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Think of Thundarr the Barbarian, Gamma World, Mutant Future,

Mad Max, Fallout and post-apocalypse movies and stories.



This rulebook, friends, paper, pencil, a few six-sided dice and
imagination.

See table below for more detail
Dice Abbrev. Roll and Result
1d2 Roll 1 die (1 to 3 =1; 4 to 6 = 2)
1d3 Roll 1 die (1 to 2 = 1; 3 to 4 = 2; 5 to 6 = 3)
xd6 Roll x number of dice.
d66
Roll 2d6, lowest number becomes tens digit
while highest number becomes one digit
(i.e. you roll a 4,2; the result is 24)


Your character is represented by these four Abilities, they are:
Physical: To do with physical challenges, stealth, speed, driving
and resisting (radiation, poison, etc.).
Mental: To do with problem solving, logic, perception, science
and psionic.
Combat: To do with combat.
Social: To do with negotiation, interaction, and bargain.
To create a character, pick a race and distribute 8 points
between the abilities. The minimum points you can put in the
abilities is 1 and the maximum is 3 for a beginning hero

Android: Roll 1d6+10 HP and roll for 2 human/animal
mutations. Android cannot heal during rest, it needs to be
repaired. During rest pick difficulty and make a Mental roll (TN 7
heal 1d3 HP; TN 9 heal 1d6 HP; TN 11 heal 1d6+2 HP). Android
does not need food when prompted.
Evolved Animal: Roll 1d6+8 HP and roll for 2 human/animal
mutations. Evolved Animal also received the Natural Weapon
mutation.
Mutant Human: Roll 1d6+10 HP and roll for 2 human/animal
mutations.
Mutated Plant: Roll 1d6 + 8 HP. Mutated Plant gets 2 plant
mutations. Mutated Plant is capable of walking and talking
similar to human or animal. It can be a humanoid in appearance
but does not have to be.
Pure Human: Roll 1d6+12 HP. A Pure Human also gets a +1 to
either Social or Mental ability. Pure Human is immune to
mutation, so any roll involving mutation is ignore.

Defence is a Target Number when dealing with attack. To
calculate your defence, add 7 to your Physical ability. Defence
may only be upgraded by using armour or other means.

You get 1 to 3 XP at the end of a scenario/quest, on an average
everyone should get 2 XP at the end of a scenario or quest. You
then may spend:
1. 1 XP to gain 1 HP
2. 5 XP to add 1 to an ability of your choice

When in doubt, roll 2d6 roll plus appropriate ability trying to get
the Target Number (TN) or more to succeed. Refer to difficulty
table below:
Difficulty TN
Routine 5
Easy 7
Normal 9
Hard 11
Super Hard 13

You get a FUMBLE on a natural roll of 2 and a CRITICAL SUCCESS
on a natural roll of 12. A fumble is bad and a critical success is
good. In combat you automatically miss on a fumble and
automatically hit on a critical dealing a double damage.
Action points provide characters with the means to affect game
play in significant ways. A character always starts with 3 Action
Points (AP) and he always replenishes them at the beginning of
every adventure. A character can spend 1 AP to do one of these
things:
Allow a character to get extra action.
Grant an extra die to a roll. Roll extra die and pick the best
two. This cannot be used for damage roll.
Turn a failure into a success.
Turn a success into a critical success.
Stop a character from dying. If a hit kills your character, he
is not dead but unconscious with 1 HP left.


Make a d66 roll and refer to the human/animal mutation below.
During your adventure you may caught with the hazard of
radiation and may get extra mutation. If so, roll d66 and refer to
mutation below.
d66 Mutation Effect
11 Acid Spit (R, M) Produce acid every 3 turns during
combat. Roll attack as normal, on a hit it
deals 1d6+1 damage
12 Adrenaline Jolt Boost your Physical for 1d3 rounds. +2
bonus on Physical roll
13 Chameleon Skin You skin changes colour. +4 when hiding.
14 Dark vision You can see in total darkness.
15 Detonating Pods
(R,M)
You grow 1d3 pods per day. Pods deal
1d6+2 damage.
16 Dual Headed You grow another head next to the first
one. Make a second roll whenever you
use senses (looking, listening, traps)
choose the best one.
22 Elasticity You can bend and twist your body in
unnatural ways and squeeze through
very tight spaces.
23 Enhanced
Healing
Spend as other action to concentrate
and heal 1d6 HP
24 Extra Arms You can wield an extra weapon and an
extra shield or a second 2-handed
weapon. You attack twice per combat
round. If you gain Quickness mutation
you only attack twice.
25 Gigantism +2 damage to any melee attack, you
cannot use armour.
26 Gills You have gills. You can breathe under
water. You also get +2 bonus to any roll
while under water.
33 Spiky Growth You grow spikes on your body. Roll 1d6.
1-2 small spikes: 1d6 damage; 2-3
medium spikes: 1d6+1; 5-6: large spikes:
1d6+2. You may remove and throw your
spikes and make a range attack. Mutants
with medium and large spikes cannot
wear armour.
34 Natural Armour Thick fur, scales, a shell, rubbery skin.
Roll 1d6, 1-2 +1 defence, 3-4 +2 defence,
5-6 +3 defence.
35 Natural Weapon
(M)
Claw, bite, horns or other natural melee
attack. Roll 1d6, 1-2: 1d6 damage, 3-4:
1d6+1 damage, 5-6: 1d6+2 damage.
36 Pheromone You release pheromones. You get +2
bonus when doing Social roll.
44 Quickness You get +2 bonus to any Physical roll
involving speed and agility. You also
attack twice per combat round. If you
gain Extra Arms mutation you only
attack twice.
45 Radiation
Resistance
You resist a bit of radiation. +4 to
radiation roll when prompted.
46 Shocker (R,M) Every 3 turns, you may emit a blast of
energy from your hands or other body
parts. Roll Attack as normal, if hit it deals
1d6+3 damage.
55 Psionic Talent Make a d66 roll on psionic table.
56 Venomous bite
(M)
Your natural bite attack injects poison. If
successful it will deal 1d6 damage, the
target then must make a Physical roll
against TN 7 or he will suffer another
1d6 damage. You cannot take this
mutation if you have acid spit mutation.
66 Wings You have bird or bat like wings and are
able to fly in a short distance. You also
gain a Swoop Attack. When you do this,
the target must make Physical roll
against your Physical ability + 7. On a
fail, target get 1d6 damage.
R means Range where you only use the mutation in ranged
M means Melee where you only use the mutation in melee

Make a d66 roll and refer to the psionic table below. You must
expend 1 HP to use psionic power and you must make a Mental
roll against Psionic TN.
d66 Psionic TN Effect
11 Control Machine 9 You control 1 machine for 1d3
turn
12 Mental Blast 9 Target not able to move for 1d3
turn but may still make psionic
attack
13 Detect Psionic 7 You detect psionic activity
present.
14 Detect Machine 7 You detect machine nearby.
15 Empathy 7 You can read target emotion and
feeling
16 Charm Person 7 Force target to obey your will
22 Telekinesis 9 Move object from a far.
23 Daze 7 Target loses next action.
24 Brain Lock 9 Target cannot move and cannot
make psionic for 1d3 turn.
25 Combat
Precognition
7 You gain +1 defence for the
whole combat.
26 Combat Prescience 9 You gain +2 to attack for the
whole combat.
33 Levitate 7 Target levitates for 1d3 turn.
34 Fire Bolt 7 Deals 1d6+1 fire damage to a
target.
35 Lightning Strike 11 Deals 3d6 lightning damage to
1d3 target.
36 Dark vision 7 You see in total darkness for 1d3
turn.
44 Natural Armour 9 You gain +1d3 defence for 1d3
turn.
45 Fire Storm 13 Deals 5d6H4 fire damage to 1d6
target.
46 Create Bioweapon - A bio melee weapon of some
kind. It can be a sword, hammer,
etc. Pick a TN for damages. TN 7:
1d6; TN 9: 1d6+1; TN 11: 1d6+2.
55 Psycho booster 9 You either boost Physical, Social
or Combat by 1d3 for 1d3 turn.
56 Negate Psionic 9 Cancel psionic effect.
66 Finger Fire 5 Deals 1d3 fire damage to a target

Make a d66 roll and refer to the plant mutations below.
d66 Plant Mutation Effect
11-12 Animate Seeds Plant may plant a seed. The seed will
grow up to have the same mutation
as the mutated plant.
13-14 Carnivore (M) Plant has mouths that are capable of
inflicting 1d6 damage with a bite. Roll
1d6 to determine how many mouths
are on the plant. Each mouth is
considered as 1 attack.
15-16 Dermal Acid Sap
(M)
Plant sap is acidic. It inflict 2d6 HP
damage every round to creature that
come in contact with it.
22-23 Electrical Charge
(M,R)
Plant is capable to store electrical
charge from food consume. Plant may
use this weapon after 3 rounds as it is
fully recharge. It inflicts 3d6 HP
damage. Once use up plant must wait
another 3 round to use it.
24-34 Human/Animal
Mutation
Make a d66 roll in the human/animal
mutation above.
35-36 Radioactive
Emissions (M)
Plant may emit radiation. Anyone
within melee range will effected with
the radiation. Roll 1d6 to determine
radiation level. Refer to radiation
table for damage.
44-45 Shriek (M,R) Whenever plant is hurt, it will shriek
which capable of damaging everyone.
The shriek causes 2d6 damage
(everyone may make a Physical roll
TN 7 to half the damage).
46-55 Tendrils (M) Plant grows tendril. Tendrils can do
1d6+2 melee damage to a target.
56-66 Thorns (R) Plant can throw thorns! Plant may
spend an action to throw 1d6 thorns.
Each thorn inflicts 1d3 damage to a
target.

Initiative is the order of who acts when in combat. To
determined initiative, each combatant rolls 1d6 adding their
Physical ability. The highest goes first. Any ties will act
simultaneously.
When you turn arrive, pick one of the options below:
1. Attack: Attack a target with a weapon. Roll 2d6 and add
Combat ability trying to get an equal or higher number than
the target's defence.
2. Use Psionic: To use psionic. Make a Mental roll against
psionic TN.
3. Move: A character may move into melee range and engage
a target, disengaged from a target, or move into cover.
4. Other Action: This is for actions surrounding picking locks,
reloading a gun, opening a window, using an item, etc.
5. Flee: To flee, combatant needs to make the Physical roll
against opponent with the highest defence in combat.
Combat continues until one side is defeated.

Movement is abstract for fast combat although combatants are
not static they keep on moving. To simulate movement,
everyone starts in free position. From there, you may either
move into melee range and engage a target or disengage from a
target or move into cover. When you engaged to a target you
may only use melee attack. To disengage a target you must
make a Physical roll against TN of 9, if successful you move into
free position. You may use range attack to attack a free
positioned target only. You may fire an engaged target at a -4
penalty.
Resting a full evening recovers full HP. Resting for a few minutes
recovers 1d6 HP.

Whenever you fall in Mutants & Machine-guns, roll 3d6 for
damage. You may roll for Physical ability against TN (usually 9)
set by GM to halves the damage. On a critical success you are
not damaged at all.

Radiation is determined according to their level. When radiation
hits, you need to make a Physical roll against radiation levels
TN. If you fail, roll 1d6: if the result is 3 to 6 you receive
radiation damage equal to the radiation levels damage, apply
this to your HP; if you roll a 1 or 2 you received the radiation
damage as well as gaining a mutation (roll for a random
human/animal mutation if you are a non-plant based race and
plant mutation for plant based race).
Radiation Level TN Damage
1 5 1d3
2 7 1d6
3 9 1d6+1
4 11 1d6+2
5 13 1d6+3

Similar to radiation, poison is also determined according to their
level. Characters must make a Physical roll against poison levels
TN. On a fail, character received damage equal to poison levels
damage.
Poison Level TN Damage
1 5 1d3
2 7 1d6
3 9 1d6+1
4 11 1d6+2
5 13 1d6+3
In the wasteland people barter their goods. Goods are
measured with Trade Unit (TU).

You may spend 10+2d6 TU on equipment for a start. Feel free to
donate unused TU to another player.
Melee Weapon Damage TU
Unarmed 1d2 0
Knife, Dagger (throwable in range) 1d3 2
Hand Axe, Club, Light Hammer, Mace,
Short Sword
1d6 3
Spear (throwable in range) 1d6 4
Battle Axe, Military Pick, Broad Sword 1d6+1 6
Great Sword, Maul, Pole arm, Great Axe 1d6+2 9
Gun Fire Type Damage TU
Cross Bow* S 1d6 5
Pistol S 1d6 8
SMG S, B, A 1d6 9
Shotgun B, A 2d6 10
Light Machine-gun B, A 2d6H+1** 15
Rifle S, B, A 1d6+2 14
Pulse Rifle S, B, A 2d6H+2** 20
Heavy Machinegun B, A 2d6H+2** 18
Armour Defence TU
Light Armour (leather jacket, etc) +1 5
Medium Armour (Kevlar, etc) +2 15
Heavy Armour (plate, etc) +3 20
S means Single shot. B means Burst shot and A means Full Auto.
* Must reload on the next turn.
** Roll 2d6 and pick 1 of the highest and add either 1 or 2
Item Effect TU
Stimpack
Heals 1d6 HP. It only works on Pure
Human, Mutant Human and Cyborg.
3
Frag grenade
Its a grenade. When launch it will deal
2d6+4 damage
5
Thief Tool
Use for pick locking and other thief like
stuff. Provide a +2 bonus when prompted.
8

In Mutants & Machine-guns, ammunition is abstract. Whenever
you roll a fumble when you are shooting, roll 1d6, on a 1 you
are out of ammo. You may spend a combat round to reload, if
you have that type of ammo for the gun. If you dont, then you
may not use the gun anymore until you find that type of ammo.
On a 2 to 6 your gun is jammed instead, you may spend a
combat round to fix your gun. Ammo is scarce in the Wasteland
chances are to find some is almost zero.

Some guns can go for burst mode which means when you attack a
target and if it hits any leftover damage may go to the next free
unengaged target. It is hard to attack when in burst mode but it will
deliver a heavy damage to target. You get a -1 penalty to attack roll but
if it hits +2 bonus to damage roll.
This is the same with full auto accept a full auto give a -2 penalty to
attack roll but gives a +4 bonus to damage roll.
Shot Mode Attack roll Damage Bonus
Burst -1 penalty to attack roll +2 damage
Full Auto -2 penalty to attack roll +4 damage
Ancient artefacts are things from the ancient past. The ancients
use it to do their chore or other needs such as stunning their
poultry or shooting bad guys. They are usually found in ancient
city or vault. When characters find artefact, the artefacts may or
may not be working. Each artefact has condition rate from 0-5.
Each rating has a probability of working. Roll the table below to
determine if it works or not.
Roll 1d6 Condition Rate Working on 1d6
6 5 2-6
5 4 3-6
4 3 4-6
3 2 5-6
2 1 6
1 0 Not working
If GM have not or do not want to set a specific artefact, roll the
table below. Mundane Item and Ammo are at GM discretion.
Roll 1d6 Random Artefacts
1-2
Mundane Item. GM pick a random
household item i.e. hair brush, a canned
food,etc.
3 Ammo. GM pick random ammo.
4 Medicine. Roll on Medicine table.
5 Melee Weapon. Roll on Melee Weapon.
6 Gun. Roll on Gun table.
When an artefact is working, character must figure out how to
use it. GM will determine how complex from the table below.
Complexity TN Examples
0 5 Mundane item
1 7
Weapons, Grenades, non-power
armour
2 9 Vehicle, robots, power armour
3 11
Computer, medicine, complex
artefacts

Characters then make a Mental roll against the chosen
complexity. A roll of fumble indicates that it failed horribly, and
the character will have damaged himself or nearby characters if
the item is capable of doing it. A roll of critical success will
always succeed, regardless. If successful your character knows
how to use the item. If you failed then you just wasted 1 hour of
game time. Character may make as many roll until he succeed.
For every fail an hour passed.
Characters may try to fix the artefact. The rolls are similar to
artefact roll and the TN is based on complexity TN. Characters
may try unlimited amount of time until character roll a fumble
where artefact will damaged character or other character
around him.

MELEE WEAPON
1d6 Weapon Damage Note
1-2 Vibro Blade 1d6+2
Blade with vibration
mechanism
3-4 Energy Mace 1d6+3
Mace with crackling energy on
top
5 Stun Whip 1d6+4
Target must make Physical roll
TN 7 to prevent 1d3 round
stunt, when stunt target
cannot move or do action
6 Laser Sword 2d6 No Jedi here

GUN
2d6 Weapon Fire Type Damage
2 Plasma Rifle S, B, A 1d6+5
3 Laser Rifle S, B, A 2d6H+3
4 Flamethrower S
1d6, hit 1d3
unengaged targets
5 Stun Pistol S
1d6+2, stun target for
1d3 rounds
6 Blaster Rifle S, B, A 2d6H+2
7 Laser Pistol S 1d6+2
8 Gauss Auto Rifle S, B, A 2d6H+4
9 Sonic Rifle S, B, A
2d6, capable of
shrieking attack (refer
to shriek mutation)
10
Gauss Machine
Pistol
S 2d6
11 Minigun B 2d6+3
12 Tesla Rifle S, B, A 3d6

ARMOUR
1d6 Weapon Defence Note
1 Combat Shield - Absorb 1 point of damage
2 Flex Armour - Absorb 2 points of damage
3 Sheath Armour +3 Modern day riot gear
4 Ceramic Armour +4 Resist fire and cold
5 Shell Armour +4 Grant +4 to radiation roll
6 Power Armour +4 +1 Physical, +1 Combat

MEDICINE
1d6 Medicine Effect
1 Stimpack Cures 1d6 HP
2 Rad-Purge Pill
Eat it after being hit by radiation. It
will prevent 1d6 radiation damage.
3 Mentat
Give a +1 to either Social or Mental
ability (roll randomly or GM pick)
4 Guffout
Gve a +1 to either Combat or
Physical ability (roll randomly or GM
pick)
5 Antitox
Drink it after being hit by poison. It
will prevent 1d6 poison damage.
6 Super Stimpack Cures 3d6 HP
To simply everything, every vehicle has these stats drive,
speed, hull, defence and capacity. All you need to do is pick 1
vehicle, add modification and a name. Remember the more
things that you put in a vehicle the expensive it is.
Vehicle Drive Speed Hull Defence Capacity TU
Bike 2 3 1 4 2 30
Dune Buggy 2 3 2 4 3 35
Car 2 2 3 5 4 70
Van 1 1 4 5 5 80
Truck 1 1 5 6 6 90
18
Wheeler
0 1 6 6 8 120
Tank 0 1 7 7 8 200
Super
Heavy Tank
0 1 8 7 9 250

Drive: determine how good the vehicle is in combat and
manoeuvring.
Speed: determine how fast the vehicle is.
Hull: Basically HP for vehicle although it is handle differently.
Defence: Target number for attacking. To calculate defence add
drivers Physical ability with the vehicle defence score.
Capacity: determine how many (mod) modifications you can
install on the vehicle.
Here are list of modifications for your vehicle. TU = Trade Unit
Mod = Modification
Armour plating (TU 5)(Mod 1)
+1 to defence (max. of 13)
Increased Drive/Speed/Hull (TU 5)(Mod 0)
Add 1 to vehicle stats of your choice.
GIGA system (TU 8)(Mod 1)
You may fire 2 weapons at the same time targeting 1 vehicle.
For every additional GIGA you may fire 1 additional weapon.
Targeting system (TU 5)(Mod 1)
Add 1 to your to hit roll using vehicle weapon.
Turret (TU 5)(Mod 1)
One of your vehicle weapon move 360 degree.
Ram plating (TU 8)(Mod 1)
When damage by ramming, half the damage received.
Vehicle Weapon Damage Range Mod TU
Machine gun 1d6+1 Short 1 10
Beam Blaster 1d6+2 Short 1 15
Vulcan 2d6 Short 1 30
Howitzer 2d6 Long 2 30
Gatling Gun 2d6+1 Short 2 35
Flame Thrower* 2d6+2 Close 2 40
Spark 2d6+2 Short 2 45
Cannon 3d6 Long 3 100
Thunder Cannon 4d6 Long 3 150
* Attack 1d3 targets. Must make separate roll for each target.
At the beginning of vehicle combat GM will determine who is
chasing who. The chaser is call predator and the one being
chased is call prey. Unless stated all vehicle start at long range.
Ranges are: Touch Close Short Long Far
The ranges will determine what kind of weapon or action you
can use to destroy your opponent.
Vehicle combat is determined by these phases.
1. Initiative
2. Movement
3. Action
4. End turn
Initiative. Each round, ever vehicle must make an initiative roll
which are 1d6 + speed of the car. The highest won an initiative
and determine the course of the chase.
Chase. Participant with initiative pick difficulty on the difficulty
table. All vehicles then make a chase roll which is 2d6 + speed
against the TN picked just now, this will determine your skill to
drive the vehicle outdoing your predator or trying to get a good
position to attack. If all vehicles succeed or failed nothing
happen as everyone manages to outdo each other. But, if one of
you succeed and the other failed, you may move your vehicle
closer to your target or move further away.
Examples: Metal Maxs car is in close range with Jagged
Mutant. Both makes chase rolls with the outcome of Max
succeed and Jagged Mutant failed. Max then move his vehicle
nearer to Jagged Mutant from long to short range, close enough
to fire his cannon.
Action. Here are lists of action which can be done during vehicle
combat.
1. Attack. If your vehicles weapon is in ranged with your
target, roll 2d6 + drive. If the result is equal or more than
target vehicles defence, you succeed. Roll for weapon
damage.
If attacking critters, apply the damage directly to their HP. If
attacking another vehicle, roll for damage and consult the
damage table below:
Damage roll Damage to Hull
1 5 0 damage
6 11 1 damage
12 17 2 damages
18+ 3 damages

2. Escape. Must be in Far range only. No other vehicle can be
nearer to your vehicle. Roll 2d6 + speed. If the result equal
to or more than opponent with the highest speed +7, you
manage to escape from the battle.
3. Ramming. Must be in Touch range only. Roll 2d6 + drive. If
the result is equal to or higher than target defence, you
succeed. Roll 2d6 + hull for damage.
Damage to Hull. When a vehicles hull reduce to zero, roll 1d6,
on a 2 to 6, the vehicle stop functioning and driver must go on
foot. On a 1, the vehicle blew up. Driver and passenger make a
Physical roll against TN 7. If failed, each driver and passenger
received 2d6 damage.
The Bizzarrian beast are critters that you can rides. They are
defined similar to critters with only exception of the speed stats
which is used for vehicle combat. When attacking in vehicle
combat, they must get to Touch range to attack unless the
Bizzarrian has a ranged attack. Here are some examples:
Poo Cat
Combat 3 Ability 2 Speed 3 Defence 8 HP 20 Damage 1d6+3
(Claw & Bite)
Poo Cat is a large cat which you can ride. Like its cousin it tends
to sleep a lot when they not hungry.
Centisteed
Combat 2 Ability 3 Speed 3 Defence 7 HP 25 Damage 1d6+2
(Bite)
A Centisteed looks like a horse with many legs.
Giant Centipede
Combat 1 Ability 3 Speed 0 Defence 9 HP 15 Damage 1d6+2
(Bite)
Giant Centipede usually comes with many colours. It is usually
slow.
There are a lot of strange critters lurking in the wasteland. Here
are some examples:
Dead Dog Walking
Combat 2 Ability 0 Defence 7 HP 12 Damage 1d6+1 (Bite)
A dog corpse which is alive. You literally see flesh, bones, a few
maggots and blood gushing out of the critters
Fungoid
Combat 1 Ability 1 Defence 7 HP 8 Damage 1d6+2 (Punch)
A tall mushroom like creature with human like limb.
Giant Scorpion
Combat 3 Ability 0 Defence 25 Damage 2d6 (Pincer)
A giant version of the basic scorpion. Once in 3 round, it may
attack using its tail. If hit, it will inflict level 3 poison to a target.
Poisonous Spike Mushroom
Combat 1 Ability 2 Defence 5 Damage 1d6 (Spike)
Cousin of Spike Mushroom. It is capable of releasing level 2
poison attack to a target.
Porker
Combat 3 Ability 1 Defence 9 HP 10 Damage (weapon used)
A warlike military mutant pig.
Spike Mushroom
Combat 1 Ability 0 Defence 5 HP 5 Damage 1d6 (Spike)
This spiky fungus usually spotted in group of 2 to 4.

Advice to Game Master
This is a basic game with a lot of things to fill in. GM is free to
create or remove rules, monster, skills, spell, etc. Make it
personal. The number one rules for any RPG is to have fun!
















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