Revenge of the Killer Bs
By Migwin Crow
()
About this ebook
Revenge of the Killer Bs is a collection of reusable Warp adventures designed to be picked up and played with minimal preparation, effort or fuss. It uses the ‘Wanton’ Role-Playing (WaRP) system from Atlas Games under their ‘Open Game License’. A basic version of this rules system can be found in Part Two of this book for easy reference.
It is a collection of Migwin Crow’s ‘Pocket Sized’ role-playing games’, which are all available individually for FREE. This version just puts them all neatly together with a succinct version of the WaRP System Rules for easy reference.
Migwin Crow
Hi, I'm Migwin Crow and welcome to my Smashwords page, where I aim to publish tabletop Role-playing Games from time to time.So why am I doing this? - Well after playing these games for the past thirty or so years, I thought I might try and publish a few.Hope you enjoy.
Read more from Migwin Crow
Pocket Sized Adventures Plus
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Revenge of the Killer Bs - Migwin Crow
Revenge of the Killer Bs
By Migwin Crow
Re-usable WaRP adventures, inspired by classic B-movie monster flicks
Copyright © 2014 Migwin Crow
Smashwords Edition.
All rights reserved.
ISBN: 9781310359323
Revenge of the Killer Bs is a collection of reusable Warp adventures designed to be picked up and played with minimal preparation, fuss, or effort.
This game uses the ‘Wanton’ Role-Playing (WaRP) system from Atlas Games under their ‘Open Game License’. A basic version of this rules system can be found in Part Two of this book for easy reference. If you prefer a more detailed rule set, with a few more options, then the full WaRP System can be found in the ‘WaRP System Reference Document’ at atlas-games.
CONTENTS
Acknowledgments
Part One:
An Overview of the WaRP System.
Atomic Mutants from Out of Space.
Dead Shambles (The Role-playing Game).
Movie Monster Mayhem.
Part Two:
The WaRP Game System.
Basic Game Mechanics.
Creating a Character.
Combat.
Fringe Powers.
The Open Game License.
Also Available.
ACKNOWLEDGMENTS
I would like to thank very much Adam Bigden, Tremaine Cross and Gabriel Figueira for play-testing this role-playing game with me.
Part One:
Revenge of the Killer Bs
An Overview of the WaRP System
Character Checklist
Your character includes:
A Concept
Traits & Signs*
Hit Points
An Experience Pool**
A Motivation
A Secret
An Important Person
A Name, Background, Equipment, and Finances, etc
* One central trait and two side traits (one of these is your superior trait); one flaw; a sign for each trait (including the flaw).
** Your experience pool starts as one die.
Basic Mechanics
When you use a trait, you roll a number of six-sided dice equal to its score (usually three dice or four dice for your superior trait).
If you get a bonus die (by having some advantage), you roll an extra die along with your normal dice and then drop the lowest die out of the bunch. If you have to roll a penalty die (from having some disadvantage), roll an extra die along with your normal ones, but drop out the highest one.
You compare your roll vs. that made by the GM, usually representing a GMC’s traits. You succeed if you beat the GM’s roll or the difficulty factor she assigns.
Sample Difficulty Factors:
Task Difficulty Factor or Dice to Roll:
Easy 4/1
Moderate 7/2
Hard 11/3.
Really Difficult 14/4
Near Impossible 18+/5 or 6
Your Experience Pool
You can use the die in your experience pool to improve one roll per game session. Once you use the experience die, you cannot use it again that session.
As you play, you can acquire more dice for your pool.
Combat Overview
Initiative: Roll a combat, agility or speed trait at the beginning of a combat. Actions go in order of the highest roller to the lowest.
Attack: Roll a combat, strength, agility or similar trait. Compare it to the defender’s roll. A non-combat trait can only be used for either attack or defence each round. You hit your opponent if you beat your opponent’s defence roll.
Defence: Roll a combat, agility or similar trait. A non-combatant trait can only be used for either attack or defence each round. You get one defence roll for each attack made against you.
Damage: On a successful hit, subtract the defence roll from the attack roll. Multiply the result by the weapon’s damage factor to calculate the damage done.
Amour: The defender determines armour protection (usually 1 point for casual armour or one or two dice for good armour). Subtract this protection value from damage done to get damage taken.
Lost Hit Points: Subtract the damage that exceeds armour from the target’s hit points. If the target is at half hit points or below, they take a penalty die on further actions. If at 0 hit points or below, the target is out of the fight. If at a level of hit points equal to the negative of their normal hit points (e.g. -21 for a character with 21 hit points), they are dead.
Recovery: After a chance to rest and recuperate (maybe half an hour), you recover half the hit points you lost. After that, you recover only by rest or medical care.
Damage Factors
Unarmed combat x1
Throwing knife x1
Knives, lead pipes, throwing axe, etc. x2
Swords, axes, etc. x3
Light handgun or SMG x3
Medium handgun or SMG x4
Large handgun or SMG x5
Light Rifle x6
Heavy Rifle x7
12-gauge shotgun x10*
Taser x5**
*Divided by distance dice
(see Weapon Ranges
).
**All damage from a taser is temporary. Record it separately; it all comes back when the character recovers.
Glossary
Bonus Die — an extra die rolled with the normal dice for an attempted action when the character has some advantage. Drop out the lowest die before tallying the total for the roll.
Experience Pool — the number of dice that a character can use as bonus dices each game. They double as a measure of experience and can be spent
to improve traits or develop new traits.
Fringe Powers — Powers not readily