Professional Documents
Culture Documents
Monsters
HIGH SCHOOL
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Frontmatter 1
1 Welcome to WMHS! 5
2 Enrollment 9
3 School Rules 19
4 Conflicts & Combat 27
5 Course Catalog 35
6 Gifted & Talented Programs 49
7 Reasonable Accommodations 57
8 Extra-Curricular Activities 61
9 Student Life 67
10 School Supplies 71
11 Student Goals 77
12 Spells & Potions 85
13 Class Roster 89
14 Faculty & Staff 97
15 Campus Walking Tour 103
16 Administrator's Handbook 113
Index 123
Student Report Card 125
Acknowledgments
Thank you to Berin Kinsman and members of the Tucson RPG Guild for
playtesting and advice.
Thank you to Joanne Renaud and Jeff Zitomer for proofreading
(although I take responsibility for any mistakes that have made it into
print!).
Thank you to the following Kickstarter backers who helped make this
game possible:
Austin Stanley Joseph J. Yossarian
Curt Meyer Karl Barbosa
David Mumaw Kevin Scott
horizonfactory Kit White
James Heath Kristine Roper
Jeremy LaMastus Matthew Edwards
Jessica Hammer Michael Feldhusen
Joe Harris Nate Lawrence
Josh Thompson Nathan Herring
Kirt Dankmyer Owlglass
Sam Wright Peter Aronson
Shane Mclean Phillip Bailey
Shanya Almafeta Ramon Gomez
Sharif Abed Rich Rogers
Stephen E. M. Guttridge Shaun Welch
Treena Shapiro Steven Watkins
W Wyse Thomas Ladegard
Wing Thores
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Every saga has a beginning, they say. And so the story will often start
with tales of our stalwart hero as a youth, doing appropriately scaled
feats of derring-do.
But what about the other side? Weren’t the bad guys kids too, once?
Didn’t they have the same hopes and fears, the same teenage angst and
ambition, the same struggles to make it through the school day?
Thus the premise of this game: What if monsters went to high school?
Game Requirements
You need anywhere from 3 to 8 really creative and somewhat silly people
to play this game, preferably after you’ve just watched a teen movie. One
person gets to be the gamemaster (Headmaster) while the rest make up
characters (Students). You’re playing fantasy monsters going to high
school.
You also need a bunch of dice -- the common, cubical kind with six
sides, probably about a dozen or two. You can get by with fewer, but it's
easier if you have enough dice for everyone to have 5 or 6 in front of
them.
WMHS has an optional system of Student Goals which require a normal
deck of playing cards. For more on this, see chapter 12, "Student
Goals," later in the Student Handbook.
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While you run just one student, the Headmaster plays everyone else in
the world, from supporting cast students (think of your own students as
the “stars” of the fictional world) to teachers to wild animals to rivals
from the Adventurer's Guild Academy. The Headmaster sets up
situations in which you will have to make decisions for your student
that will affect the course of the storyline.
Your student's success at various actions will be determined by the roll
of several dice, based on your student's abilities which are recorded on
your character sheet – known as the Student Report Card in WMHS.
This is a piece of paper on which you record various qualities of your
student, including your student's aptitude in school topics and traits
unique to your student or your student's species.
There are no winners or losers in WMHS; you can't even die, thanks to
powerful magicks cast over the school grounds. WMHS is a light,
comedic game about the perils of high school; pretend you're in your
favorite teen comedy and don't be afraid to have your student look silly
from time to time – it'll happen, it's high school!
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Game Terminology
Many roleplaying games will take standard terms used in other RPGs
and give them a perhaps-overly-twee twist. This game is no exception; if
you've played roleplaying games before, you'll recognize our terms as
equivalents to those you're already familiar with.
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trait values
When you add a trait (such as a gift, a talent, a special need, an extra-
curricular activity, school supplies, clique, or niche) to your student
report card, you'll also see a die symbol in the same space as the trait.
This is the value of that trait. If the dice are white, this the edge value; if
the dice are black, this is the levy value. (See page 22 for more details on
how edges and levies are used in dice rolls.)
Within each category, you can choose which line on which to write your
trait. Higher numbers (such as e) will have a higher effect on your
student when they come into play, while lower numbers (such as b) are
less important.
Example: If you're playing a blob, you get the gifts Shapechanging and
Telepathy due to your student's species. You might choose to write
Shapeshifting next to the c and Telepathy next to the d. Why not
next to the e? Maybe you want to get the talent Teacher's Pet for
your student and write that on the e line. This would mean you'd be
better at kissing up to a teacher than you are at reading minds or
changing your form.
Student Name
You can name your student anything you want. Silly names (like
Gloopadoop), fantasy-world names (like Karvathas), bad puns (like
Taylor Made), or in-jokes (like Drizzle) are all appropriate. You can even
name yourself something ordinary, like Bob.
If you want, you can hold off on naming your student until you've made
more choices about who your student is going to be.
Species
Your species is a major determinant of
who your student is and what your
student can do. You can either pick one
of the standard species, listed below, or
create one of your design.
All WMHS students should be creatures
who are generally considered the "bad
guys" in a fantasy world. They should
have enough intelligence and social
ability to be able to interact with others
in a learning environment, and probably
should be able to speak the Common
Tongue. Other than that, anything goes;
a WMHS student doesn't need to be
humanoid, human-sized, or even alive!
standard species
If you choose a standard species, your student gains one or more gifts
automatically, and likely a special need. Record your species, then write
down each gift (and special need) on your student report card. As
described earlier (see Trait Values, page 9), you can write down these
traits next to whichever dice you like, and the die beside each gift or
special need will determine how strongly it affects your student's daily
life.
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non-standard species
You can make up your own species or adapt one of your favorite
monsters. Choose up to three appropriate Gifts, and up to two
appropriate Special Needs. If you pick three Gifts, you have to choose at
least one Special Need. The full list of Gifts and Talents can be found in
chapter 6, "Gifted & Talented Programs,” and the list of special needs in
chapter 7, "Reasonable Accommodation."
Write your species on the front of your student report card, and the
Gifts and Special Needs you chose on the inside of the report card.
Year in School
Choose what year in school your student will be. The following table will
help explain the terminology for those not familiar with the names of
each year as used at WMHS:
WMHS is a four-year school; students who attend for all four years
either graduate at the end of their senior years or are kicked out and
banished from the school grounds for all eternity.
Your choice of year will affect what classes your student is eligible to
take.
Gender
Write down the gender for your student on your student report card. A
student WMHS can be male or female, or both genders, neither gender,
ungendered, a third (or fourth gender), or some other gender that makes
sense to you. You don't have to feel restricted by gender binaries when
writing down your student's gender. Also, your student doesn't have to
dress or act in any stereotypical way based on gender; you can pick
whatever gender expression you want.
WMHS is surprisingly progressive when it comes to gender; a strict non-
discrimination policy was implemented several decades back when a
group of matriarchal dark elves started systematically oppressing the
male students and faculty.
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Niche
A student's niche is a word or short phrase that describes the role that
student plays in the school's social ecosystem. Examples include
"popular cheerleader," "brainy social outcast," "rebel without a clue,"
"non-threatening asexual best friend," or "nosy student reporter."
Write down your niche on your student report card; there is a d on the
same line, which means that when your student's niche comes into
play, you gain an Edge d on appropriate rolls.
Unlike other Edges, niche can't be combined with anything else; you can
only use your niche Edge if you don't have any other Edges that apply to
the die roll. Niche is your fallback Edge that enables you to roleplay
your student appropriately even in situations where the game
mechanics don't fully encompass your role.
Clique
The group that your student hangs out with is your student's clique.
They could all be friends, but most commonly there are conflicts and
rivalries even within the clique.
You can choose to join an established clique, or you can create your
own clique. With the Headmaster's approval, your student and the other
players' students can all belong to the same clique. For a complete list of
established cliques on campus, see chapter 9, "Student Life.”
When you record your student's clique on the student report card, you'll
see a c on the same line; when your student's membership in the clique
comes into play -- such as convincing someone else to do something for
you -- you gain an Edge c on those rolls.
Grades
Grades tell you how good your student is at each academic subject, and
determine how many dice you roll when making checks. The following
describes what each subject means in game terms.
citizenship
This measures how well your student behaves, and affects how well you
can influence authority figures at school -- ranging from hall monitors to
the headmaster. Students who have high grades in citizenship can get
away with a lot more than troublemakers with low citizenship scores.
Poor attendance is also reflected in a low citizenship grade.
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fitness
Fitness is your student's physical soundness and ability; all sorts of
physical challenges are measured by this subject, including physical
combat if it becomes necessary. Healthy students have high fitness
grades.
hygiene
Your hygiene grade measures your student's basic grooming skills, as
well as your student's ability to interact with other students. Aesthetics
are obviously relative and arbitrary with a student body as diverse as
that at WMHS; however, nobody likes the unkempt and filthy. You make
a roll based on your hygiene grade if you're asking someone out on a
date or making other romantic overtures.
occult
Living in a fantasy world requires knowledge of magic; your occult grade
measure how well you student understands arcane principles. If your
student knows how to cast spells, you'll make occult rolls when doing
so.
scholastics
Your student's scholastics grade measures how much book learnin' has
finally sunk in. Scholastics checks are made whenever your student
needs to remember some fact, or do well on a test, or write a paper.
vocational
Not all knowledge is theoretical. Your student's vocational grade
measures how well your student has mastered the practical arts, from
crafting to looting. This is applied knowledge, the type that may lead to a
trade -- legal or otherwise.
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Classes
Each term at WMHS, your student must enroll in six classes. Each class
is taught by a different department in the school, grouped by subject as
with grades. You record each class under the subject on your student
report card.
Because you're learning about the topic of the class, your student
acquires some knowledge about that topic -- even if just goofing off in
and picking up the details though osmosis. This is represented by the c
beside the name of the course: your student gains an Edge of c
whenever attempting to put into practice the lessons taught in class.
During the enrollment process, select which classes you wish your
student to take from the list of classes in chapter 5, "Course Catalog."
Note that some classes have prerequisites, so make sure your student
qualifies before signing up for a class.
You must pick one class from each subject list, so that your student has
a total of 6 classes.
elective
If your student is a junior or senior, you can choose one subject and
skip choosing a class for that subject. Instead, choose a second class
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from your student's favorite subject and write the name of that class on
the elective line.
Because this is a class your student actually enjoys, you get an Edge of
d when making rolls related to the class.
Extra-Curricular Activities
All study and no play makes for very dull monsters.
During the enrollment process, you can choose up to three extra-
curricular activities for your student -- such as varsity slamball team,
Papers & Paychecks guild, or The Random Encounter (the school's
weekly student newspaper). A complete list of school-sanctioned
activities can be found in chapter 8, "Extra-Curricular Activities."
Each extra-curricular activity has an Edge value determined by the line
upon which you write the activity's name, ranging from Edge e to Edge
b. These Edges apply whenever your student is attempting a roll related
to the activity in question.
School Supplies
Whenever your student uses a normal item of some kind -- a notescroll,
a slamball, a quarterstaff, a bouquet of shambling roses, or a library
book, for example -- you can gain an Edge b on appropriate die rolls.
Your student can usually get their hands (or tentacles or whatever) on
normal items easily, although the Headmaster may require an
appropriate roll for more unusual items. For example, if your student
wants ninja throwing stars, a roll for Vocational (to make them in the
metal shoppe) or Hygiene (to convince a metal shoppe student to make
them for you) might suffice.
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Normal items are usually temporary, which means your student only
has them until the end of the current period; see chapter 4, "Conflicts &
Combat," and chapter 9, “Student Life,” for more information on time-
keeping in WMHS. If there are some normal items your student really
wants to keep around, you can write down up to two of them on your
student report card under "School Supplies," on one of the blank lines
with an Edge b symbol.
status symbol
In addition, your student also has one specific, unique-on-campus item.
Instead of granting an Edge b like normal items, this status symbol – a
signature item – gives an Edge d on related checks.
Your student's status symbol can be magical -- such as the fabled
universal hall pass -- or it can simply be an item of personal significance
-- like last year's championship-winning slamball.
For more information on school supplies and status symbols, see
chapter 10, "School Supplies."
Student Goals
Directionless students are boring; they have nothing they want to
accomplish. Your student will have four different goals that you try to
fulfill while playing Wandering Monsters High School; you get to choose
what those goals will be.
Each goal is associated with a category: social, treasure, relationship,
and achievement, and each category is represented by a card suit. Write
down one goal for each category on your student report card. For now,
ignore the progress checkboxes; they're used in the optional system for
accomplishments described in chapter 11, “Student Goals.”
♣ Social (Clubs): Choose a goal related to a group on campus, such as
joining it, quitting it, humiliating it, leading it, earning its gratitude
or admiration, or insulting it. Examples: "Join the drill team" or
"embarrass the rich kids clique."
♦ Treasure (Diamonds): Choose a goal related to treasure, wealth,
artwork, or some other valuable item, such as stealing it, giving it
away, earning it, researching it, creating it, or destroying it.
Examples: "Locate the stone of philosophy" or "sell a love potion."
♥ Relationship (Hearts): Choose a goal related to a relationship with
someone else, such as becoming friends, breaking up, humiliating an
enemy, seducing a teacher, finding a date for the prom, or
uncovering someone's hidden secret. Examples: "Ask Jenny
Tentacles out to homecoming" or "get Drizzle to stop following me."
♠ Achievement (Spades): Choose a goal related to your student's school
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Student Portraits
Draw two pictures of your student on the front of your report card. One
should be a close-up on your student's face (or closest equivalent) while
the second is a full-body picture.
It doesn't matter if you can't draw. That's okay. Try anyway!
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Applicable Grade
Wandering Monsters High School has six primary statistics, called
"Grades," that represent your monster's aptitude in each of six different
subjects. The game is designed so that each roll you make will fall under
one of those Grades.
Here are brief summaries of the types of rolls that fall under each
Grade:
citizenship
Your ability to influence staff, faculty, and other authority figures.
• Pleading your way out of a failing grade.
• Impressing the assistant principal with your manners.
• Getting the lunch lady to slip you an extra portion.
• Convincing the hall monitor to let you off with a warning this time.
fitness
Your physical prowess and health.
• Punching someone in the face.
• Throwing a slamball to a friend.
• Running across campus just in time for class.
• Staying conscious after being hurt.
hygiene
Your influence with other students, or staying clean and healthy.
• Convincing someone to vote for you in the student body election.
• Persuading a friend to help you cheat on an exam.
• Asking someone out on a date.
• Baking a cake.
occult
Your knowledge and mastery of magic.
• Brewing a potion in the alchemy lab.
• Casting a spell you learned in class on another student.
• Undoing the effects of someone else's spell.
• Recognizing magical effects and spouting arcanobabble.
scholastics
Your general knowledge, not covered by other grades.
• Understanding a foreign language.
• Remembering facts and figures from history.
• Using the scientific process to solve a problem.
• Writing a paper on any subject that you can research in the library.
vocational
Your practical, hands-on knowledge.
• Creating something in metal shoppe or wood shoppe.
• Appraising the value of loot (treasure typing).
• Sneaking into an off-limits part of campus.
• Forging a note from your guardian or sponsor.
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These lists aren't exhaustive but should help you understand how the
Headmaster determines which Grade is most appropriate for a roll.
Example: Karvathas spent last Friday night babysitting his younger
cousin, who had a cold. Now Karvathas himself is sick and might not
be able to play in this week's game against the Guild Academy. What
roll is appropriate to determine if he has recovered?
At first you might think Hygiene -- cleanliness is next to healthiness?
-- but that is for social interactions. Instead, Karvathas will need to
make a Fitness roll after a day of bed rest to see if he is healthy
enough to play.
Eight or Higher
To succeed on a task, your total for the roll needs to be an 8 or higher.
Rolling higher than an 8 doesn't itself give you any extra advantage,
although it probably means your Degree of success (see below) will be
higher.
WMHS does not use variable target numbers; you either succeed with
an 8 or more, or you fail with a 7 or less. This keeps the game running
quickly by eliminating a measure of complexity.
Example: With a total of 9, Karvathas succeeds on his Fitness roll. He's
healthy enough to play, hooray!
Poor Gloopadoop, on the other hand, got a total of 5 on her Fitness
roll, and thus is too sick to cover the big game. She'll have to stay in
her dorm and try to get well.
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Degree of Success
The Degree of success on the roll tells how well the task was
accomplished. Of the two dice used to derive the total, choose the lower
of the two dice. That is the Degree die, and determines the quality of the
dice roll. The higher the Degree, the more impressive the success.
b Average
c Good
d Great
e Awesome
f Perfection
Automatic Successes
Some tasks you just can't help but succeed, but it's still important to
know how well you did at it. For those rolls, any result, even a 7 or
lower, is automatically a success -- because what you're really looking at
is the Degree of success.
Example: Karvathas runs across campus to make sure he'll get to the
game in time. We know he'll get there eventually, but how fast is he
able to run? The Headmaster asks for a Fitness check, and
Karvathas rolls b c d c. The two highest results are c and d, and
the total is 7 -- which might ordinarily be a failure, but in this case
it's a success automatically.
What's more important here is the Degree, and the lowest of those
two results is the 3. The Headmaster decides that he's missed the
slam-off but there's still time for the coach to put him in the game. If
he'd gotten a higher Degree he could have been in from the start, and
lower he would have made it just in time for the final, decisive play.
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Degree of Failure
It's rare to require a measure of how badly you've failed at a task;
usually it's just that if you roll a 7 or less you've not succeeded. But just
in case, here are the rules for Degree of failure.
If how badly you failed is important, then look at the highest of the two
dice you added together. The higher that result, the worse the failure.
Degree of Failure Consequences
a Mild
b Average
c Serious
d Awful
e Critical
f Catastrophic
Edges
A bonus on a Grade roll is called an Edge. Edges don't add to the total
or the number of dice rolled; instead, they are virtual dice which exist
for that particular roll.
Each Edge has an Edge Value which is between 1 and 6. When you total
a roll and pick the two highest dice, include the virtual Edge die as an
extra die that was rolled with a result equal to the Edge Value.
In all ways, treat the Edge die as if it were simply another die that were
rolled. If the Edge Result is one of the two highest dice, add it to the
other high die in order to determine the roll's total. If the Edge die is the
lower of the two dice used to calculate the total, then the Edge die is the
Degree of success.
As many Edges can be used in a roll as apply to the situation, but only
the highest two apply -- since you only choose the highest dice in a set
of results when rolling.
Example: Karvathas picks up the slamball as it's trying to run away
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from the scrum and gives it a kick. How far does it go down the field
toward the Guild Academy's goal? The Headmaster calls for a Fitness
roll.
Karvathas rolls b c a d-- a pretty bad set of results. Adding the c
and d together gives a total of 7 for the roll, so his kick doesn't even
land since it's less than an 8.
But wait! Karvathas has an Edge named "Varsity Slamball Team" as
one of his Extra-Curricular Activities and the Edge Result is a e.
That Edge certainly applies in this situation, so he includes this as a
virtual die with his other dice results and now has b c a d e as his
results.
The highest two results are now d and e, and his total is 9 -- a
success! The Degree of success is d, the lower of the two dice used to
derive the total.
This means that Karvathas succeeds in kicking the slamball after all,
and in fact, does a great job with his kick! With a squeal, the
slamball flies through the air and lands close to the goal.
Levies
A Levy is the opposite of an Edge -- it's a penalty on a Grade roll. Like
an Edge, a Levy is a virtual die. But instead of adding to a group of
results in a roll, a Levy replaces one of the dice -- just before the total is
calculated.
The general rule for Levies is: The Levy replaces the highest result in a
roll, if that result is higher than the Levy Result. If all dice results are
lower than the Levy, it doesn't have any effect -- a die roll can't be
improved because a Levy was applied.
When they appear in the game rules, a Levy is represented by a negative
die -- black on white instead of white on black.
Example: Gloopadoop is determined to report on the big game, even if
she's sick. Does she make it there in time, though? The Headmaster
rules this isn't an automatic success -- she may not even make it to
the game, with how bad she's feeling -- and calls for a Fitness roll
with a Levy of C.
Gloopadoop's "C" grade in Fitness gives her only 2 dice to roll -- but
she gets lucky and rolls b f! That would be a total of 8, meaning a
success ... if only she didn't have that Levy.
The Levy kicks in and replaces her highest die result -- the f -- with
a result of C. Now she has results of b C for a total of 5, meaning she
didn't make it to the game after all.
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Simple Rolls
A simple roll is just normal roll against the target number of 8; in some
simple rolls, the Degree of Success will matter and in some may not. The
Headmaster can call for a simple roll whenever it seems appropriate,
and adjust the outcome of the fiction narrative as appropriate.
The examples from last chapter – where Karvathas and Gloopadoop
were recovering from colds and had to make it to the game in time – are
examples of simple rolls.
Simple rolls are also used in combat (see below) to resolve attacks –
except overwhelming attacks – and to see if your student stays
conscious after taking a hit.
Example: Drizzle is ditching Study Hall to sneak off to the Alchemy Lab.
Miss Keshika is coming down the hallway and might spot him. If he
had a better score for Citizenship, he might try to talk his way out of
it and pretend like he's supposed to be wandering the halls – but
Drizzle has a “D” in Citizenship, not to mention the Known
Troublemaker special need. Instead, he'll try to sneak past her with a
Vocational check.
Drizzle has a “B” for his Vocational grade, so he's going to roll 3 dice.
He quickly quaffs a potion he made earlier today and turns invisible
– this gives him an Edge c on sneaking (see chapter 12, “Spells &
Potions,” for more on how invisibility potions work).
Rolling the dice, Drizzle gets b, e, and a, plus his Edge c, for a total
of 8. This is just barely enough to succeed, so he manages to quietly
slip into a hiding spot before Miss Keshika can notice him.
Simple Contests
When two (or more) parties are going head to head with each other, and
each is trying to do better than the other, that's a simple contest. A
simple contest consists of rolls made simultaneously.
If all parties fail to succeed on their rolls – that is, if nobody rolls 8 or
higher – then it's a tie. Otherwise, figure out the Degree of Success, as
described in chapter 3, “School Rules,” and see who has the higher
Degree of Success. In case of a tie, the contest results in a tie.
The Headmaster decides when a simple contest takes place; an example
might be a short race between several students. At the Headmaster's
option, if a tie results the tying participants can reroll the contest until a
clear winner is determined.
Example: Karvathas, Taylor Made, and Drizzle are all running to see
who can reach Gloopadoop first. Gloop is across campus and has a
free donut for the winner, and they all skipped breakfast this
morning. The contest will be Fitness checks to see who gets there
first.
Karvathas has an “A” in Fitness, so rolls 4 dice. He tries to convince
the Headmaster that his edges from his Slamball elective class (d)
and Varsity Slamball extra-curricular activity (e) should apply; the
Headmaster decides to split the difference and let him use one of the
two Edges – maybe he'll shoulder-block Taylor and slip past Drizzle.
His dice rolls are not so good: b, c, b, d. Using the Varsity Slamball
edge, his resulting roll is a 9 (d + e) – a success! – and his Degree of
Success is 4, the lowest of the two dice that comprise the result.
Taylor's “B” in Fitness lets her roll 3 dice, and she has no applicable
edges; cheerleaders aren't known for their sprinting ability. She rolls
well: d, d, c, for a total (d + d) of 8. This is a success with a Degree
of 4.
Drizzle is not nearly as athletic as his friends, and has only 2 dice to
roll thanks to his “C” grade in Fitness. He rolls a b and a f – a great
roll for him, as he succeeds, but his Degree of Success is only 2.
So Karvathas and Taylor tie with a Degree of 4 each. The Headmaster
(or Gloopadoop) could decide that they split the donut – but it's more
fun to have a clear winner, so the Headmaster decides to have the
two tied participants, Karvathas and Taylor, roll again.
Karvathas rolls much better – d, e, d, e, plus his Edge of e. He gets
a success (e + e is greater than 8), and his Degree of Success is 5.
Woot!
Taylor doesn't fare nearly as well this time around, rolling d, a, b for
a total of 7 – not even a success, so we don't calculate the Degree of
Success.
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mixed contests
In a simple contest, it's not required that everyone make the same roll.
In the example above, all of the participants made Fitness rolls because
they were running – but what if Drizzle wanted to try to cheat and sneak
his way to victory?
In such a case you have a mixed contest, where each participant is
rolling against a different Grade, but the Degree of Success is compared
for each.
Example: Let's say that instead of trying to run, Drizzle instead decides
he's going to cheat by tossing out his Papers & Paychecks dice in
front of the other runners, hoping to slow them down as they avoid
or trip over the small carved stones.
The Headmaster decides that this will be a Vocational check for
Drizzle; most sneaky tasks or tasks requiring manual dexterity are
Vocational checks. Drizzle gets one Edge of b because he's using a
normal item from his school supplies, and he rolls 3 dice because
he's got a “B” in Vocational.
Drizzle rolls and gets quite lucky – f, c, e. His Edge b doesn't help
him any because he's already got higher dice rolls – f + e equals 11,
with a Degree of Success equal to 5! This result is compared against
the Fitness results that Karvathas and Taylor rolled; each rolled a
Degree of Success of 4.
This means that Drizzle won the contest – the Headmaster narrates
that Karvathas and Taylor, arms flailing, crash into each other and
collapse in a heap as Drizzle jumps over the scattered P&P dice and
claims the donut for himself.
Complex Contests
A complex contest is one in which multiple rolls are made, and the
Degrees of Success for every roll are totaled together to arrive at a
result.
A complex contest usually consists of stages, one after the other, with
each set of rolls representing one activity. It's possible to have longer
contests, at the Headmaster's discretion, but usually three is about the
right number for settling anything important.
At the end of the rolls, the Degrees of Success are summed up and the
winner decided; in case of a tie, the tying participants roll off to break
the tie.
m 29 n
m 30 n
Team Contests
A team contest involves multiple participants all working together
toward the same goal – a sports game is a good example, or an Academic
Assault competition, or maybe even a bake sale trying to raise money to
send a disadvantaged young monster to summer camp.
In a team contest, all participants on one side make their rolls at the
same time, and their Degrees of Success are added together, and those
are compared to similar results scored by their opponents.
If a team contest has uneven numbers of participants, the average score
per participant can be used instead of the total score for each team.
Team contests can also be complex contests, with three or more stages.
Slamball games, for example, are easily represented as a team contest
between the two opposing teams, played out in four stages that
represent one quarter within the fictional game. (This isn't the only way
to represent a slamball game, mind you – just the one with the greatest
complexity.)
In addition, team contests can be mixed contests; not everyone needs to
make the same check, depending on the needs of the story. If a group of
students is working on a group research project, each student may be
assigned a different task – from making a model volcano to researching
lost myths of lava gods.
Example: Taylor Made, Drizzle, and Gloopadoop are sitting around at
the Inn in the Village when a pack of breakdancing zombies shamble
into the tavern and challenge them to a dance-off. (This situation
actually happens more often than you'd think.) The Headmaster
decides this will be a Fitness-based team contest.
Taylor is well-prepared for the challenge, being a cheerleader and all.
She makes a Fitness roll (grade “B,” 3 dice) with Edge e for being on
the cheer team. Her results of e, d, e net a success with a Degree of
5 toward the impromptu team's total.
Drizzle is less ready for this contest, with a “C” in Fitness. His two
dice roll c and d, meaning he doesn't succeed on his Fitness roll,
and thus doesn't add to the team's successes. He exhausts himself
trying to keep up with Taylor.
Gloopadoop also has a “C” in Fitness, but she also has an Edge e
from Shapeshifting which she'll use to make herself look like a pink,
translucent version of Taylor and copy her moves. With rolls of f and
b plus Edge e, she succeeds and her team contribution is 5.
The zombies go next, controlled by the Headmaster. There are 4 of
them, and they have “C” scores in Fitness – but their Niche of
“breakdancing zombies” also gives them an Edge d. This will be
close.
m 31 n
The first zombie rolls a, f; Degree 4 with the Edge d. The next
zombie rolls b, a; not a success. Third zombie rolls d, d for Degree
4. Fourth zombie e, b for another Degree 4 success. Their total is
12.
Since there aren't equal numbers on each team, we'll need to
compare average values. The zombies have 12 ÷ 4 = 3 each. The
students have 10 ÷ 3 = 3 1/3 each. They win, but barely. Hurray!
That'll show those zombies.
Combat
Combats in Wandering Monsters High School are relatively simple and
straightforward. The game isn't really about beating the heck out of each
other; after all, most meaningful interaction ends when someone gets
knocked out.
making an attack
When it's your turn during a combat, your student can do one thing:
attack someone. In order to do this, first describe what actions your
student is going to take against someone else. Then you pick up the
appropriate dice and make a simple roll.
m 32 n
If you succeed – rolling an 8 or higher – then you have hit with your
attack. Huzzah! For normal attacks, your Degree of Success doesn't
matter.
In most cases, the appropriate dice are going to be based on your
Fitness score, because that's what you use to throw a punch. If you're
using a weapon, you get an Edge b for using an item (or an Edge d if it's
your Status Symbol), and you can use your Vocational grade instead of
your Fitness score to make the attack.
Example: Taylor has a Fitness score of “B,” so she rolls 3 dice when
punching the zombie. She's also Really Strong and that gives her an
Edge c for this roll.
She rolls and gets d, f, b plus the Edge c – total of 10, a success.
Pow! Right in the kisser!
staying conscious
If your student is hit by a successful attack, you need to roll to stay
conscious. This is a simple Fitness roll, and you have to get a total of 8
or higher. If not, you fall unconscious.
When your student is wearing armor, you gain an Edge b (or Edge d if
the armor is your Status Symbol) because you're using a normal item.
Your student might get additional edges from classes, gifts, or other
sources.
Anyone unconscious is knocked out until the end of the current period,
then awakens with no further ill effects – except maybe for wounded
pride.
Example: The zombie just got hit in the face by Taylor. So he's got to
make a Fitness roll to stay conscious. The zombie has a “C” in
Fitness, so he only rolls 2 dice – but he gets Edge d for his gift of
Unstoppable.
A roll of f and a mean a success with that Edge d, for a total of 10.
The zombie stays conscious.
(Actually, the zombie was gonna stay conscious anyway; read the
Unstoppable gift as described in chapter 6, “Gifted & Talented
Programs.”)
overwhelming attacks
Certain traits – some gifts, some classes, some magical spells – allow
your student to make Overwhelming Attacks. If your student has more
than one trait that allows Overwhelming Attacks to be made, you can
make one for each such trait your student possesses.
An Overwhelming Attack is an automatic hit – there's no chance of
m 33 n
m 34 n
Course Descriptions
Each course description lists the following information:
Prerequisite: If there's a Grade prerequisite, you have to have that grade
or higher (unless it specifically says "or lower"). If there's a year
prerequisite, you have to be that year in school or higher.
Instructor: The name of the teacher who teaches the class. See chapter
14, "Faculty & Staff," for information on each teacher.
Edge: The main situation in which the class grants an Edge equal its
Edge Value (which is usually c — or d if you've chosen the class as
your elective). This is not the only situation in which you can gain an
Edge from your class; you're only limited by your creativity and the
Headmaster's indulgence.
citizenship classes
These classes emphasize cooperation with authority, good study
habits, proper attendance, and other things that the administration
loves and the students hate.
m 36 n
Giving Orders
Prerequisites: Senior year
Instructor: Coach Brunnk
Edge: Getting someone to obey you.
Taught in concert with the Obedience class, this course teaches young
monsters to be enforcers and lieutenants for their masters.
Library Aide
Prerequisites: Scholastics C
Instructor: Ms. Siouxianthe
Edge: Looking up facts in the library.
Lots of time spent shelving books and other busywork designed to make it
look like you're doing something other than goofing off in the library.
Obedience
Prerequisites: None
Instructor: Coach Brunnk
Edge: Doing something you were ordered to do, as long as you don't
really want to do it.
Taught in concert with the Giving Orders class, this course teaches blind
obedience to authority and just following orders.
Study Hall
Prerequisites: None
Instructors: Ms. Larraugh, Renk
Edge: Taking any test in any class, as long it's not a pop quiz.
This is almost like having a free period, except you spend it reviewing
your notes and texts from other classes. You're not really supposed to
use it to socialize with your friends.
Teacher's Aide
Prerequisites: Citizenship B, Junior year
Instructor: Your choice
Edge: Interacting with any teacher.
Instead of taking an actual class, you spend a period helping out a
teacher with grading papers and cleaning up the classroom.
m 37 n
fitness classes
The Fitness classes are designed to keep you in shape and also direct
any violent tendencies in socially acceptable directions.
Exotic Weapons
Prerequisites: Junior year
Instructor: Lady Dolann
Edge: In combat, when armed with your Status Symbol as a weapon.
In this course, you learn how to use advanced weapons in unusual and
creative ways.
Expeditious Retreats
Prerequisites: None
Instructor: Coach Brunnk
Edge: Running away from someone or something.
This track-and-field class teaches all manner of running, from sprints to
long distance.
Intro to Wandering
Prerequisites: None
Instructor: Coach Brunnk
Edge: Trying to find a random person.
Basically, you all group up together and walk around the grounds of the
campus for an hour.
Martial Weapons
Prerequisites: Sophomore year
Instructor: Lady Dolann
Edge: In combat, when armed with a weapon.
This class teaches you how to use more advanced weapons such as
bows, swords, and battle-axes.
m 38 n
Riding
Prerequisites: None
Instructor: Lady Dolann
Edge: Making your mount do something.
In addition to normal horses, WMHS also has access to riding wolves, a
couple ostriches, a gryphon, and a wyvern.
Self Defense
Prerequisites: None
Instructor: Lady Dolann
Edge: In combat, when someone else attacks you and you're unarmed.
In this course, you learn how to defend yourself even when you don't
have any weapons.
Simple Weapons
Prerequisites: None
Instructor: Coach Brunnk
Edge: In combat, when armed with a simple weapon.
In this course, you learn how to use simple weapons: clubs, rocks,
sticks, knives and so on.
Slamball
Prerequisites: None
Instructor: Coach Brunnk
Edge: Playing slamball.
Slamball is a rough-and-tumble game of trying to take the semi-sentient
ball away from the opposing team and stuff it into their goal. Nearly
anything goes.
Swimming
Prerequisites: None
Instructor: Ms. Larraugh
Edge: Swimming quickly, diving well, or holding your breath.
The pool at WMHS was installed a few years ago, originally to
accommodate a mermaid student. Since then, it's been used by the
relatively new swim team, and for swimming classes.
m 39 n
hygiene classes
All of these classes are good for you, really! They're about self-
improvement, even if that improvement is just getting you to not stink
so badly.
Bathing
Prerequisites: Hygiene C or lower
Instructor: Ms. Larraugh
Edge: Influencing other students.
You'd be surprised how many students need to take this remedial class.
Charms
Prerequisites: Hygiene B
Instructor: Miss Keshika
Edge: Influencing other students to make them like you.
What student couldn't benefit from a little charm school instruction?
This course covers etiquette, manners, and grooming.
Cooking
Prerequisites: None
Instructors: The Sisters Three
Edge: Cooking something edible.
Taught by the three harpy lunchladies, this class teaches you how to
turn nutritious iron rations into tasty iron ration stew. Yum!
Lair Economics
Prerequisites: None
Instructor: Miss Keshika
Edge: Managing your dorm room.
It's not as easy as it looks to keep a decent lair functioning. This class
prepares you for living on your own: managing a budget, finding food,
repelling adventurers and salespeople.
m 40 n
Prestige
Prerequisites: Hygiene A, Senior year
Instructor: Miss Keshika
Edge: Impressing other students.
You have to be very elite to take a prestige class.
Social Hygiene
Prerequisites: Sophomore year
Instructors: Miss Keshika, Coach Brunnk
Edge: Romancing someone who is open to your advances.
Infamous as the most embarrassing class on campus, this course
discusses all the different ways that monsters might reproduce. Yeah,
it's sex ed.
m 41 n
occult classes
Occult classes are required to graduate from Wandering Monsters
High School; most students who aren't planning to become wizards or
priests will take the Magic & You and Magic Through the Ages classes.
The more advanced courses allow your student to cast a single spell
once per day; see chapter 12, "Spells & Potions," for more information
about those spells.
Alchemy
Prerequisites: Occult B
Instructor: Mr. Chok'tsun
Edge: Making a potion.
This class teaches you how to make potions. You can create one potion
per day, if you have access to the alchemy lab or an alchemy kit. It only
lasts for a day. See chapter 12, "Spells & Potions."
Divination
Prerequisites: Occult B
Instructor: Mr. Chok'tsun
Edge: Casting divination spells.
Taking this class lets you cast the Detect spell once per day. See chapter
12, "Spells & Potions," for more details.
m 42 n
Elemental Magic
Prerequisites: Occult B
Instructor: Mr. Thardall
Edge: Casting elemental spells.
While taking this class, you can cast the Elemental Flare spell --
described in chapter 12, "Spells & Potions" -- once per day.
Illusions
Prerequisites: Occult B
Instructor: Mr. Chok'tsun
Edge: Casting illusions, recognizing illusions.
This class lets you cast Illusion once per day; for details on the Illusion
spell, see chapter 12, "Spells & Potions."
Magic Missile
Prerequisites: Occult B
Instructor: Mr. Chok'tsun
Edge: Casting magic missile.
Enrolling in this class lets you cast Magic Missile once per day. See
chapter 12, "Spells & Potions."
m 43 n
scholastics classes
Advanced Mathematics
Prerequisites: Scholastics B
Instructor: Mr. Rufus Daark
Edge: Doing any maths beyond addition.
This class is more advanced than Basic Mathematics; you can't take
both Advanced and Basic at the same time.
Ancient History
Prerequisites: None
Instructor: Ms. Sharada
Edge: Knowing something that happened more than a hundred years
ago.
From the creation of the world from the primordial chaos to last
century's orc wars, it's the entire history of everything condensed into
one term.
Basic Mathematics
Prerequisites: Scholastics C or lower
Instructor: Mr. Rufus Daark
Edge: Counting, adding.
Most WMHS students can only count as high as they have digits. This
class teaches them advanced counting, as well as simple addition.
Common Tongue
Prerequisites: Scholastics C
Instructor: Ms. Sharada
Edge: Reading and writing in Common.
You're required to take at least one class in Common before you
graduate from WMHS, which includes reading books and writing essays.
m 44 n
Creative Writing
Prerequisites: Scholastics C
Instructor: Ms. Sharada
Edge: Writing something creatively.
Even monsters love writing poetry and short stories!
Draconic Language
Prerequisites: None
Instructor: Renk
Edge: Speaking, writing, reading, or understanding draconic.
This course gives you the ability to hold basic conversations in draconic,
and fulfills the graduation requirement of a foreign language course.
Elven Language
Prerequisites: None
Instructor: Miss Keshika
Edge: Speaking, writing, reading, or understanding elven.
This course gives you the ability to hold basic conversations in elven,
and fulfills the graduation requirement of a foreign language course.
Geography
Prerequisites: None
Instructor: Miss Sharada
Edge: Working with maps, recalling information about far-away places.
In addition to telling you where things are located in the world, this
course also teaches you how to read and create maps. Useful!
Giantish Language
Prerequisites: None
Instructor: Coach Brunnk
Edge: Speaking, writing, reading, or understanding giantish.
This course gives you the ability to hold basic conversations in
griantish, and fulfills the graduation requirement of a foreign language
course.
m 45 n
Orcish Language
Prerequisites: None
Instructor: Mr. Thardall
Edge: Speaking, writing, reading, or understanding orcish.
This course gives you the ability to hold basic conversations in orcish,
and fulfills the graduation requirement of a foreign language course.
Survey of Literature
Prerequisites: None
Instructor: Ms. Sharada
Edge: Recalling historical facts, or romancing someone.
This class focuses on historical dramas and some of the great novels
and love sonnets, because that's what the instructor likes best.
Unearthing Arcana
Prerequisites: None
Instructor: Ms. Sharada
Edge: Excavating archaeological digs, identifying antiques and artifacts.
An introduction to archeology, this course gives hands-on experience
with digging up and breaking priceless relics (or worthless junk) from
times long gone.
m 46 n
vocational classes
Advanced Looting
Prerequisites: Vocational B
Instructor: Ms. T'k'ch'kul
Edge: Opening locks, springing traps, or picking pockets.
For more advanced students than Intro to Pillaging, this course teaches
the subtler ways to acquire treasure from someone else.
Armor
Prerequisites: None
Instructor: Mr. Rufus Daark
Edge: In combat, when wearing armor or carrying a shield.
This class teaches you how to get the most out of wearing armor,
including how to put on a helmet correctly and how to wield a shield.
First Aid
Prerequisites: None
Instructor: Nurse Gruntha
Edge: Administering aid to someone else.
Taught by the school nurse, this class lets you make a Vocational roll
once per period to wake up someone who is unconscious.
Intro to Pillaging
Prerequisites: None
Instructor: Ms. T'k'ch'kul
Edge: Grabbing loot.
A basic class about checking bodies for treasure after you kill them. For
less blunt techniques, see the Advanced Looting class instead.
Metal Shoppe
Prerequisites: None
Instructor: Mr. Rufus Daark
Edge: Making a metal item.
This class gives you access to the smithy, where you can make simple
items such as horseshoes, shields, maces, daggers, or ninja throwing
stars. Careful, those can put an eye out!
m 47 n
Music
Prerequisites: None
Instructor: Renk
Edge: Singing or playing an instrument.
It's rare to have a WMHS graduate go on to become a bard, but many
students will learn chanting, banging on a drum, or plucking at a lute.
Who doesn't love music, after all?
Sneaking
Prerequisites: None
Instructor: Ms. T'k'ch'kul
Edge: Hiding from someone.
This is the only class in which you get extra credit for ditching class
(and not getting caught doing so).
Treasure Typing
Prerequisites: None
Instructor: Mr. Rufus Daark
Edge: Appraising items or sorting money.
Should you have 3-24 copper pieces or 3-18 silver pieces? Do you have
a 15% chance to have any two magic items and a potion? This class will
help you mind your Ps and Qs when managing your personal finances.
Wood Shoppe
Prerequisites: None
Instructor: Mr. Rufus Daark
Edge: Creating wooden items.
You can make wooden items in the carpentry shop. Watch out for
splinters!
m 48 n
gifts, listed
This is a list of some gifts that you can take for your student. These
represent in-born abilities, usually granted by your student's species.
Breath Weapon (choice) Petrification
Charming Poison
Death Ray Really Strong
Energy Drain Scavenger
Flight Second Language (choice)
Immaterial Shapechanging (choice)
Immunity (choice) Spell Resistance
Invisibility Telepathy
Natural Armor Tentacles
Natural Weaponry (choice) Unstoppable
Night Vision
talents, listed
Talents are those things unique to your student, not possessed by other
members of your student's species.
Eidetic Memory Popular
Familiar/Pet Prodigy (choice)
Minions Rich Patron
Natural Athlete Teacher's Pet
Perfect Pitch
In addition to the talents listed above, you can choose any of the gifts as
a talent as well; these reflect abilities that weren't with your student at
birth (or from an early age) but which you learned or gained later in life.
Breath Weapon
You can shoot some sort of substance or energy out of your mouth.
Choice: Choose what kind of breath weapon your student has. Your
student could breathe fire, or emit a noxious gas, or a blast of
electricity, or anything else that makes sense to you.
Attack: Your student can make a Fitness roll to attack with breath
weapon. Once per period, your student can use this as an
overwhelming attack.
m 50 n
Charming
You have a natural ability to magically charm other people. The effects
of this are muted by the wards around the school, but still, your natural
charisma and influence shines through in whatever you do.
Special: Once per period, you can make an Occult roll when interacting
with someone. This replaces your Citizenship roll (if interacting with
teachers and staff) or Hygiene (with other students).
Edge: Trying to get someone to like you.
Death Ray
Your student can kill anything with a deadly ray of death!
Unfortunately, it doesn't actually kill anyone on the grounds of
Wandering Monsters High School, due to the magical wards
surrounding the campus, but your student might knock someone out or
make them nauseous.
Attack: Your student can make an Occult roll to attack with death ray.
Once per period, your student can use this as an overwhelming
attack.
Edge: Attacking with death ray.
Eidetic Memory
Your student can remember anything. They'd say you have a
photographic memory except photographs haven't been invented yet.
Edge: Remembering something with a Scholastics roll.
Energy Drain
With but a touch you can drain the very life from your foe! Or, at least,
you can make them somewhat drowsy.
Attack: Your student can make a Hygiene roll to attack with energy
drain. Once per period, your student can use this as an
overwhelming attack.
Edge: Attacking with energy drain.
m 51 n
Familiar/Pet
Your student has a small animal or magical companion who follows you
around or perches on your student's shoulder. It's well trained, which
means it will usually do what you want it to do. Your student can
communicate simple concepts with it, but it can't talk to anyone else.
Edge: Being assisted by your familiar on an Occult roll or being assisted
by your pet on a Vocational roll.
Flight
Your student can fly around. Whee! Your student can carry as much as
you could normally lift while walking on the ground.
Edge: Doing impressive aerobatics with a Fitness roll or otherwise using
your flight to your advantage.
Immaterial
Your student can walk through most walls. (All of the most critical
places on the WMHS are warded against immaterial intruders, however.)
This makes your student highly resistant to damage as well.
Edge: Making a Fitness roll to stay conscious after being hit by a
material attack of some kind.
Immunity
Your student is highly resistant to something that would normally hurt
anyone else, such as fire, extreme cold, lightning, poison, and so on.
Choice: Choose what your student is immune to. It can't be too broad;
you can't say you're immune to “everything” since that's just silly.
Resistance: Whenever you make a Fitness roll to resist that thing your
student is immune to, the roll is automatic success.
Edge: Resisting that thing you resist.
Invisibility
Your student can turn invisible whenever you want. So cool! Time to
sneak into some locker rooms.
Special: When your student is invisible, you can make an Occult roll
instead of a Vocational roll to sneak around.
Edge: Sneaking around while invisible.
m 52 n
Minions
Your student has a group of minions who hang on your every word and
try to follow your orders. This might be a gaggle of gabby would-be cool
girls, a team of burly jocks, or a bunch of eager freshmen nerds.
They're all basically faceless, nameless, and interchangeable as far as
you're concerned; what matters is that they are willing to do what you
ask.
Edge: Giving orders to your minions.
Natural Armor
Armor plating or a rocky hide give your student resistance against
attacks and injuries that would hurt a normal student.
Resistance: Your student can't be turned to stone with petrification.
Edge: Staying conscious after being hurt.
Natural Athlete
Your student excels in sports activities.
Edge: Making a Fitness check to play a sport, to run, or otherwise
engage in physical exertion.
Natural Weaponry
Your student has built-in weapons of some kind, such as claws.
Choice: Choose what your student's natural weaponry is – such as
porcupine quills, a spiked tail, metal claws, and so on.
Attack: Your student can make a Fitness or Vocational roll to attack
with natural weaponry. Once per period, your student can use this
as an overwhelming attack.
Edge: Attacking with natural weaponry.
Night Vision
Your student can see in pitch darkness as if the area were lit.
Edge: Looking for something in the dark.
m 53 n
Perfect Pitch
A natural singer, your student can hit any note desired.
Edge: Singing well, shattering wine glasses with a Hygiene roll.
Petrification
Your student has the power to turn
someone to stone, either by looking
at them or by touch. If you succeed
in the attack, you turn them into
solid rock temporarily.
Attack: Your student can make an
Occult roll to attack with
petrification. Once per period,
your student can use this as an
overwhelming attack.
Edge: Petrifying someone.
Poison
Whether through a stinger, fangs, or even a slimy amphibious skin, your
student has the power to deliver a potent venom. Within the WMHS
campus, the deadliness is reduced, but you can at least sicken
someone.
Attack: Your student can make a Vocational roll to attack with poison.
Once per period, your student can use this as an overwhelming
attack.
Edge: Attacking with poison.
Popular
Some students, regardless of clique, niche, or extra-curricular activities,
are just well-liked. Your student is one of these popular kids.
Edge: Relating to other random students using Hygiene.
Prodigy
Your student has a particular talent for something, without even having
to be formally trained in it.
Choice: Choose one class from chapter 5, “Course Catalog.” Your
student gains the Edge granted by that class, although not any other
benefits. For example, if you choose Wood Shoppe, class your
student gains the Edge for working on wooden items, but not access
to the wood shoppe itself.
Edge: See the appropriate course description.
m 54 n
Really Strong
Your student isn't just strong, but really strong. Really, really strong.
Like, stronger-than-10-normal-people strong.
Edge: Lifting heavy things, punching someone with a Fitness roll,
playing sports where strength matters.
Rich Patron
Whoever is funding your student's studies isn't just wealthy, but is a
major donor to Wandering Monsters High School. There's at least one
wing of a building named after this rich benefactor.
Edge: Making Citizenship rolls while dealing with the school
administration.
Scavenger
You can eat anything short of rocks (and those you can sort of gnaw on),
including the cafeteria's mystery meat surprise.
Edge: Fitness rolls preventing you from getting sick or passing out from
something you ate, including ingested poisons.
Second Language
Your student speaks a different language, not Common Tongue, at
home. Communicating with other speakers of the same language can be
done automatically.
Edge: Taking a test in a foreign language class or impressing someone
with your cunning linguistics.
Shapechanging
Your student can change shape to look like almost anything of around
the same general size and mass.
Choice: Choose two of the following limitations on your student's ability
to change shape:
• Always the same color
• Some distinctive feature is always present
• Can only change into a limited set of shapes
• Must see the object to be imitated
Edge: Impersonating something else.
m 55 n
Spell Resistance
Your student is unnaturally resistant magic.
Resistance: Whenever you make a roll to resist an Occult-based ability,
such as a spell or a death ray, it's an automatic success. Your degree
of success still matters when resisting overwhelming attacks, of
course.
Edge: Resisting spells.
Teacher's Pet
Your student is the type of wonderful little monster that any teacher
would love to have in their class. You're great at sucking up.
Edge: Interacting with any teacher using Citizenship.
Telepathy
Your student can communicate telepathically and can try to read minds.
Special: Your student can make a Scholastics roll to try to read
someone's mind; if successful, the target can resist it with a
Scholastics roll of their own. If they fail to resist, your student knows
what their current surface thoughts are.
Edge: Reading minds.
Tentacles
Your student has one or more prehensile tentacles which can be used to
grab things or otherwise cause problems. (Yeah, we know about the
Japanese cartoons; try to keep it clean, okay, people?)
Attack: Your student can make a Fitness roll to attack with tentacles.
Once per period, your student can use this as an overwhelming
attack.
Edge: Attacking with tentacles, using them to lift things, or doing fine
manipulation with tentacles.
Unstoppable
Your student may get knocked down, but gets right back up again and
keeps going.
Resistance: When you make a Fitness roll to remain conscious, it's an
automatic success – as long as it wasn't the result of an
overwhelming attack.
Edge: Staying conscious after being hurt, except against overwhelming
attacks.
m 56 n
Addicted
You're hooked on something, and you may become the subject of an
after-school special or a Very Special Session of WMHS.
Choice: Choose an addictive substance that isn't too easy to get your
hands on. (You can't be addicted to air, for example.)
Levy: When you don't get the substance you're addicted to, you get a
Levy on rolls you make, at the Headmaster's option.
Allergic
You can't help but sneeze, itch, break out in hives, or even pass out
when exposed to a certain substance.
Choice: Choose as your allergen something you might actually come in
contact with, such as water, holy items, straw, or bright lights.
Levy: Whenever you're exposed to the allergen you chose.
Inverse Edge: When you try to locate the presence of your allergen.
Aquatic
You're a water-breather by nature. You've got a magical filter tank on
your head, but you're still somewhat clumsy on land. Your dorm room
has a very large bathtub.
Levy: When you're on land and making a Fitness roll, even if you have
your breathing gear on.
Inverse Edge: When you're in the water and making a Fitness roll.
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Illiterate
You can't read.
Levy: Whenever you make a Scholastics roll. You may want to find a
cute, brainy nerd to help tutor you.
Inept
You're just not good at one particular thing, no matter how you try to
master it. In fact, you're downright terrible at it.
Choice: Choose something that you might actually want to do. You can't
do it very well. Examples include sports, poetry, spells, dancing, or
public speaking.
Levy: Whenever you're forced to do the thing you're bad at.
Known Troublemaker
Everyone suspects you, especially the teachers.
Levy: When you're trying to convince someone that you're actually not
causing problems this time.
Large-Bodied
You're big, which means it's hard to fit in the classrooms.
Levy: Whenever you're in a crowded area or your size will be a detriment
(such as doing delicate work with your fingers or walking on a
tightrope).
Inverse Edge: When your size is advantageous, such as sitting on
someone.
Metabolically Challenged
You're dead, or you were never alive in the first place.
Levy: Whenever making a Fitness roll to wake up from being
unconscious.
Inverse Edge: When you are fighting off poison or disease.
Non-Humanoid
You aren't shaped like almost everyone else. You could be a big floating
eyeball, or a shapeless blob, or have four legs, or anything else that's
not the typical shape. This makes it hard to find clothes, sit at desks,
and so on.
Levy: Whenever your non-humanoid nature makes it difficult for you to
do something.
Inverse Edge: Alternately, in some situations your non-humanoid shape
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Small-Bodied
You're much smaller than most people -- about half the size of the
average WMHS student.
Levy: Whenever your size is a detriment, such as being smaller than
anyone else while playing sports, or being unable to reach something
on a high shelf.
Inverse Edge: When your size is advantageous, such as trying to sneak
through a small opening.
Special Diet
There's something you have to eat, and if you don't get it, you'll get sick.
The school will make every attempt to supply you with what you need to
eat, but sometimes supplies might run low.
Choice: Choose what your diet consists of. It has to be something that
most people usually don't eat.
Levy: Whenever you haven't had your special diet yet today, on every
roll.
Unlucky
Things just plain don't go your way.
Levy: Whenever you make a roll that will let you accomplish one of your
student goals.
Visually Impaired
You can't see well, or maybe not even at all. Fortunately, the school will
make allowances such as a tutor, books in Braille, or even a seeing-
eye creature.
Levy: Whenever you make a roll that requires seeing something.
Inverse Edge: When attacked by someone with a gaze attack, such as a
medusa trying to turn you to stone.
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activity descriptions
Each extra-curricular activity is described below, including the following
additional information applicable.
Prerequisite: If a certain grade is required to do the activity, it will be
listed here. Otherwise, the extra-curricular activity is open to all
WMHS students.
Advisor: The name of the faculty or staff member who supervises the
activity. Some advisors are very hands-on, while others barely pay
attention to what the students are doing. All recognized activities
have an advisor, as a school requirement. See chapter 13, “Faculty &
Staff,” for more information on each advisor.
Special: If there are any special rules or abilities granted by
participation in the activity, these are noted here. For example,
students who are part of the Alchemy Club get access to the alchemy
lab.
Edge: The circumstance in which the activity grants an Edge on die
rolls. The Edge Value is equal to the die beside the name of the
activity on your student report card.
Alchemy Club
Known as the geekiest club on campus, the alchemy club is
nevertheless respected for their ability to create various kinds of useful
potions outside of class. Thardall, the advisor, rarely pays attention to
what the student alchemists are doing.
Prerequisite: Occult grade of C or higher.
Advisor: Mr. Chok'tsun
Special: Participation in this activity grants your student access to the
alchemy lab. Once per day, your student can create a potion; this
potion stays potent for one day or until quaffed. See chapter 12,
“Spells & Potions,” for more details.
Edge: Making potions.
Cheerleading Squad
One of the most demanding and competitive activities on campus, being
a cheerleader is also a sure route to popularity as well. Everyone loves
the cheerleaders!
Prerequisite: Hygiene grade of B or higher.
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Gloom Club
The one activity that is too depressing to keep an advisor for any
reasonable amount of time, Gloom Club is all about singing and dancing
and making everyone gloomy while doing so.
Prerequisite: None.
Advisor: None at present
Edge: Singing, or trying to discourage someone from doing something
(especially if you sing to do so).
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Marching Band
The marching band is routinely jeered at WMHS sports events, because
they have a tendency to play off-key, play the wrong songs, or play at
inappropriate times. But they're pretty good at marching, especially
marching in place.
Prerequisite: None.
Advisor: Lady Dolann
Edge: Playing music, or marching around or other physically exhausting
tasks.
Student Government
Elected by a vote of the student body, the student government allows
monsters to see democracy in action – and realize why no evil empires
are run as democracies. Wholly ineffective at making changes of any
significance at all, the members of the student government nevertheless
persist in playing politics of the most petty variety, squabbling over
literally worthless votes in an attempt to garner some degree of populist
popularity.
Prerequisite: Citizenship grade of B or higher.
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Student Newspaper
The student paper has gone by a number of names since the founding of
the school, such as the Encounter Check, the Wanderer, the WMHS
Times, and the Daily Monster (even though it's not a daily publication).
Each new editor-in-chief will typically change the name and start over
the issue numbering.
Most articles in the paper are fluff pieces that deal with the latest
fashion on campus, gossip about the popular students, or sports scores
– but the most dedicated student journalists still dream about getting a
major scoop on some breaking scandal.
Prerequisite: Scholastics grade of C or higher.
Advisor: Miss Sharada
Edge: Convincing people to let you interview them, or give you access to
restricted events or information.
Swim Team
Swimming has proven to be a surprising popular sport at Wandering
Monsters High School, and many students can be found practicing after
school at the swimming pool.
Prerequisite: Fitness grade of C or higher.
Advisor: Miss Larraugh
Edge: Swimming or playing water sports.
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Young Overlords
Hoping to rise to the top of the monstrous social order and become
mighty warlords themselves, the Young Overlords are a group of bullies
who enjoy pushing around the other students, especially the younger
ones.
Prerequisite: Junior or Senior year in school.
Advisor: Baron Kordak, assistant principal of academics
Edge: Getting a minion to follow your orders, or frightening freshman
and sophomore students.
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Daily Schedule
The daily schedule is divided up by hours; the central campus belltower,
located in The Keep, rings out the start of each hour.
For game purposes, each hour is usually considered a “period” unless
the Headmaster decides otherwise. The Headmaster might want to
consider a long assembly or a three-hour party as one “period” for
purposes of special abilities that can only be used once per period.
The normal bell schedule is shown on the table below.
will just have to adapt, although parasols are available to students who
burst into flame when exposed to sunlight.
Academic Calendar
Wandering Monsters High School has a two-semester system for classes;
the academic year begins on the first day of Fall and lasts until the first
day of Summer, with a mid-Winter break and a mid-Spring break. A
week of testing is held at the end of each semester.
During the breaks, students are allowed to stay at WMHS, but most will
return home to their families, their sponsors, or wherever else they call
home. Those without homes spend the holidays together at the school.
At least once a month, the school hosts a dance or other social activity.
Other special events include alumni days, homecoming, open dungeon
night, and various religious and cultural holidays.
Sports
By far the most popular sport at WMHS is slamball – a rather brutal
spectacle that combines moving a ball down the field with arena battles.
While the official slamball rules can be quite complex, in general, 6
points are awarded for getting the ball – which is a semi-sentient
construct of leather and stitching – into the opposing team's goal. Or 4
points are awarded if the ball runs in by mistake, or 9 points if you hit it
in with your head. If you have both feet off the ground at the time, your
team loses 2 points. There are more rules and they change quickly with
new updates; check with your Headmaster at the time of a slamball
game to confirm the latest ruleset.
Padded armor is worn while playing slamball, although the magical
protective field around the WMHS campus – which includes the Stadium
– prevents the most serious of injuries. Slamball players are allowed to
attack each other as long as they're not holding the ball, unless they're
within the four safe zones on the field. However, during a solar eclipse,
anything goes and all players become legitimate targets.
The WMHS team practices regularly by breaking into training squads
and playing against each other; however, their ultimate opponents are
from other educational institutions.
The Adventuring Guild Academy is the primary rival to the WMHS team.
This school was founded to train the next generation of adventurers –
unscrupulous do-gooders who enter dungeons and monster villages to
murder and pillage.
Like WMHS, the Adventuring Guild Academy has a protective energy
field as well, so as much as the supporters of WMHS would love to see
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the Academy razed, it's no more possible than the destruction of WMHS
at the hands of so-called “civilized” warriors. This stalemate had led to a
truce between the AGA and WMHS, one in which their teams compete
directly against each other in slamball and other sports.
Some of the other sports found on campus include the swim team, track
and field, and water polo. In addition, WMHS's Academic Assault Team
regularly competes with the ACA and other schools in a battle of
learning, and there are also frequent tournaments of Owlbear Parcheesi
between the educational institutions.
Established Cliques
As described in chapter 2, “Enrollment,” you can specify which Clique
your student belongs to. This gives an Edge of c when interacting with
other members of the same Clique.
You don't have to choose a Clique if you don't want to; it just means
your student is a loner who hasn't joined any groups. Leaving your
Clique open allows your student to join a new Clique while you are
playing the game – if it makes sense in the story. If you're not sure,
check with your Headmaster about joining a Clique.
If you do choose a Clique for your student, you can pick from one of the
existing Cliques, or with Headmaster approval, define your own group of
students with whom your student associates. This social group could be
based on common activities, a species background, a location for
hanging out, a general attitude, or even a common enemy (such as
another Clique).
Some of the known Cliques on campus include:
PC Heifer Horde
A group originally organized by minotaurs who weren't allowed to hang
out with the Inn Crowd, the PC Heifer Horde is now welcoming to
anyone who feels outcast because of their species or social class. The
Horde is very “politically correct” and has a number of euphemisms
which are opaque to outsiders.
P & P Guild
This is an example of a Clique that is based around an extra-curricular
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activity – in this case, the Papers & Paychecks roleplaying game guild.
Not everyone who plays the game is part of the Clique – only the most
devoted players sit around at lunch time rolling dice. Members of this
Clique take their gaming very seriously – more seriously, often, than
their personal Hygiene or even Scholastic pursuits. They usually hang
out in the library.
The Loners
A Clique about nothing. The Loners all get together behind the Gym to
not interact with each other, usually just standing around looking cool.
Or trying to do so. Loners are stand-offish and independent.
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Mundane Equipment
Any sort of basic equipment that a student can easily get her hands on
falls under the category of mundane equipment. A new student begins
the game with up to three such items of the player's choice, as described
in Chapter 2, “Enrollment.” These are considered to be always available
to that student for use.
Any other mundane items can be gained temporarily – for the duration
of a period or a day – by going to an appropriate source for the items
and making a successful roll. The type of roll made is based on the
source: for example, Citizenship if from a staff or faculty member,
Hygiene if from another student. (If the student tries to steal the item, a
Vocational roll can be made instead.) If the roll is successful, the
student can use the item until the end of the next period; if the Degree
of Success is a 4 or higher, it can be used until the end of the current
day.
All mundane equipment grants a b Edge when used properly in an
applicable Grade roll. It's up to the Headmaster to decide whether a
given item can be used on any roll, but a player can suggest a use for
her student's equipment subject to Headmaster approval.
Status Symbols
Status Symbols are unique to each player; some may be magical
artifacts of unknown power, while others are simply something of
sentimental or social value.
Each student is assumed to always have his or her Status Symbol with
him unless otherwise specified. A Status Symbol can't be permanently
destroyed; at worst, it will be replaced before the start of the next game
of Wandering Monsters High School. Status Symbols can be stolen, but
they're automatically recovered at the end of a WMHS game session.
When a Status Symbol is used in conjunction with a Grade roll, the item
grants a d Edge on that roll. As with mundane items, a Status Symbol's
applicability to any particular roll is at the discretion of the Headmaster.
Sample Items
The following table lists some items which are commonly possessed by
students at Wandering Monsters High School. This is not a
comprehensive list; the full variety of school supplies is limited only by
the imaginations of students and the Headmaster.
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Items listed as being available from the “Black Market” come from a
shadowy underground economy run by former and current students,
without the (official) knowledge of the WMHS administration. The
General Store and the Magic Shoppe are located in the Village (see
Chapter 15, “Campus Walking Tour,” for more information on the
Village).
Each of these sample items could be a mundane item possessed by a
student, or could be a Status Symbol. In the descriptions which follow,
options are given for both mundane versions and higher-powered Status
Symbols. Headmasters and students alike can use these items as
examples for developing their own Status Symbols.
Abacus: A simple device that helps your student count and do math. As
a Status Symbol: It does the math for your student, most of the time.
Alchemy Set: A portable box containing the materials your student
needs in order to make a potion. (See Chapter 12, “Spells &
Potions.”) As a Status Symbol: Your student is less likely to blow up
as a result of tripping.
Alumni Directory: A listing of students who have graduated from WMHS.
As a Status Symbol: The directory is up-to-date with contact
information.
Book, “To Serve Man:” It’s a cookbook! As a Status Symbol: It’s a
cookbook!
Backpack: An ordinary backpack for carrying your student's books and
other belongings. As a Status Symbol: Your student's backpack is
magical and is larger on the inside than on the outside. The capacity
is approximately that of eight normal backpacks.
Bookbag of Useful Items: A knapsack from which various types of
mundane, but potentially useful, items can be drawn – randomly.
They last for just one use, then disappear. As a Status Symbol: The
mundane items last until the end of the period.
Bracer of Communication: Each of these jeweled bracers has a unique
magical code associated with it; by knowing someone else’s code, a
wearer can communicate verbally over distances up to 1 mile. As a
Status Symbol: Nobody else knows your student's magical code –
unless your student tells them.
Cheerleader Uniform: A uniform for cheerleading in, of course.
Appropriate for your student's gender identity. As a Status Symbol:
The uniform is magically enchanted to always be sparkling clean.
Dictionary: A book that has definitions of words you've never heard of
before. It may be in Common Tongue, or in any other language you
like. As a Status Symbol: Your student can define any word using
the dictionary, including words you just made up.
Fifty Feet of Rope: It’s fifty feet of silk rope. As a Status Symbol: It’s fifty
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social goals
Social goals are those which involve your student with a group of people.
The card suit representing the Social category is Clubs (♣) – as a
mnemonic, remember that a club is a type of organization.
Your student could desire to become part of a particular group or try to
impress that group. Or you could decide that your student is opposed to
the goals of the group, and set a goal involved with opposing them.
Examples of groups include cliques, extra-curricular activities that are
clubs or teams, teachers, or any other collection of people on the WMHS
campus.
When you choose a goal, it needs to be something that's not easily
achievable; it has to be challenging for your student. As an example,
joining the P&P roleplaying guild is not hard; they are happy whenever
anyone wants to play with them. But impressing the P&P guild –
through your student's mastery of obscure rules and arcane trivia – that
would be an accomplishment for someone new to the group.
treasure goals
The card suit representing Treasure goals is Diamonds (♦). You can
remember this by noting that diamonds are a type of treasure.
As a goal, Treasure means any kind of acquisition of property or wealth,
whether it's a literal diamond (maybe one on display in a library
exhibit?) or simply an item without any intrinsic value which may still
be of great value to your student. It could also be something abstract
that you purchase in some way, or a loan you have to pay back.
Like other goals, acquiring the object you desire can't be as simple as
merely buying or easily stealing it. Choose a goal where your student
will have to work at it in order to complete that objective.
relationship goals
A Relationship goal involves a one-on-one personal relationship between
your student and someone else. This is represented by the Hearts suit
(♥). Not all such relationships are romantic, however; you can think of
the heart as representing the two parties having a heartfelt, heart-to-
heart discussion or argument.
The other person in your Relationship goal could be specified when you
set the goal, such as “finally telling Taylor Made how I feel about her.”
Or you could leave it open; “find someone to go to the dance with me” is
a open-ended Relationship goal.
The type of relationship is up to you to define, and don't necessarily
assume that a relationship means it's about love. Your relationship goal
could very well involve someone you hate, fear, or are repelled by. What
matters for a Relationship goal is the intensity of the feelings between
the two parties and the way that affects their interactions with each
other.
achievement goals
An Achievement goal is one related to your student's performance in
school-sanctioned activities. That could be related to a class, a sports
team, some extra-curriciular activities, or just the physical campus
itself.
Achievement goals are represented by the Spades suit (♠) in the deck of
cards. A spade is a type of shovel and represents work done; therefore
you can think of Achievement goals as being related to your student's
school work.
For an Achievement goal, choose something that is achievable but not
easily so; for example, getting a “B” on a test is probably not going to be
hard if your student has an “A” grade for the relevant subject. If your
student has a “D” grade, though, a “B” on a test might very well be an
appropriate goal!
All goals are there to have fun and give your student something to do
during the game, so while it's important to choose wisely, be sure to
select goals that seems like they would be fun to play out.
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Failing is the only way you can get that checkbox, so don't think of it as
a penalty! Instead, it gives you the opportunity to think up something
clever and potentially embarrassing for your student, but still hopefully
fun for you and everyone else playing the game with you. If you can't
think of a good reason for your attempt to fail, ask one of the other
players or the Headmaster for their suggestions.
Once you tick off the third box, though, you automatically succeed at
the task you're attempting. Yes, that's not strictly realistic, but this is a
game of stories, not of simulation – so it's okay that you, as a player,
knows that your student can eventually succeed at a Goal through
repeatedly trying, even if the student wouldn't actually know that for
sure.
As with Simple goals, when you have completed a Goal, you can move
on to the others on your list. Since it may take longer to reach your
Goals under the Complex goals rules, you don't necessarily need to
choose a replacement Goal but can work on the other Goals you have
set for your student. (If you want to choose a replacement, though, you
can!)
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When you complete one of your Goals, you can make a change to your
report card. The change can be one of the following:
• Switch two of your Gifts & Talents, thus swapping their Edge
values.
• Switch two of your Extra-Curricular Activities, thus swapping
their Edge values.
• Switch two of your Special Needs, thus swapping their Inverse
Edge values.
• Add an Extra-Curricular Activity, if there's room for another one
on your Report Card.
• Add a Special Need, if there's room for another one on your
Report Card.
• Add an item under School Supplies, if there's room for another
one on your Report Card.
• Rewrite your Clique to something else.
• Switch one of your classes for another class in the same subject.
When you complete all four of your goals, in addition to the above, you
can choose one of the following:
• Switch two of your Subject Grades.
• Add a Gift or Talent, if there's room for another one on your
Report Card.
• Erase a Special Need.
• Rewrite your Niche to something else.
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Magic permeates the WMHS campus, making it relatively easy for even
students with the lowest magical aptitude to at least attempt to cast a
spell with but a little training.
The easiest way to learn spells is by enrolling in an Occult class. Most
Occult classes have an associated spell listed – for example, enrolling in
The Dark Arts teaches you how to cast the Death spell, and Divination
class teaches the Detect spell. Each such spell can be attempted only
once per day without risk; further castings of the same spell risk
backlash. Make an Occult roll, and if you fail, your student is subject to
the backlash effect and can't cast the spell again.
Your student can also attempt to cast a spell by drawing upon ambient
magical energies and the echoes of previous spells. This is risky and can
be attempted only once per period. To cast a spell in this manner, first
your student needs to make an Occult roll. If you fail, your student
automatically receives backlash from the spell, and the spell fails to be
cast.
backlash
When your student fails to cast a spell, your student gets hit with
magical feedback that has some kind of unpleasant effect.
Each spell has its own backlash effect listed with the spell description.
These effects typically last until the end of the current period.
Faculty and staff who cast spells do so automatically, an unlimited
number of times per day or period, and do not ever risk backlash.
spell list
Blessing
Your student can call upon the dark gods to aid someone.
Effect: Choose someone your student can see, and choose a Grade.
Then make an automatic-success Occult roll. The Degree of success
becomes an Edge on that person's next roll using that Grade. This
Blessing lasts until it's used, or until the end of the current period,
whichever comes first.
Backlash: You take a Levy C on the next roll you make.
Taught By: “Demigods & Deities” class
Death
The most feared spell is that which causes the target to instantly and
irrevocably die!
Effect: Make an overwhelming attack using your Occult Grade against
someone your student can see. If that person fails their Fitness
check, they fall unconscious until the end of the current period.
Sorry, the Death spell doesn't really kill anyone. Blame the school's
wards, plus the fact that nobody really wants teenage monsters to
have that kind of power. But it sure sounds scary! The DEATH spell,
ooh!
Backlash: Your student is automatically knocked unconscious until the
end of the current period. Oops!
Taught By: “The Dark Arts” class
Defense
This spell is primarily intended to protect against the awful
“adventurers” who like to slay poor, hard-working monsters who are
only trying to make a living.
Effect: Choose someone your student can see, or your student. Make an
automatic-success Occult roll. Until the end of the current period,
the chosen person gains an Edge on rolls to stay conscious equal to
the Degree of success on your Occult roll.
Backlash: Until the end of the current period, you get a Levy D on rolls
to stay conscious.
Taught By: “Defense against the Holy Arts” class
Detect
The Detect spell is a general-purpose divination that can be used for a
variety of purposes.
Effect: Choose something to detect from the following list: people,
contraband, students, magic effects, poison, bears, invisible objects,
teachers, secret passages, undead, holy items, stolen objects,
shapechangers, or food. Pick a direction to face. If any of the chosen
stuff is in front of your student, you find out how much there is,
where it is, and what it is.
Backlash: Your student can't see anything until the end of the current
period.
Taught By: “Divination” class
Elemental Flare
There are four elements: fire, air, water, and earth. Fire is the most fun
with this spell because it makes a flaming explosion! But you can also
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Illusion
With this spell, your student can form a simple illusion. The illusion
can't actually hurt anyone and is intangible, but it looks real enough.
Effect: You create a two-dimensional illusion of a single object no bigger
than a haystack, which disappears if someone touches it but
otherwise lasts until the end of the period. Make an automatic-
success Occult roll. Choose one of the following enhancements for
each Degree of success you rolled:
• The illusion is animated.
• The illusion includes sounds.
• The illusion includes smells.
• The illusion is three-dimensional.
• The illusion can move from its original location.
• The illusion doesn't disappear when touched.
Backlash: You start seeing things which aren't there until the end of the
period, giving you a Levy E on anything you try to do.
Taught By: “Illusions” class
Magic Missile
This spell creates an arrow magical power that unerringly strikes
something your student can see.
Effect: Make an overwhelming attack against somebody nearby.
Backlash: Zap! The spell backfires and your student is knocked out
until the end of the current period.
Taught By: “Magic Missile” class
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Potions
A potion is an alchemical formulation that contains one magical effect.
Potions are of limited duration and last only one day before losing
potency. To use a potion, you have to drink the whole thing; a potion
can't be split between multiple people.
Each potion's effect duplicates one Gift – see chapter 6, “Gifts &
Talents,” for a full list of gifts. The most commonly brewed potions are
listed below.
Whenever a potion grants a gift to a student, the applicable Edge Value
equals the first blank line on that student's report card under Gifts &
Talents. If there aren't any blank line, the Edge Value is b.
Gifts aren't cumulative, so a student who is already Really Strong
doesn't become Really, Really Strong by drinking a Strength Potion.
Example: Karvathas has two Gifts & Talents: Natural Weaponry (horns)
with an Edge Value of e, and Popular with an Edge Value of d. If he
drinks a potion of Invisibility, he gains an Edge of c – his next blank
line under Gifts & Talents – whenever he tries to sneak around
invisibly.
potion list
Anti-Magic Brew
Effect: Your student gains the Spell Resistance gift until the end of the
period.
Invisibility Potion
Effect: Your student gains the Invisibility gift until the end of the period.
Invulnerability Potion
Effect: Your student gains the Natural Armor gift until the end of the
period.
Love Philter
Effect: Your student gains the Charming gift until the end of the period.
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Mind-Reading Potion
Effect: Your student gains the Telepathy gift until the end of the period.
Poison
Effect: Unlike other potions, this isn't drunk by the person who wants to
use it, but is instead used by applying the poison to a needle or other
sharp item, or by getting the victim to drink it. A bottle of poison can
be used to make a single overwhelming attack before the end of the
period, once uncorked.
Polymorph Juice
Effect: Your student gains the Shapechanging gift until the end of the
period. The choice of limitations on the Shapechanging gift is made
by whoever brewed the potion, at the time the potion was created.
Potion of Flight
Effect: Your student gains the Flight gift until the end of the period.
Potion of Resistance
Effect: Your student gains the Invulnerability gift until the end of the
period. The type of invulnerability is chosen by whoever brewed the
potion, at the time the potion was created.
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Regeneration Potion
Effect: Your student gains the Unstoppable gift until the end of the
period.
Strength Potion
Effect: Your student gains the Really Strong gift until the end of the
period.
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Sample Students
These Students can be used if you just want to run a quick game of
Wandering Monsters High School and don't want to go through the
enrollment process, or the Headmaster can use these as non-player
students who also attend WMHS.
karvathas
Species: Minotaur
Year in School: Senior
Gender: Male
Niche: Big clueless jock with a
heart of gold d
Clique: PC Heifer Horde c
Grades: Citizenship B, Fitness A,
Hygiene B, Occult C, Scholastics
D, Vocational B
Classes c: Basic Study Skills,
Combat & Tactics, Magic and
You, Orcish Language, Metal
Shoppe, Slamball (elective, d)
Gifts & Talents: Natural Weaponry
(horns) e, Popular d
Special Needs: Illiterate D
Extra-Curricular Activities: Varsity Slamball e, Papers & Paychecks
RPG Guild d
Status Symbol: Slamball from the big game last year d
School Supplies b: Notescroll, slamball padded armor, backpack
Karvathas isn't the sharpest arrow in the quiver, but he's a nice guy at
heart. He's on the slamball team and is well-liked around the school. He
can't read and is embarrassed about that, so tries to hide it from
everyone else -- usually by getting Drizzle to help him out. He has a
crush on Taylor but he thinks he's too dumb for her to be interested in
him.
taylor made
Species: Iron Golem
Year in School: Junior
Gender: Female
Niche: Brainy cheerleader d
Clique: The Inn Crowd c
Grades: Citizenship B, Fitness B, Hygiene A, Occult D, Scholastics B,
Vocational C
Classes c: Simple Weaponry, Lair Economics, Magic and You, Draconic
Language, Music, Geography (elective, d)
Gifts & Talents: Natural Armor e, Spell Resistance d, Really Strong c,
Breath Weapon (poison gas) b
Special Needs: Metabolically Challenged D, Inept (spells) E
Extra-Curricular Activities: Cheerleading Team e, Monster Chorus d,
Papers & Paychecks Guild c
Status Symbol: Pompoms of power d
School Supplies b: Notescroll, backpack, cheerleader outfit
Taylor is a cheerleader and is pretty flexible for someone made of solid
metal. She's unable to use magic well due to being an iron golem, but is
otherwise quite smart and does well in school. Taylor enjoys getting her
hair done at the local blacksmith, often changing her style from day to
day. She has no idea why Karvathas hasn't asked her out yet.
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drizzle
Species: Dark Elf
Year: Sophomore
Gender: Male
Niche: Nerdy & careless alchemist with delusions of grandeur d
Clique: P&P Guild c
Grades: Citizenship D, Fitness C, Hygiene C, Occult A, Scholastics A,
Vocational B
Classes c: Study Hall, Expeditious Retreats, Social Hygiene, Common
Tongue, Alchemy, Poisons & Antidotes
Gifts & Talents: Prodigy (Magic Missile) e, Night Vision d, Second
Language (elven) c
Special Needs: Known Troublemaker D, Allergy (bright lights) E
Extra-Curricular Activities: Papers & Paychecks Guild e, Alchemy Club
d, Future Wizards of the World c
Status Symbol: Alchemy kit of doooooooom d
School Supplies b: Hoodie
robe, P&P dice,
notescroll
Spells: Elemental Flare,
Magic Missile
Drizzle is rather short and
is cranky most of the time,
but he's got big ambitions
to be come a powerful
archmage and rule the
world. So far he's having
problems just making it
through the
embarrassment of his
Social Hygiene class. He is
co-president of the P&P
Guild and makes
Karvathas play in the game
he runs in return for
homework help.
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gloopadoop
Species: Blob
Year: Junior
Gender: Female
Niche: Nosy student reporter d
Clique: School newspaper staff c
Grades: Citizenship B, Fitness C, Hygiene C, Occult B, Scholastics B,
Vocational B
Class Schedule c: Library Aide, Swimming, Illusions, Survey of
Literature, Sneaking, Creative Writing (elective d)
Gifts & Talents: Shapechanging e, Telepathy d
Special Needs: Non-humanoid D, Small-bodied E
Extra-Curricular Activities: School newspaper e, Papers & Paychecks
Guild d
Status Symbol: Quill of editing d
School Supplies: Notescroll, spectacles b
Gloopadoop is a small, pink, shapechanging blob who is also an ace
reporter for the school newspaper. She always retains her distinctive
spectacles and bobbed "hair" in whatever form she changes into.
Gloopadoop would really like to go on a date with someone solid.
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Other Students
To allow for the greatest flexibility in playing Wandering Monsters High
School as a game, the majority of students aren't defined or listed. This
allows each individual Headmaster to tailor the student body to fit the
story being told.
When game statistics are needed for a student, the Headmaster can go
through the enrollment process (see Chapter 2, “Enrollment”) to create a
full student character, or a shorthand version of the student's stats can
be used.
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Bully
Niche: Rude and belligerent student d
Grades: Fitness B, everything else C
Popular Kid
Niche: Snobby yet inexplicably well-liked student d
Grades: Hygiene B, everything else C
Black-Market Dealer
Niche: Sells copies of the upcoming test d
Grades: Vocational B, everything else C
Brainy Kid
Niche: Excels in classes but social awkward d
Grades: Scholastics A, Hygiene D, everything else C
Spooky Goth
Niche: Cynical and wears black a lot d
Grades: Occult B, everything else C
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Instructors
Coach Brunnk
Race: Ogre
Position: Citizenship & Fitness Instructor
Classes Taught: Giving Orders, Obedience, Expeditious Retreats, Intro
to Wandering, Simple Weapons, Slamball, Social Hygiene, Giantish
Language
Advisor For: Varsity Slamball team
Brunnk is a large ogre with a gruff manner. He's a strict disciplinarian –
especially in the Citizenship classes he teaches – but he is also
protective and supporting of his student athletes. Brunnk is a graduate
of WMHS and used to be a slamball starz while a student.
Mr. Chok'tsun
Race: Lich
Position: Occult Instructor
Classes Taught: Alchemy, Divination, Illusions, Magic Missile, The Dark
Arts
Advisor For: Alchemy Club, Campus Crusade for Orcus
“Creepy” is how even the most jaded students describe Chok'tsun, the
undead Occult instructor who lives in a heavily warded crypt in the
school graveyard. Imperiously arrogant, he's also a brilliant teacher
according to those students who have survived his classes.
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Lady Dolann
Race: Human
Position: Fitness Instructor
Classes Taught: Combat & Tactics, Exotic Weapons, Martial Weapons,
Riding, Self Defense
Advisor For: Marching Band
Dolann is a disgraced knight who hides her face beneath an iron helmet
she wears at all times. She is short on words and prefers to let her
actions – and her sword – speak for her. She rides a large fire-breathing
night-mare that is normally housed in the stables during school hours.
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Miss Keshika
Race: Dryad
Position: Hygiene Instructor
Classes Taught: Charms, Health & Wellness, Lair Economics, Prestige,
Social Hygiene, Elven Language
Advisor For: Cheerleading Squad
Keshika is a winsome tree spirit who lives in the grove beside the
swimming pool and who teaches hygiene classes. She's quite popular
with most of the students and is looked up to by the cheerleaders.
Ms. Larraugh
Race: Sea Ghoul
Position: General Education Instructor
Classes Taught: Basic Study Skills, Study Hall, Swimming, Bathing,
Advisor For: Swim Team
Once a pirate's first mate, Larraugh was drowned at sea and became an
undead sea ghoul. One of the newer instructors at WMHS, she teaches
general education classes and advises the swim team. She sleeps at the
bottom of the swimming pool.
Instructor Renk
Race: Fae Dragon
Position: General Education Instructor
Classes Taught: Study Hall, Magic & You, Common as a Second
Language, Draconic Language, Music
Advisor For: none
A playful, pint-size dragon with rainbow wings, Renk is a likeable but
enigmatic creature. Of indeterminate gender – identifying as neither
male nor female but simply as “fae” – Renk lives in a small nook over the
Special Needs Housing. Renk's classes are laid-back and easy, making
them quite desirable among the student populace. Renk also is an
unofficial advisor to any students who are having questions about their
gender identity or sexual orientation.
Miss Sharada
Race: Sphinx
Position: Scholastics Instructor
Classes Taught: Ancient History, Common Tongue, Creative Writing,
Geography, Survey of Literature, Unearthing Arcana
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Mr. Thardall
Race: Half-Orc
Position: Occult & Scholastics Instructor
Classes Taught: Demigods & Deities, Elemental Magic, Magic through
the Ages, Legends & Lore, Orcish Language
Advisor For: Future Wizards of the World
A mixed-breed warlock, Thardall is a somewhat nerdy teacher with a
tendency to drone on and on during class. He's not the most popular
teacher as he's rather dull.
Ms. T'k'ch'kul
Race: Phase Spider
Position: Vocational Instructor
Classes Taught: Advanced Looting, Intro to Pillaging, Poisons &
Antidotes, Sneaking
Advisor For: Monstrous Compendium yearbook
A large, intelligent spider the size of a desk, T'k'ch'kul is one of the few
non-humanoid instructors at the school. She has the ability to walk
through walls as well as walking up them, and when she isn't teaching
classes she's usually spying on students or other teachers. She's
relatively friendly despite her monstrous mindset.
Administrative Staff
The Headmaster
Race: Unknown
Position: Headmaster of Wandering Monsters High School
Classes Taught: none
Advisor For: none
Nobody knows what the Headmaster looks like. No student, at least, and
probably few teachers. The assistant principals may know, but they're
not telling. The true identity of the actual Headmaster is a mystery.
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Baron Kordak
Race: Devil
Position: Assistant Principal of Academics
Classes Taught: none
Advisor For: Young Overlords
A horned bureaucrat in an impeccably tailored suit, Kordak is perhaps
the most feared adult at WMHS. He is in charge of all matters related to
study and schoolwork, and has the authority to ban any student from
any activity they might enjoy. Baron Kordak takes great pleasure in his
work as the school disciplinarian, viewing it as a cultured, sophisticated
alternative to merely torturing lost souls in the afterlife like his fellow
devils.
Ludurg
Race: Demoness
Position: School Secretary
Classes Taught: none
Advisor For: Henchmen, Hirelings, Handymen & Housekeepers
Ludurg is the member of the administrative staff who has the most
contact with the students, since she handles all the clerical (but not
Clerical) tasks of recordkeeping, enrollment, and so on. A six-armed
demoness with a snake tail from the waist down, Ludurg looks
intimidating but she's really quite friendly and tries to help out hapless
students whenever she can.
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Nurse Gruntha
Race: Werebear
Position: School Nurse
Classes Taught: First Aid
Advisor For: none
A literal bear of a woman, Gruntha is stouty, sturdy, and skilled at
patching up unfortunate students who have been injured. She's got a
snarly bedside manner but ultimately does care for her charges.
Gruntha has been roped into teaching a class in basic first aid – a task
she doesn't care for, but apparently it's part of her contract.
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south campus
The southern part of the WMHS campus is the home of most academic
classes, centered around the Courtyard of the Unknown Monster.
1. The Gatehouse
As you approach the walls of Wandering Monsters High School, note the
secure perimeter of stone that surrounds the campus. Security of our
students is a primary concern at WMHS, as the little monsters' patrons
are paying sizable tuition fees to have them trained and would not want
to lose their investments due to rampaging adventurers.
Two stone golems, known as Rukh and Ruul, guard the portcullises of
the gatehouse. They don't speak, and in fact it's been several years since
anyone can recall seeing them move, but we're pretty sure they haven't
been replaced by imposing (and non-salaried) statues.
Proceed north through the Gatehouse to the courtyard ahead.
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west campus
West campus is known as the most hands-on part of the school; this is
where the vocational classes are taught and the workshops can be
found.
5. Metal Shoppe
The blacksmithy here is used to teach metal shoppe practices such as
creating armor and weapons. Rufus Daark, the vocational arts
instructor, lives in a dwarven tunnel-home beneath the forge.
The tour proceeds north from the metal shoppe.
6. The Stables
Warhorses and other riding beasts are stabled here, both those which
are permanently found at the campus and those of visitors to the
school.
This is also where Rusty the Corrosion Beast – the Wandering Monsters
High School mascot – is kept in a wooden pen. Some students have
taken to coming by between classes and feeding him scraps of metal,
and Rusty has gotten quite fat of late, as you can see.
Head north along the road to the two-story building ahead.
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north campus
The northern part of WMHS is primarily for student housing. The school
abuts a large cliff which has natural and artificial caverns.
8. Dormitory
This large three-story building is where the vast majority of WMHS
students live during the school year – the exceptions being those
students with special needs and undead students (see 9 and 10, later in
the tour).
Students are assigned as roommates of approximately the same gender,
two to a room, although single rooms are available in limited quantities
to upperclassmonsters.
The school cafeteria is also located in the dormitory, on the first floor.
Now walk out the northern doors of the dorm to continue your tour.
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east campus
12. The W.T.C. Panther Memorial Gymnasium
This large building contains an indoor gymnasium along with showers
for the students. Fitness and hygiene classes are usually taught in this
building.
Proceed south into the stadium.
13. Stadium
The oval sports stadium is used for all manner of sporting events, most
commonly for slamball games but also for track & field events and the
occasional gladiatorial contest. This is also where many of the Fitness
classes meet during the school day.
Coliseum-style seating surrounds the field, where audiences of students
and alumni come to watch events. There is also a bridge leading from
the upper floors of the stadium to the courtyard of the Keep.
Head out the south gates of the stadium to continue your walking tour.
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Don't enter the path marked “Staff Only,” as that leads to the tree
occupied by Miss Keshika, a dryad instructor.
From the grove, head north past the classroom buildings and then cut
west to the library building.
central campus
Central campus is the administrative hub of the school and contains
both the library and the Keep.
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floor – and very few people ever go there. Even fewer return.
Student records are kept in the basement below the Keep building.
This concludes your tour of the unique and lively campus of Wandering
Monsters High School. We hope you have enjoyed exploring the school!
Off-Campus Locations
The walls of WMHS define the formal boundaries of the campus, but
students are also allowed to go off-campus at the discretion of the
school administration. Most students are allowed visiting privileges to
the Village outside of school hours, although those privileges can be lost
as a disciplinary action.
the village
The Village (it has no formal name, and prefers to remain anonymous
and off of maps) lies about a mile south of Wandering Monsters High
School, and is a cluster of wooden buildings with a small wooden
palisade around it. The Village sprang up after the founding of WMHS
and exists primarily to support the school, its instructors, and visitors.
Like the main campus of WMHS itself, the Village is also warded by
protective magics to prevent students from being killed, as is the area
surrounding the school and the road to the Village.
The Tavern
The nameless Tavern (in the nameless Village) is the social hub for
students; it's the local after-school hangout for most young monsters.
The Tavern has a large central room and several side rooms, all with
cozy fireplaces and serving wenches.
Fighting is frowned upon in the Tavern, but it happens anyway.
The Inn
Visitors to WMHS stay at the Inn, as do some of the instructors who
don't live on campus. A tidy place that also provides breakfast for its
guests, the Inn is run by a friendly gnoll couple.
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and sometimes a potion or two. See Chapter 10, “School Supplies,” for
more information on magic items.
the fields
The fields west of campus are owned by WMHS and used to grow food
for the school. The fields are worked by indentured drudges employed by
the administration, who reside in the Village when not tilling the fields.
the woods
To the east of the school are the Woods, a small and dark forest. Most
students don't venture deep into the Woods – not only are there
unfriendly monsters who lurk within, but the school's protective magics
don't extend fully into the darkest parts of the Woods.
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Administrative Decisions
As the Headmaster, you will be called upon before and during the game
to make decisions. These are always your call and your word is law –
although you should keep in mind that if your players aren't having fun
based on your decisions, they probably won't want to play WMHS with
you again.
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random subject
Which class is having a test tomorrow? What's that student's highest
Grade? You can figure out the answers to those questions with the
following table.
random grade
How good is any given supporting cast member at a certain Subject? In
general, you should assume that a non-exceptional member of the
WMHS student body has a “C” Grade in everything – by definition, “C” is
average. You can use the rules for shorthand characters in chapter 13,
“Class Roster,” to create a quick student who has one or two good
Grades, and maybe one bad one. Use the table before this, “Random
Subject,” to select those Grades.
If you want to randomly determine what a supporting cast member's
Grade is in any given Subject, roll on the following table.
random location
Which building on (or off) campus might the Students find themselves
in? Use this table by rolling twice. For more information on each
location, see chapter 15, “Campus Walking Tour.”
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Of course, if something doesn't make sense to you (or you simply don't
like the result), you can ignore that result or roll again until you get a
result you like better.
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random person
Who just walked in the door? Let's find out.
random species
What species might someone be? Use this resource table to determine a
random species.
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random happenstance
These are things that you can just have happen to a Student because
you feel like it and you think it will help make a more interesting story.
For this table, “you” refers to the Student, as if you were reading it to
that Student's player.
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Use these to help drive the story along in unexpected ways. You can ask
the player for their input as well – for example, “Someone owes you
money – who is it, and why do they owe you money? Why do you need it
back right now?” These leading questions can involve the player in
shaping the Student's daily life.
Don't roll on this table more than once a period, if even that frequently;
if weird things are happening too often, they can feel less like incidents
that spice up the story and more like arbitrary punishment!
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