Trashpals 2.0 Pages
Trashpals 2.0 Pages
Trashpals 2.0 Pages
PALS
A CALTROP CORE RPG
OF EATING TRASH
AND DOING CRIMES
BY
goth Hoblin
TRASH PALS - A CALTROP CORE GAME
TRASH PALS
Trash Pals is a fun tabletop RPG where
players work together as a group of While Trash Pals is
written with a
animal friends looking for the best trash group in mind, it
haul of their lives! Play as a raccoon, an can also be played
opossum, a stray cat or an urban fox as with one player and
you sniff out only the best half-empty one GM, or even
without a GM at all -
takeout containers and cheese wrappers players can easily
that humans can throw away. You only take turns narrating
have one night! the story for a
collaborative
experience. Each
game should last
between 1 and 3
hours, but is
Rules variable depending
on how the dice roll
and how in depth
To play, you will need these rules, a piece of paper you choose to make
and writing utensil, and some four sided dice (4 is your scenes.
ideal). The dice are used to randomly generate
options during character creation and scene
creation, to resolve actions and to advance time.
GAMEPLAY
The GM of the game (or player acting as GM at the
time) rolls dice at the start of the game, and at the
beginning and end of each scene only. During
scenes, the GM should ask players to roll their dice
in order to resolve actions. For example, if a player
wants to try and work out the best way to get to a
bin, the GM might ask them to roll Smart. If they
want to climb a fence, the GM should ask them to
roll Body. The dice can also be rolled to determine
the answer to situations where an outcome is
uncertain.
THERE IS ONLY how many hours have passed. Keep track of this
number as it encompasses both travel time and
TRASH CAN!” the time spent resolving the previous scene.
Add up time rolls as you go; once 12 hours is up
- A TRASH PANDA, then the night (and game) is over.
PROBABLY
ACTIONS
This game largely relies on roleplay, and players should roll
dice only to resolve actions (anything that can be phrased
as "I want to…"). To do so, roll a number of d4 equal to the
relevant stat. For example, with a Cute score of 2, a player
would roll 2d4. Then, take the highest number as the result.
The GM should describe how the action is resolved, and
insert consequences and/or rewards based on the d4 result
in the table below.
D4 RESULT
1 - Absolute Failure.
You don’t get what you want and things get a lot worse.
2 - Partial Failure.
You don’t get what you want.
3 - Partial Success.
You get what you want, but things get complicated.
4 - Absolute Success.
You get what you want — and more.
NOTICE LEVEL
Notice is a number shared by the whole group. It starts at
zero and increases as the players draw attention to
themselves. The GM keeps track of this value and decides
when an action creates notice; this could be as a
consequence of a failure or partial success, or within the
course of roleplay. Once the notice level reaches 4, the
group has drawn too much attention, and animal control
has arrived.
Optionally, if you do not wish to run The group has one final chance to
the risk of players losing characters avoid capture before the scene
partway through a game, animal ends. This can be either a Body or
control can be substituted for other Smart roll (players choice). Failing
types of humans, e.g. security the roll means their character has
guards or homeowners, and the been captured, and is out of the
scene can end with the pals being game.
chased away without the need to
The notice level resets to zero at the
attempt escape.
beginning of each new scene.
Character creation
Create your character by rolling 1d4 on each of the tables below, or choose
one option from each. Give your character a name and briefly describe their
personality to the other players.
3. Stray cat (+1 Body, +1 Smart) 3. Moving quickly or climbing (+1 Body)
STATS
Characters begin with 1 in each of the following stats. These
stats are then increased according to the species of the
character, and their special talent (as per the tables on the
previous page). The most any character can have in any
stat without using the optional rule below is 3.
Body
Use this when you want to do something using your body,
for example running, climbing, jumping, etc.
Smart
Use this when you want to use your brain to solve a puzzle,
like unlocking something or figuring out how to get the
food out of the container it's been thrown out in.
SPECIAL MOVES
Each species receives their own special move. Each move may
only be attempted once per game.
Opossum: [ scream ]
Invoke the unholy power of
AAAAAAAHHHHHH! Roll Body+Senses; if you
succeed, you may add +1 to your next d4 result
(for example, turn a 1 into a 2). Doing this raises
your group's notice level by 1.
LOCATIONS
1. Suburban
Did you know that the average American family produces about 18
pounds of trash per day? You bet you did, which is why you've established
your hunting grounds here, among the homes of middle class humans.
Food scraps are almost always on the menu, sometimes even still warm,
but you also often have to deal with enclosed yards, security systems, pets,
bin storage and other obstacles in order to get your fill.
2. Urban
Urban environments - the back alleyways of city streets behind cafes,
restaurants and the like - often have the desirable effect of not being filled
with people once the sun has gone down, and you're much less likely to
encounter a guard dog or angry pet chihuahua. However, most places
use dumpsters which are a lot harder to get into, and street lighting
makes it much more difficult to stay unnoticed.
3. Rural
You've roamed far tonight, out towards where things are much more open
and quiet. Though it's far from your usual haunt, in the countryside you
don't feel quite as out of place when there are plenty of other animals
roaming around in paddocks. The grass beneath your paws and an open
sky above you feels strangely natural. Cows and the like generally won't
bother you; but farm dogs can be nasty, and are often left outside.
4. Industrial
The industrial part of town is hit or miss at the best of times, but you've
learned that in-between the mechanics, cabinet makers and furniture
refinishers are a number of small food stores and coffee shops which cater
to the workers in the area. The food from these places is often plentiful
and greasy, but these industrial estates feature high tech security systems
and sometimes even have patrolling guards with dogs.
OBSTACLE IDEAS
Dogs
Lighting
Tall fences
Locked gates
Large dumpsters
Metal bins
Padlocks
Humans
Hot peppers
Bin storage/sheds
Competition
REMEMBER: YOU M
AY BE Animal repellent
TRASH,
Tied or weighed down lids
BUT THAT MEANS Y
O
SOMEONE’S TREASUU’RE Chemical smells
RE! Mothballs
goth Hoblin
Created by gothHoblin
https://gothhoblin.itch.io/
CREDITS
"FWNCR Opossum.jpg" by Simmy27star used under CC BY-SA 4.0 / Desaturated and
cropped from original