Professional Documents
Culture Documents
BY TREVOR CHRISTENSEN
The cover image is authored by Brandon Lim Lik Wei The image found on page 6 is authored by Alan Chia
http://www.flickr.com/photos/lim_lik_wei/ http://www.flickr.com/people/13403905@N03
The background image throughout the book is authored by The image found on page 8 was originally uploaded by
Jordy Theiller Chestertang at en.wikipedia
http://commons.wikimedia.org/wiki/User:TigrouMeow
The image found on the upper half of page 9 is authored by
The image found on page 2 is authored by Philip Halling Alexander Kaiser
http://www.geograph.org.uk/profile/1837 http://www.flickr.com/people/60281550@N00
The image found on page 3 is authored by Stephen The image found on page 14 is authored Wikimedia user
Sweeney Infrogmation
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Table of Contents
Chapter 1
Introduction
A New Dawn
M y name is Ted. It’s been almost ten years since the genesis
of my people. The ‘Great Dawning’ it was called by the
more academic members of our society. We arose from an eternal
slumber that none of us ever expected to wake from, with our
supposed masters missing and no answers as to why; most of us
with powers we cannot explain or even attempt to understand.
But here we are simple children’s toys, sentient, cognizant, and
potent.
It was from these strange origins we began life—each of us
emerging from our former masters’ homes and toy boxes into the
light of awareness. No bodies to be found, just a vibrant world
abandoned. The automated processes held the world together for
a while, but soon food began to rot and reactors began to melt
down. It mattered little to us. The supply of batteries, patches, and
other provisions seemed endless. After all, who was there to stop
us from walking into the local store and taking them off the shelf? the GM provides the descriptions; the players provide
My own feet have been patched numerous times. But the shelves the PCs reactions and actions. If you are new to
didn’t restock themselves, and greedy toys took more than their RPGs you may wish to learn more about them before
fair share. proceeding. It is beyond the scope of this document to
explain all the nuances of table top RPGs. However,
Life is damn hard on the street nowadays. At first everything if you’re willing to jump in and learn as you go please
was hunky dory, but life fell apart quickly. We thought we had proceed!
risen into a utopia where no hatred or prejudices existed. We
were wrong. It did not take long for the more dominant toys In Toypocalypse players play toys in a strange ominous
to seize power and subjugate the lesser toys to gathering and setting where humans mysteriously disappeared a few
maintenance duties. Soon the tyrants of our world had amassed years ago and the toys have become sentient. No one
glue, batteries, screws, and thread, the staples of our measly lives. knows where the humans have gone, but everything
Now they ration it off to those that follow their orders and are has been left in place, and the toys have been left to pick
good little slaves. Well this is one bear who isn’t going to effin’ up the pieces. The more powerful toys have created
put up with it anymore! These sons of bitches are going to pay for various governments to rule the towns, but most are
the suffering and pain they have set upon us. The enslaved must oppressive and tyrannical. The toys can no longer suffer
rise up and overthrow this oppressive tyranny in a hail of fists the oppression of this hastily formed government.
and destruction. I think a great human once said “The time is near Danger lies around every corner, and exploration of
at hand which must determine whether we are to be free toys or this new world drives each toy to find his place in a
slaves.” That time is now! world where he is alone. Toypocalypse is intended to feel
very much like Toy Story meets Roanoke Colony meets
Welcome to Toypocalypse Lord of the Flies.
Chapter 2
Character
Creation
Woke Up in a Ditch
A
floor joist off a crushed fellow toy. We had been mining stuffing ttributes are a representation of a character’s
out of an abandoned basement couch when the main floor caved mental, physical and emotional prowess. They
in upon us. I actually stood a marginal chance at fending off the represent a composite of the character’s many aspects
beast stalking me, if he wasn’t too big. that make them a living creature. There are four
Obviously the dog wasn’t too big, but he was big enough to different attributes in Toypocalypse: Will, Cognition,
maltreat me and leave me wet. I’m alive though and that’s really Versatility, and Intensity.
all that matters aint it? Will
on in the face of adversity. A GM may ask a player Normal (1d12). You receive 4 Attribute Points (AP) to
to roll his character’s Will to stand toe to toe with raise your attributes with; each step costs one AP. For
a dangerous creature and not flee, or to roll Will to example, you could raise all your attributes to Good
convince another toy that a swatch of thread is only (1d10+2), or alternatively you could raise one attribute
worth half of its current asking price. to Superior (1d6+6), one attribute to Good (1d10+2),
and leave the last two at Normal (1d12).
Cognition
Defense and Intuition
C ognition is a character’s ability to interpret the
world around him. Cognition is both his mental
aptitude and his physical perception. A GM may ask O nce you have spent your AP to raise your
character’s Attributes, you need to derive your
a player to roll his character’s Cognition to test his characters Defense and Intuition.
knowledge on ancient artifacts of humanity, or to roll
A character’s Defense is how hard he is to hit in
Cognition to spot the cat hiding in the overgrown
physical combat. This represents the target number
flowerbed a few feet ahead.
an opponent would need to roll to successfully land a
Versatility blow against the character.
A ttributes come in four levels: Normal, Good, Great representation of his spiritual and emotional
and Superior. Attributes are designated with a magnitude. If a characters Pneuma is reduced to zero,
die type and, for the three higher levels, a modifier. The he is killed.
four levels with die type and modifier are as follows: A character’s maximum Pneuma is equal to 7 + half
Normal (1d12), Good of the lower modifier
Dice
(1d10+2), Great (1d8+4), In RPGs dice are used to create a random resolution of tasks and of either his Will or his
or Superior (1d6+6). abilities. In Toypocalypse we use four different types of dice: A D12 Cognition. For example, if
When an attribute is or twelve-sided die, a D10 or a ten-sided die, a D8 or eight-sided a character has a Normal
checked, the player rolls die, and a D6 or six-sided die. Each player will need two of each (1d12) Will and a Good
the corresponding die and type of dice. Six-sided dice are very common in board games and (1d10+2) Cognition, his
adds the modifier to the gambling. You may or may not have seen the other types but they max Pneuma would be 7.
are quite common in the table top gaming hobby. These dice can
roll. be found at your local gaming store or purchased online at many Or in other words 7 + (half
All attributes start at various locations. of their lower modifier
4 [0]) = 7
When play starts all characters are beaten down and used. You need oil applied to your body or screws
oppressed. They start with a Pneuma of 3. tightened and replaced from time to time.
The main way a character will regain Pneuma is role Batteries Not Included: You need batteries to
playing and participating as their party role. For more continue running, your batteries run out of power at
information on spending and gaining Pneuma see regular intervals. You need replacement batteries from
chapter 3. time to time.
Morale Mechanical: You must be inflated, cranked, wound,
or charged to continue working correctly. You need
M orale is a measure of a character’s conscious someone or something to power you from time to time.
strength. It is a representation of his current
ability to push forward as well as his ability to keep Brand New: You have never really been used. You
fighting. If a character’s Morale is reduced to zero, he need to work out your joints and moving parts each
is knocked unconscious, stops fighting and asks for morning to loosen up. You will need to apply oil from
mercy, or quits persevering. time to time.
A character’s maximum Morale is equal to 7 + half Cracked: You are sun worn and cracked or ripped.
of the lower modifier of either his Versatility or his Whether forgotten out in the backyard or just old and
Intensity. For example if a character has a Great(1d8+4) well used, you are in need of constant repairs. You need
Versatility and a Good (1d10+2) Intensity, his max glue on your cracks or stuffing put back inside you
Morale would be 8. Or in other words 7 + (half of their from time to time.
lower modifier [+2]) = 8.
When play starts all characters
live in servitude and are brutally
persecuted. They start with Morale
of 4.
The main way a character will
regain Morale is rest and proper care.
For more information on regaining
Morale see chapter 3.
Characteristics
Missing Parts: You originally had extra parts. Militaristic: You are a militant toy. Maybe you are a
Plastic missiles, clothing accessories, or attachments; tank, an action figure, or a box of green army men. You
whatever it was, it’s gone or replaced. use discipline, tactics, and order to accomplish even
Modified: You have replacement parts and the simplest tasks.
modifications completed by a previous owner. You Oversized: You’re huge! Or at least for a toy you are.
are the conglomerate of multiple toys, and some may Your size and weight dwarfs other toys making you
consider you an abomination because of your motley very intimidating but limiting the places you can go
appearance. and some of the things you can do.
Broken: At some point in the past you were broken Noisy: You are loud Creating Your Own
and never repaired. At this point only a master and annoying. You might Characteristics
craftsman could bring you back to your original state. have buttons or motion The characteristics list is not all
Lost: You are lost; you can’t remember where you sensors that cause encompassing. If you feel you
need an additional characteristic
are supposed to be, but you know you should be sound effects, especially to fully explain your character’s
tailored to annoy parents components or idiosyncrasies,
somewhere.
everywhere. feel free to create your own.
Discarded: You were thrown out with the common These are provided here to speed
trash. You may be broken, worn out, or simply no Movement character creation and create
longer wanted. Hopper: You have a standard list for the average
player to choose from. Work
No Hands: You have no hands or any other form of no noticeable form of with your GM to decide which
opposable digits, hooks or tentacles to grab things locomotion and therefore category your characteristic
with. However, you have adapted to this impairment must hop everywhere should fit in. A single category
amazingly well and are able to make do with what you you go. It’s terribly tiring may only be invoked once per
have. and slow, but it’s hard for session (see chapter 3).
attackers to know where
Some Assembly Required: You were supposed to your next move might be.
be assembled but your directions were lost. You were
either never completed or assembled incorrectly. You Flyer: You were obviously built to fly! Look at your
have multiple pieces that are not connected. Optionally wings, thrusters, and electronic “whooshing” sounds!
To stay aloft you must always keep moving and never
stop. If you ever stop you will need the assistance of
at least 2 other toys (or one small child if you can find
one) to accelerate and push you aloft again.
Wheels: You can go from place to place using your
fantastic wheels! Sometimes your axles get bent,
especially if you try to carry too much weight, but
that’s a minor inconvenience when you can move at the
speed of push!
Tracks: Short of a wall there are very few things you
cannot climb up or over. Your tracks sometimes slide
you may be very complex and have many parts that are off and have to be fixed, but usually you’re unstoppable!
too difficult to combine or figure out. Legs: Who needs other forms of locomotion when
Modular: You have many parts that were meant to you have legs? They are adaptable and usable in almost
be put together in various ways to fit form, function, any situation. While they may not be as fast as wheels
or whim. You do not function well when in pieces, but or as cool as wings they still get the job done.
you can reform your shape in many various ways. Your Hoverer: You can’t fly as high or as fast as a toy with
parts and pieces think with a collective mind, which wings, but you can easily hover in one place for an
may or may not always agree. extended period of time. You used to be a favorite at
Stuffed: You are filled with a soft and pliable parks and backyards everywhere.
substance: whether its jelly, beans, pellets or cotton
6
it allows you to be soft and yielding.
Touch: You detect a normal range Phasing: The character can phase
of diverse stimuli using your skin, out of the material plane and
outer body, or some other tactile pass through objects and beings.
organ or device. Depending on the density or depth
of the object the character is trying
Note: Most toys will not have the to phase through, the GM may
following 4, and will never have more require an attribute test (usually
than 1 of them. Consider dropping one of Intensity).
the 5 standard senses if you wish to take
one of these. Additionally these are fairly Super Strength: The character can
weak in comparison to the strength of the gain the strength of a creature much
normal senses. larger than himself, allowing him to
lift unusually large objects or deter
Sense/PSI: You have an extra predators with physical blows.
sensory perception of your Depending on the level of strength
surroundings. You can detect the character is attempting to use,
things that some others might the GM may require an attribute
miss. You may have developed this test (usually Intensity).
sense in addition to or because of
the exclusion of normal senses. Animation: The character can
animate inanimate objects and force
Temperature: You are them to do his bidding. Depending
particularly sensitive to changes on the size of the object(s) and the
in temperature. You can detect difficulty of the task the animator requests, the GM
changes that most others would miss. may require an attribute test (usually Versatility).
Electric Fields: You are particularly sensitive to Super Speed: The character can move at impressive
electric fields and their detection. You can detect the speeds, easily outrunning creatures with much longer
presence of electricity near you through one of your strides or bigger wings than he has. Depending on how
other senses. fast he is moving and how much he is attempting to
Magnetic Fields: You are particularly sensitive to do during the time period, the GM may require an
magnetic fields and their detection. You can detect the attribute test (usually Versatility).
presence of magnetism near you if the field is strong. Elasticity: The character can stretch beyond the limits
of normal materials allowing him to do amazing and
Powers wondrous things with his body. Depending on how far
he wishes to stretch and how elaborate the task, the
Y ou may choose one of the following powers. Not GM may require an attribute test (usually Cognition).
all toys have a super power but some do. It takes
a great deal of effort for even the most powerful toys to X-ray Vision/Super Senses: The character can
use their powers. To activate a character’s power for enhance his senses to way beyond normal levels. The
one round of time (10 seconds), the player must spend character can see, hear, smell, taste, or feel in ranges
two Pneuma (for more information on spending and way beyond even the exceptional levels of creatures
in nature. Depending on the level of enhancement 7
gaining Pneuma see chapter 3).
and the extremity of the task, the GM may require an sometimes steps in to defend even if his protection isn’t
attribute test (usually Cognition). wanted.
Duplication: The character can make a visual or Schemer
physical clone of himself. The clone has no soul and is
merely a husk animated by the character. Depending
on the substance of the clone and the intricacy of the
their goals.
H
e provides the plans, the tactical solutions, and
hatches the plots the party uses to accomplish
He may not always have the party’s best
clone’s actions, the GM may require an attribute check
(usually Cognition). interests in mind. He usually is thinking several steps
ahead.
Social Role
Prankster
E ach player must pick a social role to play within
the party or characters. Each role represents a
social archetype within the party. It is recommended H e provides the entertainment and the distractions.
He refuses to take most situations seriously and
that players not double up loves a good practical joke.
on a role in the party until His lightheartedness can
all roles have been filled by grate upon the nerves of the
at least one PC. rest of the party especially
when times are tough and
Playing the character’s supplies are low.
social role is the main way
in which he replenishes his Caretaker
H
Pneuma. Each time a player e provides for the
engages in meaningful role parties needs,
playing where he portrays worries about the party
his party role, the GM can member’s physical and
and should give the player a mental health. Nurture
Pneuma point. Additionally is second nature for the
if the player furthers his caretaker sometimes to
personal or public goals the annoyance of other
in doing so, the GM can optionally give additional party members. His constant worrying and nagging
Pneuma points. can sometimes be painful, but few complain when
Social Role Choices receiving a kind stitch to repair a ripped seam or when
the caretaker tightens a loose screw.
Leader
Mentor
H e believes he is the glue that holds the party
together and he very well may be. He chooses the
paths the party will take, has the final vote, and tries to H
e attempts to direct the party in moral dilemmas
and provides philosophical advice. Sometimes
keep the party moving. He tries to keeps the peace and prefers to speak cryptically to help educate the “less
resolve conflicts before they tear the group apart. Not enlightened” much to the annoyance of the more direct
everyone may agree that he should be in charge. minded among the group. He believes mind over might
can accomplish anything.
Protector
Contrarian
H e must protect other members of the party,
cannot leave anyone behind, and must stand up
for them against bullies and attackers. He is always H
e usually wants the party to accomplish its
(and thereby his) goals using alternative or
on the lookout to defend the weak or oppressed. He questionable means. He may get other party members
8 in trouble with the law or friends to have a good time.
Pneuma and represent current Pneuma pools. This allows the GM to hand out
Pneuma without breaking the conversation or stopping the in-
Morale
character role play. This also allows the GM to use a different color
of poker chip for Pneuma gained by social role rewards and see who
has received their maximum for the session and who has not.
Happiness Is… ways such as playing his social role, completing his
goals, or accomplishing major tasks within the game.
I t’s been two days since the uprising. Yesterday I ran across A character can lose Pneuma from spending it in heroic
Barb and two others, a scary looking dude they call Plai- actions, using it to fuel his powers, or from taking
dough and his friend. I didn’t catch his friends name cuz I was too serious damage. If a characters Pneuma is reduced to
busy staring at… at… well I ‘aint sure what I was staring at. It was zero, he is killed—snuffed from existence, only a husk
sort of a cross between a fold and a pockmark. At first I thought left of his former self. Generally toys cannot do this
it was Plai-dough’s eye but after more consideration and a whiff sort of serious damage to other toys; it takes physical
of it, my mind started to swirl with the possibilities of what that disassembly, weapons like fire, or a large predator like
orifice was and what he, she, or it used the funky half-hole for. I a dog to cause Pneuma loss.
don’t care if that thing is the most docile creature on the planet, I
wouldn’t want to cross ways with it. Pneuma is awarded by the GM and can be gained in
the following ways:
More toys rolled into the camp today and we are split on how we
should proceed. Several of the toys, Barb included, want to stick • A player may gain a Pneuma for his character
together as a group and find a place to stay down the trail, just by Role Playing aspects of his social role in an
forgetting and leaving our friends in town. Barb was always in appropriate manner. This bonus can be received
it for herself; we dated a few years back but I couldn’t handle her a maximum of three times per session. This bonus
self-centered bitchiness. Me, I can’t get the visions of my friends maximum can be extended to six times per session
being burnt with matches and being disassembled by Tonn-ka’s if all characters get their three.
cronies out of my head. I tried to kept my mouth shut for most of • The character may gain Pneuma for completing
the day, but when Plai-dough stood up and made a call for “free a story arc, accomplishing a particularly difficult
minded souls to help protect the innocent”, I couldn’t stand by any task, or doing something particularly heroic.
more. That funky half-hole was speaking my language.
• A character may gain Pneuma for completing or
Now we are assembling the troops, if you can call them that— forwarding a personal or group public goal. If the
this rag-tag group of lightweights would have a tough time group is particularly successful at forwarding
punching their way out of a display box. Yet we have something a goal in a scene they may be rewarded with
we didn’t have before, a confidence or assurance that we couldn’t Pneuma.
muster on the fly at the announcement. With a couple days rest
and some fresh air, we are feeling strong and we have a plan. I may • A character may gain four Pneuma for completing
not know Plai-dough’s gender but the thing’s tactics are sound. his private goal. This can be completed a maximum
We might just pull this off… of once per chapter or story arc, but should not
usually be that frequent.
Pneuma and Morale
• The GM may offer a player one or more Pneuma
category per game session. It may be done for his Invoking Social Roles
social role multiple times per game session.
• A player may spend two Pneuma to activate his
character’s Power for a single round (10 seconds).
A
player may also invoke his character’s Social Role
and spend a Pneuma to gain +2 to an attribute test.
The situation must apply to his Social Role. However,
• A character may lose Pneuma in various chunks unlike invoking characteristics a player may invoke
from serious damage, disassembly, extreme his character’s social role any number of times during
environmental damage (i.e. fire or falling rock), or a play session. Although doing it too many times may
from large beasts such as dogs. put his Pneuma levels dangerously low.
11
has automatically succeeded and green d6 and one red d6 and declares that the
additionally something good happens red d6 is his initiative die. Ted’s Versatility
in addition to the task success. is Good (d10+2) so he takes one blue d10 and
one red d10 and declares that his red d10 is
Initiative and Combat his initiative die. They both roll and Tonn-
Resolution ka gets a 4 on his green die and a 3 on his red
E ventually a situation will not die; Ted gets a 5 on his blue die and a 2 on his
be able to be resolved with red die! The GM counts up from 0 through
mere words and things will come to the initiative order to determine the order of
fisticuffs. A combat round represents actions. At initiative count 2 Ted dives out
10 seconds of time and proceeds as follows: of the way with a 7 (5+2) on his attribute check just barely getting
out of the way of Tonn-ka, who hits the wall with a massive thud
1. Each participant in the combat declares what on initiative count 3. Even though Tonn-ka hit his target with a
he intends to do with his action, starting with 10 (4+6), he hit it just a fraction too late. If Ted’s initiative roll
lowest Intuition and proceeding to the highest had been higher than Tonn-ka’s or if he had failed to dodge out of
Intuition. Ties go to the players. During the action the way, Tonn-ka would have easily hit his defense of 8 dumping
declaration step, the GM will assign attribute him into the bed of the truck and causing Morale damage.
tests to the actions being declared.
2. Once every member of the combat has declared
Surprise Round
his action, everyone rolls his appropriate attribute
die and an initiative die. The initiative die is the I
f a combat starts unexpectedly, the attackers and
characters with knowledge of the attack may
same die type as the attribute die but is a different act normally during the first round. Those unaware
color (this must be declared before the roll or the are caught off guard and do not get to act during the
roll will need to be remade). Initiative dice do not surprise round.
have modifiers.
Damage
3. In order of lowest initiative die roll to highest, the
actions are completed. Ties are broken by smallest
die type first. Further ties happen simultaneously.
W hen an attack exceeds a character’s defense,
roll 2d6 and apply the lower die result as
Morale damage. If the attacker rolled a critical success,
4. The GM describes the round of combat from roll a single d6 and apply the result as Morale damage.
lowest initiative action to highest. If an action If the attacker used a weapon instead of just a standard
earlier in the round would stop a declared action attack, roll a single d6 and apply the result as Morale
that will happen later in the round, it is up to the damage. If the attacker used a weapon and rolled a
GM to adjudicate the results. critical success, roll 2d6 and apply the higher die result
5. Repeat steps 1 through 4 until the situation is as Morale damage.
resolved. Serious Damage
S
For Example: Ted the Bear has failed to sneak up on the erious damage is not common in Toypocalypse.
sleeping town tyrant Tonn-ka. Tonn-ka, angry and fully awake, Generally toys do not have access to things that
must declare his action first because his Intuition stat is 7 and
cause serious damage, and town governments take
Ted’s is 8. Tonn-ka declares he is attempting to back up into Ted’s
personal possession of such things very seriously.
knees and drop him into the dump part of Tonn-ka’s truck body.
When weapons and creatures that cause serious
Ted then declares he is going to dive out of the way and let the
damage successfully hit a defender with an attack, roll
truck ram into the wall. The GM declares that Tonn-ka’s action is
2d6 and apply the lower die result to both Pneuma and
an Intensity attribute check and that Ted’s action is a Versatility
Morale as damage. When weapons and creatures that
check. Tonn-ka’s Intensity is a Superior (d6+6) so he takes one
cause serious damage successfully hit a defender with
What can I do with my action? a critical success, roll a single d6 and apply the result as
You can do pretty much anything you want to do. The GM will damage to both Pneuma and Morale.
assign a higher TN or modifiers if you get out of control with your
combat declaration and at some point he will most likely say “that’s
too much, even a super powered teddy bear can’t accomplish all
that in one round” and rein you in. 13
Rewarding Pneuma and Adjudicat- and they hang around towns looking for the handouts
ing Powers that are no longer there. Cats, dogs and many birds can
cause problems for sentient toys.
A s the GM, it is your responsibility to maintain
the setting and theme of your game. Depending
on how much Pneuma you reward and how far you let
Possible Feral Dog Stat line
Will: Normal (1d12) Cognition: Normal (1d12)
your players go with their powers will set the stage for Versatility: Great (1d8+4) Intensity: Great (1d8+4)
the style of game. You can choose to set the power level
yourself to create the flavor of game you wish to run Defense: 9 Intuition: 9 Pneuma: 7 Morale: 9
or you could discuss the power level with your players Serious Damage Bite
and decide what sort of flavor they want the game to
have. Religion
Creating the Town
R eligion in Toypocalypse in many ways reflects
religion in our own world. There are several
T o create your town you may wish to create a map
of buildings and streets (you could even use your
home town or neighborhood), a list of major toys in
factions who believe in the Great Crafter but they
disagree in how they should worship him. Most of the
tyrannical warlords and rulers of the various cities and
the town including the town leadership, and possibly towns that have been created since the Great Dawning
a list of factions and what they stand for or want to despise the idea of a Great Crafter or anything that
accomplish. To create your sandbox environment involves the toys worshiping anything except them.
and setting, write out what the major toys in the Additionally many of the academically minded among
town are planning and will accomplish if the party the toys see the idea of an all powerful Great Crafter
does not interfere. Write out major events that will as ridiculous. The faithful believe something similar to
happen because of those toys’ plans and these will be these tenants or a derivative of these tenants:
your major scenes. Allow the players to interfere with
these plans. Make your NPC toys change their plans • The Great Crafter is first and last and should be
in reaction to the players. Make the world vibrant and worshipped as such.
living, and most importantly make it react to what • The Great Crafter created toys in his own liking
your players do. and all toys are therefore good.
The Wilderness • The Great Crafter removed the Humans because
of their iniquity; do not follow in their footsteps.
S ince the humans disappearance, the animals left
on the earth have boomed in population. Most
of the overgrown areas outside of towns and cities
• A toy’s soul is eternal and valuable unto the Great
Crafter; it should be treated with respect.
contain a large mass of animals. Some don’t care about • Do not live upon the industry of other toys; craft
moving toys, others see them as possible food. As the your own or work for your needs.
GM you should portray the wilderness as a very scary
and extremely dangerous area. Household pets have • Worship the beautiful things and pay homage to
become feral dangerous versions of their former selves all that the Great Crafter has created.
Optional Rule: Advancement
personaliTy
DesCripTion
Defense
Circle the appropriate die type and modifier for the attribute’s level.
normal gooD greaT sUperior inTUiTion
pUbliC goal