jeudi 18 décembre 2014

Mutant: Year Zero

Has anyone heard much about Mutant: Year Zero? It the latest iteration of a classic Swedish RPG that has been translated into English and published through Modiphius. I believe it was the RPG from which Mutant Chronicles was spawned from.



I saw it on RPGnet and have been doing some digging. his led me to buying the PDF. I am impressed with what I have seen so far. There is a very cool trailer here.







The book is 270 pages long but the pages have generous white space (I think the Swedish version is actually graphic novel sized). The production values (in true European RPG style) are through the roof, with a single artist used throughout and many illustrations. His art is high quality and in the style of Mike Mignola and Charlie Adlard, which seem perfect for the game.



Page sample: http://ift.tt/1z9rRkE

Art sample: http://ift.tt/1v4VAF1



The set up is that the PCs are all mutants that are emerging from an Ark into the dangerous world outside called the Zone. The game is flexible to handle pretty much any post apocalyptic set up. There is a metaplot (contained in the last chapter only) which can be used much like a Plot Point campaign in Savage Worlds. It also discusses other metaplots including those of your own making.



The system is simple - 4 attributes (with 4 damage tracks), 12 skills (and 8 calls specific skills), talents and mutant powers. You roll a number of d6s equal to attribute + skill and need a 6 to succeed. You can also push rolls, rerolling all dice that number between 2 to 5 to get more 6s. All 1s rolled on a pushed roll cause trauma and grant mutant points that are used to power mutations.



There are special dice which have symbols for 1s and 6s, but they aren't necessary. There are also cards for mutations, threats and artifacts, though these are all contained in the book and can be randomly distributed by rolling on tables.



PCs are from 1 of 8 classes. These basically grant a unique special skill (Bosses get Command, Enforcers get Intimidation) and access to three unique talents. The rest of the class information is similar to D&D5e's traits, providing guidance on the PC's relationships and goals.



Character Class sample: http://ift.tt/1z9rRkK



There is extensive support for travelling the Zone. This is much like a hex crawl, with many random tables :) The game comes with a poster map for London and New York, though these are both in the end papers of the book too.



There is also support for the Ark's development. The players are able to direct how the Ark manages it resources and what projects it develops (hospitals, slave markets, statues, democracy etc). These resources are countered by the many on-going threats to the Ark. I really liked how artifacts grant the PC who owns it benefits, but it given tot he Ark for society-wide benefits too.



The end results seems to be superbly presented, mechanically simple post-apocalyptic RPG. It has a ready to run campaign (that can be ignored). The focus is on player driven sandbox play, reducing the GM prep load considerably. Mostly the GM has to just create special sector zones, being fleshed out places in the Zone. There are five of these in the book and they have some amazing imagery attached:



Map sample (in Swedish sorry): http://ift.tt/1z9rRkO





Mutant: Year Zero

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