Toybox Tussle
4 years ago
Y'all asked for it! This is still a WIP but I might as well get the basic ideas down.
Toybox Tussle's origins are quite recent, having been first cobbled together from a joke between the Babycore Club of Diamond Valley University in 1999. After being ribbed on by the DVU gridiron football team for being a bunch of babies, several members of the club starting joking about a full-contact sport with a decidedly infantile aesthetic. The jokes persisted until about 2003, when a few new members of the club, having just started their freshmen year, were unaware that they were a joke and actually tried to cobble a game out of it. Their first few exhibitions caught the attention of some other college students, and by 2005 several colleges had clubs dedicated to it. The sport remained mostly obscure until 2011, wherein a professional league was developed based on a much more elaborate variant hypothesized by several clubs. This Toybox Series was funded in part by Luis Martin, a skunk investor who felt the sport had potential to become a niche hit. The sport remained obscure until 2014, where several internet videos of matches and a very lucky primetime TV slot for the grand finals catapulted it into a surprisingly strong sport. It is mostly watched by younger audiences, as it has more in common with video game esports than traditional sports.
Broadly speaking, Toybox Tussle is a class-based 10v10 game which takes place in areans composed of foam floors and bouncy/inflatable castles. These arenas are far more akin to an FPS map than a traditional flat sports arena, and are exceptionally large. Like FPS maps, they also all have unique layouts instead of one standardized one. However, they usually have the same basic structure: two bases on the far end, three toybox rooms, or "playpens", in the middle, top, and bottom, and a wide variety of lanes and smaller rooms between these five large rooms.
Each team starts off the match in their respective base. At this point, no scoring happens. All ten players have a key with them. Their job is infiltrate the center playpen of the arena, which contains a toybox. This "pre-scoring" phase is often quite tense and slow-paced, as each team slowly works their way into the room and plans their attack into it--and then the actual assault onto the room is usually a completely hectic mess.
The goal is to open the toybox with one's key. The toybox only opens when someone is directly nearby it and opens very slowly (originally it was very heavily weighted, now it electronically opens slowly), taking about 7 seconds, so simply rushing straight to it without clearing the room first is a death sentence. In any case, inside lies the actual goal, a flag. Getting it first is worth 20 points.
Once a team has the flag, a countdown of one minute begins. Once this countdown ends, the team gets 10 points for EACH member still in the game at that moment. The team member that actually got the flag, though, is considered the "Big Kid" and gets 30 points. Once the scoring happens, one of the two toyboxes in the arena will activate (it's random, to dis-incentivize simply camping one area and then rushing to the toybox as soon as possible), and the teams must once again infiltrate its room and grab its flag. This continues until one team reaches the required point total to win. Most matches are best of 5.
If the Big Kid of a team is taken down, however, the non-scoring team instantly becomes the scoring team, and the countdown resets. Of course as this requires an offensive and then surviving the reset countdown, and there's 20 points for getting the flag from the toybox, there's a real incentive to get it first, but a team can snatch it and score then. This can happen as many times as possible until SOMEONE manages to survive a round and score.
The point goal varies, but is often 200 points. While the maximum a team can get in a single round is 120 (all ten members surviving + 20 points for a toybox capture), it's extremely rare for teams to actually get this in a round. Some members will get knocked out in the initial toybox assault and some will get knocked out in the ensuing survival, so it's usually more like for teams to score 50-70 points a round.
Some variants have alternate rules such as increasing the countdown timer from 1 minute to 2 (or even 3) once a team is within a certain range of the point goal, or
As for what a "takedown" is, it's about what you would expect. Players in Toybox Tussle are allowed to pretty much just physically tackle each other and deck each other as much as they'd like. A takedown is whenever a fur falls onto their diapered butt or faceplants into the ground/wall. If their diaper receives enough force, it will instantly swell up, signaling that they must exit the arena and quickly swap out. Being hit hard enough to mess onesself also counts as a takedown, and a much worse one since the time it takes to change out of a poopy diaper obviously leaves your team down a member for a very long time. This violence is part of the reason bouncy castles are used--frankly, the sport would be hilariously deadly to life and limb if not for this. ANYTHING is fine. Punching, kicking, dropkicking from above, sweeping with a low kick, shoulder tackling, slamming from above with your diaper, anything. Toybox Tussle scraps at their most intense more resemble a cartoonishly infantile bar brawl or a pro wrestling match more than a sport. It's only thanks to the cartoon physics of Chronicles that this sport isn't absurdly dangerous.
What really makes Toybox Tussle unique, though, is that each member of a team is highly specialized, more akin to a class-based shooter than a traditional sports team. The original iteration of the sport was far less complicated, and while some purists decry that a sport whose original idea was just "a buncha babies goofing off" is now this turbosweaty tryhard-fest...well, it's a lot more popular now for sure.
The five classes (each team has two of each class) are colloquially called Ninjas, Sprayers, Blasters, Brats, and Bullies.
Ninjas are the fastest and frailest classes, wearing very thin pull-ups. This gives them very little offensive power but also lets them easily sneak and slip past enemies (no crinkles!), as well as patrol the tops of walls and ceilings and the like. They wield a plastic toy knife, and if they sneak up behind an enemy and bap them with it, that counts as a takedown instantly. Ninjas also carry "baby powder smokes" (not actually baby powder) which are smoke grenades that let them block off areas. Ninjas exist to dis-incentivize splitting up and locking down too many lanes/areas at once, since they can easily takedown solitary players. Of course, taking out enemies too focused on another fight is viable too!
Sprayers carry water guns and water tanks on their backs. Their guns are not directly attached to the tanks, so they still have to "reload" them. They also carry balloons they can fill with their guns to serve as water bombs. They have very little offensive power, but remember: an opponent slipping on a puddle and falling on their butt still counts as a takedown! A sprayer serves as space control and a hassle to opponents, spraying areas to make going through them way trickier, but they are pretty poor at taking opponents down themselves. Likewise, most diapers don't like being absolutely soaked and weighed down with tons of water, so a sprayer can turn a deadly Brat or Bully into a stumbling neutered mess with a proper water balloon throw. Any push into a toybox playpen without a few well placed water balloons is going to be a hard push indeed. Also their "water" is actually colored super bright, playful, and babyish colors, so think more Splatoon than a regular water gun fight!
Blasters carry nerf guns, though their guns are really damn strong and their darts are heavy enough to actually knock a fur off their balance. Blasters serve as a counter to Ninjas, since the latter could just degenerately hide away atop walls and ceilings if not for Blasters being able to shoot them down. Outside of that, they also function as offense shutdowns, since they can trip and mess up enemies by shooting their legs or arms or whatever. (Fun fact: originally the ways I had the rules set up was that when a team got the flag, they started immediately scoring points every second for each team member that was not taken down, and Blaster darts stopped a fur from scoring for about 5 seconds or so, so they served as a way for the non-scoring team to shut down point gain long enough to mount an offensive and steal the flag. I dunno which scoring method I like better).
Brats are the most "generic" of the classes, being bog-standard close-range fighters armed with babyish mittens that are more like boxing gloves frankly. They go in, they charge, and they scrap. Nothing else much to them. They wear medium-sized diapers.
Bullies are tanks. They wear MASSIVE diapers and wield rattles, and by "rattles" I mean rattle-shaped clubs that are nearly as tall as an actual fur and hit like a truck. Their massive diapers and ability to use their heavy rattles to counteract falling over means taking them out is really damn tough, but they are not agile at all and all that power means nothing if they can't hit. Still, a stranded Blaster or Sprayer stuck with one is NOT going to have a good time, and by that I mean they'll get slammed into a wall like a ragdoll pretty fast. A Ninja can escape with a smoke, but that's just delaying the problem.
All classes universally wear devices on their wrists that display the status of their teammates, as well as glasses/goggles to protect their eyes,
There are some variants which change things up, but these are the usual rules and classes. I could honestly write a whole story about this sport, lol
(I've edited some of this according to feedback by others)
Toybox Tussle's origins are quite recent, having been first cobbled together from a joke between the Babycore Club of Diamond Valley University in 1999. After being ribbed on by the DVU gridiron football team for being a bunch of babies, several members of the club starting joking about a full-contact sport with a decidedly infantile aesthetic. The jokes persisted until about 2003, when a few new members of the club, having just started their freshmen year, were unaware that they were a joke and actually tried to cobble a game out of it. Their first few exhibitions caught the attention of some other college students, and by 2005 several colleges had clubs dedicated to it. The sport remained mostly obscure until 2011, wherein a professional league was developed based on a much more elaborate variant hypothesized by several clubs. This Toybox Series was funded in part by Luis Martin, a skunk investor who felt the sport had potential to become a niche hit. The sport remained obscure until 2014, where several internet videos of matches and a very lucky primetime TV slot for the grand finals catapulted it into a surprisingly strong sport. It is mostly watched by younger audiences, as it has more in common with video game esports than traditional sports.
Broadly speaking, Toybox Tussle is a class-based 10v10 game which takes place in areans composed of foam floors and bouncy/inflatable castles. These arenas are far more akin to an FPS map than a traditional flat sports arena, and are exceptionally large. Like FPS maps, they also all have unique layouts instead of one standardized one. However, they usually have the same basic structure: two bases on the far end, three toybox rooms, or "playpens", in the middle, top, and bottom, and a wide variety of lanes and smaller rooms between these five large rooms.
Each team starts off the match in their respective base. At this point, no scoring happens. All ten players have a key with them. Their job is infiltrate the center playpen of the arena, which contains a toybox. This "pre-scoring" phase is often quite tense and slow-paced, as each team slowly works their way into the room and plans their attack into it--and then the actual assault onto the room is usually a completely hectic mess.
The goal is to open the toybox with one's key. The toybox only opens when someone is directly nearby it and opens very slowly (originally it was very heavily weighted, now it electronically opens slowly), taking about 7 seconds, so simply rushing straight to it without clearing the room first is a death sentence. In any case, inside lies the actual goal, a flag. Getting it first is worth 20 points.
Once a team has the flag, a countdown of one minute begins. Once this countdown ends, the team gets 10 points for EACH member still in the game at that moment. The team member that actually got the flag, though, is considered the "Big Kid" and gets 30 points. Once the scoring happens, one of the two toyboxes in the arena will activate (it's random, to dis-incentivize simply camping one area and then rushing to the toybox as soon as possible), and the teams must once again infiltrate its room and grab its flag. This continues until one team reaches the required point total to win. Most matches are best of 5.
If the Big Kid of a team is taken down, however, the non-scoring team instantly becomes the scoring team, and the countdown resets. Of course as this requires an offensive and then surviving the reset countdown, and there's 20 points for getting the flag from the toybox, there's a real incentive to get it first, but a team can snatch it and score then. This can happen as many times as possible until SOMEONE manages to survive a round and score.
The point goal varies, but is often 200 points. While the maximum a team can get in a single round is 120 (all ten members surviving + 20 points for a toybox capture), it's extremely rare for teams to actually get this in a round. Some members will get knocked out in the initial toybox assault and some will get knocked out in the ensuing survival, so it's usually more like for teams to score 50-70 points a round.
Some variants have alternate rules such as increasing the countdown timer from 1 minute to 2 (or even 3) once a team is within a certain range of the point goal, or
As for what a "takedown" is, it's about what you would expect. Players in Toybox Tussle are allowed to pretty much just physically tackle each other and deck each other as much as they'd like. A takedown is whenever a fur falls onto their diapered butt or faceplants into the ground/wall. If their diaper receives enough force, it will instantly swell up, signaling that they must exit the arena and quickly swap out. Being hit hard enough to mess onesself also counts as a takedown, and a much worse one since the time it takes to change out of a poopy diaper obviously leaves your team down a member for a very long time. This violence is part of the reason bouncy castles are used--frankly, the sport would be hilariously deadly to life and limb if not for this. ANYTHING is fine. Punching, kicking, dropkicking from above, sweeping with a low kick, shoulder tackling, slamming from above with your diaper, anything. Toybox Tussle scraps at their most intense more resemble a cartoonishly infantile bar brawl or a pro wrestling match more than a sport. It's only thanks to the cartoon physics of Chronicles that this sport isn't absurdly dangerous.
What really makes Toybox Tussle unique, though, is that each member of a team is highly specialized, more akin to a class-based shooter than a traditional sports team. The original iteration of the sport was far less complicated, and while some purists decry that a sport whose original idea was just "a buncha babies goofing off" is now this turbosweaty tryhard-fest...well, it's a lot more popular now for sure.
The five classes (each team has two of each class) are colloquially called Ninjas, Sprayers, Blasters, Brats, and Bullies.
Ninjas are the fastest and frailest classes, wearing very thin pull-ups. This gives them very little offensive power but also lets them easily sneak and slip past enemies (no crinkles!), as well as patrol the tops of walls and ceilings and the like. They wield a plastic toy knife, and if they sneak up behind an enemy and bap them with it, that counts as a takedown instantly. Ninjas also carry "baby powder smokes" (not actually baby powder) which are smoke grenades that let them block off areas. Ninjas exist to dis-incentivize splitting up and locking down too many lanes/areas at once, since they can easily takedown solitary players. Of course, taking out enemies too focused on another fight is viable too!
Sprayers carry water guns and water tanks on their backs. Their guns are not directly attached to the tanks, so they still have to "reload" them. They also carry balloons they can fill with their guns to serve as water bombs. They have very little offensive power, but remember: an opponent slipping on a puddle and falling on their butt still counts as a takedown! A sprayer serves as space control and a hassle to opponents, spraying areas to make going through them way trickier, but they are pretty poor at taking opponents down themselves. Likewise, most diapers don't like being absolutely soaked and weighed down with tons of water, so a sprayer can turn a deadly Brat or Bully into a stumbling neutered mess with a proper water balloon throw. Any push into a toybox playpen without a few well placed water balloons is going to be a hard push indeed. Also their "water" is actually colored super bright, playful, and babyish colors, so think more Splatoon than a regular water gun fight!
Blasters carry nerf guns, though their guns are really damn strong and their darts are heavy enough to actually knock a fur off their balance. Blasters serve as a counter to Ninjas, since the latter could just degenerately hide away atop walls and ceilings if not for Blasters being able to shoot them down. Outside of that, they also function as offense shutdowns, since they can trip and mess up enemies by shooting their legs or arms or whatever. (Fun fact: originally the ways I had the rules set up was that when a team got the flag, they started immediately scoring points every second for each team member that was not taken down, and Blaster darts stopped a fur from scoring for about 5 seconds or so, so they served as a way for the non-scoring team to shut down point gain long enough to mount an offensive and steal the flag. I dunno which scoring method I like better).
Brats are the most "generic" of the classes, being bog-standard close-range fighters armed with babyish mittens that are more like boxing gloves frankly. They go in, they charge, and they scrap. Nothing else much to them. They wear medium-sized diapers.
Bullies are tanks. They wear MASSIVE diapers and wield rattles, and by "rattles" I mean rattle-shaped clubs that are nearly as tall as an actual fur and hit like a truck. Their massive diapers and ability to use their heavy rattles to counteract falling over means taking them out is really damn tough, but they are not agile at all and all that power means nothing if they can't hit. Still, a stranded Blaster or Sprayer stuck with one is NOT going to have a good time, and by that I mean they'll get slammed into a wall like a ragdoll pretty fast. A Ninja can escape with a smoke, but that's just delaying the problem.
All classes universally wear devices on their wrists that display the status of their teammates, as well as glasses/goggles to protect their eyes,
There are some variants which change things up, but these are the usual rules and classes. I could honestly write a whole story about this sport, lol
(I've edited some of this according to feedback by others)
FA+

If you opt to go for the altrenate scoring method you mentioned in the Blaster section, maybe make it so the other classes can do stuff to the points as well?
I do also worry if Bullies have a disadvantage since having larger diapers means that they don't need to fall as far to be taken down. I assume they have something like weighted booties/really good balance?
And I'm curious what the uniforms look like! I assume the teams have colors associated with them, but I'd love to see what the standard uniforms for each class look like! (I could help design them if you'd like!)
And I did! I like this.