Wednesday, December 25, 2013


To:  All people at Blogger

I hope today -- Dec. 25 is a Merry Christmas for you all

From: Dr. Thinker

Tuesday, December 17, 2013

Christmas Special: Eris in "Santa's Bodyguard"


Hello, Future People of the Future Earth.. Thank you for looking into my file on my superhero career. My name is Eris, the Greek God of Chaos. Yes, I am the God that did the G.A.G - -the Golden Apple Gag -- that lead to the Trojan War. Hera told me as punishment I must do good deed for the humans of Earth. I been protecting them against mysterious monsters that have been threatening Athens, Greece when not in disguise as Diva Golden.



In her hideout, Collyana was mad as eleven mad hatters as she was searching through all the hideout for something to  turn into a monster to payback Meakee for her betray on Halloween.

She found a kitchen knife, picked up and throw into the caldron she had. The caldron bubbled for a while perform sending out a monster. This time the monster looked a  human-sized sliver knife with orange eyes with hands and legs. In his hands, he carries a long chef knife.

Collyana said, “You look sharp!”

Knifya said, “You have a cutting wit. The name is Knifya. You tell me what you want to curve up and I serve to you a sliver plate.”

Collyana remarked, “Hunt down Meakee and cut anyone down that tries to stop you you.”

Knifya said, “When I done, you will the only left on Earth!”

Collyanna said as Knifya smashed his way out of the hideout,  “This time I’m going to in the winner’s corner!”


Unknown to the other workers at Oilflower Inc, Eris was disguised as Diva Golden, the ugly dressed CEO of Oilflower Inc.. Diva at this time was on a stepladder and finishing nailing Christmas wreath in the wall behind the lobby’s sign-in desk when she heard reindeer hoofprints on the roof. It was not night at Dec. 24. So she hop down and remarked, “Any following me is going to wish they were dead or  worse fired.”

One of the Oilflower Inc. workers who’s been working on a Christmas light asked, “Anyone going to follow her -- for her safety?”

Another Oilflower inc. worker who was carrying a box that leads “BIBLE STUFF” on remarked, “I heard horror stories about making her mad at Christmas time.”

A female Oilflower Inc. remarked as she took out Christmas figures -- an angel and a Snta --  place on them on top of the file cabinet  close to where Diva hanged the wealth, “You guy leave the poor CEO alone.”

One of male worker remarked, “She is either as rich or richer than Hades!”

The female worker say them while giving them THE LOOK, “You know what I mean. She give her entire file a day before America had their Thanksgiving & Black Friday”

The other male worker remarked, “Can you read her file so we can get some dirt on her.”

The female worker added, “I don’t think it will harm her because there is no dirt.”


On the roof top, Eris saw a large sleigh pull by nine winged reindeers., Inside the sleigh was a old man with white hair  dress and blue eyes in a red fur hat, glasses, red fur coat, leather belt with a golden buckle, red fur pants, and black boots.

Eris asked, “St. NIck?”

St. Nick remarked, “That’s right. I thinking I need a bodyguard for this Christmas season. I’m thinking I’m going to have trouble with one of Collyana’s monsters,.”

Eris remarked, “Don't worry, I’m willing to help.”


Knifya was marching through the woods and saw a sleigh pull by nine winged reindeers, Using his long knife, he attached himself to the bottom of the sleigh as it took off in a northern direction.


We will back to “Eris”  after these messages.



“Body Machine” by the Health Police

When you look down the street, what do you see?
The street is overflowing with a lot of machines
Now I don't mean the buses, the trucks or cars
I'm talking about the people
Yeah, you know who they are

I'm a machine, you're a machine
Everybody that you know
You know, they are machines
To keep your engine running you need energy
For your high-powered, revved-up body machine
Your high-powered, revved-up body machine

Now I'd be a fool, if I said that the fuel that
We needed to burn was gasoline
Because the fuel we use is the stuff called food
And it puts out the power for our machine
You make a stop at the filling station
"Fill 'er up! One chicken sandwich to go!"
As you start to chew
Your body does it, all systems go!

Now that sandwich contains some very important kinds of food energy for your body. The chicken gives you protein; bread, carbohydrates; mayonnaise, fat; and the lettuce has vitamins, plus cellulose (or roughage). Together these things help keep your body machine running smoothly.

First the saliva, kind of like a driver
"Move to the rear of the mouth!"
But what it's doing
Along with teeth chewing
Is taking food and breaking it down

Down to the stomach
The food is pushed, the esophagus does its stuff (gulp, gulp)
And the stomach starts
Look at those moving parts
As the body machine churns up
Gastric juices operate on proteins
Fats and carbohydrates

In the stomach they do what they do
They take out nutrition and use it for you
And the cellulose, in those leaves you know
Will control the traffic flow
Helps the food to move along so the good stays in
And the bad gets going

I'm a machine, you're a machine
Everybody that you know
You know, they are machines
To keep your engine running you need energy
For your high-powered, revved-up body machine
Your high-powered, revved-up body machine

Then the small intestine does most of your digesting
By sending all the nutrients
In through the villi
Which look a little silly
But act as little vents
The bloodstream passes; the nutrients it catches
And takes them to the cells you see
You use what it delivers
And store some in the liver
For future energy

I'm a machine, you're a machine
Everybody that you know
You know, they are machines
To keep your engine running you need energy
For your high-powered, revved-up body machine
Your high-powered, revved-up body machine
Your high-powered, revved-up body machine
High-powered, revved-up, complicated tune-up
Fascinating body machine

Take care of that machine
You got such a great model there, honey!
Give it the right fuel
High protein, low calorie
Take it out for a spin every day!


Now back to “Eris”


Knifya was marching through the woods and saw a sleigh pull by nine winged reindeers, Using his long knife, he attached himself to the bottom of the sleigh as it took off in a northern direction.


Not knowing about the monster knifing St Nick’s lab, St. Nick and Eris fly over the North Police and into a hidden portal -- leading a huge green forest circling a city.

St. Nick remarked as he dropped down., “Well to Elfville. The hidden city of the Elves and my home base.”

Eris said, “Not bad.”

St. Nick said, “Let’s see if that alarm is still going or we got a false alarm.”

Both run away from the sleigh. If they turned around, they would have see Knifya yanking his knife out of Santa’s sleigh.


Eris and St. Nick enter Santa’s base. It was good size for a base. In the center of it was globe of Earth over Elfville. Sitting down in the chair, was a old woman with white hair and blue eyes dressed in a red bonnet, red shirt, a white apron, a red skirit, and red loafers. This woman was Ms. Nick.

St. Nick asked, “What’s up. Susan?”

Ms. Nick  said, “Nicholas,  the recently alarm switched from Athens to Elfville.”

Eris said, “I got a theory -- though I hope I’m wrong. Collyana’s latest monster must have hatched a ride on your sleigh.”

St. Nick said, “Let’s check the sleigh.”


St. Nick took Eris to the Reindeer Park, the location where the sleigh return. Eris for a few second duck under the St. Nick’s sleigh and then remarked, “Wow. Collyana is getting pretty sharp with lastest monster. I’m afraid up being shredded up alive -- so I’m going calling in some help.”

Before Eris could reach her pager to be her parents, Hades and Persphone. Two familiar faces appeared -- one was appears to a red hair and red eyed woman dressed in a red toga.and other was a large purple snake with pink eyes dressed in a gray robe.

Eris remarked, “Nemesis, my friendly rival and the Collyana’s traitor, Meakee.”

St. Nick said, “Let me guess, Hades send you two to help us.”

Nemesis remarked, “Half right. The Fates sent us.”

St. Nick said, “Holy Christmas Stocking!!!!!!!!!!!!!!”

Eris said, “Then find that monster and send him back to where ever he come from!”

I, Eris, will return after a little break!!


I, Eris, is back with more show!


The heroic group find the monster -- a large humanoid knife with arms and legs. In his arms, a large chef knife

Eris said, “You look a little dull!”

Knifya remarked, “You are so dull  that it’s insulting the other dullards. My name is Knifya.”

Eris said, “I am Eris, the Goddess of Chaos!”

Knifya said, “Then let me cut and run.”

Eris said, “No way. You make a knife look like a moron.”

Knifya remarked, “You take that back!”

Eris said, “I think I will. I’m insulting the rest of the knifes!”

Knifya said, “I going to carve you up like a Christmas turkey!”

Nemesis remarked as she run a with her sword right Knifya “Not if me, the Goddess of Punishment, Nemesis, has anything to say about it.”

Nemesis tripped over a small bucket of water end up flat on the floor. Knifya decide to see if he can harm Nemesis with his long knife, but Nemesis used send her god energy to  her skin to prevent harm.

Eris leaped at Knifya who attempted to leap over the Goddess of Chaos but ended up being kicked over throw a near-by window and into office fill with computer landing on on them.

Meakee  remarked, “That’s a bit shocking.”

Nemesis sighed before she said, “I got up from my trip heard a bad line.”

Meakee ignored Nemesis’s remark as she grabbed Knifya with her long trail despite at attempt to dodge by Knifya and she throw him up high in the sky where Knifya exploded harmlessly.

Nemesis remarked, “You save Christmas from Collyana day.”

Meakee said, ‘Just giving you guys a hand.”

Eris said, “I protect until after your Christmas Eve delivers are done.”

St. Nick said “Fine with me.”


Collyana discover large dump truck outside her hideout on Christmas morning. Both the dump section and the cab sections with fill to the brim with coal!



Diva Golden saw that her house was fill with any that could be be made with apple or was apple-flavor.

Diva said to herself,  “St. Nick. You are such a card.”


Monday, November 25, 2013

I See A Retcon in Annavbelle's future.

Annabelle will get a RETCON. Right now, only her first two stories count. I'm getting bored of this story And I taking a break from PDQ for now. Sorry, if you looking for the next potion of it.  PDQ is off the table for at least a while.

Logging off,
Dr. Thinkert

Friday, November 15, 2013

Annabelle's Third Fairy Tale Adventure -- Scene #8

Scene #8: Annabelle arrives Japan to get to the Moon.

Chaos Ranking: 5
Chaos Rolling: 1 < 5 = Altered.

Question #1: Is the Bamboo Princess present?
My View: 50/50
Mythic View 83. No.

Question #2: Is one of the Bamboo Princess servant present?
My View: 50/50
Mythic View :60

Question #3: Is some powerful enough to transport a mermaid to the Moon?
My View: 50/50
Mythic View: 89. No

Question #4: Does someone present has a piece of the Bamboo Princess's hair?
My View: 50/50
Mythic View: 54. No. Then scene goes normally.

=Scene #8=

Annabelle crawled on the beach. She saw a town of kimono wearing humans. She reached Japan. Now, she only need to figure out how to get the Moon.

=S8: END=

NPC: No changes.

Threads: Get to the Moon.

Tuesday, November 12, 2013

"Cartoon Action Hour: Season 3" Review

FAIR WARNING: When it comes to “Cartoon Action Hour”, I’m basis for it.

The PFD is 191 pages longs.


We began off with “In Memoriam” to the late Lou Scheimer of “Filmation”. Filmation got the 1980s action figure crazy off to a good start with their series, “He-Man And The Master Universe.” The end of it makes it smile at it as also a reference the former mention cartoon.

We don’t have a table of contents for the book: To fit the Saturday Morning cartoon theme: The table of contents for the book is called “Your Local Listings”. BWAH-HA-HA-HA-HA!!!!!!!!!! Excuse me for laughing by head off there.

After “Local Listings”, comes a preface from Flint Dille, who worked on such show as “G.I. Joe: The Real American Heroes”, “Transformers G1”, “The Inhumaniods” and “The Visionaries”. He gives some decent advice on to make your “CAH:S3” game feel more like 1980s cartoon.

We had finally hit paydirt as after that preface comes CHANNEL #1 -- Those who has been living under a rock since 1990, to stick with the cartoon theme like glue -- the chapters in “Cartoon Action Hour” are called channels. Cheezy, but I like cheesy.

A nice imagine of a possible 1980s kid getting his sugar-filled cereal and getting ready to watched Saturday morning cartoons. Next comes tells more on “Cartoon Action Hour” and explains that it’s for cartoon only. No “real life business”, buster. Next comes about retro cartoons -- the action cartoons of the 1980s. This starts with a summary of the biggest point of a retro-cartoon and collection of tropes that might pop in an action cartoon from 1980s.

Next comes a page includes us to our three co-hosts. The first two are familiar faces from the previous editions of “Cartoon Action Hour”: the lame brain bad guy Kraggor and his main enemy, Jason Bravesteel from the fictional terrible cartoon, “Galactic Heroes”  Our new co-host is Sarah Strongheart (Author Note: Created by Chris Collin), the  main character  of the fictional series, “Power Princess”.

Next come up with usual “What is Roleplaying?” section that’s a dime of dozen in tabletop role playing game.  Following that is Recommended Viewing. Most of the series are returning from “CAH:S3” Recommended Viewing but two are new series: the weird “Sectaurs” and highly dark “Spiral Zone”.  (A quick aide related to one of new cartoon: On Christmas, Santa brought me and my brother “Sectaurs” action figures -- but my brother had big case of arachnophobia and my parents had to take them away. Ouch.)

We end Channel #1 with the “Channel Guide”.  Channel #2 is the Game System. We start Channel #2 with “Foundation of The Game”. The series (read: the campaign) is make out episodes (read: adventures) which make out of scenes. A scene is defined as situation that occurs in one place -- but some scenes like one feature a chase can tackled multiple locations. The most common example of a scene is a battle between the heroes and the villains. It’s possible for several scenes to happen at the same time -- and the Game Master has to jump between them until they are finished.

“Seasons” is next and reveals that 6 episodes is a season for “Cartoon Action Hour”. “Types of Characters” are next and they are two kinds: “Player Characters” -- which are controlled by the players and “Game Master Characters”-- which are controlled by the Game Master. GMCs are sometime called Ally GMCs or Enemy GMCs. Ally GMCs are the sidekicks to the PCs while Enemy GMCs are against the PCs.

“Understanding Characters” is next. In “CAH:S3”, we explain a few things to understand characters. Since “CAH:S2”, you get to make you own traits. Traits are always written chapter letters such as “STAFF OF DOOM”, “X-RAY VISION”, and “MARTIAL ARTS”

Up to bat first is “Traits”. Even Trait have a rating has associated rating that measures exactly how effective. The higher the rating, the more potent it is. Ratings are broken down in three tiers. Human Trait (rating 1-4) equal normal realm of human achievement, Superhuman Tier (rating 5-8) is reserved for traits that go beyond human potential.  Comic Tier (rating 9 and higher) is for the traits that go beyond even what superhuman can achieve. Sometimes traits are sample traits with a number but sometime you may need to make your trait stand out with Special Rules.

This is follow by “Qualities”. The first Quality listed is Singularity
Quality. This is summons up your character such as “DISGUISE MISTRESS”, “INTERNATIONAL THEIF”, “HONORABLE NINJA”, or “MAD SCIENTIST”. This contains two boxes beside it. Standard Qualities are stands on the character’s personality, backgrounds, quirks and so forth..

Next up is “Star Power”. “Star Power” tell where the characters: 1 in “Star Power” are goons squads on both the heroic and the villain : police officers, red shirts, robotic guards, faceless mooks. 2 in “Star Power” is the common allies of the good guys and the henchman of  the master villain. 3 in “Star Power” is the usual the main rating for the PCs as well as the lieutenant and general of the master villain. 4 in “Star Power’ means you're a master villain unless you are the only hero in this series.  “OOMPH” is next is a pool of point that can spend to help your character out. GMCs do not have OOMPH of their own but gets a POOL of OOMPH award to GM by a scene by scene base. On the sheet, Base Oomph is the starting OOMPH of the character while the Current Oomph is the OOMPH is how you kept track of your character OOMPH -- both used and earned.  Unspent OOMPH at the end episode is change to “Proof of Purchase” to improve characters at the end of the season.

“Check” is the main mechanic of “CAH:S2”. Roll a d12 and the most appropriate Trait rating to it. If the result is equal or higher the Difficulty Number, the PC can do it.   Opposite Checks are when you up against an enemy character -- which does a check and that’s your DN for that check. Normal checks are when the action isn’t against a another character (i.e. jumping from a moving train to a moving helicopter). Next comes “Other Important Factors” which teaches how to use “Standard Qualities”  (Add +2 to check after explaining how it fits in.), “Benefit Dice” (When using a trait that that has a Action Feature, when your Singularly Quality can give you an  edge or you when your vehicle and is dealing with non-vehicle  character. “Linking” allows you to link two traits together: the first one is the primary trait while the second is the secondary traits which add number depending the tier (Human = +1, Superhuman = +3, & Cosmic = +5),  

“Teamwork” is up next. The assisting character can’t link two of the traits but the character being assisted can.

Next up is “Flubs” which if you roll a natural 1, you autonomic failure. Nobody is perfect and all that jazz. “Boons” is when roll a natural 12, you get to add double of your Star Power to the check.

“Activation, Deactivation and Reactivation” discuss traits. In a normal state, a trait is said to be activated. Certain effects can cause a Trait to be temporality deactivated. A deactivated Trait can be used for any reason until it is reactivated.   The effect causing the deactivation will specify how long  it lasts.

Next up is “Action Scenes”. In all retro cartoons they were a lot of action to keep the kids attention durning the show. In “CAH”, these are called “Action Scene”. When scene like this begins, the GM call a “Action Scene”. This discusses  “Who Goes First” - either who makes the logic scene in the scene or the side with the higher star power; “Turn and Round” is make. Turn is an action check for a character, while round is when all characters had make an action check.

“Crucial Checks and Setback Tokens” are next. When success or failure of a check would give a character to gift or get a Setback Token is called “Crucial Check” -- these mostly come durning an action scene. Standard Crucial Checks are like leaping from a moving semi-truck to another moving semi-truck or  trying to leap over a chasm. Most of Crucial Checks are opposed checks -- the acting character trying to gift a setback on the reacting character  

“About  Setback Tokens” are next. Characters can get though as many setback tokens as their Star Power. One more then their Star Power and they are “Defeat” and out until the scene is over. Afterwards,  the PC can remove the Setback Tokens from -- even if the character is the hands of the villains. Next is “Instra Defeat” which means if the acting character check result of character is equal to or greater than reacting character’s Star Power x2. An “Instra-Defeat” is out of the scene not matter how many Setback T Token he has.

“Oomph” is explained in the next section.  “Based Oomph” means that each episodes the PC starts with the same number of Oomph as his Star Power rating. The player can send  his character Oomph as he see fit.

The GM doesn’t have a constant OOMPH to draw on. Instead, he receives a Oomph pool on a scene-to-scene base. The exact amount is the number of the players plus the GMC with the highest Star Power present when the scene begins.  Players can earned OOMPH by having their Quality to being pain in the neck, following the tropes of 1980’s action cartoons, witty dialogue, clever idea, etc.  Game Master has two ways of getting OOMPH: Qualities of the GMC and if the Master Villain is present. Any leftover “Oomph” are turned into {“Proof of Purchases” is. If the PC show up “After-The-Show” Message, he automatically gets one free point of Proof of Purchase.

Next up, “Sending Oomph” starts with sending OOMPH helps out a teammate with the following catches: the donating player must be in the same scene as the character getting the OOMPH, the donating play must give a plausible explanation for 1980’s retro action cartoon, and the sending of 2 OOMPH  for it.

The GM can send her Oomph on any characters without the need for above catches -- villains weren’t fans of sharing anyway -- but she can only donate Oomph to the players, but only if they is ally GMC in the scene with the character being donated again.  

Then we got some familiar choices renamed: “Try It Again!” a.k.a the Re-Roll, “”Give It Your All!” a.k.a the Extra Effort, “Suck It Up” a.k.a the Recover, “No So Fast” a.k.a Avoid the Insta-Defeat, “Scene Editing” a.k.a Creative Control. As well as a new one: “Lousy Shooting” which means making reduce a goon squad’s check by 6.

You can lose OOMPH as explain in “Losing Oomph”, this means not acting according to the rules of 1980s cartoon such as gratuitous cruelty, excessively cursing, and making comments of a sexual nature. The Game Master must warm the offending player directly, allowing him change his mind. Should the player insists on carrying on, the GM should take away a point of OOMPH.

Some actions go beyond simple curse or act of cruelty (such as sexual assault, cannibalism, etc.) In the unlikely case that a player decide to do this event, the GM should disallow the action outright.  

“Goons” are up next. Goons are characters with a Star Rating of 1. These stand in for mooks on both side of the good and black side (a squad of police officers or a section of the mafia) Goons only have two things: A Star Power of 1, & a Goon Rating which is usually 0 but can 1 or 2.

Goon uses Goon Rating for checks and have to roll two dice and take the lowest rating. The GM can’t use OOMPH to help the goons in any way, nor the goons add to the GM’s OOMPH Pool.  Following this rules related to how to handle goons and multiple goons in action sets, and that goons are defeated when they get their first setback token.

Next section have discussed on rules for vehicles: Vehicle has they own traits -- and while that character is in that vehicle, he can use any the vehicle traits as his own. You can’t link a trait that “Vehicle” Special rule, but you can link your traits to the vehicle's trait, Special Rules (vehicles can have traits with the special rules with the exception of Accessory), Vehicles Quality is discussed next follow that you get a benefit dice if the movement trait of character is 4 or less if you are in “Vehicle And Speed”, “Destroying Vehicle”’ reveals that you if your character is a vehicle, you can get rid of a setback token gotten if you deactivate your vehicle.

What the same with “Castle Grayskull” and “USS Flagg”?  The answer they are playsets. “Playsets” are discussed next.  Ownership of the depends on which side you talking about. Heroic playset ownerships are the heroes and any allies on the physically at the location of HQ and can use the traits of the playset as if they own. Villainous playset are in any non-Goon. Using playset without ownership cost a OOMPH and creative but plausible way to do that.

Next up is rules for Transformations”, you need one of the several rules: “Transform, Self”  & “Transform, Others”. The normal form is the base form and must be the most powerful and ready for adventure form.  So if I wanted to have a female teenager transformed in a magic girl. I have to step the magic girl as the base form while the female teenager is alternate form.  Either way, the star power is the same in both form.  Next reveal that acting the alter form changes qualities of the character in question and activated and deactivated  certain traits -- though those of physical and mental Transformation is immediate effect unless it as adverse Special Rule.  
“Consensual or Non-Consensual”  deals with the “Transform, Others”. If the character is cool with being transform or a non-living object, you just need past a check with base DN of Zero. If not - -it’s opposed check, if the check of the acting character succeed -- the target character is changed.  If the alternate form is a vehicle, the character is defeat if he gets a setback token equal to his Star Power +1. (For I.E., we know Starscream is a Leader to Megatron’s Master Villain. He has Star Power of 3. That means if he was in his jet form, he need get 4 setback tokens to be defeated.  You own OOMPH in if you past an obstacle as the alterform instead your base form, and “Linking Between Form” is fine and dainty.

“Gestalts” is next -- this where you can create a powerful gestalts. In order to use get “Gestalts”, certain  conditions must be must be met to do so: one the series  must have “GESTALTS” rule in the Other Rules section in the Series Guide, if the gestalts is formed by the vehicles instead of the characters themselves they had to a trait with “Vehicle” special rule, characters with the called Standard Quality called “Gestalt” follow by the name of the Gestalt and what part of the Gestalt they form. You can “merge” into the Gestalt as long as all character are in the same location and not defeat -- this requires each of the merged characters to skip their next turns to combine. The players should really bring out the large ham in them as reveal the coolness of their gestalt in their descriptions. The PCs can only merge into the gestalt if they get more setback tokens then the members of gestalts. For a sample, if six members make up the gestalt -- they must got a total of seven Setback tokens  before they can merge.  If the characters vehicles are the gestalt parts -- the gestalt can’t be form unless the characters have access to their vehicles

The Gestalt Form rules are next: All merged characters traits are deactivated, and the Gestalt Form traits are activated. A gestalt doesn’t have any Qualities. However each merger character or vehicle has Quality, this can reflect the size or impervious while the character is merge.   No other Qualities can be used, unless the GM give special permission.

Who Is “Controlling The  Gestalt”? Everyone that’s a part of it. No joke. Each turn a character can make a movie using the Gestalt Form’s traits. Not surprising,merged characters s can use their own OOMPH.

“Attacking The Gestalt Form” discusses enemy attacking it, setback tokens, defeat characters in merged forms can’t help the others, and that an Gestalt is only defeat when all the characters that make it up is defeated.

“Hazards” are next which discusses the following: falling, drowning, fire, and quicksand.

“Options Rules” starts off with the “Commercial Breaks”, A roll-off between a player whose character had earned the most oomph since the beginning of the episode or since the last commercial break against the Game Master. If the Game Master wins, he rolls on Table #1  -- but if the player wins, he rolls on Table #2. The names are the same from the tables used in Season Two, but some are changed.

Next are the rule for “The Movie”. First off the Game Master must warm the players the next one to three sessions will represent a  the movie -- so this epic shouldn’t be sprung on the players on the night of the session. The following rules can be selected by the GM for fake the movie: All PCs begin with 1 to 2 more OOMPH, Setback Token from physical damage go away from at the beginning of the next scene, they lost one setback for every scene there are in, when a character is defeated by physical attack  he must make a check using a trait the present is willpower or durability -- if he doesn’t beat the rating of the attack, the character is dead then a doorknob, after the movie concludes, the characters who play a role in it may improve them or change as if it was the end of a season.

Next up is “Trait Use Limitations”, if his rule is in this play and player is  same routine is being use with a trait without cleverness behind it can be use three time per scene.  

Next up  CHANNEL #2 with “Lingering Effects”: This means GM may rule that Instra-Defeat character begins the next scene with a setback tokens - this reflects that the character is still in a bad shape.

This following a nice 25 pages long of a sample of action scene by using a climax battle of episode of “Warrior of Cosmos”.

We start “CHANNEL #3” -- series after above “Action Scene”. This is broken down in four parts: “The Series Guide”, “Player Characters”, “Game Master”, and “Playsets”. “The Series Guide” is broken up in “Name and Tagline”. “The Series”, “Dials” & “Player Characters Guidelines”  

Every series need a name and a tagline. Some groups will come up with name and tagline and use that to for base for the series while other groups would skip to Step #2 and get back to Step #1 on they hash the series’s big plot.

Are few methods for naming a series such as the Heroic Organization,  the Main Hero, The Main Hero and His Group, The Villain Group, or the describes both the heroes and villains.

The Tagline is a short blurb explaining and luring the kids to the cartoon.. “The Series” section looks like a complete copy of it’s “Premise” section from “CAH:S2” with parts from the CAH:S2’s “Series Creation”’s “Now You Know”  merge  together and rearrange in the following order: “The Genre” (with the usual common list of: Fantasy, Post-Apocalypse, Military, Horror, Sci-Fi, Space Opera, Western, & Superheroes), “The Twist”, “Tech Level”. “Series Goal”, “Antagonist Roles”, “Originality”, “Gimmick and Fads”, & “Primary Setting”

Next up is “Dials”. They are four dials rated on a scale from 1-3: Seriousness (How much or little comedic elements exist in a series), Realism (How much how ground in reality the series tone and setting are), Violence (You got three choice: slapstick, regular 1980s, or really harsh and the movie rules is effect for the series), and Continuity (three choices here episodes on the island themselves, episodic but with some mini-series popping up there or here, or a long connected story.)

Step #4 starts with a paragraph about protagonists from CAH:S2’s “Series Guide” before getting into the thick of things with “Star Power” (which is usually a 3 for a series), pick a tier and trait points, talk about other rules: “Disallow Traits”, “Disallow Special Rules”, “Required Traits”. “Free Trait” (one that can’t be modified), “Free Modifiable Trait” (one that can be modified), “Free Floating Trait” (one the PC can define themselves with certain parameters), Excessive Trait Rating (allow the PC to have one or more traits that breaks the maximum of the series), Theme Adherence (Has to stick with a certain theme), “Catchphrases” (If durning creation, the character is given a Upgrade #4, the new Standard Quality could be make into a catchphrase.), Gestalts (this rule allows for Gestalts to exists in the series.)

New up is “Character Character” time. Which is make up in the following: Star Power and OOMPH, Qualities, Traits, Special Rules and Upgrades.

After that is Trait Rating Benchmarks and Sample Traits are next -- give you an idea or two about them. From pages 104 to page 111 are the Special Rules in mostly alphabetic order. Follow that are Special Rules that can go with “Transform, Self” & “Transform,  Others” Special Rules: Extra Alternate Forms, Involuntary, Multi-Form. Next comes how to make alternate  forms for the characters. That is following by rules for making vehicles. That is follow by rules for making Gestalt.

Next up on the rules for “GMC” characters. GM has two way of going about this -- by using or not using the system. Using the system meaning the GMC can’t get Upgrade 6 or Upgrade 7 and they aren’t bound to the series’s maximum trait rating. Next up is “Hero Allies” from CAH:S2’s “Game Master” Channel in the following order: “Lone Allies”, “Teammates”, and “Comic-Relief Character”.  Next is “Rouge Gallery” follow by the same types of bad guys from CAH:S2’s “Game Master” in the following order though with their usually Star Power in “Master Villain (Star Power: 4), “Leader” (Star Power: 3), “Henchman” (Star Power: 3), & Goons (Star Power: 1),. This follow about how to create “Goons”.  After that one, is how to create the “Playsets”

After that they is fictional sample of creation of a series, a hero, a playset,  ideas for villains, and create of two playset -- one for the heroes and one for the bad guys. This is follow by pages fill of the sample of fill out series sheet and character sheet using the series and the hero from the fictional sample. This is follow by GMC of the fictional series and their stats. After that is “Character Alterations”. There's many different way of changing: “Cosmetic Adjustment” (A new outfit and no effect on gameplay), “ Enhancements” (a.k.a improvement your 5 Proof of Purchase to pay for Proof of Purchase Upgrades except for the “Versalite” Trait which you have to give up 10 Proof of Purchases for) & Revamp (Change a change completely by sending 5 Proof of Purchases for it. You have the following choices: Completely replace a Trait with an all-new Trait with the same rating as the old Trait; Eliminate a Trait altogether and redistribute its
rating “points” to other Traits; keeping in mind the
series’ maximum Trait ratings; Replace the character’s Signature Quality with a new one, & Replace one or more of the character’s Standard Qualities with new ones)

Of course the GMC character can do the same, but they is some catches here: First off, to get these proof of purchase the GMC character must have add to the story or a action scene. The Master Villain  get 5 extra Proof of Purchases.  

This is follow by eight series seeds with some villains stats for this the series:, “Ani-Bot” (one of the darkest transforming robot series I ever have lay my eyes on.); “Asgard 3000” (which seems to give waves of being anime;, “The Brutaloids” (The “Inhumans” called. They want they show back.); “Ghost Patrol” (Both Ghostbuster teams called. They want their shows back.”); “Rift Warriors” (a decent fantasy series); “Skyfighters of Voltania” (A good science fantasy planet series); “S.L.A.M” (A wrestling as secret agents taking place in “Strikeforce Freedom’s universe.) & “Tin Horns” (One of the most original ideas for a cartoon I have see in a long time.) This is followed by collection of characters based on some of those kickstarters backers or in one case, a brother of a backer.  

After that, is “CHANNEL #4: THE PLAYERS”. This channel starts off with “Being a Good Player”: “Participate” (Show up and take part in the session), “Share the Limelight” (Share the game with the other players and the Game Master), “Be Patients” (Wait your turn), “Respect The GM’s Authority” (If he or she is a good or great Game Master, go with his or her rules on things.), &  “Avoid Being a Troublemaker” (Don’t go out of the way to really mess up the game for the other players).

This is followed by “Embracing the Genre”: “Ham It Up!” (Act over the top when speaking in your PC voice, “Put the Story” (As usual, the story first. This is the most common rule of all modern RPGs), “Use Traits And Qualities” (Find the weirdest cartoon-logic way to put your traits and qualities to use.), “Use Indirect Attack” (Instead of using your fist to punch a henchman, use your whip to yank his feet upward to the ceiling).

That is follow by “Oomph and You”, which covers “Receiving Oomph” (This remind you find the tips in “Embracing the Genre”), “Spending Oomph” (They is no right or wrong way to do send your OOMPH.)

The next CHANNEL #5 is “THE GAME MASTER”, which starts with “Being a Good Game Master”. This takes the same thing as the “Job of A Game Master’ from Season 2, starting with “Narration” (a.k.a “Description” complete with the same three narrating from Season 2 which were modified from Season 1.), “Improvisation” (Modifying the story the way the PC are reacting to it., “Fudging” (A.K.A. nice cheating for the sake of the story), Pacing (Make sure the action scene go fast then bullet, and the non-action scene go slowly.)

Following this is the “Embracing the Genre” from  “CAH:S2” in the following order: “Cartoon Logic”, “Cheese And How To Use It”, “After The Message” (thought added to how to run it is added), “Ensemble Cast” (Having the PC make more than one character a piece.), “30-Minute Episode” (Play an episode in the same amount of time as a real 1980’s action cartoon), “The Star of Show” (Make a hero that greater than the other heroes.

After that comes, “Creating Episode”, giving you the same advice that come from “The Game Master” channel in Season #2 in the following order: “Act One; Set-Up”, “Act Two:The Confrontation”, & “Act Three: The Resolution”.

We almost done end with the following “Index”, “Afterword” from the Cartoon Mistress, Cynthia Celeste Miller, “Sample Stuff”, the Bio-File in two form -- printer friendly and not-so printer friendly, the Series Guide, Setback Tokens and Oomph Tokens, ads including a humorous one for “Galactic Heroes”


A good game for your RPG library.