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FUDGE Deadlands

* Optional Rules *

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Coordination

I am no longer using coordination in my game. I am leaving the Coordination rules here so that others can see the way that I went about converting it when I thought it was necessary.

The Coordination of an Attributes (Trait) is determined during character creation in the same way as in the deadlands rules. The Coordination of an Aptitude( Skill) is equal to the Coordination of it's related Attribute ( Trait).

Card        FUDGE LEVEL                 Suit     Coordination
----        -----------                 ----     ------------
2           MEDIOCRE                    Clubs         1
3-8         FAIR                        Diamonds      2
9-Jack      GOOD                        Hearts        3
Queen-King  GREAT                       Spades        4
Ace         SUPERB                    
Joker       SUPERB (mysterious past)  

Coordination is used in two ways:

  1. To provide open-ended rolls
    If only pluses are showing on the dice (ignoring blanks) then roll extra '+' only dice (FUDGE dice which are only counted if they come up showing '+') equal to the coordination of that Trait or Aptitude.

  2. To determine the chance of 'going bust'
    If only minus's are showing on the dice (ignoring blanks) and the number of minus's is equal to or greater than the coordination of that Trait or Aptitude then you have 'gone bust'.

Hex and Ritual coordinations are taken from their traits.

The cost to improve Coordination when spending Bounty Points is shown below.

New Coordination    2   3   4   5
                    -------------
Cost for Trait      4   6   8  10
Cost for Aptitude   2   3   4   5

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