Toon Traits & Abilities
Traits and Abilities that can only be acquired by Toons.
Species Traits and Abilities are those that can only be acquired by creatures that have the necessary species prerequisites.
Purchasing these with XP will allow creatures to invest further into their own bodies and natural abilities.
Toon Traits & Abilities
Acquire with XP
Traits
Whimsical
XP Cost: 2 Prerequisites: Toon
As a fledgling toon you contain large amounts of whimsy, which, as we all know, powers the abilities of toons.
Effect: Increase your Panache or Willpower Pool Maximum by 2.
Half Full of Whimsy
XP Cost: 3 Prerequisites: Toon, Whimsical
As an intermediate toon you are nearly full of whimsy, which, as we all know, powers the abilities of toons.
Effect: Increase your Panache or Willpower Pool Maximum by 2.
Full of Whimsy
XP Cost: 4 Prerequisites: Toon, Half Full of Whimsy
As a powerful toon you are full of whimsy, which, as we all know, powers the abilities of toons.
Effect: Increase your Panache or Willpower Pool Maximum by 2.
Cartoon Permanence
XP Cost: 1 Prerequisites: Toon
Your cartoon conjurings are more potent than those of other toons.
Effect: You now roll a d6 instead of a d4 for the Duration of your Cartoon Power Effects.
Cartoon Plot Armor
XP Cost: 1 Prerequisites: Toon
You are a toon and as such, a fictional character. Your fictional nature grants you certain protections.
Effect: You are considered to have 10 Maximum Armor Points, even while wearing no armor.
Thick Cartoon Plot Armor
XP Cost: 2 Prerequisites: Toon, Cartoon Plot Armor
You are a toon and as such, are a fictional character. Your well liked and fictional nature grants you certain protections.
Effect: You are considered to have 20 Maximum Armor Points, even while wearing no armor.
Favored Cartoon Plot Armor
XP Cost: 3 Prerequisites: Toon, Thick Cartoon Plot Armor
You are a toon and as such, a fictional character. Your exceptionally well liked and fictional nature grants you certain protections.
Effect: You are considered to have 30 Maximum Armor Points, even while wearing no armor.
Cartoonish Resilience
XP Cost: 1 Prerequisites: Toon
Your toon body is capable of receiving much more punishment than a mortal one.
Effect: Your HP Pool is increased by 2 for each level you have gained.
Cartoonish Features
XP Cost: 1 Prerequisites: Toon
Your toon body has outlandish and cartoonish features.
Effect: Choose a single Attribute: Strength, Constitution, Dexterity, Intellect, Wisdom or Charisma. The chosen Attribute is increased by 4.
Suspension of Disbelief
XP Cost: 1 Prerequisites: Toon
Your cartoon physics allow you to complete feats and survive situations that mortals would find to be an impossibility.
Effect: Whenever you Roll a Natural 1 on a Skill, Attack or Saving Throw Roll, you may re-roll it once. You must keep the 2nd roll.
Abilities
Cartoonish Recovery
XP Cost: 1 Prerequisites: Toon
You can recover from injuries as easily as other creatures dust themselves off.
Action: Full Round Action
Effect: You regain a number d4s of HP equal to your current level + 1.
Improved Cartoonish Recovery
XP Cost: 2 Prerequisites: Toon, Cartoonish Recovery
You can quickly recover from injuries as easily as other creatures dust themselves off.
Action: Full Round Action
Effect: You regain a number d6s of HP equal to your current level + 1.
Perfected Cartoonish Recovery
XP Cost: 3 Prerequisites: Toon, Improved Cartoonish Recovery
You can rapidly recover from injuries as easily as other creatures dust themselves off.
Action: Full Round Action
Effect: You regain a number d8s of HP equal to your current level + 1.
Cartoonish Escape
XP Cost: 1 Prerequisites: Toon
You can escape grapples and restraints more easily due to your cartoon physics.
Action: Full Round Action
Cost: 1 Willpower or Panache
Effect: You automatically escape a grapple or add a Destiny Die to a Skill or Saving Throw Roll made to escape Restraints.
Cartoon Creations
XP Cost: 1 Prerequisites: Toon
You can pull common cartoon objects and props seemingly out of nowhere.
Action: Motion
Cost: 1 Willpower or Panache
Effect: Create a cartoon version of a Common item of your choice from the age appropriate buyer’s guide. The item appears in your hand or pocket. The created item has cartoonish physics and will dissipate in 1d4 +1 Rounds.
Complex Cartoon Creations
XP Cost: 2 Prerequisites: Toon, Cartoon Creations
You can pull uncommon cartoon objects and props seemingly out of nowhere.
Action: Motion
Cost: 2 Willpower or Panache
Effect: Create a cartoon version of an Uncommon item of your choice from the age appropriate buyer’s guide. The item appears in your hand or pocket. The created item has cartoonish physics and will dissipate in 1d4 +1 Rounds.
Powerful Cartoon Creations
XP Cost: 3 Prerequisites: Toon, Complex Cartoon Creations
You can pull rare cartoon objects and props seemingly out of nowhere.
Action: Motion
Cost: 3 Willpower or Panache
Effect: Create a cartoon version of an Uncommon item of your choice from the age appropriate buyer’s guide. The item appears in your hand or pocket. The created item has cartoonish physics and will dissipate in 1d4 +1 Rounds.
Falling Piano
XP Cost: 2 Prerequisites: Slap Toon
You can cause a cartoon piano to fall from the sky, seemingly out of nowhere.
Action: Motion
Cost: 1 Willpower or Panache
Range: 10 Meters / 1 Meter Blast
Effect: Cause a cartoon grand piano to fall on a 1 Meter Blast Area within Range. Creatures within the area must Roll a Dexterity Saving Throw. The DC is equal to 12 + Training Modifier.
Fail: Creatures that Fail the Saving Throw are dealt 2d10+2 Non-Lethal Damage and suffer from the Stunned Condition until the end of their next turn.
Pass: Creatures that Pass the Saving Throw are dealt half the above damage and suffer from the Dazed Condition until the end of their next turn.
Falling Anvil
XP Cost: 2 Prerequisites: Slap Toon
You can cause a cartoon anvil to fall from the sky, seemingly out of nowhere.
Action: Motion
Cost: 2 Willpower or Panache
Range: 10 Meters / Single Target
Effect: Cause a cartoon anvil to fall on a single target within Range. The targeted creature must Roll a Dexterity Saving Throw. The DC is equal to 14 + Training Modifier. Objects, items and structures are automatically hit.
Fail: Creatures that Fail the Saving Throw are dealt 4d12+6 Non-Lethal Damage and suffer from the Stunned Condition until the end of their next turn.
Pass: Creatures that Pass the Saving Throw are dealt half the above damage and suffer from the Dazed Condition until the end of their next turn.