Tag: rules

Results

  • Monsters and Other Childish Things

    _Monsters and Other Childish Things_ is a funny, frightening, action-packed roleplaying game about kids and the people who matter to them most — their friends, family and loved ones. And their horrifying pet monsters. Players take the roles of …

  • Bond

    Kids and monsters have a special [[Relationships|relationship]] called a *bond.* A bond doesn’t have dice like a normal relationship—it just is. Your monsters isn’t just some monster you happen to be friends with. He’s your monster. You are the only thing …

  • One Roll Engine

    The _One Roll Engine_ (ORE) is a system by which complex actions can be resolved using a single die roll. A player rolls a number of ten-sided dice (never more than 10) called a "pool," often determined by a kid's Abilities and Skills or by the power of a …

  • Weird Relationships

    [[Weird Kids]] have to divide their [[Relationships]] between the regular sort (parents, friends, pop stars, etc) and Weird Relationships. At least one of their Relationship Dice must be in Weird Relationships. These are typically connected to the …

  • Weird Kids

    Kids with monsters don't have a monopoly on the strange, there are also _Weird Kids,_ kids trapped between two worlds — one the world of classes and sports and popularity and all that kid stuff, and the other of the... well... _other._ Weird Kids have …

  • Relationships

    People form powerful connections with other people, places, things, and even ideas called Relationships. Kids in particular can benefit powerfully from these bonds, using them to bulk out their die rolls in situations where these relationships can come …

  • Weird Skills

    Weird Skills are unique abilities possessed by [[Weird Kids]] and connected directly to whatever source their weirdness comes from. Like regular skills, Weird Skills are connected to an Ability, and rolls using them combine that skill's rating with the …

  • Extras

    Aiming Each level of Aiming lets you wait one round and then get one bonus die for your roll. With Aiming 3, you can aim for three rounds and then on the fourth attack with three bonus dice. Area If an attack with Area hits, first figure out the …

  • Farness

    The default rules do not address the issue of range or conflicts that cover a wide area. The new Farness rules offer a simple system for tackling distance based on relative distance. h5. The Farness Scale The distance between targets is rated on a …

  • Bigness

    Your monsters are big, but some things are really, really big. The new Bigness rules allow for conflicts where size differences are seriously an issue. h5. Bigness Rating Everything has a Bigness Rating, with kids, adults, and “ordinary” monsters …

All Tags