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File: 1388146496491.jpg-(59 KB, 250x187, 1387916923220.jpg)
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Playtesting, Character creation, and discussion thread for /tg/'s latest tabletop game, Nightlight. Next 3 reserved for Rules, Character Sheet, and Primals pdf.

Google Doc with all 3 Core files:
https://docs.google.com/document/d/1e3FEBnfWy9rtX3Xb6muaSSzF_YKpqJXTQncTfrwdS4w/edit?usp=sharing
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File: 1388146601301.pdf-(202 KB, PDF, Nightlight Rules V8.pdf)
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Rules Version 8, finished just tonight. Any player may join in playtests, which generally happen nightly in this roll20 room.
https://app.roll20.net/join/277829/68mE3w
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File: 1388146809827.pdf-(278 KB, PDF, Nightlight Character Sheet V8.pdf)
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Up to date Character Sheet.
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File: 1388147470005.pdf-(84 KB, PDF, Primal Guide V2.pdf)
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Newest Primals guide. Currently Typing up V3, so expect it to follow this post up pretty quickly.
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Should articulation be based on the toy itself or on the character that the toy represents?
To use an extreme example, would this be articulation 1 or articulation 5?
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>>29107995
It should, to some degree, be based on the limitations of the actual toy. A pet rock is probably not going to be an articulation 5 Dodgemaster. There is no rule against it, just a general notion of a guideline.
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File: 1388148378805.pdf-(90 KB, PDF, Primal Guide V3.pdf)
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Primal Guide v3. Between this and how solid Rules v8 feels I think we are beginning to see some distant light at the end of a pretty long tunnel for this project. I was looking at V2 and marveling at how far we have come with this system in only 6 days
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>>29108060
Spelling error (or I would assume so) in in that for Nyx, Umbra's Right Hand.
Under abberations it says Nyx gets +2 Doge when unseen.
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>>29108328
Spelling error or out of place, horrible misused reference? The world will never know! (Spelling error.
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>>29108060
Damn, that's some solid flavor right there.

Am i correct in understanding that toys only fight manifestations of these primals? A fragment or avatar aimed specifically at one particular child. Thus, it makes sense that only one or a few appear in a single night, and how they are always ready to fight again the next day.

Fears are powerful because they represent concepts. General fear has to be gathered and stiched together into minions in order to gain enough power to be a danger.
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>>29107844
I wasn't able to be here for most of the threads, but what happened to the crayons and markers? They can act as buffs or minions(drawings), but are weak to scratching attacks and water.
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>>29108447
The idea behind Primals is that they are kind of like end-bosses. They have seen a lot of play and thus quite a few of them have stats somewhere or other because they are perfect for balancing this game, but there will also be a swathe of minions, lesser fears, and general badness (like imps and corrupt toys) to go through before regular players ever fight a Primal.
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>>29108657
But narratively, they would have to represent a deep-seated or very recent trauma in order for it to make sense for them to appear.

ie. the kid was locked in the closet by some bullies for several hours. The primal of darkness/claustrophobia notices this, and sends a fragment of herself to harvest the fear. It doesn't make sense for the toys to fight the fear of darkness of ALL children, unless we have a very special child and VERY powerful toys.

On the other hand, fighting a primal might represent a last stand for that fear. Winning will mean that the child will never fear that particular thing ever again. Still, a given primal will have to make that kind of last stand several times a day, given current populations.
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If a kid is awake and there are no adults around, can the toys still get up and walk around?
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>>29108799
So far it has been something traumatic and recent that has called Primals. A girl watcher her brother have a horrible, bone shattering accident and Corpus rolls into town. A terrible storm leaves a child shivering alone in his parents bed while they are several hours late getting home with no phone call and the Cloud Man showed up. In a campaign setting the idea is that Primal visitation is a 4 step process.
1) A primal senses minor trauma or events that sow the seeds of a fear into a child
2) The primal sends a Lesser Fear to help nurture those seeds- Corpus gets raktus to terrorize the child, or something like that
3) The Primal manifests after the child has enough fear within them
4)The primal consumes the imagination/emotion from the child and the Lesser Fear has an easy target to consume despairing, terrified emotions from, possibly for life.
Primals rarely appear, most nights toys are happy to live comfortable lives of play at night, but this game is not about the 95% of times that all is quiet and well.
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>>29108884
So far the answer is no.
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>>29108900
Then my only problem is with scale, which can frankly be done away with for the purposes of fun.

There's just too many children in the world for a Primal to try their hardest on a single child. It's not important mechanically, but the making them fragments of a whole primal does allow the game to scale upwards if you choose to have an orphanage setting with a crapload of toys and/or players. In that case, it makes sense for the whole primal to strike.
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>>29108974
I imagine primals are sort of like the Gods in American Gods. There are lots of variations on a theme that are all as legitimate as any other one, depending on region and a few little specifics in folklore and social norms, reducing a single Primal's hunting area from the world to a single country/group of states.
This dialogue is great but I must get some sleep now. Have a good day.
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>>29109048
Ah i see. From how specific the primals were, i assumed that each had a master form or something.

Funny, i have to sleep too. Good luck with this thing, it's looking really good.
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>>29108884
Are there stats for kids? Maybe that'd be a merit or ability or something that certain kids have. "Vivid Imagination."
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>>29108909
I think they should be able to. Doesn't make sense for the imaginary friends not to be able to do that shit, and others should be able to therefore as well.
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>>29109113
To me it makes sense as long as it's nothing that couldn't be handwaved as just the kid playing with them. Basically if the kid is awake and the toys are nearby they can do anything that the kid could reasonably make them do.
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>>29109371
But then that just gives the imaginary friends more freedom than the other toys, since they can do what they want.
>>29108900
So are we going with the idea of every lesser fear being the servant to a Primal? Also, idea for a Lesser Fear:
>Innius, the Chained Lord, a 6-foot-tall man with a head locked within a helmet covered in chains and padlocks and a muscular body covered in chains and bindings carrying a huge axe, incarnation of claustrophobia
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>>29109492
and that is supposed to be beatable by toys that are all less than a foot tall...
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>>29109586
Well that's when you head down to the garage and reenact the power loader scene from Aliens.
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>>29109586
Hey, if they can take on a giant undead rat with more rats running around inside its skeleton, or a guy with axes instead of hands and jail bars for teeth, they can take a big guy with an incredibly tight helmet and no eye holes.
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File: 1388165066557.pdf-(568 KB, PDF, Nightlight Character Shee(...).pdf)
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Slight edition of Inanimate's Char sheet
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>>29110581

I'll just say it. Since posted in the first thread, whenever I scroll past really fast, I think it is a picture of a helicopter from the front. And I get really excited thinking someone has statted out an Apache.
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>>29110603
I always see the Mickey Mouse outline, but I'm guessing that's not a mistake.
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Decided to tinker with the character creation a bit... i give you:

Hedstorm: The spring-horse!
>"I'll never forget, when the Small first turned at the landing, and came down the stairs, peering out beneath the railing. And she screamed 'Daddy! Daddy! Santa Brought me a horsie! Just like I always wanted!' Then she hugged me around the neck and laughed so hard she cried. It was almost an hour before any other gift was unwrapped, all from my back."

>TYPE: Doll
(+2 fellowship, +1 Imagination)
>HP/DR
Head: 5 / 3 - Body 5 / 4 - Front Legs 5 / 2 - Rear Legs 5 / 2
>ATTRIBUTES
Toughness: 4
Articulation: 4
Imagination: 2
Fellowship: 4
Accessory: 1
>SKILLS
>Toughness skills
Brawl: 4 + 1 = 5
Endure: 4 + 1 = 5
Athletics: 4 + 4 = 8
Intimidate: 4
Guts: 4
>Articulation Skills
Aim: 4
Dodge: 4
Scramble: 4 + 4 = 8
Spotting: 4 + 1 = 5
Tiptoe: 4 + 1 = 5
>Imagination Skills
Exaggerate: 2
Lie: 2
Blanket: 2
Boom: 2
Neverland: 2
>Fellowship Skills
Comfort: 4 + 1 = 5
Carouse: 4
Tame: 4 + 1 = 5
Assist: 4 + 1 = 5
Command: 4
>Accessory Skills
Scavenge: 1
Armory: 1
Invent: 1
Repair: 1
Changeable: 1
>QUIRKS
"Spring in his Step": Hedstrom gains 1 automatic success on Scramble checks per toy riding him.
"Bucking Bronco": Hedstrom's unarmed attack count as having a basic weapon.
"Galloping Out": Hedstrom may disconnect himself from his base, doing so costs him 1 die to Endure checks but grants 1 die to Dodge.
"Bigger is Better": hedstrom occupies a space similar to an adult human.
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>>29111490
SOrry, change "Adult human" down to "Small". Hedstrom's dimensions, after i went downstairs and measured them, are only 3' x 2' for the whole frame, or about 2' long for the body of the horse itself.
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>>29111532

Looks good. Could have issues with size though. I don't think we've had really large toys as of yet.

Brings up the question, how real are toys? In a Toy Story world, this horse could be a huge problem charging around the house at night.
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>>29111490
Wish we had one of these guys on the Christmas Eve game. Stompity stomp stomp!
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>>29111686

The thing I find interesting, is that Christmas is such an important date for toys that our own PTs have been using real life dates as in game dates.

Christmas Eve, Christmas Night, and yesterday boxing day.

Nightlight really hit at the perfect time.
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>>29111717
I was thinking something like that too. Wonder how things would've been if we started this around Halloween?

... perhaps a few of us would be cheap toys given out to trick or treaters, having to defend our sugar filled Small against the things that go bump on their strongest night of the year!
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>>29111805
or maybe the project would have never gotten this far
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>>29111833

I don't think the enthusiasm is tied to Christmas in anyway. It was just a nice way to flavor our play tests.

Having talked to many of the testers in my own games, they were all brought into the rolld20 room for non seasonal reasons.

Personally, I love the idea of playing in a completely good party for once. No weird shades of gray or edgy grim dark.

Not that those are bad, it is just refreshing to play something different.
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>>29111883
Likewise. I mean, I may be playing a toy of a super villain.. but, he's still none the less still a good guy, just with a villainous theme... kinda Wreck It Ralph like, when I think of it.

"I'm bad, and that's good."
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Arachinion?
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>Russia
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>>29112899

That is a cool fucking toy.
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>>29112899
There's tons of ridiculously cool toys from around the world, but most of them are "display only" type pieces... Still, Undead Cosmonaut with gun? I'd totally play with it.
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>>29113969
Any word on if we're about to use YGO/MTG Cards yet? Maybe on a high Imagination character for spellcasting? Houserule stuff?
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>>29114082
It kinda died as we hashed out the rules for the Imagination spells, but i could see a toy using those by way of Quirk or accessory usage.

Probably would be fairly limited by the GM, though, since, let's be honest, most hardcore MtG players can enact a 3-card win condition with little effort., and YGO is up to, what, four tournament-level decks?

My personal advice would be using Exaggerate / Blanket / Boom effects flavored by the cards, and not actually using the cards themselves.
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>"Hey girl, you sure you got the right door? The rubber club is two rooms down." said Bumbly the Bear.
>"Fuck you." answered Ruri Kirishima in a most eloquent manner.
>"Oh fuck you, plastic-ass." said Bumbly, rising from his resting place
~not too long afterwards~
>"I'LL SHOW YOU WHO'S THE BOSS OF THIS TOY BOX"
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>>29108043
I like to think that the last owner magnetized all the pieces and the dodge score is the figure doing its best Monsoon impression.
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>>29109492
Klobos has claustrophobia covered.
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We're about to run a Playtest. Get in the Roll20 Room!
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>>29114163
Use the image on the card to describe what it summons or does. Not the card effects. GM Fiat ability basically.
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>>29119447
Playtesting is the haps! Join in and spectate, folks!
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>>29108060
Wait, wait. How does the Inferno works? How can he be made of fire and yet share the primals vulnerability to light? It doesn't seem like he belongs with the others from a thematic point of view.

Also, for Altius' domains, it's "l'appel du vide", not "de".
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This happened
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>>29124081
Forbidden love.
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>>29124081
what the fuck
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>>29122087
Shit, my bad. Thanks.

And the light Pahhur feeds off of and creates is of his domain - fire. It is robbed of its magical and imagined might in his presence.
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>>29124081
suddenly I'm glad to be late to most of the Night Light threads.
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>>29108884
Doing so in full view of the kid is Taboo.
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Playtest just concluded. Was quite rad. New Endurance system seems to be working. At least Black Jack thinks so.
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>>29125504

Maybe a bit too much, even. Plus endure has an exceptional synergy with your Frontal Armor quirk.
But you did roll incredibly, too, so it's hard to say.
(i'm not one of the players btw, just an avid reader of the playtests. I fear i'm not fluent enough in english to provide a good rp)
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I spectated during the last few minutes of the playtest and was inspired to make my own character.

Slinky
>A mysterious character with alien motivations, Slinky was a Christmas present from the Small's physicist aunt. It can't speak except by twanging and vibrating its spring-like body, which the other toys find a little unnerving. But it's as devoted to the Small as any other toy, and come nightfall, it uses its mobility and durability to great effect in battle.

>Type
Action Figure (+2 Articulation, +1 Accessory)
>HP/DR
Front Coil (6/2), Midsection (3/5), Back Coil (6/2), Spring Tension (5/3)
(Damaging Spring Tension makes it harder for Slinky to move.)
>Attributes
Toughness: 5
Articulation: 5
Imagination: 1
Fellowship: 1
Accessory: 3
>Toughness Skills
Brawl: 5
Endure: 5
Athletics: 5 + 2 = 7
Intimidate: 5
Guts: 5
>Articulation Skills
Aim: 5
Dodge: 5 + 3 = 8
Scramble: 5 + 2 = 7
Spotting: 5
Tiptoe: 5
>Imagination Skills
Exaggerate: 1
Lie: 1
Blanket: 1
Boom: 1
Neverland: 1
>Fellowship Skills
Comfort: 1
Carouse: 1
Tame: 1
Assist: 1 + 6 = 7
Command: 1
>Accessory Skills
Scavenge: 3
Armory: 3
Invent: 3
Repair: 3
Changeable: 3
>Quirks
Lash Out: Slinky can increase its reach when making melee attacks. It receives a -1 penalty to Brawl for each additional square.
Momentum Step: 1 automatic success on Scramble checks going down flights of stairs.
Rebound: After dodging a melee attack, Slinky can make an immediate counterattack. The number of Brawl dice is equal to the number of successes by which Slinky's Dodge roll exceeded the attacker's Brawl roll.
Science Toy: Slinky can be used as a component of an invention. It grants 1 automatic success on checks to manipulate an invention it's part of.
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>>29126012
I love it! Those are some very creative quirks, too!
>>
Ok, Santa trying once again for accessory mechanics:

A melee weapon has a base damage of 1d6+1 and, if upgraded, becomes 1d8+2 --> 1d10+3 --> 1d12+4.
A ranged weapon has a base damage of 1d6 and, if upgraded, becomes 1d8 --> 1d10 --> 1d12.
Armor provides a +2 DR bonus to the toy's body part with the highest assigned DR.
Shield provides +3 DR against one attack if a minor action was readied at the toy's turn.

Using invention on a target empowers an existing equipment they have. Depending on the piece of equipment used it has a different effect.

Weapon:
3 Successes: Increase damage die type by 1.
6 Successes: Increase damage die by 2, grant penetration 2 against minions.
9 Successes: Increase damage die by 3, grant penetration 2 against minions.
12 Successes: Increase damage die by 4, grant penetration 4 against minions.

Armor:
3 Successes: Increase DR to assigned part by 1
6 Successes: Increase DR to assigned part by 1 and grant +1 movement speed.
9 Successes: Increase DR to assigned part by 2 and grant +1 movement speed.
12 Successes: Increase DR to assigned part by 2 and grant +2 movement speed.

Shield:
3 Successes: Grant +1 DR on against selected attack.
6 Successes: Grant +2 DR against selected attack and +2 more if it's a minion.
9 Successes: Grant +3 DR against selected attack and +2 more if it's a minion.
12 Successes: Grant +4 DR against selected attack and +4 more if it's a minion.
>>
Tool:
3 Successes: Grants +1 movement speed or glide or similar appropriate minor ability.
6 Successes: Grants +2 movement speed or +1 die to one skill or climb or swim or dig or similar appropriate moderate ability.
9 Successes: Grants +3 movement speed or +1 die to one attribute or flight or immunity to difficult terrain and weather or similar appropriate major ability.
12 Successes: Grants +4 movement speed or +1 to all dice rolls or similar appropriate supernatural ability.

(For tools a lower successes ability may be chosen.)

Armory = Equipment left on toy from Small (aka starting equipment).
Armory + Accessory = Maximum equipment a toy can carry at any time.


Rules about changeable:

Essentially invent but each body part counts as an equipment.

Suggestions for repair, so that it uses a similar system as the other accessory skills:

Repair:
3 Successes: Repair 1d4 to a limb.
6 Successes: Reattach a limb and cure 1d4 to it.
9 Successes: Reattach a limb, cure 1d4 to it and grant invulnerability to it for 1 round.
12 Successes: Reattach a limb, cure 1d4 to it, grant invulnerability to it for 1 round and the action you used to repair is not expended.
>>
We got a game in the process of being set up.
For unexperienced GM stumbling through all-new setting adventures please contact [email field] on skype.

The game(s) will probably be short sessions for trying out the systm and fining any issues with it, i.e. beta testing. I'll also have to figure out a way to have longer lasting games without involving some pretty severe psychological damage with the child in question.
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>>29126465
>>29126473
If these (roll successes, automatically determined effects) are not simple enough, then i don't know what simple is apparently
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>>29126482
>>29126482
>>29126482
INCASE YOU MISSED IT
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>>29110603
Do we even have rules for flying characters?

Captain Sinistron's Space Invader
>an alien spaceship from an old TV show
Figurine

>HP/DR
Bridge: 4/2
Hull: 8/5
Wings: 3/2
Engine: 5/3

>Attributes
Toughness: 3+1
Articulation: 1
Imagination: 3+2
Fellowship: 4
Accessory: 1

>Toughness
Brawl: 4
Endure: 4+1
Athletics: 4
Intimidate: 4
Guts: 4
>Articulation
Aim: 1
Dodge: 1
Scramble: 1
Spotting: 1
Tiptoe: 1
>Imagination
Exaggerate: 5+3
Lie: 5
Blanket: 5
Boom: 5+5
Neverland: 5+5
>Fellowship
Comfort: 4
Carouse: 4
Tame: 4
Assist: 4
Command: 4+1
>Accessory
Scavenge: 1
Armory: 1
Invent: 1
Repair: 1
Changeable: 1

Beam Me Up: Captain Sinistron's Space Invader can be ridden by an unlimited number of characters. Characters do not lose their minor action when riding.
Warp Speed: Captain Sinistron's Space Invader moves by flying. Add 1 extra space when calculating distances.
Deflector Shields: As a minor action, increase Damage reduction by +2 for 1 round
Alien Abduction: As a major action, store or retrieve one object or NPC. Each round, an abducted NPC may make a Brawl check vs. Endurance to break free.
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>>29127482
>Flying

Uh.... I don't think so, no! I'd assume that using a Quirk for it is the right move.
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>>29127482
The movement section doesn't technically say anything about being restricted to the ground. I think the consensus reached in the last thread was "GM fiat."
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>>29127591
It'd be nice if we got the movement rules solidified. I think we were still discussing the effect of lost limbs on movement too.
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>>29125529

Black Jack is built specifically to take ENORMOUS amounts of punishment. And even that was just barely enough-by the end of the night he had a cracked turret ring, an armor blowthrough, and damaged treads (read: head and torso crippled, arms and legs damaged)
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>>29126012
I realized Slinky's two skill points short. Its Dodge should be 5 + 5 for a total of 10.
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>>29127482

Welp
was just about to post something similar
Scratch that, i guess
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>>29128456
Go for it, it's always good to see someone else's take on a concept.
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>>29126484
I like this. Excellent work. The numbers may need some balancing out, like all things in this beta, but I think ultimately it will be a great system!
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>>29128221
Mother
Fucking
Dogs
Man.
>>
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So, you're saying I can play as a Gundam? Kamen Rider? Super Sentai?
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>>29129259
You can even play a barbie!
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>>29129337
What about adult toys?
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>>29129259
Why limit yourself to just *one* of those three choices?
>>
I wasn't going to respond, but... well, okay. I'll bite.
Well, you either mean you want to play as a dragon dildo *cough*cough*getbacktoerpgeneral*cough*, or you mean you want to play as one of those ludicrously expensive /toy/ collector super-pose-able-but-needs-an-articulated-stand-to-stay-upright type toys.

Adults, themselves, lack the imagination and belief necessary to give life to a toy. So the "toys" adults play with option is right out. This also eliminates most build-a-waifu toys, since it's a delusion, not a belief.

However: you *could* be one of those $90 Lord of the Rings Gandalf figures, with crazy articulation and imagination powers, if the GM approves it.
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>>29129478
was responding to >>29129366 , in case that isn't clear.

Also, 4 words? Step up your game rookie.
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>>29127482
Looking at this again I think Alien Abduction works more as an edge case of Beam Me Up (if one of the characters is carrying something). I'd probably change it to something more like this -

Reverse The Polarity: Pass Assist checks on 2 successes if the target is adjacent or riding.

Feels more like it captures the sense of the ship having lots of gadgets but needing a crew to use any of it.
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>>29129375
....That's pretty crazy.
We better call in /m/ and /a/
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>>29129639
>>29129478
Speaking of, has anyone called /toy/ to ask if they are interested in this? They could most certainly help playtest with their stupidly large amount of toys, so we can approach dozens of different characters and scenarios.
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>>29129259
>Not playing as a Zoid
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>>29129779
Stat it please!!! I love me some Zoids!
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>>29129779
Gods, I miss the old zoids....my grandmother got me those every time i was in the hospital, to keep me occupied. The tiny ones, but the original ones.
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>>29129672
Hmm... No, checking the catalog, /toy/ remains blissfully ignorant of us. I'm not really sure if we should go and show them our quarter-finished game yet...
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>>29129835

I agree. We should wait until WE understand the rules before we try and explain them to someone else.
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>>29129478
I was implying the first as a joke, but adult toy figures could be interesting. Ones who have not seen a life of play, only standing there. They may have a serious attitude matching the character, while having no flexibility.
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>>29129784

Killociraptor 5000
>System check
>Reactor: Online
>Sensors: Online
>Weapons: Online
>All systems: Nominal
>Killociraptor 5000 is ready for combat

Action Figure

Head 4HP, 3DR
Torso 7HP, 5DR
Arms 4HP, 3DR
Legs 5HP, 3DR

Toughness: 5
Articulation: 5
Imagination: 2
Fellowship: 1
Accessory: 2

Endurance +2
Aim +5
Dodge +3
Scramble +2
Invent +3

Vulcan Cannon: 1d6 ranged damage, target suffers dodge penalty equal to half received damage for 1 turn
Dual Ion Cannon: 1d8 ranged damage, or 2d8 if Killociraptor does not move
Phalanx Missile Launcher: 1d6 ranged damage to all enemies in 3x5 area, stuns enemies for 1 turn
Retro Rockets: twice per night, automatically pass a Scramble check
>>
>>29130322
I dig it, mind if I steal it for gaming with buddies?
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>>29130455
Go for it.
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Here's one I wrote after reading a post a few threads ago. Some troll posted a pyromaniac spirit, so I rewrote it into something more sensible.

Flare, the Candle Spirit
Type: Imaginary Friend
Description: A tiny humanoid flame. Flare was born from many hours of fascinated observation of a candle by his Small. Unlike most fire sprites of the world of imagination, Flare bears no malice, and instead wishes to protect his Small from anything that would see them harmed. More than most, he understands how easily things that burn can be destroyed.

Attributes:
Toughness: 2
Articulation: 2
Imagination: 2+3=5
Fellowship: 5
Accesory: 1

Skills:
Boom: 5
Comfort: 2
Assist: 2
Blanket: 2
Neverland: 2
Exxagerate: 2

Quirks
A Light Shining in Darkness: Flare automatically dispels darkness effects in a 6" radius around him, and recieves +1 sucesses resisting or dodging darkness-based attacks.
A Warm Light to Share: Flare provides +1 Successes to rolls made by allies as long as he is 6" or less away.
Fire and Fury: Flare's Boom attacks scorch and burn his enemies. Enemies hit by a Boom attack by Flare take another 1d6 damage the following turn.
Warmth of Kindness: Twice per night, Flare may re-roll a Comfort roll made by him OR an ally and take the better result of either roll.
>>
>>29127482
The only times I've seen flying, it's been a quirk. The problem with that though, is that there are no rules for climbing or attacks of opportunity (Though the last version of the rules I've read are V.5), so flying tends to not be super useful. As >>29127591 said, so far it's been GM fiat. Maybe flying will eventually be incorporated into the rules. I might run a play test tomorrow night, so we could play around with flying/climbing etc then.
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>>29130657
Seems so OP and out of place. Maybe make it so that it's an imaginary friend from a cartoon the Small once saw? The quirks seem a bit strong, but I like them. How do Imaginary Friends interact with enemies and what do they do during the day? Do they become physical or something? Give me some fluff so that it makes sense please.
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>>29130794
Actually, when I used flight with Zeta, it always prevented a Scramble/Athletics roll to get up things.

It doesn't seem like much but the ability to go anywhere during your round is crazy useful

Also if Mant and Crayon are reading this, drop by the roll20
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>>29130794
In combat I think that adding +1 to distance (so it counts as one square away if the character are adjacent) is a reasonable approximation, but that has the potential to be quite unbalanced if it lets a character flat out ignore melee attacks. Then again with free movement it's probably not hard to keep distance anyway.
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>>29130794
Hmm, a primal fear of heights forcing combat onto a steep set of slopes as it transforms the boy's bedroom into a yawning chasm?
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>>29133523

10/10 would fight for the safety of the Small

>duties itynaut
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>>29133523
The small makes the floor "Lava" because of their immagination, maxing out the challenge for movement.
It'd make for an interesting fight, where pushing and shoving comes into play.
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>>29131042
>>29130865
I am going to look at move speeds for alternate forms of movement with the group tonight or tomorrow.
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>>29134641
Penalties to endurance, no making melee attacks, Needing a minor to maitain flight, on top of movement to move.
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>>29130322
I fuckin' love this.
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This was posted a few threads back. I liked it.
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>>29136123

Any more of them /tg/?
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Slinky here with some ideas for monster fights. I'm rubbish at number crunching, so I decided to focus more on general outlines.

>Klobos, the Inescapable
As the incarnation of claustrophobia and fear of separation, Klobos attacks primarily through restricting the players' movement and cutting them off from each other. Toys must free each other from Klobos's clutches and break out of his prison to have any chance of stopping him.
>Fetterhooks
These are servants of Klobos that look like chains, wires and ropes made out of living shadow. They are fairly weak, often encountered in multiples; some are roughly horizontal and block movement, while some dangle from the ceiling snapping at interlopers. If an uncautious toy strays too near to one of its ends, a fetterhook may latch onto it with its cruel hooklike teeth.
>Turnkeys
These evil spirits look like rusted padlocks. They can't move on their own, but they can move along fetterhooks with a grinding noise. When it comes close to a toy, wires extend from the turnkey and attempt to grapple it and funnel it into the turnkey's waiting maw. It's difficult to escape from a turnkey on your own, but much easier with the help of an ally.
>Klobos himself
Klobos manifests as a thick morass of barriers covering everything: windows rusted shut, doors barred, walls crisscrossed with chains. Apart from spawning more lesser monsters, he attacks by slowly crushing the walls and ceiling inward and giving the toys less space to move. If a toy attacks the boundaries of the room, Klobos is hurt and the inward compression momentarily stops. However, such audacity is bound to anger the Inescapable One. Be warned.
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>>29137563
I love it!
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>>29136150

I'll whip one up. I've written quite a few toys, I should give at least one of them an origin story.
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>Laeke, the Leech
When Laeke's influence is present, the Small's room gradually takes on attributes of a hospital room. The walls become whitewashed, bookshelves turn into racks of medical equipment, and the smell of disinfectant is in the air. At the same time, the Small becomes more and more sickly, coughing up blood and hearing panic-inducing hallucinations.
>The Leeching Plague
A fight against Laeke is a two-front battle on the Small's bed: not only must the toys fight off Laeke's nightmarish minions, they must contend with the Small's worsening illness. The Small has a pool of Hit Points which drains at a constant rate, and which is damaged by Laeke's minions. It can be replenished with Comfort checks, but beware: if it reaches zero, Laeke's influence dominates and the child is crippled for life.
>Stirges
These creatures look like a cross between a syringe and a mosquito. They descend from windows and vents to land on the Small's body, attempting to syphon blood and instil fear. They are weak and generally ignore the toys, but can drain life at a frightening rate if left unchecked.
>Snipfingers
A snipfingers is a crawling severed hand wearing a surgical glove, with precise blades where its fingertips should be. These monsters hunt toys in pairs: the left hand pins a toy down and the right hand systematically hacks away at its limbs. If a snipfingers makes its way to the Small, it attacks by gouging flesh; the wounds inflicted are not real, but the horrific nightmares may cause more damage than injury could.
>Clots
As the night continues, these blobs of blood begin dripping from the ceiling. Clots do not move or attack, but the real danger lies in their aura: the festering stain around them slows toys and reduces their DR. A clot that lands on the Small's bed will drain the Small's health in addition to its normal effects. Popping a clot removes the stain.
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>>29138639
>Laeke himself
When the child's HP is perilously low, the mad doctor himself may come to feast. Laeke's attacks take the form of brutal slashes and pierces with medical implements; they deal great damage to single targets, often immobilizing or weakening them. While Laeke is mostly metal and impossible to damage, the four IV tubes running along his arms are weak points: if all are snapped, he loses his tethers to our realm and is forced to flee.
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>Maghana, the Motive Power
Where other Fears seek to infiltrate the room of the Small, Maghana abducts the room itself from the house. First enormous pincers smash through the walls, then an awful grinding is heard as saws separate the floor from adjacent structure. With a thunderous shredding sound, the entire room is wrenched precariously into the air, and Maghana's true form – a terrifying flying machine – is revealed.
>The Flying Battlefield
Like many battles between the toys and Fears, Maghana's battlefield is symbolic rather than real. From the Small's tormented imagination it conjures madly spinning propellers and belching engines, a mechanical chimera hammering at the room as though trying to crack an egg. The doors and windows really lead to empty air, however, and trying to escape results in a very long fall.
>Fighting Maghana
The colossal dreadnought that is Maghana cannot be fought head on. The toys must find their way into its inner workings while avoiding grinding gears, raging blast furnaces and pounding pistons. The toys can disrupt Maghana's engines to slow it down, but the real prize is deeper: in the beast's bowels is a tortured black heart of oil, which the toys must destroy to free the Small of Maghana's influence.
>Helldozers
These monstrous machines defend Maghana's interior. They can take on different forms, much like their overlord, but all tower over the toys with their bulk. The helldozers work together and attempt to box the toys in, forcing them closer and closer to deathtraps in Maghana's interior. If a group of helldozers is damaged, they will combine together and attack with renewed intensity.
>>
Has anyone made original art for this game yet?The rules need illustration.
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>Foranus, the Outsider
Foranus is the herald of change. The battle against him begins hours before he actually arrives: things in the house are suddenly out of place, and there are walls where there previously were none. Entire rooms may appear and disappear, and worst of all, the Small may be in a different house altogether. Fighting Foranus requires the toys to rapidly adapt to changing situations.
>Doppelgangers
Foranus's minions take the form of familiar people and objects with a disturbing twist. Doppelgangers are evil spirits masquerading as toys, some obvious, some less so: the toys must look for tells, such as different colors or details in the wrong place, that separate them from their trusted allies. Their very presence may cause the toys to suspect each other.
>Not in Kansas anymore
As reality itself begins to buckle under Foranus's presence, the toys may find themselves suddenly flickering into alternate times and places. Perhaps they find themselves defending a girl in Germany suffering nightmares from the outbreak of the Second World War, or fighting off primal spirits in a Filipino household devastated by hurricanes. The battlefield constantly changes, and the battle itself is the only constant.
>Mind Tricks
As if the constant changing of battlefields wasn't enough, the toys must also contend with mental attack. Foranus's dark magic may play tricks on the toys' perception, cause them to see foes that aren't there, or even suddenly rotate control of the toys between players. Thankfully, these episodes are rare, and always come with hints that things are not as they seem.
>Foranus himself
Eventually the constant flurry of change becomes a blur, and in this protean netherworld, Foranus can be seen advancing toward the Small. The Outsider has many faces that rotate each turn: one may be a savage beast, one perhaps an impassive mask, and one a grinning clown. Only when all are defeated does Foranus vanish from our world.
>>
Alright, that's all for today I think. Hope my ideas are workable somehow.
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Writefaggotry incoming!

---

Black Jack was annoyed.

This wasn't supposed to happen. He was a 1/36 scale model T26E4 'Super Pershing' Heavy Tank model, a near-perfect reproduction of a real war machine. He had a cannon with exactly 1/36 of a 90mm bore, armor plates with exactly 1/36th of their real thickness. He was a museum-accurate model, and he was proud of it.

And now he was on a carpet floor, a child's hand wrapped around his meticulously crafted turret, firing imaginary laser beams (?!) at plastic dinosaurs.

It was a mockery of everything he had been designed for, and he knew it.

It went on for seemingly forever. Jack didn't bother to keep track of the time. He didn't bother to pay attention. He tried to ignore what he was being forced to do, tried to ignore the vapid, taunting stares of the toys around him. When it finally ended and he was alone with them, he sprung into Awakeness, eyes blinking into existence on his front mantlet, and scowled.

"What a brat."
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>>29138639
>>29137563
>>29139469
>>29138676
>>29140076
Holy crap I'm getting the heebie jeebies just reading this. I love it! 100/10, would play. Add them to the bestiary immediately. Someone draw and stat these up ASAP! Someone please write up a module/setting with at least one of these, they would be incredibly awesome!
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>>29140289

"EXCUSE ME?" Came a reply from behind him. Jack rotated his turret to fix his furrowed glare on a green Army Man who had Awoken nearby. "That 'brat' is responsible for your very existence, tin can! Show some respect!"

"I'll show him some respect when he shows ME some!" Jack rotated his turret back around, glaring straight ahead.

"Oh?" The Army Man hopped around to Jack's front, now craning his neck to look up into the tank model's eyes. At nearly half a foot tall, Jack towered over the half-inch cast plastic figure. "And what kind of respect do you think you deserve?"

"More than I'm getting." Jack huffed. "I'm a reproduction scale model. Designed for accuracy and display, not pretend and play! What he did to me was nothing short of...of...!"

"It was LOVE, hullnuts." The Army man said flatly. "Were you even paying attention? He played with you for four straight hours. You defended that imaginary HQ of his against every make-believe monster in the toybox. Dinosaurs, space aliens, land battleships, apparently those front plates of yours are made of 'wontbreakium'. At least that's what he called it."

"It's Detroit-made rolled steel with welded spacers," Jack retorted, proud of his self knowledge. "And I don't care if he plays with me for a day straight, I still don't like it."

"The hell you do!" The army man had now clambered onto Jack's hull, and stared him down. By now the other toys had caught wind of their new arrival's tantrum. "Have you even considered WHY you're talking to me right now? You're a TOY! You shouldn't even be able to MOVE on your own, let alone speak and recite your design specifications by heart."
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>>29140317

"That's nonsense." Jack replied. "I know where I was..." And there he drifted off as he remembered. He recalled his moment of manufacture, when the Father had taken the parts from his kit and put them together accurately and securely, then placed him in a new box and put him under the Christmas tree. But there was a dull haze over the memory, a graininess, as if watching an old film. It was almost like the memory was foreign to Jack, or even...

"Pre-Awakening." The Army Man finished, drawing Jack out of his reverie. "You exist, here and now, for one reason and one reason only: because that 'brat' in that bed up there loves you with all his heart. And it was that 'torture' he put you through that brought you to where you are now." he stepped back and crossed his arms, waiting for a reply.

Jack was silent for almost five minutes as he thought. It made an almost magical amount of sense. Once he was lifeless, dull, simple plastic and glue. Now he was a Toy, a lively creature with a magical soul. The bridge between these two existences had been the four hours he had been in the posession of the br-no...Jack couldn't call him that now. He realized with an utter surety that he owed the child his life in a way that was beyond measure. And he had spat in the face of that generosity the whole time. He could think of no greater act of selfish cruelty.

Tears came to the model's eyes, pattering onto his thin plastic plates. "I'm not a tank," He muttered "I'm a fool. A plastic-and glue fool. I don't deserve a museum...I don't even deserve him." He looked towards the bed, where the child slumbered peacefully.
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>>29140350

"No, you don't." Replied the Army Man. "You're going to earn it. Now, LOOK AT ME." His tone had left the realm of 'stern father' and become something like 'drill sergeant'. Jack, a military creation, found himself obeying without thinking. "What is your make and model, soldier!"

"Uh, sir! Type 26 Enhancement 4 'Super Pershing' Heavy Tank! Sir!" Jack was shaken from his despair by the dressing down.

"Correct! And what is your armament!"

"Sir! 90 millimeter High Velocity Type 54 Cannon, primary! Mark 1919 30-06 Browning machine gun, hull mount! Mark 1919 Browning machine gun, coaxial mount! Mark 2 50-calibre Browning machine gun, anti-aircraft mount!"

"Correct! And do you know you will be required to use that armament?"

"...Sir?"

"Imagination has the power of life, soldier, but it has a dark side. Every child has fears, and those fears feed the Primals, the nasty things that go bump in the night and seek to hurt and corrupt the minds of the poor kids who play with undeserving Toys like you and me." The Army man jumped off the hull and joined the crowd of toys that had gathered around Jack. "Now tell me: the next time those sick Primals make a push against this kid's house and home, are you gonna let them?!"

Jack was shaking now. "SIR! NO SIR!"

"DAMN RIGHT YOU'RE NOT!" The Army Man smiled. "That is how you earn your Child. Your Small."

Black Jack looked up at the child. "My...Small..." He understood now. He would have to earn it, this life he had been given. He would have to fight, fight until his treads were broken, his hull cracked asunder and his turret burned out, but he would earn it. He could do no less. After all, he was a 1/36 scale model T26E4 Super Pershing, a fine fighting machine if ever there was one. It was time he started acting like it.
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>>29140432
Cap it, add the stats to the bottom, slap it on the pdf, we a sample character for one of the modules. Love it. Y'all are too amazing.
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>>29140504

Hehe. I've already statted and played Black Jack. He's an indestructible master of war!

Black Jack the Tank
Type: Action Figure
Description: A 1/36 scale model T26E4 Super Pershing Heavy Tank model. Black Jack wasn't designed to be played with. He wasn't designed to fight space aliens, dinosaurs, lego monsters, or whatever other bizzare thing his Small pits him against. This bothered him...at first. But like any truly loved Toy, his steel heart has been warmed into a magical thing of fuzz by the care and attention of his Small. Black Jack is convinced he's the biggest, toughest machine on the battlefield, and he usually is, but he never lets his competetiveness get in the way of his willingness to help his friends.

Attributes:
Toughness: 5
Articulation: 3+2=5
Imagination: 2
Fellowship: 1
Accessory: 1+1=2

Limbs:
Turret: 6 HP, 4 DR
Hull: 6 HP, 4 DR
Left Treads: 4 HP, 2 DR
Right Treads: 4 HP, 2 DR

Skills:
Guts: 3
Endurance:5
Intimidate: 2

Quirks:
T54 Cannon: Black Jack's fearsome 90mm gun hits like...well, like a tank cannon. His Aim attacks deal 1d8 base damage.

Explosive Shells: Three times per night, Black Jack may make his Aim attack using magical explosive shells. If the spell hits, it deals damage in a 6" radius.

Frontal Armor: Black Jack's front armor plates are especially thick, and offer extra protection when faced towards the enemy. Each turn, he may designate a single foe. Black Jack recieves +1 DR against attacks made by this enemy.

Silver Bullet: Black Jack keeps, for special occasions, a magical shell that can inflict grevious harm to his foes. Once per night, Black Jack may make his Aim attack against a single enemy using this magical Shell. If successful, it deals Piercing damage (ignoring DR).
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>>29140076
>>29139469
>>29138676
>>29138639

You're a genius, dude. I was going to do a write-up like this for the Lessers after the holidays were over, but you just blew my ideas out of the water! Great work!
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>>29140779
PDF that badass as a sample character! I liked it the first time I saw it, now it just looks even awesomer with the backstory.
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>>29140779
His skills are too low, he needs 5 more skill points.

Might i suggest Command, Aim, and that awareness skill we added?
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>>29141952
>Tank
>not having Aim 5
Whoopsie! Yeah, he should have Aim 5.
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I had some more ideas and decided to go all the way.

>Dhaman, the Punisher
No one escapes punishment. The more a Small fears authority, the more Dhaman's merciless jaws close near, until the bars snap shut and the Small is sent tumbling, tumbling into an oubliette outside reality. This is the true meaning of Dhaman – the system, not the monster, syphons the fear.
>The Oubliette
The toys find themselves trapped within a maze of forbidding jail cells and buildings, and the sleeping Small lashed down and cuffed to the bed. Faceless guards and slavering hounds guard this prison, and massive dangling eyeballs shine floodlights on all who would escape. But if the toys cannot rescue their Small before sunrise in the real world, they may never see daylight again.
>Watchers
Security cameras and searchlights in one, the watchers appear like dozens of eyeballs against the starless sky. They scan the oubliette tirelessly and unblinkingly – only in the dark passages and covered crawlspaces can the toys escape their notice.
>Iron Hounds
The patrol dogs used by the guards are twisted fusions of mangy flesh and blue-striped machine. They look much like miniature versions of their overlord, except no less bloodthirsty: they can sniff out the Small from the slightest trace left behind, and are fast and ruthless enough to tear the most hardened toy to pieces. Fighting one is deadly. Fighting two is insane.
>Puppets
As for the guards themselves, they are shadows of what might once have been people in life: they are faceless, mindless executioners, and their headwear is part cap and part hood. They share one mind and close in on the toys more like zombies than real people. Though relentless in their pursuit, they have a secret weakness: cut the puppet strings controlling them and they will turn to dust.
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>Dhaman himself
The Punisher is the warden of the oubliette, whose fangs are the bars of the jail. He cannot be fought, for the arm of the law is all-powerful. Instead, the toys must take great care to sneak behind and around his watchful gaze, using trickery and cleverness to lead him off the scent. He is defeated when the toys bring the Small safely into the light of the real world's sunrise.
>>
>>29143535
>>29143571
>>29140847

I like the idea of otherworldly nightmare-scapes. This also answers some of the logistics of why the antics of the toys don't cause problems.
>>
"Tell me a story…I can't sleep…"

"It is late Child. Your Mother will be furious. If she was to enter the room and you are-"

"Please! I promise I will go to sleep right after! Just one. Please?"

There is a moment of silent thought. These days, it was rare for the Storyteller to utilize her talents. Maybe just one…

"A long, long time ago, a Child was born. A Child, who brought great joy to those around her; her family and her friends. Everywhere the Child went, flowers sprang in her step, and the sun shone twice as bright to match her smile. Her voice was music, her movements dance, and her thoughts were art. Her imagination swirled around her like a whirlwind, and everything she touched, sprang to life. It was her Friend that first noticed, in this very child, nested the seed of happiness…."

A pause. Doubt?

"It was this seed of happiness, that many unkind creatures sought. Out of greed, those who would steal it, and out of hate, those who would destroy it…from the shadows they came…"

The storyteller trembles. Slightly.

Gently, a sleepy prompt to continue. "Go on…I'm older now, I'm not scared…"

The voice quivers. "The first nights were the worst. They crawled. They slithered. From every dark place they spawned. From every crack, hole and opening they poured. Night after night. An unrelenting tide that swallowed everything."

The next words, barely above a whisper...

"…then Winter came."
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>>29145502

"Darkness seeped into the very bones of the house while ice and frost entombed everything it touched. The sun itself fled. All seemed lost."

"The Friend fought. They all did. Desperation forced them together, bodies pressed tight in their prison. With every dawn, the house shrank. But one night, as they sat huddled, a realization. In the dark they saw how brightly each individual shone. No matter how much they lost, they survived. No matter how far they fell, they always stood. In this, the tide broke upon their unity."

There is now steel in the voice as the story continues,

"Yes. The first nights were the worst. Many were lost. Others…their fates will never be known. However, they pressed on."

"The seed grew. It grew, and grew and grew. It stretched to become crowned with clouds, it stretched to embrace the sky. The Child, soon could no longer be called such. She grew into a beautiful young woman, and her talents continued to bring joy to those around her."

Having finished the tale, the story teller begins to turn away.

"What happens to her Friend?"

There is no mistake in the question.

How does one answer, when that part of the story has not yet been written?

"Well…part of growing so tall, is that those far below, no matter how loudly they shout, can no longer be heard. But as their voices become fainter with time, their only wish is for those above to know...that they are happy."

The figure in the bed turns one more time, pulling the covers tight. Gentle dismissal comes in the form of a quiet yawn.

"…g'night….Lydia….thank you..."

The Friend stands silently, well after the figure in the bed has fallen into the shallow breathing of sleep. An eternity passes as the page turns, and another story begins to take shape.

"Sleep well."
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>>29145514
>the unicorn story
go on, dont be a tease and end it now
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>>29129933
Maybe the spark is already there, but it needs a child's toy to bring it out?
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>>29129933
Adult toy figures, what, like Hatsune Miku figurines?
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>>29145828
>a dolphin dildo making an all out, full frontal tackle after being catapulted
>hitting the bird enemy creature square in the face
>all while vibrating at 100x speed
>the force of the impact rips a hole in space/time

Oh god my sides!
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Hey GMT people. I'm interested in running a small game in a short while if anyone's around now. Let me know if you're interested. Make sure your characters are up to date with V8!

The game room will be:

https://app.roll20.net/join/279369/_iQlWA

If you have any specific questions about your character, I'll be popping ina nd out of there.
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>>29146506
Aw man, is there still time to join? I have to restat my character!
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>>29146668
Plenty of time. Anyone else is welcome too. We can always add people in.
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>>29146722
I'll be happy to join if it's still going in an hour or two.
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>>29146847
Most likely. Whenever I've been in a game they've been multiple hour events and we haven't even started yet.
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>>29146506
https://app.roll20.net/join/279369/_iQlWA

Anyone else is welcome to join us.
>>
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Weezing the Feesh
Type: Stuffed Toy
Description: A very bright neon green puffer fish with almost impossible fluffness, makes the almost perfect pillow until his fuzz goes up your nose. A feesh with even less sense than brains and as lazy as can be, can often be found sleeping on the Small's pillow or hitching a ride on somebody's back. Can fall asleep easily if there is no companions or action nearby, often gets him in trouble. Unlike regular feesh, Weezing is incapable of swimming and being in water makes it puff up to incredible sizes, so it prefers to climb and jump everywhere if he needs to move around and can't catch a ride. Not selfish at all, he's always willing to give a buddy a lift on it's back, especially if he gets to go flying!

12 stat, 15 skill, 20 HP across limbs, 7DR+Toughness

Toughness: 3+2=5
Articulation: 3
Imagination: 2
Fellowship: 3+1=4
Accessory: 1

Head: 6HP 4DR
Torso: 7HP 4DR
Fins: 4HP 2DR
Tail: 3HP 2DR

>Toughness (5)
Brawl: 3
Endurance: 1
Athletics: 3

>Articulation (3)
Aim: 4
Scramble: 1

>Imagination (2)
Exaggerate: 2
Blanket: 1

Captcha: Fishwick Whgefin
>>
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>>29147387
>Quirks

Feesh-a-pult!: Able to be thrown with great force easily by companions. +1 automatic success to athletics and brawl/aim when being thrown or jumping from great heights at enemies.

Pufferup!: Become larger and more intimidating to enemies, maybe even able to roll over them. +1 automatic success to exaggerate when wet. Does 1d8 damage to enemies when rushing through them.

Weezing Cannon!: Up to thrice per night, can absorb a single friendly Boom attack within and let it loose as a 3x3square range shockwave on next jump/catapult attack. Deals 1d6 damage to enemies in blast radius.

(if GM allows) Feesh are friends, not food!: Once per night per night, can call on the rest of the Weezing family while jumping to carpet(fish?)bomb selected 3x4square area. Rolls 5d6 and number of fish summoned is equal to successes when attempted, each fish does 1d8 damage, or 1d10 if all 5 feesh(Weezing included) make the attack.

(Otherwise) Feesh Rider!: Companions can land softly on Weezing and hitch a ride while adding +1 to their athletic and brawl checks while riding.
>>
>>29147403

Love it, very original quirks
>>
>>29107830
tfw people use your image to start new threads.

friends
>>
>>29147332
This game just finished. It was an entertaining tag-team between >>29126012 and >>29147387 versus a cluster of Typhon's wisps. Wrecking ball attacks, wisp-riding and lightning-eating were involved. Fighting the last wisp turned into a chore because of the high Endure and Dodge skills all around, though, so more balancing may be required there.
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>>29149717
This one isn't mine, but I thought it was quite good.
>>
>>29149741
Also, the Assist skill and minor actions in general felt very anemic from my point of view. Exaggerate, for example, eclipses Assist in reliable usefulness.
>>
>>29147403
It was a fun session. Ended up becoming a wrecking ball, riding a cloud, and getting so charged up that I was able to use Thunderbolt.

Feesh are friends! got bunked to: 3d6 (non exploding) and each success does 1d6 damage, didn't get the chance to use it though. Also the dodge on the Whisps seemed a little high. That last one took forever to take down since it just kept dodging or resisting everything.

Also maybe circumstance boosts?
>>
>>29149749
The comic sans is a nice touch
>>
>>29149789
The thing is Exaggerate has a tight cap on the number of times you can use it per night whereas you can Assist as many times as you want. The issue as far as I see is that the arena format doesn't encourage you to conserve resources so much.
>>
>>29149789

Exaggerate makes a toy able to succeed in an area they wouldn't normally be able to, where Assist allows for complete rerolls, granting higher percentages of success.

The 10 die cap is what separates Assist from Exaggerate.
>>
>>29150416
The strict arena format will only persist as long as the game is rooted firmly in very slow post2play playtests. The real utility for Command and Assist lie outside of combat, as far as I'm concerned.
>>
>>29107944
The Metal Gear Rising soundtrack goes way too well with these.

http://www.youtube.com/watch?v=U2gIvhMDn7k
>>
a new version of SGT Splode now with more boom


SGT Splode - Action Figure

Splode once belonged to the nighborhood bully and for years was nearly killed by firecrackers,m80s and the family doge he was finally freed when a firework blew him into Small's backyard

Toughness:4
Articulation:2 +2=4
Imagination: 1
Fellowship:2
Accesory: 2+2=4

Head: 4
Torso: 6
Arms: 6
Legs: 4

Guts: 4
Aim: 5
Armory: 2
Boom:4

Quirks:
Pocket Sand!
SGT Splode reaches in to one of his wounds and tosses gunpowder at the enemy 1d10 if lit if not lit it sticks to enemy until lit
Hard Life
SGT. Splode gets a natural DR 2 to all Boom attacks
PTSD? Screw that crap!
1 automatic success to Guts roll per night
Overwhelming Odds
When faced with more Fears than fighting toys present, SGT. Splode gets an immediate +2 boost to carouse.
NOT THE DOG
SGT. Splode has a -1 modifier on all rolls when dogs or cats are present or faced with sufficiently dog-like Fears.


Starting Items
"combat knife" : a old carpet tack 1d6

"standard rifle" the toy rifle that he came with melee is 1d4 and boom is 1d6
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>mfw i look like a retard in r20
>mfw i took an html class but can not figure the fucking page out
>mfw
>>
>>29152524
/g/? Is that you?
>>
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Name: Doctor Barbie
Type: Doll
Limbs:
Head: 6hp, 3DR
Torso: 7hp, 3DR
Legs: 4hp, 1DR
Arms: 3hp, 1DR

Attributes:
Imagination: 5
Fellowship: 5
Articulation: 1
Toughness: 1
Accessory: 3

Blanket: 5+5=10
Boom 0+5=5
exaggerate: 0+5=5
Lie: 0+5=5
Neverland: 2+5=7

Assist: 2+5=7
Carouse: 4+5=9
Comfort: 4+5=9
Command: 0+5=5
Tame: 0+5=5

Armoury: 0+3+3
Changeable: 0+3=3
Empower:0+3=3
Repair: 3+3=6
Scavenge: 3+3=6

Athletics: 0+1=1
Brawl: 0+1=1
Endurance: 0+1=1
Intimidate: 0+1=1
Guts: 1+1=2

Aim: 0+1=1
Dodge 1+1=2
Spotting: 0+1=1
Tiptoe: 0+1=1
Scramble: 0+1=1

Quirks:
Life in plastic, It's fantastic!
Barbie is made to be split apart. She gets one automatic success to any guts roll required because a limb in injured.

Bedside Manner.
Barbie gets one automatic success to any comfort or repair check.

Wanna go for a ride?
Barbie gets an extra dice roll on fellowship skills when mounted or in a vehicle.

Kiss me here, touch me there, Hanky Panky.
Barbie can blow a distracting kiss at an enemy as a major action. This distracts that enemy and causes them to miss their major action.

Thoughts? Nai may kill me.
>>
>>29153117
A few quirk changes

Life in plastic, It's fantastic! -
Barbie is made to be split apart. She gets one automatic success to any guts roll required because a limb in injured.

Imagination, life is your creation! -
Barbie gets one automatic success to any comfort or repair check.

Wanna go for a ride? -
Barbie gets an extra dice roll on fellowship skills when mounted or in a vehicle.

Dress me up, make it tight, I'm your dolly -
Barbie can spend a major action per turn changing outfit. Depending on the outfit chosen, Barbie gains +1 to dice rolls in the chosen skill.
>>
Playtest starting. Feel free to hop in and watch

https://app.roll20.net/join/277829/68mE3w
>>
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Rolled 3

So this just happened.
>>
>>29154676
Bumping, got a recap of whats going on?
>>
>>29156576
Ken got run over, goblin scrap things pulled him from can, he's apparently still alive, but we have no skill to repair him. We're at the point of go after the escaped goblin thing, or repair ken as best we can(Which we can't)
>>
>>29156646
he's getting taken away for last rights with barbie, while the rest of us go on.
>>
Oh man oh man oh man, things are getting suspenseful. I'm honestly getting spooked. Good job DM.
>>
>>29156677
>he's getting taken away for last rights with barbie
ken swagga as fuck always gets the chick
>>
>>29156677
You killed us all! What the heck man?
>>
So it seems we have quiet a twist in the PT! What a night this turned out to be.
>>
>>29160558
What's going on in there? I spectated for a bit but couldn't follow what was going on.
>>
>>29160711

After travelling for some time into a plane of pipes, metal and steam, Jeanne and Rufus were talking to a creature that seemed to be able to help Ken.

Sarge, took matters into his own hands and laid explosives in the tunnel. Without letting his party know, he blew the tunnel, trapping them both.
>>
>>29160814

Yea that about covers it.
>>
>>29160814
I'm not going to lie, I did act a little impulsively(but in character).
All Sarge knew is what Feesh told him which was that this place was bad, there was a bad bad, and that our friends were talking to the bad bad. That relatively decided it, and I did give some time between steps, and plenty of "warning."

And everyone knows that in the army, traitors are dealt with
>>
>>29161350
Did you stop to think that Feesh was kind of...simple? He just wanted to get out of the scary place and go back to sleep with the Small.
>>
>>29161350

Well.

It does not have to be played that way. "Playing your character" to the detriment of the group puts you firmly in the territory of "that guy".

There were many actions that could've been taken, and you chose the one that ended the session.

Had it not been at the very end of the session, I would almost be tempted to just retcon and eject you from the game.
>>
Hey, been at my gal's the last couple of nights. What I miss?
>>
>>29162294
Fun couple playtests today. Last one got henderson'd but wasn't all that bad.
>>
>>29162294

Mant! You were gone so long I scrapped the Wax Man encounter :(

You available to play in a few PTs in the next few days?
>>
>>29162365
Oooh! Bummer that I missed out.

>>29162380
I'm really sorry about that man! Other than New Year's Eve and New Year's Day, I'll be available. I was trying to get my girlfriend into the game, but, she had other plans.

> whip cracks

Have pity upon me....
>>
>>29162637

No worries. I won't be available for New Years Eve or Day either. And then I am going on vacation for 10 days in about a week. Ty is going to have to pull extra GM duty!

Nightlight going pretty good at this point. A lot of stuff feels natural and easy to pick up. I think the biggest thing now is limbs, and some of the accessory stuff. Once those get solved I will sleep a lot easier.
>>
Ugh, just about to go to sleep, and ideas strike...

1st: a possible tweak for exaggerate. What if, instead of affecting one roll, it gave the target a pool of points(so, say, like feesh's +7 could have been split into a 4 and a 3 for two rolls, or 7 sets of 1.) This may be hard to track, but it was just a random thought.

Second was for one of our more pressing issues, Accesory.
First, what accessory itself affects
For each point in accesory, your character can weild stronger weapons.
Points:
1. up to 1d6 weapons
2. 1d8 weapons
3. 1d10 weapons
4. 1d12 weapons
5. Beyond that, such as 2d6 or 2d8 weapons.

Armory gives you points to buy weapons, so for each dice level of the weapon costs 1 point additional. (1d6=1, 1d8=2. ect...) Added effects, like DR pen or whatever, cost additional points at the GM's discretion.

Take my guys boomtoob for example. it would cost 1 point for the d6 melee, and an additional 1-2 for the d8 upgrade to Boom spell. Therefore, as he stands, with 2 accessory and 1 armory point, he could buy it, but he'd be out of points.

This would make at least having a few points in accessory worthwhile if you want powerfull weapons, and may draw people into adding points into repair and other acessory skills because of a higher base value.

Again, thoughts of a guy who should be sleeping.
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Name: King Of Braves, GaoGaiGar (Gao for short)

Type: Action Figure (+2 articulation, +1 accessory)

Limbs:
Head:3+5DR
Torso:7+2DR
Legs: 6+3DR
Arms:4+2DR

Attributes:
Toughness: 5
Articulation: 4 (+2)
Imagination: 1
Fellowship: 1
Accessory: 1 (+1)

Athletics: 2+5
Brawl: 5+5
Endurance: 4+5
Intimidate: 0+5
Guts: 3+5

Aim: 0+4
Dodge: 2+4
Spotting: 0+4
Tiptoe: 0+4
Scramble: 2+4


Blanket: 0+1
Boom 0+1
exaggerate: 0+1
Lie: 0+1
Neverland: 0+1

Assist: 0+1
Carouse: 0+1
Comfort: 0+1
Command: 0+1
Tame: 0+!

Armoury: 0+1
Changeable: 0+1
Empower: 0+1
Repair: 0+1
Scavenge: 0+1


Quirks:
Broken Magnum:uses minor action to ready up attack. fires rotating rocket propelled fist that does 1d6+2. cannot move this turn if used. cannot counterattack during react phase.

Protect Shade: Forces recieving damage to target arms and raises arms DR by 3.

Drill Knee:can be used at the end of a movement as a minor action. ram the enemy with spinning drills on knees for 1d6 damage

Hell And Heaven:uses minor action to ready up attack. grapple enemy and raise them into the air immobilizing them and dealing 1d6 damage

feel free to change anything that doesn't seem right. im thinking of running this fella. im open to any suggestions.
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>>29164657
Was given to small as a gift from his much older brother before he moved away to school. the small cherishes this toy as if it were his own brother.
Gao feels as if protecting the small is his sole reason for existing and it brings him much joy to do so.

Gao has a very bright and noble personality. always ready to protect others and plunge head first into danger. the very embodiment of the word "Courage", a very strong sense of justice and low tolerance for cowardice and evil.
>>
>>29163163
Idea added to the discussion board. Also, about your concern with enemy DR and Endurance in Roll20; Santa's newest invent/weapon rollout should help with getting to those tougher enemies. V9 will be done and up soon.
>>
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>>29166234
I chose not to apply all the possible updates tonight. We still need to discuss Rule Changes for movement, intimidate, and repair.
>>
>>29164657
It looks like you have 6 articulation there when the maximum is 5.
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The Painkiller

Imaginary Friend

Born when his Small was first introduced to Heavy Metal, The Painkiller is a Monster Of Rock who watches over his Small with an Electric Eye. Any Dreamer Deceiver who thinks the night is a Point Of Entry has Got Another Thing Coming because this Devil's Child is Hard As Iron and his Small is Private Property. This Hellion doesn't care if he's fighting on Desert Plains or under Blood Red Skies, he'll Take On The World before he lets his Small become a Victim Of Changes.
>>
>>29166594

Hey the formatting has really improved!

Looks great!

One small thing though....you left .8 at the top of the page haha
>>
>>29166594
A PC may ride another PC as a mount so long as the GM considers it reasonable. While doing
so the rider must pass a parkour or tame check equal to the number of spaces moved in a round
or lose their minor action.

Can you go a bit deeper into Mount rules? How does it work exactly with PCs? How about with Pets, have we explored that yet?
>>
>>29166594
A diagonal space for the purposes or measuring aim attack range or movement counts as 2
spaces.

Why is this? Kinda doesn't make sense since it's all the same 6 inch radius, the grids we've been using in playtests arent that restrictive. Might just be a pet peeve with me, but this never made any sense to me.

Invent needs to be fleshed out a bit more. Any character can just be Brawl+Invent proficient and bam, instant powerhouse. Maybe put more emphasis on tool creation for skill checks or for more brainpower required puzzles/items.

The attacking section seems a bit wordy and convoluted, I would suggest rewording it so it's not as confusing to read and to avoid misunderstanding. Same goes for Endurance. Just streamline what it says and keep the main points in. Heck, for the harder parts maybe throw in an example. Incorporate a little bit of storytime into the book to make it more pleasing and interesting to read rather than look at it like a quick reference encyclopedia.

There is a typo in the Minor Action. Also I suggest taking Brawl out of the list of things that can be done, double attacks tend to end fights pretty quickly. Maybe leave tackles, grapples, and unarmed attacks in as choices.

Add Grapple to the list of things that can be done with Endurance/Athletics.

Lie is kinda useless, maybe rehash it? Exaggerate needs to be worked on a bit more, kinda really strong and overshadows Assist. Buff Blanket. Reword Neverland. Have healing require items+magic.
>>
>>29169829

Diagonal on a grid works in a strange way. Moving 5 squares for example, gets you more distance if you move diagonal that you do up/down left/right.

The next time your players want to play something Call of Cthulhu related point out that the board is already no euclidean....spooky!

We do need to work on invent. But as of this version, it is "new" again. So it still needs play testing. And my first instinct was to pair brawl and invent as well, which led to us changing it last time and actually "removing" it for version 8.

The wording under attacking was at the request of another player because our original was not "clear" enough. Can't please them all I guess haha Like everything else in the PDF, feel free to suggest something, or even write it up out right. We do take every suggestion into careful consideration. Sometimes we just have so much to discuss we move kind of fast.

I know that when a mechanically situation gets suggested I do try to take 5 minutes or so to run numbers.

Lie.....is weird. It used to steal an attack with a minor action. Which led to it being very very powerful. And you used to be able to turn invisible on a minor.

The lie change was my suggestion, here is my reasoning:

Lie as originally designed, was to give "caster" or "support" toys something to help them survive, as they would spend less points in either dodge or tough.

However, there was nothing to stop a Tough or Art character from using Lie to supplement their turn. Removing an enemies attack with a minor, while still having full endurance or dodge loaded in the wings was a powerful combo that did not really need testing. It never came up in a game because I think even that felt a bit too abusive, even on paper.

At my table, we have a thing called the "giggle test", sometimes called the "hand test".

If you think of a combo that makes you giggle like an idiot or rub your hands together like a super villan, it probably should not be played at the table.
>>
>>29169908

Wow comment too long already.

Anyways, logic behind making it major is this:

The half dice for minor actions, hurts support toys a lot less than Brawl/Aim toys. Half brawl/aim usually means you have a crapshoot whether you hit or not, as you are now completely dependant on the enemy failing the roll. And in the case of Endurance, reeeeally failing their roll (which might be an issue).

However, half dice on a Comfort/Blanket/Assist/Command/Exaggerate/etc is still very, very useful. This allows support toys to "escape" with a Major, and still be very useful with their minor.

Hope that helps!
>>
>>29166594

The wording here:
• Roll difficulties look a bit like this (GM's)
◦ 2-Easy
◦ 4-Normal
◦ 6-Hard
◦ 8-Extremely Difficulties
◦ 10-Impossible

8 should be Extremely difficult

Difficulties implies multiple difficulties, which doesn't work when there's only one being referred to.
>>
>>29170024
Heh, 5 seems to be used as the magic for most actions from what I've seen.
>>
>>29170448
I dunno, fixing ken was more than a 6 last night.
>>
I guess I may as well post this so that people know where these numbers are coming from.

Every die is worth .8 successes. This comes from:

(x - s +1) / (r - 1)

Where:
x = dX (d6, d8, etc)
s = What is required for a success
r = Reroll

At .8, we can then simulate successes from 1 to 10.

1 = 0.8
2 = 1.6
3 = 2.4
And onwards to 10.

After rounding to the nearest whole, we get something that looks like this:

1 Pool = 1 Success on Average
2-3 Pool = 2 Successes on Average
4 = 3 Successes on Average
5 = Successes on Average
6 = 5 Successes on Average
7-8 = 6 Successes on Average
9 = 7 Successes on Average
10 = 8 Successes on Average

Breaking that down even further, we can come up with what should be the "normal" dice pool (aptitude + skill) or difficulties for checks.

2-3 is classified as "easy". Any toy should be able to do it on their own.

4 is "Normal". A toy should be able to to do it barring bad luck. Example: A great leap from a "tough" (5) toy

6 is "hard". In the above example, the toy not only requires to be "tough", but also lucky, or specialize in it (skill points)

8 is Extreme difficulty. Even a toy specialized in a field can fail. A task of this calibre requires a specialist, great luck, or cooperation between specialists and/or luck.

10 is impossible. This is to cover things that sometimes will come up in play. This should probably not be used other than a plot hook of some kind. This difficulty level requires toys who are masters of their field to cooperate, or have great luck.

On a normal die pool, this on average will fail even if the toy is a master of a particular skill due to average success being 8 on 10 ( hard capped) dice.

I also use the above data when factored in to minion damage, damage reduction and HP.

Hopefully this will clear up some confusion.
>>
>>29168251
>silver crow
>>
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>>29166594

And with the new rules come updated characters!

Presenting Black Jack v8:

Black Jack the Tank
Type: Action Figure
Description: A 1/36 scale model T26E4 'Super Pershing' Heavy Tank model. The

viewports on his mantlet become eyes when he is Awake. Black Jack wasn't designed

to be played with. He wasn't designed to fight space aliens, dinosaurs, lego

monsters, or whatever other bizzare thing his Small pits him against. This bothered

him...at first. But like any truly loved Toy, his steel heart has been warmed into

a magical thing of fuzz by the care and attention of his Small. Black Jack is

convinced he's the toughest machine on the battlefield, and he usually is, but his

competitiveness never gets in the way of his willingness to help his friends.

Attributes:
Toughness: 5
Articulation: 3+2=5
Imagination: 2
Fellowship: 1
Accessory: 1+1=2

Limbs:
Turret: 6 HP, 4 DR
Hull: 6 HP, 4 DR
Left Treads: 4 HP, 2 DR
Right Treads: 4 HP, 2 DR

Skills:
Endurance:5
Guts: 3
Aim:5
Armory: 2


Quirks:

Obvious Target: Black Jack receives 2 automatic successes when attempting to

intimidate enemies into attacking him.

Explosive Shells: Three times per night, Black Jack may make his Aim attack against

a location. If the attack hits, it deals damage in a 6" radius.

Frontal Armor: Black Jack's front armor plates are especially thick, and offer

extra protection when faced towards the enemy. Each turn, he may designate a single

foe. Black Jack recieves +1 DR against attacks made by this enemy.

Silver Bullet: Once per night, Black Jack may make his Aim attack against a single

enemy. If it hits, the attack deals Piercing damage (ignoring DR).

Equipment:
T54 cannon (2 points): Black Jack's fearsome 90mm gun hits like...well, like a tank

cannon. His Aim attacks deal 1d8 base damage.
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>>29171449

aaaand formatting error. WONDERFUL.
>>
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Decided to try and make an accessory character.

Name: Black Market Bill
Type: Constructable (lego man)

If you need a weapon, or a piece of gear, odds are, Black Market Bill has what you're looking for. If not, he can find it no problem.
Ever since he came out of his kit, Bill has been a merchant, a banker, a blacksmith or some other form of salesman, always directed by his small.
He may never have tasted the front line before awakening, and he may be a little greedy and selfish, but he has one dept he can never repay.
Life, given to him by his small, he will do anything and everything to pay his small back.


HP
Head(5)
Arms(5)
Legs(5)
Body(5)

DR
Head(2)
Arms(3)
Legs(2)
Body(3)

Toughness (3)
Brawl:
Endurance:
Athletics:
Intimidate:
Guts:

Articulation(1)
Aim:
Dodge:
Scramble:
Spotting:
Tiptoe:

Imagination(1)
Exaggerate:
Lie:
Blanket:
Boom:
Neverland:

Fellowship(5)
Comfort:
Carouse:
Tame:
Assist:
Command:1

Accesory(2)3
Scavenge:4
Armory:5
Invent:2
Repair:3
Changeable:


Quirk(s):

Roving Trader: Bill has a large cart which he keeps his assorted weapons and goods in. For most instances, it's out of the way, but can carry up to 3 toys without problem while only being pulled by one.
HP/dr:
Body: 12/7
Wheels: 5/3

Carting it: His cart allows him to carry a number of additional items equal to his accessory score, total 15 and he keeps all items through to the next night(in a continuous campain)

Supreme scavenger: Starts with a number of items equal to his skill rating in Armory.

Perfect fit: All of Bill's equipment can be used with no problems, regardless of who uses it thank's to his small's imagination.
>>
>>29171569

Items:Change night by night, sometimes.

>Lego Spear: 1d6+1, +1 range(melee)
>Lego Sword: 1d6+1, ignores 1 dr
>Lego Bow: 1d6, secondary attacks in a turn get +1 dice after being halved( a player with aim 8 would get a secondary attack at 5 (8/2=4+1=5))
Binoculars: Grant +1 success to all spot checks
Hammer: Grants +1 success to all repair checks
Camo net: Grants +1 Success to all tiptoe checks
*Beast snacks: Grants +3 success to a single tame check, or can be used to distract 1d4+2 small creatures(Mice, birds ect...), or 1 medium/large(average dog size)
*!Superglue: Can be used to head 1d4+repair hitpoints to a single limb as a major action(3 uses)
Bottlecap mask: Grants +1 successes on all intimidate checks
!Large's sharp axe: 1d10+3 (Basically a razor blade on a handle. Bill will not give this up easily, nor is he likely to use it.)


>Always has one of each at the start of each night.
*consumable
!Rare
>>
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Mr. Domovoi

Type: Imaginary Friend

A little man with a pointy red cap and a big bushy white beard, he does what he can to help around the house of his Small. Having served the household for generations, he only wishes for a few goodies to be left out for his hard work.

HP/DR
Head: 4/3
Body: 6/3
Arms: 5/3
Legs: 5/3

Attributes

Toughness 5
Articulation 2
Imagination 3+1
Fellowship 2
Accessory 2

SKills

Toughness

Brawl 5+1
Endurance 5+2
Athletics 5
Intimidate 5
Guts 5

Articulation

Aim 2+2
Dodge 2
Scramble 2+3
Spotting 2
Tiptoe 2+5

Imagination

Exaggerate 4
Lies 4+2
Blanket 4
Boom 4
Neverland 4

Fellowship

Comfort 2
Carouse 2
Tame 2+5
Assist 2
Command 2

Accessory

Scavenge 2+3
Armory 2
Invent 2
Repair 2+3
Changeable 2


Quirks

Unseen Helper: Making sure that the Larges never sense his presence, the house spirit gains an automatic success on Tiptoe rolls
Whisperrs of the Wild: With a history of working in barns back in the old country, he gains an automatic success on Tame rolls.
Nightly Offering: If the Small leaves a treat for him, such as a saucer of milk or abit of candy in a shoe, he gains 4 bonus dice that can be used in anyway throughout the night.
Nasty Bite: A diet of sweets and milk without proper dental care is bound to have some unpleasent effects. He gains a 1d4 unarmed brawl attack using the head, and the damage can't be repaired short of primal powers or Small/Large Repairs. If the victim survives three bites, madness sets to set in, and they lose an action.
>>
>>29127482
I revisited the quirks on this character and I think it looks a lot better now

Beam Me Up: Captain Sinistron's Space Invader can transport toys as if it were a full-size spaceship Any number of characters can ride the ship without losing their minor action.

Warp Speed: Captain Sinistron's Space Invader moves by flying. It ignores difficult terrain but cannot make melee attacks.

Evasive Maneuvers: As a major action, Captain Sinistron's Space Invader can perform Evasive Maneuvers, allowing it to use Neverland for Dodge checks.

Make It So: Captain Sinistron's Space Invader is equipped with an all-purpose computer to assist its crew. Allies gain 1 automatic success on their major action when adjacent or riding.
>>
>>29171637
So what about equipment or weapons? You can't make melee attacks and you're not packing a cannon to Boom and attack with since Boom itself is limited in uses.
>>
>>29172375
Actually, Boom has no limit, nor does it require a weapon
>>
Some ideas for Equipment rules:

A weapon that does the base damage costs 1 point. It may have its base damage upgraded permanently for 1 point per upgrade (thus a melee weapon that does 1d6+1 costs 1 point, a melee weapon that does 1d8+2 costs 2).

Perhaps there should also be special modifiers to weapon cost for things like spellcasting and whether or not other toys can wield the weapon?
>>
>>29172433
Boom has no limit? I thought it followed the same rules as exaggerate, that you had as many uses as skill points devoted to it.
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>>29172464
See >>29163163

>>29172487
then why play an imagination character if you could only do damage at most 5 times per night?
>>
>>29172506
Because, chained to the same attribute, you would have more skills. Of course, limiting to times per night would also mean it would become much stronger.
>>
>>29172506
Because along with it you could also use a weapon with Boom effects.
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>>29168251

I love you so much.
>>
>>29168251

Stat that shit.
>>
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>>29173236
pic isn't technically Judas Priest, but I felt it was too good to waste

Head: 3HP 3DR
Torso: 7HP 8DR
Arms: 5HP 4DR
Legs: 5HP 4DR

Toughness: 5
Articulation: 5
Imagination: 3
Fellowship: 1
Accessory: 1

>Toughness
Brawl: 5+5
Endure: 5+5
Intimidate: 5
Guts: 5+2

>Articulation
Aim: 5
Dodge: 5
Scramble: 5
Spotting: 5
Tiptoe: 5

>Imagination
Exaggerate: 3
Lie: 3
Blanket: 3
Boom: 3
Neverland: 3

>Fellowship
Comfort: 1
Carouse: 1
Tame: 1
Assist: 1
Command: 1

>Accessory
Scavenge: 1
Armory: 1+3
Invent: 1
Repair: 1
Changeable: 1

Screaming For Vengeance: Following a successful Guts check, add any extra successes to the next Brawl check
Ram It Down: Melee attacks stun enemies if The Painkiller moves 4 or more spaces before attacking
Metal Gods: Allies within 3 spaces of The Painkiller gain +1 damage reduction after Endurance
Breaking The Law: Once per night, use Lie as a free action

The Metal Monster:
>Ignores difficult terrain
>+2 damage reduction to Torso
>1d8 melee damage
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>>29175678

Mmm, that might be a bit TOO metal, for one.

For another, you've got WAY too much DR, even after your equipment bonus. You also have only distributed 5 skill points. You have 10 more.
>>
>>29175894
Weird, I was sure it was 7+Endurance. Oh well.

Head: 2HP 1DR
Torso: 7HP 7DR
Arms: 5HP 3DR
Legs: 5HP 3DR

Guts: 5+5
Spotting: 5+2
Carouse: 1+6

I think that about levels it out.

Probably wouldn't fit too well in any of the current lineups, but there's always the option of running 80's Nightlight.
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>>29176159
>Carouse: 1+6
Should be a 5 there.
>>
>>29176183
I think they're having a session in the Roll20 here.>>29107844

They were starting something up when I popped in a little while ago.
>>
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M.A.S.U
Mobile Assault Support Unit
Software Version: .13

Toy Type: Created

HP:
Arms: 5 (3 DR)
Legs: 5 (2 DR)
Torso: 5 (3 DR)
Head: 5 (2 DR)

Toughness: 3
Articulation: 5
Imagination: 2
Fellowship: 1
Accessory: 1

Toughness
Brawl: 3
Endurance: 3 + 3 = 6
Athletics: 3
Intimidate: 3
Guts: 3 + 3 = 6

Articulation
Aim: 5 + 5 = 10
Dodge: 5 + 3 = 8
Scramble: 5
Spotting: 5 + 1 = 6
Tiptoe: 5

Imagination
Exaggerate: 2 + 2 = 4
Lie: 2 + 3 = 6
Blanket: 2 + 2 = 5
Boom: 2
Neverland: 2

Fellowship:
Comfort: 1
Carouse: 1
Tame: 1
Assist: 1
Command: 1

Accessory
Scavenge: 1
Armory: 1 + 1 = 2
Invent: 1 + 3 = 4
Repair: 1
Changeable: 1

Equipment
8-Shot Salvo (1d6 Damage)

Quirks

Smoke Round:
Ability to use Lie on an ally to make them invisible.

B.O.O.M Round:
3 times per night use Aim + Skill for Boom. For all intents and purposes this shot counts as Boom.

Modular Design:
+1 Success on Invent rolls.

Tact-Net:
Enemies within Aim range suffer -1 to Dodge and Endurance.


Masu has no "personality" per-se, but comes fully equipped with over 100 on-the-fly swappable modules to make his presence on the field formidable AND enjoyable! Watch your foes cower in fear as he switches from happy-go-lucky best pal to evangelical harbinger of atomic end!

(Warning: Please update all Masu personality software packages to version 14. In rare instances some personalities have been known to run together, causing unexpected results.)
>>
>>29178030

Invent should be 1 + 2 = 4.
>>
>>29178030

Wow. There is some seriously embarrassing math in that post. Please disregard everything. I am never coming back.

Goodbye forever.
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>>29178146
You might want to check your math...
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>>29178030
Tac-Net might be a little overpowered, since that's a 10 square radius in all directions. Maybe lower the range, make it a cone or make it only affect non-primals and non-animals
>>
>>29178030

God that was awful. Here we go again.

M.A.S.U
Mobile Assault Support Unit
Software Version: .13

Toy Type: Created

HP:
Arms: 5 (3 DR)
Legs: 5 (2 DR)
Torso: 5 (3 DR)
Head: 5 (2 DR)

Toughness: 3
Articulation: 5
Imagination: 2
Fellowship: 1
Accessory: 1

Toughness
Brawl: 3
Endurance: 3 + 3 = 6
Athletics: 3
Intimidate: 3
Guts: 3 + 3 = 6

Articulation
Aim: 5 + 5 = 10
Dodge: 5 + 3 = 8
Scramble: 5
Spotting: 5 + 1 = 6
Tiptoe: 5

Imagination
Exaggerate: 2 + 2 = 4
Lie: 2 + 3 = 5
Blanket: 2 + 2 = 4
Boom: 2
Neverland: 2

Fellowship:
Comfort: 1
Carouse: 1
Tame: 1
Assist: 1
Command: 1

Accessory
Scavenge: 1
Armory: 1 + 1 = 2
Invent: 1 + 2 = 3
Repair: 1
Changeable: 1

Equipment
8-Round Salvo (1d6 Damage)


Quirks

Smoke Round:
Ability to use Lie on an ally to make them invisible. Uses per night is still limited to Lie skill.


B.O.O.M Round:
3 times per night use Aim + Skill for Boom. For all intents and purposes this shot counts as Boom.

Modular Design:
+1 Success on Invent rolls.


Tact-Net:
Up to two targets within Aim range can be designated for Tact-Net. Enemies under the effects of Tact-Net suffer -1 on Dodge and Endurance checks on attacks from Masu's allies. The effect only last for as long as they are within range.

Masu has no "personality" per-se, but comes fully equipped with over 100 on-the-fly swappable modules to make his presence on the field formidable AND enjoyable! Watch your foes cower in fear as he switches from happy-go-lucky Best Pal to Evangelical Harbinger of Atomic End!


(Warning: Please update all Masu personality software packages to version 14. In rare instances some personalities have been known to run together, causing unexpected results.)
>>
>>29179402
I would honestly like a story to read a story about this guy. Sounds like he has a lot of funny misadventures with other toys and his Small.
>>
>>29179512

Glad you like him! At some point I would love to play up the fact that he has not upgraded to software version 14.
>>
Tonight's play test starting soon! Spots open! Or just come in to watch!

https://app.roll20.net/join/277829/68mE3w
>>
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Naomi
>Part of a beautiful dollhouse set imported from Japan, Naomi is a doting housewife who does her best to take care of her husband and two children. She worries that the Fears will drive a wedge between her and her family, and so she's kept the truth secret from them through the simplest way: by fighting off the monsters personally, no matter where they may strike. She's deadly with a frying pan.

>Type
Doll (+2 Fellowship, +1 Imagination)
>Attributes
Toughness: 5
Articulation: 1
Imagination: 3
Fellowship: 5
Accessory: 1
>HP/DR
Head (5/3), Torso (6/3), Arms (4/3), Legs (5/3)
>Toughness Skills
Brawl: 5 + 3 = 8
Endurance: 5
Athletics: 5
Intimidate: 5 + 2 = 7
Guts: 5
>Articulation Skills
Aim: 1
Dodge: 1
Scramble: 1
Spotting: 1
Tiptoe: 1 + 4 = 5
>Imagination Skills
Exaggerate: 3 + 2 = 5
Lie: 3
Blanket: 3 + 1 = 4
Boom: 3 + 2 = 5
Neverland: 3
>Fellowship Skills
Comfort: 5
Carouse: 5
Tame: 5
Assist: 5
Command: 5
>Accessory Skills
Scavenge: 1
Armory: 1 + 1 = 2
Invent: 1
Repair: 1
Changeable: 1
>Quirks
Bunny Hop: 1 automatic success on checks made to jump.
For the Family: While one of Naomi's family members is in danger, Naomi gains 1 automatic success on all checks but must immediately rush to her family member's aid.
Petite: Naomi is only two inches tall. Her small size can be advantageous or disadvantageous depending on the situation.
Well-Stocked Household: Three times per night, Naomi may produce from her pockets something that could reasonably be found in a dollhouse.
>Equipment
Frying Pan: A proper lady's weapon of choice. Deals 1d6+1 base damage.
>>
>>29184936

>She's deadly with a frying pan

Yessssssssssss
>>
Lemon Three
>A bright yellow Leman Russ executioner.
Type: Figurine (+1 Toughness, +2 Imagination)

Attributes:
Toughness: 5
Articulation: 5
Imagination: 2
Fellowship: 1
Accessory: 2

HP/DR
Turret (5/3), Hull (6/3), Crew (5/4), Treads (4/2)

Toughness Skills:
Brawl: 0
Endurance: 5
Athletics: 0
Intimidate: -
Guts: 0

Articulation Skills:
Aim: 0
Dodge: 0
Scramble: 0
Spotting: 0
Tiptoe: 0

Imagination Skills:
Exaggerate: 0
Lie: 0
Blanket: 0
Boom: 8
Neverland: 0

Fellowship Skills:
Comfort: 0
Carouse: 0
Tame: 0
Assist: 0
Command: 0

Accessory Skills:
Scavenge: 0
Armory: 0
Invent: 0
Repair: 2
Changeable: 0

Quirks:
Executioner: Lemon Three may, twice a night, unleash an AOE Boom effect at half range centered on itself.
Based Chinaman: Lemon Three has a ton of spare parts, and is fixed up every day, if he should be missing 'limbs'.
Sponsons: Lemon Three may turn its major action into two minor actions for the explicit purposes of Boom.
Crew: The crew of Lemon Three may exit the vehicle at any time, and gain a +2 dice to repair checks made while outside the vehicle. But Lemon Three proper may not act without crew, and if the crew are killed outside the vehicle, the toy is rendered unable to act for the night. The crew lack Imagination and any 'limb' that isn't them, but retain Lemon Three proper's toughness, articulation, fellowship, and accessory skills.
>>
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V.10 is live.
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>>29190281
Two things that I think could be made explicit under Blanket:

Can it be used to buff the caster?
Does the bonus apply before or after Endurance?
>>
Crits
>A bright blue d20.
TYPE: Figurine
ATTRIBUTES
HIT POINTS: 8 body (DR 5)
Toughness: 4
Articulation: 4
Imagination: 5
Accessory: 2
Fellowship: 3
SKILLS
Brawl: 4
Endurance: 4
Athletics: 4
Intimidate: 4
Guts: 4
Dodge: 5
Aim: 4
Scramble: 4
Spotting: 4
Tiptoe: 4
Comfort: 3
Carouse: 3
Tame: 3
Assist: 3
Command: 3
Exaggerate: 7
Lie: 7
Blanket: 8
Boom: 10
Neverland: 6
Scavenge: 2
Armory: 2
Invent: 2
Repair: 2
Changeable: 2
QUIRKS
"Roll the Dice": When Crits casts a spell with one of his neverland skills, roll d20. An effect will occur depending on

the number rolled. More than 10's good, 10 or less is bad. 1 means the spell becomes a critical failure, 20 means it

becomes a critical success.
"Magic Missile": +1 automatic success to Boom rolls.
"Roleplayer": +1 automatic success to Lie rolls.
"Beg the DM": Once per night, can reroll a check
>>
>>29190880
Notepad text doesn't copy well.
>>
>>29190880
*one of his imagination skills
>>
Bumpan.
>>
>>29190281
I noticed Boom's dice size was knocked down one. I'm assuming because it doesn't require a weapon, while melee and ranged, which do, do 1d6 as well.
>>
>>29190880
Also, a personality summary:
>Crits has some slight problems in viewing the world. It's not that he's blind, he can see fine - rather odd, considering he doesn't have eyes. It's just that he's played so many roles, been a PC for so many players so many times, that he's convinced that he is one. Up there, he believes, are a bunch of players, and a DM. He finds this a very helpful way to view the world - he always has somebody to blame, whether it's blaming the DM for putting them up against monsters that are too powerful, or Sean K. Reynolds for making his fighter friends underpowered. Either way, if he doesn't defend the Small, the campaign's over - and so's he.
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>>29190281
>Toys can't fly. They can fall - with style.
>>
>>29190281
>Quirkis
>We won't give you a list to chose from, but rather encourage you to make up your own quirks.

I thought we were going to include a short list of "example" quirks, so the players could better grasp the approximate power level, of what should be appropriate for a quirk.
>>
Is this still being worked on?
https://docs.google.com/document/d/15_VrxjoIbCDObR8-QYEwS88n9eREnBqOgYnOnpGZ5Xk/edit
>>
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Okay, having played both Dodge and Endurance tanks, I can safely say that those two skills seem to be working as intended.

Dodge is like playing Wash from Firefly-you're a leaf on the wind, right up until you're not. you either dance between the enemy attacks like a butterfly, or get your head taken off.

Endurance is like...well, it's more traditional tanking. You take every hit, and I mean EVERY hit, but if your toughness is high enough, you'll laugh off weaker hits like bad jokes. It takes prolonged punishment to wear you down.

Both styles are vulnerable to being swarmed, so be sure of your position in combat.
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>>29194495
Hapy to hear that. It seems that we either settled with or have nearly settled with a defensive system.
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>>29194495
Will any rules for flanking and being flanked be implemented?
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>>29194577
At this point, I don't see it, but quirks may arrise for team based guys who get bonuses for allies next to the enemys.
>>
>>29194602
How are we going on platoon rules? Allied NPC toys, army men, and monkeys in barrels? Divided HP between platoons and multiple turns or something?
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>>29194854
I have no idea. I'd assume each platoon is a part(or more, depending on 2/4) and the hp is divided like that.
For turns, maybe you get an extra move action(for four platoons), but you have to split the four between the units (Each platoon must use at least one action)
>>
>>29194577
While not flanking per se, the -1 penalty to each successive action is a similar idea, that being embattled on more than one side make defense harder.
>>
>>29194854
We had a huge hash out of many ideas last night. The compromise is that platoon should not be their own type but we want to put a character like JP into the examples of completed toys, to show people how to handle it if they wanted to do something platoon-y.
>>
>>29194577
>>29194602
>>29194854
>>29194915

Sounds like it's time to start work on the next phase of our rules: Companions.

The objective of companions is to minimize required GM work related to their usage, while also making them unique and special enough for PCs to justify finding / making their own companion piece.
>>
Anyone who is interested, drop by the roll20 room, there's some discussion going on about DR.

It looks like as-is, there's a serious problem in that to reasonably do ANY damage a Toy needs to have 8-10 dice in one of the primary offensive pools (aim, brawl, boom). there's talk of revising the whole DR system.
>>
>>29196028
It's very true, and at most we get to do 1d8 damage minus enemy DR which almost always bunks it down to 1d4 after any changes.
>>
>>29196028
I can give you some advice: remove the damn "roll a billion sucesses to get anywhere" mechanic, it's seriously taxing to count all of that shit. Can't it just be a d20 roll and when it's on the upper thirds or maybe even upper two thirds depending on how hard you skilled you get a hit and damage?
>>
>>29196261
Have you guys considered static damage? I've done it on a few games and it works pretty well if you handle it right.
>>
>>29196314
I dig the successes and bleed over mechanic, that needs to be for more IMO. As it is it is pretty confusing and could use some cleaning up and GM discretion on when actions should be used and when they should be automatically granted.

>>29196350
Honestly that sounds...boring. Imagine playing Pokemon where your only moves are Sonic Boom and Dragon Rage.
>>
>>29196436
You do realize that damage in Pokemon is 85% static right?
>>
>>29196436
All moves in pokemon do static damage, dude. The power of the move is multiplied by the attack stat of the attacker and then divided by the defense of the defender. There's a couple other numbers in the equation, but that's the basic.
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>>29196465
It was the closest thing that could thing of.
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>>29195749

Patches. I fucked up the system. Come int roll20 and see the damage I did.
>>
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Another crack at the tyranid, since the last one wasn't so good.

Jeb The Ripper

Created

A kitbash originally intended for the wargaming table, Jeb instead found his way into the toybox after the local tournaments declared him illegal for play. It's not the hive he was supposed to defend, but he defends it all the same.

Head 4 HP, 3 DR
Body 9 HP, 5(+2) DR
Claws 4 HP, 2(+3) DR
Tail: 3 HP, 2 DR

Toughness: 5
Articulation: 4
Imagination: 1
Fellowship: 1
Accessory: 1

Brawl: 5
Endurance: 5
Guts: 5
Scramble: 3
Spot: 2
Armory: 5

Ambush: Jeb can tunnel through solid obstacles up to half his normal move distance
Corrode: Any enemy Jeb damages with a melee attack loses 1 damage reduction from his acidic venom (minimum half original DR)
Devour: When Jeb kills an enemy, he recovers HP equal to his bleedover damage on the last hit
Shred: Jeb's spiked carapace causes 1d4 damage to any enemy that fail to overcome his damage resistance in melee

Claws: +3 DR Arms (Shield, 1 Armory)
Carapace: +2 DR Body (Armor, 1 Armory)
Talons: 1d10+3 (Melee, 3 Armory)
>>
>>29196350

Everything revolves around the exploding d6 mechanic. It is too late to change. We didn't implement it, it was here when we started working on Nightlight. And even at that point it was too late to change. Good or bad, it is what we have to use unless we want start completely over.
>>
>>29196589
What did you do?
>>
>>29196749
Static damage in no way interferes with the dice mechanic. Also, I think you guys are overestimating how static we're talking. So your damage is d and you roll x dice to attack and get y successes, so you do y*d damage. That's not purely static, but it's quick and less work to balance. Higher attack stat=higher damage potential, so if you know the average attack stat, you can guess the average damage output and set DRs accordingly.
>>
>>29196897

I had...replied to the wrong post. My apologies. It was targeted at

>>29196314
>>
>>29196838

I didn't really mess it up haha

There might be a major revision in the next PDF. The biggest hurdle we have hit is the dodge, endurance, DR trifecta. We could not do anything in the game without effecting one of these three.

And since these three are also closely tied together, it ended up with us having to rebalance all three when ever we wanted any new features or made balance changes.

Long story short, there was a list of things that got implemented to fix other things, a long time back. And since they were already there when we started working on the project, we had just accepted them.

I propose we got back a ways, and try to fix the original problem instead.

Its....going to to be a process. But the good news is that everyone gets to play test more! yay!
>>
Happy new years everyone. Its been a pleasure working with you on this project and ill see on the other side
>>
>>29203330

"Happy New Years!"
-Nai 2013/2014
>>
>>29203493
"FUCK NEW YEARS"
- Nai 2013
>>
>>29203330

I've still got an hour, but I'm in for the long haul, fellas. I'll playtest as long as you need a player.
>>
>>29203493
>>29203565
"Oh hell, another one?"
~Oracle 2013
>>
>>29192497
Yes, we are. But you don't have to choose from those examples.
>>
Hey guys, I disappeared for a while. My group ran the game about a week ago, and it was good! I've got some notes but we're about to run a game for new years so I'll write up a summary of everything whenever, it's within my campaign setting found here:

https://docs.google.com/document/d/15_VrxjoIbCDObR8-QYEwS88n9eREnBqOgYnOnpGZ5Xk/edit?usp=sharing

Our characters from last game were a jack in the box named Wurt, A teddy bear character and Jesus Transformer (he was awesome).

Can't wait to share the updates with you guys!
>>
>>29204147

Looking forward to it Crayon! And happy New Years!
>>
>>29204147
Jesus Transformer?
>>
>>29204147
You cant just drop a bombshell on us like that. Story time and character dump.
>>
>>29108884
how fitting that I see this comic on new years day
>>
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>A giant, radioactive monster recreated as a stuffed toy.
>Still giant for a toy, though.
>>
>>29208662
>Plush Otachi
You have my interest and, if you provide links, my wallet.
And somehow made the tagline for Pacific Rim apply here:
>To fight monsters, we created monsters.

Anyway...
What does /nlg/ think of Bionicle? I imagine there are some potent tools there to ruin a few Fear's days.
>>
>>29210156
http://www.etsy.com/listing/160938506/made-to-order-otachi-plush
>>
>>29208662
Looks great. It needs Velcro to keep the wings closed when not in flight mode.
>>
>>29190281

You can completely break the game with invent
The buffs are fuckhuge
>>
>>29213195
Also, flight is still listed as an ability in the inventions list.
>>
Good morning and happy new years friends. What do you recommend for quirks on a large Squishable pufferfish?
>>
>>29213195
Could be that Otachi is terminally damaged and you need to fix her up before a primal caves you in.
>>
>>29213307
Aw, fuck, I can't read. Sorry.
>>
>>29210156
Maybe it's just me but Bionicle toys don't really feel like they fit in the setting. It's "Toys vs. Monsters" not "Magic Tiki Cyborgs Vs. Monsters." That said, I think there's definitely room for customizable action figures as player characters.
>>
>>29213363
It is just you, worked out nicely before. Also, hi Slinky! Mind if I use you as an NPC in my irl campaign?
>>
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>>29211239
It actually has little metal catches.

For quirks, I'm thinking along the following lines:
>+1 damage reduction for every enemy in melee range
>sacrifice minor action to make two attacks as major actions, must target different enemies
The first rule of fighting giant monsters is you don't send an army to stop them.
>>
is there an actual game of this going on?
>>
>>29214848
check the roll20 at the top of the thread
>>
Possibly running a PT tonight to test a new mechanic.

If you are interested, please create a new toy, or alter an existing toy with the following changes in mind:

No more DR mechanic.

Endurance and Damage now works like this:

It an enemy attacks you with 7 Brawl, they roll 7d6. The amount of successes they get is the damage they do to you.

This pool of dice is reduced by the number of skill points you have invested in Endurance.

Using the above 7 Brawl enemy against a 3 point Endure as an example, the Enemy would roll 4d6, doing the number of successes in damage.

Dodge for now has not been changed. If the Dodge roll beats the successes of enemy, no damage occurs to the toy.

This change represents an attempt to fix the moody nature of our current damage/DR/Endurance system.

Thanks for your time and interest!
>>
bump
>>
>>29217806

Play test is starting in 15 minutes. Those quick enough probably have time to make a new toy as well!

Find us here:

https://app.roll20.net/join/277829/68mE3w
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>>29213731
Sure, go ahead.
>>
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When is the next game? I have a particular character in mind...
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Here's a major fear were missing it a prototype wbd you can alter it to fit.

Heldes: lord of the lost, taker of toys, lord of the dead. A rotting corpse in a tuxedo, his main goal is to increase the lost and his hoard. He loves how far the toys will go to save them, he rarely fights
Preferring to lead the toys into his traps lowering the number. He only has two types of servants but will continue the game for a week to maximize his winnings.

Mansion of the lost: also called land of the lost. This fear drags them to his manor, where graves of their lost reside. Toys that enter the garden will quickly find they entered a hedge maze, if not careful a toy can wander there forever. The grave yard another major spot is where the dead plant nightmares of loved dying, toys that get lost here have toys who they had fought with that have died remind them of failures. The last important place is inside the mansion are piles of accessories from toys that lost against him, stealing from the piles make more of his minion appear and make them stronger for each stolen.

Shades: ghosts of the littles and his toys lost in the past. Easily dissipated but their cries disturb the dreams and fighting spirit of the toys.

Remnants: zombie toys that roam the hall of the lost land. Slower and stupider the living counter parts, make it up with their toughness and strength.
>>
Also a question if enough people belived in something would it make a primal or something else(I vote for the name personification or tulpa). if like krumpas, a windago, ghost etc. attacked what would they be?
>>
bump
>>
Are there plans for progression systems? Like defending your kid makes them subconciously want to buy the defending toys add ons and accessories and how wear and tear from being played with gives them more character and thus power? Like Andy's name on Woody's boot could be interpreted as a warding sign to terrors like a cross to vampires.

What about the dangers of the child growing up and what that presents? Leaving you with the most upgrades (as the child has acquired more toys throughout its life) but the least personal power (as their belief fades)?
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>>29227174

Wut. WHAT. Marry me.
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>>29227174
>>29230756
>it's a Super Pershing
>image is a Panther
6/10 see me after class
>>
Orphans. All the security you thought you had when the Mother or Father could just come in the morning and patch you up? Reinforcements at Christmas and Birthdays?

Fuck that.

Nutrition? A house?

Fuck both of those too.

Just you and your small, on the streets. Doing whatever it takes.
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>>29230783

/k/ Please go.
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>>29230783
b-but muh reference image

CURSE YOU GOOGLE AND YOUR AWFUL TANK MODEL RECOGNITION SKILLS.
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>>29227174

HOLY SHIT A COMPETENT DRAWFAG.

That's top notch, even if you got BJ's model...and nation...wrong.

Here, have a proper reference image. I just finished making a square avatar so roll20 doesn't squish it to make a board token.
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>>29232200

Scratch that model and nation crap, I see what you did there.

You got everything right...almost. Hull plates are good, muzzle brake is good, suspension is good, the only thing you missed is the mantlet, which looks like the one on the normal persing, not the more armored 'super' variant.

That's an easy mistake to make...I have to visually inspect every image I post to make sure they're all of the up-armored pershing, because 'super' is often applied to normal-armored pershings with the improved T54 cannon, but NOT the armor. American AFV designations a shit.
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>>29232577
>which looks like the one on the normal persing
Panther.
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>>29232577

So what is tank school like? Do you put shaped charges under the teacher's chair and stuff?
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>>29233032

>no interlocking suspension wheels
>camo net rack on upper glacis plate
>holes in rounded mantlet

I can understand how you would think that, but I see a teddy bear riding a Pershing.
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>>29233343

Bear is also carrying a hammer! Such attention to detail! *swoon*
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>>29233546

Har har. I still saved the thing.

Keep it up, slinky, I'd love to see more.
>>
New thread:
>>29234906


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