-- Insert title -- [Stitchpunk meets toy story] ------------------------------------------------------------------------------- ### Concept goals; - Small players, big world - Customisation defines the skills the toy has - Happy, pretty, bright world with dark undertones - Pick up and play game ### Title ideas; - About the House - Hometime Adventures ------------------------------------------------------------------------------- # Building a toy Character creation is quite freeform so work with the other players and the GM to come up with a concept. That's not to say that there are no rules to character creation though. In character creation, you form your toy from parts that help to make up your abilities. What abilities each part has depends completely on what you can argue. Lets start with the most basic of toys, a rag doll. A rag doll is made up of a head, body, two legs and two arms. So you can probably argue the following, although the GM has the final decision if there is any controversial abilities. - Head [Intelligence][Attractive][Charm][Speech] - Body - Arm [Grip][Bash] - Legs [Bash][Sprint] Another thing to write down is your personality. Body parts can change and you may end up a horrific Frankenstein monster of toy parts but a character's personality should stay roughly the same, unless changed by narrative events. To create your personality you want to describe in two words your character. Our rag doll is a [Adorable][Innocent] rag doll and the player will try to play the doll that way. # Building a house As a group decide what kind of house you are living in. Is it an old house or futuristic? Is it poorly constructed? What kind of rooms does it have? Is it a dungeon home to a wizard? Is it a small living quarters inside a spaceship? Is it painted a pretty colour? Ask the players and try to design an overall concept for the house and maybe briefly decide where each room is located. You can always add more later on if a room needs to become available for the story. # Play time The game works by rolling a number of six-sided dice (d6) and trying to beat a target amount of successes which the GM will set in order to pass a given challenge. To work out the number of d6's to roll the player argues which abilities or part of their personality is valid and rolls that number of dice plus an extra dice for being a player character. Players should feel special in this game. The players have to roll a four or above to count as a success. An example could be that our rag doll has to attempt to climb a chair, it’s considerably bigger than the doll so is given a target of two. The player argues that [Intelligence] and [Grip] are valid and also suggests that having a toy with legs is also a benefit. The GM agrees and gives the player four dice to roll. Two for each ability, one for having legs and an extra dice for being a player character. Opposed tests work pretty much the same with people rolling as many dice as makes sense and whoever rolls the best is the one who passes successfully. An opposed example could happen when the rag doll is trying to get into a nightclub under a bed and is trying to get passed the bouncer who is a worn out teddy bear. The doll gets four dice for [Intelligence], [Charm], her personality being [Adorable] and the extra dice. The teddy on the other hand gets four dice for [Intelligence] and [Worn] (which is being used as a type of intimidation) as well as his personality as a [Scary][Bouncer]. The teddy is non playable character so does not get the extra dice. # Improvement Improvement or advancement of a character works through butchering or cannibalising other toys for parts that make your character better. With the stitches you can remove and reattach any parts at will. Through play your [Adorable][Innocent] rag doll may lose its way and become a [Neo-anarchist][Survivor] as the forces of evil win and it is forced to take body parts from fallen foe or friend alike. No longer is this rag doll a simple children's toy. Now it has stitched extra arms and carries razor blades that have been taken from the grass cutter. # Quick start Roll 1d6 for each plot point. 1. Split personality Mr Potato head 2. Robots 3. Plastic army soldiers 4. Broken toys 5. Stretch, the tortured toy 6. Mr Chew’em, the dog's chew toy wants to... 1. Destroy / Corrupt 2. Protect / Empower 3. Steal / Capture 4. Build / Synthesize 5. Bond with 6. Pacify / Occupy the... 1. Food supply in the kitchen 2. Electricity 3. Stench from the bathroom 4. Building blocks 5. Robot / Teddy / Ninja / Pirate army 6. Water which will... 1. Destroy the house 2. Start a war / invasion 3. Make the house look untidy 4. Unleash darkness on the house 5. Enslave the dolls 6. Fix everything