![]() ![]() ![]() The three Zone sectors described in the next chapter contain NPCs ready for use. Use the NPCs that your player characters have relationships to (see the playbooks), to create suspense and drama. NON-PLAYER CHARACTERS As the Gamemaster, you control acid rains, Zone monsters, and deadly automatons – but your most important tools are the nonplayer characters (NPCs). For full game rules, please see the Mutant: Year Zero core rulebook. Given the limited space, only a limited section of the game rules is covered. Each playbook includes a character sheet and condensed rules for creating a PC and for playing the game. Start playing A New Kind of Beast (page 14), the first of three Special Zone Sectors in this booklet.ĬHARACTER PLAYBOOKS The center of the booklet contains four character playbooks. Let the players choose among the four play books, and have them create their char acters according to the guidelines within. Decide on which sector (square on the map) to place the char acters’ settlement, the Ark, in. Choose jointly in the group which Zone map (there is one on each side) that you want to place your game in. Carefully remove the playbooks and the Zone map in the center of this booklet. GETTING STARTED To start playing Mutant: Year Zero, follow these simple steps: 1. The exception is the four character play books in the center of the booklet – once removed, players are free to read and use them. If you are a player, reading past this point might spoil the fun for you and for the rest of the group. ONLY FOR GAMEMASTERS! The rest of this booklet is for the Game master’s eyes only. The player maps can be found in the middle of this booklet, and will be available to download from the Modiphius website. KK The player map does not include these inlays, and can be shown to the players when the PCs arrive in the sector. ![]() The GM map has small picture inlays showing details of specific locations in the sector. Every Special Zone Sector has a map overview, which is available in two versions. ![]() If you already have a Mutant: Year Zero campaign, you can play these sectors in any order you like. The first sector – A New Kind of Beast – is written as a starting point of the game. Introduction to Mutant: Year Zero and are designed to be played in order. The three sectors in this booklet are a little different – they are written to give you a good The Special Zone Sectors are generally stand-alone scenarios that can be played in any order. There are a large number of Special Zone Sectors already published for Mutant: Year Zero, in the core book as well as in previous Zone Compendia. SPECIAL ZONE SECTORS Special Zone Sectors are complete scenario locations and contain NPCs, conflicts and events for the PCs to get involved in. The main part of the booklet describes three Special Zone Sectors that you, the Gamemaster, can place anywhere you like on the Zone map. 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! KK As a Zone Compendium, for use with the full Mutant: Year Zero game. The character playbooks in the center of the booklet contain condensed rules for playing the game. This booklet can be used in two different ways: As a stand-alone introduction to Mutant: Year Zero. Starter Booklet Welcome to the Starter Booklet for Mutant: Year Zero. MUTANT and related logos, characters, names, and distinctive likenesses thereof are trademarks of Cabinet Licensing Inc. Tomas Härenstam (rules, A New Kind of Beast, The Skywheel), Christian Granath (Animal Towers) 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. The effect is only cosmetic, but it is permanent. The mutation changes your appearance in some way. You can’t use it again for the rest of the session. The mutation consumes twice the amount of MP you intended to spend on it – without increasing the effect. If the mutation doesn’t cause trauma, you get disoriented instead and can’t act at all in the next turn. You suffer the effect of the mutation, and take as much trauma as your target. At the same time, you develop a new mutation. Your mutant powers run amok, and you suffer one point of permanent trauma. ![]()
0 Comments
Leave a Reply. |