Thursday, June 26, 2025

Introducing: The Amplitude Engine

I've finally made something with Fudge, though it may not look like it.



The Amplitude Engine: Core Rules


Introduction

Welcome to the Amplitude Engine, a tabletop role-playing game system designed for gritty, consequential, and narratively rich play. It emphasizes the direct impact of actions and the meaningful consequences of success and failure. At its heart, the Amplitude Engine models the interplay between a character's skill and immediate luck (their Player's Total Roll) and the inherent power or magnitude of their actions (their Amplitude, or Amp).

This booklet outlines the fundamental mechanics of the Amplitude Engine, providing a robust framework for resolving dramatic actions across various game settings and genres. From a desperate melee strike to a complex hacking attempt, the Amplitude Engine offers a consistent and compelling way to determine the outcome.

Core Mechanics

The Amplitude Engine relies primarily on Fudge Dice (dF), a special six-sided die where two sides are '+', two are '-', and two are blank (0). All action resolution rolls typically involve four Fudge Dice (4dF).

1. The Dice: 4dF

All core rolls in the Amplitude Engine are made using 4dF. This produces a sum ranging from -4 (four '-'s) to +4 (four '+'s), with 0 being the most statistically common outcome.

2. Player's Total Roll (Column Lookup)

The Player's Total Roll determines your position on the horizontal axis (the columns) of the Outcome Table. It represents the skill, precision, and immediate luck of your execution in the moment.

Calculation Steps:

  • 1. Start at the 0 Column: Begin your calculation from the '0' column of the Outcome Table.

  • 2. Apply Offensive Bonus (OB) - Defensive Bonus (DB): This step accounts for the relative advantages and disadvantages between the attacker and defender.

    • If OB - DB is positive, shift that many columns to the left (towards +1, +2, etc., representing a stronger offensive stance or weaker defense).

    • If OB - DB is negative, shift that many columns to the right (towards -1, -2, etc., representing a weaker offensive stance or stronger defense).

  • 3. Add 4dF Roll: Roll 4dF. The result of this dice roll is added to your current shifted position.

  • 4. Final Player's Total Roll: This sum (0 (base) + (OB - DB) + (4dF roll)) gives you the final column to use on the table (ranging from +6 to -6).

3. Amplitude (Amp) (Row Lookup)

Amplitude (Amp) determines your position on the vertical axis (the rows) of the Outcome Table. It represents the inherent magnitude, power, or impact of your action itself. A higher Amp means a more potent or significant action.

Calculation Steps:

Your Amp score is derived from a combination of factors, including a 4dF roll:

  • 1. Base Task Amp: The Game Master (GM) assigns a base Amp to the task or action itself. This can vary widely (e.g., punching a person vs. firing a cannon at a building).

  • 2. Weapon Quality/Power: In combat, the inherent power and quality of your weapon adds to Amp.

  • 3. Equipment Quality/Tools: For non-combat skills (like Bushcrafting, Programming), the quality and appropriateness of your tools or resources directly contribute to Amp. Lacking essential tools may impose a negative modifier.

  • 4. Spent Thematic Momentum: Players can spend Thematic Momentum (a powerful narrative resource, detailed in a later section) to strategically increase the Amp of their action.

  • 5. Scale: If the action involves entities of vastly different sizes or scales, this can modify the Amp (e.g., attacking a giant vs. a mouse).

  • 6. 4dF Roll: You make a separate 4dF roll specifically for the Amp calculation. This roll is added to the total.

  • 7. Other Modifiers: Any other situational or inherent modifiers relevant to the action's inherent impact.

Final Amp: The sum of these factors gives you your final Amp score. This will place you on a row from 1 to 10 on the Outcome Table.

Handling Zero or Negative Amplitude

If, after all calculations, your final Amp score is 0 or negative, the action is considered to have insufficient inherent impact to have any effect. In such cases:

  • The action is an automatic, absolute failure with no effect.

  • You do not consult the Outcome Table.

  • This represents situations where the action fundamentally lacks the power, force, or means to achieve anything (e.g., trying to punch through a tank's armor with your bare fist, attempting to hack a quantum firewall with a 1980s computer).

4. The Amplitude Engine Outcome Table

Once you have determined your Amp (row) and Player's Total Roll (column), find the intersecting cell on the table below. This cell provides your Outcome Result.

Amp+6+5+4+3+2+10-1-2-3-4-5-6

1

7

6

5

4

3

2

1

0

0

0

0

0

0

2

9

8

7

6

5

4

2

1

0

0

0

0

0

3

10

9

8

7

6

5

3

2

1

0

0

0

0

4

U

10

9

8

7

6

4

3

2

1

0

0

0

5

U

U

10

9

8

7

5

4

3

2

1

0

0

6

U

U

U

10

9

8

6

5

4

3

2

1

0

7

K

U

U

U

10

9

7

6

5

4

3

2

1

8

K

K

U

U

U

10

8

7

6

5

4

3

2

9

K

K

K

U

U

U

9

8

7

6

5

4

3

10

K

K

K

K

U

U

10

9

8

7

6

5

4

Visual Interpretation: Color Coding

For enhanced readability and immediate understanding in a rendered format (e.g., a PDF, website, or application), the cells of the Outcome Table can be color-coded based on the severity of the outcome. This visual hierarchy directly relates to the Wound System's impact thresholds.

  • White (or Light Gray): 0 (Absolute Failure)

    • Meaning: No effect. The action failed completely.

    • Wound System Relevance: Causes no wound steps.

  • Green: 1-3 (Bare Success / Minor Wound Threat)

    • Meaning: Success with minimal impact or significant complications.

    • Wound System Relevance: Likely causes a Minor Wound (1 step) if the QO meets the target's Minor Wound Threshold.

  • Yellow: 4-7 (Standard Success / Moderate Wound Threat)

    • Meaning: Standard, effective success.

    • Wound System Relevance: Likely causes a Moderate Wound (2 steps) if the QO meets the target's Moderate Wound Threshold.

  • Red: 8-10 (Strong Success / Major Wound Threat)

    • Meaning: Very strong, highly effective, or decisive success.

    • Wound System Relevance: Likely causes a Major Wound (3 steps) if the QO meets the target's Major Wound Threshold.

  • Deep Red / Black: 'U' (Unconscious / Automatic Success) & 'K' (Killed / Critical Success)

    • Meaning: Critical, immediate, and overwhelming outcomes.

    • Wound System Relevance: Directly leads to Incapacitated ('U') or Killed/Destroyed ('K').

5. Interpreting the Outcome Result

The value found in the table dictates the action's immediate outcome:

  • 'U' (Unconscious / Automatic Success):

    • The action is an Automatic Success that goes beyond mere effectiveness.

    • In combat, the target is immediately incapacitated, knocked unconscious, or removed from the fight in a decisive manner.

    • In non-combat, the task is completed with exceptional ease and efficiency, possibly yielding additional benefits or completely bypassing further complications. No further rolls are needed.

  • 'K' (Killed / Critical Success):

    • The action is a Critical Success of profound impact.

    • In combat, the target is immediately Killed, or suffers a devastating, often permanent, critical injury.

    • In non-combat, the task is completed with extraordinary, unforeseen success, potentially creating entirely new opportunities, resolving an entire major challenge in one stroke, or having a significant positive ripple effect on the narrative. No further rolls are needed.

  • '0' (Absolute Failure):

    • The action fails automatically and has no effect.

    • No further rolls or interpretation of "degree of failure" are needed for the immediate action. The attempt is futile.

    • The consequences of this failure would be determined by the GM, possibly consulting a Magnitude of Effect Quality (MEQ) Table for consequences of failure (detailed in a later section).

  • Numerical Value (1-10) - Quality of Outcome (QO):

    • The action succeeds, and the number (1 to 10) represents the Quality of Outcome (QO). A higher number indicates a more effective, successful, or decisive outcome.

    • This QO is then used as an input for the Wound System (for harm) or other narrative interpretations (for non-combat scenarios).

    • QO 1-3: A bare success, likely with significant complications, minimal impact, or at a high cost.

    • QO 4-7: A standard success, achieving the goal effectively but perhaps not flawlessly.

    • QO 8-10: A very strong success, highly effective and potentially leading to minor advantages or smoother outcomes.

Advanced Rules & Considerations

GM Guide: Setting Task Amplitude (Amp)

The Amplitude (Amp) value is a numerical representation of an action's inherent power, magnitude, or effectiveness, as determined by the GM. It sets the baseline for how impactful an action can be, given its nature and the tools/resources applied. Higher Amp indicates a more potent or significant action.

GMs should assign a Base Task Amp to any challenge, then adjust it with modifiers (like Weapon Quality/Power, Equipment, Momentum, Scale, and the 4dF Amp roll) to find the final Amp for the action, which selects the row on the Outcome Table.

Here are suggested categories for GMs to assign a Base Task Amp, emphasizing the inherent power required or delivered:

  • Amp 1: Trivial / Minimal Impact. Actions at this Amp level possess very little inherent power or effectiveness. They are fundamentally ill-suited to the task, lack essential tools, or face obstacles with overwhelming intrinsic resistance. Success is challenging even with optimal Player's Total Rolls, yielding very limited outcomes (QO 1 on average roll). Example: Trying to crack a safe with a butter knife, attempting to reason with a berserker mid-rampage using polite suggestions, performing maintenance on alien tech with no knowledge or tools.

  • Amp 2-3: Simple / Low Impact. These actions possess a modest inherent impact. For a character with relevant skills and basic tools, these can represent routine actions where success is reasonably likely with an average Player's Total Roll. Example: Opening an unlatched door, tracking a clear footprint in soft earth, performing basic field-strip maintenance on a familiar weapon.

  • Amp 4-5: Standard / Moderate Impact. Actions at this level carry a typical degree of inherent force or significance. They demand competence and reasonable effort; a good Player's Total Roll significantly improves the potential for higher Quality of Outcome. Example: Climbing a challenging but well-equipped rock face, picking a standard lock, engaging a lightly armored foe with a standard weapon.

  • Amp 6-7: Significant / High Impact. These tasks possess substantial inherent power or significance. They represent formidable efforts that, when successfully executed, yield strong results. Reaching an 'U' outcome becomes more common with favorable Player's Total Rolls. Example: Scaling a treacherous ice cliff, hacking a secure corporate network, engaging a well-armored and highly skilled opponent.

  • Amp 8-9: Epic / Exceptional Impact. These are actions of immense inherent force or consequence. They represent major endeavors, where even an average Player's Total Roll yields a very high Quality of Outcome, and positive rolls frequently lead to 'U' or 'K' results. Example: Negotiating a volatile peace treaty between warring factions, performing complex emergency surgery under fire, facing a heavily armored and legendary enemy.

  • Amp 10: Legendary / Ultimate Impact. This Amp represents the absolute peak of an action's inherent power or destructive potential. Such actions are rare and often define major turning points, consistently yielding very high Quality of Outcome or immediate 'U'/'K' results, even with average execution. Example: Defeating a world-threatening beast in single combat, stabilizing a collapsing cosmic anomaly, designing a reality-altering technology.

Weapon Quality/Power (Contributing to Amp)

Weapon Quality/Power represents a weapon's inherent capacity to inflict significant harm or achieve its destructive purpose. It's a numerical modifier that is added to your Amp score when calculating an attack's overall impact. This value should be determined by the GM, often tied to the weapon's type, design, and rarity within the genre.

A general scale for Weapon Quality/Power could range from +0 (for improvised or very weak weapons) to +5 (for truly devastating armaments). Beyond +5, weapons become increasingly unique or mythical.

Genre Examples for Weapon Quality/Power:

1. Fantasy / Medieval:

In this genre, Weapon Power often reflects craftsmanship, material, and inherent magical properties.

  • +0 (Improvised/Minor): Club, Dagger, Sling, Unarmed Strike, Small Hunting Bow. (Minimal inherent power beyond the user's force.)

  • +1 (Standard): Short Sword, Battle Axe, Spear, Crossbow, Longbow. (Common, effective weapons.)

  • +2 (Superior/Heavy): Long Sword (well-made), Great Axe, Mace, Heavy Crossbow, Elven Longbow. (Fine craftsmanship, heavier impact, or slightly magical.)

  • +3 (Exceptional/Masterwork): Masterwork weapons, Two-Handed Sword, Poleaxe, Light Magic Missile spell. (Peak craftsmanship, very heavy, or basic offensive magic.)

  • +4 (Epic/Legendary): Truly legendary sword (e.g., 'Dragonfang'), Powerful elemental spell (e.g., 'Fireball'), Early black powder firearm. (Weapons of great renown, significant magical effects.)

  • +5 (Mythic/Major Artifact): Ancient, impossibly sharp blades, devastating siege weapons, high-level destructive magic. (Capable of reshaping the battlefield.)

  • +6+ (Relic/World-Breaking): Weapons of divine power, artifacts capable of immense destruction. (Reserved for truly unique or setting-defining items.)

2. Modern / Tactical:

Weapon Power here reflects caliber, rate of fire, specialized ammunition, and inherent design for lethality.

  • +0 (Improvised/Low Caliber): Kitchen Knife, Small Pistol (e.g., .22 cal), Improvised Explosive Device (small).

  • +1 (Standard Pistol/SMG): 9mm Pistol, Basic Submachine Gun (MP5), Hunting Rifle. (Common, reliable personal firearms.)

  • +2 (Assault Rifle/Shotgun): Assault Rifle (e.g., AK-47, M4), Combat Shotgun, Light Machine Gun (LMG), Frag Grenade. (Standard military-grade weapons, area denial.)

  • +3 (Heavy Rifle/Precision): Sniper Rifle (.50 cal), Heavy Machine Gun (HMG), Anti-Material Rifle, RPG Launcher, Explosive Charge. (High penetration, focused destruction, or area devastation.)

  • +4 (Man-Portable Anti-Vehicle): Dedicated Anti-Tank Missile (Javelin), Heavy Flamethrower, Explosive Ordinance Disposal (EOD) charges. (Designed to defeat heavy armor.)

  • +5 (Heavy Vehicle-Mounted/Specialized Ordnance): Vehicle-mounted heavy cannon, Portable Missile Launcher System (e.g., TOW missile), Guided Bomb. (Battlefield-defining ordnance.)

  • +6+ (Experimental/Strategic): Prototype railguns, small tactical nuclear devices, orbital strike designators. (Weapons that significantly alter the balance of power.)

3. Sci-Fi / Futuristic:

This genre offers the most flexibility, incorporating advanced energy, plasma, or exotic weapon types.

  • +0 (Personal Defensive/Low Power): Stun Pistol, Energy Baton, Utility Laser. (Designed for non-lethal or light defense.)

  • +1 (Standard Blaster/Projectile): Common Energy Pistol (e.g., Blaster Pistol), Standard Projectile Rifle (e.g., Gauss Rifle), Personal Force Field Projector (as an offensive push).

  • +2 (Assault Blaster/Plasma Rifle): Heavy Blaster Rifle, Plasma Rifle, Basic Sonic Cannon, Grenade Launcher (futuristic equivalents). (Standard infantry weapons, higher destructive output.)

  • +3 (Heavy Energy/Specialized): Ion Cannon (disabling effect), Fusion Rifle, Railgun (man-portable), Incendiary Flamethrower, Directed Energy Weapon. (High-yield, specialized anti-personnel or light vehicle weapons.)

  • +4 (Anti-Vehicle/Demolition): Anti-Vehicle Laser Cannon (man-portable), Plasma Accelerator, Miniature Missile Launcher, Particle Beam Rifle. (Capable of engaging armored targets.)

  • +5 (Starship Mounted/Super-Weapon): Starship-mounted Turbolasers, Mecha-scale weapons, Exotic matter disruptors. (Weapons of massive destructive capability.)

  • +6+ (Planetary Scale/Reality-Bending): Weapons capable of cracking planets, time-dilation devices (used offensively), black hole generators. (Existential threats or instruments of galactic power.)

GM Customization:

The specific values are merely suggestions. GMs should adjust these based on the desired tone and power level of their campaign. For a grittier game, values might be lower, making it harder to achieve high QOs. For a more heroic game, they could be higher.

Wound System: Resilience & Progressive Harm

The Amplitude Engine utilizes a Wound System that models progressive harm through discrete thresholds, applying increasing penalties as a character's condition worsens. This system ensures every significant hit has meaningful consequences, and is designed to work with both characters and vehicles.

1. The 3-Step Wound Track (Plus Incapacitated)

Each character and vehicle has a track representing their physical state:

  • Unwounded: No penalties. (The starting state)

  • 1. Minor Wound: The target is hurt, but primarily shaken or bruised.

    • Penalty: -1 to all Player's Total Rolls.

  • 2. Moderate Wound: The injury is more significant, affecting their performance.

    • Penalty: -2 to all Player's Total Rolls.

  • 3. Major Wound: The target is gravely injured and struggling to function.

    • Penalty: -4 to all Player's Total Rolls.

    • Action Check: To perform any significant action (GM's discretion), the character must first make an Amp 5 / QO 5 (Standard) check. If they fail this check, they can only take minor actions (e.g., move, speak, drop something).

  • Incapacitated: The target is no longer able to act. They are unconscious, dying, or otherwise out of the fight (for characters), or completely disabled/wrecked (for vehicles).

2. Resilience Thresholds (Per Target)

Every character and vehicle possesses Resilience Thresholds. These are specific numerical values that a Quality of Outcome (QO) from a successful attack must meet or exceed to inflict a particular level of wound. Think of these as "reference marks" on an audio meter, showing how "loud" the impact needs to be.

  • Individualized: Each character/vehicle will have their own set of thresholds, reflecting their unique toughness, armor, and physical attributes.

  • Default Example (for a "Standard" Human):

    • Minor Wound Threshold: QO of 1 or higher.

    • Moderate Wound Threshold: QO of 4 or higher.

    • Major Wound Threshold: QO of 8 or higher.

3. Determining Wound Severity from QO

When an attack (or other source of harm) successfully results in a numerical Quality of Outcome (QO) from the Amplitude Engine Outcome Table:

  1. Compare QO to Resilience Thresholds: Compare the generated QO against the target's Minor, Moderate, and Major Wound Thresholds.

  2. Inflict Highest Applicable Wound: The target takes the highest level of wound whose threshold the QO meets or exceeds.

    • If QO is 0: The hit is an absolute failure and causes no wound step. (This is the only "no wound" result from a QO. Any QO 1 or higher will cause a wound.)

    • If QO meets or exceeds the Minor Wound Threshold (QO 1-3) but is less than the Moderate Wound Threshold: Move down 1 step on the Wound Track (e.g., Unwounded to Minor Wound, or Minor Wound to Moderate Wound).

    • If QO meets or exceeds the Moderate Wound Threshold (QO 4-7) but is less than the Major Wound Threshold: Move down 2 steps on the Wound Track (e.g., Unwounded to Moderate Wound, or Minor Wound to Major Wound).

    • If QO meets or exceeds the Major Wound Threshold (QO 8-10): Move down 3 steps on the Wound Track (e.g., Unwounded to Major Wound).

4. Special Outcome Mapping

  • 'U' (Unconscious / Automatic Success): The target immediately moves to the Incapacitated step, regardless of their current wound level.

  • 'K' (Killed / Critical Success): The target is immediately Killed (or Destroyed for vehicles), bypassing the Wound Track entirely.

5. Impact of Penalties on Gameplay

The penalties incurred from wound levels (e.g., -1, -2, -4 to Player's Total Rolls) create a "death spiral" effect, where accumulated injuries make subsequent actions progressively harder to succeed at. This reinforces the gritty and consequential nature of the Amplitude Engine.

6. Healing and Recovery

  • First Aid (Skill Check): A successful relevant skill check (e.g., "Medicine" or "First Aid," typically Amp 2-3) can move a character up 1 step on the Wound Track. This might have a usage limit per scene or day.

  • Rest and Recuperation: Extended rest (e.g., a full night's sleep) or professional medical care (e.g., "Doctor" skill, Amp 4-5) can move a character up multiple steps or fully heal them, depending on the QO of the recovery action.

Thematic Momentum

Thematic Momentum is a flexible, player-facing resource that allows players to influence the narrative and mechanics. A key use is to increase the Amp of an action, pushing a difficult task into a more favorable outcome zone. Its accumulation and expenditure mechanisms are detailed elsewhere but serve as a vital player tool to overcome adversity.

Compounding Misfortune Rule

The Amplitude Engine tracks streaks of poor performance:

  • The Rule: If a player makes a 4dF roll for their Player's Total Roll and the result of just the 4dF dice (before adding skill or OB-DB) is negative for two consecutive rolls, the player must choose or suffer one of the following consequences:

    1. Lose 1 Point of Thematic Momentum: A direct cost to their narrative influence.

    2. Suffer a Minor Mishap: A small, immediate, narrative setback (e.g., a tool breaks, they lose a tactical advantage, attract unwanted attention).

  • Reset Condition: The "consecutive" count resets if a 4dF roll yields a positive or zero result, the character successfully completes a different major action, or a scene/encounter ends.

This rule adds psychological tension and reinforces that persistent bad luck or poor execution has a cumulative toll.

Conclusion

The Amplitude Engine provides a robust and flexible core for a variety of gritty, narrative-focused games. By clearly defining the interplay between a character's execution (Player's Total Roll) and an action's inherent impact (Amp), combined with the intuitive Outcome Table, players and GMs can quickly resolve actions and dive into the rich narrative consequences. Further details on character creation, specific skills, and the Magnitude of Effect Quality (MEQ) Table would build upon this core foundation.

We invite your feedback and thoughts as we continue to refine the Amplitude Engine!

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