hieronder een kleine net-geschreven intro voor Toon. Het lijkt me tof als de mensen die willen Toonen ook zelf chars maken aangezien je zelf waarschijnlijk een veel betere draai er aan kan geven, maar als je geen inspiratie hebt maak ik ook wel wat characters. Behalve deze tekst maar 1 advies: kijk veel Bugs Bunny, Tom & Jerry en andere cartoons! :) Oh ja, voor degenen die zich afvragen hoe we 4 uur kunnen Toonen: ik wil er een serie van maken met meerdere afleveringen, dus sowieso meer dan een 'avontuur'. Natuurlijk weet ik niet of het zo lang leuk is, maar ik denk van wel, en anders doen we wel gewoon silly :) TOON rules - the short summary By Alex 'Creeper Mollusk' Evans ------------------------------- For those of you who don't want to read through to the end, here's the short short version -- the rest will become obvious as you play: MOST IMPORTANT TOON RULE NR 1: ACT BEFORE YOU THINK! Needed to play Toon: - an imagination - a healthy knowledge of cartoons - pencil/paper - two sixsided dice Chapter 1: The setting In Toon, you play a cartoon character. In fact, you can play anything you like, if it fits our setting. We will be playing a Cartoon Series based in Outer Space, so that includes species like Robots, Overattentive Battleship Colonels, and of course Tea Dispenser Automata. Be creative! Chapter 2: The characters Every character has four attributes: Muscle, Zip, Smarts and Chutzpah (Dutch pronounciation: "gutspah"). The first three should be obvious, the last one is how much nerve your character has. You generate these attributes randomly by rolling one six-sided die for each attribute. You can fudge the rolls by trading points between the attributes as you see fit, and as fits a character. Or you can start with 14 attribute points and divide them as you want. Furthermore, every character has hit points (duh). If these get to zero, you 'fall down', which means you (the player) have to sit and wait for 3 minutes before you can enter play again, fully healed and with a taste for vengeance! Characters start with 6 hit points, to which is added the result of a six-sided die roll. Every character also has skills, of which there are 23. Skills range from 1-9. You roll two six-sided dice to make a skill check, and you need to roll less than or equal to your skill level. 'Important' skills are described below. Skills are related to an attribute and characters start out with skill levels equal to the related attribute. You can spend 30 skill points to start at higher skill levels. You cannot save skill points, so spend them! Also, characters can have 'shticks' -- these are wild abilities or props. Basically anything special from a cartoon can be done by a shtick. Some shticks you can choose are listed below. Shticks have a cost of skill points which varies. You can only choose one shtick. And last but not least, every character needs to have Beliefs and Goals. These are what make your character do stuff. Examples of Beliefs are: 'My species is superior to all others', 'Everyone should be polite at all time', 'I hate '. Examples of Goals are 'Find something', 'Cheat anybody whenever possible', 'Protect property', 'Collect anything' etc. You get Plot Points (see below) for achieving goals and following your beliefs. Do make them a bit specific, it will lead to more fun in the end. Chapter 3: The basic gameplay In Toon, the Animator grants every player 1 action in turn. An action is everything a character says it is doing, up to making 1 Skill Roll. When a player has made a Skill Roll, the next player is up. Like stated above, the game is meant to be played *fast* -- so think of what you want to do when the player to your left is talking. Once again: ACT BEFORE YOU THINK! If you do great, for example making the Animator laugh, or getting everyone in a state of hysteria, or simply just advancing the cartoon, you get Plot Points. These are later used to improve your skills and/or acquire new shticks. Chapter 4: Skills The most important skill is the 'Fight' skill, which is based on (duh) the Muscle attribute. If you want to fight another character, you both make a Fight roll. If both make the roll, or both do not make the roll, the characters both missed. But if one makes the roll and the other doesn't, he has hit his target and can roll for damage. If you do not want to fight you can run away but the agressor gets one last Fight roll to make against you. Normally, damage is one six sided die. As explained above, if your hit points reach zero, you will Fall Down and have to wait for three minutes before you can play again. Fast-Talk and Resist Fast-Talk are the skills which the not-so-strong characters can use on the stronger ones -- they can 'force' a character to do something they otherwise would not do. Picture Bugs Bunny fast-talking Elmer Fudd into shooting his gun into a hole that loops around to Elmers backside, and you will get an idea of what the skill is about. The target of a successful Fast-Talk roll can make a Resist Fast-Talk roll to shake off the effect. Once resisted, or if the Fast-Talk roll fails, the target becomes immune to that line of talking. Here is a list of all the 23 skills: Muscle: Break Down Door Climb Fight Pick Up Heavy Thing Throw Zip: Dodge Drive Vehicle Fire Gun Jump Ride Run Swim Smarts: Hide/Spot Hidden Identify Dangerous Thing Read Resist Fast-Talk See/Hear/Smell Set/Disarm Trap Track/Cover Tracks Chutzpah: Fast-Talk Pass/Detect Shoddy Goods Sleight of Hand Sneak Chapter 5: Shticks Shticks are special items/skill that allow you to bend the rules. Rather then listing them all here, I'll list their names and cost, and you can ask your animator more about them as you think you want to buy them for your character. Shticks start out at level 5, so you have to roll 5 or less on two six-sided dice to succesfully use them. Bag Of Many Things (5) Change Shape (5) Coat Of Arms (4) Detect Item (2) Flying (4) Hypnosis (5) Incredible Luck (3) Incredible Speed (6) Incredible Strength (5) Invisibility (5) Pet or Sidekick (3) Quick Change/Disguise (3) Stretching (3) Teleport (6) Chapter 6: Possessions On every adventure, you may take with you 8 objects. Four of those objects should be 'normal' things, like a bucket, a mirror, etc. The other four can be anything you want, provided it is carryable by your character (or funny). Examples include 'a two-headed coin', 'ray gun', 'fish bowl with piranha' etc. Furthermore, you can choose one of your four unusual things to be a 'gizmo'. Gizmos are objects that become whatever you want them to be, when you want them to be that. If you need a broom, you can use your gizmo to be a broom -- of course, from that point in time onward, you don't have a gizmo anymore, but you do have a broom. There is also the chance that the gizmo does not work, and that is on a 1 or 2 on a six-sided die. Chapter 7: Play! That's it! You're ready to play Toon. And remember: ACT BEFORE YOU THINK!