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 Post subject: TMNT Adventure Hooks?
Unread postPosted: Fri Jun 26, 2020 4:46 pm
  

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D-Bee

Joined: Sat Jan 23, 2016 4:54 am
Posts: 3
Hey all! Just getting back into TMNT & Other Strangeness after a 20+ hiatus. Gearing up to run a campaign with my family.

I've scoured these forums, and while I found a few lists of After the Bomb adventure hooks, I didn't find any for TMNT & OS. With TMNT's setup being vastly different (mutant animals in a xenophobic human society), I'm finding the AtB hooks don't mesh well with TMNT & OS.

Anyone up for posting their Teenage Mutant Ninja Turtles & Other Strangeness adventure hooks and scenarios?

Thanks!


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Unread postPosted: Sun Jun 28, 2020 8:03 am
  

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Hero

Joined: Tue Jan 15, 2002 2:01 am
Posts: 1016
Location: Minnesota
I'm game to see what I can come up with. I'd just like a little info:

When is your campaign taking place? (Classic 80's TMNTaOS, Modern 20XX, or Future 20XX+)

Where is your campaign taking place?

Are you just looking for one-shot adventure hooks?

Are there any themes you'd like to focus on?

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Unread postPosted: Sun Jun 28, 2020 4:30 pm
  

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D-Bee

Joined: Sat Jan 23, 2016 4:54 am
Posts: 3
Hey Rali!

I've come up with a few things since posting this, mostly from browsing the few TMNT & OS posts here on the Palladium forums and a couple from other forums.

The campaign is set in 1986 around a highly fictionalized Oklahoma City. Definitely sticking closer to the feel of the original comics & RPG. The first session was an escape from a remote TCRI laboratory. The teenage PCs have been raised in captivity. They're gassed each morning, then brought to simulation pods (where they picked up their skill sets), and then dropped back off in their 1-foot thick bulletproof glass cells. A freak neon-orange storm (caused by space spores that are falling to Earth, which were trailing Halley's Comet) causes a massive power outage, unlocking the mutant animal cell doors.

I've inserted a few adventure/plot hooks so far:
  • Aside from the PCs, there are two other mutant animal NPCs on the cell block. Hammer, a mutant pig who is constantly exposed to mind-warping experiments. Sometimes talks about visions of his old farm and a little boy that was kind to him. During the PC's escape, Hammer was unconscious (he's usually very weak due to the experiments), so they carried him out. I plan for him to be a part of the team and a latent psionic.
  • The other NPC is Cid, a psychopathic mutant crawdad that is subjected to simulations depicting animal abuse, war, and ninjitsu. He is kept in restraints at all times. As expected, he hates all humans. During their escape, Cid went on a murderous spree.
  • The PC's original caretaker was a caring, sympathetic college student named Julie Tran. She was fired a few weeks ago when she tried to wheel the unconscious mutant animals outside after their training session. Unbeknownst to the PCs, Tran was moved to another facility and forced into a time travel experiment. She's now stranded in the Jurassic period.
  • The PC's current caretaker is lazy and abusive. He teases the mutant animals, "forgets" to feed them, leaves their food just out of reach, and shocks them with a cattle prod. His name is Jamal Stockman, and his uncle (Baxter) got him this job. During the PC's lab escape, they found Jamal pinned under a toppled vending machine. They did horrible, horrible things to him.
  • Also during their escape, the PC's were able to hack into a lab computer and find Julie Tran's last known address (in OKC's China town). Obviously the PCs will find out Julie's missing and TCRI has been ignoring all of her family's attempts to contact them.
  • The first session ended with the PC's escaping in stolen TCRI vehicles. The PCs and the unconscious Hammer in one van, Cid the Crawdad on a motorcycle - going his own way. I plan for Cid to become a recurring nemesis.

As far as one-shot hooks, sure! I'm up for anything really. Adventures of the week are great, as are long-term archs. I have plans to inject a local chapter of the Foot Clan, thematic street gangs toting stolen hi-tech weaponry, a time-travelling Terminator-type cyber-assassin, a female Utrom warrior, a robotic/hacker genius who gets a contract with the OKC PD to produce pseudo Robocops, an alien invasion, as well as more local "standard" crimes (kidnappings, extortion, drug running, etc). Whatever I can fit in!


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Unread postPosted: Mon Jun 29, 2020 1:47 pm
  

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Hero

Joined: Tue Jan 15, 2002 2:01 am
Posts: 1016
Location: Minnesota
Are you running the TCRI as bad guys in your campaign?

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That's REAL LIFE. I'm talking PALLADIUM. Confuse the two at your own peril :)
~Nekira Sudacne


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Unread postPosted: Tue Jun 30, 2020 5:55 am
  

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Megaversal® Ambassador

Joined: Wed Jun 16, 2010 4:54 pm
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Location: The Devil's Gate, Missouri
The characters find out that they have clones in another facility. However, if they attempt to rescue them, they find that they have been genetically manipulated. Whatever the manipulation could be up to you: Stronger, Faster, Larger, psionic powers, ect. These clones have also been driven mad by their experimentation. Similar to Crazies, but even bigger loose cannons.

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Unread postPosted: Tue Jun 30, 2020 4:44 pm
  

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D-Bee

Joined: Sat Jan 23, 2016 4:54 am
Posts: 3
Rali wrote:
Are you running the TCRI as bad guys in your campaign?

Sorry! Thought I'd checked "Notify me when a reply is posted". I'm going to try to layer a twist with the main TCRI corporation being run by non-violent Ultroms. The Oklahoma chapter, however, is run by an evil person/entity who's running some of their own projects off the books. I haven't fleshed out this particular big bad as I'm not sure if the PCs will pursue that hook.

Mr. Jays wrote:
The characters find out that they have clones in another facility. However, if they attempt to rescue them, they find that they have been genetically manipulated. Whatever the manipulation could be up to you: Stronger, Faster, Larger, psionic powers, ect. These clones have also been driven mad by their experimentation. Similar to Crazies, but even bigger loose cannons.

That's not bad! I remember I had a similar plot in the Heroes Unlimited campaign I ran as a kid. The PC's secret identities were compromised, so they'd moved all of their families into their secret base. Some point later, that base was attacked by villains. I can't remember all the details, but the base was basically leveled, yet when the PCs arrived, they found all of their families survived. It was many sessions later when they found out their family members had all died in the attack and they'd been living with enhanced clones that were recording their every move.


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Unread postPosted: Wed Jul 08, 2020 10:09 am
  

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Hero

Joined: Tue Jan 15, 2002 2:01 am
Posts: 1016
Location: Minnesota
MISSING
Hook: Several kids in the city have gone missing, including one that the characters know (optional). The children usually turn up in random locations around the city several days after they disappear in a coma, just as a new child goes missing.
Line: Investigation/surveillance will lead the group to a dilapidated warehouse district where they find that the children are being held in cages and guarded by numerous strange mutant or alien looking creatures ranging around four foot tall.
Sinker: These creatures are a hive collective, with the 'Queen' being a creature that feeds on the psyche of other life forms, with children offering the strongest food source. The 'soldier' creatures are very simple creatures, but will swarm anyone who threatens their hive or food. The 'Queen' is six foot tall and is reminiscent of a female slenderman. She is a relatively powerful psychic from another dimension and will summon more soldiers to her defense as needed until it becomes clear that the group will not leave her hive alone, at which time she will teleport her hive back to her home dimension.

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That's REAL LIFE. I'm talking PALLADIUM. Confuse the two at your own peril :)
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Unread postPosted: Thu Jul 09, 2020 9:47 pm
  

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Hero

Joined: Tue Jan 15, 2002 2:01 am
Posts: 1016
Location: Minnesota
BREAKING NEWS
Hook: While listening to the radio, or watching TV, a Breaking News story interrupts the characters. Someone or something is rampaging through the City Zoo, terrorizing the guests. Witnesses that have been able to escape say that some weirdo in a pig costume (or another animal of your choice) was running around breaking animals out of their exhibits.
Line: The news coverage continues, while the players head to the action, and new reports indicate that the rampaging trouble maker has left the Zoo and is escaping into a wooded area just north of the Zoo.
Sinker: The individual responsible for the rampage is, or rather was, a Warthog that had been on exhibit at the Zoo until it took ill after the night of the space spores. Zoo vets took the animal into their clinic to keep it under observation, and were amazed at the strange mutations that were occurring. After the mutant gained self awareness and understood that it, and the other animals were being held against their will, it broke out of the clinic and started freeing the other animals. Park officials, as well as the police and animal control will have their hands full with the other animals which should leave the party to deal with the escaped warthog. Complications may arise if a police or news helicopter gets too close and spooks the new mutant. Also, the wooded area is starting to be developed for a new horse track (Remington Park) scheduled to open in two years, so there is the possibility for some encounters with workers and heavy equipment.

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That's REAL LIFE. I'm talking PALLADIUM. Confuse the two at your own peril :)
~Nekira Sudacne


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Unread postPosted: Thu Jul 09, 2020 10:26 pm
  

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Hero

Joined: Tue Jan 15, 2002 2:01 am
Posts: 1016
Location: Minnesota
HOT WIRE
Hook: Stange sounds and lights are seen coming from a neighborhood park late one night.
Line: As the players investigate, they find a couple kids in a dark part of the park seemingly shooting electric arcs into the air, zapping trees, and playground equipment. The two kids both appear to be in their early teens and to distracted to notice that they have attracted the players attention. Continued observation shows that one of the kids is actually shooting the arcs of electricity from their own fingers. Sudenly one of the arcs hits near the players, stunning them.
Sinker: The two kids notice the players and scream in terror. The mutant kid shouts that to their friend that they better scam and grabs the others arm which causes a burst or sparks and the normal kid falls to the ground convulsing and covered in residual electric sparks. The electric kid tries to revive the other, but then screams at the player that it wasn't their fault as they transform into a ball of lighting and shoots off into the distance. Reviving the fallen kid is easy and doesn't take long. Still stunned and not reacting to the fact that they are talking with mutant animals, they tell the players that the two were friends and that this was the only place that the friend could show off their new talent, and that they know it was an accident. The kid asks that the players please bring their friend back and can help by telling them some locations where they go when they need to hide out.

_________________
AtB Warehouse Blog (New Animals, Adventures, Bestiary, and More)

That's REAL LIFE. I'm talking PALLADIUM. Confuse the two at your own peril :)
~Nekira Sudacne


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