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Teenage Mutant Ninja Turtles for HERO/Champions


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[b] Leonardo - TMNT[/b]



[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]

15    STR     5   15      12-       HTH Damage 3d6  END [1]

18    DEX     16   18      13-       

18    CON     8   18      13-

18    BODY    8   18      

10    INT     0   10      11-       PER Roll 11-

15    EGO     5   15      12-       

15    PRE     5   15/25      12- / 14-       PRE Attack: 3d6 / 5d6

8    OCV     25   8          

8    DCV     25   8          

5    OMCV     6   5          

5    DMCV     6   5          

8    PD      6   8/16             8/16 PD (0/8 rPD)

5    ED      3   5/13             5/13 ED (0/8 rED)

4    SPD     20   4                 Phases:  3, 6, 9, 12

8    REC     4   8

40    END     4   40

30    STUN    5   30

14    RUN      0   14m                END [2]

12    SWIM     0   12m                END [2]

11    LEAP     0   11m                11m forward, 5 1/2m upward



[b]CHA Cost: 151[/b]



[b][u]Cost[/u]   [u]POWERS[/u][/b]

10     [b][i]Blindfighting[/i][/b]: Targeting with Normal Hearing - END=0

     <i>Hero in a Half-Shell</i>: all slots Unified Power (-1/4) - END=

3     1)  [b][i]Amphibious[/i][/b]: Life Support  (Extended Breathing: 1 END per 20 Minutes) (4 Active Points); Unified Power (-1/4) - END=0

3     2)  [b][i]Natural Swimmers[/i][/b]: Swimming +8m (12m total) (4 Active Points); Unified Power (-1/4) - END=1

19     3)  [b][i]Turtle Shell[/i][/b]: Resistant Protection (8 PD/8 ED) (24 Active Points); Unified Power (-1/4) - END=0

17     [b][i]Katana[/i][/b]: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR) (25 Active Points); OAF (-1) [Notes: (x2 number of items)] - END=2

2     [b][i]Ninja Jump[/i][/b]: Leaping +7m (11m forward, 5 1/2m upward); Requires an Acrobatics Roll (Skill roll, -1 per 5 Active Points modifier; -1) - END=1

2     [b][i]Rooftop Running[/i][/b]: Running +2m (14m total) - END=1

6     [b][i]Smoke Bomb[/i][/b]: Darkness to Sight Group 3m radius (15 Active Points); 4 Charges (-1), IAF (-1/2) - END=[4]

5     [b][i]Leadership[/i][/b]: +10 PRE (10 Active Points); Only to Impress/Intimidate Team (-1) - END=



[b]POWERS Cost: 67[/b]



[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]

      Ninjitsu

4      1)  Atemi Punch:  1/2 Phase, -1 OCV, +1 DCV, 3d6 NND

4      2)  Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4      3)  Choke Hold:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND

4      4)  Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

5      5)  Kick:  1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike

4      6)  Punch:  1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike

4      7)  Reversal:  var Phase, -1 OCV, -2 DCV, 40 STR to Escape; Grab Two Limbs

5      8)  Takeaway:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 35 STR to take weapon away

3      9)  Takedown:  1/2 Phase, +1 OCV, +1 DCV, 5d6 Strike; Target Falls

3      10) Throw:  1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/10, Target Falls

1      11) Weapon Element:  Blades

8      12) +2 HTH Damage Class(es)



[b]MARTIAL ARTS Cost: 49[/b]



[b][u]Cost[/u]   [u]SKILLS[/u][/b]

15      +5 with Blades

25      +5 with All Attacks (50 Active Points); Requires a Teamwork Roll (Skill roll, -1 per 5 Active Points modifier; -1)

       

9      Acrobatics 16-

7      Breakfall 15-

7      Climbing 15-

3      Combat Driving 13-

8      Defense Maneuver I-III

1      Disguise 8-

3      Fast Draw:  Blades 13-

7      KS: Ninjitsu 15-

7      AK: NYC 15-

2      Language:  Japanese (basic conversation; literate)

3      Lockpicking 13-

1      Paramedics 8-

15      Shadowing 17-

7      Sleight Of Hand 15-

11      Stealth 17-

7      Streetwise 14- (16-)

10      Survival (Urban) 15-

13      Teamwork 18-

5      TF:  Common Motorized Ground Vehicles, Hanggliding, Submarines, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles

4      WF:  Common Melee Weapons, Chain & Rope Weapons, Ninja Weapons, Staffs



[b]SKILLS Cost: 170[/b]





[b][u]Cost[/u]   [u]TALENTS[/u][/b]

19      Combat Sense 15-

12      Combat Luck (6 PD/6 ED)

2      Off-Hand Defense

40      Weapon Master:  +2d6 (Swords)



[b]TALENTS Cost: 73[/b]

[b][u]Value[/u]  [u]COMPLICATIONS[/u][/b]

15     Distinctive Features:  Mutant Turtle (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20     Hunted:  Foot Clan Frequently (Mo Pow; Harshly Punish)

15     Psychological Complication:  Protective of Brothers (Common; Strong)

15     Psychological Complication:  Burden of Leadership (Common; Strong)

10     Rivalry:  Professional (Rapheal), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

10     Social Complication:  Teenage Mutants Frequently, Minor

15     Dependent NPC:  April O'Neil Very Frequently (Slightly Less Powerful than the PC)



[b]COMPLICATIONS Points: 100[/b]



Base Pts: 510

Exp Required: 0

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 510







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How about a Big Trouble in Little China homage? The heroes stumble across a mutant animal slavery ring that has ties to the Yakuza. As they investigate, they discover that the ring is ran by an evil sorcerer using alchemy to make the mutants. During the big throw-down, they confront four mutant animals based on the elements.

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How about a Big Trouble in Little China homage? The heroes stumble across a mutant animal slavery ring that has ties to the Yakuza. As they investigate, they discover that the ring is ran by an evil sorcerer using alchemy to make the mutants. During the big throw-down, they confront four mutant animals based on the elements.

 

I love it.  That's fantastic.  Granted, why would the sorcerer need mutants?

 

Do you have any suggestions for names?

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I love it.  That's fantastic.  Granted, why would the sorcerer need mutants?

 

Do you have any suggestions for names?

Perhaps the sorcerer believes that the souls of former enemies have been resurrected in the animals? Or maybe it's all about using their life force to cast a massive spell? As far as names, how about Cho-Lan? Ho-Khan? ;)

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I am interested in how one would balance a human streel-level hero against the Turtles, what with their many anthropomorphic animal physiological advantages.

 

The answer is that you don't (300 CP is really high for a Heroic campaign), unless you give them the same amount of CP, but impose a normal characteristic maximum.

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Thing of it is, the boys occasionally scrap with named human NPC bad guys other than The Shredder. Do they simply have more character points than our heroes?

 

Yes, The Shredder definitely would. Although his competence level would depend on which TMNT version the GM wants to imitate.  For instance, the 2012 series and movies Shredder would far more competent and challenging than the 1987 series Shredder.

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