This document provides the rules for a pocket RPG about mutants in a post-apocalyptic wasteland. Players assign points to stats like MEAT (hit points), MOXIE (actions), and MUTAGEN (adaptation). Characters can gain armor, weapons, and mutations. Random encounters and travel consume supplies. The rules cover combat, injuries, classes, and generating starting gear and mutations.
This document provides the rules for a pocket RPG about mutants in a post-apocalyptic wasteland. Players assign points to stats like MEAT (hit points), MOXIE (actions), and MUTAGEN (adaptation). Characters can gain armor, weapons, and mutations. Random encounters and travel consume supplies. The rules cover combat, injuries, classes, and generating starting gear and mutations.
This document provides the rules for a pocket RPG about mutants in a post-apocalyptic wasteland. Players assign points to stats like MEAT (hit points), MOXIE (actions), and MUTAGEN (adaptation). Characters can gain armor, weapons, and mutations. Random encounters and travel consume supplies. The rules cover combat, injuries, classes, and generating starting gear and mutations.
This document provides the rules for a pocket RPG about mutants in a post-apocalyptic wasteland. Players assign points to stats like MEAT (hit points), MOXIE (actions), and MUTAGEN (adaptation). Characters can gain armor, weapons, and mutations. Random encounters and travel consume supplies. The rules cover combat, injuries, classes, and generating starting gear and mutations.
The key takeaways are that this document outlines the rules for a post-apocalyptic tabletop roleplaying game where players take on the role of mutants. It describes character stats, classes, combat, equipment and mutations.
The three main stats are Meat (hit points), Moxie (actions per turn) and Mutagen (capacity for mutations). Meat represents how much damage a character can take, Moxie determines how many actions they can take in a turn, and Mutagen is used to gain new mutations.
The three classes are Brute, Stalker, and Loremaster. Brutes focus on combat abilities, Stalkers on stealth and ranged attacks, and Loremasters on research and healing abilities.
CHAIN SAW!
Meat, Moxie, Mutagen
You have 9 points to divide between these 3 stats, to a max of 6: CHAINSAW! Weapons and Armor A P OC KET RP G BY M I C AH A NDERSON SMALL WEAPONS deal 1d2 damage. LARGE WEAPONS require 2 hands and do 1d3 damage. MEAT (How many hits you can take Doing Things Wearing scavenged armor increases before dying) When your mutant is faced with a challenge, roll a d6 under their your MEAT by 1 for each piece you MOXIE (How many actions you can have on. You can have a max of 4 take during your turn) Base Chance to see if they succeed. Every task has a 2-in-6 pieces of armor on at once. MUTAGEN (Your capacity for adaptive change.) chance of success, modified by They also act as your Saves; rollyour Classes’ scores. Equipment You can hold an item in each hand a d6 under your scores to In COMBAT, flip a coin to see who and 10 in your pack. Anything in avoid catastrophe. goes first. Flip the coin after excess doubles all MOXIE costs. every round. Classes To attack something, roll under Mutagen Decide a class for your mutant: your B.C. + your Brute score for Everyone starts with at least 1 Brute, Stalker, or Loremaster. melee or Stalker for ranged. MUTATION, determined randomly. Each class will grant +1 to Each MUTATION can be unlocked by relevant rolls. Assign 4 points DYING spending your MUTAGEN. among them how you want. If you are reduced to 0 MEAT, If you’re in dire need, you can Brutes are muscle, mercenaries you’re dead. The wastelands claim attempt to roll under your MUTAGEN and warriors. another. stat to gain an emergency Stalkers steal resources from If you are hurt, you can regain d6 adaptation, which may have a other mutant tribes. MEAT with a successful Loremaster drawback too. roll. To get more MUTAGEN, expose Loremasters research and revere the ancient ruins A week of rest restores all yourself to gamma rays, or drink littering the Earth. missing MEAT. some Solution X, or inject yourself with Evo-Drugs. NPCs Gear Mutations All have the same 3 stats as Roll on this chart 3 times to Each adjective of a Mutation Mutants, and at least 1 Class. start, a d3 for the column and a d6 increases its MUTAGEN cost. Make They also may have special for the row. your own, or roll on these charts. abilities or deal more DAMAGE. 1. 2. 3. Adjectives (d3+d6) 1. Car Water Morale battery purifier Gasoline 1. 2. 1. Telepathic Glowing 3. Nebulous If things aren’t going to plan, Football most creatures will run away. Grappling 2. 3 Rations gear Shape- hook 2. Sentient Multiple During a fight, check enemies’ (armor) shifting morale by rolling a d6 under Bag of 3. Large Dog ball 3. Flaming Solar Sensitive their remaining Meat. If it weapon bearings succeeds, they continue to fight, Extremo- Leather 4. Poisonous Armored but if it fails they’re routed. Fire- phile 4. Flashlight jacket crackers (armor) 5. Growing Meaty Consuming Encounters 5. Pots and Caltrops Grenade 6. Duplicat- Floral Slick Every in a ruin, or TEN MINUTES pans ing QUARTER DAY on the surface, check Motorcycle for a random encounter by 6. helmet Stimulant Chain Nouns (d3+d3) (armor) 1. 2. 3. rolling a d6. On a 1, the party 1. Head Organs Skin encounters something. On a 2, Everybody starts with a SMALL they can see signs of something WEAPON and 3 RATIONS and WATER. 2. Tail Wings Arms nearby. 3. Legs Eyes Torso
Traveling Downsides (d6)
Every day the party travels across 1. Withered 4. Evil the Wastes, exhaust 1 RATION and 1 2. Stinky 5. Painful WATER. If you have none, all rolls are at -1, accumulating. 3. Broken 6. Blinding