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OrkFUDGE Experience Rules

Getting Experience

At the beginning of each session the party Tala recounts the deeds of the party from the previous session. If there was no PC Tala present for the last session, then another PC Tala not present, or an NPC Tala will recount the events. If an NPC Tala recounts the tale, then the players are responsible for making sure she does not miss any events.

Fana for Orks

For every event which the Tala thinks is worthy of gaining experience, he makes a roll against Tell Stories, or another suitable Tala skill.

The Tala gains experience equal to the lowest amount gained by another party member.

Bonus points from spent Trouble may be traded in for experience at a rate of 1:1.

Exceptions

The Tala may try and make experience rolls which violate the first two rules above (eg. if the GM vetos an experience roll, or if the Tala has reached his Zhoosha in rolls for a player). In this case:

Fana for Items

Items have skills and gain experience in the same way as Orks do. If an item is involved in some noteworthy feat, the GM may allow the Tala to make a roll for it. The key point to remember is that a) the deed must be noteworthy enough to gain Fana and b) the item itself must play a significant part in the action, as well as the Ork using it.

Household Spears: Household Spears are expected to gain Fana and to have magic powers, so they should be given more Fana rolls than other items. A 'virgin' Household Spear has no special abilites at all. When it makes it's first noteworthy skill, and gains a point of Fana, that point is automatically spent to gain the following attributes:

Gift: Armour Piercing (Matches Very Heavy Armour)
Poor Damage bonus: +1 to the damage roll (not the attack roll)

Only the Household Spear can take the Gift 'Armour Piercing' as a magical attribute. Other weapons may be armour pircing by nature (eg. bodkin arrows), but that is not a Gift.

Other weapons and armour can gain Fana in the same way. However, tales are traditionally told about the Household Spear, so more opportunities arise for it to gain Fana. It should take an exceptional event for an item to become magical.

Spending Experience

Experience may be spent on any Ork in the players Orkum, and may be saved indefinately.

Fana given to items must be spend it on improvements for that item. The experience should be spent to give a bonus which matches the stories associated with the item. Bonuses should come with limiting conditions attatched. A bow which gives a bonus to hunting rolls might only give the bonus when hunting reindeer, or squirrels - whatever is appropriate to the deeds which earned to bow the Fana.

Raising a skill from:To: Costs:
Terrible Poor 1 EP
Poor Mediocre 1 EP
Mediocre Fair 1 EP
Fair Good 2 EP
Good Great 4 EP
Great Superb 8 EP
Superb Legendary 16 EP + GM permission
Legendary Legendary 2nd 30 EP + GM permission
Each additional level of Legendary: 50 EP + GM permission

A trait can only be raised one level at a time.
Raising a trait above the associated Virtue costs an extra 2EP at each level.


©2000 Anna Simpson and Richard Gemmell. All rights reserved.