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Unread postPosted: Fri Mar 22, 2019 11:50 pm
  

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So i'm currently working on a campaign setting where everyone is a mutant animal. (no humans) I like some of the lfuff about animals having powers and after doing some diggin came across rules for it in the TMNT Adventures book. It states "Give them 50 extra BIO-E points that must got towards the purchase of ONE superpower." and of course you can use personal BIO-E as well to go over the 50 points. I was thinking of using the same rules for psionics as well.? good/bad?

My big thing is i'm trying to find away to balance it out for non-psi/power characters. Do i limit the background of psi/power characters, or something else.?

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Unread postPosted: Sun Mar 24, 2019 1:56 pm
  

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Limeydragon wrote:
So i'm currently working on a campaign setting where everyone is a mutant animal. (no humans) I like some of the lfuff about animals having powers and after doing some diggin came across rules for it in the TMNT Adventures book. It states "Give them 50 extra BIO-E points that must got towards the purchase of ONE superpower." and of course you can use personal BIO-E as well to go over the 50 points. I was thinking of using the same rules for psionics as well.? good/bad?

My big thing is i'm trying to find away to balance it out for non-psi/power characters. Do i limit the background of psi/power characters, or something else.?


If you're worried about balancing the non-powered against the powered, then either give everyone the 50 extra BIO-E, or don't give it to anyone. Then those who prioritize powers/psionics will have less other stuff. Those who ignore powers/psionics will have more other stuff. Balance maintained.

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taalismn wrote:
Hey, you came up with a novel, attention-getting idea, you did the legwork, you worked it through, you made it fit the setting, even though initial thought might be 'nah, it can't work, it's too silly/stupid/lame', and you posted something that only required a little adjustment, yet can be added to, without diluting its original concept. How can we not give you due support and credit?


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Unread postPosted: Sun Mar 24, 2019 9:40 pm
  

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Father Goose wrote:
If you're worried about balancing the non-powered against the powered, then either give everyone the 50 extra BIO-E, or don't give it to anyone. Then those who prioritize powers/psionics will have less other stuff. Those who ignore powers/psionics will have more other stuff. Balance maintained.


Hmm, guess i'll just leave well enough alone and not use them at all. Less of a disruption that way.

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Unread postPosted: Mon Mar 25, 2019 3:15 pm
  

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If you want to keep things a little calmer on the powers front, Transdimensional Turtles has rules for powers for humans listed on p14-16 and for hominidons on p 16-17. They could be available to mutant animals.


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Unread postPosted: Mon Mar 25, 2019 6:37 pm
  

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thorr-kan wrote:
If you want to keep things a little calmer on the powers front, Transdimensional Turtles has rules for powers for humans listed on p14-16 and for hominidons on p 16-17. They could be available to mutant animals.


That's the one book i do not have yet.. :-(

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Unread postPosted: Sun Mar 31, 2019 7:39 pm
  

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Limeydragon wrote:
thorr-kan wrote:
If you want to keep things a little calmer on the powers front, Transdimensional Turtles has rules for powers for humans listed on p14-16 and for hominidons on p 16-17. They could be available to mutant animals.


That's the one book i do not have yet.. :-(

No worries! It's largely superceded by After the Bomb. Here's what I've indexed:

Human Mutant - After the Bomb2, p119 OR Transdimensional Turtles, p11

Animal Psionics Converson for I.S.P - After the Bomb, p30

Hominidon Mutant - Transdimensional Turtles, p16

Human Special Abilities Table - Lone Star, p97

Special Aptitude Bonuses - Nightbane Survival Guide, p51

Mutant Determination Table (Human) - Mutants in Orbit, p13
Psionic Powers Table (Human) - Mutants in Orbit, p13
Super Ability Table (Human) - Mutants in Orbit, p14
Unusual Mutant Characteristic Table (Human) - Mutants in Orbit, p14

Mutant Determination Table (Animal) - Mutants in Orbit, p9
Random Mutation Table (Animal) - Mutants in Orbit, p10
Unusual Mutant Characteristic Table (Animal) - Mutants in Orbit, p12

Special Aptitude Bonuses - Nightbane Survival Guide, p51

Mutant Determination Table (Human) - Mutants in Orbit, p13
Psionic Powers Table (Human) - Mutants in Orbit, p13
Super Ability Table (Human) - Mutants in Orbit, p14
Unusual Mutant Characteristic Table (Human) - Mutants in Orbit, p14

Mutant Determination Table (Animal) - Mutants in Orbit, p9
Random Mutation Table (Animal) - Mutants in Orbit, p10
Unusual Mutant Characteristic Table (Animal) - Mutants in Orbit, p12


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Unread postPosted: Sun Mar 31, 2019 7:50 pm
  

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thorr-kan wrote:
Mutant Determination Table (Human) - Mutants in Orbit, p13
Psionic Powers Table (Human) - Mutants in Orbit, p13
Super Ability Table (Human) - Mutants in Orbit, p14
Unusual Mutant Characteristic Table (Human) - Mutants in Orbit, p14
Mutant Determination Table (Animal) - Mutants in Orbit, p9
Random Mutation Table (Animal) - Mutants in Orbit, p10
Unusual Mutant Characteristic Table (Animal) - Mutants in Orbit, p12
Special Aptitude Bonuses - Nightbane Survival Guide, p51
Mutant Determination Table (Human) - Mutants in Orbit, p13
Psionic Powers Table (Human) - Mutants in Orbit, p13
Super Ability Table (Human) - Mutants in Orbit, p14
Unusual Mutant Characteristic Table (Human) - Mutants in Orbit, p14
Mutant Determination Table (Animal) - Mutants in Orbit, p9
Random Mutation Table (Animal) - Mutants in Orbit, p10
Unusual Mutant Characteristic Table (Animal) - Mutants in Orbit, p12


Got a copy of transdimensional coning. but now it looks like I need to track down mutants in orbit as well.

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Unread postPosted: Mon Apr 01, 2019 1:41 pm
  

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thorr-kan wrote:
Limeydragon wrote:
thorr-kan wrote:
If you want to keep things a little calmer on the powers front, Transdimensional Turtles has rules for powers for humans listed on p14-16 and for hominidons on p 16-17. They could be available to mutant animals.


That's the one book i do not have yet.. :-(

No worries! It's largely superceded by After the Bomb. Here's what I've indexed:

Human Mutant - After the Bomb2, p119 OR Transdimensional Turtles, p11

Animal Psionics Converson for I.S.P - After the Bomb, p30

Hominidon Mutant - Transdimensional Turtles, p16

Human Special Abilities Table - Lone Star, p97

Special Aptitude Bonuses - Nightbane Survival Guide, p51

Mutant Determination Table (Human) - Mutants in Orbit, p13
Psionic Powers Table (Human) - Mutants in Orbit, p13
Super Ability Table (Human) - Mutants in Orbit, p14
Unusual Mutant Characteristic Table (Human) - Mutants in Orbit, p14

Mutant Determination Table (Animal) - Mutants in Orbit, p9
Random Mutation Table (Animal) - Mutants in Orbit, p10
Unusual Mutant Characteristic Table (Animal) - Mutants in Orbit, p12

Special Aptitude Bonuses - Nightbane Survival Guide, p51

Mutant Determination Table (Human) - Mutants in Orbit, p13
Psionic Powers Table (Human) - Mutants in Orbit, p13
Super Ability Table (Human) - Mutants in Orbit, p14
Unusual Mutant Characteristic Table (Human) - Mutants in Orbit, p14

Mutant Determination Table (Animal) - Mutants in Orbit, p9
Random Mutation Table (Animal) - Mutants in Orbit, p10
Unusual Mutant Characteristic Table (Animal) - Mutants in Orbit, p12


And if ever you want to "weird it up" a bit more, you can add in the Eugenic Animal Mutants (Mutant Underground, p25).
Adding that in after your build can make for some truly strange mutations, chimera, hybrids, etc.

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taalismn wrote:
Hey, you came up with a novel, attention-getting idea, you did the legwork, you worked it through, you made it fit the setting, even though initial thought might be 'nah, it can't work, it's too silly/stupid/lame', and you posted something that only required a little adjustment, yet can be added to, without diluting its original concept. How can we not give you due support and credit?


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