Mutant Year Zero RPG - Core Rules
Roleplaying at the end of days
Mutant: Year Zero goes back to the origins of the Mutant franchise: role-playing after the Apocalypse. In this game, you play as one of The People - heavily mutated humans living in The Ark, a small and isolated settlement in a sea of chaos. The outside world is unknown to you, and so is your origin.
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.
The 272 page full colour hardcover core book contains everything you need for hundreds of hours of play.
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