Mutant World
Mutant World began as an homage to TSR's Gamma World¸ but swiftly evolved into an exciting and dangerous world of post-apocalyptic adventure all its own. Mutant World is set an unknown amount of time after a great cataclysm has destroyed the planet¸ shattering the super-culture which once dominated its surface. Those who survived did so by forming tribes and societies¸ slowly rebuilding the world over countless generations. Mutants¸ animal and human alike¸ have evolved to coexist alongside the New Humans¸ and new religions work to spread their faith. Much of the old world is covered under radioactive ash and years of soil¸ or drowned deep in the new oceans¸ but its touch is everywhere. Advanced technologies designed to operate for thousands of years can be found¸ and it is well known that whoever wields the power of the Ancients holds the keys to the new future...
Characters in Mutant World will be hardy survivors¸ mutants with deadly powers¸ or strange permutations of ancient creatures. Adventures will often take the form of defending settlements from dangerous mutant creatures¸ searching for ancient technologies in the unexplored places of the world¸ or embarking on missions to reclaim the frontier of a world that has long forgotten the touch of civilization.
The Erwinian Roleplaying System is a multi-generational labor of love initially created by Eric Erwin and his father Jim in the 1980s¸ developed through the 90s and 00s¸ compiled and edited by his son Joseph in the 10s¸ and finally published in the 2020s. The project has grown to include Joseph's wife Emma and his brother Emmett. Borrowing some core concepts from the OSR tradition¸ Erwinian has since evolved into something all it's own.
The Erwinian Roleplaying System is designed as a universal framework which can be adapted to many settings¸ both pre-made or created by the GM. The system thrives on flexibility and creativity¸ with GMs and players being given the freedom to interpret the rules in their own way and develop new rules through creative discussion. Using the Core Rules as a jumping off point¸ they are encouraged to make their own spells¸ their own programs¸ their own abilities and so much more.
For some more info on the system¸ visit: https://joseph-erwin-dm.com/the-erwinian-roleplaying-system/