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Unsurprisingly, his "friends" decided that they'd kill him and take the money for themselves. This is where the game begins.
 
Unsurprisingly, his "friends" decided that they'd kill him and take the money for themselves. This is where the game begins.
  
As may be fairly obvious, the inspiration for this scenario is the board game '''Cluedo''' (or just ''"Clue"'', to you Americans), though the up-front twist is that everybody knows how the murder took place - the goal is actually finding the money!
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As may be fairly obvious, the inspiration for this scenario is the board game '''Cluedo''', though the up-front twist is that everybody knows how the murder took place - the goal is actually finding the money!
  
This subtly ties us back to the piratical themes of the Scum game as well:
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This ties us back to the piratical themes of the Scum game as well:
* This is a treasure hunt in the classic sense, complete with buried loot in a hidden location.
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* This is a treasure hunt in the classic sense, with an X-marks the spot map, and buried loot in a hidden location.
 
* The "Hall" represents safe port - the tower block where Scum can go home, lock their doors, and hide from the world.
 
* The "Hall" represents safe port - the tower block where Scum can go home, lock their doors, and hide from the world.
* The "Black Spot" is the same as the loot - once you're carrying the loot, there's no safe haven, there's no place to hide! Are you scared yet?
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* The "Black Spot" is the same as the Loot - once you're carrying the loot, there's no safe haven, there's no place to hide! Are you scared yet?
 
* The story naturally starts with a "mutiny". The deceased Darryl is as close as we'll get to a pirate captain, and his death leaves a power struggle in the ranks!
 
* The story naturally starts with a "mutiny". The deceased Darryl is as close as we'll get to a pirate captain, and his death leaves a power struggle in the ranks!
 
You can play up or down the piratical aspects as much as you like, but as we're already dealing with depicting the world of ''Scum'' and ripping off ''Cluedo'', its probably keeping it mostly as a subtle theme.
 
 
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==Scenario Structure==
 
==Scenario Structure==
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The game starts at 6pm, and runs up to 6am the next day. As with all ''Scum'' games, it moves forward in half hour increments.
 
The game starts at 6pm, and runs up to 6am the next day. As with all ''Scum'' games, it moves forward in half hour increments.
  
When the game begins, they players are at a nameless multi-storey car park, not significant in any way save that this is where the dead Darryl is. Once the game begins, they'll probably have no reason to return here.
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When the game begins, they players are at a nameless mult-istorey car park, not significant in any way save that this is where the dead Darryl is. Once the game begins, they'll have no reason to return here.
  
 
After initial roleplaying, each player can decide which location his Scum is headed to next. When they arrive, the game proper begins - it is six in the evening, and the search for the loot can begin.
 
After initial roleplaying, each player can decide which location his Scum is headed to next. When they arrive, the game proper begins - it is six in the evening, and the search for the loot can begin.
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==Scenario Goal==
 
==Scenario Goal==
  
The goal of the Scenario is to find the ten thousand pounds, and then successfully leave the estate. At 6am the Scenario ends - its presumed that with dawn light the police swoop into the estate in force, and round up all the usual suspects (who are the player characters, obviously). If no-one makes it out with the loot by 6am, then no-one wins! In fact, if anyone is carrying the loot at 6am, they'll likely be in more trouble than anyone else as the police will be asking some hard questions about where it is from.
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The goal of the Scenario is to find the ten thousand pounds, and then successfully leave the estate. At 6am the Scenario ends - its presumed that with dawn light the police swoop into the estate in force, and round up all the usual suspects (who are the player characters, obviously). If no-one makes it out with the cash by 6am, then no-one wins!
 
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To find the money, a player character must first accumulate five different '''CLUES'''. He can do this in several ways:
 
To find the money, a player character must first accumulate five different '''CLUES'''. He can do this in several ways:
  
 
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* "Interviewing" an NPC.
* '''"Interviewing" an NPC.'''
 
 
Each NPC can potentially give up a clue on a successful attribute test against them, as detailed in the NPC section below. Interviewing an NPC is a standard half-hour action, and can be roleplayed out in part with the GM.
 
Each NPC can potentially give up a clue on a successful attribute test against them, as detailed in the NPC section below. Interviewing an NPC is a standard half-hour action, and can be roleplayed out in part with the GM.
  
* '''Searching a Location.'''
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* Searching a Location.
 
Some of the locations can potentially give up a clue if searched, as detailed in the location sections below. Searching is a half-hour action that requires a successful ''Sneaky Bastard'' attribute test.
 
Some of the locations can potentially give up a clue if searched, as detailed in the location sections below. Searching is a half-hour action that requires a successful ''Sneaky Bastard'' attribute test.
  
* '''Taking clues off other Scum.'''
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* Taking clues off other Scum.
 
With a successful and appropriate attribute test a player character can force another player character to give up a clue to them. Generally, the targeted Scum doesn't lose the Clue, but instead a copy of that clue is gained. The GM can rule on what sort of actions might or might not work, but might include such things as seducing the target, getting them drunk, beating information out of them or bribing them for information. Note that we don't worry about false clues and cunning deceptions - let's assume that Scum are too straightforward for intrigues of this level!
 
With a successful and appropriate attribute test a player character can force another player character to give up a clue to them. Generally, the targeted Scum doesn't lose the Clue, but instead a copy of that clue is gained. The GM can rule on what sort of actions might or might not work, but might include such things as seducing the target, getting them drunk, beating information out of them or bribing them for information. Note that we don't worry about false clues and cunning deceptions - let's assume that Scum are too straightforward for intrigues of this level!
 
  
 
As soon as a Scum has five different ''clues'', they are assumed to know exactly where the cash is stashed. The GM can pass them a secret note (a specific exception to the normal rule that there are no secrets in ''Scum''), and they can then head to that location. When they get there, they automatically retrieve the £10,000.
 
As soon as a Scum has five different ''clues'', they are assumed to know exactly where the cash is stashed. The GM can pass them a secret note (a specific exception to the normal rule that there are no secrets in ''Scum''), and they can then head to that location. When they get there, they automatically retrieve the £10,000.
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* First, everyone immediately has a justifiable reason to murder them. No attribute tests are needed to self-justify murder of the money carrier!
 
* First, everyone immediately has a justifiable reason to murder them. No attribute tests are needed to self-justify murder of the money carrier!
* Second, the money-carrying Scum immediately loses 3 points of ''Sneaky Bastard''. Everyone is talking about them and looking for them, and there's no way they can move through the estate without everyone knowing where they are.
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* Second, the money-carrying Scum is at +3 to all dice rolls for sneaking. Everyone is talking about them and looking for them, and there's no way they can move through the estate without everyone knowing where they are.
* Third, the money-carrying Scum must cannot use his or her ''"Not Bovvered"'' attribute. Its suddenly much harder for them to convince people to ignore them, given that they have all that cash on them! They still can, and should, use the other avoidance strategies as normal though.
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* Third, the money-carrying Scum is at +3 to all dice rolls for avoidance strategies. Its suddenly much harder for them to convince people not to kill them, given that they have all that cash on them!
* Fourth, he can't use the ''Safe House'' feature of the Hall. Quite simply, if he gets home with all that money, his mum will take it off him!
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* Fourth, all ''Nutter'' checks to murder the money-carrying Scum have -3 to the dice roll. Its easier to find the guts to killing someone when you know there's a ten grand prize!
  
On the other hand, there are a few of benefits too:
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On the other hand, there are a couple of benefits too:
* The Scum's ''Shrapnel'' rating becomes 10, and is set to 10 for as long as he is carrying the money. It can't be reduced in any way.  
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* The Scum's ''Shrapnel'' rating becomes 10, and is set to 10 for as long as he is carrying the money. It can't be reduced in any way.
 
* The Scum can potentially win the game.
 
* The Scum can potentially win the game.
* The Scum can only lose the stash if he is killed - no Scum would ever surrender that much cash for any reason while alive.
 
 
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===Driving out in a car===
 
===Driving out in a car===
  
Unless the Scum has the ''racer'' trait he doesn't start the game with a car.
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Unless the Scum has the ''racer'' trait he doesn't star the game with a car.
  
Stealing a car is a ''slow'' action, needing two consecutive half hour actions. First, the Scum must pass a ''Sneaky Bastard'' check to locate a car that he can break into unseen by camera and passers-by - this must be done at a location with a ''Car Park''. Second, he must hot wire the car - another ''Sneaky Bastard'' check.
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Stealing a car is a ''slow'' action, needing two consecutive half hour actions. First, the Scum must pass a ''Sneaky Bastard'' check to locate a car that he can break into unseen by camera and passers-by - this must be done at a location with a ''Car Park''. Second, he must hot wire the car - another Sneaky Bastard check.
  
 
Note that any other Scum can take his car off him with the usual standard actions - beating him up, seducing him, intimidating him, etc. Also, of course, Scum can render a car undriveable with a quick action that requires no roll - for example by slashing the tyres.
 
Note that any other Scum can take his car off him with the usual standard actions - beating him up, seducing him, intimidating him, etc. Also, of course, Scum can render a car undriveable with a quick action that requires no roll - for example by slashing the tyres.
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===Calling a Taxi===
 
===Calling a Taxi===
  
To call a taxi, the scum must secretly tell the GM a location. The taxi will arrive at that location in half an hour's time.
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To call a taxi, the scum must specify a location. The taxi will arrive at that location in half an hour's time.
  
 
If the scum is at that location in half an hour's time, then he can get aboard the taxi and be driven out of the estate.
 
If the scum is at that location in half an hour's time, then he can get aboard the taxi and be driven out of the estate.
  
 
Any other Scum present can take a quick action make either a ''Nutter'' check to physically stop him from boarding the taxi or a ''"I'll Cut Ya!"'' check to scare off the taxi driver.
 
Any other Scum present can take a quick action make either a ''Nutter'' check to physically stop him from boarding the taxi or a ''"I'll Cut Ya!"'' check to scare off the taxi driver.
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=Locations=
 
 
==Location Traits==
 
==Location Traits==
  
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'''NPCs:''' The significant NPCs listed hang around these locations. Note that the GM can describe other NPCs present.
 
'''NPCs:''' The significant NPCs listed hang around these locations. Note that the GM can describe other NPCs present.
  
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'''Clue''' - This location can be searched once for a Clue. Once that clue is found, it loses its clue status.
  
'''Other traits:'''
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'''Bus Stop''' - This location has a bus stop at it. This is relevant only for escaping the area.
* '''Clue''' - This location can be searched once for a Clue. Once that clue is found, it loses its clue status.
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* '''Bus Stop''' - This location has a bus stop at it. This is relevant only for escaping the area.
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'''Car Park''' - This area has parked cars in it.
* '''Car Park''' - This area has parked cars in it.
 
* '''Public''' - If any Scum or NPC is hospitalised at this location, then the police are called in. That location becomes out of bounds for the rest of the night.
 
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'''Public''' - If any Scum or NPC is hospitalised at this location, then the police are called in. That location becomes out of bounds for the rest of the night.
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=Locations=
 
==The Hall==
 
==The Hall==
  
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==The Library==
 
==The Library==
  
*'''Services:''' A shop, where cigarettes, rislas, porn, DVDs, make up, maps, PS2 games, alcohol and just about any other tat or crap you might want can be bought.
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*'''Services:''' A shop, where cigarettes, rislas, porn, DVDs, make up, maps, PS2 games, alcohol and just about any other tat you might want can be bought.
 
*'''Opening Hours:''' Always open.
 
*'''Opening Hours:''' Always open.
 
*'''Other traits:''' Public.
 
*'''Other traits:''' Public.
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*'''Opening Hours:''' Always open, thanks to the broken gate.
 
*'''Opening Hours:''' Always open, thanks to the broken gate.
 
*'''Other traits:''' Clue.
 
*'''Other traits:''' Clue.
*'''NPCs:''' Mrs. White, only from 12am - 4am.
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*'''NPCs:''' Mrs. White.
  
 
The local graveyard is a popular hang out for weed smokers, thanks to the combination of handy stone seating and relative isolation.
 
The local graveyard is a popular hang out for weed smokers, thanks to the combination of handy stone seating and relative isolation.
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*'''NPCs:''' Professor Plum, only from 12am-3am.
 
*'''NPCs:''' Professor Plum, only from 12am-3am.
  
The local park is poorly maintained, with muddy patchy grass, uprooted flower beds, shopping trolleys in the river and a vandalised playground. Despite this, it is still used by the locals through the day, and is locked up only at 9pm. After lock-up its still possible to get in through gaps in the fences and hedges, of course.
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The local park is poorly maintained, with muddy patchy grass, uprooted flowr beds, shopping trolleys in the river and a vandalised playground. Despite this, it is still used by the locals through the day, and is locked up only at 9pm. After lock-up its still possible to get in through gaps in the fences and hedges, of course.
  
 
After hours visitors tend to hang around the one building in the park - a matching pair of gents and ladies public toilets that the locals affectionately refer to as the "conservatory". It's not the local scum who tend to visit this place, but rather anonymous local men looking for a bit of cottaging.
 
After hours visitors tend to hang around the one building in the park - a matching pair of gents and ladies public toilets that the locals affectionately refer to as the "conservatory". It's not the local scum who tend to visit this place, but rather anonymous local men looking for a bit of cottaging.
  
Professor Plum is a local primary school teacher, and between 12am and 3am each night he'll come to the Conservatory with the hope of exchanging fluids with the local crowd. He's usually disappointed, but because word in certain communities has spread that he's there every night, he sometimes gets visitors.
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Professor Plum is a local primary school teacher, and between 12am and 3am each night he'll come to the Conservatory with the hope of exchanging fluids with the local crowd. He's usually disappointed, but because word in certain communities has spread that he's there every night, he sometimes gets visitors. It's said that Darryl was one of these regular visitors.
  
 
==The Billiard Room==
 
==The Billiard Room==
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*'''Opening Hours:''' 10pm to 6am.
 
*'''Opening Hours:''' 10pm to 6am.
 
*'''Other traits:''' Public, Bus Stop, Car park.
 
*'''Other traits:''' Public, Bus Stop, Car park.
*'''NPC:''' Miss Scarlett, only from 1am onwards.
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*'''NPC:''' Miss Scarlett.
  
 
Famous for its cheesy music, free entry, cheap booze and numerous drug dealers, the Ballroom is pretty much a perfect nightclub for the Scum generation.
 
Famous for its cheesy music, free entry, cheap booze and numerous drug dealers, the Ballroom is pretty much a perfect nightclub for the Scum generation.
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Flirting with copyright infringement, the Macdoneld's Dining Room sells "Jolly Meals" and "Large Macs with Fries", but with the levels of hygeine that you'd associate with the area. Its a favourite hang out for Scum, as nobody cares if you sit there till closing time.
 
Flirting with copyright infringement, the Macdoneld's Dining Room sells "Jolly Meals" and "Large Macs with Fries", but with the levels of hygeine that you'd associate with the area. Its a favourite hang out for Scum, as nobody cares if you sit there till closing time.
  
Mrs. Peacock, a rotund Jamaican lady in her 50s, works as a cleaner here and has a soft spot for the "sweet little boys and girls" apparently oblivious to what the Scum are really like. There's a rumour that she used to give oral to Darryl in exchange for scag.
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Mrs. Peacock, an elderly Jamaican lady in her 50s, works as a cleaner here and has a soft spot for the "sweet little boys and girls" apparently oblivious to what the Scum are really like. There's a rumour that she used to give oral to Darryl in exchange for scag.
 
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=Notable NPCs=
 
=Notable NPCs=
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==Miss Scarlett==
 
==Miss Scarlett==
 
Miss Scarlett says she's eighteen, but she's probably anything up to ten years older than that. She dresses in a skintight red lycra miniskirt, with bright red lipstick and a bouffant of blonde hair. A cigarette perpetually dangling from her lower lip, she'll proposition any man (or boy) that walks past her, with services ranging from the £5 blow to the £500 Julia Roberts special.
 
 
Despite selling sex she's doesn't really enjoy it, but she'll only reveal her ''Clue'' to a paying customer (a standard ''Shrapnel'' test). A particularly mean scum could get the information out of her more aggressively, but its worth remembering that her location is a public area.
 
 
 
==Mrs. Peacock==
 
==Mrs. Peacock==
 
Mrs. Peacock is a large lady, with a big personality. Being from Jamaica, she's one of the few non-white faces on the Estate, but she laughs off the background noise of racist abuse with a smile and forced jollity.
 
 
She'll surrender her ''clue'' to any boy who charms her or any girl who befriends her, or to anyone who'll share a joint with her.
 
 
 
==Colonel Mustard==
 
==Colonel Mustard==
 
A worn-out looking old perv with a trenchcoat and a handle bar moustache that have both seen better days, Mustard can be found perpetually browsing the library of porn at Mr. Patel's corner shop.
 
 
Mr. Patel used to kick him out, but has now decided he likes having the old man about, and that he is essentially harmless.
 
 
Mustard will surrender his "clue" to any pretty girl that convincingly flirts with him (a ''well shaggable'' check) or to any Scum who'll buy him pornography (a ''shrapnel'' check).
 
 
 
==Mrs. White==
 
==Mrs. White==
 
Mrs. White isn't a lovely old lady. She's pretty much the opposite of that.
 
 
With her trolley full of collected street rubbish, her dirty moustache, her leering squint and her endless muttering of racial slurs, she's pretty much an archetypal bag tramp. During the night time she sleeps in the graveyard, and takes great pleasure in emptying her bowels over the graves of anyone with a vaguely foreign name.
 
 
She's not really cogent, so talking to her doesn't achieve much. Rather, the ''clue'' is hidden in her trolley. Searching the trolley full of crap is a ''Sneaky Bastard'' check... but that's the easy bit. Taking the trolley in the first place is the hard bit.
 
  
 
=GM Section=
 
=GM Section=
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==The Candlestick==
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==The Dagger==
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==The Rope==
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==The Revolver==
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==The Lead Piping==
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==The Spanner==
  
Click [[Scum: Clued Up GM Section|here]] to go the GM section for this game. Players keep out!
 
  
 
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[[Category:Scum|Clued Up]]
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[[Category:Scum|Fings to Do]]

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