Mechanics
Mechanics
Starting Characters
- Beginning Mutamon Trainers start with 22 attribute points and 20 skill points.
- Characters do not receive free skill specializations.
- For all purposes no attribute or skill can be purchased above level 6 except where noted.
- Mutamon Trainers may only purchase Normal attributes.
- All Normal attributes may be bought above 6 with the following exceptions: animal friendship, appearance, art of distraction, gun bunny, kensai, mechanical genius, organizational ties, wealth.
- Mutamon Trainers may only purchase Normal defects unless otherwise noted. Non Normal defects that may be taken: Hangar Queen, Special Requirement, Weak Point.
- The attribute Special Defense may not be used to negate damage.
- Weapon Attacks damage can not be raised above 15 x level of the attribute.
- All Secondary Weapon Attacks only cost 2pts per level and may be brought up to the same level as, but not exceed, the primary Weapon Attack.
- Force Fields damage reduction can not be raised above 15 x level of the attribute.
- The winner between attacker and defender in combat is whomever rolls less then the target value by the greatest amount. Whomever has the greatest Body, Mind or Soul stat wins ties.
Mutamon Trainer Attributes
Mutoid Companion
Cost: 1 points / level
Relevant Stat: none
Type: Normal, Technological
Linked: none
This attribute represents the acquisition of a 1st tier Mutoid. Such creatures are written up as follows.
- 6 points to spend on Body, Mind, and Soul
- May purchase up to 3 points in flaws to spend on normal attributes and Body, Mind, and Soul
- 10 skill points to spend on Mutoid Skills
- Must choose a physical type or types
- Automatically Gains the flaws
o Cannot Talk II
o Low Manual Dexterity I
Each level of the skill allows you to create another Mutoid companion. You may take this skill beyond level 6.
Mutamon Trainer
Cost: 2 points / level [6 levels]
Relevant Stat: Soul
Type: Normal
Linked: none
Each level grants one of the following abilities:
- Analyze Mutamon: The Trainer can discern facts about opposing Mutamon. This is an opposed [if trainer present] Animal Training + Soul roll.
- Mutamatch Motto: Once per match the trainer may provide a moral boost, which causes his own Mutamon to gain 5 energy and the opposing Mutamon to lose 5 energy.
- Mutamon Breeder: The trainer is highly skilled in the selective breeding of Mutamon for desirable traits.
- Mutamon Dietician: The trainers care and feeding help his Mutamon grow strong; they recover Health and Energy twice as fast, and resist disease well. This can combine with Mutamon Nurse for a total of x5.
- Motivation: The trainer motivates the mutoid to do its best. A successful Animal Training check and the cost of 5 energy confers one of the following bonuses: Heal the Mutamon 5 health, or give +1 ACV or +1 DCV for one turn.
- Discipline Routine: A 1-hour training session and 5 energy from both trainer and Mutamon grants the Mutamon +1 initiative and +1 DCV for 24 hours.
- Ferocity Routine: A 1-hour training session and 5 energy from both trainer and Mutamon grants the Mutamon +2 damage and +1 ACV for 24 hours.
- Tactics: As long as the Trainer can observe the Match and shout orders, the Mutamon gains a +2 on Initiative.
- Nurse Mutamon: The trainer has a powerful knack for tending Mutamon injuries. Under his care, Mutamon heal three times faster. This can combine with Mutamon Dietician for a total of x5.
- Countermand: Once per match the trainer may spend 5 energy. Roll opposed Soul + Animal Training; success means the target trainers active mutamon trainer abilities are undone.
Mutamon Power
Cost: 5 points / level [6 levels]
Relevant Stat: none
Type: Normal
Linked: Mutamon Trainer
It must be noted that all special attributes are linked to Mutamon Power meaning that a Mutoid with Mutamon Power II can only purchase special attributes at second level (This includes abilities bought with magic).
- +10 pts to be spent on Body, Mind, Soul and Attributes.
- +10 skill points
- +5 points can be attained from flaws that can be spent on anything.
Furthermore all Mutamon with ‘Mutamon Power’ automatically receive Marked I.
All Secondary instances of Mutamon Power only cost 2pts per level and may be brought up to the same level as, but not exceed, the primary Mutamon Power
Mutamon Attributes
Immunity
Cost: 5 points / level [6 levels]
Relevant Stat: none
Type: Universal
Linked: Mutamon Power
Each level confers total damage immunity to a selected source. Sources are: falling damage, crashing damage, the elemental attributes and the natural weapons.
Defects
Low Manual Dexterity
Type: Normal
The character has reduced articulation in its extremities. most animals have this flaw along with robots that have fifties era pincer hands.
1- The character has articulating fingers/ jointed extremities but they are not very poseable. Character has as much fine manipulation as a person with hands but no thumbs.
2- The character has no fine manipulation. They are able to pick up objects and hold onto them but not much else.
Skill Costs
Skills for Trainers
| Acrobatics – 4 | Animal Training – 6 |
| Architect – 1 | Artisan – 3 |
| Awareness – 3 | Biological Sciences -1 |
| Boating – 1 | Burglary – 3 |
| Business Management – 1 | Computers – 2 |
| Controlled Breathing – 3 | Cooking – 2 |
| Cultural Arts – 1 | Demolitions – 2 |
| Disguise – 3 | Driving – 1 |
| Electronics – 3 | Forgery – 4 |
| Gaming – 1 | Interrogation – 3 |
| Intimidation – 2 | Law – 2 |
| Linguistics – 1 | Mechanics – 4 |
| Medical – 4 | Military Sciences – 1 |
| Navigation – 4 | Performing Arts – 2 |
| Physical Sciences – 1 | Piloting – 1 |
| Poisons – 5 | Police Sciences – 1 |
| Riding – 4 | Seduction – 2 |
| Slight of Hand – 5 | Social Sciences – 1 |
| Sports – 2 | Stealth – 5 |
| Swimming – 4 | Urban Survival – 5 |
| Urban Tracking – 4 | Visual Arts – 2 |
| Wilderness Survival – 4 | Wilderness Tracking – 3 |
| Writing – 1 | Archery – 2 |
| Gun Combat – 5 | Heavy Weapons – 5 |
| Melee Attack – 3 | Melee Defense – 4 |
| Ranged Defense – 4 | Thrown Weapons – 3 |
| Unarmed Attack – 4 | Unarmed Defense – 4 |
Skills for Mutamon
| Acrobatics- 4 | Controlled Breathing– 3 |
| Intimidation- 4 | Stealth- 4 |
| Swimming- 3 | Wilderness Survival- 2 |
| Wilderness Tracking- 2 | Natural Weapon Attack- 6 |
| Natural Weapon Defense- 6 | Elemental Attack- 6 |
| Elemental Defense- 6 |
New Skill Descriptions
Natural Weapon Attack
Specializations: Claws, Teeth, Tentacle
The ability to attack with natural weapon attacks.
Natural Weapon Defense
Specializations: Claws, Teeth, Tentacle
The ability to defend against natural Weapon attacks
Elemental Attack
Specializations: Close Range, Area attacks, Beams
The ability to attack with elemental special attacks.
Elemental Defense
Specializations: Close Range, Area attacks, Beams
The ability to defend against elemental special attacks.
Awareness
Specializations: Hearing, Surprises, Urban Environments
Being mindful of ones surroundings and noticing details.
Urban Survival
Specializations: Specific cities, Finding food, Finding shelter
The ability to find food, shelter, and to identify and avoid natural hazards in man made environments.
Personal Gear
Most chemicals are, barring special rules, allowed during sanctioned matches while items marked ‘(F)’ are forbidden. Items marked (D) do not stack thier effects but isntead extend the duration by each dose. The negative effects are added together and applied once the duration expires.
Minor Items
- First Aid™ (6 doses; dose recovers 5 health)
- Second Aid™ (3 doses; dose recovers 10 health)
- PEP™ (6 doses; dose recovers 5 energy)
- VIM™ (3 doses; dose recovers 10 energy)
- Zip (+1 Initiative for 10 turns.) (D)
- Smelling Salts (Awakens Mutoid from shock test failure)
- Compress (+5 DR for 10 turns. On turn 11 take 5 Ep damage.) (D)
- Panacea (Removes contagion and burning weapon attack effects.)
- Mutamon Battle Armor (Heavy armor I; Partial area)
- Simple Street weapon (Such as a knife)
- Simple Street vehicle (Such as a Bike)
- Simple Special Requirement (5 doses, like cigarettes)
- Simple training tools (Fetch Balls, Ropes, ramps)
- Food and Drink (Mutamon and Trainer for three days)
Major Items
- Vigor (+30 Hp capacity for 10 minutes. -1 Body for 1 hour.) (D)
- Rigor (+30 Ep capacity for 10 minutes. -1 Mind for 1 hour.) (D)
- ZOOM!(Grant Speed +1, +1 Initiative, +1 DCV for 10 turns. On turn 11 take 10 Hp and Ep Dmg) (D)
- Expresso (Ignore shock value test for 1 hour. Afterward take 15 Ep dmg.)
- Psystimulant (-3 cost to all energy costs for 10 turns. after turn 11 take 20 Ep damage and 5 Hp dmg.)(F) (D)
- Berserk (+1 Super Strength, +1 ACV for 10 turns. On turn 11 take 20 Hp dmg.) (D) (F)
- Angels Kiss (Revive deceased Mutoid. -1 penalty to 3 stats for 1 month.)(Worth two major item slots.)
- Mutoid Database Uplink (Access MAD database)
- Exotic Training tools (Such as Psychic Instruments)
- Rare Special requirement (3 doses, like drugs)
- Street Weapon (such as a gun or sword)
- Street vehicle (such as motorbike)
- Safehouse (Such as an apartment, or old building)
Physical Type
Those who have advantage receive a -2 bonus to their attack rolls and a –2 bonus on defensive rolls. Multiple bonuses do not stack.

- Amphibia- Animals that are distinguished by a body cold and generally naked; stern and expressive countenance; harsh voice; mostly lurid color; filthy odor; a few are furnished with a horrid poison; all have cartilaginous bones, slow circulation, exquisite sight and hearing, large pulmonary vessels, lobate liver, oblong thick stomach, and cystic, hepatic, and pancreatic ducts: they are deficient in diaphragm, do not transpire (sweat), can live a long time without food, are tenacious of life, and have the power of reproducing parts which have been destroyed or lost; some undergo a metamorphosis; some cast (shed) their skin; some appear to live promiscuously on land or in the water, and some are torpid during the winter.
- Aves- A beautiful and cheerful portion of created nature consisting of animals having a body covered with feathers and down; protracted and naked jaws (the beak), two wings formed for flight, and two feet. They are areal, vocal, swift and light, and destitute of external ears, lips, teeth, scrotum, womb, bladder, epiglottis, corpus callosum and its arch, and diaphragm.
- Insecta- A very numerous and various class consisting of small animals, breathing through lateral spiracles, armed on all sides with a bony skin, or covered with hair; furnished with many feet, and moveable antennae (or horns), which project from the head, and are the probable instruments of sensation. [bugs and shit, they got limbs]
- Mammalia- Animals that suckle their young by means of lactiferous teats. In external and internal structure they resemble man: most of them are quadrupeds; and with man, their natural enemy, inhabit the surface of the Earth. The largest, though fewest in number, inhabit the ocean.
- Pisces- Always inhabiting the waters; are swift in their motion and voracious in their appetites. They breathe by means of gills, which are generally united by a bony arch; swim by means of radiate fins, and are mostly covered over with cartilaginous scales. Besides they parts they have in common with other animals, they are furnished with a nictitant membrane, and most of them with an swim-blader, by the contraction or dilatation of which, they can raise or sink themselves in their element at pleasure. [fish]
- Plantae- Precise definitions of the kingdom vary, but as the term is used here, plants include familiar organisms such as trees, flowers, herbs, bushes, grasses, vines, ferns, mosses, and green algae. They obtain most of their energy from sunlight via photosynthesis using chlorophyll contained in chloroplasts, which gives them their green color. Some plants are parasitic and may not produce normal amounts of chlorophyll or photosynthesize.
- Vermes- Animals of slow motion, soft substance, able to increase their bulk and restore parts which have been destroyed, extremely tenacious of life, and the inhabitants of moist places. Many of them are without a distinct head, and most of them without feet. They are principally distinguished by their tentacles (or feelers). By the Ancients they were not improperly called imperfect animals, as being destitute of ears, nose, head, eyes and legs; and are therefore totally distinct from Insects. [worms, jellyfish, starfish, slugs, clams, coral]
Elemental Type
Mutamon with advantage deals not only +5 damage when attacking but also gains +5 to the armor rating against the disadvantaged Mutamon. Unlike the Circle of Life chart these bonuses do stack.










