3.2 -- FUDGE PointsFUDGE points may be used whenever a character
performs an action. They allow a wider range of possibilities and are meant to
help a character be a little more heroic than that dice might otherwise let him.
Note: In most cases, the
FUDGE points must be spent before the die roll, but in some cases you may spend
them after the roll, at double the cost. The GM may disallow any use of FUDGE
points. In combat, the maximum FUDGE points that may be spent per round is 2,
excepting any spent to pass CT or DTs.
- 2 FPs = Perform an Unopposed Skill at your Skill level.
- 1 FP = Add +1 to die roll or Skill level.
- 1 FP = Automatically succeed on CT or DT.
- 5 FP = 1 Item Experience Point.
Also, any time you would make an Unopposed roll, you may choose to either
spend the Fudge Points to get the roll you want, or you may add to the roll.
However, if you choose to roll and then either roll bad or good enough that the
Fudge Points don't make a difference, they are still spent.
SPECIAL NOTE: You may have no more than 14 FUDGE Points for your
character at any time. Any above this number are lost. They may be converted to
Item Experience Points at any time, however.
5.1 -- Experience for information on how to gain FUDGE points.
Item Experience PointsFUDGE points can be used for many things, but
often a PC ends up with quite a store of them. Item Experience Points are yet
another way the player may use FUDGE points to aid her character. At any time,
you may turn 5 FUDGE points into 1 IEP (Item Experience Point). These may be
spent along the following guidelines. These are not the only options for IEP, so
feel free to pose other ideas for the use of IEPs.
Using IEPs does not negate the time or money that would be involved in
gaining the desired attribute (such as the training required to teach a horse a
trick), nor does it negate the Skills needed to effect these changes.
You may have any number of IEPs on your character sheet that are not used,
but remember that you may not trade them back in for FUDGE Points.
Possibilities for IEPs:
Familiarity: Warhorses are high-strung and nervous, and as such
they are often very tempermental around new people, and it takes them a
while to get used to new faces. Each level of familiarity requires that the
previous one already be bought.
- Level One: You may feed and groom the horse, but cannot ride it. Cost 1
- Level Two: You may ride the horse, but it is not really bonded to you,
nor will it be easy to control. Cost 1 IEP.
- Level Three: You and the horse have bonded. You work as one, and the
horse will most likely fight to defend you if you are knocked from it. Cost
Tricks and Specific Attacks: (These require that you or someone
else use Animal Handling to teach the horse).
- Simple Tricks: Coming to a call or a whistle, nodding head on cue,
opening stall door, etc. Cost 1 IEP.
- Simple Attacks: Teaching the horse to do a simple attack, such as a
bite, on cue. Cost 1 IEP.
- Complex Tricks: Fancy gaits (what dressage uses today). Cost 2 IEP.
- Airs Above the Ground: What the Lippizaner horses are taught. These are
behaviors that look very beautiful, but were designed for combat. They
involve the horse coming up on two legs or leaping into the air. Cost 2 IEP.
- Other Animals
- Familiarity This is used mostly for wild animals. One level of
familiarity is requied, at the cost of 1 IEP.
- Tricks: Simple or complex tricks may be taught to any animal
capable of doing them. Cost for Simple trick is 1 IEP; 2 IEP for a complex
- Attacks: Attacks may be taught to any animal capable of doing
that type of attack. Each type of attack must be bought seperately. Cost is
1 IEP if the attack is within the creature's nature. Cost is 2 IEP or more
if the attack goes against the creature's nature.
- Items of Quality: An item of quality has something special about
it. It may be in the materials or in the craftsmanship of the item. IEPs must
be spent when item is bought or commissioned, along with the reason why this
item is a quality item. For each 1 IEP put into the item, the user may remove
1 minus on the die roll for any normal use of the item as it was intended to
- Familiarity with an Item: Use of the same item for long enough will
cause the person to become completely comfortable with it's weight, balance,
tuning, etc. For every 1 IEP put into this item, you become familiarized with
it enough that you remove 1 minus from the die whenever a roll is made, when
using the item normally. You remove one plus on your die roll with every other
item of that exact type though, until you buy off the familiarity of the
original (1 IEP for each put into that item). Thus losing this item would be