One for All, and All for Fudge!: Swashbuckling Adventures for Fudge
by Jay Shaffstall (jshaffst @ netwalk.com)
Whether I was swinging from a rope tied to a tree branch or
walking gingerly across the top of a swing set, I've always
imagined myself being a swashbuckling Musketeer, foiling the
villain's plans and saving the King. When I was first
introduced to roleplaying, I was happy enough being a
warrior or a wizard or a thief, but in my heart I wanted to
be a Musketeer. Over the years we've had many swashbuckling
RPGs; now that my interest in rules heavy systems has waned,
I tend more and more to recreating in Fudge those genres I
love.
One for All, and All for Fudge! (hereafter, All for Fudge!)
provides for a cinematic swashbuckling experience. Little
attempt is made to adhere closely to reality. Rather,
players can play Musketeers fighting twice their number of
the Cardinal's guards to get a retrieve a potentially
embarrassing letter from a friend of the King's. Or perhaps
you'd rather play the Cardinal's guards, intent on
retrieving the letter so that it might be used against the
King.
You need not stay within the Musketeers genre, either.
Perhaps you'd rather play the unsuspecting double of a rural
king, who is drawn into plots against the throne. All for
Fudge! works equally well for a small group of ne'er-do-
wells robbing noble's houses in the heart of Paris as it
does for a group of pirates plying their trade on the seven
seas.
At the end of this article is a list of recommended books
and movies that should give you more than enough adventure
ideas for a swashbuckling campaign or two.
Character Attributes
The character attributes used in All for Fudge! are
strength, dexterity, endurance, wit, charm, and luck.
- Strength
-
Strength represents the physical strength of the
character. This attribute is used for heavy lifting
rolls, and impacts how much damage a character can
take.
- Dexterity
-
Dexterity tells us how quick and agile the character
is. Dexterity figures into acrobatic moves and
reflexes.
- Endurance
-
Endurance shows how hardy the character is. Endurance
also impacts how much damage a character can take.
- Wit
-
Wit tells us how intelligent and quick-witted the
character is.
- Charm
-
Charm represents the character's ability to win friends
and influence people. This is a combination of
physical attractiveness and charisma, so it is entirely
possible to have a good-looking character have a low
charm.
- Luck
-
Luck is the character's ability to land on the hay
wagon after being pushed off the roof. A luck roll can
be used to help the character out of tight spots.
While no sane person relies on luck, it can be quite
useful.
Attributes can be assigned in any way the GM likes, whether
objective or subjective. In general, beginning characters
should have no attributes rated at either Superb or Terrible
if you plan on playing a lengthy campaign.
GMs who want a quick start can simply start all attributes
at Fair, and allow players two free levels to use in
raising attributes. Trading between attributes is also
possible (e.g. lowering one to Mediocre to raise another to
Good). All attribute levels are subject to any GM
limitations (e.g. none starting at Superb and only one at Great).
Wound Track
All for Fudge! starts with the standard Fudge wound track (3
scratches, 1 hurt, 1 very hurt, 1 incapacitated, and 1 near
death). The character's attributes, however, can modify
their specific wound track, as follows (the generic Fudge
character sheets have ample room for penciling in the
additional boxes).
Strength can allow the character to withstand additional
scratches. The following chart shows the bonus scratch
boxes a character receives for strength. These bonuses are
additive, so if a character has a superb strength, they
receive two additional scratch boxes.
| Terrible | Poor | Mediocre | Fair | Good | Great | Superb |
| -1 | -1 | 0 | 0 | 0 | +1 | +1 |
Endurance allows the character to withstand additional
hurts, as shown by the following chart.
| Terrible | Poor | Mediocre | Fair | Good | Great | Superb |
| 0 | 0 | 0 | 0 | +1 | +1 | +1 |
Luck allows a character to sidestep that wound that would
otherwise incapacitate them, by adding additional very hurt
boxes.
| Terrible | Poor | Mediocre | Fair | Good | Great | Superb |
| 0 | 0 | 0 | 0 | 0 | +1 | +1 |
These tables can also be used to tell the number of
additional boxes added when a character increases an
attribute during the game. For example, advancing from Poor
to Mediocre Strength would add one scratch box.
Healing Damage
Scratches heal at the end of a combat, assuming the
characters take the time to perform basic first aid (this
takes no roll, but does take time proportional to the number
of scratches treated). A week of rest is needed to heal
other damage one level. So a Hurt wound will heal in one
week. A Very Hurt wound would, in one week, become a Hurt
wound. This assumes characters are resting in an
environment conducive to healing. The attendance of a
physician during their healing will speed healing (a week
will reduce a wound two levels).
Skills
Skills in All for Fudge! denote the ability to perform feats
over and above the normal unskilled person. The skills are
based on attributes, and an attribute roll is performed for
any task attempted.
Skills may be chosen in any way the GM decides. GMs who
want a quick start may allow players to choose any 5 skills
at Normal level.
Skills will allow the character to perform tasks that are
beyond the reach of unskilled persons. For example, a
normal person would have little chance of walking a tight
rope between two buildings, but a character with the
acrobatics skill could attempt it.
Some tasks are considered unskilled tasks, and can be
attempted by anyone regardless of what skills they have.
The GM is the final arbiter of whether a task is unskilled
or skilled. If a character attempts an unskilled task, but
they have an appropriate skill, then they will receive a +1
bonus to the roll. An example would be dexterity roll to
walk across a narrow log over a stream. The acrobatics
skill would give a +1 to the roll.
Skills have three possible levels: Normal, Expert, and
Master. Skills start at Normal level, and cannot increase
beyond that at character creation without GM approval. The
level of the skill determines the amount of bonus to a task
that uses the skill. This bonus is in addition to the +1
for an unskilled task.
| Normal | Expert | Master |
| +0 | +1 | +2 |
The following skill list may easily be supplemented by
skills from other Fudge implementations if the GM allows.
Since All for Fudge! skills are rather broad, be certain
that an appropriate skill doesn't already exist.
- Acrobatics (dex)
- The ability to perform acrobatic feats
impossible for unskilled persons. The skill also provides a
bonus to appropriate unskilled tasks such as balancing and
climbing.
- Artillery (luck)
- The ability to work with 17th Century
artillery. The artillery is gunpowder based, but not very
accurate. Unskilled characters are more likely to blow
themselves up than hit anything with artillery.
- Banking (wit)
- Knowledge of 17th Century banking. Required
for certain jobs, such as clerk or moneylender. Will give a
bonus to characters that must deal with moneylenders.
- Bribery (wit)
- Just how much should you bribe a palace
guard to pass a message on to the King? A successful skill
roll on bribery will help a character can determine which
guards are most likely to be bribable and how much money is
appropriate. A character without this skill must guess at
both.
- Bureaucracy (wit)
- This character knows the quickest and
easiest ways through red tape. This skill can also be used
to quickly assess a pile of business paperwork for important
information, or to identify which company uses what seals,
etc. Characters without this skill are generally clueless,
and will take much longer to perform the same tasks.
Characters with this skill also get a bonus for detecting
forgeries.
- Carousing (end)
- A character with the carousing skill is
the one left standing and walking at the end of a night long
party. Carousing gives a bonus to any skill rolls where
drinking is a major component. For example, drinking
someone under the table, getting a palace guard drunk to get
information out of him, etc.
- Chemistry (wit)
- This skill represents state of the art
knowledge of chemistry. State of the art in the 17th
Century is still rather primitive, however. Characters with
this skill can mix gunpowder, poisons, etc, as well as
identify such substances, but are also just as likely to
still believe in the transmutation of elements. Characters
without this skill are unable to perform related tasks.
- Disguise (wit)
- This skill may be used to hide your own
identity, or to make yourself look like another person.
Hiding your own identity would be a Good task, while
impersonating someone else would be a Superb task. An
unskilled character may attempt to hide his or her identity
in primitive ways, but a character with this skill will do a
better job. Recognizing a disguise depends largely on how
well known either the character or the person the character
is impersonating is to the person looking.
- Espionage (wit)
- This skill covers all areas of 17th
Century espionage. Coded messages, interrogating suspects,
talking information out of unsuspecting civilians: these are
all areas of expertise for someone with this skill. This
skill also gives a bonus to seeing through a disguise or
detecting forgeries.
- Etiquette (charm)
- A character with this skill can fit into
high society without notice. A character without this skill
will use the wrong fork during dinner, bow just a little bit
too low to the royal banker, and generally behave like a
country bumpkin. When trying to get information from a
member of the nobility, this skill can give a bonus.
- Forgery (wit)
- This skill can be used to create fake
documents or to alter existing documents. The difficulty
depends on the task. Creating a fake royal pardon with no
examples to work from would be a Legendary task. Altering
one word in an existing royal pardon would be a Fair task.
An unskilled person's chance of detecting a forgery is Good,
plus one difficulty level for every additional level the
forger rolled. For example, a forger tries to alter a
pardon to free his father. The difficulty is Fair, and he
rolls a Great. Since the forger beat the difficulty by two
levels, the chance of detecting the forgery by an unskilled
person is Good plus two levels, or Superb. A character with
the forgery skill gets a bonus for detecting forgeries.
- Gambling (luck)
- Characters with this skill know all the
games of chance inside and out, and have spent plenty of
time practicing. Anyone can gamble, but this skill provides
a bonus to gambling rolls.
- Haggling (wit)
- Haggling is the process of bargaining to
obtain a discount on goods or services. The difficulty
depends on where the item is being bought. Marketplaces are
open to haggling, and would be a Fair difficulty. High
society jewelry shops are not as open, and would be a Great
or more. Any character may haggle, but this skill gives a
bonus. The amount of discount is 10%, plus 5% for each
level made over the difficulty. For example, a character
needs a Fair while haggling over the price of a rug his
mistress just has to have. He rolls a Great, two levels
above fair. The discount is 20%.
- Heraldry (wit)
- This character knows exactly what families
sport what coat of arms, and what each symbol on the coat of
arms means. This character is also up on the genealogies of
the important families.
- History (wit)
- Characters with this skill know about
European history, and can provide information on battles and
events. They are also knowledgeable about contemporary
events and literature.
- Horsemanship (dex)
- The ability to ride a horse with style.
Any character may ride, but a character with this skill will
be obviously at home on the back of a horse. They also know
how to care for the horses and can tell if a stable boy is
doing a good job or not. Horsemanship skill is needed to
jump horses over obstacles. Fighting from a moving horse
has a -2 penalty; the bonus for this skill can offset that
penalty.
- Languages (wit)
- This skill must be taken for each foreign
language the character would like to be able to speak.
Characters automatically know their native language.
- Law (wit)
- This character knows the legal process, and can
serve as his own advocate during a trial or hearing. This
skill also provides knowledge of politics, and can be used
to decipher legal documents, and provides a bonus for
detecting forgeries to such documents.
- Leadership (charm)
- A character with this skill can lead
and command others. This skill allows a character to
attempt to take charge of a group, with the difficulty
depending on many factors: whether the group has an existing
leader, an existing purpose, etc.
- Literacy (wit)
- This skill must be take for each language
the character would like to be able to read and write. The
GM may allow some characters to be automatically literate in
their native language, depending on their background.
- Navigation (wit)
- This skill represents the ability to find
your way over great distances, on land or on sea, with some
degree of accuracy. Unskilled characters must typically use
guides such as roads, trails, or coastlines, or risk ending
up off target.
- Oratory (charm)
- The ability to speak in front of large
groups, and to speak well. This skill can be used to fast
talk or persuade individuals and groups. This skill also
provides a bonus to tasks that other skills make possible if
they involve speaking. For example, a character with Law
may be his own advocate. If the character also had Oratory,
he would get a bonus to his Law roll. Other likely affected
skills are Etiquette and Leadership.
- Physician (wit)
- A character with this skill has more than
a passing knowledge of how to treat various physical
problems. While first aid to recover scratches may be
performed by anyone, a character with the physician skill
may attempt to do more for a wounded character. A roll may
be made for each wound a character took, with the difficulty
depending on the severity of the wound. A successful roll
reduces the wound by a single level. If there are no open
wound boxes at the lower level, the wound does not heal.
| Severity of Wound | Difficulty of Roll |
| Hurt | Good |
| Very | Hurt | Great |
| Incapacitated | Superb |
| Near | death | Legendary |
- Powdermaster (wit)
- Characters with this skill are able to
work with primitive gunpowder explosives. Such devices are
unreliable, and likely to go off early or not at all.
Unskilled characters may just as well open a barrel of
gunpowder and toss in a match.
- Sailing (wit)
- This skill covers all aspects of working a
sailing ship, and is necessary to get such a ship to move in
a desired direction. Unskilled characters are more likely
to swamp the ship than to make forward progress. Various
sailing related tasks might require rolls versus attributes
other than wit. Note that a sailing captain would do well
to also have Leadership and Navigation.
- Second Weapon (dex)
- This skill is for characters that
would like to be able to fight with a second weapon. This
skill is rarely used for rolls, but provides a bonus for
using a suitable second weapon in combat. An example is
using a dagger and a saber. Unskilled characters will not
get a bonus for using a second weapon in combat. The exact
bonus depends on the combat system used, so check with your
GM to see if this skill will be useful.
- Seduction (charm)
- Characters with this skill know how to
charm the opposite sex. This skill can provide a bonus on
attempts to get information or persuade someone (or to
simply find a companion for the evening).
- Shield Use (dex)
- This skill represents the ability to
effectively use a shield in combat. Any character may use a
shield in combat, but only characters with this skill get a
bonus for it. Shields need not be armor designed for
combat. Note that most fighting styles of the 17th Century
do not teach shield use. Those who still practice the less
refined fighting styles can learn this skill.
- Sleight of Hand (dex)
- The ability to perform small magic
tricks, and to generally do things with your hands without
other people noticing. Characters with this skill may use
it to pick pockets or cut purses. The difficulty depends on
what is being pilfered, how alert the target is, etc.
Unskilled characters have no chance to pick pockets, and
must rely on a blunt instrument and the element of surprise.
- Stealth (dex)
- This skill represents the ability to move
silently, hide in cover, follow someone without them
noticing, etc. Unskilled characters may attempt all these
things, but skilled characters get a bonus.
- Strategy (wit)
- The ability to develop large scale plans,
such as for a military campaign. While anyone can attempt
this, the skill provides a bonus, and only characters with
this skill can rise to high military rank.
- Streetwise (wit)
- The street society has its own rules and
social mores. Characters with this skill are well
acquainted with how street society works, and can locate
people and information easier and quicker than unskilled
characters.
- Theology (wit)
- A character with this skill has a detailed
knowledge of 17th Century religion, and the workings of the
Church. This skill is a requirement for those who want to
become high-ranking members of the Church.
- Tinker (dex)
- This skill represents the ability to work
with machines of all sizes. This skill can be used to
repair them, to sabotage them, or to create them given
enough time and materials. This skill may also be used to
attempt to pick locks (unskilled characters must make do
with a blunt instrument and a strength roll). This skill
also provides a bonus for disarming traps.
- Tracking (wit)
- The ability to follow a trail or to hide
your own trail. A character with this skill can attempt to
tell how many people passed, what types of animals, etc.
Characters without this skill may make a wit roll to spot
the existence of a trail only if the trail is fairly
obvious.
Combat Skills
As a swashbuckling GM, you have two options for combat
skills, the cinematic option and the realistic option.
You'll pick an option for use in your campaign, as
characters are created differently.
The cinematic option for combat skills creates characters
that are heroic in their abilities. A cinematic character
is likely to be a capable fighter with many weapons.
The realistic option for combat skills creates characters
who will likely be excellent with only a couple of weapons.
Cinematic Combat Skills Option
Combat skills are treated just like non-combat skills. They
are based on an attribute, and all uses of the skill are
rolled versus the attribute, with an appropriate modifier
for the level of the skill (Normal, Expert, Master). Combat
skills count as one of the 10 skills allowed to new
characters.
Unskilled persons may use any weapon. Skilled persons will
gain a +1 with the weapon, in addition to any bonus for the
level of the skill.
All combat skills include the knowledge of how to care for
the weapons, and to discriminate between high quality and
low quality weapons. Unskilled persons do not have this
knowledge.
The following combat skills are available:
Archery (dex) This skill covers all forms of bows and
crossbows.
Brawling (end) The fine art of bludgeoning your opponent
into submission with whatever might be handy. A character
with this skill gains a bonus to hand to hand combat,
including combat with improvised weapons (chairs, bottles,
etc) or shields (chairs, table tops, etc). Improvised
weapons or shields may give a bonus to the combat roll,
subject to the GM's ruling.
Cutlass (str)
Dagger (dex)
Rapier (dex)
Firearms (wit)
Foil (dex)
Longsword (str)
Polearms (str)
Saber (str)
Two Handed Sword (end)
Realistic Combat Skills Option
Combat skills are rated on the normal Terrible to Superb
scale, and are not linked to attributes. The same skills
are available as in the cinematic option. Unskilled
characters default to Poor with a weapon.
New characters should be given 5 levels to use to raise
combat skills above Poor.
Gifts
New characters can choose any one gift from the following list,
plus any one gift from another Fudge implementation (subject to
the GM's approval).
- Contact
The character knows someone who he can turn to
when in need. The higher the contact is in society, the
less often the character can turn to them.
- Double
The character has a physical double. When taken as
a gift, the double is well disposed to the character and
will help the character. Note that the character will not
know about his double immediately. The GM will bring the
double into play.
- Favor
The character is owed a favor by someone. The favor
may be anything the character requests. Outrageous requests
will certainly make the character an enemy. Once used, the
favor cannot be used again (the gift is lost). This gift
may be gained during play due to outstanding service.
- Gentleman's Lackey
The character has a personal servant
who is loyal only to the character. Lackeys are generally
unsuitable for skilled tasks, but can perform unskilled
tasks needed by the character. Lackeys are not good in
combat, but are usually overlooked.
- Land
The character owns real estate! Land has benefits
and obligations. Land provides an annual income, but also
requires monthly maintenance. The maintenance of larger
amounts of land may be more than the yearly income. The
land comes with buildings, servants, etc. The GM must
determine the size and other details about the holding.
- Member of an Order
- The character is part of a club.
Gentleman's clubs are social institutions, while Noble
orders are military like societies devoted to a member of
the royal family, and Royal orders are devoted to the King.
Membership in an order provides a bonus to the member's
yearly income, and also comes with obligations to the order.
The GM must provide details of the order and the character's
responsibilities within the order.
- Renaissance Man
This character is a jack-of-all-trades,
and can attempt skilled tasks without having the skill, at a
-2 to the attribute roll. So a renaissance man could
attempt to disarm a bomb, at a -2 to the roll. Whether he
would want to or not is another question.
- Title
The character is a member of the nobility and has
inherited his father's title. Titles provide a bonus to the
character's yearly income, and the character may move freely
at court.
- Wealth
The character has some extra source of money that
provides additional income each year.
Faults
New characters must choose any one fault from the following
list, plus any one fault from another Fudge implementation
(subject to the GM's approval).
- Blackmailed
Someone knows about the skeletons in this
character's closet, and occasionally uses that information
to control the character's actions or extort money. If the
character manages to kill the blackmailer, they must buy off
this fault with Fudge points (failure to do so will result
in the information having been leaked to someone else, who
becomes a new blackmailer).
- Code of Honor
A character with this fault is honorable,
and will always fight overly fairly. This is the person
who, after disarming his opponent, picks up the weapon and
graciously hands it back to the villain.
- Compulsive Gambler
This character will find it difficult
to turn down a wager of any kind, and will not quit while he
is ahead.
- Don Juan
This character will find it difficult to resist
attractive members of the opposite sex. This character may
find himself defending women he doesn't know or fighting
duels to protect their possibly nonexistent virtue.
- Double
- The character has a physical double. When taken as
a fault, the double is adversarial to the character and will
try to hinder the character. Note that the character will
not know about his double immediately. The GM will bring
the double into play.
- Duelist
This character will look for any opportunity for a
fight, and is unlikely to look for more peaceful
resolutions.
- Religious Fanatic
This character is a member of the Roman
Catholic Church, and any suggestion that church doctrine is
wrong will be met with hostility. This character will not
stand for any heathen practices.
- Secret Identity
This character has an identity they assume
for a certain reason. The player and the GM must agree on
the identity and the reason. The secret identity should be
known to nobody else, save for any gentleman's lackeys the
character might have.
- Secret Loyalty
This character owes his loyalty to an NPC.
The NPC may give the character orders or missions, but will
also extend some protection to them.
- Sworn Vengeance
The character has an enemy against whom he
has sworn revenge. The character will ignore other tasks if
it appears that he may be able to deal with his enemy. The
player should tie this into the character's history.
Character Goals
The swashbuckling genre is full of characters that often
have complex lives. The musketeer may also be searching for
the man who murdered his father, or for his mother's diary
(which would prove that his lands and title were stolen by
the Cardinal). The sneak thief may be an ex-musketeer
searching for evidence to clear his name.
Character goals allow you to work into your character's
background various tasks that the character would like to
complete. These goals are less binding than faults; a
character has no obligation to pursue these goals at every
opportunity, although properly roleplaying the goal is
desirable.
Character goals do have a benefit. Completion of a goal
should be rewarded with Fudge points. The amount of points
given will be up to the GM, and should be consistent with
the degree of roleplaying done while pursuing the goal, and
with the amount of effort required to complete the goal.
New characters may choose up to three character goals, if
they wish. Additional character goals can be gained during
play, in reaction to in-game events.
Cinematic Stunts
The swashbuckling genre is full of swinging on chandeliers
and leaping from rooftop to rooftop. All for Fudge! allows
such stunts by means of making attribute rolls.
For example, if a character is on a balcony overlooking a
tavern's common room, and wants to escape from the thugs
coming up the balcony stairs, he could leap out, grab onto
the chandelier, and swing to the door of the tavern. Such a
stunt would probably only be of Good difficulty on a
dexterity roll. The acrobatics skill would provide a bonus.
If the character wanted to grab a mug of ale from the bar as
he was swinging by, drink it as he dropped from the
chandelier, and then use it to brain the thug standing guard
by the door, he'd need to make a Great dexterity roll and a
Great strength roll. Brawling would add to the strength
roll.
All cinematic stunts can be handled through a series of
attribute rolls modified by the appropriate skills. Note
that the attribute rolled against need not be the base
attribute for the skill. In the previous example, brawling
skill added to the strength roll to knock the thug
unconscious, even through brawling skill's base attribute is
normally endurance. In a knockdown brawl, endurance would
be used. To knock out a surprised guard, strength would be
used, but a good knowledge of brawling techniques would
still help. As in all things Fudge, the GM is encouraged to
fudge things to keep the game flowing.
Combat
This article describes character creation, and leaves combat
up to the GM. However, for those who do not already have a
favorite system of Fudge combat, here are a couple of
pointers to suitable systems.
The Fudge fencing rules, available at
http://www.io.com/~sos/rpg/fencefud.html, provide a system
where players choose maneuvers for their characters.
Different maneuvers have different benefits and drawbacks.
GMs who desire a realistic fencing system should like these
rules.
GMs who are running a more cinematic game may prefer the
rules detailed in the complementary article, "Fudging
Blades". The combat system captures the feel of fencing
without all the details.
Finally, GMs might elect to use the vanilla Fudge rules.
Both combatants make a roll, loser takes damage equal to the
relative levels between the two rolls.
When a combat system requires a skill roll, GMs who chose
the cinematic option for combat skills will know to
translate this into an attribute roll with appropriate
bonuses for the level of combat skill. GMs who chose the
realistic option for combat skills will simply use the level
of the appropriate skill.
The effect of shield use or a secondary weapon will depend
on the combat system. Your GM will let you know how it
works.
Use of Fudge Points
Fudge points may be used during play to give the character
an edge. Here are some of the suggested ways of using Fudge
points.
-
Spend one or more Fudge points to automatically
accomplish an unopposed action. The GM may not allow
this usage for rolls that the GM is making for you.
-
Spend one Fudge point to add a +1 or -1 to any die roll
for your character. This can be applied to rolls the
GM makes for you, and may be applied to opposed rolls.
-
Spend one or more Fudge points to tweak the plot in
minor ways ("My uncle just happens to own the tavern
around the corner. He'll hide us from the Cardinal's
Guards.").
-
Spend one or more Fudge points to avoid roleplaying a
fault one specific time. The GM will assess the number
of Fudge points based on the severity of the avoidance.
Other possibilities exist. In general, Fudge points will be
useful to help nudge things in favorable directions, but
will not, by themselves, save a player from disaster.
Use of Fudge Points for Character Development
Fudge points may also be used to permanently increase
attributes and skills. In general, only those attributes or
skills successfully used may be increased at the end of an
adventure (the GM, of course, may allow reasonable
exceptions).
Raising an attribute or realistic combat skill costs:
| Current Level | New Level | Fudge Points |
| Terrible | Poor | 1 |
| Poor | Mediocre | 2 |
| Mediocre | Fair | 4 |
| Fair | Good | 8 |
| Good | Great | 16 |
| Great | Superb | 32 |
| Superb | Legendary | 64 |
Each additional level costs another 64. Raising an
attribute to Legendary requires both in-game justification
and GM permission.
Raising a non-combat skill or cinematic combat skill costs:
| Current Level | New Level | Fudge Points |
| Untrained | Normal | 1 |
| Normal | Expert | 2 |
| Expert | Master | 4 |
In addition, the base attribute for the skill must adhere to
a minimum value:
| Normal | any |
| Expert | Great |
| Master | Superb |
If the base attribute is less than the given value, 2 extra
Fudge points are needed for every level difference between
the base attribute and the required value. So a character
with a dexterity of Good could raise their acrobatics skill
from normal to expert for a cost of 5. The base cost of 3
for normal to expert, plus 2 for the one level difference
between the dexterity of Good and Great.
Note that a character may be an Expert in as many skills as
they like, but may be a Master in only one non-combat skill
and one combat skill.
Fudge points may also be used to learn new skills. The
character must find an Expert in that skill to train them.
The Expert will no doubt charge some in-game price for the
training, and the character must also pay one Fudge point to
gain the skill at Normal level. Characters who are Expert
in a skill may make some additional income teaching the
skill to others.
Other Excellent Swashbuckling Games
Gurps Swashbucklers, written by Steffan O'Sullivan and now
in its third edition, is full of terrific source material
and adventure ideas. The Steve Jackson Games' web page for
the book (at
http://www.sjgames.com/gurps/books/Swashbucklers/) also has
a link to a great article titled, "Women as Swashbucklers".
For those interested in more of a fantasy swashbuckling
experience, take a look at 7th Sea, written by John Wick and
Jennifer Wick and published by Alderac Entertainment.
While not technically an RPG, the board game Swashbuckler,
published by Yaquinto, allows you to participate in a
barroom brawl type of atmosphere. For a change, you could
even replace a barroom brawl in your swashbuckling RPG with
a session of Swashbuckler.
No list of swashbuckling games would be complete without
mentioning Flashing Blades, designed by Mark Pettigrew and
published by Fantasy Games Unlimited in 1984. Flashing
Blades contains a wealth of source material for the
swashbuckling period, including many details on French
society.
Converting Flashing Blades to All for Fudge!
Any GM who wants an authentic feel for their campaign would
do well to read the Flashing Blades rules and adventure
supplements. When designing All for Fudge!, I placed a
premium on being able to easily convert the Flashing Blades
source material for use with Fudge, so that I could continue
to use the Flashing Blades material. Note that Flashing
Blades material is still available at
http://www.fantasygamesunlimited.com.
The following conversion notes will allow you to do the
same.
Character Attributes
Flashing Blades attributes convert into the corresponding
All for Fudge! attributes according to the following table:
| 3-5 | 6-8 | 9-11 | 12-14 | 15-17 | 18-20 | 21-23 |
| Terrible | Poor | Mediocre | Fair | Good | Great | Superb |
If you have Flashing Blades characters with attributes over
23, you can use Superb + 1 for every three point range over
23.
Hit points do not transfer over directly. Rather, the
character attributes affect the wound track as described in
the main rules.
Skills
Flashing Blades skills convert directly to the corresponding
All for Fudge! skills. A few names have changed, some
skills broken out, and new skills added. If a skill does
not appear in the following list, then the name is the same
between the two systems. The three levels of the skill
convert directly into Normal, Expert, and Master.
| Flashing Blades Skill | All for Fudge! Skill |
| Bargaining | Haggling |
| Bureaucratic | Bureaucracy |
| Captaincy | Leadership |
| Chemist | Chemistry |
| Fine Manipulation | Sleight of Hand, Tinker |
| Grenadier | Powdermaster |
| Magistracy | Law |
Skills with no corresponding Flashing Blades skill
- Navigation
- Sailing
- Shield Use
- Streetwise
Second Weapon is not a skill in Flashing Blades, but a
consequence of which dueling style you learn. Characters
who learned Italian style or French style dueling should get
the Second Weapon skill at normal.
Combat skills transfer over directly to the corresponding
cinematic All for Fudge! skill, as follows:
| 3-5 | 6-8 | 9-11 | 12-14 | 15-17 | 18-20 | 21-23 |
| Normal | Normal | Normal | Normal | Expert | Expert | Master |
GMs using realistic combat skills should use the same
conversion used for attributes.
Advantages and Secrets
Flashing Blades advantages and secrets translate directly
into All for Fudge! gifts and faults.
Recommended Reading and Viewing Material
Here I list a few representative samples of swashbuckling
material that have stuck in my mind for one reason or
another. This is not intended to be an exhaustive list,
only to give those new to the genre a place to start.
Books
- The Count of Monte Cristo, by Alexandre Dumas
- The Curse of Capistrano, by Johnston McCulley
- Cyrano de Bergerac, by Edmond Rostand
- The Man in the Iron Mask, by Alexandre Dumas
- The Prisoner of Zenda, by Anthony Hope
- The Scarlet Pimpernel, by Baroness Orczy
- The Three Musketeers, by Alexandre Dumas
- The Timekeeper Conspiracy, by Simon Hawke
Movies
- Cutthroat Island
- The Three Musketeers (various versions, under various titles)
- Zorro (again, various versions under various titles)
Web
An excellent guide to the literature of the genre is the
Swashbucklers and Fops page, at
http://legends.dm.net/swash/index.html.
A discussion group for Flashing Blades and swashbuckling in
general is available at
http://groups.yahoo.com/group/flashing_blades/.
The classical fencing web site (http://www.classicalfencing.com/)
contains many articles about fencing, including some
examinations of the realism of quick kills. The list of
top 10 swashbuckling films is a great guide to those who
want more than my limited list.
Credits
Many thanks to Rod Phillips and Thijs Krijger for invaluable
suggestions while reviewing drafts of this article.
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