Threadbare RPG Demo Kit
A 30-60 minute introduction to Threadbare for 1 GM and 2-5 players.
Introduction
Plushie or plastic, mate?
Threadbare RPG is a role-playing game in which you play a jury-rigged toy in a
hazardous world. In the world of Softies and Mekka, you’ll try to rescue yourself,
patch yourself up, invent new devices, and maybe, just maybe, build a better world
out of the broken one you've inherited.
In the world of Threadbare, there are no humans, although they once existed, long ago and perhaps in another place.
No one really knows where they went, and few toys wonder about their fate.
Running this Demo
Thanks for demoing Threadbare! This demo kit includes 5 pre-generated character sheets and a starter adventure for
you to start running the game in 30-60 minutes. If you have 90 minutes or more for your demo, you might consider
running a full game, complete with letting the players create their own characters.
Print out the 5 pre-gen character sheets, a couple of copies of the Basic Moves sheet, and the sheet for The Machine
before you play.
How to Play
Start with the starting questions for the players and set up the scene. Every time the players say they do something, tell
them how the world reacts, and then ask the players "what do you do?"
When player does something from the moves list they roll 2 six-sided dice (2d6) and add a modifier based on their
character's abilities.
If the result is 10 or better, they succeed at whatever they were doing, without complication. Ask the player what
happens.
If the results is 7-9, they succeed, but there's some kind of complication. The complication is usually listed in the
move. The player usually chooses what type of complication it is. Narrate how that complication affects the players,
but don't take away their success.
If the result is 6 or less, you decide what happens. Pick something that makes the adventure exciting, but more
challenging. Remember that a 6 does not mean the action failed-- it just means something happened that made
things more complicated and messy.
When players roll a 6 or less, also ask them how they got damaged and have them mark the damaged Part on their
character sheet. They also mark that they have a "Hold." Players can spend that hold later for specific benefits.
© 2016 Stephanie Bryant Threadbare RPG Demo Kit by Stephanie Bryant Version: 1.2. May 23, 2016
Send feedback to: mortaine@gmail.com
Toynado!
A scenario for Threadbare. This page is for the GM.
Print out character sheets, a few copies of the Basic Moves sheet, and The Ride's sheet and cut across the dotted lines.
Read to the players: You are on the world's most dangerous Ride-- a flying machine inside a tremendous force of nature
or artifice known as the Toynado!
Fill in the sheet for The Ride. As you do so, rotate around the group to get answers to these questions:
Why are you in the Ride?
o If thrillseeking or a chase, are they in a safe, unpopulated area? Who else is in the Toynado with them?
o If Search and Rescue or Survival, what happened? How did the Toynado endanger someone? Is it a
natural phenomenon?
Tell me about the Ride's adversary. Do they not like you personally, or is it about the Ride itself?
Is the Toynado alive? Can it think? Can it talk?
About thirty seconds ago, one of you got damaged. Who is it, what Part is broken? What happened?
Finally, read this to the players:
As you are trying to get your bearings in the storm, your instruments and panels go dark and you hear a deep, booming
laugh from all around you! What do you do?
The adventure ends when the group lands and leaves the Toynado, whether they have achieved their goals or not.
© 2016 Stephanie Bryant Threadbare RPG Demo Kit by Stephanie Bryant Version: 1.2. May 23, 2016
Send feedback to: mortaine@gmail.com
Mary the Marionette
Scrounge: Smarts: +2 Skeedaddle: +1 Slam-Bam: 0 I Have Stuff!
-1
Getting Observation, Problem Speed, Acrobatics Strength, Athletics Holds:
Stuff, solving, Making
Crafting Friends
Pronoun: She
Description: A wooden doll painted to look like a shepherdess, with finely articulated, but fragile joints.
Parts: (cross these out when the toy gets damaged)
Articulated right arm Articulated left leg
Articulated right leg Shepherd's hook (where left arm once was)
Dress Dried flower collection in pocket
Strings
Salvage Parts: When you are the target of a Jury-Rig Dollface You're a hard-plastic doll with an array of
move, you can use up Stuff (plus any needed for the exciting accessories! When you roll a 6-, you lose or
move) to gain a new Move, even if you didn't choose sacrifice one of your accessories to the cause. Damage 1
that result. (max. 1 new move from any Jury-Rig ) Part and gain 1 Hold which you can spend to trigger a
Jury-Rig move, even if you don't have any Stuff.
Friendship: When you play a game or playfight with
someone else, they learn something new about
themselves (this may result in a Move).
Cherry the Sock
Scrounge: +1 Smarts: -1 Skeedaddle: +0 Slam-Bam: +2
I Have Stuff!
Getting Stuff, Observation, Problem Speed, Acrobatics Strength, Athletics
Crafting solving, Making Friends
Holds:
Pronoun: They
Description: Cherry is a sturdy athletic sock. Stitching on their toe gives
them an odd, lopsided grin.
Parts: (cross these out when the toy gets damaged)
Stitched-up orange toe Cuff of green and white stripes
Patch on insole Part of a red plastic cup stitched in as a heel
7 letter-shaped fridge magnets (tucked inside)
Moves floppy nature. When you roll a 6-, the starch weakens
Paired Up: When you Help Someone, always treat a and you fold like a nylon. Damage 1 Part and gain 1
success as a 10+. If the target is another Sock, they gain Hold, which you can use to get into a spot or space that
a +2 instead of a +1 if you choose that option. you normally wouldn't be able to reach or fit inside.
Friendship: When you ask for help from someone
else for something you can't do by yourself, if they help
you, they feel better about themselves. They repair a
Part. You also create a Tie with them.
Athletic Sock: Hup hup, soldier! You're a sturdy,
pragmatic sock with a solidity to you that belies your
Billo the Brachiosaurus
Scrounge: Smarts: +1 Skeedaddle: -1 Slam-Bam: 0
I Have Stuff!
+2
Getting Observation, Speed, Strength,
Holds:
Stuff, Problem solving, Acrobatics Athletics
Crafting Making Friends
Pronoun: He
Description: Billo is a long-necked sauropod dinosaur made of denim. Hand-made with extreme care, he has lasted a
long time in part due to his double-stitched reinforced seams.
Parts: (cross these out when the toy gets damaged)
All new material stuffing Long neck
Long tail Front left leg
Back left leg, heavily re-stitched. Front right leg
Wooden tongue depressor, replacing the back right leg Plastic stethoscope
Moves Built Like a Bear: You might have a few scuffs and
Bossy: When you try to convince a GM character surgical scars, but you're custom-made and built to last.
that your way is best, roll+Smarts. On a 10+, they are You have a lifetime guarantee! When you roll a 6-, you
convinced! They do what you want. On a 7-9, they do doubt your origins and wonder if you really are "all new
what you want, but you must give them something. materials." Damage 1 Part, but gain +1 Hold which you
can spend to divine the history or origin of a person or
Friendship: When you put someone else's needs item.
before your own, they tell you how they are weak,
afraid, or vulnerable, and you tell them a secret of your
own. This creates a Tie with them.
Eere the Tractor
Scrounge: -1 Smarts: 0 Skeedaddle: +2 Slam-Bam: +1
I Have Stuff!
Getting Stuff,
Crafting
Observation,
Problem solving,
Speed,
Acrobatics
Strength,
Athletics
Holds:
Making Friends
Pronoun: He
Description: A 1/32 scale green tractor with only part of the logo remaining.
Parts: (cross these out when the toy gets damaged)
Set of 4 wheels Yellow Seat
Green metal body Functional headlights with green LEDs
Plastic farmer model, melted into the seat Hitch
Salvage Parts: When you are the target of a Jury-Rig Batteries Not Included You're a powered toy that
move, you can use up Stuff (plus any needed for the moves, talks, or lights up. When you roll a 6-, your
move) to gain a new Move, even if you didn't choose batteries run low and you enter power save mode.
that result. (max. 1 new move from any Jury-Rig ) Damage 1 Part and gain 1 Hold which you can spend to
appear silent and motionless for a short time, even if
Friendship: When you play a game or playfight with moving slowly.
someone else, they learn something new about
themselves (this may result in a Move).
Jay the Walker
Scrounge: +1 Smarts: 0 Skeedaddle: +2 Slam-Bam: -1
I Have Stuff!
Getting Stuff,
Crafting
Observation, Problem
solving, Making Friends
Speed, Acrobatics Strength, Athletics
Holds:
Pronoun: She
Description: Jay is a sturdy wool hiking sock in beige and red.
Parts: (cross these out when the toy gets damaged)
Red toe with a tiny hole at the tip Beige Cuff with elasticity
Padded and reinforced heel, red. Beige insole (the foot)
A silver beehive charm attached to the cuff
Moves Wool Sock: Sturdy, well-built, you are a sock to be
Paired Up: When you Help Someone, always treat a reckoned with! You're also deceptively unfashionable.
success as a 10+. If the target is another Sock, they gain When you roll a 6-, you felt a little bit more. Damage 1
a +2 instead of a +1 if you choose that option. Part and gain 1 Hold which you may use to deceive a
GM character (they don't call it "pulling the wool over
Friendship: Once per session, when you ask for help his eyes" for nothing!)
from someone else for something you can't do by
yourself, if they help you, they feel better about
themselves. They repair a Part. You also create a Tie
with them.
The Ride
Assign the following ability scores: +1, 0, -1
Maneuverability (MAN) Durability (DUR) Visibility (VIS) Parts: (Up to 4)
The Ride is for (pick one): The Ride is controlled by (pick one):
Thrillseeking A single pilot station
Search and rescue Multiple control stations operating
Grim survival different parts of one vehicle
SCIENCE! Multiple independent vehicles
A race
The Ride is shaped like (pick up to two): When you try to catch someone or something,
A boat roll+VIS. On a 7-9, you succeed, but you see
A bird something unwanted in the storm.
An airplane When you try to avoid a collision, roll+MAN.
A kite On a 7-9, you succeed without damage, but the
The Ride has an adversary! (Pick one): debris sticks to the Ride without damage.
Derro the Dinosaurs
Panda Puppetman When the Ride takes an impact, roll+DUR. On a
7-9, everyone inside the Ride falls down and
Mixie the Mixed up Sock
might get hurt!
Basic Moves Reference Sheet
Don't forget your Mekka, Sock, and Softie moves, your Friendship move, and your Holds!
Help Someone
When you assist someone in a task, roll+Ties with Think It Through
that character. On a 10+, pick two from the When you reveal to the GM a fact about a problem
following list. On a 7-9, pick one. or mystery, roll+Smart. On a 10+, you are
Grant a +1 on their next move (+2 for socks completely accurate. On a 7-9, the GM will tell you
helping socks) one thing that is false in your statement.
Take the consequences of a failure on their
Find Something
move for yourself.
When you search for Stuff, roll+Scrounge. On a hit,
Nothing breaks!
you gain Stuff. On a 10+, pick two. On a 7-9, pick
Make Friends one.
When you approach a GM character with an open It's exactly what you were looking for.
heart, roll+Smarts. On a hit, they regard you as It isn't broken.
friendly and you form a Tie with them. On a 7-9, It isn't dangerous.
pick one from the following list:
Jury-Rig
You have to give them something (GM will tell
When you repair or upgrade something using Stuff
you what it is)
that you have on hand, roll+Scrounge. On a 10+,
They don't like your friends
pick three. On a 7-9, pick 1:
They want you to go somewhere (GM will tell
you successfully make, repair, or upgrade it
you where)
the target gains a Move from it; the GM will tell
Note: This move cannot be used on player
you what it is.
characters, or on hostile and unreasonable
characters (Dented tone only). it doesn't use up your Stuff
it doesn't draw unwanted attention
Look Fierce! It is possible to gain a move without succeeding in
When you stand up to a bully, roll+SB. On a 10+, fixing or upgrading. Most likely, this will result in an
you are fierce! and the bully backs down and gives undesirable move.
you something to make you go away (their player
decides). On a 7-9, they back down, but are still Minor Fix-Up (Repair)
wary of you. Once per session, when you are performing a Jury-
Rig move, if you are not also Avoiding a Threat,
Barter describe yourself doing a minor repair on yourself
When you try to buy a GM character's cooperation or someone else. The target's Part is repaired to
and you have Stuff or a Thing to barter with, normal functionality.
roll+Smart. On a 10+, all of the following happen.
On a 7-9, pick two. Take a Breather (Repair)
They give you what you want. Once per session, when you have Stuff and are not
Avoiding a Threat, describe yourself doing a minor
What you want is not already broken.
repair on yourself. One of your Parts is restored to
They are willing to barter with you again in the
its normal functionality.
future.
© 2016 Stephanie Bryant Threadbare RPG Demo Kit by Stephanie Bryant Version: 1.2. May 23, 2016
Send feedback to: mortaine@gmail.com
Make a Machine
When you build a device that is new to you, if you Run Away!
have all the Stuff and Things needed to make it, When you act to avoid getting physically damaged,
and you know how to make it, name it and roll (whether running away, dodging, or otherwise
+Scrounge. On a hit, it uses up any Things you acting to avoid danger) roll+Skee. On a 10+, you
needed to make it and gains one Move. On a 10+, avoid the danger completely. On a 7-9, the GM will
choose 3. On a 7-9, choose 1. give you a minor consequence or tough choice.
It doesn't use up your Stuff
Fight Song
It gains a second Move
It can be made again in the future. When you engage in a contest of violence
Nobody knows you made it (combat), performance, or sport, all characters
damage 1 Part. The players describe what
Push or Pull "winning" means and how they successfully
When you try to move something that is bigger won the contest. For Fluffy games, the contest
than you, roll+SB. On a 10+, you move it where you must be performance or sport, such as a
want to. On a 7-9, you fall down. Pick one: kickball game or dance-off.
take damage to a Part
drop your Stuff
get lost and separated from the rest of your
team.
© 2016 Stephanie Bryant Threadbare RPG Demo Kit by Stephanie Bryant Version: 1.2. May 23, 2016
Send feedback to: mortaine@gmail.com