Live Now!
Actual Play - The Mutant Epoch: The High Desert Session 21
8 PM ET, 4PM PT April 30 2025
https://youtube.com/live/VpBcpcMNOsY?feature=share
Come Say Hello! Subscribe and Comment!
WM
Live Now!
Actual Play - The Mutant Epoch: The High Desert Session 21
8 PM ET, 4PM PT April 30 2025
https://youtube.com/live/VpBcpcMNOsY?feature=share
Come Say Hello! Subscribe and Comment!
WM
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.
You can play these bestial human critters using the new rule book.
Check it out: https://www.outlandarts.com/expansionrules.htm
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Today! Saturday April 26th at 8pm Eastern 7pm Central 6pm MT and 5 PM Pacific time.
We should be live for 2 hours, possibly more if the drinks hold out.
Paint your minis, draw, sculpt, listen in, or ask questions about The Mutant Epoch RPG, illustrating for RPGs, writing and more. Here's the link to the server:
#drinkndraw #williammcausland #mcausland #WM #discord #livechat #mutantepoch #apocalyptic #expansionrules #postapocalyptic #themutantepoch #outlandsystem #RPG #ttrpg #outlandarts #inkartist #gameart #rpgart #TME #meetheartist #meetheauther #gamedesigner #tabletopgame #fantasyclipinks #handcrafteddungeons
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.
Check it out: https://www.outlandarts.com/expansionrules.htm or
https://www.drivethrurpg.com/en/product/499645/the-mutant-epoch-rpg-expansion-rules
or https://www.amazon.com/dp/0994923791
#skink #lizard #lizardman #reptile #beast #bestial #manimal #RPG #ttrpg #characterdesign #bestialhuman #characters #noaiart #williammcausland #wasteland #mutantepoch #apocalyptic #expansionrules #postapocalyptic #themutantepoch #outlandsystem #outlandarts #mutants #mutant #epoch #inkartist #Kamloopsartist #apocalyptic #fallout like #gammaworld #humanoidanimal #roleplayinggame #indiegame #reptilius
Actual Play - The Mutant Epoch: The High Desert Session 20 by Rubble Goblins is now on YouTube! Come say hello!
https://www.youtube.com/live/OPF2-uQtQpU
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
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.outlandarts.com/expansionrules.htm or
https://www.drivethrurpg.com/en/product/499645/the-mutant-epoch-rpg-expansion-rules
or https://www.amazon.com/dp/0994923791
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.
Check it out: https://www.outlandarts.com/expansionrules.htm or
https://www.drivethrurpg.com/en/product/499645/the-mutant-epoch-rpg-expansion-rules
or https://www.amazon.com/dp/0994923791
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.
Check it out: https://www.outlandarts.com/expansionrules.htm or
https://www.drivethrurpg.com/en/product/499645/the-mutant-epoch-rpg-expansion-rules
or https://www.amazon.com/dp/0994923791
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.outlandarts.com/expansionrules.htm or
https://www.drivethrurpg.com/en/product/499645/the-mutant-epoch-rpg-expansion-rules
or https://www.amazon.com/dp/0994923791
Live soon! Actual-Play-The Mutant Epoch TTRPG The High Desert Session 19 - Gray Water
Follow along on the Rubble Goblins YouTube channel tonight! Make sure to like, subscribe and comment! WM
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
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.outlandarts.com/expansionrules.htm or
https://www.drivethrurpg.com/en/product/499645/the-mutant-epoch-rpg-expansion-rules
or https://www.amazon.com/dp/0994923791
#penguin #thepenguin #bird #birdman #pingu #happyfeet #beast #bestial #manimal #RPG #ttrpg #bestialhuman #characters #noaiart #williammcausland #wasteland #mutantepoch #apocalyptic #expansionrules #postapocalyptic #themutantepoch #outlandsystem #outlandarts #mutants #mutant #epoch #inkartist #Kamloopsartist #apocalyptic #fallout like #gammaworld #humanoidanimal #roleplayinggame #indiegame
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.
Art from The Mutant Epoch RPG Expansion Rules book
Check it out here: https://www.outlandarts.com/expansionrules.htm
#owl #bird #owlman #wiseowl #beast #bestial #manimal #RPG #ttrpg #birdman #bestialhuman #characters #noaiart #williammcausland #wasteland #mutantepoch #apocalyptic #expansionrules #postapocalyptic #themutantepoch #outlandsystem #outlandarts #mutants #mutant #epoch #inkartist #Kamloopsartist #apocalyptic #fallout like #gammaworld #humanoidanimal #roleplayinggame #indiegame