The 1d System:
I've been using this system with Smash Brothers Melee and I've grown to like it more than all our other many variants on the TOON system for one reason: It's simple, quick, AND fun.
Here are the basics:
Player:
NAME: (Character Name)
DESCRIPTION:
-Species:
-Occupation:
-Notable Clothing:
-Height:
-Weight:
-Age:
-Mannerisms: (such as constant smacking of lips, chronic drooling, scratching, etc)
-Speech Impediments: (such as stuttering and lisps)
Beliefs & Goals: (This would include a certain way of conduct, ethics, long/short term goals, mental problems like phobias & delusions, alignment like chaotic good, lawful neutral, twisted insane, just joking but perhaps it'd be funny in AD&T)
ATTRIBUTES
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MUSCLE
ZIP
SMARTS
Sub-ATTRIBUTES
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HIT POINTS: = MUSCLE +6 (How many points of damage you can take before you Fall Down
BASIC SPEED: = RUN Skill Level (How many Spaces you can Run per turn)
SWIMMING SPEED: = Swim Skill Level (how many Spaces you can Swim per turn)
CLIMBING SPEED: = Climb Skill Level (how many Spaces you can Climb per turn)
JUMPING DISTANCE: = Jump Skill Level (how many Spaces distance you can Jump)
DAMAGE: = MUSCLE (How many points of generic damage you can inflict)
OTHER: (This can be anything based on any Attribute or Skill, such as SPELLING POINTS are based on SMARTS and are used to cast Spell Shticks (mostly only found in Dungeons & Toons)
SKILLS
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MUSCLE
Break Down Door
Fight
Chutzpah
Jump
Pick Up Heavy Thing
Swim
ZIP
Climb
Dodge
Fire Gun
Hide/Sneak
Operate Contraption
Prestidigitation
Ride Animal
Run
Throw/Drop Object
SMARTS
Fast-Talk
Identify Danger
See Thing
Hear Noise
Olfactory/Gustatory Sense
Read/Write/Interpret
Resist Fast-Talk
Search/Scrounge
Tinker/Build
Track/Cover Tracks
I wanted each Attribute to have 10 Skills/Sub-Stats to even everything up, but it didn't work out that way. The only way it can even out is how useful each Skill/Sub-Stat is. You may notice a lot of New Skills, but most of them are actually just Name Changes. For instance:
Chutzpah - Made the near-worthless attribute into a skill of its own. This is used to intimidate other characters. Roll Chutzpah vs Chutzpah, the loser gains the Scared Senseless problem with the opposing character as his fear. If a tie, they both run off Scared Senseless.
Hide/Sneak - The combination of the two Skills (Hide and Sneak).
Operate Contraption - More generalized Drive Vehicle skill. This will allow characters to not only drive a vehicle, but operate all sorts of doodads, doohickies, and dreck. Will work on video games, giant mechs, and even the new Windows upgrade. The perfect Shtick to couple this would be Weird Science.
Prestidigitation - Renamed Sleight of Hand and took it out from under the CHUTZPAH Attribute (which doesn't exist here) and placed it under the ZIP Attribute where it fits a lot better.
Ride Animal - New name for Ride.
Throw/Drop Object - Renamed Throw to including dropping things. Finally, a skill to drop that 100 ton weight on someone!
See Thing - Broke up See/Hear/Smell into three separate Skills. This is because a bloodhound may have good Smell but not necessarily good vision. Failed See Thing rolls results in a character unable to see the object and makes no notice of it.
Hear Noise - This Skill allows a character to hear noises and determine the meaning. Failed rolls may mean the character cannot hear the noise, cannot determine the noise's origin/location, or cannot make out the meaning of the noise.
Olifactory/Gustatory Sense - This is the skill that determines how well your character can smell or taste odors or flavors. Failed rolls could mean the character cannot smell the odor (doesn't notice the dog doo on his shoe), cannot determine the smell's origin/location (on the shoe), or cannot make out the meaning of the smell (what is that smell? I know I smelled it before...)
Read/Write/Interpret - This is the Read Skill combined with an Interpret aspect to signify that the character can use this Skill to understand alien languages, computer data, perplexing philosophical questions, and so forth. TOON seemingly allows characters to be able to write whatever they want without any troubles. If a character announces that he wishes to write a 6,000 page Encyclopedia of Sloths then all he would do is put aside a few turns. However, as the malicious Animator, I liken to the idea of seeing if he fails or not. Write may have other uses for the creative player...
Tinker/Build - Basically the same as Set/Disarm Traps but gives the idea that this can be used to build a house, fix a vehicle/machine, set a trap, unscrew a lightbulb, set or disarm a trap, or just pull things apart/put things together effectively.
Searching/Scrounging = Allows characters to find useful things in piles of garbage, street alleys, junkyards, buried nuts, and the television remote control (you know it's under the couch cushion, but you've looked a half a dozen times... time for another roll...) May need to roll against this skill to scrounge up things for Traps that would not be in your back pocket.
All Attributes and Skills are range 1-6. You get 10 Attribute Points to distribute, and 0 Skill Points. All Skill Points will be earned from a cartoon, or by lowering a Skill, -1 Skill Level = +1 Skill Point. Shtick Points are determined by Animator, but I'm still working on how much Shticks should cost (I'll tell you what I came up with regarding Shticks in the next post).
Skills: 25 Skills, all of which start at the appropriate Attribute level. They cost 2 Skill Points to bring up +1, or 5 Plot Points per +1 after character creation. I changed some archaic Skill names for better description like Operate Contraption in place of Drive Vehicle. I added in other words to Skills like Throw/Drop Object. I broke up See/Hear/Smell into different skills for all the hawks/rabbits/blood hounds out there. And I added new Skills like Chutzpah. Skills can range from 1 to 12 (although higher skills are allowed, but are very rare).
Shticks: No limit to the amount of Shticks you can have and no extra points for having another. The only limit is what the Animator puts on the beginning Skill Points. Shticks start at level 3 and cost 5 points to increase their Skill Level at character creation, or 10 Plot Points after character creation. I'm working on a new system to handle Shticks, but for now the 1d system uses the archaic Shtick system.
Determining Die Rolls: You may be wondering how to handle the die rolls in the 1d System. It's easy, just roll 1d and compare it with your skill. If you roll below your skill you've succeeded (a roll of 6 is always a failure and an effective Skill of 5 is a Calamity). There are many, many, many, many modifications to the 1d System die rolls. Many times certain actions will be harder or easier. For instance, Dodging a Cream Pie is easy and requires no modifications, Dodging several Cream Pies blindfolded is going to give you a negative modifier (lowers your Skill and makes it harder to roll a number less then your Skill). Easier actions are going to give bonuses to your Skill. Jumping a large hole may require a Jump roll, but Jumping a small hole may give a +1 to your Jump Skill. Jumping a large chasm may give a -5. Jumping the Grand Canyon may give a -10, this is why Skill levels past 6 are desirable for impossibly 'toony feats.
Another way to determine die rolls is the vs die roll. The vs die roll is simply one skill vs another character's skill. Each player rolls a die, whoever rolls below their Skill level more wins. An example... Scammer Sam has Fast-Talk at level 7 and wants to Fast-Talk Sappy Sam into eating his gun (Sappy has Resist Fast-Talk at level 3). Scammer Sam's player rolls 3, Sappy Sam's player rolls a 2. Scammer Sam succeeded his Fast-Talk by 4, but Sappy Sam succeeded his roll by 1 so he starts eating his gun...