If you are a follower of our twitter account then you’re probably already aware that we have a Teesprings page where you can buy (amongst other things) phone cases, t-shirts, mugs and stickers. There’s a link on the right to the store; check it out and – if you have any requests – let us know.
What you might not know is that we also have dice bags and rolling trays made by the wonderful Board Game Solutions – find their Etsy store here and look at these beauties.
Tiny Tikus Adventures is a game in which you play children in the style of Pulp 80s movies and Saturday Morning Cartoons. Think the Goonies or Rugrats and you wont go far wrong. It’s a light hearted game; so it’s not the sort of rules to use if you want to run Stephen King’s IT.
Tiny Tikus Adventures has nine skills and three defensive Pools.
To create a character you allocate each skill with a number from 1 to 3. Starting characters have three skills at level 1, three at level 2 and three skills at level 3.
GADGET: The Gadget skill covers your engineering and tech rolls. It allows you to build and repair technological items
SMARTS: Your smarts are how good you are at knowing useful trivia. It also allows you to make leaps of logic and reasoning
SHOOT: Shoot is the skill you roll when trying to use a ranged weapon. It is also useful for gauging distances, throwing objects, figuring out trajectory and using catapults.
BREAK: The Break skill covers brute strength and smashing things. It is also your stat to roll if you are using a close combat weapon.
HIDE: The hide skill covers sneaking; but also be used for stealing and sleight of hand.
INSPIRE: The Inspire Skill is rolled whenever try and get somebody to do something they do not want to do. You can also use it to repair damage to your MIND Defensive total (see below)
SEEK: The Seek skill denotes how perceptive you are; it also covers detective type skills.
HEAL: The Heal skill allows you to heal your wounds – it also allows you to heal the wounds of your allies. Essentially you can use it to repair damage to your HEALTH Defensive total (see below)
LIE: The Lie skill allows you to tell convincing falsehoods. Incredibly useful when talking to grown ups.
Rolling a skill check is simple. To use a skill you pick up the number of D6 equal to your skill level. For example a character with a Gadget of 2 would roll 2 dice. Make sure one of these dice is a different colour than the others – this is the wild dice (if you only have one dice to roll; then that dice is the wild dice). Roll all the dice together and add up the total.
In normal circumstances if the total of all the dice you roll is more than 6 then you have succeeded; if you get more than a 12 – you have two successes and if you get more than an 18 you get three successes (and so on).
If you roll a 6 on the wild dice you can roll that dice again and add both numbers to the total. If you roll a 6 on your second roll; keep rolling
If however rolling a 1 on the wild dice means that something has gone a little awry and you have a complication. You may still succeed; but it might not go completely according to plan.
Items and situations may allow the GM to add flat numbers to your total; the GM will tell you when this is appropriate.
The Defense Pools
From these nine skills; you work out your three defence totals. Add up your dice in all the Skills that correspond to it and note this number next to:
HEALTH [Shoot, Break, Heal]: Physical Injuries are mostly taken from the Health pool
MIND [Gadget, Smarts, Inspire]: These can be mental attacks; Jedi Mind tricks, exhaustion, scary things.
EVADE [Hide, Seek, Lie]: When you are asked to roll against the above two pools; you can instead take from the Evade Pool. Unlike HEALTH and MIND – EVADE can only be healed after a night’s rest.
These Pools show you how happy and healthy you are; the consequences of attacks are taken directly from these pools. If you take more hits than the number of dice in any of your pools; you are tired and want to go home. Your adventure ends here.
If you are called upon to roll from these Pools; roll the number of dice equal to your current total.
You are looking for 6s. In combat each 6 you roll on your defense dice takes away a success from your attacker. Each success that remains takes one dice from subsequent pools.
Each character has something special that they can do that makes them special. Tikus for example is an emergent Jedi; he might be able to tap into the force. Roy is a Droid; he might have an attachment just for this situation.
These are represented by Special abilities. Each character will have 2 chances per adventure to us this special ability.
These abilities are not determined before the game starts; can be spent on anything that fits your character archetype. They can change the game world in some minor but significant way.
Example of Play
Tikus wants to fire his catapult at the mean bully. He has a shoot of 2; so he rolls two dice; one of which he decides is the wild dice. He rolls a 3 and a 6; making 9 (so one success) but has rolled a 6 on the wild dice; so rolls again and gets a 4. His total is 13 – so that’s two successes. The GM give his catapult a +2 to his roll – meaning his total is 15 – so that’s two successes.
The bully has a health defence pool of 6 and a Evade defence pool of 3 – He decides to roll defense against his health and rolls 6 dice; 3,2,2,5,6,4. He got one six so cancels out one of Tikus’s successes. So takes one damage.
If he is hit again; he will have a health defence pool of 5 and an Evade defence pool of 3.
As the crew of Coldfire’s Mercy reaches Port Haven, they need to think about the future. Pyjak introduces them to a contact from his past but are the Rebellion any better than the Empire that they fight?
Both sides have an agenda; just because our heroes are against the Empire does not mean they should automatically side with the rebellion. Where will the crew of the Coldfire’s Mercy go from here. Is it time to rise up and take a stand? Find out this coming Monday at Force Majeure.
Hello everyone! This is just a little message to let you know about a change in our Patreon structure. We (the cast) have been looking long and hard about how we approach our particular Patreon, especially in these times of austerity. We’ve looked at how a number of other of Actual Play / TTRPG providers manage their Patreons, and have pitched this to our existing backers too.
We’ve also had to consider what rewards we can offer to you as our thanks for supporting the show and have had to be pretty realistic about that given our own time constraints and other projects.
The decision we’ve made is to expand the number of tiers we offer for support, especially at the lower end of the scale, but to offer every backer the same rewards regardless of how much support you give us. This means that those who can’t afford to support us at a higher level don’t miss out on the goodies.
The rewards for backing us at each tier will be:
Automatic entry into any giveaways and competitions we run.
Access to the Backer only board of our Discord server.
Access to our archive of out-takes, starting with Season 2.
A shout out on the show.
Access to whatever additional stuff we can get together for you that we think you might like, including message tones from characters in the show – there’s a R-01 one in there already for our backer’s entertainment!
We’ll round this off by thanking you all for the support you already give the show by interacting with us on social media, retweeting our episodes, leaving reviews and all that sort of thing – without you, this show wouldn’t exist, and we’re extremely grateful to you.
Special thanks go to those who are already supporting us financially– because of you we’re able to improve the show we bring you more and more, and we’re blown away by your generosity.