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Rpg Homebrew thread.

Based around you playing as a child's toys to protect him from monsters at night. Pretty simple stats and with a pretty simple rolling system.
Other thread got fat and going down the catalog.

>btw, the title is just there for a title. We can change the name later on.
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>>28910598

I read the previous thread but for the new thread people. . . what do we have so far? Give us the bullet points, the elevator speech.
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>>28910926
Four Archetypes of toys (Stuffed, Action Figure, Dolls, Figurines), plus one expansion type (Imaginary Friend)

Five Core Stats (Toughness, Articulation, Fellowship, Accessory, and Imagination)

Current system we're using: Dice pool, Stats / skills capped at 5 each (so you never have to roll more than 10 dice). Successes are determined by rolling 1d6-2 (so rolling a 6 = 4 successes.

Skills are still being defined, but there was a nice list of some at the end of the last thread.

Overall tone of the setting is GrimBright. Terrible things are out there, and we might have to do terrible things, but we will overcome.
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>>28910598
So nobody ever responded to this thought for other enemies that the other people would have to deal with.

>>28908101

What do you think of this? I personally think we could use something for the baby.
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>>28911122
Maybe the Baby's fears would be writhing, horrible masses of unfathomable dark. Just terrifying, unformed terror to go with the baby's undeveloped mind.
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>>28911102
>1d6-2

Why not just 1d4 vs. modifiers?
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>>28911122
It's an interesting idea.

Personally I prefer "Monsters is Monsters.", I don't really see the point of classifying them like that.

>>28910994
I like what I see here. So I assume Skills are based on Attributes. What kind of dice should be used?
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>>28911168
Babies are afraid of everything. They're the suicide missions for the Silent Guardians - there's no rationality to reign the fears in and no life experience to shape the Terrors into easily defined forms.

Babies represent the purest, truest form of fear: that of the unknown; which, to a baby, includes pretty much everything.

Who's holding the lights?
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>>28911102

Well, I guess it was worth it until we got to here.

So much definition has made this game into just another bad fa/tg/uy job. I wish we could actually work on this sort of thing without this kinda thing.
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>>28911212
Because d6s are the most common form of dice known to dice throwing civilization.
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>>28911326
Any thoughts?

Or are you just here to tell us we're doing it wrong?
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>>28911102
Do we want to write up some fluff for the bad guys mentioned in >>28907313
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>>28911356
Granted.

But telling people to do a d6-2 will make them flinch. There's really no statistical reason to do that, it's just an excuse to make a d6 into a d4.

If we're going for a success accumulation format I'd suggest an action economy like in Amber Diceless or even Nobilis.

Otherwise we can just ignore the system and focus on the setting, which in all honesty /tg/ is better at anyway.
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>>28910926
The Pic pretty much sums it up. Monsters are real and feed on our fear.
They prey on kids on a nightly basis.
The first, last and only line of defense against these fears, are our toys.
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>>28911358

Encourage creativity, conversation, and general enjoyment over a bunch of dice rolls and attributes. This game seems to be built for one shots, and the best one shot-exclusive games work a bit better to engage their audience then making up a bunch of stuff for this.

I liked the ideas of randomized boys and girls, the toy chest idea of people bringing a bunch of pre-mades or making a bunch, and a few others. I also feel that it may be a fun exercise that can boost the overall child-monster feel to have some other type of resolution mechanic.

Of course my preferred one relies on a thing most fa/tg/uys don't seem to have: manual dexterity and coordination.

Grab them points motherfucker. Tommy needs protection.
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>>28911426
Go for it.

>>28911427
Yeah. I think 'Roll under TN" is better all around. 1 is hardest and most risky to over come. 6 is trivial.

But I'm no game designer of course.
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>>28911465
I'll give ya this, its novel.
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>>28911547

It's novel, fun to play, gives a nice little game between, and will get people interested. Ever play Dread? Takes away a lot of the stigma, and while it gives an advantage to female players ot guys who were raised with women like myself, it's a fun take and could get interest.
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Stuff of Legend: RPG, huh?

Though, I didn't know if OP was aware of this but this is very reminiscent of a mechanic from an rpg where you play children living in a frightening world in which the paradigms of closet monster and child molester criss cross.
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>>28911426
>Arachnion

Chitter chitter, legs atwitter
Sound stops, head drops
Eyes aplenty, stomach empty
Not for long

Oh those creepy-crawlies. There are so many of them, and no matter what the man on TV says, you can't help but feel they're not just pests. The insects, especially spiders, seem to operate with an unsettling efficiency; their movements, feedings, and even deaths all conform to a pattern of logic. It's creepy, but it's still logic. Sometimes you can't help but wonder if you're just imagining things. And when you do, Arachnion smiles.

Arachnion is no mere giant spider (although he counts a number of them as his cohorts). Imagine, if you can, a massive pile of everything that strikes us as wrong about spiders and insects; the dainty legs, the chittering mandibles, the unblinking eyes, the quick yet jerky movements, the tiny tiny hairs.

And on top of it all is a big sack of skin. No eyes, no mouth; just veins and pale flesh. There's a crown on it. It has a golden mouth and black teeth that are licked occasionally by a hairy, mandibled-tongue.

Arachnion likes to riddle and rhyme his nights away, filling children's heads with paranoid delusions and half-answered questions that keep them awake at night.
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>>28911618
Monsters and other Childish Things?

Yeah, they talked about it in the other thread.
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>>28911662
Nope, Little Fears.

One of the actual mechanics involves chasing away closet monsters through the power of belief that your toys will protect you.
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>>28911620
>The Unseen One

"You're just a toy"
"You'll be forgotten"
"Your Small doesn't need you"
"Let him come to me"
- Whispers heard from the North Corner.

Among the Guardians, there is one monster whose name is always whispered. He, she, or rather it, is the source of why they stand guard every night. Some say it used to be a toy; others say a child; still others say it's something altogether different. It has no defining attributes, no familiar form. It is the Walking Dread, an invisible morass of fear that threatens to sink every night into a terrifying oblivion.

The Unseen One stalks the shadows. Its cloying whispers gnaw at stitching, grind gears to a halt, and make batteries flicker and fault. It preys on fear, any fear, and it considers the fear of the Small irresistible. It delights in tempting Small to scare themselves and it grows stronger the more frightened they become.
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>>28911913
>>28911620
These are really cool. Keep it up!


On another note... are we going to make a .pdf rulebook of this, or will it fade into obscurity, becoming just another /tg/ idea that would've been cool?
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>>28911426
"If you can't see her, she can't see you. She doesn't need to."

It's hard to argue (and likely pointless) which Primal is the Oldest, but one could definitely accuse Umbra of being the most active. The fear of the night, dark and terrors that lurk within it are some of the oldest fears known to man and toy alike. Umbra is not shapeless like the Unseen one, she has a form, typically that of a female, with eyes, ears or facial features, though some toys report the occasional unnatural looking toothy grin.

What she lacks in imposing features, she makes up for in one very troublesome ability: Transmogrification. Objects in the room are pulled into the Shadows and turned into wretched disturbing things. These strange creatures serve to disorganize and divide the attention of the toys as Umbra herself approaches their charge.

As for the extent of this ability, well no one's ever heard of a toy being Transmogrified. At least not so far.
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>>28912340
Pic related.
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>>28912191
I hope so, someone please make the pdf, I will play the shit out of this
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I'll give you a bump OP.

I think they were both just raped.
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>>28912662
I hate to be just another guy who asks for something without being able to help provide it, but I don't have any methods of making a PDF. Unless...

can you make .pdf files with GDocs?
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What about toys that have been lost to the dark powers?
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>>28910598
Sample Skills

>Toughness
Brawl: Straight up fighting skill Brawl + Toughness Vs. enemy defenses. Good for picking on things your own size.
Endure: How to take damage and shrug it off. Toughness + Endure and survive enemy attack.
Scramble: A mobility skill, you Scramble up the shelves of a book case or across the carpet..
Knock: An offensive skill, Knock is a way to push back foes, to throw them off of you and to break down anything they put between you and your objective.
Lift: Clean & jerk the toy chest over your own head. That's the way.

>Fellowship
Carouse: Party! Sometimes, you need to remind your fellow toys why they fight. Great for building morale of the Companions.
Comfort: Give aid to the suffering, healing and assisting fallen toys, but also soothing the innocence of your child.
Command: This is about organizing and controlling groups of companions. An effective leader can manage more secondary toys for greater effect.

>Articulation
Dodge: Avoid taking damage.
Parkour: Like scramble, but focused on getting around household obstacles gracefully.
Aim: For Crossbows or lasers or missiles.

>Imagination:
Blanket: Creates barriers and obstructions. Monsters can't get through the Blanket.
Boom: your default magic kamehameha. While it is an attack, it's purely imaginary, so less effective than the real thing.
Lie: Illusions and trickery. For when you can't actually hurt them.
Exaggerate: The Buffing spell, increases toughness or articulation or accessory.
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>>28912749
You can save files from Word as .pdfs... at least, i can... but i suck at formatting and layout.
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>>28911427
>>28911356
So that you can get a -2? -1 is like what you would get for a critical failure. 0 would be just failure, and 1,2,3, and 4 would be degrees of sucess.
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Yet another case where neo/tg/ can't get shit done.
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Anybody know a way to make and link documents to an iPad?
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Why the fuck did this thread die? It was the best thing ever!
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>>28919497
I'm bumping this. If I didn't have PT and work right now I would get working on this. I really want to play this. Also can we incorporate d20's in this? Just d6 is boring.
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>>28912191
We'll .PDF this bitch, as soon as we work out all the major aspects.
Right now we have:
>A basic, functional system:
Small Dice Pool, number of dice used for a check = Attribute + Skill, Roll for successes. Current thinking is d6-2, so rolling a 1 is -1 success (a failure), and rolling a 3-6 is 1, 2, 3, or 4 successes.
The objective is for the dice system to support the tone of the game: Grim-Bright. Things are bad, right now, but there is hope.
Personally, I'd prefer to use d8's or d12's over d6's, since most pool systems use d6 or d10. I think d6-2 is a bit wonky, why not just have 1= a failure, and (max) = 2 successes?
>Attributes
Five attributes, Toughness, Articulation, Fellowship, Imagination, Accessory
since this is a small dice pool system, attributes scale from 1 to 5.
>Skills
Some sample skills were posted earlier

What we need now is challenges to use the skills we have, to set ordinary difficulties and challenges
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>>28911320
I thought we decided infants have the best protection because they're so weak. To quote the archived post
>STUPID STRONG TOYS TO DEFEND THE WEAK MASTER HUZZAH
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>>28910598
... My roommate is doing the same. He used to work at a popular teddy bear store...
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I'll just leave this here.

http://tailsteak.com/000473/All%20the%20Little%20Things.pdf
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Here's an idea: the less humanoid a complete toy is, the more powerful.
The tower with the hoops that need to be stacked in height order? That thing's like Exodia: if it is allowed to stack all 5 rings in the correct order, instant sunrise, encounter won. It's slow as shit, though.
>>28911465
Jacks are OP as fuck - but do kids even play with them anymore?

Now it was also suggested in the last thread that "toys" owned by parents may join in the fight as well.
What happens when a parent has a 40k army at his disposal?
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>>28920648
>Courage, against Fear striking enemies
>Stitching, to recover health, requires materials, not all damages can be fixed
>Radiance, spell/aura of light, increases morale, causes you to become target
>Fuzzy,
>Rival, gives a +1 bonus to skills when soulbound toy is involved, debuffs -1 when not around, decreases morale of others, become center of attention
>Ballistics, gives slightly more ammo and +2 to aim
>Grandstander, +X to Distraction where X is number of skill check successes in a row
>Big, +5 HP and +2 to grapple
>Rustle, chance to make noise increases, become center of attention easier
>Treasured, only one toy can be it, have +2 to all checks, permadeath, cannot be repaired, if toy dies, enemies get +1 bonuses permanently
>Agile Command, Companions get +1 to one specific action, lasts one round
>Swift Swim, +10 (insert base distance here) to all movement in water/hovering
>Accessories Included, be proficient with more weapons
>Some Assembly Required, can replace part if permanently damaged, once
>Cardplay, use certain Trading Cards to cast spells/gain bonuses (allows players to use some MTG/YGO cards at DM discretion)
>Choking Hazard, +1 to all grapple/hold checks if damage
>Watchman, +1 to Initiative and Spot, increases darkvision
>Family Heirloom, Prereq; Treasured, +2 to all Leadership and Courage checks, enemies get +3 if dead, angers parents, +2 to all combat bonuses +3 if Grandstanding
>Dogtoy, +1 to all Handle Animal, can mount, lessens pet dmg

y/n?
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>>28920921
I don't like the idea of using cards to cast spells. I feel like it should mainly be about the toys using every day objects and maybe other toys to battle the monsters. Like yo-yos and baseballs and such. But a toy knight's plastic sword that's tiny shouldn't help at all.
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>>28920845
40k soldiers are Figurines, their lasguns and bolt pistols fire imaginary lightagainst the monsters.
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>>28920962
Change the cards to Fire Mastery then, gives a better handling to using fire and making it. Don't forget about smoke detectors though
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>>28920985
I really like that idea. I can just imagine a group of toys accidentally killing their kid on accident trying to use fire.
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>>28920962
>>28920921

Now, see, think it's hilarious... It would be like ritual magic for the toys. But the effects of the cards will be at GM discretion... So "Exile target creature" might merely push a monster back to the closet, or summoning Exodia might give you a powerful one-turn blast effect.
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>>28921001
That would be cool. Summoning monsters or using magic effects.
>yfw Vindicate
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>>28921001
That's a fine way to look at it. I think if I ever tried to run a game based around toys protecting their kids at night I'd make the only fantastical things in the game be the toys and the monsters. Trying to use fire and electricity would be like trying to use magic. Potentially very damaging to the monsters but also very dangerous.

I also think giving the toys more realistic threats could be interesting. Like maybe having to occasionally deal with someone who has broken into the home of their child or taking care of an abusive caretaker in their sleep.
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>>28921080
I dig it
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>>28921080

>Combat

Most toys only make imaginary light, whether it's the imaginary flash on their swords or the imaginary blasts from their guns. This is not very powerful against monsters, and is best used in massive amounts.... like an entire bucket of green army men, or a

Some toys can make *real* light. Be it a built-in LED on their chest that shines in the darkness, or an accessory that glows in the dark, they can deal *real* light damage. Real light is penetrating damage. an adult flipping on the overhead lights is like setting off a bomb against a monster.

The last kind of damage is *fire*. Fire is aggravated damage against monsters, and destroys them for real. Fire is the only type of damage that even the primals are afraid of... but fire is dangerous and difficult to control and even more so to acquire. The Sun, being a unspeakably large ball of fire, is like a NUKE to monsters.
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>>28921256
>Some toys can make *real* light. Be it a built-in LED on their chest that shines in the darkness, or an accessory that glows in the dark, they can deal *real* light damage. Real light is penetrating damage. an adult flipping on the overhead lights is like setting off a bomb against a monster.
Good thing my family collects HESS trucks. Also a good thing they decided to make a fucking HESS F-22.
What about toys that don't have lights of their own, but have transparent bits so light can shine through them? Would they be amplifiers?
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>>28920966
>lasguns
>flashlights

Business as usual.

Real talk, I'd say any kind of wargame minis would just be beefed up army men. Limited movement combined with additional human effort in creating them.

>not priming and painting your guardians
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Seeing how notable their presence was in the last thread, what do you gents think of matches and their place in this fight?

Also Boogeyman. Is he in? Is he the epic level boss? Or is he just a name to the many faces of unknown terror and creeping horror?
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>>28923740
Matches are extremely powerful weapons against monsters (with fire dealing "aggravated" damage, we;ll come up with a better name when we hash out how damage and combat works) but they are also fragile, and not long lived, and hard to use... and difficult to scavenge.

Most adults keep them away from children (and their toys) out of habit. An excellent scavenger might find a quarter-full pack of matches during the day, and go into battle with five powerful strikes...

Fire is dangerous to everything, toys and humans and monsters alike. So there should be fire-handling skills, probably more than one. To prevent "Dexterity / Intelligence is the god stat" you run into in most skill games. I want any character, whether they are tough or articulated or just have really high fellowship, able to use fire effectively in combat.

And matches are fickle... wave them around to much, and they snuff out. Hold them too long... they burn you AND snuff out. Get them the least bit wet... you guessed it. Matches are to toys like STC is to the imperium: A mighty weapon to hold the darkness at bay, and something to guard with your life.

Oh, the Boogeyman himself? He's a myth... He's just an aspect of the primal fears... or are they all just aspects of him?
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>>28910598
These are just some ideas for setting fluff. I love the Primal Fears and in my personal head canon, Monsters are fueled by fear and Toys are fueled by imagination which allows the really small statured toys to actually have a chance against monsters. Imagination is present in all toys and allows their tiny plastic swords or army guns to operate against Monsters. Some toys with no access to wooden swords or plastic guns can draw upon Imagination to create lights barriers or fire missiles or what have you. Basically magic. I think monsters should be these larger than life fuck off creatures (they'd be roughly the size of adult humans but to a small toy they're basically fucking godzilla) so the toys should fight tiny minions and stuff to work their way up. What do you guys think?
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>>28910598
Also, in the last thread I thought we had agreed on the name Nightlight
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>>28925321
I voted for that. It sounds awesome.
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>>28925305
Monsters come in a variety of forms, from Adult human sized solitary beasts, to tiny swarming terrors that can fight a lego man in hand-to-hand combat, all the way up to unspeakable things large enough to crowd the entire child's bedroom. Really, the form and nature of the monsters will have to be made and defined by the GM... We need to completely hash out how monsters are made as a part of the rules... but they should have stats, skills, and possibly qualities similar to the Toys.
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>>28924241
I love your ideas on matches. They should be a holy grail of protection. Every toy should be looking for matchboxes and guarding them with their lives. Make them these larger than life weapons that only have a one time use but can make even the Primals think twice about fucking with the Toys
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>>28925321
>>28925351

Thirding Nightlight. I like the feel of it.

>"Nightlight
>"uardians of Innocence"

would sound boss as a title.
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I support this. I just wish I had more to contribute than a few theme-fitting images
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>>28924241
>>28923740 here. I agree with the matches thing. They really work well that way as the best thing to keep the oldest fears at bay. Hell, to go against the 'Toys protect kids because God' thing in the last thread, it could be more that when man started to harness fire was really the first time that the darkness and the fears inside were driven back and they've been weak to it ever since.

Oh that works. Of course, theoretically, should the Boogeyman show up, it should be a pretty nasty encounter. Oh, he probably wouldn't be the strongest of the fears but he's able to do a little bit of everything and worse, he's CLEVER. After all, what is the Boogeyman but the Fear of Fear Itself?
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>>28911102
I'd like to expand on the Core Stats a bit, and these are just ideas so bear with me

>Toughness
Perhaps action figures, knights, Bionicle dudes are good at this. Should reflect; a toys' ability to move objects outside of combat, ability to lift team mates up once the toys have climbed atop an object, ability to lift team mates up to an object, climbing?, perhaps intimidation to smaller monsters

>Imagination
My post below details my views on Imagination. Every toy has some aspect of the kids' imagination which allows their weapons to work against monsters. Toys that prefer not to use weapons as their aspect of imagination can have other manifestations of it. Maybe the toy has seen some of the child's crude drawings and can summon forth the creatures to fight the dragons, maybe they can summon forth temporary light to protect their comrades

>Tinkering
Toys proficient in this can shimmy together anything they can find to help them around their environments. Keep in mind that toys are very small and will need some degree of mental finesse to maneuver through our world. A chair to a toy is a massive fucking obstacle to climb into, but tinkerers can take shoe laces and paper clips to create a rope up it.

>Fellowship
maybe this can be used as the healing stat? morale booster? buff for teamates. Debating on this one.

Just some ideas chaps.
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>>28925602
Perhaps toughness is general physical strength. Tougher toys can take and dish out bigger physical hits

Imagination would be the magic stat. Some toys are just easier to picture doing magic than swordfighting, and monsters could likely do dark magic as well

tinkering should be the healing stat. Using duct-tape and AAs to repair and revive fallen toys

Fellowship... actually, how about a bravery stat? We're fighting manifestations of darkness and fear, correct? It only makes sense to have some kind of mechanic like that
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>Character Creation

>Step 1

Start by picking your Type: Toys come in four key types:

>Stuffed Toy: +2 Toughness, +1 Fellowship
>Action Figures: +2 Articulation, +1 Accessory
>Dolls: +1 Accessory, +1 Fellowship, +1 Articulation
>Figurines: +2 Imagination, +1 Toughness

And, if we use them...

>imaginary Friends: +3 imagination

(I do like the concept)

>Second Step

You have five attributes, they are Toughness, Articulation, Fellowship, Accessory, and Imagination. Put your type bonuses down, and then split 12 build points among the five stats (minimum 1 build point in each stat, maximum of 5 build points).

Next: Chose Skills for your character...

We need to properly hash out skills. Some were suggested (by me) in the previous thread, and I'd love to hear more Skill Ideas. I want there to be some "overlap" between the five attributes, so there's never any point where a given toy is *useless*, just points where they do things differently.

Like, Say you need a toy to quickly run across the room. Some systems would just attach a "run" skill to one of the physical attributes, and call it a day. I'd like to see a bit more variety, Like if we could have Tough toys "Charge" their way across the field, and Articulated toys "Scramble" across obstacles.

I dunno, it's all kind of silly on my part.

Skills also work on a scale from 1-5, same as stats (so you never have a normal dice pool greater than 10 dice, to keep things simple.)

Next thing toys get are special features.
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>>28925723
My justification for the stats, from the previous thread:

Toughness is the catch all physical strength / durability skill. Figurines and stuffed toys have an innate bonus to toughness. You use Toughness for physical tasks like direct combat brawling, and enduring a hit. You can use Toughness to soak damage.

Articulation is what powers most "dexterity" type skills. Ranged attacks are made with articulation, so is avoiding damage, and performing fine motor skills. Action figures have an innate bonus to articulation.

Fellowship is how you gain companions, and how strong they can be. It takes a mighty fellowship to tame a large dog, or to organize a legion of lego men. Dolls and stuffed toys have a bonus to fellowship, like woody from toy story.

Accessory is actually a way to gauge how many extra items you can equip... Most dolls and action figures have high accessory numbers, figurines would probably have very low accessory.

Imagination is the "magic" stat. imagination makes accessories behave like their real-world equivalents, or does special magic. Imaginary Friends have incredible imagination, but figurines also get a boost to it.

Why no Bravery stat? Because the toys *are* brave. At least, the ones your playing are. PC Toys are the most loved, most "powerful" of the toybox, and they have stats that reflect this. Other toys are "companions", which Fellowship manages. It's only companions that might break and run in the face of a monster. Heroes Stand.
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>>28920921
These are more like special qualities, things that would be bought as extras after stats and skills are paid for. Maybe... maybe these give you an automatic success on something.

Like:
>Courage
1 automatic success to Fellowship + Leadership rolls when commanding companions.
>Stitching
1 automatic success on Toughness + Endure to prevent damage from a monster's blow.
>Radiance
1 automatic success on Imagination + Blast attacks... or maybe Upgrade 1 imaginary light attack to a real light attack.
>Fuzzy
1 automatic success on a stealth check or as a check to comfort a child...

But your names and stuff are awesome, and we could really flesh these out more.
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>>28925397
Set it in WoD
>Toy - the Playtime
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>>28925723
My reasoning for no bravery is similar to >>28926057 in that bravery is already implied. These toys are a bastion of hope and know full well what they are going into.

>>28926057
I do like Fellowship and maybe it could also give buffs to PCs. Articulation works well. I guess I just wasn't feeling the initial title to it. How are you feeling about Tinkering? I'm not seeing too many other stat postings so I figured you and I could bounce some ideas around. I was also thinking Accessory could operate as just a gear guide. You can exchange x body parts depending on your Accessory stat or you can hold x matches or weapons based on Accessory stat

>>28925887
Not skill related but I was thinking that items would have to be met by Attribute pre requisites. For example a plastic rapier from a pizza box would have a pre requisite of 1 toughness while a kitchen knife would have, say, 9 toughness pre requisite.
>>
>>28926375
Definitely have the child comfort and noise level matter
>>
My only suggestion is to include family pets as either a controllable or a very primal class.

Dogs
>Mankind's longest and most loyal companion. Willing to fight for their human masters
>Heightened senses, strength, unwavering loyalty

Cats
>Guardians of the underworld and masters of the mysteries of the dark
>Experts on the Dark and its nightmarish inhabitants

Goldfish
>Moral support
>>
>>28910598
I had an idea for a neat thing we could put in the game. In the last thread I remember someone mentioned dividing the game into two parts, a daytime and nighttime. The guy suggested something like during the day the toys just interact with each other in freeform RP and during the night you fight monsters.

What if we made it so that during the daytime part of the game all the toys go on imaginary adventures which will help them gain new abilities, spells, and other things which will help them during the big fights come bedtime.

Like during the day the child plays with the toys and pretends they go on adventures and the players roleplay this adventure. For example during the daytime phase the child imagines the toys entering a dragon guarded castle to find a magic sword. When you finish the imaginary adventure, killed the dragon and found the sword, one of the toys can use the sword you found in the imaginary world against the monsters you face during the real world nighttime part of the game.

Of course it doesn't have to be a sword you could go into the imaginary world to bring back a spell or an ally to help you for a night against a particularly tough monster, or information about the weak spot of the monster you're going to face that night.
>>
>>28926827
Oh pets are Companions.

There was discussion in the previous thread: Dogs are Strong, loyal, brave, and, usually, lazy. Cats are mysterious, powerful, and probably will demand a sacrifice. hamsters, Gerbils, and Guinea Pigs make excellent mounts... Pity the kid who has a Lizard.
>>
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>>28920921
>Family Heirloom
>+3 if Grandstanding

I love this. The image of a teddy bear knight going "well, what is it?" before terrifying closet horrors.
>>
>>28926827
Excellent idea. I wouldn't like any PC's playing as pets since dogs/cats are typically MUCH larger than toys. I'd leave pets to DM discretion but personally see them as mounts/allies that must have their loyalty gained and proven by the toys. They should act as a sort of neutral force though. Many dogs play roughly with toys IRL and I see no reason why toys shouldn't view dogs with some level of caution.

>>28926828
Beautiful idea and I'm loving every aspect of it honestly, BUT we should be cautious about getting the game/setting cluttered with too much superfluous stuff. Focusing on the monster aspect as the main focus should remain in the limelight but I do like the idea of obtaining items/adventures during the day as a way to "level up". Excellent excellent idea brother. Maybe this time could operate as sneaky section where the toys need to avoid being seen by the parents? Just a little idea bouncing.
>>
bump cause /tg/ is getting shit done.
>>
>>28927457
Well, we need to start with the core aspects:
making characters is like, 75% done... Then we need to detail Companions, and Monsters.

Companions are functionally ineffective by their lonesome... that one generic, nameless Imperial Guard with a lasgun isn't going to stand a snowballs chance in hell against a nightmareish monster... luckily they come as one of the PC's allies, and often in large groups.

Companions should be like mini-PCs. less complex, less skills, more bodies... Or possibly single bodies with better stats or skills compared to the PCs... What game systems can you think of that handle allied lesser NPCs well? I'd love to hear about them.

Now, Monsters... Monsters need a bundle of special qualities that makes them unique fights. Monsters should have things like uncapped dice pools and minions and... whatever else it takes to make them monstrous. Monsters don't necessarily need to work on the same stat system as the PCs.
>>
>>28928178
Maybe they could have abilities instead of stats?
For example:
The Plastic Soldier Platoon can provide covering fire. This damages monsters, but big ones can choose to ignore that damage by taking a penalty on their own damage; this represents effort used by big monsters to cover themselves from imaginary light.
>>
>>28927065
Lizards could work. I picture them as sort of fortune teller wizard character who hide their wisdom in riddles. Their brains work differently and so they would be a sort of oddball character who seems like they don't make sense at first but they can have brilliant insights.
>>
I like the ideas of >>28928549

As fluff goes by i will throw this idea, since we are running in a "primal fears" idea, we could have the moon be a sort of "difficulty gauge" you start at new moon, and as the moon grows full each night, the number and strenght of monsters grow... each full moon the "boogeyman" comes, basically the childs worst nightmare given a physical form, and the ultimate challenge for the toys
>>
>>28928178
Nothing comes to mind for well done companion NPC's. GURPS has a system in place for them but it gets a bit complicated for my taste. I like the idea of them having low health, basic weapon damage with no boosts and MAYBE some repair abilities on certain units.

Monsters are a whole other ballpark. We need a system finished to see exactly how the player characters turn out before we can stat monsters accordingly. Low level minions should be beatable by one PC with higher level monsters requiring the entire party working together with their environment and matches to beat. Not too different from other systems. I'm of the opinion that monsters should have lower Defenses than most games and have higher HP, simply for the fact that constantly missing in games is a pain in the ass. Just my opinion. I'm currently in Word stating up some different stuff but keep in mind that it may differ slightly from what others above have posted. Not trying to be that guy or a snowflake I just started on a branch idea before I saw some of their ideas, but I'm trying to keep things in a very similar ball park.
>>
>>28928773
The moon doesn't change overnight, it takes a month to go from full to new.
>>
>>28928924
>i dont know how to read

>>28928918
i really liked the idea of >>28928549

so they could be recruited and lend their abbilities to the fight,
they have a health based on the kind of toy they are and the fellowship skill of the PC that recruited them.
Their powers are dependant on the level they are and the type of toy, they level up and evolve in their own as they fight, but their max level cant be higher than the PCs

>lego man
>abilities: can manipulate and equip lego items and machinery or similar toys
>figurine: +2 to health
>attack by striking with the item they hold
>>
>>28928918
We really can't afford to convert something like this in GURPS, and I say that as a GURPS fan.
>>
>>28925887
Toughness based skills:
Strength (governs melee attacks and weaponry)
Endurance (primary defense after getting hit, some sort of damage reduction?)
Athletics (the stat to do maneuvers like pushing or pulling, maybe grappling too, also used to jump, swim, run)
1 more
Articulation based skills:
Aiming (use of ranged weaponry or any kind)
Dodge (used to dodge attacks, plain and simple)
Contrortionist (used to fit in tight holes, turn towards any direction, etc.)
1 more
Imagination based skills:
Conjuration (used to summon imaginary items one can hold)
Summoning (used to summon imaginary weak creatures)
Spellcasting (can be used to shoot imaginary beams, fairy dust to blind enemies, etc.)
+1 more
Fellowship based skills:
Encourage (used on the kid or fellow toy soldiers to inspire heroicness)
Speech (able to speak well, used for convincing allies to cooperate or even enemies to leave)
Leadership (how many cohorts can you have at once, how many and how well you command)
+1 more
Accessory based skills
Armory (roll to see if kid left you with said combat gear)
Gadgets (roll to see if kid has installed gadgets on you last time he played with you)
Scrap (roll to heal wounded toys using scraps, roll to see how many scraps you have, etc.)
+1 more
>>
>>28928549
Okay, that's brilliant.
>>28929015
And that's *refined* brilliance. Thank you, We now have a general idea of how to make Companions... now we just need to give the PC's a way to acquire companions...
>>
>>28929044
Same anon, add "crafting" as the 1 more skill for accessory. Craft your allies! Or some turrets, or whatever.
>>
>>28929063
>recruiting

well, we could use that the fellowship of the entire group of pc combined gives a number, for my example i will use 15.

then you check the toychest, and every type of toy can be recruited in the basis of "fighting for our child" as easy as that, every toy has a price, the more powerful, the more expensive by example, a nameless guardsman would fight for the child-emperor for only 0.1 points (but since the system only takes natural numbers you end with 10 figurines in your army)
barbie could cost 3 because she can heal other toys, charm mosnter to fight for her and is a excelent articulation based fighter.

and so on
>>
>>28922720
>Real talk, I'd say any kind of wargame minis would just be beefed up army men.

But young kids generally don't have them. Unless they belong to the Dad / Older brother and they will act as their proxy in the game.
>>
>>28925597
Quest to find a candle. Or a new bulb for the night light.
>>
>>28929167
in that case we could say that since their child is bigger, he doesnt need the protection so they march to the little brother room so they can help his little baby toys against the nightmares of the darkness
>>
We should make a google docs page or something to keep all this info on.
>>
>>28929034
Oh no, no, no. You misunderstand my friend. I was certainly not implying some GURPS conversions. I was just stating the fact that GURPS had a system for Companions but it seems that >>28929015 has defined a structure for us so the point is moot.
>>
>>28929196
Basically, the other toys would have to respect them a little more as the penalties for damage to them are higher.
>>
>>28929295
i do say that they should either be a rare ocurrence, like a random encounter where you can recruit them or have them be on par with the other toys
>>
>>28929150
I don't know, that's a little to commercialistic.
Maybe a modifier depending on what kind of Kid is rolled?
>>
Another companion / Secondary idea: Books.

Books will not generally directly influence the combat, but they will give advice or trickery, boost or quash morale, and so forth, depending on what they are.

Got an image of a 'my first science book' talking in a dull boring way about how to make fire, a book of fairy tales rousing the toys with speeches, a book of scary stories tormenting the toys for its own amusement yet secretly siding with them by giving anti-monster adivce, and then the adult horror novel that has somehow made it to the bookshelf being the epitome of malice. Just imagine the nasty things Stephen King's IT would say to toys battling the Dark....
>>
>>28929322
could work, i tried to make a way that "mass" toys like army men could show off their numbers.
>>
>>28929044
To add to your 1 mores

>Toughness
Intimidation (big badass teddy bear knight can intimidate any uncooperative toys/low level monsters)

>Articulation
Stealth (sneaking around, yunno, standard stuff)

>Imagination
Insight (being able to foresee a couple different outcomes or being knowledgeable about the lore of monsters)

>Fellowship
Tame (being able to make companions out of more combative NPCs like pets)

>Accessory
Tinkering (being able to craft stuff together to navigate the world)
>>
>>28929044
So, i guess this idea was discarded without a thought.
>>
>>28929414
>>28929418
Timing is a beautiful thing.
>>
>>28929418
No brother, the thread is just moving a bit slowly which is standard here. I actually added to your skills here>>28929414. Don't get discouraged! In a collaboration project like this, ideas are bound to go over, under, through and around your ideas but eventually we'll come together.
Keep at it friend!
>>
>>28929535
Hell i will.
I would even suggest we make some kind of forum on the stuff and kickstarter it in a while.
I would create a forum board, but i am not the greatest coder around here.

>>28929414
>Intimidation
>Tame
These two seem like they are too "bad guy" for toys. Maybe add some kind of perception for toughness (since you added stealth) and empathy (to discern lies since evil monsters may have social skills too).
>>
>>28929414
I'd think that LEGOs would have high tier Accessory, but low articulation. Unless we're talking Technic.
A Pet Rock would have maxed Toughness, but no articulation or accessory. I can't decide if it has high or low Imagination.
>>
>>28929630
>implying the toys are completely nice all the time
If they weren't willing to intimidate or try and persuade animals, they'd go up to the monsters and offer them some tea if they politely go away immediately afterwards.
>>28929414
I still think traits should be a thing as well. All I want is to play a lego man and use my head as a missile. Is that really so much to ask?
>>
>>28929695
>If they weren't willing to intimidate or try and persuade animals, they'd go up to the monsters and offer them some tea if they politely go away immediately afterwards.

Well, at least as i imagine it, toys should be less intimidating, since otherwise the kid wouldn't be playing with them, and taming brings to mind tyranny/evil. I believe we are looking for the courageous teddy bear, not the oppressive toy soldier commander.
>>
>>28929657
Bionicle toys would work wonders.
The simpler the toy, the higher the imagination would need to be to play with it.
>>
>>28929695
Traits can absolutely be a part of the game brother. Feel free to add some suggestions to help us get to that point! Other anons in the thread have pointed to some ideas for traits if I'm not mistaken. I don't see why Traits and Skills have to be mutually exclusive.
>>
>>28929657
>>28929780

We might have to be careful about using brand-name toys. I might jsut be being paranoid, but with how sue-heavy the industries are getting...
>>
>>28929752
Exactly. It's less looking intimidating more yelling at them to back the fuck up or get smacked the fuck up.
>>
>>28929780
But how strong they are depends on if the Kid left them in the combined state, or normal, or if they were left taken apart before bed.
>>
>>28929817
So... Motivation? Morale? Impromptu Reinforcement of Will?
>>
>>28929814
Then just do what Barbie: Life in the Dreamhouse does: use generic names. Thus, in a Mattel-owned series, the WhamO-owned Frisbee becomes "Generic Flying Disk".
>>28929836
Exactly. If they're not a complete figure, they don't come to life.
>>
>>28929814
You act as though this is going to end up anywhere that a large company will see it.
>>
>>28929044
To expand on my ideas I mentioned in this >>28928918
post:


>Toughness:
Athletics
Endurance
Intimidate


>Articulation:
Perception
Stealth
Thievery
Acrobatics


>Imagination:
Spellwork
Insight
Summon


>Fellowship:
Diplomacy
Tame
Charisma
Heal

>Accessory:
Tinkering
Armory
Gadget


>GEAR:

>MELEE:

Martini Umbrella:
Dmg: 1d6
Pre-Req: 1 Tgh
(can also be used as an umbrella)

Wooden Sword:
Dmg: 1d8+1d4
Pre-Req: 4 Tgh

>RANGED:

Plastic Military Rifle:
Dmg: 1d8
Pre-Req: 4 Art
Range: 10
Toy Gatling Gun
Dmg: 4d6
Pre-Req: 4 Art and 4 Tgh
Range: 5

Laser Gun
Dmg: 2d6
Pre-Req: 6 Art
Range: 7

Military Sniper Rifle
Dmg: 1d8+1d4
Pre-Req: 8 Art
Range: 25
(must remain in place for one turn to use)
(-2 to speed while in use)
>>
>>28929814
Then we don't actually say the name, just refer to them as dolls and action figures.
>>28929796
Thanks. Materials should be a thing, which give you certain modifiers to your stats. You can be made of plastic, metal, wood, china or cloth. Plastic's balanced, metal's stronger and tougher but heavier, harder to repair and weak to electric damage, wood's hard to repair and weak to fire but strong, light and with some good elemental bonuses, cloth doesn't have any particular elemental resistances and can be damaged easily but it's so easy to repair that toys can do it themselves and china's strong against most types of elemental damage but can't take many non-elemental hits and is weak to physical damage. Also, I recommend for hit points we give our PCs hit points for their limbs, their heads and their torsos separately.
>>28929846
Calling it intimidation is fine. Intimidation isn't entirely based around being big. Being small and still standing up to something, especially if it's obvious that you genuinely believe what you're saying and you will sacrifice your life to fulfil your threats? That can be pretty fucking intimidating.
>>
>game is slowly becoming full of fantasy cliches
>>
>>28910598
Excuse me, OP, that image is copyright Dwayne Johnson
>>
>>28930185
In what way?
>>
>>28930185
As one of the repeat posters in this thread I would like to know if I'm doing something wrong. The only thing that I see that is a trope in fantasy settings is our use of attributes and skills. The setting is pretty vague at the moment and I haven't seen too many fantasy cliches yet. If you'd like to be constructive and help then feel free brother! We need help locating what we are doing wrong in specific ways so that we can fix em and make a better experience for everyone.
>>
>>28929866
>martini umbrella
>assorted weapons

i think we might need to do some rules about size and weapon usage, because a guardsmen figurine wouldnt be able to hold the gun from one of those big action figures that are made today
>>
>>28930244
happened faster than i expected... but i have to decline your dirty lawsuit becuase its used for non-profit, so fuck you
>>
>>28930444
I was just throwing some silly ideas out there. The rules/sizes are (hopefully) handled by the Pre-Requisites of the weapons. You have to have a high toughness to use bigger weapons, which is why the gatling gun requires use of Articulation and Toughness.
>>
>>28930533
>hopefully
i can see it working now that you put it that way, but that is assuming the toys and weapons they use are about the same size anyways
>>
>>28930244
>>28930477

That wasn't me, that was someone else. But well put.
>>
>>28910598
So gang, with the help of>>28911102
,>>28925887
,>>28926057
>>28929044
, and my post here>>28929866 plus every other person who exposed interest in the thread (Primals bless you) and some setting fluffers in the past threads I have a little bit of setting structure:
>CHARACTER CREATION
>STEP 1
Start by picking your Type: Toys come in four key types:
>Stuffed Toy: +2 Toughness, +1 Fellowship
>Action Figures: +2 Articulation, +1 Accessory
>Dolls: +2 Fellowship, +1 Accessory
>Figurine: +2 Imagination, +1 Toughness
>LEGO: +3 Accessory
if we use them...
>Imaginary Friends: +3 imagination
>STEP 2
You have five attributes:
1) Toughness
2) Articulation
3) Imagination
4) Fellowship
5) Accessory
Put your type bonuses down, and then split 12 build points among the five stats
>SKILLS:
>Toughness:
Athletics
Endurance
Intimidate
>Articulation:
Perception
Stealth
Thievery
Acrobatics
>Imagination:
Spellwork
Insight
Summon
>Fellowship:
Diplomacy
Tame
Charisma
Heal
>Accessory:
Tinkering
Armory
Repair
>GEAR:
>**MELEE:
>Martini Umbrella:
Dmg: 1d6
Pre-Req: 2 Tgh
(can also be used as an umbrella)
>Kitchen Knife:
Dmg: 1d10+1d6
Pre-Req: 9 Tgh
>**RANGED:
>Plastic Military Rifle:
Dmg: 2d6
Pre-Req: 4 Art
Range: 10
>Toy Gatling Gun
Dmg: 4d6
Pre-Req: 4 Art and 4 Tgh
Range: 5
>Military Sniper Rifle
Dmg: 1d8+1d4
Pre-Req: 8 Art
Range: 25
(must remain in place for one turn to use)
(-2 to speed while in use)
>PRIMALS:
>Altius, the Winged Horror, who looks like a giant bat with a snake's head, a long neck, smooth skin and a long, prehensile tail, the fear of heights
>Umbra, the Shadewitch, who looks like an old woman with grey skin, black hair and eyes and completely black clothing, the fear of the dark
>Arachnion, the Web King, a big-ass spider, the fear of spiders
>Kraanak, the Wild Hunter, a centauroid furry beast-man with antlers, a massive spear, a hunting horn and a canine head, the fear of predators
>>
Sorry that this post>>28931640 is so cramped but I was trying to get a lot of stuff into one post. Anyway, here are the other Primal fears

>Corpus, the Flesh Fiend, an ever-changing heap of bloody flesh with tendrils emerging from the top, the fear of gore

>The Unseen, a man in a grey robe that covers his face with long sleeves that cover his hands who appears blurry when you look at him and who you can't look at for too long without getting a headache, the fear of the unknown

>Boogeyman, can adapt itself to any fears the child may have, thus it's appearance is often changing but is always horrific in nature. Even other Primals shudder in the presence of this truly ancient monstrosity. Represents the fear of fear itself
>>
>>28930444
What do you think of a team of Green Army Men using a BB gun?
>>
>>28931807
I love it. They'd need some rigging system to operate it and it should probably function like a tank or an orbital cannon in other systems. I was actually thinking of setting up some system stats for rigged weapons like BB guns. The party would need to debate on the practicality of using a massive (to toys) weapon like BB guns for their damage and the drawbacks to such a weapon like the massive amount of effort it would take such small creatures to reload such a weapon.
>>
>>28931918
What about the kid noticing the mess and room changes in the morning? what about the kid waking up? noise? fire? parents checking in?
>>
>>28931807
Get enough and you can use artillery.

Damn it, I want an army of little green men launching things at monsters.
>>
>>28931918
a pair of those 1 foot action figures could maneuver it more easily than an army of army men i guess... but it would be the equivalent of a artillery weapon.

>>28931943
ITS ALL A DREAM MOTHERFUCKER, or like toy story where they settle back in place

or we could have some toys work the paper of cleaning up the corpses and fighting evidence
>>
>>28929044
>>28931640

Did My own refinements of the skill lists: How about we hash out which ones are keep and which ones are ditch?

>Toughness skills:
Brawl: (Melee combat skill)
Endurance: (Melee Defensive skill.)
Lift: (Straight out feats of toy STRONG.)
Athletics: (Jumping, Climbing, Throwing... physical feats of prowess over skill.)
Knock: (Breaking *things* like Monster constructs, or even just breaking through a lego wall.)

>Articulation skills
Aim: (Ranged damage skill.)
Dodge (Ranged Evasion skill)
Perception (My head is on a ball joint!)
Thievery (Actually, could we call this "Scavenge" or "Scrounge?" it's all about finding things you can take without adults noticing.)
Scramble: (Flat out Run)

>Imagination Skills
I went for a more childish approach to imagination-as-spells... more flavorful names.
Lie: (Create illusions)
Exaggerate: (Buffing spells)
Blanket: (Protective spells)
Boom: (Offensive magics)
Neverland: (Transportation magics)

>Fellowship
Comfort (Light Healing: both fellow toys and children)
Carouse: (Restore morale, buff allied companions during off-times.)
Tame: (Animal Handling, also works on some monsters)
Command: (Buff during battle.)
Assist (Inter-party buff, Aiding another.)

>Accessory
Tinker (making new tools)
Empower (Enhancing existing tools)
Grip (Using extra tools)
Repair (Fixing damaged or broken accessories... or toys.)
Armory (A selection of personal accessories you have.)
>>
>>28931943
Basically this >>28932023. Think Toy Story. You gotta put shit back in place and try to defend the child without waking anyone if possible, but if adults wake OR the child wakes, both Monsters AND Toys are gonna try to hide. Remember, adults are the supreme of comfort to most kids. Monsters don't want to be around when the kid is fully awake, they're trying to feed off fear.
>>
>>28932182
I'm sorry if this post gets long but I'm going to try to go through each part of your system with as much time as you put in to it.

>Toughness skills.
I feel like you and I may have different views on how combat would operate. I don't personally see Toughness affecting damage the way you do unless it's unarmed stuff. I was trying to think of skills as RP stuff while the TAIFA attributes would impact combat. I view it in my head as, say, you have 6 Toughness and you want to use a fork as a Melee weapon right? The fork would have a pre-requisite of 4 Toughness to be able to wield and since our Toughness is 6 we can use it. Then we just use the skills for RP purposes like climbing, intimidating, athletics, etc. I do like Knock a lot and your system may work better honestly now that I think of it. Perhaps Brawl could operate as unarmed melee? And endurance could somehow affect HP or Armor?

>Articulation skills
I view articulation as a blanket for how good your toy is at aiming. But now that I say that, that would mean that every toy good at aiming would also be good at sneaking and parkour shit. Your system is yet again showing the holes in mine. I think that we should go with either Perception OR Aim personally. I LOVE Scavenge instead of Thievery. Excellent use of the setting sir. I'm a bit on the fence about Scramble. Maybe Maneuver? You're capable of sprinting up stuff better than other toys?

>Imagination skills
I love it. All of it. I'd change Neverland to some sort of summoning spells. I mentioned somewhere earlier an idea about the imaginative toys being able to summon their kids' drawings to help fight monster. I'd change Lie to Trickery or Pranksterism. I'd like to see more RP stuff for Imaginative skills and have all of the stuff you posted in Imagination to be "Schools of Imagination". Like groups of magic yunno?

>Fellowship
Same as Imagination where these could be the "Schools of Fellowship". Except Tame and my stuff earlier which could be RP
>>
>>28932182
>Accessory
I like all but Grip which I'm a bit confused with.

Ultimately I think that Armory, Endurance and Dodge should operate as Defense stats and Armory should be a separate stat that details how much gear you can have on your toy
>>
>>28932182
i like your list but let me do the nexts ammendements.

>thoughness
knock: it would fuse it with atheltics or lift
endurance: melee dodging or armor?

>articulation:
>perception: i think it wouldnt be necessary in this game, or could be fused with thievery/scavenging

Imagination:
i like the idea of those different schools of magic, i would add one for magic protection "protection" and one for knowledge "insight" as talked before in the thread

>fellowship
command: should add somethig about companions as listed in these posts >>28929015

assists : is useless, why do we need a skill to let us aid each other doing something?

>accesory
tinker, enpower, repair could all be summed up in the same skill, what about
>one skill for usage of tools, like use magic device in PF
>one skill for crating and mantaining tools
>moving thievery here, as well as renaming it "scavenging"
>>
>>28932655
>>28932707

>Toughness
Yeah, we are definitely having different opinions about toughness. I'm seeing it as a catch all for physical strength and endurance of the Toy. I was seeing combat as being a Dice pool of Attribute + Skill dice. So Say you have Toughness 3 and Brawl 2, Then you roll 5 dice in melee...

Hang on, I've just hashed out how combat turns would work:

Players get a major action, minor action, and a reaction.

Major actions are done at full dice pool, and are done on your turn in the initiative.

Minor actions are done at Dice pool -1 and are also done during your turn.

Reactions are done at Dice pool -2 and are done *during someone else's turn.

Imagine, it's during the blitz, and little Bobby is sleeping uneasily... the Germans have bombed nearby, and a grim specter of a German soldier has emerged from his closet.

My initiative comes up: I want to smash the monster with my clown hammer: I roll (Toughness+Brawl) and have enough successes to overcome their static defense (Like armor).

The Monster then takes his reaction, and rolls Toughness+Endurance -2, if his successes are greater than mine, he tanks the hit and no damage goes through. In this case he fails... Damage happens.

I then have my minor action... I chose to roll Fellowship+Command (at -1) and shout out "His leg is crippled! affix bayonets!" I get some successes, and the squad of WW1 tin soldiers under my command press in on his flank, stabbing away with their tiny bayonets
>>
>>28932816
This, ladies and gentleman, is the goddamn savior of Nightlight. So that we all stay on a similar page:

>Imagination: Has Schools of Imagination mentioned >>28932182 with other Skills listed elsewhere as RP manifestations of Imagination

>Fellowship: Similar to Imagination, has a School of Fellowship found >>28932182 with RP skills found elsewhere in the thread

Imagination is our magic and Fellowship is charisma magic. Kinda.

Accessory ideas here >>28932816 are something I can get behind, along with the idea of knock being fused into athletics.

We now need to debate on how to operate defenses. Should Endurance and Dodge be defensive stats affected by Toughness and Articulation?

>>28932816 I know I've quoted you a million times but this time is specifically to debate on perception. The toys are fighting in the dark and our ranged toys with army guns will need some system to hit/miss with.
>>
Important question: how big is each monster? Are they of a size that melee weapons will do much? Or is this a Shadow of the Colossus-type situation?
>>
>>28932971
Nice and simple except for minor and reaction actions. Maybe we go "okay my toughness+brawl=5 and the enemies endurance with armor on is 4 so we hit. Now we calculate the damage based on the weapon (from the gear list I posted earlier)." It keeps the best of both of our systems and makes DMing go simpler since the DM won't have to worry about tracking minor dice pools or reaction rules. Yay? Nay?
>>
>>28933018
Somewhere elsewhere in the thread we discussed this but it was basically the Primal fears are the size of adults-entire rooms but from a toys' perspectives are massive fuckoff creatures. They have "minions" like pixies, spiders, etc that are along the size of toys which the toys can fight. The toys will have to use their wits to climb/manipulate their environment and use their matches to fight the bigger baddies.
>>
>>28933018
tad bit of both, lego men can fight some monsters one on one, and probably win unarmed... primals, the "bosses" embodiments of true fears are the size of a human or bigger.

>>28932999
>perception

nigga, if they all are fighting in low light enviroment we either assume they have darkvision, or we make perception into a "must have or die" thing, wich im not totally ok with

about defenses... im not sure about it, specially with the weird dice we are using but
>>28932971 seems to have a solid idea, if in need of some polishing
>>
>>28933018
Monsters come in sizes from "Smurf" up to "fills the room". And melee weapons always do stuff, since *light* is what wounds monsters, and most melee weapons produce *imaginary light* at the very least... some weapons might produce *real light*, like a Luke Skywalker figure with a glowing light sabre. Those are much, much more damaging to monsters. *Fire*, though, damages them most of all. If you have a source of fire, like a match, or a lighter, you can use it to do near lethal damage.
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>>28933234
The "must have or die" would fucking blow. Fair enough. But we need some sort of structured system for our little army guys to pew pew imagination bullets into monsters.


I think that at this point in the thread I may let others take over since I was late to the first thread and am still figuring out our little dice system. We may need to start another thread soon with how FUCKING MASSIVE this thread has gotten. Here's an image to go along with it gents. Don't let this game die. I fully expect you glorious bastards to be here tomorrow with another thread.
>>
>>28932655

Just read through this thread. Glorious bastards, all of you.

>Perception

Maybe add a skill called "Steadiness" for aim?
>>
>>28933411
for me the simplest solution is having all toys get imaginary light vision so they can fight those critters, its what makes moer sense to me, outside of that... we could make it like dnd, where each race/monster has their darkvision listed separately in their entry

and go sleep tight my fellow fa/tg/uy for only the gods know if your collection of guardsmen and spess muhrins are able to protect you from the horrors of the primals
>>
>>28933546
What if... The dark, to toys, is "Hollywood blue". They can see just fine, but they are still well aware it is night. Heck, some monsters, like the primal fear of the dark, may have powers that go *over black*, turning the dark of night into an all-concealing isolating darkness where toys can only s "see" themselves... and real light is reduced to imaginary, imaginary has no effect... only fire can dissipate the nightmarish effect.
>>
>>28933720
this shit is golden
>>
>>28933524
We can just use Articulation.
>>
This sounds like the comic The Stuff of Legend.
>>
Here's a link: http://en.m.wikipedia.org/wiki/The_Stuff_of_Legend
>>
Needs to be some kind of system for toys handed down from your older siblings. Like your big brother's original Luke Skywalker action figure from '77 or your grandfathers cast lead soldiers.
>>
I really like this concept, but personally I'd prefer to see it stay away from using actual fire and dealing with real world fears like abusive caretakers. There's already enough grimdark in the world. You could just as easily have the monster's represent a spiritual threat to the kid - The monster is the child's loss of imagination and wonder at the world. If the toys lose the kid doesn't die. But the child loses their imagination, their appreciation of beauty, compassion, intangible things like that.

Less visceral horror, more existential horror.
>>
Can we start archiving these threads? How does one go about asking the mods to do that?
>>
>>28936339
The toys lose?

Go to chapter 3:
Serial Killers, Politicians, and Republicans.
>>
I have nothing really to add, but I'm loving this thread so bump for interest. Though maybe someone could answer this question for me, why is accessory a skill?
>>
>>28933176
Should we have minions for each Primal? Like, the Hunters of Kraanak or the Brood of Arachnion?
>>
>>28936607
>asking the mods
>to do anything
>including their jobs
You haven't been here long.
>>
Anyone mind making a google doc and keeping all this info in it?
>>
>>28937844
I'm the guy who had the idea for primals and I love this.
>>
Also, another random piece of fluff:
>There was once a boy whose toys couldn't protect him. He was a perfectly sane and normal child, but unimaginative, and didn't have anything to protect him from the monsters since the toys were too weak, so he's the best example of the harm a monster can do to the mind of a child. That child's name was Adolf Hitler.
tl;dr Hitler was the result of toys not being able to do their duty.
>>
>>28936607
Archives of 4chan content is handled purely by third parties. Google Foolz and Suptg.
>>
>>28938107
Ehhhhh, doesn't seem right to me but it could make sense in universe.
>>
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>>28933411
Better version of the image here. It's your boy Aznaught yet again, as I have awaken and am now checking on the thread right before I fall asleep. You britobongos interested in the game keep the thread alive and I'll answer what questions I can tomorrow. You have a good one you beautiful bastards. Good nigh/tg/uys.
>>
>>28910598
Clear rules for characters and a good system of cobflict resolution. Go lookup "3:16 carnage among the atars"
>>
>>28932971
Upon re reading, I feel that your system is rather fluid but there may be some areas we can tweak to get things perfect. I retract my earlier statement and am a tired, idiotic fool.
>>
>>28937900
I have word documents with various rules. I'll google doc some tomorrow. Too tired at the moment anon.
>>
>>28936067

Maybe they're powerful allied NPCs, except ones that can't be used very often? Their original owners are no longer powering them, after all.

Maybe there's some kind of attunement between toys and owners. Only the kids who first had them have the strongest connections between a given toy.
>>
>>28929866
What if we call the intimidate skill "Courage"? It kinda seems to fit with what
>>28929817
>>28929846
>>28929924
were all saying about it.
>>
This thread seems to be continually distracted and the game takes a strong lean against DnD (both athletics and acrobatics, many of the mentioned stats, etc.). Let's keep a bit away from it people, no need to make another copy of the cliche.
>>
>>28939716
>lean against DnD
lean TOWARDS DnD
Where did my brain go?
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>>28936717
>This is a silly, fun RPG homebrew thread
>Better try and start shit with political insults
>>
we should archive this thread too...
>>
>>28940120
/pol/ my friend... /pol/ is everywhere...
>>
>>28940441

So is reddit apparently.

http://www.reddit.com/r/rpg/comments/1t53p8/ahoy_gang_the_tg_board_on_4chan_is_collaborating/

Fucking reddit.
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>>28941603
Oh dear emprah, some of you faggots actually use reddit?
>>
>>28941717
Most of my real-life friends are Redditors and they're fine. It's just the ones who browse THOSE subreddits that you've got to look out for. We stereotype Redditors as being the assholes on /r/atheism just like they stereotype us as being the assholes on /b/.
>>
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>>28941734
What the hell has atheism got to do with it? Reddit is just terrible, period. They have a voting system for comments.
>>
>>28941852
Atheism has nothing to do with it. The atheism subreddit, however, is the home of Reddit's most neckbeardiest neckbeards, same way /b/ and /v/ are the homes of ours.
>>
Ideas for monsters, anyone? Small ones, not the big primal fears.
>Goblins: beings that feed off of paranoia and self-doubt, taunt to negate charisma effects
>Grues: small, two-legged, reptilian creatures that feed off of small worries, most kids get attacked by at least 20 of these a night
>Gremlins: Similar to goblins in size, they feed off of fear that something or somebody will fail to perform a task, using jinxes to make their threats of failure a reality
Anything else?
>>
The surgeons- Doctor Dolls with blank faces, representing the fear of doctors?
>>
>>28942475
Nice. We should give them scalpels or disease powers.
Also, I think we should try and stat household objects as weapons. For example, if you were the size of a lego guy you could probably use a needle as a spear, sword or javelin.
>>
>>28941603
Wow, why would you ever tell reddit about this? Now they're going to steal the idea and claim it as their own and get all the credit.
they might be right about the "i want to be the little girl" stuff, though
>>
>>28942602
Then we'll make a test rulebook using google docs or pastebin, stick our name on it and publish it without them.
>>
>>28942627
Before them, I mean. We'll have to work fast, but we can do it.
>>28938690
Done it yet? Or is it still not morning in your timezone?
>>
Damn, Reddit's interface is so damn clunky. I can't see every comment automatically? What, can their servers not handle it? Or is it just the totalitarian nature of the site that doesn't allow me to see dissenting opinions?
>Given how ephemeral threads on 4chan can be
That would be all of them, sweetheart.
>>
>>28942168
Ogres: 6 feet tall and massively strong, generally looking like an ugly version of the person the child's afraid of in all other aspects, they feed off of being afraid of a certain person for physical reasons. For example, a school bully, an enemy soldier in a war or an abusive parent
>>
>>28940174
Aww crap. Reddit.

Okay, keep it together fa/tg/uys. We've still got the ball, it's time to play.

Let's talk companions.

Now, Companions are not necessarily *bad toys* You can have a cheap Green Army Man as your PC, and Buzz Lightyear as a companion. They are just the toys that the child invests less *belief* in. Times can change, children can discard old favorite toys, and chose new ones, but, for the purposes of this game, right now, PC's are the ones the child believes in.

But companions are still willing to defend the child... even the most beaten-upon or broken or outright *hated* toys will band together to protect them from the nightmares beyond... though these may be less stout of will.

Companions don't have full stats like champion toys, instead, they have some special abilities, like >>28929015 suggested. They are recruited by the main toys, at a point value as suggested by >>28929150.

special abilities could be things like:
>Soldier: This unit adds one automatic success to any attempts to command them
>Drive them Back: These companions continuously assault any monster that comes their way, monsters must beat their offensive power to get past,

Sample companions

Army Men: They come by the bucket, and are organized and dedicated.
>Special: Soldier, Drive them back
>Figurine: 2 health / soldier
>Recruit: 12 soliders / 1 point
>Offense: 1 imaginary ranged. 1 imaginary melee / soldier
>Defense: 2
>>
>>28943542
I like it
Also: maybe how well you defend the child should affect his waking life. For example: after a successful defense, the child wakes up and goes to school and gets an 'A' on a test. As a reward, the mother/father/whatever buys the child a toy as a reward (the toys possibly helping decide which by filling the child's sleeping mind with suggestions?). After a failed defense, the child goes to school and does poorly on the test, thus eliminating the possibility for a reward and quite possibly filling his head with troubled thoughts which, in turn, makes the monsters and horrors more powerful that night
>>
>>28943658
adding on to this:
There could be 'legendary' toys (Gundam models, Batman action figure) and equipment (alien laser rifle, lego Death Star) that the players can come across during the day when the child might be at a friend's or school. Maybe some of the more powerful toys could have agendas of their own and the players would have to do side-quests to recruit them.

>Darth Vader refuses to work with the party until they can capture toy Princess Leia for him
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>>28943542
Combat with companions (i'm using army men here as an example) would run like this: A monstrous hornet-thing emerges from under the bed and begins slowly buzzing towards the child.

Army men are there to hold the line.

On the Army men's turn, they all open fire with their tiny M-16's and bazookas and imaginary flamethrowers and that-minesweeper-thing, and there are a lot of them... a whole dozen soldiers, each shooting for 1 point imaginary of damage. Imaginary damage can't kill a big monster like this though, but 12 points imaginary? Plus "Drive them Back"? that's more than enough to knock it backwards in the air.

The monster... we still haven't really fleshed out how monster stats work, but i think they should be grim parodies of the toys, except bigger, but anyhow, the monster withers under the barrage of imaginary bullets from the soldier's rifles, and cannot advance any further... 12 damage is even enough to push it back towards the closet... But it's now the monster's turn... and it chooses to destroy the soldiers.

It makes an attack... something venomous, and sharp, and the attack hits... a single soldier.

Or maybe it uses a grim parody of it's shadow to strike at several soldiers.

It was pretty much a given, army men have a defense of 2, easy pickings for all but the weakest fears. But the soldiers are tough: as figurines, they have 2 health each, so Bazooka Joe takes the hit. he's wounded, but still able use his trusty sidearm.
>>
Can we just get a summary of chargen quickly? I want to try making a test character.
>>
>>28943800
Monster stats are probably built the same as PCs, only with different power levels.
>>
>>28943800
A few turns later, and the soldiers have been whittled down from a dozen to only a few survivors.
Sarge is flat on his back, shooting madly with his pistol, but it's not enough. There's only 4 of them left active, and the hornet-monster, whose defenses are 5, finally able to fly past them... Sting the child, and impose a lifelong fear of things with black and yellow stripes.

Not that we blame the kid.
>>
>>28944007
Hornet monster gave me an idea:
>Szathrlix, the Swarmking, incarnation of the fear of insects
>>
monsters have no dice pool cap as well
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>>28943800
You did well, Bazooka Joe. You did well.
>>
>Szathrlix, the Swarmking, incarnation of the fear of insects

My Take:

A buzz can be heard. In the closet, a grim shape appears- a hive, slowly growing, wrapping around itself. Out comes a huge swarm of wasps, who form a blob that shapes itself into a massive wasp- >Szathrlix, the Swarmking, incarnation of the fear of insects.
>>
>>28943917
Okay: Summary of Chargen (SO FAR)

1. Pick your Type: Toys come in Four types
>Stuffed Toy: +2 Toughness, +1 Fellowship
>Action Figures: +2 Articulation, +1 Accessory
>Dolls: +2 Fellowship, +1 Accessory
>Figurine: +2 Imagination, +1 Toughness
Plus two Expansion types
>LEGO: +3 Accessory
>Imaginary Friends: +3 imagination

2. You have five attributes
>Toughness
>Articulation
>Imagination
>Fellowship
>Accessory
Put your type bonuses down, then split 12 points among these five attributes. Minimum 1.

3. You have access to all the Skills available... does 20 skill points sound like a good number? 20 skill points, spread out however you like among these skills (LIST NOT YET FINAL)
>Toughness Skills
Brawl: (Melee combat skill)
Endurance: (Melee Defensive skill.)
Athletics: (Jumping, Climbing, Throwing... physical feats of prowess over skill.)
Intimidate: (Frighten the monsters)
>Articulation Skills
Aim: (Ranged damage skill.)
Dodge (Ranged Evasion skill)
Scramble: (Flat out Run)
Parkour: (Navigate past obstacles)
???
>Imagination Skills: (These are schools of imagination magic, they will probably get more sub-spells, but right now, each is a primary skill)
Exaggerate (Buffing)
Lie (Illusions and trickery)
Blanket (Protective spells)
Boom (Offensive spells)
Neverland (Transportation magics)
>Fellowship Skills
Comfort (Healing skill)
Carouse
Tame (housepet handling)
Assist (Aid another with their assault, making it stronger)
Command (Give orders to Companions)

CONT.
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>>28944194
And the internet collectively shit itself.
>>
The king itself should be the hive, and the toys have to risk burning down the closet to get rid of him
>>
>>28944219
There really should be 5 skills per stat, that way we get a nice 5 x 5 effect....
>>
>>28944194
All primal fears need a cool way of appearing.
>Suddenly, you hear the sound of a hunting horn. Hooves rumble and the ground trembles, before, with a roar of triumphant fury, Kraanak the Wild Hunter leaps forth from the shadows.
>Whispers are heard, and you see a void. This void suddenly ceases to exist, and in its place is the Unseen, silent and unmoving.
>Blood drips from the ceiling. Pieces of flesh, their origins indistinguishible, swell like gruesome pustules from the floor. The blood and viscera combine into a single writhing mass, from the top of which tentacles explode forth, as Corpus, the Flesh Fiend, makes his presence known.
>The floor seems to vanish beneath your feet, or so it feels like. The ceiling, however, is covered in a swelling shadow, from which swoops Altius, the Winged Horror.
>Silently, the shadows begin to lengthen. Muttered voices, indistinguishable and inhuman, begin to sound as the shadows gather in one spot. As they rise into a tornado, the mutters turn to yells and screams, before the shadows disperse, and the only sound is the cackle of Umbra, the Shadewitch.
>>
>>28944219

CONTINUED

>Accessory Based Skills (UNDER CONSTRUCTION)
Scavenge (Find tools and things to use during the day)
Armory (A selection of personal accessories, Armory directly translates into starting equipment)
Empower: (Enhances the abilities of an equipped tool.)
???

(We can and will make more)

4. Special Qualities
Then you chose Special Qualities of your Toy, these are things that give you bonuses like extra successes to the dice pool, like >>28926375 and >>28920921 suggested. These also still need fleshing out, but you can bet there will be a lot of them.
>>
>>28944534
Alright, seems to work. What special qualities should a mallet-wielding clown puppet have? Also, how do I get these companions everyone's talking about?
>>
How about a foreshadowing system of whatever Primal is coming soon? Like over the course of a month you take on four primals, one for each week, and in the six days building up to the major fight you start seeing that Primal's minions?

For example, if the PCs were going to go up against Klaanaak, they would start on Monday by fighting predator-like things, fighting their way up the ranks to taking on Klaanaak and his pack himself on Sunday
>>
>>28920845
>Here's an idea: the less humanoid a complete toy is, the more powerful.
Better hope the kid doesn't have one of those junior chemistry sets.
>>
>>28944713
I'm assuming you meant Kraanak. Although yeah, that'd work. Which is why we need to make minions for the Primals.
>>
>>28944593
Companions are chosen from a set of toys at the GMs discretion in the toy chest, and recruited based on leadership, with a different point value for each type of companion.
>>
>>28944733
Yeah, I meant Kraanak. My mind is still half-asleep.
>>
>>28920845

I'm not so sure about the 'less humanoid' idea. Elaborate on it?
>>
>>28944748
Do I get any at chargen?
>>
>>28944733
For minions, I was thinking of having a few "tiers" of monsters, with a standard minion, a support minion, and an elite minion. Here's a few rough ideas that I thought up for the first tier of Arachnion, if you guys like it then I'll continue.
Creepy-Crawly
A generic wolf spider, full of skittering legs and fangs that stab. It's not very powerful, but comes in swarms and flocks towards players, trying to overwhelm them and get around their defenses. Standard minion, Weakest of Arachnion's

Strider
Spindly legs, impossibly long fangs, and twice the size of a toy. These are the tier 1 support minions, that can walk over the battlefield as they wish and cast shadows (or whatever monster spell things there are) across toys and strengthen creepy-crawlies.

Jumper
A large version of a creepy-crawly that can jump from place to place in a room and navigate places with ease. It's tougher and more mobile, and can jump up to the bed if it gets too close.
>>
>>28925321
Agreed
>>
>>28944904
I don't believe so, but I don't think we've fleshed that out fully
>>
>>28944219
Spells you can get with Imagination should include Ratatat, our version of Magic Missile, and Everything-Proof Shield, a shield can block any oncoming attacks and is impassable, unless creatures or attacks are Phasing or can counter it, but the caster must perform no actions except sustain the spell for it to keep working and has to spend spell points or whatever we're calling them each round, plus the shield goes down if they get hit.
>>
>>28945008
Also, Imagination can be used to counter-imagine, with a skill known as Did Not! (as in, "I hit you!" "No you didn't!" "Did too!" "Did not!" etc.)
>>
>>28944593
Companions are chosen by the group after character generation is complete, during the daylight part of the game. Right now, the thinking is that you total the party's fellowship score to get a recruitment number... (So, if you have 4 players, and their total fellowship scores are, let's say 10, then you get 10 points to spend on companions)

Companions are something we'll have to stat out... because almost any toy you can imagine could be a companion, so rather than trying to make a build your own, here's the points for these powers" we'll just go cafeteria style and suggest a bunch of common toys as companions.

Special qualities of a mallet wielding clown...
"All for Laughs" Gain one automatic success when Carousing.
"Rough and Tumble" One automatic success to Dodge checks.
"Under the Big Top" Gain one automatic success on Blanket spells.


just off the top of my head... we've still got a ways to go with this game...
>>
>>28944724
*sigh* create ONE exothermic reaction powerful enough to make a test tube boil by accident and suddenly mom confiscates the thing from you.
>>
What skill would I use for having a really tiny unicycle?
>>
>>28945068
'Nother one:
"HONK!" Not sure what it does, but it needs to be an ability a clown has.
>>
>>28945381
*HONK*: One per night: 20 automatic successes to troll the shit out of a monster
>>
>>28945381
Forces nearby enemies to pursue the clown.
>>
>>28945404
>Bazooka Joe is on his back
>Sarge is out of ammo
>Nurse Barbie is on the other side of the bed and the hellwasp is about to overrun this defensive line.
>Suddenly.
*HONK*HONK*
>Biggles the Clown!
>The wasp turns, hatred welling up in its compound eyes.
>He Cartwheels away as the nightmare hornet gives chase.
>Just enough time for Nurse Barbie to use Compassion.
>SQUAD MORALE RESTORED.
>>
>>28945404
Dude, that's perfect.

How many special qualities should a toy have at the start of the game? I'm thinking 4 is a good number: lets them have some individuality while still limiting their starting point.
>>
>>28944984
>>28944904

It could be a perk to get a companion at chargen, Like, you came packaged with your own henchman? Lots of old TMNT figures used to do that... Give them some special team-up power with you, and you've got something.
>>
>>28945354
Probably Parkour or Scramble, do you use the tiny unicycle to go fast, or to navigate around the room better?
>>
>>28945506
I like 4 as well. We should just let players make up their own starting traits, then make them subject to GM approval.
>>
>>28945557
Go fast. I ride in, Honk and get the fuck out of there.
>>
>>28945464

Godspeed you glorious rainbow haired bastard.
>>
>>28945562
Okay, 4 starting qualities: Players name them, and explain what they want, GM hands out a little bonus (along the lines of "1 automatic success" or "When used - Special effect" or "Once per night BIG EFFECT"

It'll give players a lot of options, and encourage creative flexibility.
>>
Test character completed. Behold, Bonky the Clown.
>Bonky the Clown
>TYPE: Stuffed (puppet) +2 toughness, +1 fellowship
>ATTRIBUTES
>Toughness: 6
>Articulation:5
>Imagination: 2
>Fellowship: 6
>Accessory: 5
>SKILLS
>Brawl (tgh, +6) 3+6=9
>Endurance (tgh, +6) 2+6=8
>Athletics (tgh, +6) 1+1=7
>Intimidate (tgh, +6) 0+6=6
>Aim (art, +5) 0+5=5
>Dodge (art, +5) 1+5=6
>Scramble (art, +5) 1+5=6
>Parkour (art, +5) 1+5=6
>Exaggerate (imag, +2) 0+2=2
>Lie (imag, +2) 0+2=2
>Blanket (imag, +2) 3+2=5
>Boom (imag, +2) 0+2=2
>Neverland (imag, +2) 0+20=2
>Comfort (Fel, +6) 2+6=8
>Carouse (Fel, +6) 2+6=8
>Tame (Fel, +6) 0+6=6
>Assist (Fel, +6) 2+6=8
>Command (Fel, +6) 2+6=8
>Scavenge (Acc, +5) 1+5=6
>Armory (Acc, +5) 3+5=8
>Empower (Acc, +5) 1+5=6
>SPECIAL QUALITIES
>All for Laughs: 1 automatic success when carousing
>Rough and Tumble: 1 automatic success on dodge rolls
>Under the Big Top: 1 automatic success casting Blanket spells
>HONK!: Once per night, causes all monsters within d6 squares to pursue Bonky
>APPEARANCE
>Rainbow afro, always smiling, colourful face with bright red lips and blude diamonds over eyes, white gloves, oversized shoes, bright green braces on red trousers over yellow shirt, red nose, massive fuck-off mallet with smily faces drawn on the part you hit people with
>>
>>28945765
This right here. Is why I love you /tg/. Keep up the good work you glorious bastards.
>>
>>28944878
I believe they meant that the less the toy appears in a form like a human((for example, a GI Joe is something /very/ humanoid)) the more powerful it is.

For example, a Teddy Bear would be more powerful than a GI Joe, but a Junior Chemistry Set would be God-Tier in comparison to both of them because it has no vaguely humanoid
qualities.
>>
>>28938690
>>28941603
>>28941717
>>28942602
>>28942627
>>28942667

I'm the asshole responsible for the reddit kerfuffle. I thought we could just get some outside input. I'm also changing tripfags so that I'm easier to see in the thread. Not for attention, but so we can locate whose ideas are whose. I have a google docs here >https://docs.google.com/document/d/11mydwG_VD5nrF7l1LuU5e9M_jSjTW0QymQw8-qCaCiY/edit?usp=sharing

The stuff with asterisks needs work and I know our system has been compared to DnD, which wasn't intentional, we just need to rename some of the skills to get a more whimsical vibe. Several others above me in the thread >>28944219,>>28944534
,>>28932182
have made some EXCELLENT revisions to skills so we should focus on those and FOR GOD'S SAKE EVERYONE we need to figure out our dice system since some want d20's, d6-2, and d4s. Once we figure our dice system out we begin constructive work on combat, enemies and a better system for gear since mine kinda sucks. I'm liking our focus on Companions, >>28943542,>>28943746,>>28943800, and>>28945068 AND the NUMEROUS others adding fluff and structure for the minions/monsters. We need that and if I had to thank each of you individually it would just detract from the thread but you guys are a big help too.

>>28945354
Probably one of the accessory skills or the articulation skills. We were debating earlier about mount being an articulation skill. Kinda fits here.

>>28945464
This is why I do this. I love you goddamn bastards.
and keep it up and make sure to not make companions too OP. I'll be checking in periodically throughout the day to compile what others are adding to my shitty shitty word file.
>>
>>28945765
By the way, requesting image of Bonky smashing a creepy-crawly in the face.
>>
>>28945893
I think instead of making these things more powerful they should be like battlements or siege weaponry. It's hard to imagine a chemistry set coming to life on its own. it would shatter, but with the help of the other toys it could be a devastating weapon
>>
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>>28945893
This is exactly what I meant, yes. What I was moving towards was one of the reasons why infant toys are more powerful than older-kid toys.
They NEED to be more powerful, because the children they protect are weaker - but they ARE more powerful because a less-than-lifelike toy needs more imagination to bring it to life.
Therefore, pic related (which looks oddly like an ophanim) is absolutely ridiculously powerful.


One of our other ideas was that if you wanted a more difficult and/or grimdark campaign, you just moved up in the age range (which is also reflected in the types of toys you have available).
Playing on Babymode really would be playing on Babymode.
>>
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>>28945958
Here's one of Bonky fighting a bat
>>
>>28946074
I chuckled.
>>
>>28945893
That would explain why you need an entire plastic tub filled with green army men.
Don't forget about the other colors too, guys
>>
>>28946055
>playing as a /k/ommando's gun collection to defend him against the specters of unemployment, social rejection and inevitable death
>>
>>28920921
>>
>>28946314
>guns
>toys
You are the reason people don't take gun owners seriously. Collection =/= toys.
Now, wargaming miniatures - those count, because their only purpose is for play.
>>
How do we calculate our hit points?
>>
>>28946433
Weeeee.... have not yet figured that out.
>>
>>28946640
General HP + Limb damage table?
>>
>>28946640
>>28946696
8+Endurance skill total. If we're using the idea of different body parts having different hit points, you have a certain number of generic hit points to divide around your body parts and damage reduction due to size, toughness of the area and maneuverability to share between them. Losing all your heads if you have more than one or your torso kills you. Choose wisely then add your endurance skill to each part.
>>
>>28925375
Except the Primal Fear of Fire.

Because life unfair.
>>
>>28946785
This is my vote for HP. Individual limbs make combat interesting
>>
>>28945906

forgot the insect primal
>>
>>28946879
It also means you can't just go "HURF DURF INFINITE LIMBS" since you'd have to divide up your hitpoints among them.
On that note, I have to go sort out Bonky's hitpoints.
>>
>>28946785
I dig it, genious.
>>
>>28944194
>>28945906
this one
>>
>>28946785 here,
>>28946907
>>28946913
>>28946924
>>28946879
Should we say 20 hit points to share between your limbs, torso and head, along with 8 damage reduction? Remember, the more parts you have, the squishier you are.
>>
>>28946966
I think it should grow over time. Like when you go on play-time quests, you could have a chance to get additional generic hitpoints to add to limb damage
>>
>>28946696
Hmm... Good for causing drama, A monster smashes down on a toy, they block, but it isn't enough, and Woody's arm tears at the shoulder... hanging limp and useless...

Maybe a damage silhouette? Like ORE has: divide X wounds around a general body shape? fill in a limb with damage, it's crippled, fill in the "head" boxes, you go unconscious.

just an idea.

Now, compassion is our method of restoring HP, I say you roll compassion, you restore # of successes in HP to a single target, or 1 HP per success to multiple targets, that way you can heal a whole lot of low HP companions, or restore a good chunk of a PC's health.

Oh: refining the dice pool idea: d6 dice pool. 3+ is a success, 6 is two success, 1 is a failure. For toys, the pool is capped at 10.
>>
>>28947019
And repair after too much damage is taken on a wound. Also unrepairable woulds.
>>
>>28947019
I think I prefer the other method, personally. Although a cap is useful.
>>
>>28946966
Perhaps turn the damage reduction into additional armour? It's an abstraction, of course, but it could work.
>>
>>28945965
I could maybe see the stands and clamps arranging into a kind of skeleton, but it would be fragile as hell and have to work with very tight resource limits compared to other toys.

Plus the risk of burning the house down.
>>
>>28928773
I think I'd prefer the Moon to one of many variables.

Holidays amongst them.
>>
>>28945906
>>28946865
I forgive you of your sins, my child.
>>
>>28933237
Unless the universe hates you, the kid saw a particularly gruesome fire safety video and now you and your boys have to face off against Infernus, the Primal Fear of Fire.
>>
>>28943658
What happens during the day can also affect what you're going to meet tonight.

There's a big test tommarrow that's got little timmy worried? You're looking at a Horde of Gremlins, armed with spitballs.
Timmy fucks it up and gets a D on his test? Mom and Dad put their foot down and make him put his toys away. For a week.

Question is, are you gonna let being put in their closet stop you from keeping that kid safe?
>>
>>28947663
IDEA
skill for fellowship: Inspire.
Inspire works like "handle human". You use Inspire during daytime to get the kid to do things on your behalf.
So: you start seeing signs that the inferno is coming... "inspire" your kid to be thirsty before bed...
>"Mom... Can I have a glass of water?"
>>
>>28947851
Hello no!

But, isn't the wardrobe considered a toy as well?
>>
>>28947890
Nope. Only the things the kid likes the most get animated, and I was never particularly attached to my wardrobe.
>>
>>28947851
Oh hell no.
The closet is like, Black Hawk Down territory.
>>
>>28945893

I think it would make more sense if the non-humanoid toys would be like great artifacts of power or something. Like, ridiculously powerful as in keeping with the original idea, but they require other toys to work.
>>
We need to decide on the goddamn dice mechanics. I like 1d6-2 and although it's kind of convoluted, it should be pretty good. So let's start voting, just say which system you like.
>>
So I'm not really sure if you guys will like this but what if the parents (maybe older siblings?) were also treated as gods and you could have faith or something like that and they would send dreams to help you
(y/n)
>>
>>28948158
1d6-2.
>>
>>28948158
I like the 1d6-2 also
>>
>>28948247
Nah.
>sending dreams to you
The toys don't expose themselves to the parents or the older siblings.
>>
>>28947866
That's an interesting thing.

But I think I'd prefer more mundane methods of getting water to be available. Like having your Stealthy Toys sneak in a few Supersoakers and setting them up the night of the attack.

Then again, why only play one way?
>>
>>28948363
I like this method more because, as toys, they are meant to protect the player, not order them around or command them. But it's really all up to the individual
>>
>>28948087
I agree with you here, maybe they could go on adventures to try and find them and set them up during the day time or while their kid is at school. Though they'd have to be really sneaky about it.

Also, speaking about kids. Will the GM custom tailor the kid or will we have a table to roll on that decides qualities and traits for them that affects what they get up to and what kind of monsters we fight. Could also affect what kind of toys they would own.
>>
>>28948158
Fourthing 1d6-2.

Man, this is a weird system... but it feels *right* Toys have a small chance of failure, but can rack up a lot of successes. Just like they should.
>>
>>28948664
>>28948267
>>28948276
Well, it seems like we have a good general trend going on, and since I have nothing to do for the next week, I'll turn into a tripfag.

Now, time for more special qualities! How much is a good baseline to start out with in your guys' opinions?
>>
>>28948958
I think we should have 4 special qualities each, and the ability to take extra by taking flaws. For example, you could have 5 special qualities but the parents think you've been thrown out, and they'll try to get rid of you if they see you.
>>
>>28949061
NO FLAWS
They are so easy to break
>>
>>28949106
Not if the GM knows exactly what they are and how they work, and can say no to them at character generation.
>>
>>28949119
Maybe they can be an optional rule.
>>
Is the noise made being taken into effect for waking the child/calling parents? Also it's really weird for there to be a teddy bear with full plate on and be viewed as normal, I vote on letting armor and weapons be defined by the kid+imagination score.
>>
>>28949310
Also what kid has matches in their room, even if hidden? Parents would see that once and after that they will check the room for more. Also would trigger Primal Fear of Fire boss fight.
>>
>>28948572
Though the more mystical method appeals to me because it can lead to someone who can't do it waving his arms at the kid, trying to send him "Good vibes".

It just makes me smile.
>>
>>28949348
That's why the toys hide them in places the parents can't reach. Mouse holes, lose bricks in the wall, that sort of thing.
>>
Any ideas for special Abillities? I don't want this thread to die.
>>
>>28949825
Players make up their own special abilities. We said earlier.
Anyway, if you want something to keep the thread alive, let's talk monster stats.
>>
>>28949860
They should be similar to PC stats, but w/ no dice cap. ANd I liked the idea of rankings- maybe rankings determines how many points it gets for its stats and skills?
>>
>>28949923
I don't think the Primal Fears should operate on the same principles that the lowly Toys do. They should be far more vast and conceptual - you're fighting an embodiment of an idea, after all. Perhaps we could make them operate more abstractly, like the Aspect system in Fate or something.
>>
>>28948575

I'd say both would be fine. There would be custom generated kids, ala custom campaigns, but there would be pre-made ones, like the campaign books for DnD sort of.
>>
>>28950021
They might be an embodiment of an idea, but they're the embodiment of an idea in the form of a monster. They should work the same as the others.
>>
>>28945765
Isn't there supposed to be a cap of 5 on stats?
>>
>>28950128
But then you can just get 5 in everything and teamwork becomes useless.
>>
>>28947266
>Holidays amongst them
YESSSS

Some thoughts:
>Birthday: Time to show the new toys the ropes, twice as many companions can be recruited tonight, also you can scroung a candle which is like a match that lasts for an entire night.
>Halloween: Always counts as a full moon, no matter what
>Choose either Christmas or Hanukkah: On Hanukkah for a week and a day this month you can get one extra companion and can scrounge a candle by raiding the menorah. For Christmas you have a source of real light in the house all month from the Christmas tree and on Christmas itself you get extra recruits as if it were your birthday.
>>
>>28950128
>>28950162

He did the stats wrong: It's supposed to be 12 stat points split among the 5 stats, Plus three from your type.

So he should have stats totaling 15 points, instead of 24 He's 9 points over.
>>
>>28950479
Ah. Sorry about that. I think I've corrected it:
onky the Clown
TYPE: Stuffed (puppet) +2 toughness, +1 fellowship
HIT POINTS: Arm 1: 7 (1 DR), Arm 2: 7 (1 DR), Leg 1: 8 (1 DR), Leg 2: 8 (1 DR), Torso: 9 (2 DR), Head: 7 (2 DR)
ATTRIBUTES
Toughness: 5
Articulation:4
Imagination: 2
Fellowship: 4
Accessory: 4

SKILLS
Brawl (tgh, +5) 3+5=8
Endurance (tgh, +5) 2+5=7
Athletics (tgh, +5) 1+5=6
Intimidate (tgh, +5) 0+5=5
Aim (art, +4) 0+4=4
Dodge (art, +4) 1+4=5
Scramble (art, +4) 1+4=5
Parkour (art, +4) 1+4=5
Exaggerate (imag, +2) 0+2=2
Lie (imag, +2) 0+2=2
Blanket (imag, +2) 3+2=5
Boom (imag, +2) 0+2=2
Neverland (imag, +2) 0+2=2
Comfort (Fel, +4) 2+4=6
Carouse (Fel, +4) 2+6=6
Tame (Fel, +4) 0+4=4
Assist (Fel, +4) 2+4=6
Command (Fel, +4) 2+4=6
Scavenge (Acc, +4) 1+4=6
Armory (Acc, +4) 3+4=8
Empower (Acc, +4) 1+4=6
SPECIAL QUALITIES
All for Laughs: 1 automatic success when carousing
Rough and Tumble: 1 automatic success on dodge rolls
Under the Big Top: 1 automatic success casting Blanket spells
HONK!: Once per night, causes all monsters within d6 squares to pursue Bonky
APPEARANCE
Rainbow afro, always smiling, colourful face with bright red lips and blue diamonds over eyes, white gloves, oversized shoes, bright green braces on red trousers over yellow shirt, red nose, massive fuck-off mallet with smiley faces drawn on the part you hit people with
>>
>>28950619
>Stats should total 15 points
>Stats totalling 19 points.

Math dude, just... math.
>>
>>28950656
I get point bonuses because of my type, remember. The stats started out like this:
>Toughness: 3
>Articulation: 1
>Imagination: 1
>Fellowship: 2
>Accessory: 1
So I must have added (2+3+1+2+3). I only spent 11 points on that, I actually have spare points.
>>
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>>28950619
Dat appearance. My sides.
>>
Okay we cannot let this thread die, wince we have a working model of chargen, shall we work on character sheets? I'm no digital artist, but is there anyone on here that could sketch up a design for one?
>>
>>28950703
Ahh communication breakdown... you start at 0, the first point isn't free...
Maybe it should be expressed as 7 points, + 3 from type, with 1 as a base?
>>
>>28950619
With some of the revisions others have posted, you should write up explanations for how you got your stats in word. It will allow us to begin work on PDF stuff
>>
>>28952330
We're over 300 posts, and already archived. If we hit 350, we'll head off into the sunset... And start again with a new thread tomorrow.


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