fudge adventure get the girl
TRANSCRIPT
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Get the Girl! - A Fudge RPG Adventure
By Patrick Benson
A Day of Fudge Adventure: Get the Girl!A freeform science fiction adventure module which hardly ha s anything to do with
a girl despite the title.
By Patrick Benson
Table of ContentsAbout 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 #2Zoes 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
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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
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Get the Girl! - A Fudge RPG Adventure
By Patrick Benson
About Fudge and the Day of FudgeFudge 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 fromGrey Ghost Presswhich 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 theFudge Roleplaying Game Yahoo Groupto 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 RequiredThis 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 DiceThe 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.
http://www.fudgerpg.com/files/pdf/fudge_1995.pdfhttp://www.fudgerpg.com/files/pdf/fudge_1995.pdfhttp://www.fudgerpg.com/files/pdf/fudge_1995.pdfhttp://games.groups.yahoo.com/group/fudgecommunity/http://games.groups.yahoo.com/group/fudgecommunity/http://games.groups.yahoo.com/group/fudgecommunity/http://games.groups.yahoo.com/group/fudgecommunity/http://www.fudgerpg.com/files/pdf/fudge_1995.pdf -
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Genre and SettingThe 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 TimeShortly 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 thegamemaster 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 SpreeIf 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 Keeper s corporate offices on another planet). The PCs mighteven 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 theman 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 BedfellowsOnce 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 atsupersonic 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 legalitiesare hand waved aside and the PCs are allowed to joinEdald 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 suspectwith whip like appendages that lash out at their targets
six of the drones areRiflemen which fire rubber bullets at non-lethal velocities that areinstantly calculated based upon the target and the distance
two of the drones are Tasers which use prods that deliver an electric shock to incapacitate atarget 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 Maximillianlands.
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.
Ifthe 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 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 verypleasant one. The traveller will be completely healed by the end of the trip.
+3 You guys are alright! Hoboes know all of the best spots to stowaway when on a ship. Witha little bit of cheap gin and a guitar you can have yourself a real good time on any vesseleven 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.+2 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 thebest seat in the house. No matter what the traveler does next the $200 credits is theirs tokeep. The traveler must still find a place to hide for the rest of the trip.
+1 I foundthe food court! The traveler lands next to a system map of the entire spaceelevator car. The traveler must still find a place to hide for the rest of the trip, but thetraveler now knows how to avoid the more risky areas of the vessel.
0 Things could be worse.The traveler lands in an empty cargo bay. The fall results in thetraveler being hit with Mediocre force. The traveler must still find a place to hide for the restof the trip.
-1 Ow. Ow. Ow. The traveler lands in an empty cargo bay face first. The fall results in thetraveler being hit with Fair force. The traveler must still find a place to hide for the rest of
the trip.
-2 This place sure has a lot of security drones The traveller lands in front of two Squids anda Rifleman security drone. The drones immediately recognize the traveler as a suspect in acrime due to their uplink to the security system and attack. The traveler must still find aplace to hide for the rest of the trip.
-3 So whats it like being part of the force? The traveler lands in the middle of the securitycenter for the space elevator and is surrounded by cops and security drones. The fall resultsin the traveller being hit with Good force. The traveler is outnumbered twenty to one and isplaced under arrest to be detained for the rest of the trip (unless the PC has some way outof this situation).
-4 What is that sound? That woosh-woosh-woosh soundThe traveller is sucked right intothe space elevator cars core air circulation system and is killed instantly.
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Encounter #4 The Final SayHere 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 PCsprevented 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 onThe Final Say for thisencounter. 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 wi ll 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 owngoals (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 toJust 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 uneventfulmediocre 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.
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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 athleticframe is very toned and serpentine.
Attributes
Reasoning: Mediocre
Perception: Great
Willpower: Mediocre
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Strength: Fair
Agility: Great
Health: Fair
Skills
Acting: FairArea Knowledge: Good
History: Fair
Lying: Fair
Legal Process: Fair
Politics/International: Fair
Evaluate Goods: Fair
Knife: Fair
Fast-draw: Fair
Pistol: Fair
Brawling (Easy): MediocreDisguise: 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)
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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
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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 asmall 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
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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.
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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 hasZoe 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 haircut 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
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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: FairIntimidate: 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+