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DESIGNERS
Eric Cagle, Darrin Drader, Charles Ryan,
Owen K.C. Stephens
DEVELOPMENT
EDITOR
Christopher Perkins, Charles Ryan
Tammie Webb Ryan
DESIGN MANAGER
EDITING MANAGER
Kim Mohan
Christopher Perkins
ART DIRECTORS
COVER ARTIST
Paul Hebron, Robert Raper
Dave Johnson
CARTOGRAPHY
Todd Gamble
INTERIOR ARTISTS
Kalman Andrasofszky, Grafi ksismik, Inc.,
Karl Kerschl, Ramon Perez, Chris Trevas
GRAPHIC DESIGN
Dee Barnett, Kate Irwin
GRAPHIC PRODUCTION SPECIALIST
Angelika Lokotz
IMAGE TECHNICIAN
Sven Bolen
DIRECTOR OF RPG R
&
D
Bill Slavicsek
PRODUCTION MANAGERS
Randell Crews, Joshua Fischer
SPECIAL THANKS
Bruce R. Cordell
This product requires the use of the
d20 Modern™ Roleplaying Game
by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan.
Rules mechanics are based on the
d20 Modern Roleplaying Game,
the original Dungeons & Dragons
®
rules created by E. Gary Gygax
and Dave Arneson, and the new Dungeons & Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard
Baker, and Peter Adkison.
This Wizards of the Coast
®
game product contains no Open Game Content. No portion of this work may be reproduced in any
form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit
www.wizards.com/d20
.
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First Printing: June 2005
d20, d20 Future, d20 Modern, d20 System, d20 Apocalypse, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, Dungeons & Dragons, D&D, Wizards of the Coast, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. Distributed to the hobby, toy,
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Printed in the U.S.A. ©2005 Wizards of the Coast, Inc.
Visit our website at
www.wizards.com/d20
d20 APOCALYPSE
Foreword . . . . . . . . . . . . . . 4
Introduction . . . . . . . . . . . . . . . . . . .5
Progress Levels . . . . . . . . . . . . . . .5
Chapter 1: Postapocalypse
Campaigns . . . . . . . . . . . . 6
Choose Your Apocalypse . . . . . . . . . .6
Alien Invasion . . . . . . . . . . . . . . . .6
Biological Disaster. . . . . . . . . . . . .7
Environmental Cataclysm. . . . . . .7
Asteroid Strike. . . . . . . . . . . . . . . .7
Judgment Day . . . . . . . . . . . . . . . .7
Nuclear Armageddon . . . . . . . . . .8
Rise of the Machines. . . . . . . . . . .8
Rogue Planet . . . . . . . . . . . . . . . . .8
Supernatural Invasion . . . . . . . . .8
Mixing Destruction. . . . . . . . . . . .9
Postapocalypse Societies . . . . . . . . . .9
Depraved Society. . . . . . . . . . . . . .9
Devout Society . . . . . . . . . . . . . . . 10
The Ethnic Society. . . . . . . . . . . . 10
Lawful Society . . . . . . . . . . . . . . . 10
Militant Society . . . . . . . . . . . . . 10
Savage Society . . . . . . . . . . . . . . . 10
Tribal Society . . . . . . . . . . . . . . . 10
Totalitarian Society . . . . . . . . . . . 11
Different Societies
in One Setting . . . . . . . . . . . . . 11
Postapocalypse Eras . . . . . . . . . . . . 11
Aftermath . . . . . . . . . . . . . . . . . . 11
Generation 0 . . . . . . . . . . . . . . . . 11
Dark Ages . . . . . . . . . . . . . . . . . . 12
New World. . . . . . . . . . . . . . . . . . 12
The Heroes and the Campaign . . . . 12
Devastation . . . . . . . . . . . . . . . . . . . 13
Massive Destruction . . . . . . . . . . 13
Sources of Massive
Destruction . . . . . . . . . . . . . . . 13
Radioactivity . . . . . . . . . . . . . . . . . . 14
Flash Radiation . . . . . . . . . . . . . . 15
Fallout . . . . . . . . . . . . . . . . . . . . . 15
Blast Zone Irradiation . . . . . . . . . 15
Fallout Residue . . . . . . . . . . . . . . 15
Chapter 2:
Campaign Rules . . . . . . . 16
The Ruins of Civilization. . . . . . . . . 16
Exploring Unsafe Structures. . . . . . 17
Scavenging . . . . . . . . . . . . . . . . . . . 18
Postapocalypse Gear . . . . . . . . . . . .22
Trade Value . . . . . . . . . . . . . . . . .23
Starting Gear . . . . . . . . . . . . . . .23
Wealth Increases . . . . . . . . . . . . .23
Bartering Rules . . . . . . . . . . . . . .23
Equipment as Rewards . . . . . . . .24
Reliability . . . . . . . . . . . . . . . . . .24
New Equipment . . . . . . . . . . . . . .24
Vehicles and Fuel. . . . . . . . . . . . .30
Making and Fixing Items . . . . . . . .30
Additional Vehicle Rules . . . . . . . . . 31
Modifying Vehicles . . . . . . . . . . . 31
Overloading Vehicles. . . . . . . . . .34
Hang On!—
Movement on Vehicles . . . . . .34
Falling from a Vehicle. . . . . . . . . 36
Other Driving Rules . . . . . . . . . . 36
Long-Distance Travel. . . . . . . . . . . . 36
The Highway . . . . . . . . . . . . . . . . 37
Mounted Combat. . . . . . . . . . . . . . . 38
Combat on Animals. . . . . . . . . . . 38
Environmental Hazards . . . . . . . . . 39
Acid Rain. . . . . . . . . . . . . . . . . . . 39
Fallout Cloud . . . . . . . . . . . . . . . . 39
Ghost Storm. . . . . . . . . . . . . . . . 40
Joy Buzzer . . . . . . . . . . . . . . . . . 40
Mutations . . . . . . . . . . . . . . . . . . . 40
Fantastic Mutations. . . . . . . . . . . 41
Additional Mutations . . . . . . . . .42
Creatures of the Apocalypse . . . . . .44
Apocalypse Demon (Template) . .44
Combat Robot T-C-4 “Tin Can” . .46
Combat Robot M-G-8
“Meatgrinder” . . . . . . . . . . . . .46
Donkey . . . . . . . . . . . . . . . . . . . . 47
Horseman of the Apocalypse . . . 47
Mutated Creature . . . . . . . . . . . .49
Rad-Roach . . . . . . . . . . . . . . . . . .50
Thinking Swarm . . . . . . . . . . . . .50
Viral Deathspawn (Template) . . .52
Using Existing Creatures . . . . . .52
Virulence . . . . . . . . . . . . . . . . . . . . . 53
Supervirus Descriptions . . . . . . .54
Secondary Infections. . . . . . . . . . 55
Chapter 3:
Character Options. . . . . . 56
Starting Occupations . . . . . . . . . . . 56
Academic . . . . . . . . . . . . . . . . . . . 56
Adventurer . . . . . . . . . . . . . . . . . 57
Athlete . . . . . . . . . . . . . . . . . . . . . 57
Blue Collar . . . . . . . . . . . . . . . . . . 57
Celebrity . . . . . . . . . . . . . . . . . . . 57
Criminal . . . . . . . . . . . . . . . . . . . 57
Dilettante. . . . . . . . . . . . . . . . . . . 57
Doctor . . . . . . . . . . . . . . . . . . . . . 57
Law Enforcement. . . . . . . . . . . . . 57
Military. . . . . . . . . . . . . . . . . . . . 57
Religious . . . . . . . . . . . . . . . . . . . 57
Rural . . . . . . . . . . . . . . . . . . . . . .58
Skills . . . . . . . . . . . . . . . . . . . . . . . .58
Diplomacy (Cha) . . . . . . . . . . . . .58
Craft (Int) . . . . . . . . . . . . . . . . . .58
Repair (Int) . . . . . . . . . . . . . . . . .58
Research (Int) . . . . . . . . . . . . . . .58
Survival (Wis) . . . . . . . . . . . . . . . 59
Feats. . . . . . . . . . . . . . . . . . . . . . . . . 59
Advanced Classes . . . . . . . . . . . . . .60
Techie. . . . . . . . . . . . . . . . . . . . . .60
Investigator . . . . . . . . . . . . . . . . .60
Personality . . . . . . . . . . . . . . . . .60
Road Warrior . . . . . . . . . . . . . . . . .60
Salvager. . . . . . . . . . . . . . . . . . . . . .62
Chapter 4:
Earth Inherited. . . . . . . . 64
Summary. . . . . . . . . . . . . . . . . . . . .64
Campaign in Brief. . . . . . . . . . . . . .64
Role of the Heroes . . . . . . . . . . . . . . 65
Campaign Traits . . . . . . . . . . . . . . . 65
Department-7 in
Earth Inherited . . . . . . . . . . . . 65
Progress Level and Rules . . . . . .66
Magic and FX . . . . . . . . . . . . . . .66
Power Groups . . . . . . . . . . . . . . . . . 67
The Avengers of Humanity . . . . . 67
The Damned . . . . . . . . . . . . . . . . 67
The Heavenfire Coalition . . . . . .68
Order of the Machine . . . . . . . . .68
Friends and Foes . . . . . . . . . . . . . . .68
Angels . . . . . . . . . . . . . . . . . . . . .68
Fiends . . . . . . . . . . . . . . . . . . . . . 71
The Damned . . . . . . . . . . . . . . . . 73
Barge Fortress . . . . . . . . . . . . . . . . . 74
Chapter 5:
Atomic Sunrise . . . . . . . . 76
Summary. . . . . . . . . . . . . . . . . . . . . 76
Campaign in Brief. . . . . . . . . . . . . . 76
Role of the Heroes . . . . . . . . . . . . . . 77
Campaign Traits . . . . . . . . . . . . . . . 77
Department-7 in
Atomic Sunrise . . . . . . . . . . . . 77
Progress Level and Rules . . . . . . 77
Magic and FX . . . . . . . . . . . . . . . 77
The Landscape. . . . . . . . . . . . . . . 78
Power Groups . . . . . . . . . . . . . . . . . 78
Prewar Power Groups . . . . . . . . . 78
New Power Groups . . . . . . . . . . . 79
The Compound . . . . . . . . . . . . . . . . 83
Advanced Classes . . . . . . . . . . . . . .84
Lawbringer . . . . . . . . . . . . . . . . . . .84
Chapter 6:
Plague World. . . . . . . . . . 86
Summary. . . . . . . . . . . . . . . . . . . . .86
Campaign in Brief. . . . . . . . . . . . . . 87
Role of the Heroes . . . . . . . . . . . . . .88
Campaign Traits . . . . . . . . . . . . . . .88
Department-7 in
Plague World . . . . . . . . . . . . . .88
Progress Level and Rules . . . . . .89
Magic and FX . . . . . . . . . . . . . . .89
The Landscape. . . . . . . . . . . . . . .89
Power Groups . . . . . . . . . . . . . . . . .89
Adeptus Dei . . . . . . . . . . . . . . . . .89
The Kin . . . . . . . . . . . . . . . . . . . .90
Tyrannis . . . . . . . . . . . . . . . . . . . 91
Friends and Foes . . . . . . . . . . . . . . . 91
Spanthi Reaver . . . . . . . . . . . . . . 91
Spanthi Trueblood. . . . . . . . . . . .92
Rip Van Bunker . . . . . . . . . . . . . . . . 93
Advanced Classes . . . . . . . . . . . . . . 93
Evolutionary . . . . . . . . . . . . . . . . . . 95
3
FOREWORD
I’ve played a lot of roleplaying games in
my twenty-five years in the hobby. Like
many gamers, the bulk of my adventures
have been in the fantasy genre, but my
favorite setting, bar none, is the posta-
pocalyptic campaign. In fact, when I
was on the
d20 Modern
design team,
I started up a campaign in the office
to playtest our rules—and my setting
of choice was postapocalyptic. From
the launch of that campaign almost a
year before the
d20 Modern Roleplaying
Game
was published, my players are
still traversing the wastes, battling
bike-gang marauders, and delving into
the supernatural origins of the nuclear
doomsday today.
I’ve long believed that the postapoca-
lypse is a perfect setting for roleplaying
games. Postapocalyptic worlds feature
high adventure in a gritty setting. The
landscape is the epitome of lawlessness—
a make-your-own-rules world in which
adventuring heroes thrive. As in fantasy,
anything is possible in a world twisted
by mutations or the incomprehensible
effects of alien assault or supernatural
incursion. And postapocalyptic settings
blend the best of modern worlds—
firearms, technology, and a modern
outlook—with fantasy’s powerful
foes and epic stories.
Beyond all that is the fact
that postapocalyptic games are
inevitably thematic. The world
as we—the players—know it has
been destroyed. Can civilization
recover? Will the heroes be a force
for order in the chaos, or just
another part of the problem? A
fantasy world allows for all vari-
ety of motivation: If a character
simply likes kicking in doors and
taking on the monsters, that’s
enough. But in a postapocalyptic
game every player, consciously or
KA
A survivor surveys the
wreckage of his world
d20 APOCALYPSE
not, makes a decision about how he relates to the
world his character has inherited.
The most compelling aspect of a postapocalyptic
setting, perhaps, is how it is at once familiar and
alien. We’ve all seen abandoned buildings with
their broken windows and weeds growing in the
corners, and dented hulks of cars collecting rain-
water and rust. We’ve heard the breeze blowing
through a quiet city block in the early hours, when
there’s no sign of a living human being. We’ve
watched scenes of environmental cataclysm—or
even just urban decay—on television. And we can
look around us today and overlay that vision on the
local shopping mall, the highways, the skyscrapers
downtown—even our own neighborhoods. Unlike
a fantasy setting, the postapocalyptic world is all
around us.
What You Need To Play
The
d20 Apocalypse
supplement is intended for
use in any
d20 Modern
or
d20 Future
game.
You will need the
d20 Modern Roleplaying
Game
and the
d20 Future
supplement to make
use of the material in this book. In addition,
d20 Apocalypse
contains references to the
d20
Menace Manual
and the
Urban Arcana Cam-
paign Setting,
but neither of these books is
required to use this one.
Progress Levels
The Progress Level (PL) of your campaign setting
will be heavily influenced—if not completely deter-
mined—by your choice of apocalypse.
The apocalypse could occur today, sometime in
the not too distant future, or far into the future.
Some types of apocalypse, such as a biological
disaster, alien invasion, or asteroid strike, can occur
during any Progress Level, but others, such as rise
of the machines, are directly tied with civilization’s
level of technology. You’ll need to determine how
much or how little civilization has advanced from
its current Progress Level.
Also, the apocalypse can occur in the past. An
alien invasion, for instance, could feasibly happen
at any time in Earth’s history—but if the Progress
Level at the time of the invasion isn’t high enough to
offer humanity some chance of surviving through
the use of technology, it won’t be much of a game.
(For an extreme example, think dinosaurs versus
big rock, 65,000,000 years ago.)
Some apocalyptic events are clearly tied to a
minimum Progress Level and won’t occur earlier.
For example, if you want to set your game during
the Age of Reason, a PL 3 environment, your apoca-
lypse cannot be a nuclear Armageddon because
nuclear technology does not exist in PL 3.
Each of the three postapocalyptic campaign
settings described in this book is designed for a
Progress Level of PL 5 or PL 6. After the cataclysm,
of course, Progress Level often doesn’t really mean
what it used to: Rather than an indicator of a state
of technological development that, “pervades all
aspects of a culture” (as stated on page 5 of
d20
Future
), PL might become a measure of the kinds of
technology that survivors can discover or salvage
from the ruined environment.
In
d20 Future,
for instance, PL 5 is described
as a time when “computer technology and elec-
tronics rule supreme.” In a postapocalyptic PL 5
world, however, instantaneous worldwide com-
munication might be a thing of the past—the
world at large only at PL 3 in this regard—and
any functioning computer terminal would become
a heavily guarded resource. Even though the
technology is out there to be found (albeit in
limited quantities), the apocalypse has fractured
the culture and society that the PL 5 technology
once spawned.
Charles Ryan
Brand Manager for Roleplaying Games
Wizards of the Coast
5
INTRODUCTION
Civilization, the defining characteristic of humanity,
is the cooperation and organization of individuals
for the advancement of the community as a whole.
It is marked by progress in agriculture, livestock
maintenance, metallurgy, writing, mathematics, and
science. And though it would seem that its existence
can be taken for granted, civilization is fragile.
As humankind progresses, advances in technol-
ogy grant great boons , but also hold potential keys
to humanity’s undoing. Innovations in nuclear
technology, medical science, and computer tech-
nology are of enormous benefit to humanity in
general, but each technology has the potential to
contribute to humanity’s demise.
Even without these human-made threats, other
dangers from outside the planet pose perils just as
deadly as those humans bring upon themselves.
Whether due to our own hubris or a power
beyond our control, the known world ends. The
apocalypse—the end of civilization—is here.
This supplement gives you the tools to play in
the postapocalyptic world. This book provides you
with descriptions of the most likely possible causes
of an apocalyptic event. Within this supplement
are additional rules that build upon those found
in the
d20 Modern Roleplaying Game
and the
d20
Future
supplement to bring the postapocalyptic
world to life. These rules are modular, giving you
what you’ll need to create the postapocalyptic world
of your choice. In addition, there are three distinct
campaign settings that allow you to explore some
of the grim futures that might await humankind.
Each setting derives a great deal of flavor from the
cause of the apocalypse and the amount of time that
has passed since the global society has fallen.
With this book, the apocalyptic future is yours
to explore.
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