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FUDGE INVASION
Player Sourcebook
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Unless new systems are provided in the Fudge Invasion sourcebooks, the systems in the basic Fudge documents apply. Notable suggestions for changes/additions to the Fudge system occur in the areas or combat, wounds and skill development - which is now influenced by attributes. Fudge documents were available at the time of this writing from ftp.csua.berkeley.edu in /pub/fudge.
Additional Fudge rules, options, and background material presented in this document are copyright 1995 by Russ Brown (brownr@mei.com). They may be freely copied and distributed as long as this copyright notice is included with each copy. No charge may be made for this material without written permission from the author.
Fudge Invasion is set in the year 2008. Human technology differs mainly in the widespread used of technology available on only a limited scale today, such as computers, personal communication, and space travel. The most notable new technologies are cybernetics and limited human genetic engineering.
Player characters should be human, but that is about the only limitation. However, the Game Master should closely monitor character backgrounds to insure that there is a believable way to bring the characters together with a common mission.
Each character consists of ratings for nine mandatory traits, and any number of optional skills, gifts and faults. Attributes represent very basic qualities of the character, as well as the character's ability to improve skills. Skills represent more specific areas of knowledge or ability and increase with experience. The seven levels used to represent skills and attributes are as follows.
| Superb | +3 |
| Great | +2 |
| Good | +1 |
| Fair | 0 |
| Mediocre | -1 |
| Poor | -2 |
| Terrible | -3 |
Points are also spent to acquire skills. The skills listed in the sections below have three pieces of information with them - their primary attribute, their cost per level, and their default level. Every character starts with all skills at their default levels, and must pay the number of points listed for each level the skill is raised. After the skill reaches the level of the primary attribute, the point cost doubles at each level. A default level of NE means Non-Existent. There is no default level for such skills - without some training, the tasks involved are virtually impossible. The level in brackets next to the 'NE' is the level attained by paying the skills point cost for the first time. Examples of skill development are given in the SKILLS section below.
Note that point costs of gifts and faults are not listed. These should be discussed with the GM on an individual basis.
| ACA | ACADEMIC | APP | APPEARANCE |
| SOC | SOCIAL | STR | STRENGTH |
| TEC | TECHNICAL | TOU | TOUGHNESS |
| PER | PERCEPTION | WIL | WILL |
| DEX | DEXTERITY | AGI | AGILITY |
As an example of skill cost, a character with a Good DEX learning a (DEX-2-POOR) skill would start out with a Poor level for free and pay 2 points for each level up to Good, then 4 points to get to Great, and 8 points to get to Superb, for a total of 18 points. A character starting with Superb DEX would only pay 12 for the same skill, while a character with a Terrible attribute would start with a default of Terrible and have to pay 4 just to get to Poor, and a total of 252 points to reach Superb!
This listing does not deal with prerequisites for certain skills. For example, a surgeon should probably have some Anatomy skill. It is left up to the GM and the player the make sure the character's skills fit together logically.
RIDING (DEX-1-POOR) TEAMSTER (DEX-2-POOR) VETERINARIAN (ACA-3-TERRIBLE) ANIMAL TRAINING (ACA-2-POOR) HERDING (ACA-1-POOR) ANIMAL HUSBANDRY (ACA-2-POOR) FARMING (ACA-2-POOR)
DRAW/PAINT (PER-2-POOR) VIDEO PRODUCTION (PER-2-NE) PHOTOGRAPHY (PER-1-POOR) SCULPTING (PER-2-POOR) MUSIC (DEX-2-NE ) SINGING (PER-1-POOR) DANCE (DEX-2-POOR) ACTING (SOC-2-POOR) COOKING (PER-2-MEDIOCRE) COSMETICS (PER-2-POOR)
ACROBATICS (AGI-2-POOR) JUMPING (AGI-1-MEDIOCRE) RUNNING (AGI-1-MEDIOCRE) SWIMMING (AGI-1-POOR) SCUBA (TEC-1-TERRIBLE) THROWING (DEX-1-MEDIOCRE) CLIMBING (AGI-1-POOR) CAVING (AGI-1-POOR) ZERO-G (AGI-1-POOR) PARACHUTING (AGI-1-POOR) SPORT (AGI-2-POOR)
APPRAISAL (PER-2-POOR) ACCOUNTING (ACA-2-POOR) MARKETING (SOC-2-POOR) SALES (SOC-2-POOR) BARGAIN (SOC-2-POOR)
AMBUSH (WIL-1-POOR) DODGE (DEX-2-MEDIOCRE) QUICK-DRAW (DEX-1-POOR) SHIELD PARRY (DEX-1-POOR) PISTOL (DEX-2-MED) RIFLE (DEX-2-POOR) SUB-MACHINE GUN (DEX-2-POOR) ASSAULT GUN (DEX-2-POOR) SHOTGUN (DEX-1-FAIR) KNIFE (DEX-2-MEDIOCRE) KNIFE PARRY (DEX-2-POOR) SWORD (DEX-2-POOR) SWORD PARRY (DEX-2-POOR) STUN WEAPONS (DEX-1-MEDIOCRE) CLUB (DEX-2-MEDIOCRE) CLUB PARRY (DEX-2-POOR) UNARMED COMBAT (DEX-3-MEDIOCRE) WRESTLING (STR-2-POOR) TACTICS (ACA-2-POOR) AIRCRAFT WEAPONS (TEC-3-POOR) Less for specific weapons SPACE WEAPONS (TEC-3-POOR) Less for specific weapons NAVAL WEAPONS (TEC-3-POOR) Less for specific weapons DEMOLITION (TEC-2-POOR) BOMB DISPOSAL (TEC-2-POOR) POWERED ARMOR (TEC-1-POOR)
SECURITY SYSTEMS (TEC-2-TERRIBLE) BREAKING AND ENTERING (TEC-2-POOR) DISGUISE (PER-2-POOR) FORGERY (PER-2-POOR) SHADOWING (PER-1-POOR) SLEIGHT OF HAND (DEX-2-POOR) STEALTH (AGI-2-POOR) CAMOUFLAGE (PER-1-POOR) HIDE TRACKS (PER-1-POOR) COMPUTER SECURITY (TEC-2-NE) CRYPTOGRAPHY (TEC-2-TERRIBLE)
MASONRY (DEX-2-TERRIBLE) METALWORK (DEX-2-TERRIBLE) WOODWORK (DEX-2-TERRIBLE) COMPOSITEWORK (DEX-2-TERRIBLE) TAILOR (DEX-2-TERRIBLE)
MECHANICAL ENGINEERING (TEC-3-NE) ELECTRONIC ENGINEERING (TEC-3-NE ) COMPUTER ENGINEERING (TEC-3-NE ) COMPUTER PROGRAMMING (TEC-3-NE ) ROBOTICS ENGINEERING (TEC-3-NE ) CYBERNETICS ENGINEERING (TEC-3-NE ) POWER ENGINEERING (TEC-3-NE ) CHEMICAL ENGINEERING (TEC-3-NE ) MANUFACTURING ENGINEERING (TEC-3-NE ) LIFE SUPPORT ENGINEERING(TEC-3-NE ) AI ENGINEERING (TEC-3-NE ) AEROSPACE ENGINEERING (TEC-3-NE ) WEAPON SYSTEMS (TEC-3-NE ) AEROSPACE SYSTEMS (TEC-3-NE )
TELL LIE (SOC-1-MEDIOCRE) DETECT LIE (SOC-1-MEDIOCRE) INTERROGATE (SOC-1-POOR) SEDUCE (APP-1-POOR) INTIMIDATE (WIL-1-POOR) PERSUADE (SOC-2-POOR) LEADERSHIP (SOC-2-POOR) DIPLOMACY (SOC-1-POOR) TEACHING (SOC-1-POOR) GAMBLING (PER-1-POOR)
INDIVIDUAL LANGUAGE (ACA-1-NE) LINGUISTICS (ACA-2-POOR) WRITING FICTION (PER-1-POOR) WRITING NON-FICTION (ACA-1-POOR) JOURNALISM (ACA-1-POOR) WRITING POETRY (PER-1-POOR) LITERATURE (ACA-2-POOR) RESEARCH (ACA-2-POOR)
BIOLOGY (ACA-2-POOR) ZOOLOGY (ACA-2-POOR) BOTANY (ACA-2-POOR) ECOLOGY (ACA-2-POOR)
DRIVE GROUND VEHICLE (DEX-2-MEDIOCRE) ELECTRONICS CONSTRUCTION (TEC-2-NE) POWER SYSTEM CONSTRUCTION (TEC-2-NE ) BUILDING CONSTRUCTION (TEC-2-NE ) AIRCRAFT CONSTRUCTION (TEC-2-NE ) SPACECRAFT CONSTRUCTION (TEC-2-NE ) GROUND VEHICLE CONSTRUCTION (TEC-2-NE ) MARINE VEHICLE CONSTRUCTION (TEC-2-NE ) WEAPON SYSTEM CONSTRUCTION (TEC-2-NE ) CYBERNETICS CONSTRUCTION (TEC-2-NE ) LIFE SUPPORT CONSTRUCT-ON (TEC-2-NE ) ROBOT CONSTRUCTION (TEC-2-NE ) PILOT AIRCRAFT (DEX-2-NE ) PILOT SPACECRAFT (TEC-2-NE ) PILOT MARINE VEHICLE (TEC-2-NE ) REMOTE OPERATION (DEX-1-POOR) SPACE SUIT (TEC-1-TERRIBLE) POWER SYSTEMS OPERATION (TEC-1-NE )
ANATOMY (ACA-2-POOR) PHYSIOLOGY (ACA-2-TERRIBLE) MEDICAL RESEARCH (TEC-2-TERRIBLE) GENETICS (ACA-2-TERRIBLE) PSYCHOLOGY (ACA-2-POOR)
GENETIC ENGINEERING (TEC-2-NE) CYBERNETICS (TEC-3-NE ) SURGERY (DEX-3-NE ) PHARMACOLOGY (ACA-2-TERRIBLE) PATHOLOGY (ACA-2-TERRIBLE) MEDICAL QUARANTINE (ACA-1-TERRIBLE) DIAGNOSIS (ACA-3-POOR) PSYCHIATRY (ACA-3-NE ) MEDICAL PRACTICE (ACA-2-POOR) FIRST AID (ACA-1-POOR) FORENSIC MEDICINE (TEC-2-TERRIBLE)
FISHING (ACA-2-POOR) FORAGING (PER-2-POOR) HUNTING (PER-2-POOR) SURVIVAL (ACA-2-POOR) ANIMAL TRACKING (PER-2-POOR)
ADVANCED MATH (ACA-2-NE) PHYSICS (ACA-2-TERRIBLE) CHEMISTRY (ACA-2-TERRIBLE) METEOROLOGY (ACA-2-TERRIBLE) OCEANOGRAPHY (ACA-2-TERRIBLE) GEOLOGY (ACA-2-TERRIBLE) PLANETOLOGY (ACA-2-NE ) ASTRONOMY (ACA-2-TERRIBLE) GEOGRAPHY (ACA-2-POOR)
POLITICS (SOC-2-POOR) CRIMINAL LAW (ACA-3-TERRIBLE) CIVIL LAW (ACA-3-TERRIBLE) INTERNATIONAL LAW (ACA-3-TERRIBLE) LEGAL PROCEDURES(ACA-2-POOR) BUREAUCRACY (ACA-2-POOR)
THEOLOGY (ACA-2-POOR) OCCULT (ACA-2-POOR) RELIGIOUS HISTORY (ACA-2-POOR) RELIGIOUS PRACTICE (ACA-2-POOR)
SOCIOLOGY (ACA-2-POOR) HISTORY (ACA-2-POOR) AREA KNOWLEDGE (ACA-1-TERRIBLE) ECONOMICS (ACA-2-POOR) ARCHAEOLOGY (ACA-2-POOR)
The GM may also wish to award additional points, to be applied only to a skill or attribute which was extensively used. The GM always has the option of limiting the skills and attributes on which campaign experience points can be spent, possibly requiring formal training time to obtain experience in certain areas.
In any case, the points awarded for a particular adventure or series of gaming sessions should be around 10 for a moderate rate of development, higher if characters are intended to develop skills quickly for later adventures.
By the same logic, wages will have nearly doubled, with proportionately more increase in information technology and entertainment areas, and less increase in general labor and service industries. Once the GM has helped a player determine the character's profession and salary, he should determine how much money the character has in savings. If saving habits don't change much over the next decade, savings will be about 5% of annual income, while unsecured debt could be 30%! (a single person making $30,000 with only $1500 in savings, but $9,000 in car loans and credit card debt is not unusual).
Attr/Skill Cost
ACA Fair
SOC Good 10
TEC Good 10
PER Great 30
DEX Fair
APP Good 10
STR Fair
TOU Fair
WIL Mediocre -10
AGI Good 10
Military Rank (1st Lt.) 5
Drive Hvy Truck Good 4
Accounting Fair 4
Appraisal Great 8
Pistol Fair 2
Rifle Good 8
Tactics Fair 4
Spanish Fair 3
Leadership Mediocre 2
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Total 100
Attr/Skill Cost
ACA Great 30
SOC Fair
TEC Good 10
PER Good 10
DEX Fair
APP Fair
STR Mediocre -10
TOU Fair
WIL Fair
AGI Mediocre -10
Pathology Great 10
Anatomy Fair 4
Physiology Good 8
Pharmacology Fair 6
Medical Quar. Good 4
Diagnosis Fair 6
Medical Research Good 8
Interrogate Good 4
Intimidate Good 4
Remote Operation Fair 2
Bureaucracy Mediocre 2
Hang Glider Fair 3
Parachuting Fair 3
First Aid Good 3
Writing Non-Fict. Good 3
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Total 100