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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: GeekyBugle on February 22, 2023, 09:12:19 PM

Title: Thundarr but OSR
Post by: GeekyBugle on February 22, 2023, 09:12:19 PM
I have a while wanting to play in the world of Thundarr using OSR rules.

So far I've got two classes: Warrior/Barbarian and Wizard (with changes to fit the setting) for the Mok I'm thinking of Orc, race as class changed enough to fit the setting, or different Beastmen Race as Class. Input welcome.

Not counting Crawling Under a Brokken Moon are there any other OSR sources of inspiration?

I have the free pdf for swade.
Title: Re: Thundarr but OSR
Post by: ForgottenF on February 22, 2023, 09:14:12 PM
I'm sure someone else would have mentioned it, but since I'm here, Barbarians of the Ruined Earth is pretty much an unofficial Thundarr game.

https://www.drivethrurpg.com/product/285984/Barbarians-of-the-Ruined-Earth-Standard-Cover
Title: Re: Thundarr but OSR
Post by: GeekyBugle on February 22, 2023, 09:20:24 PM
Quote from: ForgottenF on February 22, 2023, 09:14:12 PM
I'm sure someone else would have mentioned it, but since I'm here, Barbarians of the Ruined Earth is pretty much an unofficial Thundarr game.

https://www.drivethrurpg.com/product/285984/Barbarians-of-the-Ruined-Earth-Standard-Cover

I have it but to be Thundarr it still needs work, since it aims to be a more generic post-apoc game. I'm thinking of something more close to the inspiration.

But I'll re-read it to see what I can steal for the campaign.
Title: Re: Thundarr but OSR
Post by: David Johansen on February 22, 2023, 09:48:14 PM
Why not Gamma World 1e?
Title: Re: Thundarr but OSR
Post by: GeekyBugle on February 22, 2023, 09:52:55 PM
Quote from: David Johansen on February 22, 2023, 09:48:14 PM
Why not Gamma World 1e?

Don't like the system.
Title: Re: Thundarr but OSR
Post by: gaxkang on February 22, 2023, 10:09:49 PM
Anomalous Subsurface Environment is a setting that has a massive Thundarr type feel. Its really good too. It doesn't have any specific rule or class changes to necessarily reflect its setting (although it does express some points of difference from traditional fantasy on the appearance and nature of Elves, Dwarves, Halflings, and Goblins), but it is just absolutely packed with stuff and a massive dungeon to boot. Good stuff, its on Lulu if you wanna check it out. 
Title: Re: Thundarr but OSR
Post by: GeekyBugle on February 22, 2023, 10:19:53 PM
Quote from: gaxkang on February 22, 2023, 10:09:49 PM
Anomalous Subsurface Environment is a setting that has a massive Thundarr type feel. Its really good too. It doesn't have any specific rule or class changes to necessarily reflect its setting (although it does express some points of difference from traditional fantasy on the appearance and nature of Elves, Dwarves, Halflings, and Goblins), but it is just absolutely packed with stuff and a massive dungeon to boot. Good stuff, its on Lulu if you wanna check it out.

Thanks, checking it out asap.
Title: Re: Thundarr but OSR
Post by: Grognard GM on February 23, 2023, 04:59:47 AM
First off, Barbarian, Wizard, with Mok being Race as Class is absolutely how you should do it.

I have no personal knowledge of it, but this exists:
(https://cf.geekdo-images.com/opengraph/img/BfVfjB39l4m2jctZdeEEr6GNwl8=/fit-in/1200x630/pic1771570.jpg)
Maybe track that down. There's also at least one adventure.

I love the setting of Thundarr, it's incredibly rich for a potential GM. It's on my list of settings to run with Cartoon Action Hour, I just haven't gotten around to it yet.
Title: Re: Thundarr but OSR
Post by: Tasty_Wind on February 23, 2023, 05:05:51 AM
Honestly, I would mash up a B/X clone with Mutant Future
Title: Re: Thundarr but OSR
Post by: Mithgarthr on February 23, 2023, 09:54:45 AM
Quote from: Grognard GM on February 23, 2023, 04:59:47 AM
First off, Barbarian, Wizard, with Mok being Race as Class is absolutely how you should do it.

I have no personal knowledge of it, but this exists:
(https://cf.geekdo-images.com/opengraph/img/BfVfjB39l4m2jctZdeEEr6GNwl8=/fit-in/1200x630/pic1771570.jpg)
Maybe track that down. There's also at least one adventure.

I love the setting of Thundarr, it's incredibly rich for a potential GM. It's on my list of settings to run with Cartoon Action Hour, I just haven't gotten around to it yet.

Played a game of that at North Texas some years back. Good stuff!
Title: Re: Thundarr but OSR
Post by: blackstone on February 23, 2023, 02:41:14 PM
Quote from: GeekyBugle on February 22, 2023, 10:19:53 PM
Quote from: gaxkang on February 22, 2023, 10:09:49 PM
Anomalous Subsurface Environment is a setting that has a massive Thundarr type feel. Its really good too. It doesn't have any specific rule or class changes to necessarily reflect its setting (although it does express some points of difference from traditional fantasy on the appearance and nature of Elves, Dwarves, Halflings, and Goblins), but it is just absolutely packed with stuff and a massive dungeon to boot. Good stuff, its on Lulu if you wanna check it out.

Thanks, checking it out asap.

I can vouch for ASE aka Land of a Thousand Towers. There's a Moktar race/class it's essentially the Mok. I'm using Land of a Thousand Towers as the basis for my next campaign. It's 100% gonzo. Think Thundar the Barbarian + Korgoth of Barbarria + Wizards + Den + Taarna = Awsomeness
Soundtrack in the background is primarily The Sword, Blue Oyster Cult, Hawkwind, plus some other space metal, prog rock, new wave, and punk
Title: Re: Thundarr but OSR
Post by: GeekyBugle on February 23, 2023, 03:54:59 PM
Quote from: blackstone on February 23, 2023, 02:41:14 PM
Quote from: GeekyBugle on February 22, 2023, 10:19:53 PM
Quote from: gaxkang on February 22, 2023, 10:09:49 PM
Anomalous Subsurface Environment is a setting that has a massive Thundarr type feel. Its really good too. It doesn't have any specific rule or class changes to necessarily reflect its setting (although it does express some points of difference from traditional fantasy on the appearance and nature of Elves, Dwarves, Halflings, and Goblins), but it is just absolutely packed with stuff and a massive dungeon to boot. Good stuff, its on Lulu if you wanna check it out.

Thanks, checking it out asap.

I can vouch for ASE aka Land of a Thousand Towers. There's a Moktar race/class it's essentially the Mok. I'm using Land of a Thousand Towers as the basis for my next campaign. It's 100% gonzo. Think Thundar the Barbarian + Korgoth of Barbarria + Wizards + Den + Taarna = Awsomeness
Soundtrack in the background is primarily The Sword, Blue Oyster Cult, Hawkwind, plus some other space metal, prog rock, new wave, and punk

That sounds like something Heavy Metal would publish back when they were Metal.
Title: Re: Thundarr but OSR
Post by: Rob Necronomicon on February 23, 2023, 07:47:09 PM
Might sound like an odd suggestion but I reckon FASERIP would be cool for S&S. Obviously you'd limit the powers and advancement etc. Quick, simple, lots of material to draw upon and scalable.
Title: Re: Thundarr but OSR
Post by: Omega on February 23, 2023, 07:57:57 PM
Quote from: GeekyBugle on February 22, 2023, 09:20:24 PM
Quote from: ForgottenF on February 22, 2023, 09:14:12 PM
I'm sure someone else would have mentioned it, but since I'm here, Barbarians of the Ruined Earth is pretty much an unofficial Thundarr game.

https://www.drivethrurpg.com/product/285984/Barbarians-of-the-Ruined-Earth-Standard-Cover

I have it but to be Thundarr it still needs work, since it aims to be a more generic post-apoc game. I'm thinking of something more close to the inspiration.

But I'll re-read it to see what I can steal for the campaign.

One of our group members on the old Gamma World group made one. I'll see if I still have it or know where to find it. Think was called something like "Under the Broken Moon"

Found it. Not OSR though. https://www.rpglibrary.org/settings/thundarr/
Title: Re: Thundarr but OSR
Post by: Rob Necronomicon on February 23, 2023, 08:00:46 PM
Quote from: Omega on February 23, 2023, 07:57:57 PM
Quote from: GeekyBugle on February 22, 2023, 09:20:24 PM
Quote from: ForgottenF on February 22, 2023, 09:14:12 PM
I'm sure someone else would have mentioned it, but since I'm here, Barbarians of the Ruined Earth is pretty much an unofficial Thundarr game.

https://www.drivethrurpg.com/product/285984/Barbarians-of-the-Ruined-Earth-Standard-Cover

I have it but to be Thundarr it still needs work, since it aims to be a more generic post-apoc game. I'm thinking of something more close to the inspiration.

But I'll re-read it to see what I can steal for the campaign.

One of our group members on the old Gamma World group made one. I'll see if I still have it or know where to find it. Think was called something like "Under the Broken Moon"

That looks cool. I like DIY productions in general.   
Title: Re: Thundarr but OSR
Post by: GeekyBugle on February 23, 2023, 08:02:56 PM
Quote from: Omega on February 23, 2023, 07:57:57 PM
Quote from: GeekyBugle on February 22, 2023, 09:20:24 PM
Quote from: ForgottenF on February 22, 2023, 09:14:12 PM
I'm sure someone else would have mentioned it, but since I'm here, Barbarians of the Ruined Earth is pretty much an unofficial Thundarr game.

https://www.drivethrurpg.com/product/285984/Barbarians-of-the-Ruined-Earth-Standard-Cover

I have it but to be Thundarr it still needs work, since it aims to be a more generic post-apoc game. I'm thinking of something more close to the inspiration.

But I'll re-read it to see what I can steal for the campaign.

One of our group members on the old Gamma World group made one. I'll see if I still have it or know where to find it. Think was called something like "Under the Broken Moon"

If the name is correct I have it, good source material there.
Title: Re: Thundarr but OSR
Post by: oggsmash on February 24, 2023, 05:36:29 AM
  For me OSR never captured the feel of post apoc/science fantasy.   I much prefer savage worlds as a system for such a setting and in our Savage Rifts campaign my son asked me if he could make Thundarr as a character and I let him.  It was surprisingly easy to create a character that modeled everything Thundarr can do and in a way very consistent with the show. 
Title: Re: Thundarr but OSR
Post by: blackstone on February 24, 2023, 10:20:49 AM
Quote from: GeekyBugle on February 23, 2023, 03:54:59 PM
Quote from: blackstone on February 23, 2023, 02:41:14 PM
Quote from: GeekyBugle on February 22, 2023, 10:19:53 PM
Quote from: gaxkang on February 22, 2023, 10:09:49 PM
Anomalous Subsurface Environment is a setting that has a massive Thundarr type feel. Its really good too. It doesn't have any specific rule or class changes to necessarily reflect its setting (although it does express some points of difference from traditional fantasy on the appearance and nature of Elves, Dwarves, Halflings, and Goblins), but it is just absolutely packed with stuff and a massive dungeon to boot. Good stuff, its on Lulu if you wanna check it out.

Thanks, checking it out asap.

I can vouch for ASE aka Land of a Thousand Towers. There's a Moktar race/class it's essentially the Mok. I'm using Land of a Thousand Towers as the basis for my next campaign. It's 100% gonzo. Think Thundar the Barbarian + Korgoth of Barbarria + Wizards + Den + Taarna = Awsomeness
Soundtrack in the background is primarily The Sword, Blue Oyster Cult, Hawkwind, plus some other space metal, prog rock, new wave, and punk

That sounds like something Heavy Metal would publish back when they were Metal.

I know, right? Haven't seen a copy of Heavy Metal for years. Have no idea how it is now...but it doesn't sound too metal/off the wall/cool.
Title: Re: Thundarr but OSR
Post by: Grognard GM on February 24, 2023, 10:43:19 AM
Quote from: blackstone on February 24, 2023, 10:20:49 AM
Quote from: GeekyBugle on February 23, 2023, 03:54:59 PM
Quote from: blackstone on February 23, 2023, 02:41:14 PM
Quote from: GeekyBugle on February 22, 2023, 10:19:53 PM
Quote from: gaxkang on February 22, 2023, 10:09:49 PM
Anomalous Subsurface Environment is a setting that has a massive Thundarr type feel. Its really good too. It doesn't have any specific rule or class changes to necessarily reflect its setting (although it does express some points of difference from traditional fantasy on the appearance and nature of Elves, Dwarves, Halflings, and Goblins), but it is just absolutely packed with stuff and a massive dungeon to boot. Good stuff, its on Lulu if you wanna check it out.

Thanks, checking it out asap.

I can vouch for ASE aka Land of a Thousand Towers. There's a Moktar race/class it's essentially the Mok. I'm using Land of a Thousand Towers as the basis for my next campaign. It's 100% gonzo. Think Thundar the Barbarian + Korgoth of Barbarria + Wizards + Den + Taarna = Awsomeness
Soundtrack in the background is primarily The Sword, Blue Oyster Cult, Hawkwind, plus some other space metal, prog rock, new wave, and punk

That sounds like something Heavy Metal would publish back when they were Metal.

I know, right? Haven't seen a copy of Heavy Metal for years. Have no idea how it is now...but it doesn't sound too metal/off the wall/cool.

It went the way of GQ, Playboy and Sports Illustrated. With similar affects on sales.
Title: Re: Thundarr but OSR
Post by: GeekyBugle on February 24, 2023, 11:27:09 AM
Quote from: Grognard GM on February 24, 2023, 10:43:19 AM
Quote from: blackstone on February 24, 2023, 10:20:49 AM
Quote from: GeekyBugle on February 23, 2023, 03:54:59 PM
Quote from: blackstone on February 23, 2023, 02:41:14 PM
Quote from: GeekyBugle on February 22, 2023, 10:19:53 PM
Quote from: gaxkang on February 22, 2023, 10:09:49 PM
Anomalous Subsurface Environment is a setting that has a massive Thundarr type feel. Its really good too. It doesn't have any specific rule or class changes to necessarily reflect its setting (although it does express some points of difference from traditional fantasy on the appearance and nature of Elves, Dwarves, Halflings, and Goblins), but it is just absolutely packed with stuff and a massive dungeon to boot. Good stuff, its on Lulu if you wanna check it out.

Thanks, checking it out asap.

I can vouch for ASE aka Land of a Thousand Towers. There's a Moktar race/class it's essentially the Mok. I'm using Land of a Thousand Towers as the basis for my next campaign. It's 100% gonzo. Think Thundar the Barbarian + Korgoth of Barbarria + Wizards + Den + Taarna = Awsomeness
Soundtrack in the background is primarily The Sword, Blue Oyster Cult, Hawkwind, plus some other space metal, prog rock, new wave, and punk

That sounds like something Heavy Metal would publish back when they were Metal.

I know, right? Haven't seen a copy of Heavy Metal for years. Have no idea how it is now...but it doesn't sound too metal/off the wall/cool.

It went the way of GC, Playboy and Sports Illustrated. With similar affects on sales.

And now they Furloughed the company because someone bought it or invested in it because the Phantom Audience failed to manifest itself, as always.

Not a chance of them publishing the likes of Richard Corben now, instead you get shitty art, shittier writting at a higher price.

But the old magazines are still a great source of inspiration for campaigns. For instance Vicente Segrelles Le Mercenary is begging for a campaign.

Title: Re: Thundarr but OSR
Post by: GeekyBugle on February 24, 2023, 11:34:05 AM
Quote from: oggsmash on February 24, 2023, 05:36:29 AM
  For me OSR never captured the feel of post apoc/science fantasy.   I much prefer savage worlds as a system for such a setting and in our Savage Rifts campaign my son asked me if he could make Thundarr as a character and I let him.  It was surprisingly easy to create a character that modeled everything Thundarr can do and in a way very consistent with the show.

That might be true IF you wanted to play as Ariel, Ookla or Thundar; neither of which are first level characters. I would peg them as 3rd-5th level.

If what you want to do is play in a world like Thundarr's I don't see the problem with using OSR mechanics as long as you do the work in making the classes the right way, which means the campaign will take a while to be ready, but that's part of the fun for the GM.

That and I'm stealing the stunt dice mechanic from Flying Swordsmen and renaming it as feat die.

Remaking the Sorcerer class since it shouldn't work as your typical OSR M.U.

Taking a Half-Orc race-as-class and re-skinning it to become the Mok (with the changes needed to make it so)
Title: Re: Thundarr but OSR
Post by: GeekyBugle on February 26, 2023, 12:51:30 PM
So the Sorcerer and or Wizard...

Do they do magic? Or is it psychic powers? Or maybe Super-science?

Magic =/= Psychic powers because one is external energies manipulated to create the "spell's effect" while the other is internal energies manipulating the external world.

From the outside and to the primitive minds of the Barbarians it all looks the same, but for world building it is important to decide on one. Of course you could always have 2 or throw the sink in and make it just like D&D but with different monsters and a definitive acknowledgement that it's a post-apoc world.

I'm leaning towards Psychic powers and maybe Super-Science at the same time, so you can have two types of wizards (the always evil MU). One can be defeated by destroying it's equipment or cutting out the power source, the other is harder to defeat. If you forget that the wizards in Thundarr are prone to not killing the heroes, not even staying to watch them getting killed and to monologue their evil plans.
Title: Re: Thundarr but OSR
Post by: oggsmash on February 27, 2023, 05:08:43 AM
 Its magic and psionics.   That was one of the appeals at the time, some of the wizards use magic but have tech enhancements to their bodies, psionics, and use high tech as part of their evil schemes.   The whole thing about the apocalypse was that it brought magic BACK to earth, and set back where and who was using the super science.  Wizards being smart in some cases are masters/users of both.
Title: Re: Thundarr but OSR
Post by: Grognard GM on February 27, 2023, 07:45:14 AM
Quote from: GeekyBugle on February 26, 2023, 12:51:30 PM
So the Sorcerer and or Wizard...

Do they do magic? Or is it psychic powers? Or maybe Super-science?

Magic =/= Psychic powers because one is external energies manipulated to create the "spell's effect" while the other is internal energies manipulating the external world.

From the outside and to the primitive minds of the Barbarians it all looks the same, but for world building it is important to decide on one. Of course you could always have 2 or throw the sink in and make it just like D&D but with different monsters and a definitive acknowledgement that it's a post-apoc world.

I'm leaning towards Psychic powers and maybe Super-Science at the same time, so you can have two types of wizards (the always evil MU). One can be defeated by destroying it's equipment or cutting out the power source, the other is harder to defeat. If you forget that the wizards in Thundarr are prone to not killing the heroes, not even staying to watch them getting killed and to monologue their evil plans.

IMO, Thundarr Wizards should fall in to 4 categories.

1) Pure magic users. They have beasts or hybrid minions as underlings.
2) Magic users that also make use of technology. Robots or hybrids with tech as underlings.
3) Tech users where the tech is potent enough that they're accepted as Wizards. Robots or hybrids with tech/vehicles as underlings.
4) Tech/Psionic mix. Usually brain in a jar/robot type, often a surviving ancient from pre-cataclysm. Either robot underlings or just machines/a vehicle.

Those that are Psionic only tend to be creatures or pre-cataclysm experiments.
Title: Re: Thundarr but OSR
Post by: GeekyBugle on February 27, 2023, 12:27:51 PM
Quote from: oggsmash on February 27, 2023, 05:08:43 AM
Its magic and psionics.   That was one of the appeals at the time, some of the wizards use magic but have tech enhancements to their bodies, psionics, and use high tech as part of their evil schemes.   The whole thing about the apocalypse was that it brought magic BACK to earth, and set back where and who was using the super science.  Wizards being smart in some cases are masters/users of both.

I KNOW what the original setting says. I am creating a Thundarr like setting and thinking of the assumptions I will include on it.
Title: Re: Thundarr but OSR
Post by: GeekyBugle on February 27, 2023, 12:30:11 PM
Quote from: Grognard GM on February 27, 2023, 07:45:14 AM
Quote from: GeekyBugle on February 26, 2023, 12:51:30 PM
So the Sorcerer and or Wizard...

Do they do magic? Or is it psychic powers? Or maybe Super-science?

Magic =/= Psychic powers because one is external energies manipulated to create the "spell's effect" while the other is internal energies manipulating the external world.

From the outside and to the primitive minds of the Barbarians it all looks the same, but for world building it is important to decide on one. Of course you could always have 2 or throw the sink in and make it just like D&D but with different monsters and a definitive acknowledgement that it's a post-apoc world.

I'm leaning towards Psychic powers and maybe Super-Science at the same time, so you can have two types of wizards (the always evil MU). One can be defeated by destroying it's equipment or cutting out the power source, the other is harder to defeat. If you forget that the wizards in Thundarr are prone to not killing the heroes, not even staying to watch them getting killed and to monologue their evil plans.

IMO, Thundarr Wizards should fall in to 4 categories.

1) Pure magic users. They have beasts or hybrid minions as underlings.
2) Magic users that also make use of technology. Robots or hybrids with tech as underlings.
3) Tech users where the tech is potent enough that they're accepted as Wizards. Robots or hybrids with tech/vehicles as underlings.
4) Tech/Psionic mix. Usually brain in a jar/robot type, often a surviving ancient from pre-cataclysm. Either robot underlings or just machines/a vehicle.

Those that are Psionic only tend to be creatures or pre-cataclysm experiments.

So the Sorcerers (the always good MU) fall where?
Title: Re: Thundarr but OSR
Post by: GeekyBugle on February 27, 2023, 12:38:51 PM
I seem to remember a Wizard with lot's of eyes all around it's head, it throws magic rays from it's eyes. Does this remind you of a classic D&D monster?

IIRC there was also at least a brain in a jar and one that was a head in a jar. One of those "floated" thanks to a rocket below the jar.

So combine the one with many eyes with the head in a jar (give it instead of a jar a robotic small "body" with lots of mechanical tentacles and you have what?

Or make it a brain in a jar with lots of mechanical tentacles that shoot "magic" rays.

I'm also thinking of making random tables to create wizards/mutants/monsters on the fly.

Plus random tables to create pre cataclysmic relics.
Title: Re: Thundarr but OSR
Post by: Grognard GM on February 27, 2023, 01:39:24 PM
Quote from: GeekyBugle on February 27, 2023, 12:30:11 PM
Quote from: Grognard GM on February 27, 2023, 07:45:14 AM
Quote from: GeekyBugle on February 26, 2023, 12:51:30 PM
So the Sorcerer and or Wizard...

Do they do magic? Or is it psychic powers? Or maybe Super-science?

Magic =/= Psychic powers because one is external energies manipulated to create the "spell's effect" while the other is internal energies manipulating the external world.

From the outside and to the primitive minds of the Barbarians it all looks the same, but for world building it is important to decide on one. Of course you could always have 2 or throw the sink in and make it just like D&D but with different monsters and a definitive acknowledgement that it's a post-apoc world.

I'm leaning towards Psychic powers and maybe Super-Science at the same time, so you can have two types of wizards (the always evil MU). One can be defeated by destroying it's equipment or cutting out the power source, the other is harder to defeat. If you forget that the wizards in Thundarr are prone to not killing the heroes, not even staying to watch them getting killed and to monologue their evil plans.

IMO, Thundarr Wizards should fall in to 4 categories.

1) Pure magic users. They have beasts or hybrid minions as underlings.
2) Magic users that also make use of technology. Robots or hybrids with tech as underlings.
3) Tech users where the tech is potent enough that they're accepted as Wizards. Robots or hybrids with tech/vehicles as underlings.
4) Tech/Psionic mix. Usually brain in a jar/robot type, often a surviving ancient from pre-cataclysm. Either robot underlings or just machines/a vehicle.

Those that are Psionic only tend to be creatures or pre-cataclysm experiments.

So the Sorcerers (the always good MU) fall where?

Well there's at least one instance of Thundarr calling a Wizard "Sorcerer" so in universe I think Wiz and Sorc may be interchangeable. However, I can see how separating Sorcerer as the good guy magic class would make sense for you.

AFAIK, in the series there were only 2 good magic users (Ariel, and a guy in a trio that teamed up with the heroes for one episode) and they both used straight out magic. Of course you're running a 'based on' setting, so nothing to stop you expanding the scope of what a 'Sorcerer' means, or having separate Psionic and tech-based classes.
Title: Re: Thundarr but OSR
Post by: GeekyBugle on February 27, 2023, 02:02:09 PM
Quote from: Grognard GM on February 27, 2023, 01:39:24 PM
Quote from: GeekyBugle on February 27, 2023, 12:30:11 PM
Quote from: Grognard GM on February 27, 2023, 07:45:14 AM
Quote from: GeekyBugle on February 26, 2023, 12:51:30 PM
So the Sorcerer and or Wizard...

Do they do magic? Or is it psychic powers? Or maybe Super-science?

Magic =/= Psychic powers because one is external energies manipulated to create the "spell's effect" while the other is internal energies manipulating the external world.

From the outside and to the primitive minds of the Barbarians it all looks the same, but for world building it is important to decide on one. Of course you could always have 2 or throw the sink in and make it just like D&D but with different monsters and a definitive acknowledgement that it's a post-apoc world.

I'm leaning towards Psychic powers and maybe Super-Science at the same time, so you can have two types of wizards (the always evil MU). One can be defeated by destroying it's equipment or cutting out the power source, the other is harder to defeat. If you forget that the wizards in Thundarr are prone to not killing the heroes, not even staying to watch them getting killed and to monologue their evil plans.

IMO, Thundarr Wizards should fall in to 4 categories.

1) Pure magic users. They have beasts or hybrid minions as underlings.
2) Magic users that also make use of technology. Robots or hybrids with tech as underlings.
3) Tech users where the tech is potent enough that they're accepted as Wizards. Robots or hybrids with tech/vehicles as underlings.
4) Tech/Psionic mix. Usually brain in a jar/robot type, often a surviving ancient from pre-cataclysm. Either robot underlings or just machines/a vehicle.

Those that are Psionic only tend to be creatures or pre-cataclysm experiments.

So the Sorcerers (the always good MU) fall where?

Well there's at least one instance of Thundarr calling a Wizard "Sorcerer" so in universe I think Wiz and Sorc may be interchangeable. However, I can see how separating Sorcerer as the good guy magic class would make sense for you.

AFAIK, in the series there were only 2 good magic users (Ariel, and a guy in a trio that teamed up with the heroes for one episode) and they both used straight out magic. Of course you're running a 'based on' setting, so nothing to stop you expanding the scope of what a 'Sorcerer' means, or having separate Psionic and tech-based classes.

Plus Ariel's Grandpa who trained her IIRC.

I'm thinking of making them distinct in some meaningful way, for instance in my games Warlocks are always evil because they got their powers by making a pact with the devil, so the Warlock IS the Anti-Paladin.

I'm thinking of what is the "magic" because of this, Plus in universe the "magic" works more like D&D psionics than D&D magic, there's no components or vocalizing needed IIRC.

In the setting it's still called magic because the world has devolved to a barbaric state, maybe the Wizards/Sorcerers KNOW it's not but they're not saying.

In universe the difference is the Wizards use tech while the Sorcerers do not.

Stuff I need to make a choice about, your proposal of 4 wizard types sounds great, I'm gonna have to give it a deep think.