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  September 20th 2018 Update:
Yes, in spite of the work on our latest adventure Gun Station Gamma, which released today, we are still taking in fan crafted relics, cybernetic implants and mutations, as well as rules testing, writing and editing. More artwork is also on the go:

July 17th 2018 Update:
Besides working on the rules and descriptive text for the Expansion Rules, new final art is starting to arrive. We've created a ink and other finished Art gallery right here.

March 30 2018  
Welcome to The Mutant Epoch Expansion Rules page. Bookmark this page as it will be the permanent homage for this new book upon completion and release. In the meantime, this area will be a central redoubt for everything to do with this huge project.

Table of Contents
To start with, we are going to continuously post the latest version of the Table Of Contents, showing you what's going to be included in the book, although some mutations, implants, and relics might be removed, renamed, or moved to other sections. For example, if the random ruin, robot and mutant creature generators turn out to be too big and involved, each might become their own, much smaller, sourcebooks.

EXPANSION RULES SKETCHES
Also on this page is a thumbnail gallery, shown immediately below, which showcases sketches and thumbnails from forthcoming book. Some of these will later be turned into digital grayscale paintings, inks, or might even appear as characters on the book cover. Just click a thumbnail that interests you, or else, start with the first image and it will take you to the sketchbook section of our site, which will take over the current sketchbook area.

CONTRIBUTE TO The EXPANSION RULES
See your name in print and probably* get a piece of original art!
As those of you who received our latest newsletter might recall, we are putting out a request for fan created mutations, flaws, minor mutations, cybernetic implants and relics to be added to this book. The Epochian community has already submitted plenty of additional material for consideration - most all of which will appear in the book - and where overlap of ideas occurs, especially among new Bestial Human types and mutations we will credit all contributors involved. While we might not be able to incorporate everything we receive in this book, or it arrives too late in the layout process (date to be announced but still months away) it will all be made available someplace prominent.
    Items and additions that get included in the book will be credited to the fan who sent it in, or contributors if incoming ideas overlap. Besides credit we will give you the PDF version of the book free, and better still, we'll send you the original ink art or sketch (if used as digital art in publication) that might accompany* the listing; but keep in mind, I work at a 1 to 1 ratio so much of the art will by the size you see it in the book... so yes, small and easy to mail and frame.

We do ask that you come up with your own content, instead of TME visions adopted from other RPGs. While you can get an idea from a movie, comic, novel, real life (relics) computer game or other rpg, please let me know the source or inspiration if possible, and how you've improved on or changed it to make it fit the Outland System and avoid any blatant plagiarism. With so much media out there, I can't possibly be aware of everything in publication, so require your judicious oversight on any submission.

The degree of detail in a submission can range from a few sentences to a completely finished and game ready mutation or relic, with suggested stats. While I can't guarantee that your offering will go unchanged, I for one certainly appreciate a 'play test ready' variant of whatever you send in.
    So, if you got material you want to see in this book, your name in print, and want to contribute to the most important book in our RPG line since the Hub Rules, then email your idea or finished mutation, implant or relic (or optional house rules for that matter) to me, the Mutant Lord at
info@outlandarts.com

Not already on the list for Outland Arts Insiders, our newsletter, and want to be notified when the book hits the virtual shelves at Amazon and PDF sales venues? The contact me here and say 'Newsletter' in the subject line. Learn more about the newsletter here.

Enjoy,
WiIliam McAusland

PLEASE SHARE THIS
PS. Please share this page link online, and if you have a blog, Instagram, Pinterest, twitter feed or website of your own and want post any of these sketches (unaltered so the copyright and all important mutantepoch.com web address shows) then please do!

*As with some of the mutations and implants in the Mutant Epoch Hub Rules, not every item has the a space or need for an illustration. That said, as the creator, and artist, I will do my damndest to see that I can illustrate your submission. Also, if you have more than one new mutation or implant or relic that you and your fellow TME gamers have enjoyed at your table, why not send these along, too? If we use more than one contribution, you'll get the art for the additional features as well.

 
     

Sketches and Concept Art for The Expansion Rules

 Click on thumbnail to go to large version Gallery  or visit the Sketchbook

 

 

 

 

The Mutant Epoch RPG Expansion Rules

Table of Contents*

March 30th 2018 Edition

 

*Expanded view to show everything inside each listing, the actual table of contents won't be so vast, although all these items will be in the index at the back of the book, with each entry linked to the contents in the PDF variant

 

Introduction

Using this book (in relation to The Hub Rules and other TME books)

 

New Character Types

Mutorg
A mutant human who has undergone cybernetic enhancement, having less mutations than most mutant characters, and likewise, few implants, but still, a potent mix
.
 

Abomination
A often hideous miscreation, blob-like at times, with the DNA of both humans and animals and gifted with a mix of mutations and appendages.

Parasite
A strain of tiny mutant humanoids which while able to move about slowly on whatever disturbing appendages they were born with, they tend to occupy a host human — either upon the torso or within it —  controlling the zombified subject in a symbiotic relationship. Parasites have  both standard mutations and flaws, as well their own unique, freakish features. See concept art gallery for examples. Each parasite character starts with a separately generated host.

Rebuilt
Humans, or if the GM allows, mutants, too, who have suffered some great bodily misfortune.  and had mechanical and electronic parts bolted, stitched and cruelly adhered or inserted into the subject. Similar to a cyborg, these low tech, junk crafted people use prosthetics and scrap parts, including limbs from androids and robots, bicycle wheels, barb wire wrapped limbs and trash to make themselves serviceable and of use to their people or dig team. They have their own random list of parts, problems and even a random optional list which describes the event that leant to their being initially maimed and who rebuilt them.

 

NanoBorg
The product of high tech enclaves and mecha factions. There enhancements tend to be less obvious and easier to conceal then a cyborgs. These potent characters and NPC villains use nanotechnology to repair, enhance and manipulate their body. As they grow in rank, they gain access to more of their inner potential, all the while able to appear as pure stock humans and use the arms and armor of the ancient ones.

 

Grafter
Humans descended from a strain of subjects who carry Adoptive DNA which allows not only the organs of other people to be grafted to their bodies without the usual risk of the body rejecting the donor part, but so too, animal organs. First introduced to allow medical patients — partially frontline soldiers — accept pig grown organs, but so too, other animal parts including those of unnatural creatures, such as mutant monsters.  Characters of this type exhibit a random assortment of extra body parts and organs, plus rules for the medical attachment of additional parts and determination if an appendage is rejected by the body or not. A grafter needs to have advanced medical facilities or personnel to attach new found parts. See concept art for examples.

 

Vat-Brain
A living human brain in a vat of nutrient fluid. This subject may or may not have additional glands and living organs contained in other sealed jars or compartments which maintain its living gender and reproductive motivations. These rare beings are basically cyborgs in the truest sense, with a living brain housed in some sort of robotic or android body. To The determination of the body that this entity occupies uses many of the same tables as either a unique android or robot, included in this book.

 

Digital Being
A single point of consciousness, and derived either from an artificial intelligence or a downloaded human mind from an long deceased ancient one. This being can only exist in one place at one time, and occupies a hard drive within some sort of ancient device. This character typically starts game play inhabiting the CPU of an android, unique or standard robotic unit, but through cable transfer can be downloaded onto a data stick for transport, or loaded into an ancient vehicle's onboard computer, or else, at higher rank broadcast it's appearance from a safer, central location and appear as a hologram through various devices or emitted from ancient devices. This is a complex character type, and makes for an excellent NPC patron or villain. They can be killedd by the hard drive they occupy being crushed, shot through or corrupted by various relic weapons.
 

Bestial Humans set two
Scroll to bottom for current list to avoid contributor overlap.

 

Android (Unique/Self Aware)
A mechanical person, whose traits and condition of disrepair are all rolled randomly. So too, the character's skills and any mounted cybernetic parts are also determined at the outset. Differing from a digital being, these entities are less fluid in the computers and pathways they can exist in, have hardwired CPUs and typically, when their head is destroyed, they are considered erased and lost forever. They can learn as they endure the ordeals of the twisted new world, improving their skills, enhancing their mechanical body, and advancing as other characters do.

 

Plantoid
Appearing as either intelligent, mobile plants without much if any human DNA, or else, occurr as symbiotic, almost parasite-like growth woven in and through a living human cadaver. They start game play with several plant mutations from a huge collection, and, being somewhat intelligent, also commence action with weaponry and equipment.

    Many of these veggie beings wear clothing and masks to allow them to pass in human society when accompanying other 'normal' characters. Interestingly, while meat based individuals must watch for carnivores, plantoids must be careful to avoid herbivores, such as common livestock, especially goats.

 

Robot (Unique/Self Aware)
Similar to  unique, self aware androids, these characters occupy a hard drive within the head of a randomly generated robotic body. While able to employ the services of a robotics technician to substitute other appendages from defeated or uncovered robots, they often have odd body shapes and do not pass for humans when entering communities, nor are able to wear most relic armor.

     If their CPU is shot through  or their head is crushed, they are considered killed. Digital beings often occupy the forms of unique robots, and a hostile digital being can attack and hack into and dominate this being, possessing it, deleting the consciousness forever. A robust, combat ready unique robot is a welcome asset to any excavation party, particularly one housed in the chassis of an old, modified combot.
   
Of note, at this time we don't know if the random Robot generation tables in the Appendices may or may not be used in the creation of there characters.

 

Character Generation Traits Revisited (for handy reference)

 

Pre-Game Caste Determination (with old castes plus new assortment such as Bunker Dwellers, Star People, sleepers, etc.)

 

Character Skill Determination by Caste

 

Trait Modifiers

 

Character Details

Age Determination

Weight and Height

Hand Dominance

Swimming Ability

Languages (old world and new era random list)

 

Rank Advancement Revisited (with tables for new character types)

Rapid Fire Character Outfitting System (streamlined and for all character types including those from the Hub Rules)

 

New Skills

Acrobat

Animal Handler

Bow Master (Archery)

Blade Master

Demolitions Expert

Escape artist

Fencing

Fisher, Master

Hand Signals

Historian

Morse Code

Murderer (Assassin)

Performer

Street wise

Trapper

Whip Master

Zoologist, Epochian

+ more to come!

 

New Prime Mutations

Acidic Saliva

Advanced Kidneys

Age morphing

Animal Association

Appearance Morph

Blade Arm

Bonded Twin

Bravery Inducement

Compression-Expansion

Dimension Hole

Dimensional Awareness

Dimensional Blade

Dimensional Retreat

Dimensional Shell

Discern Dimensional Entities

Echolocation

Elastic Skeleton

Emotion Inducement

Energy orbs

Energy Smite

Energy Wall Generation

Enormous bone spike

Enriched Skeletal Structure

Extreme Healing

Extreme Survivability

Fish Fins

Flame Thrower Limb

Flesh Whip

Frequency receptors

Gas Sacs

Generate Dimensional Horror

Herbicidal tissues

Horrid Symbiotic

Illusion Generation

Illusionary Concealment

Imbue Prowess

Irritation Particles

Lost and found

Mental Counter Attack

Mental Dominion

Mental Paralysis

Micro Feelers by Brandon Goeringer

Microwave Generation

Mind Unification

Misery Flashback Inducement

Muto-Centaur

Nocturnal

Oil Stream

Organ Grenade by Brandon Goeringer

Phlegm Sheet Spitter

Planer Skip

Psionic Dampening Sphere

Pulse Eyes

Quill Thrower

Razor Hook

Sarcophagus cocoon

Seasonal Enhancement

Slime Excretion
Thought Share (Memory transfer)
Tissue Padding
Voice Mimicry

Snake Tongue

Spike Thrower

Stinger Spike

Sub-Headedness

Sub-Plane Leap

Telekinetic Flight

Third Eye

Tri-Segmented Jaw

Venomous claws

Venomous Horns

Web Generation

 

New Minor Mutations

Additional External Body Part

Decreased Aging

Detect blood

Extra belly button

Extra joint in toes and fingers

Fingered

Friction fingers

Goosebumps

Homing Sense

Inner clock

Internal Compass

Large birthmark

Magnetic attraction

Micro hands

Monotreme

Mood coloration Alteration
Waxy
Dual finger nails

Power detection (Sense Electricity)

Radio reception

Renewable teeth

Seasonal skin coloration

Shedding Nails

Unique Tentacle

Warmth Generation

... plus many more coming

 

 

New Flaw Mutations

Chronic Depression

Epilepsy

excessive earwax generation

Growths

Hemophilia

Increased Aging

Mute

Shaky

Stunted

Sunburner

Weak Bones

... plus many more coming

 

 

NPC Only Designated Mutations

Abnormal Genital Placement

Extreme Virility

Gender Cycle

Chromosomal Abnormality NPC FLAW

Down’s Syndrome NPC FLAW

... plus a few more coming

 

Plantoid Mutations

Host Inhabiting Plantoid only mutations

Muscle-fiber

Second skin

Any Plantoid mutations

Acidic sap

Allergy inducing spores

Amber projectiles (shoots amber pellets of hard sap)

Animal parts (DNA from fish, birds, or non-human mammals)

Arid plant adaptation

Armored husk

Barb whip tendrils

Bitter tasting

Bladed leaves

Boring tendrils

Bug repellant sap

Calcium studded bark armor

Cancer curing sap

Chameleon powers

Club limb (or vine)

Dagger seed pods

Digestive sap

Enhanced Pine needles

Exoskeleton

Exploding puff balls

Exploding seed pods

Extra large

Extreme fibers

Fibrous armor

Fire repellent bark and leaves

Floating pods (inflate when plant immersed in liquid)u

Fly trap jaws

Fragmentation pine cones

Fruit or berries

Gas bag (floating in the air)

Gliding leaf wings

Glow in the dark (phosphorescent ?

Grappling root

Hallucinatory spores

Hand-like branch

Harpoon vines

Healing nectar

Human parts (human limb or organ grows on plantoid's body or, so much of the character is human that it is able to pass for one for at least several hours per day)

Manipulator vines

Medicinal. Sap

Mimic human shape moss hair

Mineral impregnated bark armor

Net root array

Nutritional sap

Olfactory abilities ( hearing)

Parasitic barb shoot

Photoburst (flash)

Poisonous sap or berries

Pollen cloud

Pulp

Radiation leeching

Saw leaves

Seedling minions

Sensory tendril (eye)

Serrated leaves

Shooting seeds

Shriek defense (can emit sonic attack radius)

Solar emission burst

Solar regenerating

Spitting acid pods

Spring coil tendril leap

Sticky sap

Suction tendrils

Thorns

Toxic sap

Tumbling locomotion

Vampiric (drinks blood)

Water storage pods

Weaponized Speargrass

 

Flaw mutations of plants

Aphids

Aroma

Delicious

Flammable

Nectar (attracts ants and other sap eaters)

Pollen (attracts bees and hummingbirds)

Solar dependent

Stench

Tastes like chicken

 

New Implants

Aquatic Deployment Augmentation

Aqua-Lung

Aquatic Propulsion System (APS)

Audio Compensator

Audio Imitator

Autopilot software

Bow implant arm

Chopperborg (gyro-copter mode)

Database

Electro-Shock Suppressor

Epidermal Manipulator

Flotation Bags

Force Canopy

Fortified Body

Glide wings

Homing Device

Mental Attack Dampener

Motion Stabilizer

Obscuring Cloud Emitter

Parachute

Power Leeching Unit

Power-Jack

Quadrupedal body (cyborg centaur)

Razor Claws

Robotic Serpentine body

Solar Nutrient Converter

Sound Dampening Field

Subcutaneous Plating

Synthetic Skin

Terrain Blending Field

Vehicle Control Module

Vocal Mimicry Modulator

Welding Torch

Wheel Deployment

 

Nano Technology Powers (for Nanoborgs, and may be contained under that character type's overview section)

 

Expanded and Optional Rules

Encumbrance

Broken Bones and healing time

New Critical Strikes Rules by Danny Seedhouse


 

New Relics

 

Relic Weapons

Chainsword by Sty

Revolver (.357)

Revolver (.44)

Chem-Sprayer:

Chem-Canisters

1. Pepper Spray

2. Glue

3. Acid

4. Intense Acid

5. Insecticide

6. Herbicide

7. Pesticide

Bug Spray

proximity gun

particle beam rifle

EM emitter Rifle

Auto Cannon

Pulse Cannon

Devastator Rod

brush cutter

shocker Rod

tangle-Spray Gun

BB Rifle

pellet rifle

scream gun

Battle Drill

advanced sniper rifle

Heavy assault rifle

combo assault rifle

Intruder Rifle

agony baton

thump gun
Rocket Pistol

Rocket Carbine

Mk2 laser sword

Mk2 Laser carbine

Electro Net Gun

 

Industrial Tools / New Trap Elements

Arc Welder

Furnace Lighter

Microwave Ray

Pneumatic Fist

Rivet Gun

Cracker

 

New Relic and Scrap Material Armor

Relic Armor

Resin Armor

Tire Armor

Rug Armor

warlord shell

Advanced Shell

Battle Shell

 ...plus more to be added

 

 

Explosives

Incendiary Grenade

EM Pulse Grenade

Stun Grenades

Chaff Grenade

Micro-Tactical-Nuke

 ...plus more to be added

 

Ammo Relics

Toxic Bullets

Assorted Calibers

 ...plus more to be added

 

Relic gear:

E.T.A. [Enhanced Tactical Armature] by Talonhunter

Spider Suit

Jump Boots by Brandon Goeringer

 ...plus more to be added

 

Medical Relics

Steroidal Pills

Nano Patch by Brandon Goeringer

Medical Cybernetics

 ...plus more to be added

 

 

New Robots

Light Battle Walker

Heavy Battle Walker

Robot, Drone, Surveillance

Robot, Drone, Companion

Robot, Drone, Security

Robot, Drone, Battle

Robot, Drone Devastator

 ...plus huge collection more to be added

 

Protective Gear

Welding Mask

 

Relic Vehicles

Combat Transport Vehicle

Armored Personnel Carrier (APC)

Standard Tank/Main Battle Tank

Mini-Submarine

Patrol Boat

Combat ATV

Civilian Helicopter

Combat Helicopter

Jet fighter

Advanced Jet Fighter

Orbital Shuttle

Drop Ship

Star fighter

System Gunship

Naval Frigate

 

Dimensional Beings, Portals and Adventures

 


 

Appendices

 

Appendix 1: Random Personality Table (Shortened version from the SOE version)

 

Appendix 2: Character Family History Tables

 

Appendix 3: Random Underground Ruin Generator (dungeon generator using graph paper)

 

Appendix 4: Random Mutant Creature Generator

 

Appendix 5: Random Robot Generator

 

Appendix _:Scrap Built Guns by Danny Seedhouse

 

Appendix _:Treasure Tables

Ancient Warehouse Shipping Crate

Beast’s Lair

Ancient Sites

Medical facility

Office

Apartment

Police Outpost

Robotics Facility

Industrial facility

Security Station

Spacecraft

Retail Zone

Land Transport (truck or APC, etc.)

Locker

Trade Freight

Wagon or Cart

Boat or canoe

Barge or Sailing Ship

 

 

Appendix __: Property and Estates by Tim Berriault (Rules for PCs establishing their own Redoubts, and Communities)

 

Appendix __ : Alternate Character Sheets

Mutant Character Sheet

Mutant 2 page Character Sheet

Cyborg Character Sheet

Muto-Borg Character Sheet

Android Character Sheet

Abomination Character Sheet

Parasite Character Sheet

Rebuilt Character Sheet

NanoBorg Character Sheet

Grafter Character Sheet

Vat-Brain Character Sheet

Digital Being Character Sheet

Bestial Humans Character Sheet

Plantoid Character Sheet

 

Extras

Isometric graph paper

 

Bestial Humans set two

Selection by Colin Chapman

Bat

Beaver

Beetle

Butterfly

Centipede

Chameleon

Chicken

Duck

Fly

Gecko

Gila Monster

Goat

Gorilla

Grasshopper

Gull

Hummingbird

Marmot

Mole

Monkey

Opossum

Owl

Penguin

Porcupine

Rabbit

Road Runner

Salamander

Seal

Shrew

Skink

Skunk

Squirrel

Vulture

Weasel

Woodpecker

 

plus more from our forums and notes and yet to be added here

 

 

 

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