Mutant Year Zero - Starter Booklet.pdf
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Starter Booklet
MUTATION MISFIRE TABLE
=
Your mutant powers run amok, and you suffer one point
of permanent trauma. You choose which attribute is af-
fected. At the same time, you develop a new mutation.
You suffer the effect of the mutation, and take as much
trauma as your target. If the mutation doesn’t cause
trauma, you get disoriented instead and can’t act at all
in the next turn.
The mutation consumes twice the amount of MP you
intended to spend on it – without increasing the effect.
You can’t drop below zero MP.
The mutation locks down after this use. You can’t use it
again for the rest of the session.
The mutation changes your appearance in some way.
You choose how. The effect is only cosmetic, but it is
permanent.
The mutation gets supercharged. You get back the MP
you just spent, and you can immediately – in the same
turn – activate the same mutation again, against the
same target or another.
2
3
4
5
/
MELEE WEAPONS
WEAPON
BONUS
DAMAGE
RANGE
COMMENT
Unarmed
Blunt Instrument
Bicycle Chain
Brass Knuckles
Scrap Knife
Baseball Bat
Bat with Spikes
Machete
Scrap Spear
Scrap Axe
—
+1
+1
+1
+1
+2
+2
+2
+1
+1
1
1
1
1
2
1
2
2
2
3
Arm’s Length
Arm’s Length
Near
Arm’s Length
Arm’s Length
Arm’s Length
Arm’s Length
Arm’s Length
Near
Arm’s Length
Jury-Rigged. Light weapon.
Jury-Rigged. Light weapon.
Can be found in the Zone.
Jury-Rigged.
Jury-Rigged.
Jury-Rigged.
Jury-Rigged. Heavy weapon.
RANGED WEAPONS
WEAPON
BONUS
DAMAGE
RANGE
COMMENT
Thrown Rock
Slingshot
Bow
Scrap Pistol
Scrap Derringer
Scrap Rifle
Flamethrower
Scrap Cannon
—
+1
+1
+1
+1
+1
+1
+1
1
1
1
2
1
2
2
4
Short
Short
Long
Short
Near
Long
Near
Long
Jury-Rigged.
Jury-Rigged.
Jury-Rigged.
Jury-Rigged. Light weapon.
Jury-Rigged.
Jury-Rigged. Heavy weapon.
Jury-Rigged. Can’t be carried.
PROJECT MANAGER & EDITOR
Tomas Härenstam
Chris Birch
WRITERS
CO-PUBLISHER
Tomas Härenstam (rules, A New Kind of Beast, The Skywheel),
Christian Granath (Animal Towers)
Simon Stålenhag
INTERIOR ART
COVER ART
LAYOUT & PREPRESS
Dan Algstrand
Tim Persson
T.R. Knight
Reine Rosenberg
TRANSLATION
GRAPHIC DESIGN
Christian Granath
PROOFREADING
Zenith Media
PRINT
978-1-910132-67-8
ISBN
© 2016 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.
Introduction
/
Starter Booklet
Welcome to the Starter Booklet for
Mutant: Year
Zero.
This booklet can be used in two different ways:
K
K
As a stand-alone introduction to
Mutant: Year
Zero.
The character playbooks in the center of
the booklet contain condensed rules for play-
ing the game. Using only this booklet and
some six-sided dice (preferably the custom
Mutant dice, but any dice will do in a pinch),
you can play an introductory game of
Mutant:
Year Zero
– perfect for cons or introducing
new players to the game!
As a Zone Compendium, for use with the full
Mutant: Year Zero
game. The main part of the
booklet describes three Special Zone Sectors
that you, the Gamemaster, can place any-
where you like on the Zone map.
introduction to
Mutant: Year Zero
and are designed
to be played in order. The first sector –
A New Kind
of Beast
– is written as a starting point of the game.
If you already have a
Mutant: Year Zero
campaign,
you can play these sectors in any order you like.
Every Special Zone Sector has a map overview,
which is available in two versions.
K
K
The GM map has small picture inlays show-
ing details of specific locations in the sector.
The player map does not include these inlays,
and can be shown to the players when the
PCs arrive in the sector. The player maps
can be found in the middle of this booklet,
and will be available to download from the
Modiphius website.
SPECIAL ZONE SECTORS
Special Zone Sectors are complete scenario loca-
tions and contain NPCs, conflicts and events for
the PCs to get involved in. There are a large num-
ber of Special Zone Sectors already published for
Mutant: Year Zero,
in the core book as well as in
previous Zone Compendia. The Special Zone Sec-
tors are generally stand-alone scenarios that can
be played in any order.
The three sectors in this booklet are a little
different – they are written to give you a good
ONLY FOR GAMEMASTERS!
The rest of this booklet is for the Game
master’s eyes only. If you are a player,
reading past this point might spoil the
fun for you and for the rest of the group.
The exception is the four character play
books in the center of the booklet – once
removed, players are free to read and use
them.
3
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