wandering monsters high-school

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Wandering Monsters High School A 24 Hour Game By Kynn Bartlett <[email protected]>

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Ever wondered if the big bad werewolf has a son? What happened to the family of the evil wizard?Play as a young monster that goes to a school.

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  • WanderingMonsters

    High School

    A 24 Hour GameBy Kynn Bartlett

  • - 2 - -

    Table of ContentsIntroduction 3

    Setting 3How to Play 3

    Sidebar: Terminology 4Student Enrollment 5

    Outline of Enrollment Process 5Your Grades 6Your Class Schedule 7

    Sidebar: What About Previous Classes? 8Gifted and Talented 8

    Sidebar: Gifts vs. Talents 9Special Needs 9Extra-Curricular Activities 9Student Goals 9

    Playing the Game 11Rolling The Dice 11

    Opposed Checks 11Standard Checks 12

    Combat 12Romance 13Plot and Complications 14Advancement 15

    The High School 15Physical Grounds 15Faculty and Staff 15Cross-Town Rivals 15Sample Characters 16

    Student Handbook 18Course Catalog 18

    Citizenship Classes 18Fitness Classes 18Hygiene Classes 19Occult Classes 19Scholastics Classes 20Vocational Classes 21

    Gifted and Talented Programs 23Special Needs Accommodations 25Extra-Curricular Activities 26Occult Magic 27

    Spells 27Potions 28

    Report Card 29

  • - 3 - -

    IntroductionEvery saga has a beginning, they say. And sothe story will often start with tales of ourstalwart hero as a youth, doing appropriatelyscaled feats of derring-do.

    But what about the other side? Werent thebad guys ever kids too? Didnt they have thesame hopes and fears, same teenage angst andambition, same struggles to make it through thehigh school day?

    And thus the premise of this game: What ifmonsters went to high school?

    SettingWMHS is a fantasy roleplaying game, set in aworld of magic and mystery, of dragons anddungeons. Years ago, some evil overlords andpower-mad wizards decided they had a needfor a higher caliber of minion. Henchmen whocould actually read the labels on potionbottles. Hirelings who wouldnt accidentallysack the wrong town. Cohorts who didnt haveto constantly told how to kill the heroes, butcould, you know, think on their own.

    And thus Wandering Monster High School wasborn a preparatory school for monsters of allkind, preparing them for glorious careers asantagonists.

    Geographically, the location of the school is awell-kept secret, lest it become known toenterprising heroes who seek to slaughterteens. It may be located just outside Deepwaterin the Realm of Forgottenness, or maybe nearthe great city of Hawkgrey.

    Nestled safely in a valley, the students wouldbe safe from attack even if discovered;powerful magics cast over the whole campusmake it impossible for anyone to die or evenbe seriously injured here. Deadly attacks aremagically downgraded to only painful ones,thanks to a magical field permeating the wholeschool. Thus, would-be crusaders are at worsta nuisance that would interrupt classes;unwelcome and ultimately unsuccessful.

    Thats good, too, because the students ofWMHS have more to worry about than bravepaladins, heroic clerics, and cunning heart-of-gold rogues. Why, weve got proms to attend,nerdy girls to make over, slamball games towin, and ohmygosh, I just realized I have atest in Introduction to Looting that I totally didnot study for!

    How to PlayYou need at least 3 or 4 really creative andsomewhat silly people to play this game,preferably after youve just watched a teenmovie. One person gets to the gamemaster(Headmaster) while the rest make upcharacters (Students). Youre playing fantasymonsters going to high school.

    You play the game by pursuing the goal youveset for your character. It may be somethingsimple, such as buying a bicycle, or somethingcomplex such as getting the cute otyugh girl inAlchemy class to fall in love with you so thatyou can win the bet you made with yourwerewolf friend thereby having enough moneyto buy a bicycle.

  • - 4 - -

    And its the job of the Headmaster and theother students to complicate your life. Just likehigh school!

    Sidebar: Terminology

    Every good roleplaying game, and most of thebad ones as well, takes normal roleplayinggame terminology and twists them intosomething overly twee, rather than just stickingwith the accepted terms. This game is noexception.

    Student Character.Headmaster Gamemaster. Abbreviated HM.

    Runs the game.Report Card Character sheet. Theres one at

    the back for you to print out andfill in.

    Student PointCharacter point. How you buildyour characters abilities.

    Grades Your ability scores. Theyre ratedfrom A (best) to F (worst).

    Classes Skill list. You only know thethings youre studying this term.

    Period An hour. This applies even ifschool isnt in session; if aduration on a special ability saysit lasts until the start of the nextperiod, it means it lasts until thebeginning of the next hour.

    Home Room Adventuring party. All studentsin the campaign have the samehome room teacher, and startand end the school day together.

    Enrollment Character creation. Its the nextsection of the game.

  • - 5 - -

    Student EnrollmentThe process to create a WMHS character isfairly simple. You'll need a copy of the ReportCard (character sheet) found on the last pageof the rules. You start the student creationprocess with 35 student points. Keep track ofthem; you use them to buy your grades andother statistics.

    Outline ofEnrollment

    1. Decide what you want to be. WMHSstudents can be nearly any fantasymonster, such as those found in otherroleplaying games. Examples includeorcs, trolls, giants, ogres, demons,devils, medusae, chimerae, minotaurs,centaurs, dopplegangers, dark elves,evil dwarves, intelligent fungus, genies,ghosts, golems, harpies, lamia,lycanthropes, mermaids, mummies,spectres, zombies, and treants. Theonly limitations are: You must be highschool age, you must be able tocommunicate in common, and youmust be at least nominally nasty insome way. (The goodie-goodies go toschool across town at the AdventurersGuild Academy.)

    2. Write down your name and species,and choose your year in school. Youcan be a freshman, a sophomore, ajunior, or a senior; for the most part itdoesn't matter, although some classes orextra-curricular activities are open onlyto students from specific years inschool.

    3. Record your student's home roomteacher. This is assigned by theHeadmaster; all student in a givencampaign have the same home roomteacher. Ask your HM for the teacher'sname. Why does home room matter? Itdoesnt, really, except that itsconvenient excuse for your student andeveryone elses to know each other andhang out together. Home rooms arelike built-in cliques.

    4. Assign your grades. Your grades are theequivalent of ability scores; theyrepresent your natural abilities andcompetence. The six grades areCitizenship, Fitness, Hygiene, Occult,Scholastics, and Vocational. Each gradeis ranked from F (the lowest) to A (thehighest), although the letter "E" isn'tused. You buy your grades with studentpoints.

    5. Schedule your classes. Each studentchooses six classes; these are theequivalent of skills in WMHS. Classesdon't cost student points.

    6. Buy gifts and talents. These are specialqualities about your student, whetherfrom racial abilities or just naturalability, that distinguish her from otherstudents. These are bought with studentpoints. You can spend up to six pointson gifts and talents.

    7. (Optional) Choose special needs. Youcan get extra student points by takingqualities about your student that are lessthan advantageous. You're limited toonly six extra student points, though.

  • - 6 - -

    8. Assign extra-curricular activities.These activities cost student points, butthey give you specific bonuses incertain situations, as well as definingwhat roles your student fills in theschool's social ecosystem. You canspend up to ten points on extra-curricular activities.

    9. Choose two goals. Your student has tohave a goal, such as "Asking JennyOtyugh to the dance" or "Getting apassing grade in Alchemy class." This iswhat you're trying to accomplishthrough roleplay. You need to have asecond goal, however, because youmight finish your first goal. So choosetwo.

    10. You're done! Show your student to theHeadmaster and answer any questionsshe might have.

    Your GradesGrades are bought with student points; they'reused to determine how well you performactions you might attempt.

    The value of each grade determines thenumber of dice you roll for action checks; forexample, a grade of B means you roll threedice. The final result of the check isdetermined by adding together the two highestdice from the roll. See the section "Rolling TheDice" later in the rules for more details.

    The student point cost for each grade is shownon the following table:

    Grade Cost Dice rolledA+ 10 4A 9 4A- 8 4B+ 7 3B 6 3B- 5 3C+ 4 2C 3 2C- 2 2D 1 2*F 0 2**

    * Roll two dice, but only select the highest die.** Roll two dice, but only select the lowest die.

    The sign modifiers -- plus (+) and minus (-) --on each grade don't affect the number of dicerolled; instead, they're used when bonuses orpenalties are applied. Each positive bonusmoves you one line up on the grade chart, sayfrom B+ to A-, and each negative penaltymoves you down one, such as from B+ to B.Your roll is then based on the number of diceshown for the adjusted grade.

    For example, if you have a B+ in Scholastics,you normally roll 3 dice; if you gain a +1bonus on history checks because you're takingAncient History this term, you move up to anA-, and roll 4 dice on your check.

    The meanings of each grade, and the types ofchecks they apply to, are:

    Citizenship: This measures how wellyour student behaves, and affects howwell you can influence authority figuresat school, ranging from hall monitors tothe headmaster. Students who havehigh grades in citizenship can get awaywith a lot more than troublemakers withlow citizenship scores. Poor attendanceis also reflected in a low citizenshipscore.

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    Fitness: Fitness is your student'sphysical soundness and ability; all sortsof physical challenges are measured bythis grade, including combat if itbecomes necessary. When you takedamage, your fitness grade decreasesuntil you're healed.

    Hygiene: Your hygiene score measuresyour basic grooming skills, as well asyour ability to relate to other students.Aesthetics are obviously relative andarbitrary with a student body as diverseas WMHS's; however, nobody likes theunkempt. You roll against your hygienegrade if you're asking someone out on adate or making other romanticovertures.

    Occult: Living in a fantasy worldrequires knowledge of magic; youroccult grade measure how well youunderstand the arcane forces aroundyou. You use your occult score whenrolling to cast a spell, or when resistingone that's been cast on you.

    Scholastics: Your student's scholasticsscore measures how much booklearnin' has finally sunk in. Scholasticschecks are made whenever you need toremember some fact, or do well on awritten test.

    Vocational: Not all knowledge istheoretical. Your student's vocationalgrade measures how well she'smastered the practical arts, from craftingto looting. This is applied knowledge,the type that may lead to a trade, legalor otherwise.

    Your ClassScheduleYour student's class schedule represents thecourses she's currently taking. These grantbonuses related to those specific classes thatapply in certain situations. For example, ifyou're enrolled in Ancient History class, youget a +1 bonus on Scholastics checks related topeople and events from long ago; if you have agrade of B in Scholastics, it becomes B+ whendealing with ancient history.

    Classes don't cost any student points, but youhave to take exactly six classes, no more, noless -- with one exception, upperclassmen(juniors or seniors) can choose only fiveclasses, and leave one as a "free period." Thisgives fewer bonuses, but allows for specificextra-curricular activities to be chosen thatrequire free periods.

    Each class is grouped under an appropriategrade, such as Fitness or Hygiene, and each isgiven a difficulty rating. This difficulty is usedin checks to see how well you're doing in aclass; for example, a test in Physical Educationclass (such as "drop and give me twenty")requires a Fitness check against a difficulty ofEasy.

    Certain classes may have prerequisites --specific grades necessary to take each course.Some classes are required and must be takenby all students of a specific grade level; thismandates a structure for some students'schedules. The requirements are:

    Freshmen: Fitness: Physical Education Hygiene: Health and Wellness Scholastics: Common Tongue Vocational: At least one class

  • - 8 - -

    Sophomores: Fitness: One class from list Hygiene: Social Hygiene Scholastics: Common Tongue, and at

    least one other from list

    Juniors: Fitness: One class from list Occult: One class from list Scholastics: Common Tongue, and at

    least one foreign language

    Seniors: Scholastics: At least two from list Vocational: At least one from list

    Current Classes Offered:

    Citizenship Free Period, Basic Study Skills,Study Hall, Teachers Aide

    Fitness Physical Education, BasicWeaponry, Slamball, Swimming,Track and Field

    Hygiene Health and Wellness, SocialHygiene

    Occult Magic Through The Ages,Alchemy, Basic Divination, TheDark Arts, Defense Against theForces of Light, The FourElements, Shadows and Shapings

    Scholastics Advanced Mathematics, BasicMathematics, Common Tongue,Draconic Language, Geography,History (Ancient), History(Modern), Orcish Language,Survey of Literature

    Vocational Advanced Looting, BasicAssassination, Creative Writing,Introduction to Pillaging, Music,Metal Shop, Poisons andAntidotes, Wood Shop

    A full list of classes offered at WMHS can befound in the Student Handbook section ofthe rules.

    Sidebar: What about previous classes?

    You only gain bonuses from classes you'recurrently enrolled in -- but if you're not afreshman, you've probably taken a lot ofclasses already. Why don't you get thosebonuses as well? Shouldn't a junior choose 18classes?

    The answer is that high school just doesn'twork like that. You only concentrate on whatyou need to know at the moment, and thingsyou learned years ago aren't as important aswhat's being drilled into your head every day.Thus, the only classes that matter, for purposesof giving bonsues, are those currently on yourschedule. If this bothers you, think of yourgrades as representing, in abstract, all thoseother classes you've already taken, as well asany other knowledge you've picked up alongthe way.

    Gifted andTalentedAll students are unique, and at WMHS, theyreeven more unique than usual. You can chooseup to six points of gifts and talents for yourstudent; these can represent in-born naturalabilities from her race and species of monster,or they can be qualities which distinguish hereven from other monsters of the same type.

    For example, an iron golem student might havethe gifts of Natural Armor, Breath Weapon,Really Strong, and Spell Resistance by virtue ofbeing an iron golem, but may also beAttractive just because shes really cute.

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    You can spend up to ten points on gifts andtalents; most gifts cost one student point, butsome are more expensive, or can be bought upto higher levels by spending more points.

    For a long list of gifts and talents, please seethe Student Handbook section later in therules.

    Sidebar: Gifts vs. Talents

    Whats the difference between a gift and atalent? Nothing. They mean the same thing ingame terms, and can be used interchangeably.The only reason that theyre both used isbecause many American schools refer toGifted and Talented.

    Special NeedsAccommodation has been the name of thegame from the start at WMHS; from the firstclass of students, non-humanoids have beenenrolled in the school, some of whom donteven fit inside the classroom. If your student isa bit odd and doesnt quite fit in, have noworries the school will go out of its way tomake sure youre able to study here. (Theyreally dont want to be sued under theMonsters with Disabilities Act, after all.)

    Choosing special needs for your student givesyou extra points to spend on grades, gifts andtalents, and extra-curricular activities. So youmay want to choose these first up to sixpoints and then go back and spend thepoints, knowing how many points you have tospend.

    A list of common special needs is found in theStudent Handbook section of the rules.

    Extra-CurricularActivitiesYour extra-curricular activities are things youdo after school, or sometimes when you havea free period. They define what youre allabout besides just a student. They cost studentpoints, however, so youll need to make surethat youre not overcommitted, or else yourgrades will suffer.

    A list of extra-curricular activities can be foundin the Student Handbook section of the rules.

    Student GoalsThe most important part of student enrollmentis not buying your grades or choosing yourclasses; its setting your goals. Why? Becausethis is what youre going to play out in thegame. Youre not really playing this game justto simulate taking tests or playing in themarching band; thats just window dressing.The real point is to advance toward your goals.

    Youll notice that it says advance toward andnot achieve. This is because achieving yourgoals is actually pretty useless in WMHS; all itmeans is that you have to choose another goal,and keep playing.

    Heres how it works. You choose one primarygoal for your student something like I wantto find a girlfriend before the end of the term.And you roleplay your student as trying toachieve that goal. You also choose a backupgoal. I want to make the swim team, forexample. You dont actually play out thebackup goal its just there in reserve.

    If you ever do get a girlfriend thus completingyour goal you cross it off your list goals, and

  • - 10 - -

    your backup becomes your primary goal. Andyouve got to choose a new backup goal now.See? Youve just made more work for yourself.It was easier back when you were just trying toreach your goal, because at least you knewwhat it was.

    If this gives you the impression that maybe youshould actually try to sabotage your studentwhenever shes getting close to meeting hergoalswell, youve got the right idea. SeePlots and Complications later in the rules formore on this notion.

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    Playing the GameWMHS is designed to be a simple,straightforward game; the emphasis is less onthe rolling of dice and more on building sharedstories and having a fun time through theplaying of students personalities and goals.However, from time to time, dice rolls will benecessary.

    Rolling The DiceThis game requires only normal, six-sided dice,numbered from 1 to 6. The most youll everhave to roll is four dice, but youll probablywant to have a set for each player in the game.

    When you roll the dice, youre generating anumber between 1 and 12. You do this byadding up two of the dice, and discarding therest, if more than two dice were rolled. Thenumber of dice rolled depends on the value ofthe grade being rolled against.

    Grade Number of DiceA 4d6, add two highestB 3d6, add two highestC 2d6D 2d6, count only the

    highest single dieF 2d6, count only the

    lowest single die

    When rolling the dice, plusses or minuses onthe grades dont count. Grades of B+, B, or B-are all rolled with three dice, adding the twohighest together.

    The only time that the plusses or minuses on agrade are used is when youre applyingbonuses or penalties. A bonus increases the

    grade by one or more steps, while a penaltydecreases it. For example, a +2 bonus addedto a B makes it an A-; for that check, four diceare rolled instead of three. If the initial gradewere B-, a +2 bonus would result in a B+,which is still three dice.

    When you roll the dice, its called a check.There are two types of checks: opposedchecks and standard checks. Checks generatenumeric values called results, which are thesums of the two dice (or the single die, if thegrade is a D or F).

    Opposed Checks

    An opposed check occurs whenever yourecompeting with someone else who is doing asimilar or opposite action to yours. In such acase, all parties involved roll the dice andgenerate check results; the one with the higherroll is the most successful. The differencebetween the dice is called the measure ofsuccess. If theres a tie on the roll if theresults are identical then its effectively avictory for no one, and the measure of degreeis zero.

    Heres an example: A track meet. Crissa thecentaur is racing against Percy, a paladin fromthe rival school, the Guild Academy. Crissahas a Fitness grade of B, is enrolled in theTrack and Field class (grants a +2 bonus), andhas the gift Fleet Feet (grants another +2bonus). Her modified grade for this check isan A+ (4 dice). Percy has a Fitness grade of B+with no other modifiers; hes just a greatnatural athlete. His check will be 3 dice.

  • - 12 - -

    Crissa rolls the following: 4, 3, 1, 6. The twohighest dice are 4 and 6, so her check result is10. Percy rolls 4, 5, 2; his highest dice are 4and 5, for a total of 9. Crissa just barely wins,with a degree of success of 1 the differencebetween her result of 10 and Percys 9.

    Standard Checks

    A standard check happens when theres not acompetition between opposing forced, butrather one student attempting to do take anaction with a specific level of difficulty. Inthese cases, the measure of success is a setnumber which must be exceeded by thestudent performing the action. (If the difficultynumber is exactly met, its a partial success.)The degree of success is the differencebetween the check result and the difficultynumber.

    Difficulty numbers are shown on the tablebelow; the Headmaster determines how hard atask should be, and then consults this chart.

    How Difficult Difficulty NumberTrivial 2Easy 4Average 6Tricky 8Hard 10Impossible! 12

    Note that Impossible! tasks arent technicallyimpossible; thats why the fun exclamationpoint is there. You can actually get a limitedsuccess if you roll two sixes on the dice.

    One very common way that standard checksare used is in classroom tests. To see how wellsomeone does on a test, first consult thedifficulty rating for the class this is listed foreach course. A degree of success of 0 equals aC (average grade) on the test; a degree ofsuccess of 1 equates to a B, and 2 to an A.

    For example, the Orcish Language class israted as Easy. The average test in such a classhas a difficulty number of 4. Crissa has aScholastics grade of B-. She rolls three diceand gets 5, 2, 3 a result of 8, beating the testby 4 points, acing it easily. Had it been a testin Draconic Language class, with a Trickydifficulty, she would have only met thedifficulty number exactly, resulting in a gradeof C.

    Finally, its also possible to combine togetheropposed checks with static checks, by setting adifficulty number as the minimum value forsuccess, and having each party involved roll.The higher degree of success over the difficultynumber wins. An example of this would be acompetition, such as an academic quiz. Eachquestion might be Hard (difficulty number 10),and whoever rolled the highest check resultwould be the first person to answer correctly.If neither side beats the difficulty number of 10,then nobody knew the right answer.

    CombatWhile WMHS is not primarily a game offantasy combat, from time to time a fight maybreak out. A fight is simply an extended seriesof opposed checks, resolved in the same wayas any other checks in the game. Eachchallenge in a combat session is called around.

    As a physical exchange, a combat round isusually a check of Fitness vs. Fitness. TheFitness grade for each can be modified byenrollment in certain classes, by gifts andtalents, by special needs, and by some extra-curricular activities.

    The degree of success represents damageinflicted upon the losing the side. A damaged

  • - 13 - -

    students Fitness is temporarily reduced by anumber of steps on the grade table equal to thedamage sustained. If the degree of success iszero in other words, if the opposed check is atie then neither side takes any damage.

    For example, if a student with a grade of B+ inFitness takes 2 points of damage, her Fitnessscore is temporarily reduced first to a B, then toa B-, for a total of two steps down. Temporaryreductions in Fitness scores do not affectsubsequent rolls in combat; always use the fullFitness score.

    A student (or other character) who is reducedto a Fitness score of below F is automaticallyknocked out and will be unconscious until thestart of the next period. Healing effects, suchas spells or regeneration, can shorten this timeif used. Thanks to the sorceries cast upon theWMHS campus, its not possible for someoneto be killed, except in very, very rarecircumstances. (Truthfully? The only timeanyone ever dies in WMHS is when theHeadmaster wants to run a murder mysteryplot.)

    Weapons: Weapons (including the gift NaturalWeaponry) inflict greater damage than anunarmed attack. The exact type of weapondoesnt matter, however; all weapons have thesame effect. Whenever the degree of successis higher than zero, the damage done isincreased by one if the victor is armed with aweapon.

    Armor: Someone wearing armor (or who hasNatural Armor) takes less damage in somecases. Whenever the degree of success ishigher than zero, the damage done isdecreased by one if the loser of the check iswearing armor.

    Defensive Combat: If one combatant is merelydefending, her Fitness grade increased by a full

    grade point (3 steps on the grade chart), but ifshe wins, she does no damage to heropponent. For example, if a student with a C+grade in Fitness chooses to only defend herselfin a round, her modified Fitness gradebecomes a B+.

    Spellcasting in Combat: A student whochooses to cast a spell in combat or to use agift or talent such as Breath Weapon stillmakes normal Fitness check. If the spellcastersucceeds in the Fitness check with a degree ofsuccess greater than one, the spell (or gift)takes effect (and resistance checks are made bythe target, if mandated by the spell or abilitydescription); the degree of success is notapplied as damage to the target. If thespellcaster is not victorious, then she receivesdamage from her opponent as normal.

    Ranged Combat: A combat exchange can onlyoccur at a distance if both sides have rangedweapons, such as bows or throwing daggers. Ifone side is armed and the other is not, it canbe considered Defensive Combat, as describedabove.

    RomanceFar more common than combat in a WMHSgame are rolls made to romance someone.No, not just seduction attempts with the goal ofkinky monster sex (although, that can happen but we suggest it take place off screen as itwere). Really were talking about things likeimpressing the boys (or girls), asking a sweetieout on a date, or being appropriately gallant atthe right time.

    These are resolved as standard checks, notopposed checks, using the Hygiene grade ofthe student making the attempt. The exactdifficulty rating of each check will vary, but ingeneral, attempts at wooing are almost always

  • - 14 - -

    Tricky or Hard if theyre part of a studentsgoals.

    Plot andComplicationsThe main principle to keep in mind when itcomes to WMHS is: Its not as much fun if youget what you want. Thus, everyone playing thegame should conspire together to keep thegame fun, by ensuring that it becomes harderand harder for students to achieve their studentgoals.

    This means not only the Headmaster, who willbe running the non-player characters in thegame, but the other players as well. And theplayer of the student, too.

    As a player, make life miserable for yourstudent. Its the least you can do.

    As a fellow player, cooperate with the otherpeople around the table; find out what theirstudents goals are; and figure out ways tocomplicate their lives. Sure, maybe youll offerto help, but help doesnt always need to behelpful.

    And as the Headmaster, dont worry aboutgrand, over-arching plots of doom and gloomand intrigue. The best you can do is simply setup a situation, and watch the players bounceoff it. Homecoming. Student body elections.Parents day. A big game with the cross-townrivals. Substitute teacher. A visit from afamous and handsome evil wizard. Mid-terms.A teacher caught sleeping with a student.Detention. And the biggest of them all: TheProm.

    The best plots are those formed by simplyextending the goals of a student, making themmore and more complex as the game goes on.Okay, maybe you wanted to buy a card foryour sick grandmother. But to do that, youhave to earn some money. You can makemoney by tutoring the star slamball player inGeography. But he wont let you tutor him,because he got dumped by the headcheerleader, and hes trying to win her back.So you agree to be the go-between, but theditzy cheerleader gets confused and thinksyoure really in love with her. Unfortunately,your best friend, who is secretly in love withyou herself, gets word of this and plots to getthe ballplayer suspended from the team. Andgrandma is coming to visit next week and youhave no card yet!

    Get crazy, get silly. Its more fun that way,trust us.

    AdvancementIn general, WMHS is not designed for long-term play as much as just for casual, quickgames. However, if you really have to do it,award one student point every game or three.These can be used to increase grades, addmore extra-curricular activities, or buy offspecial needs.

    You can also decide to advance everyone ayear in school from time to time. This meanschoosing all new classes and extra-curricularactivities; throw all the student points back intothe pot and let everyone recreate theirstudents, a year older. Seniors graduate andprobably go off to be fodder for low leveladventurers on dungeon crawls, but thatsokay; their players can just make up newfreshman students and start over.

  • The High SchoolWandering Monsters High was establishedover two dozen years ago, and, thanks toendowments from wealthy, archmage patronsand evil overlords, has grown and prosperedever since.

    Physical GroundsThe campus is hidden away in a box valley,with sturdy, ivy-covered brick buildings. Allstudents live on campus while school is insession, in the dormitory building. A sideannex beside the dorm consists of a cavecomplex for housing the larger students andothers with special needs.

    Other buildings on campus house theadministrative offices, the classrooms, theauditorium, and the workshops. Athletics arepracticed in the gym, on the track, and at theswimming pool. For more details on thecampus, see the upcoming supplement,WMHS: Open House.

    Faculty and StaffThe headmaster (as opposed to theHeadmaster, the player running the game) is aretired archmage named Kzardovf. Hissecretary is a six-armed demon named Ludurg;shes really good at filling out forms intriplicate. Other non-teaching staff includeGruntha, a werebear who is the school nurse, atrio of harpies who serve the food in thecafeteria, and Stanley the custodian, a grumpyroper.

    The current teachers, and the classes theyteach, are listed below:

    Name Race ClassesBrunnk Ogre Physical Education,

    Slamball, BasicWeaponry

    Keshika Dryad Health andWellness, SocialHygiene

    Larraugh Sea Ghoul Basic Study Skills,Swimming,Looting, Pillaging

    Renk Fae Dragon Music, Study Hall,Draconic Language

    Rufus Darrrk Dwarf Mathematics,Metal Shop, WoodShop

    Sharada Sphynx Common Tongue,Geography,History, Literature,Creative Writing

    Tkchkul Phase Spider Orcish Language,Assassination,Poisons, Track andField

    Thardal Half-Demon Occult classes

    Persuading teachers or staff to do what youwant is usually a Tricky or Hard task; you useyour Citizenship grade to influence them. Ifstatistics are needed for teachers, considerthem to have the equivalent of B grades ineverything except for the grade(s) most relatedto the classes they teach; in those, they havethe equivalent of an A+ grade. Teachers havethe special abilities granted by every class theycan teach, plus more; whatever theHeadmaster thinks will make a good story,basically.

    Cross-Town Rivals

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    The administration of WMHS has worked out adeal with the Guild Academy, a privatepreparatory school run by the AdventurersGuild. Neither side will try to destroy theothers training academy, and instead channeltheir rivalry into reasonably friendlycompetitions such as slamball games,academic quiz tournaments, and track meets.

    More information on the Guild Academy canbe found in the forthcoming supplement,WMHS Vs. The Guild Academy.

    Sample CharactersThese characters can be used if you just wantto get off to a quick start and play the game, orthe Headmaster can use them as non-playercharacters that also attend the school.

    Karvathas

    Race: MinotaurYear: SeniorGrades: Citizenship: B-, Fitness: A, Hygiene:

    B, Occult: C, Scholastics: C, Vocational:B+

    Class Schedule: Slamball, Orcish Language,Geography, Metal Shop, Magic Throughthe Ages, Basic Study Skills

    Gifts and Talents: Natural Weaponry (horns),Popular

    Special Needs: IlliterateExtra-Curricular Activities: Varsity SlamballStudent Goals: Keep his grades up enough to

    stay on the slamball team; become thehomecoming king.

    Karvathas is a big dumb jock, but like allpotential romantic leads, hes really a decentfellow inside. For a minotaur. He cant read,but tries to hide it; hes retaking MTtA in hissenior year since he failed it last year.

    Taylor Made

    Race: Iron GolemYear: JuniorGrades: Citizenship: C, Fitness: B+, Hygiene:

    A-, Occult: C-, Scholastics: C+,Vocational: C+

    Class Schedule: Basic Weaponry, MagicThrough the Ages, Draconic Language,Common Tongue, Music, Geography

    Gifts and Talents: Natural Armor, BreathWeapon, Really Strong, SpellResistance, Attractive

    Special Needs: Metabolically ChallengedExtra-Curricular Activities: Cheerleader,

    ChorusStudent Goals: Win the upcoming

    cheerleading competition against theGuild Academy; decide who to go tothe Spring Formal with.

    Taylor is, like, a totally HOTT iron golem, youknow? Shes shiny and sexy and rather flexiblefor a girl made of solid metal.

    Drizzle

    Race: Dark ElfYear: SophomoreGrades: Citizenship: C-, Fitness: C, Hygiene:

    C, Occult: A, Scholastics: A-,Vocational: C+

    Class Schedule: Physical Education, SocialHygiene, Common Tongue, AdvancedMathematics, Introduction to Pillaging,The Dark Arts

    Gifted and Talented: Night Vision, Prodigy(Alchemy, extra points spent)

    Special Needs: Known Troublemaker, Light-Allergic

    Extra-Curricular Activities: AcademicOlympics Squad, Alchemy Club,Campus Crusade for Orcus, FutureWizards of the World, Young Overlords

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    Student Goals: Manage to create a Potion OfUltimate Power without blowing up thealchemy lab again; try to take over theworld.

    A short, cranky dark elf, Drizzles mainambition in life is to grow up to be asupervillain and rule the world. So far heshaving problems just making it through theembarrassment of Social Hygiene class.

    Gloopadoop

    Race: Little Amorphous BlobYear: JuniorGrades: Citizenship: B+, Fitness: C+, Hygiene:

    C+, Occult: B-, Scholastics: A-,Vocational: C+

    Class Schedule: Swimming, Shadows andShapings, Common Tongue, CreativeWriting, Survey of Literature, FreePeriod

    Gifted and Talented: Shape Changing (extrapoints spent), Telepathy

    Special Needs: Non-Humanoid, Small-BodiedExtra-Curricular Activities: School NewspaperStudent Goals: Uncover a Major Scoop about

    a teacher or administrator; go on a datewith someone solid.

    Gloop is a little white telepathic,shapechanging blob; shes also the news editorfor the school newspaper. How exactly shes ashe is unknown, really, but her voice isfemale and she acts more like a girl thananything else.

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    Student HandbookThis section of the rules contains just lists andlists of courses, gifts and talents, special needs,extra-curricular activities, and occult spells.Its placed at the back for easy reference.

    Course CatalogThese are the classes currently offered at theschool; from term to term, the course offeringsmay vary. Look for additional classes inupcoming game releases.

    Citizenship Classes

    These classes are optional. Most studentsusually don't take them, but the administrationreally wishes they would.

    Free PeriodPrerequisites: NoneDifficulty: N/ABonus: NoneYou are enrolled in five classes, plus a freeperiod. You can use this free period for certainextra-curricular activities.

    Basic Study SkillsPrerequisites: Scholastics LESS THAN C+Difficulty: EasyBonus: You gain a +1 bonus on all Scholasticschecks.This is a remedial class for people who aren'treally good at studying.

    Study HallPrerequisites: NoneDifficulty: EasyBonus: You gain a +1 bonus on all tests in allclasses assuming they aren't pop quizzes.

    This is like a free period, except you spend itreviewing your notes and texts from otherclasses.

    Teacher's AidePrerequisites: Citizenship B+, junior or senioryearDifficulty: EasyBonus: You gain a +1 bonus when dealingwith teachers.Instead of taking an actual class, you spend aperiod helping out a teacher with grading.

    Fitness Classes

    You can only be enrolled in one fitness class ata time, without special permission from theadministration. The fitness classes currentlybeing taught are:

    Physical EducationPrerequisites: NoneDifficulty: EasyBonus: You gain a +1 bonus on generalathletics checks.This is a general class to make sure thatstudents just don't sit around all day.Marching in place, running over hills, climbingup rocks, and playing easy sports are some ofthe tasks that could be assigned on any givenday.

    Basic WeaponryPrerequisities: Fitness C+Difficulty: TrickyBonus: You gain a +1 bonus in combat whenarmed.This class teaches you how to use simpleweapons -- clubs, daggers, spears, and otherbasic weapons.

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    SlamballPrerequisites: Fitness B+Difficulty: TrickyBonus: You gain a +2 bonus when playingslamball.Slamball a rough and tumble game of trying totake the ball away from the opposing team tostuff it into their goal. Nearly anything goes.Slamball players are often Big Men OnCampus. Literally.

    SwimmingPrerequisites: Fitness C+Difficulty: AverageBonus: You gain a +1 bonus to swim well andto hold your breath.The pool was put in a few years ago, originallyfor a triton student; since then, it's been usedby the relatively new swim team.

    Track and FieldPrerequisites: Fitness C+Difficulty: AverageBonus: You gain a +2 bonus when trying torun away from someone.All manner of running, from sprints to longdistance, are taught in this class.

    Hygiene Classes

    These are classes which are thought to be"good for you," in various ways. Health andWellness is required for freshmen, and SocialHygiene for sophomores.

    Health and WellnessPrerequisites: NoneDifficulty: AverageBonus: You gain a +1 bonus on fitness checks.This class actually does tell you how to eathealthy, avoid getting sick, and exercise. It'squite useful.

    Social HygienePrerequisites: Sophomore yearDifficulty: AverageBonus: You gain a +1 bonus when trying toromance someone.Sex education.

    Occult Classes

    At least one occult class is required to graduatefrom the school; most students who aren'tplanning to become wizards will take theMagic Through The Ages course. The moreadvanced courses allow your student to cast asingle spell of one type per day; see thechapter on Occult Spells for more details.

    Magic Through The AgesPrerequisites: NoneDifficulty: EasyBonus: You gain a +1 bonus on occult checksto identify magic effects.This is a basic survey class, that teaches howmagic has been used before, rather than tellingyou how to do works of magic. It's reallyhelpful if you ever end up as a henchman to anevil wizard or priest.

    AlchemyPrerequisites: Occult C+Difficulty: AverageBonus: You can create one potion per day.Mixing and brewing potions isn't all that hard.However, each potion you create only lasts forone day before going bad. See the alchemysection of the Occult Spells chapter for moredetails.

  • - 20 - -

    Basic DivinationPrerequisites: Occult C+Difficulty: AverageBonus: You can cast one divination spell perday.Enrolling in this class lets you cast either a spellthat detects poison, a spell that detects magicalauras, or a spell that lets you read magicalwritings.

    The Dark ArtsPrerequisites: Occult B+Difficulty: TrickyBonus: You can cast one necromancy spellper day.This class teaches you the dark, evil magics ofanimating the dead! Well, not quite; actually,you learn two simple spells. The first doesdeadly damage to undead creatures, and thesecond does normal damage to livingcreatures.

    Defense Against The Forces of LightPrerequisites: Occult C+Difficulty: AverageBonus: You can cast one abjuration orenchantment spell per day.In this class, you learn how to cast a spell thatgives you a bonus on resistance checks againstspells, and how to charm others into notattacking you in the first place.

    The Four ElementsPrerequisites: Occult C+Difficulty: AverageBonus: You can cast one conjuration orevocation spell per day.The forces of the four elements are yourscommand: You can create a stream of acid, aburst of light or a steady glow, or even achilling ray.

    Shadows and ShapingsPrerequisites: Occult C+Difficulty: AverageBonus: You can cast one illusion ortransmutation spell per day.The magic talents learned in the class can beused to create a ghostly noise, move a lightobject, repair a broken item, send a whisperedmessage to someone else, or open a lockwithout touching it.

    Scholastics Classes

    Some of the Scholastics courses appear tobuild on each other; however, courses takenpreviously don't really factor into the game, sochoose whichever one is most appropriate foryour student to be taking. For example, youdon't actually have to take Basic Mathematics"before" Advanced Mathematics, because classknowledge doesn't actually persist like that inthe game. Just use the listed prerequisites.

    Advanced MathematicsPrerequisites: Scholastics B+, sophomore yearDifficulty: HardBonus: You gain a +2 bonus when calculatingfigures or otherwise using math.This is a more advanced math class than BasicMathematics. You can't take both classes atonce.

    Basic MathematicsPrerequisites: NoneDifficulty: AverageBonus: You gain a +1 bonus when calculatingfigures or otherwise using math.This is the basic math class, starting with howto count and going up to addition andsubtraction. You can't take this class at thesame time as Advanced Mathematics.

  • - 21 - -

    Common TonguePrerequisites: NoneDifficulty: AverageBonus: You gain a +1 bonus when readingand writing in Common.A school requirement for most years, this is abasic "English" class -- reading and writingessays. Your student will take this course overand over again, albeit (usually) at the nextgrade level up. The bonus remains the same.This also applies when writing love letters,ransom notes, and so on.

    Draconic LanguagePrerequisites: Scholastics C+Difficulty: TrickyBonus: You can speak the language ofdragons.A language class doesn't give you any bonuses,but lets you speak decently enough in anotherlanguage to be understood by your fellowstudents.

    GeographyPrerequisites: NoneDifficulty: EasyBonus: You gain a +1 bonus when trying tolocate specific places, people, or things.In addition to teaching you where things arelocated in the world, this class also teachesyou how to read and draw maps.

    History, AncientPrerequisites: NoneDifficulty: AverageBonus: You gain a +1 bonus when trying torecall things related to ancient history.From the founding of the world to lastcentury's orc wars, it's the history ofcivilization told over the course of a singleterm.

    History, ModernPrerequisites: NoneDifficulty: AverageBonus: You gain a +2 bonus when trying torecall contemporary events.The history of the last few years also includes alot of still-current information, such as who theking is, when the last war was, and whether ornot our side won.

    Orcish LanguagePrerequisites: NoneDifficulty: EasyBonus: You can speak the language of orcs.A language class doesn't give you any bonuses,but lets you speak decently enough in anotherlanguage to be understood by your fellowstudents.

    Survey of LiteraturePrerequisites: Scholastics B+Difficulty: AverageBonus: You gain a +1 bonus on checks relatedto the Common Tongue, to history, and toromance.This is an advanced course that covers some ofthe best novels and legends that have beenwritten down, including some great lovestories.

  • - 22 - -

    Vocational Classes

    A vocational class is required in both thefreshman and senior years of school; this isprimarily to give the students useful careerskills so they don't come back and try tobecome teachers.

    Advanced LootingPrerequisites: Vocational B+Difficulty: TrickyBonus: You gain a +2 bonus when trying tocommit acts of larceny, from breaking-and-entering to pickpocketing.This is the more advanced class on how to be athief. Your student can't take this class at thesame time she takes Introduction to Pillaging.

    Basic AssassinationPrerequisites: Vocational B+, Fitness C+Difficulty: TrickyBonus: You gain a +3 bonus on combatchecks, if your target is unaware you're there.This class teaches the basic use of the garrote,as well as simple sniping and, of course, thebackstab.

    Creative WritingPrerequisites: Scholastics B+Difficulty: AverageBonus: You gain a +1 bonus when writingsomething.Even monsters love to write poetry. You cantake this class at the same time as CommonTongue, Survey of Literature, and other classes;the bonuses stack.

    Introduction to PillagingPrerequisites: NoneDifficulty: AverageBonus: You gain a +1 bonus when trying tocommit acts of larceny.This class teaches you how to break intosomeone's house, how to pick pockets, andhow to spring traps. Your student can't enrollin both this class and Advanced Looting at thesame time.

    Metal ShopPrerequisites: NoneDifficulty: AverageBonus: You can make things out of metal.This class gives you access to the blacksmithy,with enough materials for simple studentprojects, such as daggers, simple shields, ormaces.

    MusicPrerequisites: NoneDifficulty: AverageBonus: You gain a +1 bonus on romancechecks.It's rare to have a graduate of WMHS go on tobecome a bard, but a few learn the basics ofchanting, hitting a drum, or plucking a lute.And everyone loves music, right?

    Poisons and AntidotesPrerequisites: Fitness C+Difficulty: TrickyBonus: You can create poisons, and poisonantidotes; you gain a +1 bonus to resistpoisons.Each term, about half of the students in thiscourse drop out from accidentally poisoningthemselves.

    Wood ShopPrerequisites: NoneDifficulty: AverageBonus: You can make things out of wood.

  • - 23 - -

    This class gives you access to the woodshop,with enough materials for simple studentprojects. Such as chairs, wooden swords, orwooden shields.

    Gifted andTalented ProgramsThis is a short list of some of the gifts andtalents that students may possess. Additionalgifts can be designed by the Headmaster, orproposed by students themselves. Keep inmind that you are limited as to how many giftsyou can take.

    AttractiveCost: 1 student pointBonus: You gain a +2 bonus on romancechecks, assuming that youre of the appropriatephysical configuration to attract the target ofyour affection.

    Breath WeaponCost: 1 student pointBonus: You can breathe some sort of breathweapon. Choose gas, electricity, fire, or cold.Your target makes a resistance check using herFitness against your Fitness grade; if youachieve a degree of success higher than zero,you do that much damage. Your breathweapon can target only one creature at a time,and you can use it once per day.

    Death RayCost: 1 student pointBonus: You can shoot a ray of deadly energy.This does three points of damage to a singletarget, who can resist it with an Occult checkagainst your Occult grade. If the target wins,they take no damage. You can use your deathray once per day.

    Energy DrainCost: 2 student pointsBonus: Your touch drains energy. You addone point of damage to unarmed damage youinflict, and you heal yourself by however muchdamage you inflict.

    FlightCost: 1 student pointBonus: You can fly through the air. Flyingchecks are made against your Fitness grade,when needed.

    InvisibilityCost: 1 student pointBonus: Nobody can see you for up to an hour.If you attack, you turn visible. If someone triesto attack you, they get a 3 penalty. If youspend another student point, you can makesomeone else invisible as well, as long asyoure touching her. Note that the facultyfrowns heavily on invisible people in lockerrooms.

    Natural ArmorCost: 1 student pointBonus: Your skin is hard to penetrate, so youtake less damage in combat. You count as ifarmored even when youre not. In fact,wearing armor doesnt do anything extra foryou.

    Natural WeaponryCost: 1 student pointBonus: Youve got claws or teeth or someother dangerous bits as parts of your body.This means you always are considered armedin combat.

    Night VisionCost: 1 student pointBonus: You can see in the dark. Spend 2student points and you can see in totaldarkness.

  • - 24 - -

    Perfect RecallCost: 1 student pointBonus: You remember everything you read,hear, or see. This gives you a +1 bonus onScholastics checks when rote memorization isuseful.

    PetrificationCost: 1 student pointBonus: You can turn someone to stone. Thislasts until the start of the next period. Whilesomeone is stone, she cant be hurt, but shecant move either. This ability is resisted by acheck of your Occult grade against the targets;you have to get a degree of success greaterthan zero in order to petrify someone. You canuse this once per day.

    PoisonCost: 2 student pointBonus: You can poison someone with yourbite, touch, stinger, or some other normalattack. If you succeed and inflict any damage(a degree of success greater than zero), theyneed to make a Fitness resistance check againsta Tricky difficulty. If they fail, they take anextra 3 points of damage. You can use yourpoison once per day.

    PopularCost: 1 student pointBonus: Everyone likes you. You get a +1bonus when trying to get someone who isntpopular to do a favor for you.

    ProdigyCost: 1 student pointBonus: You gain a +1 bonus on checks relatedto one class, whether youre enrolled it incurrently or not. For two extra student points,you gain the benefits of enrollment in that classwhen youre not enrolled.

    Really StrongCost: 1 student pointBonus: Youre really strong. When you punchsomeone or hit with a weapon, you do oneextra point of damage.

    RegenerationCost: 1 student pointBonus: You heal damage automatically. Eachturn, you heal one point of fitness damage, ifyoure wounded.

    Shape ChangingCost: 2 student pointsBonus: You can change your shape to looklike anyone you want. You dont gain any oftheir grades, gifts and talents, or special needs,though. If you spend an extra 2 characterpoints, you gain the Fitness grade, some giftsand talents, and some special needs of theperson youre imitating. You can use this onceper day, and you can stay in that shape untilthe start of the next period.

    Spell ResistanceCost: 3 student pointsBonus: Spells dont work against you. Youautomatically make any resistance checksagainst magic, and the spells simply dontaffect you at all. This also applies to magicalgifts and talents. It doesnt apply to themagical fields that permeate the school, nor tospells cast by teachers.

    TelepathyCost: 1 student pointBonus: You can read someones mind. To dothis, roll your Occult grade against herScholastics grade in an opposed check. Eachdegree of success you gain gives you anotherthought. If you fail, and she gets a degree ofsuccess greater than zero against you, thenshes aware that you tried to read her mind.You can use this once per period. Its good forcheating on tests.

  • - 25 - -

    TentaclesCost: 1 student pointBonus: You have one or more tentacles (ormaybe a prehensile tail) that you can use tograb things. You gain a +1 bonus wheneveryoure wrestling or grappling someone.

    Special NeedsAccommodationsThis is a partial list of special needs that can betaken by students. More can be created by theHeadmaster, or proposed by studentsthemselves. Each should give between 1 and 5student points, skewed toward the lower end ofthat range.

    AddictedCost: You gain 3 student points.Penalty: Youre addicted to something. If youdont get it once a period, your Fitness scorestarts to drop, just as if youre taking a point ofdamage each period. Your addiction shouldbe something vaguely difficult or embarrassingto come by, not something bogus likeoxygen.

    IlliterateCost: You gain 1 student point.Penalty: You cant read. This means you get a3 penalty on all Scholastics checks, unlessyou find a cute, brainy student to help you asyour tutor.

    Known TroublemakerCost: You gain 1 student point.Penalty: Youre bad, and the teachers know it.You get a 3 penalty any time you try toconvince someone youre not causingproblems. If you really are trying to causeproblems, its only a 1 penalty.

    Large-BodiedCost: You gain 1 student point.Penalty: Youre big, which means its hard tofit in the classrooms. You gain a 2 penaltyany time that being big would be a detriment,such as trying to walk on a tightrope or dodelicate work with your fingers, but you alsoget a +1 bonus when its advantageous. Like,sitting on someone.

    Light-AllergicCost: You gain 1 student point.Penalty: When youre out in sunlight, youhave problems doing things. This is a 2penalty on all checks performed in daylight. Ifyou want 4 more character points, you canburst into flames when you go out during theday, taking one point of damage every fewseconds, but this would make it hard to meetyour P.E. requirement. (Wait for the WMHS:Night School supplement.)

    Metabolically ChallengedCost: You gain 1 student point.Penalty: Youre not alive. Probably youreundead, or some sort of construct. In any case,that kind of sucks. The good news is thatyoure immune to poison. The bad news isthat potions dont work on you, and youredead.

    Non-HumanoidCost: You gain 1 student point.Penalty: Youre shaped like an animal, or ablob, or a floating sphere with eyestalks on it,or anything else thats not the typical shape.This makes it hard to find clothes, sit at desks,and so on.

  • - 26 - -

    Small-BodiedCost: You gain 1 student point.Penalty: Youre small, and you get a 2penalty on Fitness checks where your size is adetriment. You get a +1 bonus where itshelpful, though, such as trying to sneak intosmall places.

    UnluckyCost: You gain 3 student points.Penalty: Whenever you attempt a check thatwould let your student accomplish one of hergoals, you receive a 3 penalty on the roll.

    Visually ImpairedCost: You gain 2 student points.Penalty: You cant see well at all. This makesyou really bad at a lot of things. Any situationwhere vision is a factor imposes a 2 penaltyon the check. If you want to gain 4 pointsinstead, you just cant see at all, and any checkyou make that is vision-related is automaticallyadjusted to a grade of F. Fortunately, theschool will make accommodations ineducation, including tutors and possibly aseeing-eye-creature.

    Extra-CurricularActivitiesThis is a list of some of the extra-curricularactivities; additional activities can be proposedby students or by the Headmaster.

    Academic Olympics SquadPrerequisites: Scholastics A-, Free PeriodCost: 1Bonus: You gain a +1 on competitiveScholastics checks, and +1 bonus whenrelating to teachers.

    Alchemy ClubPrerequisites: Occult B-Cost: 1Bonus: You can create one potion (or oneadditional potion) per day.

    Campus Crusade for OrcusPrerequisites: Occult B-Cost: 1Bonus: You gain a +1 bonus on Occult checksrelated to necromancy, including resistancechecks.

    CheerleaderPrerequisites: Attractive, Hygiene A-Cost: 1Bonus: You gain a +2 bonus on romancechecks, because cheerleaders are hot.

    ChorusPrerequisites: Vocational B-Cost: 1Bonus: You gain a +1 bonus when singingwith others.

    Future Wizards of the WorldPrerequisites: Occult B-Cost: 1Bonus: You can cast one spell of any kind (orone additional spell) per day.

    Henchmen, Hirelings, Handymen, andHousekeepersPrerequisites: NoneCost: 1Bonus: You gain a +1 bonus on any check foran action youre ordered to undertake by amember of Young Overlords.

    Marching BandPrerequisites: Vocational B-, Fitness C-, FreePeriodCost: 1Bonus: You gain a +1 bonus on fitness checksrelated to stamina.

  • - 27 - -

    School NewspaperPrerequisites: Scholastics B-, Free PeriodCost: 1Bonus: Youre allowed to go wherever youwant on campus, as long as youre following astory.

    Student GovernmentPrerequisites: Citizenship A-, Free PeriodCost: 1Bonus: You get a +1 bonus when trying toconvince other students to agree with you.

    Varsity SlamballPrerequisites: Fitness A-Cost: 1Bonus: You get a +1 bonus when makingromance checks, and a +1 bonus when playingslamball.

    Wrestling TeamPrerequisites: Fitness B-Cost: 1Bonus: You get a +1 bonus when wrestling.

    Young OverlordsPrerequisites: NoneCost: 2Bonus: You automatically gain a cohort fromHHHH who follows you around and doeswhat you command.

    Occult MagicMost of the really powerful magic on campusis dampened by the protective fields thatblanket the school; this means its hard to killsomeone with spells. On the other hand, itsrelatively easy to do simple magics, and tocreate potions.

    Spells

    Spells can be cast by students enrolled incertain Occult classes, and by students whoare part of Future Wizards of the World.Casting a spell requires an Occult check tosucceed; if the spell isnt successfully cast, thestudent can simply try again later. If the spellis cast, a target might be able to make aresistance check; this is rolled against thecasters Occult grade.

    Any Magic?Type: DivinationDifficulty: AverageEffect: You check one item or creature to see iftheres any magic auras on it.

    Any Poison?Type: DivinationDifficulty: EasyEffect: You check one item or creature to see ifits poisonous or not.

    Die Already, Dead ThingType: NecromancyDifficulty: AverageEffect: You disrupt an undead creature; if shefails a Fitness resistance check, she takes 3points of damage.

    FixitType: TransmutationDifficulty: AverageEffect: This fixes one small item thats broken.

    Freeze, SuckerType: EvocationDifficulty: EasyEffect: You make someone really cold. If shefails a Fitness resistance check, she takesdamage equal to your degree of success, up toa maximum of 3 points.

  • - 28 - -

    Fwash!Type: EvocationDifficulty: EasyEffect: A bright burst of light blinds your target;if she fails an Occult resistance check, she getsa blindness penalty on her next action equal toyour degree of success.

    GlowType: EvocationDifficulty: EasyEffect: You make an object glow from nowuntil the start of the next period.

    It BurrrrrnsType: ConjurationDifficulty: EasyEffect: You splash someone with a magicallyconjured blast of acid. If she fails a Fitnessresistance check, she takes damage equal toyour degree of success, up to a maximum of 3points.

    Open SesameType: TransmutationDifficulty: EasyEffect: One door, buckle, or other closureopens. This is great for practical jokes.

    PssstType: TransmutationDifficulty: EasyEffect: You can send a short whisperedmessage to anyone you can see, withoutanyone else overhearing.

    RazzamatazzType: EnchantmentDifficulty: EasyEffect: You daze one creature, who can resistwith an Occult check; if you have a degree ofsuccess greater than zero, she cant take anyactions next round, and her Fitness drops to anF for combat purposes.

    Whats It Say?Type: DivinationDifficulty: AverageEffect: You can read one magical writing thatyou normally couldnt read.

    WoooOOOOooooType: IllusionDifficulty: EasyEffect: You create a mysterious sound thatdoesnt seem to come from you.

    Youre Getting SleepyType: NecromancyDifficulty: EasyEffect: If the target fails a Fitness resistancecheck, she gets a 3 penalty on all Fitnesschecks until the start of the next period.

    Potions

    Potions are created by students taking Alchemyclasses, or by members of the Alchemy Club.This is a short list of some of the availablepotions; student alchemists or the Headmastercan design potions as desired.

    HealingCreation Difficulty: AverageEffect: If youre damaged, you remove up to 3points of damage.

    LoveCreation Difficulty: TrickyEffect: You fall in love with the next personyou see. You can resist this with an Occultcheck; the difficulty is Average.

    StrengthCreation Difficulty: AverageEffect: You gain the Really Strong gift until thestart of the next period.

  • - 29 - -

    Wandering Monsters High SchoolReport CardNAME: RACE: Year in School: Homeroom Teacher:

    GRADES: Grading Scale:Citizenship A+ 4d6 C+ 2d6Fitness A 4d6 C 2d6Hygiene A- 4d6 C- 2d6Occult B+ 3d6 D 2d6 *Scholastics B 3d6 F 2d6 **Vocational B- 3d6

    * Only highest dieCLASS SCHEDULE: ** Only lowest dieCourse Notes

    Gifts and Talents:

    Special Needs:

    Extra-Curricular Activities:

    STUDENT GOALS: