FUDGE-M

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....

Stats

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)

Skill Levels

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+  

Die Rolls

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.

Probabilities

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%

Target Difficulties

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.

Joshua Macy
Last modified: Sat Jan 17 15:42:15 Eastern Standard Time 2004