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TOY
TOY WORLD
An Adventurers! setting by Jakub Nowosad

Authors: Jakub Nowosad, Umberto Pignatelli, Andy Slack


Editing: Piotr "Ramel" Koryś
Cover: Ania Jarmołowska
Art: Ania Jarmołowska, Jacob Blackmon, Steve Young, Jeshields,
Jeff Preston
Producers: Piotr "Ramel" Koryś, Michał "Puszon" Stachyra

Special thanks: MK, Marta, Lia and Corinna.

Adventurers! Rules
copyright © FajneRPG, Krakow 2016
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Publisher: FajneRPG/GRAmel
email: [email protected]
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Check our games on www.gramel.pl


Adventurers!, all unique characters, creatures, and locations,
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artwork, logos, and the Fajne RPG/GRAmel logo are © 2017 Fajne RPG,
Kraków 2017.
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Table of Contents

Player’s Guide 5 Creature Cards 16


1 – Time for Play! 5 Pink Friend 28
2 - Toy Time! 5 1 - What’S happened so far! 28
3 – Character Concepts! 6 2 - The break of dawn! 28
4 – The Life of Toys! 6 3 – “AMAZONIA” Pet store! 29
5 – New and Altered Skills! 7 4 - To the fountain! 29
6 - Action Features! 8 5 - The Fountain! 30
GM Guide 10 6 - Mr. Trunkington 30
7 - Rats attack! 31
7 – A Few Words 8 - Confronting Penelope! 31
on the Setting! 10 9 – THE End! 32
8 - Features of the Setting! 10
9 – Mall Geography! 10
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11 - Adventure Seeds! 13
Gear 14
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Player’s Guide

1 – Time for Play!


In this setting the players roleplay children’s toys, living in a daycare
center in a large mall. The toys spend their days playing with the kids
visiting the daycare center, and at night, filled with power of Joy, they
participate in their own adventures. Teddy bears try to outwit the
servant of the Rat King, master brick builders try to help the parrots
in the pet store, and plastic paladins with shining swords maintain
order. This is Toy World.

2 - Toy Time!
The Joy. The origins of the living toys became lost in the mists of time,
and now no toy can really recall them. There are still legends about a
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couple who didn’t have their own children and instead cared for the
boys and girls from a nearby orphanage. She cooked for the children,
while he created toys for them. These toys were simple, made of wood –
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but suffused with pure love. This love, mixed with children’s gratitude
and fun, grew, creating Joy – the magical energy and life force suffusing
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every toy. Thanks to Joy, the toys awoke and called their father the First
Maker. With time, more Makers appeared. Joy spread across the world
– and toys followed.
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The Mall. A complex of shops, offices, cinemas and other interesting


places, somewhere beyond the suburbs of a large city. Adults come
here to shop and work, while children spend their time in the Sunshine
Daycare Center – the home of the player characters. By day it’s full of
children, but by night it’s a place where the toys roam.
Shops. In the Mall there are a couple of dozen stores – from pet stores,
toy stores and mysterious bookstores to perfume stores and food marts
full of strange smells. The toys prefer some stores – for instance the
pet store inhabited by animals, able to talk to toys. Other shops are
completely alien to them, like the bookstores full of strange tomes.
Underground. The underground areas of the Mall are either
infrastructural (workshops, storage) or for parking. These places are
the domain of rats, who roam the area under the leadership of the Rat
King. They gnaw on the cables, destroy the pipes and tires of the parked
cars, and sometimes even attack the inhabitants of the Mall – especially

PLAYER’S GUIDE • TOY WORLD · 5


toys and small children. The dense network of wires and pipes in the
Mall allows the rats to move quickly across the entire complex.

3 – Character Concepts!
Here are some example toys players can create and their recommended
skills.
Brickman micro-figure. Made of multiple detachable parts.
(Transformation, survival)
Cartoon hero. Based on whatever the season’s favorite is. (Athletics,
charisma)
Educational doll. Created for play and learning. May have a little
computer. (Human language, learning)
Old toy car. A small, fast car. (Athletics, perception)
Plush toy. A teddy bear or another plush animal, very huggable.
Typically slow and clumsy, but very friendly and smart. (Charisma, joy)
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Rag doll. Made of pure love and old clothes. (Charisma, repair)
Rusty robot. Once a wonder of technology, today an old, abandoned
curio. (Learning, survival)
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Toy soldier. A plastic or lead soldier, typically part of a large army.


(Boxed set, weaponcraft).
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4 – The Life of Toys!


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Toy World has its own laws. For starters, toys are small. What’s small
for a human can be massive for an inhabitant of Sunshine Daycare. The
escalator of the Mall, turned off for night, can be a massive mountain
for a toy, while the fountain is a great lake with valuable coins at the
bottom.
Toys can’t die. If toy’s Endurance drops to 0, it’s broken, but only until
someone fixes it, usually the teacher in the center the next day. However,
toys are animated by Joy – each day (from sunrise to sunrise) without
playing with children means one Stat (chosen by the player) drops by
one – all losses are restored after even 10 minutes of play. When the first
Stat drops to -3 the toy is useless. It might look fine, but it children will
avoid it, playing with it only when there’s no other choice. When all Stats
drop to -3 the toy is destroyed, becoming Joyless. It usually falls apart,
or goes straight to the wastebasket.

6 · TOY WORLD • PLAYER’S GUIDE


Some inhabitants of the Daycare claim, however, that evil toys exist.
These are Joyless toys that managed to survive the loss of Joy and now
want revenge on other toys – or even on children. Such unfortunate toys
now need to feel what it’s like to love and be loved again. You can help
such a toy only using sacrifice, friendship and working together.
When a toy is spotted by a human, it freezes in place, effectively
changing into an ordinary inanimate object. To continue its adventures
in presence of a human, a toy character must spend 1 Her. Optionally,
the GM might decide this rule doesn’t apply to children – when they’re
the only ones around toys might still be “alive”.
Gear. Toys rarely have any equipment. Pick the appropriate Action
Feature if you want dedicated equipment. Instead of starting Gear, you
receive +1 to any Stat.
Powers and Magic. By default, there are no overt supernatural powers
used by toys. If you want to introduce them, in the GM guide we provide
a simple system for them.
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5 – New and Altered Skills!
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Boxed set
This replaces the minion and relic Skills.
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B: You’re part of a boxed set of toys. You receive a few (roll a die)
companions who can assist you in selected activities. Each has 2 Stat
points and 1 Skill. Usually your companions go back to their own
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activities when they have helped you.


A: Your companions are stronger (+1 Stat point, +1 Skill) or become
better prepared for their duties (gain equipment or special abilities).

Human language
B: You can read and write the human language.
A: If you spend 1 Her you can freely speak human language until the
end of the scene. Most humans will be very surprised at hearing a toy
talk.

Joy
B: If you spend 1 Her, you receive advantage in any test.
A: You can transfer 1 Heroism or Stat point to another toy for an hour.

PLAYER’S GUIDE • TOY WORLD · 7

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