Cartoon characters as chaotic outsiders


Homebrew and House Rules


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First off, they reform in limbo no matter how they are destroyed.
Certain mutations, such as rubber body, lend themselves to cartoon characters.
They are made of chaos, so it can act as ink, light, or any material.
Individual cartoons can be anthropomorphic animals or objects.
Like the guy said in cool world, they exist in their world, before people started drawing cartoons.


Cartoon campaigns are in bubble subplanes floating in limbos chaos.
Fool world, Toontopia, Anthropromorphia, Wondertoonland, and other such places are connected by roads through the chaos.
Generally, lawful characters are viewed with fear, suspicion, and pity, like crazy people are viewed in so called reality. Think Queen of Hearts in many versions of Wonderland, or cogs in a recent Loony Tunes game.


Cartoon powers are based on dice. In addition to inherent outsider powers, they will have other powers. Every 2 levels they gain another power. Thus at 1st and second level they gain 1 power.

1: Stretch and eschew. Like rubbery flesh but more. They can pass through a keyhole, then snap back to their normal form.
2: Instant disguise/costume. They transform their clothes instantly into a totally different outfit. Of course, their clothes are made of the unstable substances of limbo. The disguise can include extras like an eyepatch or clown makeup.


Love this idea! Recently made a rubber man/Luffy type character with cartoony properties in mind. Great stuff, keep going!


3: Disassembler: By flinging their hand or fist they can achieve reach. They have to collect their parts, like unbroken arrows, and a crit. causes them to fall apart. To put themselves back together, requires a move action. If they permanently lose a part it takes 24 hours to grow it back.
If they are summoned, any lost parts will disintegrate unless magically stabilized.


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Back in the old days of Dragon Magazine, they statted up some Saturday Morning Monsters. Obviously wildly out of date on the systems now though.


4: Magic bag: Can be in their invisible backpack, an actual bag, an actual backpack, ect. If an imp drops a glave, it was probably a cartoon imp. In any case, when they try to retrieve anything, roll a D20. On a crit(20) they get what they want. On a fumble(1 or less), they get something from a horrible Kender table. All other results the GM rolls on the random cartoon table to come soon. The cartoon bag table, soon to be posted, will contain funny results. When a cartoon is banished or killed home all things they have drawn will vanish with them. Drawing out an item is normally a move action.

Normally, for cartoons, their invisible backpack gets them a random previous stored object. Also normally, space is a 3 feet per level cube. Storing a sharp weapon unsheathed will damage the cartoon.

RPG Superstar 2015 Top 8

Similar, but yet different: don't forget Hammerspace! (Note the wikipedia entry notes the difference between Hammerspace and Magic Satchel better than I could.)


5: Forth Wall: They can detect the scrying device from the dismal plane. This plane is incredibly boring and has no bright colors. In any case, they are not only scrying on cartoon characters, but also recording to show to the bored masses of their world. The cartoon character can see and hear all the audience members. The audience is role played by both the GM, player's significant others, relatives, and passerby's. The peanut gallery, as most cartoons refer to them, may offer helpful advice, Like "Don't forget to check for traps Doofus!" Sonic or light attacks can pass through the scrying "object". Some peanut gallery members have bullhorns and or laser pointers, specially magicked to work through the fourth wall.

Cartoon Characters who have this ability can detect and interact with any otherwise normal scrying object, in this way. Thus having a 2 way conversation with anyone or thing scrying on them.


6: Other selves. They can call up a double, 1 for each 4 levels, inclusive, with different themes. For example, a pirate version, a cowboy gunslinger, evil twin, ect.


7. Seeing stars.
Once per encounter, can choose to negate the extra damage from a critical hit (not the normal damage) by instead being stunned for a number of rounds equal to the crit multiplier of the attack. During this time, they will have visible objects circling their head. It need not be stars, it could be tweeting birds, planets, teacups, or anything relevant to the situation (eggs or bacon or frying pans if hit with a frying pan). Unlike normal, the character can take a 5-foot step during their turn while stunned or opt to move half their speed, but it will be in a random direction. They receive a +2 Dodge bonus against attacks of opportunity provoked from movement due to their erratic, swaying motion.
The attack must be physical or forceful in nature, such as a weapon strike or telekinetic blast, not purely energy, and this doesn't negate other effects caused by critical hits, such as a weapon's bursting quality or a vorpal weapon's decapitation.

8. One lump or two?
Once per encounter, when hit by a critical hit, they can choose to make the extra damage (not the normal damage) nonlethal. They will grow one or more visible lumps on their head (number equals the attack's crit multiplier –1; the GM should narrate the attack as striking their head if possible, if not possible, this ability can't be used). This growing lump will raise hats, helmets, or seem to punch through such coverings. It never actually damages such objects, but renders magical hats, headgear, hoods, or helmets unusable until the lump is removed. One lump can be removed if the character spends a full-round action pressing it back down, which also removes an amount of nonlethal damage they received from the hit divided by the number of lumps. The lumps also shrinks away after 1 minute, but the nonlethal isn't healed in this case. Healing all the nonlethal damage will also remove the lumps. Any supposed holes or damage in headgear caused by the lumps' appearance also disappears.


9: Delivery person.
They can go to the Acne Store in limbo and purchase any sort of chaotic item or magic item for anyone who has the treasure or credit. Note that potions or scrolls will have random side effects. They must wear an Acne Delivery cap and vest when delivering the item. A magic bag is valued at 100,000 GP or credits. Items thus delivered will persist till destroyed normally. A stone to flesh and sex reversal scroll will be just an empty scroll once read. Tipping is allowed and may get a person to deliver an anvil to just above a foe's head.


10. Portal slide.
Once per encounter, as an immediate action when another creature would pass through an opening, such as an archway, door, or window within reach of the character, they can move the opening 5 feet to either side, provided there is space on the wall. It can't be slid around a corner to another wall, but it can be moved higher or lower at GM's discretion. The moving creature will collide with the wall, taking 2 damage (typically bludgeoning unless the wall is pointy) per 10 foot of movement taken towards the barrier prior to the impact (Reflex DC 15, half). Double this if they were running or charging. The moving creature can attempt a free Strength check to burst or break through the barrier (+2 if charging or running).
The wall sliding character can opt instead to merely shut or slam a door or window closed instead of shifting its location with this ability. An opening remains shifted until the end of the character's next turn, though its exit may be prevented on the opposite side if it would lead to solid material or otherwise be blocked.


Pizza Lord wrote:

10. Portal slide.

Once per encounter, as an immediate action when another creature would pass through an opening, such as an archway, door, or window within reach of the character, they can move the opening 5 feet to either side, provided there is space on the wall. It can't be slid around a corner to another wall, but it can be moved higher or lower at GM's discretion. The moving creature will collide with the wall, taking 2 damage (typically bludgeoning unless the wall is pointy) per 10 foot of movement taken towards the barrier prior to the impact (Reflex DC 15, half). Double this if they were running or charging. The moving creature can attempt a free Strength check to burst or break through the barrier (+2 if charging or running).

An opening remains shifted until the end of the character's next turn, though its exit may be prevented on the opposite side if it would lead to solid material or otherwise be blocked.

The wall sliding character can opt instead to merely shut or slam a door or window closed instead of shifting its location with this ability.

I used my sentence sliding ability to make it easier for me to understand.
No offense.


Slamming or sliding a door or window shut on a hand or foot(or other body part) would do more and immobilize most creatures. Perhaps 2D4. A cartoon character would simply pull the hand or foot out and wait a turn while it becomes big, red, and throbbing. That's if they have 7 or 8. Otherwise they need to heal it, possibly by plunging the part in a bucket of water.


11: Outsider Projection.
Like the spell Astral Projection, except it can last "indefinitely" and they do not form a body at the destination. They possess a body or objects. Banishment magic will return them to their body, they can go back willingly, or the silver cord can be severed somehow disabling the power for at least a year. Any outsider or elemental can gain this power. A medium can summon a particular outsider to temporarily gain their powers.


12: Detonation.
They explode doing their hit dice damage to everything in a 20 foot radius. Note that it takes 24 hours for them to regenerate in their home in limbo. Also, since they are chaotic, you cannot simply use their hit points. Reroll their dice each explosion. If they first eat gunpowder or drink nitro, that adds to the damage and possible side effects.


13) Artistic Intervention?
As a 1 round action they can summon a giant wooden rod that dispenses ink from one end and a rubber eraser on the other. This can be used as part of a combat maneuver.
Trip - draw a banana peel or erase a support beneath the target
Sunder/disarm - erase the piece of equipment
Dirty trick - draw some hindrance appropriate to penalty (bucket over head for blind, or giant clanging symbols for deafened, etc)


13 is fine as long as the target is allowed their saving throw. Also, the cartoon must communicate with the artist, usually verbally, and a silence spell will result in the artist making guesses.
How about a nice, frozen, lake?
Or a lightning storm cloud?


Goth Guru wrote:

13 is fine as long as the target is allowed their saving throw. Also, the cartoon must communicate with the artist, usually verbally, and a silence spell will result in the artist making guesses.

How about a nice, frozen, lake?
Or a lightning storm cloud?

Fair enough! Especially if adding effects that copy other spells (1st or 2nd level). Erase an enemy's lips = lipstitch, frozen lake functions like area effect of grease, storm cloud like reach (close) shocking grasp, etc. Makes it more a Very Limited Wish.

Mechanically thinking, original idea was sorta more burning an entire round (like summoning spells) to get a slight boost to combat maneuvers - there are still all the penalties for the maneuver: AoO's without feats/abilities, against CMD, size penalties, etc. Although, maybe also switch the CMB bonus available, like CL + Casting Mod.


I was thinking along the lines of the Daffy Duck cartoon where the artist was picking on him or the "How not to draw" Disney shorts where chaos favors nobody. But yeah, things could be level appropriate.

14: Can crossbreed with anything.
Disclaimer The GM can rule that cartoon sex involves hugging and kissing that results in a stork delivering a baby, or all sex happens out of game. This is especially true if there are children at the table.

That being said, a normal pregnancy is 9 months, but if a cartoon gets a normal statue pregnant, it will shatter giving birth.


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Goth Guru wrote:

14: Can crossbreed with anything.

Additionally, if the impregnated character can sew, stitch, or cut paper-dolls, they can announce or reveal the pregnancy to their unsuspecting mate after the 'triggering' event by revealing them and grant a +2 Inspiration/Desperation bonus to that character's next two Craft, Perform, or Profession checks to earn money or advance their position (not to craft an item or identify a profession's tool or use a Bardic Music ability). The checks must be made before the birth, stork arrival, or cabbage patch harvest.

15. Wrong room
Once per scene or encounter, if a known antagonist opens a door, curtain, or other intervening barrier this character is behind and adjacent to, they can attempt a Disguise or Perform (acting) check against Sense Motive as an immediate action to act like someone else, even it's only in mannerism, such as an offended woman, person disrobing, or distinguished noble. The character makes a suitable remark or action (screaming and covering up their, possibly already clothed, body or an "I say! I've never!").

If successful, they immediately close the intervening barrier and take a move-action that doesn't involve moving past the barrier, reopening it, or knowingly entering line of sight to the target creature. The target creature then makes an Intelligence check (DC 10 + Cha mod) to avoid having to move at least 5 feet away on their next available action or turn (if they can't do it immediately), typically while blushing, muttering, or apologizing.


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16: Age Control
Normally an outsider such as a cartoon is set at a specific age, such as cherubs are babies with wings and halos. With this power they change at a whim, from newborn all the way to undead. Note that cartoon monsters thrive on fear, and cartoon vampires drink ink or suck the red out of things.

17: Pure light
In this form they can walk through glass, walls of force, or anything else invisible or transparent. With 5 dice or more they can laser drill through things doing 1 damage per die. With 12 dice they can pass through a prism becoming 7 versions of themselves. They are the seven colors of the rainbow. Note that till remerging their touch is like a prismatic spray of the appropriate color. Their vulnerabilities are as the colors of a prismatic sphere. After any combat they cannot help but remerge.


18: Resting Ink Flesh
Not only can they slip under doors and keyholes, but they can also crawl up the smoothest walls, and across the ceiling. They can drink raw ink and can sleep in a large inkwell. DR 2/absorbent(such as a mop).

19: Cartoon time travel
Every time period, past, present, and future are islands in the limbo storms. It's not terribly accurate, but with a good gather information check, you can figure out who's the bad guy and what's going on.

20: Normalcy
They can appear as a material plane native. Thus a bunny person can appear as a normal rabbit or a human. In animal form they can save vs detection spells. Any abnormal actions, such as a talking toaster, dispels the illusion.

21: Extra Schtick
A cartoon has a concept they are built around. It can be a skill, spell, mutation, type of monster, ect. With this they have 2 or more such themes. A certain Pegasus has shyness, kindness, and is also an actress(ie bard).


22: Healing power of laughter.
Like channeling positive energy but it heals 1D4-1 per round to anyone within earshot. Reversable as cringy comedy. Only cartoons can switch at will.


Goth Guru wrote:

22: Healing power of laughter.

Like channeling positive energy but it heals 1D4-1 per round to anyone within earshot. Reversable as cringy comedy. Only cartoons can switch at will.

They heal hit dice or level to themselves as long as they make fun of their wounds.


23. Ability montage
Once per session, the character may explicitly declare to those around that they are using a power as a one round action (typically by calling out the name of the ability or what it does). All creatures within 60 feet that can see them can do nothing but watch as they slowly go through motions, stances, or generate visual effects (depending on the ability), which are then completed at the end of the round. The ability must be one that requires one round or less to perform.

Suitable powers include attacks, magical attacks, buffs, summons, or disguises or transformations. This only stops creatures from reacting, it won't stop falling, the planet from crashing, environmental damage such as standing in a fire, spell durations expiring, or an oncoming train, traffic, or comet. If the ability can be interrupted, it can be disrupted as normal (by environmental, incidental, or ongoing damage, or possibly a blind character that doesn't know they're supposed to be unable to act during the montage).

24. Full of tinier men
Once per encounter, as an immediate action when a critical is confirmed on the character, they may break apart into a small swarm of Diminutive duplicates under GM control in a 5-foot space. Some have cymbals or drums, or kazoos, or party blowers and generally stomp around. They function as a mad monkeys for a number of rounds equal to the character's Charisma modifier (minimum 1 round). After this time (or if somehow dispersed or blown away or completely swatted or smashed under a boulder), the character reforms nearby in a relatively safe space. Any stolen or carried items they picked up dropped safely nearby as well. This ability still works if the critical hit would render the character unconscious (but not dead), though they will reform unconscious. Damage done to the duplicate swarm/mob does not affect the character. This ability is Charisma based.


Pizza Lord wrote:

7. Seeing stars.

Once per encounter, can choose to negate the extra damage from a critical hit (not the normal damage) by instead being stunned for a number of rounds equal to the crit multiplier of the attack. During this time, they will have visible objects circling their head. It need not be stars, it could be tweeting birds, planets, teacups, or anything relevant to the situation (eggs or bacon or frying pans if hit with a frying pan). Unlike normal, the character can take a 5-foot step during their turn while stunned or opt to move half their speed, but it will be in a random direction. They receive a +2 Dodge bonus against attacks of opportunity provoked from movement due to their erratic, swaying motion.
The attack must be physical or forceful in nature, such as a weapon strike or telekinetic blast, not purely energy, and this doesn't negate other effects caused by critical hits, such as a weapon's bursting quality or a vorpal weapon's decapitation.

8. One lump or two?
Once per encounter, when hit by a critical hit, they can choose to make the extra damage (not the normal damage) nonlethal. They will grow one or more visible lumps on their head (number equals the attack's crit multiplier –1; the GM should narrate the attack as striking their head if possible, if not possible, this ability can't be used). This growing lump will raise hats, helmets, or seem to punch through such coverings. It never actually damages such objects, but renders magical hats, headgear, hoods, or helmets unusable until the lump is removed. One lump can be removed if the character spends a full-round action pressing it back down, which also removes an amount of nonlethal damage they received from the hit divided by the number of lumps. The lumps also shrinks away after 1 minute, but the nonlethal isn't healed in this case. Healing all the nonlethal damage will also remove the lumps. Any supposed holes or damage in headgear caused by the lumps' appearance also disappears.

7B. If pierced by bullets or other such weapons, they can take a drink of water and the water will momentarily sprinkle out, then heal. Note that arrows will be forced out by water pressure.


Standard: Even without a cartoon bag, a cartoon can store one item per level in all their hidden pockets. Thus they can stow a maul of the titans in the pocket along their spine. All "normal" pockets are portals to hammerspace, and size doesn't matter. Extra items beyond their maximum are not only lost, but someone else can draw them from their magic bag.

Someone pregnant with a toon or half toon will find furniture appears in front of them, at least tall enough to hide their baby bump.


Pizza Lord wrote:

23. Ability montage

Once per session, the character may explicitly declare to those around that they are using a power as a one round action (typically by calling out the name of the ability or what it does). All creatures within 60 feet that can see them can do nothing but watch as they slowly go through motions, stances, or generate visual effects (depending on the ability), which are then completed at the end of the round. The ability must be one that requires one round or less to perform.

Suitable powers include attacks, magical attacks, buffs, summons, or disguises or transformations. This only stops creatures from reacting, it won't stop falling, the planet from crashing, environmental damage such as standing in a fire, spell durations expiring, or an oncoming train, traffic, or comet. If the ability can be interrupted, it can be disrupted as normal (by environmental, incidental, or ongoing damage, or possibly a blind character that doesn't know they're supposed to be unable to act during the montage).

snip

At 7th level or dice they can create a time loop montage. They can attempt and reattempt a ritual, crafting, or other action till they get the desired result. The cartoon can change their actions on each attempt. Anyone who tries to disrupt the loop, and fails, becomes caught up in it. They can alter their actions to disrupt or complete it each time as well. Other creatures involved in the loop can Will save vs 18 to realize they are in a loop. At 7th level it's up to a day long. At 9th level it's up to a week long. At 13th level it's up to a month long. At 19th level it's up to a year long.


25: Personal Gravity
Anything solid under their feet is down. They can walk up the wall and across the ceiling. If they don't look down, they can walk across a deep crevasse as if there was an invisible bridge.


26. Crossing Guard
Once per encounter, the cartoon may arrest the movement of a creature moving adjacent to them by holding up a hand or finger and saying "Stop!", "Wait!", or similar in a language the target can understand.

The target must succeed at a Will save (DC 10 + 1/2 Cartoon's level + Cha mod) or stop moving and lose the rest of their actions this turn. The cartoon receives a +2 equipment bonus to the DC if using a suitable prop, such as a whistle or 'Stop' sign, whether real, illusory, or drawn from a cartoon bag for this purpose. In the case of a sign, the need to speak in a language is not needed if the wording on the sign is legible to the target.

The cartoon loses their Dex bonus to AC against the target and cannot attack them for one round unless attacked by them first. At GM's option, an illusory group of small creatures (ducklings, schoolchildren, kittens, possibly a tiny parade or choo-choo, etc.) pass behind the cartoon and disappear from view.

27. Fist-Fight Dust-Up
Once per encounter, if the cartoon is grappled, whether they initiated it or not, they may use an immediate action to start a whirling, dust cloud of swinging fists, feet, and punches.

All creatures in the grapple are moved into the same space, typically the largest creature's, and they have total concealment from the dust-cloud, though the cloud has no other effects on them, such as dust or smoke inhalation. Combatant do not threaten or have any perception outside the dust-up at this time, even if they can see through dust. Any creature considered pinned at this time loses that condition and are only considered grappled.

Those involved make three opposed rolls each round. The winner of each roll deals nonlethal unarmed damage to all others regardless of whether they would deal other damage or if grappling causes other effects (like burning). Creatures disabled or rendered unconscious are expelled to land on their rear (possible Seeing Stars) in an adjacent square. The cartoon can continue this for a number of rounds equal to their Charisma modifier (min. 1 round) or until the grapple ends.

The cartoon may use a standard action to escape the grapple (before or after the three opposed checks each round). If it does, it can maintain the dust-up for the others with a move action each round (up to its duration above) if within 15 feet. Other combatants may attempt a Sense Motive Check against the cartoon's Bluff or Stealth to realize they've left and end the dust-up, otherwise they continue fighting if even one fails. On their turns, other creatures in the grapple can attempt to escape the dust-up or pin the cartoon (which ends the dust-up). Creature's trying to pin a cartoon that has left the dust-up still roll a check as though they were there, but on a success realize they're only grabbing their own limb. If they were the only creature remaining, the dust-up ends.


26, expanded. They can use a yield sign to subdue a creature that can see the sign, effectively charming them. A dire wolf that fails the save would act like a puppy dog toward the cartoon.

If they make the come here gesture with their index finger, it can have the effect of a cavaliere challenge. The subject will come out from cover and confront the cartoon.


28: Loop hole.
Example 1: Deeper darkness may block glitterdust, in most cases, however, it does not make a character invisible. Invisible characters are still visibly outlined if the cartoon is present.

Time stop affects the whole planet, but not the comet or meteor headed for the planet. Thus it can turn a strike into a clean miss.

GMs can now say, "Your character is not a cartoon!"


29. Comic Cape
By grabbing a bedsheet, picnic blanket, tablecloth, or similar item that is not an actual cloak or cape and draping it over their shoulders, the character can gain a modicum of 'super' powers. This is a full round action and they cannot have a cape or shoulder slot item already.

If desired, some characters can also alter their appearance to a 'super-hero' uniform, though they are still recognizable as themselves unless they also use disguise or have an alter-ego like ability.

The character can choose from various abilities, such as:
Flight— (Speed 50, Average) Requiring one hand able to be extended (it need not be empty) and the character shouting "Whoosh!" or similar (Exception, a non-verbal character does not).
Sudden burst of speed— Take off running at 5x speed.
Invulnerability— DR 1–10 equal to half character level rounded up.
Strength— +4 enhancement to Strength.
Awesome Blow— Can knock struck opponents back.
Inspiring Pose— Can raise morale or suppress negative morale or emotion effects on nearby creatures.

The GM may add to this list and choose how many are available, based on power level. The duration this power can be used daily is one round per level + Cha mod.

30. Puppy Dog Eyes
Once per day per point of Charisma bonus (min. 1), the character's eyes become big and soulful. They are under the effects of sanctuary against those viewing them and innocence. This does not work on any targets that directly observed the character attack and damage someone within the last minute. The effect lasts no more than one minute, though during that time the character can attempt to adjust other creature's attitudes or 'behave' and thus avoid certain consequences.


31: Clothes make the character
When they don a costume they become that thing. Their hit dice and power level do not change. A one dice cartoon donning a dragon costume will become a wyrmling. Their behavior changes, but always chaotic.


32. "Yer a pipsqueak!"
Once per encounter, as an immediate action when attacked in melee by a creature using a non-reach attack within the toon's reach, the toon can extend a a free hand and rest it on the attacking creature's head or similar place and cause all their attacks to miss automatically.

The target may make an Intelligence or Strength check (their choice; DC 10 + 1/2 toon HD + Cha) or they use all available attacks (which miss) against the toon that round. On a success, they only lose one and can redirect or take other actions remaining (other than attacking or approaching the toon). If they fail, the cartoon can make a free Intimidate check to embarrass and demoralize the target as well.

The cartoon must have more HD than the attacker (the ability doesn't convey this knowledge until attempted and failed) and be at least 20% taller, even if the creature is a larger size). If the target has an inherently damaging effect, such as burning, acidic skin, spikes or thorns (unless specifically not on the head or touched location), etc. the toon takes damage and the attempt fails. Other non-damaging effects may still apply, but might not disrupt the maneuver (GM's call, paralyzing touch will, poison may not if it isn't immediately damaging).


If they have loophole they can demand the wimp make a touch attack on their turn.


More on fourth wall. After 10th level or dice they can widen and lean through the scrying device. After 15th, they can climb completely through.

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