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characters with distinct personalities, but adaptations have interpreted them in myriad Smallville Sorcerer Swords
ways over the years. When translating the characters to a roleplaying game, it doesn’t
Without Master The Bloody-Handed Name of
matter which interpretation you use, as long as they are recognisable as the iconic
Bronze The Dance and the Dawn The Library The
characters they are based on. When I played as Porthos in a Fate Accelerated Edition (FAE)
One Ring The Three Rocketeers
campaign, my version of the character had no aspects, stunts or backstory in common with
TinyFate Undying Unknown Armies
Michael Porthos from The Three Rocketeers, but they were fundamentally the same
Vampire: The Masquerade Victoriana
character and recognisable as such.
Warhammer Quest With Great Power
The four teenage mutant ninja turtles (Leonardo, Raphael, Donatello and Michelangelo)
have the same issue. They are iconic and broadly similar across most incarnations
(Leonardo leads and Donatello generally does machines, etc.), but the details vary between RECENT POSTS
versions. And there have been a lot of di erent versions. As of the writing of this blog post,
there are six movies, three cartoons, two anime, a live action series, numerous video Losing the Tether: First thoughts on Sig
City of Blades
games and toylines, and decades of comic issues by at least four regular publishers. Not to
August 18, 2021
mention other strangeness like the concert tour and the licensed RPG.
A random generator to make D&D
pantheons more believable
Although I have my own preferences, I don’t want to use any speci c version of the January 24, 2021
characters in my game. I want to give players the exibility to interpret the characters how
What I accomplished despite 2020
they want, drawing inspiration from their favourite adaptations, and having a strong sense December 16, 2020
of ownership over their versions of the turtles. I felt that sense of ownership over Porthos, Beyond Dwelfs: Even more mixed race
and it was one of the best things about playing him (also, he’s awesome). options for Dungeons & Dragons
5th edition
March 22, 2020
However, there needs to be a balance between giving the players freedom to interpret
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their characters and restricting them in order to keep the team cohesive and consistent.
RPG Museum!
More than the Musketeers, the TMNT must have their shared backstory to make sense:
January 31, 2020
four pet turtles were mutated by some ooze, then taught ninjutsu by Splinter, a mutant rat
who raised them like his sons. Their closeness is one of the main selling points of the
franchise, so it’s important to retain it.
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Where this balance lies depends on how long a campaign I am planning. For one-o s, I
Stephen Morffew Retweeted
would probably lean to the side of restriction by pre-generating whole characters. For long
Sidney - Taurus Alpha pilot
open-ended campaigns, I’d probably unleash the players to do whatever they wanted, but @SidneyIcarus
I’ll talk more about that in a later post. I think the biggest issue behind the ttrpg
language and jargon discourse is that we
don't have a good 101 to point people to,
For most campaign lengths, though, the balance is somewhere in the middle. I’ll partially because everything is either on twitter
generate the characters, giving players an idea of their main traits but letting them esh (nebulous), g+ (gone), or the forge (rather
hostile to read and otherwise outdated).
out the details by lling in the blanks. (The Atomic Robo RPG refers to such incomplete
characters as “proto-PCs”. I hope the term catches on.) thread
green”
Characters in The Three Rocketeers have six aspects instead of the usual ve in Fate Core.
These six aspects include a Rocketeer aspect (instead of a High Concept), a Trouble, a
Swordplay aspect and a Family aspect, plus two open aspects.
In a TMNT game, I would convert these into a Ninja Turtle aspect, a Trouble, and a Fighting
Style, with three open aspects. Family is certainly a key part of the TMNT franchise, and I’d
recommend that at least one open aspect re ects it in some way, but it’s not relevant in
the same sense as the Family aspect in The Three Rocketeers, which is more about lineage
and social class. That’s important for a Musketeers-inspired game, but not for a TMNT one.
In creating these aspects, I want to shape the characters’ personalities, roles, and ghting
styles without enforcing a speci c interpretation. That is, the aspects should work for
multiple versions of the characters. Sometimes this is easy, sometimes it’s more
complicated, but I’ve done my best.
Ninja Turtle
The Ninja Turtle aspect gives a high-level sense of the character and how they t into the
team. It’s like a High Concept in every way that counts, but it must refer to the character
being a ninja turtle. Given The Three Rocketeers‘ method of counting relevant aspects to
determine modi ers to dice rolls, it’s important to have a ninja turtle aspect so that it can
be used whenever the characters do something appropriate to being either a ninja or a
turtle (vanish into shadows, acrobatic rooftop races, martial arts showdowns with
menacing villains, blocking weapons with shells, etc.). As in The Three Rocketeers, this aspect
is worth +2 instead of +1 when working out roll modi ers.
Trouble
The Trouble aspect represents a personal aw of the characters, which can complicate
their lives (and generate fate points).
Fighting Style
Since the turtles don’t all use swords, I’ve renamed the Swordplay aspect as a general
Fighting Style aspect. This can cover their trademark weapons and their favoured
approaches to con ict.
Weapon
The TMNT are trained warriors, each one specialising in the use of a signature weapon.
Since these weapons are all used in pairs or two-handed, this stunt element replaces both
the Main Hand and O Hand elements from The Three Rocketeers.
Katanas: Weapon:1.
Sais: When you succeed with style on an attack and reduce your damage by 1 shift
to get a boost, you can create a Disarmed situation aspect with a free invocation
instead of a boost.
Bo sta : Gain +1 on your next defend roll when you succeed on defence.
Nunchucks: When you succeed with style on defence, you may deal a 2-shift
physical hit instead of gaining a boost.
Shinobi-jutsu
As ninjas, the turtles are trained not only in battle and stealth, but in a variety of other
shinobi arts that they can apply to combat.
Meditation: When you take time to centre yourself and create an advantage named
Focused, gain +3 instead of +2 when you invoke it in the coming ght.
Intimidation: Gain +1 to create an advantage when threatening others, either
explicitly or implicitly (e.g. spinning your sais).
Redirection: Gain +1 to create an advantage when you use an enemy’s momentum
or mass against it (e.g. using your bo sta to trip enemies).
Misdirection: Gain +1 to create an advantage when confounding your enemies by
moving swiftly and unpredictably (e.g. back ips).
Edge
As in The Three Rocketeers, each character gets an Edge for their innate talents, which
re ect their distinctive personalities.
Teamwork
The TMNT are, perhaps most importantly of all, brothers. They squabble sometimes, but
they are a solid team and they always have each others’ backs… uh, shells.
Responsible: When one of your brothers in the same zone as you is attacked, gain a
+1 to defend when you interpose yourself to become the target of the attack.
Protective: Gain +1 to attack an enemy who successfully attacked one of your
brothers and caused that brother to take stress or a consequence that is still
marked on their sheet.
Supportive: When you ght shell-to-shell with one or more of your brothers in the
same zone, you can take a -1 penalty to attack rolls to grant them a +1 to all defend
rolls against physical attacks.
Useful: Your brothers gain +3 instead of +2 when using free invocations on any
aspects you create as part of a teamwork action.
To turn these proto-PCs into fully edged player characters, each turtle will also need three
more aspects, and at least one other stunt (like normal stunts in Fate Core, but not
referring to Skills). Players can even choose to buy more stunts out of their refresh, which
has a default value of 3.
Regarding the three open aspects, here are some suggestions to help get players inspired.
This is obviously not complete, and since these are only options for players, some aspects
may refer to speci c versions of the characters.
When working on Fighting Stunts, I reached out on Google+ and got some great tips from
PK Sullivan, the writer of The Three Rocketeers. He went and wrote this blog post about
hacking Swordplay Stunts for other systems, and even reviewed my draft stunts and
suggested improvements. Many thanks to him for his help! Thanks also to Jacob
Zimmerman for a stunt idea I took from this blog.
The pro le pictures were taken from fanart by DeviantArt user samuraiblack. In keeping
with my desire to make my TMNT proto-PCs appropriate for as many di erent
interpretations as possible, I did not want to use artwork that was connected with any
speci c versions of the characters. (There is some amazing fanart out there, check it out.)
And thanks to my friend Louis for just talking about the characters with me. That’s
probably the most helpful of all.
LEONARDO
Aspects
Fighting Stunt
Katanas: Weapon:1
Meditation: When you take
time to centre yourself and
create an advantage named
Focused, gain +3 instead of +2
when you invoke it in the
coming ght.
Patient: Gain +1 to your next
attack when you succeed on
defence.
Responsible: When one of your brothers in the same zone as you is attacked, gain a
+1 to defend when you interpose yourself to become the target of the attack.
RAPHAEL
Aspects
Fighting Stunt
DONATELLO
Aspects
Fighting Stunt
MICHELANGELO
Aspects
Fighting Stunt
Images used in this blog post were created by samuraiblack and obtained from DeviantArt. They are:
Leo
Raph
Donny
Mikey
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JACOB ZIMMERMAN
August 25, 2016 / 8:02 pm
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