DISCLAIMER

The following materials based on FUDGE, entitled The Tick vs. Roleplaying, are created by woodelf and made available by woodelf, and are not authorized or endorsed in any way by Steffan O'Sullivan or any publisher of other FUDGE materials. Neither Steffan O'Sullivan or any publisher of other FUDGE material is in any way responsible for the content of these materials. Original FUDGE materials Copyright 1992-1995 Stefan O'Sullivan, All Rights Reserved.

If you wish to distribute copies of all or portions of FUDGE or derivative works based on FUDGE for a fee or charge, other than in a magazine or other periodical, you must first obtain written permission from:

Steffan O'Sullivan
POBox 465
Plymouth, NH 03264

Introduction

I've wanted a Tick RPG ever since i saw the cartoon (actually, earlier--my brother collected the comic way back when), and i've been batting around different ideas for how to do it for a couple of years. The setting is the easy part; it's the rules that have stumped me. I'm a firm believer that rules should not only not hinder the setting, but should actively contribute to it. Especially for heavily genred games. And especially especially for humor/parody genres. So, over the years I've ruled out Toon (too structured); DC Heroes and Champions (too mechanical); and most other supers or universal systems (not tailored for the setting, and/or too rigid).

so i've set about to create my own using FUDGE as my toolkit, and Over the Edge and Theatrix (and a few other bits and pieces) as my inspiration. First, a few considerations: i didn't want a huge distinction between "super powers" and more mundane skills, as that seems out of character. Likewise, the scale of abilities shouldn't be too extreme, as we rarely see a case where one person's power triumphs over another's through sheer magnitude (and when we do it's something really obvious like Dinosaur Neal stomping The Tick). I've chosen to use the variabilities of chance (dice) and player allocation of resources to simulate the fact that, as in most supers, a given hero's or villain's powers seem to vary in effectiveness. Finally, I'm borrowing the Toon idea of "falling down," though there is still a possibility of death.

Characters

Trait Scale
Beyond Terrible-4
Terrible-3
Poor-2
Mediocre-1
Fair0
Good+1
Great+2
Superb+3
Legendary (1)+4
Legendary (2)+5
Legendary (3)+6
Legendary (4)+7
Legendary (5)+8
Heroness Scale
Citizen-2 Levels
Hero-in-trainingNo shift
Sidekick+2 Levels
Hero+4 Levels
+8 Levels
Freaky-Big+16 Levels
"You can't eat the Earth!"If you need to know how many Levels, you're in trouble

Mechanically, every character is described by a number of Traits and a Heroness (or Villainness) score. The basic character has 1 Central Trait, 2 Side Traits, and 1 Character Trait. Central and Side Traits start at a base of Fair (0), while Heroness starts at a base of Hero-in-training. The player divides 20 Levels between Heroness and the Central and Side Traits. Traits are raised directly, on a one-for-one basis, by Levels spent, while each 5 Levels spent on Heroness raises it one step. Character Traits are unrated, but each Character Trait taken (including the 1st) garners a level to be spent elsewhere on the character. A character may have more than 2 Side Traits, but still has the same number of levels to distribute.