Mutant Year Zero - Zone Compendium 2 - Dead Blue Sea [MUH050183 oef 2015].pdf

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Dead Blue Sea
ZONE COMPENDIUM 2:
MAIN WRITER
Petter Bengtsson
OTHER WRITERS
Tomas Härenstam (Rules), Kosta Kostulas (Sea Monsters),
Victor Strömberg (Cryokinesis), Viggo Stahle (Human Toad)
PROJECT MANAGER & EDITOR
Tomas Härenstam
Chris Birch
ZONE MAP
CO-PUBLISHER
COVER ART
TRANSLATION
Ola Larsson
Johan Nohr
Martin Larsson
T.R. Knight
INTERIOR ART
Reine Rosenberg
GRAPHIC DESIGN
Christian Granath
Dan Algstrand
PROOFREADING
LAYOUT & PREPRESS
Zenith Media
PRINT
978-1-910132-40-1
ISBN
© 2015 Cabinet Licensing Inc. MUTANT and related logos, characters, names, and distinctive likenesses thereof
are trademarks of Cabinet Licensing Inc unless otherwise noted. Used with permission. All rights reserved.
Zone compendium 2
01
01
Introduction
The world has ended. The cities and nations created
by mankind are in ruins. Out on the oceans rusty
abandoned ships drift from coast to coast. Much of
what once lived in the depths is gone, but more and
more is slowly recovering. Whales, sharks and fish
once again roam the seas, but almost all marine life
has changed, mutated beyond recognition.
Your Ark is somewhere out on the endless waves,
a fixed point in your existence. You are the People,
a group of ocean dwelling mutants fighting to sur-
vive every day. Recently, you have started building
your first rafts to explore the watery world that sur-
rounds you.
It is said that you are the chosen ones, destined
to find Eden one day, the mythical place that is the
origin of all mutants. Perhaps this is true, perhaps
it is a fairy tale.
One thing is certain. Soon you will have to ex-
plore the waters around the Ark. Many speak of the
dawn of a new age, an age when everything will
change.
MUTANT: YEAR ZERO
AT SEA
Welcome to Zone Compendium 2. This book de-
scribes a new and different Zone for the game: the
Dead Blue Sea.
Most of the basic
Mutant: Year Zero
game can be used for gameplay at sea. At the same
time, there are some major differences in the
Dead
Blue Sea.
The very fact that the game is set at sea
changes the basic premise. Boats, rafts, driftwood,
oil rigs and many other things found at sea play a
major part. Other kinds of artifacts and phenomena
also become important.
The first part of the book describes the new
Zone, in which you may choose to run your cam-
paign, or have the player characters travel to.
Then comes the player section, with guidelines
on how to run a campaign out at sea, including
new mutations, new projects, boats and rules for
navigation.
Finally there is a Gamemaster section. It in-
cludes descriptions of ruins at sea, new artifacts
the PCs can find, new threats in the Zone and four
complete Special Zone Sectors. They follow the
same layout as the Zone Sectors in the
Mutant:
Year Zero
book. These locations can be placed in
any sector in any Zone you play in. Every Zone
Sector is described with a map or an exploded view,
available in two versions.
K
K
The Gamemaster map with detailed images
showing what hides in different places in the
sector.
The player map lacks these details and can be
displayed for the players when they arrive in
the sector. The player maps are collected at
the end of this book and are also available for
download from the Free League’s homepage.
2
Introduction
A WORLD OF WATER
The Zone is the ocean. But not the whole seem-
ingly endless expanse of water that according to
legend covers almost the whole world, it is simply
the surroundings that the People are familiar with.
This area can be crossed by raft or sailboat in a
day or two, depending on weather and wind. The
WARNING TO PLAYERS
This book is divided into three parts.
The player section follows this introduc-
tion, and can be read by the players. The
Gamemaster part, beginning on page 13,
is for the GM’s eyes only. Do not read it
if you plan on playing the Dead Blue Sea
– you’ll spoil the fun of discovering the
secrets in game.
world beyond is only known through the tales of
the Elder.
Clusters of oil rigs stand in several places in
the known waters. These massive facilities are plat-
forms used by mankind for centuries to extract oil,
a thick black sludge that was abundant once, deep
below the bottom of the sea. It is said this sludge
was so valuable that wars were fought by the An-
cients to secure their access to it. Perhaps there
is still someone extracting oil in the Zone: huge
ships have been seen moving around a few of the
oil rigs. They leave long black trails glistening with
oil across the water.
What lies far to the west and east, beyond the
charted waters, no one truly knows. Some of the
Chroniclers of the People speak of remote coast-
lines and the burned ruins of cities, miles and miles
across, other say there is nothing left out there but
water. Mutants of the People that venture far from
the Ark have not returned.
01
3
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