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Disclaimer

The following materials based on Fudge, entitled EZFudge, are created by, made available by, and Copyright 2001, 2002,
2006 by W. Robert Portnell. The rules for superhuman powers are created by, made available by, and Copyright 2006 by
Robert J. Garitta and used here by his kind cooperation. The contents of this document are not necessarily endorsed in any way
by Grey Ghost Games or any publisher of other Fudge materials. Neither Grey Ghost Games nor any publisher of other Fudge
materials is in any way responsible for the content of these materials unless specifically credited. Fudge materials Copyright
1992-1995, 2005 by Grey Ghost Games, All Rights Reserved. Original Fudge Author: Steffan O'Sullivan.

Introduction
This document sketches in briefest terms my house rules for Fudge. Here are the principles which guided me in the design
choices made for this flavor I call EZFudge:

The relevant rules formulas and character information should all fit on one side of a letter-sized piece of paper (without
requiring an electron microscope to read!).

Player calculations must be transparent and completed before play begins. (This pertains mostly to combat.)

All other calculations should be obvious or kept in source material accessed only by the game master (me).

EZFudge was first released as a two-page essay-plus-character sheet on how I'd play Fudge. In the four years which followed,
my plans for the game changed repeatedly: from the essay to a Fudge supplement to a standalone game with supplements to a
all-in-one game. After all of this, I have thrown up my hands and given up. This final version returns to the essay format but
with better and longer rules material, more cross-referencing, and some fun doodads.
I am deeply indebted to Robert J. Garitta for his work on the superhuman powers rules. They make a grand addition to the
EZFudge framework, so grand that I've only paraphrased them here. They get the full treatment in "EZFudge: Powers Recipes."

I assume the game master has a good working familiarity with Steffan O'Sullivan's Fudge book, available for download from
http://www.fudgerpg.net; any edition will do. References to this book will appear in chapter & section numbers - for example,
(1.6). See the closing section "About Fudge" for more information.

Each player will need a copy of the Character Sheet and a set of Tactics Cards. A current copy of "Fudge In A Nutshell" may be
of use. The Character Sheet is designed to group related ideas and operations. It may look scary, but it's actually very simple
once play begins.

I strongly recommend the use of honest-to-goodness Fudge Dice. The alternate methods in (3.22) will serve in a pinch. As a
last resort, I've included a set of counters which can be cut out and put in a hat or bowl. Draw one and only one for each Fudge
roll, read it, and then return the slip to the container.

Building EZFudge Characters


Let's briefly review the principles of assembling player characters within the scope of EZFudge. It may be convenient to follow
along on the Character Sheet. It's an an objective character creation (1.6) model, which I prefer for its balance and stability.

Skills

EZFudge skills are very broad and thematic rather than categorical. What'd he say? He said that rather than using the "extremely
broad" skill categories from Fudge, we will use categories that correspond to job titles. (We'll still call them skills for
consistency.) The game master must be prepared to make many interpretation calls on whether or not a given skill (or skills)
might be used in a given situation. The typical player character gets 10 points for purchasing skills; the default rank is Poor (-2).
Beginning characters may have only one skill at Superb (+3) rank. Costs of skill purchase are indicated on the character sheet
Skill Costs table (the "Buy" column).

Typical fantasy skills might include: fighter, knight, scout, ranger, thief, cleric, alchemist, con artist, artisan, merchant, bard,
jack-of-all-trades, sage, wizard (requires gift, see Magic section).

Typical modern skills might include: investigative reporter, police, private eye, soldier, occult investigator, spy, dilettante, hacker,
martial artist, bodyguard, performer, game designer.

Typical sci-fi skills might include: diplomat, captain, pilot, navigator, engineer, mercenary, scientist, scout, merchant, spy,
mechanic, telepath, warrior, bureaucrat, noble, pirate.

These lists should in no way be considered definitive or mutually exclusive. There is plenty of room for scientists in the modern
milieu or for pirates in a fantasy game. As a rule, if multiple skills can bear on a skill, use the rank of the lowest for task
resolution.

Attributes
I prefer four attributes, the products of cross-referencing "physical/mental" and "power/finesse." This gives us:

Body = physical/power, raw strength, endurance

Agility = physical/finesse, reflexes, hand/eye coordination

Mind = mental/finesse, reason, perception, memory

Will = mental/power, spirit, focus, chutzpah

Use these (at a -2 penalty) in place of skills if no skill can be brought to bear (a rare occurrence) or when natural ability counts
more than experience/training (more often). The typical player character gets 2 free ranks of attributes; the default rank is Fair
(0).

Mass Scale loosely reflects the Strength/Mass Scale (2.31). I list it as an "attribute," but it is assigned by the
game master based on the character's race, gifts or faults. The Speed Scale is not invoked in these rules, but the
game master may use it for reference during play.
Resilience is EZFudge's "damage capacity" trait (4.52). Resilience is equal to (Body + Will)2. (Drop any
fractions.)

Gifts and Faults


Gifts and faults are little changed. The typical player character gets two free gifts. Faults may be taken to improve other traits or
add new traits. 1 fault corresponds to 1 gift, 2 ranks of attributes, or 4 points of skill-buying power.

Exchanging Traits

Traits and ranks may still be exchanged. 1 gift corresponds to 2 ranks of attributes or 4 skill-buying points. 1 rank of attributes
corresponds to 2 points of skill-buying power.

Fudge Points
Typical player characters begin with 3 to 5 Fudge Points, depending on game master preference. Uses for Fudge Points are
described below.

Equipment & Combat Gear


There is no rigorous method in EZFudge for accounting belongings. Game masters should exercise fair judgement in allowing
belongings, taking into account the character's skills (profession), gifts and faults. The game master will assist the player in
completing the Offense Factor (OF) and Defense Factor (DF) tables. (Game masters, refer to (4.54) and (4.4) or reference
screen panel D for info.)

Description & Background


As usual, these are left to the player's creativity with the game master's guidance.

Race Rules
The game master should create his player character races in advance, using any combination of gifts, faults and attributes that
appeals. Emphasize to the player as he begins his character that his ranked traits are relative to those of his own kind. Then, as
the final step to making the character, apply the race package to get the "absolute" rankings and traits. Afterwards the player may
make further trait-trades, but he may not trade a racial trait out of existence.

Let two principles guide your race designing. The first is "enough but not too much." Make the races distinctive and flavorful,
but don't lard on so many traits that the player's character concept is buried so that all, say, all Hanglons look alike. The second
principle is "Balance is good, but story is better." It's okay if the race's faults don't exactly offset their better traits (or vice-
versa). A small trait list plus appropriate design mean no race will be so attractive (or unattractive) that it will dominate (or
vanish from) player consideration. Mass Scale counts as an attribute for balancing purposes.

A set of fantasy races might look like this:

Dwarves: +3 Body, -1 Mass Scale, Miserly fault.

Elves: 1 rank of Archer skill, +1 Agility, Danger Sense gift and the faults Vain and Bad Reputation (Snobs).

Halflings: +1 Will, -1 Mass Scale, Hard to See gift, Compulsive Gluttony fault. (Hard to See is a special racial gift, adding
one to the difficulty of anyone noticing a Halfling if he doesn't want to be noticed.)

Humans: +1 Mind, +2 skill buy points, and the Stubborn fault. (No, +1 Mind doesn't mean that every human is smarter
than every Elf. It does mean that, as a group, humans tend to be more creative, imaginative, or curious than a similar
group of another race.)

Fudge Point / Experience Point Rules


Fudge Points are earned through engaged and entertaining play. Game masters should be generous in rewarding clever dialogue,
exciting actions, and thoughtful character play. There should also be an award to the entire party at the end of an adventure,
reflecting their success (or lack thereof) in the story. Finally, I like to give Fudge Points for lucky rolls: 2 FP for a natural (+4)
and 1 FP for a natural (+3).

Fudge Points may be spent (1) to improve a die roll: 1 Fudge Point per point adjusted (1.36, opt. 2) (2) to mitigate a
wound: 1 Fudge Point per wound category adjusted (Hurt to Scratch, for instance) (1.36, opt.3); (3) to improve character
traits: 3 Fudge Points buys 1 Experience Point (5.4).

Experience Points may be spent (1) to buy Fudge Points: yes, you can break them back down, 3 Fudge Points per 1 Experience
Point; (2) to buy skills: costs as described on the Skill Costs table (Boost column) on the character sheet (costs double for each
rank going up); (3) to improve attributes: costs double that listed on the Skill Boost table; (4) to add a gift or remove a fault: 6
Experience Points or more, plus game master approval.

Combat Rules
Combat is streamlined, since most of the calculations have already been completed. The player group always has initiative in
regular combat; the game master might give the foes initiative for a surprise or ambush situation. Each player makes only two
rolls per round. Variety is restored with the use of tactics cards to help the players characterize their character's actions and
strategies.

1 . All players choose a tactics card to reflect how their character is fighting this turn. (If they can describe the corresponding
action, so much the better.) Game masters can choose a tactic value for each foe, or use a single tactic for the group (great
for reflecting "morale"), or assume "neutral" for all foes.

2 . All players resolve their "attack" actions: Add the skill used for attack, the offense modifier from the tactics card, and a
die roll. This result must be Poor (-2) or better to have a chance to hit. The game master compares this to the roll for the
foe (skill used for defense plus defense modifier from tactics card plus a die roll); the relative degree for the player must
be Fair (0) or better to have a chance to do damage. The relative degree plus the player's weapon OF minus the foe's DF
gives the wound degree (if any). The game master can save time by using one roll for all foe-defends.

3 . All players resolve their "defend" actions: Add the skill used for defense, the defense modifier from the tactics card, and a
die roll. The game master compares this to the roll for the foe (skill used for offense plus offense modifier from tactics
card plus a die roll, must be at least Poor (-2)). If the relative degree for the player is Fair (0) or worse, they might be
wounded. The relative degree plus the foe's weapon OF minus the player's DF gives the wound degree (if any). The game
master can save time by using one roll for all foe-attacks.

4 . Wounds are now marked on the wound track, non-combat actions and dialogue are resolved, and another round begins if
the combatants are still interested.

Pulling Your Punch: Before an attack, declare the highest wound level the attack will give. For example, in a duel to "first
blood," you might declare a scratch to be your upper limit. (4.62)

Attacking To Stun: Before an attack, declare that you are striking to stun. The turn is resolved normally, but the damage is
reckoned against the "stun" track. (4.62)

Damage Rules & Healing


The wound track reflects a more cinematic style of play.

First Aid and Natural Healing: Scratches are usually erased after the character has a 5 or 10 minute window in which to attend
them. Other wounds heal at a rate of one level per week of rest. (Hurt wounds do not become Scratches; they just heal
completely.)

Medical Care: A Good (+1) result on an appropriate skill (Doctor, Nurse, Paramedic, Physicker) improves a wound by one level
after a certain amount of time. This time period varies with the game world, and the healer cannot make rolls on those wounds
again until that time period has elapsed. A Great (+2) result heals the wounds by 2 levels; a Superb (+3) result heals the wound
by 3 levels but it still takes time to fully recover. Roleplay it!

Special Healing: Fantasy spells and science fiction equipment can affect the healing rate of wounds or even be exempt from the
healing time period. This is left to game master discretion. Note there should always be a substantial recovery period from a
near-fatal wounding.

Magic Rules
The scope of a wizard's ability is driven by gifts: the domains of magical knowledge and expertise. These domains will vary
from world to world, of course. The domains for the world of "Heroes On Call" would be:

Body: Body magic is used to repair injuries and cure physical illness. It can also be creatively used to temporarily boost
(or impair) Body or Agility attributes.

Dark: Dark magic deals with the immaterial world, of ghosts and spirits and unwholesome monsters and death itself.

Enchantment (H): Enchantments imbue a physical object with permanent magical properties. High skill ranks are
necessary in both Enchantment and in the domain related to the desired effect.

Light (E): Light magic affects the physical worldthe world of daylight, not just the characteristics of light. The difficulty
varies with the type of task to be done.

Mind (H): Mind magic encompasses the arts of illusions as well as telepathy, enhanced and unusual senses, and can
temporary lower (or raise) Mind or Will attributes.

Potions (E): With the right ingredients, a potion can emulate any short-term spell effect. Time and compounding
equipment are usually needed, but many potions can be prepared in the field with a simple mortar, pestle, sieve and
measuring tools.

In contrast, the world of Harry Potter recognizes the domains of Charms, the Dark Arts (and their defenses, Divination, Potions,
Herbology, Transfiguration, etc.

Each domain selected costs the equivalent of 1 gift.

However the domains are chosen, the practical matter of spellcasting is done with a related skill: Body Magician, or Dark
Magician, for example. Spell casting is resolved as described in (7.12), except that EZFudge doesn't bother with fatigue or
mana. A roll of (-4) disables the magical gift for some time period and creates an unpredictable (probably disadvantageous) spell
effect. Some domains may be easier or harder to cast in than others (indicated in the above list by an (E) or (H)), getting a -1 or
+1 on the spell difficulty respectively. Other modifiers might apply (7.14). When multiple domains can be used in a spell, use
the lowest ranked domain as the one to roll against.

Wizardly experience is related to the skill rank:

The apprentice: skill rank Poor or worse. Can work a few very simple, small-scale spells.

The journeyman: skill rank Mediocre to Good. Able to work moderately complex magic. Most working wizards fall into
this group.

The wizard: has dedicated much effort to his craft and developed skill rank of Great or better. Able to work very complex
magic given time, and decent effects on the fly.

Powers Rules
Super-powered gaming needs three additional ranks: Legendary (+4), Epic (+5), and Heroic (+6 or higher!)

Superhero characters get 20 purchase points for buying skills. (Important NPCs might get 15; bystanders might have the usual
10.) Legendary rank costs 6 points to buy; Epic rank costs 8; Heroic rank costs 10. (The limit on 1 Superb skill is obviously
revoked. Remember to keep some diversity in your skill inventory!) Typical superhero skills (which pertain to the use of powers)
are Acrobat, Blaster, Escape Artist, Martial Artist, Mentalist, Morph, Occultist, Powerhouse, Speedster, Vigilante, Wraith.

Superhero characters get 4 free ranks of attributes; important NPCs get 3; the run of the mill stick to 2. The limit on any single
attribute is Legendary (+4).

Superheroes get 4 free gifts, and can get more by taking faults as usual.

These three changes enable the creation of truly awesome characters without coming near "actual" superpowers at all! But let's be
able to put powers into play anyway.

A power is a gift that goes well beyond the human norm. Powers also have ranks, unlike most gifts. A main superhero character
will receive 6 free powers, each at a default level of Fair (0). More powers can be gained by taking faults (1 fault per power) or
exchanging traits (1 power equals 1 gift or 2 attribute levels or 4 skill levels) as usual. More powers can also be gained by
begging and pleading to the game master.

Each power is linked to one and only one attribute. The power rank plus the attribute rank gives the power factor (PF) which is
the power value which is used in action.

The power can be endlessly customized: for duration (instant, periodic or permanent), for range (touch, close, far, unlimited), for
scope (personal, target, small area, wide area, etc.), and for power rank. Think especially carefully about the power rank you
choose. There is no reason to choose a (+8, the suggested maximum) power for every slot (unless the character truly is a
superman). Compare PFs to the known OFs and DFs of weapons and armor to gain an appropriate sense of power ranking.

Powers can also be modified with improvements (gives an extra or unexpected benefit) and drawbacks (which limit the power's
utility). These are very common, from being able to form shapes with your ice projecting power or extended reach with your
telepathy to being unable to affect yellow things with your power ring or telepathy only when you touch the target.

It is beyond the scope of this work to offer examples or lists of features for powers. An informal mechanism for balance might
be a "rule of eight": each power rank plus each improvement less each drawback gives a total of 8. If a power uses much more
than 8, count it as using 2 powers.

Feats of astonishing strength are a staple of comic book tales. Game masters can use the following table to determine difficulty
levels; players can use it to choose strength power ranks for their characters. These represent weights that can be lifted; use a
level two ranks lower to determine what the character can throw. (The ranges may seem a bit generous compared to known feats
in the real world. That's okay! In comic books, even comparatively normal heroes perform incredible feats.)

Difficulty or Result Weight Or about | Difficulty or Result Weight Or about


Worse Than Terrible (-
20 kg toddler | Epic (+5) 675 kg superhuman effort
4)
Terrible (-3) 30 kg medium dog | Heroic (+6) 900 kg subcompact car
Poor (-2) 45 kg large child | Beyond Heroic (+7) - (+8) 2T full-size car or truck
Mediocre (-1) 65 kg slight adult | Beyond Heroic (+9) - (+10) 5T cargo truck or van
Beyond Heroic (+11) -
Fair (0) 90 kg typical adult | 10 T semi-truck or fighter jet
(+12)
Beyond Heroic (+13) -
Good (+1) 135 kg obese adult | 25 T armored personnel carrier
(+14)
Beyond Heroic (+15) -
Great (+2) 210 kg motorcycle | 50 T main battle tank
(+16)
Olympic competition Beyond Heroic (+17) -
Superb (+3) 315 kg | 115 T jet airliner
lift (+18)
Beyond Heroic (+19) - jumbo jet or loaded freight
Legendary (+4) 450 kg borderline superhuman | 300 T
(+20) train

This table could (judiciously) be used for other powers For example, a character who gets a (+3) result with his Transmutation
power could turn a pallet of bricks into a pallet of chocolate cake.

Campaign Notions

"Seekers, Inc."
Are you ready? Then step in. Mr. Thomas has been expecting you.

Welcome to the staff of Seekers, Inc. We know you'll appreciate the high salary and excellent medical and benefits
package. And we expect you'll also enjoy the diverse assignments on which you'll be sent. Seekers, Inc. has a global
reputation as the premier private investigative agency. We look to you to maintain the high standards of competency
and ethics for which Seekers, Inc. has gained renown.

In the world of Seekers, Inc., players take the roles of investigators and specialists assigned to undertake assignments for the
world's most successful agency. Depending on the flavor of game preferred, these could be Indiana Jones-style artifact recovery
missions, or X-Files-like searches for hidden monsters and aliens, or investigating Things Man Was Not Meant To Know in a
Cthulhu-inspired game. The players and game master should decide which flavor of adventures will be run before characters are
made. In any case, the adventures take place in the Here and Now, the early years of the twenty-first century. There are Seekers,
Inc. offices is most major metropolitan areas; many offer lodging for their employees. (I had a wonderful sketch floorplan of the
San Francisco office, once upon a time.) And no one knows where the enigmatic owner Mr. Thomas will turn up next.

"Starship Ballard"

"Send standard hailing package."

"In work. Package broadcast."

Captain Melendez watched the display closely. The survey probes hadn't picked up signs of life in this system, but
here was another spacecraft closing rapidly on an intercept vector. Native or not, they might be competitors for the
rich lodes of trithanium the Ballard had detected in the system's asteroid zone. Melendez didn't like the continued
silence.

"Action stations," he said. "Secure all compartments for battle." The silence was replaced by an alarm klaxon. The
captain's gaze never wavered from the sensor display. "Your move," he murmured.

Space exploration is one of the great gaming themes. "Starship Ballard" would have been my attempt to retell a Star Trek-like
setting but with a bit more consistent and sensible technology. Later I resolved to develop actual rules for the Star Trek setting,
framed around the Starship Atlantis, NX-2006, an engineering test platform called on to try out weird designs and often tapped
for duties well outside the scope of Research & Development. This will probably appear in my website as a campaign guide.

"Shards of Adventure"
If I'd known what I was doing, I'd never have picked up the shiny crystal. But it's too late now.

The Answer Man had a short and lackluster career as a superhero in the 1950s. He started out as a quiz show
contestant who learned the show was rigged. He created the identity of Answer Man to expose this cheating and
went on to have several other adventures. He broke up a few mob rackets and even brought down a couple of mad
scientists, armed only with his encyclopedic knowledge, total recall and natural athletic ability. And now I know
everything he knew, and I seem to be developing his physical talents. Pretty good deal for a comic book geek,
except for the compulsion to put on a mask and cape and patrol the night.

I'm not the only one. Superheroes are turning up all over the world, and supervillains, too. I've started trying to
separate the real people from the new fictional ones, but it gets harder and harder. Some of these people never
appeared in comic books in this world. Even the cities seem to be changing to resemble those in comic books I've
never heard of. I'm not sure how much of my memory I can trust. That's why I've started this journal.

I just heard a pair of sonic booms. The Ideals are off to save the day someplace. And every day it becomes harder
and harder for me to resist running out of my apartment to go help them. They could use my help. I have The
Answers

I love superhero gaming, and Rob Garitta came up with this setting where an alternate reality, one where superheroes were real,
had been shattered by a nefarious force. The fragments of that reality were intruding on and reshaping our world, not just
changing people but making neighborhoods and whole metropolitan areas more like their comic book analogues. (Beckton was
my favorite.) And someone might find and pick up the shard encapsulating the world-dominating force that started this whole
mess. Plenty of excuses for playing your favorite hero, or a close copy, or creating your own complete with publishing history.

"Heroes On Call"
It's been a slow morning at Blipp's Agency. Most of the other candidates have drifted off to taverns, their rooms, or
other diversions in the great city of Jenaricka. But drinking doesn't appeal, you're sick of your rooms, and you don't
know the city well enough to find entertainments that suit you. So you've stuck around at the Agency, hoping to get
lucky.

And it seems you may, for Treadill the office manager has come out, holding one of the pink commission sheets
that indicates a rush job. The half-dozen or so hold-outs, yourself included, come to respectful silence. "A farmer in
the Westlands, while preparing a new field, has opened an ancient barrow inhabited by a wight, and who knows
what else. Three of his children have been taken underground. Blipp's Agency regards this as a high-danger, high-
reward assignment which will require passing through two Portals. Who is interested?"
High pay! And the possibility of treasure! Is this the adventure you've been waiting for, the one that will earn you
enough to let you strike out on your own? Or is it so dangerous that you may not survive long enough to reap the
rewards? Decide quickly - there are plenty of candidates around, Treadill is waiting, and Blipp's Agency has a
reputation for prompt service to uphold

I've always loved Steve Jackson's world of Cidri, created for The Fantasy Trip oh-so-long ago. That world was vastly huge, able
to contain everybody's campaign, with the possibility of linking these via magical gates left by an ancient race. "Heroes On Call"
invokes that sort of framework. Besides, the idea of a temp agency for fantasy adventurers (Blipp's Agency for Special Services,
Blipp being an exceedingly wealthy and now reclusive halfling) struck me as funny and fun.

In The Appendices
1 . The Tactics Cards, two sets of five cards each. Discussed in "Combat," above.

2 . Randomizer Chits, 100 on a single page. Discussed in "Introduction," above.

3 . The Character Sheet, about which I have already said enough.

4 . Referee Screen. For the player side, make two copies of panel A and put panel B between them; this makes sure all the
information (Fudge Point and Combat Rules) is visible to all the players. Panels C (open), D (general) and E (PC/NPC
summaries) face the referee. Layout is "landscape" style for best stability.

Wrap-up
And that's the end. Season to taste, serve with fun. Many thanks to the people who have offered comments and feedback on
EZFudge - I appreciate and honor you all, even if I don't call out your name here.

Bob Portnell is a technical writer, father, husband, petkeeper, housekeeper and groundskeeper living in Sparks, Nevada.

ABOUT FUDGE
Fudge is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of
rec.games.design. The basic rules of Fudge are available on the internet at http://www.fudgerpg.com and in book form from Grey
Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work
derived from Fudge may specify certain attributes and skills, many more are possible with Fudge. Every Game Master using
Fudge is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so -
merely include this ABOUT FUDGE notice and disclaimer (complete with Fudge copyright notice). If you wish to charge a fee
for such material, other than as an article in a magazine or other periodical, you must contact Grey Ghost Games for current
policies.
EZFUDGE Appendix 1: Tactics Cards
Use these cards as described in the combat rules to declare your characters ghting posture for the turn.

ATT +2 ATT +2

Aggressive Aggressive
DEF -2 DEF -2

ATT +1 ATT +1

Pressing Pressing
DEF -1 DEF -1

ATT +0 ATT +0

Neutral Neutral
DEF +0 DEF +0

ATT -1 ATT -1

Cautious Cautious
DEF +1 DEF +1

ATT -2 ATT -2

Defensive Defensive
DEF +2 DEF +2
EZFUDGE Appendix 2: Fudge Tix
Use these counters in place of other dice methods. Cut out the counters and place in a bowl, hat, bag,
whatever. Draw one anytime a rule or situation calls for a die roll. Return to the bowl or etc. promptly.
And no peeking when you draw!

-4 -2 -1 -1 0 0 0 +1 +1 +2

-3 -2 -1 -1 0 0 0 +1 +1 +2

-3 -2 -1 -1 0 0 +1 +1 +2 +2

-3 -2 -1 -1 0 0 +1 +1 +2 +2

-3 -2 -1 -1 0 0 +1 +1 +2 +3

-3 -2 -1 -1 0 0 +1 +1 +2 +3

-2 -2 -1 -1 0 0 +1 +1 +2 +3

-2 -2 -1 -1 0 0 +1 +1 +2 +3

-2 -1 -1 0 0 0 +1 +1 +2 +3

-2 -1 -1 0 0 0 +1 +1 +2 +4
EZFudge Character Player Name
Description Skill Costs 2 Free Take Faults to buy other Traits
Ranks Buy Boost Gifts Faults
Superb +3 5 8
Great +2 4 4
Good +1 3 2
Fair 0 2 1 1 Fault= {1 Gift= 2 Attr. Ranks= 4 Skill Ranks}
Mediocre -1 1 1 Modify Rolls; 3 FP buys 1 XP Improve Traits
Poor -2 0 1 FP Fudge Pts XP Experience Pts
Background Terrible -3 -1 x
def=Fair, 2 Free Le
evels, Swap OK
Combat Roll Modifiers
Attributes Rank Position GM call, -1 or -2 to fighter in worse position on all rolls
Body Aimed Shot -1 to Skill; need Good Result to hit hand or foot; need Great Result to hit Eye.
Agility Tactics Cards ATT modifiers add to skill level for 2) Make Attacks only; DEF modifiers add
Mind to skill level for 3) Make Defenses only
Will Shields Add to skill level for 3) Make Defenses only: Small Shield = +1 only for melee
fighting skill; Medium Shield = +1; Large Shield = +2
Equipment Mass Scale
Wounds -2 if Very Hurt; -1 if Hurt
def=Poor, 10 Free Levels To Hit A Foe: Your Result must be Poor (-2) or better; your Relative Degree must be Fair (0) or better.
Skills Rank Weapon OF
Weapon Offe
ense Factor OF= OR Body +Mass Scale + Muscle Wpn Bonus
Resilience + Armor Bonus + Other Bonus
[(B+W)/2] +Mass Scale ( ) ( )
Combat Gear
Defense Facto
or DF=
Wound Level = Your Relative Degree + Your Weapons OF - Targets DF
Wounds
Level 1,2 3,4 5,6 7,8 9+
Your Result = Rank + Roll Description Scratch Hurt (-1) Very Hurt (-2) Out of It Near Death
Your Relative Degree = Hits oooo oo o o o
Result - Opposing Stun Results no effect Stunned Very Stunned Knocked Out Knocked Out
EZFudge Fudge Points
USE A FUDGE POINT (FP) TO...
... Alter One Of Your Own Die Rolls, 1 point per FP spent after the roll.
... Make An Injury Less Severe, 1 category per FP spent. (Very Hurt down to
Hurt, for instance.) You cant spend the wound away; the best you can do is
reduce it to a Scratch (or a Stunned).
... Buy an Experience Point. 1 XP costs 3 FP.
USE EXPERIENCE POINTS TO...
... improve or add to the characters traits. See the gamemaster for advice.
GET FUDGE POINTS FOR...
... Sheer Luckiness. A natural (+4) gets you 1 FP.
... Good Playing. The gamemaster will give 1 FP for each behavior she likes.
... Finishing The Adventure. 1-4 FP for each player, depending on level of
participation and contribution. (1 FP = Here; 4 FP = Driving The Story
Relentlessly.)
EZFudge COMBAT SEQUENCE
1. IMAGINE WHAT YOUR CHARACTER IS DOING THIS ROUND;
SELECT A TACTICS CARD WHICH FITS.
2. MAKE YOUR ATTACK.
Roll the Fudge Dice. Add your attacking skill. Add your Tactics Card
ATT modifier. Result total must be Poor (-2) or better. Annouce the result
total and the Offense Factor (OF) of the attack being used.
The gamemaster will determine the targets defense result, factor in the
targets Defense Factor (DF), and describe the outcome of the attack.
3. MAKE YOUR DEFENSE.
Roll the Fudge Dice. Add your defending skill. Add your Tactics Card
DEF modifier. Add the Shield bonus, if any. Announce the result total and
your Defense Factor (DF). The gamemaster will compare this to the
attackers result and OF and advise of any wounds taken.
4. ASSIGN WOUNDS.
Check off the Wound box indicated by the gamemaster. If all the boxes
for that level are full, move up to the next available empty box. Notice
and remember to apply the effect for your highest level of wound.
EZFudge GENERAL NOTES
USE FUDGE POINTS:
Alter a roll after the fact:
1 FP per point.
Alter a wound:
1 FP per wound category.
Buy Experience.
3 FP for 1 XP.
Put your own notes here on a 4x6 index card
USE XP:
Buy New or Improve Current
Traits.
Buy FP (1 XP gives 3 FP)
GIVE XP:
1 FP per Natural 4.
1-4 FP per adventure.
1 FP per worthy play event.
RANK Buy Boost DIFF WTT Ter Poor Med Fair Good Great Sup BSup
Cost Cost SKILL . (-4) (-3) (-2) (-1) (0) (+1) (+2) (+3) (+4)
Superb (+3) 5 8 Superb (+3) A A A A 99 94 82 62 38
Great (+2) 4 4 Great (+2) A A A 99 94 82 62 38 18
Good (+1) 3 2 Good (+1) A A 99 94 82 62 38 18 6
Fair (0) 2 1 Fair (0) A 99 94 82 62 38 18 6 1
Mediocre (-1) 1 1 Mediocre (-1) 99 94 82 62 38 18 6 1 N
Poor (-2) 0 1 Poor (-2) 94 82 62 38 18 6 1 N N
Terrible (-3) -1 X Terrible (-3) 82 62 38 18 6 1 N N N
EZFudge COMBAT NOTES
TACTICS TABLE COMBAT MATH & RULES
ATT DEF
ATTACK RESULT (AR) = Roll + Skill + ATT [must be Poor (-2) or better, otherwise missed]
Aggressive +2 -2
Pressing +1 -1 DEFEND RESULT (DR) = Roll + Skill + DEF + Shield
Neutral 0 0 HIT? = AR - DR [must be Fair (0) or better, otherwise defended]
Cautious -1 +1
WOUND = HIT? + OF - DF [Must be Good (1) or better, otherwise absorbed]
Defensive -2 +2
Muscle-powered Wpns OF Shield (adds to Def Roll) EFFECTS TABLE
No Wpn, No Skill -1 Small (melee only) 1 Level Wound Stun
No Wpn, Skilled 0 Medium (all cases) 1 1, 2 Scratch No effect
or Small Wpn Large (cumbersome) 2 3, 4 Hurt - -1 to all Stunned: No attacks, no
Med 1H Wpn 1 rolls Defensive tactic, -1 to
Lg 1H Wpn 2 defend 1 turn only
Armor DF
5, 6 Very Hurt - -2 Very Stunned: No attacks,
2H Wpn 3 Lt. Non-Metal 1 to all rolls no Defensive tactic, -2 to
Sharp +1 Hvy. Non-Metal 2 defend 2 turns
or Lt. Metal 7, 8 Out Of It - too Knocked Out
Self-Powered Wpns OF
Med. Metal 3 hurt to function
Pocket Firearm 0 - 1 Hvy. Metal 4 9 and up Near Death Knocked Out
Small Handgun 2 - 3 Advanced 5+
RECOVERY: Erase all Scratches and Stun
Large Handgun 4 - 5 Damage after fight. Other wounds: improve 1
Light Rifle 3 - 4 PULLING YOUR PUNCH level for each week of rest. Medical action of
Declare highest wound level Good (+1) or better improves a wound 1+ levels
Med Rifle 5 - 6
before roll. per given time period. Sci-Fi / Fantasy worlds
Assault Rifle 7 - 8 may improve faster, allow more frequent rolls for
Bazooka 10 medical action.
EZFudge: Current Characters
Name Name Name
Body Agility Mind Will Mass Body Agility Mind Will Mass Body Agility Mind Will Mass
Skills FP XP Skills FP XP Skills FP XP
WEAPON OF WEAPON OF WEAPON OF
DF DF DF
Scratch Hurt Very Hurt Out of It Near Death Scratch Hurt Very Hurt Out of It Near Death Scratch Hurt Very Hurt Out of It Near Death
Wounds

Wounds
Wounds

oooo oo o o o oooo oo o o o oooo oo o o o


Stunned Very Stunned Unconscious Unconscious Stunned Very Stunned Unconscious Unconscious Stunned Very Stunned Unconscious Unconscious
Gifts Faults Notes Gifts Faults Notes Gifts Faults Notes
Name Name Name
Body Agility Mind Will Mass Body Agility Mind Will Mass Body Agility Mind Will Mass
Skills FP XP Skills FP XP Skills FP XP
WEAPON OF WEAPON OF WEAPON OF
DF DF DF
Scratch Hurt Very Hurt Out of It Near Death Scratch Hurt Very Hurt Out of It Near Death Scratch Hurt Very Hurt Out of It Near Death
Wounds

Wounds

Wounds
oooo oo o o o oooo oo o o o oooo oo o o o
Stunned Very Stunned Unconscious Unconscious Stunned Very Stunned Unconscious Unconscious Stunned Very Stunned Unconscious Unconscious
Gifts Faults Notes Gifts Faults Notes Gifts Faults Notes

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