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Mutant: Year Zero Core Rulebook + PDF

wiek:
14+
liczba graczy:
2-6
język:
angielski
kraj produkcji:
Litwa
9781910132180

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.

Winner of a Silver ENNIE Award for Best Rules 2015 & awarded Best RPG at UK Game Expo 2015.

 

Mutant: Year Zero Core Rulebook

'Probably the best post-apocalyptic RPG on the market. Full stop.'
- RPGNet review

'The rules support and create campaign play. Intrigues start, threats arise, opportunities and challenges appear, without GM having to make it all up.'
- The Fenix gaming magazine

Of course the world ends. It was always just a question of time. When it’s all over, Earth is still. Nature invades the ruined cities. Winds sweep through empty streets, turned into graveyards. Yet life remains. In the Ark, a small settlement on the edge of a dead town, the People live. You are the spawn of humanity, but not human anymore. You are twisted funhouse images, mutated freaks. Your bodies and minds have incredible powers, but you are unstable. Fragile. None of the People are over 30 years old.

Except the Elder. Your leader, but not like you. One of the Ancients. He has always warned you: Stay on your guard, stay in the Ark, or the Rot will get you. Or worse. So far, you have obeyed him. Chased off every stranger who came close to the Ark. Few dared to go out into the Zone. That is what the Elder calls the outside world.

But the safe days are over. Resources are running scarce, and the fight for what’s left is turning violent. It’s time to venture out. To explore the Zone, to search for artifacts, for knowledge. To build, grow the land, seek out others, create a new civilization on the ruins of the old. Seek your origin. Maybe, one day, you will find Eden of the legends, the Ancients’ haven in the middle of hell. That’s where salvation and truth await, the stories say.

Maybe it’s all fairytales. It doesn’t matter. You have no choice. This is the beginning.

Cover of Mutant Year Zero gamebook
Artwork from the gamebook Mutant Mechatron presenting a bunch of mutant kids and and abandoned cars

The book contains:

  • A fast and effective character generation system, using archetypal roles such as the Crusher, the Gearhead, the Fixer, the Dog Handler and the Chronicler.

  • Unstoppable but highly unpredictable mutant powers, such as Flame Breather, Insect Wings, Human Magnet, and Pathokinesis.

  • 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!

  • Rules for developing the Ark (“base building”) and exploring the Zone (“gridcrawling”).

  • A rich story generation system, helping the GM instantly create threats to the Ark as well as locations and events in the Zone.

  • An illustrated bestiary of humanoids, mutated monsters and Zone phenomena.

  • An extensive collection of artifacts for the characters to find in the Zone.

  • Five complete and ready-to-use “Special Zone Sectors”. These are scenario locations with NPCs, backstory and suggested events. These Special Zone Sectors, which each come with an illustrative map, can be placed anywhere in the Zone by the GM.

  • A campaign outline, called “The Path to Eden”, including backstory, NPCs, player handouts, and a campaign finale described in detail.

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