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When I first learned that there was actually a roleplaying game about this (The Teenage Mutant Ninja Turtles and Other Strangeness), I knew I had to get my hands on a copy of it. Then I realized two things that made the game unsuitable for what I wanted to do with it: first, it was the Palladium System, which I find awkward and cumbersome. Yet, what made me discard this was that ALL NPCS must be some kind of animals. A core element of every cartoon adaptation and all comic versions -starting with the original Mirage Comics- was the "everything and the kitchen sink" cast, featuring cyborgs, robots, aliens, mundane-but-extremely-badass humans, and so on.
So, I thought the Unisystem, using literally a single dice for all the throws that matter, and having an assload of supplementary material, would fit my needs. What I needed was Qualities and Drawbacks that I could use to generate characters that were:
>Ninjas
>Mutants
>Robots/cyborgs
>Psionics
>Any combination of the afforementioned
Two of the solutions came right from the All Flesh Must Be Eaten supplements. If you're unfamiliar with AFMBE's supplements, you shall know they're mostly "Zombies and Shit", in which you could easily remove the "Zombie" part and you'd have a solid book for "Shit: the RPG". For instance, if you take out the zombies from "Fistful O' Zombies" you still have a nice book for Wild West and spaghetti western campaigns, and if you take the walking dead out of "Argh! Thar Be Zombies!" you'd have a pirate RPG sourcebook, with rules for nautical combat and swashbuckling stuff.
So I took All Tomorrow's Zombies (Zombies in spaaaace!) and took the whole Robot/Cyborg shit, plus some futuristic weapons and armor for good measure, and moved on to the second most important book.
Enter The Zombie has all the martial arts/gun fu/chi techniques down to a science, so I took the whole thing, plus armor and weapons. Having the Ninja part taken care of, I needed to sort out the Turtle Part.
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