Editing
Scum: Other Stuff
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
='''Overview'''= The [[Scum: The Core Rules|core game system]] that has been detailed is very simple, but worth reiterating briefly here: * You reduce the attribute being tested by 1 point. * You roll a single D6. * If you roll equal or below the attribute rating, you pass. Because using attributes wears them down, players will generally want to avoid rolling dice as much as possible! However, sometimes they need to get things done, and will have to pass attribute tests to get anywhere! This wiki page explores different ways to use attribute tests - its designed to be guidance and a source of ideas rather than an exhaustive list. GMs and players familiar with the rules will almost certainly find plenty of other opportunities to call for attribute tests! <br> ==PvE actions== PvE is a term from multi player online roleplaying games (MMORPGs), meaning "Player vs Environment". In '''Scum''' a PvE action is any action that doesn't directly target or affect another player. This can include targeting or interacting with NPCs, or with the physical environment, or just testing for purely internal effects. The most common PvE attribute test is the '''build up''', detailed more in the [[Scum: The Core Rules|Core Rules]]. Essentially a build-up is an action that increases your own attributes - players who want to master the game would do well to master the art of good build-ups! This page details other PvE actions that may or may not come up in game. ==PvP actions== PvP is a term from multi player online roleplaying games (MMORPGs), meaning "Player vs Player". In '''Scum''' a PvP action is any action that directly targets another player, though some actions of this sort could also be used to target player-like NPCs. The most common PvP attribute tests relate to murdering people and avoiding being murdered, as detailed in the [[Scum: Hurting People|Hurting People]] section. That's the reality of Scum life! This page details other PvP actions that may or may not come up in game. ==Time taken== Vitally, the GM should be ready to adjudicate how long an action takes. Generally time-frame for actions should fall into three categories: '''Fast Actions''' take a few minutes or less, and conceivably a ''Scum'' could attempt multiple actions of this type within a half-hour scene. '''Standard Actions''' take half an hour or so. A Scum attempting this sort of action would take a whole half-hour scene to do so, though he'll still have time to change locations at the end of the scene as normal. '''Slow Actions''' take longer than half an hour. The GM should divide slow actions into two or more Standard Actions that must be completed to achieve success at the slow action. For example, fixing up a car could be a one hour slow action - one half hour standard action to steal the parts needed, and one half hour standard action to fit the parts. Note that failing an action doesn't normally stop you from trying again, and with slow actions you can keep retrying the various standard actions that make it up until all are passed. However, because the game system has attributes diminishing with each test and because tests can take up precious time, its generally a bad idea to be too pig-headedly stubborn in trying again and again. ==Modifiers== The '''Scum''' system believes in keeping things simple and keeping the core test simple and unmodified. Sometimes, however, the GM will want to represent that a task is especially easy or difficult. To do this, he can offer +X or -X modifiers to the roll. A plus modifier will make the task harder, a minus modifier will make it easier. For example: * ''Smashing down a light wooden door'' - ''Nutter'' test with -2 to the roll. * ''Smashing down a big metal door'' - ''Nutter'' test with +2 to the roll. GMs are discouraged from handling equipment in this way - instead, treat the acquisition of equipment as a "Build Up" action, and its benefits can be reflected in the attribute gains a player gets from the build-up. <br><br><br>
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information