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No Bones About It
by Mitch A. Williams
Introduction
This is an encounter that can be used to introduce Fudge to new players or be dropped into an ongoing campaign. It is called an encounter because it designed to be played in less than an hour, unlike a full scenario which is designed for one or more complete game sessions. This encounter requires a basic knowledge of Fudge to run or convert for use in another system. Sample characters are included if this is to be run as a stand alone encounter.
Setting
Nippon is a fantasy version of medieval Japan with the Samurai ruling class and all of the social structures. However, Nippon has these additions: 1) Magic exists, 2) Mythical creatures exist, 3) A non-Samurai character while still socially bound to follow the orders of the Samurai lords may defend himself from an attack by a Samurai. (Historically if a non-Samurai fought and/or killed a Samurai they were guilty of murder regardless of circumstances.)
Adaptations
This encounter is designed for use with a Fudge fantasy campaign but may be compatible with Bushido, Sengoku, Legend of the Five Rings, or GURPS Japan. Alternatively, it could be used in a traditional fantasy setting with only a few changes.
Situation
The son of the local Daimio (feudal leader) has broken his leg in a bad horse riding accident. The break is severe and the local healers are unable to set it properly. The Daimio has ordered one of his Samurai to escort a Bonze (priest/healer), an ashiguru (Peasant Warrior), and tracker to find a Kappa (mythical turtle man) that is rumored to live in a nearby stream. Kappa are known to have special knowledge in the treatment of broken bones and the Daimio hopes that this one can be convinced to teach the Bonze this ability. Kappa are also known for using a form of Sumo wrestling that can break bones.
Possible Solutions
This particular Kappa is very intelligent and could be talked (or bribed) into teaching the required knowledge or even traveling back with the group to set the bone himself. For a bribe, Kappa like a kind of water cucumber that may be found with a fair amount of time and good search rolls. The Kappa will also teach the required knowledge to anyone who overcomes him in hand-to-hand combat.
Characters
Anayama Jiro (Samurai)
| Reasoning: | Mediocre | Perception: | Fair | Willpower: | Fair |
| Strength: | Great | Agility: | Good | Health: | Good |
| Gifts: | Samurai (noble) Class | Faults: | Duty to Daimio |
| | Pain Tolerance | | |
| Skills: | Kenjutsu (Sword): Great |
| | Iajutsu (Fast Draw Sword): Good |
| | Kuyujutsu (Bow): Good |
| | Etiquette: Fair |
Jiro is a straight-forward individual who knows his duty and will perform it the best he can. He expects those around him to show the proper respect for his status.
Kuni (Bonze)
| Reasoning: | Great | Perception: | Good | Willpower: | Good |
| Strength: | Mediocre | Agility: | Fair | Health: | Fair |
| Gifts: | Mystical Healing | Faults: | Will not kill for any reason |
| | Full Dodge | | |
| Skills: | Healing: Good |
| | Religion: Great |
| | Local Mythology/History: Fair |
| | Bo (Staff): Fair |
Kuni is a round little man like Friar Tuck in the stories of Robin Hood. He knows a little about everything and will talk for hours if not interrupted.
Totomi (Ashiguru)
| Reasoning: | Fair | Perception: | Fair | Willpower: | Fair |
| Strength: | Good | Agility: | Good | Health: | Good |
| Gifts: | Observation | Faults: | Duty to Samurai |
| | Combat Reflexes | | |
| Skills: | Yari (spear): Great |
| | Karate: Good |
| | Local Area Knowledge: Good |
| | Swimming: Fair |
Totomi is a dedicated solder. He will follow the orders of his Samurai to the death.
Harani (Tracker)
| Reasoning: | Fair | Perception: | Fair | Willpower: | Fair |
| Strength: | Good | Agility: | Great | Health: | Fair |
| Gifts: | Danger Sense | Faults: | Secret Identity |
| | Absolute Direction | | |
| Skills: | Shurikin (throwing stars): Great |
| | Hide: Good |
| | Move Silently: Good |
| | Tracking: Fair |
| | Wakazashi (Short Sword): Good |
Harani is a quiet fellow who may be too good at moving silently. He may be more than he seems. What motives would he have for being here other than the orders of a Samurai? One possible reason is that a Ninja may not want the Daimio's son to be healed.
Jokuyu (The Kappa)
| Reasoning: | Good | Perception: | Fair | Willpower: | Fair |
| Strength: | Great/Fair | Agility: | Great/Good | Health: | Fair |
| Gifts: | Sharp Wit | Faults: | Sharp Wit |
| | Breathe Underwater | | |
| | Bone Breaking | | |
| | Bone Setting | | |
| Skills: | Sumo (Wrestling): Great/Good |
| | Swimming: Great |
| | Bluff: Good |
| | Healing: Good |
Jokuyu likes to see how many veiled insults he can get away with. He is no fool though; he knows that if he pushes the Samurai too far he could lose his head to the Samurai's blade. He will try to get the player characters to do any dirty, menial task that he can before giving them the knowledge they seek. If attacked he will try to have the battle take place in the water where he has the advantage.
Special Descriptions
Kappa - A man-sized creature with a shell like a turtle. They have human like arms and legs so when not swimming, kappa walk on two legs and can wield weapons. The two different values for some attributes and skills apply when the kappa is in or out of the water. Kappa also have a bowl like indention in the top of their heads. A kappa that is out of water still uses the higher ability scores as long as he has water from his home in this indention. A kappa on land must be knocked down to lose this advantage which limits it to the lower attribute and skill levels.
Mystical Healing - If the character makes a Good Reasoning roll, he can remove the highest wound level from a target character (Note: this does not work on broken bones). This Gift may be attempted only once per day for any character.
Full Dodge - In combat, the character may make an Agility roll instead of a normal attack roll. If successful the character takes no damage. This may be used against multiple attacks in the same round with a separate roll for each attack.
Observation - Characters with this Gift are able to spot hidden people and objects with a Fair Reasoning roll.
Combat Reflexes - Characters with this Gift cannot be ambushed or surprised in combat.
Bone Breaking - On any Sumo roll of Superb or better, the character has broken one of his opponent's bones. This will usually be an arm or a rib.
Bone Setting - This Gift allows the character to set broken bones with a successful Healing roll.
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