hellenikan League, and the Far Stars Republic. The Empire is essentially a group of close allies led by New Earth (Iota Persei-V). The Alliance is a group of large independent colonies who have interests in common. The League is a diverse group of allied colonies with a central government that delegates most of its authority locally. The Republic is a central world (Magna Gaia) which has conquered a number of colonies and rules them by force. </p>
<h2> Technology </h2>
<h3> The Jump Drive </h3>
<p> Starships are able to exceed the speed of light by means of "jumps" during which the ship disappears from one location and appears at another. Jumps must be calculated precisely, and longer jumps take longer to calculate. The effective speed of a ship depends on how far it jumps and how fast it can calculate its jumps, and the change in gravitational potential between the starting and ending points (jumps must be shorter near stars and planets). Merchant ships take somewhere around two days to travel one light-year, generally in either one or two large jumps. Military ships are about twice as fast. The most that almost any merchant can travel without resupply is five parsecs, which works out to around a month's worth of travel. </p>
<p> Military ships are also built to make tactical jumps, which happen on the order of seconds instead of minutes. Each jump is shorter, and the overall speed is less, but tactical jumps allow ships to avoid incoming fire. Ship-to-ship weapons are also based around jump drives, and any ship without a military jump drive is essentially helpless in combat. As a result of a recent rise in piracy, most commercial ships have at least some tactical jump capability. </p>
<h3> Mass Conversion </h3>
<p> Military starships generate power using the direct conversion of matter to energy. This process is exceptionally efficient, but each jump still requires a considerable amount of power. Conversion chambers carry the danger of a runaway reaction (where part or all of the mass of the ship is converted into energy, with obvious negative consequences for the crew), but runaway reactions are extremely rare, and the few that have happened have all been the result of battle damage. Mass conversion is also at the heart of most ships' normal-space drives, albeit in a less potentially dangerous form. </p>
<h3> Gravity Manipulation </h3>
<p> Gravity manipulation allows ships to reduce their effective mass, especially when near planets. The overall effect of this is to allow starships to land and take off from planets without requiring specialized equipment, and also to allow interstellar shipping costs to be low enough to support large-scale trade (even if only in luxuries). </p>
<h3> Nanotechnology </h3>
<p> Nanotechnology allows stronger materials to be built, although the construction times are increased. Nanoassemblers, while unable to replicate, do allow the quick construction of small items, if given the proper raw materials. Medical nanotechnology allows drugs to be tailored to the individual metabolism, and microscopic robots capable of limited surgical operations. In general, nanotechnology allows better quality, whether in manufacturing or in medicine, but at the cost of increased time, money, or both. </p>
<h3> Weapons </h3>
<p> Space combat occurs at incredible speeds, with battles often lost or won within seconds of the initial engagement. With ships operating at faster-than-light speeds, conventional weapons, even lasers, are too slow to use against military ships, although pirates do use them against merchants (and, sometimes, merchants against pirates). Instead, military weapons are equipped with their own jump drives. </p>
<p> Lances were the first form of space weapon able to attack a ship capable of tactical jumps. With a specially designed jump drive, a lance will jump thousands of times in its two-second lifespan. If it approaches close enough to a ship, the lance detonates, either damaging or destroying the ship. While lances are seldom used now, a smaller version, known as Interceptors, are used to attack approaching Strike Pods before they can detonate. </p>
<p> Strike Pods use the same tactical drive found on ships. They have the same jump distance but a somewhat higher cycle rate, thus allowing them to move approximately twice as fast as ships in combat. Strike Pods are sent out from the firing ship in an attempt to get close enough to a target ship to attack. Pods attack by deliberately overloading their conversion chamber in order to damage nearby ships with the blast. Some strike pods even carry small lances, potentially allowing them to make multiple attacks. </p>
<p> Ground combat has changed much less than space combat, although the tools used are different. With the high cost of interstellar transport, the large-scale warfare of the past is almost entirely gone. Instead, the attacking force tends to be a small, high-quality force intended to fight in urban environments and take over important targets, such as space ports. </p>
<p> Infantry weapons are more advanced than in the past, but still based on the same principles. Projectile weapons are more likely to use linear accelerators than chemical propellants and lasers are used in specialized capacities, but any member of the infantry from the 20th century onwards would be able to pick up and use even the most modern weapons with only minimal instruction. The main improvement in weaponry is in non-lethal weapons, now used by most police departments and, in special circumstances, by military forces. </p>
<h2> Governments </h2>
<h3> The New Earth Empire </h3>
<p> The New Earth Empire is located between the core worlds and the Far Stars cluster. Because New Earth, the home of the Empire, was far away from the core colonies, it was able to survive the Burn with only minimal disruption. As one of the only colonies with shipbuilding capabilities, New Earth was attacked from all sides by colonies hoping to seize its shipyards. The Commonwealth won these battles, and conquered a number of its former attackers. </p>
<p> The New Earth Commonwealth was always dominated by a small aristocracy, and its expansion concentrated the power further. By the time Susan Northwald was elected coordinator of the New Earth Commonwealth in 2402, it was effectively a hereditary monarchy. In 2580, John Northwald, the fourth ruler of the dynasty, was officially granted the title of Emperor by the General Assembly of the New Earth Commonwealth, now the New Earth Empire. </p>
<p> The current emperor is John Northwald II, who ascended to the throne in 2613 at the age of 32. The emperor serves until his or her resignation, usually at around the age of 100, although some past emperors have ruled for life. Advising the emperor is an elected body, the Imperial General Assembly, and presiding over the Assembly is the Imperial Executive, a hereditary aristocracy. Members of the Executive also serve as representatives of the emperor in the Empire's other settlements. </p>
<h4> Adventures and Themes </h4>
<p> The New Earth Empire is a group of allies dominated by New Earth. Although most of its member colonies were originally conquered, the Empire's expansion has been based on diplomacy for centuries now, and all of its colonies have full citizenship, with their aristocracies integrated into the Imperial Executive. The Empire is home to diplomats, merchants, soldiers, courtiers, and any other type of character imaginable. The Empire currently has two major problems: the lack of an heir to the throne, and the threat of the Far Stars Republic. </p>
<p> Since John Northwald II (see below) is childless, various factions have arisen in the Imperial Executive attempting to get their own candidates declared as the heir. Northwald has recently married a second wife in an attempt to produce a legitimate heir, but the future of the Northwald dynasty is in doubt. PCs could be involved in this struggle either as members of the Imperial Executive, employees or members of one of the Executive households (or the Imperial household), or as employees of the government or the military. While the intrigue in the Executive has so far remained strictly an internal matter, the situation could become a civil war at any time. </p>
<p> Since its founding, the Far Stars Republic has expanded rapidly. With the Hellenikan League apparently too strong to attack at the moment, the Republic has begun testing the Empire's frontiers. While the Empire has managed to retain control over its colonies so far, the Republic has shown no sign of giving up. PCs could become involved in the tension between the Empire and the Republic either as soldiers, diplomats, or merchants, or even as citizens of either side caught up in a border war. </p>
<div class="art-sidebar">
<table border="3" cellspacing="3" cellpadding="3">
<tbody><tr>
<th> Aspect </th>
<th> Level </th>
</tr>
<tr>
<td> Dedicated </td>
<td> [ ] (Fair) </td>
</tr>
<tr>
<td> Getting Old </td>
<td> [ ] (Fair) </td>
</tr>
<tr>
<td> No Heir </td>
<td> [ ][ ] (Good) </td>
</tr>
<tr>
<td> Emperor </td>
<td> [ ][ ] (Good) </td>
</tr>
</tbody></table>
</div>
<h4> Emperor John Northwald II </h4>
<p> Emperor Northwald was born Christopher John Northwald in 2581. He took the throne when his mother, Susan Northwald IV, retired in 2613 at age 83. Since his accession, he has attempted to maintain the Empire's position through diplomacy, although the Empire has fought several times against the Far Stars Republic. Now 72, John Northwald II is struggling to maintain control over the Empire. None of his wives have produced children, and the Imperial Executive is pressing him to name an heir from another family. Emperor Northwald is unlikely to be encountered in person unless the PCs are members of the Imperial Executive, but his influence is felt throughout the Empire. </p>
<div class="art-sidebar">
<table border="3" cellspacing="3" cellpadding="3">
<tbody><tr>
<th> Aspect </th>
<th> Level </th>
</tr>
<tr>
<td> Bureaucrat </td>
<td> [ ][ ] (Good) </td>
</tr>
<tr>
<td> Drives a Hard Bargain </td>
<td> [ ] (Fair) </td>
</tr>
<tr>
<td> Likes his power </td>
<td> [ ] (Fair) </td>
</tr>
<tr>
<td> Annoying Voice </td>
<td> [ ] (Fair) </td>
</tr>
</tbody></table>
</div>
<h4> Paul Roberts </h4>
<p> Paul Roberts is a staff member at the Imperial Trade Representative on Alphonse (Gl 436-III), the Empire's major contact point with both the Hellenikan League and the Core Worlds Alliance. His job is to make arrangements with small traders to allow them to bring goods into the Empire. Any group of merchant PCs who wish to trade with the Empire, or Imperial PCs who wish to trade beyond its borders, might need to negotiate with Roberts to get their cargo into, or out of, the Empire. </p>
<h3> The Core Worlds Alliance </h3>
<p> Although most of the older colonies were affected by the Burn, a few were far enough away to shut down their AI fleets, or primitive enough to be still relying on crewed ships. These colonies depended on their trade lines with the rest of the core worlds, and the Burn threw their economies into disarray. In response, most of these surviving colonies began to trade with one another, eventually uniting into the Core Worlds Alliance. </p>
<p> The Alliance now includes fifteen colonies, of which twelve were founding members. These colonies have mature economies based around interstellar trade. The colonies that make up the Core Worlds Alliance retain a great amount of independence, with the Alliance providing little more than an internal free-trade zone and an agreement on military cooperation. The Alliance is formally governed by the Advisory Council, which includes a single member appointed from each colony, along with representatives of the major shipping guilds and corporate interests in the Alliance. </p>
<p> The Alliance's emphasis on interstellar commerce makes it the New Earth Empire's major competitor, while the Alliance's status as the "protector" of the worlds devastated by the Burn has sometimes led to conflict between the Alliance and the Hellenikan League. The Far Stars Republic is too far away to seriously threaten any of the Alliance's territory, and no independent colony is powerful enough to threaten the Alliance. </p>
<h4> Adventures and Themes </h4>
<p> The Core Worlds Alliance is intended as a trading power, and as a remnant of the old pre-Burn society. On good terms with all the major powers (except, occasionally, the Hellenikan League), the Alliance's merchants travel everywhere, and the power of the Alliance keeps them relatively safe from piracy along the way. The Alliance is also a very conservative society, with a voting age of 45 and a constitution that gives the founding members almost complete control over Alliance policy. </p>
<p> For characters interested in making a living through trade, the Alliance is fighting an economic war with the Hellenikan League over access to the colonies devastated by the Burn. While the Alliance sees itself as the protector of these colonies, it also sees them as captive markets, and a number of recent attempts by Hellenikan traders to establish direct agreements with these colonies has prompted the Alliance to subsidize its own merchants to offer better deals to colonies in the core stars. Since the core stars also have one of the highest piracy rates in known space, the combination of armed traders, pirates, commerce raiders, and the occasional warship makes the area an exciting place. </p>
<div class="art-sidebar">
<table border="3" cellspacing="3" cellpadding="3">
<tbody><tr>
<th> Aspect </th>
<th> Level </th>
</tr>
<tr>
<td> Loyal </td>
<td> [ ] (Fair) </td>
</tr>
<tr>
<td> Idealist </td>
<td> [ ] (Fair) </td>
</tr>
<tr>
<td> Stubborn </td>
<td> [ ][ ] (Good) </td>
</tr>
<tr>
<td> Politician </td>
<td> [ ][ ] (Good) </td>
</tr>
</tbody></table>
</div>
<h4> Coordinator Natalie Dumont </h4>
<p> A native of Alphonse, Dumont was first elected as the Alliance's coordinator in 2641. Coordinator Dumont is currently sponsoring legislation aimed at giving the Advisory Council the ability to tax Alliance citizens directly, something which was last tried (unsuccessfully) eighty years ago. Dumont is an idealist who believes that the Alliance will slowly lose influence unless it is able to unite together, and that the Advisory Council is the only body that can hope to overcome the desire of the Alliance's member colonies to retain as much independence as possible. Characters might encounter Dumont if they are active in Alliance politics, either trying to unite the colonies or maintain their current autonomy. </p>
<div class="art-sidebar">
<table border="3" cellspacing="3" cellpadding="3">
<tbody><tr>
<th> Aspect </th>
<th> Level </th>
</tr>
<tr>
<td> Devious </td>
<td> [ ][ ] (Good) </td>
</tr>
<tr>
<td> Tactician </td>
<td> [ ] (Fair) </td>
</tr>
<tr>
<td> Leadership </td>
<td> [ ] (Fair) </td>
</tr>
<tr>
<td> Arrogant </td>
<td> [ ] (Fair) </td>
</tr>
</tbody></table>
</div>
<h4> Fleetmaster Robert Johnson </h4>
<p> A native of Stracher (BD+36 2219-IV), Johnson was an early supporter of Coordinator Dumont, and she has rewarded him by putting him in charge of the Alliance's military presence in the core worlds. Due to the high incidence of piracy there, most of the Alliance's merchant shipping is armed, which places it under Johnson's extended command (although he seldom exercises this authority). Johnson is also in charge of anti-piracy patrols, which he combines with some discreet commerce raiding against the Hellenikan League. Any character who spends time on a starship in the core worlds will likely be affected by Fleetmaster Johnson, and any Alliance character could encounter him directly. </p>
<h3> The Hellenikan League </h3>
<p> The Hellenikan League is an amalgamation of a number of smaller alliances, formed mostly in reaction to the growing power of the New Earth Empire and the Far Stars Republic. The founders of the League were determined to prevent the League from becoming another expansionist power, but were unable to keep it from growing quickly as the independent colonies tried to avoid being absorbed into the other major powers. Individual colonies in the League do have a great deal of autonomy, and the League has a wide variety of internal styles of government and codes of law. </p>
<p> The League's government was designed to give its member colonies, and its citizens, as much independence as possible. The head of the League is the Archon, supported by the Boule, which is divided between elected members, hereditary members, members appointed by the Archon, and members appointed by the League's colonies. Although the Archon and his or her representatives are able to wield considerable power in emergencies, for the most part they hold a ceremonial role. The primary exception to this rule is the Strategoi, a group who act as both soldiers and diplomats, holding power in the name of the Archon, but nominated by the member colonies and ratified by the Boule. </p>
<p> The League's society is chaotic and diverse. Although the League has a set of overall legal standards and rights, these apply mostly to League citizens, a position held by only a third of the population. Most League residents are instead citizens (or non-citizens) of one of the member colonies, and are subject to the laws and customs of the colony in which they reside. The only universal laws in the League are that any League resident has the right to apply for League citizenship and, if accepted, must be treated as a citizen in any League member state. </p>
<h4> Adventures and Themes </h4>
<p> The League is the new blood of the setting. As a new power, the League has very little stability, and even its form of government is still changing as time passes. The only constants during the League's 138-year history have been the Archon, the Strategoi, and the Boule, which were inherited from three of the League's founding members: Albion (GJ 1148-I), Nattara (43 Beta Comae Berenices-III), and Menast (Alphonse, Gl 436-II). Although the League has a fairly short history, it has managed to integrate the traditions of some of its members into its own identity, which has helped to provide some stability. </p>
<p> Like the New Earth Empire, the Hellenikan League offers almost any type of adventure. The League's chief threat is the Far Stars Republic, which has been attempting to eliminate the League since its founding. While the League has fought wars against the Republic in the past, recent history has seen only minor skirmishes, with as much diplomacy as violence involved. Characters could be involved in defending the League, taking the fight to the Republic, negotiations between the two, or convincing independent colonies in the New Stars cluster to ally themselves with the League. </p>
<p> Another source of adventure lies in the core stars, where the League has been trying to secure allies and trade routes. This has brought the League into conflict with the Core Worlds Alliance, although neither side has used military force, at least not officially. Finally, there are many possible adventures inside the League's borders, attempting to turn a loose alliance of diverse colonies into a functioning government. While the League itself is over 100 years old, more than two thirds of its members have joined within the past twenty years, leaving the League's government and military struggling to cope. </p>
<div class="art-sidebar">
<table border="3" cellspacing="3" cellpadding="3">
<tbody><tr>
<th> Aspect </th>
<th> Level </th>
</tr>
<tr>
<td> Old and Wise </td>
<td> [ ][ ] (Good) </td>
</tr>
<tr>
<td> Old and Tired </td>
<td> [ ] (Fair) </td>
</tr>
<tr>
<td> Leader </td>
<td> [ ] (Fair) </td>
</tr>
<tr>
<td> Suspicious </td>
<td> [ ] (Fair) </td>
</tr>
</tbody></table>
</div>
<h4> Archon Martin Holm </h4>
<p> Archon Holm was confirmed as Archon in 2595 at the age of 53. Now 105 years old, Archon Holm is looking forward to his retirement, and the accession of his heir, 38-year-old Ryan Laskell, currently serving the Boule as First Citizen. Over his career, Chancellor Holm has seen great changes to the Hellenikan League. At his accession, the League was strongly isolationist. It was only under Chancellor Holm's direction that the League opened up diplomatic relations with the Core Worlds Alliance and the independent colonies. When the Far Stars Republic attempted to conquer Liberty (GI 793-IV), it was Holm who led the League's military in their defense. Archon Holm does his best to be available to any of his representatives, so any character in the League government, such as a strategos, could encounter Archon Holm, or go to him for assistance. </p>
<div class="art-sidebar">
<table border="3" cellspacing="3" cellpadding="3">
<tbody><tr>
<th> Aspect </th>
<th> Level </th>
</tr>
<tr>
<td> Machiavellian </td>
<td> [ ] (Fair) </td>
</tr>
<tr>
<td> Strategist </td>
<td> [ ] (Fair) </td>
</tr>
<tr>
<td> Diplomat </td>
<td> [ ][ ] (Good) </td>
</tr>
<tr>
<td> Lonely </td>
<td> [ ][ ] (Good) </td>
</tr>
</tbody></table>
</div>
<h4> Strategos Johann Chengalur </h4>
<p> Strategos Chengalur was appointed by Archon Holm to manage the League's network of alliances in the New Stars Cluster. A gifted strategist who made his reputation commanding small fleets of ships, Strategos Chengalur has also shown a talent for political manipulation. Thanks to his efforts, the League has been able to base its military forces with a number of allies, some of whom are on the same planet as Republican colonies. The League's network of alliances has prevented the Republic from directly attacking League territory for the past decade. Any character acting as a League strategos, or other military officer, could encounter Strategos Chengalur, and might end up under his command for a mission. </p>
<h3> The Far Stars Republic </h3>
<p> Originally, the Far Stars Republic was the Kingdom of Kharybdis, one of the colonies established on Magna Gaia, but it has now grown far beyond the bounds of a single planet. The Republic's government has three major branches and a complex interchange of powers. The First Minister heads the executive branch and must be a member of the Senate, but is elected by the People's Forum. The Senate controls the judicial branch, serving as magistrates in the court system, and elects its own members for lifetime terms, although the First Minister has the power to veto Senate appointments. The People's Forum is the legislative body and is elected by popular vote every five years, with one member for every electoral district on Magna Gaia. Each Senatorial district includes 20 Forum districts. Laws passed by the People's Forum do not take effect until ratified by either the Senate or the First Minister. </p>
<p> In 2550, the Expansionist party won 154 of the 301 seats in the People's Forum and selected Anastasia Korolov, one of two Expansionists in the Senate, as the First Minister. The Expansionist party began a shipbuilding program and quickly went to war with independent colonies in several nearby systems. Due to their lack of experience with space warfare, the Republic lost most of the space engagements, but, thanks to the skill and experience of their ground forces, was able to conquer Diamant (BD+03 3465-II) and Paradise (BD+05 3409-III). With the success of their initial assaults, the Expansionists entrenched their hold on the Republic. While they have recently lost their majority in the People's Forum, the Expansionists now control the majority of the Senate, and are thus able to control the laws passed by the People's Forum. </p>
<p> The Republic's expansionism caused few problems in their wars against independent colonies in the Far Stars cluster, but their recent attacks on the Hellenikan League and the New Earth Empire were costly and embarrassing failures. Many of the remaining independent colonies in the Far Stars cluster have sought protection from either the League or the Empire, and the Republic's potential for future expansion is limited unless they can defeat one of the great powers. The Republic has also faced rebellions in many of its new conquests, especially since the People's Forum is unwilling to allow voting representatives from any planet other than Magna Gaia. </p>
<h4> Adventures and Themes </h4>
<p> The Far Stars Republic is caught in a trap. Instead of governing a prosperous and reasonably peaceful planet, it now controls most of the New Stars Cluster, but its conquests are rebellious and the remaining independent colonies are allying against it. The Expansionist party has built its reputation on successful military campaigns, and a recent attempt by First Minister Joyce Laporte to temporarily halt the Republic's expansion cost the Expansionists the 2560 election, and Laporte her position as First Minister. The Expansionists will lose more support if they extend citizenship to conquered colonies, but without some self government the colonies will continue to rebel. </p>
<p> Republican characters might be involved either in working to maintain the status quo or working to reform or undermine the Republic. Reformers might be members of one of the minority parties in the Republic, soldiers convinced that the Republic's military is overextended, or rebels on one of the conquered colonies. Supporters of the Republic might be colonial governors trying to maintain order, Expansionists struggling to retain control of the government, diplomats trying to keep the peace between the Republic and the other major powers, or soldiers fighting against rebels in a conquered colony. Whatever happens to the Republic, it will provide a fertile ground for adventures. </p>
<div class="art-sidebar">
<table border="3" cellspacing="3" cellpadding="3">
<tbody><tr>
<th> Aspect </th>
<th> Level </th>
</tr>
<tr>
<td> Patriot </td>
<td> [ ][ ] (Good) </td>
</tr>
<tr>
<td> Indecisive </td>
<td> [ ] (Fair) </td>
</tr>
<tr>
<td> Paranoid </td>
<td> [ ] (Fair) </td>
</tr>
<tr>
<td> Coalition-builder </td>
<td> [ ][ ] (Good) </td>
</tr>
</tbody></table>
</div>
<h4> First Minister John Masters </h4>
<p> Masters was a compromise candidate, selected to bring the Development party into a coalition with the Expansionists. Since his election, Masters has tried to keep both the Expansionist party and the Republic from falling apart. Masters' attempts to find a diplomatic solution to the rebellions on the conquered colonies have led some of the Expansionists to break away and found a new party promoting a hard-line approach against both the rebels and the Hellenikan League. For now, though, the Expansionist-Development-Populist coalition still has a slight majority in the People's Forum. Masters could be encountered either by conservatives or reformers, either as an ally or an opponent. </p>
<div class="art-sidebar">
<table border="3" cellspacing="3" cellpadding="3">
<tbody><tr>
<th> Aspect </th>
<th> Level </th>
</tr>
<tr>
<td> Diplomatic </td>
<td> [ ] (Fair) </td>
</tr>
<tr>
<td> Inspires Loyalty </td>
<td> [ ][ ][ ] (Great) </td>
</tr>
<tr>
<td> Pacifist </td>
<td> [ ] (Fair) </td>
</tr>
</tbody></table>
</div>
<h4> Governor Erin Lockhart </h4>
<p> Erin Lockhart is the most successful of the Republic's governors. Assigned to the colony of Diamant, which was captured in 2551, she has managed to bring the populace under control without excessive bloodshed. Instead of governing by an appointed council from Magna Gaia, she has given Diamant considerable self-government, and refused to implement some of the harsher penalties in the Rebellion Acts. This has made her popular enough with the coalition government that a recent attempt to recall her was treated as a vote of confidence, and failed by seven votes. Governor Lockhart would make a useful ally for Republican reformers, or an obstacle for natives of Diamant determined to start an open rebellion. </p>
<h3> Minor Powers </h3>
<p> There are dozens of independent colonies and small coalitions, most of which are either near the solar system or in the fringes of the Far Stars cluster. These powers are a diverse assortment, with almost every imaginable type of society. Most smaller powers are poorly defended, often with only a few obsolete warships sold off by one of the major powers. The powers described here are a sample of the independent colonies in Jumpstrike. </p>
<h4> The New Solar Union </h4>
<p> The New Solar Union was formed in the wake of the Burn from a number of international relief organizations. After the Burn, the Earth was devastated, and starvation and disease killed many more people than the orbital bombardments. The relief organizations led a global response to the Burn, and eventually formed the nucleus of a planetary government. Since the Burn, the Earth has managed to exist peacefully with a unified government. Although a minor player in most ways, the New Solar Union is the most populous government in existence, with over 1.5 billion citizens spread throughout the solar system. </p>
<p> The New Solar Union has concentrated on the defense of the solar system, and has taken advantage of the recent rivalry between the Core Worlds Alliance and the Hellenikan League. Both sides have contributed ships to the New Solar Union, and the Union's capabilities were recently demonstrated when a strike force from the New Earth Empire, attempting to acquire a base in the Sol system, suffered a humiliating defeat. The New Solar Union has recently begun its own shipbuilding program, and some of the new classes are comparable to the ships of the major powers. The government of the New Solar Union is based on a combination of direct democracy and a representative council. The Council handles urgent problems, but its decisions are subject to a review by the entire citizen body of the Union. </p>
<h4> Ephidites </h4>
<p> Ephidites, one of four colonies located on Rhodos (BD+45 2505-IV), was one of the last colonies founded before the Burn. Within 5 parsecs of three League colonies, 4 Republican colonies, and one Imperial colony, this strategically important location has led to Ephidites being courted by both the League and the Republic. </p>
<p> Ephidites has a small citizen body and a larger number of residents with limited citizen rights. Most of the citizens support Archon Martin Chengalur, who tends to be sympathetic towards the Hellenikan League. Many of the residents, and a few citizens, support Exarch Brian Smith, who advocates an overthrow of the citizen government for more inclusive franchise. Smith has recently approached the Far Stars Republic for backing in his attempts to take over the government of Ephidites. If both sides gain support from the major powers, Ephidites may become the focus of another war between the Hellenikan League and the Far Stars Republic. </p>
<h4> Korkyra </h4>
<p> Korkyra is an independent colony on Merrod's World, the same planet that houses Stracher (the current capital of the Core Worlds Alliance). Korkyra was founded fifty years later than Stracher, and was a young colony at the time of the Burn. After the Burn, Korkyra survived only because Stracher and Heritage, another older colony on Merrod's World, were at war with one another but at peace with Korkyra, making Korkyra the only legal trade conduit between the two powers. Since that time, Korkyra has survived as a free port close to the League, the Alliance, and the Empire. </p>
<p> Korkyra's citizenship policy is extremely loose, with both foreigners and citizens eligible for full voting rights. The only distinction is that only citizens may serve on the Legislative Council, and foreigners pay slightly higher taxes. Only those adopted by a citizen or born to two full citizens are eligible for full citizenship, and Korkyra has many foreigners whose families have lived in the colony for hundreds of years. </p>
<h3> Map of the Colonies </h3>
<img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFxt_z2fMX8w6UHQMqpPU3HCwH7-avq80okxzxKEuRQJfNIoOzIoWBxMri5JH6SkRkB8HSmuwCsxv_x55fPdKEslgWW_gKIFbRL0YnS4w-DBwZFeEwBLaaCb7q8208jwzcuIUxH5fKR1c/s400/Jumpstrike_sm.jpg" width="595" height="794">
<div class="art-sidebar">
<p> The starmaps come from the HabHYG database by means of Winchell Chung and his star maps web site. I wrote a script which drew the maps, and I played around with which stars actually had habitable planets until I had a map that I liked. The assumptions that I used are extremely optimistic, but that's the only way that real starmaps can be used for game purposes. </p>
</div>
<p> This map shows all known star systems with inhabitable planets as of 2653 (although essentially no new surveying has taken place since the Burn). Lines are drawn between stars 5 parsecs or less from one another (that being the maximum distance that most merchant ships can travel, and the maximum distance that a warship can travel without being stranded at the far end). Although some stars are marked as belonging to a major power, most have many colonies, including some neutral colonies. </p>Wolfhttp://www.blogger.com/profile/18023260914975948986noreply@blogger.com0tag:blogger.com,1999:blog-5384461228019565199.post-71876926797640568152005-07-18T23:58:00.000+02:002012-08-21T23:59:08.758+02:00Primitive Fudge<div style="text-align: right;">
<i>by David Jaquith (davidjaquith @ gmail .com)</i></div>
<p> Imagine a world with ice walls from coast to coast, so high you
could never hope to climb them. Where you must survive attacks from
lions nearly as big as a horse while you hunt for woolly mammoths. A
world where you must hunt and gather for all your food because there
simply isn't a means for growing your own. This is the world of the
Wisconsin glaciation, the last ice age to occur in North America. </p>
<p> Imagine a world with ice walls from coast to coast and so high you
could never hope to climb them. Where you must survive attacks from
lions that are nearly as big as a horse while you hunt for woolly
mammoths. A world where you must hunt and gather for all your food
because there simply isn't a means for growing your own. This is the
world of the Wisconsin glaciation, the last ice age to occur in North
America. </p>
<p> There are many books and even a few RPGs that tell the story of
the last ice age in Eurasia while there are precious few books and
hardly any RPGs that deal with the last ice age in North America. The
glaciation that lasted from 70,000 years ago to roughly 10,000 years
ago created an America that is so different as to almost be an alien
land when compared to the modern landscape. </p>
<p> Since there is so much material to cover, the scope of this
article has to be limited. This article will cover the Tioga ice age,
the last period in the Wisconsin glaciation. The Tioga ice age lasted
from 30,000 years ago till around 10,000 years ago and was the least
severe ice age in the Wisconsin glaciation. This article will include
many facts, and where facts are used links will be included in the
bibliography. There will also be quite a bit of non-factual material
included, both to make the article more interesting and because there
simply isn't a lot known about the Wisconsin glaciation. </p>
<h2> Setting </h2>
<p> The setting is North America, approximately 12,000 years ago.
It's a landscape completely different than the current one. There
were many types of animals that no longer exist and cultures that
modern man can only wonder about. It is a place where anything is
possible and very few facts are known. </p>
<h3> Terrain </h3>
<p> The terrain of the Tioga ice age was completely different than it
is today, with most of North America under ice and the weather greatly
effected by that. Somewhat like modern times, there were forests to
the northeast and to the northwest of what is modern America, with a
drier climate towards the southwest. Unlike modern times, the seasons
were much different. Winter lasted much longer than it does in modern
times, and Summer was more like the modern Spring. </p>
<div class="art-subsect">
<p> <strong>Ice Sheets:</strong> A giant sheet of ice covered most of
Canada and came down somewhat into what is currently the United
States. This sheet of ice was caused by a global drop in temperature,
but overall this was mild because the Tioga ice age was the the
turning point towards a warmer climate. The gigantic glacier greatly
effected the landscape due to the weather conditions produced by it.
The glacier absorbed all the moisture, so the landscape was actually
fairly dry and snow-free close up the ice. Further from the ice, snow
could be quite heavy and everywhere the wind was very strong. </p>
<p> <strong>Rivers:</strong> The water coming off the glacier as it
melted caused rivers that provided a clean water supply for animals
and for the humans who inhabited North America. Many early cultures
developed close to rivers, so it makes sense that rivers should play a
big part in the setting of an RPG based on primitive cultures. </p>
</div>
<h3> Animals </h3>
<p> There is an almost infinite variety of animals in ancient North
America. Described in this section are just a few of the more common
ones. </p>
<div class="art-subsect">
<p> <strong>Primitive Modern Animals:</strong> Many of the animals we
see in modern America were present in ancient America. Just about any
animal seen in the wild today would have been encountered by primitive
Americans, with the exception of introduced species. Some examples
include wolves, bison, and bears. </p>
<p> <strong>American Lion:</strong> This was one of the largest cats
ever to exist on Earth, comparable in size to Europe's Cave Lion. The
giant cat was an average of eleven and a half feet long, with the
males weighing a quarter of a ton and the females weighing about
two-thirds as much as the males. </p>
<p> They resembled a larger version of the modern African lion, except
that they had longer legs and possibly had stripes. Due to their
longer legs it is possible that they could have sprinted faster than
modern lions, though nowhere near as fast as the modern cheetah. </p>
<p> With the largest brain-to-body ratio of any lion ever to have
existed, they may have had more complex social structures than modern
lions. This may have contributed to the fact that there are fewer
lions than other predators in the tar pits. </p>
<p> American lions were most common to the southwest, but may have
spanned all of America, though no remains have been found to the
northeast. They likely used caves for shelter in the winter and may
have lined their dens with grass and debris, much like the Siberian
tiger of modern times. They also likely hunted deer, bison, and young
mammoths and mastodons. </p>
<p> <strong>Mammoth:</strong> The mammoths of America were actually
the largest species of mammoth. These were called the Imperial
Mammoths and stood thirteen feet tall. They had very large tusks and
a long trunk. They were covered in thick fur, consisting of a heavy
overcoat and a fuzzy undercoat, providing the elephant with extremely
efficient fur. They thrived in cold weather, though its likely they
didn't do well in heavy snow. They might well have migrated with the
season changes, coming north towards the glaciers in the Winter, where
snow wouldn't be deep, and south during the Summer where the feed
would be good. Like modern elephants, they were herbivores. </p>
<p> <strong>Dire Wolf:</strong> This animal is closely related to both
the grey wolf and hyenas, though it is not the direct ancestor of any
modern animal. It was about five feet long and weighed a little over
100 pounds. It co-existed with the grey wolf and lived all across
America. </p>
<p> It had shorter legs than the grey wolf, which suggests that it
might have been a poor runner and thus was probably a scavenger, but
would likely have hunted any slow herbivores or wounded prey animals.
</p>
<p> The dire wolf had much larger teeth than the grey wolf and likely
used these teeth to crush the bones of their prey as they ate. </p>
<p> <strong>Glyptodon:</strong> These creatures were a very large,
very heavy version of the armadillo. About the size of a Volkswagen
Beetle, they likely could only move one to two miles per hour, as they
weighed between one and two tons. Glyptodons had an armored shell,
consisting of more than a thousand one-inch plates. They didn't have
the ability to hide their heads, instead they had a hard bony shell on
their skulls. They may have had a trunk to make getting food easier
(they probably ate the plants found around rivers and lakes), but
there is little evidence to support that theory. Most predators would
have had trouble turning the glyptodon over to reach its unprotected
underside. </p>
<p> <strong>Mastodon:</strong> The mastodons were very similar to the
mammoths, only about four feet shorter than the Imperial Mammoth and
with teeth more suited to leaf-eating than grazing. </p>
<p> <strong>Giant Sloth:</strong> Also known as the ground sloth, the
giant sloth was found mostly in the Midwestern area of America. There
were four species of giant sloth in America, though they were all very
similar. They reached heights from around three to eighteen feet, the
largest having the bulk of a bull elephant. They had large claws that
might have been used for digging for roots or for harvesting food from
trees. </p>
<p> <strong>Arctodus:</strong> Also known as the short-faced bear,
Arctodus were the most powerful predator in America during the last
ice age. While they were likely scavengers, they could have easily
hunted just about any creature in North America. One species,
Arctodus simus, was the biggest bear ever to have existed, standing
five feet at the shoulder, though the most common Arctodus was merely
four feet tall. They were extremely strong and had very powerful
jaws. </p>
<p> <strong>Smilodon:</strong> Also known as the Saber-toothed tiger,
the Smilodon was a species of cat best known for its rather large
fangs. These big cats weighed more than seven hundred pounds and were
about the size of a modern African lion. With seven inch long canine
teeth and jaws capable of opening a full 95 degrees, their fangs were
likely used to puncture their prey's neck, quickly killing any animal.
</p>
<p> The Smilodon species that existed during the Tioga ice age were
not good at running and likely hunted in packs to overcome this.
Though its legs were not good for running, they were very strong and
could likely hold down most prey. </p>
</div>
<h3> Society </h3>
<p> Modern man inhabited North America during the Tioga ice age.
These people were known as the Paleo-Indians and were very similar to
the Cro Magnon people found in Eurasia. They hunted with spears and
had stone tools. </p>
<p> Little is known about actual societies in the Tioga ice age, so
most of the following is fictional. </p>
<div class="art-subsect">
<p> <strong>Hunting and Gathering:</strong> The Paleo-Indians had to
struggle to get food. With the major prey animals migrating and the
short warm season limiting the available food, much of the ancient
Americans' time was invested in gathering food and storing it. These
people likely hunted just about any animal they could get their hands
on, either for food or for tools. While the men hunted animals, the
women likely gathered what plants they could, which ranged from
mushrooms to grain to roots. </p>
<p> <strong>Shamanism:</strong> The Paleo-Indians likely had a form of
shamanism, much like modern Native Americans. In this shamanism the
spirits of the ancestors, the animals, and a few major gods were
worshiped. Whether it was true or not, the Paleo-Indians really
believed that the spirits and gods shaped the world around them. It
is up to the person running the game to decide whether the spells that
a shaman casts are real or not, but it is important that Paleo-Indians
characters believe that the spells are real. A simple system for
shamanistic spells follows this section. </p>
<p> <strong>Social Structure:</strong> The Paleo-Indians had a
hierarchical structure. There was the leader, often the oldest and
wisest of the tribe. Then there were the elders, the men who were too
old to hunt but had years of experience. Below the elders were the
hunters. The hunters were respected because they provided the most
food for the tribe and were also responsible for keeping the tribe
safe from predators and competing tribes. Below the hunters were the
women and the men incapable of hunting and without elder status.
These lower people were the ones to gather vegetation for the tribe
and often made most of the non-weapon tools. At the bottom of the
social structure were the children. </p>
<p> <strong>Equipment:</strong> Many things were used in the daily
life of the Paleo-Indians, though not all of them can be mentioned
here. </p>
<div class="unadorned">
<ul>
<li> <strong>Baskets and Backpacks:</strong> Baskets and backpacks
made from woven reeds and grasses or leather were often used to carry
raw materials from a gathering site or to carry food and tools. The
backpacks were attached to a wooden frame, making them sturdy and
strong enough to hold heavy items.
</li><li> <strong>Clothing:</strong> The clothing of the Paleo-Indians
was made from leather and decorated with animal fur and simple beads
and even some feathers. Their clothing was much like modern
Native-American clothing.
</li><li> <strong>Shelter:</strong> Many Paleo-Indians lived in caves
or under rock outcroppings, but many also lived in man-made structures
such as tepees. What the Paleo-Indians lived in was mainly determined
by their habits. A nomadic tribe would likely use tepees, while a
tribe that never moved would live under a rock outcropping or in a cave.
</li><li> <strong>Tools:</strong> The Paleo-Indians were stone
knappers. They shaped flint into tools, such as spear points, knives
and hide scrapers. These tools required skill to make and were
fragile, so areas with flint deposits were highly prized and were
likely the cause for many territorial battles.
</li><li> <strong>Spears:</strong> The spears of the Paleo-Indians
were unique. They were made using wooden shafts about five feet in
length, but it is the tips that made them special. They had a stone
point, known as the Clovis point, that was designed to break off in
the target, keeping the wound open. These spears were used for
hunting small animals, such as ducks, and also for larger animals,
such as mammoths.
</li></ul>
</div>
</div>
<h2> Shamanistic Magic </h2>
<p> A shaman should have the Gift "Respected by the Spirits," the
Meditation skill, and several skills related to areas of magic, as
noted below. This system uses a word system for casting spells, using
nouns for the target of the spell and verbs for the actions of the
spell, each noun and each verb being a skill. </p>
<p> The nouns are as follows: </p>
<div class="unadorned">
<ul>
<li> <strong>Water:</strong> Refers to any liquid, from rain to
rivers, and even things like soup. It can also refer to snow.
</li><li> <strong>Fire:</strong> Refers to energy, of which
Paleo-Indians only knew of lightning and heat.
</li><li> <strong>Earth:</strong> Refers to any stone or soil, but can
also refer to any solid, such as bones.
</li><li> <strong>Wind:</strong> Refers to the unseen force of the
Paleo-Indian world. It includes both air movements and air itself.
It can also refer to sound.
</li><li> <strong>Spirit:</strong> Refers to the spirit world in
general, from the ancestors, to the animal spirits, to the Gods. It
can be used in both good and bad ways.
</li><li> <strong>Man:</strong> This refers to any human and any body
part thereof.
</li><li> <strong>Animal:</strong> This refers to any living thing
that is not human or plant yet is alive.
</li><li> <strong>Plant:</strong> This refers to anything that is
alive but doesn't move on its own.
</li></ul>
<p> The verbs are as follows: </p>
<ul>
<li> <strong>Summon:</strong> This brings something from afar to
nearby. It does not create things.
</li><li> <strong>Banish:</strong> This makes things nearby go away,
it does not destroy things.
</li><li> <strong>Shape:</strong> This alters the target, for good or
bad.
</li></ul>
</div>
<p> To cast a spell, a shaman must first meditate and then combine a
verb with a noun. To meditate, the shaman must roll his Meditation
skill against a difficulty set by the gamemaster. The gamemaster
should choose a base difficulty based on how easy it is to contact the
spirits in her game and should modify this difficulty based on several
factors. If the shaman is in good standing with the spirits, the
difficulty should be lowered by a level or two. If the shaman is in
bad standing with the spirits, the difficulty should be raised by a
level or two. If the shaman takes something like a hallucinogen the
difficulty should be lowered a level or two, as it is easier to reach
the spirit world when in an altered state of mind. If the shaman is
distracted, the difficulty should be raised by a level or two. </p>
<p> If the shaman successfully reaches a trance state through
meditation and thus has contacted the spirits, the shaman must state
the goal of his spell. The GM will decide the appropriate nouns and
verbs and set a difficulty based on how difficult the spell should be
to cast. The shaman rolls against this difficulty using the lowest
involved skill. </p>
<p> If the roll is successful, the spell is cast and the shaman
remains in the trance and can attempt to cast further spells. If the
shaman fails the roll by more than -2, he comes out of the trance. If
the shaman rolls a natural -4 the spell automatically fails and the
shaman is stuck in a trance for at least a half hour, seeming to be in
a coma. After a half hour the shaman can attempt to come out of the
trance, rolling against the same difficulty used to go into the
trance. A roll of a natural +4 gets the shaman out of the trance
automatically. If the shaman fails to come out of the trance, he can
try again every half hour, the difficulty lowering by one level every
try. </p>
<div class="art-example">
<p> An example casting of a spell: The shaman attempting to enter a
trance, rolls his Meditation skill of Good against a difficulty of
Great. He rolls a +2 and easily enters the trance. He then says that
he wants to banish the evil spirit that is causing the little girl of
his tribe to be sick. The GM decides that that spell requires the
Banish verb and the Spirit noun. The lowest of these skills is at
Fair and the GM decides that the difficulty will be Fair because the
evil spirit isn't very strong. If the shaman rolled a Fair or above,
the spirit would be banished and the girl would get better and the
shaman could try casting another spell or could come out of the trance
at will. If the shaman rolled a -1, he'd only fail the spell by -1
and thus the spell would fail but he could try again or try a new
spell. If he rolled a -2 or below he would fail the spell and would
automatically come out of the trance but he could try entering a
trance again if he wanted. However, the shaman rolls a -4, which not
only fails the spell, but gets him stuck in a trance. After a half
hour he can try to get out, having to roll a +1 or better because the
original trance difficulty was Good. He fails the roll, and after
another half hour he tries again and gets a +4, instantly dropping him
out of the trance. </p>
</div>
<h2> Scenario Seeds </h2>
<p> The following are short scenario descriptions to get a gamemaster
going with this setting. If you intend to play as a player in this
setting, you should not read further. </p>
<h3> The Mammoth Hunt </h3>
<p> The mammoth hunt was one of the more exciting moments in a
Paleo-Indian tribe's existence. In short, it involves scouting a
mammoth herd, hunting the herd, and finally killing a mammoth and then
defending the kill from large predators. </p>
<p> Since there is a lot of work involved in hunting a mammoth, the
entire tribe will go on the hunting expedition, though only the
hunters are likely to go anywhere near a live mammoth. </p>
<h4> The Scouting Party </h4>
<p> The player characters are told by the chief to scout ahead for the
mammoths. It is fairly easy to follow the trail of the giant mammals,
as they tear a path of destruction through the vegetation as they go.
All is fine until the scouts have to scare off a rogue Dire Wolf. If
they successfully scare off the wolf without spooking the herd, the
mammoths shouldn't be too hard to spot. If the mammoths are spooked,
they will be harder to find and the scouts may have to return to the
tribe to tell them the bad news, which will lead to hardship as
another scouting party has to go out looking for the mammoths,
possibly with help from the shaman. </p>
<h4> The Hunt </h4>
<p> Once the mammoth herd is found, the rest of the tribe stays behind
as the hunters try to get the elephants to run into a trap, preferably
a valley with only one entrance or a cliff wall. When the elephants
go towards the trap, the goal is then to separate one from the herd
and then plunge as many spears as possible into it without getting
hurt. Even if successful, it is likely that a few hunters will be
badly hurt or even killed. </p>
<h4> The Aftermath </h4>
<p> As the women and the others butcher the mammoth, the hunters must
stand guard. They are likely to have to fight off many predators, as
the smell of a large dead animal is enough to draw in nearly all
nearby carnivores. By now it is likely getting dark and the predators
may still try to steal the meat despite the fires. The hunters will
have their hands full and there is a possibility for several exciting
fights. </p>
<h3> Desperation </h3>
<p> This scenario shows what can be done with a little imagination and
a little stretching of the truth. It has a strong horror element and
should be kept scary if at all possible. It involves a small
Paleo-Indian tribe having to fight off the cannibalistic Neanderthal
tribe that's doing whatever it can to avoid extinction due to
starvation. </p>
<h4> The Build-Up </h4>
<p> The scenario opens with a hunting party returning. This party
should have a dramatic return, such as two hunters carrying a wounded
third hunter into the camp when the original hunting party had at
least ten members. The returning hunting party should tell the story
of monstrous humans attacking them in the night and stealing their
kill after killing most of the hunting party. The monstrous humans
should also be described as having taken away the dead bodies of the
attacked hunters. </p>
<h4> The Discovery </h4>
<p> The shaman, horrified that the fallen hunters won't be put to rest
with honor, demands that the chief send out a party of hunters to
attack the monstrous humans to get the bodies back and to exact
revenge. </p>
<p> The chief picks the player characters, the best hunters in the
tribe, to go find the monstrous humans and to do what it takes to get
the bodies back. </p>
<p> The player characters are told where the attack took place and it
is very easy to find. There is blood everywhere and the smoldering
remains of the hunting party's fire. Blood trails and footprints can
be found leading towards a swamp. The player characters, if they go
into the swamp, will discover an empty village made from primitive
straw huts. There are bones everywhere, most of them belonging to
animals, but some also belonging to humans. If the hunters search the
huts they will find one with the dead bodies of the hunting party, in
various stages of being butchered. The details should be made as
gruesome as possible to convey the feeling of horror the characters
would experience. </p>
<h4> The Battle </h4>
<p> Shortly after the discovery of the butchered bodies, the
Neanderthals arrive back at their village, having gone hunting some
more. The Neanderthals will attack the player characters. The battle
should be harsh and long, but the Neanderthals lack the technology and
resources to be much match for the player characters with their
comparatively advanced weapons and techniques. </p>
<h2> Sample Characters </h2>
<p> The following are example characters using this setting. The
first is a hunter, the most likely player character choice. The
second is an example of making non-humans an important part of the
story. </p>
<h3> Paleo-Indian Hunter </h3>
<p> <strong>Name:</strong> Thunder Voice </p>
<p> <strong>Tribe:</strong> Hunters of the Wolf </p>
<p> <strong>Background:</strong> Thunder Voice is named after his very
loud voice, and he is quite proud of it. His people, the Hunters of
the Wolf, worship the wolf spirit and model their hunting behavior
after this sacred animal. Thunder Voice is a hunter, and a very
experienced one at that. </p>
<div class="unadorned">
<ul>
<li> <strong>Attributes</strong>
<ul>
<li> <strong>Strength:</strong> Great
</li><li> <strong>Agility:</strong> Fair
</li><li> <strong>Intelligence:</strong> Fair
</li><li> <strong>Constitution:</strong> Good
</li></ul>
</li>
<li> <strong>Skills</strong>
<ul>
<li> <strong>Spear:</strong> Good
</li><li> <strong>Knife:</strong> Fair
</li><li> <strong>Hunting Tactics:</strong> Good
</li><li> <strong>Leadership:</strong> Fair
</li><li> <strong>Tracking:</strong> Fair
</li><li> <strong>Rituals:</strong> Mediocre
</li></ul>
</li>
<li> <strong>Gifts</strong>
<ul>
<li> Respected by his tribe.
</li></ul>
</li>
<li> <strong>Faults</strong>
<ul>
<li> Afraid of drowning.
</li></ul>
</li>
<li> <strong>Equipment</strong>
<ul>
<li> <strong>Clothing:</strong> A leather tunic, and leather
pants, both with wolf fur decorations.
</li><li> <strong>Weapons:</strong> A spear with a bone tip (+3
ODF) and a flint-blade knife (+1 ODF).
</li><li> <strong>General:</strong> A leather tent with tent
posts, a fire starting kit, and enough food to last him through a
month.
</li></ul>
</li></ul>
</div>
<A name="One_Eyed_Wolf">
<h3> One-Eyed Wolf </h3>
</A>
<p> <strong>Name:</strong> One-Eyed Wolf </p>
<p> <strong>Background:</strong> This wolf has been the bane of the
hunter Walks with a Whisper. The wolf came and attacked his family
while they were bathing in the stream after a hunt. The wolf was a
rogue and was very hungry. He mortally wounded Walks with a Whisper's
wife and her child. Walks with a Whisper fought off the wolf,
managing to take out its eye with his knife. Since that day, Walks
with a Whisper has been hunting this wolf to get revenge. </p>
<div class="unadorned">
<ul>
<li> <strong>Attributes</strong>
<ul>
<li> <strong>Strength:</strong> Fair
</li><li> <strong>Agility:</strong> Great
</li><li> <strong>Constitution:</strong> Good
</li></ul>
</li><li> <strong>Skills</strong>
<ul>
<li> <strong>Hunting:</strong> Great
</li><li> <strong>Stealth:</strong> Fair
</li></ul>
</li></ul>
<ul>
<li> <strong>Gifts</strong>
<ul>
<li> <strong>Wolf:</strong> +2 to all sensing rolls (except
sight), natural weaponry (+1 ODF teeth), and can run for fifteen
or twenty miles non-stop.
</li></ul>
</li><li> <strong>Faults</strong>
<ul>
<li> <strong>Rogue:</strong> This wolf has been kicked out of his
pack and must start one of its own.
</li><li> <strong>One-eyed:</strong> -1 to all sight rolls.
</li></ul>
</li></ul>
</div>
<h2> Bibliography </h2>
<ul>
<li> <a
href="http://en.wikipedia.org/wiki/Cro_magnon">http://en.wikipedia.org/wiki/Cro_magnon</a>
</li><li> <a
href="http://en.wikipedia.org/wiki/Neanderthal">http://en.wikipedia.org/wiki/Neanderthal</a>
</li><li> <a
href="http://en.wikipedia.org/wiki/Evolution_of_Homo_sapiens">http://en.wikipedia.org/wiki/Evolution_of_Homo_sapiens</a>
</li><li> <a
href="http://en.wikipedia.org/wiki/Wisconsin_glaciation">http://en.wikipedia.org/wiki/Wisconsin_glaciation</a>
</li><li> <a
href="http://en.wikipedia.org/wiki/American_lion">http://en.wikipedia.org/wiki/American_lion</a>
</li><li> <a
href="http://en.wikipedia.org/wiki/Mammoth">http://en.wikipedia.org/wiki/Mammoth</a>
</li><li> <a
href="http://en.wikipedia.org/wiki/Dire_wolf">http://en.wikipedia.org/wiki/Dire_wolf</a>
</li><li> <a
href="http://en.wikipedia.org/wiki/Glyptodon">http://en.wikipedia.org/wiki/Glyptodon</a>
</li><li> <a
href="http://en.wikipedia.org/wiki/Mastodon">http://en.wikipedia.org/wiki/Mastodon</a>
</li><li> <a
href="http://en.wikipedia.org/wiki/Giant_sloth">http://en.wikipedia.org/wiki/Giant_sloth</a>
</li><li> <a
href="http://en.wikipedia.org/wiki/Arctodus">http://en.wikipedia.org/wiki/Arctodus</a>
</li><li> <a
href="http://en.wikipedia.org/wiki/Smilodon">http://en.wikipedia.org/wiki/Smilodon</a>
</li><li> <a
href="http://en.wikipedia.org/wiki/Paleo-indian">http://en.wikipedia.org/wiki/Paleo-indian</a>
</li><li> <a
href="http://en.wikipedia.org/wiki/Clovis_culture">http://en.wikipedia.org/wiki/Clovis_culture</a>
</li><li> <a
href="http://en.wikipedia.org/wiki/Clovis_point">http://en.wikipedia.org/wiki/Clovis_point</a>
</li><li> <a
href="http://en.wikipedia.org/wiki/Topper_%28archaeological_site%29">http://en.wikipedia.org/wiki/Topper_%28archaeological_site%29</a>
</li><li> <a
href="http://www.centerfirstamericans.com/mt.html?a=13">http://www.centerfirstamericans.com/mt.html?a=13</a>
</li><li> <a
href="http://en.wikipedia.org/wiki/Flint">http://en.wikipedia.org/wiki/Flint</a>
</li></ul>
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