[OSSR]Transdimensional Teenage Mutant Ninja Turtles (R)

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[OSSR]Transdimensional Teenage Mutant Ninja Turtles (R)

Post by Ancient History »

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Transdimensional TMNT (R)

1989.
The Teenage Mutant Ninja Turtles and other supporting characters are adapted from the comic books Teenage Mutant Ninja Turtles and Turtle Tales available at comic book stores everywhere.
Kevin Siembieda produces an Erick Wujcik joint. Let's begin at the beginning

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Teenage Mutant Ninja Turtles began life as a parody talking-animals comic created by Kevin Eastman and Peter Laird. Funny talking animals had been fair ground for cartoons and comics for generations, and as those generations grew up during the 1960s and 70s, the kids began producing a lot of funny talking-animal comics for adults. Some of these turned into lasting works of literature...

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...and some of it turned into porn.

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Eastman & Laird were parodying the mutant ninja nonsense in the latest X-Men storylines by Chris Claremont and Frank Miller's run on Daredevil. Which were both very popular!

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Then it became a popular cartoon series and movie and, well, set is mark on a generation.
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For better or for worse.
Palladium came out with a licensed TMNT RPG in 1985, shortly before they exploded, and reaped the profits proceeded to produce a slew of increasingly deranged books: After the Bomb, Teenage Mutant Ninja Turtles Adventures, Road Hogs, Teenage Mutant Ninja Turtles Guide to the Universe, Mutants Down Under, Transdimensional Teenage Mutant Ninja Turtles, Truckin' Turtles, and Turtles Go Hollywood. According to Siembeida, after the cartoons an the movie were released:
our sales plummeted from 50,000 copies in a year to 12,000, and the next year that dropped to 6,000.
...which only goes to show how strange and weird the RPG scene was in the 1980s, that an RPG based on an indie comic book could shift 50k copies a year. Of course, this was the same company that claimed an employee embezzled $850,000 to $1.3 million...so they had to be doing something right, right?

Palladium is known for making entertainingly insane games, and this is true for TMNT as much as any of their original properties; however, as a licensed property they got to make use of lots of artwork from the original artists for the games and, it must be admitted, the original TMNT comics were themselves entertainingly insane...

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I was going to post something about Triceratons, but this will do.

...and subsequent generations of fans have embraced that madness.
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Okay, so that's where we're at. Next up: Introduction to Transdimensional Teenage Mutant Ninja Turtles or Through Time and Space with the Teenage Mutant Ninja Turtles.
Last edited by Ancient History on Sat Jan 07, 2017 8:27 pm, edited 1 time in total.
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Post by Count Arioch the 28th »

I'm stoked. I unironically like Palladium stuff in all its batshit glory. Bring it!
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Post by Prak »

You know, I never thought about it at the time, but I'm really disappointed no one made a TMNT character while I was playing Beast Wars Rampage. It would have been so perfect.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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Post by OgreBattle »

Praise be to Palladium Books, the most fun to read RPG books around. Transdimensional TMNT has one of the coolest covers of all time, ALL TIME

They still got their Christmas/New Years surprise bundles on sale:
http://palladium-store.com/1001/product ... ckage.html
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Post by Judging__Eagle »

I was first exposed to TMNT as a child via the animation, but I loved the few comics that I read as well. I expect this to be full of the regular Palladium powergaming madness presented as viable player options, alongside warm bodies with possible training & equipment.
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Post by Red_Rob »

I got the TMNT RPG as a teenager and me and my friends loved it. There was just the right mix of serious and wacky, plus a fairly simple system that had enough easily breakable points that we felt clever for discovering them. The name recognition also made it a great game for introducing someone that had never RPG'd before - if they'd seen the Turtles cartoons or film they had a hook into the game immediately.

Because the tone was taken from the more gritty comics it was perfect for a group of teens too old to take the cartoon at face value but still willing to entertain the idea of mutant animals kicking ass. In fact we had such good memories our group recently started a campaign loosely based on ideas from the TMNT RPG, set in 80's Britain and featuring some of our old characters.

I actually bought Transdimensional TMNT much later when I found it at a Bring-n-Buy fairly cheap. It is actually a really weird book, dedicated to the concept of adding time travel or dimension-hopping adventures to a TMNT campaign. Having read a few of the early TMNT comics this was actually a fairly big part of the series, but it is a bit of a tonal shift from the semi-Noir Martial Arts-with-talking-animals tone of the main book. It seems to focus more on Time Travel than dimension hopping, and I found the theory of Time Travel expounded in the book surprisingly coherent (although the introductory adventure breaks it immediately). Unfortunately I sold my copy along with all my TMNT books a few years back after seeing they were going for decent prices on Ebay.

Suffice to say I'm looking forward to the OSSR. ;)
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Post by Ancient History »

Introduction to Transdimensional Teenage Mutant Ninja Turtles or Through Time and Space with the Teenage Mutant Ninja Turtles
So what's left to explore in the world of Teenage Mutant Ninja Turtles?

Plenty!
In keeping with standard 80s RPG format, this is a two-column affair where the intro starts midway down on the left-hand side of the page, ends about midway down the right-hand side of the page, and then proceeds directly, do not pass Go, into the next chapter.

The intro starts with a couple paragraphs of pimping the other books in the TMNT RPG series and congratulatory ass-patting over how successful they are, followed by the basic premise: after giving you books on creating mutants throughout the world, and on other planets, this book lets you create mutants via time travel or dimensional travel.
The whole idea of parallel universes is steadily becoming more and more respectable in the eyes of conventional science. I don't want to go into the all the various theories (which I can't claim to even understand), suffice to say that responsible scientists are speculating about the possibilities of universes without end.
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The turtles themselves did a lot of gallivanting around time and other dimensions, so this seems legit.
After all, that's what TMNT games are all about. Using our imaginations to explore beyond the barriers of our present reality.
You might think that means this:
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...but chances are, it means this:
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The whole concept of infinite parallel worlds and time travel was...well...really popular in the 1980s and 90s fiction and RPGs (and today is just sort of accepted), GURPS Time Travel/Infinite Worlds is based on it, as are "portal" genre stuff like Sliders and Stargate. So Wujcik wasn't really stretching the boundaries of the imagination here...

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Seriously, we're talking about people who look at something like this and think "We haven't gone far enough."

No, that would start on the next page...

Creating A Character: Transdimensional Style!
TMNT&OS character creation is six steps, which involves many and elaborate random tables.

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No, the other kind.
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Right, there we go.

Seriously, it's six pages, and that's not a page per step. Most of the steps are no more than a sentence each, the rest of it is just lots and lots of d100 tables, with their various sub-tables and options. Which is fine. Rolling a character in TMNT&OS is probably the most fun you'll ever have with it. A hell of a lot more fun than actually playing it...

Step 1: The Eight Attributes
This book requires Teenage Mutant Ninja Turtles (R) & Other Strangeness to use these rules, and I don't have that with me, so...whatever. Eight stats, roll 'em.

Step 2: Character Background/Cause of Mutation
Normally, Step 2 is where you pick what type of furry/scaly/how the fuck does that work with turtles anyway? you want to be. But in a Transdimensional game, you roll up mutation cause first. Which involves rolling on tables to roll on more tables to roll on more tables.

Roll d100.

01-30: Contemporary character
31-70: Time-Traveling character
71-00: Cross-dimensional character
NOTE: In some categories there are two listing for skills: Old System and New System. Old System is for those games that still use the original versions of TMNT and Heroes Unlimited. New System makes the characters compatible with the revised versions of TMNT, and Heroes Unlimited, as well as ROBOTECH(TM), Ninjas & Superspies, and Beyond the Supernatural. Characters should use either the New or the Old System, not both. In some cases there is no difference between the two.


I have no idea what the difference between the systems is, but this does remind me that on the cover this book was advertised as "A Sourcebook compatible with Heroes Unlimited (TM), Beyond the Supernatural (TM), and Teenage Mutant Ninja Turtles (R)." In case you wanted to mix magic and superpowers with your mutants.

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This was a thing in an actual book.

The tables are where this book starts getting cray-cray, and we're only six pages in, but I'll tackle those in the next post, because they're a lot of fun.
Last edited by Ancient History on Sun Jan 08, 2017 12:57 pm, edited 1 time in total.
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Post by angelfromanotherpin »

The thing I liked most about the TMNT RPG wasn't the wild wackiness, but the kind of low burn focus on animal rights, which didn't really get any play in other aspects of the franchise. The other mutant comic with oppressed minority themes (X-Men) always suffered in its metaphors by being about powerful uniformed people who who performed low-oversight violence in defense of the status quo - you know, cops. But the intelligent animals of the TMNT RPG represented beings whose fundamental rights really were in doubt, and wound up as a better metaphor for it. Chargen actually asks you to decide what you're willing to give up to pass as a member of the privileged class, for fuck's sake.

I recall the sample adventures were crazy morally ambiguous. For example, a rash of meat burglaries lead to a gang of high-metabolism mutants, escaped government experiments who have like three different reasons it's impossible for them to get food legally. The usual superhero punch out & leave tied up for police is a death sentence, but they have poorly-developed morality because they grew up in torture cages, so helping them escape to the forests of New Jersey to live off the land is also problematic. Don't even get me started on the farm animals who take a schoolbus full of hostages.

People liked Transdimensional and Guide to the Universe because they're goofy fun, but the core RPG book raised a lot of hard and intriguing questions about the lines between human and animal, and also right and wrong. For me, it was the best the franchise ever got.
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Post by OgreBattle »

I vaguely remember liking the morally complex world the book presented, I like the idea of having a dilemma to face instead of just a simple problem with a clear solution.

Did Eastman & Laird also do writing for the RPG?
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Post by hyzmarca »

That's a lot of sexual deviations for a Turtles game. And I can't imagine it would be fun for anyone at the table if someone rolls a 30.
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Post by Prak »

Oh, the 80s... when homosexuality was still a psychiatric diagnosis.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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Post by hyzmarca »

Prak wrote:Oh, the 80s... when homosexuality was still a psychiatric diagnosis.
The table is somewhat progressive. If you're already gay, then heterosexuality is a psychiatric disorder.
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Post by Koumei »

Yeah, you could see them saying "having your sexuality suddenly switched by something is a psychiatric disorder". And I'm not really going to disagree with that.

I could also see them just grabbing random clippings from newspaper articles on what they think "crazy" might potentially mean, and gluing it all together in a horrid mess. Anyone want to take bets on that being the case?

I like that there's a phobia of animals, that is likely to be perfect for a game where you are all animals to some extent. Beyond the loophole of "humans are animals" I mean.
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Post by Prak »

The thing I really like is that one of the sexual deviations is Fetish, which makes you roll on the Phobias table for what you fetishize, which includes "the opposite sex"
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Nebuchadnezzar »

In 1990 I enjoyed playing a cheesy TDTMNT character, and checked a pdf to look up the numbers. It was a size level 4 mutant human Apprentice Time Lord with hands/biped/speech/looks set to none, Ectoplasmic Hands/Psychic Walk/Telepathy/Force Field/Extraordinary I.Q. for powers/psionics, and a bad David Bowman impression/ripped himself out of a uterus cliché for characterization.

I once began going through the animal listings to find the best deals. I recall dolphins being overvalued a few points, wolverines getting a nice P.E. bonus, and miniaturized dinosaurs being fun.
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Post by maglag »

Prak wrote:The thing I really like is that one of the sexual deviations is Fetish, which makes you roll on the Phobias table for what you fetishize, which includes "the opposite sex"
Well, there's nowadays the MILF "fetish", aka men being attracted to well developed sexually mature women gets its own tag.
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Post by Ancient History »

Creating A Character: Transdimensional Style!: Tables

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The tables of the TMNT creation system were crafted with love and care, if not necessarily sanity or balance, in mind, and offer an array of options which...would actually have been better as an array of options, instead of randomly rolled. Some of these options do not make a vast amount of sense.

For example, in Step 2, after you roll to see if you are a contemporary, time-travelling, or cross-dimensional character, you are rolling for the Cause of Mutation for Contemporary Characters. That gives you a flat 45% chance to go use another book. No, really, 01-45 tells you to go use the main TMNT&OS game book (or After the Bomb, Road Hogs, or Mutants Down Under as you fancy.) The other options on the table then tell you which further sub-table to roll on. So if you roll a 46-50, you are an Accidental Cretaceous Hitchhiker and roll on the Cretaceous Animals table; if you roll 51-55 you're an Accidental Cenezoic Hitchhiker and roll on the Cenezoic Animals table, etc.

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A major problem with time-travel media is that our understanding of prehistory continues to change, and so what you pictured as a dinosaur in 1989 is not necessarily what you would picture as a dinosaur in 2016. This was pre-Jurassic Park, but if you were a time-traveling dinosaur mutant, would you have an existential crisis if suddenly scientists decided you had feathers?

"Accidental Hitchhiker" officially translates into "As a side effect of some time traveling device, this prehistoric animal (or egg) was dragged into the present."; other options are "Animal Sample from the ____" and translates to "The character was snatched from the past as a laboratory sample. Taken as either a baby, or as an egg, or just cloned from a tissue sample." The major differences are in your education and background roles, as well as how many BIOS points you get. Ironically, this leads to some bizarreness where you can't be an accidental hitchhiker from the Jurassic.

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Filthy mammalssss...

Other options include being a Cloned Prehistoric Animal, an Ordinary Mutant Animal Mutated by Temporal Device ("Extreme temporal energies, leaking out of some experimental time travel device, accidentally mutated the character."), or an Experimental Test Animal used to test some temporal device. Honestly, they could have just made this a mad libs of comic book mutation plots.

Sub-tables for this include Experimental Animal Education and Background and Wild Animal Education and Background; the latter is the one you really want, because you have a flat 40% chance of being adopted and raised as a Ninja.
61-00 Ninja. Adopted by a "mentor" who teaches and guides the character in some form of spcial training. This is often Ninjutsu, but all areas of special training can be seelected. These characters will learn to be philosophic about all creatures. Learns an attitude of some people are good, some bad, and everyone deserves a chance to earn your trust. Ninja characters learn 3 Military/Espionage skill, 10 secondary sills (with a skill bonus of 5%) and Hand to Hand: Ninjutsu. In addition, the character has a choice of 3 ancient or ninja weapon proficiencies. Character has scavenged and built 3D6 times $100 worth of equipment.
Unfortunately, this means you can never be a Jurassic ninja.
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Yaar, but how about a Jurassic pirate, matey?
Causes for Mutation of Time Travelling Characters is, if anything, even more bizarre, and ranges from being a Trained Temporal Explorer to being a Mage's Familiar (which requires a roll on an internal sub-table to find out which period your character is from), "Retrograde Futuroid Mutant Human," and my personal favorite, Adopted By a Time Lord:
The character is a mutant animal deliberately recruited by one of the Time Lords of the 79th level of the Dimension of Null-Time. Character spends most of his time with the other player characters, but is always ready to carry out missions assigned by the Time Lord.
The TMNT had many adventures through space and time, one of which involved a crossover with Cerebus the Aardvark which I believe introduced the whole "Time-Lord" concept; on the plus side, if you cash in 25 BIOS points you get to be an Apprentic Time-Lord, with associated powers and abilities.

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This is Renet, Apprentice Time Lord from the original comic series. Her mutation caused her head to grow as big as her boobs, apparently. Her later incarnations are slightly less rack-tastic, but are continually blessed with silly hats.

Time-travellers tend to be fairly OP as far as equipment and access to cool shit (Scientist/Observer gets to start out with "up to $15 million worth of time machine" in addition to other equipment and cash), but they can't be ninjas, so what's the point?

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Cause of Mutation for Cross-Dimensional Characters is a bit of a misnomer, since the very first option is "Accidental Visitor from Animal Dimension" - i.e. a dimension where the population consists of actual anthromorphic animals.

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This greatly facilitated the TMNT crossing over with other talking animal comics like Usagi Yojimbo, and also introduced characters from other dimensions and stuff like Planet of the Turtles or Turtleoids.

If you're a Mutant Animal from a Dimension of Magic, you can spend 30 BIO-E points to become a Wizard...but not a ninja.

Step 3: Animal Type lets you roll on a table to roll on one of five subtables: Jurassic, Cretaceous, Cenezoic, Modern, and Future Animals. I'm not sure why you roll for subtable when most of the options specify which sub-table you'll be rolling on, but that's a detail. Most of the options won't satisfy full dinosaur/prehistoric animal lovers - although I appreciate the option to be a Cretaceous Mutant Ninja Turtle - and covers things like "Duckoids" as well as "Tyrannasauroids," "Brontosauroids," etc.

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For reasons I don't understand, Modern Animals are split between Warm-Blooded Animals and Cold-Blooded Animals...I'm going to guess it's because they have more books to draw on, since critters like "Aardvark" and "Wombat" are on that table. Future Animals is bullshit small and includes a 5% chance of rolling a human.

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Humans can be mutants too!

After all that, the remaining three steps are squeezed down to fill the remains of the page:

Step 4: BIO-E, Special Abilities, Psionics, Growth Levels, and Human Features - Basically, all the things involved with building your character to be more than a normal time-traveling/cross-dimensional critter.

Step 5: Equipment, Supplies, and Money - Because even mutant ninjas need to afford shuriken.

Step 6: Rounding Out One's Character - Calculating mutant turtle dick size, fertility percentage, splo...oh wait, different game. I have no idea what the finer points of this step are, as all it says is: "This is also the same as in TMNT and Other Strangeness (revised, pgs 13-17)."

We're still not out of chargen, but next up: Multi-Powered Mutant Humans
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Post by Red_Rob »

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The whole BIO-E part of making a TMNT character always seemed a little lacking. The idea was meant to be you could customise your character by deciding how far from animal to human to make them, but really you wanted to be a humanoid looking animal like the turtles. I guess you could play intelligent animals or humans with an extraordinary sense of smell or whatever, but realistically if the player opposite you is a chain-smoking bipedal weasel who is also an explosives expert and ninja you are going to come off like an also-ran.

I mean honestly, if you were told you were playing a TMNT game and you were handed a character that looked like either end of the spectrum above you will feel put out. BIO-E in the main book was an interesting idea but I don't think it really panned out. In Transdimensional TMNT they took it to some weird places with the mutant humans though.
OgreBattle wrote:Transdimensional TMNT has one of the coolest covers of all time, ALL TIME
QFT ;)
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Post by Count Arioch the 28th »

Ancient History wrote: Her later incarnations are slightly less rack-tastic,
Well that's disappointing.
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Post by Ancient History »

Multi-Powered Mutant Humans
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This about sums up my feelings about human mutants in TMNT.
This chapter starts off explaining that it's not a replacement for Heroes Unlimited, and that the powers are less "potent." This is basically Wujcik running up against the power-level differential issue between the TMNT and Heroes Unlimited setting. I guess. I don't remember much of HU, but I think you could build a dude that can pick up a bus, which would be a little out of the teenage mutant ninja power scale.

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Let's not talk about Zords.

Human Mutant chargen has five steps, I guess you don't need to be rounded out if you're already human? I dunno. There are many fewer tables involved. We do get a description of humans like you would get for other animals, which is fun and ends with:
Considering their large numbers and geographical range, it's surprising that there are no variations in the species. Except for minor differences in shading, hair patern and bone structure, all humans are virtually identical.
The mechanics are arcane to me, but basically humans start out with no special BIO-E points but all the humanoid characteristics that other PCs have to purchase. So...when you make a human mutant, you give up things like being fully bipedal and use those to buy mutant powers.
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This followed by a section on Human Mutant Psionics. I'm not familiar with how TMNT&OS does psionics, but based on the notations about crap like Inner Strength Points (I.S.P.s), psionic attacks, and saving against psionic attacks, I'm going to go out on a limb and say that the major design document was something like the Complete Psionics Handbook. It doesn't matter; human mutants' psionic powers are the same as for non-human mutants, which are closer to 3e at-will powers. Fun stuff like Astral Projection, Detect Psionics, Mental Assault, Mind Control, Telepathy, Techno Mind (Scanners-level talking with computers, basically), etc.

For reasons I don't quite understand, the psionics are then divided into another section called the Human Mutant Prosthetic Psionics, which appear to be telekinesis-based psionics used to make up for, let us say, trading in your opposable thumbs. Then there's a section on Human Mutant Powers (Non-Psionic). Take a drink.

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By your powers combined.
Mutant powers are a catch-all. Everything from "Advanced Taste" to "Create Force Field." There's only 1.25 pages of them though, which covers a grand total of 12 powers. Not a lot, really.

The next many-many pages covers all the new animal types in the book, providing brief write-ups and lots of fiddly stats I can't honestly be fucked with. Some of the write-ups are howlers. For example, the Hominidon has written:
All hominids also have useful hands, and baseball pitchers can trace their origins to their earliest ancestors.
But this is basically of your dinosaurs, prehistoric animals, etc. Some of it repeats a lot of stuff from earlier, presumably to save page-flipping. The most important bit is the associated costs for things like useful hands and being able to talk.

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Somebody didn't pay 30 BIO-E points for full hands.

The many artist for the interiors on this book is Jim Lawson, who just went nuts; I honestly think they just gave him early drafts and let him do whatever he wants. There's a humanoid duckoid (who is not, as I thought, a humanoid duck but a humanoid hadrosaurus) in some sort of safari outfit with a rifle.

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It's really hard to ged a proper judgment for which of these are overpowered or underpowered compared to the others. Critters like the Thylodon can buy some ridiculous damage-dealing teeth; Stegasaurs and Rhinos can buy ridonkulous numbers of armor, but I really don't know how all this stuff stacks up to each other. I can definitely see how this was sort of comparable to the point-buy racial stuff in the AD&D Player's Option, though, and the ability to basically selectively purchase natural attacks and whatlike would have been really useful in D&D 3.+... but it's not quite a big bucket of options; all options are not available to every animal, so it's less a build-your-own-mutant kit than, let us say, GURPS.

Next up: New Skills for Trans-dimensional TMNT
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Post by Prak »

That looks like the wrong pic for the hadrosauroid, AH?
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by DrPraetor »

If we care, I recall that Wolverines were the best (for some combination of BIO-E points and bonuses to statistics that would end up mattering.)

I assume this has been covered in one or another review of some Palladium game, but Palladium stats only matter at all on a 16+, and you roll 3D6, +1D6 if you get a 16+ because fuck you. Some supplements suggest optional rules of punishing people who have 6-, because god these games are awful.

Now that doesn't mean that you need to roll a 16+ on 3D6 to matter, because various physical skills give you bonuses. So if you start with a PS (strength) of 14, but you Box and lift weights and etc. etc., you can boost your PS to 20 and inflict +4 damage with a sword. This system was introduced in Heroes Unlimited in order to let you be Batman, under the theory that Batman's super power is that he goes to the gym a lot and works out. PP (dex) and PE (con) both give meaningful bonuses, so having a PP of 14 vs. 11 matters if you spend skill selections on ballet lessons or whatever to get your PP into the bonus range.

So Psionics in HU are based on Palladium psionics which were based on AD&D psionics but were originally divided into levels, but HU or Beyond the Supernatural or one of these games split them into categories instead, of which one category was "powerful shit". They cost inner strength points. The Beyond the Supernatural rules, which eventually got stuck into HU, are that people are born with "Potential Psychic Energy" (PPE), which are spell points and also are why human sacrifice works, but if you don't learn magic you can burn up your PPE to get ISP and psionic powers instead.

In parallel, HU had "mutant powers" that let you be arbitrary X-Men (well except for the X-Men who explicitly have psionics?). I recall some of the mutant powers are things like "Mental Stun" but the "mutant" version doesn't cost ISP or work like a psionic power in any way. http://www.users.qwest.net/~bhegr/powers/tables.html

Do mutants give up their PPE? Can they learn magic? Not in Rifts they can't, but no reason for this is given.

TMNT forked off the psionic rules at some point and didn't use the ISP rules either, nor do mutant animals get PPE or any of that Beyond the Supernatural jazz which was introduced and then crammed into all the other games after TMNT was forked off.

So all of these systems for mutant powers and psionic and mutant-psionics-that-used-different-rules were merged back together, or you can play Batman and your supposed super power is that you never skip leg day.
Chaosium rules are made of unicorn pubic hair and cancer. --AncientH
When you talk, all I can hear is "DunningKruger" over and over again like you were a god damn Pokemon. --Username17
Fuck off with the pony murder shit. --Grek
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OgreBattle
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Post by OgreBattle »

I remember Renet for her teeny eyes and gigantic rack

Image

Newer art has smaller boobs and bigger eyes
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Ancient History
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Post by Ancient History »

Prak wrote:That looks like the wrong pic for the hadrosauroid, AH?
I can't find any of the interior art for this book on the internet, but the hadrosaurs are often depicted as "duck-billed" in 90s dinosaur art, hence why they became "duckoids." That's as close as I could find.
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Prak
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Post by Prak »

Oh, gotcha. I thought it was supposed to be the actual image from the book.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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