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Teenage Mutant Ninja BASH!

Posted: Tue Feb 26, 2019 10:43 pm
by BentonGrey
Howdy folks! My gaming group is thinking of doing a TMNT-type setting/game, and we are considering systems. Now, BASH has become an all-time favorite of mine, so it is always one of the first options I consider, but I've been trying to decide how well it would work. Of course, BASH is super flexible and I'm sure could easily accommodate the idea, but this is the first game I'm not running, and a neophyte GM is taking over, so I'm trying to give him a soft launch.

That means giving him as much help and as little work in adaptation as possible. (The group has rejected the classic TMNT and Other Strangeness system, so they don't have access to all of those materials.)

I was wondering if there has been anything released in the Awesome Powers or what-have-you that might work for a TMNT-type game, where the players are playing mutant animals of a fairly low, street-level power level.

Posted: Wed Feb 27, 2019 6:30 pm
by Sijo
Hi Brenton! Awesome Powers #8 was specifically made for combat-oriented characters, both with and without weapons.
Don't forget to give them the Freak Disadvantage (but no real turtle-based Powers; other than their looks, they are "just" Ninjas).

Posted: Fri Mar 01, 2019 12:00 pm
by BASHMAN
I would also recommend AP Volume 8 (it is for Intense Training and Inner Strength powers, both of which pair very well with martial arts characters). I might also recommend Volume 6 because it has lots of gadgets and inventions and especially an updated equipment list.

As for playing BASH! TMNT I have *played* in such a game at a convention that went very well using the BASH! UE rules with one tweak: the Narrator changed the scale for BRAWN where a 5 was superhuman strength, and a 1 = 100 lbs, 2 = 200 lbs, 3 = 300 lbs, and 4 = 400 lbs of lifting strength. So anything that could lift a car or something had a 5. This also worked when applied to Telekinesis and such. So, in essence, they used the BASH! Fantasy/Sci-Fi scale for Brawn (and maybe Agility) but otherwise ran the system as-is.

Each Turtle's weapon was built as a gadget power for that turtle, with most of them having something that made them unique. I think the Bo had the Reach enhancement, the Sais had the Bind ability (from AP8) the Nunchuku had Deflect and the Katana had extra effect vs. Armor/Collateral damage.

Posted: Thu Mar 14, 2019 11:08 am
by BentonGrey
Interesting! Thanks, I think that is helpful. That sounds promising.