Enforcer and Role Talents Overview
Enforcer and Role Talents Overview
THE ENFORCER’S SKILL: INTIMIDATE (STRENGTH) THE GEARHEAD’S SKILL: JURY-RIG (WITS) THE STALKER’S SKILL: FIND THE PATH (AGILITY) THE FIXER’S SKILL: MAKE A DEAL (EMPATHY)
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THE DOG HANDLER’S SKILL: SIC A DOG (AGILITY) THE CHRONICLER’S SKILL: INSPIRE (EMPATHY) THE BOSS’S SKILL: COMMAND (WITS) THE SLAVE’S SKILL: SHAKE IT OFF (STRENGTH)
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THREAT TYPE THREAT LEVEL SECTOR ENVIRONMENT RUINS, NORMAL
D6 THREAT TYPE THREAT LEVEL DESCRIPTION D66 ENVIRONMENT RUIN THREAT ARTIFACT D66 ENVIRONMENT
1-2 Humanoid 1–4 Fringe Zone Sectors 11–12 Thick Woods No Yes No 11 Airplane Wreck
3-5 Monster 5–8 Central Zone Sectors 13–15 Scrublands No Yes No 12 Amusement Park
6 Phenomenon 9+ Unusually Dangerous Areas 16–21 Marshlands No Yes No 13 Battlefield
22–24 Dead Woods No Yes No 14 Bus Station
HUMANOID THREAT MONSTER THREAT 25–26 Ash Desert No Yes No 15 Car Park
D66 HUMANOID THREAT D66 MONSTER THREAT 31 Huge Crater No Yes No 16 Church
11 Amnesiac 11–12 Acid Grass 32 Glassified Field No Yes No 21 Cinema
12–13 Beast Mutants 13 Air Jellies 33–35 Overgrown Ruins Yes Yes Yes 22 Crater
14–16 Cannibals 14 Automaton 36–42 Crumbling Ruins Yes Yes Yes 23 Dilapidated Mansion
21–22 Doom Cultists 15–16 Bitterbeasts 43–51 Decayed Ruins Yes Yes Yes 24 Fast Food Joint
23–25 Exiled Mutants 21–22 Deathworm 52–56 Unscathed Ruins Yes Yes Yes 25 Gas Station
26–32 Expedition from another Ark 23–24 Devourer 61–64 Derelict Industries Yes Yes Yes 26 Highway
33–35 Helldrivers 25–26 Grazers 65–66 Settlement — — — 31 Hospital
36–42 Morlocks 31 Gutfish (infected water) 32 Hunting Store
33 Mall
43–44 Nova Cultists 32 Killer Tree SKILL DIFFICULTY RUINS, INDUSTRY 34 Marina
45–46 Patrol from the Ark 33 Mind Mosquitoes
51–52 Scrap Oracle
DIFFICULTY MODIFICATION D66 ENVIRONMENT 35 Museum
34 Nightmare Flowers
A Breeze +3 11–13 Factory 36 Office Building
53–54 Wanderers 35 Parasite Fungus
Simple +2 14–16 Military Base 41 Overgrown Park
55–56 Water Trader 36 Razorback
Easy +1 21–23 Oil Cistern 42 Playground
61–62 Wreckers 41–42 Rot Ants
Normal ±0 24–26 Pipeline 43 Police Station
63–66 Zone-Ghouls 43 Rotfish
Demanding −1 31–33 Purification Plant 44 Radio Station
44–45 Scrap Crows
Hard −2 34–36 Power Line 45 Residential Blocks
46 Trash Hawk
PHENOMENON THREAT 51 Worm Swarm
Insane −3 41–43 Radio Mast 46 Road Tunnel
44–46 Refinery 51 Ruined Bridge
D66 PHENOMENON THREAT 52–54 Zone Dogs
51–53 Rubbish Dump 52 School
11–13 Acid Rain 55–56 Zone Leeches
54–56 Shipwreck 53 Shelter
14–15 Ash Storm 61–63 Zone Rats
61–63 Shooting Range 54 Skyscraper
16–21 Dust Tornado 64–65 Zone Spider
64–66 Windmill 55 Sports Centre
22–23 Electric Storm 65–66 Zone Wasps
24 Ghost Lights 56 Suburbia
25 Inertia Field 61 Subway Station
26–31 Magnetic Field RANDOM EVENTS 62 Supermarket
32 Mirage D66 IN THE ARK D66 IN THE ZONE 63 Swimming Hall
33–34 Mud Puddles 11–14 Danger Ahead 11–14 A Beacon in the Distance 64 Tank
35–36 Night Lights 15–22 Fight over a Project 15–22 Danger Ahead 65 Theatre
41 Obelisk 23–26 A Threat Escalates 23–25 A Hard Choice 66 Train Station
42–43 Pillars of Light 31–33 Fight over Gear 26–33 Gear is Lost ROT LEVEL
44–46 Rot Hotspot 34–41 An Appealing Offer 34–36 Sleepless Night D66 ROT LEVEL DESCRIPTION
51–52 Rot Wind 42–45 A PC Gets into Trouble 41–44 A PC Gets into Trouble Rot Oasis. The PCs are safe from
11–12 0
53–54 Sinkhole 46–53 An NPC Gets into Trouble 45–52 An NPC Gets into Trouble the Rot here.
55–56 Temperature Drop / Heat Wave 54–56 PC vs PC 53–55 PC vs PC Weak Rot. The PCs suffer one Rot
13–55 1
61–62 Unexploded Ordnance 61–63 Unwanted Consequences 56–62 The Zone vs Everyone Point per day spent in such sectors.
63 Vacuum 64–66 A Glimpse of the Dream 63–66 An Unexpected Encounter Rot-Heavy Area. The PCs suffer
56–66 2
64–66 Zone Smog one Rot Point per hour.
SESSION RUNDOWN RANGE MODIFICATION TYPICAL COVER
1 Bring out the Zone map, character sheets, dice and cards for mutations and artefacts. DISTANCE MODIFICATION COVER TYPE
2 Give each PC a number of Mutation Points equal to the number of mutations they have. Arm’s Length Just next to each other −3* Shrubbery 2
3 Hold an Assembly. Each player may initiate one new project in the Ark. Near A few steps away ±0 Furniture 3
Draw a Threat Card to introduce a new threat to the Ark. Skip this step if no PC is in the Ark, or if Short Up to 20–30 yards −1 Wooden Door 4
4
enough is going on already. Long Up to a few hundred yards −2 Car Door 5
5 Play your characters. Distant As far as you can see − Brick Wall 6
6 Hold a debriefing. Discuss which actions during the session should be rewarded with XP. * Does not apply for defenceless enemies. Sand Bag 7
7 Decide if you want to change your relationships or your big dream.
MELEE WEAPONS
PROJECTS IN THE ARK WEAPON BONUS DAMAGE RANGE COMMENT
Players may initiate new projects during the session Assembly. Unarmed — 1 Arm’s Length
Z
Write down each chosen project on the Ark Sheet, or directly on the Ark map, and note how Blunt Instrument +1 1 Arm’s Length
Z many Work Points that the project requires to be completed. Bicycle Chain +1 1 Near
During each session, every PC may work on one project. For every / rolled, the number of Brass Knuckles +1 1 Arm’s Length Jury-Rigged. Light weapon.
Z remaining Work Points is reduced by one Scrap Knife +1 2 Arm’s Length Jury-Rigged. Light weapon.
Z When all Work Points are gone, the project is completed and ready for use. Baseball Bat +2 1 Arm’s Length Can be found in the Zone.
Z Each project provides a DEV Bonus to the Ark, and some have other special effects. Bat with Spikes +2 2 Arm’s Length Jury-Rigged.
Machete +2 2 Arm’s Length Jury-Rigged.
MUTATION MISFIRE Scrap Spear +1 2 Near Jury-Rigged.
ROLL EFFECT Scrap Axe +1 3 Arm’s Length Jury-Rigged. Heavy weapon.
Your mutant powers run amok, and you suffer one point of permanent trauma. You choose
1 = which attribute is affected. At the same time, you develop a new mutation. RANGED WEAPONS
You suffer the effect of the mutation, and take as much trauma as your target. If the mutation WEAPON BONUS DAMAGE RANGE COMMENT
2
doesn’t cause trauma, you get disoriented instead and can’t act at all in the next turn Thrown Rock — 1 Short
The mutation consumes twice the amount of MP you intended to spend on it – without increasing Slingshot +1 1 Short Jury-Rigged.
3
the effect. You can’t drop below zero MP. Bow +1 1 Long Jury-Rigged.
4 The mutation locks down after this use. You can’t use it again for the rest of the session. Scrap Pistol +1 2 Short Jury-Rigged.
The mutation changes your appearance in some way. You choose how. The effect is only Scrap Derringer +1 1 Near Jury-Rigged. Light weapon.
5
cosmetic, but it is permanent. Scrap Rifle +1 2 Long Jury-Rigged.
The mutation gets supercharged. You get back the MP you just spent, and you can immediately – Flamethrower +1 2 Near Jury-Rigged. Heavy weapon.
6 / in the same turn – activate the same mutation again, against the same target or another.
Scrap Cannon +1 4 Long Jury-Rigged. Can’t be carried.
GEARHEADS
D6 NAME APPEARANCE GOAL WEAPON
1 Quark Skinny, spiked hair, always smiling Find Eden and the truth about the People Scrap pistol, Gear
Bonus +2
2 Lambda Old blue coveralls, tools in every pocket Recreate the technical marvels of the Old Age Scrap pistol with
three barrels
3 Loranga Bald, extremely dirty, kind Build things to help others None
4 Naphta Burn-scarred skin, googles, smells of smoke Blow stuff up Flamethrower
5 Tetris Wears a headpiece made of scrap, Create a device that controls the minds of —
mumbles constantly others
6 Zippo Wears a coat adorned by scrap Build a huge scrap sculpture in the Ark Bicycle chain
STALKERS
D6 NAME APPEARANCE GOAL WEAPON
1 Danko Always wears a gasmask, never speaks Go farther into the Zone than anyone else Scrap rifle, Gear
Bonus +2
2 Franton Scarred face, brags a lot Be revered as a hero by the People Scrap pistol with
two barrels
3 Hammed Dead eyes, coughs from Rot damage, Walk into the Zone and let the Rot take him Scrap spear
smells of booze
4 Jena Camouflage gear, constantly fiddles with Stalk a victim for days and then kill it Scrap rifle,
her gun weapon damage 3
5 Krin Skinny and wiry, always on her guard Keep out of trouble, avoid others Bow, Gear Bonus
+2
6 Tula Wears a torn raincoat, pulls an old Find something worth fighting for Slingshot
shopping cart
FIXERS
D6 NAME APPEARANCE GOAL WEAPON
1 Abed Bald and pudgy, constantly smiling Make the deal of a lifetime Scrap knife
2 Denrik Unnaturally handsome, shiny hair Make others feel good and take advantage of it —
3 Fillix Stares at others’ gear, kleptomaniac Collect a large stockpile of grub and gear Scrap pistol, Gear
Bonus +2
4 Jolisa Skinny, large staring eyes Abnormally interested in artefacts and scrap Bicycle chain
5 Lula Abnormally short, talks constantly Swindle the last bullet from everyone else Scrap pistol
6 Monja Wheezing voice, always wants to trade Become a Boss one day Scrap knife
something
DOG HANDLERS
D6 NAME APPEARANCE GOAL WEAPON
1 Anny Chews on a root, spits constantly Find someone other than her dog to care for Slingshot
2 Brie Black bangs cover a deformed eye Kill anyone who comments on her appearance Scrap knife
3 Finn Greenish, rough skin, mostly drunk Forget his sorrows Baseball bat
4 Jony Face shaded by hood, silent and aggressive Leave the Ark and find a better life Scrap axe
5 Krinnel Only talks to her dog, never to people Give her dog something good to eat Bow
6 Montiac Crew cut, irritable and violent Beat up anyone who speaks ill of his dog Brass knuckles
CHRONICLERS
D6 NAME APPEARANCE GOAL WEAPON
1 Astrina Red mohawk, sees good in everyone Find a hero who can save the People Scrap knife
2 Danova Wears a dress from the Old Age Understand what the Elder needs, and make it –
happen
3 Hanneth Black bangs, silent, takes notes constantly Rise from the misery and dedicate her life to –
study
4 Maxim Skinny and weak, aged beyond his years Write the story of how the People find Eden –
5 Silas Unnaturally pale, translucent skin, sad To make the Ark evolve into an advanced –
society
6 Victon Boyish, reddish complexion, always happy Become the hero in the story about the People Scrap knife
BOSSES
D6 NAME APPEARANCE GOAL WEAPON
1 Brictoria Cold eyes, scarred face, crew cut Turn the People into an army and conquer the Scrap rifle, Gear
Zone Bonus +2
2 Gunitt Short, skinny, wears a top hat Collect large amounts of artefacts Scrap pistol with
three barrels
3 Cristor Tall and skinny, fiery eyes Topple the Elder and establish equality in the Spiked bat
Ark
4 Marlotte Cool and detached Develop the Ark and lead the People to a better —
life
5 Mohamin Legless and is carried around by Slaves Rally more followers and leave the Ark with his Scrap knife
cult
6 Oscartian Extremely fat, can hardly move Get rid of all rivals and take sole power in the Scrap pistol,
Ark weapon damage 3
SLAVES
D6 NAME APPEARANCE GOAL WEAPON
1 Dink Silent and observant, bitter and treacherous Find someone to use to get free —
2 Eria Arms and legs like logs, grim Toil away without complaining —
3 Henny Dirty, always hums on some melody See the bright side of things —
4 Hent Massive body with knobby skin, hunchback Work and suffer until death sets him free —
5 Lin Wiry and grumpy, fights a lot To take her aggressions out on anyone —
6 Wilo Skinny and weak, a dreamer To escape from the Ark and never come back —
DEVELOPMENT LEVELS
FOOD SUPPLY
The Food Supply DEV rating determines how hard it is to find something to eat in the Ark.
0–9 The struggle to find grub is desperate. The People only have a meagre stockpile of food left in the Ark, and whatever edible
plants and animals individual mutants manage to grow or kill. One ration of grub is typically traded for one bullet.
10–19 Starvation still isn’t far away, but the People have enough grub to cover their day to day needs – as long as the harvest or
the hunt isn’t threatened. Typically, you can get two rations of grub in return for one bullet. Decrease the Session Body
Count (page 115) by one.
20–29 Almost everyone in the Ark can fill their stomach every day, and there is even enough to put some aside for hard times. A
bullet will typically buy you three rations of grub. Decrease the Session Body Count by two (to a minimum of zero).
30+ No one in the Ark needs to go hungry. The People have the luxury to care about the taste of what they eat and drink, and
they have refined their skills of cooking and brewing. A bullet will normally buy you four rations of grub. Decrease the
Session Body Count by three (to a minimum of zero).
CULTURE
The Culture DEV rating helps the People understand artefacts and other remains of the Old Age (page 124).
0–9 With the exception of Chroniclers, the People completely lack any form of cultural expression beyond tales by the trashcan
fire.
10–19 Most of the People can read and write to a basic level. Some forms of cultural expression – like a place of worship, simple
staged plays or exhibitions of scrap and artefacts – may exist.
20–29 Writing skills are more advanced and widespread – there might even be an organized school. There are most likely several
forms of cultural expression in the Ark.
30–39 The People have learned much about the ideals of the Ancients, and might even have developed some form of extended
suffrage and inclusive governance of the Ark.
TECHNOLOGY
The most important use of the Technology DEV rating is to help the People to understand how artefacts are used.
0–9 Apart from Gearheads, none of the People really understand technology at all. What little the Elder has taught them has
largely been forgotten. Most artefacts are incomprehensible riddles.
10–19 The People have achieved a basic technical knowledge by collecting artefacts from the Zone and studying them. Simple
constructions, such a mill or a distillery, can be built.
20–29 The People master the basics of mechanical construction, and have most like built a workshop. They can build new roads in
the Zone and can create more advanced machines, such as a printing press.
30–39 The People are on the brink of a technological revolution, and can recreate some of the miracles of the Old Age: the steam
engine, the heliograph, electric lights and breech-loaded guns.
WARFARE
The Warfare DEV rating determines how well the Ark can stand up against a large-scale attack (page 114).
0–9 Apart from some simple barricades, the Ark is totally defenceless against enemies from the outside. Battle Level 1.
10–19 More solid fortifications, like scrap palisades and lookout towers, defend the Ark. There might be some form of watch
patrols. Battle Level 2.
20–29 The Ark likely has an organized militia. If the Technology DEV is high enough, there might be an armoury. Battle Level 3.
30–39 The Ark has a standing army that can protect the People, but also attack enemies out in the Zone with great force. The Ark
is defended by scrap cannons and flamethrowers. Battle Level 4.
MOOD ELEMENTS
D66 PEOPLE
11 Wanderers. Some silhouettes are seen in the distance. Who walks in the Zone?
12 Camp. The remains of a campsite, perhaps embers are still smouldering in the fireplace.
13 Final Rest. D6 shallow graves, marked with pieces of scrap. Who is buried here?
14 Victim. A corpse, hanged or bound to a pole. Who did this, and why?
15 Message. Someone has written something on a wall. What does it say, and how recent is it?
16 Tracks. They lead deeper into the Zone. Who walked here and where did they go?
NATURE
21 Boulder. A huge piece of rock. Protection from the Zone winds or a good lookout point?
22 Tree. A lonely tree still grows in the desolate wasteland. Does it hide some secret?
23 Creek. A narrow stream flows through the landscape. Is it a source of life or of death by the Rot?
24 Zone Flowers. Out of place in the pale zonelands, a field of strange flowers with striking colours grow.
25 Thistles. A thick undergrowth covers the sector. Boots and gear gets stuck in it. Do the bushes hide some secret?
26 Vines. Lots of thick vines cover the ruins here. Are they dead and shrivelled or still alive?
WEATHER
31 Torrential Rain. A sudden downpour or heavy snowfall hits the PCs. They’d better seek cover.
32 Fog. A thick haze blankets the area. Visibility is reduced to a few yards, and sounds muffled. What lurks in the fog?
33 Blazing Sun. Scorching sunlight bakes the PCs. Their skin burns and their clothes are soon wet from sweat.
34 Blue Sky. The ever-present dirty Zone haze suddenly evaporates, revealing a stark blue sky. It is both beautiful and frightening.
35 Dark Clouds. The sky darkens and the wind picks up. Dust whirls around across the broken old pavement. A storm is brewing.
36 Thunder. The deep sound distant thunder rolls over the Zone. Sudden lightning flashes across the ruins.
REMAINS
41 Road Sign. A metal sign stands alone, left from the Old Age. Does it show the way to something, or warn of some danger?
42 Wreck. The remains of some old vehicle, rusted beyond repair. Its metal husk is still intact. Has someone sought shelter there?
43 Movie Poster. A torn and worn old poster from the Old Age shows a strange scene. What do the PCs make of it?
44 The Dead. D6 withering skeletons from the Old Age. What story could these old bones tell?
45 Checkpoint. A roadblock from the final dying days of the Old Age. Could there be useful scrap here?
46 Railroad Track. These rusty old tracks are completely overgrown. Where does the track lead?
EVENTS
51 Hole. There’s a deep dark hole in the ground in front of the PCs. Is it an old well, or a path into tunnels below?
52 Howling. An inhuman, long howl echoes across the Zone. Is someone in dire need of help - or is a Zone monster nearby?
53 Collapse. A ruined building suddenly collapses in a deafening roar. Perhaps something interesting is revealed?
54 Birds. A flock of small Zone birds suddenly take to the air. Did something startle them?
55 Noise. A deep bellowing sound echoes across the Zone. It’s repeated a few times, then falls silent.
56 Hut. Someone has built a nest or a hut made of scrap. Is someone home?
TERRAIN
61 Lake. A small black lake appears in the Zone haze. What is hidden underneath the mirror-like surface?
62 Escarpment. A sudden steep slope in front of the PCs. How do the PCs get down, and what awaits down below?
63 Crevice. A deep fissure, several yards wide, cuts across the landscape. How do the PCs get across?
Swamp. Foul Zone-water has engulfed the area, submerging the old crumbling streets. Dark, cold water leaks in to the PCs’
64
shoes.
65 Copse. A dark copse of dark, dead trees cast their shadow over the PCs. What could be hidden among them?
66 Hill. A steep hill or mound appears in the middle of the Zone. What is it, what’s on top of it?
NPC EXPEDITIONS
One or a few survivors stagger back into the Ark. They are hurt, exhausted, unhinged – or all of the above. The GM decides
1 = what has happened to the expedition – and if someone or something has followed the survivors back to the Ark.
The entire expedition returns to the Ark, having failed to reach the target sector. Something has forced them to turn back – the
2
GM decides what.
Nothing is heard from the expedition, and rumours spread in the Ark regarding its fate. Roll again on this table in the next
3–4 gaming session. If you roll this result three times, the expedition is lost for good and never comes back. Its actual fate is up to
the GM to decide.
The expedition returns, apart from D6 members who have been killed along the way. It didn’t reach the target sector, but
5 found something else that is valuable or interesting. One DEV rating other than the chosen one (the GM decides which) is
increased by 2D6.
The expedition returns in triumph. Its mission is accomplished and the chosen DEV rating is increased by 2D6. One D6
6 / expedition members have been lost along the way.
DEAD BLUE SEA - COMPILED TABLES
BOATS
TYPE OF BOAT BONUS ARMOR RESILIENCE CREW OARSMEN PASSENGERS FUEL CONSUMPTION
Raft +1 0 1* 1* 1* 5* 1*
Catamaran +2 0 1 2 2 0 1
Scrap sloop +1 3 5 1 2 15 2
Scrap ship +1 6 20 4 12 50 6
OLD AGE BOATS
Jet ski +3 0 1 1 1 1 ½
Motor boat +3 2 2 1 1 5 1
PHENOMENON THREAT
SEA MONSTER THREAT D66 PHENOMENON THREAT
D66 SEA MONSTER THREAT 11–12 Temperature Drop/Heat Wave (M:YZ pg.187/184)
11–13 Inkfish (DBS pg.20) 13–14 Electric Storm (M:YZ pg.184)
14–16 School of fish (as Grazers, M:YZ pg.178) 15–16 Carcass (DBS pg.27)
21 Kraken (DBS pg.26) 21–22 Giant Wave (DBS pg. 27)
22–24 Steel Shark (DBS pg.20) 23–24 Pillars of Light (M:YZ pg.186)
25–31 Strangle Weed (DBS pg.25) 25–26 Magnetic Field (M:YZ pg.185)
32–34 Rot Plankton (DBS pg.25) 31–32 Rot Wind (M:YZ pg.187)
35 Rotzilla (DBS pg.26) 33–34 Night Lights (M:YZ pg.186)
36–42 Trash Hawk (M:YZ pg.181) 35–41 Oil Spill (page 28)
43–45 Scrap Gulls (as Scrap Crows, M:YZ pg.181) 42–44 Rot Hotspot (M:YZ pg.186)
46–52 Leviathan (DBS pg.25) 45–46 Hovercraft (DBS pg.28)
53–55 Gorge Whales (DBS pg.26) 51–53 Acid Rain (M:YZ pg.184)
56–62 Beachfish (as Rotfish, M:YZ pg.181 ) 54–55 Vacuum (M:YZ pg.187)
63 Steel Jaws (DBS pg.26) 56–63 Zone Cyclone (DBS pg.28)
64–66 Torpedo Fish (DBS pg.26) 64–66 Zone Smog (M:YZ pg.187)
MONSTER GENERATOR
Roll once on applicable table for Size, Type, Limbs, Body/Protection, Weapons, Skills & Skill Level(s), Numbers, Location, optional
Mutations, Traits, and Monster Name Prefix & Suffix.
D66 WEAPONS
2D6 LIMBS BODY/PROTECTION 11–16 Claws (Strength 1–3 damage 1, Strength 4–8
2–3 None Skin damage 2, Strength 9+ damage 3)
4–5 Two legs Soft fur 21–26 Bite (Strength 1–3 damage 1, Strength 4–5
6–7 Four legs Thick fur (armour 1) damage 2, Strength 6+ damage 3)
8–9 Wings Scales (armour 2) 31–34 Venomous bite (Roll 1D6: 1–3 Nerve Poison, 4–6
10 Six legs Shell (armour 4) Hallucinogenic Poison; see M:YZ pg.183)
11 Two legs, two arms Bone plates (armour 6) 35–36 Acid spit (Range: Near, damage 1)
12 A multitude! Armoured skin (armour 8) 41–46 Kick (Strength 1–3 damage 1, Strength 4–8
damage 2, Strength 9+ damage 3)
51–56 Horns (Strength 1–3 damage 1, Strength 4–5
2D6 NUMBERS damage 2, Strength 6–8 damage 3, Strength 9+
2–3 Flock (4D6 creatures) damage 4)
4–5 Pack (2D6 creatures) 61–65 Roll twice
6–9 Loner 66 Unique
10–11 Family (1D6 creatures)
12 Swarm (+3 Strength, can only be damaged by D66 TRAITS NAME PREFIX NAME SUFFIX
flamethrowers and mutations) 11 Affectionate Lurk- -toad
12 Timid Soot- -swine
13 Reeking Scorch- -hound
D66 SKILLS 14 Hoarder Blight- -swarm
11–26 No skills 15 Aggressive Snapper- -glider
31–36 Move 16 Colorful Razor- -blob
41–56 As weapon (Fight for melee, Shoot for ranged 21 Playful Thunder- -owl
weapons) 22 Starving Blister- -bat
61–64 As weapon + Move 23 Wounded Gore- -roller
65–66 As weapon + Move + Endure 24 In heat Earth- -ling
25 Slimy Rock- -raptor
Roll once for each skill. 26 Bloodthirsty Water- -wraith
31 Intelligent Dune- -fish
D66 SKILL LEVEL
32 Horrifying Bog- -worm
11–26 Skill Level 1
33 Sleepy Storm- -rodent
31–46 Skill Level 2
34 Irritated Stink- -sponge
51–56 Skill Level 3
35 Lonely Blood- -flower
61–65 Skill Level 4
36 Curious Taint- -cat
66 Skill Level 5
41 Roaring Copper- -crawler
42 Rot-afflicted Iron- -ape
43 Scrawny Steel- -slug
44 Fat Rot- -dancer
45 Fast Scrap- -bug
46 Motherly Howl- -vermin
51 Confused Burst- -behemoth
1D6 MUTATIONS (OPTIONAL) 52 Insane Steppe- -gnat
1–3 No mutation 53 Stressed Slate- -eater
4 One mutation 54 Dejected Salt- -stalker
5 Two mutations 55 Scabbed Grin- -orb
6 Three mutations 56 Chewer Sugar- -flapper
61 Cute Whisper- -adder
Monsters generally have no mutations in Mutant: Year Zero but 62 Ugly Sickle- -monster
there is nothing stopping you from creating your own mutated 63 Stupid Glow- -hawk
monsters. The basic principle is that the monsters begins with 64 Lazy Reaper -bird
1MP for every mutation it has. Mutated monsters can also Push 65 Roll twice Doom- -leech
like any other mutant. 66 Machine Burrow -lizard