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zapguns is a scene.
1.2 These Games We Play
Scene Stealers
The crew is captured by the Gamesters of Omegacron-5 and
are forced to fight in a gladiatorial arena. Between battles, they
try to convince their fellow slaves to stage a revolt against the
Gamesters.
The New Generation!
Here's the section where every role-playing game describes what
a role-playing game is. It's pretty straight forward. It's a GAME.
Where you PLAY a ROLE. Look, just go to
http://landfill.thesnakefarm.com/aboutrpgs.php and read a
delightful comparison between Our Town and a cyberpunk
game.
1.1 A Quick Overview
There's going to be a group of people sitting around a table or
at least in the same room with each other. All of the players
(except one) control an actor in a television show. (This
character is referred to as either an "actor", "character", or "cast
member" intermittently throughout these rules. They all mean
about the same thing.) The other player controls everyone and
everything else as well as describes the settings, determines the
results of the cast's actions, and pretty much knows the whole
plot of the episode before the others start to play. As this is a
game that is about a television show, we're tempted to call this
player something cute like "the Director" or "the Executive
Producer" or "the Gene Roddenberry", but we'll call him "the
GM" instead. ("The JMS" would work in a pinch.)
The HMSS Xerxes suffers a mishap in hyperspace, shooting it to
the far reaches of the galaxy. The crew meets a princess fleeing
a tyrannical overlord; she promises to help the crew of the
Xerxes to find their way home if they help free her people and
restore her to power. (Pilot, 2hrs.)
In Scene Stealers, you're playing a member of an ensemble cast
of a science fiction action show that's primarily watched by
teenage boys. Teenage boys that belong to the science club.
Each game takes place during one episode of the show.
During the episode the cast members are not only trying to
overcome obstacles, they're also trying to steal the spotlight
from the other cast members.
All the people that aren't the GM are referred to as "players",
even though the GM is playing the game with everyone else.
Role-playing game terminology is pretty silly that way.
Each episode is broken up into several “scenes”. These scenes
are basic major chunks of time: The crew breaking into an
abandoned space station is a scene, running from a bunch of
angry natives is a scene, fighting a bunch of bad guys with
1.3 Set Up
On a botched attempt at rescuing a stranded vessel, the crew is
mistaken for pirates. Can they prove their innocence to the
system authorities before the third moon rise?
just need to get a computer to define 'love' so it'll self-destruct,
this is the statistic you'll be using.
Each player chooses a character sheet (or creates his or her
own cast member using the incredibly simple actor creation
rules that follow). The other characters aren't used in this
episode. Separate the plot cards from the script cards and
place both decks face down in the center of the table. You'll
also need a couple six-sided dice and some markers to keep
track of how much star power the actor has.
Action! shows how convincing your actor is during fight scenes.
It also works to resolve any tasks that would rely on physical
actions -- you'd use this to dodge the styrofoam rocks the
stagehands dressed up as yetis throw.
Hot! shows how telegenic your actor is. You'd also use this to
complete tasks such as sweet-talking the guards over so the
Commander can slug 'em or convincing the antagonist's
number two to switch sides and help your crew out.
The script deck contains 36 cards, all of which can be used to
help your cast member outshine the others or add
complications to the plots. Each player gets to draw five of
these cards. With a full cast of six people, six of these cards will
not be used.
If you decide to create your own cast members, here's all you
need to do. Take ten points and allot them to the three statistics
making sure that none of them is greater than a five. Then pick
one of the script deck cards and use that for your character's
special ability. Or just make up your own special ability. Look,
it's your game, so go ahead and make do with what you want
to do.
If you have more cast members than six, go ahead and divvy up
the cards so everyone has the same amount.
For this version of the game, there's just some squares you can
cut out and use as cards. If this was created for something
called “7 Day RPG”, these would be actual cards with artwork
and everything.
1.5 Task Resolution
1.4 About Actors
The HMSS Xerxes encounters the HMSS Heracles, long thought
lost from Alliance Space. The commander of the Heracles has
gone power-hungry and has used Alliance technology to make
him the ruler of the Reynolds system.
The HMSS Xerxes, needing repairs after a battle with the
K'lipsian Armada, stop over at a recreation planet where the
entertainers are not all they appear.
Each actor's stats run from 1 to 5, representing the number of
six-sided dice to be rolled when completing a task. When
rolling dice, just get rid of any die that's higher than a two.
Count what you've got left; this is the number of successes your
character had.
Each character sheet has the name of the character on the
show, a portrait and short description of the character, the
actor's statistics, and a special ability the actor has.
Acting! shows how well your actor can deliver lines. If you need
to spew forth some technobabble because the ship's
hypermatter condenser coil is about to rupture, argue your
innocence before an intergalactic tribunal of higher beings, or
If you're competing against another cast member (or one of the
guest stars or extras), just see who got the most number of
successes. If Commander Biff Manhunk is trying to shoot the
time portal controls before the Space Mook can jump through,
both Manhunk's player and the GM roll Action! dice and
compare totals.
Example
GM: ... as the K'lipsian moves towards you two, you hear
Ensign Redshirt shout from the catwalk above, "Here! Catch
this!" He tosses a laser zapgun down to you.
If the task isn't opposed, the GM will decide the number of
successes needed to complete a task successfully, using this as
a guideline:
Player 1 and Player 2 [at the same time]: I catch the laser gun!
Difficulty Number of Successes
Easy
2
GM: Okay, this is an opposed Action! roll. Go.
Moderate
4
Hard
6
[Player 1 rolls 1, 2, 5, 5, which is three successes. Player 2 rolls
1, 1, 1, which is three successes.]
Difficult
8
Insane
10
GM: The two of you scramble for position to catch the zapgun,
but wind up slamming into each other. The zapgun bounces off
your hands and lands in front of the K'lipsian.
"Easy", "Moderate", "Hard", "Difficult", and "Insane" are all left up
to the discretion of the GM.
Player 1: "You idiot."
1.6 Initiative
Player 2: "Jerk."
Tired of running from the K'lipsian Armada, the HMSS Xerxes
goes on the offensive, infiltrating part of the K'lipsian Stellar Net
at Far Reach Outpost 14. But what they find on the outpost is
completely unexpected.
As you can see, this can be a loud game.
The GM can also decide that if a character isn't in the shot (that
is, the actor isn't in the focus of attention at that point), the
character cannot declare an action if it's unlikely that the actor
would be able to influence the action. For instance, if the shot
is the Commander wrestling a Frigidarian for the amusement of
a brain floating in a jar while the crew is forced to watch, the
GM would probably only allow actions for the Commander at
this point. (An enterprising cast member can decide that's the
time to overwhelm the guards, grab a ceremonial spear, and
throw it at the Frigidarian just as it's about to kill the
Commander, which the GM might allow.)
Most games have rules for determining who goes first and
allows everyone to act at least once during a "turn". We don't
have any rules to determine who acts when except for this: If
you say it, you get to do it.
If one player starts to say that their character is doing just
seconds before another player begins to speak, the first player
does it. If two players shout the exact same thing or want to
take the same action at the same time, the GM can decide
which one of them said it first or have the actors engage in an
opposed test to see who gets to act.
Oh, and there's no interrupting the GM. The GM has to be
able to fully set the scene before the players can act on it.
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1.7 Taking Damage
for the next scene.
The HMSS Xerxes, heavily damaged from the events in
“Initiative”, is forced to return to the Reynolds system and
explore the hulk of the HMSS Heracles in search of a vital ship
component. But when they find out the Heracles isn't as derelict
as she appears, all heck breaks lose.
1.8 Back on the Railroad
The crew is blackmailed into a raid on a hover train carrying
supplies on a mining planet. But the supplies they're forced to
steal aren't exactly what they were told.
Knocking other people out by punching or wrestling or Minarian
Neck Strike generally is an opposed Action! test. If a cast
member is knocked out, he'll come to near the end of the
scene.
Railroading is an RPG term for a game scenario that forces
players to only take one course of action. This is generally
frowned upon in the gaming world as it removes the ability of
players to do whatever they want to. However, as this is a
game that emulates television show episodes that follow a basic
plotline, the GM may feel free to railroad the other players as
he or she sees fit. (In other words, if you want the Scientific
Officer to miss Lord Zarquath with the zapgun even though he
has ten successes -- bang and a miss!)
Laser zapguns are odd weapons. When shooting a mook, the
mook gets killed instantly. When a mook shoots a cast
member, the cast member winces in pain and holds his hand on
his shoulder. "Don't worry," the cast member usually says. "I
wasn't hurt that badly." He probably also has fallen to the floor.
Until the next scene, the cast member only counts ones as
successes on Action! rolls.
For instance, if the plot involves the ship's crew to show up for a
diplomatic meeting and the room is filled with knockout gas in
order for everyone to be captured, then the room fills with
knockout gas and everyone is captured. If the players want to
roll dice, let them. Most number of successes is the character
that succumbs to the gas last and is the last one on camera, just
as the ominous music plays and we cut to commercial.
Non-mooks don't get killed right away from zapguns. A minor
antagonist might get wounded, but they usually escape to go
warn the major antagonist, using the rapidly-dying mooks as
cover. Major antagonists might be shot up, but that never
seems to do them in. As any science-fiction action fan knows,
minor and major antagonists get their comeuppance. This
means that if they're actually killed off, it's because they've been
tricked onto a ship that's in a decaying orbit around a sun; the
computer is trying to calculate the last digit of pi and blows up
the station; the teleporter is rewired sending him to where the
asteroid is supposed to crash into the planet instead of to his
escape shuttle; or the cast members have convinced the robot
slaves to overthrow their master. Lord Zarquath of the
Torpidian Armada doesn't get killed off by shooting him in the
back. He's got to go out with explosions. If you're a GM and
the players really want to shoot Lord Zarquath in the big
showdown, just use the nex t section to help Zarquath escape
1.9 Star Power
The HMSS Xerxes arrives at a research station, just after a
K'plisian raiding party. There, they discover that the raiding
party has the final piece needed to complete the Stellar
Cannon. It's a race against time to stop the raiding party from
rejoining the Armada.
In addition to surviving the episode, each player is trying to steal
each scene. To do so, they've got to do something significant
that makes for good television. Generally, this would be
equivalent to a successful task roll, but not all the time. Take
combat against a bunch of space pirates. Shooting each
individual pirate isn't as exciting as taking out the pirate captain,
but taking out all the pirates at once with a Big Ol' ZapGun is.
Defeating a minor or major antagonist.
Being the last one to pass out from the earlier-mentioned gas
attack.
Example
Staging a comical diversion allowing the technician to sneak
on board the K'lipsian vessel and plant the homing beacon.
GM: The airlock door opens and suddenly six space pirates
burst in and cover your crew at gunpoint. "We'll be taking your
cargo, Commander," says the first one.
Planting a homing beacon in the K'lipsian vessel.
Player 1: I'm up on the catwalk with the huge gatling-zap gun at
my hip. I'll open fire on the pirates. [rolls dice and gets ten
successes].
Using your feminine wiles to seduce the keycodes to the
technician's cell from the K'lipsian security officer.
Defeating a group of K'lipsian mooks on the way out.
GM: Okay. The zapgun buzzes and fires all around the cast
members, hitting every single one of the pirates but the leader.
All of the other pirates fall to the ground, dead.
Important GM Note: Give out star points as they are earned.
Do not wait until the end of the scene to award star points.
Player 1: "All yours, Commander!"
1.10 It's in the Cards
Player 2 (Commander): I slug the leader. [rolls and wins the
Action! test] "Get. Off. My. Ship." Pow!
Back at the commerce planet, a Licansian Card-reader tricks the
Commander and his crew into a dreamworld full of peril.
Together with an old enemy, the crew must find a way to escape
the dreamworld and return to the ship.
GM: He goes flying back into the airlock.
In this example, both players would get 1 star point. If Player 1
wasn't up on the catwalk with the zapgun, and the other cast
members started a free-for-all, they probably wouldn't get any
star points as the main focus would have been on whatever the
pirate leader was doing.
You'll notice your character starts out with five cards, each with
something funny on them and some sort of game effect. You
can play these at any time the GM is not talking. A card that
counters or modifies a just-played card has to be played within
a reasonable time -- generally a few seconds -- after the card it
changes. The same goes for star point awards: cards that
modify these have to be paid within a reasonable time after the
star point is awarded.
Here's a very short list about things that can get star points:
Impassioned speech about something relevant to the plot.
Technobabbling your way out of a cascading positronic core
shutdown.
At the end of the episode, if you have any cards left you may
play them. If you don't, you don't.
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