Campaign background Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Chapter 9 Chapter 10 Chapter 11
DISCLAIMER
This article is not authorized or supported by West End Games. This conversion is unofficial and has not been reviewed by anybody at West End Games or Lucasfilm, Ltd. Star Wars (R), TM, & (C) by Lucasfilm, Ltd. All Rights Reserved. Trademarks of Lucasfilm, Ltd., used without authorization, that use isn't intended as a challenge to those trademarks.
ABOUT FUDGE
Fudge is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of Fudge are available on the internet at http://www.fudgerpg.com and in book form from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from Fudge may specify certain attributes and skills, many more are possible with Fudge. Every Game Master using Fudge is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with Fudge copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of Fudge, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264.
DISCLAIMER
The following materials based on Fudge, entitled Fudge Starwars: the Easiest Way, are created by, made available by, and Copyright (C) 2006 by Jorge Arredondo, and are not necessarily endorsed in any way by Steffan O'Sullivan or any publisher of other Fudge materials. Neither Steffan O'Sullivan nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials Copyright (C)1992-1995 by Steffan O'Sullivan, All Rights Reserved.
Like Qui-Gon Jinn, Torunn is a follower of the Living Force philosophy, and sometimes has disobeyed the council orders following his instincts. Though he's faced severe reprimends later, the success he's always managed to achieve doing so has managed to keep him still in the order, though he never achieved a rank higher than knight. This propensity to disobey orders is probably only known to jedi characters.
Around 20 years ago while investigating some slaver activity in the Outer Rim territories, he found a baby from an unknown alien species on a slave ship who was the only one he managed to save before the slavers activated the ship self destruction. Feeling the Force strong on him he brought him to Coruscant, named him Neelyx, and requested getting him as his padawan. Even when he wasn't a master, the council thought the responsability might help him to find a balance and stop being a thorn on their side, so they agreed.
To their chagrin, Torunn kept following the flow of the Force with the same usual results. During the next twenty years he taught his padawan and became in a sense a father for him. Nevertheless, he somehow risked his padawan's position in the order bringing him to his questionable missions as soon as he was allowed to learn on the field. The most dangerous mission they involved in was visiting Geonosis soon after the first battle of the Clone Wars, even when the council has forbidden doing so. Torunn felt he had to go and that there were still some surviving jedi in the arena, so they disobeyed the decree of the masters and, incredibly, were right. Even then the masters were quite upset and warned Torunn it would be no more second chances.
Then many months later Torunn dissapeared. He told his padawan he had found some information leading to an important mission he had to undertake, alone. He told him nothing else to avoid leading him into trouble when the council questioned him later, also to avoid getting him kicked out of the order, and fled.
As soon as the council knew of Torunn's dissapearance and mission, they investigated a little and found out it seemed Torunn was after something big which could help to stop the war; however he had managed to vanish without a trace. They thought the only way to locate him would be through the Force, and with the Dark Side clouding it all, nobody would have it easier than his padawan, with who the link was stronger.
Nevertheless, the galaxy wasn't a secure place right now. Fearing that the padawan would thread on very dangerous places, and having few spare jedi to send on this errand, they requested the help of their allies, the Senate and some Noble Houses. They'd all work together to find the missing jedi playing a masquerade, where some mundanes would help the padawan to go unnoticed while he looked for Torunn, and who would help to protect him and add their skills to achieve their common goal.
The mission would also be the final test for the padawan to reach the rank of jedi knight.
The jedi council allies include some senate factions, loyal to the republic, and some noble houses including the Chandrila, the Alderaan, and a group of minor houses grouped together. But all of them have private interests in this errand, which haven't been shared with the jedi. Most characters will come from those groups, either being actual members of the houses, or having worked for them for a long time, or perhaps by being recently hired by them. In any case, those characters can't have shaddy goals of their own and probably ought to have Faults like "Loyalty to the Republic", "Duty to Noble House X", etc.
Neelyx was played initially as an NPC and probably ought to be played this way. However if one of your players wants to play a jedi and doesn't mind this character you can let him play him as a PC. Just have in mind Neelyx is necessarily male, for reasons that will be explained much later in the campaign.
More than a jedi is dangerous because they're killing machines in combat and can easily unbalance the game. In my game there was another jedi character who acted like a temporary mentor. Playing a single jedi (Neelyx) keeps things more under control and lets the other PCs get more screen time!
Remember this is still the Golden Age of the Republic, in a sense. No shaddy characters are allowed in the game in this time, yet. I.e., no mercenaries, pirates, smugglers, etc. They could be originally Soldiers, Merchants, etc, but up till now there are still "fair" laws that disallow characters on the edge. There is no moral ambiguity per se, this is Star Wars! All characters should have something which lets the public get on well with them.
Easy to use archetypes would be soldiers or security agents (from the Senate, a noble house, or republic intelligence), pilots (working for a noble house), technicians (idem), nobles or minor senators (from one of the Houses specified above), etc.
The jedi have only told their allies that they want to find this knight as they need all their manpower for the war. However, all their allies know better... what they don't know and the jedi do (and haven't told them, unsure of their true loyalties) is that Torunn seemed to have clues about a conspiracy in the senate! This terrible information is only available to jedi characters!
If any of the characters work for the Chandrila House (to which Mon Mothma belongs), they're told that the missing jedi knows some secret important information about the war. However they distrust somehow the Alderaan house even when they are apparently allied with each other. They have a secondary goal which is locating isolated planets to use as safe havens, though they aren't told why.
[ GM's note: Mothma is already getting ready for a possible rebellion but doesn't want to share this info with anyone, after all, it could be considered as treason! ].
Something similar happens with Alderaan, they know the same as Chandrila though they still think the republic can be saved from the war and corruption. They distrust Chandrila but have no information of their shaddy activities.
If the characters work for the minor Houses, their contact is the ex-chancellor Valorum, who still has some degree of power and acts in secret as the head of those minor houses. They also know the missing jedi holds the key for important information, but also know Torunn has been involved with a figure of the Underworld, known only as the Shadow. That mythical figure has stolen during the years industrial, criminal and politic secrets all over the galaxy. The Bothan Spynet, quite angry for the amount of information it has stolen from them, offers right now the highest bounty for its head (around 5,000,000 of republic dataries), but nobody has ever managed to find him. Or her, it is not know if the Shadow actually exists, if it is male or female, a single sentient, a group, a human, an alien or a droid. Some people even consider this being as having powerful Force powers!
GM's note: a legendary Streetwise roll is required to know about the Shadow, but not more than what Valorum already said.
Valorum is very interested in finding one to locate the other, mainly because they think that Torunn is doing that mission upon information from the Shadow, but also because the Shadow has even more important information about the war and because it has stolen information which could be considered sensitive, and in the wrong hands could endanger many of their allies in this crisis times.
The PCs will travel across the galaxy on an old corellian freighter called the "Centenary Falcon" which will be property of one of them. It is a very tuned ship with an incredible mileage (a few parsecs more, says the owner, and he'd consider calling it the Millenium Falcon). However, it is not a ship as good (yet) as its older counterpart.
Before leaving the republic installs an hyperspace antenna (an incredible expensive system!) in the ship to allow fast communications with the PCs. This way they can easily communicate their discoveries and / or request information. Besides that their homing beacon can select two identities, the first the ship real origin (a republican ship) and a forged one from a neutral system. It was made that way just in case they had to infiltrate separatist systems.
The characters also will carry identifications as republic agents that ought to help them investigate on republican systems.
The characters have a common amount of cash (provided by the noble houses and the Senate) of 10,000 dataries. Jedi characters have some spare cash from the order of 900 dataries, other characters have a base amount of 1d4x1000 dataries.
I used for this campaign the attributes and skills of WEG's Star Wars RPG second edition; 2 free attribute levels, 35 free skill levels, no mandatory Gifts nor Faults, 2 Force points for Force sensitive characters (1 point only for non sensitive), 6 Fudge points (cinematic campaign!), experience is won from 1 to 3 (4 for wonderful roleplaying!) Fudge Points which can be turned to Experience points with a 2-1 base (2 Fudge points = 1 experience point). Three Scratch health levels, two Light Wound levels, two Serious Wound level, and single Incapacitated and Near Death levels.
Skills are bought on the fly, maximum Great levels. 1 extra Fault or an unspent Gift buy an extra attribute level, and viceversa.
Jedi characters have 6 extra skill levels for Force or jedi related skills only. Give an appropriate advantage to non-jedi characters, too! Jedi also know all standard powers (but no dark side powers!), this is still their golden era.
For more information about my conversion, read here.
Remember that using the Force on living beings can easily lead to the Dark Side. I didn't award full Dark Side points every time a jedi used a Force Push to remove a foe from their way, or Telekinesis to freeze them in the spot, or tried to read their minds, but often I awarded them thirds of dark side points if the intrussion was severe enough and / or there were other ways to achieve the same goal.
Belonging to an unknown alien species, he's a male, gray skinned, hairless, four armed humanoid with large black pupilless eyes. His skin has some kind of chamaleonic property not under his control (he was never taught to do so by members of his species), which fill him with random tattoo-like patterns which change with time, moreover so when he gets nervous.
He's young, has not a lot of field experience, and has a quixotic personality probably motivated by his quixotic mentor.
His brain is different than a human's, in the sense that it is divided in three parts. This has the peculiarity of letting him fight two different foes at the same time without penalties, though it is not an advantage against single enemies.
He carries two lightsabers, a golden-yellow one (he says, sheepishly, that golden means, according to the wisdom of the order, both honor and cowardice; he built it himself and ought to have had another color, it was somehow faulty), and a red one! (given by his mentor, it is a 1000 years old sith weapon: "my master always says we must remember the faults of the past lest we make them again").
[ GM's note: this was developed mainly to make the PCs suspicious and unease with this alien jedi and his master. ]
Neelyx, jedi padawan
Attributes: Dexterity Good, Strength Good, all other attributes Fair. Force points 2, Fudge points 6.
Skills: Alter Great, Astrogration Fair, Blasters Mediocre, Brawl Fair, Control Great, Dodge Great, Lightsaber Great, Repulsorlift operation Fair, Run Fair, Sense Great, Sensors Fair, Shields Mediocre, Sneak Fair, Unarmed parry Fair, Weapon parry Great. All other skills Poor.
Special: when in jedi battle trance his combat skills become: Lightsaber Legendary, Weapon parry Legendary.
Gifts & Faults: Four armed (wears a light saber grabbed with two right and two left arms each, or one saber grabed on his main right and left arms; has other bonuses appropriate to this feature), Tough hide (DF +1), Easy to read (after all, his facial and body marks change quickly when he gets nervous!), Quixotic.
Equipment: two lightsabers (OF +4 each), standard comlink, 700 dataries, 2 medpacks, jedi robes, mundane robes.
[ GM's note: Neelyx was developed long before general Grievous was shown as a four armed foe (it is based actually on another character), in fact it was created on 2003 or earlier! The name was developed from a friends' name as it was going to be a PC, I found out later other references with such name. Funny thing. ]
Any character who sees Neelyx for the first time can roll Streetwise against Legendary difficulty. If successful he'll have the strong feeling this kind of being is related somehow to the underworld. The same result for someone who already has Superb Streetwise (that is, not a PC), lets the character know this kind of being has very strong ties with the Assassin Guilds... enough for now.
Besides what has already said about him, he's a remarkable swordman, quite able to fight with two sabers (a duelist) against several foes. Neelyx says that when he taught swordplay to him he often fought with his eyes closed (!). He has a blue and a green saber. He wears almost all the time the typical ubese armor with some special sensors and life support devices, just in case.
Many thanks to my players, who have helped me to playtest the rules and fine tune a lot of specific details. Also helped a lot to define the storyline and some of the twists of the campaign :)
Though the gender and skills of most characters are listed as I used them, feel free to change them to suit your style of play and your PCs. However, keep in mind that Neelyx should be male as specified above.
Hits since 10/May/2006:
| Campaign background | Chapter 1 | Chapter 2 |
| Chapter 3 | Chapter 4 | Chapter 5 |
| Chapter 6 | Chapter 7 | Chapter 8 |
| Chapter 9 | Chapter 10 | Chapter 11 |
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