From NexusCrossing
[edit] WoD Fudge
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World of Darkness/Storyteller conversions for FUDGE
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Traits/Skills
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Storyteller Descriptor FUDGE Descriptor
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X ........... Abysmal ....................... -4 to -3 ... Feeble to Terrible
• ........... Poor, Novice, Student ......... -2 to -1 ... Poor to Mediocre
•• .......... Average, Practiced, College ....... 0 ...... Fair
••• ......... Good, Competent, Masters ......... +1 ...... Good
•••• ........ Exceptional, Expert, Doctorate ... +2 ...... Great
••••• ....... Outstanding, Master, Scholar ..... +3 ...... Superb
•••••• ...... Superhuman ....................... +4 ...... Legendary
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Difficulties
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Storyteller Descriptor FUDGE Descriptor
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2 .......... Automatic ............. -4 ... Effortless
3 .......... Easy .................. -3 ... Extremely Easy
4 .......... Routine ............... -2 ... Very Easy
5 .......... Straightforward ....... -1 ... Easy
6 .......... Standard ............... 0 ... Moderate
7 .......... Challenging ........... +1 ... Hard
8 .......... Difficult ............. +2 ... Very Hard
9 .......... Extremely Difficult ... +3 ... Extremely Hard
10 .......... Impossible ............ +4 ... Impossible
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Degree of Success
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Storyteller # Successes Descriptor FUDGE Relative Degree
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1 ....................... Marginal ....... 0
2 ....................... Moderate ...... +1
3 ....................... Complete ...... +2
4 ....................... Exceptional ... +3
5+ ...................... Phenomenal .... +4 or more
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Magick in FUDGE
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What a mage is capable of doing is defined by the level of skill he has in each
of the nine Spheres of Magick. In these rules, he cannot achieve an effect that
outstrips his knowledge, no matter his degree of success.
To work magick, the player describes the effect he wants to achieve. The
Storyteller decides on the level of skill required for the effect. If the
character is capable of the magickal feat, the player makes a task roll of 4dF +
the lowest appropriate sphere of magick (which are learned as Skills). The base
Difficulty of the feat is equal to the level of the effect. This Difficulty is
modified by several factors, detailed below.
The Relative Degree of success in the task determines how effective the mage is
at accomplishing the magickal feat.
Casting Magick
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Base Difficulty = Trait Level of Effect
Required Modifiers to Base Difficulty
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Type of magick:
Coincidental magick ..................... -1
Vulgar magick, with no sleeper witness ... 0
Vulgar magick, with sleeper witnesses ... +1
Type of feat:
Simple feat ....... -1
Standard feat ...... 0
Difficult feat .... +1
Impressive feat ... +2
Mighty feat ....... +3
Outlandish feat ... +4
Godlike feat ...... +5
Optional modifiers:
Researches lore on subject before using magick ... -1 to -3
Has item resonating with target's essence ........ -1 to -3
Near a Node ...................................... -1 to -3
Uses unique Focus ...................................... -1
Uses Focus without needing it .......................... -1
Extra time spent on magick ............................. -1
Spending a point of Quintessence ....................... -1
Using Tass with appropriate resonance .................. -1
Using Tass with opposed resonance ...................... +1
Fast casting ........................................... +1
Hidden subject ......................................... +1
Mage distracted .................................. +1 to +3
Mage in conflict with Avatar ..................... +1 to +3
Domino effect .................................... +1 to +3
Degree of Success
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Relative Degree Result
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0 .............. Marginal. The magick barely works, achieving the minimum
effect necessary for temporary success (Damage: Base x 1.
Range: Touch/Self. Duration: One turn.).
+1 ............. Moderate. The mage succeeds, but not as well as he would have
liked (Damage: Base x 2. Range: Close, i.e., within a few
meters. Duration: One scene.).
+2 ............. Complete. The mage does exactly what he wanted to do (Damage:
Base x 3. Range: Medium, i.e., immediate vicinity. Duration:
A day or more.).
+3 ............. Exceptional. The mage's magick works better than he envisioned
it, perhaps having an added benefit (Damage: Base x 4. Range:
Long, i.e., line of sight. Duration: Up to several of weeks.).
+4 or better ... Phenomenal. The mage succeeds brilliantly (Damage: Base x 5 or
more. Range: Distant, i.e., out of sight. Duration: Several
months or more.).
The Spheres of Magick from Mage
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Correspondence (Space)
-1 ... Immediate Spacial Perceptions.
0 ... Sense Space. Touch Space.
+1 ... Pierce Space. Seal Gate. Co-locality Perception.
+2 ... Rend Space. Co-locate Self.
+3 ... Mutate Localities. Co-location.
Entropy
-1 ... Sense Fate and Fortune.
0 ... Contol Probability.
+1 ... Affect Predictable Patterns.
+2 ... Affect Life.
+3 ... Affect Thought.
Forces
-1 ... Perceive Forces.
0 ... Control Minor Forces.
+1 ... Transmute Minor Forces.
+2 ... Control Major Forces.
+3 ... Transmute Major Forces.
Life
-1 ... Sense Life.
0 ... Alter Simple Patterns. Heal Self.
+1 ... Alter Self. Heal Life. Transform Simple Patterns. Create Simple Patterns.
+2 ... Alter Complex Patterns. Transform Self.
+3 ... Transform Complex Patterns. Perfect Metamorphosis. Create Complex Patterns.
Matter
-1 ... Matter Perceptions.
0 ... Basic Transmutation.
+1 ... Alter Form.
+2 ... Complex Transmutation.
+3 ... Alter Properties.
Mind
-1 ... Sense Thoughts and Emotions. Empower Self.
0 ... Read Surface Thoughts. Mental Impulse.
+1 ... Mental Link. Walk Among Dreams.
+2 ... Control Conscious Minds. Walk Among Dreams.
+3 ... Control Subconscious. Untether. Forge Psyche.
Prime
-1 ... Etheric Senses.
0 ... Weave Odyllic Force. Fuel Pattern.
+1 ... Channel Quintessence.
+2 ... Expel Base Energy.
+3 ... Alter Flow.
Spirit
-1 ... Spirit Sight. Spirit Sense.
0 ... Touch Spirit. Manipulate Gauntlet.
+1 ... Pierce Gauntlet. Rouse and Lull Spirit.
+2 ... Rend Gauntlet. Seal Breach. Bind Spirit.
+3 ... Forge Ephemera. Outward Journeys.
Time
-1 ... Time Sense.
0 ... Past Sight. Future Sight.
+1 ... Time Contraction. Time Dilation.
+2 ... Time Determinism.
+3 ... Future Travel. Time Immunity.