349 lines
17 KiB
Plaintext
349 lines
17 KiB
Plaintext
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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Chapter 2:
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MAKING YOUR TOONPUNK 2020« CHARACTER
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Making a TOONPUNK or SHADOWTOON character is very
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similar to making a normal TOON character, except for
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Character Types, a few new rules and shticks, and the nifty,
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ultra-cool Strife Paths!
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CHARACTER TYPES
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Although you can be any species you want, TOONPUNK 2020«
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has certain types of characters that are most appropriate for
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the game. Of course, you can play any type of character you
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want, even if it's inappropriate to TOONPUNK, but ask the
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Animator first, ok?
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Most characters are Toonpunks, but you can play a member
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of the Serious Police or a Corptoon if you want. See the
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descriptions of Commander Glumm (p.00) and Yugota
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Scratchanichi (p.00).
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Any character can have built-in bionic gadgets. Some
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are very useful. Some are silly. The Animator should let
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players suggest other gadgets -- especially silly ones.
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Everyone gets 1d x $1,000 in starting money. After
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that, they'll have to earn money somehow. That shouldn't be
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too difficult. In Blight City, employment opportunities are
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everywhere. Some of them are even honest!
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One thing to remember about this world is that looking
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cool is more important than anything else! If you don't look
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cool, you won't even be noticed (see LOOKING COOL, pg.00).
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TOONPUNKS
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A cartoon character with bionic gadgets and a bad
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attitude -- that is, a sense of humor. Some Toonpunks have
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specialties, described below. Others just get crazy. Knock-
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knock joke graffiti, seltzer ambushes, ruthless drive-by
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Boggling -- it's all in a day's play for a Toonpunk.
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NETROAMERS
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These are the 21st-century's version of today's computer
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hackers. The big difference is that Netroamers actually send
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their minds into Cyberspace. They use cyberdecks (see p.00)
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to adventure in the net. Netroamers can enter any system and
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even access other programs and files, unless they get caught
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by a Trapgram or other protective program. Anybody can get
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into the Net (see p.00), but the Netroamers are the best.
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For more information on the Net, see chapter 3: NETROAMING.
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MUSCLEBOYS
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These Toonpunks like fighting and combat as much as they
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do jokes and laughing. Their idea of funny is to drop an
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anvil on someone's head -- four or five times. Muscleboys
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like to wear body armor, unless most of their skin has
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already been replaced by armor. Then they just wear a pair
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of gym shorts (or a bikini, if they're female). All
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Muscleboys have at least four cyberware implants and most
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have lots more than that.
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Muscleboys think Netroamers are nerds and Cops are
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trouble. Other types of characters don't much matter to
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them, except Technogeeks.
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TECHNOGEEKS
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If you need it built, fixed, programmed, modified, or
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invented, a Technogeek can do it. Technogeeks are
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programmers and engineers who have decided to work for
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themselves instead of a Corp. Most Technogeeks are very
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popular guys on the Street. Technogeeks tend to wear tie-
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dyed labcoats over multi-colorful shirts and jeans.
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Technogeeks prefer to spread the Message of Humor by
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inventing new weapons and gadgets for other Toonpunks to use.
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Occasionally, they manage to boobytrap the machines at a Corp
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factory. For that reason, most Technogeeks are wanted by the
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Serious Police.
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COPS
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No matter if they are city police, private eyes or
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bounty hunters, they're all Cops to the Toonpunks. Most Cops
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are honest, but not all of them. City police and bounty
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hunters only handle crime on the Street, but private eyes
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often go into the Corpdomes.
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Not all Cops dislike Toonpunks. In fact, since they
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don't handle crimes against the Megacorps, the city police
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only chase Toonpunks who commit Streetcrimes. The Serious
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Police don't like this, but the Cops don't care. A few Cops
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are actually Toonpunk spies!
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Some Cops specialize in handling Netcrime, and are
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Netroamers themselves.
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Cops can have just about any weapon or vehicle they
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want. City police don't have to pay for these things, but
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private eyes and bounty hunters do. Many Cops and almost all
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private eyes and bounty hunters have some cyberware implants.
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STRIFE PATHS
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To see what type of interesting, dramatic, stupid
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personal problems your character has, start by rolling a die.
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Go to the starting point with the same number. From there,
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you just keep rolling the die until you get to an END. You
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can go through the Strife Paths as many times as you want.
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1: You have an enemy! Go to The Enemy Section.
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2: You are involved in a love affair! Go to The Romance
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Section.
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3: You have a family problem! Go to The Family Section.
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4: You have a mental problem! Go to The Mental Section.
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5: You have a really weird problem! Go to The Weird Section.
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6: Roll twice. Ignore further results of 6.
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The Enemy Section
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Your enemy is...
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1: A Corptoon.
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2: A former friend.
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3: A relative (Animator's choice)
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4: A Netroamer.
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5: A Cop (Animator's choice as to what kind).
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6: A former lover.
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Now go to The Motive Section.
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The Romance Section
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The other person is...
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1: A fellow Toonpunk.
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2: A friend.
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3: A Corptoon.
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4: A criminal (horrors!)
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5: A former enemy.
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6: A relative or lover of a friend or Toonpunk
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(Animator's choice).
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Now go to The Complications Section.
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The Family Section
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The family member is...
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1: Your brother.
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2: Your father.
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3: Your sister.
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4: Your mother.
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5: Your cousin.
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6: An in-law.
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Now go to The Family Trouble Section.
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The Mental Section
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Sometimes, you...
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1: Think everyone is out to get you.
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2: Suddenly change personalities.
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3: Go completely loony.
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4: Develop a phobia.
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5: Become obsessed with something.
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6: Suffer a change in emotions.
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Now go to The When Section.
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The Weird Section
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Something strange is going on...
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1: You are under a curse (Animator's choice).
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2: You have been contacted by beings from another
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dimension similar to our own.
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3: You lose and gain new Shticks at random.
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4: Whenever you Fall Down, something weird happens to
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everyone around you.
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5: Nonliving objects, including implants, can talk to
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you.
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6: Being Boggled causes you to change in some way (your
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choice).
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END (the weird stuff is enough of a problem).
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The Motive Section
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Your enemy hates you because...
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1: You defeated him in combat and disgraced him.
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2: You did four Maximum Boggles in a row to a relative
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of his.
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3: You stole his or her lover.
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4: You sent him to jail.
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5: You foiled his evil plan.
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6: You are a nicer person than he is.
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END.
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The Complications Section
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Your love affair is complicated by the fact that...
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1: He/she doesn't know you exist.
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2: His/her family hates you.
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3: You're completely mismatched.
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4: Your family hates him/her.
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5: One of you is funnier than the other.
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6: You don't know he/she loves you.
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END.
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The Family Trouble Section
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The family member...
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1: Is in trouble with the law.
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2: Is working for a Corp or the Cops (Animator's choice)
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3: Is in financial trouble.
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4: Has gone crazy.
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5: Has disappeared.
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6: Has been Zeroed Out.
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END.
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The When Section
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Your mental problem occurs...
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1: When you enter the Net.
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2: When you get into combat.
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3: When you hear music.
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4: When you Loon Out.
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5: When you see a certain thing (Animator's choice).
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6: When you get Boggled.
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END.
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NEW RULES
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NEW SHTICKS
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All the old shticks from TOON could be used in TOONPUNK,
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either as is or disguised as an implant. Also, any shticks
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from TOONIVERSAL TOUR GUIDE can be used with the Animator's
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permission. Here are a few of the most helpful ones:
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* CATFALL (4 POINTS)
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Catfall allows you to fall from a GREAT height
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and land on your feet, unscathed. This is, of course, if you
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make your Shtick roll. Otherwise, you take damage as normal
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from the fall.
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* KNOW OBSCURE FACTS (3 POINTS)
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You know all sorts of useless facts, making you great at
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game shows! When you make your Shtick roll, the Animator
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will let you know one relevant fact, usually little known and
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probably helpful. However, if you fail, he will tell you
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something either not imporant or dangerously _wrong_. But
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you won't know that, because the Animator makes the roll.
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* MAXIMUM BOGGLE (5 POINTS)
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A Maximum Boggle is just like a regular Boggle, but if
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you manage to Maximum Boggle someone, he is Boggled for 3
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turns instead of 1! Furthermore, he has to roll three times
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on the Boggle table. If you Maximum Boggle another player,
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you get double points!
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* SENSE OF DIRECTION (2 POINTS)
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With this Shtick, you can always find out what direction
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anything is from where you are standing. Characters using
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this Shtick will stretch out one arm, point with their index
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finger and spin around like crazy for one turn. When they
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stop, they'll be pointing in the direction of whatever they
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wanted to locate, if they make their Shtick roll. If they
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fail, they'll be going in either a random direction or the
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opposite direction (but they won't know it -- the Animator
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makes the roll).
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Sense of Direction works in cyberspace.
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* WEIRD SCIENCE (5 POINTS)
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With this Shtick, you can invent strange new weapons and
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machines using whatever you find lying around, or make new
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programs from scratch. That doesn't mean they'll work the
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way you expect. The Animator determines that. Animators
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have all the fun, don't they?
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SKILL POINTS
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TOONPUNK characters get 40 Skill Points to make their
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characters with, instead of the standard 30.
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MAPS AND RANGES
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This is a new rule. While it's not necessary, Animators
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might want to use it to add a visual elememt to the game.
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You'll need something to represent each character,
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vehicle, building, etc. Metal or cardboard miniatures will
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do fine for characters. You can just draw buildings or other
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big stuff. If you don't have miniatures, use toy figures,
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blocks, dice, coins, or anything else that's handy.
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A plastic Battlemat (available at most game stores) or a
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large sheet of paper marked with small squares will make
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judging movement and distance much easier. Use one square
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(one inch, or whatever) to represent 10 feet. If you don't
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have a map sheet, you can use a ruler or just guess. After
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all, this is still TOON.
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Certain things, like weapons and spells, have Ranges.
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This is the farthest distance at which they will have an
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effect.
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SPEED
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This is the other half of the Range rule. Everything
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that moves has a Speed rating. This tells how many squares
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on the map it can move each turn. All characters and other
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living things have a Speed equal to their Zip plus 1.
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Therefore, a character with a Zip of 6 will have a Speed of 7
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and can move 70 feet a turn -- or 7 squares on the map.
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Vehicles have Speeds, too.
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Falling objects always fall at 50 feet per turn, unless
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something special affects them (like the Animator's whim).
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Characters may or may not be able to step out of the way to
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avoid getting konked.
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You may be able to find Stuff that can increase or
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decrease your Speed. The Animator may also come up with
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Speed-changing deviices or situations, because Animators like
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to mess around with things like Speed.
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STUFF
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In this book, Stuff means possessions. A character can
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still specify up to eight items in his Back Pockets, and can
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pick up more (any number of items!) along the way. Remember
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that four items must be normal, but then again, what is
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normal in TOONPUNK may not be normal for TOON. Ask that wise
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being, the Animator, for advice.
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NEW SKILL - LOOK COOL (CHUTZPAH)
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In Blight City, nothing is more important than looking
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cool. If you look cool, you are cool. If you look cool
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enough, even the cops will leave you alone. Other Toonpunks
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will want to be your pal, help you do things and will think
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that you are the coolest person since Elvis. Of course, if
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someone with a higher Look Cool score than you comes along,
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you'll just be another schmo.
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Whenever a fight is about to happen, either side can
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call for a Cool Off instead. The enemies (or leaders of each
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side) look each other over and make cool remarks. The
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players should act out the poses and attitudes that their
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characters are striking during the contest.
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Then each player makes a Look Cool roll. Whoever made
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it by most, wins. (The Animator can give one side a bonus
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for really cool roleplaying.)
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After you know who's coolest, you can still fight if you
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want to. But if one side Cooled Out the other by three or
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more points, the loser is Boggled and there's no fight.
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Punks who are cool enough can Boggle the cops and walk away.
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(Of course, cops who are cool enough can Boggle the punks
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into surrendering.)
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IMPLANTS
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Cyberware implants are pretty expensive, and the cost
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varies based on the quality. A licensed cybersurgeon in a
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sterile operating room costs much more than a Toonpunk
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cyberdoc in a fairly clean apartment. So does cyberware made
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in a factory instead of someone's basement or garage. All
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cyberware has a chance of failing or malfunctioning.
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Animators should keep this die roll secret and if a
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malfunction occurs, roll on the Technogeek Mistake Table (see
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p. 00).
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Implants are basically cybernetic shticks that cost no
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character points. However, they can never be improved, and
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the Shtick roll (if there is one) will always be a 5.
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The _Net Profits Catalog_ offers many implants, some
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with free installation and a one-year warranty (see p. 00).
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