TMNT

Where one can explore the memories that lie outside of the Dimensional Wars as we know them.
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TMNT

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Post by Gradius »

Reward:
(1st run) Turtle Mask - A simple but stylish mask/bandana tied around the head. Grants +5 Speechcraft against samurai and ninja. For some reason.
(2nd run) Turtle Shell - Applied as an Augment to any armor, halves Backstab multipliers against the target. Cannot reduce below *2. Fills two Support Slots.
(Extreme Challenge) Turtle Arcanum - A booklet detailing a bizarre combination of bushido and ninpo. Grants a permanent +10 to Stealth and Reaction.

Description: Standing at the end of a long, dark sewer are four human sized turtles, nearly identical aside from bandanas wrapped around the arms, legs, and head. One in orange, one in red, one in blue, and one in purple. Spotting you, a rapid series of games of Rock-Paper-Scissors, after which three of them disappear into the shadows.

Shared Init: 200



Name: Leonardo

Weapon of Choice: Twin Katanas

HP: 20000
Physical Soak: 3000
Mental Soak: 3000

Dodge Roll: 1d190+90

Attack Behavior:
1d6


1,2) Combo - 1d190+90. 1d4 hits of 5000 damage each.
3) Moments Respite - Drops a smokebomb and hides to meditate. Heals 10% HP per round for up to three rounds, or until found and attacked, which requires a DC100 Search/Spot check.
4) Caution - Dodge enhanced to 1d210+100 for one round. On a successful block, counters with a Combo as regular.
5) Double Flourish - 1d190+90. 2d4 hits of 5000 damage each, divided among up to three targets.
6) Surprise! - Switches to Raphael, Donatello, or Michaelangelo (1d3), who will preform a normal strike with Sneak Attack rules immediately. Fails if the 'called' brother is KOd already. The sneak attack benefit can be removed by beating the attack DC with Spot.
Special) High Pressure - Triggered if the last turtle standing. Shifts Attack Behavior.
Special) Teamwork - When switching in or out with Surprise!, the attack is rolled at 1d210+100.

1d5
1,2,3) Caution - Dodge enhanced to 1d210+100 for one round. On a successful block, counters with a Combo as regular.
4) Moments Respite - Drops a smokebomb and hides to meditate. Heals 10% HP per round for up to three rounds, or until found and attacked, which requires a DC100 Search/Spot check. At the third round, Leonardo revives a fallen turtle to 20% HP, but remains in High Pressure state.
5) Double Flourish - 1d190+90. 2d4 hits of 5000 damage each, divided among up to three targets. A 4 on either die causes Double Stinger.
Special) Double Stinger - 1d190+90 on a single target. 5000 Unsoakable damage. Crit Chance multiplied by 1d5.




Name: Raphael

Weapon of Choice: Twin Sais

HP: 20000
Physical Soak: 3000
Mental Soak: 1000

Dodge Roll: 1d170+80

Attack Behavior:
1d6


1,2) Combo - 1d170+80. 1d5 hits of 5000 damage each.
3) Pin - 1d170+80. Pins enemy to the wall with a sai stabbed through the armor/clothing. Requires removal of armor or a DC50 Strength check to escape, either of which takes a turn to attempt. Considered 'knocked down' until then. Raphael's combos drop to 1d3 until the sai is retrieved.
3b) Opportunist - Used on an already Pinned target if a 3 is rolled. A single hit Sneak Attack for 2500 damage.
3c) Oops.. - Skips turn. Used if Pin is attempted with only one Sai.
4) Disarm - 1d170+80. Rapidly disarms up to 4 targets
5) Boil Over - 1d170. 1d10 hits of 4000 damage each.
6) Surprise! - Switches to Leonardo, Donatello, or Michaelangelo (1d3), who will preform a normal strike with Sneak Attack rules immediately. Fails if the 'called' brother is KOd already. The sneak attack benefit can be removed by beating the attack DC with Spot.
Special) Berserker - Triggered if the last turtle standing. Uses Boil Over every turn.
Special) Avenger - +1 max hits to all combos for each downed turtle. Stops working if Berserker is triggered.



Name: Donatello

Weapon of Choice: Quarterstaff

HP: 20000
Physical Soak: 1000
Mental Soak: 3000

Dodge Roll: 1d170+80

Attack Behavior:
1d6


1,2) Combo - 1d170+80. 1d3 hits of 3000 damage each.
3) Mobius Spiral - 1d170+80. An intricate spinning attack striking all enemies for 2d3 hits each.
4) Spinning Guard - +50 to all Defense rolls (Not affecting base roll) for one round. Successful defense knocks back projectiles and disarms melee attacks.
5) Alley Under - 1d170+80. Knockdown on all targets. If fighting a single target, follows up with a normal attack on a success.
6) Surprise! - Switches to Leonardo, Raphael, or Michaelangelo (1d3), who will preform a normal strike with Sneak Attack rules immediately. Fails if the 'called' brother is KOd already. The sneak attack benefit can be removed by beating the attack DC with Spot.
Special) Resolve - Triggered if the last turtle standing. Dons special mechanized armor. Both Soaks set to 6000.
Special) Deals double damage to Robotic targets and those with power armor or prosthetics.




Name: Michaelangelo

Weapon of Choice: Nunchucka

HP: 20000
Physical Soak: 2000
Mental Soak: 2000

Dodge Roll: 1d150+70.

Attack Behavior:
1d6

1,2) Combo - 1d150+70. 1d3 hits of 4000 damage each.
3) Goof Off - Spends the round showing off and cracking jokes.
4) Trickster - 1d150+70. 1 hit of 3000 Damage. 2d3 (Disarm, Knockback, Knockdown)
5) Around the World! - 1d150+70. 1d2 hits of 3000 Damage each, or one hit on three targets. Repeats until Blocked or all targets Dodge.
6) Surprise! - Switches to Leonardo, Raphael, or Donatello (1d3), who will preform a normal strike with Sneak Attack rules immediately. Fails if the 'called' brother is KOd already. The sneak attack benefit can be removed by beating the attack DC with Spot.
Special) Get Serious! - Triggered if the last turtle standing. Michaelangelo gains a second turn. Goof Off replaced by Trickster. Combo is rolled ad 2d3 instead of 1d3.
Special) Successful Blocks only halve damage dealt. Failed Blocks cause an immediate disarm.





Special Notes: Generally, only one Turtle at a time will fight. If forced into an all out melee, remove the last entry of each Attack Behavior and roll 1d5. Forcing a hidden turtle into combat requires beating a DC100 Search check.
All four turtles have the Backstab Advanced Skill, dealing quadruple damage with a successful back attack, and 1d4+2 multiplier on crits.
Gradius
Posts: 69
Joined: March 12th, 2011, 1:14 am

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