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Let's Play Cartoon Action Hour: Season 2
Mad Writter

[table of contents]
"Trooperbots, Transform and Roll-Out!"
=CAH:S2=

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:

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:

fried nuggets of wisdom such as, “This is gonna get hotter than a pig tap-dancin’ on a barbeque grill!”

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.

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.

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:

The following are the Restrictions Modifiers

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:

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:

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.

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:

indicate size, strength, and ruggedness. If you take at least a rating of 1 in it, add 3 to it automatically. 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.

indicate size, strength, and ruggedness. If you take it at least a rating of 1 in it, add 3 to it automatically. Defeated as well, though they remain in gestalt form.

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.

companions are Defeated as well, though they 000 remain in gestalt form.

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.]

3rd Feb '11 4:43:50 PM flag for mods
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