Professional Documents
Culture Documents
&uir"s
1uir"s are special benefits a Toy has that are based on its history, personality and type.
2sually, they grant an automatic success at certain 0"ill rolls that the Toy in :uestion attempts
or give them the ability to do something truly e'traordinary when specific re:uirements are
fulfilled. 1uir"s are what ma"e a Toy special. Therefore, we won>t give you a list to choose
from, but rather encourage you to ma"e up your own :uir"s for your P- K this helps visuali7e
what "ind of a person your Toy is and allows you to build it so it suits your personal
play style. Tal" to your GM about the :uir"s you ma"e up, he or she is the final arbiter on
what is allowed and what is not.
'magination (agic
Eaggerate. , number of times e:ual to the number s"ill points put into 9'aggerate per night you may
ma"e an 9'aggerate chec" and add itBs results to a targetBs chec". This must be done before he rolls for
the chec". Enly ( 9'aggerate can be placed on a target at a time.
!ie. , number of times e:ual to the number s"ill points put into ?ie per night you may use this s"ill to
attempt to create conte't sensitive illusions. @our GM will decide the ultimate effectiveness and
8ifficulty of this 0"ill -hec".
"lanket. , number of times e:ual to the number of points put into this s"ill per night you may ma"e a
3lan"et chec" and add itBs results to an ally as temporary hit points, which is removed first.
"oom. @ou may, as an action, ma"e a magic attac" at range e:ual to your 0"ill Dating in 3oom. hen
moving and measuring range, each diagonal space counts as 5. Ma"e a 3oom chec" to determine if it
hits. This attac" deals damage e:ual to your s"ill points invested in 3oom. ,fter this attac" hits an
enemy and damage is resolved, 3oom reduces an enemyBs 9ndurance and 8odge by (, to a minimum of
half their original 9ndurance and 8odge.
#e$erland. @ou may use you 0"ill Dating in Neverland as your move speed. @ou can, a number of
times per night e:ual to your s"ill points invested in Neverland, teleport yourself and your allies a
number of s:uares e:ual to your successes on a Neverland chec".
$ealing
, number of times per night e:ual to your s"ill points invested in -omfort you may ma"e a chec" and
distribute the number of successes as you see fit among your allies as /P. This cannot be used on a
limb with ) /P.
, number of times per night e:ual to your s"ill points invested in Depair you may attempt to fi' an ally
who has a crippled limb as an action. Ma"e a Depair chec". En a F you repair the limb with ( /P. 6or
every two success over F the limb gains ( additional /P.
Combat
,t the beginning of combat each P- and Primal rolls an $nitiative chec" %Toughness 4 ,rticulation&.
This determines the order you will act in. En your turn you may ta"e ( Ma#or action, ( Minor action,
and ( Movement action in any order you li"e.. hen it is not your turn you may use Deactions when
attac"ed by enemies to try and avoid damage.
Major
Ma#or actions usually are the toyBs most important action during a turn. 2sing any s"ill that allows you
to roll a s"ill chec" li"e 3rawl, 0cramble, ,im, or Tip*Toe counts as a Ma#or action. ,ny ability your
toy has that specifically says it is a Ma#or action also falls under this category. Ma#or actions are always
made using your full pool of dice for any s"ill, unless otherwise stated. @ou may ready a Ma#or
action by not ta"ing a Ma#or action on your turn and declaring a specific trigger or event and a type of
Ma#or action. $f that event occurs before your ne't turn you may immediately ma"e your readied Ma#or
actionL $f that event does not occur before the start of your ne't turn the Ma#or ,ction is lost.
Minor
Minor actions are lesser, secondary actions you ta"e each turn in addition to your Ma#or action. @ou
may use any s"ill that allows you to roll a s"ill chec" %such as 3rawl, -omfort, 3oom, or 0cramble& as
a minor action by rolling half the amount of dice %rounded down& that you would roll to use that ability
as a Ma#or action. Minor actions, li"e their Ma#or brethren, may be readies for specific triggers and
used when those triggers occur.
Movement
, Movement action allows your toy to get around the map. There are a few different ways to move
with each one having itBs own advantages and disadvantages. ,ll toys may move at their standard
movement speed of %F4,rticulation&. ,ll toys also have the ability to move at their Neverland 0peed,
e:ual to their 0"ill Dating in Neverland. Toys may move during Ma#or and Minor actions by ma"ing
0cramble chec"s, but may not 0cramble during their Movement action. hen moving and measuring
range, each diagonal space counts as 5.
Reactions
Deactions are actions that occur either the moment a toy %or enemy& is attac"ed, or when a toy or
enemy moves out of melee range of an opponent. The the forms of reactions are 8odge, 9ndurance,
and ,thletics! and one must be chosen 396ED9 the enemy rolls their attac".
@ou get a *( penalty for each reaction after the first that you ma"e between turns. This is applied as *(
dice rolled when dodging and scrambling, or *( to your 9ndurance penalty. %En your turn this penalty
resets to )&.
Dodge s"ill chec"s %articulation4dodge& prevent damage by avoid attac"s. $f you roll a number of
successes e:ual to an enemy attac" or more you avoid all damage from the attac". $f you roll a number
of successes e:ual to half the total of an enemy attac", rounded up, or more you avoid half of the
damage.
-hoosing to Endure means the toy is automatically hit, but may easily mitigate some damage from the
attac"er. The attac"er deals ( less damage per s"ill point invested in 9ndure, with a minimum of (. This
stac"s with other damage reduction from armor or :uir"s.
Athletics is a special reaction used to stop enemy movement. hen an enemy moves away from an
opponent, toy or monster, the person being stepped away from may ma"e an ,thletics chec". 6or every
success the enemy can move ( less s:uare.
Attacking
To ma"e an attac" you roll a 3rawl or ,im chec" against a single enemy and count the total number of
successes. The number of successes int the amount of damage you deal with that attac". ,ll ranged
attac"s have a range of () s:uares. hen moving and measuring range, each diagonal space counts as
5. 0ome s"ills, li"e 3oom, let you attac" in special ways, detailed in their sections.
)*uipment
,t character creation you start with a number of items e:ual to the number of points you have spent in
the ,rmory s"ill. 9ach piece of e:uipment is either a weapon, a piece of armor, a tool, or a shield.
Tools provide e'tra dice in situation when they are used, li"e :uir"s. ,rmor provides protection for a
toy at all times. eapons are used to ma"e attac"s with the 3rawl or ,im s"ill. The most items a P-
may carry at any time is e:ual to her ,rmory 0"ill Dating.
Weapons:
eapons modify attac" rolls.
Melee weapons add 4( dice to brawl chec"s.
Danged weapons allow you to ma"e attac"s at a distance, but do not add to your aim s"ill.
Armor:
,rmor is attached to your toy and helps protect it from harm. $t can either be!
?ocational ,rmor. ,ttached to one part of a toy. Deduces all damage ta"en by ( to that limb.
-annot be attached to the core.
6ull 3ody ,rmor. ,ttached to the toy generally. 9nemies always roll ( less dice against you on
attac"s.
@ou may have ( piece of 6ull body armor or up to A pieces of ?ocational armor.
Tool:
Tools grant you e'tra dice on chec"s and come in < varieties. @ou cannot ta"e more than one tool that
assists the same s"ill in the same situation.
General Tools. Provide a constant 4( to any one s"ill that is not 3rawl, ,im, or 3oom.
0pecific Tools. Provide a 45 to s"ill chec"s %Not 3rawl, ,im, or 3oom& in specific situations,
li"e using heal to heal yourself, or athletics to #ump across a gap.
?imited use tools. Provide a 4< on any one s"ill besides 3rawl, ,im, or 3oom in any situation,
( time per night.
'nvent
The $nvent s"ill is used to turn scavenged and found things, called Pieces, into upgrades for e:uipment.
9ach bunch of Pieces you find has a value, from one to three. 9ach level of upgrade uses up an
e:uivalent value of pieces, so a level two upgrade uses a level two piece or two level one pieces. To
successfully upgrade a piece a toy must ma"e an invent chec" e:ual to 5 for level ( upgrades, F for
level 5 upgrades, and + for level < upgrades. $f he fails the chec" all the pieces used for the chec" are
used up and may not be useable again. ,ll upgrades last one night. 9ach piece of e:uipment can have
only ( upgrade. @ou may also brea" down invented items into scrap, as your narrator deems
appropriate.
!e$el %ne
,llow a weapon to add 4( additional brawl aim to attac"s.
-reate a new piece of locational armor.
-reate a new weapon.
!e$el Two
Give an item with limited uses one more use.
,llow a weapon to add 45 additional brawl aim to attac"s.
2pgrade ?ocational ,rmor to reduce all damage ta"en to a limb by a further (.
2pgrade 6ull 3ody ,rmor to reduce the number of dice foes roll to attac" you by a further (.
!e$el Three
,llow a weapon to add 4< additional brawl aim to attac"s.
-reate a 6ull 3ody ,rmor.
-reate a Ene Time 2se, 45 to 0"ill tool.
+ther ,ules
,ll toys and Primals tal" in hisperspea", allowing them communicate, even at a yell, without
humans hearing it.
, P- may ride another P- as a mount so long as the GM considers it reasonable. hile doing
so the rider must pass a par"our or tame chec" e:ual to the number of spaces moved in a round
or lose their minor action.
hen appropriate Players describe successes and the GM describes failures.
Toys canBt fly. They can fall * with style.
The presence of Primals and fears causes an overlapping of their terrifying world and ours,
causing a myriad of effects. hole #ungles can be contained under beds, insane events can
occur that the leave rooms no more than slightly messy in the morning and, most importantly,
this overlap causes a state called the dreaming occur in the room. -hildren will not wa"e up
unless awa"ened by an adult, alarm cloc", or rising sun and any effects the primal has on the
child only occur in their dreams.
Primals see" to install themselves in the walls, basements, and attics of a house and slowly
drain the childBs innocence via their presence and incursions into their dreams over the course of
a wee" or a month.
Toys have limited dar" vision, out to a few feet.
,nimals that have been around toys often will li"ely ignore them and go on their way. Ether
animals might mista"e them for predators or prey and react accordingly.
?ight is a destructive force for fears and their minions. Most minions will dissolve even from
the beam of a flashlight, and all but the fiercest of primals spurn the touch of daylight.
The Toymaker's Workshop
Character Creation
3efore following these steps, you might want to come up with a general outline of what "ind of a Toy
you would li"e to play as. Thin" of a name, a description, a personality and a history. Ef course there is
nothing stopping you from generating the mechanics of your P- first and coming up with who they are
later K the only hard limits are your imagination and the goodwill of your GM.
First step& Choose your type
The type of Toy you play has a large influence on the role your P- will play in the group. ,ll types
gain a bonus to a certain ,ttribute. The basic types are as follows.
* 0tuffed Toy. 45 Toughness, 4( 6ellowship
* ,ction 6igure. 45 ,rticulation, 4( ,ccessory
* 8oll. 45 6ellowship, 4( $magination
* 6igurine. 45 $magination, 4( Toughness
The bonuses for the advanced types are.
* -onstructable. 4< ,ccessory
* $maginary 6riend. 4< $magination
*-reated. 4() s"ill points
rite your type on your character sheet and mar" wedges in the ,ttribute circles
to indicate your inherent bonuses.
Second step& Distribute Attributes and '(
@ou have (5 ,ttribute points and %5)4Toughness& /P to spend. No ,ttribute may have less than one
%including the 4( you get from your type& or more than five points and all body parts need at least one
/P.
Third step& Allocate Skill points
Put (A points into your various 0"ills and total your 0"ill Dating %respective ,ttribute plus
points in that 0"ill. No 0"ill rating on a Toy may e'ceed ().
Fourth step& )uirks
or" with your GM to come up with four 1uir"s for your Toy. @ou should also stat out your
e:uipment gained from ,rmory during this step.
Fifth step& Finishing touches
$f you haven>t done it already, now is the time to come up with a personality, a description
and maybe even a history for your P-. $f you are artistically inclined or have found a suitable
picture, you can fill the portrait field of your character sheet to help you and your fellow
players visuali7e your P-. $f you are unsure about anything on your sheet, now is the time to
change it. hen both you and your GM are satisfied with your Toy, you are ready to enter the
world of NightlightM