Toon-Town

Toon-Town

A modern unofficial update of the original Toon roleplaying game designed by Greg Costikyan, developed by Warren Spektor, and edited by Steve Jackson.

Table of Contents

Table of Contents1

Character Sheet2

Advice for Experienced Roleplayers3

Rules4-6

Further Rules7-9

Premade Characters10-12

Name:________________________________

Species:_____________________________

Beliefs and Goals:

___________________________________________

Appearance:

Muscle:

Break- 

Fight- 

Lift- 

Throw-

Zip:

Aim-

Steer-

Sneak-

Run-

Hit Points:_____

Plot Points:_____

Possessions:

1:_____________________________

2:_____________________________

3:_____________________________

4:_____________________________

5:_____________________________

6:_____________________________

7:_____________________________

Money: $___________

Smarts:

Craft-

Identify-

Find-

Resist-

Chutzpah:

Bargain-

FastTalk-

Appeal-

Scare-

Schtick:

Defy Logic-

Luck Out-

_________________-

_________________-

_________________-

3 Pieces of Advice for Experienced Roleplayers

Toon isn’t like other Role Playing Games you’ve known. The idea in many of those is to create a cool, effective character, to plot and to plan, and to make the best decisions and make sure your character survives and thrives.

FORGET ALL THAT

Survival? Who Cares? You can’t die. Think before you act? No way. The action in Toon should be fast, insanely fast. When was the last time you saw a cartoon character do something logical?

ACT BEFORE YOU THINK

The Animator (what is called a GM in other games) isn’t off the hook either, in a normal Role Playing Game the GM is primarily the arbiter of rules. Rules can be important, but the Animator should always remember:

IGNORE RULES WHICH PREVENT SOMETHING FUNNY

Rules

Each character in toon has 5 Attributes to which they can divide 18 points (or alternatively randomise by rolling 1d6 per Attribute). No Attribute can be less than 1 or higher than 6.

  • Muscle is a toon's brute strength.

  • Zip is a toon’s speed and dexterity.

  • Smarts is a toon’s brain power.

  • Chutzpah is a toon’s force of personality and braziness.

  • Schtick is a toon’s wackiness and zaniness. Powerful but Risky.

Every toon also has hitpoints, minimum 7 and maximum 12. This can be determined by a single die roll +6 or can be averaged to 9.

Every toon starts with 1d6 (or average to 3) possessions. These can be almost anything that the toon can reasonably carry, and are kept in the toon’s “back pocket” whether or not they actually have pockets.

Skills initially are set to the same number as the Attribute they are under. Each player then gets 25 skill points with which they can raise their skills up to the limit of 9. These skill points also are used to purchase Custom Schtick Skills, which initially cost an amount determined by the Animator depending on how powerful they are.

Muscle Skills:

  • Break- break down doors, smash valuables, destroy.

  • Fight- punch, kick, whack, wrestle.

  • Lift- carry & drop anvils, pull back trees, be stronk.

  • Throw- play sports, huck stones, splatter pies in faces.

Zip Skills:

  • Aim- fire guns, bows, missile weapons.

  • Steer- drive cars, pilot planes, ride horses.

  • Sneak- hide, move silently, pick pockets.

  • Run- escape, chase down, swim, leap, dodge.

Smarts Skills:

  • Craft- set/disarm traps, repair items, alchemise things.

  • Identify- know what’s dangerous, remember names & places, read other languages.

  • Find- see/hear/smell, spot hidden things, track people, search areas for stuff.

  • Resist- don’t give in to FastTalk, avoid being frightened or boggled, practice restraint.

Chutzpah Skills:

  • Bargain- buy at a discount, sell at a markup, pass off shoddy goods.

  • FastTalk- convince, deceive, trick, and bamboozle.

  • Appeal- make friends, perform, make a rousing speech.

  • Scare- surprise & frighten.

Schtick Skills:

  • Defy Logic- forget to fall, stick a finger in the barrel of a gun and have it explode, cut a hole in the floor and watch as the rest falls, etc.

  • Luck Out- be on the good side of random.

  • Custom Skills- Including but not limited to: 

   (costs in brackets)

  • Sense Danger (2)

  • Use Multitool (3)

  • Quick Change (3)

  • Use Multi Arms (3)

  • Fly (4)

  • Order Sidekick (4)

  • Squash and Stretch (4)

  • Teleport (4)

  • Shrink and Grow (5)

  • Turn Invisible (5)

  • Pull out Gizmo (5)

  • Change Shape (5)

  • Hypnosis (5)

  • Infinite Inventory (5)

  • Copy Other’s Schtick (6)

  • Be What you Wear (6)

  • Draw Reality (6)

Turns

In Toon-Town players each take turns to describe what their character does. Once a character is attempting a difficult task the Animator will call for a skill check to see if they succeed. The results of the Skill Check are then described by the Animator and it is the next player’s turn to describe what they are doing.

Skill Checks

When a character is trying to complete an action they make a roll against the relevant Skill or Attribute score. The specific amount of dice rolled and any modifiers to the score are assigned by the Animator. If the score rolled is below the relevant number on their character sheet they succeed, if the score rolled is above then they fail, hilariously.

The most common dice roll made is 2d6 with no modifiers. 

If a task is exceptionally easy then 1d6 may be rolled and if it is exceptionally difficult then 3d6 may be rolled. Otherwise situational variances in challenge are represented by modifiers ranging from -3 to +3. Useful items can also modify rolls made while using them such as extra accurate guns with -1 to Aim Checks made with them.

Especially risky Skill Checks (including most Schtick rolls) risk direct damage being done to the toon upon failing. 

Skill Contests

When an action a character takes is directly opposed by another, both make a Skill Contest against each other. This counts as a Turn for the initiator of the contest but not the reactor. The initiator chooses 2 Goals they want to happen (they may choose the same one twice), examples of Goals include:

  • Dealing damage to target (base damage is 1d6)

  • Moving somewhere the target doesn’t want

  • Forcing target somewhere else

  • Restraining/trapping target

  • Taking something from target

  • Placing the target at a disadvantage

In a Skill Contest both contestants roll 2d6 against the relevant scores.

  • If the initiator succeeds and the target fails then both the initiator’s Goals successfully happen.

  • If they both succeed or both fail then the initiator chooses 1 of their Goals to happen. 

  • If the initiator fails and the target succeeds then neither of the initiator’s Goals happen.

Falling Down

When a character is brought to 0 Hit Points they Fall Down, their character has splat into a puddle, been burnt to a crisp, been blasted miles away, knocked unconscious, reduced to dust, turned into a pile of bones, or otherwise been defeated or destroyed. They’ll be right back into the action in 2 minutes time, with full Hit Points.

Plot Points

Plot Points are rewarded at the end of a session.

  • 1 for completing the session.

  • 1 for resolving the situation set out by the Animator.

  • 1 for each character who followed their beliefs and goals in an entertaining way.

  • 1 more for each especially clever way a player solved a problem or defeated an enemy.

  • 1 more for each time the Animator has broken down in laughter.

A One Time Shtick Skill can be purchased at any time using a Plot Point, allowing use of any Custom Schtick Skill once per session.

Improving Skills can be done between adventures with Plot Points. Raising a skill by 1 costs 2 Plot Points. New Custom Schtick Skills can also be purchased with Plot Points for twice their normal cost. 

Money

No matter the specific form (bills, coins, ancient treasures, diamonds) all money is measured in “$”. Up to 1000$ can be carried by a single toon, with any more requiring a safe or bank.

Objects in Toon are temporary. If utilised in a failed roll they are very likely to break in all manner of ways. Any toon can attempt to repair an item with Craft, a failing of that roll makes the object into garbage.

Money can buy happiness, but why buy that when all this and more is on sale:

  • Melee Weapons:

    • Boxing Gloves(-1 to hit)-$15

    • Baseball Bat(1d6+1 damage)-$25

    • Sledgehammer(1d6+2 damage)-$50

    • Mallet(1d6+3 damage)-$100

  • Ranged Weapons:

    • Pea Shooter(-2 to Aim, 1 damage)-$5

    • Water Gun(-1 to Aim, 2 damage)-$10

    • Handgun(1d6 damage)-$25

    • Shotgun(1d6+1 damage)-$50

    • Bazooka(1d6+2 damage)-$100

    • Cannon(1d6+3 damage)-$250

    • Raygun(2d6 damage)-$500

  • Consumables:

    • Itching/Sneezing Powder)-$3

    • Chewing Gum (single use)-$3

    • Bandages-$5

    • Smoke Bomb-$5

    • Scrap Metal-$5

    • Glue-$5

  • Rope-$15

  • Box of Matches/A Lighter-$10

  • Balloon-$2

  • Squirting Flower-$5

  • Rocket-$75

  • Bucket-$10

  • Signs-$10

  • Black Paint-$10

  • Paint Palette-$30

  • Marbles-$5

  • Wire-$5

  • Umbrella-$10

  • Whistle-$5

  • Rubber Bands-$5

  • Hand Mirror-$5

  • Pepper Spray-$15

  • Lipstick-$5

  • Oil Can-$10

  • Pocket Knife-$10

  • Butterfly Net-$10

  • Rollerskates-$10

  • Musical Instrument-$10

  • Two Headed Coin-$10

  • Laptop-$100

  • Mask of Famous Person-$10

  • Dynamite (single use, 1d6+1 damage per stick)-$15

  • Bear Trap-$15

  • Skateboard-$15

  • Telephone-$10

  • Alarm Clock-$10

  • Fishbowl with Goldfish-$5

  • Fishbowl With Piranha-$15

  • Magnifying Glass-$10

  • Monkey Butler-$150

  • Robot Butler-$300

  • Custom Home Base-$1000

  • Shoddy Car-$100

  • Fancy Car-$500

  • Racing Car-$750

  • Custom Racing Car-$1000

  • Anvil-$50

  • Safe-$20

Further Rules

Non Player Characters (NPCs)

Animator controlled characters don’t need to be as complex as player characters. They don’t need to follow the usual rules for skill points, or even the usual HP, attribute, and skill limits. For quick and easy NPCs just fill in the following.

Name: (make it memorable)

Species:

Type: (ally, enemy, etc)

HP:

Muscle:

Zip:

Smarts:

Chutzpah:

Custom Schtick Skills: (only if necessary, like a witch should have some magic but a banker doesn’t need a banking skill)

The Cartoon Series

Got some good characters? Got a great group of silly players? All right! You're ready for a whole new kind of insanity, the next step in fine tooning: the cartoon series.

Everybody has favorite cartoon characters we love to watch again and again. In the old movie theaters and on Saturday morning television, the same characters have appeared in adventure after adventure.

You've probably seen the same thing happen in your Toon adventures. And with every cartoon, you get to know your character better.

The Cartoon Series takes this idea even further. Now you can star in a regular series, with a continuing background, goals, a supporting cast – maybe even its own theme song! Each episode is a self-contained adventure, but each one adds to the ongoing story and to the development of your Toon-Town star.

The series in Toon isn't like the "campaigns" in other roleplaying games. Each episode of the series is played as its own contained session. The plot lines don't have to continue from adventure to adventure.

Don't worry about intricate ongoing plotlines, changing allegiances, or developing backgrounds. And as for character development – there doesn’t have to be any. You always know who the good guys and bad guys are.

If the bad guy is caught at the end of one episode, or The City is leveled, or the galaxy is blown up – who cares? They'll all be back in the next episode.

Cartoon Coincidences

In a cartoon, coincidences are normal. 

The Animator can stretch "accident" and "coincidence" beyond all reason, any time it makes something silly happen (or even if it just advances the plot).

Travel

Toon geography is a little weird. Characters can start out in Moose Jaw, North Dakota and end up on the moon in the blink of an eye.

In Toon you can travel to one of four basic locations: Anytown, Outside of Town, The Big City, and Outer Space.

Anytown is the center of the Toon universe, a sleepy little hamlet with all the small-town charm your characters could desire. Anytown can be pretty much whatever YOU want it to be.

If you want your characters to run into a construction crew, a subway system, high-rise apartment buildings, rush-hour traffic, a symphony hall, department stores, and big crowds, send them to The Big City.

And then there's Outside of Town. There you'll find suburban developments, farms, rolling countryside, and nature. Everything that isn't in Anytown or the Big City can be found Outside of Town.

But there's more to the Toon universe than our own backwater planet. In Outer Space you'll find the Moon, all the planets, the Milky Way, and the entire universe! Just send your characters to the Rocket Launch Pad and blast off!

Feel free to add anything, any time, or any place you can think of to the Toon universe. Remember, Cartoon Characters can go anywhere!

The Conscience

All cartoon characters have a conscience. Generally the conscience appears as a little angel version of the character when the character has some sort of moral decision to make and tries to talk the character into doing the "right" thing.

The conscience is usually opposed by a little devil version of the character who tries to talk the character into doing the "wrong' thing.

Players can make up their own minds about what they want to do. As an alternative, if they are taking too long to make the decision, the Animator can have the conscience-stricken player roll their own Fast-Talk and Resist skills. If the Fast-Talk succeeds, the devil wins, and the player does the “wrong” thing; if the Resist succeeds, the conscience wins, and the player does the “right thing”. If they both fail or succeed the devil knocks the angel out, the player does the “wrong” thing.

Signs

Lots of cartoons use signs as running gags. You know: DUCK HUNTING SEASON OPEN and DANGER! MINEFIELD! Characters can pull them out of their Back Pockets even if you didn't take a sign as one of your possessions at the start of the adventure. Anyone can always pull a sign "out of nowhere." It will say whatever the character wants.

There's no limit to how many signs you can pull out during an adventure, but the Animator can put a stop to excessive sign language if it's no longer funny. Once a sign has had its effect – warning or convincing other characters, for instance – it goes away. A sign can be used once, for any useful purpose (like hitting someone over the head or chopping it up for fire- wood), and then it goes away. It's not a "real" object – it's a plot device, just like in the cartoons. If the object of the adventure is to find firewood, all the signs will be cardboard, and vice versa.

Premade Characters

Name: Scooby Doo

Species: Talking Dog

Beliefs and Goals: Shaggy is my best friend, stay away from danger, eat food.

Muscle: 3 Break-4 Fight-3 Lift-5 Throw-4

Zip: 4 Aim-4 Steer-4 Jump-6 Run-9

Smarts: 3 Craft-3 Identify-3 Find-7 Resist-3

Chutzpah: 4 Bargain-5 FastTalk-4 Sneak-6 Scare-4

Schtick: 4 Defy Logic- 4 Luck Out-6 Quick Change-6

Name: Norville Rogers (Shaggy)

Species: Human Stoner

Beliefs and Goals: Scooby Doo is my best friend, stay away from danger, eat food.

Muscle: 2 Break-2 Fight-2 Lift-4 Throw-4

Zip: 6 Aim-6 Steer-6 Jump-8 Run-9

Smarts: 2 Craft-2 Identify-3 Find-5 Resist-2

Chutzpah: 5 Bargain-6 FastTalk-7 Sneak-6 Scare-5

Schtick: 3 Defy Logic-3 Luck Out-5 Quick Change-6

Name: Daphne Blake

Species: Human Fashionista

Beliefs and Goals: Solve mysteries, stay fashionable, I love the gang.

Muscle: 3 Break-3 Fight-9 Lift-3 Throw-3

Zip: 5 Aim-5 Steer-5 Jump-6 Run-6

Smarts: 3 Craft-5 Identify-5 Find-5 Resist-3

Chutzpah: 5 Bargain-7 FastTalk-5 Sneak-6 Scare-5

Schtick: 2 Defy Logic-2 Luck Out-2 Pull Out Gizmo-5

Name: Fred Jones

Species: Human Jock

Beliefs and Goals: Solve Mysteries, capture bad guys, I love the gang.

Muscle: 6 Break-6 Fight-6 Lift-6 Throw-6

Zip: 5 Aim-5 Steer-8 Jump-5 Run-5

Smarts: 2 Craft-6 Identify-3 Find-2 Resist-5

Chutzpah: 3 Bargain-3 FastTalk-3 Sneak-3 Scare-6

Schtick: 2 Defy Logic-2 Luck Out-2 Have Trapping Materials-6

Name: Velma Dinkley

Species: Human Nerd

Beliefs and Goals: Solve mysteries, everything has a rational explanation, I love the gang.

Muscle: 3 Break-5 Fight-3 Lift-4 Throw-3

Zip: 3 Aim-5 Steer-3 Jump-3 Run-6

Smarts: 6 Craft-7 Identify-9 Find-9 Resist-9

Chutzpah:3 Bargain-5 FastTalk-5 Sneak-6 Scare-5

Schtick: 3 Defy Logic-3 Luck Out-3 Lose Glasses-9

Name: Flimflam     

Species: Human Conchild

Beliefs and Goals: Scam people whenever possible.

Muscle: 2 Break-2 Fight-2 Lift-2 Throw-3

Zip: 2 Aim-5 Steer-4 Jump-2 Run-6

Smarts: 5 Craft-6 Identify-6 Find-6 Resist-5

Chutzpah: 6 Bargain-9 FastTalk-9 Sneak-7 Scare-6 

Schtick: 3 Defy Logic-3 Luck Out-6 Inexplicably Show Up- 5

Name: Cuphead

Species: Cup Headed Humanoid

Beliefs and Goals: Taking risks is fun.

Muscle: 4 Break-4 Fight-6 Lift-4 Throw-6

Zip: 6 Aim-9 Steer-8 Jump-8 Run-7

Smarts: 1 Craft-2 Identify-2 Find-3 Resist-1

Chutzpah: 3 Bargain-4 FastTalk-3 Sneak-3 Scare-3

Schtick: 4 Defy Logic-4 Luck Out-4 Change Finger Guns-4 Fly (In Plane)-4

Name: Bugs Bunny

Species: Rabbit

Beliefs and Goals: Carrots, stability, revenge.

Muscle: 2 Break-2 Fight-4 Lift-2 Throw-2

Zip: 4 Aim-4 Steer-4 Jump-9 Run-8

Smarts: 4 Craft-4 Identify-4 Find-4 Resist-8

Chutzpah: 6 Bargain-8 FastTalk-9 Sneak-6 Scare-6

Schtick: 4 Defy Logic-4 Luck Out-9 Quick Change-9 Infinite Inventory-6 Draw reality-4

Name: Mickey Mouse

Species: Mouse

Beliefs and Goals: Spread the power of Disney.

Muscle: 4 Break-4 Fight-6 Lift-4 Throw-4

Zip: 3 Aim-4 Steer-5 Jump-3 Run-3

Smarts: 4 Craft-4 Identify-4 Find-4 Resist-6

Chutzpah: 3 Bargain-3 FastTalk-3 Sneak-6 Scare-3

Schtick: 5 Defy Logic-5 Luck Out-5 Be What You Wear-9

Leave a Comment

Your email address will not be published. Required fields are marked *

/* add by OCEANUS */