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  Special Zone Sectors 1 
  Four special Zone Sectors 
   
   
   
   
   
  Welcome to the first of many Special Zone Sectors compilations I have made for Mutant Year Zero. The ideas of all 
  of these settlements come from either the MYZ CoreBook (“Morlock Station” and “Cannibal High School”), while 
  Zone Compendium 1 gave me the idea to “Guardians of the Wild”. Lastly, “Scrap Town” builds upon “Dawnville” 
  from Gray Death, and is my take on what that Ark looked like before the arrival of Proteus. All pictures are courtesy 
  of Pixabay or Unsplash, and is free of charge.  
   
  by Bjørn Ove Asprem 
   
   
  
  Special Zone Sectors 1 
   
  2 
   
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  Morlock Station 
   
  You reach what looks like a city centre of sorts, with large 
  monolithic buildings reaching for the sky. You spot a tunnel 
  leading down into the ground. You have seen these tunnels 
  before, and the Chroniclers say that in the Old Days, the 
  Ancients used these tunnels to travel quickly below ground 
  using high-speed vehicles. The ones you have seen previously 
  had been blocked by debris and impossible to explore, but this 
  one is covered by green tarpaulin. 
   
  BACKGROUND 
  One of the most interesting encounters in the MYZ 
  CoreBook to me, was the morlocks. Degenerate and wild 
  mutants who have taken refuge in tunnels and shelters. But 
  where is their home? What is it called and what do they want? 
  This is what we’re about to find out.  
   
   
  OVERVIEW 
  Zone travelers may easily miss this location, as the inhabitants 
  have camouflaged all entrances well.  
   
  This was a rather large subway station, a central hub for many 
  lines reaching all over the city. There are several entrances to 
  the station that the PCs may find, but all but two have been 
  destroyed (either before the Fall or intentionally by the 
  morlocks). The one with the tarp is the main entrance. The 
  morlocks also have an emergency exit, cleverly hidden behind 
  some overgrown bushes and undergrowth.  
   
   
  Both entrances are guarded, the main entrance by at least three 
  morlocks and the emergency exit usually by one. They are well 
  hidden on the outside. Their instructions in case of anyone 
  approaching, is to gently beat on nearby sewer gratings with an 
  implement. The sound is almost imperceptible on the surface, 
  but reverberates down in the tunnels. They then try to lure the 
  danger away, either by firing at them or simply leading them 
  on a chase, hoping that they will forget about the entrance or 
  at least give the morlocks belowground the chance to prepare. 
  The morlock guards are very familiar with the area, and gain a 
  +2 modifier on any Move checks.  
   
  It is also possible to reach the station via the underground 
  tunnels. The morlocks have posted guards in both directions. 
  Their excellent night vision allows them to spot any intruders 
  well in advance, and alarm the rest of the morlocks. 
   
  LOCATIONS 
  The subway station itself is a somewhat labyrinthine affair 
  with passageways, stairs and non-functional escalators leading 
  to the two different platforms (one on each side of the tracks). 
  There is a subway car parked at the station, taking up most of 
  one of the sides of the platform.  
   
   
   
  The 7/11 
  An old 7/11 is being used as a storage facility for grub and 
  water. The morlocks have stacked the shelves with bottled 
  water and various food cans, but there isn’t an abundance of it. 
  Most morlocks carry the little food and water they have, on 
  their person.  
   
   
  
  Special Zone Sectors 1 
   
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  Office 
  The morlocks’ leader, Argentus, lives in a small office used by 
  the subway administration in the Old Age. He sleeps beneath 
  the big oaken desk, his scrap knife close by in case of an assault 
  from the cannibals or other enemies.  
   
  Turnstiles 
  In the Old Age, passengers needed to scan their travel cards in 
  order to pass the metallic turnstiles that bars entrance to the 
  station. While that mechanism has stopped working decades 
  ago, the turnstiles is still an effective defense measure. The 
  morlocks have also piled a lot of scrap and detritus here to 
  improve the barricades.  
   
  Subway train 
  A subway train with six cars has stood here since the Fall. It is 
  rusted and impossible to start. The doors have been pried open, 
  and many of the morlocks live inside of the cars. The train is 
  also the preferred method of crossing from one platform to the 
  other.  
   
  PA system 
  In one of the offices, a still functioning PA system can be 
  found. The lab assistants used the PA system to give 
  instructions and information to the morlocks. The morlocks 
  never really understood why their elders’ voice boomed so 
  loudly, and when they accidentally turned the PA system on 
  after the elders’ death, they were quite surprised. The morlocks 
  believed that it was their elders talking to them from beyond 
  the grave. It is now forbidden to enter the office with the PA 
  system.  
   
  Living arrangements 
  Some of Argentus’ closest friends live in old dressing rooms 
  and sleeping quarters for the subway drivers. The morlocks 
  who don’t live in the subway train sleep in self-made tents and 
  shelters constructed from scrap and cardboard boxes. 
   
   
   
   
  SITUATION 
   About 8 years ago, about 100 young mutants left an already 
  existing Ark alongside two of the Elders’ lab assistants. They 
  left due to a combination of two reasons.  
  They predicted the food supply in their current Ark was too 
  low to sustain the number of steadily growing mutant children, 
  and  
  They had lost contact with all other Arks, and the Elder’s 
  assistants was eager to try and find some of the others.  
    
  There are now about 60 mutants left, but none of the lab 
  assistants are still alive. The Zone has taken its toll on them, a 
  combination of the environment, beastly predators and other 
  hostiles. Cannibal High School is not too far away, and the 
  cannibals are basically at war with the morlocks.  
   
  The morlocks’ home is in a large subway station. They have 
  access to large parts of the city’s subway grid, and are able to 
  move long distances underground. If you have rolled other 
  “Subway station” results on the “Ruins” section on p. 157 of 
  the MYZ CoreBook, Morlock Station can reach, and be 
  reached from there. Other places where the old subway tunnels 
  can reach:  
    
   
   
   
  
  Special Zone Sectors 1 
   
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   
  Eden (MYZ CoreBook p. 245) mentions an 
  emergency exit that can reach a network of tunnels 
  in the Zone 
   
  Other command centers - since Eden was just one of 
  five such command centers in the zone, there might 
  be a tunnel leading to one of these as well 
   
  Elysium - Elysium mentions some tunnels leading 
  out into the Zone from Port Mendel. Maybe it’s 
  possible to reach the Enclave from the Zone using 
  these tunnels? 
   
   
  MORLOCKS & CANNIBALS 
  The morlocks mortal enemies are 
  the Cannibals from Cannibal High 
  School (see page 6). You should put 
  these two settlements relatively 
  close, but place a river or some 
  other obstacle between them. The 
  only way to travel between the two 
  settlements are via water or the 
  tunnel.  
   
   
  INHABITANTS 
  The Morlocks dress in rags as well as pelts taken from slain 
  beasts. Combined with their basic bow and arrows and crudely 
  crafted spears, they appear quite primitive. The morlocks lived 
  among other mutants up until the age of 12-14 though, so they 
  have a fully developed language. This differ somewhat from 
  the morlocks described on p. 173 of the MYZ CoreBook. Years 
  of living below ground have given them a very good night 
  vision, however. They don’t need to make Scout rolls in order 
  to attack opponents at Arm’s Length or Near, and can also see 
  and attack opponents at Short or Long range (but then they will 
  need to make Scout rolls). Their daylight vision is worse, 
  however, and they suffer a -2 modifier on any action relying 
  on sight outside. Heavy smog (which there often is out in the 
  zone may reduce this to -1). 
   
   
   
   
  MORLOCKS 
  The Morlocks are peaceful, but paranoid. If encountered 
  further from the station, they will try to avoid any encounters 
  with strangers. They prefer to chase people away from their 
  station, but will not shy away from violence if their home is 
  threatened. 
   
  The following stats are not the same as the MYZ stat 
  block.  
   
  Attributes: Strength 4, Agility 3, Wits 2, 
  Empathy 3 
  Skills: Move 2, Scout 2, Know the Zone 1, 
  Fight 1, Sneak 1 
  Mutation: 1 or more random mutations 
  Gear: Bow and arrow, scrap spear, scrap axe 
  or scrap knife 
   
   
   
   
   
  
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  ARGENTUS 
  This toad-like mutant is the unofficial leader of the 
  Morlocks by virtue of being the smartest and the one most 
  Morlocks look to for guidance. Argentus is troubled by the 
  conflict with the cannibals, and doesn’t want to lose any more 
  of his friends to them. Knowing that they are eaten by them 
  does not help this. He really does not want to be their leader 
  either, but realizes that there are no other options. At least not 
  until the PCs show up. 
   
  Attributes: Strength 4, Agility 3, Wits 4, 
  Empathy 3 
  Skills: Move 2, Scout 2, Know the Zone 2, 
  Fight 1, Sneak 1, Comprehend 1 
  Mutation: Human toad 
  Gear: Bow and arrow, scrap spear, Binoculars 
  (artefact) 
   
  EVENTS 
   
   
  If the PCs act peacefully and diplomatic despite 
  being chased away or attacked, this may pique 
  Argentus’ curiosity. He has been searching for a way 
  to take the fight to the cannibals for some time, and 
  to give away the mantle of leadership. Either way, 
  Argentus tells the PCs about their enemies, and begs 
  for help. They have little to offer in the form of a 
  reward though.  
   
  The PCs spot a fight between a small group of 
  morlocks and cannibals not too far from the station. 
  If this happens before contact is made, it can be 
  difficult for the PCs to know who to help. The groups 
  are quite similar in appearance. The exception being 
  the cannibals prominent canines and the morlocks 
  sensitivity to light.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The cannibals attack! While in the station, the 
  cannibals attack in full force. They have found at 
  least one tunnel entrance, and attack with the 
  majority of their strength through there. At the same 
  time, a smaller group assaults the main entrance. Use 
  the rules for “Attacks on the Ark” from p. 114. The 
  Battle Level of the morlocks are 2, while the 
  cannibals are at 3. 
   
   
  If the PCs and the morlocks strike up a friendly 
  relationship, it might come to the point where the 
  PCs invite the morlocks to come back to the Ark with 
  them. Not all morlocks want to leave, and a 
  Manipulate roll may be necessary to convince 
  Argentus. If they can sway him, the rest will follow 
  suit. If the PCs bring back the morlocks without 
  notifying the rest of the Ark, there might be trouble. 
  Maybe the Bosses don’t trust these savages? Or 
  maybe there isn’t enough food to sustain an extra 60 
  people. It’s up to the GM to decide if this has any 
  impact on the Food rating or what is required to sway 
  the Ark to accept 60 more mouths to feed.  
   
   
  Why Morlocks? 
  The morlocks was named after the morlocks of 
  H.G. Wells’ Time Machine, one of the favorite 
  novels of one of the lab assistants that led them 
  here. They have been in conflict with a group of 
  cannibalistic mutants for quite some time (see page 
  6) and live in fear of them. The two groups know 
  where each other lives, but the cannibals are 
  satisfied with striking when the morlocks are out 
  scavenging. 
  
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  Cannibal High School 
  The decaying buildings in this part of the Zone gives way to a 
  large compound, once surrounded by a steel-mesh fence. Now, 
  only a few poles and rusted iron remains. Several large 
  buildings occupy the land here. A few have burned to the 
  ground. A yard of cracked pavement, vegetation pushing 
  through, occupies approximately one quarter of the land. You 
  see the remains of fire pits here and there, and small piles of 
  bones stacked beside it. Animal? Mutant? Impossible to say 
  from this distance. There is movement at one of the buildings, 
  as half a dozen creatures emerges. They are dressed in rags 
  and furs, wearing crudely crafted spears. They have a feral 
  look about them, and is that mutant skulls hanging from their 
  leather belts? 
   
  BACKGROUND 
  One of the Zone threats PCs may face in MYZ are the 
  “Cannibals” (p.172). Wiry mutants wearing rags and white 
  face paint, who belonged to a lost ark. But where do they live? 
  Assuming they’re not immune to the rot for some reason, they 
  need a rot-free zone sector to live in.  
   
  These cannibals have taken up camp in an abandoned high 
  school.  
   
  OVERVIEW 
  The cannibals have taken up residence in an old school, a 
  number of buildings that also included a library, a cafeteria and 
  a gym. Some of the buildings are now partially ruined, while 
  the other buildings also have a room or a wing that has been 
  affected by fires.  
   
  The school yard is used for cooking (now that the cannibals 
  finally have realized that indoors cooking is a bad idea), and 
  the PCs may also spot the grisly remains of the cannibals’ 
  victims.  
   
  As the cannibals are very badly organized, it is not terribly hard 
  to sneak into or past the school. They don’t have scouts or 
  guards, but various cannibals mill about both day and night and 
  might spot the PCs. They generally attack on sight, shouting 
  and screaming as they charge. This is more to scare the PCs 
  than to warn the others, but others might hear them and come 
  
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  to investigate. As the cannibals often fight between 
  themselves, many cannibals will ignore the first few shouts. 
  Gunfire or explosions will quickly bring the full force down 
  upon the PCs, however. 
   
   
  EXPLICIT CONTENT 
  This text depicts cannibalism 
  and can be disturbing to sensitive 
  readers. I don’t recommend using 
  this Zone Sector when playing with 
  minors or players who don’t want 
  to explore post-apocalyptic tropes 
  such as cannibalism. 
   
   
  THE SITUATION 
  The cannibals originally belonged to an Ark that was destroyed 
  early on by a combination of flood, food shortage and disease. 
  About 200 surviving mutant children fled into the wilderness 
  without any adults, over time developing a brutal society. With 
  no real society, culture or technology, they nevertheless 
  practice a form of hierarchy. On Cannibal High School, the 
  strongest rule supreme - while the weak are prey.  
    
  There are now only about 60 cannibal mutants left. The Zone 
  has taken its toll on them, a combination of the environment, 
  beastly predators and internal hostilities. The weak and the 
  injured have no place in their society, and those who cannot 
  defend themselves, easily becomes another mutant’s dinner.  
   
  The morlocks (see page 2) live not too far away, and are in 
  conflict with the cannibals. The morlocks live across a river, 
  with the only access being old subway stations and tunnels. 
  The cannibals’ fear of the dark has prevented them from 
  launching a full-scale attack, but they still hunt any morlock 
  daring to search for grub and water on the “wrong” side of the 
  river. 
   
   
   
   
   
   
  LOCATIONS 
  The high school is home to about 60 vicious cannibal mutants 
  living in primitive conditions.  
   
  Burned-out buildings 
  As extremely primitive, even by the Zone’s standard, the 
  cannibals are afraid of the dark. Large fires dominate the 
  school’s playground, and many of the indoor rooms are lit by 
  fires at night as well. A couple of the school’s wings have 
  completely burned to the ground, the fire’s spread only stopped 
  by mutants with cryokinesis.  
   
  Classrooms / auditoriums 
  Even though this society is a “survival of the fittest” kind of 
  society, a few strong bosses have emerged and taken larger 
  classrooms/auditoriums as their place of living. Typically 2d6 
  cannibals live in these rooms. Ugur (see Inhabitants below) are 
  one of these.  
   
  Gym 
  The rest of the cannibals huddle together in the large gym, 
  living beneath fur tents. They use the locker rooms as toilets 
  and refuse area, and this area stinks hideously.  
   
  Schoolyard 
  At night, most mutants gather outside as long as possible to 
  benefit from the large bonfires that are made here. The remains 
  of these are easily seen in daylight. Most days, 2d6 cannibals 
  are outside skinning animals, making carvings from bone and 
  wood, drying fur (if it is sunny) or just lounging about. There 
  are no organized guards or watch patrols.  
   
  INHABITANTS 
  The cannibal mutants mostly resemble the image on p. 172 of 
  the MYZ Core Rulebook. They wear fur and rags, their slain 
  foes’ skulls hanging from their belts as grisly souvenirs. They 
  are barefooted and often adorned with white face-paint meant 
  to instill fear in their enemies. They are savage and 
  bloodthirsty, and they hunger for fresh mutant meat.  
   
  The cannibals don’t use a lot of language, and a Comprehend 
  roll at -1 must be made to communicate with them. The 
  cannibals only respond to a show of force, and reasoning with 
  them requires a successful Manipulation -3 (this is before any 
  other modification from Position). They are more receptive to 
  Intimidation, which can be attempted at no penalty. Note 
  
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  however that the cannibals will never surrender unless the 
  opposing force is vastly larger.  
   
  CANNIBALS 
  Attributes: Strength 4, Agility 3, Wits 3, 
  Empathy 2 
  Skills: Move 2, Scout 2, Know the Zone 1, 
  Fight 1, Sneak 1 
  Mutation: 1 or more random mutations 
  Gear: Sling and scrap spear (a few have bow 
  and arrows) 
   
  UGUR 
  Ugur is one of the most powerful and vicious of the 
  cannibals, surrounding himself with half-a-dozen men and 
  women who follows him blindly. He lives in a rather large 
  auditorium, several corpses nailed to the wall as trophies. Their 
  intestines have been removed from their bodies, and Ugur uses 
  them as necklaces. Sometimes he gives one of these necklaces 
  to one of his underlings as a reward. 
  Attributes: Strength 5, Agility 3, Wits 3, 
  Empathy 2 
  Skills: Move 2, Scout 2, Know the Zone 1, 
  Fight 3, Shoot 2 
  Mutations: Flame-breather & Telepathy 
  Gear: Sling and hammer (treat as blunt 
  instrument) 
   
   
  JIDDA 
  Jidda is a poor excuse of a gearhead, but she’s the closest 
  thing the cannibals have. Her natural knack for fixing things 
  has helped them repair a few leaks in the gym, isolate some 
  rooms during the worst cold in the winter and make some 
  rudimentary backpacks and carrying gear for the hunters to 
  bring home prey in. She has also created several oil lanterns to 
  use in the dark. If she didn’t possess these skills, she surely 
  would have been eaten a long time ago. 
   
  Attributes: Strength 3, Agility 3, Wits 5, 
  Empathy 2 
  Skills: Move 2, Scout 2, Know the Zone 1, 
  Comprehend 2, Jury-rig 2 
  Mutation: Rot Eater 
  Gear: Scrap spear, bow and arrow, 10 arrows, 
  oil lantern 
   
   
  CRAZY 
  Crazy is one of the best hunters the cannibals have. She 
  has even led a hunting party down into the man-caves after the 
  morlocks. She doesn’t fear the dark, and wants to persuade the 
  rest (particularly Ugur) to launch a full-on attack against the 
  Morlocks, striking them from below. 
   
  Attributes: Strength 4, Agility 5, Wits 3, 
  Empathy 3 
  Skills: Move 2, Scout 2, Know the Zone 2, 
  Find the path 2, Shoot 2 
  Mutation: Flame-breather 
  Gear: Scrap spear, bow and arrow, 10 arrows,  
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  GEAR, GRUB & ARTIFACTS 
   
   
  Most of the cannibals carry scrap spears and 
  slingshots. Only a few have bow and arrows. They 
  have no armor.  
   
  Cannibals don’t carry with them more than a couple 
  of rations each of grub and water. They don’t have a 
  communal storage, and hides food here and there on 
  the school’s premises. They continually need to hunt 
  and scavenge in order to replenish their resources. 
  Food is 50/50 mutant flesh and animal meat. Water 
  comes from the roof, where Jidda has placed large 
  barrels.  
   
  There are no artifacts in this special zone sector. 
   
  EVENTS 
   
  The PCs come upon the high school just as the 
  cannibals are bringing back two morlock prisoners. 
  There are as many cannibals as there are PCs, and the 
  morlocks are broken and of no help. There are no 
  cannibals out and about except for these, and it looks 
  like they are arguing over what to do with the 
  prisoners. This hunting expedition is led by Crazy. 
  She wants to hand them over to Ugur in a show of 
  good faith, so that he is persuaded to launch a full 
  attack on the morlocks. Some of the others want to 
  eat them themselves. Crazy will eventually win the 
  discussion, but this is an opportune time for the PCs 
  to attack.  
   
   
  If the PCs observe the high school for a while (4 
  hours), a Comprehend roll will give them some 
  insight into how this society works (see above under 
  The Situation). They will also spot Jidda making 
  repairs to a burst rain gutter, and realize that not all 
  of them are as primitive. Jidda just might be tempted 
  to leave the cannibals if shown a piece of technology 
  and convinced through Manipulate. The use of 
  technology improves the odds of manipulating Jidda 
  from -3 to -1.  
   
   
  The PCs spot a fight between a small group of 
  morlocks and cannibals not too far from the high 
  school. If this happens before contact to either group 
  is made, it can be difficult for the PCs to know who 
  to help. The groups are quite similar in appearance. 
  The exception being the cannibals prominent canines 
  and the morlocks sensitivity to light.  
   
  The cannibals attack! Crazy has succeeded in 
  persuading Ugur and the other cannibals. Jidda has 
  crafted several more lanterns and they now march on 
  the Morlocks through the subway stations. If the PCs 
  have encountered the morlocks, they may suspect the 
  cannibals’ intentions and try to warn the morlocks. 
   
  Use the rules for “Attacks on the Ark” from p. 114. 
  The Battle Level of the Morlocks are 2, while the 
  Cannibals are at 3. 
   
   
   
  
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  Guardians of the Wild 
  As you walk through this overgrown park, you can spot 
  something in the distance. It appears as there are a number of 
  cone-shaped tents. A few mutants move among them, all 
  dressed lightly in furs. Some of the men are wearing only loin 
  cloths. A couple of campfires light and warm up the camp, and 
  a couple of women are preparing food. Warm food. From the 
  other side of the camp, more mutants are approaching. Some 
  of them are riding on big, lizard-like creatures. 
   
  BACKGROUND 
  This special zone sector is a small settlement consisting of 
  mutants from a ruined ark. In my Zone, these mutants 
  originally shared an Ark with the mutants that would later 
  become the Helldrivers. When that Ark was destroyed, they 
  went quite separate paths. 
   
  OVERVIEW 
  In the middle of the concrete jungle, a real jungle lies. 
  Originally a verdant, green city park, it is now a wild and 
  overgrown park. A small creek runs through it, miraculously 
  enough giving the inhabitants rot free water. In a small 
  clearing, the vegetation has been cut down, and a number of 
  tents have been erected.  
   
  Guards perched up in trees can see quite far, but the dense 
  vegetation makes it possible to sneak quite close before being 
  spotted. Give the PCs a -1 modifier on their Sneak roll if they 
  want to approach the camp without being spotted.  
   
  If spotted, the guard first makes a special bird call, alerting the 
  rest of the tribe that strangers are approaching. He then calls 
  out to the strangers from above, asking them what they want 
  and ordering them to put down their weapons. The PCs will 
  soon find themselves surrounded by several Guardians, some 
  mounted on Bitterbeasts.  
   
  Know the Zone may identify these creatures. If the PCs have 
  seen (or heard of) these creatures before, the fact that these 
  mutants have been able to tame them, might awe the PCs.  
  The Guardians will not attack the PCs unless provoked. 
   
   
  THE SITUATION 
  The tribe now consists of 25 mutants who used to be a part of 
  the same Ark that the Helldrivers belonged to. They had to 
  evacuate the original Ark suddenly when it was overrun by Rot 
  ants. Different viewpoints on how to approach life in the zone 
  led to Ilona (the leader of the Helldrivers) taking off and 
  establishing her own Ark in the parking garage (see MYZ 
  CoreBook p. 217). Bugga and her followers found this once 
  
  Special Zone Sectors 1 
   
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  picturesque park and decided to live a more simple life, to live 
  one with nature. They have built simple dwellings, tents 
  consisting of a patchwork of different fabrics they have 
  scavenged elsewhere and pelts and fur from their hunts. Unlike 
  the morlocks and the cannibals (the previous Zone Sectors) 
  they have a much higher knowledge of technology than it 
  appears. They have simply decided to live with the tools and 
  means provided them by nature. They have nothing more 
  sophisticated than scrap knifes, scrap spear, bow and arrows 
  and slings.  
   
  While originally numbering close to 40, several have died over 
  the couple of years since their Ark was ruined. Some died in 
  the attempt to tame the bitterbeasts that lived here, some died 
  of cold during the winter and others have been killed by the 
  Helldrivers. A couple have also left to become Guardians of 
  the Silver Egg (see Zone Compendium 1 page 9).  
   
  LOCATIONS 
  Tents 
  All Guardians share their tent with at least one other person 
  (even Bugga, the leader). In addition, there are a couple of tents 
  for communal storage. The tents’ walls are made of thick hides 
  and leather, which makes it livable in the winter and sweltering 
  in the summer.  
   
  Fire pit 
  The Guardians’ spend most nights sitting around a huge fire 
  pit, telling (mostly) made-up horror stories from the Old Age 
  and how technology led to the downfall of the human race. A 
  large spit allows the Guardians to roast quite large animals 
  here, and the food lasts for days.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bitterbeast habitat 
  The bitterbeasts live close to the creek, in an area where the 
  ground is wet and marshy. They bury their eggs in the shallow 
  water of the creek, and covers them with sand and silt to keep 
  them from being dragged away by the water.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Relations with the other factions 
  Helldrivers 
  The Guardians and the Helldrivers shared the same Ark until 
  two years ago. The Guardians of the Wild is one of several 
  settlements in the Zone supplying the Helldrivers with grub, 
  water and slaves. Eggs and meat from the Bitterbeasts are quite 
  popular with the Helldrivers. As with other settlements, they 
  fear the Helldrivers, but are too few to oppose them.  
   
  The Oracle of the Silver Egg 
  When a few scouts from the Guardians found the Silver Egg 
  (see Zone Compendium 1), they were convinced to leave the 
  park and serve the Oracle. Bugga didn’t want to lose more 
  people, but still retains cordial relations when Daninna and 
  others visit. The Guardians of the Wild don’t believe in the 
  prophecies of the Oracle. They show great skepticism that the 
  Oracle knows how to get to Eden. 
   
   
   
  Animal handling 
  This new talent allows PCs to calm and eventually 
  tame certain zone monsters as mounts, guards or 
  for work. This will be further explored in a future 
  supplement. For bitterbeasts, a Know the Zone, 
  Sic a Dog or Hunt at a -1 modifier must first be 
  made in order to calm the animal. Then, the animal 
  handler must get a total of 6 successes (still using 
  the same skill and modifier) over a total of 3 
  sessions. If he fails, the animal cannot be trained. 
  
  Special Zone Sectors 1 
   
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  INHABITANTS 
   
  BUGGA 
  The tribe is led by a woman named Bugga. Unless the PCs act 
  threateningly, she is friendly towards them. She explains that 
  they have reverted to a more simple and safer way of life. 
  Bugga is bald, tanned from the sun and has some kind of 
  animal bone pierced through her nose. She only wears a 
  loincloth unless it is chilly.  
  Attributes: Strength 4, Agility 4, Wits 3, 
  Empathy 3 
  Skills: Move 3, Scout 2, Know the Zone 2, 
  Sense emotion 2, Shoot 3, Endure 2 
  Talents: Light Eater, Monster Hunter 
  Gear: Bow and arrow, hide armor (AR 2), 
  scrap spear  
  Mutations: Corpse Eater, Pyrokinesis 
   
  MARCO 
  Marco is a gearhead who chose to follow Bugga mostly out of 
  fear of Ilona. He spends most of his time fixing and insulating 
  the tents, repairing bows and trying to build saddles for the 
  bitterbeasts. He feels his skills are being wasted here, but 
  doesn’t want to join the Helldrivers. He misses technology, and 
  can become fascinated over obvious gearheads visiting the 
  tribe. 
  Attributes: Strength 3, Agility 3, Wits 4, 
  Empathy 2 
  Skills: Jury-rig 4, Comprehend 1, Know the 
  Zone 2, Shoot 2, Fight 1 
  Talent: Motorhead 
  Gear: Bow and arrow, hide armor (AR 2), 
  scrap spear, partially torn protective suit 
  (artefact, PR 5)  
  Mutation: Telepathy 
   
  NOKUN 
  Nokun is a dark skinned and muscular hunter that was key to 
  taming the bitterbeasts. He disagrees with Bugga’s decision to 
  give away several of the bitterbeasts to the Helldrivers, as he 
  fears they will have too few left. Nokun is more easily 
  persuaded to help against the Helldrivers than Bugga. 
  Attributes: Strength 5, Agility 4, Wits 2, 
  Empathy 3 
  Skills: Move 3, Fight 3, Know the Zone 2, 
  Shoot 2, Endure 1 
  Talents: Bloodhound, Animal Handler (new 
  talent, see sidebar) 
  Gear: Bow and arrow, hide armor (AR 2), 
  scrap spear  
  Mutation: Clairvoyance 
   
   
  BITTERBEASTS 
  A number of bitterbeasts live in the park. They are friendly 
  towards the Guardians of the Wild, but this might change if 
  they continue to slaughter the animals and steal their eggs. 
  Nokun and a few of the other hunters have tamed some of 
  the beasts, and use them as riding animals. 
   
  For stats, see the MYZ CoreBook p. 178.  
   
  GRUB, GEAR & ARTIFACTS 
  A small creek with rot-free water flows through the Zone, 
  providing the Guardians with enough water. They do not have 
  any surplus grub, and has nothing to give away (besides what 
  they have to give to the Helldrivers). They hunt almost daily in 
  order to give the small tribe enough food.  
   
  They do not use bullets as currency or rifles or guns as 
  weapons, and therefore have no bullets.  
   
   
  
  Special Zone Sectors 1 
   
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  EVENTS 
  While the Guardians are suspicious to newcomers, it is not 
  hard to win their trust. They willingly tell their story. If the PCs 
  reach this sector in the evening, they can stay the night. It is 
  safe here. 
   
  If persuaded (Manipulate with a -1 modifier), they can tell the 
  PCs where the Helldrivers are located. They can also inform 
  the PCs that their headquarters are well guarded, that they have 
  several vehicles with armor and weaponry and that they are 
  quite dangerous. Help beyond information requires a 
  successful Manipulate -3. The Guardians will then admit that 
  they are being preyed upon by the Helldrivers and that they 
  might be willing to ally with the PCs ark.  
   
  If Bugga refuses to help the PCs against the Helldrivers, Nokun 
  might take matters into his own hands. He and some other 
  hunters are sick and tired of the Helldrivers, and tells the PCs 
  that he plans on challenging Bugga for leadership of the tribe. 
  In exchange, he wants protection from the PCs ark. If the PCs 
  agree, he challenges Bugga to a duel. He wins, wounding 
  Bugga in the process. 
   
   
   
   
  The Guardians of the Wild return to the PCs ark with the PCs, 
  and are not welcomed with open arms by the other mutants. 
  The bosses refuse to allow them entry and tells the PCs that 
  they do not have the authority to invite new mutants into the 
  ark.  
   
   
   
  
  Special Zone Sectors 1 
   
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  Scrap Town 
  A mediocre constructed palisade opens up in the middle of the 
  dying forest. A mutant looks out over the area from a rickety 
  watchtower constructed by pallets stacked on top of each 
  other. Dozens of small huts, probably just big enough for a 
  couple of mutants each, are built within the palisade. The huts 
  are constructed from scrap and wood.  
   
  A few mutants are milling about, but most look scrawny and 
  malnourished. Some sit in the shade provided by the scrap 
  sheds, desperately trying to carve out an extra mouthful of 
  grub from a nearly empty can of tuna.  
   
  BACKGROUND 
  The Gray Death epic campaign introduces the Army of the Red 
  Dawn. The Eminence Proteus created his army from the 
  members of a dying Ark. This special Zone Sector is that Ark, 
  as how it was before Proteus arrived. The Gray Death may be 
  even more fun to play if the PCs already have established a  
   
  relationship with Sari and the rest of this Ark. Proteus named 
  his settlement Dawnville, but its original name is Scrap Town.  
   
  In this supplement, the inhabitants of Scrap Town (and later, 
  Dawnville), are a later “batch” of mutants than the normal 
  mutants. Feel free to disregard this if it doesn’t suit your plans.  
   
  OVERVIEW 
  In a wooded area on the outskirts of the zone, a small scrap 
  village has been erected, built from materials from a scrap yard 
  not too far away.  
   
  A mutant watches out in the Zone from the rickety watchtower. 
  The land surrounding the palisade is quite bare, making it 
  impossible to sneak towards it in daylight. A diversion is 
  required for this to work. Approaching calmly is the best 
  solution. The Beta Mutants know that there are other mutants 
  out in the zone. On one hand, they realize that establishing 
  contact is more beneficial in the long run, but on the other 
  hand, they are starving and desperate and might confiscate 
  grub and water from the PCs. 
  
  Special Zone Sectors 1 
   
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  THE SITUATION 
   
  When the scientists in Eden rebelled against Dr. Retzius and 
  fled with the Alpha Mutants, they didn’t manage to convince  
  all of their colleagues working under Dr. Retzius’ command. 
  They restarted the project, but before Dr. Retzius reached the 
  stage of the Omega Mutants (MYZ CoreBook p. 239), she 
  created the Beta Mutants. These mutants fared better than the 
  mutants that the traitorous scientists brought into the Zone to 
  die, but her hopes of completing her mission crumbled as one 
  of the mutants suffered a misfire. Half a dozen of her remaining 
  scientists tried to convince her that this was something to build 
  upon, at least. The powers of the Beta Mutants were far from 
  as uncontrollable as the previous mutants. Dr. Retzius is a 
  perfectionist, and couldn’t accept this as anything but a failure.  
   
  Vividly remembering what happened a few years earlier, she 
  had the scientists killed before they could set the children free. 
  What she hadn’t anticipated though, was that the children was 
  aware what was about to happen. With enough psi-mutants 
  among them, they anticipated this and managed to escape on 
  their own. They struck out into the zone, initially trying to find 
  one of the Arks (they had learned of the Arks using Telepathy). 
  In the end, they settled on the first Rot-free sector they found, 
  knowing that Dr. Retzius didn’t have the resources (or will) to 
  go out into the zone hunting them.  
   
  These Beta Mutants were quite older than the Alpha Mutants 
  when they escaped, so they managed (in a way) to create a 
  home for themselves scavenging materials from a nearby scrap 
  yard, digging a well, building a palisade and living off of grub 
  found in nearby sectors. However, this didn’t last long. First,  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  several of the mutants were killed by a nest of giant wasps 
  disturbed by the mutant’s deforestation. Second, the well  
  nearly dried out, forcing them to scavenge far and wide to find 
  water. A score of mutants decided to push out for other Arks, 
  but fell to monsters in the zone.  
   
  Now, less than a third of the original mutants are still alive and 
  the morale is quite low. Without an Elder, these Beta Mutants 
  have not been able to learn as much of the Old Age, be it 
  technology or culture. The Ark is practically dying, and only 
  an exodus or a meeting with some sort of savior (like Proteus) 
  will save them. 
   
  LOCATIONS 
   
  The Well 
  Once this was the favorite place to be for mutants of Scrap 
  Town. Nowadays, it’s difficult to get more than a few rations 
  of water from the almost dried out well. A bottle of Energy 
  Pills (artifact) is hidden nearby in the grass, dropped by a 
  mutant after fighting another mutant over the contents of the 
  water bucket.  
   
   
   
  Beta Mutants 
  These Beta Mutants have a reduced chance of 
  misfire compared to the normal mutants in the 
  MYZ core book. When rolling for a misfire, roll 
  two Base dice. For a misfire to occur, the mutant 
  must roll a 1 on both Base dice. The Beta Mutants 
  are not barren either, but Dr. Retzius doesn’t know 
  this as they hadn’t reached sexual maturity before 
  escaping. 
  
  Special Zone Sectors 1 
   
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  Bogdan’s shack 
  The largest shack in Scrap Town belongs to Bogdan, and 
  actually consists of two rooms. In one, Bogdan’s three closest 
  friends and guards sleep and live, almost on top of one another. 
  In the other, Bogdan sleeps alone in a bunk bed scavenged 
  from a nearby sector. The top bunk is empty, and Bogdan 
  wishes Sari could sleep there. The roof is not higher than the 
  rest of the shanties, however, and nobody could fit between the 
  top bunk and the ceiling.  
   
  “Watchtower” 
  The watch tower is built using almost 20 Euro-pallets stacked 
  on top of each other and hastily “secured” with ropes, nails and 
  glue. A rusty ladder is used to climb it. The watchtower has 
  fallen apart more times than the mutants can count during the 
  years, and getting watchtower duty is often seen as a 
  punishment. More often than not, the mutant just tries to sit/lie 
  still until the watch is over. Nothing ever happens anyway, and 
  as most of the wood around Scrap Town has been cut down, it 
  is really difficult to sneak up on it.  
   
  The Cage 
  Instead of building something useful, the mutants have 
  recently built some sort of cage using iron bars of various sizes, 
  topped with a roof constructed out of aluminum plates. They 
  didn’t build it very high though, so larger fighters suffers a -1 
  to all Fight rolls inside. It hasn’t seen much use really, as most 
  mutants are too exhausted or dehydrated to fight for the fun of 
  it, or are actually clever enough to not waste their energy on it.  
   
   
   
   
   
   
   
  INHABITANTS 
  Scrap Town consists of 77 Beta Mutants. Most of the mutants 
  are either Starving, Dehydrated or both.  
   
  As they were created after the Alpha Mutants, they are several 
  years younger than their “predecessors”. They are all in their 
  teens, between 13 and 18. As they were older than the Alpha 
  Mutants when they escaped, their memory about their first few 
  years are a lot better. Everyone knows the truth about Eden, 
  Dr. Retzius’ project and last but not least, where Eden is. 
   
  SARI 
  Sari’s statistics can be found on p. 75 of Gray Death. Sari has 
  always wanted what’s best for Scrap Town. She knows of 
  Bogdan’s feelings, but she detests the loud-mouthed buffoon. 
  She still thinks they have little to no chance of surviving out in 
  the zone though, so her position on whether or not they should 
  leave, is not clouded by her hatred of Bogdan.  
   
  Before meeting Proteus, the only artifact she has is the 
  Megaphone.  
   
   
   
   
   
   
  Where is Scrap Town? 
  This zone sector should not be too far away from 
  Eden. It should be closer to Eden than any of the 
  other mutant-inhabited Arks. 
  
  Special Zone Sectors 1 
   
  17 
   
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  BOGDAN 
  The other major Boss of Scrap Town is Bogdan. A flame-
  breathing giant of a man, he has been trying to persuade Sari 
  to leave Scrap Town and finding other Arks. Bogdan is in love 
  with Sari, and even if more than half the population will die 
  finding another Ark, Bogdan is pretty sure he and Sari will 
  survive. And that is all that matters to him. 
   
  Attributes: Strength 5, Agility 3, Wits 3, 
  Empathy 3 
  Skills: Fight 3, Shoot 1, Move 2, Manipulate 
  2, Force 2, Command 2 
  Mutation: Flame-breather 
  Gear: Bow and arrow, 10 arrows 
   
  BRAYAN 
  Brayan is by far the mutant with the most experience out in the 
  zone. He was one of lead stalkers that paved the way from Eden 
  to Scrap Town. Unlike the other stalkers (who are now dead or 
  missing), he has stayed quite close to home. Brayan has really 
  blonde (almost white) hair, perhaps a side effect of his 
  mutation? His face is otherwise marred by a serious outbreak 
  of acne. While Sari wants to stay put and Bogdan wants to 
  explore the Zone, Brayan has a hidden desire to return to Eden, 
  end Dr. Retzius and bring his people back. Brayan may either 
  aid the PCs in their quest to Eden by telling them the location, 
  or accompany them. 
   
   
   
   
   
   
   
   
   
  If you don’t want your players to find Eden the 
  “easy way”, the Beta Mutants have made a 
  vow to each other to never tell any outsiders 
  about the truth. 
   
  GRUB, GEAR & ARTIFACTS 
   
  Grub and water is scarce in Scrap Town. Most 
  mutants only have d6 rations of each.  
   
   
  The few Gearheads here have managed to build a 
  handful of scrap pistols/rifles to the bosses and 
  guards, but most have bows or slingshots as ranged 
  weapons, or clubs and spears as melee weapons.  
   
   
  Bullets as currency never became a thing in Scrap 
  Town, but mutants with scrap pistols or rifles have a 
  few bullets each. They don’t use them unless 
  absolutely necessary though, and hunting is mostly 
  done by spears, arrows or by traps.  
   
   
  In addition to the personal artifacts owned by Sari 
  and Bogdan, there are a few artifacts in the Ark.  
  o 
  Life Vest (worn by the rotating Guard 
  Leader as a symbol of leadership) 
  o 
  Energy Pills (dropped by mistake near the 
  well) 
  o 
  Binoculars (used by whoever is in the 
  “watchtower”) 
  o 
  ID-card to Eden (a keepsake for one of the 
  mutants, Brayan) 
   
   
   
  Attributes: Strength 3, Agility 4, Wits 3, 
  Empathy 2 
  Skills: Shoot 2, Find the Path 2, Sneak 2, 
  Scout 2, Know the Zone 1 
  Talent: Rot Finder 
  Mutations: Luminescence, Rot Eater 
  Gear: Scrap rifle, scrap helmet (AR 3), ID 
  Card to Eden 
   
  
  Special Zone Sectors 1 
   
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  EVENTS 
  Here are some events that can take place if the PCs visit Scrap 
  Town.  
   
  All of these events (besides the last one) take place before 
  Proteus arrives at Scrap Town.  
   
   
  Bogdan feels that the PCs arrival at Scrap Town is a 
  sign. He begs them to take them with them. Sari is 
  not so sure, however. No matter what the PCs say, 
  she remains at Scrap Town. Bogdan only manages to 
  persuade a dozen followers.  
   
   
  Bogdan professes his undying love for Sari in full 
  public view, and asks what he should do to make her 
  his. Tired of Bogdan, she tells him that if he can 
  defeat one of the PCs in the cage, she will be his and 
  leave with him (Note: Sari only does this if one of 
  the PCs is a big Enforcer-type). In order to entice the 
  PCs, she will tell them she knows about their birth 
  place, she knows about Eden. The fight will be to the 
  death. If Bogdan wins, she reluctantly does as 
  promised. If the PCs win, she tells them about Eden.  
   
   
  The PCs witness a fight between two mutants (one 
  of which is Brayan). The others tell them that this 
  happens all the time now that grub is scarce. Brayan 
  is knocked out right in front of the PCs, and drops his 
  ID card. If questioned, the inhabitants of Scrap Town 
  is secretive and won’t say anything. They most likely 
  have the numbers on the PCs, and won’t be 
  intimidated. Sari may offer the PCs the ID card to go 
  away. This might be the last clue the PCs need in 
  order to get to Eden.  
   
  If the PCs question them about their age, and why 
  they are so much younger than the other mutants of 
  the zone, they receive the same secretive response as 
  if they find the ID card. The mutants simply say they 
  don’t know. They don’t remember much about their 
  parents or anything. Brayan may approach the PCs 
  in secret later, and tell them that they were born after 
  them. He will give the PCs his ID card and point 
  them in the general direction.  
   
  Two of the mutants, a boy and a girl come forward 
  with some great news. The girl is with child! The 
  other mutants celebrate this, and pray for a 
  successful delivery this time. The mutants explain 
  that they have had several pregnancies, but none 
  have ended well. Many have died in the womb or 
  during childbirth. With the limited knowledge of 
  medicine and lack of equipment, a birth is quite the 
  risk. This may puzzle the PCs, as these mutants 
  apparently are fertile!  
   
  Proteus, Achilles and BSP-398 (Gray Death p. 6) 
  arrives at Scrap Town. If the PCs are present, they 
  might be involved in Gray Death at a much earlier 
  stage. If you want to run Gray Death as written, this 
  is a risky move, as PCs tend to smell plots like this 
  early on and take a more active role earlier than 
  intended. Still, Gray Death could be even more 
  enjoyable if the PCs have met Proteus before.  
   
  © 2019 Cabinet Licensing LLC. MUTANT and related 
  logos, characters, names, and distinctive likenesses 
  thereof are trademarks of Cabinet Licensing LLC 
  unless otherwise noted. Used with permission under 
  the Community Content Agreement for Free League 
  Workshop. All rights reserved. 
   
   
   
   
   
  
SOURCE: textdata/thevault/Mutant Year Zero (Year Zero Engine) [multi]/Core/Workshops/MYZ - Special Zone Sectors 1.pdf