Errata: Difference between revisions
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It is a maneuver to call your dog back. | It is a maneuver to call your dog back. | ||
<h2> | <h2>Chronicler - Inspire</h2> | ||
The chroniclers specialist skill [[Inspire]] has proven to be a little go good. Now the first success rolled gives the target +2 or -2 to the skill he is about to roll for. Each additional success gives an additional +1 or -1 to this." | |||
The chroniclers specialist skill Inspire has proven to be a little go good. Now the first success rolled gives the target +2 or -2 to the skill he is about to roll for. Each additional success gives an additional +1 or -1 to this." | |||
So [[Inspire]] no longer gives successes to the target, only modification dice (skill dice) | |||
Note also that we are using homebrew rule that Inspire cannot be used to assist on a skill that the Chronicler using Inspire could not themselves roll due to lack of talent, skill, gear, or whatever. | |||
This includes not being able to inspire Zone Cook if Chronicler doesn’t also have that talent. Even though the [[Zone Cook]] talent requires a roll using the [[Know The Zone]] skill, you cannot inspire a skill roll that you could not roll yourself due to lack of talent (or other reason) as noted above. | |||
<h2>NPCs and Mutations</h2> | |||
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. | 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. | ||
Reflexes Mutation | <h2>Reflexes - Mutation</h2> | ||
For the [[Extreme Reflexes]] mutation effect: Fight or Shoot an enemy a second time in the same turn. The extra attack costs you 1 MP. You don’t get an extra maneuver. (E) | |||
<h2>Initiative Roll</h2> | |||
Roll a D6 each. No skill is used, and you can’t push the roll. The one who rolls highest acts first. If it’s a tie, highest current Agility score goes first. If it’s still a tie, break it with any unmodified die roll. | |||
<h2>Recovery</h2> | |||
* Strength: A ration of food per point of Strength to be restored. | |||
* Agility: A ration of water per point of Agility to be restored. | |||
<h2>Fifth Mutation</h2> | |||
Max four: You can never have more than four mutations. When you draw your fifth card, you have to discard one of the four old cards you have. You chose which one. This means that one of your character's mutations regresses in favor of the new one. | |||
<h2>Grappling</h2> | |||
As a stunt when you Fight, you can choose to pin your opponent down using fangs and claws, or just your body weight. | As a stunt when you Fight, you can choose to pin your opponent down using fangs and claws, or just your body weight. | ||
To break loose, your opponent needs to win an opposed roll for Fight against you. | To break loose, your opponent needs to win an opposed roll for Fight against you. | ||
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Grapple Attack: While grappling someone, the only physical action you can perform is a grapple attack against the opponent. | Grapple Attack: While grappling someone, the only physical action you can perform is a grapple attack against the opponent. | ||
This counts as a normal close combat attack, with these differences: | This counts as a normal close combat attack, with these differences: | ||
*You can’t use any weapon. | |||
*You get a +2 modification. | |||
*Your enemy cannot defend against the attack. | |||
<h2>Bomb Shrapnel Damage</h2> | |||
Misprint: Page 94 - Shrapnel: | |||
This is a stunt when using the [[Jury-Rig]] skill. If so armed, the <s>Blast Power</s> weapon damage of the bomb is increased to 2. | |||
The base damage for the first six would be 2, but then each additional six would just add 1 damage (not the base weapon damage again). | |||
This would make it work like other all the other weapons. So if Naphta rolled 4 sixes, it would be 5 damage (2+1+1+1) not 8 (2+2+2+2). | |||
<h2>List of changes from second printing of book</h2> | |||
These are mostly paraphrasing the rule changes (with page number first): | |||
* 48 - opposed roles added. | |||
* 50 - sneak opposed | |||
* 50 - sneak stunt is +1 not - per DEV not reprinted | |||
* 51 - scout opposed | |||
* 52 - sense emotion opposed | |||
* 53 - manipulate opposed | |||
* 64 - all dog handler talents stay if dog dies | |||
* 65 - all slave talents should read shake it off not endure | |||
* 66 - combat vet is 2d6 pick better | |||
* 67 - light eater is every OTHER day | |||
* 67 - never surrender the word SERIOUS removed | |||
* 67 - weapon specialist now only +1 instead of +2 | |||
* 71 - MP requirement for all mutation use other than corpse eater (still looks to be free) | |||
* 72 - extreme reflexes now +2 not +5 and only one second attack | |||
* 79 - initiative 1d6 then use agility for ties | |||
* 84 - Defense not lost if miss. From DEVS the line “If he misses anyway, your defense is wasted” should be removed | |||
* 88 - Armor add the line “Unless all damage is absorbed” before the statements on damaging armor so if the armor absorbs it all the armor takes no damage from rolled (1) on gear dice. | |||
* 260 - Arrows weight on table is – (blank) per DEV treat like bullets (10 is light item) | |||
* 260 - weight for rot suit now 1 not - | |||
<i>Source: https://forum.frialigan.se/viewtopic.php?t=2556#p24562</i> | |||
<h2>Rule Clarifications (based on fria ligan forum talks)</h2> | |||
Scrap Armor and Protective Suits are REGULAR encumbrance weight. | Scrap Armor and Protective Suits are REGULAR encumbrance weight. | ||
Non-durable items breaks after use even if they do not work correctly (i.e. scrap armor that fails to protect from damage still breaks after roll for protection if it is not durable ). | Non-durable items breaks after use even if they do not work correctly (i.e. scrap armor that fails to protect from damage still breaks after roll for protection if it is not durable ). | ||
[[Insect Wings]] mutation effect of sound attack is SHORT range. Mutant does not choose targets; it affects closest enemies first with random tie-break if more than one at same distance. We decided attack only affects enemies (pending clarification from forums). | |||
[[Shake It Off]] skill is rolled after armor or other effects that prevent damage. In other words, [[Shake It Off]] is rolled against damage that would otherwise be taken once damage prevention effects resolve. | |||
<i>Source: https://www.smokeraven.com/mutant-year-zero-errata and https://forum.frialigan.se/viewtopic.php?t=2556&start=20</i> |
Latest revision as of 08:48, 29 January 2024
Dog Handler
Dog has weapon damage 2. It is action to command dog to attack; after that they attack on their own. It is a maneuver to call your dog back.
Chronicler - Inspire
The chroniclers specialist skill Inspire has proven to be a little go good. Now the first success rolled gives the target +2 or -2 to the skill he is about to roll for. Each additional success gives an additional +1 or -1 to this."
So Inspire no longer gives successes to the target, only modification dice (skill dice)
Note also that we are using homebrew rule that Inspire cannot be used to assist on a skill that the Chronicler using Inspire could not themselves roll due to lack of talent, skill, gear, or whatever. This includes not being able to inspire Zone Cook if Chronicler doesn’t also have that talent. Even though the Zone Cook talent requires a roll using the Know The Zone skill, you cannot inspire a skill roll that you could not roll yourself due to lack of talent (or other reason) as noted above.
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.
Reflexes - Mutation
For the Extreme Reflexes mutation effect: Fight or Shoot an enemy a second time in the same turn. The extra attack costs you 1 MP. You don’t get an extra maneuver. (E)
Initiative Roll
Roll a D6 each. No skill is used, and you can’t push the roll. The one who rolls highest acts first. If it’s a tie, highest current Agility score goes first. If it’s still a tie, break it with any unmodified die roll.
Recovery
- Strength: A ration of food per point of Strength to be restored.
- Agility: A ration of water per point of Agility to be restored.
Fifth Mutation
Max four: You can never have more than four mutations. When you draw your fifth card, you have to discard one of the four old cards you have. You chose which one. This means that one of your character's mutations regresses in favor of the new one.
Grappling
As a stunt when you Fight, you can choose to pin your opponent down using fangs and claws, or just your body weight. To break loose, your opponent needs to win an opposed roll for Fight against you. This roll counts as an action for your opponent but not for you. While pinned, your opponent can perform no other action requiring physical movement.
Grapple Attack: While grappling someone, the only physical action you can perform is a grapple attack against the opponent. This counts as a normal close combat attack, with these differences:
- You can’t use any weapon.
- You get a +2 modification.
- Your enemy cannot defend against the attack.
Bomb Shrapnel Damage
Misprint: Page 94 - Shrapnel:
This is a stunt when using the Jury-Rig skill. If so armed, the Blast Power weapon damage of the bomb is increased to 2.
The base damage for the first six would be 2, but then each additional six would just add 1 damage (not the base weapon damage again).
This would make it work like other all the other weapons. So if Naphta rolled 4 sixes, it would be 5 damage (2+1+1+1) not 8 (2+2+2+2).
List of changes from second printing of book
These are mostly paraphrasing the rule changes (with page number first):
- 48 - opposed roles added.
- 50 - sneak opposed
- 50 - sneak stunt is +1 not - per DEV not reprinted
- 51 - scout opposed
- 52 - sense emotion opposed
- 53 - manipulate opposed
- 64 - all dog handler talents stay if dog dies
- 65 - all slave talents should read shake it off not endure
- 66 - combat vet is 2d6 pick better
- 67 - light eater is every OTHER day
- 67 - never surrender the word SERIOUS removed
- 67 - weapon specialist now only +1 instead of +2
- 71 - MP requirement for all mutation use other than corpse eater (still looks to be free)
- 72 - extreme reflexes now +2 not +5 and only one second attack
- 79 - initiative 1d6 then use agility for ties
- 84 - Defense not lost if miss. From DEVS the line “If he misses anyway, your defense is wasted” should be removed
- 88 - Armor add the line “Unless all damage is absorbed” before the statements on damaging armor so if the armor absorbs it all the armor takes no damage from rolled (1) on gear dice.
- 260 - Arrows weight on table is – (blank) per DEV treat like bullets (10 is light item)
- 260 - weight for rot suit now 1 not -
Source: https://forum.frialigan.se/viewtopic.php?t=2556#p24562
Rule Clarifications (based on fria ligan forum talks)
Scrap Armor and Protective Suits are REGULAR encumbrance weight.
Non-durable items breaks after use even if they do not work correctly (i.e. scrap armor that fails to protect from damage still breaks after roll for protection if it is not durable ).
Insect Wings mutation effect of sound attack is SHORT range. Mutant does not choose targets; it affects closest enemies first with random tie-break if more than one at same distance. We decided attack only affects enemies (pending clarification from forums).
Shake It Off skill is rolled after armor or other effects that prevent damage. In other words, Shake It Off is rolled against damage that would otherwise be taken once damage prevention effects resolve.
Source: https://www.smokeraven.com/mutant-year-zero-errata and https://forum.frialigan.se/viewtopic.php?t=2556&start=20