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This game style is easy to use, quick to learn and offers simple conflict resolution. This rules set can be used for any theatrical role playing game. The players create characters based on common archetypes and concepts associated with the genre of the game. The rules set has been successful in both table top and live action events; especially single games in a 2-4 hour session. This system is not designed for tactical representation. The rules are deliberately light and hyper-flexible. As such, it is incumbent upon the game master maintain a clear consistency in both conflict and narrative. Without consistency, game balance and risk (perceived & actual) can suffer. The Game Master is primarily responsible for keeping consistency, but the players have a secondary responsibility to keep their play consistent as well. A good role playing game is a collaborative effort, but it should not be without challenge, risk, and should present danger to the characters. These rules establish relative levels of power and character abilities. These levels can then be used to resolve any conflicts. The ranks of power use a ten point scale, designed to be strong on story telling and light on rules. With this great openness comes the responsibility of the game master to manage the theme and tone of your game. When challenges occur, they should be significant and dynamic. Mundane action should otherwise be dictated by the players. If they players search an area, they should find anything reasonable and clues to anything better hidden or secured. If the players then try to beat an obstacle protecting a significant objective, a roll should be made as there is a clear story consequence that may help or hinder their actions. STEREOTYPE & ARCHETYPE A stereotype is a broad and general category whereas Archetypes are exceptional examples. In this game you will be using Archetypes. If you are playing a World War II adventure the stereotypes would be the Allied Forces and the Axis of Evil, while possible Archetypes could be a Grizzled American Sergeant and a British Commando facing a Nazi Scientist with an Italian Lieutenant Boxer. Characters are built with a maximum number of points, determined by the game master. Each character can use these points to build their six character statistics. The GM may put a maximum limit on one or all of the stats. Each statistic is ranked from Abysmal (1) to Godly (10). To build a character, simply put the desired amount of points in to the rank, up to any maximum limits previously set. Items, additional Archetypes, other skills, pets, or extraordinary abilities may be purchased as well. Recommended point totals for common genres are as follows: Genre Points Horror, Modern, Suspense: 22-27 Poor – Mediocre Average. Fantasy, Sci-Fi Heroes: 28-33 Extraordinary Ability Epic Ultra: 34+ Multiple Archetypes, Extraordinary Abilities PHYSICAL: This statistic is the default for any physical actions the character may take. The stat covers things such as fighting, running, climbing, etc. A character may accomplish this through raw power, finesse, or size. DEFENSE: This statistic is the default for character physical defense. This stat covers things such as defensive combat, resisting poisons, and surviving crashes or explosions. A character may accomplish this through toughness, speed, resilience, or some other variation. Happy Fun Rules Dr. Nik's This system is designed as follows: A ccessible to teens & older. B asic rules for first time or experienced players. C ompatibility for most any genre D ynamic story telling E asy conflict resolution FUDGE mechanics. If you are not familiar with FUDGE, it is a wonderful open source system. You should also check out rules lite SHERPA. http://www.fudgerpg.com/fudge.html http://www.panix.com/~sos/rpg/sherpa.html The following system has been used for LARPS, Table Top Campaigns, and Convention One Shots. I. Introduction II. Character Generation
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Happy Fun Fudge V1 1

Jun 14, 2015

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FUDGE & SHERPA inspired Happy Fun system for quick play & conflict resolution.
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Page 1: Happy Fun Fudge V1 1

This game style is easy to use, quick to learn and offers simple conflict resolution. This rules set can be used for any theatrical role playing game. The players create characters based on common archetypes and concepts associated with the genre of the game. The rules set has been successful in both table top and live action events; especially single games in a 2-4 hour session. This system is not designed for tactical representation. The rules are deliberately light and hyper-flexible. As such, it is incumbent upon the game master maintain a clear consistency in both conflict and narrative. Without consistency, game balance and risk (perceived & actual) can suffer. The Game Master is primarily responsible for keeping consistency, but the players have a secondary responsibility to keep their play consistent as well. A good role playing game is a collaborative effort, but it should not be without challenge, risk, and should present danger to the characters.

These rules establish relative levels of power and character abilities. These levels can then be used to resolve any conflicts. The ranks of power use a ten point scale, designed to be strong on story telling and light on rules. With this great openness comes the responsibility of the game master to manage the theme and tone of your game. When challenges occur, they should be significant and dynamic. Mundane action should otherwise be dictated by the players. If they players search an area, they should find anything reasonable and clues to anything better hidden or secured. If the players then try to beat an obstacle protecting a significant objective, a roll should be made as there is a clear story consequence that may help or hinder their actions.

STEREOTYPE & ARCHETYPE A stereotype is a broad and general category whereas Archetypes are exceptional examples. In this game you will be using Archetypes. If you are playing a World War II adventure the stereotypes would be the Allied Forces and the Axis of Evil, while possible Archetypes could be a Grizzled American Sergeant and a British Commando facing a Nazi Scientist with an Italian Lieutenant Boxer.

Characters are built with a maximum number of points, determined by the game master. Each character can use these points to build their six character statistics. The GM may put a maximum limit on one or all of the stats. Each statistic is ranked from Abysmal (1) to Godly (10). To build a character, simply put the desired amount of points in to the rank, up to any maximum limits previously set. Items, additional Archetypes, other skills, pets, or extraordinary abilities may be purchased as well. Recommended point totals for common genres are as follows:

Genre PointsHorror, Modern, Suspense:

22-27 Poor – Mediocre Average.

Fantasy, Sci-Fi Heroes:

28-33 Extraordinary Ability

Epic Ultra: 34+ Multiple Archetypes, Extraordinary Abilities

PHYSICAL: This statistic is the default for any physical actions the character may take. The stat covers things such as fighting, running, climbing, etc. A character may accomplish this through raw power, finesse, or size.

DEFENSE: This statistic is the default for character physical defense. This stat covers things such as defensive combat, resisting poisons, and surviving crashes or explosions. A character may accomplish this through toughness, speed, resilience, or some other variation.

Happy Fun RulesDr

. Nik

's

This system is designed as follows:

Accessible to teens & older.

Basic rules for first time or experienced players.

Compatibility for most any genre

Dynamic story telling

Easy conflict resolution

FUDGE mechanics.

If you are not familiar with FUDGE, it is a wonderful open source system. You should also check out rules lite SHERPA.

http://www.fudgerpg.com/fudge.html http://www.panix.com/~sos/rpg/sherpa.html

The following system has been used for LARPS, Table Top Campaigns, and Convention One Shots.

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MENTAL:This statistic represents the attentiveness and knowledge of the character. This stat is used when trying to notice or figure something out, when evaluating a person or object, or when carrying out a negotiation that cannot be role-played. A character may be a natural genius, well traveled, or book smart.

RESOLVE: This statistic is the default for any non-physical action or event affecting the character. This stat covers things like defending against mind magic, tests of will, emotional strength, retaining sanity, etc. A character may be stubborn, wise, or willful.

ARCHETYPE: This statistic covers the characters professional or vocational ability and knowledge; anything and everything associated with the archetype you select. For example, a plumber would know all plumbing associated skills at the rank purchased. In the case of a psychic or spellcaster, the Archetype represents the scholastic and theoretical knowledge of the character: actual casting of magic is an Extraordinary Ability to be purchased separately. If the character selects an extraordinary race as their background such as leprechaun or angel, the appropriate magical abilities are included. Whether the player selects a profession, vocation, or race, additional skills not covered by the Archetype, can be purchased in addition at the discretion of the game master.

Important note about ARCHETYPE: This statistic can be used in place of any of the four action or defense statistics when appropriate. The player should use the higher rank. For Example: A Thief may use a higher rank from Archetype in place of Physical Defense when dealing with traps. A Soldier might use Archetype instead of Mental to sense or set an ambush. The Game Master & players should determine if the use of archetype is appropriate to the situation.

HEALTH: This statistic is the life-force of the character. Damage done to the character is taken off of this rank. If Health falls to 0 the character is mortally wounded and unconscious. If health falls below 0, the character dies. This means that players may be killed in a single action if facing powerful opposition.

ANY OTHER SKILL OR EXTRAORDINARY ABILITY: Any additional skills, Archetypes, extraordinary abilities, items, vehicles, pets, etc... may be purchased using the same procedure and maximum point pool. Anything purchased in

this way uses the purchased rank as its default quality, number of uses, & effect. Extraordinary Abilities cover anything such as casting magic spells or superpowers. Items include pets, vehicles, special weapons, magical armor.

EXPERTISE: If you would like to give your character expertise in one aspect of their profession or skills, you may purchase a permanent +1 to all results for 4 points or a +2 for 8 points. These additional bonuses can be used whenever the area of expertise is called upon.

Example: A soldier takes expertise with a specific weapon. Anytime the specific weapon is used, the soldier gets the bonus to the roll. A scout might gain expertise in ropes so any knots, snares, or rope climbing would have the bonus applied.

Any character will have all the basic equipment associated with their archetype. Basic equipment is assumed to be part of the character and provides no additional bonus or protection. Any special equipment such as a race car, magic item, or pet needs to be purchased separately and can be activated or used a number of times equal to its rank value.

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Any abilities or items use Rank as the default level of effect and number of times the item can be used over a given time period. The group should determine appropriate time frames (e.g. per character lifetime, per session, per game day).

Game masters should determine how broad or focused abilities must be based on the game mileu. A character may use their

ability a number of times equal to their level,

then they must rest to recover. If the character can rest, they can recover some or all of their ranks based on the quality and duration of the rest.

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For purposes of conflict resolution, the level you compare is always the character’s original level. An Archetype: Wizard with ability of Cast Magic: Fair (5) could use magic 5 times before requiring rest. The power level on each use is always Fair. After the fifth use of magic, the wizard would not have any left, and must rest to recover.

Challenge resolution is done using FUDGE mechanics. When characters attempt an opposed action they will roll four FUDGE dice (4dF). The result of the roll will be between -4 and +4, with zero being most common. The player adds the 4dF result to their appropriate rank plus any expertise, items or other bonuses. This result is then compared to the opposing rank or rolled result. If you do not have a set of 4dF, you can use 3d6, 4d6 or d100 options as detailed in the FUDGE rules.

Game masters are encouraged to provide penalty and bonus modifiers to the challenge as appropriate for the character choices in game. Special equipment, preparation, teamwork, environmental or other bonuses may range from -4/+4 for epic influence or +1 more commonly.

Example: A character with a Physical of Mediocre (4) tries to scale a wall with a Good (6) difficulty. The character has Rope Expertise and gains +1 for use of a rope and grapple. The player rolls 4dF and gets ++-- (Total 0). They final result is Fair (5) and is not successful.

“Your character tries and tries to hook the grapple & climb, but it slips and has no place to secure well enough to support you. You can’t climb the wall, this time.”

Challenges should be significant to the players because it is possible to be killed in a single attack by powerful opposition. Health damage is determined by the difference between the attacker & defender rolls. Should a defending player roll -3 and an attacker roll +3, There is now a gap that could kill a PC with Fair (5) health.

Optional - Story Tokens: This can be added to the dice mechanic or used as a replacement for LARPS. Based on the time, number of players and tone of the game, the Game Master will distribute a certain number of single use tokens among the players. When resolving conflicts, these tokens can be used to boost any statistic’s rank by +2. Outside of conflict, the tokens can be exchanged for an item, clue or other advantage to advance the story.

Genre TokensHorror, Modern, Suspense:

1 Token / 30 Minutes

Fantasy, Sci-Fi Heroes:

1 Token / 20 Minutes

Epic Ultra: 1 Token / 15 Minutes

A four hour game would require a total of 8 tokens for Horror, 12 Tokens for Fantasy, and 16 tokens for Epic to be distributed to the players. Vary rates according to your play group.

Abysmal (1)

Terrible (2)

Poor (3)

Mediocre (4)

Fair (5)

Good (6)

Great (7)

Superb (8)

Legendary (9)

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Examples:

RANK Time Unit Flame

1) Abysmal 1 Second 1 Spark

2) Terrible 30 Seconds 10 Match

3) Poor 1 Minute 100 Candle

4) Mediocre 5 Minutes 1,000 Torch

5) Fair 30 Minutes 10,000 Bonfire

6) Good Hour 100,000 Explosion

7) Great Day 1 million Dragon Breath/Inferno

8) Suberb Week 10 million Missile/Bomb

9) Legendary Month 100 million Volcano

10) Godly Year 1 bilion Nova

Enjoy your game and time with friends. Playing a role playing game is about having fun while telling a great story.

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Author: Dr. Nik Carnage

Editor: Grafton Swickard

Graphic Design: M. Andrew Payne

Illustrations: M. Andrew Payne, Josh Rosen

About SHERPA™A role-playing game to play while hiking in the mountains, strolling in a park, walking on the beach, sitting by a pool or lake, floating down a river on a raft, as a passenger in a car or space shuttle, waiting in a long line, etc.

Copyright 1995, 1997 by Steffan O’Sullivan. Sherpa is a trademark of Steffan O’Sullivan for his outdoor roleplaying game

http://www.panix.com/~sos/rpg/sherpa.htm

About This Fudge Roleplaying Game Document:The text content of this document is released under the terms of the Open Game License, which can be found at http://fudgerpg.com/about/legalities/olg.html and is incorporated here by reference.

About Fudge:Fudge is a roleplaying game written by Steffan O’Sullivan, with extensive input from the Usenet community of rec.games.design and other online forums. The core rules of Fudge are available free on the Internet at http://www.fudgerpg.com and other sites. Fudge was designed to be customized, and may be used with any gaming genre. Fudge gamemasters and game designers are encouraged to modify Fudge to suit their needs, and to share their modifications and additions with the Fudge community.

The Fudge game system is copyrighted ©2000, 2005 by Grey Ghost Press, Inc., and is available for use under the Open Game License. See the fudgerpg.com website for more information.”

The Fudge or Fudge System logo is a trademark of Grey Ghost Press, Inc., and is used under license. Logo design by Daniel M. Davis, www.agyris.net.

Open Game License Compliance:In accordance with the Open Game License Section 6 “Notice of License Copyright” the following is the required and updated Section 15 “Copyright Notice.”

COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O’Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird’Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. “Thijs” Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin

Dr.Nik’s Happy Fun 4 Page FUDGE RPG Rules, Copyright 2011, Nik Palmer; Author: Nik Palmer

In accordance with the Open Game License Section 8 “Identification” the following designate Open Game Content and Product Identity:

OPEN GAME CONTENTThe contents of this document are declared Open Game Content.