(Creation Guidelines — Characters, Skins, Art, 3D Models)

1. Core Rule #
Weapons were forbidden aboard the ship.
Because of this, all weapons in MUTERRA are either:
- contraband (extremely rare), or
- created, adapted, or discovered on the planet after the crash.
This rule applies to:
- character creation (post-crash),
- skins,
- 3D models,
- concept art,
- character writing and descriptions.
Always consider the lore, setting, and crash conditions.
2. Weapon Categories #
Weapons in MUTERRA are defined by function, not by genre.
Primary Weapons #
Ballistic / thrown weapons are the core combat identity.
In ~80–90% of characters, the primary weapon must be:
- visually readable,
- throwable / launch-based / ballistic.
Melee Weapons #
Used as:
- secondary tools,
- mutation extensions,
- stylistic or situational combat.
Skills #
Abilities may include:
- directional attacks,
- area effects,
- buffs or debuffs.
Energy-based or “fantastical” weapons usually belong to skills, not primary weapons.
3. Artistic License (Important) #
Game-world allowances are permitted:
- Thrown weapons may return to the wielder (infinite charges, biomechanical recall, gravity effects, etc.)
- Unrealistic mechanics are allowed if justified by lore.
Examples:
- returning spears or axes,
- thrown swords,
- living creatures used as projectiles,
- summoned entities.
4. Style Restrictions #
MUTERRA is set in the far future.
Because of this:
- Modern real-world firearms (e.g. M16, Desert Eagle) are generally inappropriate.
- Exceptions are rare and must be justified:
- contraband,
- relics,
- heavily modified or ritualized versions.
- Improvised, handmade, salvaged weapons are strongly preferred.
Always align with:
- lore,
- setting,
- crash survival logic.
5. Acceptable Thrown / Ballistic Weapon Examples #
(Open list — creators may expand it)
Primitive / Physical #
- clubs
- spears
- bows and arrows
- combat staffs
- hammers, mallets
- swords and bladed weapons (including throwable)
- throwing knives
- axes, tomahawks
- chakrams
- slings
- steel rods
- clay pots
Improvised / Crafted #
- homemade grenades
- Molotov cocktails
- catapults
- pneumatic launchers
- water cannons
- improvised grenade launchers
Biological / Mutational #
- acid spits
- spines or thorns
- tail strikes
- spores, mushrooms
- ink or oil release
- summoned creatures
- thrown living organisms
Technological / Conditional #
- gravity guns
- magnetic projectiles
- gravity fields
- rotating blades or propellers
- limited-capacity pistols (rare)
6. Cultural References (for reinterpretation) #
These are inspirational only, not for direct copying.
Asia #
- katana
- nunchaku
- guandao
- sai
- kris
Africa #
- assegai
- battle axes
- machetes
Europe #
- longswords
- rapiers
- basket-hilted swords
Americas #
- tomahawk
- macuahuitl
- bolas
Middle East #
- scimitars
- sarissa
- composite bows
All forms must be reimagined for MUTERRA.
7. Final Rule (Short) #
- Primary weapon = thrown / ballistic.
- Modern guns = almost always no.
- Improvised, biological, strange = yes.
- Lore > realism.
- When in doubt — follow the crash logic and setting.
Usage #
This page is referenced by:
- character briefs,
- NFT creation tasks,
- art and 3D briefs.
Creators should link to this page instead of duplicating weapon rules.