Cream Pie Edition MUSCLE:
The MUSCLE Skills
Climb
Fight
Jump
Pick Up Heavy Thing
Swim
Break Down Door
Climb
Fight
Jump
Pick Up Heavy Thing
Swim
Skill Descriptions
Break Down Door
Use this to smash through any barrier in your way, not just doors, but windows, walls, trees, and any other solid object. Generally, if this is successful there will be a hole in the shape of your character left in the obstacle after you've smashed through it. If you fail, you slam into the object and hurt yourself in some way taking 1d damage.
You must succeed in a Climb roll when you attempt to scale anything that is more than your height (anything equal to your height or less can be scrambled or jumped over quite easily). This even includes things made to be climbed such as ladders and ropes! The Animator is free to assign a small bonus or penalty to your dice depending on if the thing you want to Climb is easier or harder than normal (for instance, you might have a penalty of two added to the number you rolled on the dice if someone dumped axle grease on the ladder you're trying to Climb! This makes it harder and more likely to roll a 12!). If you fail a Climb roll, you have failed and usually end up hurting yourself (Animator's desicion) taking 1d damage.
Use this skill when you want to hurt someone up close and personal. Whack 'em over the head with a rubber chicken, slug 'em with boxing gloves, twist their nose off, slap 'em in the face, and, yes, even when you want to kick 'em while they're down. To do all this - and more - use the Fight skill! Fighting takes an Action (obviously), but, unlike most counter-skills, to defend yourself also takes an Action. If someone decides on their turn that they want to doink you in the eyes, you have to announce whether you want to Defend Yourself or not. If you choose to Defend Youself, you use up your next turn's Action to do so. Your opponent rolls against his Fight to hit you, then you have to roll against your Fight to Defend Yourself. The results of this are as follows: If your opponent fails and you succeed, you are the one who does something nasty (make it funny and do your Fight Damage). If you fail and your opponent succeeds, you could not defend yourself properly and take the attack. If you both fail, no damage is done; you both hop around looking like fools or you both intercept each others' attacks (whatever works for you). If you both succeed, you both land your hits and take your respective Fight Damage. If someone initiates a Fight against you and you don't have a weapon, you'll have to fight bare-handed until The Animator says you have a proper weapon. Normal Fighting damage is 1d-1 plus 1 for every 2 MUSCLE you have. Fighting with a weapon does +1 damage.
Normally any cartoon character can jump a distance equal to their height either straight up or straight across without needing to roll against their Jump Skill. Tricky jumps (such as when on rollerskates) or longer/higher jumps do require a Jump skill check. If you're a five foot tall pig, you can hop over a manhole with no problem. If you're a six-inch mouse, you're going to need to Jump across it! The Animator will add any number he feels appropriate to your dice when attempting to jump exceptionally long or high distances. For instance, if you're trying to jump over a small fence, you might just need a normal Jump roll. If you're trying to jump over the Grand Canyon, The Animator might add five to your roll (which is a whole lot in TOON). That means you'll "roll a 12" on anything but a 6 or less and an automatic failure on a 5 or 6! Assuming you had a Jump skill of 9, you would still need a 4 or less to get across. But, remember, rolling a natural 2 means automatic success. Also check out the Super Jump Shtick.
You can pick up anything you want as long as it's equal to or less than your weight (or if it would be funny). For everything heavier, you must make a Pick Up Heavy Thing check to see if you get it off the ground safely. Success means you're carrying it around (although you may not necessarily be able to move anywhere under heavy weights); failure means you can't pick whatever it is up. A roll of a 12 means you get it up over your head and then your muscles give out and the object falls on you doing 1d of damage. The Animator can feel free to add penalties to your dice rolls for especially heavy objects (and added damage if you roll a 12). If more than one character tries to pick up the same heavy thing, they get to add their weight to the group's total for figuring how much they can pick up (and The Animator may reduce the penalties); only one character rolls against their Pick Up Heavy Thing when in a group. The Incredible Strength Shtick will remove all penalties for picking up especially heavy items.
You have to make a Swim check whenever you enter any type of liquid that The Animator decides is enough to cause you to drown (which means a normal-sized ant might drown in a glass of ice tea!). If you make your Swim roll, you can move about safely in the water; a failed check means you take 1d of damage and continue splashing around with the chance of drowning. Use of Illogical Logic will let a character walking through water not need to make a Swim check (they don't notice the water, therefore they breathe normally). You can also make a Swim roll to save another character who is drowning (provided there's land nearby to take them). If you fall off a bridge (or dive off a board into a glass of water, etc) you have to make a Swim roll when you hit the water. If you make it, you dive in and can swim normally; if you fail, it is "hard" water and you slam into it as though it's solid ground and take 1d damage (then sink and have to continue to make Swim rolls normally). Having a Shtick that allows you to breathe underwater means you'll never need to roll against this Shtick, but your Speed while in liquid is equal to your Swim!