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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="marcoasalazarm" data-source="post: 2848934" data-attributes="member: 26698"><p><strong>Toon Racial Feats.</strong></p><p></p><p>I once remember seeing a Thread ehre about 'Toon Feats'. Since at the time I was thinking about adding American Cartoons to this mess (and they should have a slightly different approach to 'physics' that normal Anime Fictions and the Humans), I saved it.</p><p></p><p>Now, well, here I am on the verge of adding a Toon Racial Write-up (stil working on it), so I decided to go add these Racial Feats. Only Toon characters can grab them, when given te chance to.</p><p></p><p>------------------</p><p></p><p>“Hey, Cut It Out” (Toon)</p><p>You don’t only make people hesitate on their actions, you look at them in the eye and stop them cold. Or more like squint them in the eye… whatever.</p><p>PreRequisite: Cha 15+, Confident.</p><p>Benefit: This action is activated with an Action Point. Once done, you have a +4 bonus to Intimidate, this bonus stacks with any other applicable bonuses.</p><p>However, this bonus can only be used to make the target ‘cut it out’ (stop attacking, using a gadget, talking or other actions). On the following action, the target can make any other action, but he’s shaken for purposes of trying to continue the activity you told them to ‘cut out’.</p><p></p><p>Comedic Timing (Toon).</p><p>You’re a master at odd times, to make people laugh, to get into a situation, or to get OUT of it.</p><p>Prerequisite: Escape Artist 4 ranks, Bluff 4 Ranks.</p><p>Benefit: The character can perform an action impossible for a normal human, as long as it is done in a humorous manner. This includes painting holes, removing handcuffs, and the like - all subject to the player's imagination and GM's patience. If something makes the latter laugh, it should probably be allowed.</p><p>Special: This feat cannot be used to obtain a tactical benefit during combat, unless a character uses it to retreat.</p><p></p><p>Comedic Weapon of Opportunity (Toon)</p><p>No matter where you go, rest assured that you’ll have a nice variety of weapons at arm’s reach… like a pie. Or a banana. Or the ever-reliable anvil.</p><p>PreRequisite: Comedic Timing.</p><p>Benefit: The character can obtain a ‘weapon of opportunity’ from the surrounding environment, at the GM’s call. This ‘weapon of opportunity’ must be used in a comedic fashion, can only make subdual damage (regardless of what it is), and standard proficiency rules apply. Aside from that, it’s fair game.</p><p></p><p>Exit Stage Right (Toon)</p><p>’Walls don’t make a prison’… and you know how to leave it with grace.</p><p>Benefit: The character can make a hole through a wall or other barrier as a means for quick escape.</p><p>Special: The hole takes the same shape as the toon’s normal form. People or other toons without this feat cannot use the new exit.</p><p></p><p>Extremely Fast Disguise Change (Toon)</p><p>Benefit: The character can change into a disguise as a move action (free action if the disguise was already prepared, like under regular clothes). Characters searching for the Toon must then make two Spot rolls, one for noticing the Toon change and one to counter the Disguise check. This doesn’t replaces the necessity to make the disguise, though.</p><p></p><p>Extremely Fast Disguise Creation (Toon)</p><p>Prerequisite: Extremely Fast Disguise Change, Disguise 4+ Ranks.</p><p>Benefit: The Toon can fashion a disguise in 1d4 minutes, instead of the 1d4x10 minutes standard to the Disguise skill.</p><p></p><p>Slow Faller (Toon)</p><p>A common gag is to have the Toon standing on the air for a second before he looks down and falls. Contrary to popular belief, it can only be done for a short time, but when you’re standing over a cliff, it’s long enough to terrify anyone.</p><p>Benefit: Whenever the character is in danger of a fall that may cause falling damage, he spends one round suspended in midair before the fall begins. Other characters may attempt to prevent the fall which begins as normal in the next round.</p><p></p><p>Midair Scramble (Toon)</p><p>Usually, after looking down, the Toon will try to run for the nearest ledge. Sometimes he makes it, sometimes he doesn’t.</p><p>Prerequisite: Slow Faller.</p><p>Benefit: During the round in which a character with the Slow Faller feat hangs in midair, he may make a Dexterity check (DC 12) to move to any piece of solid ground within 5’.</p><p></p><p>Sensitive Appendage (Toon)</p><p>Prerequisite: Base form with a large appendage.</p><p>Benefit: A single or matched set of body appendages – tail, ears, tongue – is unusually active. The character can use the sensitive appendage to make touch attacks or move like a typical arm and hand. A sensitive appendage can carry objects of Tiny or smaller size, or secure the toon’s body to something, requiring an opposed Strength check to dislodge it.</p><p></p><p>Prehensile Appendage (Toon)</p><p>Prerequisite: Sensitive Appendage, Dexterity 13 or more.</p><p>Benefit: The sensitive appendage is flexible enough to hold normal objects and use them as if they were held in a hand. Weapons fired behind a toon or around corners suffer the usual penalties for blind fighting.</p><p>Special: Toons with a Strong, Prehensile appendage can hold Large objects.</p><p></p><p>Strong Appendage (Toon)</p><p>Prerequisite: Sensitive Appendage, Strength 13 or more.</p><p>Benefit: The sensitive appendage is exceptionally strong, adding +5 to any Strength checks to resist dislodgement or Break checks.</p><p>Special: Toons with a Strong, Prehensile appendage can hold Large objects.</p><p></p><p>Extensible Appendage (Toon)</p><p>Prerequisite: Sensitive Appendage, Intelligence 13 or more.</p><p>Benefit: The sensitive appendage can extend up to 15 feet away from the Toon. All activities that can be done with the appendage are done as normal, although some others (like grappling) require an additional ranged touch attack roll.</p><p>Special: Toons with a Strong, Prehensile appendage can hold Large objects.</p><p></p><p>Detachable Appendage (Toon).</p><p>Benefit: The Toon can detach a part of his body and ‘remote operate’ it from a short distance. The distance is 20 feet and as long as the Toon can concentrate, the appendage can perform actions as normal. This requires a Concentration check on part of the Toon, the GM has a final call on what can and can’t be done and how hard it is (using a computer with a detached hand would require the Toon to be able to see the action, for example).</p><p>Special: The Detachable Appendage need not necessarily to be the same as the other feats (a toon can have detachable eyes, for example, or could consider a glove an ‘appendage’ for this feat’s ends). The GM has a final call on what can be applied to this feat.</p><p></p><p>King Size (Toon)</p><p>Some Toons are just too large for their birches.</p><p>Benefit: The character is one size larger than the average member of his species. Adjust stats for the new size normally.</p><p>Special: A character can take this feat more than once.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 2848934, member: 26698"] [b]Toon Racial Feats.[/b] I once remember seeing a Thread ehre about 'Toon Feats'. Since at the time I was thinking about adding American Cartoons to this mess (and they should have a slightly different approach to 'physics' that normal Anime Fictions and the Humans), I saved it. Now, well, here I am on the verge of adding a Toon Racial Write-up (stil working on it), so I decided to go add these Racial Feats. Only Toon characters can grab them, when given te chance to. ------------------ “Hey, Cut It Out” (Toon) You don’t only make people hesitate on their actions, you look at them in the eye and stop them cold. Or more like squint them in the eye… whatever. PreRequisite: Cha 15+, Confident. Benefit: This action is activated with an Action Point. Once done, you have a +4 bonus to Intimidate, this bonus stacks with any other applicable bonuses. However, this bonus can only be used to make the target ‘cut it out’ (stop attacking, using a gadget, talking or other actions). On the following action, the target can make any other action, but he’s shaken for purposes of trying to continue the activity you told them to ‘cut out’. Comedic Timing (Toon). You’re a master at odd times, to make people laugh, to get into a situation, or to get OUT of it. Prerequisite: Escape Artist 4 ranks, Bluff 4 Ranks. Benefit: The character can perform an action impossible for a normal human, as long as it is done in a humorous manner. This includes painting holes, removing handcuffs, and the like - all subject to the player's imagination and GM's patience. If something makes the latter laugh, it should probably be allowed. Special: This feat cannot be used to obtain a tactical benefit during combat, unless a character uses it to retreat. Comedic Weapon of Opportunity (Toon) No matter where you go, rest assured that you’ll have a nice variety of weapons at arm’s reach… like a pie. Or a banana. Or the ever-reliable anvil. PreRequisite: Comedic Timing. Benefit: The character can obtain a ‘weapon of opportunity’ from the surrounding environment, at the GM’s call. This ‘weapon of opportunity’ must be used in a comedic fashion, can only make subdual damage (regardless of what it is), and standard proficiency rules apply. Aside from that, it’s fair game. Exit Stage Right (Toon) ’Walls don’t make a prison’… and you know how to leave it with grace. Benefit: The character can make a hole through a wall or other barrier as a means for quick escape. Special: The hole takes the same shape as the toon’s normal form. People or other toons without this feat cannot use the new exit. Extremely Fast Disguise Change (Toon) Benefit: The character can change into a disguise as a move action (free action if the disguise was already prepared, like under regular clothes). Characters searching for the Toon must then make two Spot rolls, one for noticing the Toon change and one to counter the Disguise check. This doesn’t replaces the necessity to make the disguise, though. Extremely Fast Disguise Creation (Toon) Prerequisite: Extremely Fast Disguise Change, Disguise 4+ Ranks. Benefit: The Toon can fashion a disguise in 1d4 minutes, instead of the 1d4x10 minutes standard to the Disguise skill. Slow Faller (Toon) A common gag is to have the Toon standing on the air for a second before he looks down and falls. Contrary to popular belief, it can only be done for a short time, but when you’re standing over a cliff, it’s long enough to terrify anyone. Benefit: Whenever the character is in danger of a fall that may cause falling damage, he spends one round suspended in midair before the fall begins. Other characters may attempt to prevent the fall which begins as normal in the next round. Midair Scramble (Toon) Usually, after looking down, the Toon will try to run for the nearest ledge. Sometimes he makes it, sometimes he doesn’t. Prerequisite: Slow Faller. Benefit: During the round in which a character with the Slow Faller feat hangs in midair, he may make a Dexterity check (DC 12) to move to any piece of solid ground within 5’. Sensitive Appendage (Toon) Prerequisite: Base form with a large appendage. Benefit: A single or matched set of body appendages – tail, ears, tongue – is unusually active. The character can use the sensitive appendage to make touch attacks or move like a typical arm and hand. A sensitive appendage can carry objects of Tiny or smaller size, or secure the toon’s body to something, requiring an opposed Strength check to dislodge it. Prehensile Appendage (Toon) Prerequisite: Sensitive Appendage, Dexterity 13 or more. Benefit: The sensitive appendage is flexible enough to hold normal objects and use them as if they were held in a hand. Weapons fired behind a toon or around corners suffer the usual penalties for blind fighting. Special: Toons with a Strong, Prehensile appendage can hold Large objects. Strong Appendage (Toon) Prerequisite: Sensitive Appendage, Strength 13 or more. Benefit: The sensitive appendage is exceptionally strong, adding +5 to any Strength checks to resist dislodgement or Break checks. Special: Toons with a Strong, Prehensile appendage can hold Large objects. Extensible Appendage (Toon) Prerequisite: Sensitive Appendage, Intelligence 13 or more. Benefit: The sensitive appendage can extend up to 15 feet away from the Toon. All activities that can be done with the appendage are done as normal, although some others (like grappling) require an additional ranged touch attack roll. Special: Toons with a Strong, Prehensile appendage can hold Large objects. Detachable Appendage (Toon). Benefit: The Toon can detach a part of his body and ‘remote operate’ it from a short distance. The distance is 20 feet and as long as the Toon can concentrate, the appendage can perform actions as normal. This requires a Concentration check on part of the Toon, the GM has a final call on what can and can’t be done and how hard it is (using a computer with a detached hand would require the Toon to be able to see the action, for example). Special: The Detachable Appendage need not necessarily to be the same as the other feats (a toon can have detachable eyes, for example, or could consider a glove an ‘appendage’ for this feat’s ends). The GM has a final call on what can be applied to this feat. King Size (Toon) Some Toons are just too large for their birches. Benefit: The character is one size larger than the average member of his species. Adjust stats for the new size normally. Special: A character can take this feat more than once. [/QUOTE]
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