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FUDGE: Goblyns


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 Fudge: Goblyns, are created by, made available by, and Copyright (C) 2001-2002 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.



  1. Introduction
  2. Magic
  3. Witch Engineering
  4. Goblyn deities
  5. Other denizens of Everdark...
  6. Example characters
  7. Notes on equipment, food, etc.
  8. Notes on generic rules

  1. Introduction

    This is a setting that seeks to be complete and independent of other established systems (for example, AD&D). It takes place in Everdark, a setting in a complex and whole underground world formed by kilometers of passageways, big caves, lakes and rivers, cliffs, forests of mushrooms or mosses, igneous lakes of lava, abandoned cities long time ago, etc., in perpetual darkness except for the illumination that the alive beings can provide, and for some types of fungi, magic gems and incandescent matters (as the previously mentioned lava). And if there is possibility to ascend to the surface of the world, it is anathema, at least for the races of the characters...

    The main characters are goblyns. These creatures are smaller than a man, but the scale of the game is based on their size. They are ungraceful and thin creatures, but very well adapted to their underground world. They possess infravision (thermal vision, although they are also able to see normal light) usually with a range of around 20 meters, they know how to guide themselves in the depths of the earth, they possess a very sharp sense of hearing, etc. As for their aspect, like as we've already said they are ungraceful and thin, with long and fibrous members. They have angular features, with noses either thick or pointed (sometimes, thick and pointed), big eyes and big pointed ears. Also their canines are usually a little pointed, without being fangs.

    Note: the infravision allows them to see in the darkness with grey tones of color according to the differences of temperature and the different degrees of cooling of the different objects. The characters usually see well enough till half of their maximum reach (the normal range is 10 meters); beyond that distance, but less than the maximum range the difficulty of the rolls of Perception or similar are increased by +2, and the images have little detail (up to 20 meters usually); till 150% of the maximum range they can still try to see something, but the images have very little detail and the difficulty gets increased by +4.

    An alternative: on the other hand, if you want to make things simpler when playing, you can increase the range of infravision for all the creatures of Everdark. For example twice as normal, what would allow to explore the world with more guarantee... of knowing where you're going into!

    Their skin color varies according to the origin of each one... those of reddish skin come from the biggest depths in the world, where the rivers and lakes of lava are common. Those of green skin, on the contrary, come from the most superficial territories, where the roots of (supposedly) plants of the surface dare to reach. Those of white skin live near mineral deposits, of metals, gems, etc. Those of blue skin live near important courses of underground water, as rivers or lakes, and those of purple skin near forests of giant mushrooms, or in hidden, calm and little visited caves.

    • Red goblyns are energetic, active and indefatigable, like the flames themselves, besides quite resistant to heat and fire, including magical fire. Thus they receive a +1 to all rolls with respect to resisting extreme heat. They also receive gratuitously one of the following gifts: Quick Reflexes, Tough Hide (not cumulative with the +1 to resist extreme heat), or Rapid Healing; and also one of the following faults: Garrulous, Grouchy or Impulsive. As this is FUDGE we can also say that if you want to use other gifts and applicable generic faults they should be related with the mystic origin of this goblyns type, active as the flames themselves, burning, energetic, chaotic, impatient.

    • White goblyns are hard and stable like rocks themselves. Thus, among other advantages, they receive a +1 when trying to resist metamorphosis or ageing magic. They also possess either the Gift of Tough Hide, Never gets lost (for their intuitive connection with the world), or Pain Tolerance, but they also receive either the Fault of Stubborn, Obese or Lazy (they prefer to speak rather than act). In general, gifts and faults related with resistance, stability, perseverance, longevity, stagnation.

    • Green goblyns are healthy and lively like nature incarnated, what grants them for free one of these gifts: Attractive, Pain Tolerance, Rapid Healing, Resistant to Poison, or Tough Hide. But being so healthy, strong and beautiful they are usually a little arrogant and smug, what is translated in one of these faults: Stubborn, Vain or Overconfident, Jealous of Anyone Getting More Attention, or to have a Vow (to take care of their appearance). They also receive a +1 in rolls against illnesses. Other gifts and faults will be those related with good health, resistance, short life to burn too quickly, etc.

    • Blue goblyns are big thinkers, too cerebral intellectuals sometimes... they possess for free one of the following gifts: Common Sense, Good memory, Never forgets _____, Internal Clock, Concentration, Crystal Magic (1 level) or Witch Engineering, but their sharp and quick minds suffer one of these faults: Easily Distractible, Curious, Truthfulness or Undecided. They also receive a +1 when resisting mental illnesses. Additional gifts and faults will refer to mental gifts and weaknesses caused to have this gift in high degree...

    • Purple goblyns, given the powerful aura of their spirits, receive for free one of these gifts: Danger Sense, Intuition, Lucky, Magic Resistance or Divine Favor, and they also receive one of the following faults: Unlucky (a strong aura attracts the forces of Fate... wether for good or for bad), Magic Susceptibility, Easily Distractible or Frightens Animals. As an additional advantage, if a spirit of any type tries to possess one of them they receive an bonus of +1 when resisting the attempt. Other gifts and possible faults will be those related with a strong spiritual or magic power, maybe too much...

    • A crossbreeding among goblyns species (which is not so unusual mainly keeping in mind that goblyns aren't very racist), produces offspring of the species of one of the two progenitors in an roll of +2 or more, repeated for each progenitor (if the two rolls are successful, the resulting species will be that of the progenitor that has obtained the highest roll). If the progenitors tie, or if none makes the roll, the goblyn will be of grey-greyish skin and won't possess any automatic Gift nor Fault from birth as those that their progenitors possess.

  2. The goblyns dress usually functional clothes but with an aspect a little gaudy, or rather, odd. That is also noticed in their armors, full of plates to give bigger protection, spikes or edges in key places for an active defense... on the whole quite hideous but functional. At level of rules, if a creature attacks in unarmed combat a goblyn protected this way and gets only a result of Poor or worse on its attack, it will get punctured or cut with the armor receiving a damage of +1 + its scale (equivalent to a small edged arm + scale). But this additional protection has a price... if a goblyn fumbles an attack or a dodge it is possible that he hurts himself with his own armor...

    On the contrary that the normal goblins of classic fantasy, the goblyns aren't either idiotic nor belligerent savage predators. Nevertheless, given the dangerous world where they have to live, they aren't reluctant to take weapons to defend themselves or to conquer territories to expand. A few centuries ago their underground "empire" was much more extensive, but a series of natural cataclysms (natural?) besides several wars with their natural enemies (kobolds, knolls, bugbears, and others) forced them to withdraw after suffering a great population loss.

    The goblyns is a race very organized socially. Professionally, when they have to distribute the work, they group in very organized guilds. There are guilds that cover all the tasks possible in the goblyn society, among them the Fighters guild (the warriors of the goblyn society), the Scouts (that includes the goblyn watchmen and great part of the goblyns with the gifts of Ultrasonic Hearing or Exceptional Infravision), the Builders (blacksmiths, bricklayers, engineers, weaponsmiths, miners, etc.), the Crystal Wizards (they invoke spells using the crystals of power), the Witch Engineers (they build ingenious magic contraptions powered by crystals, among them the famous and almost forgotten goblyn Constructs), the Librarians (experts in knowledge of all types, with big libraries in books of light metal alloys), Maintenance and Entertainment (organizes the housing of the goblyns, the cooking, cleaning and it organizes entertainments like for example through the storytellers or goblyn bards; another activity that they organize is the nurseries of the goblyn infants), etc.

    Sketches of goblyns characters
    [White goblyn fighter with medium armor] [Red goblyn fighter with medium armor] [Green goblyn scout with light armor]
    [Green goblyn fighter with medium armor] [Purple goblyn fighter with heavy armor]

    That specialization is translated in terms of rules in the following way: using the rules of Five Point FUDGE, a goblyn character belonging to a certain guild, will only be able to dedicate 1 point maximum to the groups of non primary skills for his profession. At the same time, the goblyns don't like either that one of them specializes too much. In an world as dangerous as the one they live in, knowing how to make only a thing can be very dangerous. Thus, goblyns with 4 points dedicated to only one group of skills aren't very common.

    For example: a goblyn of the Fighters guild could dedicate 3 points to skills of Combat, 1 to skills of Scouting/Outdoors and the remaining point to Athletic/Manual Dexterity. A Librarian could dedicate 2 points to Knowledge, 1 to Combat, 1 to Athletic and the remaining one to General skills.

    It should also be allowed to the characters to spend more than a point in their primary group of skills but like independent points, like it is indicated in the manual of Five Point FUDGE. For example, 3 points in Knowledge for separate would mean 9 Fair skills and 3 Mediocre ones, instead of 1 Great, 3 Good and 4 Fair. The idea behind this is making the characters initially weaker, and at the same time giving then a wider variety of skills although they won't be very good in them.

    An alternative: if you don't want too much complication, you can just make all the goblyn characters have 3 character points in their group of primary skills and the other two in two other groups of secondary skills.

    The goblyn settlements, no matter their size, are governed by a council of guildmasters that advise and support a supreme guildmaster that acts as leader of the settlement. It is for it that becoming guildmaster has a double importance: besides the status that a goblyn reaches when he becomes a master, he can end up possessing a great power if he becomes consultant of a settlement or even local chief. Where is the trick? To become guildmaster is very very difficult... it requires a lot of work and to demonstrate that your ability deserves to be recognized as a master work... although sometimes there happen cases of favoritism with regard to favorite students or to relatives.

    The consultants inform in turn to their respective guilds, where the decisions that affect them are debated for all the existent guildmasters. Usually in those debates are chosen the lines that the consultants will uphold in the guilds council for the wellbeing of the settlement. The guild strategy that the consultant will outline in question will either have decided very democratically among all the masters or decided with a supreme master that makes the final decision after examining all the alternatives and chosing the best option.

    But the main loyalty (usually), it is toward the settlement and thus for the whole goblyn species... things are hard enough to make nothing work due to small discords between the guilds. Or at least it is supposed things work that way, what is not true in the 100% of the cases...

    A curious detail in goblyn society is the absence of money and of the concept of money. Being such a hierarchical and organized society, they don't use money neither there is an exchange of goods and services that implies that concept. It is more a military society that another thing, in which some produce day-to-day goods (food, equipment, lodging, entertainment), others instruct, others fight, others make magic, etc., but none of those activities is bought. They are more than anything services to the community. Nevertheless they do have private property, although it is reduced (usually only the tools they need for the development of their work).

    Also, the equipment, lodging and other superior services readiness is given by the status of a goblyn. The status is an abstract concept that measures how important it is that goblyn in the society in which s/he resides. It is measured by its actions and for its ability and experience, and so the guildmasters are the ones who have the biggest status (only a settlement chief can have better status). As better it is your status, your residence place will be better, you will be able to have better food, to get better equipment, etc. And everything without using money.

    Now then, is there trade or not in this perfect world? Yes, among goblyn settlements that are developed sufficiently to have production excess. Although they neither use money, the exchanges are more in the form of exchanges of goods than another thing. There aren't also merchants, these exchanges are usually made only by the respective guildmasters or by the guild council. There aren't goblyns devoted to the exchange of goods to subsist.

    In occasions goblyns are exchanged among settlements. Usually, like in the case of goods, when there are some goblyn professionals in excess as to pass them over to another city in exchange for another professionals of which we haven't enough, this case of "professional migration" may happen. These goblyns find their status evaluated again in their new home, although it usually is evaluated upward, given the necessity of them in the new place.

    Then, there are goblyn thieves? Let us say yes and not. There aren't thieves that steal to live off the stolen, although any goblyn with malice can steal a possession from another goblyn to keep it, or only to hurt. There aren't professional thieves, but "occasional kleptomaniacs".

    A few additional Gifts and Faults to the system of FpF before continuing...

    Gifts:

    • Exceptional infravision: double normal range (40 meters).

    • Ultrasonic hearing: it allows to perceive sounds usually outside of the range percibible for the common goblyn, what allows him to listen the secret language of the kobolds (understanding it is another thing, but at least you know that they are there outside, everywhere...).

    • Crystal Wealth (only Crystal Wizards characters or Witch Engineers): the character possesses as starting equipment the double amount of crystals than normal (if he's a Crystal Wizard, the total of Gifts of Crystal Magic that he possesses x 12 in levels of quality of Crystals, or 18 total levels if he's a Witch Engineer), with an initial maximum quality of Great (cost 6)

    Faults:

    • Poor infravision: half normal reach (10 meters)

    • Scale -1: the character is smaller and weaker than the normal goblyn, being almost of the size of a kobold.

    • Luminous eyes: the character's eyes give more than what they receive. Their infravision ability makes that they give off heat, which makes him very visible from afar, even when he's beyond the normal reach of infravision.

    • Blindness to infravision: the character is unable to perceive anything with infravision. For him a torch or another source of light are the only guide in the underground world...

    • Blindness to normal light: the character is able to manage perfectly with infravision, but he's unable to perceive visible light. That causes that he can't distinguish colors nor he can make do many other things in the illuminated with visible light areas of the goblyn settlements (like noticing detail in a painting, as all the paint has the same temperature).

    • Addict to Crystal Powder: only Wizard characters can suffer this fault. The character, since his ability to make magic is faulty, is addicted to take from time to time (usually 1 time a month) a dose of powdered magic crystal, of at least a power of Terrible level. If the crystal is of the same type that its goblyn specific subspecies, he will find the dose more powerful, having to take a new dose in double normal time (if the goblyn is grey, all the crystals will only last him 1 month for dose).

      If the character takes a bigger dose that Terrible (a bigger crystal powdered or several smaller crystals together) he can be able to avoid the necessity to take it for 1 month extra per additional level, but it is dangerous. In this case he will make an Health roll against the total level of the dose. If he passes the roll everything will go well, but if he misses according to the level of failure he will suffer of hallucinations, inability, weakness or even death.

      If a character with this fault doesn't take his corresponding dose of crystal powder, the first month he will receive a penalization of -1 in all the spells he tries; the second month the penalization will be of -2, and so forth until a maximum penalization of -4 the fourth month. Starting from there the penalization will decrease in 1 every month until disappearing.

      And things aren't so simple... a character with this fault will have to make Willpower rolls at -3 if they want to try to resist the temptation of taking a dose of crystal when they need it. Even when they have been able to overcome this fault, it is possible a relapse... like with any adiction.

  3. Magic

    To make magic I will use the system of Four by Five Magic of Stefan O'Sullivan, since I see it sufficiently complete and at the same time open for my necessities. Also, since I will use the system of characters of Five Point FUDGE, it is very appropriate.

    To make magic in this setting, all (or almost) the potential Wizards will have at least one level of the gift of Crystal Magic. This gift is a form of manipulating the magic but you don't power it with an internal mana, owned by the wizard, but with the mana that the crystals of magic possess. From a point of view it is an inferior gift to that of Scholarly Magic of Four by Five Magic: the gift of Scholarly Magic of 4x5 Magic, gives an amount of mana points to the Wizard of 3 per each level of the gift that he possesses. On the other hand the gift of Crystal Magic allows, without giving the wizard his own mana, to manipulate (to spend) a maximum of 3 points of crystal mana per level of the gift, per round.

    And what's the advantage? In Five Point FUDGE you need the a level of the gift of Scholarly Magic for each character's point that you dedicate to magic skills, but the gift of Crystal Magic doesn't have that initial limitation. The wizard will be able to manipulate more or less mana per round but his ability to make it is merely learned stuff.

    Example: a wizard with two levels of Crystal Magic will be able to spend 2 x 3 = 6 points of crystal mana per round, and not more. A wizard with three levels 3 x 3 could spend = 9 points of mana per round, and so forth.

    It is for that reason that to make magic it is required to have magic crystals which provide that mana and that are harvested in the depths of the earth, and which wear out little by little as they are used. The crystals exist in 5 basic ranges of colors, associated to the 5 Realms of the 4x5 Magic system; the red crystals are associated to the Realm of Energy, the green to that of Body, the light blue to that of Mind, the purple to Spirit and the white ones to Matter.

    A tricky question, if Everdark is wrapped in darkness and its inhabitants use infravision to manage (although they sometimes use sources of ordinary light), how do they see the colors of the crystals? It is simple. The magic crystals (and many other non magic crystals, but they usually confuse some careless wizards) shine with a delicate fluorescent light, of the color associated to the corresponding Realm. They don't give enough light to see (just a barely visible shining, practically only when you touch them), but yet is enough as that they shine in the perpetual grey of the infravision. The exception are the crystals associated to the Realm of Energy that give off heat giving a halo of grey light to the infravision besides shining with delicate reddish light.

    Yes, there is a similarity between the colors of the magic crystals and the goblyns' colors of skin. In fact the skin colors are due to the long exposure to the magic of the crystals, since the locations of each type are usually found only in a place type. And as they are crystals, they grow. The red crystals are usually found in the biggest depths in the earth, and near volcanic lakes and similar places. The green crystals are near the surface, growing in the roof near the roots of the few trees that reach so deep. The blue crystals grow near important sources of water, or even in the bottom of the underground lakes. The purple grows in natural creatures' cemeteries of Everdark, or in forests of giant mushrooms or underground mosses... and in very solitary caverns or abandoned ruins. And lastly, the white ones grow near locations of minerals, metals or gems, hard or volcanic rocks, and they are usually in the goblyns mines (if you find minerals, probably you'll find white crystals, and vice versa).

    As the crystals are used to make magic, there is a probability that their potential magic wears out a little. Not all the crystals have the same raw quantity of magic, being measured with the usual scale of FUDGE; for example, a Good red crystal. According to the potential of the crystal, it will have a bigger or smaller quantity of mana points reflected in the following table:

    Quality of the crystalMana
    Terrible
    1
    Poor
    2
    Mediocre
    3
    Fair
    4
    Good
    5
    Great
    6
    Superb
    7

    Also, lets see the cost of mana required according to the difficulty of a spell in the following table (it differs in a point of mana in all the cases, with respect to the standard fixed in 4x5 Magic):

    Difficulty of the spellRequired mana
    Fair
    1
    Good
    3
    Great
    5
    Superb
    7

    For a character with the gift of Magic to perceive a crystal like magical he must pass a roll of Sense Energy with difficulty equal to the level of the crystal multiplied by -1. This use of the ability doesn't count as an spell as such, but as an ability of Perception, reason why it doesn't cost mana neither it doesn't matter if you botch the roll (except the case in wich you possibly consider as magical a rolling stone... and when you want to use it it won't be amusing).

    Example: a Poor crystal (value -2 in FUDGE) it requires a difficulty of +2 (Great in FUDGE).

    This is caused because there are many crystals without effective power that shine in the same way that magic crystals. To distinguish them it is necessary to perceive the magic that they possess.

    The manna required to cast a spell is not obligatory to be paid fully of only one crystal. You can accumulate crystals of the same type to be able to cast powerful spells, even with crystals of a Realm of magic different than the Realm involved in the spell (although it is possible that in this case the crystal gets damaged). Nevertheless, paying the cost of mana of a spell with several crystal has an inconvenience that makes still preferable to have powerful crystals. Using several crystals of the same Realm for a spell counts as if the total mana involved was 1 point greater than normal, in order to determine the numbers or round needed by the wizard to cast it (with what wizards with the gift of Crystal Magic at low level may find their spells slowed up to the point of 1 full round or more). If we use crystals of another Realm, the total mana involved is 3 points higher counts, and if we use both crystals of the same Realm and crystals of another Realm(s), the total mana involved is 5 points higher.

    Anyway it is necessary to remember that the wizard will be able to spend only his maximum of mana each round, and in successive rounds he'll be able to spend the remaining quantity of mana of the crystal (or crystals) necessary to cast the spell. The wizard will make the skill roll associated to the spell as soon as he has paid the price in mana required in the successive rounds.

    Another example: a wizard has only a level of Crystal Magic and that for he can only spend a maximum 1 x 3 = 3 points of mana of crystals per round; he tries to cast on himsefl a Haste spell (Enhance Body) to get rid of some marauding kobolds that are looking for him in a forest of mushrooms where he's hidden (difficulty of the spell: Great). Fortunately for him, he possesses a Superb Green crystal that will give him mana more than enough associated to the Realm of Body to power the spell. The first round he spends 3 points of necessary mana out of 5; the second round only 2 (of its maximum of 3), leaving in the crystal a remainder of 2 points of mana. At this time he rolls for his ability of Enhance Body and he's able to cast the spell with success. Just on time, he breaks into a run at double his normal speed leaving very far away the wild kobolds...

    Let's suppose that this wizard didn't have that crystal of Excellent quality, but only one of Poor quality, two of Terrible quality and a crystal of Good quality but of the Realm of Energy. If he uses all the Body crystals he has enough to pay the cost of total mana (3 + 1 + 1 = 5), but the fictitious total when managing mana for round is 6 (5 + 1 to use more than a Body crystal). In this case he doesn't mind it, because he needs two rounds in both cases to cast a spell with cost 5 or cost 6, given his only level of Crystal Magic.

    If instead of using one of the Terrible Body crystals he used the good quality Energy crystal, he'd also have all the required manna (3 + 1 + 1 = 5). We see in this case that the Energy crystal spends all its mana and also suffers a Drain roll. But those aren't all the bad news, the fictitious total of mana to effects of time is now 10 (5 + 5 due to use additional Body crystals and one of another Realm), what makes him spend two additional rounds since he can only manage a total of 3 points of mana for rounds.

    If a wizard casts an spell but fails the roll, it is forced a Drain roll of the crystal which has contributed the most to the total mana spent in the spell (in the case of a tie, chose it at random). You roll 4DF and if the result is less than 0 the crystal losses a level of quality. Also, the spell fails, of course.

    If the wizard doesn't only fail the spell but rather he fumbles it, the crystal (we choose it like if the spell had been failed and not fumbled) loses a level of quality automatically and it is also forced a Drain roll. Not to mention the adverse effects that the used magic can make fall on the wizard...

    As we've seen before, a crystal used for powering a spell of another Realm has only 1 point of mana available for that spell, independently of its quality in its associate Realm. Also, using it this way makes it suffer a Drain roll, additional to the one that corresponds to the main crystal involved if the wizard fails the spell.

    The crystals recover mana with time, till the maximum of their current capacity. The rate to which they recover it will determine a lot the power of magic in this setting, together with the quantity of available crystals. My advice is a moderate readiness of crystals (they are difficult to find) and a time of recovery of a point of mana every 5-10 minutes (between 60 and 120 rounds of combat of 5 seconds).

    An alternative: if you want a world with less or more magic, you have just to adjust to your pleasure the points of fictitious mana that offer the levels of the gift of Crystal Magic, or the mana that the crystals offer, or the cost of mana according to the spell to cast, or lastly, the rate of recovery of mana of the crystals.

    An additional note: fire magic in this underground world can end up being very dangerous... if a fire spell is cast in a narrow passageway, it can waste away a great quantity of oxygen very quickly, what will cause serious sickness to all the presents (in several occasions in the wars of in the past, astute goblyn wizards eliminated very superior forces suffocating them that way...).

    • The red crystals associated to the Realm of Energy give off heat while there is still a spark of magic in them. In fact they are as lighthouses in the eternal night of Everdark for its creatures with thermal vision. As they wear out they get more and more cool.

    • The white crystals of Matter when found they are perfect, but they crack and crumble as their magic is drained.

    • The blue crystals of Mind belittle when they lose their power, till they disappear.

    • The purple crystals of Spirit lose their color until becoming transparent when their magic is depleted.

    • The green crystals of Body lose their color, getting blackened as its power dissapears.

    A wizard character has at the start as equipment a set of crystals of power to allow him to carry out magic. This quantity of crystals will come given by the total of gifts that he possesses of Crystal Magic x 6. That total will be used to buy crystals of diverse quality (each point of mana costs a point of this total; see the chart that relates the quality of the crystals with the mana that they possess). Anyway the initial maximum quality that a crystal will have will be Good (5 points of mana). Check the example character (Andrux) to see how to distribute points in crystals.

  4. Witch Engineering

    The Witch Engineering is a variety of Magic in this setting. It uses the same concepts that the Crystal Magic but it is at the same time less flexible, more open (anyone can use a magic object, usually) and cheaper (of learning).

    In the first place a character that wants to be devoted to the Witch Engineering should possess the Gift of the same name. Without it, he doesn't possess the necessary innate ability to be able to make the crystals of power work in an automatic way.

    In the same way that the Crystal Magic, having the gift of Witch Engineering doesn't limit the number of points that can be devoted to the group of skills that govern their use. A character will be able to put on all the ability points that he wants just by possessing the gift. As we already saw in the case of Crystal Magic, having the gift more than once did make sense, to be able to control more quantity of mana of crystals per round; but in the case of the Witch Engineering it doesn't make sense to get it more than once.

    We introduce a new group of skills, Witch Engineering, that possesses the following skills:

    • Tune Body Crystal
    • Tune Energy Crystal
    • Tune Spirit Crystal
    • Tune Matter Crystal
    • Tune Mind Crystal

    • Induce Control Magic
    • Induce Diminish Magic
    • Induce Enhance Magic
    • Induce Sense Magic

    • Synchronize Effects

    • Thaumatology (the same as in the standard group of magic skills)

    We see that the system is cheaper (of learning) since there are only 11 skills instead of the 21 of Crystal Magic.

    Anyway, the magic of Spirit and of Control continue being difficult to even learn for this system. They won't be able to be learnt except if the character possesses 3 points in the group of skills of Witch Engineering.

    The system to use the Witch Engineering is simple; a Witch Engineer character wants to manufacture a magic device that imitates a spell. He possesses the crystal(s) appropriate for it (the cost of mana of the spell should always be bigger or the same as the cost of invoking this spell) and the tune skills and of inducing magic adapted for the same one. Then he will roll for his smallest ability against the base difficulty of the wanted spell. If he fails the try, something wen't wrong and a Drain roll is forced on the crystal like if a wizard had failed the same spell. If he fumbles, besides any possible adverse effect that he'll have to face, the crystal loses a level of quality automatically and is forced an additional Drain roll.

    For example: a Witch Engineer possesses a Good Body crystal, his ability of Tuning Body Crystal is Good, and his ability to Induce Enhance Magic is Great. He decides to use the crystal for an spell that provides him temporarily an increase of speed (+2 levels to movement), a spell of Good difficulty. He'll roll for his lower ability (Good) against a Good difficulty.

    The ability to Synchronize Effects is quite important in some cases. It is used when an effect of magic of the same or another crystal used in an object depends on another. For example, a Fireball trap (Enhance Energy) that is shot when a detection spell (Sense Body) detects somebody in the proximities of the object.

    The difficulty of this ability will be that of the most difficult spell that is wanted to get synchronized. A crystal of Energy will also be used of at least a Terrible level (it is not necessary a greater level, but if you have no alternative...) for the magic that produces the effect of having synchronized.

    If the roll is failed a Drain roll is forced in the crystal of Energy that we have used. If it fumbled, as usual, the same roll is forced besides losing a level directly.

    This ability was used with assiduity in the goblyn Constructs, artificial creatures powered by Crystal Magic, usually including magic of Enhance Mind (to give them pseudo-intellect), Sense Body/Matter (to give them capacity to perceive the environment), Control Matter (so that they can move for themselves) and sometimes offensive systems with Control Energy (flame attacks or lightning rays). This knowledge has gotten lost in great measure, but there are still constructs in some abandoned cities, waiting new orders of its goblyn masters or simply awaiting adversaries to squash...

    A Witch Engineer character has an initial total of 9 crystal levels that he can use to manufacture magic objects before starting to play. Or if he prefers he can keep them for a later use. To see how to acquire crystals check the section corresponding to Crystal Magic, the system is the same one (cost and restrictions). If he decides anyway to create one or several magic objects, the character will make the corresponding rolls to create them. If he's successful, he'll have these objects; if he fails, independently of if the crystals deteriorate or not, he will have to try it again during the game. That is to say, only a try of production for crystal (or object) before beginning to play.

    And what if we want to recover the crystals we've used in a magic object? For de-tuning a crystal we use again the tuning ability appropriate to that type of crystal. The difficulty will be the level of quality of the crystal (for example, if we use a Superb Energy crystal to invoke devastating fireballs, the de-tuning difficulty will be Superb). If we succeed the roll, we'll recover the crystal without any problem. If on the contrary we fail, it is forced a Drain roll as usual, that will also cause automatically the loss of a level of quality in the case of a fumble.

  5. Goblyn deities

    The goblyns have a long list of gods that have guided and protected them (up to a point) along the centuries. Nevertheless, in the current era and given the catastrophic time that has just finished, and the resettling that the goblyns are trying to carry out, four of among that gods have almost become the most popular in the usually practical goblyns. Those gods, for order of adoration and influence, are:

    • Tuilelaith

      Also known as the Lady of Abundance, the Lady of the Protecting Darkness, and the Wind of the Caverns. It is the most popular deity because her dedication is complete toward her children, the goblyns. She sponsors activities like helping the weakest goblyns, the medical arts, the provision of means so that the goblyn race survives, the defense, etc. Though she is a protective deity who provides the goblyns with the vital necessities for their survival, in combat against the enemies of her children she can be ferocious and implacable. The darkness can be at the same time protecting, and contain destruction forces...

      Her priests don't have any restriction, and inside the group of Divine Magic skills, they can choose besides the normal divine skills and powers, any medical skill (for example, First Aid, Medicine, Herb Lore, etc), and/or any agricultural or livestock skill that can feed the children of Tuilelaith.

    • Cyra

      Also known as the Lady of the Life Cycle and the Lady of Life and Death. It is also a very popular deity because she is the patroness of the goblyns' cycle of life. The goblyns believes in reincarnation, and while their species don't disappear, they don't have an "excessive" fear to death. They know (or they believe) that sooner or later they'll be embodied in this world again. For this same reason, Cyra is the enemy of everything that is neither alive or dead, but in an intermediate state of undeath that is an offense to what she represents. In fact Cyra is the only deity of the goblyn pantheon that grants to her faithful the power of repel the undead.

      Besides thar, she sponsors activities like helping the goblyns to live full lives no matter the limitations that the life poses to them, healing the wounded and sick and comforting the dying.

      Her priests have as restriction that they can be only women, because as the Lady of the Life Cycle women are the only ones who perpetuate the species in the cycle (in fact, to become a Great Priestess of Cyra the candidates have to have had at least a child before being able to opt to that position). They are also the only goblyn priests that can have the skill of Repel undead (in the Divine Magic skills group).

      Finally, a fault of the priestesses of Cyra is that they have the vow of destroying all the undead they can.

    • Goibne

      Also known as the Blacksmith and the Lord of the Forge. It is popular because he is the patron of all that goblyns manufacture or build. It is very popular among the Witch Engineers and among the goblyns of the Builder guild.

      He sponsors all type of craftmanship and construction activities, exhorting his faithful to improve more and more till they reach perfection. It is the one that guides the goblyns to expand and build more settlements and to recover and reconstruct those that they lost.

      His priests don't have any restriction, and inside the Divine Magic skills group they can choose besides the normal divine skills and powers, any craftmansship or construction kill that they want (for example, Armorer, Smithy, Masonry, etc)

    • Cathaoir

      Also known as the Invincible, the Master of Weapons and the Berserker. It is popular in the current era because he is a fierce warrior always lusting for battle and the squashing of enemies, and at this moment the goblyns have many enemies. Probably if the world wasn't upside down, it would not be so worshiped neither so tolerated, although in battle his priests are very necessary given their exceptional martial skills combined with their fanatic zeal and divine powers.

      He sponsors war, battles, the elimination of every enemy of the goblyns species (it is not very tolerant... some sages fear that if the goblyns didn't have enemies Cathaoir would try to make them to fight each other) and the constant training to reach perfection in combat.

      His priests don't have any restriction, and inside the Divine magic skills group they can choose besides the normal divine skills and powers, any combat ability they want.

      A fault of the priests of Cathaoir is that they are Intolerant, they usually hate to death those non-goblyn species. A "gift" they have is that they never feel fear or losses of moral in battle. What for? Cathaoir will return them to life if they are warriors brave and skillful!


  6. Other denizens of Everdark...

    Let's talk now about some other main races that inhabit Everdark.

    Note: we won't add scale to both OF and DF, because there is at least a creature able to change its scale. Besides, some creatures have a scale so huge, that the OF and DF they have look so terrible when we add their scale!

    • Kobolds

      "If you hear them come, then they aren't kobolds" (Kefketor the scout, paraphrasing a a goblyn anonymous quote)

      The kobolds are small (Scale -1) hairy goblynoids (for further protection in the hostile underground territories) with a certain aspect between canine and rodent. Their size can cause that them to be underestimated, but it is not a sensible decision because they are fierce warriors. Although they are quite nomadic, they are good miners and they know the forge and wrought techniques well and that allows them to manufacture good and durable weapons. In the war they are stealthy and they like attacking with overwhelming numeric superiority, besides not being above those convenient and useful tactics of war like ambushes or the placement of traps.

      They usually have more or less permanent settlements (maybe the word is recurrent) in the ruins of some abandoned goblyn cities, where they prosper in great number. They have a quite organized society although neither by chance as much as the goblyns'. They are in definitive a slightly primitive group of nomads with access to technology a little more advanced of what might be infered, and that takes advantage every opportunity they can to expand and prosper.

      Their hearing is able to perceive ultrasonic tones, and their throats are able to produce delicate yelps, whistles and grunts in a guttural language that although it is relatively simple, has a great reach in the underground world and that few goblynoid creatures are also able to hear. In fact they use it to communicate when they try to surround or to ambush, with great success. To counteract that ability the goblyns use as guardian pets (mainly in their patrols) a kind of giant rats of the underground world that are able to hear the ultrasonic whistles of the kobolds and then to warn to their goblyn masters. There is also some exceptional goblyns with a hearing sharp enough to listen those tones.

      And lastly we can say that kobolds have witch doctors, with enough knowledge of Crystal Magic to make spells, but there are few and there are even less witch doctors with enough ability as to invoke spells of Superb level. They also possess shamans with powers granted by their specific deities. What doesn't exist are kobolds that emulate the skills of the goblyn Witch Engineers.

      Average kobold marauder

      Atributes
      Reasoningfair
      Perceptionfair
      Willpowerfair
      Strengthfair
      Agilitygood
      Healthgood
      Scale-1

      Skills
      2H spear or short swordgoodOF +3 or +2, both edged
      Parry with weaponfair
      Dodgegood
      Observationgood
      Trackgood

      Gifts
      Ultrasonic hearing

      Equipment
      Hide or leather armorDF +1
      Appropriate weapons

    • Knolls

      "They seem idiots, but they combat well... well, actually, they are idiots" (Fuzz the scout fleeing)

      The knolls are a subspecies of the kobolds, much bigger, (Scale +1, Strength +1 with a maximum Superb level at the start, Intelligence -1), strong and savage. They also have an animal aspect, although their features are more marked, with powerful canine jaws. They are as hairy as the kobolds but they cover with skins of animals of Everdark and with armor pieces they have managed to scavenge somewhere around. They are less organized, very chaotic, and their bands are very not very numerous (mainly compared with the kobolds, since they reproduce much more slowly) and more retarded culturally (they have the automatic fault of Primitive). They don't have nor forge neither smithy knowledge, depending on basic weapons as bone or stone clubs, wooden lances of giant mushrooms, or metal weapons manufactured by other races that invariably will wear away or will get ruined without another alternative.

      They are much more nomadic that the kobolds, also living with preference in small abandoned cities as recurrent establishments. They follow the game wherever they go, and if they can take advantage of the weakest races they don't doubt to do it (for example, ambushing a small party of weakly armed goblyns, or to a group of kobold scouts). Fortunately they have lost the ability of the ultrasonic language (whistle) of their smaller cousins, because they are much more belligerent that them and they would have many opportunities to use it, although given their worst intelligence, probably they wouldn't take out enough profit to that valuable gift.

      There aren't (at the moment, maybe) knolls able to use Crystal Magic, but they have shamanes with powers granted by their savage deities.

      They sometimes work with other races (never with goblyns). If they work with kobolds, at least they should have a proportion from 4 to 1 against them to have an unstable alliance, but an alliance after all. If there are too few kobolds, they will take control until either the kobolds decides to escape or get stronger, although they can decide to continue at their service if the knoll leader is sufficiently successful.

      Average knoll warrior

      Atributes
      Reasoningmediocre
      Perceptionfair
      Willpowerfair
      Strengthgood
      Agilitygood
      Healthgood
      Scale+1

      Skills
      Heavy 2H macegoodOF +3 bludgeoning
      Parry with macegood
      Dodgefair
      Observationfair

      Faults
      Primitive

      Equipment
      Hide or leather armorDF +1
      Heavy stone mace

    • Gremlins

      "I hope Goibne curses them forever!" (Krash the priest of Goibne checking the damages at the temple)

      Gremlins is an species of tiny goblyns (scale -3), but with malicious and harmful intentions. They have an innate knack with any mechanical contraption, prefering the ones built by the ingenious goblyns... anyway their affinity is more destructive than constructive. They innately know where they have to push, pull or break to make a machine, no matter how simple or complex, gets utterly ruined.

      Their skin is of a soft bluish-purple color, and their features even more angled than normal goblyns. Their intelligence isn't very high (-1 to Intelligence) but they don't need it to sabotage any machine. They tend to act in small packs of around 5 to allow them ruin any set of machines they can quickly, and then flee in the confusion that follows.

      They tend to live normally in hidden places, feeding with mosses or small mushrooms, but as soon as they have the chance to get into a goblyn city, they try (given their small size, they don't find it very hard).

      Gremlins are hermaphroditic, they don't have two sexual genders. They don't live long lifes (besides, as soon as a gremlin plague is detected on a goblyn city, they try by anything mean necessary to terminate them). As an aditional note, it is said of someone very good in combat "You dodge like a gremlin"; in truth, their dodge is legendary... (literally).

      Average gremlin

      Atributes
      Reasoningpoor
      Perceptiongood
      Willpowerfair
      Strengthfair
      Agilitysuperb
      Healthgood
      Scale-3

      Skills
      Camouflagesuperb
      Move quietlysuperb
      Infiltratesuperb
      Sabotagegreat
      Dodgelegendary

      Gifts
      Tough hide
      Quick reflexes

      Faults
      Primitives
      Reduced health leves, OK, Hurt, KO

    • Spriggans

      "The bigger they are, the harder is their fall" (Mardekk the weaponmaster, haranguing his troops)

      The spriggans are more a type of monsters that a social creature as such. They are very dangerous, mainly for people that ignores their skills... They seem to be a type of gremlins with soft purple colored skin, tiny as them (Scale -3), but they aren't. They have the power of increasing their size till Scale +3 (whoah... and also in only 1 combat round), and they usually possess extra strength besides which their increased mass provides to them (Strength Good or Great, usually). They are also resistant (they possess the gift of Tough Hide), they ignore pain as if it was nothing (they possess the gift of Pain Tolerance), they are resistant to magic (they possess the gift of Magic Resistance), and their reflexes are extraordinary (they possess the gift of Quick Reflexes).

      They are a little silly (-1 to Intelligence) and retarded culturally (they have automatically the fault of Primitive), but since there are very few it is not strange they haven't developed a true society. The maximum that you do usually find is one or two together at the same time, unless somebody powerful uses them like shocktroops force or spies / saboteurs.

      They live usually solitary lives, although sometimes someone infiltrates (thanks to their small size mainly) in other more organized beings' camps to steal food, things of value (or valuable in appearance to the spriggan... or that he simply likes), or for simple malice to cause chaos... and they usually get it.

      As a final detail, spriggans are hermaphroditic, like the gremlins, perhaps to solve the problem of their low numbers. Finally, a Great roll of Arcane Lore or Legend Lore is needed to find the differences between a gremlin and a spriggan still on its normal form and size.

      Average spriggan

      Atributes
      Reasoningpoor
      Perceptiongood
      Willpowerfair
      Strengthgood
      Agilitygood
      Healthgood
      Scale-3 to +3

      Skills
      BrawlgreatOF +1 (edged, with claws)
      Dodgegreat

      Gifts
      Tough hide
      Pain tolerance
      Magic resistance
      Quick reflexes

      Faults
      Primitive

    • Constructs

      The old vanguard of the extinct goblyn army was formed by the powerful constructs. These magical machines powered by power crystals were the unbeatable shock force that gave victory after victory to the goblyns, centuries ago. But after the cataclysm that destroyed almost the whole goblyn empire, the knowledge required to build and control these machines has got lost almost fully.

      Anyway, in lots of cities there are still signs of their presence. Some damaged or disconnected constructs now decorate their streets, or wait to be repaired, recharged or reactivated in hidden caves. And a few keep waiting, with machine-like patience, new order from their goblyn masters... or new enemies to squash...

      As they are machines built on the whim of their creators, and not living beings, they share some common features and others depend fully on the ideas the witch engineers who built them had. Usually they were built with iron alloys which gave them great resistence, were powered with Matter crystals which allowed them to move, Mind crystals to give them an artificial mind with which to follow orders (usually a terrible intellect, they didn't need more in combat) and finally Body, Matter and/or Spirit crystals to be able to perceive their environment. In some exceptional cases, they had Energy crystals used as lightning or igneous ray weapons, but that wasn't very common.

      Construct example (Cathaoir's musician)

      Atributes
      Reasoningterrible
      PerceptiongreatRange 30 meters
      WillpowerNA
      Strengthsuperb
      Agilitymediocre
      Healthsuperb
      Scale+3

      Skills
      MeleegoodOF +2 bludgeoning or +3 edged
      Defensealways fair

      Special
      They have all normal life levels, plus 1 extra scratch and 1 extra hurt (because they have a Superb Health)
      They attack using a light mace (a musician's staff) or with cymbals (as edged as a medium sized axe).

      Construct example (titanic guardian)

      Atributes
      Reasoningterrible
      PerceptionsuperbRange 30 meters
      WillpowerNA
      Strengthsuperb
      Agilitymediocre
      Healthsuperb
      Scale+7

      Skills
      Huge battleaxefairOF +4 edged
      Defensealways fair

      Special
      It has all normal life levels, plus 1 extra scratch and 1 extra hurt (because it has a Superb Health)
      Can make a sweeping attack with the huge axe it carries, at a mediocre level, though it can hit many targets at the same time.
      Aditional note: this is an example of the old constructs elite. As it is, it is practically unbeatable.

      Faults
      Heavy and slow (weighs 1 1/2 tons), almost any character moves faster though its strides are quite large.
      Noisy (not only it is noisy when it moves, it is also noisy as a clockwork).

    • Lycánthropes

      "I have read somewhere that they possess a hidden city in the deepest place of Everdark, with very powerful magic relics..." (Sirastus the librarian)

      One of the plagues always present in Everdark is that of licanthropy. It is not a typical lycanthropy, in this underground environment the form that it takes is of giant rodents, savage and bloody. This illness is usually transmitted by the bite of a lycanthrope (although not always, and there are certain remedies and magic that can help to avoid this illness). There are also pure lycanthropes whose state is natural, and not an illness (nevertheless their bites transmit the illness to other normal goblynoids).

      An infected lycanthrope usually is denominated "minor lycanthrope", because its powers are weaker and its rage and savagery frequently overcomes its goblynoid intellect. A pure lycanthrope, from birth, it's usually denominated pure or major, because its powers are superior and their intelligence is normal, although that doesn't mean that they can't be so savage or more in combat than a minor lycanthrope.

      Among their powers we can find their extraordinary strength (that translates to an scale increment that adds to their base scale), reflexes so quick that they allows them to attack more than once for assault without penalties and finally (maybe the worst) it is their regeneration capacity that allows them to cure their wounds with a dizzy speed, even curing incapacitating wounds in some few rounds).

      Minor average lycanthrope (infected goblyn)

      Atributes
      Reasoningfair
      Perceptiongreat
      Willpowerfair
      Strengthfair
      Agilityfair
      Healthgood
      Scale+2

      Skills
      BrawlgreatOF +1 (edged, with claws)
      Dodgegreat
      Observationgreat
      Trackgreat
      Move silentlygreat
      Camouflagegreat
      Rungreat
      Jumpgood
      Climbgood

      Gifts
      Two attacks per round.
      Wounds not caused by silver or magic get healed 1 level per round, aditionally all scratches are automatically healed in the next round they were caused; more serious wound get healed 1 level per round starting with the most serious one, except if the wound is almost mortal and you inflict any kind of additional wound.

      Faults
      Poor Reasoning in bestial form.

    • Monstrous animals of Everdark

      Many of the creatures of Everdark have become in very small varieties (to facilitate them finding food and need less quantity of it) or very big and predatory varieties (to be able to survive in such a hostile environment).

      There are many creatures of huge size that are who cause more problems to the goblyns, although in the cities it is almost impossible to find these monsters. Even this way, we will show a few examples of what can face the goblyns in their expeditions to Everdark...

      Giant aquatic snake

      Atributes
      Reasoninganimal
      Perceptionfair
      Willpowerfair
      Strengthfair
      Agilitygreat
      Healthfair
      Scale+5

      Skills
      Bitegood (great if it attacks by surprise)OF +1 (impaling)
      ConstrictionsuperbOF +0 (bludgeoning)
      Dodgegood
      Runfair in normal in marshy land, good swiming

      Gifts
      Scaly skin (DF +1).

      Faults
      Outside of the water it only moves to attack at 100% of his ability during 5 rounds, then it has to rest; it is not applied crawling but in that way it cannot attack and defend correctly.

    • Bugbears
    • Ogres
    • Undead
  7. Example characters

  8. Notes on equipment, food, etc.

    The goblyns have access to great quantity of raw materials to manufacture a lot of things, although at first sight we could think otherwise. They have a practically inexhaustible supply of rocks to build, either in blocks or like cement. They have access to locations of metals of all type, and they dominate metallurgy quite well. They have coal and other fuels, although they don't use them in excess due the capricious ways of the renovation of fresh air in Everdark. They have wood of the forests of giant mushrooms, silk (to make clothes) of giant spiders (some smaller varieties are even domesticated) or of some species of giant worms, skins of many animals of Everdark for coat and more mundane clothes... and they have magic!

    As for the food, there are many things you can bite (or that will bite you if they can) in Everdark. Many mushrooms, whatever giant or not, are edible, although some of them are poisonous. Some mosses are also edible. In the sufficiently big underground lakes are some types of fish (blind). There are several species of underground mammals, among them several species of giant rats that are raised as food, to make use of their skins, bones, tendons, etc. Other varieties are used as mascots and other (bigger) as defense animals in the surveillance goblyn patrols.

    Other edible things include insects of "normal" size (for example, there are several recipes of candies that are based on some species of "bugs")... it is not wise to underestimate those bugs, there are many if one knows where to look for, and the goblyns find them tasty!

    Some examples of food that you could find in the backpack of an goblyn traveller:

    • Waterskin (obvious)
    • Mushrooms/moss wine (or liquor) (some of those liquors are extremely strong, lining in the hallucinogenic...)
    • Trip bread of mushrooms or moss
    • Dried up mushrooms or moss "salad"
    • Trip cheese of giant rat milk
    • Salted giant rat meat
    • Conserved bugs (snacks) or conserved in salt
    • Etc...

  9. Notes on generic rules

    We will mention several non specific rules of this setting here:

    • The ability to block with a weapon, will be one level less than the offensive ability in that weapon, although you can increase this ability later in an independent way.
    • If we want to attack twice or more times per round, each extra attack will lowers our offensive ability in a level for each attack above 1.
    • If we're attacked twice or more times for round, for each extra attack above 1 that we want to block or dodge, our defense ability (either Dodge, Shield or Block with a Weapon, or all if we use 2 or more at the same time) it is lowered a level.
    • What's the practical difference between parrying and dodge? The answer is that there are times when you cannot dodge and others in which parrying isn't a good option. For example, if we're fighting in a small salient, dodging will imply almost with total security that we'd fall; in this case the most reasonable option is trying to parry. On the other hand, if a dragon of the depths is going to attack us, with its enormous strength and size, probably the blow would bend the shield, break the arm behind it and also a couple of ribs, as minimum, with what the best option will dodging.
    • The armors cause penalizations to the physical actions according to the high protection that they give (and usually the high weight that they also bring) according to the following table:

      ProtectionMinimum strengthExample
      +1
      Fair
      Leather armor, scale shirt, ring shirt
      +2
      Good
      Reinforced (heavy) leather armor, scale armor, ring mail, chain shirt
      +3
      Great
      Reinforced (heavy) scale armor, chain mail, breastplate
      +4
      Superb
      Reinforced (heavy) chain mail, full plate
      Note: we suppose that we are in the same scale in size than in strength

      The penalization to the physical actions will be the difference among the strength we should have to move that quantity of steel and leather and our actual strength. For example, a chain mail requires a Great Strength; if the carrier's strength is only Good, he will suffer a penalization of -1 to his physical actions.

      The most common magic armors among the goblyn species are based on light metals hardened with Matter magic (to make the effect permanent the metal it is usually enchanted while melt with spells and powder of Matter crystals). The result protects as much as the original armor, but it requires a Strength of one level less than what should be required. For example, a magic light chainmail, made of a weaker and lighter metal that iron, would grant its possessor a protection of +3 requiring to have a Good Strength (instead of a Great Strength) for not having penalties to his physical actions.

    • When trying to soak the damage of an attack, in my FUDGE gaming experience I consider that it is preferable to prioritize the protection of the armor in front of the attacked character's Health. It is not reasonable that somebody with a Great Health has the same resistance in the practice that a scale mail. We will use the optional rule outlined in the FUDGE manual: we'll make a Health roll. With a Great or better result the total damage is lowered 1 point. With a Poor or worse result that total increases 1 point. In the rest of cases the total damage doesn't vary. Nevertheless, in the case of non lethal attacks, such as punches or strangulation intents, we will apply the full Health modifier, without making any roll.

      Besides, a character with a non Fair Health score will see modified its number of health levels. If he has a positive Health, it won't avoid that a bad blow hurts him, but will allow him survive more minor wounds. And if he has a negative Health, it will make that a few minor wounds wear him down more quickly. We'll use the following table to that effect:

      HealthExtra life levels
      Terrible
      -1 hurt
      Poor
      -1 scratch
      Mediocre
      -
      Fair
      -
      Good
      -
      Great
      +1 scratch
      Superb
      +1 hurt
      Note: the extra life level are accumulative.

      In the case of armors, they protect completely according to the defensive modifier they have (see the previous point).

      Gifts like Tough hide are counted completely, in the case they are not more potent than that one (that is to say, they reduce the total damage in 1 point, but nothing else). Anyway I still want to have more playtesting on this subject.

      The characters' Scale also counts fully, although it would be necessary to consider that in certain cases an attack would cause a Scratch as minimum when the Scale is the only thing that stops the damage.

      We can also consider that a critical attack (a +4) that has hit the target, will ignore the armor completely (except if you've spent Fudge points to get a +4 without rolling dice).



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Jorge Arredondo
Last modification: 28/May/2002