USR Wednesdays: Teenage Mutant Ninja Turtles

Leonardo (Turtle-Folk), Level 1, 0 Experience Points
Action D10, Wits D8, Ego D6
Specialisms: Turtle Leader +2, Spirit Of The Samurai +2, Swimming And Breathing Underwater +2
Hit Points: 18
Equipment: Pair of Katana +2, Shuriken +1, Shell +1
Narrative Points: 3

Donatello (Turtle-Folk), Level 1, 0 Experience Points
Action D8, Wits D10, Ego D6
Specialisms: Does Machines +2, Computer Nerd +2, Swimming And Breathing  Underwater +2
Hit Points: 18
Equipment: Bo Staff +2, Shuriken +1, Shell +1
Narrative Points: 3

Raphael (Turtle-Folk), Level 1, 0 Experience Points
Action D8, Wits D6, Ego D10
Specialisms: “Cool But Crude” Moody Loner +2, Aggressive +2, Swimming And Breathing Underwater +2
Hit Points: 14
Equipment: Pair of Sai +2, Shuriken +1, Shell +1
Narrative Points: 3

Michaelangelo (Turtle-Folk), Level 1, 0 Experience Points
Action D10, Wits D6, Ego D8
Specialisms: Party Dude +2, Friend To Everyone +2, Swimming And Breathing Underwater +2
Hit Points: 16
Equipment: Pair of Nunchaku +2, Shuriken +1, Shell +1
Narrative Points: 3

They're never out of style.
The classic team ready for action. (image: StalePretzels on DeviantArt)

As brothers, the Turtles are excellent at working as a team. They can select team benefits, including the following that are more closely linked to how they operate in the comics and on screen.

Turtle Power: +1 to melee attacks and +1 to defense rolls for the rest of the combat encounter.

Silent Strike: +3 to initiative rolls for one encounter, as long as each turtle is able to approach the enemy without being seen or heard

I Love Being A Turtle: +3 to any die roll to befriend, intimidate, or research, usable on one die roll.

USR Wednesdays: Team Benefits

The traditional RPG adventuring party is a group of strangers brought together to battle evil. We all know “You meet in a tavern,” or “The government recruits you as a hand-picked team to fight the villain.” But what about a team specifically put together before adventuring: a military unit (G.I. Joe), a school class (X-Men) or even a band (Josie and the Pussycats)?

Team Benefits
Yes, this is a playable RPG party. (image: space.ca)

You can simply say that’s how the group came together; it provides a built-in quest giver (the General, the Professor, the Band Manager) and a reason to stick together for more than a single adventure. But it also provides an option for Team Benefits. Your adventuring party can select one of these when the characters are created, and can add more as they increase in levels (one suggestion is when all the characters reach level 2 or 3). They make characters slightly more powerful than ordinary Domino Writing-style USR characters, but only in certain situations. Like most rules options, it adds a little more “crunch,” but the goal, as always, is to keep it Unbelievably Simple.

Team Benefits can be used by everyone in the group. They require one action per character, and it doesn’t take effect until all the characters have “spent” their action on the Team Benefit. For example, the players may not want to all use their turn in the same round to use a Team Benefit during combat — if they did, the enemies would get a free attack (since no one would be attacking the enemies on that turn). A Team Benefit can only be used once per game session.

Here’s a few examples of Team Benefits, inspired by similar rules from the Dungeons & Dragons Third Edition Players Handbook II, and the Fantasy Flight Games Deathwatch RPG.

Amazing Performance
The heroes automatically succeed at one action roll for an action that the entire group is doing together (for example, searching for tracks or inspiring the common people to rise in rebellion, but not picking a lock or driving a car).

Battle Fury
+2 to all melee attacks by heroes for the rest of the combat encounter.

Pack Tactics
One character (of the heroes’ choice) can take another turn immediately.

Rally Cry
One character (of the heroes’ choice) immediately regains all of his Hit Points or Narrative Points.

Stand Your Ground
+2 to all defensive rolls by heroes for the rest of the combat encounter.

Withering Fire
+2 to all ranged attacks by heroes for the rest of the combat encounter.

What kind of Team Benefits will your heroes use?