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[WIR] TMNT/After the Bomb/Road Hogs

Kettlehelm

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This is slightly off-topic but I couldn't get anyone to play After the Bomb so I converted the animals to Cyberpunk 2020, still fiddly but not so much.

This is for stat modifiers only, the stats are rolled normally for Cyberpunk and then size and species bonuses/penalties applied. TECH and LUCK are rolled as normal.

IQ: Intelligence
ME: Cool
MA: Empathy
The average of PS and PE: Body Type
PP: Reflex
PB: Attractiveness
Spd: Movement Allowance
SDC bought with BIOE is /5 to become natural SP Armour, AR /2 is natural SP Armour.

Using Chromebook 3, I gave each Mutant Animal an Animal Sense Bonus based on how many Advanced Smell/Hearing/Vision powers they had bought.
 

Dalillama

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After the Animals section there's a 7 page original comic by Eastman and Laird, featuring the TMNT in April's apartment getting in costume to go to a Halloween party where they can mingle with people. Some guys break into the store downstairs (IIRC that's something she inherited and owns), the Turtles beat them down, destroying their own costumes in the process. So they just go looking like they always do, and the last panel is people trying to guess what property they're from. Suggestions include Gremlins, something from The Goonies, and the Rambo movie, which seems like an even more peculiar guess.

Combat is resolved entirely via d20s, except damage.
Step 1:Determine Initiative. Sneak Attacks and Long-Range Attacks always have initiative. Details on how to acheive the former will follow. Otherwise everyone rolls a d20, highest goes first, reroll ties. The phrasing here seems to imply that each individual fighther rolls separate initiative, but it could be read as which side gets initiative too.
Step 2: Attacker Rolls Strike. Whoever has initiative rolls a d20, and hits on 5+. If the roll, counting modifiers, is less than the opponent's AR, their armour takes the damage instead. (We're directed to Armor and Natural Armour for details, but no page number is given). An attempt to knock someone out or use another special attack must be declared before the roll.
Step 3: Defender May Parry, Dodge, or Entangle. as long as they see the attack coming. Characters with a hand to hand skill can always parry. Untrained fighters use an attack to do so. Bullets and beams can't be parried. Dodge and Entangle always use an attack, Entangle allows you to seize the attacking limb, if there is one.
Step 4: Attacker Rolls Damage. Which is doubled on a Critical Strike, and tripled if two Critical Strikes are indicated.
Step 5: Defender May attempt to Roll with Punch if it's a blunt melee attack. Success halved damage unless a Knockout or Death Blow is incoming. In the former case, take double damage and stay awake, in the latter case live, but lose half your SDC and Hit Points.
Then the next initiative goes, and so on in that sequence until everyone's used up all their attacks and it's time to start from the top.
Combat Terms:
Armour Rating, Body Armour, Natural Armour: Natural armour means taking no damage from any attack that rolls below your AR. Artificial Armour takes damage on rolls between 5 and the AR, and stops working when it's out of SDC.
Attacks Per Melee: Actions per 15 second round. Untrained characters start with one, unless they're superpowered and get two. All TMNT characters are superpowered.
Body Throw: Throw someone to the ground or into a wall. Throwing them into someone else takes a to hit roll.
Critical Strike: does double damage. Natural 20 is always a Critical Strike, and also can only be parried or dodged with another natural 20.
Critical Strike From Behind: Backstabbing.
Damage Bonus: from strength isn't applied to bows or firearms.
Damage: is taken off SDC first. There's a chart of how much damage a few environmental hazards and some random attacks do. Human punches are 1d4, kicks are 1d6 or 1d8 (Hang the fuck on, that makes Hooves useless, and all the 1d4 damage claws), falls are 1d6/10', collisions are 1d8/10mph (apparently regardless of what's colliding with what), smashing through glass only does 1d4 cos it's encouraged in genre, Ninja Caltrops do 1 each (what about other people's caltrops?), random hurled/dropped objects do 1d4 unless they're 100+lbs, in which case it's 1d8 per 100lbs, and an additional 1d8 per 40 ft (fallen, I assume?), and a further 1d4/4mph, which I don't know how you're supposed to calculate on a throw, tbh. (Ok, I do know, but that's a lot of obnoxious maths to stop and do in the middle of a fight). Also blackjacks and bullwhips are here for some reason, at 1d6 and 1d8.
Death Blow: kills someone if they don't roll with it.
Dodge: see above.
Entangle:see above.
Hand to Hand Combat: Comes in Basic, Expert, Martial Arts, Assassin, and Ninjutsu. Untrained characters supposedly only get one attack, but see above, and parrying takes an attack for them.
Hit Points: Need medical attention to recover. SDC will come back on its own, Hit points won't.
Initiative: See above
Kick Attack: Anyone can make a kick attack, doing 1d4 damage (...) unless they have a hand to hand skill. Anyone trained in hand to hand can do one (so can untrained people kick attack or not?).
Knock-out/Stun: is actually merged with the descriptive text of Kick Attack instead of getting its own entry. Causes temporary inability to do things, may not be unconcious per se
Jump Kick: Does a Critical Strike but takes all your attacks for the round. Only available with Martial Arts or Ninjutsu. It says that after a jump kick, the character can 'only parry, dodge, or move into position' for the rest of the round. But they can't Dodge, cos they used up all their attacks. There's also a note here that says anyone can try to use any weapon, but only proficient people get any bonuses with it. "This applies to modern ancient weapons" cos of a linebreak and poor editing. Also no indication of why its stuck here in Jump Kick...
Leap Attack: Just like a jump kick, only with hands or weapons. Can attack two directly adjacent foes simultaneously.
Paired Weapons: Using two weapons at once. Can strike and parry in one action, or strike a foe twice, or strike two adjacent foes. Any time this is used disables automatic parry (for the rest of the round or just that action? Not clear)
Long Range Attack: If you shoot at someone who doesn't know you're there, you have automatic initiative.
Melee Round: 15 seconds.
Multiple Attackers: If you're trained, you can try to parry all the incoming, but you can only hit one opponent at a time except with Leap Attack or Paired Weapons. (How come fists don't count as Paired Weapons I wonder?)
Natural Twenty: we all know this one.
Parry: See above.
Pull Punch: Skilled fighters can do no damage, 1 damage, .25 damage, or .5 damage with a melee attack on a roll of 11+. 5-11 does full damage. Must be declared before attack.
Roll With Punch/Fall: In case of falls, beat 14.
Saving Throws: are rolled on a d20. Lethal Poison needs 14, nonlethal 16, harmful drugs and psionics 15 (10 vs Psionics for those who have them), and none vs Acid, hope you've a good dodge roll.
SDC: Inanimate objects just have this, no hit points. A luxury car has 450 SDC, there's a chart with a buncha other stuff.
Simultaneous Attack: Forego your defence against an incoming attack to hit them at the same time. Nobody gets a defense roll except those with paired weapons, who can parry with one and attack with the other. Or take the hit and attack with both.
Sneak Attack: If they don't know you're there, you have initiative.
Strike, Throw: What it says.

Then there's a combat example involving a first level mutant dog with Hand to Hand Martial Arts and 3rd level Katana skill, obtained by taking Fencing three times. (That's not what it said in the Fencing description, but ok. Also, I knew there was someplace in a Palladium book that says you can stack skill slots to get extra levels in that skill; it came up in one of the other Palladium Let's Reads, forget which one. At least I found it for my own satisfaction.

Next: The actual hand to hand skills.
 

Bicorn

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I developed a subsystem for tracking the character's temper, from jovial to blind rage, that was a lot of fun to roleplay.
Hmm, inventing personal game mechanics for roleplay purposes might be more common than I thought; I did the same with a chaotic neutral D&D character.
 

Bicorn

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Good (Principled and Scrupulous)
Selfish (Unprincipled and Anarchist)
Evil(Miscreant, Aberrant, Diabolic)
Palladium's alignments, of course, map to a subset of AD&D alignments (minus True Neutral, which as noted Siembieda has beef with), just given unique names to obfuscate this.
Principled = LG, Scrupulous = NG, Unprincipled = CG, Anarchist = CN, Miscreant = NE, Aberrant = LE, Diabolic = CE.

By the way, I vaguely remember larger animals had to pay more Bio-E for Hands and Biped for no clearly explained reason. Was this something that was only in some editions?
 
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Raleel

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Palladium's alignments, of course, map to a subset of AD&D alignments (minus True Neutral, which as noted Siembieda has beef with), just given unique names to obfuscate this.
Principled = LG, Scrupulous = NG, Unprincipled = CG, Anarchist = CN, Miscreant = NE, Aberrant = LE, Diabolic = CE.
and no lawful neutral. no idea why he's missing that
 

Bicorn

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and no lawful neutral. no idea why he's missing that
Stuck on the "lawful = good" mindset, perhaps. (After all, the LE-equivalent was named "Aberrant", suggesting he considers it a deviation from the norm.)
 

Dalillama

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By the way, I vaguely remember larger animals had to pay more Bio-E for Hands and Biped for no clearly explained reason. Was this something that was only in some editions?
The Moose, Elk and Rhino do, but none of the others regardless of size. There is indeed no clearly (or at all) explained reason for this. But then, there's not a clearly explained reason for any of the bizarre costs things are assigned, so, yanno.
 

Dalillama

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Hand to Hand skills
Basic hand to hand is what you get at boot camp or a good civilian self-defence class. Includes Automatic Parry, Pull Punch, Roll with Punch/Fall, Kick Attack 1d6, Knock Out, and Critical Strike (It's not clear what exactly is meant by this, since several of those don't appear until later levels). Levels 1 & 13 give +2 to Roll with/Pull Punch, 2&10 +2 Parry/Dodge, 3 +2 Attacks per melee 7&11 +1 attack , 4 +2 strike, 15 +1 strike, and 5&14 +2 damage . Level 6 says Kick Attack does 1d6, so I guess it's still 1d4 before then. Level 8 gets Critical Strike from behind, 9 gives Knock out/Stun on a roll of 19-20 (so that's not something one declares beforehand I guess), and 12 gives a Critical Strike on a natural 19 or 20.
Hand to Hand Expert is what commandos and special forces learn. Includes everything Basic does, plus Death Blow. Levels 1 gives +2 to Roll with/Pull Punch, 2&11 +2 Attacks per melee 7&10 +1 attack, 3&10 +2 Parry/Dodge , 4 +3 strike, 14 +2 strike, and 6 +3 damage. (so Basic actually gives a better total bonus to damage, but Expert will get to punch someone a lot more). Level 5 gives Kick Attack 1d6, . Level 8 gets Knock out/Stun on a roll of 19-20, 9 gives Critical Strike from behind (Why are those reversed for this level? Also, why on earth does Basic get to attack from behind earlier?), 12 gives a Critical Strike on a natural 19 or 20, and at 15 a natural 20 turns into a Death Blow (So that's not declared before hand either, I guess? Makes the rules about rolling with them pretty niche, since you'll only get to if you roll a nat 20 yourself).
Hand to hand Assassin is taught by secret organizations like the "CIA, Mafia, etc." There's some cinematic license if you like :p. The CIA most assuredly hasn't got their own hand to hand style, because of they're going to assassinate someone they'll use a weapon of some kind like sensible people. CIA assassination specialists, to the extent that there is such a thing, are gonna be ex-special forces types with the Expert skill. As far as the Mafia having their own hand to hand style... I can't even. Anyway, it includes the same things as Expert. Levels 1,11&15 give +2 to Strike, 2 +2 Attacks per melee 5, 8&13 +1 attack, 3 +3 to Roll with/Pull Punch, 4 +4 damage 14 +2 damage, 6 +3 Parry/dodge, . They don't get Kick Attack 1d6 until level 9, but Knock out/Stun on a roll of 19-20at 7. 10 gives a Critical Strike on a natural 19 or 20, and at 12 a natural 20 turns into a Death Blow (So wait... Assassins are the first hand to hand type that doesn't get a Critical Strike from behind? How's that work?)
Martial Arts are, as noted previously, 'some type of Oriental fighting skill (Karate, Kung Fu, etc.)' which... One, phrasing, seriously it's 1989 guys. Two, what about Judo, Aikido, etc., which are wildly diferent to striking focused arts. Three, what, savateurs, capoeiristas, daæmaængas, none of them count? (I know, I know; research was harder in those days and nobody in the States knew about any martial arts they hadn't seen in movie). Martial Arts is the first skill that allows for Jump Kicks and Leap Attacks as well as all the other stuff. Level 1 +3 Parry/Dodge, 12 +2, 2 +2 Attacks per melee 6, 9&13 +1 attack, 3 +4 to Roll with/Pull Punch, 5 +3 Strike, 11 +4 damage, 15 +2. Kick Attack does 1d8 at 4th level (but still only 1d4 til then?), expanded critical and Death blow come at 10 & 14, and level 8 is where judo comes in, allowing a body throw for 1d6 damage, costs victim initiative and next attack.
Ninjutsu!! The Ninja rely on stealth over damage, which is why they get a 1d6 starting kick attack. (At least I assum sp, it's listed here, but not at any of the level increments, so). Also the rest of the stuff. Levels 1 +3, 11&15 +2 to pull/roll with punch, give +2 to Strike, 2&9 +2 Parry/Dodge, 3 +2, 6&11+1 attack, 4 +3 to strike, 14 +5 damage. Level 5 gets the body throw, level 7 stuns on 18-20, level 8 gets a Critical on 17-20, 10th gets Critical form(sic) behind, and Death Blow comes at 13. Before buying Ninjutsu, you must also have Acrobatics, Climb, Prowl, and Fencing for at least one ninja weapon (OK, is Fencing the same as WP: Sword or not?). Those who have a ninja mentor get all those skills automatically.

ETA:
Thoughts: there's definitely some odd design decisions in here, mostly noted in the descriptions, and a few outright wtfs (everyone gets sneak attacks but martial artists and Assassins?!). Basic and Ninjutsu both top out at 6 attacks per melee, Assassins and Martial Artists get up to 7, and Experts can have 8 attacks plus any they get from other skills like Boxing. Mostly bonuses to strike sum lower than defense bonuses, probably a deliberate decision to make for showy combats with lots of blows thrown and blocked, like in kungfu movies.


Next: Healing
 
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Dalillama

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Recovery From Damage
You can do first aid on yourself if most of your bits still work, and anyone with medical skills can try to help someone else. Someone receiving basic first aid recovers 2 hp/24 hours (This probably assumes that they're also resting and not jumping over rooftops or getting in fights, but that's not specified til SDC).
Professional care "From a doctor, clinic, or hospital" is the same as first aid for two days, then jumps to 4 hp a day (Relatively minor injuries don't need professional care as much).

Recovering SDC:
SDC heals at 5/hr of total rest (sleep or utterly nonstrenuous activity). Blood loss is mentioned here, not in the medicale section above; anyone who's down to 15% of their max HP loses one HP/minute until they get some kind of medical care.

Surviving Coma and Death (the phrasing makes it sound like surviving death is an option...)
When you reach 0 HP, you're in a coma and will die in PE hours without care. If you are reduced to -(PE) HP, you're just plain dead. Due to awkward phrasing and sentence construction, that takes 3 paragraphs and 2 headings in the book. Blood loss is going to be particularly relevant here, but that's not called out; if someone's down, you've got at most PE minutes to get them some first aid before they're gone.

Recovery from a Coma (isn't this surviving?)
Every hour you can roll percentile to stabilise, meaning you're at one hp and not actively bleeding. You need to succeed on two out of three rolls, and I think the rules mean that every hour you roll percentile three times, and if two of them succeed you're good. Personally I think that 1 roll per hour, need 2 consecutive success, would be a better rule, but whatever. Someone who's just getting first aid (the person needs some actual medical skill on their sheet) has an 18% chance of success, an 'Intern or RN' (What's that on the skill chart?) boosts it to 32%, a doctor without proper facilities gives a 46% chance, +10% for a clinic, +20% for a hospital, +4% more for a 'Large, major' hospital. High PE gives a bonus to these percentages, starting at +5% and increasing slowly.

Side-Effects:
If you really take a whooping, there's lasting consequences. For those who lose >80% of their SDC, the consequences last 2d4 days, and are rolled on a chart that allows for minor and major battering, giving Spd and PP penalties, damaged limbs giving assorted penalties to that limb's attribute use; legs affect overall spd and dodge. There's also Head Injury (-5% to all skill use, -2 spd), and back injury (penatly to physical attributes)
Losing >75% of hit points hurts for up to a month (1d4 weeks), regardless of how fast the actual points come back. These are your serious muscle tears, broken bones, etc. Comes with worse penalties. This table and the next are specifically called out as optional.
Those who've recovered from a coma have a 10% chance of recovering completely, otherwise they'll suffer a permanent -1-2 to an attribute from scarring (internal or external), brain damage, or other lasting bodily insults.

ETA:
I really like the lasting damage charts, although I don't recall having actually used them. It helps to make Hit Points feel less abstract, and even with SDC. It's not like "oh well, I got the shit beat outta me by five guys, but a few days of doctoring I'll be right as rain". If you take a serious beating, you're gonna feel that for a fair while.

Next up we have Weapons and Combat, although in fact this section is only about ninja stuff. Modern weapons come later in a separate chapter.
 
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Nate_MI

Formerly 'Raveled'
Validated User
This is a lot of fun. Palladium seems to have a bunch of rules and systems that are cool in their theming, terrible in their execution.

This is slightly off-topic but I couldn't get anyone to play After the Bomb so I converted the animals to Cyberpunk 2020, still fiddly but not so much.

This is for stat modifiers only, the stats are rolled normally for Cyberpunk and then size and species bonuses/penalties applied. TECH and LUCK are rolled as normal.

IQ: Intelligence
ME: Cool
MA: Empathy
The average of PS and PE: Body Type
PP: Reflex
PB: Attractiveness
Spd: Movement Allowance
SDC bought with BIOE is /5 to become natural SP Armour, AR /2 is natural SP Armour.

Using Chromebook 3, I gave each Mutant Animal an Animal Sense Bonus based on how many Advanced Smell/Hearing/Vision powers they had bought.
Now you're just making me want an all-animal cyberpunk game.
 
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