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For anybody who doesn't remember (and I wouldn't be surprised if you didn't) about a year ago I tried my hand at converting Palladium's TMNT rpg to Savage Worlds.

I did an okay job - tripfags like Cardova were a big help - but I still had to iron out a few things. Unfortunately, I had to deal with a lot of crap irl, so the next update kept getting delayed
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Been waiting to see some results on this, OP!
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Thread 1: http://archive.foolz.us/tg/thread/19148909/ (suptg deleted their version of this thread for some reason)
Thread 2: http://suptg.thisisnotatrueending.com/archive/19671858/
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>>26468986
The fact that anybody still gives a shit warms the cockles of my heart!

The big problem was just knuckling down and getting all the different animals done - most SW conversions have 5-6 species at most, I had to deal with species AND genera!
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>>26469020
>The big problem was just knuckling down and getting all the different animals done - most SW conversions have 5-6 species at most, I had to deal with species AND genera!

Why not just come up with some groups of generic modifiers that can be applied to different animal types?

I mean, instead of having a bunch of stats just for ape-mutants, have things your players can pick like Brachiation, etc.
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The other big hurdle was the question of legality - in the last thread, I joked that Kevin Siembieda would have a heart attack when he learned of this.

Turns out Kevin doesn't get mad, he gets legal. ANY fan conversion of Palladium's system to another gaming system is fine... as long as you don't put it online, in which case Kevin's lawyers spring into action. I'm really taking a HUGE gamble here, and assuming that applies to IPs that Palladium CURRENTLY hold.
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I would like to expressly insist that this conversion is specifically for the old "Teenage Mutant Ninja Turtles & Other Strangeness" game, NOT for any other Palladium IP like "After The Bomb", which is totally awesome and definitely should be purchased through wholly reputable means.
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Whilst I'm here, I might as well discuss a few other little things you might want to take into consideration, if you want to play this.

For example, I wouldn't really recommend Arcane Backgrounds for PCs, but it might make an encounter more interesting if you gave a NPC an Arcane Background (Baxter Stockman would qualify as somebody with knowledge of Weird Science!)
>>26469077
That... probably wouldv'e saved me an awful lot of bother
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As for Psionics in particular, I'd advise using the powers listed in the original TMNT&OS book.
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Police are once again forced to admit that they are still powerless to halt the crimewave that has enveloped not only this city, but apparently every major city along this coastline. Businesses are being robbed blind, no law-abiding citizen dares leave their home, for fear that they will be tomorrow's headline. The question remains: if the police cannot protect us, who can?
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>>26469599
>The question remains: if the police cannot protect us, who can?

...RrrrrrrrroboCop?
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The Foot Clan are an ancient tribe of ninjas dedicated to criminal activities. In some Japanese provinces, they are more feared than the Yakuza, simply because they are not as bound by honour and tradition, and have no qualms about using kuromajutsu - dark magic. In America, they are quickly making a name for themselves as a ruthless criminal organisation.
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The Foot will not care about your character. There may be a soldier or two who will tolerate you, maybe even grow fond of you, but The Foot - as an organisation - will only see you as a soldier to kill and die for them. Naturally this will restrict your character to the more rebellious life paths available in character creation.

Of course, having such a past may endear you to the Teenage Mutant Ninja Turtles... provided you prove you have no loyalty to your former masters, of course!

The Foot may have let your character have some of their more formidable weapons and magic ingredients... whether you managed to snag them for your "early retirement" is another matter entirely!
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If you want a private industry, Techno-Cosmic Research Institute certainly lives up to the first part. Nobody knows quite what they do, but they certainly do it better than other companies. Press releases are few and far between, but what does trickle out is fairly impressive. At the last tech demo, the team that showcased their latest breakthrough in VTOL aircraft were pleased when their work was described by one journalist as "out of this world". Come to think of it, they weren't so much pleased as... amused.
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>>26469599
me
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TCRI are in fact, aliens. Every single one of them. Even the janitors. They're called Utroms, and their ship crash-landed back in the 60's, and they've been trying to figure out how to get back home. They're not hostile... unless somebody is in danger of revealing their existence to the locals.
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TCRI is recommended for PCs who want/rolled a more benign relationship with their creators. Any mutations caused will most likely be an accident (see the Turtles, or Leatherhead), but the Utroms will most likely be willing to make amends. They may even see your character as "part of the family"... probably not a family you'd see on TV, but a family nonetheless.

The Utroms are a shadowy organisation, but a benevolent one. They will restrict a PC's movements, but only to ensure that their own position is not compromised. If a PC has escaped, they will only wish for them to come home. If a PC goes public, then TCRI may sponsor or aid them... indirectly. A character may even have access to Utrom technology (see pages 48-9 of Savage Worlds: Explorer's Edition), but that doesn't necessarily mean they'll get to keep it....

TCRI may not be the nicest group to be involved with; your PC may have been created by "The Illuminated", a splinter group of Utroms bent on genocide of the entire human race. They are a small sub-group within the Utrom community, but their attitudes will be completely at odds to the usual Utrom; they will see your character as something to either be duplicated for war, or terminated and labelled as an unsatisfactory experiment.
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The Earth Protection Force, or EPF, is a secret US military operation dating back to just after the Civil War. Its purpose is to keep the state of the union safe from alien interference, by whatever means they see fit. The EPF's "unofficial" status means they have become a law unto themselves - if their leader Agent Bishop wishes to do something, the organisation will move heaven and earth to protect the Earth from the heavens.
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The EPF will have created a mutated soldier for one reason, and one reason only: to give the Earth a fighting chance against the possible threat of extraterrestrial invasion. Naturally, the idea of being the first line of defence against a technologically superior enemy might not be a PC's idea of fun.

On the other hand, perhaps the character may actually believe in the ideals the EPF stands for; sure, Bishop is a hard man to cross, but he is completely dedicated to preserving the Earth, so surely he thinks there's a place in it for a mutant... (Of course, whether Agent Bishop is deserving of such trust is another matter entirely. The GM and player can discuss whether the EPF is as bad in their game as they were in the cartoon).

The EPF has access to recovered alien tech, which they're usually in the process of reverse-engineering in order to suit their needs. This will probably only be available to a PC if a) it's vital for any mission the PC has been assigned for and b) they can be trusted to use such technology in a way that will aid the EPF (and not alert the public to their existence!)
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In other news, celebrated philanthropist Dr. Victor Feralis has been given yet another accolade for his relentless humanitarian work. His acceptance speech was brief and to the point: "As long as humanity has the means to better itself, it shall. Thank you for this honour."

Dr. Feralis is one of the world's greatest scientific philanthropists, fighting for equality for all his fellow human beings... but when it comes to animals, he views them as belonging to two groups: tools and experiments. He finds the idea of a mutated animal fascinating, and he's even made a few himself; sure, they seem capable of independent sentience... but how can you really know unless you take a look underneath?
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Bio-Spawn is Dr. Feral's company - he owns it lock, stock and barrel - and it functions as a holding company with shares in several smaller companies, mostly concerning chemical research - and possibly responsible for your character's mutation - including the following:
DVK Chemical
Method-A Pharmaceuticals
Second Future Manufacturing
Cal-Zona Agricultural Products
Given Feralis' sadistic streak to all mutated animals, any life path that involves escaping the organisation is a sensible one. Of course, Feralis would be loathe to let such a promising case study simply walk away...
Feralis' secret laboratory would have state-of-the-art medical equipment, but it's doubtful that your PC would have had time to get anything too fancy, and nothing much in the line of weaponry - Feralis considers himself to be a pacifist and gives his lackeys only a few crude armaments to quell any attempt at rebellion from his less promising experiments.
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The previous posts are a collation of fluff I'd written months ago for sample organisations that could be responsible for a PC's mutation.

Of course, they all work reasonably well in their own right as antagonists - Dr. Feral was a NPC specifically created by Palladium as an overarching villain with ties to every law enforcement agency in the US - think post-Crisis Lex Luthor, only more "mad sciencey".
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... you know, I should be giving you guys more than a few bits of fluff and a couple of tables... let's have a nice little storytime!
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For anybody wondering how Palladium got the license in the first place, this page pretty much says it all - from what I've heard, Kevin Siembieda is actually a pretty nice guy who happens to be very protective of his work.
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Enough introspection, let's have some comics!
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On a related note, there have been two Usagi Yojimbo rpgs, both of which are apparently pretty good.

My one dream is to run a TMNT game using the conversion rules I homebrewed, and to have somebody else run a Usagi Yojimbo game, and for both campaigns to culminate in one bumper crossover session.
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Loving this storytime, OP
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>>26471717
Thanks, but I probably won't get it all done tonight - the whole thing's 190+ pages long!
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>>26471482
You have my shell friend.
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>American Splendor
Donatello's got good taste in comics
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>Nexus
>Flaming Carrot
Looks like at least one other brother (probably Michaelangelo) has good taste in comics as well.

I have no idea if Trollords was any good.
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If you want to run a game of this I would do anything for the chance to play it. Even /d/ stuff.
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>>26469924
I lost my copy of the original book but this is the one image I remember the most clearly. I think I even traced it a few times as a youth.

Way to hit a brotha with a nostalgia bomb, man.
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Okay, that's enough comics for now. I need to restat some of the PCs people rolled up in previous threads.

If anybody else wants to roll up a character, please feel free to do so. Just get a copy of the original Palladium book there's a pdf floating around the internet somewhere and follow the character creation rules on pages 9-11. You can roll your own dice, or do the old trick in the e-mail field.
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>>26471361
Is that... TMNT in Vietnam?
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>>26472080
>I need to restat some of the PCs people rolled up in previous threads.

Oh cool, I made the rabbit spy from the first thread so it'd be cool to see him remade.
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He's not much to look at, just your typical "robust chimpanzee"... at least, until he escaped from Central Park Zoo, and was picked up by some adventurous young Utroms. On a dare, one of them decided to expose him to some mutagen. After these Utroms were given a telling off you could hear a few galaxies away, they realised that he'd shrunk a little bit, and his posture was now completely bipedal.

Realising that what was done was done, The Utroms decided to keep him around for further study. He became the pet of the young Utrom that had caused his mutation in the first place, and they got on pretty well, bonding over multiple showings of Bruce Lee movies.

His skills have become equal to that of the average human, but as far as they know he's just a regular chimp that shrunk in the wash. Well, they can go on thinking that... Burroughs has broken out of one monkey house before, and unless he breaks out of this one, he's gonna go ape!

Size Level: 8
Attributes: d6 in everything
Skills: Fighting d8, Stealth d10, Notice d4, Repair d4, Spirit d6, Guts d4, Climbing d6
Edge: Luck
Hindrances: Overconfident, Loyal, Bloodthirsty
Toughness: 5 Parry: 6 Pace: 6 Charisma: 0
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Should I roll on my own or in the thread?
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>>26472089
Probably.
>>26472150
I'm working on Project Rabbit's Foot right now - definitely having fun.
>>26472307
Animal Powers: Prehensile Feet
Sponsoring Organisation: Private Industry (TCRI)
>>26472393
In the thread is fine - I can help you through anything you find too tricky.
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>>26472452
>I'm working on Project Rabbit's Foot right now - definitely having fun.

Awesome.

Even after all this time I STILL haven't gotten my friends to play a game of Savage Worlds.
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Created by the CIA's neogenics department, Project's Rabbit Foot (or "Rab" to those he trusts. Somebody once called him "PFA". The agent in question still has the 3 stitches as a reminder.) is one of the agency's best operatives, proving his worth time and time again in numerous intelligence-gathering operations. That said, his unwillingness to kill is seen by some as a downside in this particular field of work. "Rab" disagrees.

SL: 9
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor: d4
Skills: Fighting d4, Stealth d8, Knowledge (electronics) d8, Investigation d6, Notice d4+2, Knowledge (hacking) d6, Climbing d6
Edges: Luck, Great Luck
Hindrances: Code of Honor (Major), Loyal (Minor), Pacifist (Minor)
Toughness: 4 Parry: 4 Pace: 6 Charisma: 0
Human Features: Full for Hands, Biped, Speech & Looks
Gear: Bangstick, 3 Molecular Knives, Survival Knife, CIA-encoded GPS, 2 Billy Clubs, Kevlar vest w/inserts, Infantry Battle Suit (weighs a ton, but he got it anyway because it looked SO COOL), 4 Throwing Daggers, wrist-mounted knock-out dart launcher (launches darts, 12 difficulty check to stay conscious)
>>26472467
Let me know if this is okay.

I've only been able to play one SW game, and that was a one-shot at a con. Then again, I was playing an agent of Spectrum fighting Bond villains.
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I've got time for one last little storytime for tonight, and this one's... interesting.
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Okay, it's getting late, so I'll leave things as they are for today. If the thread's still here, I may do some more stuff - I had a decent idea for an adventure, and I think I've finally figured out how to do a Size Level chart in SW. If not... well, at least I finally finished the damn thing.

Hit it, David: https://www.youtube.com/watch?v=9F8p_CkU7Pg
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Eeeeeh, I'm definitely getting sleepy. If other people could bump the thread for the next 12 hours or so, I honestly would appreciate it.
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>>26473250
It's more than okay, it's awesome!

Had to step out to do stuff, hope you didn't assume the worst.
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>>26475938
I still wanna play a game of this. Please ru one on Roll20


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