Post-Apocalyptic Art Thread

The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Caste-Caravaneer-leaving-the-wagon-people-web.jpg


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


The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Caste-Carpenter-web.jpg

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?



The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Caste-Cultist-Woman-square.jpg


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.


The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Caste-Fuel-Keeper-web.jpg


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.


The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-caste-Healer-web.jpg


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.

The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Caste-Cybernetics-Technician-web.jpg


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.

The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-caste-Repairer-square.jpg


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
 

log in or register to remove this ad

The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Caste-Hooch-Brewer.jpg

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!


The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-caste-scavenger-web.jpg

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

The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Caste-Teacher-square.jpg

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?



The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-caste-Wastelander-square.jpg

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.


The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Caste-Wastrel-square.jpg

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


The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Caste-Water-Keeper-square.jpg

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!


The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Age-Handedness-Revisited-web.jpg

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.

The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Swimming-Ability-Revisited-sinking-barge-cyborg-s...jpg

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.

The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Rank-Advancement-Matrix-web.jpg


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
 

Attachments

  • XR-75-The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Android-handedness-web.jpg
    XR-75-The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Android-handedness-web.jpg
    142.3 KB · Views: 8

Remove ads

Top