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.