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'''Fast Actions''' take a few minutes or less, and conceivably a ''Scum'' could attempt multiple actions of this type within a half-hour scene.
 
'''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.
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''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.
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''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 git 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.
 
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.
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==Modifiers==
 
==Modifiers==
  
The '''Scum''' system believes in keeping things simple and keeping the core test simple and unmodified.
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The '''Scum''' system believes in keeping things simple and keeping the core test simple.
  
 
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.
 
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.
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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.
 
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>
 
<br><br><br>
 
 
='''Nutter''' actions=
 
='''Nutter''' actions=
 
==PvE actions==
 
==PvE actions==
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* Smacking about some old geezer for a laugh.
 
* Smacking about some old geezer for a laugh.
  
Its always worth bearing in mind that you're playing ''Scum'' (vaguely unhealthy teenage boys and girls) rather than superheroes, so the GM can always veto any actions beyond the capabilities of such people. For example, no Scum, no matter how strong, is going to be able to muscle his way through a properly secured metal bulkhead.
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Its always worth bearing in mind that you're playing ''Scum'' (vaguely unhealthy teenage boys and girls) rather than superheroes, so the GM can always veto any actions beyond the capabilities of such people. For example, no Scum, no matter how strong, is going to be able to muscle his way through a properly secured metal door.
  
 
==PvP actions==
 
==PvP actions==
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* Buying flowers for a girl. No game effect, it just means you're a soppy bastard.
 
* Buying flowers for a girl. No game effect, it just means you're a soppy bastard.
  
'''Shrapnel''' and '''Drugs''' are probably the most important ''build-up'' attributes, so don't waste your resources!
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'''Shrapnel''' and ''Drugs'' are probably the most important ''build-up'' attributes, so don't waste your resources!
  
 
==PvP actions==
 
==PvP actions==
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* Sharing a joint with the bus driver so he lets you on for free.
 
* Sharing a joint with the bus driver so he lets you on for free.
  
'''Shrapnel''' and '''Drugs''' are probably the most important ''build-up'' attributes, so don't waste your resources!
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'''Shrapnel''' and ''Drugs'' are probably the most important ''build-up'' attributes, so don't waste your resources!
  
 
==PvP actions==
 
==PvP actions==
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In contrast using ''Shrapnel'', for example, usually leads to a ''Pisshead'' test, and can build up ''Nutter, Well Shaggable, and "I'll Cut Ya!"''.
 
In contrast using ''Shrapnel'', for example, usually leads to a ''Pisshead'' test, and can build up ''Nutter, Well Shaggable, and "I'll Cut Ya!"''.
  
Shrapnel, of course, has the downside that it needs a pub, off-license or other alcohol-selling location to turn it into beer, but has the advantage that you can spend it in ordinary shops.
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Shrapnel, of course, has the downside that it needs a pub or off license to turn it into beer, but has the advantage that you can spend it in ordinary shops.
  
 
[[Category:Scum|Other Stuff]]
 
[[Category:Scum|Other Stuff]]

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