Showing posts with label Mutants & Machine-guns. Show all posts
Showing posts with label Mutants & Machine-guns. Show all posts

18 May 2017

Road Warrior


Road Warrior
Pet Name given to character who can drive greatly using ground vehicle. They sacrifice their health just to modify their vehicle as good as possible.

HP: 1d6+8
Skill: Pick 2
Reserved skill:
[Ace Driver] Always roll advantage whenever manoeuvring ground vehicle. (If opponent vehicle is faster than pc vehicle, they still roll advantage).
[HFS]* +1(+1 more) to any one ability. Ability score cannot go above the value of 3 for starting character.
[Radiation Resistance] roll advantage whenever dealing with radiation roll.
Tech Adapt: roll advantage whenever interacting or operating computer, ancient tech and robot.

Starting Equipment: 15 VP vehicle, shotgun (3d6, always burst Ammo: Lots TN:5) and Light Armour (+1 DEF)

08 March 2017

Duckling

created by Gusko


Duckling
No one laughs at the master of Quack Fu!

Known also as Crazy Duck, Wild Duck (more or less all affectionately derisive), Duck Person, Duck People, etc. They are not ducks actually, but short, greedy and tough platypus-like small humanoids. They are oviparous, venomous, have brown coat coverage, leathery duck-bills, small dew claws, but no beaver tails. Duckling war-chiefs and shamans use custom clothes covered with saurian bird's feathers which strengthen the false belief that they are somewhat related to ducks. They have a knack for fighting taller creatures and a notorious mean streak.

HP: 1d6+8
Skill: Small and pick 1 skill (reserved or common)
Reserved skill: Quack Attack, Berserker Rage

[Berserker Rage] +1 to melee attack.

[Quack Attack] Duckling can redo any one roll by unleashing an angry storm of quacks to the GM. The new roll stands, even if the result is worse. This can be done once per scene.

[Small] Small character cannot use 2 handed weapon. +1 to attack and defend against enemies larger than human.


as a creature


DUCKLING
Combat 1
Ability 1
DEF 8
HP 9
Damage: Claw (2, Poison), Spear (1d6) or Saber (1d6)

Duckling also usually equip with small shield (reduce 1 damage)

[Poison] Whenever Duckling successfully hits a target, the target must make PHYSICAL roll (TN 8) or loses another 1d6 damage.

Note: Gusko has sent me a lot of character classes, in fact he send me another Heroes Folio which he called Heroes Folio Addendum. All I need to do is edit this thing into a readable pdf (as everyone knows, this needs time). Thanks again Gusko. I might put some classes on the blog if you don't mind.

Also this class could be used for Mutants & Machineguns Evolved Animal class and I am working on Mutants & Machineguns right now.

Well that's enough of duck for this week, next stop finishing Mutants & Machineguns.

06 March 2017

How To Create Vehicle?

Source: bmashina.tumblr.com

Way back then, I did rules for combat vehicle but haven't found out how to create a vehicle. After testing some stuff, here is some rules to make vehicle!

CONSTRUCTION POINTS

Each vehicle starts with x (usually around 20-50) construction points given by GM.
  • +1 Combat per 1 point.
    This gives bonus when attacking other vehicle.
  • +1 Physical per 1 point.
    This determines the size of your vehicle and ram damage.
  • +1 Move per 1 point.
    Determines speed and handling of the vehicle. It is used for manoeuvre roll.
  • 5 HP per 1 point.
    Your standard vehicle life counter.
  • +1 DEF (starting from 5) per 1 point up to DEF 13.
    Target Number when dealing with attack.
  • 1 REDUCE per 1 point.
    When handheld and personal weapon attack this vehicle, damage rolled is reduced with REDUCE value.
  • +1 PROTECT per 1 point up until +3. For 'full' it costs 6 points.
    When someone wants to attack the occupant of the vehicle, the occupant get to add this to his/her DEF value. For PROTECT 'full', vehicle must be destroy first before getting the occupant.

WEAPON MODIFICATION

Buying weapon for your vehicle also costs construction points.

Light Machinegun
(2d6) (2 points)
Medium Machinegun
(4d6) (4 points)
Heavy Machinegun
(6d6) (6 points)

Flamethrower*
(2d6) (2 points)
*Once hit by a flamethrower, each round target must make PHYSICAL roll (TN 9) to stop the flame or vehicle and/or driver suffer 1d3 damage until they manage to stop the flame. If target has FIRE EXTINGUISHER, it will negate the roll.

Rocket Launcher
(8d6) (6 points)
Rocket**
(2 points per rocket)
**Must install the launcher first before using

Light Tank Gun
(8d6) (8 points)
Medium Tank Gun
(9d6) (9 points)
Heavy Tank Gun
(10d6) (10 points)

Linked Weapon***
(1 point for each weapon)
***Each weapon with ‘linked weapon’ will only need the driver to make the attack roll, once. Unlinked weapon must be operated by a character.

GM are free to give 1-2 construction point for PC to modify his/her vehicle after a successful scenario using vehicle.




EXAMPLE VEHICLE



CHOPPER (23 construction points)

A chopper is a type of custom motorcycle which emerged in the United States in the mid-1960s. This one is modify to fight off raiders or baddies on the wasteland.

Combat
1(1)
HP
25(5)
Physical
1(1)
DEF
9(4)
Move
REDUCE
3(3)
5(5)


PROTECT
+1(1)





Weapon:
Light Machinegun [linked weapon] (2d6)(3)

30 August 2016

LARA Vehicle Combat Rules




VEHICLE COMBAT

At the beginning of chase combat every vehicle make a manoeuvre roll (2d6 +  drive skill + vehicle's Move bonus) trying to get better position. Loser gets a +1 bonus for the next manoeuvre rolls and it is cumulative until he wins. You can represent that +1 as tokens or coins for easy reference.
The winner picks one of the options below:

ATTACK Player rolls 2d6 + gunner skill + vehicle's Combat bonus. If the result is equal or higher than target’s DEF, the attack hits. Roll weapon damage and apply it to target’s HP.

CLOSE Player move close to target vehicle. If he wins manoeuvre roll next turn he can RAM the target vehicle or attack using PERSONAL WEAPON to occupant.

DISENGAGED Player disengaged from chasing. If he wins manoeuvre rolls next turn he can ESCAPE.

ESCAPE Player escape from the chase.

RAM You ram target vehicle! Roll d6 equal to your vehicle's Physical and apply it to target vehicle’s HP. While, target vehicle rolls d6 half his vehicle's Physical score and apply it to your vehicle's HP. If you wins manoeuvre rolls next turn, you can RAM once more.

PERSONAL WEAPON Make an attack roll. Victim must be in target vehicle car and he received DEF bonus of the vehicle he is in when attacked.

When the winner had taken his turn, all vehicle make manoeuvre roll once again. Repeat until one side loses.

WHAT HAPPEN WHEN YOUR VEHICLE HIT ZERO HP?
When that happens, someone (usually the driver) make a 1d6 roll on the Oh, My Vehicle! table below.

Oh, My Vehicle! Table
Roll
Result
1
Vehicle blows up destroying everything including the occupant.
2
Vehicle blows up dealing 8d6 damage to all occupant. Vehicle cannot be repaired.
3
Vehicle blows up dealing 6d6 damage to all occupant. Vehicle can be repaired. Combat, Move and Physical are reduced by 1 permanently.
4
Vehicle blows up dealing 4d6 damage to all occupant. Vehicle can be repaired. 2 stats are reduced by 1 permanently (choose from Combat, Move, Physical)
5
Vehicle blows up dealing 2d6 damage to all occupant. Vehicle can be repaired. 1 stats are reduced by 1 permanently (choose from Combat, Move, Physical)
6
Vehicle stops. No damage dealt to occupant. Vehicle can be repaired.

Here are some vehicle stats for everyone to play. I stat Mad Max Fury War Rig and Nux Buggy


War Rig
DEF 9, HP 65, Combat 1, Physical 6, Move 0, Reduce 10, Protect +3,
Personal Weapon: Guns (1d6), Shotgun (2d6), Flaregun (1d6, target stunt)

Max Rockatansky 
Physical 4, Mental 2, Combat 4, Social 1, HP 25, DEF 7
Skill: Ace Driver: roll 3d6 and pick 2 of the best when rolling involving driving, Drive (2) +2 to when manoeuvring vehicle.

Imperator Furiosa
Physical 2, Mental 3, Combat 3, Social 2, HP 18, DEF 7
Skill: Drive (2), Sharpeyes +2 when shooting.



Nux Buggy
DEF 8, HP 40, Combat 1, Physical 3, Move 2, Reduce 3, Protect +2,
Weapon: Thunderstick x 6 (3d6)
Mod: Nitrobooster (user can choose CLOSE or DISENGAGED without rolling)

Nux
Physical 1, Mental 3, Combat 1, Social 1, HP 12, DEF 7
Skill: Drive (1) +1 when manoeuvring vehicle.

Slick
Physical 1, Mental 2, Combat 1, Social 1, HP 12, DEF 7

07 May 2016

Porca Mamma



Something strange is happening lately.
Convoys are being attacked by a new band of porkers.
They have much greater numbers and much better tactics than usual.
It's starting to look like a real army, and it's a matter of time before they start attacking settlements.
They call themselves Porca Mamma Revolutionary Army.


Note: This is a supplement for Mutants & Machineguns by Iván González and he delivers it well. Thanks man. If you like Mad Max Fury Road, this could be Mutants & Machineguns version of it. Let's just say that instead of Immorten Joe you got Porca Mamma and the war boys are Porkers. I really like this idea so much! BIG THANK YOU to Ivan Gonzalez! Happy playing!

Download here
Porca Mamma

19 January 2016

[Critters] Sanic

Created by Juan Vasquez

SANIC
Combat 2
Ability 3
Defense 5
HP 8
Damage: 1d6 (see also below)

A fast blue hedgehog. Has the Quickness and Spiky Growth (1d6 + 1)

Note: Juan is a fan and sent a few critters for M&MG. In his words
"Hey guys! My name is Juan and I'm a huge fan of Mutants and Machine-Guns. I have developed a bestiary of some monsters players may come across while surviving the wasteland. I hope you guys like it".

I don't like it. I LOVE IT! Keep them coming Juan! I would be happy to draw them!

28 September 2014

[Mutants & Machine-guns] Vehicle Rules

Cover Illustration taken from Larry Elmore

Designer's note: I've modified a lot of the vehicle rules from MuMa v3 draft and put it in this pocketmod. Now you can build your vehicle and do a chase combat just for the fun of it. This should be compatible with Mutants & Machine-guns v2.

Download
Vehicle Rules
Vehicle Rules (pocketmod)

09 March 2014

Mutants & Machine-guns version 3 (Draft)



Long, long time ago before the wars began, man was ruler of the earth. But one result of the terrible wars was that creatures rose from the ashes of the unknown. The genes of the earth's animals and plants were altered, until strange, new creatures arose - creatures of the awesome power and fierceness and often great intelligence.

You have lived all your years among such creatures and among the strange artefacts - inexplicable, often dangerous- of the Ancients who created this now devastated civilization whose ruins you live among the world of Mutants & Machine-guns!

Designer's Note: I finally made a draft for version 3 of MuMa (Mutants & Machine-guns)! I do hope people would playtest this rules and give feedback to me here or in facebook. The cover isn't finish though - I should have scanned the pencil version before inking it (drats!). Anyway please enjoy and do give feedback to improve this game :)

version 3.1 improve upon a few things
-smaller font for easier printing and booklet version for saving your ink cartridge!
-revise character points, everyone started low now.
-revise combat ability.
-add critters creation.
-drive is now control.

Mutants & Machine-guns v3 (draft)
Mutants & Machine-guns v3.1 (draft)
Mutants & Machine-guns v3.1 booklet (draft)

03 August 2013

[Mutants & Machine-guns] New races!

A portion of this post is by Tanner Yea of http://pulpwood.blogspot.com
You can see the original post here http://pulpwood.bl ogspot.com/2013/07/some-new-races-for-mutants-machine-guns.html


I really like how he create the new race. Now you can play MuMa as a plant!



Repost of new race

Mutated Plants - Pick a plant type (Cactus: gets Spike Growth mutation; Tree: Gigantism mutation; Mushroom: Acid Spit mutation; Flowering/Fruit Bearing: Enhanced Healing mutation). Roll 1d6 + 8 HP and gets 2 mutations

Cyborg - Can install 10 TU of equipment into his/her body, representing cybernetic parts. Can't mutate, but can take up to 20 RP. Roll 1d6 + 10 HP

Android - Doesn't need to eat, drink, sleep or breathe. Can't mutate, but can take up to 20 RP. Gains 2 mutations that represent android model. Roll 1d6 + 8 HP

I add a few rules for Android - They cannot heal themselves naturally. They need to be repaired. During rest pick difficulty and make a Mental Roll (TN 7 - heal 1d3 or 1d6 divide 2 HP, TN 9 - heal 1d6 HP, TN 11 - heal 1d6 + 2 HP) You can only repair once every rest.

10 April 2013

Mutants & Machine-guns



For newer version of Mutants & Machine-guns v3, go here

Legend says that long ago, so long that no one know was living then, terrible wars swept the civilized world, leaving vast wastelands where no man can live.

Before the wars began, man was ruler of the earth. But one result of the terrible wars was that creatures rose from the ashes of the unknown. The genes of the earth's animals and plants were altered, until strange, new creatures arose - creatures of the awesome power and fierceness and often great intelligence.

You have lived all your years among such creatures and among the strange artifacts - inexplicable, often dangerous- of the Ancients who created this now devastated civilization whose ruins you live among the world of Mutants & Machine-guns!

Designer's Note: This is Experimental Playground's first RPG so it will be different from the other product we produce, it is NOT a board game. Anyone who doesn't know what RPG is can go here for more explanation. Since we pretty much introduce board gaming to wide audience maybe we should write down something similar for RPG. For now please enjoy Mutants & Machine-guns!

If you do not have any idea about pocketmod, visit this place http://www.pocketmod.com/

Version history
Version 1.1
-Added in initiative rules
-Add critters

Version 1.2
-Fixed the stats description
-Lower TN difficulty by 1
-Full rest recovers full hp
-Standardise weapon & armour table
-Pocketmod version available

Version 1.3
-Took out additional eyes mutation
-Rewrite critical success & fumble rules
-Change and rewrite initiative rules

Version 1.3.1
-Change the paragraph font (Calibri;size 20)

Version 2.0
-Renaming the stats now called abilities
-Adding tokens, battlefield, character sheet (more like Experimental Playground huh)
-Change damage system and improved combat system
-Improved mutations

Download the game here
Mutants & Machine-guns v1.3
Mutants & Machine-guns pocketmod v1.3
Mutants & Machine-guns v1.3 (Spanish)
Mutantes & Ametralladoras v1.3 (Spanish)
Mutantes & Ametralladoras pocketmod v1.3 (Spanish)
Mutants & Machine-guns v1.3 (French)
Mutants & Machine-guns pocketmod v1.3 (French)
Mutants & Machine-guns v1.3.1
Mutants & Machine-guns pocketmod v1.3.1
Mutants and Machine-guns v2
Mutants and Machine-guns pocketmod v2
Mutants and Machine-guns v2 (Spanish)

or go to Mutants & Machine-guns v3 (draft)

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