Fundamental-Mechanics

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1 Generate RANDOM stat scores by rolling 4d6, dropping the lowest die and summing the remaining three. Assign to one stat of your choice. Repeat twice more. The three attributes are Strength (STR), Dexterity (DEX) and Mind. There are modifiers associated to efforts of your PC to affect the environment (eg. fighting, lifting, bribing, etc) of the attributes – OR -

2 POINT TRADE each stat, all beginning at 11. Trade points from one stat to another up & down to minimums/maximums allowed by the GM.

3 Pick a starting RACE.

4 SIZE plays a significant factor when critters interact (fight, and give chase) or run a ‘race’. Smaller creatures are more ‘nimble’ in general but slower overall and the reverse is applied to larger things – big stride but a bit more clumsy. Beginning pure human PC’s are medium; all mutants may choose to begin as either small or medium.

5 Select one SKILL to be primary (except Humans, who select two). This skill starts at +3. All other skills start at +1. Your primary skill(s) always increase +1 each level. Choose five remaining skills to benefit a +1 increase (your choice which ones) every even numbered level (i.e. 2, 4, 6, etc.). The skills are:

Communication—Negotiation, diplomacy, lying, inspiring, etc.
Fighting—Melee attacks, defending oneself from all incoming attacks
Knowledge—Area knowledge, history, book learning, etc.
Perception—Seeing, hearing, smelling, tasting, touching, misc. senses
Physical—Lifting, climbing, swimming, smashing stuff, etc.
Shooting—Missile attacks (hi & lo tech), thrown weapons, etc.
Sneak—Being quiet, hiding, picking locks or pockets, etc.
Survival—Land navigation, tracking, hunting, spelunking, etc.
Technical—Using, repairing and modifying equipment (basic, hybrid, relic)

One of the key differences between the d20 skill system and Muttd20 is that the attribute modifier can change. That’s an important distinction; it makes this system much more powerful and flexible. It means that nine skills can cover the entire D&D skillset, and more. One thing that is important to emphasize is that the attribute modifier can be different for different characters, even if they’re doing the same task.

Here’s another example: Climbing. In D&D, that’s a skill modified by STR. That’s good if you’re a Fighter, but not so good if you’re a Wizard. In Muttd20, the character could use Phys+STR (“I pull myself up”), Phys+DEX (“I nimbly climb the cliff face”), Phys+MIND (“I take my time, working out the best route and carefully testing each handhold”) or even Sub+STR (“I climb, quietly”). That adds much more flavour to the game and encourages each player to find their own, unique, solution.

6 Determine HIT POINTS FORMULA.

7 The CURRENCY of the wasteland is clink (a collection of random coin & baubles but not valued exactly for the weight of gold, silver or carats- it’s just more convenient than bartering loot for chickens and bags of flour). All characters start with 25 Cl (abbreviated).

8 All PC’s begin with a standard GEAR PACKAGE (or kit).

9 ENCUMBRANCE Characters may carry a number of items equal to their STR score without being encumbered (aka: Eslots). Several smaller items can be combined in a bag or pouch as a single item (i.e. 6 grenades, 10 power cells, 10 drugs, 100 clink etc.).

At the GM’s direction, larger items may count as two or more items. 6 items are always immediately accessible (in an encounter), the rest is secured in flaps, pockets, or sacks which require a few rounds to retrieve. When choosing to carry way too much, start encumbrance penalty as -2 to ALL rolls, speed at ⅔ (eg 66%: 30 ft down to 20 ft). GM arbiters when worse penalties should apply.

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Fundamental-Mechanics

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