So this weekend we recorded the table chat for the end of Chapter 2 of the Coldfire Chronicles.We had loads of brilliant questions, so much so that we could probably make the table chat run for several episodes.
And because we don’t necessarily want do that; here’s my answer to the question from PlotOtter.
Which advert is your favourite?
It still makes me sad, even now.
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.
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.
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).
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:
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.