I just had a few concepts for the FUDGE system on my mind late last night and I'd thought I would throw them out on the table and see what everyone else thinks.  It might spice up the battle system from the current, "You attack, I defend" theme, repeat, though it also might be too complicated to implement.<br/><br/>For Arcs, I think in addition to the get 5 "Victory" Points condition for a one-on-one battle, there are a few other scenarios that should be considered if applicable.<br/><br/><strong>Time:</strong>Most scenes, when we actually get to combat should have an inherent time penalty built in.  Like for example, in the current Story--Grand Theft Sorcery, the time penalty would be on the League's side.  In other words, there should be some limit defined beforehand where the League has before too many cops, CIA, FBI, and whatnot show up that it makes completing the mission impossible.  We could rotate this time penalty around on different Story Arcs, so it would be on the Order for one Story and the League for another to keep things interesting.<br/><br/>Once again, using Grand Theft Sorcery as an example,  I think the League's time limit should be a total of 10 rounds.  A round is defined after all the members of both the League and the Order have gone.  So after ten rounds, the League is foiled in their attempt and loses the current Story Arc.<br/><br/>If this is implemented, then we can add these other options in battle...<br/><br/><strong>Delaying/Full Defensive:</strong>The League or Order member can chose to forego their Attack post.  Instead, they gain either a +2 or +3 bonus (haven't decided if +3 is overpowered for this bonus) to their corresponding defending attribute.  The usefulness of this only works in light of the Time victory condition.  But that way, an over-matched character can still win as a "Team" by preventing the other side from reaching their objective and tying up one of the characters.<br/><br/><strong>Speed/Initiative:</strong>I think one major reward for those who win the Initiative roll (Assuming there are no surprise rounds) is the ability to choose your opponent for the match.  So that way, you can choose a favorable match-up.  For example, Milady de Winter can choose to fight against Cannonball since it's a good match-up for her as he is weak to cold and she has managed to get Initiative before him.  Or Star Flash might choose to fight Milady de Winter since she manages to get one of the highest Initiatives and chooses her as an opponent so Milady de Winter is 'engaged' and cannot chose Cannoball.  (This might require a bit of balance since a clever meta-gamer might be the opponent with the highest Initiative on the other side, skipping them, and letting his side being able to pick again.  Example: Star Flash: Initiative: 6, Milady de Winter: 3, Cannonball: 2, The Countess: 0, Glamorous: -1.  Star Flash could pick Milady de Winter, engaging her character and so Milady doesn't get Initiative.  So that means Cannonball gets then his choice of either Glamorous or the Countess.  Once again, this might be cool or it might be very cheesy feeling.)<br/><br/><strong>Switching:</strong>This gives the option to a character to switch his one-on-one battle to another.  It is a way to mitigate the above mentioned advantage of a Speed character.   But it allows his opponent a free attack on them as they depart, potentially earning a free Victory point.  Then, they can choose to double-team a single character, (Add +2 or +3 (dunno what is balanced) to the supporting person's attack or they can swap one-for-one.)  Using the mentioned example above, Milady de Winter can Swap with Glamorous who is fighting Cannonball.  Star Flash gets her free Attack and then Milady can either use to add a +2 or +3 to Glamorous' attack for a whopping +10 or +11 bonus or they can swap so Glamorous is now facing off against Star Flash and Milady faces off against Cannonball.  However, Star Flash can choose to use Swap as well the next round and stop the double-team or join Cannonball and supplement his roll.<br/><br/><strong>Mooks/Home Court Advantage</strong>:  This allows the defending side a number of free Delays like 5.  Any member of the defending side can use them.  These represents the police, the minions in the villian's base, whatever and force a character to use 1 round to take care of them.  While they can't add to the Victory Point condition, they can waste an opposing person's round and add to the ticking clock of Time Victory.<br/><br/>Later today, I'm going to also add a few NPCs in the OOC thread that you may have noticed making their way into my posts (Mary-Ann, Derek, etc...).  I am offering them off for potential plot hooks we can use later to make the stories seem more involved and would like to see how other writers feel on how they might be used.  I also feel like anyone else should feel free to do the same.  For example, Mary-Ann might be on scene when the League attacks.  How will Nicole handle this fact?  Maybe it would inflict a -1 to all her rolls on FUDGE because she's worried for her friend and distracted during the battle.<br/><br/>Of course, all this is merely conjecture and NileGoddess has the right to veto any of it.  I just wanted to get it out there and see if it would work well with what we were planning.