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<blockquote data-quote="Mutant Lord" data-source="post: 9641261" data-attributes="member: 56487"><p>[ATTACH=full]402887[/ATTACH]</p><p><strong>Hooch Brewer:</strong> 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.</p><p></p><p>Art from page 17 of our 14th book, The Mutant Epoch RPG Expansion Rules.<a href="https://www.enworld.org/threads/the-mutant-epoch-rpg-expansion-rules-book-is-finally-here.707667/" target="_blank">Release - The Mutant Epoch RPG Expansion Rules Book is Finally Here!</a></p><p></p><p></p><p>[ATTACH=full]402888[/ATTACH]</p><p><strong>Scavenger: </strong>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.</p><p></p><p>Art from page 18 of The Mutant Epoch RPG Expansion Rules pre-game caste section. <a href="https://www.outlandarts.com/expansionrules.htm" target="_blank">The Mutant Epoch RPG Expansion Rules</a></p><p></p><p>[ATTACH=full]402889[/ATTACH]</p><p><strong>Teacher:</strong> 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.</p><p>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?</p><p></p><p></p><p></p><p>[ATTACH=full]402890[/ATTACH]</p><p><strong>Wastelander:</strong> 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.</p><p></p><p></p><p>[ATTACH=full]402891[/ATTACH]</p><p><strong>Wastrel: </strong>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: <a href="https://www.outlandarts.com/expansionrules.htm" target="_blank">The Mutant Epoch RPG Expansion Rules</a></p><p></p><p></p><p>[ATTACH=full]402892[/ATTACH]</p><p><strong>Water Keeper:</strong> 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.</p><p></p><p>Come say hello at this EN World thread:<a href="https://www.enworld.org/threads/the-mutant-epoch-rpg-expansion-rules-book-is-finally-here.707667/" target="_blank">Release - The Mutant Epoch RPG Expansion Rules Book is Finally Here!</a></p><p></p><p></p><p>[ATTACH=full]402894[/ATTACH]</p><p><strong>Character Hand Dominance</strong></p><p>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.</p><p></p><p>[ATTACH=full]402895[/ATTACH]</p><p><em><strong>Character Swimming Ability </strong></em>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.</p><p></p><p>[ATTACH=full]402896[/ATTACH]</p><p></p><p><em><strong>Rank Advancement Revisited </strong></em>Art from page 22 of the TME Expansion Rules</p><p>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.</p><p> 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).</p><p></p><p>.<a href="https://www.outlandarts.com/expansionrules.htm" target="_blank">The Mutant Epoch RPG Expansion Rules</a></p></blockquote><p></p>
[QUOTE="Mutant Lord, post: 9641261, member: 56487"] [ATTACH type="full" alt="The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Caste-Hooch-Brewer.jpg"]402887[/ATTACH] [B]Hooch Brewer:[/B] 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.[URL="https://www.enworld.org/threads/the-mutant-epoch-rpg-expansion-rules-book-is-finally-here.707667/"]Release - The Mutant Epoch RPG Expansion Rules Book is Finally Here![/URL] [ATTACH type="full" alt="The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-caste-scavenger-web.jpg"]402888[/ATTACH] [B]Scavenger: [/B]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. [URL="https://www.outlandarts.com/expansionrules.htm"]The Mutant Epoch RPG Expansion Rules[/URL] [ATTACH type="full" alt="The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Caste-Teacher-square.jpg"]402889[/ATTACH] [B]Teacher:[/B] 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? [ATTACH type="full" alt="The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-caste-Wastelander-square.jpg"]402890[/ATTACH] [B]Wastelander:[/B] 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. [ATTACH type="full" alt="The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Caste-Wastrel-square.jpg"]402891[/ATTACH] [B]Wastrel: [/B]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: [URL="https://www.outlandarts.com/expansionrules.htm"]The Mutant Epoch RPG Expansion Rules[/URL] [ATTACH type="full" alt="The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Caste-Water-Keeper-square.jpg"]402892[/ATTACH] [B]Water Keeper:[/B] 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:[URL="https://www.enworld.org/threads/the-mutant-epoch-rpg-expansion-rules-book-is-finally-here.707667/"]Release - The Mutant Epoch RPG Expansion Rules Book is Finally Here![/URL] [ATTACH type="full" alt="The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Age-Handedness-Revisited-web.jpg"]402894[/ATTACH] [B]Character Hand Dominance[/B] 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. [ATTACH type="full" alt="The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Swimming-Ability-Revisited-sinking-barge-cyborg-s...jpg"]402895[/ATTACH] [I][B]Character Swimming Ability [/B][/I]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. [ATTACH type="full" alt="The-Mutant-Epoch-RPG-Expansion-Rules-TME-Art-Rank-Advancement-Matrix-web.jpg"]402896[/ATTACH] [I][B]Rank Advancement Revisited [/B][/I]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). .[URL="https://www.outlandarts.com/expansionrules.htm"]The Mutant Epoch RPG Expansion Rules[/URL] [/QUOTE]
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