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What is Mutants AND Machine-guns


version 3.1 (draft)?
Think of Thundarr the Barbarian, Gamma World, Mutant Future, Mad
Max, Fallout and post-apocalypse movies and stories.

All you need to play


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

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)

Creating YOUR CHARACTER


Your character is represented by these four Abilities, they are rated
from 0 to 5:

Physical: To do with body’s health, raw physical power and resisting


(radiation, poison, etc.).
Mental: To do with problem solving, logic, perception, science,
knowledge and psionic.
Combat: To do with combat, reflex, hand-eye coordination and overall
athletic ability.
Social: To do with negotiation, interaction, influencing and bargain.

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.
2
Porker RACE
Combat 3 Ability 1 Defence 9 HP 10 Damage (weapon used) Android: Roll 1d6+10 HP, 4 CP and roll for 2 human/animal mutations.
A warlike military mutant pig. 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
Spike Mushroom
HP; TN 11 heal 1d6+2 HP). Android does not need food when
Combat 1 Ability 0 Defence 5 HP 5 Damage 1d6 (Spike)
prompted.
This spiky fungus usually spotted in group of 2 to 4.
Evolved Animal: Roll 1d6+8 HP, 4 CP and roll for 2 human/animal
Creating Critters mutations. Evolved Animal also received the Natural Weapon
This is a rough guide to create the creatures of the wasteland. First pick mutation.
the size, which roughly give their base HP, Defence and damage. After Mutant Human: Roll 1d6+10 HP, 4 CP and roll for 2 human/animal
that you may add mutation. A badass critter should have a combat and mutations.
ability of 5 or more; a weak but intelligence critter should have combat Mutated Plant: Roll 1d6 + 8 HP, 4 CP. Mutated Plant gets 2 plant
below than 2 but have more than 5 on ability score. Add description on mutations. Mutated Plant is capable of walking and talking similar to
your critters and you’re good to go! human or animal. It can be a humanoid in appearance but does not
have to be.
Size HP Defence Damage Pure Human: Roll 1d6+12 HP, 5 CP. Pure Human is immune to
Very small 5 or less 5 1d3 mutation, so any roll involving mutation is ignore.
Small 6-10 5-6 1d6
Large 11-20 6-7 1d6+2 Defence
Very Large 21-30 7-8 2d6-1 Defence is a Target Number when dealing with attack. To calculate
Extra Large 21-40 8-9 2d6 your defence, add 7 to your Physical ability. Defence can be upgraded
Huge 41 or more 10-13 2d6+2 by using armour.
Advice to Game Master
This is a basic game with a lot of things to fill in. GM is free to create or Experience (XP) and advancement
remove rules, monster, skills, spell, etc. Make it personal. The number You get 1 to 3 XP at the end of a scenario/quest, on an average
one rules for any RPG is to have fun! 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. 5XP to gain upgrade one ability by 1.
Experimental Playground © 2014
experimentalplayground.blogspot.com

22 3
Doing stuffs PoCat is a large cat which you can ride. Like its cousin it tends to sleep a
When in doubt, roll 2d6 roll plus appropriate ability trying to get the lot when they not hungry.
Target Number (TN) or more to succeed. Refer to difficulty table
Centisteed
below:
Combat 2 Ability 3 Speed 3 Defence 7 HP 25 Damage 1d6+2 (Bite)
Difficulty TN A Centisteed looks like a horse with many legs.
Routine 5
Easy 7 Giant Centipede
Normal 9 Combat 1 Ability 3 Speed 0 Defence 9 HP 15 Damage 1d6+2 (Bite)
Hard 11 Giant Centipede usually comes with many colours. It is usually slow.
Super Hard 13
Critters
There are a lot of strange critters lurking in the wasteland. Here are
CRITICAL SUCCESS and FUMBLE some examples:
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 Dead Dog Walking
combat you automatically miss on a fumble and automatically hit on a Combat 2 Ability 0 Defence 7 HP 12 Damage 1d6+1 (Bite)
critical dealing a double damage. A dog corpse which is alive. You literally see flesh, bones, a few
Action points maggots and blood gushing out of the critters.
Action points provide characters with the means to affect game play in
Fungoid
significant ways. A character always starts with 3 Action Points (AP) and
Combat 1 Ability 1 Defence 7 HP 8 Damage 1d6+2 (Punch)
he always replenishes them at the beginning of every adventure. A
A tall mushroom like creature with human like limb.
character can spend 1 AP to do one of these things:
Giant Scorpion
 Allow a character to get extra action.
Combat 3 Ability 0 Defence 25 Damage 2d6 (Pincer)
 Grant an extra die to a roll. Roll extra die and pick the best two.
A giant version of the basic scorpion. Once in 3 round, it may attack
This cannot be used for damage roll.
using its tail. If hit, it will inflict level 3 poison to a target.
 Turn a failure into a success.
 Turn a success into a critical success. Poisonous Spike Mushroom
 Stop a character from dying. If a hit kills your character, he is Combat 1 Ability 2 Defence 5 Damage 1d6 (Spike)
not dead but unconscious with 0 HP. Cousin of Spike Mushroom. It is capable of releasing level 2 poison
attack to a target.

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Damage roll Damage to Hull Human/animal Mutation
1–5 0 damage Make a d66 roll and refer to the human/animal mutation below. During
6 – 11 1 damage your adventure you may caught with the hazard of radiation and may
12 – 17 2 damages get extra mutation. If so, roll d66 and refer to mutation below.
18+ 3 damages
d66 Mutation Effect
11 Acid Spit (R, M) Produce acid every 3 turns during
2. Escape. Must be in Far range only. No other vehicle can be combat. Roll attack as normal, on a hit it
nearer to your vehicle. Roll 2d6 + speed. If the result equal to or deals 1d6+1 damage
more than opponent with the highest speed +7, you manage to 12 Adrenaline Jolt Boost your Physical for 1d3 rounds. +2
escape from the battle. bonus on Physical roll
3. Ramming. Must be in Touch range only. Roll 2d6 + drive. If the 13 Chameleon Skin You skin changes colour. +4 when hiding.
result is equal to or higher than target defence, you succeed. 14 Dark vision You can see in total darkness.
15 Detonating Pods You grow 1d3 pods per day. Pods deal
Roll 2d6 + hull for damage.
(R,M) 1d6+2 damage.
4. Using non-vehicle weapon. Must be in Close range only and 16 Dual Headed You grow another head next to the first
only available for guns. All attack has a -2 penalty when one. Make a second roll whenever you
attacking with guns. use senses (looking, listening, traps)
choose the best one.
Damage to Hull. When a vehicle’s hull reduce to zero, roll 1d6, on a 2 22 Elasticity You can bend and twist your body in
to 6, the vehicle stop functioning and driver must go on foot. On a 1, unnatural ways and squeeze through
the vehicle blew up. Driver and passenger make a Physical roll against very tight spaces.
TN 7. If failed, each driver and passenger received 2d6 damage. 23 Enhanced Healing Spend as other action to concentrate and
heal 1d6 HP
Bizzarrian 24 Extra Arms You can wield an extra weapon and an
The Bizzarrian beast are critters that you can rides. They are defined extra shield or a second 2-handed
similar to critters with only exception of the speed stats which is used weapon. You attack twice per combat
for vehicle combat. When attacking in vehicle combat, they must get to round. If you gain Quickness mutation
you only attack twice.
Touch range to attack unless the Bizzarrian has a ranged attack. Here
25 Gigantism +2 damage to melee attack, you cannot
are some examples: use armour.
PoCat 26 Gills You have gills. You can breathe under
water. You also get +2 bonus to any roll
Combat 3 Ability 2 Speed 3 Defence 8 HP 20 Damage 1d6+3 (Claw &
while under water.
Bite) 33 Spiky Growth You grow spikes on your body. Roll 1d6.
20 5
1-2 small spikes: 1d6 damage; 2-3 Vehicle combat is determined by these phases.
medium spikes: 1d6+1; 5-6: large spikes:
1d6+2. You may remove and throw your 1. Initiative
spikes and make a range attack. Mutants 2. Movement
with medium and large spikes cannot 3. Action
wear armour. 4. End turn
34 Natural Armour Thick fur, scales, a shell, rubbery skin.
Roll 1d6, 1-2 +1 defence, 3-4 +2 defence, Initiative. Each round, ever vehicle must make an initiative roll which
5-6 +3 defence. are 1d6 + speed of the car. The highest won an initiative and determine
35 Natural Weapon Claw, bite, horns or other natural melee the course of the chase.
(M) attack. Roll 1d6, 1-2: 1d6 damage, 3-4:
1d6+1 damage, 5-6: 1d6+2 damage. Chase. Participant with initiative pick difficulty on the difficulty table.
36 Pheromone You release pheromones. You get +2 All vehicles then make a chase roll which is 2d6 + speed against the TN
bonus when doing Social roll. picked just now, this will determine your skill to drive the vehicle
44 Quickness You get +2 bonus to roll involving speed
outdoing your predator or trying to get a good position to attack. If all
and agility. You also attack twice per
combat round. If you gain Extra Arms vehicles succeed or failed nothing happen as everyone manages to
mutation you only attack twice. outdo each other. But, if one of you succeed and the other failed, you
45 Radiation You resist a bit of radiation. +4 to may move your vehicle closer to your target or move further away.
Resistance radiation roll when prompted.
46 Shocker (R,M) Every 3 turns, you may emit a blast of Examples: Metal Max’s car is in close range with Jagged Mutant. Both
energy from your hands or other body makes chase rolls with the outcome of Max succeed and Jagged
parts. Roll Attack as normal, if hit it deals Mutant failed. Max then move his vehicle nearer to Jagged Mutant
1d6+3 damage. from long to short range, close enough to fire his cannon.
55 Psionic Talent Make a d66 roll on psionic table.
56 Venomous bite (M) Your natural bite attack injects poison. If Action. Here are lists of action which can be done during vehicle
successful it will deal 1d6 damage, the combat.
target then must make a Physical roll
against TN 7 or he will suffer another 1d6 1. Attack. If your vehicle’s weapon is in ranged with your target,
damage. You cannot take this mutation if roll 2d6 + drive. If the result is equal or more than target
you have acid spit mutation. vehicle’s defence, you succeed. Roll for weapon damage.
66 Wings You have bird or bat like wings and are If attacking critters, apply the damage directly to their HP. If
able to fly in a short distance. You also
attacking another vehicle, roll for damage and consult the
gain a Swoop Attack. When you do this,
the target must make Physical roll against damage table below:

6 19
Turret (TU 5)(Mod 1) your Physical ability + 7. On a fail, target
One of your vehicle weapon move 360 degree. get 1d6 damage.
R means Range where you only use the mutation in ranged
Ram plating (TU 8)(Mod 1) M means Melee where you only use the mutation in melee
When damage by ramming, half the damage received.
Psionic
Vehicle Weapon Damage Range Mod TU Make a d66 roll and refer to the psionic table below. You must expend
Machine gun 1d6+1 Short 1 10 1 HP to use psionic power and you must make a Mental roll against
Beam Blaster 1d6+2 Short 1 15 Psionic TN.
Vulcan 2d6 Short 1 30
Howitzer 2d6 Long 2 30 d66 Psionic TN Effect
Gatling Gun 2d6+1 Short 2 35 11 Control Machine 9 You control 1 machine for 1d3 turn
Flame Thrower* 2d6+2 Close 2 40 12 Mental Blast 9 Target not able to move for 1d3 turn
Spark 2d6+2 Short 2 45 but may still make psionic attack
Cannon** 3d6 Long 3 100 13 Detect Psionic 7 You detect psionic activity present.
Thunder Cannon** 4d6 Long 3 150 14 Detect Machine 7 You detect machine nearby.
You may also add weapon to your vehicle. All weapon has varies 15 Empathy 7 You can read target emotion and
damage, range, mod and TUs. Refer to the table below: feeling
16 Charm Person 7 Force target to obey your will
* Attack 1d3 targets. Must make separate roll for each target. 22 Telekinesis 9 Move object from a far.
** Miss on Touch to Short range 23 Daze 7 Target loses next action.
24 Brain Lock 9 Target cannot move and cannot make
Vehicle combat psionic for 1d3 turn.
At the beginning of vehicle combat GM will determine who is chasing 25 Combat 7 You gain +1 defence for the whole
who. The chaser is call predator and the one being chased is call prey. Precognition combat.
Unless stated all vehicle start at long range. 26 Combat 9 You gain +2 to attack for the whole
Prescience combat.
Ranges are: Touch – Close – Short – Long – Far 33 Levitate 7 Target levitates for 1d3 turn.
34 Fire Bolt 7 Deals 1d6+1 fire damage to a target.
The ranges will determine what kind of weapon or action you can use
35 Lightning Strike 11 Deals 3d6 lightning damage to 1d3
to destroy your opponent. 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

18 7
target. 18
0 1 6 7 8 120
46 Create - A bio melee weapon of some kind. It Wheeler
Bioweapon can be a sword, hammer, etc. Pick a Tank 0 1 7 8 8 200
TN for damages. TN 7: 1d6; TN 9: Super
1d6+1; TN 11: 1d6+2. Heavy 0 1 8 8 10 250
55 Psycho booster 9 You either boost Physical, Social or Tank
Combat by 1d3 for 1d3 turn.
56 Negate Psionic 9 Cancel psionic effect. Control: determine how good the vehicle is in combat and
66 Finger Fire 5 Deals 1d3 fire damage to a target manoeuvring.
Speed: determine how fast the vehicle is.
Plant mutations Hull: Basically HP for vehicle although it is handle differently.
Make a d66 roll and refer to the plant mutations below. Defence: Target number for attacking. To calculate defence add
driver’s Physical ability with the vehicle defence score.
d66 Plant Mutation Effect
11-12 Animate Seeds Plant may plant a seed. The seed will Capacity: determine how many (mod) modifications you can install on
grow up to have the same mutation the vehicle.
as the mutated plant.
13-14 Carnivore (M) Plant has mouths that are capable of
Modifications
inflicting 1d6 damage with a bite. Roll Here are list of modifications for your vehicle. TU = Trade Unit Mod =
1d6 to determine how many mouths Modification
are on the plant. Each mouth is
considered as 1 attack. Armour plating (TU 5)(Mod 1)
15-16 Dermal Acid Sap (M) Plant sap is acidic. It inflict 2d6 HP +1 to defence (max. of 13)
damage every round to creature that
come in contact with it. Increased Control/Speed/Hull (TU 5)(Mod 1)
22-23 Electrical Charge Plant is capable to store electrical Add 1 to vehicle stats of your choice.
(M,R) charge from food consume. Plant may
GIGA system (TU 8)(Mod 1)
use this weapon after 3 rounds as it is
fully recharge. It inflicts 3d6 HP You may fire 2 weapons at the same time targeting 1 vehicle. For every
damage. Once use up plant must wait additional GIGA you may fire 1 additional weapon.
another 3 round to use it.
24-34 Human/Animal Make a d66 roll in the human/animal Targeting system (TU 5)(Mod 1)
Mutation mutation above. Add 1 to your to hit roll using vehicle weapon.
35-36 Radioactive Plant may emit radiation. Anyone

8 17
2 Flex Armour - Absorb 2 points of damage Emissions (M) within melee range will effected with
3 Sheath Armour +3 Modern day riot gear the radiation. Roll 1d6 to determine
Ceramic Resist fire and cold radiation level. Refer to radiation
4 +4
Armour table for damage.
5 Shell Armour +4 Grant +4 to radiation roll 44-45 Shriek (M,R) Whenever plant is hurt, it will shriek
6 Power Armour +4 +1 Physical, +1 Combat which capable of damaging everyone.
The shriek causes 2d6 damage
(everyone may make a Physical roll TN
MEDICINE 7 to half the damage).
1d6 Medicine Effect 46-55 Tendrils (M) Plant grows tendril. Tendrils can do
1 Stimpack Cures 1d6 HP 1d6+2 melee damage to a target.
Eat it after being hit by radiation. It will 56-66 Thorns (R) Plant can throw thorns! Plant may
2 Rad-Purge Pill
prevent 1d6 radiation damage. spend an action to throw 1d6 thorns.
Give a +1 to either Social or Mental ability Each thorn inflicts 1d3 damage to a
3 Mentat
(roll randomly or GM pick) target.
4 Guffout
Gve a +1 to either Combat or Physical ability COMBAT
(roll randomly or GM pick) Initiative is the order of who acts when in combat. To determined
Drink it after being hit by poison. It will initiative, each combatant rolls 1d6 + Combat. The highest goes first.
5 Antitox
prevent 1d6 poison damage. Any ties will act simultaneously.
Super
6 Cures 3d6 HP
Stimpack When you turn arrive, pick one of the options below:
Vehicle
To simply everything, every vehicle has these ability – control, speed, 1. Attack: Attack a target with a weapon. Roll 2d6 and add
hull, defence and capacity. All you need to do is pick 1 vehicle, add Combat ability trying to get an equal or higher number than the
modification and a name. Remember the more things that you put in a target's defence.
vehicle the expensive it is. 2. Use Psionic: To use psionic. Make a Mental roll against psionic
TN.
Vehicle Control Speed Hull Defence Capacity TU 3. Move: A character may move into melee range and engage a
Bike 2 3 1 5 4 30 target, disengaged from a target, or move into cover.
Dune 2 3 2 5 4 35
4. Other Action: This is for actions surrounding picking locks,
Buggy
reloading a gun, opening a window, using an item, etc.
Car 2 2 3 6 6 70
Van 1 1 4 6 6 80
Truck 1 1 5 7 8 90

16 9
5. Flee: To flee, combatant (must be in free position) needs to MELEE WEAPON
make the Combat roll against opponent with the highest 1d6 Weapon Damage Note
defence in combat. 1-2 Vibro Blade 1d6+2 Blade with vibration mechanism
1d6+3 Mace with crackling energy on
3-4 Energy Mace
Combat continues until one side is defeated. top
1d6+4 Target must make Physical roll TN
Movement in combat 7 to prevent 1d3 round stunt,
5 Stun Whip
Movement is abstract for fast combat although combatants are not when stunt target cannot move
static – they keep on moving. To simulate movement, everyone starts or do action
in free position. From there, you may either move into melee range 6 Laser Sword 2d6 No Jedi here
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
GUN
disengage a target you must make a Combat roll against TN of 9, if 2d6 Weapon Fire Damage
successful you move into free position. You may use shoot a free Type
positioned target without penalty but get -4 penalty when shooting an 2 Plasma Rifle S, B, A 1d6+5
engaged target. 3 Laser Rifle S, B, A 2d6H+3
1d6, hit 1d3 free positioned
HEALING 4 Flamethrower S
targets
Resting a full evening recovers full HP. Resting for a few minutes 1d6+2, stun target for 1d3
5 Stun Pistol S
recovers 1d6 HP. rounds
6 Blaster Rifle S, B, A 2d6H+2
Falling 7 Laser Pistol S 1d6+2
Whenever you fall in Mutants & Machine-guns, roll 3d6 for damage. 8 Gauss Auto Rifle S, B, A 2d6H+4
You may roll for Physical ability against TN (usually 9) set by GM to 2d6, capable of shrieking attack
9 Sonic Rifle S, B, A
halves the damage. On a critical success you are not damaged at all. (refer to shriek mutation)
Gauss Machine
10 S 2d6
RADIATION Pistol
Radiation is determined according to their level. When radiation hits, 11 Minigun B 2d6+3
you need to make a Physical roll against radiation level’s TN. If you fail, 12 Tesla Rifle S, B, A 3d6
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 ARMOUR
you received the radiation damage as well as gaining a mutation (roll 1d6 Weapon Defence Note
1 Combat Shield - Absorb 1 point of damage
10 15
Roll 1d6 Random Artefacts for a random human/animal mutation if you are a non-plant based race
Mundane Item. GM pick a random household and plant mutation for plant based race).
1-2
item i.e. hair brush, a canned food,etc.
3 1d3 Ammo packs. Radiation Level TN Damage
4 Medicine. Roll on Medicine table. 1 5 1d3
5 Melee Weapon. Roll on Melee Weapon. 2 7 1d6
6 Gun. Roll on Gun table. 3 9 1d6+1
4 11 1d6+2
5 13 1d6+3
Artefacts rolls Poison
When an artefact is working, character must figure out how to use it. Similar to radiation, poison is also determined according to their level.
GM will determine how complex from the table below. Characters must make a Physical roll against poison level’s TN. On a
fail, character received damage equal to poison level’s damage.
Complexity TN Examples
0 5 Mundane item Poison Level TN Damage
Weapons, Grenades, non-power 1 5 1d3
1 7
armour 2 7 1d6
2 9 Vehicle, robots, power armour 3 9 1d6+1
Computer, medicine, complex 4 11 1d6+2
3 11
artefacts 5 13 1d6+3
Characters then make a Mental roll against the chosen complexity. A Wasteland ECONOMY
roll of fumble indicates that it failed horribly, and the character will In the wasteland people barter their goods. Goods are measured with
have damaged himself or nearby characters if the item is capable of Trade Unit (TU).
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 EQUIPMENT TABLE
you just wasted 1 hour of game time. Character may make as many roll You may spend 10+2d6 TU on equipment for a start. Feel free to
until he succeed. For every fail an hour passed. donate unused TU to another player.

Fixing Artefacts Melee Weapon Damage TU


Characters may try to fix the artefact. The rolls are similar to artefact Unarmed 1d2 0
roll and the TN is based on complexity TN. Characters may try Knife, Dagger (throwable in range) 1d3 2
Hand Axe, Club, Light Hammer, Mace, Short
unlimited amount of time until character roll a fumble where artefact 1d6 3
Sword
will damaged character or other character around him.
Spear (throwable in range) 1d6 4

14 11
Battle Axe, Military Pick, Broad Sword 1d6+1 6 Single, BURST and full auto shot
Great Sword, Maul, Pole arm, Great Axe 1d6+2 9 Some guns can go for burst mode which means when you attack a
Gun Fire Type Damage TU target and if it hits any leftover damage may go to the next free
Cross Bow* S 1d6 5 positioned target. It is hard to attack when in burst mode but it will
Pistol S 1d6 8 deliver a heavy damage to target. You get a -1 penalty to attack roll but
SMG S, B, A 1d6 9
if it hits +2 bonus to damage roll. This is the same with full auto accept
Shotgun B, A 2d6 10
a full auto give a -2 penalty to attack roll but gives a +4 bonus to
Light Machine-gun B, A 2d6H+1** 15
Rifle S, B, A 1d6+2 14 damage roll.
Pulse Rifle S, B, A 2d6H+2** 20
Shot Mode Attack roll Damage Bonus
Heavy Machinegun B, A 2d6H+2** 18
Burst -1 penalty to attack roll +2 damage
Armour Defence TU
Full Auto -2 penalty to attack roll +4 damage
Light Armour (leather jacket, etc) +1 5
Medium Armour (Kevlar, etc) +2 15
Ancient artefacts
Ancient artefacts are things from the ancient past. The ancients use it
Heavy Armour (plate, etc) +3 20
S means Single shot. B means Burst shot and A means Full Auto. to do their chore or other needs such as stunning their poultry or
* Must reload on the next turn. shooting bad guys. They are usually found in ancient city or vault.
** Roll 2d6 and pick 1 of the highest and add either 1 or 2 When characters find artefact, the artefacts may or may not be
working. Each artefact has condition rate from 0-5. Each rating has a
Item Effect TU probability of working. Roll the table below to determine if it works or
Ammo Pack Ammo pack for guns. 3 not.
Heals 1d6 HP. It only works on Pure
Stimpack 3
Human, Mutant Human and Cyborg. Roll 1d6 Condition Rate Working on 1d6
It’s a grenade. When launch it will deal 6 5 2-6
Frag grenade 5
2d6+4 damage 5 4 3-6
Use for pick locking and other thief like 4 3 4-6
Thief Tool stuff. Provide a +2 bonus when 8 3 2 5-6
prompted. 2 1 6
ammo 1 0 Not working
Each character start with 1d6 number of ammo packs. When a player Random artefacts
rolls a fumble on when shooting this means that an ammo pack has If GM have not or do not want to set a specific artefact, roll the table
been consumed and they must reload. below. Mundane Item and Ammo are at GM discretion.

12 13

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