The Terror Bears

**The Terror Bear** is a campaign from Teenage Mutant Ninja Turtle & Other Strangeness. The campaign is based upon a gang of Bear Mutants called "The Terror Bears", a parody of The Care Bears. There are 4 members and depending on the Character Creation, players may find this campaign easy to hard. This is mostly down to the fact that the Bears make use of Psionics and the physical capabilities of the four members of the gang.

The names of the bears are; Pain Bear, Fear Bear, Doom Bear and Nightmare Bear.

The Bears return in the campaign Terror Bears Amind the Bombs in Teenage Mutant Ninja Turtles Adventures, meaning canonically they lived through "The Terror Bears" event.

## Setting

The campaign begins after a rash of strange crimes in the area that will be reported by the media, reporting a series of Bizzare thefts. The area hit are suburban areas a mile or two from any farm or forest with no links to each other. Each location hit was hit at night and always had someone on duty guarding the area.

### Clues

In most cases bystanders and Employees will be unable to remember anything at all but are let shaken and upset. The worst cases, the individuals will be left crazy and have to be institutionalized as a lunatic.

Four late-night party stores, a suburban bank and a gas station, as well as two larger banks. TV reports will show a CTV camera footage of the incident, the only one to be triggered. The camera catches 3 hats on a counter, suggesting small-size criminal.

## GM Background

The Terror Bears are unethautical experiments, meaning they were created in a lab. They were subjected to a military virus as cubs, though it did not kill them it influenced their development. Their first 3 years the bears were kept by insensitive scientists and treated as experimental subjects and had toxins injected into them to see how they handled them. Constantly being injects with posions and hooked up to machinary caused them to suffer. In their 4th year a scientist discovered their intelligence, this caused the experimentation to increase as scientists tested how far their abilities and intelligence went.

The bears escaped and took up residence in the suburbs, stealng clothing and using their Psionic powers to act as though they were normal to their neighbours. The neighbours acknowledge that no one should go to the house where the Bears live, but do not know why because of their manipulation. Once inside the players will discover that the house has become a bizzare den.

If raided in the daynight, the Bears will be asleep in their separate rooms. I the evening, they will be watching TV. At night, they will be wondering looking for victims. The bears fear capture and being returned to the lab they came from. They are not interested in killing but torturing they will do. The Terror bears are childish and immature, they are not adults and are badly hurt so will strike out.

## Player Notes

Below is a list of extra player notes not supplied with the book that can be used to help things.

### Attacking

The Terrors bears attacks will be as follows

* Pain Bear; Will use Bio-Manipulation: Pain to incapacitate them.
	+ This is then followed by Mind Trap. The hallucination they are subject to is that of a torture chamber, which he will allow to escape only to return them back to the chamber.
* Fear Bear; uses See Aura.
	+ Once he has discovered the characters deepest fears, he will using Mind Trap to lock them away with their fears and phobias.
* Doom Bear; Always goes straight for his Mind Trap ability and traps victims in a nuclear event.
* Nightmare Bear; Always goes straight for his Mind Trap ability, making victims relive their worst memories.

The four bears are set up with other Psionics but will rely on these with Nightmare Bear and Doom Bear being the strongest. It may also be a good idea to split them up, as, within 2 rounds of combat, players will be hit with 4 Mind Traps. Characters with strong M.E. are able to resist the bears' efforts, but there is a risk of consequences if the player fails rolls. The 4 are fully capable of fully rendering a group incapacitated, in addition Nightmare Bears Sixth Sense ability allows him an early warning of attacks. Even without their psionics, the bears are quite tough, but lack physical training, creating a weakness in the group, though are decent in terms of P.S. with Pain Bear being the strongest.

When facing all 4, Fear Bear provides the only chance to lessen a threat, as he takes a round to see a character's weakness before he uses Mind Trap. The worst member to face off against is Pain Bear, as one party member will be taken out in the first round, who will then be open to Mind Trap from him or any of the 3 members. Pain Bear and Doom Bear are the slowest of the group, with Fear and Nightmare being the fastest. The gap between the 2 pairs is great enough that separating the four is easier then it seems, Nightmare being the fastest at 14 of the group and Doom being the slowest 5.

Nightmare Bear is the acting leader and most likely will be giving out instructions to the others.

### Other Information

Doom Bear will stay close to the others, Fear Bear will always stay close to him. Pain Bear may separate from the others due to his mistrust of them and may even be argumentative. Pain Bear and Nightmare Bear are the two most likely to argue with each other and can be played against each other for this reason. Doom Bear provides another weakness, while he will always be with Fear Bear, he is the most paranoid. On the other hand, Fear Bear himself is the only member willing to freely kill with no reasons and is willing to betray the others...

Taking out Nightmare Bear will see the groups activities lessen.

They are active at night, it is best to deal with them during the day.

Their Animal Speech ability will not activate unless they are near other bears, so unless they are in a forest/woodland area or near one, or alternatively at a zoo, they will not be able to use this. They cannot be reasoned with by humans and communicate using Telepathic Transmission.

### Reversing the Scenario

It is fully possible to reverse this scenario. In this version, players take over the 4 members. The gameplay will consist of players trying to maintain their den, raid during the night, and generally co-operating in a bid to avoid being re-captured and sent back to the lab.