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!