Mutant Year Zero: Road to Eden Wiki

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Mutant Year Zero: Road to Eden Wiki
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(This infomation is for the RPG game)

Specialist Skill: Inspire[]

When someone decides to roll for a Skill, you can choose to help or hinder them and roll to Inspire before they roll. Every success you roll is added (if you chose to help) or substracted (if you cose to hinder) to / from the number of successes they roll. Failing to Inspire can mess with your target's roll in ways you didn't intend, which is up to the GM.

Talents[]

Agitator[]

+2 modification to Inspire when inpiring to Fight or Shoot

Bonesaw[]

+2 modification to Heal when tending to a critical Injury

Performer[]

Perform for the people in the Ark once per session (tell a story, recite poetry, sing a song, etc.) and roll to Inspire. Gain 1d6 bullets or grub for every success.

Strategy[]

Priority Skills[]

  • Heal - Bonesaw and high Empathy make Chroniclers into great dedicated healers
  • Sense Emotion / Manipulate - High Empathy helps to get additional Stunts and utilize these Skills better

Low priority Skills[]

  • Fight / Shoot - Could be ignored since Chroniclers are usually busy using Inspire or Heal during battle, use Mutations or flee when engaged in battle without any allies

Useful general Talents[]

  • Bad Omens - Useful for Chroniclers with low Wits
  • Coward - Useful for squishy Chroniclers who have altruistic friends (preferably a Slave, although the Slave taking Bodyguard is probably a better idea)
  • Loner - Somewhat useful, though Chroniclers usually don't want to be on their own anyways
  • Therapist - Augments your Heal Skill
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