CHS RULZ

Zekiran

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3 years, 3 months ago
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Zekiran
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RÜLZ?!
Rulz for the HolMeister -
aka Game Master, Game Holder, Campus Cop, whatever your title is this week.

Who needz em? Well, you. If you don’t have a copy of one of the two games which this clever little fusion is created from, you’ll need these basics.

The idea is to roll up characters, with certain statistics. Those stats are rated at 0 (zero) through 6, or more improbably even up to 10. The characters all have Skills, Knacks and often Powers, all explained earlier.

The Game Admin (or one of the other clever titles, see above) explains the setting and is meant to play all the background characters needed for interaction. They are also responsible for the semblance of a plot which will drive the characters’ interactions. This can be as simple as “getting into a movie without paying”, more complex like “help the intelligence-impaired cheerleader pass her math exam without cheating”, or even as hard to imagine as “rescue the kidnapped girl from hordes of zombies before they make her into their queen on the faroff planet of Zegedoid”.

If the character wishes to use a skill or perform an action, they will do the following:
The HolMeister will think up a “target” difficulty that an action requires to succeed, succeeding means "rolling above" this number.
3 {cake walk},
5 {normal},
8 {kinda hard},
12 or more {woefully impossible}

To try and succeed, the player finds the appropriate Skill, Knack or Power and its attendant score (usually +1 to +6).

Add that score to the appropriate Stat: use your noggin... shootin’ gunz is a BOD score, not a SMARTS. Gun RUNNING on the other hand is a Cool basted skill! (This is why you should note which score goes with what ability on the character sheet so there's no question.) If this number (stat+skill) is already HIGHER than the target number needed, they have succeeded already and don't need to go on. If it's EQUAL TO it, continue below.

If needed the player will roll 1d6 (or more, if the HM demands it) and add it to the final score.

If this final number is HIGHER than the target difficulty, then the player has successfully performed the task. If it’s EQUAL to the number, have them roll a SIMPLE LUCK roll (roll under their luck score on 1d6) and if that succeeds, they’ve done it, if it fails, they haven’t. If it is still LOWER than the difficulty number... you’re outta luck buster!

Of course, it’s also up to the HolMeister to decide “why” the skill failed, or succeeded so well — try describing a scene in as graphic or hilarious terms as is appropriate! (Player fails their “catch baseball” skill roll... it’s GOT to be at the deciding moment of the big game, right? Humiliate them! Player rolls 10 over the difficulty to “arrange arms deal” and manages to get the entire battle fleet of Shum-Goth 5 to parade themselves to the buyers...)

Use of modifiers to rolls is important only if you want to bog the game down. But distances and complications (your little sister, yapping neighbor’s dog, alien invasion squads) can make a difference. Generally modifiers will rarely be over -5, but if you're saving the world as the Vogons are invading and trying to turn in your Geography homework...

Now, it’s up to the HolMeister to decide how much of an annoyance is “Annoying” as well as how far “Far” really is. When you’re on the other side of the bathroom door, it’s the longest three inches away in the universe...

These can also be reversed for favorable conditions, if the teens have been planning something let them have bonuses for nearness or quiet concentration.

Amount
DistanceDistraction
-1
Not Far (within arm's reach)Minor Noise, Etc (phone ringing)
-2
Kinda Far (across a room)Annoyance (loud music when trying to study)
-3
Faroff (down the street/block)Incessant Pestering (little sister begging for hug)
-4
Distant (across Campus)Hounded (in a busy day care center)
-5
Really Far (anything farther)Assaulted by Everything (at a rock concert)
Distance
In the Carramba High universe distance is quite relative to how fast the Teen is, what sort of vehicle they might have on them at the time (jetpack? jet skates? hoverbelt?) and how badly they need to get wherever they are going.
Speed is also a relative term - some Teens have special speed enhancing powers, so no matter how high that Feets score is they WILL be anywhere from 2 to 12 times faster. That's the way it goes. In particularly horrific scenarios, the HM might want to assign movement rates to the Teens. Though why one would do that in a game where people can teleport is beyond me...
Bonk
When a Teen is confronted by a hoard of ravening bugblatter Beasts of Traal, and all they've got on them is a spork -- there's gonna be some Bonk lost. What is bonk? Really? Well it's stamina. Meat. Hit points were taken so I've gotta use Bonk.
The HM decides how much bonk is taken - keep them fair! Don't keep changing how much that Zap gun does just because you like the girl who's playing. Usually bonk is anywhere from 1 point hitting one target to 3d6 worth spread over multiple targets.
Essentially, whenever there is a moment of impact (be it a fist, headbash, faceplant, kick to the groin, flamethrower, fall to the ground from a 10 story monument...) Bonk is assigned to the teen. It's all temporary damage, but they will go unconscious when their Bonk/Meat score is at Zero. (There is no need for them to alter their character sheets when taking bonk, just keep track of it carefully.)
They might even need to hit the hospital. Wounds do not always heal overnight in this universe. It's not a deadly game, but it is a bit more realistic than thinking that everything will be fine and reset for the next "episode". If someone's taken a bad fall, they'll be in for several weeks in a cast or an overnight stay at the emergency room. Thus, they will be able to garner sympathy from their fellow Teens.
Skilled medical technicians (which are found in the Admin building or in the Physical Sciences building at any given moment, or perhaps posing by the weight room mirrors in one particularly vain doctor's case) can heal up to their Skill (fix broken people) in Meat per day that they are attempting to heal. Thus, if your Teen takes 3 meat breaking their arm falling out of a tree (don't ask why they were up there), and heads to the nurse at Carramba High, she'll roll on her Smarts/Greymatta+Healing+1d6 and if it's a success (and you'd better believe it will be) your Teen gets those points back, almost like magic. As stated above, though, there's always something to be said about getting a cast on. (It's a good place to hide notes, you might be able to use it as a shield, of course it's a grafitti attraction point...)
Bonk is not the only substance or stat to take damage! Anything really can. A clever student might have come up with an Intelligence Drainer, something that soaks up Smarts/GM from the teens temporarily. They get stupider and stupider... Many things can damage Cool or Looks. Slimey things, usually. Embarrassment is one thing that can be handed out like candy at Carramba High.
Powers
When a Teen (or staff member, npc, whoever) wants to use a Power, they can usually just say they're using it. Sometimes they may require some condition to turn a power on or off. If the Teen has a skill in a power's use, however, they must roll it. Specifically, things like "Magic" and "Superpowers" and many powers which are physically challenging (deep freeze, fire breathing, etc) require aiming, shooting and damage counting. They definitely require a roll to use. Things like Talk to Aliens or Gang usually do not. It's all up to the HM.