Mutant of Ixx

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The Mutants of Ixx is a post apocalyptic role playing game for around 2-6

people. This pamphlet contains all the rules you need to explore & exploit the
many locations hidden deep within the lush (but dangerous) Jungles of Ixx.
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Item Cost: Basic Items costs 1-5 slugs, Weapons costs their Damage Die in
slugs. Armor costs 10/25/60 slugs per point of armor, to a max of 3. Die Size
indicates weapon damage. D10 weapons are 2-handed. Small items comes
in bundles of 5. A Character can safely carry their STR in items, weapons &
armor. Feel encouraged to come up with your own items, weapons & gear.
Remember: Use common sense and the “rule of cool“ and you’ll be fine!

This text assumes that you have a solid understanding of role playing games
and how to play them. Feel like a rule is missing? Make a ruling on the spot
and keep the game going. Keep it light, fun & exciting!

Written & illustrated by Karl Stjernberg AKA @skullfungus.


Published using the Mark of the Odd Licence v 0.1
“Into the Odd” is created by Chris McDowall. http://www.bastionland.com/
CHARACTER CREATION & CORE RULES MUTATIONS
1. Roll 3d6 for each Ability Score: Randomly select a mutation by rolling d6 twice - first to determine the table &
STRENGTH (STR) -fighting, fortitude, physical prowess, withstanding radiation. secondly to determine the specific mutation. To use a mutation, roll the Mutation
DEXTERITY (DEX) - sneaking, athletics, reflexes, sleight of hand. Die (d4). If the result is 1-2, decrease the die one size. 1-2 on a d4 means that it’s
WILLPOWER (WIL) - persuasion, shooting, understanding ancient tech. spent until after a short rest, resetting it to its former size. By passing a relevant
Save, you may alter the effects of a mutation.
Then roll 3d6 as your Extra Roll. You may swap two of your rolls. After this, the The duration of an effect is generally 10 min, multiplied by Experience Level.
Extra Roll signifies your starting slugs (ammo & currency).
1-2 - Combat Mutations:
2. Roll d6 for your Hit Protection (HP) - a measure of how good you are at 1. Acid Spit. d6 dam, burns through almost anything.
avoiding life-threatening Critical Damage. 2. Firebreath. d6 dam, cone of fire.
3. Electrochock. Shoot lighting through opponents (d8-d6-1d4 dam)
3. Roll a random Mutation & choose a Speciality, pick 1 weapon & 2 items. 4. Crushing Pincers. d8 dam. Bend bars, crush steel. Poor fine-motor skills.
5. Stinger. Deadly (d6 dam to STR), hallucinogenic or sedative poison.
4. Give your character a name & short description. You are ready for adventure! 6. Frog Legs. Stong kicks, d6 dam. Jump 30 ft long, 10 ft high.

Doing stuff. Roll d20 equal to or under appropriate Ability Score. 1 is always a 3-4, Utility Mutations:
success & 20 always a failure. Only roll when the outcome is uncertain & a failure 1. Camouflage. Blend into the environment when perfectly still.
is interesting. Someone with an Advantage or Disadvantage when attempting a 2. Wings. Fly at an altitude up to around 30 feet.
save or attack may get to roll an additional die of the same size, taking the better 3. Spidergrip. Climb & hang from any surface.
or worse result, respectively. 4. Magnetism. Attract metal objects from afar.
5. Web-Spinner. Shoot net-strands. Make sticky webs.
Turns. If it’s unclear on who acts first, the player characters must pass a DEX 6. Regeneration. Heal d4 STR after a short rest. Regrow limbs.
Save to be able to act before their opponents. On their turn, characters can move
& carry out one action, such as an attack. 5-6, Mental Mutations:
1. Nightmare Vision. Opponent suffers horrible visions.
Attacking. Roll the weapon’s Damage (dam) die or unarmed (d4), subtract the 2. Mind Blast. 2d6 dam that bypasses HP. Gives the user a nosebleed.
result from target HP. Armor subtracts from Damage. If HP reaches 0, any 3. Teleportation. Blink in & out of existence, travelling a short distance.
remaining Damage is removed from the STR score. A STR Save is then required to 4. Telepathy. Mental communication with someone in vision.
avoid Critical Damage. Recover d6 HP after a short rest & some water or food. 5. Telekinesis. Manipulate small objects. Causes d6 dam if hurled
6. Mind Control. Opponent must obey your command, three words or less.
Critical Damage. Roll d6 to see what gets chopped or blown off
1. K/O, 10 min 2. Terrible Scar! 3. Fingers, Toes, Teeth, Ear or Eye SPECIALITIES
4. Hand or Foot! 5. Arm or Leg! 6. Roll twice... 1. Assassin
Attacks against unaware or helpless opponents bypass HP & are rolled with d12.
Death. A character dies at STR 0. At DEX 0 or WIL 0 the character is paralysed or 2. Marauder / Gunner (Pick one!)
catatonic respectively. They cannot act until healed & must be carried to safety. In melee or ranged combat, you increase your weapon Damage dice by one step
Attribute Loss recovers at 1 / day if recovering in a safe location. (max d12). You also gain Advantage on Saves against Critical Damage.
3. Lucky
Experience Levels & Character Improvement 1 per session you may re-roll any die roll that affects you.
After completing the requirements for the next Experience Level you may take 4. Waste Doctor
a short narrative break from adventuring to reflect on your experience in a safe Heal d6 Ability Score Loss to an ally overnight.
location. Gain 1d6 HP & roll d20 for each Ability Score. A roll higher than the 5. Skilled (May be chosen multiple times)
Ability Score increases it by one, to a max of 20. Then choose between 1 new Gain Advantage on Saves related to a certain field of expertise: stealth, athletics
mutation (increasing the mutation die by one step) or 1 new speciality. deception, traps, hunting, scavenging, bartering, intimidation etc.
6. Adrenaline Rush
1. “Scrap Worm” You may always act first & can react immediately after being surprised.
You are ready for your first Adventure. 7. Survivalist
2. “Ruin Crawler” 1 per day, you can find enough water & food to sustain yourself.
You have survived & returned from at least 1 Adventure to a dangerous place. 8. Beastmaster
3. “Jungle Prowler” Gain a fierce but loyal pet. 1d6 HP. 10 STR, DEX, CON, Atk: 1d6, Describe it!
You have survived at least 3 Adventures since reaching Ruin Crawler Level. 9. Technomancer
You can now take on an Apprentice created as a new character. With some scrap, you can build or repair basic equipment & machines. You have
4. “Apex Predator” advantage when trying to understand the old texts & relics from the past.
You have survived at least 5 Adventures since reaching Jungle Prowler Level. 10. Prepper
You have an Apprentice that has reached Jungle Prowler Level. 1/day you may “remember“ that you packed an ordinary but useful item.
5. “...“
You have established or seized control of a settlement & is the ruler of at least 50 Feel free to invent your own Mutations & Specialities using the existing ones as
mutants or creatures. Come up with a fitting title, worthy of your name. inspiration & guidelines. Creativity is encouraged!

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