Post-Apocalyptic Art Thread

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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


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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?



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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.


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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.


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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.

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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.

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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

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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.Release - The Mutant Epoch RPG Expansion Rules Book is Finally Here!


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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. The Mutant Epoch RPG Expansion Rules

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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?



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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.


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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: The Mutant Epoch RPG Expansion Rules


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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.

Come say hello at this EN World thread:Release - The Mutant Epoch RPG Expansion Rules Book is Finally Here!


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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.

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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.

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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).

.The Mutant Epoch RPG Expansion Rules
 

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Characters of the Epoch,
a cyborg, plantoid, bestial human mouse, and self aware robot. Art at the bottom of page 23 for Table XR-12 / Rank Gain Bonus Matrix From The Mutant Epoch RPG’s new Expansion Rules book!

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The Mutorg Champion, full page ink art shown on page 24, Expanded Character Types section intro from the TME Expansion Rules Book. Check out the 9 page sample pdf at our site:
https://www.outlandarts.com/TME-Exp...-Rules-PDF-9-page-sampleOct22-2024 - Copy.pdf



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Abomination
Art from page 25 of The Mutant Epoch RPG Expansion Rules book
Originally grown in vats, abominations are mutant miscreations who were designated with alpha-numeric identities: a mix of manufacturer’s code, batch number, purpose, and quality and were initially mindless, group thinking, slavish followers of a collective. Those gifted with fertile genitalia bred with other foul, unlikely scientific mistakes and oddities to form a new line of independently minded creatures.


The name ‘abomination’ seemed to stick, however, instead of their product ID, and in time, even their creators called them by the name they are now known by. Civilians, politicians and activists had less flattering names for these life forms, especially once these fleshy brutes began to see deployment against enemy troops, street mobs, rioters, mutants and other entities. Present day scribes and researchers have uncovered only a few pre-collapse names for these ghastly miscreations, such as blobs, rubber devils, fleshies, globulurs, gobbies, dough monsters, and flesh puddings.


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Abomination 2
Hand drawn ink art from page 26 of The Mutant Epoch RPG Expansion Rules book
The DNA of an abomination is a blend of custom manipulation, happy accidents, and that of animals and humans, the results often pitiful, and always sickening to behold. They have been described as bags of flesh and organs, dotted with orifices and appendages, sensory parts, heads, limbs, and discolored patches of hair, scale, or horn, the whole mess further dotted with open sores that are barely distinguishable from nostrils, mouths or mating orifices.


While hideous, hated and typically shunned, some exhibit traits which make them indispensable members of raiding parties, ship’s crews, merc squads and ruin exploration teams. Bristling with often gruesome yet deadly appendages, armored plating, and a blend of offensive and defensive mutations, they can be fearsome and valued comrades. Of course, stemming from blended DNA and often growing up as ill treated filth, they tend to have bizarre personalities, odd illnesses and one or more flaws.

https://www.amazon.com/dp/0994923791 or The Mutant Epoch RPG Expansion Rules



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Abomination 3

Ink art from page 28 of The Mutant Epoch RPG Expansion Rules book


Each Abomination will have 1d2 flaw mutations, 1d3 minor mutations, and 1d4+2 prime mutations from the mutation determination lists starting on page 228, which includes mutations from this book and the hub rules. Likewise, each abomination gets one or more features on each of the following series of tables to establish its senses, gender and reproductive capacity, body structure, locomotion, appendages, and miscellaneous abomination aspects.

Watch a video intro of this new book at RPG Overviews on Youtube:


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Android Player Character Type
All new for The Mutant Epoch RPG
Differing from a digital being, these entities are more self contained, exhibit hard-wired CPUs and a more independent nature, blending the best of a physical robotic body and stand-alone digital brain. Like living humans, however, they are very mortal. Typically, when their head is destroyed, they are erased and lost forever. Also like humans, who their creators wished to emulate as much as possible, unique androids can learn as they endure the ordeals of the twisted new world, improving their skills, enhancing their mechanical body, and advancing as other intelligent beings do.

Hand drawn ink art from page 29 of The Mutant Epoch RPG Expansion Rules book
Check it out here: https://www.drivethrurpg.com/en/product/499645/the-mutant-epoch-rpg-expansion-rules


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Android Character, skinless
Skinbots are immune to many of the hazards of organic beings, including drowning, venom, poison gas, and mental attacks such as telepathy, mind crush, mental dominion and the like. Androids, like cyborgs and robots, are however highly vulnerable to electromagnetic pulse attacks or EMP, some electricity shooting mutations and relics, as well as being hacked and taken over by hostile artificial intelligences and digital beings. Often, a digital being is housed in the body of an android, and both the digital being and an android body must be rolled using two separate character sheets to construct one character.


Android characters do not feel pain, are immune to mental attacks that afflict a living brain, and if decapitated, and utterly lose their body, they are still considered alive and their head can be collected and either carried about like a talkative computer and pet, or eventually put onto the body of a different android or robot — although this is a tricky procedure handled best by very talented NPC robotics technicians. When reduced below zero endurance, or its willpower or intelligence trait are drained below zero, the android becomes dormant until repaired — or self-healed in some cases — and can survive in low battery mode for 1d100+6 years before its CPU suffers some irreversible corruption and is deleted. If the head of an android is incinerated, crushed, or shot apart, then it is dead.



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Female Patterned Android Ruin Explorer
Android Original Purpose Descriptions and Details Art from page 31 of The Mutant Epoch RPG Expansion Rules book

Civilian androids were mass produced and easily the most commonly found models that dig teams unearth. These humanoid robots usually had plastic bones — although many featured fully biodegradable sheathing, bones and parts which have long since decayed into dust.
This unique android, however, is built different from other models. It is either a customized variant, from a limited edition, or a prototype of some rare, purpose-built and perhaps one of a kind design.
Roll on the following table to determine what its original intended job was, with each model gaining trait bonuses or penalties. See the description text to follow for each unit’s intended, pre-play ‘job’ for potential starting skills and other features.

Check out a review of The TME Expansion Rules book at Swords & Stitchery - Old Time Sewing & Table Top Rpg Blog: Review & Commentary On The Mutant Epoch Expansion Rules For The Mutant Epoch Role Playing Game By William McAusland (Author), Danny Seedhouse (Author), Dr. James Butler (Author), Colin Chapman (Author), Brandon Goeringer (Author), & Timothy Berriault (Author)

And more art on the way!
Will​
 

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