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J.Tim Fudge Forum Member
Joined: 30 Mar 2006 Posts: 103
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Posted: Fri Nov 02, 2007 6:19 am Post subject: Azrath the Mage and the Adventure of the Troll Bridge |
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This is an example of using spells for Fantasy Fudge and the "50 Spells" PDF. You will need the
following character to follow this discussion:
Azrath the Mage
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION0013131000000000000000
For this discussion, you you need to download the Fudge System Reference document at the Fudge
page:
The Rich Text Document contains the Fudge Expanded Edition, which has those parts of Fantasy
Fudge that are copyright to Grey Ghost Press so I don't want to reprint the character of Zzrath
the Mag (search for the Sample Characters).
http://www.fudgerpg.com/files/rtf/fudge_srd.rtf
An HTML version of the SRD appears on Omar's page and you can refer to Scholarly Magic there, as
well:
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323000000000000000
50 Magic Spells is copyright Seraphim Guard of course, so you will need a download of that PDF
as well. Don't worry, it's very low priced.
http://www2.seraphim-guard.com/component/option,com_wrapper/Itemid,97/
*NOTE* For the majority of this discussion, I will limit myself to the SRD.
Open the SRD (or the HTML) in your favorite word processor (it's RTF, which should be readable
by anything), and search for "Sample Characters" and find Azrath the Mage.
Azrath is built with 5-Point Fudge (copyright Steffan O'Sullivan)
http://www.panix.com/~sos/rpg/fudfive.html
He also uses the "Scholarly Magic" as defined in the SRD and *not* the Scholarly Magic that
became "Degrees of Magic" in the Fudge 10th Anniversary Edition hardback. For those curious, an
early edition of that Scholarly Magic (later Degrees of Magic) PDF is here:
http://www.panix.com/~sos/rpg/yamsrev2a.pdf
Note also that in Fudge Magic (see the Fudge Addenda) that you must *surpass* the difficulty
level of Fair (or you "get a watered-down version of the spell"). See the Addenda for Fudge
Magic.
http://members.dsl-only.net/~bing/frp/fudge/fudge7.html#sec7.1
http://members.dsl-only.net/~bing/frp/fudge/fudge_toc.html
==============
1) Azrath was created with character points:
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001311000000000000000
and near as I can tell, did not trade points at character creation.
2) Azrath has two levels of Scholarly Magic worth 2 Gifts. This affects several sections of his
character creation, beginning with the Skill Groups:
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001311800000000000000
3) Specifically, those two Gifts give him (among other things noted later), 2 points to spend in
the Magical Skills group.
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001314000000000000000
and
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001320000000000000000
4) Azrath is specializes in Scholarly Magic skills, as reflected by his Magical Talent:
Scholarly Magic gift:
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323000000000000000
and
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323100000000000000
5) Two Gifts gives him two points in the Magical skills group:
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323200000000000000
6) and a wide range of Scholarly Magical skills to choose from:
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323300000000000000
He chooses Elementalism at Good, Wizardry at Fair, and Artificing at Mediocre for his three
skill groups.
7) Each Gift of Magical Talent: Scholarly Magic gives the user 5 power points to use in
performing magic. With two Gifts, Azrath has 10 power points to use.
However, the mage can only *control* a certain number of power points.
Each Gift in the Magical Talent: Scholarly Magic gives 1 power point that the mage can safely
control. For Azrath, he can only safely channel 2 power points.
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323400000000000000
If he goes over those two points, he must make a Willpower roll with the difficulty level of
Fair plus one level for each power point beyond.
For example, if he needs 3 more points to get a total of 5 Mana, he would need to roll at a
difficulty level of Superb (Fair +3).
If he casts the spell and fails, he looses one level of Health for each level missed.
For example, a Mediocre result with Great difficulty would result in 3 Health levels lost.
Even casting trivial spells is fatiguing.
9) Casting a spell results in Fatigue.
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323500000000000000
"...the characters Health attribute drops one level for each use..." [and] "... is regained by
resting 15 minutes."
10) Azrath is ready to perform a magical feat.
For each feat, the player should describe in detail what effect they want to achieve.
10a) The GM sets the difficulty level for the skill (more complex equals higher difficulty)
10b) the more powerful the effect, the more power points are required
10c) the more complex, the more time is needed to prepare the spell
10d) modifiers may be required (bonus or penalties).
11) Once that is all set, the GM determines the results (the greater the success, the closer to
the desired results of the player the spell achieves).
12) ... and performing magical feats have other modifiers as well as setting-specific elements,
such as using props that are destroyed in the process of casting.
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323600000000000000
10) Once all of this is known, the GM can determine results:
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323700000000000000
11) ... and is encouraged to keep spell lists
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323800000000000000
... of which two are given in the SRD:
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION001323900000000000000
12) And here, finally, is a direct link to Azrath:
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION0013131000000000000000
Some examples for Azrath, who has skills in Elementalism, Wizardry, and Artificing.
Magical combat example: Azrath vs. the Troll
http://www.sonic.net/~rknop/Omar/fudge/FudgeSRD/node13.html#SECTION00131417000000000000000
If the troll poisons Azrath, he could cure himself:
Using an example from "50 Magical Spells", if he wants to Cure Poison (5 Power Points), the only
way he can get to those 5 power points is to put in 2 more points beyond the first two.
Difficulty starts at Fair, so two more points beyond that makes it Great difficulty. Azrath
already has Good Willpower so he should make this roll easily.
If Azrath needs to take something from the Troll, he's in more trouble.
This adventure has two parts: either get something from the Troll living under the bridge, or
drive it away. Either way, Azrath is facing something big and strong but none-to-bright.
Azrath can't cast a Sleeping spell on the Troll, because that is more a Mesmerism or ESP spell
(mind affecting mind).
Azrath could cast a Targeted Fireball (see sample spells in the SRD), but the Troll is a huge,
massive creature (Scale +3). Using the sample spell, Aztrath would have to put more power and
time into the spell. This is possible if Azrath were to carefully sneak up on the Troll, spend
some time concentrating, the cast his spell.
This leads to another interesting idea: he might be able to use his Elementalism to walk quietly
through the woods, sneak up to the Troll, and take something from it.
Why go through that trouble? Must be an adventure goal.
Another possibility is that Azrath can create magical artifacts. Creating a +3 weapon to give to
his Fighter friend is possible. As per the rules, he could magically enchante a sword over time
with the help of a local blacksmith, as Azrath does not have sword-making skills.
Azrath could also create a vessel that holds Mana, creating a battery to draw off Mana to power
spells. If he creates that ahead of time, he could create a very powerful Fireball indeed.
With his Wizardry skill, Azrath could first gather mana to give himself more Power Points, but
he still can only control 2 at a time. He would need some advance notice for this feat.
How long do you think a mage should be able to "Hold" a spell?
Finally, with Elementalism, he could try controling the wind to create a powerful tornado.
Perhaps transforming the element of Earth to Mud around the Troll, to make it sink into the
ground (or make its living quarters uninhabitable)?
A related idea: control the plants to hold the troll?
Alright, let's try some of those descriptions as spells:
"Mud Pit" or "Earth to Mud" (usable with skills of Elementalism, Kineticism)
Difficulty: Fair
Power Points: 1 (more for larger and/or deeper mud pit)
Time: 1 combat round (3-5 seconds)
Materials: some mud in hand (for sympathetic magic)
Description: Turns a small area into a muddy puddle at lower levels. Higher degrees of success
(or more power points), would turn larger areas into mud, or create a precise, muddy pit. Used
instantaneously in combat, victim may need to roll against an agility trait to stay standing.
"Windy Bad Smell" (Elementalism, Kineticsm, Sorcery)
Difficulty: Mediocre
Power Points: 1
Time: 1 combat round
Materials: magician must be able to blow through pursed lips, however slightly
Description: This is basically a bad smell. Used with Artificing, could create a permanently
bad-smelling area until dispelled by another magician. (Use the final success of the cast spell
as the difficulty level for the other magician.)
"Tangle Weeds" (Elementalism, Kineticsm, Shamanism, the black arts?)
Difficulty: Fair
Power Points: 2 or more
Time: 1 combat round or more
Materials: a fresh weed stem, long and flexible, tied into a knot
Description: Causes the plants around a person to tangle up in their feet. At higher difficulty
levels and more power, could possibly hold a person in place, or even strangle them once they
are held.
"Walk Quietly Through the Woods" (Kineticsm, Shamanism, ESP, others possible)
Difficulty: Fair
Power Points: 1
Time: 1 combat round or more
Materials: Soft quiet shoes or simply bare feet
Description: Instead of levitating the magi above the ground, the causes the underbrush to "be
quiet". If the magician steps into a pile of leaves and twigs, those materials themselves do not
make noise. Failure of this spell may mean a little noise to a sudden loud *SNRAPPCRACK* as you
quietly sneak along.
An interesting variant: cause the sounds that you *do* make, to sound like *other* sounds.
"Sleep" (may require ESP to affect another mind. Azrath does not have ESP skills)
-J.Tim |
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cjh Fudge Forum Member

Joined: 22 Mar 2006 Posts: 61 Location: St. Pete Beach, FL
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Posted: Thu Aug 21, 2008 1:00 pm Post subject: |
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Great post! (Sorry that I never noticed this before now...for some reason I never got a notice of this being posted even though I am supposed to).
One thing that is different, I change the number of points that a character gets from the Scholarly Magic gift, doubling them. I just never felt that under the original rules magic using characters got enough points to be really effective spell casters. Plus, my partner at Seraphim really likes magic in his games.
Thanks for posting this! _________________ Chris Helton
Seraphim Guard
http://www.seraphim-guard.com |
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hector2020 Fudge Forum Member
Joined: 10 Nov 2009 Posts: 2
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Posted: Tue Nov 10, 2009 12:58 pm Post subject: |
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Four-by-Five Magic is a system similar to The Gramarye. You might use this system instead of The Gramarye, not in addition to it. Four-by-Five Magic derives its name from the Four Actions and Five Realms. In this sense it is similar to The Gramarye, but instead of buying individual Actions and Realms as skills, you can only buy Spells from the resulting twenty combinations of Actions and Realms.
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Knaight Fudge Forum Member

Joined: 19 Aug 2007 Posts: 439 Location: Ft. Collins CO, USA
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Posted: Tue Nov 10, 2009 10:03 pm Post subject: |
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| Four by Five is really nice, simply because of how many spells you get with minimal skill investment. Six skills put in magic can generate 9 spells, 8 can generate 16, and there are only 20 anyways. Still it does eat up just a bit more than many of the SG systems. |
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hector2020 Fudge Forum Member
Joined: 10 Nov 2009 Posts: 2
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Posted: Mon Nov 16, 2009 11:54 am Post subject: |
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