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Mutant: Year Zero

Mutant: Year Zero

2–6 Spieler 2014

Über dieses Spiel

Mutant: Year Zero takes you to the world after the great Apocalypse. Humanity’s proud civilization has fallen. The cities are dead wastelands, winds sweeping along empty streets turned into graveyards. But life ­remains. Among the ruins, the People live. You are the heirs of humanity – but not quite human anymore. Your bodies and minds are capable of superhuman feats. You are mutants.

Kategorien

Survival Sci-fi Post-Apocalyptic

Mechaniken

D6 System

How to play Mutant: Year Zero

Mutant: Year Zero utilizes a fast and effective character generation system, using archetypal roles such as the Crusher, the Gearhead, the Fixer, the Dog Handler, and the Chronicler. The main mechanic within the game is a skill and conflict system that makes you push yourself to the limit, and beyond. The rules system highlights two main themes: mutation and resource management. Every bullet counts!

Roles

Boss

Boss

Human civilization may have collapsed, but the world hasn’t ended equally for all. Some lead and others follow - now as in the Old Age. You lead.

Chronicler

Chronicler

Everything must be recorded. All the People do must be taken note of, nothing forgotten. The most gifted among you are made Chroniclers.

Dog Handler

Dog Handler

You can’t even remember how your sorry excuse for a dog became yours, but now it’s worth more to you than any mutant. You live in a symbiotic mutual dependency.

Enforcer

Enforcer

As long as you can remember, you have been fighting. You have learned the fighter’s secret: It’s not about who is the strongest. It’s about who will never quit.

Fixer

Fixer

Bullets? Grub? Water? Artifacts? Whatever people want, you can get it. Somehow. Seeing the needs of others and fulfilling them, that has been your strategy for survival as long as you can remember.

Gearhead

Gearhead

For other people, the Zone is an empty wasteland, littered with useless scrap and garbage. For you, it’s a gold mine that is never depleted. There are remains from the Old Age everywhere, broken technical wonders.

Grunt

Grunt

It feels good to work hard. To toil with your bare hands, to have a purpose. To build something new among the ruins, among your fellow mutants.

Stalker

Stalker

Only you know the way through the Zone, the safe paths crossing the gravelands of the Old Age. You know where the artifacts are hidden, you know where the monsters roam. You are a Stalker.

Häufig gestellte Fragen

What supplies do I need to play Mutant: Year Zero?
Obviously this will vary from table to table, but here are some good places to start! If your game is played in person, most likely you will want to get a set of dice, something to write with, and paper to take notes. If your game is hosted online instead, you will probably need to make accounts on a few sites for things like character sheets, access to the Virtual Tabletop for maps and tokens, and sites like Discord or Zoom for video/voice calls during the session. You won't always need to have the rulebooks to start, but if you want to read through them to make sure you know all the rules, this might also be a good option.
What if I'm not comfortable with certain themes or content in Mutant: Year Zero?
Tabletop Roleplaying Games can cover an impressive range of topics and styles, including violence, horror, romance, and many many more! However, if there are specific themes or content that you’re uncomfortable with, let your group and GM know before the game, and have an open conversation about these topics. Any group worth playing with should be respectful and understanding of your concerns and the game can be adjusted so everyone is having fun. Many tables also use “Safety Tools” which help ensure that these conversations are handled easily, and everyone has a voice at the table.
What dice do you use in Mutant: Year Zero?
Mutant: Year Zero uses regular six sided dice, or d6s, for its rolls.
Where does Mutant: Year Zero take place?
Mutant: Year Zero has two major game environments, each with its own style of play: The Ark, your home in the dawnworld. A nest of intrigue and Lord of the Flies-style power struggles, it’s far from a safe haven. But it’s the only home you know, and just maybe the cradle of a new civilization. The game rules let you improve and develop the Ark in the areas of Warfare, Food Supply, Technology, and Culture. It is up to you, the players, to decide which projects to embark on. The Zone, wastelands outside the Ark. You will venture into the Zone in search of food, artifacts, other mutants, and knowledge – not least about The People’s own origin. The game includes two maps of example Zones; London and New York and a plethora of tables and other tools to let the GM populate its sectors with mutants, deadly monsters and bizarre phenomena. Where in the world the Zone and the Ark are located is up to you – why not play in a post-apocalyptic version of your own home town? The modular approach of this game lets you place all of the campaign material wherever you like.
Is there more content for Mutant: Year Zero?
Mutant: Year Zero is just the beginning. The first major expansion Mutant: Genlab Alpha expands the rules to cover mutated animals and exploring the background of these mutants in a full length campaign. Mutant: Genlab Alpha is a complete stand-alone game, you only need the book to play but can also be combined with Mutant: Year Zero. Mutant: Mechatron is the second major stand-alone expansion, covering robots and machine beings, complete with a full length campaign. Finally, Mutant: Elysium completes the quartet of stand-alone games in the Mutant universe, exploring the story of the humans of the Old Age who survived the Apocalypse in vast underground enclaves

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