S.I.R.G. (Savage Infant Roleplaying Game) release 1.00 written by Jason L. Langel (C)opyright 1995, Jason Langel, Acid Dog! Legal mumbo jumbo: This game was created just for fun and not intended to display that babies or young people should fight in any way. The copyright on this text protects it from alteration, any change of this text is punishable by law. Computer Legal mumbo jumbo: This text file is Shareware; that means you may freely distribute but can not alter. I am allowing near the end of this text a place for creative thinkers to add their ideas. If you want to add to this text please view the rules in that area. Info on the idea: One day while looking through Waldenbooks in Jackson, Mi I came across a game wrapped in a zip lock bag located in the role playing section. I forget what it was called, however I liked the idea of it. You played children trying to take over the sandbox. Although I think it was a board game I thought the idea to be original and decided to create a game in which the characters played young people (ages -9 months to 4 years). A while ago (circa 1989) Eddie Murphy Television produced a special called "What's Al Watching" (starring the guy who became Parker Lewis from the FOX show "Parker Can't Lose", that lady who is now "The Nanny" [I think], and of course Eddie Murphy) which had a commercial on the television Al was watching. It involved 20/20 investigating "Pit Babies" which was the same concept as cock fighting (except of course it was babies instead of roosters). I liked the idea of little people fighting to the death (just a little morbid side of me!), but remember it is only a game idea! Just last summer I went to the Gen Con Convention (put on by TSR). The magazine I received there had all kinds of information about who and what was there. One advertisement caught my eye: FUDGE (Freeform Universal Do-it-Yourself Gaming Engine). I bought it as soon as I found it and with it I created this game. In the beginning I had many ideas: are these alien babies, cenobite babies (Hellraiser II : Hellbound, there was a baby sowing its mouth shut, I don't think it was really a cenobite), or just regular babies? I came to the conclusion that the only thing that limits this is your imagination of course (just like any other role playing game). Following here on out are the rules for average human young people, you may use what rules you wish or forget them all together. What ever makes it the most fun for you! Things you need: Some six sided dice, paper, pencil, and you guessed it : your imagination! Info to player and Game Master: This text expects that you already know how to play a role playing game and is not suggested to the novices there of. -- CHAPTER 1 -- -- CREATING A CHARACTER -- Roll for each of the following stats using 1 die and subtracting 2. (example: rolled 1 - 2 = -1) Strength - how strong the character is Cuteness - how powerful the cuteness of the character is Annoyance - how powerful the annoyance of the character is Climbing - how well the character can escape and get around Toughness - how much the character can endure Life - how much serious damage the character can take Now the GM must choose an age for the young people of that campaign. For every six months of age above 0 months the player gets an additional 4 points to distribute among the stats. (example: 14 month old character gets 8 points to distribute among the stats). No more than 1/3 of the extra points can be placed on a stat. In the instance of playing embryos it is -1 point for every month before birth. Use the following table to find the average height and weight for the characters age group: AGE HEIGHT WEIGHT Birth 19" 8 lbs. (infant) 1 month 21" 9 lbs. 3 months 23" 13 lbs. (baby) 6 months 26" 17 lbs. 9 months 28" 20 lbs. 12 months 29" 22 lbs. 18 months 32" 25 lbs. (toddler) 24 months 33" 28 lbs. 30 months 34" 30 lbs. 36 months 35" 31 lbs. 42 months 35 1/2" 33 lbs. 48 months 36" 34 lbs. (child) To find your characters height and weight first find the average for its age. Roll 3 die for both height and weight use the following table to find the modifiers: Rolled Modifier 3-4 -4 5 -3 6-7 -2 8-9 -1 10-11 +/-0 12-13 +1 14-15 +2 16 +3 17-18 +4 This table is not totally perfect, it enables an infant at birth to 4 lbs. in weight which could result in an easy death in the real world. Please feel free if a roll makes the game unrealistic or totally not fun re-roll. -- CHAPTER 2 -- -- SKILLS & ABILITIES -- With age surely the little people learn and at an alarming rate. Here is a table showing what a character should learn as the months go by. AGE ABILITIES 2 months Turn Head (infant) Follow Object With Eyes 4 months Hold Objects (Possible Weapons) (baby) 5 months Sit Erect When Propped Up 6 months First Tooth (Bite Attack) * Pick Up Objects (Possible Weapons) Weaned Feed Self With Hands 7 months Sit Up Unsupported 8 months Crawl 9 months Stand With Support 12 months Imitate Stand Walk With Support Stack Objects Can Say 4 Words 15 months Walk Can Say 10 Words 18 months Run (toddler) Can Say 25 Words Feed Self With Utensils 24 months Form Incomplete Sentences Begin Potty Training 36 months Can Say 900 Words Form Some Complete Sentences 48 months Form Many Complete Sentences (child) Fully Potty Trained * Teeth continue to come in at about one every month here after. -- CHAPTER 3 -- -- COMBAT -- Here is the process for one round of combat: 1. All characters involved roll for initiative (roll 1 die highest number goes first). 2. The attacker rolls 1 die adds its strength and subtracts the defenders toughness. The defender takes that much damage. (step 2 is repeated for everyone in order of initiative) And that's all! (example: a toddler [age 24 months; strength of 5; toughness of 3; 5 life] attacks a baby [age 3 months; strength of 0; toughness of 2; 3 life] in a fit of jealousy. They roll initiative; the toddler rolls a 2 and the baby rolls a 3 so the baby goes first. Because the baby is scared it tries to hit the toddler. The baby rolls 1 die and gets a 5 adds its strength and subtracts the toddlers toughness causing 2 points of damage [5 + 0 - 3 = 2]. The toddler subtracts this damage from its life and now has 3 life [5 - 2 = 3]. This is a lot of damage and would be considered a poke in the eye or something of that nature. It is now the toddler's turn, he tries to strangle the baby. On 1 die he rolls a 1 does the math and comes up with 4 points of damage reducing the baby to -1 life. The baby is now unconscious and probably not breathing. If the toddler continues or no adults come to help the baby will surely die.) If the resulting damage is 0 or less than it is considered a miss or a hit causing no damage. An optional rule is that if an attack results in a negative number of damage the attacker receives the absolute value of the damage (example: damage = -2 so the attacker suffers 2 points of damage). Weapons The following table shows a list of possible weapons, how strong an infant has to be to wield it properly and how much extra damage it does. WEAPON STRENGTH DAMAGE Bottle 2 +1 Bouncy Ball 3 +1 Food 3 -- Hands -- -- Head -- +1 * Jacks 3 +1 Kitchen Utensil 5 +3 Pen or Pencil 3 +2 Pillow 6 -1 Rattle 2 +1 Stick 6 +3 Big Stick 8 +4 Teeth -- +2 Toothbrush 5 +1 * These weapons cause damage to the attackers also. Life & Death A character with 1 or more life is alive and well. A character who has -2 to 0 life is unconscious and will continue to lose 1 life every minute (result of bleeding or not breathing) unless an adult comes to the rescue. A character with less than -2 life is dead. --CHAPTER 4 -- -- GAME MASTERS' GUIDE -- To use the cliche: "You are the eyes and ears of the players." This is a big burden on your part. You could play with Hellen Keller babies, but where is the fun in that? Quite frankly this game was designed for a quick time filler. The characters are created in moments and the combat is the fastest I have ever seen (I made it that way). There is no reason to put infants on epic quests unless you, the GM, are willing to prepare (or not, as I always do) for it. In this chapter I explain how the players can try to control the adults around them and become the infant kings of the nursery. As you will notice the listings in the beastiary that they have stat called Will (or will power) and lack Cuteness, Annoyance, and Climbing. The three stats that they lack do not apply to there well being, however, the Will stat is very important. When an infant does not get what they want they can try to be cute and get it. If the opponent's will is lower than the infant's cuteness then they give in, otherwise nothing comes of it. This is where the infant begins to use annoyance (examples: crying, hitting, throwing fits, etc.) and get to roll 1 die and add it to their annoyance stat. If the combined numbers are greater than the opponents will then they give in. They can continue their annoyance getting to re-roll every round, but if it continues to long the can be punished by the adult (see below). If the infant is annoying with an animal the animal either runs away or attacks. Punishing: There is no learning without discipline. An adult can give a stern "No." which is treated as a scare (see below), or the can spank causing 1 point of damage no matter what (you wouldn't spank a baby [life 1] but would a toddler [life 5]). The players should stop whatever they are doing to deserve this. If they don't continual spankings can and probably will occur. If their life reaches 0 then they are magically saved by a doctor or a trained individual of the home and probably become an orphan, which is not good. Scare: This is what we would call maybe a mental scar, but it normally is not permanent. The infant feels as if they lost 1 life but actually they did not. Climbing: If a player decides their infant will climb out of their crib or up onto a chair they must make a successful climb check. Roll 1 die and add it to their climbing stat, if it is higher than the difficulty of climbing that object then they made it. Climbing can not be attempted until after the infant learns to walk on their own. For every infant that helps the climbing infant there is a +2 bonus to the roll. The following table shows difficulty ratings for climbing different objects: OBJECT DIFFICULTY Chair 4 Crib 10 Jungle Gym 7 Monkey Bars 8 Stairs 2 (can do at crawl) Tree 16 -- CHAPTER 5 -- -- THE BEASTIARY -- Here is stats for domestic pets and adults. Use them wisely and don't kill the players. Remember these are average stats, alter them to your liking. ADULT (Will 8, Strength 25, Toughness 9, Life 22; Weapons: hands, anything; Abilities: anything) ANT (Will -2, Strength -2, Toughness -3, Life 1; Weapons: none; Abilities: scare) CAT (Will 2, Strength 8, Toughness 4, Life 6; Weapons: bite (+2), claws (+1); Abilities: Meow, Screech) COCKROACH (Will -1, Strength -1, Toughness -1, Life 1; Weapons: bite (+1); Abilities: scare) DOG (Will 3, Strength 10, Toughness 5, Life 8; Weapons: bite (+2); Abilities: bark(scare)) HAMSTER (Will 0, Strength 1, Toughness 1, Life 1; Weapons: bite (+3); Abilities: none) -- CHAPTER 6 -- -- SAMPLE ADVENTURES -- SAMPLE ADVENTURE 1 QUEST FOR THE PACIFIER Opening scenario: The infants of this adventure are as many players are present. They have all been dropped off by their mothers at the babysitter's place. After the mothers leave the babysitter removes pacifiers (because they give kids buck teeth) from each infants mouth and puts them on a coffee table. She then leaves the room to go talk to her boyfriend. She has a pet dog, and this adventure is suitable for infants of 14 to 18 months old. The Plot: If the players try cuteness or annoyance it won't work, she will ignore them and continue to talk on the phone. The infants must escape the crib (difficulty 9). If any infants escape the crib the dog will watch them but not get up from sleeping position about five feet away from the crib and six feet from the table. The infants can interact with the dog however they want but if they try to grab the pacifiers it will immediately take interest in one and take it away. The one infant whose pacifier is taken will begin to cry but the babysitter still will not come. The dog will just sit and chew on it until the infants do something. They can try to take the pacifier out of its mouth (attack roll resulting 10 or higher) or beat it up. If they take the pacifier away the dog will bark and if they beat up the dog it will run to the babysitter. The babysitter will return and put all infants back into the crib and all pacifiers on the table. As soon as she leaves the dog takes one and begins chewing. The cycle will repeat itself until the players figure out that they have to make it look like the dog hurt them and the babysitter will lock it up in a room. The GM should be controlling an infant in order to make suggestive ideas to the players. The game is won when all infants have a pacifier. This adventure can be greatly expanded if you want it to be. ADVENTURE 2 GET THE HAMSTER Opening scenario: Play with one older toddler (24 to 48 months of age). Takes place in a pet store with a mother (will 15, strength 22, toughness 8, life 20; Weapons: any; Abilities: any). The toddler wants a pet hamster but the mother will not give up for anything. The Plot: The toddler must escape its mother and create a great nuisance in the store. Not until the toddler breaks something or opens a cage and an animal escapes will the store demand compensation. The first time any of these activities takes place the mother will scorn (scare +2). The second time a double spanking (2 damage). The third time the toddler will succeed and the mother will be forced to buy an animal and cage to compensate for the disastrous behavior of the toddler. After leaving the store the mother spanks the child down to 1 life in public. The toddler rides home with the cage on its lap. -- CHAPTER 7 -- -- YOUR INPUT -- Here are the rules for adding your own input: 1. At the top of your entry (which you should be at the end of this chapter) place your name and the date. If you like you can also place you address and/or phone number. 2. Enter your ideas, changes, and additions. End it with a dash and your initials (example: -JLL). 3. If you want to add to a list in the above chapters (weapons and/or beastiary) you may as long as the entry is followed by a dash with your initials and date. 4. If you feel you added a lot add 1 tenth to the release number, if only a little add 1 hundredth. -- APPENDIX A -- -- BIBLIOGRAPHY -- World Book Encyclopedia, (C)opyright 1990, volumes 2 & 3 (B - Ch). FUDGE, (C)opyright 1992-1995, written by Steffen O'Sullivan, published by Grey Ghost Games, PO Box 838, Randolph, MA 02368-0838; ghostgames@aol.com -- APPENDIX B -- -- PUBLISHER INFO -- If for any reason you want to send comments to, receive information about, send updates to, or anything relating Acid Dog!, inc. please do not hesitate to send mail to us and get on our mailing list. Our address is: Acid Dog! P.O. Box 761 Brooklyn, MI 49230 -- APPENDIX C -- -- THE CHARACTER SHEET -- NAME:_______________________ PLAYER:_______________________ AGE:______ HEIGHT:______" WEIGHT:______lbs. STRENGTH:______ CUTENESS:______ ANNOYANCE:______ CLIMBING:______ TOUGHNESS:______ LIFE:______ POSSESSIONS: ABILITIES: | | | | NOTES/HISTORY: | | | | | | | ______________________________|_____________________________ This is an ideal character sheet, however you can expand or collapse this as you think fit.