+1 to strike at the animal's seventeenth level of experience
Posted: Fri Mar 08, 2013 1:07 am
Page 19 of the After the Bomb line supplement 'Mutants Down Under' includes some interesting statistics for weapon skills.
For the most part (and as far as I can tell in TMNT) experience tables only list up to level 15. The rare exceptions I've seen to this in Palladium Books' publications include experience guidelines for levels past 15 for Dragons (Atlantis and Dragons & Gods published this) and I think also for Deevils (I think the Dyval sourcebook published this). I am not sure if there are any others with post-level-15 level listings, if anyone happens to know, that would be cool to keep track of.
WP Axe lists a +1 to strike at level 16. For some, that might seem problematic, but it actually isn't. In spite of tables only going up to level 15, every player knows how much experience it takes to get to level 16. That's because the upper limit of level 15 is given, so 1 more experience point than that would bring you to level 16. If it weren't possible to get to level 16, there would be no point at all in defining the upper limit for level 15, so it must be possible.
What players don't know, however, is how much experience it takes to get to level 17, since we don't know when level 16 ends. This presents a potential problem, because WP Boomerang gives the +1 at 17th level this thread is titled after.
I kept thinking "why is this here? How could it apply to anyone?" but then it hit me: Team Characters.
These were defined on page 11 of TMNT Adventures, and both the Turtles (4 siblings) and Sparrow Eagles (3 siblings) were examples of this.
I don't know if After the Bomb 2nd ended up including options for this or not. But it is essentially the only explanation I can think of here.
What the Team option allowed, if you designed your siblings identically in terms of bio-e, species, powers (base attribute rolls and skill could be different) was that they all got to share the highest bonus roll for a given attribute, and notably for this thread, all their skills went up a level for each sibling they had. So you'd add 1 level of experience if you had 1 other siblings (a 2 sibling team) and in the case of the sparrows you added 2 (3 siblings, each one had two) and in the turtles' case you added 3 (4 siblings, each had 3).
This, for example, made the Sparrows level 3 at Ninjutsu and their WP skills at first level, and of the Turtles, Leo/Raph's skills are at 9th level (in spite of being only lvl 6) while Don/Mike are all at 8th level (in spite of being only level 5).
This wouldn't apply to groups like the Terror Bears, however, since in spite of all being bears, they have slight variations in their psychic abilities. It would only work if they all had identical psychic abilities.
This 'team' system is an explanation for how you could get the 17th level bonus. A pair of "boomerang twins" at level 16, for example, would have the WP at level 17, and "boomerang triplets" would have the WP at level 17 at merely level 15.
I always found in reading the 'team' system that it was rather "broken" in design, however. The reason being that it was made clear there was never any numerical limit on how many members could be in the team.
I initially thought there might be some kind of 'sibling limit' (although if you believe "The Next Mutation" TV series, the turtles and Venus are not biological siblings) but even that won't necessarily put much of a cap on. The average litter size for mice is 10-12, for example.
If you rolled up a litter of 10 mutated mice as a team, that would mean that they would all start out 10th level in all their skills... which is somewhat frightening. Other animals like frogs lay thousands of eggs in frogspawn...
I guess the worst you're looking at here is people initially with maxed out combat, 98% in everything, but it gets a bit more frightening with the wording of SOME weapon skills.
A lot of weapon skills will only state certain bonuses at certain levels, like WP Blunt. This is often because they don't increase at regular intervals, or if they do, cease to at some point. Some though, such as WP Bow, do not. Instead it uses phrases such as "for each additional TWO levels of experience". That means that there's an effectively unlimited amount of bonuses a WP skill might provide.
To put this into perspective: if you made a player group of 99 characters who all chose frog siblings with archery, each of them would have WP Bow at level 100 and be able to shoot at +50 to strike with 50 shots per melee round. Of course that would probably cause some fast ammunition problems, but it puts the problem into perspective...
Using the TMNT as an example (unless anyone knows any larger sibling team-groups out there) I think the max bonus to skill rolls should probably be 4. That doesn't mean people can't make groups of 5+, just that even if you have more than 4 siblings, you don't get more than 3 bonus levels to your skills. This makes it comparable to some N&SS martial arts that let you start off at a higher level with a WP skill (I believe Zanji does this if you select only Katana, being 4th level at lvl 1, like the Turtles were in EVERYTHING)
For the most part (and as far as I can tell in TMNT) experience tables only list up to level 15. The rare exceptions I've seen to this in Palladium Books' publications include experience guidelines for levels past 15 for Dragons (Atlantis and Dragons & Gods published this) and I think also for Deevils (I think the Dyval sourcebook published this). I am not sure if there are any others with post-level-15 level listings, if anyone happens to know, that would be cool to keep track of.
WP Axe lists a +1 to strike at level 16. For some, that might seem problematic, but it actually isn't. In spite of tables only going up to level 15, every player knows how much experience it takes to get to level 16. That's because the upper limit of level 15 is given, so 1 more experience point than that would bring you to level 16. If it weren't possible to get to level 16, there would be no point at all in defining the upper limit for level 15, so it must be possible.
What players don't know, however, is how much experience it takes to get to level 17, since we don't know when level 16 ends. This presents a potential problem, because WP Boomerang gives the +1 at 17th level this thread is titled after.
I kept thinking "why is this here? How could it apply to anyone?" but then it hit me: Team Characters.
These were defined on page 11 of TMNT Adventures, and both the Turtles (4 siblings) and Sparrow Eagles (3 siblings) were examples of this.
I don't know if After the Bomb 2nd ended up including options for this or not. But it is essentially the only explanation I can think of here.
What the Team option allowed, if you designed your siblings identically in terms of bio-e, species, powers (base attribute rolls and skill could be different) was that they all got to share the highest bonus roll for a given attribute, and notably for this thread, all their skills went up a level for each sibling they had. So you'd add 1 level of experience if you had 1 other siblings (a 2 sibling team) and in the case of the sparrows you added 2 (3 siblings, each one had two) and in the turtles' case you added 3 (4 siblings, each had 3).
This, for example, made the Sparrows level 3 at Ninjutsu and their WP skills at first level, and of the Turtles, Leo/Raph's skills are at 9th level (in spite of being only lvl 6) while Don/Mike are all at 8th level (in spite of being only level 5).
This wouldn't apply to groups like the Terror Bears, however, since in spite of all being bears, they have slight variations in their psychic abilities. It would only work if they all had identical psychic abilities.
This 'team' system is an explanation for how you could get the 17th level bonus. A pair of "boomerang twins" at level 16, for example, would have the WP at level 17, and "boomerang triplets" would have the WP at level 17 at merely level 15.
I always found in reading the 'team' system that it was rather "broken" in design, however. The reason being that it was made clear there was never any numerical limit on how many members could be in the team.
I initially thought there might be some kind of 'sibling limit' (although if you believe "The Next Mutation" TV series, the turtles and Venus are not biological siblings) but even that won't necessarily put much of a cap on. The average litter size for mice is 10-12, for example.
If you rolled up a litter of 10 mutated mice as a team, that would mean that they would all start out 10th level in all their skills... which is somewhat frightening. Other animals like frogs lay thousands of eggs in frogspawn...
I guess the worst you're looking at here is people initially with maxed out combat, 98% in everything, but it gets a bit more frightening with the wording of SOME weapon skills.
A lot of weapon skills will only state certain bonuses at certain levels, like WP Blunt. This is often because they don't increase at regular intervals, or if they do, cease to at some point. Some though, such as WP Bow, do not. Instead it uses phrases such as "for each additional TWO levels of experience". That means that there's an effectively unlimited amount of bonuses a WP skill might provide.
To put this into perspective: if you made a player group of 99 characters who all chose frog siblings with archery, each of them would have WP Bow at level 100 and be able to shoot at +50 to strike with 50 shots per melee round. Of course that would probably cause some fast ammunition problems, but it puts the problem into perspective...
Using the TMNT as an example (unless anyone knows any larger sibling team-groups out there) I think the max bonus to skill rolls should probably be 4. That doesn't mean people can't make groups of 5+, just that even if you have more than 4 siblings, you don't get more than 3 bonus levels to your skills. This makes it comparable to some N&SS martial arts that let you start off at a higher level with a WP skill (I believe Zanji does this if you select only Katana, being 4th level at lvl 1, like the Turtles were in EVERYTHING)