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TMNT 2012 rough draft perks

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Apr 28th, 2017
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  1. Backgrounds
  2.  
  3. Ninja - Hammato Clan - Foot Clan
  4. Scientist
  5. Drop-in
  6. Interstellar
  7. Mutant
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  9. Races
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  11. Perks
  12. Ninja
  13. Ninjutsu (100cp, Free for Ninja background)
  14. - Hamato Clan
  15. 100cp(free for Hamato Clan)
  16. Vision Quest 200cp
  17. Healing Hands 300cp
  18. Team Leader 600cp: While starting as an assassination art, the ninjutsi of the Hamato clan has under the hands of its final master become a tool of survival for a family who may have to hide eternally from the rest of the world. An essential component of this is teamwork, and under this training you and your teammates have become more than a team. Under your leadership, a small team becomes almost a living thing. With your teammates responding to each other and you far more efficiently. You also become far better at fighting larger groups at a time. Larger fighting forces seem to become mere mooks when your team is fully present. Less skilled and capable than they would normally be. This has reduced effect on beings far stronger than you are though. You also gain a mastery of small team tactics and other necessary leadership skills. You also seem to stand out as a natural candidate for leadership.
  19. - Foot Clan
  20. 100cp(free for Foot Clan)
  21. Forbidden Skills 200cp
  22. Ninja’s Lair and Deathtraps 300cp
  23. Leader of the Foot 600cp: To rule is the destiny of the Foot, and you have embraced this destiny. You excel at organizing larger groups such as gangs, mobs, and ninja clans. The disenfranchised seem to flock to your leadership, and you can dissimilate basic skills such as ninjutsu easily to large groups of people. You present a terrifying and charismatic figure, and find those who work under you easily cowed, if in your presence at least. You also seem to possess a strange quality, as enemies fight your underlings you seem to gain something of the experience of the fight as if you have fought them personally. As they fight your minions and underlings it’s as if you gain some experience of fighting them yourself. So when you do finally encounter them you fight as if experienced and know your enemy, a feeling they themselves can’t profess to have. This does not actually change your strength or weaken your opponents, merely provide familiarity, skill, and experience to you.
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  28. Scientist
  29. Tracking Technology 100cp(free for Scientist)
  30. Junkyard tech & Vehicle Creation 200cp
  31. Exo-Frame Robotics 300cp
  32. Mutagenics 600cp: Originally produced by the worm like Kraathatrogons of Dimension X as milk for their young. This strange chemical gains the amazing properties of mutation and transformation when exposed to our world’s physical laws. The Kraang seek to use this ooze’s abilities to terraform Earth for their liking and as such have conducted experiments with it for thousands of years. Others have studied mutagen and have learned all sorts of uses for it. From controlling mutations to even medicine. You also have a working knowledge of mutagen and its potential effects. With this skill, you can do amazing things with mutagen, from developing retromutagens to cure mutants, healing medicines, to making it synthetically. With study and time, you could possible even perfect batches of mutagen that can mutate certain species into specific mutations like the Kraang. Who knows the limits of this strange ooze? Maybe only you.
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  34. Drop-in
  35. Unique Sensitivity 100cp(free for Drop-in)
  36. 200cp
  37. Mutagen Immunity 300cp
  38. Psychic powers 600cp: It seems your physiology has granted you psychic powers on par with April oniel herself. You have telepathy and a very strong and versatile telekinesis. It will take training and dedication but at full strength you can make telekinetic shields, control weapons with your mind, and even throw large vehicles and similar weights at your foes. You could possible sense nearby danger and learn how to communicate though telepathy. Perhaps even read your opponent’s mind to anticipate their attacks.
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  40. Interstellar
  41. Space Basics 100cp(free for Interstellar)
  42. Offworlder Diplomacy 200cp
  43. Backwards King 300cp
  44. Psionic Technology 600cp: Among the galaxies cutting edge scientists is the new scientific branch of scientific innovation, technology that utilizes psychic abilities. Food replicates that can read minds to make food (even to the point of making almost entirely new types of food), to telekinetic fields to act as environmental suits, and possibly even weapons. You have a working knowledge of how to imbue technology devices with psychic abilities. However, building technology of this level is expensive and takes time to develop, even in the greater galactic society. However, with time and resources who knows what you may come up with.
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  47. Mutant
  48. Superior form
  49. Cybernetic mutation
  50. Plant Mutation
  51. Sapient Body Part mutation
  52. Vehicle/Inorganic mutation
  53. Telekenisis Mutation
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