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Excavator Monthly Compendium: All 6 Issues in One Book Paperback – July 9, 2012
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Instead of just throwing the issues into this book and being done with it William McAusland has taken all the articles and split them into various sections. There is a section for the GM called the GM's bunker that has articles such as creating better handouts, how to award bonus XP and other articles. Players perspective deals with some issues that might arise during a Mutant Epoch campaign such as how your party knows each other, stashing your gear and even the myth on how the apocalypse came about in the first place.
The PC Generation vat section gives you not only alternative ways to roll up your character but also gives you some sample archetypes such as a road warrior, cowboy or even a stealthy agent. Each of these archetypes have skills, starting equipment and cash and can be used as a jumping off point to create a new character for your campaign. Also in this section is a wide variety of NPC's that can be dropped into any game and they range from bounty hunters, guides and even an airship captain.
Of course there are going to be even more hazards in this book as there are terrifying new creatures added to the wastelands. From the nightmarish mouther and pus worm to the bizarre ponysapien and botamorto these new creatures will give the GM more options to inflict pain on his players. There are even tiny terrors that are very small and also very deadly creatures that the players may not spot but that might make the difference between life and death. Of course new monsters also means new relics and most of these will have your players chomping at the bit to get them. Whether it is new equipment such as liquid flesh or a remote watcher to guard your camp at night or a grenade launcher or a recon carbine that will pack a punch there are thirteen relics that will be sought after by every excavator.
The last part of the book has standard articles, treasure tables and even a short piece of fiction set in the Mutant Epoch universe. The articles are great and chronicle not only how to introduce horror into your campaign setting but also has an account with the author meeting mad max himself while he was working at Starbucks. The tables are also very useful as it gives the GM some options instead of rolling on a standard table in the back of the rulebook.
This whole book is 260 pages and is illustrated throughout by the author as well and as a bonus he includes the covers of all six magazines in the back of the book. Go out and get a copy of this right now as you will find more than a few useful articles to spice up your campaign.