TMNT Magic

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jade von delioch
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TMNT Magic

Unread post by jade von delioch »

so in transdimendional turtles they give out the magic for the world for TMNT. but it does not say about how to make a TMNT character with the spell casting ability. Do you spend Bio-points to be able to or get a skill group?
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Unread post by Library Ogre »

25 for a Time Lord, 35 for a Wizard. It's a couple of the backgrounds in TMNT
-overproduced by Martin Hannett

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jade von delioch
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Unread post by jade von delioch »

thanks for the help. oh, and where would i find those rules if i may ask..
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Unread post by Library Ogre »

First few pages of Trandimensional TMNT
-overproduced by Martin Hannett

When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
Happiness is a long block list.
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jade von delioch
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Unread post by jade von delioch »

found it.. thanks..
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jade von delioch
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Unread post by jade von delioch »

not really- all the spells in the book are in the other books. but thats not what i am going to do.. I'm run TMNT.
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Unread post by jade von delioch »

ok, thats neat. I don't play ATB because i have looked through the main book and didn't care for the main setting. so i never looked at either of those two books.
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Unread post by D_Knife »

Mephisto wrote:wow, converting Transdimensional TMNT to a P.P.E. system would be an awful lot of work...

The TMNT magic system is almost identical to magic o.c.c in HU.
HU2 has an updated version that you could "slot" in instead
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Unread post by The Beast »

jade von delioch wrote:not really- all the spells in the book are in the other books. but thats not what i am going to do.. I'm run TMNT.


No, there's at least one I'd like to see converted to PPE for Temporal Magic, that hasn't been converted yet.
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Re: TMNT Magic

Unread post by Stone Gargoyle »

When running temporal mages, I prefer to limit their spells to JUST them. I would not make the spells available to anyone else. It is s specific OCC for a reason.
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Re: TMNT Magic

Unread post by Stone Gargoyle »

TrumbachD wrote:
Stone Gargoyle wrote:When running temporal mages, I prefer to limit their spells to JUST them. I would not make the spells available to anyone else. It is s specific OCC for a reason.

Edited to reflect your advice.
As far as the Levels and PPE, I tried to base each of the ones i did on comparable Temporal spells in rifts England.
but some of the spells from TMNT don't really have Analogs from England since england came a few years later.

Yeah, that probably was not set up in the PPE system when they did TMNT, and some materials were not allowed to be officially converted when what is now Mirage studios, Kevin Eastman and Peter Laird, decided not to renew Palladium's license to run material based on the turtles.
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Stone Gargoyle
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Re: TMNT Magic

Unread post by Stone Gargoyle »

They seem okay. I don't know the specific spells, but your costs based on level are right.
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Re: TMNT Magic

Unread post by Stone Gargoyle »

macksting wrote:I seem to recall finding a note somewhere in the Tranny TMNT's temporal magic rules which states that, yes technically these spells can be learned by any wizard... but it's a really bad idea in general because most wizards will never have the temporal magic skills what allow them to know what the **** they're doing.
I've occasionally amused myself by trying to figure out the implications of some of these temporal spells in the hands of somebody who cannot calculate matters of time.

:eek: It could get quite... interesting...
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