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Art Gallery 16

 

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Bestial Humans Set Two
This collection continues on from the ‘manimals’ included in the Mutant Epoch Hub Rules, pages 24 to 33. New for the expansion rules is the chance for some bestial humans to be fitted with cybernetic implants, although for already mutated bestials there is only a 1 in 20 chance that they are also enhanced, while non-mutated bestials have a 1 in 10 chance of being a cyborg. Any bestial human cyborg will feature 1 each of offensive, defensive and miscellaneous implants from the random table on page 330 of this book.


A special thanks go out to all those in the Epochian Community who, over the years contributed many of these new bestial human types, added suggestions and feedback. I’d like to thank Blood Axe, Colin Chapman, C.H.U.D., Matthew Fisher, and Corryn. You’re the best. Where two names are listed beside the bestial human strain, it means two gamers contributed to this bestial human entry and the stats and write-ups were combined to the best of my ability.

All the best,
Will

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Bestial Human Bat

Hand drawn Ink art by William McAusland, Writing by Colin Chapman


Man-bats are typically ugly with faces and noses creased and furrowed in strange ways, leathery wing-arms, and sharp little teeth (SV +7/ DMG 1d10), and even though only a small minority are vampiric, this reputation colors the rest of them. For this reason they are prohibited from entering human communities, unless accompanied by more human looking individuals, promise to stay secluded in personal quarters, and by paying guards significant bribes (30+1d20sp) will they ever be granted access to a human community.


Check it out:
https://www.drivethrurpg.com/en/product/499645/the-mutant-epoch-rpg-expansion-rules
or   https://www.amazon.com/dp/0994923791

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Bestial Human Beaver
Hand drawn Ink art by William McAusland, Writing by Colin Chapman



These rodentoids are much larger and heavier than bestial human rats, and are distinguishable at a glance thanks to their webbed feet and large, flat, paddle-like tails. A bestial humanoid beaver’s thick waterproof fur and layer of body fat enables it to endure cold conditions easily, even without winter clothing, and it is an excellent swimmer (10m), able to hold its breath for up to 9 minutes above or below water.

Watch a video intro of this new book at RPG Overviews on Youtube:
https://www.youtube.com/watch?v=NmR1zStcU38
 

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Bestial Human Beetle
Hand drawn Ink art by William McAusland, Writing by Colin Chapman


Heavily-armored with a tough carapace, humanoid beetles are cumbersome compared to other bug-humans, even for those that can fly, and this leads many individuals to erroneously assume they are also even more dim-witted than other bug-humans. This fallacy, together with the fact that many beetles are herbivores and sometimes sport attractive metallic or patterned exoskeletons, means that these bestial humans are marginally better regarded by humans than most other bug-humans.

Ink art from the Mutant Epoch Expansion Rules book.
Come say hello at this EN World thread:
https://www.enworld.org/threads/the-mutant-epoch-rpg-expansion-rules-book-is-finally-here.707667/

 

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Bestial Human Butterfly
Hand drawn Ink art by William McAusland, Writing by Colin Chapman




While most other bug-humans are shunned by human communities, if not actively reviled or hunted, the bestial humanoid butterfly enjoys at least some acceptance. Although no bug-human can claim to be truly beautiful, the humanoid butterfly has the benefit of large, elegant, brightly patterned wings to help offset its inhuman appearance. Combined with its herbivorous diet, lack of natural weapons, and unpalatable nature, it is not seen as a threat or a potential meal.

Curious? Learn more here: 
https://www.drivethrurpg.com/en/product/499645/the-mutant-epoch-rpg-expansion-rules

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Bestial Human Centipede
Hand drawn Ink art by William McAusland, Writing by Colin Chapman



Centipedoids are truly voracious predators and will willingly attack and devour any animal that looks like it can be easily overcome, intelligent or otherwise. Because they are swift, aggressive, poison-armed carnivores, humans hate them. Only by being accompanied by more human appearing individuals, promising to stay in the team’s quarters, and by paying guards a bribe (40+2d20sp) will they be allowed into a human settlement. In most cases, any militia will simply attack them.

Man-centipedes are equipped with poisonous forcipules, modified front limbs just under the head that can deliver a terrible sting. This attack is SV +10/ DMG 1d12+1, and injects a Type A death poison. It produces enough poison to inject victims 6 times in a 24-hour period.

Watch a video intro of this new book at RPG Overviews on Youtube:
https://www.youtube.com/watch?v=NmR1zStcU38

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Bestial Human Chameleon
Hand drawn Ink art by William McAusland, writing by Colin Chapman



Slow moving but patient, bestial human chameleons eat meat, particularly enjoying bug meat, whether from a sapient foe or otherwise. They use their ability to change color to blend into their surroundings (see skills, ‘conceal self’ or ‘concealed movement’ as skill point 4 on page 51 of the hub rules) when near naked, and have effective bites (SV+7/ DMG 1d10).


Their tongues can be shot once every two rounds, out to four times their own height and on a strike adhere to a target. The target need not be a smaller food animal; instead it could be a passing vehicle or large animal, an enemy’s hand held weapon, or the ceiling of a structure. In every case, a successful strike must be made with the projectile tongue being SV +10, doing only 1d6 stun damage on a strike, but allowing the chameleon to pull smaller creatures which weigh less than itself to its mouth.

https://www.drivethrurpg.com/en/product/499645/the-mutant-epoch-rpg-expansion-rules


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Bestial Human Chicken
Hand drawn Ink art by William McAusland, writing by Colin Chapman & Blood Axe


Among the most widespread bird-men around, bestial human chickens owe their survival and success to their huge numbers before the apocalypse, their social nature, a truly varied diet, stubbornness, and the aggression of the roosters.
 Seeds, rodents, bugs, lizards, they will literally try their hand at eating anything remotely edible, and are equipped with sharp beaks (SV +7/ DMG 1d10). Roosters have sharp claws and spurs and use them in a leaping flurry of kicks (SV +15/ DMG 1d20) which they can do every third round. No small number have become gladiators, lending a whole new spin to the old sport of cockfighting. 1 in 6 NPC bestial human chickens are roosters, although as player characters, the player decides their sex.

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Bestial Human Duck
Hand drawn Ink art by William McAusland, writing by Colin Chapman



Humanoid ducks can fly with their wing-arms (20m per round), using their misshapen hands, which protrude from their wings, to either drop ordinance or employ a one handed weapon. They can use a bow, rifle or other two-handed weapon while in the air, but must bring their wings close together, stop flapping and drop at a rate of 10m per round, so typically try to get plenty of elevation before initiating this risky tactic.


Typically, a humanoid duck will avoid a melee fight with heavier boned, larger foes and instead fly up out of enemy reach and perch some place high to fire down on its adversaries.

Ink illustration from The Mutant Epoch RPGs Expansion Rules Book. Learn about this game book at
https://www.amazon.com/dp/0994923791


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Bestial Human Fly
Hand drawn Ink art by William McAusland, writing by Colin Chapman



Of all the bug-humans, the bestial humanoid fly is the most repugnant, considered even more repellent than man-cockroaches. This disgust is with good reason too; not only are humanoid-flies truly ugly, but they defecate constantly, buzz loudly, and possess truly vile eating habits, vomiting and drooling on food to pre-digest it before eating. That they also favor decaying organic matter such as feces for their diet simply adds an extra layer of disgust to a creature already considered grossly unappealing.
 Even the most tolerant of trading towns will refuse them entry 90% of the time, and when they are accepted they must still pay a hefty entrance fee ahead of time (40+2d12sp) along with a promise to avoid public places and especially avoid eating in public.

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Bestial Human Gecko
Hand drawn Ink art by William McAusland, writing by Colin Chapman

Bestial human geckos are active predators, and despite their relatively small size, instinctively frighten bug-men, especially humanoid spiders and scorpions. They have effective bites (SV +7/ DMG 1d10), but most impressively can cling to any surface. They can climb up, or down, or along, anything, even glass, at their normal movement rate. Additionally, they can hang on a ceiling of rough material for one round per current point of strength. The gecko-man can also make a type A, agility based hazard check once for every 5 meters dropped to catch the side of a building or pit or other wall after falling into a pit or jumping off a structure. A GM may allow the use of this ability when a geckoid leaps onto the back of a huge beast or passing vehicle, making an agility based hazard check in accordance with the difficulty of the task. Humanoid geckos may only use this ability if they keep their hands and feet bare.

https://www.amazon.com/dp/0994923791

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Bestial Human Gila Monster
Hand drawn Ink art by William McAusland, writing by Colin Chapman


Despite being small and relatively slow, bestial human gila monsters and beaded lizards are tenacious carnivores armed with a mouthful of sharp teeth and venomous saliva (SV +8/ DMG 1d10+Type A, death). They also possess large, tough claws (2 Attacks at SV +5/ DMG 1d10) but much prefer to bite, and are armored with beaded scales (-10 DV).


Humanoid gila-monsters are capable climbers (add 1d2 skill points in climbing) and use their strong claws to dig with remarkable speed, clearing ten times as much soil and loose earth per round as a human with bare hands, often excavating 1m per minute through soft earth or low-density rubble. They can cope well with dry, desert conditions and have the Arid Adaptation mutation (page TME-60).

Check out the 9 page sample pdf here
 

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Bestial Human Goat
Hand drawn Ink art by William McAusland, Writing by Colin Chapman 
[40% Chance actually a bestial human sheep.]


Despite being herbivorous, bestial human goats and sheep will attempt to eat nearly anything once, and can derive sustenance from nearly any non-toxic plant-derived substance including cardboard. Humanoid sheep have returned to their wild roots physically, and both sheep-men and goat-men are surprisingly agile and sure-footed.
 Thanks to their thick hair or fleece, they can withstand cold conditions twice as well as a human, even without winter clothing. The males of both species of humanoids also sport horns capable of delivering a bone-crunching head butt (SV +10/ DMG 1d12, double damage if allowed to charge from 6m or more). Nannies and ewes only possess horns 50% of the time, unless the GM specifies that both genders exhibit horns equally. Their wariness and keen senses provide them with a +1 initiative bonus.

Ink illustration from The Mutant Epoch RPGs Expansion Rules Book. Learn about this game book at
https://www.amazon.com/dp/0994923791

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Bestial Human Gorilla
Hand drawn Ink art by William McAusland, writing by Colin Chapman

With their heavy fur, squat, muscular physiques, and wicked canines, bestial human gorillas cannot pass for hairy humans like humanoid chimpanzees can, and possess even more of a tendency to knuckle-walk than their pan troglodyte relatives.

Despite being more powerful and less human than chimpanzee-men, gorilla-men are quieter and less aggressive, and while omnivorous, are far more inclined to a mostly vegetarian diet too. This gentle aspect vanishes, however, when violence is needed, and humanoid gorillas are devastating in melee. They can make three attacks per round, one bite (SV +8/ DMG 1d12) and two powerful punches (SV +6/ DMG 1d12 instead of the normal human 1d6), with both accuracy and strength modifiers applied to these attacks as normal for any character or creature.

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Bestial Human Grasshopper
Hand drawn Ink art by William McAusland, writing by Colin Chapman

The bestial human grasshopper is herbivorous and relatively inoffensive, but is still regarded with distrust by humans due to the tendency of these mutants to sometimes enter frenzied feeding phases as a locust, devouring vast quantities of valuable foodstuffs. They are only permitted entry to human communities if accompanied by trusted humans or mutant humans, and even then they will be instructed to keep away from human food supplies and crops on pain of death.

For their part, hopperoids are fearful of many predatory species, and because of their tasty, nutritious nature, are often seen as potential food by many other creatures, including some humans.

https://www.drivethrurpg.com/en/product/499645/the-mutant-epoch-rpg-expansion-rules

https://www.amazon.com/dp/0994923791

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Bestial Human Gull
Hand drawn Ink art by William McAusland, writing by Colin Chapman

Raucous, canny, and carnivorous, bestial human gulls are opportunistic individuals, intent to hunt, scavenge, and steal whatever they desire. This reputation, combined with their mob mentality and aggression, makes them unwelcome in human communities, and they may find entry difficult even if accompanied by humans and human mutants.

Humanoid gulls can fly with their wing-arms (22m per round), using their misshapen hands, which protrude from their wings, to either drop ordinance or employ a one handed weapon. They can use a bow, rifle or other two-handed weapon while in the air, but must cease flapping their wings while doing so and begin plummeting to the ground at a rate of 10m per round, so typically try to get plenty of elevation before initiating this risky tactic.

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Bestial Human Hummingbird
Hand drawn Ink art by William McAusland, writing by Colin Chapman

The smallest of the bestial human birds, hummingbirds are hyperactive omnivores with a love of all things sweet. Though frequently sporting attractive plumage, their need to consume their own bodyweight in protein and sugars every day means they are constantly on the lookout for food and are considered undesirable guests. As a result, they are seldom welcomed into human communities even when accompanied by humans and human mutants, and must often be covertly carried into a settlement by slipping inside a large companion’s backpack and bedroll.

Humanoid hummingbirds can fly with their wing-arms (28m per round) but cannot use their hands while doing so; their wings simply beat far too rapidly. They can use a weapon while in the air, but can’t flap their wings while doing so. If they stop, they will plummet to the ground at a rate of 10m per round.

Watch a video intro of this new book at RPG Overviews on Youtube:
 https://www.youtube.com/watch?v=NmR1zStcU38

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Bestial Human Marmot
Hand drawn Ink art by William McAusland, writing by Colin Chapman

Marmot-men have thick fur that enables them to endure cold conditions easily, even without winter clothing. However, from about October to February their ancestral instinct is telling them to hibernate. During these months this character will be irritable, drowsy and just want to sleep about three quarters of each day. The GM could apply an optional -2 initiative penalty on marmot-human crosses during these months to reflect their sleepy nature. Likewise, during hibernation months, a type B willpower based hazard check could be called for per hour to stay awake when forced to stand guard either day or night, or when performing any repetitive chore, including driving a vehicle or steering a barge or airship.

Marmotoids are excellent climbers (1d3 skill points in climbing), and alert to potential danger (+1 initiative).

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Bestial Human Mole
Hand drawn Ink art by William McAusland, writing by Colin Chapman

With their velvety fur, tiny eyes, squat builds, and overlarge shovel-like hands, bestial human moles are inoffensive, but this belies the fact that they are aggressive, constantly hungry omnivores who prefer a diet of meat.

They can make a bite attack (SV +8/ DMG 1d8 + Type A, paralysis venom) as well as use one-handed weapons, and unlike other bestial humans of their size, their over-large, calloused hands deliver normal punching damage, though they prefer to use their tough claws (SV +10/ DMG 1d8), and can combine them with their bite in a single flurry of attacks (SV +20/ DMG 3d8+venom). They are too small to use large two handed weapons such as halberds, pikes, chainsaws, battle axes, or great swords, or other sizable weapons though. Furthermore, firing a shotgun or high caliber rifle in the standing position will knock them back 1d3 meters onto their rump.

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Bestial Human Monitor Lizard
Hand drawn Ink art by William McAusland, writing by Corryn and W. McAusland

These lizard bestial humans have a tough time getting admitted into a human settlement, and unless arriving with known humans, cyborgs or mutant humans, will be turned away at gunpoint. Even when admitted entry, often with a bribe of 30+3d6sp slipped to the guards, the monitor lizard must remain confined to the unit’s quarters and will not be allowed into any saloon, store or eatery. The reason for this animosity, which exceeds even that shown to bestial human gators, is because of the long-standing feud with reptilius and other lizard based humanoids. Common people, who have usually only heard frightening tales of the murderous raids by reptilius, cannot tell this character apart from the notorious — although much smaller — mutant lizard folk of the swamp.

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Bestial Human Komodo Dragon Monitor Lizard

Hand drawn Ink art by William McAusland, writing by Corryn and W. McAusland

There is a chance that this monitor lizard is instead sourced from the largest of their kind, a true monster that is sure to terrorize the populace of any new era town. Such a beast-man will only be allowed admittance if it grew up there, or the leaders of the community permit the hulking specimen to roam their streets on promises of the best behavior. On a roll of 10, on a 1d10, any monitor lizard bestial human is actually hybridized with a Komodo Dragon. If so, it will have these stats instead of those shown on page XR-58: END +35, STR +15, AG+10, INT 1d20+5, Will +22, PER +19, APP 3+d8, DV -20, Weight 100+d100kg, Height/Length 175+2d100 tail is 50% of body length.

Komodo dragon bestials can add a claw attack at +10 SV doing 1d12 damage, their tail slap on up to three closely packed, separate targets at its rear or either side is SV +14 for 1d20+4 stun damage, while its massive bite inflicts a SV +18 and does 1d20 lethal damage plus venom.

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Bestial Human Monkey

Hand drawn Ink art by William McAusland, writing by Colin Chapman

Monkey-men are crafty, mischievous omnivores, though they prefer vegetables to meat. They can make a bite attack with their sharp teeth (SV +5/ DMG 1d8) and can be quite vicious. They are covered in a soft, coat of often multi-colored fur and can endure cold weather much better than humans, even without clothing, but prefer warmer climes.

These simians are excellent climbers (add 1d3+2 skill points in climbing), and can climb as swiftly as they can run. They possess long prehensile tails capable of gripping onto things or holding small items such as daggers and knives, and are highly alert (+1 initiative). With their bite, one fist (1d6 DMG) or hand held weapon, and whatever they carry in their tails, they are capable of three melee attacks per round.

Bestial human monkeys have little difficulty being accepted into human communities if accompanied by humans or mutant humans, and will be viewed as amusing pets with people laughing at their antics and comical faces. Of course, it only takes a prank too far for things to turn ugly.

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Bestial Human Opossum
Hand drawn Ink art by William McAusland, writing by C.H.U.D. and Colin Chapman

Bestial opossums have a bite attack (SV +5, DMG 1d10). Because of their prehensile tail and opposable thumbs on both hands and feet they are expert climbers and have 1d3+1 skill points in the climb skill. They are very resistant to snake venom and make 2 hazard checks against it. If a bestial opossum is caught in a surprise attack or are reduced to below 25% of END there is a 3% they will feign death for 1d4 hours. When they do so, they fall over unmoving, tongue lolling, with foul-smelling green fluid oozing from their anus. Their heart rate and breathing slow and become almost imperceptible, and they become unresponsive to stimuli. Unless a individual encountering them knows of this ability, or performs a quick medical check, the opossum is likely to be taken for dead and diseased or badly rotten. Many predators will avoid eating the rancid-smelling “carcass”, leaving the humanoid opossum alone. Unfortunately, while potentially handy for tricking attackers or avoiding predators, it has the downside that the possum-man cannot revive themselves until 1d4 hours have elapsed, and some predators will eat a corpse however terrible it smells.

Watch a video intro of this new book at RPG Overviews on Youtube:
 https://www.youtube.com/watch?v=NmR1zStcU38

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Bestial Human Owl
Hand drawn Ink art by William McAusland, writing by Colin Chapman

Quiet, patient, and coldly predatory, bestial human owls make others uneasy and terrify vermin of all sorts, including mice-men, rat-men, and others derived from such common owl prey. Although myth has it that they are wise, this is far from accurate; their enormous eyes occupy much of their cranium, resulting in a slightly smaller brain than some other bird-men. The disquiet they cause, along with their frightening natural weapons, means that they are rarely accepted into human communities, even if accompanied by humans or human mutants — at least unfamiliar ones who can vouch for the dangerous looking owl-man.

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Bestial Human Penguin
Hand drawn Ink art by William McAusland, writing by Colin Chapman

With their waddling gait, short legs, and slow walk, bestial human penguins are considered quite comical, and because of this they have little difficulty being accepted into many human communities, though they may find themselves figures of fun in these. Of course, most humans overlook the carnivorous nature of penguin-men, and the fact that these birdoids can deliver a savage bite with their beak (SV +7/ DMG 1d10).

Humanoid penguins are all but immune to extremes of cold, and while slow on land are incredibly swift swimmers (18m per round), count as aquatic animals when they swim, and are capable of holding their breath underwater or above it for 10 minutes.

These birdoids are highly suspicious of seals, sea lions, and other waterborne predators, including bestial human animals of such types, and will rarely work with such individuals.
 

Check it out:
https://www.drivethrurpg.com/en/product/499645/the-mutant-epoch-rpg-expansion-rules

or https://www.amazon.com/dp/0994923791

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Bestial Human Porcupine
Hand drawn Ink art by William McAusland, writing by Colin Chapman

Armored with a multitude of long quills, humanoid porcupines are dangerous to tackle even if they are otherwise inoffensive and slow. These bestial humans are herbivores capable of digesting most vegetable matter including twigs, bark, pine needles, and other foodstuffs that might be considered inedible.

Their quills act as the Spines mutation (TME, page 73), providing armor, adding an additional 1d6 damage to the porcupine-man’s unarmed attacks (fist or kick thus does 2d6 damage), and automatically cut and pierce the insides of any animal that swallows the rodentoid for 2d6 damage per round.

Except for specially designed junk and scrap relic armor, humanoid porcupines cannot wear relic armor; unless they spend an hour a day clipping off the quills with wire cutters or a small saw. These quills do not cover the head, limbs, stomach or groin area, and cannot be shot out unless the porcupinoid also has the Throwing Quills mutation.

Watch a video intro of this new book at RPG Overviews on Youtube:
 https://www.youtube.com/watch?v=NmR1zStcU38
 

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Bestial Human Rabbit
Hand drawn Ink art by William McAusland, writing by Blood Axe and Colin Chapman

Rabbit humanoids are herbivores and will not eat meat of any type. They have incredibly powerful legs and can jump x2 that of a regular human normal distances. Their keen hearing and sense of smell makes them difficult to surprise (+1 initiative). In emergencies they can bite with their large front teeth (+4 SV, 1d6 damage) but prefer to kick with their strong legs. (+10 SV, 2d8 damage)

They are not seen as a threat and are regarded as cute and cuddly by most humans,so are welcome in trading settlements if they accept mutant humans, although during times of famine, these rabbitoids are also welcome because they are edible and their skins make for splendid pelts. For this reason, these hybrids are always on their guard, especially around the likes of normal and bestial human felines, raptors, canines, snakes, and weasels.

Check it out:
https://www.drivethrurpg.com/en/product/499645/the-mutant-epoch-rpg-expansion-rules

or https://www.amazon.com/dp/0994923791

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Bestial Human Road Runner
Hand drawn Ink art by William McAusland, writing by Colin Chapman

Long-legged and quick (move 12m per round), bestial human road runners are omnivores with a taste for bugs, lizards, snakes, and rodents, as well as vegetation. They have a sharp beak and talons (SV +7/ DMG 1d10), and react quickly to opportunity and danger (+1 initiative).

Humanoid road runners can fly clumsily with their wing-arms (10m per round), and while airborne can use their misshapen hands, to either employ a one handed weapon or drop a rock or grenade from each hand. Alternatively, they can gain considerable altitude and then stop flapping their wings to bring their hands together to use a two handed device or ranged weapon, such as a crossbow, rifle or bow. When not flapping they drop at a rate of 10m per round.
 

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Bestial Human Salamander
Hand drawn Ink art by William McAusland, writing by Colin Chapman

Bestial human salamanders are patient carnivores and are fully amphibious, able to breathe water or air, and can withstand twice as much cold as a normal human even without protective gear or clothing. They are also excellent swimmers (12m) thanks to their short, paddle-like hands and feet. Unfortunately, they face drying out in hot climates, suffering 1d4 damage per hour when exposed to the likes of desert conditions without proper covering and constant moisture.

These amphibious human hybrids are able to grow back a lost leg, tail, or arm within 2+d3 months, and can deliver a nasty bite (SV +8/ DMG 1d12). They also secrete toxins through their skin which grants them the benefit of the poison blood mutation (Type A, death as described on page 71 of the hub rules), but without it being necessary to break the skin; there is a good reason they advertise their toxic nature with vibrant patterning. Simply licking or otherwise ingesting the slimy mucous that coats a salamander’s skin is enough for the poison to take effect.

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Bestial Human Seal
Hand drawn Ink art by William McAusland, writing by Colin Chapman

Likely developed for naval special operations, bestial human seals and sea lions are clever, powerful individuals, if lacking in grace and speed on land. They are all but immune to extremes of cold, and while slow on land are incredibly swift swimmers (18m per round), count as aquatic animals when they swim, and can hold their breath underwater or above it for 10 minutes.

They have strong, sharp teeth (SV +11/ DMG 1d12+1) and are entirely carnivorous. Although typically playful and curious, pinniped-men can become aggressive when they feel their authority is challenged, and bloody fights are not uncommon among the males in their harems/rafts.

Check it out:
https://www.drivethrurpg.com/en/product/499645/the-mutant-epoch-rpg-expansion-rules

or https://www.amazon.com/dp/0994923791
 

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Bestial Human Shrew
Hand drawn Ink art by William McAusland, writing by Colin Chapman

Although small and rodentine in appearance, bestial human shrews are actually fierce, voracious and hyperactive omnivores armed with a mouthful of sharp teeth, poisonous saliva (Type A, paralysis), and a decided preference for meat.

They can make a bite attack (SV +8/ DMG 1d10+poison) as well as use one-handed weapons; however, their tiny fists deliver a punch that inflicts only d4 damage. Because they are quite diminutive as far as humanoids go, they cannot use heavy two handed weapons such a battle axes, pikes, halberds, pikes, heavy crossbows, longbows, great swords, chainsaws and similar large weapons. Likewise, discharging powerful firearms such as shotguns and high caliber rifles will knock them back 1d3 meters and down, expending their next round as they get up again.

Humanoid shrews are swift-acting and alert (+1 initiative), quick for their size (9m), capable climbers (1d2 skill points in climbing) and adept at hiding and sneaking (add 1d3 skill points in stealth).

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

 https://www.youtube.com/watch?v=NmR1zStcU38


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Bestial Human Skink
Hand drawn Ink art by William McAusland, writing by Colin Chapman

Bestial human skinks are typical lizardoids, and so aggressive and territorial carnivores with a taste for bugmeat. They have strong bites (SV +9/ DMG 1d12), and are capable climbers (1d2 skill points in climbing), as well as secretive (1d2 skill points in stealth) and quick to act (+1 initiative).

Skink-men can grow back a lost leg, tail, or arm within 2+d3 months and may even voluntarily shed their tail to escape predators, which often break off their chase for the rest of the character to eat the still moving, fleshy tail.

Due to their aggressive, defensive nature, bestial human skinks are only permitted entry to human habitations when accompanied by friendly humans and human mutants, and even then will be observed. That reptile meat is considered palatable simply makes their position more precarious, and skinkoids are frightened of many larger predators.

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Bestial Human Skunk
Hand drawn Ink art by William McAusland, writing by Blood Axe

Bestial skunks are quite distinctive with their white stripe and luxurious, cold resistant fur coats and well-known ability to spray a streamer of stench. They are not welcome in human settlements unless disguised, already a trusted resident, arriving with more normal looking humans, or the gate guards are offered a hefty bribe (30+3d6sp). Likewise, a skunk-man will not be allowed into an eatery or saloon in an unfamiliar community and must take its food outside.

Bestial Skunks can make 1 bite and two claw attacks, each SV +5, DMG 1d8, or combine them in one flurry attack at +22 doing 3d8+6 damage. They can also use their infamous stench spray. Treat as Gaseous Discharge mutation: Stink, page 67 of the hub rules.
 

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Bestial Human Squirrel
Hand drawn Ink art by William McAusland, writing by Blood Axe and W. McAusland

These agile tree rodents are excellent climbers and do so at their normal speed (add 1d3+2 points to their climbing skill) and are quite alert (+3 initiative). Their fur helps protect them from the elements so they can withstand cold weather twice as well as a human. They prefer fruit, nuts, seeds and berries, but are omnivores and will eat meat in a pinch — although few people realize this.

They are welcome in most trading settlements as normal squirrels are recognized as friendly furry critters that were fed peanuts in public parks in better times, although in the Epochian era there are strains of dangerous or predatory squirrels such as the whiptail, carnivorous and freakish variants (all described on pages 113 and 114 of the Mutant Bestiary One book). Only people familiar with these other strains might be especially frightened by meeting a child sized squirrel in their community. Other people, as well as bestial human predators, hunt and eat normal squirrels and tend to see bestial human squirrels as food, a fact that these furry, bushy tailed humanoids are quite aware.
 

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Bestial Human Vulture
Hand drawn Ink art by William McAusland, writing by Colin Chapman and W. McAusland

Bald-headed and ugly, bestial human vultures and condors are the least appealing of the bird-men, and their dietary preferences and reputations do nothing to endear them to human communities.

They are carnivores with a decided preference for carrion. Indeed, they prefer carrion that is particularly ripe, as they say it adds an extra layer of flavor, and while they can eat fresh meat, they enjoy rotting flesh much more. This has given them a reputation as eaters of the dead, and grave-robbing has sometimes been attributed to them, often correctly. It is a rare human community that will accept one, even when accompanied by human and mutant human allies.

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Bestial Human Weasel
Hand drawn Ink art by William McAusland, writing by Colin Chapman

Bloodthirsty and insatiable, bestial human weasels and stoats are swift carnivores with a reputation for viciousness out of all proportion to their size. They act with blinding speed (+2 initiative), and can divide their bite and two rear-claw attacks up to make three separate strike attempts on three separate foes (SV +10/ DMG 1d8+1 each) or combine all into a single flurry against one victim (SV +20/ DMG 3d8+4).

Stoat- and weasel-men are stealthy hunters (add 1d3+2 in the stealth skill), and their fur turns white in winter, a time when they can also endure twice the cold a human can, even without winter clothing.


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


https://www.youtube.com/watch?v=NmR1zStcU38
 

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Bestial Human Woodpecker
Hand drawn Ink art by William McAusland, writing by Colin Chapman

Bestial human woodpeckers are opportunistic omnivores but particularly enjoy eating bugs and tree sap. While not necessarily offensive themselves, their tendency to keep their beaks in excellent condition by jack hammering wooden constructions such as poles, shop signs, palisades and towers, labels them a pest in many communities. They will be accepted if accompanied by humans and mutant humans, but will quickly be ousted if they cause any property damage.

Humanoid woodpeckers have pronounced wing-arms can fly (20m per round). With their misshapen hands that protrude from their wings they can both drop objects on ground targets or wield a one handed weapon. Should they choose to cease flapping their wings to employ a crossbow, long gun or other two-handed weapon while in the air, they will need to get plenty of altitude first since they’ll plummet to the ground at a rate of 10m per round.
 

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