Mutation RPG Free QS
Mutation RPG Free QS
           JDSTIRLING
          Written and designed by Joseph D. Stirling
                Copyright © JDStirling 2021
                        special thanks:
           Ben, Thane, Jarl, Alex, B, Kelsey, Xander
            Chuck, Dennis, Nicole, and Quinnton
                          playtesters:
The Moldy Crew, Benjamin Billman, Jacob Savala, Kelsii Weber,
 Scott Swalwell, Damion Sailors, Dan Thompson, David Beales,
JD Hull, Nicole Sparks (GM), Kenya Pasquanelle, Taylor Jeffrey,
Tamiko Fujio, Cassandra Richards, James Kearney, Chad Knick,
              Kiel Adam, and Matthew Makaryn
                         inspiration:
        WEG Star Wars, Shadowrun, Index Card RPG,
        Rifts, Warhammer 40k, Dungeons & Dragons,
            spaghetti westerns, 80’s Sci-Fi movies,
                  and the Mad Max trilogy.
Core Rules . . . 5
Paths .             .   .      .   18
Black Thumb             .      .   19
Doc                 .   .      .   20
Gunfighter          .   .      .   21
Head Case           .   .      .   22
Player .            .   .      .   23
Searcher .          .   .      .   24
Universal Talents   .   .      .   25
Skills   .          .   .      .   26
Psychokinesis       .   .      .   28
Gear    .           .   .      .   29
DIY Gear            .   .      .   35
Character Sheet .       .      .   58
CORE RULES
    5
  welcome to mutation                              speaking of mutants
A wild west science fiction survival role- As if living on a mutant filled radioactive
playing game set in the post apocalypse of planet wasn’t a lot already, it’s also the wild
Earth.                                      west all over again. Thankfully it was the
                                            future when the world ended so there’s
Yeah, I know it’s a mouthful. The original some sweet high-tech stuff to be found in
playtest draft was called “Westocalypse.” I the ruins of the world.
thought I was being fun and clever. It was
a mouthful of a name. So I changed it back Print yourself out a character sheet or
to what we called it when I was a kid:      write your own in your notebook, then get
Mutation.                                   half a handful of D6’s. It’s time to get
                                            familiar with the rules and roll up your
                                            first Mutant.
                                               6
      gather your dice                                    turns & rounds
You’re going to need a handful of six-sided         A single Turn is enough time for you to
dice or a dice app to play. For ease at the         act over a few moments, minutes, hours,
table you’ll want at least 3-6 of those noble       days, etc. The amount of game time for
cubes. You’ll also want some paper to               each Turn depends on the situation, but
record your Mutant on, or a few printed             generally combat is in moments while
copies of the included Character Sheet.             travel might be in hours or days.
Throughout the book dice will be noted as           A Round is made of multiple Turns that
1D, 2D, 3D, etc. This shorthand refers to           includes yours and all characters involved
the number of D6 you’ll roll. Rolling for a         in the scene or encounter.
Test counts each die individually for pass
or fail, while damage and some effects roll     Some effects and conditions, both positive
and add the dice together.                      and negative, are tracked with a Duration
                                                Die. When affected you must roll that die
Rolling a D3: roll a regular D6 and read on your turn and resolve its effect. Rolling
1-2 as 1, 3-4 as 2, and 5-6 as 3. If you have a 1 ends the effect or condition. Although
a D3 you can just use that when needed. a successful Fate Test can end a condition
                                                early.
Rolling a D66: roll 2D of different colors
and read one as the 10’s place and the other
as the 1’s place, like rolling percentile dice.
This gives you results from 11-16, 21-26,                on your turn
up to 61-66.
                                                You can perform any 2 Actions on your
Yes or No: some questions during play turn, even taking the same action twice.
need a fast yes or no answer, let the dice The list of possible actions below is in no
choose. This little roll can be awfully big. way complete and should not limit your
Roll 1D, a 1-3 is No and a 4-6 is Yes.          choices or imagination.
                                                7
          action tests                                          aspects
Your Action Test is always a base 3D.            Your Aspects are rated from best 2+ to
The total number of dice you roll will be        worst Hard 6, a Hard task is made at -1D.
modified by your character build and by          Your Rating is your own personal target
Threats acting against you.                      number to meet or beat for Action Tests.
Some tasks take time to accomplish. These        Brute: represents strength and toughness.
are called Sustained Tests and require a         Roll Brute for heavy lifting, melee attacks,
set number of successes to complete. This        and to withstand exhaustion.
can be as low as 2 successes needed, but
will commonly be set at 5 to 10 successes.       Aptitude: measures intellect and force of
                                                 will. Roll Aptitude to uncover mysteries,
Building Your Dice Pool                          recall facts, and to build or create.
Always start with 3D. Add additional dice
from relevant Mutations, Talents, Skills, Instinct: represents inherent knowledge,
and Gear. Subtract any penalty dice from and senses. Roll Instinct to scout the land,
the situation or threat. Now we roll!     hit a ranged target, and spot details.
At least one die needs to meet or beat your Reflex: is speed and agility. Roll Reflex to
Aspect to succeed. The total number of drive, ride a mount, or to move unseen.
successes is applied to Sustained Tests or
added to resulting damage or effects from
your Action.
                                                        derived scores
                                            Derived Scores are based on your Aspects,
      rolling doubles                       but can also be modified by your Ancestry
                                            and Mutations. Permanent changes to an
Rolling doubles is pretty cool, but in your Aspect will also change its Derived Score.
Action and Fate Tests there are only two
pairs to watch for: 6’s and 1’s.            Guard: that reflexive instinct to get out of
                                            the way. This is a dice modifier for Active
Bullseye: a roll of two or more 6’s.        Threats rolling against you. Being put Off
Rolling a Bullseye doubles your number Guard gives Active Threats an extra +1D.
of successes. This is also the only way to
improve Skills, and in many cases this adds Grit: is a spendable resource. It is also the
an extra effect.                            amount of strain, damage, and exhaustion
                                            you can take before loss of consciousness
Snake Eyes: a roll of two or more 1’s.      or death. Recover Grit up to your max
This roll always fails, and we’re not going with rest, medical aid, by mutation, or by
to make it worse with added penalties.      beating Fate.
Rolling a Bullseye and a Snake Eyes at the       Spend Grit at any time to:
same time is crazy, sadly they cancel each       • Activate Talents
other out. Your whole Posse gains 1 XP           • Use Psk Powers
every time the Bull eats the Snake.              • Add +1D to any Test, max. 3D
                                                 • Ignore 1D Damage, max. 3D
                                             8
             fate tests                                              skills
When the GM calls for a Fate Test it does            Skills can grant extra dice for your Action
not take a Player action since it is always in       Tests, but in some situations they can also
reaction to a Threat. You can however use            take dice away. You can only be Skilled or
an action on your turn to Test Fate when             Unskilled, and an Unskilled Test cannot
trying to shake a condition.                         be Easy.
A Fate Test always requires a 6 to pass and Skilled: add +1D to Tests
unlike Actions, each category has it’s own Unskilled: -2D from Tests
dice pool to roll. Rolling a Bullseye avoids
a Hazard or Threat entirely.                 Using a Skill is the only way to improve it.
                                             Gain +1D to a Skill for every six Bullseyes
Recover 1 Grit for each 6 you roll in a Fate rolled while using it.
Test.
                                                 9
       healing & rest                               damage & dying
Without a Doc or a Head Case, all healing Each success in your Action Test adds to
takes time and rest.                        any damage you cause. This means you
                                            will always get at least +1 damage. Roll
Resting at least 10 minutes to catch your and add your damage dice plus successes
breath restores D3 Grit. Before you ask, to find your total.
no you cannot rest 20 minutes to restore
2D3 Grit. Please, don’t be that guy.        Armor will always reduce damage unless
                                            the attack ignores armor. Any remaining
Resting in the wild for at least 10 hours damage is applied to your Grit. If your
recovers 1D Grit.                           Grit reaches 0 or less you are Unconscious
                                            and Dying.
Resting in safety for at least 10 hours
recovers all Grit.                          When your Grit is at exactly 0
                                            You are Unconscious and take 1 Wound.
                                            Test Will as an Action on your Turn to
                                            recover 1 Grit and get back on your feet, if
               wounds                       you fail the roll you remain knocked out.
                                            A Bullseye recovers 1D Grit. Taking any
Some attacks and situations, like being hit amount of damage while unconscious will
with a Bullseye, will deal a Wound. You put you below 0 Grit and dying.
also suffer a Wound every time you are
Dying or fall Unconscious.                  When your Grit is below 0
                                            You are Dying and take 1 Wound. You
Each Wound temporarily reduces your must Test Death on your next Turn or
maximum Grit by 1 until it is healed.       you will die. Success means you are no
                                            longer dying and returns you to 0 Grit (see
Resting in safety for 1 day heals 1 Wound above). A Bullseye here will recover 1D
and grants you a Mobility Test to heal an Grit and get you back on your feet.
additional Wound on a success. Repeat as
needed to recover any remaining Wounds. Any dying character can be saved with an
A good Doc can greatly speed up recovery Instinct or Aptitude Test. Success means
time.                                       they are no longer dying but still remain
                                            unconscious.
If Wounds reduce you to 0 Grit you are
basically in a coma till you heal enough
Wounds to restore Grit.                     Any action that restores Grit will get
                                            an Unconscious or Dying hero back on
If Wounds reduce you below 0 Grit it’s their feet.
time to roll up a new mutant.
                                          10
               combat                                           conditions
You can avoid many threats in the Wastes.           Bleed
But eventually they catch you and intend            Suffer 1D damage on your turn till you
to eat you, so let’s try to keep you off the        bandage the cut or roll a 1 on the damage
menu.                                               die. Armor cannot reduce bleed damage.
                                               11
 experience points (xp)                                leveling up
There’s no hard rule for how much XP to      Now that you’re gaining all this XP, let’s
award to characters. Ask yourself how fast   put it to use. Spend 25XP in safety to gain
you want characters to gain power and        a Level and choose 2 Perks from below.
you’ll have your method for awarding XP.     Do this every time you gain a level.
                                         12
MAKING YOUR MUTANT
        13
           1. ancestry                           4. derived scores
Everyone is a Mutant these days, but your Derived Scores are based on your Aspect
Ancestors have also passed a few genetic Ratings and can be modified by Ancestry
traits along. Roll 2D twice to find yours. and Mutations.
The results can stack.
                                           Grit: use the table below and combine the
                                           results from Brute and Aptitude to find
        Roll          Birth Trait          your total.
          2           -1D Guard            Guard: use the table below and combine
          3          +1D Mobility          the results from Instinct and Reflex to
          4           +1D Toxins           find your total.
                                           Carry: use Brute to find your carry limit.
          5         Improve Brute
          6        Improve Instinct        Example: a 5+ Brute gives 6 Grit and 5+
          7             +3 Grit            Aptitude gives 6 Grit, for a total of 12.
          8       Improve Aptitude
          9         Improve Reflex           Aspect      Grit      Guard Carry
         10            +1D Will                H6           2       +1D           6
         11           +1D Death                 6           4         -          12
         12            +1 Armor                5+           6         -          16
                                               4+           8       -1D          20
                                               3+          10       -1D          24
                                               2+          15       -2D          28
          2. mutations
Roll D66 three times on the following
pages to discover your mutations. If you                    5. fate
want a mutation that I didn’t add, grab a
pen and write it in! If you roll a Mutation All characters have a base 1D in each Fate.
twice you can either re-roll it or you can Your Ancestry, Mutations, and Path can
stack it. Who knows what the alien bio gel increase your starting dice.
is capable of. Get creative with it, combine
mutations and have fun.
                                                           6. path
                                             The Path you choose grants perks and a
            3. aspects                       few more choices to customize your hero.
                                             See pages 19 to 24.
All characters have a baseline 5+ in each
of the four Aspects, remember this is your
target number for each die in a Test.                      7. gear
Your baseline can be modified by Ancestry Your Path gave you some starting gear, but
and Mutations. Improving an Aspect will also gave you Ca$h. See pages 31 to 34 to
lower your rating by 1, a 5+ improves to a purchase additional gear if you choose.
4+ and so on.
                                          14
             mutations                     21         Prehensile Tail
                                           This tail is flexible and dexterous, it can be
11        Psychokinetic                    used to grab and manipulate things with
Your mind is a raging vortex of psychic the same ease as your hands. What does
energy, and a little unstable…             your tail look like?
     • Gain 1 random Psk, see page 22.          • Perform 1 bonus Action with
                                                your tail on your Turn.
12        Bone Sick
Your body is weak and brittle since birth, 22         Snorkel
but your spirit is strong.                 Air does not pass through your nose and
     • +2 Grit, Decrease Brute, -1D mouth like normal folks. Instead you
     Toxins.                               breath through a blowhole, flexible trunk,
                                           or rigid tubes. What does your breathing
13        Small Size                       appendage look like and where on your
Your body is significantly smaller than body is it located?
average, just a little guy.
     • Baseline H6 Brute, -1D Guard. 23               Wings
     • If you also roll Large Size these A set of wings capable of gliding. What do
     two mutations cancel each other out your wings look like; bird, bat, insect,
     but still count as 2 mutation rolls.  flying squirrel, other?
                                                • Glide up to Far and ignore fall
14        Clubbed Limb                          damage.
One limb of your choice is disfigured and
club-like. The calcification of the tissue 24         Extra Limb
makes it knobby and solid.                 This arm or leg closely resembles your
     • -1D to Reflex Tests, deals D3 others and moves normally, it’s just an
     damage as an unarmed attacked.        extra one.
                                                • Arm grants +1D to Actions
15        Musk Glands                           when used, Leg grants a bonus Near
Like the mighty skunk, you can spray            move.
putrid odor up to Near. You are immune
to your own persistent funk.               25         Tentacles
     • All Close targets suffer -1D to One limb of your choice is a tangle of 1D6
     Action Tests, it’s the smell…         Tentacles that function as a singular limb.
     • Spray with Instinct, all Near They have no bones and can move in any
     targets in a line are Dazed and must direction as well as can squeeze into small
     Test Toxins or remain Dazed for D3 spaces.
     Rounds.                                    • +1D to Reflex Tests.
                                            15
31       Hooves                               41        Exoskeleton
Your feet are like most herbivores of old,    Like insects and crustaceans, you wear
solid hooves that are suited to the rough     your bones on the outside as a thick
terrain.                                      carapace. What does that look like?
     • Move up to Far as a standard                • 3 Armor.
     move, Kick for D3 damage as an
     unarmed attack.                    42       Bone Plates
                                        Your skin is protected by articulating
32        Horns/ Antlers                patterned plates like a crocodile. What
Your thick skull and reinforced neck patterns show up on yours?
support horns or antlers. What do yours      • 2 Armor.
look like?
     • Headbutt for D3 damage plus 43            Thick Hide
     Daze, Bleed on Bullseye            Like elephants, rhinos, and badgers your
     • Charge Near for 1D damage plus skin is thick and tough.
     Daze, Bleed on Bullseye.                • 1 Armor
                                            16
51        Enhanced Senses                  61       Regeneration
There’s no telling which multitude of Not only does your body naturally heal,
genetic combinations granted your senses. but it can also regrow lost limbs.
Your sense of sight, hearing, and smell is     • Heal 1 Wound per day, restore
unmatched. This Mutation is only visible       1D Grit with Instinct, regrow lost
if you want it to be.                          limbs in 30 days, +1D Death.
     • Increase Instinct                       • You cannot regenerate while
     • Cannot be surprised.                    dying or dead.
                                          17
PATHS, SKILLS, & PSK
         18
                                 black thumb
When a body breaks folks call a Doc, but when machines break folks call you. As a Black
Thumb, you’re one of the few left in this world that understands how all this fancy
technology works, and one of the folks capable of building more.
                  fate                                        talents
•   +1D Mobility, +1D Toxins                   Choose 1 from below or Open Talents on
                                               page 25.
                                               1337 Tech
                skills                         With the right parts and tools you can
                                               upgrade gear, weapons, and vehicles by
•   Crafting, Electrics, Mechanics             +1D/ +1 per Rank.
•   3 of choice, see Skills on page 26              Usability: add dice to Action Tests.
                                                    Effect: increase effect dice or armor
                                               points.
                                                    Performance: increase speed, range,
                                               or capacity.
                 gear
                                               I Know People
• 75 Ca$h                                      While in a town, hold, or caravan you can
• Wrencher’s Box                               declare you know someone and roll 1D, +1
• Scrap Pistol w/ 10 Ammo                      per Rank. Unless its an enemy they’ll help
• Speeder Bike that “needs work” (1D           you out.
parts and 5 successes to get it working, see        1-3: an enemy with a score to settle,
Build and Repair on page 35)                   and they know you’re here. They also have
                                               Rank +3 Gangers with them. Reclaim 1
                                               Grit.
                                                    4-5: you owe 50 ca$h but they’ll help
                                               if you pay or work it off.
                                                    6-7: they want a favor in return.
                                                    8-9: they owe you a favor.
                                               Piston Zen
                                               Add +1D per Rank to any Test involving
                                               engines whether fixing, sabotaging, or
                                               operating.
                                               Redline
                                               Push a vehicle far beyond its limits without
                                               damaging it for 1D rounds per Rank.
                                           19
                                         doc
There has never been a place in history that didn’t need some sort of medicine man or
sawbones, and at one point in time your barber was also your dentist and surgeon. As
a Doc you get to be part of history repeating itself. There is no shortage of injuries and
toothaches here. Truth be told the Wastes have a surplus of both, and your services are
needed everywhere.
                  fate                        Pharmacist
                                              Roll a Sustained Doctorin’ Test to create 1
•   +1D Toxins, +1D Death                     dose per Rank with tools and supplies.
                                              The number of successes needed is listed
                                              with each formula.
                                                   Acid Powder (10): a heavy powder
                                              that becomes acidic with moisture. Deals
                skills                        1 damage per round until cleaned off.
                                                   Anti-Rads (7): a tablet or capsule
•   Doctorin’, Influence, Riding              that must be ingested. +1D Toxins against
•   3 of choice, see Skills on page 26        radiation. Taking 1 or more a day reduces
                                              harmful radiation in the body.
                                                   Nod (5): a sap-like mixture that must
                                              enter the bloodstream to immobilize the
                 gear                         target for 1D hours. Target may Test
                                              Toxins to change duration to rounds. A 1
•   150 Ca$h                                  on the Duration Die means the effect has
•   Med-Kit                                   ended.
•   Surgeon’s Bag                                  Go-Go (10): a fine dust that must be
•   Holdout Pistol w/ 10 Ammo                 inhaled. Target gains +1 Action per round
                                              and must roll Duration at the end of their
                                              turn. A roll of 1 ends the effect. Target
                                              cannot benefit from rest while active.
               talents                             Headstone (15): a pungent red syrup
                                              that must be injected or ingested.
Choose 1 from below or Open Talents on        Permanently reduce your Grit by 1 for
page 25.                                      each dose you make. Target must Test
                                              Death everyday or reduce an Aspect, when
Bedside Manner                                all Aspects have reached H6 the target dies.
Improve your Doctorin’ Skill to reduce             Royal Jelly (7): smear this foul gel on
recovery time for Wounds by 1D hours per      injuries to restore 1D Grit per round, the
Rank to a minimum of 1 hour.                  effect ends with a roll of 1.
                                                   Smelling Salts (3): instantly restore
Hush                                          1 Grit.
Make an Attack Test that deals no damage,          Snake Oil (5): anti-venom injection
instead the target must Test Will at -1D      that gives +1D per dose to Toxins Tests for
per Rank or be knocked Unconscious.           the next 3 days.
                                           20
                                  gunfighter
The Gunfighter was a powerful image of the Old West in American folklore as both
law keeper and outlaw. But that may not matter to you. Your quick hands and sharp
eyes are suited to the pistol and long gun no matter which side of the law you stand on.
The way of the gun is your way of life.
                 fate                                       talents
•   +1D Mobility, +1D Death                  Choose 1 from below or Open Talents on
                                             page 25.
                                             Crack Shot
                skills                       Your ranged attacks only miss on a Snake
                                             Eyes for Rank rounds.
•   Fighting, Riding, Shooting
•   3 of choice, see Skills on page 26       Gut Shot
                                             For Rank rounds your ranged attacks
                                             cause Bleed.
                                             Quick Draw
                 gear                        Fire 1 pistol shot per Rank before you roll
                                             Initiative.
• 75 Ca$h
• Pistol of choice and Gun Belt w/ 20        Ricochet
Ammo                                         Your next ranged attack hits and ricochets
• Shotgun with 10 Ammo OR Scout              to 1 additional Near target per Rank.
Rifle with 10 Ammo                           Choosing a structure as a target lets you hit
• Gunsmith’s Kit                             targets around corners or behind cover.
• Riding Roach w/ Saddle and Bags
                                             Sunder
                                             Your ranged attacks this round also destroy
                                             1 Armor per Rank on top of normal
                                             damage.
                                          21
                                  head case
There have always been stories about people with mystical powers. First the legends
were about wizards. More recently it was palm readers and spoon benders, but those
were just fairy tales. What you are is vastly different. Inside your mind is a chaotic
powerhouse of unstable energy capable of wondrous and terrible things.
                 fate                                         psk
•   +2D Will                               Choose 1 Psk from below at creation.
                                           Gain 1 random Psk every time you level up.
               skills                      Armor
                                           You or a target you can see gains +1D
•   Notice, Riding, Survival               Armor per Grit. Sustain as an Action.
•   3 of choice, see Skills on page 26
                                           Hero Complex
                                           Give yourself or a target you can see +1D
                                           to a single Aspect for 1D rounds per Grit.
                gear                       Mind Spike
                                           Deal 1D damage per Grit to a target you
•   75 Ca$h                                can see. Target can Test Will for ½ damage.
•   Pistol w/ 10 Ammo
•   Road Pack                              Psychic Surgery
                                           Restore 1D Grit per Grit to a target you
                                           can touch.
               talents                 Scanner
                                       Ping a Near radius to find the location and
Choose 1 from Open Talents on page 25. read the surface thoughts of all living
                                       targets present. Targets can Test Will at
                                       -1D per Grit to detect your scan.
                                           Telekinesis
                                           Move 50 pounds per Grit that you can see
                                           within Near. Living targets can Test Will
                                           as an Action to break free. Sustain as an
                                           Action.
                                         22
                                         player
The Player shows up throughout history as a gambler, an actor, a musician, an
inspirational speaker, and as a snake oil salesmen. Your silver tongue and wit makes you
all of these things. You can motivate and inspire people to do great things just as easily
as you can pick their pocket.
                  fate                                       talents
•   +1D Mobility, +1D Will                    Choose 1 from below or Open Talents on
                                              page 25.
                                              Hush
                skills                        Make an Attack Test that deals no damage,
                                              instead the target must Test Will at -1D
•   Influence, Stealing, Stealth              per Rank or be knocked Unconscious.
•   3 of choice, see Skills on page 26
                                              Now!
                                              Grant 1 ally per Rank that can hear you an
                                              immediate Bonus Action before resuming
                                              your turn.
                 gear
                                              Surprise
• 300 Ca$h                                    Your next attack cannot miss. If you’re
• Fine Suit                                   hidden your attack also ignores Armor and
• Holdout Pistol w/ 10 Ammo                   causes Bleed.
• Gaming Set, Instrument, or Costume
Case                                          The Oldest Trick in the Book
                                              Exclaim “Look over there” to distract a
                                              target that can hear you. Target must Test
                                              Will at -1D per Rank or be Dazed and Off
                                              Guard.
                                           23
                                   searcher
Most folks have trouble navigating the Wastes. Searchers on the other hand seem to have
an instinctual sense of direction. Like the Mountain Men and Wagon Masters of long
ago, you feel more at home in the wilderness and can move with the hidden presence
of the beasts that live there. Everyone knows that if you have to get somewhere or find
something, you need to hire a Searcher.
                 fate                                      talents
•   +1D Mobility, +1D Toxins                Choose 1 from below or Open Talents on
                                            page 25.
                                            Escape Artist
                skills                      Add +1D per Rank to any Test to break
                                            free from restraints or imprisonment.
•   Scavenge, Study: Navigation, Survival
•   3 of choice, see Skills on page 26    Navigator
                                          Add +1D per Rank to navigate and may
                                          roll twice choose one when On The Road.
                                            Ricochet
                 gear                       Your next ranged attack hits and ricochets
                                            to 1 additional Near target per Rank.
•   75 Ca$h                                 Choosing a structure as a target lets you hit
•   Melee Weapon of choice                  targets around corners or behind cover.
•   Road Pack
•   Crafter’s Box                           Secret Stash
•   Riding Roach w/ Saddle and Bags         Whether it’s yours or another Searcher’s,
                                            you know where some hidden supplies are
                                            in your current location. Choose 1 feature
                                            per Rank.
                                                 Pantry: 1D days of food and water.
                                                 Weapon/ Armor Cache: 1D basic
                                            weapons, ammo packs, armor, or shields
                                            in any combination.
                                                 Supply Cache: 1D basic items in any
                                            combination.
                                                 Safe Rest: gain the benefits of resting
                                            in safety.
                                            Surprise
                                            Your next attack cannot miss. If you’re
                                            hidden your attack also ignores Armor and
                                            causes Bleed.
                                         24
                                 open talents
Aptitude                                 Tradejack
Add +1D per Rank to Aptitude Tests this Choose 1 Talent per Rank from any Path.
round.
                                         Savage
Bell Ringer                              Increase your unarmed damage by +1D.
For Rank rounds your melee attacks cause This Talent has no Rank, is always active,
Daze and knock the target unconscious and costs 1 permanent Grit when learned.
on a Bullseye.
                                         Savant
Brute                                    Add 1 success per Rank to Actions with
Add +1D per Rank to Brute Tests this Crafting, Mechanics, Electrics, and Study.
round.
                                         Speed
Dodge                                    Gain 1 Action this round. Increases to 2
For Rank rounds you may Test Mobility Actions at Rank 3.
to avoid successful attacks against you.
Hero Coin
You or target ally may re-roll 1D per Rank.
Impossible
You can remove 1 die per Rank from your
pool after you roll an Action or Fate Test.
Instinct
Add +1D per Rank to Instinct Tests this
round.
Luck
Add +1D per Rank to all Fate Tests this
round.
Me First
Add +2 per Rank to Initiative.
Reflex
Add +1D per Rank to Reflex Tests this
round.
                                          25
                skills                                 aptitude skills
Skills are areas of training and practice not *Crafting
tied to your Path. Any character can learn Roll to build, repair, or modify bushcraft
any Skill when they gain a level.             and scrap built gear, weapons, and armor.
                                              Gun smithing, sewing, carpentry, forging,
Skills are only ever Skilled or Unskilled. leather work, scrap bashing, etc. Cannot
You either know how to do it the right be used Unskilled.
way or you don’t, but you can still try. See Build and Repair on page 35.
Skills marked with an asterisk* cannot be
used Unskilled.                               *Doctorin’
                                              Roll to heal 1 Wound per success during a
     Skilled: +1D to Tests.                   10 hour rest in safety. Cannot be used
     Unskilled: -2D to Tests.                 Unskilled.
Might                                          *Mechanics
Roll to break obstacles, lift heavy targets,   Roll to build, repair, or modify machines
bend bars, etc. Use a structure’s Armor as     with tools and supplies. Cannot be used
a Sustained Difficulty. Suffer 1 Wound on      Unskilled.
a Snake Eyes.                                  Engines, turbines, industrial machinery,
                                               vehicles, robotics, etc.
*Shield                                        See Build and Repair on page 35.
Roll to add the number of successes to
your Armor this round. Requires a shield, Study
cannot be used Unskilled.                   Choose one field of study each time you
                                            take this skill. Roll for Action Tests related
Throw                                       to your area of knowledge.
Roll to hit a target with thrown objects or Critters and Plants, the Old World, Maps,
weapons.                                    Navigation, Farming & Ranching, Energy
                                            Systems, Computers, etc.
                                           26
        instinct skills                                reflex skills
Influence                                    Climbing
Roll to sway or manipulate emotion by a Roll to scale ruins or terrain without rope,
moving speech, a sob story, a game of stairs, or ladder.
cards, or bold faced lie.
                                             Driving
Notice                                       Roll with vehicle Handling to control a
Roll to find hidden things or things out of powered vehicle in tense situations or to
place.                                       perform kickass stunts.
                                             Roll with vehicle Speed to catch fleeing
*Scavenge                                    targets or outrun pursuers.
Roll to find usable components and parts
among the scrap. Can’t be used Unskilled. Riding
See Scavenge the Area on page 49.            Roll to ride, tame, and care for animals. It
                                             is a long process to tame a wild animal.
Shooting
Roll to hit a target with ranged weapons. *Stealing
                                             Roll to pick locks, pick pockets, palm
*Survival                                    objects; all the usual thief stuff. Cannot be
Roll to find food, water, shelter, etc while used Unskilled.
in the wild wastes. Cannot be used Un-
skilled.                                     Stealth
                                             Roll to move quietly or hide, including
*Tracking                                    knowing how to mask your scent. Targets
Roll to follow the trail of your quarry even searching for you are at -1D per success to
when others cannot see the signs. Cannot find you.
be used Unskilled.
                                           27
         psychokinesis                              sustained psk
You can only use Psk if you play a Head Some Psk can be sustained from round to
Case or have the Mutation.                  round. In the narrative you are focused on
                                            maintaining the Psk, with the mechanics
Psk need Grit just like Talents. But unlike you’re using one of your actions to do it.
Talents there is no limit to how much Grit You do not spend additional Grit when
you can spend on Psk as long as you you sustain a Psk.
remain conscious. Psk can hit stupid high
unbalanced levels, and that’s okay.
                                           28
GEAR
 29
           carry slots                             goods & services
How much you can carry is based on your      It should go without saying that not every
Brute and represented by Slots, aka lines    town, hold, or caravan will have everything
on the character sheet. Small items can be   listed here available. The prices are also a
bundled in one slot within reason, and       base average, they may be higher or lower
worn clothing and armor do not count.        depending on how busy or far away a place
                                             might be.
             currency
                                              Also, I just made up the prices so don’t be
Most regions just use Ca$h, red plastic bills afraid to completely change them to suit
from the old world. It was an easy to adopt your table. And if you think something is
currency. The Coral States value precious missing, get a pen and write it in.
metals and use stamped ¢oins, while in the
jungle they only accept $eeds.
                                           30
Price    Basic Gear             Notes
$3       Clothing               A sturdy set of clothes and boots
$43      Fine Clothing          A well tailored suit or gown, finest of the fine
$55      Costume Chest          6 stage costumes and makeup, fills 3 carry slots
$35      Ghillie Cloak          +1D Stealth in the wastes
$110     Fire Suit              +10 Armor against fire/ heat, fills 2 carry slots
$125     Radiation Suit         +3D Toxins against radiation
$20      Gask Mask              Immune to airborne toxins, filter lasts 1D days
$12       -Drum Filter          Replacement mask filter, doesn’t hurt to have extras
$60      Oxygen Helmet          Self contained breathing helmet, needs air tank
$40       -Air Tank             Pressurized tank holds D3 hours of breathable air
$280     Rebreather Mask        Crionic system makes O2 for 1D hours per B-Cell
Varies   Prosthetic Limb        Hand/ foot $50, Arm $80, Leg $140, ignore lost limb
$15      Knapsack/ Saddlebag    Great for carrying stuff, 3 carry slots each
$25      Road Pack              Bedroll, canteen, lamp, synthcord, med kit, compass
$10      Bedroll                Sleep in a padded bag instead of the dirt
$20      Synthcord Spool        100 feet of synthcord, 500lb limit
$15      Binoculars/ Spyglass   +1D Notice at Far range and beyond
$2       Canteen/ Waterskin     Holds 1 unit of water/ liquid
$10      Fresh Foodstuffs       Feeds 1 person for 1 week, spoils in 10 days
$2       Small Food Tin         Feeds 1 person for 1 meal, 5 per carry slot
$6       Large Food Tin         Feeds 1 person for 1 day, 2 per carry slot
$15      Med Kit                5 uses, restore 1 Grit or +1D Grit with First Aid
$8        -Med Resupply         Restock med kit consumables
$35      Regen Patch            3 dermal patches, restore 1D Grit
$18      Anti-Rad Tablets       10 pills, +1D Toxins against radiation
$10      Smelling Salts         3 cartridges, instantly restore 1 Grit
$15      Breath Rite            5 uses, a smear of this vapor rub helps clear the lungs
$3       Flashlight/ Headlamp   B-Cell lasts 1D days
$10      Handheld Radio         5 mile receiver range, lasts 1D weeks per B-Cell
$15      Comm. Unit             1 mile range, lasts 1D weeks per B-Cell
$170     Rad Counter            Detect radiation levels, lasts 1D weeks per B-Cell
$15      Rifle Scope            +1D Shooting at Far range and beyond
$15      Gaming Set             Cards, poker chips, dice, etc
$25      Rigged Gaming Set      Marked cards, loaded dice, etc
$70      Stringed Instrument    Guitar, violin, banjo, etc with case, +1D Influence
$70      Wind Instrument        Flute, bugle, trumpet, etc with case, +1D Influence
$5       B-Cell Battery         Fully charged battery, one size fits all
                                          31
Price   Tools                    Notes
$45     Wrencher’s Box           Tools for mechanics
$60     Spark’s Bag              Tools for electrics
$60     Surgeon’s Bag            Tools needed to heal Wounds
$30     Crafter’s Box            Tools for basic crafting
$30     Gunsmith’s Kit           Tools for gun work
$30     Lock Breaker’s Kit       Lockpicks, bolt cutters, code slicers, etc.
$15     Water Test Kit           Screen water for contaminants
$8       -Test Supply Refill     Restock your water test kit
$325    Water Purifier           Clean 1 unit per day, solar
$75     Tablet Computer          Handheld with multi-port module, 3 days/ B-Cell
                                         32
Price   Range Weapon     Damage      Bullseye     Notes
$10     Spear            1D          Bleed        Far, Quiet
$10     Slingshot        D3          Daze         Near, Quiet
$15     Bow              1D          Bleed        Distant, Quiet
$20     Crossbow         1D, P       Bleed        Distant, Quiet, 2 Action reload
$10     Blowgun          By Toxin    Painless     Near, Quiet
$35     Holdout Pistol   1D          Bleed        Near, 2 capacity
$45     Pistol           1D          +1D, Bld     Far, 10 capacity
$65     Revolver         1D+2        +1D, Bld     Far, 5 capacity
$70     Shotgun          2D, Bleed   +2D          Near, 5 capacity
$100    Scout Rifle      2D          +1D, Bld     Distant, 10 capacity
$140    Auto Rifle       2D/ 2D+3    +1D, Bld     Distant, 30 cap, Burst fire
$250    Slinger          3D+6        Test Death   Distant, 1 capacity
$210    Ray Gun          1D          P, +1D       Near, 10 capacity per B-Cell
$260    Laser Rifle      2D          P, +2D       Distant, 5 capacity per B-Cell
$5      Smoke Grenade    Blind       +1D, Daze    Far, explode Near
$5      Frag Grenade     3D, Bleed   Test Death   Far, explode Near
$5      Taze Grenade     1D, Daze    Will or KO   Far, explode Near
$5      Dynamite         6D, Bleed   Test Death   Far, explode Near, fuse 1D rnds
$125    Harpoon Gun      2D, Bleed   Immobile     Must be mounted
$150    Thumper          4D, Imbl.   Test Death   Must be mounted
$180    Chain Rifle      3D, Bleed   Test Death   Must be mounted
                                                         *P: piercing, ignores armor
                                      33
Price   Transportation           Notes
$70*    Standard Chair           Basic power chair, *free at creation, 3 carry slots
$130    Hard Chair               +2 Armor, armored power chair, 3 carry slots
$200    Mono Chair               +1D Mobility, mono-wheel power chair, 3 carry
$150    Skimmer                  Single person jet bike, 5 carry slots
$225    Speeder Bike             Jet bike w/ seating for 2, 5 carry slots
$750    Roller                   Wasteland truck, seats 5, 15 carry slots
$1300   Barge                    Industrial jet crawler, slow, 50 carry slots
$2300   Hauler Engine            Big off-road locomotive engine, seats 5, 15 carry
$500     -Hauler Car             Must be hauled, seats 12 or has 40 carry slots
$45     Wagon                    Must be pulled or towed, 30 carry slots
$20      -Wagon Harness          Animal harness for pulling a wagon
$170     -Road Kitchen           Wagon mounted, fills 10 carry slots
$25     Water Barrel             Holds 65 units, needs large vehicle, fills 3 carry
$75     Riding Bullvone          See page 82
$75     Riding Roach             See page 87
$25      -Saddle & Tack          Fitted for bullvone or roach, non-interchangeable
$15     Animal Feed              Bag of pellets, 2 days food for 1 animal, fills 2 carry
                                            35
THE WORLD YOU KNOW
        36
    9 things you know                             The Old Cities
                                                  Concrete has crumbled to dust and only
Just like today, there are a lot of things that   the steel frames of old buildings remain.
everyone knows about the world they live          Every continent is littered with ragged steel
in. Knowledge passes a little more slowly in      bones poking out of the ground. Many of
Mutation since you can’t check your phone         them are now sites for the current
or turn on a television. But the spirit of        settlements of your fellow mutants. Feel
discovery still drives folks so word of           free to use your real world knowledge of
mouth can reach pretty far.                       major cities to find locations and towns in
                                                  Mutation.
The desire to explore and share what’s out
there didn’t die with the rest of the world.
In fact it may be stronger now after all     The Judges
that’s been lost, but not everything you     They claim a divine rite blessed them with
hear is true. Below you’ll find 9 things     the immutable truths of Law and Order.
everyone knows, whether they are true or     The Lady of Justice herself carried the rules
not is up to you and your group.             of the land down from the skies and gifted
                                             them to these Judges. Whether that’s true
                                             or not, every Sheriff and Marshall abides by
                                             whatever laws a Judge sets for their claimed
Ground Zero                                  territory. It’s not uncommon for battles to
Hundreds of miles surrounding the impact break out between Judges wanting to
of the seed bomb is so heavily irradiated defend or expand their legal influence.
that you can watch people cook before
your eyes when they enter the area. There’s
some kind of new land forming there, odd The Sentient Jungle
shapes of unknown material stand against This massive tangle of symbiotic plants all
the horizon. No one knows what the hell work together to survive, and they’re
is going on in there, but rumors say there thriving with their hold on the entire
are a few people that found a safe route and continent of South America up through
have been there.                             Mexico, including parts of Texas and
                                             California. A surprising number of folks
                                             have found a way to live here farming algae
Old World Bunkers                            and bugs without drawing the attention of
Every government of the old world had this chlorophyll wasteland, and if you’re
bunkers to protect certain people in case of lucky you’ll find them before the Jungle
imminent danger. So far no survivors have gets you.
ever been found inside. But these fortified
compounds are littered around the globe The other, and perhaps more dangerous
and most of them have never been opened. element of this land are the luminous spore
This means there’s dungeon-like structures clouds that spread from the jungle. This
just waiting for some industrious mutant eerie glowing dust storm is carried by the
to plunder all the wealth of technology and winds and slowly changes the soil to allow
supplies held inside.                        the jungle to spread.
                                              37
The Melted North                                     locations of note
The northern Wastes of Canada get the
most regular amounts of precipitation in        Coral Flats
all of North America. However, the rain         This razor sharp maze of old coral is
and snow here is almost pure sulfuric acid      loaded with shipwrecks and rotting
and most things caught in these storms          science platforms from the old world.
don’t survive. The landscape is pitted and
jagged from more than a century of acid
storms. That said, a lot of what the world      The Crevasse
killers of old had built still sits untouched   This massive split in the ground is quite a
and waiting to be discovered.                   grand canyon and has dozens of exposed
                                                bunker walls along the miles of cliffs. So
                                                far no entrances have been found and no
The Oceans                                      one has been able to cut through the walls.
Massive chunks of salt drift and collide
along the coastlines and the oceans
themselves have receded to the edges of the     Hanging Rock
continental shelves. The water is deadly, yet   This massive smooth cylinder floats a few
somehow terrifying things live below the        hundred meters in the air, and no one has
dark surface. Most of the coastal lands are     yet been able to reach it. Every 18 days a
home to massive Coral Flats that feed on        series of red lights flash in sequence
those who stray too close, a fact that the      around the perimeter, no one is sure why.
Coral States use to their advantage.            More and more travelers report seeing
                                                EnGens in the area, their numbers seem to
                                                be growing.
Paradise
The legends of this fabled lush paradise are
so far spread they’re taken as fact. The        The Devil’s Pool
verdant fields and forests are said to be       Brackish water fills this smooth-walled
pristine and free from all the horror and       cylinder bored to an unknown depth in
ruin of the radiation that covers the rest of   the ground. Carved stairs spiral along the
the world. The only way to know for sure        wall down into the water. The pool boils a
is to go there.                                 few times a year and spews huge clouds of
                                                sulfur that can be smelled for miles.
Natural Cisterns
All that fresh water had to go somewhere        Ground Zero
right? It couldn’t just have disappeared or     Crystalline forms grow in gigantic fractal
dried up. Ask anyone, they’ll tell you it all   patterns across the island. Watch them long
got sucked underground. There’s proof in        enough and you can see them moving.
every fresh water well and natural spring
that the good water is underground. The
biggest problem is that a lot of other things
in the Wastes are also looking for and
protecting that water.
                                            38
           settlements                          Homestead
                                                Despite the quaint name, Homestead is
Towns, forts, outposts, holds, caravans;        actually a bustling city along the eastern
whatever they may be, these are places of       foothills of the Serra Mountains. It serves
safety in the wastes. Almost all of them        as a border town between The Downs and
will have a wall or some other means of         the Coral States.
protection for the inhabitants. A Sheriff
or Marshal normally upholds the agreed
upon laws for a town, and whether they          Stovepipe
like it or not, a traveling Judge oversees      This curious town is built within one of
entire territories. This can and does lead to   fourteen massive hollow towers that used
conflicts.                                      to be nuclear cooling towers in the world
                                                that was. This is not a known fact today.
These centers of population are also the        Seven of the towers hold the most
best place to purchase needed supplies,         productive hydroponic farms and two
from food and water, to fuel, to weapons        others host the Great Bazaar and are
and ammo. Ranchers bring their bullvone         connected by a series of catwalks and
from the pasture lands to slaughter for the     bridges.
market, farmers bring their produce from
their hydroponic pits for the grocer, and
fuel depots haul their fermented rendered       Two-Stroke Outpost
fats and oils to the local stations. Solar      Originally a small station for refueling and
sheeting and windmills adorn nearly every       repair founded by ranchers, Two-Stroke
building, and some places have retrofitted      has grown as travel to and from Delphia
kinetic diodes throughout the building to       has increased. Vast pockets of
harness energy from the movement of the         underground waste disposal from the old
inhabitants and/ or customers.                  world has made the fuel manufactured
                                                here far more rich than other sources.
Community is important in the world of
Mutation. The people here understand
that they need each other if they are going     Gaulkan City
to survive. Unless someone has a bad rep,       Gaulkan City used to have the largest
most towns will welcome travelers. Folks        population in what was North America,
passing through always have information         but as the jungle moves slowly northward
about the world and the possibility to          more and more people are leaving. The
carry messages to other towns. Travelers        constant glow of the spore clouds from
are just as important as settlers.              the south makes this a city of eternal
                                                daylight.
                                            39
          survival tips                       Ammo is less important since you can just
                                              run, and there’s nothing wrong with that.
Most folks in this world take the safe route Plus, the sound of gunfire usually attracts
and stay home, or at most they stay close to other threats you might not want to deal
the safety of where they live. But you aren’t with.
like most folks. Before you go running off
in search of whatever is out there, you need
to be prepared for the road. Fortune favors
the prepared.                                 Fuel is the food for your vehicles. Generally
                                              you’ll burn through a unit of fuel per day.
Always make sure you have enough Food,
Water, Ammo, and Fuel to get you to the The sun rises in the East and sets in the
next outpost or settlement. There’s a good West. Without a map this will at least let
chance you can find these things out in the you know which direction your facing.
wilderness, but taking a chance may also get Most townies will be eager to hear about
you killed so you’re better off making use the rest of the world. Some folks will want
of local shops while in town.                 to barter or pay you to make deliveries to
                                              other settlements. How you treat them will
                                              be remembered.
                                           40
      common critters                            Axebills
                                                 At six to seven feet tall, you can’t miss them.
      Most folks know about these wild           Nasty flightless birds with a beak shaped
critters, but townies rarely get close enough    like an axe head. Thank whatever powers
to see them unless the beast is outside their    that be that axebills don’t travel in large
walls. All the same, here’s a few things to      flocks.
keep your eyes peeled for.
                                              Rockshells
                                              Unless you watch it move you’d swear it
Bullvone                                      was a boulder. Beneath that rocky
These large beasts of burden are a staple for camouflage is a mass of tentacles with a big
pulling wagons, carts, and the like. They’re mouth and lots of teeth. Thankfully they’re
also a great source of food. The wild herds slow as tar in a snow storm.
out in the Wastes however are territorial
and will grind you into the dust if
provoked.                                     Needlers
                                              Little flying terrors about the size of an old
                                              world pigeon that can drain a full grown
Roaches                                       person in about an hour. That buzz from
Great for riding if you can stand the smell, their wings is unmistakable.
and those big suckers have no trouble
skittering over walls and anything else. The
non-domestic roaches you find in the Sludge Worms
wilderness are mostly skittish, unless Best to just avoid mud holes at all costs.
they’re hungry. They hunt at night and can Seriously, you don’t even want to know
move awfully quiet.                           what this big slug will do to you or how
                                              long it’ll take.
Rattlebacks
These quill dogs are a nasty bunch and           Grinder Grubs
regularly shake their spines with a sound        What looks like rancid meat, is about the
like a large rattlesnake. Rattlebacks are fast   size of your arm, and has a mouth full of
and can nearly keep up with most speeders        razors? It also feeds on calcium. I’m talking
and rollers. Once they have your scent           about the bones inside your body, and it’s
they’ll track you to the edge of their           not going to wait till you’re done using
territory. Best to avoid them if you can.        them.
                                             41
RUNNING THE GAME
       42
               gm tips                        Setting The Tone
I have no grand wisdom for you, but I’ve      Like any other game this can be as goofy
got a few tips that might help you out. For   or as serious as you and your table want it
starters, aim for fun. If everyone at the     to be. Make sure you’re all on the same
table is having fun then you are already a    page for tone, talk it over with your group.
master of the game.
                                              Emulate the tone from movies. Check out
Stay In Turns                                 Bone Tomahawk or The Burrowers to get
                                              some weird west horror influence. Watch
Gameplay will go smoothly and give your       Mad Max for that gonzo action style. Go
players a more equal time in the spotlight    for Indiana Jones or Sky Captain to get
by always playing in turns. In combat you     the pulp heroics feel. Watch Unforgiven
take turns by Initiative Order, outside of    or Tombstone to nail the gritty wild west.
combat just move around the table like a
board game.                                  Communication is 90% of our hobby, so
                                             be sure everyone agrees on the tone or you
Staying in turns keeps the game flowing might not all have as much fun.
whether you’re fighting in turns that last a
few seconds or crossing the plains in turns Challenge Tuning
that last an hour. Everyone gets 2 actions
on their turn.                               Take time to get familiar with Aspects and
                                             Fates as they are the core of almost every
On the GM’s turn you’ll act for any NPCs roll. Your Players know what they need to
or Threats in the scene as well as playing roll against for success so you’re free to
the environment and advancing Timers. focus on challenge tuning when needed.
                                          43
              hazards                    Falling
                                         A fall always deals 1D damage per Near
Not everything trying to kill you on the distance dropped. When you slip in a
road is a monster. See Mutation Core dangerous area and fail the Mobility Test,
Rules for complete list of Hazards.      you end up on the edge Hanging by a
                                         Hand.
                                           44
Sand Storms                                     Toxins
Generally a sand storm only kicks up in         If you touch it, eat it, or breath it and you
the flat open wastes and only costs you a       die it is poisonous. If it stings or bites you
bit of lost time. On occasion though, a         and you die it is venomous. Despite the
storm blows in so quickly that the sand         differences the effects of various toxins are
can flay skin from bone and damage gear.        all similar.
Worse still, the storm could be carrying
radioactive material with it.                        Deadly: usually quite painful, then
                                                Test Toxins or die.
If using a sand storm roll 1D. On a 1 the            Harmful: causes 1D damage per
storm is bad and deals D3 damage per            round. Rolling 1 damage, taking an anti-
round to everything caught in it. Just get      toxin, or cleaning the toxin off will end the
out of the wind and you’re fine.                effect. Test Toxins for ½ damage.
                                                     Nauseating: Test Toxins or lose your
Sickness and Disease                            lunch in either or both directions and be
Damn, a mutating world and you can still        considered Dazed and Off Guard for the
catch a cold.                                   duration. Eww.
                                                     Paralytic: immobilizes the target for
      Flu: please just wash your hands and      1D hours. Target may Test Toxins to
stay home when you’re sick. Test Toxins if      reduce the duration to rounds.
exposed or all rolls are Hard for 1D days.
Rest and medicine will have you on your         Xenogeography
feet in no time.                                The seed bomb mutated all life on this
      Hot Rot: if you don’t toss your stuff     planet, but the Earth itself is also mutating.
and scrub down after radiation exposure         The strange geometry growing at Ground
you’ll develop oozing sores within a day.       Zero is not limited to the islands and small
Test Toxins weekly or suffer 1 permanent        pockets can be found growing everywhere.
damage. Cure it with a course of anti-rads.
      Mud Lung: five days without a mask        The effects can be felt within Far range of
in the wastes you’ll start coughing up blobs    the crystalline structures, a fugue state and
of mud. You have -1 Actions until cured.        a desire to get closer. Test Will at +1D or be
Three days of safe rest with a dose of Breath   Dazed and compelled to move Near.
Rite on your chest will help you expel the
mud.                                        The effects gain potency within Near range
                                            of a crystal shunt. Test Will at -1D or be
Starvation                                  Dazed and compelled to move Close. You
You can survive longer without eating than must resist being pulled away from the
you can without drinking. But every week shunt, violently if necessary.
you go without food is a -1D penalty to all
rolls. After 4 weeks without food you must Standing Close to a crystal gives you an
Test Death every day or die.                overwhelming urge to lie down and sleep.
                                            Test Will at -3D or lay down, sleepy head.
                                                The crystal will slowly transform your cells
                                                into silicates at a rate of 1 permanent Grit
                                                loss per day. The structure will spread and
                                                grow with each organic form it processes,
                                                and you may need a new character if you’re
                                                still napping here.
                                            45
              threats                        Blood Asp
                                             Small spiny snakes that feed mainly on
     The following entries represent the blood. These nocturnal hunters can be
average for each type, feel free to modify found throughout the wasteland in small
the stats as needed. To make new communal broods.
wasteland critters you can just combine
two or more animals from today into a
single thing, or take a normal animal and Action: 4D            Rating: 5+
choose or roll a few mutations for them, Guard: -2D, Armor: 0, Grit: 3
or combine animals and give them 8D Mobility
mutations. Have fun with it and make
something weird.                             Spines: if grabbed you must Test Mobility
                                             or suffer D3 AP dmg
                                             Bite: 4D Reflex, no dmg but allows feed,
Axebill                                      Feed on Bull
Ostrich-sized murder birds that eat pretty Feed: 1D dmg per Action while attached,
much everything. They’re common in the host suffers 1D dmg when removed
wastes and usually seen in small flocks, but
rare occasions have seen gatherings in the Bullvone
thousands. These nasty critters are fast In the wild these large cow-like beasts are
over ground, thankfully they can’t fly.
                                             aggressive and territorial. If the herd has
Action: 4D          Rating: 4+               young and you value your life, keep your
Guard: -1D, Armor: 0, Grit: 8                distance. Domestic herds are way chill by
3D Mobility, 4D Toxins                       comparison, but will still be murderously
                                             protective of young if they don’t know
Musk Glands: all Close suffer -1D Action you. Bullvone recognize and remember
Tests. Spray with 4D Instinct, Near line faces and scents, and will hold a grudge if
must Test Toxins or Dazed for D3 rounds mistreated.
Beak: 5D Brute, 2D AP dmg/ Bleed on
Bull                                         Action: 3D         Rating: 5+
Talons: 5D Brute, 1D dmg/ Test Toxins Guard: 0, Armor: 3, Grit: 25
or gain infected Wound                       2D Will, 3D Death
                                          46
Centipod                                        Grinder Grub
Oh boy, where to start… Imagine a king          This foot long maggot feeds on bone and
crab, a centipede, and a Venus fly trap had     will burrow into your skin to get it. They
a baby the size of a Buick. They need the       are quiet, cold-blooded, and thankfully
humidity of the jungle to live and cannot       solitary. They are also believed to be the
survive in the wastes. One is already more      larval stage of Centipods, but so far this
than enough to deal with, thankfully they       hasn’t been confirmed.
are solitary.
                                                Action: 4D     Rating: 6
Action: 4D       Rating: 4+                     Guard: -2D, Armor: 0, Grit: 5
Guard: +2D, Armor: 10*, Grit: 30                3D all Fates
0D Mobility, 3D Will
                                                Leap: 4D Reflex, grab onto Near target
Pheromones: secrete as Action, all Near         Burrow: Test Mobility or it digs to your
must Test Will or be Dazed for 1D rounds/       bones for 1D Wounds
KO for 1D rounds on Snake                       Chew Bone: if burrow, 1D AP Wounds,
Pincer Claw: 5D Brute, Near reach, 3D           Test Death or dmg is permanent/ possible
dmg/ Test Mobility or be immobile               lost limb
Survivor: if at 15 Grit it will coil its body   Mucus Glands: secrete as Action, -3D to
in retreat and gain +10 Armor                   be grappled
*Weakness: mouth has -1D Guard and 0
Armor
                                                Needle Bird
EnGen                                           Pigeon-sized thing with three lamprey-like
The facility hidden inside Hanging Rock         toothy suckers. The good news is these
woke up and the system began performing         flying bastards prefer rotting meat, but
it sole purpose: build war machines.            when food is scarce fresh meat is back on
                                                the menu.
Action: 5D       Rating: 3+
Guard: -1D, Armor: 5, Grit: 35                  Action: 4D        Rating: 5+
4D Mobility, 4D Death, Toxin Immune             Guard: -2D, Armor: 0, Grit: 1
                                                3D Mobility, Toxin Immune
Sensors: +2D Notice
Energy Beam: 5D Instinct, 2D dmg to             Flight: move Far with an Action
Far, Daze on Bull                               Eat: 2D Brute, D3 dmg
Sonic Emitter: Test Will at -2D or take         Poop: this valuable stuff is like miracle
1D dmg and Off Guard/ KO on Snake               grow, but doesn’t cause cancer
Weakness: Taze and electrical attacks deal
+1D dmg
                                            47
Rattleback                                   Rockshell
A predatory wolf-coyote-porcupine critter    Snails, squid, and hermit crabs- oh my!
that hunts in packs and rely on ambush       This monstrosity uses a caustic secretion
and opportunity attacks. They are damn       to chew out a living space within a boulder
smart and have been seen using sticks and    that it wears like a shell. It’s size and choice
their own quills as crude tools.             of camouflage makes it a deadly ambush
                                             predator.
Action: 4D       Rating: 4+
Guard: -1D, Armor: 1, Grit: 8               Action: 5D          Rating: 4+
4D Mobility, 2D Will                        Guard: +3D*, Armor: 20*, Grit: 50
                                            0D Mobility
Enhanced Senses: cannot be surprised, 3 Actions
+2D to search or track
Quills: melee attackers Test Mobility or Ambush: +1D Initiative
impaled by 1D quills that deal 1 damage Barbed Tentacles: 5D Brute, 1D dmg
each, quills deal 1 damage when removed and Immobilized/ Bleed on Bull, pull
Throw Quills: 4D Instinct, throw 1D snared target to beak as an Action
quills at Near target                       Beak: 5D Brute, 2D+3 dmg/ target Tests
Bite: 4D Brute, 1D dmg and Bleed/ +1D Death on Bull or loses a limb
dmg on Bull                                 Withdraw: when fully pulled into it’s
                                            shell it cannot be harmed
Roach                                       *Weakness: underside has 0 Guard and 0
The only change to the cockroach is that it Armor
got bigger. Like horse-sized bigger. Since
horses died out and the roaches were easily Sludge Worm
domesticated, it seemed like a natural fit. A carnivorous earthworm the size of a city
At full gallop a roach can pace an average bus. They do not leave their mud holes and
roller for a short period of time.          feed by swallowing anything that falls in.
Bite: 4D Brute, 2D dmg/ Bleed on Bull        Swallow: target must Test Mobility or get
Kick: 4D Brute, 1D dmg and Daze/ flung       swallowed
Near and +2 dmg on Bull                      Enzymes: a swallowed target must Test
Scopulae: can cling to and move across any   Toxins at -3D or fall unconscious
surface                                      Slow Metabolism: a swallowed target
Hard To Kill: immune to KO, as long as       gains 1 Wound per day as they are digested
the head survives it keeps moving when       Regenerate: restore 2D Grit as an Action,
below 0 Grit and must Test Death daily or    heal 1 Wound per day
die
                                         48
                                       loot
Everybody loves finding treasure, especially in the post apocalypse. When you loot the
body of an enemy or scavenge through the rubble for something usable, roll 2D and
check the appropriate table below. If you’re exploring an old world bunker or looting
an enemy stronghold, roll D66 on the following page. See Mutation Core Rules for
complete lists of Loot.
                                          49
                              sample loot
11   Hot Rounds (5 ct any ammo type, Test Toxins vs rads or suffer D3 exposure)
12   B-Cell Bundle (6 empty B-Cells)
13   Mapping Unit (render a 1 sq. mile holo-map with Focus, complete in 3 rnds)
14   Collapsible Solar Panel (portable energy source, 6 B-Cell output w/ sunlight)
15   Energy Field Belt (+5 Armor, 5 uses per B-Cell)
16   Anti-Rad Tablets (10 count, +1D Toxins against radiation)
21   Tazer Rounds (5 ct any ammo type, Daze, x2 damage to electrics)
22   Data Pad (contains info on a field of study, +1D to related Tests)
23   Nod Patch (1D patches, immobilize 1D hours, Test Toxins to drop to rounds)
24   Rapid Charge Kit (recharge a B-Cell in 1D rounds, requires sunlight)
25   Rebreather Mask (crionic system makes O2 for 1D hours per B-Cell)
26   Regen-Plus Patch (D3 dermal patches, restore 2D Grit and heal 1 Wound)
31   Ammo Box (200 ct standard Pistol ammo)
32   Recon N-Gen (offline and damaged, will be hostile if not reprogrammed)
33   Rico’s Long Gun (rifle, take a Far shot before Initiative)
34   Ammo Box (200 ct standard Revolver ammo)
35   Bandages (10 ct, restore D3 Grit)
36   Regen Patch (1D dermal patches, restore 1D Grit)
41   Ammo Box (100 ct standard Shotgun ammo)
42   Adrenaline Patch (1D dermal patches, +1 Action per round this encounter)
43   Becky’s Bullet (Psk charged necklace, +1D Mobility when worn)
44   Ammo Box (100 ct standard Rifle ammo)
45   Mitch’s Lucky Deck (+1D Influence when gambling)
46   Dr Nano’s Immun-O-Boost (1D pills, +1D to all Fate Tests this encounter)
51   Ammo Box (100 ct steel marbles, slingshot ammo, deals 1D damage)
52   HUD Visor (+1D to all Ranged attacks when worn)
53   Doc’s Surgery Kit (modified double-barrel shotgun, 2D+6 damage and Bleed)
54   Ammo Box (10 ct Grenades, 1-2: smoke, 3-4: taze, 5-6: frag)
55   Zero-G Belt (1 use per B-Cell, defy gravity and move any direction for 1 hour)
56   Regen Patch (1D dermal patches, restore 1D Grit)
61   Breaker Rounds (5 ct any ammo type, ignores Armor)
62   Kinetic Biolink (synced bracelet and B-Cell, stays charged by your movement)
63   Reactive Nano Skin (3 Armor, +1D Brute and Reflex Tests)
64   Stained Map (leads to an Old World Bunker)
65   Signet Ring (runic hammer seal, indestructible, sigil of a secret society)
66   Dr Nano’s Original Boost (D3 pills, +1D to ALL rolls for this encounter)
                                       50
ONCE UPON A TIME IN THE WASTES
              51
             once upon a time in the wastes
If this is your first game of Mutation it                    The Cast
helps to have a reason why the Heroes are    If one of the Heroes is going to save a
on the train to Stovepipe. Have them roll    friend or traveling with Grandma, have
1D or choose from the table below, or talk   them name the NPC. The rest of the
with your group to setup their own           supporting cast is below. If one or more of
reasons for travel.                          the Heroes are the Wagon Guards, Fritz
                                             and Fog will be passengers.
1   Hired as a Wagon Guard for $20
2   Delivering a package to Yeti Rose        Rugburn, Wagon Master
3   Hunting August Kelly for bounty          Surly and Honest
4   Judge Gold is hanging your friend        Pit Organs, Hard Shell, Horns
5   Getting medicine from Disco              Scout Rifle
6   Taking Grandma to the Bazaar
                                           Kort, Greaser
                                           Mute, Kind, Coward
                Overview                   Large Size, Bone Plates, Chromatophores
•   The Heroes leave Homestead on or Wrecking Bar, Tool Bag
    with a wagon train headed for The
    Great Bazaar at Stovepipe, a trip that
    should take 2 days.                    Fritz, Wagon Guard
•   An unusual and fierce Sand Storm Fool, Cannibal, Fog’s brother
    causes the train to stop.              Immunity, Extra Right Arm, Beak
•   Cannibals attack the train.            Long Sword, Pistol, Hide Armor
•   Fritz and Fog, two cannibals hiding
    on the train, abduct 3 passengers in Fog, Wagon Guard
    the chaos.
•   Sand Storm ends after the cannibals Fool, Cannibal, Fritz’s brother
    escape with their next meal, I mean Hooves, Wings, Large Size
    the captives.                          Laser Rifle, Hard Coat
•   Rugburn refuses to leave without a
    rescue attempt and asks the Heroes Argo, Passenger
    to help him.                           Naive Teenager
•   While the Heroes track the cannibals Gills, Exoskeleton, Musk Glands
    a pack of Rattlebacks ambush them
    hoping for a quick meal.               Slingshot, Gamin Set
•   If the passengers are rescued the
    cannibals will give chase. They will Dale, Passenger
    eat the passengers if not rescued.     Hopeful Farmer
•   Cannibals pursue the train in a gonzo Prehensile Tail, Tusks, Bone Plates
    Mad Max-esque chase as the train
    heads to Stovepipe.
•   End with closing RP and hooks for Jenni, Passenger
    the next adventure.                    Plans to kill the outlaw August Kelly
                                           Tentacle L.Arm, Spines, Venom Glands
                                           Pistol, Revolver, Hard Coat
                                         52
              once upon a time in the wastes
                 act 1                         Fritz and Fog both seem anxious. Fog only
                                               laughs if the Players approach and Fritz
   Sand Storms & Circled Wagons                will hit him and tell him to “Shut up, you
                                               damn fool.”
After an easy day and half on the road
between Homestead and Stovepipe a sand The Bullets…
storm rises up out of nowhere. Rugburn
circles the wagons for safety to ride it out. • The wind is loud and seems to growl
                                                  and hoot like some kind of beast, and
Rugburn will complain about the storm             you swear you can hear the rattling
but will also assure everyone that it’ll pass     quills of Rattlebacks.
soon. “Ain’t never seen a duster just rise • A Head Case can Test Will, success
up like this. Don’t worry, it’ll blow itself      allows them to feel a psychic charge
out soon.”                                        behind the storm.
                                                • An Instinct, Notice, or Survival Test
This is a good time for the NPCs to say hi        discovers that the noises are not made
and ask the Heroes why they’re going to           by beasts. A Bullseye also learns that
Stovepipe. Let the Players introduce their        1D+4 people are using beast calls and
mutants. As the GM, you can make use of           surrounding the train on all sides.
the NPCs to deliver info and plant some • The Cannibals attack, roll Initiative.
hooks for the future of your campaign.            If the cannibals go first they get a
                                                  surprise round before the Heroes can
The other Passengers will engage in small         act.
talk. Argo wants to learn how to play cards • Fritz and Fog grab D3 Passengers
but he is terrible at it. Dale is excited about   while the Heroes fight off the Bandit
the new pump system he’s picking up that          attack. At least 1 passenger should be
will turn his hydroponic farm around.             a Hero’s relative if possible. It feels
Jenni says she’s going to make a name for         like cheating to not let the Heroes at
herself by killing the outlaw August Kelly.       least get a Will Test to see the folks get
                                                  grabbed.
                                            53
              once upon a time in the wastes
                act 2                         The Bullets…
                                           54
             once upon a time in the wastes
                act 3                      The Quiet Approach…
                                        55
              once upon a time in the wastes
                act 4                        The Quick…
       The Quick & the Angry                 •   On a good day the safety of Stovepipe
                                                 is 4 rounds away. If your Heroes took
Rugburn fires up the engines and floors it       out all the cannibals then it’s a good
as the Heroes and passengers pile in. The        day and you can go right to Act 5.
roar of the Cannibal’s rides is right behind •   If the Heroes disabled the cannibal’s
them. It’s a high octane race to Stovepipe.      rides it is also a good day and Act 5
Guns up, pedals down.                            awaits.
                                          56
              once upon a time in the wastes
                act 5                            what comes next
        Welcome to Stovepipe
                                            •    Grab a copy of the Mutation RPG
The towering stacks of Stovepipe are a           Core Rules for the adventures listed
welcome sight. The train rolls to a stop at      below and much more.
the garage. Across the street music spills •     The carnival has come to town and
out of The Rose Garden Saloon and neon           innocent people are going to swing in
lights flash in the windows of a run down        A Hanging in Stovepipe.
med clinic called Disco’s Ouch House.       •    The town of Baker’s Gulch has been
                                                 wiped out by Black Tongues, a tribe
Rugburn refunds the $25 ticket fee to all        of cannibals with a lot of mouths to
the passengers, and gives the Heroes an          feed in The Quick and the Bled.
extra $25 each. Rugburn also owes you a •        Ranchers are plagued by a strange
favor now.                                       purple fungus spreading into their
                                                 pastures in A Fistful of Mutants.
Disco’s Ouch House                           •   A scavenger hits the mother load but
                                                 is found dead the next day with the
The door is locked and a sign taped to the       deed to his claim stolen in The Good,
glass says: Back in 20                           the Bad, and the Radioactive.
                                             •   Jet & Boomer’s Speedway is hosting
The Rose Garden Saloon                           their biggest cross country race yet,
                                                 anything goes in Damnation Run.
Yeti Rose owns and runs the saloon. This •       Monstrous lizards terrorize a remote
place is always packed and the music is          town, and they’re getting bigger in
non-stop. She’s got four bunkhouses with         Gwangi Monsters of Domino Flats.
ten beds each and thirteen private rooms. •      There are no zombies in Mutation,
The main floor is open and has twenty            but just for fun let’s imagine there are
tables scattered around a central stage.         in Night of the Glowing Dead.
                                            •    Be sure to talk with your Players and
• Folks are talking about Judge Gold’s           ask what they would like to see and
     show in two days, they heard there’s        do as well.
     going to be gate prizes.
• No one’s heard from Baker’s Gulch
     in a week, it’s rumored that the Black
     Tongues took the town.
• The outlaw August Kelly sits alone in
     the back corner reading a letter.
• Doc Disco is drunk as hell and passed
     out at the end of the bar.
• Yeti Rose is always behind the bar
     and is a welcoming host, just don’t
     break her furniture or dishes.
                                         57
                            m u t a t i o n
name
path                                                level              xp
story
                                                                                     radiation
          grit                                                guard                  exposure
                                                                         mutations
          talents/ psk
gear
skills
                                                        ca$h                   plastic
                                                        organic                machine
                                                        metal                  electric
 THANKS FOR PLAYING
59