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Note: this conversion requires to know previously "Changeling: the Dreaming" of White Wolf Games. This conversion only seeks to allow to play Changeling using FUDGE rules, and not stealing White Wolf rights on this game. For that reason, this conversion only includes the rules required to play Changeling: the Dreaming and doesn't include the details of the atmosphere of the game.
ABOUT FUDGE
Fudge is a role-playing 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 at http://www.fudgerpg.com and in book form 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 attributes 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 license from the author of Fudge, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264.
DISCLAIMER
The following materials based on Fudge, entitled FUDGEling and Changeling by FUDGE, are created by, made available by, and Copyright (C) 2000-2002 by Jorge Arredondo, and are not necessarily endorsed in any way by Steffan O'Sullivan or any publisher of other Fudge materials. Neither Steffan O'Sullivan nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials Copyright (C)1992-1995 by Steffan O'Sullivan, All Rights Reserved.
Contents
Introduction
These conversion rules have been designed to convert characters of Changeling: the Dreaming (from now on CtD) to FUDGE. At the moment they are not made to create initial characters directly in FUDGE, who would be in disadvantage regarding characters converted from CtD.
Several optional rules are included in punctual cases, reflecting the spirit of FUDGE. This way the conversion will be able to be fine tuned until the point the storyteller deems approprihie for his chronicle.
Conversion of characteristics
First we should choose the attributes that we'll use on FUDGEling. There are two options. Using all those of CtD or a smaller selected number, even merging several in one alone.
Personally I decant for the first option, since it facilitates the conversion and doesn't cause too many problems. Also when converting the abilities it is easier if the originals of CtD are conserved.
Thus the attributes of FUDGEling will be these: Strength, Stamina, Dexterity, Charisma, Appearance, Manipulation, Intelligence, Perception and Wits.
| Atribute in CtD | Atribute in FUDGEling |
| 0* | Poor |
| 1 | Mediocre |
| 2 | Fair |
| 3 | Good |
| 4 | Great |
| 5 | Superb |
| 6** | Legendary (or Incredible) |
| 7** | Legendary +1 (or Superhuman) |
| Chart 1: Conversion in scale 1-5 | |
* An attribute at level 0 in CtD indicates a very serious deficiency. It would be really more assimilable to Terrible or even Not Applicable in FUDGE, but since there are not enough different levels of attributes in CtD the conversion scale is not flexible. Also, the only attribute that can take value 0 is usually Appearance, with the appropriate defects, with what the minimum usual human value is 1...
** Those are superhuman attributes, only possible for supernatural beings like changelings, werewolves or vampires. In fact if a changeling character has modifiers due to his kith to his attributes, we can opt for any of two alternatives. The first is to add that value directly to this attribute. The second is considering the modifier as Scale (for example a troll with +1 to Strength could have Great Strength scale +1, or Superb Strength). Anyway the maximum value of an attribute is 7 in CtD.
For example:
Intelligence 4 (CtD) becomes to Great Intelligence (FUDGE)
Dexterity 2 (CtD) becomes to Fair Dexterity (FUDGE)
Strength 7 (CtD, a grump troll) becomes to Legendary Strength +1
In the case of trolls and sidhe, their modifiers to the attributes are mainly chimerical. That is to say, in presence of non enchanted mortals (or non enchanted supernaturals except other changelings) they don't have effect. Nevertheless, when converting the abilities we'll use the full value, since we suppose that what you know how to make depends more on your ability than on your associate attribute. During the games the appropriate value of the attribute will be used in each case if it's required.
There is another set of subcharacterístics in CtD that we will consider as attributes, although in CtD their scale ranges from 1 to 10. The new attributes are Willpower, Glamour and Banality. The values of those attributes, in initial characters, have some minimum values that depend on their Mortal Seeming, although both Willpower and Glamour can be increased with freebies when creating the character or later with experience points.
The scale for these attributes (and in general, like we will see later on, for the scale 1-10 of CtD) it is the following:
| Atribute/Ability in CtD | Atribute in FUDGE |
| 1 | Terrible |
| 2 | Poor |
| 3-4 | Mediocre |
| 5-6 | Fair |
| 7-8 | Good |
| 9 | Great |
| 10 | Superb |
| 11* | Legendary |
| 12* | Legendary +1 |
| ... | ... |
| Chart 2: Conversion in scale 1-10 | |
* The levels of 11 and greater should not appear usually, although they could happen in the case for example of casting a cantrip in CtD with a difficulty of 12, easily. Although in CtD the difficulty can't be greater than 10, it could be interesting that in FUDGEling the difficulty were greater than Legendary... (the troll tries to destroy a vampire with his Holly Strike cantrip... a legendary difficulty given the incredulity and banality of the undead...).
Now then, in the case of these subcharacteristics, it is not enough with converting them to FUDGEling. At least it is not enough with that, unless we convert them to the end, which is not necessary in FUDGE. The points that represent the temporary punctuations of these attributes should be written down numerically. In the case of Glamour it is obvious; making cantrips wears out Glamour. In the case of Banality not so much, although for multiple reasons temporary banality is won. With willpower it is also true (see the note below).
The level of these attributes will be used as difficulty levels in FUDGEling, while its numeric temporary value will indicate us factors that are better reflected with numbers.
For example: (advancing some rules) casting a cantrip will have as difficulty the caster's permanent Banality or that of the target +2 (in FUDGEling), for example Normal + 2 = Great; if we want to affect the real world with a Wyrd cantrip it's necessary to spend temporary Glamour (1 point); if you earn 10 points of temporary Banality your permanent Banality goes up a point (what can or cannot modify its value in FUDGEling, although it makes it more probable...).
Note: in CtD you can use Willpower points to get an automatic success in a roll, besides you can use them in different actions (as enduring pain) and in certain cantrips and faerie powers (like Calling Upon the Wyrd). A normal "attribute" in FUDGE are the FUDGE points that allow to the players similar actions and even more in many cases. Awaiting intensive tests my proposal is to allow the players to have a number of Willpower points similar to the numeric value of this attribute, for its use in cantrips and other powers; spending a point of Willpower also gives you a +1 to a roll (not accumulative with the use of FUDGE points), maximum a point per roll.
The number of FUDGE Points that the Storyteller gives to the players is a personal decision, although to effects of duration of the Chronicle I decant to use the optional rules of experience through gain of FUDGE points and its later conversion (or not) to experience points to develop abilities or attributes.
Conversion of abilities
First I'll show a list of abilities that I consider appropriate for the conversion. Many of them are exactly the same of CtD and other games of the World of Darkness, although there are some of my own. Also in FUDGE you can add easily new abilities, always with the Storyteller's approval.
Between parenthesis it is shown if the abilities are easy to learn, or of fair difficulty or rather difficult (Sciences are very difficult because they are very generic). These abilities are quite general, so if you were to make a character start from the scratch with these rules, you'd distribute around 30 free skill levels on them.
| Performance (E) | Lore (supernatural, specific) (H) | Medicine (H) |
| Melee (close combat) (E) | Empathy (H) | Occult (E) |
| Melee (1 handed weapons) (F) | Enigmas (H) | Brawl (E) |
| Melee (2 handed weapons) (F) | Dodge (H) | Brawl: martial arts (H) |
| Firearms (small-medium sized guns) (E) | Etiquette (E) | Polítics (H) |
| Firearms (large guns) (F) | Finances (H) | Track (E) |
| Firearms (heavy weapons) (H) | Gremayre (H) | Repair (E) |
| Crafts (H) | Computer (H) | Kenning (E) |
| Athletics (E) | Intimidation (E) | Security (H) |
| Bureaucracy (H) | Investigation (H) | Stealth (E) |
| Streetwise (E) | Law (H) | Subterfuge (E) |
| Science (VH) | Leadership (E) | Survival (E) |
| Drive (E) | Linguistics (H) | |
| E (Easy), F (Fair), H (Hard), VH(Very Hard) | ||
Now to convert the abilities from CtD to FUDGEling we find two problems. First in CtD the abilities are additive. That is to say, to make a roll you must add 1 attribute plus 1 ability. In FUDGE you don't. In second place in CtD all the abilities have the same learning cost (we could say, Fair cost for all), although to game effects if you don't have a Talent you can only roll for the appropriate attribute; if you don't have a Technique you roll for the appropriate attribute against difficulty +1; if you don't have a knowledge you cannot roll unless it is trivial knowledge.
To solve the second point we can either ignore the costs of learning of FUDGE and converting them all equally, or (what I prefer) after the conversion is done, increase a level the abilities of Easy learning, diminish 1 the Difficult ones and 2 the Very Difficult ones.
To convert the abilities from CtD to FUDGEling we average the attributes that we consider more usual to use with that ability (see below for more detail, these are generic examples), we add this value to the ability (everything in CtD) and we convert it with the chart that we saw before (see chart 2).
For example: Subterfuge 2 (CtD): we take as more usual attributes to add with this ability, Charisma 2 (CtD) and Manipulation 4 (CtD). We average with a 3 these two attributes. The sum of the average and the ability is 5 (CtD) that becomes Subterfuge: Fair (FUDGEling). If we follow my advice, about modifying the resulting abilities as they are difficult to learn or not, Subterfuge is easy then it would pass to Subterfuge: Good.
Another example: Melee 3 (CtD). Only Dexterity will usually be used (2 in this case). The total is 5 that we put in Melee (1M weapons) (rapier in this case): Fair.
To average the attributes of CtD in an only numeric value we will divide the participant attributes in an ability in three types:
For example: lets suppose that the social ability X has as primary attribute Charisma, as secondary Manipulation and as tertiary Appearance. The sum of those three attributes in CtD is of (Charisma 2 x 1, Manipulation 4 x 2/3, Appearance 2 x 1/3), dividing the total for the sum of 1 (primary) + 2/3 (secondary) + 1/3 (third) = 2. The total value is of 2 +10/3 = 16/3 that it is divided by 2 giving a total of 2.66.
We round up in this case (as general approach we will round up only if the result gives us a decimal value greater than 0.5).
An ability can use more than a primary attribute, zero, one or more secondary and zero, one or more tertiary. The usual case anyway is that there are not more than two in each category. In each case when being divided multiply the primary ones for 1, the secondary ones for 2/3 and the tertiaries for 1/3, and then divide the result by the sum of primaries multiplied by 1, the sum of secondaries by 2/3 and that of tertiaries by 1/3.
My classification is this:
| Performance (Man 1ª, Cha 1ª) | Dodge (Dex 1ª) | Brawl (Dex 1ª) |
| Melee (Dex 1ª) | Etiquette (Cha 1ª, App 2ª) | Brawl: martial arts (Dex 1ª) |
| Firearms (Per 1ª) | Finances (Int 1ª) | Politics (Int 1ª, Cha 2ª, Man 2ª) |
| Crafts (Dex 1ª) | Gremayre (Int 1ª) | Track (Per 1ª) |
| Athletics (Dex 1ª, Str y Sta 2ª) | Computer (Int 1ª) | Repair (Dex 1ª, Int 2ª) |
| Bureaucracy (Int 1ª) | Intimidation(Cha 1ª,Man 2ª, Wit 3ª) | Kenning (Per 1ª) |
| Streetwise(Wit 1ª, Cha 2ª, Int 3ª) | Investigation (Int 1ª, Per 2ª) | Security (Int 1ª, Dex 1ª) |
| Science (Int 1ª) | Law (Int 1ª) | Stealth (Des 1ª) |
| Drive (Dex 1ª) | Leadership(Cha 1ª, Man 1ª, Wit 3ª) | Subterfuge (Man 1ª, Cha 2ª, Wit 3ª) |
| Lore (supernatural) (Int 1ª) | Linguistics (Int 1ª) | Survival (Int 1ª) |
| Empathy (Per 1ª) | Medicine (Int 1ª) | |
| Enigmas (Int 1ª) | Occult (Int 1ª) |
Another example: Bob the pooka has Dexterity 3, Strength 2 and Stamina 3. For Athletics we add his level of ability of 1 with the sum of his attributes (Dexterity 3 x 1 + Strength 2 x 2/3 + Resistance 3 x 2/3 = 19/3) divided by the sum of the modifiers that is of 1 +2/3 +2/3 = 7/3, giving an average of 2.71 (rounding at 3). The level of total ability is of 1+3 = 4 that it is Mediocre in FUDGEling.
It is necessary to notice that there are abilities in CtD that have been subdivided in several in FUDGEling. In short firearms and melee. Each Narrator can opt to leave them as wide as they are in CtD or do as I propose. In this case, and if the character uses a wide variety of weapons different with an only ability, I propose this: the category of his main weapon will have the complete level after the conversion, the seconday(ies) a level less and the tertiary(ies), if they exist, 2 levels less. With some luck that will be enough.
There are also abilities that have disappeared, as for example Alertness and Persuasion. In these cases it would be necessary to move those points to similar abilities of CtD prior to convert them, and if there are not (for example Alertness) pass over the points to any other abilitiy. Or to use those abilities in FUGDEling, of course.
Other notes on the conversion
The dual legacies of each changeling that define their seelie/unseelie duality are left like they are, to be used as an interpretation tool, although in the line of FUDGE I encourage players and storytellers to create their own legacies.
Merits and Flaws in CtD can be handled in two ways. We can allow the players to make the characters with Merits and Flaws in CtD (what will modify this characters and thus it will be reflected after the conversion) or according to each case adjust the Merits and Flaws in FUDGEling after the conversion is done.
The aggravate damage is still used in FUDGEling (a vampire or werewolf's bite, some cantrips, fire, cold iron). This damage cannot be soaked by Stamina, but it can by any kind of protection like armors. In the case of possessing gifts (of FUDGE) like Tough or similar that modify Stamina rolls it would be necessary to think about if their use is allowed in these cases. The most normal answer should be it is not.
We'll leave equipment to the Storyteller's will in the matter of conversion, to the concrete effects of weapons and similar (we recommend to use the FUDGE guidelines, anyway). We will only indicate some notes on armors, both real and chimerical.
| Armor | Protection | Modifier |
| Sport protection / Light armor (non metal pliable armor) | +1 | 0 |
| Reinforced jacket / Compound armor (heavy non pliable non metal armor or light metal armor) | +2 | -1 |
| Bulletproof vest / Heavy armor (middle metal armor) | +3 | -1 |
| Full bulletproof armor / Full armor (heavy metal armor) | +4 | -2 |
| SWAT Armor / Sidhe armor (pseudo-scifi armor) | +5 | -3 |
| Chart 3: Armors in FUDGEling | ||
If they are still scores from 1 to 5 to convert and their conversion doesn't matter very much (for example, what difference does it make to say Resources 2 than Fair Resources) we can use this generic chart:
| Scores from 1-5 | Scores in FUDGEling |
| 1 | Mediocre |
| 2 | Fair |
| 3 | Good |
| 4 | Great |
| 5 | Superb |
| Chart 4: Other Scores | |
Now talking about Backgrounds, you can use them directly like they are with what they imply and they offer. The only one that is worthwhile to comment is Chimera. In the case of chimerical objects, weapons, armors or objects are bought with the cost that you can check in the basic manual of CtD. In the case of chimerical companions, you have to make that chimerical creature and them convert it to FUDGEling (attributes, abilities, etc.). Their Rede (chimerical powers) already have their price of acquisition fixed in CtD, for what we just convert them and then use them according to the rules in FUDGEling.
Conversion of modifiers to the rolls
In many parts of CtD there are modifiers to the difficulty of dice rolls, due to faerie kiths, circumstances, etc. A simple form (to a certain extent) of converting the modifiers that are always the same (for example, the -2 (CtD) of the sluagh in Perception rolls) it is the following:
| CtD modifier | FUDGEling modifier |
| +1,+2 | +1 |
| +3,+4 | +2 |
| +5,+6 | +3 |
| ... | ... |
| n,n+1 | n+1/2 |
| Chart 5: Conversion of modifiers | |
Conversion of successes in CtD to relative success in FUDGEling
My initial proposal awaiting game testing is the following. The relative success of a roll in FUDGEling will translate 1 at 1 with the successes in CtD, besides a base success for having reached the difficulty level.
For example, a roll against Normal difficulty has a result of Great, with a level of relative success of +2. The minimum roll to have being successful would have been to obtain a Normal roll, what would be equal to a success in CtD. Therefore with a Good roll we would have the equivalent to two successes, and with a Great roll the equivalent of 3.
| Number of successes in CtD | Relative successes in FUDGEling |
| 1 | 0 |
| 2 | +1 |
| 3 | +2 |
| 4 | +3 |
| 5 | +4 |
| ... | ... |
| Chart 6: Conversion of Successes to relative Successes | |
Realms and Arts
The Arts don't modify the rolls when trying to cast a cantrip, they only indicate what you can or can't do. We could use FUDGE labels to name the levels that a character possesses, but it is something that doesn't give a significant benefit. We can just note their numeric level or the different cantrip levels that the character can cast using their names. Nevertheless, when increasing with experience the level of an Art, we will use the scale of FUDGE. At the moment it is pending to the study of the experience applied to FUDGEling.
Anyway if we want to use FUDGEling labels for the Arts, we can use the chart 4 for conversion of other scores.
The Realms modify your roll because they determine what you can affect, but at the same time the better is your ability in a Realm the more dice you roll in CtD. Therefore the conversion is not simple.
We could use a scale of Realms like the following:
| Realms in CtD | Realms in FUDGEling |
| 1 | Mediocre |
| 2 | Fair |
| 3 | Good |
| 4 | Great |
| 5 | Superb |
| Chart 7: Realms | |
Note: the maximum value of an Art or Realm is 5.
When we try to cast a cantrip, in CtD you roll an attribute associated to that cantrip + the implied Realm. Starting from that associate attribute we could try to modify it according to the Realm.
| Realms in FUDGEling | Modifier to the Attribute roll |
| Mediocre | -1 |
| Fair | -1 |
| Good | 0 |
| Great | 0 |
| Superb | +1 |
| Chart 8: Modifiers for Realms to the attribute rolls | |
The different kith affinities regarding the Realms imply a -1 to the cantrips difficulty in those that imply the use of this Realm. Although it is not clear, I infer that it refers to cantrips that use the Realm of the affinity as the primary one, and not in cantrips that use it like a secondary Realm (see below).
If several Realms should be used in the casting of a cantrip, we will take the lowest one to modify the attribute associated to the used Art.
For example: a nocker casts a Soothsay cantrip (Soothsay 1, Omen) on an object. He possesses the Prop Realm at Fair level, what supposes a -1 to his roll. The attribute we have to use is Intelligence (Great), then he would roll for an ability of Great -1 = Good.
The base difficulty with an inanimate object is the nocker's banality (Fair) +2 = Great (this +2 is a modifier of +4 in CtD; see chart 3); he makes an elaborated Bunk to decrease the difficulty of the cantrip that we pass to FUDGEling scale directly with a -1 (it would be necessary a really imaginative bunk to lower it in a -3, the maximum possible ); because he's a nocker, he has affinity with the Realm of Prop, and since this Realm is the primary one in this cantrip, that decreases the difficulty in -1; he also spends a point of additional Glamour (which decreases the difficulty in another -1). The final sum of modifiers is: Fair difficulty +2 -1 -1 -1 = Fair -1 or Mediocre.
In the end he rolls for a Good ability against Mediocre difficulty.
| Bunk | FUDGEling modifier |
| Fair (no bunk) | 0* |
| Good | -1 |
| Great | -2 |
| Superb | -3 |
| Chart 9: Bunks in FUDGEling | |
Note: a bunkless cantrip requires the expenditure of an additional point of Glamour, provided its maximum difficulty is Superb. If it is superior it is required to decrease it at least to Superb (either with a Bunk or spending additional Glamour).
And now we will finally complete the rules of casting cantrips.
Bunks
A more complicated bunk that a Good one usually requires more time than with that one. That's obvious, since if for example your Soothsay Bunk is to play a hand of Tarot you won't be able to make it in less than a few minutes. Nevertheless, there are very powerful bunks that are quick of making. I recommend reading the auxiliary rules on cantrips and bunks of the Book of Lost Dreams of CtD.
A Good Bunk (or none) can be made at the same time that the cantrip is cast. On the contrary if a greater bunk is carried out at the same time that the cantrip to save time it imposes penalties to that cantrip. A Great Bunk imposes a penaty of -1 to all the rolls while it is being carried out (including the cantrip!) while a Superb one imposes a penalty of -2. Anyway it is to discretion of the Storyteller if a Great or better cantrip can be executed without penalties.
In summary, an executed bunk taking time doesn't penalize, independently of its level, while one executed quickly makes more difficult any other action you make at the same time.
Difficulty
The minimum difficulty of a cantrip is Mediocre, no matter how good the bunk neither the number of Glamour Points spent on it to reduce the difficulty. In theory the maximum difficulty is Superb, since if it is superior it should be decreased till Superb (something that is not so important in FUDGEling because in CtD you can't roll greater than 10 in 1D10).
If a cantrip allows multiple castings (accumulative), the second and third try have a +1 at its level of difficulty. The fourth and fifth a -2, and so forth.
Glamour
You can spend temporary Glamour to reduce the difficulty, with a maximum expenditure of 5 points. As a normal modifier we use chart 3 to see how much it decreases the difficulty in FUDGEling (the modifier in CtD refers in this case to the number of Glamour points spent).
A disadvantage is that it doesn't make sense spending 2 points of Glamour to decrease the difficulty (the modifier in FUDGEling is the same one, a +1), except if you spend 2+1 points of Glamour (the modifier increases at a +2 in FUDGEling).
Modifier Realms
If we need to use additional Realms to cast a cantrip (for example, if you want to affect to more than a target with the Realm of Scene or to retard the casting of the same one, with the Realm of Time), the difficulty of the cantrip increases in a +1 for each additional Realm. Besides spending a point of additional Glamour for each extra Realm.
If Scene is used for a physical effect, the difficulty is of +1 for each extra target affected (check CtD if there is any doubt).
Secondary Realms
If you can use other Realms (at the appropriate level) that though not necessary they are applicable to the cantrip being cast and to the situation, the difficulty decreases, in a +1 for each used secondary Realm.
Resisting cantrips invoking your own banality
The character rolls his permanent Banality against the fae casting the cantrip's permanent Glamour. The successes (if any) are subtracted of those that the caster of the cantrip has obtained (if thus they turn out to be 0 or less, the cantrip is canceled). I advise to read CtD to see the risks the changelings face by using Banality as protection against cantrips/chimerical powers.
Unweaving cantrips
The character makes an Gremayre roll with difficulty the fae casting the cantrip's permanent Glamour. The relative successes he obtains should equal or overcome those that the caster of the cantrip obtained in the cantrip to have effect (a partial result is not enough).
There are other details that can be checked in CtD because they don't change on FUDGEling (about spending Glamour, Realms, etc).
Changeling kiths
We will give a series of brief notes about the conversion of the kiths. In many cases the conversion is obvious. Should the character roll for Willpower difficulty 8 (CtD) in certain circumstances? The answer is an equivalent roll of Good difficulty. So the kith has a -1 to that kind of roll? That's a -1 in FUDGEling to the equivalent rolls. What if is it a -2? That also a -1 in FUDGEling. Etc., etc.
Besides, the different changeling kiths have a special power, called birthrights. As they're mythical creatures there are certain actions (usually related with their nature) in which they can't fumble a roll. This will reduce the impact of disastrous rolls in FUDGEling, although the right effect depends on the roll (a -4?), of the level of the used ability and of other factors.
Eshu
Their privilege of Talecraft works in the same way in FUDGEling, allowing them to win an extra experience point per session (check CtD to see the conditions).
Pooka
Their privilege of Shapechanging allows them to adopt the form of a mundane animal, with all the consequences: change of scale if it is applicable, of speed, of characteristics, etc. We won't study that in depth, like what is done in CtD about it.
Redcaps
Their privilege of Dark Appetite works normally. They continue having to spend Glamour to digest unedible things, and to use it in combat. The base damage (chimerical only unless they call upon the Wyrd) it is of Strength +1 (better than hitting without weapons nor martial arts, and modified to be considerably edged weapons).
If they want to use this power to cut off the an opponent's extremity (a vampire? I tear his head off!), besides spending a Glamour point they should get 5 successes at difficulty 8 in CtD, or 3 if the opponent is fastened by a hold, what supposes a degree of relative Success of +4 against a Good difficulty and a relative success of +2 against the same difficulty respectively (if it turns out to be too easy it would be necessary to revise it, because 5 successes at difficulty 8 in CtD are almost impossible!). The victim receives a minimum non soakable damage of 2 health levels of life besides the soakable damage of Strength +1 of the redcap.
Satyrs
Their goat paws allow them to move 25 + their Dexterity (in CtD) meters for assault of 3 seconds.
Trolls
Their extra health levels (usually chimerical) that CtD trolls have are reflected adding levels (one for each one of CtD) of health "Scratch" with a marker for each one of them. For example a troll wilder would have two Scratch levels with a total of 6 health markers.
Troll grumps have the difficulties of their physical actions (Dexterity ones) increased in 1 in CtD. It is supposed that this means they are slower than younger trolls. A possible way to reflect it is to increase the physical rolls difficulty in a +1 in FUDGEling. Another would be to make it only with Initiative, although in CtD they could have made the same thing and it wasn't done, which makes to grump trolls clumsier, not slower.
When a troll is serving a cause and he must make a Willpower roll to resist to temptations to unfulfill it, he receives a +1 to that roll.
Noble Houses
We'll see now the conversion of the fae's Noble Houses, their privileges and weaknesses.
House Dougal
Their ability to convert once per history a part of their Glamour points in Willpower points (until the maximum of their permanent Willpower) works equally if we use the points of temporary Willpower as we have proposed.
House Eiluned
They win an additional success in each successful cantrip they cast, what gives them a degree of success with an additional +1 in FUDGEling.
To avoid being interested in intrigues they must spend a Willpower point.
House Gwydion
When they get hurt (either real or chimerically) and they reach the Very Hurt level of health they can enter in berserker fury if they don't pass a Willpower roll at Fair level.
House Liam
The difficulty of their cantrips when they affect humans it is of a level less.
Concrete effects of the cantrips
Most cantrips have easily convertible effects to FUDGEling without little else than knowing the obtained number of successes. On the other hand others have direct effects on the game system in CtD that it is necessary to convert them previously. We will try now to revise them all.
Fugue (Chicanery 3)
The opposite is not indicated, but if you obtain only one success in CtD in this cantrip you couldn't opt at the same time for the intensity of the lost memories and the duration of the loss (the successes cannot be distributed). For it as a homemade rule we suppose that if the cantrip is successful, it has as minimum of two successes in CtD to distribute (the equivalent to a degree of relative success of +1 in FUDGEling).
Eldritch Prime (Primal 2)
In this cantrip it is indicated that the effect of 1 die is created by each 2 successes obtained in the roll, rounding up. We will suppose that each one of those dice is the equivalent of a +1 in FUDGEling.
Oakenshield (Primal 3)
The extra levels of Health that it grants are reflected adding "Scratch" levels (one for each one of CtD) according to the number of obtained successes, in the same way of the troll's extra health levels.
Sovereign cantrips
Most of them can be resisted making a Willpower roll of Fair difficulty (if you are a noble of equivalent rank to the caster) or Great (if your rank is inferior, and previously spending a Willpower point). The obtained successes are subtracted of those of the caster to see the effect (the level of relative success is subtracted whenever the poor one that wants to resist is successful in the roll with a degree of relative success of +0 at least; if the levels subtracted under these conditions give 0 or less the cantrip fails; else, it is successful with a level of relative success equal to the difference).
Quicksilver (Wayfare 2)
Each success provides an extra action to the caster, in the following round only. The way we propose of reflecting this in FUDGE is to consider the caster like an extra opponent in combat for each extra action. That is to say, with an extra success he will make two actions; an opponent that faces him under those conditions will see his combat abilities reduced in a -1 (both offensive and/or defensive according to the concrete FUDGE rules that are used) against him. Against two opponents the same caster could opt to defend and to attack both without penalties (or to attack the same opponent twice). He could also make extra movement actions or similar.
Comments about Dragon's Ire
Invoking the Dragon's Ire supposes to make a Glamour roll with difficulty the character's Banality. The level of success obtained can be used to reduce penalities caused by multiple actions, to face multiple opponents, or in other cases that impose penalties. Anyway that bonus can't make the original level of the ability of combat used better than it is, it can only make it recover its value if it is decreased by any kind of reason. The bonus lasts for a scene only, and it is not cumulative with later intents of using the Dragon's Ire.
For example: a sidhe invokes the Dragon's Ire to face two redcaps bandits. He obtains a relative success of +1, that can use to nullify the penalty of -1 that imposes the attack of both redcaps at the same time. He would roll each attack therefore at his base level of One Handed Weapon (sword) of Great -1 (two opponents) +1 (Dragon's Ire) = Great.
If it had rolled a relative success of +2, he could make an additional attack; he would attack at his Great level -2 (two opponents, an additional action) +2 (Anger of the Dragon) = Great; he couldn't attack at his Great level -1 (two opponents) +2 (Dragon's Ire) = Superb, because that would imply that he's has improved in the practice his own original ability at Great level.
Changes to version 3.0
After having at last a few playtesting sessions, and having to convert 7 changeling charsheets for a CON, I've seen a few problems or inherent flaws in my conversion system. First, a great deal of the problems are caused by the slow and complicated procedure of conversion, having to calculate and recalculate totals from attributes plus abilities once and again. And also, the translated characters are quite mediocre, no matter what their attributes and abilities looked like before the conversion.
Thus, in this new version I'm trying to fix that problem. I'll follow the degree of skill explained in WoD's system, which measures a character degree of skill from 1 (rookie) to 5 (exceptional), independently of the attribute that contributes to generate the dice pool.
The conversion is fast and dirty, using the following table:
| CtD ability score | FUDGEling skill |
| 1 | Mediocre |
| 2 | Fair |
| 3 | Good |
| 4 | Great |
| 5 | Superb |
| Table 10: Abilities | |
Talking about Talents, if a character didn't have a score in an ability but is forced to make a roll about it, he'll roll as if he had it at a Poor level (the standard rule on FUDGE). In the case of Skills he'll roll as if he had a Terrible level. In the case of Knowledges he can't roll unless the question in hand is easy or widely known.
Though I'm not fully sure yet, till I playtest the system more, when a character burns a Willpower point to enhance his rolls he won't get a +1 to his FUDGE rolls like I proposed in my first draft. Instead, he'll get an Advantage, which means that we'll omit a -1 die in his future roll (if he doesn't get any, the burnt willpower point will have no effect).
If a character, after a prudential time in a game (a few hours or days of game time), has been true to his personality, he'll be able to recover some of his Willpower in that same session. The Storyteller will set an unopposed difficulty factor according to the circumstances and how did that character behave, that the player must reach or overcome with an unmodified 4DF roll. He'll recover a Willpower point for each relative success degree he's scored above the difficulty factor, plus 1. Of cousse, you can't recover more Willpower points that the amount you've burned!
Example: the Storyteller sets a Mediocre ease factor for a knightly character who has behaved with nobility and honor during all the game session. The player rolls 4DF and gets a +1, and so his character recovers 3 Willpower points (if he had rolled a -1, he'd have recovered 1 Willpower point; 2 if he had rolled a +0, 3 if he had rolled +1, etc).
The Nightmare dice are some special rules used when the characters earn banality. I won't explain how they're won, just how you can use them in FUDGEling. A character who has a few Nightmare dice will replace between 1 and all his fudge dice (according to the Storyteller's decision) with other fudge dice of another color. If he rolls a -1 in any of those dice, he'll gather a partial nightmare. Every two partial nightmares, we'll apply a nightmare effect taken from the original Changeling: the Dreaming handbook. We'll also remove a Nightmare dice from his pool.
This is a minor subject not very used through Changeling's rules. Some kiths and in some situations have bonuses to their dice pools in the form of more dice (usually 1 or 2). Although I already made a proposal to cover that subject, another possible alternative I'd like to test is just adding FUDGE dice to the normal fudge roll in those cases. The result on average won't see modified its value, in a similar way as like in Changeling where those extra dice could add 1s which substract successes. Also, you could roll extraordinary results! For example, adding two extra dice you'd roll 6DF for a result between +6 and -6...
Hits since 09/June/2003:
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