[OSSR]Transdimensional Teenage Mutant Ninja Turtles (R)

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Ancient History
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Post by Ancient History »

New Skills for Trans-Dimensionsal TMNT
These are the news skills for this book, broken down into Historical Skills, Time Travel Skill Programs, and Time Travel and Dimensional Skills. These are, essentially, what they say on the tin. Historical skills include things like Flint Working for making flint and obsidian weapons, Weapon Proficiencies for Black Powder weapons, History skills specialized by period, etc. "Skill Programs" are a bit like skill groups in Shadowrun 4th edition, where skills are bought together as a discount; Time/Cross-Dimensional skills basically break down into <specialized> Physics, Pilot/Navigate (Time/Dimensional Machine), and appropriate mechanics skills.

I wasn't too keen on Palladium before and I fucking hate them now, but the skills are percentile, which seems to borrow more from Call of Cthulhu.

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So far, we've talked a lot about creating your mutant and not alot about...anything else. There's been pretty much zero setting development, aside from some half-assed hints at Time Lords and wizards from dimensions full of talking animals. So now it's time to get into...time travel.

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Time and Time Again
Time is tricky in a role-playing game. After all, we're already doing strange things to time. Like skimming over a couple weeks of inactivity in a few seconds of playing time. Or taking an hour to play through an intense combat that might have taken less than a minute in real life.
We begin this chapter with an egregious misunderstanding about physics: Temporal Energy (T.E.).

Let's be clear about something: energy is a quantity. People like to think of it in terms of an amorphous mass of stuff, but this is not quite true. You can't separate out a particle of energy. We talk about kinetic energy and chemical energy and electrical energy and things like that, but energy itself doesn't actually have particular kinds or properties; we just use that as shorthand to distinguish a source of available energy. So "temporal energy," which is in everything and drives time along, is bullshit on several different levels. This would give an actual physics major a stroke. Fortunately, I'm an engineer, and I know this is cartoon physics. We just go with what works.

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Anyway, bullshit physics means that right after the Big Bang Temporal Energy was maximum, and as time passes stuff has less T.E. in it. I don't know where they think it goes, but presumably they're acting under some bad-ass version of entropy where we're all fucked. Anyway, this provides the basis for the idea that stuff is affected moving through time. Go backwards in time, and your time machine and gear breaks; travel forward in time, and your stuff gets stronger. Also, the longer stuff is in the future/past from its original time, the more likely it is to break, due to "time distortion," and involving a percentile formula based on how many millions of years in the past/future you traveled. I just wrote that and I hate myself for it, so here's a turtle punching Hitler.

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On the plus side, sending a living thing through time causes it to mutate. Going forward gives them a surplus of T.E. which results in random mutation like getting a bunch of BIO-E points; going backwards in time causes devolution.

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This wasn't cool even when Star Trek did it, but whatever.

I'm not sure what the purpose of the next section is. It's called Temporal Freeze, and it proposes that you're under the effects of...something...that counteracts the flow of temporal energy at the same rate that it pisses away. Do this wrong, and you're supposed to age to dust in seconds; do it right, and time passes as normal for you in your Temporal Freeze zone but everything around you seems frozen. This is supposed to give you, effectively, Matrix-style bullet time where you look like you're moving very fast relative to everything else. I don't think that works even within the context of their bullshit physics, but I don't care.

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You're in a bad place when this movie makes more sense in terms of time travel.

Pushing the Time Stream: Time Travel the Hard Way discusses a way of time travel you're not supposed to use. Basically, you can travel in time by adding or subtracting T.E. to something. I don't know how this is supposed to work at all, even by their bullshit physics, and they don't either. They claim it requires 10,000 Watts to add or subtract a second to a minute. This is not how Watts work, because Watts are a unit of power, which is energy per second. However, I suspect the entire point of this section was one example:
In Beyond the Supernatural (TM), the "Time Slip" spell lets a character push just seven seconds into the future. And that costs 15 Potential Psychic Energy Points, about what it would take to teleport 50 pounds across five miles, or to call down three powerful (6D6 + 6 damage) lightning bolts.
So yeah, I suspect this entire, unworkable section about a form of time travel that nobody uses was based on that one spell in another game.

Jumping the Time Stream: Time Travel the Easy Way is the preferred method of time travel.
First, think of time as some kind of tube.
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Think of the time stream as being like some kind of garden hose.
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I'm not fucking with all of this.

Anyway, history has twists at about 125 year intervals (edit: I read ahead and the intervals change) and then larger Cycles. So you can jump through time a lot easier by jumping through twists and Cycles, moving through Cycles is easy, but you have to jump through each individual twist to get to the one you want. As you go farther back in time the twists and cycles get bigger - not that you gave much of a shit about going to 40,000,001 B.C. versus 39,999,998 B.C.

Okay, this is all retarded, but bullshit time mechanics allow you to narrow down your potential time periods you can travel to down to a large but finite number. It's basically how ChronoTrigger worked, without trying to explain it.

Then we get to synchronisity. No, I didn't fucking misspell that, Wujcik did.
All time trave methods maintain the synchronisity of the time travellers. In layman's terms, that means that anyone travelling back in time, spending an hour in the past, and returning, will end up back in the present an hour after the departure.

Why?
Basically, you're still losing T.E. even when you're in the past or future and...well, it's designed so that there are fewer temporal paradoxes where you can meet yourself, basically.

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I'm just throwing this up there.

The Geography of Time
Now that we know when we'll show up in time, the next question is, where are we going to show up? There are are two rules that govern where a time machine will appear. First, time travellers tend to follow other time travellers. Second, if there is no other time traveller to follow, time travellers tend to stay in the same location from one time coil to the next.


...I got nothin'.

Dimensions of Null-Time is basically like Limbo in the Marvel Universe; instead of skipping from twist to twist, you bop over to the Null-Time zone and go to where you need to go. The local, most useful is the 79th level of the Dimension of Null-Time, which is inhabited by Time Lords. More about them next time!

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Post by OgreBattle »

A Chrono Trigger x Ninja Turtles crossover is what the world need now
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Post by Ancient History »

A brief digression tonight, because it is all I have time for (no pun intended). We are going to discuss Teenage Mutant Ninja Turtles (1st series) #8.

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While the TMNT would go on to spawn several ridiculously successful and merchandisable media empires, the original comics are...sparse. Seriously, the original joke was that this was a parody of the grim'n'gritty Frank Miller and Chris Claremont comics, only done with talking animals. The art and writing were amateurish, dark and muddy, with plenty of gore and a certain "seriousness" to it...which basically went out the window as soon as they killed the Shredder...in issue #1.

Seriously, issue #1 was origin story and death of their major bad guy. They ran through their entire basic premise in 30 pages. So after that, things get weird.

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Cerebus was once so popular, people actually made bootleg copies of the first issue. They could be detected because the bootlegs were often better quality than the originals.

All the shit - and I mean all the shit with the Time Lords and Renee and the goddamned magic scepter which inspired the shittastic TMNT III movie - comes from TMNT #8, which was just a self-contained one-off written on the fly for the lulz. It's the equivalent of when Marvel UK manufactured a Transformers/Dr. Who crossover by why of Death's Head.

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I know realistically that there are probably more drugs now then back then, but honestly it doesn't feel like it.

Transdimensional TMNT actually cites this comic book. It spend about half a page explaining how it works within the context of the bullshit, unworkable temporal physics that they've laid down. I can't tell if that's fanboyish dedication or the bullshit cherry on top of the rest of this.

Tomorrow, I will carry on with the review proper, but I needed to get this out of my system.

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Post by Ancient History »

A Discourse on Temporal Energies and the Duties of a Time Lord
This is a rambling, in-character essay all in italics, in the form of a letter from Lord Simultaneous to Renet. These are characters from TMNT #8, discussed briefly above.

This is annoying on a couple of levels, not least of which being that we just had a long, painful, out-of-character essay on how the bullshit time mechanics work, and now we get the hose/tube analogies again, only from an actual TMNT character. The major new addition is the Third Millennium Barrier, which is a thing that prevents time travel past June 10th, 2986 (i.e. 1,000 years in the future from the start of TMNT). That would have been handy to know earlier, like back in chargen when you were planning on having a mutant space marine visit from 40,000 AD, but whatevs. Mostly, this section is also used to introduce the concept of alternate dimensions - the transdimensional aspect of the whole TTMNT thing.

We get a list of Time Lords (boring and, weirdly, all male. That's sexist.) and the stats for Lord Simultaneous, Renet, and Lord Savanti Romero. You probably don't care, but since those are the Time Lords in the comic, I guess good job covering the basics?

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Wizard Magic
This book sort-of doubles as the magic sourcebook for TMNT. The Wizard is a sort of magic-user class for the game, in that you can learn spells (I'm not going through the arduous shenanigans involved, but it's very Dr. Strange territory requiring a master, grants from a supernatural entity, or lots of self-study) and cast them. It's designed to be painstaking, time-consuming, and a pain in the ass; the end result looks a little like sorcerers in D&D3.x - you know a finite number of spells, but you can cast X spells per day, where X = 8 at 1st level and increments by 2 every two levels thereafter - but is still very much in an AD&D aesthetic as far as rolling on a table to see how badly you fucked up trying to learn a spell on your own.

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We then get a...thing...on Wizard Magic Combat.
Magic combat is like hand-to-hand combat on a mystic level.
Well fucking thanks.

Anyway, you start off at 1st level able to cast two spells during melee. Which means you can burn through a quarter of your daily spell ration each time. Learn to use a back-up weapon. For reasons unknown to me, they decide that this is the place to give us a table with all the bonuses the wizard character gets as they level up.

We also get brief bits on all the other magical abilities Wizards get: astral projection, recognizing enchantments, and sensing magic. That's not a bad set of abilities, although there's some overlap with psychic powers from earlier, and presumably elsewhere. I seriously don't know why this entire chapter wasn't a pointer to Beyond the Supernatural or something, but there you go.

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We then get a section labeled Spell Casting: Terms/Descriptions/Combat[/i]. The title is a lie, this is actually the grimoire section where they detail the various spells you have available. It's at about AD&D level of spell descriptions, or maybe Runequest. It's a grab-bag of generic spells: exorcism, extinguish fire, dimensional portal, eyes of the wolf, fire ball, impenetrable wall of force, etc. No hidden gems here, although high-level magic is basically instakill because damage tends to track by level and options to dodge are minimal.

The next section is Time Lord Magic; that earlier stuff was mostly for talking animals from magic-heavy furry dimensions, like cross-pollinating from your JadeClaw game (hey, it's furry, magic, and time travel, it could happen). Apprentice Time Lords only start out able to cast 4 spells per day, but gain one per level, so they end up being three spells/day behind similar-level Wizard characters at level 2 and beyond; they also are slower at picking up how many spells they can cast during combat. Time Lords get access to time-travel spells, but otherwise learn spells as wizards do (except they have their own "Temporal Spell Experimentation" table); they also get some extra abilities to sense time travel, compute temporal coils, etc. based on their level. Very AD&D specialist wizard thinking going on here.

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...and that's followed by the time leap/jump/peek spells. Nothing to see here, moving on. Next up: Time Machines and Cross-Dimensional Devices.
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Post by DrPraetor »

I'd probably have cured death by now, if I wasn't wasting grey matter on remembering how Palladium stuff works.

"Magic Combat" is, in other Palladium games, a skill you get which is similar to "Hand to Hand Combat" (remember that earlier chapter when various people did-or-did-not-get Hand to Hand: Ninjitsu?) in that it was itself a level-scaling class feature. So that's why it is called that and has the little table.

Palladium likes to copy-pasta that text on Recognize Enchantment etc. for different classes in the same book. Somewhere, there is an FAQ in which they explain that "Recognize Enchantment" means you can tell when another character is mind controlled or possessed, which they do not bother to tell you in most forms of the copy-pastad text (maybe they do in this book?). Palladium games have a mind caulk:rules ratio so high, the mind caulk has been sculpted to form entire additional rules that jut out of the existing text in spikes and poke you in the eye.

I don't know why this game uses the spells/day mechanic when they'd retired that in favor of PPE to cast spells which is mentioned elsewhere in the book? I guess because TMNT character didn't have PPE originally and they didn't want to make their Megaversal(TM, yes really) system to actually be universal, hah.
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Post by Shrapnel »

Ancient History wrote:It's the equivalent of when Marvel UK manufactured a Transformers/Dr. Who crossover by why of Death's Head.

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I know realistically that there are probably more drugs now then back then, but honestly it doesn't feel like it.
The more people who acknowledge how awesome Death's Head is, the better place the world becomes.

By the way, the whole reason Marvel UK manufactured that xover is because they wanted to prevent Hasbro from securing rights to the character*. Doctor Who was just the first (or second, if' you count Transformers) Marvel comic he'd visit. Eventually he'd make his way into the mainstream Marvel-verse in an issue of Fantastic Four, but I'm damned if I know which.


*Okay, technically the DW crossover wasn't for that reason, and was actually because Simon Furman was writing both Transformers and Doctor Who at the time. He first appeared in a one-page strip called High-Noon Tex, which was written for the express purpose of keeping him away from Hasbro.
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Post by Ancient History »

Time Machines and Cross-Dimensional Devices
There are two, completely different, kinds of Trans-Dimensional devices. The first are Time Machines, which are used for journeying through the temporal barriers, and into distant Twists and Cycles. The other kind, for getting from one alternate dimension to another, are called Cross-Dimensional Devices.

The two kinds of devices are very similar in size and cost. Yet they are totally unalike in function. In other words, there's no way to get a Time Machine to work with dimensions, and Cross-Dimensional Devices are totally ineffective in dealing with time.
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McPrime can go to alternate dimensions or different times. Or both, if you pay for both options and fellate the MC hard enough.

The wonkiness about time-travel and dimension-crossing devices exists 1) to fulfill most standard sci-fi tropes, and 2) to further allow most of the tropes for time-travel cartoons except paradoxes. I'm not getting into the different devices, it doesn't matter. They're all McGuffins of the portal, vehicle, and portable models. The cost is in millions of dollars - which is weird, because I assume they mean 1989 dollars, and you're literally able to do infinite money hacks by going back in time and depositing gold and crap, so...IDK. IDK is the acronym for this section.
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I promise, we'll get back to the turtles, but I need this, okay?
There are hideous rules for building your own cross-dimensional/time-travel vehicle. It appears to largely be ripped from other Palladium rules for building and modifying your own vehicle.

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I actually kinda like the "build your own" option, because the two chargen options that let you do it give you enough money to play around with that you can build anything from a time-traveling motorcycle to a Stargate, but on the other paw it's a lot of fiddly systems for something that very few characters get to interact with - due to the random nature of chargen - so all of these options are basically just toys for Mister Cavern to masturbate with as they design the time/dimension traveling device of their dreams.

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The options get a little ridiculous - do you need pontoons on your Delorean? - but whatever. We also get miscellaneous equipment like diving suits, flight suits, and space suits...

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...and then a list of "Time Travel Equipment" which equates to stuff you could buy from different eras of human history...with prices, again, expressed in 1989 dollars.

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Some people will laugh, others need an explanation.

Then we get the low down on Ancient, Black Powder, Percussion-Cap, Cap-and-Ball, and Black Powder Grenades weapons...y'know, all those weapon proficiencies they introduced forever ago - followed by a Firearms terminology glossary. This is followed by a revised combat system for Blackpowder Weapon Proficiencies, presumably so that people don't get beaten to death while reloading their primitive boomsticks, although I'm not actually clear on the technical differences, except that bursts and sprays aren't allowed because...uh...well, none of the weapons are automatic. Although that shouldn't affect something like a pepperbox or duckfoot pistol.

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These are incredibly weird and geeky and I don't blame an RPG for not having them.

The only redeeming feature of this chapter is a picture of the TMNT dressed as the Four Musketeers. Anyway, next up: Game Master Section!
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Post by Ancient History »

Game Master Section
This is only 110 page book, and we're on page 75. It's not that the book conveys a vast amount of information in a small space - I could cram this whole thing into 80 pages pretty easily - but all the sections can take a while to get through. Anyway, this is officially the GM section, which starts out with A Survey of Time for Time-Travellers, basically giving a brief description of each major cycle and twist within that cycle. So when they talk about "Cycle L" - that's the closest you can get to the Big Bang, and the temporal energy there means you have to immediately Save against Change/Mutation (also, leave within 5 minutes or be fried by the radiation). Some of these these cycles involve rolling on random tables, others explain particular effects of bringing any cells/life forms back to the "present," and there are brief critter write-ups for proto-alligators, Homo Erectus, and other shit.

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TMNCT

Twist "1" of the current cycle is 2,113 A.D. and the official setting of After the Bomb, Road Hogs,[/b] and Mutants Down Under. Which is helpful, I reckon. The random encounter tables is appropriately batshit insane for this Gamma World knockoff, including "Aggressive Mutant Insects," "Empire of Humanity Scout Patrol," and "Mutant Animal Family Inn."

Twist "2" is 2238 A.D., and the world has gone a bit more batshit insane. Random encounter table includes entry for "Spasmosaur" and "Detonation Tree Symbiotoids" as well as the rather generic "Random Mutant Animal." This last entry is an entry into "Mutants in Space," as any stranded mutants are rescued and taken into orbit.

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Twist "3" is 2363 A.D., and basically post-Skynet. Robot factories dominate a barren world, seeking to eradicate life. Twist "4" is called "War!" and is basically your average RIFTS setting: killer robots, bionic mutant animals, time travellers, etc.

(I should mention that throughout these last few twists PCs are given the "option" of meeting Gary Morbriar, a fox mutant/Mister Cavern penis NPC that survives and changes, becoming more important over several centuries until by Twist "4" he's basically an AI.)

Then we get the Temporal Mishaps Table, which basically just sends you somewhere random, and a list of the Null Time Zones with some little descriptions, and then a collection of random tables to make time travel more "interesting." Palladium was always big on tables. Then there are notes to how folks from other times will relate to anthromorphic talking animals...

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Then there are some "advanced" time-travel spell/machine options, which has minimum I.Q. levels for successful operation and let's you do things like jump inside twists, and leads to such bizarre statements as:

For example, it takes an I.Q. of 30 or better to accurately visualize complete four-dimensional objects. Even more intellect was needed for the mutant/little girl character in TMNT #16. Her incredible I.Q. of 87 meant she was capable of combining the capacities of a cross-dimensional vehicle with the intricacies of temporal folds in the time stream. She was also capable of "editing" the recent past, changing it in such small, insignificant way, so as to not disrupt the time.


I have a feeling Wujcik was running on empty near the end of that paragraph, and so am I. Tomorrow, the next part of the GM section, which covers cross-dimensional bullshit.
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Post by Chamomile »

This is why you shouldn't abbreviate your intelligence stat to IQ. IQ of 30 sounds abysmal.
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Post by erik »

Chamomile wrote:This is why you shouldn't abbreviate your intelligence stat to IQ. IQ of 30 sounds abysmal.
IQ 30 is probably the smartest person in the Palladium universe.

Sounds legit.
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Post by Ancient History »

Cross Dimensional Travel Multiple Dimensions
No, really, that's the title of this section.

This chapterette is given over to stuff about dimensional travel - which gets the short end of the stick, as I wanted at least a list of talking animal dimensions and new get it. But we have a Sliders-style discussion of getting lost and never finding your way back to your parallel dimension of origin...

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...and three different ways to generate said dimensions: Game Master's Collection (i.e. wing it), Calculating Dimensional Travel According to Branch Points (i.e. Universe B split off when primitive lapinoforms gained intelligence and genocided all the plains apes, etc. There is a "handy" set of tables for rolling these up, although you still have to do a lot of the grunt work, but for a weekly Sliders game it could be useful); and The Palladium Books Option:
One fun and easy way of dealing with alternate dimensions is to limit them to the worlds decribed in the many Palladium Books (R) RPGs. One of the major advantages of the Palladium Option is that the different worlds are all based on the same combat system. It also saves a lot of time coming up with NPCs, adventures and monsters.
...followed by many paragraphs of spiel for Palladium products. I don't necessarily disapprove of this, even though Palladium is a bit of a tire fire, because GURPS does the same thing. But where GURPS books are generally outstanding, Palladium books are generally insane. GURPS will produce the lego blocks that you can combine to make a bizarre concept - Cyberpunk Aztec Zombies in Space! - Palladium will produce a Cyberpunk Aztec Zombies in Space book.

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Anyone thinking this, you are wrong.

Adventures
What it says on the tin. These are some introductory adventures for your mutants' new and fantastical adventures through time and alternate realities. The introductory time travel story is Travels With Gomer.

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It's...low effort. The PCs are doing their teenage mutant ninja thing when a baby allosaur pops up. Which, within a short period of time, will start to mutate. So they can adopt it, or fight it, or whatever. The dinosaur's sudden temporal jaunt is the result of a fuck up by a 1st Level Temporal Scientist and his homebrew time-machine. The suggestion is to pop that fucker in a vehicle and go on adventures.
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We can't afford a Delorean.

Doc Ferral's Dynamic Dimensional Doohickey is about the PCs kicking back, one of them with a copy of a book on the American Civil War that...inexplicably grows a new passage. Which the PCs can spot as having not been there before. This is the sort of paradox that most time travel RPGs would fap to talking about, but not TMNT&OS!...and which is why discussion of "temporal kickback" (this was before "Butterfly Effect" was a popular phrase and a terrible movie series) gets crammed into this bizarre adventure. It's like the fading photos of Greg Kinnear; it doesn't make a lot of sense even in context.

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Culprit? Megacorp scientist accidentaly invents time travel, figures he can give victory to the Confederate States of America, which would wipe out the world that you know it - including you and all of your stuff. Oh, and probably ensure slavery persists for another century, although surprisingly that's not mentioned. It's basically Guns of the South with mutant ninjas.

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No, literally:
Dressed in a Confederate Captain's uniform, using the stolen prototype for the Portable Time Machine, and leaving behind a sabotaged Portal, he immediately set about changing the past. His first step was to use his life's savings to buy four modern semi-automatic sub-machine guns (2D6 damage, 300 foot range), with 288 rounds of ammunition.
I would like to point out that 288/4 = 72; an AK-47 magazine is usually 10, 20, or 30 rounds. So you're looking at two and a half magazines of ammo per gun, and you can go through all 288 rounds in one AK-47 in a couple of minutes; it isn't going to win the war by itself.

The adventure suggests doing Civil War research at a library like this was a goddamn Call of Cthulhu adventure, but eventually the PCs go into the past and save the day - it would have been more fun if Captain Confederate mutated into a goddamn Snake-Man or something, but I guess he made his save.

Complete Carnage and Radical Scenario #1: "Nuke 'Em All" is...uh...I feel like I'm missing a lot of fucking context for this one, probably because I never read Tales of the TMNT #5, which this book assumes I have. In fact, this book seems to think I have read every TMNT ever printed up to 1989, and this is just not true. Someone named Complete Carnage is attacking nuclear reactors to get radiation to power up and prevent someone named Radical from reform her body. It turns out that these are NPCs who are immortal mutant aliens. The PCs have to stop them, or...something? I don't know. I don't know what this has to do with traveling through time or alternate dimensions. This whole section just seems completely fucking random.

Then we get some NPCs. These too are drawn from the TMNT comics, and we start off with an expy of Jack "The King" Kirby named Kirby King. Who can draw things that come to life.

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No, the other Kirby.

We actually get a couple pages from the comics showing us Kirby in action.

This is followed by Monster from Tales of the TMNT #4. Neither Kirby or Monster have shit to do with time travel or alternate dimensions, so I assume that the last 8 pages or so has been solely filler because Wujcik point-blank refused to write up any talking animal dimensions. This is followed by character sheets and...that's the book.
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Post by Ancient History »

The book is over. I don't know what there is left to say. Despite the title, the book was more focused on time travel than it was cross-dimensional travel, and more interested in jiving with the comics continuity - which involved bizarre, seat-of-the-pants, one-off gag issues - than in trying to tie the work into the game setting. Which is fair for a licensed game, but still feels a little half-assed, given how little info on other worlds and times is really provided; GURPS did two volumes of Alternate Earths and a bunch of PDF supplements and shit. The whole thing about time and parallel dimensions is the infinite possibilities means your play space is massive, and there's no reason not to play with that. Maybe they were leaving room for future expansions, but given the filler at the end, I kind of doubt it.

The temporal physics are bullshit but I kind of like the idea of limiting time travel in vaguely plausible ways - it avoids some of the more egregious physics problems, even if it largely ignores paradox. The thing is that when you have anywhere in time or space you can go, actually making a decision becomes difficult; ChronoTrigger-style set eras/ages/time portals gives a reasonable limit to the PCs choices without feeling too rail-road-y...you're just reducing the number of choices from "infinite" to a finite and arbitrarily large number. It opens up things like decision-tree paths which can make it easier to plan out time-travel adventures. They never actually go into that, but y'know, it is a thing you can do.

Is it a good book? No. The art is on the low end for 1989. The mechanics are nothing special, and in some cases bullshit. It's a one-man shop all the way through, so the writing and creative vision are consistent, but that consistency leads to bad fanfiction involving one-shot TMNT characters and no editorial oversight. It's not the worst book on time travel ever made...Chronomancer was pretty shite, as I recall. It barely rates mention as a book involving dimensional travel, just because Wujcik couldn't be fucking bothered to go into as much detail regarding it. So...another meh Palladium product. There are some cool character concepts, but it's all random and really the character-creation minigame is probably the only worthwhile bit in this book, unless you're one of those poor, sad bastards that borrows tables from unrelated sourcebooks.
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