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Mutant: Year Zero
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===Dice and Mechanics=== [[File:Mutant-year-zero.jpg|200px|thumb|right|We make this apocalypse look good.]] Mutant uses a simple [[dice pool]] mechanic similar to World of Darkness, except with d6's instead of d10's. You add up the number of points you have in a skill, its attached attribute, as well as any bonus dice from gear, and roll that many d6's. Any 6's rolled results in a success, but if you fail and Push the roll, any [[Fail|1's]] rolled have different additional results, all of them equally shitty, depending on which type of die rolled the 1 (attribute, skill, or equipment). A 1 on a base (attribute) dice results in trauma to that particular attribute (but also nets you a Mutation Point, so silver linings), and a 1 on a gear dice results in the gear in question becoming broken and its bonus reduced by a point. A 1 on a skill die doesn't do anything extra. Due to this, Modiphius sells special dice for Mutant with different colors for the dice (yellow for base dice, green for skill dice, and black for gear dice), and the "radiation" symbol in the 6's place, "biohazard" symbol in the 1's place on the base dice, and an explosion symbol in the 1's place on the gear dice; which you might be tempted to get if you don't play 40k and already have a metric fuckton of d6's of every shade of color conceivable lying around. Pushing, a mechanic familiar to Call of Cthulhu players, allows you to re-roll a check at the risk of [[Rock of Doom|harsher consequences]] beyond simply failure. You re-roll all the dice that weren't 6's or 1's, but this time 1's are extra bad (see above). Note this means you can push a roll you already succeeded to fish for extra 6's, as most skills grant additional benefits for each 6 rolled (like converting each additional 6 into another point of damage for the Fight skill, for example). Note, you get [[Rape|bent over]] for every 1 you roll, noted above, even if you succeed on the check. As a survival-genre game, your inventory is strictly enforced. The book straight up states that if it's not written down on your character sheet, you either lost it or it was stolen. Either way, you don't have it; keep better track of your shit. Your mutant has a number of inventory slots equal to double his Strength score (normal Strength, Damage doesn't reduce how much you can carry). Most items take up a single slot, heavy items take up 2 slots, light items take up 1/2 a slot, food and water take up 1/4 of a slot, and bullets (aka money) take up 1/20 of a slot. Doodads you find that don't actually do anything are freebies. Anything your character is too puny to carry can be stashed at your den at the Ark, but doing so leaves it vulnerable to the GM announcing Bobo the mutant hobo stole it while you were out exploring. Experience is gained by advancing your character's goals rather than by [[Murderhobo|murdering everything in sight]]. As such, you're supposed to come up with how you feel about your fellow PCs during character creation, as well as create two NPCs, one whom you hate and another whom you want to protect. You should also come up with your character's "Big Dream": what you want to accomplish more than anything else in life. At the end of each session you gain 1 exp if you: helped a buddy, dicked over someone you hate, made progress on your Big Dream, explored a Zone sector, or helped work on an Ark project. Note, that's 1 exp for the act, not 1 for each time you did it (exploring 5 Zone sectors is still only 1 exp, not 5). You can cash in 5 exp to buy either a new talent or another point in a skill.
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