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www.hack-n-slash.com COPYRIGHT NOTICES Hack-n-Slash: Fantasy Roleplay Copyright 1999-2005 by Digital Alchemy, Original FUDGE material copyright 1992-1995 by Steffan O’Sullivan. All Rights Reserved.

ABOUT FUDGE FUDGE is a roleplaying game written by Steffan O’Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of FUDGE are available on the internet via anonymous ftp at ftp.csua.berkeley.edu, and in book form or on disk from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from FUDGE may specify certain at- tributes and skills, many more are possible with FUDGE. Every Game Master using FUDGE is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with FUDGE copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free li- cense from the author of FUDGE, Steffan O’Sullivan, P.O. Box 465, Plymouth, NH 03264.

DISCLAIMER The following materials based on FUDGE, entitled Hack-n-Slash: Fantasy Roleplay, are created by Dan Ridenhour and made available by Digital Alchemy, and are not authorized or endorsed in any way by Steffan O’Sullivan or any publisher of other FUDGE materials. Neither Steffan O’Sullivan or any publisher of other FUDGE material is in any way responsible for the contents of these materials. Original FUDGE materials © Copyright 1992-1995 Steffan O’Sullivan, All Rights Reserved.

CREDITS Writing & : Dan Ridenhour Proofing: Rick Calvert, Gail Towle Cover Illustration: Dan Smith Interior Illustrations: Andrea Sfiligoi Playtesting: Rick Calvert, Gail Towle, Dan Ridenhour, Jerry Collins, Jeanne Calvert TABLE OF CONTENTS 8 8 .22 ....18 ...... 19 ...... 17 ...... 17 ...... 20 ...... 22 ...... 18 ...... 20 ...... 24 ...... 22 ...... 36 ...... 22 ...... 24 ...... 37 ...... 17 ...... 22 ...... 23 ...... 36 ...... 18 ...... 30 ...... 24 ...... 24 ...... 34 ...... 35 ...... 23 ...... 33 ...... 42 ...... 24 ...... 29 ...... 22 ...... 23 ...... 26 ...... 27 ...... 20 ...... 24 ...... 22 ...... 33 ...... 22 ...... 18 ...... 19 ...... 41 ...... 22 ...... 33 ...... 22 ...... 23 ...... 24 ...... 33 ...... 19 ...... 31 ...... 23 ...... 24 ...... 23 ...... 21 ...... 33 ...... 38 ...... 22 ...... 33 ...... 23 Fair Spells...... Fair Good Spells...... Great Spells...... Superb Spells...... Legendary Spells...... Challenge...... Fair Good Challenge...... Great Challenge...... Superb Challenge...... Legendary Challenge...... Format...... Law of Similarity...... Law of Contagion...... Using Reagents...... ToMinimum Cast...... Unopposed Spells...... Opposed Spells...... Concentration...... Speed...... Speed Modifiers...... Combat Round Sequence...... Engagement...... Movement& Order Engagement...... Facing...... Waiting...... Changing Positions...... Avoiding Accidental PC Death (Optional)...... 20 Evading Combat...... Cannon Fodder (Optional)...... Multiple Combatants in Melee...... Offensive/Defensive Tactics ...... Tactics Offensive/Defensive Sweeping Blows...... Determining WoundDetermining ...... Grazing...... Recording Wounds...... Determining DifficultyDetermining Level...... Ranged Combat Attacker...... 1Modifiers: Ranged Combat Defender...... 1Modifiers: Spell Spell Chart...... Casting Spells...... Spell List...... Wounds...... Traits...... Beast Listings...... Becoming aBecoming Magus...... Learning Spells...... Mana...... Reagents...... Combat and Wounding Example...... Healing...... Movement...... Basic Tactical Movement Tactical (Optional)...... Non Lethal Combat...... Ranged Combat...... Wounds...... Beastiary...... Money, Weapons Equipment...... & ...... Hero Cards / Miniatures...... Monster Cards / Miniatures...... Movement...... ...... 4 ...12 ....14 ...... 16 ...... 17 ...... 4 ...... 13 ...... 5 ...... 15 ...... 7 ...... 11 ...... 16 ...... 4 ...... 14 ...... 7 ...... 5 ...... 12 ...... 11 ...... 7 ...... 6 ...... 15 ...... 15 ...... 11 ...... 8 ...... 15 ...... 6 ...... 15 ...... 16 ...... 13 ...... 6 ...... 12 ...... 15 ...... 12 ...... 12 ...... 13 ...... 6 ...... 5 ...... 5 ...... 13 ...... 16 ...... 13 ...... 13 ...... 6 ...... 12 ...... 10 ...... 6 ...... 6 ...... 15 ...... 15 ...... 8 ...... 6 ...... 13 ...... 5 ...... 15 ...... 15 ...... 15 ...... 13 ...... 4 ...... 5 ...... 16 ...... 13 Strength...... Agility...... Reason...... Perception...... Will...... Health...... Skill Improvement Through Use...... Using Equipment of Scale...... Different Combat Skills...... Knowledge Skills...... Physical Skills...... Thieving / Rogue Skills...... Luck...... Human...... Dwarf...... Elf...... Saurian...... Halfling...... Scaled Weapons (Optional)...... 1 Armor & Scale Scale In Combat...... Trade Trade Skills...... Encumbrance...... Defense...... Offense...... Mana...... Attacking the Unaware and ...... 17 Defenseless Combat Melee Modifiers...... Minimum ToMinimum Hit...... Relative Relative Degree...... Modifiers...... Hack-n-Slash Terminology...... Step By Step ...... Step #1: Character Concept...... Step #2: Race...... Select Step #3: Attributes...... Trait Trait Levels...... What Is A Roleplaying Game?...... Step #4: Skills...... Character Advancement...... Racial Templates...... Creating New Racial Templates...... Scale ...... Melee Combat...... Melee Combat Rounds...... TasksPerforming During Combat...... Situation Rolls...... NPC Reactions...... Secret Rolls...... Secret Automatic or Success Failure...... The The Dice...... Trait Checks...... Unopposed Actions...... Opposed Actions...... Step #5: Gifts...... Step #6: Faults...... Step #7: Equipping Characters...... Step #8: Finishing Up...... Characters...... Introduction...... Races...... Combat...... Action Resolution...... y e n l ay , d t. t, t, -1 ’s of ed r oth- hing the s usu- rants ion or t t doesn't erwise avoiderwise damage in combat. Mana Magical energy. Mana is an invisible substance that matter and to manipulate usersalter magic detect can andtime space. Melee Any combat involvesthat striking the opponent with a orfist handheld weapon. Any from attack further aw be at. be at. Inprocess g creation addition, the character positive Infor if general, trai the the character. fromreaction other people. Offense A character or creatures ability to harm or otherwise damage an opponent in combat. Defense to ability orabsorb, o creatures A character deflect rangedis a attack. Roll Situation The GM may occasionally want a die roll that is not but trait, based onon situat overall the character a outside circumstances. This situation roll is simply a normal H-n-S 4dF die roll, but not based on any trai ofis, result That a 0 Fair result, is a +1 Gooda resul Level Most traits are described by one of nine adjectives. nine ma wordsThese descriptive trait a levels represent and levels demands players free he ofkeep track them. In this case one level is required to raise a trait to adjective. next better Attribute everyone that inThe traits the game world has, in som degree or another are called attributes. On a scale Abysmal ... Fair ... Legendary, human the average wil ofhave an attribute Fair. Skill Any trait that isn’t an attribute, but can be improv through forThe default an unlistedpractice. skill i Poor,ally though they varycan up or down based upo the skills difficulty. Gift Any isn’tor that an attribute skill buttrait is somet easily fit the Abysmal ... Fair ... Legendary scale, it probably gift.a Fault onesa Any limits actions, orthat himearns trait baa result, and Mediocre a so on. 4 s - - r cter lay- a d- arac- n At- layer, the their at de- at including towns folk, patrons, monsters, per These etc. controlled are by tosonalities help the he ers ers take on the role of in the story characters and try to like make him act one (or more) of the main would based upon character act on the traits his chara sheet. andters monstersis The the players gamemaster meet. judgealso the final on any rule questions. Player A person who on takes in an rollthe a of character a venture. Non-PlayerCharacter (NPC) inAny an adventure notcharacter controlled by p a bring an adventure forto the players. Trait be Anythingcan a A trait character. a describes that tive novel,tive short story, movie or tv show, where the p Hack-n-SlashTerminology Hack-n-Slash is a FUDGE based roleplaying game (RPG). To help you understand andthe terms concepts used in this begingame, we’ll with few definitions.a Adventure offormingA series scenes plot basic the of Hack-n-a Slash game. Gamemaster(GM) player whois a The gamemaster guides the other player through an adventure, roleplaying non-playerthe ch tribute, Skill, Gift, Fault, or any other th measure character. a scribes WhatRoleplayingAIsGame? A roleplaying game may be best described an as interac playing game designed for fans of FUDGEthe gaming engine or others weary of to rentingcarry trailer a rule books to the weekend game session. Introduction Congratulations, you have found a portal to a simpler ofandtime daringheroic battles whendeeds, time a single simple rule book could you set upon such heroic adventures.to the worldWelcome of Hack-n-Slash. Hack-n-Slash is a complete easy to play fantasy role- INTRODUCTION CHARACTERS - - o tri- ave by eter- the to el), attri- Attri- ibute player lowers the characters Perception t to Mediocre player lowers the characters infor compensate Strength. the increase givesBilly Example: his Strengthfighter Great (2 lev Goodels), Agility (1 Good level), Perception (1 lev Step#3: Attributes for levels your the attribute Determine character. andphysical,butes basic the mental represent spiritual Beginning of the character. heroes may capabilities h Strengthraise again toand Great, third a attr free his to Reason toraise level Good. This would exhaust a levels. free human characters have been exhaustedlevels When an attribute the free furtherbe can raised attribute by lowering another bute an equal amount. From the previous example, Strength one be can raised (tomore Superb)level if and lowers his Reason (-1to toMediocre compenlevel) for Perception. sate his3 (Total increased levels) no higher attribute than Superb. numbera d as Players receive levels of attribute free fordefault human)a to Good by spending one at free bute level. He could then spend another free level mined by their race with which to raise attributes. A his player mayStrength raise (which attribute is Fair 5 of a on- e ake ac- ar- be ay t . s, s ac- is ke roles hose ve for the eation. charac- -4 Abysmal available available in the Races section. Race determines gifts, cr for character andavailable attributes skill levels Step#2: Select Race you the race wish Select yourto be from character t possess you should your profes-first decide characters sion, background, personality and m that other details Step#1: Character Concept you Before yourm what abilities determine character StepBy StepCharacter Creation by determiningcreated char are general a Characters concept orter background, they halevels what trait Attributes/Skills, and what Gifts/Faults they possess. follow that The sections provide bystep a step method him unique. is li This concept of what character the help will guide you through the remaining ofsteps ch chapter. Player controlled characters are referred to as heroe n while those controlled called by are the gamemaster byis represented level one trait’s ter. ofA specific Hack-n-Slashcreating characters. creation. acter Trait LevelsTrait Hack-n-Slash uses ordinary words tothe level describe of inability various (Attributes, Skills) traits of a in Hack-n-Slash char their adventures. Players create to ters be heroesthe of storythe using rules the in th or NPCs player characters for ar short. All characters byrepresented numbera ofincluding traits Attribute Skills, Gifts and Faults. words below listed from worst to best. -3 -2 -1 Terrible 0 Poor 1 Mediocre 2 Fair 3 To remember orderthe words. compare adjacent If as Good 4 beginner your goaleventual is to become an excellen Great Superb Legendary forSheet on is also listed easy Character the This scale reference. Characters movieMuch a like playor out play, their characters game game player, for ask example yourself if you’d rather called a Fair game player or a Mediocre game player e he the . If man tive ghters ex- (See he min- result, he rela- tive degree), the greater the the likelihood degree), tive the greater of damage. Wounds) to hit requiring easier are larger) only Terrible a (2 oppo-small while extremely orsmaller) more scale toresult hit. Mediocre a nents least require at MeleeCombat Any combat which involves striking an opponent with a fist or handheld weapon is considered melee combat. combatant makes an Each Opposed roll action an against (usuallyappropriate weapona trait skill). On rela a ofdegree 0, the combat round stand-offis a - the fi other lookingeach circled either for an opening or winner if he tochecks hit hardsee enough to damage loser. t In hit the (the greater the better general, Hit To Minimum Hitting an opponent of equal scale requires at least a Poor result, otherwise no hit is scored. is, huThat a needs to Poor a score blow (andwin still the Opposed Action) in order to hit another human opponent sized both combatants roll worse than minimumthe to hit, t round standoff.is a Opponents (2 in orsignificantly size greater more scal changed blows on others shields each without scoring any damage. otherdegree than If0 relative is a the result and t imum to hit (see below) is achieved or surpassed, the 16 e ed ach -n- ir, n the your round toward completing the task unless the hero is wounded inthe round which case is wasted. in melee combat may inspend melee one or more rounds working toward any task simply by announcing to the gamemas- what doingtheyter are turn. each Progress is made e Slash adventures. how This details section to resolve combat, apply wounds and tend to survivorsthe once th friends keep the ratlings off of you. Heroes not engag Performing Tasks Performing Combat During Sometimes heroes need to perform non-combat tasks during For battle. pickinga example: locka while only the most mighty heroes survivewill this day. As one might combat is oftenofthe core expect at Hack dust settles. CombatRounds Combatof is resolved series Combat a as Rounds, each round representing 6 seconds of time. During each round a hero may move and engage in melee combat, rangeda fire orweapon, spell a any cast other actio Combat The sound a the fill cries andof battle clashing steel gamemaster rules is possible gamemaster in combat a round. COMBAT MAGIC ll e- to c- the sters cessful cessful casting results in the target being struck by an with mana the used the Offense equal to attack twice provided the spell. Defense cast byarmor is ig-metal nored by this attack. This spell may only be cast out- doors. Greater Healing Greater Cost: 4 TouchRange: Duration: Instant Concentration: 2 Rounds removing the subject Heals one Injured, or Dazed less serious wound. Lightning (Opposed Agility-3) Cost: 1-4 10/25/50Range: Duration: Instant Concentration: 2 Rounds Brings bolta of lightning down upon A the target. su ating an undead warrior to biddingdo the casters for duration of spell. the The skeleton obeywill the ca commands without question. SkeletonSee in the Beasti- ary for skeletonsthe combat abilities. GreatSpells Animate Skeleton Cost: 4 TouchRange: Duration: 1 Minute Concentration: 1 Round the corpse Animates of nearbya humanoid cr creature, Wall Wall of Stone Cost: Varies SightRange: Duration: 1 Minute Concentration: 1 Round Creates a stone wall 3 yards high, 1 yard thick and a number of yards long equal to mana the spent. The wa blocks ofline sight and movement. 27 e - o ts w x- t n e om- other cal may only be opened by casting this spell again or by lockable lockable object. Once locked by this spell the objec physical destruction. A connectionmagus has special a with objects he has locked in this manner and open/close them may freely without disturbing the magic lock. (OpposedSleep Will) Cost: 3 SightRange: Duration: Varies Concentration: 1 Round Puts of the subject tountilthe spell sleep they awake world, but become visible orcan c will, invisible at are at -4. The wall may be passed through freely and made out ofattacks shadowthe without are penalty. Magic Lock/Unlock Cost: 3 TouchRange: Duration: Permanent Concentration: 1 Minute lock on magical a door,a Places or container gate, naturally naturally in a few hours, take any damage or they ar awakened by someone else. Staff of Power Cost: 6 TouchRange: Duration: Permanent Concentration: 1 Hour was Enchantsan if orit quarterstaff e as a to staff act tension body, of casters the thus enabling the weapon t tion of the spell. The spirit cannot effect the physi and movewith municate the caster through solid objec making for ideal it information gathering. Wall of Shadow Cost: Varies SightRange: Duration: 1 Minute Concentration: 1 Round Creates a wall of total darkness 3 yards high, 1 yard thick and a number of yards long equal to the mana spent. made into Attacks or through of the wall shado be ready while magusthe spells. Additionally casts th ofwielder this weapon may substitute hisattribute Will for Strength when determining his Offense. Summon Spirit Cost: 2 5/10/15Range: Duration: 10 Minutes Concentration: 1 Round Summons spirit toa biddingdo the casters for the dura Character Sheet Terrible Poor Mediocre Fair Good Great Superb Legendary Abysmal Name: Attributes -4-3-2-1 0 1 2 3 4 Strength Race: Agility Luck: Speed: Reason Perception $: Scale: Will Health Gifts / Faults 1 2 3 4 5 6 7 8 9 Skills -4-3-2-101234

$Wt Equipment OBDBDM

$ Wt Weapon / Armor Range (S/M/L) OB DB DM

Offense Defense Maximum of 1 superb, 4 great, 8 good skills. Scale+Strength+Weapon Bonus Scale + Health + Armor Bonus Wounds 1-2 3-4 5-6 7-8 9+ Scratch Hurt (-1) Injured (-2) Incapacitated Near death Encumbrance* Mana Will + Modifiers Enc. -1 -2 -3 Max Non-Lethal Wounds Weight x2 x3 x4 x5 Bruised Bloody (-1) Dazed (-2) Knockout

* Encumbrance is applied as a negative modifier to Strength, Agility, Combat Skills, and Etc. Graze: Relative Degree +1, <5=Scratch, 5+=Hurt Bloody: 1 round no attacks, -1 defense. Dazed : 2 rounds no attacks, -2 defense. Character Sheet Terrible Poor Mediocre Fair Good Great Superb Legendary Abysmal Name: Dirk Attributes -4-3-2-1 0 1 2 3 4 Strength X Race: Human Agility X Luck: 3 Speed: 5 Reason X Perception X $: 65 Scale: 0 Will X Health X Gifts / Faults 1 2 3 4 5 6 7 8 9 Pain Tolerance X Skills -4-3-2-101234 Night Vision Lang (S) - Own DX Impulsiveness Blade - Broadsword DX Survival - Wilderness D Survival - Dungeons DX Climbing DX $ Wt Equipment OBDBDM Riding - Horse DX 100 55 Adventurers Kit Missile - Sling DX 50 10 Travelers Clothes Brawling DX Swimming DX Lock Picking DX

$ Wt Wpn / Armor Range OB DB DM (S/M/L) 100 3 Broadsword 3 175 25 Hvy Leather 2 10 1/2 Sling 10/50/100 0 0

Offense Defense Maximum of 1 superb, 4 great, 8 good skills. Scale+Strength+Weapon Bonus Scale + Health + Armor Bonus Wounds 5 3 1-2 3-4 5-6 7-8 9+ Scratch Hurt (-1) Injured (-2) Incapacitated Near death Encumbrance* Mana Will + Modifiers Enc. -1 -2 -3 Max Non-Lethal Wounds Weight x2 x3 x4 x5 0 Bruised Bloody (-1) Dazed (-2) Knockout 115 230 345 460 575

* Encumbrance is applied as a negative modifier to Strength, Agility, Combat Skills, and Etc. Graze: Relative Degree +1, <5=Scratch, 5+=Hurt Bloody: 1 round no attacks, -1 defense. Dazed : 2 rounds no attacks, -2 defense. Hero Cards / Miniatures Scratch Scratch 1-2 1-2 Hurt (-1) Hurt (-1) 3-4 3-4 Speed: Speed: Injured (-2) Skill: Injured (-2) Skill: 5-6 Offense: 5-6 Offense: Incapacitated Defense: Incapacitated Defense: 7-8 7-8 Mana Mana Near Death Near Death 9+ 9+ Scratch Scratch 1-2 1-2 Hurt (-1) Hurt (-1) 3-4 3-4 Speed: Speed: Injured (-2) Skill: Injured (-2) Skill: 5-6 Offense: 5-6 Offense: Incapacitated Defense: Incapacitated Defense: 7-8 7-8 Mana Mana Near Death Near Death 9+ 9+ Scratch Scratch 1-2 1-2 Hurt (-1) Hurt (-1) 3-4 3-4 Speed: Speed: Injured (-2) Skill: Injured (-2) Skill: 5-6 Offense: 5-6 Offense: Incapacitated Defense: Incapacitated Defense: 7-8 7-8 Mana Mana Near Death Near Death 9+ 9+ Scratch Scratch 1-2 1-2 Hurt (-1) Hurt (-1) 3-4 3-4 Speed: Speed: Injured (-2) Skill: Injured (-2) Skill: 5-6 Offense: 5-6 Offense: Incapacitated Defense: Incapacitated Defense: 7-8 7-8 SAMPLEMana Mana Near Death Near Death 9+ 9+ Scratch Scratch 1-2 1-2 Hurt (-1) Hurt (-1) 3-4 3-4 Speed: Speed: Injured (-2) Skill: Injured (-2) Skill: 5-6 Offense: 5-6 Offense: Incapacitated Defense: Incapacitated Defense: 7-8 7-8 Mana Mana Near Death Near Death 9+ 9+