Professional Documents
Culture Documents
In this third part in my series about adapting Teenage Mutant Ninja Turtles (TMNT) as a Vampire: The Masquerade Victoriana
roleplaying game, I outline a one-shot adventure and a handful of featured NPCs. (In part Warhammer Quest With Great Power
1, I explained why I was using the system from The Three Rocketeers, a World of Aventure
for Fate Core. In part 2, I produced character sheets of the four main characters to use in a
campaign.) RECENT POSTS
Although I made a big deal about making the character write-ups exible enough to apply Losing the Tether: First thoughts on Sig
to multiple versions of the characters, in this post I largely throw that out of the window in City of Blades
August 18, 2021
pursuit of a di erent goal: streamlining and simplicity. This involves featuring one main
A random generator to make D&D
threat (the Shredder), focusing on one main plot hook (Splinter is kidnapped), and cutting
pantheons more believable
out everything that doesn’t support these (sorry, April).
January 24, 2021
The di erence is that the whole universe is seen through the eyes of the turtles RPG Museum!
January 31, 2020
themselves.
It’s a perfect setting for a long-running RPG campaign, but for a one-shot we need to
RECENT TWEETS
narrow down our focus onto a small number of elements that we care about most.
Although I love the 2003 4Kids! series for the way it explored the wider universe, for a
tighter story I’d look instead to other bits of TMNT media: Stephen Morffew Retweeted
but are narratively even simpler. Shredder is the villain, and the turtles must ght
their way through a variety of enemies in a variety of locations to thwart his plan, May 31, 2021
Jennifer Kretchmer
In short, use the Shredder as your main villain. Most people familiar with TMNT will expect @dreamwisp
him to show up anyway, so you might as well go with it. Any other enemy NPCs should be Here it is, friends. A massive compilation of
resources, documents, tools, and more
clearly and unambiguously subordinate to Shredder (so leave out Krang or Kitsune for a
one-shot). To draw the turtles into the plot, have Shredder kidnap the turtles’ Master
Splinter early on, forcing the turtles to follow the trail in order to rescue him. Finish with a
climactic battle against the Shredder himself.
Anything not directly supporting and facilitating this story should be cut out. This does
unfortunately mean that we don’t get some of the key TMNT supporting cast, particularly
April O’Neil. I am aware that this basically reduces gender diversity to zero, and I’ll remedy
that in Part 4 of my blog series, but I also think it’s better to exclude April than have her be
nothing more than a damsel in distress.
For structuring my one-shot, I have used the excellent format from the pre-set adventure
in Dave Joria’s Masters of Umdaar. Also, thanks to Kenneth Holpert for his Umdaar write-ups
of the villainous NPCs Shredder, Baxter Stockman, and Bebop and Rocksteady. I referred
to them regularly while I was writing my own versions.
Player characters
This short adventure is intended to be played by the four turtles themselves (Leonardo,
Raphael, Donatello, Michelangelo).
I prepared proto-PCs for those characters in the last blog post, which players could ll in
before a game if they have the time to do so. Tying in with the simpler plot hooks
discussed above, make sure all of the players know how important Splinter is by giving
each turtle an unambiguously positive aspect that relates to him. He’s their teacher, their
father, and for a long time he was their only protector. Now it’s time for them to protect
him.
However, time is precious when running one-shots and I’d prefer not to make the players
spend time to nalise their character sheets. As such, I’ve also drafted some versions of the
PCs to use in this one-shot. Check ’em out, then try ’em out in the game!
Mousers
The Mousers are sleek, shiny robots about a foot tall with
powerful crushing jaws. They were built by Dr Baxter Stockman,
supposedly to help clear up New York’s rat problem, but really to
commit crimes on his behalf. Now that Stockman is working with
the Shredder, the rat they are hunting is Splinter!
Rodent-Hunting Robots
Powerful Jaws
Weak But Numerous
Skilled (+2) at: Biting, Ganging up, Getting in the way, Literally chewing the scenery
Bad (-2) at: Defending against attacks
There are 4 groups of 3 Mousers each (plus the Giant Mouser), but they have no Stress
boxes or Consequence slots.
Giant Mouser
The Giant Mouser is a scaled-up version of the regular robots. Its round head is large
enough to keep Splinter trapped inside, but it can’t use its jaws without letting Splinter
escape.
Single-Minded: The Giant Mouser gets +2 to contest rolls or overcome rolls to escape a
scene with a captive.
Stress: 2 boxes
Finding the lab shouldn’t be di cult. If the turtles didn’t follow the Giant Mouser all the way
there, they should be able to nd it easily by other means, no roll required (e.g. Donnie
could identify a homing signal by tinkering with the Mousers’ remains, or TV reporter April
O’Neil might contact the turtles with a tip about Mouser sightings in a particular
neighbourhood).
Baxter is prepared for the turtles’ arrival, however, and he has converted his lab into a
deadly death trap… of doom! He controls everything from an inaccessible control room in
the centre of the warehouse, which the turtles will need to reach in order to confront
Baxter and move on. The various weaponised machines will try to attack the turtles each
turn (with a +2 rating).
Before that, though, Baxter will gleefully monologue about how doomed and inferior the
turtles are, and how foolish they are for thinking they could match wits with such an
unparalleled genius as he is. Conversation can go two ways, and Baxter can try to in ict
mental attacks on the turtles, just as they can in ict mental attacks on him.
Importantly, this is an opportunity for Baxter to reveal the whole plan: he is indeed
working with the Shredder, supreme master of the Foot Clan of ninjas. Shredder has a
vendetta against Splinter and the turtles, and provided Baxter with a sample of Splinter’s
mutated DNA so that his Mouser robots could track Splinter down. Both Splinter (if
captured) and Splinter’s DNA sample are being kept in the Foot Clan’s secret headquarters,
miles below the city, which is accessible only through an elevator in Baxter’s control room.
Baxter Stockman
Approaches:
Stunts:
Stress: 2 boxes
After the key information is out, but before the turtles can interrogate Baxter for too long,
they are interrupted by the arrival of Bebop and Rocksteady. The mutant double act has
come up on an elevator to check on Stockman’s status. The elevator goes all the way down
into the Foot Clan headquarters.
The turtles’ objective: Access the elevator and get down to the Foot Clan
headquarters
The enemies’ objective: Capture the turtles
Recommended scene type(s): Con ict
Situation aspects (ask for more): Delicate Equipment; The Only Way Down
Success/victory: The turtles incapacitate Bebop and Rocksteady and use the
elevator to descend into the Earth’s crust and access the Foot Clan Headquarters
Failure (optional): The turtles are captured and locked up in a cell in the Foot Clan
headquarters, which they’ll need to escape before scene 4.
Approaches:
Stunts:
My Man! Bebop and Rocksteady can invoke aspects created by each other (but
not themselves) for +4 instead of +2 when used as part of a teamwork action.
Make Way for Bebop and Rocksteady! Bebop and Rocksteady get +2 to
Forcefully overcome physical obstacles by smashing or slamming into them.
When they do this and succeed, create a Damaged Equipment or Debris aspect
on the scene.
Consequences: Bebop and Rocksteady share a Mild (2) and a Moderate (4)
consequence slot.
The turtles’ objective: Destroy the sample of Splinter’s DNA or Rescue Splinter
(depending on the results of earlier scenes)
Shredder’s objective: Destroy those meddlesome turtles!
Recommended scene type(s): Con ict
Situation aspects (ask for more): Deep Underground, Classical Japanese Dojo, The
Enemy’s Lair, Shredder’s Throne Room
Total victory: The turtles take out the Shredder and break his hold on the Foot Clan.
They are free to return to the surface with their objective.
Partial victory (Shredder concedes): The turtles succeed in their objective and
escape to the surface
Partial defeat (turtles concede): The turtles are forced to retreat with the objective
unful lled. Either Splinter is at Shredder’s mercy, or Shredder has the means to
attack them in their home again and again by using Splinter’s DNA as a tracker.
Complete loss: The turtles are overpowered and at Shredder’s mercy…
The Shredder
Oroku Saki. The Shredder. The turtles’ most persistent and fearsome opponent. He
rules the Foot Clan with an iron st, covered in razor-sharp blades. He is swift, cunning,
and deadly.
Approaches:
Stunts:
Fighting Stunt:
Stress: 3 boxes
There were some scenes that I wanted to include but didn’t have the space for. If players
have a longer time slot for this one-shot, they could expand things by making Baxter’s lab
in an occupied o ce, so that the turtles have to in ltrate without alerting the innocent
civilians.
I also wanted to include an encounter with Karai, Shredder’s con icted second-in-
command (or daughter or granddaughter). If the turtles fail one of the earlier scenes,
perhaps she is the guard of their prison cell when they are captured, or perhaps she
merely encounters them in the Foot Headquarters outside the throne room. Karai is willing
to talk to the turtles as respected adversaries, and disagrees with Shredder’s obsessive
vendetta against Splinter. If the turtles succeed in convincing her, she may even help them
(short of going against Shredder herself, that is), and if Shredder is utterly defeated it will
be Karai who takes over the Foot Clan and promises the turtles safe passage. (Unlike
Shredder, Karai is a ninja who actually has Sneaky as her peak Approach (+4), followed by
Careful and Quick. Other than that, though, I’m afraid you’ll need to provide her stats
yourself.)
And that’s the adventure. Hope you like it, and as ever I would love to hear if any of these
ideas ever get used in a game.
Sponsored Content
Share this:
Twitter Facebook
Loading...
Related
Fate of the Teenage Mutant Fate of the Teenage Mutant Fate of the Teenage Mutant
Ninja Turtles: They played Ninja Turtles, Part 1: Ninja Turtles, Part 4:
my game! Introduction to Rocketeering Unleashing the other
May 22, 2017 July 17, 2016 strangeness (long-
In "Personal" In "Game hacks" running campaigns)
September 24, 2016
In "GMing advice"
Pre-generated material
Fate, Fate of the Teenage Mutant Ninja Turtles, Masters of Umdaar, The Three Rocketeers
Pingback: Fate of the Teenage Mutant Ninja Turtles, Part 2: Heroes in a half-shell – Step into RPGs
Pingback: Fate of the Teenage Mutant Ninja Turtles, Part 1: Introduction to Rocketeering – Step
into RPGs
Pingback: Fate of the Teenage Mutant Ninja Turtles, Part 4: Unleashing the other strangeness
(long-running campaigns) – Step into RPGs
Pingback: Fate of the Teenage Mutant Ninja Turtles: They played my game! – Step into RPGs
STEPHEN MORFFEW
October 12, 2018 / 1:41 pm
With the announcement that Google+ will be closing, I’m copying over some of the comments
that people have made there about my blog posts.
Kenneth Holbert:
I notice that many of them boil down to con icts, and while that sort of makes sense you might
want to throw out more opportunities for: challenges, contests, and chases
Kenneth Holbert:
OMG they made a reference to your one shot on “The One Shot Podcast” @ 00:04:00! You’re
famous!
Link: http://oneshotpodcast.com/?powerpress_pinw=1622-podcast
Like
Reply
Leave a Reply