Tuesday, April 02, 2013

Transdimensional TMNT Article on TOR.com

Transdimensional TMNT is Turtles Turned to 11 with Dinosaurs

"Transdimensional Teenage Mutant Ninja Turtles may very well be the greatest role-playing game sourcebook of all time. I’m not even being slightly hyperbolic. It is a book that talks about everything from dinosaurs to time travel, from wizards to parallel dimensions."

Read More...


Sunday, February 17, 2013

Panda Style Choy-Li-Fut Martial Arts

HtH: Panda Style Choy-Li-Fut Martial Arts

Special Attacks/Skills: Overhead Fore-Knuckle Fist (-4 to Strike; 1D10 Damage); Uppercut (1D8 Damage); Roundhouse Strike (No Parries can be used by attacker during this strike, 1D10 Damage); Panda Stance (Cannot Retreat or Dodge, attacks limited to Overhead Fore-Knuckle Fist and Roundhouse Strikes; Bonuses: +2 Parry and Strike, +1 Initiative)

Lvl 1: 3 Attack/Actions per Melee; +2 Strike
Lvl 2: +3 Parry & Dodge; +2 Roll w/ Punch, Fall, or Impact
Lvl 3: +2 additional Attack/Actions per Melee; Kick 2D4 damage
Lvl 4: +1 Initiative; +4 Damage
Lvl 5: Jump Kick (Critical Strike); +1 Roll w/ Punch, Fall, or Impact
Lvl 6: +1 additional Attack/Actions per Melee; Critical Strike on natural 18, 19, 20
Lvl 7: + 2 Disarm; Leap Attack (Critical Strike)
Lvl 8: +1 Roll w/ Punch, Fall, or Impact
Lvl 9: +1 additional Attack/Actions per Melee; +2 Damage
Lvl 10: +1 to Strike
Lvl 11: +2 Damage; +1 Roll w/ Punch, Fall, or Impact
Lvl 12: Death Blow on a Natural 19 or 20
Lvl 13: +1 additional Attack/Actions per Melee
Lvl 14: +2 Damage
Lvl 15: +2 to Strike

Friday, February 01, 2013

Hand To Hand: Feline (by Mephisto)

Interested in adding a little spice to your feline characters?  I found a posting at "The Black Vault" that details Hand to Hand combat rules for Feline fighting.

http://wiki.thedeificnmi.com/index.php?title=Hand_To_Hand:_Feline


Saturday, November 03, 2012

This is the new TMNT cartoon?

Seriously?


Monday, September 17, 2012

Like Rats In A Maze

I've been a fan of the Cube movies and the Portal games for a time and now I'm wondering how I would go about recreating the puzzle mechanic in a tabletop role playing game environment.


It's one thing to have visual cues to go off of while stuck in a seemingly impossible puzzle room, but when the majority a tRPG is verbal, it's not that easy to make a trapped puzzle room that a player, or their character will be able to solve without giving away the solution in the description or continuously repeating the descriptions to your players.

I suppose I could take the route of the old text based adventure games like Zork where I give a general description of the room and then give the clues as the character(s) examine various portions of the room.

d20 games takes this to task with the Spot, Search, and Listen skills. Skills that do not have a relative parallel in Palladium games. The closest that you could come is that in some games characters may have heightened senses, or super vision powers; but nothing to roll them against for successfully spotting the clue to solving a portion of a puzzle or circumventing a trap. The GM can always have the player(s) make an arbitrary roll against a target with a modifier taking into effect their special abilities.

My ultimate goal in this is to create a testing facility run by Doctor Feral, and used to test different mutants (human and animal), and run it at the next a future Palladium Open House.