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| Wyvern7604-16-07, 05:25 PM | I was reading the Hijinx mini-game in Polyhedron recently, and it got me thinking about what a Scooby-Doo minigame might look like. I've thrown together some ideas, using d20 Modern as a baseline, but they're not complete. I need your suggestions, especially for class features. For flavor purposes, the ability scores are renamed: Strength = Muscle (Mus) Dexterity = Speed (Spd) Constitution = Stamina (Sta) Intelligence = IQ Wisdom = Savvy (Sav) Charisma = Charm (Cha) Classes There should usually only be one member of each class on any given team; more than one is not only a recipe for rivalry, but also means that the team will most likely be lacking in other areas. The Leader (e.g. Fred): The Leader doesn't have many talents of his own, but he's good at coordinating the rest of the team to make the best use of their talents. He can also make a decent front man for a team that lacks a Schmoozer (or if the Schmoozer is unavailable for some reason). Hit Dice: d8 BAB: Medium, Defense: Medium Class Skills: Athletics, Driving, Perform, Persuade, Scout, Street Smarts Skill Points: 3 Saves: Fort and Will medium, Reflex low The Jock (e.g. ??): He may not be too bright, but when fighting breaks out, the Jock is the guy you want at your back. Actually, it's even better to have him at your front. He's pretty good at sports and other athletic activities too. Hit Dice: d10 BAB: High, Defense: Medium Class Skills: Athletics, Driving, Gymnastics, Scout, Street Smarts Skill Points: 3 Saves: Fort high, Reflex medium, Will low The Schmoozer (e.g. Daphne): The Schmoozer is the most socially adept member of the team, and the best one to take charge in interviewing or negotiating with people the team meets. She's often skilled at other spy stuff too, such as sneaking around. Hit Dice: d6 BAB: Low, Defense: Medium Class Skills: Detecting, Languages, Perform, Persuade, Stealth, Street Smarts, Trickery Skill Points: 5 Saves: Fort low, Reflex medium, Will high The Brain (e.g. Velma): She may not be much use in a fight or have many social skills, but the Brain is a veritable fountain of knowledge on all matters academic or obscure. She may also a computer whiz, or possibly an inventor, and she's pretty good at figuring out puzzles and solving mysteries. Hit Die: d6 BAB: Low, Defense: Low Class Skills: Book Smarts, Computers, Detecting, Languages, Notice, Tinkering Skill Points: 5 Saves: Fort and Reflex low, Will high The Grease Monkey (e.g. Gadget Hackwrench): Whereas the Brain excels in book learning and computers, the Grease Monkey ("Greaser" for short) works miracles with anything that has an engine. She's just as good at driving them as she as at fixing them (or for that matter, sabotaging them). Hit Die: d8 BAB: Medium, Defense: Medium Class Skills: Driving, Gymnastics, Street Smarts, Tinkering Skill Points: 3 Saves: Fort medium, Reflex high, Will low The Holy Fool (e.g. Shaggy, Scooby): One the surface, the Holy Fool seems completely incompetant. That's because he is. He's always getting into trouble, but he somehow always manages to get himself out again through sheer dumb luck. Hit Die: d8 BAB: Low, Defense: High Class Skills: Animal Empathy, Perform, Scout, Stealth, Trickery Skill Points: 3 Saves: All high The Gifted (e.g. Vincent Van Ghoul): This optional class covers anyone with a supernatural or superhuman ability, whether they be a witch, a psychic or even an alien. Hit Die: d6 BAB: Low, Defense: Low Class Skills: Any four of the player's choice (subject to GM approval), plus a special skill used to activate the character's talent (e.g. Hypnosis, Magic, Telekinesis, or whatever else is appropriate). Skill Points: 3 Saves: Fort and Reflex medium, Will high Multiclassing: Since niche protection and individual shticks are a key element of the genre, multiclass characters suffer a 20% experience penalty (if the GM allows them at all), regardless of whether their classes are balanced. An exception may be made to fill in gaps in the party roster; you may take two classes (and only two) if the second class is one not represented by any of the other party members. Reputation: The classes above have no Reputation progression since individual reputation is not important to the genre. Instead, the team as a whole will have a Reputation score. The GM should award Reputation points for successfully solving mysteries. Skills Narrowly-defined skills are not appropriate to the genre. Therefore, they should be lumped together as much as possible. New skills are listed below, along with the standard skills that they replace. It also means that some feats (such as Athletic, Alertness and Stealthy) need to be revised. No feat should add a bonus to two skills; it may be best to replace all such feats with the Skill Focus feat (which should add a +2 bonus, not +3). Animal Empathy (Cha): Handle Animal, Ride Athletics (Mus): Climb, Jump, Swim Book Smarts (IQ): Decipher Script, Knowledge (except as listed under Street Smarts), Research Computers (IQ): Renamed but otherwise unchanged. Detecting (IQ): Gather Information, Investigate, Sense Motive Driving (Spd): Drive, Pilot Gymnastics (Spd): Balance, Escape Artist, Tumble Languages (IQ*): Read/Write Language, Speak Language Notice (Sav): Listen, Spot, Search Persuade (Cha): Bluff*, Diplomacy, Intimidate Perform (Cha): Includes all types of performance (separate skills are not needed) Scout (Sav): Navigate, Survival, Treat Injury, Use Rope* Stealth (Spd): Hide, Move Silently, Open Lock* Street Smarts (Sav): Knowledge (current events, pop culture, streetwise) Tinkering (IQ): Craft, Demolitions, Disable Device, Repair Trickery (Cha): Bluff*, Disguise, Sleight of Hand * Individual languages are bought separately with skill points (if you can speak it, you can read it and vice versa), but you can also make a special Languages check when encountering an unknown language. After listening to the language for at least one minute, you may add your IQ modifier to the number of extra languages you know (besides your native tongue), and make a check against DC 15 (DC 20 for non-human languages). You gain a +2 synergy bonus if you have 5 or more ranks in Book Smarts. If you succeed, you can understand and communicate very basic concepts in the language. If you fail, you cannot make any further Language checks to understand that language, though you may still, given the opportunity to study the language, spend skill points to learn it normally. You can take 10 on this check as long as the language's speakers are not hostile, but you can't take 20. * Attempting to bluff someone may be covered by either the Persuade or Trickery skill, depending on the situation. The GM may decide which is more appropriate, or may let the player choose. * In d20 Modern, tying someone up is a straight Dex check. Since learning to tie knots is part of Scout training, the Scout skill may be used for this purpose (modified by Speed instead of Savvy?). * Picking a mechanical lock (or cracking a safe) can be attempted using either the Stealth or the Tinkering skill, whichever the player prefers. Lockpicks are not required; a hairpin or credit card will do, though if you have proper lockpicks you gain a +2 equipment bonus. Concentration, Forgery, Gamble, Knowledge (tactics) and Profession skills are not included, as they are either unnecessary or inappropriate for the genre. A forgery may be used as a prop to the Trickery skill, but the creation of the forgery is not as important as its use. (Detecting a forgery requires the Detecting skill, naturally.) Likewise, Gamble checks are usually only necessary if some kind of trickery is involved. Gambling simply to increase your Wealth is generally not appropriate to the genre, but if a player wants to try it anyway, they should make a Savvy check. Backgrounds These work similarly to occupations (which are otherwise not used in this game), and allow you to pick up a few extra skills without multiclassing. The GM may allow everyone a free background, or they may be purchased as feats at 1st level. Rebel: You may be the quintessential Bad Boy/Girl, or just a slacker with little respect for authority. Add Driving, Stealth and Street Smarts as permanent class skills. If any of them is already a class skill, it gains a +1 bonus. Country Kid: You grew up on a farm or ranch, or maybe some exotic location such as the Outback or the South Pacific. Add Animal Empathy, Athletics and Scout as permanent class skills. If any of them is already a class skill, it gains a +1 bonus. Preppy: You probably have rich parents, and you went to the best schools. You're generally an all-round good kid, and darn it, people like you! Add Athletics, Book Smarts and Persuade as permanent class skills. If any of them is already a class skill, it gains a +1 bonus. Babe: You may be cute, sexy or just a stud, but whichever way you slice it you're hot stuff. Add Perform, Persuade and Street Smarts as permanent class skills. If any of them is already a class skill, it gains a +1 bonus. (You must have Charm 13+ to take this background.) Weirdo: You're a bit spacey, out of tune with the world around you. In spite of this, you have uncanny intuition and a knack for picking up on things that other people miss. Add Animal Empathy, Languages and Notice as permanent class skills. If any of them is already a class skill, it gains a +1 bonus. You also gain a +1 bonus to Will saves vs. fear (due to having your head in the clouds). (Suggestions for additional backgrounds are welcome.) Combat Attacks of opportunity are inappropriate to the genre (this means that some feats, such as Combat Martial Arts and Improved Disarm, will be either obsolete or less useful). Flanking rules are more lenient; for each additional person attacking the same opponent, all the attackers gain a +2 bonus to hit (maximum +8), regardless of where they're standing. It pays to gang up! Remember that the villains should usually be more powerful than the heroes, but the heroes should have the numerical advantage. Weapons Guns are inappropriate to the genre. A villain may threaten the heroes with a gun, and even shoot at them, but they'll never hit them. The heroes should never carry guns or other lethal weapons; if the players insist on purchasing them anyway, the GM should question whether they're really interested in playing in this genre. Most fights should use either be unarmed or with improvised weapons, and even weapons which would be potentially deadly in real life (such as a baseball bat) will only knock a person out. The villain may trap the heroes and place them in a situation that appears deadly, but the GM should always make sure that the heroes have some way to escape. Damage This is a cartoon; nobody dies. There are two ways you could handle damage, depending on whether or not you despise the d20 Modern rules for non-lethal damage. 1) All damage is non-lethal. When your hit points drop to 0 or below, you're out for the count. You can also be knocked out for 1d4+1 minutes (not rounds) if you take damage exceeding your Stamina score in a single attack and fail a DC 15 Fort save (if you save, you're dazed for 1 round). There's no "disabled" condition, no need to stabilize, and nothing worse will happen to you if your hit points drop to -10 or below. You naturally heal hit points equal to your level for each hour of rest. 2) All damage is non-lethal, and follows the standard d20 Modern rules for non-lethal damage, except that you add up all damage taken in a single round (not just from a single attack). This makes it easier to take someone out by dog-piling them. Hit points are obsolete. If you're KO'ed, you wake up in 1d4+1 minutes (not rounds). Chases Trying to outrun an opponent requires an opposed Athletics check, modified by Speed instead of Muscle. For additional detail, you could adapt the rules from Hijinx (if you have it), or use a simplified version of the rules from Spycraft (if you have it), or just make up your own. |
| Rhineglade04-16-07, 06:20 PM | This is a total riot! Great job Wyvern! You get TWO scooby snacks for this. Scooby Doo is a total classic. One of my favorite cartoons. Of course, a lot of this depends on which "series" you want to use as the Scooby gang changed/evolved quite a bit over the years. They started with the original show of only Fred, Daphe, Velma, Shaggy and of course Scooby Doo. Later shows have Scooby Dum and occasionally Scooby Dee and let's not forget that annoying little pest Scrappy Doo. Still later, there were the Scooby Doo Movies with such legendary partnerships as the Scooby Gang partnered with Batman & Robin, Sonny & Cher, the Harlem Globetrotters, Phyllis Diller, Sandy Duncan, the Addams Family, etc. Then we had the more moderized 13 Ghosts of Scooby Doo where we loose Fred and Velma, get a new hip hair style for Daphne and through in a new comedy relief in the form of Flim-Flam. This group is aided by the penultimate sorcerer Vincent Van Ghoul. This series alone has a lot of potential with the Chest of Demons and all the evil spirits running around. And don't forget those two meddling ghosts who were always trying to steal the Chest and release the trapped demons. If my memory serves, here are some of the classic monsters: the Mummy of Ankha the Willowaw the Gator Ghoul Iron Face Phantom of Haunted Isle Captain Cutler's "ghost" the Vampire of the Bay the Chocolate, Vanilla and Strawberry Phantoms the Phantom-Shadow the Viking-Ghosts the Moon Monster the Night Ghoul of London the Werewolf the Snow-Ghost the 10,000-volt Ghost numerous incarnations of ghosts, witches, etc |
| Wyvern7604-17-07, 07:08 PM | This is a total riot! Great job Wyvern! You get TWO scooby snacks for this. Scooby Doo is a total classic. One of my favorite cartoons. Of course, a lot of this depends on which "series" you want to use as the Scooby gang changed/evolved quite a bit over the years. They started with the original show of only Fred, Daphe, Velma, Shaggy and of course Scooby Doo.Glad you like it. I wasn't actually trying to make rules for running a Scooby-Doo game as such, but rather a game in the style of Scooby-Doo. I'm still hoping for suggestions on special abilities for the classes I listed. Wyvern |
| Wyvern7604-24-07, 12:30 AM | :bump: |
| Prator_the_Legendary04-24-07, 09:10 PM | I think Scrappy-Doo qualifies as a Jock. At least, he seems to think he does... Usually people grab him and run, so it's not certain if all the "Lemme at him!" stuff he does is more than bluster. |
| Wyvern7605-03-07, 08:30 PM | Bumpity-:bump: |
| Wyvern7605-22-07, 03:59 PM | One more :bump: Does nobody have any suggestions for class features? :sad: |
| Lazulli05-22-07, 04:26 PM | Wow, what a cute idea. Definately worth pursuing. I'd need to think more of possible class features, I'm not very accustomed to more light hearted campaign ideas like this one. =) Although perhaps one of the classes (The Leader) needs something like an "Delayed Epiphany (Su)" ability. Like where they realise that "oh, actually the big bad monster is THAT guy" and are able to see through the disguise or whatever. If that makes any sense. =P |
| Prator_the_Legendary05-22-07, 07:34 PM | The Holy Fool class needs to have a special ability called "Panic Attack." This ability is activated as a free action and lasts for the duration of an encounter. It can be used an unlimited number of times per day. While in "Panic Attack" mode, the Holy Fool gets insanely high reflex saves, high inherent bonuses to balance, trickery, and jump checks, and a doubled base speed. This comes at the price of a geas effect cast on the Holy Fool that commands him to run from whatever is threatening him. I'll come up with others in a bit. |