Scum: Other Stuff

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Scum: Main Page --> Scum: A Bit Dicey --> Scum: Other Stuff



Overview[edit]

The 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!

PvE actions[edit]

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 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[edit]

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 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[edit]

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[edit]

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.


Nutter actions[edit]

PvE actions[edit]

In PvE, the Nutter attribute is useful for any tests of physical strength, of aggression and of psychotic/sociopathic behaviour.

Examples of PvE Nutter actions:

  • Smashing down a door.
  • Vandalising a mailbox.
  • Smashing up someone's living room.
  • 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.

PvP actions[edit]

The most common PvP use of Nutter is to stab another player with your knife (and yes, it should go without saying that all Scum carry knives). Of course, as detailed in the Hurting People section, this isn't something you can do easily - you need to psyche yourself up first, not be distracted, then have the guts to stick the blade in.

However, the above rules only relate to "serious" violence, that is when a Scum is trying to hospitalise his opponent with his knife. More "casual" violence is far less of a big deal psychologically, and indeed is part of Scum everyday life. Examples might include:

  • Mugging a mate. (fast action: successful test means you get to take some of their stuff - for example, steal 1 point of Drugs.)
  • Beating someone up. (standard action: successful test means the victim is taken out of action for the next hour.)
  • Wrestling the girl into the understair cupboard, to lock her up there. (standard action: successful test means the victim is locked in there till she can break out, or someone lets her out.)

Players (as opposed to player characters) should be evry aware that PvP casual violence is likely to cause a degree of offence. Don't be surprised if the girl you locked in the cupboard decides she wants to murder you in revenge, and don't be surprised if the other players don't stop her!

GMs should also be aware how dark and gritty they want their games to get, and what their player's comfort zones are. The rules as written could easily be used to allow player characters to perpetrate sexual assaults on other player characters, but stories of this sort are probably a little darker than most are comfortable with. The GM, and any player, always has the right to say that they don't feel comfortable with the way the game is going, and it is the GM's job to fix this.


Sneaky Bastard actions[edit]

PvE actions[edit]

In PvE, the Sneaky Bastard attribute is useful for any tests of stealth, crime, cunning and misdirection, but also of perception, adaptability and thinking outside of the box.

Examples of PvE Sneaky Bastard actions:

  • Sneaking past a security guard to get into the junkyard.
  • Hotwiring a car.
  • Searching a room for a particular item.
  • Finding clues, like a detective might.

Bear in mind that even a Scum with a Sneaky Bastard attribute of 10 still isn't going to be a criminal genius - the GM is well within his rights to completely veto anything that would be beyond a teenage chav's capabilities, like white collar crime or advanced demolitions...

PvP actions[edit]

In PvP, the most common action a character will take is to be sneaky. As detailed in the Hurting People section, this involves taking a Sneaky Bastard test, and if successful means that the Scum can make one location move secretly. Note that all secret movement takes place before all open movement, to give would be pursuers a fighting chance of finding the sneaky Scum!

Though the other players might know what he is up to (there are no secret dice rolls and no secret narration in this game) they can't directly follow him.

Other Sneaky Bastard PvP actions might include:

  • Stealing from a mate. (fast action: successful test means you get to take some of their stuff - for example, steal 1 point of Drugs.)
  • Keeping an eye on someone. (standard action: successful test means the target can't succeed in any Sneaky Bastard actions for the next half hour.)




Well Shaggable actions[edit]

PvE actions[edit]

In PvE, the Well Shaggable attribute is useful for any tests of social interaction relating to the opposite gender.

Examples of PvE Well Shaggable actions:

  • (Female) Flirting with the policeman so he let's you off with a warning.
  • (Male) Getting the girl in the chip shop to give you free chips.
  • (Female) Getting guys to come over and buy you drinks in the club.
  • (Male) Getting drunk girls to show you their breasts.

As always, its worth keeping a sense of proportion here. Even if you have a 10 in this attribute, you're still playing an ordinary teenager, not a master seducer. Its also worth noting that certain people will be entirely immune to your charms to some degree - you're not going to get a High Court Judge to give you a snog no matter how handsome or pretty you might be.

Note also that anything a boy/male can do to a girl/female target, a girl/female can do to a boy/male target, and vice versa.

PvP actions[edit]

In PvP, the most common action a Well Shaggable character will take is to persuade another Scum to have sex with you. The game setting presumes that all Scum are perpetually horny and hormonal, and are willing to have sex with very little sense of resistance or responsibility. A Scum will even have sex with someone they hate and despise, so long as that person is shaggable enough. Sex always takes up half an hour, for both Scum involved.

Other Well Shaggable PvP actions might include:

  • (Female) Getting a bloke to give you his stuff. (fast action: successful test means you get to take some of their stuff - for example, steal 1 point of Drugs.)
  • (Male) Getting a girl to do something for you. (standard action: successful test means the target agrees to undertake one action for you, subject to GM approval.)




Good Mate actions[edit]

PvE actions[edit]

In PvE, the Good Mate attribute is useful for any tests of social interaction relating to the same gender.

Examples of PvE Good Mate actions:

  • (Male) Being polite and nice to the policeman so he let's you off with a warning.
  • (Female) Getting the girl in the chip shop to give you free chips.
  • (Male) Getting other guys to stand you to a round of drinks in the pub.
  • (Female) Getting drunk girls to show you their breasts (for a laugh, obviously).

As you can see, aside from getting sex, the Good Mate attribute does all the same things for same gender interactions as Well Shaggable does for opposite gender interactions.

PvP actions[edit]

In PvP, the most common Good Mate action will take is to persuade another Scum that you're friends, so he doesn't stab you!

Other Good Mate PvP actions might include:

  • (Female) Getting a girl to "lend" you her stuff. (fast action: successful test means you get to take some of their stuff - for example, steal 1 point of Drugs.)
  • (Male) Getting a guy to do something for you. (standard action: successful test means the target agrees to undertake one action for you, subject to GM approval.)

Note that aside from setting which skill you use in which situation, the game doesn't differentiate between the social skills of boy Scum and girl Scum.


I'll Cut Ya! actions[edit]

PvE actions[edit]

In PvE, the I'll Cut Ya! attribute has two main applications. First, it determines your ability to justify antisocial and psychotic behaviour to yourself (or "finding your balls" as Scum would put it). Second, it determines your ability to aggravate, intimidate and annoy other people.

Examples of PvE I'll Cut Ya! actions:

  • Getting your dad to smack you in the face, to give you something to show the social worker.
  • Getting the landlord to chuck you out of the pub, to impress your mates.
  • Shouting at a girl on the street so that she cries.
  • Persuading yourself that its not your fault that you're Scum, and that its all unfair.

Its worth noting that "I'll Cut Ya!" is very much a measure of how much of a little c**t you are, and the fact that Player Characters value this as a positive quality is going to be a big part of why its necessary for Players themselves to not feel too attached or to overly identify with their characters. GMs may sometimes need to remind the players: this is a game, and the characters you're playing are not you. Just as its okay in most games to play a character that casually murders, loots and steals, so too is it okay in this game to play a total c**t.

PvP actions[edit]

In PvP, the most common I'll Cut Ya! action is to convince yourself that murdering your friends is justified. Pleasant, eh?

Other I'll Cut Ya! PvP actions might include:

  • Threatening a mate with a knife, so he gives you his stuff. (fast action: successful test means you get to take some of their stuff - for example, steal 1 point of Drugs.)
  • Bitching about someone behind their back to make them less popular. (standard action: successful test means the target loses a point of "Good Mate".)




Not bovvered actions[edit]

PvE actions[edit]

This is a bit of an odd-skill, as it is effectively your ability to do nothing, and to tell the world that you aren't worth victimising.

In PvE, the Not bovvered attribute rarely has any applications.

Examples of PvE Not bovvered actions:

  • Keep playing computer games while your dad beats up your mum, so he ignores you.
  • Avoiding the social pressure to come on a joyride, and instead going to the pub.
  • Walking past the emos on the street corner without making a rude comment or eye contact.

Not bovvered is probably the attribute that the GM will ask you to test reactively most often. That is, something will happen, and unless you pass the test your character feels he has to react to it. Note though that a player can always choose to not make a test, but just fail it instead. That way, at least, he doesn't have to spend any attribute points.

PvP actions[edit]

In PvP, the most common not bovvered action is to be dismissive of someone who has turned up to kill you. You literally don't give them any attention, and they leave you alone as a result. It turns out mum was right - if you ignore bullies they do go away, for a while.

Other not bovvered PvP actions might include:

  • Not doing something you agreed to. (Quick action: counteracts a successful Good Mate or Well Shaggable check that convinced you to do something.)




Pisshead actions[edit]

Pisshead is a purely reactive skill, which you are forced to test whenever you have a significant amount of alcohol.

If you succeed in a Pisshead check, then you are holding your beer nicely, and don't suffer any detrimental effects of drinking... yet.

If you fail a Pisshead check, then the alcohol starts to affect you in a negative way. These might include any of the following (one effect per failed roll):

  • Losing -1 from TWO attributes of the GM's choice due to beered-up behaviour, vomiting, etc. (typically Sneaky Bastard, Good Mate, Well Shaggable or Not Bovvered).
  • Passing out, and having a kip. You lose the next half hour and any other Scum with you can nick your stuff.
  • Taking a random action of the GM's choice.
  • Being carted off to accident and emergency or a police cell (and thus being taken out of the game). This normally happens only if your Pisshead attribute and one other attribute is already at zero.




Stoner actions[edit]

Stoner is a purely reactive skill, which you are forced to test whenever you have a significant amount of drugs.

If you succeed in a Stoner check, then you are holding off the drug effects nicely, and don't suffer any detrimental effects... yet.

If you fail a Stoner check, then the drugs starts to affect you in a negative way. These might include any of the following (one effect per failed roll):

  • Losing -1 from TWO attributes of the GM's choice due to drugged-up behaviour, paranoia, hallucinations, excessive mellow etc. (typically Nutter, Good Mate, Well Shaggable or I'll cut ya).
  • Passing out, and having a kip. You lose the next half hour and any other Scum with you can nick your stuff.
  • Taking a random action of the GM's choice.
  • Being carted off to accident and emergency or a police cell (and thus being taken out of the game). This normally happens only if your Pisshead attribute and one other attribute is already at zero.




Shrapnel actions[edit]

PvE actions[edit]

In PvE, the Shrapnel attribute is handy when you need to buy stuff. Usually this will be related to a Build Up action of some sort.

Examples of other PvE Shrapnel actions:

  • Buying a key item that the game scenario requires.
  • 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!

PvP actions[edit]

In PvP, the most common shrapnel action is buy drinks for someone to divert them from killing you, as detailed in the Hurting People section.

Other shrapnel PvP actions might include:

  • Buying stuff off another Scum. (Quick action: Target gains +1 Shrapnel, but -1 to one Attribute, and you gain +1 to that Attribute.)
  • Paying someone to do something for you. (standard action: successful test means the target agrees to undertake one action for you, subject to GM approval. The target gains +1 Shrapnel.)




Drugs actions[edit]

In PvE, the Drugs attribute is used when you want to see if you've got any drugs on you. Usually this will be related to a Build Up action of some sort.

Examples of other PvE Drugs actions:

  • Bartering for a key item that the game scenario requires.
  • 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!

PvP actions[edit]

In PvP, the most common drugs action is share drugs with someone to divert them from killing you, as detailed in the Hurting People section.

Other drugs PvP actions might include:

  • Bartering for stuff off another Scum. (Quick action: Target gains +1 Drugs, but -1 to one Attribute, and you gain +1 to that Attribute.)
  • Paying someone to do something for you. (standard action: successful test means the target agrees to undertake one action for you, subject to GM approval. The target gains +1 Drugs.)

Sharp-eyed players will note that Drugs and Shrapnel work pretty similarly. The main difference is in what other attributes they are linked to.

Using Drugs, for example, usually leads to a Stoner test, and can build up Sneaky Bastard, Good Mates, and Not Bovvered.

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.