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                    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 5 5 6 7 7 8 11 10 10 11 11 12 13 13 14 18 29 20 24 24 25 25 26 26 26 26 26 27 27 28 29 31 31 31 32 33 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 34 34 34 35 37 37 37 38 38 38 39 39 40 40 41 41 41 42 42 42 43 43 43 44 44 45 45 46 46 47 47 48 48 48 49 49 51 57
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 4 57 58 59 59 62 62 62 63 64 65 66 67 69 70 70 71 72 73 74 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 77 77 78 79 80 81 82 83 83 84 84 85 86 86 87 94 96 99
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 6 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. 7
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. 9
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 10 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