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ANCIENT MYTHS REVISITED: HIGH SCHOOL SECOND EDITION A SILLY RPG FOR SILLY PEOPLE By Pen

For his friends on the sup/tg/ IRC server, specically: Marklon Wahlberg and Viral (of Viral Games)

Welcome to the re-write of the original AMRHS, created in one of Virals 24-hour RPG design threads by Pen. It spawned a fun, memorable, unplanned and totally spitballed campaign that I enjoyed running very much. This edition aims to dene the types of beings in the universe more clearly and in a more balanced way, and add some player-suggested changes. I hope that the game is played more after my writing this - but there are, of course, no guarantees. Have fun!

INTRODUCTION Welcome to AMR:HS 2. Have you ever wondered what a high school full of all your mythological characters would be like? AMR:HS 2 will let you do that with its ridiculously simple rules and social interaction based skills. Play in a world where Medusae, Gods, Monsters, Demons, and Heroes roam the halls, looking for sex, drugs, alcohol, good grades, video games, cheating tips, sports... Its all in these rules, ready for you!

CHARACTER CREATING When you create a character, you do four things. You pick the characters type, their attributes, their skills, and their traits (and spells). AMR:HS 2 uses a d6 pool system, and each attribute represents how many dice you roll for a given skill test. Skills add extra dice to the pool when performing a specic skill. Traits are always active and require no rolling whatsoever. Thats all - those four things and youre on your way to mythological fun!

TYPES Your character must be a specic Type. Your Type determines how many skills and traits you get, and may or may not limit the traits you may choose. There is no cost or penalty to pick a type - pick any one you want! MORTAL Mortals are all the various living things that hail from Earth with no heavenly blood in their veins. Humans, dwarves, elves, sprites, centaurs, et cetera are all Mortals. Skills: 6 Traits: 2 Other: None DEMIGOD These beings are the ospring of a Mortal and a God. They have exceptional powers and very long lives. They are limited by the ways of their heavenly parent in that they cannot learn skills as easily. Mystical but notquite deity-status creatures also t in this category. The Muses, Satyrs, and ospring of Zeus are all Demigods. Skills: 3 Traits: 4 Other: +1 to any Attribute

GOD These are the mightiest beings. Their power is amazing; their beauty jaw-dropping. Unfortunately, being powerful and as old as the ages have caused them to not be very good at talents, as they had no need for them. Skills: 1 Traits: 6 Other: +1 to two dierent Attributes MONSTER Awful beings who are unnatural - wicked - deformed. They may be deities, demigods, or mortals, but theyve been warped by the fates to be cursed. Ogres, Sirens, Giants, Cyclops, et cetera are all Monsters. Skills: 2 Traits: 2 Other: +4 distributed amongst the Attributes in any way.

ATTRIBUTES AMR:HS 2 has only three Attributes. They are: BODY, MIND, and SEXY. BODY is used to roll for physical tasks. MIND is used to roll for mental tasks. SEXY is used to roll for social situations - and sexual things. Obviously. Every single character starts with 2 BODY, 2 MIND, and 2 SEXY, written 2-2-2. You may then add -1- point to any one attribute. You may subtract one point from any attribute in order to add a point to another attribute. No attribute prior to Type adjustment may be higher than 4, and may never be lower than 1. After that is done, add your Type bonuses to your character (if they have any).

SKILLS Skills are quite simple. When you want to use a skill, you roll the number of dice equal to the corresponding Attribute value you have. You can put points into a Skill, and if you do, you add extra dice to your d6 pool when rolling for that Skill. You can put as many points into a Skill as youd like. Most skills are self-explanatory, and have no description. We have organized the skills by the Attribute they are based on. BODY BASED SKILLS Fight Use Muscles (Lifting, pushing, carrying, etc) Athletics (Playing sports, running, etc) Balance Stealth Intimidate MIND BASED SKILLS Perception Lie and Cheat Recall Fact (The GM will provide a hint, a clue, or tell you something you forgot but your character would know.) Sense Motive KNOWLEDGE (These are topic specic skills. You cannot put points into Knowledge, only specic topics. You CANNOT roll for these skills without points in them. If you need to remember a fact from these topics without skill points, use Recall Fact with a high-ish Diculty.) -Math and Technology -Science -History -Literature -Music and Art

SEXY BASED SKILLS Persuasion Social Skills Seduction Self Control Sex Thats all the skills! Pretty simple list! When in doubt - just roll for an attribute, and house-rule a skill if you wish. But how do Skills actually work? Well, there are two tests: PASS/FAIL TESTS If you are not struggling with another living thing, chances are you will roll a simple Pass/Fail test. The GM will have a number of successes you must roll. What is a success? If you roll a 5 or 6 with a single die, that is a success. The number of dice with a 5 or 6 is the number of successes you have. If you roll equal to or above the number you must roll, you pass and succeed. Otherwise you fail.

VERSUS TESTS If you are struggling against another player, you both roll the required attribute or skill for the situation (as determined by the GM). The one with the most successes wins. If there is a tie, try to roleplay it as a tie - alternatively, you can roll again, or in some situations the defender may automatically win (e.g. Someone whos being pickpocketed Perceives your attempt and you fail, despite a tie in the Stealth vs Perception test.) Keep in mind that Fights are simply concluded with one roll - this game has no HP. You win or lose the ght. Death is not assumed, just losing or being knocked out. If death is intended, then you must roll at least two successes over your opponent, and announce the intention to murder before rolling.

TRAITS Traits are a new addition to AMRHS! They provide passive, always-on Bonuses. Heres a list of traits. Their names are followed by a list of who CAN USE IT, and then a description. F ly Gods, Monsters They can y. Gods, Monsters They can breathe underwater, and swim very well. Gods They can teleport twice per day.

Gills

T eleport

Read M ind Demigods, Gods They can get a sense of what someone is thinking. (Not true mindreading) Enchant Demigods, Gods They can add +5 to a Persuasion, Seduction, Social Skills, or Intimidate roll two times per day. Strong All They get one automatic success with any Use Muscles roll, on top of their dice rolls. F ast All They get three automatic successes when running, OR their dice roll re-sult, whichever is higher. Savant All Pick a specic (very specic) eld of knowledge. They know everything. Examples include: Algebra, Biology, Saxophones, Paintings Hopef ul Mortals They may re-roll a dice roll once per day.

M agical Blast

Gods They may win a Fight automatically once per day.

Beautif ul Gods, Demigods, Mortals They -must- roll to Seduce whenever they meet someone who is attracted to their gender. In return, +2 to SEXY rolls against someone attracted to your gender. W izard Mortals May take up to 2M IN D1 spells from the Spell List. Spells can be learned later at the DMs discretion. Wizard costs TWO trait points.

SPELLS Gods may take a Spell instead of a Trait. Otherwise, to learn spells you must have the Wizard trait. You may put multiple points in a spell in order to gain more castings per day. You may use a spell at any time. Blind 2 Per Day Temporarily blinds for an hour. Roll MIND to intentionally permanently blind, must have three successes. Deaf en 2 Per Day Temporarily deafens for an hour. Roll MIND to intentionally permanently deafen, must have three successes. Dull Temporarily reduces MIND by 1 for an hour. 2 Per Day

Conf use 1 Per Day Temporarily reduces MIND and BODY by 1 for ten minutes. M ove 3 Per Day Moves something inanimate. Roll MIND to move a living object, must have one success. M anipulate 2 Per Day Manipulates something intricate (Button, lock, pickpocket, etc). Must roll MIND for all instances, must have one success. F lame Starts a small re. Lasts thirty minutes without fuel. 2 Per Day

W ater 2 Per Day Creates a ball of water the size of a softball. Can be moved for a few moments, and then falls. F oresee 1 Per Day Look into the near future. Roll MIND, two successes required.

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T elepathy 1 Per Day Communicate with one individual within 20 miles instantly. They can talk back. Lasts 3 minutes. Charm 1 Per Day Your (MIND + SEXY) versus their (2 x MIND). Charms a person. They can either be obedient or romantically interested. Lasts a day.

CONCLUSION Thank you for reading this little rulebook. I hope that it was relatively clear. I encourage GMs to run games in the system without planning at all, as I believe it makes for a more spontaneous and exciting game. You should still, however, take notes in order to keep a campaign consistent. Games run with this system are not meant to be combat oriented - they are meant to be roleplay oriented. If you have any questions, suggestions, or comments, nd me on the sup/tg/ IRC server. This is this version 1.0. Happy Gaming, -Pen

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