Jab’s Builds! (Miss Piggy! The Swedish Chef! Sweetums! Gonzo!)

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Jabroniville
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Triceratons (Overview)

Post by Jabroniville »

THE TRICERATONS:
-The Triceratons are a Mirage original, and have shown in up nearly every ongoing TMNT continuity, typically as a massive interstellar empire of Triceratops-Men. They seem to be an expanding empire there, but grow to respect the Turtles.

In the 2003 Toon, the Triceraton Republic was founded on pride and order, but had fallen into a dictatorship under a new leader. They attempt to hunt Fugitoid for his teleporter invention while the Turtles try to save him. Prime Leader Zanramon threw the Turtles in a fighting arena, but they escaped by taking him hostage, and finally a coup was led against him, and he was unseated from power. In the 2012 Nick Toon, they are even MORE important to the plot, as they are arch-enemies of The Kraang, and invade Earth to kill them, even DESTROYING IT with a Doomsday Device. This shocking turn of events leads the Turtles on a quest to turn back time and save their homeworld. Finally, Fugitoid turns their "Heart of Darkness" weapon on inside the Triceraton mothership, destroying their fleet.

In the IDW Comics, they are a slave race genetically engineered by the Utroms, and won a war for their own freedom. They arrived in New York to establish contact, but since Agent Bishop was the first human they found, and he attacked them, this led to an invasion the Turtles had to stop- finally, peace was brokered. In the Archie books, they were oddly left out in favor of the Malignoids, Stump, etc.- one is seen in the crowd of Stump Asteroid and that's it.

A few video games use "A Triceraton" as a major character. A couple have one as a Stage Boss, while TMNT: Tournament Fighters features one as a selectable character.
Jabroniville
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Triceraton (1980s)

Post by Jabroniville »

Image
Image

Triceraton is a simple beast, who wants nothing more than to eat rats and destroy Turtles. Ever since our three-fingered green guys visited his homeworld in Dimension X, Triceraton hasn't gotten his beauty sleep-and boy-oh-boy does it show. This ugly cold-blooded creature uses the full capacity of his walnut-sized brain to seek out and destroy all Turtles! And Triceraton would rather shoot first, since he can't ask intelligent questions later. His Laser Phaser and Neutron Neutralizer come in handy while chasing the Turtles from the sewers to the streets. Often employed by the Foot Clan as an Advance Attack Alien, Triceraton comes equipped with Platinum-plated Chest Armor, three-count 'em-three razor-sharp horns and a spiny, slashing tail. And check out those rascally rodents on his detachable utility belt-just in case Triceraton needs a quick-energy rat snack.

TRICERATON
Role:
Alien Menace
Played By: N/A
Group Affiliations: The Triceraton Empire
PL 8 (87)
STRENGTH
7 STAMINA 7 AGILITY 0
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Bodacious Skills:
Athletics 3 (+10)
Expertise (Military) 6 (+6)
Intimidation 8 (+7)
Perception 3 (+3)

Gnarly Advantages:
All-Out Attack, Equipment 4 (Phaser, Neutralizer), Improved Aim, Improved Critical (Guns), Power Attack, Ranged Attack 6, Startle

Radical Equipment:
"Neutron Neutralizer" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) (16)
"Laser Phaser" Blast 8 (16)

Tubular Powers:
"Animal Senses" Senses 2 (Acute Scent, Low-Light Vision) [2]

Righteous Offense:
Unarmed +9 (+7 Damage, DC 22)
Phaser +8 (+8 Ranged Damage, DC 23)
Neutralizer +8 (+8 Ranged Affliction, DC 18)
Initiative +0

Awesome Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +7, Fortitude +7, Will +4

Bummer Complications:
Enemy (The Turtles)
Prejudice (Freak)

Total: Abilities: 48 / Skills: 20--10 / Advantages: 15 / Powers: 2 / Defenses: 12 (87)

-Among my absolute super-favorite toys in my childhood was the TMNT Triceraton figure, a big, lumpy orange did with the trademark "TMNT Scowl" and a great costume. The backing board of the toy lists his NAME was "Triceraton", but in actuality, these guys are an ALIEN RACE a recurring trend in the Turtles' universe, having debuted in the Mirage Comics and appearing in all three Animated Series. And since I only had the toy, which lists him as if "Triceraton" is simply his name, I had ALWAYS thought that "Triceraton" was just one guy- not an entire species. However, in the '87 cartoon, they only appear in a single episode, as an invading army out to conquer Earth. Donatello, then running around as a Batman-style vigilante thanks to some electrocution, isn't there and so the other three are quickly beaten, but Donnie manages to convince the Triceratons through careful trickery that he is the RULER of Earth, and that some animatronic dinosaurs in the Natural History Museum are his minions. Sufficiently impressed & intimidated, the Triceratons leave Earth. Compare that to the Are They Still On Namek? adventures the Turtles get into fighting them in the other two shows.

-Triceraton is another big, powerful anthro creature, and packs a Stun Rifle and laser gun.

Triceraton: Shogun Triceraton (the Chrome-y metal line)
Last edited by Jabroniville on Sat May 15, 2021 4:21 am, edited 1 time in total.
Jabroniville
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Triceratons (Race)

Post by Jabroniville »

Image
Image
Image

TRICERATONS
Role:
Alien Race
Played By: N/A
Group Affiliations: The Triceraton Empire
PL 5 (49)
STRENGTH
6 STAMINA 6 AGILITY 0
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Bodacious Skills:
Expertise (Military) 4 (+4)
Intimidation 5 (+4)
Perception 1 (+1)

Gnarly Advantages:
Equipment 4 (Blasters), Ranged Attack 2

Righteous Offense:
Unarmed +4 (+6 Damage, DC 21)
Blasters +4 (+6 Ranged Damage, DC 21)
Initiative +0

Awesome Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +6, Fortitude +6, Will +0

Bummer Complications:
Responsibility (The Triceraton Empire)
Disabled (Oxygen-Rich Environments)- Triceratons sometimes need rebreathers to survive in oxygen-rich environments.

Total: Abilities: 34 / Skills: 10--5 / Advantages: 6 / Powers: 0 / Defenses: 4 (49)

-Here are the Triceratons as a race- highly-powerful PL 5 brawlers & blasters.
Last edited by Jabroniville on Sat May 15, 2021 3:30 pm, edited 1 time in total.
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Woodclaw
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Re: Jab’s Builds! (Slash! Splinter! Triceratons!)

Post by Woodclaw »

The Triceratons usually have a problem breathing in an oxigen-based atmosphere, since their physiology us other gasses as "fuel". While this is hardly a crippling flaw, it might work as a complication.
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Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Monty Moose

Post by Jabroniville »

Image

The Foot Clan can run, but they can’t hide, cuz Monty Moose is on the trail of justice – and he’s trackin’ down all the Foot fools who run west, east, south and north. As a baby moose, Monty was separated from his herd and fell into Ooze Lake, a secret stash of Shredder’s Ooze. Monty’s out to make sure no one (and no moose) ever gets Oozed again. Packed with his packin’ pistol, skinnin’ sabre and handy handcuffs, Monty’s ready to charge right into the Foot Clan. And with the aid of Bob, his trusty beaver sidekick, Monty’s fresh on the trail of crime. This mutant moose meanders through the thick of the woods, stalking and tracking anti-Turtle terrorists. And with beaver Bob alongside, Monty is one moose who always gets his mutant.

MONTY MOOSE
Role:
Mutant Moose, Canadian Stereotype
Played By: N/A
Group Affiliations: None
PL 8 (119)
STRENGTH
6 STAMINA 6 AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Bodacious Skills:
Athletics 4 (+10)
Deception 2 (+4)
Expertise (Royal Canadian Mounted Police) 8 (+10)
Insight 4 (+7)
Investigation 6 (+9)

Gnarly Advantages:
Equipment 3 (Pistol, Sabre), Improved Critical (Pistol), Ranged Attack 6, Sidekick 11 (Bob the Beaver), Tracking, Ultimate Investigation

Radical Equipment:
"Packin' Pistol" Blast 5 (10)
"Handcuffs" (1)
"Skinnin' Sabre" Strength-Damage +2 (Feats: Improved Critical) (3)

Tubular Powers:
"Mutant Moose"
"Animal Senses" Senses 3 (Acute Scent, Low-Light Vision, Radius Sight) [3]
Movement 1 (Environmental Adaptation- Cold) [2]
"Antlers" Strength-Damage +1 [1]

"Canadian Physiology"
Movement 1 (Environmental Adaptation- Cold) [2]
Enhanced Skills 8: Expertise (Hockey) 8 (+10) [4]

Righteous Offense:
Unarmed +8 (+6 Damage, DC 21)
Antlers +8 (+7 Damage, DC 22)
Sabre +8 (+8 Damage, DC 23)
Pistol +8 (+5 Ranged Damage, DC 20)
Initiative +4

Awesome Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +6, Fortitude +6, Will +5

Bummer Complications:
Prejudice (Monster)
Responsibility (Getting His Man)

Total: Abilities: 62 / Skills: 24--12 / Advantages: 23 / Powers: 12 / Defenses: 10 (119)

BOB THE BEAVER
Role:
Sidekick
PL 4 (44)
STRENGTH
-3 STAMINA -1 AGILITY 1
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 11 (+8)
Expertise (Dam-Builder/River-Blocker) 6 (+6)
Intimidation 6 (+1 Size)
Perception 5 (+5)
Stealth 2 (+7 Size)

Advantages:
Equipment 2 (Tiny Pistol +3), Ranged Attack 4, Ultimate Dam-Building

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Natural Weapons- Teeth" Strength-Damage +2 [2]
"Gnawing" Weaken Toughness 2 (Flaws: Limited to Trees) [1]
Movement 1 (Environmental Adaptation- Aquatic) [2]

"Natural Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Dodge/Parry, +4 Stealth, -2 Intimidation)

Offense:
Unarmed +2 (-3 Damage, DC 12)
Bite +2 (-1 Damage, DC 14)
Gnaw Trees +2 (+2 Weaken, DC 12)
Pistol +4 (+3 Ranged Damage, DC 18)
Initiative +1

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness -1, Fortitude +1, Will +2

Complications:
Disabled (Animal)- Beavers cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 0 / Skills: 30--15 / Advantages: 7 / Powers: 17 / Defenses: 5 (44)

-Halfway through the line (and after its peak), came the sole Canadian TMNT hero, Monty Moose. I was gonna say we were lucky they didn't make him a beaver... but then I saw Bob, his Beaver Sidekick. Unpopular and thus rare, he costs upwards of $30-40 today, but is a FAR cry from the most-expensive solo figure.
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Re: Jab’s Builds! (Slash! Splinter! Triceratons!)

Post by Ares »

One cool aspect of the Triceratons was their homeworld. Apparently they over-used their planets natural resources so much that the whole thing went Krypton on them and blew up. But they were able to make these large, domed space stations from the remains, as well as having the ability to fly through space. So you had this main center station that was the "core homeworld" the size of a continent, then you had smaller stations the size of a state that could connect to it, and then smaller, island sized stations that connected to the larger, state sized ones.

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Re: Jab’s Builds! (Slash! Splinter! Triceratons!)

Post by Tattooedman »

Woodclaw wrote: Sat May 15, 2021 7:49 am The Triceratons usually have a problem breathing in an oxigen-based atmosphere, since their physiology us other gasses as "fuel". While this is hardly a crippling flaw, it might work as a complication.
Yeah they did. In the original TMNT comic (around issue 18) the Turtles run into a lone surviving Triceraton who had been living in hiding after the original scouting party had been beaten (which was years earlier - time moves oddly in the 1st series). Point being he had huge mental issues - questionable memory, prone to violent outbursts, talking to himself (and answering). Donnie theorized it was all the time spent in Earth's atmosphere slowly rotting away his brain.

I mean he barely remembered the Turtles, but thought they were allies instead of enemies.
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
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KorokoMystia
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Re: Jab’s Builds! (Slash! Splinter! Triceratons!)

Post by KorokoMystia »

Tattooedman wrote: Sat May 15, 2021 10:12 pm
Woodclaw wrote: Sat May 15, 2021 7:49 am The Triceratons usually have a problem breathing in an oxigen-based atmosphere, since their physiology us other gasses as "fuel". While this is hardly a crippling flaw, it might work as a complication.
Yeah they did. In the original TMNT comic (around issue 18) the Turtles run into a lone surviving Triceraton who had been living in hiding after the original scouting party had been beaten (which was years earlier - time moves oddly in the 1st series). Point being he had huge mental issues - questionable memory, prone to violent outbursts, talking to himself (and answering). Donnie theorized it was all the time spent in Earth's atmosphere slowly rotting away his brain.

I mean he barely remembered the Turtles, but thought they were allies instead of enemies.
Yeah, his name was Zog, I recall. He also appears in the 2003 and 2012 cartoons with the same thing happening to him.
Jabroniville
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Man Ray

Post by Jabroniville »

Image
Image

You smell something fishy? That's because you just picked up Ray Fillet, the coolest sea creature to ever leap from the deep. Spawned from a marine biologist and a manta ray, Ray Fillet emerged from a toxic sewer pipe only to discover himself super-strong and super-slimy.

He's a Foot-fightin' fish who helps the Turtles when they're in deep trouble - underwater, that is. Ray rescues best when he's submerged, 'cause his color changing transforms him from water wimp to a fist-fighting fish. Aquatically assisted by Fish Stix, Ray Fillet filters out crime from the coral reef. Using his mean-faced Scarfish weapon and Ray Gill Gun, the Foot don't stand a chance when they're up to their knees in water.


MAN-RAY (Jack Finney, aka Ray Fillet)
Role:
Aquatic Ally
Played By: N/A
Group Affiliations: The Mighty Mutanimals
PL 8 (127)
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 3

Bodacious Skills:
Athletics 2 (+8)
Expertise (Marine Biologist) 6 (+9)
Insight 2 (+4)
Intimidation 3 (+6)
Perception 2 (+4)
Stealth 1 (+4)

Gnarly Advantages:
Equipment 3 (Speargun & Scarfish), Fast Grab, Favored Environment (Aquatic), Improved Critical (Unarmed), Power Attack, Ranged Attack 4

Radical Equipment:
"Scarfish" Blast 3 (Diminished Range -1) (5)
"Ray Gill Gun" Blast 5 (10)

Tubular Powers:
"Animal Senses" Senses 6 (Extended 2 & Acute Scent, Tracking-Scent, Low-Light & Extended Vision) [6]
"Lateral Lines" Senses 1 (Ranged Touch) [1]
Movement 1 (Environmental Adaptation- Aquatic) [2]

"Sea Creature"
Swimming 3 (8 mph) [3]
Immunity 1 (Drowning) [1]

Communication (Mental) 3 (Extras: Area) (Flaws: Limited to Animals, Limited to Sea Life) [9]

Righteous Offense:
Unarmed +10 (+6 Damage, DC 21)
Speargun +8 (+5 Ranged Damage, DC 20)
Initiative +3

Awesome Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6, Fortitude +8, Will +6

Bummer Complications:
Prejudice (Monster)
Responsibility (The Environment)
Weakness (Land)- Man Ray requires being submerged periodically in order to survive- long periods of time on land can leave him dehydrated.

Total: Abilities: 74 / Skills: 16--8 / Advantages: 10 / Powers: 22 / Defenses: 13 (127)

-Among the more-prominent "Turtle Ally" characters is Man-Ray, often called "Ray Fillet" due to copywrite issues with the professional artist known as "Man Ray". He was created for the Archie Series, and was a nerdy marine biologist who annoyed the Turtles by badgering them with Undersea Facts, but was soon nearly-drowned and mutated thanks some illegal Mutagen dumping near the aquarium where he worked. Turning into a huge, super-strong Manta Ray, the hero assaulted Shredder and nearly killed him (he pulled the underwater breathing apparatus from Shredder's face while they were in the ocean). Later, he joined the Mighty Mutanimals, a TMNT spin-off in which he was kind of the kindly, level-headed guy on a team with a Bruiser (Leatherhead), Bad-Ass (Dreadmon), Determined Leader (Jagwar), Fun Guy (Mondo Gecko) and Exciteable Youth (Wingnut). Tragically, he is murdered along with the rest of the Mutanimals by agents of Null's.

-Ryan Brown, the writer of Man-Ray's debut, had written an indie comics story featuring a lot of Manta Ray symbolism earlier, and used similar panels in his Archie debut. The creators of the character (including artist Stephen Murphy), objected to his use as a villain in a cartoon episode, and so the character got shifted into this lame, generic green fish-man named "Ray". This is the only time I can think of that happening- the vast majority of characters shifted so were done regardless of the original canon- Mondo Gecko, Wingnut and most prominently Leatherhead were all turned into Villains of the Day, though Mondo was manipulated by someone else. But the show did this pretty routinely- if they wanted to showcase a new TMNT figure, they typically just wrote a generic episode where he was a villain who could fight the boys.

-A bespectacled Man-Ray appears in the IDW Comics, acting very intellectual and being able to stun guys with barbs. He isn't a major character, but joined that continuity's Mighty Mutanimals. Surprisingly, no variant of him ever showed up in the 2012 Nick Toon.

-This build reflects the PL 8 Grappler character of the comic book- the toy version really exists only on his bio card. I left in the weapons to give him some more versatility (drop them for a more "Comic Accurate" version), but left out Fish Stix, who... I can't even tell what he is. Presumably some kind of fish, but what KIND?
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Davies
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Re: Jab’s Builds! (Slash! Splinter! Triceratons!)

Post by Davies »

Well, if he's Fish Stix, he's probably cod, hake, haddock or pollock. I would suggest haddock for the Tintin reference.
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Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Ray

Post by Jabroniville »

Image

RAY
Role:
Aquatic Enemy
Played By: N/A
Group Affiliations: Dr. Polidorius
PL 9 (127)
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 3

Bodacious Skills:
Athletics 2 (+8)
Expertise (Marine Biologist) 6 (+9)
Insight 2 (+4)
Intimidation 3 (+6)
Perception 2 (+4)
Stealth 1 (+4)

Gnarly Advantages:
Fast Grab, Favored Environment (Aquatic), Improved Critical (Unarmed), Power Attack, Ranged Attack 4

Radical Equipment:
"Scarfish" Blast 3 (Diminished Range -1) (5)
"Ray Gill Gun" Blast 5 (10)

Tubular Powers:
"Animal Senses" Senses 6 (Extended 2 & Acute Scent, Tracking-Scent, Low-Light & Extended Vision) [6]
"Lateral Lines" Senses 1 (Ranged Touch) [1]
Movement 1 (Environmental Adaptation- Aquatic) [2]

"Sea Creature"
Swimming 3 (8 mph) [3]
Immunity 1 (Drowning) [1]

"Electric Eel" Electrical Aura 8 (32) -- [34]
  • AE: "Scorpionfish Quills" Blast 3 (Extras: Multiattack) (9)
  • AE: "Pufferfish Puffing" Immunity 5 (Entrapment Effects) (5)
Righteous Offense:
Unarmed +10 (+6 Damage, DC 21)
Electricity +10 (+8 Damage, DC 23)
Quills +8 (+3 Ranged Damage, DC 18)
Initiative +3

Awesome Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6, Fortitude +8, Will +6

Bummer Complications:
Prejudice (Monster)
Responsibility (Dr. Polidorius)- Ray simply works for an evil doctor, but seems more laid-back and lazy himself.

Total: Abilities: 74 / Skills: 16--8 / Advantages: 7 / Powers: 47 / Defenses: 13 (149)

-So like I said, the creators of Man-Ray were upset over the intentions to use him as a one-off villain in a TMNT cartoon, and were able to successfully get the character's name changed. And in so doing, they got him shifted into one of the show's worst designs- a generic green scaly guy with few identifying features. He was working for a mad doctor who mutated April into a fish-woman to act as a mate for Ray (who didn't act evil so much as lazy, and was mostly a minion of the doctor), and was then dumped out to sea, which he figured was for the best- he seemed perfectly happy to be on his own out there.

-Ray, like a lot of debuting TMNT villains, got to house the entire team- at one point, he knocks out all four Turtles by using electricity. He's impossible to grapple or pin down, and can keep them at bay with Quill blasts, too.
Last edited by Jabroniville on Mon May 17, 2021 1:03 am, edited 1 time in total.
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Joined: Fri Nov 04, 2016 8:05 pm

Merdude

Post by Jabroniville »

Image

MERDUDE (Alim Coelocanth/Jacques)
Role:
Aquatic Ally, Atlantean King
Played By: Kevin Schon
Group Affiliations: None
PL 9 (122)
STRENGTH
4 STAMINA 5 AGILITY 5
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 4

Bodacious Skills:
Athletics 4 (+8)
Athletics 4 (+12) -- Flaws: Limited to Swimming
Expertise (Royalty) 4 (+6)
Insight 2 (+5)
Intimidation 2 (+6)
Perception 3 (+6)
Persuasion 2 (+6)
Ranged Combat (Blaster/Starfish) 2 (+11)
Stealth 1 (+6)

Gnarly Advantages:
Benefit 4 (The True King of Atlantis), Equipment 5 (Trident, Sword, Blaster), Improved Critical (Rip Tide Trident), Ranged Attack 7

Radical Equipment:
"Rip Tide Trident" Blast 9 (18)
"Trident Stab" Strength-Damage +3 (Feats: Reach, Penetrating 4) (8)
"Ninja Starfish" Blast 4 (Feats: Can Use In Water) (Extras: Multiattack) (Diminished Range -1) (12)
"O2 Blaster" Blast 4 (8)
"Sawfish Sword" Strength-Damage +3 (Penetrating 5) (8)

Tubular Powers:
"Merman"
Swimming 6 [6]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 4 (Drowning, Pressure, Cold, Aging) [4]

Righteous Offense:
Unarmed +10 (+4 Damage, DC 19)
Sword/Trident +10 (+7 Damage, DC 22)
Rip Tide Trident +9 (+9 Ranged Damage, DC 24)
O2 Blaster +11 (+4 Ranged Damage, DC 19)
Initiative +5

Awesome Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +5, Fortitude +7, Will +7

Bummer Complications:
Responsibility (Atlantis)

Total: Abilities: 70 / Skills: 22--11 / Advantages: 17 / Powers: 12 / Defenses: 12 (122)

-The Comic version was from the Mighty Mutanimals book, and he one of their few allies to survive. He always looks very... STIFF... in his bio-pictures- like they didn't want to draw him too feminine/fishlike, so he's always standing straight-up, despite being an aquatic character. He's apparently an oceanographer/Jacques Cousteau type (or a prehistoric child; one bio makes him French, while another page on the Turtlepedia site mentions him being the prehistoric kid) who got hit by some mutagen and helped the heroes fight off some pirates. The toy one has a bio that mentions that he's a king, and gives him a TON of weapons (that version is included here). Below is the cartoon version.
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Alim Coelocanth

Post by Jabroniville »

Image

ALIM COELOCANTH
Role:
Aquatic Ally
Played By: Kevin Schon
Group Affiliations: None
PL 9 (141)
STRENGTH
5 STAMINA 5 AGILITY 5
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 4

Bodacious Skills:
Athletics 4 (+8)
Athletics 4 (+12) -- Flaws: Limited to Swimming
Insight 2 (+5)
Intimidation 2 (+6)
Perception 3 (+6)
Persuasion 2 (+6)
Stealth 1 (+6)

Gnarly Advantages:
Benefit 4 (The True King of Atlantis)

Radical Equipment:
"Rip Tide Trident" Blast 9 (18)
"Trident Stab" Strength-Damage +3 (Feats: Reach, Penetrating 4) (8)
"Ninja Starfish" Blast 4 (Feats: Can Use In Water) (Extras: Multiattack) (Diminished Range -1) (12)
"O2 Blaster" Blast 4 (8)
"Sawfish Sword" Strength-Damage +3 (Penetrating 5) (8)

Tubular Powers:
"Merman"
Swimming 6 [6]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 4 (Drowning, Pressure, Cold, Aging) [4]

"Telepathically-Summons Sea Life"
Communication (Mental) 3 (Extras: Area) (Flaws: Limited to Animals, Limited to Sea Life) [9]
Mind Control 9 (Flaws: Limited to Animals, Limited to Sea Life) [18]

"The Triton of Power" (Flaws: Easily Removable) (Feats: Restricted 2- Only Merdude) [18]
Move Object 8 (Feats: Accurate 4) (Extras: Damaging) (28) -- (29 points)
  • AE: "Trident Stab" Strength-Damage +3 (Feats: Reach, Penetrating 4) (8)
Righteous Offense:
Unarmed +4 (+5 Damage, DC 20)
Trident +4 (+8 Damage, DC 23)
Triton of Power +10 (+8 Ranged Damage, DC 23)
Initiative +5

Awesome Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +5, Fortitude +7, Will +7

Bummer Complications:
Responsibility (Atlantis)

Total: Abilities: 60 / Skills: 16--8 / Advantages: 4 / Powers: 57 / Defenses: 12 (141)

-The cartoon had a completely different character- Alim Coelocanth ("Merdude" was a nickname given by Michaelangelo) was the true ruler of the Lost City of Atlantis, and left over 200 years ago in search of others like him. He helped Mikey out of a jam involving sewer rapids, and the TMNT agreed to help him find his homeland. He is forced into fighting Bebop in a trial by combat (because of course there is one), but his ally Hepax gives him the "Trident of Power" and quickly wins the battle. He summons a giant squid to seal a hole created by the Shredder, who has stolen the "Star of Atlantis", which powers the Atlantean Defense System. When it's returned, he quickly fends of Shredder's forces.

-The episode's pretty trademark in its TMNT '87 silly glory, with this guy just popping up in the sewers and IMMEDIATELY the Turtles are ready to help him out- it's all of 2 minutes in before they're on their way. And then Bebop is instilled as the ruler of Atlantis because the "prophecy" (of course) says that their king will resemble an animal (all Atlanteas but Alim are human-looking). Soon, Alim and the TMNT arrive in Atlantis, despite having no idea where it is at first- not only is this never explained, but neither is the fact that the Turtles are SWIMMING. UNDERWATER. For GOD KNOWS HOW LONG. Like seriously, they just kind of motor along behind Alim with no Scuba Gear or anything. And they're talking the entire time! NOBODY EXPLAINS THIS. And later, the Atlanteans mention that they need "Breathing Equipment", showing that the writer (David Wise, of course) is DEFINITELY AWARE that most creatures can't just swim through the water endlessly. Rocksteady actually pulls off a REALLY slick move, when he stomps on a cell key Leo & Mikey are reaching for, snatches both of their wrists, pulls them together into one hand while the other disarms Leo's sword, then PUNCHES Leo halfway across the room! You do NOT see that kind of fight choreography very often!

-Alim in the cartoon can barely fight at all- it's a plot point that he's unable to even comprehend how a sword is used. He nonetheless pulls off some okay flips and avoids Bebop for a while (not that Bebop's a particularly great fighter), but soon he grabs the "Trident of Power" hanging above the arena, and he easily defeats Bebop using its Move Object/Damaging Effect. He also has Aquaman-ish powers, summoning various creatures like Octopi, Giant Squids and Whales.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Zach

Post by Jabroniville »

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ZACH, THE FIFTH NINJA TURTLE
Role:
Audience Surrogate
Played By: Rob Paulsen
Group Affiliations: The Teenage Mutant Ninja Turtles
PL 2 (28), PL 3 (28) Defenses
STRENGTH
-1 STAMINA 0 AGILITY 2
FIGHTING 2 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Bodacious Skills:
Investigation 4 (+5)
Perception 2 (+3)

Gnarly Advantages:
Equipment 2 (Kid Detective Kit), Tracking

Radical Equipment:
"Kid Detective Kit"

Righteous Offense:
Unarmed +2 (-1 Damage, DC 14)
Initiative +2

Awesome Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +0, Fortitude +1, Will +4

Bummer Complications:
Relationship (Parents & Brother)- Walt picks on Zach for believing in the Turtles at first, but soon allies with them as well.
Responsibility (Over-Active Imagination)- People have trouble taking Zach seriously.

Total: Abilities: 14 / Skills: 6--3 / Advantages: 3 / Powers: 0 / Defenses: 8 (28)

-Probably my very first introduction to the "Audience Surrogate" character, Zach remains one of the SHINING examples of the type. It's all here: He's shown to be a fan of the team. He's got a "cool 1980s name" (this show even has TWO guys with this name- one of the Neutrinos is "Zak"!). He's about the exact age of the expected audience for the cartoon (given as "almost fourteen", but he looks and acts much younger- he's likely supposed to be barely ten). He's a Human Buddy. AND he's made a member of the team! He's literally what you'd get if some fan named Zach had written himself into the show! He's "The Heroes' Friend" personified. Hell, in his debut, he's shown being so clever that he actually managed to track the Turtles to their lair using a special "Teen Detective Kit" (I actually remember this as if it were yesterday, despite twenty-six years having passed since I've seen it).

-The TMNT are a bit suspicious of his skills at first, and actually get into some trouble due to his "I wanna join you!" interference, but soon appreciate him so much that they name him the "Fifth Ninja Turtle". In a later episode, he teams up with a Platonic Female Friend in an episode that features them "tortured" by an Italian Stereotype who tickles their bare feet to get information out of them (every time I view these scenes, I can't help but know that someone, somewhere, has that exact fetish). Later, he has a Boy Who Cried Wolf story where he can't get anybody to believe him that aliens are SERIOUSLY attacking the Earth this time, and is one of a few Turtle allies (including Casey Jones) to help out during Night of the Rogues. With five episodes, he's one of the biggest characters never to get his own toy.

-Zach is true to a lot of characters of this type- he's smart, clever and shrewd... to a point. Like he's tricky enough to follow the Turtles to their lair using simple kid stuff, but he'll also walk straight into danger because he gets overconfident and is still a little kid.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Casey Jones (Overview)

Post by Jabroniville »

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CASEY JONES:
-A curious addition to the TMNT mythos, Casey Jones has become the second most important human ally after April O'Neil, and is so prominent that he's as important as any individual Turtle in the 1990s Film series, and shows up as a major character in the 2003 & 2012 cartoons. In most continuities, he is a violent, hard-headed, stubborn vigilante who's a bit crazy and ends up softening via a relationship with April O'Neil.

He debuted in a Raphael solo series as a rival vigilante- the two butt heads, being extremely aggressive, angry, violent sorts. But they quickly become good friends, owing to those same similarities. He softens considerably after initial arcs that said he watched three televisions simultaneously and eroded his sanity doing so, and it turns out that his family were killed by criminals. He even enters into a relationship with April- they split up for some reason and he marries a pregnant woman named Gabrielle- when she dies in childbirth, he names her daughter Shadow and he & April eventually date and marry, Shadow entering into the greater TMNT family.

The 1980s cartoon takes Casey's "Toyetic" design and remakes him into an even MORE insane vigilante, to the point where nobody can be around him for any length of time without being aware of his deep-seated issues and incredibly thirst for violence. He appears in only six episodes, but was INSANELY memorable to me and my friends. The movie takes a more Mirage-style bent, and pairs him up romantically with April in one of those "Slap Slap Kiss" things, as he's a lunkhead and lout, constantly gets yelled at, and fights back... but he's Casey so you just accept it.

The 2003 Cartoon made the most use of Casey, it seems, with him being a very prominent character throughout the show. Here, he enters into a relationship with April and the two are actually MARRIED by the Series Finale. The 2012 Nick Toon fashions him into a teenager like April- a scrawny punk with missing teeth and a hockey obsession, he is as aggressive as ever, but more comedic. He also appears constantly as an ally- adversarial with April, but a loyal friend who shows up even in the "Space Season". Rise of the TMNT introduced an Asian "Cassandra Jones" as a Shredder minion who later turns on him and joins the heroes.

In IDW Comics, Casey becomes swift allies with the Turtles, but has to deal with his abusive alcoholic father, who ends up becoming a Mutagen-addled gang leader. He also enters into a relationship with April, which hits several rough patches after the manipulations of the Rat King (who tortures Casey mentally)- ultimately, he tries to reconcile with his father and takes control of the Purple Dragons himself, reforming the gang into protectors. Stephen Amell played him in the second Paramount TMNT film- he defeated Rocksteady & Bebop by deflecting a grenade into a container they were hiding in.
Last edited by Jabroniville on Mon May 17, 2021 4:36 am, edited 1 time in total.
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