Here's a cheat-sheet that I've prepared, which summarizes the basic information that describes a character in my game. The basic system is what is called "Roll vs. a target." To succeed at a task you have to equal or exceed a target number based on the difficulty of the task by adding a Success die-roll to the appropriate Stat or Skill chosen by the GM. I call the system FUDGE-M (which can stand of FUDGE-Modified or FUDGE-Macyfied, depending); with FUDGE it's hard to tell when you've strayed so far from the "base" system that it deserves to be distinguished. Arguably all I've really done is selected an unusual die-rolling method and placed some restrictions on the organization and level of skills, but straight FUDGE it's not....
| body | mind | spirit | charisma |
| Strength (STR) | Will (WIL) | Power (POW) | Charm (CHA) |
| Agility (AGL) | Awareness (AWR) | Intuition (INT) | Empathy (EMP) |
| Health (HLT) | Sanity (SAN) | Soul (SOU) | Personality (PER) |
| level | # | skill level |
| terrible | 1 | aptitude |
| poor | 2 | good aptitude |
| mediocre | 3 | hobbyist/some training |
| fair | 4 | amateur |
| good | 5 | serious amateur |
| very good | 6 | semi-professional |
| great | 7 | professional/black belt |
| Superb | 8 | Master's degree/3rd dan |
| Awesome | 9 | PhD/5th dan |
| Legendary | 10 | World class/Nobel laureate |
| super-heroic | 11+ |
| Types of Die Rolls | Formula | Quick Method |
| Success | ABS(1d6-1d6) | Roll 2d6. Throw out the higher die: the remaining die is the result. (Doubles = 0, except Double 1's = automatic failure, plus roll 1d6 where another 1 is a fumble, Double 6's = critical success) |
| Damage | ND6+/-M | Roll Nd6 and add or subtract M (e.g. 2d6-1, roll two six-sided dice and subtract 1 from the result) |
| Quality | 1d6-1d6 | Roll 2d6 (one red, one white). Same as above, but if the remaining die is red, it's a negative number. |
|
Roll |
Chance |
Cumulative Chance |
|
0 |
16.67% |
16.67% |
|
1 |
27.78% |
44.44% |
|
2 |
22.22% |
66.67% |
|
3 |
16.67% |
83.33% |
|
4 |
11.11% |
94.44% |
|
5 |
5.56% |
100.00% |
| Difficulty | Description |
| 1 | Trivial. Anyone with any aptitude can do it |
| 2 | Easy. If you know how, or even if you don't |
| 3 | High-school stuff |
| 4 | High-school stuff, if you paid attention |
| 5 | Routine for the skilled hobbyist |
| 6 | Routine for a semi-pro |
| 7 | Routine for a pro |
| 8 | Requires at least some training for any hope of success |
| 9 | Requires a good amount of training |
| 10 | Have to be semi-pro or better |
| 11 | Impossible for anyone but a pro (and none too easy for them) |
| 12 | One-in-twenty shot for a Master |
| 13 | One-in-twenty shot for a Master/3rd Dan |
| 14 | One-in-twenty shot for a PhD/ 5th Dan |
| 15 | Impossible unless you're among the world's best |
| 16 | Impossible unless you're better than the world's best |
| 17 | Impossible unless you're a demi-god |
| 18 | |
| 19 | |
| 20 | Impossible. Can't be done. Not no way, not no how. |