Character Creation

The **Character Creation** process is the key and core mechanic needed to create a character in the series.

## Teenage Mutant Ninja Turtle & Other Strangeness, plus other Mutants books

### 5 steps

1. The player begins by rolling up their Eight Attributes (I.Q., M.E., P.S., P.P, P.E., P.B. and Spd). This is determined by rolling three D6 dice, if any attribute is above 16 or higher the character Rolls additional an additional D6 dice
2. The player rolls to determine what category of animal they are, then what specific animal they will be in that group. Animals are divided by *Urban Animals*, *Rural Animals*, *Wild Animals*, *Wild Birds* and *Zoo Animals*. Or alternatively, the GM can allow the player to choose the animal they wish.
3. Next the player rolls to find out the cause of the mutation from:
	1. *Random Mutation* - Players roll on the *Wild Animal Education Table* to find out the level
	2. *Accidental Encounter* - Players roll on the *Wild Animal Education Table* to find out the level
	3. *Deliberate Experimentation* - the player additionally rolls to find out the type of organization they are linked to on the *Organizations* table. They then also roll to see what type of life they had as an experiment. In this category, the player often has a basic education as well as starting currency. Some rolls will cause a player to roll on the *Wild Animal Education Table*.
4. All animals have Biological Energy Points (BIO-E) and the next step is to spend those points. This requires the manipulation of the player's Growth size, either to increase the size of the animal (which adjusts the Eight Attributes), or to make it smaller to gain additional BIO-E points. This allows the player to also buy animal traits that the species they are may have, as well as to look full or partial human. Unless BIO-E points are spent on a feature, it is presumed that the possible body part is full animal. A wolf mutant can have varying degrees of wolf, part wolf/human or almost human. Any unspent BIO-E points are lost once gameplay begins. BIO-E is also used to purchase Psionics.
5. The last step is to spend any money from the character's background

For the above process, a % dice roll is needed throughout character creation, either use with two sets of D10s (one of which lists its sides in 10s), or a D100.

### Rounding Out

After the 5 steps are completed, the "Rounding Out" stage begins, this aims to flesh out the details of the characters.

1. Alignments - Players choose from Good, selfish and evil alignments, then choose the particular code of which they follow. The book system has no concept of "neutral" alignments. Each category lists what the player may or may not do for their level of alignment.
2. Experience - determines how high of a level between 1-15 the player is.
3. Education and Skills - determined by the Character creation process, the player chooses from a list of available skills. If a player does not have that skill, they will not be able to use it in game. Note that the game does not allow 100% rolls and therefore the players cannot create a foolproof character. All % of skills will max out at 98% regardless of the circumstances and even if the player managed to successfully get their skills higher. In short, if the skill would be 110%, it still is regarded as only 98%.
4. Equiptment - various gadgets and weapons listed in the book and its compatible books.

### Notes

* Mutants can have Swim as part of their Animal Powers that they can purchase with Biological Energy Points, thus there is no need to invest in educational skills related to this.
* Teenage Mutant Ninja Turtles Adventures and Mutants in Orbit offer additional steps to create characters with additional powers.

## Ninjas & Superspies

The methods are the same except a few things. Backgrounds are expanded, the process is one of the longest of the sourcebooks but is still pretty simple.

1. step 1; the same as past books, the player rolls to determine the Eight Attributes
2. Step 2; the player chooses a O.O.C. (occupational class)
3. Step 3; the player choose martial arts forms
4. Step 4; backgrounds (see extended backgrounds)
5. Step 5; calculate Hit points, Chi and S.D.C.
6. Step 6; look up stat bonuses
7. Step 7; buy equiptment
8. Step 8; Choose alignment and discipline

### Extended backgrounds

The players can be Japanese, Korean, Chinese, from Thailand, Southeast Asia, European (English, Eastern or Western). They work for a organisation (be it a spy one or ninja related). They roll to find out, then a second roll is performed to find out the height and weight.

They are either;

* Stright (supporting their organisation)
* Turned (a former member of the groups enemy organisation)
* Hunted (falling out with their organization)
* Alignment Changed (regretting their past actions and aiming to do good)
* Traumatised (having a bad experience that hanged them forever)
* Fromerly Insane (having a mental health issue that returns under strain)
* Former Drug/Alcoholic (similar to the "Former Insane", they may return to old habits under stress)
* Escaped (they were a prisoner of the "other side")
* Double Agent (they have a identity in both organizations)
* Mole (being a fraud planted years ago by another organization, they have a code which forces the player to switch sides)
* Driven (a character is in debt with gambling issues and must constantly move to stay alive)
* Refugee (a character that was forced to live due to governmental changes)
* Defector (leaving country of origin to become a defector)
* Secret Identity (they have a second life apart from being a spy)
* Triple Agent (they work undercover in both the player and enemy organisations, but really work for a 3rd entirely different organisation)

The family background of is also noted.

* Orphan; raised in isolation
* Orphan; raised by elderly relatives (roll to find out who), they are brought up in poverty but a loving family
* Orphan; raised by relatives who raised them as their own and they are part of a extended family, there is a 30% chance to find a relative in your home country of origin and 5% in neighbouring countries.
* Raised by parents; poverty
* Raised by parents; hard working
* Raised by parents; rich
* Raised by parents; extended family with members all over the world
* Raised by govenment; results in a child loyal to its government
* Raised by mother; child is illegitiment
* Raised by relatives; raised in a refudgee camp by family
* Raised by parents; child spent childhood fighting in neighbourhood
* Only Child; child is pampered
* Raised by father; mother died in childbirth
* Raised by mother; father is a political prisoner
* Abandoned by parents; child was left insitutions
* Mysterious background; raised by parents who disappeared
* Mysterious Background; middle class but traces of origin are gone
* Twin; a living twin. Roll is made to determine type or even if its triplets, but can be more due to rerolls.

The number of siblings is based on a chart, the range goes from an only child to the 15ths of 15th children. The number is determined by % dice rolls and anything above 30 means the character's parents are deceased is determined by GM rolls.