TiGGR: Metal Hearts
Touchstone: The Iron Giant - Cold War paranoia, unlikely friendships, choosing who you want to be
Scene: Rural Maine town, 1957. Autumn leaves, white picket fences, and the ever-present hum of Cold War anxiety. Strange lights have been spotted in the woods, and something big crashed near the old Lundgren farm three nights ago.
Goal: Protect the secret of what really fell from the sky before the government, the military, or worse finds out.
Factions
Government Agents (Body 1, Mind 2, Charm 0, 4 HP)
- Special Ability: Authority - +1 to intimidation rolls once per scene
- Motivation: Secure any potential weapon or threat
- Resources: Black sedans, official badges, unlimited coffee
Local Townspeople (Body 1, Mind 0, Charm 2, 3 HP)
- Special Ability: Gossip Network - +1 to information gathering once per scene
- Motivation: Protect their quiet way of life
- Resources: Local knowledge, community connections, casserole dishes
Military Squad (Body 2, Mind 1, Charm 0, 5 HP)
- Special Ability: Heavy Ordnance - +2 damage with military weapons once per scene
- Motivation: Neutralize the threat by any means necessary
- Resources: Jeeps, radio equipment, very big guns
Three Scenes
Scene 1: First Contact
The characters discover what crashed - maybe they're kids who found it while exploring, adults who heard the impact, or investigators following reports. The "giant" is damaged, confused, but not hostile. It's clearly powerful enough to be dangerous, but there's something almost childlike about it.
Complications:
- Strange metal fragments scattered through the woods (Mind 8 to analyze)
- Giant is wary of strangers (Charm 8 to gain trust)
- Government car spotted on the main road (Body 8 to stay hidden)
- Giant accidentally damages property when startled (quick thinking to cover it up)
Scene 2: Growing Suspicions
Word is spreading. Government agents are asking questions door-to-door. The military is "conducting exercises" nearby. Meanwhile, the characters are learning more about their metal friend - maybe it's not from around here, maybe it has memories of violence it doesn't want to embrace.
Complications:
- Agent interrogates a neighbor (Charm 8 to deflect suspicion)
- Giant gets hungry and raids a power station (Mind 8 to find alternative energy)
- Local bully threatens to expose the secret (various approaches to handle)
- Military helicopter does a "routine patrol" overhead (Body 8 to hide giant)
Scene 3: The Choice
Everything comes to a head. The secret is out or about to be. Forces are converging on the giant's location. But here's the key - the giant must choose what it wants to be. Weapon or friend? Destroyer or protector? And the characters must choose how far they'll go to defend something that could be dangerous but chooses to be good.
Complications:
- Military surrounds the area (various stats to break through or negotiate)
- Giant faces a moment where violence seems like the only option (Charm 10 to find another way)
- Town evacuation begins (Mind 8 to coordinate or Body 8 to move through chaos)
- Someone the characters care about is in immediate danger (stakes are personal now)
Signature Gear Options
- BB Gun (+3 to intimidation - it's not about the damage, it's about the statement)
- Walkie-Talkie Set (+3 to coordination rolls - "Eagle Eye to Firebird, come in")
- Dad's Toolbox (+3 to repair/fix rolls - the right tool for every job)
- Mom's Station Wagon (+3 to transportation - fits everyone and looks innocent)
- Ham Radio (+3 to communication over distance - reaching the outside world)
Vehicle: The Giant Itself
If the characters gain the Giant's trust and cooperation:
Stats: Body 3, Mind 0, Charm 0 (assign remaining 0 points as desired) HP: 15 (it's really, really big) Special Ability: "I am not a gun" - Can choose to deal 0 damage despite successful attacks once per scene, inspiring others
Themes to Explore
- Choice over nature: What you're built for vs. what you choose to be
- The power of friendship: How connection changes us
- Fear of the unknown: How paranoia can make enemies of allies
- Standing up for what's right: Even when it's dangerous or hard
GM Notes
- The Giant should feel powerful but gentle - like a confused child in an adult's body
- Government forces aren't evil, just scared and doing their job
- Let players find creative solutions that don't require violence
- The real climax isn't defeating enemies, it's proving the Giant (and the characters) can choose compassion over conflict
Potential Hooks
- "Strange scratches on the power lines - something big moved through here"
- "Old Pete swears he heard metal footsteps in his cornfield"
- "Government man asking about 'unusual debris' - hasn't been this excited since the Roswell business"
- "That new crater behind the Lundgren place? Lightning don't make holes that deep"
Remember: In TiGGR, it's not about the rules - it's about the story you're telling together. The Iron Giant is about choosing to be more than what others expect. Let your players discover that for themselves.