A downloadable game

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REBEL SCUM tells the story of how scrappy, anti-fascist heroes can fight back against a government with unlimited power (including giant lasers and space magic). Inspired by a love for a certain line of 3 and 3/4 inch action figures, this is a fast paced, feel good, space opera of rebellion and adventure.

In this TTRPG, characters are all expressed as action figures, with their pertinent stats and abilities "on the back of the card." Choose your toy and get out into battle!

Cinematic Action

Create your own character or grab a pre-generated character and dive into the action fast. Spend Stars to take dramatic action mid-scene, and keep an eye on the Danger level, which will increase as the game goes on. Everything is about creating movie-like space opera drama, with the players at the center of this fast-paced, exciting, revolutionary tale.

Easy to Learn 

Rebel Scum runs on the Polymorph system. Each player only ever uses ONE polyhedral die: a d4, a d6, a d8, or a d10. Each die represents a different character “role” in the group. Whenever a player asks “can I do something?” they roll their die and with a quick glance at a resolution matrix, know if they succeed. It's easy for both newbies and old hats to use and learn.

StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
Author9th Level Games

Purchase

Buy Now$14.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $14.99 USD. You will get access to the following files:

Rebel Scum Digital 40 MB

Comments

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(2 edits)

I really love this game, but it could do with some more editing!

Fortunately, I also own Mazes (which is equally incredible), so I was able to pick up most of the game mechanics from there.

A few changes that I'd love to see, if you ever produce a 'Rebel Scum 1.1'...

1.) Keep the same names for the stats across character types and (perhaps less important) between characters and ships. I know it adds flavor, but it was a bit confusing to go from 'Blaster' to 'Blade' to 'Cannons' or 'Might' to 'Bot' to 'Shields'.

The rules text (on page 29) even mentions 'Pilot' being an alternative name for the 'Key' roll, but then it was never brought up again (I would assume you'd actually want to use 'Move/Engines' for spaceship maneuvering).

There are additional broad categorizations of the stats (also on page 29) as 'Mental', 'Physical', 'Violence' and 'Strength'.

So why not just keep everything as 'Intel', 'Move', 'Combat', and 'Might'?

2.) The difference between 'Star' (as a resource) and 'Shining Star' (as a character motivation that a Star can be used for) is also a bit muddy. Might be nice to rename the latter to avoid confusion.

Again, I know it's a bit more bland, but 'Motivation' or 'Driving Force' are pretty straightforward ways to describe the essence of what a 'Shining Star' is.

3.) The sample characters make for awesome art throughout the book (ahhh, Kenner!) but I also hate having to flip through to find their stats. Maybe put them all at the end of the book too, in one single location?

4.) Most of the 'Edges' might seem straightforward, but I feel like there's something missing without even a few sentences describing how they might be used. Fine for me, maybe not so great for a beginning RPG player.

5.) Maybe I missed it, but a game based on that galaxy far, far away REALLY should have a descriptive example of how you might run a blaster fight. 

Thanks for reading my rant (hopefully you found it constructive), and just know that I really appreciate what you're doing with the Polymorph system!