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* UniversalAmmunition: For the sake of simplicity, all conventional firearms have ammunition that can use any caliber they require. There are no descriptions or distinctions of what ammunition can be found or used by [=PCs=]. The rules do specify that GMs may add some ammo variety if they so choose, but warn against anything more complicated than pistol, rifle or shotgun rounds. Otherwise however; Energy Weapons use portable batteries, ''E-packs'', whilst Gyrojet Weapons use expensive miniature rockets.

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* UniversalAmmunition: For the sake of simplicity, all conventional firearms have ammunition that can use any caliber they require. There are no descriptions or distinctions of what ammunition can be found or used by [=PCs=]. The rules do specify that GMs [=GMs=] may add some ammo variety if they so choose, but warn against anything more complicated than pistol, rifle or shotgun rounds. Otherwise however; Energy Weapons use portable batteries, ''E-packs'', whilst Gyrojet Weapons use expensive miniature rockets.
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* FurryConfusion: Animal Mutants and regular non-mutant animals both exist in the Dawn World.
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* UniversalAmmunition: For the sake of simplicity, all conventional firearms have ammunition that can use any caliber they require. There are no descriptions or distinctions of what ammunition can be found or used by [=PCs=]. Otherwise however; Energy Weapons use portable batteries, ''E-packs'', whilst Gyrojet Weapons use expensive miniature rockets.

to:

* UniversalAmmunition: For the sake of simplicity, all conventional firearms have ammunition that can use any caliber they require. There are no descriptions or distinctions of what ammunition can be found or used by [=PCs=]. The rules do specify that GMs may add some ammo variety if they so choose, but warn against anything more complicated than pistol, rifle or shotgun rounds. Otherwise however; Energy Weapons use portable batteries, ''E-packs'', whilst Gyrojet Weapons use expensive miniature rockets.
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* {{Mutants}}: It's the first race that most players will be introduced to and play as in the game. Mutants have either one or more ''Mutations'', that give them abilities and powers beyond what any normal Zone-Ghoul or Wander is cable of doing. From producing glands for acidic spit or growing an additional two arms, lighting things on fire with your mind or controlling any metallic object that weights less than themselves.

to:

* {{Mutants}}: It's the first race that most players will be introduced to and play as in the game. Mutants have either one or more ''Mutations'', that give them abilities and powers beyond what any normal Zone-Ghoul or Wander Wanderer is cable of doing. From producing glands for acidic spit or growing an additional two arms, lighting things on fire with your mind or controlling any metallic object that weights less than themselves.

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