Mutant Year Zero

Diskussioner, planlægning og strategier til vores spil Mutant Year Zero.

Vi er pt gennemført Hunting Party, Pigsty, Watchtower og Workshop (pending)
Vores nuværende levels er Warfare 4, Food 22, Culture 3, Tech level 10 + workshop

Fremtidige projekters prioritering (udkast)
1) Stabels (warfare/food)
2) Zone Wrestling (warfare)
3) Windmill (tech) eller Tavern (Culture)
4) road(s) (food)
Distillery

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35 Responses to Mutant Year Zero

  1. CBC says:

    Watchtower, Hunting Party, Pigsty og Workshop er korrekt.

    Food: 22
    Culture: 3
    Technology: 10
    Warfare: 4

    Jeg stemmer for at vi får vores Technology op på minimum 20. Vi har allerede og finder højst sandsynligt artifacts, som vi ikke aner hvad er. Nummer 1 vil kun være hvis vi ikke er ekstremt heldige og ruller 10+ når workshoppen står færdig:

    1) Windmill (grøn energi, what’s not to like ? Kan bruges til både Mill og Generator og er nem at bygge. Det burde bringe os over 20 i Technology.
    2) Zone Wrestling. Hvorfor ? Nem at bygge og fordi en hvis person kan vinde status og bullets. Warfare kommer tæt på 10.
    3) Stables (bringer os tæt på 30 i Food og gerne over 10 i Warfare, hvilket giver os battle level 2 og måske bedre transport).
    4) Tavern (culture level op). Hvorfor ? Fordi et tempel og en statue giver mig bad feelings. Og det er vejen til et højere Technology niveau.
    5) Sundial (kræver culture 5). Nem at bygge og giver os et højt Technology niveau. Vi nærmer os afskaffelse af slaveriet…

    • JS says:

      Fint forslag. Jeg mener dog at vi hurtigst muligt skal op i warfare og food supply. Vi er meget sårbare overfor et evt. angreb på arken.
      Tech mener jeg kan vente – det er allerede højt – og vi kan vel gemme det vi finder eller få culture for det?
      Food 30 er et realistisk mål, der betyder at der ikke dør så mange – og der bliver nok også mere ro til udvikling, hvis der ikke mangler mad (og vi får 4 grub / bullet) 🙂

      • PL says:

        Helt sikkert Warfare. Det er jo et under vi ikke er angrebet endnu 🙂

      • CBC says:

        Jeg er helt enig med dig i at få food op på 30, men ikke med cropland som tager laaang tid at bygge og ligner at det er lidt overkill hvis vi laver Stables.

        Stables er en god blanding. Ligeledes med marketplace, men som godt nok kræver culture og som yderligere bonus også giver culture og food.

        Nogle artifacts kan vi bytte væk for culture, men ikke alle. Vores “air mattress” er f.eks. ret god til både Stalker og Gearhead og giver Technology D6 hvis vi donerer den.

        Technology er på 10. Er det højt ? Jeg synes det ikke 🙂
        Vi skal være på Technology 20 for at kunne sluge piller (bogstaveligt talt) 🙂

        • JS says:

          Tech 10 + 2D6 for workshop. 🙂 Det er meget ift Culture og Warefare.
          Efter nærmere eftertanke er jeg enig i at Cropland ikke er nødvendig, men jeg mener stadig at det er et afgørende mål ikke at sulte. Ligeså vigtigt er warfare. Vi ved der er zoneghouls derude og åbenbart også nogen der kan køre en bil!! Arkens sikkerhed er vigtigere end yderligere tech på den korteste bane. Culture skal også snart hæves for at lave flere projekter. Jeg synes vi skal slå 12 i tech og så hæve warfare til 10 +, food til 30 og culture til over 5(10).

          • CBC says:

            Så er vi ved at være enige. Yep, lad os rulle 12 når vi er færdige med workshoppen 🙂 husk også at en høj tech kan komplimentere warfare med bedre våben til Arken.

  2. MC says:

    Tak til Claus for at have ja-hatten solidt plantet på hovedet efter gårsdagens spilsession. Jeg er dog ikke helt sikker på, at jeg deler optimismen.

    Først og fremmest må jeg erkende, at jeg nok overvurderede jeres kampevner og samtidig undervurderede hundenes ditto. Med det sagt synes jeg imidlertid stadig, at kamp i MYZ er urimeligt farligt.

    Det er okay underholdende at planlægge byggeprojekter, rollespille arksamlinger og klunse i nærområderne, men når alt kommer til alt, så skal der altså være en del kamp før tirsdagsrollespil for alvor bliver underholdende. Det er dog svært at se, hvordan det skal ske i MYZ.

    Er jeg den eneste, der føler, at det bare ikke rigtig spiller 🙂

    • JS says:

      Nej, jeg er enig så langt at der mangler kamp – og at noget mindre snak kunne hjælpe være godt. 🙂
      Jeg tror verden og kamp i særdeleshed er farligt i MYZ og at vores rollespil afspejler at risikoen for at dø er relativt høj – det er i hvert fald min fornemmelse af reglerne. Derfor undgår vi måske voldelige konflikter, hvilket faktisk er meget sjovt et stykke hen ad vejen.
      Jeg er ikke træt at det endnu – jeg synes det har potientiale – men vi skal vide hvornår vi skal kæmpe eller flygte. Og hvornår vi skal gå hurtigt hen over en arksamling eller en interaktion med en handlende, for ikke at spillet mister momentum.
      Jeg tror stadig at vi er ved at finde vores ben – eller vinger og ekstra arme – i denne verden.
      Ja, hundene var for stor en mundfuld og vi har ikke haft kampe nok til at kende forskel.

    • CBC says:

      Nej, jeg deler skam jeres holdning i at kamp er temmelig farligt i det her spil. Det opdagde vi også med den første kamp vi havde mod den store fugl. Jeg vil så også sige at vi ikke var så gode til at benytte vores mutant powers i går. Samtidig troede jeg så også at vi var helt nede når vi blev broken.
      Min første tanke da du sagde 12 hunde, var “det overlever vi ikke”. Husk vores kamp mod Augustian og de andre buske 😉 det gik også ret stærkt.
      Jeg kan sagtens følge dig JS, når nu du spiller en enforcer.

      Der er en “Defense” regel, men systemet er ganske enkelt ikke bygget til store episke kampe og det er lige før at alle med en styrke på under 3 er cannon fodder.
      Om div. artifacts, tech niveau i arken eller flere mutant powers råder bod på det, det ved jeg ikke.
      F.eks. læste jeg et sted at vi kan udvikle bedre våben og bullets (kan dog ikke huske med armor).

      Men det sagt, så er jeg nu ganske godt underholdt uden kamp. Jeg synes spillet har et fedt koncept med opbygning af Arken og vores mad / vand ressourcer, men det er ikke et regelsæt hvor jeg tænker “totalt yndlings regelsæt”.

      • ALL says:

        Jeg er meget enig imedens Claus i at vores characterer, bliver Canon foder, blandt andet på grund af hvordan vi har lavet dem, tror det kunne være anderledes, blandt andet fordi enforcer ikke er en fighter, men det er slave der er fighter. Omvendt er der strukturelt en problemstilling omkring det faktum at det er for let at dø, igår gav min hund 6 i skade, det er nok til at slå to af os (-JS) i gulvet. Og som JS skriver så er tingene afluret og så holder vi os fra kampe, det betyder også at man nok holder sig fra the zone, tag diskussionen igår, om end spillet (min fortolkning) lægger meget op til at vi skal finde eden.

  3. MC says:

    For at anspore til mere kamp, og for at undgå et TPK hver tirsdag, vil jeg foreslå en justering af reglerne. Jeg ser umiddelbart to muligheder, hvoraf vi naturligvis kun skal bruge den ene af dem.

    Forslag til ny regel:

    1) Hit Points = Strength x 10
    Damage = 1d6 per damage rating point
    Armor = Armor successes x 3

    2) Hit Points = Strength x 5
    Damage = Dice steps (1d2, 1d4, 1d6…)
    Armor = As is

    Hvad siger I?

    • JS says:

      Jeg kan ikke lige gennemskue alle konsekvenserne – gælder det kun heltemutanter (aka os), alle mutanter eller alle væsener?

      • MC says:

        Det skulle gælde alle. I hvert fald skade og armor delen. HP kunne modificeres, så NPCer har HP x 5 eller x 2.

        Det burde betyde, at man kan tage noget skade inden man er sendt til tælling.

        Lad os tage hundene som eksempel. De havde 4 HP hver og gav 2 i skade. Med forslag 1 vil de have 40 HP (eller 20 med modif), og give 2d6 i skade. Der er flere af jer, der har 2 i STR, hvilket giver 20 HP. I vil i gennemsnit kunne holde til 2 bid og gå ned på det tredje bid. Carr har vist 4 i STR og vil dermed kunne holde til 5 bid.

  4. MC says:

    Vi nærmer os sommerferieperioden og jeg kan allerede nu melde ud, at jeg er minus den 27. juni, 11. juli og 18. juli. Jeg er muligvis også minus den 4. juli, men det er pt uafklaret.

    Hvordan ser jeres sommer ud?

    Jeg forventer at MYZ stopper efter den 20. juni. Så må vi se på, om der er stemning for at fortsætte efter sommerferien, eller om Claus skal have lov til at køre Symbaroum eller lignende.

  5. JS says:

    Jeg er minus 4. , 11. og 18. juli

  6. JS says:

    Selvom at jeg synes at reglerne i MYZ fastlåser vores characters i nogle til tider uhensigtsmæssige stereotyper, så synes jeg ikke at jeg er færdig med den verden. Jeg vil gerne spille videre efter sommerferien.

    • CBC says:

      Jeg har det helt fint med at køre videre med MYZ, så længe Morten ikke er træt af at være GM.
      De fastlåste roller generer mig nu ikke og selvom at regelsystemet ikke ligger på min favoritliste, så gør det livet i Arken og i Zonen tilpas svært til at ingen supermaxed spiller kan vide sig sikker når der rulles terninger 😉

      • MC says:

        Jeg er enig med jer – reglerne er ikke top-spitze. Men rollespillet har været underholdende og selvom jeg savner noget mere klassisk actionpræget kamprollespil, så er jeg indstillet på at køre kampagnen færdig. Med tanke på, hvilken cliffhanger vi afsluttede med i går, så kan det jo vise sig at være en nært forestående afslutning 😮

        • JS says:

          Hvad skete der igår? fortæl, fortæl

        • CBC says:

          Klart at kampagnen skal køre færdig og enig i at det er underholdende rollespil. Fedt endeligt at møde andre ude i zonen.

          Iøvrigt, totalt feje hold i går. To buffede amazonkrigere mod en rodden stalker uden sin lommelygte og med sin mutant power gået i baglås. Jeg ved ikke om det kan gå meget mere uheldigt for sig.
          Jeg vil godt bruge et fate point på at føre historien i retning af at jeg ikke hænger på en kødkrog. Jeg har simpelthen for meget rot i kroppen til at kunne blive hængende og trods mishandlingen i vandbadet så lugter jeg stadig fælt. Tilmed så pisser jeg blod og flere af mine tænder er slået ud.

          – en døende stalkers bekendelser

  7. CBC says:

    JS, jeg tror jeg vil lade kronikøreren komme med den mere detaljerede og farverige udgave af hvad der skete. Men kort fortalt så gik vi ind i “The Dark Tower”. Det var rent “Eden”. De har masser af mad og våben og rent vand til at tage bad i… og kvinder og børn, men mænd som slaver (og måske mad!!!). Undtagen manden som er “The Giver of Life”, deres boss. De har strøm og tre busser med flammekastere.
    Vi måtte ikke gå ned i kælderen. Det gjorde jeg så. Det var ikke helt en epicfail, men jeg tabte min lommelygte og så startede balladen. Jeg blev sønderlammebanket af en amazon enforcer og er nu måske blevet til jeres frokost eller aftensmad næste gang i spiser derinde. Enjoy 😉

  8. CBC says:

    Noget helt andet:
    Food Supply: 26
    Culture: 16
    Technology: 23
    Warfare: 11

    Warfare skal op, så jeg foreslår indtil videre følgende:
    Defenses 2D6
    Militia 2D6

  9. CBC says:

    Den der gennemtænkte redningsplan som i andre indbyrdes har diskuteret uden mig, for at vedligeholde det gode rollespil, glæder jeg mig enormt meget til at se gennemført i morgen aften 😉

  10. MC says:

    THE PATH TO EDEN (Major spoiler alert!!!)
    Where do the People come from? What is the origin of their supernatural powers? Who is the Elder? Where is Eden – and what happens if the People find it? These existential questions might not be something the PCs ponder every day in the harsh post-apocalyptic world – but sooner or later they will wonder. Search for answers. And these answers are there for them to discover. But first – some background.

    JEREMIAH ATWOOD
    During the final years of the Old Age, before the final Fall, the scientists of the world searched for answers to the mounting threats against human civilization – war, disease, pollution, financial meltdown, social unrest. One of the most brilliant – but also the most controversial – of these scientists was Professor Jeremiah Atwood, an acclaimed geneticist. In his view, suffering, misery and destruction were hardwired into the very nature of the human race. He questioned whether the survival of humanity was actually desirable. Unsurprisingly, he was heavily criticized, and withdrew from the world to devote himself entirely to his radical science projects.

    PROJECT EDEN
    Professor Atwood’s vision was to create a new, mutated human race, free from selfishness and aggression, to replace its human ancestors. The work was to be his crowning achievement, and with considerable resources at his disposal he was able to delve deeper into human DNA than anyone had done before. At its very core, he found an untapped potential for change and adaptation, the very building blocks of a new and improved being. He called his vision Project Eden, as his goal was to create a new and unspoilt society on Earth.

    THE RED PLAGUE
    As if from nowhere, a virus spread across the globalized world, bringing death and destruction on a scale that humanity had never seen before. The contagion came to be known as the Red Plague, named after the first symptom of the disease: bloodshot eyes, that soon started to bleed profusely. At that point, a painful death was only a day away. Professor Atwood died in the sudden pandemic, before he had time to finish his project. Some accused the eccentric scientist of having created the virus himself. He never denied the accusation.

    THE LAST WORLD WAR
    The pestilence was the final blow to a world already ravaged by global economic crisis, natural disasters and growing political conflict. Fear and confusion fueled simmering antagonism between old and new superpowers, and soon the hostility turned to open violence. Under the threat of total annihilation posed by the Red Plague, no one hesitated to use the ultimate weapon. Global nuclear war broke out, and one after another mushroom clouds rose over the world’s major cities. Human civilization was on its deathbed.

    THE GREAT ESCAPE
    The end of the world came fast, but humanity did have time to try to save itself, like rats off a sinking ship. The rich and powerful escaped the devastated surface of the Earth and sought refuge underground, at the bottom of the ocean – and out in the solar system. Huge shelters and space stations, the size of small cities, were built. These were called enclaves. The enclaves were big, but only had room for a fraction of the world’s population – the ones chosen for their intelligence or skills, or simply the ones rich enough to buy their way in. The rest of humanity was left on Earth’s surface. Almost everyone was lost. Just a few poor souls survived the horrors of the Apocalypse, against all odds.

    THE TITAN POWERS
    The purpose of the enclaves was to preserve a small remnant of human civilization. The enclaves were built to be self-sufficient and peaceful, ruled by the best scientists, philosophers and politicians that humanity could muster. But the settlers brought old grudges into the enclaves, and in the deep isolation and hopelessness they grew into suspicion and hostility. The enclaves started to spy on each other, accused each other of stealing resources from the dying Earth and seeking dominion over others. Pacts were made and soon broken. Over time, a handful of more established alliances among the enclaves were formed, and became known as Titan Powers. These were enclaves with a similar history or ideology, or just a common enemy to overcome. Research in the enclaves was increasingly turned toward military purposes. Weapon systems and robotic creatures, more advanced than a previous generation could ever imagine, were created in the darkness.

    THE ENCLAVE WAR
    Who first pressed the button is lost in the oblivion of history. When the cold war between the Titan Powers turned into a hot war, no enclave was left untouched. Weapons of ultimate destructive power that had been developed during the decades that had passed since the Fall, were powerful enough to cripple an enemy enclave with a single strike. More than half of the existing enclaves were destroyed in the first few weeks of the war. Most of the surviving enclaves were badly damaged and many lost communication with the outside world. The Enclave War entered a low-intensity phase, where dying enclaves often did not know if their enemies and allies were still out there or not. But the fear and distrust ran deep, and no one ever called a ceasefire. The Enclave War is still going on, far above and below the mutants of the Ark.

    PROJECT EDEN, PART 2
    One enclave – a colossal structure orbiting the devastated Earth in low orbit like a metal moon – survived the Enclave War relatively intact. It belonged to the Titan Power called Mimir. While other refugees from the dead planet fled further out into the solar system, a group of scientists in this orbital enclave harbored a burning desire to return to their ancestral home. These Mimer scientists worshipped Jeremiah Atwood like a betrayed messiah, and dreamt of completing his plans. The field of genetic engineering had evolved rapidly and was being used to adapt humanity to a life in space. Could not the same technology be used to adapt humanity to the ravaged environment on the Earth’s surface? Project Eden was brought back to life, on a small scale and hidden from the rulers of the enclave, who had given up all hope of the Earth every harboring human life again. By manipulating human DNA and often splicing it with genetic material from now extinct animals, creatures with superhuman abilities were created – abilities that could protect them from the dangers on the Earth’s surface. The scientists called these beings mutants.

    THE ARKS
    An appropriate location was chosen in a relatively untouched part of the planet, and a command central was established in an old bunker facility. A few dozen scientists, ready to give their life for this cause, left their safe lives in orbit to personally monitor Project Eden. With them, they brought genetic material that could generate a new type of super-powered beings. Of human form but still not quite human. The plan was to settle the mutants at certain locations in the area surrounding the Eden command central. These settlements were called Arks. In every Ark, a handful of scientists would raise the children and personally monitor their development and adaptation to life on the ravaged Earth. But the project went wrong after only a few years. The mutants’ growing bodies turned out to be unstable and their powers uncontrollable. The project leader, Doctor Retzius, decided to stop the project and destroy all test subjects. Some of the Eden scientists refused to carry out her orders, and chaos ensued. In the end, these scientists fled with the children into the Zone, to the Arks. The doors to Eden closed behind them forever. In the Arks, many of the scientists soon succumbed to the Rot or were killed by grotesque mutated monsters. They had no way to contact Mimer. Some could not bear the isolation, misery and filth, and took their own lives. Project Eden was lost. But the young mutants lived on, unaware of their origin.

    THE METAPLOT IN GAME
    The People’s settlement is of course one of the Arks of Project Eden. And the Elder is a surviving scientist. This means the PCs are actually not survivors of the Apocalypse, but rather research experiments planted on Earth’s surface much later. These fundamental truths can be revealed by the players during the course of the game. To do so, they must find the old Eden command center – that is, the Eden of the People’s myths. If the PCs get there and survive the threats in the deeps, they will also get an opportunity to leave Earth on a one-way ticket and join humanity’s new civilization in the solar system. What happens there is beyond the scope of this core rulebook and will be explored in a future expansion.

    THE ELDER
    The Elder is one of the researchers of Project Eden. He knows the truth about the People, but despite the collapse of Project Eden he has followed the order to keep quiet during all these years. To reveal the truth to the test subjects would affect their behavior and disrupt the experiment, and was therefore strictly forbidden. The Elder, or doctor Sebedius as his real name is, hoped that a rescue mission would come to his aid. It never did. As the years went by, the Elder became less and less interested in his old life. And lately, he has become weak and frail, harrowed by age, Rot and the hard life in the Ark. As GM, you can use the Elder to give the PCs clues about Eden and other things, but as he is so diminished both physically and mentally that they won’t be able to force any information out of him that you don’t want them to have. If they interrogate him, he can simply lapse into a confused state or pass out.

    A BARREN PEOPLE
    The mutants of Project Eden are unable to conceive children with each other. This was done by design by the Eden scientists, who wanted to avoid the experiment population spreading uncontrollably. The mutants can however have offspring with humans that they meet in the Zone, such as the Wanderers (page 174) or Zone-Ghouls (page 176). This means the People will need to intermingle with other factions in the Zone. The alternative is the inevitable end for the People – it is only a matter of time. The Next Generation: A child who is born to a mutant and a human will become a mutant. But the mixing of mutant and human genes will make this new generation of mutants capable of breeding with each other. The barrenness of the People is thus gone forever.

    CLUES TO EDEN
    During the course of your campaign, you can plant clues and leads that will lead the PCs to Eden. It is up to you to decide how quickly that happens, in this way you can control the length of your campaign. Three specific Artifact Cards, when combined, will show the PCs the location of Eden and give them access. You can let the PCs find them randomly, or place them wherever you like in the Zone. To make it more interesting, you can have the PCs fight for these artifacts. You can also first give them clues to where one of these artifacts might be located, rather than giving them the artifact itself right away. Consider each of the three artifacts as plot devices that you can use in whichever fashion you prefer. The three artifacts are the Cassette Player, the Video Camera, and the ID Card. A fourth artifact, the Diary, will tell the players a little about the backstory, but will not help them locate Eden.

    THE CASSETTE PLAYER
    This device has a radio receiver, and if they manage to turn it on the PC will hear an ancient emergency transmission that has been repeated for decades, since the days of the Apocalypse. A stern voice calls on everyone with “security clearance level 5 or higher” to go to the nearest “command center”. The voice then lists five such command centers, named Alpha, Bravo, Charlie, Delta and Echo, and lists the coordinates where each of them is located. All other citizens are told to stay in their homes. A PC who hears the transmission and makes a Comprehend roll will be able to figure out which sectors of the Zone the five command centers are located in. Simply choose any five sectors on the map that you like. Have them scattered all over the Zone. Command Center Delta is Eden, but the PCs have no way of knowing that without the Video Camera.

    THE VIDEO CAMERA
    This artifact holds a short video clip that shows how the Eden scientists leave the bunker. Wearing heavy protective gear, they walk out through a big metal door in the rockside. The scientists are followed by thousands of children, no more than three or four years old. Some of the children have obvious mutations. On the partly opened gate a flaking text says “Eden”, and below that, “Command Center Delta”. Using this artifact, the PCs can both learn about their origin and understand that Eden and Command Center Delta are the same place. They can also see what the terrain looks like in the immediate vicinity of the gate to Eden. On the previous page, there is a picture that shows a scene from the video clip. Show it to the players when they watch the film stored in the Video Camera.

    THE ID CARD
    Using this scratched and dirty ID card the PCs can open the gate to Eden. The text on the card says “Eden Security” which should make the players understand its significance. Without this card, the PCs will have no way to open the gate.

    THE DIARY
    This worn and waterlogged notebook used to belong to one of the Eden scientists – not the Elder, but one of his colleagues who left Eden at the same time. A good place for the PCs to find the diary is the old purification plant (page 201). If they find the book and make a Comprehend roll, show them Handout #1 (also available for download from the Modiphius website). Note the Mimir logo on the page – it will mean nothing to the PCs when they first see it, but it will return inside Eden.

    COMMAND CENTER DELTA – EDEN
    Mythical Eden is a very important location in Mutant: Year Zero. Finding the old bunker and exploring it may very well be the culmination of a long campaign – even though you certainly can play on after Eden has been found.

    HISTORY
    The underground facility that the People call Eden has a long history and has been thrown between desperate hope to deep despair – twice. The bunker complex was first built before the Fall as a shelter for the people of the Old Age. It had been closed and almost forgotten when the Red Plague came and the wars broke out. Panicked people filled every shelter they could find. In the biggest shelters, command centers were established. From here, the leaders of the nation could continue to rule from a safe location. In the shelter with the code name Command Center Delta, more than six thousand souls had sought refuge when the gates were sealed. Most of them were leading politicians and civil servants, others just rich or lucky enough to squeeze in. The relief of having found protection did not last long. Days turned into weeks and months, but no one came to the rescue. Contact with other command centers was sporadic, rumors spread like wildfire and suspicions grew unhindered in the darkness. Food supplies started to dwindle and frustrations simmered. The leaders insisted on following protocol – to stay put and wait for the rescue and ration the food. The resulting hunger fueled the discontent, and finally the inevitable revolt broke out. The leaders’ security guards, fearing for their lives, resorted to violence. It turned into a bloodbath. The few survivors decided to leave the shelter and venture out, in search of food. They never returned. Command Center Delta, one of humanity’s last flickering lights of civilization, went out. Decades passed. Command Center Delta became a forgotten crypt in a ruined world – until the Project Eden scientists searched ancient data files for a good place on the Earth’s surface to base their grand experiment in. They chose Command Center Delta, which the scientists renamed Eden. With their hyper-advanced technology, they quickly restored the old shelter and added a genetics lab and rocket launch silo to it. Yet again, this facility would turn out to be a curse rather than the salvation of humanity. When Project Eden collapsed, most of the scientists fled into the Zone. Only the leader and founder of the project – Doctor Retzius – and a few of her most loyal assistants, remained.

    THE CURRENT SITUATION
    When the PCs finally find Eden they might expect the old bunker to be empty and deserted. This is not the case. Doctor Retzius has lived in the deeps during the last two decades. Her assistants are forced to spend most of their time in cryosleep, in order to ensure the survival of Project Eden. With desperation descending into madness she has tried to create the perfect mutant race as professor Atwood envisioned it, a resilient being who can withstand the rigors of the Zone – and exterminate the “defective” mutants from Project Eden’s first generation. She thinks she has succeeded. The PCs might take a different view when they meet the Omega Mutants, as Retzius calls them. When the PCs knock on Eden’s door, Retzius is in the final stages of preparation for releasing the Omega Mutants into the Zone. She is not prepared for the intrusion and reacts with fear and anger. When she realizes that the first generation of mutants has returned, she is consumed by hatred. At all cost, she wants to destroy the traces of the failed experiment, two decades earlier.
    As the PCs explore Eden they may find clues about the history of the bunker as well as their own origin. Sooner or later they will run into the Omega Mutants, and finally Doctor Retzius herself. It may turn into a violent confrontation – but the PCs can get unexpected help. Firstly, there is one “Alpha Mutant” – as Retzius calls the first generation – who has lived hidden in the darkness of the bunker for all these years, and now sees an opportunity to fight Retzius. Secondly, the doctor is over-confident regarding the loyalty of the Omega Mutants – some of them have doubts about their “mother” and can change sides at a critical stage.

  11. JS says:

    Mutant : Road to Eden trailer

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