Super Squirrel
Apr 24th, '03, 07:51 AM
I just got in five TMNT RPG books from an auction on ebay. I can't wait to convert it to Fifth. :D
Chuk
Apr 24th, '03, 10:21 AM
I've done the four TMNT themselves so far -- if you come up with anyone else, can you show us?
Agent333
Apr 30th, '03, 02:06 AM
Here's a version of Raphael I did recently for an aborted Turtles game I was going to run. Too bad my friend's interest didn't last. Maybe you can get some use out of it. I adapted the writeup from my copy of TMNT RPG 1st edition.
Raphael
20 STR 10
18 DEX 24
20 CON 20
17 BDY 14
12 INT 2
13 EGO 6
11 PRE 1
10 COM 0
8 PD 4
4 ED 0
4 SPD 12
10 REC 4
40 END 0
40 STN 3
(total= 100)
Turtle Powers
7 "Turtle Shell" +4 PD/ +4 ED Armor; Activation: 12- (-3/4)
4 "Amphibious Nature" Extended Breathing: 1 END/ 20 minutes
Ninja Training
3 Simulate Death
3 Lightsleep
5 Defensive Maneuver II
15 Two Weapon Fighting: Sais [House rule: +5pts= DCV -2 instead of DCV x1/2 for Sweep]
5 Rapid Attack: Sweep
1 Weapon Familiarity: Off Hand (DCV +1 w/ paired Sai)
8 +2" Running
3 +3" Swimming
Ninjistu Maneuvers (from UMA)
4 Punch +0, +2, 6D6 (+1 DC to Sais)
5 Kick -2, +1, 8D6
4 Block +2, +2, block
4 Dodge ---, +5, dodge
3 Throw +0, +1, 4D6 +v/5
4 Atemi Punch -1, +1, 2D6 NND
5 Takeaway +0, +0, 30 STR to take weapon
3 use Ninjitsu w/ Karate Weapons, Ninja Weapons, and Blades
Other Combat Skills
9 Weapon Familiarities: Common Melee, Common Missile, Common Martial Arts Weapons, Blowgun, Garrote, Fukimi-bari
10 +2 CSL with Melee
6 +2 w/ Sai
Ninja Skills (Mostly from Ninja Package in NH)
3 Teamwork 13-
3 Acrobatics 13-
3 Stealth 14-
3 Breakfall 14-
3 Climbing 14-
3 Contortionist 13-
3 Lockpicking 13-
3 Concealment 11-
3 Tracking 11-
3 Shadowing 11-
3 Demolitions 11-
1 Mimicry 8-
4 Survival (Temperate, Urban) 11-
2 KS: Ninjitsu 11-
3 Lang: Ninja Codes and Symbols
1 Lang: Japanese
2 AK: NYC Sewers 11-
1 AK: NYC 8-
5 Contact: Casey Jones (useful, good relations) 11-
3 +1 w/ Stealth, Breakfall and Climbing
Weapon Stats: Sai
OCV: +0
Damage: 1/2D6 (max:1D6+1)
Str Min: 8
Notes: +2 to Block, Disarm and Takeaway; Throwable
Disadvantages
Distinctive Feature: Mutant Turtle (Concealable with effort, causes reaction) -15
Psy Lim: Impulsive (common, moderate) -10
Psy Lim: Overconfident (common, moderate) -10
Psy Lim: Short Temper (common, strong) -15
Psy Lim: Honorable (common, strong) -15
Enraged if insulted or humiliated (Uncommon, 14-, 14-) -15
Dis Fea: Ninjistu Martial Arts Style -10
DNPC: Splinter (Less Pow, useful, 8-) -0
DNPC: April O'Neal (Normal, useful, 11-) -10
Hunted by the Foot Clan (As, 11-) -15
Design Notes
Raph clocks in at about 270 points (like his brothers), so I guess that makes him a high-end heroic character with attribute maximums. The Atemi Punch in his Ninja Maneuvers is there to simulate the "knock-out" ability in Palladium Martial Arts. The Takeaway maneuver is there to take advantage of his Sais' bonuses. The house rule for Two Weapon Fighting simulates DCV CSLs bought to offset the DCV penalty of a Sweep, it's included to better simulate Palladium's use of "Paired Weapons". Raph's BODY stat was extrapolated from his Palladium Hit Points divided by two. This writeup was made to be accurate to the character in the Palladium writeup, as well as in the original Eastamn and Laird comic, to the best of my knowledge.
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