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The Mutant Epoch

Quick Start Rules 

Quick Start Rules

The Mutant Epoch

The Mutant Epoch

Quick Start Rules

‘The Mutant Epoch’™ and the ‘Outland System’ game mechanic™ are all trademarks owned by Outland Arts™
© Copyright 2007-2016 Outland Arts/ William McAusland

ISBN 978-0-9949237-5-2

First published December 2016


The Mutant Epoch post-apocalyptic adventure RPG has been
around for a few years now and every year we add one or two
new books and an assortment of free and pay what you want
adventures, creatures and other supplements. New adventures, source books and a novel series are in the works.
This Quick Start Rules book was long overdue and surprisingly challenging to put together. The main hub rules book is 246
pages long and packed full of freaks, mutations, implants, relics, robots and other valuable game content. Trying to condense
it down to a magazine sized booklet was tough. Still, what you
hold has just the right mix of character types, skills, cybernetic
implants and mutations to run the game and get a feel for the
rules system and setting. So too, the characters you and your
players create are fully transferable to the full rules should you
purchase a copy of The Mutant Epoch hub rules book. Likewise,
the setting part included in this QSR book, the town of Sandbarra in the Lower Freehold, is part of our first Gazetteer, and
the characters can expand their adventures beyond
the swamp and explore the rest of the Crossroads Region via that hefty source book.
The included adventure requires just
these quick start rules to play. This is a low
rank adventure for beginning characters
and a dangerous, tough expedition. Casualties could be as high as 40% so I recommend each player
start with two characters of different types (such as a pure
stock human and a mutant, or a cyborg and a mutant, etc.).
This adventure was also made for current fans of the game,
some who might be very experienced with the rules and setting, and can easily have their PCs thrown into the muck and
find it a challenge. In some instances in the adventure text,
both the page number within the quick start rules (QSR) and
main hub rules (TME) are included, but for the most part the
focus is on referencing this rules lite edition.

Where this version and the hub rules differ is in the scope
of character types, pre-game castes, and number of mutations,
implants, skills, relics, creatures and typical humans. We have
left out rank gain (leveling-up), flaw mutations, minor mutations, called shots and other methods of character trait determination (like trait buying).
While buyers of the TME hub rules get free membership
to the Society of Excavators, and the trove of downloads found
therein, those of you using these quick start rules can easily
access a separate, public web bunker. All the player hand outs,
maps, character sheet, game ready characters and the GM’s
handy reference sheet are all included in a publicly accessible
page right here:
Unlike our other books which we don’t want downloaded
from some virus infested bit torrent site, we DO want you to
freely share the rules only section of this PDF and spread it to
your fellow gamers and players. The
Quick Start Rules Only version
lacks the Sandbarra setting
and Muddy Mayhem adventure;
you’ll want to keep those parts
for the Game Master’s eyes only.
We’ve set up both a full color and
printer friendly version of these rules.

We also encourage you to pass along
this full PDF to GMs you think might want to try something
new at their table. If you bought this book as a print version
(at, you can snag PDF versions and bonus materials via the above noted QSR link.
Finally, at the end of this adventure, the characters may
wish to explore more of the Crossroads Region, and dig deeper
into the growing collection of source books, free supplements
and ‘pay what you want’ products for The Mutant Epoch RPG.
My hope is that you’ve enjoyed this offering and will explore our 

The Mutant Epoch

website, the TME forum, our social media, our PDF and mail
order bundle deals, or pester your local game store into stocking the game. We aim to make The Mutant
Epoch the most popular, most played PostApocalyptic tabletop RPG available.
Welcome to the Epoch!
Will McAusland ‘Mutant Lord’

Table of Contents

Character Generation .................................................. 3
Pre-game Castes .......................................................... 8
Skills ................................................................................ 8
Cybernetic Implants .................................................. 13
Mutations ...................................................................... 15
Additional Character Details ...................................... 20
Outfitting, Arms and Armor ........................................ 21
Game Play ..................................................................... 24
Typical Humans ........................................................... 29
Creatures ...................................................................... 32
Relics .............................................................................. 37
Useful Tables ...............................................................39
Loot Table .................................................................... 42
Grid and Hex Paper ...................................................... 43
Character Sheet ......................................................... 45
Sandbarra Sample Town Setting .............................. 47
Muddy Mayhem, Adventure QSR-1 ........................... 55

Character Generation Sequence List

Using a pencil, document all traits values, skills, mutations,
implants, possessions, and character details on a character
sheet like the one on page 45, which can be photocopied or
downloaded from our website and printed.
Step 1 Character Type: Game Master (GM) has players roll for
their character type using Table QSR-1, page 4, or, at the GM’s
discretion, players can pick a type.

Quick Start Rules

Step 2 Trait Rolling: Roll the 8 character traits according to
Table QSR-3, however, pure stocks gain a further bonus to their
randomly determined traits.
Step 3 Character History by Caste: Based on character type,
use Table QSR-6 Character’s Pre-Game Caste Determination,
page 8, and apply any trait modifiers caused by the former career. The character’s equipment, arms, armor, and more are
all based on the player character’s (PC’s) caste, so too are the
skills and silver coins a character starts with.
Step 4 Gender: Pick or roll the PC’s gender: 50% odds either sex.
Step 5 Mutations and Implants: The character’s type may mean
mutations or implants are present. Implants for cyborgs are on
page 13 while mutation determination tables are on page 15.
Step 6 Determine Height and Weight: Table QSR-19, page 20.
Step 7 Handed: Roll for the PC’s dominant hand: Table QSR-20,
page 20.
Step 8 Discover the character’s Swimming Ability: Table 21, pg. 20.
Step 9 Establish character’s Age: Roll 17+d8 years.
Step 10 Equip Character with from page 21 arms and armor
Step 11 Name Character
Step 12 Image: Make a sketch or symbol of the PC on the character sheet.
Step 13 Establish Defense Value (DV): The base for a human is
‘0’. Apply agility modifiers and any DV bonus from dodge skills,
mutations, implants or armor worn.
Step 14 Establish Strike Values (SV): Most humans have a
base value of 01-50. Accuracy trait modifiers, any weapon expert skill modifiers or individual SVs for a mutation, implant or
weapon, are now all applied and should be noted on the character sheet in pencil.
Step 15 Damage Modifiers: A possible bonus or penalty is

applied to the damage score potentials listed for each weapon
on the character sheet, including damage done by offensive
mutations and implants. A PC’s possible weapons expert skill,
as well as brawling skill points, etc., can affect both strike value
(SV) and damage (DMG), however strength scores only add or
subtract damage done to non-energy weapons, such as bows,
crossbows, spears, axes, fists, swords, etc. Many mutations,
such as crab pincers, are subject to a strength based damage
modifier since they are muscle based attacks.
Complete! Character is ready for action. 

The Mutant Epoch 

Quick Start Rules

Character Generation
Table QSR-1 Character Types
Character’s Type Table



Pure Stock human

Note: In the Mutant Epoch Hub Rules there are eight character types:
Pure Stock Humans, Mutants, Ghost Mutants, Cyborgs, Clones, TransHumans, Bioreplicas and a selection of 33 Bestial Humans.

Character Traits

Traits are determined randomly on table QSR-3 by rolling d100
cross indexed with a set value, possibly adding d20 for high rolls.
In the case of pure stock humans, bonuses to traits can occur
randomly plus the player get 10 points to assign to traits, either all
to one trait or divided up. A character’s pre-game caste, as well as
some mutations and cybernetic implants also modify trait scores.

There are eight main character traits, which usually act
alone in game play, but occasionally a pair are added together and
divided by two to get a unique trait for a certain hazard check.
There is no maximum to base (uninjured) trait values, but there is
a minimum of 1 trait point.

Table QSR-2 The Eight Traits

Code Description

One’s stamina, toughness, immunity, damage threshold prior to unconsciousness or
This is one’s muscular development. It applies to the amount of damage done from
STR physical, non-energy or ballistic attacks, as
well as the range one can hurl physical objects or projectile mutations.
This is one’s quickness, ability to evade atAgility
AG tacks and affect one’s defense value and
movement rate modifier.
This trait affects aim with any sort of weapAccuracy
ACC on, as well as hand eye coordination, therefore altering one’s strike value.
This trait encompasses memory, IQ, and
Intelligence INT basic smarts and is often used in mental
mutation statistics.
Perception is an overall sensory trait, comPerception PER bining visual awareness, hearing, empathy
and reaction time. It affects initiative.
This trait illustrates one’s drive, motivation,
Willpower WILL self awareness and control. It is often used
for or against mental mutations
One’s physical looks, based on human
standards. Occasionally a mutant’s head
could have a different appearance value
Appearance APP than the body, which could be concealed.
One’s ugliness or attractiveness is often a
factor when encountering beings with human ancestry.



Table QSR-3 Trait Value Determination

Trait Value

The Mutant Epoch

Quick Start Rules

Table QSR-4 Trait Value Modifiers

Strength Strength Agility
Agility Accuracy
DMG** Range***
Move Rate









































































































Character Types Explained









Pure Stock Human

Pure stocks are those humans who
have not undergone any detectable
maximum mutations or other modifications.
They are the ancestors of the old
-26 +3.75m
peoples of the earth, the former
‘master race,’ the creators of all
each 5
those built in their image. About half
+2 SV
-2 DV
are purists, while the rest are either
indifferent to mutants or their sup*Amount of endurance healed per day.
**Strength modifiers to damage are only applied to physically wielded, thrown pitched porters. ‘Purist’ is a broadly used
or drawn weapons, such as clubs, knives, bows, axes, spears, even crossbows term to mean a pro-genetic purity
(A crossbow can be cranked or pulled further with greater strength). This damage advocate, whereby the individual is
(DMG) bonus also applies to punches and mutations involving physical attacks either actively or secretly against the
such as crab pincers, spiked tails, throwing quills, or fangs, etc.
existence of mutants. The degree of
*** Higher or lower strength affects the range one can throw, hurl or fire archaic how purist a pure stock is varies from
weapons by adding or subtracting 10% or more to the meters range. It also includes those who see the growing power
relic pistol crossbows, compound bows and compound crossbows, etc.
of mutants and feel threatened, to

those who prescribe to a strong reliNote: Normal human statistics are 25 for each trait, a basic unarmored defense
value (DV) of 0 and a strike value (SV) of 01-50. He or she moves (MV) 3 meters gious background that preaches the
devilry within all mutant life.
per round walking and 6 running.
Some purists, those typically found
within free towns where the races mix, avoid publicly killing
mutants, but rather, treat them as second class citizens,
charge them more for food and services, make distasteful
jokes about them, and make it clear they are pets not people. Many pure stocks are of the opposite mind on account
that they may have been the rare child of a mutant parent,
have mutant siblings or other relatives, lovers or spouses,
or have mutant children of their own and will be advocates
of racial equality. Pure stock player characters are often of
this later group, pro-mutant supporters who don’t go for all
the religious mumbo jumbo about the ruins being taboo and
that mutants are the spawn of sinners, etc. They are usually 

The Mutant Epoch
the brothers or sisters of
mutants, or have relatives
with obvious mutations,
alternatively, they may realize the scientific facts, know
the history of the ancients,
and understand that it was
the pure stock greed for
power, science gone mad,
and genetic flukes that created the mutants around
them. Certainly, they do see
that mutant populations are
growing, but what with the
ever increasing numbers of
terrible life forms arriving on
the scene, they know that it often takes a mutant to stop a
mutant, and that for the survival of mankind, in any form,
mutants must coexist with pure stocks.
While pure stocks lack the awesome mutations of the
deviants, they also lack flaws, not to mention the poor treatment by other pure stocks, and the inability for many mutants to use certain relics meant for the anatomy of a pure
blood. In addition, many pure stocks have financial and relic
assets that have been passed down to them generation to
generation, as well as land, wealth, education, and skills.
Because pure stocks do not have mutations or implants to
rely on, many have trained in other areas such as unarmed
combat, weapon use, technology, medicine or stealth.
Pure stock characters tend to come from the fittest, fastest, smartest and most adventurous among their community, and each starts out with somewhat more remarkable
traits or skills than a normal ‘generic’ human. All pure stock
player characters are given an extra 10 trait points to apply
to any of the eight traits as the player sees fit, plus, each is
permitted two rolls on the following table, with duplicated
results being allowable; however, the player can elect to reroll the second result if it is the same as the first roll.

Pure Stock Character Bonus Rolls: Each pure stock
human gets 2 rolls on the following table at the time of character generation. Duplicated dice results are allowable or
the player can elect to re-roll. In addition, and as already
noted above, each character gets 10 trait points to assign
to traits as he or she sees fit
Table QSR-5 Pure Stock Starting Bonus Roll d100 twice
52- 58.

Brawling Skill
Stealth Skill
Weapon Expert Skill
Dodge Skill
+1 to Each Trait
+2d6 Endurance
+2d6 Strength
+2d6 Agility
+2d6 Accuracy
+3d6 Intelligence
+2d6 Willpower
+3d6 Appearance
Martial Arts Skill
+2 Each Trait
+d6 Each Trait

Quick Start Rules


The cyborgs described here are humans with mechanical
augmentation, as opposed to an infiltration android covered
in living tissue. A cyborg differs from a person with a false leg
or hand, contact lenses or some other simple mechanical replacement part in that a cyborg’s implants are wired to their
nervous systems. Having electronic sensors and controllers
attached to the subject’s spine and brain, the augmented human has control, including subconsciously, over the function
of most implants.
Due to this augmentation, the cyborg is at risk of serious
damage from EM (electromagnetic) weapons, and takes damage as if the individual were a robot, yet can also be killed
by poison as any other organic being. The great advantage
of being a cyborg is that they are equipped with weaponry,
armor and accessories that are often unavailable to a regular human. Usually a person is converted into a cyborg due
to suffering amputations and debilitating wounds and wishes
to be of continued use to one’s squad or society, thus making cybernetic augmentation necessary. In The Mutant Epoch
era, unproductive, unfit or seriously handicapped individuals 

The Mutant Epoch do not fare well. even from mecha factions who have brainwashed the cyborgs to serve them against mutant forces or pure stocks. uneducated. If a cyborg starts game play with any weapons expert skill points. Typically. cyborgs will come from somewhat advanced societies. flawed mutants. training with them and pushing the limits of their application. and servants to wealthy pure stock landholders and government officials. barely more than savages. including common mutants. the pro-mutant Aberration Legion and it’s doctrine of mutant supremacy appeals to a deviant character. Mutations and their descriptions can be found on page 15. typical. Mutant In the hub rules book there are several degrees of mutant humans. Go To page 13 for a list and description of implants. Cyborgs are known by several names in the Mutant Epoch. Certain very advanced factions. Nearly all weapon implants are fitted to the individuals’ arm and can be removed. Thus. most technologically advanced facilities.those who hacked off their limbs and modified them to be more machine than human . they are often lower caste members in any mixed race culture. there is no real reason why synthetic humans. Cyborgs in the Quick Start Rules will be fitted with d3+1 implants from Table QSR-16 on page 13. misery mutants. While most cyborgs are pure stock humans. these can be applied to any offensive implants. Cyborg PCs will have either escaped from their masters ­­. Many mutants are poor. strapon’s. It is common for scavengers and cyborgs themselves to salvage certain implants from dead or even captive cyborgs. trans-humans. but only in the rarest. All mutants are the mortal enemies of ‘purist’ humans. most deviants are slow to trust any pure stock they encounter.or have been mercifully augmented by one’s own community to continue a useful existence after suffering serious injury. and is expressed in everything he or she does. mixed. fight or otherwise be of service. including ruin exploration. armor. Many of the listed implants have an additional weight to them which are added to the overall character weight. and so the actual added weight takes into consideration the lost weight of any amputated limbs. Additionally. they rely heavily on their mutations. among them are mecha-sapiens. a state that often breeds rebelliousness and an urge to better oneself through other avenues. however. In some cases. matched or traded with other cyborgs. mutant player characters have d3+1 mutations and no flaws or minor mutations. and lack opportunities to gain many skills prior to the onset of game play. the implant may be serving as a substitute for a leg or arm or other body part. ghost or even regular mutants can’t be augmented as well. . however. and iron-pigs. cyborgs come from high tech cultures. severe and freakish horror. Cyborg characters start with standard trait generation rolls and heal as normal humans. when listed. they posses poor equipment and few family or material resources to back them up in times of trouble. Due to their poor education. mad scientists and robotic units can safely remove implants from unconscious subjects and then graft on new organs or implants without killing the patient. For the most part. and while many pure bloods are far from supporters of the extermination minded policy of the purists. In addition. tech-skins. even those who may have died a hundred years ago and are found in some sealed chamber below the earth. Nevertheless. It is also quite true that the physiological structures of both mutants and bioreplicas is incompatible with the nervous system wiring requirements of most implants. some new era factions have mastered techniques to correct these technical difficulties and field detachments of mutant-cyborgs. Many cyborgs use parts looted from fallen cyborgs. few communities can support a member who is unable to work. In this set of Quick Start Rules. and the four degrees of character mutants: mild. tools. especially when one’s survival is tested on a daily basis. possibly hold out factions who have existed since the great cataclysm  Quick Start Rules and wars of old and seek to keep the awesome power of implants out of the hands of their slaves and enemies. organs and other built in implants normally cannot be removed without killing the donor or host. making such augmentation ineffective and unreliable.

-d6 to both perception and willpower. d6 torches. they are powerful.4 Farmer Work Slave 4 5. an old plastic water bottle filled with 500ml of puddle water. They have 3d6 silver coins. strength and perception scores. hard work- Pre-Game Castes The Character’s type determines his or her pre-game caste from this short selection. Benefits and Outfitting Militia soldiers get +d6 to their en- durance. kidnap victim.10 11. in the hub rules. cloak. tattered clothes. d3 torches. d3+1 skill rolls on Table QSR-7. a patchwork blanket as a cloak. Consider all pure stock characters as able to read and write and do rudimentary math. known to be accomplished horse and dog riders.11 12. Work Slaves don’t belong to them- selves. and on account of scars and bruising. plus any weapons associated with having the Weapon Expert skill. four person tent. there are 30 starting castes. Worked mercilessly. ing people who start with a +d6 bonus to their endurance.5 6-9 10 11 12-15 16-19 20 Brawling Climbing Dodge Knife Fighter Medic Stealth Wilderness Survival Weapons Expert .The Mutant Epoch  Quick Start Rules Sample Pre-Game Castes and Skills Farmers are stout. Table QSR-6 Pre-Game Caste Determination Roll a d6 to establish what your character did before becoming an adventurer. rag poncho and sun hat. and gain +d10 to both their strength and endurance. d6 candles.15 16. See tables QSR-22 & QSR-23 on page 21 for whatever weapons and armor this poor wretch might start with.13 14. filthy shirt. rain poncho. a sleeping roll. A work slave has been greatly mistreated as either a prisoner of war. they can navigate by the stars.18 19. Work slaves wear sandals.20 1-3 4.17 18-20 1-3 4-6 7. knife. and have d4+1 skill rolls on table QSR-7.8 9. while cyborgs have a 3 in 6 chance and mutants a 1 in 6 chance of reading and doing math. or have slipped away to either escape or somehow earn enough silver to buy their own freedom (at a cost of 50+d100 silver coins).6 6 - 5 6 Caste Details. and a 1 in 6 chance of 2d6 silver coins stolen from his or her master. Character Type Cyborg Pure Stock Caste Mutant Militia Soldier 1 1-3 1. or being born into the lowest caste of any post apocalyptic society. a stolen knife. Work slaves have a d3 skills from the following table: Sample Skills Note. torn pants. leather boots and work gloves. two liters of water in two separate canteens. d3 days rations. however due to their sufferings lose -d10 intelligence. tinder box. a knife.12 13-16 17. a dead rat for supper. a sack for a backpack. 6m of rope. a -d10 to their appearance score. tire-tread army boots. a backpack.2 Nomad 2. Nomads gain +d10 to their agility trait value and +d6 to their perception value. 2d6 days rations. sleeping bag. as well as any weapon determined by possibly having the weapon expert skill. They are either undertaking an adventure as property of an employer. loaned out from one owner to another. They start with 2d6 silver coins.3 4. any additional weapons included with the Weapon Expert skill. This agricultural laborer will also get a roll each of the arms and armor rolls on page 21 and if lucky. tinderbox. 2d6 days rations. These skills reflect the sort of careers common to the player characters involved in the included adventure. d6 meters rope. d6 silver coins and a 3 in 6 chance of owning his or her own pitchfork. this page.5 3. In the hub rules. knife. a canteen with one litre of water. there are 36 skills Table QSR-7 Skills by Pre-Game Caste d20 Militia Solider Nomad Farmer Work Slave Skill 1-3 4-6 7 8-10 11 12 13 14-20 1-3 4-6 7-9 10. plus whatever arms and armor from the tables on page 21. 1 liter water skin and whatever weapons and armor from the Arms and Armor outfitting tables on page 21. Muddy Mayhem. dust hood. They own moth eaten wool clothing. below. strength and perception trait value and d4+1 rolls on the Skill Table. debtor. He or she will have d6 days rations.

humanoids need training and hours of practice to do so without ropes. E D C B A A* Dodge This character has been well trained in the art of dodging all anticipated melee and ranged physical attacks. Basically. and making only one melee attack per round. then the climber falls. half movement). harnesses and footwear. If this last chance hold is missed. spices. in a crowded saloon. and where the Muddy Mayhem adventure doesn’t cover falling damage. The Hazard Check Table is on page 28.) force the victim to make a type B agility based hazard check of be blinded for d4 rounds (-50% SV and +40 to be hit. could not be seen or heard in order to dodge for cover. artless. a dagger thrust from a bar maid who the character had no reason to suspect. For this skill. ** Climber receives three hazard check rolls (attempts). and also had his back to. Table QSR-9 Climbing Actions table Climbing Skill Points Climb Tree untrained 1 2 3 4 5max A A* A* A** A** A** Climb Climb Climb Climb Rope Cliff Stone Wall Concrete Wall B A A* A** A** A** C B A A* A** A** D C B A A** A** * Climber receives two hazard check rolls (attempts). Table QSR-10 Dodge Skill Modifiers Dodge Skill Points Defense Value Modifier 1 2 3 4 5 6 7 8 each above -5 -8 -11 -14 -17 -20 -23 -26 -2 more .Brawling Often learned in the streets of new era cities and towns. which would arrive a few seconds before the sound of the gunshot if fired from several hundred meters away. strength and agility are added together and then divided by two to total a new trait value for purposes of use on the hazard check matrix. also disallow the dodge skill. slave camps. certain rodents and other life forms are natural climbers and move at their normal rate. which is very handy in a saloon or tavern. climbing spikes. and on a successful strike against a target with unprotected eyes. 3 meters. One hazard check must be made for every 6 meters height climbed. using bare hands and flexible shoes. For these quick start rules. apes. on the other hand. He can spit or throw sand. However. Climbing While many creatures can climb walls and cliffs with ease. since a round from a sniper rifle. Some beasts. with a failure at any point resulting in a slip and partial fall. would negate any chance at a dodge. except under the ‘climb rope’ action. Other secondary scrapping talents of this skill include the ability to spit or throw sand in an opponent’s face and fight with or throw a broken bottle. the character must be aware of the enemy to add the modifier to his or her defense value. military barracks and the like. but a brawler can throw it 8m and do d12 instead of d8 damage with it.  Quick Start Rules The Mutant Epoch Table QSR-8 Brawling Table Brawling Strike Value Skill Points bonus Damage bonus Spit/Sand/ Bottle Throwing SV* nil (d6) +1 +2 -5 +2 +4 untrained 1 2 nil +3 +5 3 +7 +3 +6 4 5 6 7 8 9 +9 +11 +13 +15 +17 +19 +d6+2 +d6+4 +d6+6 +d6+8 +d6+10 +d6+12 +8 +10 +12 +14 +16 +18 each above +2 add +2 DMG +2 *A bottle has a range of 5 meters. etc. most insects. (such as not wearing a visor or goggles. Likewise. with another hazard check being required immediately to snag onto another hold d10 meters down the slope or wall. A humanoid can ascend at half its normal move rate per round. so too can other creatures or robots which have appendages to allow climbing. such as spiders. or bare feet. This specialized skill implies gear-free climbing. this skill implies dirty. crude. apply d6 damage per meter fallen. when a character’s agility modifiers can’t come into play. powder. etc. and unpredictable fighting. including melee use.

the person extracting it might have ingested the venom in the effort. anyone can attempt to cut open a poisonous wound and suck out the venom. when all other captives are slain. then spit it out. either from one’s own injury. page 54 of the TME hub rules. two per arm. Medic Also called healers. deduct 2 skill points to a medic when dealing with implants. replace fingers/toes Attach/detach implants**. A knife fighter gains a bonus to both his or her strike value and damage based on skill points attained. The skill of a healer allows for ever more complex medical procedures. snake bite kit and plaster and cotton mesh to make casts. stitching thread and needles.5% 68% 81% 92% 95% 97% 99% Amputations. heart surgery Organ transplants. C-sections. antiseptic ointments and alcohol. bones set properly. deliver babies. and plenty of sleep. basic mechanical surgery and amputation tools. Table QSR-12 Medic Procedures Table Medic Skill Points Daily Healing END Bonus Extract Venom from Wounds* Resuscitate Drowning Victim untrained nil 18% chance 21% chance 1 +2 79% 48% Set bones. medics are highly prized trophies. pull rotten teeth. If the character is ambidextrous he or she can unleash a flurry of attacks. these patients must be getting adequate food and water. Unless starting game play as a work slave. a splint stick for broken bones. brain surgery Cryo freeze heads and resuscitate Cryo freeze body and resuscitate Medical Procedures Medic can Perform Remove slivers & wood ticks. or at the very least. sample bottles. The main asset a medic offers in battle is to stabilize casualties who have slipped into unconsciousness and are dying from blood loss or other trauma. syringes. 10 Quick Start Rules The Mutant Epoch Knife Fighter Strike Value Skill Points Bonus Damage Bonus Untrained 1 2 3 4 5 nil +2 +4 +6 +8 +10 nil +2 +3 +4 +5 +7 6 +12 +9 7 8 points above +14 +16 +2 +10 +11 +1 Reference note: A knife inflicts d8 damage while a dagger does d10. identified by the tell tale medic’s bag with its red cross. thus four stabs or slashes per round. . The healing rate bonus offered by a medic is only applicable to patients that spend their time in bed or wheel chairs. In addition. plus. Often. disinfect a wound *Without a proper medic’s snake bite suction tool. relaxing. root canal False Teeth. This whole kit costs 250+2d100sp to replace. only medics are left alive by their enemies. Even as captives. if it is located on an accessible body part. and hold them at that point until an evac team can get the patient out of harm’s way. dental tools (old west tech level). this character is among the most sought after recruit for any expedition. and must make an accuracy based type A hazard check or be exposed to the venom. stitch 2 3 4 5 6 7 max +3 +4 +5 +6 +7 +8 86% 93% 96% 98% 99% 99. with a 4 skill point medic equal to a 2 skill point robotics tech as far as attach/detach implant to cyborg. remove tumors. Vasectomy. an ambidextrous four armed mutant with this skill could make a devastating eight attacks per round. making two knife attacks per round. somebody else must perform the time sensitive procedure. which will normally result on another hazard check to ward off the poison’s affects as per usual. the poison is not extracted and the toxin affect takes hold. as well as better healing rates for those organic beings in ‘hospital’ care. or if not. their wounds stitched and cleaned. A medic’s healer bag contains bandages. especially by very low intelligence humanoids like skullocks who have enough human ancestry in them to be candidates for advanced treatments. If failure results. A four armed character that is not ambidextrous is allowed to make two knife attacks per dominant arm’s side. cataracts. skin grafted on bad burns. but each character with this medic skill automatically starts with a medic bag if not starting as an escape prisoner or slave.Knife Fighter Table QSR-11 Knife Fighter Table This individual is trained to fight with knives and daggers in close quarter engagements. In short. this character begins with d3+1 knives. **See robotics technician table. however.

nomads. fish and local game. this character has learned to fend for him or herself by foraging for edible plants. The character has gained wilderness survival knowhow by either growing up in the wilds or having been taught the craft from a bush-wise instructor. hammock or other item. fishing rods. walking through the woods toward a camp fire to discover who is there. players can pick any possible new skill or assign a point to an existing skill). or lifting a set of keys off a sleeping guard’s belly. fruit. sometimes taking the warriors on month long excursions into the hostile frontier areas to acquire this useful and life saving knowledge. hunters. what the tracks and scat of various common local animals look like. Conceal Self is hiding without moving at all. to modify stealth skill when no special mutation or notes are already contained in the being or character type’s description. showing the height or length of a creature (using whichever is greater). slipping a piece of paper off a desk when a clerk has turned her back. Many new era paramilitary brigades hire primitives to train their new recruits in these skills. start fires with sticks and generally survive in various outdoor environments and conditions. This character also knows how to make snares. etc. drawing a weapon from a sheath or holster. but less refined and does not involve bumping into a person or cutting anything. certain individuals can’t move silently at all. vegetation and possibly some sort of wire or string to fashion the weapons. . often doubled up with other skills such as climbing. leather helmet. A tiny mutant humanoid. a wicker or leather shield. use the following size groups. Agility is the trait used in accomplishing stealthy actions. bestial humans and humanoids. If able to bring down a deer or other large animal. It is more akin to shop lifting. water skin. For gaming purposes. slightly easier than trying to move and still stay hidden. the wilderness survival skill is a one point skill. or a robot with motors running its various leg and hip joints. which is accomplished at one quarter normal move rate. This character is also able to make a bow and 6+d10 arrows. He or she can find moisture in certain plants. Pilfer is a cousin skill to pick pocketing. then re-roll for another random skill (or if the GM permits. ** Stealth user receives three hazard check rolls (3 attempts). pouring poison into a sleeping person’s water cup. nets and gather bait. cat. spider or other being can move more silently and utilize cover better than a heavy warrior or garnock. nuts. as in Concealed Movement. For the most part. a sling. The GM will make final judgment on the difficulty of any stealth action. lures. If this area of expertise is somehow assigned a second time through rank gain or at character generation. moccasins. as well as purify tainted water through a process of boiling and filtering with whatever is at hand. invertebrates.The Mutant Epoch Stealth All beings use stealth at one time or another to both avoid detection by enemies and to steal something without being caught. how to make lean-to and tree stand shelters. locate springs. javelin or spear. Quick Start Rules Wilderness Survival 11 Common among savages. rocks and a cup to gather water from a hole in the ground via condensation. so long as he or she has access to a blade. Being’s height or length is under 1 meter: +1 skill point Being’s height or length is over 1m but less than 3m: normal Being’s height or length is between 3 and 5 meters –1 skill point Being’s height or length is over 5 meters -2 skill points Silent Action is applied to any action one wishes to pull off in total silence. increasing or decreasing the difficulty (hazard check letter code) as the situation warrants. such as anybody wearing junk armor or full steal plate. pools and hidden streams. Of course. he or she can spend an evening to make a suit of crude but effective leather armor. letting loose a scorpion from a sack. but size also plays an important role. use a plastic sheet. Table QSR-13 Stealth Table Agility trait based Stealth Skill Points Silent Action Pilfer Conceal Self Concealed Movement untrained animal 1 2 3 4 5 max D D B D C E A B B B A B A A A A A* A* A* A A** A* A* A* A** A** A** A** * Stealth user receives two hazard check rolls (2 attempts). removing the pin from a grenade.

For example. 4-6. Clubs d6 1-4. start a new category of weapon as long as that weapon. such as bows or rifles. the character is an expert with any weapon in that category. saber 32-47. If a character should have a weapon skill area that overlaps with a similar weapon’s related skill. machete 4-6. the two skills combine to make this character ultra deadly with such weapons. hatchet 4-6. While it is up to the GM to make the final decision on this rare occurrence. Of course. but has lucked out and has two weapon expert skill points which he applies toward knives and daggers. since one may have an assault rifle built in and be a weapon expert with it. such as beak. heavy crossbow 85. knife dagger 17-31. Shotguns: pump shotgun (with 2d8 shells) Weapon stats on pages 22 and 23 Table QSR-15 Weapon Expert Strike and Damage Table Weapon Expert Skill Points 1 2 3 4 5 6 7 points above Strike Value Bonus +4 +6 +8 +10 +12 +14 +16 +2 each Damage Bonus +2 +4 +6 +8 +10 +12 +14 +1 . paralysis tendrils. crossbow 5.00. the PC already has the knife fighter skill. The player can only apply the skill point to an existing weapon category. it would seem plausible that the ballistic expectations. Crossbows d6 1-4. only physical appendages and growths are eligible for the weapon expert skill. Roll first for the category of weapon expertise. Axes d6 1-3. This skill applies to either a weapon category. Bows d6 1-4. then the random roll beneath it to see what the PC actually starts game play with from those weapons in his or her field of expertise.Weapons Expert This character has devoted hundreds of hours of training with this attack form.6. either under the tutorship of an experienced instructor. crab pincers. Pistols d6 1-5.98. Swords d6 1-3. Sling 87-92. Rifles d6 1-5. or. At character generation. kick and other aspects of the two rifle system weapons would be handled almost identically. or to an offensive physical mutation or implant which the character either started game play with or chooses to enhance as a result of a rank gain bonus die roll. unless the individual’s random history determination states he or she is an escaped slave or prisoner or otherwise unarmed. Cyborgs pose a potentially confusing set of circumstances. battle axe 48-62. 12 Quick Start Rules The Mutant Epoch For mutations. improving his SV by an extra +6 and inflicting an additional +4 DMG on those he slashes. find a mechanical hand attachment of some sort and then employ a regular assault rifle and wish to be a weapon’s expert with a hand held rifle. and wings. musket (enough powder/shot for 2d20 rounds) 6. assault rifle (with 3d10 rounds) 97. tusks. but later. bow 5. serpentine body. mandibles. throwing quills.6. Table QSR-14 Category of Weapon Expert d100 01-16. tentacles. auto pistol (with 3d10 rounds) 99. long bow 77-84. range. or alone by trial and error. fangs. thrust spike. musket pistol (powder/shot for 2d10 rounds) 6. javelin 4-6. mutation or implant was used in the last adventure. such as knife fighter. bladed limbs. gaping maw. spines. spear 63-76. Knives & Daggers d6 1-3. the character will start play with a weapon randomly rolled from within the category that is assigned from table QSR-14 to the right. 5. Spears d6 1-3.6. club pipe 93-96. claws. horns.

Steel carapace -31 6. If more than one implanted armor is present. Retractable Laser Pistol 8. Ballistic under-sheath -6 / -27vs bullets 8. *** 50% of all energy beams deflect off in a random direction. snakelike tendril in total silence and use the mechanical human hand on the end to perform any task her regular hand could do. This tendril can wield a relic or archaic one handed weapon. deflects randomly *Flame proof tissues also help protect the user from the blasts of explosions.Defense Value: damage reduction of -10 per round sult.25 -d4 3kg -0. but occasionally it makes the punching damage of this being far greater than before. with a penalty being attributed to scar tissue due to implants insertion. Cyborg characters start with d3+1 implants. enter an area undetected. This device is usually housed within the user’s torso with many subcutaneous wires running to various body parts and ending in small. There is a 1 in 6 chance that this implant will be of the advanced variety. select only the highest punch damage rating for use.5. ** Acid Attacks that do strike and harm the character do only half damage. not 10 points from each strike.13 Quick Start Rules The Mutant Epoch Sample Implants & Mutations Force Field Generator Sample Implants Power Source: power cell Power Duration: 200 rounds Roll d10 Select the result beneath any duplicated re. nil -30 explosions* nil 50% of beam misses. Torso scars reduce APP by -d6. APP stands for appearance. Roll d10: d10 Implanted Armor DV 1. the user can release a 6 meter long. Acid proof tissues** -4 / -30 acid 10. More than one implanted armor can be fitted for this being. Pincer 6. This implant has no visual receptors of its own so at a distance. Surveillance Tendril 9. Appearance penalty –d4+1. coin sized energy emitter nodes. Weapon Arm Note: The TME hub rules contains 68 Implants Armor Enhancement Defense Value: see table The technicians who outfitted this cyborg added special protective measures into the design. the cyborg must be able to see what the tendril is doing to conduct delicate tasks. Manipulator Tendril 4.5 -0. Armor Enhancement 2. Manipulator Tendril Power Source: power cell Power Duration: 2 years Rate of fire/ Usage: 1 Defense Value: parry -8 Range: reels out 6 meters Strike Value: +11 Damage: d6+3 With this implant.5 -2d4 22kg 2d10 -1.7.5 -0.5 -4d6 -d6 -d4 -d4 42kg 5kg 4kg 4kg 2d12 normal normal normal -0. which does reduce each strike’s damage by 10 points. gains +2 initiative in melee. 10. at a slight cost to movement.5 -0. Each round. Roll d10 to determine the armor type. and due to its length. Force Field Generator 3. Optical Enhancement 5. Table QSR-16 Cybernetic Implants d10 1. and appears as a golden force field. but not the same type twice. and replace a weapon arm when two hands are needed to use a keyboard or other technical device. d10 +13 END +20+2d20 END. skeleton 4.2. Reflective plating*** -6/ -38 beams Move APP Weight Damage -0. it will absorb up to 10 points of total damage from all cumulative damage it receives. This limb can be severed or blown off and has DV –30 and END 25. but with 30 strength. . It can be activated in one round and places a faint green force field around the being’s body.5 -2d6 7kg normal Notes head butt. +10+d20 END. Alloy plated skull -8 Alloy enhanced -10 3. Most often this tendril is used to steal or explore objects at a safe distance. Power Arm 7. Flame proof tissues* -4/ -30 flame 9.

Appearance drops by -2d6. Power Arm Power Source: power cell Power Duration: 4 months Rate of fire/ Usage: 1 Defense Value: -5 Range: out 1 meter Strike Value: +10 Damage: punch 2d10+16 A massive. as the relic. As this is a common implant. dimensional. each adding 35 kg weight to the user. Camcorder: films what the character sees. Retractable Laser Pistol Power Source: power cell Power Duration: 60 shots Rate of fire/ Usage: 1 Range: 200 meters Strike Value: +10 Damage: d20+10 Hidden behind a flesh colored iris hatch is a specialized laser pistol which. This pincer. belly mounted. Furthermore. Targeting optics: contributes to the aim of all physical and energy weapons employed. etc. darts out and fires at selected targets. which is DV -26/ END 17+d20. Once it grabs an opponent. It can be blown apart or severed if discovered.6. adding an extra melee attack per round. abdomen. including pincers. fists. abdomen or wrist of the cyborg’s non-weapon arm. Animals must make an intelligence based. which has 90 strength. each adding 40kg weight to the being. what it sees and hears.h a n d penalty. chest / 6. then this will be an additional limb built onto one shoulder. Once this pincer strikes and holds a victim. Foes can attempt to blast or hack off this appendage. Pincer Power Source: power cell Power Duration: 3 months Rate of fire/ Usage: 1 Defense Value: -5 Range: out 2 meters Strike Value: +12 Damage: 3d10+12 A powerful. it crushes it for d10+16 damage per round until it minces the victim. can hold a 90kg being in place once it strikes it. It is aimed wherever the cyborg looks. 11. fired by flexing a modified muscle-trigger. however. it is similar to the relic weapon by the same name. This appendage has a very powerful metal hand on it as well as any arm mounted weapons. it can be used to bludgeon an enemy for d12 damage. in real time. 2. Enemies could attempt to destroy the arm. Night-vision optics: vision as if it were day. at 6 stealth skill points. Live streaming of image and audio files possible when a communicator is plugged in. In addition. growing from its back. it suffers no o f f . per pincer (at 7th rank). Range is 1 kilometer and uses digital cross hairs to pinpoint specific target. Using a small optical and auditory sensor cluster attached to its head. roll d12: 1. it can be set to automatically chop through the target for d10+12 damage per round. and gets 60 shots per hip mounted power cell. it will realize it is inedible and return to the character or his companions. 9. plus infrared mode. wrist / 4. 20m cable and reel that allows a metal snake to pop out of an iris hatch and inspect around corners or through deep brush. Flashlight: large. rate 1. 10. the damage increases by d10+16 points per strike. reducing the subject’s appearance by -d6+3 points. assisting in relating information or tactics to associates. Appearance penalty is –d6+4. re-roll duplicated results until a new optical implant occurs. and If the owner is hard pressed for a weapon. damage 2d6+10. giving this character superior accuracy of +30 trait value points. sound recording and export jack to download video. Start game play with 20+d20 bursts remaining. additional rolls on this list might occur. crab-like metal pincer replaces one of the being’s arms. Special 3D movies can be loaded into or downloaded from the unit’s data base via an access jack and played on other devices.3. rank advancement eventually means 2 attacks per round. more than one of these units could be present on a cyborg. upon activation. 4. If a hand held melee weapon is used with this arm. 7. or. Multi-function: Roll for 2 different enhancements using d10. Quick Start Rules 14 More than one pincer can be present on a cyborg. this unit reports. Surveillance Tendril Power Source: power cell Power Duration: 5 years Defense Value: -20/END 11 Range: reels out 20 meters Strike Value: normal Damage: d12 This implant sports a concealed. . like any melee weapon. d6: 1-3. type A HC or go after the hologram.8. if both arms already bare implants. It has a strength of 110 and can lift or hold 110 kilograms on a strike. The user also gets a constant –5 bonus to his or her defense value for the shield-like presence of this appendage. illusion. This arm is assumed to be the cyborg’s non-dominant arm: however.The Mutant Epoch Optical Enhancement Power Source: mini-power cell Power Duration: 8 years One this cyborg‘s eyes have been replaced with an optical array orifice. Can be transmitted 20 meters away and may distract an animal to attack it instead of the character. and all his or her optical implants will cluster around this socket in a most gruesome fashion.5. 12. page 201. It reels in or out at 6m per round. which is DV -33/ END 30+d20. Laser eye: strike value +10.. and mounted either in the chest. Zoom lens: can magnify distant objects 50 times. range 40 meters. and can pull 90kg of weight off the ground. Once the beast reaches the illusion. otherwise. 5. robotic or a combination of any of these. complete with x20 zoom lens. Entity scanner: tells cyborg if a target is organic. Roll below to determine which enhancement this character possesses. robotic arm extends where another normal arm once was. and is DV –20/END 11. The user also gets a –5 bonus to his DV for the shield like use of this appendage. Holographic projector: can display miniature 3d movie or image of whatever the character has seen or imagines.

Mind Crush 11. while conducting no other action except normal walking. . at least until all the mutations have been introduced to the game once. below the elbow. If the implant is an energy weapon. While in effect. Stun pistol with d6 power cells 4. Multi-Arm 12. Multi-Head 13. Poison Bite 15. add strength modifiers as well. Auto pistol with 60 round drum magazine and spare d20 rounds 6-8. Pump shotgun d2 full 40 round drums plus d20 spare shells 9-11. protection from gas. Paralysis Tendrils 16. or any other offensive implant. Telekinesis Note: The TME Hub Rules contains 91 Prime Mutations. Spines 19. cyborgs and other intelligent beings. except walk. Laser carbine with d6+1 power cells 1. As with all hand held weapons. Implanted weapons of this sort have been heavily modified to be bolted and wired to a severed lower arm. Horns 9.The Mutant Epoch Weapon Arm Quick Start Rules 15 Sample Mutations All artwork in Muddy Mayhem and the QSR cover show mutations that are included in these quick start rules. If struck. dimensional beings. plus a 10 point per round. the deviant gains –10 DV. Reserve Heart 17. this offensive implant gains accuracy based SV modifiers. Night Vision 14.3. The ammo is loaded manually using one’s free arm. Heal Touch 8. Ballistic hide 3. Mutant characters each start with d3+1 mutations. the damage inflicted from all enemy attacks that round must exceed 10 points to break his or her concentration and force another 2 rounds to re-focus for another usage. Mental Screen 10. Aura of Protection Range: user Usage: twice per day per rank Duration: user’s willpower in rounds Defense Value: -10 plus 10 pt force field This potent defensive mental mutation takes two rounds to charge up and employ. Usage sessions are up to as many rounds as the mutant has willpower trait points. and the weapon can be detached and replaced with other weapons or a mechanical replacement arm and hand. Roll 2d6 to determine the weapon arm a cyborg starts with: Table QSR-17 Weapon Arm Table 2d6 2. Roll below to determine the weapon and any ammo or power cells accompanying the weapon. Arm weapons are the main implant for many androids. it can have a power conduit cable running within the being to a power generator or larger power supply unit. and can do nothing else. It is a good idea to also re-roll mutations that are already present in other player characters. and if the implant is cut off it can be re-modified with a trigger and stock mechanism by a three skill point or better mechanical technician for non-cyborgs to use. as opposed to per strike. Body disproportion (massive upper body) 4. The great advantage of having a weapon bolted to one’s arm is that it cannot be dropped nor knocked out of one’s hand as can a hand held weapon. Roll d20. Shell 18. To use this mutation. liquid sprays. Important Note: Characters who start game play with this implant. may choose to apply the skill point to this. There is no off hand penalty to the cyborg’s strike value for attacking with a nondominant hand. and if it is a strength based attack mode.5. Stun Ray 20. the mutant enjoys immunity from all mental attacks. selecting the result beneath any duplicated dice rolls. Assault rifle with d3 full magazines plus d100 rifle rounds 12. the user must totally focus on the aura. a wide variety of colorful minor mutations and 44 flaw mutations. Electrical Pulse 7. force field. Table QSR-18 Mutations d20 This implant replaces the non-dominant arm of the user and is fired by nerve and muscle tension control if no computer brain or targeting system is present. Additionally. who also have the weapon expert skill. Aura of protection 2. Crab Pincers 6. dust-like hazards and radiation contamination during focus. Body Regeneration 5.

98 6 points per hour table. minus 15kg for each human arm NOT present.d100 Healing Rate durance points (or other 01-12 +4 points per day trait value points) per 24 13-32 +7 points per day hour period. this character cannot use triggers.25m per pincer +7 d20+3 -0. Add the bonus to 99 10 points per hour the character’s current 00 1 point per round healing rate per day. 7-9. 7. agility –d10 points. 3d20 machines By drawing upon internal energies. this hulking abomination’s STR and END are both 20+2d20 points higher. etc. The amount of damage healed per session is determined by the user’s . 8. both human arms intact.16 Quick Start Rules The Mutant Epoch Ballistic Hide Defense Value: -4 regular. this mutant 33-40 +10 points per day regenerates much faster. keyboards or complex items. The skin is leathery and thick. 2 pincers replacing both human arms. and are eligible for weapons expert skill point enhancements. 1 pincer replacing one of the mutant’s arms. Heal Touch Usage: twice per day per rank Healer mutants can use this psionic gift on themselves or bestow healing energies on other organic beings by transmitting waves of rejuvenating power to alter the very molecular structure of damaged tissues and bones.2. deter. This deviant can start fires using these lightning strikes. appearance –2d4 points. or possibly per hour or per round if a truly rare specimen. Crab pincers are considered unsightly. 1 pincer growing from shoulder. Body disproportion (Massive Upper Body) This mutant’s upper body is completely out of proportion. stones. this mutant’s skin acts to both absorb and block ballistic or blunt trauma damage. Electrical Pulse Range: user’s willpower in meters times rank Usage: three times per day per rank Strike Value: +20 Damage: d20 organic beings. this mutant can unleash a lightning bolt from her hand with an effective range of the her willpower in meters times her rank (WILL x rank = meters). On the downside. Pincer Size small medium large massive SV DMG Movement +2 d10+1 unchanged +4 d12+3 -0. being incredibly over muscled. kicks or punches. 2+d2 pincers. these appendages are 80% likely to be mere bone hooks formed out of a hideous hand. see below Damage: variable. clubbing attacks. This tough tissue adds a basic –4 to his normal DV. Unless a set of human arms are also present. with her heart and lungs also twice normal size. 78% chance human arms remain. see below While called crab pincers. ballistics and blunt trauma Much like bullet proof armor. d10 1-3. Crab Pincers Strike Value: variable. 10. 4-6. let along dress himself properly. they are virtually identical to crab or scorpion pincers in appearance. as well as taking only half damage from falls. dropped objects. as well as different formations. 10. 3-6. Roll d100 94-96 4 points per hour once on the right hand 97. and reduced by -d4+2 each if no arms are present. All totaled. plus. reducing the character’s appearance score by d4 points. robots. electronics and machines. movement is –1m. All SV and DMG values are subject to strength and accuracy modifiers. 2 pincers and both human arms. and imply some form of very advanced genetic cross-manipulation in this character’s ancestry. The +20 SV pulse must hit a target and if so does d20 damage to organic beings or other objects and 3d20 to cyborgs. damage potentials and movement penalties based on their size. as well. she weighs an extra 20+2d20kg.88-93 2 points per hour mined at birth. and each reduces the mutant’s appearance by -d4 points if regular human arms are also present. otherwise. but –20 against bullets. Body Regeneration While a normal human Roll man heals at about 3 en. These pincers have various strike values. d10 Pincer Formation on Mutant 1. 41-64 +15 points per day Each mutant will have his 65-87 1 point per hour or her own bonus to his or her healing rate.75m per pincer Weight Each* +15kg +20kg +35kg +50kg *However.9.5m per pincer +10 d20+10 -0. -20 vs.

mind readings. certain oversized weapons can be purchased. nor shell class armor unless the mutant has the horns cut off permanently. Trait value damage from radioactive contamination can be healed by the use of this mutation. For each horn. hurling several successful mind crush attacks in a row can bring down a behemoth whom would otherwise be unstoppable via endurance depleting. consider this character’s trait scores triple for this purpose. 15-34 d20 the victim is allowed a Type B 35-64 d20+10 willpower based HC to remove 65-84 d20+20 each occurrence. any damage from a mental attack is reduced to half. Due to the frequency of this mutation in humanoids. known or otherwise. with strength and accuracy modifiers applied normally. cost 60+d100sp). Any living being whose intelligence is reduced below zero is considered to be unconscious for 10+d100 minutes. plus. There is a 1 in 6 chance that this mutant will have the advanced version of this mutation. Horns produce only a slight appearance penalty of -2 points per horn. and if so. This attack can be used alone or in combination with other melee attacks. these other traits are also given healing rolls. individuals gifted 3 86-90 with extra arms find the combi4 91-97 nation of using two longbows or 5 98 two battle axes more appropriate. above 105 d20+40 Horns Strike Value: +3 each Damage: d10 each The mutant’s head supports d4 horns useful in melee to gore or slash opponents. The total number of arms is discovered by rolling d100 on the following table. plus d6 intelligence Hazard Check: intelligence based type B Among the most common mental mutations encountered. this mental attack can both inflict serious brain injury and physical harm to organic beings who fail an intelligence based. 6+d6 00 . In the case of a reflected mental dominion*. If 01-06 d8 the subject happens to have 07-14 d12 cancer. Intelligence points of unconscious beings will heal one point per minute starting after unconsciousness ends. left side. Additional d100 such as the formidable four Arms handed sword (+7 SV. For example. and the like. which reflects failed mental attacks directly back to the sender. determine which side of the body the odd arm is on by rolling d6: 1-3. the victim must make his or her own type C. Mental Screen Duration: variable Hazard Check: see below This mutant’s mind has developed complex protective shielding from all forms of mental attacks. if the character is damaged from physical attacks and has reduced endurance. all 85-105 d20+30 harm from the disease will reverse over 2d6 days. willpower based hazard check. right side/ 4-6. Quick Start Rules 17 Mind Crush Range: willpower x3 in meters Usage: three times per day per rank Damage: d20 endurance. Relic helmets cannot be worn.The Mutant Epoch willpower. plus. Often. Healing will take effect at once. and will heal wounded trait points for each characteristic by the given dice value shown. Likewise. or even an assault rifle and 6 99 two shields. even the largest animals have weak intelligence trait values. any weapon expert skill points adding to this mutation. or drop into a coma for *Expansion Rules Book 3d6 days. with a four armed mutant being the most commonly seen occurrence of this deviation. DMG 1 01-10 2d20+10. When the mutant has rolled only one additional arm. controls. type B hazard check. She gets to make three hazard checks from any mental attacks calling for a HC. but has also suffered harm from certain mental attacks which have reduced his or her willpower or intelligence score. could slip away and must make a type B willpower based HC to avoid death. where either the defender’s intelligence or willpower are used as a defending trait without being used for a hazard check. metal dominions. with the resulting right or left side making all extra arms on that side also dominant. Each horn adds 2kg to the mutant’s base weight. or an odd number of extra arms. add +3 SV to the overall number and d10 DMG per horn on a successful strike. Multi-Arm This mutant has additional arms growing from his or her shoulders like an ancient East Indian Deity. and a mutant of high rank. but. but not the cumuMutant’s Trait points lative exposure nor other Willpower healed sicknesses or penalties. In 2 11-85 some areas. Consult the character generation section to establish which hand is the character’s dominant.

d100 Poison’s Strength d10 Poison Type 01-54 A 1-5. or under mental dominion or some other control. computers. a player could record separate trait values for the appearance of each head and for the body. to which he is immune. vampire like teeth with hollow cores in them to allow venom to ooze into an opponent on a successful bite attack.75m -1m -1. willpower. and appearance scores for each head. there must be at least some light. while each head employs mental mutations which may normally require concentration and stillness of body.99 D 00 E Death Poison: Any creature who fails its hazard check roll dies on the fourth round after being injected. 2. Poison tipped weapons will retain their venom for one day and be good for one inflicted wound each. androids and cyborgs will suffer a massive 2d20 points of electronic scattering damage from each of these tendrils. 18 Quick Start Rules Poison Bite Usage: four times per day Damage: d6 plus poison Hazard Check: see table below This mutant will have small. but the overall appearance of the mutant suffers slightly. if the main head suddenly suffers from an insanity. the other head(s) can not take control. modified by any strength. Night Vision Besides having normal daylight vision. for the character to see anything at all. blades or other piercing devices can be dipped. It is not uncommon for the main head to threaten to behead the others if they cause trouble or put the main character at risk. perception. and morality.3. 4. Death 55-84 B 6-10. including star light. The heads of this character will tend to sleep at different times. mental attack. As with so many mutations which grow either on the body or the face. Due to so many heads on the watch for danger. called shot. This poison can be expelled into a container into which arrow heads. intelligence. each 3 meters in length and capable of shocking targets for d12 non-fatal stun points of damage. Ma- . Robots. and if targeted and killed by a radius attack. Sleep 85-97 C 98. this mutant can see as well at night as a regular person can in the day. Optionally establish unique personalities. unconscious. Each head will have an endurance score of 10% the character’s total. accuracy or weapon expert skill points. not each head.5. darts. Sleeping Poison: After the third round. These additional heads differ from the character’s main head. with up to 4 arrows or one blade per injection’s worth of poison. 6. however. Paralysis Tendrils Range: tendrils are 3 meters long Usage: three times per day per rank Strike Value: +10 Damage: d12 stun. Due to possible personality differences between heads and the main character’s own opinions.97 98. Heal Touch. Each head is 62% likely to possess one mutation (roll d6: 1. The duration of sleep depends upon the strength of the poison and nothing Poison Sleep Duration can wake the victim Strength until the poison duratype A 3d6 minutes tion is up. in that they do not control the body unless the main head is severed. The faces of each head may be attractive. which can be used independently of other heads allowing the main body to move around and fight.The Mutant Epoch Multi-Head The mutant has one or more extra subordinate heads. randomly determined type of poison. 2d20 stun to machines and cyborgs Growing from the character’s chest are d6 tendrils. however. Telekinesis.99 00 Additional Appearance Movement Heads Value Drop* Penalty 1 2 3 4 5 6 -d4 -d4+1 -d6+2 -d6+4 -d6+6 -d6+8 Initiative Bonus nil -0. anyone who fails their hazard check from this poison promptly passes out. which can be successfully injected four times a day. each with a separate neck and adding 10kg weight to the mutant. Each deviant has been born with one specific. the deceased head will shrivel and eventually drop off after 2d4+1 months. this mutant can often be a walking argument and annoy those nearby. powered vehicles.25m -0. or critical hit. and +60 type E 12+3d6 hours with missile attacks. with those staying awake at night posing as guards for the body. This damage will begin to heal after one hour at a rate of 1 END points per minute and leave only discolored bruises. Sleeping type B 20+d20 minutes individuals can be type C d6 hours struck at +80 SV in type D 3d6 hours melee range. views.5m -0. d100 01-70 71-88 89-95 96.25m +1 +1 +2 +2 +3 +4 * Of the character’s body appearance value only. The bite is a normal unadjusted attack doing d6 damage. this character gains an increase in his initiative roll based on the number of heads to a maximum of +4. plus the poison’s effect. Stun Ray). Mind Crush.

Due to the way this armor folds at the joints. but 17% of the time the beam is shot from the user’s eyes.The Mutant Epoch 19 Quick Start Rules chines inflicted with this damage recuperate at the same rate as organic beings. A punch. Once the character is fully healed. Directional changes are possible. and appearance are adjusted. candle holder. kick. the spines automatically cut and pierce the insides of the beast doing 2d6 damage per round while inside. x2 to machines Three times a day per rank. rounded up. frying pan. except on his. each tendril lowers the PC’s appearance by -4pts. or oneself landing after a fall. with one round of telekinetic lifting per trait point. comrade across a lava stream. four times a day per rank. this character would be able to wear relic armor. ‘Rock’ could be a bottle. axes. Movement rate is one tenth user’s willpower trait value. pot. all unarmed attacks by this mutant do an additional d6 damage. Objects are typically arrows. whatever is handy. The energy pulse temporarily scrambles the nervous systems of struck targets for 2d20 points of non-lethal damage (double this to machines such as robots. face. which lies dormant and ready within the body. with hurling range for all objects as the user’s willpower in meters. Depending on the thickness rating of the specified shell. riot and bomb squad armor can be worn. juts and curves. while combat armor can be modified if given d6+1 days to adjust it. making him appear very much like a bipedal crab. She will heal normally from that point. huge * Object movement applies to controlled lifting and travel of an item or life form. beetle or armadillo. Telekinesis Range: as willpower in meters Usage: four times a day per rank Duration: instantaneous or as willpower in rounds Strike Value: double willpower Damage: by object This mutant can lift and hurl objects at will. huge Rock. her reserve heart will return to dormancy until activated again. helmets. Next to her normal heart. rocks. bringing the character slowly back to life. she will appear to be quite dead for 2d20+10 rounds. are sharp. The duration of a sustained lift is also dependant on his willpower trait value. as well as cyborgs). Heavy 10. One object can be thrown per round. After this comatose period without a pulse or heartbeat. Reserve Heart This is an undetectable mutation that is often exhibited by ghost mutants. front of neck and groin. spears. chest. Shell Defense Value: see below A calcium carbonate shell-like growth covers this mutant’s entire body.5m -1m -1. including her main heart. defense value. usually unknown even to the character. . Blunt objects are treated as rocks from the archaic weapons listing on page 22. ** ‘Rock’ thrown as a projectile have a velocity of equal to the character’s willpower score in meters per round. etc. the object is out of the user’s control and can’t change direction or chase targets. If she is deemed to be killed by poison or electricity. Stun Ray Range: as user’s willpower x2 in meters Usage: three times per day per rank Duration: stun damage remains for one hour Strike Value: +10 Damage: 2d20 stun damage. Medium 8. no relic armor other than ballistic. Once thrown. ruin rubble. A character’s willpower determines the maximum weight of objects or individuals he can lift with his mind. or a critical hit which specifically states a piercing of the heart. While they are considered unappealing as far as one’s good looks go (-2d4 APP). her back up heart will suddenly kick in and induce 2d10 endurance of healing. is another. Light 5-7. (fist or kick thus does 2d6 damage).9. Extra Heavy Defense Value Movement Penalty Appearance Penalty Added Weight -10 -20 -30 -40 -0. normal Rock. such as keys. Stun Rays are normally launched from one of the mutant’s hands. chunk of fire wood. paralyzing energy at a range of double her current willpower score. with a SV double the character’s willpower. If sawed off on a monthly basis. or head-butt from this character will inflict 2d6 base damage as opposed to d6. tanks and androids.5m -2m -d4+1 -d6+2 -d6+4 -d6+6 20kg 30kg 40kg 50kg Spines Defense Value: see below Sprouting all over the mutant’s body. belly. Considered hideous. normal Rock. this mutant can emit a beam of blue. If the mutant is swallowed by an animal. Willpower Kilograms that can be lifted Object Movement* ‘Rock’ Size thrown as weapon** below 10 10-60 61-70 71-90 91 and above 1kg As willpower Willpower X 2 Willpower X 3 Willpower x4 2m 5m 8m 12m 16m Rock. they are nevertheless handy when in melee. 10+d10cm long spines which improve his DV by -20+d10 points. This damage remains effective within the victim for about an hour regardless of whether or not the damage was sufficient to incapacitate the individual. body weight. movement rate. large Rock. d10 Shell Rating 1-4. and furnishings.

and dominant hand determination. implants or substantial arms. Character Swimming Ability As with height and weight. however. For the purposes of these Quick Start Rules. The larger world calls to them. passes out. Left Handed 10. 6. mutation or other factor. or due to some skill. flee a master’s brutal whip or abandon the front lines of a senseless war. Can’t Swim Poor Swimmer Fair Swimmer Strong Swimmer Excellent Swimmer . At other times. ** This character can use two. When reaching zero or less endurance from this stun damage. At first. getting knocked over by a strong wind or wave. there are times when being tall will allow a character to leap up and reach something.9. meanwhile. like a higher ledge. Table QSR-21 Swimming Ability d10 Swimming Skill 1-3. where air ducts and low ceiling caverns need to be explored. determining the dominant hand of a character may seem like pointless detail. Table QSR-19 Character Weight and Height Character Type Pure Stock Cyborg Mutant Female Weight Female Height 40+2d20kg 140+3d20cm 65+2d10kg 140+3d20cm 40+2d20kg 130+4d20cm Male Weight Male Height 60+2d20kg 75+2d10kg 60+2d20kg 160+3d20cm 160+3d20cm 150+4d20cm Note: 1 kilogram =2. armor and cargo carried. 10. The following table provides a quick yet accurate way of determining the body weight of a being prior to the addition of extra kilograms added for any notable mutations. can allow the character to travel down low tunnels standing fully upright and avoiding any penalties in combat or speed as would a taller person who must creep along on his hands and knees. Right Handed 8. Being short. a person can hold their breath for one minute (20 rounds) after which they begin to drown taking d6 stun damage per round thereafter. Character Weight and Height In a world where great birds and bats can swoop down and lift a grown man off the ground. The following table is used to establish the character’s dominant hand. 4. one handed weapons simultaneously with no penalty.The Mutant Epoch Quick Start Rules 20 Additional Character Details Character Starting Age and Aging Character Hand Dominance Starting Age In the difficult.7. 8. it is important to know if your character will sink or swim when dropped into the murky waters of the new era. in order to make it up a set of rusted stairs or make one’s way across an old rope bridge. Unless employing a two handed weapon in both hands.39 inches Sometimes it is in the character’s favor to be heavy. the height and weight of a character are very important details. nightmarish reality of the far future. or peer over an object. prompting some to either throw down the pitch fork.9. Table QSR-20 Character Dominant Hand Determination d10 Dominant Hand* 1-7. it is handy to be light. due to critical strikes and called shots. the victim succumbs. Most organic human characters start game play at age 17+d8 years old. or rusted stairwells and crumbling walkways must be traversed. ambidextrousness is quite common among excavators yet only occurs about 1% of the time in common folk.2 pounds/ 1 centimeter =. especially the unfortunate amputation of one’s arm. implant.5. a character’s good hand needs to be pre-established prior to any injury. Ambidextrous** *Strikes made using one’s off hand are made at a -20 strike value penalty. to avoid being carried off by winged predators. however. and will be dead in 4d6 minutes if not resuscitated by rescuers. adventurous individuals often set out on their first quests at a young age. For height. strikes made by the attackers ‘off hand’ (non-dominant) suffer a -20 strike value (SV) penalty.

Leather Jacket 4. Automatic pistol with two full 20 round magazines 12. Furs. No armor 2. Riot Armor plus 7 in 10 chance of a Ballistic Shield. plus re-roll this table using 2d4. dagger. Pump shotgun with d4 shells 9. Part Plate and a 6 in 10 chance of a Junk Shield 9. dagger and bow with 3d6 arrows 7. Junk Armor and 6 in 10 chance of a relic Army Helmet 8.The Mutant Epoch Quick Start Rules 21 Outfitting. Pipe Club and d6 rocks for throwing 2. Heavy leather 5. Fragmentation grenade plus an auto pistol with d3 rounds in magazine 5. and a second time for Armor: Militia Solider roll d12 Nomad roll d10 Farmer roll d8 Work Slave roll d6 Table QSR-22 Starting Arms 1. Automatic pistol with d6 cartridges left in magazine 8. Pump shotgun with 3d6 shot shells 11. dagger. Table QSR-23 Starting Armor 1. Saber. dagger and a 7 in 10 chance of a musket pistol with enough shot and powder for 2d6 discharges 9. Two fragmentation grenades 6. Part Plate 6. Fragmentation grenade 7. Sabre. Armor & Weapons The gear portion of a character’s outfitting is covered under their caste details back on page 8. Junk Armor and a 7 in 10 chance of a Ballistic Shield 10-12. Skins or Hides 3. Dagger and bow with 2d6 arrows 5. each character uses a different dice based on their pre-game caste. Dagger and a 3 in 10 chance of a javelin 3. Automatic pistol with 2d6 pistol rounds 4. Assault rifle with 3d10 rifle rounds 3. and musket pistol with enough powder and shot for 3d6 discharges. dagger. Machete and a 6 in 10 chance of a sling 4. rolled once for his or her starting arms. Sabre. Assault rifle with two full 30 rounds magazines. Spear and dagger and a 4 in 10 chance of a crossbow with 2d4 quarrels 6. Automatic pistol with 3d6 standard pistol rounds 10. For arms and armor. and crossbow with 10+d20 quarrels 8. and a 6 in 10 chance of an Army Helmet . 10-12. Junk Armor 7. Battle axe. Machete. and random relic from list below: Random Outfitting Relic roll 2d6 2.

while equal or stronger victims only a type B HC to break free. then STR is not an issue. half the damage on strikes. weapon. especially to load it in the case of bows and crossbows. but all weapons can go double this with a reduction of half the shooter’s total SV./ +4 . Example: A character has a strength of 45. less than 1m range melee penalty. A strong person can hold up and fire a crossbow in each hand. for the strength modifiers to range. Slings come with a pouch and 50 rounded stones. plus./ +2 . See table QSR-4 page 5. 5 Refers to pikes. which adds 20% to the range of his spear.Sample Archaic Weapons Listing Table QSR-24 Weapon Human punch or kick Knife Dagger/ Bayonet Short Sword/ Machete Long Sword/ Saber Great Sword Hatchet/ Axe Battle Axe Javelin Spear Bow Long Bow Crossbow Heavy Crossbow Sling Club/ Torch/ Gun Butt Shovel Pickaxe Bottle Pitch fork Rock Large Rock Huge Rock Crowbar/ Pipe Chain Whip Musket Musket Pistol 22 Quick Start Rules The Mutant Epoch SV Rate Damage Effective Range1 Hands2 STR3 Weight Value4 - 1 - 1 d8 d10 3m 1 - - 250g d3sp 1 3m 1 - - 500g d6+1sp - 1 d12+1 melee 1 - - 1kg d8+10sp - 1 d20+2 melee 1 20 - 2kg d12+16sp +5 . modifiers. 3 User of weapon must have shown strength to employ or suffer a –20 SV penalty./ +4 +5 +8 +12 - 1 melee 2 34 - 5kg d20+30sp 4m 1 - - 800g 3m 1 or 2 25 - 5kg 1/2 d20+5 d12 d20+2/ d20+4 d12 d20+1/ d20+4 d12 d20 d20+1 d20+5 d10 . Person with a leg wrapped must make a type C agility based HC or fall over. . 4 The value shown is the number of silver pieces needed to purchase or sell the item in a market place. which reflects weapons that are slower to reload. plus. limb. 6 Bows and longbows come with a quiver and 20 arrows./ +2 +14 +7 1 1 1 1 ½ ½ 1/3 1/3 1 1 1 1 1 1/2 1 1 1 1/3 1/3 d6* Ammo melee 1 - - - - d6+2sp d12+14sp 20m 1 - - 1kg d6+2sp 15m 1 or 2 - - 2kg d8+4sp 40m 2 - arrows6 1kg d12+10sp 70m 2 22 arrows6 1. user can coil whip around a log. Held victim needs to make strength based HC to pull free each round. included in the Hub Rules and not shown here. and skill bonuses as a lethal attack by this weapon / When shown for both SV and Damage the backslash differentiates between one handed or two handed use of a weapon. leg or other pipe-like shape. cock. with 1/2 meaning one shot every second round. thus 15m +20%=18m range. Crossbows come with a case and 20 quarrels. while a backslash under Rate shows a fraction. * Can be used to produce stun damage for non-lethal attacks using the same dice. however. 2 This is the number of hands needed to effectively wield the weapon. this feat requires a strength score of 50 or better./ +3 .5kg 2d20+120sp 25m 1 - powder & 1 shot7 900g 2d20+90sp 1 The range shown is the effective range. aim and fire. all physical weapons can be thrown or shot farther or lesser than the effective range shown. etc. Additionally./+4 . The fluctuation is due to bartering and product availability. 8 Wrap: On a strike. Trait Modifiers. or 1/4 meaning one shot every fourth round. the mood of the vendor./ +3 .5kg d20+30sp 60m 2 16 quarrels6 3kg d20+40sp 100m 2 33 quarrels6 5kg 2d20+60sp 20m 2 - stones6 150g d3+1sp d10/ d10+3* 3m 1 or 2 - - 700g d3sp d10* d12 d8 d12+2 d6/ d6+3* d12/ d12+3 d20+3 d10+1 / d10+4 d10/ d10+3* d8+wrap d20+3 d20 2m 2 - - 3kg d6+3sp 2m 2 - - 4kg d8+4sp 3m 1 - - 500g 10m 2 - - 2kg 8 d4sp d6+1sp 10m 1 or 2 - - 1kg - 4m 1 or 2 26 - 2kg - 2m 2 34 - 5kg - 3m 1 or 2 - - 2kg d4+3sp d2+2sp out 2m 1 or 2 - - 4kg out 3m 1 - - 800g d3+2sp 140m 2 - powder & 1 shot7 3. the off hand (if the character is not an ambidextrous shooter) suffers an additional –20 SV./ +2 1 1 . If no number given. however one could use 2 hands on a heavy 1 handed weapon to avoid penalty. depending if the user’s strength score is lower or higher than average. with a victim of less strength than whip user forced to make a type E hazard check. and the cumbersome weapon loses –10 SV. Pikes show normal SV bonus and then a close in. plus ram rod and wadding. 70% chance wrap holds. 7 Musket weapons come with a powder horn and 24 rounds of shot in a leather pouch.

25m -0.25m -0.25m -0. Plus.pistol ammo/ 20 round clip 18 rifle ammo/ 30 round clips power cell/ 40 shots power cell / 20 shots Weight 4kg 1. If no number is given.5m -1m -0.75m -0. Note: The TME Hub Rules has 47 types of archaic and 49 types of relic weapons Sample Armor Listing Table QSR-26 Armor type Defense Value Movement Weight None Furs. These weapons are almost never available for purchase. and the cumbersome weapon loses –10 SV. Skins or Hides Leather Jacket * Leather Heavy leather Studded Leather Lizard Scale Brestplate* Part Plate Junk Armor Heavy Junk Armor Scrap Relic Sports Padding Ballistic Vest * Riot Armor 0 -3 -5 -10 -14 -12 -11 -15 -25 -12 -17 -20 -18 -4 / -20 vs.25m -0.5m -0. Unconscious victims sleep for d100+20 minutes (20 rounds in a minute). and if so.5m -0. add +1 dmg per round of burning d12+8sp d20+14sp d20+30sp d20+20sp d20+18sp 2d20+70sp d100+140sp d20+14sp d20+70sp 2d100+400sp 200+2d100sp 300+d1000sp 400+d1000sp *This armor can be worn over other tight fitting body armor. the weapon requires two hands if it is normally a one handed weapon.5m 3kg 6kg 3kg Movement Weight -0. Stun weapons do non-lethal damage. the stun damage totally dissipates.5m -0. but all weapons can go double this with a reduction of half the shooter’s regular SV. 10 shields and 11 Comment . however.5kg 2kg Cost Comment d10+4sp d12+7sp 300+d1000sp Cost d10+9sp 18sp 200+d100sp Note: The TME Hub Rules contains 29 types of body armor.5kg Value4 1300+d1000sp 1400+d1000sp 2000+d1000sp 1500+d1000sp 5000+2d1000sp 1 The range shown is the effective range. When the victim wakes. or possibly hold one assault rifle in each hand as she storms into a room.75m -0. but empty relic. plus. thus adding the DV and any movement penalty. a strong person can hold up a carbine or shotgun in one hand and fire it. This price reflects a workable. no sane adventurer would sell a loaded weapon. half damage on strikes.5m -1.5m -1. 2 The number of hands needed to effectively wield the weapon. Shields Standard Shield Junk Shield Ballistic Shield Helmets Junk Helmet Iron Helmet Army Helmet Defense Value -5 -6 -5 / -22 vs bullets Defense Value -3 -4 -5 Movement Weight -0.25m -0. 4 The value shown for relic weapons is the silver pieces one gets for selling a relic weapon.25m 1. then strength is not an issue. are double the value an adventurer gets for selling it. to avoid a penalty. the off hand (if the shooter is not an ambidextrous) suffers an additional –20 SV. bullets -25 -0.9kg 3.25m -0.Sample Relic Weapons Listing Table QSR-25 Weapon SV Pump Shotgun Auto Pistol Assault rifle Stun pistol Laser carbine Rate Damage 1 2 3 1 1 +20 +12 +12 +15 +25 3d10 d20 d20 2d20 stun 2d20+10 Range1 Hands2 STR3 30m 250m 900m 200m 2km 23 Quick Start Rules The Mutant Epoch 2 1 2 1 2 Ammo/ Duration 20 8 shotgun shells .1kg 5kg 1.5m nil 1kg 2kg 4kg 7kg 5kg 5kg 10kg 24kg 4kg 18kg 3kg 3kg 1kg 5kg Cost Comment nil Either naked or in regular clothing d8+4sp Flammable. especially to load it in the case of bows and crossbows. 3 The user must have sufficient strength or suffer a –20 SV penalty. otherwise.5m -0.25m -0. This feat requires a strength score of 50 or better.5kg 1.

perception modifiers are applied to the lead character’s initiative. An identical dice result. to determine what. Sometimes the GM must make an encounter check every minute. except where one party is a lone individual. are normally applied to a person’s running movement rate. or zig-zagging across a battle field under a hail of arrows while pulling a grenade from her hip pouch. and the person’s running speed drops below 3m per round. or. Movement Normal humans walk at about 3 meters per round. unarmored archer. or in other circumstances where a person is in a position to observe. There are 20 rounds in a minute. in which a character can make one action or one combined action. or when players elect to post a guard at a passageway. ends in a tie. In this case. at night when the characters are at camp. draw a holstered weapon. keeping an eye out for trouble. Initiative Base Human Movement Rates: Running: 6 meters per round Walking: 3 meters per round Initiative is established by each side or group in an encounter rolling d10. relic weapons. A penalty or bonus to the initiative is sometimes applied to the roll based on the lead character or NPC’s trait of perception. which makes for some very bloody. Since an armored warrior can easily keep pace with a marching. Only the lead or on watch individual on each side may roll for initiative. which is 3 seconds long. since any two beings of very high perception or alertness have a much higher chance of acting simultaneously. All creatures and robots have their own initiative listing included in their statistics. or when a gunshot or other loud noise has been made. all sides roll initiative again without any modifiers from perception.75m). if a fire is set at night. all moments are measured in the same increments as normal time. after any penalty or bonus to the initiative roll is applied. such as attack. and carries a tower shield* (0. surrender. The initiative roller is the person ‘on point’ who is supposed to be observing the trail ahead. *Found in the TME hub rules but used as an extreme example here. his or her walking speed is not affected by mutation or armor weight unless the total negative modifiers of such appendages and armor is excessive. QSR-4. fast paced action. such as when a being starts off gaining initiative at a distance. weapon. It is important for GMs to note the passage of time during periods of travel. the d10 initiative roll each side makes. but whishes to charge ahead and engage an opponent in melee range (3 meters or less).75m per round. etc. fleeing. the advancing entity has chosen to use up its turn to move instead of fire missile weapons. such as in deserts. standing on guard in the direction strangers are coming from. etc. or rank gain advancements. For example. Occasionally. both sides must make a new initiative roll to establish who acts first again. There are circumstances where resolving initiative can become complicated. with the side winning initiative getting the first turn to proceed with whatever actions the individuals wish to conduct.The Mutant Epoch Quick Start Rules 24 Game Play Time and Game Sequence The smallest unit of game play time is a round. allowing simultaneous exchanges of attacks or leaping for cover. only once every hour. a normal human wearing full plate armor* (-2m per round). or whereby the initiative scores of one entire group are all the same bonus or penalty. . which is less than a person who is walking normally. In this case. and from here. hear or feel other beings or threats. or 3 kilometers per hour if they move cautiously. unless otherwise directed by the GM. If a character is running. with the chance of an encounter increasing or decreasing by the type of terrain. and the frequency of encounters increases here. in which case the GM can call for a re-roll. potentially killing each other. a much slower rate is established. A turn is when each side in the combat acts. such as skullocks who are +1 initiative by nature or moaners which are -3. more than one strike attempt per round is possible. Another situation is the arrival of a third party into a battle that is already underway. who also wears a full helmet* (-0. both sides act simultaneously. now has a running speed of only 2. See the traits table. or action taken by the players. or 6km per hour for a short time. Most actions are single attacks or strike rolls made using a mutation. run. in which case. not the walking rate as well. use a mental mutation. Certain terrain areas are more heavily populated with dangerous life forms or enemy units than others. while at other times. such as running and firing an assault rifle. flee. Armor and other movement penalties. or mental attack. and upon reaching the enemy. page 5. such as if one team member is bleeding. if any. climbing a ladder while talking on a headset communicator. but due to some skills. he or she can double this rate to 6m per round. mutations or other aspects. The side that rolls the highest score wins the initiative and can act first.5m). such as heavy mutations. results in a tie. An optional rule for initiative is to have any resulting score of 10 or more always result in a tie. or whatever else.

but only if physical strength can be applied to the attack. cliff-side path or in a hall. then the closest being on guard to the advancing intruders uses his initiative rating to determine who acts first. Sometimes. have already drawn weapons. Step 2: The side that wins the initiative roll can undertake action. Step 4: Damage occurs on a successful strike. but it often has an added value. regardless of the strike value bonuses and circumstances. such as with clubs or bows. and whatever number is established is the number needed to be rolled. Quick Start Rules 25 Step 3: Actual combat is handled by the attacker rolling her strike value (SV) or less to hit and inflict damage on the target. and if they elect to attack. etc. Typically. with ties resulting in simultaneous action by both sides. and are in appropriate missile or melee range of their foes. as when having its back turned. only one person can engage enemies at a time. such as on a narrow. as part of a much larger battle scene. as when camped or dug into a fortified position. while a fumble or mishap occurs on a roll of 00. or inattention penalty. which is a great tactic for a small unit of defenders facing off against far superior numbers. and both sides are approaching in broad fronts. if four human excavators engage 12 skullocks in a melee. For example. each human faces off against 3 skullocks in a sort of mini-battle of his own. dodge and sidestep blows using agility or skills. At other times. QSR-31. cover bonus. a skill may apply to the damage. a miss always occurs. If one side is stationary. This process is repeated until one side in the mini-scrap is slain. with any penalties or bonuses applied to the attack based on the target’s defense value. A roll of 02-05 always results in a strike. etc. such as when a character has . to inflict damage on the target. A normal initiative roll is a plain d10.The Mutant Epoch Combat Rules Combat Sequence Procedure Step 1: Each side rolls to establish initiative using the lead or point individual’s initiative rating. page 27). Alternatively. Each weapon has its own base damage range (usually determined by a straight dice roll). Assign odd numbered opponents randomly. plus any armor worn. with any perception modifiers applied to a d10 roll. When it comes time for the defenders to make their strike rolls.. The target’s overall defense value is a combination of his ability to duck. (see Strike Value Modifiers table QSR-31. or less. doorway or other confined space. Some weapons allow a bonus due to the strength of the weapon’s user. The basic combat rule is to minus the defender’s defense value (DV) from the attacker’s strike value (SV). page 27). If the battlefield is open. all attackers can fire or engage in melee with either selected targets or an equal portion of enemies. with a roll of 01 being a critical strike (see table QSR-28 Strike Potential Critical Strikes and Fumbles. can set about attempting to strike enemies. or any cover provided as noted again on the Strike Value Modifiers table. the same number of surviving skullocks would then attack their assigned excavator. a path holder of great armament or skill holds the rear to allow comrades to escape. on a dice roll of 96-99.

reducing him further down to 27 endurance. that stunned amount is the lower range of any negative endurance value. Handling Stun Damage One of the many ways to handle and record stun damage on a character sheet is by noting the amount of stun damage in parentheses with the following number being the remaining endurance score. healing bonuses offered by a medic. certain relics. a character with 56 endurance takes 46 points of regular damage from a series of claw attacks. For example. A dying character who is given first aid. but. There are also cases in which afflicted damage may be minimized. Table QSR-27. his wounds are not bleeding enough to make him continue sliding into further negative endurance and eventual death. such as when force fields absorb damage or when reflective suits bounce off laser or other beam attacks. Mark the stun damage with a small ‘s’ or ‘stun dmg’ if space is available. dropped or mistreated. The next strike against him is normal and inflicts 5 points normal damage. is impacted by a stun beam for 16 points damage. Injury. a creature is out of action and is either incapacitated. mutations and the attention of a medic at one’s bedside can increase the daily healing rate. An incapacitated and dying victim loses one more endurance point per minute (20 rounds) unless medical attention is given at once. which is a huge advantage over mechanical beings such as androids and robots which must be consciously repaired. becomes a stable ca- Quick Start Rules 26 sualty at whatever point of endurance loss he is at.The Mutant Epoch some sort of lethal training that allows him to better injure vital areas of an opponent’s body. bestial humans and mutant humans as frontline slave troops. page 5). If stun damage constitutes any portion of the total damage inflicted on the being. if not dead or destroyed. but rather unconsciousness or critical condition requiring immediate medical attention to stop blood loss. his bleeding begins once more and he commences dying again. except stun damage. or other trait point recuperation relics. found on this page. but she can employ any mental mutations. even on individuals lacking sleep. which takes a round. the character has taken 14 points of stun damage from a blow to the head by a club. Many creatures and mutant beings have unique rates of healing. Should he be struck again. all creatures heal at a set rate based on their uninjured endurance trait value (see table QSR-4. Table TME-27 Injury and Death Endurance plus Willpower 2-4 5-9 10-34 35-54 55-74 75-94 95-110 111-125 126. For example. If the wounded being is unable to sleep. Stun Damage and Death Upon reaching zero endurance or less. food and water. He is now –6. mutations. he is considered out of action. other than mutter a few words. heal touch mutation. dead or stunned.135 0ver 135 Incapacitated Incapacitated but Conscious but Stable 0 0 0 0 0 0 0 0-1 to –2 to –3 to –4 to –5 to –6 0 0 -1 -1. and heals at the normal rate.-2 -2 to -5 -3 to -7 -4 to –9 -5 to –11 -6 to -13 -7 to -16 Incapacitated and Dying* Dead -1 to -3 -1 to -4 -2 to -5 -3 to -7 -6 to -9 -8 to -12 -10 to –15 -12 to –19 -14 to –23 -17 to –26 -4 -5 -6 -8 -10 -13 -16 -20 -24 -27 An incapacitated but conscious casualty is unable to act physically. instead of per day. but since 16 points of his damage is stun. The medical attention need not be from a trained healer. Healing Organic life-forms are capable of healing. or tie it off with a rag or bandage. See the rules for injury and death below. all stun damage heals at the character’s healing rate per hour. It is their ability to heal themselves which made many ancient militaries employ synthetic. works by adding a being’s base willpower and base endurance together. and methods also fix stun damage more rapidly and repair the stun depleted trait points at double the rate of lethal damage. Step 5: When a target is reduced to zero or less endurance. An incapacitated but stable being is completely out. Additionally. When the stun damage wears off he once again finds himself at 10 points endurance. but in general. but must be from a being intelligent enough to know to apply pressure to a bleeding wound. or is suffering from either dehydration or starvation or both. Depending on the endurance of an organism zero endurance need not mean death. Unless otherwise stated. he is really at 10 points as far as proximity to death goes. as do human bioreplicas. Alternatively. . reducing his overall END to 32. and later. he or she is unable to normally heal any lost trait points. Endurance: 46/ (-14s) 32/ 27. In this instance.

bad approach. A stunned being cannot use mental mutations. plus stuns* opponent for d6 rounds 9 Double maximum damage 10 Double maximum damage by this attack. Table QSR-30 Fumble Results d10 d10 Result of Fumble 1. * Delay results apply to physical attacks only. +40 +30 +80 +40 +15 +10 +20 Target is on moving machine or animal mount -10 -20 -25 Attacker making fighting withdrawal Attacker using off-hand Attacker using a two handed weapon in one hand -10 SV/ +10 SV to be struck -20 -10 (requires STR 50+ to avoid penalty) Maximum damage by this attack form. 9. move quarter rate Target is unconscious or sleeping. dropped guard. back turned 1. immobilized. mental lapse. if possible.8 or innocent bystander within range. trench or ruin rubble. weapon jam. Enemies strike on their next attack at +20 SV. but is already engaged in combat Target is unconscious or sleeping. the victim collapses and slowly tries to get up. etc. etc. 9 Exposed! Left wide open. stabilized helicopter -10 -10 normal . plus stuns* opponent for d4 rounds 8 Maximum damage by this attack. distracted. and not to the use of mental mutations. If the stun duration is more than 10 rounds. 4-6 Long delay* as delay above. then the strike is accidentally made against yourself. bad footing.The Mutant Epoch Table QSR-28 Strike Potential. but lose next two rounds Mishap! Due to a fall. somersaulting. plus random 3. tied down.8 above. stone or metal construction Target in arrow slit. over swing. mistaken identity or another reason. this attack is re-rolled but made against a random friendly target 7. wagon Target Defending from stone or metal wall. wooden construction Target defending from wooden wall.2 Thrown off balance. 3. all attacks are –20 SV. 7. 10 Disaster! Roll as a Mishap. etc. dodging. palisade.2 Double random damage by this attack mode 7 Maximum damage by this attack. see table QSR-29. Target is blinded Target is sitting down Target has fallen on ground Target fleeing from attacker. below 02-05 Automatic strike 06-95 Normal striking and missing range 96-99 Always a miss regardless of attacker’s SV 00 Fumble.4 Delay* due to slip. stumble. and staggering about trying to stay conscious and upright. he or she is +30 SV to strike. lose chance to strike next round. plus Exposed. below Table QSR-29 Critical Strike Results d10 Table QSR-31 Strike Value Modifiers Melee Combat (range 3m or less): Target has back turned and is totally unsuspecting Target has back turned. plus stuns* 5. If no such target exists. behind vehicle Target using vegetation for cover Target in fox hole. immobilized.6 opponent for one round Strike Value Modifier Target defending from wooden wall Target defending from stone or metal wall (moves backward half movement rate) d10 Result of Critical Strike 27 Quick Start Rules Missile Combat: Target with back turned and unsuspecting Target unaware of attacker’s presence Target in arrow slit. such as hover car.4 damage by attack Maximum damage by this attack. or moved from cover. impact. plus stuns* opponent for 2d10 rounds *Stun results in the target falling back d4 meters. In all cases. error. Target is blinded Target is sitting down Strike Value Modifier +40 +30 -40 -30 -20 -25 -10 -20 -15 -15 normal -20 -40 +60 +40 +15 Firing while walking -10 Firing from moving animal or ground machine Firing while running or dodging Attacker using off-hand Attacker using a two handed weapon in one hand -15 -20 (requires STR 50+ to avoid penalty) Firing from stable machine. see table QSR-30. firing at you Target prone Target around corner and is exposing head and shoulders to fire Target is fleeing or charging in straight line away from or toward shooter Target dodging away or toward shooter. etc. half movement rate Target is zigzagging. tied down. next round. Critical Strikes & Fumbles d100 Strike Roll 01 Strike Potential Critical strike.

such as an injection by poison after being bit by a snake. and instead of falling to certain doom. This is one of the most frequently used tables in the game. notice a land mine or trip wire in one’s path. but when no information is given. however in the hub rules. or see a sniper on a roof. Often. and beam weapons. toss an object up into a narrow window. Roll this number or less to succeed or avoid a hazard. Trait to use for Hazard checks Intelligence is used when defending against some mental attacks. poison. hears footsteps approaching from behind. one must first be struck by an attacker and then be exposed to some sort of injected venom. Most creature. the following standards are the rule: Endurance is used to avoid poison. using some technician skills or win at gambling. such as if a character spots a glint of metal on the far horizon or not. stick a plug into a socket while in a crashing. Often the GM. knowing the player character’s trait values. leap across a chasm. secretly rolls a hazard check and does not relate the outcome. unconscious. Table QSR-32 Sample Hazard Check Matrix Trait Value O or less 1-4 5-9 10-16 17-25 26-34 35-44 45-54 55-64 65-74 75-84 85-94 95-105 106-110 111-115 116-120 121-125 126-130 131-135 each 5 above 135 A Hazard Type B C D E 10% 9% 8% 5% 3% 20% 17% 14% 12% 7% 40% 35% 31% 26% 16% 50% 44% 39% 31% 25% 60% 52% 46% 40% 33% 70% 61% 58% 52% 42% 75% 68% 66% 59% 49% 80% 76% 72% 67% 56% 85% 81% 78% 73% 62% 90% 87% 83% 77% 68% 95% 90% 88% 81% 74% 97% 95% 92% 89% 84% 98% 97% 94% 90% 88% 99% 98% 95% 92% 90% 99% 99% 96% 93% 90% 99% 99% 97% 95% 93% 99% 99% 99% 98% 95% 99% 99% 99% 99% 97% 99% 99% 99% 99% 99% 99% 99% 99% 99% 99% 18%. acid. and a wide range of mutations with special attack modes. etc. has a feint chance of landing on the bridge deck or tangling in the ropes. Thus. spiraling aircraft. not his or her starting or totally healed value. Some hazard checks are made to achieve a goal. Willpower is used to defend against most mental attacks. and some stun attacks.: These percentages denote the chance one has to avoid a given hazard’s effects. Accuracy is necessary when attempting to grab a branch. bend bars. etc. not run when hearing the roar of certain beasts. stun. etc. clubs. O or less is used when poison is injected into an already incapacitated victim. 65%. or maintain hold on a ships rigging during a storm. diseases. such as that inflicted by bullets. etc.The Mutant Epoch 28 Quick Start Rules Hazard Checks B esides the harm done by physical damage. be spared from death by humanoids who like pretty or handsome slaves. Strength is used to see if a character can pry open a door. weapon and mutation descriptions mention the sort of trait used to make the hazard check against. such as leaping a canyon. disease. axes. including mental attacks. fend off insanity. as the victim cannot employ his or her normal agility or strength trait to hold onto the bridge. A hazard check (HC) is often called upon to determine if a given hazard or chance of a game event occurs or not. or when one is trying to walk a narrow rope bridge and simultaneously shot at and incapacitated. get passed guards. walk a narrow ledge or pipe. Perception is useful when trying to spot cheaters at the gambling table. with a detailed explanation to follow. radiation. yet at other times. to avoid a peril. . 97% etc. or becomes exposed to a disease. hazard checks difficulty ratings go from A (easy) to E. Explanation of Hazard Check Matrix Trait Value: This normally implies the use of the target being’s current trait value. and at other times. use the O trait value. inhabitants of the Mutant Epoch can encounter many other threats. In these Quick Start Rules. exhibit self control. etc. radiation. mind control or other hazard in order to be harmed. the severity of hazards goes from A to the exceedingly challenging M. merely walking into a contaminated area or breathing the same air as a diseased person is enough to risk one’s life. etc. Agility is called upon to avoid falling objects. climb down an elevator shaft or across slippery rocks. figuring out a rare relic. Appearance is called upon when trying to coax an official to divulge sensitive information.

stealing or military operations. and make up about three quarters of the pure stock and mutant human populations of the new era. gardens and fields but occasionally act as servants to wealthier households.25 50 SM/ 41%RC/ 32%R A 30 Avg. Rarely. or hired outsiders. these people. Most male commoners are farmers. During times of war. predators or other threats. like all humans.25 52 EM/ SC/ 52%R M 28 Avg. these fighters are usually the most common of armed citizens of any community. Nomadic -3 furs /skins 20+d20 5. their low tech weapons and leather armor are their own. They typically live with their own families instead of in barracks and are most often the adult. men. arm themselves and fight fiercely to save their homes and crops. Normally.5 50 SM VP 19 Avg. They tend to stay on guard at the settlement and provide law and order as well as man the walls and roof tops. on rotating watch for raiders. Boss Bounty Hunter Scavenger Trader. pillaging.5 54 SM/R M 34 Firm AGI-2/ACC-2/STR-2 -10 leather SS P 16 Poor nil -26 scrap relic 56 SS/ SC/ 57% RC M 35 Firm ACC-3/ AGI-3/ STR-4 58 EM/ SC/ 33%R M 32 Firm AGI-3/ ACC-4/ STR-3 25+d20 5. Stealth/ 56% Wild 20+d20 5.The Mutant Epoch 29 Quick Start Rules Sample Typical Human NPCs Table QSR-33 Sample Typical Humans Human Type DV Armor Worn END Commoner. nil -3 furs/ skins 15+d20 5. while females and children tend to the family homes. peasants. civvies. They differ from other semi-free peoples in that their daily focus is on labor as opposed to trading. In most towns and villages. prostitutes. nil -27 scrap relic/h 45+d20 5. child Militia.75 50 SC/ 36% RC W 23 Poor INT+d20 -20 scrap relic 30+d20 5. Officer Raider Raider. or scavengers and a scant few were once excavators and have either given up the former business to raise a family. Militia Soldiers: Either as conscripted young men or women of the settlement. nil -7 furs/ skins 10+d20 5. About half of all civilians have had previous careers as militia troopers. they are paid 2d6sp per month and fed by the townspeople.75 50 40+d20 6 -36 scrap relic/h/ c-vest 40+d20 5.75 43 LA VP 10 Poor nil 0 none 60% knife ni 3 Poor nil 2d6 MV SV 6 30 Weapon Code Valuables EFs Morale Note Code -13 leather /h 20+d20 5. mudders and serfs. woman Commoner. unmarried eldest offspring in a household with about 80% of them male. or to give chase to any law breakers or infidels who have .75 50 SC VP 13 Avg. or suffered an injury which prevented further adventures. a large center sends militia out on horse or riding dog to patrol the crop lands or trade routes. ACC-1/ INT+d20 Table Notes: See applicable code(s) for this person h wearing junk helmet s carrying standard shield c-vest wearing a chainmail vest ballistic wearing a ballistic vest *second DV is used against bullets ACC-1 Accuracy trait of 40 (+2 SV) ACC-2 Accuracy trait of 50 (+4 SV) ACC-3 Accuracy trait of 60 (+6 SV) ACC-4 Accuracy trait of 70 (+8 SV) STR-2 Strength trait of 50 (+4 STR based damage) STR-3 Strength trait of 60 (+6 STR based damage) STR-4 Strength trait of 70 (+8 STR based damage) INT+d20 Add d20 to any random intelligence trait value Stealth d6 stealth skill points Wild: Wilderness survival skill Typical Human Descriptions Commoners: These people are also called civilians.5 -20 scrap relic -7 chainmail vest 20+d20 5. Soldier Militia. women and children alike. man Commoner. fishermen.75 50 LA VP 15 Avg. loggers. livestock. volunteers. Town Trader. miners or are employed in construction. teen Commoner.

bounty hunter. arrested or killed. then later let go. assassin or other strong commander. they act as sheriff. Members of this caste often act as assassins or guardians to their employer. leaving nothing to steal. beaten and robbed is the norm. These murderous sorts of gangs are often of a different race or religious background from those they accost. criminal gang member or other outlaw. persecution by religious or racial intolerance. show disrespect. they occasionally employ their troops to raid neighboring villages or passing caravans. Militia troops tend to lack coordination in real battles. slaves and valuables back to their own settlement to better ensure the survival of their people. Reports of captives being blindfolded and taken to the raider’s camp for the night. have average morale and often break and run when faced with enormous monsters or foes who are using powerful mutations or relics. Nothing hurts a local gang of raiders worse than having a reputation for killing everybody who comes down their road or through their section of woods. leaving them impaled on stakes or hanging from trees. or from some sort of cult. avoiding any sort of raider while in the wilds or back allies of a town. thug. crude weapons. fed.The Mutant Epoch fled town. especially the women and children. is wise. but are more brutal and flashy about their mission objectives and caste. and take captives to either sacrifice to their gods. Travelers. since it is difficult to tell if the thugs are mere greedy opportunists. since by setting these robbed people free with basic gear. These rag-tag criminals prefer to simply hold up other humans. rowdy or drunken visitors to a town had best be respectful and polite when dealing with this individual. keeping a good supply of loot coming in. starvation. torture and humiliate their captives. . calculating men and women fill the ranks of this profession. Their knowledge of local law is sketchy and their enforcement of it unpredictable and often involves excessive force when ‘arresting’ people from out of town. food and water. and providing entertainment for the unit. ruffian. or merely greed. slaver. judge and executioner all in one. Large groups are lead by a raider leader. While not all militia officers are corrupt thugs. It is a known fact that troublesome. the smartest. water. These men and women might actually have been decent. or psychopathic joy killers. Both regular and elite bounty hunters are always on the look out for anybody on their long list of wanted persons and whenever a printed or hand drawn likeness sheet is provided. especially traders. instead of outright Quick Start Rules 30 killing them. Some units are reluctant to incur casualties of their own and retreat after only one of their number is killed. there are also truly wicked gangs. taking food. and whom kill and defile. troops and other hirelings out to butcher them. Such behavior only brings bounty hunters. cannibals. and see their victims as mere animals to kill on sight. Raiders: The term raider is a catch all name for any sort of bandit. they might survive the remainder of their journey to recoup their losses. who pass through an area once every couple of years. raiders of course kill those who resist being robbed. community minded folk at one time. usually operating according to the whims of their current leader. Bounty Hunters: Cold. Militia Officers: Usually appointed by community leaders to the post of militia officer based on their family status instead of personal merit. entertained. no sane person would travel thereabouts again. should steer clear of approaching militia units when in the wilds. only to be robbed once again. At other times. For the new era traveler. and have typically fought their way to the top of the pecking order and maintained their status only by beating back any challengers. and worse. Every gang of raiders is unique in some respect. one of these hunters can easily spot a wanted subject when meeting them. Furthermore. having money on hand is wise since bribery is often the only way to avoid the local stockade where being stripped. are not uncommon. many are. raiders are debased. Just as there are humanitarian raiders who steal to survive. or serve as unwilling mates. pirate. crooked merchant. but have been reduced to marauding due to the loss of their own lands. They are universally feared and hated by everyone they meet except when hired by a settlement or patron who needs an elusive person tracked down. However. and still others are courteous to their victims. merchants or common folk. and travel another day. Raider Boss: These individuals are either the toughest gang members. these men and women are nevertheless well armed and are often feared by lesser ranking militia soldiers and citizenry. or both. especially relic rich excavators. possibly even as hostages to ransom off to the local authorities. or in order to weaken a caravan by shooting a few guards before approaching it.

gathering in small bands if the vicinity is dangerous and create secret barter forts to socialize and exchange food. They make a fair. dead or alive. sub-human encampment and everywhere in between. bits of useless but pretty plastic. even to their robbery victims. or anything that doesn’t involve the search for ancient debris. The members of these trade expeditions are wary when approached by excavators or other armed units. kidnapping an attractive member of the opposite sex to make into an unwilling spouse. shoddy weapons and curiosities. and a chance that each encounter with a bounty hunter met. slave-spouses. such as in the case of a pleasure slave. as well as work for each other. If a client does not pay up on a bounty. offering their goods to whoever has the valuables to purchase them. and try to bring about their demise at every opportunity. and don’t usually attract unwanted attention from thieves. water. where the status is not specific. safe living. furs and junky relics. heading for whatever underground hole or fortified tree fort he or she calls home. taught to distrust the inhabitants of the new. when the need for food. to mate. money and weapons. trade relics. share information. they are always accompanied by at least d3+1 militia soldiers. food. or strictly alive. These folk are not known to be malicious nor murderous. mercenaries. selling everything from fish. They are not above ambushing and robbing passersby. Town traders often have a booth in a marketplace or a mere tarp strung over a hand cart. but in many cases. but they must always be watchful of street urchins who pilfer their produce. or setting traps for the unwary excavator who might happen by. as do merchants. and those who travel about with wagons and mules. It is not uncommon for a tribe of skullocks or warmorts to share a camp with a brutal bounty hunter. or helpful to a community. . but he or she rarely stays the night and leaves quickly. yet it is their job to meet people and trade with them. While most are typically loners and shun contact with regular society. looting the dead and dying after a battle. but for the most part. Excavators in particular. to military garrisons. a scavenger may enter a small trade town to sell off some merchandise. these people are fixated on the old world culture. food stuffs and information. and possibly organize a major raid on a tempting target. and so gather things of no practical value and horde it in secret stashes. that the player character is identified and pursued. recyclers and junk collectors are far less likely to undertake any task that is heroic. these salvagers. the loose knit association of bounty hunters in a region take great offense and either kill and rob the cheating employer. Scavengers: While similar to excavators in many respects. water. all the while moving water. cuts off the head and either pickles it or sticks it in a sack and takes it to whomever posted the wanted notice. Quick Start Rules 31 They are best described as the children of lone survivalists of a bygone era. get drunk together. supplies or carnal encounter is great. who are all on horses and have d3+2 pack mules loaded with 20+3d100sp in merchandise each. Traders There are two sorts of commonly encountered traders in the new era. and usually just let their prisoners go free after liberating them of ancient items. and so they are abnormally trustworthy and gladly camp with diggers. those who set up a permanent shop behind the safety of a town’s walls. getting to know the locals and trading with even the most savage humanoids. adventuresome sorts who frequent the back country. bare extreme animosity toward bounty hunters. or simply not honor any bounty offered by the faction or individual again.The Mutant Epoch A character’s history may have a ‘mark’ on it. from shanty cities to prison forts. Occasionally. due to their own sordid histories and profession. Nomadic traders are rough and ready. a bounty hunter simply kills a target. or nomads to gain mutual protection from raiders. they often trade with each other. When travelling. emerging communities. noble. humanoids and other threats. food. Most bounty hunters are either under orders to bring a person in. and an assortment of common trade goods from town to mining camps. they are harmless or even helpful to other humans. meat. escaped technician or important person. As is often the case. Bounty hunters usually hire raiders or primitives to aide them in a hunt and are often well known in the wilds from frequenting the same range month after month.

can leap up to its normal move rate in height. +3 DMG). victim must make type C hazard check. Amphibian (can breath underwater.The Mutant Epoch Quick Start Rules 32 Ten Sample Creatures Note: In the Mutant Epoch Hub Rules there are 104 creatures. Large. 36-40. one per round up to 10 daily. burns victim for d6 rounds. Body Regeneration. SV 01-60. Shooting quills on tail. 46-56. Mental Screen (see page QSR 17) 10-15. 75-84. once daily. damage is +5. -1m MV). 14. +d6+1m MV. 06-09. not bothering to Accuracy: 35 eat them. Bat wings (can fly double ground rate). swim as normal speed). +d6 MV. Shooting quills. make END based type B hazard check or pass out for 4d6+10 minutes). inhabit the smallest streams. as bite attack for size of rat. Two headed.15. Poison bite. add +d3m move. max quills 60 per day. or pass out for 3d6+6 minutes. Initiative: normal launching attacks on humanoids Attacks: 1 and other prey with little hesitation. Valuables: nil Aberrant Rat Defense Value: -10 Experience Factors: 20 Morale: firm Size: 1. d3 treat as extra bite attacks. They are more aggressive than their pre-devastation era cousins and are more likely to actively hunt humans. 59-63. Shelled (add –20 to DV. 85-91. 93-00. underground pools. -2m MV). increase defense value by +22 (DV now -30) 30-35. add d4 to land speed. Paralysis Tendrils. Head on long. d100 Alligator Mutations 01-05. with each rat having a unique aberraEndurance: 20+d10 tion from the list below. 07-13. They are Movement: 8m the most aggressive rats of all. x2 rate of all attacks). 49-58. 37-42. -1m MV but double bite damage. + 10 SV. heals 1 END per round. Shell. +2d6 DV. +2d8 SV. Giant mouth. Mutant Defense Value: -8 Endurance: 30+2d20 Movement: 4m land/9m Initiative: normal Attacks: 1 Strike Value: 01-65 water Damage: d20+5 Strength: 80 Agility: 32 Accuracy: 29 Intelligence: 6 Willpower: 22 Perception: 25 Valuables: skin worth 1sp per point of END Experience Factors: 30 Morale: firm Size: 3 to 4 meters long Weight: 410kg Mutations: 58% chance of d2 Implants: nil New era alligators. type A paralysis. Poison bite and blood. as bite attack for SV and DMG. Barbed tail (as per bite attack. 82-92. 26-31. add 20% endurance and +3 damage. swampy bogs and the greatest oceans. Very fast (add -10 DV. 16. Electrical Pulse (see page QSR 16) 41-45. 43-48. while the Mutant Bestiary One contains 173 monsters and the Creatures of the Apocalypse Codex covers 20 very detailed specialty freaks. 92-00. snake-like neck. 21-29.17.6 meters long Weight: 85kg Mutations: 1 Implants: nil d100 Rat Mutations list 01-06. range 9 meters. 6m. 32-36. Massively built. 69-76. Hopper. 69-74. Bone and spike plated (add –10 to DV. 18-25. two bite attacks. double bite attacks. both mutated and non-deviated. Crab Pincers. Poisonous bite (type B sleep. type A death. freakishly mutated rodents. Massive head for its size. Damage: d8 It has been reported that these Strength: 24 rats often merely kill and dismemAgility: 38 ber their victims. a fact that makes many Intelligence: 9 scholars insist they were designed Willpower: 30 as bio-weapons to be deposited in Perception: 43 enemy cities. d4. and no concern whether or not they Strike Value: 01-55 outnumber their intended targets. 77-81. Extra tough hide. (see page QSR 18) 16-20. but extra). using their endurance. 57-68. range 15m. Poison bite. Spits digestive acid. Alligator. shoots d6 per round. Enormous (END x2. to multiply and terrify. Six legs. Damage d10. The above statistics can also apply to both salt and freshwater crocodiles. 64-68. Two heads. Longer limbs. . Aberrant Rats are man sized.

to force it to detach and fly off momentarily. They are mutated. rust red humanoids with thick hides. but can be found in all other terrain and environments. 12% have a random mutation from the list on page QSR 15. carnivorous off shoots of construction slaves. are still dangerous adversaries when unleashing an ambush. This rule also applies if another person tries to remove the insect with hacking. these blood suckers can still be attacked. They do. which move noisily in an awkward up and down flutter and are easy to hear or see coming (-1 initiative). form large swarms and attack with sharp claws and a bone proboscis outstretched for exposed skin. .5 meters tall Weight: 530kg Mutations: 12% 1 QSR page 15 Implants: nil Garnocks are giant. or other club-like weapons.The Mutant Epoch Blood Flyer Defense Value: -0 / -10 flying Endurance: 4+d4 Movement: 1m ground/8m air Initiative: -1 Attacks: 1 Strike Value: 01-36 Damage: d3 per round Strength: 3 Agility: 16 Accuracy: 22 Intelligence: 2 Willpower: 24 Perception: 13 Valuables: nil Experience Factors: 5 Morale: firm Size: 50cm Weight: 2. and while dumb and slow. They require a great deal of food each day and see humans as a healthy choice to much of what is found in the ruins. per round. clubbing or missile weapons. a blood flyer attaches itself to the flesh of a victim and bloats itself on blood automatically (for d3 END DMG) each round up to a maximum of 16 endurance points ingested before detaching and flying off at half speed. but any miss is 50% likely to result in a stray blow (roll against one’s own DV to determine if the blood flyer’s victim produced a self-inflicted injury). iron beams. or are encountered as loners. toothy mouths and massive muscles. They fight using enormous tools. these brutes can pulverize a human with their fists or tear them in two in one bite. however.1kg Mutations: nil Quick Start Rules 33 Blood Flyers are huge mutant mosquitoes. these monsters avoid open ground where their slow speed is a disadvantage. The best removal tactic is flame. Typically. Even unarmed. Garnock Defense Value: -10 ( thick hide) Endurance: 200+d100 Movement: 5m Initiative: -1 Attacks: 1 weapon or fist or bite Strike Value: 01-80 Damage: club 3d20+18/ fist or bite d20+18 Strength: 115 (+18) Agility: 18 Accuracy: 24 Intelligence: 2d4 Willpower: 73 Perception: 22 Appearance: 2d4 Valuables: well off Experience Factors: 125 Morale: excellent Size: 4. While attached. On a successful strike. hunting or patrolling. Garnocks usually band together in small family units. running a torch under the insect is 75% likely.

The Mutant Epoch

Hydra Worm
Defense Value: -0
Endurance: 50 body/

10+d20 per head
Movement: 5m
Initiative: -1
Attacks: 2d4 bites
Strike Value: 01-60
Damage: d10 each

Strength: 43
Agility: 31
Accuracy: 44
Intelligence: 4
Willpower: 19
Perception: 43
Valuables: nil
Experience Factors: 95
Morale: firm
Size: 4.4m
Weight: 680kg
Mutations: nil

Quick Start Rules


Hydra Worms are non-burrowing terrestrial invertebrates, that

hunt alone in damp climates or ruins. Like all worms, they
are slow to react and have an initiative penalty, but their
slimy skin acts like glue and all manner of local trash,
vegetation, dust and debris clings to its hide, allowing it
blend in well with its surroundings. If a hydra worm does
win the initiative in an encounter, it means the passerby
has practically stepped on the beast which is already in
melee range and striking with its 2 to 8 heads (2d4), each
attached by a thick, snake-like neck of 3m length.

Killing a hydra worm is tricky, as to slay
it, each head must be cut off from the main
body (each head has 10+d20 END). If the
main body is killed or suffers 50 endurance,
the heads continue to fight on, but are unable
to pursue the victims beyond their reach. In a
matter of an hour, a hydra worm with a dead body
absorbs one head to become a new body, and
slithers off again.

Mutant Dog
Defense Value: -10
Endurance: 15+d10
Movement: 9m
Initiative: normal
Attacks: 1
Strike Value: 01-60
Damage: d12
Strength: 23
Agility: 38
Accuracy: 48
Intelligence: 7
Willpower: 38
Perception: 39
Valuables: nil
Experience Factors: 18
Morale: firm
Size: 1.6m
Weight: 30kg
Mutations: d2

Mutant Dogs are usu-

cific area. They always look very different
from one to the other, have some hint of
the parent species, such as Doberman,
German Shepherd, Terrier, bull mastiff,
etc., and often follow a dominate dog who
is either more powerfully augmented by
mutations and or implants, or is simply
bigger. Skullocks often ride mutant dogs
into battle.

38-43. Bat-like wings, can fly double
their ground speed.
44-52. Bone studded hide, increase DV -10.
53-61. Two headed dog, two bite attacks.
62-66. Bipedal, human hands on front
legs and smarter, +2d6 INT, can use crude
weapons and has WC-P (pg. 39), it can’t talk.
67-73. Crab shell-like armor, -d3m MV/
add -20 DV.
74-81. Massive Jaws +4 DMG.
82-84. Massive hound, x2 END, weight
d100 Dog Mutation List
01-37. Mutations from list on page QSR 15 and STR/ +6 DMG.
31-37. Back covered in throwing quills, -5 85-88. Poison Bite, Type A death. Victim
DV, shoots 2 per round, range 15m, SV 01- must make a type A endurance based hazard
check or drop dead in d8+2 rounds.
60, DMG d8 ea.
87-94. Six legs, first two are long clawed,
adding 2 more strikes.
95-00. Vice jaws, lock in death, once
strikes a target continues to do 4 pts
END damage per round automatically,
until killed.

ally either found as a wild
pack or as trained guardians
to some intelligent being. They
often have the same packwide mutations, but occasionally (33% of the time) they are
seen in groups where each dog
exhibits its own d2 mutations.
In addition to mutations, some
animals have been augmented by
intelligent beings (28% of the time
with 1 implant from page
QSR 13) and trained
to serve, often set
loose to guard a spe-

The Mutant Epoch

Reptilius (Also called: Reptili, Reptos, hissers and lizard men)

Defense Value: -12
Endurance: 12+d12
Movement: 7m/ swim 6m
Initiative: Normal
Attacks: bite or weapon
Strike Value: 01-50
Damage: d10 bite or by weapon
Strength: 22
Accuracy: 34
Intelligence: 8+d8
Willpower: 32
Perception: 21
Valuables: Type PT each
Experience Factors: 12
Morale: firm
Size: 1.4 meters tall
Weight: 55kg
Mutations: 36% chance of 1
Relics: 7% chance of 1 weapon
Implants: nil

Shorter than humans, the Reptilius are cold blooded, tribal,
carnivorous lizard men who
dwell deep in woodlands,
swamps, jungles and ruins,
in brutal, sometimes cannibalistic warrior societies.
They are xenophobic, arrogant
and consider all other beings
as livestock, torturing and eating prisoners without any notion of interrogating them or
selling them as slaves.
When a strong leader
takes control of the tribe by killing his or her predecessor, the first order of business is to invade and devour
some other species, preferably humans who often have
relic weapons. These lizard folk are not smart enough to
reload shells or make muskets, but they can certainly
grasp the basic principle of loading and firing a gun or
laser weapon.

In battle, they wear bone or sea shell armor, throw
javelins, and close in with stone axes or other primitive
weapons. Those with powerful mutations or relic weapons hold back from the fray and fire from the safety of
cover. Mutant lizards are often employed as mounts or
attack beasts, but reptilius do not consider them brothers, just as humans don’t consider horses or cows as
more than meat or transportation. These beings don’t
fare well on the surface during the winter months, or
whenever the temperature is 12.2 Celsius (10 Fahrenheit) or lower, since cool weather makes them sluggish
and dull witted; enemies gain +20 SV on all attacks,
while the reptilius move at 5 meters per round instead
of 7.

To protect themselves from mammal adversaries
during the winter months, these lizard men ensure that

Quick Start Rules


they have large amounts of meat on hand, hanging from
trees or in underground pens. Often human captives
are taken in the fall and kept alive until they are needed
late in the winter. If characters are
taken prisoner, usually after
being knocked unconscious,
they wake in a wooden cage,
hands bound behind their backs, and are kept alive
until a random winter month, when they will be fed well
for a week, then butchered. Reptilius worship cruel
gods, which demand sacrifices of blood and organs
from any intelligent beings, even reptilius from other
tribes or misfits from their own.
Occasionally, a reptilius is a loner, a true individual of
superior intelligence or vision, who does
not buy into the superior race talk,
nor the ridiculous religions and pointless wars. This reptilius may attempt to
unite with other misfits and outcasts
from other species, and seek adventure and wealth.

Reptilius are expert swimmers
and can hold their breath for up to fifteen minutes before drowning.

d100 Reptilius Mutations List

01-16. Bigger (+10 End/+10 SV/ +2 DMG).
17-23. Long legs, (increase movement
+d6m per round).
24-27. Spits digestive acid, (once
per hour, range 12m, SV 0160, DMG d4 per round, for d6
28,29. Warm blooded specimen, (can
operate at night or in cold climes as if
it were day, faster -2d6 DV, +d3m MV).
30-32. Four eyes, (+2 initiative).
33-39. Four arms, carries extra javelin and shield (DV bonus –5).
40-46. Bat Wings (fly 12m).
47-50. Huge bat wings (fly 22m).
51-55. Elongated jaw with razor teeth (+10 SV, DMG 2d6+2).
56-59. Bone plated body (-1 MV/ improve -2d6 DV).
60-64. Shell and spike Plated Body (-3 MV, improve -3d6+3 DV).
65-67. Poison bite (type C sleep).
68,69. Poison bite (type D paralysis)
70-72. Poison bite (type A death)
73-77. Huge Specimen (END d20+20,+2 MV,+10 SV,+3 DMG)
78-83. Spiked tail (extra attack DMG d10)
84-89. Massive claws (fights with two claws and bite, DMG d10 ea.)
90-92. Sickle Arms, fights using two sickle arms, SV +10, DMG
d12+2 each)
93-96. Horn on head (can gore SV +10, DMG d10)
97,98. Massive! (END d20+40, +4 MV, +20 SV, +6 DMG)
99,00. Wise-One (+2d20 INT, +d20 WILL) Roll d6 for mutation:
1,2. Mind Crush/ 3,4. Electrical Pulse/ 5. Stun Ray/ 6. Telekinesis

Quick Start Rules

The Mutant Epoch
Rubble Spider

Rubble Spiders, also called Cement Crawlers,

drop down from trees or ruined structures,
Defense Value: -25
gaining +3 initiative when they are first enEndurance: 10+d20
countered. If they win the initiative, they land
Movement: 7m
among the travelers and try to bite them.
Initiative: +3
These concrete colored spiders are built
Attacks: 1 bite
tough, with studded carapaces and curved
Strike Value: 01-55
Damage: d8 +poison spikes growing from their abdomens and
leg joints, giving them considerable protecStrength: 16
tion but also slowing them down. They often
live in groups, weaving webs across pits and
Accuracy: 32
passages, between ruined skyscrapers and
Intelligence: 6
in ancient elevator shafts. Their webs are not
Willpower: 38
usually a threat to man–sized beings, but if a
Perception: 57
person happens to fall or run into a new web,
Valuables: nil
Experience Factors: 25 he is stuck to it until he either breaks free
with a type E, strength based HC, or uses a
Morale: average
blade to cut through the web. The web can
Size: 1.1 meters
be hit automatically, but takes 40+d20 enWeight: 52kg
durance of damage to cut through. The spiMutations: nil
der’s main attack is its poisonous bite, which
is often enough to knock a human out, (type


Defense Value: -12 (junk armor)
Endurance: 10+d20
Movement: 7m
Initiative: +1
Attacks: 1 weapon
Strike Value: 01-50
Damage: d12 javelin/ d8 knife
Strength: 24
Agility: 33
Accuracy: 30
Intelligence: 2d6
Willpower: 40
Perception: 45 (+1)
Appearance: 3d6
Valuables: VP (Very Poor)
Experience Factors: 20
Morale: average
Size: 1.3 meters tall
Weight: 50kg
Mutations: 10%/1 mutation
Relics: 1 in 20 chance of WC-R each, pg.40
Implants: 1 in 20 chance of one, pg. 13

Skullocks, also called gremlins, peskies, rubble robbers, and nuke-goblins, are short, sinewy, savages, with pale gray or olive skin.
They stand just over a meter tall, have long
arms, beady red eyes, blunt ears, teeth
like a dog, a stench like rotting meat,
and are the most common humanoid in The Mutant Epoch. It is believed they were bio-engineered as
expendable troops by ancient human
factions. While their size and weak minds don’t make t h e m
the same sort of threat as more advanced foes, their numbers,
hyper-reproduction, and savagery make up for it. Since they often inhabit ruins and underground areas, they have uncovered


B, sleep poison,
hours). Unconscious prey is
wrapped in a
cocoon of web,
hoisted 2d20
meters off the
ground and later (3d6 hours),
all the rubble
drained of body
fluids at a rate of
d6 endurance
per round per
spider. The cocoon can only be broken out of by someone with either great strength (type D, strength based
hazard check, one try per half hour) or by a mutant using a beam mutation to blast apart the web shell (auto
strike, endurance 30+d20).

a great many artifacts and can use relic weapons and modified
scrap relic armor. Skullocks are too ignorant to program robotics or use computers, advanced weapons or even reload spent
ammo casings, but they are able to employ more basic relic
weapons, such as assault rifles, auto pistols, SMGs,
grenades, rocket launchers, etc. There is a 5%
chance each has a relic weapon from
code WC-R, page 40, a 10% chance of
a random prime mutation, and a 5%
chance each one is augmented with
an implant. They typically wear fabric
wraps and junk armor, and throw javelins before closing in with knives.

Individual skullocks can advance in rank, like other humanoids,
and occasionally one exceptional individual among them masses an army
and unleashes an invasion on other
communities. This war typically lasts for a
few weeks before greed,
tribal in-fighting and religious disagreements pull
the coalition apart. Smart
or misfit skullocks have
been known to split from
their kind and join human
adventure teams, trying their
best to conceal their racial
identity with makeup, wigs,
cloaks, and perfume. They
speak the common area
language, poorly, and in some regions have established trade with human settlements. Half skullock,
half human crossbreeds have been encountered with greater
frequency in recent decades.

per round. was intended for front line troops. iber. Should the winged slasher be unable to employ its bladed tail. Its design. Modern versions also accept 100 round drum magazines. They take standard rifle ammo. it can bite for d12+2 damage. self administered needle and chemical soup array. they attack from someplace above and behind. However. This M203 style launcher uses pump action to shoot one grenade. The chemicals and anti-bodies injected into the skin protect against a great many venoms and toxins. If winged slashers win the initiative. counteracting them as best as they can. dodge or agility DV modifiers on the first attack. police and military personnel for hundreds of years. night scopes. Stats on page 23. The typical weapon found is standard 73% of the time. The typical version has an impressive 20 round dual feed magazine. Ten Sample Relics Anti-toxin-injector: This single dose. Assault Rifle: Second only to the automatic pistol. poisonous gas. these leathery winged terrors have a bone blade that they use to slash prey. has undergone little change since 1960. their overall reliability and ease of maintenance. such as when its on the ground. often from behind. much like pteranodons of the Cretaceous period on earth. 100m. belt fed ammo. disallowing the target any shield. and pistol calibre variants exist. except that instead of a normal tail. and holds up to four grenades (found with d4 frag grenades unless otherwise stated). the few changes common to all is in their corrosion resistant alloy and plastic parts. but 4% are officer issued ‘deluxe models’ which have a large 30 round clip ex- . Reptilius can ride these creatures which move at -3m flying speed (11m when mounted). even more so than the assault rifle. An attached under barrel grenade launcher is also discovered 9% of the time. It is to be injected either prior to or just after exposure to toxic substances such as bio-weapons. and other accessories. although high cal- Auto Pistol: This standard automatic pistol has been the work horse sidearm for criminals. It is the most commonly found relic weapon. this weapon is the most common relic found in the new era. otherwise a bull-pup configuration. taking affect within d6 rounds with a 84% success rate.The Mutant Epoch Quick Start Rules 37 Winged Slasher Lizard Defense Value: -5 /-25 flying Endurance: 50+d20 Movement: 6m/ 14m flying Initiative: +3 Attacks: 1 Strike Value: 01-64 Damage: d20+5 Strength: 37 Agility: 67 Accuracy: 64 Intelligence: 7 Willpower: 34 Perception: 87 Valuables: skin worth 65sp Experience Factors: 45 Morale: excellent Size: 7m wingspan Weight: 47kg Mutations: nil Winged Slashers are odd reptiles. either traditional or ‘bull-pup’ (magazine behind trigger group). venomous animal bites and such. loaded with d3 fragmentation grenades.

Using Grenades: Besides those launched by a machine or grenade launcher. Grenades were designed for weapon based launching or hand throwing applications via a manual pull-out pin and grip release system. Fragmentation Grenades are more powerful than the classic ‘pineapple’ grenades of old. All auto pistols can be fired at their maximum rate as well as single shot mode. slightly curved relic offers some protection from cut and thrust attacks. in nonatmospheric situations as well as against such foes as pit slimes and other beings unaffected by bullets or blades. These units were mass produced and designed for use against human foes as opposed to larger robotic units. taking one round to travel to the target. This fist-sized explosive has a 4 meter blast radius. while the other ends in a human-like hand capable of holding any regular relic. The damage from a single strike is sufficient to kill most men. DMG d20+10. plus or minus any strength based range modifier noted on the trait modifier table. Laser Carbine: Firing a single red beam per round. square shaped. 3 shot per round rate of fire. In weapon launch mode. Combot. once the pin is pulled. but offers exceptional cover from bullets. operating a keyboard or Quick Start Rules 38 performing other tasks.The Mutant Epoch tending from the grip. This shield has a tiny 5 x 10cm wide slide open window to permit a user to aim pepper spray. this energy weapon is a very effective. Or. SV 01-70. usually sufficient to harm 8 man-sized beings if the victims are grouped in typical ranks. the grip is released. this blue or black. (DV -5/-22 vs. with the above statistics for an Erickson 3000 Infantry Trooper being the most typical. Light Defense Value: -25 Endurance: 40 Movement: 7m Initiative: normal Attacks: laser carbine or springspike Strike Value: carbine 01-80 / spike 01-62 Damage: laser carbine 2d20+10/ spike d12+12 Strength: 80 (+10 dmg) Agility: 40 Accuracy: 54 (+10) Intelligence: 34 Willpower: 110 Perception: 34 Experience Factors: 50 Morale: not applicable Size: 2. or cave mouth. 20m. A grenade launcher can be set to make the grenade go off on the third round instead of upon a hard impact by manually priming the projectile prior to loading and firing it. Stats on page 23. . waking within 2d12 rounds to full power and awareness. They have one laser carbine arm. This same hand has a spring spike built into the forearm and is used when in melee range or its carbine is out of power. page QSR 5. The laser carbine can be removed and replaced with a more advanced weapon or another robotic hand by a mechanical or robotics technician. 1 for weapons and the other for continuous operation for 8 years before a recharge is needed. or accept additional energy from power cells. The programming of these units was simple: kill anyone not broadcasting the specific alpha numeric code of an ally. and a superior. Light Combot: Hundreds of models of this most common robot were built. Laser carbines are somewhat effective underwater (half range and DMG). it can maintain minimal operations for 79 years. bullets). Ballistic Shield: Used by SWAT teams of old. hatchway. if the combot is reprogrammed by an intelligent master. the grenade can be held for 2 rounds and thrown on the third to detonate on impact. In sleep mode. Stats on page 23. these explosives can all be thrown like a rock.1 meters tall Weight: 120kg Power Supply: This unit employs 2 power packs. The laser carbine can fire 40 shots per day from onboard power. a stun pistol or other gun barrel from within the protective barrier. In hand held mode. long range killing tool. allowing the grenade to bounce down a distant stairwell. it carries out whatever the new controller commands. the grenade is usually primed to detonate upon contact with a hard surface. power packs or external supplies via cables and extension cords.

muscle freezing. 5. dart pistol Assault rifles or shotguns d10 1. shovel. circuit locking energy. 10. 9. especially when accompanied by a riot helmet. javelin.8. chain. needles WC-RC WC-R Auto pistol. 6. 4. Those hit suffer 2d20 stun damage. Weapon Code Classification Examples Primitive WC-P Standard Street WC-SS Club. 3. bottle. sub-machine gun. spear Crossbows. found 6% of the time. poleaxe Knife. All weapon codes start with the prefix WC. 9. Club Staff Chain Roll d8 plus crossbow Roll d8 plus bow *plus knife Axe. denote it differently from any other of the many reference codes used in the Outland Game System. as protests in the old world were widespread. 9. 3. d10 1. axes. the following tables provide a random selection for quick determination. club WC-SM WC-EM WC-SC Bows. dagger. a great many have survived into the post apocalyptic era. chain. Useful Tables Weapon Classifications M any tool-using creatures and typical humans employ weapons of one sort or another. reliable and brutal weapon hasn’t changed much in hundreds of years. this suit is made of layers of plastic and fiber. 7. Laborer* (WC-LA) Club Hammer (DMG d8) Shovel (DMG d10**) Pitchfork Staff Chain Crowbar (DMG d10 or +2 SV/ DMG d10+3**) Sickle (DMG d8) Scythe (DMG 2d8) Hatchet *plus knife ** Two handed use . 6.Riot Armor: Providing excellent body protection. 7. Hatchet 6. and one of the few allowed to common peoples of earlier times. It was widely used as a civilian home defense weapon. 2. pitchfork. Those rendered unconscious remain so for 1 hour + 4d10 minutes. 5. Its main purpose was to deflect stones and baton strikes during riots. 10. Most versions hold 8 shells. 8. but a police version exists. axe. particularly near the end of the pan-global civilization. which remains in effect for one hour before healing at a rate of 1 point per minute. 2. rapier. which holds 10 shells. GMs can use these tables as a guide or create their own codes. but it is not ballistic grade nor is it designed to withstand beam weapon and explosions. 4. staff or club Laborer WC-LA Standard Military Elite Military Standard Concealed Unconventional Concealed Relic Concealed Relic Primitive* ( WC-P) Spear Axe Javelins. sling WC-UC Poisoned dagger. Machete 5.10. flint axe Sword. Stun Pistol: This handgun fires a blue laser beam of neuron scattering. and while an adventure supplement or listing may give a specific armament for a species or group. 8. reliability and toughness. 39 Quick Start Rules The Mutant Epoch Pump Shotgun: The design of this simple. sword. Because of its popularity. d4 Bow & club Sling & club Bow & axe Club Spear & club *plus dagger d10 Standard Street* (WC-SS) 1-4.

8 *plus a regular knife Metric Conversion Table Volume 28 millilitres (ml) = 1 fluid ounce 0. what they carry represents all their worldly wealth. 9. and for the busy GM. 2. 2. 3. many on the fly or random encounters don’t. 7. 5. While many pre-written adventures state what a person is carrying. 3. d4 40 d20 Relic (WC-R) 4-7. The code prefix VC usually proceeds a valuables classification code. death poison Needle ring coated with type C.14 Litres = 1 quart 4. death poison Dagger coated with type B. death poison Fold out double crossbow Food & drink type B. 9. 6. sleep poison Musket pistol & 10+2d6 rounds Possessions Carried Classifications Approximate conversions Length 2. 5. 5. the following possessions carried classification tables greatly speed up the process of establishing what somebody has on them when robbed or looted. 5. Currency Note: 10 silver coins = 1 gold coin . 7. 4.57 Litres (L)= 1 pint 1. as in VC-A or VC-EX. 4. 3.6. Knife Sling & knife Dagger Dagger & sling *plus dagger and no shield *plus knife 1-3.5 litres = 1 gallon 0. 6. 4. 10.45 kilograms (kg) = 1 pound 0. Assault rifle with 2d20 rifle rounds Pump shotgun with 2d6 shells d3 Fragmentation grenades Dagger coated with type A. 8. sleep poison d4 knives coated in type A. and for M most of these beings. Standard Military* (WC-SM) Machete Long sword Hatchet Battle axe Spear Battle axe Bow & sword (no shield) Sword & javelin Sword & spear d6 1.8 grams(g) = 1 ounce 0.03 cubic meters (m3) = 1 cubic foot d8 Possessions Carried Classifications Code Very Poor Poor Moderate Well-Off Wealthy Very Wealthy Adventurer Advanced Adventurer Primitive Trophy VP P M WO W VW A AA PT any humanoid creatures. 2. etc. 2.6 kilometers (km) = 1 mile 1000m = 1 km = 0. 4. carry some sort of personal wealth with them. as well as all typical humans.62 miles Weight 2. 10.Quick Start Rules The Mutant Epoch d10 1. 3.9 metric tonnes = 1 imperial ton Temperature boiling points: Fahrenheit 212° Celsius 100° freezing points: Fahrenheit 32° Celsius 0° convert to celsius: Fahrenheit temperature minus 32 x 5 divide by 9= Celsius Unconventional Concealed* (WC-UC) 1. Elite Military* (EM) Greatsword & bow Longbow & machete Crossbow & saber Heavy crossbow & machete Machete & musket with 30+3d6 rounds Machete & musket pistol with 30+2d6 rounds d6 Relic Concealed (WC-RC) Auto pistol with 3d6 pistol rounds Pump shotgun with folding stock & 2d8 shells d4 Fragmentation grenades Stun pistol with 2d12 shots remaining Standard Concealed (WC-SC) 1. 6.5 centimeters (cm) = 1 inch 30cm = 1 foot 1 meter (m) = 3 feet 1. 4.

. 3. worth 1600sp 41 . 8. full. 200+d100sp ea. 5. 6. 2. worn on necklace Standard rifle rounds. Plastic scrap worth d6sp Silver pieces d12 Silver pieces d20 Silver pieces 2d20 Silver pieces d100 Gold coins d6 Small gem worth 2d20sp Plastic bits worth 2d20sp d6 Moderate (M) 1.The Mutant Epoch d8 Very Poor (VP) 1. Narcotic: kicker berries.10. As ‘well-off’ rolled twice Gold coins d100 Coins: d100 gold. 8. 19. 2.2. 8. worth 2d8sp Gemstone necklace worth 300+d1000sp Diamond on neck string. 15. Furs. 4. 3. using d12 d20 Primitive Trophy (PT) 1. d20 gold coins d100 silver pieces d12 gems worth 100+d100sp ea. 2. d6 Very Wealthy (VW) Coins: 2d100 gold. 5. 14. 1000-6000 silver pieces Plastic items worth 1000-8000sp Gold and silver nuggets worth 10008000sp Roll 3 times on classification (A) 1 empty relic weapon from classification (WR) d1000 silver pieces Plastic items worth 2d1000sp Furs. 6. d6 worth d100sp ea. Tusk necklace worth 2d10sp Fine Fur cape worth 4d10sp Scalps. d6 each worth d100sp Plastic bits worth d100sp d6 Well-Off (WO) 1. d6 jewelry worth 200+2d100sp ea. 2. 9. 17. 2.4.4. teeth) worthless Narcotic: gebrull joy beans. 5. 4. 9. worth 400+3d100sp ea. functional. 11. 10. 3d6 tied on necklace Fragmentation grenade. 4. 4. dl00 gold coins.8. 300+2d100sp ea. d100 silver Gems d6 worth 100+d100sp ea. d6 jewelry worth 5. pear Is worth 3d1000sp 2d6 Gold nuggets worth d100gp Full power cell 3d6 rifle rounds 2d6 shotgun shells 3d6 pistol rounds Re-roll twice. 5. 13. Plastic items worth 2d100sp d6 Wealthy (W) 1. 5. 6. 3. 100sp ea. 1. 16. 20. worth 20+d20sp Shrunken Head.12. d1000 silver Gold coins 3d100 2d4 gems. 2. full. 7. 5. 5. human. 18. see narcotics and alcohol.3. worth d4sp Jade Knife. 6. d6 jewelry worth 13. 3. worth 200+2d100sp Dried human body bits. 3. on page 124 (TME Hub Rules) Mini power cell. 3.. As ‘very wealthy’ rolled once Quick Start Rules d20 Adventurer (A) 1. 4. 16. 12. 3. Silver pieces 2d20 Silver pieces d100 Gold coins d10 Tiny gems. worth nothing Gold nugget necklace worth 3d100sp Glass bead bracelet worth 2d6sp Bone dice in pouch. 7. saved for dinner Lucky rabbit’s foot Silver pieces d3 Silver pieces d6 Silver pieces d10 Plastic bits d20sp worth Semi-precious gem worth d20sp Stone jewelry item worth d20sp d8 Poor (P) 1. 7. d1000 silver d6 gems. 3d20. 6. worn on necklace Fruit alcohol. 20. 6. 6. worth 25sp/L Rare feathers in headdress. 6. 15. 5. 4. As “wealthy’ rolled twice 14. d1000 silvers d20 gems and d12 jewelry items 17. 4. fingers. in skin.2. 11. d6 Advanced Adventurer (AA) 1. A dead rat. 7. 10sp ea. 3. tusks.6. 18. worn on necklace Power cell. 2d4. As ‘moderate’ rolled twice Silver pieces 100-600 Gold coins d20 Coins: d20 gold. 19. penis. worth 3d20sp Hell-cougar pelt. d3 liters. (ears. see narcotics and alcohol on page 124 (TME Hub Rules). 2.

Policeman’s truncheon.Quick Start Rules The Mutant Epoch Treasure Table TME-HUB-1 01. Alloy hub cap. holding assault rifle. worth 50+2d20sp Flask. 06. worth 5+d6sp 79. 36. burns for 12 hours 95. Plastic sign. Japan/ 8. 12m long x 30cm wide. heats up and vibrates Nylon 4 person dome tent. 32. 41. looks fake only when drawn. 2L. 19. worth 7+d8sp Aquarium net. worth 10+d20sp 59. Elvis deity bust sculpture. 10kg. zipper crotch. 07. BB rifle. worth 50+d20sp Plastic lawn chair. black frame. Cleaning kit for pistols. worth 7+d8sp Plastic sign. 10m long. 60cm long. worth 20+d20sp Nylon body suit. 10cm wide by 20cm tall. +1 DMG. 08. cheap. worth 4+d6sp Plastic travel mug. worth 2+d6sp 65. 12 keys. 56. worth 14+d20sp 85. Buddy Holly. 02. altogether worth 10+d10sp 78. worth 30+d100sp Plastic wine glass. Ski goggles. red. Roll of plastic food wrap. US flag print. 20m range. 47. rifles. red. nylon. 1kg. 27. worth 6+d6sp Nylon dog leash. worth 30+d20sp Bright blue nylon gift wrap. 3kg. and shotguns. Stainless steel. clear. auto kills insects. automatic pistol. worth 4+d4sp Plastic wash basin. Bright hunter orange nylon ski-mask toque. worth 30+d20sp Plastic school binder. no holes. mini power cell drained. Non-responsive. club +1 SV. 22. purple. DMG d4. 28. Plastic pancake flipper. like new. worth 10+d20sp 20cm tall flag pole. Johnny Cash. “Open” other side “Closed. worth 70+d100sp 69. worth 70+d100sp 86. 53. worth 10+d10sp Baby stroller. white. holds 3d100ml scotch worth 30+d20sp Life-size. 15. 2m green. Plastic jewelry box. simulated cinnamon smell. worth 11+d8sp 67. 24 sticks. 100 albums worth 200+2d100sp Nylon military action figure. female. white. mirror. 33. 35. oil and rods. Men’s Washroom plus man symbol. 1L. 42 Toy military helicopter. 12. cartoonish toy horse. has removable orange tip. quantity 3d6 each worth 2sp Bag of plastic spoons. worth 10+d12sp Soapstone sculpture of weasel. 31. pink. 39. worth 3+d8sp 74. worth 12+d20sp Nylon duffle bag. black with lime green details and strap. wind-up ballerina. 10cm long. black. Red tail reflector off vehicle. plug-in or accepts mini-power cell for 10 hours of use. 20cm long. worth 70+d20sp Hard plastic suitcase. stainless steel. each worth 2+d6sp 87. uses 1 pill power cell. worth 18+d20sp Baby teething ring set. worth 12+d20sp Alloy scuba knife in bright green plastic sheath. worth 50 +d100sp Silver cross on fine chain. worth 6+d6sp 83. worth 3+d6sp. tropical plant. +2 SV. pack worth 10+2d10sp 96. faded. tan. Pair of reading glasses. 300ml. worth 200+2d100sp 100. red. Toothbrush. Magnet with sunflower decoration. bulky. spiders. worth 40+2d20sp. worth 12+d12sp 73. Dayglow lime green rain poncho in bag. 04. and other 1950s and 1960s hits. operational. slips onto but stock of shotgun. worth 35+d20sp Bright red plastic clown nose. 42. faded paint. Not a robot. +6m move downhill. Solar powered calculator in case. 17. 09. Hot pink. compact folding style. worth 6+d8sp 72. worth 40+d20sp Toy. wallet value 15+d8sp 97. Clear plastic aquarium tubing. worth 30+d20sp Music mini disc collection of all Elvis. like new. yellow. 5 shell capacity. 11. white. zippered with pockets. receives broadcasts only. yellow. like new. 25. 24. 34. +2 DMG otherwise normal hatchet. worth 60+2d20sp 84. water and bug proof. worth 300+2d100sp 63. 40cm diameter. black. worth 6+d6sp Bag of dark green army men. 20cm wingspan. 200 count. 15cm long flag. 1 man plastic boat (dinghy) clear. blue. worth 70+2d20sp Nylon bag of 12 tough plastic tent pegs. will accept a mini-power cell to make life-like noises. single pump. worth 3+d6sp 98. 52. floats. worth 4+d4sp Nylon afro costume wig. in case. wearing body armor. worth 70+d100sp 61. thermal. roll for version. rate 1. EU/ 6. worth 30+2d20sp 80. worth 100 +d100sp Blow-up 2 person air mattress. black. Pair of woman’s knee high fashion boots. 14. flexible plastic adult doll. sheath. found loaded with 2d100 steel BBs (max capacity 300 BBs). worth 40+d100sp 82. 1m wide by 6m long. worth 5+d20sp 91. worth 50+d100sp 75. with 6m cord between solar array and fan. Will hold charge after sunset for 6 hours use. large 4L. baby blue swine. 57. USA 89. Electric flyswatter. Plastic Baseball cap. black fabric. nylon. actually works. 3d6 mild painkiller tablets inside. +3 movement rate on flat ground for child-sized riders. Box of 3d6 glow in the dark stars with peel and stick backings. 20+d10sp Plastic toy dinosaur. 15cm tall. etc. fake.. worth 100+2d100sp Backpack-carried water purification pump and filter set. purple. fiberglass poles. black. holds 50kg. yellow. range 10m drained. black. Nylon hammock. blue. red. Pose-able. worth 18+3d6sp 93. worth 5+d6sp Clip on flashlight for baseball style cap. worth 20+d12sp Scuba fins. 16. 46. 44. Roll d100 Child’s scooter. 2d6m. 05. 40. 38. worth 30+d20sp 54. max cap. worth 18+d8sp Puzzle cube. many colors. US flag pattern worth 90+d100sp Plastic doggy bowl. +1 SV. 64. Gun magazine in plastic wrapper. Mexico/4. Desk flag. Canada/2. woman’s medium. worth 5+d6sp Toaster. silver. plug-in style worth 50+d20sp Small. T-Rex. 2kg. 12cm tall. 37. plus tree line cords. 23. UK/ 6. worth 24+d12sp Child’s toy ring. 43. yellow. Umbrella. blue. plastic handle. men’s. worth 140+2d100sp Box of plastic straws. Pair of men’s waterproof boots. worth 20+d20sp Wrap around black sunglasses in case. worth 100+d100sp 99. 5kg. Small. for 12oz coffee or tea. plastic. woman’s purse with strap. worth 20+d20sp Child’s bright pink flip flop sandals worth 10+d6sp Folding nylon and steel camp chair. worth 200+d100sp . yellow. Australia/ 5. worth 18+2d20sp Nylon shotgun shell holder. worth 6+d6sp 70. black. resin plastic. bulky. 49. SV +3. assorted colors. like new with swabs. can’t send. worth 20+d20sp Fake flowers. worth 30+d20sp 60. 500ml alcohol flask. and 3d100 dollars in US cash. Golf ball. 10. please come again”. +5 SV. men’s. no bonus going up hill. d6: 1. Pack of sandalwood scented incense. worth 1+d4sp 88. worth 30+d100sp Blow-up. tethered together as set with price tag still attached. worth 200+3d100sp 62. worth 100+2d20sp 58. Solar powered electric desk fan. bright blue and steel. 29. 30. 48. 100 count. California/3. brown. 30cm tall. 50. spout. blue. Plastic wallet. 40cm long. trucker style. worth 3+d4sp 90. gray. Large scented candle. 51. worth 12+d20sp Blow dryer. worth 20+d20sp 68. six daisies. 45. worth 10sp per meter 71. worth 40+2d20sp Snorkel and diving mask. empty worth 25+d20sp 77. Bronze statue. worth 100+d100sp Plastic Samurai sword. Plastic pill bottle. worth 50+d100sp Plastic box containing 24 oil pastels. worth 100+d100sp. folds up and in good condition. Solar powered radio with antenna charge lasts 48 hours. worth 40+d20sp Fold-out book light. rubber grip bottom. 7cm tall. worth 100+d100sp. silver plastic with huge fake purple gem. China/ 9-12. 55. Plastic mixing bowl. +1 dmg knife. Stainless steel water bottle with flip lid and strap. needs pill power cell for 72 hours continuous use. red. 10cm x 4cm. multi-colored worth 15 +d20sp Dark green plastic garden hose. 18. Ceramic piggy bank. full of an ancient person’s ID. 03. Plastic toilet plunger. pale blue with pink mane. credit cards. worth 5+d6sp 66. of bearded man nailed to a cross. if under 5 END undamaged trait value. bright pink. US Army. 10cm opening. worth 10+d20sp 94. 26. Hand crank light (10m range) with radio receiver. appearance score 60+d20. +4m swimming movement rate. 20. worth 30+d20sp Wood axe with bright yellow composite plastic handle. Glow in the dark plastic toy bat. 50cm tall. worth 80+d20sp Child’s plastic bucket with handle. holds 40kg. 13. black. 500g. 3kg. 30+d20sp Child’s toy piano. x4 magnification worth 30+d20sp 92. can be made into buckler style shied (with -1 DV extra bonus) worth 30+d20sp 81. 21. camo print worth 14+d20sp 76.

The Mutant Epoch


Quick Start Rules



The Mutant Epoch


Quick Start Rules



Quick Start Rules

The Mutant Epoch

The Mutant Epoch™


R o l e

P l a y i n g

G a m e


Game Master:

Character Type:

Date Rolled:

Generation System:

Pre-Play Caste:

Rank :

Experience Factors:

PC's Faction:
Healing Rate



DMG Mod:

Range Mod:

SV Mod:







Agility Mod:
Armor Worn:
Helmet Worn:
Shield Used:
Dodge Skill?:
Other Skill?:
Other Mods:

MV Mod:



Defense Value:

Base Strike Value:

Movement Rate: Base:

Attack Mode


portrait or Insignia


Rate Range



Ammo or Uses

Skill Adds
pts. SV Mod. DMG

Mutations, Implants & Skills

Sexual Orientation:
kg Height:
Skin Color:
Other Features:
Swimming Ability:
Read & Write?:
Do Math?:
Languages Spoken:
Diseases or Parasites?:
Radiation Exposure:

w w w. m u t a n t e p o c h . c o m


Starting Pack Code:


Days Rations:

Liters Water:

Bounty on PC's Head?:
Valuables Carried:

Official character sheet TME-vertical-1b

Character’s history, non-carried possessions, property, slaves, pets, list of vanquished foes, etc. on back....

The Mutant Epoch Quick Start Rules 46 46 .

reserves of dried reeds and twigs are bundled along the underside of the bridge and ignited by defending archers using flaming arrows. Technology: The nearby Overgrown Ruins have endured generations of scavengers and excavators who have pillaged the foliage covered troves. and enclosed archer huts. allowing the directors to listen to radio shows and broadcasts from far off lands. Sandbarra depends on a water turbine which produces its modest electricity needs. and protected by wooden palisades. old world tunes. do fall under the care of the Rangers. the relics have entered Sandbarra and stayed. drift wood and mud tiles. The homes within the walled community are of scrap. Anyone approved by the board can buy a 100 by 100m of farmland for 2000sp. It is said that the satellite dish sends and receives transmissions between the Lower Freehold and the Northern Freehold office in Overpass. It is the plan of the board of directors to expand Sandbarra across Barter River and make a large. their military chief. Buyers are expected to build their own fortress-homestead. while all sewage is dropped through holes in the town deck and allowed to flow out to the sea. . as most of the locals use canoes. Water and Sanitation: Barter River provides adequate drinking water. On the southern shore. Within the town is a vast dock. also strapped to the ancient beams. and upon this framework a mighty and impressive fortress town has been raised. Construction: Sandbarra is built on the ancient concrete ruins of some unidentified ancient structure. A radio tower and satellite dish are also attached to the highest concrete protrusion. and if the town is attacked from this side. leaving only steel pylons behind. connected to a small broadcast setup within the Director’s Headquarter Building. fighting off predators and humanoid raiders as needed. spikes. Here. which will destroy the bridge within 3d6 minutes. There are several communicators here. possibly the stump of a great skyscraper. Wooden pylons and scrap girders have been pounded into the sand. lashed to cross braces and fixed to the old cement and steel supports. now sit patches of farmland. Also attached to the town’s tallest ancient ruin is a transmitter beacon. plus. and three spotlights mounted high up on the settlement’s peaks. allowing the coordination of anti-Aberrationist or anti-Purist operations. providing power to a single medium laser cannon. muster to the defense of Sandbarra if the fortress comes under attack. rafts and rowboats to travel to and from the town. Population: Total 503 to 633/ (Pure Stocks 250+2d20/ Mutants 190+2d20 and 30+d20 Ghost mutants/ Cyborgs 12+d12/ Synthetic humans 11+2d8/other 2d6) Site Details: Sandbarra gets its name from its location. with an emphasis on fireproof materials and sheathing used on all structures near the edges of town. and actively utilize the land for crop growing. who patrol the homesteads by day and stay at various farm houses by night. A narrow bridge made of flimsy wood and rope is the only access to the southern shore. The sandbar exists due to a series of ruined concrete and steel supports which jut up from the river like the lower jaw of some enormous beast. These acreages have been sold to individuals and peaceful religious groups Sandbarra 47 who while lacking Sandbarra’s direct protection. a long strip of sand out in the wide estuary of Barter River. where for a hundred years Sandbarra’s day farmers have grown excellent crops and grazed their cattle.The Mutant Epoch: Quick Start Rules Sandbarra An excerpt from the Crossroads Region Gazetteer Faction: The Lower Freehold Government: Ruled by a hereditary council: The Directors. Mainly. which at this point in its journey to the sea has become a wide river. This bridge can only take 500kg of weight before it collapses. both owned by the directors. walled agricultural perimeter in that area. as well as the leader of the local Southern Rangers. Radio Freehold is transmitted throughout the region. thus expanding the population of the place and better ensuring their survival. with a yearly property tax to Sandbarra of 40sp. and through various means. as well as the intermittent propaganda by the Southern Rangers who operate the station. and anybody with a transistor radio or other receiver can tune in and catch a mix of poorly recorded local music.

the big concern for the gatekeepers is whether or not a group of travelers is from an enemy faction. wear tactical armor during war times. while those convicted of being enemy spies. and make for the walls and report to any militia soldier or Ranger for orders. and while they lack any sort of military skills. or kept in their master’s room. Nearby. ‘Butch’ and its kin wait to devour the condemned. and has occurred from time to time. managing to keep raiding herbivores out. while no solider robots or larger machines can leave the visitor’s room. fishing at the mouth of Barter River has always been exceptional. and all newcomers are warned not to swim in the waters around town nor to annoy or in any way harm the great beast. Visitors to Sandbarra: Like all towns in the Lower Freehold. who observe whoever is approaching the steel and stick staircase going up to the various outcrops. it is difficult for enemies to fire on the weapon and determine if they hit it and its crew or not. even with restricted weapons. where a rather large mutant alligator. and no sex act to be performed with companions. Cyborgs with restricted weapon implants must likewise stay in their rooms. often taken from them by Southern Rangers and militia. the base of the tower is joined to the Sandbarra 48 main Southern Ranger garrison. and their primary weapon. grenades. so too. the directors of town offer a 5sp per reptilius head bounty. get away from their bridge and not come back under penalty of death. The punishment of non-violent criminals is often forced labor and fine payments. mutations and firepower to the defense of the town.The Mutant Epoch: Quick Start Rules Dangers: While Purist attack is possible. during the night. The rules state that nobody can carry around a chain gun. (GM: consider mutations cosmetic only for game purposes unless dealing with individual militia personal). If. or at least shortly thereafter. while carnivorous pets must be muzzled and leashed at all times. and occasionally making forays up and over the town walls and into the streets to butcher and drag off the unwary. if the attackers occupy the river. range 53km/ 1 crew/ 30 shots per power cell). rapists. but what is known is that building occurred when the tidal waves and great flooding had ceased. maybe a cyborg. or else by the Wadango nation of reptilius. There is also a detachment of 12+2d6 Southern Rangers dwelling in their garrison. the real threat to the continued habitation of Sandbarra is the constant Aberrationist pressure from the north side of Barter River. but have so far been repelled by the tenacious. There is no dueling nor brawling allowed anyplace. are known to add their strengths. a group arrives that has a mix of races. knowing that either the Purist or Aberrationist human factions. when the sea began receding. fishermen and shorefarmers whenever they can. and he is protected by the authorities. as these groups will be seen as enemy agents. with some pure stocks. are 4 catapults. with the owner responsible for posting a guard on such devices. they are each armed with a relic weapon (WC-RC) and a communicator. Butch can be seen sunning himself on the extreme western edge of the sandbar. especially into the pub. at a cost of 5sp per night. Aberrationist commandoes have tried to take out the cannon with rocket launchers and other projectiles. Nobody actually recorded the date when it was first settled. From these holes the militia troopers will observe approaching strangers. well fortified inhabitants and the notorious. are tied by their feet and dragged downstream of town. This gun turret is always well guarded by 5 militia soldiers. then the whole group will be admitted. These travelling dig teams often act as elite squads to make nighttime raids on enemy encampments. Brief History: Sandbarra has been populated by humans since the cataclysm. no flame units. commoners and slaves for the most part. Often. nicknamed ‘The Mauler’ by the Sandbarrians. the guards will make it clear that Sandbarra is a law abiding town. many of which make Sandbarra a regular stop before undertaking their arduous journey through Twisted Wood on their way to Overpass. if not dangerous due to the predators. or else. or the perpetrator of an attempted murder or actual murder. Groups of all mutants or all pure stocks will be told to leave. the people will try to escape via boats and rafts. or plantoid or two. or larger weapons. land mines. The gates are a single door. or be swung around to the far side of the massive concrete pillar to protect it from enemy fire (SV +40/ rate 1/ DMG 3d100. or possibly a pack of murderous thugs. The directors of the town are usually well known merchants or community leaders (treat as commoners for stats). they will escape to the southern shore and flee down the Steppe Road to Sorrow or Steel Hill. the agricultural lands could be protected by ballista fire. the rest of the population. The main defenses employed by the town. or ghost mutants able to prove their powers. part of a pirate sabotage unit. no swearing around women and children. . locals or even hookers while outside of a private room or household. however. or on the menu. plated in steel with a few gun barrel hatches in it. heading downstream to the tainted sea and along the coast to Memory. which carries its crew in a 360 degree rotation of the turret. Finally. 4 heavy ballista. stating limitations on what one can carry about in town. Back then. and the majority of the nearby old world culture had been eradicated. If the town seems doomed. On several occasions. bestial human. one or more visible mutants. a wide assortment of crops could be raised. they have never successfully damaged the gun or its crew. but. To deal with this constant peril. who is considered the town’s mascot and good luck. or go on the ever popular lizard hunts in the swamp to the east. it is the obligation of all guests to arm themselves as fully as possible. These green reptilius also take their toll on the people of Sandbarra. pending payment of the entrance fee of 1sp. If the town comes under attack. Finally. able to muster the populace to defend their town to the death. allowing the weapon to either be fired at any attacker. killing and eating travelers. besides the mutant alligators which inhabit this stretch of river. Vehicles and animal mounts are to be kept in the stables. visiting excavators. collecting reptilius heads for both bounty and sport. Military and Defense: The Sandbarra militia consists of 40+d10 pure stock and 34+d10 mutants with one minor mutation each. and because the area was open. If the town is attacked. will massacre the townsfolk if they are conquered by these enemies. on the southern shore. conduct interviews and outline the terms of entrance. The area of land directly across the creek is occupied by the Dominion. rocket or grenade launcher. The regulations are fairly straight forward. will arm themselves with bows and daggers and man the walls. devastating power of the laser cannon. decks and balconies on the great slab. This cannon is on a track. and are well respected. Mutant Supremacists have launched repeated raids and full out attacks on Sandbarra. Because the gun is enclosed and hidden when not in actual use. but while damaging the steel plating of the turret. or the reptilius. as is still true today. Law Enforcement: By Freehold Militia and Southern Rang- ers. ‘The Mauler’ a medium laser cannon which is mounted on a steel plated platform affixed to the tallest concrete ruin.

killing all whom they found there. as in most small towns. which welcomes trade and settlers. ‘The Mauler’ had not yet been gifted to the town. Refusing. Once hooked to the water wheel turbine. Only when mutant irregulars from the north west seized the poorly defended Purist camp. and so. Resources and Industry: The gathering of food for local consumption. non-biased religious orders. The few prostitutes who do work the pub are from other towns. friendly place. Here. having little patience for rough housing. There are no bath houses . full citizenship and two seats on the board of directors in return for leasing an as yet un-powered. these floozies are far less aggressive in their attempts to drum up business. this powerful beam cannon was put into use on the morning of August 16th 2296. The common people are friendly to those they’ve seen around for awhile. they don’t often stay long as the ruins to the south and west are better reached via Memory. These lodgings sit above a small bar called simply ‘Rafters Pub’. self reliant families and clans. The Murr group was given a house. salted fish and a surprising amount of grain are also important income generators. The beam cannon obliterated the command raft. is the key activity in Sandbarra. However. The authorities are trying to promote the settlement and southern farming initiative as a prosperous. Sea Home or Sorrow. Since that time. the townspeople stalled the Aberrationist envoy. the women in wool and fur shawls. devastating the independent settlements one by one until being stopped cold in their tracks against the imposing. but are intolerant toward rudeness. Within weeks. they do not flaunt themselves as immodestly as others. set up permanent residence. the Purist nation was gathering steam and sweeping over the villages that once dotted the vicinity. or celebrate with vigor and lust. While excavators do come here on their way to and from Overpass. At that time. the ruling family. seeking help from a powerful team of grave robbers called the Murrr Group. whoring. nor work the streets. In 2295. a modest hotel called Raftman’s Inn has been established. when the Aberrationist hoards began to cross Barter River in shoddy rafts. The pure stock army swept down from Twisted Wood. and while they may be as professional and experimental as the whores in Steel Hill. as well as non-racially aligned. They are as conservative in costume as they are in behavior and belief. bullies and crime of any sort. laser cannon to the citizens. and will be dragged before the Board of Directors for a swift trial and immediate punishment. and many tests arose during the following decades. with their shirts buttoned up to their necks. Even in the Pub. farmland is being sold to brave. drunkenness. the low tech defenders were hard pressed to throw back successive waves of Purist attackers. who directed the town’s defenses during troubled times. From that day onward an elected council of Directors had been appointed by the people. and threw the whole invasion into chaos. dueling or even swearing. who held a small fortified camp near Silver Lake.The Mutant Epoch: Quick Start Rules In the year 2283. recent developments and homesteads have been initiated on the southern shore. the export of fine ale. however. so too the morally restrictive ethics in Sandbarra make the place unfitting for diggers to spend their new found wealth. Sandbarra 49 Social Details: Sandbarra is the most conservative of the Lower Freehold towns. with the men wearing oiled hides and unadorned wide brimmed hats. and wear clothing that exposes very little cleavage or leg. repeated attacks by the Purists and Aberrationists have restricted Sandbarra from growing beyond the confines of the ancient ruin they inhabit. killing the enemy warlord and his elite monstrosities. the mutants of the north demanded that Sandbarra surrender to their warlord. were finally driven from power and impaled on the highest iron bars of the concrete ruin. Accommodations: Due to the many traders and excavators passing through this town. not much more than a gang of thugs. knowing that the pure stocks within the town would be mutilated. did the Purist force retreat. strange looking walls of Sandbarra. This directorship always hired a Chief Officer. Visitors who break the law will find no help from the citizens.

stinky. and so it is a natural meeting place for characters who become separated from each other. Many adventure teams must stop here for one reason or another. and they have this huge bloody pet mutant alligator that lives right on the edge of the sand bar. numbering d6 -2 (0 to 4) men. treat as savages. okay?” For the Game Master: Sandbarra presents an excellent stop over for a character group that may have had to fight its way through the twisted Woods. Sure there are some unremarkable whores. other than the possibility of being hemmed in by an enemy siege for half a year. A common phrase is ‘If we get separated. “Good day. usually built high up in trees and practically undetectable to all but the most experienced eyes.5. “Sandbarra is just a stop over for people of your caste. trading. who for a cost of 10sp per day. and travelers can buy passage to these other locals. in person. and enjoy hearing of the outside world. There is a 2 in 6 chance per day of a long boat. Additionally. Oh. “Where was I? Oh yes. I was wondering if I might travel with you to another town. and d6 -1 children. a safe place away from the reptilius. since both the Purist and Aberrationist forces lay claim to this parcel of land. where I can hawk the rest . A nomadic trader. using heavy crossbows. spending time inside the town is safe but boring. You can’t brawl or can’t get drunk in the streets and you sure as hell can’t go making eyes at the local women. There is a 1 in 6 chance of d4 militia soldiers watching the PCs from the nearest wall. d6-3 (0 to 3) women d6 -3 (0 to 3) teens. Travelers are welcome to post their own guards within the stable. and possibly forming alliances for future times of need. who hunt reptilius for their 5sp head-bounty. Memory. a bloody bandage on his head and obviously favoring a leg. Longboats from the towns of Memory and Sea Home. heading to d6: 1-3. the place doesn’t offer any excitement. Sea Home. These savage guides will often provide shelter for their guests within these tree forts. Anyhow. The stable is guarded by d4 commoner men with crossbows and hatchets. There is a one silver entrance fee. and while it is not a crime ridden place. however. no mounts allowed. which seem to Sandbarra 50 be everywhere in them God damned. often come here to trade. my name is Rufus. then get back on the road south to Sorrow or wherever the hell you are going. plastic and arrow heads. ATVs. so don’t break the damn laws. smiling and extending his hand. or leave word with the bartender that I am okay and linger in Sandbarra until I can join you. and have few rounds of their excellent ale. I’m a wholesaler of pelts. worm infested swamps these days. 8sp per person. they ain’t much too boast about. one can hire the hotel staff to run a private bath in a room behind the kitchen. meet me at the Rafters’ meaning.The Mutant Epoch: Quick Start Rules nor brothels in town. or 40sp overnight. will guide adventurers deep into Bitter Bog to kill the lizard men. Many of these savages have hidden shacks within the bog. A 2 in 10 chance of a unique encounter per passage from the following list. There is a stable in which horses and other mounts can be kept for 3sp per night. For the Excavator: What the characters know about Sandbarra: “On the one hand. wearing torn up scrap relic armor. Rusted Hulk. Hell no. or opportunity to pursue and devour weak travelers. but they claim no responsibility for lost or damaged animals or units inside. maybe heal up. even as far away as Rusted Hulk. or other valuable fur or skin bearing creatures. either be at the Rafters Pub every night thereafter.’ Unique Encounters Note: Always re-roll duplicated dice results. but friends. tracked robots. d6: 1. “Ah. not to mention the hordes of Wadango reptilius who are always watching the fortress for some weakness. I was directed to you by the local militia. brave ones. 6sp per person or mount /6. since the constant threat of attack by the damn Purists or the freakoid Aberrationist fascists is very real. any town really. or 10sp for small vehicles like motorcycles. and they feed the criminals to it. Sandbarra is a good spot to spend the night. but phew. limps up to the characters. there is the danger of being involved in a siege. etc. but don’t forget there is a five silver coin reward per head on them lizard folk. for a exorbitant cost of 5sp. which can sleep on a stack of hay if they like. there are a few lone hunters. Daytime Street Encounters: There will be com- moners about. 4sp per person or mount / 4.

or can join the other panic stricken visitors and traverse the rickety bridge and head south on the Steppe Road. the trader calls after them. rate 1m per round. an older man. consider that the same tragedy has occurred all over town. the populace slaughtered or enslaved. No sign of trouble. worth 2d6 sp. and the place is overrun. Why not buy a canoe and try your luck bounty hunting reptos in the bog?” 4. and d6 prostitutes. “We should throw you to Butch. I will give you each a fine plastic pendant. carrying a pole each. but in ranged combat use normal bows. all hard working. 2. marching purposefully passed. 5. it ain’t bad pay considering these things come looking for us anyhow. and for each day of the siege. Aberrationist irregulars are like regular militia. Each day. quickly leaving the violence behind. d4 scavengers pass the characters. She says she can cook and clean and keep the fire going. he will give them a bit of plastic on a string each. the characters forced to leap from the walls into the water and escape to shore. False alarm. “Five silvers per head.” If the characters take him along. Roll d10 per day: 1-3. bitch. “What’s the matter? Where are you going?” One soldier turns and says. but the irate one just shoves at the characters. built of timbers and broken stone. just goin’ to carve up her fricken face so she won’t tempt no other men!” If the characters make to grapple her as she turns and kneels down to mutilate the fallen woman. no nonsense.” mutters an old fisherman. the tops of catapults. you could be here for a week or two. pulling her hair. If you stay. They use hatchets and round shields. throwing stones at her. she screams and fights like a maniac. You see. 6. gives them a friendly nod and then turns around. that an army of Aberrationists arrives and lays siege to the town. and occasionally. “We’re back!” Declares the captain. who seems to be doing most of the beating. An alarm bell rings out from someplace high above. all on horseback with 4d6 slaves on foot in chains. leading his ponies toward the gates. use a bow and keep watch at night. Tell them Harmoth sent you.” 3. Anybody who wants to get out before we shut the town and dismantle the bridge has about fifteen minutes to pack up and get the hell out. the lizard things got after me and my guards and well. “We’ve just received radio confirmation from our scouts that Aberrationist forces have been seen on the far side of Barter River heading this way. Should the characters rescue the hooker and take her away from the irate woman. d4+1 downstream. these people will be safe from most foes. structure encrusted monolith. independent sorts to defend this hard pressed but noble land. you dirty. there is a some chance that the lock down ends as the all clear is given. manages to kick the bleeding prostitute in the face and then turn back to the characters. but the defenders seem edgy and preparations for a siege are ongoing. There will be 2 mutants per player character. I am the only one of us what have survived. We set sail for Steel Hill at dawn for any- . each filled with mutant militia soldiers (one cosmetic mutation each) On the north shore. serious looking mutants and pure stocks. moving only 3m per round. are busy beating another women in the street. however. but he never shuts up the whole journey. We are locking the town down. use sand bags and set up 2d4 catapults to commence a bombardment of the town. Steel Hill whore! You’re time here is over. have longboats fitted with light ballista. The walls are 5 meters tall. The authorities do nothing about the incident as long as the irate woman is not seriously harmed. how dare you sleep with my husband! I outa put a knife between your ribs!” If the characters decide to intervene. You see 3 crewmen and their captain (treated as militia soldiers with crossbows wearing oiled cloaks and relic sunglasses). or whichever other town they are planning to go to next. while coming here. “You cheap slut!” Screams one woman in particular. although in such great numbers. thus fairly easy to climb. are 100+d100 more mutant militia. Aberrationist irregulars arrive. she later wakes and is exceedingly grateful and begs the PCs to take her to either Steel Hill. a 17% chance of a slaver and his d6+2 militia solider guards. There is also a chance. the other women step away. The siege lasts for 2d6 days. a 30% chance of a bounty hunter and his d6+2 raider guards. or force them to flee. “Hey. d6 savage men. strangers./ 10. a squad of militia soldiers enter the streets. also concealing themselves from ‘The Mauler’. and if they manage to defeat the characters. bridge re-built and you are free to come and go as before/ 4-9. we Rangers are always looking for fit. The PCs notice people nearby clapping. there is a 1 in 6 chance the walls are stormed by mutants on rafts. but have no sense of being quiet or keeping their fires concealed at night. kicking her and scratching her with their nails. plus d6 scavengers. Other street occupants just give the fray a wide berth and keep to their own business. emerge and toss hard candy to the gathered children. outlanders. If the characters stay in town. Children run passed heading to a trap door area where a hand cranked cargo crane begins to unload the battered vessel. wearing olive green trousers and vests with a two headed eagle symbol on the front.” one scav cheerfully calls to the characters. but he might not have you. all on horseback. while on the south shore. unlike other males around here! Come here. “I ain’t goin’ to kill the little jezebel. If this is the case. and some of ‘em carry their own loot as well. may I ask if you are looking for a meaningful path? You know. surrounding the town on both shores. A longboat arrives after coming up the river from the sea and in so doing causes a great deal of commotion and excitement. on which dangle the heads of d3 Reptilius on each pole. sinks a longboat. 2d6+3 local women. and often hideous to behold. “What’s going on?” Asks a nearby trader. the gates will be locked up and the bridge dismantled half way up from shore. abnormally colored. but oddly shaped. blasting through timber bunkers. possibly from the main concrete slab. Sandbarra 51 the mutant army of 200+2d100 dig into trenches. A Southern Ranger passes the characters. “At least for tonight. “You outland perverts! Get the hell outa my face before I call the watch! Go!” She whips out a curved knife and gestures it toward the now unconscious whore. and are obligated to join in the defense of the town!” If the characters elect to leave. There will be d6 nomadic traders on ponies. No obligation. Camping and traveling with them will mean double the number of encounter checks. shaking his head. d4 upstream. “Trouble.The Mutant Epoch: Quick Start Rules of my wares. Within a few minutes. they can either go by boat if they arrived that way. “Excuse me. Why not go to Steel Hill and look into the benefits of joining. People stop whatever they are doing and run into the street. 3d6 commoner families. looking up at the great. there is a 3 in 6 chance that a group of Aberrationists commence climbing up the character’s section of wall and must be thrown back. whatever it takes to get her out of Sandbarra. she will do as she says and cut horrendous wounds in the prostitute’s face and body and leave her bleeding in the dusty street. giving the dirty loners the thumbs up and nodding with approval. which every hour or so fires a few shots and decimates the enemy. If the PCs do nothing. This odd collection of refugees stick together for mutual protection. plus.

the PCs realize the attackers are mutants. Any other street occupants just arrive.6. Nighttime Street Encounters: There will be commoners about (d6 -3 men. 2d6 commoner women. the prostitute insists they the she and the character will never get a fair trial. the characters follow. okay?” . the youth now belongs to the characters who they can set free. a good listener and a great hostess. Spider. they enter the alley and see that 3d6m down the crooked passage. spot lights turn toward one side of town. especially around the local women. On the other hand. d3 Aberrant rats 3. but no mounts as we need the room for the grain and kegs. flowing down Barter River. and within a moment. d6 -4 teens and no children). my profession is not accepted in this town as in other places. thus. The prostitute was a professional lover. There is a 3 in 10 chance per passage of a special encounter from the following. If the characters do have to fight and begin to get the upper hand. The prostitute is the favorite of a prominent Sandbarra militia officer. it don’t mean you ain’t God damn Aberrationist pigs! You are! Don’t deny it! I will never be your slave! Do you hear me! Huh!?” The bar tender comes over and gently ushers the man away. dragging away a limp form.The Mutant Epoch: Quick Start Rules body who is interested. not seeing what the characters just saw and ignore them. they hiss and there is a 2 in 6 chance that this call attracts more of their kind who have been eating a commoner man further back in the alley. and they hear what happened later the next morning. 2. but giving any pure stocks and their replicas. If there are visible mutants in the PC group. treated as raiders. he selects one of them and see Statement B: Statement A: he says “I don’t care what they say. 6. in a furious. the unknown attackers trying to get ashore under a hail of arrow fire. The limp figure. but only pure stocks and cyborgs. there is only a 2 in 6 chance investigators will track down his last known movements and lead them to the hooker’s hovel. There is a clamorous ringing of alarm bells. he is not noticed until standing over the character. who shows up sometime after the lovers fall asleep. There is a 2 in 10 chance per hour of an encounter from the following list. the characters learn that Aberrationist soldier were found dead on the far shore. he randomly points at one of them and see Statement A. this attack doesn’t occur. they can climb up on one of the stout walls and look over to see a spot light aiming on a now burning cargo barge. rubble 4.” If a character agrees. jealous rage. pulled from his or her quarters through a back window. and one among them has d3 mutations from the list on page QSR 15. if the officer’s body is disposed of. asking him to join her again the next time he is in town. “Never mind this old fool.”/ 5. “Pssst. He won’t remember what he said in a few hours. blazing figures leaping overboard. but his or her master is later found dead. they can sign up and leave at first light. but. the encounter ends. “Please. If the officer is killed. their bodies thrown to the gators. Reptilius Raiders! The PCs turn a corner and happen to see d6+3 of the green lizard men skulking into an alley. During the fighting. or. d4 per each PC and street occupant. bringing 2d6 more of the beasts to the fight. If however. Sandbarra 52 7. roll d6: 1-4. Having a key. Roll initiative. d8: 1. emitting death. There is a 1 in 6 chance that a patrol of 4+d4 militia soldiers shadow the PCs for 2d6 minutes then drift away.” If the characters are interested. a bright fuchsia beam illuminates the misty sky as the ‘Mauler’ springs to life. She begs the PCs to take her with him. A patrol of 2d6+2 freehold militia soldiers run passed the PCs toward the commotion. Insects. as these men just watch the characters move along. archers are firing down upon the lone craft. roll d6: 1. It will be revealed in the morning that the men were locals. if rescued. pure stock fisherman gets up from his seat at the bar and staggers over to the characters. why don’t you join me for some tea? You can catch up with your friend’s after sun up. Encounters in Rafter’s Pub: Patrons present: 3d6 commoner men. directing most of her sales pitch to the most attractive male. nasty looks. sir. d6 modest prostitutes. a cost of 10sp each. the gathered lizard men begin to crouch down around their victim and are about to start carving it up with steel daggers. or follow the militia to their post. The characters can either stay where they are. looking back to you and whispering. taking d6 days to accomplish. 1 in 6 chance of d4+1 off duty militiamen. A drunken. A lone woman steps out of a shadowy doorway and whispers to any men in the group. The medium laser cannon far above on the concrete slab fires again and eliminates the catapult on the deck of the barge. and head for Steel Hill. winged slasher 5. A group of cloaked men step out of the shadows around the characters. 8. discreet and very affordable at only 7 silvers for the whole night’s warmth. below. however. Once the fighting begins. the Aberrationist thugs will flee. Lizard. blasting several more times until the vessel is a mess of scrap wood. and are declared Aberrationists spies. just ‘cause you associate with pure bloods. Have a drink on the house. d6 -3 nomadic traders. handsome. and be fed to the mutant gator if caught. attempting to kill the pure stock looking individuals. while on the walls around the PCs. amid gorging alligators. equal in number to the PCs plus d4. One notices the characters and the reptos all leap up. these men draw long swords and silently attack. if there are no mutants. d6 -2 thugs (treat as raiders). I beg you to not speak of your time here. In the morning. but had not lived there long. If there are no visible mutants in the group. even going so far as to feed the character a fine breakfast. blood flyers. drawing his saber just as the PC wakes. ‘Incoming!” Shouts somebody nearby as a huge black orb strikes very close by and knocks part of the wall back into town and taking several screaming militiamen with it. If there are any obvious mutants in the PC group. I assure you that I am courteous. d6 -4 women. If the PCs investigate. some sort of probing attack has clearly been defeated. is a teenage slave. hey. who are intolerant and ignorant of my caste and the needfulness of my services. If the PCs stay put. and is still alive. he’s a drunk.

you plan to control all humanity. upstairs in my room.. The trader notices the characters looking at him and he speaks up. strangers. really. saying: “Look at you. “You look like a nice enough bunch. pulling her back from the bloody nosed prostitute. but they outnumbered us four to one. then lets her fall to the floor. ‘Josh. strangers. A commoner woman enters the bar and stomps across the room. “Hey. Sandbarra 53 he says. sitting here. you worthless whore!” The bar tender leaps over the bar and grabs the screaming woman. guess what? I heard them Rangers talking and one says to the other. I need to get out of this fricken little town. “That’s for taking advantage of my husband. “Never mind us. that a fleet of three Purist battle barges are moving out towards the open sea. while the bar tender is quick to refill the PCs drinks and apologize. A fisherman (commoner) enters the bar. grabs another young woman by the hair and slams her head face first into the table. and I shall be yours tonight.” She pauses suddenly and looks down at the PCs and manages a thin smile. “If you’re not gone by this time tomorrow. The cost of the room and wine.” she nods. A nomadic trader and his d3 militia soldier guards are at a nearby table. but I know your secret. what say you?” If the character refuses. our cargo and three men to the reptilius fiends. they are also known to venture into the town and kill people. and whispers to a random PC. smiling and moving with cat like grace. or make it over the walls. She rests her hands on the shoulders of the most attractive male and whispers into his ear. so I am going to warn you that sometimes Aberrationist killers enter the town in disguise. Take my advice.” 6. “Sorry. where they blend men with machines to fight the Mecha.” Curious about the Crossroads Region Gazetteer? Visit www. candles and incense is only 12 silvers for the evening. Guess we surprised them lizards as much as they surprised us. “Excuse me. until dawn. picking at their food and looking grim.” yells the commoner woman. “I am Katarina. she only smiles and turns to the other males in the group and makes more or less the same offer. but are you people heading to Steel Hill or Sorrow in the morning? Anywhere. 2. I know what you are. passing the characters. Our chums are probably roasting on a spit as we sit here. We knew we were in trouble. you’re Purists ain’t yeah!? I can always tell. and avoid the swamps at all cost. excited and loud. and kill all the mutants you can find! Now get the hell outa this bar or I swear I’ll get my axe and cut your fricken head open! Get!” The serving girls come and grab the man’s arms and ease him back to a far corner of the bar. A woman who so far hasn’t been either drinking nor serving beverages gets up from her spot at the end of the wooden bar and approaches the PCs.. possibly heading this way. I sure as hell wouldn’t be taking no ship to Memory or anyplace else this week!” 5. The reptile people.The Mutant Epoch: Quick Start Rules Statement B: scoffs at you. God damn it! I know you come from them far off Purehold Republics to the east. and got kind of turned around someplace and ended up in the bog. A serving girl leans over the character’s table to collect empty glasses and plates. I heard the report from Steel Hill. Ah. saying and doing nothing.” 4. but just used the sun to guide us. ‘I’m okay. concubine to all brave digger men. Also. we were trying to get around the Aberrationist lines at the bottom of Twisted Wood. getting up. 3. who had been sitting alone.crossroads region gazetteer web page here . The prostitute gets up and starts for the stairwell. we just lost our ponies. “I will cut your tongue out and throw the rest of you to the gator!” The belligerent woman is taken out of the place by some local men who seem to know her. and collapsing against one of them. so watch yourselves if you must enter the streets by night.

54 The Mutant Epoch: Quick Start Rules Sandbarra 54 .

The Mutant Epoch: Quick Start Rules Muddy Mayhem 55 55 .

the GM will no doubt need to accommodate brief side trips and dead ends. is sitting in the large. junk and timber raft’s aft hut. To the west. Lizard men called Reptilius infest the ruin dotted swamps while rumors have reached the crew at the local saloon about incursions of skullocks. the Mutant Supremacists. a short tempered former Freehold Ranger. Gus the Fair. The rust skinned mutant wears relic tactical armor. Events During the Journey: There are potential events while pushing their way east into Bitter Bog. Your boss. Employer and debt holder to the characters Barter River. Our town’s scaly guardian will be getting hungry again by now. Pigs are on the deck of their cargo raft as they push upstream into the swamp to sell their master’s livestock to scattered backwater villages before eventually docking at distant Steel Hill. He says “Watch out for Butch. Oliver. inner harbor to begin your soggy journey. but always try to subtly steer the dig team back to the prepared adventure. nearly every adventure I write ends up ballooning with options. but instead toil as oarsmen to a cantankerous. the capital of the Lower Freehold. the way unclear and treacherous. serving as oarsmen for a grumpy merchant who your parents got into debt to. while to the south. greedy merchant called Boss Gus. Oliver. across the river and beyond a patch of cleared forest is Twisted Wood and the disputed border with your enemies. Enjoy the adventure. and of missing fishermen. but I am very pleased to present it. you are all back in your home town. In fact. stretch the vast open farmlands of your small faction. and besides two swords on his back. You load it with a dozen squealing hogs and await Boss Gus and the opening of the walled. ruthless mercenaries accosting dig teams. You wake before dawn on a damp morning and prepare your employer’s trade raft. To the north. That old gator hasn’t eaten since we threw those two thieves to him a few days back. A steady drizzle falls as you push off and exit the open inner harbor of Sandbarra and swerve out through the wood and scrap metal river doors. has an assault rifle slung low at his hips. far down stream through wild hills and tangled forests. you all agreed to form an adventure team and make it rich as excavators in the far off Great Ruins near Pitford. Instead. Your community is built out on a ruin studded sand bar in Barter River. He controls the huge metal rudder and keeps a wary eye at both of the boggy shorelines as you leave sight of town. side plots. At the rear of the 8 meter long vessel is his head man. You each use long wooden poles to shove against the bottom of the wide. The only two men who know the correct passage through the bog are the merchant Gus and the old rust colored mutant soldier and helmsman. The Lower Freehold. occurring after the hog raft leaves the main river to . serving as a barrier between their people and the Mutant Supremacists to the north west. where you intend to sell whatever hogs are left after a few quick stops at several backwater villages. You inherited your family’s debt when your parents became unable to pay the twenty six silver per month loan. clashing personalities and random elements. Muddy Mayhem is about ten times the size I had planned.” Entry MM-1. and the man your families owe their debts and livelihood to. William McAusland Background The characters grew up together and served at various professions before returning home to the town of Sandbarra in an area called the Lower Freehold. slow moving river and begin the journey up stream. Steel Hill. Your destination however. Clearly I failed. all of which make the adventure playable again and again with very different perils and outcomes. In short. Read to players When you were young. The PCs dream of being adventurers. is east and through the treacherous swamps and onto the capital of your besieged nation. It is both a trading outpost and a garrison.The Mutant Epoch: Quick Start Rules Muddy Mayhem 56 Beginning Adventure for the Mutant Epoch’s Quick Start Rules Written and illustrated by William McAusland Introduction to Muddy Mayhem The intention with this adventure was to create a short One Day Dig using just the elements in the Quick Start Rules book. is the way to the Tainted Sea. Sandbarra is a small walled community built on a ruins encrusted sandbar in Boss Gus. Of course. keeping dry. the sleepy place connected to the south shore by a rickety junk and wood walkway. The route is arduous and convoluted.

floating in the water about the beast are smaller twin’s head growing from his chest. in arrows shafts and streaked with they manage to steer the vessel into fresh blood.. one side before speaking. allowing are leather and plastic clad old timers who know these tiny birds to pick the scraps of meat from between its back waters exceptionally well. and eye you flesh of pigs. otherwise. newly built village ing is heard. brothers.” says the helmscame. there is a sudden uproar that makes GM’s choice everybody aboard. while Pollard the bloated. Nearby. either randomly roll one or two of these events. girls. mutated alligator that suns itself on full speed. a wider area of the waterway and turn a Oliver. the lobarge. “Them friggin’ lizard folk hate skullocks as back there about five clicks. “No.” Your master.” Random Events after leaving Sandbarra. Oliver. corpse has a red feathered. They buy five hogs use their poles to propel themin exchange for a bundle of selves forward and escape. Only partially visible through the tangled out in a a wide spot in the muddy water. fist or bite d20+18 / STR 115(+18 DMG) by the reptilius filth. 3. is a massive. You come across a half two of the swine before tying the submerged rowboat floating rest in a line and leading them off downstream. half eaten corpses of three gray skinned.. gets up from his pillows and steps from the tin roof of his shelter. Gus. including the pigs. Thanks for the warning though. These encounters and events are designed to both add a sense of the passage of time and distance. The collection vegetation. they rare pelts. the sort your own people build. Both The beast is stretched out with its mouth open. if you’re buyin’. or use them all.” says Jox.5m / 530kg / Mutations: nil. as skullies ain’t tolerated club 3d20+18. We got us some hogs to trade and a cargo waiting in Steel Hill for our return trip. smiling broadly. will flatbows and spears handy durten the characters. dark stained arrow shaft pro “Holy piss. pointing back the way they truding from its skull. shakes his head and spits to Garnock: DV -10/ END 200+d100/ MV 5m / Init. Here. keep their club and one by one. bone studded huof stick and scrap metal huts are festooned onto a pile manoid shape. raising it fish scale ponchos are grim faced in his shaking hands and aiming at the and unfriendly. It craves the ing the dealings. yet that / Valuables: WO (Well-off) / EFs 125 / Morale: excellent blood is fresh. bald headed. They don’t allow any indistinct. most of whom are hideously deformed Even Boss Gus gets up off his pillows. “Maybe later. handles all GM: If the character refuse to the trading. Oliver. Those are skull. You all recognize the old hunters as Jax and Pollard. Swear we saw some friggin’ much as they hate us. You pass a large. and will either kill or with as much hunger as they knock out all the humans to get do the squealing pigs. roll d10 or 4. “Reptilius arrow.” getting a good look at it. You notice that one They wave to you and pull along side. access to the livestock. skull faced humanoids.. eating 2. skip this section and go to Entry MM-2 on page 59.. as well as add mood to the setting. is a canoe bearing two shaggy looking men. “Wadango Lizard folk. Should the PCs do as they are but here and there it is covered told and propel the barge upstream. working the tiller. Maybe you outa turn back and go get a beer with us back in town. The craft is of to its lair. approaching with care at first and then 5. numwill be attacked by the Garnock bering about a hundred from which uses a steel beam as a what you can see. boys. and instead ing brute that splashes and crashes their headman. turn to look with fright. shrouded shape of the hulkof you off the barge.-1 / Attacks: 1 weapon or fist or bite / SV 01-80 / DMG ock arrows. A new incursion. the helmsman Boss Gus speaks up. If wanting to run a quicker game. . He went missing a week ago.” veer north into a narrow back stream and pole their way to their first destination.. covered in spines.” / Size 4. a mossy heap of concrete and rusted self driving sedans. Snapping branches. shaking his head and letting his many chins flap about his neck. “Are we ever glad to see you dogs! We were shot at man. master. The villagers.The Mutant Epoch: Quick Start Rules Muddy Mayhem 57 peskies rushing along the shore. Your vessel docks at a nameless. an enormous. bend. olive green. two headed freak the four meter wide stream. through the thicket trying to get to multi armed. Jax is a mutant with a teeth. Keep your eyes peeled. a deep howl and a splash1. To your right. and good travels to you. and mutants covered in sores and clad in pulls out a rusty automatic pistol.. The giant seems to be rushing your way!’ of mossy concrete slabs with a rickety wooden stair case “Garnock!” Calls out the old soldier at the aft of your leading up from the single dock area. Ahead of you. losing the monster before ever really no doubt. “Push for the far shore! Push or die!” cals. And I recognize the boat as that of / AG 18 / ACC 24 / INT 2d4 / WL 73 / PER 22 / APP 2d4 Jack Stroth’s. is a pure blood with wild red hair and a pump shotgun.

All the boats are gone. herbs and curiosities to the town medic. “Grab him!” Boss Gus orders one of you at the front. Oliver. “On to Soggy Hearth. They were on an armored barge. You recognize the camouflaged woman from around town. rust colored soldier shrugs and steers the barge away from the docks. Reptilius: (d4+4) DV -12/ END 12+d12/ MV 7m or swim 6m/ Init. although she only appears about once a month to buy supplies at the store. smirking. Some say she has found a cure for aging and is over a hundred and fifty years old. nor Rangers.” 8. Reptilius: DV -12/ END 12+d12/ MV 7m or swim 6m/ Init. bite d6... club d12/ STR 22/AG 43/ACC 34/INT 8+d8/WL 32/PER 21/ Valuables: PT/ EFs 12/ Morale: firm/ Size 1.. I suggest we steer clear of it. The log can be cut through in d6 more rounds.” Agreeing. couple weeks ago. Oliver. towing rafts. and counting at least four dozen of the things. Gus waves his hand forward and to the opening in the stream ahead. “Hi Gus! Hey. The old. well organized and had some fine relics Muddy Mayhem 58 with ‘em. The figure flips back the hood of vegetation to reveal a fine looking middle aged woman’s smiling face. I’m happier alone. Oliver. spiky reptilius archers pop up and fire arrows at those PCs who were assigned to chop away the log. GM the PCs each get a chance to return fire once at the fleeing reptilius before they are lost from view. javelins and crude spiked clubs. “I recognize this fellow! He owes me money!” Pulling the grievously wounded fellow aboard. One of the villages your boss intended to sell hogs at. The gray. “Hello Drena. Somebody calls to you from shore. who sells rare mushrooms. “Looks like they left. while on the port side. “Drena. “And do it quick before we are discovered here and trapped! Lord knows what is watching us from the thicket!” GM: There is a 4 in 6 chance of an attack. Boss Gus steps up to him as you sit the man up against the hog pen. and do not leave cover to engage in melee. +0/ Attacks: bow. Boss Gus orders four of you at random to grab axes and go cut it in half and unblock the passage. tailed. From what you can see. thus freeing the barge and allowing the craft to flee the scene before more reptilius show up. All you know is that she is some sort of hermit and healer. silent place is a jumble of shacks on stilts out in a wide. club d12/STR 22/AG 43/ACC 34/INT 8+d8/WL 32/PER 21/ Valuables: PT/ EFs 12/ Morale: firm/ Size 1. Gus. unless they traveled in the last few days. You see a young human man gripping a log and flowing right in front of your barge’s raised ramp. “No thanks. GM: There is a 66% chance that more reptilius do wait in ambush. 4d6 meters away. Oliver.. “What the hell happened here?” Asks your master. and profits. “You scared the shit outa me. You’d think somebody would have told us. the shaven headed hunter looks up. You be careful and don’t linger in these parts. humanoid lizards moving parallel with your barge. and that the tree was cut down recently to pin traveling vessels. See you back home. although looks no older than thirty five.. Rumor has it that she and your own man at the rudder. up pop green and brown skinned reptilian humanoids with bows! On the barge’s starboard side they are 3d6 meters away. Sputtering up a mix of swamp water and blood. We are not excavators. +0/ Attacks: bow. After a half hour of being followed in this way.” Mutters your helmsman. no smoke rises from the pipe chimneys nor do you hear the excited sounds of children or bark of agitated dogs.” says your boss.4m / 55 kg/ Mutations: nil 9. they are shorter than the average man. You all peer to the starboard side and see a group of hunched. bite d6. saying “I was this . you too. looking back to the helmsman. over here!” You all turn to see a pile of weeds on shore stand up ten meters away.. lagoon. They are using cover and keeping back from the water’s edge by about a dozen meters. appears to be totally abandoned. They number 6+d6 and each fires a bow once before shrieking triumphantly and dashing away. He is clearly wounded and has an arrow in his shoulder. bite or by handheld weapon/ SV 01-50/ DMG bow d12. but listen.4m / 55 kg/ Mutations: nil 7. read here: There is a hissing sound and then a tremendous whoop of war cries. and don’t seem to be waiting in ambush as much as they are cautiously observing your progress. that indeed the Barge is watched. Gus.The Mutant Epoch: Quick Start Rules 6. From both sides of the sluggish stream. If an attack occurs. and armed with bows. The dead can buy no pigs. you loose sight of them while passing the pillar-like protrusions of towering concrete ruins. You want a ride up to Soggy Hearth?” She shakes her head. I saw skullocks coming from the north. have a sordid relationship on the go. bite or by handheld weapon/ SV 01-50/ DMG bow d12. nor damn heroes. “What happened to you!?” Asks Gus. The lizard folk are using cover and gain a -20 DV bonus.” 10. if so. 4+d4 blue skinned. A log has fallen into the stream blocking your way forward.

front ramp at the bow. Several small. in our canoe. +1/ Attacks: Electric Chainsaw/ SV 01-70/ DMG 3d10+3/ STR 44/ AG 24/ ACC 76/ INT 14/ WL 53/ PER 35/ App 5/ Valuables: 5d10sp + pink fanny pack worth 20+d20sp/ EFs 40/ Morale: Excellent/ Size 1. are out in a damaged.. They were invaders. their archers did this. the skullock shooter aims his rusty weapon toward your craft and fires off a few bursts. a weed covered raft shoves away from the shore only nine meters away. It is full of skullocks. the skullock boat rows to the north. with each supplying 100 minutes . weight 1. +1/ Attacks: 1 weapon/ SV 01-50/ DMG d12 machete/ STR 24/ AG 33/ ACC 30/ INT 2d6/ WL 40/ PER 45/ App 3d6/ Valuables: VP (very poor)/ EFs 20/ Morale: average/ Size 1.. tell them what Mathews here told us... up a narrow channel in the river and disappears from view. while a fifth is shooting a relic semi-automatic rifle back at villagers on the badly damaged wharf. A moment later. but similar to an assault rifle with these features: Rate 2. Arrival at Soggy Hearth: Show or pass around player handout MM-1 from page 116 showing the PC’s first view of Soggy Hearth Read to players: Just before arriving at your destination.. setting the dying hunter down. Oliver.. Whatever raid took place here.9m tall/ 98kg/ Mutations: nil The skullock war boss’s chainsaw will operate for 100+d100 more minutes on the current bank of two power cells (20 rounds per minute). from the far bank opposite the village. and slightly to your rear. It is not part of the relics listed in the Quick Start Rules. you catch sight of the burning village of Soggy Hearth. Three of them are using their cupped hands to bail water out. The rifle used is a survival rifle. then get outa there quick. others use poles to propel the craft toward you. snagging hogs and decking and yanking hold of both. He has d3 spare fully charged power cells. ran into a boat load of friggin’ skullocks. five rafts. we just go around the place. another at the base of his neck. This monstrosity prepares to board your vessel first! GM: There are 2 machete brandishing skullocks per player character. while two more throw grappling hooks toward the deck of your freight raft. cut Dave apart. The leader of the humanoids is a huge iron plated brute.3m tall/ 50kg/ Mutations: nil Brute Skullock: DV -30/ END 46/ MV 5m/ Init. Muddy Mayhem 59 Read to players: All at once.” Coughing up streamers of bight red blood. Rag clad villagers splash buckets of water on huts while others hoot arrows out into the river at the last boat load of attackers. Some at the front of the 4 x 6 meter raft raise machetes and scream savagely. late in the morning. then we dock quick. one in the armpit. strike value bonus +14. “The river splits into a fork at Soggy Hearth. damage d20 (standard rifle round). another is busily rowing the damaged craft. magazine capacity 10.. trade some hogs. I dove for it. your helmsman at the raft’s rear snatches up his assault rifle and rushes forward along the fenced off hog pen that sits in the middle of the raft. the man passes out..The Mutant Epoch: Quick Start Rules side of Soggy Hearth. We need to warn them — . When spotting your vessel arrive on the scene. known as skullocks. He howls and raises an electric powered chainsaw that whirs into life. But if all is well. Me and Dave. looks to the armed helmsman. Turning around a bend. arrow encrusted rowboat. As he rushes to the raised. he takes two rounds from the distant enemy.” Entry MM-2. If we hear or see trouble. GM: The row boat is too swift to catch by the slow moving hog barge. seems to be mostly over.. grey skinned humanoids. Your master. you hear gunshots in the distance. The old ranger shrieks and drops to the deck. range 800m. plus the chainsaw wielding brute: Regular Skullocks (2 per PC): DV -12 / END 10+d20/ MV 7m/ Init.. Chainsaw.3kg.

if we cannot recover the engineer. long white beard and armed with an assault rifle. clad in a leather skirt and a torn top. while goats and chickens run about. The headman. the woman will drop to her knees and sob in grief.4... and no other help is coming.” 3. hunched mutant. the machine. Lets get someplace safe in case their sniper returns. steps away from the wrapping of her husband’s arrow filled corpse. families tending to their dead and wounded. She grabs one of you and shakes your hand.. Inside you are joined by a yellow and green striped mutant woman with an especially long torso and elongated. step aside to allow the procession to enter the inner meeting hall. and in so doing. tiny army men and bits of colorful plastic.. bulgy lower arms. “I am the headman here in Soggy Hearth. Oliver. misshapen head and her outfit decorated in bones. junk armored mutant with a plated body. Chainsaw stats: SV +10. Several wood huts burn brilliant orange in spite of the steady drizzle and wet conditions. weeping and leading his children to a burning hut. Damage 3d10+3 Entry MM-3. The structure is far more fireproof and fortress-like than the other barns. Thank the Old Gods and Saint Kennedy for your arrival! Come. are led up through the village and find numerous burning huts. “I am called Captain Basher. How many warriors are in your unit?” GM: If it is explained that the PCs are not warriors but indebted barge workers. nod dejectedly and turn away.. GM: The man will give the characters the coins if they agree to take his children away on the barge. Read: A pregnant young woman with a bandaged arm. The pouch has cartoon ponies on it and is worth 20+d20sp. where they stand and watch the place crumble in on itself. If this desperate father is refused by the characters. directing the attention to a random character: 1. Read: A wild eyed. before dark. 5. a hideous. The Lord in the Earth only knows what would have happened had you not come when you did. “We Muddy Mayhem 60 are doomed when darkness comes! All of us eaten. you see a dozen men and twice as many skullocks lay dead after a fierce battle.. saying “Thank you for driving off those horrid peskies.. or use all three. rise up to become the greatest excavators in the land! May the old ones shine through you! May you hold their artifacts of power and crush the wicked!” After an event.6. staggers up to you and grabs your arm. although Boss Gus will take no refugees with him. shacks and grass huts that comprise the rest of the village. Boss Gus will take control of the raft’s rudder and order the PCs to dock at the village. Read: An old woman with a bulbous. .. Event Rolls While Walking through Soggy Hearth Roll d6 for an event. She has the wounded helmsman. It is three floors tall and clad in old automobile doors. Oliver set down to one side and tends to his wounds.The Mutant Epoch: Quick Start Rules use. Read to players: As you shove your raft to shore. aircraft wings and slabs of concrete. appraising you and your fellow crewman approvingly. sleek arms. You must take my children with you when you flee! Here! Please. our bones stacked high. Tears are in his eye as he greets you and says “Thank the maker for you! You saved us! Please. I will pay you all I own! He extends his blood soaked hand and reveals a dozen silver coins. He leans heavily on a crutch and is supported by four dirty children. welcomes the barge and its owner. in a bright pink nylon hip pouch.” explains the sweaty faced. scalps.. Two blood stained guards armed with crossbows and clad in bone armor. We need to talk at once!” The Characters.. along with their master Gus and the wounded helmsman. Filthy locals stop to peer at the new comers as if they were reinforcements from the city or something. “I saw you in a vision! I saw you come and take revenge against Kane and his defilers! You will save us.2. Raft Battle Follow up: With Oliver wounded. bearded man with three stubby arms steps in your path. it will be bad for us here. Read here to players: You are led to the largest house in the village. he will lower his head. my men will bring your wounded man with us.

gets up. arson. Fleeing the Lower Freehold is another option they might consider. For each player character the amount his. Sawndraa. 2. called ‘Smokey’ a generator which we rely on to power the spot lights and energy fence that surrounds most of the village. He explains what happened. The reason for the debt should be different for each player character. You have never known comfort. shaking his head. In return.. or use the following debts as inspiration to create your own financial obligations which will force the characters to obey. her. 4. borrowed money from Gus to pay for medicine that a local witch doctor promised would cure her. She is our only mechanic and we need her to run the generator. randomly roll. Surely you will not leave him to suffer at the cruel hands of the lizard folk? And what of your rowers here? They look tough. but bounty hunters will be dispatched to arrest the characters should they disobey. your house had a fabric ceiling and sticks for an outer wall. possible employment. or its family owes is 200+4d100sp. You all know Sawndraa. Without the shock fence. You have no silver or gold. nor any relics to trade. out of the 26sp paid. but we must depart at once. Monthly payments are being made. and the plated mutant man nods and speaks once more. your family just got deeper and deeper into the debt. The debt remained and grew. Either assign. None of you ever got to speak to her. half skullock bounty hunter and relic trader. and later. He knew where to look. Simply killing Boss Gus will not erase the debt. Random Debt Circumstances for Characters These debts began decades ago. Thefts. He borrowed from Gus to pay off a local gang of raid- . or else submit to slavery. they’re not heroes. What do your so called slaves have to say?” GM: The players should each get the chance to say what their character will do. The judges made your family pay for the reconstruction of the next door shack. a half-human. you can ask the players if they want to know about their debts. or friendship. and the character’s families back home will be both punished for the crime. We need you!” Your boss. Your father borrowed from Gus. Worse. Somebody as important to the community as the generator itself… my own adopted daughter. After a few years of bad crops. and offer our hospitality whenever any of you pass this way again… for the rest of your lives. 5. Subsequently.” The woman tending to Oliver goes to the village leader and whispers in his ear. Also. I will call in the debts owed to my family by your parents and siblings and force them into the street. a string of structural repairs to your shack. You grew up in extreme poverty. 3. too. “Apologies. only 2sp is going against the original debt. This mortgage loan was mainly incurred when your father broke his leg and couldn’t work for two years. is reminded of his or her employment contract. so he kidnapped her. They are mere slaves. you will be charged with mutiny and no doubt fed to the great gator. Basher.. or stay and either fight for the village or go search for Sawndraa and the precious generator ‘Smokey’. other than a passing hello. says your man is hurt bad and will die if he travels now. “If you don’t row my barge to Steel Hill. the rest is interest. Gabriella the Slippery. Gus the Fair. and family debt. mercs and guardsmen with full coin purses were always crowded around the popular dark haired beauty. look at my crew here. “We were attacked by skullocks commanded by a mutant called Kane the Invincible. or use these as guidelines: 1. She’s a fine looking cyborg woman who visited your home town of Sandbarra every month or so to buy parts. contracted rafters. your homes being forfeit against their old debts!” GM: At this time. “My witchhealer here. either for potential romantic ends. and then drink and gamble in the Rafters Pub. and other costs. Read to players: Gus frowns at you. since he’s been here often and seems to have become smitten with Sawndraa. or flee. and all of the neighbor’s house. Kane got half his skullocks killed in the raid just to get her and the machine. the local lizard men and other night predators will devour us all before dawn. so own them! We leave at once and wish you the best of luck. Either roll d8. a prisoner was taken. assign. The witch-doctor fled town. however. who spurned him. invites you to sit around the fire.The Mutant Epoch: Quick Start Rules A cook fires crackles in the middle of the room and the Headman. predators took your families sheep. They stole the village’s sacred relic. Your families cook stove caught fire and burned down half of your parent’s house. and recover the generator and my daughter. You grew up on a shack that was drafty and damp. feed your crew. as the wealthier diggers. or slavery. his indebted. we will buy all your hogs.” Basher sits back and lets you mull over what he just said. She died. and owe the debt to your master’s family and business partners. either flee with their boss and debt holder. Saving her would certainly get her attention. I own their family debts. but the amount of the repairs were too steep to fully fix both the adjacent house and your own. Your mother became very ill and your father and grandparents sold everything. or kill their boss. Muddy Mayhem 61 Any PC who says he will disobey Boss Gus. fines for your father’s bad behavior at the Rafter’s Pub. Your father had a serious drinking and gambling problem. The bone plated old mutant turns to your boss Gus “I now plead with you to follow Kane’s boats up the north waterway. Your family needed money to keep their home. How can you ask us to risk our lives for people who can’t pay their bills? Worse.

Oliver. Some in fancy feather and bone headdresses bark orders to others. while refusing to pay back the money used to get her out of the city. Their numbers are unclear because of the undergrowth. the hogs are agitated and noisy. Entry MM-4. When he sees you looking his way. The rain begins to come down in sheets. He insisted that you bring along the retired ranger. Your older brother fancied himself a digger. Your father borrowed money from Boss Gus to pay a squad of Excavators to seek her out and bring her safely home to Sandbarra… which they did… and now she is a whore in the Rafter’s Pub. outfitted his friends and they set off to the west to loot. lived on. although you were told this was a cruel lie told by other kids to tease you. and if reptilius are dispatched or wounded. by her own choice she says. or fire on the reptile men. One of the daughters of that previous marriage ended up in the underground Deep Slum of Steel Hill. Should’ve friggin’ stayed at that ville. Some kids say he is your real father. chest out as he directs you to pole for far off Steel Hill. and your father is a pitiful drunk. and bring up a dozen archers. your family’s loyalties have always been questioned. as part of the deal. blue skinned bipedal lizard men moving along the village side of the shore. Gus was said to also enjoy your mother once a month. . Interest and paper work fees have ballooned the debt to what it is now. and was maimed and half insane thereafter. Entry MM-4. 8. These creatures. Choice 1: Obey your Master: Read to players: It is not yet noon. commonly called reptilius. bought a heap of fine excavation gear. however. and the borrowed money came from Gus. You father had a family before he met your mom. Each PC is shot at by one arrow. Your uncle has never been seen or heard from since. or stay behind and forfeit the homes and futures of their families. never getting away at all. Many are armed with crude spears and axes. convinced your parents that he would make his fortune in the nearby Overgrown Ruins. Boss Gus seems pleased with himself and stands at the front of the raft.The Mutant Epoch: Quick Start Rules ers who he owed hundreds of silvers to. and perhaps become outlaws themselves. he shakes his head and whispers “This is a bad idea. You will all endure a long. your mother works two crappy jobs. We need them as much as they needed us… especially once it gets dark. 6. but at least fifty. and some say he was quietly murdered in his cell. arms behind his back. Only one of his friends returned home alive.” Your raft heads up stream against the sluggish current. The wounded man lays under the shelter. You swear you are being followed whenever you walk around town. uncertain night out on the boggy river. They are heading toward the defenseless village and have spotted you. wheezing and clutching his assault rifle to his chest. Rumors have it that your step sister at the bar is owned by Boss Gus. this page. However if they decide to help the villag- Muddy Mayhem 62 ers and immediately go seek the generator. Vegetation and concrete columns stand thick along either shore nine or so meters away. form a line and prepare to fire their bows at you! The characters are allowed to either take cover among the frightened pigs (gaining -20 DV). Entry MM-5 page 63. but roughly half carry bows. Your family suffers in poverty and humiliation. The debt. see Choice 2. Your uncle was accused of serving an enemy faction. and your dad borrowed money from Gus to pay a bribe to the hangman to let your uncle slip away. others simply emerge from the weeds to launch arrows into the raft. Since then. If they obey see Choice 1. and you’ve only gone a kilometer from Soggy Hearth when you see a band of hunched. The characters must decide to either obey Gus. the main city of the Lower Freehold (page 90 to 106 of the Crossroads Region Gazetteer) where she ended up as a drug addicted prostitute. 7.

but most wielding crude spears and clubs. bite or by weapon/ SV 01-50/ DMG arrow d12. they will do nothing to relieve their family debt.The Mutant Epoch: Quick Start Rules Reptilius: DV -12/ END 12+d12/ MV 7m or swim 6m/ Init. Should the reptilius reach the wall. Boss Gus is hit by two arrows. They will be forced to leave Lower Freehold lands with bounty hunters alerted to their identities. Here and there along the wall. meanwhile. return Sawndraa and the generator. the PCs continue to enjoy a -20 DV bonus. spinning and occasionally snagging on drifting trees and rubble heaps.” Beyond the wall the villagers have cut the vegetation back about a dozen or so meters. You notice thick relic wires running along the inside of the barrier and here and there. The villagers cheer when they see the crude hog barge turn the bend. Choice 2. Here. The rain. they can get underway. Defend the village Fence: Read to players. The characters can each return fire with whatever missile weapons they posses. Go to entry MM-12 The North Arm. see entry MM-7 below. Gus calls to the PCs to do the following: Read to players: “I won’t make it to Steel Hill or the other villes. The wall of junk. although behind their defenses. but will also be outlaws. has turned into a downpour and reduces visibility to twenty meters. on page 65 and proceed from there. east facing wall. A teenage boy in junk armor with long shaggy hair and trying to load an arrow in his shaking hands. corrugated metal. . Consider a mass of 10+2d6 reptilius to be attacking the PC’s section of wall from 14m away. Their numbers unclear as they charge forward in a hissing mass. a blue light joins them all. page 64.4m/55 kg/ Mutations: nil During the exchange. Captain Basher is thankful and gifts them each one item from table MM-1 on page 65. Got to get off this raft before I die! Do your duty and take him back to that cursed. When its on. or… if the characters refuse to man the rickety walls of the village. woven wicker. if the characters are busy hiding or shooting and not propelling the craft upstream. ordering his people to tend to Gus and Oliver and bring them to the great hall. wire and bulb encrusted black pole about four meters from the defenses. leaving them in the care of the villagers. you see a poorly made. so they must steal the hog barge. And will reach the characters in two rounds if not dispatched by missile fire. Entry MM-5. Maimed and screaming in agony. they can either steal the raft and flee (see entry MM-9 on page 64) or else hide someplace. bite d6. one in the leg and the other in the chest. Meanwhile. Following that. Entry MM-7. Muddy Mayhem 63 GM: The characters can be escorted to the south and the east and the landward fence. Several terrified villagers lead your team through the mud shacks and still burning houses of town to the outer. Should the players consider this. There is no other raft able to immediately undertake the pursuit of Kane’s Skullocks. and still decide to take the hog raft. club or spear d12/STR 22/AG 43/ACC 34/INT 8+d8/WL 32/PER 21/ Valuables: PT/ EFs 12/ Morale: firm/ Size 1. the vessel will begin to spin and drift back toward the village. at the outskirts their militia begin to repel the first waves of reptilius. Disobey Gus: The characters will need to mutiny against Boss Gus and tie both him and his henchman. Following this course of action will mean that even if the PCs succeed and save Soggy Hearth. filthy friggin’ village at Once!” GM: If the character’s obey. they turn the vessel about and make good time and speed downstream. Out of the mossy woods and sheets of driving rain come the first wave of lizard folk. and occasional logs do offer you some protection from incoming arrows. raised wall that sits upon a berm of earth and rubble. The bone plated village leader turns to you “Grab your weapons and come to the wall! The lizard folk are testing our defenses! They know the generator is silent! That the energy fence is down! They mean to devour our children!” GM: Each PC is shot at by one arrow. Entry MM-6. local people stand with you. Oliver up. they gain a -20 DV (defense value) bonus. and no man or beast will pass through it. +0/ Attacks: bow. many with bows. see entry MM-8. The Return to Soggy Hearth: Read to players The chieftain meets you at the docks. notices you looking at the black pole and says “That’s the energy fence. merge with another wire that runs through the wall and out to a strange.

and you will be free to leave Sandbarra and pursue your dreams as ruin looters. inflicting terrible casualties. bite d6. bite or by weapon/ SV 0150/ DMG arrow d12. Read or paraphrase to the players: Entry MM-9. below. then see Entry MM-11 Victory. distributing trade and causing food shortages. and should they survive and somehow go upstream to the village. The characters can push away from the blockage and return in disgrace to the village. and cowering inside the fortified chief’s house alongside Oliver. or decline this offer. holds up a handful of old world lined paper sheets and adds “I have here the freshly signed debt relief forms. Captain Basher. see entry MM-8 whereby reptilius break in and find the PCs anyhow. and explains the following to his oarsmen. These cold blooded predators seem to be waiting for the PCs to make a mistake. Entry MM-11. Bring the girl and the machine here before dark. is a witness to this agreement. and we will all parish. He has been talking to the headman of the village. The lizard men will eventually burn the village to the ground and abandon the bone littered site. the characters return to the Soggy Hearth just as the battle is turning against the villagers. and I swear I will revoke all your debts to me. the populace devoured in a two day ritual torture-feeding ceremony. If they defeat these lizard men. If the character do rush in. the helmsman. then Gus will honor this receipt for your family’s benefit. debt free from this night forward. Victory over the Lizard folk!: If the lizard men are killed. Your wounded boss. or we will be wiped out! Save us all. including yourselves. If defeating this number. Captain Basher will explain the situation further. Gus. The surviving characters are summoned by their employer-debt holder. Entry MM-8. keeping to cover. +0/ Attacks: bow. if so. the assorted clans of the Reptilius called the Wadango. laying on a bloody mat on the floor of the main lodge. Your families will be rid of the loans. The GM will need to conceive of how the night unfolds for the PCs. then the debt will continue. join forces and begin to launch night raids on Sandbarra itself. do as Captain Basher says. with the creatures falling back to gather in numbers and return that night to wipe out the hated. delicious humans. “You all wanted to grow up and be friggin’ heroes. they are attacked by a wave of the lizard men. and are killed or abandon the line. go reclaim the generator and his daughter. on raised strips of land and ruin pillars. What do you say?” GM: If the PCs agree to the terms. some of them waving for you to come help. Fleeing downstream via the raft they discover that the rainstorm and flood have dislodged dozens of trees and obscured the course of the river. If your expedition succeeds but any of you die in the struggle. . become heartened at the sight of reinforcements and stand their ground.The Mutant Epoch: Quick Start Rules If the PC’s lose this battle.” The village leader. Oliver here. they face 2 reptilius each. See entry MM-11. treat the victory as a wider win. The big man is unable to fight or move. peers up at you. Do this. warriors. the characters don’t get far. the village is overrun. or else stay and face the night and their likely doom. worse. Emboldened. numbering 2 per PC. Steal the Raft and Flee: Abandoning their employer and the doomed villagers. will own their homes outright. Should you fail. Muddy Mayhem 64 Read to players: You arrive just in time to see the defenders at the eastern wall fall back and a wave of reptilius begin to break into the village. Reptilius: DV -12/ END 12+d12/ MV 7m or swim 6m/ Init. on the right. It is only mid day. Hide during the attack: Have the PCs hear the carnage for awhile. club or spear d12/STR 22/ AG 43/ACC 34/INT 8+d8/WL 32/PER 21/ Valuables: PT/ EFs 12/ Morale: firm/ Size 1. and one woman with an arrow in her shoulder cries to you saying “Come stand with us. The raft gets stuck in a mass of trees and mutant alligators gather. this page for post battle follow-up. Sawndraa. the lizard man assault is thrown back and calm returns to the village. And this former Freehold Ranger. never to be rebuilt. right? Well now is your blasted chance! Please. and the village brunt to the ground and abandoned. flee. I will hold them until you return. cruel fashion. see entry MM-10. and we will survive this day!” What do you do? If the characters try to flee. Entry MM-10. gather more reptilius. Eventually. they will find it is now infested with hundreds of reptilius who feed on the populace in a most gory. nods. The brave men and women fighting there happen to see you. the rest of the bipedal reptiles take this defeat badly and a general retreat is called. wherever the PCs try to hide. They will know of your sacrifice and honor your name. Return In Disgrace: After trying to flee the village by stealing the raft. as the wall defenders are hard pressed and small squads of reptilius get inside the compound and butcher the human villagers.4m/55 kg/ Mutations: nil Go to Entry MM-11. or nightfall to come many hours later. Reptilius have broken through the crude wall on the south east side of the settlement and rush in.

rate 1. The pigs have been removed and a band of militiamen. great grandfather’s. plus. moving away from Soggy Hearth and in the direction Kane and his skullocks fled with the stolen generator ‘Smokey’ and the headman’s adopted daughter. range 20m. 600g weight. as well as a pocket flashlight identical to the one noted on roll 9 on this table. added here as an adventure extra. dark blue helmet has the word ‘SWAT’ written on its front. She applies strange. the team will notice that there is a 5 in 6 chance no blood flyers attack the character wearing this lotion. So desperate to see his village survive.” Any wounded character is quickly taken aside by the green and yellow striped woman.The Mutant Epoch: Quick Start Rules Read to players: “The filthy skullock appear to serve under the treacherous halfie. After tending to any wounded PCs and gifting them each an item from the village stores. Go to Entry MM-12. bitter smelling ointments to the injured character and whispers the following in his or her ear “I don’t use this power on your boss or his henchman. This unit could arrive at the adventure site after one hour of being called for. My witch-healer here will tend to any of your wounds. ** Oliver the ex-Ranger could be contacted to send a detachment of 6+d6 village militiamen to help deal with Kane. holds only 2 shells at a time. The North Arm. under Captain Basher’s guidance. and starboard sides of the scrap metal and log vessel. This particular. Your boss is a selfish waste of skin. Captain Basher. worth 400+2d100sp if sold) Iron Breastplate. Entry MM-12. These tough men and women will be armed with bows and machetes and arrive via a hastily thrown together raft. Sit still. Gabriella the Slippery. They use their poles to shove the now much lighter hog-barge upstream. worth 800+d1000sp if sold 18 Army helmet (improves Defense value -5. Oliver. Damaged 20+11 (before any strength based or weapon expert with swords mods are applied). but adds -15 defense value and can be worn over other armor 30m length of hemp rope with a grappling hook. Kane. and show our thanks for your help. while I offer you each something which might help in your quest. rate 2. would abandon us.) Muddy Mayhem 65 15 Jar of Gabriella’s bug-away lotion™ (enough for one day’s application to skin and clothing. 20m range. who has the mutation ‘heal touch’. or make things worse. along with a lantern and 8 hours oil Pocket pistol* with d6 pistol rounds in the 6 shot magazine (SV +5. that he gifts it to the PC (SV +8. DMG d20. 3d6 days charge left in mini power cell. as I want them injured and so forced to stay here. re-roll duplicated items.25m per round. Sawndraa. . range 120m. and takes 2 rounds to reload. the lotion actually attracts the bugs. worth 900+d1000sp if sold 17 Razor Sword* which was the Headman Basher’s great. rusty and wrapped in an oiled rabbit pelt 20 Fragmentation Grenade *This is a relic included in The Mutant Epoch hub rules book. Table MM-1 Gifted Item by Captain Basher 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Roll d20 d6 pistol rounds d6 rifle rounds d6 shotgun shells Bow and quiver with 20 arrows Heavy crossbow with 20 quarrels Suit of junk armor Anti-Toxin Injector. relic Ballistic Shield. it might work. and if he were able to flee. the character’s are bustled off to the hog raft. and which characters are located on the port. The Headman.5 meters movement per round. heading along the narrower North Arm of the barter river. worth 180+d100sp if sold Communication headset* with another headset given to the helmsman and former Freehold Ranger. but reduces movement by -0. When attacked by insects. If applied. damage 3d10 but can attack up to 3 man sized beings if in a group. which slows the wearer by -0. ammo.” Wounded PCs recover d20+10 endurance. but on a 6. The North Arm: Game Master. below. rate 1 or 2 barrels simultaneously rolling for each barrel to hit or not. The witchhealer explains that it will keep away all insects from stinging and biting the PC. in the direction the skullock boats departed. with every hostile insect going solely for this PC!) 16 Leather holster and Shotgun pistol* SV +15. 250g weight. relic Pocket Flashlight* with mini power cell (200 hours use when fully charged but this one has only 3d6 hours remaining in charge. who says he demands regular updates from the PC who is given the headsets ** (100 km range. shove the PCs off toward the north arm. safety goggles 19 Leather holster and automatic pistol with d4 rounds in magazine. while I mend you as best I can. comes with zippy bag of d3 spare shells besides the two loaded in the weapon already. have the players tell you which character is operating the rudder at the back of the hog barge. will heal 2d6 Endurance points damage. will fetch 900+d100sp if sold) Jar of Gabriella’s Holy Healing Jelly™ (enough for 6 applications to any wound. hands each PC one random item from the following list. taking you and your comrades with him. They stole or sunk all our boats so you must take your raft to go get the generator and return with it and my daughter before night. worth 200+d100sp if sold.

range 9m when first spotted. Roll d6 1. Read: Your raft turns around a tight bend in the river and ahead. The shore is roughly six meters away on either side. spiked back or whiskered snout. Ribbons of fog lift up from the water and weed choked shoreline. they swerve.2. GM: If the characters decide to stop and check the bodies for valuables. You will have to steer carefully to make your way through the maze of debris without snagging the sides or log underside of your elongated hog barge. spine covered fin. choking vines and other vegetation. Regardless of whether they find anything or not. bite d6. although you see on the undersides of vast branches or umbrellalike leaves. GM: Whoever is operating the rudder must make a Perception based type B hazard check.The Mutant Epoch: Quick Start Rules Read to players: Your voyage upstream is at first uneventful. Read: The rain let’s up for a few minutes and the sun beats down from above. plus 2d6 others that are 9m away with clubs who stay out of view. limiting vision. There are as many reptilius as PCs. Either roll d6 for a random event. although the gun it fits has been taken. an occasional spider as big as a hog. 3. Likewise. Read: Your passage brings you into a wide watery expanse filled with ancient concrete rubble. made clear. club or spear d12/STR 22/AG 43/ACC 34/ INT 8+d8/WL 32/PER 21/ Valuables: PT/ EFs 12/ Morale: firm/ Size 1. bite or by weapon/ SV 01-50/ DMG arrow Muddy Mayhem 66 d12. moss covered ruins about you. In some places the gray sky is blocked out by vast mutant trees which shelter you from the constant warm rain. +0/ Attacks: bow. there is a 4 in 6 chance that they find a spare magazine for a survival rifle under one of the corpses. Reptilius: DV -12 although well concealed and so -32/ END 12+d12/ MV 7m or swim 6m/ Init. They split up and divide themselves among all the PCs (except for anyone wearing Gabriella’s bug-away lotion™. After the battle with the blood flyers. upturned rusted out automobiles and a mangled fuselage of an old world civilian aircraft. dip and dart side to side in an erratic flight path. You grew up in these parts. and will bloat itself on blood automatically (for d3 END DMG) each round up to a maximum of 16 endurance points ingested before detaching and flying off. You can’t tell if something is getting clear of your path or approaching. the reptilius will cease their attack. 5. If he or she suc- .1kg/Mutations: nil/ NOTE: On a successful strike. The magazine has 10 standard rifle rounds in it and also fits a regular assault rifle. but by the bright red blood flowing from the gray skinned humanoid corpses. You pass the occasional alligator. Assorted swimming things surface to feed or breath. murky water before you get too close. blood flyers (12 +1 per player character): DV 0 ground or -10 air/ END 4+d4/ MV 1 or 8m flying/ Init. the dark clouds return above the swampland and the rain falls steadily once more. about a dozen meters to the starboard side. They will not try to assault the raft unless killing half the PCs.4m/55 kg/ Mutations: nil If the characters shove away from the half sunken rowboat. you hear the splash of something unseen someplace ahead. and recognize the crude bone tipped. you hear a buzzing of insects. The craft contains three dead skullocks filled by crude arrows of the sort used exclusively by reptilius. and gigantic mosquitoes bigger than roosters. rigid reed shafted projectiles. All at once.6. The characters come across something interesting. appear a mass of enormous mosquitoes! GM: There are 3d6+6 blood flyers. are immense eagle sized dragon flies. that lurch off the shore and disappear into the brown. half speed. but if a 6 is rolled. who 5 out of 6 times seems invisible to the bugs. The rain seems to be keeping the insects grounded. as the splashing it makes echoes of the tall. reveal any or all of these. the fog dissipating and the way ahead another thirty meters to the next bend. trying to burn through the haze. or if enjoying a longer game session. and emerging from the shore on the port side.4. No reptilius are visible in the tangled thorn bushes. observing the typical fish gill feathers favored by Wadango lizard folk of the area. shooting at each PC with an arrow once before the character’s can react. sloshing its way through the muddy waters. a blood flyer has attached itself to the flesh of a victim. -1/ Attacks: 1/ SV 01-36/ DMG d3/STR 3/AG 16/ACC 22/INT 2/WL 24/PER 13/ Valuables: nil/ EFs 5/ Morale: firm/ Size 50cm/ 2. revealing only a slippery black tail. making them very hard to hit with missile weapons or when in melee range. you see a half submerged rowboat like those seen at the village. all these blood flyers attack this PC only! Insects. twisted metal. the attack could not have taken place more than an hour ago. there is a 1 in 6 chance that the reptilius are hiding among the vegetation and open fire.

which is answered by another howl far off in the distance. snapping through overhead vines and branches and heading right for your raft! There is a 2 in 6 chance the block hits the raft. Looking back. It could be upon you in a minute if you don’t work together to shove off! Total the strength scores of all the characters who man poles and work together to push the raft free. it has a 3 in 6 chance of also impacting a random character. If stuck. while in the other. Give them a chance to escape and endure a memorable side adventure. in order that the impacted PCs might survive to carry on the adventure later. An unconscious character wakes much later in time to deal with entry MM-17 The Docked Rowboats on page 68. As this is a low rank. gear and cast aside armor. Any miss cracks the hog raft’s railings and deck and underlying logs beneath. It will take all of you working the poles to push away and try another course. each attempt (each round spent) results in a 1 in 6 chance of the approaching creature getting around the rubble and appearing alongside the raft’s port side. you hear a mighty roar echo out across the swamp. GM: Roll randomly each round to see which PC the garnock attempts to smash. otherwise it splashes down about a meter from the starboard side. weed covered concrete column. Due to the driving rain and mist. If the humanoid takes half its endurance value in damage. page 68. see entry MM-13. but if it hits the person. manthing wading through the water. However. you watch as the block tumbles end over end through the air. keeping them fresh and succulent until he is in the mood to eat. stone gray skinned giant of a humanoid. see entry MM 14. yet having wasted a few hours in their main quest. If successful. then the PC has successfully navigated their way through the maze and gets clear of the half submerged rubble. hunched. it will break off the attack and flee. In horror. bottom of page. crying out in a booming wail. who must make a type B agility based hazard check to side step the block. It roars and throws the block of man-stone overhand. Entry MM-14 Stuck Fast!: Read to players: You’ve caught on something in the narrow between a heap of rusted old cars. it holds a block of concrete. Read to players: Another immense roar shakes the swampland around you as appearing around the corner of the concrete column is a muscular. The nearly five meter tall mutant freak raises a metal beam in both hands and flashing its bent yellow teeth in a snarl. either during an attack by the beast or before hand. Entry MM-13 Successful Navigation: Read to players: You’ve shoved away from the last pillars and collapsed walls. but in the meantime. . including their own gear. It is first seen six meters from your port side. see entry MM-15. the block punches a hole clear through the deck. but it seems to be some sort of hunched giant wielding a metal beam as a club in one hand. below.The Mutant Epoch: Quick Start Rules ceeds. the Game Master may wish to have the club inflict stun damage (which heals at the PCs normal healing rate per hour). deep sound. it is unclear what the hell it is. plus knocks the character out cold. If it hits the raft. treat it as regular attack with a strike value of 01-80 doing d20+18 damage. as well as plenty of discarded relics. while failure means the helmsman has steered them into a blockage and for several minutes the raft is stuck fast. Below is a quick table showing the total strength scores with the odds of shoving off per round. Should all the PCs be knocked out. beginning adventure. You can hear splashing as something begins to wade closer to your location from the far side of the concrete column you are stuck to. If the characters shove off. Perhaps this flesh eating giant prefers to store captives upside down in a nearby old car parkade. and a rebar encrusted. you see a massive. around a heap of rusty wrecks and out into the channel. tied by vines in an underground ruin area. If missed. naked and without weaponry. below. they might all wake. see entry MM-16. If it appears before the PCs shove off. moving north once more. PCs who decide to grab weapons and be ready for a fight can- 67 Muddy Mayhem not contribute to this effort. The might observe a floor littered with the skeletons of men and beasts. Table QSR-2 Shoving Off Odds Roll d10 Combined Strength of PCs Odds to shove off per round 01-100 1 in 10 101-200 2 in 10 201-300 4 in 10 301-500 6 in 10 501 and up 9 in 10 Entry MM-15 Caught by the Beast!: A garnock appears and will use an iron beam as a club to attack a different PC each round it gets. Birds and bugs lift off every branch and rubble pile about you and take flight at the horrendous.

while one other has two heads and bites twice per round. next page. If instead the characters are belligerent and elect to fight the dogs. In frustration. All of it manufactured in the PC’s home town of Sandbarra and in perfect condition. Have the players select a single file marching order and note it on a scrap of paper. having a spiked and bone plated body. Entry MM-17 The Docked Rowboats: About a kilometer upstream the characters locate the spot where Kane and his skullocks have taken their prisoner and the stolen generator ashore. If so. See entry MM-17. Entry MM-18 Alpha: Read to players: Your lead character spots a clearing in the trees and vines ahead about twenty meters. and unable to move for the next 3 to 18 (3d6) minutes. Other than the dogs and flies. they hold their ground to keep the intruding humans from their feeding site.6m/ 30kg/ Mutations: The alpha has a spiked covered armored shell (DV -30). The PCs might elect to simply go around this area trying not to get lost in the swampy vegetation -. see entry MM-17. 3d6 shotgun shells. and the PCs decide to run away. spinning once in a whirl pool and getting many meters back from the block. Beyond them you see a game trail leading up a tall bank between two pillars of concrete. wine and dried meat. +0/ Attacks: 1/ SV 01-60/ DMG d12/ STR 23/AG 38/ACC 48/INT 7/WL 38/PER 39/ Valuables: nil/ EFs 18/ Morale: firm/ Size 1. they run off. otherwise. The tracks of many booted and bare human-like feet are easy to follow. stopping only 6 meters away. Blood has splashed the tall ferns and grass and here and there. see entry MM-19. the dogs are 50% likely to give chase and rip them apart. growl and fan about in front of the PCs. below. barks at the characters and makes a rush towards them. it wades away and out of sight after d4+1 rounds.and pick up the trail on the far side. they get clear of it and into deeper water where the giant dares not go. The biggest dog. they now propel backwards at speed. mutant (6+d6): DV -10 armor (alpha -30)/ END 15+d10 (alpha 25)/ MV 9m/ Init. see Entry MM-18 Alpha. the way beyond obscured mossy trees. Dogs. the PCs can push upstream. In a large hip pouch it carries a mix of stolen items including 3d20 silver coins. GM: If the PCs advance. A pair of mutant dogs growl at you from further ashore where they have dragged off a skullock corpse and half consumed it. blocking their way. As the current is flowing against their upstream progress. they may attempt this. snarling beasts are hungrily feeding and fighting over a kill about twenty meters away. fist or bite d20+18 / STR 115 (+18 DMG) / AG 18 / ACC 24 / INT 2d4 / WL 73 / PER 22 / APP 2d4 / Valuables: See below / EFs 125 / Morale: excellent / Size 4. d20 gold coins. As you near. These wild dogs will flee if their alpha is killed outright with one strike before the rest of the pack is engaged.5m / 530kg / Mutations: Normally 12% chance of 1. -1 / Attacks: 1 weapon or fist or bite / SV 01-80 / DMG club 3d20+18. there is nobody about. If the . 3d6 standard pistol and 2d6 standard rifle rounds. blue spotted specimen has a poisonous bite (anyone bitten by this dog must make a type C endurance based hazard check or succumb to paralysis. and the bright orange. perhaps a kilometer away. Off Trail. below. getting within 12 meters they soon see a few dead skullocks laying spread about. the characters can navigate free of the maze and get upstream once more. d4 fragmentation grenades and an assortment of cheese. seeing and feeling all. If losing the scrap. Once free of the blockage. Many of the vessel have arrows stuck in their sides. If they had been involved in an attack by the beast. This done. while a pack of 6+d6 mutant dogs are feeding on them. Having dealt with the garnock. as well as several deceased gray skinned humanoids who are now swarming with flies. they set off. an anti-toxin injector. otherwise. 40+d100sp worth of fancy plastic. breads. of which one has two head and another is bright orange with blue spots.The Mutant Epoch: Quick Start Rules Garnock: DV -10/ END 200+d100/ MV 5m / Init. the alpha. an answering hoots and howls reply. In the distance. but this one has no apparent deviations. The other hounds. The Docked Rowboats Entry MM-16 Shove off!: The characters have managed to push away from the blockage and drive the raft back. GM: The PCs must abandon their barge and go ashore. tracking the skullock raiders with ease. Muddy Mayhem 68 Several events take place between the river and the lair of Kane. roaring (in which time it could take missile fire from the PCs and be dispatched and perhaps its body searched for valuables). returning to their feast. Read to players: Turning a bend you see four of the village’s rowboats pulled up on shore beside five crudely made rafts. collapsing yet hearing.

they may proceed along the contested trail. Read here if they defeat the dogs and see what they were eating: Read: On the other side of the trail are the remains of about six skullocks — although there could have been more of them as the remains are so torn asunder and blood splashed that its hard to tell. You see nobody else and the trail leads away and toward an open area beyond. the group becomes disorientated. they wander about for 20+d20 minutes before the lead character pulls back some branches and sees the way ahead covered in a vast spider web. blood soaked dogs seemed wise at first. She neither shows herself nor responds to questions. Once the PCs decide to move on and see where the trail leads next. Entry MM-19 Off Trail: The characters have decided to simply leave the trail and go around the territorial hounds. the trial winds left then right through trees. before we change our minds and skin youz ugly things. but are unsure whether the skullocks they fed on were killed by the hounds or some other peril. One is thin. Now truly lost. the other muscular. the screechy voiced woman’s goes silent. is the skeletal remains of a humanoid lizard. They appear to have been wearing junk armor and carried bows and machetes. go to entry MM-21 The Footings. See entry MM-20 Traitors. Following the trail another kilometer. To try and coax her to be his own… instead of me! He chose a hume whore over his father’s kind. Read here: Going around the vicious.1m/ 52kg/ Mutations: usually none. for questioning him!” She calls down to you. along with three machetes. in an eastward direction. GM see entry MM-20 Traitors. you’ve momentarily lost your way! Any PC with the Wilderness Survival skill will be able to lead the team back to the main path within ten minutes. Go kill that liar pig! Go to da mound an’ get back your half metal hume slutto and riddens to you all. this page. Suddenly. a scratchy female voice calls out from someplace high up on one of the concrete masses that flank you. which will pursue the characters relentlessly. we not stop youz. three dozen arrows in crude quivers made of human skin. The characters have unwittingly wandered into one of many rubble spider territories. Beyond this grisly scene. the PCs happen to find their way back to the trail only twenty meters from where the dogs are busily feeding on dead skullocks. Entry MM-20 Traitors: Occurring at area 20 on map MM 2. Ahead. Go ‘den. . vines. +3/ Attacks: 1/ SV 01-55/ DMG d8+type B sleep poison with d6 hours unconsciousness*/STR 16/AG 56/ACC 32/INT 6/WL 38/PER 57/ Valuables: nil/ EFs 25/ Morale: average/ Size 1. range 3d6 meters! Spider.The Mutant Epoch: Quick Start Rules 69 Muddy Mayhem character’s win. you slip and slosh down a long muddy slope to a ravine between massive toppled concrete wedges and into a heavily wooded area.” GM: With that. page 112. All at once. and to one side of the trail you see two more dead skullocks with nooses around their necks. Regardless of how long the PCs wait. “They were murdered by Kane. dressed in junk armor and still holding a bow and quiver of arrows (3d6). Her voice echoes and is hard to place. around concrete pillars and sunken. both clad in only loin cloths and their hands tied behind their backs. next page. We not traitors… he is! Go now. or merely kill half the pack and drive the rest off. while to one side. they can hear a scuttling above them and look up to see d3+1 rubble spiders descending on thick webs of glassy looking silk. amid the rain. otherwise. but a few meters off the trail. rubble: DV -25/ END 10+d20/ MV 7m/ Init. no further event occurs here. boggy pools. A wooden signs hangs about the neck of the smaller figure with the word “Tr8turz’ carved into the wood slab. prickle bushes and fog. Laying about are five bows. Read to players: You leave the scavenging dogs behind. *Those bitten must make a type B endurance based hazard check to avoid unconsciousness. After dealing with the spiders. “He gettin’ my entire clan wiped out for nothin’! Just to take the hume bitch as his lover. Within the web are dozens of small cocoons with the legs of insects sticking out.

or thirdly. Insects. five hundred . A tree and bramble covered mound of rubble sits in the middle of this watery expanse. the ground gradually rises up and on either side you see masses of broke concrete. If the PCs advance at once. bottom of page. see Entry MM-23 Wait & Watch. At once. A huge. they can simply go down and step off the safety of the ground and walkway and wade through the shallow. see Entry MM-22 Advance. or conceal yourselves amid the vegetation and debris and observe the distant mound for a moment. 2. sick looking shrubs and eventually zig zags up to the top of the mound. the third option is to step off the trail and wade through the filthy water and make a direct approach to the mound.The Mutant Epoch: Quick Start Rules Entry MM-21 The Footings: The PCs now advance to the end of the trail and the main site of this adventure. mutant mosquitoes. glass. you notice that the trail here is littered with the slashed open bodies of five crow-sized mosquitoes. page 71. You see black smoke spewing from the top of the mound-island. This crude. you hear a buzzing and from both sides. At location 21 on the Map MM-2. winged lizard with a wedge shaped head and bladed tail appears over the swampland.outlandarts/qsr. see Entry MM 26. Scattered about the lowland are cement protrusions and piles of twisted machinery. From top of the junk. of they wait and watch. Immediately before you. although don’t volunteer this fact to the players. bridge-like pathway extends out across the putrid swamp. the trail you had been following turns into a recently built. you can clearly see that some sort of clearing lays just beyond. however if they wish to walk around the flooded lowland and scout the mound from the far side. a blood flyer has attached itself to the flesh of a victim. from page 117. turn and dart toward your team! Muddy Mayhem 70 There are 12 blood flyer. however. found on page 112. You see a swarm of a dozen or more blood flyers take to the air and fly off out of view. View of the Mound. GM: Note how the characters defeat the insects. facing the tall hill of rubble that rises up about three hundred meters away. blood flyers (12+1 per player character): DV 0 ground or -10 air/ END 4+d4/ MV 1 or 8m flying/ Init. below. and will bloat itself on blood automatically (for d3 END DMG) each round up to a maximum of 16 endurance points ingested before detaching and flying off. You can either proceed at once.htm Once the players look at the handout. and for a second you think you here old rock and roll music. see Entry MM-25 Wade Through the Lake. If the PCs decide to follow the walkway. junk and rubble. watery plain and make their own way across. All at once. Or. you all see a plume of smoke rising from various points upon the hundred meter tall hillock. 1. see entry MM-24. page 73. half speed. veering left and right around rubble piles. concrete and leaves all around you are over a dozen huge. or walk all the way around the mound and see what they can see from the far side. The PCs might choose to tackle the walkway. Entry MM-22 Advance: There are actually three ways to advance on the mound. The trail you take seems to be the only way forward and slopes upward. especially if they use relic or archaic firearms which will potentially alert those on the mound to the intrusion. Show the game participants player handout 2. plus 1 per player character. -1/ Attacks: 1/ SV 01-36/ DMG d3/STR 3/AG 16/ACC 22/INT 2/WL 24/PER 13/ Valuables: nil/ EFs 5/ Morale: firm/ Size 50cm/ 2. The trees ahead seem to end. read on: You stand on the south shore. After hiking through a soggy low area where at points the trail disappears into ankle deep water. All at once you step up onto a ledge overlooking a remarkable scene and peer north out onto a water filled moss and tree covered stump of an ancient concrete structure. page 72. shoddily made single file catwalk. Read to players: Although the rain falls hard and the ribbons of mist lazily drift about. Go Around the Lake. Entry MM-23 Wait & Watch: Roll d6 each minute that the characters wait and watch over the vast ruin enclosed lowland lake.1kg/Mutations: nil/ NOTE: On a successful strike. as if having hatched on the vast lake surface and taken to flight together. Also available as A PDF and a jpeg screen shot at our website at http://www. rusted automobile husks and tangled thorn bushes. Smelling warm blooded prey they swarm up high into the sky and once reaching ten meters in height. Rising out of the weeds. The one kilometer by two kilometer footprint of a once immense structure was so vast that it has formed a square lowland amid the tree covered bog that surrounds it.

and will not attack the PCs hiding and observing it unless they expose or somehow draw attention to themselves. 4. Skirting around the footings of the ancient mega structure is slow going. -1/ Attacks: 6 bites (6 heads)/ SV 01-60/ DMG d10 each/STR 43/AG 31/ACC 44/INT 4/WL 19/PER 43/ Valuables: nil/ EFs 95/ Morale: firm/ Size 4. damage d12 stun and d6 lethal. strike value 01-70. +3/ Attacks: bite or tail slice/ SV 01-64/ DMG d20+5/ STR 37/ AG 67/ ACC 34/ INT 7/ WL 34/ PER 87/ Valuables: skin 65sp/ EFs 25/ Morale: excellent/ Size 7m wingspan/ 47kg / Mutations: usually none. Read the following: You’ve spent a half hour and traveled only a few dozen meters. falling. hydra worm: DV 0/ END 50 body and 10+d20 per head/ MV 5m/ Init. to your right. Entry MM-24 Go Around the Lake: This is both an arduous and perilous option and you should make it clear to the players that the bush is thick. On the top of the ancient wall. the terrain uneven. You hear a dog’s bark from someplace within the distant mound. the thing stays 20m away and eventually moves off. they travel another hundred meters before something else happens: A random character slips on a mossy slab of concrete and spills off the old foundation. Again. after another half hour and only traveling a hundred or so meters. A swarm of 3d6 blood flyers lift off the lake’s surface 100+d100 meters away and begin to flutter their way. or the PCs are stupid and make noise to attract it. you all happen to notice a enormous dark purple. Each PC must roll his or her accuracy trait or less on a 10+2d20 roll or fail to grab hold of something solid to catch him or herself from going for a spill into the putrid water. present them with three events which might show them how dangerous and wasteful of time this journey around the lake actually is. the enormous mutant monster circles. Treat the fall as an attack. 3. Although it doesn’t see you yet. If the characters are especially stubborn. The fall costs the team another five minutes as the unfortunate must climb back up the slope to join them. strung between the rusted rebar shafts. Each head ends in a ring of eyes and a tri-mandibled beak.The Mutant Epoch: Quick Start Rules meters above. Anyone who falls in to the water causes a splash which attracts trouble. spike covered worm with six heads. . As the breeze turns your way. Stats shown just in case the PCs are exceedingly belligerent: Lizard. You notice a long. 6. The ground under foot is often covered in slippery. Something large splashes out in the muddy lake. Vines with razor sharp thorns. here are its stats: Worm. If the PCs do attract it. are spider webs (2d4 rubble spiders control this area. slightly arched rope or cable trailing away from the mound’s upper heights and vanishing far off at a cluster of upright. A large mutant alligator emerges near the PCs. have them travel only fifty meters before another calamity occurs: The ground beneath the team is unstable and gives way in a short slide down into the lake itself. sink holes and quick sand. should the characters press on around the lake. and there is no trail to follow. moss covered mounds of shifting rubble and rusting machinery. GM: Unless attacked. having snapped up one of the giant mosquitoes as it flew low over the water. Read if the PCs continue: Muddy Mayhem 71 Finally. other resistance could include a flooded river that is 8m across and filled with hatching Blood Flyers. while another option is that they come to a solid concrete wall that stretches from the lake and runs 500+2d100m off into the swamp. is slick with mold and moss. and slithers along unhindered by the junk and vegetation. you all hear loud rock and roll music belching from the mound. the PCs might spot a camp of 30+3d6 Reptilius warriors who seem to be observing the smoking mound in the middle of the lake. bashing their head and bruising their body going down the landward side of the footings. 5. weed and shrub covered ruins on the east shore wall. GM: The beast is a winged slasher lizard. Although the characters who are in the water can get up and on the ruined foundation which encloses the 1km by 1km lake. Should the team persist in going around. winged slasher: DV -5 ground or -25 air/ END 30+d20/ MV ground 6m or fly 14m/ Init. GM: If the characters decide to continue on this course. Like a bird of prey. and towers 30+d20m in any given spot. waiting for an opportunity for the PCs to slip up again. taking several minutes to move on and search the rivers and tree shrouded bog lands further east. The enormous monster is over four meters in length. the reptile follows the progress of the adventurers all the way around. circling lazily amid the sheets of rain and wisps of low gray cloud. Or. huge cobwebs./ 4-6. you hear a noise out in the thicket to one side. with one of the giant spiky arachnids standing on the edge looking down at the PCs).4m/ 680kg/ Mutations: nil. roll d6 if trouble shows up: 1-3.

In time. giant worm lurches up four meters in the air. although old stairwells.4m/ 680kg/ Mutations: nil. or tombstonelike wedge of rusty metal. so re roll these special duplicated results 2*. although each round he or she can try and claw upward if making a strength based type D hazard check and pulling him or herself out of the hole and back to the surface and safety. 8. either to investigate the human travelers. they give off a nasty. GM: If using guns or other loud attack modes. You see the giant mosquito coming at you and have time to either shoot it or prepare some weapon. parking level or some other flat surface. Read: You snag your foot in something beneath the water and feel the blockage crack and snap as you shake it . otherwise. Following the lead digger. swim in a circle around the PCs. Entry MM-25 Wade Through the Lake: Characters who chose this option are clearly brave. you see that here and there large creatures surface from the cloudy depths to feed on bugs. however. Proceeding. hydra worm: DV 0/ END 50 body and 10+d20 per head/ MV 5m/ Init. 6. rotting log. Drowning. It is about three hundred meters to the rubble hill in the middle of the lake. GM: This is actually a large mutant alligator that had been resting on the shore. collapsed areas and access holes are soon discovered. If so. and will not engage the character’s further. The creature seems to be circling well away from the lake area and either hasn’t spotted your team yet. although the raised walkway is much closer to you. Also use these events if the characters step off the walkway. feeling the bottom with either a stick. nose hair curling stench. being about forty meters up when you first see it. weed and bug infested waterway. the events occurring minutes apart. Whatever it was. if the digger is wearing part plate armor. If the characters decide to turn back and try the walkway to reach the mound. Read: Far off to one side.The Mutant Epoch: Quick Start Rules Yes. Read: The submerged floor beneath you gives way and you drop down through a cavity in the lake bottom! GM: Any character behind the PC can make an agility Muddy Mayhem 72 based type B hazard check to try and catch the falling PC before he or she goes under. Blood flyer stats bottom of list. 4. Read: You step on something squishy underfoot which seems to pop. wherever they are at. you make your way through the waist deep swamp water. circling low over the treetops and broken spires of moss covered ruins. 7. GM: Each PC must roll for an event while the team wades forward. vanishing beneath the surface. once. spear shaft or shuffling along with your feet. GM: Blood flyer stats next page. along the shore and hundreds of metes away. 11*. keeping back thirty meters and making a wake in the water as it goes. while the occasional blood flyer rises up from rubble. or merely hunt fish. It seems that the lake has filled in a vast flat concrete rooftop. or being a cyborg with the implant Armor Enhancement. For whatever reason. below. this is what is called ‘railroading’ in role-playing game terms. the PC sinks down either treading water if able and not too heavily armored. either that or have low intelligence scores. GM: This Hydra worm is well fed and makes only one bite attack out of fear. the PC will add his or her bones to the vast collection already present deep in the underground parkade below. or isn’t interested in you. 9. Read: A blood flyer comes zig-zagging across the surface of the lake from well over a dozen meters away. Read: A blood flyer high above your team begins to corkscrew down toward you. It will. but to flesh out every potential option available here is impossible and would make this adventure three hundred pages longer. you pick your way forward. you happen to see what you thought was an elongated chunk of rubble as it slips away and enter the lake. but then it fades away as the rain picks up and drowns out any sounds from afar. the lake water next to you explodes as a five headed. the character takes d6 endurance stun damage per round. Entry MM-26. 5. 3. Table MM-3 Wading through the Swamp Lake 2d6 Note: Any result with an asterisk beside the number can only occur . it doesn’t attack you. Read: You think you hear old world rock and roll music carried on the wind. Any gunshots may alert those inhabiting the rubble mound. blotting out whatever sunlight gleams through the early afternoon sky. If succumbing to drowning. -1/ Attacks: 5 bites (5 heads)/ SV 01-60/ DMG d10 each/STR 43/AG 31/ACC 44/INT 4/WL 19/PER 43/ Valuables: nil/ EFs 95/ Morale: firm/ Size 4. Worm. any defenders of the mound might hear the report. Read: You kick a large. it vanishes down some deeper hole in the lake bottom. Several bubble float up about you and as they burst. Read: Even before you step out into the muddy. see entry MM-25. it decides to return to the water. fleshy form beneath the surface and all at once. birds and other small creatures. Read: You step on something meaty and powerful beneath you and some appendage of the creature smacks you so hard it knocks you off your feet and beneath the surface of the water. you see the shape of a large winged reptile. The thing bellows and uses one head to bite at you while the rest turn away as the creature begins to veer away. 10. However. On the other hand. then the PC sinks down 2d6 meters into a blast hole. they might elect to wade through the putrid waters to the walkway or mound. Read: Far to the west. next page. see page 73.

Incident one happens at location 26 on the Map MM-2. the PCs come to the raised walkway as it nears the mound and can climb up onto it and advance. but so too. floating face down in the water. but after traveling about fifty meters along the recently made. found on page 112. Read to players: So far you’ve avoided attracting any attacks by the frequently seen giant mosquitoes. The Watchers. thus advance them to Entry MM-21. you see a humanoid rib cage momentarily float up to the surface. heavier jaw and extra thick plates along its back and sides. and approaching the island-like mound. submerge and vanish for 3d6 rounds. Any strike on a PC that inflicts more than 15 points damage means the gator has managed to grab and yank the PC off the catwalk and pull him or her under. Entry MM-26 The Walkway: The raised. After crossing the open water of the lake. on page 74. lopsided and crude walkway.1kg/ Mutations: nil/ NOTE: On a successful strike. toothy skull of some sort of reptilian humanoid. picking at scraps of meat from the animal’s gums. and waits alongside the trail for the PCs to walk by. If shot at with ranged weapons and it suffers any damage. This gator. silt and dead weeds that churn up beneath you. having six legs. the gator is quite clearly mutated. and when reaching zero . as well as deep square shaped depressions.The Mutant Epoch: Quick Start Rules free. half eaten corpse of a skullock. while about the neck of the skullock is a wooden sign with crude writing carved into it. The gator hides in one of these dark pits. an elongated. Grumpus will roar and slip into the water with a splash. called ‘Grumpus’ by the local peskies. filthy looking pools. sunning itself. your lead adventurer stops and points twenty meters ahead. Read: You pass a wedge of rubble sticking up out of the lake. and is highly territorial and will not move for the PCs as they approach. attacking a random PC. in the cavity of an old office. Several vultures sit on the top of the wedge. The water is a shallow. Amid the turbulence. single file catwalk seems to lead up and over fallen slabs and pillars of concrete weaving its way between insect covered. They have bypassed one serious peril by taking the risky move of wading. A large alligator lays across the catwalk. eels and large water bugs. Attached to the spine is the elongated. it states “Tr8tur to Lord Kane’s Will. Besides drowning (Quick Start Drowning Rule: the PC takes d6 stun damage per round. If the character can read. desiccated gray humanoid whose flesh has mostly been eaten away leaving raw bones. and will bloat itself on blood automatically (for d3 END DMG) each round up to a maximum of 16 endurance points ingested before detaching and flying off. 12*. Muddy Mayhem 73 On closer inspection. Kane feeds traitors to it. the beast takes the occasional skullock who falls behind any patrol. If the characters decide to continue following the trail they encounter trouble twice. What at first looked like sticks and gray weeds is actually a small. has been living in this swamp long before the characters were born. -1/ Attacks: 1/ SV 01-36/ DMG d3/STR 3/AG 16/ACC 22/INT 2/WL 24/PER 13/ Valuables: nil/ EFs 5/ Morale: firm/ Size 50cm/ 2. yet filled with the moving shapes of fish. blood flyer: DV 0 ground or -10 air/ END 4+d4/ MV 1 or 8m flying/ Init. Nearby is the bloated. The brute ‘s mouth is open and small birds move within its jaws. a blood Flyer has attached itself to the flesh of a victim. half speed.” Insect.

or +15 if taking careful aim and using two rounds to properly lead the target. At any time. or 501 to 1000m long range at a strike value penalty of -50% and half damage on a hit) rate 1 shot per turn (or once every second round if aiming carefully). targeting the first intruder in the PC marching order to gain +10 SV (but shooting every 2nd round instead of once per round). A skullock sniper team is concealed high up on a wedge of sheered off concrete. who control the whole swamp and aim to wipe out Kane and his followers. The shooter will take an extra round to aim carefully and ensure a hit. nor hub rules. As the PCs don’t match the descriptions of the mercs. and before you is a mesh of . +0/ Attacks: bite/ SV 01-65/ DMG d20+10/ STR 80/AG 32/ACC 29/INT 6 /WL 22/PER 25/ Valuables: skin 1sp per END pt/ EFs 30/ Morale: fair/ Size 3-4m/ 410kg/ Mutations: 6 legs (+2m move). although if rescued before drowning. The rusted rifle has no scope. Once they shoot their weapon. climactic point in the adventure. Both skullocks are in their typical junk armor. vines and other vegetation to help conceal themselves. brambles and the rusted spires of rebar. These two watchers are somewhat surprised to see the characters approaching and at first mistake the PCs for mercenaries which Kane has sent for. Both carry machetes and knives as back up weapons and use a knotted rope to get up or down from the fifteen meter tall protrusion. found on page 112. you eventually come to the end of the trail. however its stats are as follows: SV (strike value) bonus to shooter +5. and some peskies (another name for skullocks) will be on their guard.The Mutant Epoch: Quick Start Rules or less endurance blacks out and goes limp and on his or her way to death. Main Level Areas of the Mound Entry MM-M1 Entrance Cavern Read: After advancing up the zig-zagging pathway along the west side of the rubble mound. carefully aimed +15: SV 01-65)/ DMG d12 javelin or d8 knife or d20+15 with bolt action rifle/ STR 24/ AG 33/ ACC 30/ INT 2d6/ WL 40/ PER 45/ App 3d6/ Valuables: VP (very poor)/ EFs 20/ Morale: average/ Size 1. Should the character somehow not take fire from the skullock sniper. elongated. if this old beast takes 30 or more points of damage in total. but wear clumps of grass. 9m water/ Init. each PC is allowed a type B perception based hazard check to spot the muzzle flash and thereafter detect where the sniper hide is located. or avoid using loud attack modes themselves to reach the entrance of the mound. The old bolt action 30-06 is not included in the relics shown in the quick start rules. only reemerging at the GM’s discretion. heavier jaw (+5 DMG extra) and extra thick plates along its back and sides Entry MM-27 The Watchers: At location 27 on the Map MM-2. so long as it comes with at least three rounds of ammo.3m tall/ 50kg/ Mutations: nil GM note: Any shooting taking place in the area will alert the occupants of the mound’s entrance that invaders have discovered their base. the skullock decide to open fire on the PCs when they are 100 meters away and at the X symbol on the GM’s map and alert those within the mound of the intrusion. trying to shred the victim. the gator will make a death roll. range 500m. The pair of skullocks have been told to watch for a counter strike by local reptilius. it will call off the hunt and flee to some deep waterhole to recover itself. A death roll allows the gator to automatically make its bite attack damage each round until either the PCs is dead and torn asunder. fully loaded. or the character (or comrades shooting from the surface or diving into the waist deep water to engage the gator in melee) inflict 10 or more points damage on the animal. They enjoy a -10 DV ( Defense Value) bonus from Skullock Sniper Team: DV -22 in cover. normal -12/ END 10+d20 (20 and 30 for shooter)/ MV 7m/ Init. Grumpus Gator Alligator. The 30-06 has a five shot magazine. then the GM will have to adjust the preparedness of any defenders. the subject recovers all these specific stun points within five minutes). One pesky has a beat up old relic bolt action hunting rifle that he will use as soon as his observer who watches the catwalk with a pair of binoculars. +1/ Attacks: 1 weapon/ SV 01-50 (30-06 rifle +5 SV. Spare 30-06 rounds can sell for 40+d100sp each. Damage d20+15. large: DV -20/ END 30+2d20 (67 endurance)/ MV 4m land. sees the PCs come into view. The cliff-like faces of old concrete walls block any further access upward or to either side. Muddy Mayhem 74 incoming missile weapon fire due to the cover and concealment they employ. at some entertaining. but rests on a crossbrace of metal to help steady the weapon for long shots. amid moss. while the bigger of the two skullies who wields the rifle carries an old freezer bag filled with 3d6 spare 30-06 cartridges. value if sold in town 1000+d1000sp.

then no alarm has been sounded and no skullocks will be on duty here. including gunfire when dealing with blood flyers or the mutant gator. If the characters somehow eliminated or bypassed the skullock snipers in entry 27. Besides a low steady purple light. drawing their machetes. see area M2 below. Entry MM-M2 Guard Room: Read to players: The Frosted glass door is stained with rust and mold. Init. Roll d6 to see which guard unit appears. Any PCs to come up the trail will have been observed. This brute attacks with six machete attacks per round. hunched body. moss. the flicker of a small flame can be seen through the glass. A single skullock with a pump shotgun loaded with d8 shells. however if they ignore it and move south along the hall. Mangled steel. and crushed concrete form the walls of this circular cavern. then defenders will come from the guard room to investigate the commotion. Read to players here: The crude cut. human-like hand prints made from dried blood. an unopened bottle of Overpass Vodka. and huge. wires. The unit noted below will instead be lounging in the guard room at entry M2.The Mutant Epoch: Quick Start Rules woven wires which form a easily opened screen. Skullock with 6 arms and shell: DV -30/ END Roll d6 for Guardian Skullock with shotgun: DV -12/ END 26/ MV 7m/ Init. Should shooting or other loud noises have transpired out in the swamp. machete d12+1/ STR 24/ AG 33/ ACC 30/ INT 2d6/ WL 40/ PER 45/ App 3d6/ Valuables: VP (very poor)/ EFs 20/ Morale: average/ Size 1.4m tall/ 60kg/ Mutations: nil Two headed mutant dog: DV -10/ END 24/ MV 9m/ Init. Three skullocks armed with bows and sheathed machetes. although also continues to the right. or gathered dust and weeds so typical of most holes in the new era. 28/ MV 7m/ If the characters investigate the glass door. ACC 30/ INT 12/ WL 40/ PER 45/ App 9/ Valuables: VP (very poor)/ EFs 30/ Morale: average/ Size 1. and these peskies will be waiting in ambush and get +4 to their d10 initiative roll (skullocks incidentally have an initiative of +1 already so roll d10+5 for these humanoids. They will fire their bows at the first two people to look in the cavern. grease. with a total lack of cobwebs. rusted security door.6m/ 30kg/ Mutations: 2 heads 3. +1/ Attacks: shotgun or knife/ SV Shotgun 0170/ DMG 3d10 shotgun or d8 knife/ STR 24/ AG 33/ Muddy Mayhem . but no other movement. and mud. the tunnel enters a crudely cut hole that slopes downward into darkness. with the unit being 3 meters inside the entrance cavern. bone plated hide. The corridor is lit by a single electric bulb that has been recently screwed into a crack in the ceiling. page 76. and avoided the use of loud attack modes when dealing with blood flyers or other adversaries. the PCs may proceed down the 24m long passage. which is roughly two meters in diameter. 3d6 standard pistol rounds and an antitoxin injector / EFs 20/ Morale: average/ Size 1. as well as small. +0/ Attacks: 2 bites/ SV 01-60/ DMG d12 each/ STR 23/AG 38/ACC 48/INT 7/WL 38/PER 39/ Valuables: nil/ EFs 18/ Morale: firm/ Size 1. heading south giving you two options. Table MM-4 Entrance Guardian 55/ MV 4m/ Init. See Area M3.6.4. then throw down their bows and charge. and powered by freshly added extension cords which run along the floor and come from around the bend in the hall. Skullocks (3): DV -12/ END 18. He is accompanied by his pet mutant dog which has two heads and so bites twice per round. standing in the shadows. A mutated skullock with six arms. 22. +1/ Attacks: bow or machete/ SV 01-50/ DMG bow d12. circular tunnels begins to give way to an ancient concrete corridor. +1/ Attacks: 6 machetes/ SV 01-60/ DMG d12 +1 each/ STR 24/ AG 33/ ACC 30/ INT 2d6/ WL 40/ PER 45/ App 3d6/ Valuables: A pouch containing 3d6 silver coins minted in the Dominion of Aberratia. The hall ahead of you ends in a frosted glass door. and scraps of old paper with faded images and text on them. it goes anther six meters before extending east fifteen meters to a smashed open. stretching six meters due east and being three meters wide and tall. Although the junk is hundreds of years old. along with dried mud. 1. On the ground to either side are dozens of fish bones along with the freshly killed remains of at least a dozen giant mosquitoes.2. Shredded nylon carpet covers the floor. the excavation here looks very recent.3m tall/ 50kg/ Mutations: nil 75 5.3m tall/ 50kg/ Mutations: 6 arms/ ambidextrous/ shell Follow-up: Once any guards are dealt with in the entrance cavern. fish bones. Here. pipes.

landing on rubble and twisted metal. “Oh. if so.4. but fail to grab hold of the rebar and thus fall 6m down to a sealed off. . attached to a bare electric bulb which illuminates the room in a purple light. or less. or any valuables. GM note: If the PCs use firearms or employ other loud attack modes to deal with this beast. treat as second bite attack. The heaviest character steps on a weak spot in the floor and it partially collapses under them. Read: A skull faced. You can hear loud. If the character search this old office. they find 3d20 silver pieces worth of plastic trinkets. any occupants of the grand Lobby (area M4) will be alerted. rhythmic music from the old world. Ahead. will go outside. and has tracked the character’s unfamiliar scent to this corridor. If the PCs came upon this room without alerting the guardians. observing you for a second. Statue worth 300+d100sp. then roll on table MM-4. Unaware of the PC’s presence. This strange hound has a long bladed tentacle growing from its back (treat as second bite attack. There is a 3 in 6 chance that as the characters get half way down this passage. explain that the doors are all collapsed and buried. extension cords and recently added wiring run along the floor and ceiling. He squints and begins to walk forward. the stubs being tickets.The Mutant Epoch: Quick Start Rules If the characters push open the unlocked door. the corridor opens out into a large chamber. A printer lays on its side in one corner. called Bobbola. 5. “Who let youz humes in here!?” He asks. let a searching PC find 3d6sp worth of bright. brochures and small paper stubs stowed in large blue plastic bins. grins and extends the bottle to the first character in the marching order. with dark hair and holding some sort of silver communicator. It snarls and charges from the bend in the hall. He wipes his toothy mouth. climb the junk hill and sleep away the rest of the day under a tree. “Is you Kane’s reinforcements?” This skullock is drunk on stolen wine and thinks the PCs might be mercenaries that his master has hired for extra muscle. 1 minute equals 20 rounds). keyboards and small black cups. then asks. This skully. the tiny plaque at the bottom of the figure reads ‘ELVIS’.word?” The password is ‘Jail Bird Rock’ and lets the PCs pass unhindered. along with d4 standard pistol rounds. It is lit by a single flickering blue electric light hanging from a crudely fashioned outlet on the left side of the wall. The blaze is fed from a stack of faded documents. The Place is filled with old office furniture and the remains of several computer monitors. Dog. the faded text tells of the Elvis Presley Theme park. Like the previous passage. Entry MM-M3 West Hall: Read to players: This hall runs straight east for fifteen meters. The fire itself is burning in a steel barrel connected to an over head vent and exhaust pipe that leads up through a crack in the roof and out someplace deep in the mound. +0/ Attacks: 2 bites/ SV 01-60/ DMG d12/ STR 23/AG 38/ACC 48/INT 7/WL 38/PER 39/ Valuables: nil/ EFs 18/ Morale: firm/ Size 1. What’s ‘da pass. The ticket stubs and brochures show imagery of the same white clad figure as the statue and for those PCs who can read. Flashing red. 3. d4 dead rats cooking on sticks. making no move to call out or go for the machete hanging from its belt. surrounded by tattered office chairs is a campfire. wearing sunglasses.2. treat the fall as an attack with an SV of 01-60 doing d20 stun damage and d10 regular (lethal) damage. however.6m/ 30kg/ Mutations: 4m bladed tentacle on back. A mutant dog has returned from its wanderings out on the ruin mound. smashed and covered in cobwebs. previous page. on a d100 or not only fall waist deep in the jagged hole. read on: You see a 6m deep by 9m wide room. as noted in area M1. they automatically loose initiative and have their back’s turned. The computers here are all destroyed beyond repair. and a 30cm tall figure of an ancient deity in white. 1. d6 freshly caught mutant fish. being +40 strike value easier to hit on the first round. right. an event occurs. while in another corner. except that it can also strike at opponents at its rear or up to 4m away. mutant: DV -10/ END 15+d10/ MV 9m/ Init. The thing holds a near-empty bottle of wine and leans heavily on the wall. PCs above can throw a rope down to a PC who falls in and pull him or her up in d6 minutes (incidentally. concrete grey colored humanoid turns the corner up ahead and staggers into view. The PC must Muddy Mayhem 76 roll his or her agility trait value. colored plastic and an anti-toxin injector. half buried room in an abandoned lower level. blue and orange lights dance around the otherwise darkened space ahead.6. fish bones and dust. roll d6. An orange extension cord runs along the floor and up the far wall. For the purposes of these quick start rules. For any character who can read. playing a song about a hound dog. 3d6 assorted pens and pencils each selling for 5sp. 6 meters away. to see what guards are waiting here. If the player asks the GM if his or her character sees a way out in the lower level.

-2/ Attacks: 1 weapon/ SV 01-40/ DMG d12+1 machete/ STR 24/ AG 33 (drunk 12)/ ACC 30/ INT 5/ WL 40/ PER 45/ App 8/ Valuables: VP (very poor)/ EFs 20/ Morale: average/ Size 1. strutting man in a white old world outfit. some broken. 1. although in different costumes and body shapes. other tipped over. flash an array of red. range 250m) 3. The music in the chamber is deafeningly loud to your unaccustomed ears. the characters creep up to a broken open steel door that looks like it had only recently been disturbed as the damaged lock and hinges reveal newly exposed. there is a chance that several skullocks show up. you see a large square of card stock with a faded picture of the man seen everywhere. non-rusted metal. The singer holds a mic and belts out the tunes. however. Pump Shotgun Ammo: 4+d4 shot shells (SV 01-70. Animal bones litter the entire area. you ain’t never caught a rabbit. each worth 25sp. you see a bizarre sight. steel security door which until recently appears to have kept the chamber ahead of you sealed. singing before unbelievably large and enthusiastic crowds. Above. turning the far south eastern corner from an open corridor. In one cabinet.4. After traversing the corridor. and along the walls are dozens of screens showing the same man. read here: As your eyes adjust to the lights. however. Roll d6 for the relic this one uses. you notice several cabinets along the walls. Auto Pistol Ammo: 10+d10 rounds of pistol ammo.3m tall/ 50kg/ Mutations and Implants: nil Muddy Mayhem 77 Somebody has scrawled an ink signature across the front of the strange container. (SV 01-62. from the darkened. About him. If the PCs wish to loot this area. rate 1. will run on a standard power cell for 240 hours.Elvis is Back from 1960 -. or the five yet unexplored exits doors which lead off of the 9m wide by 24m long gallery. all of them glass and most of them smashed open. Rate 2. range 30m) . spin and aim about in different direction. Cryin’ all the time. You notice that lights pass right through him as he sings and struts. GM: This is a turntable with an original record on it. who being drunk. runs back the way he came calling out “Intruders!” The PCs might kill or knock out the skullock with ease. and you now doubt that anybody within that area. Damage d20. could have heard any gun shots from outside the mound or even in the entrance areas. while as part of the propped up display is an ancient machine with a black glossy disk on it. with the stats of the weapon while deployed by this skullock shown. next to a wide open. This unit numbers one skullock per player character and are all armed with machetes. The record is worth 200+2d100sp. seeming to change with the beat of the ancient music.2. they are entirely shocked to see the characters and roll initiative at d10 -3 instead of d10+1. while the portable turntable 300+3d100sp if sold to the right collector in a larger town like Steel Hill or Overpass. Well. this intoxicated skullock realizes the PCs are attackers and throws the bottle at the nearest PC.The Mutant Epoch: Quick Start Rules If the wrong password is given. Although the Album -. except for one who hangs back and fires a relic. the turntable is a retro model made in 2218 and although looks authentic. metal and wire fixtures on the ceiling. Whatever was in them has long since been stolen. Entry MM-M4 Grand Lobby and Elvis Gallery: Read: Peering out from the hallway. complete with bell bottom pants and gem studded. And you ain’t no friend of mine”. central stage are empty bottles of wine and beer. orange and blue strobe lights which turn. Damage 3d10 but can attack up to 3 people if grouped together. has the following stats: Drunken Skullock ‘Bobbola’: DV -12/ END 10+d20 (21) / MV 5m/ Init. You hear the lyrics of a man singing “You ain’t nothin’ but a hound dog. as well as an 8 litre keg of beer brewed back home in Sandbarra worth 60+d20sp While looting this area. Due to the noise of the music. The PCs will also find a stash of d4+2 bottles of red wine from a place called Sea Home (Crossroads Region Gazetteer page 74). tasseled jacket that is open at the front. On a raised platform is a dancing. on the raised. screams and if able.

” This pesky female is in a bad way and if given water. the dogs are kept hungry. you see that this area has been turned into some sort of sleeping area. Stun Pistol Ammo: Power cell yields 20+d20 shots (SV 01-65. sweat shirts and even a few tattered leather jackets have been spread out into sleeping mats. Although. or better yet.. Kane had been Collette’s mate. posters and gift cards as fire starter. four bald headed. a female who has a black feathered arrow still stuck in her upper chest. Several warriors who spoke up against Kane were hanged or shot on the spot. etc. As for what is upstairs. To one side. who presently seem to be gathering in ever greater numbers. and carries no weapons. Nearby are d6 machetes and d6 javelins. and get up. hoodies. No fight youz. plus d6 bows. up until he stole a cyborg woman from the village where the generator was taken. range 200m) Skullocks (1 per PC): DV -12/ END 10+d20 (leader with relic has 30 END) / MV 7m/ Init. It looks to be a large. +1/ Attacks: 1 weapon/ SV 01-50/ DMG d12+1 machete/ STR 24/ AG 33/ ACC 30/ INT 2d6/ WL 40/ PER 45/ App 3d6/ Valuables: VP (very poor)/ EFs 20/ Morale: average/ Size 1. handpicked warriors above. and banish Muddy Mayhem 78 her… she who be our true mistress. She says to not open the steel plate in the south room. now that the stolen generator is providing power to the ruin. which flickers as the power supply fades and then returns in fits. Only one. They’ve used old clothing as bedding and books. square space. she will say the following to the characters. being from a different family than Catwalk Colette’s and eager for loot and to start their own skullock clan. with the promise of riches and the expansion of Collette’s father’s territory. and may not really want to be seen associating with them. He aimed to keep her as a second wife. she will at least live. she has never been trusted with joining Kane’s most loyal. flickering greenish light on the far wall. quiver of arrows and travel pack and make her way out of the mound to try . Surrender I did. They were ambushed several times on the way to the mound by local lizard boys. The other three skullocks seem near death and don’t regain consciousness during this discussion. You promise let me go… and I tell youz where to find Kane and the hume strap on chick. Now. although the skullocks have converted it into a sleeping den. Here and there. all of them showing bloody wounds under badly wrapped bandages made from T-shirt material. damage 2d20 stun. The smoke from the cooling fire wafts up through a ripped open section of ceiling and exits out a ventilation pipe. Him just wants hume borgy woman from ville… he disrespect Catwalk Collette. looking left and right cautiously. although stained with rust and smears of a dark red color. she will relate the following. followed the half breed. Yes?” If the characters agree to spare her life. Read here: “Holla. serving Kane. but Collette would have none of it. or her wounds tended to. read this to the players: She will say that there is some sort of robotic gun at the south hall heading to the old shaft. stacks of torn posters. and in an argument after the raid on the village. distrustful of all. Most of the skullocks. hole riddled yoga pants. cards and books lay in a heap next to a smoldering fire pit. so too. Read: The wounded she-skullock says that Kane led Catwalk Collette to the swamps from the great forest to the north.The Mutant Epoch: Quick Start Rules 5. Kane has taken the prisoner to the upper floor. The only light in here is a single green orb hanging on the far wall. gathering a bow. Read to players from here: As you step in. and any skullock who dies. you can see jumbled shapes and a single. is fed to the hounds. the garments now torn and filthy. anything is possible. tries to sit up upon seeing you. He liar and murderer. Within. she will revive somewhat and hold up both hands in surrender. Not wanna be here. rate 1. If not threatened or beaten or abused in any way. the door has no lock on it and can merely be pushed inward. dem calls me Kallaxi.3m tall/ 50kg/ Mutations and Implants: nil Entry MM-M5 Gift Shop: Read: The Door to this room is made of frosted glass. but never seen it operational in the week that they have been staying in the mound. What do you do? GM: This is the Elvis Presley Museum’s Gift shop. gray skinned humanoids are stretched out. If the PCs ask about defenders or traps. She wears a blood soaked black tank top. trying to sing God-Elvis to her and make her his new lover. he beat Collette and sent her into the swamp. each with a quiver of 20 arrows. please hume. raising a hand out and saying “Water.6. Kane. If given healing. and to the north. as hundreds of T-shirts. administration by the mutation Heal Touch should any character possess it. Kallaxi is too wounded to help fight beside the characters.

rubble fills the back half only 9 meters away. a tall tattooed Skully with long silver hair…. cracked ceiling. with each player who declares his or her character is searching for valuables allowed a type E perception based hazard check to notice it. can leap back and slam the door shut again. trying to brace it in time. cracked and rubble littered corridor. these will fetch d20+10sp each. cocking their heads and whimpering slightly. if thinking quick. The place is illuminated by a row of fluorescent overhead lights five meters up on the high. you view a twenty meter long. saying: “Kallaxi. but. she will offer one more bit of advice in thanks. too. Well hidden in a toppled clerk’s desk at a digital payment kiosk. See Entry MM-M7. 20 round magazine. cruel looking mutant pit bulls. although the room is wide and in total runs 21 meters east and west. if the characters decide to investigate his well sealed door. The PCs. Dogs. Drool seeps from their mangled. allow the player of the character who first suggested the deed to roll his character’s agility or less on a 20+d20 roll to accomplish the task. owe you. misshapen faces as they appraise you. The room is shadowing. and between the shelves emerge four muscular. in a false drawer that is cracked and reveals a secret compartment odds of spotting this are slight. offer wine or food. For an instant. and the bones of fish and small. a growl. along with 3d6 Elvis T-shirts of wearable condition. Each has a different mutations: Brown and white dog: Endurance 62/ Mutation: Body Disproportion (has more endurance) Black and white dog: Endurance 23/ Mutation: Body Regeneration Heals 1 endurance point per round All black dog: Endurance 21/ Mutation: Paralysis Tendrils (3m long. snarl and lunge forward. they may do so. If given any food. The four metal shelves are stacked high with plastic drums. Muddy Mayhem 79 Read to players: Pulling open the heavy door reveals a large. full. as the lizard boy army comin’. Inside is a fully loaded automatic pistol and spare. Entry MM-M6 North Hall: Read: A rusty. If washed. Entry MM-M7 Collapsed North Room: Read: The door here is shut and braced. SV 01-70. A simple metal latch is all that holds the newly inserted door in place. a water skin or extra items to aid in her survival. your lights reveal a heavy.” As for valuables in the room. revealing that someone or something is locked within. her true leader. Do that soon. a shadow moves across the light within. partially collapsed ancient room filled with warehouse shelving. steel braced iron door.The Mutant Epoch: Quick Start Rules and reunite with Catwalk Collette. What do you do? If the PCs choose to back away from this mysterious room. but -1m move (now 8m per round). if they decide to open it up.6m/ 30kg/ Mutations: As noted above. crudely fashioned chain link door blocks this darkened north bound. worth 20+d20sp each). foam packing peanuts. Ahead. each taking a step closer. Beneath the door a blue light can be seen gleaming through the crack. +0/ Attacks: 1/ SV 01-60/ DMG d12/ STR 23/AG 38/ACC 48/ INT 7/WL 38/PER 39/ Valuables: nil/ EFs 18/ Morale: firm/ Size 1. toothy jawed humanoids. You see a faint blue light flickering from a centimeter wide gap along the floor. the characters will find 3d6 music disks featuring the entire life time works of Elvis Presley (both his music and movies. Failure results in the dogs smashing open the door and getting among the characters in melee range. Opening it. seeing that the characters are armed and not their usual handlers. To call a truce. The PCs have found the kennel. Freshly gnawed bones of large fish and small humanoids also lay along the length. the brace bar weighs twenty kilograms and not easily hefted by anyone of 20 or less strength (who must make a type D strength based hazard check to do so without dropping the bar on their foot and inflicting d3 damage to themselves). If the characters attempt this maneuver. as well as where Kane and his loyalists dispatch troublesome traitors who either don’t follow orders or are known supporters of Catwalk Collette. There is a grunt. mutant (4): DV -10 or -30 for bone plated dog/ END by dog (see above)/ MV 9m or 8m/ Init. 4 tendrils. DMG d12 stun) Bone plated dog: Endurance 25/ Mutation: Shell. three meter wide and tall passage. PCs of over 20 strength can lift and set aside the braces without making a noise. and say that if you meet my mistress. below. The four dogs. crates and deteriorating wood-fiber boxes. and mebbe youz works together against Kane and his ass clowns. and a snort. DV -30. . All across the floor are sheets of plastic bubble wrap.

Each disc worth 20+d20sp in a large town like Steel Hill. . Solar powered E-Reader. Box of 3d6 black nylon Elvis Presley Wigs.2. each worth 20sp 12. Pistol cartridge 13. worth 300+d100sp 4. Magazine for an automatic pistol with d20 rounds loaded 17. although fish bones and reeking heaps of feces dot the floor. which will slither into every area of this floor and eats anyone it can catch. yet none too carefully. They will not discriminate between killing and cooking humans or skullocks wherever they can be found. Sealed stack of 3d6 mini-music disks. Drained power cell 8. Each disc contains the entire lifetime recordings and movies of somebody called Elvis Presley. Case of 6d6 Elvis Presley chewing gum packs. Tube of 3d6 old world silver rounds (coins) each 1 ounce buffalo coin is worth 5 currently minted silver coins. the characters can waste time looting the old warehouse. At the far end you see that the floor is covered in sheet metal and weighted down by hundreds of kilograms of concrete rubble and iron beams. 16. plus a fully loaded automatic pistol with spare 20 round magazine and nylon underarm concealing holster. Air tight. subterranean garnock with two heads. making this level its new lair and laying 3d6 eggs that very night. Each pack worth 5sp.25m movement. 15. These full color tri-fold brochures will fetch a silver coin each back home. poly sealed case of 200+d100 Historical Brochures of somebody called Elvis Presley. Entry MM-M8 Collapsed South Room: Read to players: The door to this space is broken outward and reveals a 18m long by roughly six meter wide room. They intend to claim the mound as it is deep in their territory. roll d20. each worth 20+d20sp 18. you can hear something beneath the metal scraping and clawing at the blockage. 19. will fetch 300+d100sp 10. yet slow the PC by -0.4. have already rooted through the place. to somebody who recognizes the remarkable treasure. Even from where you stand. White. A Hydra worm. Magazine for an assault rifle loaded with 3d10 rounds 20. Fragmentation grenade *Relevant when entering Entry MM-U8-C. 4d6 Reptilius warrior’s armed with clubs. Worth 50+d100sp if sold. There appears to be nothing of value here. loaded with 400+d1000 old world fantasy and science fiction titles. page 94 . Box of 3d6 small. Should the characters be reckless enough to pull away the blockage and free whatever lies beneath. but in a large town like Overpass or Steel Hill. Light Combot won’t shoot this PC nor harm him or her in any way. glittery jewels. tickets to a starship voyage to an off-world colony. although along the entire east side the wall is collapsed and tons of rubble and gravel fill the space. 5. If broken open reveals faded banking documents. An Albino. Small iron box with locked latches. Shotgun shell 11. 14. which will devour any PC it can catch. tasseled leather jacket complete with fake. Rifle cartridge 9. or d12sp in Sandbarra.The Mutant Epoch: Quick Start Rules If defeating Kane’s pets. ID Card with auto-response chip* 6. They soon find that the skullocks. Solar powered calculator. 3. Thirty centimeter (1 foot) tall bronze statue of an ancient man in fancy clothes holding a guitar (Elvis Presley) worth 20+d20sp to an uneducated relic buyer in Sandbarra. or previous inhabitants of the mound. re-rolling duplicated results: Table MM-5 Warehouse Loot table d20 once per PC 1. 3. bright pink. If worn as armor will improve wearer’s defense Muddy Mayhem 80 value by -5 and can be worn over other armor. Anti-toxin Injector 5. hand painted 10cm tall Elvis action figures. worth 30+2d20sp 7. 2. Each PC who searches finds something of value or utility. roll d6 to see what emerges: 1.6.

fighting to the death. meter tall words in the old language flash across the screen above the man. The door is heavy plate glass and while crossbow bolts and arrows won’t do more than scratch it. GM: Have each character roll a perception based type B hazard check. Commoner Woman: DV -3 / END 15+d20 (wounded 15)/ MV 4m / Init. Reptilius (d4+3): DV -12/ END normally 12+d12. and why they have come. and made her dance and sing Elvis Presley with him late into the night. they do not Muddy Mayhem 81 speak human and merely snarl at the PCs. and decide not to enter the karaoke hall. will revive and flinch in terror upon seeing the characters. Skullock (d4+2): DV -12/ END 10+d20/ MV 7m/ Init. all facing the stages. GM: If PCs go in and check on the figure. ambushed her group. her hands and ankles bound in rope. all slightly ghostly and see-through. glass door. Should the PCs have seen the peskies. There are several (d4+3) green and yellow skinned. but will beg to accompany the characters as they explore the mound and try to defeat Kane. she sits up and asks who the characters are and if they’re Kane’s reinforcements.4. and so too. She lays on her side on the floor dressed in a leather skirt and tank top. with only one outcome being present: 1. or any other small weapon and conceal it on herself until such a time as she can run the blade through the eye socket or heart of any one of the two who so abused her.The Mutant Epoch: Quick Start Rules Entry MM-M9 Elvis Karaoke Bar: Read to players: The rock and roll music and hologram of the ancient singer continue to blare and flash behind you as you approach this grease and blood stained. She says Kane has been trying to get her to ‘go steady’ with him. they find that the person is a young pure stock woman who if shaken.3m tall/ 50kg/ Mutations: nil. spiky tails. then they can either back off and wait for the skullocks to charge out. Within you see the same man on a screen at the far end of a gently. If the characters enter and try to converse with the reptilius. If the characters explain who they really are. They do not take any notice of you standing outside looking in. If the PCs don’t notice these warriors. with the first successful characters noticing something odd amid the holograms. and thereupon. Read: One of the young woman is not dancing. She faces away from you. killed many of her clan members and took her as a personal slave. and the female was very jealous and came and beat and humiliated her when Kane wasn’t around. +0/ Attacks: bite or by weapon/ SV 01-50/ DMG bite d6/STR 22/AG 43/ACC 34/INT 8+d8/WL 32/PER 21/ Valuables: nil/ EFs 12/ Morale: firm/ Size 1. machete 01-50/ DMG crossbow d20+1. mostly females. calling herself Maria. machete d12+1/ STR 24/ AG 33/ ACC 30/ INT 2d6/ WL 40/ PER 45/ App 3d6/ Valuables: VP (very poor)/ EFs 20/ Morale: average/ Size 1. 18m long by 12m wide hall. Maria doesn’t care for anything beyond revenge and seeing both Kane and Catwalk Collette murdered for the mistreatments they showed her. if so. her long blonde hair a tangled mess about her head. They dance and cheer and sway.6. Maria. who. they will rub their ankles and wrists and do nothing until the last of them is freed. red lipstick and flowing skirts or blue jeans. with a bouncing yellow ball touching each word. but these are wounded and so have 3d6 endurance each/ MV 7m or swim 6m/ Init. attack the characters with their toothy jaws. the sole survivor of a flotilla of cargo rafts heading up to Sandbarra. or shoot through the glass door. knife d8 / STR 18 / AG 32 / ACC 29 / INT 38 / WL 62 / PER 24 / App 39 / Valuables: nil / EFs 13 / Morale: Average / Size 1. You realize that the words the man sings are a match to the written ones. GM: Maria is weak and unable to fight. Bruising is visible on her bare legs and arms. and will seek to slay them under any circumstances. downward sloping. She adds that a female skullock was with the half breed raider boss.2. There are d4+2 skullock warriors crouched down and along the walls. If not harmed. all in white or plaid shirts. is from Steel Hill. and ankles tied to their slithering. She will steal a knife. then these zealots of Kane will emerge behind the characters as soon as they start up the Long Hall (Entry MM-M10) and fire on them once the remote turret comes into action. pick or roll d6. read to players: The woman. +1/ Attacks: crossbow and machete/ SV crossbow 01-58. You also notice that the place is full of dozens of young pure stock humans. along with his skullocks in other rafts canoes. unique looking barge commanded by Kane. horn headed lizard men tied to the south wall. each armed with a crossbow and aiming at the entrance and ready to shoot the first PC who walks in. They seem to have been beaten badly and many have bleeding wounds which seep onto the floor. 3. Within. +0 / Attacks: fist or knife / SV 01-50 / DMG fist d6 stun. relic bullets or musket shot will shatter it and allow an exchange of missile weapons to take place thereafter. nor dressed like the others.5m / 60 kg / Mutations: nil . hands above their heads. If freed. She also detests skullocks. She says they were attacked by an armored.4m/55 kg/ Mutations: nil 5.

The characters can try to either smash the door inward with brute strength. next page. To bring this back the character’s home town of Sandbarra and present it to their the Council Directors. the characters can decide that they’ve already made enough noise and simply take aim on the distant remote turret and open fire on it. up on the right wall near the roof. who will open fire. Entry-MM-10B. See Entry MM-M10-A. the old metal door could be smashed or hacked down if a determined intruder had the time and strength. If the character do see the laser beams. it automatically returns fire long enough for the controller to either take manual control or switch it off. Whoever built this was keen to see that only those on the other side could open and close it through normal means. one or both PCs see faint red laser beams crossing the hallway about six meters up the corridor. it is thereafter useless scrap metal. He is only alerted to the character’s presence if they step through the laser beam at the entrance to the long hall or else open fire on the gun itself.The Mutant Epoch: Quick Start Rules Entry MM-M10 Long Hall: Read to players: The corridor before you is about forty meters long and ends in a closed. There seems to be no handle on your side nor mechanical lock to pick. If the PCs destroy it. the Remote Turret: A skullock. This robust door as a tiny spy hole about a meter up where a skullock guard on the other side could observe who is coming and going. is unlimited. Dry Ice. where the collapsed south hall is reached. Allow the first two characters in the marching order a type B perception based hazard check. Anyone who succumbs to the stun beams of this weapon will remain unconscious for 3d6 minutes before waking but being immobilized and useless to the team. for the turret’s stats. instead of per day. black relic weapon turret hanging from the ceiling. they will step through the beams and alert whoever is controlling the gun. is a sleek. it could be a devastating defensive measure to any community. which as the generator Smoky is operational. Have them decide. and supplied by the sort of remarkable power that the all-fuel accepting generator ‘Smokey’ burns. This weapon is a unique laser carbine. Remote turret’s stats: DV -30/ Endurance 36/ rate of fire: 1/ Strike value 01-75/ Damage 2d20+10 STUN/ Power supply. If they are successful. 36 meters from where you stand. but pos- . page 5 of the QSR or page 10 of the TME hub rules. at least until getting to Entry MM-M11. which can be set between stun or lethal emitter modes and is currently switched to stun mode. billowing in from the main Elvis gallery. hooked to facility. If the gun is shot at. the guard is upstairs celebrating the arrival of the generator and the relic wonders it has brought to life in the old structure. below. and their families’ debts erased… their freedom assured. rolls along the floor and may reveal something to the characters. would make the PCs into hero’s. below. A short barrel is aimed your way. revealed by the low fog that churns about the floor. with the healing Muddy Mayhem 82 rates noted on table QSR-4 Trait Value Modifiers. will unleash on the intruders. they can all step over them and make their way forward unmolested. heavy looking metal door. Entry MM-M10-A. Stun damage heals at the character’s healing rate per hour. Alternatively. and proceed. or else commence to use old pipes. by having one or two PCs run at it and try and shoulder it inward. is a long shot. a tiny green blinking light visible on the underside of the ancient unit. battle axes or even shot gun blasts to try and eliminate the lock and shove the door inward. called Nigel who sits up in Kane’s lair at a computer work station controls this gun with a joystick. Smashing the door in. and this weapon not destroyed and fixed to a barge or village structure. as a new iron fitting replaces what must have been a rusted away locking mechanism. It has no trigger or butt which would make it useful as a handheld weapon. see entry MM-M10-A. About twenty four meters up and on the right is a gap in the wall as if another side corridor leads off of the passage. the Iron Door: Read to players: The iron clad door in front of you looks to have been very recently repaired. Due to the very recent raid on Soggy Hearth however. Of course. If the computer and joystick were taken. however. if surviving the first volley from the PCs. Doing so will automatically initiate the weapon’s auto return fire settings and. Should the characters not see these beams. Beyond that.

The one on your right is jammed full of office chairs. If the laser trip line beams were bypassed at the other end of the hall. At this location. When Kane and his loyal skullocks first broke into this mound.The Mutant Epoch: Quick Start Rules sible. while the other appears wide open with a recently added metal floor blocking off lower levels. Any character that can read will see that the writing on the drums states ‘Steel Hill Spirits and Fuels Co-Op’. Total the strength scores of a maximum of two PCs and consult the following matrix. the game master will have to design and populate the lower reaches of the mound. regardless of what the PCs do to the door. Damage to Door Chance Lock Shattered and Door Opens 01-20 21-30 31-40 41-50 51-60 61-70 71-90 91-130 131+ d4 d6 d8 d10 d12 d20 d20+10 d20+30 2d20+30 2% 4% 6% 8% 11% 15% 21% 33% 48% If deciding to blast or hack at the lock area. collapsed hall running about nine meters due south. she will tell the characters that these oil drums were part of the cargo on her father’s trade raft. fresh burn marks and spatters of blood mark the floor and walls. The liquid within them gives off the reek of ethanol fuel. they found that there were access points into lower levels and various side openings. rock and roll music and the banging of metal on metal. read here: The right hand. Echoing down the square. and ultimately. which like the door can take 200 points of damage before breaking inward. Also in the lobby area. destroying the ladder. but no ropes. and expands out to a pair of open elevator shafts before you. which is behind the turret’s line of sight once behind it. Likewise. passing the remote turret. Also. but there is also a percentage chance the door shatters per smash. the PC is rendered unconscious for 3d20 minutes. he or she does automatic damage upon it each round. an explosion which will engulf the long hall behind them and jet up the elevator shaft. with one PC allowed to assault it at a time. and she accompanies the team at this point. on page 81). will trigger a fire. and is noisy. are five dented oil drums. each character is baked and thrown aside taking 10+d100 damage. This somewhat triangular room has a moldy red carpet. Likewise the PCs can decide to safely smash the gun to junk. Although sealed. There is a whiff like that of decaying corpses coming from beneath the cladding. these old drums give off fumes and any fool to set a lantern or torch down on top of the drum. Each smash attempt takes three rounds. Once the door is open. previous page. of the sort you often see back home. to your left. cables or other alternate means of access are seen. many of which were inhabited by terrible beasts and mad machines. The din above has allowed your passage through the metal door to go unnoticed. or down from the floors above. You. this page. The door can take 200 points of damage from smashing at it. The ladder is crafted from freshly cut wood and lashed together with electrical cables and twine and tilts steeply up the shaft several floors to a dimly lit opening identical to the one you stand in. It appears that somebody has jammed heaps of rusted metal. the left hand shaft with the ladder has had its lower level covered by freshly lain metal cladding and braced by strips of bolted down scrap metal. then this gun remains silent. Entry MM-M11 Collapsed South Hall: Read to Players: On your right. If detonated. . The characters can go to the metal door at the east end of the long corridors. if the characters discover Maria (from Entry MMM9. The ceiling of the shaft above the ladder seems to be blocked off by an enormous slab of fallen concrete. If miraculously surviving this detonation. they discover a set of emergency steps leading down into lower. A wooden ladder runs up the interior of this open shaft. Here and there. or otherwise detonate a grenade or some other flammable device near the drums. reptilius savages tried to sneak in and were only barely repelled. desks. see entry MM-M10-B. A thin catwalk of scrap metal allows those stepping off the ladder to more safely cross the opening to whatever lobby waits above. 83 Entry MM-M12 Elevator Lobby: Read to players: Table MM-6 Iron Door Smashing Strength of PCs Muddy Mayhem Go to Entry MM-M13 if the PCs decide to climb the ladder. which will take an hour. tube-like passage are the sounds of excited cheers and hoots. rubble and metal. If the characters pull away the rubble here. perhaps to stop things from crawling up from lower levels. cinder blocks and other debris in this corridor very recently. as there is an absence of fungus. mold or dust on the blockage. junk filled shaft is impassable as the 3m by 3m concrete lined vertical tube has been purposely blocked. benches along the north and south walls. you see a short. see entry MM-M12. If the PCs investigate the elevator shafts. unexplored and unlooted levels of this ancient facility.

One will throw the bottle at the second highest intruder and then kick at the face of the lead. then there is a 1 in 6 chance per round that the weight of the ladder snaps the bolts and metal straps. Have each PC make a type A strength based hazard check to get to the upper floor without falling all the way down to the flooded lower level. with any fumbles or auto misses (rolls of 01-05 on d100 attack rolls) as being attacks on the nearest comrade (roll again to hit teammate). If so. The bottle throw is SV 0150 and if hitting the second character up will shatter and do d6 damage plus if the character is not wearing safety goggles or some other face covering. and expend precious time. unexplored basement levels. or else if not half way up yet. read the next paragraph titled Entry MM-U1-A Noisy Ascent. mention that the wooden contraption begins to displace and bend the metal cladding that blocks the cadaver stinking expanse below. Muddy Mayhem 84 Upper Mound Areas Entry MM-U1 Upper Floor Elevator Shaft: The first two characters to either climb the ladder or the inside of the shaft may encounter trouble if the ladder fell or some other loud crashing sound came from the shaft itself. Although drunk. while the third turns and runs for the half open. Once accomplished. then see MM-U1-B Silent Climb. he will open the door and be out of the lobby on the second round. while dramatic. he will dash up to a group of fellow rubble goblins (another name for skullocks) and alert the workers. taking 2d12 stun damage and 2d6 lethal damage. page 85. if the PCs climbed up silently. this page. Failure to get clear of the ladder as it falls through means the ladder and all those on it suddenly torpedo straight down. If the PCs lost initiative and don’t dispatch the skullock who is running for help. The fall injures each PC for d12 stun damage and d6 lethal damage. Unfortunately for him.The Mutant Epoch: Quick Start Rules MM-M13 Open Elevator Shaft: GM have the players confirm their marching order.3m tall/ 50kg/ Mutations: nil. another stabs with a machete. newly inserted scrap metal double doors. with any hit meaning the PC takes d6 stun damage and must make a type B agility based hazard check or be dislodged from the top of the shaft and tumble head over feet all the way down the shaft. deciding on who will climb the ladder first. If four or five PCs try and climb at the same time. who are replacing bulbs (page 86). suffering 3d6 stun damage and 3d6 lethal damage from the fall. with the skullocks getting +1 as usual for their kind. highest PC. who only weigh 50 kilograms on average (about 110 pounds). Climbing back up along the slippery. While it is up to the game master to flesh out any possible. Those on the ladder. The face kicker is trying to knock the lead invader off the lip of the elevator and back down the shaft. leap off the ladder and press themselves to the ridged inner walls. and the cladding begins to fold in on itself and threaten to drop the ladder down. gets red wine and broken glass in his or her eyes and is blinded for d6 rounds and fights at -40 SV. MM-U1-A Noisy Ascent: The cacophony the characters made while climbing up the shaft has attracted 3 curious skullocks. screeching. Have the lead PC roll for initiative. scamper down and get clear of the floor cladding. however. still clutching the ladder as it drops d6 floors to the rubble and water filled depths below. if it begins to drop into the shaft below. see entry MM-U1. Its attack is made at SV 01-50. The fall. and if falling. doing so might be too dangerous for already injured characters. The odds of a PC falling while climbing is small. pitted sides of the shaft takes ten minutes. Undeterred. but still a risk. When the PCs do reach the upper floor. and so must employ ropes. they have the presence of mind to realize they are under assault. Allow each PC on the ladder to make a type C agility based hazard check to either get up to the next floor. . The ladder was made for skullocks. can either hasten up or down before it punches through the floor. his voice is drowned out by the very loud rock music and distant cheering. Skullocks (3): DV -12/ END 10+d20/ MV 7m/ Init. lands the PCs into putrid water filled with the rotting week old corpses of reptilius who launched a raid on the mound once they discovered the skullocks had moved in. +1/ Attacks: 1 weapon/ SV 01-50/ DMG machete d12+1 or d8 knife/ STR 24/ AG 33/ ACC 30/ INT 2d6/ WL 40/ PER 45/ App 3d6/ Valuables: nil / EFs 20/ Morale: average/ Size 1. The lightly armed. the PCs will need to climb up to the upper floor without the luxury of the ladder. junk clad peskies share a bottle of wine and peer down just as the first two PCs reach the top and climb up on the rickety catwalk where the ladder’s topmost rungs end. so if more than three PCs try to go up the ladder at once.

3d6 candles. 3d6 Muddy Mayhem 85 days rations. triangular shaped room. d4 tinder boxes. wooden crates of salted meat. and hear muffled. cave like area where some sort of mining operation looks underway. they may search these packs and find 3d6 torches. The PCs may not have time to search the stockpiles if the skullocks down the hall have been warned. One shotgun shell 14. You smell mildew. Along the left side of the hall 18 meters ahead. 15. contains 2d6 shotgun shells 17. a barrel of salted fish. with magazine containing d6 rounds and hidden in an easily overlooked side flap. dried fruit. worth 10+d20sp 9. barrels and crates. Headlamp flashlight with 3d6 minutes worth of illumination remaining in battery. although these are armed with bows as well as blades. you can see a poorly lit passage beyond. 3m wide and 3m high corridor. . freshly brewed 11. as the one who ran off. or fling them open and shoot into the hall at the four machete wielding skullies as they come. while the elevator shaft door is open before you. d4 gold coins from the Holy Purist Empire to the East. The odds the door is shattered per minute is 1 in 12. If the PCs climb up see Entry MM-U2. you confirm that it is blocked above you by a massive slab of concrete. lonely times And I guess I never told you I’m so happy that you’re mine The dim hall is lit by several sputtering amber lights along the ceiling. If closing the door and holding it shut. Elvis Presley exaggerated hairstyle wig. while much further away. Nylon belt pouch. regardless if one escaped to go get help. is a torch lit. the PCs can advance west along the long corridor of entry MM-U3. range 9m. see MM-U2 below for loot. as well as some scattered belongings that look human-made. below. you hear a man singing: You were always on my mind You were always on my mind Maybe I didn’t hold you All those lonely. then there will be no skullocks working in the corridor. beans and grains as well as several bloody back packs and hip pouches that look like they were made by the character’s own people. page 86. One rifle round 12. while a fifth humanoid has bolted off to warn his master. for each minute the PCs hold the door. see entry MM-U3. through the crack. MM-U1-B Silent Climb: Read to players: As you reach to the top of the elevator shaft. unpainted collectible. You see nobody guarding this room. One pistol cartridge 13. If they do search. each minute there is a chance that the peskies shatter the door and force a huge melee battle at the doorway. or a battle already took place). Also. loaded with 3d6 rifle rounds 18. Entry MM-U2 Upper Elevator Lobby: PCs find the lobby empty of skullocks however do find supplies stacked up along the both walls including barrels and bottles of stolen wine. plus 4 others. Magazine for an automatic pistol loaded with 2d6 rounds 8. they won’t have time to search the packs. spices. Kane. Anti-toxin injector 5.The Mutant Epoch: Quick Start Rules If defeating the skullocks. roll 3d6: 3. 7. 28mm pewter miniature of Elvis Presley. If the skullocks did not attack them previously (either the PCs killed any skullocks that came to investigate noisy PCs. is a rubble strewn cavity. d6 knives. another d3 skullocks will arrive (to a maximum of 20). go to entry MM-U4. worth 20+d20sp 16. but do see recently manufactured cargo. Fragmentation grenade Once their search of the elevator lobby area is complete. a total of 3d6+10m of rope. Automatic pistol. with two skullocks able to fight side by side against a single human sized defender. and instead can either shut and brace the scrap metal doors. A side passage up there turns to the right. the characters can clamber up and find themselves in an identically shaped 9m wide by 6m deep lobby area to the elevator room below. will have snatched up machetes and come running to deal with the characters. yet very loud music from the other side of a set of newly added scrap metal doors. A solitary electric light hangs on a hook and is attached to an extension cord and illuminates the 9 meter wide by 6m deep. If the skullocks in the hall were not alerted. Stacked on either side are sacks. sweat and the reek of burnt meat. about 40 meters. and amid the echoing guitar and thumping bass. If the adventurers are under attack. 4. working on something in the ceiling and unaware of you. Set of Elvis Presley playing cards. Entry MM-U3 Upper Long Hall: Read to players: Entering this concrete lined. Gray skinned figures are a dozen meters down the hallway beyond. overlooked and slipped into a side pouch. 2d8 silver coins from the Dominion of Aberratia 6. and 4 rolls of the following treasure table. The lobby within is identical to the one below in proportions. quivers of spare arrows. Bottle of beer from Steel Hill Brewing. you are assailed by rock music. after making a noisy climb up from the lower level of the facility. Magazine for an assault rifle. The double portal appear to be ajar and. worth 20+d12sp 10. If the PCs are not being attacked.

the way is blocked by rubble. although some parts appear to have been recently removed. vaguely humanoid shapes. If the skully who runs off turns the far corner 25m away before being shot down. while one screams and runs off. car parts and metallic. the others draw an hurl their knives before engaging in melee. They will of course need mercenary thugs. dirty fellows are unshaven. and perhaps returning to the mound after dealing with Kane. and can’t hear your footfalls over the deafening rock music. Maria is present. Sooner or later. she will recognize one man as her father. tubes. half buried. On the other hand. the PCs can proceed two abreast ahead. only 7 meters in. Within these sealed off rooms are many wondrous relics. on the right. has an outrageous alcohol content and is quite flammable. bankers. the characters can get within 8+d6 meters before one of the booze guzzling peskies happens to glance over in that direction. it will send up a burst of flame and potentially ignite those within 3m doing d6 damage per round for d6 rounds. you see four skullocks trying to change a light bulb. if the PCs have been silent to this point. Any character to drink a mouthful or two will become tipsy and be at -5 SV and -10 agility for the next hour. These bruised. Drunken Skullocks (3. see entry MM-U4. as well as an advanced computer which controls a micro-nuclear power plant and a row of ancient technicians. the excavators could spend 3d6 hours digging and yanking away the debris here to clear the blockage. soon reaching the broken up left hand cavity at entry MM-U4. like the PCs. Game Masters Post Adventure Idea: If inclined. but now.The Mutant Epoch: Quick Start Rules If the characters already dealt with the four skullocks who might have been warned. and about fifteen meters away. while a fourth is up working at the light bulb of some crudely wired. Two are standing back passing a bottle of something between them and giving advice. Three will stand and face the invading excavators. with all these skullocks armed with machetes and knives. About a half dozen deep cracks. They hold pick axes at the ready and stare at you as if seeing ghosts.3m tall/ 50kg/ Mutations: nil The bottle the skullocks were drinking from is straight potato vodka with a label stating Czar Fiesta Vodka. then there is nobody in this long passage. nor any guardians. the corridor you stand in veered off to the south. They don’t see you yet. await their chance to return to the world and dominate local communities. but just how close you can get to them before that. +0/ Attacks: 1 weapon/ SV 01-45/ DMG d12+1 machete or d8 knife/ STR 24/ AG 23/ ACC 30/ INT 2d6/ WL 40/ PER 45/ App 3d6/ Valuables: 3d6sp worth of Elvis collectibles/ EFs 20/ Morale: average/ Size 1. and others as the crew from her family’s raft flotilla. Read here: Just this side of the broken open wall ahead. and from these emerge four human men clad in rags. Roll initiative. If not shot at. The PCs can transverse the remaining 20m to entry MM-U5. as wide as a man. It is half empty. consider the lair of Kane to be alerted from this point in the adventure onward. including arms and power cells.+1 who runs for help): DV -12/ Entry MM-U5. one will glance your way. Mining Operation: Read to players: END 10+d20/ MV 6m/ Init. If she is not with the party (either Maria was not randomly discovered or . like a wall mounted torch. There is nothing of value left here. Mazz. Muddy Mayhem 86 Entry MM-U4 Upper South Collapsed Hall: Read to players: You see that at one time. another holds an aluminum step ladder. newly added junk crafted system. lawyers and politicians who are in cryogenic sleep. or dispatched any nosy skullocks in the elevator lobby after a noisome climb. automatized turrets such as those from entry MM-M10. yet ruthless and cunning elites (lawyers. remains to be seen. then up ahead there are several inattentive peskies working on the lighting fixtures. If thrown at a flammable object. politicians and famous actors and actresses of their era). all visible because of several burning torches stuck in cracks in the toppled concrete. These frail. to commence their hostile take over of Sandbarra and beyond. The metal men are crushed under rubble. their clothing cut open and reveal angry red cuts. A roundish 9m circular excavation has been conducted in this otherwise crushed section. Two wheel barrows and five picks and four shovels are scattered about. veer off from the main circular cavity. below. The skullocks are 15m away from the lobby door. wires. After dealing with the skullocks. and find a set of emergency stairs down and to the west leading to unexplored ruins. Proudly brewed in Overpass 2359 AD. If the commoner woman. but all of them protected by more light combots.

Whoever he is. Two others they took a few days ago… younger men. -2 (one eye) / Attacks: 1 pipe in two hands / SV 01-53 / DMG d10+4 / STR 27 / AG 16 / ACC 21 / INT 31 / WL 26 / PER 14 / Valuables:nil / EFs 12/ Morale: average / Size 1. and said they were being invited to participate in a feast. They have eaten one of us each day. Read: One wild man with a bleeding lip and missing teeth.7m / 72kg Mazz (Maria’s father): DV -3 (furs or skins) / END 42/ MV 5. “Who are you?” Asks a heavy set man with a gray streaked beard. sputters as he shakes his head.6. Hand me that pipe and I will break some heads!” 5. with the power he has enabled. and one is a cyborg with a shotgun arm.75m / Init. Read: A man with a bushy. lowering their picks. next page. now. then you young folks better let me and my brothers go first. . but getting no more than a meter from the mouth of their tiny caves when the chains at their feet stop them from advancing further. If asked what they are doing. +0 / Attacks: 1 pipe in two hands/ SV 0153 / DMG d10+4 / STR 28 / AG 21 / ACC 24 / INT 16 / WL 42 / PER 28 / Valuables: nil / EFs 12/ Morale: average / Size: 1. they will arm themselves with pipes (wielding in two hands) and follow the PCs. the skullies are very excited about him and I heard one say that the lizard boy army will be annihilated by him. +1 / Attacks: 1 pipe in two hands / SV 01-61 / DMG pipe d10+12 / STR 66 (+8 DMG) / AG 34 / ACC 64 (+8 SV) / INT 26 / WL 53 / PER 52 (+1 initiative) / Valuables: nil / EFs 32/ Morale: excellent / Size 2. as he has many skullocks.The Mutant Epoch: Quick Start Rules otherwise became separated from the team if they did find her) then these men will stagger forward. Worse. they will explain that Kane has them working on expanding the base. “None of us have returned from going up there. the men beseech them to break their chains and let them join the characters in seeking revenge on the halfie. he will only say that there are probably a dozen at least up ahead.1m / 103kg There is nothing of value in this mining site. plucked out my eye and fed it to his dog because I disobeyed him! His skullocks have taken and eaten one of us each day.5m / 68kg Peelo (white gaotee): DV -3 (furs or skins) / END 32/ MV 5.75m / Init. Please. see Entry MM-U6. they will reveal one of the following: Roll d6 or pick one or more replies to questioning and read to players: : 1. If the PCs explain who they are and why they are there. I will spend the rest of my life killing every last skullock I can find.75m / Init. “This is as far as they dragged us. Here are the stats for these four pure stock commoner men: Drane (bald guy): DV -3 (leather rags)/ END 18/ MV 5. if asked about numbers of the enemy. is Muddy Mayhem 87 Kane’s quarters. We have been chained here for days. and he is as evil a man as ever walked the earth! He will torture you all.2. +0 / Attacks: 1 club two handed / SV 01-53 / DMG club d12+6 / STR 38 (+2 DMG) / AG 28 / ACC 26 / INT 24 / WL 380 / PER 19 / Valuables: nil / EFs 20/ Morale: excellent / Size 1. he could have many robots built to serve him. they just got the power running to the colored lights and then all this awful music started up. Kane and his pesky thugs. Also. but also looking for any military relics. Kane. and maybe open a gap so you can get a clean shot at Kane. “Their boss. beaten and made to sleep in our own excrement. some armed with relics. and another is a mutant with strange powers to make you think your brain is about to gush out your mouth. allow us to avenge ourselves. gray streaked beard and patch over his missing eye spits to one side before speaking. and buried robot parts. as well as the lair of his trusted followers. some are muties and some strap ons. 3. Read: A scrawny man with a long white goatee and face covered in faded scars and stitches. hand me one of them pipes so I can break that generator and cease this old world devil music. some with guns. It is madness to go further. points down the hall to the north. others being mutants and cyborgs. If questioned about Kane or what waits to the north in the yet unexplored mound level. To continue. They say that with the availability of power. If freed. Up there. who knows what other horrors he can unleash. They have seen no operational robots thus far. The number at least fourteen. that should Kane hire somebody with the right technical skills. over a dozen.8m / 90kg Kritch (One eyed): DV -3 (rags) / END 26/ MV 5. after a lengthy torture which we could all hear. If you insist on taking him on.75m / Init.4. Give me a weapon and I will go first and butcher these gray devils!” GM: This is Mazz. We also heard a metal plated man stomping about up there past the north hall.

retreat back four meters into the larger chamber behind and fire at the heads of the taller PCs as they try to climb over the barrier. Skullock Cyborg Stats: DV -30 (alloy plated)/ END 44/ MV 4m/ Init. shrill shrieks and the crash of a glass bottle from ahead. and in this circumstance. they will have dashed ahead to warn Kane and his followers. the concrete passage badly cracked and sand has fallen in and formed little piles along the wall every few meters. the GM could allow the weapon to be carefully detached and fitted on another cyborg by a robotics technician.6. although strung along the wall are a collection of gently twinkling. If using the full hub rules to play this adventure. If skullocks escaped from the long southern hall where several were changing a light bulb. A door once stood at the far end. Skullock Alerted: Read here: Eighteen meters up the hall. After defeating the skully archers. GM: This cyborg pesky has a semi automatic shotgun implant arm. Roll a d6 to see if anything occurs while the characters proceed up the passage: 1. of iron is a meter tall and looks like it is impervious to bullets.The Mutant Epoch: Quick Start Rules Entry MM-U6 Upper North Hall: Read to players: The hall is three meters wide. two kneeling. which has been severed from the elbow down and replaced by some sort of drum fed weapon with a single. This pavis. see entry MM-U6A. the central hall. these revenge-minded men will raise their pipes and rush ahead of the characters. the character’s won’t know this). Roll initiative. but the reception very different. and all those crouching down behind the 1m tall (3 foot high) barrier gain -20 defense value. The shotgun implant can be hacked off and sold for 400+2d100sp. although if she was not encountered or present at this time.6m tall/ 120kg/ Implants: Shotgun implant* shotguns can strike up to three man sized targets if group together or standing one behind the other in a 3m wide area. Skullock cheering: read: You hear a thunderous roar of many raspy voices cheering over the sounds of old rock and roll.2. Ammo 3d6+6 shot shells. two standing behind them. while the next rank will reload their bows. there is a 3 in 6 chance that the skullocks in the rest of the base hear the shot and are considered ‘alerted’ from this point forward. pummeling d20 stun damage/ STR 54/ AG 12/ ACC 30/ INT 9/ WL 40/ PER 45/ App 4/ Valuables: ammo/ EFs 50/ Morale: excellent/ Size 1. “Intruders!” It cries out. Secondly. Entry MM-U6B. shotguns fires a spray of lead. with an optical implant scanning you as it simultaneously brings up its left arm. If the characters rush the gray humanoids. You hear loud music. the characters can easily hop over the pavis and proceed into the area beyond (MM-U7). If the PCs freed the four work slaves. It aims at you and prepares to fire. shouting “Murdering Pesky filth!” And die fighting in an attempt to get at the skullocks. “Fire!” One skullock shouts. six meter wide passage visible ahead of you. they can engage the skullocks on the other side of the pavis at melee range. too. instead of firing ranged attacks at them. one blast of buckshot (which is what is in a standard shell unless stated otherwise) can attack all four skullocks as they are tightly packed together. the Warehouse Hive. Then suddenly “Kane! Kane! Kane!” Rings out and more cheering. it will fire down the hall and its blast attacking the first three PCs or NPCs in its path. minus any looted ammo from the magazine. 3. then see entry MM-U6B. Note: The archer screen blocks the entire length of the north bound passage. stubby barrel. but has been battered down and lays on the floor like a metal welcome mat. The entire group taking cover behind a plate metal half wall that is fitted on two old tires. Should gunfire erupt. The sounds seems to be echoing down the passage from ahead. the skullocks are unaware that the characters have managed to reach the upper floor of the mound. The front rank will toss their bows and fight with machetes. but its voice is drowned out by the thumping rock music. and can fire once every round and has 3d6+6 shotguns shells loaded in the implant. or archer screen.4. You realize that the thing is a cybernetically enhanced brute. The hall is just over 20 meters long and seems to open out into a wider chamber ahead. muscular humanoid with a skull-like face suddenly steps into the passage from the far end. multi colored lights which brighten with each thump of the music’s beat. Skullocks Unaware: At this point. you see four skullock warriors with bows. The PCs may also have agreed to free the four slaves (one of whom is the NPC Maria’s father. Skullock patrol! Read: A hunched. The blaring rock music will still be playing. pummeling 01-70/ DMG Shotgun 3d10*. next page. These skullocks are armed with bows and machetes and enjoy a -20 DV bonus from their 1m tall metal screen. hooting. 5. +1/ Attacks: shotgun blast or pummeling/ SV blast 01-65. which two PCs can push at a rate of 3m Muddy Mayhem 88 per round. If it wins initiative. They might also elect to use the wheeled metal contraption to screen themselves at some point. If no skullocks were allowed to alert their master. yet further away than the large. The way ahead is unhindered. No event. . Entry MM-U6A. A torch stabbed into a crack in the wall sputters out. The characters can proceed to entry MM-U7. but not easily.

his back to the PCs. As the PCs emerge into this warehouse housing district of the base. cardboard boxes. Any grenade blasts or gun shots fired in this area will ensure that the skullocks throughout the base are now alerted. empty glass bottles. On the other hand. If the alert has previously been sounded. pelts. or move either left to The Steel Shutter Door (Entry MM-U7A. expecting the intruders to burst through the door. Roll d6+6 if skullocks alerted. GM: There is a 4 in 6 chance that as the PCs peer about themselves. sagging wooden catwalk. or linger to loot or move to the east and the cave. the GM can adjust how many back to back attacks are launched against the characters while they wait in the Warehouse. page 92). or other peskies came and alerted Kane and his followers. or enter the warehouse. that one of the curtains suddenly opens to reveal a female skullock clutching a baby to her bare chest. page 91). flashing lights. Daylight faintly reflects down the shaft.4. only nine meters away the warehouse ends and you see a wide steel pull-down shutter door blocking the way out. the other tightly grasping the steel upright of the shelving. they peer up to see a skullock male standing on a high. On each shelf are what appear to be a half dozen tiny sleeping nooks made from animal skins. their arrival could still trigger an event (see random table below). roll a straight d12 without modifiers on this same table. but will not abandon their positions and come to the aid of those in the warehouse. . you can see a meter wide trail that winds its way through the tall shelves to a recently dug cave that turns out of view to the east. faded posters. although it is open by a hand’s width at the bottom and allows brilliant. the PCs can either stay and look for loot. painfully loud rock music and the hoots and cheers of celebrating skullocks to emanate from beyond.2. The skulls and scalps of men and animals hang above each hut’s opening. then this area will be occupied by waiting defenders who one by one or in small groups. dark dens or piles of junk. skins. Nobody home. So too. urinating down against the old concrete wall across from you. She inadvertently peers down at the PCs. although several of the high-rise sleeping dens have animal skin curtains pulled across their fronts so might conceal sleeping or hiding foes. should the PCs have miraculously gotten this far without alerting the inhabitants. while rickety ladders lead up to each level. shredded T-shirts and spilled promotional materials for the facility. one hand holding a half empty wine bottle. leap out at the PCs from hidden corners.The Mutant Epoch: Quick Start Rules Entry MM-U7 Warehouse Hive: This densely packed area is a warehouse where skullocks live amid steel shelving. Read to players (perhaps showing the illustration below): The first of you to peer out into this large 6 meter across by roughly 18m long chamber see that it has a very high ceiling and is filled with a maze of rusty metal shelving. however. but in terror pulls the curtain back and does or says nothing. the skullocks in the western area beyond the shutter doors are working themselves Muddy Mayhem 89 up into a battle frenzy. old Elvis Presley T-shirts. reptile skins and bones. To your right. Depending on the strength and health of the PCs. then there will be no hostile reception planned. If either nothing occurs or after any resistance has been neutralized. roll d6 and add 6 to the number and consult the following table. There are six shelves per each of the four stout warehouse racks. or right to the East Cave (Entry MMU7B. or d12 if not alerted: 1. sticks and boxes of junk. lengths of freshly cut timbers and junk form narrow walkways connecting the highest sleeping cavities. If the skullocks were already defending this area with the archer screen. barely visible due to all the piled cardboard. Read: It appears that there are no defenders here. Meanwhile. In the other direction. sticks. however if the PCs have not triggered an alert and enter here. 3. high up on the fifth and sixth tiers.

beneath a dozen freshly pulled reptilius teeth. while one PC strikes the mother load and finds one of the following items. The GM can determine how many waves depending on the previous injuries and number of PCs remaining. half cover -30. and they need to recover the generator and its attendant mechanic before dark. snatch up lengths of rebar and pipes. skulls and stick walls as cover. hold suckling babies to their bare chests. +4/ Attacks: 4 baseball bats/ SV 01-50/ DMG d12+4 stun each/ STR 24/ AG 33/ ACC 30/ INT 5/ WL 40/ PER 45/ App 7/ Valuables: Bats are +2 SV. +1/ Attacks: 1 weapon/ SV 01-40/ DMG d8 knife/ STR 16/ AG 16/ ACC 25/ INT 2d6/ WL 40/ PER 45/ App 3d6/ Valuables: nil/ EFs 5/ Morale: poor/ Size 1. +1/ Attacks: 1 weapon/ SV 01-50/ DMG d12 arrow or d8 knife/ STR 24/ AG 33/ ACC 30/ INT 2d6/ WL 40/ PER 45/ App 3d6/ Valuables: VP (very poor)/ EFs 20/ Morale: average/ Size 1. hidden and reloading -50 / END 10+d20/ MV 7m/ Init. These skullocks are each armed with a bow and twenty arrows. screaming at the top of their lungs and trying to be heard over the deafening rock music. some leaping under the massive steel shelving. if cornered will grab a club or pull a knife. a horde of young skullocks clad in loin cloths and for the females. Pregnant non-combatant Skullocks (6+d4): DV -0/ END 5+d12/ MV 4m/ Init. halter tops. pot bellied youngsters will wail and squeeze themselves under the steel rolling-shutter doors that lead to Kane’s lair at area U8. 3d6 rifle rounds and 3d6 shotgun shells. 2d4 skullocks emerge with ranged weapons and begin to take pot shots the PCs as they enter the area. +1/ Attacks: 1 club/ SV 01-40/ DMG d8 stun/ STR 9/ AG 43/ ACC 30/ INT 2d6/ WL 40/ PER 45/ App 3d6/ Valuables: nil/ EFs 10/ Morale: poor/ Size 30 to 90cm tall/ 5 to 20kg/ Mutations: nil 7. others up ladders. Four armed nudist Skull- ock: DV -5/ END 38/ MV 9m/ Init. +2 DMG relics. Madness! Combine rolls 5. Looting the Warehouse-Den Shelving: The characters may want to spend a few minutes climbing up into the sleeping dens of the warehouse apartments to look for loot or hidden skullocks. Several of the tiniest. getting a better defense value. They issue a screeching war cry and begin to either dash out. and using the metal shelving. each wielding a baseball bat. and have them proceed from there. Crazed Young Skullies: Yearning to prove themselves to their parents and the older zealots. and immediately tell the occupants of the PC’s arrival. page 91.3m tall/ 50kg/ Mutations: nil Muddy Mayhem 90 9. +1/ Attacks: 1 club/ SV 01-50/ DMG d10 stun/ STR 12/ AG 43/ ACC 30/ INT 2d6/ WL 40/ PER 45/ App 3d6/ Valuables: nil/ EFs 10/ Morale: average/ Size 1. Read: As you enter this area you discover an active hive of young skullocks along with a half dozen pregnant females. is a fragmentation grenade. while ethers will scamper down the cave toward area U11. and either hide or begin the risky climb down the face of the junk concrete and weed encrusted cliffs to get clear of any fighting. will stagger back into a top floor den and collapse again. They fire with about half their body exposed but pull back to reload. 3. This fellow has four arms. Likewise. this mission is time sensitive. yet otherwise will not attack the PCs but instead hide or flee.The Mutant Epoch: Quick Start Rules This drunken pesky has no idea the PCs are there. then one makes a run for it and pandemonium breaks out.10. 5.6. although they may realize that the occupants of the remainder of the base might be aware of them by now and preparing a counter attack or stout defense. Under a pillow made from human skin. These youths do stun damage. go to Entry MM-U7A.1m tall/ 50kg/ Mutations: nil Young Skullock non-combatants (3d6+10): DV -5/ END 2d6/ MV 9m/ Init. as well as a knife and fully prepared for the intrusion by the PCs. some going passed you. A mutant skullock leaps down from the top of a shelf right at a random character. who instead of clutching weapons. they at first freeze up in utter terror. The freak has eyes all around its head and is entirely naked. 2.6m tall/ 70kg/ Mutations: 4 arms. the character finds an assortment of ammo: 3d6 pistol rounds.8. Used as a crib and hanging from the ceiling in this one cubby is a ballistic police shield (user can’t use two . Shooting gallery: Above. while many run both east and west. Allow each PC searching to find 3d6 silver pieces worth of Elvis Presley collectible cards. drop down and emerge from the cardboard junk piles. the Shutter Doors. having no interest in anything going on beyond his own drunken rants and visions. worth 50+d20sp each if sold/ EFs 40/ Morale: Excellent/ Size 1. buttons. roll d4: 1. 8 eyes (+3 initiative). Young Skullock Zealots: DV -5/ END 3d6/ MV 9m/ Init. In a plastic box with a cracked lid. If the characters decide to forget about looting the filthy sleeping platforms. Skullocks no higher than a man’s knee run about. 12.6 and 11 into one result. and if not shot off his perch. pens and post cards. coming in waves of d4+3 at a time. too. Skullock Shooters (2d4): DV normal -12. but. concentrating on the first two people to emerge from the north hallway (U6). pins.1m tall/ 30kg/ Mutations: nil 11. Upon seeing you emerge from the hall. GM: These skullocks are non combatants.

each is armed with a Javelin. Read: Your eyes must become accustomed to a series of flashing. computer parts. see entry MM-U8. wilts and eventually drops off after 2d4 months. if so. As the . massive build and wielding a battle axe in two hands. +1/ Attacks: 1 weapon/ SV 01-50/ DMG d12 javelin or d8 knife/ STR 24/ AG 33/ ACC 30/ INT 2d6/ WL 40/ PER 45/ App 3d6/ Valuables: nil/ EFs 20/ Morale: average/ Size 1. curtains. keyboards and loops of cable. If Kane and the base have NOT yet been alerted to the arrival of the intrusive PCs. Only the character’s agility.9m tall/ Weight 190kg/ Mutations: Larger plus has two heads +1 initiative. while if the base is not alerted is only 1 in 6. on the right. right hand side is collapsed and thousands of tons of debris have filled part of the vast chamber. make an attack on the character’s eye. If the base has been alerted to the characters. many of them in pieces. but it was counter-weighted to open and close with only a touch. A sheer curtain seems to block your view deeper into the room. muscular gray skinned figures in junk armor. The javelin tip sticks fast through the eye. If surviving the battle with the skullies. The characters can either have one or more PCs reach down. page 92. Skullocks. rusty knives (stats same as regular skullocks on left). hologram stage holding a device to his mouth and gyrating his hips as he sings to the crowd.3m tall/ 50kg/ Mutations: nil Skullock two headed brute with battle axe: DV -30/ END 52/ MV 4m/ Init. 4. While wasting time looting. You can either drop down and take a peek through the gap. if one head neutralized by mental attack of sniper shot. urine smelling T-shirts is a fully loaded pistol grip pump shotgun with folding stock.5m movement per round). roll d6+3. Brian puncture and instant death for the PC (unless having two heads. For the former. below. see roll 1-4 on the Peering Under the Door Table. He also wears thick armor made from wires. read the next paragraph Assertive Deed. multi colored lights. then the same number of skullocks are standing right in front of the PCs. Describe roll 1-4. crushed chests or no heads. other head continues to operate the body. so ignore any defense value from the PC’s armor. +2/ Attacks: Battle axe/ SV 01-70/ DMG d20+4/ STR 44/ AG 29/ ACC 38/ INT 9/ WL 60/ PER 35/ App 7/ Valuables: Belt pouch holds 4d6 gold coins and d100 silver coins along with an anti-toxin injector and Elvis Presley commemorative gold figurine worth 300+2d100sp. the PCs may advance into the large room. to players. Muddy Mayhem 91 Assertive Deed: The door flies up and opens with a crashing of metal and hail of rust. high ceiling room. roll a regular d6: 1-4.The Mutant Epoch: Quick Start Rules handed weapons but gains -5 defense value. skip the next paragraph and go to the Peering Under the Door Table. while if the skullocks are still unaware of the characters. The patrol will consist of 4+d4 regular skullocks with javelins and knives and commanded by a mutant skully with two heads. This squad appears from behind the PCs from the north-south hallways after having climbed up the elevator following a swamp patrol to the north. or try and grab hold and thrust open the portal and face whatever is on the other side. Only reveal this if PCs declare they loot the bodies of defeated skullies!/ EFs 60/ Morale: excellent/ Size 1. both booted and sandaled leaping in front of the door from either side and then the pointy ends of javelin tips as gray skins try to stab you in the eyes! GM: For each player who declared his or her character was looking under the shutter door. Regular (4+d4): DV -12/ END 10+d20/ MV 7m/ Init. then read here: You next observe several pairs of feet. although the back. have one or more lay on his or her belly can peer under. tell the players that their arrival has now been made obvious. or. dodge or any helmet’s DV bonus applies. The light has enough power remaining for 3d6 hours use. It is also open 15cm along the bottom (half a foot) and you can see flickering lights and shadows moving about within. A hit means a javelin tip has punctured the character’s left or right eye. while the gun has 8 shells loaded. more assertive deed. sling and built in barrel flashlight. yet you soon see an assortment of work benches. who throws it at the character before coming on with drawn. some with missing legs. Entry MM-U7A.3. above. wires running across the floor and a mixture of small. Hidden under pelts and filthy. although you can see the silhouetted shapes of several skullocks cheering something further north and out of your view. 5 and up. The Steel Shutter Door: Read to players: This warehouse style industrial door has been nearly sealed by those on the other side. but if the PCs peer under. roll d6 here: 1. 2. although if the base is alerted to the PC’s intrusion. Table MM-7 Peering Under the Door Results Read to anyone peering under the door. in which case only the one head dies. and instead of throwing their javelins. there is a chance that a patrol turns up: 4 in 6 chance if the base has been alerted. although is not locked nor particularly robust looking. mixed among ghostly green and blue young human women in skirts dancing and cheering up at the Elvis God on a raised. Not only was it not locked. however. grab and thrust open the door. and rushing at them from the holograms are 2 skullocks per PC. Exceedingly loud music pounds and rattles the rusty metal door. but -22 against incoming bullets with a reduction of -0. try and stab forward. You get the impression that you are looking at a large. after reading that. On the work benches are man-shaped machines.

They number 2 per PC. force field generator -10 damage per round (not per strike against it) against it. hiding behind cover (-20 DV bonus) and waiting for the intruders to appear. Entry MM-U8 Kane’s Lair: This is most likely the most complicated encounter in the adventure. If the PCs dispatch the male. and having its food. The character must make a willpower based type D hazard check or pass out from the pain for 3d6 minutes plus suffer 4d6 damage. 4. Skullock Mutants: DV -12 / END horned male 38. or either of Kane’s two concubines. but is badly damaged and the PC loses use of the eye for 6d6 months and in that time fights at -10 SV. the eye is yanked free. power arm 01-60/ DMG 2d20 stun. The female. It glows a dull green and exhibits one shining red eye. 4-6. unless. but stands its ground and only lets skullocks it recognizes slip passed him. which is also amputated and replaced by a cybernetic killing tool. As the javelin is withdrawn. and the primary engagement between the PCs and Kane’s followers. Muddy Mayhem 92 GM: This special cyborg stands guard day and night here. One of its arms are huge and so heavy that the humanoid leans to the other side to balance itself. he or she is shorter than the person behind by 50% or kneels to fire so the person behind can shoot over his or her head. as the tool marks are fresh. is 2nd rank and can fire 6 pulses per day. she will run back down the cave to area U11 on page 99. . In its other limb. Krush. If so. Mutant skullocks. this page. He is followed by a stick-slender female who hangs back and shoots electrical pulses from her forehead. 6. aiming at your foremost excavator. and join any other defenders. you can smell fresh air. the skullocks on the far side yank the door open and charge forward. horny male and shocking female: One bulky fellow with two horns. If surviving this scrap the characters can advance into Kane’s lair. This freak gleams because he also has a force field generator in operation. See entry MM-U8. ‘Krush’ the Cyborg Skullock: Read: A gleaming. +1/ Attacks: stun pistol or power arm / SV pistol 01-65. which reduces total damage received per round (not per attack) by -10. slowed). the eye does not get yanked free. allowing his mate to shoot over him at taller humans. There is a 4 in 6 chance that the PCs run into one or more skullock guardians near the end of this short cave. slender female 22/ MV 7m/ Init. leads the way. Skullocks (2 per PC): DV -12/ END 10+d20/ MV 7m/ Init. pulse 01-70 (range 160m)/ DMG machete d12. vegetation scented air of the swamp.3m tall/ 50kg/ Mutations: nil Entry MM-U7B. increased endurance. armor enhancement steel carapace (-31 DV. The East Cave: Read to players: Even as you enter his narrow.The Mutant Epoch: Quick Start Rules weapon is withdrawn. bottom right. +1/ Attacks: 1 weapon or mutation/ SV machete 01-50. they appear 4 meters away and must be dealt with single file. the other is a sunken eye socket. The horned male will crouch low and make to gore the first PC in line in the crotch. After this eye stab attack. it holds out the barrel of a gun. Eye is missed by a centimeter and gashes the PC’s check. power arm 116/ AG 33/ ACC 30/ INT 4/ WL 40/ PER 45/ App 2/ Valuables: spare fully charged power cell in hip pouch/ EFs 70/ Morale: average/ Size 1. keeping back four meters. It will neither chase nor retreat from diggers. causing a permanent scar that reduces the PCs appearance score by d4+1 points. metal and junk clad skullock stands tall in the path ahead of you. power cells and excrement conducted to or from it by regular skullies. electrical pulse d20 or 3d20 to cyborgs and machines / STR 24/ AG 33/ ACC 30/ INT 2d6/ WL 40/ PER 45/ App 3d6/ Valuables: none carried/ EFs 20/ Morale: average/ Size 1. The exception to this is if he is called to help from either Kane. power arm. power arm d20+16/ STR 24. It is a good idea to pre-read this section prior to running this portion for your players.5. Skullock Cyborg Guard- ian of death: DV -31 (-10 DMG per round due to force field)/ END 64/ MV 5m/ Init. He will fire his stun pistol arm first. It appears as though the passage was recently cut.9m tall/ 190kg/ Mutations: larger than normal/ Implants: weapon arm stun pistol. boggy.3m tall/ 50kg/ Mutations: male 2 horns. thickly built. +1/ Attacks: 1 weapon/ SV 01-50/ DMG d12 javelin or d8 knife/ STR 24/ AG 33/ ACC 30/ INT 2d6/ WL 40/ PER 45/ App 3d6/ Valuables: VP (very poor)/ EFs 20/ Morale: average/ Size 1. meter wide passage. the dust and cobwebs limited. and if engaged in melee uses its power arm. horns 2d10. with the team’s first person in the marching order doing all the fighting. female electrical pulse. Roll initiative…. horns 01-56. Roll d6 for what occupant appears: 1-3. never sleeping. although it is the familiar.

between you and the now standing robot and generator. you can see that the cracked ceiling is at least nine meters above you. suit clad ancient man sings and gyrates his hips. swinging its legs over the edge and getting up. On five of the benches lay the shattered remains of tall. The Half breed mercenary wears riot armor and has a submachine gun hanging on his back by a strap. Holograms of hundreds of screaming 1950’s teenage girls move about the entire place. at the bottom of this page. With their grayish skin. Amid the cheering crowd are metal work benches and trays covered in tools. making you squint. So too. you see her captor. the beautiful cyborg mechanic. page 94 for the defense of the lair. rusted automobiles and junk fill the place from floor to ceiling. Loud rock and roll music belches from a series of speakers while ceiling mounted strobe and spot lights flash and cast their beams about the place. Having met eyes with the PCs. The arrival of the PCs here will not go unchallenged. blast or bash through the shuttered steel door with little effort and burst in. you observe over a dozen small. the creatures seem to vanish into the debris. the walls have long ago failed and tons of rubble. and memorized their faces. metallic humanoids. but will not abandon the woman he is so smitten with. Kane the Invincible. he gives no warning to non-combatant skullocks in order that they might serve to draw fire away from him. interacting with the transparent fans. These heavy bellied females run about in sheer panic. He wants to get a look at those who are screwing with his operation and hindering his romantic liaisons. Sawndraa. seeking cover in holes.The Mutant Epoch: Quick Start Rules Whatever method the characters use to enter. along the floor and running to the rear of the room near a plastic curtain. see entry MM-U8-B. As he goes. many missing arms or heads. Entry MM-U8-A. you get a glimpse of Soggy Hearth’s Headman’s adopted daughter. and cheering ghostly crowd make it hard to see much of anything. who looks fully operational. all facing a raised. he manages to put on his Kevlar helmet and goggles and regard you briefly before all hell breaks loose. yet all with the same hideous skull-like faces as the larger fighters you’ve met elsewhere. He has Sawndraa cut free of the chair. Kane Alerted: Kane hesitates until the last minute before leaving. and 20m deep. smoking away and blinking is a barrel sized generator with about three dozen cords plugged into its open access panel. There in. Entry MM-U8-B. A skullock pours an amber liquid into the top of the machine. These terrified non-combatants have seen you and run into the two massive rubble 93 Muddy Mayhem mounds. Although the brilliant lights. is an open bed chamber. In both the south west corner and along the east wall. holographic stage upon which a dark haired. At the furthest reaches of the chamber. but her hands remain tied behind her back by stout plastic coated wires. If. If Kane has been warned of the PC’s approach. Kane Surprised: The characters have somehow arrived here via stealth. by some miracle the PCs reach the lair of Kane without the half breed being notified. and counter attack. he departs. being 24m long from north to south. It has a cable running from its back. . See Entry MM-U8-C. pregnant female skullocks — some bald and others with long flowing white hair. read the following to describe the large chamber: The chamber you have just burst into is large. The PCs must content with Kane’s warriors before pursuing the man and his hostage. trying to snatch up foot tall youngsters and crawling baby peskies. Closer at hand. Although surprised. he orders his defenders to hold the lair. unarmed. is one more of the machines. and now. protect the generator. over twenty meters away and behind two tied-back silk curtains. Furthermore. he has two remotely pretty female skullocks help him hustle the prisoner away toward the escape tunnel at the rear of the room. However on the sixth table. He abandons the generator. see entry MM-U8-A. There. Furthermore.

bespectacled skullock at a computer station. The combot is hooked to the generator by a 6 meter long power cable and can not go beyond this energy supply without detaching itself and going dormant after d6 rounds. and if winning are to pursue the interlopers all the way out of the mound and kill them someplace in the swamp beyond. looking up from the screen as the other rubble goblins scream and run off. shutting it down in d6 rounds. raising its right. thinking fast. Battle in the Lair: Kane’s defenders have orders to repel any intrusion.1 m / 120kg / This unit can fire 40 shots per day with its laser carbine. This recently put together unit has just been hooked to ‘Smokey’ the generator and has no independent power beyond the 6m cable it is attached to. Beyond him. it will however kill Kane and all his skullocks as it serves cryogenically frozen ancient elites trapped elsewhere in the mound. will slash and stab with its spring spike. Kane and Sawndraa are gone. partially collapsed chamber. Light Combot: DV -25 / END 40 / MV 7m / Init. Among his defenders are several unique skullocks plus a recharging combot. spike 01-62 / DMG carbine 2d20+10. as well as have the weapon accept standard power cells. She is dressed in a torn black T-shirt and leather overalls and wears knee high leather boots. +0 / Attacks: laser carbine or spring-spike / SV carbine 0180 (range 2km). Entry MM-U8-C. The attractive cyborg is tied to a metal chair. spins about from where he was busy lip-syncing Elvis love songs to his bound hostage. This PC could in theory walk up behind the combot and unplug it. hideous skullock females. at the far northern end of the vast. Two somewhat pretty skullock females in skirts and high heel shoes stand nearby. with her right fully mechanical arm bound extra firmly in industrial zip-ties. This auto responding card broadcasts an identity sequence like those worn by its former masters. rolling randomly among the targets but openly excluding the PC who happens to have the ID card. This hint dropped. over twenty meters from you. simply lift her chair and begin to crab walk out of view toward the right. spike d12+12 / STR 80 (+10 DMG) / AG 40 / ACC 54 / INT 34 / WL 110 / PER 34 / Valuables: nil / EFs 50 / Morale: NA / Size 2. having slipped out some passage not visible from your vantage point.The Mutant Epoch: Quick Start Rules Muddy Mayhem 94 Read here: Besides the holographic singing man and his screaming fans. Kane. the ancient robot looms up. might make the player consult his or her character sheet to see what reason. A second later. Between you and them. on page 80. Sawndraa. You may mention that the robot aims at the PCs. makes the robot act in this way. It has not yet been programmed but knows not to detach itself from the power supply. assisted by their master. the other a tray with two half full glasses of red wine on it. . power packs or plugged in cables from vehicles or installations. or possession. Your line of sight to her is broken by holograms of screaming generic women and hysterical. says something to the two skullock attendants while he himself leaps behind the chair and his hostage for cover. you also observe a skinny. Kane. gun festooned arm in your direction. These ancient ‘one percent’ fear and detest mutants of every kind and have programmed the robots to kill non generics (non-pure stocks) on sight. Once powered up. one holding a relic makeup kit. The pesky girls. It will not harm or shoot too closely near any character who might have randomly found an ID card from Table MM-5 Warehouse Loot table. and if engaged in melee. It will stand and fire its laser carbine at the PCs.

it will shriek and pop up from behind a metal work bench and run at the characters. As soon as the combot is defeated. machete 01-50/ DMG rifle d20. and if this freak uses up its 6 paralysis slaps per day. Having an alloy enhanced skeleton. this shelled nightmare will attempt to rush toward the bulk of the characters. a constant stream of drool flowing from her mouth. . Anyone bit by this freak must make an endurance based type C hazard check or collapse and become immobilized. Any unused unique skullocks can appear elsewhere if needed but only if the PCs are having an easy time of this adventure with few deaths and most of them at more than half their endurance values. but cannot move for the next 3d6 minutes. too. Table MM-8 Unique Skullocks Table d6 Pick or randomly roll three freaks 1 2 3 4 5 6 Metal Pincered Cyborg Shooter Skullock Shelled Tendril User Crazed Biter Telekinetic Bikini-Clad Skullock Mind Masher Skullock Metal Pincered Cyborg Skullock: DV -32/ END 80/ MV 6. while the mag in the weapon currently is fully loaded (30 rounds). Treat each object as a blunt chunk of metal doing d20+3 stun damage only. time to escape in the opposite direction of the PC’s advance. shouting “Elvis be praised!”. and being 3rd rank. but doing their best to give their master. This skullock wears riot armor and wields an assault rifle. Its 4 paralysis tendrils each have a reach of 3m and will dart out and slap enemies. Having a crab like shell. rolled randomly or pre-selected by the game master during adventure set up. this marksman will open fire from the cover of the concrete rubble (-20 DV bonus. her tall. The skullocks present are 3 of the following individuals.9m tall/ 170kg/ Mutations: nil/ Implants: two pincers. Telekinetic Bikini-Clad Skullock: DV -0/ END 36/ MV 1m/ Init. Once the robot is dispatched. He has a spare magazine with 3d10 rounds of ammo in it. in cover -45/ END 28/ MV 7m/ Init. naked humanoid is exceedingly quick and hard to hit. and his would-be future mistress. +0/ Attacks: Telekinetic throw (range 40m)/ SV 01-80/ DMG d20+3 stun/ STR 5/ AG 10/ ACC 18/ INT 29/ WL 40/ PER 12/ App 3/ Valuables: nil/ EFs 40/ Morale: average/ Size 97cm tall/ 80kg/ Mutations: telekinesis This skullock has no legs or arms and sits amid pillows like a sack. covering his master’s retreat. using mental mutations or relics from afar. this broad. Kane. either attacking in melee. +1/ Attacks: 2 cybernetic pincers/ SV 01-62/ DMG 3d10+d12 / STR 44/ AG 21/ ACC 34/ INT 8/ WL 40/ PER 45/ App 3/ Valuables: nil/ EFs 90/ Morale: excellent/ Size 1. massive build and instead of arms a series of sticky tendrils. range 9 meters away and attack to the death. bash 01-50/ DMG d12 stun or 2d20 stun to cyborgs and machines/ STR 34/ AG 28/ ACC 30/ INT 9/ WL 40/ PER 45/ App 2/ Valuables: nil/ EFs 40/ Morale: excellent/ Size 1. He is also crouched up among the rubble pile to the east. Shooter Skullock: DV normal -25. This dog-like. +1/ Attacks: assault rifle (rate 3. +3/ Attacks: 1 bite/ SV 01-60/ DMG d10+ type C paralysis venom/ STR 44/ AG 77/ ACC 53/ INT 7/ WL 40/ PER 104/ App 5/ Valuables: nil/ EFs 40/ Morale: average/ Size 1. +1/ Attacks: 4 tendrils (6 times per day) or bash/ SV tendrils 01-60. or else the PCs are being defeated and begin to break and run.3m tall/ 50kg/ Mutations: poison bite This naked skullock is insane and runs on its all-fours. and a yellow polka-dot bikini strapped to her bulbous torso. machete d12/ STR 24/ AG 33/ ACC 30/ INT 11/ WL 40/ PER 45/ App 14/ Valuables: spare magazine with 3d10 rifle rounds/ EFs 30/ Morale: excellent/ Size 1. 18m from where the PCs enter the lair and 12m from where the combot is situated. forehead topped by a tuft of pink hair. Once it dispatches a victim it will rush to the nearest standing opponent and try and naturalize that target. It has an oversized set of jaws and bites its victims. doing d12 stun to organic beings or 2d20 stun to cyborgs and other machines. They will work together. Its shell is Extra Heavy. Shelled Tendril Skullock (2nd rank): DV -40/ END 46/ MV 5m/ Init. trying to nip them with its venomous fangs and inject paralytic venom. stitched together freak employs a pair of cybernetic pincers to mince its victims within close range. her eyes squinty. This stun damage remains for 1 hour then heals at a rate of 1pt per minute thereafter.7m tall/ 170kg/ Mutations: Shell and paralysis tendrils. Sawndraa. The victim can hear. range 900m) or machete/ SV assault rifle 01-62.The Mutant Epoch: Quick Start Rules The unique skullocks will not emerge from their hiding places until the old military robot is dispatched. She uses telekinesis to hurl the limbs of robots at the PCs. Crazed Biter Skullock: DV -50/ END 32/ MV 15m/ Init. will simply bash into one opponent per round doing 2d6 damage per hit.4m tall/ 60kg/ Mutations: nil/ Relics: assault rifle. shooting at a rate of three cartridges per round Muddy Mayhem 95 with each bullet at a different random PC).5m/ Init. she can hurl 12 objects per day. see and feel everything.

pans coun- 96 ter clockwise. The generator is an extremely advanced machine and weighs 65 kilograms. The final camera. He wears a pair of tattered scooby-doo® underwear and a stained Elvis T-shirt. The third view shows the square lake that you crossed to get to the mound. Muddy Mayhem Half-Skullock Nerd (Nigel): DV -8/ END 22/ MV 6m/ Init. are hundreds of crudely armed green and yellow skinned reptilius lizard folk. who does nothing except soil himself in fright. he will conceal himself and wait for the chance to emerge with his pistol and one by one. he will not hesitate to lash out and try and fight his way free. He will pick a random PC each round to launch Mind Crush on. Go to ’Smokey’ the generator. Read here what the PCs see: The screen is divided into four live video feed views. weapon 0156/ DMG 2d6+3 fists or d8 knife/ STR 29/ AG 74/ ACC 58/ INT 49/ WL 27/ PER 45/ App 13/ Valuables: nothing carried/ EFs 40/ Morale: poor/ Size 1. massed for the attack. range 120m) or punch/ SV punch 01-50. in cover -22/ END 18/ MV 4m/ Init. requiring two strong characters to heft and do nothing else. Fur- . although very smart considering his lineage. although like the others. smoking machine. it reveals four camera views.1m tall/ 40kg/ Mutations: Mind crush. and wading through the water alongside the raised walkway. One shows the remote turret on the lower level. Results of Post battle choices: A. Once aboard. waits to see if the robot can eliminate the PCs before exposing himself to harm. Forget about Kane and Sawndraa the hostage and return the way they came up though the elevator shaft. eliminate the PCs should they have taken control of the craft. which is also mounted on the mound. all lights. Confront the nerd skullock hiding behind the computer desk. He carries no weapon and will curl into a ball to make himself look as nonthreatening as he can in hopes the PCs ignore him. and they are heading your way! 12 . and bringing about his downfall. B. none.The Mutant Epoch: Quick Start Rules Mind Masher Skullock. the lights at the south half of the chamber switch off. If left unattended. of the following: A. There are at least four hundred of the lizard warriors. revealing the villagers walking about burying dead and repairing the defenses. +1/ Attacks: Mind Crush (6 times per day. punch d6/ STR 12/ AG 15/ ACC 19/ INT 26/ WL 40/ PER 45/ App 4/ Valuables: nil/ EFs 40/ Morale: average/ Size 1. Go to the rear of the chamber and find out where Kane and his two attendants took Sawndraa. showing the lake and surrounding swamp forest. 4 skill points or 1 weapon/ SV martial arts 01-67. 2nd rank: DV normal - Post Battle Follow-Up If somehow surviving the battle with the combot and subsequent trio of Kane’s defenders. pure stock humans and mutants high above on trophy poles. GM: If the PC turn off the machine completely and unplug the cords. This orb headed. trying to get the generator back to the Village of Soggy Hearth before Dark. C. Some carrying ladders. Swarming over the catwalk. and while cowering and pleading for his pitiful life is his primary tactic. another captures the still smoldering village of Soggy Hearth as seen from high up on a ruined spire across the river. and will do everything to seek revenge against her for not accepting Kane’s love. B. music and other systems will fall silent and dark. and row east and try to get aboard Kane’s armored swamp barge. All at once. +1/ Attacks: 2 Martial arts expert. If any character looks at the computer monitor. mind crush: targets gets type B intelligence based hazard check or suffers d20 END damage and d6 INT damage. the PCs may choose to do one. He hates Sawndraa. or with one guard. unplug it and take it with them.6m tall/ 54kg/ Mutations: nil Nigel. the halfie is actually a very skilled marital artist. he will try to knock out the guard then grab a stash of hidden supplies and a fully loaded automatic pistol and disappear up through a hidden hole in the south west rubble pile. and devoted to Kane. then escape across Square Lake via a small raft he has stashed on the north side. a few with relic guns. too. D. but the view is from the mound’s top and facing the right side and looks along some sort of cable that leads from the mound down to a cluster of tree studded ruins on the edge. it reveals the catwalk where you came across. while others show off the heads of skullocks. striped freak carries no weapons and instead fires Mind Crush from where he sits in an old lawn chair on the far side of a computer monitor and desk (gains -10 DV). or some combination. Unplug and commence to take the generator: As soon as the PCs begin to unplug the chugging. one of Kane’s eldest sons. Confront the nerd skullock: This teenage skullock is half human.

Entry U9-A: Realizing how close the PCs are. sags a bit under the weight of a dozen hanging handles. his two female side kicks and the object of his primary obsession. Have the characters spot the armored half breed fleeing with the captive. If Krooty did not confront the PCs with a grenade. the cyborg mechanic woman from Soggy Hearth. for his help! If more than one male PC has such fine looks. speeding away on the zip line. will be waiting here. if the characters did not look at the computer monitors. who instinctively duck and try to survive the blast: strike value 01-60. Right in front of him. this page. to hang back at the half way point and wait in ambush for the PCs. see entry U9-C. Zasher. damage d8). then she and her fellow concubine. next page. and possibly climb up the elevator shaft again and somehow detonate the stored fuel at the lower lobby. and will have two skullocks drag his bound and beloved prisoner. is to first hook up then shove Sawndraa ahead of him and then take the zip line himself off the mound and get to his armored barge at the edge of Square Lake. Entry MM-U9 West opening to secret tunnel: Kane. the passage rattles and each PC is attacked by a piece of falling debris (SV 01-50. plus. then see entry U9-A. flooded plain. along behind him as he makes his escape out a back tunnel (entry U9). Kane’s aim. almost two meters high at best. She presents a frag grenade and puts her finger in the pull ring. you see the subject of your chase. if the characters give chase many minutes later. However if she did detonate the grenade. Kane. hot fuel spills out on one random character. go to Entry MM-U9-B. A heavy cable runs from the back wall. . getting a glimpse of the fine mechanic who they will recognize since she has been to Sandbarra frequently to buy parts and socialize in the Rafters Pub. As you watch. have fled into this tunnel and are well ahead. collapsing the shaft and killing dozens of lizard folk who will have pursued the PCs into the facility. a grenade wielding fanatic blocks the character’s way. bottom. or I’ll bring us all death!” If the PCs don’t retreat at once. There seem to be no side passages. also on page 98. by name. Every so often the lower areas are filled with knee deep pools of filthy water. The far eastern side opens out to the open air and you can see the misty tree tops and jagged skeletons of ancient buildings far into the distance. and she will call out to the man. or attack but lose the initiative roll. her hands bound and hanging above her and looped through the handles of another trolley. called Krooty. If the PCs give chase. D. holding one of the handled trolley contraptions. upon reaching end of the tunnel.The Mutant Epoch: Quick Start Rules thermore. Go to the rear of the chamber and find out where Kane and his two attendants took Sawndraa. read here: The rough-cut passage is between a meter and two meters wide. Sawndraa the mechanic. that his new robot and elite defender’s failed to cover their retreat. “Stop hume dogs. they will see hundreds of reptilius rushing up the side of the man made hill. 3d12 firing arrows at the PCs as they emerge. and a moment later. your lead two comrades peer out on a huge cavern that has been excavated from the hard packed rubble. At about the half way mark at the X on the map in that tunnel. and flees. see entry U9-B. Muddy Mayhem 97 If the PC eliminated all opposition in the lair within one minute (20 rounds) and are now in hot pursuit of Kane’s group into this passage. C. and most probably. In the middle of the cave is a wood and scrap metal scaffolding. turns around impassable masses of concrete. shouting at the characters and saying. he will know he has lost both the mound and generator and so have his remaining loyal skullocks row him away to safety deeper into the swamp. It rises up and almost touches the precariously braced ceiling nine meters up. and dips down. when tipped on its side. Kane orders one of the half breed’s devotee concubines. Kane Flees with his dream girl: Kane decides to retreat to a safe location during the fighting. she will call to each of them. is Sawndraa. So too. all internal lights have gone dark within the mound. Forget about Kane and Sawndraa and return the way they came: If the generator was switched off and taken. The cable heads to a cluster of tree shrouded ruins at the edge of the vast. killing herself. The blast shreds her (for d20+10 DMG). Entry MM-U8-D. View from escape tunnel: The characters traverse the escape tunnel without incident. See entry MM- U9. Any male character with an appearance score over 30 will also be recognized by her. damage d10+5. and surges down the cave and engulfs the first d4 PCs in the single file marching order. When the characters get to the cave mouth and look out. then climbs up over other blockages. Entry U9-B. below. burning his or her hand. before running through a wheeled cranking system and then down and out the opening in the west side and across the brown waters of the square lake. she tosses the explosive. see entry U9-D. Sawndraa. If proceeding. If not receiving the all clear flag from the large cliff side cave. read here: You see daylight beaming down the passage ahead. below. if the battle goes poorly for his people. On the other hand. they will not see the horde of reptilius approaching the mound’s first floor. Quick thinking PCs will retreat inside the mound. Sawndraa.

roughly excavated chamber. SV 01-60. see entry MM-S1. with the female skullock. See entry MM-S1. the PCs will observe Kane and his hostage disappear into the vegetation within the cluster of ruins. pulls forward two zip line trolleys and makes ready for her and her bed-sister to escape. then they will see the hidden escape tunnel burst open. while the other diminutive female pesky speeds away down the zip line. DMG d12). grabs a handled trolley and tries to shove off and speed away. the two skullocks plan to escape by way of the zip line. If nobody comes to Zasher’s aide. Nearby. page 99. and attacks the characters. you peer out through the dust and falling craps of old plastic sheeting to see one spotted skullocks aiming a crossbow down at you from the top of the 4m high scaffolding. Entry MM-U10 East Opening to Secret Tunnel: Unless opened from the inside. It is assumed that some PCs will be brave enough to hasten up the ladder to the top of the scaffold. escape via the zip line.The Mutant Epoch: Quick Start Rules Entry U9-C. she falls dozens of meters to splash down amid the shallow. If shot and dispatched. Skullock Concubines (2): DV -5/ END Krooty 18. grip the handles firmly and get a run forward. if so. and followed by two skullocks women. Kane and his prisoner disappear into the trees. a red tinge coloring the water about her and attracting aquatic scavengers. Krooty. If she wins initiative or is simply allowed to leave. The explosion partially collapses the tiny cave opening and forces the PCs to kick and pull debris away. Zasher.3m tall/ 40kg/ Mutations: nil Entry MM-U9-D. Sawndraa. If so. short tunnel leading from the warehouse hive. highly skilled and very important captive. she reaches out. Krooty and Zasher: To cover their master’s retreat one spotted skullock female has listened to the progress of the advancing invaders. who the village needs to run the generator and energy fence. Once any fighting has taken place. clutching the handle tightly. As soon as the PCs come free of the rubble. wasting d6+1 minutes. come save masta!” Muddy Mayhem 98 GM: If the PCs have not already explored the south east. she gains a -20 DV bonus while riding the zip line. If for some reason the PCs left several PCs here to watch this area or were clever and came back here after Kane’s departure from area U8. Kane and the two female peskies will be entirely surprised to see the characters. hanging at the ready up on the top of the scaffolding. back on page 92. Kane. Roll for initiative. 18m away. whom the PCs will get the drop on as they hear them smashing down the plug in the cave and have time to take cover and aim. Zasher: Having helped her master. or else send one or more of their own up the scaffolding and take the zip line in chase. See Entry MM-U7B. Zasher will snatch up a crossbow and prepare to shoot at the PCs as soon as they emerge the other. Read to players: Far below. 900 meters away and now having made their way safely across Square Lake to the cluster of tree enshrouded ruins at the eastern edge. on the zip line getting -20 DV and traveling 12m per round along the alloy cable. +1/ Attacks: 1 weapon/ SV 01-50/ DMG d20+1 crossbow or d8 knife/ STR 24/ AG 33/ ACC 30/ INT 12/ WL 40/ PER 45/ App 18/ Valuables: plastic jewelry worth 100+d100sp each/ EFs 20/ Morale: average/ Size 1. turns to see the characters emerge from the escape tunnel and begins to shout “Help! Hume intruders! Krush. Sawndraa. forcing the PCs back to seek cover (reduced potential harm to first d4 PCs in cave mouth. In this time. are nine more handled trolleys. their zip line ride over as they reach ground level. with a couple of good kicks to knock free the scrap metal and piled blocks of rubble. grab a trolley. Spewing out is the half breed skullock. going after Kane and his beautiful. Kane and his prisoner. page 99. and throws a fragmentation grenade at the front of the cave mouth. tugging the cyborg woman. read here: Shoving away the last of the rubble. If the crossbow user is naturalized and the escaping pesky either let go or shot free of the line. the characters will not see this tunnel exit up on the north western side of this roundish. It is assumed that at least some players will select this option. the remaining concubine. Zasher 21/ MV 7m/ Init. down the cable and away. . They can either abandon the cyborg woman. The East Cave. the PCs can turn their attention to the large 18m wide opening in the eastern wall of the cave. brown waters of Square Lake. then “Krush’ from roll 1-3 of that entry emerges from the other side of the scaffolding. Krooty. and the destination of the zip line.

Taking the zip line is no easy thing. shattering themselves. You can have the silly generator and this cold hearted bitch. then he sends his concubines down the zip line first. an invasion force of over 400 reptilius are making their way to the lower level entrance of the facility. forcing a GM directed hostage crisis. and one long rope which is coiled next to the scaffolding and lashed to a special trolley with a hook hanging from it. grabbing his submachine gun from the small of his back. and the PCs could quite easily kill her. Here. We’ll never return to these stinking bog-lands. For the skullocks concubine’s statistics. especially if victorious PCs are at both ends of the passage. allow the characters to hear the war cries of the lizard folk. or else smash into the low concrete wall that spans the front of the lower ruin before the zip line ends. Important Adventure Note: The Reptilius Horde: At this point. he will break his word and have his minions try to hold up. they may do so by unknotting a handled trolley and shoving off. Kane will yank Sawndraa with him. with the weight and strength of the PCs determining their chances of a safe landing. and swarming up the exterior of the mound. Riding the zip line: Should the characters wish to pursue Kane down the zip line. A wood and scrap metal raised tower sits in the middle of the 24m wide cavern. All characters taking the zip line must make a strength based hazard check. There are however two dozen large buckets tied to ropes. Riding the zip line: The outcome of the zip line ride can be conducted by consulting two tables included in that section on the next page. strip and enslave the PCs to serve as oarsmen on his barge. Reptilius arrows dart about her as she goes. stealing a kiss on her surprised face. A second peril applies mainly to heavy characters who might make the line sag too far. but. Entry MM-S1. If the PCs are too many and too tough. Kane. first testing their strength. that is off script action. As for what happens at the bottom. If the PCs number 4 or less. Each character must face each table to follow. if we meet again.The Mutant Epoch: Quick Start Rules Any shots directed at the skullocks that miss are considered directed at Sawndraa. See entry MM-S1. Kane and his followers use a remarkably well fashioned zip line to winch freight up from the edge of the square lake’s edge. determining if their weight puts them in jeopardy or not…. just let me and my concubines depart in peace. jumping at the characters and throwing javelins as the they whir away to safety. If a stand-off transpires. Muddy Mayhem 99 See Entry MM-S1A. and by the time Kane and the last characters ride out the cave mouth. while Sawndraa’s write up starts on page 108. and put them in the water or against the concrete wall near the end of the ride. which Kane too will eventually hear and may try to deal with the PCs. if the PCs area not already aware of it from viewing the computer screen in area U8. and as a way of rapidly escaping if needed. See his NPC section on page 109. sends her off down the line. stainless steel trolleys with handles. I want to hire you bad ass mercs myself! Do we have a deal?” If the PCs agree. and secondly. wounded or perhaps carry valuables worth robbing them for. and skimming along the swamp only meters from the water’s surface as they approach the cluster of tree shrouded ruins at the far east side of the footings. Krooty and Zasher to see their stats. Entry MM-U11 Cliff Cavern: The short cave leads out into a vast circular cavern which opens out to the sky on the eastern side. which differs according to his or her weight category on the following table. and if Kane or the PCs keep their word. The ride is terrifying. below if a PC wishes to take a zip line ride. 3d6+6 reptilius warriors climb into the opening below them. Krooty holds a fragmentation grenade and will throw it at a random PC as soon as she gets her turn to act. go back a page to Entry U9-C. the pylon being 4m tall. has no such concerns about hitting the intruding excavators and will open fire. The zip line has a dozen tandem wheel. although no safety harnesses nor hang-down seats. with the character getting up to a speed of 12 meters per round or more. . especially for weak or very heavy adventurers who might weigh the cable too far and either speed right into the shallow lake. using her as a human shield and go back into the escape tunnel. Kane’s skullocks used this rope to pull up gear and their comrades from the far edge of Square Lake. then has several PCs go before Kane frees Sawndraa and. saying “Let’s set aside our unprofitable differences and all take that zip line down to safety.

allowing the lucky character to bob to the surface and swim to the nearby ruins. Any holstered weapon is 50% likely to have come free of its bindings and sunk into the murky waters. it means he or she skims the surface of the predator infested. The leg is shattered. There happens to be a submerged wall top that runs all the way to the eastern edge of the lake and parallel to the zip line’s course. PC falls onto a sharpened metal protrusion and impales him or herself for d100 damage. vines and freshly laid blood flyer eggs. The jaws of the gator snap shut on the PC making a +30 SV attack. See the GM’s map MM-2 from page 112 for a large scale view. If less than 30 damage was inflicted by the character’s fall. dodging upturned rusty rebar.6. 12. the gator submerges with the PC in its jaws and chews and crushes the PC beneath the water.11 Zip Line Weight Test Character’s Weight Strength Based hazard check to hold on Character’s Weight Below 40kg Type A. it is 9 in 20). 7. getting +30 SV each attack thereafter. shallow lake. smacks one leg across a concrete wall which lies just under the water. stepping over the . The PC tumbles head over heals and finally comes to rest on a shallow ledge of partially submerged concrete. With the unlucky PC dropping 30+d80 (d8x10) meters from the edge of the Clustered Ruins and the end point of the zip line ride. inflicting d20 stun damage and also treated as an additional lethal attack. attacking the individual and any other warm blooded beings they find at the landing scaffold and vicinity. Chance cable sags into lake Chance Hits Concrete wall If a character sags into the lake. He or she has lost much momentum and faces the concrete wall of the ruin cluster… too low! Increase the odds of hitting the concrete wall by adding +5 in 20 (example. If the monster’s attack hits. lost forever. The PCs skims along the water surface for many meters. The PC lands directly into the water but on splash down.The Mutant Epoch: Quick Start Rules Table MM-9 Zip Line Strength Test 100 Muddy Mayhem Table MM. allowing the character to walk all the way to where the cable disappears over the low wall. Roll 2d6 for what occurs to sagging characters: Table MM-12 Results of Dragging Through Lake 2d6 2. Roll 2d6 for the outcome: Table MM-10 Falling from the Zip Line Results 2d6 2. the PC takes d6 extra stun damage per round from drowning.11. feet first at the base of the animal’s skull and inflicts 3d10+10 damage to the previously sleeping beast. the PC would normally have a 4 in 20 chance of hitting the wall. with the PC armor perhaps saving his or her life: SV 01-70. which burst into the air and give chase to the PC as he or she skims through the water toward the cluster of ruins. Plus. If doing more than 30 damage on the first drop. or map MM-5 on page 115. The PC sees a large alligator emerge out of the brown water directly ahead of him. The PC. the character’s landing attracted a large mutant alligator that begins to splash and pull itself through the water directly at the PC from the south. has a broken leg and moves half speed for the next 3+d3 months. The PC skims across the brown water. however. If this attack fails. 3-5. The PC splashed down well. 9. 6-9. however the character’s mighty splash attracted the attention of d4+2 blood flyers which appear from 3d6+6 meters away to the north and rise up and attack him or her. numbering 2d4. then the gator roars and attacks the PC mercilessly. up to his or her armpits.6.8. ripping through water lilies. range 20+d20 meters away! 12. having lost speed. Dragging across the surface of the lake. its mouth opening in anticipation of the easy meal. PC falls into a very shallow area where the concrete of the barely submerged ruins below are impacted with full force. but allowed a second check if failing the first Below 40kg nil nil 41 to 60kg Type A 41 to 60kg 1 in 20 1 in 20 61to 90kg Type B 61to 90kg 3 in 20 2 in 20 91 to120kg Type C 91 to120kg 5 in 20 4 in 20 121 to 140kg Type D 121 to 140kg 10 in 20 7 in 20 Over 140kg Type E Over 140kg 16 in 20 11 in 20 Characters who fall from the zip line drop into the brown waters of the lake. but now. the character’s foot snags on a upturned length of rusty rebar and tears him or her violently from the trolley handle. If the PC does 30 or more damage to the alligator. while surviving the fall. As in roll 5. As in roll 7.10. 5. throw a dagger or try and kick the gator’s snout aside. if weighing 91 to 120 kg. damage 2d20 lethal. landing deep in a pool and emerging safely. The hapless character lands right on a partially submerged large mutant alligator. The character can let go with one hand and either fire a one handed weapon. dragging his or her legs through the fetid water and risking injury or being snapped at by something below the surface. it will spit him or her out and vanish. 11. the gator splashes madly and drives down beneath the surface getting as far from the PC as possible. The character splashes through a swarm of freshly hatched blood flyers. the excavator slides feet first into the waiting monster.8. 3.4. 10.

com/qsr. six prisoners are chained to the bottom deck. which stands 4 meters in height and is topped by a partial screen of wire. he will immediately let out a similar warning whistle as he speeds in for a landing. Once Kane and his prisoner hustle aboard the Iron Rooster it will take only 2+d3 minutes to cast off. Glowmax. Two skullocks will be situated at the top of the wood and junk pylon. and then. damage d12+2 each. A PC crawling about on his or her belly suffers -20 to all melee attacks he or she might make. shish kabob. then he or she might still be too low to pass over the wall and into the tree shrouded cluster of ruins beyond. who commence to eat the doomed PC… slowly. along with any surviving concubines. or download from our website at: http://www.3. The other. keep-like clustered ruins at the eastern lake shore. with each reducing the PC’s walking movement by half. Each leg is 50% likely to break. notifying the entire crew of approaching trouble. Finally. the PC will take d6 stun damage per round from downing. The PC hits the lower part of the concrete wall full-on. but keep it separate from any other stun damage that may have befallen the character. If Kane arrives with Sawndraa. There are 3+d3 sharp bars. There is a skeleton crew of 4+d6 skullock regulars on the Barge. 7-11. outwardly jutting rebar stakes. though unlikely possibility. This later possibility requires substantial game master oversight and creativity. is found here within 10+d20 minutes by hungry reptilius warriors. and in a panic. and is easier to hit and so attackers get +20 SV against the subject. chain link fencing. face first. If saved. as well as a trusted captain half skullock mutant called Glowmax the Terrible. is the end of the line for the zip trolley. will prepare the Iron Rooster for emergency departure while the skullocks on the scaffold will use lengths of flexible tubing to slow Kane and Sawndraa’s arrival. Muddy Mayhem 101 Entry MM-S2 Zip Line Landing Scaffolding and Ruin Enclosure: See map MM-5. 12. aiming at any incoming characters who might be following their master. crushing three blood flyers as they hatch and made their first attempt at flight. and begin to turn fully about and point north toward the main river channel (not shown on the map). the PC is stuck fast and if not pulled free by comrades. shove off a concrete protrusion in time to save him or herself and get some height to automatically clear the low concrete wall at the end of the zip line ride. 4-6. If hitting the wall. The wall topples away behind him or her and is no longer a threat to any subsequent PCs who might come down from the mound. The guards can hear the cable twang and vibrate whenever an incoming trolley is speeding down the line. Should both legs be broken. Shattered! The concrete wall in this spot breaks away as the PC smashes clear through it all. each armed with a machete.htm Hidden from view amid the squarish. the character can only pull him or herself with their arms at a rate of 1m per round. This specific whistle will make those on the scaffold cry out a warning hoot to the waiting barge. See Other Outcomes 2. tries to shift to one side and merely skewers him or herself on some jagged.the characters arriving minutes later after Kane gets aboard his barge. eat and defecate. Several possible events can happen down in the overgrown ruin cluster.The Mutant Epoch: Quick Start Rules snapping jaws of a waiting mutant alligator. They cut strips of flesh off the still living. miraculously. He has several mutations and a relic assault rifle. They are in visual contact with the Iron Rooster — the name for Kane’s metal clad cargo barge — which sits in a sluggish river which passes by Square Lake within mere meters before veering away to the east then south again. canvas and sharpened stakes to keep blood flyers and winged slasher lizards from feasting on those stationed here. on page 115. If not rescued. Table MM-13 Results of Hitting the Low Wall 2d6 If not yanked free of the trolley handle. knife and crossbow. this drowning damage is immediately revered. on page 107 for some thoughts on how to resolve this circumstance. If surviving. The PC comes in far too low. starting with his or her legs and moving up. The PC’s legs smack into the wall.outlandarts. roll 2d6 here: 2. The barge captain. and listen to the incoming contraption as it begins to slow upon reaching the lowest dip in the cable and rises up for last few dozen meters to an easy landing. but most likely Kane and Sawndraa arrive — the woman still his prisoner -. each is treated as an attack on the character: SV 01-70. There are two peskies on watch in the screened in upper deck of the barge. each positioned at an oar bench where they sleep. toppling backward into the brown water and sinking in a deep spot. taking d6 stun damage and d6 lethal damage. these skully guards will turn their attention to their own crossbows. knocking him or herself out cold. keeping an eye on the those on the scaffolding. is if Kane had to make some sort of deal with the PCs to get them all off the mound prior to the reptilius take over. . Smack. Once seeing them safely on the raised deck and to the ladder.

out in a twenty meter wide backwater river. all you can hope to do is rely on your armor. beyond the tall trees and concrete slabs of the enclosure and back the way you came. or swivel about to make yourself a harder target. who collapse screaming. an arrow set on the string yet aimed at the ground. Kane ditch me for your hume whore. “Not on foot. The barge is being assailed by arrows from your side of the river. will see that they are about to be shot by two crossbow using skullocks and can do little about avoiding the steel tipped bolts. raspy cry and begin to wade in your direction. There is a wooden scaffolding a dozen or so meters within the square mass of ruins. tallies. fight with us to take that water tank. from which you see Kane departing by way of crude steps. will make another attempt to urge the PCs to join with her few skullocks. You see that along the raised walkway across the lake. Also on the scaffolding are two skullocks in junk armor. All at once. If the characters seem hesitant. and we row away before us all eaten by lizard boyz!” She points behind you. then read on or paraphrase: “I’m Catwalk Collette. many dozens have seen you ride through the sky… and where you went. Waiting for the quarrels to puncture you.The Mutant Epoch: Quick Start Rules Characters who successfully speed down the zip line without letting go.” says Catwalk Collette. a female skullock with ornate black tattoos and clad in leather bikini steps out of the bush from the north. You’ve got minutes to act. With spears and bows raised high. smiling and holding her bow in one hand. you look on only to see several arrows fly from the north and strike the crossbow users. Worse. vine and moss covered shadows beyond. aiming crossbows at you and making ready to fire! Unless you decide to let go and drop down to the ruins and predator infested muddy water below. or waste time. Hurry now. Catwalk Collette. but to the north of you. and it looks like the cable takes you between these ruined protrusions and over a lower. Not into da bog. GM: Perhaps show players the illustration from page 110. you notice that the cable begins to level out and you are no longer picking up speed. Read here: “No fricken way youz or my few loyalists can out runs ‘em lizzies. . and the lower levels of the mound itself are now swarming with dark shapes of reptilius who begin to pour up into the cave where the zip line is situated. they chant a hissing. Read or paraphrase the following: As you speed down the zip line. Ahead is a cluster of ruins that are built right into the remaining footing uprights. rebar bristling wall and into the tree. As you land on the deck you see an armored barge docked only a dozen meters away on the 102 Muddy Mayhem other side of yet another wall. her other large hand flashing you the peace gesture. smiling through broad dark lips and sharp looking yellow fangs. and I venge him and his low borns. being eaten or smashing into the low wall in front of the small ruin enclosure. the shooters not visible due to the rubble and vegetation.” she says. “I spoke at youz humes before you went onto da lake. Catwalk will sense this and if not directly threatened or attacked.

The characters. obese mutant skullock. Whenever he turns up or is confronted. read the boxed text below. you keep fricken barge for youz self. The craft is about 6 meters wide and 14m long. armor and heads. They number about ten strong. battle for The Iron Rooster: Read here: Catwalk Collette draws and aims her bow to the east toward the armored river barge. and is dotted by arrow slits and gun ports. exposing themselves and being only -12 DV for 2 rounds. Glowmax’s clan have fallen from favor by the current leading families. It has a raised rear poop deck and a typical landing ramp raised at the front end. and somewhat smaller than an average open water barge of its class. fat bodied shape in the upper tower unleashes an assault rifle. She looks to you. “Come. Entry MM-S3. tooth and scalp collection of no sales value. begins to pull away from the lopsided wharf and turn about to the port side. we go ashore and back to our kind. Deal?” If the characters agree with Catwalk Collette. Suddenly. crumbling wall. As the characters move up they can take cover along the low wall that overlooks the river. emerging after 4+d4 minutes if the barge has not already been boarded. making them look like walking shrubs. Skullock crossbow crew (4+d6): DV -32 in cover. enjoying -20 DV cover. or try their luck going over the top. He hates the female. panic or merely run off along the rubble strewn and shattered wall to the south. Muddy Mayhem 103 The barge is 12m away from the characters and will soon be pulled against the shore so long as the grappling hooks are not cut free. knife 01-50/ DMG crossbow d20+1 or d8 knife/ STR 24/ AG 33/ ACC 30/ INT 2d6/ WL 40/ PER 45/ App 3d6/ Valuables: 3d6 silver pieces on each/ EFs 20/ Morale: average/ Size 1. Three peskies on the barge will set aside their crossbows and draw blades to cut the lines. old kind. while a large.3m tall/ 50kg/ Mutations: nil. below. Skullocks on board the vessel fire crossbows. its intention seems to be to head north. and wear swamp grasses and moss tied to their limbs. +1/ Attacks: 1 weapon/ SV crossbow 01-58. and will not hesitate to harm her if able to capture her. The skullock woman next to you fires her bow. trying to board the craft and climb up to the covered rear deck.8 m tall/ 180kg/ Mutations: Abnormally huge and hideous/ Relics: assault rifle and spare magazine Glowmax is loyal to Kane because Kane has brought repeated victories and wealth to Glowmax and his family back in the tribe’s homeland in Twisted Wood. Glowmax. The ship. normally -12/ END 88/ MV 4m/ Init. these barge crewmen are from the low status. The big skullock. and assorted jewelry items from victim worth 200+d100sp/ EFs 110/ Morale: Excellent/ Size 1. battle axe 01-72/ DMG d20 each bullet. See Kane’s NPC write up on page 109 for stats and details on a submachine gun (which is not part of the quick start Rules relic inventory). Note: Catwalk Collette’s stats are included in the NPC section on page 110. if the characters decline. or rush to board his ship (reminder that his crew consists of only 4+d6 regular skullocks). +0/ Attacks: assault rifle or battle axe in two hands/ SV rifle 01-80 (rate 3 shots per round). will stay out of sight in a lower cabin and busy himself securing Sawndraa to a chair with heavy rope. or battle axe d20+14/ STR 82 (+10 DMG)/ AG 12/ ACC 61 (+6 SV)/ INT 11/ WL 92/ PER 18/ App 4/ Valuables: Carries a spare full 30 round mag for his rifle. warlord Skullock (4th rank): DV -32 in cover. page 104. Kane. and perhaps make return appearance in future adventures. now with Kane and his captive aboard and hidden. Read here: As you get into firing line along a low. lacks a mast. see entry S5. The rusty. can stay and used ranged attacks. blasting away at those on the near shore. flat bottomed cargo vessel has three large oars per side. His assault rifle blazing out bright yellow muzzle flashes with each burst. especially if she gets infatuated with one of the male PCs. plastic worth 100+d100sp. and we friends if meets’n future. including Catwalk Collette’s kin. we attack together! Help us venge! Get away from liz-boys and slow death!” What do you do? The grappling hooks stop the Iron-Roosters from escaping and begin to pull it to the near shore. the arrow narrowly missing the huge. dock and barge. Although well hidden. you see grappling hooks on the ends of bright yellow relic ropes fly high into the air from unseen throwers. Glowmax the Terrible. If they decide to stay and fight for the barge. She could become a very useful NPC. however. Like most of the skullocks loyal to Kane. you get your first look at some of the skullock woman’s loyalists. Glowmax will turn all his fire on the PCs if they should begin to shoot relic weapons or mutations at him or his crew. and once we well away. shamed and banished . he will use his submachine gun to blow away anyone who accosts him. normally -12/ END 10+d20/ MV 7m/ Init. see entry S3. cleaning kit worth 60+d100sp. along with the she-skullock. they are being wiped out by crossbow bolts and the well placed shots of a large skullock on the raised deck. and rushing the barge. gain -20 DV from cover. the hooks clattering onto the barge.The Mutant Epoch: Quick Start Rules Join us. and his remaining skullocks. at this point.

This includes any misses from the five shots per round that Kane’s SMG fires! Random NPC oar slaves: Re-roll. Freak out and run in Panic: If the characters freak out and run away from the barge. table TME-1-57. DVD base -6. but she only takes d3 damage. and the woman yelps. and vengeance. of any result with an asterisk beside the number. MV 3m. if freed is SV +4 due to high accuracy score. Should they get their barge free of the grappling hooks. possibly even trying to sink or set afire the barge). 8. A pure stock human covered in purist wavy dagger tattoos. There is some blood. MV 5m. Read: Sawndraa screams briefly then dies. but will swear. and will attempt to murder any mutant or cyborg PC as soon as he gets the chance. 4. Every missed missile weapon attack is considered to automatically hit one of the six prisoners. 2-4. with one prime mutation from the list on page QSR 15. using them as human shields and gaining -20 SV. it is hard to tell how far the dry area goes before you will find yourselves in water once more. you see the ground to the east open out into a water hole and shrub covered expanse. falling back and dying before hitting the floor. 10*. MV 5m). Cyborg (50% either a man or woman) has been busted up and all ammo taken from any implants. DMG d6. looking for the characters. The skullock. base SV 01-50. END 35. The sounds of gunshots and the war cries . Pure stock man. holding a dagger to Sawndraa’s throat and standing somewhat behind her. * Re-roll if duplicated result. a trapper from Soggy Hearth (DV -4. END 30+d20. During the coarse of the battle he will swear and curse all mutant and cyborgs. none shall!” The concubine will cut the cyborg woman’s throat if she wins initiative. A teenage girl who you recognize as a neighbor’s kid from Sandbarra (DV -0. they are likely to muster 3d6+6 other skullock survivors of the mound and return to the village of Soggy Hearth within a few days. will bleed out and die. They will find her tied to a chair. read here: You are heading south along the raised. 12*.) 5. MV 5m. if the PCs board the Iron Rooster. MV 3m) 13% chance this man is a mutant supremacist from the Dominion of Aberratia to the north west. blind folded and badly injured to half endurance (END). Ghastly. they will be here. END 22. and get aboard the Iron Rooster. Sickly mutant man who has only revolting growths. (This is a moaner from page 164 of the TME hub rules. page 58. he or she can slap a hand to the open wound and use the healing energies to try and knit the wound together and save the cyborg. DV 0. After going a few dozen meters. range 9m. Old mutant man (DV -4. 9. MV 3m. END 20+2d20. MV 4. not Kane. they will have to confront Kane. and away from the fighting which is at the north edge of the clustered peninsula of ruins. DV -0. and will seek to sabotage the barge or kill any pure stock character. Roll 2d6: 2*. DMG 2d8+2. MV 5m. End 3d6. SV 01-60. grinning as she dies in front of the PCs who killed her beloved. END 20+d20. but a tiny. “Lord Kane say if he not have her. or pick the next result down. stabs the blade in her own heart. SV +6 base 01-56. The skullock cuts her own throat thereafter. and ultimate demise. with a critical hit resulting in an opened throat and the PC taking d6 damage per round until helped by anther PC). END 20+d12. subcutaneous wire saves the cyborg woman from having her jugular cut. A random character’s grandmother ‘Lulu’ (DV -0. and the vessel slips away. making no attempt to duck or hide from projectiles (DV -4. or if using the hub rules. 17% chance he is a purist from the Holy Purist Empire to the east. Skullock.6. but because of the dense vegetation and mist. the PCs can search the back cabin and forward cargo hold for Sawndraa (assuming she was taken aboard as a prisoner by Kane). MV 3m) won’t fight. deformities and bleeding sores (DV -0.The Mutant Epoch: Quick Start Rules Muddy Mayhem 104 clans of the northern tribe. if freed will try to bite the throat of the nearest mutant PC. Will be recognized by Sawndraa). roll d6: Entry MM-S4 Going Aboard the Iron Rooster: If the PCs manage to kill Glowmax and the crossbow using skullocks. 6. and looked to Kane to settle them in a new territory and bring them wealth and infamy. add +4 to strength based DMG) 3. SV 01-60 in darkness or 01-40 daylight 01-60. Attacks 2. END 36. corpse like mutant that snarls and bites at everybody. with a random result. If any of Kane’s two concubines survived any encounters with the characters. EFs 25) 7. won’t fight. See entry MM-S4 below. who will be waiting for them and hide on the far side of the chained oar slaves. END 14. one of Catwalk Collette’s twenty three siblings 11*. One random character’s long lost uncle ‘Lowgun’ (DV -5. A stainless steel conduit in Sawndraa’s neck takes the brunt of the knife cut. dropping to her knees. and has not exhausted the uses already that day. SV 01-55. for the arrival of the reptilius army. her neck opened and her life spraying the floor. often broken foundation of the once massive building. yet blame the intruding excavators. Still. Init. thinking she has finished the object of her beloved masters obsession. page 105 Entry S5. 5. If Kane is killed. They take the loss of the mound hard. See Entry MM-S6 for a post battle follow-up. END 3d6. she takes 3d6 damage and unless given attention at once. Pure stock man who has been so badly mistreated and starved that he can’t stand up on his own. plunging the blade through her own heart. The skullock concubine will next kill herself. strong (so add +4 to strength based damages. 1. Has 2 random implants. GM note: If any character has the mutation of heal touch. -3. MV 5m. The knife cuts deep.

They haven’t spotted the characters yet and are 50 meters away to the south.” 105 Muddy Mayhem If Sawndraa has not survived to this point in the adventure. as if the trees. We get off half way there. Have that PC make a type D intelligence based hazard check to navigate a coarse that successfully gets them back to the village before dark. with a 2 in 6 chance being attacked by a random encounter. hanging moss and fog are muffling the din of battle. and either open fire on them or have the barge row well away. The idea here is to hint that the characters are in a very bad situation of they decide to cut and run. Garnock. allow each PC on guard a type B perception based hazard check to hear or see the approaching lizard men. and healthy enough to control the rudder she will tell the PCs the following. . If the six oars are manned. If curious. stayin’ quiet or youz wake their gun… then down to the hume ville that Kane burn. Once killing or knocking out two people. Watch for dem garnockers. and many of them no doubt sporting bloody wounds. Entry MM-S6. moves 12m per round while being rowed full speed. The odds of them taking the barge in the right direction back to Soggy Hearth is based on the best guess of the smartest character. standing chest deep in the water. If Sawndraa is alive. and a seventh person going to the aft rudder room on the main deck . and friends when meet again. Failure to return the generator. roll d6 here: Table MM-14 Random attack on the Barge at night d6 1. Post Barge Battle Follow Up: The Barge captured. then they will be in quite a mess. Den. A swarm of 3d6+6 reptilius with clubs swim out to the barge and try to silently board the ship and take it. advancing slowly. “Take the east channel for four kilometers. too. they eat humes like youz. Catwalk Collette will tell the characters this: “Go up dis north. eating all those they kill or capture. passing them to the PC’s to fire. to Soggy Hearth is quite likely the end of that community. it will grab them and drag them off into the dark to devour them in peace. grabbing crossbows and loading them and one by one. With dark coming. although they could try and swim the river. the rest with crude spears. river. the characters can coax the barge to go either north or east and away from the lizard folk and their arrows and javelins. any surviving skullock loyalists of Catwalk Collette’s pile onto the barge and take cover. Take the fourth. The lizard men are fanned out across a twenty meter skirmish line. Failure means the PCs spend the night aboard ship in a wide point in the river. to the south and it will lead us right to Soggy Hearth. with chaos on the oar deck and hordes of reptilius begining to arrive all along the shore. Deals?” If neither Catwalk nor Sawndraa are alive to guide the characters out of the maze of rivers. If the players state they have posted guards on the rear poop deck. go on south arm at round ruin of the metal gods. half with bows at the ready. Allow the PCs to go 3d6+20 meters before they spot a war band of 3d6+10 reptilius. who shoves the barge to shore and begins to tear it apart one plank at a time. don’t turn down any of the first three side rivers as they end in flesh eating weeds and certain death. page 106 for possible fates of Soggy Hearth depending on the success of the characters and their assigned mission. If so. the night predators will be upon them soon enough. then west through the tangled bit. and possibly Sawndraa with it. doing auto damage (the barge can take 300+d100 endurance damage. then the skullock leader.The Mutant Epoch: Quick Start Rules of skullocks and lizard folk seem quite distant suddenly. and fight them at melee range. and the crew told to row. south of the barge battle and find soggy patches of ground for many kilometers.3. see entry MM-S7. then more north. 2.) If the humanoid is attacked by the crew (PCs) it will use a club.

They demand that the smartest character try and fix it. Should the PC be unable to get Smokey going before dark. The characters. dispatching and devouring all those aboard. squads of reptilius probe the edge of the woods beyond the open space on the east side of town. plus a fine meal of roast pig. The PCs. survives. once every ten minutes. wine and greens. especially reptilius. They can’t get the generator to start up. Entry MM-S7. the giant mosquitoes will leave after 3d6 minutes. given medical treatment (healing an extra 2d6 endurance as well as their regular healing rate overnight). 400+d100m away. The village must be abandoned before dark. unimaginably crude and yet complicated wiring system of the energy fence. panic begins to set in and one by one. swamp creatures. A swarm of 30+d20 Blood Flyers. massing to see if they can swim across. Any attempt that fails with a roll of 95-100 on the hazard check is bad.. Panic breaks out. the survivors of that community grow to hate the characters. larger and unidentifiable nightmare beasts. kidnapped by Kane or killed.6. Once reaching Sandbarra. but Sawndraa misplaced. They are now free to undertake a life of adventure upon returning home to Sandbarra. bread. and shove off down stream making for Sandbarra. Reptilius begin to enter the village even as the last raft pushes off.3. Boss Gus publicly decrees that the characters are debt free. end up in makeshift rafts and leaky boats. have their debts forgiven by Boss Gus. Captain Basher. Meanwhile. then the generator is hooked up as best as the villagers can manage. and attack using captured skullock machetes. The smartest PC is allowed an intelligence based type E hazard check.The Mutant Epoch: Quick Start Rules 4. 4-6. It will never run again. The Different Fates of Soggy Hearth: If the characters return before dark with the generator and Sawndraa.. Any success means the generator starts up and works flawlessly for the next 3d6 nights until a proper electrical technician can arrive from Steel Hill and fix the sloppy job the character did. the energy fence keeping back several waves of reptilius and other. but the PC is ‘attacked’ by the blast SV 01-80. the generator shorts out and catches fire. By dawn. He forgives all your debts so long as you make another pig run the following week. 4+d4 winged reptilius fly down and land on the deck of the barge. and make life for them in Sandbarra a trial. the characters are free to embark on their new lives and new adventures. feeding it fine ethanol fuel. Boss Gus. The PCs. yet does the job and keeps the reptilius away. while out across the river on the west side. although it sputters and the fence vanishes for minutes at a time. She will have no problem getting ‘Smokey’ up and running within a half hour. spend the day making rafts from whatever they can salvage. a flotilla of 2+d3 canoes loaded with 8 reptilius each are approaching from the shore. and runs throughout the night. to get the generator going and properly hooked to the complicated. the village leader. 2. and don’t understand how it works. your employer-owner. more gather. 5. and for the next hour. Muddy Mayhem 106 Somehow. however. and the PCs debts are erased. as heroes. and results in a massive explosion. The Characters are heroes. along with Boss Gus. suggesting that the characters forget their dreams of becoming adventurers and instead settle down in the village and spend their lives there as fishermen. harry the rafters. It explodes. damage d100. along with d6 locals each. given fuel and as dusk falls. and valued belongings and make their way to whatever rafts and boats the community had assembled during the day— just in case.. and the blue gleam of the energy fence goes unobserved. To handle this. weapons. people begin to gather their families. Several of the now widowed men and women of the village flirt with the PCs. By late afternoon. Having failed to save the village of Soggy Hearth. see roll 1. Should the generator be brought back to Soggy Hearth. If the PCs decide to go below decks and shut the hatches. and although you failed the village. As the sun goes down. allowing the flotilla to catch up and size the craft. you got him home safe. killing Captain Basher and inflicting d10 damage to all those within ten meters The main stronghold has also ignited into flame. the flotilla and entire population of the village is flowing down stream to Sandbarra to a new life. assume there are d60 (d6x10) +20 minutes before dark and the attack of the reptilius. Oliver and Captain basher. Every predator and humanoid in the area sees the brilliant flames at the village and converges for an easy feeding. Upon returning to Sandbarra. then for the time being all is well. . Roll d6 1. Boss Gus will honor his word. It starts up. The winged reptilius aim to capture the rudder room. fire spreading to nearby huts. pushes the ignite button. snapping off the handle so the barge can’t steer and will eventually crash into the muck or rubble of the shoreline. dirt farmers and trappers of the swamp.

Other Outcome 2: A Deal with Kane In brief. DMG d20 ea. and in fact are blueish green with spike elbows. they may find themselves alone in the village. will guide the team back to Soggy Hearth. lend money to those who he knew couldn’t pay back the principle. transporting valuables to other lands. knowing the local waterways. along with the what can be salvaged from the dock. Gus Koalbear has done well. There is a 71% chance he follows though with this deal and will board the barge and row north. Sawndraa. Thereafter. There is enough wood laying about. and tried to make a name for himself away from his tsk-tsking father and brothers. and offered to give back Sawndraa and the generator if they let him go. threatening those who owe him money. they are allowed 4 more chances to start up the generator and save the place. Tired of the comparison. and given a burnt out hut to rebuild and call their own. Although he thinks of those who are indebted to him are scum. These lizard folk. Kane is impressed with the characters for getting to him at all. SV 01-68. and surrender or are knocked out or otherwise captured. armor/ Auto-pistol with two full mags/ anti-toxin injector/3 fragmentation grenades Gus the Fair is the third son of a wealthy Steel Hill merchant. in hopes of elevating them to the caste of hired goons. to find their own away back in the swamp. and their rescued hostage. Muddy Mayhem 107 As oar slaves. They have no idea about each others actions. are green with yellow bellies and have horned heads. the characters will be ill fed. His two older brothers are both very prominent. Dodge skill 3pts -11 DV)/ END 62/ MV 5m/ Init. and set forth on a series of raids against small swamp villages until a new base of operations can be found. or serving as his body guards when trouble with a ruthless competitor erupts. to the east and then up to Kane’s armored barge to become oar slaves for the remainder of their days. tough and creative they are. For all his local success in the eyes of the Sandbarra populace. First off. but also an excuse to travel discreetly to the south east. the PCs will be beaten and then tied in a line and marched along the lake catwalk . yet should be given the opportunity to either escape. he does want to see how obedient. tied to the metal shelving in the main warehouse lair (at area U7) and left to be humiliated and abused by the young skullocks. while those that attacked the mound. hook up the generator and charge the energy fence in time to save the community. Kane will be outraged that the village sent mercenaries after him. or break free and seize the barge.9m tall/ 127kg/ . he is an enormous failure as far as his father is concerned. without a means of transport. to make a serviceable raft. well married with many children. Non Player Characters Boss Gus Male mutant/ age 48/ Merchant Gear: Ballistic vest and scrap relic. they will suffer a miserable fate. and forgiving the debts the characters and their families owed to him. and own properties. If they fail. incidentally are not of the same group attacking the mound. humiliation and inability to get ahead in the faction’s capital. and recently bought a bar and brothel in Steel Hill and is using the excuse for selling pigs to travel through the swamps and get into the capital without his family noticing him.The Mutant Epoch: Quick Start Rules If the PCs do not commence to flee with the others. either escorting him to other towns. He has long admired the prowess and camaraderie of the oarsmen (the characters) and hand picked them for this mission because he knew the dangers of the bog. DV -35 or -51 vs bullets (scrap relic -20 DV and ballistic vest -4 or -20 DV./ saber SV 01-56. he is 78% likely to approach them later to undertake other expeditions on his behalf. slaves and debt-locked employees. whipped and mistreated daily and never heal more than 50% of their endurance. permanently. Other Outcomes Other Outcome 1: Prisoners to Kane If the PCs are defeated by Kane and his skullock minions. Gus moved to Steel Hill decades ago and began to buy up small businesses. and would genuinely like to recruit them to serve as formidable henchman. If surviving the ordeal at Soggy Hearth. and surrounded by 3d12+30 reptilius. +0/ Attacks: Auto Pistol. He sells hogs as both an opportunity to make coins. leaving the PCs. and will have the PCs stripped to their underwear. DMG d20+6/ STR 52 (+4 DMG)/ AG 34/ ACC 57 (+6 SV)/ INT 77/ WL 84/ PER 19/ APP 13/ Morale: Average/ Size 1. The PCs will be heroes. and represent a separate branch of the Wadango Reptilius nation. The only reason he made a deal with the characters is because he was losing the fight against them. rate 2.

who turned out to be an invaluable asset to the village. complete with hand held player. DMG d20+12/ STR 77 (+10 DMG)/ AG 76 (-10 DV. The old soldier has taken up relations with several women. that his people cannot cope with the skullock attack and Sawndraa the Technician Female cyborg/ age 24/ Mechanic of Soggy Hearth Gear: Cybernetic Power Arm Sawndraa is an adopted survivor. +2/ Attacks: Assault rifle SV 01-80. Sawndraa befriended Kane because he brought her numerous spare parts./2 swords SV 01-69 (Ambidextrous). If Sawndraa is returned to his people. plentiful rain. she has no intention of marrying any of the men who have sought her hand. Her adopted father and fellow villagers discovered that while she couldn’t recall where she came from or who her parents were. Dodge skill 4pts -14 DV)/ END 61/ MV 6. hoping the freed oars crew will make Soggy hearth their new. Boss Gus cared for Oliver and saw him back to health. hunched and plated mutant was born in the Bitter Bog swamp. and has been sending out word to local communities that they welcome trade.The Mutant Epoch: Quick Start Rules Oliver Male mutant/ age 41/ Former Lower Freehold Ranger Gear: Tactical armor/ communicator headset/ assault rifle with two full mags/ two long swords/ 2 fragmentation grenades This rust colored mutant used to be a Lower Freehold Ranger. write. a cybernetic arm and internal implants. and kept the name when elevated to chief once the previous leader was consumed by an alligator while fishing. bringing her parts instead of flowers. Captain Basher Male mutant/ age 52/ Head Man of Soggy Hearth Village Gear: Assault Rifle with 1 full mag and 3d20 spare rnds. Boss Gus found him in the Rafter’s Pub. his wife divorced him and married another ranger. DMG d20 ea. or why she was on the barge. +1. and herein. he will do his best to try and hook her up with the best looking male from among the heroes. rate 3. He has dreams of making Soggy Hearth into a town the size of Sandbarra. some who visit Sandbarra only rarely. or Battle axe (2 hands) SV 01-72 DMG d20+12/ STR 66 (+8 DMG)/ AG 71 ( -8 DV. and hopes it is the chance for the surviving PCs to prove themselves. She has a well equipped workshop near the Central Hall. placing him in command of his most challenging trade expeditions. He adopted the girl. he is secretly thrilled with the calamity at Soggy Hearth. DV -54 (tactical armor -30 DV. rate 3. and migrants to move to that meeting of the waters and enjoy the good soil. presented her with an Elvis Presley Music disc and Video collection. +1. bone plates -18 DV. which came to blows. he was dishonorably discharged. The appearance of Boss Gus and his tough looking crew bring cheer to his heart. He great man had become a drunken gambler. DMG d20 ea. This bizarre. whom now live in his fortified shack along the western wall.7m tall/ 113kg/ together. passed out in his own vomit in a back hall. earn their freedom and do great things with their lives. permanent home. and pleased that the appearance of dig teams on a frequent basis keeps the trade routes and game trials free of brigands and many monsters. On that barge was a teenage girl with long curly dark hair. dodge skill 1pt -5 DV)/ END 96/ MV 5. multi fingered.25m/ Init.)/ APP 15/ 3rd rank/ Morale: excellent/ Size 1. The energy fence and ‘Smokey’ the generator are devices Basher found on a derelict barge located in the swamp. +1/ Attacks: Assault Rifle SV 01-81. found by Captain Basher in the swamp six years ago. his name a disgrace.9m tall/ 93kg/ the gathering threat of the local reptilius. she was a gifted technician with the ability to read. solar panel. He is a practical man. Captain Basher gets his name from his years spent as head of the Soggy Hearth militia. Without saying it. his daughters calling another man ‘daddy’. She kissed the fishy smelly half breed . but after a post-ambush disagreement with a superior officer. with many love struck excavators. collector T-shirt and leather jacket.)/ APP 6/ 4th rank/ Morale: excellent/ Size 1. do complex math and work wonders with electronics and other machinery.5m/ Init. DV -43 (Junk armor -12 DV.25m MV)/ ACC 63 (+6 SV/ base SV 0168)/ INT 55/ WL 98/ PER 69 (+2 Init. While enjoying the attentions of men. and hope. lush vegetation and security of the energy fence. That was six years ago.25m MV)/ ACC 81 (+10 SV)/ INT 33/ WL 64/ PER 49 (+1 Init. Word has it that several of the kids running around the streets of Sandbarra are his. and that without the generator the village is doomed. and of late. tinkers on whatever bits of old tech she can put Muddy Mayhem 108 Oliver admire the oarsmen (The PCs) and help his employer select them.

25m MV)/ ACC 88 (+10 SV. When Kane’s army of skullocks arrived and swept over her village. killing most of the warriors and kidnapping her. Agility -10. a hindrance. In Muddy Mayhem 109 DV -39 (no armor. Having stopped at Soggy Hearth several times.25m/ Init. growing up so slowly. but also going by the Magnificent and the Merciless at times. tried his luck at piracy along the coast of the Tainted Sea. Being a half breed was difficult for young Kane. Dodge skill 4pts -14 DV)/ END 44/ MV 7. three daggers and an anti-toxin injector. Kane banished Catwalk Col- . seeing Kane as merely one of many men attracted to her. That boss was Catwalk Collette. Kane decided that he would add one more concubine to his growing collection. is a half breed skullock human. The later appearance of the characters at the mound. He prefers to hang back in any fight. and the fact that his mother was a captured excavator and slave. and when he grew angry. as well as a saber. rate 1. and let minions and concubines do his bidding while he falls back to wait and see what happens. He also has the mutations heal touch. status.The Mutant Epoch: Quick Start Rules on the cheek upon receiving the gift. she denied him. traveled. The fact that the men of the team did not come to seek her hand in marriage. having grown tired of Catwalk Collette. base SV 0171)/ INT 92/ WL 57/ PER 91 (+3 Init.)/ APP 66/ 3rd rank/ Morale: average/ Size 1. Arm -5. and proposing marriage. all promised riches. with more wonders. and ambitious warrior. When arriving week after week. Technician areas: Robots 3pts. and falling in love with the cyborg woman Sawndraa. including the entire arm of a robot complete with inoperaT tive laser carbine. all of whom she had seen around Sandbarra on her relic buying expeditions. DMG 2d10+16/ STR 34/ AG 77 (-10 DV. he departed his homeland as a teen. who was also from a low favored family. enjoying the benefits of this mutations and becoming a skilled. and eventually became a slave trader and dealer in relics. this woman has the following skills: Junk Crafter 4pts. joined a human raiding party. she was horrified and only agreed to go with him as his prisoner if he stopped killing her people. which he will use on himself after taking injuries (able to use it 8 times because he is 4th rank so gets two usages per day per rank). chemical 2pts frustration. In a fight the night before the raid on Soggy Hearth. Kane the Invincible. and the chance to set up a new colony at a site in the swamp that Kane had discovered some months before. has a submachine gun with two full 50 round magazines. especially as she seemed unable to give him an heir and spoke often of returning home and making amends with her true people. managed to work his way into the confidence of a prominent raider boss. Still. served as a mercenary in the Irregulars of the Dominion of Aberratia. yet in time towering over his tribe-mates. computer 1pt. Mechanical 5pts. she told him to never return. have thoroughly impressed this dark haired. Kane and Catwalk managed to slip away with a several hundred loyal followers. +3/ Attacks: Power Arm punch SV 01-81. and threw all his gifts in a mud hole. his family were not elites among their people. but instead save her people — she not knowing of their debts to Boss Gus and their real motivation — becomes infatuated with the most handsome of them.4m tall/ 64kg/ GM note: If using this NPC with the TME hub rules. formally calling himself Kane the Defiler. +1. Electrical 4pts. incredibly talented and beautiful cyborg. and together they hatched a plot to establish their own nation. but meant nothing romantic by it. where having grown powerful and ruthless. His travels took him back to his hive in the woods. although his mother was a mutant human slave in a tribe of forest dwelling peskies. Kane Male half skullock-human / age 32/ Warlord & Slaver Gear: Tactical armor and helmet with communicator headset/ Submachine gun with two full mags/ saber Kane wears tactical armor.

DV -58 (tactical armor -30 DV and tac helmet -6 DV. rate 2) SV 0188. When Catwalk first sees the rescue party (the characters) approaching Square Lake and the mound. believing he is blessed by the ancestors and has a direct line to God. sent first against Soggy Hearth’s defenses./ STR 72 (+8 DMG)/ AG 62 (-8 DV. speakers. and inadvertently despises Sawndraa and might kill her for stealing her man from her. except for a pair of his concubines. Catwalk joined Kane when he returned after years away. Survival. +3/ Attacks: bow SV 01-75. +4/ Attacks: SMG SV 01-85. she is very attractive and uses her beauty and curves to sway the minds of male comrades. but once away in the swamp mound. So too. she is single now. others who spoke out. +8 DMG)/ Mutation: Body Regeneration: heals 4 trait points per hour . she aims to return to her people in the north. yet tiny village. or Saber SV 01-73. Stealth 3pts. and try wooing her with ancient music again but this time the tunes of Frank Sinatra. dmg 2d6+13 ea. Krooty and Zasher. She is covered in ornate tattoos and dresses in only a leather bikini. and unbeknownst to her. DMG d20+20/ martial arts* (4 skill points. DMG d12+12. +1.5m/ Init. She has the mutation of body regeneration and heals 4 trait points per hour. Once she sees Kane dead. along with a few dozen loyalists. although adore Kane and will die for him happily. DV -38 (-12 agility + Dodge skill 7pts -26 DV)/ END 40/ MV 8. and that Kane’s real aim was to acquire a hume woman from a well defended. with mercenaries. she knows exactly what they are there for. He is exceedingly patient. base 01-77)/ INT 33/ WL 88/ PER 97 (+3.)/ APP 9/ 5th rank/ Morale: excellent/ Size 1. So too. slipped away to join her. she later learned. and strangers alike. base SV 01-65)/ INT 51/ WL 49/ PER 76 (+2 Init. DMG d2d6+6/ STR 46 (+4 DMG)/ AG 87 (-12 DV. Kane expelled her. saying he already had her and the two other empty headed devotees. who help tend to Sawndraa like hand maidens. In a rage. skullock +1 = +4 Init. While Kane’s attack on the the village was conducted to steal the generator. and he himself escapes. rate 5. she hates Kane and seeks his death at any cost. and observes the male humans with keen interest. and immediately realizes they could be the tip of the spear as far as her goals of revenge go.25m/ Init.7m tall/ 84kg/ *Martial Arts is a skill contained in the TME hub rules.)/ APP 21/ 3rd rank/ Morale: excellent/ Size 1. She thought he loved her. and beg for forgiveness for leaving them. Now. she learned that he had used her to convince disaffected skullock kin to join their search for a new colony. then use the advanced generator to power the karaoke machine.4m tall/ 51kg/ Skills: Dodge 1pt. +d6+2 DMG). or hanged as traitors.The Mutant Epoch: Quick Start Rules lette to the swamp. dodge skill 4pts -14 DV)/ END 77/ MV 7. +1. He thinks if he can just maintain power to the facility.5m MV)/ ACC 59 (+6 SV. Sawndraa will eventually come around to his way of thinking. Those who favored her. for a skullock. were imprisoned. and will not harm her nor let his fellow peskies touch her. W. holograms and computer as well as charge up a metal guardian. were expelled with only their weapons and a few days rations. he will return on another occasion to kidnap her again. DMG d20 ea. and she is returned to Soggy Hearth. wondering for the first time that perhaps returning to her old clan is not the only option. brawling 4pts (+9 SV . or Brawling SV 01-73. his main purpose was to kidnap Sawndraa. Muddy Mayhem 110 If Kane loses Sawndraa to the PCs. She refused to take part in the raid to collect his future bride. Weapon Expert Bows 4pts (+10 SV.25m MV)/ ACC 92 (+12 SV. and she. she is actually one quarter human. and fall in love with him if he just lip syncs enough Elvis to her. newly added lights. agility and skill at dodging away from harm more than the thickness of armor. since she relies on speed. his e x ploits and tall tales intriguing her. Catwalk Collette Female skullock (25% human)/ age 32/ Twisted Wood Clan minor noblewoman Gear: Bow and 30 arrows Catwalk Collette is taller than most skullocks.

1 hex = 10 meters Map MM-1 Muddy Mayhem The Village of Soggy Hearth 1 Central Hall 2 Chicken Coops 3 Orchard 4 Sheep Pen Map Key 5 Barn 6 Healer’s Hut 7 Sawndraa’s Workshop 8 Headman’s House The Mutant Epoch: Quick Start Rules Muddy Mayhem 111 .

The Mutant Epoch: Quick Start Rules Muddy Mayhem 112 .

The Mutant Epoch: Quick Start Rules Muddy Mayhem 113 .

The Mutant Epoch: Quick Start Rules Muddy Mayhem 114 .

The Mutant Epoch: Quick Start Rules Muddy Mayhem 115 .

Player handout MM-1 Muddy Mayhem For The Mutant Epoch RPG Quick Start Rules The Village of Soggy Hearth The Mutant Epoch: Quick Start Rules Muddy Mayhem 116 .

The Mutant Epoch: Quick Start Rules Muddy Mayhem The Mound in Square Lake Player handout MM-2 Muddy Mayhem For The Mutant Epoch RPG Quick Start Rules 117 .

The View out the Cave Player handout MM-3 Muddy Mayhem For The Mutant Epoch RPG Quick Start Rules The Mutant Epoch: Quick Start Rules Muddy Mayhem 118 .

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