The last of the After the Bomb books is Mutants in Avalon (1991) (not counting the Rifts/AtB sourcebook Mutants in Space, which I covered previously). Unlike every other AtB book to this point, it is by James Wallis instead of Erick Wujcik, who had left Palladium. The book does an excellent job of taking its […]

Mutants of the Yucatan (1990) is a bit puzzling. Like Road Hogs, it feels a bit under developed. The format is basically the same as the previous books. There are new regional mutant animals and a bit on their tribal organizations (one of which is a bunch of mutant hippies?). There are the humans, this […]

I don’t really get Mutants Down Under (1988), like on the level of “Why does this exist?” I am happy it does, because it is probably my favorite in the line, but I don’t understand the series of creative and editorial decisions that made this the third book in the After the Bomb line. This […]

OK, so, After the Bomb is the post-apocalyptic setting from Palladium that uses Erick Wujcik’s mutation system from the Teenage Mutant Ninja Turtles RPG, without totally being a TMNT game (it was a way to have some of the TMNT material they were producing not be contingent on the TMNT license, even though TMNT comic […]

Mutants in Orbit (1992) is an odd one and I am not entirely sure how it fits into Palladium’s assorted lines. So, right after the release of TMNT and Other Strangeness, Palladium put out a campaign setting called After the Bomb, a post-apocalyptic earth that heavily integrates TMNT’s mutation rules. Mutants in Orbit is the […]