// Mutants of IXX web app

Zenn

STR: 16 (d20 >= 4)

fighting, fortitude, physical prowess, withstanding radiation.

DEX: 11 (d20 >= 9)

sneaking, athletics, reflexes, slight of hand.

WIL: 12 (d20 >= 8)

hints, persuasion, shooting, knowledge, understanding ancient tech.

HP: 8

Armor: 1

Mutation Die: d4 (activates on 3-4)

Mutations:

  1.   Adrenaline boost

Specialities:

  1.   Lucky
  2.   Meditation
  3.   Kyudo (Zenn archery)

Stuff:

16

Retrieval odds: 7:8

  1.   1x Yumi (longbow)
  2.   20' Rope
  3.   1x Torch - does 1d4, bludgeoning/fire damage
  4.   8x Purple berry
  5.   1x Binoculars
  6.   16x Ya (arrow) - does 1d8, piercing damage

                    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/