AMRHS

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    ANCIENT MYTHS REVISITED: HIGH SCHOOL

    SECOND EDITIONA SILLY RPG FOR SILLY PEOPLE

    By Pen

    For his friends on the sup/tg/ IRC server, specifically:Marklon Wahlberg

    andViral (of Viral Games)

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    Welcome to the re-write of the original AMRHS, created in one of Virals

    24-hour RPG design threads by Pen. It spawned a fun, memorable, un-planned and totally spitballed campaign that I enjoyed running very much.This edition aims to define the types of beings in the universe more clearlyand in a more balanced way, and add some player-suggested changes. I hopethat the game is played more after my writing this - but there are, of course,no guarantees. Have fun!

    INTRODUCTION

    Welcome to AMR:HS 2. Have you ever wondered what a high school fullof all your mythological characters would be like? AMR:HS 2 will let youdo that with its ridiculously simple rules and social interaction based skills.Play in a world where Medusae, Gods, Monsters, Demons, and Heroes roamthe halls, looking for sex, drugs, alcohol, good grades, video games, cheatingtips, sports... Its all in these rules, ready for you!

    CHARACTER CREATING

    When you create a character, you do four things. You pick the characters

    type, their attributes, their skills, and their traits (and spells). AMR:HS 2uses a d6 pool system, and each attribute represents how many dice youroll for a given skill test. Skills add extra dice to the pool when performinga specific skill. Traits are always active and require no rolling whatsoever.Thats all - those four things and youre on your way to mythological fun!

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    TYPES

    Your character must be a specific Type. Your Type determines how manyskills and traits you get, and may or may not limit the traits you may choose.There is no cost or penalty to pick a type - pick any one you want!

    MORTALMortals are all the various living things that hail from Earth with no

    heavenly blood in their veins. Humans, dwarves, elves, sprites, centaurs, etcetera are all Mortals.

    Skills: 6

    Traits: 2Other: None

    DEMIGODThese beings are the offspring of a Mortal and a God. They have ex-

    ceptional powers and very long lives. They are limited by the ways of theirheavenly parent in that they cannot learn skills as easily. Mystical but not-quite deity-status creatures also fit in this category. The Muses, Satyrs, andoffspring of Zeus are all Demigods.

    Skills: 3

    Traits: 4Other: +1 to any Attribute

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    GOD

    These are the mightiest beings. Their power is amazing; their beautyjaw-dropping. Unfortunately, being powerful and as old as the ages havecaused them to not be very good at talents, as they had no need for them.

    Skills: 1Traits: 6

    Other: +1 to two different Attributes

    MONSTERAwful beings who are unnatural - wicked - deformed. They may be

    deities, demigods, or mortals, but theyve been warped by the fates to becursed. Ogres, Sirens, Giants, Cyclops, et cetera are all Monsters.

    Skills: 2Traits: 2

    Other: +4 distributed amongst the Attributes in any way.

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    ATTRIBUTES

    AMR:HS 2 has only three Attributes. They are: BODY, MIND, andSEXY. BODY is used to roll for physical tasks. MIND is used to roll formental tasks. SEXY is used to roll for social situations - and sexual things.Obviously.

    Every single character starts with 2 BODY, 2 MIND, and 2 SEXY, writ-ten 2-2-2. You may then add -1- point to any one attribute. You maysubtract one point from any attribute in order to add a point to anotherattribute. No attribute prior to Type adjustment may be higher than 4, and

    may never be lower than 1. After that is done, add your Type bonuses toyour character (if they have any).

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    SKILLS

    Skills are quite simple. When you want to use a skill, you roll the numberof dice equal to the corresponding Attribute value you have. You can putpoints into a Skill, and if you do, you add extra dice to your d6 pool whenrolling for that Skill. You can put as many points into a Skill as youd like.Most skills are self-explanatory, and have no description. We have organizedthe skills by the Attribute they are based on.

    BODY BASED SKILLSFight

    Use Muscles (Lifting, pushing, carrying, etc)Athletics (Playing sports, running, etc)BalanceStealthIntimidate

    MIND BASED SKILLSPerceptionLie and CheatRecall Fact (The GM will provide a hint, a clue, or tell you something

    you forgot but your character would know.)

    Sense Motive

    KNOWLEDGE (These are topic specific skills. You cannot put pointsinto Knowledge, only specific topics. You CANNOT roll for these skillswithout points in them. If you need to remember a fact from these topicswithout skill points, use Recall Fact with a high-ish Difficulty.)

    -Math and Technology-Science-History-Literature

    -Music and Art

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    SEXY BASED SKILLS

    PersuasionSocial SkillsSeductionSelf ControlSex

    Thats all the skills! Pretty simple list! When in doubt - just roll for anattribute, and house-rule a skill if you wish.

    But how do Skills actually work? Well, there are two tests:

    PASS/FAIL TESTS

    If you are not struggling with another living thing, chances are you willroll a simple Pass/Fail test. The GM will have a number of successes youmust roll. What is a success? If you roll a 5 or 6 with a single die, that isa success. The number of dice with a 5 or 6 is the number of successes youhave. If you roll equal to or above the number you must roll, you pass andsucceed. Otherwise you fail.

    VERSUS TESTS

    If you are struggling against another player, you both roll the requiredattribute or skill for the situation (as determined by the GM). The one withthe most successes wins. If there is a tie, try to roleplay it as a tie - al-ternatively, you can roll again, or in some situations the defender mayautomatically win (e.g. Someone whos being pickpocketed Perceives yourattempt and you fail, despite a tie in the Stealth vs Perception test.) Keepin mind that Fights are simply concluded with one roll - this game has noHP. You win or lose the fight. Death is not assumed, just losing or being

    knocked out. If death is intended, then you must roll at least two successesover your opponent, and announce the intention to murder before rolling.

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    TRAITS

    Traits are a new addition to AMRHS! They provide passive, always-onBonuses. Heres a list of traits. Their names are followed by a list of whoCAN USE IT, and then a description.

    F ly Gods, MonstersThey can fly.

    Gills Gods, MonstersThey can breathe underwater, and swim very well.

    Teleport GodsThey can teleport twice per day.

    Read Mind Demigods, GodsThey can get a sense of what someone is thinking. (Not true mindreading)

    Enchant Demigods, GodsThey can add +5 to a Persuasion, Seduction, Social Skills, or Intimidate

    roll two times per day.

    Strong AllThey get one automatic success with any Use Muscles roll, on top of their

    dice rolls.

    Fast AllThey get three automatic successes when running, OR their dice roll re-

    -sult, whichever is higher.

    Savant AllPick a specific (very specific) field of knowledge. They know everything.

    Examples include: Algebra, Biology, Saxophones, Paintings

    Hopeful MortalsThey may re-roll a dice roll once per day.

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    Magical Blast Gods

    They may win a Fight automatically once per day.

    Beautiful Gods, Demigods, MortalsThey -must- roll to Seduce whenever they meet someone who is attracted

    to their gender. In return, +2 to SEXY rolls against someone attracted toyour gender.

    Wizard MortalsMay take up to 2MIND1 spells from the Spell List. Spells can be learned

    later at the DMs discretion. Wizard costs TWO trait points.

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    SPELLS

    Gods may take a Spell instead of a Trait. Otherwise, to learn spells youmust have the Wizard trait. You may put multiple points in a spell in orderto gain more castings per day. You may use a spell at any time.

    Blind 2 Per DayTemporarily blinds for an hour. Roll MIND to intentionally permanently

    blind, must have three successes.

    Deafen 2 Per Day

    Temporarily deafens for an hour. Roll MIND to intentionally perma-nently deafen, must have three successes.

    Dull 2 Per DayTemporarily reduces MIND by 1 for an hour.

    Confuse 1 Per DayTemporarily reduces MIND and BODY by 1 for ten minutes.

    Move 3 Per DayMoves something inanimate. Roll MIND to move a living object, must

    have one success.

    Manipulate 2 Per DayManipulates something intricate (Button, lock, pickpocket, etc). Must

    roll MIND for all instances, must have one success.

    Flame 2 Per DayStarts a small fire. Lasts thirty minutes without fuel.

    Water 2 Per Day

    Creates a ball of water the size of a softball. Can be moved for a fewmoments, and then falls.

    Foresee 1 Per DayLook into the near future. Roll MIND, two successes required.

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    T elepathy 1 Per Day

    Communicate with one individual within 20 miles instantly. They cantalk back. Lasts 3 minutes.

    Charm 1 Per DayYour (MIND + SEXY) versus their (2 x MIND). Charms a person. They

    can either be obedient or romantically interested. Lasts a day.

    CONCLUSION

    Thank you for reading this little rulebook. I hope that it was relativelyclear. I encourage GMs to run games in the system without planning at all,as I believe it makes for a more spontaneous and exciting game. You shouldstill, however, take notes in order to keep a campaign consistent. Games runwith this system are not meant to be combat oriented - they are meant tobe roleplay oriented. If you have any questions, suggestions, or comments,find me on the sup/tg/ IRC server.

    This is this version 1.0.

    Happy Gaming,

    -Pen

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