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[WIR] TMNT/After the Bomb/Road Hogs


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Game Master Section:
How to Run a Roleplaying game

The GMs job is to make sure everyone has fun. How? First, have an adventure; there's some in the back (sorta), or make your own. Make sure it suits the PCs' strengths. There are three aspects to this: are the villains hard to beat but not impossible? If it's too easy it's no fun. Will the PCs get a chance to use their cool powers? They should. Will the PCs actually give a damn about whatever's going on? Check their alignments and personalities. An example from play is a group of superheroes based around working for a supergroup that fought cosmic threats with cool powers and the GM made a scenario about tracking down drug dealers despite their utter lack of investigative abilities or instructions from above. That didn't go well.

Character Roll Up:
The GM can arbitrarily decide which portions of the animal tables are used; the playtesters only rolled on the Urban animals table cos Eric (or Kevin, maybe) wanted them all to be city dwellers. Alternately, you can define all their origins as Deliberate Experiment and make the PCs roll on a Lab Animal table that includes White Mice, White Rats, Monkeys, Sheep(?), Cats, Dogs, and Monkeys. Or whatever the hell you want; you're the GM. Then we get a rough transcript of the playtest character generation in which everyone is irritating. They use the team rules to roll the Sparrow-Eagles, three sparrows with wings, arms, no looks, and partial speech. They are Size Level 6, as almost everyone is. They're ninjas like the turtles, conveniently enough.

Of Dice and Destiny
Dice are very important, but if they produce a ridicilous result you should overrule or ignore them. If you don't know how an NPC should act, roll some dice. Combat and damage should always and only use the dice for the sake of fairness.

Rewarding Players for Play Excellence
Playing in character should always get XP, as should using your noggin. Don't give extra XP to your friends, that's a dick move.

Bystanders, Peace Officers, and Villains
The superhero shows close to the bone here. It's recommended that none of these be boring stereotypes unless it's fun that they are.

Designing Adventures and Scenarios: In superhero comics, the threat is usually a villain, organization, or natural disaster.

Creating Supervillains and Villains: Build them just like PCs. If you want villains who aren't mutant animals, see Heroes Unlimited. Then you can roll their alignment: 20% chance of each evil alignment and Anarchist, 10% Unprincipled, 8% Scrupulous, and 2% Principled.
Their objectives: 20% Partisanship (devotee of some political or religious faction not now in power), 30% Profit, 20% Power (as an individual rather than on behalf of a cause), 15% Destruction (Has a grudge and will go any length to satisfy it, or just wants to watch the world burn), and 5% Scientific Advancement (FOR SCIENCE!!!!!). (Results on this chart may have to be adjusted based on alignment or vice versa, as I can't really see a Principled character turning to crime for cash, frex).
Their Minions/allies: They can be members or leaders of a supervillain organization, have one supervillan henchman, 1,1d6, 2d6, or 3d6+1 supervillan normal henchmen, or always work alone. The chances range from 4% to 15% with no apparent pattern. (What exactly 'normal' henchmen are in this game is unclear, or supervillains for that matter; this is copied directly from HU)

Creating Criminal Organizations:
They should have a motive, but you have to make that up yourself. Maybe they want to hire or experiment on or investigate mutants. Maybe they just do crimes. Your choice. Then roll 1d6 on the Source of Organization's Funds table.
  1. Self generated: makes $1d6*10 million per year as a legitimate business.
  2. Endowed: Financed by someone's will. Has a one-time cash infusion of $2d6^10 million but is then on their own. (That's... not really how endowments work, but whatever)
  3. Silent Backers who provide $1d12 million per year. Nobody knows who they are except maybe the leader. (... This is really fucking unhelpful.)
  4. Government funding to the tune of $2-18 million per year (maybe 1d10+1d8? Not sure how we're meant to generate this)
  5. Foreign: Also often secret. 1d6 million per year. (This is also not terribly helpful)
  6. Underworld money; criminal organizations (wait; aren't these supposed to be criminal organizations?) launder money/finance them with $2d6million
I have to say, this kind of underwhelms me.

Creating Natural Disasters: Read the papers. No, really, that's what it says.

Creating Tension: Make sure they feel like they might die. (or lose something important, or fail to save someone else, but those aren't mentioned)

The Infinite Budget: You can throw in all the cool special effects you want, cos it's imagination. Do so.

A GM Example: Mouse on the Metro
The Sparrow Eagles are the PCs, the villain is a giant (SL 13) mouse who's eating people. The wrong way to do this is have the PCs run across the mouse chasing someone, fly down and kill it, the end. Instead they should learn about people going missing on the subway from the news or something, and hear about some hobo who says it's a giant mouse. If they talk to him, he doesn't seem crazy. Also they might somehow find out that the police are 'quietly patrolling subway stations with SWAT teams' which seems rather a contradiction in terms. then they have to fight the mouse on his home ground in the tunnels and it's more challenging somehow. (Maybe there's traps or the like, but it doesn't say).

Heroes Unlimited Game System: You should buy it. Now.

Using TMNT as a Separate Campaign:
You can play all kinds of campaigns. For instance, you could have the PCs play as the ninja turtles (which is supposedly not ever fun in a long campaign, but I think opinions may differ). OR, you can roll up new characters and have a campaign with them. The options are limitless!

Using TMNT with Heroes Unlimited: There's a revised power table with mutant animals on it.

Designing New Animal Characters:
Hey, it's the elusive system for defining starting bioE! First find the size level and figure out how many points it takes to get to 10 from there. Then, determine how much full human features would cost and add that. Then hand out attribute bonuses. Each attribute that gets a bonus costs 5 bioE. Then, if the number is smaller than 0, adjust it to 0. Then decide what powers should be available. "Natural Weapons, Heman Reatures, and Powers should have the same values and descriptions as those given in the Animal Section" (That would be a lot more helpful if those were actually consistent... Also, what if an animal has a cool schtick that's not on the list?). Kangaroos are used as an example. It's poorly done.

Perhaps later I'll take a look at some of the existing templates and see if they fit at all.

Next up: Adventure Scenarios!


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...so, a 2% chance of a Lawful Good supervillain? :unsure:
There's a (supposedly) Neutral Good one in the sample adventures; we'll get to him later. I suppose that if they were fanatically dedicated to a cause that the PCs disagreed with there could still be room for conflict. But in that case the PCs would kinda be the villains...

ETA: actually, the Lawful part could be the issue; lotta laws are actually pretty fucked up when you look at them. It just depends on where the PCs' sympathies lie.
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Just checked the Aardvark and the Alligator according to that formula; neither one matches. This doesn't bode well for the rest of the critters.


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Each attribute that gets a bonus costs 5 bioE.
Is this supposed to be 5 Bio-E per point of bonus, or 5 Bio-E for each attribute that has any bonus? I.E., would PP +3 be 15 or 5? The former seems to wildly over-value stat bonuses, while the latter is ripe for abuse.


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Is this supposed to be 5 Bio-E per point of bonus, or 5 Bio-E for each attribute that has any bonus? I.E., would PP +3 be 15 or 5? The former seems to wildly over-value stat bonuses, while the latter is ripe for abuse.
The latter. if you have a base SL 10 critter with 0 BioE, you add 40 to get all the human features.Then it gets PS +15 and PE+1, so now the starting BioE is 30.


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Many naginatajutsu practitioners would probably have liked to have words with the designers for selling the esteemed weapon so short.
Looking at it, they're classed as spears, which do 1d8(mostly), not polearms that do 2d6 (usually). Not that he's less wrong, but that's why.
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