Editing Scum: Hurting People

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If you fail, then your ''Scum'' decides that it's not worth killing someone over. On a failed test, you can still try to justify murder to yourself again later, but you can't use the same excuse. You have to find (or make up) a fresh one.
 
If you fail, then your ''Scum'' decides that it's not worth killing someone over. On a failed test, you can still try to justify murder to yourself again later, but you can't use the same excuse. You have to find (or make up) a fresh one.
  
If you succeed, then your Scum has convinced himself that murder is justifiable. This is a permanent shift in mental state, and from now on you can always attempt to murder that indivdual (i.e., you never need to test self-justification for murder with regards to that victim again).
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If you succeed, then your Scum has convinced himself that murder is justifiable. This is a permanent shift in menta state, and from now on you can always attempt to murder that indivdual (i.e., you never need to test self-justification for murder with regards to that victim again).
  
 
Note that becase (as mentioned in the Core Rules)all dice rolls are made in the open, there is no way to hide your murderous intent! Your victim-to-be knows that you're out to get them! In-game, this is justified via such things as the rumour mill, MySpace blogs, Facebook rumours and the fact that Scum aren't very good at keeping secrets...
 
Note that becase (as mentioned in the Core Rules)all dice rolls are made in the open, there is no way to hide your murderous intent! Your victim-to-be knows that you're out to get them! In-game, this is justified via such things as the rumour mill, MySpace blogs, Facebook rumours and the fact that Scum aren't very good at keeping secrets...
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* You can take a '''Sneaky Bastard''' check to make yourself hard to track. If you pass this check, then the next movement you make is to a secret location - pass the GM a written note or tell him in secret where you are going.
 
* You can take a '''Sneaky Bastard''' check to make yourself hard to track. If you pass this check, then the next movement you make is to a secret location - pass the GM a written note or tell him in secret where you are going.
  
Other scum may turn up by chance where the sneaker is, but they can't directly follow him. Its worth noting that the GM always handles all secret movement ''before'' open movement, to give would be murderers at least a little chance of turning up the sneak.
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Other scum may turn up by chance where you are, but they can't directly follow you.
  
If the would-be murderer catches up with his victim, then that victim still have options. He can be dismissive, he can be seductive, he can be matey, he you can share some alcohol/weed. However, a victim can only try ONE of these strategies. Also, if one of these avoidance strategies is attempted, then that ''Scum'' is prevented from making making any attacks against anybody for the next half hour! Scum are simple creatures, unable to hold two motivations in their heads at once!
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If the would-be murderer catches up with you then you still have options. You can be dismissive, you can be seductive, you can be matey, or you can share some alcohol/weed. However, you can only try ONE of these strategies. Also, if you attempt one of these avoidance strategies, then you're prevented from making making any attacks against anybody for the next half hour! Scum are simple creatures, unable to hold two motivations in their heads at once!
  
 
* To be dismissive, take a '''Not Bovvered''' check. If you succeed, the would-be murderer fails to get your attention, and they can't attack you for the next half hour. Psychologically, a Scum wants you to be intimidated and frightened just before they stab you. What's the point otherwise? The best thing for a Scum passing this check is then he can just carry on doing whatever he was planning to do - he can literally ignore the would-be murderer.
 
* To be dismissive, take a '''Not Bovvered''' check. If you succeed, the would-be murderer fails to get your attention, and they can't attack you for the next half hour. Psychologically, a Scum wants you to be intimidated and frightened just before they stab you. What's the point otherwise? The best thing for a Scum passing this check is then he can just carry on doing whatever he was planning to do - he can literally ignore the would-be murderer.
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* To be matey, make a '''Good Mate''' check. If you succeed, you convince the would-be murderer that you're ''"alright, really"'' and they won't stab you - at least for the next half hour. You can only be matey with Scum of the same gender. By the unwritten rules of Scum its considered bad form not to judge the opposite gender by anything more than physical appearances! Note that unlike being seductive, being matey doesn't end in sex, so both of you are still free to do what you like with that half hour.
 
* To be matey, make a '''Good Mate''' check. If you succeed, you convince the would-be murderer that you're ''"alright, really"'' and they won't stab you - at least for the next half hour. You can only be matey with Scum of the same gender. By the unwritten rules of Scum its considered bad form not to judge the opposite gender by anything more than physical appearances! Note that unlike being seductive, being matey doesn't end in sex, so both of you are still free to do what you like with that half hour.
  
* To share some drugs, you need to make a '''Drugs''' check, and to share some alcohol you need to pass a '''Shrapnel''' check. Note that you can only share alcohol if you're in a location that sells alcohol. If you pass this test, then you have some drugs/alcohol to share, and you and the would-be murderer pass the next half hour doing so. No Scum would ever avoid pausing for a drink or a joint, regardless of whatever plans they might have! Also, if you succeed in the above avoidance strategy, then at the end of the half hour you must ''both'' then take a '''Pisshead''' (for alcohol) or '''Stoner''' (for drugs) check to see if you suffer any negative side effects. See [[Scum: Other Stuff]] for more on these effects.
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* To share some drugs, you need to make a '''Drugs''' check, and to share some alcohol you need to pass a '''Shrapnel''' check. Note that you can only share alcohol if you're in a location that sells alcohol. If you pass this test, then you have some drugs/alcohol to share, and you and the would-be murderer pass the next half hour doing so. No Scum would ever avoid pausing for a drink or a joint, regardless of whatever plans they might have! Also, if you succeed in the above avoidance strategy, then at the end of the half hour you must ''both'' then take a ''Pisshead'' (for alcohol) or ''Stoner'' (for drugs) check to see if you suffer any negative side effects. See the '''other rules''' section for more on these effects.
 
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If this test is successful, the victim is stabbed!
 
If this test is successful, the victim is stabbed!
  
If the test is failed, then the would be murderer "bottles it" and loses his nerve, not attacking after all. Though he pulls out his knife, he never stabs, and the target legs it! He can't try again this half hour.
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If the test is failed, then the would be murderer "bottles it" and loses his nerve, not attacking after all. Though he pulls out his knife, he never stabs, and the target legs it! He can't try again in the next half hour.
  
Note that if more than one ''Scum'' is ready for murder (having justified the murder, not been diverted and not attempted a diversion) then all eligible ''Scum'' can make a stab! There's no initiative system or action priority, so its fully possible for two Scum or more stab each other at the same time!
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Note that if more than one ''Scum'' is ready for murder (having justified the murder, not been diverted and not attempted a diversion) then all eligible ''Scum'' can make a stab! There's no initiative system or action priority, so its fully possible for two Scum to stab each other at the same time!
 
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=Being Stabbed=
 
=Being Stabbed=
  

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