Deadlands and everything related to the official game are property of Pinnacle Entertainment Group (http://www.peginc.com)
Toon and its system is owned by Steve Jackson Games (http://www.sjgames.com)

The idea: to merge two of the most innovative RPGs - Toon and DeadLands. To begin such a daunting task, one must first itemize the things that make the system to be merged (in this case, DeadLands) unique:
then put them into Toon language.

New uses for skills

Chutzpah

New skills

Smarts

Academia: Occult - There's some durn creepy happenin's lately, an' some folks know more about them than the others. Truth is, pardner, there really is bliss in ignorance.
- To determine equivalency, subtract 4from the Toon skill (5 in Toon is equal to 1, 10 in Toon would be 6 in DeadLands.

Zip

Quickdraw - A good quickdraw is a gunslinger's second-best friend - sometimes you can finish a gunfight before it even starts.
- A successful quickdraw means your toon instantly draws his gun.

Chutzpah

Guts - Just how strong your Toon's chow bucket is. O' course, this is different from ID Dangerous Thing in that the scary thing might not be dangerous; mutilated corpses ain't dangerous (usually), they're just taxing on the ticker.
- A failed guts roll results in a boggling of the animator's choice.

New shticks

Blessed / Shaman (3) - A Blessed toon may ask to invoke any form of divine intervention they like. If they make their roll, then god has mercy on them and they get their prayers answered. Bear in mind though, that this is a cartoon, and even a free meal may explode.

Harrowed (7) - Each time a toon Falls Down after purchasing this schtick, they should make a Harrowed check (unless they are already harrowed). If they make the roll, they 'come back from the dead', complete with their death wound as per DeadLands. The advantages and disadvantages are (roughly) the same:
  • When you fall down, you're only out for a minute and a half, due to healing.
  • The toon reeks. Stench lines emit from their bodies constantly.
  • Regular animals don't like the toon - add 3 to all animal-related rolls the Harrowed toon makes.
And of course, there's always the Dominion struggles and Harrowed powers...

Dominion
Every time a harrowed toon is really tempted to do something (due to their beliefs and goals or natural enemies) they don't want to, they must make a Resist Fast Talk roll to prevent losing control to the Manitoon (I'm sorry, that's terrible...). Every 5 minutes of real time, they can try to make a Fast Talk roll in order to regain control.

Harrowed powers
Each time (after rising) the toon raises their Harrowed shtick skill, they get to pick a new Harrowed power. It's like Christmas; or Channukah or Kwanzaa or whatever the hell you celebrate! If the power says (passive), it means that it's always on. The others you must 'switch on' in order to get the effects, usually with some kind of minor side effect...
  • Cat Eyes - Nightvision, Fast Talk rolls -2; glowing eyes
  • Claws - +2 damage, Climb rolls -2; can't put in contact lenses
  • Ghosting - Walk thru things; You lose 1 hp each time you use this power. [note: you still look perfectly solid]
  • Soul Eater - Absorb hp from toons: 2 hp per won fight roll [note: to use this, you must get two successful fight rolls in a row].
  • Supernatural Trait (passive) - Raise one of your attributes to 7.


  • If this isn't enough for 'ya, check out DeadLands Book of the Dead for more Harrowed powers.

Hucksters (4) - A huckster's powers work pretty much like the Blessed, except they should be played more destructively - after all, the power still comes from the hunting grounds. If used appropriately, the huckster should be allowed to rely on his powers more than a Blessed.

Mad Science (5) - The Mad Science roll is different than most rolls. When a player announces they want to invent something, the Animator sets a difficulty (a higher number is more difficult). The player rolls two dice and only succeeds if the total roll is less than his Mad Science ability and less than (or equal to) the difficulty. Thusly, a character with a Mad Science rating of 5 cannot make a gadget with a difficulty of 4. There are, if the Animator likes you better than everyone else, modifiers that can be assigned to the difficulty:
    Vague descriptions to base difficulty off of:
  • 1 - technology that has been proven impossible (perpetual motion machine)
  • 2 - devices that spit in the face of physics (pie generator)
  • 3 - devices that are theoretically possible (shrink ray)
  • 4 - incredibly sophisticated version of modern thing (flying car)
  • 5 - needlessly complicated but useful device (combination pancake flipper and shoe tie-er)
  • 6 - repairs of device difficulties 3,4 and 5
  • 7 - replica of current commercial thing
  • 8 - repairs of device difficulty 7
  • 9 - 'improvement' of 'primitive' 'techonolgy'
    Modifiers:
  • Using a regular lab: +1
  • An NPC pops in to insist "You're mad! It'll never work!": +1
  • Using a single brainless assistant: +1
  • Using a Mad Laboratory: +2
  • Weather conditions favorable (dark and stormy night): +2
  • Allowing a weird side-effect to stay in the unit: +1 up to +4    [Marshal's note]
Keep in mind that a toon Mad Scientist never keeps any blueprints or schematics, so they must re-roll even if it's a device they've made before. A device takes 2d6 minutes to complete, but it may not be what you expected. A failed roll means that you made something, but it may take a few test runs to figure out what it does...

Sample character

Name : Eric McToasty
Species : Toaster
Description : See picture at top
Natural Enemies : Robots
Beliefs & Goals : To prove that toasters aren't just for making toast!
HP : 8
Muscle : 1 (fight=5; pick up heavy thing=7;)
Zip : 4 (dodge=9; fire gun=9; jump=7;)
Smarts : 3
Chutzpah : 6 (Fast-Talk=8; guts=8;)

Marshal's section

Just a few quick things, Marshal. Optional stuff, really. Invention side-effects Failed Mad Science inventions

Questions / comments


"Come, we shall have some fun now!" thought Alice.