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Written By: Peter Rudin-Burgess

Art: Publisher’s Choice Quality Stock Art © Rick


Hersey/Fat Goblin Games
Into The Odd was created by Chris McDowall
www.bastionland.com
The Modern Tech and Mutations were taken from
Mutant Future by Goblinoid Games and adapted under
the Open Game License.
Mapping courtesy of OpenStreetMap.com
Into The Rad is copyright©2020 Parts Per Million
Limited.
Introduction .................................................................. 4
Your Mutant .................................................................. 6
Who Are You?............................................................ 6
Starter Package.......................................................... 6
Companions .............................................................. 6
Equipment ..................................................................7
Hirelings .................................................................... 8
What Do You Have? .................................................. 9
Mutations Explained ................................................ 12
Modern & Future Tech ............................................ 20
Ammunition ........................................................ 20
Weapons .............................................................. 20
What Do You Need to Know? .................................. 23
The World of Rad ........................................................ 26
History..................................................................... 26
First Settlements ..................................................... 26
First Mutants ........................................................... 26
Now ......................................................................... 27
Settlements .............................................................. 27
Outside .................................................................... 28
Natural Hazards ...................................................... 29
The City ................................................................... 29
Where in the World? ........................................... 29
Residents of Illinois.................................................. 31
Mutant Plants ...................................................... 33
Refereeing ................................................................... 35
Three Tiers .............................................................. 35
Luck ......................................................................... 36
The Gammapendium .............................................. 39
Random AnimalMutations .................................. 39
Plant Mutations .................................................... 41
Mutant Size .......................................................... 42
Drives ................................................................... 42
Creating Creatures ............................................... 43
Building Random Encounter Tables ................... 44
The World Around Us ............................................. 45
Random Weather................................................. 45
Lay of the Land .................................................... 46
Natural Terrain .................................................... 46
Urban Terrain ...................................................... 47
Creating Adventures ................................................... 48
Plot Hook ............................................................. 49
Escalation ............................................................ 49
Complications ...................................................... 50
Showdown ............................................................ 51
Resolution............................................................ 52
Character Progression ................................................ 53
This game uses the core rules from Into The Odd
marries them up to a post-apocalypse world where life
as we know it is mutated and twisted. The ruins of
civilization can still be found under a world being
reclaimed by a rampant nature.
Into The Rad can be played as a group but is also
intended for solo play. In solo play, one person takes on
both Referee and player’s roles, interacting with
random tables and improvising to create adventures
‘on the fly’.
The solo elements are universal and can be used to play
any Into The Odd game, solo.
This game would not be possible without the Mark of
the Odd System Reference Document and the
generosity of Chris McDowall and Lost Pages.
The setting material is adapted from Mutant Fusion
published by Goblinoid Games under the Open Game
License. The rules you find here are all Mark of the
Odd; the setting and flavor are from Mutant Future.
The solo elements are intentionally simple. Suppose
you have never played solo before or are only used to
numbered paragraph solo books. In that case, this is a
much richer experience. If you are familiar with solo
play, you can forgo my solo rules and use any solo tools
you are comfortable with. You don’t need me to teach
Mother how to suck eggs!
When you are solo roleplaying, you tend to slip into
both the Referee role and the player. To stop this being
a simple and predictable procession of staged scenes,
solo players often use an oracle to add a random
element to the game. In this game, that oracle element
using an established rule from Into The Odd, the Luck
rule.
Simply put, whenever you would normally ask the
Referee a question, you form the question into a binary
yes-no, on-off, good-bad, style question, and then roll a
d6. Three or below is the bad or negative outcome, four
or more is the positive or better outcome. The higher
you roll, the better, the lower, the worse the outcome.
You can hold a d6 in your hand and ask it whatever you
want, whenever you want.
The onus then falls on you to make up a sensible
answer for what the dice tells you.
In these rules, anything directly related to solo play is
placed in a shaded box to make them stand out.
Solo play is often best suited for freeform, sandbox
play. The random rolls can take the fiction in
unexpected directions.
Roll 3d6 for each Ability Score. 10 is average. You may
swap any two of your scores.
● Strength – Fighting, fortitude, and toughness.
● Dexterity – Stealth, athletics, and reflexes.
● Willpower – Confidence, discipline, and
charisma.
Characters start with d6 Hit Points, a measure of their
ability to avoid life-threatening Damage.

Consult the Starter Package Table below to find your


starting equipment and any particular mutations that
are part of your character.

For small player groups, each player may create one or


more companions. Roll their Ability Scores in order
and give them 1 hp and a club.
Solitary explorers may have a sidekick in place of a
companion. A sidekick rolls their Abilities Scores in
order, has 1 hp but uses the standard Starter Package
Table.
One-Hundred Cents (¢) make a Dollar ($). One-
hundred Dollars make a Bitcoin (B$).
Unarmed Attack: d4 Damage.
Hand Weapon ($2, one hand): d6 Damage. Dagger,
bow, pitchfork, sword, club, light Crossbow, etc.
Field Weapon ($10, two hands): d8 Damage. Heavy
Crossbow, sword and dagger, halberd, etc.
Noble Weapon ($30, one hand): d8 Damage. Finely
made sabre, rapier, etc.
Armour and Shield ($10, one hand): Armour 1.
Outdated armor requiring a shield (included) to be
effective.
Heavy Armour ($50): Armour 1. Breastplate and helm.
Tools ($1 each): Crowbar, Saw, Glue, Magnifying Glass,
Manacles, Animal Trap, Lockpicks, Mirror, Writing Set,
Fishing Pole, Shovel, Grappling Hook, Collapsible Pole,
20ft Rope, Spikes, etc.
Luxuries (1B$): Clockwork Items, Thermometer,
Elaborate Clothes, Jewellery, Ornaments, Spyglass, etc.
Molotov Cocktail ($10): Sets an area alight. All inside,
take d6 Damage each round.
Pipe bomb ($20): d12 Damage to all within the blast.
Poison ($20): Lose d20 STR if consumed.
Ether ($10): Inhaled, STR save or pass out for an hour.
Acid ($10): d6 Damage, burns through most materials.
Board (per week): Bed in a Dormitory ($1), Room in a
Boarding House ($10), Town House ($20).
Food and Drink: Bread and Broth (10¢), Bottle of Gin
or Rum (50¢), Pie and Wine (50¢), Fine Meal ($1).

(cost per day, d6 hp, and Ability Scores 10 unless


noted)
Citizen/Worker ($1): STR 2d6, Lantern, Club.
Mercenary ($5): 2d6 hp, Armour & Shield, Sword.
Expert ($10): Pistol, Expertise in a Specific Area.
Solo characters get an extra d8 x 10 Dollars to spend on
starting equipment.
Match your highest Ability Score against your Hit
Points to find your starting package. Weapons have
their damage roll listed. If two characters have the
same equipment, the second character takes their
starting package from the column to the left or right if
this is not possible.

Highest 1 HP 2 HP 3 HP
Attribute

Sword (d6), Automatic Rifle Automatic Rifle


3-9 9mm Automatic (d8) (d8)
(d6), Heavy Sword (d6), Club (d6)
Armour, Extra Molotov Cocktail, Complete Wing
Body Part Chameleon Development
Epidermis

Carbine (d8), Auto Shotgun (d8) Shotgun (d8)


10 Bayonet (d6) Hatchet (d6) Protective
Dermal Poison Inflatable life vest Gloves, Welding
Slime, Echo- Energy- Mask,
location Retaining Cell Epidermal
Structure Photosynthesis

Rifle (d8) Hatchet (d6) Shotgun (d8)


11 Heavy Armour, Revolver (d6) Mallet, Marbles, 6
Diamond ring,, Bolt-Cutters metal hoops
Fragrance Increased TriCorner Hat
Development Balance Metamorph

Club (d6) Shotgun (d8) Pick-Axe (d6)


12 Throwing Knives Night Vision Fluffy Handcuffs
Natural Armor Bright Eyes

9mm Automatic Sword (d6), Revolver (d6),


13 (d6), Revolver (d6) 12v Acid Battery
Pocket calculator, Heavy Armour Shovel
Poison
Gamma Eyes

Cane (d6), Acid Revolver (d6), Bell Longaxe (d8)


14 Binoculars Complete Works of Throwing Axes
Parasitic H. P Lovecraft, Molotov Cocktail
Control Molotov Cocktail

Gauss Pistol (d8) Longaxe (d8) Club (d6), Ether


15 Cluedo Boardgame Sextant Crowbar
Ether Molotov Cocktail Flute

Shotgun (d8) Staff (d8) Hatchet (d6),


16 Pocket-watch Tongs Net, Molotov
Pipe Bomb Rasp Cocktail
Small Hammer Reflective
Epidermis

Halberd (d8) Revolver (d6), Net Club (d6), Paint


17 Starting Pistol Packet of Aspirin Crowbar
Prehensile Tail Trumpet Regenerative
Capability

Garotte (d6) Pistol, Automatic Pistol (d6),


18 Lumberjack’s ax (d6), Cigars, Poison
(d8) Grease, Hacksaw Whoopie Cushion
Walkman + Gaffer Tape
batteries

4 HP 5 HP 6 HP

Laser Rifle (d8), Auto Shotgun (d8) Shotgun (d8)


3-9 Knife (d6) Hatchet (d6), Hatchet (d6)
Spiny Growth Swiss Army Knife Monkeywrench
(d6) Skateboard
Thermal Vision Ultraviolet
Vision

Claymore (d8) Sub Machinegun Rifle (d8)


10 Gauss Pistol (d8) (d8) Spiked Club (d6)
Vuvuzela (red) Green flare (1) Baseball cap
Ability Boost Grappling Hook Poisonous
Acute Mental mushroom
Healing

Gauss Rifle (d8) Machete (d6), Club (d6),


11 Hunting knife (d6) Magnum (d8) 3 Pipe Bombs
Book of Poetry
Combat Damage Rocket Launcher
Empathy Turning (d12)
Dual
Cerebellum

9mm Automatic Harpoon Gun (d8) Maul (d8)


12 (d6), Electro Baton Dagger (d6)
Box of 24 9mm (d6), Acid 10m Chain
bullets Force Screen
Rocket Launcher
(d12)

Auto-Shotgun (d8) Bolt-Cutters Longaxe (d8)


13 Electro Baton Shotgun (d8) Rum
Chess Set Into The Odd rules Pipe Bomb
and dice

Revolver (d6), Saw 9mm Automatic Dagger (d6),


14 Animal snare (4) (d6), Grease Molotov Cocktail
telescope Hand Drill Mirror
Drum

Bow (d6), Sword & Dagger Carbine (d8),


15 Knife (d6) (d8) Knife (d6),
Rocket Launcher Magnifying Glass Pipe Bomb, Saw
(d12), Molotov Know Direction
Cocktail

Revolver (d6), 9mm Automatic Revolver (d6)


16 Whip (d6), (d6), Magnesium Pipe Bomb, Shovel
Hookah Pipe, fire starter, Reduced Oxygen
Neural Animal Repellent Efficiency
Telekinesis Neural
Telepathy

Sub machinegun Sword (d6) Staff (d8)


17 (d8) Fishing Rod + reel Revolver (d6)
Kazoo Pain Sensitivity
Prey Scent

Sword (d6) Sword (d6), Mace (d6)


18 Armour & Shield Cassette Tape Surfboard
Reduced Tattered Clothes Increased
Immune System 9mm Automatic Caloric Needs
(d6)
Ability Boost: Once per day, the mutant can
concentrate his mental energy to such a degree that one
of his abilities’ current scores is doubled to a maximum
of 19. The bonus lasts until the next time the character
takes a short or long rest.
Acute Mental Healing: The character recovers one
point of lost WIL during each short rest.
Bright Eyes: The mutant character receives the
ability to project a flash of very bright light from the
eyes, blinding an opponent that fails a DEX save within
30’ for d4 actions. This blindness causes the opponent
to attack as Impaired, and all attacks against them are
Enhanced. This ability is useful regardless of daytime
or night-time.
Combat Empathy: The character is so attuned to
others’ minute body language that the character can tell
what they will do before they do it. This means that
during melee combat, after the first action, all attacks
have an advantage. Impaired attacks roll normal
Damage. Normal attacks are treated as Enhanced.
There is no benefit if the attack is already Enhanced.
Chameleon Epidermis: The mutant’s outer cellular
structure has been mutated, allowing the cells to
actually alter their lucidness, appearance, and color. In
effect, this allows the mutant to subtly change colors on
a cellular level. The being may hide, if stationary,
almost as if invisible. The color change takes place
immediately and requires no concentration by the
mutant. Characters wearing heavy armor or fully
garbed receive no benefit from Chameleon Epidermis.
Complete Wing Development: The mutant has
developed a complete set of wings, either in the form of
fleshy membranes, feathery wings, bat-like extremities,
or even scaly or insect-like versions. With these wings,
the character can fly. Take-off and landing count as an
action.
Damage Turning: This mutation allows the
character to reflect or bend attacks back to the attacker.
The character must make a WIL save as an action. If
successful, the attack is reflected back.
Dermal Poison Slime: The mutant is covered in a
thick gooey slime (like a frog) that is poisonous to those
who touch or attempt to ingest the mutant. Successful
bare-hand attacks and bite attacks against the mutant
require the attacker to make an STR save or lose a d6
STR to the Poison. Bare-hand attacks made by the
mutant have the same effect, inflicting an additional d6
STR damage.
Dual Cerebellum: The character has 2 fully
functional brains that work in concert. Both brains
have identical WIL. Having two brains helps to protect
the mutant from stress and mental attacks. Whenever
the character needs to make a WIL save, roll two saves
and choose the best result. The character may or may
not have two heads at the player’s choice.
Echo-location: The mutant can gather information
on his surroundings by using a type of natural sonar.
The mutant must emit a noise (some kind of clicking or
speech will do), which then reverberates off of the
surface of any surrounding objects or creatures, is
picked up by an external sense organ, and translated
into a rough, colorless picture of all objects in the
mutant’s surroundings. This allows the character to
interact with the surroundings as if the character has
sight. Even if the character does not have eyes or
regular sight is obscured. This does not allow the
mutant to see through objects, nor will it allow him to
read text or see pictures. This works for a range of 90
feet.
Energy-Retaining Cell Structure: The mutant’s
body has a higher than normal electrical energy level
coursing through his body. The character can focus on
a shock capable of damaging opponents who touch
him. This electrical shock does d12 Damage.
Epidermal Photosynthesis: Characters with this
mutation get energy from the sun, processing it
through their bodies as though it were food. Suppose
they spend long periods of inactivity in direct sunlight.
In that case, they will heal wounds more quickly. A
short rest will restore 1 point of lost attribute. You no
longer need to eat.
Extra Body Parts: Select one body part to be
duplicated, such as an extra pair of arms or a second
heart. The effect is a +1 to the most appropriate
Ability Score.
Force Screen: This mutation allows the character to
create an invisible field of energy that is difficult to
penetrate. The force screen is close to the mutant’s
body, extending only a few inches from their skin. It
protects as Armor 3, but if the character loses any hp
from an attack, a successful WIL save is required to
maintain the screen. Creating a screen takes an action.
Fragrance Development: The mutant can produce
a subtle yet hypnotic fragrance. The fragrance is
generally derived from mutated
pheromones/hormones (emitted at the mutant’s will)
but could come in another form-spores, for instance.
Once per day, the mutant can emit a scent that forces
creatures with less than 14 hp within 15 feet to save
versus WIL or fall into a hypnotic trance for d8 rounds.
Victims may be ordered to commit any act that is not
suicidal, up to and including attacking friends.
Gamma Eyes: the character can discharge a burst of
radiation from the eyes that can reach 30’. Unless
everyone in the character’s field of vision makes a STR
save, they take d8 STR loss, ignoring Armour.
Increased Balance: The character will never fall or
stumble and can climb almost any surface without
being in danger of losing balance.
Increased Caloric Needs: This mutation requires
the character to eat twice the normal amount of food
daily. The character must eat during a short rest to
recover hp. No food, no recovery.
Know Direction: The character is incapable of being
lost, even if all other senses are somehow nullified. The
character will always find a location where the
character has been previously and will know its relation
to any location in which the character currently resides.
Metamorph: The character can choose (at character
creation) another creature that the character or she can
transform into. The character does not gain the
creature’s mutations, just the
physical appearance and
natural abilities (such as
claws or sharp teeth).
This physical change
(in either direction)
takes 2 actions
before it is complete.
Natural Armor: This mutation indicates that the
character has grown a natural defense mechanism over
the entire body. It can be thick fur, scales, a shell, or
even rubbery skin. It grants an Armour of 2.
Neural Telekinesis: With this mutation, the
character can lift or move objects using only their
mind’s power. This ability does not extend to lifting the
mutant, however. To the mutant, using this power feels
like lifting the object with his strength, and so requires
some concentration. This ability has a range of 50 feet.
A successful WIL save is required each turn to keep
control of an object and not ‘drop’ it.
Neural Telepathy: Using this ability, the mutant can
connect his mind with another creature’s mind and
communicate directly, even if the two creatures speak
completely different languages or are of different
species. The range of this ability is 30 feet. An unwilling
or unsuspecting target may resist with a successful WIL
save.
Night Vision: Individuals with this mutation can see
in complete darkness to a range of 60 feet by utilizing
minute amounts of available light. Vision is in black
and white only. It does not function in utter darkness
underground since some small light must be present
(starlight, moonlight), even if it is so dim normal sight
does not perceive it.
Pain Sensitivity: The character’s nervous system is
very susceptible to injury. Even if armor would absorb
all of an attack’s Damage to a character, the character
still takes a minimum of 1hp Damage from the impact.
Parasitic Control: If the character makes a
successful STR save, they have latched on to their foe,
the character or she will maintain control over the
creature as long as the two are in physical contact or
until the foe makes a successful WIL save.
Prehensile Tail: The mutant has developed a special
tail. The tail is not necessarily a balancing tool, but
more of an “additional limb”.
The tail can grapple objects like a hand, allowing the
mutant to hang from tree limbs, for instance, leaving
the arms and legs free to perform other actions of a
more complex and agile nature. The tail gives a +1 to
DEX. The tail can also be used in more mundane ways,
such as holding a light source, so the character can
employ both hands to fight. However, the tail cannot
use weapons or hold a shield as it is not quite that
dexterous.
Prey Scent: The mutant’s body sends out waves of
scent that will attract predators. When making Luck
rolls to check for random encounters, roll two Luck
checks to see if a predator has scented the character.
Reduced Immune System: Any attack or threat that
causes harm through disease or Poison is Enhanced if
it does less than d12 harm.
Reduced Oxygen Efficiency: This mutation makes
it harder for the character to get oxygen into the
circulatory system. This means that, after any amount
of extended physical activity (including combat) lasting
more than five consecutive actions, every additional
action costs 1 point of STR until they can take a Short
Rest.
Reflective Epidermis: The character’s skin is
essentially impenetrable to heat. The mutant will never
suffer Damage from heat, fire, or burning.
Regenerative Capability: When provided with
proper rest and food, this mutation allows the
character to recuperate from injury at a staggering rate.
Given time, mutants may regrow severed limbs.
The character regains 1 point of lost attribute during
each short rest. Suppose they should be so unfortunate
as to lose a limb or extremity (and survive). In that
case, the lost body part will regenerate over a period of
d4 long rests. A head may never be regrown, and
characters do not regenerate from death.
Spiny Growth: Parts of the mutant’s body are covered
with prickly spines, during melee hand to hand attacks
are enhanced. The Spines can be removed and thrown
as a dagger. The large spines are virtually impossible to
conceal under clothing because of their size.
Thermal Vision: The character can see the heat
generated by living beings, heat-emitting weapons, or
other natural heat sources. This vision functions to a
distance of 60’ if the mutant has normal vision or to 90’
if thermal vision is the only form of sight the mutant
possesses (the eyes emit infrared radiation to boost the
Distance). Suppose a mutant has normal vision and
thermal vision. In that case, the thermal vision is only
usable in darkness, and it takes 1 round to transition
between them. Immense flashes of heat or those
coming from close proximity to the character can be
overwhelming, blinding the character for 2d4 rounds.
Ultraviolet Vision: The character can see the UV
spectrum and will be able to see objects that emit this
type of energy. This spectrum includes gamma
radiation, x-rays, and other high-intensity radiation. As
a result, a character with this vision can see if areas
have a high background radiation level. At night, this
vision allows a character to see to a distance of 300’.
Since this vision relies on heavy background radiation,
it is not useful underground unless there is a radiation
source for illumination. Suppose a mutant has normal
vision and ultraviolet vision. In that case, the
ultraviolet vision is only usable in darkness. It takes an
action to transition between each form.
&
The world of Into The Rad is set in our own near
future. A terrible nuclear war has decimated the human
race. The radioactive fallout has caused untold
mutations in everything, from people to plants to wild
animals. Nothing is as it seems anymore.
In addition to mutated life, there are many pieces of
technology to be found. Some of it is detailed in this
section.

New characters start with enough ammunition to


reload their weapons (7 – hp) times. A character with
6hp starts with a loaded weapon and no spare
ammunition. A character with 1hp starts with a loaded
weapon and enough spare ammunition for five reloads.
A found weapon will be assumed to have d6 bullets in
the magazine but no more than the maximum capacity.
Boxes of ammunition, which are rare finds, contain
d20 usable rounds.
Reloading a weapon is an action.

9mm Automatic: This is a one-handed weapon with


a magazine of 12 rounds. Each shot does 1d6.
Automatic Rifle: This Rifle may fire single shots or a
double tap at the same target. When firing a double tap,
the second round is Impaired. Single shots and the first
round do d8.
Auto Shotgun: This shotgun holds up to six shotgun
shells. They may be fired consecutively before having to
reload.
Carbine: Capable of short burst, double-tap, or single
shots. A single round does 1d8, double-tap does d8 plus
d4. A short burst is treated as a single Enhanced attack.
Electro Baton: A strike with this weapon does d4 hp
damage, and the target must save against STR or lose
1d6 strength due to a massive electrical shock. Electro
Batons contain an internal power supply. If the target
saves and rolls a 1, the baton is permanently discharged
and useless.
Gauss Pistol: Gauss weapons fire extremely fast
projectiles almost silently. The bullets travel so fast that
they punch through armor, ignoring its defensive value.
Gauss pistols have a magazine of 4 bullets.
Gauss Rifle: Similar to the Gauss Pistol, rifles hold 8
bullets.
Harpoon Gun: This weapon does not use bullets. It
holds a single spear or harpoon attached by a tether.
Magnum: This is a heavy one-handed revolver. It
holds 6 bullets.
Revolver: A one-handed handgun holding 6 rounds.
Each shot does 1d6; bullets may be loaded individually.
Rifle: This weapon fires a single shot from a magazine
of 5 rounds. Each round does d8 damage.
Rocket Launcher: These weapons target an
individual, object, or location. It does d12 to the target,
and anyone adjacent that fails a DEX save takes the
same damage. Rocket launcher may be a single shot or
hold magazines of eight rockets.
Shotgun: Holds two rounds; they may be fired
together as an Enhanced attack or individually for a d8.
Reloading one or both barrels takes one action.
Sub machinegun: A magazine-fed compact two-
handed gun. This fires a burst of bullets. When
targeting a single opponent, the attack is Enhanced.
Alternatively, three foes in a 90° angle can be targeted
for Impaired damage each.
Saves: A Save is a roll to avoid danger from a risky
action or situation. Roll d20. If you roll equal or under
the appropriate Ability Score, you pass. 1 is always a
success, and 20 is always a failure.
Turns: On your turn, a character can move and
perform an action. When it is unclear which combat
side should act first, the character at the head of the
group must pass a DEX save to secure the first action.
Actions: An Action can be anything from negotiating
to attacking to fleeing. Attacks are detailed below. For
other actions, the Referee calls for the character at risk
to roll a save. For example, an attempt to trip an
opponent might force them to pass a STR save to stay
on their feet, while an attempt to trick an opponent into
surrender may force them to pass a WIL save or lower
their arms.
Attacks: An attacker rolls a die dictated by their
Weapon and subtracts the opponent’s Armour score.
Their attack causes this much Damage. Impaired
attacks, such as firing through cover or fighting while
grappled, roll d4 Damage regardless of Weapon.
Similarly, attacks that are Enhanced by a risky stunt or
a helpless or vulnerable target roll d12 Damage.
Damage: When an individual takes Damage, they
lose that many Hit Points. If they have no Hit Points
left, they are wounded, and any remaining Damage is
removed from their STR score. They must then pass a
STR save to avoid Critical Damage.
Critical Damage: A character that takes Critical
Damage is unable to take further action until they are
tended to by an ally and have a Short Rest. If they are
left untended for an hour, they die.
Using Technology/Mutation: A character can use
technology, or a mutation as a normal action, without
risk of failure. If a character tries to use technology or a
mutation in an unusual way, they require a WIL save to
bend it to their will.
This can lead to vastly different uses. For example, a
character using their Heat-Ray to thaw a frozen ally
must pass a WIL save to succeed. If they fail, the Heat-
Ray blasts the unfortunate ally for its normal Damage.
Ability Score Loss: If a character has their STR
score reduced to zero, they are dead. If their DEX or
WIL are reduced to zero, the character is paralyzed or
mentally broken, respectively, and cannot act until they
have a Full Rest. They must be carried to safety.
Death: When a character dies, the player creates a new
character, and the Referee finds a way to have them
join the group as soon as possible. Here, quickness is
required over realism. Alternatively, the player may
take control of a Hireling, Mercenary, Sidekick, or
other allies.
Reaction: All people and creatures you encounter
have their own wants and needs, which drive their
reaction to the group. If an encounter is at risk of
turning nasty, the character at the head of the group
must pass a WIL save to keep things civil.
Morale: Groups require a WIL save to avoid being
routed when they lose half of their total numbers.
Groups with a leader may use the leader’s WIL score in
place of their own. Lone combatants must pass this
Save when they are reduced to 0 hp. This applies to
opponents and allies but not player characters. Fleeing
to safety under pursuit requires a DEX save.
Short Rest: A few minutes of rest and a swig of water
recovers all of a character’s lost Hit Points. Resting may
waste time or attract danger.
Full Rest: A Full Rest requires a week of rest and
relaxation at a comfortable location. This restores all
Ability Scores and cures any other ailments.
This chapter gives you a snapshot portrait of the game
setting. It is intentionally loose enough for you to make
it what you want. If you don’t like my vision, change it!

The game takes place some thirty years since


humanity’s remains emerged from their nuclear
bunkers and surveyed what was left behind.
The technology that we took for granted was wiped
away, and many thousands simply starved to death.
Without the computers that controlled so much of our
lives, there was no water in the taps and no electricity.
If anyone knew who was to blame for the nuclear war,
that was lost. The bunkers in the cities for the rich and
powerful were not the ones to survive. It was the rural
communities, far from the urban centers that held the
human race’s remains.

Most survivors gathered together in small settlements.


Pooling resources made sense. Many of the things that
could no longer be manufactured could be scavenged
from abandoned homes and businesses. Life was hard,
but people survived the nuclear winter that followed on
canned and dried food.

The massive levels of background radiation had a


visible effect. Birth rates amongst humans were low. In
the animal kingdom, there were massive numbers of
genetic mutations. Plants seemed at first to be more
resistant to the radiation, but even they began to
change over time.

Decades have passed since those first days. Mutations


amongst plants, animals, and humans are now
commonplace. The most dangerous and debilitating
mutations have become uncommon through the simple
survival of the fittest. The mutations that breed true
have made predators more fearsome, prey animals
defenses are more formidable, and even plants can lash
out and kill a person.

Today settlements are defended like medieval towns.


Walls are often built from piled high hulks of rusting
automobiles and useless household appliances. The
dangers ‘out there’ are as likely to be packs of predators
as bands of humans that live off of stealing what they
cannot demand as a tribute.
Most settlements have ‘runners’, small groups, or
individuals that head out and try and scavenge
resources the settlement can use.
Most settlements used to be towns but have now
shrunk down to a fraction of their original size,
normally centered on a water supply. Streets are
blocked off and barricaded to make them secure. Over
the past three decades, everything of use from the
original town has been scavenged, and nature is
reclaiming the land, slowly tearing down buildings and
breaking up roads.

Out in the wild is a dangerous place. Mutants, animals,


plants, and what were once humans could be around
any corner. If it were not for the constant need for
medicines, fuel, and things that cannot be made
anymore, no one would choose to leave a settlement.
The potential rewards for finding a stash of old tech is
great enough to make it worth the risks. Only last year,
someone found an ambulance half lost in a swamp.
That find kept the settlement in medical supplies for
nearly six months.
The maps of the outside are next to useless. The
nuclear war shifted the courses of rivers, erased entire
forests, and wiped towns from the map. Since then,
nature has tried to heal itself. Rivers have found their
new courses, lakes have formed where none were
before, and new forests reclaim the land, inching
forward year on year.
The Settlement’s Runners are slowly mapping the
outside. There is even talk of building safehouses,
where runners can find a safe shelter for the night and
extend their ranges. At the moment, the maps
constitute little more than great areas marked as “Here
be monsters!”
There is always a hope that one day a Runner will meet
a Runner from a different and friendly settlement.
Until that day arrives, your Settlement may be the last
remains of humanity.
Characters cannot take a Full Rest when they are in an
area that is radioactively contaminated.
You can test the radiation level with a simple Luck test,
below 3, and the current area is dangerously
radioactive.

Everyone born before the war knows that there was a


great city to the North West, on the edge of a great lake.
Then, the city was two or three hours drive by
automobile, on smooth roads. Now that is more than a
week, through untamed territory, no roads, and just
about everything trying to kill you.
The risks are great, but the rewards could be life-
changing.

If you would like to play with a real map, Into The


Rad’s setting is imagined to be the land stretch between
St Louis, Missouri, and Chicago, USA.
In solo play, it is important to imagine the landscape or
location. What does it look like? What can your
character hear, see, or smell?
Once you can picture the location, if there are plants,
use a Luck test to ask if they are mutated or normal. Do
the same for any wildlife that the character hears. If
you have mutants, spend a moment to create them
using Creating Creatures below.
The following mutants are just a small sample of the
risks any character may encounter.
Giant Ants
Driven to protect their nest and queen.
HP 6, Natural Armour (1), Pincers/Bite d6
Giant size, a foot long. Mutation Complete Wind
Development.
These giant ants are normally quiet and industrious
until their nest or queen is threatened. From that point
on, they are voracious and intimidating creatures.
Entire swarms can be encountered.
Ant Horror
Driven to protect their queen.
HP 16, Natural Armour (1), Pincers/Bite d6
Giant size, a foot long. Mutations Dual Cerebellum,
Complete Wind Development.
These two-headed giant ants are bigger, stronger, and
more intimidating than their smaller cousins.
Badger, Spiny
Driven to hunt
HP 10, Bite/Claws d6
Mutations Metamorph (Mountain Lion), Regenerative
Capability, Spiny Growths, Ultraviolet Vision.
This badger is an effective all-around scavenger. Its
spiny growths give it protection if attacked, but its first
line of defense is to puff itself up and metamorph into a
facsimile of a mountain lion. Badgers are hard to kill
because of their miraculous healing abilities. They are
active at night and make good use of their natural
ultraviolet vision, giving them near-perfect night
vision.
Bats, Giant
Driven to hunt
HP 10, Bite d6, Poison
Mutations Know direction, Dermal Poison Slime.
These giant bats are not only aggressive but are also
poisonous to the touch.
Bear, Blackshadow
Driven to hunt
HP 10, Bite d6, Poison
Mutations Force Screen (3), Natural Armor (3)
The Blackshadow Bear has a hard, angular appearance
caused by natural armor plates coving its entire body.
When threatened, it rears up and can generate a hazy
blackness all around its self, making it almost
bulletproof. These bears are incredibly hard to kill.
Bees, Killer
Driven to feed the queen
HP 1, Bite d6, Poison
Mutations Venomous
These bees look like any normal bee. The difference is
that their sting is lethally toxic (STR save or d20).
Badger, Spiny
Driven to hunt
HP 10, Bite/Claws d6
Mutations Metamorph (Mountain Lion), Regenerative
Capability, Spiny Growths, Ultraviolet Vision.
This badger is an effective all-around scavenger. Its
spiny growths give it protection if attacked, but its first
line of defense is to puff itself up and metamorph into a
facsimile of a mountain lion. Badgers are hard to kill
because of their miraculous healing abilities. They are
active at night and make good use of their natural
ultraviolet vision, giving them near-perfect night
vision.
Bison, Toxic
Driven to graze grass
HP 10, Trample d6, Poison
Mutations Dermal Poison Slime.
The Toxic Bison is a huge and majestic beast, with a
slight golden sheen to its thick coat. That sheen comes
from a thin coating of dangerous oil and contact
poison. Save vs. STR or d20.

Tree, Invisible
HP 18, d8 Poison Injection
Mutations Chameleon Metamorph, Poison Injection
These trees use their chameleon powers to blend into
the landscape and are almost invisible to the casual
observer. Their branches hang down to almost ground
level and are covered with tiny thorns. Anyone
scratched by a thorn may suffer the effects of the trees
poison. Save vs. STR or lose d8 STR.
Lashing Vine
HP12, Armor 2, Poison Spores
Mutations Prehensile Tendrils, Poisonous Spores.
These vines like to grow in swamps, marshes, and
wetlands. Their tendrils can reach 10’ and leave behind
a haze of purple spores that hang in the air.
In Into The Rad, the Referee is an optional role. In this
section, I will explain the Referee’s role and then how
to play without one player having to take on this role.

The basic cycle of roleplaying is the Referee describing


a scene and then asking, “What do you do?” The
players describe their actions, and the Referee resolves
the actions, and then the cycle starts again.
Before that first scene, the Referee is expected to have
an idea of the adventure that the characters are going
to engage in.
The Referee is expected to have set up an initial
challenge for the characters to overcome and may have
an idea of other factions or powers at play. The
characters know nothing.
During the game, the Referee can leave clues or have
non-player characters [NPC] make allusions to these
other forces. Over time these other influences can come
to the fore and become a major threat for the
characters to overcome.
In creating the challenge for the characters overcome,
there are three levels of details. These are Preparation,
Generation, and Improvisation.
Preparation: These are details that are played as
written. You could create important figures in a
township, map out a location with details of what is in
each location, or detail exactly that a warlord aims to
achieve. Not everything you prepare will be used.
Characters may choose not to visit a place, not meet the
NPC or bring the Warlord low at their very first
meeting.
Generation: Something can be creating using random
tables. You may create a random table of things that
live in a swamp or a list of random people to meet in
the township. As the characters explore the world, you
can create interesting things on an as-needed basis.
Improvisation: These are details literally made up
on the spot. If the characters go left when you have
expected them to go right, you may end up having to
improvise what they find, who or who they meet. Luck
rolls utilize improvisation. When you test for Luck, you
need to have an idea of what happens on a good or bad
roll. Often it is a choice between the status quo and an
event happening.
Each Referee will prefer either Preparation,
Generation, or Improvisation and will emphasize the
tier they prefer. To be a good Referee, you need to be
able to do all three.
If you are going to play without a Referee, the emphasis
is mostly on Generation and Improvisation.

As your stories progress, not everything is set in stone.


If the characters make a lot of noise, there is a chance
that something will hear them. If they linger in one
place, there is a chance something will pass by the same
place. These are down to Luck.
Luck is rolled on a d6. Low results represent bad Luck.
High represents good Luck.
There is another use of Luck, and that is using it as the
guiding hand of fate. Rather than treating low as
unlucky and high as lucky, we treat them as low for No,
and high for Yes.
Using this kind of roll, you can answer player’s
questions, or more accurately, use the result to shape
an improvised answer.
When improvising, you should try and build on what
has already happened, respect any established facts
about the world and the genre’s logic.
For example, if the character is slogging through a
stinking swamp, you could use Luck to see if they
disturb any of the mutant leeches, frogs, or lizards. If
the characters ask if they can see any signs of
civilization, you could roll a yes-no luck roll, and on a
yes, they may see something. At this point, you need to
improvise, just make something up. It could be a plume
of smoke from a village or campfire. It could be tracks
of a vehicle that passed through the swamp or a trap or
snare left by someone hunting in the swamp. As long as
the details are consistent with the world, scene, and
story, anything goes.
Encounters that result from Luck rolls can be either
prepared encounters. You are just waiting for the
characters to do enough to trigger the encounter or
generated encounters where you roll for it from a table
of random options.
In the example of exploring a swamp, you may prepare
a location, such as a crashed aircraft, prepared a major
threat, a giant mutated snake, and create a random
table of things you could meet, mutant frogs, snakes,
lizards, lizards, and dangerous plants. Another table
may give interesting things that you could find.
Knowing what is on the random lists does not spoil the
surprise as you explore an improvised swamp. You may
know what threats are out there, but your character
probably has an idea of what sort of bad things hide in
swamps as well.
If you have a map for a location, you can choose if the
map is accurate or whether the map is just a guide. You
may want to use an eraser or correction fluid and make
changes to the map as the play evolves. If your
character asks if there are any exists and the Luck roll
says no, you may decide to improvise a cave in and
rubble blocking the entrance shown
on the map. Going the other way, a
yes answer may suggest there is an
exit not shown on the map.
Maybe a rock slide has opened a
fissure that is navigable? You
can use correction fluid to
change printed maps to suit
your purpose.
As an alternative, you
don’t roll for those types
of questions and accept
that the map, as
drawn, is the
reality.
This section has random tables to be used before a
game, as preparation, or during a session when you
need a random answer, or as inspiration to help you
improvise.

01-03 Acute Mental Healing

04-06 Bright Eyes

07-09 Combat Empathy

10-12 Chameleon Epidermis

13-15 Complete Wing Development

16-18 Damage Turning

19-21 Dermal Poison Slime

22-24 Dual Cerebellum

25-27 Echo-location

28-30 Energy-Retaining Cell Structure

31-33 Epidermal Photosynthesis

34-36 Extra Body Parts

37-39 Force Screen

40-42 Fragrance Development

43-45 Gamma Eyes

46-48 Increased Balance


49-51 Increased Caloric Needs

52-54 Know Direction

55-57 Metamorph

58-60 Natural Armor

61-63 Neural Telekinesis

64-66 Neural Telepathy

67-69 Night Vision

70-72 Pain Sensitivity

73-75 Parasitic Control

76-78 Prehensile Tail

79-81 Prey Scent

82-84 Reduced Immune System

85-87 Reduced Oxygen Efficiency

88-90 Reflective Epidermis

91-93 Regenerative Capability

94-96 Spiny Growth

97-98 Thermal Vision

99-00 Ultraviolet Vision


Carnivore – the plant can make unarmed
1
attacks to kill its prey.

Chameleon Metamorph - this is the same


2
as chameleon epidermis.

Acid Sap – cutting the plant releases acid


3
sap for d6 damage.

Exploding Fruit – the plant can hurl Fruit


4
that explodes for d6 damage.

Injected Poison – this is the same as


5
Dermal Poison Slime.

6 Mutated Thorns – attacks for d6.

Poisonous Spores – Save vs. DEX or suffer


7
d20 poison.

Prehensile Tendrils – Plant can melee


8
attack from 10’.

Projectile Thorns – Plant can fire thorns


9
(d6) up to 30’.

Radioactive Emissions – Save vs. DEX to


10 avoid radioactive rays, fail, and lose d6
STR and d6 DEX to radiation sickness.

Thermal Emissions – Plant can radiate


11
heat doing d6 to targets within 10’.

Thermal Sensitivity – All fire attacks are


12
Enhanced against this plant.
1 Half Normal Size

2-3 Normal Size

4-6 Double Size

1 To hunt

2 To eat

3 To protect itself

4 To trick

5 To guard

6 To implant in a host

7 to torment a victim

8 To deceive

9 To cause chaos

10 To reproduce itself

11 To be left alone

12 To control others

Everything has a drive. In some plants, these may be


too subtle for us to see. With animals, drives may be
more obvious; with intelligent creatures, they may
intentionally hide their drives to serve their own ends.
Read Drive as DRIVEN to hunt or DRIVEN to control
others.
They give you an angle you can use when deciding what
an NPC, mutated monster, or mutant plant may do
with its actions.

Foes can have 1 to 30 HP. Typically this will be towards


the lower end of that scale and the most powerful
creatures reserved for truly terrible beasts, the quarry
at the end of quests, and the destroyers of towns and
cities.
Creatures may have up to four mutations found by
rolling on this table.

1-2 1 Mutation

3-4 2 Mutations

5 3 Mutations

6 4 Mutations

 Foes have d6 HP plus 1 per mutation.


 Creatures that are half normal size will have
half HP.
 Creatures that are double size will have double
HP
 Creatures that normally weigh more than 10
times the weight of a human will also double
their HP.
 Creatures with a naturally tough hide have a
natural armor of 1.
If the total HP is greater than 30, cap it at 30.
To make each area feel unique, you can make
distinctive random encounter tables.
I suggest creating four creatures, two common, and two
uncommon.
Four is enough to add variety but not too many as to
take hours of preparation. Use your world experience
to imagine what you may find, and then mutate it using
the tables. You can either roll or choose mutations.

1-2 Common Creature

3-4 Common Creature

5 Rare Creature

6 Rare Creature

As you create tables, you can add them to your Referees


prep/generation tables for the next session. If you don’t
have time to play a full session, creating tables for
specific locations is a fun way of wasting an hour.
For example, I want to create four creatures and four
plants for my swamp adventure. I decided that the
creatures will be leeches, frogs, lizards, and snakes. The
plants will be a fungus, a trailing vine, moss, and tree.
When I create the tree, I roll and get 2 mutations,
Prehensile Tendrils, and Poisonous Spores. The tree is
of normal size for a tree. Its HP are d6 + 2 for the two
mutations and doubled because a tree is naturally
large. The result is 12HP (4 + 2 x 2).
Creating the snake, I roll 4 for its size [Double size].
Another 4 for its mutations [2 mutations], and those
are Natural Armor(3) and Reflective Epidermis. The
frog’s Drive is guard, which makes them sound
territorial.
The Frogs HP are d6 + 2 for mutations, doubled for its
size. In this case 6HP (1 + 2 x 2).

The following tables are provided to help you create the


world around your character. Each is a d6. Time and
Distance is variable in Into The Rad; you could roll
once per leg of a journey or once per hour.
The terrain and urban tables describe the most
significant feature of where you are or what you have
just stepped into.

1 Storms

2-3 Weather Worsens by one step

4-5 Weather Improves by one step

6 Clear

You can decide for yourself how many graduations


there are between clear and a full-on storm. Excessively
bad weather, or even excessively good weather, can
make interesting features of adventures.
Into The Rad works best if you use a real map and
imagine it thirty years after a nuclear war. The use of
real maps means that you know where lakes and rivers
are, where towns were, and so on. You can then layer
on your imagined mutant infested version of the world.
If you don’t want to do that, these tables will give you a
varying random terrain.

1-2 Higher Drier Ground

3-4 Lower Wetter Ground

5 Urban Remains

6 Reclaimed by Nature

This table gives you a general lay of the land. The


results are somewhat arbitrary. When successive lower
wetter ground becomes a swamp or lake is down to
your imagination.

1 River Valley

2 Rocky gulley

3 Woods or Forest

4 Open Grass/Scrub

5 Hills

6 Mountain
1 Suburbs

2 Commercial Street

3 Industrial Site

4 Shopping Mall

5 Tower Block

6 Secure Compound/Military/Police

Any of these can be an adventure site. As you approach


each one, consider who or what now lives here and
what is left behind?
If you are the Referee, it is good to roll the terrain
during your preparation, expanding from where the
characters are. Areas of interest can then be detailed
and turned into adventure sites. Plan encounters for
each location and random encounter tables for each
place to make them feel more unique. You can also
place useful resources as rewards.
As a solo character, you can explore infinitely large
areas just by rolling the next thing you encounter.
Keep lists of the creatures you imagine may live in
these areas. It does not take long to create a mutant.
They can be created on the fly during play or prepared
in advance.
The best adventures have a structure. If you are the
Referee, a structure helps you to plan game sessions
and character progression.
The adventure structure I recommend is the 5 Room
Dungeon structure. Don’t worry about the work
dungeon; there are no dungeons if you don’t want
them.
The 5 Room Dungeon has this format.
 Plot Hook
 Escalation
 Complication
 Showdown
 Resolution
This is the reason why the character wants to go on the
adventure. For a starting character, it could be as
simple as treasure hunting. Some plot hooks are
designed to draw characters into things that they would
not normally want to do.
The following table can act as an inspiration for a plot
hook.

1 A mutated person

2 A piece of old tech

3 A powerful mutant

4 A pack of weak mutants

5 A trick or deception

6 Jeopardy, if you fail, your home is in


danger

If you are playing solo, ask yourself, what does that


adventure hook mean to you? You can try and include
things like the kind of adventure you want to have,
what plays into your mutant’s strengths for a first
adventure?

This is often a planned encounter or challenge that


cements the character’s commitment to the adventure.
This can be the first guardian mutant protecting a pre-
war site or a puzzle that shows a lost path once solved.
Anything that creates a rubicon to be crossed counts as
the Escalation Point.
1 Find something lost in the wilderness

2 A trick, trap, or puzzle

3 A challenging journey

4 Get to a dangerous place

5 Solve a crime

6 Retrieving a piece of tech

These suggestions can help you decide how to progress


your adventure. Roll for your Plot Hook and your
Escalation before you start your solo adventure. Your
first challenge as a solo player is then to ‘join the dots’.
These prompts do not give you any context or detail;
you need to inject it from your imagination. This is
literally just ‘making stuff up’. Some people new to solo
play have said that this feels like cheating, but making
stuff up is what Referees do every day.

These can be mental challenges to solve, such as


crossing a piranha-infested river to encounters with
mutant frogs and lizards. Short adventures may only
have a handful of complications. Some adventures
could have dozens over an extended map.
If you have a map, see if any features suggest
interesting challenges.
If you have created location-specific mutants, are there
any iconic ‘set play’ encounters that jump out at you?
If your adventure takes place in an abandoned
shopping mall, what locations does that offer you?
What are the likely threats? Do not confine yourself to
monsters and mutants; think about the terrain and how
that can complicate your adventure.

The Showdown is a confrontation with a boss figure or


villain. The Showdown often crystalizes the moment of
winning or losing, success or failure. A successful
Showdown makes players feel like they have achieved
something.
The Showdown is often the confrontation with the
biggest and most dangerous foe in the adventure. This
is your end of level boss, the prime mover, or the big
bad evil guy.
Triumph in the Showdown often means that the
adventure will be successfully completed. Having to
flee can mean regrouping and trying again or having
made an enemy.
If you have made an enemy, can you bring this enemy
back in a future adventure?
This can be as simple as returning home with your loot
or as open-ended as discovering that you have been
manipulated or double-crossed. The Resolution should
allow the characters to take a Long Rest before setting
out on a new adventure.
As you complete adventures, your character gets a
chance to improve.
Each time you gain a reputation level, you can test to
see if your abilities have increased. For each Ability
score, roll d20. If the result is higher than the current
Ability Score, the Ability increases by 1.
In addition, you gain d6 hp. Each time you gain a d6
hp, roll all the d6s. If the total is greater than your
current total, you get the new total as your current hp.
If you roll less than your current total hp, your hp
increase by 1.

Completed Reputation Hit Points


Adventures

0 Novice 1d6

1 Profession 2d6

4 Expert 3d6

9 Veteran 4d6

12 Master 5d6
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enforceable.

15 COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000, Wizards of the Coast, Inc.;


Authors Jonathon Tweet, Monte Cook, Skip Williams, based on original
material by E. Gary Gygax and Dave Arneson.

System Reference Document Copyright 2000-2003, Wizards of the Coast,


Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker,
Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D.
Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary
Gygax and Dave Arneson.

Modern System Reference Document Copyright 2002-2004, Wizards of the


Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan,
Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson,
and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip
Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy
Collins, and JD Wiker.

Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games;
Authors Davis Chenault and Mac Golden.

Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel


Proctor.

Darwin’s World Copyright 2002, RPGObjects; Authors Dominic Covey


and Chris Davis.

Mutant FutureTM Copyright 2008-2010, Daniel Proctor and Ryan Denison.


Authors Daniel Proctor and Ryan Denison.

Into The Rad Copyright 2020, Parts Per Million Limited. Author Peter
Rudin-Burgess

END OF LICENSE

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