TEXT: 120
  MEKKA PLAYBOOK 
  NAME: _______________________________________
  PRONOUN:  ____________________________________
              Assign the following ability scores: +2, +1, -1
  SCROUNGE
  SMILE
  STRONGARM
  Craft ing, Trade
  Making Friends, 
  Infl uencing 
  People
  Infl uence the 
  World
  I HAVE STUFF!:
   HOLDS:
  DESCRIPTION & FORM
  List each of your Parts
  MOVES
  SALVAGE PARTS: When you are the target of a Jury-Rig Move, you can use up Stuff  
  (in addition to any needed for the Move) to gain a new Move, even if you didn't choose 
  that result. You can only gain one new Move from any successful Jury-Rig. Note that, in 
  general, you either have Stuff  or you don't, so you will need another character to give you 
  their Stuff  to use this Move.
  FRIENDSHIP: Once per session, when you play a game or playfi ght (for example, head-
  butting without intending any damage) with someone else, they learn something new 
  about their own capabilities (this may result in a Move), and you create a Tie with them.
  YOUR FORM (PICK ONE, SEE NEXT PAGE)
  BUNCHA LITTLE GUYS: On a 6-, Damage 1 Part, Gain 1 Hold that you can 
  spend to ask the GM a question when you're seeking information about the world 
  around you. Th ey must answer you honestly. 
  BATTERIES NOT INCLUDED: On a 6-, Damage 1 Part and gain 1 Hold that you 
  can spend to appear silent and motionless for a short time, even if moving slowly.
  DOLLFACE: On a 6-, Damage 1 Part and gain 1 Hold which you can spend to 
  trigger a Jury-Rig Move, even if you don't have any Stuff .
  NO STRINGS ATTACHED: On a 6-, Damage 1 Part and gain 1 Hold that you can 
  spend to escape something that is trapping you.
  VROOOM!: On a 6-, Damage 1 Part and gain 1 Hold that you can use to notice 
  something that was overlooked in others' haste. 
  MORE THAN MEETS THE EYES!: On a 6-, Damage 1 Part and gain 1 Hold that 
  you can use to pretend to be someone you're not. 
  ROCK SOLID: On a 6-, damage 1 Part or Device that you didn't start with (if you 
  have one) and gain 1 Hold which you can use to resist someone trying to force you 
  to do something or go somewhere. If you don't have additional parts, you do not 
  damage anything, but still gain the Hold; the GM makes a move as usual.
  
  121
   
  YOUR FORM (PICK ONE)
  BUNCHA LITTLE GUYS: You are a swarm of 
  tiny plastic toys. You're a crack team of green 
  army men, more fun than a barrel of monkeys, or an 
  entire farm's worth of barnyard animals. When you roll 
  a 6-, one of your "guys" becomes separated. Damage 
  one Part and gain one Hold that you can spend to ask 
  the GM a question when you're seeking information 
  about the world around you. Th ey must answer you 
  honestly. You can have up to twelve starting Parts. 
  Suggestions: tiny individual (but similar) toys, a central 
  leader, hive mind.
  BATTERIES NOT INCLUDED: You are a battery-operated machine that moves, talks, 
  or lights up. When you roll a 6-, your power source starts to run low and you go into 
  power save mode. Damage one Part and gain one Hold that you can spend to appear silent 
  and motionless for a short time, even if moving slowly. You can have up to six starting Parts. 
  Suggestions: wheels, treads, cargo, lights, speaker, windshield, window, steering wheel, pulley 
  mechanism, antenna, battery, catch phrase chip. 
  DOLLFACE: You are a hard-plastic doll with an array of exciting accessories! When 
  you roll a 6-, you sacrifi ce one of your accessories to the cause. Damage one Part and 
  gain one Hold which you can spend to trigger a Jury-Rig Move, even if you don't have any 
  Stuff . You can have up to seven starting Parts. Suggestions: head, arms, legs, body, outfi t, hair, 
  accessories (name them!), a list of “things I collect.”
  NO STRINGS ATTACHED: Once upon a time, there was a puppetmaker who made 
  you out of wood, ceramics, and clothed you in tiny stitched clothing. You had care-
  fully-articulated joints, strings, and a series of beams for easily making you move and dance! 
  Even before the Awakening, you had personality, although it was enslaved to the wishes 
  of whomever pulled your strings. When you roll a 6-, another string is cut from your past. 
  Damage one Part and gain one Hold that you can spend to escape something that is trapping 
  you. You can have up to seven starting Parts. Suggestions:  head, arms, legs, body, an outfi t, 
  strings, control bar, a dramatic script.
  VROOOM!: You go fast! You're a wheeled vehicle that's built for speed! When you roll 
  a 6-, you fall behind! Damage one Part and gain one Hold that you can use to notice 
  something that was overlooked in others' haste. You can have up to six starting Parts. Sugges-
  tions: wheels, windshield, doors, headlights, bumpers, fenders, a favorite surface to roll on.
  MORE THAN MEETS THE EYES!: Are you a truck? Are you a human-looking 
  scientist? Maybe you're both! You have two faces you show the world—what are they? 
  When you roll a 6-, you involuntarily transform too fast! Damage one Part and gain one 
  Hold that you can use to pretend to be someone you're not. You can have up to six starting 
  Parts: Suggestions:  wheels, headlights, a face, a second face, claws, bumpers, an outfi t, a 
  themesong.
  ROCK SOLID: You're a solid friend with no moving parts, at all. You might be a solid 
  plastic dinosaur, a pet rock, or even a logo'ed tchotchke from a long-past trade show. 
  When you roll a 6-, damage one Part or Device that you didn't start with (if you have one) 
  and gain one Hold which you can use to resist someone trying to force you to do something 
  or go somewhere. If you don't have additional parts, you do not damage anything, but still 
  gain the Hold; the GM makes a move as usual. You can have only one starting Part, which 
  cannot be damaged. Suggestions: a hard plastic dinosaur, a pet rock, a child's pottery sculp-
  ture, a character from pop culture, a chew toy.
  
  122
  SOCK PLAYBOOK 
  NAME: _______________________________________
  PRONOUN:  ____________________________________
              Assign the following ability scores: +2, +1, -1
  SCROUNGE
  SMILE
  STRONGARM
  Craft ing, Trade
  Making Friends, 
  Infl uencing 
  People
  Infl uence the 
  World
  I HAVE STUFF!:
   HOLDS:
  DESCRIPTION & FORM
  List each of your Parts
  MOVES
  PAIRED UP: When you Help Someone, treat a 7-9 partial success as a 10+. If the target 
  is another Sock, they get to roll 3d6 and pick the highest two dice.
  FRIENDSHIP: Once per session, when you ask for help from someone else for some-
  thing you can’t do by yourself, if they help you, they feel better about themselves. Th ey 
  may repair a Part, and you also may create a Tie with them.
  YOUR FORM (PICK ONE, SEE NEXT PAGE)
  ATHLETIC SOCK: On a 6-, Damage one Part and gain one Hold, which you can 
  use to get into a spot or space that you normally wouldn't be able to reach or fi t 
  inside. 
  CHRISTMAS STOCKING: On a 6-, Damage 1 Part and gain 1 Hold which you 
  can use to inspire, cheer, or encourage another character.
  WOOL SOCK: On a 6-, Damage one Part and gain one Hold that you may use 
  to deceive a GM character (they don't call it "pulling the wool over his eyes" for 
  nothing!)
  SOCK PUPPET: On a 6-, Damage one Part and gain one Hold which you can use 
  to blend into a crowd and be overlooked by someone trying to single you out.  
  FINGER PUPPETS: On a 6-, Damage one Part and gain one Hold that you can use 
  to establish a minor fact about someone you just met. 
  TIGHTS: On a 6-, Damage one Part and gain one Hold that you can spend to 
  catch something and hold onto it. 
  
  123
  YOUR FORM (PICK ONE)
  ATHLETIC SOCK: Hup hup, 
  soldier! You're a sturdy, pragmatic 
  Sock with a solidity to you that belies your 
  fl oppy nature. When you roll a 6-, the 
  starch weakens and you fold like a nylon. 
  Damage one Part and gain one Hold, which 
  you can use to get into a spot or space that 
  you normally wouldn't be able to reach or 
  fi t inside. You can have up to fi ve starting 
  Parts. Suggestions: toe, cuff , stripes, heel, 
  reinforced athletic sole, patches, cheer 
  slogan.
  CHRISTMAS STOCKING: You are 
  the sentinel. Th e sparkly guardian 
  of cold winter nights. You are the stocking 
  hung by the chimney, ever vigilant, 
  expectant of a bounty you will disgorge 
  at dawn like a mockery of Sockness. You 
  have no mate. When you roll 6-, a bit of 
  the jingle goes out of your bells. Damage one Part and gain one Hold which you can use 
  to inspire, cheer, or encourage another character. You can have up to seven starting Parts. 
  Suggestions: toe, cuff , jingle bells, tinsel, felt applique, beads, embroidery, a child's name, 
  quilting, favorite song.
  WOOL SOCK: Sturdy, well-built, you are a Sock to be reckoned with! You're also 
  deceptively unfashionable. When you roll a 6-, you felt a little bit more. Damage 
  one Part and gain one Hold that you may use to deceive a GM character (they don't call it 
  "pulling the wool over his eyes" for nothing!) You can have up to six starting Parts. Sugges-
  tions: toe, cuff , heel, instep, gusset, lace, patterning, patches, a "tell."
  SOCK PUPPET: All it took were some googley eyes and a felt tongue, and suddenly 
  you're a whole new Sock! When you roll a 6-, you lose a little bit of your personal 
  style. Damage one Part and gain one Hold which you can use to blend into a crowd and be 
  overlooked by someone trying to single you out. You can have up to seven starting Parts. 
  Suggestions: face, cuff , eyes, tongue, an outfi t, fl oppy limbs, hair, a political agenda.
  FINGER PUPPETS: Like a Buncha Little Guys, you are a group of tiny "Socks," each 
  with its own personality and look! When you roll a 6-, one of your puppets fi nds a 
  new home! Damage one Part and gain one Hold that you can use to establish a minor fact 
  about someone you just met. You can have up to ten starting Parts . Suggestions: an ensemble 
  of various fi nger puppets of diff erent appearances (describe them!), a bandana backdrop, a 
  theme song. 
  TIGHTS: Joined at the hip, literally, you're a two-headed character who is sometimes 
  at odds with itself. But you are also your own best friend! When you roll a 6-, you get 
  all tangled up in yourself! Damage one Part and gain one Hold that you can spend to catch 
  something and hold onto it. You can have up to four Starting Parts. Suggestions: right leg, left  
  leg, torso, run, toes, haughty demeanor.
  
  124
  SOFTIE PLAYBOOK 
  NAME: _______________________________________
  PRONOUN:  ____________________________________
              Assign the following ability scores: +2, +1, -1
  SCROUNGE
  SMILE
  STRONGARM
  Craft ing, Trade
  Making Friends, 
  Infl uencing 
  People
  Infl uence the 
  World
  I HAVE STUFF!:
   HOLDS:
  DESCRIPTION & FORM
  List each of your Parts
  MOVES
  BOSSY: When you try to convince someone that your way is best, roll+Smile. If they 
  are a GM character: on a 10+, they are convinced! Th ey do what you want. On a 7-9, 
  they do what you want, but you must give them something (similar to the Bribe move). 
  If they are a player character, on a 10+, if they do what you want, they gain a Hold as if 
  they’d rolled a 6- (but without the damage). On a 7-9, if they do what you want, you owe 
  them a favor.
  FRIENDSHIP: Once per session, when you put someone else’s needs before your own, 
  they tell you how they are weak, afraid, or vulnerable, and you tell them a secret of your 
  own. You also may create a Tie with them.
  YOUR FORM (PICK ONE, SEE NEXT PAGE)
  RAGDOLL: On a 6-, Damage one Part, but gain one Hold that you can spend to 
  ask a character one question. GM characters must answer truthfully. Player char-
  acters may deceive you, but you will know they are not telling the truth. 
  BUILT LIKE A BEAR: On a 6-, Damage one Part, but gain one Hold that you 
  can spend to divine the history or origin of a person or item.
  CARNIVAL PRIZE: On a 6-, Damage one Part and gain one Hold that you can 
  spend to fi nd your way if you are lost.
  UNHAND ME!: On a 6-, Damage one Part and gain one Hold that you can spend 
  to entertain a group of Toys by telling a short, amusing story with heroes they 
  identify with.
  I'M "REAL": On a 6-, Damage one Part and gain one Hold that you can use to 
  apply "real world" logic or science to solve a problem.
  SOFT SCULPTURE: On a 6-, Damage one Part and gain one Hold which you can 
  use to know the original value of something you can hold. 
  
  125
  YOUR FORM (PICK ONE):
  RAGDOLL: Stitches can be witches... 
  you're the enigmatic, always-smiling 
  secret-keeper. When you roll a 6-, you unravel 
  a secret. Damage one Part, but gain one Hold 
  that you can spend to ask a character one 
  question. GM characters must answer truth-
  fully. Player characters may deceive you, but 
  you will know they are not telling the truth. 
  You can have up to seven starting Parts. 
  Suggestions: head, arms, legs, body, an outfi t, 
  stuffi  ng, hair, favorite color.
  BUILT LIKE A BEAR: You're an 
  artisan-craft ed heirloom stuff ed animal. 
  Yeah, you might have a few scuff s and surgical 
  scars, but you're custom-made and built to 
  last. You have a lifetime guarantee! When you 
  roll a 6-, you doubt your origins and wonder if you really are "all new materials." Damage 
  one Part, but gain one Hold that you can spend to divine the history or origin of a person 
  or item. You can have up to eight starting Parts. Suggestions: head, arms, legs, tail, body, an 
  outfi t, stuffi  ng, ears, the books you like to read.
  CARNIVAL PRIZE: You're awesome! You're BIG! And WEIRD! Your seams are 
  hot-glued together! You've got pellets for stuffi  ng! You might not even look like a real 
  creature! When you roll a 6-, your stuffi  ng comes loose and leaves a trail. Damage one Part 
  and gain one Hold that you can spend to fi nd your way if you are lost. You can have up to 
  nine starting Parts. Suggestions: head, arms, legs, tail, body, eyes, antennae, ears, stuffi  ng, 
  weird thing (describe it!), carnival barking phrase ("Step right up!" etc.)
  UNHAND ME!: Don't let the soft  fur and big eyes fool anyone—you're one smart 
  cookie-eating monster! When you roll a 6-, you become nostalgic for the days when 
  you told stories instead of living them. Damage one Part and gain one Hold that you can 
  spend to entertain a group of Toys by telling a short, amusing story with heroes they identify 
  with. You can have up to eight starting Parts. Suggestions: head, body, eyes, arms, ears, 
  mouth, an outfi t, weird things (describe them!), a bad habit.
  I'M "REAL": Whether you remember or not (and many choose to forget!), you were 
  deeply, unfathomably loved, once upon a time. You were so beloved, you Awoke before 
  the humans were gone. Your fur is worn bare, you have been restitched by a mother's hands, 
  and you've absorbed a child's tears and laughter in great measure. When you roll a 6-, you 
  remember something from the long-ago past that makes you sad. Damage one Part and 
  gain one Hold that you can use to apply "real world" logic or science to solve a problem. You 
  can have up to six starting Parts. Suggestions: head, limbs, tail, body, stuffi  ng, eyes, a child's 
  name.
  SOFT SCULPTURE: You are a work of art! Felted or stitched together, you might 
  be too "abstract" for others to appreciate, but you know you're a valuable piece of 
  culture. When you roll a 6-, you sense the line between "art" and "kitch" is a little too close 
  for comfort. Damage one Part and gain one Hold which you can use to know the original 
  value of something you can hold. You can have up to six starting Parts. Suggestions: bobbles, 
  spirals, wings, eyes, mouth, lumps, woobly bits, mushed face, a French accent.
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 13-15 (Competent readers, competent writers, Able to do all basic math, can handle darker themes)/PbtA/Threadbare/Threadbare - Playbooks.pdf