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Basic Fudge: Combat

Combat takes place in rounds where attacks and defense occur simultaneously. Characters involved determine their appropriate combat trait, roll a modifier, and determine the relative degree of success. The greater the degree of success, the greater the amount of ass kicked.

Each round, first determine who is attacking whom and how. Each character then uses the appropriate trait to determine their performance for the round.

The performance must meet the minimum difficulty for the attack to hit. The minimum difficulty represents the difficulty to hit an unresisting, unaware, or surprised target. If the attacker fails to perform at the minimum difficulty level their attack automatically misses.

The minimum difficulty to hit someone is determined by the range of the attack.

Range Minimum Difficulty
Melee/Point Blank Poor

Close

Mediocre
Medium Fair
Long Good
Extreme Great

The outcome of the round is then determined by measuring the degree of success between the combatant’s performances. Your degree of success is the number of levels by which your combat skill performance exceeds the result of your opponent’s combat skill performance.

The following chart suggests effects of a combat round between two humanoid characters. The Narrator and players of Basic Fudge should remember to trust their own judgement in such matters, however.

Degrees
Level
Effect
0 (tie) Terrible The attack lands with no effect.
 1 Poor The character receives a trivial wound. No game effect until the fourth Scratch, when the character becomes Hurt.
2 Mediocre  
3 Fair The character is stunned or wounded significantly: -1 to all traits which would logically be affected. If stunned, this penalty is for the next combat round; if wounded, the injury stays until healed. A character can only be Hurt or Stunned once; a second Hurt yields a Very Hurt result.
4 Good The character is seriously hurt, possibly stumbling: -2 to all traits which would logically be affected. If stunned, the penalty lasts for two rounds. A second result of this severity Incapacitates the character.
5 Great The character is so badly wounded or stunned as to be incapable of any actions, except possibly dragging himself a few feet every now and then or gasping out an important message.
6+ Superb The character is not only unconscious, he’ll die in less than an hour - maybe a *lot* less - without medical help. No one recovers from Near Death on their own unless they are very lucky.

To record these wounds, every character should have a chart like this on their character sheet:

  1,2 3,4 5,6 7,8 9+
Wounds: Scratch Hurt Very Hurt Incapac. Nr. Death
  O O O O O O O

When a character takes a wound, mark off the box below the appropriate level. If the wound is a Scratch or a Stun, put an S in the box; these go away after the combat is finished. If all the boxes are filled for that level, go to the next most severe level and use that one.

Complications

Ah, were it all that easy. Various factors can affect the difficulty level or your attack roll, like the following:

The Narrator may take into account other tactical factors and assign bonuses or penalties accordingly. A +/-1 represents a minor advantage or disadvantage, +/-2 a major one, and +/-3 an overwhelming one.

Healing

Scratches heal after a battle, as do Stuns of any severity.

Healing more severe wounds requires the use of a medical skill and time. A Good result on a medical skill heals all wounds one level (Hurt to healed, Very Hurt to Hurt, etc.). (Scratches do not count as a level for healing purposes. That is, a Hurt wound that is healed one level is fully healed.) A Great result heals all wounds two levels, and a Superb result heals three levels.

Healing takes time: the success of the roll merely insures the wounds will heal, given enough rest. How long this takes depends on the medical resources available and is up to the Narrator.


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