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When the game is commenced, the GM and players should work together to decide what type of club the Highschoolers have enrolled for. If they cannot come to a decision, roll 2D6 on the following table:
When the game is commenced, the GM and players should work together to decide what type of club the Highschoolers have enrolled for. If they cannot come to a decision, roll 1D6 and 1D2 (or use a coin) on the following table:


2) Music Club – The club is actually a band. Each member starts with an instrument of average quality. Choose a music genre.
1/1) Music Club – The club is actually a band. Each member starts with an instrument of average quality. Choose a music genre.


3) Literary Club – Supposedly a place where students come to read and discuss books. As for it’s true nature, you’re yet to learn that. Players may reroll weapons if they are not satisfied. If the theme is Horror, players may start with two.  
1/2) Literary Club – Supposedly a place where students come to read and discuss books. As for it’s true nature, you’re yet to learn that. Players may reroll weapons if they are not satisfied. If the theme is Horror, players may start with two.  


4) Computer Club – The club is a gathering of programmers, MMORPG addicts and students hoping to cash in on the school’s awesome bandwidth. Each member starts with a mediocre computer.
2/1) Computer Club – The club is a gathering of programmers, MMORPG addicts and students hoping to cash in on the school’s awesome bandwidth. Each member starts with a mediocre computer.


5) Astronomy Club – Students obsessed with the cosmos, aliens and other such things end up here. The room is adjacent to the rooftop or a small private garden where the night sky is clearly visible, and each member starts with a small telescope or two-man tent (divide 50/50).
2/2) Astronomy Club – Students obsessed with the cosmos, aliens and other such things end up here. The room is adjacent to the rooftop or a small private garden where the night sky is clearly visible, and each member starts with a small telescope or two-man tent (divide 50/50).


6) Sport Team – You’re one of the school’s sport teams, minus the coach. Decide upon a particular sport to specialize in (soccer, swimming, kung-fu etc.). Players start with appropriate equipment of average quality. Additionally, the clubroom is actually a small office adjacent to their training area (soccer field, swimming pool etc.), as well as the locker rooms and outlying areas of the training area, such as bleachers.
3/1) Sport Team – You’re one of the school’s sport teams, minus the coach. Decide upon a particular sport to specialize in (soccer, swimming, kung-fu etc.). Players start with appropriate equipment of average quality. Additionally, the clubroom is actually a small office adjacent to their training area (soccer field, swimming pool etc.), as well as the locker rooms and outlying areas of the training area, such as bleachers.


7) Games Club – Members of a games club come together to play games, be they generic board games like Monopoly or chess, tabletop miniature games or role-playing games. In any case, Players will start with a minimal amount of supplies.
3/2) Games Club – Members of a games club come together to play games, be they generic board games like Monopoly or chess, tabletop miniature games or role-playing games. In any case, Players will start with a minimal amount of supplies.


8) Racing Club – This club is made up of guys and girls in love with the smell of burnt rubber, degreaser and exhaust. Players may decide if they are street racers, greasers, a junior rally team or somewhere in the middle. The clubhouse is one of the garage bays in the school’s Shop, and the club either starts with one car (two if over four members) or a motorcycle for each member, each of average quality.
4/1) Racing Club – This club is made up of guys and girls in love with the smell of burnt rubber, degreaser and exhaust. Players may decide if they are street racers, greasers, a junior rally team or somewhere in the middle. The clubhouse is one of the garage bays in the school’s Shop, and the club either starts with one car (two if over four members) or a motorcycle for each member, each of average quality.


9) Drama Club – A refuge for young actors, the drama club is home of not only the aspiring screenplayers themselves, but also the camera crew, documentarians and other techs. The group may be actors, dancers or performers from a variety of mediums and genres, ranging from traditional dancing to stand-up comedy to big-screen tough-guy (or girl). The club starts with mediocre costumes and filming equipment.
4/2) Drama Club – A refuge for young actors, the drama club is home of not only the aspiring screenplayers themselves, but also the camera crew, documentarians and other techs. The group may be actors, dancers or performers from a variety of mediums and genres, ranging from traditional dancing to stand-up comedy to big-screen tough-guy (or girl). The club starts with mediocre costumes and filming equipment.


10) Anime and Manga Club – The Anime and Manga Appreciation clubs are home to those who have devoted themselves to one or both of these mediums. More often than not, there is a Doujin artist or two in these clubs. Players start with a small collection of low-quality pirates and cheap Manga issues, as well as a single poor quality computer for the clubhouse. Designate one member (two if there are over four members) as Doujin artist and add it to their Special Qualities. They also begin with average-quality art supplies.
5/1) Anime and Manga Club – The Anime and Manga Appreciation clubs are home to those who have devoted themselves to one or both of these mediums. More often than not, there is a Doujin artist or two in these clubs. Players start with a small collection of low-quality pirates and cheap Manga issues, as well as a single poor quality computer for the clubhouse. Designate one member (two if there are over four members) as Doujin artist and add it to their Special Qualities. They also begin with average-quality art supplies.


11) Cooking Club – From cakes to sautéed scallops in a light garlic sauce, your club is dedicated to perfection of the culinary arts. The clubhouse is a cooking room with many stations stocked with average quality appliances (photo of Chairman Kaga optional). Players must provide their own ingredients.
5/2) Cooking Club – From cakes to sautéed scallops in a light garlic sauce, your club is dedicated to perfection of the culinary arts. The clubhouse is a cooking room with many stations stocked with average quality appliances (photo of Chairman Kaga optional). Players must provide their own ingredients.


12) Other Club – Your club is an oddity. A yamakasi group, a detective agency, arts-and-crafts… not something usual. Players will start in a suitable clubhouse with necessary equipment of an average quality.
6/1) Other Club – Your club is an oddity. A yamakasi group, a detective agency, arts-and-crafts… not something usual. Players will start in a suitable clubhouse with necessary equipment of an average quality.


6/2) Roll again or choose a club based on censensus.


=== The Student Council ===
=== The Student Council ===

Revision as of 12:51, 28 December 2011

Highschool RPG

A maid RPG modification by Black Saloon

INTRODUCTION

Welcome to HighschoolRPG, the game of bitter school rivalries, sexy dames and manly victories!

In HighschoolRPG, players embody high school students who have joined an after-school club. The rules system for MaidRPG are used with a number of differences, which I will list hereafter. Where not stated, the rules are as per normal.

CREATING YOUR CLUB

Character Types

The three types of characters playable are as follows, with creation notes later:


Club President

The Club President is the leader of the club. He or she decides who comes, who stays, how things are run. More often than not, they are very wealthy and their family will pay for much of the club’s expenses, so people are usually okay taking orders from them. That said, they generally aren’t particularly competent or are busy running the show, and need others to do things for them (leadership is a full time commitment).

Club Presidents play the role of Master, and are generated using the Master tables in the MaidRPG corebook, applying any gathered talents to fit the theme. The character may be male or female, and assumes all the duties of a ‘master’, most notably the assigning of favour.


Club Vice-President

The President’s go-to, the Vice-President is the most competent person in the club. The Vice-President is charged with seeing the President’s will done, and will work tirelessly on club projects long after the others have gone home. That said, they are expected to have the club at heart the most out of everyone, seeing everything runs through them, and are expected not to do anything which will cause waves. Not every club has a Vice-President.

Club Vice-Presidents play the role of Butler, and are generated using the Butler tables in the MaidRPG corebook, applying any gathered talents to fit the theme. The character may be male or female, and is bound by the strictures of a ‘butler’


Club Member

As a club member, a student gets to wear an armband signifying their affiliation with a specific club, as well as access to the clubroom at any time. They are expected to meet with the club when not attending class, either at the clubroom or a specified meeting location.

Generally, when someone is badmouthing a club it’s members will exact revenge in a manner befitting their personalities (if not beating them up on the spot, perhaps flooding their locker or trashing their own clubhouse if they are affiliated).

Club Members play the role of Maids, and are generated using the Maid tables in the MaidRPG corebook, applying any gathered talents to fit the theme. The character may be male or female. See later entry for updated creation tables to accommodate male students.


Kohai

A Kohai is a club member from the lower grades, younger than the other members and not as experienced. Kohai use the rules for ‘Apprentice Maids’ in the MaidRPG Corebook, with the following difference:

Senpai: One of the other members is tasked with looking out for the Kohai, and acts as a big brother or sister to them. Roll 1D6 on the following table to see how the Kohai feels toward their Senpai: 1) In Awe: Senpai is so amazing! The Kohai has a deep seated pride of their Senpai, bordering on hero-worship.

2) Puppy Love: The Kohai has a crush on their Senpai, and idolize them as such.

3) Nonplussed: The Kohai isn’t sure how they ended up with such an idiot for a Senpai, but they believe that surpassing them is not long away.

4) Hatred: The Kohai despises their Senpai, and may even go as far as to sabotage their daily life.

5) Aloof: Doesn’t particularly care. Kohai of this persuasion will entertain themselves away from Senpai if possible.

6) Senpai’s Choice: The Senpai chooses.


Choosing your Club Type

When the game is commenced, the GM and players should work together to decide what type of club the Highschoolers have enrolled for. If they cannot come to a decision, roll 1D6 and 1D2 (or use a coin) on the following table:

1/1) Music Club – The club is actually a band. Each member starts with an instrument of average quality. Choose a music genre.

1/2) Literary Club – Supposedly a place where students come to read and discuss books. As for it’s true nature, you’re yet to learn that. Players may reroll weapons if they are not satisfied. If the theme is Horror, players may start with two.

2/1) Computer Club – The club is a gathering of programmers, MMORPG addicts and students hoping to cash in on the school’s awesome bandwidth. Each member starts with a mediocre computer.

2/2) Astronomy Club – Students obsessed with the cosmos, aliens and other such things end up here. The room is adjacent to the rooftop or a small private garden where the night sky is clearly visible, and each member starts with a small telescope or two-man tent (divide 50/50).

3/1) Sport Team – You’re one of the school’s sport teams, minus the coach. Decide upon a particular sport to specialize in (soccer, swimming, kung-fu etc.). Players start with appropriate equipment of average quality. Additionally, the clubroom is actually a small office adjacent to their training area (soccer field, swimming pool etc.), as well as the locker rooms and outlying areas of the training area, such as bleachers.

3/2) Games Club – Members of a games club come together to play games, be they generic board games like Monopoly or chess, tabletop miniature games or role-playing games. In any case, Players will start with a minimal amount of supplies.

4/1) Racing Club – This club is made up of guys and girls in love with the smell of burnt rubber, degreaser and exhaust. Players may decide if they are street racers, greasers, a junior rally team or somewhere in the middle. The clubhouse is one of the garage bays in the school’s Shop, and the club either starts with one car (two if over four members) or a motorcycle for each member, each of average quality.

4/2) Drama Club – A refuge for young actors, the drama club is home of not only the aspiring screenplayers themselves, but also the camera crew, documentarians and other techs. The group may be actors, dancers or performers from a variety of mediums and genres, ranging from traditional dancing to stand-up comedy to big-screen tough-guy (or girl). The club starts with mediocre costumes and filming equipment.

5/1) Anime and Manga Club – The Anime and Manga Appreciation clubs are home to those who have devoted themselves to one or both of these mediums. More often than not, there is a Doujin artist or two in these clubs. Players start with a small collection of low-quality pirates and cheap Manga issues, as well as a single poor quality computer for the clubhouse. Designate one member (two if there are over four members) as Doujin artist and add it to their Special Qualities. They also begin with average-quality art supplies.

5/2) Cooking Club – From cakes to sautéed scallops in a light garlic sauce, your club is dedicated to perfection of the culinary arts. The clubhouse is a cooking room with many stations stocked with average quality appliances (photo of Chairman Kaga optional). Players must provide their own ingredients.

6/1) Other Club – Your club is an oddity. A yamakasi group, a detective agency, arts-and-crafts… not something usual. Players will start in a suitable clubhouse with necessary equipment of an average quality.

6/2) Roll again or choose a club based on censensus.

The Student Council

The Student Council act as arbiters between the clubs, and crack down upon those who have become too powerful or step too far out of line. This power has led them to be seen as oppressors by Clubs the board over. The student council is too big for any one club to hope to fight for long, and any that are at war alone are in serious trouble. Any contenders for the royalty of the High School must step over the beaten and bloody remnants of the Student Council to do it.

The School Uniform

Just like a Maid’s power comes from her identity as a maid (and so her uniform), a student’s identity comes from his or her uniform. The more a student removes or loses, the harder it is to undertake any strenuous activities. Please note that if a student changes into an alternative uniform to complete club activities (mechanic overalls for Racers, swimsuits or PE uniforms for Sport clubs etc.), these penalties are ignored. Penalties are applied to all dice rolls after all calculations have been made. The uniform table follows, with the applicable data for both male and female students:

Tie/Sailor Collar: -2 (the most important part of the uniform)

Shirt/Blouse: -1

Pants/Skirt: -1

Socks/Stockings: -1

Underwear: -1 (not applicable if going commando in the first place. Optional rule).


CREATING CHARACTERS

Enrolling a student follows most of the processes outlined in the MaidRPG Corebook. Club Presidents role on the Master tables, Club Vice-Presidents roll on the Butler tables and Club Members roll on the Maid tables. Most of the changes revolve around the Maid creation tables to apply to males as well as females. However, the following notes should be observed:

All students should be aged between fifteen and seventeen years old (the age of highschoolers). At the GM’s discretion they can be older or younger, but not by too many years.

All students share uniform colours, roll these at the beginning of the game on the Colour Table in the MaidRPG Corebook.

Where not noted henceforth, any special qualities should be made to apply to Highschoolers instead of masters and maids (and made to accommodate the opposite gender than intended), and any mention of the Mansion should be made to apply to the Clubroom instead. If there are discrepancies, talk it over with the other players and come to an agreement.


How to Roll a Club Member:

Step 1 - Roll attributes as normal

Step 2 - Roll twice on the following Student Type table instead of the Maid Type table

1) Lolita/Shota – Luck +1, Athletics -1

2) Sexy/Handsome – Cunning +1, Will -1

3) Pure – Affection +1, Cunning -1

4) Cool – Skill +1, Affection -1

5) Boyish/Manly – Athletics +1, Skill -1

6) Heroine/Heroic – Will +1, Luck –1


Step 3 – Roll Hair and Eye colours as normal (uniform colours have already been set)


Step 4 – Roll a set (or random) number of Special Qualities on the Maid Special Qualities table, making the following observations:

Roll 24 (Actually a Guy) now reads Cross-Dresser. If a female, you wear a male uniform and vice versa.


A roll of 41 (Uniform) reads differently.

If a girl, a roll of 2 (China Dress) now reads Catholic Schoolgirl (a thin white shirt with exposed midriff and short plaid skirt but similar otherwise. The sailor collar and blouse are now one item for the purposes of disrobing). A roll of 6 (Kappougi) now reads Anglican Schoolgirl (a long dress and long-sleeve blouse combo which usually won’t even show ankle. Usually gray or navy in colour).

If a guy, a roll of 2 reads Hawaiian Shirt (choose design and roll colour. The tie and shirt are now one item for the purposes of disrobing). A roll of 5 (Miniskirt) now reads Varsity (a sport jacket in the styling of an American University. Roll once on the Symbol table for the design on the back). A roll of 6 now reads Oxford Uniform (full suit and tie, as popular in upper-crust UK Institutions).


A roll of 45 (Hairstyle) remains the same for girls. For boys it reads thusly:

1) Afro (sideburns optional)

2) Pompadour (sideburns mandatory)

3) Bald

4) Mohawk (player’s choice of length)

5) As normal.

6) As normal.


Step 5 – Roll once on the Stress Explosion table, and once on the following table instead of the Maid Roots table:


11-12 – Last Resort: You took too long choosing a club, and this was all that was left.

13-14 – Pressganged: The other club members forced you to join. You had no say.

15-16 – Love Interest: Someone in the club (or who is constantly close to the club) is the object of your desire, and you joined to get closer to them.

21-22 – Revenge: The Club President is your enemy, and you have infiltrated the club in order to exact revenge.

23-24 – Recommended: A member of the faculty recommended you join.

25-26 – Unrecognised relative: While the Club President won’t recognize the connection, you are a relative of theirs.

31-32 – Hereditary Obligation: Your parents were a part of this club, and you have taken up the torch.

33-34 – Forced Commitment: For one reason or another, you are forcing yourself to attend against your will.

35-36 – Unrequited Love: As 15-16, but it is purely a one-sided affair.

41-42 – Grubber: You want the extra-curricular recognition. Nothing more.

43-44 – Infiltrator: You are a spy for another club (or even the faculty), and you have orders to report on all activities and possibly disrupt their plans.

45-46 – Not a Student: You don’t attend this school, and the faculty ask fewer questions if you’re in a club.

51-52 – Childhood Friend: You and the Club President have been friends since way back when.

53-54 – Admirer of the Field: You have long loved the club’s vocation, and joined to do what you love.

55-56 – Returning a Favour: The club helped you out when you were new, so you joined to show your appreciation.

61-62 – Distant Relative: The Club President acknowledges you as a close relative.

63-64 – Sent by God: A power from on high told you to join.

65-66 – Who knows? You’re not exactly sure how you ended up a member.


Step 7 – Roll once on the Weapons chart (GM may assign suitable weapons instead).


Step 8 – Roll Maid Powers as per usual.


Step 9 – Calculate Favour and Spirit as per usual.


Step 10 – Choose a name and an age between fifteen and seventeen.

Daily Routine

The daily routine of a Club is different than that of a house (naturally). Following are two routines. The first is an average day where the Club Members wake up at home and go home at the end of the day. The second is a special night where they are allowed to stay overnight in the clubroom and work on club activities (Anime and Manga clubs have a Guuren Lagann marathon, Music clubs practice their new sets etc.). On these nights the other clubs may or may not be in the school as well, it should be randomized or decided by the GM. Anything in brackets is not necessary. Other activities can be undertaken if time allows, but the unbracketed activities must be completed for the day to progress.

Average Day’s Routine:

Morning – Arrive at school, meet with club, (pre-school meeting), morning classes.

Noon – Rejoin with club, prepare lunch, eat lunch, clean room, club business.

Afternoon – Afternoon classes, rejoin with club, daily club meeting, club business (afternoon snacks).

Late afternoon – Break-up for day, depart school (activities away from school).


Overnight Stay Routine:

Morning – Arrive at school, meet with club, (pre-school meeting), morning classes.

Noon – Rejoin with club, prepare lunch, eat lunch, clean room, prepare for night-stay.

Afternoon – Afternoon classes, rejoin with club, daily club meeting, club business (afternoon snacks).

Late afternoon – Prepare dinner, eat dinner, clean up, club business, (shower)

Night – (?????), (possibly club business), (midnight snacks)

Morning – Breakfast, clean up, (if school day, prepare for classes), (if not school day, club activities)


Of course, weekends and holidays are unscheduled. The GM and players should prioritise those themselves. It is common to skip the weekend if the club will not be meeting. Note that at night there may be security guards patrolling, depending on the school. They will have to be avoided (or dealt with).


Club-Specific Random Events

The game itself will have a theme chosen by the GM and players at the start of play, and roll on whatever Event table in the MaidRPG Corebook corresponds, tweaked to be more fitting to a Highschool setting. But in addition, there are these mini-event tables.

In the Afternoon session of each day, roll a D6. If the result is 1-4, keep playing. If it is 5 or 6, roll again on the table which corresponds for your Club’s type (For any clubs not listed here, roll on one of the random event tables instead).


Music Club

1) The club’s funds are running dry! Time to do some fund-raising to refill the coffers!

2) The instrument of the player with the lowest Luck score is damaged! It will need to be replaced!

3) You’ve got a gig tonight! Good luck!

4) A band you all admire is coming to play for one evening! You have to see them!

5) A rival band sets up on your turf and challenges you to a rock-off!

6) All of the band’s equipment is stolen from the room! Get it back or replace it!


Literary Club

1) The body of a student is found in the library. Does one of the members know them?

2) Zombies attack the school! Will you fight, or just try and survive?

3) The member with the highest Athletics is possessed by a Demon!

4) The club’s funds are running dry! Time to do some fund-raising to refill the coffers!

5) ASIO’s secret weapon crashes into the schoolgrounds!

6) Evidence suggests that some of the students in the general population are alien invaders in disguise! How will the club handle it?


Computer Club

1) An online guild from Korea challenges the club to a FPS battle royale!

2) A master hacker wants to destroy the room’s mainframe! It will take everyone to avert disaster!

3) The member with the highest Skill manages to hack the school’s database and find student records!

4) Those movies the Government banned have finished downloading! You should charge admission for this!

5) The club’s funds are running dry! Time to do some fund-raising to refill the coffers!

6) The newest and most powerful video card ever has come out in stores! The club must have it!


Astronomy Club

1) A meteor shower is broadcast to pass over tonight! Time for an excursion!

2) Aliens land in the school and want war! Make them pay!

3) The club’s funds are running dry! Time to do some fund-raising to refill the coffers!

4) The telescope of the person with the lowest luck is destroyed! It will need to be replaced!

5) A meteorite stone gives the player with the highest Cunning unnatural powers!

6) The Government is here to try and shut the club down! What are they hiding?


Sport Club

1) The big game is tonight!

2) The club’s funds are running dry! Time to do some fund-raising to refill the coffers!

3) Cheerleader tryouts tonight. Help choose who makes the cut, but remember that these girls can hold a grudge...

4) A rival school’s team wants a rematch after hours!

5) Vandals set fire to the equipment room! Put it out before everything is lost!

6) A talent scout is coming to recruit for the big leagues! You better be good.


Games Club

1) The club’s funds are running dry! Time to do some fund-raising to refill the coffers!

2) A professional tournament is being held in town tonight with a cash prize!

3) The latest edition of your favourite game has come out, and it was never leaked! Fight through a sea of nerds at the shop to claim a copy!

4) The person with the lowest Athletics has his resources destroyed! They will have to be replaced!

5) A master campaign/game mode has been released! This will take all night!

6) Old, rare versions become available! Make some money and get them!


Racing Club

1) The vehicle currently being worked upon catches fire! Put it out or it will be destroyed!

2) The club’s funds are running dry! Time to do some fund-raising to refill the coffers!

3) A race-meet comes to town! Time to check out the latest mods. But tickets are limited!

4) The local Yakuza challenge you to a pink-slip race! If you lose, your car will be gone, but if you refuse you will lose face.

5) A night guard offers to let you onto the professional circuit after hours... for a price.

6) A local tuning store is having a sale! Get some cash together and get in there!


Drama Club

1) Big performance tonight! Break a leg!

2) The lines you have been learning are wrong! You better learn the new ones quick!

3) Your cameras have been stolen! Get them back or replace them!

4) The club’s funds are running dry! Time to do some fund-raising to refill the coffers!

5) A rival drama group are trying to move in on your turf! See them off!

6) You need new costumes for the latest endeavour! Get some cash together and get them!


Anime and Manga Club

1) The club’s funds are running dry! Time to do some fund-raising to refill the coffers!

2) A rival club tries to steal your original Doujin ideas! Go beat them up!

3) Cosplay convention coming to town tomorrow! Your costumes better be good...

4) The special edition omnibus of the greatest Manga ever has been released! Such a rare prize must belong to the club in hardcover form.

5) New issues and merchandise have come in! Get some cash and get what you need!

6) The stationery for the Doujin writers is destroyed in a grilled cheese mishap! The member with the lowest Skill loses 2D6 favour.


Cooking Club

1) The club’s funds are running dry! Time to do some fund-raising to refill the coffers!

2) Old ladies have tried to muscle into your turf with their baked goods! Defeat them, Iron Chef style!

3) A local restaurant wants to hire you as contract cooks! Do your best!

4) A failed cake catches fire! Put it out before the whole room goes up!

5) The club acquires a bush which produces unnaturally hot chili! Weak people may be hurt, but the taste is amazing...

6) A master chef is in town! Sitting in on a session of cooking may be difficult, but to learn from him personally would be a great boon!


Ways to Play HighschoolRPG

There are a number of things to consider here, seeing as the setting makes it a fraction more serious than MaidRPG. Following are three ideas for the game.

Club VS Club: The faculty only has so much budget to go around, and the clubs are vicious rivals for what money and resources there are. In the night, clubs pull daring raids of other clubhouses and all-out fights aren’t uncommon. Excellent opportunity for a club to start at the bottom of the stack and fight their way to the dominant position.

Semi-Realistic: While fantastic and unbelievable things happen, things operate as much as a real school as they are able. Failing classes results in worried teachers coming to talk to you, pulling a handgun and shooting at the jerks from the Sport Club will get you arrested and start the trial of the century etc. This setting is good for a game which will have serious undertones.

Laid-Back: Shooting at other students is fine. Missing classes is fine, until the point where the law states that the faculty has to get involved. As long as you don’t damage school property (like an errant bazooka round taking out a wall) the faculty could care less. More students will come.