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Sprucing up Truckin' Tutles

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Sprucing up Truckin' Tutles

Postby Kreuzritter » Thu Jul 19, 2012 9:54 am

So, I'm gonna be running an adaptation of Palladium's TMNT adventure module "Truckin' Turtles", and my god its gonna be such a trainwreck

luckily, this adventure's set in the Crinoverse, so this is to be expected. its a PL8 2e adventure, so I thought I'd run some of the changes by you guys, see what works

1) Probably going to drop the Bert subplot, depending on NPC interaction

2) most of the PC's submitted so far are built for Range. means less kung fu, more john woo

3) may replace chiquita's shriner ninja with SHADOW agents

4) White Knight'll be the bad guy behind the st. Louis Arch adventure. can 6 pl 8 heroes take him?

5) the burger heaven adventure's ghost gets buffed up
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Re: Sprucing up Truckin' Tutles

Postby Crinos » Thu Jul 19, 2012 12:15 pm

From experience, a single opponent is rarely a match for multiple heroes, even those of lower PL.

So I think you're good with the White Knight thing. Especially since he kind of sucks.
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Re: Sprucing up Truckin' Tutles

Postby Kreuzritter » Thu Jul 19, 2012 12:32 pm

i'm also going to be using adventures from the SAGA marvel rpg
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