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I plan on running a TMNT game for my table group in a few months, but I'm certainly rusty since playing last in the 90s. So I wanted to see if anyone was interested in creating some characters and running a few test games and maybe a module or two.
I have the books myself, and doubt many of you would have them but I can help you through the creation process by posting the text from the books where needed on how to go about creation. I was planning on running it as recommended, which is random creation. Animal type, mutation type, organizations etc are all rolled randomly.
If you are interested still I'd like to get 4-6 players or so, which can be part of a team or individually created. If your not familiar with the creation process teams get special incentives to be part of a group like shared exceptional stats, but must all be the same animal types and bio energy points are spent the same way. (I can explain all that better once we get started.)
So any takers? It should be a high action, almost kung fuey kinda game with some funny throw back to the mid 80s where laptops cost 5,000 dollars and people really don't know about this whole internet thing.
WW.

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I might be interested, but I only have After the Bomb.
I won't be using that book for creation though, as I see it has a lot of different creation stuff that I wont be using right away.
As a player you wouldn't really need any books once your character is created as I can get you excerpts for almost anything needed.

d'Jardin |

Weasly Willy Origin Rolls:
Wild Animal Education: 1d100 ⇒ 69 Adopted by a mentor.
Attribute Rolls:
IQ:9(3d6 ⇒ (5, 2, 2) = 9)-2 SIZE
ME:9(3d6 ⇒ (4, 1, 4) = 9)
MA:13(3d6 ⇒ (6, 5, 2) = 13)
PS:10(3d6 ⇒ (3, 3, 4) = 10)-2 SIZE
PP:11(3d6 ⇒ (3, 6, 2) = 11)+9=20
PE:9(3d6 ⇒ (5, 2, 2) = 9)
PB:11(3d6 ⇒ (6, 2, 3) = 11)
SPD:11(3d6 ⇒ (3, 6, 2) = 11)+7=18=1 SIZE
WEASEL: +9PP, +7SPD
BIO-E PTS:75
SIZE LEVEL 1->4 15 PTS (SDC 20)
FULL HANDS:10
PARTIAL SPEECH:5
FULL BIPED:10
PARTIAL LOOKS:5
CLAWS: 5 (CLIMBING)
POWER: INCREASED METABOLIC RATE:20

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Weasly Willy Origin Rolls:** spoiler omitted **
I'm not sure if I was allowing an animal to be chosen, I was leaning random for individuals, and was only going to allow a chosen animal if your part of a team.
So I have no problem if you want to keep this guys rolls, but I may have you also roll for a random animal type as well.

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I'll see if I can type up how I want characters made today for you guys. I don't want to be too restricted, but I find it very exciting with totally random animal generations where it forces you to play something you were not planning on.
As I posted above, I will allow you to pick a specific animal if you all want to be that same animal (ala ninja turtles.) But keep in mind as a team everyone has to spend Bio-Energy the same way. i.e. if one guy wants psionics, everyone needs to take psionics. (I'll walk those not familiar with this when it comes time, it's not that hard.)
Choice:
I need everyone to vote, tie breaker goes to the GM to decide.
or
What option would you prefer?
:)
I will also get the basic creation stuff posted here later today so those without the books can get a feel for it. I'll even make a test character so you can see the process.

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Here are 2 downloadable, and usable for private use per their license, character sheets.
Animal generation scratch sheet. (used for character generation to track stats and points spent.)

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Here comes a big post:
Creating Characters
Step 1: The Eight Attributes
Attribute Bonuses
The first step in creating an animal character is to roll-up the eight
attributes, I.Q., M.E., P.S., P.P., P.E., P.B., and Spd.
Three sixsided dice are rolled to determine each attribute. The higher
the number, the greater the ability. If the attribute is "exceptional", 16,
17 or 18, then an additional six-sided die is rolled and added to the
total for that attribute.
GM Note: These are rolled in order, you do not cherry pick your best roll with what stat you want it to apply too.
The Attribute Bonus Chart Represents The Following:
I.Q. Skill bonus (added to all skills)
M.E. Save vs. Psionics
M.A. Degree of Charm and Influence; Trust/Charisma
P.S. Hand to Hand Combat damage
P.P. Bonus to Strike, Parry and Dodge
P.E. Save vs. Coma/Death
P.B. Degree of Physical Beauty; Charm/Impress
Spd. Bonus to Dodge
Hit Points
Hit Points are determined by rolling a six-sided die and adding the result to the P.E. Every time the character gains an experience level another 1D6 is added to the total Hit Points.
Step 2: Animal Type
What kind of animal was the character originally? Roll percentile dice to find the specific table, then roll percentile for specific animal type. Note: Check with the game master before rolling. Some GM's may want to restrict the kind of animals in the campaign. For example, a game master could decide that all characters will be Rural Animals.
ANIMAL HERO CHARACTERS
First, roll to determine animal category:
01-35 Urban
36-50 Rural
51-75 Wild
76-85 Wild Birds
86-00 Zoo
Second, roll on that specific table to determine the actual animal.
Optional, as always, if the G.M. and players prefer, the animal types
may be chosen. However, we recommend random determination. (DM note: I agree!)
The Animal
- 01-35 Urban Animal
01-25 Dog
26-45 Cat
46-50 Mouse
51-55 Rat
56-60 Pet Rodent (Guinea Pig/Hamster)
61-65 Squirrel
66-75 Sparrow
76-83 Pigeon
84-85 Pet Bird (Parakeet/Budgie)
86-88 Bat
89-92 Turtle
93-96 Frog
97-00 Monkey
- 36-50 Rural Animals
01-10 Dog
11-15 Cat
16-25 Cow
26-35 Pig
36-45 Chicken
46-50 Duck
51-60 Horse
61-70 Rabbit
71-80 Mouse
81-85 Sheep
86-90 Goat
91-94 Turkey
95-00 Bat
- 51-75 Wild Animals
01-05 Wolf
06-10 Coyote
11-15 Fox
16-20 Badger
21-25 Black Bear
26-27 Grizzly Bear
28-30 Mountain Lion
31-33 Bobcat
34-35 Lynx
36-37 Wolverine
38-45 Weasel
46-49 Alligator
50-52 Otter
53-55 Beaver
56-60 Muskrat
61-65 Raccoon
66-70 Opossum
71-75 Skunk
76-80 Porcupine
81-83 Mole
84-85 Marten
86-88 Armadillo
89-95 Deer
96-97 Elk
98-99 Moose
100 Boar
- 76-85 Wild Birds
01-05 Sparrow
06-10 Robin
11-15 Blue Jay
16-20 Cardinal
21-30 Wild Turkey
31-35 Pheasant
36-40 Grouse
41-50 Quail
51-60 Crow
61-65 Pigeon
66-70 Duck
71-80 Hawk
81-85 Falcon
86-90 Eagle
91-95 Owl
96-00 Escaped Pet Bird
- 86-00 Zoo Animals
01-10 Lion
11-15 Tiger
16-20 Leopard
21-25 Cheetah
26-30 Polar Bear
31-35 Crocodile (or Alligator)
36-40 Aardvark
41-45 Rhinoceros
46-50 Hippopotamus
51-60 Elephant
61-65 Chimpanzee
66-70 Orangutan
71-75 Gorilla
76-85 Monkey
86-90 Baboon
91-95 Camel
96-00 Buffalo
Step 3: Cause of Mutation
The next step is to determine the reason for the animal's change or mutation. Roll percentile and consult the following table:
01-14 Random Mutation: This means that the animal just happened to come out like that. For example, in T.M.N.T., Splinter was an unusually intelligent and skilled rat long before the accident that created the T.M.N.T. Roll on Wild Animal Education Table.
15-60 Accidental Encounter: Some "strange stuff, radiation, energy, chemicals, biologicals, or other strangeness, causes the animals to mutate. Roll on Wild Animal Education Table.
61-00 Deliberate Experimentation: Some kind of laboratory experiment is performed on the animal that causes the changes. The animal's structure or genetics were purposely altered for some purpose. Roll percentile again on the following table to find out the character's current relationship with the creator organization. This also determines the character's educational level.
DM Note: If you roll Deliberate Experimentation, there are sub rolls, but a lot of text to type so I will skip it for now.
Step 4: BIO-E Points
Special Abilities
Psionics
Growth Levels (Steps)
Human Features
Biological Energy Points
Measuring Biological Energy: Bio-E Points
Characters created from animals go through some kind of biological transformation. In the fantasy world of comic books that usually means a change into something intelligent and more human in shape. Of course, that kind of thing just doesn't happen in the real world. Real mutation almost always results in death or disfigurement. But, in fantasy, the effects are usually good. . .or at least interesting and dramatic.
In order to balance out the biological changes to animal characters, we've invented BIO-E points. Each kind of animal has a particular amount of bioenergy that reflects exactly how much it can change. BIO-E does NOT directly reflect the size or power of the animal. In fact, it's just the opposite. The more powerful the original animal, the fewer points of bio-energy it would have.
The reasons for this are simple. Someone rolling up, for example, a tiger, would be at a great advantage compared to someone rolling up a mouse. However, to equalize things, the tiger has many fewer points of bio-energy than the mouse. After all, a tiger doesn't need much BIO-E, because it's already an incredibly powerful creature. The exact number of BIO-E points is included in the animal's description in the Animal Section. Players can "build" their character by using their BIO-E on any of the following items:
Special Abilities
Growth Steps
Human Attributes
Psionics
Note: Players may Not need to spend all their potential BIO-E
points. However, any BIO-E points not used up in the creation of the
character are permanently lost and CAN NOT be used at a later date
to buy any additional powers, abilities or mutations.
SPECIAL ABILITIES
Every animal character has some kind of special natural defense or ability that can be useful. Consult the section on the particular animal for details. Animals can NOT buy the abilities of a different kind of animal.
Certain human abilities, intelligence, color vision, binocular (stereo vision), speech comprehension, human touch, taste and smell are automatically given to any animal character. It is because of this that the natural animal's innate abilities must be bought with BIO-E points.
PSIONICS
Note: Characters must have minimum M. E. of 12 to purchase ANY psionic powers.
Animals are different than other psionics in that they don't have to spend Inner Strength Points to use their powers. Each power can be used as often as the character likes (although no more than the number of attacks per melee). No animal psionic can use more than one power at a time. Average Cost: Varies depending on psionic ability. (See Psionic Section).

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Continued here.
DM Note: Skipping a lot of Bio-E stuff as it is long.
Growth, height and weight etc, we can all get to that later.
Team Characters
In Teenage Mutant Ninja Turtles players can choose to roll up their characters as a team. There is no limit to the number to players who join the group. The main disadvantage of Team Characters is that the players lose some of the flexibility and diversity that came from a mixed group of hero characters.
On the other hand, there are important bonuses that characters receive when players create their characters as a group. First of all the characters each receive a skill level bonus for each player who participates in the team. Secondly, all the team characters in a group receive a special group bonus on attributes.
In order to use the Team Character rules, the players must declare their intention to be a group BEFORE they roll up their characters. All the Team Character players decide that they will create their characters at the same time and that they will all have exactly the same powers or abilities. Therefore, all Team Characters must be based on the same animal, MUST have the same background and MUST all spend their BIO-E points on exactly the same abilities, growth levels, human attributes and psionics.
Of course, some variations do occur. Even identical twins usually
have different interests and personalities. So each member of the group
rolls their attributes (I.Q., P.S., etc.) individually. But there is an
attribute bonus. Every time one of the players gets to roll an extra
six-sided die for an exceptional attribute (16 or greater) then all the
members of the team get that same bonus.
For example, Gorba Chirp of the Sparrow Eagles rolled a 17 for
his P.E. He then raised his P.E. to 22 by rolling a 5 on an additional
sixsided. All the other Sparrow Eagles would also get to add a 5 to
their P.E. If another Sparrow Eagle also got to roll an additional die
for P.E. then all of them could choose whatever roll was highest for
their bonus.
The major advantage of Team Characters is that the characters receive
a collective group bonus in the form of additional skill levels. This is
a one-time bonus only. The T.M.N.T. are a perfect example of such
a group. The four of them are not only possessed of animal powers
(Turtles) but are also the result of Physical Training. This makes perfect sense when you consider how they helped each other grow up and
learn. It is, after all, much easier to learn martial arts when you have partners to practice and experiment with. Therefore, there's a bonus skill level for each additional member of the team. This is NOT an additional experience level; it applies only to Scholastic, Physical Training, and Secondary skills. The three member team of Sparrow Eagles receive 2 bonus skill levels. The Teenage Mutant Ninja Turtles get 3 bonus skill levels.
For example, Gorba Chirp has Scholastic Skill in Computer Programming. Ordinarily he would have a 45% proficiency, but, with his team bonus, he adds another 10% for a total of 55% proficiency. All the Sparrow Eagles are trained in Hand to Hand Martial Arts and each has attained level 3 proficiency.

d'Jardin |

Team doens't have to be the same animal type, if we were all experimented on in the same facility, and escaped together, that would be a good team origin. [can use the origin I rolled without the animal type...Experimented on by a Criminal organization...and then mentored...doesn't get much better'n'that! Built in antagonist, and Leader]
Which would allow either random generation or selected.
I wanted to play a weasel like the Looney toons weasel "yeah yeah yeah!"
but whatever you decide it's your game
origin animal: 1d100 ⇒ 3 urban 1d100 ⇒ 40 CAT
I can work with dat.
If we go with a team of the same animal type, you go ahead and roll it and tell us what it is, then I'll recreate muh toon. (appropriate in this instance, I don't normally call my charasters toons.)

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Team doens't have to be the same animal type, if we were all experimented on in the same facility, and escaped together, that would be a good team origin. [can use the origin I rolled without the animal type...Experimented on by a Criminal organization...and then mentored...doesn't get much better'n'that! Built in antagonist, and Leader]
Which would allow either random generation or selected.
I wanted to play a weasel like the Looney toons weasel "yeah yeah yeah!"
but whatever you decide it's your game
** spoiler omitted **If we go with a team of the same animal type, you go ahead and roll it and tell us what it is, then I'll recreate muh toon. (appropriate in this instance, I don't normally call my charasters toons.)
If you are going individual I'll let you keep everything you rolled for sure. just roll a random animal, or convince at least one other to go weasel with you.

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Example build for a single character:
GM Note: I'll make a spoiler with the actual code to copy and paste, just remove the hash marks (#). It'll be a second or two as I type furiously.
STEP 1
The first item of business stats. 8 rolls of 3d6
"IQ [#dice]3d6[#/dice]"
IQ 3d6 ⇒ (3, 1, 6) = 10
ME 3d6 ⇒ (3, 6, 6) = 15
MA 3d6 ⇒ (2, 6, 5) = 13
PS 3d6 ⇒ (4, 1, 1) = 6
PP 3d6 ⇒ (5, 4, 3) = 12
PE 3d6 ⇒ (5, 6, 3) = 14
PB 3d6 ⇒ (6, 3, 2) = 11
SPD 3d6 ⇒ (3, 2, 5) = 10
Edit: Sweet this char got a 16, so I get to roll a bonus dice here goes:
bonus dice: 1d6 ⇒ 5
So my MA is now 5 points better (21).
Roll my starting Hit points
"Starting HP: [#dice]1d6[#/dice]"
Starting HP: 1d6 ⇒ 2
STEP 2
Next I roll a d100 to see which animal category I started from:
"Animal Category: [#dice]1d100[#/dice]"
Animal Category: 1d100 ⇒ 16
51, Wild Animal. I then roll another d100 to see what animal in that category I will be.
"Animal Type: [#dice]1d100[#/dice]"
Animal Type: 1d100 ⇒ 88 Weird 51 again,that's an Otter though. Hrm, Otter with mind powers maybe...I can work with that.
Then I move on to how I was created and roll another d100.
"Mutation Type: [#dice]1d100[#/dice]"
Mutation Type: 1d100 ⇒ 24
21, Accidental Encounter - which directs me to roll another d100 on the Wild Animal Education Table.
Wild Animal Education: 1d100 ⇒ 50
84:
Adopted by a "mentor" who teaches and guides the character
in some form of special training. This is often Ninjitsu, but all areas
of special training can be selected. These characters will learn to
be philosophic about all creatures. Their attitude could be summed
up as, some people are good, some bad, everyone deserves a chance
to earn your trust. Ninja characters learn 3 military/espionage skills,
10 secondary skills (with a skill bonus of + 5%) and Hand to Hand
Ninjitsu. In addition, the character has a choice of 3 ancient or ninja
weapon proficiencies. Character has scavenged and build 3D6 times
$100 worth of equipment.
I'm now directed to roll 3d6x10 for equipment.
Equipment: 3d6 ⇒ (3, 5, 4) = 12 x $100.00
12 x $100 = $1,200 in starting cash.
I love ninja's sure, but this is an Otter, so maybe he was adopted by a Navy Seal Commando type. That's a neat twist. So he picked up some advanced forms of martial arts and stealth training. Let's flesh that out more.
For free I get:
Hand to Hand Ninjitsu (for fluff reasons I'm role playing this as Navy Seals Close Combat Training.)
Ninjitsu
Hand to Hand Ninjitsu: (Special). Ninja experts differ from other
martial artists in that they are more concerned with avoiding detection
and injury than in inflicting damage. This includes Automatic Parry,
Pull Punch, Roll with Punch/Fall, Kick Attack (1D6 damage), Jump
Kick, Knock-Out/Stun, Critical Strikes, Death Blow and Leap Attack.
Note: Ninjitsu (users) are required to also take Acrobatics, Climbing, Prowl, and at least one form of Fencing using a Ninja weapon.
Hrm OK so that looks neat, but I need to take some stuff that's mandatory, thats not bad really, I would of taken those anyway I bet.
DM Observation: I'm not too sure how to buy Acrobatics actually as it isn't part of my Military/Espionage skills, nor is it a Secondary skill. I'll have to check on that.
I'm allowed to pick 3 Military or Espionage Skills I'll pick:
1.) Demolitions (he knows how to bring down bridges and stuff! Cool.)
2.) Demolitions Disposal (he knows how to disarm his bombs, and others explosives too.)
3.) Detected Ambushes. (He has a keen eye for trouble, and knows when where the best places to jump, and get jumped, would be.)
And 10 secondary skills: (and a +5% skill bonus per my origin)
I don't want to paste all the bonus's here as each skill adds a
1.) Acrobatics (I never did figure out yet how to buy this legally, so I just rolled it into the secondary pool for this character as it was required.)
2.) Athletics
3.) Body Building
4.) Escape Artist
5.) Prowl
6.) Climbing
7.) Fencing (same issue as Acrobatics - I don't see it under the skills I need to have so I'm just bending the rules and making it a secondary skill for him for now.)
8.) First Aid
9.) Running
10.) Swimming (duh.)

detritus |

detritus wrote:I would really like to join as well if I can find my books. I never got to play back in the day, I rolled up several characters but the games never happened.Sure thing, unless someone drops or doesn't check back we are now making a waiting list.
Cool thanks, and I like random mutation too.
1d100 ⇒ 53
1d100 ⇒ 78

detritus |

Winterwalker wrote:detritus wrote:I would really like to join as well if I can find my books. I never got to play back in the day, I rolled up several characters but the games never happened.Sure thing, unless someone drops or doesn't check back we are now making a waiting list.Cool thanks, and I like random mutation too.
1d100
1d100
Awesome a Porcupine, it is the one I always wanted to play. :)

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Save any new rolls until I get the template created, it'll be easier for me in the long run. You all can keep any rolls you have currently or reroll but any new rolls i'm ignoring.
All I want to know for now is if your going "team" or "individual" and if your having multiple teams now or 1 big team, etc.
:) Happy Holidays people!
I'll get that template done for ease of copy and pasting in a few hours (parties I need to go to tonight.)

Xaaon of Korvosa |

Sorry folks, Ekeebe, but I think I shall bow out of this one.
So there is now an opening for some one else to pick up on the strangeness. :)
Looking forward to watching what people get up to though. ;)
Much seasons cheers!
Awww, bummer...
I am out :( I do not have the books. Thanks for considering me though. My brother sold them.
Nice brother...and bummer.

Ekeebe |

11-20 Raised in the home of a researcher as a pet. Still living
in the home and fairly loyal to family members. The character
will resent humans somewhat, but will still attempt to find
acceptance among mankind. Trained instead of educated. (No
skill bonuses) Automatically knows Mathematics: Basic, can
read and write and speak native language (the same as the
researcher's family). Also, select 14 Secondary skills. Can
Spend 1D6 times $1,000 on equipment.
Organisation 1d100 ⇒ 31
26-45 Private Industry

Lyingbastard |

Okay, let's see, cause of mutation...
1d100 ⇒ 6 6 => Random mutation
Animal type:
1d100 ⇒ 60 60 => 51-75 Wild Animal
Wild Animal Education:
1d100 ⇒ 86 86 => 41-90 Adopted by Mentor. 3 military/espionage skills, 10 seconday skills (+5%), Hand to Hand: Ninjitsu 3d6x$100 starting money 3d6 ⇒ (3, 5, 3) = 11 x 100 = $1100
Wild Animal Type:
1d100 ⇒ 13 13 = Fox
I.Q. +2
M.E. +8
Spd. +3
BIO-E = 60
Hands: Full -10
Biped: Full -10
Speech: Full -10
Looks: None
Powers:
Advanced Hearing -5
Advanced Smell -5
Leftover BIO-E: 20
Size Level 3 => Size Level 7, cost 20 BIO-E
SL 7 - PS +1, SDC 30