This are personal notes for a Space Opera 1-shot adventure for
FUGU.
The settings is the Jodoverse, in particular the
world of the comic The Incal.
To fully understand the context and the NPCs, the GM needs to be
familiar with the comics and the story. Useful materials are of course
The Incal, published by Humanoids, and The
Metabarons Universe Guide (there is an abridged edition
available on the Internet in electronic format).
Disclaimer: I do not own the rights to The Incal.
All characters, settings, and elements from The Incal are the property
of their respective copyright holders. This work is a fan creation
intended for personal use and not for commercial purposes.
This can be distrubuted to Players, to introduce them to the story
and let them create PCs. Note that there are some setting-specific
“extras” in this adventure for FUGU.
If you don’t go full “teathre of the mind”, you will need maps for
some of the location. I used some awesome maps made
for Star Wars by Thompson Peters
FUGU Incal world seed
A Gonzo Space Opera Story about Justice.
Star Wars meets Fear and Loathing in Las Vegas.
Settings aspects: survive and thrive, explore and discover, fight
against apathy and inertia, corrupted caste society, irony, technology
as magic, misticism.
Technology scale: X2 (multiply stuff by 2)
The years is 30,000 AD, in the Human Empire.
FUGU Incal One shot
scenario seed
A shady PCs employer escapes in the Endocity. In the meantime,
rebels plot to retrieve the kidnapped Solune from the savage moon of
Chem.
The Whole Truth: Kill Wolfhead is pinned on Chem by fierce animals
controlled by Solune.
the situation
Start in Endocity 99’s spaceport
the GM describes some views of the city, from Metabaron world’s guide
and Incal comic
Entering and ‘The Guardian’ they land in the same
ship, they’re in the same mess room. Their door jams, they need to
open it.
A Role Playing Challenge they get late to collect
pay and have to chase the sketchy Merchant Skettinor to the Red Ring.
Then: wave of suicides, AnarchoPsychotics’ riot and cybocops’ and
Hunchbacks intervention, possible arrest or recruitment by Amok
(Sneailhead) for the mission.
they follow Skettinor to the Daredevil (seedy night club)
GM: Have the map of a club at hand
The Big Setback Skettinor is seized by Sneailhead
(henchmen, like Sven the boar-bouncer)
If Skettinor survived, he’ll make way for the Daredevil
He owes a LOT of money to Snailhead
Sneailhead will offer an Ostrov for the mission, but refuse to
give specifics
1-3 upgrades can be added to ship: crybaby, missile,
camouflage…
Travel to the Moon of Chem (6-hours jump)
2 Stellcom patrol ships will be driving by Chem. Avoid or fight
(quickly, before they call the Endoguard)
GM: have the map of (air)space above the Wood of Chem at hand
The Climactic Battle
save Wolfhead from the Tarantuwolves controlled by Solune
GM: have a map of the woods at hand
“monster” stats for eodactyl, Tarantuwolf, etc.
Rewards and a Twist
back and deliver “package” to Sneailhead
Scenario Countdown
If the PCs don’t act:
no money => they’re stranded in Endocity 99
Solune not retrieved or too late => Metabaron visits the lower
levels