[Recruiting] Worldwalker (Fudge RPG)

KenHood

First Post
Howdy,

I am seeking 4-6 players for a light-hearted, action-oriented Fudge PbP campaign. I want to get started pretty doggone quick--no more than a week or two from this posting. And I need folk that can post on a regular basis, once per day.

Thanks,
Ken

[sblock=The Worldwalker Society]The player characters want to join the Worldwalker Society, an organization located in 'Tweener, a city on the Plain of Lost Keys.

Members of the Society receive a symbiotic link to a hyper-dimensional intelligence, the Passive Observer (also known as the 'Couch Potato', because its extension into mortal realms of spacetime has a potato-like appearance roughly the size of a couch). The link permits a member to sense nearby passageways, portals, routes, etcetera and so forth to other universes, permitting them to 'walk' to other worlds. (It's not the best way to travel to other universes, and it can be a bit screwy, but it's the easiest to acquire.)

What's the catch?

For inscrutable alien-intelligence reasons, the Passive Observer views our reality through its symbiotic link. It prefers adventure, so it only provides the link to individuals that have proven themselves suitably interesting. And you prove yourself interesting by taking three challenges--often of a suicidal nature, basically ending up with you being dumped into another universe and having to get your rear back to 'Tweener.

(If you think of the Couch Potato as a slob of a television junkie looking for interesting shows, you get the picture... [pun intended])[/sblock]

[sblock=The Great Inbetween]The Great Inbetween is the plane of existence where the Worldwalker Society (and the Couch Potato) resides.

Why is it called the Great Inbetween?

Because it is inbetween just about everywhere. It's one of the most common locations for portals to other universes, and a lot of 'lost' objects end up there--specifically lost keys.

Yep. At the heart of the Great Inbetween is the Plain of Lost Keys.

Everytime someone loses a key and cannot find it, the key somehow burrows through the barrier between realities and drops onto the Plain.

Surrounding the Plain of Lost Keys are the Mountains of Missing Socks.

Honestly, the mountains are probably not made out of socks. The only person to reach the mountains--or so he claimed--was a starved madman holding a worn, filthy sock suspiciously twin to the sock he wore on his left foot. 'Them mountains is made of socks!" he screamed, shortly before being lynched for disturbing the peace.

But the name stuck.

The Great Inbetween was settled a LOOOONG time ago by a wagon train of religious fundamentalist settlers headed for California. After a lot of hardship, starvation, consumption by monsters, in-breeding, and general awfulness, they managed to set up a decent settlement--a little too countrified to be called a city--known as 'Tweener.

'Tweener is a family place. A great place to raise your kids. There's no bars, brothels, and other unsavoriness. They don't tolerate disturbing of the peace and tend to lynch folk on the slightest pretense, but it's a safe place between the worlds to take a caravan or sell your goods. (And there is the Great Market, where everyone from everywhere comes to sell everything! And they're polite and fair(ish)--because of the whole lynching thing.)

They're good ole' Bible-believin' gun-totin' country folk, so you'd best be on your best behavior and say your 'Sirs' and 'Ma'ams'.[/sblock]

[sblock=The Player Characters]The player characters are folk that ended up in 'Tweener by accident or design and want to join the Worldwalker Society--maybe because it's prestigious, maybe because they need to get back home, maybe because it's a lark...

Keep the back-stories simple. Keep the characters human(ish). You can play a dwarf, gith-blahblah, or whatever, but you can't play a citizen of 'Tweener.

Character creation will be subjective. Read the 'Fudge in a Nutshell' file if you ain't familiar with the system. Read the 'Worldwalker Fudge' file to get an idea of the kind of characters you can make, the kind of fights you can expect, and so forth.

Characters will be decent. They get a few Great abilities, a few Good abilities. No Superbs. No Legendaries. (Gotta have something to build for.) A handful (five or six) of Special Abilities. Everyone starts with Poor Heroism and Poor Experience. (They're just getting out in the world.) Use the sample characters for a guideline, and expect some feedback on the design from me.

It's best if you think of a cool character to play first, then make the stats later.

Characters will be shoved together in a waiting room at the Worldwalker Society. You don't need a common reason to work together. Just a bunch of applicants that end up on the same mission.

Also, your character needs to be a GOOD GUY. He can be naughty, a jerk, manipulative, materialistic, a scoundrel, and so forth, but at the end of the day he still has something of a moral compass and does things because they're the right thing to do.[/sblock]

[sblock=Why Fudge?]It's easy to play, easy to make a character, easy to customize, and I don't have to buy twenty books or expect a bunch of addendum or new feats or new classes or that really slick book with five thousand new magic items or **GROAN** :confused:[/sblock]

[sblock=What do you need to play?]I haven't used Fudge for PbP, so we may have a bit of tweaking to get the bugs out at the start of the game. So you'll need some patience.

You'll also need a sense of humor and an appreciation of weirdness.

And after you peruse the Worldwalker Fudge file, you'll probably notice that you can expect big honking fights and magic items that have nasty side-effects![/sblock]
 

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Looking over the rules, I'd like to submit some sort of child character who has fallen in love with the ideas from his bedtime stories. To start, he'll be mostly obnoxious and only able to recall the scenario from one of the stories he's heard, but later he'll actually become a real hero, and be able to back up his obnoxiousness and ideas with skills.

Did you want us to make up characters on our own? Because I don't really understand quite well enough. Of course, if you're willing to point out my mistakes, I should have one up tomorrow, or later tonight.
 


[sblock=Hans]
 Attack
 Melee Attack
 Poor
 Ranged Attack
 Poor
 Defense
 Evasion
 Fair
 Fortitude
 Mediocre
 Willpower
 Good
 Development
 Experience
 Poor
 Heroism
 Poor
 Language
 Native Tongue
 Great
 'Tweenish
 Good
 Movement
 Acrobatics
 Good
 Athletics
 Mediocre
 Speed
 Good
 Swimming
 Mediocre
 Senses
 Initiative
 Good
 Perception
 Great
 Social
 Deception
 Great
 Infuriation
 Great
 Insight
 Good
 Intimidation
 Fair
 Persuasion
 Good
 Teamwork
 Great
 Status
 Durability
 Poor
 Endurance
 Mediocre
 Sanity
 Great
 Support
Not sure what this means...
 Special Abilities
 Demand Surrender
 Junk Dealer
 Social Invisibility
 Sow Dissent
 Hyper Dimensional Pack-rat
 Limit Break
[/sblock]
How does he look?
 

Let's look at what we've got...

[sblock=Hans]
Attack
-Melee Attack: Poor
-Ranged Attack: Poor
Not a lot of damage dealing ability. Does Hans have expertise with a particular weapon?

Even if he doesn't engage in direct combat, does he have some special power or ability that he can use in a fight?

Defense
-Evasion: Fair
-Fortitude: Mediocre
-Willpower: Good
A typical opponent in a fight will have Good attack abilities. An elite opponent (such as a player character) will have Great attack abilities.

With a Fair evasion, most warriors will tag Hans most of the time.

Language
-Native Tongue: Great
-'Tweener English: Good
With Great ability in his native tongue, Hans is a master of elocution and discourse. (By the by, what is his native tongue? Id est, where is he from?)

Movement
-Acrobatics: Good
-Athletics: Mediocre
-Speed: Good
-Swimming: Mediocre
He's nimble, but nothing exceptional. He lacks physical strength, which is sensible for a child.

Senses
-Initiative: Good
-Perception: Great
He has excellent situational awareness and tends to be quick to respond to danger (but nothing exceptional).

Social
-Deception: Great
-Infuriation: Great
-Insight: Good
-Intimidation: Fair
-Persuasion: Good
-Teamwork: Great
So this is the area where Hans shines. Got it.

If his Teamwork is Great, he's probably not terribly obnoxious.

Status
-Durability: Frail
-Endurance: Feeble
-Sanity: Very Stable
Oi! He's going to be easy to splatter, and he tires quickly.

Support
--None--
Support is a catch-all category for any skills that your character might possess, such as stealth, magic, history, etc. You can have a few 'unassigned' Fair support attributes, then when you play and find a situation that fits your character, you can say that he has skill in that task, assigning the attribute.

Special Abilities
-Demand Surrender
-Junk Dealer
-Social Invisibility
-Sow Dissent
-Hyper-dimensional Pack-rat
-Limit Break
Note: You do not have to stick with the list of special abilities that I provided. They were just ideas on my part. If you want, you can come up with a concept or theme for the kid's abilities, then we can make up some powers that fit it.

Demand Surrender: To get the most from this ability, you'll need someone that can deal damage in your group--or get some damage dealing ability yourself. It relies on Persuasion, so you might want to up Han's Persuasion attribute to make the ability more effective.

Social Invisibility: As written, the ability drains Endurance with use. Since Hans has Feeble Endurance, he won't be able to maintain this power for more than a few seconds before he's so tired he can barely move!

Limit Break: Can be a fun special ability, but if you don't have decent defenses and damage dealing ability, you won't get any mileage from the power.

---

Some suggestions...
Find a central character concept for Hans.
  • Is he the 'chaos kid', sowing dissent and causing mayhem?
  • Is he a trickster?
  • Is he a sneak?
Think of it like making a superhero...
  • He needs an attack of some sort.
  • He needs a defense.
  • Then he needs his 'tricks', 'gimmicks', unique abilities, etc.
What is he good at?

What is he bad at?

What makes him special?

Does he know magic?

How does he keep from getting splattered by adults?

Heck, you could have Hans be a boy, but as tough as a grown man. He's not super-tough or super-strong, just grown man strong and tough.
[/sblock]
 
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Hm... I really don't want him to excell by any means at direct combat yet.

How about this for a concept:

Switch his deception and evasion.
Boost his Endurance and Durability by a category, maybe at some loss to Stability.
Give him special abilities that enhance the infuriation ability to become targetted by an opponent.
Give him other special abilities that grant him extra evasion manuevers, preferably that hurt the opponent or his allies, at least indirectly, and preferably not because of an attack by Hans. Although I want to keep Demand Surrender, because the ability definitely fits the wannabe hero he's supposed to be.

As for support abilities, I guess I'd have him have history of some sort, probably on where he's from, but that doesn't really mean much at the moment. And definitely some about the 'Tween. So Great history there, fair stealth, and two unnassigned.

How does that sound?
 




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