Fudge Points (FP) are meta-game gifts that may be used to buy "luck" during a game - they let the players fudge a game result or used in attempt to acquire an advantage of some sort. These are "meta- game" gifts because they operate at the player-GM level, not character-character level.
Every player starts the game with five Fudge Points. The Game Master may also give you more Fudge Points for great roleplaying, overcoming major obstacles, or even entertaining everyone with an outlandish action, side-splitting in-game joke, or other memorable act. Fudge Points may also be acquired base on what the player contributes to the game both at the character, community, and out-of-character meta level.
Fudge Points can be used in many ways, depending on realistic and probable the request is. Here are some suggested ways to use them both at the character and community/faction level. A GM may allow as few or many of these options as she wishes - the players should ask her before assuming they can do something with Fudge Points.
1. Spending a Fudge Point may accomplish an Unopposed action automatically and with panache - good for impressing members of the appropriate sex, and possibly avoiding injury in the case of dangerous actions. The GM may veto this use of Fudge Points for actions with a high difficult level. The GM may disallow this option for an Opposed action, such as combat
2. You can use Fudge Points at the character to reroll any Trait test. Make the entire roll from scratch. If you’re firing three shots on full-auto and don’t like the results, pick up all three dice and your Wild Die and roll again. You can keep spending Fudge Points and rerolling as long as you like, and take the best of your attempts. If you roll a 5, for example, and a Fudge Point gets you a 4, keep the original 5 instead.
2.
Fudge Points can also be used to save your bacon from deadly attacks. Choose carefully where you spend them! A character can spend a Fudge Point to automatically eliminate a Shaken condition (see Shaken, below). If the Fudge Point is spent immediately after taking one or more wounds from a single attack, you may make a Vigor roll as well. A success and each raise on the roll reduces the number of wounds suffered from that attack by 1. If the character is left with any wounds from the attack however, he’s still Shaken as usual. Don’t count the wound modifiers you’re about to suffer when making this roll.
A character may only make one soak roll per attack. If a soak roll eliminates 2 of 3 wounds, for instance, a hero can’t make
another soak roll to eliminate the third wound. (The hero could spend a second Fudge Point to reroll the Vigor roll as usual, however.) If a character suffers multiple hits on the same action card, he needs to spend Fudge Points and make soak rolls after each result—before the next “set” of wounds is soaked.
4. A player may spend one (or more) Fudge Points to get an automatic success, without having to roll the dice. This use is available in Opposed actions.
5. or a GM-set number of Fudge Points can be spent to ensure a favorable coincidence depending on the request. (This is always subject to GM veto, of course.) For example, if the PCs are in a maximum security prison, perhaps one of the guards turns out to be the cousin of one of the PCs - and lets them escape! Or the captain of the fishing boat rescuing the PCs turns out to be someone who owes a favor to one of them, and is willing to take them out of his way to help them out . . . And so on. This option should cost a lot of Fudge Points, except in certain genres where bizarre coincidences are the norm...like Fallout!
6. Alternately, can simply allow Fudge Points (FP) to be traded for Experience Points (EP) at one to two ratio, or Resource Points at one to one ration.
Resource Points is an abstract representation of how much a the community/settlement/faction can possibly do in a span of a game month base on manpower, materials, salvage, etc. So any projects like constructing fortifications, building an house, making weapons, fixing or modifying vehicles, training of the militia, etc all cost Resource Points. The costs will be determine by the GM base on the request and the in-game circumstances and other factors.
The base amount of Resource Points a the community/faction gets is one Resource Point for every 50 people per month. So at the start of this game community has a starting population of 100, hence 2 Resource Points per month. Further constant or temporary Resource Points will be determine by the GM base on the community/faction circumstances and what they have to work with. For Example, finding salvaging bunch of scrap metals that can used to build or construct or fix something in a given month can temporally represent a Resource Point, or the re-opening of mine can give the community constant extra Resource Point per month.
Some Resource Points may be limited in use, like the community manage to acquire one RP worth of uranium or electronics. Only so much one can do with uranium, as can only be used for certain projects.
Extra Resource Points may be used to speed up construction or some other task, yet in certain circumstances there is only so much one can speed something up due to the 'to many cook in a kitchen' effect or a particular project cannot be speed up.
Players may gave up one of their Fudge Points for one Resource Point for a given game month for the community/settlement/faction.
Game Time will be according to the flow of the game. So at one point the game may crawl to day per day, and other times can be month per month. It all depends on what the players would like to do and what is happening the game.
The GM reserves the right to change or make or remove rules when required during the game.