The following rules and modifications are being applied to the Meetup FAT RPG Mutant Future Campaign.
Everyone begins a game session with at least one Survivor Point. This point can be used when the character fails a saving throw and the results would end in death. Points can be saved by character though no character may have more than three Survivor Points per session.
Due to the harsh conditions of the post-apocalyptic world, those that have evolved to survive within it heal damage at a higher rate than normal. As a result, rather than gaining 1d3 hit points per night of rest characters regain a number of hit points equal to their Constitution score. If a character rests for a full 24 hours with access to medications and proper care, he may regain 1.5 times his Constitution score.
There are no real rulings in the Mutant Future rule book regarding Leaping (across) or Jumping (up or down) and landing on one's feet. As a rule of thumb, both activities will be tied to the character's base movement speed per round. A character can leap a distance equal to one quarter his movement rate with running start without requiring an ability check (unless deemed necessary by the Mutant Lord for extenuating circumstances). Without a running start a character can leap a distance of one eighth his movement rate with relative ease. Jumping upward has a base distance equal to one tenth the character's base movement rate while jumping down is easier than jumping up and can be done at twice the distance of jumping up.
Characters may attempt to jump and leap greater distances with a successful ability checks against the character's Dexterity score. For each factor (equal to the normal distance listed above) the character is attempting to jump or leap a -2 penalty is applied to the character's effective Dexterity score. Any mutations or enhancements that add to the character's base movement rate will affect their ability to jump greater distances. Technological devices such as EMA armor also have the ability to greatly increase the character's jump and leaping distances.
In most RPGs that implement level style of play, when a character goes up a level there are several benefits including hit points, better chances in combat and saving throws, and class abilities. Mutant Future currently has a randomized table where the character may increase one ability (randomly determined), +1 to damage with melee attacks, or an additonal attack each round (plus general combat skills and saving throws increase at certain levels as well.
I think that is a bit limiting and plan on revamping those rules as well (including the ability to advance mutations and listed in the Mutations page. Especially in such a deadly world as found in the Mutant Future, one extra point of damage with a hand held weapon isn't going to cut it and the randomization seems a bit crazy because you could eventually end up with a character that can make 20 attacks per round without any augmentation from mutations (odds are slim but it is possible). The plan is to allow characters to increase one ability per level (with caps based on level), advance one mutation (if a mutant), and at certain levels an extra attack (probably something similar to the d20 system). Keep posted for the actual implementation (it may or may not resemble what was mentioned above).
Every level after 1st, the character gains two advancement points. These points may be spent or saved for later as desired by the player character though the character cannot have more stored points than equal to half his level. These points may be spent to increase ability scores, hit points, advance mutations, gain additional damage with a specific weapon, gain additional number of attacks per round, or used in place of Survivor Points (as given above). There are level maximums for ability scores and number of attacks per round as listed in the chart below, and no individual ability can be raised by more than one point per level the cost of which is one advancement point. If the character wishes to spend a point for additional hit points, he gains 1d3 hit points per point spent. Points spent on increasing weapon damage can be done in one of two ways. First, a single point spent increases the damage by +1. If two points are spent, then an additional die of damage is added based on the weapon selected. Only directed attack weapons can be so increased (area of effect weapons including bombs, grenades, etc. cannot have their damage increased by this method). Mutation advancement rules are found on the Mutations page.
Characters may take classes if they wish upon character creation or at any time they level up. These classes offer some minor benefits but not as much as in other games. Classes in this fashion act more as a specialized skill set that the character may increase every time he gains a new level and taking a class at any level (other than 1st) replaces the characterís ability to pick and choose advancing ability scores, mutations, etc. Players may choose a class when initially creating a 1st level character, but not when creating a 0 level character.
|Riding Maneuver||Ability Roll/To Hit Roll|
|Attack with melee while Mount moves less than or equal to its normal movement rate||Not Required/+0|
|Attack with ranged while Mount moves less than or equal to its normal movement rate||Not Required/-2|
|Attack with large piercing weapon while Mount moves at its full movement rate||Not Required/-2|
|Attack with other melee weapon while Mount moves at its full movement rate||-2/-4|
|Attack with ranged weapon while Mount moves at its full movement rate||-6/-6|
|Quickly jump onto the mount and spur mount on during same round||-8/(N/A)|
|Quickly dismount as a free action||-6/(N/A)|
Pre-requisites: Dex 12+, Cha 10+, Bipedal form
The Beast Rider gains a bonus to her Dexterity score for all ability checks involving handling a living mount that has been tamed and traind for combat or special tasks. The character must choose the type of mount when this class is first taken. For every three additional levels taken, the character may choose an additional mount with which the character may use her level bonus to any dexterity checks invovling riding, fighting, or other special maneuvers while mounted.
For every three levels the character takes with this class allows her to train a mounted beast a particular trick. Training a mount with this trick requires 1d4 weeks (or less if the mount is sentient). Tricks include trampling opponents, kicking from the rear, standing on hind quarters, ignoring loud or sudden noises, etc. The exact results of the trick is up to the character and the mutant lord and should give limited bonuses (such as an increase in Morale, limited to hit bonuses for natural attacks, etc.
The Riding skills shown to the right are just some examples of what a Beast Rider (or any character) may attempt to perform with a mount that has been trained for combat. If the mount has not been specifically trained for combat then the Mutant Lord may increase any and all penalties or rule such actions cannot be done with the mount. If the mount is sentient, the character must first bond with the mount with a normal reaction roll with all applicable modifiers based on race.
|Mental Barrier||Mental Blast|
|Mental Inhibitor||Mental Multiplier|
|Mind Thrust||Neural Flight Trigger|
|Psychic Cloaking||Psychic Perception|
Pre-requisites: Will Power 15+ and Telepathy mutation or power
The ESPer may advance one telepathic mutation (or power) regardless of level advancement limitations or develop another telepathic mutation (or power) from the list provided with the limitations listed below.
Telepathic powers that are advanced with this class cannot exceed half the character's Will Power score. Additional mutations (powers) can only be taken at every even level that this class is gained (2nd level, 4th level, 6th level ESPer, etc.).
|Gamma Sorcerer Powers|
|Bio-Energy Feedback||Bio-Energy Leech|
|Bio-Energy Manipulation||Chronal Conjuration|
|Energy Absorption||Energy Dispersion|
|Illusionary Environment||Illusionary Foe|
|Molecular Detonation||Molecular Transformation|
|Physical Alteration||Planar Portal|
|Shadow Walk||Sonic Emission|
|Temporal Fugue||Weather Manipulation|
Pre-requisites: Will Power 15+, no cybernetic powers
The Gamma Sorcerer taps into the radiated supernatural energies of the apocalypse to harness great powers. The Gamma Sorcerer may choose one power from the list given at first level and may use that power once per day. When the Gamma Sorcerer gains a level he may choose another power, gain one additional use of an existing power per day, or advance the power by one level. If a power is listed as constant, the Gamma Sorcerer can use the power for 1 turn per level as a Gamma Sorcerer. The Gamma Sorcerer may not have more powers than half his Willpower score and powers cannot be advanced beyond that listed by type (such as every 5 levels for Telepathic and Psionikinetic powers) based on the Gamma Sorcerer levels.
The wielding of these supernatural energies is wholey organic, if the character gains any cybernetic enhancements he can take no more levels as a Gamma Sorcerer, but he does retain the powers gained up to that point.
Pre-requisites: Dexterity 15+ and familiarity with one or more types of firearms
The gunslinger is a crack shot when it comes to using firearms. When the character takes this class he chooses one type of fire arm with which he has learned to fire effectively. For each level he has in this class he can take one free shot per day with that weapon. This shot may be taken at anytime regardless of intiative or surprise. Only on free shot may be taken in a round, even if the trigger type allows more than one shot. However, the gun slinger may use this ability to take one extra shot during a round. A character that chooses a black powder firearm can use the extra shot ability to shorten the reload time by one round for each extra shot spent with a minimum reload time of one round.
For every three additional levels the character takes with the Gunslinger class, he may choose an additional firearm with which me may use this extra shot ability. Thus a seventh level Gunslinger could have chosen auto-pistol, shotgun, and Mk I laser pistol for use with his extra shot class ability.
Pre-requisites: Int 10+
The medic binds the wounds of other as well as performing other triage work as needed. The character can treat one person per level of Medic he possesses per day and each person so treated gains an additional number of hit points restored equal to the Medicís class level. The medic can also treat diseased individuals, granting their patients a bonus to any saving throws to overcome the disease equal to half the medicís class level.
Pre-requisites: One or more Mutations, exposed to Class X or higher radition during last level
Rad Bathers actively seek out areas where high levels of radiation exist for the sole purpose of gaining more mutations. For each level of Rad Bather the character has, he may add +5% to either the mutation type (Increased Senese, Enhanced Biology, etc.) or specific mutation tables or he may reduce the number of failed saving throws required in order to gain a new mutation (mutant humanoids, animals, and plants gain a new mutation after failing 5 saving throws versus Radiation in one day). The bonus must be assigned to either option when the character gains a level as a Rad Bather.
Pre-requisites: Int 12+
Adept at digging through piles of scrap and refuse to find the gems that lie within, the scavenger gains a bonus of -5% to the condition grade of items found while actively looking through the remains of the ancients and the chance of the item being functional increases by 1 point. A roll of 20 always results in the item being nonfunctional and if the condition grade of the item is 0, it is nonfunctional as well.
The scout is very adept and moving without being noticed and observing everything in his surroundings. The character gains a +1 bonus to his Dexterity for Ability checks for moving without being noticed and a +1 bonus to any ability checks used for observation or spotting something out of the ordinary. In addition, any scout with a Constitution greater than 11 can travel an additional mile per day as long as he isnít heavily encumbered (this class ability does not increase per level).
Pre-requisites: Int 15+
The tinkerer likes to tamper with devices, finding out what makes them tick and trying to make them better (in his own opinion anyway). The tinkerer is considered familiar with any device he figured out on his own with no assistance and may attempt to repair identical items with the appropriate tools (Mutant Lord's determination). In addition, the tinkerer gains a +5% bonus to his technology bonus for each tinkerer level before it is divided by the item's complexity during the repair process calculation.
The tinkerer may also modify an existing device to give it a new function or bonus to an existing function (as permitted by the Mutant Lord). This requires altering the device and functions identically to repairing an item. If the tinker roll fails critically (99-00) the tinkerer inadvertently breaks the item in the process.
|Primitive Melee Weapons||Primitive Ranged Weapons|
|Primitive Firearms||Energy Melee Weapons|
|Energy Pistols||Energy Rifles|
|Grenades (and Launchers)||Bombs and Missiles|
|Heavy Weapons (Machine Guns, Rocket Launchers, etc.)|
This class allows the character to become very proficient with a group of weapons. The character gains a +1 to hit bonus and a +1 damage bonus any weapon within the group, though he does not automatically know how to use ancient tech weapons if he has not been specifically trained on them or figured out their use on his own.
|Character Level||Strength, Dexterity||Constitution||Intelligence, Charisma||Willpower||Attacks / Round|
|1st -- 3rd||18||18||21||18||1|
|4th -- 6th||21||18||21||18||1|
|7th -- 9th||21||20||21||20||2|
|10th -- 12th||22||21||22||21||2|
|13th -- 15th||24||22||24||22||3|
|16th -- 18th||24||24||24||24||3|
|19th -- 20th||25||25||25||25||4|
The species of pure human has several qualities that grant them some advantages over the continually evolving and mutating races that populate their world. However, not all pure humans are the same and ceratin traits and genetic enhancements may be found in specific sub species as listed below. All pure humans use the d8 for Hit Points and cannot gain mutations through prolonged exposure to radiation.
Barbarian pure humans form bands of primitive nomadic or semi-nomadic tribes that live off the land and disdain the junk that the ancients seemed to thrive on before the end. Barbarian pure humans gain a +3 bonus to their Strength, Dexterity, and Constitution with a maximum possible attribute of 18. In addition, the Barbarian may choose one primitive melee or ranged weapon with which he is granted an additional +1 bonus to hit and damage. Barbarians suffer a -5% penalty on all technology rolls and 1st level Barbarians will not willingly use or operate any piece of ancient hardware. Barbarians of higher levels may use technology normally though they will suffer a +3 reaction penalty when dealing with other barbarians.
Restorationists are pure human societies that have managed to keep at least fragments of the ancient lifestyle intact. These pure humans gain a +5% bonus to all technology rolls and begin their adventuring career with knowledge with the use of 1d3 ancient pieces of equipment (weapons, armor, gizmos, etc.) rolled randomly when the character is first created. This does not mean the character currently possesses such an item, only that he has been exposed to it in the past and if another one is found he does not need to try to figure out how to use it. Restorationists gain +3 to their Intelligence and Charisma, and + 1 to their Constitution score.
Settlers are groups of pure humans that have decided to settle down and begin life again, equivalent to the early settlers of the west in the early 1800's. These humans tend to rely more on technological items when available but generally rely on manual labor and animal resources. Settlers generally have access to primitive weapons, black powder firearms, revolvers, and shotguns and is considered proficient with at least one of these types of weapons, gaining a +1 to hit with the chosen weapon (though this does not mean they necessarily start play with this weapon). These pure humans gain a +3 bonus to Dexterity, Intelligence, and Charisma.
This secretive pure human sub-species has been genetically engineered with faster brain synaptic response times which has continually been evolving to the point where these humans have actually achieved true telepathy. However, this telepathy only works with others of their species or other races or creatures with the power or mutation of telepathy. These humans gain a +3 bonus to their Intelligence and Willpower scores and every time the character gains a new experience level she may check for another telepathic power with a base chance equal to her Willpower score.
Players may choose to play a mutant animal and choose either the natural animal form or a biped version. Both forms begins with 1d4 physical and 1d4 mental mutations and additional mutational effects based on the species chosen. Natural forms generally begin with greater natural attacks or mutational effects than biped forms but most will have little or no ability to use technological items, weapons, or armor without additional mutations or technological enhancements.
Most mutant animals will have ability score modifiers given as part of their description. These adjustments are made when the character is first created and no score can be reduced below 3 or increased beyond level maximums given above. If an adjustment would adjust a score beyond these values the adjustment is only partially applied and any excess is lost.
This grouping includes most land bound mammals that typically use all four limbs for locomotion and typically range from one to three feet in length (not including a tail) including domestic cats, small dogs, rats, raccoons, squirrels, etc. Many of these animals are fur covered, have an effective bite for defense, and can see fairly well in the dark.
|Ability Modifiers:||Strength -4, Dexterity +3, Intelligence +1||Inherent Mutations:||Night Vision, Bite|
|Biped:||2 ft. to 3 ft. tall and weigh between 10 to 50 lbs. Walking movement 90' (30'). Bite 1d2 damage with -4 to hit modifier.||Quadruped:||1 ft. to 2 ft. at shoulder and weigh between 10 to 40 lbs. Walking movement 120' (40'). Bite 1d3 damage with -2 to hit modifier.|
|Other Notes:||Due to their size and fur covering, these characters begin with a -1 bonus to their Armor Class.|
Armadillos: Natural Armor mutation effect -4 AC bonus while reducing the character's movement rate to 60' (20') for bipeds and 90' (30') for quadrupeds. Armadillos also have the Claws mutation effect causing 1d3 points of damage for both bipeds and quadrupeds.
Beavers: Swim movement equal to their walking movement, bite damage increased by one die type (1d3 for bipeds and 1d4 for quadrupeds).
Dogs: Increased Olfactory Senses mutation effect.
Domesticated Cats: Claws mutation effect, causing 1d2 points of damage for bipeds and 1d3 points of damage for quadrupeds.
Flying Squirrels: Limited Wings mutation (can only be used for gliding).
Foxes: Increased Olfactory Senses and Increased Hearing mutation effect.
Otters: Swim movement equal to their walking movement.
Porcupines: Quills mutation effect.
Rabbits: Increased Hearing mutation effect and if retreating at a full movement rate, opponents do not gain any bonus to hit the rabbit.
Raccoons: Quadruped version has hands that can manipulate items but character still moves using all four limbs.
Rats: +5 to all saving throws against diseases while character has a 50% of being a disease carrier.
Skunks: Gaseous Emission (Nausea) mutation effect.
Weasels: +10 ft. movement modifier to either form.
This grouping includes most land bound mammals that typically use all four limbs for locomotion and typically range from three to six feet in length (not including a tail) including badgers, medium sized dogs, wild cats, wolves, etc. Many of these animals are fur covered, have an effective bite for defense, and can see fairly well in the dark.
|Ability Modifiers:||Strength -1, Dexterity +2, Will Power -1||Inherent Mutations:||Night Vision, Bite|
|Biped:||4 ft. to 6 ft. tall and weigh between 80 to 150 lbs. Walking movement 120' (40'). Bite 1d3 damage with -3 to hit modifier.||Quadruped:||2 ft. to 4 ft. at shoulder and weigh between 60 to 130 lbs. Walking movement 150' (50'). Bite 1d4 damage with no to hit modifier. Quadrupeds also begin with Armor Class bonus of -1.|
Aardvark: Increased Hearing mutation effect and Burrow movement 30' (10').
Badgers or Wolverines: Beserker, Excessive Hair, and Claws mutation effects, Claws cause 1d4 points of damage for bipeds and 1d6 points of damage for quadrupeds.
Boars: Beserker, and Bone-Like Protrusions (Tusks) mutation effects, Tusks cause 1d4 points of damage for bipeds and 1d6 points of damage for quadrupeds. If using its tusks while charging an opponent, bipeds gain a +2 bonus to hit while quadrupeds gain a +4 bonus to hit.
Dogs or Wolves: Increased Olfactory Senses mutation effect.
Giant Armadillos: Natural Armor mutation effect -5 AC bonus while reducing the character's movement rate to 90' (30') for bipeds and 120' (40') for quadrupeds. Armadillos also have the Claws mutation effect causing 1d4 points of damage for both bipeds and quadrupeds.
Wild Cats: Claws mutation effect, causing 1d2 points of damage for bipeds and 1d3 points of damage for quadrupeds.
Cheetahs: As Wild Cat plus character may move at twice his normal rate for a number of rounds equal to one third character's Constitution score once per day.
Cougars: As Wild Cat plus character can leap up to half his movement rate with a running start without requiring an ability check and up to one quarter his movement rate from a standstill. Cougars also gain the Increased Hearing mutation effect.
Lions or Tigers: As Wild Cat plus Increased Olfactory Sense. Claws for biped versions cause 1d3 points of damage while quadruped versions cause 1d4 points of damage. Quadrupeds may also rend opponents if both claw attacks are successful for 2d4 points of damage.
This grouping includes most ectothermic vertebrates that typically use all four limbs for locomotion (or lateral or reticular motion for snakes) and typically range from a few inches to three feet in length (not including a tail if possessed). This grouping includes most frogs, small lizards, salamanders, snakes, toads, turtles, etc. Many of these animals have an effective bite for defense, and can see fairly well in the dark.
|Ability Modifiers:||Strength -5, Dexterity +4, Constitution -1, Intelligence +1, Will Power +1||Inherent Mutations:||Night Vision, Bite, Cold Blooded|
|Biped:||2 ft. to 3 ft. tall and weigh between 10 to 50 lbs. Walking movement 90' (30'). Bite 1d2 damage with -2 to hit modifier.||Quadruped:||1 ft. to 2 ft. at shoulder and weigh between 10 to 40 lbs. Walking movement 120' (40'). Bite 1d3 damage with no to hit modifier.|
|Serpentine:||1 ft. to 3 ft. long and weigh between 5 to 50 lbs. Slithering movement 120' (40'). Bite 1d3 damage with no to hit modifier.|
|Other Notes:||Due to their size and skin composition, these characters begin with a -1 bonus to their Armor Class.|
Box Turtle: Natural Armor mutation effect -4 AC bonus while reducing the character's movement rate to 60' (20') for bipeds and 90' (30') for quadrupeds.
Bullfrog: Epidermal Susceptibility mutation effect requires the Bullfrog's skin to be kept moist, the bullfrog can survive for a number of hours equal to his Constitution score without a water source to soak in before he begins to suffer 1d4 points of damage each hour thereafter until reimmersed. In addition, if the Bullfrog's skin is immersed in salt water (or salt) it suffers 1d6 points of damage per round as the salt errodes the character's skin. Bullfrogs can also leap up to one quarter its movement rate from a standstill without requiring an ability check and it may swim at the same rate it moves on land. Since Bullfrogs take in oxygen through their skin they cannot effectively drown in fresh water areas, this is not true in salt water areas as the salt reacts with their skin (see above).
Gecko: Adhesive Touch mutation effect.
Heterodon: Gaseous Emission (nausea) mutation effect with a range of only 10 ft. and it dissipates within 1 round.
Tree Frog: Adhesive Touch mutation effect. Tree Frogs can also leap up to one quarter its movement rate from a standstill without requiring an ability check.
Small Viper: Poison emission (bite) mutation with class III poison.
As with small amphibians/reptillians this group includes reptiles, snakes, and amphibious animals that range from three feet to six feet in height (not including the tail if possessed). This group includes lizards such as the comodo dragon, alligators, boa constrictors, sea turtles, etc.
|Ability Modifiers:||Strength -2, Dexterity +2, Intelligence +1, Willpower +1, Charisma -2||Inherent Mutations:||Night Vision, Bite, Cold Blooded|
|Biped:||3 ft. to 6 ft. tall and weigh between 100 to 300 lbs. Walking movement 120' (40'). Bite 1d3 damage with -2 to hit modifier.||Quadruped:||2 ft. to 4 ft. at shoulder and weigh between 100 to 400 lbs. Walking movement 150' (50'). Bite 1d4 damage with no to hit modifier.|
|Serpentine:||3 ft. to 10 ft. long (including tail) and weigh between 50 to 300 lbs. Slithering movement 150' (50'). Bite 1d6 damage with no to hit modifier.|
Aligator: Natural Armor -2 bonus, Treat their effective walking movement as their natural swim movement and reduce land movement by 30' (10'). Bite damage increases to 1d6 for both bipeds and quadrupeds.
Medium Viper: Poison emission (bite) mutation with class IV poison.
Based on the mutational process found in the collection of short stories edited by George R. R. Martin's Wild Cards© books, these mutants typically come in one of two flavors appropriately named Jokers and Aces. Those infected with horrible and/or monstrous deformities were referred to as Jokers while those that developed incredible mental and psychokinetic abilities were called Aces. In the mutant future game these two particular outcomes can be created by modifying the types of mutations allowed based on one of two templates, the Joker and the Ace as presented below. Both versions are built off of the typical mutant human and the rules and guidelines presented for mutant humans apply (i.e. 1d6 per point of Constitution for hit points and the possibility of gaining addtional mutations when exposed to large amounts of radiation). For more information on the Wild Card stories check out the Wild Cards Online site
Jokers focus mainly on physical mutations and a character using this template will start out with 1 physical mutation per 3 points of Constitution the character possesses. At least one mutation must be a physical deformity (defect). In addtion, the character has a 50% chance of possessing one mental mutation that may or may not be a mental defect. Addtional mutations gained from radiation exposure or other processes are determined randomly.
Aces focus mainly on mental mutations and a character using this template will start out with 1 mental mutation per 4 points of Willpower the character possesses. These mutations are determined randomly and the character can have no more than one mental defect starting out. The character has a 50% chance of also gaining one physical mutation which cannot be a defect. Additional mutations gained from exposure to radiation or other processes are determined randomly.
The weapons presented in the Mutant Future game as well as the Wisdom of the Wastelands issues provide a fairly extensive list of weapons usable both by man and machine.
Even in the far future of the ancient past men will rely on power tools for home improvement projects or as attachments to personal bots for the same purpose. From Buzz Saws to Chain Saws, the need to rip things apart, put holes in walls or the ground has not changed and will not change other than the technology used to control and power such devices. The power tools of our future and the past of those found within the Mutant Future will be must lighter and powerful then the weapons of today but the effect and use will still be the same. Although generally used for menial tasks, many of these items can be turned to more violent ends in personal hand to hand combat.
Chain Saw: The favorite power tool of Texans for massacring others, the chain saw comes in two basic forms, the mini-chain saw and the lumber jack's chain saw. Both versions require two hands to use and both are very clumsy when used as a weapon. Wielding the mini version causes the user to suffer a -1 to hit while the lumber jack variety causes the user to suffer a -2 penalty to hit. Either version is powered by a power pack which will sustain either chain saw for up to 500 hours of continuous use.
Buzz Saw: A cannibalized version of the circular saw, the buzz saw uses a carbon-steel circular blade typically 1 to 2 ft. in diameter. The buzz saw is powered by a power pack that will allow the tool to continuously run for up to 800 hours.
Jack Hammer: This tool is four to five feet in length and is powered by a power backpack which will give it enough juice to run for 200 hours. The jack hammer is very unwieldly when used as a weapon, causing the user to suffer a -3 to hit and anyone with a Strength score of less than 9 will find it impossible to manuever this power tool. Although used primarily to break up concrete, anyone successfully struck by the jack hammer must make a saving throw versus Stun or be knocked off their feet.
|Mini-Chain Saw||2d6||1||5 lbs||Power Pack|
|Lumber Jack Chain Saw||3d6||1||10 lbs.||Power Pack|
|Buzz Saw||1d6 + 3||1||6 lbs.||Power Pack|
|Jack Hammer||1d8 + 8||1||24 lbs.||Power Backpack|
Slug Throwers combine projectile weapons with emerging energy weapons. These weapons were designed to use against rioters or protest groups and were generally considered non-lethal. The weapon uses a soft semi-ferrous bullet encased in a semi-solid propellent. When the weapon is fired the bullet is accelerated by a magnetic coils embedded in the barrel and charged with an electrical charge. The bullet delivers a moderate electrical charge in addition to normal projectile damage. Any living creature successfully struck by the bullet must make a saving throw versus Stun or be knocked unconscious for 1d4 minutes. There are three types of Slug Throwers, designated by an Alpha designation A, B, or C and are equivalent to a pistol, machine pistol, and a shotgun version. Each is powered with a power clip which allows the weapon to fire up to three clips of projectile ammunition.
|Weapon||Damage||Trigger||Range||Weight||(Shots per Clip) Battery Type||Shots per Battery|
|Slug Thrower A||1d6||Normal||30 ft./90 ft.||1.5 lbs.||(50) Power Clip||3 clips|
|Slug Thrower B||2d6||Automatic||60 ft./120 ft.||3 lbs.||(30) Power Clip/Beltpack||3/10 clips|
|Slug Thrower C||3d6||Normal||100 ft./180 ft.||5 lbs.||(10) Power Clip/Beltpack/Backpack||3/10/30 clips|
Sonic weapons include the Mark V Blaster (pistol), the Mark VII Blaster (Rifle) and the Mark XII Cannon (mounted heavy weapon). All three work on the principal of generating a ultra-sonic beam of pure sound energy that can rip through nearly any material and force fields do not provide any protection from them. As the beams are concentrated, the user is not effected by the sonic effects of the beam. If a living creature or items with auditory sensors is struck by the beam (and survives the attack), it must make a saving throw versus Stun or be deafened based on the weapon type, 1d4 rounds for the Mark V Blaster, 2d4 rounds for the Mark VII Blaster, and 1d10 minutes for the Mark XII Cannon.
Another sonic weapon is the Screamer, which appears similar to a black powder blunderbus. It creates a high intensity funnel of sonic energy with an area of effect that spreads out to the the weapons maximum range of 60 ft. with a spread of 30 ft. (for every 10 ft. of range the area is 5 ft. across). The energy is not affected by normal force fields, but any effect that dampens or negates sonic energy will work normally against this weapon. The closer the target is to the weapon, the more damage is caused. Anyone within 10 ft. of the weapon caught in the area of effect suffers 6d10 points of damage, for every 10 ft. beyond the damage is reduced by 1d10 and anyone caught within the area is allowed a saving throw versus Energy to reduce the damage by half. Anyone that fails the saving throw is also deafened for 1d4 hours.
|Weapon||Damage||Trigger||Range||Weight||Battery Type||Shots per Battery|
|Mark V Blaster||6d6||Normal||60 ft./120 ft.||3 lbs.||Power Clip/Beltpack/Backpack||6/12/24|
|Mark VII Blaster||8d6||Normal||240 ft./320 ft.||10 lbs.||Power Beltpack/Backpack||6/12|
|Mark XII Blaster||10d6||Normal||300 ft./400 ft.||20 lbs.||Power Backpack||8|
|Screamer||6d10 (see description)||Normal||30 ft./60 ft.||30 lbs.||Power Backpack||5|
|Bomb Type||Damage||Blast Radius||Weight|
|Anti-Matter Bomb, Alpha||15d6||30 ft.||15 lbs.|
|Anti-Matter Bomb, Beta||30d6||100 ft.||60 lbs.|
|Anti-Matter Bomb, Delta||60d6||200 ft.||150 lbs.|
|Fusion Bomb||15d10/6d6||200 ft.||100 lbs.|
|Graviton Bomb||1d8 per round||100 ft.||50 lbs.|
|Graviton Grenade||1d8 per round||30 ft.||1 lb.|
|Poison Gas Grenade||By Poison Class||30 ft.||1 lb.|
|Torc Grenade||10d8||30 ft.||1 lb.|
|Trek Bomb||See Description||200 ft.||75 lbs.|
The bombs found within Mutant Future are adequate but lack some of the devasting power of those bombs of Gamma World long ago. As a result I give you the Anti-(Matter) Bombs, the Fusion Bomb, and the Trek Bomb. The Anti-Matter Bomb comes in three varieties -- Alpha, Beta, and Delta -- and each violently reacts with physical matter though anything protected by a force field is unaffected though the field itself is temporarily overloaded for 1d4 minutes and will not function during that time. The Fusion Bomb creates a blast zone of pure hyrdogen atoms, instantly exploding from contact with oxygen atoms. The result creates a massive fire ball which then turns into a large cloud of steam which dissapates after one round. Anyone within the blast zone suffers damage from both the fire blast the first round then the steam cloud the second round unless they manage to leave the area of the bomb zone. The Trek Bomb destroys all matter within range of the blast zone unless protected by a force field, in which case the bomb causes 50 points of damage (which may or may not be absorbed by the force field. Living creatures within the blast zone without a force field may make a saving throw versus Death, in which case they are not instantly vaporized but take 50 points of damage instead.
Grenades are basically miniature bombs with smaller blast zones typcially thrown or launched from devices. The Torc Grenade releases a blast of high intensity sonic energy causing damage to everything within the blast zone, bypassing energy fields in the process. Anyone within the blast zone may make a saving throw versus Energy to take only half damage. Anyone that fails the saving throw is deafened for 1d4 hours, those that make a saving throw are still deafened but only for 2d4 minutes. There are also Poison Gas Grenades ranging from Class 5 to 20 (3d6 + 2 to randomly determine poison class) and are typically inhaled so any sort of breathing apparatus provides complete protection while gas masks grant a +5 to any saving throw to avoid the effects of the poison. The gaseous cloud released from the poison gas grenade will typically linger for 1d4 +1 rounds before dissipating.
Then there is the Graviton Grenade and Graviton Bomb. The effects of each is identical other than the blast range. The effects of the Graviton effect quadruples the local forces of gravity within the blast radius, causing victims to be crushed by their own weight and that of any items or equipment they may be carrying. Unstable construction within the zone will also collapse upon the sudden increase in weight. The effect causes 1d8 points of damage per round and the effects of the bomb last for 2d6 + 4 rounds while the effects of the grenade last for 1d6 + 2 rounds. Movement into, out of, and through the active blast zone of the graviton effect is automatically reduced to one quarter normal.