Mutant year zero rpg pdf download
One by one, the People turn into something … different. Who - or what - is behind it all? Its visceral, dark broad strokes await for the details that you will insert. Your payment information is processed securely. We do not store credit card details nor have access to your credit card information.
If you have a problem with your order we will do everything we can to sort it out for you. Please note the following:. We will require photographic evidence of the damage. We have no control over this sorry! Create your account Lost password? First name. Last name. This game tells the origin story of the enclave humans, seeing themselves as the last torchbearers of human civilization. The four Houses of Warburg, Fortescue, Morningstar and Kilgore struggle for power in the Elysium I enclave, oblivious to a rising power that threatens to end their reign forever.
Mutant: Elysium can also be played as a stand-alone game. Made in Sweden. Mutant Year Zero: Road to Eden to strategiczna gra taktyczna ze starciami rozgrywanymi w systemie turowym. This page booklet is packed with thrilling scenario locations and useful tools for the the game. All human personnel is to be evacuated immediately from Production Facility Mechatron-7, on direct orders from the Noatun Central Command.
Control over Mechatron-7 is to be temporarily transferred to A. The air reeked of gunpowder and blood. She placed the butt of her heavy firearm against her shoulder and yet again took aim toward the ruined buildings down the hill.
Down there, between some decayed old car wrecks, lay three bodies. Careless enemies. Dead enemies. But there were more of them out there. She knew it. She wouldnt have to wait long.
As on cue, again they came storming through the Zone smog, roaring. They ran straight toward her foxhole. Soldier roared back and opened fire. The Game Music Handbook is for you. Back to login. Already have an account?
Login here. 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.
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. 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 page full colour hardcover core book contains everything you need for hundreds of hours of play. A series of expansions are already in development. The smaller expansions, called Zone Compendia, will each contain illustrated adventure locations in the Zone, extra mutations, artifacts, rules, and more. The major expansions will each focus on one new playable class: mutated animals, robots, then unmutated humans.
Each major expansion includes a campaign letting you play the origin story of the class, and then introduces the class into the game and into the Zone.
0コメント