Está en la página 1de 21

~All the Little Things~

a little roleplaying game


Tabletop Roleplaying
All the Little Things is a tabletop roleplaying game, and although it is relatively simple,
it's not really aimed at beginners. If terms like Game Master or d! "onfuse you, get a
friendly #$G nerd to help you %ith this. #$G nerds "an be found at your lo"al hobby shop.
The Idea
&uman beings bring things to life.
This does not happen to all things, of "ourse, but any item that is "ontinually used by
humans for any purpose has the "apability of be"oming imbued %ith their hopes, fears, faults
and personality traits. Generally, this happens primarily to items that human beings
anthropomorphi'e for %hatever reason. Thus, it is usually toys that "ome to life, but this is by
no means e("lusively the "ase ) humans have been kno%n to "onfer life upon staple
removers, empty bottles, pebbles, and even automobiles. *sually, as these items look
interesting and are useful, the personalities that are put into them are similarly benign.
It should be noted that the terms Things and Items are intentionally vague. &uman
beings "an also breathe life into dust bunnies, trash heaps, broken glass, and even gusts of
%ind. These Things tend to be rather less friendly.
$layers are pla"ed in the role of animated Things ) primarily toys, but gadgets or
trinkets of any sort are playable. They %ill have to deal %ith a very dangerous %orld that is
"onstru"ted at a human s"ale, and is filled %ith hostile Things that are imbued %ith negative
personality traits.
+or a Thing, merely being alive is often in"onvenient.
Basic Mechanics
Things are made of ,omponents.
-very ,omponent is made of a spe"ifi" material, su"h as metal or %ood, %hi"h means
that it's Immune to some sorts of damage, and .ulnerable to others. -a"h ,omponent also
has a /ensity and a +le(ibility, %hi"h are roughly e0uivalent to 1trength and /e(terity in other
#$Gs. In addition, ea"h ,omponent has a /urability and &ealth $oints, %hi"h govern ho%
hard it is to destroy.
/ensity and +le(ibility add up to a single
total for the "hara"ter, %hile /urability and &ealth
$oints are uni0ue to ea"h ,omponent ) so, if
you're playing as a marionette, someone "an hit
you in the strings rather than the body, and it %ill
affe"t you differently.
1ome ,omponents have 1pe"ial Abilities,
su"h as bonuses to movement or uni0ue types of
atta"ks. These are e(plained on the des"ription
for the ,omponent.
All rolls are done based on the d!. If one "hara"ter %ants to hit someone, and that
"hara"ter %ants to dodge out of the %ay, they both roll a si(2sided die and add their total
+le(ibility s"ore. If the atta"ker gets a higher s"ore than the defender, the hit su""eeds, and
he rolls again for /amage, adding his /ensity.
If the atta"k su""eeded by five or more, the atta"ker de"ides %hi"h ,omponent he hits,
other%ise the defender de"ides. The /urability of that ,omponent is subtra"ted from the
/amage, and the rest of the /amage is subtra"ted from its &ealth $oints. If the &ealth $oints
of the ,omponent are redu"ed to 'ero, it is broken, and "annot be used in any %ay.
There are no mental stats. It is generally assumed that the animated Things have
human intelligen"e and a"uity roughly e0uivalent to their players.
Damage
3ne very important thing to keep in mind is the types of /amage a Thing "an endure.
+alling off a ledge is a very different proposition from being sat on, %hi"h is another thing
entirely from being nibbled by rats.
4our ,omponents have some types of /amage that they are Immune to, and others to
%hi"h they are .ulnerable. +or e(ample, paper is Immune to ,rushing ) you "an sta"k ro"ks
on a sheet of paper all day long, and it %on't "are. $aper is .ulnerable to 5urning, ho%ever )
toss that same sheet of paper into a firepla"e, and it %ill be destroyed almost instantly.
There are seven types of /amage.
Burning ) This o""urs %hen Things "ome into "onta"t %ith fire for %hatever reason.
Many organi" materials are vulnerable to burning, %hile most inorgani" materials are immune
to it. -(posure to "austi" "hemi"als or e(treme temperatures of any sort also "ounts as
5urning. 5urning usually affe"ts all ,omponents of a Thing at on"e.
Crushing ) This o""urs %hen Things are pressed %ith a heavy %eight. ,rushing also
usually affe"ts all ,omponents of a Thing at on"e. Any "hara"ter %ith a /ensity of over 67
"an "hoose to do ,rushing, rather than Impa"t /amage %hen he hits something.
Grinding ) This o""urs %hen Things are for"efully abraded by a rough surfa"e. It's
rare, but fe% things are Immune to it.
Impact ) This o""urs %hen Things are suddenly stru"k by an ob8e"t. *nless other%ise
spe"ified, Things usually deal Impa"t damage to ea"h other in a fight, and take Impa"t
/amage if they fall from a very high pla"e onto a hard surfa"e.
Piercing ) This o""urs %hen Things are poked %ith something sharp, su"h as a
needle. 5eing "he%ed by most types of animals also "ounts as $ier"ing.
Slashing ) This o""urs %hen Things are stru"k side%ays %ith something sharp, su"h
as a knife.
Tearing ) This o""urs %hen Things are pulled in t%o dire"tions at on"e. If a Thing is
fle(ible enough to have grabbed a hold of another Thing 9usually re0uires a +le(ibility "he"k
of at least 67:, it may "hoose to deal Tearing damage instead of Impa"t damage. Tearing
damage only affe"ts one ,omponent of a Thing at a time, but al%ays affe"ts the ,omponent
that's most vulnerable to it.
;hen your "hara"ter takes a type of /amage to a ,omponent that is Immune to it, you
may ignore it. ;hen your "hara"ter takes a type of /amage to a ,omponent that is
.ulnerable to it, ignore your /urability and take the /amage dire"tly from that ,omponent's
&ealth $oints.
Flexibility
The total +le(ibility of your ,omponents indi"ates your Thing's ability to bend and t%ist.
It is possible to have a +le(ibility of 'ero, %hi"h is "ommon for solid ob8e"ts su"h as figurines
or tools.
Movement is based on your total +le(ibility, but it is assumed that even Things %ith a
+le(ibility of 'ero "an move by rolling or ro"king side to side. Any time you %ant to see ho%
fast you are "ompared to another "hara"ter, simply roll a d! and add your +le(ibility. In
general terms, you "an usually move at about a +le(ibility "he"k result in in"hes per se"ond.
In "ases %here movement is diffi"ult, Things %ith lo% +le(ibility might not be able to
move at all. ,limbing a flight of stairs, for e(ample, %ould re0uire a +le(ibility "he"k of at
least 6<, %hile getting up a ladder %ould re0uire at least a =<.
Manipulating ob8e"ts in the %orld around you is also based on +le(ibility. $erforming
simple manipulations su"h as kno"king over a vase or shoving a book in front of a rat hole
generally re0uire a +le(ibility "he"k of at least 7. More "omple( manipulations su"h as
flipping a s%it"h or turning a doorknob re0uire a +le(ibility "he"k of at least 6<. A"tually
pi"king up an item and using it as a tool re0uires a +le(ibility "he"k of 67 or higher.
Manipulating ob8e"ts also re0uires you to have a /ensity that is greater than the %eight
of the ob8e"t you are trying to manipulate ) a bendable rag doll "an push against a "hair all he
%ants, but he %on't be able to budge it.
4ou %ould also make +le(ibility "he"ks for any other sort of movement that re0uires
finesse, su"h as traversing a tight rope, "limbing a rose trellis, or staying on a dog's ba"k.
>umping re0uires you to make a +le(ibility "he"k higher than your /ensity ) the distan"e you
8ump is e0ual to the differen"e bet%een your +le(ibility "he"k and your /ensity in in"hes.
Density
The total /ensity of your Thing's ,omponents indi"ates your Thing's ability to thro%
their %eight around. It is possible to have a total /ensity of 'ero, %hi"h is "ommon for
origami or bits of "loth.
The amount of /amage you deal in a fight is based
on your /ensity, ho% hard you "an hit ) /amage is
your /ensity plus d!. ,hara"ters %ith a /ensity of
'ero "an still do their d! /amage, simply be"ause it is
the life for"e that animates them that allo%s them to
hurt other Things, not merely the la%s of physi"s.
5esides, the game %ould be rather lopsided
other%ise.
/amage you take as a result of falling is also
dependent upon your /ensity, but in a bad %ay. If
your "hara"ter tumbles off a high ledge, make a
+le(ibility "he"k ) if you get a five or higher, you land
on the ,omponent of your "hoi"e, other%ise, you land
at random. The amount of Impa"t damage you take to
that ,omponent is e0ual to your /ensity. In e(treme
"ases, su"h as falling off a roof, the damage you take
is e0ual to your /ensity doubled.
Things %ith a /ensity of 'ero "an glide a limited
distan"e, governed by a +le(ibility "he"k.
;hen attempting to move a heavy ob8e"t, you "an generally shift it if your /ensity is
greater than the ob8e"t's %eight in pounds. 3f "ourse, %hen multiple Things are %orking
together to move something, you add their /ensity together.
Being Alive
?ever forget ) the life for"e that po%ers you is derived from human beings@
As animated ob8e"ts, you gain your spark of life from the people %ho see, use, and
play %ith you. 4ou only have those personality traits that they "hoose to as"ribe to you@
If a human stubs their toe repeatedly on a "hair and a""uses the "hair of mali"e, the
"hair %ill eventually be"ome mali"ious. If a girl plays %ith a 5arbie doll and "alls her
1tephanie, then %hen the doll attains sentien"e, her name %ill be 1tephanie. Aeys that
fre0uently get lost %ill be given a mis"hievous personality, %hile a tool that fre0uently "omes
in handy %ill be helpful and eager to please.
Thus, all good Things desire the "ontinued health and %ell2being of their o%ners. If
their o%ners be"ome depressed or unhealthy, their possessions are similarly gloomy. If the
o%ners die, they take the pre"ious spark of life %ith them.
3f "ourse, regardless of your good intentions, it's seldom a good idea to be seen
moving about by the humans in your life. If your o%ner spots you s"rambling around on the
"ounter top, they %ill very 0ui"kly "hange their opinion of you, and rarely in a good %ay.
There are a very fe% e(traordinarily sensitive 9read: crazy: humans %ho kno% about Things
"oming to life, but the vast ma8ority of people tend to behave errati"ally, or even violently
%hen presented %ith eviden"e of talking dolls. 3f "ourse, Things are free to move about
%hen in the presen"e of animals or "hildren %ho are too young to understand the impli"ations
of %hat they're seeing.
Most Things have the sense to only go on their adventures either %hile their o%ners
are a%ay or in "ases of dire emergen"y. After "ompleting some mission, Things generally are
"areful to return to their original position and resume their motionless faBade.
Interpersonal Relations
Animated Things "an speak the same language or
languages as their o%ners, in roughly appropriate voi"es. They
do not need mouths or vo"al "ords to make sounds, but
human2shaped toys %ill tend to speak from the fa"e, and the
more fle(ible Things %ill tend to form fa"es before speaking.
/olls of fi"tional "hara"ters usually sound and a"t like the
fi"tional "hara"ters they represent.
The personalities imbued into the Things are human2
like, and thus Things %ill usually be male or female, and might
have old or young personalities, regardless of their a"tual age.
Also, they "an form parental or romanti" atta"hments to ea"h
other, despite their inability to reprodu"e.
Combat
Most #$Gs operate under the bi'arre idea that in a fight, people take turns. +ighting in
All the Little Things is rather more "haoti", more vis"eral, and, above all, more unfair
At the start of a round of "ombat, all the players de"lare their intended A"tion for this
round. The GM also de"ides an intended A"tion for ea"h ?$, involved in the fight. It
generally helps to %rite these do%n ) in fa"t, the easiest %ay to deal %ith %hat follo%s is to
%rite everyone's intended A"tion on a little slip of paper and toss them in a hat.
A single round of "ombat generally "onsists of everyone trying to take their A"tion at
the same time, over the "ourse of a single se"ond.
The order in %hi"h the A"tions are resolved is al%ays random for every round. If you're
not doing the hat method, you "an roll initiatives %ith no modifier or spin a bottle or
something.
Assuming you're going to spend your A"tion trying to hit someone, you roll your
+le(ibility to do so. If you get higher than a five, you "hoose %hat ,omponent you hit,
other%ise, it's their "hoi"e.
If the defender %ants to dodge out of the %ay, they "an oppose you %ith a +le(ibility
roll of their o%n ) but this counts as their Action for that round They forfeit their atta"k for
that round, and if anyone else %ants to hit them in that round, they "an't dodge again, unless
they're running a%ay from "ombat "ompletely. The dodge fails if your +le(ibility "he"k is
higher than theirs ) and if you beat them by five or more, you still get to hit the ,omponent of
your "hoi"e.
4ou may have noti"ed that this me"hani" makes it very easy for a large group to take
do%n a single enemy ) they simply surround him and beat him to death, and, as he "an only
dodge one of them per round, he's going to have to soak a great deal of damage regardless
of %hat he does. 4ou may think that having your Thing surrounded and outnumbered by
several other Things is a very bad situation, a near2hopeless bloodbath.
;ell, yeah. /on't get surrounded. If you're outnumbered and out"lassed, it's generally
a good idea to run a%ay.
+urthermore, you may have noti"ed that %hen a ,omponent is broken, if it "ontributed
to your +le(ibility, your total +le(ibility s"ore %ill drop, making you less "apable of atta"king
and defending yourself. The more you get hurt, the more you can get hurt.
Again, yeah. That's also pretty standard.
3n"e everyone's had their A"tion for that round, if the fight is still going on, have
everyone de"ide on another intended A"tion and go again. #epeat until the fight ends, either
through slaughter or surrender.
!ealing
The life for"e that animates the "hara"ters also provides them %ith a small amount of
regeneration ) generally in the neighborhood of one &ealth $oint regained per hour, provided
your "hara"ters spend that hour lying around and not doing anything parti"ularly strenuous.
The &ealth $oints regained go to %hi"hever ,omponents you prefer.
The one point per hour thing is very loose, and entirely based on the %him of the GM.
If you %ant to rest for a %hile, it's the GM %ho tells you ho% many points you regain, not the
"lo"k.
3f "ourse, if the players are suffi"iently de(terous, they "an attempt to repair
themselves. Also, if a human sees one of her favorite Things has someho% be"ome
damaged, she %ill generally take the time to repair it herself.
3ne e("eption to this is 5urning damage, %hi"h is very hard for both Things and
humans to repair ) it must be regenerated through life for"e healing.
3bviously, if all your ,omponents are "ompletely broken, your "hara"ter is destroyed,
and "annot heal. -ven if this broken Thing is manually repaired, it %ill no longer be the same
item, and must regain personhood through a""umulated attention from humans.
"etting
All the Little Things is not limited to modern2day settings. If you prefer, you "an set a
game in a medieval prin"e's bedroom, or a log "abin on the Ameri"an frontier, or in one of the
habitation modules of a spa"e station. 4ou "an also in"lude magi" in your games ) both in
the setting and in the Things themselves. 3f "ourse, if you're not in a magi"al setting,
allo%ing magi"al "hara"ters doesn't make mu"h sense.
Character Development
All the Little Things is not a game that lends itself %ell to really radi"al "hara"ter
"hanges. Generally, as a hand puppet goes on adventures and gains e(perien"e, it doesn't
then evolve into something other than a hand puppet. $arti"ularly generous GMs in long2
running "ampaigns, ho%ever, may "hoose to dole out "hara"ter development benefits in small
doses ) generally, one2 or t%o2point bonuses that "an be added to +le(ibility, /ensity,
/urability, &ealth $oints, or 9at a t%o2for2one rate: numeri" modifiers from a 1pe"ial Ability.
These bonuses should be applied to make the Things more anthropomorphi'ed )
a"tion figures that a""umulate points, for e(ample, might find their +le(ibility s"ore in"reased
to the point %here they "an separate their fingers, or move their fa"e more naturally %hen
they speak.
It should be noted that these bonuses are never the result
of merely su""eeding in "ombat, but rather su""eeding in
making your o%ners' lives better@ 5eating up the "at may
ensure your o%n survival, but it probably doesn't help your
o%ners any. ,leaning up the house, killing roa"hes, %atering
the plants, or making surreptitious repairs, ho%ever, definitely
merits a little boost. 1aving your o%ner's life la 5rave Little
Toaster is at least a ten2pointer.
Character Creation
-a"h ,omponent has a number of 5uild $oints
asso"iated %ith it. At the start of the game, a number of 5uild
$oints is assigned to the players, and they "an put together a
Thing %ith that many $oints' %orth of ,omponents. Most
,omponents are one 5uild $oint, and most games start %ith
bet%een three and seven $oints. In "ases %here large
,omponents are re0uired 9su"h as a Thing that is all one solid
large metal pie"e:, you "an buy the same ,omponent multiple
times, and assume it's all %elded together ) and any 1pe"ial Abilities add up.
It should be noted that player "hara"ters should make sense@ 4es, it is possible that
someone might tie a popsi"le sti"k, a pen, and a "igarette lighter together %ith a rubber band
and "all it a plaything, but it isn't likely. *nusual mi(tures of mismat"hed parts are better
suited to the role of +rankensteinian antagonist than the role of player.
It is important that the players identify themselves as a parti"ular type of Thing ) a doll,
a %rist%at"h, a pen"il sharpener, an a"tion figure, an origami s%an, a lu"ky talisman. If they
"an't des"ribe themselves in less than t%o %ords or e(plain their purpose in a household,
then they aren't really a Thing.
The ,omponents listed here are by no means an e(haustive list, 8ust as the sample
"hara"ters and enemies are by no means an e(haustive list. 4ou are en"ouraged to make up
your o%n ,omponents, using the in"luded ones as e(amples.
Additionally, feel free to refer to ,omponents by other names ) for e(ample, you may
"ombine "loth doll parts to make a glove. This %ould not be a glove made of doll parts, but
sin"e the me"hani"s for a rag doll arm and a glove finger %ould obviously be about the same,
feel free to substitute them.
Components
Ceramic Body #solid$ % &pt ImmuneC 5urn .ulnerableC ,rush, Impa"t
/ensityC D +le(ibilityC < /urabilityC E &ealth $ointsC 7
1pe"ialC ?one
Chain #fine$ ' &pt ImmuneC 5urn, $ier"e .ulnerableC ?FA
/ensityC < +le(ibilityC E /urabilityC E &ealth $ointsC 6
1pe"ialC ?one
Cloc()or( "prings % &pt ImmuneC5urn, $ier"e .ulnerableC ,rush, Tear
/ensityC = +le(ibilityC = /urabilityC D &ealth $ointsC =
1pe"ialC These springs "an be %ound up, then unleashed all at on"e to provide
a G6< to any atta"k or movement roll. #egardless of ho% +le(ible, a Thing "an
never %ind its o%n springs. ;inding the springs re0uires a +le(ibility "he"k of
6<, /ensity of at least =, and takes at least thirty se"onds.
Cloth Arms % &pt ImmuneC ,rush, Impa"t .ulnerableC 5urn, 1lash, Tear
/ensityC < +le(ibilityC 7 /urabilityC 6 &ealth $ointsC =
1pe"ialC Grants a G7 bonus to manipulating ob8e"ts or using tools.
Cloth Body #empty$ % &pt ImmuneC ,rush,
Impa"t
.ulnerableC 5urn, 1lash, Tear
/ensityC < +le(ibilityC 7 /urabilityC 6 &ealth $ointsC =
1pe"ialC Allo%s you to store small items inside yourself.
Cloth Body #stuffed$ % &pt ImmuneC ,rush,
Impa"t
.ulnerableC 5urn, 1lash, Tear
/ensityC = +le(ibilityC = /urabilityC 6 &ealth $ointsC 7
1pe"ialC ?FA
Cloth *egs % &pt ImmuneC ,rush, Impa"t .ulnerableC 5urn, 1lash, Tear
/ensityC < +le(ibilityC 7 /urabilityC 6 &ealth $ointsC =
1pe"ialC Grants a G7 bonus to all movement rolls.
Cloth #loose$ % &pt ImmuneC ,rush, Impa"t .ulnerableC 5urn, 1lash, Tear
/ensityC < +le(ibilityC ! /urabilityC 6 &ealth $ointsC 6
1pe"ialC Allo%s a Thing to glide if its /ensity is less than 7.
+lectrical Cord % &pt ImmuneC ?FA .ulnerableC Tear
/ensityC < +le(ibilityC 7 /urabilityC = &ealth $ointsC =
1pe"ialC ;hen plugged into any live ele"tri"al outlet, provides a G7 bonus to
any a"tion.
+lectric Motor % ,pt ImmuneC5urn .ulnerableC ?FA
/ensityC 7 +le(ibilityC < /urabilityC = &ealth $ointsC E
1pe"ialC $rovides a total of 7< points a session, that "an be added to any roll in
bonuses of up to a G7. 3n"e this "harge is used up, ho%ever, the motor
"ounts as a broken ,omponent. 3bviously, this ,omponent is off2limits in a
medieval setting.
-lass Body #hollo)$ % &pt ImmuneC 5urn .ulnerableC ,rush, Impa"t
/ensityC D +le(ibilityC < /urabilityC E &ealth $ointsC D
1pe"ialC Allo%s you to store small items inside yourself.
-lass *ens % &pt ImmuneC5urn, Tear .ulnerableC Impa"t
/ensityC D +le(ibilityC < /urabilityC E &ealth $ointsC =
1pe"ialC 4ou "an fo"us dire"t sunlight into a beam of light that "an set things on
fire. Also, obviously, you "an magnify things.
!ealing Amulet % .pt ImmuneC 5urn .ulnerableC Grind
/ensityC 7 +le(ibilityC < /urabilityC 7 &ealth $ointsC 7
1pe"ialC This one's 8ust for magi" settings ) it in"reases healing time for
anyone tou"hing it from one point per hour to one point per minute.
*ight Bulb % &pt ImmuneC 5urn .ulnerableC ,rush
/ensityC D +le(ibilityC < /urabilityC E &ealth $ointsC =
1pe"ialC 3bviously, only for modern settings. Allo%s a "hara"ter to provide
illumination at any time.
Magnet % ,pt ImmuneC5urn, Tear .ulnerableC ?FA
/ensityC 7 +le(ibilityC < /urabilityC 7 &ealth $ointsC 7
1pe"ialC 4ou "an sti"k to metal surfa"es, and dra% metal ob8e"ts to yourself.
Metal Arms #/ointed$ % &pt ImmuneC5urn .ulnerableC Tear
/ensityC 6 +le(ibilityC D /urabilityC = &ealth $ointsC =
1pe"ialC Grants a G7 bonus to manipulating ob8e"ts or using tools.
Metal Arms #solid$ % &pt ImmuneC5urn .ulnerableC ?FA
/ensityC = +le(ibilityC < /urabilityC D &ealth $ointsC E
1pe"ialC ?one
Metal Blade % &pt ImmuneC5urn .ulnerableC ,rush
/ensityC = +le(ibilityC < /urabilityC D &ealth $ointsC D
1pe"ialC Allo%s "hara"ter to make 1lashing atta"ks. 3bviously, not for toys.
Metal Body #hollo)$ % &pt ImmuneC 5urn .ulnerableC ,rush
/ensityC = +le(ibilityC < /urabilityC D &ealth $ointsC D
1pe"ialC Allo%s you to store small items inside yourself.
Metal Body #solid$ % ,pt ImmuneC 5urn,
Tear
.ulnerableC ?FA
/ensityC ! +le(ibilityC < /urabilityC 7 &ealth $ointsC H
1pe"ialC ?one
Metal 0oint % &pt ImmuneC 5urn .ulnerableC Tear
/ensityC 6 +le(ibilityC 7 /urabilityC = &ealth $ointsC =
1pe"ialC ?FA
Metal *egs #/ointed$ % &pt ImmuneC 5urn .ulnerableC Tear
/ensityC 6 +le(ibilityC D /urabilityC = &ealth $ointsC =
1pe"ialC Grants a G7 bonus to all movement rolls.
Metal *egs #solid$ % &pt ImmuneC 5urn .ulnerableC ?FA
/ensityC = +le(ibilityC < /urabilityC D &ealth $ointsC E
1pe"ialC ?one
Metal "pi(e % &pt ImmuneC5urn .ulnerableC ,rush
/ensityC = +le(ibilityC < /urabilityC D &ealth $ointsC D
1pe"ialC Allo%s "hara"ter to make $ier"ing atta"ks. 3bviously, not for toys.
Metal 1heels % ,pt ImmuneC 5urn .ulnerableC ?FA
/ensityC D +le(ibilityC = /urabilityC D &ealth $ointsC D
1pe"ialC G67 to movement "he"ks, e("ept for 8umping.
Modeling Clay ' &pt per
&2 ounces
ImmuneC Impa"t, $ier"e. .ulnerableC /irty
/ensityC = +le(ibilityC 7 /urabilityC 6 &ealth $ointsC =
1pe"ialC Modeling "lay dries out after about an hour unless kept under %raps
or periodi"ally moistened. ;hen dry, its fle(ibility drops to < and it loses its
immunities. Also, Modeling "lay is vulnerable to a uni0ue kind of /amage ) it
"an be /irtied through e(posure to sand, dust, or other substan"es.
3aper ' &pt per &2
inch
,
ImmuneC,rush, Impa"t .ulnerableC 5urn, 1lash, Tear
/ensityC < +le(ibilityC 7 /urabilityC < &ealth $ointsC D
1pe"ialC If your entire "hara"ter is made of $aper, you "an slide your body
through the paper2thin "ra"ks.
3lastic Arms #/ointed$ % &pt ImmuneC?FA .ulnerableC Tear
/ensityC 6 +le(ibilityC D /urabilityC 6 &ealth $ointsC D
1pe"ialC Grants a G7 bonus to manipulating ob8e"ts or using tools.
3lastic Arms #solid$ % &pt ImmuneC?FA .ulnerableC ?FA
/ensityC D +le(ibilityC < /urabilityC = &ealth $ointsC 7
1pe"ialC ?one
3lastic Body #hollo)$ % &pt ImmuneC ?FA .ulnerableC ,rush
/ensityC D +le(ibilityC < /urabilityC = &ealth $ointsC E
1pe"ialC Allo%s you to store small items inside yourself.
3lastic Body #solid$ % &pt ImmuneC ?FA .ulnerableC ?FA
/ensityC D +le(ibilityC < /urabilityC = &ealth $ointsC 7
1pe"ialC ?one
3lastic *egs #/ointed$ % &pt ImmuneC ?FA .ulnerableC Tear
/ensityC 6 +le(ibilityC D /urabilityC 6 &ealth $ointsC D
1pe"ialC Grants a G7 bonus to all movement rolls.
3lastic *egs #solid$ % &pt ImmuneC ?FA .ulnerableC ?FA
/ensityC D +le(ibilityC < /urabilityC = &ealth $ointsC 7
1pe"ialC ?one
3lastic 1heels % &pt ImmuneC ?FA .ulnerableC ?FA
/ensityC6 +le(ibilityC = /urabilityC 6 &ealth $ointsC =
1pe"ialC G6< to movement "he"ks, e("ept for 8umping.
3lastic 1ings % &pt ImmuneC?FA .ulnerableC ?FA
/ensityC 6 +le(ibilityC = /urabilityC = &ealth $ointsC =
1pe"ialC Allo%s a Thing to glide if its /ensity is less than 7.
Rabbit4s Foot % &pt ImmuneC?FA .ulnerableC ?FA
/ensityC = +le(ibilityC < /urabilityC = &ealth $ointsC E
1pe"ialC In games %here this sort of thing is allo%ed, rabbit's feet provide a
lu"k bonus, allo%ing anyone in their general vi"inity to re2roll any ones. If you
get a one on the re2roll, you have to keep it.
Rubber Ball ' ,pt per inch
diameter
ImmuneC,rush, Impa"t,
Tear
.ulnerableC ?FA
/ensityC D +le(ibilityC 6 /urabilityC 7 &ealth $ointsC 7
1pe"ialC Grants a G7 bonus to all types of movement "he"ks.
Rubber Band % &pt ImmuneC,rush, Impa"t, Tear .ulnerableC ?FA
/ensityC < +le(ibilityC E /urabilityC 6 &ealth $ointsC 6
1pe"ialC ?one.
"par(er % &pt ImmuneC5urn, $ier"e .ulnerableC ?FA
/ensityC = +le(ibilityC < /urabilityC = &ealth $ointsC =
1pe"ialC This flint2and2steel "ombo allo%s the devi"e to emit a sho%er of pretty
sparks 9%hi"h "an start fires:. This parti"ular distra"tion has fallen out of
favour for obvious reasons, and thus should not be in"luded in modern toys.
"trings ' &pt per . feet ImmuneC,rush, Impa"t. .ulnerableC 5urn, 1lash
/ensityC < +le(ibilityC 7 /urabilityC < &ealth $ointsC =
1pe"ialC Grants a G7 bonus to hold onto something or someone.
1ooden Arms #/ointed$ % &pt ImmuneC?FA .ulnerableC 5urn, Tear
/ensityC = +le(ibilityC D /urabilityC = &ealth $ointsC =
1pe"ialC Grants a G7 bonus to manipulating ob8e"ts or using tools.
1ooden Arms #solid$ % &pt ImmuneC?FA .ulnerableC 5urn
/ensityC D +le(ibilityC < /urabilityC D &ealth $ointsC 7
1pe"ialC ?one
1ooden Body #hollo)$ % &pt ImmuneC?FA .ulnerableC 5urn, ,rush
/ensityC D +le(ibilityC < /urabilityC D &ealth $ointsC E
1pe"ialC Allo%s you to store small items inside yourself.
1ooden Body #solid$ % &pt ImmuneC?FA .ulnerableC 5urn
/ensityC E +le(ibilityC < /urabilityC = &ealth $ointsC 7
1pe"ialC ?one
1ooden *egs #/ointed$ % &pt ImmuneC?FA .ulnerableC 5urn, Tear
/ensityC = +le(ibilityC D /urabilityC = &ealth $ointsC =
1pe"ialC Grants a G7 bonus to all movement rolls.
1ooden *egs #solid$ % &pt ImmuneC?FA .ulnerableC 5urn
/ensityC D +le(ibilityC < /urabilityC D &ealth $ointsC 7
1pe"ialC ?one
1ooden 1heels % &pt ImmuneC?FA .ulnerableC 5urn
/ensityC 6 +le(ibilityC = /urabilityC 6 &ealth $ointsC =
1pe"ialC G6< to movement "he"ks, e("ept for 8umping.
"ample Characters
#oger the #ag /oll ) a five point "hara"ter
Total /ensityC = Total +le(ibilityC ==
Cloth Body #stuffed$ % &pt ImmuneC ,rush,
Impa"t
.ulnerableC 5urn, 1lash, Tear
/ensityC = +le(ibilityC = /urabilityC 6 &ealth $ointsC 7F7
1pe"ialC ?FA
Cloth Arm #right$ % &pt ImmuneC ,rush,
Impa"t
.ulnerableC 5urn, 1lash, Tear
/ensityC < +le(ibilityC 7 /urabilityC 6 &ealth $ointsC =F=
1pe"ialC Grants a G7 bonus to manipulating ob8e"ts or using tools.
Cloth Arm #left$ % &pt ImmuneC ,rush,
Impa"t
.ulnerableC 5urn, 1lash, Tear
/ensityC < +le(ibilityC 7 /urabilityC 6 &ealth $ointsC =F=
1pe"ialC Grants a G7 bonus to manipulating ob8e"ts or using tools.
Cloth *eg #right$ % &pt ImmuneC ,rush,
Impa"t
.ulnerableC 5urn, 1lash, Tear
/ensityC < +le(ibilityC 7 /urabilityC 6 &ealth $ointsC =F=
1pe"ialC Grants a G7 bonus to all movement rolls.
Cloth *eg #left$ % &pt ImmuneC ,rush,
Impa"t
.ulnerableC 5urn, 1lash, Tear
/ensityC < +le(ibilityC 7 /urabilityC 6 &ealth $ointsC =F=
1pe"ialC Grants a G7 bonus to all movement rolls.
#oger is a handmade doll %ith yarn hair and button eyes.
#oger is o%ned by Melissa &unter, an eight year old girl %ith an a"tive
imagination. &e is loyal and dependable, 0ui"k to give aid and slo% to violen"e. &is
e(treme resilien"e to some atta"ks and e(treme vulnerability to others has made him
"autious and thoughtful. More than anything else, he "herishes his role as a beloved
traditional plaything and sour"e of "omfort.
#at ) a si( point enemy
Total 1trengthC ! Total /e(terityC =<
Rat !ead % &pt ImmuneC ?FA .ulnerableC ?FA
1trengthC 6 /e(terityC E /urabilityC 6 &ealth $ointsC 7F7
1pe"ialC If the head runs out of health points, the %hole rat dies. The rat's
teeth allo% it to make atta"ks %ith $ier"ing damage.
Rat Body % &pt ImmuneC ?FA .ulnerableC ?FA
1trengthC 6 /e(terityC < /urabilityC D &ealth $ointsC 6<F6<
1pe"ialC If the body runs out of health points, the %hole rat dies.
Rat limb #front right$ % &pt ImmuneC ?FA .ulnerableC ?FA
1trengthC 6 /e(terityC E /urabilityC 6 &ealth $ointsC =F=
1pe"ialC Grants a G= bonus to manipulating ob8e"ts, and a GD to all movement
rolls.
Rat *imb #front left$ % &pt ImmuneC ?FA .ulnerableC ?FA
1trengthC 6 /e(terityC E /urabilityC 6 &ealth $ointsC =F=
1pe"ialC Grants a G= bonus to manipulating ob8e"ts, and a GD to all movement
rolls.
Rat *imb #bac( left$ % &pt ImmuneC ?FA .ulnerableC ?FA
1trengthC 6 /e(terityC E /urabilityC 6 &ealth $ointsC =F=
1pe"ialC Grants a G7 bonus to all movement rolls.
Rat *imb #bac( right$ % &pt ImmuneC ?FA .ulnerableC ?FA
1trengthC 6 /e(terityC E /urabilityC 6 &ealth $ointsC =F=
1pe"ialC Grants a G7 bonus to all movement rolls.
This is not a pet rat.
This is a pest that spreads disease and disorder. It is not ne"essarily a bad rat,
but it is "urious and hungry, and likes to "he% on inanimate ob8e"ts. It is definitely
not supposed to be in the house. ;hen fa"ed %ith opponents of any sort, it %ill
generally put up a token sho% of for"e, retreating if it appears at all likely that it is in
any real danger.
/ust 5unny ) a three point enemy
Total /ensityC < Total +le(ibilityC 67
Dust % &pt ImmuneC ,rush, Grind, Impa"t, 1lash .ulnerableC 5urn
/ensityC < +le(ibilityC 7 /urabilityC < &ealth $ointsC 6F6
1pe"ialC Individual dust "lumps "an be added together to form a larger dust
bunny, or ripped apart to form several smaller ones.
Dust % &pt ImmuneC ,rush, Grind, Impa"t, 1lash .ulnerableC 5urn
/ensityC < +le(ibilityC 7 /urabilityC < &ealth $ointsC 6F6
1pe"ialC Individual dust "lumps "an be added together to form a larger dust
bunny, or ripped apart to form several smaller ones.
Dust % &pt ImmuneC ,rush, Grind, Impa"t, 1lash .ulnerableC 5urn
/ensityC < +le(ibilityC 7 /urabilityC < &ealth $ointsC 6F6
1pe"ialC Individual dust "lumps "an be added together to form a larger dust
bunny, or ripped apart to form several smaller ones.
/ust bunnies are almost impossible to destroy 9despite their vulnerability, setting
them on fire is not re"ommended:, but their lo% density makes them easy enough to
shove around. They lurk under furniture and generally don't really hurt anything, but
humans seem to like it %hen they're "leared a%ay.
/ust bunnies reprodu"e slo%ly but determinedly. They have a "ertain amount of
bullheaded resilien"e, but under enough pressure, they'll "ave to %hatever you ask.
They generally have a lot of information about %hat goes on in the house, espe"ially
about any inse"t infestations.
This parti"ular dust bunny is about the si'e of a baseball, and "ould "on"eivably
be torn apart into three smaller dust bunnies. All dust bunnies generally have the
same personality, so they tend to be rather blasI about the %hole individuality thing.
"ample Adventure
3bviously, this is a general guideline for a single session adventure, and doesn't
in"lude floor plans or all the details of everything and everyone the "hara"ters might
en"ounter. A "ompetent GM should be able to fill in any relevant details, or add more
"hallenges if re0uired.
4ou start out in the modern2day home of the &unters ) #a"hel &unter, Tom &unter, and
their "hildren Melissa 9J: and Aevin 96=:. ;hen the kids are at s"hool, you've heard #a"hel
and Tom arguing %ith real bitterness in their voi"es, and there has been talk of divor"e.
This morning, #a"hel gave Tom an ultimatumC if he leaves his s%eaty so"ks on the bed
spread one more time, she's going to take the kids and spend the %eekend %ith her Mother,
and she isn't sure if she's "oming ba"k.
1ure enough, %hen Tom "ame home from %ork late this evening, he stumbled into the
bedroom, took off his so"ks, left them on the bed spread 8ust like al%ays, and fell asleep. If
#a"hel %akes up this morning and finds those so"ks on the blanket, she may not ne"essarily
divor"e Tom, but she's definitely not going to be happy.
It's midnight. The entire &unter family is asleep, and #a"hel's alarm goes off at si(.
The players have si( hours to retrieve the so"ks from the bed spread %ithout %aking the
parents up, and get them to the laundry basket in the basement. +or e(tra "redit, do any
other small "hores around the house to make the &unters' lives more pleasant.
The first obsta"le should be obvious ) it's night, and the only real light present is the
night light in Melissa's bedroom. If you're not in Melissa's bedroom, things %ill be diffi"ult to
see.
If you don't start out in the parent's bedroom, you're probably in one of the kids'
bedrooms do%n the hall. This means that there is at least one "losed door bet%een you and
the so"ks, and those doors have doorknobs at about three feet off the floor that you'll have to
turn %ithout making any real noise.
The so"ks are on top of a king si'ed bed %here the &unters sleep. If either parent is
disturbed more than three times, they'll %ake up, look around the room, and take at least ten
minutes to fall ba"k asleep. If any "hara"ter %ith a /ensity greater than seven gets up on the
bed, someone %ill be disturbed. If any "hara"ter bumps the sleeping humans a""identally,
that human %ill be disturbed. If anyone talks above a %hisper, the humans %ill be disturbed.
The so"ks are a"tually on a part of the blanket that's over Mrs. &unter's thighs, so
you'll need a soft tou"h to shift them %ithout bumping her. To move the so"ks, you'll have to
have a density of at least =.
There's a "olony of H points' %orth of dust bunnies under the bed. The dust bunnies
a"tively %ant the &unters to get divor"ed ) they think Tom, living alone, %ill va"uum less.
They kno% better than to yell and %ake the &unters up that %ay, but they %ill disturb your
efforts ho%ever they "an.
If the "hara"ters "an get the so"ks out the door and do%n the hall, they'll en"ounter
#ufus, the &unter's dog. #ufus is 8ust "urious, and %on't a"tively try to bark or mess %ith you,
but he is interested in the reeking so"ks that seem to be making their %ay do%nstairs, and
may de"ide that this is a good time to play tug2of2%ar ) and he has a 1trength of =7.
+ortunately, #ufus is not that bright and is easily distra"ted.
In the living room, there is a de"orative Afri"an mask hanging on the %all. 5oth the kids have
al%ays been a little s"ared of it, and as a result, it's developed a rather malevolent personality.
It %on't "ome do%n off the %all, but it %ill definitely taunt you and try to distra"t you from your
goal by talking about ho% the divor"e is inevitable, and love itself is inherently unstable and
temporary.
Also in the living room is an evil little foot stool that likes to bump people's toes. It
doesn't talk, but it %ill get in your %ay ho%ever it "an. It's 0uite dense and durable, and "an
take a lot of punishment, but it's not very fle(ible, so it "an be evaded rather easily. If you do
de"ide to fight it, it'll run a%ay if you manage to visibly s"rat"h it ) it's surprisingly vain, for
furniture.
If you "an get do%n to the basement, the "ement floor is 0uite dirty, and %et in pla"es.
Tom %as 0uite the handyman in his earlier years, and his imagination brought a fe% of his
more "ommonly2used tools to life, but he hasn't been do%n to use them in years no%. The
tools may be 8ealous of the spark of life that burns so brightly in you, and they'll definitely ask
you 0uestions in a hostile tone of voi"e, but they %on't start any real trouble unless you make
the first move.
The laundry basket is on top of the %asher. 4ou'll have to find a %ay up there, and the
basement has rather less "onvenient furniture than the other rooms. If you "an "onvin"e the
tools to help, they might assist you %ith the ironing board, or %ith "onstru"ting a makeshift
so"k "atapult.
3f "ourse, on"e you've got the so"ks in the basket, you have to get ba"k upstairs )
remember, "limbing stairs is far more diffi"ult and time2"onsuming than going do%n@
-(tra "redit "hores might in"lude putting the dis"arded shoes by the door into neat little
pairs on the mat, s"rubbing the stubborn "asserole dish in the kit"hen sink, or finding the T.
remote and making sure it's %here it's supposed to be on the "offee table.
Credits "tuff
All the Little Things %ritten and dra%n by Mason Tailsteak ;illiams.
=<<J
I'm not real fussy about "opyright, feel free to share this around or
alter it. >ust, y'kno%, try not to be a di"k or anything.
/is"laimerC I'm not perfe"t. If you find parts of this game that don't
%ork right, feel free to alter them, and let me kno% via email 2
businessKtailsteak.tk

También podría gustarte