TMNT the RPG
Feb. 10th, 2009 05:43 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
New themed post idea! Character Creation Tuesday. Where I go step-by-step thru the creation of a character for one of my many, many rpg systems. Starting this week with Palladium's Teenage Mutant Ninja Turtles Rpg...
I actually just made a new TMNT character for a play-by-post game that may never actually get started. He's a mutant octopus lab escapee named Doc Hentai. But for this we'll go with a new character. To start we'll use the animal origin charts from the Mutants Down Under book. Because I want an Aussie character. So a roll of the percentiles gives me an 81, Desert and then 35, Goanna...
With a goanna I get a bonus +3 to starting Physical Strength, +1 to Physical Prowess and +2 to Physical Endurance. Also a starting Size Level of 5 and 60 Bio-E for buying mutations. So I spend 15 to get Light Natural Body Armor (Armor Rating 9 and +25 to Structural Damage Capacity (SDC)), 10 for a Whipsaw tail (2d6 damage and an extra attack a round) and 5 for Climbing claws (1d6 damage plus bonuses to climb skills). Then I spend 25 Bio-E for Full Hands, Full Biped, Partial Speech (so I talk with harsh extra sibilants) and No Looks (because why play a mutant animal that looks like a person?). That leaves me with 5 Bio-E so I'll dump it into increasing my lizard to Size Level 6. That size means no stat penalties or bonuses, and a starting SDC of 30 (which bumps up to 55 with his natural armor). I never bother randomizing the weight and height, but checking Size Level 6 (Long body type), thats a weight of 40+6d6 (46-76 lbs) and a height 48+3d6 (51-66 inches). We'll make him skinny at 49 lbs and give max height for 5'6".
Next we'll do Stat rolls. For TMNT I use the 4d6 drop the lowest method. Though with this system any roll of 16 or above you add another d6, meaning I keep that dropped die. So the stats for TMNT are: IQ, Mental Endurance, Mental Affinity, Physical Strength, Physical Prowess, Physical Endurance, Physical Beauty and Speed.
IQ 11 (average smarts), ME 12 (average will), MA 14 (slightly above average charm), PS 10 (to 13 with race bonus), PP 15 (up to 16 with lizard quickness, finally a stat with bonuses), PE 15 (and 17 with lizard-y health), PB 10 (just an average looking giant lizard), Spd 15 (and a decent ground movement to start), Not the greatest stat set, but most of the physical ones can be bumped up with the right choices in starting skills...
Now for origin of mutation. To start a 45 is Accidental encounter and then 00 is 100:
Shoot, wish I'd rolled better on IQ. I could have made him a scientist...
Lets look at those skills next. For his skill programs we'll take Journalist/Investigative (he's a reporter!): Computer Operation, Intelligence, Photography and writing; Language: 3 languages (we'll go with Japanese, Aborigine and French); and lastly Physical (he took some athletic courses): Select 4 (Acrobatics, Gymnastics, Hand to Hand Basic and Boxing). Those four should make it so he can survive any fights he gets into when investigating.
Now for the 10 secondary we'll take some espionage: Pick Locks and Escape Artist. Grab some Cooking because he's a bachelor who hates fast food. Then Climbing, Prowl, Swimming and General athletics. Then to get around Pilot Automobile and Pilot Motorcycle. And finish with Auto Mechanics so he can keep those potential rides running...
Now looking over the physical skills, there are a pile of extras from them. Especially special moves from the Acrobatics and Gymnastics. But the main point is he'll have 6 melee attacks per round (counting the bonus one from his tail), and a +d4+5 PS, +3 PE, +2d4 PP, +d4 Spd and +5d6+d8 SDC. So a +7 PS (20), +3 PE (20), +6 PP (22), +2 Spd (17) and +34 SDC (89).
For those wondering SDC or Structural Damage Capacity is a stat used to see how much damage something can take before falling apart. For people its basically extra hit points. Speaking of which we still need to roll for those. That is a d6 added to PE, so a starting Hit Points of 22. Tough little lizard ain't he? All that is really left (other than equipment buying) is alignment. For an investigative freelance journalist I think Scrupulous works best. That way he can lie to people he thinks are bad if it will help him get the story...
So a name and general back-story then. Our young hero was discovered by Marcus Brando, a reporter for the Sydney Times while investigating a company that was thought to be illegally dumping waste in the Outback. Marcus took the baby mutant home and raised it as a son, taking him public at the age of twelve. Bruce Brando had some difficulties getting people to adjust to him, but his friendly and easy-going nature would win most people over. And for the rest his father made sure he took course in boxing and judo. After college, Bruce decided that he'd follow in his foster father's footsteps and expose the truth of corrupt corporations and governments...
Any requests for what systems to do next?
I actually just made a new TMNT character for a play-by-post game that may never actually get started. He's a mutant octopus lab escapee named Doc Hentai. But for this we'll go with a new character. To start we'll use the animal origin charts from the Mutants Down Under book. Because I want an Aussie character. So a roll of the percentiles gives me an 81, Desert and then 35, Goanna...
With a goanna I get a bonus +3 to starting Physical Strength, +1 to Physical Prowess and +2 to Physical Endurance. Also a starting Size Level of 5 and 60 Bio-E for buying mutations. So I spend 15 to get Light Natural Body Armor (Armor Rating 9 and +25 to Structural Damage Capacity (SDC)), 10 for a Whipsaw tail (2d6 damage and an extra attack a round) and 5 for Climbing claws (1d6 damage plus bonuses to climb skills). Then I spend 25 Bio-E for Full Hands, Full Biped, Partial Speech (so I talk with harsh extra sibilants) and No Looks (because why play a mutant animal that looks like a person?). That leaves me with 5 Bio-E so I'll dump it into increasing my lizard to Size Level 6. That size means no stat penalties or bonuses, and a starting SDC of 30 (which bumps up to 55 with his natural armor). I never bother randomizing the weight and height, but checking Size Level 6 (Long body type), thats a weight of 40+6d6 (46-76 lbs) and a height 48+3d6 (51-66 inches). We'll make him skinny at 49 lbs and give max height for 5'6".
Next we'll do Stat rolls. For TMNT I use the 4d6 drop the lowest method. Though with this system any roll of 16 or above you add another d6, meaning I keep that dropped die. So the stats for TMNT are: IQ, Mental Endurance, Mental Affinity, Physical Strength, Physical Prowess, Physical Endurance, Physical Beauty and Speed.
IQ 11 (average smarts), ME 12 (average will), MA 14 (slightly above average charm), PS 10 (to 13 with race bonus), PP 15 (up to 16 with lizard quickness, finally a stat with bonuses), PE 15 (and 17 with lizard-y health), PB 10 (just an average looking giant lizard), Spd 15 (and a decent ground movement to start), Not the greatest stat set, but most of the physical ones can be bumped up with the right choices in starting skills...
Now for origin of mutation. To start a 45 is Accidental encounter and then 00 is 100:
Character goes public and is educated at a major university. The character likes and trusts humanity in general. Education is four years of college. Select 3 skill programs and 10 Secondary skills. The skill bonus +20% on all scholastic skills only. Although struggling for financing, at least 2d6 times $500 worth of equipment has been collected.
Shoot, wish I'd rolled better on IQ. I could have made him a scientist...
Lets look at those skills next. For his skill programs we'll take Journalist/Investigative (he's a reporter!): Computer Operation, Intelligence, Photography and writing; Language: 3 languages (we'll go with Japanese, Aborigine and French); and lastly Physical (he took some athletic courses): Select 4 (Acrobatics, Gymnastics, Hand to Hand Basic and Boxing). Those four should make it so he can survive any fights he gets into when investigating.
Now for the 10 secondary we'll take some espionage: Pick Locks and Escape Artist. Grab some Cooking because he's a bachelor who hates fast food. Then Climbing, Prowl, Swimming and General athletics. Then to get around Pilot Automobile and Pilot Motorcycle. And finish with Auto Mechanics so he can keep those potential rides running...
Now looking over the physical skills, there are a pile of extras from them. Especially special moves from the Acrobatics and Gymnastics. But the main point is he'll have 6 melee attacks per round (counting the bonus one from his tail), and a +d4+5 PS, +3 PE, +2d4 PP, +d4 Spd and +5d6+d8 SDC. So a +7 PS (20), +3 PE (20), +6 PP (22), +2 Spd (17) and +34 SDC (89).
For those wondering SDC or Structural Damage Capacity is a stat used to see how much damage something can take before falling apart. For people its basically extra hit points. Speaking of which we still need to roll for those. That is a d6 added to PE, so a starting Hit Points of 22. Tough little lizard ain't he? All that is really left (other than equipment buying) is alignment. For an investigative freelance journalist I think Scrupulous works best. That way he can lie to people he thinks are bad if it will help him get the story...
So a name and general back-story then. Our young hero was discovered by Marcus Brando, a reporter for the Sydney Times while investigating a company that was thought to be illegally dumping waste in the Outback. Marcus took the baby mutant home and raised it as a son, taking him public at the age of twelve. Bruce Brando had some difficulties getting people to adjust to him, but his friendly and easy-going nature would win most people over. And for the rest his father made sure he took course in boxing and judo. After college, Bruce decided that he'd follow in his foster father's footsteps and expose the truth of corrupt corporations and governments...
Any requests for what systems to do next?
no subject
Date: 2009-02-11 01:26 am (UTC)no subject
Date: 2009-02-11 04:50 am (UTC)Champions
Hackmaster
no subject
Date: 2009-02-11 06:45 am (UTC)no subject
Date: 2009-02-11 10:44 pm (UTC)Aliens
TOON
World of Synnibarr
Really this is a test of your collection.
no subject
Date: 2009-02-12 03:19 am (UTC)no subject
Date: 2009-02-12 02:36 pm (UTC)World of Synnibarr is really really bad. I don't own it but I know someone who does. He let me read through it and it scarred me.