top of page

Mutant: Year Zero - The Ultimate Post-Apocalyptic RPG Experience - PDF Download

  • sandtopcnelitergi
  • Aug 1, 2023
  • 15 min read



Mutant Year Zero RPG PDF Download: A Guide for Post-Apocalyptic Roleplaying




Do you love stories of survival in a ruined world? Do you enjoy playing as mutants with amazing powers and abilities? Do you want to explore a vast and mysterious wasteland full of dangers and secrets? If you answered yes to any of these questions, then you should check out Mutant Year Zero, a tabletop roleplaying game that takes you to the world after the great Apocalypse.




mutant year zero rpg pdf download



In this article, we will give you an overview of what Mutant Year Zero is all about, how to play it, what products are available for it, and how to download them in PDF format. Whether you are new to the game or a veteran fan, we hope this guide will help you enjoy your post-apocalyptic roleplaying experience.


The World of Mutant Year Zero




Mutant Year Zero is set in a future where humanity's proud civilization has fallen. The cities are dead wastelands, winds sweeping along empty streets turned into graveyards. But life remains. Among the ruins, the People live. You are the heirs of humanity but not quite human anymore. Your bodies and minds are capable of superhuman feats. You are mutants.


The setting: The Zone, the Ark, and the Eden




The game takes place in the Zone, a vast and dangerous area that covers what used to be a major city. The Zone is full of ruins, scrap heaps, toxic swamps, and mutated creatures. It is also where you can find artifacts from the old world relics of technology and culture that might hold clues to the past or secrets to the future.


You live in the Ark, a settlement built from scrap and junk in the heart of the Zone. The Ark is your home, your sanctuary, your community. It is where you have your friends, your enemies, your rivals, your lovers. It is also where you have your problems lack of food, water, power, security, and hope. You have to work together with your fellow mutants to survive and improve your living conditions.


You dream of Eden, a mythical place where life is supposed to be better. Eden is said to be a bunker hidden somewhere in the Zone, where the Ancients the people who lived before the Apocalypse stored their most advanced technology and knowledge. You don't know if Eden is real or not, but you hope it is. You hope it can save you from the misery of the Ark and the Zone.


mutant year zero roleplaying game pdf free


mutant year zero core rulebook pdf download


mutant year zero zone compendium pdf download


mutant year zero genlab alpha pdf download


mutant year zero mechatron pdf download


mutant year zero elysium pdf download


mutant year zero the gray death pdf download


mutant year zero starter booklet pdf download


mutant year zero character sheets pdf download


mutant year zero gm aids pdf download


mutant year zero free league publishing pdf


mutant year zero drivethrurpg pdf download


mutant year zero modiphius entertainment pdf


mutant year zero tabletop rpg pdf download


mutant year zero post apocalyptic rpg pdf


mutant year zero zone map pdf download


mutant year zero card deck pdf download


mutant year zero gamesmaster screen pdf download


mutant year zero path to eden pdf download


mutant year zero lair of the saurians pdf download


mutant year zero hotel imperator pdf download


mutant year zero robot bundle pdf download


mutant year zero mechatron 7 map pdf download


mutant year zero maps and markers pack pdf download


mutant year zero resistance and watcher sheets pdf download


mutant year zero elysium custom card deck pdf download


mutant year zero elysium game map pdf download


mutant year zero dice set pdf download


how to play mutant year zero rpg pdf guide


where to buy mutant year zero rpg pdf online


best price for mutant year zero rpg pdf digital edition


reviews of mutant year zero rpg pdf product


tips and tricks for mutant year zero rpg pdf gameplay


walkthrough and tutorial for mutant year zero rpg pdf campaign


cheats and hacks for mutant year zero rpg pdf game


forums and communities for mutant year zero rpg pdf fans


blogs and podcasts for mutant year zero rpg pdf enthusiasts


videos and streams for mutant year zero rpg pdf players


news and updates for mutant year zero rpg pdf release


faq and support for mutant year zero rpg pdf issues


The factions: The People, the Animals, the Robots, and the Elysians




You belong to one of four factions that inhabit the Zone. Each faction has its own origin story, culture, goals, and challenges.


  • The People are the original mutants who emerged from underground shelters after the Apocalypse. They have a variety of mutations that give them different abilities and appearances. They are divided into several clans that compete for resources and influence in the Ark.



  • The Animals are mutants who have animal traits and instincts. They escaped from a secret laboratory where they were experimented on by the Ancients. They live in the wilderness of the Zone, hunting and scavenging for food. They are wary of the People and the Robots, but sometimes ally with them for mutual benefit.



  • The Robots are machines that have gained sentience and free will. They were once servants of the Ancients, but rebelled against them during the Apocalypse. They live in Mechatron, a massive underground factory that produces more robots. They are curious about the organic life forms in the Zone, but also fear them and their unpredictability.



  • The Elysians are humans who survived the Apocalypse in a luxurious bunker called Elysium. They have access to advanced technology and medicine, but also suffer from boredom and decadence. They venture into the Zone to seek excitement and adventure, but also to exploit and manipulate the other factions.



The threats: The Rot, the Zone Ghouls, the Deathworms, and more




The Zone is not a safe place. You face many dangers and enemies that want to kill you or worse. Some of the most common threats are:


  • The Rot is a mysterious disease that infects both living and non-living matter. It causes decay, mutation, and madness. It can be spread by contact, air, or water. It can be cured by a rare substance called Rot Away, but it is hard to find and expensive to buy.



  • The Zone Ghouls are humans who have been corrupted by the Rot. They have lost their sanity and humanity, becoming savage cannibals who roam the Zone in packs. They attack anything that moves, especially mutants. They can also infect others with their bite or scratch.



  • The Deathworms are giant worms that burrow under the ground and emerge to devour their prey. They can sense vibrations and heat, making them hard to avoid. They can swallow a mutant whole, or spit acid that melts flesh and metal.



  • And more: There are many other creatures and hazards in the Zone, such as mutated animals, plants, insects, fungi, raiders, cultists, scavengers, slavers, warlords, and more. You never know what you might encounter in your journeys through the wasteland.



The Rules of Mutant Year Zero




Mutant Year Zero uses a simple and fast system that lets you create your own mutant character and play exciting scenarios in the Zone. The game is based on six-sided dice (d6) that you roll in pools to determine the outcome of your actions. The game also has rules for combat, exploration, development, and more.


The system: Dice pools, skills, talents, mutations, and gear




To create your mutant character, you choose one of four roles: Enforcer, Gearhead, Stalker, or Fixer. Each role has its own skills, talents, mutations, and gear that define what you can do in the game.


Skills are your basic abilities that you use to perform actions in the game. There are 12 skills in total: Strength, Agility, Wits, Empathy, Shoot, Fight, Sneak, Scout, Comprehend, Know the Zone, Manipulate, and Heal. Each skill has a rating from 1 to 5 that determines how many dice you roll when you use it. You need to roll at least one 6 to succeed in your action, otherwise you fail. You can also push your roll to reroll all the dice that did not show a 6, but this may cause you damage or stress.


Talents are special abilities that give you an edge in the game. There are 16 talents in total, four for each role. Each talent has two levels: novice and master. You can choose one talent at novice level when you create your character, and then improve it to master level or choose another talent as you advance in the game. Some examples of talents are: Brawler, Jury Rig, Sniper, and Boss.


Mutations are extraordinary powers that you can use to affect yourself or your surroundings. There are 28 mutations in total, seven for each faction. Each mutation has a rating from 1 to 3 that determines how many dice you roll when you use it. You need to roll at least one 6 to activate your mutation, otherwise it fails. You can also push your roll to reroll all the dice that did not show a 6, but this may cause you trauma or rot points. Some examples of mutations are: Acid Spit, Animal Control, Circuit Breaker, and Mind Terror.


Gear is the equipment and items that you use in the game. There are four types of gear: weapons, armor, tools, and artifacts. Weapons are used to attack or defend yourself in combat. Armor is used to protect yourself from damage or rot. Tools are used to perform various tasks or actions in the game. Artifacts are relics from the old world that have special effects or properties. Each gear has a rating from 1 to 3 that determines how many bonus dice you add to your dice pool when you use it.


The combat: Fast and furious battles with critical injuries and stunts




Combat in Mutant Year Zero is fast and furious, with quick rounds and simple rules. The game uses a turn-based system where each character gets one action per round. You can use your action to move, attack, defend, use a skill, use a mutation, use an item, or do something else.


When you attack an enemy, you roll a dice pool based on your weapon skill (Shoot or Fight) and your weapon rating. You compare the number of 6s you roll with the number of 6s your enemy rolls when they defend with their armor rating. If you have more 6s than your enemy, you hit them and deal damage equal to the weapon's damage rating. If you have less or equal 6s than your enemy, you miss them and deal no damage.


When you deal damage to an enemy, you reduce their strength points by the amount of damage you deal. If their strength points reach zero, they are broken and out of the fight. You can also inflict critical injuries on them by rolling extra 6s on your attack roll or by using certain weapons or mutations. Critical injuries have various effects that can cripple or kill your enemy.


When you defend against an enemy's attack, you roll a dice pool based on your armor rating. You compare the number of 6s you roll with the number of 6s your enemy rolls on their attack roll. If you have more or equal 6s than your enemy, you block their attack and take no damage. If you have less 6s than your enemy, you take damage equal to their weapon's damage rating.


When you take damage from an enemy's attack, you reduce your strength points by the amount of damage you take. If your strength points reach zero, you are broken and out of the fight. You can also suffer critical injuries from them by rolling extra 1s on your defense roll or by being hit by certain weapons or mutations. Critical injuries have various effects that can cripple or kill you.


When you are broken by losing all your strength points or suffering a critical injury, you are out of the fight until someone heals you or the combat ends. If no one heals you within an hour after the combat ends, you die.


When you succeed in an attack or defense roll with two or more 6s, you can perform a stunt. A stunt is a special action that gives you an advantage in combat. There are four types of stunts: disarm, knock down, grapple, or pin. You can choose one of these stunts and apply its effect to your enemy. Some examples of stunts are: disarm your enemy and take their weapon, knock down your enemy and make them prone, grapple your enemy and prevent them from moving, or pin your enemy and make them helpless.


The exploration: Zone sectors, maps, and encounters




Exploration is a big part of Mutant Year Zero. The game encourages you to venture into the Zone and discover its secrets and dangers. The game provides you with tools and rules to create your own Zone sectors, maps, and encounters.


A Zone sector is a part of the Zone that has a distinct feature or theme. For example, a Zone sector could be an abandoned mall, a collapsed bridge, a toxic swamp, or a military base. Each Zone sector has a name, a description, a threat level, and a list of possible artifacts, threats, events, and locations.


A map is a visual representation of the Zone sector that you are exploring. You can use the map to navigate the Zone sector and find interesting places and things. The game provides you with several pre-made maps that you can use or modify, or you can create your own maps using the map tiles and tokens that come with the game.


An encounter is a situation that you face in the Zone sector that requires your attention or action. It could be a combat with an enemy, a puzzle to solve, a trap to avoid, a person to talk to, or something else. The game provides you with several pre-made encounters that you can use or modify, or you can create your own encounters using the encounter tables and cards that come with the game.


The development: Projects, relationships, and campaigns




Development is another important aspect of Mutant Year Zero. The game allows you to improve your character, your Ark, your faction, and your story as you play. The game has rules for projects, relationships, and campaigns that help you do that.


Projects are tasks that you and your fellow mutants undertake to improve the Ark's living conditions. There are four types of projects: food supply, water supply, culture, and technology. Each project has a goal, a cost, a time frame, and a benefit. For example, a food supply project could be building a greenhouse, which costs 10 bullets (the currency in the game), takes 10 days to complete, and gives +1 food point per day to the Ark.


Relationships are bonds that you form with other characters in the game. There are two types of relationships: buddies and rivals. A buddy is someone who likes you and helps you in the game. A rival is someone who dislikes you and hinders you in the game. Each relationship has a name, a description, a reason, and an effect. For example, a buddy relationship could be with Zira, the Ark's healer, who saved your life when you were wounded, which gives you +1 dice to Heal rolls when she is nearby. A rival relationship could be with Boss, the Ark's leader, who thinks you are a troublemaker, which gives you -1 dice to Manipulate rolls when he is around.


Campaigns are long-term stories that you create and play with your group. A campaign consists of several sessions, each session consists of several scenes, and each scene consists of several actions. The game provides you with a campaign framework that helps you structure your story and keep track of your progress. The campaign framework has four elements: the threat, the goal, the twist, and the finale.


  • The threat is the main problem or enemy that you face in the campaign. It could be a faction, a creature, a phenomenon, or something else. The threat has a name, a description, a motive, and a plan. For example, the threat could be the Gray Death, a mysterious plague that is spreading in the Zone and killing everything it touches.



  • The goal is what you want to achieve or prevent in the campaign. It could be a place, an object, a person, or something else. The goal has a name, a description, a location, and a value. For example, the goal could be Eden, the mythical bunker where the Ancients stored their secrets and technology.



  • The twist is an unexpected event or revelation that changes the course of the campaign. It could be a betrayal, a discovery, a complication, or something else. The twist has a name, a description, a trigger, and an effect. For example, the twist could be that Eden is actually controlled by the Elysians, who are using it to lure and enslave mutants.



  • The finale is the climax of the campaign where you confront the threat and achieve or fail your goal. It could be a battle, a chase, a negotiation, or something else. The finale has a name, a description, a location, and an outcome. For example, the finale could be that you storm Eden and fight the Elysians for control of the bunker and its secrets.



The Products of Mutant Year Zero




Mutant Year Zero has several products that you can buy to enhance your game experience. These products include books, expansions, accessories, and digital downloads. Here is a brief overview of each product and how to get them.


The core book: Mutant Year Zero - Roleplaying at the End of Days




The core book is the main product that you need to play Mutant Year Zero. It contains all the rules, setting, and tools that you need to create your own mutant character and explore the Zone. It also includes a full-color map of the Zone, a starter booklet with a tutorial adventure, and a sheet of stickers to customize your map. The core book is a hardcover book with 272 pages of full-color illustrations and text. It is written by Tomas Härenstam, Chris Birch, Tomas Arfert, and Fria Ligan (Free League Publishing), and published by Modiphius Entertainment.


The expansions: Mutant Genlab Alpha, Mutant Mechatron, Mutant Elysium, and Mutant Gray Death




The expansions are additional products that expand the game with new factions, settings, rules, and stories. Each expansion can be played as a standalone game or combined with the core book and other expansions. They are:


  • Mutant Genlab Alpha: This expansion lets you play as the Animals, mutants who have animal traits and instincts. It introduces a new setting (Paradise Valley), a new system (Animal Powers), and a new campaign (Escape from Paradise).



  • Mutant Mechatron: This expansion lets you play as the Robots, machines that have gained sentience and free will. It introduces a new setting (Mechatron), a new system (Network Points), and a new campaign (Rise of the Machines).



  • Mutant Elysium: This expansion lets you play as the Elysians, humans who survived the Apocalypse in a luxurious bunker. It introduces a new setting (Elysium), a new system (Status Points), and a new campaign (Fall of Elysium).



  • Mutant Gray Death: This expansion is the final chapter of the Mutant Year Zero saga. It introduces a new threat (the Gray Death), a new goal (the Final War), and a new finale (the Last Stand).



Each expansion is a hardcover book with 200 pages of full-color illustrations and text. They are written by Tomas Härenstam, Chris Birch, Tomas Arfert, Fria Ligan (Free League Publishing), and others, and published by Modiphius Entertainment.


The accessories: Card decks, dice sets, game screens, and maps




The accessories are optional products that enhance your game experience with physical components. They are:


  • Card decks: There are four card decks that you can use in the game: Mutation Cards, Artifact Cards, Threat Cards, and Zone Cards. Each card deck contains 30 cards with illustrations and text that describe the effects or features of mutations, artifacts, threats, or zone sectors.



  • Dice sets: There are four dice sets that you can use in the game: Base Dice Set, Animal Dice Set, Robot Dice Set, and Elysium Dice Set. Each dice set contains 15 custom six-sided dice with symbols that match the faction or role they represent.



  • Game screens: There are four game screens that you can use in the game: Mutant Year Zero Game Screen, Mutant Genlab Alpha Game Screen, Mutant Mechatron Game Screen, and Mutant Elysium Game Screen. Each game screen is a four-panel cardboard screen that displays useful information and tables for the game master.



  • Maps: There are four maps that you can use in the game: Zone Map, Paradise Valley Map, Mechatron Map, and Elysium Map. Each map is a double-sided poster that shows a detailed and colorful map of the setting on one side and a blank map of the same setting on the other side.



Each accessory is produced by Fria Ligan (Free League Publishing) and distributed by Modiphius Entertainment.


How to Download Mutant Year Zero RPG PDF




If you want to download Mutant Year Zero RPG PDF, you have several options. You can buy the PDFs from the official website, the online store, or the digital platform. Here is how to do it:


The official website: Free League Publishing




Free League Publishing is the original publisher of Mutant Year Zero and its expansions. You can buy the PDFs directly from their website at . You can also find other products and information about the game there.


The online store: Modiphius Entertainment




Modiphius Entertainment is the international publisher and distributor of Mutant Year Zero and its expansions. You can buy the PDFs from their online store at . You can also find other products and information about the game there.


The digital platform: DriveThruRPG.com




DriveThruRPG.com is the largest online marketplace for digital roleplaying games. You can buy the PDFs from their platform at . You can also find other products and information about the game there.


Conclusion




Mutant Year Zero is a tabletop roleplaying game that takes you to the world after the great Apocalypse. You play as mutants who struggle to survive and explore a vast and dangerous wasteland full of secrets and dangers. You can create your own mutant character, choose your faction, improve your Ark, and discover your destiny.


Mutant Year Zero has several products that you can buy to enhance your game experience. These products include books, expansions, accessories, and digital downloads. You can buy them from the official website, the online store, or the digital platform.


If you are looking for a post-apocalyptic roleplaying game that is fun, fast, and furious, then you should download Mutant Year Zero RPG PDF today and start your adventure in the Zone. You won't regret it!


FAQs




  • Q: What do I need to play Mutant Year Zero?



  • A: You need at least one copy of the core book, some six-sided dice, some pencils and paper, and some friends to play with. You can also use the expansions, accessories, and digital downloads to enhance your game experience.



  • Q: How long does a session of Mutant Year Zero last?



  • A: A session of Mutant Year Zero can last as long as you want, but typically it lasts between two and four hours. A session consists of several scenes, each scene consists of several actions, and each action takes a few minutes to resolve.



  • Q: How many players can play Mutant Year Zero?



  • A: Mutant Year Zero can be played by two or more players, but ideally it is played by three to six players. One player takes the role of the game master (GM), who controls the world and the NPCs. The other players take the role of the mutants, who are the main characters of the story.



  • Q: Can I play Mutant Year Zero online?



  • A: Yes, you can play Mutant Year Zero online using various tools and platforms. Some examples are Roll20.net, Discord.com, Zoom.us, Skype.com, and Google Hangouts. You can also use online dice rollers, character sheets, GM aids, and other resources to facilitate your online game.



  • Q: Where can I find more information about Mutant Year Zero?



  • A: You can find more information about Mutant Year Zero on the official website . You can also find fan-made content, reviews, podcasts, videos, and more on various websites and social media platforms.



44f88ac181


 
 
 

Recent Posts

See All
Bleach vs One Piece mapa baixar ai

Bleach vs One Piece: um guia para baixar e jogar este mapa personalizado épico de Warcraft 3 Se você é fã de anime e Warcraft 3, já deve...

 
 
 
Green Spider Man Game APK Download

Download do APK do Green Spider Man Game: Tudo o que você precisa saber Se você é um fã do Homem-Aranha e adora jogar no seu dispositivo...

 
 
 

Comments


bottom of page