Mismatched miniatures must get home after their owner accidentally leaves them at a local game shop. ============================================= Minis ============================================= Embody a mini you've randomly selected from your collection or dreamed into being. You're 3" tall, plastic, and... * Skilled; but especially known for one TALENT. * Flawed; but especially susceptible to one PITFALL. * Loved; other minis are RIVALS. * Ineffectual; you must cooperate to ACT. * Know humans can never learn minis are alive! ACT as a party to get home. For your part in whatever plan's been cooked up, roll 1d6. If party members are ~mostly~ your... * RIVALS; Roll another, take lowest. * FRIENDS; Roll another, take highest. If using a TALENT, ~also~ flip a coin. * Heads; You impress! +2 to roll. * Tails; Your PITFALL interferes. -1 to roll. Total everyone's numbers. If higher than ABSURDITY value, the plan succeeds! On FAIL, one mini shares a memory of your owner. One other mini can respond with a related memory. Their relationship improves one type: RIVAL < PAL < FRIEND. ============================================= GM ============================================= When players... * Look confused: Set scenes, introduce conflict. * Make a plan: Decide its ABSURDITY value. (2 for "a bit absurd"; 4 for "pretty absurd"; 6 for "now that's absurd!") x (party size) * FAIL: Make getting home harder.
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