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Scout: The Great Adventure

Started by Ian Warner, November 07, 2010, 12:24:24 PM

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Ian Warner

Has your GM ever turned round to you and cried in dispair "you're a bunch of fucking boy Scouts?" Well just tell him that sometime in the coming year you can actually play a bunch of Scouts.

As a game on its own with the option of intergration with Xpress Shadow World I am working on Scout: The Great Adventure. It casts the players as Scouts getting up to all sorts of mischief. Here's the notes I've made so far.

Reduced Starting Points
Yes I know the other Shadow World Creatures are supposed to be young but not 10-14! Scouts start with 50 points to spend on Attributes and 60 to spend on skills

Be Prepared Points
The "supernatural fuel stat" Scouts start with 1 and a Capacity of 3. Be Prepared Points Fuel Aces.

Archetypes
I am a Scout Leader myself and I grew up in the movement. My years of observation of it have given me the insight to identify 8 Archetypes of Scout

Clown: Always making inappropriate jokes
Greenie: Passionate about the environment
Faithful: A Scout with strong religious convictions (whatever religion)
Hatter: The crazy kid always acting up
Scholar: The smart kids
Sportsmen: Those who excell at sport
Survivalist: Those who focus on their survival skills
Warrior: The martial arts/ archery/ shooting masters

Skill List Changes
The Shadow World Skill list needs a bit of adjusting for Scouts. Some skills are inappropriate for Scouts, some could do with spliting up.

Out Goes
Streetwise
Demolitions
Driving
Nookie
Party Hardy
Spellcraft
Athletics
Survival

In come
Faith
Ball Skills
Running
Acrobatics
Map Reading
Tent Pitching
Fire Lighting
Tracking  

Aces
Aces are little tricks a Scout can pull off with his Be Prepared Points

All Scouts have access to "I've Got one of those in my Pocket" and 1 other Ace dependant on their Archetype.

Badges
Badges are linked to skills. You start with none but can purchase them for 3 Improvement points provided you have achieved 3 or more successes with the attatched skill in the session prior to the purchase. Badges allow you to reroll initial failures as well as successes with the relevant skill. This does not mean the failures are successes but it does give you more chance to gain more successes from the second roll. It cannot counteract a botch.

Morality Stat Lawfulness
This measures how well you keep the Scout Law and works just like any other Shadow World Morality Stat.

10: Unscouty Thoughts (5 Dice)
9: Visiting a Nightclub (4 Dice)
8: Failure to do a Good Turn Every Day (4 Dice)
7: Being Inconsiderate (4 Dice)
6: Being Unfriendly (3 Dice)
5: Failure to Wear Correct Uniform (3 Dice)
4: Hitchiking (3 Dice)
3: Minor Breach of the Law of the Land (2 Dice)
2: Major Breach of the Law of the Land (2 Dice)
1: High Treason (2 Dice)
Directing Editor of Kittiwake Classics