Rules:
Doing stuff:
- Roll d20 equal to or over appropriate Ability Score.
- 20 is always a success & 1 always a failure.
- Only roll when the outcome is uncertain & a failure is interesting.
- Someone with an Advantage or Disadvantage when attempting a
save or attack may get to roll an additional die of the same size, taking the better
or worse result, respectively.
Turns:
- If it’s unclear on who acts first, the player characters must pass a DEX
Save to be able to act before their opponents.
- On their turn, characters can move & carry out one action, such as an attack.
Attacking:
- Roll the weapon’s Damage (dam) die or unarmed (d4), subtract the
result from target HP.
- Armor subtracts from Damage.
- If HP reaches 0, any remaining Damage is removed from the STR score.
- A STR Save is then required to avoid Critical Damage.
- Recover d6 HP after a short rest & some water or food.
(or meditation if you know that skill)
Critical Damage - Roll d6 to see what gets chopped or blown off:
1. K/O, 10 min
2. Terrible Scar!
3. Fingers, Toes, Teeth, Ear or Eye
4. Hand or Foot!
5. Arm or Leg!
6. Roll twice...
Death:
- A character dies at STR 0.
- At DEX 0 the character is paralysed.
- At WIL 0 the character is catatonic.
- They cannot act until healed & must be carried to safety.
- Attribute Loss recovers at 1 / day if recovering in a safe location.
Rest/Meditation:
- Recover d6 HP after a short rest & some water or food.
(or meditation if you know that skill)
- Attribute Loss recovers at 1 / day if recovering in a safe location.
This is a homebrew version of:
Mutants of IXX, Written & illustrated by Karl Stjernberg AKA @skullfungus.
Published using the Mark of the Odd Licence v 0.1
“Into the Odd” is created by Chris McDowall. http://www.bastionland.com/