Fudge Reborn

About

Fudge Reborn is a rules-lite, narrative-heavy RPG that works in most settings.

Making Characters

Making characters is easy! Choose from an archetype the Referee provides as a part of their game, or you can create one from scratch.

Unless the Referee suggests otherwise, pick three skills or abilities at the Mediocre level, 2 at Fair, and one at Good.

The Ladder

Superb
Great
Good
Fair
Mediocre
Poor
Terrible

Play

The sequence of play involves Players describing their characters' actions and words, and the Referee describing the world, inhabitants, and potential consequences.

When something risky, dramatic, or interesting is about to happen, you may roll the dice to decide if things go well for the characters or not. The Referee will tell you how well you need to do in terms of the Ladder and the likely consequences of failure, and the player will roll and try to meet or exceed that target.

The player's result is their skill modified by the roll. Roll the 4 Fudge dice (4dF). For each + that comes up, they move up the Ladder, and for each -, they move down the Ladder. Ignore blank results. A + and - cancel each other out.

Note

Elias is about to climb a cliff to sneak up on an enemy camp. The Referee says the difficulty is "Fair". Elias is a "Fair" climber. Elias rolls the 4dF and gets a blank, a +, a +, and a -. Elias ignores the blank. Then Elias removes a + and - pair since they cancel each other out. Elias moves from "Fair" to "Good because of the remaining +. "Good" is above the required "Fair," and so Elias succeeds with a benefit.

Results

Result Consequence
Above Success with potential extra benefit
Equals Success with a complication
Below Serious failure

Consequences

Before any roll, the Referee must describe the potential consequences. For example, a player getting into a gunfight might prompt the Referee to say that death is possible. If the character accepts the potential consequence, they can continue.

The Referee is only responsible for saying what a potential consequence is. The actual consequence will be up to the Referee after the result is known.

To keep this feeling fun, fair, and safe, discuss what is and isn't acceptable for consequences before play begins.

Equipment

Most skills require equipment to perform. Improvising may earn a trait that makes the job harder, but trying to do something without even basic equipment may be impossible (You can't shoot someone without a gun)

If you are about to suffer a negative consequence, you may choose to break a piece of your equipment instead. Breaking equipment might mean the difference between a blast destroying your armor and you losing a limb. The equipment is ruined and unusable until it has been fixed or replaced.

Advancement

After a significant accomplishment or milestone, the Referee will give out an advancement point. Remarkable success may earn more.

Spend advancement points to improve existing skills or learn new ones as long as it makes narrative sense.

Cost Improvement
1 Point Add a new skill at Mediocre
2 Points Move a skill up a rank

You cannot promote a skill up if it would make the level it is leaving equal to or less than the level above. For example, a character with 3 Medicore skills cannot promote one to Fair, as it would make Medicore have 2 and Fair have 3.

Traits

A way to make characters, environments, and situations more alive and interesting is to use traits to describe them. Traits are single words or short phrases that capture the essence of the situation. A burning building would likely have the trait, "On fire!"

Traits can be good or bad depending on the circumstances and the story.

When a trait works against you, it acts as an additional - on the dice unless the Referee says otherwise. If a trait works in your favor, it acts as a +.

Using traits should add to the narrative by adding interest, drama, danger, and excitement, and how they apply is a discussion between players and the Referee.

Traits can apply to characters, NPCs, environments, and even items.

Creating and Removing Traits

The Referee will likely add traits to a given situation or environment as they introduce it to the players. A potential consequence of success or failure is the addition of a new trait to the environment, character, or item.

Removing traits happens as appropriate to the story. An unconscious character might get shaken awake and then lose that trait.

Keep the traits in play to the most interesting or important elements of the situation and avoid trying to be comprehensive.

Don't Have Fudge Dice?

Grab 4 six-sided dice. Roll them and use the chart below.

Die Shoes Result
1,2 -
3,4
5,6 +

Optional Rules

Encumbrance

If you're playing a game where resource management would be interesting to add, you can introduce a simple inventory and encumbrance system.

Characters have "Slots" that represent what they can carry. They have one slot per hand and may wear clothing or armor appropriately. They may use a pack or other things to add additional slots.

Very small items can be either disregarded or treated 10 as taking one slot.