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Fudge® Rules for Kalyr

While I have always run Kalyr games using the GURPS rules, I have been considering trying Fudge for my on-line games. For those that have never heard of the game, Fudge is a free RPG published by Grey Ghost Games. The text of the game can be downloaded for free from www.fudgerpg.com, or you can buy the printed version published by Grey Ghost Games.

Fudge is very much a game designed for dramatist story-centric games rather than the more detailed 'simulationist' approach of games like GURPS, or (shudder) the skirmish wargames approach of games like AD&D. One of the major features of the game is that it has no fixed list of attributes and skills; the GM, or even the players are encourage to define their own lists of attributes and skills appropriate for the genre and world of the game.

From this point on, I'm going to assume you've either read the Fudge rules, or are at least familiar with the basic concepts of the game.

(For some 'generic' GURPS-to-Fudge conversion rules, see my conversion page)

Attributes

We have eight attributes, three physical, three mental, and two social.

There are no attributes called Dexterity or Intelligence; this isn't to say they don't exist, but they are better represented by a character's physical and mental skills. If you want an agile character, give him or her decent levels in two or three physical skills; for an intelligent character, do the same with mental skills. For a clumsy or stupid character, just take 'Clumsy' or 'Stupid' as faults!

All attributes are on the standard Fudge seven point scale: Terrible - Poor - Mediocre - Fair - Good - Great - Superb. An completely "average" person is Fair in each attribute.

Of course, player characters are expected to be a little better than that! Player characters start with four extra levels, allowing you to have four of the eight attributes at Good, or two at Great, or any combination you choose. You can also lower some of the Fair attributes in order to raise others. You can also gain additional levels by taking faults, or trade levels to gain gifts, at a rate of one gift or fault for two attribute levels.

Note: While kandar have, on average, slightly lower strength than humans, the difference isn't really great enough to warrant different scales.

While most attributes are fairly self-explainatory, Nobility and Rank benefit for further explanation:

NobilityExamples
TerribleOutcast, barbarian
PoorSlave, street scum
MediocreHuman freeman
FairKandar freeman, human citizen
GoodKandar citizen
GreatKandar nobleman from lesser clan
SuperbKandar nobleman from greater clan
LegendaryEmperor of Vohrleyn

RankExamples
TerribleOutcast, exile.
PoorNo association with any guild, temple, legion or equivalent.
MediocreGuild apprentice, student priest, legion recruit
FairGuild journeyman, junior priest, junior legion officer, minor bureaucrat.
GoodGuild Master
GreatVarakeyr or Lakentyr of a major city
SuperbTharn of major city, Academy of the Mind Hierach, One of the Karazthan "Twelve".
LegendaryEmperor

Skills

Skills are rated on the same seven-level scale as attributes, but skills default to Poor. There are three ways to determine the skills for a beginning character.

The first way is simply one assign one skill Superb, two to Great, four to Good, and five to Fair, in much the same manner as the simple method for assigning attributes. Any skill not listed on the character sheet is assumed to be Poor.

The more flexible method is to assign 40 levels in individual skills.

A third, more complex method is to use the prior career system.

Note that there is no explicit connection between skills and attributes. This does not mean they're completely unconnected, though: a character with high skills in a certain area should have decent scores in those attributes might affect it - the difference between Fudge and systems like GURPS is that it relies on the GM's and player's common sense rather than an explicit game mechanic to enforce this.

The following list of skills is not intended to be an exhaustive list. If you can't find the skill you're looking for, define a new one.

Combat and Weapon Skills

Armed Combat

Combat skills represent styles rather than specific weapons; it's possible for someone trained to fight with a sword to pick up a club, and wield it as though it was a sword.

Missile Combat

These skills include the basic care and maintenance of the weapon as well as the aiming and firing.

Unarmed Combat

Combat-related skills

Social Skills

Athletic Skills

Professional Skills

Vehicle Skills

Knowledge Skills

Outdoor and Stealth Skills

Medical Skills

Artistic Skills

Gifts and Faults

A gift is any ability or talent that isn't obviously covered by an attribute or a skill; examples are empathy with animals, ambidextrous or contacts in important organisations. Psionic powers count as gifts.

A fault is the opposite of a gift; something which affects a character in a negative way. Examples are personal codes of honour, negative personality traits, phobias, enemies, physical disabilities.

I haven't provided a list of ready-made gifts and faults, players are instead encouraged to be creative, and come up with own.

Psionics

The existing psionics page describes the psionics powers used in my GURPS games; I will summarise the basics here:

Powers

There are four basic powers, referred in the Kalyr as ways. Each way is a separate power, rated on the standard Fudge scale, defaulting of course to nonexistent. It costs one Gift to gain a power at Terrible. You can then spend additional attribute levels to raise the power to a level when you can do something useful with it.

Skills

In addition to powers, characters required the skills to use them. Skills are much more narrowly defined. Note that one or two skills require more than one power. All psionic skills start out as nonexistent, and require a skill level to raise them to Poor!

This is only a draft list at present

Way of the Will

Way of Vision

The Way of Restoration

The Way of the World

For most skills, the character's power determines the magnitude of the effect, while the skills determines the finesse: for example, for an illusion the size of the illusion depends on power, but how believable the illusions is to an observer depends on the skill.

Game Rules

Use of any psionic ability against a living target an opposed roll between whatever skill the psionic uses, and the target's Willpower or Health, depending on whether the psionic ability targetted mind or body.

The target also gets a roll on perception to see if he or she notices the attempt.

A psionic character may choose to trade power for skill during play, on a "1 up, 2 down" principle


All material © Tim Hall, 2000 unless otherwise stated.
Fudge is © Steffan O'Sullivan, published by Grey Ghost Games.
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