Let's Play Cartoon Action Hour: Season 2

Mad Writter

"Trooperbots, Transform and Roll-Out!"


Channel #3 - Character Creation

This is how you create P Cs for "Cartoon Action Hour". The first section is a Quick Over, revealing the steps of creating your character, followed by a reminder to make sure your character fit the series by checking the series guide that the Game Master gives out.

Our first sub-section here is Step One: General Information. The following contain these steps.

For the samples, I'm using Chrono Warriors as my series.

1. Character Name: Simple. The name of the character.

I.E.: Let's imagine that I had four players. One of them is a female named Katherine Valley. She is decide to make a female named Ebbie Stien, a scientist for the team. I approve of it—and she gets to work on the character sheet.

2. Player Name: This is where you place your own real name for your own character.

I.E: This is where Katherine Valley put her own name.

3. Series Name: The name of the series you will be playing

I.E: This is would be "Chrono Warriors" as the series is name.

4. Group Affiliation: This is the group that the heroes belong to.

I.E: Not knowing the heroic group name, Katherine comes back and talk to me. I decide that good guys are know "Chrono Warriors" and the bad guys are know as "Chrono Wreckers". With that knowledge, Katherine puts "Chrono Warriors" down as the Group Affiliation for Ebbie.

5. Appearance: How does the character looks? Try not too bland with the character since no kids would won't by a regular man or woman with a regular outfit.

I.E.: Katherine decides that Ebbie Stien is a tall woman with red hair and blue eyes usually dressed in a sliver shirt, skirt and shoes underneath the usual white cartoon lab coat. It's pretty good appearance—and not a regular outfit for a man or woman the 1980s.

6. Factoids: From CCM: "Now that you understand the qualities that all Cartoon Action Hour heroes have in common, you need to consider a handful of tidbits about the character’s personality or background that make your hero unique. Write down several of them on your character sheet. These are called Factoids and they help you define your character’s personality without you having to scribe an entire bio. Plus, Factoids give you a bit more breathing room than a full bio, allowing you to develop him or her more thoroughly as the series progresses. If something interesting about your character comes up during play, simply add a new Factoid to your sheet. It’s that simple.

Here are some examples:
  • “Can be very foolhardy”
  • “Writes novels”
  • “Independently wealthy”
  • “Plays guitar”
  • “Enjoys reading literature”
  • “Extraordinarily good-looking”
  • “Parents mysteriously disappeared when he was ten years old”
  • “Has a crush on [insert character name]”
  • “Talks with a thick southern drawl”
  • “Paints in the abstract art style”
  • “Has a quick temper”
  • “Always speaks in rhyme”
  • “Calls people ‘man’ a lot”
  • “Has a sister named Veronica, who is a television reporter”
  • “Cannot speak”
  • “Likes to quote movie lines”
  • “Is the only person in her family who isn’t a sorcerer”

Another cool thing about Factoids is that you can use them as inspiration for later steps in the character creation process. They can help you determine Traits and Subplots.

Furthermore, they can give the GM intriguing ideas for episodes during the series. For example, if your character has “Doesn’t know who his father is”, the GM might base an episode around the character trying to learn the truth… even if the truth isn’t pleasant.

Lastly, the GM may grant you a +1 to a check if he feels a Factoid may actually be of assistance. A character may not be given this bonus more than once per episode."

I.E.: Katherine decides on the factoids that make Ebbie as a character. Katherine decide on a few things: "The Roswell Crash of 1950s is always on her mind.", "She uses long words", "her uncle disappeared in Russia in the 1960s.", "has a love affair with romance films". With these done, I got a few personality quick and some two plot idea of what to do with the series.'

Before we move on to the next section they is a sidebar with a list of classic retro-toon types that appeared in the 1980s start from CCM herself:

  • "The Leader: This character was traditionally the most levelheaded of all the heroes. He knew how to accomplish whatever the group needed. He was often portrayed as the straight man.
  • The Brute: This guy provided the muscle. While there were an endless variety of brutes in the cartoons, many of them were either daft or big teddy bears.
  • The Renegade: This character was a maverick that always did things his own way, often disregarding the concerns of others. More often than not, the renegade was the youngest of the heroes and dressed or wore his hair a bit... differently.
  • The Martial Artist: This is the character who, in most situations, could take out the bad guys with his bare hands. They were often ninjas, and were nearly always introspective and spiritual.
  • The Veteran: This character was the grizzled old guy with lots of experience. Quick to grumble about the brash actions of the younger heroes, he always tried to give others advice based on his experience.
  • The Charmer: Smooth-talking and handsome, this character could charm the heck out of anyone. He was typically easy-going and had a half-smile when using his wiles.
  • The Brainiac: While he didn’t possess any substantial physical abilities, this character used his intelligence to make himself a worthwhile addition to the team. He was often the wizard, the computer expert, or the strategist.
  • The Cowboy: Complete with a thick southern drawl and maybe a Stetson hat, the cowboy was usually portrayed as the classic “good ol’ boy.” His specialties varied wildly, from piloting ships to fist fighting, but he usually spouted off country-
fried nuggets of wisdom such as, “This is gonna get hotter than a pig tap-dancin’ on a barbeque grill!”
  • The Grease Monkey: Gearheads, Mechanics, or Fixers. Whatever you want to call them, nearly every series had one. These folks would rather be under a hover-car or a planetary starship than duke it out on the fled of battle.
  • The Rookie: This archetype was new to the team – or his powers. Just learning the ropes was hard enough, but often he had a teenaged alter ego’s social life to contend with as well.
  • The Smart Alec: The character that took everything lightly and only lost his glib replies and witty banter in the most dire of circumstances. Villains often lost their temper when confronted with his jokes, puns, and running commentary on their wacky uniforms or code names."

Now to "Step Two: Subplots"

7. Subplots: Subplots are the Story Hooks of Season Two with OOMPH as the given object instead of Experience Points as it was in the first Season. They are few types of subplots you can choice from the rule book or you can make you own with GM's approval. You can also swap a existing subplots with another one, but only if the GM's approval of it. You can't gain more then one OOMPH per subplot. The normal limit for subplot is three.

Archenemy: Someone's out to get your PC. They dislike the P Cs so much they go out their way to make his life a big pain in the neck. Upon taking the subplot, you decide on who your enemy is. You gain Oomph when ever the archenemy makes a significant impact on your character.

Emotion Ties: Having love ones is good, but it can become a ultra-sized headache for the your PC. Upon taking this subplot, you decide who your love is. It can be a gossip-loving older sister, a bossy younger brother, a favorite uncle, the PC's girlfriend/boyfriend, or a trouble magnet of a friend. Your character feel compelled to help or save this character, which can make his life harder then usual. Whatever the case may be, you gain Oomph whenever the character’s devotion gets him in hot water (such as having to rescue his loved one from the clutches of the antagonists).

Mental Hang-Ups: The character has some kind of mental or emotion problems. There's no end of the possible variations — phobias, disorders, compulsions, hatreds, obsessions, and so on. Upon taking this subplot, you must choice what type of hang-up the character has. You get OOMPH when this type of subplots gets into your way.

'Mystery Complication: Taking this subplots, means that forcing the GM to decide the subplot for you. When you least expect it, the GM will reveal the subplot he picked for your character. When this surprised subplot is revealed, your character earns Oomph.

Physical Flaw: The character's body doesn't function right. They is no ends to possible variations – blindness, missing limbs, muteness, deafness, no opposable thumb, and so forth. When this become a major problem for your character, you get Oomph.

Reliant: Reliant is adjective meaning depending on or needing somebody or something. In this case, this could mean "water" for mermaids or a magic item for someone who would die with out it. When this limits your character's actions, you gain Oomph.

Secret: The character has a past or part of a past the kept secret from the others for very good reason. If the secret was to get out, his or her life would be ruined or drastically altered for the worse. Alternatively, the character might not have skeletons in his closet, but instead has knowledge that must be kept secret at all costs. Upon taking this Subplot, you must decide what the secret is. You gain Oomph whenever the existence or potential revelation of the secret adversely affects the character.

Stigma: The character doesn't really fit into society. He’s monstrously ugly, holds highly unpopular opinions, belongs to an ostracized race, or otherwise isn’t appreciated by the majority of the people in the series. Upon taking this Subplot, you must decide what the stigma actually is. When the stigma gets in the way or negatively affects the character, you earn Oomph.

Susceptible: This means easily affected by something. Such as "fire" for a ice creature or an infamous green rock for a certain famous comic book superhero. Upon taking this subplot you must designate the nature of the susceptibility. You must also consult the GM to come up with a suitable penalty for being near the item or substance in question. You gain Oomph whenever the character suffers damage from this Subplot or if the character’s actions are negatively affected by it.

Vow: The character has a vow that is ultra-important to him. He or she will kept to this vow no matter what life throws at them. On taking this subplot, you must decide what the vow is. When this is hard to keep for the character, you get OOMPH.

Weakness: The character is affected more intensely by damage of a certain nature or from a particular source. Upon taking this Subplot, you must define what kind of damage the character has a weakness to. Additionally, you should collaborate with the GM in order to figure out how much extra damage the character suffers. You gain Oomph whenever the character suffers damage from this Subplot or if the character’s actions are negatively affected by it.

I.E: Now, Katherine has to decide to make a few subplots for Ebbie. After looking over. She decide on Vow ("Getting rid of the Chrono Wreckers for good") and Mental Hang-Up ("Never does anything evil")

Our next sub-section is "Step Three: The Traits".

8. Traits: From CCM: "Each character has its own set of factors that affects what he or she can do in the game. Cartoon Action Hour represents these factors with Traits. A Trait is a word or even phrase that can almost always be classified as one of two things:

1) Something the character can do (an innate ability, skill, talent, superpower, magic ability, alien characteristic, etc.) or 2) Something the character possesses (a weapon, piece of equipment, armor, mystic artifact, high-tech gadget, vehicle, companion, shield, etc.)"

After this CCM reminds you that you need Po P Ps. This is usually around 30 Po P Ps. They isn't any traits written in stone. The narrowest the traits the better. The reason is revealed in the next chapter. Instead of "ninja" trait you use the follow "extremely agile", "stealth", "super-strength", and "martial arts"

From CCM: "Once you decide on your Trait names, it might be helpful to know how potent they are. That’s why we have ratings. Every Trait is given a rating, generally ranging from 0 to 8. In fact, if a character doesn’t have an appropriate Trait that is helpful to the situation at hand, he defaults to 0. It must be noted that ratings can go higher than 8, but you must obtain permission from the GM in order to have a rating that high.

The rating itself has a separate meaning depending on what the Trait is supposed to represent.

  • If the Trait is an innate ability, a skill, or something else that reflects the character’s own talents, the rating represents the character’s level of competency with it.
  • If the Trait is a weapon, equipment, vehicle, or armor, the rating reflects its quality.
  • If the Trait is a power, alien ability, spell, or other superhuman ability, the rating represents a combination of its raw efficiency and the character’s
ability to put it to use

Things are can't be done by characters are consider detriment traits. These get 1x or 2x for how bad they are. For I.E., "Walking" could be a mermaid's weakness. This can get humors—imagine what happen when a person with "Terrible Driver 1x" needs to drive a vehicle to escape a enemy hideout. You earn Po P Ps for these—but only up to 6 Po P Ps. They may time when you can't decide on whether it's a detriment trait or subplot. You cannot take something as both subplot and detriment trait.

Positive Traits Rating as CCM puts it: "As mentioned previously, you automatically gain a certain number of Proof of Purchase Points to spend (30 is standard), in addition to any extra you gained by taking Detrimental Traits. Each Proof of Purchase Point spent gives a single Trait a cumulative +1 rating up to and including a rating of 4. Each +1 rating beyond that costs 2 Proof of Purchase Point. Therefore, if you spend 4 Proof of Purchase Points on one of your Traits, its rating will be 4. If you want a rating of 5, however, you’ll be shelling out 6 Proof of Purchase Points."

Action Features are traits that the character's ability that make it different from any one else. "Super-Speed", "Plasma Sword", "Storm Magic", "Electric Whip", "Darkness Grenades" (AHEM!), are examples of Action Features. If it as one or more Modifiers or almost always a action figure.

They is a table for indication what the trait rating means. Since I can't do a table I just do a list as usual.

  • 2x = Poor
  • 1x = Mediocre
  • 0 = Average
  • 1 = Good
  • 2 = Great
  • 3 = Awesome
  • 4 = World Class
  • 5 = Enhanced
  • 6 = Superhuman I
  • 7 = Superhuman II
  • 8 = Superhuman III
  • 9+ = Cosmic

Before I make a long list of modifiers. They is one Modifer in a sidebar that we have to deal with Duration. This is what CCM means by a Duration: "Traits that represent powers, spells, or other supernatural/superhuman abilities are often considered to have a fixed duration. This is determined by common sense and the GM’s decision. Whenever the duration of a Trait isn’t obvious, you can assume that the effects last until the end of the current scene. Giving it the “Extra Duration” Bonus can alter this. A few examples of Traits that are considered to have a duration: “Paralysis”, “Gas Cloud”, “Transform Enemy”, “Sleep”, “Invisibility”, “Mind Control”, and “Increase Trait”. In almost every case, any Trait with the “Trait Boost” or “Trait Zap” Modifiers will have a fixed duration

They are Bonus Modifiers which cost 1 Po P Ps (with a few expectations) and they are Restriction Modifiers which earns you 1 Po P Ps (with a few expectations). In the list I write down the cost or earn when it's more then the regular 1 Po PP.

First are the Bonus Modifiers:

  • Advantage: From CCM: "An Advantage is a minor miscellaneous benefit that improves the Trait’s effectiveness. Upon selecting this Bonus, you must choose what the benefit is and write it down next to the Bonus itself. The GM may veto the chosen Advantage if he feels it is too potent. Some examples include: “Can bounce the attack off of objects”, “Effects are not visible”, or “Can affect incorporeal targets”. Unlike other Bonuses, you may take this Bonus multiple times; each time represents a different advantage."
  • Area: This is attack that covers the entire area.
  • Big Gun: This weapon is only used against vehicles. It doesn't really hit character directly. It lands near-by and the impact character hurtling though the air and into a wall or another vehicle. In order to have this bonus, the trait must have the "Enhancer" bonus. When firing against characters, subtract 2 from the bonus given by the Enhancer; if the Enhancer normally only provides a +1 boost, then this will cause a –1 penalty to the Trait being enhanced. When firing against a vehicle or structure (such as a building), add 3 to the bonus given by the Enhancer. When firing at anything else, use the normal bonus given by the Enhancer.
  • Cluster: This one is cost you a whopping 3 Po P Ps. This is for the traits that are as broad as the size of a barn. More from CCM: "While the GM is the final arbiter of exactly what Traits fall into this category, the most common are ones like “Spell Caster”, “Wizard”, “Mental Powers”, etc. These allow the character to do too much with too little investment of Proof of Purchase Points. When the GM deems the Trait too encompassing, he may require you to take this Bonus, which may be purchased multiple times. Each time it is purchased, choose one of the following categories: Attack/Defense Cluster (combat related abilities), Transformation Cluster (changing yourself or others), Manipulation Cluster (altering the environment or minds), Movement Cluster (traveling unconventionally), and Miscellaneous Cluster (abilities that ft nowhere else). It must be noted that other Modifiers must be taken as normal (e.g., you must still buy “Transform” if you take a Transformation Cluster).
  • Companion: This traits means a friend that can be either a help or hinder to him. Before you can play with your character, you need to create a companion.
  • Defend: This trait can be use to help you defend against one attack durning a episode. This must be declared before the attack is roll. This can only be done one per episode.
  • Enhancer: From CCM: "The Trait with this Bonus still has its own rating, but its primary use is to increase the rating of another Trait under appropriate circumstances. To determine how much of an increase this Trait provides, divide its rating by 2, rounding fractions up. The most common use of the “Enhancer” Bonus is to represent weapons and armor. A Trait may only benefit from the “Enhancer” Bonus of one other Trait at a time."
  • Extra Duration: From CCM: "This Bonus can only be given to Traits that would have a duration. The Trait’s effects last until the end of the episode, rather than merely the rest of the scene. You may take this Bonus one additional time (but no more than that); the second time causes the Trait’s effects to last until the end of the current season. You must get the GM’s permission to take it a second time.
  • Multiple Forms: Want to do Springer or Astrotrain from "The Transformers"? You need this modified. It connects to the "Transform" Bonus. You can take it more then one each making a different transformation of the character.
  • Retained Traits: This is a trait that kept after transforming. As usual, this connects to the "Transform" Bonus"
  • Situational Boost: From CCM: "The Trait’s rating is increased by 2 under certain circumstances. Upon selecting this Bonus, you must choose what the circumstance is and write it down next to the Bonus itself. The GM may veto the chosen circumstance if he feels it is too potent. Some examples include: “In total darkness”, “When using it against large targets”, “When using it against robots”, “When flying”, “When underwater”, or “When angry”. You may take this Bonus multiple times; each time represents a different circumstance."
  • Specialty: This Bonus costs 3 Po P Ps and the trait must be 2 or higher in order to take his bonus. When using this trait, you get to roll 2 dice and take the most favorite result of the roll. You can do it twice—giving you the ability to get the favorite result of the roll from three dice.
  • Snare: From CCM: "This Bonus represents a Trait that can nearly immobilize a target character if successful. If the Trait normally requires an opposed check, then Snare works if you are successful in the check. If the Trait doesn’t ordinarily require an opposed check, then you must engage in one, using this Trait’s rating versus an appropriate Trait of the target. A snared character can do nothing but try to break free (a Miscellaneous action) each turn, though the GM can rule otherwise if the situation warrants it. To break free, the snared character must make an opposed check using an appropriate Trait versus the Trait that snared him.
  • Trait Boost (Self): This gives one of your traits up at least +1 bonus to it. You can take this more then once—and either boost the same trait more or give +1 bonus to another trait.
  • Trait Zap (Target): This zaps a enemy of one trait or type of trait. The target character while dealing with a successful zap suffers a - 1while using that trait or type of trait.
  • Transform: This bonus allows you to transform into different things.
  • Vehicle: This trait stands for smaller vehicles like bikes and motorcycles.

The following are the Restrictions Modifiers

  • Accessory: This is means the trait is a item that can be taken away temporary (dropped, stolen, lost, etc.) from the character. Think of the trait as a representing a item with in the action figure's box. If the action figure can hold it, it's accessory.
  • Disadvantage: The opposite of Advantage Bonus is the Disadvantage Restriction. Disadvantage is a flaw that make the trait not perfect. Some examples are "doesn't work in the day", "Doesn't work on humans", & "Must able to speak".
  • Fickle: This means the trait has attitude against it's order. More from CCM about this one, "After declaring that you’re using the Trait, but before you make the check, roll a d12. If you roll 4-12, proceed as normal, but if you roll 1-3, it doesn’t work this time.
  • Linked: This trait is linked to another trait. Upon taking this Restriction, you decide what trait it linked to. Super-Strong trait to a Power Armor trait is good sample of linking traits up. The trait can't be use unless the parent's trait is use. Both traits are rolled separately.
  • One-Shot: This gives you 2 Po P Ps, but can only be use ONCE PER EPISODE!!!
  • Oomph Powered: From CCM: "This Trait requires you to spend a point of Oomph each time you willingly use it for a check. This Restriction can be taken multiple times. Each time you take it, add an additional 1 to the Oomph cost for using the Trait."
  • Rotating: Need something to do homage to "The Centurions" homage? If I was betting man, I be the former-mention cartoon is the one that give CCM the reason to do this Restriction in. More from CCM: "This Restriction helps represent characters that switch off between using two or more sets of Traits during the series. In most cases, these Traits each have the “Accessory” Restriction, to reflect equipment, armor, or weapon sets. At the beginning of each game session, you must tell the GM which set your character will use during the episode. Only the Traits in the chosen set can be accessed this episode. Once you select a set, you may not switch off until the next episode. You must give this Restriction to each Trait in a set. Furthermore, you must note which set each Trait belongs to (“Set A”, “Set B”, etc.). A character cannot have more than 3 different sets."
  • Situation Setback: From CCM: "The Trait’s rating is decreased by 2 under certain circumstances. Upon selecting this Bonus, you must choose what the circumstance is and write it down next to the Bonus itself. The GM may veto the chosen circumstance if he feels it doesn’t restrict the character enough. Some examples include: “When in sunlight”, “While stressed out”, “When using it against metal”, “When near red objects”, “When not wearing armor”, or “While possessing one or more Setback Tokens”. You may take this Bonus multiple times; each time represents a different circumstance.
  • Trait Boost (Target): This boosts the target trait or a type of trait up +1 on taking this Restriction. If you can take this Restriction multiple time—and each time, +1 one to the boost trait or pick another trait to boost.
  • Trait Zap (Self): This zaps you to a trait or a type of trait to -1. You can take this multiple time and either zap the trait for another -1 or pick another trait to zap by -1.
  • Uncontrollable: In other words, Fickle turn Up To Elven.

Next up is creating companions. This can be robot, animal, or another human. You need a name, and description. Add 8 to the trait number rating for the companion, this gives you the number of Po P Ps to use in character your companion. Though a character have to give up 6 Po P Ps to go to 5, a companion, can just give up 6 Po P Ps for a trait rating of 6. They are few traits that can only be use by companions:

  • Can be Ridden: A mount like a horse, elephant, dragon, giant tiger, etc.). The rating is the number of people it can carry. For let's say his is rated 6 for dragon. He can carry only 6 people.
  • Cute Appearance: From CCM: "The companion is adorable or harmless in appearance. It can be used to deceive foes or to get them to attack a more threatening-looking character."
  • Funny Antics: From CCM: "The companion is humorous and often acts silly. This can be used to confuse opponents and even annoy them to the point that they gain a Setback Token in combat situations. That’s right! This can be used as a Trait when making an attack check
  • Bumbler: This is Detriment trait. This companion always find ways of getting itself and it owner in deep trouble.
  • Animal Intelligence: This is Detriment Trait. This companion acts more animal then any thing else.
  • Attack: This a natural non-ranged attack. Bites from fangs, claws from paws, squeezing ability from boa, etc. More from CCM: "The exception to this is if you want to give the critter a really exotic attack, like fame breath, psi-blast, or tentacle squeeze. This Trait represents a critter’s primary means of defending itself (much like a human’s fist.)

You can add up to two Subplots that you created to your character. Your character receives the Oomph for Subplots when animal subplots intervenes with the character's mission. Companion's threshold is -1 less then your character's threshold and doesn't have Oomph for it's self.

Next up is alternate forms. You need to decide the following: name of the trait, target, nature of the form, purchase traits, and choose subplots. The target can be either self, others, or objects. You can choose the following nature: humaniod, creature, robots, vehicles and weird stuff. Humaniods, creature, and robots are done like the regular characters. Vehicles follow the up coming vehicle rules. Weird stuff is something that you and your GM will have to hash out in face to face meeting. Like usual, add 8 to the trait rating to get your Po P Ps sending number. The traits rating are similar to the trait rating for companions—every thing cost the trait rating number.

Next up is the vehicle creating rules. Vehicle is the same rules as companions and alternate forms: add +8 to the trait rating number—and the cost is the trait rating number. You also need a name, purchase traits, and add subplots. Vehicle threshold are +2 to the character's threshold. They are few traits that vehicle have:

  • Armored: This is means the vehicle has armor or a force field to protect it from damage. If you take it at 1. You get an automatic +3, but it only for one vehicle toughness trait.
Maneuverability: The ability to move to on a dime for a vehicle. You need the Enhancer bonus, as this allows character to use a "Driving" (for cars, motorcycles, bikes) and "Piloting" (for airplanes, helicopters, and spaceships). If the vehicle is alternate form of a character, you don't need the "Enhancer" bonus.
  • Fast: The vehicle's speed. If you take it at least a +1, you get automatic +3, but it only for one vehicle's speed trait.
  • Cargo Space: From CCM, " This represents a vehicle with a cargo hold. If you really feel the need to know how much it can hold, assume that for each point of rating, the cargo area is 10 feet by 10 feet. This is only a rough estimate, mind you, so there’s no need to get hung up on details."

Next the Gestalts are explain as "beings comprised from multiple characters." More from CCM: "The characters that make up the gestalt are called the component characters. As strange as it sounds, this was a relatively popular trend in the retro-toons. Kids would naturally want to create the gestalt, so they would scurry out and snatch up all of the action figures of the component characters. It was an effective marketing strategy, but more importantly, the idea of characters combining to become one entity is just funtastic. Creating gestalts in Cartoon Action Hour is surprisingly simple.

First of all, each component character needs to have a Trait called “Gestalt”, followed by the name of the entity. Thus, if the gestalt is named Mauler, each character would need to be given the “Gestalt – Mauler” Trait. The characters needn’t have identical ratings for the Trait, making it possible for one character to have “Gestalt – Mauler 4” and another to have “Gestalt – Mauler 2”. If the GM insists, you will have to designate what part of the gestalt’s body your character represents (left arm, head, torso, etc.).

Once the characters are completed, all the players involved must create the stats for the gestalt itself. Add up the component characters’ “Gestalt” ratings and multiply it by 2. This is the number of Proof of Purchase Points the gestalt is to be created with. For the most part, this is handled identically to creating normal characters, with the following exceptions:

  • Since gestalts tend to be extremely large, you should seriously consider taking a Trait called “Gargantuan” (or something similar). This Trait can be used to
indicate size, strength, and ruggedness. If you take at least a rating of 1 in it, add 3 to it automatically.
  • The gestalt doesn’t have its own base Oomph score. Any of the component characters can spend their own Oomph while in gestalt form.
  • The gestalt’s Threshold is equal to the highest Threshold of the component characters +3. However, if the gestalt is Defeated, all the component characters are Defeated
as well, though they remain in gestalt form."

This is for characters. In other words, you can made better a version of the "Teenage Tattoo Aliens from Beverly Hills" with this rule book. But itching to play Voltron or "Power Rangers", then the Vehicle Gestalt is just want the GM order. More from CCM: "Rather than the characters making up the gestalt, it could be decided that the characters’ vehicles (i.e., Traits with the “Vehicle” Bonus) will fill that role. In such cases, they are individually referred to as the component vehicles.

  • The component vehicles must be given the “Gestalt” Trait instead of the characters.
  • Since gestalts tend to be extremely large, you should seriously consider taking a Trait called “Gargantuan” (or something similar). This Trait can be used to
indicate size, strength, and ruggedness. If you take it at least a rating of 1 in it, add 3 to it automatically.
  • The gestalt doesn’t have its own base Oomph score. The characters with the component vehicles can spend their own Oomph to affect the gestalt.
  • The gestalt’s Threshold is equal to the highest Threshold of the component vehicles +1. However, if the gestalt is Defeated, all the component vehicles are
Defeated as well, though they remain in gestalt form.
  • Trait ratings over 4 only cost 1 Po PP per rating “point”

But what if you want to make companions to the gestalt business. Now that's a idea looking into animating it. More from CCM: "In a vein similar to vehicle gestalts, you can decree that your characters’ companions (i.e., Traits with the “Companion” Bonus) will merge together to form a gestalt. In such cases, they are individually referred to as the component companions.

  • Should you wish to go this route, the component companions must be given the “Gestalt” Trait instead of the characters.
  • The gestalt doesn’t have its own base Oomph score. The characters with the component companions can spend their own Oomph to affect the gestalt.
  • The gestalt’s Threshold is equal to the highest Threshold of the component companions +1. However, if the gestalt is Defeated, all the component
companions are Defeated as well, though they 000 remain in gestalt form.
  • Trait ratings over 4 only cost 1 Po PP per rating “point”."

Who's get the be the boss when doing the gestalts? All players should agree on the action of the gestalt. If they can't agree one things, the one with the highest "Gestalt" rating. Tie Breakers are should be determined randomly.

I.E: ''With most of the work done, Katherine has to do Ebbie's traits. She knows that Science Knowledge is the queen for Katherine. She start to a making a list of item

Science Knowledge (Specialty — Level 1 or Level 2?) Resourceful (Regular trait) Agile (Regular trait) Plasma Whip (Action Figure) Driving (Regular trait)

Recalling that she has 30 Po P Ps. She decide to make Science Knowledge a Specialty at Level 1. She decide on 4. Making her send 7 Po P Ps. She makes Resourceful and Agile traits at 3. For the Plasma Whip she takes Enhancer and Snare Bonus and the Accessory Restriction. She rates the Plasma Whip at a 6.

Science Knowledge 4 (Specialty) = 7 Po P Ps Resourceful 3 = 3 Po P Ps Agile 3 = 3 Po P Ps Plasma Whip 6 [Enhancer +3, Snare, Accessory] = 9 Po P Ps. Driving 2 = 2 Po P Ps

She has a decide to make. Save 4 Po P Ps to level her Oomph up to 3 or add more traits. She decide on doing the latter. She decide on Swimming at 2 Po P Ps—afraid that I would drop her in a lake or something. She also take Medical and Repair traits at 2—not trusting the other players to make doctor or mechanist.

Swimming = 2 Po P Ps Medical = 2 Po P Ps Repair = 2 Po P Ps.''

Next sub section is: "Step Four: Stats".

9. Base Oomph: This is how much a character has in Oomph to start off with. This starts off at 2, but you can send 4 Po P Ps for 1 Oomph. Starting characters' Oomph can't be higher then 4.

I.E.: Ebbie's Base Oomph is 2.

10. Threshold: Add +8 to the Base Oomph to get your threshold.

I.E: Ebbie's Threshold is 10.

11. Battling Rating: A character rating for scene based combat. It reflects the character's competence at fighting in his or her own way.

I.E: Ebbie's Battling Rating is 6 which is the trait rating of her Plasma Whip trait.

[Author Note: I pause her until tomorrow. Then I do the NYK for this chapter then move on to the "Rules" Chapter. I got a show to watch.]