So, preempting my already late post was an annoucnement about the future Kickerstarter for the reprint of Palldium Game's Teenage Mutant Ninja Turtles & Other Strangeness.
TMNT & OS is a fun game, I having eventually tracked it down and owned it. But it suffers from Palldium's unholy fusion of AD&D, Runequest and the worse excesses of 80s roleplaying. The most fun element of character creation (the mutations) is almost completely divorced from the rest of the game, the combat rules move like molasses depending on how many attacks you get in vs the large number of SDC characters have as a legacy from Heroes Unlimited and the gun rules are held up by a desperate attempt for realism in a game about mutant animals. And finally some things like Boxing, which gave you an extra attack was a mandatory pick regardless of the character.
But it's still fun to roll up a bunch of random mutnats armed to the teeth with ninja weapons and machine guns.
Animal people being a staple of D&D and Palladium running on almost the same syystem as AD&D. It would be a shame to not take the opportunity to mix the two together. Either for a Dr. Moreau style Magic-User or just another random race to popluate a setting/dungeon. This does require you to know the TMNT & OS system already but it's not likely you would be using this if you didn't already have an idea of both systemms.
Palladium
TMNT/After the Bomb to AD&D and Other Games
1) Roll attributes as usual and roll to
see what mutant animal you are if you don’t choose.
2) Understand that the Attributes are
the same and convert them, dividing each bonus by half.
Strength = Physical Strength, Dexterity = Physical Prowess, Constitution
= Physical Endurance, Intelligence = Intelligence Quotient, Wisdom = Mental
Endurance, Charisma = Mental Affinity, Comeliness = Physical Beauty. Base
Movement = Speed.
Example)
Cat – Domestic has MA+2 and PP+3, which converts to Cha + 1 and Dex +2.
3) Convert Growth Steps bonuses using
the same process, Anything under GS 6 is Small and over GS 14 is Large. Halve
the bonuses and penalties received for this GS as in 2).
Example)
The player doesn’t wish his cat to be Small, so he spends 15 BIO-E to reach GS
6
4) Spend BIO-E on and convert the Human
Features, None means exactly that, cannot use that features as a human would.
Partial hands give -2 penalty to tools spell-casting and non-natural weapon
usage. Partial Upright Stance means the character can attack but moves at half
speed unless on all fours, cannot perform jumps, leaps or similar. Partial
Speech means reaction rolls are at a -1 due to extremely difficult and growly
speech. Human Looks – None imposes a -2 to Reaction Rolls, Partial Human
Features impose a -1 and Full Human Features give no penalty.
5) Spend BIO-E on Natural Weapons and
Powers, Any AR gained is converted to a natural AC via the equation AC = 15 -
AR
6) SDC, gained from GS and natural armor is converted into starting HD by deducting 30 from the mutant animal's SDC and then divide by 20 to get the HP bonus.