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A Day of Fudge Adventure: Get the Girl!

A freeform science fiction adventure module which hardly has anything to do with a girl despite the title. By Patrick Benson

Table of Contents
About Fudge and the Day of Fudge ........................................................................................................... 3 Some Assembly Required ............................................................................................................................. 3 Power and Vampire Dice .............................................................................................................................. 3 Genre and Setting ......................................................................................................................................... 4 Encounter #1 Right Place, Wrong Time ..................................................................................................... 5 Encounter #2 Zoes Shopping Spree .......................................................................................................... 7 Encounter #3 Strange Bedfellows .............................................................................................................. 8 Chart 1: Ventilation Destinations ............................................................................................................ 10 Encounter #4 The Final Say ...................................................................................................................... 11 NPCs ............................................................................................................................................................ 12 Carston Gournet...................................................................................................................................... 12 Story .................................................................................................................................................... 12 Appearance ......................................................................................................................................... 13 Attributes ............................................................................................................................................ 13 Skills..................................................................................................................................................... 13 Gifts ..................................................................................................................................................... 13 Faults ................................................................................................................................................... 14 Equipment ........................................................................................................................................... 14 Damage ............................................................................................................................................... 14 Maximillian Guillory ................................................................................................................................ 15 Story .................................................................................................................................................... 15 Appearance ......................................................................................................................................... 15 Attributes ............................................................................................................................................ 15 Skills..................................................................................................................................................... 16 Page 1 of 21 Get the Girl! - A Fudge RPG Adventure By Patrick Benson

Gifts ..................................................................................................................................................... 16 Faults ................................................................................................................................................... 16 Equipment ........................................................................................................................................... 16 Damage ............................................................................................................................................... 17 Rusty Wu ................................................................................................................................................. 17 Story .................................................................................................................................................... 17 Appearance ......................................................................................................................................... 18 Attributes ............................................................................................................................................ 18 Skills..................................................................................................................................................... 18 Gifts ..................................................................................................................................................... 19 Faults ................................................................................................................................................... 19 Equipment ........................................................................................................................................... 19 Damage ............................................................................................................................................... 19 Zoe Petukhov .......................................................................................................................................... 19 Story .................................................................................................................................................... 19 Appearance ......................................................................................................................................... 20 Attributes ............................................................................................................................................ 20 Skills..................................................................................................................................................... 21 Gifts ..................................................................................................................................................... 21 Faults ................................................................................................................................................... 21 Equipment ........................................................................................................................................... 21 Damage ............................................................................................................................................... 21

Page 2 of 21 Get the Girl! - A Fudge RPG Adventure By Patrick Benson

About Fudge and the Day of Fudge


Fudge is a game system developed by Steffan OSullivan that is highly customizable. In this authors opinion Fudge is more a of a game system design kit than an actual game system. If you have never played Fudge you can acquire your very own free copy of the game from Grey Ghost Press which is the current license holder for Fudge. Fudge was created through a community effort directed by Mr. OSullivan. In keeping with its origins Fudge still has a very active community of fans behind it who continue to develop new rules, materials, and settings for Fudge. Go to the Fudge Roleplaying Game Yahoo Group to learn more. The Day of Fudge began in 2009 and it is always the first Saturday in June. I proposed a day on which fans of the Fudge game system would run Fudge games in public places such as local game shops or libraries to attract new players to Fudge. You can also run a private game of Fudge for longtime fans, publish your own Fudge materials, or do whatever you want to on the Day of Fudge, but the intent of the Day of Fudge is to attract new fans to Fudge. Of course, the Day of Fudge is also a celebration of Fudge! How you celebrate it is ultimately up to you. Just like how you play Fudge is ultimately up to you and your friends. As we say in the Fudge community: Just fudge it!

Some Assembly Required


This adventure was written to provide very little in the form of mechanics, stats, and rules. This was done on purpose because many Fudge games are customized to a gaming groups preferences. There are four NPCs detailed at the end of this document, but the gamemaster should consider any material provided by this adventure as a suggestion. Alter this material however you wish to make it fit with your style of play.

Power and Vampire Dice


The NPC section of this adventure mentions power and vampire dice. A power die is like a Fudge die, only any result of -1 is read as a result of 0. Therefore a power die can only add to the total of a roll. Power dice are added per roll when there is a reason for a higher likelihood of success. A vampire die is like a Fudge die, only any result of +1 is read as a result of 0. Therefore a vampire die can only subtract from the total of a roll. Vampire dice are added per roll when there is a reason for a higher likelihood of failure. Power and vampire dice are meant to nudge the odds in one direction or another. Yet power and vampire dice do not affect critical results. If the actual Fudge dice read as +4 or -4 the critical result stands unaltered. Power and vampire dice cancel each other out before the roll is made. For example, if a roll calls for 2 power dice and 1 vampire die roll only one power die. Page 3 of 21 Get the Girl! - A Fudge RPG Adventure By Patrick Benson

Genre and Setting


The genre for this adventure is a space western. Set in the year 2519 AD, this adventure takes place in a universe like the one portrayed in the television series Firefly and the film Serenity. Gamemasters are encouraged to watch both works before running this adventure as both will help to inspire ideas for this adventure and possibly future ones as well. Also, the author of this adventure is a fan of both works and is not above being an obvious fan boy in his promotion of either. Of course, the above is just a suggestion and this adventure can be run without any knowledge of either Firefly or Serenity. In the end, your game should be whatever you feel works best for you and your group. Mankind has left Earth for the stars, and has terraformed new worlds and moons in order to build a home upon the frontiers of space. There is a double start system where Onpassumist and Ajasartu orbit each other with their many planets in tow. One of the planets that orbits Onpassumist is the gas giant Voisseikes, and amongst Voisseikes's 22 moons is Kirvoza. Krivoza has a near perfect match to Earth's gravity, so it was immediately scheduled for terraforming upon being discovered by human explorers. Decades of work and hardship later and Krivoza now has nearly one million settlers and is quickly establishing it as a territory rich with resources. One of the many small towns scattered about the surface of Krivoza is Scrapepath. Scrapepath is named after the narrow ridge that the original settlers "scraped themselves along" in order to build their homes in the lush wooded valley below, and is known for its genetically altered lumber. The trees are treated as saplings to absorb and retain the high amounts of iron and nickel found in Krivoza's topsoil. The trace amounts of these metals do not accumulate as veins of ore on Krivoza for undiscovered reasons. Yet by genetically designing a new species of trees and through a very detailed life cycle management system the metals are trapped within the trunks and limbs of the trees. The lumberjacks of Scrapepath use specially designed arc welders to cut down the timber with. Through a highly protected curing process the lumber is eventually sold as an alternative to manufactured beams of metal to be used as building supplies throughout the nearby solar systems. This has made Scrapepath a popular destination for settlers. There is plenty of demand for their trees, and business is currently booming. Unfortunately success on the frontier of the cosmos also brings thieves and criminals. One of the most prosperous crimes is slave driving, and slaver ships have been circling the orbit of Krivoza like vultures as it enters into prosperous times. Their tactics are simple - look for a vessel coming from or going to a faraway sector in space, overrun its crew, and sell all who survive to whoever will pay the most.

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Encounter #1 Right Place, Wrong Time


Shortly after the PCs have arrived or settled in at Scrapepath they will be witness to a jail break attempt. What makes this attempt unique is that the villains are not going to break their captured comrades out of the jail, but instead they are going to steal the entire section of the jail with the holding cells by airlifting it with their ship to a remote location. Sheriff Rusty Wu will be in the main office of the jail which is attached to the building with the holding cells out back. The entire town will be lit up as the slaver ship The Sucker Punch descends rapidly from orbit to hover above the holding cells. From each side of the ship six slavers will rappel 50 down to the roof of the holding cells. Each team will split into three man teams with a magnetic clamping tow line attached to the ship above. Each three man team will begin the process of attaching the magnetic tow line. While only two tow lines (one from each side of the ship) are actually needed to air lift the jail free from its foundation, the pilot will not likely take off until at least three lines are attached and even then the pilot will wait for a short period of time to see if the last line can be attached. Each team takes five rounds to secure the tow line in place. For every slaver that the PCs dispatch that team must spend an additional round to secure the tow line to the jail. Two members from each team will cover the third team member as the tow line is secured. They will then defend their tow line from attackers and if possible they provide cover for another team. Depending upon how many lines have been secured the pilot will either ditch the mission or leave the remaining teams behind to fend for themselves, or the pilot will begin to airlift the jail into the sky. The teams will tether themselves to the magnetic tow lines once the airlift begins which takes one round to accomplish. If a person is not tethered to something while on the jail as it is airlifted a Fair Dexterity (or appropriate skill) check is required per round untethered to make sure that the person does not fall off during the airlift. If the pilot ditches the teams they will retreat to the lumber yards and ultimately they will surrender if they cannot getaway. Rusty will do his best to defend his jail from the attack, but will unlikely be able to climb up onto the roof of the holding cells due to his bad leg. Rusty will concentrate on using his rifle to pick off members of the rappelling teams from a distance. If the PCs prevent The Sucker Punch from air lifting the jail then it will return in the final encounter as it attempts to steal slaves from Carstons ship The Final Say in an act of desperation. If the airlift is successful the PCs will not see The Sucker Punch again for the rest of this adventure. If the PCs prevent the heist Rusty will offer them a shot at the bounty on Carston Gournet and hell throw in acquisition rights to Carstons ship if they are successful. If the PCs prevent the heist but significant damage is caused to the jail (such as it is lifted from the foundation but then crashes a few round later due to PC actions) Rusty will still offer the bounty contract to the PCs, but he will have to keep the ship to pay for a new jail. In either case, Rusty will be able to assist the PCs during the second encounter. If the PCs fail Rusty will tell the PCs about how there are slavers even worse than the crew of The Sucker Punch and will still offer them the bounty on Carston, but he wont be able to aid the PCs in the second encounter. For every rappelling team member the PCs took out during the encounter Rusty will reward them with a bounty of 100 credits. The bounty on Carston is $12,000 credits with an additional $6,000 for Zoe. For Rusty though there is something more important to him regarding this bounty. In Rustys office there is a video display board upon which bulletins are downloaded and displayed from the Interstellar

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Police Services satellite feed. Taped to the frame is a video card (a sheet of pliable LCD screen that loops a video image, the equivalent of a 20th century photograph). The video card shows a girl in her late teens smiling and laughing. Rusty explains that this video card was the one of the few items recovered from the last transport that Carston Gournets slavers hijacked recently. Rusty will ask the PCs that if they take the bounty to do their best to Get the girl. If the PCs will not take the bounty job and refuse to go after Carston tell the players that you as the gamemaster will be winging the adventure from this point on and that you would like for the players to suggest what kind of adventure they would be interested in playing. Do not railroad the players, but instead work out a new adventure for the session with the groups input.

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Encounter #2 Zoes Shopping Spree


If the PCs were successful in the first encounter Rusty will help them in this encounter. Rustys knowledge of the area that criminals frequent can reduce the amount of time to needed to locate Zoe Petukhov who is Carston Gournets lieutenant and second in command to hours. Otherwise the PCs will spend at least a day following leads and getting into troublesome situations (attempted muggings, unwilling informants, bar brawls, whatever is fun for the players). Eventually the PCs will learn that Zoe is going to attempt a hijacking of a small transport vessel of refugees. The hijacking will take place near a private corporate complex for Keeper Aquatic Foodstuffs (We clone only the very best muscles of a plethora of fish species. When you buy Keeper it is always a keeper!) that brings in workers and their families. Carston spent months developing contacts and digging up dirt on the corporations employees in order to find the right people to bribe or blackmail in order to get the information. No more details are available to the PCs on the hijacking. If the PCs had Rustys help in finding Zoe Rusty will not be able to join them on this encounter, but the PCs will have one full day to plan a counter attack to thwart Zoes plans. They might even be able to get the help and support of the security detail at the Keeper complex, although the chief of security will have a hard time believing that there are traitors at the complex with only six staff members (he is right, Carston got his information from Keepers corporate offices on another planet). The PCs might even catch Zoes people planting the explosive charges and machine gunner pods in the heavy brush in front of the complex. Otherwise the PCs will arrive just in time to come to the transports aid. Zoes plan is to wait for the transport to land and cut off its engines. She and her team will then detonate remote charges and activate three self-guided machine gunner pods at the front of the complex. These units are a distraction and will create the impression that Zoe and her team are making a frontal assault on the complex. While the security forces are lured to the front of the complex Zoe and her team will use gyrocycles to jump over the canyon wall that lines the rear of the complex where the landing pad is. Zoes plan is very risky, because if the team cannot take the ship they will have to fight through the security forces to get out via the front of the complex. The gyrocycles are large wheels with the rider seated upon the rim of the interior. Special helmets allow the rider to have an obstructed view via reconstructed camera images and radar; otherwise the gyrocycle is very difficult to drive since a large wheel is directly in front of the rider. Zoe and her team of eight riders will circle the ship and then attempt to spray down the main door with foam sealant to prevent them from opening. Zoe will try to access the cockpit through the pilots emergency hatch on top of the ship. The team will then use the carrier shuttles on either side of the ship that Zoe will release upon gaining control of the vessel. What Zoes team doesnt know is that she has planned to ditch them the moment she has the ship in the air. Keep this encounter action packed. The machine gunner pods do a lot of damage but will soon run out of ammo and are easily destroyed. The gyrocycles are fast, but the riders can be shot off. The most dangerous person in this scenario is Zoe. She has no fear of death, and no qualms with taking a life of a PC, hostage, or even one of her own team members. The only loyalty Zoe has is to the mission itself and Carston Gournet. If the PCs succeed in preventing Zoe from hijacking the transport they will not have to worry about the safety of the hostages in the final encounter. If the PCs capture or kill Zoe they will not have to face her in the final encounter. If the people in the transport are somehow killed the PCs will be questioned extensively by the authorities who will arrive shortly after the attack is over. The PCs will not be suspects, but the authorities need to gain as much detail as possible from the witnesses at the scene.

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After the battle the PCs will be able to salvage one of the gyrocycles which is worth $3,000 credits. They will learn from a satellite news feed that Zoe and Carston (or just Carston if Zoe was killed or captured) have been spotted en route to the city of Tek (4 hours away by ground) which has a proper starport and space elevator. Star ports and space elevators are much more fuel friendly for the delivery of cargo and passengers, less risky for the ship, and often have repair facilities for ships that are unable to land on a planet. Starports and space elevators are also packed with merchants and suppliers. If the PCs are not questioned extensively by the authorities for some reason then give them an opportunity to shop for goods and items at Tek. PS The name of the Keeper transport ship is Holy Mackerel and there is a large mackerel fish with a halo painted upon its side for all to see.

Encounter #3 Strange Bedfellows


Once the PCs arrive in Tek (and following any shopping if the PCs had the time) they will need to board one of the passenger compartments of the space elevator. The space elevator can be described as cables strung from the surface of the planet and then attached to a space station in geosynchronous orbit with the planet. The trip from the planets surface to the space station takes approximately 8 hours as the elevator cars which are the equivalent of multi-story buildings travel at supersonic speeds within the boom tube. The boom tube is the structure that encapsulates the entire space elevator and that protects the city of Tek from the shockwaves of the elevator cars travelling at Mach 25 to reach the space station. When the PCs try to book passage upon the space elevator they will be told that the next available seating is three days from today and that it will cost $5,000 credits for all of them. Maximillian Guillory will step forward at this time wearing what appears to be a very fine suit and with long blonde hair in a ponytail. Maximillians eyes are green, he has a goatee, and there is large mole on his right temple. Maximillian will, speaking with a Northern European sounding accent (roll his acting skill to determine how authentic it sounds), introduce himself as Edald Douglip. Maximillian will then tell the agent at the desk that the PCs are his guests. He will insist that the PCs be allowed to join him in his private suite on elevator car #120 which is leaving in 20 minutes. With a flash of his bank card the usual legalities are hand waved aside and the PCs are allowed to join Edald as he strolls past security to his quarters on elevator car #120. Maximillian will not answer any questions as to why he is helping the PCs out until he and all of the PCs are all in the private suite on elevator car #120. If the PCs ask too many questions before that time Maximillian will drop the accent for a moment and whisper to the PCs Would you rather walk there? Shut up and do not look a gift horse in the mouth. Yeesh! Once in the suite Maximillian will immediately ditch his Edald Douglip disguise and will start putting the various pieces of his disguise back into his kit. The fine suit that Maximillian is wearing will transform into a shimmering bodysuit. Maximillian will say We do not have much time before someone finds the real Edald Douglip passed out in the back seat of his luxury hover cruiser in the space elevator parking lot. Maximillian will then very candidly explain who he is and parts of his mission to the PCs. Maximillian is looking for a girl who was hijacked by Carston Gournets slavers, and it just happens to be the same girl as the one in the picture that Rusty Wu showed the PCs before they left Scrapepath. The girl is the niece of a wealthy government official who ran away from home because her parents would not let her pursue her dream of singing. The official hired Maximillian to rescue the girl and to bring her back safely, but also to be discreet so as to avoid political fallout.

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The above is all a lie of course. Maximillian is trying to steal the contents of Carston Gournets onboard safe where Carston keeps evidence and contact information for the people that he blackmails. This information can either be sold by Maximillian or used to his advantage in planning his next heist. He could not care less about the girl or any of the hijacked prisoners. Maximillian learned about the PCs when he visited Rustys office hoping to find a lead on where Carstons ship is. Maximillian is hoping that by helping out the PCs that he can use them as a diversion for himself when they find Carstons ship. Maximillian will not reveal his true intentions though even if the PCs are sure that he is lying. Shortly after Maximillian explains his mission the space elevator car begins to move and once it is in motion it will not stop until it reaches the space station high above the planet. Then the two entrances to the luxury suite will open and a computer generated voice announces that everyone inside is under arrest. Maximillian will calmly say I guess that they found Edald. There are sixteen security drones with three different types amongst them: eight of the drones are Squids which have been designed to physically restrain a suspect with whip like appendages that lash out at their targets six of the drones are Riflemen which fire rubber bullets at non-lethal velocities that are instantly calculated based upon the target and the distance two of the drones are Tasers which use prods that deliver an electric shock to incapacitate a target with

An equal number of drones appear at each entrance and The Squids are the first to enter the room and they charge the nearest PCs double or triple teaming a single target. The Riflemen will enter the room but will keep a safe distance from the PCs as they provide cover fire for the Squids and fire upon any PCs that use firearms against the drones. The slowest drones are the Tasers which will enter the room last and focus on preventing anyone from escaping the room. Maximillian will lay down cover fire against the drones while moving towards the back of the suite. He will not prevent any of the PCs from following him, but Maximillian will sacrifice one of the PCs if it guarantees his own escape. Once at the rear of the suite Maximillian will shoot out an air vent and jump into the ventilation system. Roll on Chart 1: Ventilation Destinations to learn where Maximillian lands. Players that have their PCs follow Maximillian into the ventilation system must roll on Chart 1: Ventilation Destinations to learn their PCs fate. PCs that roll the same result land in the same physical location with the first PC to arrive (and thus reaping the benefits/suffering the consequences of the result). Entering the ventilation system is like mixing a tornado with a roller coaster and taking a ride on it. If the PCs defeat the security drones they will have mere minutes before re-enforcements arrive. Once out of the room the PCs will most likely want to leave the immediate location and can then spend the rest of the trip looking for a spot to hide from the security forces onboard (luckily the space elevator car has many sections with different purposes making it akin to a small moving city). If the PCs are captured they will be held in a jail cell for the rest of the trip that they most likely will not escape from. Towards the end of the trip the captain of the security forces will set them free as long as they did not kill or seriously maim anyone that she knows about. The captain will tell the PCs that Rusty Wu responded to the bulletin on the PCs arrest and explained the situation to her via a video call. Her review of the luxury suites security footage confirmed that the PCs did not know who Maximillian really was and since Rusty is a person who the captain trusts that is good enough for her. The captain will then release the arrested PCs and tell them that she overheard some suspicious

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passengers talking the other day about going to docking bay 72 in the E block, which she thought was suspicious of since the E block is undergoing heavy renovations. If the PCs avoid capture and manage to stay with Maximillian he will let them know that Carstons ship is docked at bay 72 in the E block of the space station. If the PCs avoid capture but are separated from Maximillian they will need to investigate the space station on their own upon arriving in order to locate Carstons ship. PCs that avoid capture should be allowed the chance to tend to any wounds and heal up somehow before the final encounter. Those PCs that are captured will be treated for wounds but will not be healed past Hurt -1.

Chart 1: Ventilation Destinations


+4 +3 Why, hello there The traveller lands in the suite of a person that the traveller finds highly attractive, and vice versa. As long as the traveller stays put the rest of the trip will be a very pleasant one. The traveller will be completely healed by the end of the trip. You guys are alright! Hoboes know all of the best spots to stowaway when on a ship. With a little bit of cheap gin and a guitar you can have yourself a real good time on any vessel even if you are in the cargo section! The traveller heals up to three wound levels and will not be disturbed for the rest of the trip. What? No tip? The traveler lands outside an exclusive clubs entrance, and one of the entering patrons puts $200 credits into the palm of the travelers hand and demands the best seat in the house. No matter what the traveler does next the $200 credits is theirs to keep. The traveler must still find a place to hide for the rest of the trip. I found the food court! The traveler lands next to a system map of the entire space elevator car. The traveler must still find a place to hide for the rest of the trip, but the traveler now knows how to avoid the more risky areas of the vessel. Things could be worse. The traveler lands in an empty cargo bay. The fall results in the traveler being hit with Mediocre force. The traveler must still find a place to hide for the rest of the trip. Ow. Ow. Ow. The traveler lands in an empty cargo bay face first. The fall results in the traveler being hit with Fair force. The traveler must still find a place to hide for the rest of the trip. This place sure has a lot of security drones The traveller lands in front of two Squids and a Rifleman security drone. The drones immediately recognize the traveler as a suspect in a crime due to their uplink to the security system and attack. The traveler must still find a place to hide for the rest of the trip. So whats it like being part of the force? The traveler lands in the middle of the security center for the space elevator and is surrounded by cops and security drones. The fall results in the traveller being hit with Good force. The traveler is outnumbered twenty to one and is placed under arrest to be detained for the rest of the trip (unless the PC has some way out of this situation). What is that sound? That woosh-woosh-woosh sound The traveller is sucked right into the space elevator cars core air circulation system and is killed instantly.

+2

+1 0 -1 -2

-3

-4

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Encounter #4 The Final Say


Here is where all of the different plot threads come together, and where this adventure module ends. What should the final encounter be like? That is up to you as the gamemaster. Use the previous encounters to design what would be the most fun for your group. Remember that the groups choices have influenced the final scene a great deal: From encounter #1 the ship The Sucker Punch will return to attack The Final Say if the PCs prevented The Sucker Punch from airlifting the jail out of Scrapepath. This intervention should benefit the PCs in some way (an unexpected but needed distraction, forcing the crew of The Final Say to fight on two fronts, etc.). If the PCs captured or killed Zoe in encounter #2 she will not be on The Final Say for this encounter. Likewise, if the PCs prevented the mass kidnapping in encounter #2 they will not have to worry about innocent hostages being onboard The Final Say for this encounter. If Zoe is present she will remember the PCs and will instruct Carstons slaver minions in battle against the PCs. If the hostages are present the PCs may have to evacuate them from the ship. Zoe will not think twice about using the hostages as human shields. If Maximillian is still with the PCs after encounter #3 he can be used to balance the encounter. If things are too easy for the PCs Maximillian will betray them in order to achieve his own goals (sounds the alarm, blocks exits, etc.). If the PCs are getting pummeled Maximillian will share more helpful information with them so that the PCs can take action in order to save themselves (how to disable the ships main power supply, how to hack the ships computer, etc.). There is no reason why Maximillian cannot be both an ally and a traitor in this final encounter.

Design this last encounter using the elements of the previous encounters that were the most enjoyable for the group. If the players enjoyed a massive combat, then the crew of The Final Say is armed to the teeth when the PCs blow open the cargo bay doors and storm the ship. If the players enjoyed sneaking around and avoiding detection, then give the PCs a chance to sneak onboard The Final Say disguised as crew members. You as the gamemaster will know what works best for your group if you have been paying attention to their reactions during previous encounters. And what about the girl that Rusty asked the PCs to rescue back in encounter #1? Her fate is up to you as well. She may be on The Final Say as a hostage, or perhaps she was an informant working for Carston all along aiding him in kidnapping others. Perhaps she died bravely fighting off the slavers, or maybe she escaped. Use the girl as a hook into another adventure, or as a way to bring closure to this adventure. Remember to have fun and to Just fudge it!

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NPCs
Carston Gournet
Story Carston Gournet worked his way out of a mediocre middle-class colony into a boring and uneventful mediocre middle-class job as a terraforming consultant for the Ministry of Interstellar Colonization. Carston's life was routine and predictable. He would review the designs for the atmosphere generator modules and confirm that the modules would indeed generate an atmosphere. Carston found the work tedious and boring. Occasionally he would make a slight error that could result in a few colonial disasters, but such incidents were easily covered up with the finger pointing inherent to any large bureaucracy. That was until the crisis on Bugaro-143 when Carston's disregard for basic terraforming practices resulted in the loss of an entire agricultural center that plunged an entire solar system into chaos with the resulting food shortage. Carston was investigated for criminal negligence and faced a prison sentence of several years if found guilty. Rather than risk his fate at trial, Carston jumped bail and boarded the first cruiser bound for the farthest sector of space that he could afford to book passage upon. While running from the law Carston discovered his real calling in life: Carston was a natural con artist. Carston swindled anyone and everyone that he met for food, money, and whatever else he desired. Those people whom Carston could not swindle he recruited to work for him as he began to build a small gang of misfit criminals around him. One day Carston arranged and implemented the hijacking of a freighter bound for a newly terraformed world. On board he was surprised to discover seventy kidnapped migrant workers who were obviously marked for sale as slaves to one of the many criminal empires amongst the planets. Carston was at first appalled by the scene, but when he discovered that the slaves were worth more than the freighter itself on the black market his greed quickly over powered his morals. Within weeks Carston had established himself as a reliable source of slave labor for many criminal organizations. Carston's talent for lying and deceiving others makes it easy for him to trick the uneducated and desperate masses of people looking for work on new colonies to board his slave transports. This combined with his knowledge of terraforming helps Carston market his slaves to the buyers who need physical labor and who will pay top dollar for it in order to build their colonies. Carston has always had a Napoleon complex of sorts, but now that he has power over the lives of others and is fairly wealthy his ego is swollen to massive proportions. Carston has been taking more and more risks lately, and has even begun to show his face on planets where the local authorities would arrest him if they knew he was there. Carston believes himself to be smarter than law enforcement though, and some say it is only a matter of time before either a cop or another criminal catches Carston off-guard. Page 12 of 21 Get the Girl! - A Fudge RPG Adventure By Patrick Benson

Many also believe that if Carston is lucky it will be the cops that catch him and not the crooks that he has insulted and scammed over the years. Appearance Age: 52 Height: 5'4" Weight: 138 lbs. Carston Gournet is a small framed and slender man with a wiry build. Carston keeps his hair cut short and is bald on his scalp. Carston carries himself in a manner that he believes to be "imperial", but most people who know Carston consider his mannerisms to be an extension of his arrogance and nothing more. Although very fit for his age, Carston's frame is beginning to droop a little in his shoulders and back. Carston's form fitting Kevlar body suit is a dull black that suggests that his build is a bit more athletic than it actually is. Carston often wears his body suit by itself which only leaves his hands, neck, and head exposed. When appropriate, Carston will wear a fine suit, shirt, tie, and shoes over his body suit. Attributes Reasoning: Great Perception: Good Willpower: Fair Strength: Mediocre Agility: Mediocre Health: Great Skills Lie/Pretense: Great Fast-talk: Good Con: Good Persuade: Good Flirt/Vamp: Fair Etiquette: Fair Barter/Haggle: Fair Recruit: Fair Terraforming: Fair Detect Lies: Fair Engineer: Fair Gifts 1 Contacts 1 Wealth

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Faults 1 Can't Resist Having the Last Word 1 Wanted Equipment Form Fitting Kevlar Body Suit (Defensive Modifier: 2) Personal Force Shield Generator (Defensive Modifier: 1) Implanted Neural Net Link - When combined with a cybernetic reflex enhancement system the neural net link implant can access a database of thousands of physical skills. Access to the neural net is instantaneous via wireless satellite feeds, but the signal may be blocked by certain atmospheric activities and structures. It takes one combat round to access, search for, and download a skill. Once the skill is downloaded roll on the following chart to determine the effect: +4 - Neural fusion! The skill is acquired for 6 rounds at the rank of Superb, and is then retained permanently at the rank of Mediocre. +3 - The skill is retained for 4 rounds at the rank of Great. +2 - The skill is acquired for 3 rounds at the rank of Good. +1 - The skill is acquired for 2 rounds at the rank of Fair. 0 - The skill is acquired for 1 round at the rank of Mediocre. -1 The skill is acquired for one round at the rank of Poor. - 2 - Due to cerebral interference the last skill used by the character is temporarily reduced by 2 ranks for the next 4 rounds. -3 - Neural shock completely incapacitates the character for 3 rounds. -4 - Neural backlash causes the character to either lose 2 ranks in a single skill or 1 rank in an attribute permanently (player's choice). Skills gained through neural fusion may be improved upon through experience. Only the physical aspects of the skill downloaded are accessible to the character. If the skill Pistol were downloaded the character would be able to aim and fire a pistol as if trained. The character would not be able to reload, repair, unjam, or modify a pistol. Skills that require such understanding and a depth of knowledge require additional cybernetic cerebral implants. This applies to skills acquired via neural fusion as well. Cybernetic Reflex Enhancer - This cybernetic implant requires a neural net link of some form to enhance the character's reflexes. It is possible that with the right equipment a hacker could upload malicious instructions to impair the user's neurological functions with. This is a rare and difficult attack to perform, but such incidents are not unheard of. Often a sample of the user's DNA and a recent neural activity scan are needed to accomplish such an attack. Damage Scratch: 1-2 [ ][ ][ ], Hurt: 3-4 [ ], Very Hurt: 5-6 [ ], Incapacitated: 7-8 [ ], Near Death: 9+

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Maximillian Guillory
Story Maximillian came to a realization at a very young age: Work is hard and stealing can be work, but stealing is fun and often less work. That is all it took for Maximillian to start a life of crime. Maximillian studied the art of disguise and infiltration in private while at the same time performing simple heists on his own. A few run-ins with the law quickly educated Maximillian as to how the legal process works. Despite serving some jail time at multiple points in his career Maximillian still enjoyed being a thief. In fact, Maximillian only enjoys the work of stealing. Maximillian will take candy from a baby if that is the only heist to be pulled for no other reason than because it is an act of theft. Maximillian prefers to work alone, but believes in honor amongst thieves. This honor consists of never ratting out another thief, and upholding your part of the heist no matter what. Double crossing your associates after the heist is done is just a part of the game Maximillian holds no grudges against people who have stolen from him, nor does he think poorly of law enforcement that he refers to as "the competition". Maximillian does not tolerate violent criminals, and considers the use of lethal or excessive violence during a heist to be a failure in execution. Defending yourself is always acceptable if the cops or your associates start shooting first, but otherwise Maximillian prefers to attempt a getaway. If Maximillian cannot getaway he will surrender with a smile knowing that you cannot win every time. When Maximillian is not stealing he is partying and living the high life. Maximillian will deliberately spend all of his resources until he is near broke so that he must perform another heist. This has resulted in Maximillian being incredibly picky and greedy. For this reason Maximillian's heists keep escalating in difficulty and reward, as he both loves the challenge of difficult heists and the thrill of exceeding his previous heists. Appearance Age: ? Height: 5'10" Weight: 165 Maximillian is clean shaven including his head and eyebrows. His olive tone skin is blemish free due to a regular routine of skin care treatments (not for vanity purposes, but for disguise purposes). His athletic frame is very toned and serpentine. Attributes Reasoning: Mediocre Perception: Great Willpower: Mediocre Page 15 of 21 Get the Girl! - A Fudge RPG Adventure By Patrick Benson

Strength: Fair Agility: Great Health: Fair Skills Acting: Fair Area Knowledge: Good History: Fair Lying: Fair Legal Process: Fair Politics/International: Fair Evaluate Goods: Fair Knife: Fair Fast-draw: Fair Pistol: Fair Brawling (Easy): Mediocre Disguise: Good Find Hidden: Good Infiltrate: Fair Gifts 1 Danger Sense - Whenever a situation arises where Maximillian is threatened and he would normally be unaware of the danger roll Maximillian's Perception attribute versus a target of Fair. Regardless of the type of threat (poison in his drink, sniper attack, rotten floorboards, etc.) Maximillian will become aware of the threat's existence but not the details and may react as he sees fit given time and resources. 1 Dark Vision - Maximillian has dark vision due to his cybernetic eyes. His eyes appear to be natural but any scanning device designed to find cybernetics will detect the cybernetic implants with a roll of rank Mediocre or higher. Maximillian's eyes are computer controlled and will adjust instantly to radical changes from light to darkness. This will not protect Maximillian from bright lights that would normally blind people, but it does prevent Maximillian from being blinded by a sudden introduction of tolerable light sources. Although Maximillians eyes use a combination of radar, thermal imaging, ultraviolet, low-light enhancement technologies he does not have the ability to focus on a single mode of vision. This would require additional cybernetic upgrades in order to isolate and refine another method of sight. Faults 1 Finicky 1 Greedy Equipment Combat Knife (Base Damage: 1; Offensive Modifier: 1) Page 16 of 21 Get the Girl! - A Fudge RPG Adventure By Patrick Benson

Small Blaster (Strength: 4) Disguise Kit - The simple prosthetics, make-up, and hair pieces contained within this kit give Maximillian +2 Power dice to his Disguise skill rolls. Self-reconfiguring Nanobot Bodysuit - This garment will reconfigure its appearance in a number of minutes when contact is made with the authentic item. The bodysuit can hold up to three configurations in memory, one of which Maximillian always keeps loaded with a very simple and mundane modern day outfit. Otherwise the bodysuit will appear as a shimmering fabric that is easily recognized. Acquiring a new appearance requires sustained contact (placing one's palm flat against the original garment will suffice) with the original garment for a period of at least one minute up to a maximum of 6 minutes. For every 2 minutes of sustained contact the wearer may roll 1 Power die with the simulation roll. After the sustained contact period has concluded a simulation roll is made with the rank determining the quality of the appearance of the outfit. A Superb result is a near perfect replica, while a Terrible result is instantly identified as a fake. Once the simulation roll is made the replicated outfit is held for 24 hours and cannot be unloaded from memory until that amount of time has passed (although the user may retain the outfit for a long as needed). Switching between the three outfits kept in memory requires only 1 minute and the original simulation roll result is used. The bodysuit cannot recreate items, only the appearance of items on the garment. So a visible holstered pistol would appear on the wearer's person, but would not a working weapon and could not even be removed from the holster. Visible ID cards would appear but could not work. Significantly large or small outfits are not able to be recreated (large complex costumes, scanty loincloths, etc.). Replicated armor offers no benefits. Damage Scratch: 1-2 [ ][ ][ ], Hurt: 3-4 [ ], Very Hurt: 5-6 [ ], Incapacitated: 7-8 [ ], Near Death: 9+

Rusty Wu
Story Rusty was often called a mongrel growing up, and his dual heritage was sometimes a heavy burden. His father taught him to respect his Chinese heritage and to think of the group before himself, while his mother encouraged him to be a leader. In the end though this upbringing gave Rusty the mentality that people look for in law enforcement, and Rusty naturally gravitated towards being a police officer. Starting out as beat cop, making his way to sergeant, and earning himself a solid reputation as an honest and dedicated officer Rusty nearly lost it all when he and his partner responded to the call of a bank robbery in progress. Several officers arrived on the scene and the heavily armed thieves quickly escalated the situation into a gunfight. In the middle of all the shooting and chaos one of the thieves made it to a hover car and in a panic rammed the blockade that the officers had set up. Rusty Page 17 of 21 Get the Girl! - A Fudge RPG Adventure By Patrick Benson

remembers nothing after that moment and woke up three days later with his right leg mangled and screaming in pain. Long story short - Rusty decided that being a cop in the big city was not how he wanted to spend his days. He still wanted to be in law enforcement, but not in the concrete jungle of the city. Rusty packed up his belongings, cashed in his pension, and headed out into the void to find a planet or moon with a small town and a wild frontier. Eventually Rusty found the town of Scrapepath. In need of a sheriff, but not plagued with crime the people of Scrapepath knew better than to let a man with Rusty's credentials slip past them. Scrapepath offered Rusty a good salary, a pleasant home, and free reign to run the sheriff's department as he feels fit. Rusty accepted the offer and has never regretted it. Appearance Age: 52 Height: 6'4" Weight: 260 lbs. Rusty is a large heavy set man who often goes without shaving for a few days. His right leg is bundled in a nylon and high strength ceramic brace from the ankle to the hip. Rusty prefers to dress in work clothes like carpenter jeans and heavy wool shirts which help to conceal the protective vest that he wears at all times except for weddings and funerals. His hair is thick but is starting to grey at the temples. Attributes Reasoning: Fair Perception: Good Willpower: Fair Strength: Fair Agility: Fair Health: Good Skills Streetwise: Great Shady Contacts: Good Urban Survival: Good Ventriloquism: Good Barroom Savvy: Fair Detect Lies: Fair Detect Traps: Fair Infiltrate: Fair Brawling (Easy): Good Club/Mace: Good Grappling: Fair Pistol: Fair Page 18 of 21 Get the Girl! - A Fudge RPG Adventure By Patrick Benson

Ambush: Fair Rifle: Fair Gifts 1 Never Forgets a Name/Face 1 Reputation - When Rusty's reputation might assist him with any task or meeting he may add 2 Power Dice to his roll. Once per session Rusty may use his reputation to borrow equipment from the local authorities for the purpose of enforcing the law, or to intimidate a criminal as if he had the Intimidate skill at the rank of Great. Faults 1 Requires Pain Killers - Approximately every 6 hours that Rusty is awake and active Rusty requires a dose of pain killers so that he can tolerate the pain caused by the injuries to his right leg. Rusty is not addicted to the pain killers, but has a legitimate medical need as the pain intensifies for every dose missed. Add 1 Vampire Dice per dose missed when appropriate when a roll of the dice is needed (maximum penalty is 3 Vampire Dice). A single dose of pain killers will eliminate the Vampire Dice penalty at a rate of 1 per hour. 1 Limp/Crippled Leg - Whenever Rusty requires the use of his right leg for an attribute roll add 2 Vampire Dice to the roll. In addition to the Vampire Dice penalty Rusty's speed is reduced by 1/4 when walking or running. Equipment Protective Vest (Defensive Modifier: 2) Blaster (Strength: 5) Heavy Rifle (Strength: 7) Pain Killers - Rusty always keeps a weeks supply of his prescription pain killers in a small leather kit in his jacket. Damage Scratch: 1-2 [ ][ ][ ], Hurt: 3-4 [ ], Very Hurt: 5-6 [ ], Incapacitated: 7-8 [ ], Near Death: 9+

Zoe Petukhov
Story Zoe Petukhov was abandoned to the care of the state at the age of three. She was immediately placed into the Unwanted Juveniles Career Program (UJCP). The purpose of the UJCP is to raise orphans or children who are removed from their parents' custody as wards of the state to be trained for various professions. 98% of all UJCP wards are raised and trained as part of the military. Page 19 of 21 Get the Girl! - A Fudge RPG Adventure By Patrick Benson

By the age of seven Zoe was certified as combat ready and deployed on her first tour of duty. By the age of seventeen she had completed ten tours of combat duty. At the age of eighteen the UJCP had to release Zoe from military service by law although Zoe could volunteer to enlist on her own. Yet in a twist of irony she was rejected for enlisted service due to her psychological evaluation which reported that Zoe had a "dangerous obsession with violence and combat". For the second time in her life Zoe was abandoned and discarded to the void. Zoe booked passage on a small cruiser that was taking a group of miners and their families to the other side of known space to help terraform a newly discovered planet. Upon entering the ship Zoe was immediately suspicious of the operation. The supplies were too few for such a long trip, and the miners were actually refugees hoping to find work. Zoe had been deceived into boarding one of Carston Gournet's slavers, and before she could escape the slaver had launched into orbit. Most people would panic when the slave drivers emerged with pulse rifles pointed at the helpless innocents hoarded into the cargo bay that they were kidnapping. Zoe calmly proceeded to disarm one of the slave drivers, kill three of his colleagues (one with a head shot), and cripple two more. Zoe then captured Carston's former second in command and made her way onto the bridge of the slaver to speak with Carston himself. To his credit, Carston recognized the pure talent that Zoe possessed and offered her the job of being his new second in command. Most people would have cursed Carston, and pledged to destroy him and abolish the slave trade. Zoe calmly proceeded to accept Carston's offer. Why be thrown back into the void when someone was willing to take you in? Ever since that moment Zoe has faithfully served Carston as his second in command. Zoe has captured, transported, and sold countless slaves in her service to Carston throughout the years. Never once has Zoe regretted her decision. Right or wrong, at least Carston has not abandoned Zoe. Appearance Age: 26 Height: 5'7" Weight: 136 lbs. Zoe has an athletic build with a very lean and toned to her. She would be considered quite attractive by most if it were not for the aura of coldness that seems to radiate from her. Zoe is often dressed in her old military fatigues, combat boots, and the multi-pocketed field jacket worn by grunts. For formal occasions Zoe will wear her full dress military uniform which she keeps immaculate. Zoe keeps her hair cut short and never wears make-up of any type. Zoe has a few noticeable scars on her forearms that she received while defending herself against a knife wielding enemy combatant during one of her tours of duty. Attributes Reasoning: Good Page 20 of 21 Get the Girl! - A Fudge RPG Adventure By Patrick Benson

Perception: Fair Willpower: Mediocre Strength: Mediocre Agility: Superb Health: Good Skills Tactics: Superb Read Opponent: Great Fast-draw: Great Pistol: Good Knife: Good Brawling (Easy): Good Rifle: Fair EVA Combat: Fair Zero G Combat: Fair Intimidate: Fair Interrogate: Fair First aid: Fair Piloting: Mediocre Mechanic: Fair Gifts 1 Always Keeps Her Cool Faults 1 Blunt and Tactless 1 Must Obey Senior Officers Equipment Knife (Sheathed in left boot.; Base Damage: 1; Offensive Modifier: 0) Pulse Rifle (Strength: 5) Compact Basic Toolkit Magnetic Rail Pistol (Strength: 3) Damage Scratch: 1-2 [ ][ ][ ], Hurt: 3-4 [ ], Very Hurt: 5-6 [ ], Incapacitated: 7-8 [ ], Near Death: 9+

Page 21 of 21 Get the Girl! - A Fudge RPG Adventure By Patrick Benson

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