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[[Scum: Main Page]] --> [[Scum: A Bit Dicey]] --> [[Scum: The Core Rules]]
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[[Scum: Main Page]] --> [[Scum: The Core Rules]]
  
 
__toc__
 
__toc__
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=Game Concepts=
 
=Game Concepts=
  
There are five simple game concepts to grasp for the game '''Scum''':  
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There are three simple game concepts to grasp for the game '''Scum''':  
 
* ''Every action has a cost''
 
* ''Every action has a cost''
 
* ''Just roll one dice.''
 
* ''Just roll one dice.''
* ''The Scum game is about the Scum.''
 
 
* ''You can build yourself up, but not for free.''
 
* ''You can build yourself up, but not for free.''
* ''Half an hour at a time''
 
 
<br><br><br>
 
<br><br><br>
 
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==Every Action Has a Cost==
=Every Action Has a Cost=
 
  
 
This is important.
 
This is important.
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<br><br>
 
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=Just Roll One Dice=
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==Just Roll One Dice==
  
 
When you '''test an attribute''' you roll one six-sided dice.  
 
When you '''test an attribute''' you roll one six-sided dice.  
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Eagle-eyed veteran players will have spotted by now that because you always deduct one from an attribute before testing, you're going to automatically fail a test if you have an Attribute of 1 (or 0) before the test.
 
Eagle-eyed veteran players will have spotted by now that because you always deduct one from an attribute before testing, you're going to automatically fail a test if you have an Attribute of 1 (or 0) before the test.
 
All rolls are always made in the open, with the intent of the test and the outcome of the test open to everyone present. There are no secret rolls in this game.
 
 
It is possible, however to take secret actions, such as stealthily moving to a location.
 
<br><br><br>
 
==The Scum game is about the Scum.==
 
 
'''The GM never rolls the dice'''.
 
 
Every test is handled with regards to how it affects the player characters. The actions of NPCs are only noteworthy for how they effect the player characters, and NPCs never have attributes of their own.
 
 
The nature of the game means that for the most part, the Scum will only be fighting against each other.
 
 
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<br><br><br>
  
=You can build yourself up, but not for free.=
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==You can build yourself up, but not for free.==
  
 
Sooner or later, with the above rules, you're going to be failing every test. Luckily, attributes can go upwards as well. There are three categories of how to do this:
 
Sooner or later, with the above rules, you're going to be failing every test. Luckily, attributes can go upwards as well. There are three categories of how to do this:
 
===Simple Build-Ups===
 
===Simple Build-Ups===
  
* '''You spend half an hour doing something simple to build yourself up.'''
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* You spend half an hour doing something simple to build yourself up.
  
 
In this circumstance you add +1 to one attribute, and all it costs you is that half-hour. Bear in mind that almost all scenarios run to a clock of some sort, so doing this is more of a problem than you might think.
 
In this circumstance you add +1 to one attribute, and all it costs you is that half-hour. Bear in mind that almost all scenarios run to a clock of some sort, so doing this is more of a problem than you might think.
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* '''Watch the telly''' - Add +1 to ''Sneaky Bastard''. Call it TV-trance if you like, but after half an hour of daytime TV you feel all quiet-like.
 
* '''Watch the telly''' - Add +1 to ''Sneaky Bastard''. Call it TV-trance if you like, but after half an hour of daytime TV you feel all quiet-like.
 
* '''Do my make up''' - Add +1 to ''Well Shaggable''. As everyone knows, the more make-up a chavette plasters on, the more shaggable she is.
 
* '''Do my make up''' - Add +1 to ''Well Shaggable''. As everyone knows, the more make-up a chavette plasters on, the more shaggable she is.
* '''Chat to yer mate's mum''' - Add +1 to ''Good Mate''. Presuming that you're polite, big your mate up and deny that he's on drugs, of course.
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* '''Chat to yer mate's mum''' - Add +1 to ''Good Mate''. Presuming that you're polite, bg your mate up and deny that he's on drugs, of course.
 
* '''Play Grand Theft Auto''' - Add +1 to ''I'll cut ya!'' Computer games make young kids aggressive. I read it in the Daily Mail.
 
* '''Play Grand Theft Auto''' - Add +1 to ''I'll cut ya!'' Computer games make young kids aggressive. I read it in the Daily Mail.
 
* '''Have a big poo''' - Add +1 to ''Not bovvered'' A huge dump realy takes the stress of your system, eh?
 
* '''Have a big poo''' - Add +1 to ''Not bovvered'' A huge dump realy takes the stress of your system, eh?
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* '''Have a kip''' - Add +1 to ''Stoner''. If you sleep proper, you can take more weed. True fact.
 
* '''Have a kip''' - Add +1 to ''Stoner''. If you sleep proper, you can take more weed. True fact.
 
* '''Search mum's flat''' - Add +1 to ''Shrapnel''. You knew it - she had a fiver stashed in her sock drawer.
 
* '''Search mum's flat''' - Add +1 to ''Shrapnel''. You knew it - she had a fiver stashed in her sock drawer.
* '''Search dad's car''' - Add +1 to ''Drugs''. You knew it - he had a bag of weed stashed in his glove compartment.
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* '''Search dad's flat''' - Add +1 to ''Drugs''. You knew it - he had a bag of weed stashed in his sock drawer.
  
 
Players are encourage to come up with their own simple build ups as the situation demands. If GMs want to encourage creativity, they might allow each idea to be used only once by each character each game session.
 
Players are encourage to come up with their own simple build ups as the situation demands. If GMs want to encourage creativity, they might allow each idea to be used only once by each character each game session.
 
<br><br>
 
<br><br>
 
 
===Fast Build Ups===
 
===Fast Build Ups===
  
* '''You spend a few minutes to build yourself up, but this is a high risk activity.'''
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* You spend a few minutes to build yourself up, but this is a high risk activity.
  
 
In this circumstance you add +1 to one attribute, but you have to pass an attribute test of some sort, or you don't gain this benefit.
 
In this circumstance you add +1 to one attribute, but you have to pass an attribute test of some sort, or you don't gain this benefit.
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* '''Have a line of coke''' - Succeed in a ''Drugs'' test to add +1 to ''I'll cut ya!'' As everyone knows cocaine makes you super confident! And a twat!
 
* '''Have a line of coke''' - Succeed in a ''Drugs'' test to add +1 to ''I'll cut ya!'' As everyone knows cocaine makes you super confident! And a twat!
  
Again players are encouraged to make up fast build ups themselves. Its worth noting, of course, that a fast build up never really puts you ahead of the game, as you are losing at least one attribute point for every one you gain.
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Again players are encouraged to make up fast build ups themselves. Its worth noting, of course, that a fast build up never really puts you ahead of the game, as your losing at least one attribute point for every one you gain.
 
<br><br>
 
<br><br>
  
 
===Complex Build Ups===
 
===Complex Build Ups===
* '''You spend half an hour to build yourself properly up, but this is a high risk activity.'''
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* You spend half an hour to build yourself properly up, but this is a high risk activity.
  
 
In this circumstance you add +4 split out amongst one or more attributes, but you have to pass at least two attribute tests of some sort, or you don't gain any benefit.
 
In this circumstance you add +4 split out amongst one or more attributes, but you have to pass at least two attribute tests of some sort, or you don't gain any benefit.
  
Usually complex build ups involve drink or drugs. The two most common complex build-ups would be:
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Usually complex build ups involve drugs. The two most common complex build-ups would be:
 
* '''Have a drinking session at the pub''' - Succeed in a ''Pisshead'' test AND a ''Shrapnel'' test. If you pass both, gain +4 spread out amongst ''Nutter, I'll Cut Ya'' and ''Well Shaggable''.  
 
* '''Have a drinking session at the pub''' - Succeed in a ''Pisshead'' test AND a ''Shrapnel'' test. If you pass both, gain +4 spread out amongst ''Nutter, I'll Cut Ya'' and ''Well Shaggable''.  
 
* '''Have a weed smoking session''' - Succeed in a ''Stoner'' test AND a ''Drugs'' test. If you pass both, gain +4 spread out amongst ''Sneaky bastard, Not bovvered'' and ''Good mate''.  
 
* '''Have a weed smoking session''' - Succeed in a ''Stoner'' test AND a ''Drugs'' test. If you pass both, gain +4 spread out amongst ''Sneaky bastard, Not bovvered'' and ''Good mate''.  
  
 
The above two complex build up are presumed to be generaly available to chavs to do as much as they like. Other complex build-ups can be improvised by the players during the game (for example, mugging someone to get some more shrapnel).
 
The above two complex build up are presumed to be generaly available to chavs to do as much as they like. Other complex build-ups can be improvised by the players during the game (for example, mugging someone to get some more shrapnel).
<br><br><br>
 
 
=Half an Hour at a Time=
 
 
As may be implict from the above rules and other game systems, the game moves in half hour blocks.
 
 
Most '''Scum''' stories run for a fixed time period - for example, from 6pm to 6am on one night. The GM will narrate this game in half hour blocks.
 
 
For example, at the start of a game with the above timeframe, the GM may state that all the players are at the local pub at 6pm. A short scene will be roleplayed out, with everyone decidinghow they spend that half hour, and then everyone can state where they're headed next.
 
 
Its also worth noting that generally the "Estate" consists of a small number of fixed locations (6 to 12, generally) and that most of the action will take place in these locations.
 
 
The ''Scum'' will set off, then arrive at their new locations at 6:30pm. We don't worry about travel time, as the estate is a small scale setting.
 
 
Note that its perfectly allowable to state that you are "following" another Scum and going where they are going. The only way this can be avoided is by their being sneaky (i.e. passing a '''Sneaky Bastard''' check as detailed in the [[Scum: Other Stuff]] section).
 
  
 
[[Category:Scum|The Core Rules]]
 
[[Category:Scum|The Core Rules]]

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