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Tarr Good-Wrench


The first character for COTW this week is something a little different: a mutant turtle, rolled up (randomly) using the "Teenage Mutant Ninja Turtles" game, and then converted to GURPS.


Tarr Goodwrench; mutant turtle mechanic, fugitive slave

(c) copyright 2000 andi jones

Total Points: 289.5 Points

Age about 30; 3'6" (when upright); 340 pounds; a semi-humanoid turtle with stubby legs, short arms with human-like three-fingered hands, and a grotesque toothless head on a skinny neck, all protected by a battered and chipped shell covered by scars, marks and gouges.

ST 13  [30] - thrust 1d, swing 2d-1
DX 11  [10] - basic speed 5, move 3*#, dodge 9**
IQ 16  [80]
HT  9 [-10] - hit points 14
WL 13   [-]
  *modified for permanent Medium Encumbrance
  #when on all fours, and reduced to 1 when standing upright
  **includes bonuses from Passive Defence

ADVANTAGES: Breath Holding x4 [8]; Damage Resistance 2 [6]; Damage Resistance 10 (Shell always but limbs and head only when retracted, -30%) [21]; Damage Resistance 15 (Ablative, -15%; Shell always but limbs and head only when retracted, -30%) [25]; Extra Encumbrance [5]; Extra Hit Points +5 [25]; Mathematical Ability [10]; Passive Defence +6 [150].

DISADVANTAGES: Appearance (Hideous) [-20]; Cold-Blooded [-5]; Disturbing Voice [-10]; Enemy (Empire of Humanity bounty hunters, 6-) [-10]; Extra Weight [-10]; Paranoid [-5]; Semi-Upright [-5]; Unfit [-5]; Weak Will -3 [-24].

QUIRKS: Doesn't want to get involved; Proud of his name, despite its origins; Doesn't talk unless it's necessary; Uneasy with all humans; Always on the look-out for good tools. [-5]

SKILLS: Area Knowledge (Contested Lands)-15 [.5]; Electronics/TL7 (Sensors)-15 [2]; Electronics Operation/TL7 (Sensors)-12* [0]; Engineer/TL7 (Electrical)-17** [2]; Engineer/TL7 (Vehicles)-17** [2]; Guns/TL7 (Pistol)-11*** [.5]; Lockpicking/TL7-16 [2]; Mathematics-19# [4]; Mechanic/TL7 (Gasoline Engine)-18 [6]; Mechanic/TL7 (Electric Motors)-16 [2]; Mechanic/TL7 (Prop Plane)-17 [4]; Photography-14 [.5]; Survival (Swampland)-13 [.5]; Survival (Woodlands)-14 [.5]; Swimming-13## [2].
  *default from Electronics (Sensors)
  **includes +2 for Mathematical Ability
  ***includes +2 for IQ
  #includes +3 for Mathematical Ability
  ##includes +2 for Extra Weight

LANGUAGES: English (native)-16 [0].

EQUIPMENT

Goodwrench has only recently settled down, and so far doesn't have many possessions. He has a camera - an old Pentax K1000 35mm SLR, which he loves. He also has a motley assortment of tools - carried in a leather doctor's bag - which usually includes lock-picks, a crowbar, a swiss army knife (with a couple of its blades missing) and basic mechanics' tools. (This set of tools is as per the item on p.B213, but the set is incomplete; the effects are up to the GM.) Finally, he has brand-new TVA .357 revolver (treat as Colt Python .357, p.B208 and p.HT124) which he stole from a Slaver officer during his escape.

BIOGRAPHY

Tarr Goodwrench was born into slavery in the Empire of Humanity, and knew a terrible existence as a labourer until he was old enough to display his gift for mathematics. He received training, and was ultimately put to work as a mechanic, servicing the Empire's small fleet of planes on an air-field in the southwest corner of their territory, bordering New Kennel. Tarr's masters were a mix of humans and mutated canines, and it was the Mastiff in command of the air-field who - unable to remember the turtle's real name - called him "Good Wrench" instead. The name stuck, and Tarr was eventually the best mechanic - human or animal - in the region. He was treated better than most of the slaves, but didn't like being singled out, even if it meant fewer discomforts. Tarr actually hid the extent of his skills and expertise, for fear that he'd be given more preferential treatment and greater responsibilities if his masters knew exactly how much he'd learned.

In about his 25th season (he doesn't know precisely how old he is, except by reading his shell), Tarr became aware of a plot being hatched by a group of raccoons to escape. Tarr was desperate to get out, but they wouldn't involve him in their planning, since he was too slow, and would hamper their escape. But when Tarr explained that he had access to the tools they'd need to breach the gates, they happily brought him on board. They planned extensively, and made their break late one summer night during a powerful thunderstorm. Despite the cover of the rain, their attempt was noticed, and the Mastiff and his deputies gave chase. In the hours before dawn, Tarr and his companions endured a harrowing ordeal of chase and panic. Of the two dozen animals that made it through the fence, only a handful were alive when the sun rose, and Tarr survived only because he was able to get into a stream engorged by run-off from the storm.

Alone, Tarr slowly made his away south along the western border of New Kennel, travelling in the river that the canines called Ella Ware. When he reached the Contested Lands, he reached freedom, and found himself nearly paralysed - psychologically speaking. He was terrified of being caught, trusted no one, and had never been on his own; he had no idea how to live independently, especially on such a rough-and-tumble frontier. So he kept moving, seeing such settlements as Camden, Great Egg and the Atlantic Citystate. Before long, Tarr realised something: everyone had something that was broken, and everyone had use for a gifted mechanic. He was proud to have skills that were in demand, as the next couple years past, he has officially adopted his canine nickname of Goodwrench. He is still concerned about being captured, however, so he only shows as much skill as the job needs, and is careful not to linger anywhere long enough to develop a reputation (or any friends). Now, Tarr Goodwrench is in the outskirts of Filly - the largest (and most intact) city on the east coast, and dangerously close to the New Kennel stronghold of Trent.

ENCOUNTERED

Goodwrench is not very good with people. He is ugly, even by mutant turtle standards, and his ponderous and sibilant speech is punctuated by the clicking of his beak. This lack of social grace was only worsened by his life in the slaving camp, and he grew into adulthood as a loner. It is with regret that he looks back on his days in the camp, and recalls that he knew some of his masters better than the other slaves...

Since his escape, Goodwrench has continued his solitary ways, trying to keep his rampant paranoia about spies and bounty hunters in check. He keeps to himself, doesn't make conversation, and most of all he doesn't want to get involved. But these things are not always so easy, especially with so many potential people interested in his skills...

And it is this conflict that has brought Tarr Goodwrench to Filly. On the one hand, he's uncomfortable with all the people, and would prefer to stick to himself. But on the other hand, he recognises that Filly offers the promise of security, that the kind of people who want his skills could provide him with shelter, since the Empire of Humanity lacks the strength to attack Filly, and few Empire bounty hunters are dumb enough to hunt their prey in the Rodent Cartel's territory. Even so, Goodwrench is leery of committing to any long-term agreements, and ultimately fears trading one kind of captivity for another.

PCs meeting Goodwrench will find him brusque and tight-mouthed, but not in an unkind way. He is even-tempered and nonjudgemental, and only has issues with humans. (But this he realises is irrational, and that not all humans subscribe to the philosophy of the Empire.) With enough time, he might learn to let his guard down around certain people...

CANONICALITY

Tarr Goodwrench's character employs a few tricks to model a humanoid turtle. First and foremost, he is intended to use the "Quad ST" rules; for purposes of encumbrance, use (ST^2/10) instead of straight ST. This was done to make him strong enough to carry his shell, while keeping his "combat ST" relatively low to reflect his short arms. The weight of his shell is modelled with the Extra Weight disadvantage, which is a combination of Fat (p.B28) and Overweight (p.B29) with a dash of Inconvenient Size (p.CI102); his weight is doubled, normal clothes and armour will not fit, he is -3 to Disguise and Shadowing (and anything else the GM deems logical) but +2 to Swimming, and there is no reaction penalty.

Tarr's shell is DR, with a GULLIVER-inspired limitation: the DR normally covers only the body (hit locations 9-11, 17-18) but will also cover the limbs and head (all other hit locations) if they are withdrawn into the shell. Tarr's DR is in several layers, which should be used in the following order: first is DR 2 over his entire body (so the scales on his limbs offer some protection), second is DR 10 for the shell (to deflect weak blows) and third is ablative DR 15 (so that sufficient damage might eventually crack the shell). Ablative DR loses 1 point of DR for every 10 points of damage it takes. In Tarr's case, lost DR heals like lost hit points, one HT roll per day.

Example: A bounty hunter hits Tarr Goodwrench's shell with a 4-round burst with his AK-47. The first bullet does 24 points of damage. The base DR of the shell is 12 (2 overall, plus 10 for shell only), which leaves 12 points left. Those 12 points don't get through the ablative DR 15, but they reduce it to DR 14. The second bullet does only 15 damage, which neither penetrates nor reduces DR. The third bullet does 22 points, which does just enough damage to the ablative DR to reduce it to DR 13. And the final bullet does 27 points, which is reduced by 12 points by the base DR, leaving 15 points to be applied to the ablative DR; not only does this reduce ablative DR to 12, but 2 points get through and Tarr suffers a minor injury...

Note also that Goodwrench's Paranoia disadvantage is only worth -5 points, and not the normal -10; this represents his recognition that his fear is largely irrational, and his attempts to keep it under control. The GM might decide that he is in the process of "buying it off", and he could eventually reduce it to quirk level (or lose it entirely) if he becomes a long-term NPC.

WHAT IF?

Tarr Goodwrench was designed for "After the Bomb", a supplement adventure setting for Palladium's "Teenage Mutant Ninja Turtles & Other Strangeness" role-playing game. The "After the Bomb" setting is a future Earth - late in the 21st century - roughly one-hundred years after the world is levelled by nuclear holocaust. In the fallout, animals of all kinds mutated and evolved into sentient creatures, and quickly clashed with surviving humans, competing for resources and territory. Now, the animals have formed their own nations (and armies) to fight the insidious Empire of Humanity which aims to cleanse the world of the talking beasts. The Empire controls the land north of what was once New York City (now a pile of mutant-infested ruins called N'Yak), where they control the world's only working fusion reactor. Surrounding the Empire of Humanity are Bird Island (an offshore avian kingdom), New Kennel (a nation of mutated dogs, a vassal of the Empire), the Free City of Filly (run by the Rodent Cartel), the Contested Lands (what was once southern New Jersey), Cardania (the largest nation of mutated animals) and the Plains of Free Cattle.

But Tarr Goodwrench can easily be added to any campaign that accommodates intelligent, mutated animals, post-apocalyptic or otherwise:

Gamma World: TSR's "Gammma World" science fantasy role-playing game is also filled with sentient mutant animals, and Tarr would need virtually no changes to make the switch. Only his political associations would be different. He might have been born into slavery in the service of one of the Cryptic Alliances, such as the Knights of Genetic Purity, or the Iron Society. After his escape, Tarr could end up on his own, or affiliated with one of the pseudo-military organisations such as the Ranks of the Fit or the Zoopremacists. Tarr's skills focus on common TL7 vehicles, which might not be so common in the Black Years, so the GM may want to find him a different niche, especially if this corner of Gamma World has Black Ray Guns, Flit Cars and Warbots.

Supers: There are anthropomorphised animal-men in many comic books, and Tarr Goodwrench could be adapted to be a "reluctant hero". Maybe a natural mutant, or maybe bred in some super-villain's advanced biotech facilities, Goodwrench has escaped, and now must survive on his own. He'd prefer to be alone, of course, but perhaps he needs to strike a bargain with some PC super-heroes; he'll look after their Super-Plane, if they'll protect him from the thugs sent to take him back to the lab...

ADVENTURE SEEDS

Mechanic for Hire: The PCs are a no friends of the Empire, and are in Filly to do some trading. They've found some valuable machines in the ruins, and can finally afford their own motorised vehicle, an old truck. The mutant rat that owns the truck admits it won't run, but swears it can be repaired, by someone with the right skills. So the PCs begin their search, and soon hear rumours about Goodwrench. Can they find him, given that he doesn't want to be found? If they can find him, can they convince him to help them get their new truck up and running? What might he want in return, and what sort of business might the PCs end up in?

Just Another Job: Life after the bomb is tough, and in the Contested Lands south of New Kennel, it's (often literally) a dog-eat-dog world. So when the PCs - a motley bunch who take odd jobs as they come along - are hired by the Owl, they're surprised when their job is to track down and retrieve a fugitive turtle called "Goodwrench". Will the PCs do the job, and be responsible for Tarr being returned to his captors? Do they do this work without knowing what's really going on, or looking the other way? And could this socially inept and rather pathetic turtle make them a better offer?

- written by andi jones (andi@angelwerks.com)

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