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					Characters Character Generation and Type
					Generating 
					characters is accomplished through a series of 16 steps, 
					some random, some by the players choice, a few steps are quite 
					involved and require several rolls and a bit of 
					explanation while others are very easy, such as when players 
					pick a name and gender for their new character.  Most steps 
					require little more than a single roll on a table to 
					determine dominant hand, swimming ability and whatnot, while 
					establishing a character’s ‘type’ is handled by a random 
					roll from a selection appropriate to the gamer’s own RPG 
					experience, or, the Game Master can assign a type or even 
					allow players to pick a character type once they become 
					familiar with the game and setting. 
					A 
					character ‘type’ can almost be viewed as a person’s race, 
					however in truth, all organic characters contained in the 
					The Mutant Epoch Hub Rules core book stem from 
					human ancestry, either by breeding or DNA sampling. The 
					available types contained in the Hub Rules are: Pure Stock Humans 
					(unmutated humans) Clones (copies of 
					specific humans, born either in machines as adults or 
					surrogate mothers) Trans-humans 
					(humans enhanced at pre-birth and selectively bred) Bioreplicas 
					(custom, bio-engineered beings, using human-themed DNA and 
					grown instead of born, emerging as adults) Cyborgs (humans 
					with nervous system augmentation and assorted implants) Ghost Mutants 
					(aberrant humans with no visible mutations) Mutants (from the 
					mildly deviated to freakish horror mutants) 
					Beastial Humans (Also referred to as Mutant Animals and 
					are a late addition to the Hub Rules book, having previously 
					been slated for addition in the Expansion Book. Beastial 
					humans are half human, half animal and allow players to 
					generate characters  such as humanoid alligators, 
					chimps, frogs, otters, cougars, moose, badgers, rats, eagles 
					and many more species.) 
					We've added a few
					sample character sheets from our current 
					campaign. Click to download a 150 dpi PDF character sheet 
					for review. Once the game is launched and available for 
					sale, and the main full web site is up and running, there 
					will be a vast number of ready to play characters and NPCs 
					available for members of the
					society of 
					excavators. 
					
     
					Many other 
					characters types will be offered in Outland Arts’ The Mutant 
					Epoch dedicated electronic magazine titled Excavator 
					Monthly, as well as the upcoming Expansion Rules book, 
					which will add androids, parasites, abominations, grafters, 
					the rebuilt, mutant animals and digital beings as new 
					character types. 
					            The 
					actual generation techniques used for character creation 
					vary depending on the type of character being made. Pure 
					stocks, synthetic humans (clones, trans-humans and 
					bioreplicas) are quick to generate while cyborgs and 
					extensively mutated individuals take longer to roll up due 
					to the vast assortment of mutations and implants available 
					through random determination. Regardless of the character 
					type, and including creatures, robotics and many plants, the 
					same eight traits are almost always used for The Mutant 
					Epoch.  
					The 8 basic 
					traits are: EnduranceStrength
 Agility
 Accuracy
 Intelligence
 Willpower
 Perception
 Appearance
  
					These traits are 
					most often determined by a d100 roll on a table, which uses 
					a synthetic bell curve to usually get traits in the average 
					range for an adult human, however, allowing for the 
					occasional inferior trait, or, the remarkable and 
					exceptionally high values from time to time. Traits improve 
					slightly during rank gain, but can also be permanently 
					decreased through accidents, illness, combat or other 
					hazards. Endurance is used as the individual character’s 
					toughness, ability to take damage, survive deeper levels of 
					injury and incapacitation, and resist toxins. 
					  
						Rank Gain People change, 
					especially when pressed to their limits, exposed to new 
					experiences, immersed in battle, and forced to use all their 
					skills, strengths, wits and guile in a daily struggle to 
					survive. Many traditional role playing games, including the 
					Outland System have some sort of leveling mechanism. In The 
					Mutant Epoch RPG, going up in rank is helpful, but the 
					alterations to the character are more subtle than other 
					RPGs. For example, when going up in rank, from 1st 
					to 2nd, one’s character doesn’t suddenly double 
					his or her endurance, even though that PC’s endurance trait 
					does automatically increase per rank due to the fact that 
					the surviving individual becomes tougher. Other traits and 
					skills can improve through random results on a bonus table, 
					with each character type rolling with different odds of 
					gaining benefits. Gaining ranks is of 
					course beneficial and desired, but the rules encourage a 
					more realistic, life-like feel than other RPGs. For example, 
					being of 7th rank doesn’t make the character 
					practically invincible, and a well placed bullet or sword 
					blow could still kill a character, especially if a critical 
					strike is rolled. In short, we wanted 
					to avoid the ‘sword and sorcery’ super hero style of gaming 
					which afflicts so many RPGs.
 
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