RHPS:RPG  Rules

 

 The R.H.P.S RPG attempts to recreate the same qualities that we love from the Picture Show experience; namely sexy gals, loadsa laffs, campness and cross-dressing, all wrapped up in a B-flick genre, and put them into an interactive par-tic-i-pation game!  

 What is a Role-playing game?

 A Role-playing game is an exercise in imagination and teamwork. Unlike many other types of game you might have played, role-playing games are dependant  not upon beating an opponent, but rather upon the enjoyment of all involved. There are no losers in a role-playing game (not in this one anyway...). Within a role-playing game, you create an alternate character, another ego if you will, through which you and your fellow players can explore the environment of your choice - in this instance, the world created in the cult movie 'The Rocky Horror Picture Show'. The aim of the game is simple; create your character, meet up with other characters, and interact with those characters. You can form your own plots and schemes, find friends, make enemies, or explore the world that you inhabit. You can do pretty much do anything you so choose to do. Within the confines of the board, and with Role-playing games in general, you adopt the persona of a different character within a different world – You are not bound by normal restrictions, taboo or moral code – you are free to explore your character in any way you and your fellow players deem acceptable –

All characters must have a set of statistics –which MUST be posted on your Signature– this defines your characters attributes and abilities – what the character can or cannot achieve.

BEFORE YOU CONTINUE ANY FURTHER - YOU MUST GENERATE A SET OF CHARACTER STATISTICS!

Click here for CHARACTER GENERATION!


GOT SOME STATS? NOW PLEASE CONTINUE!

Without conflict in a Role-playing game the game would be no fun at all. Don’t be afraid to instigate or become embroiled in conflict. In the real world conflict resolution is simple. You either do or don’t, you win or lose, fight or flee. In theatre everything is scripted – you enjoy the emotions, whilst remaining confident of the outcomes.

In a Role-playing situation, conflict resolution is a little difficult… you can’t (nor would you want too!) reach through the screen and clump the person you are in conflict with – they are only acting! Yet at the same time you want to be able to utilize the uncertainties of life in the role-play – it would be no fun to automatically succeed in everything you achieve. In most role-playing games, this is where dice often play an important part – you role the dice against some pre-determined series of odds to see the likelihood of achieving your goals. On the inter-net this is impossible. To engage in conflict, or to perform any form of task, one must have a system of deciding whether or not your actions may be successful.

STATIC ACTIONS

If you are attempting an action, and no-body is trying to hinder you, you can attempt a STATIC ACTION test - Roll on the Dice function, and add your score from the relevent ability - If you score higher than 100 - you succeed!
 

Example : Young Barbara, is attempting to break down a door.  Young Barbara's PHYSIQUE is 45 and she rolls a 73, for a total score of 118. Success! The door is opened!

An OPPOSED ACTION is identical to a STATIC ACTION - however, rather than trying to beat 100, you must compare your OPPOSED ACTION score, against your opponents. Whoever scores highest succeeds!
 

Example : Young Barbara is arm-wrestling Lionel. Young Barbara's PHYSIQUE of 45 is added to her Dice Function score of 48 for a total of 93. Lionel's PHYSIQUE is 24, added to his role of 59 for a total of 83. Young Barbara wins!


COMBAT

Inevitably you will have to fight -  Combat is resolved using the following system:

1) CHARACTERS ESTABLISH INITIATIVE. Roll on the Dice Function and add your HUNGER. Highest gets to act first, working down to the lowest who acts last.

2) ATTACK! Choose your victim and Roll an OPPOSED ACTION - Your HUNGER (representing your need to win) verses their PHYSIQUE (a representation of their ability to either avoid or absorb the damage inflicted). If you Roll highest, you succeed in hitting them! Roll for a HIT LOCATION. You do damage to that location equal to the excess amount that you have defeated their PHYSIQUE by. If you Roll lower, they have either successfully defended themselves or your strike is merely a glancing blow and does not injure.

3) FLEE! - Once everyone has ATTACKED, anyone who has been hit, whether they where injured or not, must make a STATIC ACTION test. Anyone who succeeds may attempt another round of Combat - those who fail must Flee!

HIT LOCATIONS

When an Injury is successfully inflicted, the targets relevant STATISTICS are dealt damage  equal to the excess amount that you have defeated their PHYSIQUE by. Consult the HIT LOCATION CHART.