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[WIR] TMNT/After the Bomb/Road Hogs

Nate_MI

Hail Tzeentch!
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Yeah, in 1E, it was Sparrow Eagles. Which was always a little silly, but what the hey.
"Fear us, villains! Fear the sting -- of the Shrikes!" "Actually we're mostly songbirds, except for Eddie. Eddie rolled waterfowl." "Quack!"
 

Dalillama

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After the Bomb
Is a short book, only 47 pages. The iintroduction says it was originally intended as a one off adventure scenario and snowballed a bit. There's no rules content, it absolutely requires TMNT and/or Heroes Unlimited (preferably the latter, because there's references scattered through to things that aren't in the TMNT book). We're told that an imaginative GM could use it with any post apocalyptic game. Character creation is as per TMNT, but with an alternate background table, as 'cause of mutation' is nuclear war.

Technician (15%): Grew up in an animal city and got a decent technical education. +15% scholastic bonus, 5 high school skills, 10 college skills(what are those? TMNT doesn't say), 12 secondary skills, and 2d6 thousand Cardanian Bucks. They aren't prejudiced against humans, and consider most of the other backgrounds to be bumpkins.

Militia (10%) Grew up in a small Cardanian community that's often menaced by raiders, where people split their time between farming and military drill. Has a 5% scholastic bonus, First Aid, Agricultural (not in TMNT), 3 military skills, 6 High School skills and 10 Secondary skills. Has only 2d6 hundred bucks of stuff. They generally assume humans are enemies.

Elite Militia(10%): Raised as a soldier in a paramilitary compound, has 6 military, 4 high school and 5 secondary skills. Starts with a longarm, a sidearm, a 'complete military kit' and 100 bucks.

Guerrilla(20%): Grew up in a backwoods community outside Cardania, constantly skirmishing with the Empire and assorted mutant renegades. Has Basic Survival (?), Prowl, Tracking, and Basic Explosives(?) plus 2 military, 2 high school and 4 secondary skills. Has 1d6 hundred bucks of stuff and a well concealed hatred of humanity.

Scout(20%): Raised by a family so far out in the boonies that strangers are an annual occurrence at most. Has Basic Survival, Escape Artist, Prowl, Fishing, Hunting, Trackinf, and Trapping, plus 2 military and 4 secondary skills. Also +2 PE and +10 SDC. Has one old weapon, one outfit, and a bag of assorted survival gear.

Feral Scout(10%): Orphaned by war or raid, they survived in the wilds and eventually made it back to civilization. Pretty backwards. Has the same automatic skills as Scout, at higher levels, but only 2 Secondary and 2 military skills. Also +15 SDC, +6 PE, +3 PS and +2 PP. Employed by the government as a scout, has 200 bucks worth of issued gear and an attitude problem.

Free Slave(5%): Escaped from the Empire, has 6 secondary and 2 military skills plus basic Survival, Escape Artist, +5 PS and +25 SDC. Has 200 bucks of issued gear and a burning hatred of humanity.

Scientist(5%): Talented youth are put into a special science program, overseen principally by humans for unclear reasons. Has a +20% scholastic bonus, 12 College, 6 high school and 15 Secondary skills. As comfortable with humans as with animals. Has 3000 bucks of gear.

Ninja(5%): It had to be here, but apparently the ninja masters got more selective. Or it's just that there's more niches and more mutants, so the same number of ninja makes a smaller percentage. 3 military, 5 high school, 2 college and 6 Secondary skills, plus Ninjutsu and 3 ninja WPs. Starts with their primary weapon and 250 bucks of stuff. Has a 'neutral attitude towards animals alike". I assume there's meant to be a 'humans and' in there.

Using Heroes Unlimited: It's advised that all characters should be mutants, and we're given a table with equal chances of mutant animal, psionic mutant human, or superpowered mutant human. No word on backgrounds for the latter two.

A player's Introduction:
The time is the late 21st century, the place is the post apocalyptic wreckage of the East Coast. Mutant animals everywhere, not many humans. Most surviving humans (and presumably their children etc.) helped the newly sapient animals, establishing schools and infrastructure etc. A sizable minority reacted very poorly indeed to the new neighbours, forming the Empire of Humanity, dedicated to reestablishing human dominion over the world and killing all mutants. There's not that many of them, but they have a fusion reactor and some working preapocalypse manufacturing, so they're pretty bad news. Your job is to explore the new world and foil the Empire's plans.

Next: Postapocalyptic geopolitics
 

Nate_MI

Hail Tzeentch!
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The time is the late 21st century, the place is the post apocalyptic wreckage of the East Coast. Mutant animals everywhere, not many humans. Most surviving humans (and presumably their children etc.) helped the newly sapient animals, establishing schools and infrastructure etc. A sizable minority reacted very poorly indeed to the new neighbours, forming the Empire of Humanity, dedicated to reestablishing human dominion over the world and killing all mutants. There's not that many of them, but they have a fusion reactor and some working preapocalypse manufacturing, so they're pretty bad news. Your job is to explore the new world and foil the Empire's plans.
I wonder if they have an overfondness for skulls and are okay with dog-mutants.
 

Dalillama

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Notes on Life After the Bomb (today's a twofer)
The largest and most industrialised mutant nation on the East Coast is Cardania; the PCs are probably citizens thereof.
PreDeath money is worthless. Most commerce is barter, with Cardanian Bucks being the currency of account, and also the legal currency of Cardania. Bucks are divided into four bits. They are also accepted by the Rodent Cartel, the Plains of Free Cattle, and much of the Contested Lands. Average daily wage for a farmer is 1 buck, for a soldier 2 bucks. Rent in a city/town runs about 35 bucks a month, presumably there's cheaper flops and also somewhat higher wages in town. A loaf of bread (presumably 1 or 2 lbs) is 1 bit, 5 lbs of flour is 3 bits. A good bow can be had for 90 bucks, while a .45 automatic, newly made in Cardania, is 950 bucks. The general rule is that salvaged goods in approximately working order cost what TMNT says. Newly made high tech items cost 3x those rates, if they're available at all. Food and other basics are pretty affordable though. The Empire and New Kennel use a purely electronic currency system called credits. In the Empire, things are available at TMNT/HU prices; in New Kennel there's chronic problems with inflation and currency adjustments. This is deliberate.

On mutants and offspring: all anthropomorphic creatures are at least theoretically sexually compatible, and interspecies relationships are common. Only members of the same or very closely related species can actually reproduce, though, with pretty much the parameters of real-life species interbreeding; mules and coydogs yes, otterwolverines no.

On Mutants and Monsters
This is a fantasy game, real life radioactivity is not your friend, and nuclear war will ruin everyone's day.

The Empire of Humanity
Because every adventure needs a villain, and in those days it was universally accepted that nazis and their ilk were the kind of villains that every player would want to oppose at every turn and kill without hesitation or remorse. I miss those days.
They are centered around Technoville, which holds the last known working fusion reactor and ~18000 of the Empire's ~29000 human citizens. Manual labour and grunt work are done by ~200000 enslaved mutant animals, mostly cows, sheep, horses, and pigs.
The Empire's technology is supposedly equal to the1980s, but as we will see that's a lie. They have a strong manufacturing capacity and are beginning to use robots in factories. Their military takes up nearly a third of the human population, indicating a rather Spartiate society. There's about 3500 humans with guns, 3700 trained with type I Power Armour (1986 technology, folks), of which they only have 210, with 2 more being made per month. and 2400 in type 2x Power Armour (100 more being made per month). There's also some 600 pilots who have 65 fighter-bombers, 120 assault helicopters, and 15 large transports, as well as a permanently anchored aircraft carrier that serves as their principal airbase and as many pre-death planes as they can make work. On top of this, 6500 New Kennel dogs are under the direct command of the Empire military as auxiliaries. I think they get assault rifles too. Also, secret police, because, yanno, fascists.
This is all run by Emperor Daniel Christian (interesting choice of names there). He is 96 years old, which gives us an upper limit on how long ago the Death happened, as he was commander of a military unit that rode it out intact. He found the reactor and the scientific community that surrounded it, seized them both, and shot everyone who argued. He is a mutant, a fact which he conceals. In addition to only looking about 40, he has Alter Physical Structure: stone from HU. This lets him turn to stone, get lots more SDC, AR 17 and +8 PS, plus a buncha resistances. He is Diabolic, big shocker there. he usually carries an Ion Blaster pistol (maybe this was the super 80s; that actually fits when you think about it) that does 5d6.
His right hand man was apparently trained by Doc Feral; Professor William Sybek runs the Empire's scientific endeavours, and refuses to believe mutant animals are even sapient. (Christian knows they're sapient, he's just an evil fuck who doesn't care.) Sybek is also a horrible person all around, using threats against family members and suchlike to 'motivate' his underlings (many of whom come from the old tradition and don't actually want to work for a buncha nazis). His alignment is Miscreant and he has no combat abilities.
General Mike Ulster is supposedly Scrupulous despite being the commander of the Empire's military forces. If it were up to him, animals wouldn't be enslaved, but he doesn't care enough to do anything about it, so, yanno, he's an asshole too. He's also a cyborg with most of his left side replaced; extra strong, concealed ion blaster, optics, that kinda thing. Has a special suit of power armour, AR 18, SDC 900, drives around in a tank with a frickin laser cannon on it. And some machineguns.

Type 1 armour is gigantic, has a blaster in the arms that does 6d6 but can only shoot 12/hr and 1/round, lasers in the head that can shoot unlimited but only do 2d6, PS 28, optics and communications. AR 18, SDC 1200. Takes 2 months training to use. Type 2xd armour is an exoskeleton only a little bigger than the user, has 5d6 ion blasters with the same limitations, PS 23, SDC 240, and fewer bells and whistles. Cheaper to make and only takes 3 weeks to learn.
The average grunt gets a laser assault rifle, the G-9. It does 1d6 more damage than an AK, with half the range. It can fire 32 shots before needing a cooldown, which takes 7.5 minutes (30 rounds). So, basically, it sucks, and the Cardanian forces are better equipped than Empire and New Kennel grunts. They also get a .45 submachinegun that's, yanno, a gun. The Sabre fighter bomber is like a then modern one, but has a laser cannon on. The helicopters are basically Vietnam era Hueys, with .50 door gun. Tanks have lasers that do 10d6 and only fire every third round, plus grenade launchers and machineguns.


Next: New Kennel and Cardania
 

DarkMoc

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Based on the map at the front of the book, Technoville appears to be Poughkeepsie. New Kennel is most of New Jersey (the border looks to roughly be US 30 / White Horse Pike from Cherry Hill to Atlantic City), with Cardania being the Delmarva Peninsula and some of the Virginia mainland down to around the border with North Carolina. Southern New Jersey is the Disputed Lands and south of Cardania is the Gator Lands.
 

Dalillama

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Based on the map at the front of the book, Technoville appears to be Poughkeepsie. New Kennel is most of New Jersey (the border looks to roughly be US 30 / White Horse Pike from Cherry Hill to Atlantic City), with Cardania being the Delmarva Peninsula and some of the Virginia mainland down to around the border with North Carolina. Southern New Jersey is the Disputed Lands and south of Cardania is the Gator Lands.
West of Filly (Philadelphia) is the Plains of Free Cattle, whose territory extends south and west as far as the map goes. South of the Gatorlands is Yehcat. North of the Empire in Maine and upstate NY is the Wolf Barbarians. The coastline is somewhat changed by rising sea levels; N'Yak(NYC) is mostly underwater the parts that aren't are Bird Island.
 

DarkMoc

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West of Filly (Philadelphia) is the Plains of Free Cattle, whose territory extends south and west as far as the map goes. South of the Gatorlands is Yehcat. North of the Empire in Maine and upstate NY is the Wolf Barbarians. The coastline is somewhat changed by rising sea levels; N'Yak(NYC) is mostly underwater the parts that aren't are Bird Island.
And Boston is now Boar's Town. I'm not sure where Plato, Gatorland is supposed to be (Rockyhock, NC?). Yehcat should be more than 75 miles south of Gatorland (based on the description of the Southern Wastelands and Big Burn), but other than that it's not precisely located as far as I can tell. Getting a little ahead of where the reading is, the Wolf Barbarians are east of the Hudson based on the Gun Bunnies adventure and the front page map.
 
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