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The Mutant Epoch RPG Expansion Rules is Finally Here!

Started by Mutant Lord, October 30, 2024, 05:21:34 PM

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Mutant Lord



The Mutant Epoch RPG Expansion Rules is Finally Here!
530 page Introduction Pricing:  PDF $19.99   Softcover Book $39.99
See a 9 page PDF sample here: sample link


Rank up your post-apocalyptic adventures with all new character types, new skills, pre-game castes, remarkable mutations, cybernetic implants and devastating relic treasures! Add never before seen incredible excavators to your existing ruin exploring dig team, or face these new oddities as vile foes.

This book is part two of the Hub Rules, and is a must-have, resource rich sourcebook that's sure to make the Mutant Epoch RPG the ultimate post-apocalyptic, science-fantasy role-playing game.

For players of The Mutant Epoch, this book offers 12 new player character types, along with an incredible selection of 35 new bestial humans. Also included are 100 new prime mutations, 42 minor mutations, 36 flaws, and 8 NPC only mutations for those special wasteland inhabitants. Also, the long awaited plantoid 'veggie-sapien' character type appears in this book. These weedies have their own extensive collection of 71 prime plantoid mutations and 20 flaws all their own. There are two new character outfitting systems: the Rapid Fire method and the ultra quick Equipment Packs system. Other expanded rules include cybernetic purchasing and sales tables, healing times for broken bones, the effects of radiation on robots, androids and other mechanical systems, and much more. This book includes 14 character sheets, all of which are also available on this book's webpage.

As a game master, this book gives you a haul of new relic rewards, and deadly robot and drone adversaries to challenge characters of any rank. Optional rules offer brutal, attack mode based critical strike outcomes, rules for pushing beyond the daily mutational usage limits of mental and energy based mutations, new combat options, and a robust section on dimensional portals, destinations, voids, relic gear, and the terrible, wraith-like beings that inhabit them.
This book requires the use of the Mutant Epoch Hub Rules, plus, we recommend a 30 sided dice used for some tables and relic damage rolls.

• Over 1225 illustrations
• 12 New character types: Abomination, Android, Grafter, Halfie, Mutorg, Nanoborg, Parasite, Plantoid, Rebuilt, Robot, Vat-Brain, plus 35 more Bestial Humans
• 21 Pre-game castes
• 34 Skills
• 186 mutations
• 91 Plant mutations
• 42 Cybernetic implants
• 35 Bestial humans
• 260 new relics, including 42 new weapons, and vast assortment of equipment, medical wonders, explosives, augmented reality artifacts, micro air vehicles, drones, robots and vehicles, including the orbital shuttle.


Where can you check it out?

Print Version $39.99 at Amazon.com amazon link
Amazon UK https://www.amazon.co.uk/dp/0994923791
Amazon Canada amazon adn
Coming Soon! Hardcover Book $52.99
PDF at DriveThruRPG.com PDF link $19.99

9 page PDF sample here: pdf sample


This is our 14th book in The Mutant Epoch RPG line, with more in the works. Visit our website for loot piles of free content, including One Day Dig adventures, creatures, relics, the Society of Excavators member's area and more. Join our mailing list and follow along on most every social media venue for all the latest content from the Outland Arts team! www.mutantepoch.com or www.outlandarts.com

Return to the Wasteland. Return to The Mutant Epoch.

William McAusland
Creator of the Mutant Epoch RPG


Authors List:
William McAusland, Danny Seedhouse, Dr. James Butler, Colin Chapman, Brandon Goeringer, Timothy Berriault, Brutorz Bill, Thaddeus Moore, Blood Axe, Mike McMillan, C.H.U.D., Corryn, Graeme Hallett, Stu Brooks, Thomas Vida, Ed Pegg Jr., Azaria Wagner, Christine Jones, Charles Barber, TalonHunteR











See the massive TME RPG Expansion Rules Art Gallery here! https://www.outlandarts.com/TME-Expansion-Rules-ArtGallery1.htm
William McAusland
Author, Game Designer and Artist
Outland Arts / The Mutant Epoch RPG / Fantasy Clip Inks / Handcrafted Dungeons

web sites http://www.outlandarts.com & http://www.mutantepoch.com

Mutant Lord

RPG Overview 182 EXPAND The Mutant Epoch RPG with the Expansion Rules!


The Youtube channel 'RPG Overviews', with Brandon Goeringer, who also contributed a few entries to the Expansion Rules, did an extensive, lively and enthusiastic chat about the new book! Check it out, like, subscribe and leave a comment and let's get a lot of attention on his channel! He does great work and shines a spot light on game products both big and small. WM


]

William McAusland
Author, Game Designer and Artist
Outland Arts / The Mutant Epoch RPG / Fantasy Clip Inks / Handcrafted Dungeons

web sites http://www.outlandarts.com & http://www.mutantepoch.com

Mutant Lord

Swords & Stitchery - Old Time Sewing & Table Top Rpg Blog left a fine review of the new book. His blog is sure worth a follow, Epochians. Been following him for years and years. WM
link

William McAusland
Author, Game Designer and Artist
Outland Arts / The Mutant Epoch RPG / Fantasy Clip Inks / Handcrafted Dungeons

web sites http://www.outlandarts.com & http://www.mutantepoch.com

Mutant Lord

Cover Art for The Mutant Epoch RPG Expansion Rules



Photoshop painted over several graphite drawings. No Ai imagery (so called 'Ai art' it wasn't even used yet when I started this image!). In the foreground, we have a Mutorg adventuress with a spike thrower arm growth and the new mutation of energy orbs (see page XR-243). She's also fitted with a cybernetic eye and combo weapon arm with robotic hand and MK3 laser carbine (pg. XR-410), plus retractable razor sword built into the same implant. Behind her is a mysterious figure in advanced combat armor holding a digital being character. It could be a man or woman, a synthetic human, perhaps even an android, which is also a playable character in these new rules. The blue hologram is a digital being's persona, which rises from the relic clad warrior's palm emitter, an ancient device that currently houses her entire consciousness. This inanimate new character type will be seeking an upgrade to some other bodily construct if she hopes to do more than hack some doors and computers or shoot the odd lightning bolt. In the background from the left to right is an abomination, a plantoid (with goalie mask) and finally a unique, self aware robot who looks ready to dominate the ruin landscape if only it can find enough power cells to keep up with its meaty companions. WM

The Mutant Epoch
Expansion Rules

530 pages, 1220+ illustrations

 Buy PDF $19.99 at DriveThruRPG.com

Print Softcover Version $39.99 at Amazon.com
or in the Amazon UK
or in the Amazon ca https://www.amazon.ca/dp/0994923791


Buy Hardcover Book $52.99
or SoftcoverPrint at DriveThruRPG.com

View Demo   |   Art Gallery
William McAusland
Author, Game Designer and Artist
Outland Arts / The Mutant Epoch RPG / Fantasy Clip Inks / Handcrafted Dungeons

web sites http://www.outlandarts.com & http://www.mutantepoch.com

Mutant Lord

And now for a series of inks from the Mutant Epoch Expansion Rules Book, grab your popcorn and enjoy! WM 
 

New Epochian Character Types, Grayscale


From page 1 in the print book, or page 531 in the PDF variant of The TME Expansion Rules, this full page group shot was done with gray and white colored pencils and a bit of acrylic paint on gray acid free paper. From left to right we have a half muto-harpy flying in the background, a parasite adhered to its human host, a projection of a digital being, a mutorg and standing in front of him a is a half skullock she-digger. Also in the background is a tree derived plantoid veggie-sapien, and finally on the far right, a unique, self aware robot character.

You can play these freaks using the new rule book.


Grab the PDF or the print copy today!  This is a 530 page book folks, with over 1200 ink drawings inside. Check it out at our site  https://www.outlandarts.com/expansionrules.htm





Post-Apocalyptic oddities

Yet More Mutant Epoch Freaks from the new Expansion Rules book. This ink image is from page 9 and from left to right shows a bestial human bat lady, a parasite on the ground without its host body, a vat brain in a crab legged walking machine, an android warrior on guard behind them. In the background is an abomination. Seated and getting repaired is a rebuilt human character. Rebuilt are sort of like cyborgs but made useful to their community by being augmented from scrap and junk, often by some weirdo called a junk doctor. and have a pretty tough life in an already screwed up, dangerous world.

Regards, WM







Ruin Explorers!

Size and weight table art for The Mutant Epoch TTRPG Expansion Rules, page 21. Ink on acid free paper.
https://www.outlandarts.com/expansionrules.htm





Character Starting Age

Art from page 20 of the new TME RPG Expansion Rules. Most characters start at age 17+1d8 years old (18 to 25).

William McAusland
Author, Game Designer and Artist
Outland Arts / The Mutant Epoch RPG / Fantasy Clip Inks / Handcrafted Dungeons

web sites http://www.outlandarts.com & http://www.mutantepoch.com

HappyDaze

I bought this as a pdf as soon as it came out, and I'll be going for a print version as soon as I can. I don't use the ruleset, but I love the setting and flavor (including the art) for post-apoc games I run with other systems (most recently the Shadow of the Demon Lord-inspired Punkapocalyptic).

Mutant Lord

Here is a series of ink illustrations for the pre-game castes from the The Mutant Epoch RPG Expansion Rules, released last October.


Aeronaut
This character served aboard an airship and took on the caste title of aeronaut. So too, he or she gained considerable knowledge of their own region, having visited most barter towns, digger forts, trade outposts, farming villages and any sprawling slum cities which might exist in the area. Likewise, this balloonist has memorized the details of the terrain below their vessel, including the rivers, old war zones, ruin sites, swamps, impassable mutant forests, and treacherous mountains and badlands.



Animal Herder
These folks are also referred to as herdsmen, shepherds, cowboys, and goat-herders, and refers to individuals who live a semi-nomadic lifestyle in a tribal or clan-based community. They guide their herds from pasture to pasture, often over great distances and move with the seasons, always in search of fresh grazing land, water and seclusion. It is a hard life, full of perils, privation, exposure to extreme weather, and unending labor. A herder must fend off all manner of predator and raider, as well as contend with the hostility of settled farmers. https://www.outlandarts.com/expansionrules.htm



Blacksmith
Characters with this talent will always find work, and like medics, are often spared when taken prisoner as their services are in such high demand. They are often powerfully built, able to endure long hours at their craft, and produce remarkable, highly valued items.


Bounty Hunter (suggested by Matthew Fisher)
Members of this caste are typically feared and distrusted — until their services are called upon to track down true villains or deal with some terrible foe that townspeople or local authorities can't cope with on their own. This is one of the few pre-game castes that might remain the character's day job once game play begins, and indeed, a whole adventure party could make their living as wandering bounty hunters, going from community to community tracking down criminals, dissidents, and marauding mutant monsters. From page XR-14



Bunker Dweller
Long ago, prior to the final wars, many corporations and government agencies built secret, self sustaining underground bunker complexes. They used these bases to house their technicians, politicians, corporate elites, military officers, and soldiers, along with the families of these essential personnel, in safety.

From the Mutant Epoch RPG Expansion Rules Book section on pre-game castes. What did your player character do before the game started?

https://www.outlandarts.com/expansionrules.htm
DriveThruRPG
https://www.amazon.com/dp/0994923791
William McAusland
Author, Game Designer and Artist
Outland Arts / The Mutant Epoch RPG / Fantasy Clip Inks / Handcrafted Dungeons

web sites http://www.outlandarts.com & http://www.mutantepoch.com

Mutant Lord



Caravaneer: Similar to a nomad or animal herder, these caravan workers are also referred to as teamsters. They are hard-working men and women who work with teams of horse, oxen, mules or other mutant draft animals or machines, and mainly pull wagons and carts from one community to another. They might spend days if not weeks along the old, broken highways of the oldsters, back country dirt tracks and other paths, but unless living in their wagons themselves, do actually have a home in one or more communities where their families tend to reside.
Ink art from the mutant Epoch Expansion Rules book, just released. https://www.outlandarts.com/expansionrules.htmhttps://www.drivethrurpg.com/en/product/499645/the-mutant-epoch-rpg-expansion-ruleshttps://www.amazon.com/dp/0994923791





Carpenter: Wood workers of the post-apocalyptic new era are always welcome in a new community, work camp, wagon train or aboard a new era barge or sailing ship. Carpenters can do math, although most of this arithmetic pertains to measurements of wood, angles of cuts, and how many lengths of this or that piece of timber is needed to build a specific object, piece of furniture or structure.From the Mutant Epoch RPG Expansion Rules Book section on pre-game castes. What did your player character do before the game started?







Cultist: This character grew up in a strict religious sub-culture within a larger community or in a theologically homogeneous settlement. The so-called cult could be anything from a totally new faith all the way to an off-shoot of an old world religion. The term cultist isn't usually what this character would call themselves, but rather a devotee, disciple, adherent, convert, chosen one, or believer, and it's outsiders who label this character a cultist. Some of the Epochian era cults are focused on love, healing and forgiveness, while at the opposite extreme, many are obsessed the dark gods, metal deities and devils of folklore and pre-cataclysmic times. Pre-game character caste art for The Mutant Epoch RPG Expansion Rules.




Fuel Keeper: Besides knowing about a wide range of ancient fuel sources, this highly valued member of a community is an expert in creating all-important ethanol fuel. They can select the best crops, fermentation techniques, and storage solutions to produce 3 to 18 (3d6) liters of the stuff per week, so long as the supplies and facilities to do so are available.




Healer: Using a mix of ancient medicine, new era herbal remedies, common sense, prayers, and the healing magic of whatever culture this individual came from, this valued member of a society will make a great addition to any adventure team. Healers come in several forms, from the purely scientific nurse or doctor role, all the way to a witch doctor.




Technician, Cybernetic: Like the junk doctor caste, this pre-game profession is also a skill as described on page 207 of this book. This character has either served as an apprentice — if having only 1 or 2 skill points in cybernetics technician — otherwise, if having 3 or 4 points in this skill, will most likely have once run their own implant purchasing, collecting, repair, and attachment service. While this character mainly trained as a cybernetics expert, they might have other prominent skills or interests, too, and walked away from the implant insertion trade. More commonly, however, this technician is obsessed with cybernetic technologies and so yearns to search for new parts, specimens, and tools. This obsession compels them to join an excavation team to undertake perilous expeditions into the old places to seek new implants, or else get access to cyborg companions to study, enhance, and repair.
Ink art from the Mutant Epoch Expansion Rules book.




Repairer: A valued member of any tribe or village, this repairman or repair-woman can fix most commonly used tools, but often has the junk crafting skill and a fairly good chance of knowing one or more areas as a technician. From the Mutant Epoch RPG Expansion Rules Book section on pre-game castes. What did your player character do before the game started?

The Mutant Epoch
Expansion Rules

530 pages, 1220+ illustrations

Buy PDF $19.99 at DriveThruRPG.com

Print Softcover Version $39.99 at Amazon.com
or in the Amazon UK https://www.amazon.co.uk/dp/0994923791
or in the Amazon ca https://www.amazon.ca/dp/0994923791
Buy Hardcover Book $52.99
or SoftcoverPrint at DriveThruRPG.com
View Demo | Art Gallery
Mutant Lord aka William McAusland
Creative Director of Outland Arts.com and creator of The Mutant Epoch RPG

web site http://www.mutantepoch.com
Blog: http://themutantepoch.blogspot.com/
twitter: twitter.com/#!/mutantlord
William McAusland
Author, Game Designer and Artist
Outland Arts / The Mutant Epoch RPG / Fantasy Clip Inks / Handcrafted Dungeons

web sites http://www.outlandarts.com & http://www.mutantepoch.com

Mutant Lord



Hooch Brewer: Also known as a Winemaker, Beer Brewer, and Moonshiner, those of this former profession sometimes coordinate with a water keeper to secure barrels, hand blown glass bottles and other containers that once stored water. There is a 2 in 10 chance this individual worked as a bartender in his or her local saloon, and if so, will have exceptional knowledge of the locals of that community, and a bonus of +1 points in both the streetwise and cooking skills.


Art from page 17 of our 14th book, The Mutant Epoch RPG Expansion Rules.https://www.enworld.org/threads/the-mutant-epoch-rpg-expansion-rules-book-is-finally-here.707667/







Scavenger: While normally loners who live on the edge of vast ruined cities, or among the wrecks of former battlefields and industrial zones, scavengers are commonly encountered by excavators and nomadic traders, who will barter with these wasteland hermits. Typically, scavengers will trade important information about a local stretch of ruins or road in return for food, tobacco, marijuana or booze. On some occasions, travelers might discover that the scavenger has a mate, and one or more children. These kids grow up to be resourceful, half wild things themselves, but because of their exposure to dig teams, many develop an obsession with both the caste of diggers and the distant towns and barter forts the ruin looters come from.


Art from page 18 of The Mutant Epoch RPG Expansion Rules pre-game caste section. https://www.outlandarts.com/expansionrules.htm




Teacher: This character taught youngsters in the basics of math, reading, writing and scientific principles. If it was permissible in his or her community, the instruction of ancient history up until the cataclysm would also have been taught — although what this teacher knows to be true might differ greatly from what really happened. The instructor might also share what he or she knows about ancient animals, religions, geography and literature.

From the Mutant Epoch RPG Expansion Rules Book section on pre-game castes, page 18. What did your player character do before the game started?







Wastelander: Often seen as some sort of barbarian, or uncivilized, dangerous loner, those of the wastelander caste clearly dislike extended stays in towns or walled compounds. In some ways, they are like scavengers and savages both, and yet embrace technology, especially relic firepower and oldster vehicles, and will gladly work within a larger team of excavators, mercenaries of warriors to accomplish some task. This cooperation works only so long as it fits in with the wastelander's need to keep wandering the wastes, exploring old places and uncovering ever more powerful weaponry, armor and technology. In some respects, they are the ultimate candidate for becoming a digger, however will not settle down within the confines of some barter town or new era city.





Wastrel: This character was the local drunk or junkie and has worn out their welcome. While they might have come from a good family, some calamity, betrayal, or criminal act on either their part, or committed against them, saw them fall into despair and oblivion. Prior to game play, this person's priority in life centered on the booze bottle, drug pipe, or handful of mutant narcotics.    Besides being the local drunk or addict, this character was also likely a petty criminal, prostitute, or compulsive gambler and card cheat. The amount of trouble this troublemaker caused in their home town — and is still likely to cause should the chance arise to make a big score, splurge their earnings on hookers, drugs, alcohol and cards — is 67% likely to have followed them into their new life as a digger, mercenary or other profession.

Ink art from page 19 of The Mutant Epoch (TME) Expansion Rules Book using the Outland System Game Mechanic.  See a PDF sample here: https://www.outlandarts.com/expansionrules.htm







Water Keeper: This character was formerly an expert in securing, testing, filtering, storing and creating transport containers for precious water. He or she was accomplished at the digging of wells, understanding the patterns in trees, ravines, hills, and vegetation in arid regions in order to better guess where a source of water might be rooted out. There is a 3 in 10 chance this valuable individual also knew the art of water dowsing with a forked stick, and has an 89% chance of finding water in an area with just a witching stick. Art from page 20 of The Mutant Epoch RPG Expansion Rules book.




Character Hand Dominance

Art from page XR-20Because of critical strikes and called shots, a character's good hand needs to be pre-established prior to any injury, especially the unfortunate amputation of one's arm. Use the following table to establish the character's dominant hand; or if the person is ambidextrousness which is common among excavators but only occurs about 1% of the time in NPCs. Androids and robots can choose to make either hand dominant, but not both unless they are specially designed to do so.




Character Swimming Ability 
Does your character sink or swim when thrown into the water? It's an important detail in game play and comes up often in both published TME adventures and home brewed digs. Drowning is explained under Hazards, part 3, page 121 of the TME Hub Rules.  Ink art from page from page 20 of The Mutant Epoch RPG Expansion Rules book.








Rank Advancement Revisited Art from page 22 of the TME Expansion Rules

We've included the same rank advancement matrix as shown on page 34 of the TME Hub Rules for ease of access, although the subsequent rank gain bonus matrix has been expanded to include all the new character types, as well. If you're new to The Mutant Epoch and want an explanation of experience factors and rank advancement, we encourage you to read the brief write up on page TME-34, however a word on Experience factors is in order.

    Some say that it is too easy to go up in rank, or level up, in The Mutant Epoch and Outland System, especially compared to other popular role-playing games. Indeed, going from first rank to second rank can be rather swift. The reasoning behind this is that to gain the 60 experience factors needed do so means a newbie post-apocalyptic character must survive several brutal, potentially deadly fights. For example, imagine surviving a hand to hand battle with a black bear, EFs (Experience Factors) 50, or fending off several ferocious mutant dogs (EFs 18 each) or a whole 1st rank party enduring the onslaught of a mutant giant known as a garnock (pg TME-156 with 125 Efs).



.https://www.outlandarts.com/expansionrules.htm

William McAusland
Author, Game Designer and Artist
Outland Arts / The Mutant Epoch RPG / Fantasy Clip Inks / Handcrafted Dungeons

web sites http://www.outlandarts.com & http://www.mutantepoch.com