Darkness

From Mutant Year Zero
Revision as of 10:51, 27 May 2024 by Xavier (talk | contribs) (Created page with "They say that in the Old Age, the world was illuminated by so many and bright artificial lights that night turned into day. That was many years ago. Now, the world is silent and dark. When the Zone smog obscures the sky, which it usually does, the night is black like death itself. And inside the old ruins, the darkness is often deep even in the middle of the day. When you are in compact darkness, and you don’t have any gear or mutations to light your way, you have no...")
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They say that in the Old Age, the world was illuminated by so many and bright artificial lights that night turned into day. That was many years ago. Now, the world is silent and dark. When the Zone smog obscures the sky, which it usually does, the night is black like death itself. And inside the old ruins, the darkness is often deep even in the middle of the day.

When you are in compact darkness, and you don’t have any gear or mutations to light your way, you have no choice but to feel your way around – a potentially lethal risk to take in the wastelands. To make your way through the darkness, you need to make a Move roll. As a general rule, you suffer one point of damage or doubt (the darkness is frightening) if you fail the roll.

In total darkness you can attack targets at Arm’s Length or Near range normally, but first need to make a Scout roll to get a good look at them. That roll does not count as an action in conflicts – you can Scout and attack in the same turn. You can’t Shoot at targets at Short range or more in total darkness.