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Category Archives: Rules

Survival Horror Wound Gauges Reconsidered

In Wound Gauge Options, I offered some alternate methods of recording wounds in Fudge for specific genres including survival horror. This is a revision and expansion of that segment of the article. The survival horror wound gauge causes characters to be gradually worn down as their reflexes become slower and their top speed (movement rate) [...]

Simple Critical Miss Table for Rubber Band Guns

Mishaps with rubber band guns are not uncommon, and the frequent result is the inadvertent shooting of oneself, which rarely results in anything more serious than a brief stinging sensation. Our tenth table of tribulation is for use with rubber band guns: Critical Miss Table for Rubber Band Guns 1d6 Result 1 Drop weapon. 2 [...]

Simple Critical Miss Table for Machine Guns

Even the most fearsome weapons have disadvantages. Our ninth table of frustration is for use with machine guns (mounted or otherwise): Critical Miss Table for Machine Guns 1d6 Result 1 Weapon jams. 2 Weapon jams. 3 Ricochet in random direction. 4 Ricochet in random direction. 5 Trigger stuck. 6 Mechanism breaks. Random directions for firearms, [...]

Simple Critical Miss Table for Ray Guns

Even ray guns are not foolproof, and happenstance mistakes can wreak havoc with high technology. The eighth table in our escapade of errors is for use with ray guns, blasters, lasers, masers, phasers, and even Acme disintegrators: Critical Miss Table for Ray Guns 1d6 Result 1 Drop weapon. 2 Drop weapon; discharges in random direction. [...]

Simple Critical Miss Table for Muzzleloaders

Primitive firearms have their own unique mishaps from the misfire that requires a complete reloading of the weapon (usually a time-consuming process) to the explosion that requires last rites. Our seventh table of tribulations is for use with muzzleloaders: Critical Miss Table for Muzzleloaders 1d6 Result 1 Drop weapon. 2 Weapon misfires. 3 Weapon misfires [...]

Random Potion Description Generator

Sometimes it is expedient to use a random table to generate treasure that may be found by player characters in the course of their adventures. What these tables often lack, however, are descriptions, which are left to the GM to invent if he or she is so inclined. The following tables are designed to help [...]

Improving the Trait Ladder 2

I am rethinking the improved trait ladder (q.v.), and it has occurred to me that trying to find four additional words that express increasing degrees of the Superb and the Terrible may be as fruitless as trying to assess whether Amazing or Incredible is objectively superior in an extended trait ladder for superheroes. My own [...]

Critical Miss Injuries in Fudge

You may have noticed that in almost every critical miss table I have presented, a roll of 6 results in injury to the unfortunate forced to roll on it. Whether by shooting oneself in the foot or stabbing oneself in the thigh, the damage is determined in most games simply by rolling the specific weapon’s [...]

Simple Critical Miss Table for Automatic Pistols

Different types of firearms malfunction differently even when they are approximately the same size. The sixth table in our saga of slip ups is for use with automatic pistols: Critical Miss Table for Automatic Pistols 1d6 Result 1 Drop weapon. 2 Weapon jams. 3 Weapon jams and slips from grasp. 4 Ricochet in random direction. [...]

Simple Critical Miss Table for Revolvers

Firearms open up new possibilities for critical miss mayhem. The fifth table in our fable of fumbles is for use with revolvers: Critical Miss Table for Revolvers 1d6 Result 1 Drop weapon. 2 Drop weapon; discharges in random direction. 3 Ricochet in random direction. 4 Ricochet in random direction. 5 Mechanism breaks. 6 Shoot self. [...]

Simple Critical Miss Table for Thrown Weapons

Thrown weapons are not radically different from hand-to-hand weapons and neither are their critical miss tables. The primary difference is in their greater tendency to fly in random directions (and at greater distances). The fourth table, then, is for use with thrown weapons: Critical Miss Table for Thrown Weapons 1d6 Result 1 Drop weapon in [...]

Simple Critical Miss Table for Unarmed Combat

Fumbles in combat are by no means limited to wielders of weapons. The third table in our telemachy of turmoil is for use with unarmed attacks: Critical Miss Table for Unarmed Combat 1d6 Result 1 Trip forward. 2 Stumble backward. 3 Slip and fall. 4 Sprain arm or leg. 5 Knock self unconscious. 6 Strike [...]