Built for my City9 campaign, Zludge is meant to focus gameplay more on the story than rules and combat. (Ideally, enough so that it can be played in the car during a long road trip.) It is a particular instantiation/combination of FATE and its source material Fudge, with a few ideas from D&D (d20) and mechanics from GURPS thrown in. The system relies on a high granularity to avoid bogging down in rule particulars.
The name can be pronounced either "zludge" or "sludge" (as per the muddy mixture). It is spelled with a Z as a nod to its creator (me) and to produce a distinctive name should anyone search for it.
Status: Version 1.0 Alpha. The system is complete, but still not playtested.
Use 4dF, where an F (Fudge) die has 2 "+" sides, 2 "0" sides, and 2 "-" sides.
Nearly every roll in Zludge is a skill roll. The result shows how well the character performed at the task. These adjectives can be used instead of numbers to describe both skill level and task performance.
| Value | Chance of rolling this modifier | Ability/Performance Adjective | Chance of Achieving this Level of Success with +0 (Fair) modifier |
|---|---|---|---|
| +4 | 1% | Superb | 1% |
| +3 | 5% | Great | 6% |
| +2 | 12% | Good | 18% |
| +1 | 20% | Decent (Satisfactory) | 38% |
| +0 | 24% | Fair (Average, Adequate) | 62% |
| -1 | 20% | Poor (Unsatisfactory) | 82% |
| -2 | 12% | Bad | 94% |
| -3 | 5% | Terrible | 99% |
| -4 | 1% | Abysmal | 100% |
A test is when the player is attempting to achieve something unopposed by another character. Apply their skill modifier (see below) and the difficulty modifier (see below) to the roll, and the result translates into their performance (see above). Any less than 0 is some sort of failure, though the degree may vary. Success by +4 or more (superb performance) is akin to a critical success; failure by -4 or more (abysmal performance) is like a critical failure.
"Take 0": If the character is not stressed, rushed, or otherwise under pressure and if there is no consequence of not getting it absolutely right on the first try, a character can skip rolling and assume a roll result of "0".
Contests are between two or more characters. In a simple contest, compare the two ability scores, and the higher one wins. (So there is no roll involved--it's as if both participants are "Taking 0".) If the scores are the same, treat instead as a regular contest.
In a regular contest, each participant makes the appropriate skill roll. If there is a tie, roll again.
If a player must roll the dice for a particular test or contest, it is called a roll. If the player may either roll or "Take 0" for a test or contest, it is called a check. For example, most combat skills require skill rolls rather than skill checks.
The following chart shows the different approximate levels of task difficulty and the modifier associated with each.
| Difficulty Modifier | Task Difficulty Adjective | Skill Level that could handle the Task on a roll of 0 | Examples |
|---|---|---|---|
| -4 | Improbable | Superb | Such skill as to expand the very nature of the task/field: developing a new field of research or art style, composing a masterpiece |
| -3 | Staggering | Great | Only a few people in the world undertake such tasks: organ transplant, climbing Everest, soloing for the NYC symphony, tightrope-walking across the Grand Canyon |
| -2 | Daunting | Good | Not even professionals run into these challenges very often: flying a fighter jet, open-heart surgery, cooking for a high-class restaurant, designing a building, surviving a week in the desert |
| -1 | Difficult | Decent | Rarely possible without some sort of training, or at least preparation: rebuilding a car engine, simple surgery, building a house, flying a small airplane |
| +0 | Simple | Fair | A challenge to the average person, but easy/routine to a practioner: parallel parking, obscure research, playing an instrument in a marching band, performing CPR, splinting a broken arm, sewing a dress, tracking or skinning an animal |
| +1 | Mundane | Poor | Everyday tasks difficult enough to be interesting but not challenging: driving in the rain, basic research, climbing a rope, treating a cut finger, following a recipe, quickly loading a gun, making a campfire, hitting a large ball with a bat |
| +2 | Negligible | Bad | Tasks that should not require a roll (unless perhaps under great stress): starting a car, climbing a ladder, pounding a nail, getting into a pool, microwaving popcorn, hitting a street sign with stick |
First, before worrying about the rules, sketch out your character in plain English. Consider his or her history, personality, and notable abilities. Then, once you have a firm idea of what you want the character to be, look at how you can build a skeleton of this character using the following traits.
Attributes are a character's inborn potential in certain broad areas of performance. Everyone starts off with a +0 (Fair) on all attributes. You may raise one attribute by lowering another. You may not raise an attribute above +1 (Decent) or lower it below -1 (Poor). Your attribute modifier stacks with your skill modifier for skills based on that attribute. The specific attributes available depend on the particular world/GM (see Skills).
In a high-powered campaign, the GM may specify a number of free +1 bonuses that can be applied to attributes at character creation.
A phase represent a segment of your character's past. You can think of them as something like "levels" in other systems. Every phase gives a character 1 aspect and 4 skill points (also called ranks; see below) to spend.
Aspects summarize your experiences for a particular phase--sort of like a job title or chapter heading. Examples: "Student of Shadow WuShu", "Star Ranger", "Priest of Slon-Da".
Whenever you make a roll that you can argue relates to your experience, you can invoke the aspect. Each aspect includes a single check box, which you check off when you invoke it. Skills you took for that aspect's phase always apply, but you may be able to invoke the aspect other skill rolls as well. When you invoke an aspect for a particular roll (either before or after the roll), you can either:
Aspects refresh once per game-world day (usually after your character has had a good night's rest).
When describing your phases, you can also include various hooks and quirks.
Hooks provide potential story material, such as past events, relationships, and character goals. If associated with an aspect, they can be invoked by checking off that aspect. This is good for Allies, Patrons, Contacts, etc. (Also see Extras for another way to model these.) Examples: "was at the massacre of Pikk5", "still knows a couple people in the Brotherhood of Miracles", "used to date the daughter of the Network's CEO", "has a price on his head in Regulus system".
Quirks are minor personality traits. They provide color and roleplaying material but do not have a strong enough game effect to be worth points. Includes beliefs, likes and dislikes, habits, etc. Example: "can't drink tequila anymore", "is cruel to cats", "always smiles and waves at toddlers", "has trouble sleeping without one stiff drink before bed".
When the GM uses one of your plot hooks and when you consistently roleplay your quirks, it earns you plot points.
You may also want to include a description of your character, and his current goals (at least what aspect he or she is working towards next).
Example Phase: "Star Ranger".
Skills: Driving, Ranged Weapons, Melee Weapons, Area Knowledge: Regulus.
I spent 3 years as a Regulus Ranger. I was involved in the Pikk5 massacre (hook), and I now tend to give any Pikkian the benefit of the doubt (quirk). I had a falling out with the Rangers, and have a poor reputation with most of them now (hook), though I still have a couple friends I could call on in a pinch (hook).
This player could invoke this "Star Ranger" aspect on any roll for the four skills above, but also for other aspect-related rolls--such as a Survival check in a cold environment (like that of icy Pikk5) or on an Intimidate check when the player is in a position of authority (such as a cop or Ranger might have regularly had over a civilian or underling). The player could also invoke the aspect to introduce a related hook or story effect (subject to GM approval; see Plot Points). For instance, if captured and imprisoned, he might be able to call on one of his old Ranger buddies for help.
Skill rolls form the bulk of Zludge, as nearly every roll is some sort of test or contest based on a skill. Skills are relatively broad categories, though a player can specialize in a sub-skill. Skills and attributes should be customized based on the particular GM and campaign world so that they get relatively equal use. (For example, in a combat-heavy world, there should be more than 3 or 4 combat skills.)
As mentioned, each skill is associated with an attribute. There can be any number of attributes--though 2 to 10 is generally good, and 4 to 6 is most common. The number of skills required depends on the intended max level of characters. For example, 20th level characters required about 40 different skills in order to maintain their skill pyramids (see below).
Here are some sample attribute and skill sets:
Here are a few sample skills referred to in this document. The first two are essential to Zludge, though a GM may rename them.
| Skill | Description |
|---|---|
| Durability | Pain-tolerance, resistance to injury, quick healing.
[Special skill: See Combat: Injury] |
| Endurance | Stamina for prolonged activity, breath-holding, overcoming tiredness, resistance to poison/drugs/disease.
[Special skill: See Combat: Fatigue] |
| Acrobatics | Dexterous full-body movement: balancing, dodging/evasion, tumbling, recovering from falls |
| Alertness | Passive ability to notice changes, oddities, or danger in your environment--often only in peripheral vision, when you're focusing on something else. Includes sight, hearing, touch, smell/taste, mental. |
| Athletics | Moving your body, such as running, jumping, climbing, swimming. |
| Reflexes | Reaction time, overcoming the shock of surprise |
| Survival | Get along in a natural wilderness: navigation, tracking, hunting/trapping, foraging, constructing rustic shelter. |
Skills default to -1 (Poor) without any ranks. Each rank bought adds +1 to skill. Skills default to -1 (Poor) without any ranks. A maximum of 3 ranks can be bought in each skill (resulting in a +2 (Good) modifier, assuming no other modifiers). Only one rank per phase may be bought in each skill.
Skill ranks must adhere to a "pyramid" distribution: there must always be at least one more skill in the next rank down. For instance, if a character has three skills with 3 ranks each, she must also have at least four other skills with only 2 ranks each, and at least 5 other skills with only one rank.
Specialization: At the cost of one rank, you may specialize in a sub-skill, such as Athletics(Climbing), Survival(Tracking), Alertness(Sight), or Melee Combat(Two-handed swinging). The sub-skill must comprise 1/4 or less of the skill domain. You may only have one sub-skill specialization rank per sub-skill. Specialization grants +2 for the sub-skill (which stacks with any skill ranks in the broader skill), to a max of +4 total rank modifier. (So, if you have a full 3 ranks in the broader skill, specialization grants only +1, but allows you to exceed the 3 rank limitation.) Specialization ranks are ignored when figuring the pyramid distribution of ranks.
Situational (rather than sub-skill) specialization is also possible. For example, you could specialize in a climate for Survival, such as Arctic, Desert, Forest, etc. Or take a Social skill specialization for dealing only with members of the opposite sex (though this would cost 2 ranks, as the specialization would apply to about 1/2 of the domain.) Other possibilities exist; talk to your GM. It's even possible to specialize in the entire skill for 4 ranks.
Specialization ranks--whether situation or for a sub-skill--do not stack with each other. Your skill ranks and any specialization ranks stack to produce your rank modifier. Added to your attribute modifier, this produces your skill modifier for that skill, which is what gets applied to any skill check.
Example: If you have a +1 attribute (Fortitude), 3 ranks in a skill (Athletics), and a specialization rank in the sub-skill (Athletics(Climbing)), it's possible to have a +4 to your (Climbing) roll (since skills default to -1 (Poor)). You could achieve Superb performance without even trying (Taking 0).
Since, as much as possible, game mechanics are handled through skills, some combination of attribute selection, skill choice, and sub-skill or situational specialization will generally produce the sort of character you have in mind. However, there are also Extras, which come as either gifts or limitations.
Gifts provide some advantage to a character. As mentioned, these should be made through the skill mechanic, if possible. Appearance and odious personal habits will affect Persona rolls, as will status and reputation. Military/Clerical/Police rank will affect certain social skills, but would probably be best modeled as an aspect. Night Vision is a situational specialization in one or more Perception skills.
If the gift is relatively minor, it can be listed as a hook, and invoked using the associated aspect. Or the GM may be amendable to simply working it into the story occasionally (possibly with a plot point cost).
Still, if after considering the game effect of certain advantages, a skill modifier doesn't seem to fit, talk to your GM about designing a gift. Most gifts are some sort of special ability that allows a character do something not normally possible. Gifts have a cost in skill ranks.
An example gift might be Rapid Healing. Your character takes damage normally (so it's not just a high Durability skill), but the damage just heals faster! Healing at twice the normal rate of a human might cost 2 skill ranks. Healing all physical damage with a good night's sleep might be worth 5 ranks.
Limitations limit your character's actions in some way. Examples include a code of conduct/honor, vow, compulsion, obsession, or phobia. These specify some behavior the character must or cannot engage in. Specifically, this might be cowardice (flees combat and imminent personal harm), honesty (can't lie or steal), or handwashing obsession (must wash hands once an hour or after touching anything icky). Sometimes these limitation come in a form closer to dependency or addiction. That is, if character fails to engage in some specified behavior with a certain regularity, certain penalties result.
Again, disadvantages might simply be situational or consistent penalties to a skill or attribute. Talk to your GM about the costs/penalties for such a disadvantage.
Limitations give you their value in skill ranks, which you can then spend normally. You may spend a plot point to overcome a limitation in a particular instance. (For example, when the coward manages to screw up his courage this one time because his best friend is in danger.) However, be aware that consistently overriding your limitations is poor roleplaying and will impact the number of plot points awarded.
A character should have gear appropriate to her history and station--talk to your GM about the details. For the most part, gear in Zludge is mundane and just lets you do things. If you have special gear--such an occult library or neural interface jack--that gives you some bonus on rolls or is essential to your character, it should to be paid for through an aspect, skill, or extra.
Plot points (also called fate or story points) allow players some directorial or meta-narrative control.
You earn phases as the story advances and your character becomes more experienced. But you earn plot points for good roleplaying. This is easier when you have defined a rich character, especially one with a few quirks or limitations. When you work to advance the story, roleplay your character well, or generally improve the game experience for everyone, you earn plot points--usually 1 to 3 per game session.
You can spend one plot point to add +1 to a check, either before or after making a roll. This may be combined with an aspect invocation, but only one plot point can be spent per check.
You can also spend plot points for minor narrative control or to introduce a cinematic event. Examples include:
The GM should try to go with plot point expenditures as much as possible. Still, narrative control uses can always be vetoed by the GM (in which case the point is not spent), or he may up the cost to 2 or even 3 plot points to achieve the effect.
The rate of character advancement is up to the GM. Occasionally, the GM will distribute a phase--an aspect and 4 skill points--to be spent as the player sees fit. (Alternately, the GM may give out one skill point at a time, giving out an aspect every 4th point.)
Players may only buy ranks in skills they have actually used (or were otherwise relevant) in recent play, though they may announce that they will be practicing a certain skill during character down-time.
Zludge combat is dangerous (realistic), though with just enough cinema to keep it from being automatically deadly. Wounds quickly impair your ability to fight, and you can be incapacitated with a couple blows of a good-sized weapon. Healing tends to take a couple weeks.
Weapons are classified by their damage-level:
0: unarmed combat, small rocks, etc.
1: small, one-handed melee weapons (knife, short club, etc.); tiny holdout pistol
2: larger, two-handed melee weapons (sword, axe, baseball bat, etc.); small firearms, such as pistols and low-caliber rifles
3: high damage weapons, such as chainsaws; machine guns, shotguns at close range, etc.
4: Explosives and such
Armor is rated based on the damage-level it absorbs:
0: leather jacket, thick winter coat
1: flak jacket [leather armor, studded leather]
2: light kevlar vest [chainmail, ringmail, scalemail]
3: heavy-duty combat kevlar [platemail]
4: bomb suit, a Franklin wood stove
Some bulky armors may cause a penalty to certain skills, such as Athletics and Acrobatics.
Optional: Armor in your world may only cover certain areas of the body. If so, use Hit Locations below for every attack.
If everyone can see everyone else (and someone goes for a weapon!), roll Reflexes and proceed through combat in that order.
In an ambush situation, the victim instead rolls the average of Reflexes and Alertness (round up), while the hiding/sneaking/ambushing characters may roll Stealth instead of Reflexes.
Occasionally, an ambusher may get an entire surprise action before Reflexes are rolled. This is in cases such as a ranged attack from hiding, where--if the victim hasn't noticed the ambusher by now--there is no chance to notice him until after the first attack.
Before a character has had a chance to act in combat, they are flat-footed. They do not make a defense roll, and the attack is resolved as a test rather than a contest: +1 for a stationary target, +0 if moving.
Every turn of combat (about 3 seconds, give or take a couple seconds), each active (conscious, aware of combat, and capable of acting) character gets to take an action. A character can generally perform one of the following sorts of actions:
When making an attack, the attacker rolls an attack roll. This is either a Melee, Ranged, or Unarmed combat roll, depending on the weapon used. The target defender rolls a defense roll, which is generally Acrobatics. However, if the attack is Unarmed or Melee, a defender may defend with Unarmed or Melee (if she has an appropriate weapon or free hand) instead.
If the attack roll is less than the defense roll, the attack missed. If the attack roll exceeds the defense roll, apply the weapon's damage to the target (minus any reduction due to the target's armor). If the attack roll is a critical hit (+4 over defense roll), +1 to damage-level dealt. If the two rolls are equal, the attack clipped the target, dealing 0-level damage (see below).
+1 bonus to attack for each of the following:
+1 bonus to defense for each of the following:
-1 penalties to attack and defense for each of the following:
For the most part, combat damage is left abstract. However, if is it important to determine where an attack hits (such as whether that area is armored or not), roll 1d6 to determine the general area:
(If an even more specific area is required, divide the struck area into 6 parts and roll 1d6 again.) Damage in particular locations may impact what skills can be used. An attacker can make a "called shot" at -2 to the attack roll.
Each character has a capacity for physical damage, modeled as a series of check boxes. When a character takes damage, this "checks off" a box at the corresponding damage-level. If that level is full (all boxes checked), fill in a box on the next higher (well, lower in this table) level. Instead of checks, note what the actual wound was using either damage-level values (0, 1, 2, ...) or wound abbreviations (S, H, V, I, C). This is important later for healing--someone can be slowly pounded into a comatose state with only 0-level damage punches, but recover in a day or so of rest. Or they can be shot twice and take a month to recover.
| Boxes | Damage-Level | State/Wound | Examples | Game Effect |
|---|---|---|---|---|
| [ ][ ][ ] | 0 | Scratched | Scratches, scrapes, bruises, swellings, blisters, minor sprains | Clipped: -1 to physical actions until your next action (thrown off balance a bit) |
| [ ][ ] | 1 | Hurt | Cuts worthy of stitches, torn tendons/ligaments, serious bruises or sprains, minor fractures | -1 to physical actions |
| [ ] | 2 | Very Hurt | Cuts to the bone, broken bones | -2 to physical actions |
| [ ] | 3 | Incapacitated | Open or puncture wounds, compound fractures | Knocked prone and most actions not possible, (-3 to physical actions) |
| [ ] | 4 | Comatose (Nearly Dead) | Severe wounds (damage to vital organs, crushed bones) | Unconscious, so no actions possible, (-4 to physical actions) |
The clipped state is best modeled with a paperclip or poker chip, as it disappears as soon as that player gets to act again. Clipped and wound penalties do not stack with each other; only the highest applies.
Durability skill: Unlike other skills, Durability does not affect rolls. Instead, each rank buys one more box on the next higher level: 1 rank for an extra Scratched box, another rank for an extra Hurt box, and so on. A high Fortitude grants an additional Scratched box, rather than stacking with Durability. And a low Fortitude subtracts a Scratched box.
Fatigue is an indication of mental exhaustion and nonlethal physical damage. It uses the same mechanism as physical damage, though in a separate table and with slightly different penalties. Fatigue damage also affects your mind, and so impacts all your skills; but it heals much faster.
| Boxes | Fatigue Damage-Level | State | Examples | Game Effect |
|---|---|---|---|---|
| [ ][ ][ ] | 0 | Winded | Short of breath; yawning, strung out | No game effect |
| [ ][ ] | 1 | Tired | Panting; sleepy, tired, hung-over | -1 to actions |
| [ ] | 2 | Very Tired | Gasping; trembling, stumbling, fuzzy-headed, bleary-eyed | -2 to actions |
| [ ] | 3 | Exhausted | Collapsing; shaky, weak, disoriented | Prone and most actions not possible, (-3 to physical actions) |
| [ ] | 4 | Unconscious | Unconscious | No actions possible |
Fatigue comes in two forms. The first is physical fatigue, usually from over-exertion. You may accumulate this if you are working hard over time (such as fighting or running for you life), or on failing Fortitude skill rolls. Mark such fatigue with a "P" (for "physical") on the chart. Mark all other fatigue--whether from mental strain, sleeplessness, disease, alcohol, etc--using the normal notation (numerical damage values or W/T/V/E/U).
Endurance skill: Endurance works just like Durability, only for the fatigue chart.
Clarification of the word "damage": Damage is either physical injury (called "physical damage" or simply "damage") or nonlethal impairment (called "fatigue damage" or simply "fatigue"). The difference between "physical damage" and "fatigue damage" is simple which chart they affect. Damage (of either form) also has an associated damage-level, which is a measure of the damage's severity. This simply determines at which level a box gets checked off. References to "a point of damage" or "1 fatigue" implies 0-level damage or fatigue. The norm is that damage results in the loss of only one box. The phrase "3 points of damage" is ambiguous in Zludge--this could either mean 3 points of 0-level damage, or one point of 3-level damage.
A few minutes work with bandages (and maybe splints and tourniquets) and a successful Medical(First Aid) roll reduces wound game effects by one level. So a Hurt is no longer impairing, someone Incapacitated could now hobble around at -2, etc. Your injury chart doesn't not change, however: you still have the same wounds, they are just less impairing. A failure on a physical skill check can reopen your wounds, returning their full penalties.
Clipped/Scratched game effects last less than a round. However their appearance and presence on your character sheet persists for 2 days--you still feel a little tender and people can see you've been in a fight.
Other wounds heal at the rate of 1 level/week: Hurts become Scratches, Very Hurts become Hurts, etc. This healing time can be reduced 1 day per Medical bonus of the caregiver. (Assuming initial treatment followed by daily monitoring, the caregiver can take 0. If there is no later monitoring, make a roll.)
Fatigue heals a little differently. Physical fatigue heals one level/10 minutes of rest. Other fatigue heals at 2 levels/full night's sleep (or /full day of rest).
Supernormal powers are a special subset of skills, gifts, and limitations for a particular game setting. These are usually for a magic, psi, super powers, cybernetic augmentation, etc. See Fate for a good discussion of different kinds of magic systems.
You can also check out the following example:
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.System Reference Document. Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
System Reference Document v3.5 HTML compilation. Copyright 2004, Sovelior Meliamne & Jason Olaf Jensen.
Fudge System 1995 version. Copyright 1992-1995 by Steffan O'Sullivan; Copyright 2005 by Grey Ghost Press, Inc.; Author Steffan O'Sullivan.
FATE (Fantastic Adventures in Tabletop Entertainment). Copyright 2003 by Evil Hat Productions; Authors Robert Donoghue and Fred Hicks.
Zludge Roleplaying Game System. Copyright 2007 by Zach Tomaszewski.
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