Shellshocked | A Teenage Mutant Ninja Turtles Adventure

Shellshocked | A Teenage Mutant Ninja Turtles Adventure

Mutants are vanishing beneath Shell City. Grab a mask and a weapon... whatever’s waking in the sewers doesn’t care who you are.

TYPE

Campaign

SYSTEM

Palladium

LEVELS

1–20

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
2 SEATS LEFT
$25.00

/ Session

Details

Weekly / Friday - 1:00 AM UTC

Jan 23 / Session 0

Session Duration / 3 hours

3 / 5 Seats Filled

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Schedule

Fri, Jan 23 | 1:00 AM – Session 0

Fri, Jan 30 | 1:00 AM – Session 1

Fri, Feb 06 | 1:00 AM – Session 2

Fri, Feb 13 | 1:00 AM – Session 3

Meet your party members

3/5

About the adventure

Shellshocked! TMNT & Other Strangeness is a story-driven, action-heavy campaign set in Shell City - a neon-washed mutant metropolis built on the flooded bones of old New Orleans. The apocalypse didn’t end the world; it warped it. Alien terraforming probes reshaped life itself, and now mutants, scavengers, mercenaries, and weird new cultures fight to survive in a fractured North America. Shell City is one of the few places mutants can live openly… but “safe” doesn’t mean peaceful. Gangs control turf, markets thrive in the sewers, biotech glows where it shouldn’t, and something old is stirring far below the streets. You’ll play a mutant animal, cybernetic experiment, or other altered survivor trying to make a life in this chaotic city... whether that means protecting your community, chasing profit, uncovering secrets, or just staying one step ahead of the people who want you caged or dissected. The campaign starts small and street-level, with a mystery involving disappearing mutants and dangerous whispers from the Undersink, then grows outward as your choices shape your reputation, alliances, and the city itself. The tone is fun, weird, and lightly gritty: inspired by Mirage-era TMNT, 80s/90s action flicks, and offbeat indie comics. Expect fast fights, strange locations, dark humour, and real emotional arcs... but never grimdark misery. The Palladium system is crunchy, but I run it with clear rulings, light streamlining, and strong guidance, making it welcoming even if you’ve never touched Palladium before. This game is ideal for players who enjoy character-driven stories, vibrant settings, and systems where choices have consequences. Newcomers are welcome; curiosity and imagination matter more than rules mastery.

Game style

Realm Building

Rule of Cool (RoC)

Sandbox / Open World

Tactical / Crunchy

Meet the Game Master
Queer
Neurodivergent
Women/Femme Identifying

Less than a year on StartPlaying

Average response time: 2 hours

Response rate: 100%

About me

Hey, I’m Terry, and I’ve been running D&D games for nearly a decade... though my GMing roots go back way further... my first exposure to TTRPGs was the Palladium-based Teenage Mutant Ninja Turtles back in the day. I’ve been worldbuilding, storytelling, and running campaigns for over 20 years, and I’ve learned a thing or two about what makes a game great. I run cinematic, immersive campaigns that make the world feel alive. I describe combat in detail, spells feel powerful, and the choices you make have weight. I want my players to see the world, not just move through it. NPCs aren’t just exposition machines... they’re people with motivations, flaws, and their own stories (and yes, some of them will be jerks). I’m a firm believer that TTRPG gaming is about choices. Your character’s backstory matters. What you do matters. The world reacts to you, and your decisions will leave a mark, for better or worse. That means real consequences, real rewards, and a real sense of accomplishment. I run games because I love it. I love worldbuilding (nerd!), I love storytelling, and I love seeing players get invested in the game. If that sounds like the kind of GM you’re looking for, then let’s roll some dice and tell a great story.

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Character creation

Creating your character

Character creation will be a collaborative process during Session Zero. We’ll build characters together on voice, walk through the system, and make sure everyone starts with a mutant that fits the tone of the world and works smoothly at the table. No advance Palladium experience is required... I’ll guide you through stats, BIO-E, skills, and equipment step by step. You’ll be creating a mutant animal or altered being native to (or newly arrived in) Shell City. Animal choice is very open - common, obscure, weird, or inspired is all fair game - but characters are expected to function as people in a city: that means full speech, functional hands, and the ability to interact with the world without constant workarounds. These aren’t “gotcha” rules; they’re there to keep play fast, fair, and immersive. If something might cause friction later, we’ll sort it out together up front. All characters will start at level 1, built using TMNT & Other Strangeness (Palladium). You don’t need to optimise... interesting characters beat perfect builds every time. If you have a strong concept, I’ll help make it work mechanically. Characters will be created on Roll20, with voice coordination on Discord. I’ll provide guidance on which books and options are in play, and I’m always happy to help refine ideas between Session Zero and Session One. The goal is for everyone to begin with a character they’re excited to play... and a group that feels like it belongs in Shell City from the first scene onward.

What to expect

Preparing for the session

Preparation for this game is intentionally light. You don’t need to read rulebooks in advance or come in knowing the Palladium system. Everything essential will be covered during Session Zero and reinforced as we play. Before the first session, players will need: - A Discord account with a working microphone for voice chat - A Roll20 account for character sheets, maps, and dice Once you’re signed up, you’ll receive an invite to the game’s Discord server and Roll20 campaign. Discord will be used for voice during sessions, announcements, and between-session communication. Roll20 will handle maps, character sheets, handouts, and rolls. No additional software or paid subscriptions are required. Optional, but helpful, prep includes thinking about: - The type of mutant you’d like to play (animal, background, general vibe) - Your character’s relationship to Shell City (local, newcomer, refugee, drifter) - One or two personal goals or problems your character might have You’re welcome to bring loose ideas, sketches, or inspirations to Session Zero, but nothing needs to be final ahead of time. We’ll build characters together, make sure everyone understands how their abilities work, and get the group aligned on tone and expectations before the campaign begins. The goal of prep isn’t homework... it’s to make sure that when play starts, we can jump straight into the sewers, the neon, and the chaos without technical or logistical friction.

What Terry brings to the table

I run story-driven, character-focused games in vivid settings where player choices matter and the world responds. Shell City isn’t a backdrop... it’s a living place with factions, consequences, rumours, and momentum. I come to each session prepared with locations, NPCs, and evolving situations, but I leave plenty of room for player agency, unexpected solutions, and things going gloriously off-script. My GM style balances structure and flexibility. Palladium is a crunchy system, but I handle the heavy lifting so players can focus on decisions, action, and character moments. I use clear rulings, consistent interpretations, and light streamlining where it keeps the game moving. I’m not a strict Rules-As-Written enforcer, but I don’t hand-wave stakes either - clever ideas are rewarded, and consequences are real. The goal is fast, cinematic play that still feels grounded. Expect dynamic combat, strange locations, and NPCs with motives of their own. I use descriptive narration, light character voices (when helpful, never mandatory), and occasional ambient music to support the mood... not overwhelm it. Combat is tense and purposeful rather than endless, and non-combat scenes get just as much attention. Humour is welcome at the table, but it doesn’t erase danger or emotional weight. Above all, I aim to run a respectful, welcoming, and well-managed table. I value clear communication, mutual respect, and collaborative storytelling. I support player creativity, help newer players learn the system without pressure, and keep sessions focused and on time. You can expect a GM who is prepared, engaged, and invested in making sure this is a game you look forward to every week.

Homebrew rules

This game uses the core TMNT & Other Strangeness (Palladium) ruleset, with a small number of light house rules and clarifications aimed at keeping play smooth, fair, and fun... especially in combat and movement. Rather than locking everything in ahead of time, all house rules will be introduced and discussed during Session Zero. I’ll outline the proposed tweaks, explain why they exist, and make sure everyone understands how they work before play begins. These are not surprises or mid-session “gotchas.” House rules are designed to: - Reduce friction and rules confusion - Keep combat moving at a cinematic pace - Support character agency and creative problem-solving I’m open to feedback and discussion, especially if something isn’t working as intended. Once we agree on the rules as a group, they’ll remain consistent for the duration of the campaign. The goal of homebrew here isn’t to reinvent Palladium... it’s to let the system do what it does best, without slowing down the fun.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Terry creates a safe table

Player safety and comfort are essential at my table. Before the campaign begins, Session Zero includes a clear review of expectations, tone, and boundaries, along with a Lines and Veils document that all players can read and contribute to. This helps ensure we understand not only what themes are exciting, but what topics should be avoided or handled with care. We use digital X, N, and O cards, available through chat or private message at any time. These tools allow players to signal discomfort, request pauses, or indicate enthusiastic consent to escalate intensity. You never need to justify the use of a safety tool... your comfort is enough. After particularly emotional or intense sessions, I provide space for aftercare and debriefing, either as a group discussion or privately if preferred. I check in regularly with players throughout the campaign to make sure everyone feels safe, heard, and supported. The goal is simple: create a table where players feel free to explore character, story, and emotion without ever feeling unsafe out of character. Your well-being matters just as much as your fun, and I commit to maintaining a respectful, inclusive, and collaborative play environment.

Content warnings

Safety tools used

Frequently asked questions