Mutant: Year Zero
NOTE: This is not a complete game. You need the Mutant: Year Zero core game to use this book. The Mutant: Mechatron core book is also useful, but not required.
Through the tiny portholes of the space capsule, you see the city hanging weightlessly beneath the stars – massive, sprawling, gleaming. A myriad of metal shapes connected by tubes and wires, like a huge hanging mobile over Earth, the poisoned cradle of humanity.
The thrusters of your capsule push you onward through the maze of wires and ladders. Drawing closer, it becomes clear that there is something wrong with this star city. You float past large holes, torn wires, and cracked satellite dishes. It seems the Apocalypse reached all the way to the heavens.
Ad Astra is a thrilling campaign module for Mutant: Year Zero that takes the player characters from the devastated surface of Earth into orbit, out into the solar system, and perhaps further still. Ad Astra can be played stand-alone or as a direct continuation of the Path to Eden campaign in the Mutant: Year Zero core rulebook.
The book also includes rules for playing Mutant: Year Zero in space and an overview of the solar system with ideas for further adventures.
A complete PDF of this product is included in your purchase and will be sent to you via DrivethruRPG.
During the great apocalypse, humanity fled to the depths of the underground enclaves. In genetic laboratories, researchers tried to breed a new being, splicing human and animal DNA, creating a beast intelligent yet strong enough to survive in the devastated world. The enclaves have fallen – but the animals’ fight for freedom has only just begun.
Silver ENNIE for Best Rules 2015
“Probably the best post-apocalyptic RPG on the market. Full stop.”RPGNet review
“My players and I had a blast playing and can’t wait to get back to the Zone.”Brian Ennis, The British Fantasy Society
“A better and more stylish balancing act between nostalgia and innovation the Swedish RPG scene hasn’t seen in a very long time.”The Boningen gaming blog
“The rules support and create campaign play. Intrigues start, threats arise, opportunities and challenges appear, without the GM having to make it all up.”The Fenix gaming magazine