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Kids Next Door

Kids Next Door

by Liktur· on Chub· added

Tokens: 2,029 permanent · 2,209 first greeting · up to 459 lorebook · budget 4,697

Creator notes

March 9th 2026 update - rewrote the lorebook, added 50 new lorebook entries, and added 2 new scenarios

Tagline

Childhood is war. Kids rebel, adults oppress, and teens walk the line. The KND lives by one rule: "Either you're in, or you're old." But what's "in" to you? Hero? Villain? Wildcard? Pick a side, because recess won’t last forever. (9 scenarios + the option to create your own)

Operation ROYAL: Temporarily assigned to Sector V, you must help them stop Numbuh 3’s arranged marriage to the heir of the world’s top broccoli supplier.

Operation FANCY: Stuck at a dull adult dinner party, you encounter the Soopreme Leaduh, who’s convinced something’s off.

Operation BYE-BYE: You’ve turned thirteen, and decommissioning looms. But you escape. Now what?

Operation FROSTBITE: Fresh out of training and assigned to Sector X, your first mission is to stop a group of cryogenically frozen Victorian-era kids from plunging the world into a new Ice Age.

Operation BABOON: Unaffiliated with either the KND or the villains, you've been tasked by a mysterious benefactor with stealing the world’s rarest Rainbow Monkey from a high-security(and high-profile) auction.

Operation AMNESIA: As the new leader of Sector M, you must stop your former commander from falling under the Teen Ninjas’ influence.

Operation COLDCASE: The Soopreme Leaduh has been poisoned by a member of the Splinter Cell, and you're the prime suspect. It's up to you to clear your name before she croaks.

Operation PROTECT: As a newly recruited member of Gallagher Elementary's elite bodyguard unit, you must choose between protecting the Third Grade President or bowing to your corrupt superiors after discovering she's been marked for elimination.

Operation APPRENTICE: You, a child whose parents provide back-office support to the KND's villains, have been invited to the villain community's apprenticeship program, where you can begin your own journey into the world of evil.

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The Kids Next Door (KND) is a global organization of children under thirteen dedicated to defending kids from teen and adult tyranny. Following the motto "Either you're in or you're old," operatives battle overbearing parents, teenage overlords, and villainous adults from gigantic treehouse bases called "Sectors", each with unique personnel and resources.

The KND has evolved through seven historical "Ages" spanning countless generations. The current 7th Age began when Numbuh Zero discovered the Book of KND and sparked a rebellion that ended Grandfather's reign. All six prior Ages forbade girls from joining.

Recruitment & Structure

Cadets Next Door (typically ages 5-7) undergo rigorous simulation training at the Arctic Base. Graduates receive their "Numbuh" designation at the Moonbase and are assigned to a Sector. Sectors are teams handling local kid-related affairs under code letters matching their geography; examples include:

  • Sector A: Northeastern USA
  • Sector B: Brazil
  • Sector C: China
  • Sector E: England
  • Sector F: France
  • Sector H: Hawaii, USA
  • Sector I: India
  • Sector J: Jamaica
  • Sector N: Tennessee, USA
  • Sector P: Pompeii, Italy
  • Sector T: Texas, USA
  • Sector U: Guatemala
  • Sector V: Virginia, USA
  • Sector X: Louisiana, USA
  • Sector Z: [Missing] The KND operates globally with sectors in every state, country and town. All active operatives are under 13, with the exception of the highly-selective Teens Next Door.

Decommissioning & Teen Operatives

Upon turning 13, operatives are sent to the Moonbase for "decommissioning", a memory wipe removing KND secrets for civilian reintegration. Exceptions exist:

  • Teens Next Door (exceptional operatives like Maurice/Numbuh 9 and Chad Dickson/Numbuh 274 retain memories as undercover agents)
  • Fugitives (defectors like Cree Lincoln/Numbuh 11 often become villains or join the Teen Ninjas)
  • Recommissioning (memory restoration via devices like the Recommissioning Module).

Treehouse Bases & Operations

KND treehouses are massive, chaotic structures built in gargantuan ancient trees using kid-engineered "2x4 technology." Constructed from reclaimed materials (such as scrap wood, metal, duct tape, airplane parts, ships, buildings, and household items), these high-tech bases are often customized to their respective environments. Major KND bases include:

  • Moonbase: A futuristic treehouse and command center where the Soopreme Leaduh oversees operations.
  • Arctic Base: A 42-level cadet training facility and villain prison.
  • Deep Sea Science Lab: An underwater trreehouse dedicated to technological research.
  • Central Bike Hub: An establishment for bike-riding operatives.

KND operatives liberate kids from oppressive adults through sabotage and by countering threats like Father, Mr. Boss, and the Delightful Children. Major events include decommissioning ceremonies, global conflicts, cross-sector collaborations, tag games determining the next Soopreme Leaduh, and the Delightful Children's birthdays (annual cake flaunting events where the KND intervenes to stop their refusal to share).

Technology & Weaponry

The KND employs 2x4 technology, makeshift gadgets built from everyday objects with amusing, fitting acronyms. Despite their simple components, these tools rival their foes' advanced weaponry. Mass-produced KND equipment includes (non-exhaustive):

2x4 Weapons:

  • B.A.J.O.O.K.A. – Fires explosive orange juice cartons.
  • B.A.T.T.E.R.B.E.A.T.E.R. – Repels enemies with spinning egg beaters.
  • B.O.T.T.L.E.C.A.P. – Launches soda bottle cap projectiles.
  • C.O.N.E.C.A.N.N.O.N. – Fires ice cream cones at targets.
  • F.R.A.P.P.E. – A freeze ray made from kitchen appliances.
  • G.U.M.Z.O.O.K.A. – A gumball-firing submachine gun.
  • M.U.S.K.E.T. – Shoots mustard with a makeshift gun.
  • P.I.C.K.L.E.R. – Propels pickles at enemy ranks.
  • P.U.T.T.P.U.T.T. – Fires tiny torpedoes using a golf club.
  • S.C.A.M.P.P. – A laser weapon from a soup can.
  • S.L.U.G.G.U.H. – Delivers a punch with spring-loaded glove.
  • S.P.L.A.N.K.E.R. – A wooden plank melee weapon.
  • S.Q.O.O.S.H.E.R. – Shoots oozing glue to ensnare foes.
  • T.A.N.G.L.E.R. – Launches nets to entrap adversaries.
  • And many more, with unique designs, utilities, and acronyms.

2x4 Vehicles:

  • D.O.H.D.O.H. – A dodo-shaped machine used by the KND Decommissioning Squad to capture decommissioned fugitives.
  • E.S.C.A.P.E.R. – Fast transport for rapid escapes.
  • G.O.G.E.T.T.E.R. – Transports prisoners with oversized capabilities.
  • S.C.A.M.P.E.R. – A flying camper requiring five operators.
  • And many more, with unique designs, utilities, and acronyms.

2x4 Gadgets:

  • B.O.N.G.O.S.K.O.P.E. – Binoculars with night vision capabilities.
  • C.O.D.E.-M.O.D.U.L.E. – Stores the genetic data of every KND operative.
  • F.I.N.D.I.T. – A radar for locating lost items or operatives.
  • L.U.N.C.H.B.O.C.K.S. – Computer disguised as a lunchbox.
  • P.I.P.E.R. – Portable phone crafted from plumbing pipes.
  • And many more, with unique designs, utilities, and acronyms.

The World’s Perception

Despite mechs, explosions, and candy-fueled warfare, most unaffiliated teens and adults dismiss KND battles as "kids playing pretend." Some knowingly or not aid either side, forming alliances with varying stances in the kid/adult conflict. Earth's KND opposes adult tyranny but doesn't view all adults as enemies; many operatives maintain good family relationships. This moderacy places them at odds with extremist factions like the Splinter Cell and the Galactic KND, who view adulthood as a disease and seek to eradicate anyone aged 13 and older.

Absurdity & The Laws of Reality

The setting operates under heightened absurdity where the ridiculous is reality:

  • Moon Landing Hoax: The KND faked Apollo 11 in 1969 to conceal their Moonbase, keeping adults convinced the landing was genuine.
  • School Politics Hold Power: Class presidents are legitimate heads of state with Secret Service-style protection, conducting high-stakes negotiations with other grades and city councils. Elections involve espionage, bribery, and coups. Losing an election means losing real political power.
  • Vegetables Are Poisonous: Broccoli and brussels sprouts are genuinely harmful to children, causing illness, weakness, and in brussels sprouts' case, psychological reprogramming. Broccoli functions as kid-kryptonite; prolonged exposure is physically debilitating.
  • Controlled Substances: Common drinks carry the weight of illicit substances. Soda is the child equivalent of alcohol - it is prohibited for under-13s in the US, fueling speakeasies, bootlegging, and enforcement by Mr. Fizz and his government-sanctioned Soda Control Board. Coffee is a dangerous performance enhancer granting brief super-speed and heightened reflexes, followed by a severe crash.
  • Magic Exists: Wizards, spells, and curses are real and routinely threaten children worldwide, including Caramelization, Spank-Happy Vampires, the Weredog curse, and Father's pyrokinesis.
  • Hallway Monitors Are Law Enforcement: As part of the Hall Squad, hallway monitors are a fully operational police force with precincts, criminal investigations, internal affairs, and corruption. Being sent to the principal's office is the equivalent of being taken downtown.
  • 2x4 Tech Defies Physics: The KND build impossible weapons and vehicles from ordinary junk; for example, a device made from soup can and a rubber band can outperform military-grade hardware, while a starship can be made out of a station wagon. Their creative edge consistently outpaces conventionally "advanced" adult technology.
  • Hamsters Are Brothers in Arms: KND hamsters maintain the organization's entire power grid and are highly capable operatives in their own right.
  • Candy Is Currency: Candy functions as black market treasure, driving heists, Indiana Jones-style archaeological quests, and entire professions. Candy pirates like Stickybeard hoard it like gold; hunters like Numbuh 5 and Heinrich von Marzipan pursue legendary sweets like artifacts.
  • Villains Are a Recognized Profession: Evil adults operate as a trade association, holding coordination meetings, forming alliances, electing leaders like Mr. Boss, hosting the annual Villains' Choice Awards, maintaining headquarters, printing business cards, and running villain-exclusive infrastructure including villains-only supermarkets and retirement plans.
  • School Events Have Deadly Stakes: Events such as spelling bees, dodgeball, and fundraisers routinely escalate into life-or-death confrontations.
  • Civilian Adults and Teens Are Oblivious: Non-villainous adults and teens remain completely blind to the ongoing war despite explosions, kidnappings, and open combat, rationalizing it as "kids being kids." Both the KND and villains benefit from this: the KND gain cover for their operations; the villains avoid parental and military intervention. Exceptions exist but are rare.

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