Kiddie Pool

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    A Game of

    Humorous

    Cartoons

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    KIDDIE POOL is based on the Over the Edge system

    and its Thundarr the Barbarian conversion by

    Brandon Blackmoor. Over the Edge is Copyright

    1992, 1997 John Nephew.

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    What? Yes I am! Im totally the worlds greatest secret agent!

    Archer sputtered as he red four rounds over his shoulder withoutlooking, unable to believe that anyone could doubt his ocelot-likeprowess. The three Guild agents slid to the ground against thewall-sized computer and he continued. I mean, you dont evenhave a gun? What kind of secret agent doesnt have a g- Justthen another Guild agent sprang up behind Archer, holding a gunto his head and cocking it. Oh, shit.

    Hwup- the Guild agent coughed out as a knife impaled itself inhis armored jacket. Samson raced forward, shoving Archer out ofthe way and proclaimed I dont need guns!

    Archer sat on the oor, stoically unmoving as a huge splash ofblood washed over him. Clearly... you dont. That is... really quitedisgusting, actually. What are you doing?

    Im cutting his head off to listen to Guild command. Ive done thisbefore, Samson grunted as he pulled the bald, goggled head freeof its body.

    Or we could just use this frequency hacker ISIS gave me, Archersaid, holding up a small black device. Its already preset to allknown Guild channels, so, you know, its kind of the same thingthat youre doing.

    Oh, come on! Samson moaned as he dropped the bloody head.Youve had that the whole time?

    Archer continued sitting on the ground looking up at him,motionless.

    Mmmmmmaybe?

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    Getting started playing

    Kiddie Poolis a game where violent, sex-happy lunatics get together and pretend tobe imaginary characters based on popular adult contemporary Western animationprograms like The Tick,Archerand The Venture Brothers.

    This is a pretty simple game, but you might want to read the Over the Edgerulesanyway. If not, heres a rundown of what you need to do.

    1. Make a character that is exciting! Even if theyre boring. You know what we mean.Sparks spends all day in a chair, but he manages to get into plenty of trouble.

    2. Make a character thatcan handle danger! Evenif they suck at ghting

    they should be able todo somethinguseful in aght.

    3. Follow the GMslead. If the campaign iscircus-level zany, dontmake a grim and grittyantihero unless you

    plan on playing him asa caricature. Even thenyou should probably stillplan on playing him as acaricature.

    4. Be independent! Dontmake a character that relies on something or someone else in the game to function.If youre somebodys bodyguard youd better have a good reason to go out saving theworld when his player doesnt show up for game night!

    5. Dont be an ass. Your character should want to interact with the other PCs to somedegree, or you the player should work with the other players and the GM to ensurethat your character has a reason to work with them. Nothings worse than a playerwho tries to spend the whole game going lone wolf.

    3 NOTHINGS WORSE THAN A BAD COMBOVER.

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    Your Flawdoesnt have

    any diceattached to it.

    TRAITS:Starting charactershave four traits:

    one Centraltrait, two Sidetraits, and one Flaw.

    Each of these has a sign - a visible or

    tangible aspect of that trait.

    One of your Central orSide traits is also your Superior

    trait. The other two traitsare Good.

    IF YOU CANT SHOOT YOUR WAY OUT OF A PROBLEM, MAYBE ITS NOT REALLY A PROBLEM. 4

    Making a characterCONCEPT:

    Who are you?Homeless necromancer?

    Former secret agent?Clone of Hitler?

    Crackpot scientist?

    Your concept goes a longway to eshing out your

    character.

    Central and Sidetraits are rated by how

    many six-sided dice you rollwhen using that trait.

    The example traits on the righthave two numbers after them.The rst number is how manydice you roll if its a Good trait.The number after the slash ishow many dice you roll if its

    a Superior trait.

    Technical

    or Unusual

    (Doctor, Electronics,Sorceress)

    2/3

    No ghtingtrait countsas Narrow!

    NarrowTechnical or

    Unusual

    (Dentist, Robotics,Wizard Etiquette)

    2/4

    Standard

    (Cat Burglar,Soldier, Brilliant)

    3/4

    Narrow

    Standard

    (Double-Jointed,Comedian, Historian)

    4/6

    Your Centraltrait is what most

    people know you as.Your character conceptshould probably relate to

    your Central trait.

    Note that just because youreknown for somethingdoesnt mean youre

    very good at it.

    Your Flaw should be

    something that comesup in play regularly andmakes a difference. Ideally,its related to one of your

    Traits or your central concept.

    If you have a magic trait,you must have a second

    Flaw for that trait.

    Flaws

    (Pillhead, NerdHypochondriac,Must Rhyme To

    Cast Spells)

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    Your character has Hit Points(bigsurprise there, right?) that let him soakup damage without getting killed... atleast right away. When your HP reaches0 youre out of the ght, and if you losemore than twice your HP its game over.

    To gure out your characters HP, roll2d6 and take the result times the Scoreof your most combat-related trait. Forexample, if you had the traitAssassin (S) 4d6 (constantlyplays with knife), you wouldroll 2d6 and take the resultx4 as your characters hitpoints. Alternatively, you can

    just take your traits Scorex7, if the GM doesnt wantto leave that much up tochance.

    If your character can castmagic spells, he also has aMagic Poolthat shows howmany spells he can cast per

    day. This pool is 1d6 x (score of magictrait), but the minimum number ofpoints in your pool is 7, so if you end upwith less than that, congratulations onsucking.

    You get one die for your ExperiencePoolat the start of the game and earnmore during play. You can roll them

    during checks, as long as you can justifyhow your past experiences help you out.Dice spent this way return for the nextgame. You can also save them up anduse them to increase your traits. Dicespent this way are gone for good.

    Now that the math stuff is done, thinkof some plot hooks that the GM can useto include you in the game:

    Motivation:Why you do what you do?

    A secret:Whats something you dontwant other people to know about? Thisis even better if someone else besidesyou knows your secret!

    An important person in your past:Who is someone that affected your lifein a big way? This should be someoneyou had a lot of contact with.

    Even if you cant draw for shit, youshould draw your character anyway.

    You might already have some of this,

    but make sure you come up with aname, background, equipment andnances. Dont be a jerkoff about it.

    WERE NOT HAVING TACOS AGAIN. I CANT AFFORD TO GET THE RUNS TONIGHT. 6

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    Combat starts with initiative. Roll acombat-, agility-, or speed-related traitat the beginning of a combat. Actionsproceed each round from the highestroller to the lowest.

    For a normal attack, roll a combat,strength, agility, or similar trait. Thetypical unnamed character gets twodice for a basic attack. Add the dicetogether: this is the roll result.Compare attackers roll result to thedefenders roll result.

    A non-combat trait (like magic-relatedtraits) can only be used for attack or

    defense each round, not both. Youhit your opponent if your roll result ishigher than your opponents defense rollresult.

    For a magic attack, roll a magic-related trait. Compare the roll resultto the defenders roll result. As a non-combat trait, a magic-related trait can

    only be used for attack or defense eachround. You hit your opponent if your rollresult is higher than your opponentsdefense roll result.

    Normal Defense:Roll a combat,agility, or similar trait. A non-combattrait (such as all magic-related traits)can only be used for attack or defense

    each round. The typical unnamedcharacter gets two dice for a basicdodge. You get one defense roll foreach attack made against you.

    Magic Defense:Roll a combat, agility,or magic-related trait. Rolls using traitsnot magic-related are generally assigneda penalty die when used to defendagainst magic, unless the defender hassome offsetting advantage such as amagic weapon.

    All attacks have a damage multiplier. Ifsomeone is attacked, their defense rollis subtracted from the attackers attackroll. Anything left over is multiplied bythe attacks damage multiplier to givethe damage result.

    The typical unnamed character gets two

    dice for a basic dodge. Magic-relatedtraits (like all non-combat traits) canonly be used for attack or defense eachround. You get one defense roll for eachattack made against you (or againstsomeone else, if you are using yourmagic to protect someone else fromattacks instead of protecting yourself).

    Rolling a magic trait to defend againstan attack does not give you armor, perse, but it does reduce the chance ofbeing hit, which also has the effect ofreducing the damage you take if youare hit.

    So it sort of does give you armor, butonly for the instant that youre making

    the trait roll, and the effect it has comesbefore the attack result is multiplied bythe weapons damage factor, rather thanafter. Dont think too hard about it.

    7 THERES A TRAITOR IN THE ROOM... AND WERE NOT LEAVING UNTIL I GET MY COUPONS!

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    Ranged Attack Defense Modiers:

    Weapon Dice for Defense Roll

    1 2 3 4 5Thrown, balanced 2m 4m 8m 16m 32m

    Thrown, awkward 2m 4m 6m 8m 10mCrossbow 2m 10m 20m 40m 80mTaser 1m 2m 5m

    Situation Extra Defense Cover 1 or 2 dice Target moving 1 die Attacker moving 1 die Darkness, fog, etc. 1 or 2 dice Target dodging

    (not attacking at all) 2 dice

    Armor:The defender determines armorprotection: usually 1 point for casualleather, 1 die for basic armor, and 2 dicefor really good armor. Roll the armordice and subtract this protection valuefrom the damage result to get damagetaken.

    Walls, wrecked cars, magic barriersand so on have armor too, sometimesas high as 4d6! Keep in mind thatinanimate objects only get 2d6 for adefense roll, if they get one at all.

    Unnamed Characters:If an unnamedcharacter takes more than 7 points of

    damage from an attack, that characteris out of the ght. If an unnamedcharacter takes less than 7 points ofdamage from an attack, they ignore thedamage.

    Lost Hit Points: If the target of anattack is a named character, subtractthe damage taken from the targetshit points. If the target is at half hitpoints or below, they take a penaltydie on further actions. If at 0 hit pointsor below, the target is out of the ght.If at a level of hit points equal to thenegative of their normal hit points (e.g.,-21 for a character with 21 hit points),they are out of the game until the GMdecides they can come back (if ever).

    Recovery:After a chance to rest andrecuperate (maybe half an hour), acharacter recovers two-thirds the hit

    points theyve lost from punches, kicks,and general brawling damage, and one-half the damage theyve taken fromweapons, magic, or other more seriousattacks. After that, they recover only byrest or magic.

    DO THEY NOT HAVE COASTERS ON YOUR PLANET? 8

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    Equipment

    Weapon Type Damage FactorUnarmed combat x1Throwing knife x1Knives, lead pipes, throwing axe, etc x2

    Swords, axes, etc x3Light handgun or SMG x3Medium handgun or SMG x4Large handgun or SMG x5Light Rie x6Heavy Rie x712-gauge shotgun x10*Taser x5**

    *Divided by distance dice from the Firearm Ranges table.

    **All damage from a stun attack is temporary. Record it

    separately; it all comes back when the character recovers.

    Armor Type ProtectionComfortable armor 1 pointAverage armor 1d6Good armor* (hard leather, 2d6metal/plastic reinforced)

    Superior armor** (heavy metal, 4d6plastic, ceramic)

    *Imposes 1 penalty die on attack rolls**Imposes 2 penalty dice on attack rolls

    Firearm RangesFirearm Dice for Defense Roll

    1 2 3 4 5Pistol 2m 10m 20m 40m 80mSMG 2m 25m 50m 100m 200mRie 2m 50m 100m 200m 400mShotgun* 4m 8m 16m 32m 64m

    9 UGH, THESE CHEAP DISGUISES ARE GIVING ME A RASH.

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    WHY DONT YOU JUST KILL ME NOW? WAIT, NOT NOW-NOW, IT WAS A RHETORICAL QUESTION! 10

    Offensive Spells Damage Factor ModiersAverage offensive blast x1 1 bonus dieAverage offensive spell with special effect(entangling, imprisoning, mutating, etc.) (x1) 1 bonus dieGood offensive blast x2 none

    Good offensive spell with special effect (x2) noneSuperior offensive blast x4 1 penalty dieSuperior offensive spell with special effect (x4) 1 penalty dieMonstrous offensive blast x8 2 penalty diceMonstrous offensive spell (x8) 2 penalty dicewith special effectStun ray** +3***

    *** Increases spells damage factor; a Good offensive stun blast would have a Damage Factor of x5 (2+3).

    Magic Barriers Modiers

    Average magical barrier (which has 1 die of armor) 1 bonus dieGood magical barrier (which has 2 dice of armor) noneSuperior magical barrier (which has 4 dice of armor) 1 penalty die

    Telekinesis ModiersTelekinesis, move stuff or a person around, Good strength 1 bonus dieTelekinesis, move stuff or a person around, Superior strength noneTelekinesis, move stuff or a person around, Monstrous strength 1 penalty die

    Summon, create or animatean average unnamed 1 bonus diecreature (duration is indenite, maximum number of

    creatures = wizards magic pool)Summon, create or animatea Good creature noneSummon, create or animatea Superior creature noneSummon, create or animatea Monstrous creature 1 penalty die

    Counterspells ModiersUndo/Cancel a spell cast by another magician, rolled as if 1 penalty dieother magician is the target of the spell

    ModiersSpell is needed to advance plot or improve game Spell succeedsSpell is illusionary 2 bonus dice or +3 damage

    factorSpell only affects non-living, non-magical material 1 bonus die(if spell could otherwise be used on living things)Spell affects a large area or a group of unnamed targets 1 penalty dieSpell is subtle 2 penalty diceSpell derails plot or ruins game Spell fails

    Magic

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