
Psycho Toon - After The Pie Holocaust
By Theslin Wanders-through-Bramble
Welcome to the world of Psychos!
Following the complete and total collapse of civilization after the
Thermonuclear Cream Pie strikes of 1996, the last survivors--mostly
cockroaches--struggled to rebuild the world they once knew. Oddly
enough, establishing communication between the scattered creatures of
Post-Pie earth was no problem--the strange green fallout from the nuclear
pies had given every living animal Astounding Mental Powers! The
trick, of course, was to get the survivors to use these powers for the
reconstruction of the Golden Days of Old. As there were survivors in places
besides Old (a body of water in Canada), this would prove to be difficult,
amazing mental powers or no.
Character Types:
There isn't very much beauty in the Post-Pie world. Just about everyone
is scruffy, beat-up and dirty--many wear eye-patches and are missing ears.
Some people are mutants--they might have extra ears! That's just the way
it is. People dress in worn-out clothes--survival takes precedence over
fashion. The only people who can afford to look good are the Barons, and
there aren't many of them. Anyway, Barons have notoriously bad taste in
clothes.
Psychos
Okay, so everyone's a psycho. Psycho--shortened from Psychotically
Endowed Individual by someone who wasn't too good at
shortening--represent the bulk of Post-Pie characters. They have
Astounding Mental Powers--psychos are Just Folks in the Psychos!
setting.
Irvings
Irvings--a contraction of Psychotically Disabled (again, it's obvious
that some people just can't shorten!)--are rare people. They were
underground when the Pies Came Down, and weren't affected by the strange
green fallout that gave the rest of the world Psychosis. No psycho
really likes the Irvings, so they aren't invited to many parties. Any
Psychotically Aware character can tell an Irving when he sees one. Irvings
can't be Psychotically Attacked, 'cause they're, like, immune.
Barons
Barons are usually very psychotic. They have to be--Barons have alot
of people to control, places to rule, you know how it is. Barons are
usually cruel, tyrannic rulers. They also tend to be fat, ugly
creatures with some unpleasant mutations (and bad breath). A Baron will
never let a character live after they've threatened his power. There
aren't more than fifteen or twenty Barons--they spend as much time
bumping each other off as they spend on removing lower-profile threats.
Mutants
These are the degenerate animals who always seem to attack heroes when
they are least expected. Not long after The Pies, many isolated groups
of critters decided that they were just as happy without civilization,
thank you very much. They'll lie in wait, just beside the roads to
tackle truckers and mug passing bands of characters. It's easy to
recognize mutants--years of living outside in the strange green fallout
has radically changed their bodies. Mutants always have really weird
haircuts, are often totally the wrong color, and sometimes have nasty
cuts, sores, and misplaced body parts. When they bother with dressing,
they prefer Creamy Peppercorn Ranch. Ha ha. Really, they don't wear
much clothing, are covered with dirt and grunge, and they smell pretty bad.
Truckers
What is there to truck? Why are there so many truckers? Who knows?
Truckers always seem to be inexplicably going down highways, crossing
form city to city, occasionally stopping for tea at the Baron's house.
No-one knows why they do this--there's very little commerce and industry
in the pie-blasted world of Psycho!, but they drive, night and day,
without any real reason to do so. Maybe someday the secret of the Truckers
will be discovered.
Thought Patrol
These annoying people wear black with silver gloves, top hats and tap
shoes. These articles are designed to highten their psychotic
abilities, but have no noticable effect, except that a Thought Patroller
cannot use his psychosis without them. The Thought Patrol are a
self-employed, self-styled elite group of troops who insist on everyone
keeping their minds to themselves. Thought Patrollers will never stand
for anyone practicing mind-to-mind combat, particularly if their own
powers aren't involved in the dispute. Thought Patrollers are very keen
on filling out forms, and will always take time out of any squabble to
double-check their paperwork. THEN they'll mindfry their opponents.
New Rules
Psychotic Energy Units
Psychotic Energy Units are used in combat only. The number of energy
units posessed by any one character is (Smarts score+Chutzpah score+5).
No character can have less than 0 psychotic energy points, while Irvings
will never have more. More about these points in the NEW SHTICKS
section.
Zonking
A Zonked character is one who has overextended himself psychotically
or is suffering from some unpleasant psychotic attack. Zonked
characters can't do anything more than sit like vegetables, and
the only thing you can do for them is to wipe the drool off of their
cumulative chins.
New Shticks
Many shticks from Supertoon are found in the desolate lands of Psychos!
So far, Animal Control, Animate, Animate Plants, Confuse, Darkness,
Density Control, Drain, Flying, Teleportation, Force Field, Gravity
Control, Illusion, Light, Magnetism, Mental attack and Screen, Mind
control, Mindwarp, Cosmic Shift, Alien Empathy, Mind Reading, Radar Sense,
Plant Growth, Silence, Telekinesis and Telepathy have been sighted. Mutants
often have stranger abilities--Bouncing, Body Of..., Clinging, Chameleon,
and many other strange body powers have popped up. Multiple Forms,
Stretching and Toughness appear to be Mutant favorites.
A psychotic character can buy as many psychotic shticks as he wants.
Bouncing, Clinging and the like are not considered psycho shticks, while
the shticks listed above--from Animal Control to Telepathy--are most
certainly available as psychotic shticks. Characters with enough Plot
Points can use those to acquire new psycho shticks, exactly as if they
were skill points (you remember--the thirty points your character started
out with?). Characters should always be able to learn new secrets by
going to wise old psychotic masters...
Psychosis (special)
This shtick is available, free of charge, to any non-Irving characters.
It grants its owner a large number low-power shticks. A character with
Psychosis can use any of the following shticks:
Telekinesis (with a shtick level of 2)
Telepathy (with a shtick level of 3)
Mental Screen (with a shtick level of 4)
Mind Control (with a shtick level of 2)
Meditation (with a shtick level of 2)
The Psychosis shtick package can never be improved. All of the
shticks that come with it are held to their abysmally low level. The
character may choose to buy any of these shticks for their full cost,
and can improve upon those as he sees fit.
MindBlast (6 pts.)
This shtick really packs a punch! Anyone using Mindblast
needs to concentrate for a whole turn--the turn after, he can Boggle any
single character--After the boggle that character will be totally
confused--unable to do anything but walk around in a daze--for 1 die of
turns. Irvings are immune to this shtick.
Link (3 pts.)
With this shtick, a psychotic character can lend his Mergs to another
character. The two need to touch--and then the Linking character can
give over as many of his Mergs as he sees fit.
Psychotic Exploration (4 pts.)
This dangerous shtick puts its user into the mind of another
character, where they can futz around as they choose. If the victim
makes a successful See/Hear/Smell roll, he will know about the
explorer's presence, and can REALLY give him trouble! Inside the
character's mind, the explorer must make a shtick roll every time he
tries to do something horrible to his victim. If the victim knows about
the explorer, he can do almost anything to his attacker--throw boulders
at him, create big pits, drip acid from waterfalls and dissolve the poor
schlep, or do any number of other hostile things (one die of damage per
attempt on the explorer's life).
The inside of a character's mind always looks kind of like a real
landscape--one that would seem really nice to that character. Areas
that relate to memory storage might feature data terminals or dusty
libraries, and if a Psychotic Explorer wishes to find some old memories,
these are the places he must seek out. Entering a character's mind is
identical to entering Cyberspace in the ToonPunk 2012 1/2 setting--the
explorer's body is left vulnerable until he returns to his own body. If
a character is killed while out of his mind, he will become Zonked for 1
die of turns. Irvings are immune to this shtick.
Detect Psychosis (3 pts.)
This shtick is very, very helpful for your typical paranoid Baron.
With it, a character gets a little mental alarm that goes off if anyone
uses psychotic powers within 100'--assuming the detector makes his
shtick roll. If he fails his roll, he might notice the NEXT use of
psychotics nearby, but he will completely miss that one spark of power.
And if that one power was a Mindblast...
Power House (8 pts.)
Handy, dandy power insurance for any mind-to-mind fighter! With this
power, he can build up energy for use at a later time. To use Power
House, the character must sit still and concentrate. The character must
make one shtick roll every turn--for each successful roll, he has stored
one little point of energy (His maximum energy storage is equal to his
shtick score). For each failed shtick roll, he looses an energy point.
When he is finished building up energy, he must make one last shtick
roll--if he fails that one, he looses all of his stored energy points.
He will also loose all his stored energy if some rude, insensitive
schnook comes up to him and bonks, Boggles or disturbs him in any way.
Each energy point represents one single shtick roll that the character
will automatically succeed in. Once the character has energy in
storage, he can choose not to make shtick rolls for any psychotic power
(I.e., any powers listed as a New Shtick, or any of the ones listed in
the really long second sentence in the paragraph marked "New Shticks.")
If the character is using stored energy points in Psychotic Fighting, he
cannot fail his roll, but he still must roll to find out how much
"whammy" was in his attack--if he goes over his shtick score, he can
roll again.
Psychotic Fighting (or "Mind Fu"--6 pts.)
If you REALLY want to have a good time with your psychosis, you've
gotta learn to use it to make other people Fall Down! Every psycho has
a certain number of Psychosis Units (or "Mergs"--who is the guy that
makes up all of these acronyms?) which show how much "psychotic damage"
he can stand. In a fight in which both psychos are using Mind Fu, the
fighters must each make a Psychotic Fighting shtick roll--the person who
successfully makes his roll with the higher number wins, and the other
guy looses one of his Mergs. Using Psychotic Fighting can never drop a
person to below 0 Mergs. Using the Mind Fu shtick doesn't drain Mergs.
- Psychotic Attacks:
These attacks can only be picked up if the
character can already use the Psychotic Fighting attack. When
each is used, it drains a certain number of Mergs from the
attacker. The other guy will always be able to retaliate,
either with Mind Fu or an Attack. Both people must make a roll
against whatever shtick (or attack) they are using. The person
with the highest score--again, without going over his shtick/attack
roll--wins. They still lose however many Mergs that particular
attack cost (Unless they only used Mind Fu), but the other guy will
probably lose more. Remember: A character can never have less than
0 Mergs!
Psychic attacks are bought and payed for like any other
shticks--the only difference is that the character must have
Mind Fu in his selection of shticks. All Psychotic Attacks cost
3 skill or plot points, and a character's Psychotic Attack
scores can be raised in the normal Shtick-boosting fashion.
Irvings are immune to all Psychotic Attacks.
Here are the Psychotic Attacks known to Animator at this time:
Psychotic Eggbeater
Cost (in Mergs): 1 Damage (in Mergs): 1 die
Psychotic Eggbeater is the simplest of the psychotic attacks.
It has no special effects, other than draining your enemy's
Mergs at a fairly rapid pace.
How it Works: Psychotic Eggbeater makes its defender think
about two things at once. Then, it sticks in a third thing.
Then it pops in a fourth. Before it's finished, the poor
defender is trying to think of sixty-eight things at one time!
MindBroil
Cost (in Mergs): 2 Damage (in Mergs): 1 or 2
MindBroil should only be used after working the defender down
0 or 1 Mergs. Once this is accomplished, MindBroil 'em!
If MindBroil is used on a character with 0 Mergs, that person
will be Zonked for 1 die of turns.
How it Works: MindBroil only has its full effect when the
defender is really worried about losing a fight. When you're
worried it's harder to think, and the defender's brain will
easily overheat if the proper "buttons" are pushed.
Fuddle
Cost (in Mergs): 1 Damage (in Mergs): 0
When Fuddle is successfully used in psychotic combat, the
defender will be a little bit confused. In fact, he will be so
confused that his next attack will be made against any poor
schmuck nearby, instead of the Fuddle-user.
How it Works: Fuddle's effect is identical to that had by
wonking the psychotic defender over the head with a ball-peen
hammer, except that it does no damage.
Synapsesnap
Cost (in Mergs): 3 Damage (in Mergs): 2 dice
Synapsesnap has no special effect, but from a damage
perspective, it is one of the most powerful psychotic attacks
available.
How it Works: Synapsesnap releases a whole bunch of nervous
energy in the defender's brain. In effect, the character thinks
about three thousand different and equally profound
thoughts--and then his mind gets plumb tuckered out.
Mental Scissors
Cost (in Mergs): 3 Damage (in Mergs): 0
Mental Scissors cut the defender's access to his Merg supply.
He will be an Irving--totally immune to mind attacks, and
totally unable to attack--for one die of turns.
How it Works: The use of Mental Scissors is a simple matter
of telling the defender's mind to "look over there" for the place
where his energy is stored. Eventually, the bewildered brain
will wise up--that's what minds are for, after all.
Whammy
Cost (in Mergs): 4 Damage (in Mergs): 0
Whammy does no actual damage in Mergs--it just makes the
defender Fall Down!
How it Works: Piece of cake. The attacker just has to trick
the defender into believing that he's Fallen Down--it's amazing
what some people will Fall for.
MindBoggling
Cost (in Mergs): 2 Damage (in Mergs): 0
Mindboggling sets the defender's mind reeling for a whole
turn! This attack should only be used under dire circumstances,
as a MindBoggling roll of 12 will Boggle the user...
How it Works: The attacker simply whispers "Your shoelace is
untied," "Is that your house I smell burning?" or some other
shock-inducing statement. The defender's own imagination takes
care of the rest.
Characters should feel free to develope other Psychotic Attacks,
if they so choose.
Note: In the Psycho! setting, many shticks have been altered or are
worthless. weird Science suffers one of the biggest handicaps--with an
almost total lack of metal, a Scientist is going to be at a loss to
create any scientific items. The Bag of Many Things looses its ability
to create metallic items. The Stunt Driving shtick becomes a very
powerful tool--a character with this ability can still use it to its
full effect, even when driving an eighteen-wheel Truck! The Dungeons &
Toons spells Armor, Create Gizmo and Piano From the Sky will never work
in Psycho! weird Weaponry (A Masters of Toon Fu shtick) becomes more
useful than ever in creating every-day armaments. Fancy Shooting (from
the Way-Out West) becomes quite costly, given the price of gunpowder.
No shtick undergoes as powerful a change as Wild Imagination--because of
the nature of psychotic minds, Wild Imagination functions as a powerful
Cosmic Shift, without the restrictions usually associated with that
shtick! Irvings are, of course, immune to these effects.
Stuff
There are almost no high-tech items in the world After the Pies. Most
of civilization's luxury items--pocket blenders, fingernail polish and
Cheese Spread--vanished under tons of radioactive cream filling. Many
items are primitive, and metal items are very, very, very rare. Except
for trucks.
Trucks
For reasons unknown to Man or Rabbit, Trucks always patrol the endless
stretches of road. Some of them carry supplies to distant towns, others
apparently are out because their owners enjoy the drive. Trucks are
frequent targets for mutant raiders and psycho hitchhikers.
Motorcycles
The only form of motorized transportation, besides
trucks. motorcycles will be really beat up, with rust and dents, or
really new, with bright red paints and decals of various venemous
animals (Snakes, spiders and lawyers). Gangs of mutant bikers often
pursue trucks for great lengths.
Mutant Packs
Hordes of mutants roam the plains, sacking cities and ambushing
truckers. How can a player deal with a pack of sixty or seventy
mutants? Will he join them?
Metal
Following the collapse of the World As We Know It, steel became the
world-wide currency. For some reason, a Bag of Many Things can never
create a metal item, so the value of a crowbar has not suffered the
effects of inflation.
Weapons
Spears, swords made of obsidian, spiked clubes, and the occasional
bicycle chain make up a typical Post-Pie arsenal. Guns and bullets are
really valuable commodities--you could easily trade one to a local
chieftain or Trucker for any number of sundry goods. Gunpowder is an
entertaining substance, in and of itself.
Barons usually have all sorts of fun toys--automatic rifles, grenades,
and Salad Shooters, just to name a few. Nothing is beyond the reach of
these tycoons. If you want to steal a few weapons (the kind you don't
have to carve out of rock), go to a Baron's house!
Places To Go
Most parts of the country in Psycho! look about the same--twisted trees,
blasted landscape, and the occasional roadsign. Some areas warrent
specific mention...
Deserts
Vast areas of desolate waste, even more barren than the regular areas.
Nothing can live here for long, but characters in the Desert will often
find towns straight out of the Way-Out West which have somehow managed
to survive the Thermonuclear Pies. Is it a real town? A ghost town? A
mirage?
Barons' Estates
The best possible place to go for free weaponry. A Baron will often
hire a character, just for grins, and then try to feed him to a pet
three-headed alligator, but during the time between hiring and supper, a
crafty psycho can often lay his hands on all sorts of fun stuff.
Barons' Estates often have lush gardens with colorful mutant plants.
Barons will occasionally keep animals as well--the more eccentric Barons
like to scrounge up weird, horrifying mutant beasts for their private
zoos. Would-be thieves should stay alert for these dangers.
Forests
These areas are actually green! True, the trees tend to drool on people
who walk past, but they seem friendly enough. Strange hermits, possibly
deranged after years of exposure to Pie Fallout, might live in a
forest--crowds of mutants will undoubtably inhabit these verdant areas.
Mutant Camps
Some mutants live in caves, while other tribes of the creatures live in
nomadic villages ("Okay, Bunkie, don't forget your sleeping bag!").
Some mutants are just fun-loving individuals who like dressing in dirty
loincloths and basking in irradiated air. Others--unfortunately, the
more common sort--are nasty, and will rob anyone who sets foot anywhere
near their heavily booby-trapped camps. One crowd of half-horse,
half-squid mutants might not have the same morals as the next crowd of
half-horse, half-squid mutants, so when a tribe of mutants invites the
characters over for dinner, always check out the menu beforehand.
Roads
Roads seem to be the centerpiece of any really intense Psycho! campaign.
A quest to protect a fleet of Truckers from hordes of mutants or bikers
can be a long-running adventure. Just getting a ride with a
non-maniacal Trucker is a sort of adventure, in its own right.
Caverns
Found deep in forests or high in mountains, these are the places in
which the Irvings hid themselves when the Pies fell. Caverns are always
inhabited by Irvings, who live in peaceful bliss with others of their
own kind. Naturally, when an Irving settlement is found out, they will
be quite upset and will fight back. Irvings often have access to
equipment from the Pre-Pie eras...
Things To Do
Save the Baron!
One of the wealthy Barons is going to be attacked by a tribe of mutants
five thousand strong! "Well," you think, "Let him rot." But when he
offers to pay you for your trouble, the offer's a little too tempting to
pass up.
Back to Nature
Join the Mutants! The characters decide that yes, civilization is a bit
of a bummer, so they trek out to the local forest to sign on with the
mutants. Will they accept the characters? What if the characters
offered to join with one of the more Cannibalistic tribes? And most
importantly...what happens when the characters start showing signs of
the Pie Fallout themselves?
Protect the Fleet!
Twelve Truckers are heading out on a journey across the continent, and
they need brave characters to protect them against mutants and bikers.
Now, if the characters can only remember which side they're on...
Mad Matt
Mad Matt is a tall, muscular wolverine. He hires himself out as a
mercenary, but his short temper frequently ends his relationships with
his employers before they really begin. Matt has thick, brown-black fur
with a stripe of dark and light grey down his back. He only wears green
fatigue pants (which hides him very well against the pink desert sand)
and a bright red bandana, worn as a headband. Matt has a gun that can
hold ten-bullet cartridges--his pride and joy. His Back Pockets will
always have four extra cartridges and all the necessary materials for
cleaning his baby.
Beliefs & Goals: Growl. Bare teeth. Try and be Mr. Congeniality for
my bosses. Sweat whenever possible--damp wolverine fur is a great
conversation-starter. Never pass up a chance to save some poor damsel in
distress (no matter how many arms she has!)
Hit Points: 16 Speed: 6 Mergs: None--Matt is an Irving.
Muscle: 6
Break Down Door: 8
Climb: 8
Fight: 9
Pick Up Heavy Thing: 9
Throw: 8
Zip: 5
Dodge: 7
Drive Vehicle: 8
Fire Gun: 10
Jump: 8
Ride: 7
Run: 7
Swim: 5
Smarts: 3
Hide/Spot Hidden: 3
Identify Dangerous Thing: 6
Read: 3
Resist Fast-Talk: 3
See/Hear/Smell: 6
Set/Disarm Traps: 7
Track/Cover Tracks: 5
Chutzpah: 1
Sneak: 7
All other Chutzpah Skills: 1
Shticks:
Incredible Luck: 8
Toughness Vs. Physical: 8
Baron Vonne Blotmo Cannon
The Baron is a truly lovely person--he's a gigantic, bloated rat, 7'
high and 5' wide whos fur is falling out in patches. This is probably a
dietetic problem, as Cannon eats constantly--his favorite foods are
chocolate, cheese, and Artificial Drink Sweeteners. When he can
actually reach his Back Pockets, they contain various sugar substitutes,
a gun, and a radio that he can use to call his personal bodyguards
(well-armed, highly trained mice).
Beliefs & Goals: Baron Vonne Blotmo Cannon exists to serve himself.
He will always try to weasel out of a fight, bribing any attackers.
The Baron is a fanatic about finding his favorite foods--most Truckers
know this, and bring massive quantities of these substances to the lands
around Blotmo Manor. Blotmo continually talks about loosing weight, and
is always on some diet program or another.
Hit Points: 12 Speed: 2 Mergs: 17
Muscle: 2
Break Down Door: 2
Climb: 1
Fight: 4
Pick Up Heavy Thing: 4
Throw: 3
Zip: 1
Dodge: 1
Drive Vehicle: 5
Fire Gun: 8
Jump: 1
Ride: 5 (Oh, the poor horses...)
Run: 1
Swim: 3
Smarts: 6
Hide/Spot Hidden: 7
Identify Dangerous Thing: 8
Read: 7
Resist Fast-Talk: 8
See/Hear/Smell: 9
Set/Disarm Trap: 6
Track/Cover Tracks: 5
Chutzpah: 6
Fast-Talk: 8
Pass/Detect Shoddy Goods: 8
Sleight of Hand: 6
Sneak: 2
Shticks:
Psychosis
Force Field: 7
Detect Psychosis: 6
Power House: 9
Psychotic Fighting: 6
Whammy: 8
MindBroil: 8
Psychotic Eggbeater: 9
Redbriar Tornear
Redbriar is the leader of the Furry Road Nuisances--a large tribe of
mutants who make things difficult for Truckers. He is a tall, slim,
well-built young fox who glows in the dark and has odd blue markings all
over his red pelt. Yes, Redbriar's left ear is badly torn--he claims it
was damaged during a horrible battle with a mutant elephant-bear.
Redbriar lost that particular fight "But," he says, "You should see
the bear!"
Redbriar rarely wears anything more than a loincloth and his
face paints, unless he is wearing his "ceremonial garb"--a three-piece tuxedo.
He carries a flint spear, bow and arrows, and a large amount of herbal tea.
He and all members of his tribe carry little bottles of poison for their
arrows--a horrible toxin that boggles anyone who gets it in their bloodstream.
Beliefs & Goals: Always act cool for company. Lead the tribe into
Glorious Battle against the Truckers of the world. Try to impress any
pretty ladies I find running loose.
Redbriar is a strong leader, but will never stay at home during a
battle--he prefers to lead the charge himself! He is just a little
sensitive about his ear.
Hit Points: 10 Speed: 6 Mergs: 13
Muscle: 4
Break Down Door: 6
Climb: 7
Fight: 8
Pick Up Heavy Thing: 5
Throw: 6
Zip: 5
Dodge: 9
Drive Vehicle: 3
Fire Gun: 8
Jump: 7
Ride: 8
Run: 6
Swim: 5
Smarts: 4
Hide/Spot Hidden: 7
Identify Dangerous Object: 7
Read: 4
Resist Fast-Talk: 5
See/Hear/Smell: 7
Set/Disarm Traps: 7
Track/Cover Tracks: 9
Chutzpah: 4
Fast-Talk: 4
Pass/Detect Shoddy Goods: 5
Sleight of Hand: 6
Sneak: 8
Shticks:
Psychosis
Power House: 8
Psychotic Fighting: 7
Detect Psychosis: 6
Psychotic Eggbeater: 7
Iyatolla Kopenhaggan
Iyatolla is the current head of the Psychotic Trucker's Union of the
Post-Pie Planet. The name "Iyatolla" strikes fear into the hearts of
Barons everywhere. Even tribes of mutants will run when they see her
coming. Iyatolla is a large woman--she carries an amount of bulk that
would normally be associated with a character of the rhinocerous
persuasion, but with the grace of a tiger. As humans go, she's fat, but
just about perfect for her job as the Trucker Boss. Iyatolla never
developed her psychotic powers--she spent more time lifting heavy crates
with her arms than with her mind.
Iyatolla always carries her Tool Kit, a large crate of strange, foamy
beverages, and some weaponry she bought from mutants--she has almost
every wierd weapon found in the Toon Fu campaign setting.
Beliefs & Goals: Never, never trust a Baron. They'll cheat you every
time. Never, never trust a mutant, particularly if he's dragging a
large wooden horse behind him. Always trust truckers. Irvings are
okay, I guess, if they've got drinks. Make a point to cheat Barons
whenever possible. Try and fast-talk people into buying drinks.
Hit Points: 20 Speed: 7 Mergs: 11
Muscle: 5
(All Muscle Skills: 6)
Zip: 6
Dodge: 7
Drive Vehicle: 9
Fire Gun: 6
Jump: 6
Ride: 6
Run: 7
Swim: 6
Smarts: 4
Hide/Spot Hidden: 4
Identify Dangerous Thing: 5
Read: 8
Resist Fast-Talk: 8
See/Hear/Smell: 6
Set/Disarm Traps: 4
Track/Cover Tracks: 4
Chutzpah: 2
Fast-Talk: 6
Pass/Detect Shoddy Goods: 6
Sleight of Hand: 2
Sneak: 2
Shticks:
Psychosis
Incredible Strength: 7
Tool Kit of Many Things: 5
Any Given Thought Patroller
Any species. Any hight, width, physical stature. Always wears black,
a top hat, silver gloves and tap shoes. It's impossible to sneak in tap
shoes, but that's okay.
Beliefs & Goals: No-one Shall Use Psychotic Abilities Without Filling
Out The Proper Forms!!!
Hit Points: 9 Speed: 4 Mergs: 14
Muscle: 4
Break Down Door: 7
Climb: 4
Fight: 6
Pick Up Heavy Thing: 4
Throw: 5
Zip: 3
Fire Gun: 8
(All other Zip Skills: 3)
Smarts: 6
Hide/Spot Hidden: 8
Identify Dangerous Thing: 7
Read: 6
Resist Fast-Talk: 5
See/Hear/Smell: 6
Set/Disarm Traps: 6
Track/Cover Tracks: 8
Chutzpah: 3
Fast-Talk: 3
Pass/Detect Shoddy Goods: 3
Sleight of Hand: 3
Sneak: 8
Shticks:
Psychosis
Telepathy: 8
Hypnosis: 8
Teleport: 3
Psychotic Fighting: 8
Whammy: 6
Mental Scissors: 8
Psychotic Eggbeater: 7
Random Mutation Chart
Mutant has...
11) Antlers
12) Oddly colored skin
13) Frog-flipper feet
14) Extra arms
15) Extra legs
16) Extra eyes
21) Antennae
22) A big nose
23) No face
24) Really strange eyes
25) Fur
26) Scales
31) Feathers
32) A long, wide tail
33) A body combined with that of another animal
34) Long, pointy ears
35) Glow-in-the-dark skin
36) Odd markings on his body
41) Mange or another nasty disease
42) A light bulb or banana instead of a nose
43) Really, really, REALLY bad taste in clothes
44) Bug eyes
45) An extra head
46) Clown-size feet
51) No hair/scales/feathers/fur (A bald alligator?)
52) Claws
53) A fern growing out of its head
54) Everything he's supposed to, just not in the correct order
55) Long arms and legs
56) Very long, sharp teeth (As in a saber-tooth toaster)
61) An unfortunate case of over-eating
62) Horribly cute eyes
63) A strange hair-cut
64) A high-pitched, squeaky voice
65) Roll twice
66) Pick a random power from the SuperToon powers