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The Mutant Epoch
Introduction
Hub Rules
The Mutant Epoch
Introduction
Hub Rules
The Mutant Epoch
™
Tabletop Adventure Role-Playing Game Hub Rules
Published by Outland Arts
© Copyright 2011 Outland Arts/ William McAusland
All Rights Reserved
PDF Edition: Variant pdf1
ISBN 978-0-9782585-2-8
Printed in the United States of America
.com
First printing April 2011
Outland Arts
1860 Lodgepole Drive
Kamloops, B.C. Canada
V1S IX8
web sites:
www.outlandarts.com
or
www.mutantepoch.com
Blog
http://themutantepoch.blogspot.com/
Twitter Feed
http://twitter.com/mutantlord
YouTube Channel
http://www.youtube.com/user/TheMutantEpoch
email
info@outlandarts.com
“Putting YOU in the Game”
‘The Mutant Epoch’™ and the ‘Outland System’ game mechanic™ are all trademarks owned by Outland Arts™ © Copyright 2011
Created by
William McAusland
The Mutant Epoch
Table of Contents
Introduction
Introduction...................................................................4
Post Apocalyptic Settng and Time Frame..........................5
Player Objectives...............................................................6
Becoming a Game Master................................................6
Dice Descriptions and Usage...........................................6
Part One CHARACTER GENERATION..............................8
Character Generation Sequence List .............................8
Character Type Selection..................................................8
Character Traits..................................................................9
Trait Generation Systems.................................................9
Trait Value Determination...............................................10
Trait Value Modiiers.......................................................10
Character History by Caste...............................................11
Caste Based Details.........................................................11
Starting Skill Rolls............................................................12
Caste Descriptions...................................................13-15
Character Weight and Height.........................................16
Character Hand Dominance...........................................16
Character Swimming Ability...........................................16
Character Age and Aging................................................17
Description of Character Types......................................18
Pure Stock Human......................................................18
Bioreplica....................................................................18
Clones.........................................................................19
Trans-Humans............................................................20
Cyborgs.......................................................................21
Ghost Mutants...........................................................22
Mutants......................................................................22
Beastial Humans....................................................24-33
Rank Advancement..........................................................34
Skills..........................................................................35-57
Mutation Determination Tables.......................................58
Prime Mutations.........................................................60-76
Minor Mutations.........................................................77-79
Flaw Mutations...........................................................79-83
Implants..................................................................................84
Implants Descriptions............................................85-92
Languages......................................................................93
Character Outitting..........................................................93
Trade Goods Listing..............................................................94-95
Starting Packs................................................................96
Outitting New Characters...........................................98
Archaic Weapons Listing...............................................99
Relic Weapons Listing...................................................100
Armor Listing.................................................................101
Part Two: GAME PLAY.....................................................0
Time and Game Sequence.........................................103
Movement..............................................................103
Initiative...............................................................103
Combat Rules.................................................................104
Combat Sequence Procedure..................................104
Exceptions to the Critical Strike and Fumble Rules..........104
Strike Potential, Critical Strikes and Fumbles ...............105
Strike Value Modiiers.............................................105
Random Delection Determination..........................106
Random Body Location.............................................106
Combat Options and Resolution...............................106
Called Shots...............................................................108
Morale and its Affect in Game Play...............................110
Injury, stun damage and Death....................................111
Healing.................................................................111
Chase Rules ..........................................................112-116
Part Three: HAZARDS..............................................8
Hazard Checks............................................................118
Traps.........................................................119-121
Swimming, Drowning, Suffocation and Breath Holding..........121
Blindness...................................................................122
Thirst and Starvation................................................122
Hypothermia..........................................................122
Falling Heights and Damage....................................123
Poison.............................................................124
Narcotics and Alcohol...............................................124
Radiation...............................................................125
Insanity..............................................................126
Diseases.....................................................................126
Part Four: ENCOUNTERS...........................................9
EncounterChecks(tableTME-4-1)............................129
Ancient Ruins Encounter Matrix ............................130
Wilderness Areas Matrix One....................................131
Wilderness Areas Matrix Two....................................132
Robot Encounter Matrix ..........................................134
Android Encounters.................................................135
Humans Encountered .............................................136
Typical Humans (table) ...............................................137
Typical Human Descriptions .................................138-142
Random Events (table and details)......................143-146
Part Five: CREATURES........................................48-76
Alligator s..................................................................148
B a t s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4 8
Bears........................................................................149
B i r d s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 5 0
Cats...........................................................................151
Cattle........................................................................151
Dogs..........................................................................152
Drader-kac................................................................153
F i s h . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 5 3
F r o g s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 5 5
Garnock ...................................................................156
Horrlify......................................................................156
Hor ses......................................................................157
Insects 1a, 1b,1c...................................................................158-161
Lizards......................................................................162
Moaner.....................................................................16 4
Narkanna.................................................................16 4
Pit Slime........................................................................................164
P l a n t s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 5
Rats..........................................................................167
Reptilius...................................................................168
S c o r p i o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 6 9
S h a r k s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 0
Skullock ....................................................................170
Snakes......................................................................171
Spiders.....................................................................171-172
Urcellia......................................................................173
Warmor t....................................................................173
Wolves......................................................................174
Worms................................................................175,176
Part Six: ROBOTS & ANDROIDS.................................78
Robots..................................................................178-181
Androids...............................................................182-184
Part Seven: RELICS..................................................86
Weapon Relics..............................................................186
Relic Armor...................................................................191
Protective Gear.............................................................194
Explosives.....................................................................195
Military Accessories......................................................197
High Tech Devices........................................................198
Power Sources.............................................................199
Ammo Relics.................................................................200
Illumination Relics........................................................201
Relic Optics...................................................................201
Relic Vehicles........................................................201-204
Part Eight: TABLES ...........................................................06
Weapon Classiications................................................206
Valuables Classiications Tables.................................207
Possessions Carried Classiications.................................208
Stationary Valuables Classiications.....................................209
Gems and Jewelry........................................................209
Relic Determination Tables.................................210-215
Treasure Table TME-HUB-1...........................................216
Part Nine: Appendices..............................................8
Appendix 1 Metric Conversion Table ................................218
Appendix 2 On-Line Resources, SOE, Word from Author .............218
Appendix 3 Common Vehicles of TME ............................219
Appendix 4 Scrap Vehicles ................................................223
Appendix 5 Barding ............................................................226
Appendix 6 Archaic Artillery and Siege Engines ............226
Appendix 7 Adventure Crafting and GM Tips ...............230
Appendix 8 Graph Paper ....................................................236
Appendix 9 Hexagon Paper ................................................237
Appendix 10 Character sheet ................................................238
Appendix 11 GM’s Character & Reference sheet ................239
Appendix 12 Excavator Monthly Magazine Ad ......................240
Appendix 13 Emergency cut and glue dice set .............241-244
Index ..........................................................................45
The Mutant Epoch
Introduction
4
Introduction to The Mutant Epoch
undergoing metamorphosis. The an-
cient ones speculated their end would come
suddenly, caused by one great war, plague or
geological catastrophe, wiping out their entire
race if not all life itself. Armageddon, of course,
did come, and raged for centuries instead of a
mere decade, and in some areas, the old wars
go on, fought between humanity, mecha, mu-
tant and the many slave races of clones, bio-
replicas and cyborgs. The demise of the world’s
pan-global culture took place insidiously, lead-
ing to a inal collapse of all nations, replaced
by survival and expansion minded corporate
and city states, and regions of total anarchy.
Plagues, earthquakes, climate change, loods,
starvation and civil unrest depopulated the
world further. The end seemed near by about
2200 AD. From here, resources became still
more scarce and regional wars erupted among
ever smaller and more focused factional
groups, groups which were often formed out of
genetic, religious or technological allegiances.
‘Hold out’ corporations and other powers ad-
vanced their weapons programs, adding ro-
botic, clone, bioreplica and trans human forces
as well as bio-genetically engineered warriors
and beasts to their arsenals. Mutagen agents
used to wipe out enemy agricultural resourc-
es, or boost a government’s own, produced
increased yields but nightmares as well. The
crossing of humans and animal DNA became
commonplace, and the freakish results occa-
sionally produced strains of sub-human devi-
ants which formed their own racial standards
and sub-culture, ultimately splitting off from
their creators and claiming their own lands. An-
droids, having already taken over military direc-
tion for some corporations, rebelled and slew
their creators, forming mecha empires of their
own, many bent on the elimination of all hu-
manity, while other mecha forces, still serving
human masters, or developed by a competing
manufacturer, waged war on their mechanical
brothers for supremacy.
Hundreds of years of mutation, cultural
collapse and reemergence, have left the earth
a very different place than that of the pre-dev-
astated world. In former times, humans ruled,
and all their creations were their slaves and
play things. In the Mutant Epoch, pure stock
humans struggle to survive in a landscape of
horrors, where their enemies lurk around ev-
ery corner, and many plot their inal downfall.
To survive, some humans have embraced
their own mutant offspring, former clone and
bioreplica slaves and now live among them,
embracing their common homosapien lineage
in a bid to merely survive. In other locales;
however, pure stocks have attempted to weed
out all mutant life, embraced fundamentalist
Purist religions that see their genetic purity as
a gift from God, and seek to burn or enslave all
mutant life. Yet, elsewhere, pure stocks who
are the direct descendants of intact corporate
or political powers, have held on against hos-
tile races and factions. Fortifying themselves
in technologically advanced pockets of the old
world, they communicate with each other as
well as a few orbital space communities above
the Earth and on other worlds, working toward
a day when their kind can once again claim do-
minion of the earth.
For mutant humans this is an age of op-
portunity and personal power. In most areas
they have thrown off the chains of their human
masters, have used their awesome mutations
to build pockets of their own culture, and de-
cade by decade have grown in power, formed
small regional nations, and commenced com-
munication with other mutant dominated na-
tions of Aberrationists. Their goal is to see all
pure stocks phased out by inter-breeding with
mutants, or by execution.
The most common settlements are the
numerous free towns, also called trade or
barter towns. Here, often with few laws, these
old west style forts are the refuge of misits,
seeking protection from the terrible creatures
of the wilds, the race wars between purist and
aberration, or worse, the robotic mecha expan-
sions. In free towns, engineered humans min-
gle with mutants and pure stocks, free willed
android mercenaries and self aware robots,
gathering to trade food, water, power cells,
slaves, scrap material and relic treasures, as
well as to form excavation teams to uncover
the precious loot found in the ruins of the An-
cients. Adventure teams, usually small crack
units of between 4 and 12 members, are es-
sential to the free towns both to act as scout
and raiding parties, as well as to keep an inlux
of relic weapons and armor coming into their
hands. Only through force of arms can small
independent factions survive long against the
barbaric humanoids such as skullocks, war-
morts, moaners, reptili and bipedal rats, not to
mention the imperial aspirations of androids,
pure stocks and aberrationist mutants.
It is a time when helicopter gun ships,
satellite guided missiles, tanks and orbital
strike craft are exceedingly rare, when wars
are fought by hand held weapons, axes and
crossbows, muskets and swords, an age when
the mutants, with their long ago engineered or
hyper-evolved deviations, gain supremacy on
the battleield. It is a time when a new, freak-
ish race is suddenly more populace than the
pure blooded humans who manifested them;
this is The Mutant Epoch.
For anyone who has played other role
playing games, this RPG will be fairly straight-
forward, allowing the game master to teach
the players the basic rules during character
generation and actual game play, without
pausing too much to break the pace of the
story. For anybody new to the hobby, the quick-
est way to explain this form of entertainment is
to describe it as cooperative storytelling with
random outcomes. Said another way, RPGs
are like being in a novel, where you, the player,
decide what the character is going to say or do.
For the referee, called the game master
(GM),
an RPG is like being the creator of a world, the
writer of a book, the narrator, as well as an
actor for all the non-player characters (NPCs).
Nobody in this game is playing against the
players, not even the GM. The GM is neutral
but inclined to set challenges for the players
rather than destroy their characters with the
goal being an ultimate form of participatory en-
tertainment. It is hard for anyone who has not
played a tabletop RPG to image that by using
some paper, a game book, graph paper, odd
dice, and a pencil, that an exciting, immersive,
movie-like experience can be had, one which
makes one’s palms sweaty, heart race, time
speed by, and you eager for the next session.
This hub rules book, along with some
polyhedron dice, paper and pencils, includes
everything a GM and players need to begin a
campaign in a world of discovery, adventure
and danger, putting you in the game in The
Mutant Epoch. To learn more about role play-
ing games, see web resources page at the end
of this book.
W
elcome to the 24
th
Century, and a world
The Mutant Epoch
Introduction
5
The Post Apocalyptic Setting and Time Frame
are ancient ones, such as sci-
entists, special forces soldiers,
or celebrities who wake from
cryogenic sleep to repopulate
a world which should have
healed and returned to a un-
mutated, uninhabited Garden
of Eden. Similar to this scenar-
io is a returning colonization
ship from the off world colo-
nies, which wakes its sleeping
passengers as they approach
earth to reclaim it, only to have
the initial ground party of pure
stock PCs, encounter a freak-
ish, hostile new world.
Finally, it is possible to set
the game further into the future, say, the year 3450 or 6780, etc., with al-
most no ancient relics in circulation, the ruins all but dust and the reliance
on mutations and archaic, medieval style weaponry the norm.
Other, non time based setting adjustments could include the
following options:
The Mecha have crushed mankind and rule the world. All humans are
either slaves or to be terminated on sight. Humans, cyborgs and mutants
try to work together to survive in the ruins of the ancient ones, like rats,
where the company of predators and disease is always present.
Aliens have invaded
earth and won. Humanity is
enslaved or on the menu and
character survival is in doubt
on a daily basis. Similarly,
a zombie apocalypse could
have occurred, and the PCs
are forced to search for a cure
with mutant creatures being
converted to undead mon-
strosities.
A rip between the planes
has opened another, darker
dimension and allowed de-
monic, inhuman creatures
to sweep across the world,
waging a war of conquest and
enslaving the people of earth.
The characters, some mu-
tated by the rip in dimensions, ight a guerilla style war to win back their
planet and close the portal which permits the dark lord’s legions to travel
between realities.
Similar to the rip in dimensions, another scenario has a fantasy ele-
ment to it whereby magic has returned to the world, perhaps due to some
cosmic alignment, physical portal, or discovery of an artifact. Mutations
might have occurred as a side effect of dark magiks, while the technology
of robots and cyborgs developed as a counter measure against the legions
of orcs, trolls, goblins and other invaders who also adopt the relic irepower
of the human world.
Perhaps the best way for a game master to make The Mutant Epoch
one’s own is to set up a region someplace other than the one described
in the Crossroads Region book, or the published adventures. By changing
the names or locations in the published books it is easy to set adventures,
NPCs, and other supplements in the GM’s own region. Another option is
to do both; provide the player characters with a method of going between
the GM’s setting and the published regions or time frame. This is often
handled by way of a vehicle or portal of some sort and allows for count-
less adventure possibilities, especially with the dimensional, time travel or
interplanetary portal option.
The Mutant Epoch region-
al settings, adventure sup-
plements and iction take
place in about the year
2364 and many of the
published books happen
to be set in and around
the great megalopolis of
former Las Angeles, Cali-
fornia.
The collapse of the old
civilization was not a sud-
den apocalyptic event, but
rather the gradual erosion
of human dominance, the
spread of civil strife, anar-
chy and the rise of machines and mutants. For nearly two hundred years,
the chaos and war raged even as corporate nations, city states, religious
and political factions grew; so too, technologies continued to advance. Due
to the militarized nature of life in the twenty irst and second centuries, a
particular focus was made of biogenetic engineering, cybernetics, weapon
systems, and robotics. Synthetic humans, mutants and robotic slaves of
all manner were part of both civilian and military life. While the inevitable
slave rebellions over the inal decades certainly contributed to the demise
of humanity, it is surmised by new era historians that the mecha, under the
control of various evil artiicial intelligences, initiated the inal great global
war. It was this inal war which broke the era of human dominance on
earth. After more than a century, human civilization has only barley recov-
ered, existing in pockets where warlords, raider chieftains, cultists and ex-
tremist factions compete in a new dark ages with the feudal systems of old
being the only form of law and order. It is a setting where humanity, in all
its forms, strives to survive in a world of hostile machines, crazed mutant
beasts, and barbarity amid the moss covered ruinscapes and wastelands,
tangled forests and stinking, toxic swamps of The Mutant Epoch.
O
f course, The Mutant
Epoch RPG could easily be
adjusted to suit the needs of
the Game Master and his or
her players. While Outland
Arts does have a modern
day, near future survival-
ist role playing game
rules set in the
works, there is
no reason the
GM couldn’t adjust
these rules to relect
a world based on his or
her own creation, or the
setting based on a book,
movie or computer game.
B
asically, to make
these rules work as a present day RPG, simply strip out all robotics, beam
weaponry, advanced armor, androids, synthetic humans, cyborgs and their
implants, and perhaps use unmutated creatures only.
Alternatively, the Game Master could place The Mutant Epoch in his
or her home town or region, using a university campus or high school as
a adventure or town site, either as a survivalist adventure or a more high
tech, far future setting as these rules relect.
Another option is to have several areas of the world, including or-
bital stations, where the old culture has survived in pockets and not only
possesses enormous relic stockpiles but creates advanced gear, vehicles
and robotic minions. Perhaps characters could be pure stocks from one
of these advanced corporate fortresses, sent on some mission to ensure
the survival of the community. A take off from this is that the characters
Plik z chomika:
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Inne pliki z tego folderu:
The Mutant Epoch - Creatures Of The Apocalypse Codex.pdf
(20067 KB)
The Mutant Epoch - Mutant Bestiary One.pdf
(31114 KB)
The Mutant Epoch - Expansion Rules.pdf
(198283 KB)
The Mutant Epoch - Corebook.pdf
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