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 Sovereign Struggle may not be published unless you gain written consent from the author.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.