Table of Contents

Abilities

At character creation you must choose five Effects from any combination of the Abilities listed below. Three of these must be “positive” (+), generally aiding the character in achieving their IC goals, and two “negative” (-), generally hindering them in what they want to achieve. An Effect which specifies “+ and -” counts as two Effects towards your total: one positive (+) and one negative (-). You can take both + and - effects in the same Ability, unless the mechanics are contradictory. For example you could choose:

- (+) You cannot receive an Injury from bludgeoning and (-) You receive Lasting Injuries from being perforated

But not

- (+) You cannot receive an Injury from bludgeoning and (-) You receive Lasting Injuries from being bludgeoned

You must choose at least one Effect which consumes Zip, unless one of your other mechanics (Cartoon Logic or Writing Convention) consume Zip, or if you have the Two Dimensional (-) Cartoon Logic.

When choosing your abilities, you must explain why the character gains those benefits or drawbacks. For instance, Superhuman sight might come from being a cartoon eagle, whereas being a master of disguise might come as a result of being a professional crook.

In addition, one of the Effects may constitute a Unique Trait. Instead of choosing from the normal list, a player may submit their own suggestion for what benefit or hindrance the character receives. Players may include as part of their suggestion the actual mechanics for this Effect, but this is not expected. The GMs will make one attempt to implement this request before the first session. If you are happy with this, you may then take the Unique Trait, otherwise you may take one of the normal Effects for that Ability your Unique Trait was part of. All Unique Traits are subject to updates/balancing over the course of the game, but this will be communicated clearly and subject to replacement if it happens.

The list of abilities are:

Examples of Unique Traits

Beef: (+) You are a strong flyer. You can completely ignore any obstacle you can fly around and GMs and Crew will consider your character’s ability to fly an advantage in arbitration.

Gumption: (+) You cannot receive an Injury from X. Define X.

STEAM: (+) Once per session when you get a crafting component you may take a second copy of it.

Sneakiness: (+) You are somewhat incorporeal and as such can press yourself through solid objects given time.

Gorm: (+) You have an unusual superhuman sense. Define it. Once per hour you may ask the crew a question. They will tell you anything you can sense with it that may be relevant.

Wits: (-) You are highly empathetic. When someone in a Scene with you takes an Injury, you take the Inconsolable Injury.

Prestige: (-) You have a bounty on your head. Players that defeat you in a violent conflict and give you the Arrested Injury will receive 2$.

You may choose to use one of these to build a Unique Trait, or come up with something completely different. You are still limited to a maximum of one Unique Trait, even if you do use one of these.

Beef Effects

Gumption Effects

STEAM Effects

Sneakiness Effects

Gorm Effects

Wits Effects

Prestige Effects