recursal/Fanatic-Fandom huggingface dataset:
Armadillo

**Armadillos** come from the Americas.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb. The species listed in the book is the Ninebanded Armadillo, the Giant Armadillo was introduced in Mutants of the Yucatan and has a separate build..

They appear in every Sourcebook except Mutants in Orbit, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

## Natural Powers

* 5 BIO-E for Digging
* Natural Armour:
	+ 5 BIO-E for light Armour (A.R.: 6 nd S.D.C: +25)
	+ 10 BIO-E for light Armour (A.R.: 8 nd S.D.C: +50)
	+ 20 BIO-E for light Armour (A.R.: 10 nd S.D.C: +75)

## Additional notes

* Armadillos are some of the toughest animals in terms of physical endurance and are intended to take a lot of damage while dealing some back, making them a tank.
* Though they have a natural weapon, it is one of the weakest in the game and may not be worth BIO-E investments in.
* They have some of the cheapest Natural Armours to invest in the game and are worth taking even to heavy for this reason.
* They will likely have some issues passing as human due to their scales and strange features.
* Since they lack the ability to dig Tunnels, it may not be worth investing BIO-E in their digging ability.
* They have a lot of flexiablity to their BIO-E points and have some wiggle room for improvements.
Animal Speech

**Animal Speech** is a Psionic power.

## About

* **Range**; 150 feet
* **Duration**; 10 Minutes
* **Saving Throw**; None

Allows Animal-Mutants to speak with animals of their kin, it is two-way and only those of that species can hear it. The animal will acknowledge the individual as one of its own and put any mutations down to deformities. Depending on the player's species, depends on if this skill is useful. For example, a lion-mutant with this ability is limited outside of Countries they roam free, so the only lions they can talk to with be in a zoo or circus. But a simple domestic cat-mutant meanwhile will find a furry friend on most urban and suburban streets.

Since it is not an attack, it requires no saving throw.

The power also cannot be picked up by microphones and will not be recorded on any electronic device. This provides both a good and bad situation for the character, since they can use the ability to communicate freely without fear of it being recorded, but cannot do things like send out distress signals via radio.

It is similar to Telepathic Transmission but more precise.
Mutants Down Under

**Mutants Down Under** is a Sourcebooks and was made to be compactiable with either Teenager Mutant Ninja Turtle & Other Strangeness or After the Bomb.

## About

The book takes place after an event known to the Mutants of Australia as The Prang. While a few Humans survived the PRang until the setting of the books storyline, Humans mentioned are mostly all post-Prang humans. The introduced is told by Old-Willy who was such a pre-Prang Human. The main focus of the book is the introduction of many vechicles, including air vehicles. The book focuses on the threat of the Jakarta, the largest Human settlement in the entire After the Bomb Sourcebook series, and the survival that of the Mutants who face survive or become a slave.

The system uses New and Old systems, as the book was the first released after changes made to Teenager Mutant Ninja Turtle & Other Strangeness.

## List of Mutant Species

The main focus of the new species found in the Sourcebook is Mursupial mammals. After this book, the number of species available was greatly increased. New Birds were also introduced and everal cold-blood reptiles, including the standard Snake build of which all species were later based on. Several species had more then one name, which is noted.

### New Species

* Cassowary
* Emu
* Bandicoot
* Dingo
* Cuscus
* Kookaburra
* Frilled Lizard
* Goanna
* Great Glider and Sugar-Glider
* Honey Possum
* Kangaroo
* Koala
* Komodo Dragon
* Marsupial Mole
* Mulgara
* Numbat or Banded Anteater
* Pademelon or Quokka
* Possum or Phalanger
* Rat Kagneroo and Bettongs
* Rock-Wallaby
* Snake
* Spiny Anteater or Echidna
* Tasmanian Devil
* Thorny Devil
* Tree Kangaroo
* Wallaroo
* Wombat

### Repurposed

The following added new mutants, but uses old builds.

* Corroboree Frog
* Green and Gold Bell Frog
* Cane Toad
* Cockatoo
* Marsupial Mouse
* Mouse
* Diamond Dove
* Budigergiar
* Australian Warblers
* Magpie Goose
* Brahiminy Kite
* Brown Falcon
* Malleefowl
* Scrubfowl
* Painted Quail
* Plains-Wandered
* Galah
* Cuckoo Dove
* Crested Pigeon
* Lorikeet
* Crimson Rosella
* Morepork
* Superb Lyrebird
* Grass Owl
* Eastern Whipbird
* Cinnamon Quail Thrush
* Wedge-Tail Eagle
Psionics

**Psionics** are mental powers such as telepathy and mind control.

The ability is generally split into several types, a few cross-overs do occur but most are restricted.

## History

===Teenage Mutant Ninja Turtle & Other Strangeness
These powers were first introduced with Animal-Mutants. The user determined the abilities the Characters have use of. Note that Mutants in Orbit allowed Animal-Mutants to have powers they did not normally have via the "Exceptional Mutations" roll.

===Heroes Unlimited
Psionics were introduced as their own class of Heroes in the book. Psionics have some serious balancing issues at times, and any character with less then 10 M.A. in the Eight Attributes is rendered all but useless against attacks of psionic nature. For the sake of balancing, GMs may wish to completely ban, or limit some Psionic abilities. While Animal Mutants were still included in the revised addition of the book, there was a difference between them and normal Psionic Heroes. Animal-mutants do not have any restrictions on their Psionics, where Psionic Heroes do and have limitations to their usage of powers.

## Animal Mutants

These powers first appeared in Teenager Mutant Ninja Turtle & Other Strangeness. A remind that these Mutants can use Psionics freely with no costs, though their powers are not as strong as other Psionic users. They can use one power at a time and switching powers requires turning one-off to start another.

The list includes

* Animal Control
* Animal Speech
* Bio-Manipulation
* Detect Psionics
* Hypnotic Suggestion
* Mind Trap
* Mind Block
* See Aura
* Sixth Sense
* Telepathic Transmission
* Summon Willy-Willy
* Communicate with Mutant Insects

## Multi-Powered Humans

These powers first appeared in Transdimensional Teenage Mutant Ninja Turtles.

The list includes

* Alter Aura
* Astral Projection
* Mind Control
* Mental Assault
* Hypnotic Suggestion
* Mind Block
* Techno Mind
* See Aura
* Telepathy
* Ectoplasmic Hands
* EXtended Ectoplasmic Hands
* Physchic Walk
Winsby

A dark, uninhabited planet boasting a deadly ecosystem, Winsby is mostly avoided by travelers. Even desperate groups ignore the planet as efforts on its surface are squashed by fast regrowing flora and endless thick forests and swamplands. However, to some, these risks pose a challenge to be beaten; Terxronians from the nearby system and rarely Reptoids use the planet and its wildlife as personal challenges for rite of passages. Winsby’s deadly native species are also captured through often unsuccessful efforts and utilized as guards or entertainment across the galaxy. Most importantly, Winsby tree sap can be processed into Winsby rubber, the sole source of rubber used in construction and in bots. Groups sent to retrieve the sap often find themselves fighting other groups along with the environment itself.
Animal Powers

**Animal Powers** are abilities used by Animal Mutants. Psionics are not included in these powers. Mutants in Orbit also allowed some of these powers to be passed onto species that were incapable of learning them. Insects use their own Insect Powers and therefore do not share most of these.

Most of these Powers do not reveal the mutant thats trying to be concealled, however some like Natural Weapons and Natural Armour add extra issues that the mutant has to deal with.

## Abilities

* Advance Senses
* Digging, Tunneling & Excavation
* Flight & Glide
* Float
* Hold Breath
* Leaping Ability
* Natural Armour
* Natural Weapons
* Night Vision
* Prehensile Limbs
* Sonar
* Swim
Pika

**Pika** are a rabbit-like species of animals that are closely related to them, they have thick fur but short ears. They are found only as new Mutant spieces in Truckin' Turtles.

There are 3 NPCs listed in the book who are; two generic Pikas listed as "A Typical Mutant Pika" and "A Typical, Evil, Hunter Pika" and 1 unique Pika called "Here's Jonny" who act as their boss.

## Basics

* Size Level: 2
* Length: 8-12 inches
* Weight: Up to 5 pounds
* Build: Short

## Mutant Changes and costs

* Total BIO-E: 80
* Changes to Eight Attributes:
	+ P.E.: +1
	+ P.P.: +2
	+ Spd.: +2

## Human feaures

All BIO-E costs are normal with no extras for Hands, Bipedal, Speech and looks.

## Natural Weapons

* 5 BIO-E for 1D6 Claw damage
* 10 BIO-E for 1D8 Claw damage
* 5 BIO-E for 1D4 Bite damage

## Natural Powers

* 5 BIO-E for Advance Hearing
* 5 BIO-E for Advance Touch
* 10 BIO-E for Digging
* 15 BIO-E for Tunneling

## Additional notes

* The Pika are fast and noted in the book to be looking constantly for food due to a high metabolic rate, though it should be noted they lack the metabolic special abilities of Weasel and this is simply behavioural.
* The Pika are mainly set up for working in darkness and all their special powers are focused to be able to work underground. This is worth noting as they are some of the better capable of tunnellers in the RPG game, but is arguable if they are the best choice. For example, Tunneling is more expensive than Badgers and they lack night vision as they have Advanced Touch and Advanced Hearing instead.
* Their Bite is barely worth buying due to being a 1D4 roll. Out of the choice of Bite and Claws, Claws are more useful, leaving "Bite" as only useful for the character is hand bound.
* Pika are a speed-endurance character, leaning towards moving fast into danger under fire.
Telepathic Transmission

**Telepathic Transmission** is a simple Psionic ability that allows a user to communicate without words, but telepathically "speaking" to another.

## About

* **Range**; 150 feet
* **Duration**; 2Unlimited
* **Saving Throw**; None

For Animal Mutants this ability is useful when the Mutant lacks the Human Features that would have granted them a complex vocal cord of which to speak with. Since it is not an attack, it cannot be resisted and no Saving throw is committed. The user can tell and create an unpleasant sound, but otherwise they cannot use the ability to harm another. It can be focused so only one person hears the speak, or it can be left as normal to talk to many.

The power also cannot be picked up by microphones and will not be recorded on any electronic device. This provides both a good and bad situation for the character, since they can use the ability to communicate freely without fear of it being recorded, but cannot do things like send out distress signals via radio.

A similar power to this is Animal Speech.
Natural Armour

**Natural Armour** is a type of Animal Power that provides a armour that a character has to begin with, saving the need for investments in armour elsewhere. They are commonly found in Animal Mutants. Normally, Mutants will have 3 levels of armour they can invest Biological Energy Points into and the more they invest the heavier it is. Despite being natural, it operates as normal armour would. Some animals may have not have the ability to gain all levels of armour.

The ability first is mentioned in Teenager Mutant Ninja Turtle & Other Strangeness, the heavier armours often requires a lot of BIO-E investments and can be not worth the cost.

## Tough/Thick Skin

The weakest form of natural armour, the skin provides some S.D.C. but no A.R..

Mutants with this:

* Elephants

## Light

The most basic of natural body armour.

Mutants with Light Armour:

* Alligators
* Crocodiles
* Armadillos
* Hippopotamus
* Turtles
* Rhinoceros

## Medium

A balanced level of armour often requiring a fair amount of investment and offers more then light.

Mutants with Medium Armour:

* Alligators
* Crocodiles
* Armadillos
* Turtles
* Rhinoceros

## Heavy

The a heavily invested armour in the game requiring uch investment.

Mutants with Heavy Armour:

* Alligators
* Crocodiles
* Armadillos
* Turtles
* Rhinoceros

## Extra-Heavy Armour

The toughest armour any mutant can have.

Mutants with Extra-Heavy Armour:

* Turtles
* Rhinoceros
Sparrows

**Sparrow** is a Bird Mutant and is a similar bird category to Wild birds, being both represent seed eating birds with only a few differences.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb. They were famously used to playtest the game. It covers also Finches.

They appear in every Sourcebook, except Mutants in Orbit, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

However, Heroes Unlimited added a note that both Sparrows and Finches count as "Wild Birds" and mutants made used the "Wild Bird" build instead of the Sparrow build.

## Natural Powers

* 10 BIO-E for Glide
* 20 BIO-E for Flight
* 5 BIO-E for Advance Vision

## Notable NPCs

Some playable characters/NPCs, the The Sparrow-Eagles are given in Teenage Mutant Ninja Turtle & Other Strangeness. Their members are Brown Wing, Chirp Yenko and Gorba Chirp.

## Additional notes

* They are very similar to the Wild Birds category but represent the smallest seed eaters, aside from size they also have to additional Spd. and Advance Vision which the large Wild Birds do not have.
Rhinoceros

**Rhinoceros** is a type of Mutant that represents all of modern "Rhinoceros species", they are a type of *Zoo Animal*. They first appear in Teenage Mutant Ninja Turtle & Other Strangeness.

They are a non-native of Avalon, but a plausible mutant type in Mutants in Avalon where they are considered *Zoo Animal* also. In Avalon they are classified as *Outsider* or *Lowlife*.

In Transdimensional Teenage Mutant Ninja Turtles, the Wooly Rhinoceros also shares this build.

## Basics

* Size Level: 20
* Length: 5 1/2 feet tall at shoulder
* Weight: 3,000 to 8,000 pounds
* Build: long

## Mutant Changes and costs

* Total BIO-E: 0
* Changes to Eight Attributes:
	+ P.S..; +4
	+ spd.; +4

## Human feaures

All BIO-E costs add 5 extra BIO-E on top of the normal amount, except speech which is remains the same as the average amount of BIO-E points. For example partial Looks normally costs 5 BIO-E, but instead costs 10, and full costs 15 BIO-E instead of the usual 10.

## Natural Weapons

* 10 BIO-E for 1D8 Horn
* 20 BIO-E for 2D6 Horns

## Natural Powers

* 15 BIO-E for Light Natural Armour A.R.; 6 S.D.C. +30
* 30 BIO-E for Medium Natural Armour A.R.; 8 S.D.C. +60
* 45 BIO-E for Heavy Natural Armour A.R.; 12 S.D.C. +90
* 60 BIO-E for Extra-Heavy Natural Armour A.R.; 14 S.D.C. +120
* 5 BIO-E for Advanced Hearing
* 5 BIO-E for Advanced Smell

## Additional notes

* They are a good alternative to Elephants as they have a boasted strength and armour, but also an alternative to Turtles in terms of strength. Rhinos are armored, heavy hitters.
* One downside to them over elephants is their Horns, for the same cost Elephants can have stronger tusks then a Rhino horns.
* Rhinos are some of the most expensive mutants to spend BIO-E points on, they have aa flexiable number of options for strength and armour tank-like gameplay. However, because of their BIO-E costs to gain Human Features sacrifices may have to be made in order to get the best balance. Most likely the BIO-E costs for Human features are to prevent Rhinos from being too overpowered.
Digging, Tunneling & Excavation

**Digging, Tunneling & Excavation** are a type of Animal Power which involves being able to shift dirt and sand. The skill is mostly useful for bury items, retrieving items, digging make-shift shelters and bases of operation, gaining alternative accesses to places, by-passing obstacles, and generally altering the landscape in one's favor for tactical reasons.

It requires some time and objects such as rocks, trees and cement will slow players down they can be moved by attacking their S.D.C. or just by being moved.

The ability first is mentioned in Teenage Mutant Ninja Turtle & Other Strangeness. Despite this being for tunneling species, some species like Rabbits do not have the ability (this is most likely for balancing issues).

## Digging

Determined by P.S., the player can shift dirt, mud and sand without the ablity to leave a passable tunnel.

* P.S. of 13 or under: 3 feet per melee
* P.S. of 13-18: 4 feet per melee
* P.S. of 19-24: 5 feet per melee
* P.S. of 25+: 6 feet per melee

Mutants that can use this:

* Aardvarks
* Armadillos
* Badgers
* Mice and Hamsters
* Pika
* Rats and Guinea Pigs
* Wolverine

## Tunneling

The improved version of *Digging*. The first most notable difference is the ability to leave a passable tunnel allowing for digging under buildings. Tunnels are subject to gunfire fights, earthquake, traffic viberations and therefore can easily cave in. Tunnels are made at half the speed of the requirements of *Digging*.

*Excavation*, is strengthening the tunnels takes an 5 extra minutes per cubic feet and requires the use of available building materials. This strengthens the tunnels, though they are still subject to S.D.C. and sabatoge.

Though an animal may be able to Dig, Tunneling is beyond many and more species have access to Digging then Tunneling overall.

Mutants that can use this:

* Aardvarks
* Badgers
* Mice and Hamsters (Heroes Unlimited)
* Pika
* Rats and Guinea Pigs (Heroes Unlimited)
Night Vision

**Night Vision** is a natural Animal Power that is used by Mutants. It allows for vision at night or in other darkened areas and gives advantages over characters without them. This offers a huge advantage to characters at night with vision. This does not let them see in total darkness.

The ability first is mentioned in Teenager Mutant Ninja Turtle & Other Strangeness.

Mutants with this ability:

* Badgers
* Owls
Marten & Mink

**Marten**, **Mink** and their relatives are mammalian Mutants and re a type of "Wild Animal". They first appear in Teenage Mutant Ninja Turtle & Other Strangeness. Mink are known for their looks, their climbing abilities, and curiosity. Though not named, the build also covers Fishers, another similar mammal to the Mink.

In Mutants in Avalon they fall under the category "Imported Animals", here "Mink" is the only option of the two for a native Avalon citizen, while Martens are automatic *Outsiders* in the Social Ranking system, since they are not a native British species and therefore cannot be rolled. Since Mink are a non-Native species, however, they are *Lowlifes* and *Outsiders*. The book also covers the "Ferret" which also falls under this build. Ferrets are considered native species to Avalon and have a *Lower Middle Class* rank, they are classified as "British Mammals".

## Basics

* Size Level: 2
* Length: 24-30inches long
* Weight: 23 pounds
* Build: Long

## Mutant Changes and costs

* Total BIO-E: 70
* Changes to Eight Attributes:
	+ I.Q.; +2
	+ M.E.; +1
	+ P.P.; +2
	+ Spd.; +5

## Human feaures

All BIO-E costs are normal with no extras for Hands, Partial, Speech and looks.

## Natural Weapons

* 5 BIO-E for 1D6 Claws (climbing type)
* 5 BIO-E for 1D8 Teeth

## Natural Powers

* 5 BIO-E for Advance Hearing
* 5 BIO-E for Advance Smell

## Additional notes

* They are built to be fast infiltrators due to the high spd. and climbing claws. They are small and nimble and able to climb into buildings, added with their I.Q. and Mental resistances, making them good potential thieves and light soldiers.
* Both Natural Weapons are viable - 1D8 makes their Teeth useful, while weaker a natural climbing ability means claws are optional too. For some mutants, this is not always the case that it is worth investing in multiple natural weapons.
* They are extremely cheap to build and one of the cheapest Mutants overall.
Mind Trap

**Mind Trap** is a Psionic power that traps a victim inside an illusion of the creators' choosing.

## About

* **Range**; 6 feet
* **Duration**; 2-12 Minutes
* **Saving Throw**; standard

Traps the victim inside a illusion that gives the victim an hours worth of experience of that nightmare for every minute they are trapped in. While inside the illusion the user can make their victim experience any illusion they wish. For example, Doom Bear uses his Mind Trap to trap the victim inside a post apocalyptic dream where they hear sirens and then witness a nuclear bomb drop. Nightmare Bear's version has the victim relive their worst trauma.

Only one victim can be Mind Trapped at a time. After their initial saving throw, they will make another saving throw to see if they realize they are inside a dream. The Mind Trap will not drive a victim insane so long as they can realize their in a dream; failure to do so will leave them believing the dream is real. The fantasy continues until the victim either realises they are in a dream the attacker is knocked out.

The attacker loses one melee attack per round to maintain the dream and is still able to attack while it is in effect. The illusion must be simple, such as changing the landscape to a desert environment. However, a complex attack will see the user have to drop all attacks to maintain the fantasy.

See Aura allows a few more details to be gained before using the ability, allowing the User to guess more correctly what a victim is afraid of.

Mind Trap is one of the key Psionics for aggressive and defensive Psionic characters. However, because of how difficult it is to deal with, some GMs may ban it from Character Creation, depending on the scenario.

## Variations

In the Terror Bears Amid the Bombs a group of Mutants known as The Terror Bears have their powers mutant further.

* When he turns off his Mind Trap, Fear Bear is now a 25% they will remain trapped in their illusion for 1 to 4 months, 10% it will become permanent.
* Doom Bear's Mind Trap now has the ability to do physical harm; every 8 points of damage a player receives while in the fantasy deal an extra 1.
* Pain Bear has the ability to combine his Bio-Manipulation: Pain ability with Mind Trap, using both at the same time making this version of him harder to fight. The result is victims now have a -5 to save against his Mind Trap illusion as they suffer great pain.
* Nightmare Bear's Mind Trap targets multiple victims of up to 6, providing their M.E. is less than 10.
Pet Birds

**Pet Birds** represent a variety of tropical songbirds from Parakeets and Budgies.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb. There were two rolls that would produced this when rolling; "Pet Birds" and "Escaped Pet Birds".

They appear in every Sourcebook, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

## Natural Weapons

* 5 BIO-E for 1D6 for Claws (Climbing, feet only)

## Natural Powers

* 10 BIO-E for Glide
* 20 BIO-E for Flight
* 5 BIO-E for Advance Vision

## Additional notes

* They are very similar to the Sparrows except for having a Natural Weapon.
* Parrots may be considered an upgrade on this build.
Pain Bear

**Pain Bear**, real name **Bertie**, is a male Bear Animal-Mutant and a member of The Terror Bear, he can be picked out from the other members of the group by his hallow skull belly symbol, which has thorny vines growing out of the skull top.

He is both a NPC, and due to having a Experience Level set at 5, a playable character. When he is with the other Bears (Fear Bear, Doom Bear and Nightmare Bear), he recieves the Team Bonus ability.

He appears in Teenage Mutant Ninja Turtle & Other Strangeness as well as being referenced in Teenage Mutant Ninja Turtles Adventures.

## Bio

Pain Bear is a member of the Terror Bears and an experiment that is a result of an unethical nature. Until the age of 3, he was subject to experiments involving a lot of chemical injections and toxins to see how he and his brothers coped. When it was discovered at the age of 4 he was fairly intelligent, the experimentations got worst. Eventually, he and the other Bears escaped and went on the run.

Pain Bear is mean, argumentative and bad-tempered, be doesn't get along at all with the others and is the most antisocial of the group. He dislikes himself and everyone else. His Psionic powers make him feel important.

He fights by using his Bio-Manipulation first, causing victims to feel extreme pain with the goal to incapacitate them. When he has more time he will use Mind Trap on them to trap them in a hallucination, causing them to feel like they are in a torture chamber. He will allow the victims to "escape" only to return to the chamber.

### Terror Bears Amind the Bombs

He returns in the Terror Bears Amid the Bombs in Teenage Mutant Ninja Turtles Adventures. This takes place 1 year later when the bears are a now 15. Bertie is now more ill-tempered and meaner then he was before.

He now has the ability to combine his Bio-Manipulation: Pain ability with Mind Trap, using both at the same time making this version of him harder to fight. The result is victims now have a -5 to save against him Mind Trap illusion as they suffer great pain.

## Stats

* Age:14
* Sex: Male
* Weight: 39lbs
* Height: 3ft 5inches
* Size; 5
* Alignment; Miscreant
* Hit Points; 24
* S.D.C.: 65

## Attributes

* I.Q.; 9
* M.E.; 24
* M.A.; 11
* P.S.; 21
* P.P.; 14
* P.E.; 14
* P.B.; 10
* Spd.; 7

## Human Features

* Hands; Partial
* Biped; Partial
* Speech: None
* Looks; None

## Powers and Psionics

* Telepathic Transmission
* Animal Speech (Bears Only)
* Bio-Manipulation; Pain
* Mind Trap

## Eduction and Skills

* Experience Level; 5
* Training; 4th Grade
* Scholastic Bonus; None

### Physical Skills/Training

* Climbing; 90%/55%
* Basic Swimming

## Secondary Skills

* Wilderness Survival; 65%
* Fishing; 90%
* Land Navigation; 60%
* Lock Pciks; 60%
* Prowl; 86%

## Additional Notes

* Pain Bear is physically the strongest member and can go toe to toe with foes as well as lift the most weight.
* He is the second slowest member of the group.
Hawks, Falcons

**Hawks and Falcons** are a type of Mutant that and part of the *Wild Predatory Birds*.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb.

They appear in every Sourcebook, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

A number of books list addition Wild Predatory Birds, many end up being noted as a variant of the Hawks and Falcons build. The Kite was added in Mutants in Avalon and falls under this category.

## Natural Weapons

* 5 BIO-E for 1D8 Talons (feet)
* 10 BIO-E for 1D10 Beak

## Natural Powers

* 5 BIO-E for Advance Vision
* 10 BIO-E for Glide
* 20 BIO-E for Flight

## Additional notes

* Eagles, Falcons and Hawks have virtually the same stats, with only the Lenth being different.
Fox

**Foxes** are a type of Canine Mutant that represents all manner of "fox species", including Red, Grey and Artic. Foxes have a carnivorous diet.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb.

They appear in every Sourcebook, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

## Natural Weapons

* 5 BIO-E for 1D6 Teeth
* 10 BIO-E for 1D8 Teeth

## Natural Powers

* 5 BIO-E for Advance Hearing
* 5 BIO-E for Advance Smell

## Additional notes

* Foxes have a very high mental resistance and are good against Psionics and are great for characters who want to rely on these abilites.
* They favor smart, fast builds and are a rogue-like character.
Guerilla

**Guerilla** is a term given to pockets of military resistences who operate in small groups in an ambus or "hit and run" style manners against an opposing military force. They can be untrained fighters but usually have at least basic military training, unlike Militias. They do not nessercaily cooperate with each other, despite the various groups having common enemies at times. They have access to guns and often applie stealth tactics.

In After the Bomb small communities learn resort to use of this style against raids from The Empire of Humanity. These communities have no protection from Cardania and are on their own against all threats, even from other Mutants.
Horse

**Horse** and their relatives are mammalian Mutants. They first appear in Teenage Mutant Ninja Turtle & Other Strangeness.

In Mutants in Avalon they fall under the category "Upper Class", making them part of the highest class of Avalon. The species covered all "Horse" mutants until the book, when the Pony and Shire Horse builds became their own separate type of Mutant, covering small and larger variants of the Mutant species. In addition, the Donkey and Pony was later added in Road Hogs.

## Basics

* Size Level: 18
* Length: 60 inches tall at shoulder
* Weight: 800-1,400 pounds
* Build: Medium

## Mutant Changes and costs

* Total BIO-E: 0
* Changes to Eight Attributes:
	+ P.S.; +2
	+ Spd.;+6

## Human feaures

All BIO-E costs are normal with no extras for Hands, Partial, Speech and looks.

## Natural Weapons

* 5 BIO-E for Hooved Feet that does 1D8 kick damage

## Natural Powers

* 5 BIO-E for Advance Hearing
* 5 BIO-E for +10 S.D.C.

## Additional notes

* Build for Physical Strength and Speed, horses are intended to be haulers, lugging carry weight quickly.
* They are a form of speed-tank, able to travel quickly to a target while carrying a load, since they have Spd. they do not ness. have to invest in P.E. as they can still travel quickly without it.
Cheetah

**Cheetah**is a type of Mutant, they are carnivors.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb.

They appear in every Sourcebook except Mutants in Orbit, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

## Natural Weapons

* 5 BIO-E for claws that do 1D6 damage
* 5 BIO-E for Teeth that do 1D8 damage

## Natural Powers

* 25 BIO-E for Heightened Speed, a unique ability that no other animal possesses in the Animal-Mutant category. Running speed it boated to 120mph, allowing for them to greatly close rank on enemies. They can maintain this for 2-3 minutes. In addition, they gain fighting skill bonuses of;
	+ +1 on initive
	+ +1 Strike
	+ +3 to parry/dodge
	+ +2 to Roll with Punch/Fall
	+ +4 to damage for each 40mph.

## Additional notes

* Cheetahs are built for speed and have a bit of dexterity. They lack the typical feline retractable claws, but have their own unique ability.
* If the player takes their Heightened Speed ability, they are best paired up with a fighting style. They are hand-to-hand specialists.
* Even without their ability, Cheetahs +10 makes them one of the fastest Mutants in the game. They are able to move rapidily into position and have agility boast to P.P., overall they are speed-warriors, assassins and scouts.
TMNT & Other strangeness Wiki

**Welcome to the TMNT & Other strangeness Wiki!**

## About

We're a collaborative community website about TMNT & Other strangeness that anyone, including you, can build and expand. The covers the Teenage Mutant Ninja Turtle & Other Strangeness. The wiki does not cover the intensive Rifts Megaverse.

Also, we are looking for information on the Miniatures by Dark Horse.

Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Kickstarter!

Please support the kickstarter;

And help bring back the RPG!

Congratulations TMNT & OS, and all of the others who donated, the kickstarter reached its goalin 4 hours. The RPG should now return into circulation. Hopefully now begins a golden age of player emergence for the game system.

## Notice

Due to the recent Kickstarter, the Bueaucrat is now going to work on this wiki until Christmas. Please bare with her, as she didn't know there was ever going to be a update to the RPG and forgot she started this wiki. She is busy with another wiki, but will now focus on overhauling this one.

Please, please have patience as much of the wiki now requires a complete restart from scratch.

Yeah sorry folks about that - Angel Emfrbl.

## Books

Notice: For now focus on additional Heroes Unlimited and other books is on haitus, below is the books the wiki is currently focused on only.

### **Core Sourcebook**

*Core Sourcebooks are the essential book needed to use for the game. They need no other books to be able to be used to play the game and contain everything GM or player needs to get started.*

TMNT & Other Strangeness
### **Source Books**

*Sourcebooks supply extra content that goes alongside the core sourcebook and greatly expand the world created in the Core Sourcebook. While they do not always explain the essential rules and gameplay, they have large amounts of information and several small adventures.*

Transdimensional Teenage Mutant Ninja TurtlesMutants Down UnderMutants of the YucatanMutants in AvalonMutants in Orbit
### **Supplements**

*Supplements are books provided to expand information supplied via Sourcebooks and are non-essential, extra bonuses needed to set up a new world or mechanics.*

Teenage Mutant Ninja Turtles Guide to the UniverseAfter the BombRoad Hogs
### **Adventure Books**

*Adventure books are stories to use alongside all other books. They contain everything needed for a long adventure and go into more detail then any other adventures listed in the other books.*

Teenage Mutant Ninja Turtles AdventuresTruckin' TurtlesTurtles Go Hollywood

Rules:

* copyright

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Hominidon

**Homindons** are a type of Mutant that represents all manner of "Hominoid species", that is they represent ancestors of Humans. They first appeared in Transdimensional Teenage Mutant Ninja Turtles and are only found in this particular book. There are one of two ways they are created; they were either created through a Time-Travel event, or they were created via a Cross-dimensional event wherein their species became dominant instead of humans. They are not considered a standard Animal-Mutant build though use their build designs. They have their own Psionics chart in addition thats different from that of the other Mutants.

They were introduced alongside Multi-Powered Humans, with the latter species representing the future of human evolution and Homindons representing the past.

## Basics

* Size Level: 8
* Length: to 5'8"
* Weight: 50 to 150 pounds
* Build: Medium

## Mutant Changes and costs

* Total BIO-E: 15
* Changes to Eight Attributes:
	+ I.Q.; +3
	+ M.E.; +1
	+ M.A.; +2

## Human feaures

They have full automatic Hands and Bipedism. They have partial Speech and Looks.

Similar to Apes they will pass as a Human easily, even though they are much more accurate in appearance and are barely any different.

## Special Abilities

Because they represent a side-step of evolution, they are not identical to humans and have a number of starter enhancements that contribute to a slight change of build in the character. Instead of spending BIO-E on natural powers, they gain special abilities. They can be multiple can be bought and all are a one time bonus due to how easily abused the system would be.

* I.Q.; can only be bought once. Adds +10 to I.Q.
* M.A.; One-time bonus of +10
* M.E.; One-time bonus of +10
* P.E.; One-time bonus of +10, also doubles the character's normal S.D.C. size
* P.P.; +6 bonus to state and +1 extra attack to melee
* P.S.; One-time bonus of +10
* P.B.; One-time bonus of +10
* Spd.; One-time bonus of +20

## Additional notes

* A few notes on BIO-E;
	+ The Mutant has only a spare BIO-E of +15, which is enough to buy 1 or so special abilities, with the intention being the player would make no additional Growth changes. If the player was to downsize their character to 1 they would gain 35 BIO-E points.
	+ Alternatively, they can buy full looks or speech which would allow them to buy *some* Psionics or Growth steps to make their character bigger.
	+ All of this is done intentionally to represent that this is an evolutionary sidestep for the Hominoid family and that Humans were not the only option.
Mutants of the Yucatan

**Mutants of the Yucatan** was a book written for the After the Bomb Sourcebook and was based on the Teenager Mutant Ninja Turtle & Other Strangeness original book.

## About

The book lists a number of details on Mexico. The book itself was quite small and is one of the least detailed sourcebooks. The book also had a supplement book later supplied with additional information known as Adventures in the Yucatan.

As well as the presence of The Empire of Humanity, the book covers the Tribes of the Yucatan.

## Character Creation

There are 5 steps to the Character Creation process, plus additional notes.

New backgrounds were introduced for natives of Mexico.

## List of Mutants

The Sourcebook introduced a number of bats, expanding the Bat category of mutants, several snake species, as well as many new mammalian species.

### New species

* Vampire Bat
* Disk-Winged Bat
* False Vampire Bat
* Fisherman Bat
* Jaguarondi
* Margay
* Flamingo
* Giant Anteater
* Giant Armadillo
* Iguana
* Kinkajous
* Mantee
* Paca and Agoutis
* Slouth
* Boa Constrictor
* Emerald Tree Boa
* Rattlesnake
* Fer-De-Lance snake
* Bushmaster snake
* Tapir
* Tucan
* Tree-Climbing Anteater
* Tree Porcupine
* Water Opossum

### Repurposed

The following added new mutants, but uses old builds.

* Ghost Bat
* White-Lined Bat
Gorilla

**Gorillas** are a Ape eat a variety of food, come from Africa. Like any member of the common ape classification, with full BIO-E points on their body part, they can generally pass for a Human making it extremely difficult to pick them out from normal humans.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb.

They appear in every Sourcebook, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

## Natural Powers

* 5 BIO-E for Advance Touch
* 10 BIO-E for Prehensile Feet

## Additional notes

* They are a member of the Apes.
* Gorillas are the largest of the Apes mentioned in the Teenage Mutant Ninja Turtle & Other Strangeness Core Sourcebook.
* They can gain the most BIO-E points back from Growth. They are, however, the only Apes in this group that have no starting bonus Growth points.
* Gorillas offer little options and flexiblity like other Apes when it comes to Character Creation.
* Gorillas, like other Apes are good Psionics characters
* They have great physical strengths and can be built for physical combat, but lack any natural weapons, meaning that they'll have to either invest in Weapon or Hand to Hand combat.
Chimpanzee

**Chimpanzees** are a Ape eat a variety of food, come from Africa. They are the closet of the Apes to humans in terms of evolutionary relationships. Like any member of the common ape classification, with full BIO-E points on their body part, they can generally pass for a Human making it extremely difficult to pick them out from normal humans.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb.

They appear in every Sourcebook, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

## Natural Powers

* 5 BIO-E for Advance Touch
* 10 BIO-E for Prehensile Feet

## Additional notes

* They are a member of the Apes.
* Chumpanzees offer little options and flexiblity like other Apes when it comes to Character Creation.
* Chimpanzees are the "medium" class of apes mentioned in the book, offering some, but not the most, flexibility of the Apes mentioned.
* Chipanzees, like other Apes are good Psionics characters
* They have great physical strengths and can be built for physical combat, but lack any natural weapons, meaning that they'll have to either invest in Weapon or Hand to Hand combat.
Turkey

**Turkeys** are a type of Mutant.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb.

They appear in every Sourcebook, except Mutants in Orbit, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

## Natural Powers

* 10 BIO-E for Glide (domestic only)
* 25 BIO-E for Flight (wild only)
* 10 BIO-E for Advance Hearing

## Additional notes

* Turkeys do not have to worry about the BIO-E cost of bipedalism and are relatively cheap to design overall.
* They have no speciality.
* Their natural weapon is cheap, but weak and may not be worth investment, being restricted to the feet is a serious disadvantage.
* The type of Turkey is determined by whether or not the player chooses "Glide" or "Flight". Domestic Turkeys have weaker wings so can only choose "Glide" and cannot perform "Flight". Wild Turkeys can only choose "Flight" and cannot choose "Glide".
Prehensile Limbs

Some Animal-Mutants are of a species known for using other body parts as if an extra limb. These extra limbs that can function as PArtial or Full hands follow the rules of Human Features when it comes to "Hands".

## Feet

This allows Mutants to hold items in their feet as though they were hands, including weapons. It is mostly a trait of Primates. It acts as though they were a full hand with all of the features and restrictions of hands, including reach.

The ability first is mentioned in Teenager Mutant Ninja Turtle & Other Strangeness.

Mutants with this include:

* Gorillas
* Baboons
* Mandrills
* Geladas
* Orangutans
* Chimpanzees

## Tail

This allows Mutants to hold items in their tail as though they were hands, including weapons. It is mostly a trait of Primates but is absent in Apes due to their lack of a tail. It acts as though they were a full hand with all of the features and restrictions of hands, including reach.

Mutants with this include:

* Monkeys

## Trunk

A Truck is an advanced nose feature. It acts as a partial hand, and can grab thing as a result but are limited in function. The Trunks are long, versitile, flexiable and allow for a greater reach then a limb usually offers, being as long as the Mutant is from nose to ground. It is mostly restricted to relatives of the Elephant family.

Mutants with this include:

* Elephants
Orangutan

**Orangutans** are a Ape eat a variety of food, come from Asia. Like any member of the common ape classification, with full BIO-E points on their body part, they can generally pass for a Human making it extremely difficult to pick them out from normal humans.

## History

They first appear in Teenage Mutant Ninja Turtle & Other Strangeness, meaning that they pre-dated The Bomb.

They appear in every Sourcebook, making them a common Mutant in terms of the overall Gameplaying system and a regular returning mutant.

## Natural Powers

* 5 BIO-E for Advance Touch
* 10 BIO-E for Prehensile Feet

## Additional notes

* They are a member of the Apes.
* They are the smallest of the Apes mentioned in the Teenage Mutant Ninja Turtle & Other Strangeness Core Sourcebook.
* They offer little options and flexiblity like other Apes when it comes to Character Creation, however at BIO-E points of 15, they offer the most flexibility.
* They, like other Apes are good Psionics characters.
* They have great physical strengths and can be built for physical combat, but lack any natural weapons, meaning that they'll have to either invest in Weapon or Hand to Hand combat.
Proposito

## Propósito

 *Diseñar aplicaciones informáticas que se ajusten a las necesidades de las organizaciones.*

Dirigir y coordinar el desarrollo de aplicaciones complejas.

Intervenir en todas las fases del ciclo de vida de un producto.

Estimar los costes de un proyecto y determinar los tiempos de desarrollo.

Hacer el seguimiento de costes y plazos.

Dirigir equipos de trabajo de desarrollo software.

Organizar la realización de pruebas que verifiquen el correcto funcionamiento de los programas y que se ajustan a los requisitos de análisis y diseño.

Diseñar, construir y administrar bases de datos.

Dirigir y asesorar a los programadores durante el desarrollo de aplicaciones.

Introducir procedimientos de calidad en los sistemas, evaluando métricas e indicadores y controlando la calidad del software producido.

Organizar y supervisar el trabajo de su equipo de los técnicos de mantenimiento y los ingenieros de sistemas y redes.

Siguiente: Alcance

Tabla de contenidos
Mutants in Orbit

**Mutants in Orbit** is the final Sourcebook for both Teenage Mutant Ninja Turtle & Other Strangeness and After the Bomb.

## About

Along with Teenage Mutant Ninja Turtles Guide to the Universe, Aliens Unlimited and Aliens Unlimited Galaxy Guide, the book covered everything a GM needed and player for exploring the Universe and Space. This was the first book in the Teenage Mutant Ninja Turtle & Other Strangeness line up that covered Rifts and its "Megaverse".

The main issue with the book is that it is divided between the traditional and older system and Rifts and requires much concentration for GMs. IT can be confusing what applies to Rifts and what does not.

## Character Creation

There are 5 steps to the Character Creation process, plus additional notes.

### Exceptional Mutantions

The extension that the Sourcebook offered was that it gave new power options to Mutants. The Mutant can roll for additional Mutations. Some options were previously off-limits to Mutants, being only reserved for Humans and Aliens. Others give powers such as Psionics freely that would cost Bio-E or were Animal Powers previously off-limits to a species. The main purpose of these new abilities is to give acknowledgement that Mutants from Space are different from those Mutants from Earth, being more alien-like and strange.

The powers are as follows;

1. Additions to the Eight Attributes
2. Adhesion (ability to stick to things)
3. Bio-Manipultion (Psionics from the Superheroes Unlimited non-Animal Mutant list)
4. Hibernation
5. Chameleon
6. Detect Psionics
7. Double Jointed
8. Extra pair of Arms & Legs
9. Heal Factor
10. Heat Resistence
11. Heaightened Senses
12. Body Freeze
13. Light Expulsion
14. Increase Size at Will
15. Infravision
16. Low Body Mass
17. Low Oxygen USe
18. Machine Empathy
19. Magnetism
20. Mind Block
21. Invulernability
22. OXygen Retentation
23. Periphieral Vision
24. Plastic Bones
25. PRehensile Tail
26. See the Unseen
27. Sixth Sense
28. Fur Armour
29. Sucker Feet
30. Telekenisis
31. Telephany
32. X-Ray Vision
33. Increase Mass and NAtural Body Armour
34. Wingless Flight
35. Hydrokinesis

## List of Mutant Species

### New Species

The Sourcebook was the final book in the series which offered New Species, the sole focus is purely on Insects. These had been missing in all past books, with the focus only being on Mutant Insects that could be used as traveling mounts. They have their own Insect Powers and are generally described as being built differently from past Mutants. Because of the influence of Rifts, the book listed both the older Teenage Mutant Ninja Turtle & Other Strangeness system and the newer Rift Megaverse system.

* Ants (Worker, Queen and Drone)
* Bee, Wasp and Hornet (male and female)
* Beetle
* Cockroach
* Earwig
* Common Fly
* Praying Mantis

Besides these species, no other Mutants were listed in the book.