TEXT:  
  V3.0 
   
    
  ©2017 Jonathan Zimmerman 
  Nighttime Guardians 
  An RPG about Teddy Bears and Terrors 
  Concept: This is a game about teddy bears 
  who are trying to keep the Terrors of the 
  night at bay. One person plays as the Terrors 
  (known as the Dreamer) , while the others 
  play as the teddy bears that fight them 
  Materials:  
  6-8 Six-sided Dice (the more the better) 
  Nighttime Guard ID (Below) 
  Pencil 
  Scrap Paper (Suggested) 
  Imagination! 
  Creating your Bear 
  Each bear gets 1 Special and 3 Creation 
  Points (CP). You can spend them in the 
  following ways 
   
  “buy” dice in the 3 skills (at the 
  rate of 1 CP/Die):  
  Strength: Hand-to-hand Combat 
  Acrobatics: Running, Jumping, Climbing, 
  and Balancing 
  Defense: How likely you will be hit. 
   
  Spend 2 CP on an extra Special. 
  Specials: Specials are unique abilities 
  that can really help your bear. However 
  you can only use a special ONCE per 
  night (unless you have a Magic Wand) 
  On the Back there is a list of some spe-
  cials, but feel free to consult the 
  Dreamer about new ones. 
  Accessories: Accessories are helpful 
  items that can aid in the search for and 
  fighting against terrors. Some give the 
  extra dice, some aid in movement, 
  some heal, and some help find Terrors. 
  Nighttime Guard ID 
  Name:__________________________ 
     Strength  
  Acrobatics  
      Defense  
  Special:____________________ 
  Special:____________________ 
  Accessory: __________________   
  Accessory: __________________ 
  Body 
     
      
     
  L Arm      
   R Arm      
    R Leg      
    L Leg       
  Draw Your Face 
  In  this  box! 
  Accessories are given by the Dreamer, but 
  you can only carry up to 2 at a time. Some 
  examples are given on the back.  
  Aim: The Guards are searching for the 
  Terrors where they lurk. They must get to 
  the terrors and defeat all of them before 
  they infect the child with bad dreams. 
  The Terrors can do this from wherever 
  they lurk in the room, though the closer 
  they are to the child, the stronger they 
  are. 
  Turns: The player to the LEFT of the 
  Dreamer goes first, and may move up to a 
  number of feet equal to their acrobatics 
  score (with a minimum of 1 foot). They 
  may also make an attack during their 
  turn, use an item or special, overcome an 
  obstacle, or some other action if ap-
  proved by the Dreamer. After all the 
  Guardians have done their actions, it is 
  the Dreamer’s turn.  For each Terror, The 
  Dreamer can either move the Terror, acti-
  vate a special (including Dream Breaker), 
  or make an attack. 
  Obstacles:  Children’s rooms are not of-
  ten the most tidy of places, and this can 
  prove a problem for a 2 foot teddy bear. 
  As well, Climbing when your only 2 feet 
  tall can pose some serious challenges.  
  When a Guardian faces an obstacle, they  
  must overcome it using an Acrobatics 
  Check. The GM determines the difficulty 
  of the obstacle, and the Bear must roll 1 
  die plus any Acrobatics dice. Any 4 or 
  more on a die is a success, and if the 
  number of successes beats the difficulty , 
  the Guardian succeeds, and may move 
  normally. Otherwise it moves at half 
  speed (or falls, if jumping across a ledge. 
  If the bear is climbing, for every success, 
  reduce the difficulty by 1 on the next 
  attempt until the bear has successfully 
  navigated the obstacle.  
  Fighting: In order to defeat the Terrors, 
  the Guardians will have to fight them. On 
  the player’s turn, they can declare an 
  attack against a Terror if they are within 
  1 foot from the Terror (and likewise, a 
  Terror can attack a Guard if they are 
  within 1 foot of Guard). The attacker 
  Rolls 1 die plus any Strength Dice, and 
  the defender rolls 1 die plus their De-
  fense dice. 4+ on a die succeeds. If the 
  Attacker rolls more successes than the 
  defender, the number of the Defender's 
  successes is subtracted from the At-
  tacker’s successes. The result is the num-
  ber of boxes blacked out from the De-
  fender’s Hit boxes.  
  For Guards, the player who controls the 
  bear gets to choose where to take the 
  damage. For Bears, Each arm has 2 hit 
  boxes in each limb and 8 Hit boxes in the 
  body. If they fill out all the boxes on a 
  limb, they lose that limb  If the bear 
  loses an arm, the bear loses 1 Strength 
  die. If they lose a leg, the bear loses 1 
  Acrobatics Die. If the bear’s Body is filled 
  out, they are rendered incapacitated un-
  til healed or the game ends. 
  
   
  V3.0 
   
    
  ©2017 Jonathan Zimmerman 
  Specials 
  Healing: You or another Bear recover from 4 wounds. 
  Teeth: You get 3 Strength Dice for the next 5 turns (max 7).  
  Claws: You get 8 Acrobatics Dice  one time 
  Furry: You gain 3 Defense Dice for the next 5 turns (max 7) 
  Teleport: Go anywhere in the room instantly. Everyone else 
   
  has to walk. 
  Lucky: Reroll all your dice. 
  —————————————————————————————— 
  Dream Breaker [Terrors only]: Roll 1 die (2 dice if within 2 feet of 
  child). If it is a 6, reduce the Child’s sleep by 1.  
  Accessories 
  Needle and Thread: Heal up to 3 wounds. One use. 
  Sweater: Add 1 Defense Die (max 7). You can lose this instead of 
  taking 3 wounds in any one attack. 
  Boots: Add 1 Acrobatics Die (max 7). You can lose this instead of 
  taking a wound to the Legs. 
  Hat: Add 1 Defense Die (max 7). You can lose this instead of taking 
  a wound in any attack. 
  Sword: Add 1 Strength Dice (max 7) when Attacking. You can sacri-
  fice this to instantly inflict 2 wounds to a Terror. Lose if you 
  lose both Arms. 
  Magic Wand: Use to gain back one Special.  One use.  
  Rules for the Dreamer 
   The Dreamer is responsible for putting obstacles in the way of the 
  bears and for controlling the Terrors.  Terrors are trying to feast on 
  the dreams of the child. They do this by activating their Special 
  “Dream Breaker” (all Terrors have Dream Breaker). Generally, 
  weaker Terrors don’t like to move much unless they sense danger 
  and like to travel in packs of 3-5. 
  Before the game starts, decide with the other players both the   
  difficulty of the game you want and the length of play you want.  
  Difficulty of the game is dictated by how hard the Terrors are, The 
  number of Terrors, and The amount of Sleep the child starts with. 
  For a harder game use more terrors. Generally, you want a 2:1 to 
  4:1 ratio Terrors to Guardians and for the child to start with about 
  10-20 Points of sleep (To make it difficult, add terrors or decrease 
  sleep). 
  Laying out the Bedroom 
  As the Dreamer, you should create a basic map of the bedroom and 
  figure out in advance of the game where obstacles and Terror en-
  counters will occur.  Think of what would be in a child’s bedroom 
  that would cause a hindrance to a 1-2 foot tall stuffed animal, like 
  blocks, or a lamp, or a gap between a dresser and a bookshelf. As 
  well, think of places where Terrors can hide, like a closet, or under 
  the bed, or on a bookshelf, or in the air-conditioning vent. 
  A Child’s bedroom is about 8-10 feet long by 6 to 8 feet wide. Scale 
  beds, dressers, desks, chairs, and other such furniture to suit the 
  map. 
  Make it your own 
  As the Dreamer, you can also add new Accessories and Specials that 
  the players suggest. Likewise, you can make new Terrors for them 
  to face, though it is suggested that you run any new Terrors by your 
  players. 
  Here are some general guidelines for making Terrors. Terrors should 
  have a minimum of 1 die in each skill, with a maximum of 5 dice in 
  Strength and Defense and a maximum of 3 dice in acrobatics. They 
  should also have between 2 to 6 Hit Points.   You can use the same 
  creation point system that the players use to buy skills, hit boxes (1 
  cp per hit box), and a special. It is suggested that easy Terrors be 
  built with 7 total CP, medium Terrors be build with 13 total CP, and 
  hard Terrors have 15 total CP. 
  Obstacles Difficulty   
  Ordinary (0):  Walking, Climbing over small object 
  Easy (1): Running (1.5x speed), Climbing over a medium object, Jumping 
  over something less then 6” tall/wide.//Picking up a small object. 
  Medium-Easy (2): Sprinting (2x speed), Climbing over a Tall object, 
  Jumping over something between 6” and 1’ tall/wide. // Picking up a 
  moderately sized object. Opening a small drawer 
  Medium-Hard (3): Climbing with an aid (like string), Jumping over 
  something between 1’ and 1.5’ tall/wide. Balancing on a wide 
  beam.//Picking up a large object. Opening a large Drawer/small 
  Door. 
  Hard (4): Climbing without an aid, Jumping over something   between 
  1.5’ and 2’ tall/wide. Balancing on a Narrow beam. // Picking up an 
  enormous object. Opening a large Door 
  Very Hard (5): Free climb, Jumping over something over 2’ tall/wide. 
  Balancing on a string. Opening a Window.  
  Clicker 
  Str: 2 Def :1 
  Acr: 1 
   
  Roll: 7 
  Flapper 
  Str: 2 Def : 2 
  Acr:1 
   
  Roll: 6,8 
   
  Moaner 
  Str: 3 Def : 3 
  Acr: 2 
   
  Roll: 5,9 
  Howler 
  Str: 3 Def : 4 
  Acr: 2 
   
  Roll: 4,10 
  Scratcher 
  Str: 4 Def :3  
  Acr: 2 
   
  Sp: Claws 
  Roll: 3,11 
  Nightmare 
  Str: 4 Def : 4 
  Acr: 1 
   
  Sp: Teeth 
  Roll: 2,12 
  Terrors 
  
SOURCE: textdata/thevault/Collections/Kid Friendly/3. Rules Lite Collection/Nighttime Guardians.pdf