A wicked Witch is preparing an important potion for her devious masterplan. You've destroyed the last ingredient but are given one final task out of mercy: Find. More. You'll need at least two players: a Game Master (GM) and a Familiar. The GM sets the scene and calls for rolls. The ingredient can be whatever you want and it can be in a farmer's basement or in a dragon's lair! All familiars act according to four core STATs and different bonuses: Body: Physical actions. Mind: Strategy and guile. Luck: Wacky plans! Magic: All arcane craziness! You have four familiars to choose from: Cat - Body+2 | Luck+1 Bat - Mind+2 | Body+1 Spider - Luck+2 | Magic+1 Wisp - Magic+2 | Mind+1 Whenever a Familiar acts, they roll a d6+Bonus (the GM chooses what STAT is appropriate). The action succeeds on a 6 or higher. Weave failures into the story without being too harsh! The Magic STAT is an exception. On Magic rolls, a 4 or higher succeeds. Nonetheless, the Familiar's bodies can't undergo such arcane duress, the second time you fail a Magic role, you disintegrate and are out of the game! Have fun being silly critters!
A big thank you to all my players at http://twitter.com/pdrollers for helping me out with spell checking and word count limit :)