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BARON wrote:
coming soon...




Dr. PETER VENKMAN * Power Level 8
Abilities: Strength 1, Stamina 1, Agility 2, Dexterity 2, Fighting 2, Intellect 3, Awareness 3, Presence 4, Equipment:, Radio * 1pt, Proton Pack: Line Area Damage 8, activation 2, feature (can shorten stream) * 15pts, Skills: Athletics 4 (+5), Deception 5 (+8), Expertise: Medicine 6 (+9), Expertise: Psychiatry 10 (+13), Intuition 9 (+12), Perception 4 (+7), Persuasion 6 (+9), Stealth 2 (+4), Technology 2 (+5), Advantages: Daze (deception), Defensive Roll, Equipment 4, Leadership, Quickdraw, Taunt, Offense: initiative +2, proton thrower (line area, Damage 8 ), unarmed +2 (close, Damage 1), Defense: dodge 7 (5pts), parry 4 (2pts), will 7 (4pts), fort 4 (3pts), 2/1 toughness, totals: abilities 36, skills 24, advantages 9, powers 0, defences 14 = 83pp
Complications:
Class Clown (Peter is known for his constant wise cracking that can sometimes get him into serious trouble.)
Motivation (greed. Peter is the business man of the group.)
Relationships (Peter is girl crazy and often unlucky in love.)
WINSTON ZEDDEMORE * Power Level 8
Abilities: Strength 2, Stamina 2, Agility 2, Dexterity 3, Fighting 2, Intellect 1, Awareness 2, Presence 2, Equipment:, Radio * 1pt, Proton Pack: Line Area Damage 8, activation 2, feature (can shorten stream) * 15pts, Skills: Athletics 3 (+5), Expertise: Construction Work 9 (+10), Expertise: Theology 2 (+3), Intuition 8 (+10), Perception 6 (+8), Stealth 2 (+4), Technology 4 (+5), Vehicles 4 (+7), Advantages: Beginner’s Luck, Defensive Roll, Equipment 4, Quickdraw, Teamwork, Offense: initiative +2, proton thrower (line area, Damage 8 ), unarmed +2 (close, Damage 2), Defense: dodge 6 (4pts), parry 4 (2pts), will 6 (4pts), fort 5 (3pts), 3/2 toughness, totals: abilities 32, skills 19, advantages 8, powers 0, defences 13 = 72pp
Complications:
Common Touch (poor Winston is the only one of the Ghostbusters without an advanced degree. He gets frustrated when his co-workers use their science or technology skills too much. Winston prefers to stick to layman’s terms when trying to solve a problem.)
Quirk (Winston was raised Christian all his life. When the going gets rough, he’ll look to the good book for guidance or insight)
Dr. EGON SPENGLER * Power Level 8
Abilities: Strength 1, Stamina 1, Agility 2, Dexterity 3, Fighting 1, Intellect 6, Awareness 3, Presence 1, Equipment:, Radio * 1pt, PKE Meter: Senses 8 (detects psychokinetic energy at range, acute, penetrates cover, tracking) * 8pts, Proton Pack: Line Area Damage 8, activation 2, feature (can shorten stream) * 15pts, Skills: Athletics 4 (+5), Expertise: History 9 (+15), Expertise: Science 12 (+18 ), Intuition 8 (+11), Investigation 6 (+12), Perception 8 (+11), Stealth 2 (+4), Technology 9 (+15), Advantages: Defensive Roll, Eidetic Memory, Equipment 5, Inventor, Languages 3 (English: native, Various ancient dialects), Quickdraw, Skill Mastery (Expertise: Science), Offense: initiative +2, proton thrower (line area, Damage 8 ), unarmed +1 (close, Damage 1), Defense: dodge 6 (4pts), parry 3 (2pts), will 7 (4pts), fort 5 (4pts), 2/1 toughness, totals: abilities 30, skills 29, advantages 11, powers 0, defences 14 = 88pp
Complications:
Geek (If you try to strike up a conversation with Egon about anything but work, he’ll come back with something to avoid talking to you like “I collect spores, moulds, and fungus” or “print is dead”... he suffers impairment or even disabling penalties in some social situations.)
Relationship (Egon has a very bizarre love interest in the Ghostbusters secretary, Janine.)
Dr. RAY STANTZ * Power Level 8
Abilities: Strength 1, Stamina 1, Agility 2, Dexterity 2, Fighting 1, Intellect 4, Awareness 2, Presence 2, Equipment:, Ecto Goggles: Senses 5 (detects psychokinetic energy at range, acute, counters concealment) * 5pts, Ghost Trap: dimensional movement 1, attack +0 * 2pts, Radio * 1pt, Proton Pack: Line Area Damage 8, activation 2, feature (can shorten stream) * 15pts, Skills: Athletics 4 (+5), Expertise: History 6 (+10), Expertise: Magic 2 (+6), Expertise: Science 8 (+12), Intuition 9 (+11), Investigation 6 (+10), Perception 10 (+12), Stealth 2 (+4), Technology 12 (+16), Treatment 1 (+5), Vehicles 4 (+6), Advantages: Defensive Roll, Equipment 5, Inventor, Quickdraw, Second Chance (trying to follow Egon’s logic), Teamwork, Offense: initiative +2, proton thrower (line area, Damage 8 ), unarmed +2 (close, Damage 2), Defense: dodge 6 (4pts), parry 3 (2pts), will 6 (4pts), fort 5 (4pts), 2/1 toughness, totals: abilities 30, skills 32, advantages 10, powers 0, defences 14 = 86pp
Complications:
Motivation (discovery. Ray’s passion for being a ghost buster comes from wanting to know more about the physics of ghosts and supernatural phenomena.)
Naive (Ray just loses his train of thought or gets over anxious on occasion and makes dumb mistakes.)
Trapping Ghosts
"two in the box, ready to go! we be fast and they be slow!!"
to understand how the proton packs trap ghosts, first you have to understand how ghosts work. Ghosts in the ghostbusters' world all have 4 ranks of insubstantial (incorporeal) with a flat 1 point noticeable drawback for leaving slime trails of ectoplasm on whatever they touch. Furthermore, if you read the rules on insubstantial you'll notice that there has to be one "one other reasonably common effect or descriptor that works on you"... this is where the descriptor on those proton packs comes in. Not only does the proton pack hit the ghost and damage it, it also affects a weakness inherent in all ghosts. upon taking damage, an Affliction effect accompanies. it's a cumulative, limited degree effect (hindered, immobile). Once a ghostbuster (or ghostbusters) has a ghost caught in a stream, moving the stream moves the ghost also. Once the ghost is in position over the trap, the ghost can be lowered into it and caught. Containment in a trap lasts only a short while, so the boys have to rush back to the fire house make use of their ecto containment unit.
it's possible, however unlikely, that a ghost might be completely destroyed during the process of capturing it. this is effect, called "neutronization" only occurs as a complication.
Crossing the Streams
"try to imagine all life as you know it stopping instantaneously and every molecule in your body exploding at the speed of light..."
Crossing the streams is bad. Crossing the streams either happens as a complication (albeit it a very mean one) or if the players choose to do so. Crossing the streams creates a 12 rank burst damage effect at the point of crossing. This effect is about as bad as the payload from a bomber.
Normally in a situation where crossing the streams presents a problem but doesn't outright happen, simply treat a stream from a proton pack that is in the way of another players shot as cover (partial or full) that adds to the target's dodge check.














BARON wrote:while i certainly want to put the TMNT at least into a storyline, i prefer to do storylines once enough tests have been run to get the kinks out of a build. if i get a good test run i may post it here. storylines will have to wait though until i can get some time allocated. my schedule is just completely jam packed with school and work.

I think you should test them against Gentleman Ghost when H&V 1 comes out.



gadget examples:
briefcase arsenal: Ranged Damage 5, AP (damage burst 5), multi-attack * 16pts
jet pack: Flight 7 (250MPH) * 14pts
laser wrist watch: Ranged Damage 6, feature (can be used as a watch), precise, subtle * 15pts




BARON wrote:Trapping Ghosts
"two in the box, ready to go! we be fast and they be slow!!"
to understand how the proton packs trap ghosts, first you have to understand how ghosts work. Ghosts in the ghostbusters' world all have 4 ranks of insubstantial (incorporeal) with a flat 1 point noticeable drawback for leaving slime trails of ectoplasm on whatever they touch. Furthermore, if you read the rules on insubstantial you'll notice that there has to be one "one other reasonably common effect or descriptor that works on you"... this is where the descriptor on those proton packs comes in. Not only does the proton pack hit the ghost and damage it, it also affects a weakness inherent in all ghosts. upon taking damage, an Affliction effect accompanies. it's a cumulative, limited degree effect (hindered, immobile). Once a ghostbuster (or ghostbusters) has a ghost caught in a stream, moving the stream moves the ghost also. Once the ghost is in position over the trap, the ghost can be lowered into it and caught. Containment in a trap lasts only a short while, so the boys have to rush back to the fire house make use of their ecto containment unit.
it's possible, however unlikely, that a ghost might be completely destroyed during the process of capturing it. this is effect, called "neutronization" only occurs as a complication.


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