Mutant Lord
Explorer
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. The Mutant Epoch RPG Expansion RulesDriveThruRPGhttps://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
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