Editing Scum: The Scum Maker

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 5: Line 5:
 
=Like Rats...=
 
=Like Rats...=
  
...the ''Scum'' are without number.
+
...the Scum are without number.
  
 
Such is the brutal nature of this game that its likely that at least one player will lose at least one character during a game session. A single knife wound or drug overdose will put a player character in hospital, and leave him out of play for at least as long as most Scum stories.
 
Such is the brutal nature of this game that its likely that at least one player will lose at least one character during a game session. A single knife wound or drug overdose will put a player character in hospital, and leave him out of play for at least as long as most Scum stories.
  
 
For this reason, character generation has been designed to be ultra-fast. With just five D6 rolls, you can make your character. When your player character dies or is hospitalised, the game stops for one or two minutes, and you roll up a new one.
 
For this reason, character generation has been designed to be ultra-fast. With just five D6 rolls, you can make your character. When your player character dies or is hospitalised, the game stops for one or two minutes, and you roll up a new one.
 
''Scum'' breaks from the conventional advice given to players in rpgs in that its generally a bad idea to overly identify with your characters, or to create complex backstories and plot hooks. The ''Scum'' themselves view life as disposable... so should you.
 
 
<br><br>
 
<br><br>
 
==Introducing new characters==
 
==Introducing new characters==
Line 26: Line 24:
 
==No grudges==
 
==No grudges==
  
In a game where the character's lives are cheap, and where the most likely cause of hospitalisation is another player character, it is ''absolutely essential'' that everyone knows, from the outset, that you can't carry a grudges through character death. Each new player character is considered a blank slate, nothing to do with that player's previous characters.  
+
In a game where the character's lives are cheap, and where the most likely cause of hospitalisation is another player character, it is ''absolutely essential'' that everyone knows, from the outset, that you can't carry a grudge between players. Each player character is considered a blank slate, nothing to do with that player's previous characters.  
 
<br><br><br><br>
 
<br><br><br><br>
 
 
=Rolling Up=
 
=Rolling Up=
  
 
Just to clarify, we're not talking about weed and rislas here. Well, not mostly. We're talking about making your characters. There are just '''ten attributes''' for each ''Scum'', that will tell you pretty much everything you need to know about them. They fall into five pairings.
 
Just to clarify, we're not talking about weed and rislas here. Well, not mostly. We're talking about making your characters. There are just '''ten attributes''' for each ''Scum'', that will tell you pretty much everything you need to know about them. They fall into five pairings.
 
  
 
To generate the first attribute in a pair, roll a 6-sided dice. This sets that attribute.
 
To generate the first attribute in a pair, roll a 6-sided dice. This sets that attribute.
  
 
To generate the second attribute in a pair, you need to deduct the first attribute from seven. For example, if you have a ''Nutter'' attribute of 5, then you'd have a ''Sneaky Bastard'' attribute of 2.
 
To generate the second attribute in a pair, you need to deduct the first attribute from seven. For example, if you have a ''Nutter'' attribute of 5, then you'd have a ''Sneaky Bastard'' attribute of 2.
 
  
 
The pairings are as follows:
 
The pairings are as follows:
Line 46: Line 41:
 
* '''Pisshead''' .... '''Stoner'''
 
* '''Pisshead''' .... '''Stoner'''
 
* '''Shrapnel''' .... '''Drugs'''
 
* '''Shrapnel''' .... '''Drugs'''
 
  
 
So, for example, if you rolled in sequence 5, 2, 4, 1, 3, then your character sheet would now look like this:
 
So, for example, if you rolled in sequence 5, 2, 4, 1, 3, then your character sheet would now look like this:
Line 64: Line 58:
  
 
The higher an attribute is, the better it is. During the game no attribute can go above 10 or below 0 - these are the limits of a Scum's potential.
 
The higher an attribute is, the better it is. During the game no attribute can go above 10 or below 0 - these are the limits of a Scum's potential.
 
  
 
So what do these attributes mean?
 
So what do these attributes mean?
Line 70: Line 63:
 
The '''Nutter''' attribute represents how likely you are to hurt someone when you attack them. Its not really skill at fighting (as these are just Scum kids, not martial artists) but more the willingness to stick a knife in someone's gut, or a boot in their face. You use this attribute when you want to hospitalise someone.
 
The '''Nutter''' attribute represents how likely you are to hurt someone when you attack them. Its not really skill at fighting (as these are just Scum kids, not martial artists) but more the willingness to stick a knife in someone's gut, or a boot in their face. You use this attribute when you want to hospitalise someone.
  
The '''Sneaky Bastard''' attribute is used to avoid being detected (i.e. stealth) but also to avoid being the one that stands out (i.e. social camouflage). If you're trying to move unnoticed past a guard dog, you'd use this attribute, but also if you're standing in a police line-up and hoping not to be the one the old granny picks out, you use this attribute.
+
The '''Sneaky Bastard''' attribute is used to avoid being detected (stealth) but also to avoid being the one that stands out (social camouflage). If you're trying to move unnoticed past a guard dog, you'd use this attribute, but also if you're standing in a police line-up and hoping not to be the one the old granny picks out, you use this attribute as well.
  
 
The '''Well Shaggable''' attribute describes how sexually appealing you are. This isn't just a case of being good looking - its also a function of fashion sense, of flirtiness and of sexual confidence. The attribute is used whenever you are trying to socialise with Scum of the opposite gender.
 
The '''Well Shaggable''' attribute describes how sexually appealing you are. This isn't just a case of being good looking - its also a function of fashion sense, of flirtiness and of sexual confidence. The attribute is used whenever you are trying to socialise with Scum of the opposite gender.
Line 82: Line 75:
 
The '''Pisshead''' attribute shows how well you can handle your alcohol. A low attribute in this means you're likely to start acting like a twat after a couple of pints, and will be on the floor after four.  
 
The '''Pisshead''' attribute shows how well you can handle your alcohol. A low attribute in this means you're likely to start acting like a twat after a couple of pints, and will be on the floor after four.  
  
The '''Stoner''' attribute marks how well you can handle your drugs, especially weed. A low attribute in this means you're likely to fall asleep after smoking a joint, or start dancing like someone's dad when you've popped an E.
+
In contrast, the '''Stoner''' attribute marks how well you can handle your drugs, especially weed. A low attribute in this means you're likely to fall asleep after smoking a joint, or start dancing like someone's dad when you've popped an E.
  
 
'''Shrapnel''' is spare change - the loose coins you carry in your pocket. In game terms, each point you have in shrapnel is two or three quid, but the game system doesn't demand that you keep track of money in pounds and pence. After all, if you're planning your finances precisely, you're probably not Scum. Instead, shrapnel is checked against like any other attribute, to see if you can afford stuff (like beer and plastic fashion accessories).
 
'''Shrapnel''' is spare change - the loose coins you carry in your pocket. In game terms, each point you have in shrapnel is two or three quid, but the game system doesn't demand that you keep track of money in pounds and pence. After all, if you're planning your finances precisely, you're probably not Scum. Instead, shrapnel is checked against like any other attribute, to see if you can afford stuff (like beer and plastic fashion accessories).
Line 88: Line 81:
 
'''Drugs''' is the drugs you have on you - maybe a pouch of weed, a few tabs and enough coke for a line or two... Again, we don't track drug inventory precisely, as player characters are the sort to stash an old joint in a back pocket or in the heel of their shoe, then forget that its there for a week or two. Instead, the drugs trait is checked against to see if they have weed on them when they need it.
 
'''Drugs''' is the drugs you have on you - maybe a pouch of weed, a few tabs and enough coke for a line or two... Again, we don't track drug inventory precisely, as player characters are the sort to stash an old joint in a back pocket or in the heel of their shoe, then forget that its there for a week or two. Instead, the drugs trait is checked against to see if they have weed on them when they need it.
  
We'll come back to these attributes later, but for now, its worth keeping track of where your ''Scum's'' strengths and weaknesses lie.
+
We'll come back to these attributes later, but for now, its worth keeping track of where yorur Scum's strengths and weaknesses lie.
 
<br><br><br><br>
 
<br><br><br><br>
 
+
=Names, and other not important stuff=
=Names, and other stuff=
 
  
 
First off, flip a coin. If it lands heads, you're playing a "bloke" (that's a male, incidentally), if it lands tails, you're playing a "bird" (a female, in the Scum vernacular...).
 
First off, flip a coin. If it lands heads, you're playing a "bloke" (that's a male, incidentally), if it lands tails, you're playing a "bird" (a female, in the Scum vernacular...).
Line 100: Line 92:
 
Second, name your character. A first name (Darryl, Tracey, Mikey) is plenty, or a nickname (Spooney, Longboy, Asbo) is a reasonable alternative. Don't try to get too cool or clever here - players and GMs should smack down anyone who thinks to hard about this.  
 
Second, name your character. A first name (Darryl, Tracey, Mikey) is plenty, or a nickname (Spooney, Longboy, Asbo) is a reasonable alternative. Don't try to get too cool or clever here - players and GMs should smack down anyone who thinks to hard about this.  
  
A smart arsed middle classed player, for example, might think up the nickname "MC Escher" to play off his DJing and his love of surrealism, but the correct response from the other ''Scum'' should then be ''"u wot?"'' and ''"stop poncing about, you ponce!"''
+
A smart arsed middle classed player, for example, might think up the nickname "MC Escher" to play off his DJing and his love of surrealism, but the correct response from the other Scum should then be ''"u wot?"'' and ''"stop poncing about, you ponce!"''
  
  
Line 108: Line 100:
  
 
Also, avoid over-complex motivations. The GMs will tell you what the motivation of the gang as a whole is at the start of an evening's scenario. If you set up complex hopes and dreams for your character, you're more likely to get upset when you get arbitrarily stabbed by another player character!  
 
Also, avoid over-complex motivations. The GMs will tell you what the motivation of the gang as a whole is at the start of an evening's scenario. If you set up complex hopes and dreams for your character, you're more likely to get upset when you get arbitrarily stabbed by another player character!  
 
 
The ''whole process of character generation'' detailed here should be completed in less than five minutes, and preferably in less than two minutes. If you take longer than that, you're taking too long.
 
 
<br><br>
 
<br><br>
 
[[Category:Scum|The Scum Maker]]
 
[[Category:Scum|The Scum Maker]]

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)