Thursday, April 1, 2004

Fudge: Simplifying Gatecrasher Tech & Wizardry

As written in the Gatecrasher Science Fantasy Adventure game, Tech and Wizardry levels are rated from -10 to +10, with -10 being a near complete absence of Tech or Wizardry, and +10 being the penultimate Tech or Wizardry achievements. We want to distill those levels down to a normal Fudge Terrible...Fair...Superb track. Since there are 21 individual levels of Tech or Wizardry from -10 to +10, and seven levels on the normal Fudge track, a simple division operation results in three numeric levels of Tech or Wizardry per Fudge level as shown in the table below.

Tech/Wizardry level Fudge level
-10 to -8 Terrible
-7 to -5 Poor
-4 to -2 Mediocre
-1 to +1 Fair
+2 to +4 Good
+5 to +7 Great
+8 to +10 Superb

A description of each Tech and Wizardry level appears in the table below.
Level Tech Wizardry
Terrible Stone age environment.People live simply and have only basic machinery and simple buildings. Extremely primitive.Magic works more by luck than skill, and uses large amounts of power.
Poor Classical/medieval/Renaissance locale; the realms of swords-and-sorcery adventure. While the basic laws of magic are not defined, magicians can manipulate those laws at a low level.
Mediocre Early industrial age environment, characterized by rapid social change as primitive societies adapt to new ways of life. The basic laws of magic are codified.Magic becomes safely usable.
Fair Late industrial age, very similar to the world in the 20th century.Space flight begins. More experimentation and research into the workings of magic.
Good Primitive spacefaring culture; relies more on brute force than engineering skill to maintain homes on hostile worlds. Blunt manipulation of reality becomes regularly possible, and matter can be created in violation of natural laws.
Great Describes an advanced spacefaring culture with a highly developed technology. Magically warping space is possible, and permanent Gates are built.Magic can be used by common folk to improve their lives.
Superb Technological methods to measure magical energy.Limits of current Lunar technology. Ultimate understanding of physical magic.Almost any magical effect can be wrought with enough power and preparation.

It should be fairly easy to plug the new Tech and Wizardry levels into the existing Gatecrasher rules. When the Tech and Wizardry levels are called into play, simply substitute the proper Fudge level for the numeric Tech or Wizardry level stated in the rules. For example, Earth would have a Tech level of Terrible to Poor and a Wizardry level of Poor to Great.

How are homeworlds affected?

As written, the Gift or Fault cost of the homeworld is calculated by adding the homeworld's Tech and Wizardry levels. That is still done, but use the regular Fudge level's value instead of the -10 to +10 value and determine the cost according to the table below.

Combined Tech/Wizardry Cost
-3 2 Faults
-2 to -1 1 Fault
0 Free
+1 to +2 1 Gift
+3 2 Gifts

As stated in the Gatecrasher rules, Stardard Gravity still costs an additional Gift and Zero Gravity is worth one Fault. So, as an example, a homeworld of Himalia would cost 1 fault: Tech = Great (+2), Wizardry = Poor (-2), (+2) + (-2) = 0, Zero Gravity = one Fault.

How is Magical Effect affected?

When using the revised Tech and Wizardry rules, the character's Magical Effect takes on a normal Fudge level as per the table below.

Id Magical Effect
Terrible Superb
Poor Great
Mediocre Good
Fair Fair
Good Mediocre
Great Poor
Superb Terrible

Using this table, it should be easy to determine if a character's magic will work on technology - if the character's Magical Effect is of a level equal to or greater than the Tech level, the magic works reliably. If the Tech level is greater than the wizard's Magical Effect, make an opposed roll with the difficulty level equal to the Tech level. For example, a wizard with an Id of Great has a Magical Effect of Poor. Should that wizard attempt to cast a spell on a device with a Tech level of Poor or Terrible, the magic would work reliably; if the device has a Tech level of Fair, the wizard must make a Magical Effect roll with 4dF and roll at least a +2.

How are Magic Points affected?

Instead of the Magic Points Table used in the Gatecrasher rules (page 15), use the table listed below. Compare the character's Id along the top axis of the table and to the character's Wizardry along the left axis. The character's Magic Point total can be found where the two traits intersect.

Terrible Id Poor Id Mediocre Id Fair Id Good Id Great Id Superb Id
Terrible Wiz 1 6 11 16 21 26 31
Poor Wiz 7 12 17 22 27 32 37
Mediocre Wiz 13 18 23 28 33 38 43
Fair Wiz 15 20 25 30 35 40 45
Good Wiz 16 21 26 32 37 42 47
Great Wiz 19 24 31 38 43 48 53
Superb Wiz 22 27 37 44 49 54 59

Designation of Product Identity: the terms "Gatecrasher" and "Gatecrasher Science Fantasy Adventure" are designated Product Identity as outlined in section 1(e) of the Open Game license. "Gatecrasher" and "Gatecrasher Science Fantasy Adventure" are copyright 1985, 1992 by Micheal Lucas, copyright 2005 by Seraphim Guard, used with permission.


Designation of Open Game Content: except for terms designated as Product Identity above, the text of this post is designated Open Game Content as outlined in section 1(d) of the Open Game License.

Sunday, February 1, 2004

Fudge: Hit Point Track

Some Fudge gamers prefer a bit of crunchiness to their Fudge, and some don't. For those who don't, the "vanilla" Fudge wound tracking is a perfect solution. For those who do, the "vanilla" track leaves a bit to be desired. With that in mind, those who prefer a bit more crunchiness in their game can use the hit point track instead of the wound track.

As with "vanilla" Fudge, the hit point track assumes some sort of damage capacity attribute. This could actually be Damage Capacity, or it could be something else, such as Health, Constitution, Endurance, or another attribute. Further, using the hit point track, the "vanilla" Fudge wound track is replaced with a "standard" level track as shown below.

Terrible Poor Mediocre Fair Good Great Superb

On the character sheet, the level of the character's damage capacity attribute is circled - this indicates the maximum damage that the character can take. Further, a number of check-boxes (or hash-marks, or circles, or whatever) is filled in below each level on the hit point track, according to the table below.

Level Checks
Superb 4
Great 4
Good 3
Fair 3
Mediocre 2
Poor 2
Terrible 1

Following that table, a character with a fair damage capacity attribute would have three checks per level. The complete hit point track would appear as below.

Terrible Poor Mediocre (Fair) Good Great Superb
O O O O O O O O O O O O O O O O O O O O O

When a character takes damage, a number of checks are marked on the hit point track, starting from Terrible and moving up through the circled level on the hit point track of the character's damage capacity attribute. This indicates how much damage the character has taken. During game play, as with any other Fudge attribute, skill, or even the "vanilla" wound track, it can be referred to with words - "Wow, my character has taken a Poor amount of damage".

An example of this follows - should a character take two points of damage, the first two points of the hit point track would be checked off, as shown below. This character has taken a Terrible amount of damage.

Terrible Poor Mediocre (Fair) Good Great Superb
X X O O O O O O O O O O O O O O O O O O O

When a character takes enough damage to move their total damage taken into the next level, that character is stunned and is at -1 to all actions for an amount of rounds equal to the new level of damage taken.

For example, if the character with the hit point track above took two more points of damage, his hit point track would appear as below. That character has taken a Poor amount of damage and is at -1 for two rounds - one for the Terrible, and one for the Poor.

Terrible Poor Mediocre (Fair) Good Great Superb
X X X X O O O O O O O O O O O O O O O O O

When a character takes enough damage to completely skip a level, the character is incapacitated. An incapacitated character is effectively unconscious.

As an example, if the character with the hit point track above took 6 more points of damage, his hit point track would appear as below. The character would have then taken a Fair amount of damage, and would be incapacitated. Further, the character would be extremely close to death.

Terrible Poor Mediocre (Fair) Good Great Superb
X X X X X X X X X X O O O O O O O O O O O

Finally, when a character takes enough damage to place his hit point track at the same level as his damage capacity attribute, that character is at -2 to all actions. When a character takes enough damage to place his hit point track at the level prior to his damage capacity attribute, the character is at -1 to all actions. These penalties are cumulative with other penalties for wounds.

So, a character with a hit point track as below, having just taken two points of damage - giving him a Mediocre amount of damage - would be at a net -2 for three rounds (-1 for being one level below his damage capacity on the hit point track and an additional -1 for reaching Mediocre damage) and -1 thereafter. (for being one level below his damage capacity on the hit point track)

Terrible Poor Mediocre (Fair) Good Great Superb
X X X X X X X O O O O O O O O O O O O O O

Under normal circumstances, one level of hits on the hit point track is healed naturally every game week. 

Designation of Open Game Content: the text of this post is designated Open Game Content as outlined in section 1(d) of the Open Game License.