Babewatch Corebook, Podreczniki RPG, Babewatch

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The sun, sea, sand and sex
role playing game
by Simon Washbourne
What is Babewatch?
Babewatch is the sun, sea, sand and sex role-playing game of beach babes and lifesaving
hunks. Keep your tongue in your cheek, a tin in your hand and escape for a while to sunnier
climes.
It is a role playing game. I have written this game on the basis that you know what role play-
ing games are all about. However, very briefly in a game of this sort, you play a character,
like an actor in an episode of your favourite lifeguard television program. Only for you, there
is no script.
One of the players does not play a character. He is the Director. He plays everyone else in
the game, like the extras and special guest stars. He also gets to direct the flow of the game.
He sets the scene and lets the characters explore the scene through explaining what the char-
acters see and hear.
Sometimes the characters try and do things that the Director thinks are difficult and may fail.
In this case, he will call for a dice roll to determine the outcome of the action. That’s it
really. Have fun!
Contents
Create a Hunk or a Babe
Attributes
Skills
Traits
The System
Uncontested actions
Contested actions
Episode Ideas
17 ideas to get your game started
Including one idea by Ken St Andre
Create a Hunk or a Babe
Choose whether you will play a Hunk or a
Babe. Allocate 15 points amongst the three
attributes. A Hunk is a big tough guy with a
look-at-me-girls, macho attitude. A Babe is
a gorgeous model in a skimpy swimming
costume with a look-at-me-boys
attitude. Oh, and they are they are
lifeguards.
Skills
Beachcombing (Brains)
Beach-wise (Brains)
Boat handling (6)
Bicycle Riding (Body)
Climbing (Body)
Dodging (Body)
Driving (6)
First Aid (Brains)
Getting Attention (Sex Appeal)
Hang Gliding (Body)
Looking Good (Sex Appeal)
Persuasion (Sex Appeal)
Quick Repair (Brains)
Rollerblading (Body
Rough Stuff (Body)
Running Fast (Body)
Scuba (6)
Seduction (Sex Appeal)
Shooting (Body)
Water Skiing (Body)
Sneaking (6)
Swimming (Body)
Spotting (Brains)
Surfing (Body)
Attributes
Body
- represents physique,
strength and overall fitness. Used
for physical things like swimming and run-
ning.
Brains
- represents intellect, will and
knowledge. Does not tend to be of much
importance in this game.
Sex Appeal
- Looks, charm and persuasive-
ness. Used mostly for social activities, like
getting a date and posing for magazine cov-
ers.
Hunks require a minimum of 5 in
Body. Babes require a minimum of
5 in Sex Appeal. There is a mini-
mum of 1 and a maximum of 10
otherwise.
Traits
Finally make three rolls (d10) on
the appropriate Traits list. Where
the same number comes up twice
you get the same trait twice. Gen-
erally, Traits add to your chances
of performing certain skills.
After deciding attribute scores, de-
termine the skills that your charac-
ter possesses.
Choose 10 skills from the following list
Create a Hunk or a Babe
Babe Traits
Hunk Traits
1.
Ex Model/Actress
- An excuse to al-
low the Babe to do almost anything,
based upon the appropriate attribute
(or 6).
1.
Ex Cop/Marine/Seal etc
- An excuse
to enable the Hunk to do almost any-
thing, using the appropriate attribute
(or 6).
2.
Bouncy Breasts
- Swimming +1
(more buoyancy)
2.
Deep Chest
- Scuba +1
3.
Good Teeth
- Persuasion & Seduc-
tion +1
3.
Flat Tummy
- Any Body skill +1
4.
Long Legs
- Running Fast & Looking
Good +1
4.
Neat Butt
- Bicycle Riding +1
5.
Slim Waist
- Dodge +1
5.
Firm Buttocks
- Bicycle Riding &
Looking Good +1
6.
Steely Gaze
- Spotting & Shooting
+1
6.
Posture
- Skiing, Surfing & Roller-
blading +1
7.
Strong Arms
- Climbing & Swim-
ming +1
7.
Pouting Lips
- Seduction & First Aid
8.
Sturdy Legs
- Running Fast +1
+1
8.
9.
Tough Guy
- Rough Stuff +1
Sexy Voice
- Seduction & Persuasion
10.
Well Bronzed
- Looking Good +1
+1
9.
Tears on Cue
- Getting Attention
10.
Trim Waist
- Dodging & Looking
Good +1
Beach life
Beach life
is the system for Babewatch. It
works like this.
and the player can narrate what happens.
If the dice roll failed, then your character
does not achieve what she wanted to do.
Characters get to do lots of things on the
beach in their roles as lifeguards, super-
models and sporting heroes. Most of
these things are straightforward and
the player simply states what his
character is doing and the Director
lets it happen as described.
If the Director wants, he may bring in
modifiers to the chance of success for
easier or trickier situations. So if the
sea is particularly rough he might
take –2 from your characters chance
to succeed or if the tin can is actually
a large barrel, he might say that you
get +1. Typical modifiers range
from –2 to +2.
Other times, there will be difficulties
to overcome or opponents to beat.
This might be in the beauty pageant,
the iron man competition or in a fight for
example.
Contested actions
In these cases, the Director might call for a
dice roll. The system is simply this. All
rolls are made on a D10 or a D20. When a
character is doing something that she has on
her skill list, she can roll against the appro-
priate attribute (listed after the skill in
brackets). Where there is no attribute cover-
ing the use of the skill, the default roll is 6
or lower.
These are where there is someone else in-
volved who is opposing what your character
is trying to do. This would happen in a fight
a swimming contest or an attempt to seduce
the police chief.
Both the babe and the Director (for the ex-
tra) get to roll dice. Compare results. If both
succeed then they are neck-and-neck in the
race or whatever, but there is no outright
winner or result. If both fail, it is the same,
but they don’t look that good doing it, or
they fall over or whatever.
Where she does not have the skill on her
sheet at all, she can still roll but based on a
D20 roll instead.
Remember to factor in any traits
that may help the character.
However, if one succeeds and one
fails then there is a clear winner
and the result is narrated by the
player if her character wins or the
Director if the extra wins.
There is little else to the system. Play free
and easy. The GM should let the players
narrate their successes as much as possible.
Uncontested actions
These are where the character is
simply testing against her own skill, such as
trying to swim against a choppy sea or try-
ing to shoot a revolver at a tin can.
If the player succeeds in the roll, the result
of her characters action was also successful
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