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Mutant & Machinegun v3.1 Draft PDF
Mutant & Machinegun v3.1 Draft PDF
Dice Notation
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)
1d6/2d6 Roll 1 die / Roll 2 dice
Roll 2 dice, lowest number becomes tens digit
d66 while highest number becomes one digit (i.e.
you roll a 4,2; the result is 24)
To create a hero you must distribute Character Points (CP) between the
abilities. The minimum points you can put in the abilities is 0 and the
maximum is 3 for a beginning character.
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RACE
Android: Roll 1d6+10 HP, 4 CP 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, 4 CP and roll for 2 human/animal
mutations. Evolved Animal also received the Natural Weapon
mutation.
Mutant Human: Roll 1d6+10 HP, 4 CP and roll for 2 human/animal
mutations.
Mutated Plant: Roll 1d6 + 8 HP, 4 CP. 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, 5 CP. Pure Human is immune to
mutation, so any roll involving mutation is ignore.
Defence
Defence is a Target Number when dealing with attack. To calculate
your defence, add 7 to your Physical ability. Defence can be upgraded
by using armour.
1. 1 XP to gain 1 HP
2. 5XP to gain upgrade one ability by 1.
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Doing stuffs
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
4
Human/animal Mutation
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.
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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
Psionic
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.
7
target.
46 Create - A bio melee weapon of some kind. It
Bioweapon 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
Plant mutations
Make a d66 roll and refer to the plant mutations below.
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Emissions (M) 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.
COMBAT
Initiative is the order of who acts when in combat. To determined
initiative, each combatant rolls 1d6 + Combat. The highest goes first.
Any ties will act simultaneously.
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5. Flee: To flee, combatant (must be in free position) needs to
make the Combat roll against opponent with the highest
defence in combat.
Movement in combat
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 Combat roll against TN of 9, if
successful you move into free position. You may use shoot a free
positioned target without penalty but get -4 penalty when shooting an
engaged target.
HEALING
Resting a full evening recovers full HP. Resting for a few minutes
recovers 1d6 HP.
Falling
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
Radiation is determined according to their level. When radiation hits,
you need to make a Physical roll against radiation level’s TN. If you fail,
roll 1d6: if the result is 3 to 6 you receive radiation damage equal to
the radiation level’s 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
10
for a random human/animal mutation if you are a non-plant based race
and plant mutation for plant based race).
EQUIPMENT TABLE
You may spend 10+2d6 TU on equipment for a start. Feel free to
donate unused TU to another player.
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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
Ammo Pack Ammo pack for guns. 3
Heals 1d6 HP. It only works on Pure
Stimpack 3
Human, Mutant Human and Cyborg.
It’s a grenade. When launch it will deal
Frag grenade 5
2d6+4 damage
Use for pick locking and other thief like
Thief Tool stuff. Provide a +2 bonus when 8
prompted.
ammo
Each character start with 1d6 number of ammo packs. When a player
rolls a fumble on when shooting this means that an ammo pack has
been consumed and they must reload.
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Single, BURST and full auto shot
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
positioned 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.
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Roll 1d6 Random Artefacts
Mundane Item. GM pick a random household
1-2
item i.e. hair brush, a canned food,etc.
3 1d3 Ammo packs.
4 Medicine. Roll on Medicine table.
5 Melee Weapon. Roll on Melee Weapon.
6 Gun. Roll on Gun table.
Artefacts rolls
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
Weapons, Grenades, non-power
1 7
armour
2 9 Vehicle, robots, power armour
Computer, medicine, complex
3 11
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.
Fixing Artefacts
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.
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MELEE WEAPON
1d6 Weapon Damage Note
1-2 Vibro Blade 1d6+2 Blade with vibration mechanism
1d6+3 Mace with crackling energy on
3-4 Energy Mace
top
1d6+4 Target must make Physical roll TN
7 to prevent 1d3 round stunt,
5 Stun Whip
when stunt target cannot move
or do action
6 Laser Sword 2d6 No Jedi here
GUN
2d6 Weapon Fire Damage
Type
2 Plasma Rifle S, B, A 1d6+5
3 Laser Rifle S, B, A 2d6H+3
1d6, hit 1d3 free positioned
4 Flamethrower S
targets
1d6+2, stun target for 1d3
5 Stun Pistol S
rounds
6 Blaster Rifle S, B, A 2d6H+2
7 Laser Pistol S 1d6+2
8 Gauss Auto Rifle S, B, A 2d6H+4
2d6, capable of shrieking attack
9 Sonic Rifle S, B, A
(refer to shriek mutation)
Gauss Machine
10 S 2d6
Pistol
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
15
2 Flex Armour - Absorb 2 points of damage
3 Sheath Armour +3 Modern day riot gear
Ceramic Resist fire and cold
4 +4
Armour
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
Eat it after being hit by radiation. It will
2 Rad-Purge Pill
prevent 1d6 radiation damage.
Give a +1 to either Social or Mental ability
3 Mentat
(roll randomly or GM pick)
Gve a +1 to either Combat or Physical ability
4 Guffout
(roll randomly or GM pick)
Drink it after being hit by poison. It will
5 Antitox
prevent 1d6 poison damage.
Super
6 Cures 3d6 HP
Stimpack
Vehicle
To simply everything, every vehicle has these ability – control, 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.
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18
0 1 6 7 8 120
Wheeler
Tank 0 1 7 8 8 200
Super
Heavy 0 1 8 8 10 250
Tank
Modifications
Here are list of modifications for your vehicle. TU = Trade Unit Mod =
Modification
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Turret (TU 5)(Mod 1)
One of your vehicle weapon move 360 degree.
* Attack 1d3 targets. Must make separate roll for each target.
** Miss on Touch to Short range
Vehicle combat
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.
The ranges will determine what kind of weapon or action you can use
to destroy your opponent.
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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.
Examples: Metal Max’s 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.
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Damage roll Damage to Hull
1–5 0 damage
6 – 11 1 damage
12 – 17 2 damages
18+ 3 damages
Bizzarrian
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:
PoCat
Combat 3 Ability 2 Speed 3 Defence 8 HP 20 Damage 1d6+3 (Claw &
Bite)
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PoCat 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.
Critters
There are a lot of strange critters lurking in the wasteland. Here are
some examples:
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.
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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.
Creating Critters
This is a rough guide to create the creatures of the wasteland. First pick
the size, which roughly give their base HP, Defence and damage. After
that you may add mutation. A badass critter should have a combat and
ability of 5 or more; a weak but intelligence critter should have combat
below than 2 but have more than 5 on ability score. Add description on
your critters and you’re good to go!
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