As seen on http://www.fudgefactor.org.
| For example: Cyrus is armed with a shortsword, which is marked as 3-. That means it's a slashing weapon, and rolls 3 dice, counting [-]'s as successes. He is attacking a bandit and rolls a Good against the bandit's Mediocre, a Margin of Success of 2. He rolls 5 dice (3 for the sword + 2 for the MoS) before armor is considered. |
| Optional Rule: Strength and Damage Very strong characters may opt to use their Strength for damage rather than their finesse. They should declare that they are doing this before the attack is rolled. In this case, use the character's Strength modifier in lieu of the margin of success. |
| For example: The bandit that Cyrus is fighting is wearing simple armor (Leather: +*-). That means Cyrus is rolling only 4 dice (3 for the sword + 2 for the MoS - 1 for the armor). Supposing he rolls [-][ ][ ][+], he gets a single -, and does one point of damage to the bandit. If the bandit had been wearing Chainmail: ---*++, Cyrus would only roll 2 dice (3 for the sword + 2 for the MoS - 3 for the armor). If the bandit had been wearing Super-Heavy Plate: ------****++++, Cyrus would subtract 5 dice, which would reduce him to 0, except he always gets to roll at least 1 die, so he would roll 1. |
| For example: Officer Murphy has just shot a perp with her target pistol (3B) with a MoS of 1. He's wearing a tough leather jacket (-*). Since it has 1 point of impact protection and no points of piercing protection, it uses the lesser of the two values, and provides no protection. Murphy will roll 4 dice, and do damage for every * or +. If the perp has been wearing a bulletproof vest (BBBB*), it would take away 4 of Murphy's dice, and she'd roll no dice (as per the armor's special note, above). |
| For example: Arias the Magnificent has just cast a Firebolt: 4E+ at his rival, Kerion, with a MoS of 2. Kerion has a defensive spell up, Protection from Fire: EEEEE(Fire) so Arias can roll only 1 die (4 dice base + 2 for MoS - 5 for the protection spell), which will do damage on a plus. |
| For example: Artus and Kiel are engaging in a traditional knife-and-forcefield duel. With the forcefields up, each of them has 6 levels of Universal armor (Shield Belt: XXXXXX). Since the knives are only 2+, it's almost impossible for them to hurt each other, except for a quirk in the inertial shield technology. By slowing down their stikes, they can pass gently through the shields. This is a tricky manuver, and increases the difficulty to hit their opponent by 2, but if successful, they can opt to ignore the armor when determining damage. |
| For example: Cyrus is wearing magical armor enchanted to protect him against arrows. It provides normal protection most of the time, but is considered hardened agaisnt arrows, so is noted as Armor of Muldoon: --**++(H vs. Arrows). If someone shoots an arrow against Cyrus for 4 dice, they roll the four dice normally (rather than subtracting 2). If they roll [-][+][+][*] it would normally be 2 damage, but since the Armor of Muldoon is hardened, the two points of piercing defense (++) are subtracted from that total, reducing the damage to 0. |
| For example: Rocket Risanto's custom speeder has just burst into flame. The intensity of the fuel is such that the fire is going to automatically do 4E+* every round. Thankfully, the fire supression system sprays the cabin with Fire Retardant Foam: EEEEEEEEEE(Fire, Ab). In the first round, the foam stops the damage, but is reduced from EEEEEEEEEE to EEEEEE. Rocket clearly needs to get out of the speeder before the foam stops providing any protection. |
| For example: In a game of well armed automobiles shooting at each other, the damage types might be Energy (for lasers and flamethrowers), Ballistic (for Bullets and Missiles) and Collision (for ramming and, well, collisions). These can be easily mapped to -, *, and +, and things are good to go. |
| [][][][] | Scratched | No Penalty |
| [][][] | Hurt | -1 Penalty to all actions |
| [][] | Injured | -2 Penalty to all Actions |
| [] | Critically Injured | -4 Penalty to all actions |
| [] | Incapacitated | Taken Out |
| 1-2 | [][] | Scratched | No Penalty |
| 3 | [][] | Hurt | -1 Penalty to all actions |
| 4 | [] | Injured | -2 Penalty to all Actions |
| 5-6 | [] | Critically Injured | -4 Penalty to all actions |
| 7+ | [] | Incapacitated | Taken Out |
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