Sovereign Struggle
V1.00 02/22/95, The Very Rough Cut!
Copyright 1994, 1995 John S. Muller
		     john@peri.com

INTRODUCTION
 
Welcome to a Scenario For FUDGE.  The purpose of this document 
is to briefly describe a scenario that will lay on top of the
rules of  FUDGE. It is my goal to further refine the rules, as
time goes on, until there is a fully defined and functional Role
Playing Game.  I also hope, that this is done with the feedback
from you all, but until then, the rules are based the on the
following hierarchy:
	1) This Document
	2) FUDGE (See Appendix For Copyright)
	3) Game Master
	4) Players

Legal

Sovereign Struggle is Copyrighted 1994, 1995 by John S. Muller.  
The author gives permision to copy this document and distrubute 
it freely provided the document is not modified, this legal 
notice is included, and no profit is gained from the distrubution. 
Sovereign Struggle may not be published unless you gain written 
consent from the author.

SCENARIO

In the year 2002, space travelers from the planet earth landed 
on planet X to colonize.  This planet was a woodland planet and 
had very much the same climate as earth.  Until the the 
coloinization , there were no higher life forms living on planet 
X.  However, sometime shortly after an asteroid collided with this 
planet, and as a result caused some strange chemical imbalances.  
This imbalence lead to the vanishing of the human explorers and 
the birth of a unique world.

RACES

Currently there are two major races defined for the PC.  They are 
Giants and Goblins.  To make it more interesting, each race is broken 
into sub-races.  Since the collision, there have been no human presence.  
Human race may be introduced via a lost survivor or space traveler 
by the players or GM.

Giants tend to be a nomad human-like race.  However they are 
incredibly large and posses superhuman strength.  This strength allows 
them to pick up huge objects and hurl them as they were weapons.  
Intelligence is typically lower and are very easily tricked.  Tend 
to carry sacks of objects when they leave there dwelling.  Giants 
tend to be wealthy, since they tend to hoard and have a fondness 
for jewels/precious metals.  Giants may be broken into the following 
sub-races:

Green: Mutated humans due to chemical debris.  They are least 
       intelligent and are unable to communicate by speaking or 
       writting.  However, Green giants are the physically the 
       strongest amonst all races. 

Mountain:  Also called Stone giants, tend to dwell in caves and 
       usually have creatures which they tame for pets and guards.  
       These creatures include wolves, mountain lions, and bears.  
       They are also capable of animal summoning for these creatures.

Mystical:  Weakest of all giants as far as physical strength.  
       Because of this weakness, they are unable to hurl large 
       objects.  However, they are the most intelligent of them all.  
       They have the ability to conjure up air elemental and limited 
       weather control.  They dwell in castles on top of clouds, which 
       is typically refered to as the cloud panes.  Typically have a 
       vast monetary treasure which is secluded away in the castle.  
       They do not take to others who visit cloudlands or enter their 
       castles.  It is not known to others how they travel between the 
       earth and clouds, but is done by a secret magical door which 
       connects earth and the cloud planes. 

Goblins are a tribal culture, with the utmost loyalty to the sovereign.  
Typical when this race is choosen as a PC, his charactor will be the 
soveriegn king.  As a result soverien king typically will start out 
with aproximatly 10 henchmen of other goblins.  It should be his/her 
utmost goal to building a powerful kindom.  This is done by finding 
a lair, breeding, and recruiting other goblins to your tribe.  As a 
general rule, goblin soveigns tend to be very teritorial.  A goblin 
lair will be protected by a creature, which varies depending on the 
goblin class.  The following goblin classes are defined:

Aquatic: Habitat is underwater colonies in lakes or the great ocean.  
       They gain a bonus for fighting in the water and suffer a penalty 
       when fighting on the land.  Although they could sustain underwater 
       activity slightly longer than average, their underwater lifestyle 
       is dependent on a secret cybernetic device.  This device allows 
       them to conduct underwater breathing.  There lair is usually 
       protected by Gator Gars.

Sand:  Habitat is the desert and sand areas.  They are the dwarfs of all 
       other goblins and tend to hide there physical features with baggy 
       hooded clothing.  Their lair is usually boobed trapped with 
       quicksand.  All sand goblins have the natural ability to detect 
       quicksand.  They also will have a pit that holds sand snake 
       captive.  As an entertainment, they enjoy throwing prisoners into 
       the snake  pit to meet their death.

Swamp: Are never found without be accompanied by a monoclonius under 
       their control.  Although it is extremely rare, if a monoclonius 
       is not in the swamp goblin lair, it can be summoned to come 
       immediately with their psi power.  As their name suggests, their 
       habitat is the swamplands and they are the most powerful of all 
       goblins.  They might not always be the strongest, but their psi 
       powers allow them to exceed in combat.


Minium/Maxium Trait Requirements

Soverign Struggle adapts the FUDGE trait levels and are summarized here 
from lowest to highest.

	Pathetic        -4
	Terrible        -3
	Poor            -2
	Mediocre        -1
	Fair             0
	Good             1
	Great            2
	Superb           3
	Legendary        4

To keep the race definition consitent, Soveriegn Struggle requires 
the following traits:  Charisma(Char), Intellegenct(Int), Stregnth(Str),  
Thief Like Abilities(Tla), and Wealth(Wlth).  You are free to add as 
many as you want, but these 5 traits are the minium.  These traits 
have minium and maxium values which are summarized in the tables below.

	Minium Trait values for different races
	Race            Int     Str     Wlth    Char    Tla

	Green Giant     -2       3      NR      NR      NR
	Mountain Giant  -1       2      NR      NR      NR
	Mystical Giant   0       1       2      NR      NR
	Aquatic Goblin   2      NR      NR       0       2
	Sand Goblin      1      NR      NR       0       2
	Swamp Goblin     3      NR      NR       1      NR

	Maxium Trait values for different races         
	Race            Int     Str     Wlth    Char    Tla

	Green Giant      1      NR       3       1       2
	Mountain Giant   1      NR       3       1       2
	Mystical Giant   2      NR      NR       1       2
	Aquatic Goblin  NR       1       2       2       2
	Sand Goblin     NR       1       1       2      NR
	Swamp Goblin    NR       0       1      NR       2

	NR - No Restriction

BEASTS

Goo:  It appearance looks like mud, but it is actually an intelligent 
form of quicksand.  It has the ability to form to a hard cement when 
it victim is covered and then it slowly devours its victim using an 
acid like substance.

Gator Gar:  Simplest description is a combination of a fish and an 
   alligator.  The body of a fish and the head of a gator.  They 
   have a fierce bite and are on average 10 feet long.

Giant Musca: Giant mosquitoes and their sting can kill on impact.  
   If for some chance one survives the sting(bite), they ill die 
   due to blood lose.  Since this is the Musca primary source of 
   food.  Habitat is the swamplands/water area.

Hive-Plant: This is a plant, in which killer bees nest inside of.  
   The plant itself is harmless and provides excellent grub, however 
   on must overcome the bees.

Insect Like:  These are mutated bugs which gain characteristic of 
   humans.  This includes size, walking erect, talking, etc...

Monoclonius -  Monoclonius are 7 foot alligator that erect.  However, 
  they have a low intelligence and are unable to speak any high level 
  language.  Occasionally, a Monoclonius will be found in a campaign 
  as a NPC.  These creatures are semi-aquatic and capable of breathing 
  underwater.  The normal habitat is the swamplands, marshes.  Like 
  the alligator, they have powerful jaws and a ferocious bite.  This 
  bite provides is considered their most powerful attack.  Another attack 
  that is used, they usually jump into the air ~4 feet, spinning and using 
  their tail as a club like weapon.

Night Crawlers:  This creature is commonly called a sand snake by the 
  Sand Goblins.  They are found in the desert and are giant worms.  
  They burrow through the sand and attack any moving piece of meat.  
  They have a tremendous mouth with very sharp teeth.

Poisonous Cactus:  Like on earth, there exist cactus.  However these 
  cactus needles contain poisonous venom.  If pricked by this venom, 
  the victim falls prey to 5% death, 10% open wound that is subject 
  to disease and 85% temporary paralysis.

Purple Stone:

Sand Snake:  See Night Crawlers.

Space Creature:  Any non-human like creature that visits this planet.

Space Traveler:  Any human like creature that visits this planet.

Swamp Thing:  A mysterious creatures which dwells in the swamp lands.  
  This creature is one of rumors.  It has never been capture and its 
  existence never proven.

Weapons And The Introduction To Technology 

This current version does not support any so called Technology.  This 
term only comes into play if there is intervention with humans, since 
they are an "Advanced Race."  As specified before, they are not a 
supported race, but may be introduced if the players or game master 
wishes to.  

Until so, most prehistoric weapons are supported.  They include 
and as you would expect are (But of course not limited to): Arrow, 
Ax, Blowgun, Boomerang, Club, Dagger, Rock, Sling Shot, Spear, Sword, 
and Tree Branch.

Appendix

A1: FUDGE Info and Copyright

Version: November 14, 1993

FUDGE is copyright 1992, 1993 by Steffan O'Sullivan.  It may be 
freely copied and distributed by any means desired.  This legal 
notice must be included with each copy of FUDGE.  No charge may 
be made for FUDGE beyond a maximum $6 (US) fee for materials and 
shipping, without written permission from the author.  Please note 
that permission to copy only applies to the actual FUDGE rules: 
any background or adventure material included with the rules may 
*not* be copied unless specifically permitted.

A publisher who wishes to include FUDGE in a book of copyrighted 
source material or adventures may do so, provided the following 
conditions are met:

(1) The publisher's copyrighted material must be longer than the 
amount of FUDGE material included.
(2) This legal notice and at least Chapter 1 of FUDGE (Overview) 
must be included.
(3) The words in this legal notice and those in Chapter 1 of FUDGE 
may not be changed in any way.
(4) There can be no extra charge for including FUDGE in the book.