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Welcome To Camp Creepy: Rollastic

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0% found this document useful (0 votes)
225 views20 pages

Welcome To Camp Creepy: Rollastic

Uploaded by

Markus Wall
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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WELCOME TO CAMP CREEPY

AN RPG OF TERROR FOR KIDS AND ADULTS


M Y S TE
RI
TIC

ES

ROLLASTIC
YP

IN
K CR
Markus Vall (Order #35552345)
A Rollastic Role-Playing Game of Camping Creepiness

at a Summer Camp next to a crystal clear lake in the forest.

CONTENTS Page
What is a (Table-Top) Role-Playing Game? 3
What do you need to Play? 4
Camp Creepy 5
Campers 7
Staff 11
Turn Sequence 12
Conflict Resolution 13
Storytellilng 16
Event: The “Snipe Hunt” 17

ChickenPimples – Camp Creepy – A PocketQuest Entry

Copyright (c) 2022 by Cryptic Mysteries Ink. All Rights Reserved. This material (art, logos, illus-
trations, character concepts, text, and game mechanics) is protected by the copyright laws of the
United States of America. Any reproduction or unauthorized use of the material or artwork con-
tained herein is prohibited without the express written consent of Stephen O’Quinn, except for the
purposes of reviews and the character sheets, which may be reproduced for personal use only.
The reference to any companies, products, or properties in this book is not meant to challenge the
trademarks or copyrights concerned.

The Rollastic System and ChickenPimples are trademarks of E.R. Gregg and Stephen O’Quinn.
Cryptic Mysteries Ink is a trademark of Stephen O’Quinn.
1
Cover art & illustrations copyright (c) 2022 - Stephen O’Quinn
Markus Vall (Order #35552345)
Name
Description

Fine Scratched Bruised H urt Injured O UT


Health
0 1 2 3 4 X
Difficulty Sure Easy Medium H ard Very H ard N OPE

Abilities Athletics Skulking


Avoiding Smarts
3 Good ( + ) Coordination Social
3 Bad ( - ) Notice Tools
Scuffling

Name
Description

Fine Scratched Bruised H urt Injured O UT


Health
0 1 2 3 4 X
Difficulty Sure Easy Medium H ard Very H ard N OPE

Abilities Athletics Skulking


Avoiding Smarts
3 Good ( + ) Coordination Social
3 Bad ( - ) Notice Tools
Markus Vall (Order #35552345) Scuffling
What is a (Table-Top) Role-Playing Game?

A Role-Playing Game (RPG) is a game


RPG -
designed around the idea of telling a story
Role-Playing
in which the players take part.
Game
Table-Top RPGs are “social” games, best when
played by a group of like-minded people,
GM -
gathered around a table (or floor), face to face.
Game Master
The Game Master (GM) guides the players
through the story and the players’ actions, in
PC -
turn, drive the narrative. This game is played
Player Character
with a six-sided die (D6), pencils, and paper.
Dice rolls resolve conflicts and issues within
NPC -
the game and add drama and/or tension to
Non-Player
a scene. There are no screen prompts or cut
Character
scenes to usher players from one point to the
next so the GM must take on the task of
D6 -
conveying the Scenes.
Six-Sided Die
The GM is also responsible for playing all
Non-Player Characters (NPCs) that the players
will encounter during gameplay including the
bad guys. It is up to the players to tell the GM
what their characters are doing in the Scene.
There are no right or wrong decisions in the
game, but there may be one or two that don’t
bode well for the Situation.
Story time just got a lot more interesting.

Markus Vall (Order #35552345)


What do you need to play?

1) One person to be the GM and at least one other,


or up to five, to be the players

2) An understanding of basic math

3) One pencil (with eraser) and a printout


of the character sheet for each player

4) One D6 (six-sided die) – It would be better if each


player had their own but one could be shared.

5) This booklet

T
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g
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Markus Vall (Order #35552345)


Camp Capstone / Camp Creepy

Camp Capstone is a Summer Camp next to a


Camp Capstone
crystal clear lake in the forest. The Camp had The camp has a
been abandoned in the past, but is currently slightly dreary
atmosphere.
in the process of being renovated.
Spider webs are
Strange stories abound about what has hap- in the corners
pened here. Some disappearances, some and there are
always bugs
animal attacks and some infestations are
on the benches.
said to have occurred. There have even been
strange lights seen in the skies above this A musty, damp
smell permeates
Camp, the forest and the lake nearby.
the buildings,
Everything is normal now, or so they say. like wet earth.
Even during the daytime, the Camp has a
The communal
creepy vibe to it. Something feels “off” about
bathhouse and
the whole place. The trees look normal. The restrooms are
lake is crystal. The cabins, appear decently not air condi-
tioned and only
built, if a tad old and splintery.
have screen
The Staff seem friendly, too. They smile, but doors that creak
also have an edgy, jittery air about them. with every
movement.

Markus Vall (Order #35552345)


Camp Capstone / Camp Creepy

The Camp has various places to learn and do


The Dining Hall
physical and mental skills training, like:
It is a screened
in building
Running Track, through the woods and
in the middle
around the lake.
of the Camp and
Boat House and Dock for canoes and water-
has easy access
sports
from all cabins.
Archery Range with several kinds of targets
Obstacle Course with climbing walls, sand
Infirmary
pits, rope swing and a high rope course
This is a small
shack behind
Why are the ropes frayed?
the Administra-
Is that wood rotten?
tion building.
Those rusty nails do not look very strong.
It looks and
What was that moving under the dock?
feels like a re-
Why is there dried blood on some of the ar-
purposed tool
rows at the range?
shed . . . which
it really is.

Administration
This is an old
log cabin. It is
small, but has
a few rooms and
a large porch.
150’

Markus Vall (Order #35552345)


Campers

Name Personality
Everyone has a name. Give your Camper a Try to make your
good unique one. Help your Camper stand Camper
out from the crowd. different
and interesting.
Description Allow them
Describe your Camper in a direct, two to have a flaw
sentence blurb. Try to include something that will make
bad about them, like they have asthma them more
or they cry a lot. Things that make fun to play.
the game more interesting.

Abilities
Everyone has things that they are good
at doing, things they are bad at doing
and things they are just okay at doing.
Each Camper has nine (9) abilities from which
to choose. Three (3) of them are good.
Three (3) are bad. What’s left over are just the
average abilities. These are listed on your
Camper Sheet. You will put a ( + ) on the
Abilities where you are Good and ( - )
on the Abilities where you are Bad.
Average ones are left as they are.

Markus Vall (Order #35552345)


Campers

The Camper’s The Ability list includes:


Abilities show
where their Athletics doing well in a Sport, like
talents are, running or swimming
and aren’t. Avoiding dodging in a Fight
Coordination doing fine physical
Average skills movements, like juggling
are still present, or dance
the Camper Notice paying attention to things,
is just not the like hearing a noise or
best at them. seeing a pattern
Scuffling hiting in a Fight
Bad Abilities Skulking making moves that go
are what the unnoticed, like hiding
Camper is or sneaking
horrible Smarts figuring things out and
at doing, which planning, like playing
can make chess or solving a riddle
for some Social getting along with others
entertaining or leading, like telling
game play. jokes or being on a team
Tools using equipment
including weapons

Markus Vall (Order #35552345)


Campers (example)

Name Jimmy Bansford

Description Nerdy geek who knows EVERYTHING and dress like I am going

to Church every day

Fine Scratched Bruised H urt Injured O UT


Health
0 1 2 3 4 X
Difficulty Sure Easy Medium H ard Very H ard N OPE

Abilities - Athletics Skulking


Avoiding + Smarts
3 Good ( + ) Coordination - Social
3 Bad ( - ) + Notice + Tools
- Scuffling

Name Lupita Gonzales

Description Very pretty Latina in sundress and sandals.

Loud and aggressive.Never shrinks from a fight.

Fine Scratched Bruised H urt Injured O UT


Health
0 1 2 3 4 X
Difficulty Sure Easy Medium H ard Very H ard N OPE

Abilities + Athletics - Skulking


+ Avoiding Smarts
3 Good ( + ) - Coordination Social
3 Bad ( - ) - Notice Tools
Markus Vall (Order #35552345) Scuffling
SAFETY TIP:
“The woods can be a
dangerous
place; never
go out alone
and only go out
at night with a
counselor.”
-Pappa Joe

10

Markus Vall (Order #35552345)


Staff (example)

The Director of the Camp always seems happy, but has some-
thing hidden. It is hard to say what.

Director “Pappa” Joe


Name
Description Appearance: Overweight, out-of-shape, bald guy in Khaki’s and flip-flops.

He is a Happy-Go-Lucky ex-hippy, who doesn’t like “Bad Kids.”

Fine Scratched Bruised H urt Injured O UT


Health
0 1 2 3 4 X
Difficulty Sure Easy Medium H ard Very H ard N OPE

Abilities Athletics + Skulking


Avoiding + Smarts
3 Good ( + ) - Coordination Social
3 Bad ( - ) - Notice + Tools
- Scuffling

Counselor Jackie is always sweet and kind with cold cunning


in her eyes. Follow the rules or you will see her other side.

Counselor Jackie
Name
Description Cute girl in Khaki’s and hiking boots. She is a bubbly and overly sweet,

but really strict with the rules and employs harsh discipline.

Fine Scratched Bruised H urt Injured O UT


Health
0 1 2 3 4 X
Difficulty Sure Easy Medium H ard Very H ard N OPE

Abilities + Athletics - Skulking


- Avoiding Smarts
3 Good ( + ) Coordination + Social
3 Bad ( - ) - Notice + Tools
Markus Vall (Order #35552345) Scuffling
Turn Sequence

The NPC’s
Speak First, Act First
always act last,
GM describes the scene by telling the Camp-
unless they
ers what is happening and where they are
surprise the
located.
Campers.

In the order of who speaks first, the Campers


Even when
set their Conflict Order. Whoever speaks first,
Campers
goes first.
have conflict
amongst one
When all of the Campers have had a chance to
another, the
act, the GM then describes the consequences
Speak First,
of those actions.
Act First
Rule applies.
The GM is required to ensure all of the Camp-
ers get their opportunity to speak and act.

12

Markus Vall (Order #35552345)


Conflict Resolution

Every story has conflict, challenges and inter- ChickenPimples


action. In ChickenPimples, you have to figure uses a single
out if you succeed or fail. To accomplish this, Six-Sided
you will need to know a few things: Die (D6).

What is the Situation?


What Ability is being used?
What number did the Die roll?
How did the Ability and Health affect the
Number rolled? The Difficulty
Scale is
The Situation is what the GM presents to the written on the
Players. It could be anything, from crossing Camper Sheet.
a tightrope or unlocking a padlock to having
a Fight with another Camper. All Miracles do
of the Situations require interaction, happen, but
conflict or challenges to succeed or fail. are very rare.

Whatever the Situation, the GM will assign Rolling the


a Difficulty. This will be on a scale from “A Sure number “1” is
Thing” to “No Chance”. ALWAYS a miss.
“A Sure Thing”, or “Sure” for short, means you
do not need to Roll to see if you can do it. You Rolling the
succeed automatically. number “6” is
“No Chance”, or “Nope” for short, means it ALWAYS a
would take a Miracle in order to do the task. success.
13

Markus Vall (Order #35552345)


Conflict Resolution

+ adds 1 to the Conflict Resolution Steps


number rolled 1) GM defines Difficulty.
on the Die. 2) Difficulty sets Minimum the Number
needed for the Die Roll.
- subtracts 1 3) Health modifies Roll, subtracting the
from the num- Health Number from the Roll.
ber rolled 4) Ability modifies Roll. + adds one.
on the Die. - subtracts one.
5) If the final Number reaches or exceeds
The Health the Difficulty Number, it is a Success.
scale shows If not, it Failed.
a modifier
to the Die rolls. Example
Jimmy is trying to punch Counselor Jackie in
A Bruised the nose. She is a bit taller than Jimmy and her
Camper must nose is a pretty small target. The GM says it
subtract 2 would be Hard to hit. This makes the Target for
from every the Die roll a 3. Jimmy is bad at Scuffling, so
die roll until whatever he rolls on the Die will have a - to it.
they heal a level. Jimmy’s Player rolls the Die and gets a 4. They
then have to subtract one ( 1 ) from that roll
Everyone due to the - and ends up with a 3. This means
heals one Jimmy succeeded. If this were uncontested,
level per day. that would be all that was needed. With this
being a Fight, Counselor Jackie gets a chance
14 to Avoid the hit.

Markus Vall (Order #35552345)


Conflict Resolution

Counselor Jackie, who is controlled by the GM, Modifiers are


has Average Scuffling and gets no modifier. cumulative.
She is bigger than Jimmy, so the Difficulty of An injury will
Avoiding the hit is Medium. Her Die roll is a 1 . affect your Abil-
She missed it and took the hit. ity just as the
Jimmy’s swing hits her on the nose and she Difficulty of the
takes one ( 1 ) point to her Health. She is now Situation will.
Scratched and will have one ( 1 ) point Example:
subtracted from Die rolls until she heals. Lupita is
Bruised. She is
Most Interactions, Conflicts or Challenges only trying to shoot
need Situation, Ability and a Die roll an arrow at
to resolve. Whether or not something can, Long range.
does or will happen is entirely the GM’s call Athletics +
and that judgement is final. The GM has Bruised 2
to make such a call in the context of the story Hard 3
and it must make sense. She needs a 5
or 6 to succeed.
All Ties go to the Campers or the initiator
of the Conflict, if the Camper is surprised,
or if Campers are Fighting each other.

Markus Vall (Order #35552345)


Storytelling

Keep It Simple Dark but Light


The Campers ChickenPimples is about stories that have very
will complicate dark and heavy themes, but are light-hearted
the story all by and fun, or funny. No one is ever in any real
themselves. danger and, while people do get hurt, no one
There is no ever dies nor gets maimed significantly.
need to throw
in twists or Big Bads are Scary, but can be Defeated
turns. Simple, Campers are kids. They need to be able to
straightforward defeat the Big Bad. That doesn’t necessarily
and linear mean kill. The Big Bad could be scared away,
is better for Knocked Down or Unmasked as “Old Man
game play. Whithers” for the Win.

Engage all of Keep the Feel Spooky, but not Gross


the Campers “Jump Scares” are okay from time to time, but
Try to ensure darkness, mist and moonlight work well, too.
everyone gets
their chance
to interact. All
are playing, so
make sure they
all get to play.

16

Markus Vall (Order #35552345)


Event: The Snipe Hunt

Campers are selected at “random” from vari- Camp Capstone


ous cabins for “The Snipe Hunt.” tradition
requires all
They walk through the woods in groups of two Campers
while “Pappa Joe,” Counselor Jackie or both to engage in
guide them, over walkie talkies, on what to “The Snipe
look for during the hunt. Hunt.”

Each group of Campers have their radios set 11:30pm


to different channels and cannot coordinate. The chosen
They can only talk with the Staff, when the Campers are
Staff are talking with them. awakened.

The Boathouse Midnight


One group is directed to look for Snipes Groups of two
around and inside the Boathouse. The Boat- are organized
house is all kinds of creepy, especially at night. and given
It has rumors of the “Lake Monster.” radios and
flashlights.
The other groups are sent meandering
through the woods for an hour or so only to be 1:00am
told a Camper went missing and the hunt is One of the
over. They are told to go back to their cabins. Campers
disappears.
“Let’s find out what happened.”

17

Markus Vall (Order #35552345)


Event: The Snipe Hunt

Lake Monster GM ONLY


“Pappa Joe” The Boathouse has a hidden trapdoor. Only
has a moss/ the “Bad Kids,” always NPC’s, will be chosen
weed-covered to go to the Boathouse. Usually one will fall
costume that through and be captured. A container
he uses as a beneath locks from the outside. The other
disguise when Camper is scared into running back to their
getting rid of Cabin.
“Bad Kids” from
the Camp. The Trapdoor is manually triggered by “Pappa
He captures Joe.” He wears his Lake Monster Costume to
and drugs the scare away others. They always tell authorities
Camper in that the “Bad Kids” ran away . . . again. That
preparation for story is good enough.
selling them
to Human A mysterious boat shows up periodically to
Traffickers. retrieve “The Catch” for sale at “The Market.”

Counselor Did anyone remember fishing lately?


Jackie pushes Why are they selling and not cooking?
Campers into Should we:
doing things ask the survivor?
and is harsh attack the Monster?
with mistakes. confront the Staff?
track the boat?
18 tell the Police?

Markus Vall (Order #35552345)


WELCOME TO
CAMP CREEPY
Where staying alive is
half the fun...

M Y S TE

RI
TIC

ES
YP
IN
K CR

Markus Vall (Order #35552345)

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