MUTANT: YEAR ZERO - The Big Smoke (Sign-Ups)

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  • ROLE
    The first thing you pick for your mutant is his role. The role determines who you are and what you do in the Ark, your position in the new world. There are eight roles to choose from: Enforcer, Gearhead, Stalker, Fixer, Dog Handler, Chronicler, Boss, and Slave.

    EXAMPLE: The player Joanna is creating a PC, and she decides that she wants to play a Stalker. She takes a character sheet and writes down her chosen role.

    ATTRIBUTES
    Your four attributes determines what basic strengths and weaknesses you are born with. They are measured on a scale from 1 to 5 for PCs and other regular mutants. A higher score is better. Your attributes are used when you perform important actions. The attribute scores are decreased when you suffer different types of trauma. If an attribute reaches zero you are broken.

    Starting scores: When you create your PC, you should distribute a total of 14 points across the four attribute scores. Each attribute must have a starting value from 2 to 4 – except one. The attribute listed as your "key attribute" by your role description may have a starting score of 5.

    Extra Mutation: If you choose to start the game with an extra mutation, one of your attribute scores must be decreased one step.

    STRENGTH
    Raw physical power and endurance. Strength is decreased by damage, and recovered by grub.

    AGILITY
    Your overall body control and motor skills. Agility is decreased by fatigue, and recovered by water.

    WITS
    Intelligence, alertness and sharpness of mind. Wits is decreased by confusion, and recovered by sleep.

    EMPATHY
    Your charisma and ability to read and affect others. Empathy is decreased by doubt and recovered by sympathy.

    EXAMPLE: Joanna gives Krin Strength 3, Agility 5, Wits 4 and Empathy 2. She is allowed to set Agility to 5 because Agility is the Stalker's key attribute.

    SKILLS
    Your skills are trained abilities and learning, things you have picked up along the way in the harsh post-apocalyptic world. In this game there are twelve basic skills that all mutants can use. In addition, every role has a unique, thirteenth skill – a specialist skill.

    Skills are measured by skill level, from 0 to 5. You can use a basic skill even if you don't have a skill level. To use a specialist skill, you need at least skill level 1.

    When creating your character, you get to distribute 10 points across your skills. The maximum starting level for any skill is 3, and you must have at least level 1 in your specialist skill – apart from that, you choose your skills freely.

    EXAMPLE: Krin buys skill level 3 in Shoot, level 2 in Sneak and Find the Path, and level 1 in Move, Know the Zone, and Heal.

    TALENTS
    Talents are tricks, moves and minor abilities that give you a small edge. They are more specialised than skills and give you a way to fine-tune your character.

    You can pick one talent when creating your character – but your choices are limited. Your role description indicates which talents you can choose from. You can learn more talents during the course of the game, at which point you will have many more talents to choose from.

    EXAMPLE: Playing a Stalker, Joanna gets to choose one from the talents Monster Hunter, Rot Finder and Scavenger for Krin. She picks Scavenger.

    MUTATIONS
    Your mutations are superhuman abilities. Where the mutations come from, no one among the People knows. The problem is that they are both unpredictable and dangerous – even to yourselves. Besides, they can't always be activated on command. Sometimes the power is there, ready to unleash, sometimes it's not.

    The Mutation Draw: You don't get to choose your mutation - instead you are dealt a random Mutation Card. Learn to make the most of the mutation you've got, even if you would have preferred another. Mutations are random. Deal with it.

    Two Mutations: Once you have drawn your first mutation, you can, if you want to, draw a second mutation and start the game with two. The price you pay is that you must decrease one of your attribute scores by one step – your mind or body is more mutated than most, but also more degenerated.

    If you choose to have two mutations, you may end up starting the game with the score of 1 in an attribute – however, this is hardly advisable.

    EXAMPLE: Joanna rolls a mutation for Krin and gets Rot-Eater – very useful in the Zone.

    RELATIONSHIPS AND DREAMS
    Without friends to back you up you won't survive for long in the Ark – and even shorter in the Zone. But you have to know who you can trust. Turning your back to the wrong mutant can kill you faster than the Rot.

    Relationships are not the only things connecting you to the world. You also have a personal dream of a better future. Your relationships and dreams affect how you earn Experience Points (XP). These choices are also important to the GM, who will use them to create story elements for the game.

    Relationships to PCs: When creating your PC you must describe your relationship to all of the other PCs. You only need to write one sentence per PC. Your role description gives you premade options to pick from. If you prefer, you can ignore these options and create your own relationships.

    When you have noted your relationships to the other PCs you must choose which one of them you feel closest to. That PC is your buddy. Make note of your choice.

    Relationships to NPCs: Next, choose two NPCs that you have a strong relationship to in some way. You must choose one NPC whom you hate and another whom you want to keep safe.

    Your Big Dream: Finally, choose what your big dream is, what you want more than anything in the world. As in the case of relationships, your role description provides you with premade options to choose from. Use them if you want to.

    EXAMPLE: Krin is part of a group that includes the Gearhead Naphta, the Fixer Denrik and the Enforcer Hugust.

    Joanna chooses relationships to them from the premade alternatives. Naphta has roamed the Zone with Krin, and survived. Krin thinks Denrik is an arrogant fool. If he messes with her, he's going to get what he deserves. Krin respects Hugust and thinks he might understand her, but she is afraid to let him get too close.

    Next, Joanna chooses Krin's relationships to NPCs, and her big dream. Joanna decides that Krin hates the Stalker Yassan - because he has ventured deeper into the Zone than she has. Krin wants to keep the Slave Eriel safe - because she doesn't deserve a life in chains. Krin dreams of walking deeper into the Zone and finding Eden.

    YOUR GEAR
    The People are hungry and the struggle for grub and clean water is hard. To keep others away from your grub and water you need weapons – preferably guns. And guns need bullets from the Old Age. There is no money in the Ark, all business is done through barter, but bullets are often used as an unofficial currency.

    In the Ark, there are no shops. But you can trade with other mutants, and there are fixers and bosses who can get you almost anything – for something valuable, or some service, in return. It's all about how much you need it, and what you're willing to pay – or do – to get it. The supply of grub and other things is also affected by the development of the Ark itself.

    Starting Gear: Your role description tells you what weapons you can choose from when starting the game, and how much grub, water and bullets you have at the outset. Note that the Gearhead also gets to draw a random Artefact Card right at the start. If you want to, you can use your bullets to buy extra gear from the start.

    Grub & Water: You must consume one ration of grub and one ration of water per day, or you'll suffer.

    Encumbrance: There's a limit to how much gear you can carry - and you don't want to make yourself a target for robbers anyway. You can carry a number of regular items equal to double your Strength score. Use your base Strength for this, not the temporarily decreased value you get when you are hurt.

    Keep track of your stuff. You must list everything you are carrying on the character sheet. If an item is not on your sheet, you've forgotten it or lost it somehow. You've only got yourself to blame.

    Heavy & Light Items: Heavy or otherwise cumbersome items are harder to carry. An item designated as heavy counts as two regular items, and takes up two rows on your character sheet. Some objects may need as many as three or even more rows on your sheet. At the opposite end of the spectrum, there are items that are light – they count as half of a regular item, and you can list two of them on the same row on your sheet.

    Grub, Water & Booze: Four rations of grub or water count as one regular item. That means you can list four rations on one row on your character sheet, or two rations plus one light item. Booze is normally kept in a bottle that counts as one regular item. One such bottle contains ten doses of the strong stuff.

    Tiny Items & Bullets: Things even smaller than light items are called tiny. They are so small and light that they don't encumber you at all. The rule of thumb is: if the item can be hidden in a closed fist, it's tiny. Tiny things must be noted on your character sheet even if they don't encumber you.

    Bullets: Individual bullets count as tiny items. However, more than 10 bullets count as a light item, more than 20 as a basic item and more than 40 as a heavy item.

    Over-Encumbrance: You can temporarily carry more than your normal limit (Strength × 2 items). The drawback is that you have to make a roll for the skill Endure when you want to walk a significant distance, for example crossing into a new sector when in the Zone. The same rule applies if you drag some other heavy object, like a broken mutant who needs care in the Ark. If you fail your skill roll you have to drop what you are carrying, or stay where you are.

    Vehicles & Carts: In the Zone, you can make use of rafts, carts, vehicles and the like to load heavy stuff onto. That way, you won't be over-encumbered by it. It's up to the GM's judgment how much can be loaded onto the cart or raft.

    EXAMPLE: Krin starts the game with 4 bullets, 2 rations of grub and 4 rations of water. She also chooses a scrap rifle. Krin has Strength 2, and thus she can carry one more regular item without being over-encumbered.

    YOUR DEN
    When you sleep you are a potential victim, incapable of protecting yourself and your gear. Choose where you sleep, and who you sleep next to, carefully. Note the location of your den on your character sheet. Here you can also keep any gear, grub, water and bullets that you can't bring with you. You have to keep a record of everything you have in your den.

    Your den should be located in the Ark or just outside of it. You can share a den with other PCs or NPCs – if you trust them. It's a good idea to hold off choosing your den until after you have decided what the Ark looks like and who resides in it.



  • NAME:
    ROLE:

    ATTRIBUTES
    Strength:
    Agility:
    Wits:
    Empathy:

    SKILLS
    Endure (Strength):
    Force (Strength):
    Fight (Strength):
    Sneak (Agility):
    Move (Agility):
    Shoot (Agility):
    Scout (Wits):
    Comprehend (Wits):
    Know the Zone (Wits):
    Sense Emotion (Empathy):
    Manipulate (Empathy):
    Heal (Empathy):

    TALENTS
    -

    MUTATIONS
    -

    INVENTORY
    -

    IMPORTANT STATS
    Mutation Points:
    Rot Points:
    Experience Points:

 
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Name: Bones
Role: Boss

Attributes:
Strength 2
Agility 2
Wits 5
Empathy 4

Skills:
Endure (Str) 2
Force (Str)
Fight (Str)
Sneak (Agi)
Move (Agi) 1
Shoot (Agi): 1
Scout (Wits)
Comprehend (Wits) 1
Know the Zone (Wits) 1
Sense Emotion (Empathy) 1
Manipulate (Empathy) 1
Heal (Empathy)

Command (Boss, Wits): 2
Talents:
Racketeer: +2 to racketeering

Inventory:
3 bullets
8 grub
18 water
Scrap pistol

Mutations:
Pyrokinesis:
  • Set fire to an inanimate object: 1MP
  • Set someone on fire at Near range, damage per MP, no armour
  • Melt ice/heat cold, eliminating the effect of severe cold for one hour: 1mp
Puppeteer:
  • Decide what the victim does next for 1MP.. Must look into their eyes at Near range. They roll for the action normally. If they use a mutation, you must spend the MP. If they hurt themselves, they do weapon damage +1 per MP spent.
Important Stats
Mutation Points: 2
Rot Points:
Experience Points:


Confusion: 2

Relationships and Dreams

Relationships with PCs:
Sawbones Mason? He's a... dreamer, that's for sure, but anybody who has never had dreams has never made progress. Besides, he knows how to get bloodstains out of a shirt, and that's valuable knowledge.
Gearhead Brenda: A gearhead would be a valuable asset to the gang - upgrading from ash lye vats in rotwater to a real, honest-to-goodness old world washing machine would be one hell of a step forwards! Offer her a safe place to tinker, and perhaps any artifacts that don't find their way into the dawn vault will help propel the gang to the top.
Stalker Trec: Another potential asset. Stalkers mean game, and game means spare fat to use in soapmaking, which is a great way to scrub stains out of the clothes. Being able to feed the gang better meals would be a bonus, too!
Enforcer Rabbo: This big froggy fellow could just as easily be a foe as a friend, but someone who can wield an axe like he can would help the racketeering efforts significantly. Be pleasant to him, and try not to seem like you're using him.

Relationships with NPCs:
Hates Boss Raleigh - she's a stuck-up dunderheaded brute who leads her gang with violence.
Protects Fixer Ash - an excellent fellow who sources the necessary materials for his gang to work. He sees the value of growing a township and a business!

Den: The foreman's office down in the maintenance area, just a short walk over to the laundry he runs with his gang. The water might not be clean enough to drink down there, but it is clean enough to add chemicals and do painstaking, old-world laundry with!

Dream: To grow the Ark into a real town, outside the confines of the Underground, and reclaim a little bit of the world for civilized life.
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NAME: Mason
ROLE: Chronicler


ATTRIBUTES
Strength: 2
Agility: 3
Wits: 4
Empathy: 5


SKILLS
Endure (Strength):
Force (Strength):
Fight (Strength):
Sneak (Agility): 1
Move (Agility):
Shoot (Agility):
Scout (Wits):
Comprehend (Wits): 2
Know the Zone (Wits): 1
Sense Emotion (Empathy): 2
Manipulate (Empathy): 1
Heal (Empathy): 2
Inspire (Empathy): 1


TALENTS
- Bonesaw (+2 to heal critical injuries)

MUTATIONS
- Insectoid
- Use your hardened carapace to reduce damage at a rate of 1 MP to 1 DMG
- Climb a sheer surface for a few minutes, for 1 MP
- Heal light wounds at a rate of 1dmg to 1 MP

INVENTORY
- 5 bullets
- 5 water
- 5 grubs


IMPORTANT STATS
Mutation Points:
Rot Points:
Experience Points:


RELATIONS WITH PCS
- Boss Bones is a careful thinker with an admirable dream. He deserves to prosper.
- Brenda is a noisy and graceless ruiner of poetry readings. She deserves solitary confinement.
- Rabbo is an amphibian and cannot be trusted. He deserves to be put in the microwave.
- Trec is an enigma wrapped in a mystery wrapped in bark. She deserves water and sunlight.

RELATIONS WITH NPCS
- Hates the Enforcer Slugget, a big and loudmouthed thug who delights in stepping on bugs.
- Likes the Dog Handler Mara-Gray, for her compassion towards animals.

DEN
Mason has made a home for himself in the crawlspace accessed via a crack in an abandoned women's bathroom in the Ark's upper floors. It is damp and relatively warm there, and he uses his mucus and scavenged newspapers to make bespoke papier-mache furniture. He also preserves important news articles (in mucus) and attaches them to the wall. He is known to occasionally push pins into these displays and tie copper wire between the pins, as if to suggest connections between news stories and documents. But most of the time this means absolutely nothing.

BIG DREAM
- To behold the Fields of Trabutina, a fabled paradise of the senses, where all is known and all is forgotten.
 
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YOUR DEN
My workshop in the launderette. Stay out of it. No really. There's traps.

RELATIONSHIPS

Mason: He's OK, so long as I don't have to watch him eat.
Trec: He's the reason why I'm here. So. Fuck 'em.
Bones: Doesn't ask too many questions about my workshop so long as I keep the machines running.
Rabbo: Smells kinda funny.

NPCs
Meth Head Charlie: I like this guy. He sells me scrap for cheap. I wonder why.
Auntie: That bitch will kill us all while we sleep.

NAME: Brenda
ROLE: Gearhead


ATTRIBUTES
Strength: 2
Agility: 4
Wits: 5
Empathy: 2


SKILLS
Endure (Strength):
Force (Strength):
Fight (Strength):
Sneak (Agility): 2
Move (Agility): 3
Shoot (Agility):
Scout (Wits):
Comprehend (Wits): 2
Know the Zone (Wits):
Sense Emotion (Empathy):
Manipulate (Empathy):
Heal (Empathy):
Juryrig (Wits): 3


TALENTS
Inventor +2 to Jury-rig when creating something new

MUTATIONS
Extreme Reflexes
+5 to initiative either at the beginning of combat, or during combat but it costs you a maneuver fight or shoot an enemy multiple times in one turn, 1 MP per extra attack dodge when someone shoots or fights you for 1mp

Human Magnet
push away or attract metal objects that weigh no more than your body within Short range for 1MP throw metal at Short range, with damage equal to MP spent shield yourself from bullets and other weapons, reducing damage by 1 per MP spent

INVENTORY
6 bullets (tiny), 6 rations (light), 5 water (light), Bicycle Chain (light),

Glock (+2 Shoot) (light)
Light item

Gear bonus +2 to shoot

Weapon damage 2

Short range

has a clip, so you don't have to reload after each shot

dev requirement - TECH 10

dev bonus - tech d6, warfare +1


IMPORTANT STATS
Mutation Points:
Rot Points:
Experience Points:


Dream: "In the Old World, there were these snacks, right, like little cakes made out of sugar and tallow. They never go bad. You get me those little cakes, and I will build you a bomb."
 

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fuck u very much a work in progress.



NAME: Rabbo
ROLE: Enforcer

ATTRIBUTES
Strength: 5
Agility: 2
Wits: 4
Empathy: 3

SKILLS
Endure (Strength): 3
Force (Strength): 2
Fight (Strength): 2
Sneak (Agility):
Move (Agility):
Shoot (Agility):
Scout (Wits):
Comprehend (Wits):
Know the Zone (Wits):
Sense Emotion (Empathy):
Manipulate (Empathy):
Heal (Empathy):
Intimidate (Strength): 3

TALENTS
Barge Through: You can Move using Strength instead of Agility.

MUTATIONS
Amphibian
  • Breath underwater for a few minutes. Cost: 1 MP. You swim quickly and smoothly like a fish.
  • Use your slippery scales to absorb damage from external attacks. Every MP spent eliminates one point of damage. (R)
  • Bite an enemy at Arm's Length with your numerous, small, and very sharp teeth. It inflicts damage equal to the number of MP you spend.

INVENTORY
- Scrap Axe (heavy)
- 6 bullets.
- 7 grub.
- 6 water.

IMPORTANT STATS
Mutation Points:
Rot Points:
Experience Points:


RELATIONSHIPS AND DREAMS:

Relationships with PCs:
Bones:
Mason: is an insectoid and thus deserving of love and protection because life has been unkind enough.
Brenda: seems a strange little person. 'Snacks', however, seem intriguing enough.
Trec:

Relationships with NPCs:
Hates the Enforcer Samza, who is a wasteful hoarder.
Likes the Slave Chacho, who has skin as slimy as his.

Den: A smallish, cramped storage space. It's constantly damp though, and dripping water from who-knows-where, so it's simply the best.

Dream: To win hearts and minds. By smashing the biggest fucking thing that's out there.
 
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NAME: Trec
ROLE: Stalker

ATTRIBUTES
Strength: 3
Agility: 5
Wits: 4
Empathy: 2

SKILLS
Endure (Strength): 1
Force (Strength):
Fight (Strength):
Sneak (Agility): 1
Move (Agility):
Shoot (Agility): 2
Scout (Wits): 1
Comprehend (Wits):
Know the Zone (Wits): 2
Sense Emotion (Empathy):
Manipulate (Empathy):
Heal (Empathy):
Find the Path: 3

TALENTS
-Scavenger: (+2 to Find the path)

MUTATIONS
  • -Human Plant:
  • -you can photosynthesize outdoors, spending 1MP for one ration of grub
  • -use rose-like thorns in close combat, causing 1DMG per 1MP
  • -use bark-like skin to reduce damage, again at 1DMG per 1MP
INVENTORY
-Bullets: 4
-Grub: 2
-Water: 6

IMPORTANT STATS
Mutation Points:
Rot Points:
Experience Points:

RELATIONSHIPS TO PCS:
Bones: Seems nice, keeps trying to talk to me, not sure why or what he wants
Mason: Bring him bits of paper and books, he sometimes can glue up cuts in my bark with...something
Brenda: Good friend, I bring her metal bits. She likes to throw things and yell, it's fun
Rabbo: A fighter, very likely to be hitting things, so I give space. But he seems to be trying, I think.

RELATIONSHIPS TO NPCS:
Slave Erret: Works for Auntie, I don't think he likes it to much, but Auntie is scary, she also controls the mushrooms
Stalker Zerra: Good thing we don't have many bullets. She would use them all. On us.

DEN: I live next door to the laundromat, keeps my room warm and humid, helps stop my bark from cracking. It's full of potted plants that don't mind the shade so much. I don't recommend visiting, scrap is everywhere.

DREAM: Create an oasis, a section of forest untouched by the rot or by other people
 

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Name: Rattle
Role: Dog Handler
Mutation: Sonar

STR - 3
AGI - 5
WIT - 4
EMP - 2

Sic A Dog (Agility): 3
Fight (Strength): 2
Sneak (Agility): 2
Scout (Wits): 2
Know the Zone (Wits): 1

Bicycle Chain, 5 bullets, 5 grub, 2 water

Relationships (PCs)
Bones is a fair boss, who throws work Rattle's way every now and then.
Mason is another of Bishop's smarmy chronicler types, obsessed with what came before. He needs to focus on the here and now, or he's gonna wind up dead.
Brenda is terrifying. He needs to ensure Sprocket stays out of her workshop, who knows what deathtraps are in there.
Rabbo better not try and eat his fucking dog. >:[
Trec seems like a reliable sort, by stalker standards. He just needs to make sure Sprocket doesn't mistake him for a stump to piss on.

Relationships (NPCs)
Terrified of the Boss Auntie, he's heard what she does to those who displease her.
Hates the Enforcer Jonats, who Rattle caught attacking his dog. He'll get what's coming to him.
Needs to protect his dog, Sprocket, who's life is worth ten of those fucking mutants.