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Cartoon Action Hour: Season 2 "Playset"

Cartoon Action Hour: Season 2 "Playset"

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Published by Cynthia Miller
This is the free demo version of the Cartoon Action Hour: Season 2 role-playing game. If you like the action-adventure cartoons of the 1980s, then you'll love this game!
This is the free demo version of the Cartoon Action Hour: Season 2 role-playing game. If you like the action-adventure cartoons of the 1980s, then you'll love this game!

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Published by: Cynthia Miller on Sep 17, 2008
Copyright:Attribution Non-commercial

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05/09/2014

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About The Game  
Playset  Playset  
Welcome to the Cartoon Action Hour: Season 2 Playset. Within these pages,you’ll fnd all the material necessary to take the game out or a spin!So, buckle up and get ready to revisit the cartoons o the 1980s!
Cartoon Action Hour 
is a roleplaying gamethat seeks to emulate the wham-bang exuberanceo the hal-hour action-adventure cartoons o the1980s… or as we like to call them, “retro-toons”.Unlike many RPGs,
Cartoon Action Hour 
isn’ttied to one specic setting. It’s quite the opposite,actually. This game is intended or use with virtuallyany cartoon-like setting imaginable. This may lead you to wonder i 
Cartoon ActionHour 
is a “universal” or “generic” game. The answer tothis is a resounding “no”. While the game is adaptableto numerous dierent styles o series, the rules weredesigned specically to accommodate the style o action ound in the retro-toons. I you try to use therules or anything else, you’re going to have yourwork cut out or you.
Cartoon Action Hour 
was builtrom the ground up using “cartoon logic” and everyaspect o gameplay supports that. In other words, it’snot just a universal RPG gussied up with retro-toonart; every rule was created with retro-toons in mind.
What you neeD 
In order to play, you’re going to need a ewthings. First and oremost, you should get your handson a ew 12-sided dice (reerred to as “d12s” or simply“dice”). About 3-5 o them should suce. You canpurchase d12s at most game or hobby stores.You should also get some scratch paper, andsomething to write with, as well as something to useas tokens (beads, poker chips, coins, hard candies,etc.). These are used to keep track o certain thingsduring the game.
1
 
Traits
All characters in the game have Traits. Traitsrepresent a combination o several things, such as skills,knowledge, raw abilities, and talents. They can alsorepresent less mundane aspects o a character, suchas powers, weapons, spells, armor, gadgets, andalien abilitiesThere is nolist o set-in-stone Traits. Rather, youget to create themyoursel.O course,having the Traitsand knowing howgood the characteris at them are twodierent thingsaltogether. A Traitis measured bysomething calleda rating. Most Traits have ratingsbetween 0 (average)and 8 (high-leveledsuperhuman), buthigher ratings arecertainly possible. The lower end o the spectrum(i.e., Traits that the character isn’t very good at arerefected by Detrimental Trait ratings, o which thereare two: 1X (mediocre) and 2X (poor).I a character doesn’t have a Trait that covers aparticular area, the rating deaults to 0.Some Traits are given Bonuses and Restrictionsthat aect how they work. You’ll nd a ew o themon page 8 o this booklet. 
Checks
Whenever the GM eels that the outcome o anaction or situation would be made more interestingby adding a random element, he can require a check.In most cases, a check tests one o the character’s Traits.Making a check is about as simple as couldbe. Roll a die and add an appropriate Trait ratingto the result. I the Trait has a Detrimental ratingor the character doesn’t havean appropriate Trait, don’t addanything to the roll; instead, youroll one or more Detriment Dice(see below). The GM compares theresult to a Diculty Number(plus the roll o a die) thathe selected to refect thetrickiness o the task. I thetotal equals or exceeds theDN result, the character issuccessul. Most regularchecks have a DN o 0.Anything higher refectsmore dicult tasks.
Opposed Checks
Sometimes, a character’sactions are directlycontested by anothercharacter. In such cases,both participants in thestruggle make a check.Whoever gets the highestresult wins.
Beneft/Detriment Dice 
Characters aresometimes allowed to roll oneor more Benet Dice in additionto the initial die normally rolledor a check, taking the highestresult.Other times, charactersare orced to roll one or moreDetriment Dice in addition tothe initial die normally rolledor a check, taking the lowestrolling die.I a Trait is rated 1X, roll1 Detriment Die. I it’s 2X, roll 2Detriment Dice. 
Important Concepts 
Sample  Traits 
Abilities and Skills
“Actor”“Agile”“Amazing Endurance”“Animal Wrangler”“Archer”“Athletics”“Born to the Saddle”“Bruiser”“Businessman”“Charming”“Clever”“Computer Expert”“Cool Under Fire”“Crack Shot”“Detective”“Eagle Eyes”“Fast Runner”“Good Judge o Character”“Great with Swords”“Intimidating”“Inventor”“Martial Artist”“Master o Disguise”“Medic”“Ninja”“Perceptive”“Rugged”“Scientist”“Scout”“Tough as Nails”“Tough”“Tracker”
Accessories and Gear
“Arm-Mounted Cannon”“Chest Plate”“Clad in Iron”“Cybernetic Arm”“Enchanted Ring”“Grenades”“Magic Amulet”“Massive Club”“Mystic Helmet”“Pistol”“Power Armor”“Rife”“Rocket Pack”“Shield”“Sword”“Throwing Stars”
Beyond Human
“Become Incorporeal”“Blends Into Surroundings“Energy Blast”“Fire Breath”“Flight”“Force Field”“Invisibility”“Move Objects With Mind”“Scaly Skin”“Shield Spell”“Spell-Slinger”“Super Vision”“Superhuman Dexterity”“Super-Strong”“Teleport”“Thunder Punch”“Transorm into Sports Car”“Wizard”
2. 
 
Initiative
When a ght breaks out, it’s important toknow what order everyone acts in. Generally, the GMcan use common sense to determine the order. Forexample, i the villains sneak attack the heroes, thevillains are likely to go rst. O course, i it’s ambiguousor the GM wants to insert a little randomness, he cancall or an initiative roll. It’s important to note thatinitiative rolls are not considered checks.The player whose character has the highestbase Oomph (see below) rolls the die and adds thatnumber to the result. The GM does the same, butadds 1 to the roll or most NPCs and 3 to the roll orthe episode’s master villain. The highest rolling sideor team acts rst, ollowed by the next highest rollingteam, and so on. This order is maintained or the resto combat.
What Happens in a Turn?
During a turn, each character involved in thescene can move and then take an action or take anaction and then move. Once all the characters havedone so, the turn is over and a new one begins.In most cases, it doesn’t matter exactly howar a character moves during a turn. The GM usescommon sense as his guide.
Attack Procedure
I an attack actionis made, a combat check is necessary. The playercontrolling the attackerdescribes what hewants the character todo and selects his mostappropriate Trait to use. The player controlling thedeender describes howhe wants to avoid theattack and selects his mostappropriate Trait.
The Combat Check 
 The combat check unctions almost identicallyto any other opposed check. The dierences lie in thepotential repercussions should the attacker succeed.For purposes o reerence and clarity in later text,the combat check consists o two components: theattack check and the deense check.
The Attack Check:
 
Cartoon Action Hour 
doesn’t havea list o ready-made combat Traits, thus making itimpossible or us to tell you exactly what Traits to usewhen attacking. Instead, we instruct you to select a Trait that could easibly be used to deeat an enemy. The attacker makes a check as normal, usingthe chosen Trait. This is called the attack check. TheGM may object to the Trait you choose i he doesn’teel that it’s appropriate.
The Defense Check:
 
Just as with Traits used orattacks, there is no authoritative list o set-in-stone Traits usable or avoiding deeat. It’s simply a mattero selecting a Trait that could be construed as beingdeensive in some way.Ater the attacker makes the attack check,the deender makes his check as normal, using thechosen Trait. This is called the deense check. The GMmay object to the Trait you choose i he doesn’t eelthat it’s appropriate. 
Combat  
Combat  Terms 
Combat Check: 
 Theopposed check madeby both the attacker(s)and deender(s) to deter-mine i the attack is suc-cessul. It is comprised o the attack check and thedeense check.
Attack Check:
The check made by the attackerusing a Trait that couldbe used to deeat anenemy.
Deense Check:
 The check made by the deenderusing a Trait that couldhelp him avoid beingdeeated by the attacker.
3. 

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