Roleplaying Games - Fudge

 

FUDGE 10th Anniversary Edition

This year marks the 10th anniversary of Grey Ghost Press. We're celebrating by publishing a new hardcover edition of Fudge, bigger and better than ever!

We've collected together extensive lists of character traits for character creation, alternative rules, advice on running Fudge, and more. All that's been integrated with the text from the Fudge Expanded Edition and packed into a 320-page book!

Fudge is a customizable role-playing game, perfect for game masters who like to tinker with rules. It provides a solid framework of character creation and action resolution rules, with all other rules optional; it is, in essence, a game designer's construction kit. The Fudge book provides many options to help each GM customize the rules for any genre and play style, from realistic to "epic" or "legendary" campaigns. It excels at cinematically styled adventures, and is equally well suited to humorous or lighthearted game settings.

$34.99

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GG011023

 

A Magical Medley

A Magical Medley is a "magic-rich supplement for Fudge and other role-playing games." Medicine man, biomancer, magician, monk, sorcerer, or occultist: A Magical Medley has something for everyone! We've compiled a variety of magic systems and magic-related miscellany for use with Fudge and other role-playing games. Magic systems include: African Spirit Magic, Bioenergetics, Celtic Magic, Chinese Magic, The Gramarye, and Occultism. 

Plus: How to design your own magic system to suit any campaign; tips on integrating Fudge magic systems with other RPGs (and how to use
GURPS® Magic with Fudge), interesting magic items and tips on designing more, and adventure seeds to help GMs create their own magic-related adventures. There's also "The Tomb of Shrak Ironfist," a complete fantasy adventure loaded with magical traps and tricks. This is an unabashed dungeon crawl in the best spirit of the early days of fantasy role-playing, and combines a touch of horror with the mystical to provide a memorable adventure. 

A Magical Medley is a Pyramid Pick (reviewed in Issue 28, November/December 1997). It was also nominated for an Origins Award in the Best
Roleplaying Supplement category of 1997, with competition from the likes of Delta Green from Pagan Publishing (the winner).

$19.95

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GG003568

 

Another Fine Mess

Your master has gotten himself into yet another fine mess, captured by an evil sorcerer! What can you-- his
animals-- do about it?

Shadow the cat knows where the Master was Captured. Reek the ferret is a contortionist. Penny the falcon is fearless; while Midnight, the Master's steed, has strength and speed aplenty. Isabelle the bloodhound can track a scent anywhere. Barney is a strong, loyal mutt for whom most obstacles prove mere annoyances. Bandit the 'coon is clever with his paws. And Anaxagoras the owl is in training to be a wizard!

This Animal Companions adventure is for 3-8 characters. It's ready to run with "All the Rules You Need to Know" (you don't need to have the Fudge rules to play!) and pre-generated characters.

$8.95

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GG007495

 


Gatecrasher

In the Gatecrasher universe, High Tech and High Wizardry struggle for supremacy. Armored knights board space shuttles to pursue their chosen dragons across the solar system. Angels uphold the ideals of truth and justice; demons connive to make a quick buck. Lycanthropes on Saturn's moons
howl at the full planet overhead while cybernetic orcs inspect their power armor in preparation for storming a wizard's enclave... 

...all because a 22nd-century prospector discovered an ancient transdimensional gate on one of Jupiter's moons, and let Magic back into the world. 

Gatecrasher is a lighthearted high-tech high-fantasy role-playing game. Player characters may be of a variety of races. Each character has special
abilities and supernormal powers such as telepathy, spell-casting, or cybernetic enhancements. The book provides all the rules and campaign background needed to play. (Six-sided dice, percentile dice, and optional Fudge dice not included.) Based on the Fudge game system, the Gatecrasher game is flexible and easy to play. There's a complete magic system, and all sorts of gizmos characters can have. Plus there are Random  Icky Things and Supernatural Critters the GM can use to make the player characters' lives miserable in an exciting way. 

$18.95

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GG003569

 


HeartQuest

HeartQuest, from Seraphim Guard, is a new roleplaying game of romance, intrigue and adventure in the worlds of shoujo manga. The game covers the vast variety of the shoujo field, from teen romance stories and magic girl adventures to fantastic quests in bizarre new worlds.

HeartQuest uses the FUDGE ruleset to create rich, deep characters. Play a naive schoolgirl looking for her first love, a powerful magical girl saving the world from elemental evil, a suave and mysterious bishonen, or any other shoujo character you can imagine. Form lasting relationships with other characters, both player and non-player. Find the one love worth sacrificing everything for, or leave a trail of broken hearts in your wake. Face evils you cannot begin to imagine, or the horrors of the all-important high school entrance exams. Travel to fantastic worlds, or cram yourself into a crowded bullet train to shop in Shinjuku.

$19.95

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GG000156

 


Mecha Aces

Welcome to the exciting world of Mecha Aces, a mecha anime RPG built upon the FUDGE system. Mecha Aces uses the FUDGE system as a foundation, and builds upon the system to create the perfect synergy between a pilot and their machine. Mecha Aces re-examines the mecha/pilot paradigm in RPG's, and establishes an innovative system built around the simplicity of the FUDGE system, and the power within the system's potential.

Mecha Aces uses the FUDGE system to represent Mecha as if they are a type of character. They have Traits such as Attributes, Gifts, and Faults, so keeping track of a Mecha is as simple as keeping track of any other character. While piloting Mecha, pilots use their appropriate skill to guide the machine in the intended action. However, the system of a skilled pilot and superior machine is more than simply the sum of its parts. Mecha Aces adds the concept of Synergy to the Mecha/pilot paradigm, incorporating small bonuses to rolls made by a pilot within a Mecha (such as skill checks), and vice versa where a Mecha makes a roll guided by a pilot (such as attribute checks).

Mecha Aces includes a variety of optional features to enhance game-play in any situation and genre. This toolset of features will allow the person running the game to be flexible in their inclusion. You can use some or all of the features in the toolset; effectively controlling how terse or complex your game will be. Some features are fairly standard to RPG's, such as Magic and Psychic Powers. Other features are more experimental and cutting edge, such as Techniques and Artificial Intelligence. A brief description of each feature is outlined below:

Mecha Aces uses a combination of Gifts and Skills to accommodate an innovative Magic system. When the Magic Gift is purchased, a certain number of Spell Points are used to construct the spells known by the character. Depending upon the Magic System used, the player can create a huge variety of magical powers to be used at their disposal. Several Magic Systems are included in the book, including Technomancy, Elementalism, and Shinto Mysticism. Each spell requires its own set of material requirements, such as foci to channel the power, and a reagent that is consumed by the spell (if required). Once the character knows their spells, certain skills are used to determine their success once cast. The exact skill used depends upon the Magic System.

The powers of the mind are included within Mecha Aces by using (primarily) skills. Once the character purchases the Psychic Power Gift, they are free to purchase levels of skill within the variety of powers available. The level of the skill determines the amount of potency associated with the power. Some example psychic powers are Telekinesis, Clairvoyance, Precognition, and Telepathy. There are many more powers described thoroughly in the Psychic Powers chapter of the Mecha Aces rulebook.

Some pilots, in the course of their experience, develop signature moves that they can use to crush their foes. This does not only occur from within the cockpit; skilled martial artists can also develop certain forms, stances, strikes, and other moves to improve their effectiveness. These little tricks of the trade are represented within Mecha Aces as Techniques. Techniques are associated with a character's Attributes. Three Attributes can support piloting techniques, and the remaining two are slated for martial art techniques. Thusly, choosing Techniques for your character is an important decision, as you can only ever have up to five. Techniques, however, are powerful assets to a skilled pilot. They not only inflict potent damage to your foe, but the pilot can also purchase Rises and Falls for them as if they are weapons. This is more accurately described within the Mecha Aces rulebook.

While representing Mecha within an RPG, it is important to consider the aspect of AI. Having a potent machine at your disposal is one thing, but to have a thinking partner on the battlefield can produce even greater synergy that that produced by its sheer ability alone. Mecha Aces includes a system of keeping track of a Mecha's AI in a terse and easy to use way. Using the Mecha Aces system, you can even create a totally sentient robotic character.

High technology begs for high speed, so put the pedal to the floor, and hold on! Mecha Aces includes a suite of Racing rules to put your pilots into the seat of the action. A full set of Racing actions are used to adjust the racer's Throttle, a score of how well they are doing in the race. Obviously, the racer with the highest Throttle score is the current leader of the race. It isn't all about power; many of the racing moves are strategic plays at changing or taking advantage of a racer's situation, so put your thinking caps and driving gloves on.

Mecha Aces includes a variety of sample settings, including back-stories and sample characters. There are four settings included with the rulebook, and each one takes advantage of one or mores optional features from the Toolset, so you can see examples of how they can be used.

$24.99

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GG011259

 


The Collectors: The Burning House 

The players portray demons sent to the mortal realm to fetch a soul that is owed to Him. That is, owed to the Master. The Chair. The Executive. The Home Office.

They have been given equipment and identities, and a task which seems at first glance very easy: simply locate the client, explain their purpose, and drag him—kicking and screaming if necessary—back to Processing.

Of course, things are never that easy. . .

An adventure for the FUDGE roleplaying system.

$17.95

  Quantity 

GG009956

 

 

See also the Deryni Roleplaying Game which uses Fudge.

 

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