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Toys

A “toy” in this game refers to something that is used for imaginative play by a human. A group of college students sticking googly eyes onto a robot vacuum cleaner would not make that a toy, but if one of them brought it home over the summer and their younger sibling started to play with it, it would be a toy within the scope of the game.

Accessories, Playsets, and Cores

Any equipment which is used by a toy, and not itself a toy1) is an Accessory. Anything which represents a building, structure, or location to be used by toys is a Playset.

Example accessories include:

When interacting with other toys and monsters, accessories act as you would expect the thing they represent to act - a sword can cut other toys or monsters, a medical kit can fix them, a handbag might contain some minor useful items. When interacting with objects that are more on a human level, they will act as they would in the real world - i.e. a toy chainsaw won't cut a hole through a wooden door, unless it's been designed in a way that is not child safe.

Example playsets include:

Some toys are somewhat modular - for example, a doll may have several options for detachable limbs, or a robot fighter might transform into several different cars. In this case, there will be one part of the toy (the part with the face), which is the “core” - this is what carries the toy's animacy, and if it is severely damaged or lost, the rest of the modular parts will be just inert accessories.

How Do Toys Act?

Toys are individuals with complex inner lives and unique motivations and perspectives. Some Toys love to play and love to play with Jordan, happily taking on whatever role their game calls for on any given day. Other toys might be very passionate about their branding or play mode; Animal Rescue Playset Doll might be thrilled that she gets to work so closely with animals, while Spaceman Ed is devoting his free time to constructing a spacecraft that will take him to the stars (or at least the top of the wardrobe). This isn't always the case though, and some toys may loathe their playset or yearn for school time, when Jordan will put them down so they can get on with their days.

For example, an action figure representing Robin Hood could have one of several different personalities:

As with much of the setting, Toy Story is a heavy inspiration here, and most things the range of toy characters from those movies is generally acceptable (with the caveat that this is a primarily PvE game, so more directly antagonistic characters are less suitable).

What Is Life Like For Toys

Toys do not remember a time before they belonged to a child - those who are hand-me-downs from older members of the family, or from a friend of Jordan or Kelly2) will remember some of that old life, but they have no deep memories of being on a shelf in a shop, or being made in a factory. OC It may be helpful to think of the first time your toy was played with- this will be it's earliest memory.

In the old house, in the old bedroom, the playsets for Jordan and Kelly's toys formed a makeshift and eclectic town. There were all kinds of buildings and activities - a diner, a town hall, and a casino, a train line 3), a racetrack, and a castle. The Toys used these playsets in a similar way to their indended play mode- they ate at the diner, gamed at the casino and gathered for parties and meetings at the castle and town hall respectively.

In the move the Toy's town was torn apart. Some of Kelly's things didn't even make it in the move, as she'd outgrown some play sets, but it won't be clear what's left until unpacking is finshed. Some of the town has survived and is set up, as detailed in the room page, but much of this is yet to be unpacked or has been kept by Kelly in her room.

By the time Jordan was born, and especially by the time their toys came along, Kelly's toys had cleared her room of monsters, so life in the old house was peaceful. Some of the older toys had war stories, but since there was no expectation that the monsters would return, these bleak tales weren't told often. As Kelly grew up her toys were donated or given away to various cousins, and the few that were kept around were those most precious to Kelly. Kelly's toys did manage to send over some warnings of what may be in store just before they were packed away into boxes for the move, and as Kelly and Jordan are unpacking into their own bedrooms, they haven't been seen again since.

As such, the toys of Jordan's room have little knowledge of the monsters, and arrival in the new room is a huge upheaval for them in several ways. What they have gleaned from the advice that was shared, and their experiences of the first night, is detailed on the monsters page.

How Do Toys Die?

The only threats to the toys in this game are:

The dog may cause harm to toys, but will not kill them. There is no mechanical ruling on how much damage kills a toy; Character death (PC and NPC) is a narrative decision that will be made by the GMs when resolving turnsheets.

In Game, there are two forms of “Death” a toy can experience.

The first of these is by being Broken.

Toys can also die from becoming Lost.

You can control how likely your toy is to die via the playstyle options when submitting your character, and can change this over the course of the game if you wish.

1)
having a talking sword with a face as a sidekick is valid
2)
their sister
3)
only capable of carrying the smaller toys