T.M.N.T. & Other Strangeness is published by Palladium Books, Lonyo, Detroit, Teenage Mutant Ninja Turtles and Turtle Tales available at comic book . Inspired by the comic book, Teenage Mutant Ninja Turtles, players can create there own mutant animals with human skills and combat abilities and help. Teenage Mutant Ninja Turtles & Other Strangeness is a core rulebook based on the comic book published by Mirage Studios in In , Palladium chose not to renew the licensing to publish TMNT material. TMNT & Other Strangeness was conceived shortly after the first few comic.

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Index of /public/Books/ RPGs/../ TMNT - After The Bomb - Mutants in Oct 84M TMNT - After the Bomb - Book 5. Teenage Mutant Ninja Turtles & Other Strangeness is a role-playing game based on the comic . Create a book · Download as PDF · Printable version. What had started as a gritty world filled with vigilantes and other strangeness was soon replaced by Teenage Mutant Ninja Turtles and Other Strangeness PDF.

Players will be called upon to thwart everything from a ninja clan to greedy Hollywood executives. Characters While the primary heroes of the TMNT universe were mutated turtles, the rules for the role-playing game allowed players to control a wide variety of animals.

A chart even existed to enable players to randomly determine the species with just a roll of the dice. A serious student of the martial arts.

Michelangelo — With a love for surfing and pizza, Michelangelo is the most laid back of the Turtles. His weapon of choice is a pair of nunchaku. Often serves as the comic relief.

Raphael — The fiercest member of the group, Raphael uses a pair of sai in pursuit of justice. Donatello — The brainy member of the TMNT, Donatello serves as their resident tech expert and wields a bo staff in combat.

Splinter — The former pet rat of a ninjutsu master, Splinter would later mutate and serve as the mentor and surrogate father of the Turtles. Casey Jones — A New York City vigilante who wears a hockey mask and fights crime with a variety of sporting goods.

Human society is organized into houses run by powerful warlords that maintain armies to fight the robotic threat. Players in Splicers play a warrior in one of the human armies.

They fight against the robotic threat in one of three ways: with the use of bio-engineered weapons, by modifying their own bodies to make themselves into powerful bio-weapons, or in a few cases, by being one of the lucky few who are immune to the nano-bot plague and using the robots' own weapons against them.

The first group of warriors includes occupational character classes called OCC's that wear living suits of armor that give them incredible abilities. This includes archangels, who wear light armor that gives them the power of flight, roughnecks--who serve as the infantry of the human armies, and dreadguard--heavily armed and armored troops.

The self- modified classes include bionics--societal outcasts turned into living weapons. Then we have some of the weirder OCCs that help make this game really interesting: skinjobs--stealth experts who have volunteered to be flayed and have their skin replaced with skin like that of a chamelon.

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There are the scarecrows--powerful enforcers who drink the librarians' brain fluid to gain incredible power of speed, strength, and near-invulnerability. Then there the game's healing class, saints. Not your typical healers, saints have volunteered to have their abdomens torn out and replaced with an alien brain monster that will some day grow into a librarian.

Like I said, this is not your typical sci-fi RPG. And to round out the OCC list, there are also the technojackers--humans immune to the nanobot plague who wield traditional, metal-based technology.

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Published on Nov 25, Tasmania is the bastion of technologically advanced civilization, while the mainland is largely under the sway of the aboriginal Dreamtime philosophy. Invading forces from Jakarta, comprised primarily of human and mutant Water Buffalo forces, threaten both ways of life.

It includes rules for many species of native Australian and southeast Asian animals, as well as riding insects, and various airships. Publisher Blurb: This thrilling sourcebook takes you to the fabulous outback of Australia.

It is a very different world than the savage Americas. Man and animal live in peace, but a new threat from the north threatens that peace.


The Jakartan government from Malaysia has invaded. Their airships rove the skies, seeding the outback with horrible, mutant, man-eating plants, while their army of humans and mutant water buffalo roam the land. SlideShare Explore Search You. Submit Search. Successfully reported this slideshow. We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

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Upcoming SlideShare.It is part of Palladium's megaverse--a shared universe of games that you can port characters between. Next, they should make use of the Evacuation Capsules sometime before the countdown reaches zero,' and Aztec-Land self-de structs. Refrain from personal attacks and discriminatory racist, homophobic, transphobic, etc. So our sales plummeted from 50, copies in a year to 12,, and the next year that dropped to 6, Volo's Guide to Monsters.

Personally, I loved the old Bio-E system, it just produced amusing results. Road Hogs — After the Bomb dealt with the eastern half of a post-apocalyptic United States, and this follow-up focuses on the western states. Purportedly written in just five and a half weeks, the game sold 10, copies very quickly and was Palladium's first big hit. The UK magazine's editor Paul Pettengale commented: Keeper's Guide to the Secret War.