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  • SOON

    File :1226894478.gif-(154 KB, 1280x1024, accursedtoys.gif)
    154 KB Inanimate Object PCs Anonymous 11/16/08(Sun)23:01 No.3010399  
    So after some rather creative threads recently about strange campaigns and unusual characters, I've gone back and re-examined some old ideas about animated objects.

    I'm sure a lot of GMs have had talking/living objects pop up once or twice, but I mean more than just that. So as inspiration for fleshing out an actual working game system from the old Accursed Toys concept/brainstorming, has anyone had any campaigns or gameworlds that focused around living inanimate objects, or better still, had the PCs in control of normally nonliving things? Lacking that, any interesting stories about animate-inanimates at all will do, really.
    I'd love to hear your stories.
    >> Anonymous 11/16/08(Sun)23:06 No.3010443
         File :1226894800.jpg-(84 KB, 312x445, ickspitter.jpg)
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    >>3010399
    That fire thing is totally a thrull.
    >> Anonymous 11/16/08(Sun)23:09 No.3010460
    There's an old creature of Russian (or was it Polish?) legend that looks like a big comfy fur coat and lives in freezing cold areas. It lays itself out somewhere inviting and waits for people to put it on, then strangles them to death and slowly eats their remains.

    I once had a sentient version of these coat-creatures, who was a nonviolent vegetarian whose favorite hobby was "being worn". Every once in a while the guy's coat would talk and it took almost the whole adventure arc for them to figure out what was going on.
    The coat wasn't particularly insightful, threatening, or helpful. He'd talk rarely and he wouldn't say much. Every once in a while there would be an extra "hello" when they met someone, or someone would comment that "I'm hungry" or "It's cold in here" or "I think it might rain".
    Also, any fruits/vegetables carried as rations would go pretty fast but no one really noticed.
    >> Anonymous 11/16/08(Sun)23:17 No.3010494
         File :1226895444.png-(53 KB, 382x490, clockwork construct.png)
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    >>3010443
    It's a clockwork dragon. Or possibly a clockwork thrull? Used as one of the PC examples of the AT game system:
    "Clockwork Dragon: A spark-spewing machination of higher technological mastery than any of the others. Capable of filling its internal reservoir with liquids for storage -- most notably oil, which it can spew in a jet of concentrated flame, one of the strongest attacks any toy can muster, assuming flame damage works in the situation. He's not slow, but he's awkward, given his physique and construction, and may need assistance overcoming certain height-based obstacles. He's far and away the most resilient though, and thus makes for an excellent distraction or endurance fighter: he's completely immune to the elements, and takes a fraction of the damage from cutting, tearing, scratching, and smashing that the others would, due to his thick and shiny shell. His immunities also make him great for crossing obstacles like open flames, and for special battle tactics: he may not take down an attacking rat with his slow arms, but he could grab one and drag it screeching into the fire with him."
    >> Anonymous 11/16/08(Sun)23:21 No.3010513
    >>3010494
    I thought it was just a weird coincidence, but now I'm really wanting to play this game.
    >> Anonymous 11/16/08(Sun)23:22 No.3010525
    >>3010494
    Clockworks must be the manliest soldiers ever.

    "We may not win this battle, boys, but we'll take them to the junkyard with us. FOR THE TOY MAKER!"
    >> Anonymous 11/16/08(Sun)23:23 No.3010529
    >>3010494
    >he may not take down an attacking rat with his slow arms, but he could grab one and drag it screeching into the fire with him
    That is unspeakably hardcore.
    >> Anonymous 11/16/08(Sun)23:24 No.3010541
    >>3010525
    But dragging the (comparatively) giant rats into the fire wouldn't hurt the clockwork soldier at all. It's like a suicide tactic, except the suiciding soldier doesn't actually die.
    >> Anonymous 11/16/08(Sun)23:27 No.3010552
         File :1226896045.jpg-(34 KB, 301x450, WAG3004.jpg)
    34 KB
    I once played an entire campaign focused around this very thing. Modern setting, household appliances, done in the style of "The Brave Little Toaster".
    I was an old flash-bulb camera.

    To our GM's credit, it was an insanely fun campaign, if silly at times, and it had some truly unsettling and epic encounters, including the assembly-line fabrication machine that came off less like a factory process and more like H.R. Giger's "Birth Machine".
    >> Anonymous 11/16/08(Sun)23:32 No.3010580
    >>3010541
    Well, if it's a fireplace, there is the logs. If a piece of wood falls on the clockwork, it might not be able to get out from under, and if there isn't enough nearby clockworks to get him/her/it back, the clockwork will be damned to the fires.
    >> Anonymous 11/16/08(Sun)23:36 No.3010601
    >>3010580
    Well it might be like a different kind of fire than a fireplace log fire.
    >> Anonymous 11/16/08(Sun)23:41 No.3010631
    >>3010601
    Either way, you gotta admit, if there is someone like the Emperor (Toy Maker?), Clockworks would likely be the equivalent to the Death Corps of Krieg, just for the sheer fact that the only way to stop them would be killing them.
    >> Anonymous 11/16/08(Sun)23:43 No.3010648
    >>3010631
    Fair enough. They do sound pretty fucking hardcore.
    >> Anonymous 11/16/08(Sun)23:46 No.3010664
    >>3010494
    Are there blurbs like that for the other examples in the OP's image? Could you post them? That one sounds so awesome I need to know the others.
    >> Anonymous 11/16/08(Sun)23:47 No.3010670
    >>3010460
    cloakers, Monster Manual 3
    >> Anonymous 11/16/08(Sun)23:49 No.3010682
    is OP's pic an actual game?
    >> Anonymous 11/16/08(Sun)23:51 No.3010687
    >>3010670
    No, these are actual creatures of legend, and it was in a GURPS campaign, so while I'm sure D&D adapted their own version like they did with a lot of things, this was just based on the mythical version. Rumsifutsel or something like that.
    >> Anonymous 11/16/08(Sun)23:52 No.3010698
    >>3010682
    It was a big concept/brainstorm thing, but no definitive rules were ever set to go with it, which I assume is what the OP's working on now. I figure it would use a really simplified system with a couple very basic attributes and traits, so the game could be fast, simple, and focused on player ingenuity over rulewhoring.
    >> Anonymous 11/16/08(Sun)23:55 No.3010708
         File :1226897735.png-(53 KB, 224x385, idol.png)
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    >>3010664
    Sure thing.

    Gem-encrusted Idol: Made of metal (or bone, maybe?) and resilient to scratching, heat, etc. while vulnerable to smashing, especially impacts by very hard objects. Decent agility but problems climbing/jumping due to lack of legs. Sharp arms do low base damage, with a high bonus against enemies weak to puncturing or slicing. Magic stones allow for minor mana storage and the casting of some VERY low-mana spells, mostly utility spells and detection, no straight offense. Lenses can focus light to ignite very-flammable objects or drastically heat up a target.
    >> Anonymous 11/16/08(Sun)23:56 No.3010713
         File :1226897810.png-(21 KB, 232x435, clayman.png)
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    Clayman: Both faster and stronger than he looks, this incredibly dense fighter has mass going for him. He packs a lethal punch and can swing giant, two-handed tools and weapons if he can take a moment to embed them in his hands for a decent grip. The strongest melee fighter of the five of them, the Clayman is vulnerable (to some degree) to every kind of damage, be it cold or heat, cutting or smashing. But he's also the fastest to heal up: a case of raw clay or putty is lifeblood to this toy, who can pack it on to seal gaping wounds and puncture holes, as well as replace lost limbs or even build new ones. As he packs on more clay, he gets larger and more powerful, ever stronger. His malleable form is versatile and useful in a number of situations, and his flexible limbs keep him at least dextrous enough to clamber over most reasonable obstacles.
    >> Anonymous 11/16/08(Sun)23:57 No.3010716
    >>3010664
    http://suptg.thisisnotatrueending.com/archive/1990739/
    One of my favorite archives. I'm pretty sure we even went over to /toy/ to discuss this.
    >> Anonymous 11/16/08(Sun)23:57 No.3010719
         File :1226897868.png-(32 KB, 261x472, marionette.png)
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    Wooden Marionette: Very solid against crushing attacks, but weak to cutting and hacking, very vulnerable to fire. Best agility and dexterity by far, able to move quickly to places others could never reach and he's at no danger when at an extreme height. His strings allow creative attacks and grapples as well as enabling to climb and rappel. His offensive strength is in grappling, entangling, rapid-fire punches, and throws -- especially from high places. The only one with actual fully-functioning hands, the marionette can wield any weapon or tool with ease. (Shown here: a common matchstick.)
    >> Anonymous 11/16/08(Sun)23:59 No.3010734
         File :1226897993.png-(48 KB, 316x351, poppet.png)
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    Last one anyway:

    Cloth Poppet: A good all-around character, the poppet has great versatility in his abilities. He can use tools and weapons, store items better than any character, and can use string for self-healing as well as for utility and offense purposes. He can easily modify and improve himself, healing is a breeze, and even if a limb is permanently lost he can just sew himself a new one. He packs a decent punch and can decorate himself with sewing needles, pins, and any other objects he can reasonably affix, for a much deadlier offense. He's almost completely immune to crushing attacks, but weak to cutting and tearing, and fire is his greatest weakness -- he's a walking tinderbox.
    >> Anonymous 11/17/08(Mon)00:00 No.3010740
    >>3010716
    We did. I remember it completely.
    >> Anonymous 11/17/08(Mon)00:01 No.3010752
         File :1226898092.jpg-(190 KB, 500x325, gingerbread.jpg)
    190 KB
    HOLY SHIT, IT'S AN ENTIRE NEST OF GINGERBREAD GOLEMS
    >> Anonymous 11/17/08(Mon)00:03 No.3010766
    >>3010752
    No prob, I rolled up a Clockwork Knight.
    >> Anonymous 11/17/08(Mon)00:04 No.3010771
    >>3010716
    Same. Awesome idea, could stand more discussion, and I'd love to see a fleshed-out simple system for it in order to be readily playable.
    Also, poppet's the best character of the examples, anyone who disagrees is a faggot.
    >> Anonymous 11/17/08(Mon)00:05 No.3010777
    >>3010766
    Enjoy getting your moving parts gummed up with mushy gingerbread and frosting.
    >> Anonymous 11/17/08(Mon)00:07 No.3010788
    >>3010752
    I imagine gingerbread men would HAVE to come in big groups, because that's the only way they'd pose any threat at all.
    >> Major Maxillary !!eorO1kqUwyR 11/17/08(Mon)00:08 No.3010797
    >>3010752

    GINGERBREAD GOLEMS? THOSE ARE THE MOST DELICIOUS GOLEMS OF ALL!

    How could the vile panimancer have known my one weakness!?
    >> Anonymous 11/17/08(Mon)00:09 No.3010803
    >>3010788
    Gingerbread men are the kobolds of Accursed Toys.
    >>3010777
    That's only if they get that close.
    >> Anonymous 11/17/08(Mon)00:13 No.3010834
    >>3010803
    >Gingerbread men are the kobolds of Accursed Toys.
    Which also means they have cunning traps and makeshift weapons to fuck you over when you least expect it.
    You may be laughing now, but we'll see how funny it is when you're being hailed with jawbreaker cannons and gumdrop bombs.
    >> Anonymous 11/17/08(Mon)00:22 No.3010898
         File :1226899327.jpg-(31 KB, 323x400, clay.jpg)
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    >>3010771
    >poppet's the best character

    Fuck no. Clayman would tear him to pieces with his bare hands.

    I'd hoard clay and just pack it all over myself until I was a gigantic, unstoppable hulking brute ready to RIP AND TEAR anything that got in my way.
    >> Anonymous 11/17/08(Mon)00:25 No.3010912
         File :1226899502.jpg-(18 KB, 380x302, toysoldier.jpg)
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    This man and his friends are the tide turners for any fight. Various factions roam each and every realm (read: room), fighting with each other for territory. Fortunately for you, the party's knitter (general term for healer in the realm of the Parkin's family home) is an old friend of captain of this wandering squad of green men. A short discussion later, you find out that they are stalking a band of nomadic tans. The captain offers to help with passage to kitchen, but only if the party deals with the blockade set up further along by the sly dealing LEGO men. The choice is yours, /tg/, are you a doll, or an action figure?
    >> Anonymous 11/17/08(Mon)00:26 No.3010925
    >>3010912
    >of the captain
    Fix'd myself
    >> Anonymous 11/17/08(Mon)00:29 No.3010939
    >>3010898
    Is that a fucking Tank?

    I hate those fuckers.
    >> Anonymous 11/17/08(Mon)00:31 No.3010951
    Fuck yeah, I remember this!
    Idea: dust bunnies as monsters or summoned minions
    >> Anonymous 11/17/08(Mon)00:44 No.3011017
    This is a cool thread.
    >> Anonymous 11/17/08(Mon)00:45 No.3011022
    This setting seems really well-suited to a sort of new take on a medieval fantasy realm. Going from a team of burly, powerful adventurers who can tackle giant dragons to a bunch of idols and tiny toys who consider housecats to be boss fights, I think it would offer an interesting and entertaining new perspective. There are a lot of staples of the genre and a lot of tiny nuisances, traps, monsters and items that would be interesting to explore in a new light.

    At the same time, however, I could also easily see it being slightly modified to make a good base for a sort of violent, modern-day Toy Story-ish campaign.
    >> MonkeyToho 11/17/08(Mon)01:10 No.3011172
    rolled 87 = 87

    Tangently related, a friend once played a talking teddy bear in a Mutants & Masterminds game.

    He was called Mr. Snuggles, and he defeated enemies with the power of love and hugs.
    >> Anonymous 11/17/08(Mon)01:11 No.3011176
         File :1226902270.gif-(5 KB, 528x546, primitivetoys.gif)
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    >>3011022
    I agree, I'd rather see a simple setting with poppets and totems than a modern setting with poseable action figures.

    Then again, I prefer Kobolds to Dwarves, so my opinion's always been slanted in favor of simplicity and low-technology.
    >> Anonymous 11/17/08(Mon)01:16 No.3011199
    >>3011172
    That's pretty much what the OP's asking for, and is awesome.

    Do you mean he literally did love and hugs damage? How the hell did that work?
    >> MonkeyToho 11/17/08(Mon)01:20 No.3011219
    rolled 67 = 67

    >>3011199

    I think he DID, actually. But I can't be sure; I sat in for one session, but there wasn't any combat or anything going on, so I wasn't sure what his powers were other than being...well, a sentient teddy-bear.

    Fuck, he even talked in a cutesy high-pitched voice and was ALWAYS OPTIMISTIC. "Mr. Snuggles says swearing is bad!"
    >> MonkeyToho 11/17/08(Mon)01:27 No.3011244
    rolled 55 = 55

    >>3011219

    Actually, wait. I remember: he gained his strength from the hopes and dreams of children, whose support and praise allowed him super-strength, speed, flight, and great fortitude in times of need. He defeated the Market Stalker in such a manner, his arch-villain, just above the foster home he first came to life in.
    >> Anonymous 11/17/08(Mon)01:48 No.3011316
    >>3011244
    So he still just beat the shit out of people though right?
    >> MonkeyToho 11/17/08(Mon)01:53 No.3011328
    rolled 53 = 53

    >>3011316

    Yes, just with the power of WUV behind his tiny paws.
    >> the Choice Anonymous 11/17/08(Mon)01:53 No.3011334
    Think about how fucked up a toy would be mentally if he lived with a family of orcs.
    >> Anonymous 11/17/08(Mon)02:06 No.3011366
    >>3011334
    Think how fucked-up a toy would be if he were the kind of toy an Orc family would want to have in the first place.
    >> Anonymous 11/17/08(Mon)02:09 No.3011372
    >>3011366

    Fuuuck. I don't wanna play this imagining game anymore.
    >> Anonymous 11/17/08(Mon)02:09 No.3011375
    >>3011366
    What the hell kind of toys WOULD an Orc play with, anyway?
    >> Anonymous 11/17/08(Mon)02:11 No.3011381
    I had a conan the barbarian action figure. He had an axe and a sword and he spun around in a circle when wound... That would be a sick boss fight
    >> Anonymous 11/17/08(Mon)02:11 No.3011382
    >>3011375

    They would play with solidified pieces of death metal and kill each other when it became obvious that one of the children had more of the death metal collected than the others.
    >> Anonymous 11/17/08(Mon)02:57 No.3011568
    >>3011382
    So you're saying one of the characters could feasibly be...

    You mean to tell me I could play as DEATH METAL?
    THAT IS SO FUCKING METAL.
    >> Anonymous 11/17/08(Mon)04:37 No.3012073
    Archived:

    http://suptg.thisisnotatrueending.com/archive/3010399/
    >> Anonymous 11/17/08(Mon)04:39 No.3012082
    So how about some more discussion, while we're at it then?
    Of the 5 character examples, which do you prefer?
    >> Anonymous 11/17/08(Mon)04:43 No.3012092
    >>3012082
    Clayman, followed by Poppet.
    >> Anonymous 11/17/08(Mon)04:45 No.3012097
         File :1226915129.jpg-(32 KB, 450x301, gingerdead.jpg)
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    >>3010803
    >>3010797
    >>3010788
    >>3010777
    >>3010752
    >> Anonymous 11/17/08(Mon)04:51 No.3012108
    >>3012092
    Not only are they the character types I'd want to try as a player, but as a GM they have an easy source of motivation: materials. If I need to wing a session, I can just pull the "hidden jar of clay/box of thread" and have at least some of the players scurrying after it.

    It would take some balance as a GM ensuring that not too much of either was ever gotten, nor too much ever taken away, but the options involved seem very cool. If anything, they seem to also be the characters with the most opportunity for long-term growth.
    >> Anonymous 11/17/08(Mon)05:02 No.3012121
    Poppet's a good balanced character. I'd imagine he plays pretty traditionally, and has a good grip on most situations. He's suitably quick, tough, and powerful, and his thread and malleable form make for a good jack-of-all-trades. His item carrying abilities are a boon.
    Marionette's more of a roguelike character, whose diversity of ability really benefits him. His mobility and knack of working with his environment and the tools around him makes him unpredictable and adaptable. Strangling and dangling are a good combination.
    Clayman's the perfect brute, able to heal and even grow stronger with his own raw material while soaking up damage and bashing everything that stands in his way to shit. I imagine he could even press glass shards and hard flakes into himself for armor.
    Clockwork's a very unorthodox choice, who doesn't deal a lot of direct damage but doesn't suffer much either. Ingenuity, endurance, and stamina are his best assets and his ability to do burn damage make him a lateral thinker who takes on situations outside their standard rules.
    Idol's the kind of character who always has an ace up his sleeve. He strikes me as something of a swiss army knife, and with spells, lenses, naturally sharp arms, and an affinity for more mystical/alchemical things at his disposal, he's got backup and solutions for any problem.
    >> Anonymous 11/17/08(Mon)05:07 No.3012148
    >>3012121
    >>Clockwork's a very unorthodox choice, who doesn't deal a lot of direct damage but doesn't suffer much either. Ingenuity, endurance, and stamina are his best assets and his ability to do burn damage make him a lateral thinker who takes on situations outside their standard rules.

    Actually, I think he'd play more as a 1-trick pony. When all you've got is fire, everything looks flammable.
    >> Anonymous 11/17/08(Mon)05:14 No.3012165
    >>3012148
    But he doesn't have unlimited flame breath or anything, it's only a special power he can use when he manages oil. His mere ability to store fluid seems useful to me.

    He's the toughest of all the characters and soaks up the most damage without injury, so he's a good tank or distraction, and he can traverse lots of obstacles the others can't.

    Saying his only knack is fire is like saying the Poppet's only knack is his inventory.
    >> Anonymous 11/17/08(Mon)05:16 No.3012171
    Idol, Marionette would be my second choice.
    The ability to wield a few spells -- even really simple ones -- could turn the tide and provide abilities no other character could dream of having.
    >> Anonymous 11/17/08(Mon)05:24 No.3012178
    >>3012165
    Fair enough.
    >> Anonymous 11/17/08(Mon)05:27 No.3012183
    So, could I play a truck in this setting?
    >> Anonymous 11/17/08(Mon)05:26 No.3012184
    Poppet and Marionette would be my main choices, because to me one of the most interesting things in the setting is improvised weapons/armor, and they seem to excel at it more than the others. If the Marionette got his hands on a sharp fork, he'd kick some ass. And the Poppet could jab sewing needles all over himself, for spiked arms or an impaling back. They both specialize in a variety of damage types, so they can switch things up as needed. Impaling attacks won't work well against a stone figure, but they'd be lethal against a living creature. Further, Poppet's ability to sew and mend things would come in handy, and the Marionette's strange physiology and connection with his strings could make for some awesome solutions to puzzles, obstacles, and traps.
    >> Anonymous 11/17/08(Mon)05:27 No.3012188
    >>3012183
    Assuming you were using a modern setting rather than a medieval fantasy one, sure.
    >> Anonymous 11/17/08(Mon)05:34 No.3012194
    I'd want to be some kind of religious totem, like the idol but even more vulnerable, but with more MAJICKS.
    >> Anonymous 11/17/08(Mon)05:37 No.3012204
    How about a wheeled toy that you pull back to rev up, then let go for a dash? With a humanoid top; perhaps it's an action figure whose bottom body half is incorporated into a vehicle. He could wheel around at a "walking speed" normally, but would have an unmatched burst speed--if he has room to back up first.
    >> Anonymous 11/17/08(Mon)05:38 No.3012208
    >>3012184
    See, I figure damage types would be vital in this system. Crushing, cutting, impaling, burning, ripping, freezing damage -- all very significant rather than just an afterthought. For every situation, a critical weakness.
    That's why I like the Idol.
    He's got a natural access to cutting, stabbing, and burning damage, which seem like fairly rare damage types that would come in handy in a lot of situations. He could cut straight to the weakness of almost anything he encounters, and anything without a cut/stab/burn weakness is probably weak to crushing, and the rest of his team could easily handle that, since they all probably excel at crushing. While others would punch uselessly at a fabric doll, he'd be the master of RIP AND TEAR!

    On that note, it strikes me that the Clockwork Dragon's fluid reservoir could make incredibly good use of even plain water. I'm sure there would be some otherwise-resilient enemies who could be dissolved, doused, stunned, or otherwise thwarted by an unexpected blast of water, and it would help bypass a lot of flame obstacles in addition to its handy implements as a utility device.
    >> Anonymous 11/17/08(Mon)05:39 No.3012218
    >>3012204
    Sounds pretty awesome. A dasher who not only excels at evasion and sudden bolts for key items/locations when speed is a necessity, but also a master of tackle and overrun maneuvers. Good stunning power too, probably, and given a ramp and a runway he could reach areas almost no one else could.
    >> Anonymous 11/17/08(Mon)05:54 No.3012239
    I'd like to play a Clockwork or a Poppet in this setting. If only to fuck around with human NPC's. Makes me wonder how much XP killing a Human would give.
    >> Anonymous 11/17/08(Mon)05:57 No.3012251
    >>3012239
    Bugs = Kobolds, Gnolls
    Rats = Orcs
    Cats = Giant fucking trolls
    Dogs = Dragons
    Humans = Tarrasque
    >> Anonymous 11/17/08(Mon)06:02 No.3012259
    >>3012251
    Seems a bit too easy for a Poppet though. Just simply sneak into their bed while it sleeps and fucking jab em in the jugular with some needles a couple times. Then just sit down infront of their face when they wake up in shock after sticking said needles into my own neck for added creep-out factor.
    >> Anonymous 11/17/08(Mon)06:06 No.3012272
    >>3012259
    I'm sure a lot of things could take down a grown human with no armor lying helpless and asleep if they managed to get right in their face. Clayman could suffocate, Idol could throat-slit, Clockwork could poison/gouge, Marionette could strangle (or, like the Poppet, just use a small blade).
    But generally I imagine that kind of situation won't come up a lot. If you have a reason to kill a human he'll probably know of your existence, and thus will probably sleep lightly and have some manner of protection.

    And an alert, combat-ready human will wreck your shit.
    >> Anonymous 11/17/08(Mon)06:14 No.3012289
    >>3012218
    >>3012204
    Okay, here's one new toy. What else can you come up with that follows the sort of toys described, /tg/? A few cool tricks/gimmicks, without being drastically more powerful than what we've seen so far. Preferably fits into the fantasy medieval-esque style of setting.
    >> Anonymous 11/17/08(Mon)06:22 No.3012311
    I've got to try something like this with a modified FATE now. Or maybe just shun mechanics and use the faster [d6-d6] method for task resolution, with bonuses or penalties applied as common sense dictates. Dice rolling would be at a minimum.

    This could trump Shadows as the game I play with the kids I babysit.
    >> Anonymous 11/17/08(Mon)06:23 No.3012316
         File :1226920997.jpg-(168 KB, 747x560, FAVISHAM.jpg)
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    >>3012289
    Wooden totem: More vulnerable than the Idol, but with more divine/magical powers.

    Charm: A cloth/string/plant material charm or ward. Small, adaptable, agile, and blessed with insane, uncanny luck (or similar power).

    Stone Figure: Pros include being insanely powerful and tough, able to soak up damage without injury and lift heavy objects. Cons include lack of dexterity and brittleness. While he takes serious injury only rarely, if he does lose a limb his injuries are FAR more lasting than almost anyone else.

    Masque: Low combat ability, good social ability. Has a number of special abilities, most notable of which is being able to communicate with almost anything that has even a modicum of thought, even low animals. A fast-talker who can even bridge the gap between man and toy by (for very limited times and with limited success) even communicating with humans.

    Hoard: A makeshift-toy built from mud, twigs, leaves, bits of stone, and any other scraps found around. More easily damaged than most toys and readily loses limbs, but repairs faster than any other and can use almost anything as building material. Given the proper materials, can quickly go from a limbless stump to a shambling horror any enemy would be wise to run from. Pic related.
    >> Anonymous 11/17/08(Mon)06:29 No.3012320
    >>3012311
    I'm not familiar with Shadows, but yeah that's kind of what I imagine this system for. Just lay out a basic combat system and a simplified skill system, and base everything around that. I imagine a sort of gutted GURPS-like system stripped to its necessities. Combat could use things like shock damage to determine temporary wounds that last until the end of battle, but added up in a single encounter they can result in dismemberment or other lasting injury. Most skill checks would be basic attribute +/- common sense modifiers at GM's discretion.

    Attributes to make a toy template could involve things like:
    "Stiff: Has limited mobility in joints. -1 SPEED, and -2 DEX when dealing with any sort of climbing/maneuvering."
    "Flammable: Take 2x heat damage."
    "Sticky: Able to cling to surfaces."

    Things like that, with a price/penalty for attributes chosen.
    I'm getting an idea here. I'm going to try to flesh this out a bit more, get it out on paper.
    >> Anonymous 11/17/08(Mon)06:32 No.3012329
    >>3012184
    >>3012208
    I actually think the Clay Dude would be better at improvising. Sure, he doesn't have fingers, but who needs fingers when you can jam weapons into your fists to make new, more awesome weapons?
    >> Anonymous 11/17/08(Mon)06:38 No.3012357
    By the way, if anyone didn't see this from the last archived thread, here's how a Poppet could be utterly awesome:

    http://www.youtube.com/watch?v=964QHmjLqa0

    Did love the collapsible spear the one had.
    >> Anonymous 11/17/08(Mon)06:40 No.3012361
    >>3012320
    Shadows is a very, very simple RPG that works well for little kids who won't remember lots of rules. Very interactive, and the mechanics that ARE there remind me of FATE.

    http://www.harlekin-maus.com/games/shadows/shadows.html
    >> Anonymous 11/17/08(Mon)06:43 No.3012368
    >>3012357
    Fuck yes, I was hoping someone would post this. It wasn't actually inspiration for Accursed Toys, but it fits the theme so fucking well it's uncanny. Even got the chest-cavity storage.
    Awesome shit, really, and good evidence that an AT setting could be insanely fun.
    >> Anonymous 11/17/08(Mon)06:47 No.3012389
         File :1226922458.jpg-(22 KB, 481x473, goodnight.jpg)
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    >>3012259
    I felt inspired
    >> Anonymous 11/17/08(Mon)07:00 No.3012422
    >>3012320
    That could work pretty well. Unless you end up posting something awesome, I'll probably go with the SotC/FATE method, and use aspects to describe the toys, maybe try stunts as needed.

    Then have several premade characters on hand for the PCs to choose from, and have them cool enough that not making their own isn't a drag.

    I'd probably cut out all the social skills, and knock the physical ones down to Athletics, Might, Toughness, Weapons, Stealth, and Repair. Repair would cover how easily a toy could be put back together. Everything else (magic, fire, tools) would come down to stunts. For a grittier feel, skills wouldn't cap as high, and each stunt would lower the rate that fate points were refreshed.
    >> Anonymous 11/17/08(Mon)07:03 No.3012427
    I would play this setting.
    Hell, I'd run a game.
    >> Anonymous 11/17/08(Mon)07:19 No.3012442
    >>3012427
    You and me both.
    >> Anonymous 11/17/08(Mon)07:24 No.3012454
    >>3012442
    >>3012427
    You and You and Me Too.
    >> Anonymous 11/17/08(Mon)07:25 No.3012456
    >>3012316
    Most of these are just stretching the first 5 ideas a little more in one direction or the other. However, the charm idea I really like, and it would work well with the FATE/SotC version of this that I'm looking at. While everyone else gets various stunts to help them out, the Charm makes it by having a sackful of fate points.
    >> Anonymous 11/17/08(Mon)07:39 No.3012480
    >>3012320
    FUDGE is what you are looking for, it's a free pdf that you can google for, it is about ten pages long and does exactly what you want (because the entire point is you can make up rules)
    >> Anonymous 11/17/08(Mon)08:42 No.3012646
    I should have read the other thread through first. Someone statted the 5 originals up in Fudge already.

    Idol
    Attributes:
    Durability: Great
    Repairability: Terrible
    Mobility: Poor
    Strength: Good
    Dexterity: Fair

    Gifts:
    Illusion magic
    Heat objects with Eyes
    Arms do Ripping damage
    Half effect from fire and smashing damage
    No effect from ripping or poking damage

    Faults:
    Unable to climb or jump
    Unable to be repaired
    Limited mana storage [1 spell per gem; starts with 4 gems]
    >> Anonymous 11/17/08(Mon)08:52 No.3012650
    >>3012646
    There's also a few others statted up besides the 5 in the drawing. Plastic army men, wooden cars, and a few more I think. Definitely read the old thread, they got shit done. Really, what we need to stat are some generic enemies, and figure out how best to implement damage types in Fudge. Then there's more or less a working system, ripe for expanding on.

    Relinking to the old thread:
    http://suptg.thisisnotatrueending.com/archive/1990739/
    >> Anonymous 11/17/08(Mon)09:37 No.3012720
    bumping an epic thread
    >> FortyCakes !cLAc5rAVRA 11/17/08(Mon)10:03 No.3012777
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    Wouldn't the Clayman be a very good puzzle-solver just due to his ability to take ANY form?
    >> Anonymous 11/17/08(Mon)10:04 No.3012780
    >>3012777
    He must be specifically rolled by the other players, and experience which is intensely pleasurable.
    >> FortyCakes !cLAc5rAVRA 11/17/08(Mon)10:12 No.3012795
    http://1d4chan.org/wiki/Accursed_Toys created, feel free to fill stuff in.
    >> Anonymous 11/17/08(Mon)11:18 No.3012957
    >>3012795
    I've filled in the already-decided character info.
    >> Anonymous 11/17/08(Mon)11:22 No.3012961
    I played a tiny Earth Elemental once, does that count?
    >> Anonymous 11/17/08(Mon)11:35 No.3012996
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    How about Grimdark toys?
    >> Anonymous 11/17/08(Mon)11:54 No.3013055
    >>3012996

    Heh, The Plucker. That was a rather good book, with some very good artwork. It was very very grimdark though...
    >> Anonymous 11/17/08(Mon)11:59 No.3013086
    Scarecrow figurine: This toy focuses on scaring your enemies using magic and illusions. Well on the other hand the figurine is made of straw which makes him very easy to burn or slash. The figurine is best pair up with the poppet who can sew him together if he would die. The tactic is to pair him up with a heavy-hitter like the Clayman. Let you keep the creep (Pun intended) afraid and confused while the Clayman bashes it silly
    >> Anonymous 11/17/08(Mon)13:45 No.3013390
    >>3010494
    I love this whole idea, but it seems to me that the Clockwork Dragon has like, no potential for progression when the other toys can learn things and augment themselves.

    I mean, yeah, he can carry different kinds of liquids, but later on when the Clayman is ARGH FUCKING HUGERIPPED and the Poppet is bristling with needles, won't the Clockwork player feel a little left out?
    >> Anonymous 11/17/08(Mon)13:47 No.3013393
    >>3013390
    Needles? Fuck no you're metal. The clay guy bugging you? Fire him. Or drag him screaming into a fire.

    The Clockwork Dragon is METAL.
    >> Anonymous 11/17/08(Mon)14:10 No.3013527
    >>3012795
    should they have skills? most doing stuff rolls in fudge are skills.
    >> Anonymous 11/17/08(Mon)14:23 No.3013599
    I wanna be a clockwork first, and then a clayman

    I mean, come on. Don't you guys know how clockwork WORKS? Sure you don't get any bigger for a long time- Until you figure out how to finally get into that damn ancestral grandfather clock. And then, you can build yourself a nice new set of limbs.
    >> Anonymous 11/17/08(Mon)14:27 No.3013616
    ITT: underage b& who never heard of Puppetland the RPG

    http://johntynes.com/revland2000/rl_puppetland_www.html
    >> Anonymous 11/17/08(Mon)14:27 No.3013618
    >>3013599
    Upon further reflection, I really really REALLY wanna play one of those "scrapheaps" or "junkyards" or whatever someone was describing.
    >> Anonymous 11/17/08(Mon)14:30 No.3013628
    >>3013390
    Clockwork is pretty buff.
    He's hard to kill, can contain and shoot fluids (and ignite them, or maybe cool them?).

    If you find a jar of acetone, guess who's walking around now with a bellyfull of flamable solvent?

    Evil painting? Fire solvent at it and watch it melt.
    Glue monster? Solvent.

    If he could, you could have him maybe be a boiler too, so he could take in water and fire jets of steam.
    >> Anonymous 11/17/08(Mon)14:43 No.3013681
    somebody run this!
    >> Anonymous 11/17/08(Mon)15:03 No.3013752
    I'd play it.
    >> Anonymous 11/17/08(Mon)15:23 No.3013871
    >>3013390
    Remember that just by being damaged, the clay guy is losing mass. Really, he'd be best off as an ambusher, to severely harm his enemies before they can whittle away his ability to hurt them.
    >> Anonymous 11/17/08(Mon)15:43 No.3013970
    I was thinking about this all last night, and trying to come up with a custom mechanic for it, rather than relying on generic systems like Fudge. Here's what I've got:

    Your body is made of Components, usually starting with 5 or so. Each Component is made of a Material, and has Flexibility, Density, Durability, Hits, and types of damage it is either Immune to or Vulnerable to. Also, most Components have at least one Special.

    The total Flexibility score of all your Components is sort of like your character's Dex - you roll it whenever you have to do some sort of climbing or dodging or whatever. Density, however, is like your Strength - how hard you can hit, your ability to manipulate objects. Durability and Hits are particular to each component - if you take damage, you roll a d-whatever to determine which Component gets hit. Durability functions like Damage Resistance in D&D, while Hits are obviously Hit Points. If the Hit Points for a Component drop to zero, you can no longer use that component, it just hangs dead off your body.

    Damage types that you are Immune to can't hurt you, while Damage types that you're Vulnerable to bypass your Durability.

    Individual Components might have Specials such as the ability to perform a Slashing attack, or the ability to store items inside yourself. Particularly rare Components will have magical abilities as their Special.
    >> Anonymous 11/17/08(Mon)15:44 No.3013978
    >>3012777
    Well assumedly the clayman is made out of a stiffer putty, and while malleable he can't just will himself into any form he likes, he has to be molded that way and it takes time. He can't just shapeshift into whatever the hell he likes at a moment's notice, or that power will spiral rapidly out of control in an otherwise low-power world and you're going to be quickly dealing with a mini mary sue.
    >> Anonymous 11/17/08(Mon)15:50 No.3014002
    >>3013616
    Puppetland sucks. A somewhat similar idea, but they went the wrong way with it. It was brought up in the original thread and dismissed.
    >> Anonymous 11/17/08(Mon)16:18 No.3014152
    >>3013970
    I like this A LOT.

    Perhaps when deciding which component gets hit, instead of leaving it to chance, the attacker can try for a specific piece, but has a penalty to hit it. So you could try to batter someone down entirely, or focus-fire specific components to disable their ability to fight back.

    Also, some of the more potent enemies (say, a cat) might be able to damage more than one component at a time.
    >> Anonymous 11/17/08(Mon)16:24 No.3014206
    >Also, some of the more potent enemies (say, a cat) might be able to damage more than one component at a time.

    Oh, absolutely. In fact, quite a few types of damage hit all components at once, such as being crushed beneath a heavy object or falling into fire.
    >> Anonymous 11/17/08(Mon)16:26 No.3014209
    >>3012357
    http://www.dailymotion.com/video/x1jl41_9-nine-shane-acker-short-animation_creation

    Better quality.
    >> Anonymous 11/17/08(Mon)16:36 No.3014286
    Marionette
    Components: 4

    Component: Strings
    Material: Cloth. Immune: Crush, Impact, Pierce. Vulnerable: Burn, Slash.
    Density: 0 Flexibility: 5 Durability: 0 Hits:2
    Special: Allows for grappling attacks, allows nearly any component to be joined to any other.

    Component: Body
    Material: Wood. Immune: N/A. Vulnerable: Burn
    Density: 2 Flexibility: 0 Durability: 2 Hits: 3
    Special: None

    Component: Limbs
    Material: Wood. Immune: N/A. Vulnerable: Burn
    Density: 1 Flexibility: 0 Durability: 2 Hits: 2
    Special: +5 bonus to manipulating objects.

    Component: Head
    Material: Wood. Immune: N/A. Vulnerable: Burn
    Density: 1 Flexibility: 0 Durability: 2 Hits: 2
    Special: Anthropomorphic appearance allows character to give an Order once per day. An Order is a simple command - any animated object given an Order must make a save based on their number of Components or spend the next round doing as they're told.
    >> Anonymous 11/17/08(Mon)16:36 No.3014291
    Another potential PC type: Gak. A slightly viscous green puddle of watery glue and borax, he can ooze himself into anything that isn't watertight. Fire immune, piercing immune, vulnerable to crushing.

    Also, Clockwork might be slightly improved if he had points or hooks at the end of his arms to let him climb any relatively soft surface.

    This game is awesome already. I want to play a marionette that wields a shish-kebab skewer as a pike.
    >> Anonymous 11/17/08(Mon)16:39 No.3014310
    >>3014286

    On second thought, leave Burn in as Vulnerability for the strings, but not the wooden pieces. Wood is harder to catch fire, and the Durability reflects that.
    >> Anonymous 11/17/08(Mon)16:44 No.3014354
    >>3014310
    And if the strings component is destroyed, the Flexibility of the Marionette drops to zero, and he has to be carried around by the other players, right?
    >> Anonymous 11/17/08(Mon)16:49 No.3014381
    >>3014354
    I'd imagine he can still move, just can't access special abilities that the strings enable, maybe gets a DEX penalty.

    I think you guys are still looking at this from too complex a standpoint. I think a gutted GURPS system would probably be simpler to roll with than FUDGE.
    >> Anonymous 11/17/08(Mon)16:51 No.3014394
         File :1226958708.jpg-(131 KB, 555x417, Brilliant!.jpg)
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    >>3014286
    So beautiful...
    >> Anonymous 11/17/08(Mon)16:59 No.3014436
    >>3014286
    Stat up a clockwork thing, and an intelligent pile of scrap.
    >> Anonymous 11/17/08(Mon)17:14 No.3014512
    >>3014436
    Clockwork Soldier
    Components: 4

    Component: Springs
    Material: Metal. Immune: Burn, Pierce. Vulnerable: Crush, Tear.
    Density: 0 Flexibility: 2 Durability: 0 Hits:2
    Special: Can be wound up over the course of three rounds, then unleashed all at once for a +5 bonus to any attack or movement.

    Component: Body
    Material: Metal. Immune: Burn, Pierce. Vulnerable: Crush.
    Density: 4 Flexibility: 0 Durability: 3 Hits: 5
    Special: None

    Component: Bayonette
    Material: Metal. Immune: Burn. Vulnerable: Crush, Tear.
    Density: 1 Flexibility: 0 Durability: 3 Hits: 1
    Special: Allows character to make piercing attacks.

    Component: Legs
    Material: Metal. Immune: Burn. Vulnerable: Crush, Tear.
    Density: 2 Flexibility: 2 Durability: 3 Hits: 2
    Special: Allows +2 to all movement checks.
    >> Anonymous 11/17/08(Mon)17:15 No.3014517
    >>3014381
    All right, I'll take a swing at a very lite GURPS system for this. Bear in mind Character Creation will be the most complicated part, so don't get thrown if it doesn't seem quite simple enough; it'll make everything else that much easier afterward.
    >> Anonymous 11/17/08(Mon)17:16 No.3014520
    >>3014286
    >>Anthropomorphic appearance allows character to give an Order once per day. An Order is a simple command - any animated object given an Order must make a save based on their number of Components or spend the next round doing as they're told.

    This is the only part I don't like. The Order thing seems a bit weird, but I can roll with that. If we base it off the drawing, how about teeth? Or, need every component have a special?

    However, 1/day stuff is bad mechanics for this sort of game. 1/session or 1/fight works better.
    >> Anonymous 11/17/08(Mon)17:16 No.3014526
    Guy who did all the Fudge stats here. I'm going to post up the basic Fudge rules applicable to AT on the 1d4chan site, but I want to see how the Components thing works out.

    Also, should I post up the stats for the other stat'd races on 1d4chan? They include: Gak Beast, Pewter Figurines, Plastic Army Men, Paper Creatures, and Lacquered Wooden Model Car.
    >> Anonymous 11/17/08(Mon)17:24 No.3014570
    >>3014436
    Scrapheap
    Components: 5

    Component: Wood shavings
    Material: Wood. Immune: Crush, Impact, Slash, Pierce. Vulnerable: Burn.
    Density: 1 Flexibility: 1 Durability: 1 Hits:1
    Special: None

    Component: Crumpled Paper
    Material: Paper. Immune: Crush, Impact, Pierce. Vulnerable: Burn, Slash, Tear.
    Density: 0 Flexibility: 3 Durability: 0 Hits: 1
    Special: None

    Component: Handkerchief
    Material: Cloth. Immune: Crush, Impact, Pierce. Vulnerable: Burn, Slash.
    Density: 0 Flexibility: 4 Durability: 1 Hits: 1
    Special: None

    Component: Clay
    Material: Clay. Immune: Impact, Pierce. Vulnerable: N/A.
    Density: 2 Flexibility: 3 Durability: 2 Hits: 2
    Special: Must be either kept in a container or moistened every hour, or it becomes Dried - Flexibility and Durability drops to zero, and it loses Immunities.

    Component: Rotting Cabbage
    Material: Organic. Immune: N/A, Vulnerable: Slash
    Density 1 Flexibility: 1 Durability: 1 Hits: 5
    Special: All living things must make an Intention check difficulty 5 or they cannot approach.
    >> Anonymous 11/17/08(Mon)17:27 No.3014592
    >>3014526
    Go ahead and post it; having a couple different options for rules isn't a problem, and you did a good job.

    Although the Components idea seems to be perfect for the concept. This might be the first time I see /tg/ get shit done all the way.

    I suggest leaving out abilities like Order though. This will be a cooler system if it leaves out the D&D 1/day crap. The windup for the clockwork soldier is a great idea.
    >> Anonymous 11/17/08(Mon)17:32 No.3014626
    Clearly, some Components are better than others. I'm picturing a long list, with each one having a point cost, with simple rules for how to create your own Component. Then, during character creation, you have a maxiumum number of Components, and a number of points to spend.
    >> Anonymous 11/17/08(Mon)17:36 No.3014650
    Fudge stats
    ----------
    Plastic Army Sgt.
    Attributes:
    Durability: Fair
    Repairability: Poor
    Mobility: Fair
    Strength: Mediocre
    Dexterity: Good

    Gifts:
    Platoon [4 extra soldiers; identical stats to above]
    Teamwork - when all five soldiers work together on a check, they get a +2 bonus to the roll. If 3 or more soldiers work together

    on a check, they get a +1 bonus.

    Faults:
    Small
    Vulnerable to Fire
    Weak [1 less Scratch, Light wound, and Deep wound]
    >> Anonymous 11/17/08(Mon)17:40 No.3014683
    >>3014626
    Eh, this could also be done with the players never seeing the rules. They present their idea, and it's assembled with components by the GM (who could also use a list with a number of premade toys). Some components really don't belong with each other, but a powergamer would concoct some reason for them to be joined up.

    Meanwhile, I think the Immune thing is really powerful and should be limited--perhaps each component can be completely immune to only 1 damage type. Perhaps have "Resists" as an attribute, but right now it looks like some components are indestructible.
    >> Anonymous 11/17/08(Mon)17:44 No.3014724
    >>3014650
    Pewter Miniature [Orc]
    Attributes:
    Durability: Good
    Repairability: Poor
    Mobility: Fair
    Strength: Fair
    Dexterity: Mediocre

    Gifts:
    Platoon [4 extra minis; identical stats to above]
    Teamwork - when all five soldiers work together on a check, they get a +2 bonus to the roll. If 3 or more soldiers work together

    on a check, they get a +1 bonus.
    Half effect from Fire and Ripping damage

    Faults:
    Small

    ----------

    Lacquered Wooden Model Car
    Attributes:
    Durability: Good
    Repairability: Poor
    Mobility: Superb
    Strength: Good
    Dexterity: Poor

    Gifts:
    Extremely fast movement
    Heavy load carrier (many items, wounded comrades, etc)
    Half effect from Ripping, Poking damage

    Faults:
    Cannot climb or jump without ramps
    Difficulty traveling uphill and on rough terrain
    Individual pieces cannot be repaired well, must be replaced
    >> Anonymous 11/17/08(Mon)17:46 No.3014732
    >>3014526
    >>3014650
    >>3014708
    Er, sorry. I thought you were asking about posting them to 1d4chan. In this thread we have several links to the old thread with the Fudge stats already.
    >> Anonymous 11/17/08(Mon)17:46 No.3014740
    >>3014724
    Paper creature
    Durability: Poor
    Repairability: Mediocre
    Mobility: Great
    Strength: Mediocre
    Dexterity: Good

    Gifts:
    Foldable
    2D
    Immune to Smashing damage
    Half effect from Poking damage

    Faults:
    Vulnerable to Fire and Water
    Weak [1 less Scratch, Light wound, and Deep wound]

    ----------

    Gak Beast
    Durability: Fair
    Repairability: Great
    Mobility: Great
    Strength: Good
    Dexterity: Fair

    Gifts:
    Half effect from Smashing and Poking damage
    Amorphous form
    Shapeshifter

    Faults:
    Vulnerable to Ripping damage
    Inarticulate Speech
    >> Anonymous 11/17/08(Mon)17:49 No.3014761
    >>3014570
    >>3014512
    >>3014286
    Would like the rest of the 5 originals (and any others you'd like to do) statted up by you, this is really really good.
    >> Anonymous 11/17/08(Mon)17:54 No.3014794
    >>3014732
    Oh, my bad. These were all I was posting anyway. I'll post them up there, too.

    And these rules never made it to the old thread, so I'm going to post them here as well. Might help inspire some basic mechanics for the new version:
    In combat, turn order is decided by Mobility, highest goes first. Each toy gets 2 actions per round. As 1 action, you can move or make a skill check.

    As is standard for Fudge, to hit with an attack you roll an attack skill roll against their defense skill roll. Your Dexterity is added to your Attack roll, and the target's Mobility is added to their Defense roll.

    To deal damage to a target once you hit, you roll Strength against their Durability. If you equal their Durability [Good vs. Good, for example] you deal a scratch. If you beat them by 1 [Great vs. Good], you deal a Light Wound. If you win by 2 [Superb vs. Good], you deal a Deep Wound. If you win by 3 [Legendary vs. Good], you deal an Incapacitating wound. If they are Vulnerable to your attack, you get a +2 to this roll. If they are Resistant to this attack, you have a -2 to this roll. If they are immune to your attack, you never deal damage.
    >> Anonymous 11/17/08(Mon)17:58 No.3014806
    >>3014794
    The damage types are Crushing, Poking, Ripping, Water, and Fire. Most toys are immune to Water damage; exceptions will be noted.

    Toys have 4 scratches, 2 Light wounds, 2 Deep wounds, and 1 Incapacitating wound. If you take a wound but already have all the wounds for that level, you take a wound of one level higher.

    Normally, light wounds would give penalties to rolls, but toys do not feel pain. Deep wounds cause enough damage to give a -1 to any roll related to the injured body part, however. An Incapacitating wound is one that stops the toy from being able to move at all. If they take more damage than an Incapacitating wound, they die.

    How far you move in one action is based on Mobility:

    Terrible: 3 inches

    Poor: 6 inches

    Mediocre: 9 inches

    Fair: 12 inches

    Good: 15 inches

    Great: 18 inches

    Superb: 24 inches
    >> FortyCakes !cLAc5rAVRA 11/17/08(Mon)17:59 No.3014813
    >>3014794

    Sticking these into the Mechanics section could help. Anybody willing to draw for this would be nice too. I might have a go at a Template: ToyStats.
    >> Anonymous 11/17/08(Mon)17:59 No.3014815
    >>3014806

    Repairing wounds depends on your Repairability level. In all cases, you need the appropriate materials for the repair.

    Terrible: Over 3 hours, someone else can repair you of 1 wound with an appropriate Repair skill check.

    Poor: Over an hour, someone else can repair you of 1 wound with an appropriate Repair skill check.

    Mediocre: Over ten minutes, someone else can repair you of 1 wound with an appropriate Repair skill check.

    Fair: Over a minute, someone else can repair you of 1 wound with an appropriate Repair skill check.

    Good: Over half a minute, you can repair yourself of 1 wound with an appropriate Repair skill check.

    Great: As 2 actions, you can repair yourself of 1 wound with an appropriate Repair skill check.

    Superb: As an action, you can repair youself of 1 wound with an appropriate Repair skill check. If not destroyed, you can repair yourself using the materials that were injured.

    Repair skills: The target's Repairability attribute modifier is added to your Skill roll. To remove a scratch, you need to roll Good or better. To repair a Light wound, you need Great or better. To repair a Deep Wound, you need Superb or better. To repair an Incapacitating wound, you need to roll a Legendary or better.
    >> Anonymous 11/17/08(Mon)18:02 No.3014838
    >>3014813
    I did post them up there; just copying them here for... well, for just because.
    >> Anonymous 11/17/08(Mon)18:26 No.3014954
    bump
    >> Anonymous 11/17/08(Mon)18:33 No.3014992
    I'm proud of you, /tg/. Shit got done.

    What we need: more toy ideas that fit with the theme and have some manner of uniqueness, and more toys statted up with the Components mechanics (as good as the Fudge work was, the Components idea is brilliant).
    >> Anonymous 11/17/08(Mon)18:36 No.3015010
    component idea isn't just brilliant, it's fucking gold
    >> Anonymous 11/17/08(Mon)18:45 No.3015063
    >>3015010
    So...
    gold > brilliance?
    >> Anonymous 11/17/08(Mon)18:46 No.3015069
    How about for the Marionette's head component, there's some sort of fear effect? That face is fucking scary. Look at those teeth. Maybe have it so that if you pop out of hiding and startle an enemy, it has to save or haul ass in the other direction?

    Alternately, the Cheshire cat. Perhaps the marionette has great stealth abilities, able to fade away into the shadows even while being observed... except for that toothy grin hanging in the air.
    >> Anonymous 11/17/08(Mon)18:47 No.3015074
    >>3015063
    negative

    ( gold + brilliance ) > brilliance
    >> Anonymous 11/17/08(Mon)18:48 No.3015079
    >>3015069
    Fuck yes seconding Cheshire Cat ability.
    >> Anonymous 11/17/08(Mon)20:25 No.3015533
    Poppet could barely see. The tall file cabinets throughout the room, many with drawers hanging open, meant almost none of the dim light reached the ground. And his precious light-stick was gone, the bulb a pile of glass shards now a thousand paces behind.

    Clayman didn't like it. "He could be hiding anywhere in this mess. And look there--strings going from each of these towers to the next. He's waiting for us, Poppy. Probably watching us right now, ready to do what he did to Idol. Only this time he'll--"

    Poppet held up his arm for quiet. "Listen." There was a light scraping sound, followed by several clicks. The sound seemed to come from all around the pair. Poppet pulled out his largest pin, carefully sharpened to a fine point. "He's here. Be careful."

    "How are we even supposed to reach him, Poppy? He's like some sort of spider!" Poppet turned to shush him again, saw what he'd been dreading. A smile of gleaming teeth hung in the air behind Clayman, and a pair of arms had flung a thin wire around his leg, pulling the ends together with a quick jerk. Clayman fell heavily, and Poppet rushed forward to his friend's aid. Too late, he stabbed at the smile, already halfway up the cabinet; in a moment, it had vanished.

    A rasping laugh echoed around the room. Poppet stood over his friend, who was desperately working to reattach his leg, completely absorbed in the effort. A glint of light caused Poppet to spin, and he froze. Several paces in front of him was Marionette, holding a match. His wide grin shone from the flame.
    >> Anonymous 11/17/08(Mon)20:51 No.3015658
    >>3015533
    what happened to Idol?
    >> Anonymous 11/17/08(Mon)20:58 No.3015674
    >>3015658
    Marionette shoved him off a high table.
    >> Anonymous 11/17/08(Mon)21:00 No.3015688
    I thought they were all supposed to be teammates.
    >> Anonymous 11/17/08(Mon)21:04 No.3015711
    >>3015688
    They were, for a while. Until Marionette took one too many hits to the head.
    >> Anonymous 11/17/08(Mon)21:58 No.3016015
    Do want moar of this.
    >> Anonymous 11/17/08(Mon)22:46 No.3016247
    >>3016015
    Do also want.
    >> Anonymous 11/17/08(Mon)23:31 No.3016480
         File :1226982697.png-(41 KB, 400x600, toy.png)
    41 KB
    Mockup of a character sheet in the system I'm laying out.

    I know it probably looks more complicated than it needs to be, but character creation is the most complex part of the game. Once it's done you'll have a solid foundation and quick reference for anything you or the GM may need.
    >> Anonymous 11/17/08(Mon)23:38 No.3016509
    >>3016480
    Seems good. Where can I look up the rules for this system?
    >> Anonymous 11/17/08(Mon)23:43 No.3016541
    >>3016509
    Still working on it. It's a GURPS-Lite system whittled down to some basics and running on D6 as a base for all rolls. The only thing I'm having a little trouble with is figuring out the HP system, but I think I've come up with a good solution for it. I'll post it all once I've gotten the full ruleset down, and it should be pretty much playable right off the bat.
    >> Anonymous 11/17/08(Mon)23:48 No.3016563
         File :1226983702.jpg-(78 KB, 512x512, 1161889713556.jpg)
    78 KB
    Accursed Toys you say?
    >> Anonymous 11/17/08(Mon)23:52 No.3016588
    >>3016563
    Kinda surprised how long it took for that to appear
    >> Anonymous 11/17/08(Mon)23:54 No.3016604
         File :1226984090.gif-(38 KB, 540x324, accursedtoys.gif)
    38 KB
    >> Anonymous 11/17/08(Mon)23:59 No.3016620
    >>3016563
    Huh?

    >>3016604
    Fuck yeah, Boppin'! Did you ever get to that level with the green things and diamonds at the top?
    >> Anonymous 11/18/08(Tue)07:44 No.3018229
    >>3016480
    Looks pretty cool.
    >> Anonymous 11/18/08(Tue)09:39 No.3018414
    Hi guys, I'm an animated gold piece VoP monk.
    >> Anonymous 11/18/08(Tue)09:40 No.3018417
    Have the PC's play two characters
    >> Anonymous 11/18/08(Tue)10:15 No.3018516
    ===Jack-in-Box===
    The Jack-in-Box is probably one of the more versatile toys around. With its coiled spings for its quick strikes and the fact that he can hold many weapons in his box, as well as keep enemies trapped and cut up by the springs themselves. With the springs the Jack-in-Box has many uses puzzle wise and can reach those hard to reach places. On the other hand his movement is kind of lacking and breaking off parts from him would really slow him down a lot, but hey at least you can tell your parents that the Jack-in-Box they got you as a gift one year was really creepy.

    Attributes:
    :Durability: Great
    :Repairability: Poor
    :Mobility: Mediocore
    :Strength: Great
    :Dexterity: Great

    Gifts:
    Quick Strikes
    Storage
    Long Reach/Extending Arms

    Faults:
    Susceptible Springs
    Loud Movement
    Hard to replace pieces.
    >> Anonymous 11/18/08(Tue)10:26 No.3018539
    >>3018516
    Awesome.
    >> Anonymous 11/18/08(Tue)10:30 No.3018547
    /tg/.
    we get shit done.
    >> Anonymous 11/18/08(Tue)10:39 No.3018562
    >>3010399
    GODDAMNIT WHAT THE FUCK HAPPENED THIS WAS GOING TO BE FUN
    >> Anonymous 11/18/08(Tue)10:42 No.3018571
    >>3018562
    At the end of the day, we have a fully functional FUDGE mod for Accursed Toys, and someone working up a components-based GURPS Lite version. What is not fun here?
    >> Anonymous 11/18/08(Tue)10:51 No.3018604
    Everyone in this thread should
    A) Learn German
    B) Play "Plush, Power and Plunder"
    >> Anonymous 11/18/08(Tue)10:53 No.3018610
    >>3018604
    Because /tg/ banding together and making something cool and exciting is sooooo much worse than everyone learning a second language so they can play an obscure yet similar game.
    >> Anonymous 11/18/08(Tue)16:22 No.3020116
    So i think i'm gonna run some friends though this setting using the Mutants and Masterminds system. 500-750 point value for character creation, maybe?

    >A short discussion later, you find out that they are stalking a band of nomadic tans.
    This made me so happy for some reason.
    >> Anonymous 11/18/08(Tue)17:46 No.3020622
         File :1227048378.png-(19 KB, 626x492, tg gets it done'.png)
    19 KB
    >>3018547
    I'm happy that this thread is one of the exceptions to the pic.
    >> Anonymous 11/18/08(Tue)17:51 No.3020644
    >>3010912
    Are these playable?

    And can you be a clockwork whatever, or just a clockwork dragon?
    >> Anonymous 11/18/08(Tue)17:53 No.3020656
    Woot, more original content!
    >> Anonymous 11/18/08(Tue)17:55 No.3020667
    >>3020644
    The idea is that you can play any sort of toy you want. Some of the better ideas were fleshed out.
    >> Anonymous 11/18/08(Tue)17:56 No.3020671
    >>3020644
    Yes: http://1d4chan.org/wiki/Accursed_Toys#Plastic_Army_Sgt.

    As for alternate Clockworks, I'm not sure.
    >> Anonymous 11/18/08(Tue)19:58 No.3021270
    Bump for best thread in ages.
    >> Anonymous 11/18/08(Tue)20:57 No.3021535
    So how does this work exactly when making starting/example characters in balancing the stats? If you say have 1 God, you need 1 mediocre in exchange?
    >> Anonymous 11/18/08(Tue)21:31 No.3021731
    >>3021535
    I'd imagine that's how it works
    >> Anonymous 11/18/08(Tue)23:50 No.3022402
    bump until I get a chance to read all this awesome
    >> Anonymous 11/19/08(Wed)01:10 No.3022775
    IN THE GRIM DARKNESS OF THE DISTANT PIXAR THERE IS ONLY POSSESSED TOY WAR
    >> Dr. Steel 11/19/08(Wed)01:15 No.3022797
         File :1227075342.jpg-(55 KB, 501x648, 1226576428171.jpg)
    55 KB
    Toy soldiers, you say?
    >> Anonymous 11/19/08(Wed)02:26 No.3023217
    >>3022797
    I do say!
    >> Anonymous 11/19/08(Wed)02:28 No.3023228
    >>3022797
    >> Anonymous 11/19/08(Wed)02:48 No.3023322
         File :1227080916.jpg-(63 KB, 400x584, JackPrint1.jpg)
    63 KB
    >>3018516
    Jack can leave his box
    >> Anonymous 11/19/08(Wed)03:38 No.3023563
    >>3023322
    Pretty sweet.
    >> Anonymous 11/19/08(Wed)09:48 No.3024288
    This thread will not die until auto-sage.
    >> Anonymous 11/19/08(Wed)10:30 No.3024370
    Fuck Yeah, Accursed Toys!

    I was around for the first thread, and I've been waiting for this for months.

    The component idea sounds nice, but I'm going to take the Fudge framework, and run a game with it. Thanks /tg/.
    >> Anonymous 11/19/08(Wed)16:52 No.3026110
    Bump for awesome.

    And possibly some moar.


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