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.
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