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Mutant: Year Zero
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===Player characters=== Players of M:Y0 play mutants (duh), or as they refer to themselves, the People. The Elder has been warning you your entire life (you're not exactly sure how long that's been) to stay safe and sound in the Ark. Well now he's in the post-apocalyptic geriatric ward, and you're running out of food and non-contaminated water. This coupled with your inability to make babies has led you to make the obvious decision: it's time to go out into the Zone to find Eden, the [[Magical Realm|magical holy land of happiness and rainbows]] that'll save your people... maybe. The Elder has been telling you about it since you were a kid, and now it's time to find out if it was all just a load of bullshit. But you don't really have many other options at this point. ====Roles==== Every mutant gets a role, even the NPCs. As opposed to character classes in [[Dungeons & Dragons|other games]] which grant you numerous features that get progressively more powerful as your character advances, roles in Mutant grant you access to a single skill. While this may make it seem like role isn't especially important by comparison, each of the skills granted by your role are very useful. Each role also has a Key Attribute that allows you to begin with said attribute at 5. There is also a selection of Talents that are limited to certain roles. *'''[[Fighter|Enforcer]]:''' Your bog-standard close combat face-puncher. Has the Intimidate skill which is actually far more useful than it sounds since trauma directly reduces base attributes. You can Intimidate someone to do what you want, but it can also inflict Doubt so you can literally scare someone to death. *'''[[Tech Priest|Gearhead]]:''' Repairs all the group's shit when it inevitably breaks. Not to be confused with the Fixer, who does not, in fact, fix anything. Gains the Jury-Rig skill which, as previously mentioned, fixes broken stuff, but also allows you to craft items whole-cloth out of the miscellaneous junk you find lying around. *'''[[Ranger|Stalker]]:''' Most RPGs borderline require at least one person to play some form of healer. Mutant practically requires someone play a Stalker if your group plans on ever going into the Zone. Gains the Find the Path skill which not only helps you actually find artifacts in the Zone (you have to damn near trip over them to find any otherwise), but more importantly allows your group to enter a Zone square without wandering face first into whatever horrible monstrosity happens to be hanging out there. *'''Fixer:''' Combination used car salesman and drug dealer, the Fixer gets the Make a Deal skill. This allows you to, as the skill says, make a deal to get access to items. Though there are restrictions on what you can wheel and deal to get, it's worth noting that success on the skill just allows you to know where/how to get the item(s). You still have to actually obtain it, though how you do so is up to you. The GM is strictly encouraged to not make this easy. *'''Dog Handler:''' The first pet class. You have a dog that you probably like better than your fellow PCs. Can use the Sic a Dog skill to make your pooch do stuff for you (like track or bite people), and you can play with your dog to regain Empathy rather than spend time with actual other people. While this might sound like all the same reasons Beastmaster Ranger sucks in [[4e]] and [[5e]] D&D, consider that all options you utilize your [[meme|doge]] for are all based on the Sic a Dog skill, allowing you to effectively level up multiple skills at once rather than increase multiple different skills. *'''[[Bard|Chronicler]]:''' Has been writing down everything the Elder's been talking about in his notepad. Functions as the team "buffer/de-buffer" with the Inspire skill by telling you Aesop's fables. *'''Boss:''' The other pet class. Instead of a dog, comes with a gang of goons to do your dirty work for you. Can use the Command skill to order your thugs around, as well as recruit more. *'''Slave:''' It feels good to be a slave. Has quite possibly one of the best skills in the game, Shake it Off. Any time you take trauma of any type, you can pull a Taylor Swift and roll to negate it. Your life is so shitty, any additional shit just doesn't bother you. ====Mutations==== To help you survive in the Zone, your mutant comes with Mutations (surprise!). These are always random, but very powerful. They allow you to do all sorts of things like fly, crawl on walls, turn invisible, possess extra arms, breathe fire, heal from sunlight like Superman, and sniff out a trail like a damn bloodhound. Using them requires Mutation Points (MP), which you gain at the top of each session and refill during game by pushing die rolls. Every time you use them, there's a chance that you'll gain an additional mutation. The downside of this is that every time you do, [[Grimdark|your attributes/health permanently go down]]. Dem's da brakes.
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