TOON: CARTOON SERIES


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Here I will put ideas for some cartoon series of Toon.


THE X-TOON-FILES series pilot: The Witchdusters II (the sequel)


This series has got a fur-raising theme. The characters are investigators and professional eliminators of ghosts, goblins, monsters, undead (they don't pay taxes), aliens, IRS, politicians and other horrible beings.

In each episode, the characters face terrible menaces of an unknown origin. The worst of those is to pay the bills.

Place: an old building, gloomy, dark and with leaks. A library of esoteric themes (e.g. the book "How to understand the tax laws" and the famous and infamous "Necro-comical"). A technical laboratory full of strange devices that explode without previous notice. A chemical laboratory where lots of potions bubble (of course, all the potions have wrong labels).

Extras: the scientific specialist is Scotti Coyote. The specialist in magic and other supernatural themes is Dr. Herbert Rosenthal. Recently Poker the magician joined the team. He is a specialist in magic and sleight of hand, more serious than Dr. Rosenthal (well, even a stone is more capable than Dr. Rosenthal). The pet of the team is a cat named Coward, with an general acute phobia.

Items: err, what useful atomic ray guns to desintegrate creatures of the night! (1D damage). Scotti is working hard on a prototype of a big atomic ray gun (2D damage), a big weapon, that will weight A LOT and work fortuitously.

Let's talk a little about the Necro-Comical again. It's a book full of bad jokes about horrible and obscene beings from another dimension (at least, that is what Dr. Rosenthal says). It is suposed to have terrible spells, althought the doctor flatly denies it.

The characters: I won't describe any PC of course. They are only NPC althought they can be played like PC.



Name: Herbert Rosenthal
Species: hyooman
Natural enemies: monsters and common sense
Beliefs & goals: pain is bad. Cheat anybody to do whatever you want. Educate others in the ways of the world. Make things. Monsters don't exist, but try to avoid finding any. Read strange books.

Hit points: 12
Posessions: walking stick (with a hidden rapier, 1D+1 damage), paper and pencil, magnifying glass, gizmo.
Description: a pleasant old man that usually wears a white lab coat. Bald, with moustache. White hair. He looks like Albert Einstein, but he also seems to be crazy and once you get to know him you can't stand him.

Muscle 2 Chutzpah 2
Break down door2 Fast talk9
Climb2 Pass/detect shoddy goods2
Fight2 Sleight of hand2
Pick up heavy thing2 Sneak5
Throw2
Zip 4 Smarts 6
Dodge7 Hide/Spot hidden6
Drive vehicle7 Identify dangerous thing7
Fire gun4 Read7
Jump4 Resist fast talk9
Ride4 See/hear/smell7
Run7 Set/disarm trap9
Swim4 Track/cover tracks6
Shticks:
Incredible luck5



Name: Scotti Coyote
Species: coyote
Natural enemies: no one. He is much too boring to have any enemy.
Beliefs & goals: make things. A job should be well done or not done at all. Use scientific methods to solve your problems.

Hit points: 9
Posessions: paper and pencil, computer, atomic ray gun, telephone, gizmo.
Description: little anthro coyote who wears a scottish skirt and cap.

Muscle 2 Chutzpah 4
Break down door2 Fast talk4
Climb2 Pass/detect shoddy goods9
Fight2 Sleight of hand4
Pick up heavy thing2 Sneak6
Throw2
Zip 2 Smarts 6
Dodge5 Hide/Spot hidden9
Drive vehicle2 Identify dangerous thing9
Fire gun3 Read9
Jump2 Resist fast talk9
Ride2 See/hear/smell7
Run3 Set/disarm trap9
Swim2 Track/cover tracks6



Name: Coward
Species: cat
Natural enemies: anything minimally frightening.
Beliefs & goals: avoid danger. Be alert to notice any monsters in the area. Always sleep with the lights on.

Hit points: 8
Posessions: garlic, cross, stakes and mallet, oxigenated water (he did not find holy water), silver bullet (without gun).
Description: a black cat that is afraid of himself. He is thin and not very tall. He doesn't speak often.

Muscle 4 Chutzpah 1
Break down door4 Fast talk1
Climb7 Pass/detect shoddy goods1
Fight4 Sleight of hand1
Pick up heavy thing4 Sneak5
Throw4
Zip 6 Smarts 3
Dodge9 Hide/Spot hidden3
Drive vehicle6 Identify dangerous thing9
Fire gun6 Read3
Jump6 Resist fast talk3
Ride6 See/hear/smell9
Run9 Set/disarm trap3
Swim6 Track/cover tracks3
Shticks:
Incredible speed (only when he sees a monster)5



Name: Poker (as a courtesy of Poker Productions)
Species: rabbit
Natural enemies: bad guys (err, rude guys, without politeness).
Beliefs & goals: I'm a very good magician. I like to do tricks. I'm a gentlewabbit too, so I like to help people (ladies) in distress. Politeness and style are all you need.

Hit points: 11
Posessions: pocket knife, lots of silver dollars, pack of cards, rabbit, dove, dynamite, gizmo.
Description: little anthro rabbit (3' tall), with a black dress suit, top hat, cape and walking stick. Black nose and black eyes. White fur.

Muscle 3 Chutzpah 3
Break down door3 Fast talk5
Climb3 Pass/detect shoddy goods3
Fight6 Sleight of hand9
Pick up heavy thing3 Sneak3
Throw2
Zip 4 Smarts 4
Dodge7 Hide/Spot hidden4
Drive vehicle4 Identify dangerous thing5
Fire gun5 Read5
Jump4 Resist fast talk9
Ride4 See/hear/smell5
Run4 Set/disarm trap4
Swim4 Track/cover tracks4
Shticks:
Conjuring5


TOONQUEST


This series has got a heroic fantasy theme (sword and sorcery, or fumbling with swords and turning your friends into toads). It takes place in the magical and mystical world of Glee-ranth. The state-of-the-art technology is the dummies. The characters can be hyoomans, elves, dwarves, trolls, ducks and all those kind of silly species to which we are used to.

In each episode, the characters go down to gloomy dungeons full of random traps, where they find whole mountains of treasure, magic unidentified potions, magic objets without warranty and, of course, horrible monsters.

Places: a little town, with a smithy, a little magic shop, an inn (of course, what could a heroic fantasy series be without an inn?), etc.

Extras: let's see two or three bad guys.



Name: John Smith
Species: Vroo (foul chaotic hybrids)
Natural enemies: soap.
Beliefs & goals: make the PC fall down. Do things in bad taste. Be very warm with captured characters (not literally). Die like flies.

Hit points: 9
Posessions: sword (1D+1 damage), leather armor (1 point of protection), bow and arrows (1D damage).
Description: a filthy foul guy, on bad terms with soap and combs. He has got a goat head (or any other animal head).

Muscle 5 Chutzpah 4
Break down door5 Fast talk4
Climb7 Pass/detect shoddy goods1
Fight9 Sleight of hand4
Pick up heavy thing5 Sneak7
Throw4
Zip 3 Smarts 2
Dodge4 Hide/Spot hidden7
Drive vehicle3 Identify dangerous thing2
Fire gun7 Read2
Jump3 Resist fast talk2
Ride3 See/hear/smell5
Run7 Set/disarm trap5
Swim3 Track/cover tracks2



Name: the troll
Species: troll
Natural enemies: anything edible.
Beliefs & goals: find and eat PCs.

Hit points: 12
Posessions: very big club (1D+3 damage).
Description: a big guy with a muzzle full of razor-sharp teeth.

Muscle 6 Chutzpah 3
Break down door7 Fast talk3
Climb7 Pass/detect shoddy goods3
Fight9 Sleight of hand3
Pick up heavy thing7 Sneak4
Throw7
Zip 3 Smarts 2
Dodge5 Hide/Spot hidden5
Drive vehicle3 Identify dangerous thing2
Fire gun3 Read2
Jump5 Resist fast talk7
Ride3 See/hear/smell2
Run7 Set/disarm trap2
Swim3 Track/cover tracks5



Name: Ganderlf
Species: hyooman
Natural enemies: the PCs. Good taste and politeness.
Beliefs & goals: to be a very bad wizard. To be the monster's leader. Kidnap little princesses. Turn PCs into toads. Laugh like Vincent Price. Run away like a coward.

Hit points: 8
Posessions: magic wand, dagger (1D damage), gizmo.
Description: a short guy who wears a tunic and a wizard's hat. Big beard. Wicked glance.

Muscle 2 Chutzpah 2
Break down door2 Fast talk7
Climb2 Pass/detect shoddy goods2
Fight2 Sleight of hand2
Pick up heavy thing2 Sneak4
Throw2
Zip 2 Smarts 6
Dodge9 Hide/Spot hidden7
Drive vehicle2 Identify dangerous thing9
Fire gun2 Read7
Jump2 Resist fast talk9
Ride2 See/hear/smell7
Run9 Set/disarm trap6
Swim2 Track/cover tracks6
Shticks:
Conjuring7
Hat of many things7
Change shape (usable on others)7


Ars Tragica. The Disorder of Hermes

A ToonQuest setting (24/Aug/2001)

Ars Tragica is a magical medieval campaign set in my ToonQuest game. You can easily translate some of this stuff to a Dungeons and Toons game (I can't! I only have Toon Deluxe edition!), or play it as a separate campaign. Who cares? That's Toon!

The Disorder of Hermes is an ancient order of magi in a world filled with mysteries, magic, dangers and silliness. It was founded more than 1 century ago (or two) by Hermes Fumbler Smith Jr., a so-called mage with an innate ability to cause problems, botch spells and make enemies. His administrative skills weren't much better, and so the Order of magi he dreamt in became less than a bunch of magi causing mayhem. That's how the Disorder of Hermes was born.

The Disorder faces many dangers. Mundanes (non-magi people) doesn't love them much. Nobility doesn't invite them to their pompous jousts. Holy people of the Holy Fun Church think they are atheistic boring people. Most fay people think they are funny, at least as the target of their jokes! Magical creatures hates them because magi are always looking for ingredients for their magic potions and spells... they are so unpopular that they can't usually stand themselves!

Houses of The Disorder of Hermes: there are 13 houses of magi in the Disorder. Every house shares some particular idiosyncrasy, magical attitudes and flaws as well.

  • BjornBorg: this house has the greatest bunch of sportmagi in all The Disorder of Hermes. They are the strongest, fastest and most dexterous magi, and in some cases the silliest too.

      Typical shticks:

    • Incredible strength
    • Incredible speed

  • Bunnysagus: this house is filled with wise bunny magi. In fact, they are so wise that they are boring... most other magi don't take them very seriously. They are theoretician and systematic classic magi.

      Typical spells:

    • Conjuring

      Typical shticks:

    • Verbal boggle

  • Croissant: this is a house of fat magi with wonderful cooking skills. They are rivals of the house Meringuita, always wanting to demonstrate that they are the best cooks in the Disorder or Hermes.

      Typical spells:

    • Modified ray-thrower: cream pie spell

      Typical shticks:

    • Armour (fat)

  • Diesel: this is a house of frugal magi. Maybe even mean! They consume very little, both in magical and more mundane stuff (except if they don't have to pay for that stuff).

  • Ex Mischievous: don't let the name of this house fool you. Ex means 'extra'. This is a house of practical jokers, prone to play jokes on their fellow magi. This is a crazy house, but very funny!

      Typical spells:

    • Invisibility

      Typical shticks:

    • Quick change/disguise

  • Flammable: this house of dumb angry magi have a natural affinity with fire and magical fire. In fact, they have the most destructive spells of the whole Disorder, but they are much more related with fire. They are a really flammable house of magi! They burn really quick! They like to listen to heavy metal medieval music and wear black leather spiked tunics.

      Typical spells:

    • Ray thrower (fire)
    • Explosive body

      Faults:

    • Fire does 2 points more of damage to them

  • Jerkbiton: a house of pompous and serious magi, they believe they are a selected house of noble magi of a much better stock than the normal mage. They always wear nice and expensive clothes and are very vain with any non-jerkbiton magi. They are upper-class twits or plain dandies. Of course, they aren't invited to many parties!

      Typical shticks:

    • Verbal boggle

  • Mesmerizer: this is a house of cat magi without magical powers, though they are experts on the art of hipnotism! They are often despised by real magi, and used as messengers, butlers, maidens, trashmen and such by other magi. They are nicknamed 'Red cats' in the Disorder of Hermes.

      Typical shticks:

    • Hypnotism

  • Meringuita: the rival house of Croissant, they are specialized on creams, custard, pudding and other mushy stuff. They are strange magi, often associated with fay people (mostly fay cooks) and engaged in cream pie battles with Croissant magi.

  • Cutesitoris: this house of handsome (beautiful) magi is in charge of Hermetic justice. They are so cute that is almost impossible to oppose to their desires! The only one problem is that they are (typically) so conceited that they are much more worried about their look than about their magic studies. The greatest punishment they can inflict is not inviting you to their parties!

      Typical shticks:

    • Incredible beauty

  • Tremore: this is a house of manipulative magi, always looking for ways to amasse power, both mundane and political in the Disorder. They are meticulous, pensive and also the most coward magi all over the world! They lack the courage to achieve most of their goals, a thing that keeps them in a low power position...

      Typical spells:

    • Hypnosis

      Typical shticks:

    • Attract monsters

      Faults:

    • They have -2 points to all Chutzpah rolls to resist fear.

  • Thistlelus: a house of crass magi devoted to their gardening skills. They are very manipulative and aren't good company, as they like to cheat other magi to step over their gardens to challenge them to magic duels.

  • Verminius: this is a house of dirty and slovenly magi. They have inherited their founder's flaw, the lack of personal hygiene.

      Typical shticks:

    • Really really bad breath
    • Repulsive smell

Spells and other funny stuff: spells in this magical campaign setting are similar to shticks but not very much. They aren't as expensive to buy but they can be used a limited number of times each day.

Of course, any character can buy shticks if he can pay the price. The typical limit of two shticks per character still applies, with the added cost of +5 points to the second shtick.

Only magician characters (except Mesmerizer magi) can buy spells. A magi can buy a maximum of 4 spells at his/her creation.

Some spells are cheaper to some houses, although any magi can buy any spell. Any usual spell asociated to a house is worth 1 point less than normal to magi from that house.

A spell works like any shtick (base skill level 5), but can only be done 1D times a day.

Any not instantanous spell has a basic duration of 1 turn. They can be made last longer with an added difficulty of +1 per extra turn.

Spell list (modified shtick list):

Bag of many thingsCreate stuff (3 pts.)
Change shapeMetamorphosis (3 pts.)
Detect itemFind the item (1 pts.)
FlyingTWA (2 pts.)
HypnosisCharm furry (3 pts.)
Incredible speedHasty mage (3 pts.)
Incredible strengthConan's big brother strength (3 pts.)
InvisibilitySee-me-not (3 pts.)
Pet or sidekickCreate familiar (permanent) (2 pts.)
StretchingFlabby mage (2 pts.)
TeleportFrom here to there (3 pts.)
ArmourStone fur (2,3 or 4 pts.)
Create bad luckCurse (3 pts.)
Incorporeal bodyGhost mage (3 pts.)
Ray throwerCreate fire/lightning/etc. (2 or 3 pts.)
Wall climberSpider mage (2 pts.)
LeapFroggy mage (2 pts.)
Emit weird/scarry shadowsCreate illusions (3 pts.)
Furball fallFurather fall (2 pts.)
Un-natural coveringGrow silly things (2 pts.)
Repulsive smellRepulsion (3 pts.)
Dance feverUncontrollable dancing mage (3 pts.)
MimicElvis impersonator (3 pts.)
ConjuringCreate anything (4 pts.)
Explosive bodyNova spell (2 pts.)
Incredible beautyCharisma (3 pts.)
LycanthropyWeresomething (2 pts.)
Attract monstersSummon uglies (2 pts.)
Verbal boggleConfusion (3 pts.)
Skill boostSkillful mage (3 pts.)
Really really bad breathFire breath (3 pts.)
A spell usable on others is worth 1 point more.

Saving throws:

Who said magic was almighty? No, no. Every target of a magic spell has a slight chance of resisting its effects. The usual difficulty is 2 with 2D. Extreme dumbness makes its possesor tougher against magic! In this cases they have usually a base score of 5.

Holy men/women/furries are even more resistent. They have a base score of 7.

Magical or mystical creatures are as resistent to magic as holy people.

And, what about magi? They have a basic score of 2+(Chutzpah or Smarts, whatever the higher)-(Chutzpah or Smarts of the magi who casts the spell).

Just a note about the Holy Fun Church: they are people who follow the teachings of the Almigthy Al, who preaches that fun is good and has to be looked for by any healthy man. They are a cross between hippies, Hare Krisnha and californian surfers.

Just another needless note: you can find a short adventure based in this setting in the adventures section!


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