ExGail
2017-10-09, 12:52 PM
This is a quick little set of rules that I made up for a little RPG for me and my friends to play. It's basically a Stranger Things / IT / Monster Squad kind of RPG, with a bunch of kids in a small town in the mid 90's fighting a monster.
Objective: Work together with a group of kids in a small town to find and defeat a monster(s).
Rules
Must use kids from 9-14 years of age.
PG! No kid sex. Don’t pull a Stephen King!
Rule of 10: A failure on a D20 is a 1-9, a success is an 11-20, reroll on a 10 until success or fail.
Dumb Luck: All players have 1 Dumb Luck per day, plus Dumb Luck gained from a Kid Cliché. If you have a Dumb Luck, you can roll again and take the higher of the two.
Bad Luck: You must roll your dice again, and take the lower of the two.
Character Stats
Smarts: 1d4 + Pool of 10 points
History
Science
Math
Government
Pop Culture
Imagination: 1d4 + Pool of 10 points
Critical Thinking (Wisdom)
Invent (Dexterity/Tinkering)
Instinct (Insight)
Toughness: 1d4 + Pool of 10 points
Intimidation
Street Smarts (Survival)
Grit (Constitution)
Fitness: 1d4 + Pool of 10 points
Upper body (Arms/Back Athletics)
Lower body (Legs/Abs Athletics)
Parcore (Acrobatics)
Hand-eye (Dexterity)
Sneak (Stealth)
Charm: 1d4 + Pool of 10 points
Convince (Persuation)
Flirt (Persuasion with romantic intent)
Bull****ting (Deception)
Character Design
Stamina (HP): Toughness + 5
Energy: 10 max energy, loss 1 for each full minute of activity, spend 1 energy per attack, 1 minute of rest to regain 1 energy
Resistance (AC): Fitness + 5
Speed: 10 (Chubby), 15 (Beefy), 20 (Skinny)
At the start of the game, each player selects a Kid Cliché and a sub Cliché
Loser – Max on Smarts. Select 1 book and 1 gadget
Nerd – Gain Dumb Luck on 2 (History, Science, Math, Government)
Gamer –Gain Dumb Luck on all pop culture checks and on hand-eye
Engineer – Once per week you can make 1 gadget, with Dumb Luck on Invent
Homebody – Gain a fanny pack that can hold up to 10 snacks, 1 snack = 1 Energy
Momma’s Boy/Daddy’s Girl – Dumb Luck on charm against adults
Hypochondriac – Gain a first aid kit, Dumb Luck on medical knowledge
Good Kid – Plus 1 to all stats
Cool Kid – Max on Charm
Athlete – Dumb Luck on 1 (Upper body, Lower body, Parcore)
Rich Kid – Gain an allowance of 50 dollars per week
Popular – Dumb Luck on charm against other kids
Outcast – Max on Toughness
Damaged – Dumb Luck on instinct
Delinquent – Dumb Luck on sneak
Weirdo – Gain a collection of miscellaneous items
Comic Relief – Can spend an action to tell a joke and either encourage a friend (+1d4) or distract an enemy (-1d4) once a day
Class Clown – Gain an additional joke to encourage
Pervert – Gain an additional joke to distract
Prankster – Gain Dumb Luck on Critical Thinking
Bully – Dumb Luck on Intimidation
Physical – Max on Fitness
Emotional – Taunt someone to have Bad Luck on their next attack
Passive Aggressive – Taunt someone, two turns later, they begin to doubt their self worth and will either try to flee or all attacks that round are at Dumb Luck.
Objective: Work together with a group of kids in a small town to find and defeat a monster(s).
Rules
Must use kids from 9-14 years of age.
PG! No kid sex. Don’t pull a Stephen King!
Rule of 10: A failure on a D20 is a 1-9, a success is an 11-20, reroll on a 10 until success or fail.
Dumb Luck: All players have 1 Dumb Luck per day, plus Dumb Luck gained from a Kid Cliché. If you have a Dumb Luck, you can roll again and take the higher of the two.
Bad Luck: You must roll your dice again, and take the lower of the two.
Character Stats
Smarts: 1d4 + Pool of 10 points
History
Science
Math
Government
Pop Culture
Imagination: 1d4 + Pool of 10 points
Critical Thinking (Wisdom)
Invent (Dexterity/Tinkering)
Instinct (Insight)
Toughness: 1d4 + Pool of 10 points
Intimidation
Street Smarts (Survival)
Grit (Constitution)
Fitness: 1d4 + Pool of 10 points
Upper body (Arms/Back Athletics)
Lower body (Legs/Abs Athletics)
Parcore (Acrobatics)
Hand-eye (Dexterity)
Sneak (Stealth)
Charm: 1d4 + Pool of 10 points
Convince (Persuation)
Flirt (Persuasion with romantic intent)
Bull****ting (Deception)
Character Design
Stamina (HP): Toughness + 5
Energy: 10 max energy, loss 1 for each full minute of activity, spend 1 energy per attack, 1 minute of rest to regain 1 energy
Resistance (AC): Fitness + 5
Speed: 10 (Chubby), 15 (Beefy), 20 (Skinny)
At the start of the game, each player selects a Kid Cliché and a sub Cliché
Loser – Max on Smarts. Select 1 book and 1 gadget
Nerd – Gain Dumb Luck on 2 (History, Science, Math, Government)
Gamer –Gain Dumb Luck on all pop culture checks and on hand-eye
Engineer – Once per week you can make 1 gadget, with Dumb Luck on Invent
Homebody – Gain a fanny pack that can hold up to 10 snacks, 1 snack = 1 Energy
Momma’s Boy/Daddy’s Girl – Dumb Luck on charm against adults
Hypochondriac – Gain a first aid kit, Dumb Luck on medical knowledge
Good Kid – Plus 1 to all stats
Cool Kid – Max on Charm
Athlete – Dumb Luck on 1 (Upper body, Lower body, Parcore)
Rich Kid – Gain an allowance of 50 dollars per week
Popular – Dumb Luck on charm against other kids
Outcast – Max on Toughness
Damaged – Dumb Luck on instinct
Delinquent – Dumb Luck on sneak
Weirdo – Gain a collection of miscellaneous items
Comic Relief – Can spend an action to tell a joke and either encourage a friend (+1d4) or distract an enemy (-1d4) once a day
Class Clown – Gain an additional joke to encourage
Pervert – Gain an additional joke to distract
Prankster – Gain Dumb Luck on Critical Thinking
Bully – Dumb Luck on Intimidation
Physical – Max on Fitness
Emotional – Taunt someone to have Bad Luck on their next attack
Passive Aggressive – Taunt someone, two turns later, they begin to doubt their self worth and will either try to flee or all attacks that round are at Dumb Luck.