Mutant Lord's Screen V1.1

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Score 3 4-5 6-8 9-12 13-15 16-17 18 19 20 21

STRENGTH Modifier to hit, damage, and forcing doors* -3 -2 -1 0 +1 +2 +3 +3 (+4 damage) +4 +4 (+5 damage)

Score 3 4-5 6-8 9-12 13-15 16-17 18 19 20 21

* All hits will do a minimum of 1 hit point of damage. Adjustments to hit and damage only applies to hand-to-hand combat.

Score 3 4-5 6-8 9-12 13-15 16-17 18 19 20 21

DEXTERITY Missile Armor Class Attack Modifier Modifier* +3 -3 +2 -2 +1 -1 0 0 -1 +1 -2 +2 -3 +3 -4 +3 -4 +4 -5 +4

Optional Initiative Modifier** -2 -1 -1 0 +1 +1 +2 +2 +3 +3

* These modifiers only apply to hit, not to damage. ** These adjustments are applied if the optional individual initiative rules are used.

CONSTITUTION Score 3 4-5 6-8 9-12 13-15 16-17 18 19 20 21

Poison Saving Radiation Saving Throw Adjustment Throw Adjustment -2 -3 -1 -2 0 -1 0 0 0 0 0 0 0 0 +1 0 +2 +1 +3 +2

Score 3 4-5 6-8 9-12 13-15 16-17 18 19 20 21

INTELLIGENCE Technology Roll Modifier -15% -10% -5% 0 +5% +10% +15% +20% +25% +30% CHARISMA Reaction Number of Adjustment Retainers +2 1 +1 2 +1 3 0 4 -1 5 -1 6 -2 7 -2 8 -3 9 -3 10

Retainer Morale 4 5 6 7 8 9 10 10 11 11

RACIAL MODIFIERS PC NPC Reaction Retainer Retainer Race* Race* Adjustment Adjustment Morale Adj. MH MA +1 +2 +1 MP +2 +3 +2 PH +1 +2 +1 MA MH +1 +2 +1 MP +2 +3 +2 PH +2 +3 +2 MP MH +2 +3 +2 MA +1 +2 +1 PH +3 +3 +3 PH MH +1 +2 +1 MA +2 +3 +2 MP +2 +3 +2 *mutant animal (MA); mutant human (MH); mutant plant (MP); pure human (PH) Note: All androids have a +3 to reaction adjustments and retainer adjustments to all other racial groups, meaning that androids are always met with intense suspicion.

COMBAT SEQUENCE

CHARACTER MELEE ATTACK TABLE

1. Players declare character movement or actions. 2. Initiative: 1d6 is rolled by each opposing side. 3. The winner of initiative acts first. The Mutant Lord may check morale for monsters. 4. Movements can be made. 5. Missile attack rolls are made, accounting for DEX adjustments, cover, and range. 6. Mental mutations and physical mutations with a range are employed. 7. Physical and mental combat occurs; attack and damage rolls are made, accounting for STR and other adjustments. 8. Other sides act through steps 4-7, in order of initiative. 9. When all sides of a conflict have acted and the combat will continue into the next round, the sequence begins again at step 1.

Attack Values: Roll 1d20 and hit the Armor Class with the listed value or higher

ARMOR CLASS Armor Type Plate-metal + Shield Plate-metal Chain-mail + Shield Chain-mail or Studded leather + Shield Studded leather or Leather + Shield Leather or Skins/Furs + Shield Skins/Furs or Shield only Unarmored

AC 2 3 4 5 6 7 8 9

MENTAL ATTACK TABLE Attacker's WIL

—— Defender's WIL ——

3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 3 10 11 12 13 14 15 16 17 18 19 20 F F F F F F F F 4 9 10 11 12 13 14 15 16 17 18 19 20 F F F F F F F 5 8 9 10 11 12 13 14 15 16 17 18 19 20 F F F F F F 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 F F F F F 7 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 F F F F 8 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 F F F 9 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 F F 10 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 F

PC Level 0 1-2 2 4 5 6 7-8 9 10-11 12 13 14 15 16 17 18 19

-2 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6

-1 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5

—— 0 1 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3

Armor Class —— 2 3 4 5 6 18 17 16 15 14 17 16 15 14 13 16 15 14 13 12 15 14 13 12 11 14 13 12 11 10 13 12 11 10 9 12 11 10 9 8 11 10 9 8 7 10 9 8 7 6 9 8 7 6 5 8 7 6 5 4 7 6 5 4 3 6 5 4 3 2 5 4 3 2 2 4 3 2 2 2 3 2 2 2 2 2 2 2 2 2

7 13 12 11 10 9 8 7 6 5 4 3 2 2 2 2 2 2

8 12 11 10 9 8 7 6 5 4 3 2 2 2 2 2 2 2

9 11 10 9 8 7 6 5 4 3 2 2 2 2 2 2 2 2

MISSILE AND THROWN WEAPON RANGES Attack Adjustment For Range +1 0 -1 Weapon Short Range Medium Range Long Range Axe Up to 10’ …to 20’ …to 30’ Bow, long Up to 70’ …to 140’ …to 210’ Bow, short Up to 50’ …to 100’ …to 150’ Crossbow Up to 80’ …to 160’ …to 240’ Dagger Up to 10’ …to 20’ …to 30’ Dart Up to 15’ …to 30’ …to 45’ Oil Up to 10’ …to 30’ …to 50’ Sling Up to 40’ …to 80’ …to 160’ Spear Up to 20’ …to 40’ …to 60’

11 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 12 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 1 19 13 S 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 14 S S 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 15 S S S 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 16 S S S S 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 17 S S S S S 1 2 3 4 5 6 7 8 9 10 11 12 13 14 18 S S S S S S 1 2 3 4 5 6 7 8 9 10 11 12 13 19 S S S S S S S 1 2 3 4 5 6 7 8 9 10 11 12 20 S S S S S S S S 1 2 3 4 5 6 7 8 9 10 11 21 S S S S S S S S S 1 2 3 4 5 6 7 8

9 10

MOVEMENT AND ENCUMBRANCE Turn Encounter Running Encumbrance* Movement Movement Movement Up to 40 lbs. 120’ 40’ per round 120’per round 41 to 60 lbs. 90’ 30’ per round 90’ per round 61 to 80 lbs. 60’ 20’ per round 60’ per round 81 to 160 lbs. 30’ 10’ per round 30’ per round *At the Mutant Lord’s discretion, a character wearing armor in addition to carrying weight of a given category will move at the speed listed for the next slowest category.

WEAPONS Cost (gp) 6 3 25 2 16 1 3

Weapon Axe Club Crossbow, heavy Heavy quarrels (10) and case Crossbow, light Light quarrels (10) and case Dagger Dart Flail Hammer, war Lance Longbow Quiver & arrows (20) Mace Morningstar Pick Pole Arm Quarterstaff Shortbow Quiver & arrows (20) Sling Bullets, sling (10) Spear Sword, long Sword, short Sword, two-handed Trident.

Variable Weight Damage (lbs.) 1d8 6 1d4 3 8 1d8 1 4 1d6 1 1d4 1

½ 3 7 7 40 5 5 5 5 7 2 25 5 2 nil 3 10 7 15 4

1d4 1d6 1d6 1d6 1d8 1d6 1d6 1d6 1d10 1d6 1d6 1d4 1d6 1d8 1d6 1d10 1d6

½ 5 5 10 3 3 3 6 3 15 4 2 3 0 5 6 4 2 15 4

ARMOR Cost (gp) 150 150 20 600 10 30 5 0

Armor Chain-mail armor Beast barding Leather armor Plate-metal armor Shield Studded leather armor Skins, Furs armor Unarmored

Armor Weight Class (lb.) 5 30 5 60 7 15 3 50 -1* 10 6 20 8 10 9 nil

* Using a shield reduces armor class by 1.

EXCHANGE VALUE Coins Copper Piece (cp) = Silver Piece (sp) = Gold Piece (gp) =

CP 1 10 100

SP 1/10 1 10

GP 1/100 1/10 1

ADVENTURING GEAR Cost Weight (lbs.) 2 gp 2 1 sp 5 5 sp 3 5 gp 5 2 gp — 10 cp — 1 gp ½ 30 gp 2 2 gp 5 3 cp 1½ 2 gp — 1 gp 4 5 sp 2 8 gp — 1 sp — 5 cp 20 9 gp 3 20 gp 1 15 gp 2 10 gp ½ 1 sp 1 4 sp — 2 sp — 3 gp 10 2 sp 8 2 sp 1 5 sp 1 1 gp 10 10 gp 5 2 sp ½ 1 sp ½ 25 gp 25 1 sp ½ 2 gp 8 1 gp 8 15 gp 1 3 sp 8 1 gp 4 1 gp ½

Gear Backpack (empty) Bedroll Blanket, winter Block and tackle Bottle, wine, glass Candles (10) Case, map Chain (10 ft.) Crowbar Flask (empty) Flint and steel Grappling hook Hammer Ink (1 oz. Vial) Quill pen Ladder, 10-foot Lantern Lock Manacles Mirror, small steel Oil (1-pint flask) Paper (sheet) Parchment (sheet) Pick, miner’s Pole, 10-foot wooden Rations, unpreserved (per day) Rations, trail (per day, preserved) Rope, hemp (50 ft.) Rope, silk (50 ft.) Sack, large (empty) Sack, small (empty) Saddle Saddle bag Spade or shovel Spikes, iron (12) Spyglass Torches (8) Waterskin/Wineskin Wine (2 pints)

MONSTER EXPERIENCE POINTS Bonus XP per Monster HD Base XP Mutation/ability Less than 1 5 1 1 10 3 1+ 15 6 2 20 9 2+ 35 12 3 50 15 3+ 65 35 4 80 55 4+ 140 75 5 200 150 5+ 260 200 6 320 250 6+ 380 300 7 440 350 7+ 500 400 8 560 500 8+ 620 600 9-10+ 1,000 700 11-12+ 1,200 800 13-16+ 1,500 900 17-20+ 2,250 1,000 21+* 3,000 2,000 *For monsters of HD 22 and higher, add a cumulative 250 XP for the Base and Bonus categories.

CHARACTER LEVEL PROGRESSION Experience Level 0 1 3,001 2 6,001 3 12,001 4 24,001 5 48,001 6 96,001 7 192,001 8 492,001 9 892,001 10 1,392,001 11 2,392,001* 12 *+1,000,000 for each level after level 12.

EXPERIENCE LEVEL BONUS Bonus Type Ability Bonus Roll d% Bonus Roll d6 Ability** 01-10 +1 damage* 1 STR 11-20 +1 attack per round 2 DEX 21-00 +1 to an ability 3 CON 4 INT 5 WIL 6 CHA *This bonus only applies to hand melee weapons. Any kind of gun, explosive, etc. does not apply. **Note that basic androids and synthetics may only increase INT, WIL, or CHA.

TECHNOLOGY CONDITION ROLL Functional on Roll d00 Condition Grade 1d20 01-10 5 1-19 11-20 4 1-16 21-30 3 1-12 31-50 2 1-8 51-70 1 1-4 71-00 0 Nonfunctional TECHNOLOGY DETERMINATION ROLL Base Class Roll Complexity Base Time Examples 25% 1 2 hours Slug guns, grenades, energy weapons,nonpowered armor 15% 2 3 hours Vehicles, robots, powered armor 5% 3 4 hours Computers, medical technology, other very complex technology

REPAIR ROLL The repair roll starts with the same base as the object’s original tech roll, modified in the following manner: • +20% familiarity bonus is added to the character’s INT Technology Roll Modifier. • Divide the character’s total Technology Roll Modifier bonus by the item’s complexity, rounding down. • Subtract 1 point for each point of condition below 5. • Add or subtract any other modifiers the ML deems appropriate. • Add this final modifier to the Base Roll shown in the Technology Rolls section above.

COMBAT SEQUENCE

CHARACTER MELEE ATTACK TABLE

1. Players declare character movement or actions. 2. Initiative: 1d6 is rolled by each opposing side. 3. The winner of initiative acts first. The Mutant Lord may check morale for monsters. 4. Movements can be made. 5. Missile attack rolls are made, accounting for DEX adjustments, cover, and range. 6. Mental mutations and physical mutations with a range are employed. 7. Physical and mental combat occurs; attack and damage rolls are made, accounting for STR and other adjustments. 8. Other sides act through steps 4-7, in order of initiative. 9. When all sides of a conflict have acted and the combat will continue into the next round, the sequence begins again at step 1.

Attack Values: Roll 1d20 and hit the Armor Class with the listed value or higher

ARMOR CLASS Armor Type Medium & Heavy EMA Advanced Metal, LazAb or Light & Scout EMA Plate-metal or Plastex Environmental Armor, Metal Insert or Plastic Plate Chain-mail or Ballistic Nylon Studded leather Leather Skins/Furs or Shield only* Unarmored

AC 1 2 3 4 5 6 7 8 9

* Using a shield reduces armor class by 1.

MENTAL ATTACK TABLE Attacker's WIL

—— Defender's WIL ——

3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 3 10 11 12 13 14 15 16 17 18 19 20 F F F F F F F F 4 9 10 11 12 13 14 15 16 17 18 19 20 F F F F F F F 5 8 9 10 11 12 13 14 15 16 17 18 19 20 F F F F F F 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 F F F F F 7 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 F F F F 8 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 F F F 9 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 F F 10 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 F 11 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 12 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 1 19 13 S 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 14 S S 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 15 S S S 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 16 S S S S 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 17 S S S S S 1 2 3 4 5 6 7 8 9 10 11 12 13 14 18 S S S S S S 1 2 3 4 5 6 7 8 9 10 11 12 13 19 S S S S S S S 1 2 3 4 5 6 7 8 9 10 11 12 20 S S S S S S S S 1 2 3 4 5 6 7 8 9 10 11 21 S S S S S S S S S 1 2 3 4 5 6 7 8

9 10

PC Level 0 1-2 2 4 5 6 7-8 9 10-11 12 13 14 15 16 17 18 19

Monster HD 1 or less 1+ - 2 2+ - 3 3+ - 4 4+ - 5 5+ - 6 6+ - 7 7+ - 9 9+ - 11 11+ - 13 13+ - 15 15+ - 17 17+ - 19 19+ - 21 21+

-2 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6

-1 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5

—— 0 1 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3

Armor Class —— 2 3 4 5 6 18 17 16 15 14 17 16 15 14 13 16 15 14 13 12 15 14 13 12 11 14 13 12 11 10 13 12 11 10 9 12 11 10 9 8 11 10 9 8 7 10 9 8 7 6 9 8 7 6 5 8 7 6 5 4 7 6 5 4 3 6 5 4 3 2 5 4 3 2 2 4 3 2 2 2 3 2 2 2 2 2 2 2 2 2

7 13 12 11 10 9 8 7 6 5 4 3 2 2 2 2 2 2

MONSTER ATTACK TABLE —— Attack Value for Armor Class -2 -1 0 1 2 3 4 5 6 7 20 20 20 19 18 17 16 15 14 13 20 20 19 18 17 16 15 14 13 12 20 19 18 17 16 15 14 13 12 11 19 18 17 16 15 14 13 12 11 10 18 17 16 15 14 13 12 11 10 9 17 16 15 14 13 12 11 10 9 8 16 15 14 13 12 11 10 9 8 7 15 14 13 12 11 10 9 8 7 6 14 13 12 11 10 9 8 7 6 5 13 12 11 10 9 8 7 6 5 4 12 11 10 9 8 7 6 5 4 3 11 10 9 8 7 6 5 4 3 2 10 9 8 7 6 5 4 3 2 2 9 8 7 6 5 4 3 2 2 2 8 7 6 5 4 3 2 2 2 2

8 12 11 10 9 8 7 6 5 4 3 2 2 2 2 2 2 2

9 11 10 9 8 7 6 5 4 3 2 2 2 2 2 2 2 2

—— 8 9 12 11 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 2 2 2 2 2 2 2 2 2

Level 0 1-3 4-6 7-9 10-12 13-15 16-18 19+

SAVING THROWS Poison or Stun Death Attacks Radiation 14 16 15 12 14 13 10 12 11 8 10 9 6 8 7 4 6 5 4 5 4 3 4 3

Energy Attacks 17 15 13 9 7 5 4 4

RADIATION CLASSES Fail Save Effects 1d6 damage 2d6 damage 3d6 damage 4d6 damage 5d6 damage 6d6 damage 7d6 damage 8d6 damage 9d6 damage 10d6 damage

Roll d10 Class 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10

Save Effects None Half damage Half damage Half damage Half damage Half damage Half damage Half damage Half damage Half damage

POISON CLASSES Roll d% Class Fail Save Effects 01-13 1 1d6 damage 14-23 2 2d6 damage 24-33 3 3d6 damage 34-43 4 4d6 damage 44-53 5 5d6 damage 54-63 6 6d6 damage 64-73 7 7d6 damage 74-83 8 8d6 damage 84-87 9 Sleep 2d4 rounds 88-89 10 Paralysis 1d6 rounds 90-91 11 Paralysis 2d6 rounds 92 93 94 95 96 97 98 99

12 13 14 15 16 17 18 19

Death Death Death Death Death Death Death Death

00

20

Death

Trigger Type Normal Automatic Rapid Fire

Save Effects Negates effect Half damage Half damage Half damage Half damage Half damage Half damage Half damage Negates effect Negates effect Movement half for 1d6 rounds 1d6 damage 2d6 damage 3d6 damage 4d6 damage 5d6 damage 7d6 damage 8d6 damage Paralysis 2d6 round Lose 1d6 CON (permanent)

FIREARMS Number of Shots per Round* 1 2 3

*Wh e n m u l t i p l e sh o t s are in di c a t e d , ch a r a c t e r s m a y op t to fire fe w e r ro u n d s . Ch a r a c t e r s wit h m o r e th a n on e att a c k p er ro u n d m a y fire th e w e a p o n on e ad d i t i o n a l ti m e ab o v e th e m a x i m u m list e d for ea c h a d d i ti o n a l att a c k . No t e th a t rel o a d i n g re q u i r e m e n t s m a y pre v e n t so m e w e a p o n s fro m firin g a d d i ti o n ti m e s in a ro u n d .

MISSILE AND THROWN WEAPON RANGES Attack Adjustment For Range +1 0 -1 Weapon Short Range Medium Range Long Range Axe Up to 10’ …to 20’ …to 30’ Bow, long Up to 70’ …to 140’ …to 210’ Bow, short Up to 50’ …to 100’ …to 150’ Crossbow Up to 80’ …to 160’ …to 240’ Dagger Up to 10’ …to 20’ …to 30’ Dart Up to 15’ …to 30’ …to 45’ Oil Up to 10’ …to 30’ …to 50’ Sling Up to 40’ …to 80’ …to 160’ Spear Up to 20’ …to 40’ …to 60’ MOVEMENT AND ENCUMBRANCE Turn Encounter Running Encumbrance* Movement Movement Movement Up to 40 lbs. 120’ 40’ per round 120’per round 41 to 60 lbs. 90’ 30’ per round 90’ per round 61 to 80 lbs. 60’ 20’ per round 60’ per round 81 to 160 lbs. 30’ 10’ per round 30’ per round *At the Mutant Lord’s discretion, a character wearing armor in addition to carrying weight of a given category will move at the speed listed for the next slowest category.

Roll 2 3-5 6-8 9-11 12

MONSTER REACTION Result Friendly, helpful Indifferent, uninterested Neutral, uncertain Unfriendly, may attack Hostile, attacks

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