It's the year 1936 -- in 1666, the Thirty Years War ended when the 1,000 megaton Ethereum Nuke known as the 'Götterdämmerung' was dropped by unknown forces on the Princely States of Germania and brought widespread devastation to the old world.
The western hemisphere continent of Northern Laurasia was not unaffected -- the Götterdämmerung's explosion was followed by the Three Days of Darkness -- a portentous event when the Veil or Gauntlet, the barrier between this world, the astral planes, and the nether regions, was eviscerated.
To the east, the far-off realms of Sahul and Sunda, including the Elemental Conclaves of Siam, were also affected -- terrors from the Elemental Strongholds and the Avici Hells of the Yama Kings poured forth in a tidal wave of infernal power, overwhelming many of the ancient cities of Siam, Khmer, Cathay, and Nippon.
The lost realms of Atlantis, Mu, and Lemuria resurfaced, respectively, in the Atlantic and Pacific Oceans, and the inner tropics of the Antarctic were freshly unveiled -- the great ice wall that had hidden them from the world having cracked during the cataclysm.
The world of Ehrth is like and unlike our own -- the alchemy of the Ancient Greeks, reportedly inherited from an earlier civilization led to the creation of the mutant-animals, the greatest friends, servants, and tools of the Empires of Man. The Library of Alexandria was never burned, and the survival of ancient Atlantean wisdom through the Roman Empire led to the early development of remarkable technologies comparable to, but different from, those of Earth. Vril-energy rifles, flying golden palaces known as Vimanas, ornithopters diving through the skies of etherum-powered mega cities like Londinium and New Amsterdam.
Now, the Continent of Laurasia is contested between few remaining arcologies of the Empires of Man, as well as the new political powers of the mutant animals that have arisen in their wake. Among these is the Empire of the Golden Circle, a vast slaver empire that embraces the Gulf of K'uk'ulkan to the south of the United Dominions of New England and the Capetian States of the mid continent. This cruel, avaricious realm, whose power was built up upon the whip-stricken backs of its legions of enslaved magic-users and elementals is now facing a surprisingly tenacious revolt within its Mesoamerican territories. Rumors abound that the ancient powers of Aztlan -- the blood-soaked realm of the camazotzt, the mutant animal vampire-bats who once ruled this region -- seek to take advantage of the new disunity and reassert their power, rising from their places of refuge in the deep earth. Other reports herald that the fabled Fountain of Youth has been located -- the brightest jewel of Moctezuma's lost treasury held in the fabled glistening city of El Dorado. If either the sanguinomancers of Aztlan, or the psionic slavers of the Golden Circle were to locate the Fountain, the fallout could lead to the conquest of the entire continent by one of these baneful powers. Enterprising heroes with a talent for subterfuge are needed to infiltrate the mysteries of the Valley of Mexico, rendezvous with the beset cells of the revolution, and keep the power of the fabled lost city from the hands of evil doers.
It is the year our lord 1666 -- London is in flames.
In this alternative timeline of Palladium Books' post-apocalyptic mutant animal rpg After the Bomb, the world was rocked by an etherum bomb disaster which occurred during the latter days of the Thirty Years' War. The resulting landscape is a steampunk-puritan-ghosts of Appalachia-post-apocalyptic-horror show. The lost continents of Atlantis, Lemuria, and Mu have returned as a result of the dimensional rupture of the 'Day of Darkness' when the ether bomb was dropped on central Europe. Dark creatures of legend roam the streets at night, and the veil between the nightmares of the astral planes and the world of the living have become thin and tattered, allowing the easy ingress of mythic horrors.
The European colonies of the Americas have become largely self-sufficient and independent as a result of the catastrophe. The various breeds of mutant animals, once loyal servants of their human masters, have increasingly established their own civilizations and communities in the wreckage of the old order. The storied orders of the Knights Templar, the Witch Hunters, and the Vampire Slayers have emerged from the shadows to combat the new threats to civilization - among their most competent adherents are the mutant animals who have maintained their faith in the cause, even if they have thrown off the shackles of their previous servitude to the Empires of Humankind.
This setting will adopt elements of After the Bomb, the Savage World's setting Rippers, and the Adventures of Solomon Kane, among other inspirations. One of my players came up with the tag 'Colonial Atom Punk' to describe the setting. In this world, the historical technology of the 1600s is considerably supplemented by steampunk etherum tech more reminiscent of 1800s-based steampunk images and concepts -- witch iron clad battleships, etherum canons and handguns, ornithopter-type flying vehicles. The ambience would be similar to Val Helsing, Witchhunter: the Hidden World, and the Adventures of Solomon Kane and would involve a party of humans and mutant animals that are part of esoteric orders that hunt down demons, devils, vampires, witches, and other cryptids threatening the ashes of civilization on the East Coast and the ruins of Europe.
Using the After the Bomb Mutant animals rules for a race/r.c.c., there are at least three different options for making characters. I am allowing players to have both an r.c.c. (in this case, mutant animal), and an o.c.c. or similar additional element to open up additional character concepts like mutant animal black cat witches.
(1). Use a mutant animal as your race, and pick an o.c.c. from Rifts, Fantasy, or another Palladium game line.
(2). Pick another, compatible r.c.c or r.c.c-type chassis like a Nightbane or an anti-monster (Rifts: South America).
(3). Make a mutant animal 'super hero' by combining the mutant animal rules with the super powers in Heroes Unlimited.
There is no SRD for this system, so you'd have to get access to the books somehow on your own (I own a hard copy of the core book, so I really can't help on that front).
The current setting/plot is a town called 'Kamden' in the mutant animal state of New-new Jersey that is currently in the grip of a 'Witch Hunter Terror' caused by apprehensions of infernal forces from Hades and Dyval increasing in their activities in the region. Outlying farms have been attacked. Larger bands of zombie 'roamers' have begun to move into the region. Law-abiding citizens of Kamden have been abducted a night under mysterious circumstances, never to appear again. These circumstances have led the Town Council to set up a Witch Hunter Inquisition to attempt to ferret out the malevolent elements that have infiltrated their society. The result has been a dramatic increase in the number of public executions at the Town Square, but persistent rumors hold that the Inquisition has become a terror and has had little impact on the true sources of the region's recent troubles.