Thursday, November 14, 2013

FAE: Scooby Doo, Where Are You!

FAE: Scooby Doo, Where Are You!


Draft 1.0 - August 19, 2013 - Blue Tyson

A group of five friends [including one with four legs and a tail] travel around in their psychedelic Mystery Machine debunking the schemes of and removing liberty from a varied bunch of occult and supernatural fakers, hoaxsters and fraudsters.  Also emptying their pantries in the process.


CHARACTERS

Scooby Doo

Fearful, fast and funny Great Dane
When in doubt, run away
Always Hungry
Yes, of course I can talk, as long as we don't run out of 'R's
Shaggy has my back because I can run faster than him

Ca +2
Cl +0
Fl +2
Fo +1
Qu +3
Sn +1

Stunts

Get +2 in conflict with The Bad Guys when given a Scooby Snack
Get +2 to hide in a space that couldn't possibly fit me, as long as I am with Shaggy
Get +2 to grab and eat all the food before anyone else
Get +2 to move an extra zone when fleeing in terror


Norville "Shaggy" Rogers

Hippie stoner is dog's best friend
When in doubt, run away
Always Hungry
Zoinks! I'm scared.

Ca +2
Cl +0
Fl +1
Fo +1
Qu +3
Sn +2

Stunts

Get +2 in conflict with The Bad Guys when given a Scooby Snack
Get +2 to hide in a space that couldn't possibly fit me, as long as I am with Shaggy
Get +2 to grab and eat all the food before anyone else
Get +2 to move an extra zone when fleeing in terror


Fred Jones

Mystery Inc Boss
Square-jawed pretty boy in an ascot
Daphne is my partner

Ca +0
Cl +1
Fl +2
Fo +3
Qu +2
Sn +1

Stunts

Get +2 to construct oddball traps for villains
Get +2 to find Daphne is she is in trouble


Daphne Blake

Stylish socialite all-rounder
Danger-prone
Fred is my partner

Ca +0
Cl +2
Fl +3
Fo +2
Qu +1
Sn +1

Stunts

Get +2 to influence reactions when you dress to impress
Get +2 to investigate a case if captured by the villain


Velma Dinkley

The smart bookworm
I can't see without my glasses!
Science!
Jinkies!
I read about that!

Ca +2
Cl +3
Fl +0
Fo +1
Qu +2
Sn +1

Stunts

Get +2 to advance solving the mystery if anyone not as clever as her is around to explain what she has worked out to
Get +2 to notice a clue with My Trusty Magnifying Glass


Mystery Machine

Psychedelic Mystery Inc Transport Van
Nosegrill for nogoodniks
Probably a hamburger or bag of chips left in here somewhere

Stunts

+4 to Break Down at a location where Mystery Inc is needed
+2 to have enough food left for a snack



ADVENTURES

Mystery Incorporated travel the USA looking for cases to solve.  Thanks to the Mystery Machine's travel unreliability they usually quickly find one.

A Scooby Doo adventure has a pretty set structure and should make a good one shot.

1. The Mystery Machine breaks down in entertaining fashion.
2. Mystery Inc have to find somewhere to stay or fix the van and soon smell a mystery.
3. They split up to investigate, Daphne with Fred, Scooby with Shaggy and usually Velma.  If Velma is on her own, really, she has teamed up with Science!
4. The villain of the piece has Created [spooky] Advantages to give them a good shot at nabbing one of Mystery, Inc., or at least make some flee in terror.  

Roll 4dF when you need a victim:

-4 Fred
-3 Velma
-2 Shaggy
-1 Daphne
+0 Shaggy and Scooby
+1 Daphne
+2 Scooby
+3 Fred
+4 Velma

5. Friends need freeing and clues need gathering.  Repeat 4 and 5 if there is a longer time period for the adventure.  It is a short cartoon in the original, so should be punchy.
6. Capture and unmask the villain, singing along with the mournful refrain of the hoaxter "I would have got away with it if it wasn't for those meddling kids!"  This will make Scooby and Shaggy hungry.


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