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Take An Adventure In Dystopia With Palladium's Original After The Bomb
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<blockquote data-quote="Nostalgia Ward" data-source="post: 7742712" data-attributes="member: 6909862"><p>The inaugural scenario in Palladium’s <strong>Teenage Mutant Ninja Turtles Adventures</strong> has two possible outcomes: rescuing a military installation from those lovable, cuddly, psychopathic, psionic miscreants, the Terror Bears or annihilating 75% of the country in a sudden launch of the nuclear stockpile. Little did anyone know this adventure would launch a line that outlasted the <strong>Teenage Mutant Ninja Turtles</strong> license at <strong>Palladium Books</strong>.</p><p></p><p style="text-align: center">[ATTACH]96575[/ATTACH]</p><p>[PRBREAK][/PRBREAK]</p><p>In the first part of this book, players are introduced to the plot. Nuclear annihilation, otherwise known as the Big Death, has resulted in the destruction of much of the east coast, wiping out many humans in its wake. A side effect of the blast is the mutation of most animals and the creation of their own societies. </p><p></p><p>After getting the introduction out of the way, designer Erick Wujcik tells the us about life after the Big Death. Players are informed they’ll more than likely be citizens of Cardania and a few other details, such as money and interspecies dating are briefly covered. Everything is highly detailed here, as the reader learns about the new cities and their various conflicts. </p><p></p><p>A common theme in this setting is slavery. The inhabitants of one kingdom, Bird Island, enslave their own kind. In the remains of was once Long Island, NY, the mutated birds possessing the ability of flight are in charge. They’ve enslaved all flightless birds, creating a society in which any sort of scientific or technological research is prohibited and outsiders are distrusted. They’re focused on preserving their own history and what little technology they possess. </p><p></p><p>Other lands are New Kennel (an entire region populated by mutated dogs and aligned with the humans) Cardania (the most functional of the mutant societies), the Filly Rat Cartel (exactly what it sounds like), the Land of Free Cattle (a loose association of tribes) and N’Yak (a post-apocalyptic Manhattan).</p><p></p><p>Humans originally assisted mutants following the Big Death. Over time, mutants came to distrust humans and the two groups grew apart. The Empire of Humanity has giant robot Mechs, Jets with laser cannons and evil humans galore. Emperor Christian is the leader of the empire, and primary villain, holds control over most humans in the setting. Christian is secretly a mutant with the ability to become stone, an ability he uses to remain in control of the population. He’s got the evil dictator trope down pat, right down to counting an altruistic general and a bumbling right hand man among his cohorts. </p><p></p><p>The book shines with its adventure selection, whose highlights include an adventure with zombies and gun-wielding rabbits (<strong>Gun Bunnies and Zombies</strong>), an adventure involving enormous mutated insects (<strong>Clem’s Big Adventure</strong>) and an introductory adventure to get your players accustomed to the setting (<strong>A Journey to Boar’s Town</strong>). Three other adventures—<strong>Aerial Supremacy, The Power of Ali Komani and the Rodent Plague—</strong>are intended for more experienced parties.</p><p></p><p>Wujcik’s writing here is detailed, as always, but does have some minor spelling issues. Otherwise, he paints a dark and dystopian story that manages to also be amusing and enjoyable. </p><p></p><p><strong>TMNT</strong> co-creator Peter Laird’s distinctive art style permeates the pages of the book. A mutant alligator at in the first few pages bears a striking resemblance to recurring <strong>TMNT</strong> villain Leatherhead, while some impressive tech, mutant rabbits and humans can be spotted throughout the text. There are some vehicles later in the book that bear a striking resemblance to the Technodrome form the <strong>TMNT</strong> cartoons/video games. I’m surprised I didn’t see any stone warriors.</p><p></p><p>At a scant 48 pages, the first edition of <strong>After the Bomb</strong> manages to create a worthwhile extension to the <strong>TMNT</strong>/<strong>Palladium</strong> universe that is both ludicrous and fun. It has more depth than the following <strong>TMNT Adventures </strong>and isn’t bogged down by extensive rules and instructions. The supplements for the first edition range from <em>Mad Max </em>style antics to space and beyond.</p><p></p><p><em>Contributed by David J. Buck</em></p></blockquote><p></p>
[QUOTE="Nostalgia Ward, post: 7742712, member: 6909862"] The inaugural scenario in Palladium’s [B]Teenage Mutant Ninja Turtles Adventures[/B] has two possible outcomes: rescuing a military installation from those lovable, cuddly, psychopathic, psionic miscreants, the Terror Bears or annihilating 75% of the country in a sudden launch of the nuclear stockpile. Little did anyone know this adventure would launch a line that outlasted the [B]Teenage Mutant Ninja Turtles[/B] license at [B]Palladium Books[/B]. [CENTER][ATTACH=CONFIG]96575[/ATTACH][/CENTER] [PRBREAK][/PRBREAK] In the first part of this book, players are introduced to the plot. Nuclear annihilation, otherwise known as the Big Death, has resulted in the destruction of much of the east coast, wiping out many humans in its wake. A side effect of the blast is the mutation of most animals and the creation of their own societies. After getting the introduction out of the way, designer Erick Wujcik tells the us about life after the Big Death. Players are informed they’ll more than likely be citizens of Cardania and a few other details, such as money and interspecies dating are briefly covered. Everything is highly detailed here, as the reader learns about the new cities and their various conflicts. A common theme in this setting is slavery. The inhabitants of one kingdom, Bird Island, enslave their own kind. In the remains of was once Long Island, NY, the mutated birds possessing the ability of flight are in charge. They’ve enslaved all flightless birds, creating a society in which any sort of scientific or technological research is prohibited and outsiders are distrusted. They’re focused on preserving their own history and what little technology they possess. Other lands are New Kennel (an entire region populated by mutated dogs and aligned with the humans) Cardania (the most functional of the mutant societies), the Filly Rat Cartel (exactly what it sounds like), the Land of Free Cattle (a loose association of tribes) and N’Yak (a post-apocalyptic Manhattan). Humans originally assisted mutants following the Big Death. Over time, mutants came to distrust humans and the two groups grew apart. The Empire of Humanity has giant robot Mechs, Jets with laser cannons and evil humans galore. Emperor Christian is the leader of the empire, and primary villain, holds control over most humans in the setting. Christian is secretly a mutant with the ability to become stone, an ability he uses to remain in control of the population. He’s got the evil dictator trope down pat, right down to counting an altruistic general and a bumbling right hand man among his cohorts. The book shines with its adventure selection, whose highlights include an adventure with zombies and gun-wielding rabbits ([B]Gun Bunnies and Zombies[/B]), an adventure involving enormous mutated insects ([B]Clem’s Big Adventure[/B]) and an introductory adventure to get your players accustomed to the setting ([B]A Journey to Boar’s Town[/B]). Three other adventures—[B]Aerial Supremacy, The Power of Ali Komani and the Rodent Plague—[/B]are intended for more experienced parties. Wujcik’s writing here is detailed, as always, but does have some minor spelling issues. Otherwise, he paints a dark and dystopian story that manages to also be amusing and enjoyable. [B]TMNT[/B] co-creator Peter Laird’s distinctive art style permeates the pages of the book. A mutant alligator at in the first few pages bears a striking resemblance to recurring [B]TMNT[/B] villain Leatherhead, while some impressive tech, mutant rabbits and humans can be spotted throughout the text. There are some vehicles later in the book that bear a striking resemblance to the Technodrome form the [B]TMNT[/B] cartoons/video games. I’m surprised I didn’t see any stone warriors. At a scant 48 pages, the first edition of [B]After the Bomb[/B] manages to create a worthwhile extension to the [B]TMNT[/B]/[B]Palladium[/B] universe that is both ludicrous and fun. It has more depth than the following [B]TMNT Adventures [/B]and isn’t bogged down by extensive rules and instructions. The supplements for the first edition range from [I]Mad Max [/I]style antics to space and beyond. [I]Contributed by David J. Buck[/I] [/QUOTE]
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