Planet of the Paper People
Secret Identities
by P.D. MagnusFeb 12,2004
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Planet of the Paper PeopleSecret Identitiesby P.D. MagnusFeb 12,2004
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| [1d6] | FOE |
|---|---|
| 1 | corrupt meter maid |
| 2 | transdimensional midget |
| 3 | drooling monster |
| 4 | criminal mastermind |
| 5 | mad dictator |
| 6 | quasideity of chaos |
| [1d6] | FEAT |
|---|---|
| 1 | befriended |
| 2 | well-nigh thwarted |
| 3 | foiled |
| 4 | beaten soundly |
| 5 | captured |
| 6 | shot straight to hell |
Players now make their grabs for media attention. The player who rolled lowest on her FOE ROLL bids some number of Power Tokens-- as few as none to as many as she has in hand. The player who rolled next-lowest may then either bid or pass. If he bids, he must bid more Power Tokens than the first player. Bidding continues in order of FOE ROLL until everyone has bid, then resumes with the player who rolled lowest. Bidding continues until all players have passed.
The high bidder attracts media attention and becomes the fighting player for the round.
If two players roll the same number on their FOE ROLLs, begin with the player reached first by going clockwise around the table from whoever most recently bid. If two players roll the same lowest number, begin with whoever is reached first by going clockwise from the player who fought in the last round.
Alternately: If bidding in order of FOE ROLL is too cumbersome, begin with the player who rolled lowest on her FOE ROLL and go clock-wise around the table.
The fighting player rolls a die and consults the FEAT TABLE. This represents the effectiveness of her attack.
It is fun at this point to formulate the newspaper headline or news bulletin reporting the encounter. If the formulation is especially clever in the eyes of the other players, the DANGER LEVEL decreases by one. If the fighting player refuses to provide any commentary, she is being a party pooper and the DANGER LEVEL increases by one. (Rolling the die against the DANGER LEVEL without first announcing the report counts as refusal for this purpose!)
After resolving the FEAT ROLL, the fighting player rolls a die. If the roll is less than the DANGER LEVEL, then she loses the Power Tokens wagered on the battle. If the roll equals or exceeds the DANGER LEVEL, the fighting player scores points equal to her FOE ROLL times her FEAT ROLL and other players regain one lost Power Token (up to a maximum of three).
The game ends when someone has scored 50 points.
4C6S was proximately inspired by Erik Lee's Cross-Country Crime Spree and distally by James Ernest's The Big Cheese. It was originally written for Chris Czerniak's 52 Pickup, but that seems to have reshuffled off its mortal coil. These rules could probably due with a good example of play. They could also do with play testing and some dastardly adverbs.
| Topics | Author | Date | Latest Reply |
| Frogurt! (1) new | Uiole | 02-13-2004 08:33 | 02-13-2004 08:33 new |
| Goblin Herders (2) new | Demonic Gerbil | 12-02-2003 20:19 | 12-03-2003 16:47 new |
| Pirates! (1) new | Craig Oxbrow | 09-04-2003 14:00 | 09-04-2003 14:00 new |
| Correcting the link for August column (1) new | Jake | 08-08-2003 01:19 | 08-08-2003 01:19 new |
| More suggestions (5) new | Sérgio Mascarenhas | 07-16-2003 03:58 | 08-18-2003 09:29 new |
| Thanks (3) new | Wulf Corbett | 07-10-2003 01:41 | 07-10-2003 11:24 new |
| One suggestion (3) new | Jeffwik | 07-09-2003 17:00 | 07-09-2003 20:53 new |
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