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world of mutants

name class level


world of mutants
name class level

attributes special abilities attributes special abilities


athletics bless cure athletics bless cure

STR int awareness


deception
sway
hardy
vision
skirmish STR int awareness
deception
sway
hardy
vision
skirmish
Slay tough crush tough
decipher decipher

DEX wis DEX wis


ambush lucky ambush lucky
heal heal
reflexes tinker reflexes tinker
leadership leadership
devices command devices command
lore tech uplink lore tech uplink

CON cha stealth


survival
pet
gunplay
scout
wild
CON cha stealth
survival
pet
gunplay
scout
wild
weapons equipment weapons equipment

armor & speed hit dice hit points armor & speed hit dice hit points

none Light full total none Light full total


shield shield
Fast normal slow armor Fast normal slow armor

notes notes

needed for needed for


slugs next level xp slugs next level xp
xp & levels xp & levels
As you level up you get rewards according to the table below. As you level up you get rewards according to the table below.

level hit dice skills attributes abilities damage xp total level hit dice skills attributes abilities damage xp total

1 1+con class+1 – 2 0 1 1+con class+1 – 2 0

2 +1 1,000 2 +1 1,000

3 +1 +1 3,000 3 +1 +1 3,000

4 +1 +1 (max +3) 6,000 4 +1 +1 (max +3) 6,000

5 +1d6 10,000 5 +1d6 10,000

6 +1 +1 +1 15,000 6 +1 +1 +1 15,000

7 +1 (max +3) 21,000 7 +1 (max +3) 21,000

8 +1 28,000 8 +1 28,000

9 +1 +1 36,000 9 +1 +1 36,000

10 +1 +1 (max +3) +1d6 45,000 10 +1 +1 (max +3) +1d6 45,000

You get 1 XP for each slug worth of treasure or coin that you loot from the wasteland. You You get 1 XP for each slug worth of treasure or coin that you loot from the wasteland. You
also get XP for defeating enemies and completing quests (10 XP for something easy up to also get XP for defeating enemies and completing quests (10 XP for something easy up to
200+ for a really tough one) but mainly it’s about the looting. 200+ for a really tough one) but mainly it’s about the looting.
rules summary rules summary
character creation explorers get Survival. Choose two special character creation explorers get Survival. Choose two special
abilities: Pet (you have a loyal and effective abilities: Pet (you have a loyal and effective
Attributes: Roll 2d6 for each. On a 6-, the animal companion), Scout (when you scout Attributes: Roll 2d6 for each. On a 6-, the animal companion), Scout (when you scout
value is 0. On a 7-9, the value is +1. On a 10 or ahead you always spot the target before it value is 0. On a 7-9, the value is +1. On a 10 or ahead you always spot the target before it
11, the value is +2. On a 12, the value is +3. spots you), Gunplay (+2 ranged damage), 11, the value is +2. On a 12, the value is +3. spots you), Gunplay (+2 ranged damage),
Choose one skill in addition to any granted Wild (you can converse with and attempt to Choose one skill in addition to any granted Wild (you can converse with and attempt to
by your class. command animals). by your class. command animals).
You have 1 Hit Die (d6) + extra HD equal Make your own class: Choose a class skill You have 1 Hit Die (d6) + extra HD equal Make your own class: Choose a class skill
to your CON. Roll all your HD and keep a and two special abilities. to your CON. Roll all your HD and keep a and two special abilities.
number equal to your level to determine your number equal to your level to determine your
HP. When you rest and consume a ration/ ROLLING THE DICE HP. When you rest and consume a ration/ ROLLING THE DICE
waterskin, you may re-roll your HP. If you rest When you attempt something risky, sum 2d6 waterskin, you may re-roll your HP. If you rest When you attempt something risky, sum 2d6
in comfort and safety, roll +1 HD. If you are and add one of your attribute scores, based on in comfort and safety, roll +1 HD. If you are and add one of your attribute scores, based on
attended by a healer, roll +1 HD. the action you’re taking. (The GM will tell you attended by a healer, roll +1 HD. the action you’re taking. (The GM will tell you
Warriors get Athletics. Choose two special some of the possible consequences before Warriors get Athletics. Choose two special some of the possible consequences before
abilities: Skirmish (+1 damage and worn you roll, so you can decide if it’s worth the risk abilities: Skirmish (+1 damage and worn you roll, so you can decide if it’s worth the risk
armor counts as one type lighter), Tough (+1 or if you want to revise your action.) armor counts as one type lighter), Tough (+1 or if you want to revise your action.)
armor), Slay (+2 melee damage), Hardy (+6 A total of 6 or less is a miss; things don’t go armor), Slay (+2 melee damage), Hardy (+6 A total of 6 or less is a miss; things don’t go
HP). well and the risk turns out badly. A total of HP). well and the risk turns out badly. A total of
Scavengers get Stealth. Choose two special 7-9 is a partial success; you do it, but there’s Scavengers get Stealth. Choose two special 7-9 is a partial success; you do it, but there’s
abilities: Ambush (attack from concealment some cost, compromise, retribution, harm, etc. abilities: Ambush (attack from concealment some cost, compromise, retribution, harm, etc.
to do +3 damage), Lucky (once per day, turn A total of 10 or more is a full success; you do to do +3 damage), Lucky (once per day, turn A total of 10 or more is a full success; you do
a miss into a partial success), Reflexes (you it without complications. And a total of 12 or a miss into a partial success), Reflexes (you it without complications. And a total of 12 or
always go first and can react when suddenly more is a critical success; you do it perfectly always go first and can react when suddenly more is a critical success; you do it perfectly
surprised), Tinker (you can attempt to quickly to some extra benefit or advantage. surprised), Tinker (you can attempt to quickly to some extra benefit or advantage.
pick a lock, pick a pocket, or disarm a trap). Skills: If you have an applicable skill, you pick a lock, pick a pocket, or disarm a trap). Skills: If you have an applicable skill, you
prophets get Lore and Heal. Choose two can’t miss. A roll of 6 or less counts as a prophets get Lore and Heal. Choose two can’t miss. A roll of 6 or less counts as a
special abilities: Bless (with irradiated water, partial success, but with a bigger compromise special abilities: Bless (with irradiated water, partial success, but with a bigger compromise
you can anoint items so they are considered or complication than a 7-9 result. you can anoint items so they are considered or complication than a 7-9 result.
holy and magical—+3 damage vs. evil—for holy and magical—+3 damage vs. evil—for
a short time), Cure (you can attempt to THE DIE OF FATE a short time), Cure (you can attempt to THE DIE OF FATE
neutralize poisons, remove radiation, or heal Sometimes the GM will roll the die of fate neutralize poisons, remove radiation, or heal Sometimes the GM will roll the die of fate
wounds with a touch), Turn (you can attempt to see how the situation is established. Low wounds with a touch), Turn (you can attempt to see how the situation is established. Low
to hold evil at bay with the power of your faith numbers are ill-fortune, high numbers are to hold evil at bay with the power of your faith numbers are ill-fortune, high numbers are
and a holy symbol), Vision (drink irradiated good fortune (or at least not misery). The die of and a holy symbol), Vision (drink irradiated good fortune (or at least not misery). The die of
water to commune with your deity for divine fate might be rolled to establish the weather, water to commune with your deity for divine fate might be rolled to establish the weather,
guidance). indicate a random NPC’s general attitude, or guidance). indicate a random NPC’s general attitude, or
robots get Decipher. You get Devices (3 to determine if a wandering monster appears. robots get Decipher. You get Devices (3 to determine if a wandering monster appears.
built-in items: an arc-torch, holo-projector, The GM may also roll the die of fate if the PCs built-in items: an arc-torch, holo-projector, The GM may also roll the die of fate if the PCs
and omni-scanner) and choose one other take some action for which sheer chance is and omni-scanner) and choose one other take some action for which sheer chance is
special ability: Command (you can attempt the only factor in the outcome. special ability: Command (you can attempt the only factor in the outcome.
to control any computer system or robot), to control any computer system or robot),
Tech (you may build items to perform a Tech (you may build items to perform a
specific function given time and materials), specific function given time and materials),
Uplink (you can connect to the robot satellite Uplink (you can connect to the robot satellite
network to summon aid). network to summon aid).
Equipment Hirelings Equipment Hirelings
You start with 60 slugs Cost per day You start with 60 slugs Cost per day
Light Weapon (10s): d6. May be wielded as a secondary Wastelander (2s): 3HP, Knife. Light Weapon (10s): d6. May be wielded as a secondary Wastelander (2s): 3HP, Knife.
weapon, allowing you to re-roll damage once per weapon, allowing you to re-roll damage once per
Guide (5s): 6HP, Knife, Lantern, Rope. Guide (5s): 6HP, Knife, Lantern, Rope.
attack. Includes knives, lead pipes, and hand axes. attack. Includes knives, lead pipes, and hand axes.
Warrior (20s): 12HP, Gun, Light Warrior (20s): 12HP, Gun, Light
Medium Weapon (30s): d6+1. Must be wielded in main Medium Weapon (30s): d6+1. Must be wielded in main
Armor. Armor.
hand. Includes crowbars, hammers, spears etc. hand. Includes crowbars, hammers, spears etc.
Expert (20s): 6HP, Special Gear. Expert (20s): 6HP, Special Gear.
Big Weapon (40s): d6+2 damage. Uses two hands. Big Weapon (40s): d6+2 damage. Uses two hands.
Includes fire-axes and chainsaws. Badass (60s): 18HP, Full Armor, Includes fire-axes and chainsaws. Badass (60s): 18HP, Full Armor,
Gun, Heavy Gun, Grenades. Gun, Heavy Gun, Grenades.
Small Gun (30s): d6. Also slings etc. Small Gun (30s): d6. Also slings etc.
Gun (50s): d6+1. Also crossbows, javelins etc. radiation Gun (50s): d6+1. Also crossbows, javelins etc. radiation
Heavy Gun (100s): d6+2. 2-handed. May be autofire Is bad for you, but good for Heavy Gun (100s): d6+2. 2-handed. May be autofire Is bad for you, but good for
(+50s), make 2 attacks. mutants. When your geiger (+50s), make 2 attacks. mutants. When your geiger
Grenades [5s]: d6+2 damage to an area. Also claymore counter stars clicking, look out. Grenades [5s]: d6+2 damage to an area. Also claymore counter stars clicking, look out.
mines. mines.
Tech Gun (200s): d6+2. Plaz Rifle, Laz Rifle, Gaz Rifle. Tech Gun (200s): d6+2. Plaz Rifle, Laz Rifle, Gaz Rifle.
May be autofire (+50s), make 2 attacks. Ignores non- May be autofire (+50s), make 2 attacks. Ignores non-
tech armor. tech armor.
Ammo [10s]: 10 slugs (bullets), 1 tech gun charge. Ammo [10s]: 10 slugs (bullets), 1 tech gun charge.
Light Armor (30s): Armor 1. Light Armor (30s): Armor 1.
Full Armor (60s): Armor 2. Always has a helmet. Makes Full Armor (60s): Armor 2. Always has a helmet. Makes
it very hard to run, move quietly, swim, leap etc. it very hard to run, move quietly, swim, leap etc.
Shield (10s): +1 Armor. Shield (10s): +1 Armor.
Adventuring Gear (2s each): 20ft Rope, Blankets, Adventuring Gear (2s each): 20ft Rope, Blankets,
Flint/Steel, Torches (4), Tent, Dice, Caltrops (slows Flint/Steel, Torches (4), Tent, Dice, Caltrops (slows
pursuers), Bandages, Travel Rations, Canteen. pursuers), Bandages, Travel Rations, Canteen.
Tools (5s each): Crowbar, Hatchet, Animal Trap, Tools (5s each): Crowbar, Hatchet, Animal Trap,
Lockpicks, Pen & Notebook, Fishing Pole, Shovel, Lockpicks, Pen & Notebook, Fishing Pole, Shovel,
Grappling Hook, Pickaxe, Collapsible Pole, Flashlight, Grappling Hook, Pickaxe, Collapsible Pole, Flashlight,
Gas Mask. Gas Mask.
Strange Items (20s each): Geiger Counter, Holo-Disc Strange Items (20s each): Geiger Counter, Holo-Disc
Reader, Security ID Card. Reader, Security ID Card.
Chems (20s each): Turbo, Savage, Redline, GetUp, Chems (20s each): Turbo, Savage, Redline, GetUp,
Peeper, Titan, Stitch, KnowKnow. Peeper, Titan, Stitch, KnowKnow.
Fancy Items (20s each): Mirror, Lantern, Binoculars, Fancy Items (20s each): Mirror, Lantern, Binoculars,
Watch, Walkie-Talkie, Board Game, Elaborate Clothes, Watch, Walkie-Talkie, Board Game, Elaborate Clothes,
Holy Symbols and other charms. Holy Symbols and other charms.
Vehicles: Shitty Car (100s), Decent Car (1,000s), Fast Vehicles: Shitty Car (100s), Decent Car (1,000s), Fast
Motorbike (3,000s), Fast Car (5,000s). Motorbike (3,000s), Fast Car (5,000s).
Settlement: 1s to Sleep, 1s to Eat, 1s to Get Drunk, 2s Settlement: 1s to Sleep, 1s to Eat, 1s to Get Drunk, 2s
to fill a canteen. to fill a canteen.

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