Accursed Toys
Accursed Toys is a system based around playing as animated toys. Some fa/tg/uys are trying to make it work in FUDGE at the moment. This page is for miscellaneous information about the system. Currently, all information on the game is contained here and here.
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Background
Mechanics
(Tailsteak has recently provided an alternate ruleset from the one below.)
Fudge version
Suggested skill levels for character creation:
- 1 Great
- 3 Good
- 5 Fair
- 7 Mediocre
In combat, turn order is decided by Mobility, highest goes first. Each toy gets 2 actions per round. As 1 action, you can move or make a skill check.
As is standard for Fudge, to hit with an attack you roll an attack skill roll against their defense skill roll. Your Dexterity is added to your Attack roll, and the target's Mobility is added to their Defense roll.
To deal damage to a target once you hit, you roll Strength against their Durability. If they are Vulnerable to your attack, you get a +2 to this roll. If they are Resistant to this attack, you have a -2 to this roll. If they are immune to your attack, you never deal damage.
- If you equal their Durability [Good vs. Good, for example] you deal a scratch.
- If you beat them by 1 [Great vs. Good], you deal a Light Wound.
- If you win by 2 [Superb vs. Good], you deal a Deep Wound.
- If you win by 3 [Legendary vs. Good], you deal an Incapacitating wound.
The damage types are Crushing, Poking, Ripping, Water, and Fire. Most toys are immune to Water damage; exceptions will be noted.
Toys have 4 scratches, 2 Light wounds, 2 Deep wounds, and 1 Incapacitating wound. If you take a wound but already have all the wounds for that level, you take a wound of one level higher.
Normally, light wounds would give penalties to rolls, but toys do not feel pain. Deep wounds cause enough damage to give a -1 to any roll related to the injured body part, however. An Incapacitating wound is one that stops the toy from being able to move at all. If they take more damage than an Incapacitating wound, they die.
Repair skills: The target's Repairability attribute modifier is added to your Skill roll. To remove a scratch, you need to roll Good or better. To repair a Light wound, you need Great or better. To repair a Deep Wound, you need Superb or better. To repair an Incapacitating wound, you need to roll a Legendary or better.
How far you move in one action is based on Mobility:
- Terrible: 3 inches
- Poor: 6 inches
- Mediocre: 9 inches
- Fair: 12 inches
- Good: 15 inches
- Great: 18 inches
- Superb: 24 inches
Repairing wounds depends on your Repairability level. In all cases, you need the appropriate materials for the repair.
- Terrible: Over 3 hours, someone else can repair you of 1 wound with an appropriate Repair skill check.
- Poor: Over an hour, someone else can repair you of 1 wound with an appropriate Repair skill check.
- Mediocre: Over ten minutes, someone else can repair you of 1 wound with an appropriate Repair skill check.
- Fair: Over a minute, someone else can repair you of 1 wound with an appropriate Repair skill check.
- Good: Over half a minute, you can repair yourself of 1 wound with an appropriate Repair skill check.
- Great: As 2 actions, you can repair yourself of 1 wound with an appropriate Repair skill check.
- Superb: As an action, you can repair yourself of 1 wound with an appropriate Repair skill check. If not destroyed, you can repair yourself using the materials that were injured.
Example Creatures
Example Characters
Clockwork Dragon
A spark-spewing machination of higher technological mastery than any of the others. Capable of filling its internal reservoir with liquids for storage -- most notably oil, which it can spew in a jet of concentrated flame, one of the strongest attacks any toy can muster, assuming flame damage works in the situation. He's not slow, but he's awkward, given his physique and construction, and may need assistance overcoming certain height-based o