Tuesday, June 1, 2004

Experience-free Skill Advancement

by Edward Beingessner (beinges @ bigfoot .com)

In a long running campaign, character improvement is essential, but as Steffan O'Sullivan points out in his "Recent Thoughts on Fudge," experience points do not work very well in Fudge. Advancement is too granular, either too quick or too slow. In fact experience points in any gaming system seem misdirected. With most experience systems, there is no relation between what the character does during the game and how he advances. There is a relation with how fast a character advances, but not what skills he advances in. For example, in the AD&D experience system a thief could gain all his experience back-stabbing monsters. Then when he gets his next level, he can suddenly climb walls better. It does not seem to follow. The same problem arises in the GURPS system. You get points to improve your character, but can use them to buy skills never used. For example, a character who was awarded character points for slaying a dragon could use them to buy a skill in picking locks.

This article is about an alternative to using experience points for character development. The system will be focused on improving skills. Improving Attributes and gaining Gifts will be left for subjective character development. The main objectives of the character development system will be:
  1. There should be a direct correlation between the skills a character uses and the skills that improve.
  2. It should be easier to improve low-level skills than high-level skills. Experience systems are structured this way because it gives a more satisfying feel to character development. Our system should be able to simulate this feeling. This shall be referred to as the concept of diminishing returns.
  3. The system should not require a large amount of book keeping. Fudge is not about accounting, and this would be a distraction from the flow of the game.
  4. Finally, the system should use the same core dice mechanic that all of Fudge is based on.
So what would a system of character development look like that did not use experience points? The Basic Roleplaying (BRP) system has an ingenious example. In BRP, if you use a skill successfully during a game session, you have a chance to improve it at the end of the session. Notice you only have a chance of improvement. To succeed at a skill, you must roll under its value. So the higher the skill, the better the chance of success. To raise a skill higher you have to roll over its value, so the higher the skill the less the chance of improvement. So the BRP system is comprised of two steps. First a skill must be successfully used during the gaming session, then at the end of the session a roll is made to see if the skill improved. We shall refer to these steps as a Skill Success and an Experience Feat.

This system works well in Fudge. First, assume all characters are Poor learners. If a character successfully uses a skill during a gaming session (a Skill Success), at the end of the game session they get a chance to improve it. They must make a feat roll with their Poor learning attribute (an Experience Feat) to improve. The difficulty of the Experience Feat is their current skill level. For example, if a character was a Fair swimmer to start with, they would need a Fair result on an Experience Feat to become Good. Since their learning attribute is Poor, they need a +2 result on Fudge dice (18% chance). Difficult skills could get a -1 to learn, while a character with an aptitude for some types of skills might have a +1 chance of improving. Skill aptitudes could be taken as Gifts by characters; however, they give a very large bonus to character improvement, so should be used sparingly. Note that if characters are Poor learners, they can never improve beyond a Superb skill level (unless you have an aptitude for that skill). Getting a Legendary skill level would be impossible, but could be appointed on a subjective basis as is suggested in the rules. Alternatively, you can treat any +4 on an Experience Feat as an automatic success, improving a skill one level. Note that Fudge points should not be used during Experience Feats, or improvement becomes too predictable and we lose the sense of diminishing returns.

To be counted toward character improvement, a Skill Success has to be under stress or further the plot in some way. In other words, we should call it a Significant Skill Success instead of simply a Skill Success. Don't let the players try their skills in nice safe situations and get chances to improve. They have to be gaining useful adventuring experience to get a chance to develop. To avoid this type of munchkinism, limit the number of skills that can be improved in single session to the two or three most significant skill successes. For example, the killing blow on a dragon would be more significant than bargaining down the price of a 10 foot pole. This also eliminates having to keep a list of all the Skill Success's during the session. The players and GM should be able to remember the most significant events of a session without writing them down. At the end of the session, it is only against these Significant Skill Successes that the character tries an Experience Feat.

This system can be used to gain new skills. If a character has a Significant Skill Success with an unknown skill at the default level, they deserve an Experience Feat. For example, if a character landed a jet plane with instructions from the control tower, the character can make an Experience Feat to get a pilot skill. If the default level for a jet pilot skill is Poor, they would have to make a Poor Experience Feat. If they succeeded, they would get a Mediocre jet pilot skill (i.e. Poor + 1 = Mediocre). The chances of succeeding at default skill levels can be very difficult, but players can spend Fudge points to help their chances. So indirectly, Fudge points are used for character development.

You can use a characters imaginative play to invent new skills in this system. For example, a character with a Good quarter-staff skill uses their staff to pole-vault into a kick to knock someone off a bridge. You might assign a penalty of -2 to their quarter-staff skill for this feat. If this was a Significant Skill Success, they could take a new skill in pole-vault-kick at Fair if they make their Experience Feat (i.e. Good - 2 + 1 = Fair). This gives players an incentive to try new things and be descriptive during play. Adding new skills in this way keeps characters improving when their skills are so high that improvement is unlikely; thus, making character development less granular. We had four objectives for this character development system. The first was direct correlation between the skills used and skills improved. If only Skill Successes can be used for improvement, this objective is met. The second objective was diminishing returns, which is satisfied by the Experience Feat becoming more difficult as the skill is improved. The third objective was simple book keeping. Since only the two or three most Significant Skill Successes are important, and character development takes place at the end of every session, no book keeping is required. The last objective was to use the the core Fudge dice mechanic, which is exactly what an Experience Feat uses. So we have met our objectives, and done so without using experience points. The system allows characters to develop as a direct result of their actions taken during play. This gives players incentive to play their characters well, which is the entire reason for character development.

Wednesday, May 5, 2004

A Non-Linear Wounding System

By Helge Lund Kolstad (helge @ nvg.org)
Most RPG damage systems have a linear way of regarding wounds, i.e. hit points, a wound track, or a similar mechanism. The idea is that if you sustain enough small wounds, you will eventually die. This is fine for most games, but is nevertheless somewhat unrealistic. I present here an optional damage system, inspired by Fantasy Flight Games' Synergy game system.
The system is based on the assumption that you don't die if you sustain several non-mortal wounds. You might be hindered, feel bad and look unwell, but you won't die from it unless your condition somehow worsens. Likewise, it's fully possible to die from a single wound, no matter how tough you are.

The Health Conditions

The conditions a person can be in is connected to how much damage he has sustained, but there is no direct correlation. You might stumble around and fight back, even if you're spilling entrails and slipping in your own blood. Or you might be concussed and out like a light, but otherwise fine.
Healthy
Pretty self-explanatory. The subject is not hindered by any wounds he might have sustained.
Hindered
The subject has sustained some wounds, and is feeling it. An arm might be numb, a blow might have caused dizziness; in any case, this is reflected by a penalty to all rolls one makes.
Stunned
The subject is reeling from pain and shock and takes a round of ouch time. This is a temporary condition. While stunned, one might stumble away from immediate danger and dodge a few blows, but is otherwise incapable of coherent action. Defence is at -2.
Incapacitated
The subject is out cold, but his or her condition is not life-threatening. No action can be taken.
Dying
The subject is down and has sustained serious body trauma. He can take no action and will die unless the injury is treated. How long that takes depends on the injury and how nasty the GM is feeling; however, it is not too late...
Dead
But now it is. In a fantasy or science-fiction campaign, it might be possible to raise the dead, in which case the body's condition may be a factor.

The Wound Levels

This is of course what it all comes down to. When playing, players might keep track of wounds by keeping differently-coloured counters. For example, the GM might give them a glass bead for each wound, or the player might fasten laquered paper clips to the character sheet.
The wound levels describe:
  • The amount of damage sustained from the attack that caused the wound.
  • The Resistance roll. When a wound is sustained, one rolls against a relevant trait; Damage Capacity, Health, and Resolve are all good choices. The GM decides what he likes best. This roll is not affected by any wound penalties.
  • The penalty. This how much each wound hinders the subject. All penalties are cumulative, except as noted above.
Type Damage Nature Roll Penalty
Flesh Wound 1-3 This might be a graze, a flesh wound, a sprained ankle, or something similar. The injury is painful and might hinder action, but is not very serious. No roll is needed for flesh wounds. The subject grunts/screams in pain/does not flinch (whatever is appropriate) and is otherwise unaffected. The subject receives a -1 penalty for every two of these babies. Only one flesh wound will not hinder one. Much.
Severe Wound 4-8 This is something more noticable - actual fractures, a punctured lung, a concussion, or something similar. The subject is severely hurt and needs medical attention, but the injury is not in itself life-threatening. If the subject fails the roll, he is Stunned for one round. Success means he grits his teeth and fights on. The difficulty is Good. The subject receives a -1 penalty for everysevere wound sustained.
Critical Wound 9-14 These are life-threatening injuries, usually because the subject's vital organs have been damaged. His stomach might be cut open and his guts spilling out (always a bad sign). Failing the roll means the subject is Dying. Success means he is still able to act; however, he might be permanently crippled at the GM's discretion. The difficulty is Great. For sustaining this kind of injury, the subject earns himself a -2 penalty.
Traumatic Wound 15+ This is the kind of damage that can kill you in an instant - standing within the blast range of an exploding bomb, for example. The subject will likely be crippled for the rest of his life, and should count himself lucky to survive. If he can count at all. Failure means the subject is instantly, messily Dead. Even if he succeeds, he will be Dying and barely alive. The roll has a Superb difficulty. For every 3 damage above 15, another level is added to difficulty (Legendary at 18, Legendary+1 at 21, and so on). A traumatic wound incurs a -3 penalty to all rolls.

Infection

Even after the wound is sustained, the danger is not over. For every day spent wounded, there is a risk that the wound might be infected. At the end of each day, the subject rolls against Fair (use Health, Damage Capacity or similar trait. Resolve might not be as relevant here). Failure means the wound has become infected.
The roll is influenced by any first aid administered to the subject. The environment might have adverse effects as well. In a jungle, for example, wounds are likely to fester.
If a wound is infected, its severity goes up by one level, i.e. a flesh wound becomes a severe wound. The subject then has to succeed at a Resistance roll or suffer the consequences of the new wound. It is possible for a wound to be affected by infection more than once as the infection gets worse.

Treating Wounds

Healing

If a wound is allowed to heal normally, its severity will decrease by one level every two weeks. Hospitalisation will reduce this time by half. The Gift Rapid Healing will further reduce it by half. Even an infected wound will get better. Yes, it is unrealistic for a bomb victim to be completely healed after four weeks in hospital, but this is where some realism has to be sacrificed for playability.

First Aid

A subject who is Dying will, well, die without immediate medical care. A successful First Aid roll will change the subject's condition to Incapacitated and put him out of immediate danger. If he gets sufficient rest, he might wake up and be merely Hindered; however, the wound level is not reduced by first aid.

Other Nastiness

Being wounded might have other consequenced than that mentioned above. The subject might be cut by a poisoned blade, creating a seemingly innocuous wound that will not heal and gradually gets worse as per infection. A particularly grievous wound might cause the loss of a limb, an eye, or other body part. This is all up to the GM, but playability should be kept in mind. It might be appropriate for someone who survived a direct hit from a 19th century cannon to lose a leg or an arm, or both, but players might be a bit miffed from losing an hand to a severe wound in a cinematic campaign.

Examples

Ugly Joe is in an old-style Wild West duel with El Hombre. Fingers twitch as the clock atop the church tower approaches 12. The two shots ring as one. Finally, Joe makes a gurgling sound and sinks to his knees.
In this example, Joe gets a Fair Revolver skill result, while El Hombre gets a Superb one. El Hombre's revolver has a damage rating of 7, while Joe's heavy duster gives him 1 armour. Total damage is 9, which is a critical wound. Ugly Joe now has to make a Resolve roll against Great difficulty, but rolls only Good. He falls over and is now dying.
Bad Luck Betty has been in a firefight, and taken three hits. One merely grazed her arm. One passed through her side, but failed to hit any vital organs. The third bullet, however, entered very close to her throat and has shattered her collarbone. Although in pain, she bit the bullet and managed to escape with her life. Bandaging her wounds, she decides to cross the desert and search for help in the first town she can find.
The first two hits are flesh wounds, but the second one is obviously a severe wound. Betty made the Resistance roll, however. Two flesh wounds mean a -1 penalty to all rolls, and the severe wound another -1, for a total of -2. She has made her First Aid roll, but it will have no effect other than lessening the chance of infection.
Jean-Pierre Brisset and his partner Pascal Dufresne are searching the Amazon jungle for the Lost Idol of Quetzalcoatl when they are surprised by hostile natives and forced to flee. Jean-Pierre has taken two massive spear wounds while Pascal has only a relatively innocuous wound from a blowpipe dart. Of course, as seasoned explorers they both know about the danger of poisoned darts, so Jean-Pierre desperately tries to suck the poison out. However brave, the attempt to alleviate Pascal's pain fails, and Jean-Pierre has to watch his partner die only a few hours later. The next day, one of Jean-Pierre's own wounds hurts considerably more and is looking rather worse. He gets a fever and considers his own prospects pretty bleak. However, Lady Luck smiles upon him as he is rescued by a friendly tribe just as he is about to pass out.
In this example, Jean-Pierre has sustained two severe wounds and Pascal only a flesh wound. However, Pascal's wound is poisoned and the GM decides Pascal's player has to make a Health check every hour against Good difficulty. Pascal fails the first roll, which is bad since his next roll will be modified for a severe wound, not a flesh wound. Meanwhile, Jean-Pierre tries to suck out the poison, which the GM rules will be a Medicine roll against Superb difficulty to shake the poison effects of the wound. Jean-Pierre doesn't even have the Medicine skill, so he fails. Although Pascal lasts for a few more hours, he ultimately fails the poisoning roll and the critical wound roll, and Jean-Pierre can only watch his dying partner writhe in agony.

Meanwhile, the day passes and it's time for Jean-Pierre to make his infection roll. He is in a damp jungle environment with lots of insects and bacteria to make his day worse, so the GM decides the roll will have a Superb difficulty. However the wounds have been treated with Pascal's First Aid skill, so the difficulty is lowered to Great. Jean-Pierre is in Good Health; however, his two severe wounds lowers his effective rating to Mediocre. His first two rolls are Great and Fair, which means one wound stays uninfected while an incredibly nasty South American insect lays its eggs in the other. Jean-Pierre now has one severe and one critical wound.

The French explorer shambles along all day and night, and it's time for infection rolls again. This time, his effective skill is Poor (Good -1 for the severe wound, -2 again for the critical one), and the difficulty is still Great. The rolls are Terrible and Fair - not even close. Jean-Pierre now has one critical and one traumatic wound. Although he fails the Resistance roll for the critical wound, he succeeds with the traumatic one, so he doesn't die outright, but passes out as his life slowly seeps away. Fortunately, he is found just in time for treatment.
Ted the ninja trainee has already become legendary for his ineptitude and bad luck. One day during katana practice, he trips and skewers himself on his own sword. His sensei carries him to the hospital, shaking his head. Florence the ninja nurse takes very good care of him, so what seemed at first a rather horrid wound quickly heals. After only two weeks, a rather embarrassed Ted is ready to resume practice. He has, however, fallen in love with Florence, which will cause him no end of trouble.
In this example, Ted first sustains a severe wound from his own sword. He is quickly carried to hospital, so one wound level will be healed every week. He still has to make infection rolls, but in this clean environment the difficulty will be Terrible. Even with Ted's Mediocre Health, he passes with flying colours. After one week, his injury has receded to a flesh wound, and after two, it is completely healed. He has acquired heartache, though, which is not covered by this system.
By the cover of night, "Dead Meat" Hamish and the other soldiers wade ashore from the landing boats. They have been making silent progress across the landscape when the soldier next to Hamish suddenly steps on a mine. Hamish is flung 10 metres in the air and lands brutally, alive but not looking it. Groaning painfully, he rolls onto his back - and triggers another mine. Again, he is flung several meters across a ridge and lands in front of an enemy truck. He is then run over. As Hamish is lying there, smeared across the road, He thinks "not again!" as he loses consciousness.
This is an example of multiple wounds. As his mate is killed by a mine, Hamish sustains 16 damage, which is a traumatic wound. Hamish's player rolls Health against Superb difficulty and makes it - the unlucky soldier shielded most of the blast. Then, Hamish is blasted by another mine - a direct hit. This time it's 20 damage and Legendary+1 difficulty. Since Hamish has Great Health, The player wins it again with another lucky roll. The GM rules Hamish hit the trigger with his knee, and his left leg is blasted off. He is then run over by a military truck, crushed for 17 damage by several tonnes of vehicle. His chest and most of his internal organs are crushed, but his heart still lurches on, since the Resistance difficulty is "only" Superb. The player can be glad no wound penalties are applied to the Resistance roll or he would be in trouble. Hamish is still very much dying and in enemy territory, though.

Monday, March 1, 2004

Curses for the Gramarye

By Tony Spallino (aspallino @ nc . rr . com)
Since February had a Friday the 13th in it, it seemed appropriate to include an article about magical curses. Note: This article uses the Gramarye magic system designed by Carl Cravens for its sample spells. These spells can be easily adapted to another magic system of your choice.

Curses can be used in a variety of games, but the more traditional types are found in fantasy games. Some curses can have a humorous style to them while others can be downright deadly. Who's casting these devastating spells? Typically angry or evil wizards or witches. They may cast these to take revenge on a particular person, especially if this person has somehow wronged the magician. The witch may have been hired by someone to cast the curse on this fellow's rival.

How are they casting them? These spells have high mana requirements! Curses just can't be cast cheaply. Aside from suggested props, the use of a ritual is strongly encouraged. The magician must be willing to invest some serious time in order to cast these curses. It's an extremely difficult task to alter a victim's situation on such a drastic level. A simple ritual will add +1 to a mage's mana bonus, so the mage will benefit from more elaborate rituals to be able to cast these. [Editor's note: Recall that the ritual bonus is for prepararing the caster's mind and body to cast the spell and comes before casting of the spell itself. I recommend a maximum bonus of +3 mana for the most involved rituals, such as spending three days meditating in a sweat lodge without food to open the caster's mind to the spirit world, or whatever is appropriate to your game world.]

How can the curse be broken? In a typical fantasy style game, there could be a spell such as Remove Curse (Break Magic) that would erase the curse. For game purposes, there may have to be a condition such as only the wizard who cast the spell may dispel it. Other wizards would need to find other methods.
There are some great roleplay possibilities here. A whole evening's adventure could center around the breaking of a PC's curse. Perhaps they need to travel to a dangerous area and gather a particular herb. Literature is filled with stories where the character must accomplish a particular task in order to break the curse. They may also need someone's help to accomplish this. An attribute such as Willpower could be used to allow the character to break the curse. This could be done at certain times, such as once a day or during a strenuous task.

Let's examine some of these curses.

(Rules Note: For our purposes, a 1-year duration, costing +20 mana, is considered "permanent".)

Bad Luck Curse

Control Spirit, Great effect (+9), one target (0), short range (+1), 1 month duration (+8). Total mana = 18

This curse will cause the character to suffer a -1 to -2 (at most) to any critical Fudge die rolls. The penalty will only occur during an important skill roll. This curse could possibly affect an Ability roll such as Dexterity, if necessary. The player will also notice smaller bad things happening to them, such as a ripped shirt more often than usual, the barkeep "accidentally" spilling a drink on them, and other roleplay possibilities. This could work especially well if the player doesn't know he's been cursed yet.
Possible props:
  • Collected hair and fingernails of the victim - this gives a kind of voodoo feel to the spell (-6)
  • Using a symbol of bad luck when casting the spell (-1)
Note: The use of Spirit assumes that luck is a spiritual quality that can be somewhat controlled through magic. If the use of Spirit in this way doesn't fit your campaign, please feel free to change this. Perhaps a Luck Realm would fit better in your campaign? Other possibilities could include the Realms of Mind, Body, and Magic. These could have rationales as follows:
  • Control Mind - The victim has bad luck because their mind does things subconsciously that does them harm.
  • Control Body - The victim has bad luck through unconscious movements of their own body.
  • Control Magic - Luck could be a magical quality that can be manipulated.
These other choices will depend greatly on your personal worldview.


Dancing Curse

Control Body, Great effect (+13), one target (0), long range (+2) 5 hour duration (+5). Total mana = 20

This curse will cause the target to start dancing and they will be unable to stop. At first, it will be more embarrassing than anything else, but it will then become tiring. Since the victim cannot stop, he will start to hurt from this constant strain on his legs and body. After a half an hour of this, one point of damage is taken. Each half an hour after this, another point of damage is taken until the victim reaches Incapacitated and collapses from exhaustion. He will stop dancing, but his feet will continue to twitch. Whether the curse starts up after he awakens or not is up to the referee.
Possible props:
  • A shoe belonging to the victim (-6)
  • Playing a silver whistle or flute during the casting of the spell (-3)

Shapeshifting Curse

Transform Body, Great effect (+11), one person (0), extreme range (+4) permanent duration until condition is met (+20). Total mana = 35

This is one of the classic curses of literature. It will cause the victim to change shape into an animal of some sort. The animal should be something relatively small and harmless, such as a frog or mouse. With an increase in effect, the victim could also be transformed into something original but bestial. The victim will still have his normal intelligence, but will be unable to speak. He will be limited to the senses and abilities of the animal he is now changed into.
Traditionally, these sorts of curses require some sort of condition for them to be broken. Victims could spend years in their new form trying to get someone to break it for them. A kiss from a princess, true love, or finding a magical object are possible conditions for breaking the curse.
Note: This curse would normally qualify for Good effect, but since it's such a massive transformation, Great effect seems more appropriate. Carl has noted that the Transform samples are under-valued and that Transform should not be permanent. Both are changed in the revised Gramarye rules he is currently writing.
Possible props:
  • A small totem resembling the animal (-1)
  • The same totem carved from a precious stone or cast in precious metal (-3)
  • A living animal that the victim will turn into, which must be sacrificed when casting the spell (-3)
  • Casting the spell in the environment of the animal desired, such as a cave or swamp (-1)

Sleeping Curse

Control Body, Great effect (+12), one person (0), long range (+2) permanent duration (+20). Total mana = 34

This curse will cause the target to fall into a deep sleep and not awaken until a certain condition is met (the kiss of a Prince?). The target will not age while they sleep, so it's a kind of suspended animation. The person could conceivably be sleeping for years! Again, I have used a permanent duration in the spell. This will keep it more in line with the classic literature.
Possible props:
  • A pillow or other sleeping item belonging to the victim (-5)
  • The sacrifice of an animal that hibernates, such as a bear (-3)
  • A golden "sleep mask" designed to be placed over the victim's face (-4)
There you have it, a variety of curses to make your players remember Friday the 13th! They are very expensive spells, but if your wizard can cast these successfully, they will certainly never be forgotten.

Tuesday, April 1, 2003

Lord of the Dice: A Fudge GM's Toolbox



by Paul Tarussov (paul.tarussov @ mail.mcgill.ca)
Fudge, as a roleplaying system, offers its fans and adherents a remarkable degree of freedom in creating the sort of game they want to play. Indeed, the flexibility of Fudge is so great that it cannot be rated on the Fudge scale -- in other words, it can only be considered a Gift.
However, many GMs find themselves in a bind when it comes to handing out modifiers. A +1 or -1, in the spirit of most other RPGs, is a huge leap in Fudge, and there seems to be no way for a GM to affect the dice in a more subtle fashion. This article will explore the properties of Fudge dice, and how a GM can use these properties to influence the outcome of any roll.
The basic dice mechanic of Fudge (4dF) is unique (or at least highly unusual) in several ways. The results it generates can be separated into three categories: positive, negative, or zero. Moreover, each die itself generates a result that can be classified into each of these categories. Since each die returns an average result of zero, we can always add or subtract a die from a roll without shifting the centre of the probability curve.
A d20 roll, for example, can only be adjusted with the addition or subtraction of a numeric modifier (such as a -4 for a difficult task, for example). In Fudge, however, all these factors conspire to allow a GM to manipulate the outcome of the dice in many different ways. Here are the methods I have come up with, along with examples of suitable contexts. This is certainly not an exhaustive list, and I would love to hear about any other ideas from fellow Fudge Factor readers.
Please note that all the probabilities listed in this article are approximations, NOT exact percentages. They are included in some of the examples below to give the reader a rough idea of how a particular method will affect the probability curve.

Numeric Modifiers: +X/-X

This type of modifier, the direct addition or subtraction of a number of levels, has been well used by many roleplaying systems. Numeric modifiers also work well in Fudge, as long as the GM is aware that they can very quickly take you outside the realm of the Fudge scale. Many Fudge GMs find numeric modifiers to be an awkward tool, and try to use them sparingly.
A numeric modifier has exactly the same effect as shifting the character's trait up or down the same number of levels -- it does not change the probability of rolling any given result on the dice.
Example:
There are many examples of numeric modifiers within the standard Fudge rules. A Hurt character, for instance, suffers a -1 penalty to his roll on any action that would be hampered by his wounds.

Virtual Plusses and Minuses

Sometimes characters operate under circumstances that limit their chances of achieving unusual success without affecting the probability of failure (or vice-versa). Using a virtual plus or minus can help handle such a situation without changing a character's skill as drastically as a +1 or -1.
A virtual plus or minus is applied after the roll is made, and can only be used to bring the result closer to 0. The virtual sign can only be used to cancel out an opposite sign -- never to add to a result. In other words, a virtual plus is only used if the Fudge dice roll a negative total, and a virtual minus only comes into play if the outcome of the 4dF roll is positive.
For example, if a player is making a roll with a virtual plus, and he rolls a 0 or a positive result, there is no change. However, if he rolls a negative result, he may count his virtual plus to cancel out one minus, bringing him one step closer to a 0. Thus, if he were to roll a -3, the virtual plus would raise his final result to -2, while if he rolled a +1, it would not take effect at all.
Note: In all cases, it is important that the virtual plus or minus is only taken into effect after the total of the 4dF roll is calculated (i.e., all pairs of plusses and minuses have been removed). If you allow a player to use a virtual plus to cancel a minus rolled by any of the dice (before pairs are cancelled out), the effects will be much more powerful. For example, if a roll results in three plusses and one minus {+,+,+,-}, a virtual plus used to cancel out the die that rolled a minus would raise the final result from a +2 to a +3! Using virtual modifiers in this manner could also be a useful tool, but their effect will be much more drastic -- almost as much as that of a full +1 or -1.
Example:
Three unaccomplished climbers are attempting to scale a cliff. However, they were smart enough to bring along a rope and have tied themselves together. The GM decides that the rope won't make the climb any easier, but will make it less likely that any given character actually falls of the cliff. She allows the climbers to make their rolls with a virtual plus. The climbers are no more likely to succeed, but the virtual plus will "buffer" any negative roll, making them much less likely to experience serious failure.
Other examples:
Modern software, or computer programs from science fiction, may be designed to look for errors in a human user's work and to correct them. A spell checker won't make you a better writer, and a de-bugging script won't make you a better programmer, but they can certainly make it easier to avoid mistakes. The GM can hand out a virtual plus or two to simulate their effect.
On the other hand, low-grade equipment could be represented by a virtual minus. A master musician trying to play a student-quality instrument won't suddenly become a bad musician, but he may find it difficult or impossible to produce an extraordinary performance. Likewise, a character operating technology from a less advanced era may be able to keep up with competitors whose gear is up-to-date, but may be held back when attempting really difficult tasks.
Virtual plusses and minuses also offer the Fudge GM an easy-to-remember way to handle "thirds". A character with a trait that is rated with a plus (ex: "Good+") makes all rolls with a virtual plus (thus failing less often than a character who is just "Good"), and a character whose trait is rated with a minus (ex: "Superb-") makes all rolls with a virtual minus (thus achieving results that are only occasionally inferior to someone who is actually Superb).
A roll made with both a virtual plus and a virtual minus is equivalent to a padded roll (see next section).

Padded Rolls

A padded roll is desirable when the GM feels that the outcome should not vary as much as that of a normal roll. While a straight 4dF roll produces unpredictable results suitable to a high adventure genre, a padded roll rarely produces outcomes greater than a +1 or a -1, and is more suitable to a "realistic" situation, such as a character using his skills under routine circumstances. Its distribution is a rough approximation of a median roll (e.g. making three rolls and throwing away the highest and lowest result). A padded roll will most often result in a "0", and will never create a result greater than +3 or -3.
To make a padded roll, you roll 4dF as usual and then shift the result one step towards zero. Thus, a +2 becomes +1, a -4 becomes a -3, and a +1 becomes a 0. For example, a character who has a skill at a "Good" level would need a +2 to achieve a "Great" result. As mentioned earlier, this is exactly like making a roll with both a virtual plus and a virtual minus.
Probabilities for a Padded Roll:

-3-2-10+1+2+3
1%5%12%64%12%5%1%

Example:
A powerful queen is traveling through the wilderness with her retinue, which includes a famous chef (William, a PC with Superb cooking skill). One morning, the queen demands that William bake her a cake by nightfall. William has all day to create an appropriate confectionary delight, the guards have brought along all the equipment he could possibly need, and the situation is not overly stressful (the PC can take his time). However, William only has enough ingredients for one attempt. The GM considers the circumstances, and, deciding that the quality of the cake is highly relevant to winning the queen's favor, tells the player to make a padded roll.
An Alternative Padded Roll:
If you feel that the standard padded roll results in a "0" too often, you can try this slightly less intuitive method. It can be easily memorized if it is often used in a game, but may confuse players if it is only used occasionally. As the table below shows, it is like a normal 4dF roll except that outcomes of+/-2 are ignored (same as a "0" result), and outcomes of +/-3 or +/-4 are "padded", or nudged one step closer to zero.

-4-3-2-10+1+2+3+4
-3-20-10+10+2+3

Example:
This method could be used as an optional damage roll, rating each weapon on a damage scale, as shown below. A +1 moves the effective damage of the weapon up one level, a +2 up two levels, and so on.

None -- Scratched -- Hurt -- Very Hurt -- Incapacitated -- Near Death

A knife's damage might be based on the "Hurt" level. Whenever a character is hit by a knife, the alternative padded roll is made to find the final damage level. Under this system, the probabilities for the various possible levels of damage of a knife strike would look like this:

None6%
Scratched20%
Hurt48%
Very Hurt20%
Incapacitated5%
Near Death1%

Setting the Dice

This method allows either the GM or the players to "preset" one or more dice before the roll is actually made. If you see the 4dF roll as representative of all the random factors that can affect a character's performance, it makes sense that if some of those conditions were known, not all the dice would need to be rolled! One way of thinking about it is that some of the dice represent variations in the character's natural abilities while the rest represent the current circumstances.
A GM might decide, for instance, that two of the dice represent the current conditions.When the GM is unsure, he can ask the player to roll the dice as usual. However, if it is pretty clear in the GM's mind that the situation is decidedly advantageous or disadvantageous, she can ask the player to "set" one or more dice instead of applying a bonus or penalty to the roll. On the other hand, sometimes the GM may allow the player to choose whether or not to "set" one or more dice.
Examples:
If a character can control their circumstances to some extent, the GM can allow the player to "set" a number of dice to "0" before rolling the rest. This is exactly like allowing the player to decide how many dice he or she wants to roll. Some may decide to roll 4dF or more, perhaps hoping for unusual success. Others may state that their characters are trying to perform as consistently as possible and "set" several of the dice to "0" before rolling, leaving little up to chance.
The GM, on the other hand, can ask her players to "set" a die as a "+" or a "-" instead of the usual +1 or -1. The difference is essentially that while a numeric modifier keeps the spread of 4dF (only adjusting the basic trait level), a preset die also limits the possible range of outcomes. A character rolling 4dF with one die set to a "+" is essentially rolling 3dF with a +1 modifier. Some GMs may find this to be a more realistic means of handling modifiers because the range of results will not change as significantly. If you find it logical that a character working under specifically advantageous or disadvantageous conditions will find his or her performance to be more consistent (consistently good or bad, that is), this method is a good way of representing that effect in your game.
For instance, under normal circumstances, a Mediocre character will never achieve anything better than a Superb result. Rolling with a bonus, the same character could easily achieve results outside the range of the Fudge scale. However, while dice preset to "+" results will make it easier to reach a Superb performance, they will never allow the Mediocre character to surpass Superb. For instance, rolling 4dF with two dice set to "+", the Mediocre character's roll can only generate a result between Mediocre and Superb. If the same character was rolling at +2, the final outcome could range from Terrible to Superb+2!
In other words, this method draws a subtle distinction between a character with Good skill and another character with Mediocre skill and a bonus of +2. The standard Fudge rules make no distinction; there may be times when you find one method more appropriate than the other.
Here's how it might look in a game: Andrea, a soldier in a futuristic anti-tank brigade, is defending her home town against impending invasion. She has the "Gunnery" skill at a Good level. Her squad has set up their artillery on a ridge overlooking the narrow canyon where the enemy is expected to appear. The GM decides that this advantage is sufficient to allow each gunner in the brigade to set one die to a "+" result before making their roll. In addition, Andrea's player informs the GM that she will be firing at the center of each target instead of trying to strike vital areas, which might have been more difficult but potentially more devastating. The GM interprets this as an attempt on Andrea's part to keep her performance more predictable, and allows the player to set one die to a "0".
Finally, Andrea's player has two dice already on the table: one shows a "+" and one shows a "0". When it is time for her to fire, the player will roll the two remaining dice, generating a result somewhere between Fair and Superb+1.

Into the Realm of Arithmetic

Sometimes, the simple application of basic arithmetic can be enough to achieve the desired effect. By deciding whether the positive or the negative is to be modified, these different effects can be tailored to the needs of your game. You may want to alter the final result of the 4dF roll or surgically correct the outcomes of individual dice (see "Another Example"). This method can allow the GM to introduce some interesting modifications into his Fudge recipe.
Examples:
A futuristic battleship mounts laser cannon turrets to defend it from smaller threats. The turrets, while operated by humans, also possess a sophisticated target tracking system. The GM does not want computers to replace humans in her game, but she does want to model the fact that a human aided by such a system is much less likely to miss. The GM decides to simulate this effect by ruling that any negative result rolled by a gunner firing such a cannon is divided by a factor of two (bringing it closer to zero).
The same GM also runs a fantasy game where magic is a powerful but dangerous force, and any magic user is always at risk of terrible failure. She decides to set up her magic system so that any negative result rolled when casting a spell is doubled! This means that even a Legendary spell-caster, while he might usually be formidable, could roll a -4, which, doubled to -8, resulting in Abysmal failure!
Another Example:
In an earlier Fudge Factor article, "Solving the +1 Dilemma", Steven Hammond suggests assigning coloured dice as modifiers. The smallest bonus that can be granted to a character under the suggested system is achieved by replacing a normal Fudge die with a green die. The green die is treated like any other Fudge die, except that any "-" results that come up are ignored. The next step up is a purple die, which effectively has two "+" sides as well as a side that reads "0". The former example is exactly like adding one to any negative roll on a single dF, whereas the latter is equivalent to adding one any time that die rolls anything but a "+".

Re-rolling

Sometimes a character will have a chance to approach a problem from a slightly different angle, or to touch up a job he has already completed. A character in this situation could easily improve on a job badly done, but the chances of improvement upon an unusual success result should be much lower. If the dice are still on the table, the GM may offer the player to re-roll one of them.
This will not always be possible, but a GM who likes this method could write down the results of important actions (instead of just writing down "Bob - Camouflage result Great", you would add "+,+,0,-" or however the dice had come up). If you are not in the habit of keeping track of such minutiae, you could adopt a rule of thumb instead: if the outcome was equal to or lower than the character's trait, it is assumed that a die showing a minus may be re-rolled. On an outcome one, two, or three levels higher, the dice being re-rolled defaults to a "0" (so that the action has an equal chance of improving or damaging the final result). On a roll of +4, there is not much point in using this option, but if the character is unaware that he had succeeded so dramatically (for instance, the character suffers from amnesia), he could be re-rolling a "+"!
You might find circumstances where a different character could use this method, substituting his trait for the original (see the second example)!
Example:
A Mediocre film director is trying to shoot a groundbreaking thriller. The player had rolled {+,0,-,-}, for a total of -1. The GM informs the player that the film was up to the character's expectations, except for the last scene, which really didn't turn out well. The director decides to re-shoot the scene in hopes of improving the movie's pacing. The player is going to re-roll one of the dice that showed a "-". He or she rolls 1dF: on a result of "-", the movie will remain of Poor quality; however, on a "0" the new scene will improve the movie sufficiently to make it Mediocre, and a "+" could make all the difference, raising the film's quality to Fair.
Second Example:
Leila, a daring space hero, wants to escape her pursuers by using the prototype warp drive aboard her vessel. Unfortunately, her astronavigational skills are Terrible. During their last (and highly successful) warp-speed voyage, the navigational computer had been set by a friend of hers. Leila decides that, rather than risking a failure due to her own incompetence, she will use most of the old settings, only adjusting a few appropriate dials.
What Leila doesn't know is that her companion also didn't know what he was doing. Her friend had been operating at a default skill of Abysmal and only managed to get the craft to safety by sheer luck, rolling a +4 on the dice. Leila's relative expertise will help her a little, but she can only make things worse by fiddling with the controls. The GM tells her player to roll 1dF, and will base the final result on Fair (the outcome of her friend's lucky roll). However, because her friend had rolled a +4, Leila can only achieve a Fair by rolling a "+". A "0" will create a Mediocre result, and a "-" could mean disaster -- it is better not to find out what happens when an experimental warp drive is operated at a Poor level.

One at a Time

If a character has a chance of undertaking a task in a leisurely and methodical manner it can be simulated by allowing his or her player to roll 1dF at a time. This method is favorable to the player (and character) because he or she has more control over the outcome than in a straight-up 4dF roll (Most specifically, GMs should be aware that high-skill characters will probably choose to stop after rolling one die, knowing they cannot fare any worse than a -1). The presumed situation is that the character is capable of continuously assessing his or her success and may choose to stop at any time. Alternatively, the GM can roll the dice instead of the player, giving hints about the outcome of each roll, until the player is ready to stop and see the final result.
Examples:
A sculptor is chiseling away at a block of marble, attempting to "free" the beautiful shape she envisions inside. The sculptor's player rolls 1dF, representing the first stage of her labors. If the character is satisfied with the rough shape she has hewn so far, the player can decide to keep the result. The sculptor would now switch to a finer chisel and add the details of the sculpture. However, if the artist felt that she could do better, her player might elect to roll another die. Taking off some more stone could improve the sculpture, but she would risk marring the shape she has carved out so far.
This method could also be used to model a master painter restoring an ancient fresco, a frightened hobbit seeking a safe hiding place by a roadside as time runs short, or a gambler who must decide how far to push his of her luck. Each die rolled represents a stage of the work or game, and is followed by a moment where the character may decide to be satisfied with the results so far or to keep trying.

The *dF Roll

The *dF method is basically an open-ended roll made with 1dF. It generates a distribution similar to 4d6.1, and can be used as a substitute for 4d6.1 by Fudge gamers that are so committed that they no longer carry anything but Fudge dice. Its results are less variable than 4dF (being somewhere between a straight 4dF roll and a padded roll), and have the feature of being open-ended.
To make a *dF roll, you roll one Fudge die. If your result is a +1 or a -1, you roll another dF. If the second die comes up with the same sign as the first die, you add it to the total and roll a third time. You continue in this fashion until your luck runs out. It is important to note that you only count matching results -- any other result is simply ignored. If you have rolled two plusses and your third die comes up with a minus, your total is +2, and not +1 (which you could come up with if you counted the two plusses and then subtracted one for the minus on the third die).
Example:
The GM of a modern-day Fudge game wants characters in her game to perform more predictably than in her last campaign (which was highly cinematic), where the group used a normal 4dF roll. She decides to use the *dF roll for most actions, the padded roll for routine operations, and reserves the 4dF roll for highly stressful situations.
Bill, a character in this game, is trying to shoot a fleeing assassin. His Firearms skill is Fair and the target is already far away. The GM sets the difficulty for the shot at Good. Bill's player rolls one die, and it comes up with a "0" -- Bill has just made a Fair shot. Having just barely missed the assassin, Bill reloads and fires again. This time, the GM rules that the difficulty is raised to Superb, as the target has just run behind some partial cover.
The first roll is a "+" -- so far, so good! Bill's player rolls a second die, and it also comes up with a "+". Now his total is a +2, almost enough to hit the assassin. The third roll, miraculously, is also a "+"! The total is already a +3, enough for success. Bill's player, however, is hoping to deliver as serious a wound as he can. He rolls a fourth die. It comes up showing a "-", so it is ignored. Bill's final result is a +3 -- a Superb shot. The bullet hits the assassin, but without enough relative degree to be anything but a graze.
Probabilities for *dF:

...-4-3-2-10+1+2+3+4+5+6...
...0.8%2.5%7.5%22%33%22%7.5%2.5%0.8%0.3%0.1%...

Since all the brain has to do is match "+" signs or "-" signs, it is very quick in practice. Also, as you rarely see results outside the +2/-2 range, you will seldom ever roll more than two or three dF's.
A coincidental benefit of using this method is that if you use it exclusively, you'll only need one dF per player!

Ignoring Penalties

A useful method of representing a slight edge over the competition, this approach is often forgotten by GMs. A character who has a slim lead over another can be difficult to model in Fudge. Allowing the advantaged character to ignore occasional penalties can resolve this dilemma, as long as the exemptions are applied judiciously -- this requires careful judgement on the part of the GM.
Example:
Two age-old rivals crash-land their spaceships on a distant planet and are captured by a barbaric tribe. The barbarian chief decides to amuse his clan by forcing the spacemen to fight in an arena. The longtime enemies square off in the ring. Both have been trained in hand-to-hand combat with a variety of arms, but neither is familiar with the rather unusual ceremonial weaponry used on this planet. The GM rules that both will have to apply a -1 to their skill rolls in combat. However, one of these characters is an amateur anthropologist and has taken the time to handle many exotic weapons from many cultures over the course of his travels. Taking this into account, the GM decides to lessen the second character's penalty from a full -1 to a virtual minus.

Conclusion

Do not be afraid to experiment by thinking outside the box. Fudge may be highly granular, but its unusual dice mechanics allow a GM to tinker with the system in many ways. There are options available to a Fudge GM that most other games' dice mechanics would not allow. While most Fudge players exercise little restraint in modifying the underlying system before and after actual play, it is all to easy to forget that it is also possible to fine-tune Fudge in the heat of the gaming session.


Saturday, March 1, 2003

Pilger, priest of Mighty Horm


By Norman J Harman (njharman @ knoggin.com)
Horm's Prayer:
Horm is holy
Horm is high
Horm is the Only
Now you die!
Pilger, son of Gretchin, Granite brother, Priest of Mighty Horm the Harsh

Pilger is a weathered old Dwarf of 250 years (approx 60 in human terms) who has devoted his life to the great, the only, god of mining and mountains, mighty Horm the Harsh (See Horm below).


Being a respectable couple Pilger's parents had only one child. Durgin, his father, died in the Fourth Ork War while Pilger was but an initiate in Horm's Order. Pilger's mother, Gretchin, died of old age and sorrow shortly after her mate's demise. Pilger's only current living ancestor is an ancient uncle, Galdur, who must be at least 340 by now. Brother of Gretchin, priest of Durthang(god of Metal/Metalwork, a major Dwarf god), and "dead" to Pilger because of that. Pilger makes daily penance to Horm for his uncle's misguided skullduggery.

His beard is still mostly red but handsome white streaks are forming on either side of his mouth. As all Dwarves in the service of Horm, Pilger regularly shaves his head and braids his sideburns, finishing them with small silver beads carved with variations and combinations of Horm's Symbol and Pilger's ancestral crest. His typical dress includes his mountain plate & helm (see below) with a grey cloak trimmed in red with gold thread, featuring clan Granite's Emblem on its back. Fastened with a cloak clasp dominated by a large Spinal (red-brown gem) abstractly carved into a dragon's head. Passed down from Durgin's great uncle it is one of many ancestral heirlooms Pilger honors with use.

Pilger is the only chosen servant of Horm in his clan, clan Granite. To the dismay of Pilger numerous pretenders to the mighty, high, and holy throne of Horm receive succor and support in the form of several false priests amongst clan Granite. Who, despite Pilger's repeated long, rousing, drunken spiels at the clan festhall retain the clan's support. After much brooding and seeking of wisdom from his ancestors it has become obvious to Pilger that Horm wishes him to leave the clanhold. That Horm commands him to spread Horm's holy might, kill Orks, and seek adventure across the vast world from the uppermost peak of Tichen to the deepest mine of the Droog's.


NOTES: Pilger uses Clerical Magic & Fudge Miracles (Fudge Expanded Ed pp 78-79,108) He is also "Watched by Horm", a gift & a fault.. He must "keep in favor", something that with Horm is a great deal of effort. The game master should consult the description of Horm when determining modifiers for petitioning Horm Although, he likes to meddle with his followers, he is more likely to "send" challenges for them to overcome and prove their worthiness to spread his word than heal their wounds or banish skeletons they should be crushing themselves. But, if a fey tricks one of his priests out of their gold, he'll likely bestow unerring direction sense to the fey, unlimited endurance, and show up to smote the cheating elf himself.

Attributes
ReasoningFair
PerceptionPoor
WillpowerSuperb
StrengthGood (scale +1)
AgilityFair
HealthGreat
Speed Scale(-1)
Strength/Mass Scale(+1) 4'2", 170lbs, "born of stone"


Gifts
Watched by god, Horm
Divine Favor(see Fudge Expanded Ed pp 78-79)
Good Damage Capacity (Racial)
Wealthy (Racial)as compared to non-Dwarves
Infra-vision (Racial)
Born of Stone (Racial)immune to most disease, poison, and herbs good or bad. resistant (+4) to most necromancy, nature, and life magic.


Faults
Watched by god, Horm
Fanatic, priest of Horm
Obstinate
Getting Old
Intolerant, other priests
Intolerant, Ork (Racial)
Greedy & Miserly (Racial)(as compared to non-Dwarves



SkillsLevel
Petition HormFair (see Fudge Expanded Ed pp 78-79)
Bone CastingGood
Ropework (splice & knots)Good
MountaineeringSuperb with special equipment,
Good otherwise
Riding, mountain yakFair
SwimmingTerrible
Detect Stonework TrapsGood
Survival, CavesGood
Survival, AlpineGreat
Tracking, CavesFair
Tracking, AlpineGood
Armorer, MetalGreat
Metalwork, artisticGood
Mining/ExcavatingSuperb
SmeltingGreat
Mineral LoreGreat
Metal LoreGood
Gem LoreGood
Coin LoreFair
Chiseling (Horm's Prayer)Great
Dwarven HistorySuperb to Good,
(depending on how close it relates to Horm, clan Granite or Pilger's Ancestors)
Ork HistoryGood (biased, from Dwarven point of view)
Area KnowledgeGood (clan Granite's hold)
OratoryFair, Good after a couple drinks, Terrible after a few more
Story TellingGood
Languages
DwarvishGreat
Dwarvish LiteracySuperb
OrkishGood
MannishMediocre



Combat Skills
Pole axeGreat
War hammerGreat
PickGood
Throwing, hammerGood
CrossbowFair



Offensive Damage Factors (inc scale and strength were appropriate)
war hammer+4 (+1 weapon type, +1 Glenda)
pole axe+4 (+2 weapon type)
pick+1 (-1 poor weapon, but it does pierce unusual substances)
thrown hammer+2
bolt - crossbow+6 (The Icicle is powerful)


Defensive Damage Factors (inc scale & good damage capacity)
plate+6
chain+4

Possessions

Gertrude a.k.a. 'Gertie' a Mountain Yak

Scale (+3) 600lbs

(Good) Strength, (Good) Agility, (Superb) Cold Resistance (Great) Agility and (Great) Climbing skill in mountainous, rough, and icy terrain

Max Load: Pilger has reached it, after loading his equipment and himself. Typically he walks alongside Gertie. After all, Horm admires those who carry their own weight.

Gertie is not born of stone and therefor does not pass into the ancestral realms. Pilger treats his Yak as he does his other valuable equipment, with respect and care so that they will serve him long and well. But, in the end, Gertie is just a tool.

Horm's holy symbol

Necklace composed of square hematite beads with a central bloodstone carved into a mountain peak from which hangs a pick of pure platinum. This is the holy symbol bestowed to Pilger by Horm, in absentia, when he was made a priest. It is not replaceable.

Glenda, The Miner's Friend

An ancestral heirloom passed on to Pilger by his father when he left to join Horm's Order. It is a magical weapon that transforms into one of three forms upon command.

"langax" - a 7' long pole arm with opposing axe and hammer heads. It generally allows the wielder to strike first in combat. "krieghammer" - a 4' war hammer with large double heads. Wonderfull at crushing whether it be rock or skull of Ork. (+1 damage factors) "spitzhacke" - 3' pick of the miner / mountain climber variety. A ring (for attaching rope) is set into its handle. With a robust swing behind it the pick head will pierce rock and stone that lessor tools couldn't scratch.

It takes but a second to transform, silently "flowing" into the new shape. In all forms Glenda appears to be plain, unadorned Mithril free of scratches or marks, which she is, as if she were fresh from the forge ready to be engraved, which she certainly is not. There being a tale that speaks of The Miner's Friend in the Cavern of Deeds that must have occurred some 1600 years ago.

Heavy Crossbow, "The Icicle"

A bow constructed from strips of flat steel, mounted into the shaped thighbone of an Frost Giant. Adorned with silver inlays and detailed carving depicting a glorious unnamed battle, the one in which a Frost Giant gave up his leg, between brothers of clan Granite and a marauding Frost Giants. Prominently featured are the huge icicles the giants form from their breath and hurl as javelins.

60 x iron quarrels strong enough to withstand being fired by "The Icicle"

2 x spools and ample twine. Wound with twine one end of which is attached to a quarrel they are used to send a 'lead line' across a chasm or up a cliff.

Steel chain-mail - Made to be cooler than plate/plate-mail in hot weather. 70 deg F is hot weather to Pilger.

Steel mountain plate

Gilded with gold & platinum. Engraved with scenes from Horm's greatest triumphs. Slaying a 100 Orks with a single axe swing. Drinking Gruld under the table. Landing the Fey emmisary on her butt while ejecting her from the Godhall. Climbing Mount Tichen in a single day defeating Ice, Snow, Frost, & Glacier Giants, the Great Snow Serpent, and the Frost Witch of Tichen along the way...

Pilger along with the eldest of Horm's Order crafted this armor in the sacred hearth on the holiest of Horm's holy days. It is holy and magical.

Features include:
  • Reinforcement, bracing and built-in harness for climbing.
  • Several 'hard-points' (metal rings, snaps, and threaded bars) for the connection of ropes, cables and equipment
  • Chisel toed boots for jamming into crevices while climbing
  • Attachable crampons for use over ice, snow, and other treacherous ground.
  • Removable padding made of fine wool and the warm inner hair of the mountain Yak.
  • Klimbers: Devices that attach to the plate boots and are toe operated. When used with waist and chest hard-points allows the wearer to climb and have arms free. See hand operated Klimbers below for details.
  • Two small, hidden compartments one under the left arm and the other along the right calf are designed to hold a small number of gems and/or coins.

Steel helmet

Gilded and engraved to match the mountain plate. A triangular Bloodstone (grey with red flakes) 1" on a side is mounted on the helmets brow. Crossed above this are a platinum pick and golden hammer. This is a stylized version of Pilger's ancestral crest. Situated at the top front is a shuttered compartment suitable for a magical light stone or one of the more mundane cold-light substances that will not ruin Dwarven dark-vision. This "lantern" can be adjusted from dim to full and from narrow-beam to flood.

Other Equipment

1 x 50' (Great) quality ½" braided rope.

2 x 25' lengths of (Great) quality ½" braided rope. Each with a snap ring on one end and a dead eye on the other.


100' of 'Kord' - a 1/8" dia rope made by weaving the filaments of a special mineral. It is very strong(Superb) and thin but not very flexible. It must be spliced and cannot be knotted. It is too thin to hold onto without the use of special hardware such as Klimbers. One end has a snap ring spliced to it. The other end is terminated with a butt splice. This is probably the second most valuable item Pilger carries after the mountain plate. Horm's holy symbol and his ancestral heirlooms are irreplaceable and beyond value.

2 x hand operated Klimbers. Useable on Kord or rope up to ½" dia. They alternatively hold fast and let slide a rope that is inserted into them. They greatly aide in climbing a rope. When used with poor quality twisted ropes they tend to jam as well as damage the rope.

4 x 1" dia steel rings attached to devices similar to Klimbers. Used with Kord to tie or pass rope through the rings, attach equipment to the rings or someone to the Kord.

8 x 9" steel spikes with 2" dia steel swivel rings attached to their thick ends

2 x 3" single whee,l brass and steel pulleys with snap rings. Useable with rope up to 1" dia. Kord is too thin, inflexible to use with these

Numerous steel snap rings with threads of various sizes (karabiners) Miscellaneous other mountaineering tools and supplies.

Grey leather backpack - Oiled and water resistant. Contains pockets, fasting points, loops, etc for all of Pilger's special mountaineering equipment. Attaches directly to the mountain plate. Through a quick release mechanism one can disconnect themselfs from the pack in a couple of seconds.

Runes - various squares, triangles, and rounds carved from the bones of Pilger's ancestors. Used with "Bone Casting' skill during prayers to seek the wisdom and power from the ancestors.

Small Mithril chisel and Adamite hammer - For engraving Horm's Prayer and Pilger's ancestral crest everywhere he goes.

Cooking utensils, flint&steel, fire starter sticks.

Cold and temperate weather cloths, in layers.

Extreme cold mutlocks, mittens and cloaks.

Water skin filled with beer.

1 months supply of Dwarven Bars.

Splicing tools for Kord and rope.

Armor and weapon maintenance equipment

Shuttered lantern

2 x iron flasks, filled with quality, slow burning, smokeless, odorless oil.

Small collapsible spade

Small collapsible grapnel head

Traveling money: (Dwarven face value given in parenthesis)

  • 5 x platinum coins highly engraved and set in the center with a precious stone (100gp)
  • 20 x gold coins highly engraved and set in the center with a semi-precious stone (10gp)
  • The following are strung in groups of 20 and referred by non-dwarves as a "Dwarven necklace."
  • 40 x plat coins octagonal with round hole in the center (5gp)
  • 40 x gold coins octagonal with round hole in the center (1gp)
  • 40 x electrum coins octagonal with round hole in the center (.5gp)
  • 40 x silver coins octagonal with round hole in the center (.2gp)
  • 40 x copper coins octagonal with round hole in the center (.05gp)

Note: The above are all high purity Dwarven coins worth more than their face value in many regions. Especially the "gem coins" which rarely pass into the hands of non-dwarves.

A few hundred coins of various denominations minted in domains adjacent to the campaigns starting locale.

1000gp worth of jewelry, at least five pieces. Gold, silver, platinum, and opaque gem stones preferred. Bloodstone is Pilger's ancestral stone. Grey and red are the colors associated with Pilger's Ancestors..

Pilger has access to a great amount of family wealth stored at Granite's clanhold. But, it is an extremely disgraceful thing to take from instead of add to the ancestral vault. Even for an 'investment'. Dwarves have dim views on spending money to make money. A Dwarf wouldn't rent out their grandma for any amount of platinum. Similarly, they wouldn't part with their gems and coins for the chance to receive more in the future. Horm especially disdains commerce and 'work'. The proper method to obtain wealth is for it to be bestowed by him after lengthy and arduous labor mining and smelting ore or to reclaim the mountain's bounty from the hoards of orks, dragons, fey, and man.

Mighty Horm the Harsh

Horm is one of the many dwarven gods of mining and/or mountains. Horm is not one of the more prominent ones either. In fact, do not be alarmed if any given dwarf has not even heard of Horm. Well, be very alarmed if you happen to be a priest of Horm. Horm is very demanding, egotistical, vain, bombastic, and conceited. Horm is militant, aggressive, and impulsive. His followers are as quick as him to solve problems and settle arguments with axe or hammer. Horm is a doer not a thinker. If his quick temper, ill-manners, or vain posturing gets him into more trouble than his hammer can deal with, he gets his bigger hammer. Horm does not have many allies amongst the pantheon. He has few if any enemies. He's mostly just ignored. Horm's followers, called Horm's Order, pretty much act and are treated in a similar fashion to Horm himself.

Horm prefers to be worshiped in mines or atop mountains but will accept any prayer offered with a stone or rock 'roof' over head. Sacrifices to Horm include the smelting of ores, uncut gems, snow from high remote and/or sacred mountain peaks, well fashioned(Great or better) mining equipment. The more valuable, rare, famous the item sacrificed is the better. The more arduous, challenging, and tale worthy it was to bring the sacrifice about the better, esp if it causes feats mentioning Horm to be recorded in the Cavern of Great Deeds. Like the entire Dwarven pantheon, excepting Blinda the Peacemaker, any Ork killed in Horm's name will please him. Horm especially likes Horm's prayer to be carved onto mountains, mine entrances, other god's temples, any and all stone surfaces actually.

Horm admires; most Dwarven goddesses, combat, exploring the unknown, feats of endurance determination and self reliance. He dislikes most other Dwarven gods, skulduggery, Orks, despoilers of mountains(i.e. non-dwarves), weather, and the 'great outdoors'.

Horm's symbol is a mountain peak with a vertically aligned pick superimposed. Granite grey is the color most associated with him. Holy days; All of them, really. Everyday is a great day to honor Horm and his might. There is not a day on the calender that lacks an anniversary worthy of praise. A typical service involves a single solitary priest performing the ritual of "Carving Horm's Prayer", recounting the great feats Horm performed on that day, and perhaps a sacrifice if there is one worthy of Horm available. Throughout the rest of the day, a priest is expected to remind all he meets of Horm's mighty accomplishments and unchallenged greatness. The holiest of holy days only comes every 100 years during which initiates to Horm's Order are made priests.

Friday, November 1, 2002

Omar's Grimoire

by Rob Knop ( rknop @ pobox.com)

Introduction

The Gramarye is a magic system for Fudge by Carl Cravens, published in Grey Ghosts' A Magical Medley. The text of the Gramarye is online at Carl's site (http://fudge.phoenyx.net/gramarye/). That text will be necessary to fully understand the spell specifications below. It describes a system whereby spellcasters may improvise and cast spells on the fly, by combining a college (verb) with a realm (noun). Naturally, spellcasters will probably figure out some favorite spells, and keep track of how to cast them. Lists of spells that fit the Gramarye rules are an aid for characters and players alike.
The following spells are all my creations. They would be suitable in a Fudge game which I was GMing... perhaps with some modification. Magic is a setting-dependent sort of thing; while the Gramarye attempts to be a setting independent meta-system, there are some judgment calls which will be left to each GM. I have made some judgment calls on the spells below; in some cases, I attempt to give a justification for those calls.
Naturally, these spells can be used as the basis from which a mage creates his own variations. Want to decrease the cost of a spell? Create a variant with higher difficulty or casting time. In each case, it is up to the GM to judge whether the spell (modified or unmodified) is fair. Sometimes below there are suggested limitations on such modifications, providing game balance and/or "thaumatobabble" reasons for the limitations.

The Spells

Breathe Water

Transform Water to Air; Good effect (+4); lasts 1 hour (+4); must touch target (-1); 2 minutes to cast (-4). Total mana cost: 3
For the duration of the spell (default: 1 hour), the target can breathe without trouble under water. (What happens is that as the target inhales, an appropriate volume of water is converted to air before it enters his respiratory track. The volume of water converted is negligible.)
I rationalize that this is merely a Good rather than a Great effect. Normally, transforming something to a different composition is a Great effect. However, here it's being done just for a single purpose: breathing. It doesn't grant free action, it can't affect anything else. Consequently, I stepped down the effect by a single increment.

Delay

Control Magic; Great effect (+8); lasts 5 hours (+5). Total mana cost: 13.
The Delay spell is for the mage who wants to leave a magical trap or message behind. He casts the Delay spell and a second spell. The Delay spell is cast on a specific person, location, or item. During the casting of the spell, he specifics the conditions under which the second spell will be released. The second spell will then be held until those conditions are met. The conditions must be within Close range of the thing upon which the Delay is cast. (Different ranges can be specified using the Gramarye modifiers table on p. 90 of _A Magical Medley_.)
The base cost for the spell assumes a 5 hour duration. If the Delay is not triggered by the time it expires, the second spell is lost. Since the mage may no longer be present when the Delay is triggered, he must supply enough mana to power both the Delay and the second spell at the time of initial casting. The second spell must be cast immediately after the Delay. Once both are cast, the mage may forget about both spells; he begins to regain mana as normal. Note that in order to extend (i.e. maintain) the Delay, the mage must be within range of wherever he left the spell behind.
The "Great Effect" is based on the following. Normally, in order to hold a spell, the mage would have to spend mana every 5 combat rounds. By casting a Delay, the mage spends all the mana at once, and gets a price break on the mana cost (probably just a Fair or Good effect). However, when holding a spell, a mage does not regain mana, and he still must be present when he releases the spell. When he casts a Delay, he does regain mana, and need not be present when the spell is triggered: hence, the Great effect.
Suggested limitation: Do not allow the casting time to be increased beyond 10 minutes. The real reason for this is that doing so makes the creation of magical traps too easy. The thaumatobabble reason for this is that a Delay which takes too long to cast loses meaningful connection with the second spell cast immediately after it.
(Note that a future version of the Gramarye may incorporate this effect into the mechanics of the system. As with all of these spells, make sure that they make sense with the version of the Gramarye you are using, and with your campaign world, before allowing them!)


Lie Detector

Know Mind; Good Effect (+4), duration 2 minutes (+2). Total mana cost: 6.
When cast upon a subject, the mage will know whether or not the subject believes what he says to be true for the duration of the spell.


Smite

Break Body; Fair effect (+2); short range (+1); no mundane defense (+2). Total mana cost: 5.
When the mage casts Smite, a bolt of magical energy leaps from his hand to the target, wounding the target. Normal armor provides no protection against a Smite.
The base Smite does 4 points of damage. To increase the damage of a smite, the mage may spend mana at the normal rate described in the Gramarye modifiers table (A Magical Medley, p. 90).


Smite Shield

Break Magic; Fair effect (+2); lasts two minutes (+2); Total mana cost: 4.
A Smite Shield is a magic shield that will stop a Smite spell or a similar Break Body spell which does normal damage. The default version of the spell will reduce the damage from a Smite spell by 4 points of damage; each increase in protection of +2 costs an additional +1 of mana.


Spirit Sight

Know Spirit; Great Effect (+8); room-sized area (+2); takes 2 minutes (-4); Total mana cost: 6
For a few moments, this spell allows the caster to see any spirits, ghosts, or similar non-corporeal entities lurking in his immediate area. Note that if the spirit itself would be invisible to other spirits or those who normally see such things, then the caster will not necessarily see them!


Spirit Trace

Know Spirit; Great Effect (+15); room-sized area (+2); takes 10 minutes (-6); Total mana cost: 11
The caster will be able to briefly see the psychic residue left behind by the presence of spirits or ghosts upon the immediate area. It is up to the GM to decide how long the residue lasts and remains visible to this spell. The duration should be related to the significance of the spirit's activities. A spirit merely passing through an area may only leave a trace visible for a few hours; striking terror into the heart of a mortal may leave a residue visible for days; directly causing the death of a mortal may leave signs visible for years.
The caster may not know the exact meaning of the residue he sees. He will get a sense for it's "strength," and perhaps a feeling or "timbre" associated with it. Interpretation of these sensations may be possible through the use of an Occultism or other similar skill.


Timescry

Know Time; Great effect (+12); room-sized area (+2); lasts 10 minutes (+3); takes 2 minutes (-4); Total mana cost: 13
This spell allows the casting wizard to see and hear what happened in the past at his current location. By default, the wizard can see events that happened up to one day in the past. He can increase this range by adding +2 to the mana cost for each step on the Gramarye's Time Chart.
Sample props: appropriately enchanted crystal ball or gold-framed mirror (major value, similar: -3); large bowl of still water (similar, -1). The similarity comes from a crystal ball performing like a lens: focusing and showing light through the object. Reflections, as from a mirror or bowl of water, likewise show light and sights which do not come from the object itself. If the mirror, crystal ball, or bowl of water is not properly enchanted, it will shatter at the end of the spell's duration.

Thursday, November 1, 2001

NAGS Characters

by Tony Spallino (spallinoaj @ dp.net)

Adventure! Mystery! Intrigue! These were some of the traits of the pulp fiction stories of the 1920s and 1930s. This is where The Shadow and Doc Savage got their start. A lot of the heroes from these times were just ordinary men who loved adventure and persued it whenever and wherever they could. From the streets of New York to the jungles of the Amazon, there was danger lurking behind every corner.

Here are a couple of characters that can be used to start your own pulp style campain. These people can be used as either PCs or NPCs, whichever fits best. Their descriptions and history also include some plot threads that can be expanded upon to start an adventure. These could be used in any sort of pulp or steampunk adventure, and even adapted to modern times. They fit in perfectly with the new Terra Incognita Fudge setting, and have their point costs for that setting listed.

Roger Hardy, NAGS Hack
Attributes
Perception:Good
Reasoning:Fair
Resolve:Good
Strength:Mediocre
Dexterity:Fair
Vigor:Good
Gifts
Acute Memory, Intuition
Faults
Blunt and Tactless, Impulsive
Skills
(Investigative - 2pt.)
SurveillanceGreat
ForgeryMediocre
TrackingFair
Lock PickingGood
PhotographyFair
TrapsFair
(Knowledge - 1 pt.)
Profession (journalism)Good
Area Knowledge (New York)Fair
ComputingMediocre
HistoryMediocre
(Outre - 1 pt.)
ResearchGood
CryptographyFair
OccultMediocre
GadgeteerMediocre
(Combat - 1 pt.)
Unarmed CombatGood
BlowgunMediocre
Firearm (needle gun)Fair
DodgeMediocre

Roger grew up in the streets of New York. He spent more time in the streets than he did at home. He got into mischief, but nothing serious, still maintaining a sense of right and wrong. He graduated from high school (barely) and looked for a job that would keep him in the city he loved so much.

Keeping an ear open to the workings of the busy city life led him naturally to a career in reporting. He was privy to stores and events that other people could only guess lie beneath the surface of the busy metropolis. Finally getting a job at a mid-sized newspaper Roger found himself witnessing some strange events that he could never convince anyone actually happened. He has seen spirit activity in some of the older houses that line the residential district. He watched as an ancient mummy came to life in the local museum, only to be stopped by several archaeologists, that mysteriously disappeared soon after the event. Roger's reporting got more than one corrupt political official removed from office. After following his articles, a NAGS operative pegged him for recruitment in part due to his persistence and ability to dig until he gets the truth.

His brash style and lack of tact never helped much. Some of these stories barely got printed but only on the back page, and even then heavily edited for content. Roger is very much at home in the jungles of the city, able to handle himself in the toughest neighborhoods. He is known to show up at crime scenes, ready to talk to anyone who might have been a witness. He never carries a notebook, relying on his fantastic memory to recall all the details, especially ones that may have escaped the notice of the police force. Roger is not on good terms with the Chief of Police, who considers him a pest and troublemaker. More than once Roger has been threatened with going to jail for interference.

Victor Tentamore, NAGS Gadgeteer (oceanography)
Attributes
Perception:Good
Reasoning:Great
Resolve:Fair
Strength:Mediocre
Dexterity:Fair
Vigor:Fair
Gifts
Absolute Direction, Acute Sense (eyesight)
Faults
Obsession (proving the existence of Atlantis), Phobia (cats)
Skills
(Technical - 2 pts.)
GadgeteerGreat
ComputingFair
MechanicGood
(Knowledge - 2 pts.)
Science (biology)Good
CartographyGood
ResearchFair
Area Knowledge (Great Barrier Reef)Good
Language (Latin)Fair
History (Greek)Mediocre
(Investigation - 1 pt.)
LegerdemainMediocre
PhotographyMediocre
TrackingFair
SurveillanceGood

Victor (or "V" as he's affectionately known) is an oceanographer of high status. Ever since he was little, the study of the ocean and aquatic life has fascinated him. His room used to be filled with pictures he drew of marine life and underwater ships. Upon reading the story of Atlantis, his life goal became clear...to prove that it did exist. He believes firmly that Atlantis was real and would love to be the one to find it.

Upon entering university, his love of the ocean came to the fore. He was one of the top students in his class, but his thesis on Atlantis earned him a reputation as being a little "off". After graduation, he worked for the National Marine Society and contributed much to the study of whales and sharks. Personally, he has helped to catalog more than 20 previously unknown species of marine animal. He continued his work on Atlantis, secretly on the side, where none of his collegues would notice.

His oceanographic studies brought him to the notice of NAGS, where he was able to indulge his Atlantis theory and have access to the best underwater scientific equipment he could have. He was assisting a "consultant" from NAGS with exploring an incredible underwater ruin, when his help in underwater travel proved invaluable to the case. During the return to the surface, the consultant offered Victor an amazing "job offer". Victor resigned the moment he reached the surface. In return for being allowed to continue his work, he provides NAGS operatives with the tools they need to handle any kind of underwater situation.

He's outgoing and charming, but tends to keep to the background unless he's needed. Whenever anything related to the ocean is mentioned, his personality comes forth and he becomes the eager participant. Victor's more than happy to discuss Atlantis, but gets easily offended when told that it's only a myth. He has actually collected quite a bit of proof, but nothing concrete has presented itself ...yet. He's more at home under the water than above it, and his quarters are usually decorated with sketchings of various marine life and submersables. He is always eager to go along with NAGS operatives in his submersable ships and navigate. In the errie depths of the water, he can make his way around quite easily just from the feel of the currents.

Randall Standish, NAGS Photojournalist
Attributes
Perception:Good
Reasoning:Good
Resolve:Fair
Strength:Mediocre
Dexterity:Fair
Vigor:Good
Gifts
Privilaged Upbringing, Favers Due
Faults
Curious, Combat Paralysis
Skills
(Investigation - 3 pt.)
PhotographyGreat
SurveillanceGood
TrackingGood
StealthGood
TrapsFair
DiscernFair
DisguiseFair
CamouflageFair
(Social - 2 pt.)
DiplomacyGood
PersuadeGood
EtiquetteFair
FlirtFair
WitFair
BargainFair

Randall grew up in a very well-to-do family. He had been fascinated by the camera ever since he first saw one at a sitting for a family portrait. He bought one and started taking pictures everywhere he could. He became more and more interested in pictures taken from all over the world. His family wasn't too supportive of his new lifestyle, claiming that "People of your status do not fool around with silly toys and go wandering all over the world." Randall wanted to see what lay outside the walls of the family home. To his parents chagrin, he renounced any family titles and went out with his camera in search of life beyond his home.

His travels took him all over the world, his family status still allowing him access to places that were difficult for other photographers to get to. He was able to convince the chief of a tribe in the Congo to allow him pictures of their sacred "right of passage" where the boys of the tribe become full fledged men and hunters of the tribe. He got some spectacular shots of the animal killing ceremony, where the boy must kill the game with their bare hands. It was these kinds of photos that brought him to the attention of NAGS.
His photos became popular, even amongst NAGS circles. He has photographed dinosaurs that still live in the remote areas of the Amazon. Upon traveling to Italy, he has documented ruins that show the history and works of DaVinci. His photos of the Himalayas have not yet proven the existence of the Yeti, but he feels like he is close.

Randall is a friendly sort, able to get along with almost everyone. He uses his influence and natural charm to convince people to grant him access to areas that are almost impossible for anyone else. He has even used this charm to gain access to crime scenes in Chicago. He is a terrible fighter, having no experience in it whatsoever. He prefers to leave that to people who know what they're doing. From his travels, Randall is not afraid of getting dirty, but still likes to live the comfortable lifestyle, enjoying a cup of tea in the middle of some forsaken wilderness when he's on assignment.

John Stone, NAGS Adventurer
Attributes
Perception:Fair
Reasoning:Mediocre
Resolve:Good
trength:Great
Dexterity:Mediocre
Vigor:Good
Gifts
Absolute Direction, Rapid Healing
Faults
Phobia (spiders), Impulsive
Skills
(Athletic - 2 pt.)
ClimbingGood
Move QuietlyGood
DivingFair
Survival (forests)Fair
ThrowingFair
TrackingFair
(Combat - 2 pt.)
ArcheryGood
PistolGood
Melee WeaponFair
Unarmed CombatFair
DodgeFair
Fast DrawFair
(Unusual (narrow) - 1 pt.)
Find/Set/Remove TrapsGood
StealthMediocre

John grew up in a typical middle-class home. His family had enough money to be comfortable, but they were not rich by any means. John's dad worked in the factory, working all shifts available. His mom did laundry in the home for others. It was a happy family, but nothing out of the ordinary compared to other families. John always considered this lifestyle to be boring, and seeked adventure wherever he could find it. He had a natural aptitude for exploring and wanted to see the far away places that he saw in the cinemas.

When he became older, he left home and stowed away on a merchant ship that traveled all over the world. He learned a lot of things from his shipmates, including weapons use. He never wanted to hurt anyone, but was not afraid to use it if he had to. Whenever they were at port, John would disembark and after the work was done, he would spend time wandering through the streets learning the culture and looking for the hidden areas that only the natives knew. He became a popular figure in several seaports around the globe.

After getting enough experience aboard ship, he disembarked for the last time and never returned. He put himself up for hire, getting the artifacts and items that others would pay handsomely for. He never took a job that would cause harm to others. Upon learning that his employer had a bigger "boss" above him, who wanted to pillage a sacred site, John took it upon himself to go against his employers and steal his artifact back from their own hideout, returning it to the natives. Also in the gang's group was a NAGS operative, undercover. He was hoping to get back the same artifact. The operative hung back, watching John, to see if he was the kind of stuff that NAGS was looking for. Shortly after that, John was recruited and given the opportunity to travel the world and work only for the best employers.

John has spent enough time in the remote parts of the world that he is comfortable almost anywhere except the big city. Town life bores him easily, being a man of action. He is never lost and knows exactly where he is at all times, especially in the remote jungles of the world. He takes risks when he has to, sometimes leaping into the situation before he has fully sized it up. More than once, he has been caught in a temple's traps only to escape by his wits and physical abilities. If any NAGS group is stationed in the remote wilds of the world, you better believe that John Stone is amongst them.