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Text
TOY TROOPERS
Wri�en by: Jakub Osiejewski
Thanks to the playtesters: Marcin for his Lone Brickhaus Deserter and Marcysia and her
Hardcore Mindy squad. Special thanks to Karol Woźniczak for his excellent mini-se�ing
Mini War and Marek Golonka for random ideas.
Editing: Aidan Novins
Art by: Anna Gorandso�r, Ania Jarmołowska. Some illustrations were provided by
public domain. In particular by bluebudgie, Wilfried Pohnke, 41300, Gianclaudo Spena,
Rocheli Tugera, Eduardo Davad of pixabay and other free image depositories. Other art
provided by Shu�erstock and Adobe Stock and is licenced using their respective licences:
Dan Kosmayer, Ezume Images, Peerayot, Kolesker Anastasiia, Rob Byron, blacksalmon,
simonXT2, Lifeinapixel, Sergey Ryzhov
Cover art: Max Shevchenko, courtesy of shu�erstock. Check out his portfolio at h�ps://
breakermaximus.com/
This book is dedicated to all environmental activists – heroes of the war on plastics.
©2021 GRAmel Books Piotr Koryś
This game references the Savage Worlds game system, available from Pinnacle
Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and
trademarks are copyrights of Pinnacle Entertainment Group. Used with permission.
innacle makes no representation or warranty as to the quality, viability, or suitability for
purpose of this product.
Table of contents
Introduction
Plastic lives
Chain of command
Auxiliaries
Toypunk technologies
Welcome to Toy World
Content Warnings
Chapter 1: Character Creation
Party concept
Choose Your Origin
Auxiliaries
Bricko/Brickhaus peeps
Mindy doll
Soldier archetypes
Service branches
Hindrances
New Skills
New Edges
Chapter 2: Setting Rules
Living Plastic
One last drop
That’s a big thing
Imaginary explosions
Range is range
Are Giants around?
Rip and Tear!
War is not hell
Rules of War
Promotion
Air and Artillery support
Challenges (Quick Encounters)
Chapter 3: Gear
Currency
Gear
Weapons
“Real-World” weapons
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Flamethrowers and lasers
Armor
Assorted gear
Vehicles
Chapter 4: Toy Worlds
Toy Zones
What do they do?
What they look like?
Can they be destroyed?
Death and dying
The House
The Boy’s room
The Parents’ bedroom
The Corridor
The Big Room
The Kitchen
The Dining Room
The Living Room
The Girl’s Room
The Big Bathroom
Storage room
Two-car garage
The front porch
The back porch
The garden
Other places
School
Library
Park
The Shopping Mall
Convenience Store
Chapter 5: Game Master's Toybox
The Greens and the Greys
The main villain
Abusing Physics for Fun and Profit
Gamemastering Toy Troopers
Mission generator
People and places
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Tinseltown
London Town
Major Characters
Our family
Chapter 6: Plot point Campaign
War is coming
March out!
Attack in the dark
After the patrol
Investigating Outpost Two
Grand Theft Toy Car
The Triassic Park
Trouble in Tinseltown
Act two: Redesigning Reality
Customers’ revenge
Operation Unlimited Credit
A Day in the Park
The 3d printer arrives
Four Giants and No Funerals
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Taking the supertoys down
Part Three: Kids, don't try this at home
Recipe for disaster, baby
Give the peace a chance!
Knight’s moves
Freeing Feldgrau
Finale: Toy Orders
Alternate finales
Fate of the would-be queen
Chapter 7: Enemies
Regular Soldiers
NCOs and Officers
Beasties
Living critters
Toy Size
Toys
Dinosaurs
Evil machines
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Introduction
The plastic soldiers in the House have been
fighting on the tabletop for years… and de‐
spite brief cease fires, there’s no end of con‐
flict in sight. Plastic toy troopers and other
“awakened toys” need to avoid the Giants and
conquer the strategically precious Toy Zones
because they grant toys their life and give
them space to build. Large scale wars are
fought just when the human beings turn their
backs or leave the house.
There are two main toy nations waging war
from the rooms of two children – the Greens
and the Greys. The Grey Army were exiled to
the Sister’s Room when the kids grew up, ac‐
cumulated enough toys, and there simply
wasn’t enough place for them in Boy’s Room.
The new Grey leader, Commander Feldgrau,
wants more area for the Greys – he’s already
conquering new Toy Zones and consolidating
his grip on the Sister’s Room. A lot of veter‐
ans claim that the war will soon begin anew,
since in the living room there are already
plenty of patrols of Greys. Both armies con‐
stantly explore the house in search for the
new Zones and conflict now seems unavoid‐
able. Many Greys are also seemingly far too
lenient with hiding from the Giants – they’re
already building fortifications in the garden,
seizing supplies from the fridge and invading
the garage!
It seems that the Green Nation once again
must rely on its defenders. The brave, re‐
silient, plastic Toy Troopers. These green
army men and women must face the greatest
war machine that’s ever fought on the carpet
and tabletop. But be prepared – the Grey Na‐
tion has powerful, monstrous allies, mad tech‐
nology, and nefarious goals.
Once again armies of toy soldiers will fight for
their honor, their green plastic land and for
their lives. The Green Nation needs you, Toy
Troopers! Face the invaders, the mercenaries,
the monstrous dinosaurs, robots and perhaps
even diabolical dogs in battles inside living
rooms! But be wary – life of a cheap, mass
produced molded plastic soldier isn’t as easy
as it sounds.
Plastic lives
Most Toy Troopers didn't technically enlist.
You were probably “awakened”, in a plastic
bag or a toy box brought into a Toy Zone –
but some Troopers may be born in the Zone,
and a handful can even be molded by the toys
themselves. Many Toy Troopers don’t even
have a name when starting their boot camp –
some pick a Giant-sounding name at random,
others can use just a number or code name,
but many adopt the unofficial nicknames as
their real moniker. Either way, you’re a two
inches tall plastic trooper, and you do what
troopers do best. Fight wars.
The main reason the toys fight is to control
the Toy Zones. A Toy Zone is kind of “home
base” for the Toy Troopers, a pocket dimen‐
sion accessible to toys where real world laws
don’t work so strictly. When an ordinary toy
is brought to the Toy Zone, it becomes alive –
a humanoid toy becomes more or less human,
5
can have their own life and function as a liv‐
ing being. Toy soldiers understand that
they’re soldiers and believe they need to fight
their enemies. In these Zones plastic trees
grow, can be cut and you can use these plastic
boards to build a plastic house. The size of liv‐
ing toys adjusts to the “dominant size” of the
zone, and since most Zones in the rooms in‐
habited by children are controlled by troop‐
ers, larger and smaller dolls are usually the
size of these army men – sometimes even
after leaving it.
Toy Zones allow plastic people to build their
own societies: they can heal, age, and grow,
build towns, and try to build a life for them‐
selves. Time flows erratically in Toy Zones,
which allows toy engineers to quickly build
and repair machines or their scientists to re‐
search things faster.
No Giant can access Toy Zones. It’s com‐
monly thought that they exist because the
gateways to the Zones lead through the places
not usually explored by Giants – to get into a
Toy Zone you need to crawl under the cup‐
board, behind the oven, or inside an air duct.
It opens to a small “pocket world” adjusted to
toys – many people assume that the toy who
finds it first can shape it somehow; for exam‐
ple, a world discovered by toy pirate will open
to a sandy tropical beach. It’s not so easy to
create such a world, of course – not every
such obscure hideout hides a Toy Zone, some
are too small to sustain a settlement and most
have already been colonized.
The Toy Zones have been occupied by various
groups – the two dominant ones are of course
the Green and Grey Nations, however there
are with a handful of independent groups as
well. The Grey Nation is expansive and looks
for the new Toy Zones wherever it can find
them – even the smallest Toy Zone has great
strategic potential. The other independent
groups include the Bricko people, the Mindy
dolls, and other figures.
Outside the Toy Zones, there’s the terrifying
Real World… and in this world, Toy Troopers
are just the size of kid’s toys. A bathtub is a
massive lake, a flowerpot – an unassailable
fortress swarming with giant insects, and a
resting puppy – a terrifying massive beast. In
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the Real World toys are more “plastic”, but
still alive – you can put your weapon down or
take your helmet off, you have no stand, and
most of your gear works normally: in particu‐
lar tanks and other vehicles.
However, Giants’ presence makes you feel
much more… toyetic. In the direct presence of
a Giant (and in some areas their presence is
constantly felt, their beds or places where
they’ve worked for several hours), you are al‐
most completely a toy. You have a stand, your
equipment becomes a part of you, and you
turn stiff. Even if a toy wanted to alert the Gi‐
ants that it’s alive, it can move only outside
their field of vision and it couldn’t be heard.
Chain of command
As a Toy Trooper you’re not a part of band of
adventurers, but an army. Army rank gives
you power over your inferiors, privileges, and
higher responsibilities. A typical grunt obeys
their squad leader (often a corporal) who
obeys a sarge, who takes their orders from
platoon leader, who relies on the officers…
who in turn have their own chain of com‐
mand, up to the General and the Prime Minis‐
ter. You can’t bypass others in the chain, bar‐
ring special circumstances.
On the plus side, since most toys are “awak‐
ened” not born, most officers started out as
grunts – a private can become a supreme
commander, in theory. On the other hand, in
Toy Zones toys can actually start new families
– and these few toys born there have family
surnames… and as with military families ev‐
erywhere, they often feel pressured to follow
in the footsteps of their parents. When you’re
“born” as a toy soldier, there’s little other em‐
ployment options for you.
NCOs and Officers
According to an urban legend, in the Giant
Army potential officers were asked “How
would you dig a trench?”. Some students an‐
swered that they’d do it themselves, others
drew plans of “optimal trench construction”.
Only a handful of candidates passed – these
who had answered “I say ‘Sergeant, dig me a
trench!’”.
This shows the distinction between officers
and NCOs. Officers are supposed to plan and
carry out strategies. NCOs, sergeants are sup‐
posed to realizing these plans and organizing
labor, while privates carry it out. To become
an officer, you need to prove you have the
skill to plan and coordinate efforts.
In the Toy Army, you need to take an officer
course and a difficult examination after finish‐
ing the boot camp. You quickly rise in the
ranks and can use the extra pay. It’s easier to
become an NCO, but it also takes some selfimprovement, and sergeants are more often
promoted from within ranks.
Auxiliaries
Toy armies are not just plastic soldiers – there
must be civilians to keep the war going and to
defend, after all. And an army still needs
cleaners and cooks. Even in the Green Nation,
there are citizens who aren’t Toy Troopers.
When any humanoid toy is brought into a
Green-controlled Toy Zone, it becomes alive
(and usually it scales down to Trooper size). It
has no mystic bond with the Zone, but the toy
counts as a citizen now and that means they,
too, can serve in the army. After all, the doll in
nurse garb has now her own personality, and
she simply might not like being a nurse.
A lot of the civilians provide services for the
army, but there are also some independent
settlements – though many maintain their in‐
dependence simply by providing some crucial
service or bribing one or both Nations with
useful loot and devices. The most notable is
Tinseltown, providing the toys with custommade entertainment.
In both Green and Grey Nation soldiers who
aren’t toy troopers are referred to as “auxil‐
iaries”, since usually they serve as support.
The most common type of auxiliary is proba‐
bly a Bricko (or Brickhaus) guy or gal, with
the fashion Mindy dolls being second most
popular.
Toypunk technologies
You are small, just about 2” (5 cm) tall. In the
Toy Zones you’re able to live in a world that’s
cut for you – you even have access to some
technologies, like radios and cameras. Not ev‐
erything is available in the Toy Zones, though
– while the Giants make toy-sized TVs, they
seem to be severely lacking in toy television
cameras or transmitters, for example. As a re‐
sult, most of the signal is just grey (or perhaps
green) static. Still, many toys have a surpris‐
ing degree of skill in engineering. The largest
Toy Zones even have universities to train
technicians – though they seldom have more
than a dozen students at a time.
Many inventions used on the battlefield make
use of the Giant devices, from the non-sen‐
tient toys like balls, to repurposed tools or
household objects like rubber bands. Other
toys exploit the physics of Toy Zones. For in‐
stance, if a toy car can transform into a real
car, it can also be taken apart in the Toy Zone
and repurposed as a power generator. Open
flames are discouraged in Toy Zones, but
since Toys act as humans in there, sometimes
they need a source of warmth and light too –
which is also why many Toy Troopers also
end up looting water from kitchen or one of
bathrooms. Wind-up technologies are also
quite popular, and they seem to last a lot
longer in the toy zones.
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A lot of time, technology must be looted from
the Real World – even simple electronics like
watches and calculators are useful, as are
spare metal parts. These objects are often
found in the mysterious Garage or the Out‐
doors. Of course, the looting must be curbed
and controlled – Giants might assume that
they’ve lost a sock or a single screwdriver
head from a set, but a missing cellphone
would make them search every corner of the
House, possibly disturbing Toy Zones.
Welcome to Toy World
Toy Troopers is a setting for Savage Worlds
Adventure Edition drawing from fairy tales
like Steadfast Tin Soldier, The Nutcracker, nov‐
els like Terry Pratchett’s Bromeliad and The
Carpet People, movies like the Lego Movie,
Wreck-It Ralph, Gnomeo and Juliet, Honey, I
shrunk the kids, Toy Story and Small Soldiers
or the cult Polish comedy Kingsajz. Of course,
the biggest influence was the semi-forgotten
series of old video games called Army Men
and its numerous spinoffs and imitators like
Toy Soldiers, as well as Micro Machines.
However, this is also a war-themed setting.
It’s based on adventure war stories like Cap‐
tain America (or the movie adaptations), the
Polish adventure series Four Tank Men and a
Dog, the movie How I Unleashed World War
8
Two, the Czech classic Good Soldier Švejk,
Heller’s Catch-22 and weird pulp war stories
in the vein of Dog Soldiers.
This is a comedic pulp war adventure starring
toys. We’re replacing the brutality of the real
war with the absurd antics of the little toy
people… But there’s still plenty of opportu‐
nity for action and an occasional bout of hero‐
ism. We’re writing this setting to be kidfriendly, but not necessarily “just for kids”. It’s
still about war, and toys will die and brutally
conquer other toys.
Here are some major themes of this setting:
• Expendable? Hardly. You are an or‐
dinary grunt, quite literally a dime a
dozen (okay, probably around 30 cents
per 12, but that’s including tax, and
maybe if you bought larger quanti‐
ties…). Anyway, you start out in boot
camp, same as everyone else – you
need to earn your chevrons! This does
not mean that you’re literally the same
as your fellow troopers – your person‐
ality might matter quite a lot. Express‐
ing yourself and establishing your
identity could be an interesting sub‐
plot in Toy Troopers campaigns.
• Tiny wars, great deeds. So, you’re
two inches tall and climbing the
kitchen table can be an adventure by
itself… but that does not mean you are
not saving the world or multiple
worlds as well! Just your size trans‐
forms a garden into a jungle, a space
under the bed into a secret base. You
will explore fantastical landscapes and
battle weird creatures.
• We have our job; the kids are just
there. In general, Toy Troopers don’t
care much about humans. Any layer of
“this is all a metaphor for brother-sis‐
ter rivalry” is entirely up to the Game
Master. Unlike in many inspirations,
the soldiers (the PCs) are the stars
here. You can use your own family in‐
stead of our sample one – that’s why
we don’t use names.
Content Warnings
Potentially controversial topics you might
consider including in your campaign are
themes like nationalism, patriotism, war ex‐
periences, matters of identity, family, capital‐
ism and consumerism, obedience, and blind
trust in authority.
Before playing, discuss the level of violence
you’re comfortable with: if you’re GM-ing for
younger players, ask them if they’re okay
with toy characters being hurt or hurting liv‐
ing beings like insects, rats, or larger crea‐
tures.
The campaign can also involve themes of dis‐
crimination, identity and nature of war and
bodily limitations.
• Violence or playtime? Toy Troop‐
ers is based on cartoons, but also
well… as any parent can attest there’s
no limit to which the toys can get
smashed to pieces. The basic (but op‐
tional) system of injuries of plastic sol‐
dier can be pretty unforgiving. Your
campaign of Toy Troopers can be
very kid-friendly… but it doesn’t have
to be!
• Fantastic war tales. Even consider‐
ing the war is fought by tiny army
troopers, it starts pretty normal… and
goes weird quickly. Giant insects?
Savage bears? Dinosaurs? Giant ro‐
bots? This war goes off the rails. It’s a
bit tongue in cheek, but you can use
any opportunity to use fantastic
scenery.
• Not so different. This isn’t a war be‐
tween Good and Evil – both the Green
and the Grey armies are made from
the same molds. Toys do bad things for
the same reason humans do – for the
lust of power, money, or other per‐
sonal gain. And soldiers – people with
power – still need their honor and
courage.
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Character
creAtiOn
As usual, we’re starting by creating a charac‐
ter. We assume that the player characters are
all Toy Troopers serving in the Green Army –
if you want to play with other types of toys
using the rules below, go ahead, but the rules
and adventures might not fully support this.
We’re giving you some other character con‐
cepts, to play out “toy wars” as you wish,
though!
Party concept
Before you start creating your individual Toy
Trooper, first talk together with other players
and the GM about your team and adventures
you want to play out. War-themed role-play‐
ing games work best if the players are mem‐
bers of the same unit, and one of the charac‐
ters is the leader.
This should not mean that this particular
player has to boss other participants around –
keep this in mind especially when playing
with young children. Out of character, the
players can argue and plan, and the leader
makes the decision in the game world.
• The most common setup is an in‐
fantry squad, commanded by an
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NCO (Non-Commissioned Officer) –
Squad Leader, typically a corporal or a
sergeant. The players have their char‐
acters as ordinary privates, and the re‐
maining grunts are Extras… But all the
players can create these allies them‐
selves, giving them nicknames (and
possibly rolling on the Allied Person‐
ality table) during the first session.
Don’t forget about them, the players
(not just the leader) command them in
combat, and these Extras can always
chime in with helpful advice or even
step in if one of the main characters
moves to the great trash bin in the sky.
• If you don’t want other soldiers taking
spotlight from the heroes, you have sev‐
eral other options. They can be a crew
of a vehicle – there are 3-5 soldiers per
tank, for example. Toy planes are larger
on the inside: they can take in two pi‐
lots, a bomber/navigator, one or two
gunners and a flight engineer (and you
can add some air crew, if you wish).
• The player characters can all serve in a
small special team. Scouting patrols
can be smaller and it’s a good excuse to
involve player soldiers in all sorts of
Green, not red, white and blue
The Green Army isn’t really meant to be a parody of a single specific armed force. I’m using
the NATO ranks, and since I’m writing in English, they correspond to the US Army, but it’s
not the only inspiration. For example, being raised on the old Warsaw Pact films, I imagine
tanks as shaped as T-34s. Likewise, Greys aren’t any specific “hostile force”, despite a couple
of jokes here and there.
Aim towards whatever armed force you feel most comfortable with. And remember, this
game is a gentle parody. Your own knowledge of military protocol should be used to enhance
the fun everyone’s having. Remind the players to use their own familiarity with real armies
to make the game more amusing, not lord their military knowledge over others.
It’s also worth mentioning that individual toys might be prejudiced against other toys – but
their shape and coloration usually has nothing to do with it. Green Army welcomes both
army men and army women in their ranks, as well as toys who don’t fit into this division –
and there are quite a lot of them.
strange events. Conversely, garrison
forces in Toy Troopers can be smaller
– player heroes can guard a specific
place or man a piece of artillery.
• The player characters can also start as
elite soldiers – the entirety of a
squad, possibly commanded by an
officer instead of an NCO. You’ll find
examples below. Alternatively, they
can be a “special task force” – essen‐
tially, regular grunts assembled to‐
gether (possibly including civilians) to
perform a specific task.
Choose Your Origin
Most of the army men and women in the
Green Army are Troopers – tiny plastic sol‐
diers, who, like SWADE humans, receive one
extra Edge. Apart from that, you need also to
consider how you arrived in the Toy Zone.
The vast majority of Toy Troopers are Enlisted
– they’re “awakened” toy soldiers. Other toy
soldiers gather them when Mom and Dad buy
them for the kids, and bring them to Toy
Zones, where they activate, loyal to their side.
• Enlisted Toy Troopers can move out
of the field of vision when Giants are
present – other Toy Troopers are help‐
less 1” away from a Giant.
A small amount of Toy Troopers are Army
Brats. Since in Toy Zones soldiers function as
human beings, this means that they’re able to
have plastic children of their own. Time is
weird in Toy Zones… and so a handful of
Army Brats grow up and join the army, de‐
spite the Giant kids still going to the same el‐
ementary school!
• Army Brats have had actual childhood
and start with d4 in Anthropology.
An even smaller amount of Toy Troopers
count as Crafted (or Remade) – they’re
molded by other toys, usually in Toy Zones.
Sometimes even they’re recast troopers using
plastic of the fallen comrades. They’re some‐
what weird, spaced out, but very loyal to their
side.
• Crafted Toy Troopers start with 2 ex‐
tra Advances, but are automatically
Loyal to their unit, and must pick an‐
other Minor physical Hindrance re‐
flecting non-professional molding.
Auxiliaries
Occasionally, toy troopers recruit auxiliaries,
other toys and toy-like characters. They’re
rarely regular troopers, and tend to be spe‐
cialists, but nonetheless they can fight on the
frontlines as well. The vast majority of Auxil‐
iaries are Enlisted, but they also can be Army
Brats or Crafted – the last ones might reflect
even something humanoid and made from
scratch!
11
It simply feels unfair to set the game in a
world of living toys and force you to play only
one sort of a toy. The player can create their
own toy profile, balancing it to +2. The final
Size of a toy shouldn’t be larger than +3 –
larger toys are “adjusted” to the Toy Trooper
size. Even a tall and slim Mindy Doll can end
up being 2” tall if she is awakened inside a
Green-Nation-controlled Zone – and if a Gi‐
ant found them, they’d think “who painted
this toy soldier?”. There are NPC toys that
weren’t awakened in the Trooper-controlled
Toy Zones – they can retain their own size, as
seen in the bestiary on page 80.
Auxiliaries are almost always affected by the
Plastic but human setting rules (some‐
times they can be wooden or made
of cloth, but the rules are roughly
the same). They also need to be
“mostly human” – a humanoid
superhero turtle or a cyborg are
okay, but robots or cartoon ani‐
mals might awaken as non-sapi‐
ent creatures.
No matter whether you’re a
magical fairy, a superhero or
a wizard – Auxiliaries
can’t
have
Arcane
Backgrounds. The Toy
Zones transform characters
into people. However, with the GM
approval, some toy features can be
bought as Powers from the Super
Powers Companion, provided that
they make sense (Interface for an edu‐
cational doll or non-lethal Ranged
Attack using water for a mermaid that
stores water in her body).
However, any Tricks based on your toy
features have a +2 bonus… but this also
can apply to your enemies too who
exploit your weakness.
Below you’ll find two most
common toy “types”:
12
Bricko/Brickhaus peeps
One of the more popular toys to join the
Green Army are Brickos – little figures of as‐
sorted people performing a given job, used
with modular plastic brick sets… very similar
to their Central European competitors from
Brickhaus. Despite their protests to the con‐
trary and frequent bickering, thanks to influ‐
ence of Green Toy Zones adjusting them to
similar size, both groups are virtually indis‐
tinguishable. You can pick Small to be sized
closer to the Bricko guy or Brawny to be a
Brickhaus figure.
• A builder, not a sneak: Stiff
joints and bright colors make
them unfit for sneaking
around… but instead
they know well how to
build things not only
out of bricks. Repair re‐
places Stealth for them
as a Core skill. If you re‐
ceive Repair as a Core
skill from another pack‐
age, replace it with
Thievery or Electronics.
• Everything clicks to‐
gether: Bricko people
learn how everything
matches and has its own
place in society. This innate
sense of engineering re‐
sults in them starting with
d6 in Smarts (and being
able to raise it to d12+1).
• Everything is awe‐
some: The Brick guys are
generally a peaceful bunch enjoying
life. The PC has a Minor version of the
Pacifist Edge – which also annoys his su‐
periors. You can exchange this for a simi‐
lar Hindrance, like Yellow or Hesitant.
• Repairable: In the Real World it’s
easier to repair you since you’re built
of smaller pieces. It’s generally easier
to find spare hands or legs. You can
make a free Repair roll to Support
anyone fixing you.
• Thematically appropriate: Bricko
guys and gals come in wide variety of
social roles, costumes, and knowledge
of their job. Their society and mindset
are more similar to that of the Giants,
and thus they start with a free d4 in
Anthropology (d6 for Army Brat
Brickos).
Mindy doll
A distant third type of toy are the “Mindy”
fashion dolls. When they’re brought into a
Toy Trooper-controlled zone, they shrink to
their size. Perhaps in the past, some generals
thought the fashionistas would make great
nurses – or maybe they’d be as great at every‐
thing as the legendary original Mindy was.
Either way, Mindys (who do not all share the
name, appearance, and identity) and their rare
male partners Chucks are, like all toys, indi‐
viduals. Some have joined the Boot Camps
and wanted to be sent to the frontlines to de‐
fend the Green Nation. Others might resent
the Greens for animating them as a small, un‐
stylish figure.
• Attractive: Mindys tend to be good
looking (as per Attractive Edge) by the
Toy Trooper standards. Some might not
be, due to bad molding or just wearing
plaid shirts, glasses and ponytails – they
can swap it for any Novice Edge.
• Graceful: Chucks and Mindys are
somewhat willowy and used to tiptoe‐
ing. They start with Agility d6 and can raise
it to d12+1 without Legendary Edges.
• Willowy: The fashion dolls tend to be
on the tall and slim side – this reduces
their Toughness by –1, and they subtract
–1 from Vigor rolls to resist Fatigue.
Soldier archetypes
Now when you know what your hero is, it’s
also time to think what he’s like. Here’s a list
of archetypes and personality traits based on
war movies, books, and comics. Mix and
match ideas freely.
• Activist: During your Boot Camp or
in your spare time you picked up a po‐
litical cause – even though toy politics
seem strange. Perhaps you’re a hu‐
manist, believing that Giants must be
studied and toys should take care of
their children, perhaps you’re a paci‐
fist rejecting the military society. This
can draw ire of your superiors. Pick a
mental Hindrance reflecting your de‐
votion and roleplay it.
• Altruist: This idealist believes that no
toy should be left behind. Regardless
of what she thinks of Giants and
Greys, at least she will respect civil‐
ians and possibly wildlife. She believes
that the duty of the Green Army is to
preserve peace and discovery. Persua‐
sion, perhaps even Performance and
Edges like Work the Room will be use‐
ful for you.
• Boisterous Fighter: There’s a reason
you’re in the army – you just love to
fight! A dose of adrenaline makes your
plastic blood warmer! War is not just
bloodshed, it’s a high adventure… and
you want everyone around you to
know it! Your Edges like Bolster and
Killer Instinct will come in handy
when it comes to blows.
• Chronicler: Green Nation has some
media – occasional newspaper or even
a film reel. Your duty – whether or‐
dered or self-imposed – is to make
your unit remembered, possibly even
famous. You’ll write stories, create
photos, and record your trooper’s
saga. You can use Performance for
your storytelling both on paper and in
person.
• Coward: Everyone’s a coward in the
army. Some are just more afraid of
their NCO than of the opponents.
Luckily, you have some strong surviv‐
ing instincts, and when push comes to
shove… you are not there. Cowardly
soldiers tend to be Hard to Kill and
Lucky. I mean, these cowards who do
survive.
13
• Explorer: The Real World is fascinat‐
ing. There are so many things in the
House or the Outside and you want to
witness them and understand how
they work. There’re societies of for‐
gotten toys, unknown species of in‐
sects, mysteries of the toolshed in the
garden… and that’s not even mention‐
ing exotic places like School or the
Parks! Get Survival and Woodsman –
and the new Navigation skill.
• Gearhead: Something flickers in your
mind when you see numbers and the
mechanical elements seem to dance in
your hands. You’re a bona fide genius
when it comes to knowing how to use
and build strange technologies. Pick
McGyver Edge to be able to build
“Toypunk” devices!
• Grim Fatalist: You have nowhere
else to go. You’re stuck in the foxholes
and trapped as a tiny plastic figure in
an endless stupid war… and you voice
this openly. After all, the worst ene‐
mies aren’t on the other side of the liv‐
ing room, the enemies aren’t giant
beetles… the worst enemies are in the
headquarters. High Smarts and Edges
like Iron Will might help you survive.
• Hotshot: You are determined to prove
your worth and show that you’re the
best of the best. Hopefully, you will be
transferred to an elite squad, like para‐
troopers! In the meantime, just act like
you’re the biggest, meanest plastic toy
in the playground. Pick Intimidation
and Combat Edges as well as Arrogant
or Overconfident.
• Hustler: You’re a rogue, more likely
to swindle the opponents in threecard-ante than shoot at them. You’ve
distracted your enemies with magic
tricks, cross-dressed as a Mindy doll
and always have at least one trick up
your sleeve. Obviously, Persuasion
and Thievery are useful, but without
Luck you’d be turned to plastic bits
long time ago.
14
• Leader: A good leader doesn’t have to
be particularly intelligent, charis‐
matic, or quick-witted. A good leader
is simply a person that knows when to
delegate. Still, Leadership Edges will
be useful, as will be the Officer Edge.
• Naive Newcomer: Fresh soldier out
of boot camp. Naïve, wide eyed and ready
for anything… but his expectations of
glory rarely fit the harsh realities of the
toy wars. High Spirit is a must.
• Role Model: You believe that you’re
here for a reason – and as a toy you’re
a companion to the Boy and Girl. It’s
up to you to make them grow up to be
decent people! You decided to “adopt”
these kids, and maybe even subtly in‐
fluence their lives… which is hard
with this war going on. Check out the
new Humanist Hindrance and An‐
thropology skill.
Service branches
The bulk of the Green armed forces is the
Army, that’s why they are called army men
and women. Toy ships are hard to find – but
there could be a toy navy out there in your
games, and there’s definitely a toy air force…
and maybe your games could feature even
some forces beyond that, like space force or
gendarmerie. Some campaigns might have a
place for a civilian – usually a journalist, tech‐
nician or a scientist attached to a specific unit.
After you’ve chosen what type of toy you are,
select your service branch and a specialty
within the branch. They grant you core skills
and adjust your starting gear.
Army
Add Shooting and Fighting to your core skills.
Your Common Knowledge now includes mili‐
tary protocol, basic technical operation of
army devices etc. – while Battle covers famil‐
iarity of actual tactics but also customs and
devices of other branches and specialties.
Pick a specialty:
Short history of toy soldiers
Toy soldiers are presumably as old as soldiers themselves. Replicas of warriors have been
found in Ancient Egyptian tombs, and in the Iliad, warriors are mocked as ‘toy soldiers’.
Wooden figures of soldiers have been around forever, found in graves and archeological digs
world wide. They’ve long been one of the most iconic toys even before the mass production.
With the arrival of industrial production in the 18th century, children – mostly boys – could
easily buy molded lead toy soldiers, brightly painted. Some were flat, portrayed only in sil‐
houettes to make them more affordable. In the late 19th century toy soldiers became more
affordable – and eventually the cheap and lightweight hollow lead soldiers popped up.
Officers have been using such models for centuries to create all sorts of simulations of battle‐
fields. In 1913 the established SF classic H.G. Wells created one of the earliest sets of rules for
what is now called “miniature wargaming” for use with toy soldiers – indirectly inspiring
roleplaying games.
Toy soldiers became controversial in the twentieth century – they were often heavily used as
tools for propaganda in the days before WWI, and many activists have argued that they raise
children for war – leading many toy manufacturers to abandon military toy sets completely.
For example, some of the earliest sets of toy soldiers made of synthetic materials in Germany
portrayed the new weapons of the rising Third Reich. And during the WWII the production
of lead toys halted, as lead was more necessary for the war effort. By the 1950s most toy fig‐
ures were created using plastics. It was only in 1966 the UK and many other countries banned
the production of toys containing lead.
Most toy soldiers on the market curently resemble WWII forces and other 20th century con‐
flicts. Very few toy soldiers manufacturers try to portray advances in armor or weapons –
although scale models (1:12 or smaller figures) move with the times. Some portray historical
armies or groups like “cowboys and Indians”. Very rarely, though, manufacturers create army
women.
There are many varieties of toy soldiers. The model companies create the most detailed, real‐
istic sculpts… and many are pirated by the unscrupulous toy manufacturers. The cheaper the
toy, the less detailed it is.
Tank Crew
You are one of a crew of an armored vehicle,
usually a tank. The tank needs a driver (who
can also operate a machine gun), a gunner, and
a commander, who organizes the action of the
troopers, points the targets, and often operates
the radio. Many tanks have also additional
loaders who Support the main gunner.
Core Skills: Driving, Repair.
Gear: Tank (or other vehicle), communicator
(a radio or a helmet), heavy pistol.
Infantry
Ordinary grunts. Their task is that to occupy
area and hold it, and so they can often serve
as garrisons. Since Toy Troopers can’t usually
dig their way through tabletops and fortifica‐
tions are usually not permanent, toy infantry
needs to find useful vantage points and Toy
Zones. Can encompass Marines.
Core Skills: None, but they receive the Sol‐
dier Edge.
Gear: Assault Rifle and 2 spare magazines,
helmet, 3 grenades, canteen, knife, 1 P-ration.
Medic
Medics are there to patch up soldiers. They need
(and have) basic training in both actual medicine
to patch soldiers in Toy Zones and in making
emergency plastic repair in the battlefield.
Core Skills: Healing, Repair
Gear: Assault Rifle, canteen, knife, 1 P-ration,
medical kit.
15
Scout
The task of a scout is to… scout. To look
around for any trace of the enemy and warn
your force of their presence, to get the lay of
the land – and the presence of Giants and gi‐
ant animals. Many scouts operate in small
groups or on their own.
Elite infantry
Core Skills: Driving, Navigation
These soldiers are often promoted after a cou‐
ple of missions. They could be selected on
their own and developed later, or GM might
decide that they’re available only if the party
starts at Seasoned rank.
Gear: Basic Rifle and 2 spare magazines. hel‐
met, canteen, knife, 2 P-rations, compass.
Sniper
Technician
In the real world, most of the army is there to
maintain tools for infantry. In the tabletop
world, usually there’s a cadre of toy troopers
trained to operate devices.
Core Skills: Repair, Science
Gear: Toolkit, light pistol and a spare maga‐
zine, knife.
Artillery
You can man a toy cannon, but most of the
time you work with toy-punk contraptions,
like repurposed giant-scale nerf guns or water
balloons.
Core Skills: Driving, Repair
16
Gear: Toolkit, heavy pistol and a spare maga‐
zine.
The marksman is a person specialized in tak‐
ing out important targets, like officers, spe‐
cialists… and other snipers. A sniper needs
high Shooting, but also needs to sneak out on
their own.
Core Skills: Repair, Intimidate
Advancements: Shooting d8, Marksman,
Trademark Weapon, Spirit d8, Level-Headed.
Gear: Sniper rifle and 2 spare magazines, hel‐
met, 3 grenades, canteen, knife, 1 P-ration, a
sidearm (light pistol)
Paratrooper
Toy Troopers might have been molded for the
job (with a circle on the top of their head).
They come prepared but it’s not hard to im‐
provise a parachute. There are three kinds of
paratroopers: Commandos (see below)
trained for crucial operations, operating in
small groups, point guard who scout for regu‐
lar infantry, and airborne rangers – who use
dozens of soldiers to quickly deploy in the
area. Green Army is a small force… and a
paratrooper can serve in either of these roles.
Core skills: Survival, Navigation
Core Skills: Navigation, Survival.
Navy
Advancements: Athletics d8, Stealth, Thief/
Woodsman, Survival.
Gear: Submachine Gun, Parachute, grenade,
two P-rations, knife.
Commando
Special forces are troops sent for crucial mis‐
sions that require speed, precision, and effi‐
ciency. Commandos usually operate behind en‐
emy lines where they perform delicate recon‐
naissance, attack main targets, rescue hostages,
and destroy tactical obstacles.
Core skills: Repair, Survival.
Advancement: Stealth d8, Assassin, Agility,
Scavenger.
Gear: Submachine gun and 2 spare maga‐
zines, knife, 2 P-rations, compass.
Military Police
In theory, the military police provide law en‐
forcement to soldiers and areas under direct
military control. Some real-world armies used
this formation as a feared tool of government
control. Usually, though, it’s just a single over‐
worked officer investigating complaints and
some of their men – and they’re quite often in‐
volved in real combat, especially in urban areas.
Core skills: Research, Intimidation
Advancement: Menacing, Streetwise, Per‐
suasion d8, Band of Brothers
Gear: Submachine gun and 2 spare maga‐
zines, knife.
Search and rescue (CSAR)
This elite team is usually deployed to find and
return comrades lost or evading contact with
the enemy. As any Giant kid will attest, it’s
hard to find lost toys. Often, they are actually
air force soldiers rather than infantry.
Advancement: Athletics d8, Stealth, Piloting,
Healing d6.
Gear: Submachine Gun, Parachute, grenade,
2 P-ration, knife.
Navy troops receive Shooting and Boating as
Core Skills. A sailor also adds Repair and Sur‐
vival, while a naval officer receives Battle and
Science (if he chose the Officer Edge). A petty
officer (“bosun”) might have Battle and Intim‐
idation if you picked the NCO Edge.
Air Force
Air Force receives Repair and Navigation as
Core Skills.
Aircrew receive Electronics and Piloting, pi‐
lots have Piloting and Shooting, while wing
commanders have Piloting and Battle. Ground
mechanics can use the Techie profile above.
To be a pilot, you need an Officer Edge, most
pilots should start as Seasoned.
Civilian
Usually, a civilian should pick two extra skills
as their core ones to reflect their background.
For example, a scientist can pick Science and
Research, a historian might pick Battle and
Academics, lawyer might have Academia and
Law, reporter has Journalism and Academia,
while a doctor has Healing and Science.
You can reflect Commission for doctors,
nurses, or legal consultants (real-world
armies have a surprising number of lawyers)
simply by picking the Officer Edge.
New and altered
Hindrances
Some physical Hindrances like Short or Ugly
might reflect bad molding (cheaply made in
China). Green Army has some standards – it
doesn’t accept Young or Elderly soldiers.
However, civilians might still have them, and
17
some Army Brats or veterans might, for in‐
stance, hang around their family.
Amorous (Major)
Life of a plastic toy can be sad and lonely
sometimes. Your hero is thus prone to falling
in love and will do anything for the people
that match his preferences – often, it’s the op‐
posite gender, but things are not so clear-cut
with plastic toys. This is evident in your be‐
havior, but you can be courteous or shock‐
ingly open, as long as you role-play it.
Select a very wide category of people like a
gender, or maybe “all people who drive vehi‐
cles”, “any performer”, or “all redheads”. You
have a –1 to resist Tests they make against you,
and they also add their bonus for being Attrac‐
tive or Very Attractive to most of their Tests.
Big Dumb Head (Minor)
Usually this is a negative racial trait. Your
head is big, at least half of your body mass.
Your enemies have no penalties for Called
Shots to your head, but you only receive +2
damage when your head is targeted with a
called shot (your head is chunky).
Disaster Magnet (Major)
Bad things that can happen usually happen to
you. You tend to have the worst luck. You are
usually picked to march at the head of the col‐
umn, and you are often bypassed for promo‐
tions (–1 to Promotion rolls). Additionally,
non-sapient creatures tend to attack you first.
Gregarious (Minor or Major)
You are miserable when alone. You seek con‐
stant companionship, and are somewhat de‐
pressed when not talking with anyone,
whether friend or stranger. After a couple of
days of loneliness, you’ll risk your life just to
talk to anyone, even a non-sentient toy.
Effectively, this is autophobia – fear of being
alone, and so you subtract –1 from your rolls
if it’s a Minor trait or –2 if it’s Major when alone,
as per Phobia rules in SWADE. Note that you’re
not alone when surrounded by enemies!
Humanist (Major)
You have a strange fascination with Giants –
decide for yourself whether you’re curious
18
about the entire species or just the family. You
usually just annoy your fellow toy troopers
with conjectures and stories, but sometimes
you can put an entire squad at risk when you
want to examine something. You might even
leave to take a close glance at a Giant from a
safe vantage point!
Alternatively, you might see the kids (the Boy
and Girl) in the house as “your wards” and feel
that you’re somewhat responsible for raising
them. You might, for instance, decide to re‐
move a violent video game from the house.
Lazy (Minor)
Your solider is averse to work… even though
some people can work for hours just to avoid
something that could be done in 20 minutes.
Your superiors will find out sooner or later, so
you have –2 to all Promotion rolls.
Loyal (Major)
This works like in the Core Savage Worlds
rules – but furthermore, you never leave one
of your own on the field to suffer at the hands
of the enemy. You will even jeopardize the
mission to rescue a fellow soldier.
Never Surrender (Major)
Death before dishonor. You never retreat, and
you never give up on the mission until it is com‐
pleted, even at the risk of your own life. Your im‐
mediate superiors must beat you in a Persua‐
sion (or Intimidation) check opposed to your
Spirit to force you to make a tactical retreat.
Outdoors hater (Minor)
You prefer the insides of a comfortable house
or apartment. When outdoors, you grumble
and are annoying – additionally you subtract
–1 to resist the effects of weather, heat, cold,
and humidity. This applies to the Real Out‐
doors… so you have no problems with natu‐
ral-looking but still toyetic Toy Zones, but
you will complain in an underground base in
the garden!
Panicky (Minor)
You are jittery – this might be a general ner‐
vous disposition or a result of some experi‐
ences on the frontlines. Usually this means you
have a just generally suspicious disposition.
You sacrifice an action in the first round after
someone attacks you – but only once per
combat. To put it simply: when someone tries
to shoot you, whether they hit or miss, in
your next turn you lose an action to calm
yourself down and you take a –2 to every‐
thing else (multi-action penalty). After that,
you are able to collect yourself for the rest of
the encounter.
New Skills
Toy Troopers uses the skill list found in reg‐
ular SWADE… but it adds two major ones and
an optional third one. Pick Navigation as dis‐
tinct from Survival to know your way around
the house, or Anthropology to learn to under‐
stand Giants.
Anthropology
Anthropology is a study of human beings, or
as the toys call them, Giants. It also covers the
familiarity of the nearest available specimens
– the family whose house it is, their behavior
and personalities. There are things covered by
Common Knowledge that toys have absorbed
by their own lives and observations. Anthro‐
pology is more detailed: it allows you to pre‐
dict Giant behavior, because you have learned
about these creatures though regular study,
reading books and watching movies.
For instance, while the Green Army has its own
bureaucracy, you might use this skill to remem‐
ber what Giants do in the office or what a ‘pho‐
tocopier’ is. A lot of “book knowledge” of the Gi‐
ants can be treated as Academics, but you still
need Anthropology to interpret it properly.
Navigation
Navigation is not just a method to find your
way. Remember, you are 2” tall, and see the
world from the perspective of a tiny toy sol‐
dier. Navigation allows you to determine po‐
sition, find a course and estimate where you
are, but it’s also a “terrain visualization” skill,
determining how well you orientate yourself
in the “Real World”. In essence, high levels of
Navigation skill let you see the world from
the perspective of a Giant.
Photography
This is a situational skill, used to operate both
toy trooper-sized cameras but also to coordinate
efforts and operate large cameras seized by the
Green Army. It is optional and fairly narrow in
scope, so you might treat it as a specialty of
Electronics or conflate it with a player-created
skill like Journalism. Remember that taking a
photo of an unmoving object should never re‐
quire a roll – check only if the PC is fighting,
taking part in a high speed chase and details
will be important!
Altered Skills
Athletics
Athletics is also the skill used by paratroop‐
ers. Roll to see whether you land in the de‐
sired place, manage to open your parachute
on time and so on.
Boating
Boating allows you to use toy boats and ships
(which are very rare but exist, in particular in
the park), as well as the improvised rafts.
Electronics and Hacking
Electronics might apply to some toy-built
contraptions, but most of the time you’ll use
19
these skills to work with Giant-made comput‐
ers. Troopers seldom realize what is the pur‐
pose of a computer and many don’t see much
difference between a PC and a TV – both dis‐
play things that amuse Giants. Hacking re‐
flects the general understanding of computers
more than actual cyber-crime… but you can
still use it to try to do some low-grade shenani‐
gans like using a computer to learn what Gi‐
ants searched for the other day. Note that be‐
cause of your unusual perspective, Electronics
can also help you navigate inside a large elec‐
tronic device, like an old-fashioned PC.
Languages
All toys speak the same language – the same
as the Giants, for instance if you’ve chosen to
set your game in the USA, it’ll probably be
English. However, knowing other languages
might be useful: English (if it’s not your na‐
tive one), German, Japanese and Chinese
might all be useful when reading instruction
manuals, for example. If your toy soldier
knows a foreign language, she should have a
good story on how she learned it – did you
loot books from Giants’ library? Watched
four seasons of Karakuri No Tatakai when the
Boy’s friends came to visit?
Occult
In our core campaign this might have very
few uses, but in your game strange things
could happen on Halloween. Many toys be‐
lieve that their animation is at least partly
magical, and others are simply superstitious.
This skill, limited by Anthropology, can also
refer to Giants’ superstition and beliefs.
Repair
This skill applies to both repairing equipment
in the Toy Zone, fixing toys (including toy
troopers themselves!), but also to building im‐
provised devices.
Research
Most of the time, Research is made in the
Army archives; Hacking limits the die of us‐
ing Giant computers and phones.
20
Edges
No PC is allowed to pick Arcane Back‐
grounds… it’s hard to say that toys can inex‐
plicably move have no magic – just that
there’s no “wizards”. Auxiliaries that are su‐
perheroes or wizards are just funny-shaped
people.
Combat Edges
Aim for the Big One
Requirements: Seasoned, Agility d8+,
Shooting d8+, Rock and Roll!
When you roll Shooting as a part of suppres‐
sive fire action, choose an enemy under the
template. The result of that Shooting roll also
counts as a normal ranged attack against that
creature. If you hit the enemy, you inflict nor‐
mal damage, and he does not count into the
enemies you can actually hit with RoF – and
in fact might be hit by suppressive fire again.
Cavalry
Requirements: Novice, Athletics d6+
The current generation of Toy Troopers
doesn’t have much of riding experience, but
you’re a throwback. You receive a +1 bonus to
Riding, as well as all animal-related Survival
and Science rolls. If you received Driving as a
Core skill, you can swap it to Riding.
Note that this bonus does not just influence
toy mounts – perhaps you tamed a mouse? If
you pick it during the character creation, talk
with the GM about your mount.
You may also spend bennies to Soak the
Wounds of your mount, using your Riding or
its Spirit, whatever’s higher.
Shuffle and Disarm
Requirements: Wild Card, Seasoned, Im‐
proved Martial Artist, Fighting d8+
Most soldiers need to make an Aimed Shot
when they want to disarm someone, but
you’ve mastered the ancient art of shuffle.
When you make a Fighting-based Test in the
melee range, success means that apart from
making them Distracted or Vulnerable you
can also make the opponent drop their
Improved Suppressive Fire
Requirements: Novice, Agility d6+, Shoot‐
ing d6+
You know how to spray and pray – you cover
an area of a Large Burst Template instead of a
Medium one when using Suppressive Fire, us‐
ing the same amount of ammo.
Relentless Assault
Requirements: Heroic, Strength d8+, Fight‐
ing or Shooting d10+
Each successful Wound you deal to a single
enemy (whether melee or ranged) lowers
their Armor by –1 until the end of encounter.
Usually, they will need to heal or repair their
gear to recover fully. If you are wielding a
Real World weapon, you can even chip away
toy Heavy Armor – but not Real World Ar‐
mor.
Timed Counter
Requirements: Seasoned,
Fighting d8+, Athletics d6+
weapon. If they rolled a 1 in their Agility roll
to resist, you can end up with their weapon in
your hands.
Duck and Cover
Requirements: Novice, Agility d8+
If you are using Cover or lying prone, ranged
attacks against you are at –2 (in addition to
the penalties for existing cover). You also get
+2 to Evade.
Hack and slay
Requirements: Seasoned, Strength d6+,
Fighting d8+
Any “real world” melee weapon you wield has
AP +4, and a Raise deals d8 (instead of d6)
damage. The weapon can be improvised, and
you don’t have to make it yourself.
Calculating,
You weave, dodge and parry blows coming
from enemies encircling you. Enemies who
were on Hold have –2 to attack you.
Weird Edges
Bendy
Requirements: Novice, Agility d8+
You know how toys can be found in the ran‐
dom places? Well that’s because, you remem‐
ber that you’ve got no bones, and as a result
you can squeeze through any hole. You have
+2 to Athletics checks to squeeze through
bars, cramped tunnels. If you’re Small, usually
you succeed automatically.
Plastic-Eater Lad/Lass
Requirements: Novice, Vigor d6+
In the Real World you still need food – you
can forage or loot the kitchen. Most plastic
soldiers need to eat P-rations or scrounge Gi‐
ant food up in the field (or eat a mosquito in a
pinch). You can sustain on any plastic sub‐
stance. Heck, you can even eat enemy’s gun.
The darker implications of this Edge are… let’s
move on.
21
Toy of a Thousand Faces
Requirements: Novice, Vigor d8+
Your face is generically molded, and you have
learned, via exposure to heat, that you can try
molding it yourself, altering your appearance.
Doing so requires a Repair roll (–2 if you’re
doing it yourself, –1 with a mirror) and a
source of heat. Critical failure means that you
managed to scald yourself – you receive a
Wound you can’t Soak, and you can’t try to
remold yourself until you heal this Wound.
Undetectable
Requirements: Novice, Stealth d6+
You are small, plastic, and wiry. Any oppo‐
nent that makes a Notice check to detect you
has a –2 penalty and subtracts the bonus pro‐
vided by any cover you’re using.
Social Edges
High-Techie
Requirements: Novice, Smarts d8+, Sci‐
ence d6+
Toy armies don’t have many soldiers ready to
experiment with the technology of Giants.
You’re one of them, a real cyber-soldier for
the digital era. You know how actual comput‐
ers work, and thus have a +2 to Hacking and
Electronics rolls. If you’re also Mr. Fix-it, you
also work faster when programming – which
is important when you need to jump on the
keyboard to press the buttons.
Rank: Officer
Requirements: Novice, Smarts d6+, GM’s
approval.
The hero has undertaken an OTC – officer
training course and passed the exams. If there’s
a commission available, he becomes an officer.
He gains the lowest rank of an officer and is
given a frontline duty. Apart from status and
greater pay, all the +1 bonuses from Command
Edges are increased to +2. Finally, it allows you
to spend Bennies on Promotion rolls, for your‐
self and other members of your squad.
22
Rank: NCO
Requirements: Novice, Smarts d6+, GM’s
approval.
The hero has been promoted to the rank of an
NCO, sometimes due to skills and sometimes
due to his experience. He gains +1 Toughness
to reflect his attitude and +1 to all Intimida‐
tion rolls.
Leadership Edges
Defend me!
Requirements: Seasoned,
Battle d6+, Vigor d8+
Command,
When you take a Wound (you can Soak some
of the damage, but you need to take at least
one Wound), you can point out a single ally in
your Command Range. They can immediately
make a Shooting roll with an additional –2
penalty against the enemy that just Wounded
you (provided that the ally is armed, can see
that enemy, etc.), even if it’s not their turn.
They can make just one shot and can’t use au‐
tomatic weapon.
Famed commander
Requirements: Veteran, Battle d10+, rank
of colonel.
You’re a real commander of forces – even
though toy armies are generally small, your
tactical genius can be compared with com‐
manders of Giant forces. You get 1 free Battle
reroll per Mass Battle, and you can even use it
to reroll a Critical Failure.
Green Zebra
Requirements: Novice, Battle d4+
You learned there is safety in numbers. Ene‐
mies halve their gang up bonus against any
Green Toy Trooper in your Command Range
(not an auxiliary or other ally). Your Wild
Card allies also gain +1 when they Support
their commander (not necessarily you) in
Mass Battles.
Ram them!
Requirements: Seasoned, Driving (or
Boating) d8+
You receive a +2 bonus when trying to Ram
enemies – and your vehicle receives only half
damage when ramming other vehicles!
Knee-driver
Requirements: Seasoned, Ambidextrous,
Driving (or Piloting/Boating) d8+, Shooting
d6+
You’re able to divide your attention between
driving and shooting. You ignore –2 multi-ac‐
tion penalty to Shooting roll if you’re making
a Chase action when driving a car.
Professional Edges
Trademark Vehicle
Requirements: Wild Card, Novice, Repair
d6+, Driving (or Piloting/Boating) d8
Pick one specific vehicle, like “our tank” or
“that red Flywheel car”. When you’re using it,
your Wild Die increases one type (usually to
d8, max d12) when performing any actions
(including Repairing it or Shooting the on‐
board weapons).
23
Setting
rules
This setting works well with the following
Setting Rules from SWADE:
•
•
•
•
•
Creative Combat
Fanatics
Fast Healing
Gritty damage (see below)
Heroes never die (optionally, see War
is not hell)
• High adventure (see also Abusing
Physics for Fun and Profit on page
45)
Living Plastic
Your characters are effectively human for
most extents and purposes. In the Toy Zones
they function more or less like human beings,
needing food, water and sleep. A toy soldier
can take her helmet off, change her clothes
and go shower, for example. However, “living
plastic” is still flammable.
• Flammable: You automatically catch
fire, and you can only put it out using
the scenery. You always receive an In‐
jury when you receive a Wound from
Fire. You can heal it normally in Toy
Zones if you get there within the
Golden Hour.
In the Real World – usually whenever you’re
on a mission – toy troopers are animated plas‐
24
tic. They’re still Flammable, but there are a
couple of situational rules they need to re‐
member as well.
• Plastic floats: Yup, you’re naturally
buoyant. While you can’t drown, you
might still have to make Athletics rolls
to maneuver.
• Ice cold: When exposed to cold, you
become Stiff and can’t Evade!
• Gritty Damage: All damage dealt by
actually living creatures (Giants, rats,
spiders), even indirectly, is Gritty. Yes,
this means you’re more likely to lose a
hand when a kid throws you from the
second floor than when you fall on
your own. War is hell. Sometimes it’s
better to just flee from bugs.
• Living Plastic: In the Real World you
are effectively both “plastic” and
“flesh”. You can be Healed (within the
golden hour) or Repaired (at any time)
– but both skills require different
tools. Healing does require toy
trooper-sized medical kits (although
Giant medicine can be used in a pinch)
while Repair requires plastic repair
tools, perhaps even an open flame or
Power Glue (cyanoacrylates for you
eggheads).
In the Giant Zones – usually when Giants are
nearby or in places when they are frequently
active for a long time – toy soldiers have all
the above traits, but also gain the following
traits:
• Stiff: Sometimes, plastic stands can
manifest around your feet! Either
way your Pace drops to 2 (in the table‐
top scale) and you have –2 to most Ath‐
letics rolls. You can’t Evade blasts. As‐
sume that within one inch from a
Giant you can’t move at all –
unless you’re Enlisted.
• Fully Plastic: Gain +2 to
shrug off Shaken and ig‐
nore 1 point of Wound
penalties. You receive no
damage from Called Shots.
You probably won’t have
time to apply the Power
Glue, but as long as
you’re in the Giant Zone
it is the only way to be
quickly Repaired.
• Molded: On the minus
side, the weaponry
and other large gear
you had on you be‐
come a part of you.
Though you can
move and bend arms, you can’t
put your weapon away, and you have
penalty to rolls relying on manual
dexterity, from –2 to –4, depending on
your weapon. What’s worse, these
weapons work only against other ani‐
mated toys, and are useless against
Real animals (except as a makeshift
club). On the plus side, you can’t run
out of imaginary ammo and never
have to reload them.
• Toyetic: You don’t need to eat, drink
or breathe!
• Just a toy: Giants can’t hear you and
most non-toy behavior is unavailable
to you. You can sneak out of their vision,
though. In the direct FOV of Giants you
become paralyzed and can’t move – but
the toys can talk to each other.
In case you’re asking – recording devices
have the propensity to malfunction or skip
when the Toy Troopers fight Toy Wars. As a
result, moving toys are never prov‐
ably recorded. No toy scientist has
investigated this phenomenon yet…
but maybe the devices are animated
too… and secretly on toys’ side?
One last drop
Use the Real World measurements
for falling damage, then double
it. A 2” tall Toy Trooper falling
from a 4’ tall kitchen table
only takes 2d6+2 damage, for
example. Don’t “translate”
the heights to toy scale – at
least this is a small mercy of
the square-cube law.
That’s a big thing
The Real World was not built
for the toys – quite the oppo‐
site. However, Toy Troopers are
trained to use many Giant devices
effectively and know how to wield
oversized tools. The penalty for
using Giant tools is capped at
–2, and soldiers can some‐
times lift and use much larger
objects than seems possible.
However, hauling Giant ob‐
jects almost always makes
you Encumbered, regardless of their weight.
Toys are somewhat stronger than they should
be – multiply weight of ordinary objects only by
100 to estimate their proportionate weight for
Toy Troopers. This means that a single trooper
could carry a plastic cup full of water without
problems! This is just a vague “guesstimate” –
you can learn more about it on page 46.
Of course, sometimes the actual roll to use the
object must be made by a commander of a
larger group – to turn a human-sized wrench,
for instance, you need dozens of Troopers
working together. The soldiers don’t Support
the commander, they just make the roll possi‐
ble – and in such a case any relevant check is
limited by the Battle (or perhaps Persuasion
when dealing with civilians) of the leader.
25
Imaginary explosions
Toy Troopers’ weaponry can affect the real
world, to a degree. It can cause small damage,
and even Incapacitate insects or rats. There is
some impact, but it won’t start fires or perma‐
nently destroy most Giant-made objects. A
salvo of toy artillery on a desktop full of as‐
sorted elementary school homework will
spare the paper notebooks… but it can break
pencils, knock the pencil case off desk and
might cause an important note to go missing
(this is why kids might not be able to find
their homework). Instead of “destroying”
cover, toy weaponry merely blows it away.
Real World weaponry – mostly cobbled to‐
gether of spare parts does affect the Real
World normally. Luckily for the Giants, these
are mostly melee weapons.
Range is range
Well, 1” is 1” in the Real World. Sure, army
guys are on a slightly different scale than your
regular RPG minis, but the difference is negli‐
gible. Let’s just keep it simple.
Vehicle Scale
Sure, in the Real World the plane is three
times larger than a trooper, but in Toy Zones
it is the size of a real plane – and somehow,
they can transport a lot of soldiers and cargo.
The crew can leave the vehicle and enter it de‐
spite it seemingly being too small for them.
Size of Vehicles might not correspond with
the modifier to hit it, therefore.
Living (non-toy) enemies can make an un‐
armed Called Shot to an arm, leg, or hand if
they’re small enough (having no Size penalty
to hit a Size 0 Toy Trooper). If they deal you a
Wound, they can simply tear off the extremity
in question, and the unfortunate victim gains
the appropriate Hindrance. Luckily for Toy
Troopers, this is fixable in the Real World.
Are Giants around?
It’s enough to glue that limb on – this is a Re‐
pair roll made instead of Healing. That’s why
many medics should be trained in Repair as
well. This can be made in the Real World even
long after the Golden Hour has passed – and
you can use any piece of plastic that generally
fits. A limb of a fallen comrade can replace your
own. However, once you’re back in a Toy Zone,
the Golden Hour starts to flow.
This should depend on the time of day – usu‐
ally Giants are often indoors in the afternoon
and stay home at least five days per week. Our
sample family is a little bit more unpredictable
than the average one, and the Toy Zones time
can flow a little more randomly. That’s why if
you’re not sure whether a human is around,
you can draw a card – a Face Card means
they’re at home, an Ace means that they’re just
behind the corner, and a Joker is that the PCs
will soon be in their sight.
26
Rip and Tear!
RANK TABLE
BASED ON THE AMERICAN RANKS
E-1
E-2
E-3
E-4
Army/Air Forces
Private
Private 1st Class
Lance-Corporal
Corporal
E-5
Sergeant
E-6
Staff Sergeant
E-7
E-8
Sergeant First Class
Sergeant Major
E-9
Master Sergeant
O-1
O-2
2nd Lieutenant
1st Lieutenant
O-3
O-4
Captain
Major
O-5
O-6
O-7
O-8
O-9
O-10
Lt. Colonel
Colonel
Brigadier General
Major General
General
Force Commander
General of the Army
Navy
Junior Seaman
Seaman 2nd Class
Senior Seaman
Petty Officer 3rd
Class
Petty Officer 2nd
Class
Petty Officer 1st
Class
Chief Petty Officer
Senior Chief Petty
Officer
Master Chief Petty
Officer
Ensign
Lieutenant (junior
grade)
Lieutenant
Lieutenant
Commander
Commander
Captain
Rear Admiral
Vice Admiral
Admiral
Fleet Admiral
Admiral of the Navy
War is not hell
If you want to keep your games of Toy
Troopers a little more G-rated, declare that
no one dies. The defeated toys lose conscious‐
ness, and they can get hauled back to the toy‐
box where they will wake up soon, and ani‐
mals simply flee or submit. Ignore the more
violent rules like Rip and Tear or Gritty Dam‐
age. This changes surprisingly little, which is proba‐
bly symbolic about the nature of war or something.
Rules of War
These rules are more relevant to the heroesas-soldiers side of the setting, rather than he‐
roes-as-living-toys.
Promotion
Usually after a successful mission (often when
the character advances), a soldier can apply
for promotion. You need a reason for it –
merely doing your job is not grounds for pro‐
motion unless it’s something like “years of ex‐
emplary service”.
To apply for promotion, you need to make a
Persuasion –4 roll – you can make it yourself
or it can be made by your superior officer to
their superior, in writing or personally. A suc‐
cess means you’re promoted, and gain a rank,
and corresponding pay increase. If you don’t
have the Officer Edge, you can’t spend ben‐
nies on this roll!
Modifiers to the Persuasion roll stack with
each other:
• -2 if the mission was an easy milk run.
• -2 if you advance from Corporal to
Sergeant or appeal to enroll to OTC.
• -2 for a field promotion during a mission.
• -2 if you would be equal to your hith‐
erto superior or outrank her (unless
there’s a good reason, like treason!)
• -1 if someone in the squad (not neces‐
sarily the character in question) was
reported as behaving dishonorably or
jeopardized the mission.
• +1 if the character was outstanding or
heroic.
• +1 if the mission was exceptionally
hard or dangerous.
• +1 if the character is a Private and has
no medals.
All other modifiers also apply – and yes, this
means that if your Sergeant is Attractive, it
might be better to ask him to personally appeal
to the Colonel rather than write a letter your‐
self. It’s not fair and someone probably should
complain. You can’t spend Bennies on Promo‐
tion rolls unless you have the Officer Edge.
27
Normally, if the hero advances to the rank of
full Sergeant, he or she might be assigned
more duties, often they are promoted to the
Squad Leader of the squad of their own. They
also need to undergo a BLC – Basic Leader‐
ship Course, taking two weeks.
To become an officer, you usually need to re‐
ceive a commission by graduating a military
college. Since most Toy Troopers are Enlisted,
to trade bars for chevrons, a soldier can ap‐
peal to the commanders to direct them to the
OTC – Officer Training Course. The comman‐
der might always decline without giving their
reasons – perhaps the character will be more
useful in the field or they just aren’t officer
material. The course takes three months and
you usually receive a Lieutenant (or Ensign)
rank at the end of it.
Advanced advancement
You can receive a field officer promotion,
though it’s very rare and requires experience
in command and heroic deeds confirming
you’re an officer material: for instance, taking
command in absence of a downed SO and
leading the troops to safety is on its own a
good argument… but it might not be enough.
Exceptional events like this shouldn’t be a
matter of a single roll.
It’s extremely hard to advance to the General
ranks in play. It isn’t a matter of a Persuasion
roll but also of political maneuvering and ne‐
gotiations behind the scenes. Perhaps you
might want to play out a one-shot where elite
troops protect a General on her way to the
frontlines, but usually the highest rank a
player trooper can achieve is Colonel. Like‐
wise, higher NCO ranks can be staff ranks and
seldom see battle.
The players can also receive honorary ranks if
they’re not regular soldiers but a part of an
elite squad. Their duties will be quite different
than regular troopers’, and usually their rank
will only mean higher pay grade, not com‐
mand privileges. Sometimes these “honorary
ranks” can even be officer ones, especially if
the hero proved their versatility. In our cam‐
paign, heroes serving under General Drabb
might become such a team.
Air and Artillery support
On important missions, the players can de‐
mand an artillery or air support – mechani‐
cally, they have the same result.
Very few toy cannons exist in the current day
– sometimes the toy army might find a toy
howitzer, but most of the time they’ll use im‐
provised toy-tech devices. Blame the Chinese
toy manufacturers. Some generals employ
bouncy rubber balls which can make multiple
attacks, others usewater balloons launched from a
table – the mechanical effect is the same.
A commander might require air-support on
ARTILLERY/AIR SUPPORT
Result
A�ack roll
Damage
2
Shooting d6-2
2d8
3-5
Shooting d6-1
3d8
6—10
Shooting d8-2
3d10
Jack, Queen, King
Shooting d10
3d10
Ace
Shooting d10+2
4d10
Joker
Select one other attack: The shooter is a Wild Card (d6), and PC can
reroll their damage roll using their own Bennies. If it’s the only
card, it’s Shooting d12+d6 Wild Die. The player gains a Benny for
drawing a Joker as usual.
the radio, or they might have coordinated the
28
strike with the superiors beforehand. Either
way, the character must spend a full round to
light a flare, make a radio call or call support
in any other way, and the player draws cards
from the Action Deck – one card and one for
these modifiers:
• +1 if they’re an NCO.
• +2 if they’re an officer commanding a
large force.
• +1 if they have been awarded a medal
recently.
• +1 if the mission is important.
• +1 if it’s on Green territory.
• -1 if it’s a routine mission.
Each red card means an attack by an ally –
whether an artillerist or a pilot. The attack
affects everyone under a Medium Burst Tem‐
plate. The penalties given in the table include
the penalties for movement or distance, but
not for lighting or heavy fog. Roll for devia‐
tion normally. All damage dealt counts as
Heavy Weapon.
The attacks occur in the next round, on that
very Initiative Card.
Challenges (Quick Encounters)
A Challenge is an extended test of a skill,
based on the Quick Encounter rules. Mechan‐
ically, Challenges work exactly like Quick En‐
counters, but they’re not necessarily “Quick”.
Think of a Challenge as of a “montage” in an
episode of an TV show or a comic book – the
heroes are shown working in organized way to
overcome a problem. The PCs in Toy Troopers
are trained soldiers, they can and will coordi‐
nate their work in an efficient way – that’s the
difference between ‘soldier’ and ‘warrior’.
Before starting to play out a Challenge, por‐
tray the situation, let the players ask ques‐
tions, then ask them to formulate a plan. The
plan itself does not require a roll, it should be
effort of the players, not their characters.
However, actually putting it in motion should
be a matter of the rolls of the given hero – as
per normal Quick Encounter rules.
Remember, that some actions in a Challenge
might not require a roll – a hero that has an
Officer rank doesn’t have to roll Persuasion to
29
gain entrance to the officer club, if the hero
has found a key they don’t have to make a
Thievery check, and a Bricko guy doesn’t
have to roll when being rebuilt. This usually
counts as one success. Automatic successes
and failures are also a part of Challenges.
Extended Challenges – like a long trek – could
be handled via a simple montage: Ask player
A something like “In the jungle of the back‐
yard, there are many threats – ants, bees,
rogue soldiers… You have encountered some‐
thing only Character B could handle. What
was it?” Remind players of their characters’
skills, and accept solutions that can bypass
skill rolls, involving gear, Edges and Hin‐
drances or in-character knowledge. Ask the
player B how her character solves the prob‐
lem, and ask her for a roll if necessary. Then,
ask the Player B what the threat for the Char‐
acter C was and so on.
Remember that Challenges, extended or not,
are not “random skill rolls” called by the
teacher. They are part of the fiction and have
their consequences. If a player declares his
trooper ties a spool of thread to a soda bottle
and tries to climb down from the table, he can
roll Athletics (+1, since it seems like a sensible
30
idea)… but the squad has lost their rope, un‐
less they try to pull the giant bottle down! If
the players Intimidate a tribe of dolls on their
way to garage, the dolls will come back with
a bigger party next time.
The purpose of Challenges is to give some me‐
chanical “background” to the less intense
scenes. They’re there to show that PCs can be
competent, portray that familiar situation can
be risky from a perspective of a 2” tall man,
and introduce some “toypunk” planning.
The toypunk devices are usually improvised
from existing devices. Constructing them re‐
quires skills like Electronics, Science, Anthro‐
pology or perhaps Hacking and Academics.
Ask the players what they would achieve,
then tell them to find something that would
solve the problem. Finding the materials
means a Notice roll, transporting them re‐
quires time, and cooperation might mean
Battle roll to reflect the leadership skills.
GEAR: TOYS FOR
GIRLS AND BOYS
Modern wars are won by equipment and hitech electronics. Tabletop wars are won by an
extra dose of imagination.
As you have learned in the previous chapter,
Toy Troopers start as molded with their
weapons, but once they’re animated, they can
wield any kind of weapon, whether plastic
gun, plastic blade or improvised Real Weapons.
Currency
There are three major kinds of currency in
Toy Troopers.
• Real Money. Giant Cash actually has
some value for toys. In the mall or
school there are vending machines, and
sometimes they can spend Giant
money for things. Most of the time,
though, real bank notes are impractical,
and coins are useful only for a specific
plan. Some toys, however, seem some‐
what interested in the Giants’ currency.
• Board Game money. Both Nations
and independent Toy Zones usually
use Toy money (many rely on barter),
taken from assorted board games like
Market Domination or Cash Transfer.
When taken to Toy Zones, they be‐
come more “realistic”, trooper-sized
and harder to forge. They come in de‐
nomination from $1 to $10000, and so
inflation tends to be high in the com‐
munities that don’t use bits.
• Green/Grey bits. Both nations tried
to set up an economy independent of
the Giants, using resources found in
Toy Zones or available elsewhere to
mint small amounts of small, rectangu‐
lar green or grey “bits.” They’re lowquality pieces of plastic, worth from $1
to $100. Many independent merchants
avoid them, because they’re very easy
to forge, but nonetheless they’re stan‐
dard – you can fairly easily exchange
them for the Board Game money and
cash of the opposite side. A private is
usually paid 100 bits per month.
Gear
As soldiers, you don’t usually buy your gear…
and as toys, you don’t need a lot of it! Since
the “world” is more or less self-contained,
only a handful of soldiers need compasses, for
example. You can’t find bad weather gear in
most Toy Zones… because it usually needs to
be tailor-made for a specific mission outdoors.
To create a set of parkas for a mission in re‐
frigerator you need to hunt a giant teddy bear
and use his stuffing and fur to create cold
weather clothes!
Toy Zones have factories (mostly using sim‐
ple machines) that churn out a lot of plastic
gear using the “fast time” there. They also pro‐
duce some consumer items, but a lot of these
are scrounged – brought in from play sets,
31
You don’t have to be generic
freedom of exploring the Real World, so
there’s little permanent constructions there.
These ‘generic’ weapon stats reflect the
fact that in a small-scale war, soldiers are
far more important than the gear – and
that Green and Grey gear are generally
greatly identical. But if you and your party
believe in detailed equipment rules, feel
free to use the more detailed weapon list,
taken from SWADE or another military
setting. In such a case, obtaining and man‐
ufacturing ammo becomes more relevant.
Regardless of everything, most objects can be
found in Toy Zones, but each Infantry trooper
receives a set of basic gear. It is important to
note that items that cause fire are never issued
because a lot of equipment in Toy Zones is made
of plastic, and fire is extra dangerous to toys.
they transform into appropriate size… or at
least closely approximated one.
A Mindy Doll camera can look oversized for a
toy soldier, but it will become functional,
making real photos – a toy camera that is the
size of a real photo camera will still be huge…
but not only functional – since it now con‐
tains actual giant lenses it might be even more
useful than a regular camera. Tinkering with
this “Little Bear” effect is one of the basics of
toypunk technologies.
Toy Zone technology lags behind Giants in
terms of electronics – they’re poorly under‐
stood and the imaginary technologies of the
toys interface poorly with the human pro‐
gramming languages! The toys have limited
32
Weapons
Real Giant armies have hundreds of designs of
rifles, constantly improved and tinkered with.
M-60 has different history and application
than AK-47. These weapons have different
builds, parameters, and were created with
different uses in mind. This does not hold true
for most toy weapons.
What toy troopers receive instead, are badly
molded pieces of plastic, roughly shaped like
rifles. Nonetheless, they are somehow func‐
tional and can affect the environment. One
toy trooper’s rifle might have a bananashaped magazine, while other has a long bar‐
rel… but nevertheless they perform more or
less the same on the battlefield. In Toy
Troopers there’s no difference between a pis‐
tol and a revolver. The Toy Army is techno‐
logically a mish-mash of the early WWII and
more modern designs, simply because toy
GENERIC TOY WEAPONS
type
range
damage
ap
rof
shots
min str weight
cost
Pistol/Revolver
12/24/48
2d6
1
1
10
d4
5
50
The short weapons don’t differentiate between single-shot or semi-automatic.
Submachine gun
12/24/48
2d6+1
1
3
30
d4
10
80
3RB. These guns can almost always fire 3 rounds.
Basic Rifle
24/48/96
2d8
1
1
10
d4
10
100
Single-shot rifles are seldom used, but if there’s not enough assault rifles, soldiers might be issued this sprue.
Machine gun
30/60/120
2d8+1
2
3
100
d8
25
200
This is a relatively light-weight machine gun – it must be manned by a gunner and Supporting ammo feeder.
Mortar
75/150/300 3d8, MBT, HW –
1
50
NA
50
Mortars shoot heavy charge. Thanks to the ballistic curve, their minimum range is 25.
Bazooka
24/48/96
3d10, HW, MBT 8
1
1
D6
6+6
N/A
Heavy Weapon, Medium Burst Template. Snapfire. Rocket launchers provide aim but are usually Unwieldy.
Assault rifle
20/40/80
2d8
1
3
50
d6
12
125
3RB Assault rifles are used by the frontline soldiers.
Machine gun (mounted) 50/100/200 2d10, HW
3
4
100
NA
30
Reload 2. This represents automated weapons. They must be assembled and carried by at least two soldiers.
Sniper rifle
30/60/120
2d10
4
1
5
d6
10
200
Snapfire. This is any long-range accurate gun, almost always outfitted with scope.
Shotgun
12/24/48
1-3d6
-2
2
d6
8
80
Very rarely used by the Real-World armies, but the Chinese toy manufacturers don’t care!
Grenade
5/10/20
3d6
3
–
–
–
1
25
MBT, Heavy Weapon. Can be evaded.
manufacturers find it easy to design oldschool toys rather than more modern
weapons of war.
Despite being largely imaginary, toy guns still
require toy ammo, loading and reloading… ex‐
cept in the presence of Giants or “Giant Zones”
– places where their presence lingers. Luckily
for the troopers, ammunition for the pistols,
SMGs, shotguns, rifles, and assault rifles is inter‐
changeable (treat them as small Bullets). Heavy
weapons use their own bullets or rockets.
“Real-World” weapons
The table also includes some of the simple
weapons made of Real World materials and
used by toys. There are some guerrilla com‐
batants using bows made of paperclips or
twigs or crossbows made of pen springs. A
soldier lost behind a couch might use a sharp‐
ened key as an unwieldy spear, and a lit match
makes a very dangerous two-handed mace.
When used by toys, these weapons count as
improvised weapons (–1 to attack unless you
have the Improvisational Fighter Edge), but
have range and damage as the typical axe,
bow or spear. Despite being “real”, when
wielded by another toy, they do not cause
Gritty damage to other toy soldiers. However,
they are almost always Heavy Weapons – a
soldier with a Real World sword can cut a
tank in half.
Non-Real Weapons have less chance to affect
the Real World (see page 26 for the ‘Imaginary
explosions’ rule). Real World ranged weapons
also require Real ammo – craft it yourself using
matches and sharpened metal bits.
33
REAL WORLD RANGED WEAPONS
type
range
damage
ap
rof
shots
min str
weight
cost
Bow
12/24/48
2d6
2
1
1
d6
2
300
2d6
4
1
1
d6
5
250
Notes: Heavy Weapon.
Crossbow
15/30/60
Heavy Weapon. Hand-drawn, most creators incorporate ball bearings or small cogs into design.
Improvised charge
4/8/16
2d6, MBT 1
1
n/a
4
50+
Notes: It doesn’t have to be an actual explosive – a small inflated balloon or a water bomb has mechanically the
same effect. Depending on the actual charge, it might or might not be a Heavy Weapon.
Net
3/6/12
–
1
1
-
d4
6
50
d6
3
100
Notes: Net in Savage Worlds, success means that the target is Entangled.
Thrown spear
3/6/12
Str+d6
-
1
-
Notes: Can be Heavy Weapon, if made of metal.
Use the Savage Worlds medieval or modern
Melee weapons table for the Real World
melee weapons – and if it’s made of sharp
metal bits, the weapon is a Heavy Weapon. Toy
Armies do not use bangsticks or chainsaws.
Squads that have machineguns carry them,
additional belts of ammo, gear like tripod or
tool kits. If the squad has access to grenade
launchers and mortars, someone needs to
carry them as well. Tank crew and officers can
instead of a rifle carry a sidearm, but they can
also be issued rifles.
Flamethrowers and lasers
Due to humanitarianism, no toy army manu‐
factures flamethrowers… seriously, not even
ruthless ones. Some crazy soldiers might im‐
provise them using tools in the garage, but
then they malfunction on Critical Failure,
dealing damage on the Medium Burst Tem‐
plate to anyone near the flamethrower.
Lens weapons – essentially big focusing lenses
working in sunlight are also banned. They have
the stats of a futuristic Gatling Laser, and they
are Heavy Weapons, but Shooting rolls are
made using the lower of Science and Shoot‐
ing… with an extra –3 penalty since it’s an Im‐
provised weapon and made to be used by Gi‐
ants. They don’t not use ammo.
34
Armor
You can use all the Modern Armor from Sav‐
age Worlds, except for Kevlar ones. Very few
soldiers are issued flak jackets, but they re‐
ceive helmets.
Assorted gear
P-Rations
Soldiers must eat. Prepared plastic rations are
made from produce grown in Toy Zones and
are usually edible crackers and canned plastic
meat. Soldiers in the field can scrounge up Gi‐
ant food and some develop a taste for bug
stew. Weight 1. Price: 1-3 bits for basic food.
Radio
Portable radio has a range of a couple of me‐
ters. It’s an unwieldy walkie-talkie powered
by a short-lived battery. Weight 1.
Manpack radio is carried on a soldier’s back. Its
range is about 200 meters in open ground…
and two or three rooms in house because of the
walls. Larger radios can be vehicle-mounted
and can reach other houses! Weight 10.
Mines
There are two kinds of mines – anti-personnel
and anti-tank. The latter activate only under
large weight, so the normal troopers can tread
gently around them. Both deal 2d10 damage
Vehicles
to the unfortunate person that activates them
and 2d8 to anyone around, under the Medium
Burst Template… but anti-tank ones count as
Heavy Weapons.
We have given Top Speed in inches per round,
unlike in other SWADE supplements, so that
you can easily compare it to Pace of giant
creatures. Long-range travel using toy vehi‐
cles is very risky – too many Giants can spot
you and reduce you to a toy soldier trapped in
a small toy vehicle. Open streets of the city
can be Giant Zones even at night.
Toy mine detector
This device lets you make Notice rolls to dis‐
cover mines – without it, you roll the lower of
your Notice and Battle, with a –4 penalty. The
device lets you just use your Notice without
penalties – you still must make the roll, no de‐
vice is 100% effective. On the minus side, this
is useless in the Real World since the mines
are plastic and thus non-magnetic. Of course,
mines are rarer in the House but both forces
still use them in the Garden or Park.
Vehicles that have been influenced by a Toy
Zone usually don’t retain their proportionate
size when they return to the Real World, but
they can still house as many soldiers as they
did in the toy zone – it’s a “clown car” effect.
Most vehicles in the Real world are just Huge
if their “real” counterpart would be bigger.
Some large toy playsets might be an exception
to that – a very detailed model of a sailing
ship could be Gargantuan (and driving a toy
car for a three-year-old Giant is less of a chase
than it’s an exciting action scene). They do re‐
tain their Toughness no matter what size they
are – which makes them a useful weapon
against Gargantuan animals.
Camera
Toy Cameras are fully functional, but,
strangely enough, they tend to be monochro‐
matic. The Cameras made by the Green army
tend to record in shades of Green. It’s better
than nothing, though. Operating a human
camera requires at least three Troopers. Price:
available for around 100 bits.
Binoculars
Vehicles in the Real World do not need fuel…
and while they need fuel in toy worlds, there
are practically no sources of oil in the Toy
zones. This is one of the reasons some re‐
search is carried out in the Giants’ house. Gas
is sometimes taken from the various devices
in the Garage, but very few toys want to ex‐
periment with actual chemistry – especially
Binoculars magnify the sight range four
times, but some electronic devices can in‐
crease this to 25x.
Medical kit
Using the Healing skill without medical sup‐
plies is at –1 to roll. Usually has three uses.
TOY VEHICLES
VEHICLE
TOY SIZE*
TOP
MANEUVERABILITY SPEED
TOUGHNESS
CREW
Light tank
7 (large, +1 Wound)
+2
35
35 (18)
5
Heavy tank
9 (Huge, +2 Wounds)
–1
35
50 (30)
5
Jeep/Humvee
3
+2
80
15 (5)
1+4
APC
6 (Large, +1 Wound)
+-
40
25 (12)
2+10
Racing car
3
0
120
10 (2)
1+2
Helicopter
8 (Huge, +2 Wounds)
+4
500
22 (6)
1+6
Fighter plane
9 (Huge, +2 Wounds)
–1
800
21 (6)
1
Transport plane
12 (Gargn., +3 Wounds)
0
500
25 (5)
2+50
Bomber plane
12 (Gargn., +3 Wounds)
–2
400
28 (6)
5
35
VEHICLE WEAPONS
type
Artillery
AA Gun
Tank
cannon
Tank
cannon,
heavy
Missiles/
rockets
range
damage ap
5d8,
LBT,
100/200/400 HW
2d10,
50/100/200 HW
4d10,
HW,
50/100/200 MBT
4d10,
HW,
75/150/300 MBT
5d8,
HW,
120/240/480 MBT
rof
shots
10
-
-
5
4
200
10
1
-
12
1
-
5
1
since plastic is flammable. A lot of the time,
vehicles start in Toy Zones using cooking oil,
then as quickly as possible move to Real
World. So far nothing has caught fire, and it
works even with planes and heavy tanks.
Only Mom sometimes complains that she
smells French fries.
36
There is also an alternative. Luckily for the
toys, even though the vehicles transform into
their real counterparts in the Zones, some of
them still work with batteries! The reason Gi‐
ants run out of batteries so fast is that the toys
take them out from various electronics to
power their vehicles and even their cities and
bases. Players might be sent with a mission to
obtain these in the living room or garage, for
example.
Vehicular weapons
There are many model makers that know how
to design realistic vehicles with appropriate
weaponry. And then the Chinese toy makers
make copies of these well-made molds, then
some other factories make molds based on the
models based on the models, and some just
don’t bother and design a box on wheels. As a
result, the vehicular weapons work – usually
– but aren’t terribly differentiated. A tank
cannon works the same as any other tank
cannon.
We enclose them here for the fans of the tac‐
tical vehicle combat. If you don’t care much
for it, feel free to use the Air and Artillery Sup‐
port system on page 28.
Toy
WorlDS
For most of the toys in the House, the
dwelling itself is enough to be an entire
world, and many would like to live their lives
simply staying in their Toy Zones.
Toy Zones
Toy Zones are essentially little “pocket uni‐
verses” that exist on the fringes of the Real
World. Few toy scientists investigate how
they come into existence, since for many toys
this is simply the natural order of things.
These few who wonder “how the world
works”, assume that the new Toy Zones form
naturally in small spaces humans aren’t
aware of, perhaps harnessing some part of Gi‐
ant imagination. It’s not clear whether such a
forgotten space connects to a Toy Zone or be‐
comes one, but once shaped, Toy Zones can
be discovered and colonized.
A lot of toys, when they reflect upon this,
tend to assume that what passes for “toy civi‐
lization” started when an ordinary non-ani‐
mated doll, toy soldier or action figure got lost,
swept under the wardrobe somewhere. When
they accidentally fell into a Toy Zone, they
awakened. That unknown toy awakened other
toys – and this has lasted for several Giant gen‐
erations, in many houses and other places.
What do they do?
Toy Zones have the property of making “fake
things” real – toy people become real people
while vehicles become operational. This is
sometimes even called “the Little Bear effect”.
This effect continues even after these toys leave
the Toy Zones, although the more “real” – that
is, affected by Giants – the environment is, the
weaker the animation becomes. Most of the
time, the “humanization” scale is constant – a
non-animated Mindy doll brought into a zone
controlled by the Green Army will be personscaled, which means that she’ll be able to
wear Green uniform. However, when she
leaves the Zone, she’ll be visibly smaller than
the other Mindys. That’s one reason why aux‐
iliaries are rare – they could raise some ques‐
tions from Giants.
A lot of – but not all – non-toy objects, tools
and devices are magnified and enlarged when
brought in Toy Zones. Some are changed in form
and function—a lot of electronic devices don’t
work at all, some books carried from the Real
World change size and become toy-sized, but
others might still remain oversized, for exam‐
ple. Perhaps this is related to how the giants
view the object – items important to them seem
to be immune to the “Little Bear effect”. None‐
theless, that’s why most living toys raid the Real
World, when they need new tools and useful
raw materials. Still, the toys realize that if an im‐
portant object goes missing, Giants can scour
the entire house, looking everywhere… thus
destroying the undiscovered Toy Zones!
37
What they look like?
The exact appearance of “inside” a Toy Zone
varies. It seems that say that whoever discov‐
ers the Zone first, shapes it – if it’s a toy sol‐
dier, the new Zone will be perfect for an army
base, if it’s a pirate it will be an island in the
middle of an ocean. You might go in through
a mousehole, then be blinded by the desert
sun over the hot sands. Most of the time,
though, they’re comfortable places to settle
down and create toy settlements or infrastruc‐
ture – often they resemble plains with some
natural plastic vegetation and even toy-like
wildlife, but there are some Toy Zones that
seem to be permanently indoors – labyrinths
of strange rooms or dank underground mines.
Time passes strangely in Toy Zones as com‐
pared to the Real World. Many Toy Troopers
see Giants as slow, lumbering creatures, and it
seems that in Toy Zones time passes faster…
at least from the perspective of a Trooper. The
oldest Toy Troopers are about ten years old,
but there’s been Troopers growing into adult‐
hood in the Toy Zone. It’s not clear how syn‐
chronized the Zones are – some toys believe
that it’s possible to disappear in an undiscov‐
ered Zone for a couple of hours and return
years later! In either way, for convenience
most toys adhere to Real World time – it’s
best to think that a lot can be made in a toy
world in a minute.
The “inside” size of the Zone doesn’t correlate
with the outside appearance – there’s a lot of
place under the bed and the main base of the
Greens and a large town is there, but the zone
behind the wardrobe is about as large, for ex‐
ample. The places in the real world seem to
simply be gateways…
Can they be destroyed?
So, what happens when the gateway is re‐
moved? If the bed is moved to a different
place, does the gateway under it move with
the bed? What if the bed is destroyed? There
are two main theories – some think that this
Zone becomes “cut off” from the Real World.
There are some troubling reports of “newly
discovered” Toy Zones already containing
empty building or some plastic wildlife – per‐
haps they are merely rediscovered. That’s
why retaining some presence and guards in
38
Draw the map yourself
One reason our map is vague is that it’d
limit a lot of epic feats and war tales (not to
mention it’d cost money). Perhaps the GM
wants a tall shelf atop of which there’s a se‐
cret Toy Zone with experimental helicopter
base. Perhaps the players want to tame
snakes and there’s one living in Mom’s ter‐
rarium you just made up. Maybe you need
an attic – where Granddad’s old wooden
soldiers sleep, ready to return after decades
of slumber.
The scale of Toy Troopers is deliberately
not consistent. Crossing a room can take an
hour, or it can take a day. If you need a map,
you can draw a rough sketch yourself, find
simple floor plans on the internet, or create
them yourself, using software like Sweet
Home 3d (like I did)… or maybe even lifesimulation video games! Make up your own
dream house… and then transform it into a
battlefield.
the Real World is important, as are patrols
and understanding Giants. Others imagine
that the Zone is destroyed – and the Giants
will discover a smattering of lost toys. The
force animating toys brought to life in that
Zone could even be severed.
Death and dying
What happens when a Toy Soldier is killed?
Well, regardless of the reality he’s in, he be‐
comes an inert plastic statue. The wounds that
killed him might not be visible to the Giant if
the Trooper was killed with Toy weapons, but
Real weapons leave their normal mark. What‐
ever the reason, a Trooper is now just a toy
and can’t be re-animated in the Toy zones.
Greens and Greys sometimes melt the bodies
of fallen soldiers and mold new ones to regain
manpower… this is seen as morbid, but some‐
times necessary.
The House
The inhabitants of the house are the Mom, the
Dad, the Boy and the Girl (or Brother and Sis‐
ter). A second, older Girl used to live here too,
but she left, leaving some of her toys and her
room to the younger sister.
We’re keeping the names of the humans “off
camera” – if you want to play out Toy Troop‐
ers in your own home, just adjust the geogra‐
phy as needed! We’ve given the parents a cou‐
ple of quirks to make them interesting and to
help create the plot of the campaign – our
Mom can suddenly appear in the house dur‐
ing the day and will use a 3d printer when
working, while Dad can be absent and sleep
for days. See the page 59 for more details.
You can change the Giants’ gender and nature
of their relationship as needed, of course.
During the playtests we’ve also set the games
in a block of apartments, with a single Son
raised by Big Mom and Small Mom. One rea‐
son why the main campaign has a family with
two sisters and a brother is that there’s more
variety of the toys in the house – and so that
the two toy armies each can claim a territory
of their own.
We’re using a house and not an apartment
mostly to have fun adventures in the garden
and to isolate Toy Troopers from other homes
– but you should adjust it to your own coun‐
try and culture if you want to play in a famil‐
iar atmosphere. In a crowded apartment
block, toys could wage night-time wars on the
corridors, encounter neighbors and come in
conflict with rats and roaches.
Does every house in the world have its living
toys? Not necessarily. The Toy Zones might
pop up centered on a specific location (or Gi‐
ants), but they also might be a relatively com‐
mon phenomenon. It’s your decision to make.
The Boy’s room
Some toys remember that this was once occu‐
pied by both younger kids, but when the Big
Sis moved out, the Girl moved to her old room,
on the opposite end of the house. The Boy is
about twelve, and is growing out of toy sol‐
diers, but still uses them to play with his sister.
This room is small, decorated in pastel greens
and whites. There’s a small bed under the left
wall, and a desk under the window, used for
drawing, tinkering, and doing homework –
with a good view on the street and the garden.
There’s a row of shelves for books and toys on
39
the sides of the room, and a wardrobe/book‐
shelf opposite the bed. The plush toys on the
shelves are mostly inert. Most of thesehave
been given to the Girl, anyway.
Toy Zones: The Green Army’s main base is
Under the Bed, a large town with numerous
garrisons and fields. The Boy seldom looks in
there and toys can easily sneak to all the places
in the room from there. The other major Toy
Zone, once owned by the Grey Nation and now
occupied and colonized by the Greens, is in‐
side the Wardrobe.
Tactical hot spots: As the first room the vis‐
itors to the house might enter and the HQ of
the Green Army, this is a vital place for all the
forces in the House. Often, there are brick
constructions in the middle of the room, in‐
habited by the Bricko men and women – civil‐
ians and engineers. A lot of them end up ani‐
mated by Greens. The Boy loves to build large
Bricko dioramas… often to amuse his sister,
sometimes leaving them up for days. He also
has more advanced Bricko sets – Hi-Tec Bricko
with programmable circuits.
The kids have strict limit on screen time, which
is annoying for the Boy who’s just discovered
computer programming and circuit design. On
the desk, there’s a “high-tech” Raspberry Pi (but
no monitor), occasionally some electronic de‐
vices, as well as couple of magazines on elec‐
tronics and video games the Grey army would
like to peruse. Homework-related books and
notebooks are often found lying there.
Above the desk, on the left of the window
there’s the collection shelf. There’s some super‐
heroes figures and a couple of Warrior Robots
– these powerful machines of destruction have
been completely inert, are just large statues…
but the Grey Army might take interest in them.
In the Wardrobe there’s season-appropriate
clothes, board games and some books on
shelves, mostly adventure series, funny ani‐
mal comics and some manga. All these books
might be of interest to the few would-be an‐
thropologists who want to find more substan‐
tial reading material. There’s also a functional
train set that, if set up, would be very useful
to Toy Troopers… but the Giants would notice
that it’s missing.
40
The Parents’ bedroom
This room is next door to the Boy’s, it’s larger,
with a sizeable walk-in closet. There is a huge
bed is in the center of the room. Opposite to the
bed is a TV on a stand and a wall with the
shelves with artbooks and films. Above the TV,
there’s a shelf with potted plants, family photos
and Mom’s and Big Sis’ awards and trophies.
On the side opposite to the closet, the en‐
trance and the large mirror, there’s the main
window and under it a table with the com‐
puter workstation belonging to Mom. This Gi‐
ant is sometimes found here, during the day
working on the advanced computer equipped
with two monitors, using a graphic tablet and
a large color laser printer. She pays little
attention to the world around her when she’s
working – so the rest of the room might be
just Real World even when Mom’s around. In
the corner of the room there’s a bookshelf
with a handful of albums and crime novels.
Toy Zones: There’s a small Zone behind the
boxes on the bottom of the closet, currently
taken by the Greens with a small military
presence. It’s an important outpost. No other
Zones have been found in this room, which
makes the scientists to have some theories on
how human imagination animates the toys.
However, Greys also seem very interested in
this area.
Tactical hot spots: The computer is powerful,
used by Mom for work… but when the parents
aren’t around, the Grey army would like to use
it. Some of the trophies on the shelf might be
repurposed for assorted experiments as well.
The Corridor
The Corridor leading from the front of the
house to the main room is still quite long for
a toy trooper, but it contains a couple of inter‐
esting features. There’s the closet, storing outof-season clothes, old baby toys and a couple
of “general purpose” household items like jars
or sewing supplies. It’s a currently controlled
by the Greens, but there two armies fought
heavy battles for the access to the front door
and the garden.
Between the two bedrooms there’s a small
bathroom with a toilet and a handbasin. The
Greens think it’s of little strategic importance,
but they do use it for gathering water and other
supplies like soap or cloth. But the Greys hope
to find new Toy Zones there as well.
Toy Zones: There’s at least one Zone in the
Closet, inhabited by a collection of small plastic
lovable marketable creatures that were big when
the Boy was six. At least two dozen of them are
now awakened and allied with the Greens.
Tactical hot spots: The front door is a con‐
tested hot spot, easy to access the porch and the
outside – and the expeditions to places like Con‐
venience Store, the Mall or Library. The most
contested spot for a small garrison is behind
the umbrella stand, but it can’t hold more
than two companies and a single vehicle.
The Big Room
The central room in the house has three sec‐
tions – the Kitchen, the Dining Room and the
Living Room.
The Kitchen
Under the southern and part of the western
wall there’s a row of kitchen counters, with
more cabinets hanging on a wall. The fridge
stands next to the entrance. Next to it there’s
a microwave oven built into wall, a large
mixer, kitchen sink, a dishwasher, an oven,
and a trash can. There’s another detached
counter separating the kitchen from the Din‐
ing Room.
Giants are quite often found here, but often
they just order takeout or bring their food to
their rooms – which fits the Toy Troopers just
fine. Few Giants want to toil over the pots.
Toy Zones: There’s no stable one here, but the
inside of the refrigerator seems much larger to
the toys than it should be. The scouts are also
looking through the kitchen counters since
they don’t seem that often used by the Giants.
Tactical hot spots: Plenty of danger here.
Though Giant food or leftovers are useful to
soldiers in the fields, the commanders dis‐
courage taking food, but it can be used to
bribe and tame wild animals. Greens tell terri‐
fying stories of Greys torturing prisoners in‐
side the microwave or on the oven, and
there’s plenty of big sharp knives – the par‐
ents won’t notice there’s one missing…
The Dining Room
This is the central area. It is dominated by the
big dining table in front of the wide window.
Most of the family life goes on here: Dad often
works here with a laptop when he’s at home,
kids play games, sometimes do their home‐
work together, guests sit down around the ta‐
ble to gossip, and Mom apparently wants the
family to eat dinner together at least once per
week. Opposite the window there’s a supplies
41
ant-Heavy area, few want to investigate. Ru‐
mors persist that on the top shelf there’s a
Zone controlled by the Greys.
Tactical hot spots: The bookshelves are a
nice vantage point and perhaps could help re‐
searchers. Some Greys do come here to ob‐
serve Giants… or even watch their TV when
humans aren’t around. The taller vantage
points are also popular among researchers
and scouts.
The Girl’s Room
closet, holding plates, fancy sweets, alcohol
and similar rarely used objects.
Toy Zones: There are not enough secret
places for a full-fledged Zone to emerge. Ev‐
erything seems to be in open sight of hu‐
mans… But some people claim there’s a secret
base of the Greys – and finding it might be a
priority of the small Green scouting parties.
Tactical hot spots: While the table itself is a
good vantage point, it can usually be by‐
passed, and the armies can easily go under it.
The side closet is somewhat more useful – if
there indeed is a Toy Zone inside it, it could
be very valuable as a base overlooking this
central space.
The Living Room
Two soft angled couches separate this room
from the larger area, sitting in front of a large
flat-screen TV with a gaming console near it.
A small bookshelf with books, DVDs, and
board games is tucked next to the mantelpiece
(purely decorative, probably). There’s also a
small corner table used to play or put tv guide
on. Giants – particularly Dad, when he’s
around – tend to spend a lot of time here. As
a result, despite this place being quite inter‐
esting, it’s still relatively unexplored. Many
soldiers claim that they revert to plastic forms
even if the Giants aren’t there.
Toy Zones: Some theorize there could be
Zone under the couch, inside the chimney or
between the cushions, but since this is a Gi‐
42
The younger sister is just a very excitable kid,
and so her room is even more chaotic than the
Boy’s. A large bed sits in the middle of the
room; there’s no desk but a large play table,
and a commode with a mirror. On the win‐
dowsill there’s a collection of stuffed animals
and a large dollhouse set against the bed, with
Baby Karen’s stroller nearby. On the other
side of the room there’s a huge toy chest,
these days full of Bricko pieces. Since it’s the
main base of the Greys for the time being little
is known about the current situation there,
but it’s assumed that the Greys drafted a
handful of Mindy dolls.
Toy Zones: Under the Sister’s bed there’s the
main Grey army base and under the commode
there’s a laboratory/proving ground.
Tactical hot spots: The windowsill offers
good tactical view of the garden, and the
Greys try to activate the animals to use them
against the Green, since there’s so many of
them. On the toy table there’s sometimes vil‐
lages of Bricko men, but more often, wooden
and plastic toy animals – very useful for the
war effort. The dolls in the dollhouse are prob‐
ably left un-awakened, but the dollhouse
serves as a base of operations of Dr Knight.
The Big Bathroom/Laundry Room
This room has been converted into three
smaller ones. The large bathroom is the one
with the bathtub/showers – offering some
possibilities for the Toy Navy when full (these
days it rarely is, but if possible, the ships
could be deployed). The kids are old enough to
not need bath toys… but occasionally some
useful toys can be found here, like water pis‐
Tactical hot spots: This is a very hotly con‐
tested place, especially when you consider
that it’s right next to the garage. There’s re‐
sources, tools, and even independent settle‐
ments… but the larger problem is climbing the
shelves.
There’s no significant place (and light) for air‐
craft to maneuver here, so it makes climbing
shelves quite hard. The traditional Toy
Trooper method of using string and a bow is
made more difficult by limited space here.
Two-car garage
tols or balls – easy to be converted into ar‐
tillery. There’s also a shower cabin, and a
closet full of chemicals. A toilet bowl and a
handwashing basin with some soap and other
detergents under it have been separated by a
thin door, and a laundry and dryer with some
shelves and storage space in the third.
Toy Zones: Behind the dryer is occupied by
the Greys. Some and of the plastic ships are
reportedly rusting (well… metaphorically) un‐
der the bathtub.
Tactical hot spots: Plenty. This is a stable
Toy Zone and a base for Greys, and they’re
obtaining a lot of resources here. Despite
some nautically-minded Toy Troopers want‐
ing to take the battle to the water, the tub is
not really that strategically important.
Storage room
A crowded room with plenty of shelves for
storing useless cutlery, spare clothes, the vac‐
uum cleaner, and Holidays presents… Very
useful for the toys, but cramped for the Giants.
Toy Zones: Two known, and there are expe‐
ditions to find some more. One of major inde‐
pendent toy zones here is Tinseltown, where
the armies go on leaves. Sometimes the kids
play hide-and-seek here, and so there might
be less Toy Zones than one may think.
This big room holds two vehicles, a large
workbench and some stashed objects that are
too big to fit anywhere else in the house –
things like Dad’s lifting weights (mostly un‐
used these days) and his bike. Next to the
workbench there’s a large tool chest, with
smaller toolboxes standing on top of it.
During the spring and summer Mom’s car is
often left outside. Because Dad is only home
once every two or three weeks, his car might
be here or not, regardless if he’s around.
There’s an intense smell of oil here. The room
is lit by a weak light, and it can get dim. The
Kids and Dad can sometimes be found here in
early spring, tinkering with bikes.
Toy Zones: A couple known. This region is
poorly penetrated by the Green forces, and
even the Greys, despite having slightly easier
access to the room, don’t know it well.
Tactical hot spots: Plenty. This is a great
place to hunt for resources and potential
weapons, especially in toolboxes. The work‐
shop is hotly contested by both armies. Some
braver commanders try to go inside the cars
sometimes!
The front porch
The front porch isn’t particularly significant
for the toy wars, but there are some interest‐
ing features here. It’s a wooden platform
raised a couple of inches above the ground
level, with beams supporting the pergola. The
window opens to the Boy’s room, but it’s
closed most of the time.
43
Sometimes kids use these supports to chain
their bikes, but usually they don’t bother,
leaving them unprotected. About the only in‐
teresting place here are the shopping bags
Mom and Dad sometimes leave here when
they park the car. If the timing’s done well, a
small group of soldiers could sneak up to a
bag and grab the wares before the other side
even realizes.
Toy Zones: None known. Some hope that un‐
der the porch might be a useful Zone, for the
future expansion outdoors.
Tactical hot spots: Bike saddle bags are a
good hiding place, and if you want to hitch a
ride to the park you might want to crumple
up there. Windowsill is a great place to give
signals to the
The back porch
The back porch is also not very highly ele‐
vated, and it contains a small table with four
foldable chairs, as well as two plastic longue
chairs with a small, wheeled tray between
them. In the corner there’s a barbecue grill
that in the summer is set up in the garden. A
large French window leads to the living room
and another window opens to the Sister’s
room.
Toy Zones: None known.
44
Tactical hot spots: That’s the easiest way to
access the garden, so there’s some attempts to
block the vehicles. Grey Army has set up a se‐
cret jungle base in the flowerpots hanging
from outside the window of Girl’s room.
The garden
Mom isn’t a big fan of well-mowed lawns and
prefers to have as many flowers as possible
for the pollinating insects… which leads to a
lot of problems from neighbors who like the
neighborhood to look more uniform. In turn,
this means that Dad mows the lawn once a
month when he feels like it, just so the neigh‐
bors leave the family alone… and for the toys,
this is perfect. The lawn looks like a colorful,
untamed jungle from the toy trooper’s per‐
spective, perfect to establish bases and har‐
vest food and resources.
• Veggie patch: Mom grows produce in
the garden, mostly as a hobby. There’s
usually at least a row of onions, another
one of potatoes (sometimes exotic, un‐
usual varieties), and a row of beans. In
the summer, toys camp here, fighting in
the veggie patch, and among the flowers
that encircle the house.
• The Gnomes: A small group of ce‐
ramic gnomes has apparently colo‐
nized the garden… but are immobile
and seem not to respond to attempts
to initiate conversation. As a result,
they’re left alone and between them
there’s a market of sorts, a place for in‐
dependent hunters and toys living
alone to meet and swap tales.
• Trash can: Sometimes you need to
rescue your buddy mom has thrown
away, sometimes you’re on the look‐
out for technology, spare parts, or use‐
ful devices. You need to lift the lid,
pierce the bag, and dig into the smelly
trash!
• Fort Cardboard: the Giants some‐
times erect this powerful fortification
to play war – and that’s when toy sol‐
diers can go outside to play. Some‐
times they’re left there – and almost
always a soldier gets left behind… or
leaves for a top secret mission!
Toy Zones: Some claim that there’s a Toy
Zone behind every flower, but most under‐
stand that Toy Zones are somehow Giantmade. There’s a Toy Zone used as a holiday
resort by Tinseltown celebs in the shed be‐
hind the house, and some other are still
searched for.
School
Other places
The school is fairly large, alien to most toys
and full of interesting places. Most of the
time, the toys don’t even know how to reach
it on their own and need to hitch a ride in one
of kids’ backpacks.
In the house, toys have observed the inhabi‐
tants, studied their schedules, and know when
they can move safely. In school and other
public places, the Giants are almost always
out and about. Classrooms are almost always
Giant Zones, and spaces in the corners of cor‐
ridors, under the stairs and stairwells are few
places where plastic troopers can shrug off
stiffness.
• Box of Confiscated Toys: There’s a
legend among those who have visited
school about the Box of Confiscated
Toys – dangerous toys taken from stu‐
dents and never returned. For a Toy
Trooper, this box is a veritable trea‐
sure trove of useful weaponry… but it
needs to be found first. There’s al‐
legedly a map or some clues hidden in
the Teacher’s Longue.
• Afterschool Special: After classes,
there’s sometimes some locals or
grownups found in the school – some
might belong to the Movie Club to use
school projectors to watch a movie
and discuss it, there could be an im‐
prov group meeting in the gym or a
gaming club in one of the classrooms.
Toy Zones: Reports are conflicted, but even if
there are Toy Zones in the school, their use is
not practical anyway. There’s a story about a
toy soldier striking a conversation with a
model skeleton, for example, but this has all
traits of an urban legend. Still, there could be
animated “toys” out there if the theory on
kids imagination animating toys is correct,
there should be more Zones in places where
there are more kids.
Tactical hot spots: The biggest challenge is
probably climbing out from the backpack,
performing a mission, and returning on time.
45
Library
The friendly neighborhood library is not far
away from the school, taking up the entire
ground floor of an apartment complex. There
are shelves with old books, kids’ corner with
comics and adventure stories, four computer
stands available to visitors… and a lot of ap‐
plicable books. It’s not uncommon for the
toys to stay a night here to find useful books
on science, engineering, or mathematics… as
well as understanding the culture of Giants.
Sometimes, this space is used by Giants talk‐
ing around a big table.
Toy Zones: Legends persist of a tribe of toys
that live in the library and hunt trespassers, but
no one has seen such a toy – at least no one
who came back; many Green and Grey explor‐
ers never returned from such a trip.
Tactical hot spots: The front desk near the
entrance provides a good view of the whole
room and access to the catalogue. Few toys
understand the Dewey Decimal System and
how the library is organized, and naturally
they can’t just ask… Though the books are full
of potentially useful knowledge, the book‐
store offers just as many books – and poten‐
tially more toys in the mall.
Park
The large municipal park has a soccer field, a
large playground, an open area where com‐
munity theater plays are performed. These ar‐
eas are connected by many paths. A shallow,
not particularly clear river runs through it, and
on its banks many Giants organize picnics dur‐
ing the summer. There are benches around the
playground and the paths in the park and in
season, some vendors of treats like ice cream or
coffee can be found in the center.
• The General: Some toys report having
seen “the biggest Toy Trooper in the
world” in the park. He’s reportedly
made of bronze and was placed in the
park on a special stand. Some believe
that when humans aren’t around in the
park, the General will share his special
insights for any toy that asks. There is
reportedly a group of Toy Trooper ma‐
rauders congregating around the Gen‐
46
eral, believing that he’ll awaken if
enough sacrifices are made to him!
• Flea market: Near the entrance of the
park there’s a concrete-paved area
where parents can rest. At least once
per month there’s a flea market taking
place there – usually elderly people
from the district selling old, unneces‐
sary objects, including electronics and
even toys. Distracting the Giants and
recruiting an experienced auxiliary
might be an interesting mission.
Toy Zones: Some soldiers claim that there’s a
small naval base and a pirate settlement hidden
somewhere in the bushes of the riverbanks. In
the summer, some civilians use these banks as
a toy-sized beach resort. Toy Zones Outdoors
might be waiting for discovery, but coloniza‐
tion might not be practical. There are also sto‐
ries about toy tribes lost ages ago, now living
in the park.
Tactical hot spots: Most toy troopers gather
near the rose bush on the southern edge of the
playground (depends where Giants have cho‐
sen to camp), and perform a given mission.
Usually, it takes a Giant about 15 minutes to
get home from here, whether by car or by bike
– so if the toys know when’s the dinnertime
or other home events, they can time their mis‐
sions. One more reason to try and spy on the
Giants around.
The Shopping Mall
Convenience Store
The Shopping Mall is a terrifying, vast place…
but it’s full of potential threats and loot. It’s
also full of Giants, so the best time to explore
is after midnight. No Trooper has ever suffi‐
ciently explored anywhere beyond the book‐
store, but the mall promises a lot to an enter‐
prising commander – weapons, supplies, new
recruits in the toy stores… It’d be easy to
sneak out through the grate or vents when
the bookstore is closed, but without vehicles
– hopefully found in a Toy Store – toy troop‐
ers can’t cover much ground.
The Mall is big and far away, but the Conve‐
nience Store is, comfortably for the kids,
around 15 minutes by bike from the house. It’s
a small, franchised retail shop near one of the
main streets, with the gas pumps and a small
parking lot. Inside, there are shelves loaded
with newspapers, mainstream comic books
and magazines; lottery tickets; soft drinks,
water, and beer; simple groceries like flour,
eggs, bread etc., toiletries and painkillers, and
of course junk food…
Toy Zones: Establishing a base in the mall
would be a gamechanger. Both the Greens and
the Greys wait for an opportunity to visit the
mall…
Tactical hot spots: …and both armies have
already picked areas in the bookstore – fre‐
quented by all the Giants in the household –
as their temporary Real World bases. A couple
of troopers hide under magazine stalls and
book displays during the day, and they try
their best to map the bookstore, and establish
outposts in the mall, trying to find a toy store
or a hardware department. Meanwhile, a small
group of researchers tries to learn as much
possible about Giants from their books… but
the results are very random.
Except maybe some stuff not easily found in
the Kitchen and small, useful objects like sta‐
tionery there’s little of interest for Toy Troop‐
ers here. The empty lot behind the store is
used as dumping ground for a construction
site nearby, so there’s lots of scrap metal and
wood… and at night, quite a lot of rats, crows,
and stray cats.
Toy Zones: The store is opened 24/7, so the
large areas of it are Giant Zones, in particular
the area near the cash registers. Nonetheless
the toys can sneak under shelves on the
ground level. Only a handful of toys ever
went in deeper among the wares – most
aren’t even aware any storage space exists,
and no one even visited it.
47
Game Master’s
Toybox
This chapter reveals secrets of the setting…
but since this is a toybox, this might look
different in your games; if you don’t want to
play out the campaign in the next chapter or
if you wish to play Toy Troopers in another
environment feel free to disregard or change
all the information in this chapter.
The Greens and the Greys
The Grey Nation is more or less exactly like
Green Nation. There’s nothing against grey
plastic that’s intrinsically evil, it’s just that
this artificial, Giant-made difference created a
division. After the Big Sister moved out, they
founded a new base in her room… but the
Greens seized their previous Toy Zones. This
has pushed Greys to move onward and take the
fight to the Real World, hoping to be able to
take some of the Toy Zones from the Greens…
But there’s also another reason for the war
most Grey soldiers don’t know about.
If you’ve been reading the descriptions on
how the world works, perhaps you’ve noticed
some inconsistencies, that the world seems to
“bend towards” the army men. Normally,
we’d tell you to ignore these and have fun in‐
48
stead… but there are people who actually
study these inconsistencies and wonder how
their world works. One of these people, and
one of the most dangerous figures in the toy
world, is Dr. Zelda Knight.
The main villain
This lady is brilliant, inquisitive, and ruthless.
She might be the most evil Bricko piece since
that one brick you stepped on. Having spent a
lot of time in the Real World, close to Giants,
she’s studied it and still tries to understand
how Toy Zones interact with it and how do
they work. She’s explored it on her own, stud‐
ied Giant books and even ventured far beyond
the house, and she has a certain theory.
She believes that both Toy Troopers and auxil‐
iaries like herself tap into a frequency of imag‐
ination of Giant children, and live and explore
the world thanks to the imagination of chil‐
dren using toy soldiers playing war. But, logi‐
cally, there are other games and toys, and not
all of them are found within the ranks of aux‐
iliaries. Could you tap into these? She has
managed to open a new Toy Zone – already
inhabited by new toys, unknown in the house.
She has approached commander Feldgrau
with her plan – and he has decided to prepare
a counter-offensive, to retake Toy Zones for
the Greys and colonize new ones. Knight’s ex‐
periments have given him several new toys,
and he’s very eager to use them in play. But in
reality she has hatched a more complex scheme.
You’ll find out more of it in the campaign.
Gamemastering Toy
Troopers
The obvious thing is that the PCs are small
in a giant world they don’t fully understand.
Sure, they have their own world, parallel to the
human one, but the Troopers are focused on
war and building their small enclaves. If you’ve
played post-apocalyptic RPGs, the toys are a
little bit like settlers in the wastelands. The
ways of the human world are puzzling to them,
like the Ancients in the pre-apocalypse world
are a mystery to the settlers.
Don’t describe everything fully – a
tall, shining, strangely warm tower might be
a thermos, containing piping hot tea, but the
characters and the players might not realize
this. It’s mostly a matter of perspective – toys
have their own kitchen implements, for exam‐
ple, but a bread cutter is a complicated piece
of technology… and a terrifying weapon.
On the other hand, the characters aren’t
totally clueless. The toy soldiers have
their own technologies and society. Don’t
punish the players for discovering “oh, it’s a re‐
mote” and referring to it as a remote afterwards
in character. It might not be their world, but
they do live in it and can guess how it works.
Details matter. The simple shift of per‐
spective means also that the toys can spot and
notice things we’re too big to spot. Objects
that are smooth for us are less so for the toy
troopers, and the soldiers are extraordinarily
strong for their size. Strands and screws can
support their weight, and they can see seem‐
ingly missing things like subtle flaws in
mechanisms or invisible openings.
Scale is fluid. In theory, the heroes are
thirty times smaller than normal Savage
Abusing Physics for Fun and Profit
The world of Toy Troopers does not make
a lot of sense. I mean, living toys? What is a
toy by the standards of this world? And how
do exactly Toy Zones function?
There are players who like poking at absur‐
dities of the in game “physics”, and like to
abuse the supernatural effects, mining the
resources. In part, the main antagonist of
our campaign, Dr. Knight, has been inspired
by this kind of a player. Let the players make
advantage of the strange time flow or the
properties of plastic… but remember that
the non-player characters can also learn
how to use this.
One part of the fun in Toy Troopers is that
the player characters really are plastic toys
and not just tiny soldiers. Let the Bricko sol‐
dier spin his head 360 degrees when he’s
shocked – but if he wants to gain mechani‐
cal advantage, ask them for a Benny, as per
the High Adventure setting rule. In this way
you can get non-combat Edges (like Alert‐
ness in this example) or negate the unskilled
penalty (rolling d4 with no penalties). And
the first such an attempt should be free or
even rewarded with a Benny, if it’s a partic‐
ularly funny idea.
Worlds heroes, so they move thirty times
slower, right? Not necessarily. They might
cover far less ground than that. They function
in a world that’s either made for Giants or is
still wilderness from the perspective of a toy
soldier. A thick carpet is soft and pleasant for
human but it’s a parasite-infested outgrowth for
a trooper. A toy soldier needs to have a good
plan to climb shelves or even stairs in school or
on the porch – especially if they’re on their own.
Numbers might not matter. Real World
armies can number in millions, but no child
owns so many toy soldiers. A respectable
fighting force can have a dozen or two toy
troopers. On the other hand, there’s always
some new soldiers ready to arrive from a toy
store or new vehicles and gadgets. Despite
this small number of soldiers, there’s plenty of
officers higher up – most of the toys try to live
up to the expectations.
49
Real World’s real. A lot of objects in the
real world are usable by the toys… but the he‐
roes need to plan it carefully. Toy Troopers are
like ants – they need to coordinate their
efforts… and they can lift more than their
weight! Toys may be 32 times smaller than hu‐
mans, but aren’t 32000 times weaker. In gen‐
eral, don’t bother with calculating weight of ob‐
jects, just guesstimate a little bit. You should
play it for comedy (and occasional drama), with
toys hauling useful objects, or using gear that’s
visibly oversized with a single hand.
Cargo space matters, though. Toy soldiers
might have their backpacks and pockets, but
it’s hard to fit Real weapons and armors in
there. Sometimes you need to use string or rub‐
ber bands to create improvised backpacks. Re‐
member that “toypunk” inventions like this
don’t really have to be 100% plausible, this is a
cartoon RPG, not a physics handbook. The he‐
roes can lift much more than the proportionate
strength would allow them… But then again,
applying physics can be really fun sometimes.
If it’d be more exciting or amusing, the rules
like knockback or pendulum can return with
vengeance. Remember that ‘exciting or amus‐
ing’ doesn’t mean ‘harder for the players’.
The world is undiscovered. Part of the
fun of playing Toy Troopers is that an ordi‐
nary suburban house becomes a giant world
to traverse, and the whole fun of discovering
Toy Zones is crawling through spaces human
So what animates the toys?
The toys have their own theories, and the
predominant one is that somehow it’s the
Giant imagination. If Dr. Knight knew about
quantum physics, or even the popular un‐
derstanding of it, she might assume that per‐
haps the areas that are unobserved by Gi‐
ants accumulate the potential of imagina‐
tion. Since children are more imaginative,
these Toy Zones form in their vicinity…
But honestly, it does not matter. From toys’
perspective Toy Zones are more or less inde‐
pendent of humans and they will probably
form as long as humans are around. A mad
genius thinking outside the box like Dr
Knight or player characters, however, could
start thinking of how to create and harness
these pocket worlds.
beings aren’t aware of… And each Toy Zone
can be a “dungeon” waiting to be explored. A
lot of strategic planning in the game is main‐
taining control over Zones and human areas.
That’s why we want to keep the scale abstract
and loose – to make you create your own
battlegrounds in unexpected places.
The heroes are plastic people. While
the magic of Toy Zones animates them, they
nonetheless stay toys – the uniforms aren’t
exactly parts of them even in the Real world,
but they are of the same color and texture.
Toys can have visible molding sprues, ex‐
posed joints or even wheels… but they also
have some very human traits. More impor‐
tantly, you’re not just “shrunk human” – the
heroes need things like glue or spare parts
and aren’t fully aware of the world at large.
Humans are a mystery. A lot of the humor
in this setting comes from the fact that you can
look at daily human life from the unusual per‐
spective. The heroes have new skills like An‐
thropology and Navigation that reflect their
understanding of the higher reality, but they
can always fail or hilariously misinterpret a
human behavior. Why are they disappearing,
why are they decorating a tree with baubles?
Of course, don’t go overboard with it – the he‐
roes are not totally lost at sea, they’re soldiers
and professionals that just happen to be 2” tall.
50
Mission generator
To create an adventure, draw four cards,
which will create the adventure outline. The
suits of the cards will determine the setting,
the mission, strength of the main opponent,
and the size of the forces the party could
muster. The values will determine the compli‐
cations, strange events, important NPCs, and
the plot twists.
Place the drawn cards in a row and check
their values in the table below. Feel free to
mix and match ideas and draw extra cards if
you think that’s not enough to carry an ad‐
venture forward. Remember that jokers have
no value or suit – draw an extra card to deter‐
mine one of them, depending on how you
want to use the joker.
Example: I’ve drawn the following cards
Indoors/Unusual Environment
Patrol/Mutiny
Matched Evenly/Pets or animals
Only the squad/When animals attack
And the idea writes itself – the heroes will need
to secure an outpost in the garage, despite
grumbling from their colleagues… but they’re
harassed not just by a small squad of Grey in‐
fantry, but also by a nasty rat. Perhaps the rat
can be egged on to attack the Greys – is this eth‐
ical? Would the heroes consider this? Will their
rebellious subordinates agree?
♦ Outdoors. On the porch, in the garden or
between the vegetable patches. Weather will
be a major factor here!
♣ Beyond the house. This time the mission
will take the heroes far outdoors: the shop‐
ping mall, school or maybe the park.
Joker – Home turf. The crucial part of the
adventure will be defending an established
territory – perhaps even with Green civilian
population.
The second card – the mission
This is the objective the heroes have to fulfill
in this adventure. It can have many smaller
subdivisions, but there is usually one main
crucial goal.
♠ Patrol. Patrolling the area establishes se‐
curity and allows you to spot any threats. It
also allows the soldiers to familiarize them
with the new territory and get used to the
Real World. The players might also have to
ambush an enemy patrol.
♥ Assault. This could mean a large operation
to take new Toy Zones and territories, but it
can also be a small S&D raid with a specific
objective. The difference is less pronounced
with Toy Troopers, since even the largest
armies number over hundreds at best.
The suits – The Mission
♦ Intelligence. The purpose of the player
characters will be to gather data – they can be
scouts, do some light espionage, capture pris‐
oners. They can also perform reconnaissance
by combat – attack the enemy to learn first‐
hand of their weaknesses and capabilities.
The first card – the place
The first card describes where the adventure
will happen. You can ignore this result if your
heroes are in the specific part of the house or
can’t reach other areas.
♣ Defend! It’s the enemy that started the
clash, and the players need to hold the position
or assist other Green forces in trouble. This
could also mean Protection – the heroes need
to take care of a specific person or a convoy.
♠ Indoors. Quite likely it might mean a fight
in the living room or in the unexplored garage.
Joker – Special ops. Sabotage a location, dis‐
guise, take part in a secret experiment, rescue
a spy, kidnap a scientist… It’s possible that
these missions will automatically grant you a
promotion… but if you fail, the high command
might not even acknowledge your existence.
♥ Toy Zone. A fantastical landscape – and
the fighting might be much more brutal there!
51
The third card: The opponent
We assume that the Greys are actively fight‐
ing the Greens. If the mission is to defend, this
means the attackers, if the mission is to gather
intelligence, they might be guards of a secret
lab in the Real World.
♠ Weaker. The forces of the opponents are
smaller, less experienced, cowardly or un‐
trained. This could also mean auxiliaries or
guerillas… The heroes should have some kind
of challenge, perhaps provided by the pres‐
ence of Giants or the weather.
♥ Matched evenly. A platoon
is equivalent to a platoon –
there should usually be
one Grey soldier per one
Green soldier. Or you
can mix things up and
give the players air
support and the AA
guns to the Greys, for
example. Either way the
players need to use their
tactical skills to win.
♦ An Edge. The oppo‐
nents would be more or
less equal to the Green
troopers… if not for a sin‐
gle thing that gives the Greys
a significant advantage. It could
be better positioning, superior equip‐
ment, a talented leader or air support. Either
way, if you can disable it, you’ll easily win –
otherwise you’re in for a hard time.
♣ Green’s gonna die. Welcome to the plas‐
tic toy Hell. Greys are superior in almost ev‐
ery area – they have more men and women,
artillery, tank support, perhaps even powerful
auxiliaries like Big Baby Karen. A retreat
might not be the worst option here.
Joker – Monsters. Mismatched toys, actual
living beings like bugs or rats, perhaps even a
plan involving Giants. Greys might not even
matter much in the plot.
52
The fourth card: Allies
Luckily, the point of a war is that it’s fought
by armies – and an army means you’re not
alone.
♠ Only your squad. Add a couple of allied
Extras to the “party” of player characters –
there’ll be a dozen or so soldiers ordered to per‐
form this mission. It might not seem like much,
but hopefully you’ll have some support.
♥ Another squad/platoon. Your squad
leader receives a brevet promotion – you re‐
ceive at least a dozen Extras to
command, possibly with some
specialists like snipers or
medics.
♦ Heavy ordnance.
You gain access to a
mortar, a bazooka or
an anti-vehicle gun…
or a load of grenades
or mines. Either way
you’re going to hunt
something big! Proba‐
bly the scariest weapon
for the plastic troopers is
an actual flamethrower
or a magnifying glass that
can destroy all sorts of ve‐
hicles – luckily, banned by
both sides.
♣ Vehicle. Perhaps the mission is a convoy,
perhaps it’s a paradrop… or maybe a tank will
be able to aid your assault. Either way a
crewed vehicle is under player’s control. If the
heroes are normally motorized, this vehicle is
somewhat special – if they are a tank crew, it
might be a fully armed helicopter providing
extra fire power or scouting capabilities.
Joker – It’s just us. This mission is restricted
to the player characters only – no allies will
participate in this mission unless the players
will recruit them on the job. Why? Is it secret,
or maybe the heroes will be captured?
The Details
The value of these four cards will determine
more details about what happens during the
adventure.
Card One: Complications
Complications are anything that will make
player’s lives harder, and unlike plot twists,
tend to be known beforehand.
2: Minefield/Traps. The Greys prepared a
nasty surprise for the heroes… or maybe it’s
the player characters that have to set the ex‐
plosive charges.
3–4: Superior defenses. The enemy has
something they can use to defend themselves
– perhaps actual brick forts or maybe they’re
hiding among the leaves in the garden.
5–7: Politics. Sometimes the army can’t do
their job because it’d make their government
look bad… or sometimes there’s some local
bigshot who wants to use the army for their
own needs. Either way Toy Troopers need to
follow some additional objectives – often this
means taking prisoners or protecting an area.
8–9: Communication failure. It can be ra‐
dio static, failure of equipment or maybe even
Giant interference. Either way, the heroes
can’t communicate with HQ.
10: The natives are angry. The heroes need
to also take care of a small squad of non-Grey
combatants. They can be even Green civilians
or angry auxiliaries, mercenaries like Baby
Karen, or maybe even bored fashion dolls
who’ve had enough of the little army men.
Jack: Enemy Sniper. There’s a precise
attacker targeting commanders, possibly deal‐
ing Heavy damage!
Queen: Unusual environment. This is an
area that requires different strategies and
equipment Toy Troopers might not know
how to use. Indoors it could take place over
the bathtub requiring swimming and sailing
skills or in the refrigerator, necessitating
some cold weather gear. Outdoors might be
near a canal, in an office or in an industrial
area!
King: Lost. The heroes lose their objective (or
someone higher up goofed) – they might
themselves get lost in the chaos, discover a
new Zone, or even be carried away by a Giant.
Ace: No gear. The equipment doesn’t arrive…
or malfunctions in the worst possible mo‐
53
ment. It’s a good day for a field repair or
scrounging up some toypunk inventions!
Joker: Your worst possible day. Everything
that can go wrong, does. It’s one of these days
that prove Murphy’s laws.
Card Two: The Plot Twist
This an unpredictable factor that changes the
plans and might totally surprise the troopers.
2: Rogue Agent. There’s a single individual
unaffiliated with the Greys and Greens who
wants to fulfill their agenda. Perhaps it’s a
freelance spy, a self-obsessed action figure, a
bounty hunter or a greedy merchant. They
might attack the characters, but they can also
be convinced to harass the opponents!
3–4: Supplies! The weaker or losing side might
receive sudden support from the command…
which might not be the best thing for the
players.
5–7: A brother is hurtin’. There’s an ally
fighting nearby, and during the mission toy
troopers need to help them. Perhaps this
might mean abandoning the original mission!
8–9: It’s personal. It’s time to use some of he‐
roes’ Hindrances against them – especially so‐
cial ones like Enemy or Outsider. Or maybe
they just receive a Dear John letter from home.
10: Treason! Someone in the players’ ranks is
a real Benedict Quisling. They might sell the
players out or desert at the crucial moment.
The Greys might learn a couple of military se‐
crets… or capture the heroes themselves.
Jack: Mutiny! Your soldiers don’t have to nec‐
essarily ally with the Greys, but they might
simply have had enough. At best, you have a
negative modifier to commanding them, at
worst they might desert and abandon you.
Queen: Someone else screwed up. Military
operations require coordination, and in this
case an allied squad or superiors managed to
get defeated which can negate any success of
the heroes – perhaps the party managed to se‐
cure a post hidden in a flowerpot… but they
won’t receive supplies.
54
King: Peace talks. The opponents might sur‐
render and want to discuss things with the he‐
roes – after all, Green and Grey are identical.
Instead of rolling Shooting and Fighting, the
players might want to make use of their Per‐
suasion skill.
Ace: Mad Science! The Greys have access to
a mad toypunk invention created by Dr.
Knight or an equally talented inventor. The
device is lethal and dangerous to characters,
using Real World technologies and dangerous
objects or substances.
Joker: Sudden shift. The objective changes
mid-mission – draw a new card. Protection
changing into Assault might mean a counterattack, for example.
Card Three: The NPC
To spice up a combat mission, add a human
face to the troubles. This NPC means a roleplaying experience, can be an enemy, a nui‐
sance, or an ally.
2: Enemy cut-scene. To break a long scene
or provide a breather from harsh combat, you
can cut to an enemy gloating to their lieu‐
tenants or working on some nefarious plot,
while the player troopers are away. Don’t
worry about players gaining some knowledge
– they paid for it by not being the stars of the
story in this scene.
3–4: An old friend. Your friend – perhaps
from Basic Training or even a family friend –
shows up… or you make a new one. GM
shouldn’t kill established friends… at least not
on the first session when they appear!
5–7: Worried civilians. A toy not directly
affiliated with the Greens or Greys might
need your help. A lot of humanoid toys are
larger than Toy Troopers… and usually they
have their own agendas! Some toys, however,
need some protection, others might have
valuable objects they could trade for favors.
8–9: Pets or animals. Some toys have animal
intelligence. However, a pet could also mean
friendly Real bug and even a small mammal
like mouse. The characters can try to tame
them or even to gain unusual mounts. Of
course, deserters and hermits might have tamed
these before…
10: Rivals. Some commanders actively en‐
courage rivalry between units, to foster the
competitive spirit. It never ends well, al‐
though it can be fun while it lasts. This could
also mean personal or even romantic rivals.
Jack: Researcher/Journalist. A nosy civil‐
ian will accompany players on the front lines
– and will be a constant source of trouble, but
the eventual pay off might be worth it.
Queen: Love is in the air! Decision whether
the character falls in love should always be‐
long to the player, but NPCs can flirt and
warm up to the toy trooper’s advances – or
the heroes become witnesses in a torrid love
affair between two different toys. A lot of
amusing… and baffling situations could de‐
velop between the animated toys.
King: A strange ally. This could mean a weird
auxiliary unit or an unusual toy that helps the
player characters (like Hunter in our PPC). If
mistreated, they can turn on the heroes!
Ace: An honorable opponent. One of major
Grey leaders want to talk with the heroes –
but she might just want to taunt them. None‐
theless, the players could have an opportunity
to understand their opponents… or maybe
just play football with them.
Joker: Special Celebrity Appearance. In
the toy world this might mean a famous per‐
former from Tinseltown or a Green politi‐
cian… but you can go crazy and unleash your
inner impersonator – perhaps a superheroine
from the recent blockbuster appears as an ac‐
tion figure, or that toy cowboy resembles a fa‐
mous Western actor.
Card Four: Toy Twist
The final card is here to show the players that
their characters are living toys, to make the
story more exciting and fantastic.
2: To pieces, you say? An ally gets broken in
the Real World and must be fixed. For the he‐
roes it might often mean a hunt for some in‐
stant glue or spare parts.
3–4: Giant territory. The heroes need to
hide, while Giants hang around in the area,
transforming the battlefield for the rest of the
encounter. The heroes might have ambushed
the Greys on the kitchen counter… but they
55
should hide once the Dad starts cooking the
dinner! He’s not always around… so charging
between the hot pots and plates is still an op‐
tion.
side, a friendly dog could also be all too eager
to chew on a small Trooper. Of course, ani‐
mals don’t have to be hostile – but very few
troopers would think to try and tame them.
5–7: Play time! You’re a toy, you exist so that
humans might play with you. The kids (or
their friends or parents themselves) appear,
grab you (even perhaps mid-encounter) and
play with you… and you can act freely only
once they’re gone. Sometimes the kids put
you in the toy box and you’ll have to need to
escape from there!
Jack: Crazy obstacle. Sometimes it’s easy to
forget that Toy Troopers fight in a strange en‐
vironment… but this obstacle has no human
equivalents. Perhaps there’s a useful device
sunk in a fishbowl, or you might have to use
a fork as a catapult.
8–9: Giant problems. Giants have difficul‐
ties of their own… which creates opportuni‐
ties for the heroes. A successful Anthropol‐
ogy roll could reveal, for instance, that the
Girl wants to fake sickness to skip school…
which could be a great opportunity for the
Greens to strike outdoors, since the Girl’s
room will be a Giant Zone!
10: When animals attack. Our sample fam‐
ily does not have any pets… but guests or
friends who want the kids to play with ani‐
mals are still a thing. And in the park or Out‐
56
Queen: Size mix-up. This time you’ll have to
use some weapon or toypunk device despite
size disparity. Perhaps it was left by a small
group of rogue mercs like Bratty Dolls or
maybe it is really some Giant device… Or it
was enlarged in a different Toy Zone.
King: New Toy Zone. Heroes can always
discover a new toy world – rumor has it that
you can rediscover old ones, decorated in
baby pastel colors, or covered in rusted metal.
Some say that Toy Zones have toy inhabitants
already spontaneously existing.
Ace: You! Are! A! Toy! Some toys forget
they’re toys and start to act as if they’re the
actual characters. For toy soldiers it’s not usu‐
ally evident since they should act like soldiers
most of the time anyway… but what if that
toy would be a supervillain from a cartoon or
a snobbish fashion doll?
Joker: Time and space. Time works funnily
in the Toy Zones… and the players will en‐
counter the results of their disassociation.
Perhaps a defeated enemy managed to recu‐
perate… or maybe their kids grew up and re‐
turn with a vengeance!
People and places
This section presents important NPCs and
places. Some are important to the campaign,
others might be an interesting distraction and
serve as examples of settlements and Toy
Zones the GM can create themselves. You’ll
find more stats for ‘generic NPCs’ in chapter 8.
Tinseltown (large independent city)
Tinseltown also differs from other toy zones
because it’s been founded by toys visibly
larger than your average army soldier, but it
accommodates them. Most areas visited by
soldiers on leave have facilities adjusted for
them. A lot of Green and Grey soldiers enjoy
watching actors that are, from their perspec‐
tive, 25 feet tall.
Mandy the Mindy
Mandy is one of the most famous celebrities
in Tinseltown – many Toy Troopers point out
that she looks just like any other blonde
Mindy doll… but the directors and fans of the
theaters claim that she has the potential. She
really wants to make movies and her en‐
tourage is constantly on the hunt for movie
equipment… and potential movie makers and
special effects experts. Mandy dreams big.
She has the stats of usual Mindy doll, Perfor‐
mance d8, Anthropology (movie-making) d8
in Tinseltown she’s Size 0 and is Size +6 in the
Real World.
Tinseltown is a rarity in the world of Toy
Troopers – a large, self-sustainable town of
independent toys. Their main business is en‐
tertainment: Tinseltown is a town of theaters
and touring musicians. The actors – mostly
Mindy dolls and some superhero action fig‐
ures – live the lazy life of celebrities, with
some Bricko folk acting as extras and tech
support. They want to loot some toy cameras
from Bricko set so that they could shoot
movies, and work on the technology. They
might perfect it during the campaign.
The sunny, forested town is divided into two
– luxury mansions built of plastic bricks on
top of the hills and simple houses below. It’s
really hard to determine who’s the leader of
the town – there’s usually a handful of prima
donna directors running things and when
something concerns entire town, they meet
together. There’s usually a couple of toy police
officers funded by these, too – enough to take
care of any small group of soldiers on a leave,
enjoying the night life too much.
57
London Town (small independent village)
Behind the box in the laundry room there’s a
small Toy Zone. After a few steps in darkness,
the heroes can wander in a nice hill-sided area
with pastures and fields, with wooly sheep
grazing. There’s a small, unfortified village
atop the tallest hill. If you try to go beyond the
small forest or the river stream, you will walk
out back to the laundry closet.
In the village called London Town there are
only a handful of buildings – three houses for
its eight inhabitants, and a large pub that dou‐
bles as a courthouse/city hall. Half of Londo‐
nians are deserters: Leo and Matt were ordi‐
nary Grey troopers, BB was a Green pilot, and
Tilly was a scout and hunter. Jeri and Sam are
Bricko people, a gardener and a builder re‐
spectively. The leader of the Town is Queenie
– a bobble-headed solar-powered souvenir
from actual London, who founded the town.
Her second-in-command is Yavanna – a
winged Brickhaus elf archer, and city’s main
line of defense.
The Londoners don’t want their little town to
be discovered by either of the armies. They’re
mostly self-sufficient, but they need building
materials to expand their town. Yavanna has
went to the garage a couple of times to loot,
but Queenie doesn’t let her sneak out any‐
more because it’s dangerous.
k Queenie
Queenie is a bobble-headed souvenir gift ini‐
tially meant for the Big Sis – which makes her
older, and somewhat worldly. After all, she IS
from abroad! She’s pompous but overall a
fairly reasonable authority figure… though
she demands to be treated like a real Queen
and abuses the royal “we”.
She cares about all her “subjects” acting as a
self-appointed mother of the large family
rather than a ruler. In particular, she has taken
a maternal approach to Yavanna… though the
elf both appreciates and resents it. Queenie
wants her community to develop but is not
letting her family venture to dangerous places
garage or to kids’ rooms. She lets them steal
paper from the bathroom and the living room
(and as a result is relatively well-read for a
toy).
A�ributes: Agility d6-1, Smarts d8, Spirit d8,
Strength d4-1, Vigor d8-1
Skills: Academics d6, Anthropology d10+2,
Athle�cs d4, Ba�le d8, Common Knowledge
d10, Figh�ng d4, In�mida�on d6, No�ce d8,
Occult d6, Persuasion d8, Repair d4, Research
d6, Shoo�ng d8, Stealth d6.
Pace: 1; Parry: 4; Toughness: 6
Edges: Command, Hold the Line, Natural
Leader, No Mercy, Scholar (Anthropology)
Hindrances: Big Dumb Head, Cau�ous,
Elderly, Quirk (insists on royal protocol, uses
the royal we and has a pronounced RP accent)
Gear: Small corgi (Willow), purse (containing a
handgun, 12/24/48, 2d6+1, AP 1), crown
(Armor +3 on head in Toy Zones only).
Special Abili�es:
- Bobblehead. as the Big Dumb Head
Hindrance, but her constant nodding can be
interpreted as sagely. A�empts to Persuade
Queenie or detect lies using No�ce are at –1.
k Yavanna the Elf
58
The Elf Friends line of the Brickhaus was
fairly popular, but the winged elves were
wildly impractical. Yavanna was well-liked by
the Girl but as she began to be more inter‐
ested in animals, Yavanna and her elven
friends were left on the shelf.
Eventually the Grey army animated and con‐
scripted her, but Yavanna escaped and found
Queenie. Yavanna found another Toy Zone in
the closet, and Queenie founded London
there, recruiting similar lost troopers, while
Yavanna scouts and defends the community.
Yavanna behaves like a stereotypical elf from
high fantasy novel… but also like a rebellious
teenager – Queenie might have “adopted her”,
but she’s now being too overbearing and she’s
not her real mom!
A�ributes: Agility d10, Smarts d6, Spirit d8,
Strength d6, Vigor d8
Skills: Anthropology d8+2, Athle�cs d4, Ba�le
d6, Common Knowledge d4, Figh�ng d6,
Healing d4, In�mida�on d4, No�ce d10+1,
Occult d6, Performance d4, Persuasion d8,
Riding d4, Shoo�ng d10, Stealth d8, Survival
d8.
Pace: 6; Parry: 5; Toughness: 6
Edges: A�rac�ve (to Brickhaus people
anyway), Alertness, Double Tap (can use it
with bows)
Hindrances: All Thumbs (well, you get the
general idea), Clueless, Heroic, Stubborn
Gear: Bow made of Real World wire and doll
hair (12/24/48, 2d6, AP 2), 12 arrows (HW).
Special Abili�es:
- Wings: Yavanna has colorful wings made of
thin cardboard. She can’t fly using them even
in a Toy Zone, but they grant her +2 to
Athle�cs when falling or jumping. In Toy
Zones, they’re a part of her, and enemies have
+2 bonus to hit and hurt her.
Major characters
k Dr. Grizelda Knight
Dr Knight has always been fascinated with
the Real World and spent more and more time
there, sometimes even observing giants
against her superiors’ orders. Eventually she
began Grey-sponsored studies of Giants, and
how they relate to creation and animation of
Toys. As a result, she’s visibly more “plastic”
in the Toy Worlds. She has studied the prop‐
Our family
This is how we see the family – as said before, this is only a vision that justifies some elements
in the house and in the campaign. A lot of these are not facts, but suggestions.
Mom is in her early 30s. She is a creative designer and an artist (hence the powerful, multiscreened computer in the parents’ bedroom). Mom sometimes works from home but spends a
certain amount of time both as a part-time consultant at a creative company, and teacher at the
university. As a result, she can be found working at home at any time, but there are times
where there’s only kids playing.
Dad is somewhat older than Mom, he works on an oil rig as an engineer. He works two weeks
offshore and spends two weeks at home with kids. Sometimes he’s completely missing, some‐
times he spends his entire days at home, relaxing, spending time with family and playing video
games during the day.
The Big Sister is in college, studying Law. She’s also on a sports team, and she visits the family
during the major holidays.
The Little Sister is about nine years old, she’s struggling with slight autism and ADHD, but is
a cheerful if energetic kid. She’s taking small amounts of medication to calm her down, but
overall the family – often Dad when he’s around – try to keep her happy and occupy her atten‐
tion. She’s a big fan of the natural world and collects toy animals.
The Brother is twelve. He is a stubborn pre-teen who likes to spend time with his peers and
play board games. He’s a big fan of some superhero series, most notably the Defenders and
Teen Robots. He’s been seriously annoyed with his little sister before, but now he spends more
time with her.
59
erties of Toy Zones and human behavior and
believes that any place has potential to be‐
come a Toy Zone.
Dr. Knight’s big plan is ostensibly to subtly
control the Giants – commander Feldgrau be‐
lieves that it’s to dominate the Toy Zones in
the house, by making them order more toys
for Sister, but actually she wants to create Toy
Zones for herself to rule, then exploit the Real
World, possibly to rule it as well. Why bother
with dominating a bedroom, when you can
literally create new worlds?
A�ributes: Agility d10, Smarts d12, Spirit d8,
Strength d6, Vigor d8
Skills: Anthropology d12, Athle�cs d8, Ba�le
d8, Common Knowledge d8, Driving d10,
Electronics d8, Figh�ng d6, Hacking d8,
Healing d4, In�mida�on d8, Language
(Chinese) d6, No�ce d8, Persuasion d10,
Pilo�ng d8, Repair d10, Science d10, Shoo�ng
d10, Stealth d8, Taunt d8, Thievery d6.
Pace: 6; Parry: 5; Toughness: 5
Edges: Brave, Command, Combat Reflexes,
Free Runner, Jack-of-all-Trades, Mar�al Ar�st,
McGyver, Mr Fix It, Rich (Filthy), Scavenger
Hindrances: Curious, Driven (to rule the
world), Small (she’s a Bricko person),
Suspicious (Major).
Gear: Usually she commandeers any Gray
Vehicle, and she’s quite adept in pilo�ng them.
She carries a submachine gun (12/24/48, 2d6,
AP 1, RoF 3, 30 shots) and a saber (Str+d6, +1
Parry) with her when exploring Real World
Special Abili�es:
• Construct – Dr. Knight insists on spending
�me in the Real World and she o�en
researches Giants on her own. Regardless
of the world she’s in, she’s treated like a
full-blown construct. She feels no pain,
and can detach her limbs which s�ll
func�on, unlike most Bricko people.
k Ivan
Ivan is a huge Grey Trooper, one who got
luckily molded to be huge. He believes in the
Grey nation and thinks that Dr. Knight is the
best option for changing the reality so that
the Grey nation can be a dominant power in
the House.
A�ributes: Agility d8, Smarts d8, Spirit d8,
Strength d12+2, Vigor d10
Skills: Anthropology d6, Athle�cs d8, Ba�le
d8, Common Knowledge d8, Figh�ng d10,
60
No�ce d8, Shoo�ng d8, Stealth d8, Survival
d6.
Pace: 6; Parry: 7; Toughness: 8
Edges: Brawny, Combat Reflexes,
Countera�ack, Extrac�on (Imp), Soldier,
Mar�al Ar�st.
Hindrances: Arrogant, Loyal, Mean.
Gear: Helmet (+3), plas�c rifle (24/48/96,
2d8, RoF 3, 30 shots, AP 2).
Special Abili�es:
• Hardy: Ivan is just that tough. To Wound
him, it’s not enough to Shake him twice.
k Brigadier-General Olive K. Drabb
This stern-faced grim lady is a two-star gen‐
eral that can take interest in the players’ toy
troopers. She is officially an assistant to com‐
mander of a division, responsible for hun‐
dreds of soldiers, vehicles and the organiza‐
tion of large operations – and unofficially
she’s also responsible for the unusual, irregu‐
lar special operations. She has an investiga‐
tive nature, which serves her well.
She isn’t sure whether she’d like to be pro‐
moted further – her main motivation is to
keep as many Green soldiers alive as possible.
She won’t accompany the PCs, in part be‐
cause she has been paralyzed by her fear of
the dark since the Boy left her for days in the
backpack during spring break.
If necessary, you can use the same stats for
Commander Jonathan Feldgrau – he has
Battle d10, since he has more experience and
commanded major battles.
A�ributes: Agility d6, Smarts d8, Spirit d8,
Strength d6, Vigor d8
Skills: Athle�cs d6, Ba�le d8, Common
Knowledge d6, Figh�ng d8, No�ce d8,
Persuasion d10, Research d8, Stealth d6,
Shoo�ng d8.
Pace: 6; Parry: 5; Toughness: 6
Edges: Rank (Officer), Brave, Combat Reflexes,
Command, Fervor, Hold the Line!, Inspired,
Mar�al Ar�st.
Hindrances: Cau�ous, Loyal, Curious, Phobia
(Major, darkness)
Gear: Handgun (12/24/48, 2d6, AP 1 RoF 3).
k Hunter
Hunter is a wooden painter mannequin be‐
longing to Mom. They are actually one of the
oldest toys in the house - they don’t like talk‐
ing about it, but Hunter remembers times
when only the oldest Girl had toys. As a ‘se‐
nior citizen’, Hunter has excellent knowledge
of the house layout (and neighboring areas!),
but they don’t like socializing with other toys
and seldom visit Toy Zones.
They doesn’t think of themselves as of a boy
or girl, being instead interested in explo‐
ration, and well… hunting. It’s not clear how
they ear, but they apparently do. Hunter can
hear and see normally, somehow, but they’re
unable to speak. They also are, not surpris‐
ingly given their origin, a quite good artist.
Since they are mute, no one is sure how they
call themselves, but their friend Yavanna
claims that they’re fine with being simply
called Hunter.
A�ributes: Agility d8, Smarts d8, Spirit d8,
Strength d12+2, Vigor d8
Skills: Anthropology d8, Athle�cs d8,
Common Knowledge d8, Figh�ng d8, No�ce
d8, Persuasion d6, Repair d8, Shoo�ng d8,
Stealth d10, Survival d6, Thievery d4
Pace: 8; Parry: 6; Toughness: 10
Edges: Free Runner, Frenzy, Level-Headed,
Trademark Weapon (spear)
Hindrances: Code of Honor, Mute, Outsider,
Gear: Real World Spear (Str+d6, 2/4/8, HW),
ratskin cloak.
Special Abili�es:
• Size +4: Hunter is tall, and able to assist
Toy Troopers. Compared to them, they are
Large, and can take an extra Wound.
Medium creatures are at +2 to a�ack
them.
61
Plot point campaign
Thinking Outside
the toybox
This campaign assumes that the player char‐
acters start as a small squad of privates in the
infantry but honestly, you could easily change
this campaign if your players were in a tank
squad or a more elite unit.
War is coming
For the last few weeks there’s been a recurring
rumor around the Greens, that there has been
a shakeup in command in the Sister's room. Re‐
portedly, there's a new Grey commander, who
wants to expand more to the Side Corridor and
discover new Toy Zones there.
There's more patrols outside the Boy's Room
and the Green officers are trying to keep the
grunts on their toes. The heroes are being sta‐
tioned in a Toy Zone in the Boy’s Room –
they have finished their basic training and
they now need to learn how to work as a
team. In the meantime, they can enjoy the
plastic trees and leisurely work after training
– perhaps doing some boring bureaucratic
duty like assessing gear or examining vehicles
in the motor pool.
They’re approached by their former drill
sergeant a cool, detached tough guy. He talks
to them for a bit and mentions that it’s not im‐
possible that they will be thrown straight
62
onto frontlines. There's no official orders, he’s
heard from his superiors that some of his for‐
mer men might the first to get into the
grinder. Use this conversation to do two
things. Set a tone by putting the players on
edge and give the players a chance to intro‐
duce themselves. Give their unit a name, es‐
tablish the names of their commanding offi‐
cers and other allies in the squad. Give the
players a chance to describe their characters.
Because first thing in the morning…
March out!
Instead of breakfast and a morning training
session, the heroes are woken up by a bugle
call, and their superior appears in their com‐
mon room, telling them they need to prepare
for the relocation – prep the gear, loadout and
wait for the further orders. They're waiting
anxiously for about an hour, and around 10
AM they receive an order: They and two other
companies are to march out of the zone, tra‐
verse the Boy’s Room, get to the corridor, and
patrol the kitchen with DRC – Direct Radio
Contact. In the Real World it's still night – the
Giants are asleep, and the lights are off. There’s
no moonlight, and all the rooms are Dark.
The toy troopers might want to turn the light
on – you can play it out as a Challenge (see
page. Sample rolls are Anthropology for find‐
ing and activating a glow-in-the dark toy or
Navigation to find a nightlight. Failure here
means that the Boy wakes up briefly and the
team is delayed and gets flak from their supe‐
rior later. Luckily for the PCs, the door to the
room is ajar.
Attack in the dark
Another group of Green soldiers also marches
out of the Toy Zone in the closet, and they re‐
join the heroes. The heroes have to patrol the
eastern side of the main room, while the other
squads will take the center and the
western wall. Kitchen seems
quiet and peaceful in the
dark… But there’s three
Grey planes stationed
on top of the cup‐
board waiting to
attack any troop‐
ers who come into
the living room. If
the players men‐
tion having a
light, the Greys
will bomb their
column… and the
NPCs will immedi‐
ately break ranks
and flee. There’s
chaos and panic… and
from the shadows, mon‐
sters leap!
The player characters luckily
weren’t Wounded by the air strike,
but each Extra follower suffered 2d6 damage!
If the heroes have avoided the light, a Grey air
scout tries to break their column with assault
and bombing anyway – but the Extras only
receive 1d6 damage and the heroes aren’t
hopelessly lost. Hunter (see below) will ap‐
proach them on their own instead, seeing
how they fought a monster.
After the dust settles, the Grey Infantry closes
on… with a monstrous ally! Remember that
it’s Dark, but it affects both Greens and Greys.
•
•
1 regular Grey Trooper for each Green
soldier
1 triceratops
Luckily for the heroes, the Greys are merely
testing the dinosaurs on the battlefield – if the
beast is Shaken, Grey Troopers make a Spirit
check (not as an action), failure means that
they run away. After the fight, the PC unit
might find themselves hopelessly lost in the
darkness. If they are lost, they will need to
wait until after the Kids go to school in the
morning to go back to Boy’s Room. Ask the
players what they intend to do. If they try to
make their way back in this early morning,
ask them to make Navigation rolls to find
their way back to a vantage point – failure
causes them to get closer to the Grey
Base. On their road, however,
they will encounter a hunter.
Nameless Hunter
Hunter is a drawing
mannequin – they’re
fairly
old,
since
they’re not a toy of
Brother or any Sister,
but
technically
Mom's, back when
the
little
Sister
wasn’t around. When
Mom stopped using
them for drawing
practice, she stashed
them… not that far away
from a Toy Zone. The
mannequin fell into a small
Zone on its own, and they
taught themselves how to fight on
their own.
They are peaceful but will sneak up to toy
troopers that are lost and not sure what to do.
Hunter is a smooth wooden figure who hides
their lack of features behind their trophies –
parts of monsters they’ve slain, including
even skin of a rat. They motion to the heroes
to follow them under the cupboard… and if
the soldiers do, roll Notice (–4 because of the
darkness). A success will reveal that up on the
shelves there’s some movement – probably
Grey soldiers. If the players failed the Naviga‐
tion rolls before, perhaps a lookout has
spotted them as they lost time – and as the he‐
roes follow Hunter, Greys can take one or two
pot-shots at them (Shooting d6-4).
63
Hunter leads the players to a very small and
narrow passage between the cupboard and
the wall. The passage opens to a weird papery
toy zone. Instead of happy shiny plastic the
ground here is a white sheet of paper and so
are the walls. Hunter has gathered some pen‐
cil stubs here and will use them to happily
converse with the heroes. If you want to,
Hunter prefers to draw comics (GM, have fun
with it). If the players get bored of this,
Hunter will write to tell the players that they
need someone with guns to shoot cock‐
roaches biting through their paper walls -- in
return Hunter will lead the PCs to a safe place
in the kitchen when Giants aren’t around.
Play out a scuffle with the roaches who got
deeper in the actual Toy Zone… but there’s
also another plastic dinosaur, this time a
bright-colored stegosaurus who will butt in as
the players practice shooting at the roaches.
The Hunter is as surprised as the players at
the sight of the creature. If asked about this
new toy, they will write that maybe the play‐
ers' superiors would need to hear about it, or
that they have a friend – Yavanna, a fellow
hunter who lives quite a long distance away,
but Hunter’s not sure whether she would rec‐
ognize this monster. If asked, they will give
the heroes the way to London Town… prefer‐
ably when the kids go to school. See the de‐
scription of London Town above, if you want
to use it in your adventure – it’s here mostly
to provide connection to an independent NPC
group the players can use to establish some
contacts outside the Army.
•
•
Cockroaches (2 per player)
Stegosaurus with the Hardy special
ability.
The stegosaurus does not ally itself with the
roaches and will attack them if they’re in its
way. The heroes can follow the dinosaurs back
to where they came from (a standard Tracking
roll, +1 since the creature was relatively big),
to the Grey base in the upper shelves in this
cupboard. There are Grey soldiers around –
they have seen the Hunter, but think it’s just a
random toy, and they have avoided the Grey
patrols so far. There are 1d6 Grey soldiers pa‐
trolling the outskirts of the cupboard, and they
will call for backup if they see Green troopers.
64
Hunter will lead the heroes back home as they
promised and try to avoid any Grey patrols.
They’ll write that there’s been more activity
in the couple of past days – Hunter didn’t re‐
alize that they established a base somewhere
but it’s not unlikely. It’s up to the commander
of the players’ squad what to do next. They
can accompany Hunter to London Town to
meet with the independent settlement who
might have more to learn, Hunter might lead
them back home to report, or the heroes
might “show initiative” and Investigate Out‐
post Two on their own.
The reports of the dinosaurs actively used by
the Grey army could be more precise, but the
heroes risk capture if they investigate the ru‐
mors – see Investigating Outpost Two for de‐
tails. The patrol was nonetheless a failure. In
fact, if they return without proof of a new
type of toy used by the Greys, they might be
disbelieved.
After the patrol
Mom has thrown the plastic remnants of the
other Green soldiers in the garbage as she left
work, so there's no evidence of the night fight.
There are no tracks or other trails. The
Colonel will talk with the heroes and will tell
them to be on the lookout in the future. Bring‐
ing Hunter as a witness would be useful but
won’t fully convince the superior. Bringing
trophies of dinosaurs might be sufficient
proof, though. Remember what we told you
about the Photography skill being useful
sometimes?
The commanders haven’t heard of the Zone in
the cupboard – and so after a couple of days
to recover in the Boy’s Room, the players will
be ordered to investigate the Toy Zone in the
living room cupboard. The Hunter’s Zone
might be an interesting place to set up a camp,
even if it’s inaccessible to vehicles.
Investigating Outpost 2
Outpost Two is the newest one of the secret
Grey bases, where they plan to use more di‐
nosaurs and other toys. Soon, they’ll use the
Outpost for psychological operations. Greys
have never used non-sentient toys on a large
scale and truth be told, Sister doesn’t even
collect that many dinosaurs. Where do they
come from? That’s one of the few questions
that need to be explained.
The heroes might decide to investigate the
Outpost on their own in the first adventure –
after all, one of the purposes of patrol was to
gather intel on the Grey Army. If they re‐
treated, they and their squad (a dozen soldiers
total) are sent to establish a camp base in
Hunter’s Zone. Colonel Zelenski tells them to
colonize it officially – if the heroes became
attached to Hunter, he will specifically order
the troopers to evict this faceless goon or per‐
haps make them join the Green Army. The he‐
roes need to document the number of soldiers
in the base, and its unusual features – if they
decided it on their own, they should realize
this (you can remind them of their duties us‐
ing Common Knowledge).
Hunter themself will be angry and write that
they will only let in the ones they can trust;
they might even evict the heroes forcibly… or
even attack them, which will probably alert
the Grey guards.
Reaching Outpost Two
This camp is set in a Toy Zone, deep behind
the fancy plates in the kitchen. To get there,
Greys perform airlifts and they have a simple
string setup – the soldiers can rappel up and
down. In the Zone they store cages for the
creatures and toypunk lifts made of cogs and
ball bearings to haul the subdued dinos to the
65
floor. There’s almost always at least one sol‐
dier hiding between plates – and if he doesn’t
see the Giants, he’s accompanied by 1d4 addi‐
tional Grey guards.
Plates: This shelf stores the “good tableware”,
expensive plates used for special occasion and
since Giants do not peek here often, the plates
are far more vulnerable to toy armaments. An
explosion – even a hand grenade – is enough
to rock the dishes, and shatter some of them –
add +2d8 to the explosion damage from
shattered dishes and draw a card to check
whether Giants heard the plates shattering.
Good news for the Green army, though: while
this won’t destroy the Zone, if the Giants
are alerted, they will limit access of the
Greys to the cupboard.
The base inside resembles a greyish,
metallic wasteland, with buildings
and landing gear for the heli‐
copters inside, and a small
captured group of raptors in
a pen, with some empty
cages nearby. If the he‐
roes spared the previ‐
ously encountered di‐
nosaurs, they will also
be found here. There’s a
small bunk space for
around twenty soldiers but
not all of them are found here.
The perimeter is patrolled by a
single Grey guard and a toy dog.
If the players haven’t prepared a
good attack plan, there is high chance
that their characters will be captured
and tossed into a cage until Giants are
gone from the living room. Then and a large
helicopter will take the player characters to
Triassic Park (see page 67). It shouldn’t be too
hard to break out – a Quick Encounter based
on Thievery should be enough to sneak out
and pick the lock. It has a lot of string mea‐
sured up, and a landing gear for helicopters…
But most importantly there are actual real toy
dinosaurs. The small raptors can be captured
and if the players aren’t sure how to do it,
Hunter can assist them. The guards minding
the dinos claim they come from the Triassic
Dome, a secret base near the TV set in the liv‐
66
ing room. There are even documents in the
commander’s office pointing out the location
of said base.
It’s not impossible that the players will be de‐
tected – a handful of guards might spot them
as they sneak by (1 per player plus 1d6 if they
have any allied Extras). They can try to run
away with evidence, it will take a while for
the Greys to coordinate their efforts. An alter‐
native is seizing a helicopter if the Greens
happen to have Piloting!
It’s up to Toy Troopers to decide what to do
next – the intel could be valuable. Leaving the
base now (regardless of whether heroes are
spotted) will lead the Colonel Zelenski to ac‐
knowledge PCs’ usefulness, and he will send
them to the kitchen to patrol the counters
during the school days of the Kids. After
a couple of days, the players will be
given more gear and promotion and
sent to find the Triassic Dome. In
the meantime, you can generate
your own missions or play some
Savage Tales like this one:
Grand Theft Toy Car
The spies of the Green na‐
tion have warned the high
command that the Greys are ac‐
tive near the kitchen. They claim
that Mom promised “something
special” to the Boy, and Greys want
that something. If the heroes have a ve‐
hicle specialist in their team, it's their
time to shine. Unlike with most other mis‐
sions, now the Toy Troopers need to act
quickly, even if a Giant is nearby! This en‐
counter introduces Ivan, a tough Grey
Trooper, and a loyal second-in-command to
dr. Knight. If you decide to skip it, make sure
that he appears in a later adventure.
This mission is dangerous, though! Mom is in
the Kitchen, preparing a meal. She’s put the
shopping bags under the table, and Greys are
also racing to seize the “gift”. The briefing offi‐
cer describes the situation, drawing a simple
map on a scrap of paper, and everyone hurries
the heroes to leave the makeshift base.
Reaching the kitchen before Greys
Greys are using a standard jeep. Provided the
heroes won't come up with a good Challenge
to slow down the enemy (like shooting at the
carpet, alert the Giants) the two teams will ar‐
rive at the kitchen table at the same time.
•
•
Regular Grey Troopers (2 per Green)
kIvan
There are 2 standard Grey soldiers per every
Green (including PCs), commanded by Dr
Knight’s personal assistant – Ivan. Ivan is one
of the biggest Toy Troopers ever, he's Brawny,
Hardy, and superhumanly strong. He won't
even try negotiating with heroes. When the
Greys get to the shopping bag, he will tell his
men to cover him and four novices as they
climb the produce bags on the ground, that
are propped against the legs of the table. Ivan
will take four combat rounds to climb to table
surface – in the first two rounds he has Cover
provided by the grocery bags. Ivan is also su‐
perhumanly strong and can pelt the heroes with
fruit and vegetables found in the bags (treat it as
Improvised Charges, in table on page 30). When
Ivan reaches the tabletop, his men on the
ground will take defensive position.
Tabletop combat
If the heroes follow Ivan, they will have to
climb the table legs and performing advanced
backflips to jump on the tabletop. The Grey
colossus believes that he can deal with the
party on his own, but his first priority is to
find the die-cast metal toy car in the shopping
bags. He'll pull it out and – since it's in the toystate now and doesn’t work like a real car –
ride it like sled, jumping off the table.
Ivan’s Pace is merely doubled when he is us‐
ing it in this way. The Grey soldiers on the
tabletop will cover Ivan’s escape, then jump
onto the produce bags, thus reducing the
damage from falling. Ivan can actually grab
the toy car and smack the characters with it,
briefly gaining the Improved Sweep Edge (–2
due to bulk and being an improvised weapon).
He will rush to the nearest Toy Zone, perhaps
the Outpost Two if the Greys haven’t closed it
– and the heroes should stop him, because
there the toy will transform into a real car –
much faster than most army jeeps and tanks!
Ivan is somewhat bulletproof, but he's not im‐
mortal – he'll jump protecting the car, and fol‐
low to the TV set.
The Giants are awake
If anyone draws a Queen of Diamonds during
the fight or the chase, Mom will take some ac‐
tion – immediately shifting the entire scene
into Giant Zone (reducing Pace of characters
and forcing them to sneak past her). She’ll
move to the table and look for the toy car –
and if she spots it in the middle of the room,
she’ll lift it up, perhaps wondering if the store
added some toy soldiers to the car.
She'll be really angry if she's lost her toy car…
somewhere. On the plus side, she'll give her son
some money instead, which he'll add to his piggy
bank… and buy some new toys in his room in the
future. Of course, the heroes won't realize this,
but it’d be nice for the players to know.
The Triassic Park
The real secret base of the Greys in the big room
is on the top shelf of the bookshelves near the
TV set. While this whole area is often treated as
Giant Zone since Dad tends to rest here, the up‐
permost bookshelf is safe, even though it is ac‐
cessible mostly through flying vehicles. Heli‐
copters are extensively used to transport beasts.
67
A couple of steps behind the wooden edge of
the cupboard the Toy Zone begins. Within the
Toy Zone is a wide plain, with ominous cliffs
on the horizon. Just a couple of hundred me‐
ters beyond there are two dozen airplanes in
grey hangars… and a strange dome. Closer ex‐
amination will reveal that it’s some kind of a
giant glassware, repurposed and somehow
enlarged to serve as a roof of a building. It’s
the Triassic Dome, where Dr. Knight controls
the dinosaur-aspected Toy Zone.
There’s a large garrison (around 30 Grey
troopers), a crew of technicians and scientists,
and the Zone always has at least 3 heavy heli‐
copters to transport dinosaurs to the ground
floor. Of course, the real danger is the mad‐
woman running the show.
If the players let themselves be captured in
the previous adventures (or during the attack
on the Dome itself) they and their allies will
be examined by Zelda Knight, and if they’re
auxiliaries or Bricko guys like herself, she’ll
chat with them. She introduces herself as “dr.
Knight” and explains that she’s been working
on creating new Toy Zones – something toy
science never considered possible. She’s had
some promising results, transforming an area
of this Zone into a more savage, wilder land…
where dinosaur toys spawn naturally. If the
players don’t interrupt, or they comment log‐
ically on her mad scientist speech (passing an
Anthropology roll), she’ll notice it means ba‐
sically unlimited power – creating toys out of
thin air! You could even manipulate the Gi‐
ants with that!
“Sadly,” she callously explains,
“you won’t be able to learn the
consequences for the entire
toy world. But you will help
out with testing the dinosaurs,
so you will contribute to science.”
It’s good if Dr. Knight gives the same spiel to
the soldiers that invaded the base – try to play
it out so that they’ll be captured. If the players
have a really good plan, Dr. Knight escapes
(jumping behind the shelf from the other
side), and the heroes can learn this plan from
her notes… that are held in a small camp in‐
side the dome, as pointed by the technicians.
68
Inside the Dino Dome
This is a geodesic dome (in part made of a
large glass fruit bowl) containing a small Toy
Zone inside a Toy Zone – only Dr. Knight
knows how to achieve this trick. Now the
heaters and lamps maintain tropical climate for
the dinosaurs – the first few spawned “natu‐
rally”, as a background element – now they
quickly hatch from eggs and mature… The
inside of the dome is a thick jungle with
pathways and clearings created by the
jungle behemoths.
The captured prisoners re‐
ceive simple rifles (with full maga‐
zines). They’re usually told that
they can fight their way out or at least try to
survive for a couple of days. But the real idea
is to condition the dinosaurs to be hostile to‐
wards Green soldiers – even if the Greenies
manage to kill one, the others will be enraged
by the attack on the herd.
It’s time for the heroes to fight their way through
– if you want to, you can play it out tactically, us‐
ing assorted species of dinosaurs found in the
next chapter (at this point, one larger beastie
should be matched to 2 characters). The heroes
will also find some previous victims and can loot
their equipment for extra ammo… and perhaps
even improvised melee weapons.
This is a cruel and unusual punishment, but
there is a way out. A skilled technician (Re‐
pair –2) could use the systems of temperature
regulation to lower the temperature so that
the reptiles get morose – as a bonus, it could
lower the temperature of the main heating
vent so that the plastic soldiers could crawl
out without melting! An alternate way out is
to destroy the main door – it has Toughness
20 but provoking an enraged dinosaur to ram
it once or twice should do the trick. Dinosaurs
will cover the heroes’ escape… you don’t have
to take airplanes or helicopters.
Alternatively, you can play out fighting
through the dome (whether the heroes are
prisoners or invaders) as a Quick Encounter,
using Fighting and Shooting to defeat the di‐
nosaurs, Repair to find the heaters and Notice
and Science to find Dr. Knight’s camp.
In any case, this will be the valuable research
– an Anthropology (–3) roll will hint that she
used Sister’s toys and Giant magazines to
“push” the area towards the dinosaurs. Either
way, Green scientists will have something to
study If the players manage to break out of
the dome as prisoners, it’s not unlikely that
the camp will be disbanded, and the experi‐
ments moved elsewhere.
After the dinos
A handful of dinosaurs might be tamed by
Greens, but after this adventure, they’re rele‐
gated to sidelines. Dr. Knight wants to try out
other venues of research and besides, the di‐
nos had little practical use on the battlefield.
They might appear in the future scenarios,
and maybe some escaped to the “toy wild”.
The heroes can after all this series of mission,
roll for promotion – and they will be trans‐
ferred to the special operations unit. General
Olive Drabb oversees special operations; she
has heard of new experiments, and will be very
interested, when she hears the name of Dr.
Knight. She’ll tell the players to keep an eye on
that Bricko person. The heroes will become
now a more elite, mobile team – they’ll still be
a part of their main unit, but they’ll also be sent
on several investigative missions, seeking
strange, misfit toys.
To a certain extent, they will be given some sup‐
plies, like a new vehicle or dedicated air support
and Drabb will encourage them to explore on
their own. “There are many settlements there,
and we’re going to need allies. They’ve moved
their bases closer to our borders, and there are re‐
ports of strange toys nearby. Since we now know
that our mortal enemies are creating new Toy
Zones, we also need to learn about them as
much as possible.”
Let the players explore Toy Zones for a while,
sending them on a couple of scouting or re‐
source gathering missions, generating them
yourself.
Trouble in Tinseltown
The player characters are on a furlough in Tin‐
seltown, the small Toy Zone that's independent
but provides a lot of entertainment. Normally
this town is full of Greens and Greys on leave
passing each other politely – the Directors of
the town said that if there's any violence, both
groups will be banned for at least a month of
Real World time and the prices for entertain‐
ment and supporting the troops will rise.
As the toy troopers try to relax in a nice toy
cafe. Madame Jumeau, the cafe owner and an
old-school porcelain doll, asks for help. She
might have heard of what the heroes have
achieved, and tell them a small group of bratty
dolls have taken over her friend’s theater. She'll
give them free croissants and say that they
might be the perfect toys to help her friend.
Tinseltown cops can’t cope with a gang of
bratty dolls who wanted to star in the show and
took over a theater. The friend of Madame
Jumeau is Chief O’Hara – a plastic action figure
cop, who’s in the area and tries to take control.
The Bratties are strong and heavily armed –
someone must sneak into the theater and con‐
vince the dolls peacefully to come out. The
gangsters are three big dolls who don't re‐
spect toy troopers and might actually pull out
a gun on them. They have Heavy Weapons
like machine guns and rocket launchers,
looted from Green or Grey deserters.
•
Three Bra�y dolls: Melody, Harmony and
Carol – Extras with Resilient ability.
Remember though that they’re entertainers,
not enemies. If the players shoot a doll – they
could be ejected from the town forever. A sin‐
gle Taunt, Persuasion or Intimidate roll could
be enough to make them less hostile, but a fail‐
ure could turn dirty quick.
The dolls have prepared a horrible musical act
that's not very good, but they will relent if they
receive any kind of promise to perform it pub‐
licly. However, if they are booed after hitting
the stage, this will actually make them willing
to improve more. An enterprising Toy Trooper
might promise to let them perform for the
Green Army… and then turn them into allied
mercenaries!
69
Act two: Redesigning Reality
Mom owns a powerful computer she uses in
her work as a graphics designer. Recently,
though, she’s been thinking of acquiring a
new useful gadget – a 3d printer. Would you
believe that it’s because at night, a small of
specially trained Grey Soldiers climbs onto
her bed and whisper stuff into her ears when
she is sleeping? Regardless of any influence
3d printer would indeed be useful in her job…
but first she needs to earn money for it, by
taking some extra commissions. As a result,
she’s been in her room for days… which is not
exactly what the Greys wanted.
But the Greys still need to maintain their
presence in the parents’ bedroom, next door
to the Boy’s. The outlooks and scouts reported
more flying machines getting in the Mom’s
room while she’s running errands. And so, it’s
up to heroes to explore the small Toy Zones in
the room and learn what the Greys are plan‐
ning. Officially, they have to establish an out‐
post in the room and look for the new Zones.
Unofficially, they must learn what the Greys
are planning and what are they going to do
now that their dinosaur initiative has been
foiled.
The heroes could look for a convenient Toy
Zone in the room, but even if they find one it
will be small and won’t offer a good vantage
point to observe Mom. The heroes need to
spend their time in the Real World and ob‐
serve the happenings when Giants are and
aren’t around. Get your players to describe
the decorations in the room, places, nooks
and crannies where they could camp out
without being seen by the Giant – a shelf with
flowerpots or a bookshelf would work well. It
will take a couple of Real World days to ob‐
serve Mom getting overworked, neglecting
sleep, and overdosing on coffee… but once she
leaves the house after three days, the players
will finally see a small commando unit of
Greys lead by Dr. Knight sneaking into the
room. Now’s their chance to get them!
The heroes could also observe these invaders
and report back – that’s not very glorious but
won’t get ragged on by Drabb. If so, the Grey
scrambles towards the desktop, to write
70
something on the computer. They will open a
spammy website advertising 3d printers and
start typing up an order. Note that the player
characters might not understand what a 3d
printer is – it requires an Anthropology (–4)
roll to remember what it means for the war!
If the players try to intervene or attack, the
Greys “send” mid-sentence, and scramble and
flee. Dr Knight won’t let herself be captured.
The soldiers if captured, will say that this is
not the first time they came in here and men‐
tion these sleep-learning sessions.
Customers’ revenge
The very next day Mom will be circling be‐
tween the kitchen, the garage before she fi‐
nally decides she’ll drive the kids to school
herself. That’s a great opportunity for the
Greys to move out with a small invasion
force! As the players’ troopers are guarding
the room, the Greys gather up in small hidden
forces to attack the Toy Zone in the parents’
bedroom, before Mom gets back.
The Greys have significant forces that out‐
number the garrison – even if the players
have demanded support, the Greys have one
or two platoons more than the Green side and
a powerful vehicle. The Green defenders can,
however, call for additional support from the
Boy’s room so that they might hold on for as
long as possible. Play out a Mass Battle (the
Grey commander has Battle d8) – but in this
case the combat might be small-scale, so the
players have a +1 bonus to Support the com‐
mander.
However, if the battle is not resolved in three
rounds, Mom comes in suddenly, and sees
toys scattered all over the floor and takes the
new arrivals on the floor back to the Brother’s
room. While this isn’t perfect since the Greys
might quickly return to the Parents’ Bedroom
again. If the heroes stayed behind and hid
somewhere, they’re still closer to Mom’s com‐
puter. the Greys in the invading force can get
captured and interrogated.
Even if they lost the battle, Greys are going to
move back into Parents’ Bedroom as soon as
possible. As the Green Troopers were fighting
them off, a small force of Greys tried to estab‐
lish some smaller camps in the room, hiding
handful of soldiers under the bed. These
Greys will camp in the living room Zones un‐
til Mom leaves her bedroom and will try to re‐
take the abandoned garrison as soon as possi‐
ble. Within, they begin the preparation for
“Operation 3d”.
A couple of days after the battle in Mom’s
room the Greys set up new bases in the Gar‐
den. The superiors of General Drabb decide to
ignore it – the war so far focuses on the goals
in the house. But in the afternoon while the
kids are out at the pool and Mom is sleeping
her crunch off, Big Baby Karen, escorted by
three tanks and a mechanized infantry pla‐
toon will walk up to the front door and try to
open it while Ivan and his small crew will
climb on Mom’s jacket hanging on the hooks
near the door, looking for her wallet! This is
unusual – again, you might call for Anthro‐
pology rolls to let the heroes who are slow on
uptake to understand what
The players could muster whatever forces
they have if they want to stop this. Play out a
Mass Battle. The heroes might convince Gen‐
eral Drabb to give them a couple of dozen sol‐
diers and artillery to stop Greys from chang‐
ing the rules of the battle. The heroes might
win the battle, but if Karen starts to lose, she
will immediately start squeaking and crying
loud, waking Mom up. Ivan might stay put in
the jacket anyway – Mom has the wallet on
her, and it’ll take a while for the Greys to find
Operation Unlimited Credit
After the battle in Mom's room the Greys
have hatched a nefarious plan – to use the 3d
printer to create super-toys that will win the
war and let her take over. To order the printer
– and more supplies for her plans – she needs
to interfere with the Giant world, and she
needs Giant money.
First, though, they need to distract the
Greens. For the next few days, they’ll distract
the Greens by staging operations outside so
good knowledge of the Garden will be useful.
The Grays will try to get Greens fighting on
two fronts. It’s easy for the Greys to get out‐
side through the back porch, but they also
might – as a bonus – try to open the front
door, perhaps using Baby Karen – if the he‐
roes haven’t met her, that’s a good point of
showing that the big baby is now on their en‐
emies’ side.
71
it. Ivan and his men, however, will accompany
Mom unnoticed for a couple of days, learning
a lot about Giants.
Of course, players can ignore it – like the
Green command is apparently willing to do.
In this case, Ivan memorizes the credit card
number and the Greys will order more toys.
The printer might arrive earlier when the
Greens are distracted.
A Day in the Park
It's time to hitch a ride to the park – if the
summer weather’s nice, the Kids bike there to
hang out and listen to the music on their
phones with their friends. With Greys explor‐
ing Outside, the superiors finally start to think
that perhaps the player-controlled Greens
should also learn about their plans. The Toy
Troopers PCs should learn what they’re doing
there, and why did they want to reach the
front door and while they’re at it, they could
try to find Toy Zones existing outdoors or
useful unusual objects useful for war effort.
To get to the park you can simply hide in the
basket of one of kids’ bikes. They play ball,
rest on blankets, eat some homemade snacks
and sandwiches or getting some junk food
from the corner store. Climbing down the
bike is trivial, and someone, preferably an al‐
lied NPC, needs to stay behind to alert when
the kids are coming back.
The PCs are lucky because once they arrive,
they already see the Grey soldiers scuttling
down the riverbank. Following them will re‐
veal a small naval base set up in the Real
World among the bull rushes. Using seem‐
ingly discarded cans and plastic bottles as
cover, a small toy battleship secretly docked
there. The heroes should roll Stealth – failure
means that they’re spotted and the ship can‐
nons will try to shoot at them (d8-4 Shooting,
dealing 2d10 damage under a Large Burst
Template).
Luckily, the heroes can Evade and quickly
move out of the range of the cannon. They
will be also hunted by Grey patrols. Note that
large areas of the park are muddy ground that
count as difficult terrain. Play out a chase to
72
make the heroes lose any Grey pursuers and
remember that any allies the heroes brought
also need to hold together. Hopefully, the he‐
roes lose the pursuers… but might become
lost in the park in the process.
Toys raised in the house might not know a lot
about Outdoors. Give the players a couple of
minutes to talk this through and ask them for
Survival rolls. Less than two successes or
raises in the group means they crawled near
an anthill of angry ants – all rat-sized to them.
It's a Swarm, and the solution is to climb on a
small bush – which also offers a useful view
towards the Grey navy base and their Kids
picnicking and hanging out with friends.
As the heroes hide among the bush branches,
they’re greeted by a loud, boisterous “Halt,
soldiers! You have entered the domain of the
Queen!” The figure might be recognized as a
golden-armor-clad Dawnqueen superheroine
doll… er, I mean action figure. This toy is not
from your players household and is not a toy
they recognize.
This Dawnqueen has been lost here a couple
of months ago and is now a comfortable inde‐
pendent woman who needs no human. She
circulates the park, helps toys that are lost
and want to return home, and builds a small
community in a Toy Zone she discovered in a
rat’s den (after slaying the rat). This doll uses
the superhero stats (see page 98 in Chapter 7)
– but unlike other Dawnqueens this one is
Loyal rather than Heroic and is armed with a
very sharp halberd made of a soft drink can.
She also has the Slow Hindrance – she fash‐
ioned herself a wooden leg that replaces the
original one quite well. She also has slightly
peculiar manner of speaking – think “boister‐
ous upper-class Englishwoman”, with “what”
at the end of a sentence.
•
•
•
•
Dawn doesn't get the Toy Wars – in her
household there were no plastic soldiers. She
doesn’t see the difference between Greens
and Greys – she says “a cat is a cat, whether
it’s black or white” – and assumes that the he‐
roes are related to the Grey base.
There’s also an alternate way of getting closer
to the house. The heroes can commandeer the
Grey toy ship or build a raft themselves. If
you’re in a mood for a marine adventure, they
just need to sail closer to the house, near the
canal. Then it’ll be enough to cross the street
and bypass just four houses – avoiding a way
too friendly dog on the way.
She won’t attack, though, and will ask them
about the base. Dawn is surprised at the de‐
scription of the war and will point out it
makes little sense to her. Nonetheless, if the
Troopers are polite, Dawn can give them in‐
formation about the park. She’ll mention that
a lot of 'their friends' were interested in the
figure of "the biggest Toy Trooper" – a monu‐
ment of a general standing in the middle of
the park (that’s true, but a bit of a red her‐
ring). Dawn says she remembers an incredi‐
bly angry Bricko lady with stiff black hair,
snooping about the park. She's sent a lot of
her men to observe Giants. Weird, what?
After all, Giants aren't that interesting. She says
she saw Greys taking notes and talking about
Giant behaviors, how they bought stuff from the
ice cream vendors and so on. They even made
pictures of various stores in the vicinity…
As Dawn explains it all, someone barks up
their tree. It’s a high-ranking Grey officer (a
general, by the looks of it) ridding to battle on
a miniature Yorkshire terrier. The general is
commanding 2d6 standard Grey troops; they
must have followed the PCs and attack them
and Dawn as well. Combat breaks out, how‐
ever, if any player character draws a Red Ace
as their initiative card: their ally calls or ra‐
dios them a warning that Mom has phoned
the kids and summoned them for dinner.
Time to roll out or return in an alternate way!
The fight might transform into a chase.
The General (experienced Officer)
Yorkie (Size +10 dog)
2d6 regular Grey Troopers.
Dawnqueen (see Ac�on Figure).
Even if the heroes get stuck in the park, the
siblings will visit the park soon enough. With
Dawn’s help the heroes can stay put for a day
or three. The heroes can also hitch a ride us‐
ing a car (roll Anthropology to recognize
which car!).
The 3d printer arrives
After a couple of days Mom receives her 3d
printer and begins setting it up. The heroes
are encouraged to spy on the Parents’ Room,
outside of the zone, so they can observe the
setup… A hard (–4) Anthropology roll limited
by Repair will allow the heroes to realize that
this device will take a lot of space and is
clearly important. Someone should notify the
high command.
The messenger notices on the road that qui‐
etly, as Mom sets up the printer in her room,
the living room is full of Grey snipers and mo‐
torized infantry. The player characters could
alert the giantess… but if they do so, the hid‐
den Greys in the room will come out sooner
or later, when Mom’s not around and use this
opportunity. Either way, general Drabb will
start mobilizing her men, and will support the
heroes with a commando squad.
As the hero journeys back, Mom sets up the
printer, and starts working on a first model –
a simple teacup. As the strange, unknown ma‐
chine starts spitting out a plastic toy, the Toy
Troopers, to their terror, now start to realize
the possibilities. Luckily for them, Mom will
stay home for a couple of days, familiarizing
herself with the device and making basic
shapes. As any good parent, she’ll work to‐
73
gether with her kids to design simple objects
and try to have fun creating things together.
And since the device is rather loud, Greys
can’t use it when Mom’s asleep.
Mom now works irregular hours and Dad re‐
turns home from his work even before she
leaves for hers. An Anthropology (–1) roll will
allow the toys to remember that he usually
stays home for two weeks but it doesn’t mean
total safety. The parents will leave the house
sooner or later.
Four Giants and No Funerals
The unsuspected arrival of Father is enough
to provoke Dr. Knight to think outside the
toybox. She sends a couple of Grey soldiers to
capture Dad’s phone and use it to send e-mail
to Mom and Dad notifying them of a death of
an important relative in another town, with
little means of contacting them. The parents
pack up their children and go to the funeral
(or another unpredictable important event),
leaving the house unguarded.
The 3d printer is theirs for the taking! Or
course, Dr Knight realizes that the family will
return soon, so she only has limited time to
create the super-soldiers she desires. She has
phase three of her plan ready, but for now she
74
needs willing assistants – Ivan is not enough,
although he is a start.
As soon as the players become aware of the
family leaving home in a rush, they should
talk with General Drabb – it’s a great oppor‐
tunity to take care of the 3D printer and get
some of the Toy Zones back. When the heroes
and their forces push the door of the Boy’s
room open, they’ll see a veritable horde of
Grey vehicles and a column of infantry to se‐
cure the 3d Printer. This must be at least half
of all Grey forces – they even conscripted Sis‐
ter’s fashion dolls as auxiliaries. It’s clear that
this was coordinated, and players might sus‐
pect that Greys knew of the Giants leaving
their house beforehand.
The general’s superiors would rather fortify
the Boy’s room than to launch a counteroffensive in the corridor. preparing for the full
frontal attack later. A more perceptive players
can realize that this is a large invasion force
very close to the base is vulnerable to attack if
one of the players is a talented officer, he or
she might notice they could manage to repel
the Greys and destroy bulk of their forces if
they Greens will be lead under a decisive
attack quickly enough.
The players can convince General Drabb to
talk to her superiors – including perhaps even
the prime minister. Play it out as a Debate, but
with a –2 modifier on top of everything –
since ultimately, it’s not Drabb’s decision to
make, but it needs to be taken now. If success‐
ful, the highest ranking PC officer is pro‐
moted, and it will be up to them to assist
Drabb in running the battle. Drabb probably
won’t risk attacking – she’s too defensive. In
this case, the players are on their own: she
will let them sneak to the Parents’ bedroom as
described below.
The Greys have ten tokens – the players start
with six, and they can deliberately weaken
the Green garrison, calling them to the front‐
lines! Any tokens lost in the battle means that
in the future there’ll be simply less Green
troopers to muster. The Greys are commanded
by Commander Feldgrau himself, with d10+2
Battle. Remember that if they brought them to
Boy’s Room, allies like Hunter or Dawn can
take part too!
Victory will weaken the Greys in the future
battles and Greens will be able to make them
leave the Parents’ room for good. But Knight
is still creating her specially designed bricks
and the mighty supersoldiers as the Green
and Greys fight. Once Father’s two week
leave is over, Knight will sabotage the printer,
destroying the small elements from the inside
so that Green army won’t be able to use it –
and the family will have to wait a couple of
days for the warranty repair.
Hold the Door!
Instead of a battle, toy soldiers might try to
use an alternative route to reach the Parents’
room – the General will note that a small
group of determined soldiers could disrupt
the operation as the Green Army hunkers
back and tries to close the door. Sneaking
through the window, using the bathroom or
disguising as Greys are all possibilities. There
might be some Grey guards – roll a single
group Stealth roll to see how well they will
cope with sneaking past all the guards rather
than make multiple sneaking checks.
Whether the PCs won the battle or snuck to
the bedroom, on the tabletop they’ll see a
large (at least 3 experienced soldiers per
player + 2 per allied Extra, armed with heavy
equipment) troop of Greys protecting a
Bricko-woman – that’s dr. Knight operating
the printer.
75
If the players managed to crush the Green
Army, Knight has only one inert super-soldier
created – and a small pile of unusual,
strangely shaped Bricko pieces. If they snuck
out while the Greens were fighting, she cre‐
ated the pieces and three more massive, ath‐
letic toy soldiers armed with disturbingly
high-tech weapons.
“There are many free ‘RPG
miniatures’ to print online if
you know what to look for.”, Dr
Knight will laugh when con‐
fronted. “Take them alive, we
need to study these ‘heroic types’”.
She can produce a new super-soldier every
three rounds – of course, they can’t fight now,
not being animated in a Toy Zone – they’re
just miniatures but these soldiers will eventu‐
ally encounter the protagonists.
Ask the players what do these Greys look like,
what are they armed with – you can allow
them to select their Edges and Traits. These
super-soldiers are effectively one Rank above
the heroes. They can have Traits above d12
(up to +2), have even Legendary Edges, and
will be more or less obedient to Dr. Knight
and Ivan (which will make her future plans
easier). Use the Experienced soldier profile
from page 85 – if you want to play with the
76
concept of ‘evil opposites’ you can ask the
players for the advantages and disadvantages
of their counterparts.
If the heroes will start winning, Knight and
her bodyguard, Ivan, will try to damage the
printer (she will return to it, but she needs to
ensure it doesn’t fall into wrong hands) and
start evacuating to the main Grey frontlines.
Worst case scenario – Knight will let her head
be detached so that the Greys could flee with her.
However, if the PCs fought their way through
half of Grey Army and won the right to use
the 3d printer, you can also let them do so –
but they will only have enough filament and
time to do it once. They can design a single
Wild Card soldier with a Rank above theirs:
let them design a single character with high
physical stats (free d8 in Strength, Agility and
Vigor for example – but they’ll need to be
trained for a couple of days), a powerful
unique vehicle or a simple weapon… play it
out as Challenge, probably based on Repair
and Science skills, however, design might use
Navigation, Anthropology or Academics.
Taking the supertoys down
The Knight Guard – super-soldiers built by
Knight will continue to be a pain in charac‐
ter’s back in the future. Under Ivan’s com‐
mand, they will harass the heroes, appearing
just to seize victory from them. If you’re using
the mission generator, you can draw an extra
card – if it’s a face card, Knight Guard will try
to support the Greys in this mission.
It’s up to players how their toy troopers deal
with this new nuisance. They could try to lure
the super-greys in a simple trap, perhaps in a
small, secluded area like the Toy Zone in Lon‐
don Town; they could use Grey PoWs as bait
and releasing them so that they could bring
them to Knight. Knight will send her Knight
Guards to various missions, but she needs
them to prepare a coup and pronounce herself
the President-For-Life in the Grey Army… and
it would be good if these Knight Guards would
be seen as ‘superheroes’ by the Grey public. It’s
even not unlikely that these Knight Guards
would want to capture the player heroes.
Nevertheless, it’s the players who have initia‐
tive here. They are free to prepare the actual
trap and choose the scenery of the conflict.
Knight Guard are naive, but Ivan isn't is an
experienced solider, and will make an effort to
keep them away from obvious traps. Luring
these toys into a little-known Toy Zone… or
in the field of vision of a Giant, could be a
good example of a trap, and so Ivan won't di‐
vide the core team.
Knight Guard don't want to leave any men be‐
hind. They view themselves as siblings, and
Ivan is their cool big brother. The later in cam‐
paign, the less willing Ivan is to sacrifice
them; Knight is coldhearted and treats them
like pawns… admittedly, they are kind of
pawns. The further in Green territory en‐
counter is, the more prepared Guards will be.
Part Three: Kids, don't try
this at home
After a defeat with the 3d printer, Dr. Knight
continues to think outside the box. She has
decided that in order to work on her master
plan, she needs to deal with the Greens and
she especially has it out for the player charac‐
ters. This time she is trying to learn basic
chemistry using the Big Sis' books and per‐
haps Mom's computer if she controls it at the
moment.
Any patrol in the Parents’ room will tell the
heroes that Knight is back, surrounded by her
big buff guards. This time reading something
off the computer screen. She’ll use a heli‐
copter to flee the players if the Giants aren't
Once the Guards are captured, the heroes can
try negotiating. Most of the Knight Guard be‐
lieve, quite rightly, that Knight is their creator
and are loyal to her. But they're just naïve, not
real fanatics and they could be fairly easily
convinced. Even Ivan isn’t crazy. The best out‐
come the Greens can hope for, though, is
planting the seed of doubt – you can’t change
the world view of anyone in a couple of min‐
utes, even a newly made plastic soldier. En‐
counters with the player characters could
change their opinion overtime.
Preparing a trap with help of civilian allies
like Hunter, Dawn and Yavanna could be easy
enough and the Guards might admit that
Knight is planning a palace coup! The propa‐
ganda machine of the Greens would be for‐
ever grateful for this message. Of course, this
will hinder Knight's research, but she's impor‐
tant enough for Marshall Feldgrau to retain
knowledge.
77
around or she will jump into Mom's purse if
Mom happens to be close by. Either way, he‐
roes quickly learn what Knight is planning.
Knight doesn't care about the Giant family
and so she just doesn’t understand many of
the human concepts. She just wants simple
solutions, without having to understand the
Real World science. And so, she learned how
to mix cola with Mint-Pops to cause a massive
explosion! She retreats to the Grey base in Sis‐
ter's room and sends her minions to obtain
cola and Mint-Pops from the kitchen. The he‐
roes can learn this either from the computer
screen or from a captured patrol. The charac‐
ters don't have to stop both groups of Grays,
stopping either expedition for a cola bottle or
mint candy is enough.
The Grey troops are sent to bathroom, garage
and various closets, looking for cola and
Mint-pops, though many soldiers don't un‐
derstand what these things are. The players
can encounter these soldiers, and with a suc‐
cessful Anthropology roll identify the explo‐
sive mixture.
Recipe for disaster, baby
Later on, Knight sends Baby Karen to steal the
cola from the fridge, with a help of a single
tank, while a small troop of soldiers and tanks
are being sent to capture the roll of Mint-Pops
from Mom’s purse. They use some plasticine
to attach the ingredients to the vehicles, and a
dozen soldiers can carry their prize in a pinch.
The troops can quickly carry it to the base in
the living room. In the meanwhile, Karen and
an elite tank squad are slowly dragging the
large cola bottle across the floor.
Both operations can take hours and can only
be done when the Giants are absent. Karen
isn’t big enough to pick a 2l bottle of the soda
on her own – she must make a Strength roll
each round to successfully carry it. If she fails
to roll Str, she can’t move at all this round, and
if she rolls 1 on her Trait Die, she drops the
bottle. Roll a d6 each time when she does it,
adding a d6 each time (so 2d6 the second time,
3d6 for the third) – even a single 1 means that
the drink bursts the cap, flooding the area with
sticky soda, and Karen flees, panicked. The Gi‐
ants are sure to take notice and suspect some‐
thing. This is actually somewhat beneficial, and
Knight will abandon the plan for good.
Karen is not a soldier, and she will also flee if
attacked; but she can also be reasoned with.
Knight has promised her maps of the park so
that Karen can flee and hide when Sister
grows out of the baby dolls. If the heroes
won’t stop Karen, she will deliver the bomb to
either Triassic Dome (if it still exists), Parents’
room or a makeshift base near the Green
Room. Technicians at the Gray base will try to
improvise a bomb to throw into Boy’s Room. If
they succeed, it’ll destroy most vehicles out in
the Real World, and get all the soldiers Shaken
(and some of them might even lose lives). The
liquid might affect even the Toy Zones, flood‐
ing them with sticky brown, sugary coke.
To disrupt these operations, the heroes can
use all sorts of Real World tactics – managing
to destroy the bottle or candies deserves a
Benny; but Green Army wouldn't want to risk
mixing these powerful chemicals. A devastat‐
ing use of the bomb in the Boy’s room will
make both Greens and Greys fear this new
78
terrifying explosive. The Prime Minister will
be informed that the Greys now have power‐
ful chemical weapons that can even affect Gi‐
ants. This will cause the hearts of the soldiers
to sink; until the heroes’ side achieves signifi‐
cant victory, the Green soldiers will have –1
to morale in all mass battles.
Mom will ground the Boy despite him begging
her not to – she’s convinced that it was him
playing with a soda bottle in the room. Since he
will have to stay in his room after school, this
will hinder a lot of operations for the Greens,
possibly more than the explosions of the bomb.
Give the peace a chance!
Remember, the heroes are supposed to stop
these disasters but if they don’t then it will be
dark times for the Green Army. A lot of their
missions will focus on reconstruction and
holding down the territories they already
have. To rebuild, the heroes can be sent to the
Kitchen. the Garage, or Outside to find spare
parts and useful resources. If they go to the
Tinseltown, the heroes can notice a small
group of agitators.
A very large group of toy troopers, both
Green and Grey, are now openly protesting
the war. They publicly call for end of hostili‐
ties and point out that they’re both made of
the same plastic, no one decides how they
were made, and even a notion of “nation” is
absurd in the same household. If the players
engage with them and even appear receptive,
someone will report on them and they will
have –2 to their next promotion roll. Any su‐
perior will tell them it’s treasonous talk and
will tell them to report on the deserters.
But this isn’t the only group trying to con‐
vince others to their cause. Among these
peaceful protestors there are also Bricko sol‐
diers, calling for more independence. If en‐
gaged, some will claim they won’t talk with
Greens – Greys are allegedly more pro-Bricko
and they allow them more freedom.
Knight is not as nice to all her plastic brethren,
though. On their way back, the heroes will spot
a group of Grey soldiers escorting a caravan of
Bricko prisoners – kidnapped. If captured,
Greys will say that Brickos are very useful to
Commander Feldgrau’s plans – to build some
kind of a new superweapon!
Knight’s moves
So what's the nefarious plan of Dr. Knight?
She does not want to just rule the house, she
want to rule the world. To accomplish this,
she is building a toy big enough to be able to
influence the real world by itself.
79
Dr. Knight own Bricko familiarity, the 3D
printer, the training in programming and
computer use, the ability to create toys will all
help her in creating her own Toy Empire and
create thousands of small private zones to
play God in! Eventually she plans to take con‐
trol of enough humans to be able to create her
own Zones – which will give her more toys
which means more resources… and the poten‐
tial seems, in her mind, unlimited.
She plans to get as many programmable
Brickos, including the advanced, program‐
mable Hi-Tec sets, to create what she tells
Feldgrau is machine of destruction. In reality,
though her plans are much more nefarious.
Feldgrau opposes the plan regardless. How‐
ever, Knight has enough power and resources
to be able to get rid of Feldgrau.
Dr. Knight will break into Mom's purse (usu‐
ally left in the Parents’ room) and use her
credit card then she will use that credit card
to buy Brickos that she can program to be
loyal to her and her alone. If the players were
thrown out of the Parents' room, they have
little chance of stopping her. This is unaccept‐
able to Commander Feldgrau! He, like most
leaders of toys, is deathly afraid that the Gi‐
ants will learn too much and destroy the
Zones that give the life to his people – and he
80
now thinks Knight is deranged enough to
completely destroy the balance between Gi‐
ants and Toys.
In opinion of Feldgrau, Knight is risking too
much. Knight believes that she can distract
the Giant woman. A couple of days after the
attempt to create the bomb, she takes her
Knight Guard with the Mothers room to,
check whether the 3d printer is fixed, and or‐
ders the massive amount of Bricko bricks and
Hi-Tec sets. She will then hide the purchase,
deleting any e-mails.
Frightened, Commander Feldgrau asks his as‐
sistants to contact the Greens to warn them…
and Knight answers by trying to imprison
him. Play it out as an Interlude – PCs are rest‐
ing in their base, trading stories, and then
they spot a messenger: a Grey bike rider
chased by a small squad of Greys. A rene‐
gade? If the players managed to make con‐
tacts with someone from the Knight’s Guard
and tried to negotiate with them, perhaps it
was them who shifted loyalties. It can be any
other Gray soldiers the players are familiar
with – perhaps one of the protestors from
“Give the peace a chance!”.
The courier might die if combat breaks out,
but before he does, he will give the PCs a
message from the Commander.
To the Greens.
One of my subordinates, a sci‐
entist named Dr. Knight has a
peculiar tendency of thinking
outside the box. You might
have encountered her and her
handiwork before. She was
crazy, but I believed we could
use her. But I was wrong and
now she has plans to disrupt
entire existence of us toys and
break to the Real World using
Giant resources. She has my
HQ surrounded, and is coming
to arrest me”
But you can stop her. She's
planning to build a massive
machine of destruction and
use it to attack the Giants
themselves. She insists that
it’s essential, and her 3dprinted minions pressure us
even more. As we speak, she's
leaving for the Mom's com‐
puter, ordering tons of bricks.
I am sure that she will turn
against me. This message must
reach Green leadership – as of
now, Dr. Knight is a renegade
and must be stopped at all
costs. We will try to distract her.
This is big – and the document seems legit,
with all the stamps and everything. The play‐
ers don’t know this yet, but after recording
the message, Feldgrau was arrested, and
Knight imprisoned him. She’s about to declare
herself the new President For Life, not just of
the Grey Nation – of the entire house.
Our toy troopers should talk about it with
their superiors – some of them will be con‐
vinced that little about the war has changed,
but maybe it'll become far easier due to the
discord in the ranks of their opponents. A
good idea would be to attack them now, while
they're divided – on the other hand some
commanders would like to use the opportu‐
nity to strengthen defenses. The heroes are
unlikely to stop Knight from ordering the
bricks – even if they kept her out of Parent’s
room, she’ll use Mom’s cell phone.
You can play out attack scenarios, but Knight is
able to consolidate her leadership – she's not par‐
ticularly charismatic but her dinosaurs and su‐
per-soldiers are quite frightening. Her forces can
still resist most player attempts of attack. Perhaps
it’ll be easier to retake the Parents’ room.
Freeing Feldgrau: Escape
from Dinosaur Park
As the entire House waits for Dr. Knight’s
bricks and the Green planners try to intercept
the boxes, general Drabb has a plan – freeing
Feldgrau will be a blow to Knight’s legitimacy
and give Greens some momentum. A small
group could track him down and free him. If
the player characters made connections in
Tinseltown, maybe it’d be a good place to
start investigation.
If the Greys took it back Feldgrau is being held
in the (possibly) rebuilt Triassic Dome in the
cupboard! If the war has been going badly for
Greens, getting there requires paradrops and
the heroes can’t take a lot of other soldiers with
them. If the Greens managed to retake the par‐
ents’ room, the road is easier without any
hitches and the heroes can storm it again. You
can even play out a Mass Battle versus the gar‐
rison (two companies) of the Dome. If the de‐
fenders would lose Morale for the first time,
they shall instead let the dinosaurs out (gain‐
ing two bonus tokens). If the heroes didn’t let
Greys retake the Drone, Feldgrau is being held
in another Toy Zone… with similar defenses,
also reflecting what the players dealt with in
the first parts of the campaign.
The massive, glass Dome is now dark, but the
reptiles inhabiting it now grew far smarter.
They are still (A)nimals, but they know well
how to hide from the heroes, close on them
and attack the most vulnerable victims. They
are also smart enough to cut the power or
damage equipment. Use one dinosaur per
three or four regular soldiers the PCs have
81
with them if you want to play the fight out on
the desktop.
Feldgrau is kept in a small cage in the center
of the Dome, obviously trapped. It’s rigged to
explode with Toy Zone explosives – or a small
cola can and a single Mint-pop, if that adven‐
ture was amusing. Disarming the bomb will
take a Repair roll, possibly limited by Anthro‐
pology). He’ll shout a warning and will be as
helpful to the Greens as possible. He’s expected
Greys loyal to him to arrive first and will be
disappointed in his men – but maybe it’s be‐
cause the Grey propaganda was too effective.
On the way back, a skeletal glow-in-the dark
T-Rex will attack the would-be liberators –
it’s one of the few undead toys! If the PCs
thought to bring vehicles (or seized grey ones)
it will chase them with Pace 8 (40 mph). If
not… well, at least the bones aren’t heavily ar‐
mored, so the heroes still have a chance to
take it down.
Feldgrau will tell the heroes everything he
knows – which means everything from the
beginning of this chapter, except that he’s un‐
aware what the real plan of Knight is. He
treated her more as a resource and didn’t real‐
ize she had her own agenda. He will provide
them with a lot of information on the Greys –
which will come in handy in the aftermath.
82
Finale: Toy Orders
Dr. Knight has the operation under her total
control. The family is out – kids in school,
while Mom will be at work and the house will
be empty for the rest of the day. The courier
leaves the paid-for boxes full of bricks and
parts on the back porch, and after a while the
Grey Army is hauling them to the Sister’s
room – where they immediately unpack them
and start building… a giant robot!
The massive brick construct is absolutely
huge – Size 15, the size of a human child… and
it is equipped with all sorts of robot parts, able
to move fingers or lift heavy objects. Captured
Bricko slaves swarm around, erecting the
brick parts with an almost superhuman speed,
moving them briefly to Toy Zones to “charge
them” with the animation power. Now Knight
has everything she needs: the plans for the
machine, the parts found in the garage, the
Brickos she ordered, and the 3d-printed cus‐
tom bricks! Everything led to this!
The Greens need to be led to the final battle.
This is the time when the characters can call
their allies together – the officer among the
player characters regardless of their rank
should come up with an attack plan. A full
frontal assault is good, given that half of the
Grey Nation is preoccupied with building the
robot! There are about a hundred Greys with
heavy weapon – probably an even match for
the Green forces.
Regardless of whether the Greens win the
Mass Battle, Dr Knight drops from her heli‐
copter onto robot’s head… and screaming
“You think it’s about this little house? No, it’s
about the entire WORLD after all!”, and Ivan
detaches her head… to fuse it with the giant
robot! It animates – despite not being sub‐
jected to any Toy Zones and grabs the nearest
toy. Slowly it moves, smashing through the
armies, to open doors and get to the car.
Knight doesn’t care about the house and its
human inhabitants, or about the toy masquer‐
ade – she will demolish Green and Gray
Armies, ransack the house and escape – per‐
haps even using Dad’s car. She has plans for
further ahead – and she’s ready to skulk in the
shadows and start influencing the Real World.
There are toy turrets near Knight’s head, but
it shouldn’t be impossible to disable the robot!
The players need to climb it (play it out as
Challenge, see the robot profile on page 97),
and avoid the turrets and the Knight Guard, to
detach the Knight’s head.
Luckily for the players, the robot is still a toy
and vulnerable to heavy weapons of the Green
or Grey Army, as well as any toypunk devices
the characters can create. Commandeering the
Grey defenses won’t be too hard if the players
look like they know what they’re doing, or
they brought Feldgrau with them.
spouse who let their identity to be stolen or
even that the kids pranked them.
In this case, Knight won’t keep her control
over the Gray Nation for long. She’ll be over‐
thrown and forced to take refuge in garage for
a day or two… where she tries to take control
over the family car. Then, she lures as many of
Green troopers to the garage, to run them
over before she and her loyalists drive away,
blindly. The survivors will be attacked by her
Knight Guard.
Fate of the would-be
queen
The war is unofficially over, whether Knight
wins or loses. If she loses, her head can be ap‐
prehended, tried by a joint Green-Grey-inde‐
pendent court and probably held in secret
storage somewhere. Feldgrau is willing to try
to coexist in peace… and if the player squad
became heroes and Drabb gained some politi‐
cal clout, they can help in making it happen.
A less happy ending would be Greens laying
hands on Knight’s research and doing exactly
what the Grey army did – after all, they’re not
more or less moral than the Greys.
And if Knight wins? How about a next cam‐
paign, featuring a small squad of toy guerillas
trying to stop her from terrorizing the Giants?
Alternate finales
Perhaps the players have a great idea on how
to prevent the order – the e-mail and the pay‐
ment details have been quickly deleted by
Knight, and the ten boxes with bricks will be
left on the back porch by the courier.
The player characters can alert the Mom to
check her credit card balance, for example –
risky, but will halt the plans until Dad arrives.
Alternatively, the heroes can keep the family
at home as long as possible, for instance make
them look for car keys or a cellphone. This
will stop Knight from building her robot – but
the parents will assume that it was the other
83
Enemies And
Allies
Regular Soldiers
There’s absolutely no practical difference be‐
tween Grey and Green Armies. They’re both
molded from the same plastic and use the
same molds. The only difference is that the
Grey Army has a new versatile leader who’s
cooperating with a mad, amoral scientist.
Regular Trooper
Other small-scale plastic figures do exist, but
they’re not known in the house; you can portray
Cowboys and Indians using these stats as well,
simply giving them weapons based on Win‐
chester rifles and six-shooters, for example.
A�ributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Athle�cs d6, Common Knowledge d6,
Figh�ng d6, No�ce d6, Persuasion d4,
Shoo�ng d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 5
Edges: Soldier
Hindrances: Varies.
Gear: Helmet (+3), plas�c rifle (24/48/96,
2d8, RoF 3, 30 shots, AP 2).
Experienced Soldier
These plastic people are the backbone of the
toy army. Add some stats to portray different
specialty. For pilots, see officers below.
Airman: Electronics d6, Naviga�on d6, Repair
d6, Pilo�ng d4 – most crews have learned some
basics, but can’t compare to trained pilots.
Marine/Sailor: Boa�ng d6, Electronics d4,
Repair d6.
Medic: Healing d6, Repair d6.
Tank Crew: Repair d6, Driving d6, Electronics d4.
84
You can use these stats to portray civilians, as
well. Most of the toys your troopers will inter‐
act with work for the Army (and thus have
some levels in Shooting and Fighting) but
Brickos sometimes create small communities
of their own. Any humanoid Toy animated in
a Zone controlled by the Green or Grey sol‐
diers will be reduced to Size 0.
Feel free to swap the Edges around, reflecting
their specialty and experiences. Since Toy
Trooper combat is small-scale (pun fully in‐
tended), melee combat happens quite often.
A�ributes: Agility d8, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Athle�cs d8, Ba�le d4, Common
Knowledge d6, Figh�ng d6, Gambling d6,
No�ce d8, Shoo�ng d8, Stealth d6, Survival d4
Pace: 6; Parry: 5; Toughness: 5
Edges: Soldier, others depending on specialty.
Hindrances: Various. Many experienced
soldiers are Loyal to their unit.
Gear: Helmet (+3), plas�c rifle (24/48/96,
2d8, RoF 3, 30 shots, AP 2).
Airman/Technician: Electronics d6, Naviga�on
d6, Repair d8, Pilo�ng d6. Edges: Mr. Fix-it,
Reliable or Rapid Fire for gunners. In Toy Army
many experienced airmen apply to OTC.
Commando/Ranger: Smarts d8, Figh�ng d8,
Naviga�on d6, Survival d8, Stealth d8. Edges:
Frenzy, Woodsman.
Infantryman: Add Rock and Roll! and
Marksman. Machinegunners have Suppressive
Fire instead of Marksman.
Marine: Spirit d8, Boa�ng d6, Figh�ng d8,
Repair d6, Survival d6. Edges: Frenzy, Iron Jaw.
Medic: Add Healing d6, Repair d8, can also
add Infantryman Edges.
Sailor: Boa�ng d8, Repair d6, Electronics d6,
Naviga�on d4, Survival d6. Edges: Marksman,
Steady Hands.
Sniper: Spirit d8, Shoo�ng d10. Edges:
Assassin, Marksman.
Vehicle Crew: Repair d6, Driving d8,
Electronics d6. Edges: Steady Hands. Ace for
drivers and commanders, Marksman for
gunners, Reliable for loaders or commanders.
Veteran Soldier
Many of these soldiers should be Wild Cards,
especially if encountered as part of a small
elite groups.
A�ributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d8
Skills: Anthropology d4, Athle�cs d8, Ba�le
d6, Common Knowledge d6, Figh�ng d8,
Gambling d6, No�ce d8, Stealth d8, Shoo�ng
d8, Survival d6
Pace: 6; Parry: 6; Toughness: 5
Edges: Soldier, others depending on specialty.
Hindrances: Various. Many might be Loyal
others can have some traumas reflected by
Delusions and Habits.
Gear: Helmet (+3), plas�c rifle (24/48/96,
2d8, RoF 3, 30 shots, AP 2)
Airman/Technician: Electronics d8, Repair d8,
Pilo�ng d6, Science d6. Edges: Mr. Fix-it,
Reliable, Rapid Fire. Very few in the Ground
Crew are veterans. In the Air Force it’s the
officers who fight the enemy and the enlisted
men who support them from the rear. Use the
Commando profile for paratroopers, search
and rescue groups and similar personnel.
Commando/Ranger: Smarts d8, Strength d8,
Driving d6, Figh�ng d8, Naviga�on d8,
Survival d8, Stealth d8, In�mida�on d8.
Edges: Frenzy, Jack of All Trades, Thief,
Woodsman.
Infantryman: Common Knowledge d8,
Athle�cs d10. Edges: Marksman, Suppressive
Fire, Rapid Fire, Rock and Roll!
Marine: Athle�cs d10, Boa�ng d6, Figh�ng
d8, Repair d6, Survival d8, Taunt d6. Edges:
Frenzy, Iron Jaw, No Mercy, Rock and Roll!
Medic: Healing d8, Repair d8, Science d6.
Edges: Healer and Mr. Fix-it. Many have
Anthropology d6.
Sailor: Boa�ng d8, Repair d8, Electronics d6,
Naviga�on d6, Survival d8. Edges:
Improvisa�onal Fighter, Marksman, Reliable,
Steady Hands.
Sniper: Spirit d8, Smarts d8, Stealth d10,
Shoo�ng d12. Edges: Assassin, Thief,
Marksman, No Mercy.
Vehicle Crew: Repair d6, Driving d10,
Electronics d8. Edges: Ace, Marksman,
Suppressive Fire, Steady Hands.
NCOs
To reflect NCOs like sergeants and petty offi‐
cers add Intimidate and Taunt d6 to the re‐
spective profiles, and the Rank (NCO) Edge.
Most regular NCOs don’t have the Battle skill,
but more experienced ones might have it.
Regular NCO: Add Command Edge.
Experienced NCO: Add Command and Hold
the Line.
Veteran NCO: Add Command, Hold the Line,
Fervor, either Inspire or Bolster.
Officer
Add skills and Edges of the appropriate ser‐
vice branch, like Driving for Vehicle Crew, but
remember that the officers lead from the rear.
A�ributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Athle�cs d6, Ba�le d6, Common
Knowledge d6, Figh�ng d6, No�ce d6,
Persuasion d6, Shoo�ng d6, Stealth d6
Pace: 6, Parry: 5, Toughness: 5
Edges: Rank (Officer), Command
Hindrances: Various
Gear: Usually carries a sidearm (pistol) but can
carry a rifle.
Experienced: Smarts d8, Naviga�on d4,
Persuasion d8, Edges: Brave, Inspire
Veteran: Smarts d8, Ba�le d8, Naviga�on d6,
Persuasion d8, Shoo�ng d8, Edges: Brave,
Combat reflexes, Fervor, Hold the Line!,
Inspire. Can add Figh�ng d8.
85
Some officers have had civilian training, in
particular surgeons or engineers. Add skills
like Academia, Anthropology, Repair, Science
and Healing to these characters, often at high
level.
Pilot
As mentioned before, in the air force the offi‐
cers – highly trained pilots – are supposed to
battle the enemy, while the ground support
infrastructure consisting of enlisted men and
NCO technicians.
A�ributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Athle�cs d6, Ba�le d6, Common
Knowledge d6, Naviga�on d6, No�ce d6,
Persuasion d6, Pilo�ng d6, Repair d6,
Shoo�ng d6, Stealth d6
Pace: 6; Parry: 2; Toughness: 5
Edges: Rank (Officer)
Hindrances: None
Equipment: Pistol, knife, flight helmet (+2),
and goggles.
Experienced: Agility d8, Naviga�on d8, No�ce
d8, Pilo�ng d8, Shoo�ng d8, Steady Hands
Veteran: Agility d10, Smarts d8, Ba�le d8,
Naviga�on d8, No�ce d8, Pilo�ng d10, Ace,
Level Headed.
Toy Size
Beasties
We simplify things a little bit by assuming
that 1 inch in game equals… well, 1 inch. Yeah,
we know that RPG miniatures are a bit
shorter than toy soldiers and when the PCs
are small, even small adjustments can matter
a lot. On the other hand, toy troopers have
more realistic proportions than your typical
mighty-thewed fantasy barbarian.
In general, though, toy troopers are some‐
where around 1:32 scale. As seen in Chapter
3, the square-cube law is much more forgiv‐
ing to the toy soldier, though, and they can
carry far more and withstand falls far greater
forces than the size would imply.
The table on the nest page presents this scale
– look at the size table to compare how big a
given creature would be to a toy soldier. It’s
not perfectly to scale, because we adjusted it
86
for better gameplay. For instance, mites are
the size of mice to a toy trooper. The size of
winged creatures is averaged and does not re‐
flect their wingspan.
The weight of the object doesn’t matter much
– metal toys weigh far more than Real crea‐
tures and plastic objects are far lighter. Don’t
divide the mass of the object by 32000, just es‐
timate its weight and remember that Toy
Troopers are far stronger than they seem.
Living critters
Logically, most animals shouldn’t attack plas‐
tic soldiers – they don’t even smell like some‐
thing they’d like to eat. However, if the toy
troopers disturb them, they can violently
attack to defend their territory or their off‐
spring. Luckily, most Gargantuan mammals
are smart enough to know not to bother
something that vaguely resembles a human.
And the rats and birds sometimes needed ar‐
tillery fire to learn this the hard way.
Yes, the animals can see and hear living toys
– and are fully vulnerable to their attacks
(though many larger ones are considered to
have Heavy Armor).
Note that some animals have very high
Smarts, while still retaining (A)nimal intelli‐
gence. In part this is to reflect the style of car‐
toons, where animals are a lot smarter, can
predict enemy movements and make fairly
complex plans. In game mechanics, this
means that a lot of smarter animals are smart
enough to see through your deceptions and
Tests. While they’re the same size as usual,
Toy Troopers are effectively like bugs to
them. Some of these animals also have skills
unusual for ordinary beasts – they might have
skills like Taunt, Repair and Intimidation. This
does not mean that you can ask a termite to
fix your car – but they can still use them in
Tests and soldiers defend against them nor‐
mally.
Since the Size is a major part of the setting, we
mention the penalty large creatures get to
attacks against Average (in toy scale) people.
size
typical strength
TOY SIZE TABLE
scale modifier
height/length
examples
Tiny
–4
1
–6
0.1 in (2,5 mm)
mites, nematodes
Very small
–3
d4-3
–4
1/3 in (8 mm)
houseflies, ants, small spiders
Small
–2
d4-1
–2
¾ in (20 mm)
larger insects, butterflies, bees
Normal
–1
d4 to d6
0
1 in (2.5 cm)
0
d6 to d12
0
1.5 in (3.5 cm)
BRICKO guys, RPG dice, AAA battery,
worms, huge spiders and cockroaches.
toy soldiers, AA batteries, small frogs,
shrews
1
d8 to d12+1
0
2 in (5 cm)
big RPG minis, phone charger, frogs.
2
d10 to d12+2
0
2.5 in (6.5 cm)
mice, frogs, Brickhaus guys
3
d12 to d12+3
0
3 in (7.5 cm)
Toads, scorpions
Large (+1 Wound)
hamsters, medium-size fish, action fig‐
ures, soda cans
4
d12+1 to d12+4
+2
4 in (10 cm)
5
d12+2 to d12+5
+2
5 in (12 cm)
6
d12+3 to d12+6
+2
6 in (15 cm)
small lizards
bats, REALLY SCARY scorpions, Mindy
dolls
7
d12+4 to d12+7
+2
7 in (18 cm)
turtles, owls, many non-raptor birds
Huge (+2 Wounds)
8
d12+5 to d12+8
+4
9 in (22 cm)
9
d12+6 to d12+9
+4
12 in (1ft, 30 cm)
salamanders, books, chinchillas
smaller primates (lemurs), large stuffed
toys
10
d12+7 to d12+10
+4
15 in (40 cm)
smaller cats, puppies
11
d12+8 to d12+11
+4
1.5 feet (half a meter)
chickens
Gargantuan (+3 Wounds)
12
d12+9 to d12+12
13
+6
2 ft (60 cm)
cats, small dogs
d12+10 to d12+13 +6
2.5 ft (75 cm)
birds of prey, babies
14
d12+11 to d12+14 +6
3 ft (1m)
larger dogs
15
d12+12 to d12+15 +6
4 ft (120 cm)
small kids
16
d12+13 to d12+16 +6
5 ft (150 cm)
big kids, small adults
17
d12+14 to d12+17 +6
6 ft (180 cm)
adults
18
d12+15 to d12+18 +6
8 ft (2.1 m)
big adults
19
d12+16 to d12+19 +6
12 ft (3.5 m)
horses
20
d12+17 to d12+20 +6
15 ft (4.5 n)
cars and the like
87
Ants
A single ant isn’t much of a threat. The prob‐
lem is that there isn’t such a thing as a single
ant. A lot of plastic soldiers see themselves in
the ants – a well-disciplined and focused fight‐
ing force, defending their territory. Of course,
ants are also territorial racist jerks sometimes
even practicing slavery, which only makes the
analogy more pronounced. There are tens of
thousands of ants in a colony, so even though
they might be small, you literally can’t win
without heavy ordnance.
Ants can come in Swarms that can divide into
two. You can use the same stats for termites.
A�ributes: Agility d8, Smarts d8 (A), Spirit d4,
Strength d4-1, Vigor d6
Skills: Athle�cs d8, Figh�ng d8, No�ce d8;
Stealth d8
Pace: 8; Parry: 5; Toughness: 2
Special Abili�es:
• Bite: Str
• Tiny: Size –3, propor�onately cat-sized.
There are larger, Size –1 Ants, with some
rainforest species even achieving Size 0.
Queens are bigger, but immobile.
• Wall-walker: Most insects can climb
ver�cal surfaces with their usual Pace.
• Well-coordinated: Their high Smarts
reflects their ability to cooperate. Use
their Smarts when ants try to use their
bodies to build bridges, construct tunnels,
close down on the enemy. When the
ac�ons are indica�ve of the en�re swarm,
they roll a Wild Die.
•
Bees
Bees are just vegetarian wasps. They’re as
smart as ants are and can fly… and the hives
can, apparently, hold grudges.
A�ributes: Agility d8, Smarts d6 (A), Spirit d6,
Strength d4, Vigor d6
Skills: Athle�cs d10, Figh�ng d6, Naviga�on
d8, No�ce d10, Stealth d6
Pace: 8/12; Parry: 5; Toughness: 3
Special Abili�es:
• Bite: Str
• Flight: Fly with Pace 12.
• Harry: Bees coordinate their efforts. Each
Bee grants a fellow insect from the same
hive in the radius of 10” a bonus to a�ack
as if Ganging Up on an Enemy. Each bee
can give this bonus only once in the round.
• Small: Honeybees are Size –2,
88
•
propor�onately size of a medium-sized
dog. Bumblebees are Size –1. As with
ants, queens are larger and almost
immobile.
S�ng: Str + d6, AP 2. Toy Troopers are
plas�c enough to let the bees pull out
their s�ng repeatedly… and alive enough
to receive a dose of Mild poison unless in
Giant Zone. No plas�c creature is
vulnerable to anaphylac�c shocks, so at
least there’s that.
Wall-walker: Most insects can climb
ver�cal surfaces with their usual Pace.
Cat
Our sample family has no house pet… luckily
for the toys. Unluckily, sometimes friends with
pets do come to visit, and in the garden, you can
sometimes encounter neighborhood cats. Cats
are smart, lazy and usually don’t care enough to
bother soldiers… unless, say, your opponents
enrage them and lead them on your trail.
Its Taunt skill reflects the feline “toying with
the victim”. You might reflect various breeds
of cats increasing their Size for Russian Blue,
perhaps Smarts or Agility for Siamese. Thick
fur gives +2 Armor (and no fur –2).
A�ributes: Agility d8, Smarts d6 (A), Spirit
d10, Strength d12+10, Vigor d6
Skills: Anthropology d6, Athle�cs d8, Figh�ng d6,
Naviga�on d8, No�ce d6, Stealth d8, Taunt d8.
Pace: 32; Parry: 2; Toughness: 19 (2)
Edges: Acrobat
Special Abili�es:
• Bite/Claws: Str+d6. In most of the US it’s
legal to remove parts of cat’s paws to
“declaw” them.
• Low Light Vision: Cats ignore penal�es for
Dim and Dark Illumina�on.
• Pounce: If it can leap at least a few feet and
makes a Wild A�ack it adds +4 to its damage.
• Size 12 (Gargantuan): Cats are typically
less than a foot high. This Housecat can
take three extra Wounds and is treated as
using Heavy Weapons and having Heavy
Armor. Toy Soldiers get to +6 to a�ack it.
However, cats ignore 4 points of penal�es
when a�acking smaller opponents –
they’re used to hun�ng smaller game.
• Stomp: Can stomp on Toy Troopers using
Small Burst Template, dealing Str damage
to anyone under it. It can use its Taunt skill
instead of Athle�cs.
Cockroach
Okay, ants and bees are like the army, disci‐
plined and loyal. These guys are more like
guerillas. They appear suddenly, mess your stuff
up, can withstand anything, and while they
seem individualistic, there’s never just one.
And while ants and bees don’t really want to
eat plastic, cockroaches will bite everything.
Note their high Spirit and Vigor – they’re able to
withstand any Trick and shrug off being Shaken.
A�ributes: Agility d8, Smarts d4 (A), Spirit
d10, Strength d6, Vigor d12
Skills: Athle�cs d8, Figh�ng d8, No�ce d4,
Stealth d8
Pace: 8; Parry: 5; Toughness: 6
Special Abili�es:
• Bite: Str+d4
• Size –1: Some roaches are smaller, and the
largest ones are Size+2, and live only in
Australia (obviously)
• Weakness (bright light): Cockroaches have
–2 to their Skill (but not A�ribute) rolls in
bright light.
• Wall-walker: Most insects can climb
ver�cal surfaces with their usual Pace.
89
Crow
Imagine a large passenger jet. And give it high
intelligence, ability to use tools, and a razorsharp beak the size of a soldier, able to pierce
through a metal can. It’s not suprising that
many soldiers suspect that these birds to be
smarter than they let the Giants on.
Not only they are smart enough to use twigs
and stones as tools, but they can also even
learn to use Toy Troopers to their benefit. Ac‐
cording to one veteran, a crow chased his
squad into a mouse hole, the mice tried to
attack them, were shot down, and escaped to
the surface… where the crow ate the rodents
and flew away. Expect being outsmarted by a
literal bird brain, soldier.
A�ributes: Agility d8, Smarts d10 (A), Spirit
d8, Strength d12+8, Vigor d8
Skills: Anthropology d4, Athle�cs d8, Figh�ng
d8, Naviga�on d10, No�ce d10, Performance
d6, Stealth d8
Pace: 8/16; Parry: 6; Toughness: 8
Special Abili�es:
• Beak: Str +d10, Heavy Weapon, AP 4.
Though the crows aren’t Gargantuan, their
massive, sharp beaks can go through armor used by toys.
• Claws: Str+d6, AP2.
90
•
•
•
•
•
Clever girl: Crows are smart enough to
open latches, use s�cks to push dangerous
objects or throw hard to open objects (like
toy tanks full of soldiers) against the
ground. Roll their Smarts –4 to see if such
an ac�on succeeds!
Snatch: Your only crime is being delicious. If
the raven gets a raise on its Figh�ng roll
when Swooping against a smaller target, it
snatches up the vic�m and flies off with it.
Luckily, it ‘s too smart to eat them in the nest.
Size +10: Huge, can take 2 extra Wounds,
+4 to hit it., –6 to a�ack Size 0 toys.
Swoop: If the raven can fly at least 12” in a
straight line before a�acking, it gains +2 to
its a�ack and damage for this ac�on, but
its Parry is reduced by –2 un�l its next ac�on when performing the swoop.
Mimicry: Some corvids are smart enough
to mimic any sound they’ve heard. They
are good enough to fool dumb toys – roll
their Performance skill, whether during
the a�empt to fool or as a Test in combat.
Dog
All toys in the house should be thankful that
the family does not have any dogs. When cats
are bored, they do nothing. When dogs are
bored, they play, make noise and bite. And the
scouts in the park and in the yard report that
even the older and larger dogs want to play…
chasing anything that runs away from them,
biting anything in case it turns edible in the
meantime. And dogs can be fiercely territorial
and defensive. To them, Toy Troopers smell like
human – if humans played with them recently,
so this makes dogs very interested in the toys.
The Greys actually tell a story about a Real dog
tracking down a missing soldier, persuaded by a
stolen bowl of food… but it is likely apocryphal.
The stats below reflect a small-to-medium
sized canine, like a beagle – toy Size 14. Some
dogs can be even bigger (Size 16), others much
smaller are also faster and more energetic.
A�ributes: Agility d8, Smarts d8 (A), Spirit d8,
Strength d12+14, Vigor d6
Skills: Anthropology d6, Athle�cs d8, Figh�ng
d8, Naviga�on d8, No�ce d6, Survival d8
Pace: 30; Parry: 6: Toughness: 23 (4)
Edges: Fleet-footed (rolls d8 when running).
Special Abili�es:
• Bite: Str+d8, AP 4. Heavy Weapon.
• Fleas: Some dogs are infested by fleas.
Use Ant stats to reflect these, without the
Well-coordinated trait, but they can as an
ac�on jump 2d6”.
• Size 14 (Gargantuan): The dog is almost a
foot tall. It can take three Wounds and is
treated as using Heavy Weapons and having Heavy Armor. Toy Soldiers get to +6 to
a�ack it, and the dog has –6 to a�acking
Average-sized targets.
• Stomp: Deals Str+14 Heavy Damage to
anyone under its body when rolling down
– or it can use Athle�cs and Medium Burst
template to smash soldiers with its paws.
Flying Rat
Giant rats are bad. And they’re even worse
when they gain, mysteriously, the ability to
fly. Most Toy Troopers believe earnestly that
these are a variety of rats… and the bats them‐
selves aren’t telling. They don’t care that
much about regular toy soldiers, but some‐
times they can get angry at helicopters noisily
intruding on their air space, or think the indi‐
vidual troopers are particularly large moths.
A�ributes: Agility d10, Smarts d8 (A), Spirit
d8, Strength d12+1, Vigor d8
Skills: Athle�cs d8, Figh�ng d10, In�mida�on
d10, Naviga�on d6, No�ce d8, Stealth d12
Pace: 4/16; Parry: 7; Toughness: 6
Special Abili�es:
• Flight: Pace 16”
•
•
•
•
Claws: Str+d4.
Swoop: A bat that hits with a raise causes
damage as usual, and grapples the prey. Bats
usually don’t carry the vic�m to their nest,
instead they toss them against the ground.
The drop deals 4d6 damage, but if you were
on Hold you can beat the Bat in opposed
Strength roll and, if you pass Athle�c roll, receive only half of the damage.
Size 6 (Large): A couple of inches long. It
can take an Extra Wound, and Toy Soldiers
get a +2 to a�ack it, while it has –2 to
a�ack Average-sized targets.
Weakness: Sonar. Bats detect prey using
sounds and echoes. Individual Toy Troopers
against the wall or other objects are not detected as enemies and are effec�vely invisible to the bat (-6 to hit them).
Giants
Technically in Toy Scale Humans have Scale
15—17 – if you want to, use their stats, and in‐
crease Str to d12+20. But most of the time
they’re terrifying natural threats, not mon‐
sters to defeat.
Giants tend to cause Fear in many creatures,
even wild animals or most toys just not used to
them. Toys that are being played with freeze…
and might simply not remember the details.
Lizard
Many species of lizards exist, with iguanas,
gila monsters or goannas achieving Gargan‐
tuan Toy Size. The stats below reflect a gecko
about 5 inches long (Toy Size 5). Very few
lizards produce Lethal Venom – some do live
in South-West of America or (where else?)
Australia.
A�ributes: Agility d8, Smarts d6 (A), Spirit d6,
Strength d12+5, Vigor d6
Skills: Athle�cs d8, Figh�ng d6, No�ce d8,
Stealth d6
Pace: 12, Parry: 5, Toughness: 11 (1)
Edge: Sweep
Special Abili�es:
• Claws: Str+d4
• Fleet Footed: Geckos roll a d10 when
running.
• Size +5: Large, can take an extra Wound,
+2 to hit it. –2 to a�ack Toy Troopers.
• Tough Hide: Armor +1.
91
Praying Mantis
Scorpion
A�ributes: Agility d8, Smarts d6 (A), Spirit d6,
Strength d6, Vigor d6
Skills: Athle�cs d6, Figh�ng d8, In�mida�on
d8, No�ce d10, Stealth d8
Pace: 6, Parry: 6, Toughness: 7(2)
Edges: Improved Frenzy
Special Abili�es:
• Armor +2: Thick carapace
• Claws: Str+d6
• Low Light Vision: These creatures see well
in Dim and Dark light.
A�ributes: Agility d8, Smarts d4 (A), Spirit d8,
Strength d12+1, Vigor d10
Skills: Athle�cs d6, Figh�ng d8, In�mida�on
d8, No�ce d6, Stealth d8
Pace: 8; Parry: 6; Toughness: 11 (3)
Special Abili�es:
• Armor +3: Chi�nous skin.
• Grapple: A scorpion may grapple a foe
with one or both pincers. It has +2 if it
uses two pincers, and the scorpion has +2
to its a�ack with s�nger if the vic�m is
grabbed with two pincers.
• Pincers: Str+d4.
• Poison: Anyone wounded or Shaken by a
s�nger a�ack must make a Vigor roll or
immediately become Incapacitated. Death
follows in 2d6 rounds.
• Size +1: Most scorpions aren’t very
dangerous to humans. Sadly, they’re large
to small plas�c figures.
• S�nger: Str+d8, AP 2
She might be praying so that toy troopers leave
her prowling ground, shooting at crickets and
ants she eats. Luckily, while they can live in
America or Europe, most of the larger mantises
are found in tropical zones, often in Africa… un‐
less some are kept as pets. Some such pets can
fly with Pace 8.
Rat
Rat’s teeth grow during its entire life, and
these animals love to gnaw on inedible things
like bark, concrete, electric wires… and toy
plastic. During the 2020 Covid pandemic,
starving rats, devoid of regular sources of
food like restaurant dumpsters, banded in
huge swarms desperate to eat anything.
Hamsters and guinea pigs are cleaner and less
aggressive… but this does not mean that they
will react more pleasantly to strange green
blobs falling in their cages! Drop Fighting and
Intimidation to d6.
A�ributes: Agility d8, Smarts d8 (A), Spirit d8,
Strength d12+5, Vigor d10
Skills: Anthropology d4, Athle�cs d8, Figh�ng d8,
In�mida�on d8, Naviga�on d6, No�ce d6,
Stealth d8
Pace: 8; Parry: 5; Toughness: 13 (2)
Special Abili�es:
• Bite: Str+d6
• Pack leaders: One in twelve rats is a pack
leader – what the uneducated call “alpha”.
Most of the �me it’s the largest male (Size
+1), and he’s also a Wild Card. These pack
leaders also have Command, Fervor and
Hold the Line Edges.
• Size +6: Large, can take 1 extra Wound.
+2 to hit it. –2 to a�ack Toy Troopers. This
is an average-sized Brown rat, the most
common rodent in the world. Some
subspecies can larger, but there are many
are smaller rodents.
• Thick fur: Armor +2
92
There are giant (Size +6) scorpions, obviously
only in Australia because Australia. Overall,
though, scorpions are not a major threat to
Toy Troopers, unless harassed or the soldiers
get into their nest. The stats below reflect
small, Size +1 scorpions encountered in the
Southwestern USA.
Spiders
Spiders could attack Toy Troopers if they got
tangled themselves in the cobwebs. Don’t go
typical “fantasy spider” with these; real spi‐
ders don’t have swarms or queens. Use the
regular Giant Spider stats in SWADE, but the
largest spiders (Size –1 to 0) are predators –
they don’t make webs, instead chasing after
their victims.
The largest spiders occur in Australia and are
Size 5. Seriously, GMs, don’t set this game in
Australia even if you are Australian.
Toad/Frog
Toads are rarely encountered in the cities, but
some areas might still be frog-infested… or
some kid might have a terrarium with a pet
toad. Most toads won’t try to eat toy sol‐
diers… at least not more than once.
And of course, Australia has a real problem
with toxic cane toads, deliberately introduced
by humans to the ecosystem. At least one ter‐
rifying aspect of that is that they can be found
in places inhabited by humans – near chan‐
nels and ponds.
A�ributes: Agility d8, Smarts d4 (A), Spirit d6,
Strength d12+5, Vigor d6
Skills: Athle�cs d8, Figh�ng d4, No�ce d4,
Stealth d8
Pace: 8, Parry: 4, Toughness: 8
Edges: Dodge (Imp)
Special Abili�es:
• Poisonous. Cane Toads and similar
creatures have poisonous skin. A contact
with such a frog is treated like a dose
Lethal poison… unless Toy Troopers are in
presence of Giants.
• Semi-Aqua�c: moves with full Pace underwater, can hold breath for half an hour
• Size +3: Toads are fairly large, and there are
even larger specimen (Size +5). On the other
side, some small tree frogs are Toy Size –1.
• S�cky tongue: Toads capture their prey by
ensnaring it with a tongue. Amphibians
can make a grab a�ack with Reach 5”.
Wasp/hornet
Basically, there are two kinds of wasps – the
harmless, disgusting parasitical ones and the
“evil bee” ones that sting multiple times and
don’t make honey. Guess which ones are
more popular in the US and Europe. Surpris‐
ingly, Australian Hornets aren’t that threaten‐
ing – most of the dangerous ones are hunted
by predatory spiders.
Many wasps are quite big, these stats reflect
the size of a Size –1 hornet. Many workers are
slightly smaller, but they still prey on bees and
other insects catching them during the flight.
A�ributes: Agility d8, Smarts d8 (A), Spirit d6,
Strength d8, Vigor d8
Skills: Athle�cs d10, Figh�ng d8, No�ce d8,
Repair d8, Stealth d6
Edges: Acrobat, Combat Acrobat
Pace: 6/16; Parry: 6; Toughness: 3
Special Abili�es:
• Bite: Str+d4
• Flight: Flies with Pace 16.
• Small: Size –1, queens are larger and
almost immobile.
• S�ng: Str+d6, AP 2. As with the bees, you
can receive a dose of venom when they
bite you. Toy Troopers are alive enough to
receive a dose of Mild poison… that
paralyzes the vic�m. Many solitary wasps
carry them to their nest, but the plas�c
•
soldiers are not good hosts of eggs and
can easily recover.
Wall-walker: Most insects can climb
ver�cal surfaces with their usual Pace.
Worms/Leecjes
Earthworms aren’t aggressive, but when an‐
noyed, they might defend themselves! Treat
them as Constrictor Snake from Savage
Worlds.
There might be more deadly worms and crea‐
tures than leeches… but very few are as dis‐
gusting. These worm-like creatures live in
swampy, staid water – luckily, in the park the
river is fresh, but there’s a small canal not far
away from the House where these annelids
might live.
A�ributes: Agility d4, Smarts d4 (A), Spirit d6,
Strength d8, Vigor d6
Skills: Athle�cs d8, Figh�ng d6, No�ce d8,
Stealth d8
Pace: 2/ 6; Parry: 5; Toughness: 5
Special Abili�es:
• Aqua�c: Leeches can briefly crawl out
with Pace 2 on land; they swim at Pace 6.
• Bite: Str+d4.
• Blood Drain: Small living creatures start
losing blood and take a Fa�gue level when
Shaken by the bite of a Leech – and they
stack and can lead to Incapacita�on.
Larger ones might not no�ce the leech,
but the leech takes a lot of blood… and
the creature might bleed out. Toy Troopers
are immune to this in the Real World… and
there’s no volunteers to try it out in Toy
Zones.
• Camouflage: Leeches are used to living in
dark, murky waters – they get a +4 to
Stealth rolls there.
• Size: 0. Depending on the species, some
might be long and Size +4!
• Weakness (Salt): A large block of salt (a
few ounces) sca�ered on a leech will kill it
almost instantly.
93
k Big Baby Doll
Baby Karen (Care’n Cuddle Baby) is a pushy,
obnoxious and perfectly articulate toy baby
that likes to terrorize smaller beings. Karen is
the biggest toy in the house, but since the Girl
is growing out of baby dolls, Karen’s been
cruising on her own appearance and Sister’s
fond memories… and she knows that in a cou‐
ple of months she’ll go out of favor. She’s
planning to ditch this house rather than land
in the goodwill store, and so she gathers sup‐
plies for her great escape. This led her to a
semi-permanent alliance with the Grey Army.
Toys
A visit to the toy store can give you a lot of
ideas for animated toys that can be used to
terrorize your players. One of the reason for
the creation of this setting was to let you, the
players, use toys as minis!
Usually, in the world of Toy Troopers we as‐
sume that toys become animated thanks to in‐
fluence of other animated toys, who take
them to Toy Zones. But this is not an absolute
rule, in particular with unaffiliated or nonsapient toys. Some might get lost, accidentally
stumble onto a Toy Zone, not understand
what it is, and return to the Real World. Ex‐
periments of Dr. Knight can awaken more and
more toys until there’s chaos in the playroom.
As a rule, only humanoid toys with have hu‐
man sentience and intelligence. Toy animals
stay animals – toy bear can wear cute sailor’s
uniform, but it will become an angry bear in
ripped rags once children are out of sight.
Still, there are outliers – vaguely “cartoon
creatures” can have human intelligence if
they’re humanoid enough.
94
Karen speaks with a vaguely Jersey accent,
projecting a tough gangster image. Karen
offers “soivices” only she can provide – as the
biggest toy with opposable thumbs she can
open boxes or jars, type on computer key‐
boards fairly easily – in exchange for “protec‐
tion” and some small jobs. Despite living in
Sister’s room she’s a free agent, and is con‐
vinced that Grey Army won’t harm her, since
she controls a wide area of the Sister’s room.
She’s made herself clear that when the Sister’s
not around, the bed is hers and commander
Feldgrau seems to respect that. Challenging
Karen would require a non-insignificant
force. She is too big to access most Toy Zones
and dr. Knight isn’t actually sure what makes
Karen alive… but she is.
At Gramel Books we do not recommend
shooting from toy tanks at real babies. Even
shooting at toy babies would be questionable.
However, shooting at mean toy baby gang‐
sters that are fifteen times as big as you, when
they attack you first, is somewhat acceptable.
Karen’s pretty badass for a baby, and her stats
reflect this. Other, more polite baby dolls
might be less aggressive.
A�ributes: Agility d8, Smarts d8, Spirit d8,
Strength d12+12, Vigor d10
Skills: Anthropology d8, Athle�cs d6,
Common Knowledge d8, Driving d8, Figh�ng
d10, In�mida�on d10, Naviga�on d10, No�ce
d8, Performance d4, Persuasion d10, Riding
d6, Stealth d10, Taunt d10, Thievery d10
Pace: 8; Parry: 7; Toughness: 25 (4)
Edges: Brute, Block, Brawler, Charisma�c,
Countera�ack, Level Headed, Mar�al Warrior,
Rabble-Rouser
Hindrances: Arrogant, Habit (minor,
constantly sucks on her pacifier and toys with
it when it’s not in her mouth), Mean
Gear: Stroller (effec�ve Pace 12, may run. You
can treat it as a Size 12 vehicle with 20 (4)
Toughness), pacifier/dummy (a magne�c
“plug”, Karen’s most prized possession). Karen
stashes her loot in a secret hoard in bathroom
– old books, screws, nuts and bolts, some actual Giant coins.
Special Abili�es:
• Accurate: Karen has adorable baby fingers,
she ignores 4 points of penal�es when
a�acking smaller creatures – so hi�ng
individual toy trooper is only –2 for her.
• Baby kung-fu chop: Unarmed, Karen deals
Str+d8 damage and adds +2 to her
Figh�ng rolls. She’s big enough so that her
strikes count as Heavy Weapons. She can
usually li� toy vehicles (though she needs
two hands to do this).
• Cute: She is a giant thug… but she’s also a
cute baby. To a�ack her for the first �me
in a scene, you need to spend a Benny
unless you’re Mean or Ruthless.
• Cry ac�on: Karen can cry, a�rac�ng
Giants’ a�en�on. She doesn’t want to do
it, because it will make them think she’s
broken when crying on her own. S�ll, she
might do it if she’s threatened or bribed.
• Gargantuan: Size 12. She can take 3 addi�onal Wounds (so 6 in total), and enemies
add +6 to a�ack her. She is considered to
be Heavily Armored, but the Real World
objects and “toypunk” weapons can bypass her Heavy Armor.
• Real World: Karen is one of the few toys
that can func�onally affect the Real
World. Some�mes you might want to see
how well she copes in “normal-Scale” environments where she is Scale –2. Her
Agility and Figh�ng drop to d6, her
Strength is d4-1 in Real World and Toughness drops to 6 (1). Her mar�al arts style is
based on sheer size, so it’s rather useless
against Real World objects. She counts as
a Construct, and in the vicinity of Giants
she can only crawl with Pace 2 (though
not in their direct field of vision). She’s also
fairly realis�c – if seen from distance or in
dim light, she can impersonate a real baby
using her Performance.
• Slow: Karen’s legs don’t bend that well,
actually. While she’s bigger than Toy
Troopers and covers ground faster, she
rolls a d4 when Running. She subtracts –2
from Athle�cs when running is necessary,
•
and failures can mean she falls… o�en
dealing Stomping damage to anyone under
her! If she crawls she doesn’t risk falling,
but can’t Run.
Stomp: She has �ny adorable baby feet
and can Stomp affec�ng everyone using
Small Burst Template, dealing d12+24
Heavy damage. Say goodbah.
Big Ol’ Lion
Did we mention that Little Sister is into ani‐
mals? Well, usually most toy animals are ani‐
mated by bringing them into Toy Zones, so
Toy Troopers have to deal with Lions and
Tigers and Bears. Use the normal animal stats,
perhaps increasing their Size to +4.
Bratty Dolls
Most of the time, Toy Troopers recruit fashion
dolls as auxiliaries – they’re adjusted to Toy
Zones and are treated like regular plastic sol‐
diers. Big Sister reportedly has had a couple of
fashion dolls which weren’t animated, but in
recent years a new trend for dolls has started.
Some say that Grey Army tried to recruit
some of these smaller, Brattier dolls, but they
were very rebellious, anti-authoritarian and
too punk for the army. They animated some
other dolls and fashion toys to create a group
of mercenaries and renegade dolls, trying to
push Greys out of Toy Zones. The original
Bratties were Toy-Trooper sized, but they
awakened a couple of bigger friends in proba‐
bly undiscovered Toy Zones. You can use
these stats for most fashion dolls as well.
A�ributes: Agility d8, Smarts d6, Spirit d6,
Strength d12+2, Vigor d12
Skills: Athle�cs d6, Common Knowledge d8,
Figh�ng d8, Naviga�on d6, No�ce d4, Persuasion d6, Taunt d8
Pace: 8; Parry: 6; Toughness: 12
Edges: Sweep, Acrobat
Gear: Improvised club (Str+d8), o�en dealing
Heavy damage
Special Abili�es:
• Punky: Many Bra�es developed love for
punk. As long as one of the dolls (or some
other toys) devotes an ac�on to singing or
playing loud music (detectable by Giants),
all the other dolls in the pack have +2 to
Damage and their melee a�acks count as
Heavy Weapons.
• Size 4: Bra�es are Size 4, propor�onately
10 � tall! It makes them Large (+2 to
95
Edges: Sweep (tail)
Special Abili�es:
• Armor +3: Thick hide.
• Stomp or tail lash: Str+d8.
• Hardy: A second Shaken result doesn't
become a Wound.
• Size +10 (huge): Increases Toughness by
+10. –4 to a�ack medium-sized foes, they
receive +4 to their a�acks, can take two
extra Wounds.
Stegosaurus
•
a�ack them) and they can take an Extra
Wound.
Swat: Bra�es that are used to figh�ng –
so most poten�al opponents can a�ack
smaller targets using weapons without
penal�es.
Dinosaurs!
Most people forget that “herbivore” does not
mean “non-dangerous”. And plastic dinosaurs
aren’t really herbivores in the first place. Tricer‐
atopses are belligerent and untamable. Despite
Mom and Son’s efforts, they can’t find proper
feathered ones at a reasonable price, so most are
in the 90s reptile style.
Triceratops
A�ributes: Agility d6, Smarts d6 (A), Spirit d8,
Strength d12+5, Vigor d12
Skills: Athle�cs d10, Figh�ng d6, In�mida�on
d6, No�ce d8
Pace: 6; Parry: 5; Toughness: 16 (3)
Special Abili�es:
• Armor +3: Tough hide.
• Charge: If the dinosaur moves 6” in a
straight line before a�acking, it gets a +2
to hit and damage.
• Horn: Str+d8
• Size +5: This dinosaur is massive: Larger or
smaller creatures exist. This one’s Large,
and can take an extra Wound.. –2 to
a�ack medium-sized foes, they receive +2
to their a�acks.
Brontosaurus
A�ributes: Agility d6, Smarts d4 (A), Spirit d6,
Strength d12+5, Vigor d12+3
Skills: Athle�cs d4, Figh�ng d8, No�ce d6
Pace: 4; Parry: 6; Toughness: 22
96
A�ributes: Agility d8, Smarts d6 (A), Spirit d6,
Strength d12+3, Vigor d10
Skills: Athle�cs d8, Figh�ng d8, No�ce d8
Pace: 6; Parry: 6; Toughness: 17 (3)
Special Abili�es:
• Armor +3: Thick hide.
• Tail: Str+d8, raise on an a�ack roll can
force the opponent to roll Athle�cs or fall
prone.
• Hardy: A second Shaken result doesn't
become a Wound.
• Size +7 (Large): Can take an extra Wound.
–2 to a�ack medium-sized foes, they
receive +2 to their a�acks.
k Skeletal T-Rex
Remember these collectibles? Well appar‐
ently, they’re still around and Dr. Knight
made a living skeleton!
A�ributes: Agility d6, Smarts d4 (A), Spirit d8,
Strength d12+4, Vigor d8
Skills: Figh�ng d8, No�ce d8, Stealth d6,
In�mida�on d8
Pace: 8; Parry: 6; Toughness: 13
Edges: Sweep
Special Abili�es:
• Bite: Str+d8, AP 2.
• Glow in the dark: It has no penal�es to hit
in melee in Dim and Dark light… and
anyone a�acking it also has no penal�es!
• Large: Creatures a�acking the dinosaur
add +2 to their rolls, it can take an extra
Wound.
• Roar: It can make an In�mida�on roll
against anyone facing him as a full-round
Ac�on.
• Size +5: It’s bony and skeletal, and slightly
smaller than a propor�onate dinosaur
would be.
• Undead: +2 Toughness, +2 to recover
from being Shaken, called shots do no
extra damage.
Raptors
A�ributes: Agility d10, Smarts d6 (A), Spirit
d6, Strength d6, Vigor d8
Skills: Athle�cs d8, Figh�ng d8, No�ce d6
Pace: 8 (d8); Parry: 5; Toughness: 5
Edges: Frenzy
Special Abili�es:
• Talons/bite: Str+d4, AP 1
• Low Light Vision: No penal�es for dim or
dark ligh�ng.
• Fast Runner: Rolls d8 as the Running Die.
• Pounce: +4 to a�ack and damage and –2
Parry a�er leaping d6" in a straight line
towards non-adjacent foe.
• Herd tac�cs: Add +1 to the Gang Up
bonus (if they have one).
• Size –1: Reduces Toughness by –1.
Dire Bears
Since toy men become real men in Toy Zones,
toy cars become real cars, and one of the most
popular toys becomes… real bears. That are
usually much bigger than your average toy
trooper. Quite a lot of them are the propor‐
tionate size of a real bear, but in the Real
World you can find animated toy bears or
other with Toy Size +5 or even Toy Size +10,
and accordingly increased Strength.
Luckily for toy troopers, these bears in real
world are softer and deal only Str damage.
Dragons
A dragon is a mystical creature that’s inexpli‐
cably popular among kids.
Usually, toy dragons are non-sapient, and
thus use Drake stats. Some have wings and fly
with Pace 24 in Toy Zones, but they’re still
unable to reason and talk.
k Giant death robot
Well, not as much as “death”, more like “Giant
Serious Bodily Harm Bricko construct” – but
it’s the main opponent in the great finale of
the campaign, created by the insane Dr
Knight. It has a lot of her skills (we omit the
ones that probably won’t get used in the final
battle – she cares little about Tests now).
Defeating the robot is childishly simple – just
remove the Bricko head from its peg. Climb‐
ing the colossus is an Athletics roll – but the
robot can swat off (-6 to Fighting roll) any
would-be climbers.
This is a specific Quick
Encounter – as the rest of the party
fights off the robot, the climbers simulta‐
neously (deal cards normally) make Athletics
rolls to climb up to the head. If they draw a
club as a card, it means complications – if
they haven’t been defeated or convinced, the
Knight guards or Ivan will show up face the
heroes (and Knight, in her turn, can use an
action to swat them off). On the plus side,
simply grabbing the head and picking it up
does not require any roll… but Knight might
Hold her action to pick such interloper up in
the critical moment.
A�ributes: Agility d6, Smarts d12, Spirit d8,
Strength d12+16, Vigor d8
Skills: Anthropology d12, Athle�cs d10, Ba�le
d8, Common Knowledge d8, Driving d10,
Figh�ng d8, In�mida�on d8, Naviga�on d6,
No�ce d8, Persuasion d10, Repair d10, Science d10, Shoo�ng d10, Taunt d8
Pace: 60; Parry: 6; Toughness: 21
Edges: Brave, Command, Combat Reflexes,
Jack-of-all-Trades, Mar�al Ar�st, McGyver, Mr
Fix It, Scavenger
Hindrances: Curious, Driven (to rule the world),
Suspicious (Major).
Special Abili�es:
• Size +15 (Gargantuan): Can take 3 extra
Wounds, +6 to hit it, is at –6 to hit individual
Toy Troopers. It moves slowly but it can
Stomp.
• Smash: Str+d4 damage, –6 to hit most Toysized targets.
• Turrets: Just in case of a sudden a�ack, Dr
Knight built small turrets into her new body –
affec�ng toys only, dealing 2d8 damage in a
10/20/40 range. She has –6 to Shoot them
but using them is not an ac�on for her.
97
Matryoshka doll
Usually, representations of humans become
human, and function similarly as humans do
in Toy Zones. But this “Little Bear Effect” is
unpredictable. Occasionally it creates strange,
but interesting auxiliaries. Elizavieta, Lud‐
mila, Ekaterina, Natasha and Anastasia are a
family of matryoshka dolls – Russian nesting
dolls, where a larger doll contains other dolls
which contain other dolls. The “inside” doll
controls the outside one. Anastasia is the
smallest, and she controls her “sisters” once
she enters Natasha inside Ekaterina, and so
on. The sisters work as enforcers for the Grey
Army, but they actually seem to have their
own agenda.
A�ributes: Agility d6, Smarts d6, Spirit d8,
Strength d12, Vigor d10
Skills: Athle�cs d6, Common Knowledge d8,
Figh�ng d8, In�mida�on d8, No�ce d8,
Persuasion d8, Taunt d8, Stealth d4
Pace: 6; Parry: 9; Toughness: 12
Hindrances: Varies per doll. All are Loyal to
each other.
Edges: Varies per doll.
Special Abili�es:
• Bash: If necessary, she can slam an
opponent with her body, dealing Str+1d6
damage+her Size.
• Competent: Only Anastasia is a Wild Card
– though if she’s possessing a larger sister,
she rolls her Wild Die.
• Matrioshka: Each doll can possess her
larger sister and be possessed by her
smaller sister (it’s best not to think too
much about the “sister” metaphor). While
possessed she uses her the traits of both
dolls – use the higher stat.
• Mostly Armless: Matrioshka dolls have no
limbs. She can't use objects – but her
painted arms and mouth can allow her to
perform Tests. Her Agility and Figh�ng
score reflects bodily reflexes, she
automa�cally fails any Agility rolls
requiring limbs. She can “jump” with
normal pace.
• Size +3: As the subsequent dolls are
defeated, each next doll has one less size
(up to –1 with Anastasia).
k Superhero action figure
Kids love superheroes. Kids love toys. And so,
it’s perhaps unavoidable that most toy super‐
heroes love themselves. In general, neither
98
Each doll has slightly different stats.
The stats below work for Elizaveta – she's
heavy, though and has the personality of a
drill sergeant. She’s Mean and Overconfi‐
dent.
Ludmilla – despite looking exactly like her
sisters – thinks she’s the most beautiful one
and is a bit of a flirt. Arrogant, Quirk (proud
beauty). Size +2 (Toughness 11), Strength
d10, Persuasion d8.
Ekaterina – She's a perfectionist, obsessed
with proper pronunciation. Arrogant, Quirk
(shows off her knowledge), Smarts d6,
Strength d8, Size +1 (Toughness 10)
Natasha – Out of all sisters, she is the most
morbid one, posing as a stereotypical
“necromancer”. Overconfident, Quirk (mor‐
bid), Bloodthirsty. Size 0 (Toughness 9).
Smarts d8, Strength d6, Intimidate d10,
Fighting d8
Anastasia – A real meanie, she Arrogant,
Greedy and Vengeful. Size –1, Strength d4,
Smarts d10, Anthropology d10, Common
Knowledge d8.
Greens nor Greys like to animate superheroes
– they invariably end up with superiority com‐
plex, entirely undeserving since they have no
actual superpowers. On the other hand, since
most action figures are molded as big, beefy
dudes once in a while someone might think up
to use them. On the plus side, while few action
figures really “believe themselves” to be the he‐
roes they portray, they often have their own
honor and ethics related to the hero… which in
turns might conflict with the military disci‐
pline and mentality.
These stats reflect action figures that are en‐
countered in the Real World – many found in
Toy Zones have Size +0.
A�ributes: Agility d8, Smarts d6, Spirit d8,
Strength d12+2, Vigor d10
Skills: Anthropology d6, Athle�cs d8, Ba�le
d6, Common Knowledge d8, Figh�ng d10,
In�mida�on d8, No�ce d8, Occult/Science d6
(for wizards or scien�sts), Persuasion d8,
Repair d4, Riding d6, Stealth d6, Survival d6,
Taunt d10
Pace: 8; Parry: 7; Toughness: 11
Edges: Brave, Elan, Block, Combat Reflexes,
Dodge, Mar�al Ar�st. Some have more.
Hindrances: Varies, but most have Code of
Honor, Overconfident, quite a lot are also
genuinely Heroic, while villains are Mean.
Gear: O�en come with a simple weapon
(Str+d8) and other accessories – o�en
somewhat high tech for Toy Troopers, like a
grappling gun or a lightweight shield.
Special Abili�es:
• Size 4. Can take an Extra Wound, +2 to hit
them, and they have –2 to hit Toy
Troopers.
The popular superheroes these days are:
• Sky Knight: Armor clad pilot fighting
the nefarious evil computer MIND.
Toy Sky Knight can’t remove most of
his protection, and has Armor 2. The
toy inherits some of the skills of the
pilot – he won’t fit any of the Green
Army cars or planes, but nonetheless
has Piloting d6 and Navigation d8.
They are generally Arrogant and
Heroic.
• Dawn Queen: Beautiful warrior
princess wearing a golden suit of ar‐
mor. Attractive, Armor 2.
• Gecko Guy: Troubled teenager im‐
bued with power of reptiles. Some
models have sticky fingers and the
Wall-Crawler monster ability.
Unicorns and Pegasi
Quite a lot of girls, including our very own
Girl. enjoy their “unicorn princess” phase. It
doesn’t matter whether the unicorn or pega‐
sus is “realistic”, or its cartoon counterpart
was a cute farmer with a hick accent, when it
enters a Toy Zone it becomes a horse… well,
somewhat smarter than a regular horse. Very
few of the pegasi can fly – only in a “fairyaspected” Toy Zones.
A�ributes: Agility d8, Smarts d8 (A), Spirit
d10, Strength d12+2, Vigor d10
Skills: Athle�cs d8, Figh�ng d6, No�ce d8,
Stealth d8
Pace: 10; Parry: 5; Toughness: 9
Special Abili�es:
• Fleet Footed: Unicorns roll a d10 for their
running die.
•
•
Kick: Str+d6. Unicorns can make Str+d8,
AP 4 melee a�ack with their horn.
Size +2: Most are larger than any toy
soldier mounts.
Evil machines
Many machines can be an excellent threat for
the characters. Some can be handled like Dra‐
matic Tasks, others can be personified as
characters, with effective levels in Athletics
represented their mobility.
Vacuum Cleaner
It’s more of an environmental threat, and
many toys can be grabbed in the suction of
the vacuum.
A�ributes: Agility d8, Smarts --, Spirit --,
Strength d12+15, Vigor d8
Skills: Athle�cs d6
Pace: 8; Parry: 2; Toughness: 30 (10)
Special Abili�es:
• Armor+10: It’s Real, Heavily Armored with
metal.
99
• Size +14: The vacuum cleaner is massive
and can hold hundreds of toy troopers.
• Suc�on: Anyone near the suc�on entrance
(use the Large Burst Template) becomes
sucked into the vacuum cleaner. It is an
opposed Strength roll (holding onto
something grants the character +4 to the
roll; remember about other bonuses like
heavy gear or using a fast vehicle). Failure
means that the character is grabbed and
flies up… Then you can make an Athle�cs
roll with –4 penalty to avoid ge�ng
swallowed. A cri�cal failure in any of these
rolls can actually be good for the characters
– the vacuum briefly stops working… but
the character hit something while
kidnapped and becomes Incapacitated.
100
The Lawnmower
Toys aren’t aware of it, but the reason behind
the purchase of this brand new electric lawn‐
mower is a whole complicated saga in itself,
with Mom arguing with Dad for days. Since
the Lawnmower is electric it is relatively
quiet when the blades start whirling, unlike
the vacuum. “Relatively” means that the Toys
might confuse the terrifying whooshing
sound for wind or storm.
A�ributes: Agility d8, Smarts --, Spirit --,
Strength d12+15, Vigor d8
Skills: Athle�cs d10, Stealth d4
Pace: 10; Parry: 6; Toughness: 30 (10)
Special Abili�es:
• Size +14: The lawnmower is large,
equipped with a quiet electric motor.
• Armor +10. Covered by real metal!
• Whirling blades: Str+d12, Heavy Weapon.
Anyone under the Lawnmower might be
hit… And it’s unlikely that the mower is set
at more than two or four inches.
Index
“Real-World” weapons 33
3d printer 70, 73
A
Air Force 17
Air Support 28
Anthropology 19
Army 14
Artillery 16
Artillery support 28
Auxiliaries 7, 11
B
Baby Karen 78, 94
Bathroom 42
Big Room 41
Boy’s room 39, 62
Bra�y Dolls 95
Bricko 12
C
Chain of command 6
Chucks 13
Commander Feldgrau 5
Commando 17
Convenience Store 47
Currency 31
D
Dining Room 41
Dinosaurs 96
Dr. Knight 48, 59, 68, 75
E
Edges 20
elite soldiers 11
F
fire 24
G
garage 43
garden 44
Gear 31
General Drabb 60, 74, 81
Giant devices 25
Giant Zones 25
Girl’s Room 42
Green Nation 5
Green Nation. 48
Grey Army 5
Grey Nation 48
H
Hindrances 17
House 37, 39
Hunter 60, 63, 65, 77
I
Infantry 15
Ivan 60, 66, 77
K
Kitchen 41
Knight Guard 76, 83
L
Library 46
Li�le Bear effect 37
Living Plastic 24
Living Room 42
London Town 58, 64
M
Military Police 17
Mindy 13, 57
N
Navigation 19
Navy 17
P
Paratrooper 16
Parents’ bedroom 40
Park 46, 72
Promotion 27
Q
Queenie 58
Quick Encounter 29
S
School 45
Scout 16
Service branches 14
Shopping Mall 47
Short history of toy soldiers 15
Sister’s Room. 5
Sniper 16
T
Tank Crew 15
Technician 16
technology 7, 32
Tinseltown 57, 69, 79
Toy Zone 5
Toy Zones 24, 31, 37
V
Vehicles 35
Y
Yavanna the Elf 58
101