There may be additional that are in the GM section but I have not looked at those since I am a player in all this. Ten or more counts as a light item, over 20 as a normal item and over 40 as a heavy item."įigured I'd mention it because, before I got GA, we had a whole spat over how to handle arrows, since they weren't clarified in the v2 PDF aside from having a weight of "-" in the Gear and Services table.įor those who have a first addition book or PDF these are the changes I noticed. A few arrows, rocks or bullets count as tiny items. Tiny things must be noted on your character sheet even if they don’t encumber you.īows require arrows, slings require stones and firearms from the Old World require bullets. The rule of thumb is: if the item can be hidden in a closed fst, it’s tiny. Things even smaller than light items are called tiny. They are so small and light that they don’t encumber you at all. 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. Tiny things must be noted on your character sheet even if they don’t encumber you.īullets: Individual bullets count as tiny items. The rule of thumb is: if the item can be hidden in a closed fist, it’s tiny. They are so small and light that they don’t encumber you at all. Things even smaller than light items are called tiny. I also noticed a clarification on ammunition. Agility: A ration of water per point of Agility to be restored. Strength: A ration of food per point of Strength to be restored. Your enemy cannot defend against the attack. This counts as a normal close combat attack, with these differences: Grapple Attack: While grappling someone, the only physical action you can perform is a grapple attack against the opponent. While pinned, your opponent can perform no other action requiring physical movement. This roll counts as an action for your opponent but not for you. To break loose, your opponent needs to win an opposed roll for Fight against you. GRAPPLING As a stunt when you Fight, you can choose to pin your opponent down using fangs and claws, or just your body weight. If it’s still a tie, break it with any unmodified die roll. If it’s a tie, highest current Agility score goes first. No skill is used, and you can’t push the roll. Reflexes Mutation Fight or Shoot an enemy a second time in the same turn. NPCs AND MUTATIONS At the start of each session, the GM gets a number of Mutation Points to her pool equal to the total number of MP that the players have combined. Per Genlab Alpha, here are the official changes (that I could find) to Mutant: Year Zero rules not already added to the PDF version 2.
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