The Rules of Play

  1. FUDGE DiceRy'Ghall the Loremaster
  2. The Ranking System
    1. Ranking Explanation
    2. Determining the difficulty level of actions
    3. Beyond Superb
  3. Non-Combat Action
    1. The mechanics of determining action success
  4. Combat Action
    1. Combat dice rolls
    2. Hand-to-hand combat results
    3. Skills and other modifiers
    4. Wounds
    5. Damage modifiers
    6. Healing Wounds
  5. Character Advancement
    1. Spending Adventure Points
    2. Limitations
    3. Relevance


*               *               *               *               *


Introduction:

The rules in Darklands have been kept to a bare minimum, and contain everything (and more than) a player needs to understand how exactly game action can be resolved over the internet.  You will notice as you read through the rules that there is some amount of dice-rolling.  All dice rolling is done by the Gamemaster, and therefore, it is important that players trust the Gamemaster before deciding to play.  

There are other rules that the GM will contrive but will intentionally keep hidden from players.  If you read this entire section, consider yourself a Darklands rules expert!


*               *               *               *               *


FUDGE Dice:

FUDGE Dice are part of Steffan O'Sullivan's game system.  A FUDGE die is a six-sided die with two sides marked -1, two sides marked 0, and two sides marked +1.  Whenever a dice-roll is called for (to determine the success of a non-combat action), the Gamesmaster rolls 4DFUDGE (i.e. four fudge dice) on the player's or the non-player's behalf and tallies the result.  Therefore, a 4DFUDGE roll of +1, 0, -1, and +1 adds-up to a +1 result, while a roll of +1, +1, +1, and 0 adds up to a +3 result.  

In Darklands, it is always desirable to roll higher (positive) numbers over lower (negative) numbers.


*               *               *               *               *


The Ranking System:

In Darklands, all attributes, skills, objects, actions, and anything else you can think of, are ranked by words instead of numbers.  In short, the ranking system is:

(+3) - Superb
(+2) - Great
(+1) - Good
(+0) - Fair
(-1) - Mediocre
(-2) - Poor
(-3) - Terrible

Ranking Explanation.
From looking at the list above, we can surmise that the average two year-old child has Terrible Strength, a renowned bandit leader might have Great or Superb Presence, a rotting chest could have Poor sturdiness, and a particularly steep cliff might require a Great effort to be climbed successfully.  More details on how these areas affect play (with examples) are described in the sections that follow.

Determining the difficulty level of actions.
When a character interacts with the game world, the player will not be explicitly told how easy or difficult a task will be.  However, many actions and the potential chances of success associated with them can be surmised.  Most common actions will not require rolls (i.e. riding over the countryside at a fair gallop by a character with the "Ride Horse" Skill, bashing down the wall of a decrepit waddle & dob outshed, etc...)  However, this is not always the case.  Consider the following examples:

Example 1:
Fermond the Explorer is being chased by small band of humanoid creatures intent on ripping him to shreds. As he turns the corner of a cavernous tunnel, he sees a long log spanning a wide chasm.  The GM's description in the post described the log as "glistening with mold and dampness and being almost perfectly round in its circumference ."  

Although the Fermond's player is not told the difficulty of the task, he considers the slipperiness and roundness of the log, combined with the fact that he must rush, and makes an educated guess that crossing the log successfully would probably require a Great or Superb effort.  The player examines Fermond's Fair Agility and considers the difficulty of the feat again.  It comes down to determining the greater risk - turning to face his pursuers or taking a great gamble to try and cross the chasm.

Example 2:
Verillion the Bard is enjoying the "hospitality" of the mad Lord of the Mire, Adeptus the Fat.  In an attempt to get on his new Lord's better side, Verillion decides to compose a moving ballad of eternal love (knowing his Lord's weakness for such things)  Verillion has a Great Poetry Skill and begins creating his masterpiece.

In this case, Verillion's player is not necessarily worried about the outcome of the action, but can still make an educated guess at his chances of completely winning the respect of his captor-liege. Combining his Great Poetry skill with the knowledge that Adeptus has a weakness for such things gives the player great confidence that this ploy will work.

Beyond Superb.
The range of Terrible to Superb encompasses the limits of bad and good for humans and most human-like creatures.  However, players should know that there are levels beyond Superb, namely Legendary, Super Legendary, and so on.  This is mentioned so that character's with Superb combat skills or Superb Health don't fall into the trap of feeling invulnerable.  Furthermore, even if the character is Superb in every way, it won't make much difference if faced by an undead horde numbering in the hundreds.

(note: If you came here from the Creating a Darklander section of the site, you can go back there now and continue your character creation.  If you're hooked on the rules section, keep reading.)


*               *               *               *               *


Non-Combat Action:

In short, non-combat action is any action in the game other than close combat.  As stated above, there are many common tasks that require no FUDGE roll, however, there are many times when characters will engage in activities that have some level of risk or uncertainty.  These actions are referred to as non-combat actions.

(Note: missile combat is considered non-combat action.  This is because, unlike close combat, missile combat doesn't involve stacking the players skill against their enemy.  This will make more sense after the rules section has been read completely.)

The mechanics of determining action success.
If you have no interest in understanding how the Gamemaster will actually be resolving your action, it is quite acceptable to skip this section entirely.  However, the curious may continue.   After reading the examples outlined on the previous page, it is clear how a player makes an educated guess as to what his/her probability of success is during an action.  Here, we will go a little deeper into understanding how each of these actions would be resolved by the GM.

Example 1:
The Gamesmaster considers two factors when assessing the difficulty of crossing the chasm - the slipperiness of the log, and the pressure imposed on the character because of the creatures chasing him intent on killing him.  Fair is considered the benchmark when determining what level of effort (easy or hard) is required to complete an action successfully.  However in this case, the GM decides that the slipperiness and length of the log bump-up the effort required by two notches (i.e. from Fair to Great).  Furthermore, the GM notes that the pressure of the situation bumps it up one more notch (from Great to Superb).  This means that Fermond must make a Superb action roll in order to cross the chasm successfully.

Before rolling for a action, the GM determines whether there are any other circumstances to consider that might affect the situation (i.e. Does the character have an Acrobatics skill that is higher than his Agility of Fair? Maybe a Fault of "Fear of Heights?  Maybe a Gift of Iron Will?).  In this case, there are no other circumstances to consider.

To reiterate, Fermond has a Fair chance of succeeding in an action that requires a Superb effort.  The GM rolls 4DFUDGE.  The results are +1, 0, 0 and 0.  The total of one is added to the character's chance, bumping it up one level.  Therefore, Fermond gets a Good result, but considering how incredibly difficult this action is, the required Superb effort failed fairly badly - by two levels!  Unfortunately, Fermond careens off the log as he runs across the chasm, plummeting into the darkness below.  Whether the bottom of the chasm drops 300 ft to a pit of stakes, or drops 15 ft to a feather mattress, will be revealed by the GM in the action that follows.

Example 2:
The process is very similar to Example 1.  The major difference is that Verillion has a much better chance at success than Fermond did.  The GM considers the two important points - Verillion's Great Poetry skill and Adeptus' professed love for such epics.  The GM decides that the action roll will be automatically bumped-up one level because of the Warlord's weakness for love ballads.

The GM rolls 4DFUDGE and gets the following results; +1, 0, -1 and -1.  This totals to a -1 result.  This brings the quality of Verillion's product down one level from Great to Good.  However, even though the epic is Good, it will have Great effect on the recently heart-broken warlord.  Adeptus is so impressed and moved by the heart-pulling epic that he decides to appoint the bard to create a six hour song about the warlord's many feats and victories.  Not exactly what Verillion had in mind!  But, success all the same.

As you can see, determining success is a fairly easy process, but is detailed and free-form enough to be realistic (or realistic enough for a PBEM game)


*               *               *               *               *


Combat Action:

Combat action is obviously any action that involves the character fighting another being of some sort.  (note: shooting attacks are resolved as non-combat actions)  Combat is resolved slightly differently than non-combat action.  (note: Not all conceivable actions or possibilities of combat are covered in these rules.  If something which is not covered below arises, it is more likely that the GM will use their discretion to resolve the situation (in consultation with the player) rather than creating a new rule to cover every out of the ordinary combat even that arises.  I refuse to let this game become bogged down in rule-mongering)

Combat dice rolls.
Combat actions are not resolved using FUDGE dice.  Instead, when a character decides to engage in hand-to-hand combat, three six-sided dice are rolled and the median roll is taken as the final result.  Each number represents a rank, starting with Poor (Terrible is ignored in combat, since combat action is always comparative) and rising to Superb (i.e. 1 = Poor, 2 = Mediocre, 3 = Fair, 4 = Good, 5 = Great, 6 = Superb).  Therefore, if three dice are rolled with the following results; 1, 4 and 5, the median is 4, meaning that the character had a Good result on his combat roll.  Each combatant makes a combat roll and the NPC result is subtracted from the player's roll, leaving a result between -5 and +5 (It is possible to have higher/lower results.  This will have no affect on the mechanics of the outcome.  For all intents and purposes, +5 or more is the best, and -5 or lower is the worst)

Hand-to-hand combat results.
Combat results are described generally below.  The specifics of any combat result will be decided (and embellished) by the GM.  Obviously, a character with a +5 combat result will absolutely destroy his enemy, dazzle onlookers, and put the fear of the gods in any other nearby enemies.  Conversely, a character with a -5 combat result, if not dead, is on death's door.  Any result between -4 and +4 will more than likely result in the character receiving or dishing-out that many wounds. (i.e. -2: the character takes 2 wounds; +2 the character inflicts 2 wounds.  The higher the result (or lower with regards to negative numbers) will also determine the general flair and other effects of the combat.  

Skills and other modifiers.
Various considerations are taken into effect when a character engages in combat.  When fighting, the character's weapon skill factor is used as the basis for totaling their result.  The difference between the character's skill level and their opponent's is subtracted and adjusts the final result accordingly.  Consider this example:

Example 3:
Simius the Bold is involved in a dramatic swordplay with a Bandit.  After rolling the dice for each combatant, the GM notes that Simius had a median result of Good (+1) and the the Bandit had a median result of Mediocre (-1).  The difference between these is +2 in the player's favour.  However, the outcome is not ready to be decided yet.

The GM consults the relevant skills for each combatant.  Simius has a 1-Hand Edged Skill of Great (+2) and the Dodge Skill (fixed +1 modifier to combat result), and the Bandit has a 1-Hand Edged Skill of Fair (+0).  To reiterate, Simius' relevant skills add up to 3 and the Bandit's add up to 0.  This number is added to the combat result of +2 which was described above; 2 + 3 = 5.  What a hit.  The GM decides that posting "Simius kills the Bandit" is just not good enough.  He embellishes the post by describing the action in detail.  Perhaps Simius slashed up through the Bandit's body cavity on a charge and let his sword fly up into the air in one deft motion.  With perfect timing and grim nonchalance, he turns and catches the sword, blade extended, in his outstretched arm.  Needless to say, the bandits cowering in the woods contemplating sneaking up decide to turn tail and head for greener pastures.

Other circumstances (being outnumbered, darkness, being ambushed) will be taken into account by the GM on a situation-to-situation basis.

There are also various gifts and faults (from the lists and that the player's create themselves) that will affect combat outcomes.  They are described in those sections of the site.

Wounds.
A human character will have between 2 and 8 wounds.  When a character is wounded, he subtracts as many wounds from his total as the GM instructs.  When a character loses half of his wounds (rounding down) he is fairly beat-up and is at -1 to all actions, combat included.

Damage modifiers.
Some characters prefer to wear armour in order to reduce the damage they take in combat.  There are two general classes of armour in Darklands - light armour and heavy armour.  The modifier is subtracted from the wounds a character takes.

Modifier

Description
light armour

-1

light armour can be anything the player imagines; hardened leather with metal rings, light chain mail, etc...  
heavy armour

-2

generally heavy and cumbersome armour; full plate armour, full chain mail with breastplate and greaves would probably be the norm.
shield

-1

Using a shield effectively requires the character to have the shield skill as described in the skills section.  A shield can be used in a combination with armour
Tough

-1

described in the gift section of the site.
Wimp

+1

described in the fault section of the site.
Other 

-

as determined by the GM.

 

Also note the following circumstances that modify damage taken.

Modifier

Description
Strength Bonus

-

combatants add their strength modifier to damage inflicted. (i.e.Good Strength = +1 modifier)
Size

-

combatants that are considerably larger or smaller than human size may have their damage capability modified accordingly.
2-Hand Weapon

+1

2-Handed Weapons give the wielder a bonus to damage done.  However, there is an automatic -1 to the combat result as described in the skills section.
Other

-

as determined by the GM.

Example 4:
After rolling combat results, Lydia is left with a result of -3 when battling a fierce manticore.  It is now time to total the damage that she takes as a result of losing the combat.  The manticore has a Great Strength (+2).  However, Lydia has the gift of toughness (-1 to damage taken), wears light armour (-1), and uses a shield (-1).  The difference between the manticore's damage bonus and Lydia's modifers is -1 in her favour.  Therefore, even though her result was -3, she will only take 2 wounds.  With 6 wounds in total, (and 4 remaining), Lydia is determined to continue battling the foul creature.

Healing Wounds.
Players may wonder how their characters can regain wounds after being injured.  There are some general guidelines, but no detailed rules on how this will happen.  Generally, a character who is still above the halfway mark of their total Wounds score is only lightly injured.  Each day of normal activity (non-combat, non-strenuous) will restore one wound.  After a character has been reduced to less than half of their total Wounds score, he is considered to be badly wounded.  First of all, badly wounded characters suffer a -1 penalty to all actions.  Secondly, healing may require the hands of an expert, bed rest, or other measures as the GM sees fit.

There are obviously factors and situations not considered in this list.  Any other situations that do arise will be dealt with the GM as they arise.  Remember, rule-worshipping and number-crunching do not form the core of Darklands - Having fun and writing posts that bring the life of dangerous adventure alive is what it's all about!


*               *               *               *               *


Character Advancement:

Other then the sheer excitement of gameplay, players usually anticipate the advancement of their character's attributes and skills as their abilities are honed by experience.  Character advancement is pretty straight-forward in Darklands.  In short, a character receives one Adventure Point every time they successfully complete an action.  After a certain number of Adventure Points are accumulated, a player may cash them in to increase skills and attributes, and to gain new skills and FUDGE Points.  

Remember, that gifts can never be purchased after a character's initial creation.

Spending Adventure Points.
Adventure Points may be spent to purchase A FUDGE point (costing 6 AP) or to purchase advancements as shown below:

From...

To...

Skill Attribute
Terrible

Poor

1 AP 3 AP
Poor  Mediocre 1 AP 3AP
Mediocre Fair 2 AP 6 AP
Fair  Good 2 AP 6 AP
Good Great 4 AP 12 AP
Great Superb 8 AP 24 AP
Superb Legendary 16 AP 48 AP

Limitations.
A new skill must be bought at the entry level.  A character cannot take Animal Care at Great level, no matter how many AP's have been saved..  The skill must be taken at the starting level (from Poor to Mediocre in this case since the skill falls into the "Most" category), and furthermore, new skills during game-play cost 4 AP.  Therefore, taking Animal Care as a skill would cost 4+1=5 AP's and start at the Mediocre level.

Although a player can buy new skills with Adventure Points, this is not always plausible.  The new skill must reflect the game events and the exposure of the character during play.  Characters cannot pull a Boat-building skill or a Play Lute skill out of their butt.  However, there are times when a new skill may present itself as a possible purchase.  Consider the following example:

Example 5: 
Sirius the Bold has saved up 8 Adventure Points and decides to spend some of them on a new skill.  Sirius has spent two months of game time traveling on a sailing barge traveling along the Northern Wastes.  The GM decides that Sirius could have started to pick up some of the fundamentals of Sailing during this time.  The GM also decides that Sailing would fall into the "Most" skill category (as described in the Skill section of the site).  He notifies the player that he has the option of spending the 5 AP's to give Sirius a Sailing Skill of Mediocre.  Sirius has 3 AP's left, and the player spends 2 of those points to raise a Poor Bribe skill to Mediocre.  The player records the 1 remaining AP on the character record.

Relevance.
It is important to note that experience is only given for skills that are used in a relevant fashion.  If a character has a Play Flute skill and decides to attempt a difficult piece of music three or four times a day, he will not gain any experience.  However, if a successful Play Flute action earns enough money to gain the party passage on a merchant ship, then the character would receive the Adventure Point.  The boundaries of relevance in any given situation will be decided by the GM.

Note: The point cost for purchasing advancements may be adjusted depending on the speed of game play.  It is hard to determine what is too cheap and what is too expensive until the game is played for a while.  In any event, the point of Darklands is great roleplaying, not trying to create butt-kicking characters in the least amount of time.

And that's it for the rules - for now...  

 


top of page

A Grim World | Character Creation | The Characters | FUDGE Rules
Rules of PlayAbout Posting | GM Post Archive | Home

email: [email protected]

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 first obtain a royalty-free license from the author of Fudge, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264. You must include at the beginning of each derivative work the following disclaimer, completed with your name, in its entirety.

DISCLAIMER: The material based on Fudge, entitled Darklands Pbem, are created by, made available by, and Copyright (C) 2001 by Jason Tilley, and are not necessarily endorsed in any way by Steffan O'Sullivan or any publisher of other Fudge materials. Neither Steffan O'Sullivan nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials Copyright (C)1992-1995 by Steffan O'Sullivan, All Rights Reserved.

All images on this site were created by Jason Tilley (c) 2001 or taken from free for use images sites with explicit guidelines for use.  All guidelines have been adhered to.

Hosted by www.Geocities.ws

1