Net-Turtels

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.

My old Palladium-Megaverse House-rules for netTurtles can still be found here:  http://www.tmnt.de/

Setting Background

(Note: original idea of “westcoats one” by peter groeber. original idea of the “neo-islamic-front” by andi hildebrandt)

The Mutant Animals

In the year 2139 one third of the world-population are mutant animals. By law there is no difference between humans and mutant animals, but the truth is that mutants are second class citiziens. So most of them live in the cheaper areas or in the slums and sprawls of the megacities.

Technology

Till the year 2049 technology advanced to a very high level. Crude cybernetics had been available at 2049. But the great war needed only two years to stop the development for decades. Fifty years later the first improvements in the different fields of science and technology had been made.
By the year 2139 the technology reached a new level. Cybernetics are superior to the old systems of the Great War, the primary health care allows humans and mutant to live till the age of 130 (but the crime rate doesn’t) and space is no longer a place only for trained astronauts.

Politics

In most countries governments still exists, but most of them are nothing more then puppets of the mega corporations. Only the countries under the control of the neo-islamic-front and the ufan have really strong governments.
The same is true for the military. In most countries the national military forces are small and bad equipped. On the other side the corporate forces of the mega corporations a well equipped and well paid.

Living

Most people life in the suburbs and sprawls of the formerly metropolises. Only the wealthiest people are living in the centers of the cities. In many parts of the world, the suburbs and sprawls connect the old city centers to huge megacities. The cleaner and saver suburbs are mostly owned by the mega cooperation for their employees.

Wilderness

The great war of 2049 turned large areas of formerly developed land back to wilderness or worse in ABC polluted wastelands. Even some major pre war cities are now ghost towns. Only the automated robot highway cut thru these areas. Some people have chosen the wilderness as a home for their low tech live. This communities are mostly small with only 10 to 20 people. But a few greater villages and even small cities are known to exist. Most of them don’t have any contact with the civilized parts of the world, but some have for occasional trading.

Cybernet

The cybernet is like a digital layer, which is surrounding everything and everyone in the civilized  part of the world. Every digital device is connected to the cybernet. Even People can be part of the cybernet with the help of a Neural Interfaces. Hackers use these cybernetic Implants to improve there intrusion skills.

Timeline

2023 national goverments have nearly no influence on the multinational corporations
2027 the southern part of Africa unites under the name “united federation of African nation”, short ufan.
2032 the ufan declares war to the northern arabian part of africa
2033 tactical nuclear weapons destroy Medina and Mecca
2035 the enviromantal pollution takes a critical dimension
2036 the ufan controls now the whole African continent
2038 investigating committees in the ec and usa for illegal support of the ufan
2038 all Arabian nations leave the uno, the end of the uno
2042 the first corporation conflicts with military-aussaults
2042 the first greater privately held space station in orbit
2049 the great war, a small corporation conflict grows to a multinational and multi-corporatinal war
2051 at the end of the gw, one third of the surface of the world are wastelands, polluted through nuclear, chemical and biological weapons
2056 first appearance of semi-intelligent animals
2061 first south american war
2063 the moon-colony declares independents from earth
2068 a mayor entertainment corporation buys Cuba and Haiti
2069 the second mutationwave, the so called first generation is born
2074 the mayor pharma corporations win the south American war and start to afforest the the the rainforest
2084 the first mutant animals are allowed to enter public schools
2093 15% of the world population are mutant animals
2096 the second south American war
2097 the second south American war reaches the caribean isles
2101 the pharma-corporations leave southamerica
2102 Haiti became an independent free tradingzone
2106 first appearence of the neo-islamic-front
2118 first neoislamic nations in east Russia
2122 25% of the world population are mutant animals
2128 the neoislamic nations invade Alaska
2139 30% NOW of the world population are mutant animals

 

Stats, Skills, Edges & Hindrances

New Derived Stat

Every character gets an new Derived Stat: Mental Toughness (2+spirit/2). The Mental Toughness is used for the Combat in the Cybernet and for the Psionics Combat Resolution.

Edges

Arcane Background: Cybernetics Starting Power Points: 10. The Powerpoints are used to buy the Cybernetics. (min. Rank – Point cost)

Cyber Armor (N – 3/S – 6/H – 9)
+1/+2/+3 Armor Bonus
Modifier:
Concealed (2) – only available for the +1 Cyberarmor

Cyber Weapon (N – 3)
Melee Str. + 1d6 or Ranged 2D6

Modifier:
M&R Concealed (N – 1)
M Dispenser: Drug or Poison (N – 2)
R Increased Ammo (S – 2)
R Silenced (N – 2)
M Paired (N – 1)
M Stun Damage (S – 2)
M&R Extra Damage +1D6 (V – 3)
R Area Damage (S – 2)
M&R Entangle (S – 2)

Cyber enhanced Combat Speed (V – 4)
+1 Attack per round

Modifier:
Activation (-1) – Spirit roll/uses up one action

Cyber Painkiller (N – 3/V – 6)
ignores -1/-2 wound modifier

Modifier:
Activation (-1) – Spirit roll/uses up one action

Skillsoft enabled Neural Interface (N/S/V – Varies)
Smarts Based (2/4/6)

Strength/Agility Based (3/6/9)
enables the use of Skillsoft D4/D6/D8 no Wild Die
Modifier:

Add your Wild Die (3)

Cyber Combat Drug Dispenser (S – 3)
+2 soak rolls

Nanobot-Med-System (N – 4)
negates one wound with a successful vigor roll

Cybernetic Body Enhancement (N – 3/V – 6)
Raises one/two Attribute levels. Available for

Strength/Agility/Vigor

Cyber Eye (N – 0)
Modifier:

Teleskopic (N – 2)
Thermoimager (N – 2)
Low Light (N – 2)
Remote-Pop-Out-Viewing (N – 3)
Target Sight +1 (S – 2)

Cyber Immunity (N – 2)
+4 to resist poison and diseases

Modifier:
Activation (-1) – Spiritroll/uses up one action

Cyber Leg (0)
Modifier:

Running Legs (N – 2/S – 4)
Jump Legs (N – 2)

Cyber Face Changer (N – 2)
+4 to disguise

Modifier:

Cyber boosted Combat Reflexes (S – 2/H – 4)
+1/+2 Bonus to Parry and -1/-2 malus to be hit with ranged weapons

Modifier:
Activation (-1) – Spirit roll/uses up one action

Environmental Cyber Adjustment (N – 2)
+4 to resist Environmental Hazards Heat or Cold
Modifier:

Under water upgrade with gills (N – 2)
Desert Upgrade with internal Water recycling (N – 2)

Cybernetic Gimmicks is the light Version of Arcane Background Cybernetics. Enables the use of smaller (no Bonus or Damage) Cybernetics. This Edge can be taken by the Psi-Users, without forfeiting their Arcane Background Edge.
Examples: Subdermal Watch, Cybertatoos, Standard Neural Interfaces, Radios & Cellphones

Cyber Upgrades  5 Power points to buy new Cybernetics or cybernetic Modifiers (once per rank).

Mutation Burst is the edge for mutant animals to get an Mutation edge after the character creation. Can only be taken once per Rank.

Arcane Background: Nethacking: Each “Power” represent a special area of training of the nethacker. Combat in the net results in fatigue-levels as damage, not in wounds, the rest is the same like in reality.  The nethacker can be improved with the edges Extra Net-Training. Drawback: On a 1 on the skill roll, regardless of the wild die, roll on the “Bug-Chart”.

1-10 Lag. Loose initiative for 2 rounds.
11-15 Checksum Failure. Power could not be activated, power points are lost.
16-18  Decompiled. Power needs to recompile, takes 1d4 hours.
19-20 Virus infected. Power transforms to a “blast-virus” an makes 3d6 damage to the nethacker.

A Nethacker starts 10 power points. The power points are used to buy the the special training. Following “Trainings” are possible:
Analyze Foe (N3)
Armor (N3)
Banish (V3)
Barrier (S 2/S)
Beast friend (N3/S6/V9)
Bolt (N3/+2 extra Damage/ +3 for every extra bolt – 2 times)
Boost Trait (N3)
Burst (N3)
Disguise (V5)
Dispel (S4)
Entangle (N3)
Farsight (N2)
Invisibility (V5)
Legerdemain ?
Obscure (N3)
Quickness (S4)
Speak Language (N2)
Speed (N3)
Stun (N3)
Teleport (S4/V7/H10)

Extra Net-Training  5 Power points to buy new trainings

Arcane Background: Psionics/Netturtels, Starting Power Points: 10, Starting Powers: 2 (yes one less than in SWEX); The Psionic has a great control of his own Body and Mind and the Mind of others. Psi-Combat results in fatigue-levels as damage. Brainburn: SWEX page 82.
Following powers are possible:
Analyze Foe, Bless/Curse, (Hypnotic) Blind, Boost/Lower Trait, (Hypnotic) Confusion, Concentrate, (Hypnotic) Fear, Healing (only self), Mind Reading (SWDEX), Puppet – Power Points: 5, Duration: 3 (1/round), Quickness, (Hypnotic) Slumber, (Hypnotic) Speak Language (no read/write), Succor

New Powers
Telepathy, Rank: Seasoned, Power Points: 4, Range: Smarts, Duration: 4 (1/round), Trapping: Hypnotic
(Hypnotic) Paralysis, Rank: Seasoned, Power Points: 3, Range: Smarts, Duration: 3 (1/round), Trapping: Hypnotic
Mind Bolt, Rank: Seasoned, Power Points: 3/6, Range: Smarts, Duration: 1, Trapping: Hypnotic, 2d6/3d6 Mental Damage

Drone Jockey The Character can control a remote drone thru a advanced Neural Interface. The Skill Drone Operation is also needed. When controling a drone, the Jockey can do nothing else except for moving with half his Pace.

Improved Drone Jockey Requirements: Veteran, Drone Jockey, Drone operation d8+; +2 on all Drone Operation Rolls.

Multi Drone Control Requirements: Seasoned, Drone Jockey, Drone operation d8+; The Drone Jockey can control 2 Drones at the same time.

Improved Multi Drone Control Requirements: Heroic, Drone Jockey, Drone operation d10+; The Drone Jockey can control 3 Drones at the same time.

Simultaneous Drone Control Requirements: Seasoned, Drone Jockey, Drone operation d8+; The Jockey can act normal while controlling a drone. She gets a -2 to all skill rolls while doing so.

Improved Simultaneous Drone Control Requirements: Heroic, Drone Jockey, Drone operation d12+; The Jockey can act normal while controlling a drone.

Professional Edges

Netwizard: Requirements: Nethacking D8+, Smarts d8+; The Netwizard get a +2 to netcombat rolls

Streetfighter: Requirements: Fighting or Shooting d8+,  ;+ 2 combat-rolls when fighting alone

Man of steel: Requirements: AB Cybernetics, Spirit d8+. + 2 to all cybernetic based rolls

Mr Smith: Requirements: Edge Connection (Megacorps), Streetwise d8+; +2 social skills with megacorps employees.

Mr Corner: Requirements: Edge Connection (Street), Streetwise d8+; +2 social skills on the streets
Mr Icon: Requirements: Edge Connection (Cybernet), Streetwise d8+; +2 social skills on the net

Hindrances

Cyberintolerance (minor): Whenever the Character needs an Cybernetic Implant he uses it with a -2 malus.

Skills

Nethacking (Smarts) is the skill needed by characters with the “Arcane Background: Nethacking” for all combat and noncombat rolls in the net.
Psi Control (Smarts) For the Use of Psionics
Drone Control (Smarts) For all Combat, Piloting, Manipulation Checks with a Drone.

Complete Skill List
Smarts: Gambling, Healing, Investigation, Knowledge, Nethacking, Notice, Psi Control, Repair, Streetwise, Survival, Taunt, Tracking
Agility: Craft, Driving, Fighting, Lock picking, Piloting, Riding, Shooting, Stealth, Throwing
Spirit: Cyber Control, Guts, Intimidation, Performance, Persuasion
Strength: Climbing
Vigor: Swimming

Combat

Net-Combat

Combat in the virtual reality of the cybernet is nearly the same as the normal combat.

To Hit: Roll with the Nethacking skill to hit. If the roll is higher then opponents Netparry (Nethacking/2+2) or the mental toughness the attack is successful. As in normal combat, a raise is adding a 1d6 to the damage roll.

Damage: Roll damage for the training used with the attack (with no combat special training the damage is 1d6), compare the damage with the mental toughness stat. If the damage is over the stat the target is shaken (as in normal combat). 4 points of damage or more over the targets mental toughness, the target gets one fatigue-level. Any time a nethacker gets incapacitated he drops out of the net. “Native” virtual reality inhabitants like artificial intelligence programs take normal wound-damage in combat and are maybe destroyed when they are incapacitated, roll on the AI-reboot-table:

1-3           Only halted. program reboots after 1d4 rounds with two “wounds healed”.
4-10          Syntax mismatch. Program reboots after a system check, time to reboot 3d4 minutes, one “wound healed”.
11-17          Decompiled. Program must be recompiled, time to reboot 2d4 hours, all “wounds healed” but all memories lost.
18-20        Erased. No Reboot possible, all memories lost.

Psi-Combat

Psi-Combat is nearly the same as the normal combat.

To Hit: Roll with the Psi Control skill to hit. If the roll is higher then opponents mental toughness the attack is successful. As in normal combat, a raise is adding a 1d6 to the damage roll.

Damage: Roll damage for the power used with the attack, compare the damage with the mental toughness stat. If the damage is over the stat the target is shaken (as in normal combat). 4 points of damage or more over the targets mental toughness, the target gets one fatigue-level.

Drone-Combat

To Hit:  The Drone Control skill is used for to Hit Rolls. Damage depends on the Drone Weapon

Damage: Every time the Drone is damaged in Combat, its Jockey makes a Vigor Roll to avoid a Level of Fatigue.

Mutant Animals

Mutation Level, Racial Edges, Racial Hindrances and Mutant Edges

Mutation level Full Animal: Looks like the normal animal only bigger or smaller (size 0). For the ability to speak, the speech edge must be taken during character generation (or later with the mutation Burst edge). Full Animals with the No-Hands-Hindrance can take the All Thumb Hindrance as a Edge (Full Hands are never possible for „Full Animals“)

Mutation level Full Human: Looks like an ordinary human (when no mutant edges are taken). Mutant edges can be taken during character generation, which maybe let the character appear more mutant (like wings).

Mutation level Semi Human-Animal: The looks of a semi human-animal can vary very wide  for every individual character. It can range from a nearly completely animal looking, but upright standing and nearly full functional opposing thumb, character to an nearly full human one, with strong animal characteristics, like for fur or animal face for example. Like trappings for powers, the player must describe the exact appearance of the mutant (the GM may decide if the description has any effects for the game). Mutant edges can also be taken during character generation. The Full Hands Edge can be taken by Semi Animals to buy of the All Thumbs Hindrance.

Racial Edges: Edges gained with the mutation-level

Racial Hindrances:  Hindrances  gained with the mutation-level

Mutant Edges: Edges or Powers, which can be chosen during character generation or later with the mutation burst edge.

Size of the mutant animal: All mutants, regardless of the size of the original animal, are size 0. Smaller mutants must take the Small or the Very Small Hindrance. Bigger mutants the Brawny or Very Brawny Edge.

 

Racial Edges & Mutant Edges

Gore: If  an Animal/Mutant can charge at least 6” before attacking, it adds +4 to its damage total that round.
Very Brawny: Requirements: Brawny. This Edge give the Animal a further +1 to Toughness for a total of +2.
Speech: Without the Speech Edge full Animals can not communicate with other persons.
Full Hands: Can be taken by Semi-Animals to buy of the All Thumbs hindrance
Damage Field (Quills or Spines): 2d6 Damage
Bolt: A thrown Quill with 2d4 Damage (Throw Skill must be taken during character creation)
Cute: Big eyes or extra fine fur, some animals have a cute look, which gives them a +2 charisma bonus (Yes this can be combined with the attractive and/or charismatic edge)
Claws/Bite/Horns/Trusks: Natural Weapons of the Animal. Damage depends on the Animal and the mutation level.
Leap:
Fast:
Fly (Hands on Wingtips): Can only Use the hands, when not flying.
Fly (Extra Wings): The Mutant has Arms and Wings. Using the Hands while flying is possible.
Rush: Requirements: Gore, Like Gore, but with Pace +4
Imp. Hearing: +2 Notice
Hardy: SWEX
Armor: Mutant has a natural Armor +2 Armor
Heavy Armor: Mutant has a natural Armor +2 Armor
Alertness: SWEX
Enviromental Protection:
Wall Walker: SWEX
Far sight: SWEX
Night sight: SWEX

Burrow: SWEX
Improved Smell: +2 Notice
Seismic Sense:
Prehensil Tail (extra Limb): The Tail can be used like a Hand with the all Thumbs hindrance.

No Hands (Major Disability): Full Animal cannot use any Form of Equipment.

 

Animals Summary

 

Predator: Feline Full Animal Semi Human-Animal Full Human
Racial Edges Claw ST+D6, Bite ST+D6
AlertnessAG D6
Claw ST+D4, Bite ST+D4
AG D6
AG D6
Racial Hindrances No Hands (Major Disability) All Thumbs
Mutant Edges Speech Alertness

Claw ST+D6, Bite ST+D6

Claw ST+D6, Bite ST+D6
Alertness

 

Birds: Birds of Prey and Owls Full Animal Semi Human-Animal Full Human
Racial Edges Fly

Far sight or Night sight

Claw ST+D6, Beak ST+D4

Fly (Hands on Wingtips)

Far sight or Night sight

Far sight or Night sight
Racial Hindrances No Hands (Major Disability) All Thumbs
Mutant Edges Speech Fly (Extra Wings)
Claw ST+D6, Beak ST+D4
Fly (Hands on Wingtips)
Fly (Extra Wings)
Flight

 

Even-toed Ungulates:
Cows and Buffalos
Full Animal Semi Human-Animal Full Human
Racial Edges Brawny
Horns ST +D8Gore
Brawny

Gore

Brawny
Racial Hindrances No Hands (Major Disability) All Thumbs
Mutant Edges Speech
Very Brawny (Toughness +2)
Horns ST +D8
Very Brawny (Toughness +2)
Rush
Gore
Very Brawny (Toughness +2)

 

Rodents: Rabbits Full Animal Semi Human-Animal Full Human
Racial Edges Leap

Imp. Hearing (+2 Notice)

Fast (Pace +2)

Imp. Hearing (+2 Notice)

Fast (Pace +2)

Imp. Hearing (+2 Notice)
Racial Hindrances No Hands (Major Disability) All Thumbs
Mutant Edges Speech
Cute (+2 Charisma)
Leap
Cute (+2 Charisma)
Fast (Pace +2)
Leap
Cute (+2 Charisma)

 

Rodents: Porcupine Full Animal Semi Human-Animal Full Human
Racial Edges Quills (Damage field)

Claws ST+D6

Climbing +2 (new World) or Burrowing (old World)

Climbing +2 (new World) or Burrowing (old World)

Claws ST+D6

Climbing +2 (new World) or Burrowing (old World)
Racial Hindrances No Hands (Major Disability) All Thumbs
Mutant Edges Speech

Bolt

Quills (Damage field)
Bolt
Quills (Damage field)
Claws ST+D6
Bolt

 

Even-toed Ungulates: Sheeps and Goats Full Animal Semi Human-Animal Full Human
Racial Edges Horns St+d8
GoreClimbing +2
Climbing +2
Horns St+d8
Climbing +2
Racial Hindrances No Hands (Major Disability) All Thumbs
Mutant Edges Speech Gore Gore
Horns St+d8

 

Primates: New World Apes Full Animal Semi Human-Animal Full Human
Racial Edges Prehensil Tail (extra Limb)
Climb+2
Prehensil Tail (extra Limb)
Racial Hindrances All Thumbs
Mutant Edges Speech
Acrobatics +2
Climb+2
Acrobatics +2
Prehensil Tail (extra Limb)
Climb+2
Acrobatics +2

 

Insectivora: Mole Full Animal Semi Human-Animal Full Human
Racial Edges Burrow
Improved Smell
Seismic Sense
Claws ST+d8
Improved Smell
Seismic Sense
Seismic Sense
Racial Hindrances No Hands (Major Disability)
Bad Sight
All Thumbs
Mutant Edges Speech Burrow
Claws ST+d8
Improved Smell
Burrow
Claws ST+d8

 

Insectivora: Hedgehog Full Animal Semi Human-Animal Full Human
Racial Edges Spines (Damage field)
Bite ST+d6Improved Smell
Improved Smell
Bite ST+d6
Improved Smell
Racial Hindrances No Hands (Major Disability) All Thumbs
Mutant Edges Speech Spines (Damage field) Spines (Damage field)
Bite ST+d6

 

 

Even-toed Ungulates: Deers and Gazelles Full Animal Semi Human-Animal Full Human
Racial Edges Leap
Horns ST+d8Fast
Fast
Leap
Fast
Racial Hindrances No Hands (Major Disability) All Thumbs
Mutant Edges Speech Horns ST+d8 Leap
Horns ST+d8

 

Even-toed Ungulates: Pigs, Boars and Warthogs Full Animal Semi Human-Animal Full Human
Racial Edges VI D6
Hardy
Trusks ST+d8
VI D6
Hardy
VI D6
Racial Hindrances No Hands (Major Disability) All Thumbs
Mutant Edges Speech Trusks ST+d8 Hardy
Trusks ST+d8

 

Rodents: Hamsters,  Gerbils, Mice and Rats Full Animal Semi Human-Animal Full Human
Racial Edges Cute (+2 Charisma)
FastNightsight
Fast (Pace +2)
Nightsight
Nightsight
Racial Hindrances No Hands (Major Disability) All Thumbs
Mutant Edges Speech Cute (+2 Charisma) Cute (+2 Charisma)
Fast (Pace +2)

 

Rodents: Prairie-Dog and Marmot Full Animal Semi Human-Animal Full Human
Racial Edges Cute (+2 Charisma)
Burrow
Alertness
Burrow
Alertness
Alertness
Racial Hindrances No Hands (Major Disability) All Thumbs
Mutant Edges Cute (+2 Charisma) Cute (+2 Charisma)
Burrow

 

Reptile: Frog Full Animal Semi Human-Animal Full Human
Racial Edges Low Light Vision
AquaticLeap
Aquatic

Leap

Leap
Racial Hindrances No Hands (Major Disability) All Thumbs
Mutant Edges Speech Low Light Vision Low Light Vision
Aquatic

 

Reptile: Aligator & Crocodiles Full Animal Semi Human-Animal Full Human
Racial Edges Aquatic
Armor
Bite ST +D8
Aquatic
Armor
Armor
Racial Hindrances No Hands (Major Disability) All Thumbs
Mutant Edges Speech
Brawny
Bite ST +D8
Brawny
Aquatic
Bite ST +D8
Brawny

 

Reptile: Turtles Full Animal Semi Human-Animal Full Human
Racial Edges Heavy Shell (+4 Armor)
Aquatic or Enviromental Protection Dessert/Dry
Light Shell (+2 Armor)
Aquatic or Enviromental Protection Dessert/Dry
Aquatic or Enviromental Protection Dessert/Dry
Racial Hindrances No Hands (Major Disability) All Thumbs
Mutant Edges Speech Heavy Shell (+4 Armor) Light Shell (+2 Armor)
Heavy Shell (+4 Armor)

 

Predators: Bears Full Animal Semi Human-Animal Full Human
Racial Edges Brawny
Claws ST +D8VI D6
Brawny

VI d6

Brawny
Racial Hindrances No Hands (Major Disability) All Thumbs
Mutant Edges Speech
Very Brawny (Toughness +2)
Claws ST +D8
Very No Hands (Major Disability) (Toughness +2)
VI D6
Claws ST +D8
Very Brawny (Toughness +2)

 

Rodents: Guinea Pigs and Capybara Full Animal Semi Human-Animal Full Human
Racial Edges Cute (+2 Charisma)
Swim
Racial Hindrances No Hands (Major Disability) All Thumbs
Mutant Edges Cute (+2 Charisma) Cute (+2 Charisma)