Grilled Cheese

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Grilled Cheese is a product of Village Compute

Version devBuilt at: 2026-10-13 06:05:14 EDT

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@playfulmike.bsky.socialSep 29, 2026, 3:58 PM

Baba Yaga's Trial
A #microRPG where you, Baba Yaga, design tests for Vasilisa to unlock the secrets of her doll.
Inspired by the Russian #fairytale, "Vasilisa the Beautiful."

Consider #indiegames for #trickortreat this #Halloween!

Now live on Kickstarter: www.kickstarter.com/projects/ali...

@hardi.designSep 13, 2026, 4:05 PM

Found my dice set from Betrayal at House on the Hill that has 8×(0,0,1,1,2,2)... and ended up making a #microrpg thats just about half a page 😄

# Character sheet

NAME ______________________________

APPROACHES (Divide 8 dice between 2 Approaches)

RAW   ■■■■■■■■  CUNNING
LOUD  ■■■■■■■■  DISCREET

KNACKS
(Start with 3 · relevant Knack adds 1D to roll)
______________________________
______________________________
______________________________
..............................
..............................

XP □□□ (at 3 gain new Knack and reset to 0)

DAMAGE (8 damage and you’re out)

HARM⯈ □□□□□□□□ ⯇STRESS

# Rules sheet

ROLL (Use dice with 0,0,1,1,2,2)

GM sets Target between 4..10
Choose Approach dice pool
+1D for relevant Knack
±1D for advantage/disadvantage
Raise if you want
Roll and sum results
Push if you want

UNDER — fail
EQUAL — Success but…
1  over — succeed
2+ over — Success and…

HELP
(Give ally free Push)

On 0 you mark 1 Stress and ally’s pushing ends.

RAISE (Add +1 to Target per bonus)

Examples: +1 Harm, faster, quieter, another target, better position, more information.

PUSH (Reroll 1 die)

0 — mark Stress; stop pushing
1–2 — keep new result; stop or Push again

CONFLICT

Starting side goes first each round.
If one side has all acted, the other takes its remaining turns. Nobody goes twice
Attacks are normal rolls dealing 1 Harm + any Raised bonus effects
Hostile NPCs take/dish Harm:
GUARD  2/1 · baton, disciplined
OGRE 7/4 · club, huge
DRAGON 12/12 · fire, ancient

TURNS (1 action + 1 quick action)

Non-offensive: may pass to an ally.
Offensive: pass to an opponent.

QUICK (before/after main action)

Move: Engage/ Disengage/ Stand up
Defend: Dodge/ Take cover
Prepare your action
Draw an item/ Change weapon

RECOVERY

Breather: clear 1 Stress
Safe rest: clear all Stress and 1 Harm
Downtime: clear all damage

ADVANCEMENT

Gain 1 XP when your choices create meaningful trouble.