FUGU Rpg Rulebook

What is FUGU

FUGU is a Role Playing Game based on Fudge, so a great amount of credit goes to Fudge’s creators and publishers.

You don’t need to know Fudge to play FUGU, however there are some basic concepts and jargon that you need to understand before you read further:

To start playing: put together in a group of 3 or more people, get pencils, paper and dice, decide who will be the GM, then give the GM some time to think things through.

When he’s ready, the GM will propose a Setting, the Players will generate PCs, then, during each session, the GM will describe some interesting situation to the Players, which will decide what the PCs do, then the GM could ask them to roll Fudge Dice: and will tell them how the sitution changes, and how the NPCs react. Repeat until the end of the Session and for several Sessions to make a Campaign. Clear?

If this is not clear, be aware that many other game enthousiasts, websites, companies and psychiatrists explained these concepts much better than I would ever be able to do, so search the web if you have doubts.

The Saitama Rule

During PC generation, and sometimes during game sessions the Players (and the GM) will need to create descriptions, and game stats for things appearing in the game. For example PC’s Class, Gifts, Faults, pieces of equipment etc.

Keep it snappy and scrappy: limit it to 20 words or less. And forcefully remind it to that Player that just brought to the table 5 pages worth of backstory for his PC:
IT CAN BE SAID IN 20 WORDS OR LESS!

Deciding on a Setting

The GM will do this. Trust her.

Creating Player Characters

Sometimes, the GM will bring pre-made PCs to the table, but not always.

Most of the times, players will need to make up characters to start playing. They will need to be well matched ot the setting. Or not, maybe a hobbit in space could be fun to play, but let the GM have the last word about it.

Characters will have well defined traits, and even some statistics. Write these up with names and level on a piece of paper, which will have the fancy name of Character Sheet

So, dear player, start deciding on what you want for your PC, starting with:

A Name

This is useful whenever other PCs or NPCs want to yell something at him. If you don’t have an inspiration, you can think about this after. No rush.

(Optional): A Role

PCs in a party are usually either the Face (good at handling with people), the Muscle (can hold their own in a fight), the Scout (can go where the others can’t), or the Specialist (possesses a unique power or knowlegde).

Think about the role that you want your PC to have in the story, it will help you choose a Class, and will help the GM to place you in the right situation and with the right tools.

A Class

We could call this also a Profession, a Way of Life, and Archetype, an High Concept. Ninja? Soldier? Magician? Mad scientist? You name it.

This is the most important decision in making the PC, it will affect the Player’s game at any moment. You propose a class for your PC to the GM, she can modify or veto it.

It could be something very basic, but some adjectives can add a lot of depth: nothing wrong in playing a nondescript Barbarian, your fellow players and GM will immediately picture a Conan lookalike swinging a bladed thing, but a Vegan Teetotaller Barbarian gives the GM much more to work with. The scenario where he fights the Lamb-Slaugthering Drunkards of Luxor practically writes itself.

(Optional): A description

A short description and/or biography of the PC could help deciding on other aspects.

Skills

The ladder

So, how good is your barbarian at swinging a sword anyway, and what else can he do?

In FUGU, the competency of PCs (and NPCs by the way) is defined along this Level Ladder:

Level %4dF>=Level Adjective Description Number of skills at start
+5 0% Legendary Among the best in the universe and history
+4 1.23% Superb Among the best in the world
+3 6.17% Great Among the best in town X
+2 18.52% Good A professional XXX
+1 38.27% Fair Experienced, or a talented beginner XXXXX
+0 61.73% Mediocre Inexperienced, or lacking talent XXXXXXX
-1 81.48% Poor Worse than most
-2 93.83% Terrible Inept, or somehow impaired
-3 98.77% Catastrophic Don’t even try
-4 100% Horrifying A lemon could be better at this

Each level can be defined by the adjective, or by the numeric value, it’s up to GM and players to decide which one do they remember better. However, the numeric value will be useful in determining outcomes, in combination with dice rolls.

In dramatic situations, the skill level, added to a Fudge Dice roll, will determine how well the PC is performing.

There is a total of 16 skills, and the PC will start with:

Skill list

The list of skills in FUGU is kept short, but many skills, like Science, are very broad and will have a different meaning depending on the Class of the PC. Example: for a Field Doctor PC, Science will mean Medicine, while for a Rogue Chemist it will mean Chemistry (what a surprise). If a PC wants a versatile character (like a Field Doctor with a degree in Archeology ), make him “buy” the extra specializations as Gifts. At this point, it is clear that the GM will desperately try to limit the abuse of FUGU’s broad skills, while the Players will propose PCs with classes like “Delta Force Super-scientist Ninja Surgeon with psychic powers”. It will take some bargaining but compromises are possible.

The skill list is divided in 4 groups: Action, Social, Technical, Intellectual. This is just meant to organize and remember them better, no character is restricted to any of the four groups.

Action Skills

Social Skills

Technical Skills

Intellectual Skills

Some of the listed skills, like Agility and Strength, could be considered innate traits of a person, rather than abilities that can be learned and improved. However, this is not relevant in FUGU: those traits can be also improved with training and experience, so there’s no need to handle them differently than skills in game terms.

Too many skills, can’t decide?

Don’t sweat it, think first what your PC is Great at (1 skill), then Good at (3 skills), and take it from there.

If you get stuck, just start playing and assign your remaining skill levels during the game as you need to use the skills. However, the GM will not award you Experience Points until you have assigned all the remaining skill levels!

Combinations of skills

Some tasks the PC undertake are not entirely covered by any one skill in the list, but a combination of 2 (or more) skills could do the trick. For example, “hacking” requires both Software and Burglary skills. In this cases, if the most important skill is the highest, use the average numeric level of the skills, rounding up. If the most important skill is the lowest, take that as the level. If our hacker is Superb(+4) at Software and Fair(+1) at Burglary, the combination will be Good(+3). Had he been Fair at Software and Superb at Burglary, he would be rolling just at +1. The GM will rule which skill is the most important for the task, and in case they’re all equally important, just use the average, rounding down.

Gifts and Faults

Some other characteristics of the PC could influence his role in the story and his chance of success in some actions. Is he double-jointed? Fearless? Cleptomaniac? Accolite of a shady cult? The player makes up a maximum of 4 Gifts and Faults, with number of Gifts = number of Faults. The GM takes care that they are well balanced, and approves/modifies/vetoes them.

No Gifts or Faults at all is also an option. Your PC could gain some during the adventure.

Gifts

These are positive, or mostly positive. A cyborg PC could have problems whith repairs and recharges, but this is more than compensated by his superuman strength, or speed, or random gadgets. As a rule of thumb, a Gift could grant an Advantage of 2 dice on skill rolls in specific relevant situations.

Faults

Things that hamper the PC. Duties, phobias, handicaps, enemies. The player should choose something that he wants to roleplay, and that makes the PC more complex and interesting. As usual, the GM will be the judge of that. A fault could cause a Disadvantage of 2 dice on rolls in specific situations.

Mixed bags

A characteristic could be neither obviously good nor bad and work for or against the PC. For example, a affiliation to a cult could mean limitations in behavior and duties that other people don’t have, but, at the same time, having allies and occult knowledge, so the “pros” and “cons” of this aspect balance each other. In this case, write it down as both a gift and a fault.

Sample Gifts and faults

Here a tiny selection of generic Gifts and Faults to get you started.

Gifts:

  1. Quick Reflexes: Advantage in acting swiftly. (Advantage=2 dice when deciding who acts first)
  2. Eidetic Memory: Perfect recall of what they see or hear. (Advantage=2 dice when memory is crucial)
  3. Natural Leader: Inspires and leads others effectively. (Advantage=2 dice in Influence rolls when leading)

Faults:

  1. Curiosity: Leads to dangerous situations due to the need to explore. (Disadvantage=2 when rolling to resist goin on an exploration)
  2. Short-Tempered: Reacts impulsively with anger, potentially escalating conflicts. (Disadvantage=2 in situations needing patience)

Health Points, Stamina, Coin, Wealth

Each PC will have 5+Strength as his starting and maximum Health Points (HP). For example, someone of Average strength will have 6. In a similar way, the PC’s starting Stamina will be 5+Will, and Coin will be 5+Business

These scores could be depleted and regained during play. It’s bad if they get low. Specially HP, don’t get to 0 HP.

It’s handy to have them in the Character Sheet in the form of checkboxes, like this:

[ ] [ ] [ ] … as many as your maximum score

A PCs Wealth will depend on his Business skill, but the relevant levels are just Poor, Fair, Great and Legendary, so round down the Business level to one of those 4.

Movement and speed

Don’t try to track to the detail how much a PC or NPC can move in every scene: the GM will describe the situation and decide if he can flee from an enemy or reach him, maybe requiring an Agility roll. If strictly needed, use 5+Agility meters per second as maximum movement.

Inventory, equipment, money, stuff

The PCs have a Class, so they will have all the tools of the trade available. Maybe not top-notch, maybe borrowed instead of bought (a plane pilot needs to be rich to own the plane), but they have enough to survive and thrive.

Therefore, just write down objects that are particularly significant for the story, or out of the ordinary: a pocket knife doesn’t need to be listed, but Excalibur does.
An object could even have one or more qualities rated on the Level Ladder (if the story requires it). For example, an Axe found in the corner could be described as “axe of Poor quality”, which is bad news if the PC needs it to break a Cellar Door of Great resistance.

Yes, the PC could have some money, you little greedy burgeouis, but we won’t write down how many cents and bitcoins are in his possess, we will just approximate this using his Coin score and Wealth level. More about this later.

And now, guess what… our heroes are ready to go!

Extra characteristics

Some game settings will require the player to keep track of other things. This will mostly fit in as Gifts or Faults, but sometimes they could be different. For example:

These can be fitted in a handy “Extras” area of the Character Sheet

Playing the game

The GM will introduce the story. The Players will probably have some questions before they get into character, but sooner than later they will need to think how their PCs will act (or react). Talking, moving, other basic interactions with the (fictional) environment and the NPCs can be just announced and the GM will tell what’s happening next, but soon the Players will want their PCs’ to do something…interesting!

Using skills

Many times also when using a skill, a satisfying result should be taken for granted. For example, a PC that’s Fair (+1) at piloting will have no problem driving a car downtown. No need to roll dice here.

However, in tense or dramatic situations, or when success is not granted, the Dice will come into play. The Skill level+Fudge Dice roll will determine the level of the action.

The GM will decide which level is needed to succeed.

Rolling with Advantage/Disadvantage dice

In some cases a PC will use this skill in a more (or less) favorable condition. For example, relevant Gifts or Faults will give you Advantage or Disadvantage dice. This will influence the skill roll:

The GM can assign Disadvantage dice also if the PC uses a skill in unfamiliar or adverse conditions: for example, if the PC is a jet pilot trying to land an helicopter.

Action “against the environment”

A PC could just need to get something done, with no-one opposing him. The GM will set a target level that the action of the PC needs to reach to be successful, based on the environment and the goal.

Example: Derrick wants to pick a door’s lock of Good quality, for some reason. He is Fair at Burglary, and he has the right equipment (lockpicks and a beer). The GM rules that he needs to score a +2 at least on his action (because of the quality of the lock) He rolls a +2 on his Fudge dice, so the level of his action is: +1 +2 = +3. It’s a Great action: the lock springs open and Derrick takes a look inside the room.

Action in competition

A PC could be in a contest of some kind against an NPC or another PC. In that case, both will be using their relevant skills, and one with the highest action level will win.

In case of a tie: depending on the situation (GM discretion) the outcome could be:

  1. a draw. No one wins and the action ends.
  2. a stall. Repeat the contest, the action is prolonged.
  3. a reroll, because a tie makes no sense in this situation.

Example: A police car is following Sander. He tries an evasive manouver to lose them. He’s Fair at piloting, and he rolls a 0 (zero). That makest it a Fair action (+1), Sander takes speed and keeps control of the car. Unfortunately, the cops have a Good (+2) pilot, and they’re able to follow. Sander needed to roll at least a +1 to escape.

There is no need for the GM to roll for NPCs actions, she can just assume they always roll a “0”.

Margin of success

Sometimes, it’s not interesting just if an action is successful, but also how successful it is. For example, a Good action, performed when an Mediocre action was needed, has a margin of success of +2

Setting difficulty

The GM can rely on this extended version of the ladder to set actions’ difficulty, and also to interpret margins of success.

Level %4dF>=
Level
Adjective Difficulty Distance HP/Stamina
+5 0% Legendary Impossible 10
+4 1.23% Superb Heroic Very Far 9
+3 6.17% Great Unlikely 8
+2 18.52% Good Hard Far 7
+1 38.27% Fair Tricky 6
+0 61.73% Mediocre Simple Near 5
-1 81.48% Poor Easy 4
-2 93.83% Terrible Very easy Close 3
-3 98.77% Catastrophic Trivial 2
-4 100% Horrifying Already done 1

Act with Grit

A player can announce, before making a skill roll, that the PC will put in Act with Grit. This will cost Stamina, but for every point spent he will have one Advantage die for the roll.

Grit gives PCs a chance to overcome critical situations, at the risk of getting exhausted. Stamina used for “gritting” can be recovered as usual (see Wounds and fatigue).

Initiative

The GM will determine the order of characters’ actions, based on the situation he’s describing. If there is no “logical” order, initiative will go to the characters with the highest Perception skill (the most alert). In case of ties, PCs go before NPCs. The order in which characters act will stay the same through the scene (for example, during the whole conflict).

Conflict

The PCs made someone angry, and now it’s on!

A physical conflict will be a series of competing actions, each involving an attacker and a defender.

If the defender has a way to block (intercept the attack with a object or a limb), he can use the Fight skill to defend himself. Note that blocking a melee weapon with a bare limb (like a hand or arm) doesn’t mean avoiding damage, but rather taking damage on that specific limb.
The defender could also try to dodge using his Agility skill.
In both cases, if the attacker’s action level matches (or exceeds) the skill level of the defender, the attacker has hit the defender. If, for some reason, the target doesn’t try to protect itself, then the attack will be like an action “Against the environment” and the GM will set the Difficulty of it, most likely as Easy, even lower if the target is not moving at all!

Example: Derrick, who’s a Fair (+1) fighter is trying to punch Sander, a Good (+2) fighter, who’s trying to block. He will need to roll at least a +1 to hit. Next, Sander tries to kick Derrick, who will try to dodge using his Good Agility (+2). Sander need just to roll 0 or more so that Derrick doesn’t dodge is kick.

If you are using the “NPCs always roll a”0” option, and the NPC is attacking, let the Player roll for his PC’s defense skill so that the result is not predetermined.

Time in a conflict

A (violent) conflict round consists of three seconds in fictional game time of intense, nearly simultaneus action of many PCs and NPCs (getting punched takes surprisingly little time!). Dramatic pauses, circling around and staredowns can happen, if the GM and the players describe them, thus lenghtening the fight.

Multiple attackers

A PC or NPC defending from multiple enemies at the same time is acting in adverse condition. The GM will decide a penalty based on the situation (is he sorrounded? flanked? can he put his back to a wall?). However, as a minimum:

Damage

When the attacker hits, he will deal Damage to the target. The damage will usually be fixed, depending on the weapon used and sometimes (in close combat) from the attacker’s strength.

Each weapon will have a Damage Level measured on the ladder, from Poor (-1) to… whatever the setting can provide.

Example: A machete could be an Fair (+1) melee weapon, dealing a Damage of 1 when used by someone of Fair +1 strenght

The list of weapons will depend on the setting, but as a reference:

If the total damage is 0, or negative, increase the difficulty of the attack roll by -(Damage-1), and give 1 point of damage in case of success.

Example: Beavis has Mediocre Strength and Mediocre Fight, and is punching Butthead, which tries blocking with his Mediocre Fight. In order to inflict one point of damage, Beavis needs to roll a +3: +1 to overtake Butthead’s Mediocre block, +2 because his basic damage is -1 (therefore -(-1-1)=+2 is the added difficulty). With a roll of +4 he will still deal just 1 point of damage. This fight is more likely to end by Stamina depletion than by KO.

It takes Fair Strength to attack unarmed and inflict damage without increased difficulty.

Great Hits

A Great (+3) margin of success grants extra effects, determined by the GM, such as: +2 damage, stamina damage, temporary Fault (e.g., stunned, scared), weapon drop, or other effects. At least 1 extra damage is mandatory for a Great Hit.

Armor

Armor can protect from harm. Each armor will have an Armor level (minimum Average), that the target of an attack can subtract to the damage received. What kind of armor is available will depend on the setting, but in general is easier to make stuff that deals damage rather then stuff that protects, and allows moving around.

Bottom line, most armor will be Fair or Good. Armor offering Great protection should be rare, or expensive, or bulky and impossible to conceal.

Shooting

Often a character will try to hit a target from a distance, using the Shoot skill and a ranged weapon, be it a Stone, a Crossbow or a Quantum-Powered Bowel Disruptor. Shooting will be handled as a normal attack, except that there will be an extra difficulty modifier based on the range of the shot: from -2 (Very Easy) for “Close”, to +4 (Very Hard) Very far, to even more for really desperate shots.

A defender can try to block or dodge a thrown object normally, because he can see it coming, but against a bullet or other fast-moving projectile, the difficulty of the dodge roll will be increased by +2. Blocking such projectiles will usually be impossible, unless it involves ducking behind a big shield (the GM has the last word in these situations).

Basic Battle Gear Table

Was that too vague? Ok, you bloodthirsty psycho, here is a small general-purpose table of weapons and armors to get you started with the mayhem:

Level | Weapon Damage Level Max Range | Armor Armor Level
Mediocre (0) | Brass knuckles 0+Strength Close |
Fair (+1) | Dagger 1+Strength Close | Leather 1
Good (+2) | Sword 2+Strength Close | Chain Mail 2
| Handgun (small caliber) 2 Far | Light Kevlar 2
| Bow 2 Far |
Great (+3) | Halberd 3+Strength Near | Full Plate 3
| Handgun (large caliber) 3 Far | Heavy Kevlar 3
Superb (+4) | Rifle, Machinegun etc 4 Far/Very Far |

To make Science Fiction or Fantasy magical battle gear:

  1. take an object from the list above
  2. add Magic, Laser, Quantum, other SF buzzword to its name
  3. buff it up at will, using the Scale rules here below
  4. have fun inflicting 9+Strength with your very own Quantum Halberd! (Scale X3).

Wounds and fatigue

Each point of damage received is subtracted from the Character’s HP. And here are the consequences of a low HP count:

0 <=1 <=2 <=3 4 5+
Dead Incapacitated Very Hurt Hurt(*) Scratched Healthy
Tough luck Roll on will to perform any action gain one permanent Fault gain one temporary Fault

(*)>50% of HP lost in 1 single blow is always at least a Hurt

The Fault will be decided by the GM,depend on the nature of the damage:
a broken arm that can’t be used properly, a slashed leg that causes limping…the PC will need help

Stamina is used to track a PC’s physical and mental fatigue. The GM will ask to subtract one point after each stressful effort (like a fight). When Stamina gets low the PC will need to rest, because zero Stamina means collapse or burnout. Some specific weapons could deal damage to Stamina rather then to Health.

Stamina 0 <=1 <=2 >=3
State Out Tired Fit
Consequence collapse or burnout -1 to all skills

Recovering from wounds and fatigue

Stamina can be recovered resting for sufficient time (1 point every 2 hours or so), or reset to its maximum at the end of the game session (unless the game stopped in the middle of an action scene).

Size difference and Scale

Sometimes PCs will face creatures or things that are, by default, bigger, tougher, or just way different from them. Our Barbarian could have Superb Strength, but, if he tries wrestling with a Mediocre T-Rex, he will became a Poor meal at most.

To play situations involving conflict with “big things”:

  1. decide a “scale factor” which could be for example “X3” (“human size” being “X1”). Then:
  2. multiply the factor to the thing’s Damage Level.
  3. If PCs want to deal damage to something above human scale, divide the damage dealth (in a given round) by the scale factor, rounding down. For example, it will take 3 points of damage (dealt in 1 hit or in multiple hits in the same round) to make a “scale X3” creature lose just 1 HP.
  4. If a PC has the brilliant idea to actually wrestle it, increase the difficulty of the roll by the “scale difference” times 4 (a “superhuman” scale should be at least “X2”).

This allows for a great variety of super (or sub)- human scales. A fantasy Ogre could be Scale X2, tough but in the ballpark of our Superbly Strong Barbarian. The T-Rex is Scale X4, and good luck arguing with it.

The same principle could be applied to speed as a “speed factor” (ex. PC on foot trying to outrun a motorcicle) and other unbalanced contests (differences in technology level, power etc.).

Pieces of equipment (for example vehicles) can also have a Scale factor. This can save time when handling contests (or combat) with vehicles: in a contest between spaceships, both of Scale X5, there will be no need to translate their Health Points, Armor, Damage Level and speed to human levels.

Superpowers

In some settings and campaign, it will be the PCs that are more powerful than regular humans could ever be (like in a superhero/supervillain campaign). To simulate this, the GM could give them specific powerful Gifts that set their Strength, Agility or other skill at a higher scale (like “X3”). These gifts could be given for free to the super-PCs, or balanced by equally big Faults, for example a Compulsion to Protect (or destroy?) humanity, or powerful Super Foes!

Using Coin

From Murderhobos to Wealthy Adventuring Aristocrats, all the PCs will gain, lose and use resources, be it money or equipment.

Their Wealth level determines what level of goods they can own and purchase, or said differently what is within their means: With Great they can buy a car without thinking too much about it, with Fair they can rent one, with Poor they will have to skip a meal to afford a train ticket.

The details of each Wealth level will depend on the setting, and the PCs could start at a different level than their Business skill dictates depending on GM decision and story background (maybe all the PCs start as pennyless fugitives), but the rules that govern Coin use will stay the same:

Development of the PC

After each session, the GM will award each participating PC with an Experience Point (XP).

XPs can be accumulated, and used to increase Skills, with the following rules:

Example: Derrick is is Fair (+1) at Burglary, and has accumulated 5 XP. He also has been picking some locks lately, therefore at the end of the session he can use 2 XP to become Good (+2) at Burglary, remaining with 3 XP to spend. He can’t spend them immediately to become Great +3 though, he has to wait another session for this.

In addition to this, the Player could swap 2 skills of adjacent levels

Also: the PCs, during the story, could gain new gadgets, wealth, status and other Gifts, permanent or temporary, that will help them in future sessions.

A Player could propose a new permanent Gift for his PC to the GM, which will decide if it fits in well in the story, and possibly ask a cost in XP. As a rule of thumb, 1 Gift will cost 5 XP.

End

That’s it! You are ready to play!

Appendix 1: Players’ Cheatsheet

1. Skill Checks

2. Advantage / Disadvantage

3. Actions in Contest

4. Grit (Extra Effort)

5. Combat (Attack & Defense)

6. Health & Stamina

7. XP & Advancement