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Fudge-TA-Style


The World of Teara Adan


Characters and Character Traits

The Teara Adan setting uses the following trait scale:

Legendary (+5)
Epic (+4)
Superb (+3)
Great (+2)
Good (+1)
Fair (0)
Mediocre (-1)
Poor (-2)
Terrible (-3)
Abysmal (-4)

Character Creation

Teara Adan uses the objective character creation method. This is explained in the next section of the Players Guide. Trading, if allowed by the GM, is also explained there as well.

Scale — Strength and Mass

Some characters or creatures have certain attributes that are way beyond the human norm. Prime examples include Strength, Mass, and Speed. Such attributes are rated in Scale, which acts as a modifier in interactions between creatures or items of different Scale.

Teara Adan is a human-based game, Human Scale is 0. A race of greater-than-human average strength would be Scale +1 Strength or more, while a race of lesser average strength would be Scale –1 Strength or less. Individuals are then of Fair or Good Strength, etc., relative to those of their own Scale.

To calculate appropriate Strength/Mass Scale values, figure that each level of Strength Scale represents an increase of about 1.5 times the Strength and Mass of the previous Scale level. This is because the Fudge core rules define each level of Strength (from Terrible to Superb) to be 1.5 times stronger than the previous level. (This progression isn’t necessarily true for other attributes. Superb Dexterity is only about twice as good as Fair Dexterity, and each level of Speed is 1.2 times faster than the previous level.) Strength Scale increases at the same rate: a Scale 1 Fair Strength individual is 1.5 times stronger than a Scale 0 Fair Strength individual.

Note that Scale 1 Fair Strength is not exactly equal to a Scale 0 Good Strength — Scale really measures Mass, or Density, and affects how easily a creature may be hurt. A Scale 1 Fair Strength fighter has an advantage over a Scale 0 Good Strength fighter, even though their Strengths are equal. The Scale 1 fighter is less affected by the other’s damage due to his greater mass.

Action Resolution

For any action the player character wishes to perform, the GM must determine which trait is tested. (This will usually be a skill or an attribute.) If the action is unopposed, the GM determines the difficulty level. Some actions are so easy that the character succeeds automatically; others are impossible (no rolls needed).

Unopposed Actions

When a character performs an action that isn’t influenced by anyone else, it is referred to as an unopposed action. Examples include jumping a wide chasm, climbing a cliff, etc.

Difficulty Level: The GM will set a difficulty level when a character tries an unopposed action. Usually the difficulty level will be Fair, but some tasks are easier or harder. Rolled Degree: This refers to how well a character does at a particular task. If someone is Good at Climbing in general, but the die roll shows a +1 to the character’s skill, then the rolled degree is one level higher than the character’s skill level — Great, in this case. Rolled degrees from Superb +1 to Superb +4 are possible; a GM may thus set a difficulty level beyond Superb for nearly impossible actions. Likewise, there are rolled degrees from Terrible –1 down to Terrible –4. The GM should use her imagination in determining the consequences of such abysmal failures.

Opposed Actions

Actions are opposed when other people (or animals, etc.) may have an effect on the outcome of the action. In this case, the player of each contestant rolls some dice, and the results are compared to determine the outcome.

Relative Degree: This refers to how well a character did compared to another participant in an opposed action. The relative degree is expressed as a number of levels. If a PC gets a rolled degree result of Good in a fight, and his NPC foe gets a rolled degree result of Mediocre, the PC beat his foe by two levels — the relative degree is +2 from his perspective, –2 from hers.

Fudge Dice and Other Random Generators

Fudge dice are six-sided dice with two sides marked + (+1), two sides marked - (–1), and two sides left blank (+/- 0). Rolling four Fudge dice (4dF) gives results from –4 (sub-Terrible) to +4 (trans-Superb). Fudge dice are the primary method in use in the Teara Adan setting. The number of dice rolled is never less than four but can be more based on the trait rank and the use of Fudge Points.

To determine the result of an action, consult the following table based on the trait rank being tested and roll the dice:

Legendary (Roll 9df, keeping the 4 highest dice)
Epic (Roll 8df, keeping the 4 highest dice)
Superb (Roll 7df, keeping the 4 highest dice)
Great (Roll 6df, keeping the 4 highest dice)
Good (Roll 5df, keeping the 4 highest dice)
Fair (Roll 4df)
Mediocre (Roll 5df, keeping the 4 lowest dice)
Poor (Roll 6df, keeping the 4 lowest dice)
Terrible (Roll 7df, keeping the 4 lowest dice)
Abysmal (Roll 8df, keeping the 4 lowest dice)

Alternatively, one may use d6's. As these are available everywhere. When using d6's the difficulty becomes a target number of the total dice rolled.

Difficulty of Trait
Legendary (35)
Epic (30)
Superb (25)
Great (20)
Good (15)
Fair (10)
Mediocre (5)
Poor (1)
Terrible (n/a)
Abysmal (n/a)

Number of dice (d6's to roll)
Legendary (Roll 8d6)
Epic (Roll 7d6)
Superb (Roll 6d6)
Great (Roll 5d6)
Good (Roll 4d6)
Fair (Roll 3d6)
Mediocre (Roll 2d6)
Poor (Roll 1d6)
Terrible (0 - but it is considered to have 1 die rolled with the result of 2)
Abysmal (0 - impossible to make a roll without fudge points)

Wounds

Combat damage to a character can be described as being at one of seven stages of severity:
Undamaged (no wounds at all)
Just a Scratch (no real game effect)
Hurt (–1 to traits)
Very Hurt (–2 to traits)
Incapacitated (only the most basic actions allowed)
Near Death (unconscious; death without medical help)
Dead

Determining Wound Levels: Fudge offers many ways to track combat damage. The Objective Damage System assumes each character will have an Offensive Damage Factor (the total of modifiers, including any applicable Strength and Scale bonuses, that reflects the deadliness of the weapon used) and a Defensive Damage Factor (the total of modifiers, including Scale and armor, that reflects the character’s ability to withstand or avoid damage). To determine how much damage is done in a given combat round, the following formula may be used:

Winner’s Relative Degree + Offensive Damage
Factor – Loser’s Defensive Damage Factor

Damage 1 - 2 3 - 4 5 - 6 7 - 8 9+
Wounds Scratch Hurt Very Hurt Incapacitated Near Death

Most characters can withstand three Scratches, one Hurt, and one Very Hurt. Further Scratches are marked as Hurts, further Hurts are marked as Very Hurt, etc. For more cinematic games, GMs may adjust the wound boxes, allowing two Hurts instead of one, for example.

There is also a similar scale for pain which would be the following:

Pain Rating 1 - 2 3 - 4 5 - 6 7 - 8 9+
Severity Annoying Uncomfortable Dreadful Horrible Agonizing
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