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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
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.
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.
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
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.
+2
+1 0 -1 -2
-3
-4
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!
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
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+
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+