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Fudge TransHuman Space

Fudge THS is an adaptation of the GURPS TransHuman Space roleplaying game to the free FUDGE rules system. See Legal Stuffs.


Table of content

NB: to come back to the Table of content, click on the ^ sign.

^ 0. Introduction : Why Fudge THS ?

Why Fudge THS ? Mainly because I don't like GURPS as a game system, although I love the THS setting. So I needed to adapt it to a system I prefer. I chose Fudge because I like Fudge :-) . I know it can sound stupid to try to adapt a crunchy system like GURPS with a Hard-Science setting like THS to a dumb-stupid system like Fudge. But I wanted to see if this was doable. I let you judge.

A complete system: I wanted not just to adapt GTHS to Fudge, where basically you have GTHS running in the background and Fudge as a front layer (a bit like DOS running behind Win98). I wanted to have a complete independent system, and I designed my own way, which is not necessarily the Fudge way or the GURPS way. Therefore I don't simply use the GURPS Attributes, Skills and Advantages/Disadvantages system, I chose to design my own list of Attributes, Skills and Gifts & Faults. Of course FTHS is strongly inspired by GTHS - through the free GURPS Lite (pdf) ruleset, so the GTHS aficionados won't be totally lost. Complete GTHS to FTHS Conversion guidelines are provided. I also mixed the THS setting with some personal ideas & adaptations which are clearly signalled by the sign.

Warning: you cannot play Fudge THS without having the GURPS THS books for the setting, and lots of terms from GTHS are directly used here without further explanation. But you can always use FTHS stand-alone as a set of SF RPG rules to adapt the setting of your choice.

Some credits: thanks to Tim Hall and his GURPS to Fudge Conversion guidelines, to David Bruns' various additional rules.

Some conventions: THS mean "TransHuman Space", GTHS means "GURPS TransHuman Space", FTHS means "Fudge TransHuman Space". PC means Player Character, NPC means Non-Player Character, GM means Game Master, ODF means Offensive Damage Factor, DDF means Defensive Damage Factor, PD means Passive Defence. Page reference like "TSXX" refer to the soft-cover GTHS mainbook; FW is for Fifth Wave, DB for Deep Beyond, ITW for In The Well, PF for Personnal Files.

Oh, and sorry for Americans: all units are converted to Metric System...

^ 1. Game System

For a description of Fudge, please refer to The official Fudge page or my own personal Fudge summary in one page. Note that you don't need much more than my summary to understand what is written here. From here I'll assume you know the game principles of Fudge (4dF, 7 levels, opposed/unopposed actions, etc.). Other rules will be borrowed from here and there when noted.

^ 1.1 Characters

^ 1.1.1 Attributes

All characters are defined by the following attributes :

You will recognize Fudge 5-points attributes, plus the last 2 new ones. I like to present those attributes using this small table:


Attributes are used to evaluate a character "raw level" for tasks where there is no need for training and knowledge. They are often used in opposed actions for resisting to someone else skill (e.g. in Influence skills). When a character doesn't have the skill for a specific action, the GM can grant him a higher level than the default "Terrible" if the character has a high attribute value (Great or more) which can be related to the skill.

Rule of thumb for Attributes vs Skills: For a specific action, there should always be one unique attribute or skill used to rate character capacity. If you find that a specific action can reasonably be related to two or more skills/attributes, choose one as the major which represents the base level of success, and possibly add one level for each minor, related skill/attribute which are two levels above the major skill/attribute.

Size is a specific racial attribute related to both Strength and Resistance. Human Size is normally 0. Each additional level in Size give +1 to Strength and +1 to Resistance; but Size can also be negative, acting as a Malus to Strength & Resistance. Size is normally used for non-humanoid characters (animals, monsters, etc...).

^ 1.1.2 Gifts & Faults

Characters may have gifts & faults. Please refer to the Gifts List and the Faults List sections for more complete list.

Racial Gifts & Faults are in general linked to a Racial Template (Upgrade, Bioroid, etc...). See Templates for a partial list of converted Templates, and refer to the GTHS books. But the GM or the player can also imagine other racial templates, new versions, etc...

Note that the origin of mental & physical gifts & faults should be specified for role-playing purposes - although they have no game effect. Possible origins are:

Note that this list is quite generic. GM must check that gift or fault origin makes sense and falls within the THS (or your own) setting.

^ 1.1.3 Skills

Characters have skills, which are not linked to Attributes. Please refer to the Skills section for the complete list. GTHS readers will note that I don't use the standard GURPS skill list, because I find it inadequate for the setting. So instead I developed my own skill list, and the Specialisation/Area rules described below.

In 2100, science and techniques have obviously expand their field greatly compared to early 21st century level. However the human brain learning capacity has not been increased at the same rate, and it's impossible for an expert to know everything about his field - even with the help of specialized LAI. FTHS therefore use a "area of knowledge / specialisation" rule.

Each skill MUST have a specialisation specified, where the character gets a +1 bonus. As the skills are quite broad, the default level for normal skills is Terrible (compared to Fudge's "Poor" standard). You can also consider that the specialisation is the base of the skill level (with a "Poor" default level), and all other related specialisations within the skill field have a -1 malus.

Skills usually have an area of knowledge defined or implied - usually a geographic or historical area where the skill was learned. This means that outside the specified area the character gets a -1 malus to his actions. For example a character takes the "Guns" skill, with the "Pistols" specialisation; it means he's been taught how to handle guns at large, and pistols in particular, where he gets a +1 bonus. However he obviously has been taught about 2100-type weapons, which is his area of knowledge. If he was to use a 2030 rifle he found in a museum he would get a -1 malus due to his lack of experience with such crude old weapons. If he had chosen a 1950 pistol, his +1 "pistol" specialisation would cancel out the -1 "out of area" malus.

See also Quick Skills for an optional rule on Quick-Skills.

^ 1.2 Gaming Rules

^ 1.2.1 Action Resolution

The GM must set a difficulty for each action. When no specific rule are provided, evaluate action difficulty using the "expertise & difficulty" level table (thanks to David Bruns'Micro Fudge) and the probability level below :

lvlFudge LevelExpertise levelDifficulty level

4dF Result-4-3-2-1+0+1+2+3+4
Odds of rolling exactly1%5%12%20%24%20%12%5%1%
Odds of rolling at least100%99%94%82%62%38%19%6%1%

Examples: an action which is almost surely accomplished (at 95% = -2) by a Professional (Good level) can be rated to Mediocre level (Good-2), and it would be a quite probable success (62%) for an Amateur (Mediocre Level). Another action which is challenging (38% = +1) for an Expert (Great) will be rated to level Superb (Great+1), and will be almost impossible (6%) for a Qualified (Fair).

Actions are resolved by comparing the character skill or attribute level modified with 4dF (called Rolled Performance), with the difficulty of action. If the Rolled Performance is greater than the set difficulty, it's a success. If the Rolled Performance is lower, it's a failure. A tie either means limited success for non-opposed rolls (margin 0), or stand-off in case of opposed action (see below).

Opposed actions (when the difficulty depends on another character's action) are resolved by comparing the respective opponents' level, modified each with 2dF. Tie means Stand-Off.

Margin of success or failure (difference between set difficulty and rolled performance) help defining the quality of success - or the extent of the failure. Critical Success occurs when the 4dF roll +4, or when the margin of success is equal or greater than 4 levels. Critical Failure occurs when the 4dF roll -4, or when the margin of failure is equal or greater than 4 levels.

The number of rolled dice is minimized to 1dF, both for Non-Opposed or Opposed actions, if you use a Quick Skills (optional rule)

The GM may use the "Minimize Rolls" option (thanks again to David Bruns'Micro Fudge) for Non-Opposed Actions: the player may chose the number of dice he rolls for each action - from 0 to 4. This means that he will automatically be successful for every action where his level is at least the difficulty, although without "panache" (low success margin). This rule shouldn't be used for Opposed rolls, neither for any Combat situation (Ranged Combat), because the opposition with a living being introduces a lot more randomness in the outcome.

Characters can act more than once per turn; however they must declare their intention at the beginning of the turn, and each action gets a (Total number of actions in turn - 1) malus. See Actions.

Preparation/Concentration time give modifiers to actions :

mod. base durationSkill Modifier
1 / 4 -2
1 / 2 -1
x 1 0
x 2 +1
x 10 +2

Repeated Attempts: Depending on the situation, a GM can allow characters to attempt a second time an action that they know has been failed; usually each new attempt must have a -1 cumulative skill malus.

^ 1.2.2 Combat

Each combat turn is divided in 3 phases :

A combat turn duration is 3 seconds.

^ Initiative Rolls

Each opponent rolls Agility+4dF. The highest level declares last and acts first, then the level below, etc... In case of tie, attacks are simultaneous; declarations should be first written down then revealed simultaneously.

Initiative roll can be modified by:

^ Actions

Each opponent, starting with the lowest initiative roll, declares what he will do this turn. Once all declarations are made, each opponent, starting with the highest initiative roll, execute one action at a time. In case of initiative ties, actions are simultaneous and resolved simultaneously; this can for example lead to situations where the two opponents hit each other at the same time, in which case the damage effect (malus, death, etc...) is NOT taken into consideration for these simultaneous actions, and will only have consequences on the next actions.

You can act more than once in the turn. All actions must be declared simultaneously. Each additional action gives you a -1 malus to each action in the turn. The second action takes place at (initiative roll -2), the third action at (initiative roll -4), etc Multiple attacks on one or more opponent is considered as additional action.

Actions can be:

Walking, Talking, ... are not actions and can be made as wished during the turn.

Defend is not an action. The first defence roll has no "multiple actions" malus, no matter how many times the character acts in the turn. Any subsequent defence roll in that same turn gets a cumulative -1 malus (i.e. the second defence roll is at -1, the third at -2, etc...)

If you cannot act as declared due to external factors (e.g. your opponent flees or dies before you hit him), you lose your action for this turn due to the surprise.

^ Melee Attacks

Melee attacks require you to be in contact with your opponent at the start of the turn. If it's not the case, you can run or walk to him, to attack him next turn if you are in contact.

The character tries to hit his opponent with a hand weapon or bare hands. He uses the appropriate combat skill + 2dF. The difficulty is either Poor (-2) if the opponent doesn't try to avoid the blow, or the defenders appropriate combat skill roll (Skill+2dF) if he tries to parry the blow (Hand Weapon) or dodge (Hand-to-Hand) .

The attack can be modified by the following factors:

Feint: If your melee attack is successful, you can choose not to deal damage, and instead you win a +1 to skill and +1 to initiative if you attack the same opponent next turn (you feint).

^ Ranged Attacks

In normal conditions, Ranged weapons are aimed. This takes one whole turn. Base Difficulty for Aimed Ranged Combat is Range of the target. Compare distance to target with weapon Base Range (possibly modified by Snapshot or Shooter Level, see below), and report Ratio in the table below :

Ratio Range Difficulty Level
0 to 1/4 Point Blank Easy Poor
1/4 to 1/2 Short Simple Mediocre
1/2 to x1.5 Normal Average Fair
x1.5 to x3 Long Hard Good
x3 to x5 Far Daunting Great
x5 to x10 Extreme Extreme Superb

(NB: the Table can be expanded beyond Rangex10 - But beware of weapon Max Range).

The Difficulty of the shot can be modified by the following factors :

Missed: If you didn't hit, the shot missed the target by (Failure Margin x Distance /100) meters, or by (Failure Margin x Distance /10) meters for an indirect shot (grenades, etc...). Direction is random (Throw 1dF for -1=Left - 0=Center - +1=Right, 1dF for -1=Before/Below, 0=Center, +1=After/Above - reroll if both are Centered)

^ 1.2.3 Damage

Damage is determined by Offensive Damage Factor (ODF) versus Defensive Damage Factor (DDF). They are determined as follows:

ODF = Maximum of ( Weapon Damage ORAttacker Strength+Attacker Size *) + Tweak

(*) Attacker Strength and Attacker Size are considered only if the Weapon is hand-wielded (knife, sword) or hand-thrown (arc, spear).

Tweak: If Weapon Damage and Attacker Strength+Attacker Size are within 4 levels of each other, add 1 to ODF. If Weapon Damage and Attacker Strength+Attacker Size are equal, add 2 to ODF [Note 02].

DDF = Maximum of (Armor Level OR Target Resistance+Target Size) + Tweak

Tweak: If Armor Level and Target Resistance+Target Size are within 4 levels of each other, add 1 to DDF. If Armor Level and Target Resistance+Target Size are equal, add 2 to DDF [Note 02].

e.g. A Size 0 human wearing an Armor 3 Arachnoweave has DDF 3. A Size 6 cybershell wearing an Armor Level 1 has DDF 6 - the armor doesn't count. A Size 6 cybershell wearing an Armor Level 2 has DDF 7 - the armor and the size are within 4 levels, so DDF is Size+1.

Damage is determined by :

Damage = ODF - DDF + Success Margin + 2dF

In some cases (see Weapons and Ammunitions), it's important to know if the hit has penetrated the armor. Penetration is calculated by :

Penetration = ODF - Armor Level + Success Margin

If Penetration is greater than Zero, then the hit has penetrated the armor [Note 01].

The calculated Damage is then matched against the following table :

DamageWoundEffectNumber of
First AidBase Healing timeHealing roll
1,2Scratch-3-1 hour-
3,4Hurt-1 to all actions1-3 daysPhysician: Fair
5,6Very Hurt-2 to all actions1Fair6 daysPhysician: Good
7,8Incapacited-1Good12 daysPhysician: Great or Surgery: Good
9,10Near Death-1Great20 daysPhysician: Superb or Surgery: Great
11,12Dead-1...--brainpeeling is still possible
13+Annihilated-1!!!--no workable remains

Location: if the hit is not a successful Called Hit/Shot, you can add "flavor" by specifying the location of the hit. Note that in general this should not have a real impact on the game, except for scars or hindrance specifications. Roll as many dF as you Success Margin (maximum 4dF), or 4dF for a complete random location, and read the result on the following table:

RollLocationMore details
-3Lower Head/Neck1dF: -1=Mouth/Cheeks, 0=Upper Neck, +1=Lower Neck. 1dF for Left/Center/Right
-2Right Arm1dF : -1=Shoulder/Upper Arm, 0=Elbow/Lower Arm, +1=Wrist/Hand. Roll 1dF: +1=Articulation
-1Right Leg1dF : -1=Thigh, 0=Knee/Lower Leg, +1=Ankle/Foot. 1dF: +1=Articulation
0Torso1dF for Upper/Middle/Lower, 1dF for Left/Center/Right (e.g. +1/+1=Right Chest, lung)
+1Left Leg1dF : -1=Thigh, 0=Knee/Lower Leg, +1=Ankle/Foot. 1dF: +1=Articulation
+2Left Arm1dF : -1=Upper Arm, 0=Elbow/Lower Arm, +1=Wrist/Hand. 1dF: +1=Articulation
+3Face/Upper Head1dF: -1=Upper Cranium, 0=Forehead, +1=Nose/Eyes. 1dF for Left/Center/Right

Knockout: each time you are wounded (Hurt or Very Hurt), you must pass a Mediocre Resistance or Willpower (whichever is highest) roll, modified by wound effects (-1 or -2), or fall unconscious for (10-Resistance) minutes. Some weapons may have a stronger "Stun" effect, increasing the roll difficulty.

First Aid: a First Aid roll can be required (see First Aid column) to stabilize the wound. Failure requires then a Patient Resistance Roll of the same difficulty, or the wound is worsened one level after one hour.

Healing: the indicated Base Healing Time is the average amount of time needed for the wound to heal naturally under medical care and to be reduced of one level. Without Medical care, add 50% to time; in the worst conditions, a Resistance roll of the same level as for First Aid is required, failure means the wound has degraded one level. A Physician or a Surgeon can divide Healing Time by 2 if the requested Healing Roll is successful (by 3 if Critical Success). In all rolls, a Critical Failure means the patient will stay crippled (Choose 1 Fault for Very Hurt, 2 Faults for Incapacited, 3 Faults for Near Death)

^ 1.2.8 Other Rules

^ 1.2.9 GTHS Specific Rules

The following list are notes related to GTHS specific rules.

^ 1.3 Material

^ 1.3.1 Weapons

See TS155-156 for weapons descriptions.

Pistol Electrolaser101203S200-1200$4see Electrolasers below
Rifle Electrolaser2003004S100-1800$4see Electrolasers below
4mm Pistol102504S50Mediocre560$3-
10mm Pistol102004+S20Fair610$3-
Micro-missile Pod705006++S4-380$3-
Mini-missile Pod1005008++S3-410$3-
4mm PDW5027004S,B100Mediocre560$2-
10mm PDW3019004+S,B60Mediocre685$2-
Police Armgun2000$2
- Electrolaser2001004S200-see Electrolasers below
- 15mm missile1005006++S4--
15mm Recoilless Rifle5019004++S10Poor790$2-
Assault Pod690$1
- 4mm Light Auto5027004S,B100Poor-
- 15mm missile1005006++S4--
Battle Rifle890$1
- 5.6mm Light Auto7033006S,B100Fair-
- 30mm missile1005008++S3--
15mm Anti-Material Rifle10041008++S10Good2500$1-
60mm Recoilless Rifle150028507++S/3turns1Good2050$0-
Emag Cannon1000940011++S,B750(Tripod)80000$0-

Vehicular Weapons (ITW129 for weapons descriptions)

4mm Emag w/APS45072008S,B,VRB58'200Vehicle18'000$--
7,5mm Machine Gun (AP)30046007S,B1730Vehicle1'200$--
10mm Emag w/APS700960010S,B3730Vehicle33'000$--
15mm Heavy MG w/APS45056009S,B240Vehicle4'300$--
25mm Chaingun w/APDS450590011S,B240Vehicle12'600$--
30mm Emag Grenade Launcher1502400(see 30mm Smart Warheads)S,B240Vehicle12'300$--
45mm Emag w/APFSDS45003200023S55Vehicle550'000$--
80mm E-Mortar7006900(see 80mm Smart Warheads)S10Vehicle91'000$--

NB: Max Range on Mars: Multiply by 2.6


2.5 KJ Laser300020004S,B-vehicle7100$--
2.5 KJ Rapid Laser1000063004S,B,VRB-vehicle67'100$--
25 KJ Laser24000110007S,B-vehicle71'000$--
25 KJ Rapid Laser72000350007S,B,VRB-vehicle670'000$--
250 KJ Laser140km94km10S,B-vehicle711'000$--
Light Laser, 2.5 MJ225km160km19S-vehicleM$20-
Heavy Laser, 10 MJ300km140km21++S-vehicleM$4.7-1-

Older Ranged Weapons

Medium Revolver (Colt Python, .357M, 1955 USA)103704S6Fair-3-
Medium Pistol (Glock-17, 9mmP, 1982 Austria)103004S17+1Mediocre-3-
Heavy Pistol (IMI Desert Eagle, .50AE, 1991 Israel)105004+S8+1Good-2-
Shotgun (SPAS 12, 12G, 1975 Italy)151505S7+1Fair-3after 15m, Damage-1 every 10m
Sub Machine Gun (Thompson M1, .45, 1922 USA)303803B20/30Fair-1-
Sub Machine Gun (IMI Uzi, 9mmP, 1952 Israel)303203B30Fair-1-
Assault Rifle (AK47, 7.62mm, 1949 USSR)308006S,B30+1Fair-1-
Assault Rifle (M16A2, 5.56mm, 1964 USA)1508006S,B20+1Mediocre-1-
Assault Rifle (AK74, 5.56mm, 1974 USSR)3010006S,B30+1Fair-1-
Precision Rifle (Dragunov SVD, 7.62mm, 1962 USSR)50018006S10+1Fair-1-
Anti-material Rifle (Barret M82A1, .50, 1982 USA)100044008+S11+1Good-0-
Bow (2050)101203S/2turns(12)Fair150$4-
Crossbow (2050)303004S/3turns(12)Poor250$4-

Price may vary a lot for such antique weapons... Note that they could very well be in bad shape and malfunctionning; a roll of -3 or -4 when shooting could indicate malfunction.

Hand Weapons

Punch, Kick-1----
Brass Knuckles, Iron Kick0-5$6-
Knife, Dagger1Poor40$4-
Sword, Katana3Fair150$3-
2-Handed Sword, 2-H Axe4Good250$3-

Value is given for modern steel imitations. Very old weapons (from museums...) can be Damage-1 or -2, cost x 10 or more, and have a risk to break when used...

Knife, Axe, Swords can have an additional +1 to Damage if they are nano-sharpened (Double Cost, LC-1), and +1 to Damage if they have vibroblades (Double Cost again, LC-1, requires a powercell).

^ 1.3.2 Ammunitions

See TS156-157 for ammo descriptions.

Smart Ammo:

Bullet Types:

Smart Warheads, only for missiles 15mm or more.

^ 1.3.3 Armors

See TS159-160 for Armor Description. Price & Armor Level for full armor; for partial (vest, pant), price x50%.

Arachnoweave31200$5Doesn't cover Head
Nanoweave Light41750$5Doesn't cover Head
Nanoweave Medium611500$4Doesn't cover Head
Nanoweave Heavy813000$3Doesn't cover Head
Nanoweave Vacc Light412000$4Doesn't cover Head
Nanoweave Vacc Medium613000$3Doesn't cover Head
Nanoweave Vacc Heavy813500$2Doesn't cover Head
Clamshell Cuirass Light62280$?Upper Body Only
Clamshell Cuirass Medium73400$?Upper Body Only
Clamshell Cuirass Heavy83600$?Upper Body Only
Helmet Light Infantry6130$?Upper Head Only (x0.1)
Helmet Full Light6250$?Head Only
Helmet Full Medium8270$?Head Only
Helmet Full Heavy92100$?Head Only
SmartSuitx10-Powered (D,16/12/8hrs), based on Nanoweave Vacc
BattleSuit Shenyang H-239250000$?Powered (E;4hrs), laminated;
Strength Legendary+1 (Size 3, Strength Great)
BattleSuit Vosper-Babbage9260000$?Powered (E;4hrs), laminated;
Strength Legendary+3 (Size 3, Strength Legendary)

NB: if armor is Partial and if you don't use Localization or if damage is global (Concussion), use a Composed Armor & Composed PD:

Composed Armor = Lower Body Armorx0.4 + Upper Body Armorx0.4 + Head Armorx0.2 (Rounded)
Composed PD = Lower Body PDx0.4 + Upper Body PDx0.4 + Head PDx0.2 (Rounded)

Armor Accessories:

^ 2. Character creation

^ 2.1 Creation procedure

Characters are defined by Attributes, Skills, Gifts & Faults. Characters are defined using an objective method (allocating points). Note that I ruled out the "5-point Fudge" approach because of the complexity of 2100-era characters, where it's in my view very difficult to define broad types of competences.

The number of points available to create characters may vary depending on GM's decision. After converting GTHS NPCs to FTHS I saw that GURPS 100-pts characters are valued around 100 fudge creation points, so the range of FTHS characters is the same as in GTHS. I advise to give 200 creation points to create 200 GURPS pts-like characters. The GM can also impose some limitations in character creation, like the maximum number of points to be used in Gifts (I would suggest 5 gifts, or 50 points), or the maximum number of "Great" and "Superb" skills (I would suggest: 3 "Great" and 0 "Superb").

Racial Gifts & Faults are in general linked to a Racial Template (Upgrade, Bioroid, etc...). See Templates for a partial list of converted Templates, and refer to the GTHS books. But the GM or the player can also imagine other racial templates, new versions, etc...

Points are assigned using the following rules:

Simplified Creation: For more simplicity, divide the number of available points by 10 (e.g. 20pts for 200pts characters). You can then apply the following rules:

^ 2.2 Skills List

All skills are Normal by default, except (E) Easy or (H) Hard.

See Detailled List for more details.

^ 2.3 Gifts List

The "Racial" Gifts usually are part of your Racial Template. The sign means: can be taken more than once for cumulated effects. Figures in () give the base cost if it's not +1

See Detailled List for more details.

^ 2.4 Faults List

The "Racial" Faults usually are part of your Racial Template. The sign means: can be taken more than once for cumulated effects. Figures in () give the base cost if it's not -1

See Detailled List for more details.

^ 3. Conversion from Gurps THS material

^ 3.1 Character conversion

I used elements from Tim Hall's GURPS to Fudge Conversion.

To be able to transform GTHS characters to FTHS, you may apply the following guidelines [Note 03]:

^ 3.1.1 Attributes conversion

For Strength (=Strength), Dexterity (=Agility), Intelligence (=Reasoning) and Health (=Resistance), transform their score directly in Fudge terms using the following table :

4-5 Terrible
6-7 Poor
8-9 Mediocre
18+ Legendary

Size is normally 0 for humanoids. However for Uplifted Animals or Cybershell, Size can be used instead of similar Strength & Resistance Bonus or Malus, when the actual size of the character is different from humanoid norm.

^ 3.1.2 Gifts & Faults conversion

Normally, Gifts & Faults in FTHS have the same name as the Advantages / Disadvantages in GTHS. Exceptions are listed there. For more roleplay, don't forget to specify the origin of the Gift/Fault as stated in Gifts & Faults. See Templates for a partial list of converted Racial Templates.

Note: Due to the simplifications, Gifts & Faults tend to be a little more affirmed than in GURPS - there is less subtlety available. If you feel that the converted characters are a little too powerful or colorful, just simplify them by eliminating some minor Gifts & Faults.

If the Gift/Fault is not listed in the list, use the following guideline for costs:

^ 3.1.3 Skills conversion

Convert the GURPS Skills to Fudge scale using the following table [Note 05]:

7 or lowerTerrible 
8-9PoorA typical GURPS PC with attributes in the 12-13 range will have defaults at this level
12-13FairDefined in GURPS as the level needed to earn a living using a skill
14-15GoodDefined in GURPS as the level recommended use in life-and-death situations.
16-17GreatDefined in GURPS as the level for an 'expert'.

Modification due to Specialisation: (See Skills for an explaination of Specialisation) when a FTHS skill is obviously broader than it's GTHS equivalent, lower the score of one whole level, and use the FTHS skill name as a specialisation definition for the FTHS skill. Therefore the specialisation itself will have the score listed in the above table, and other specialities within the FTHS skill will be one level lower.

^ 3.2 Other conversions

For all other rules, takes these simple guidelines :

^ 4. Sample Conversions

^ 4.1 Sample characters

^ 4.2 Templates

Note: Points Value are given in Simplified Creation value. Multiply by 10 for Normal Creation value.

Genetic Upgrades (TS115-116)

Parahumans & Bioroids (TS116-118)

Infomorphs (TS119-120)

Cybershells (TS121-125)

Bioshell (TS126)

^ 5. Additional Rules

^ 5.1 Quick Skills

Standard Skills as specified in the creation rules are learned through classical human learning methods: studying, practicing. The Hard Way is an efficient but lengthy process. To cope with the 22nd century people have to learn a lot in a short period. Thus various Quick-Learning technologies were created:

Those methods take a lot less time and are quite efficient. Skills learned the quick way - Quick Skills are easier to acquire and cost HALF the normal skills cost in creation points.

Quick Skill levelCost at
during play
Easy at Fair (0)
Normal at Mediocre (-1)
Hard at Poor (-2)
2 pts1000 $
Normal at Fair (0)
Hard at Mediocre (-1)
3 pts2000 $
Easy at Good (+1)
Hard at Fair (0)
4 pts4000 $
Normal at Good (+1)5 pts8000 $
Hard at Good (+1)6 pts16000 $

However those skills have limitations :

Note that such skills can be temporarily acquired throughout an adventure, using (little) time and (big) money - see the "Cost during play" column.

additional Note: Quick skills are typical for computer-driven skills. A GM could decide that all Infomorphs should only have Quick-skills, due to their nature; Informorphs could then buy more skills, cheaper than bios, yet be quite specialized, quickly out of their depth, and limited to Professional level (lacking the biological "genius touch" required to become an Expert)

^ 5.2 Fatigue

Fatigue can be tracked on a wounds-like scale system, using the following rules:

For every intense effort, the GM should determine a Fatigue Factor. Fatigue level is then determined by :

Fatigue Level = Fatigue Factor - Character's Resistance + 2dF

Match the Fatigue Level against the following table :

Fatigue LevelResultEffect(equal wound)Number of checkboxRest
0-Easy !-Unhurt--
1,2Out of breath-Scratch310 minutes
3,4Tired-1 to all actionsHurt11 hour
5,6Exhausted-2 to all actionsVery Hurt16 hours
7,8Passing outLying, no actionsIncapacited1one day
9+DrainedUnconsciousNear Death1three days

Each character should have a Fatigue Track, much like a wound track, and check boxes corresponding to his Fatigue level. If the fatigue level is already checked, check a box one level higher (but mark it to remember the initial Fatigue level). Penalties should be applied to all actions much like Hurt penalties. The "Rest" column indicates how much rest (possibly sleep) the character should get to un-check a particular fatigue-level. Note that a Drained character is in dangerous condition, requiring medical attention, which could result in more permanent damage or possible death if the character is fatigued again.

Fatigue Factor can also optionally be used as a wound track for non-damaging weapons like shockers, etc...

Examples of Fatigue Factor :

In case of prolonged effort, rolls must be made regularly. See also the various other rules which implied automatic fatigue at regular intervals (see Choking and Movement in Other Rules, Free Fall in GTHS Specific Rules)

^ 5.3 Stress

Stress is a modern version of the Fear rules by David Bruns, Gazette #2.

Stress can be tracked on a wounds-like scale system, using the following rules:

For every stressful situation the character gets in, the GM should determine a Stress Factor. Stress level is then determined by :

Stress Level = Stress Factor - Character's Willpower + 4dF

Match the Stress Level against the following table :

Stress LevelResultEffect(equal wound)Number of checkboxDurationTherapy
0-Easy !-Unhurt---
1,2Troubled-Scratch31 hour-
3,4Stressed-1 to all actions, Panic?Hurt11 dayFair
5,6Flipping Out-2 to all actions, Panic?Very Hurt11 weekGood
7,8Delusionalacquire one mental faultIncapacited11 monthGreat
9+PsychoticdriftingNear Death16 monthSuperb

Each character should have a Stress Track, much like a wound track, and check boxes corresponding to his Stress level. If the Stress level is already checked, check a box one level higher (but mark it to remember the initial Stress level). Penalties should be applied to all actions much like Hurt penalties. The "Duration" column indicates how long the effect will last without proper treatment.

Panic: when Stressed or Flipping Out, the character could become panicked. Make a Fair Willpower test modified by Stress effects; if unsuccessful, throw 1dF :

See also the related Gifts & Faults: Unshakeable, Collected, Nervous, panicked.

Treatment: the character can be treated by a specialist for more complete and rapid recovery. after 1/4 of the "Duration", the specialist needs to make a Psychology roll against the difficulty listed in the "Therapy" column. Success means complete recovery.

Drugs can be used to temporary counter stress effects, either before the stress (providing a temporary "Unshakeable" or "Collected" Gift), or after (temporary "Collected" Gift). However drugs cannot cure the stress permanently - you need a specialist for that.

Examples of Stress Factors :

Stress Factor Modifiers :

^ 5.4 Vehicles

The optional Vehicle Rules can now be found to this special page.

^ Designer's Notes

You'll find here various comments about the design. Click on the note title to go back to the rules.

Note 01 (Damage & Penetration): there is no "Graze" rule compared to Standard Fudge. The Armor Passive Defence takes care of that. The 2dF only for damage is coherent with the way Damage is converted from Fudge, taking the average damage ; a roll of +2 doubles the damage, -2 halves it. Success Margin would represent Hit Location modifiers.

Note 02 (ODF & DDF) : this is a change from Vanilla Fudge where you just add the various factors; this is linked to a proper mathematical approach of the logarithmic scale of Fudge. See Mass, Armor & Damage on the FudgeList TWiki for a complete discussion on the subject and more optionnal rules.

Note 03 (Characters Conversion) : Conversion of characters from GTHS to FTHS is a bit tricky due to some name changes (sorry...) and the addition of 4 attributes that invalidate certain gifts/faults. However the result is usually quite pleasing. Conversion is of course not 100% bullet-proof. In particular, the system is optimized for "normal" characters (100/150pts) and the balance between high Gifts & Attributes cost and low Skill cost in GURPS doesn't match the more fair balance in Fudge, which leads to huge evaluation differences in a Gift-Heavy setting like THS. But oh well, Fudge your way out of it...

Note 04 (Attribute Conversion) : Empathy & Willpower could in GURPS theory be based on modified Reasoning; however this gives too much importance to IQ in the conversion. Adjust Empathy and Willpower if they are obviously linked to IQ level in the character's description.

Note 05 (Skills Conversion) : GURPS to Fudge Skill conversion can seem tricky because GURPS skills are attribute-based, and therefore the attributes cost is often higher than the skills cost. In Fudge it's the reverse, skills are independent from attributes, and skills costs are much higher than attributes costs. The apparent contradiction is resolved if you consider that GURPS high attribute cost is in fact an investment on skills-to-come; in Fudge we just decide to switch that cost onward to skills.

Note 06 (Size Conversion Table) : Size, Damage and Armor have a geometrical progression of 10^(1/6): x1.46 each level (approx. +50%), x10 every 6 levels. HP is calculated accordingly with Size 0 = 10 HP. GURPS Damage is linked to HP, taking 3,5 HP/dice (i.e. in average the weapon does HP damage), and Fudge Damage is calculated as Size+4.

The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

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 via anonymous ftp at ftp.csua.berkeley.edu, and in book form or on disk from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from FUDGE may specify certain 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.

The following materials based on FUDGE, entitled Fudge TransHuman Space, are created and made available by Loc Prot, and are not authorized or endorsed in any way by Steffan O'Sullivan or any publisher of other FUDGE materials. Neither Steffan O'Sullivan or any publisher of other FUDGE material is in any way responsible for the content of these materials. Original FUDGE materials (c) Copyright 1992-1995 Steffan O'Sullivan, All Rights Reserved.

Page maintained by Loc Prot (loicprot_AT_yahoo.com).
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