Nuelow Horndogs


A NUELOW GENERAL ROLE-PLAYING GAME PRODUCT:
"Horndogs!"
Role-playing Adventures with Drunken Fratboys in the Age of AIDS
NL04
*INSIDE FRONT COVER*
NUELOW game products:
"Fairies!" (Available Now)
"Lust and Dust!" (Available Now)
"Ugly Ducklings and Ice Queens!" (Available Now)
"Horndogs!" (Available Now)
"Stars and Garters!" (Available Soon)
"Mechin' Out!" (Available Soon)
"Phantom Lovers!" (Available Sometime)
"Cyberpluck!" (Available Sometime)
"Sea of Sinners!" (Available Sometime)
The NUELOW Bedside Companion (Available Sometime)
Dedicated to Steve's dorky Chevy Sprint, without which we'd be
taking the bus.
Lyric of the Month:"How can you ignore me when you know that I
can't live without you? / I have to go through your garbage just to
learn more about you."
--"Weird Al" Yankovic, "Melanie," from Even Worse, Rock 'n' Roll
Records, 1989
Published by Wordsmiths, 616 E. 700 S., Salt Lake City, UT 84102.
(E-mail to smiller@media.utah.edu or nuelow@earthlink.net) Text and
NUELOW game, Copyright 1994 Steven Miller. All rights reserved.
NUELOW is Wordsmiths' trademark for its multi-genre humor
roleplaying games. Other games, movies, and television shows
mentioned are trademarked by Someone Else. We mention them in the
hope that their lofty reputations will rub off on us. No
infringement or challenge to ownership intended.
*PAGE ONE*
"HORNDOGS!"
Role-playing Adventures with Drunken Fratboys in the Age of AIDS
Original Game Design and Development: Steven Miller
Additional Design: John K. Solomon, Thomas Biskup, and Jon Alfred
Invaluable Assistance: E.M. and the Silver City Gang
Editing: Thomas Biskup and Vincent J. Guinto
TABLE OF CONTENTS
THE OBLIGATORY "WHAT IS A ROLE-PLAYING GAME" SECTION
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INTRODUCTION
WHAT YOU NEED TO PLAY
PERSONAL PRONOUNS IN NUELOW PRODUCTS
CHARACTER GENERATION
COMBAT
SEXUALLY TRANSMITTED DISEASES (STD)
EQUIPMENT
FRANKENWOOFER UNIVERSITY (F.U.): A "HORNDOGS!" CAMPAIGN SETTING
ADVENTURES FOR "HORNDOGS!"
THE OBLIGATORY "WHAT IS A ROLE-PLAYING GAME" SECTION
If you need to ask, "What is a role-playing game?", then this
is not the game for you. Sure, the rules are mind-numbingly simple
and the humor is sophomoric, but we don't think you'll get it if
you don't know what you're looking at.
To learn what a role-playing game is, we recommend you pick up
a copy of TSR's DUNGEONS & DRAGONS (D&D) RULES CYCLOPEDIA. It's a
complete role-playing game that'll teach you all the basics about
the collaborating on imaginary worlds as players and GMs. When
you've had your fill of D&D, come back and see us.
By the way, the plug for D&D is unsolicited, and possibly
unwanted. If TSR wants to sue, we are ready to settle out of court;
Steve Miller will award the company any three of his 10 cats
(except Misse... he can't part with her) for which it will promise
to provide a good home. In all honesty, we think D&D is truly a
cool game system and it is vastly superior to that game with the
word "Advanced" in its name.
*PAGE TWO*
INTRODUCTION
Like most NUELOW games, this one has been designed with an eye
toward the simple fact that regardless of the type of
role-playing game that is being played, the characters will,
eventually, engage in lecherous behavior. Most game systems fail to
acknowledge this, so GMs have to rely on their limited experience
with lechery to give the characters what they want. That is, after
all, the only way to please the character's player, and isn't that
what the game is ultimately all about? NUELOW simply begins where
most games end up, pandering to the baser and sillier impulses of
players and GMs alike by providing all the rules needed for gaming
situations of a more intimate and sophomoric kind.
DISCLAIMER
It is not our intention to encourage promiscuity and
debauchery among gamers. This product line is simply a response to
the many gamers who like to "play house" with imaginary people
while sitting around a table with a room full of others. NUELOW is
a way to ensure that everyone's playing the same game. We provide
the framework; you, if you must, provide the dirty mind.
The NUELOW Desing Team is very much aware that many gamers are
impressionable children, and, as parents and/or uncles ourselves,
know the importance of providing young children with entertainment
that displays sound values. For this reason, there is nothing in
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any of the NUELOW series that couldn't make it onto prime-time
television, or hasn't been approved by SMOSM (Steve Miller's Overly
Sensitive Mother).
WHAT YOU NEED TO PLAY "HORNDOGS!"
You've already got all the rules right here in this book. Now,
you need at least one six-sided die, some friends, a pencil or two,
and some paper to write your character up on. Oh, and munchies.
Don't forget the munchies.
Using "Horndogs!" with other NUELOW products.
NUELOW is almost unique among universal game systems... it's
actually universal. Each NUELOW gamebook and supplemental rules-set
is written with full compatibility in mind, so mixing settings
presents no problem. If the players and GM want to have fairies
party with the fratboys, then it's only a question of generating
characters with the rules in "Fairies!". Likewise, a group of
fratboys and football players may stumble upon a dimensional vortex
and find themselves facing off against the Enforcers of Hansland.
NUELOW is, after all, a fantasy role-playing game, and we're trying
to provide a system that will accommodate whatever the GMs and
players can dream up.
PERSONAL PRONOUNS IN NUELOW PRODUCTS
Since the designers and editors of this series find "he" and
"she" equally offensive, oppressive, exclusionary, etc., all
characters in NUELOW will be referred to as "it" (except in those
cases where the character's sex is clear from the context).
CHARACTER GENERATION
"Horndogs!" is all about adventures on the modern day college
campus as you find it portrayed in such classic films as "Animal
House" and "Revenge of the Nerds," but this material also can be
used to recreate the characters and situations on the hit
night-time show "Beverly Hills 90210." In other words, we're
encouraging players and GMs to enter a world populated by college
campus stereotypes.
Players choose from six different types from which they build
their characters, most of which whom living off mommy and daddy or
sports scholarships while trying to squeeze a little classwork into
their demanding schedules of getting the most out of their college
experience.
Character-types featured in this gamebook are the Frat Boys,
Jocks, Sorority Girls, Cheerleaders, Dorm Dorks and Suffering Art
Students. GMs and players are encouraged to invent their own
character types besides the ones we provide.
Character Points
All characters start with 40 character points, which are used
to "build" a basic character through buying Attribute Ratings,
Skills, and Advantages. The points may be split between these three
categories as the player sees fit. The beginning total may be
increased by taking disadvantages, which may only be taken at
creation, unless the GM rules otherwise.
As the character parties its way through college, the GM
awards additional character points. Players who are close friends
of the GM get lots of points. Everyone else gets shafted. These
points are applied, just like the first 40 were, toward improving
Attributes or Skills, buying new Skills and Advantages, and
"buying-off" disadvantages. All of these rules are explained
in depth later.
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Attribute Ratings
All NUELOW characters have seven attributes: Strength,
Agility, Looks, Intelligence, Personality, Health, and Pain
Threshold. Attributes are rated on a scale of 1-15:
Attribute Rating Cost Per Point Level
1-3 1 Attribute Impaired
4-7 3 Average
8-10 10 Exceptional
11-12 30 Legendary
13-15 60 Divine
Attributes are a measure of a character's natural aptitude in
certain areas. Characters who attempt a difficult or dangerous
action roll two six-sided dice, or one six-sided die twice, adding
the results and checking them against the appropriate Attribute
Rating. If the number is equal to or less than the Attribute
Rating, the character is successful. If the attempt fails, the GM
is at liberty to decide what the result is. Each character can
perform one action per round, unless the GM or the rules say
otherwise.
The GM may also apply modifiers to any checks. (Attribute
Rating checks are discussed further under "Skills.")
Attribute Ratings of zero or one, while possible, are not
recommended. Not only will such ratings result in automatic failure
if skill checks are called for, but other players tend to make fun
of them.
Strength: A measure of the character's ability to inflict
damage upon another character while exchanging blows, or how much
it can lift and/or carry. The maximum load a character can handle
is equal to its Strength Rating times 10 pounds. Equipment
weights are given in pounds. For every 15 pounds the character is
over its encumbrance limit, its movement rate is cut by one-third.
When punching other characters, or attacking with blunt or edged
hand-held weapons, the character has the following modifiers to
damage inflicted (results of zero or less do no damage):
Strength Rating Damage Modifier
0-3 -2
4-7 0
8-10 +1
11-12 +2
13-15 +4
Agility: This reflects the character's natural coordination.
Anything from rollerblading to eating a bowl of Jello-brand
gelatin-cubes ("Jigglers!") with a spoon would be checked against
Agility. The Agility-rating also allows the characters to dodge
hand-to-hand (or kick) attacks, if half or less of the rating is
rolled on two six-sided dice.
Looks: This is the character's physical attractiveness to any
species that could possibly be affected by it. The Looks Rating
modifies the Personality Rating so:
Looks Rating Personality Rating Modifier
0-3 -3
4-7 0
8-10 +1
11-12 +3
13-15 +6
The modifiers represent the first-impression reactions that
characters with bad or good looks get from the surrounding world.
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They may be negated (GM's option) once characters get to know each
other.
Intelligence: This reflects the character's ability to
understand abstract ideas, adapt to unexpected situations, and find
their way out of a paper bag should the need arise. Further, the
Intelligence Rating allows the character to see through subterfuge
(on a successful check, of course). The Intelligence Rating also
modifies the Personality Rating.
Intelligence Rating Personality Rating Modifier
0-3 -2
4-7 0
8-10 0
11-12 +1
13-15 -3
Readers will note that at either extreme on the scale is a
negative modifier. Again, this reflects first impressions, since
the general public is not likely to react kindly to someone who
constantly drools, or a character whose first words are: "I am the
Lord, thy God." On the other hand, the positive modifier reflects
the fact that mid-level geniuses (like NUELOW players) have their
own special brand of charm.
Personality: This is how commanding the character's presence
is, and how well it relates to other characters. Most attempts at
social interaction with any depth are checked against this
attribute. (A character looking for a one-night stand would check
against Looks, but a character looking for marriage would check
against Personality.)
Health: This is a measure of how much physical punishment a
character can take, and how well it can resist and/or recover from
illnesses. When the Health Rating goes to zero from non-lethal
attacks (fists, certain toxins, over-exertion, etc.), the
character goes unconscious. When the Health Rating goes to zero
from lethal attacks (switchblades, shotguns, being thrown from a
great height, etc.), the character is dead. Non-lethal damage is
recovered at the rate of 1 point per hour, or 2 points per hour of
total rest. Lethal damage is recovered at the rate of 1 point per
day if properly cared for (by someone with the Healing Skill), 1
point per week if left unattended. Dead characters do not recover
damage--they just decompose.
Pain Threshold: This measures how well a character endures
physical punishment. Whenever a character suffers 3 points or more
damage in one round, it must make a check against its Pain
Threshold Rating. A failed check means the character has fainted
from unbearable agony. Honorable or merciful opponents will refrain
from attacking (or whatever) the character.
Other Character Traits
Advantages
Most advantages are things characters are born with, but a few
others are achieved through training. Players can spend their
character points on them.
Attractive Appearance: The player rolls a six-sided die and
adds the result to the character's Looks Attribute Rating. This
advantage costs 3 points, regardless of what the player rolls.
Boyish Looks: The character is lightly built with fine facial
features. Characters who have this advantage receive a -1 modifier
on Attribute Rating checks when Cross-dressing, but the slight
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androgynous appearance results in a +1 penalty on Seduction
attempts. This advantage may not be paired with the Busty or Well
Hung advantages, and costs 1 point.
Busty (women only): The character has a chest that reminds
on-lookers of Dolly Parton. This advantage provides a -1 modifier
on Seduction attempts, and a +2 penalty to Dodging. This advantage
may not be paired with Boyish Looks, and costs 2 points.
Cerebrally Gifted: The player rolls a six-sided die and adds
the result to the character's Intelligence Attribute Rating. This
advantage costs 3 points regardless of the number rolled.
Double-jointed: The character receives -1 to all Agility
Attribute Checks and Agility-based skill checks. This advantage
costs 3 points.
Eye-Hand Coordination: Negates "called-shot" penalties while
the character is using ranged weapons. This advantage costs 4
points.
High Pain Threshold: The player rolls a six-sided die and adds
the result to the character's Pain Threshold Attribute Rating. This
advantage costs 3 points, regardless of what the player rolls.
High Tolerance to Alcohol: The character can drink most other
characters under the table. For every 30 minutes of drinking, the
character must make a Health Attribute Check with a -2 modifier to
the roll. If the check is successful, the character remains
unaffected and unintoxicated. In fact, the character gains +1 to
its Personality Rating due to the lowered inhibitions from the
slight buzz. However, for each failed check, the alcohol affects
the character as follows:
First Failed Health Attribute Check: +1 to Personality Rating;
-1 to Agility and Intelligence Ratings. The Hand-Eye Coordination
advantage is negated.
Second Failed Health Attribute Check: +1 to Strength and Pain
Threshold Ratings; -2 to Agility, Intelligence, and Personality
Ratings. Intoxicated characters automatically fail any Seduction
attempts on sober characters, but receive -2 on the Attribute Check
against characters who are also intoxicated. Characters at this
stage of drunkeness are also automatically Seduced by sober
characters who make a successful Seduction Skill Check against
them.
Third Failed Health Attribute Check: +1 to Strength Rating, +2
to Pain Threshold Rating; -3 to Agility, Intelligence, and
Personality Ratings. Characters with Sexual Prowess automatically
fail the Skill Check. Hitting targets (stationary or otherwise)
with ranged weapons is impossible.
Fourth Failed Health Attribute Check: Unconscious for an
amount of hours as dictated by the roll of one six-sided die. When
the character wakes up, it feels ill and sluggish (3 non-lethal
points of Health damage), has a throbbing headache (-2 to
Intelligence Rating and -1 to Agility Rating), and generally feels
hung-over. All modifiers are cumulative.
Frat Boys with this advantage tend to use it to put notches in
their bedposts in a less-than-honorable and manly fashion. This
advantage costs 6 points.
Keen Senses: Upon making a successful Intelligence Attribute
check, the character can pick out strange sounds or smells, thus
lowering its chance of being ambushed. During sex, this advantage
lets a character know if its partner is truly being fulfilled, or
just "faking it." This advantage costs 2 points.
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Musical Talent: Allows the character to play instruments not
selected under the Skill "Play Musical Instrument" with only +3 to
the Attribute Check. Further, the character receives a -2 bonus to
any attempts at Seducing another through music. This advantage
costs 4 points.
Poker Face: The character excels at concealing its emotions.
As the title implies, this advantage aids the character in card
games, to the tune of -2 on Gambling Skill checks. In certain
tricky role-playing situations, such as when a character is
negotiating with an enemy, or conversing the morning after ("Of
course I still respect you."), the player may fall back on a die
roll against its Personality Attribute rating. This advantage costs
3 points.
Robust Health: The player rolls a six-sided die and adds the
result to the character's Health Attribute Rating. This advantage
costs 4 points, regardless of what the player rolls.
Status: This advantage adds to a character's Looks Attribute
rating or its Personality Attribute rating. A character may either
add 1d6 to its Looks rating or add +1 to its Personality Rating.
(Frat Boys, Jocks, and Dorm Dorks generally choose Looks, while
Sorority Girls and Cheerleaders generally choose Personality.) This
advantage costs 3 points.
Well-hung (men only): This character can look impressive in
jeans without using a cucumber and receives -1 to Seduction attempt
rolls. This advantage may not be paired with Boyish Looks, and
costs 2 points.
Disadvantages
Taking disadvantages can provide extra character points. GMs
should try to place characters in situations where their
disadvantages might come into play. (Don't overdo it, though.)
Certain disadvantages have Attribute-bases and modifiers listed.
The modifiers are added to the character's roll when it checks to
avoid letting weakness get the best of it. There might be some of
these disadvantages that characters don't want to resist, of
course. GMs shouldn't force players to roll if they want their
characters to engage in certain generally unacceptable behaviors.
Characters may spend points to negate disadvantages as they
earn points. When a character has "repaid" the points it earned
from taking the disadvantage, it is "cured" of whatever the
weakness was.
Alcoholism (Intelligence-based, +2): Whenever the character is
presented with alcohol or finds itself in a stressful situation, it
must make a check to see if it turns to the bottle. If the
Attribute check is failed, the character drinks until it passes out
or is prevented from drinking by other characters. The alcoholic
character, however, doesn't want to be stopped. For every 30
minutes of drinking, a Health Attribute check must be made, and for
each failed check, the character progresses deeper into a state of
drunkeness. Game details on this state can be found under the
"High Tolerance to Alcohol" advantage. This disadvantage is worth
4 points.
Cerebrally Challenged: The character's Intelligence Attribute
Rating can't exceed 3 until the disadvantage has been "repaid."
This disadvantage may not be taken by characters with the
Cerebrally Gifted advantage, and is worth 4 points.
Commitments: This disadvantage is representative of the
character having other things to do. The character is a single
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parent or has an infirm parent or needs to spend a lot of time at
practice and/or rehearsal, or actually needs to work for the money
to pay rent, food, and tuition. The exact nature and number of
commitments are something for the player to suggest for GM
approval. At least once per game session, a roll must be made on a
six-sided to decide if the commitment will get in the way of the
character's educational experiences; on a roll of 6, the character
will be out of play for 1-6 hours of game time. Characters with
this disadvantage receive a -1 penalty to their Personality Rating
when dealing with overly social creatures like Frat Boys and
Sorority Girls, because from their perspective, if it can't party
whenever, it has screwed-up priorities. This disadvantage is worth
5 points.
Cowardly (Intelligence-based +1): When faced with danger, the
character must make an Attribute Check or flee. This disadvantage
is worth 3 points.
Delicate Stomach (Health-based +1): Most foods give the
character heartburn and/or gas, which can lead to embarrassing
social situations. After each meal or alcoholic beverage, the
character must make a successful Health Attribute check or suffer
a gas attack. Flatulence results in a +3 penalty to all social
skills and an automatic failure to Seduction attempts. This
disadvantage is worth 3 points.
Depressed (Personality-based, +1): The character is constantly
wallowing in self-pity and/or thinks the world is treating it
unfairly and there is nothing it can do about it. Because of this,
the character needs to make a Personality Attribute check as soon
as it encounters another character or group of characters. If the
check is failed, the character will either mug and sneer at the
others, or burst into tears, relieved to finally have a sympathetic
shoulder to cry on (whether or not the shoulder is truly
sympathetic).
Additionally, if the character is involved in a relationship,
it needs to make a Personality check before getting out of bed
every day. Should the check fail, the character is plunged into
dark depression and is unable to get out of bed because it is
convinced that its beloved doesn't return the feelings.
Heart of Gold (Intelligence-based, +3): The character has an
over-developed mother-instinct (whether the character is male or
female), but lacks the common sense to counteract it. It is always
giving the people in its life money/shelter/favors/food on demand,
while feeding stray dogs and writing Remedial English papers for
Jocks. At GM's option, the Heart of Gold modifier may be applied to
attempts at resisting Seduction. This disadvantage is worth 4
points.
Inferiority Complex: The character feels insecure or unworthy.
Whether this comes from being weaned too early or not getting a
date to the Senior Prom is anybody's guess. The character's
Personality Attribute can't exceed 4 until the disadvantage has
been "repaid," and all Seduction attempts are made at +2. This
disadvantage is worth 6 points.
Klutzy: The character's Agility can't exceed 3 until the
disadvantage has been "repaid." This disadvantage is worth 10
points.
Self-Centered (Personality-based): The character needs to roll
a Personality Attribute check with a +1 modifier when interacting
socially. Should the check fail, the character rattles on
obnoxiously about itself, and otherwise hogs the proceedings until
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everyone else has left the area. However, if the interacting
parties both have Self-Centered as a disadvantage, then +1 is
added to their Personality rating while interacting with each
other. (It has been scientifically proven that no one can stand
being with a self-centered person very long unless they are too
self-centered themselves to have any idea that the other person is
self-centered.) This disadvantage is worth 3 points.
Sense of Honor: The character never attacks a foe who is down,
unarmed, or otherwise ill-equipped to defend itself. It always
"call outs" opponents, and it never cheats at games. This
disadvantage is worth 3 points.
Same-sex preference, male or female (Intelligence-based, +2):
This disadvantage is only allowed for Frat Boys and Jocks, and then
only if it's a same-sex preference. (While other characters may
possess this disadvantage, they do not receive any character points
for it, since it is not considered a disadvantage.) Should other
Frat Boys or Jocks know of the character's sexual preference, it
receives automatic penalties to social Attribute Checks
(Personality-based skills, primarily). Female jocks with a same-sex
preference have a +3 penalty to Personality Attribute Checks, while
male Jocks and Frat Boys have a +4 penalty. This disadvantage is
worth 5 points.
Sexual preference, animal (Intelligence-based, +1):
Self-explanatory, but not allowed for Frat Boys (this might be
considered an advantage for Frat Boys, particularly during Rush).
The character's player may choose the animal. If any characters
(except for Frat Boys) discover the character's sexual preference,
it receives an automatic +4 penalty to all Personality-based skill
checks. This disadvantage is worth 10 points.
Sickly: The character's Health can't exceed 3 until the
disadvantage has been "repaid." This disadvantage is worth 7
points.
Vengeful (Intelligence-based, +5): The character wants to hurt
something... anything. When the character takes damage or is
embarrassed, it must pursue the attacker or offender, intent on
beating the crap of it, until the pursuit is obviously hopeless
(GM's call, or another Intelligence check at +3 to the Attribute
Rating). This disadvantage is worth 3 points.
Skills
To successfully use a skill, a character must make a check (on
two six-sided dice) against the appropriate attribute. Further,
character points can be used to improve skills. There are four
skill levels, and it costs 2 character points to buy a first-level
skill. The price goes up from there, but at higher levels, the
character receives a bonus to Attribute Checks, a negative modifier
on the roll. On the other hand, a character has a penalty for
attempting to perform an action in which it isn't skilled. GMs
should use their judgment in determining the results of a failed
check, and even if a desired action can be performed without the
required without the skill.
Skill Level Point Cost Bonus to Attribute Checks
0 (Clueless) 0 +4
1 (Novice) 2 0
2 (Hobbyist) 4 -2
3 (Professional) 8 -4
4 (Wrote the Book) 16 -6
Characters may attempt to use more than one skill per round.
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All checks must be successful for the desired effects to come
about, and often all Attribute Bonuses should be added to one or
both checks. Common sense (as interpreted by the GM) should be
applied.
Acting (Personality-based): The character is a convincing liar
and can recite Shakespeare without sounding like a dweeb. Skill
bonuses can be applied to Seduction attempts.
Artistic Ability (Agility-based): The character can draw,
paint or sculpt works of art of questionable quality. The player
chooses what kind of visual art the character practices, and a
different skill must be purchased for each type.
Butt-kicking (Strength-based): This skill is useful for a
variety of things. Jocks can use this skill to perform a phenomenal
feat of athleticism in their respective sports. Otherwise, anytime
a character with this skill wants to kick someone's butt and
totally humiliate them and make them feel like garbage, it just
needs to roll under its Strength Rating to accomplish this. If,
however, the other character also has this skill, then whoever
misses its roll first gets its butt kicked.
Cheating (Intelligence-based): This skill allows character to
cheat successfully on quizzes and tests. The GM may wish to apply
penalties depending on the importance of the test. A straight roll
(without skill modifiers) under the character's Intelligence
Attribute Rating results in an "A."
Cheating (Personality-based): Through strength of personality,
a character may try to hoodwink others while playing games of
chance. If the player has the appropriate Gambling skill, the
modifiers from both skills are applied to Attribute Checks. If the
character doesn't know the game, a roll with a +3 modifier against
the character's Personality Attribute may be made to check victory.
Other characters (if they possess the Gambling skill) receive an
Intelligence check to see if they catch on to the cheating.
Climbing (Agility-based): The character can perform simple
actions such as climbing a drain pipe or a tree without needing to
make Attribute Checks. More difficult climbing surfaces, such as a
sheer cliff face or an icy incline, can be scaled with the proper
equipment and a successful Agility check.
Computer Use (Intelligence-based): This is how savvy a
character is with one of the primary tools on the modern college
campus. At Skill Level 1, a character is familiar with the use of
one or two kinds of software, while at Skill Level 4, a character
can write complex programs and crack its way into protected files
and databases. The GM needs to determine what tasks a character can
perform between these two extremes at Skill Levels 2 and 3.
Cooking (Intelligence-based): The character can prepare a
certain type of meals, as chosen by the player. At Skill Level 1,
a character can read the instructions on pre-packaged foods and
figure out how to use the microwave, but at Skill Level 4, it can
prepare entire, tasty meals from scratch. A separate skill must be
purchased for each type of cuisine. A failed Skill Check means the
meal is ill-prepared, ranging from too spicy or bland to inedible.
The GM decides how bad the meal is (based perhaps on how badly the
check was failed) and what effects it has on the diners. (Food
poisoning is a major turn-off. If the cooking character was trying
to test the adage that the way to a creature's heart is through its
stomach, any following Seduction attempt is made with a +3 penalty
to the dice roll.)
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Anyone successfully cooking for a Jock will, when word gets
around, receive a modifier of -1 on all checks when interacting
socially with the Jock (as well as an effective +1 to the
Personality Attribute Rating).
Cross-dressing (Intelligence-based): This skill enables a
character to dress like and mimic gender traits of the opposite
sex, such as body movements, etc. It's great for use on a Frat Boy
or Jock by vengeful Dorm Dorks with a camera.
Dancing (Agility-based): The character knows a variety of
dance styles, ranging from clogging to formal dance. (GMs may rule
that characters are familiar with dance types particular to only
one cultural group per skill slot devoted to dancing.) Characters
with this skill may apply any relevant Attribute Bonus to Seduction
attempts, if the two skills are being used in conjunction.
Dodge Responsibility (Personality-based): The character has an
uncanny knack for talking its way out of performing duties or
chores and for shifting blame when something goes wrong. Authority
figures on whom this skill is being used receive an Intelligence
Attribute Check, modified by the character's skill bonuses, to
resist being hoodwinked.
Dodging (Agility-based): This skill increases the effective
Agility Attribute Rating for purposes of dodging hand-to-hand and
ranged attacks by half (round up). Unless paired with a successful
Unarmed Combat Skill check, however, the dodging character's chance
to strike targets while dodging is also reduced by half.
Gambling (Intelligence-based): For each skill-slot devoted
Gambling, the character is familiar with common games of a specific
type. Card games (such as Strip Poker), board games (such as Strip
Checkers), and dice games (such as Strip Craps) each require
different skill slots. A game of chance or skill can be simulated
quickly by rolling dice with the high roll winning the game. If
the GM chooses, this skill can also be used for role-playing games.
(In which case, the character can play Strip NUELOW.)
First Aid (Intelligence-based): The character knows human
anatomy ("No, I'm pretty certain both feet are supposed to point in
the same direction...") and has a passing familiarity with home
remedies and bandaging wounds. A successful check will cure 2
points of non-lethal damage or 1 point of lethal damage. This may
only be attempted once on each group of wounds. The character with
this skill may only use it to cure non-lethal damage on itself.
Macgyverism (Intelligence-based): This skill allows the
character to accomplish anything that the player can even halfway
convince the referee is possible, whether it is or not. (I.e.,
Eugene the Dorm Dork magnifies the sun's light through his
binocular lens into his parabolic receptacle -- consisting of the
headlight mirror from his dorky Chevy Sprint -- reflecting the
energy with the rear-view mirror of the aforementioned Chevy, thus
heating the ejector port of the shotgun that is resting against the
back of the Frat Boy's truck near the gas tank, thus causing the
shells in the shotgun to discharge and explode the aforementioned
gas tank while the unsuspecting Frat Boy is trying to get it on
with the witless Cheerleader he talked into going grouse hunting
with him. Get the picture?)
Math (Intelligence-based): The character can do calculations
that exceed the number of fingers and toes it possesses, as well as
simple multiplication and division. At Skill Level 4, the character
can solve complex equations. This skill is free at Skill Level 1
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for all characters generated with the "Horndogs!" rules.
Play Musical Instrument (Personality-based): This skill
enables the character to play a musical instrument without
embarrassing itself, unless the Attribute Check is failed. (Then,
the results can be quite embarrassing... GMs choice.) For each
instrument the character wishes to play, it must buy a different
Play Musical Instrument skill.
Reading/Writing (Intelligence-based): The character can read
and write a language specified by the player. A separate skill is
required for each language the character can read/write. (GMs may
choose to apply this skill toward spoken language as well, but it
is recommended that all characters get at least one spoken language
free. This is, after all, not NUELOW "Hominids!") This skill is
free at Skill Level 1 for all characters generated with the
"Horndogs!" rules.
Rollerblading (Agility-based): The character can travel
downhill at absurd speeds on inline skates without killing itself.
Rope Use (Agility-based): The character knows how to make a
variety of knots -- from bows, to slip-knots, to knots that hold
tightly. In "Horndogs!", this skill may be used to augment the
Sexual Prowess skill.
Seduction (Looks-based): The character may attempt to use a
variety of techniques, mental and physical, to sway one or more
other characters who have even the faintest attraction to the
seducer to perform... uh, services and favors for it. The nature of
these services is up to the seducer. A seduced creature can perform
no actions (other than perhaps kiss or fondle the seducer) for the
first round of seduction. On subsequent rounds, the character
always acts last.
A target may roll against its Intelligence score if it wishes
to attempt to resist the seduction attempt. The following modifiers
apply to the character's check to resist being seduced:
Intelligence Modifier Mitigating Circumstance
-3 Giving in will be dangerous
-2 Seducer is personal enemy
-1 Seducer attacked target prior
+1 Eye contact with seducer
+2 Physical contact with seducer
+3 No negatives from succumbing
+4 Expects pleasure beyond dreams
Modifiers are cumulative where one or more applies. There are
many other circumstances that might result in modifiers, and GMs
should use their best judgment in the individual situations.
Once the player determines if the character has succeeded or
failed to seduce a target, GM and player are encouraged to
role-play through the events that follow. However, should the
creative font be dry, a roll on a six-sided checked against the
appropriate table might inspire an idea or two for excitement in
and out of bed:
Successful Check Failed Check
1. Will do anything, right here, 1. Roll on success chart;
right now. add 2.
2. As #1, but sex acts must be 2. Agrees to sex out of
in private. fear/pity.
3. Saving self for marriage, but 3. Punches seducer, leaves.
a second successful check yields
result, as per #1. If the second
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attempt fails, result as per #3 on
failure chart.
4. Is a maniac who imprisons partner 4. Hits seducer, cries for
after a night of amazing sex. help.
5. Result similar to #2, but the 5. Gravely offended.
target is married. GM rolls one Friends of the target
six-sided die, and if the result ambush seducer later.
is 6, the spouse shows up as the
seducer and seduced are making love.
6. Result similar to #2, but the 6. Cries rape and attacks
target is actually of a gender to sever appendage.
opposite of the apparent. (Skill
*
Level 3 in Cross-dressing.)
Once a character has been seduced, it will always be
susceptible to the wiles of that particular seducer -- to the tune
of +1 to the Intelligence Attribute check, +3 if the seduction
resulted in carnal delights.
Additionally, if a seduction attempt against a "professional"
(hookers, escorts, etc.) is successful, it will only charge half
normal rates if a 1 is rolled on a six-sided die. Likewise, the
"professional" will charge twice normal if 1-3 is rolled following
a failed attempt. (See "Professional" in the Creature section.)
Set Traps (Intelligence-based): Useful to most college
characters when trashing, humiliating, or getting revenge on other
characters. The details of the trap are up to the character, but an
Attribute check at +2 is required to construct an effective,
well-concealed trap that won't be discovered until it has already
been sprung.
Sexual Prowess (Agility-based): One of the rare social skills
that Dorm Dorks are better at than Frat Boys and Jocks. Also,
Cheerleaders tend to exhibit this skill more than Sorority Girls.
(Dorm Dorks have little else to do in the dorms than practice this
skill, and excelling in this field is one way Cheerleaders validate
themselves.) It perhaps goes without saying, but there are few
skills more embarrassing to fail an Attribute check for than Sexual
Prowess. Strength modifiers may be applied to the check at the GM's
option. Possibly, a Health and/or Pain Threshold Attribute Check
might be necessary for particularly strenuous, extended, or unusual
bouts of whoopee. (At any rate, Strength Ratings are used to decide
who's on top if there's a dispute...)
At the GM's option, characters with Sexual Prowess may
subtract their Agility Attribute bonus from attempts to resist
seduction.
Singing (Personality-based): The character can carry a tune,
and quite well on a successful Skill Check. When used in
conjunction with Seduction and/or Play Musical Instrument, all
skill bonuses from successful Attribute Checks may be applied to
the other skill roll.
Skiing (Agility-based): This skill lets the character strap a
pair of modified boards to its feet and travel more easily on the
snow across an open area, or go flying down a steep mountainside
like a suicidal maniac.
Weapon Use (Variable): Each weapons skill must be bought
separately. See "Equipment" for available weapons, and the
Attributes checked for their usage. Each additional level
purchased in a Weapon Use category gives the character -1 on
to-hit checks.
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Wrestling (Agility-based): Used by Frat Boys and Jocks to
trash Dorm Dorks. Occasionally used by Sorority Girls to humiliate
Dorm Dorks. The character with this skill is familiar with
techniques that will hold a target in place, once the character has
successfully hit the target. The wrestler can choose to pin a
target in place or tear a small object (jewelry, a piece of
clothing) from the target's body. (Thus, this skill might be
applicable to sexual situations.) The target may not attack while
held, but may try to squirm free on a successful Agility check at
+2. The target may, of course, attack at will if the wrestler chose
not to hold it.
Character Types
This probably goes without saying, but all "Horndogs!"
characters are human. If you need us to describe what a "human" is,
we suggest you put this gamebook aside, burn all your other
role-playing games, comic books, computer games, and "Star Trek"
novels, and go for a walk. Take a bus ride. Go to the grocery
store. All those people in all those different shapes and sizes,
those are humans. The characters in this game will bear a striking
resemblance to one of them, possibly even you. Okay, now that is
settled, and we can get on with the character types...
The first step in determining a character type is to choose
its sex (male or female). Some character types in "Horndogs!" are
mostly defined by their sex, but this need not be the case. (A male
character with the Boyish Looks advantage and the Cross-dressing
skill might be able to pass himself off as a Sorority Girl, and
eventually end up recreating "M. Butterfly" on a college campus...
particularly if the cross-dressing guy only hangs out with Frat
Boys.) Ultimately, a character's sex is not really important in the
open-minded environment of a university campus. However, a
character's sexual orientation might be a different matter (see the
"Sexual Preference" disadvantage).
Secondly, the player needs to select a race for its character
(Black, White, Hispanic, Native American, whatever). Again, this is
not particularly important as long as the character is in the
open-minded world of the university, but once it ventures
off-campus it might find itself faced with all manner of
discrimination and trouble for the color of its skin.
Thirdly, the player decides what character type he or she
wants to play. Details on the various character types are found
below.
Regardless of type, all characters in "Horndogs!" receive the
skills Reading/Writing and Math at Skill Level 1. (The Design Team
here is taking the rosey world-view that a character must be able
to spell its own name and count the zeroes in the national debt to
get into college.) Additionally, each character receives one Skill
Level free from a list of possibilities found under each character
type (for some, this can result in a free Reading/Writing Skill
Level 2).
Finally, the player must select an advantage and disadvantage
for the character, also from a list found under each character type
description. The player neither pays for nor receives points for
these. (The reason for forcing the players to select certain skills
for their characters is a similar mechanic to the occupational
system in "Lust and Dust!". This game centers around college campus
stereotypes, and making sure that each character has at least one
of the traits that are associated with its type adds to the game's
atmosphere.)
Frat Boys (Male Only)
The Frat Boys' interpretation of making the most of their
college experience emphasizes getting laid by Sorority Girls,
getting laid by Cheerleaders, and forging intimate and lasting
friendships with their fraternity brothers by participating in
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various ritualistic practices together, including: hazing,
partying, trashing Dorm Dorks, scoring, and gentle anal probing.
Selection of free Advantages for newly created Frat Boys:
Attractive Appearance, High Tolerance to Alcohol, Status, or Well
Hung.
Selection of "free" Disadvantages for newly created Frat Boys:
Alcoholism, Cowardly, Self-centered, or Sexual Preference, Animal.
Selection of Skills for newly created Frat Boys: Cheating
(choose type), Dodge Responsibility, Gambling, or Seduction.
Jocks (Male or Female)
The Jocks believe getting the most out of their college
experience means winning the conference championship in their
respective sports, getting laid by Cheerleaders, getting laid by
Frat Boys (most female Jocks), or Sorority Girls (most male Jocks),
and forging intimate and lasting friendships with their team
brothers or sisters by participating in various ritualistic
practices together, including: hazing, partying, trashing Dorm
Dorks, scoring, and circle jerks (males) or back-biting gossip
about each other's sexual practices (females).
Selection of free Advantages for newly created Jocks: Eye-Hand
Coordination, High Pain Threshold, Robust Health, or Status.
Selection of "free" Disadvantages for newly created Jocks:
Commitment (Team), Cerebrally Challenged, Sense of Honor, or
Vengeful.
Selection of free skills for newly created Jocks:
Butt-kicking, Climbing, Dodging, First Aid, Rollerblading, or
Skiing.
Sorority Girls (Female Only)
The Sorority Girls live for getting hold of a Frat Boy, and/or
getting hold of a Jock, and/or getting hold of a Professor, and
forging intimate and lasting friendships with their sorority
sisters by participating in various ritualistic practices together,
including: hazing, partying, humiliating Dorm Dorks, scoring, and
back-biting gossip about each other's sexual practices.
Selection of free Advantages for newly created Sorority Girls:
Attractive Appearance, Busty, or Status.
Selection of "free" Disadvantages for newly created Sorority
Girls: Alcoholism, Cerebrally Challenged, or Self-centered.
Selection of free skills for newly created Sorority Girls:
Cooking, Dancing, Dodge Responsibility, Rope Use, Seduction, Sexual
Prowess, or Wrestling.
Cheerleaders (Male or Female)
The Cheerleaders' well-known mental prowess only allows them
to focus on two goals, namely cheerleading and finding someone who
can actually stomach being with them for anything other than
seducing them, and following this person around all the time. (This
generally means that Cheerleaders are found with other
cheerleaders, or a really hard-up Jock.)
Selection of free Advantages for newly created Cheerleaders:
Attractive Appearance, Eye-Hand Coordination, Double-jointed, or
Status.
Selection of "free" Disadvantages for newly created
Cheerleaders: Cerebrally Challenged, Commitment (Cheerleading),
Heart of Gold, or Same Sex Preference.
Selection of free skills for newly created Cheerleaders:
Dancing, Dodging, or Wrestling.
Dorm Dorks (Male or Female)
Dorm Dorks believe that making the most of their college
experience includes getting good grade, graduating in a major that
actually has an application in the real world, getting laid by
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anything vaguely human and of the sex of their preferred partners,
and surviving various ritualistic practices, including: mid-terms,
finals, study groups, scheduling problems, financial aid problems,
and being humiliated and trashed by Frat Boys, Jocks, and Sorority
Girls.
Selection of free Advantages for newly created Dorm Dorks:
Busty, Boyish Looks, Cerebrally Gifted, High Pain Threshold, High
Tolerance to Alcohol, Musical Talent, Poker Face, Well Hung.
Selection of "free" Disadvantages for newly created Dorm
Dorks: Cowardly, Delicate Stomach, Klutzy, Inferiority Complex, or
Sickly.
Selection of free skills for newly created Dorm Dorks:
Cheating (choose type), Computer Use, Gambling, MacGyverism, Math,
Reading/Writing, Sexual Prowess, or Wrestling.
Suffering Art Students (Male or Female)
Suffering Art Students believe that they benefit from their
time in college if their wardrobe is well-stocked with black
clothes, star in at least one play/publish a poem in the Campus
Literary Journal, open one one-(wo)man exhibit/show or sleep with
one established performer and/or artist per term, spend at
least five nights a week in a coffeeshop or bar complaining how no
one understands their bruised inner child, and find someone who can
stand to be around them for more than five minutes at a time.
(Suffering Art Students are often found with their own kind,
complaining about how the rest of the campus is unworthy and
unappreciative of the visionary talents they possess.)
Selection of free Advantages for newly created Suffering Art
Students: Boyish Looks, Double-jointed, Keen Senses, Musical
Talent, or Poker Face.
Selection of "free" Disadvantages for newly created Suffering
Art Students: Alcoholism, Cerebrally Challenged, Commitment (other
Suffering Art Students involved with play/band/whatever or the
players in the weekly "Angst: The Whining" role-playing game
session), Depressed, Inferiority Complex, Self Centered, or Sickly.
Selection of free skills for newly created Suffering Art
Students: Acting, Artistic Ability, Cross-dressing, Dodge
Responsibility, Play Instrument, Reading/Writing, Seduction, or
Singing.
Final Note on Character Types
The six character types mentioned above only scratch the
surface of the wide variety of people encountered on a college
campus, and we encourage GMs and players to create player character
options for all of them. Obvious player character type choices
include Janitors, Non-traditional Students, Teaching Fellows,
Professors, and Athletic Coaches. Ideas for other character types
might be found in the "Creatures" section toward the end of this
gamebook, although it might be best just to take a look around you.
We also encourage GMs to use the species presented in
"Fairies!" in this setting. Playtesting has shown that when fairies
are unleashed in the campus setting, the end result is reminiscent
of an ANIMANIACS episode.
COMBAT
While combat generally means hacking, slashing, and spreading
as much carnage in as short time as possible, there are some NUELOW
combat rules that apply to more intimate pursuits. As evident in
some of the skills above, what is sometimes useful on the field of
battle can also come in handy between the sheets...
Basics
The basis for all time-keeping in NUELOW games is the "round."
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There are six seconds in one round, ten rounds in one minute, sixty
minutes in one hour, 24 hours in one day (which, as we all know, is
simply not enough) and so on, and so forth. Consult the calendar on
your wall for additional details. Each player must declare what
action the character will take that round, and the characters then
take these actions from the highest to lowest Agility Attribute
Ratings. A player may choose to hold a character's action until
later in the round, but must call it as soon as actions have been
declared for the character he or she was trying to shaft... uh,
support. Each character can perform at least one action per round,
although GMs can rule that the character can do more or less, too.
(It's a rare thing, though, when a character can't just lay still
on the ground, unconscious, or just overcome by exhaustion...)
Characters take actions in order of Agility Rating, those with the
highest numbers acting first. If there are two or more characters
with the same Agility Rating, the order is as follows:
1. In hand-to-hand (or kick) combat, the character with the highest
Personality score acts first.
2. Characters who are using a ranged, non-weapon attack (Seduction
attempts, etc.).
3. Characters who are in moving vehicles, but not in combat.
4. Characters moving on foot, but not in combat.
5. Characters wielding light/medium ranged weapons.
6. Characters wielding heavy/large ranged weapons.
7. Characters who are in vehicles and engaged in combat.
8. Characters using small melee weapons.
9. Characters who are in vehicles, but attacking a target on foot.
10. Characters using large melee weapons.
Remember, seduced characters always act last, unless told
otherwise by the seducer.
Attribute Ratings are also used to decide who controls the
situation during close encounters of the carnal kind. Characters
with the Sexual Prowess skill always act first in the round, but
the Agility or Personality Ratings apply if both characters possess
Sexual Prowess (GM's choice, depending on the situation). However,
if the words "whips" and "chains" have come up (together or
separately), Strength is most likely the Attribute to use.
Characters that have been seduced into the situation will always
act after the seducer, unless instructed to do otherwise. See
"Attacking" for additional information.
Movement
A character's full movement rate equals its combined Strength,
Agility and Health Attribute bonuses in feet. The minimum full
movement is always three, regardless of negative Attribute bonuses.
Characters on the ground may choose to move less than their full
movement rates, or not move at all.
It is possible for characters to move and attack at the same
time, if they are within range (or reach) of each other. For each
character that has declared movement during a turn, there is a +1
cumulative to-hit penalty. In other words, two moving characters
trying to hit each other with clubs would each add 2 to their
Agility Attribute checks.
Attacking
Attacks are resolved whenever a character acts in a turn. To
hit, a character must roll a check against the Unarmed Combat Skill
or against the Attribute Score for the weapon it is using, with
appropriate Weapon Use Skill modifiers. If a character hits the
target, apply the damage appropriate to the weapon being used
(the attribute bases and damage for weapons are found under
"EQUIPMENT") and any Strength Attribute bonuses/penalties. The
damage inflicted is subtracted from the target's Health Rating.
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A character may attack up to three targets in one round, if
those targets are in melee combat. For each target attacked, during
the round several attacks are being directed, a +1 penalty is added
to the Weapon Use skill Attribute check. (+1 for the first target,
+2 for the second, and +3 for the third.)
Characters may choose to take "called shots." There is a +3
to-hit penalty on "called shots," but extra damage is inflicted on
successful hits, with vital areas subject to the greatest damage
bonuses.
Called-shot Location Extra Damage
Head roll six-sided, apply result
Torso 4 points
Arms 2 points, +1 penalty on to-hit rolls
Legs 1 point, +2 penalty on relevant
Agility checks, lower movement rate
1/3 for each 5 points of "called
shot" damage.
Certain sexual situations might require to-hit rolls (Agility
or Strength Attribute Checks). These include characters who are
moving, characters who are in a boat on a storm-tossed sea, or
characters trying to engage in sexual acts with an unwilling
target.
Attacking with Ranged Weapons
The basic NUELOW mechanic for ranged weapons combat is the
"line-of-sight" rule: if a character can see it, the character can
hit it with ranged weapons. This rule is subject to GM rulings and
common sense, but is essentially all that's needed to play. For
more detail-minded players (or those without common sense), the
following optional rules may be used:
Characters must still be able to see what they're shooting at,
but to-hit rolls are modified by factors such as weapon size,
distance to target, lighting conditions, and aiming time. Further,
the modifiers mentioned under "Movement" may be applied as well. A
ranged weapon is a device that hurls a projectile, such as a bow or
a gun. A switchblade, a rock, a beer bottle, or any number of
objects could conceivably be ranged weapons in a pinch. To keep
combat simple, we recommend that any makeshift or unusual weapons
automatically miss at anything but close range.
The following chart lists the modifiers that apply to to-hit
rolls for ranged weapons. The sizes of the weapons featured in the
game can be found under "EQUIPMENT."
Size of Weapon Close Range Medium Range Long Range
Small -2 0 +3
Medium 0 -3 -1
Large +2 +1 -3
Close Range is considered 30 yards and less; Medium up to 100
yards; and Long Range is to the maximum range of Line-of-Sight.
GM's ruling and common sense also apply.
Optionally, the GM might consider weather and lighting
conditions during ranged attacks. Heavy snow and darkness add +1 to
all to-hit rolls at Medium Range, and +3 to all Long Range
attempts. These modifiers are cumulative.
Trampling Damage and Attacks
In every "Horndogs!" character's life, the day arrives when it
has to face a horde of beings that will trample it... either at a
sporting event just as the home team has won 476 to 0, or as it
gets caught in the middle of a stampeding bunch of Dorm Dorks on
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their way to the cafeteria for dinner. Such a situation presents a
lot of trouble for the player character, but it poses even more
problems to the GM.
Therefore, after much wailing and gnashing of teeth, the
following rules were created. (As long-time NUELOW players know,
the Design Team is loathe to create new rules; we prefer to
cut-and-paste from previous NUELOW products.) As always, we chose
the generic approach, so "trampling" in the context of this game
not only means being turned to hamburger by stampeding feet and
hooves, but it also refers to ending up under wheels and
skids and treads on vehicles ranging from a child's sled to the
bows of ships.
Three values are of importance, when the characters are facing
a stampede of whatever...: the difference of mass of the beings
involved; the difference in size of the beings involved; and
finally the number of beings or vehicles doing the trampling. These
three factors determine the amount of damage the character suffers.
The base damage is determined by comparing the character's size and
mass to the size and mass of one of the beings (or the average size
and mass of different beings) in the opposing horde. Base damage
found on the following table:
Mass
lower equal greater
Size
smaller -1/4 0/2 1/1
equal 0/2 1/1 2/1
greater 1/1 2/1 4/1
The first number is the base amount of damage points the
victim suffers. If the trampler's size and mass is equal to, or
greater than, the victim, the damage taken is lethal. The second
number is the minimum amount of creatures required to cause that
damage. If there are fewer creatures than that number, no damage is
caused. From now on, this second number will be called the
threshold number.
Total damage is calculated by modifying the base damage
according to the number of creatures trampling the character. The
GM determines the number of creatures that are passing over (or
ramming) the character's body, and each time the number of
trampling creatures doubles, the damage received is increased by
+1: If the threshold number is reached once, the character suffers
base damage; if the threshold number is reached twice, it suffers
base damage +1; if the threshold number is reached four times, it
suffers base damage +2; if the threshold number is reached eight
times, it suffers base damage +3; if the... (Okay, you get the
idea.)
All is not lost for the character about to become a puddle of
gore, however. If the GM is merciful, the character being trampled
can make an Agility Check to lower the damage incurred. On a
successful check, it suffers but one-half damage (round down).
SEXUALLY TRANSMITTED DISEASES (STDs)
Every time a character engages in sexual activity without
using a latex condom there is a 1 in 6 chance that it will pick up
a Sexually Transmitted Disease (STD). Using a latex condom helps
against getting an STD. However, as any number of real-life Frat
Boys and Jocks will tell you, it also decreases the enjoyment of
sex. When a character uses a condom, roll a six-sided die and check
the following table:
1. Character uses a non-latex condom (such as lambskin) to increase
the pleasure and must check for an STD anyway. (Was it worth
it?)
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2-5. Latex condom does the job! No roll necessary for STD.
6. Character has had the damn thing in its wallet so long that
besides leaving a permanent ring mark, it has worn small holes
in the condom. Character must check for STD.
STD Checks
A character rolls a six-sided die every time it engages in
sexual activity without a condom or if a 1 or 6 is rolled on the
condom table. If a 6 is rolled, the character checks the following
chart for the severity of its affliction.
1. A cold sore develops and lasts for a week. (Big deal, nothing
a lot of makeup can't fix, but still, technically Herpes.)
2-3. Character gets crabs. Must be treated by a doctor, takes 2-4
weeks after treatment begins to go away. (Painful and itchy,
but can be hidden from potential partners by nasty,
unscrupulous characters who still want to get their jollies.)
4-5. Character gets a form of gonorrhea or syphilis that must be
treated by a doctor. Takes 1-2 months after treatment begins to
go away. (Forget about it, this STD so obviously affects the
genitalia area of the character, it couldn't get laid if it
wanted to before getting cured.)
6. AIDS. Sorry, we know it's a human tragedy, but kiss your
character good-bye.
One last thing. If character gets any STD result other than 1
and somehow the word gets out, the character has -6 permanently
subtracted from its Personality roll as long as it remains in the
same community. (AIDS results in a -10 modifier.) Yes, in these
cases the Attribute Ratings CAN go into negatives.
EQUIPMENT
This is the shortest equipment list in the NUELOW gamebooks so
far. (Break out the champagne!) After all, you know full well
what's available to a college student in the latter quarter of the
20th century. Just give your character what you yourself presently
own or owned while in college. It's really not that hard.
If you think it IS hard, turn to NL01-NL03 for equipment
ideas. All the stuff in those gamebooks is acceptable... even if a
Frat Boy would look a little weird in chainmail.
If you feel the need, a character's on-hand cash can be
determined by rolling a six-sided die and multiplying it by 100.
Equipment-wise, the only thing we'll address here is what weapons
are available.
Ideally, "Horndogs!" characters shouldn't be gun-toting
maniacs, but we know how much players like to inflict pain on the
imaginary people in the game universe, so, as always, we pander to
that. We'll leave it up to the individual GM to decide if, and how
many, weapons the characters have.
Also, each player needs to decide where his or her character
lives (at its parents, in the frat or sorority house, its own
apartment, or with a bunch of roommates). The only characters that
are limited in this choice are the Dorm Dorks, who must reside in
the college dorms with a roommate who possesses questionable
personal hygiene habits.
Weapons
Each weapon in "Horndogs!" has six statistics: type, damage,
weight, size AT, and cost. Remember, a character's Strength
Damage Modifier is added to hand-to-hand and melee weapon attacks,
as are "called shot" damage modifiers. Blunt weapons do non-lethal
damage, edged weapons do lethal damage unless otherwise noted, and
the damage listed for ranged weapons is actually for the projectile
it fires. Any large weapon is treated as if weighing 15 pounds for
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encumbrance purposes. All weapons come with holsters or sheathes.
The weapons can be obtained at "Steve's Liqour and Guns" right off
campus, if the GM wishes.
Key to codes: AT=Attribute-base for Weapons Use skill checks.
R=ranged; H=hand-to-hand; B=blunt; E=edged; L=lethal;
NL=non-lethal; Str=Strength Attribute Rating; Agl=Agility Attribute
Rating. X=Explosive. Numbers in parentheses are the number of shots
a gun holds.
Weapon Type Damage Weight Size AT Cost
AK-47 (30) R 10 L 8 pounds Large Agl $375
Barretta .22 (6) R 3 L 1 pound Small Agl $500
Compound Bow R 4 L 10 pounds Large Agl $320
Billy club H 2 NL 0.3 pounds Small Str $12
Brass knuckles H Str x2L 0.5 pounds Small Str $8
Browning 9 mm (13) R 5 L 2 pounds Small Agl $500
Dynamite (1 stick) X 12 L 0.1 pounds Small Int $10/stk
Flame Thrower R 3 NL/3 L 40 pounds Large Agl $3,500
Mace H 1 L/3 NL 0.1 pounds Small Agl $12
Magnum .357 (6) R 8 L 2.5 pounds Small Agl $425
*Shotgun, double(2) R 7 L 10 pounds Large Agl $420
Shotgun, pump (6) R 7 L 12 pounds Large Agl $460
**Scatter-gun (2) R 5 L/2 trg 8 pounds Medium Agl $450
Switchblade H 1 L 0.2 pounds Small Str $40
Uzi 9 mm (30) R 7 L 8 pounds Small Agl $440
Winchester Rifle(12) R 6 L 9 pounds Large Agl $525
Whip (and chain) H,B 1 NL 8 pounds Small Agl $100
*Although Large, this weapon has ranges similar to a Medium Weapon.
**Although Medium, this weapon as ranges similar to a Small
weapon.
CREATURES OF "HORNDOGS!"
As always, "creatures" is a generic term for all characters
that aren't controlled by players. There are no fantastic monsters
listed in this set; for those we refer you to NL01 and NL03, our
fantasy gamebooks.
The Attribute Ratings given for the various human and animal
categories are averages, to be used as examples for GMs to design
creatures and NPCs of their own. GMs should outfit intelligent
creatures with the appropriate advantages, disadvantages, skills,
and equipment.
Big Man on Campus: This is either the star football player or
the student body president, or one and the same. The BMoC has the
Self-Centered Disadvantage in a big way and will ignore all female
characters with Look Attribute Ratings of less than 6, (whom he
will obnoxiously and clumsily try to seduce) and will ridicule all
male characters with Looks Attribute Ratings of less than 4. Str:
5, Agl: 6, Lks: 7, Itl: 3, Per: 2, Hth: 6, Pth: 6.
Big Woman on Campus: BWoC character comes in a variety of
shapes and sizes, but they are always radical feminists who believe
they are victims of the corrupt, oppressive male hegemony that
rules the world and the universe. They promote a wide range of
crack-pot theories, and the BWoC may be the subject of a future
NUELOW expansion. All Seduction attempts on BWoCs automatically
fail by any males remotely masculine, and the failure causes the
BWoC to attack with the intention of severing limbs and members.
These characters may be of any character type the GM chooses,
besides being BWoCs. Str: 5, Agl: 5, Lks: 5, Itl: 4, Per: 2, Hth:
6, Pth: 4.
Campus Cop: The symbol of law and order on the campus, the
Campus Cops are too busy hanging out at nearby donut shops or
lurking in speedtraps just on campus to prevent the countless
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car-thefts, muggings, robberies, petty thefts, and burglaries that
take place on campus. The donut shop trips are due to the cops'
need for sugar and caffeine to stay alert despite double shifts,
and the speedtraps are due to the university administration's
insistence that the campus police department needs to pay for
itself. Campus Cops occasionally hire out as security for frat
parties to augment their pathetic salaries. Str: 6, Agl: 8, Lks: 3,
Itl: 5, Per: 5, Hth: 8, Pth: 7.
Child, average: This is a rollerblading, video-game playing
class-cutter or college-kid wanna-be with raging hormones, some
13-15 years old. They are found anywhere on the campus, but they
are mostly hanging out in the student union building by the games
or rollerblading along the sidewalks. They may also have one skill
and one or two advantages or disadvantages. Str: 3, Agl: 6, Lks: 5,
Itl: 4, Per: 5, Hth: 4, Pth: 5.
Dog: These are either roaming free on campus during classes,
or are found with a Campus Cop. If with a Campus Cop, the character
is in trouble if it hears the words, "Sick 'im, boy!". Dogs bite
for 2 L points. Str: 5, Agl: 8, Lks: 4, Itl: 2, Per: 2, Hth: 5,
Pth: 8.
Escaped Mental Patient: This homicidal maniac is armed to the
teeth with axes, spikes, and meat cleavers, and is attracted to the
basements of sorority houses... where it waits for an opportunity
to create a "Friday Night Sorority House Pajama Party Nightmare
Massacre." This creature is unaffected by non-lethal damage and
ignores lethal damage of less than 3 points. Str: 8, Agl: 3, Lks:
2, Itl: 7, Per: 3, Hth: 15, Pth: 12.
Foreign Exchange Student: This NPC can be of either sex,
barely speaks English, and is about as smart as the average Jock.
It is the object of lust of many characters, as should be clear
from its statistics. It has come to the university in America,
like the player characters, to get the most out of its college
experience. Str: 3, Agl: 9, Lks: 9, Itl: 4, Per: 5, Hth: 6, Pth: 3.
Gamer: Most Gamers are also Dorm Dorks or Suffering Arts
Students. However, they chatter incessantly about their preferred
pastime, which revolves around playing a specific type of war-,
roleplaying-, card-, or boardgame. The one thing Gamers like more
than talking about their favorite game, is to complain about how
inferior other games are, and how dumb those who play the other
games are. Gamers seem to be heavily in the throws of the
Self-centered Disadvantage, but most of them actually have the
Inferiority Complex, and are trying to justify their preoccupation
with an activity that many consider childish by claiming they are
exploring their inner selves or sharpening social and critical
thinking skills. Str: 2, Agl: 4, Lks: 4, Itl: 5, Per: 4, Hth: 5,
Pth: 3.
Gangbangers: These violent cut-throats dwell in the
neighborhoods surrounding the university. They are encountered in
groups numbering an amount rolled on three six-sided dice. One
member of such groups has a Looks Rating of 7 and a Personality
Rating of 8. Each member has at least one Weapons Use skill devoted
to AK-47 or Uzi. Str: 5, Agl: 8, Lks: 4, Itl: 3, Per: 4, Hth: 7,
Pth: 7.
"Professional:" This is a euphemism for a man or woman
belonging to the "world's oldest profession." The "professional"
will perform sexual favors for a character willing to pay. The
amount charged depends on what the character wants to do, but it
ranges from $20-$120. "Professionals" have Seduction at Skill Level
1 and Sexual Prowess at Skill Level 2. These NPCs also receive a
-2 modifier on checks to resist Seduction attempts, but a seduced
professional will only charge half its normal rate. Str: 3, Agl: 9,
Lks: 5, Itl: 4, Per: 5, Hth: 5, Pth: 6.
Professor: More concerned with having their ego stroked and
publishing articles in academic journals than teaching the students
who pay the bulk of their salary, these characters are more
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interested in hearing their own pet theories parroted back at them
than actually educating anyone. A sure-fire way for a student of
the opposite sex from a professor to get a top grade is to sleep
with it, whether or not any real class-work is done. Str: 3, Agl:
3, Lks: 3, Itl: 3, Per: 7, Hth: 3, Pth: 3.
Professor, Mad: This professor isn't too terribly concerned
with ego-stroking or with publishing in academic journals...
"Weekly World News" and other tabloid credits suit it just fine.
Mad Professors always have some strange theory or invention they
are trying to prove or perfect, and they always use the students
enrolled in their classes as test subjects. Mad Professors may also
be attempting to contact space aliens and often wear tin-foil under
their toupee in the hopes of better receiving their messages. A
student who attempts to seduce a Mad Professor for a good grade
will invariable end up as a test subject. Str: 3, Agl: 4, Lks: 3,
Itl: 5, Per: 6, Hth: 4, Pth: 5.
Professor, Nutty: This character loves teaching and believes
that its students come to college to learn and actually pay
attention when it lectures. This character always has the
Commitment and Self-centered disadvantages and they are focused
squarely on whatever its chosen field of expertise is. It is always
dropping notes and books wherever it goes, and never wears socks
that match. Seduction attempts on this character never result in
more than a packet of photocopies of the latest articles on the
topic of the class. Poor classwork always results in a poor grade
from a Nutty Professor. Str: 2, Agl: 2, Lks: 4, Itl: 8, Per: 5,
Hth: 4, Pth: 6.
Saori: These powerful, golden-skinned Amazon women from
outer space have come to Earth in phallic crafts in search of
breeding stock. They will attempt to seduce male characters into
passionate, unprotected sex (Saori never carry STDs), but failing
that, they will paralyze the character and abduct it for a life of
never-ending rough sex on the Saori Broodship. (The Saori are a
featured player character species in the forthcoming NUELOW science
fiction gamebook, "Stars and Garters!".) Str: 8, Agl: 8, Lks: 7,
Itl: 6, Per: 3, Hth: 7, Pth: 10.
Sheep: Since the release of "Fairies!", NUELOW players
clamored for sheep game-stats. After all, what is Sexual
Preference, Animal without sheep. In "Horndogs!", sheep are
generally found near frat houses during rush week and parties. Str:
4, Agl: 5, Lks: 3, Itl: 2, Per: 1, Hth: 4, Pth: 5.
Teaching Fellow: These are graduate student sycophants who are
actually the ones who do all the work for the Professors. Some
Teaching Fellows may be accomplices of the Mad Professors, or loyal
collaborators of Nutty Professors. They generally share the same
traits and Attribute Ratings as the professor type they serve
except for the Intelligence Attribute Rating; Teaching Fellows have
Itl equal to an amount rolled on two six-sided dice.
Working Stiffs: These are all the characters who exist outside
the never-neverland of the university, and they actually work for
a living. As such, all other characters in the "Horndogs!" game
look down on and exploit them whenever possible. Str: 5, Agl: 4,
Lks: 4, Itl: 5, Per: 5, Hth: 5, Pth: 4.
FRANKENHOOFER UNIVERSITY (F.U.): A "HORNDOGS!" CAMPAIGN SETTING
Frankenhoofer University (F.U.) was founded in 1904 by
industrialist N.O. Frankenhoofer, who wanted to train the next
generation of executives in his business empire. The children of
employees could attend the private school for one-quarter of what
other students paid, providing they signed a contract to spend 15
years with Frankenhoofer Enterprises. (He figured that since he
already owned the parents of the prospective students heart and
soul, he might as well get their children, too.) Unfortunately,
Frankenhoofer was wiped out by the Great Depression, but his
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university lived on as a Depression era National Recovery Agency
project and then as a state university.
The F.U. campus was originally on the outskirts of the city,
but during the 50s and 60s, industrial areas and scattered low-
income apartment complexes have encrouched upon and surrounded it.
Thus, F.U. currently stands a little haven for its students and
instructors who remain blissfully unaware of the state of the real
world.
The F.U. campus consists of a few square miles of paved
walkways and buildings of various sizes separated by slight hills
and well-kept lawns and flowerbeds. Automobiles aren't allowed into
campus, although the students careening about on skateboards and
bicycles are every bit as dangerous to pedestrians as cars speeding
down a freeway. There are several dozen buildings on campus,
housing departments and offices and classrooms devoted to every
conceivable academic discipline, no matter trivial in its practical
application. Whichever classes and academic departments that GMs
need to add for their individual campaigns can easily be placed
anywhere on the campus. Most "Horndogs!" characters are too busy
getting the most out of their college years to learn the campus
layout, so we'll just touch on the more important parts of campus
and the surrounding neighborhood that they may be most likely to
know (or discover).
Fraternity and Sorority Row consists of nine houses, four
sororities and five fraternities, each type ranging from the posh,
palatial manors of the ones with fast-tracks to the Old Boys and
Girls Networks, to the run-down party houses with rusting Dodges on
the front lawns. These buildings are directly north of campus and
hopping with non-stop parties every weekend. The parties are
occasionally disrupted by fun and/or revenge seeking Dorm Dorks
with strange gadgets or trouble-seeking gangbangers with automatic
weapons.
At the far end of this street is the Tinggaard Asylum for the
Violently Insane. Part educational facility, part warehouse for
society's most dangerous criminals, a week doesn't go by where a
killing machine doesn't escape to wreck havoc in the surrounding
community. The asylum might have been shut down long ago, if not
for the problem of what do with its inmates (something the local
government doesn't want to address). Next door to the asylum,
separated by a high wall that is topped with barbed wire with
10,000 volts of electricity surging through it, is the deserted
former home of Frankenhoofer himself, a stately manor that is
crumbling under the weight of the years.
The Science Colleges teach every conceivable discipline,
theoretical, natural and social. This and the Lab Building is the
newest of all building-groups and features the latest in hi-tech
research facilities. Needles to say, this area of campus is rife
with explosions and bizarre happenings, as Mad Professor
experiments go awry and genetically engineered
> slime monsters escape from their cages. Deep in the bowels of the
Lab Building, F.U.'s most famous Mad Scientist, Doc Darbyrub, has
an entire sub-basement devoted to government-funded research into
growing better radishes and decyphering transmissions from outer
space. Additionally, he is conducting reality-bending experiments
and has succeeding in creating a tear in the fabric of reality.
Through this tear, characters from other NUELOW worlds (such as
those presented in other NUELOW gamebooks) enter the world of
"Horndogs!" Darbyrub, in turn, is looking for a few good (wo)men
(or just someone drunk enough) to venture through from our side to
theirs. (Game note: Darbyrub's inter-dimensional gate is also an
opportunity for GM's to introduce Creatures Whose Names Can Not Be
Spoken Because They Are Copyrighted And Contain No Vowels into the
world of "Horndogs!"
Where the science buildings are a sparkling vision of
opulence, the College of Humanities is a crumbling heap that has
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barely been painted since it was built. It is drafty, poorly
heated, not air conditioned, and instructors generally bring their
own light bulbs to work since the administration hasn't given any
of the Humanities departments big enough budgets to afford such
trivial things. The Political Science department, located in an old
nucular fall-out shelter complex under the buidling, teaches a
variety of classes directly squarely at the needs of Jocks,
including the ever-popular "Democracy Through the Ages 101." The
English, Creative Writing and Philosophy departments are always
rife with Starving Art Students. Additionally, the campus newspaper
is published from this building.
The Student Union Building is the center of night-time social
life for Dorm Dorks. It features two third-rate cafeterias, a
bowling alley with six half-length lanes, a small arcade featuring
last year's hit video games and pinball machines, and a couple of
ballrooms that are frequently rented to new age faith-healers
conducting self-motivation seminars, and less frequently for free
dance concerts by fourth-rate bands for the Dorm Dorks. The Dorm
Dorks spend much of their time in the Student Union because the
Student Dorms are in a state that make the Humanities building look
well-maintained; more than one Dorm Dork has been in bed
(frequently with someone else) when it suddenly falls down into the
room on the floor below.
On the other hand, the Athletic Dorms bear a striking
resemblance to four-star hotels, including cable and color
television sets and private baths in each room (as opposed to no
cable and only one TV and communal shower/restroom per floor in the
student dorms). Each dorm building features its own restaurant,
arcade with the hottest games, steambaths, and two racquetball
courts. They are right across the street from the Frankenhoofer
Memorial Stadium, which is the world's biggest sports complex. It
includes a football stadium, indoor baseball field, and a
basketball court that doubles as an ice hockey rink.
The highest point on campus is occupied by the Administration
Building where all F.U. budgetary concerns are evaluated and
decided. Most of the administration's time is spent on deciding
what color the carpeting should be in this year's total
redecoration of the building's interior, so the tight budget money
can be maximized to its fullest.
The Campus Police Department islocated in the basement of the
Administration Building. This is because the department didn't
generate enough money through fines to warrant their own building.
Further, the Administration wants plenty of defense should the
student body ever again decide to storm the building anbd burn
their bras and jockstraps in protest like they did in the '60s.
(The order still clings to the portrait of Frankenhoofer in the
front lobby.)
> Map Key
1. Fraternity and Sorority Row (homeground for Fratboys and
Sorority Girls)
2. Administration Building
3. Science Colleges and Lab Buildings (including the Secret Lair of
the Mad Professor)
4. College of Humanities
5. Student Union Building
6. Student Dorms
7. Athletic Dorms
8. Frankenhoofer Memorial Stadium
9. Tinggaard Asylum for the Violently Insane
10. Staff Parking Lots (room for 200 cars)
11. Student Parking Lots (room for 12 cars)
ADVENTURES FOR "HORNDOGS!"
As always in the NUELOW gamebooks, this section merely
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contains adventure outlines. They intended as jump-off points for
GM's to come up with their own wacky college hi-jinx. And, as
long-time NUELOW fans have grown accustomed to, both these
adventure ideas suck, so your creativity is truly needed. (As
mentioned earlier, an adventure that includes "Fairies!" was run
with great success. This scenario might just find its way into the
NUELOW Bedside Companion.)
A great idea for an introductory scenario that was suggested
in the 11th hour by one of the smarter members of the Design Team
was to have the characters attempt to register for classes. Oh
well... maybe we'll do a second edition.
1. This adventure is best played by a group composed primarily
of Dorm Dorks. One of the characters, or a non-player character
whom they are friends with, with the MacGyverism skill, is
approached by a Frat Boy and offered an obscene amount of cash to
install a hidden video camera/transmitter in an airvent in one of
Frankenhoofer Memorial Stadium's women's locker rooms. The Frat Boy
will continue to sweeten the deal, even offering to pay half up
front, until the character agrees.
The first step of this adventure requires the players come
with a decent plan for letting their characters penetrate the heart
of enemy territory in order to install the camera; the GM should
create a challenging situation for the characters but should not
make it too difficult as the real adventure doesn't start until
they are installing the camera.
As the PC with MacGyverism opens the vent, it discovers that
there is already a camera in there, and just as that discovery is
made, the locker room is flooded with Jocks of both sexes, led by
the Frat Boy who approached the characters in the first place. The
Jocks and Frat Boy have a distinct lynch-mob air about them and the
characters must flee with angry accusations of being perverts and
death-threats being shouted at them. (If the characters don't flee,
they'll get their butts whipped big time.)
Next day, the campus paper carries a front page story about
how the mysterious "Locker Room Videographer" was almost caught by
the Men's Lacrosse and Women's Football teams and Delta Sigma Pi
member and son of F.U. President Lacey, Charles Lacey the Third,
who is shown in a photo with the two cameras. According to the
article, the administration will expel the students responsible for
the covert taping and the Women's Football Team vows to break the
legs and crack the nuts of the perpetrators should they get their
hands on them. Should the characters confront the Frat Boy (Charles
Lacey the Third) who set them up, he gleefully admits that he heard
the camera he and his Frat Brothers had hidden in the locker room
had been discovered, but thanks the player characters Delta Sigma
Pi had managed to retrieve their tape of the naked hard-bodies
anyway. He promises the characters that if he ever so much
as hears their names again, he will tell the Women's Football team
exactly where they can find each and every one of them.
The primary objective of this adventure becomes the player
character's quest for revenge against the Frat Boy, either through
making his life a living hell from a hidden position, or through
exposing him and his Frat Brothers to the Women's Football team.
(Going to the Jocks or Administration and just telling the truth is
pointless, as no one will believe a bunch of Dorm Dorks over a Frat
Boy who's the son of the university president.)
If the characters come up with a ingenious scheme, they should
be able to just sit back and watch as college women with
well-muscled legs go to work on the gonads of Delta Sigma Pi. If
the plan is lame, well...
2. When the GM tires of the F.U. setting and "Horndogs!" in
general, we encourage the use of a "Frat Beer Fest Massacre"
scenario to bring a close to things down. This adventure works best
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if played by Frat Boy and Sorority Girl characters, although Jocks
and Cheerleaders might work as well.
On the last night of Rush, the Alpha Ki Mu sorority and the Pi
Epsilon Delta fraternity throw their joint annual bash of beer and
debauchery on the overgrown and long-deserted grounds surrounding
the crumbling mansion that was once home to F.U.'s founder,
industrial magnate Frankenhoofer. He started the tradition, and
even though the stately manor has long been abandoned, the F.U.
administration lets the brothers and sisters and their prospective
pledges party there every year, as long as they hire a Campus Cop
for security.
As the night wears on, there seems to be fewer and fewer
revelers. The assumption on the part of characters should be that
drunken Frat Boys and intoxicated Sorority Girls are heading off
into the undergrowth or the deserted mansion for close encounters
of the carnal kind. In actuality, they are being picked off one by
one by the escaped maniac, Timmy. (Timmy, who has the statistics
and abilities of the Homicidal Maniac from the "Creatures" section,
was driven insane as a small child when his parents took him to see
a marathon performance of "Taming of the Shrew" and "Othello"
starring Sharon Stone, John Travolta, Bruce Willis, James Earl
Jones, Mark Hammill, James Wood, Rosanne Barr, and the guy who
played "Webster" making up the entire cast of both plays. When he
speaks, it's in lines chosen at random from those plays, whether or
not the meaning applies to the situation at hand.)
The characters eventually hook up with their own human squeeze
toys... at which point they start finding non-player characters
killed in a variety of creatively disgusting ways (no two
dispatched in the same way). The Campus Cop will be no help, since
he's been dead since the party began, propped up against the garden
wall and the nightstick that has been shoved through his back.
At this point, Timmy starts stalking the characters and their
lovers, driving them toward the mansion where the big showdown
between insane killer and one or two survivors takes place. Timmy
is armed with one of each weapon listed in the Equipment section,
plus a wide selection of sharp implements that have already been
left in slain non-player characters. (GMs with access to "Fairies!"
might want to give Timmy ALL the weapons listed in that gamebook.)
The theme of this stage of the adventure is random mayhem and
violence and kill, kill, kill. Ideally, the GM should save the PCs
for last, picking off their NPC lovers before starting on them.
Consider the players the actors whose names appear before the title
on the dozen of cheesy slasher flicks that fill the shelves at your
neighborhood video store, so you know that they'll all bite it...
unless they get Timmy before he gets them. (Of course, the only way
the player characters will be able to fight Timmy is to retrieve
weapons from his victims, or figure out some way to knock him off
his feet; each time Timmy falls, he drops 1-6 weapons.
Should the player characters enter the mansion, any character
who suggests that they go into the basement one at a time receives
5 character points, to be spent if it survives. On the other hand,
characters who say "DON'T go into the basement!" receive 10
character points, to be spent if it survives. (Of course, if the
GM uses this adventure as we suggest, those points won't make much
of a difference.)
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