Dark Inheritance [MTH1000]
Terror and wonder grip the world when long forgotten gates to another world are
flung open. Hidden from the masses, the Human Genome Project uncovers the
secrets of our race. The discovery of the GodGenes blurs the boundaries between
science and what can only be called - magic. The genetic heirs to the gods and
monsters of legend burst onto the streets of the modern world with the power to
shape the future. Locked within their genetic codes are answers to ancient
mysteries and new, startling revelations.
Dark Inheritance
features:
A d20 Modern campaign setting of mythic horror.
An
action-packed world where the mysteries and terrors of the supernatural world
collide with the crises of modern events and technology.
Play a Titan, a
character born with the genetic legacy of ancient gods or monsters. Choose one
of five distinct lineages of primordial power.
Explore an ancient world
once lost behind eldritch gates, filled with hidden secrets, ancient evils, and
potent magics.
Choose your style of play! Be members of the secret Black
Ops government agency, Project Titan, the ancient and inscrutable Promethean
Order, or one of five other exciting Allegiances. Each Allegiance has its own
spin on action.
Complete rules for mystical birthrights and Legacy feats,
the powers of Titans.
New relic creation rules designed for GMs to create
unique artifacts balanced for characters of any level.
All new advanced
classes, feats, and supernatural terrors!
Spycraft - Dark Inheritance [MTH3000]
Ungodly horrors crawl within an abandoned gene-splicing lab and deadly wonders
lay hidden beneath a murdered city, shattered by a catastrophe that defies
explanation. But mankind's most primordial secret has already been discovered
and brutally suppressed. The truth was never out there: it was inside each and
every one of us, waiting only to be unlocked.
Now, you can unleash the
secrets of the Lost Age. Harness powerful supernatural forces in a world sixty
seconds into a terrifying future. Outwit and outfight secret societies and black
book government agencies for control of your destiny.
But watch your
back. As the dust settles, a forgotten enemy slips through the cracks in their
eternal prison, escaping onto streets lined with glass and steel. This world was
once theirs, and they want it back!
The world is up for grabs, with the
smartest, fastest, and toughest making their plays - winner takes
all!
Spycraft: Dark Inheritance features:
- An
action-packed world where the mysteries and terrors of the supernatural collide
with the crises of modern events and technology.
- Choose your style of
play! Sign on with the NSA black program Project: TITAN; run with the criminal
but enlightened Eight Heavenly Dragons triad; uncover the terrible truth with
the International Geographical Society; or join one of four other exciting
agencies.
- Each faction is fully detailed and has its own spin on
action!
- Three all new base classes and five new prestige classes. Play
a determined Advocate, a knowledgeable Arcanist, a cutting-edge Genesoldier, a
dynamic Two-Fisted God of Guns, or four other unique classes!
- Harness
the powers of magic – a complete system to utilize magic from your fantasy d20
products in the Spycraft system.
- Play a titan, a hero born with the
genetic legacy of ancient gods or monsters. Pick from five distinct lineages and
over 150 powers from a lost age!
- Enter an ancient world, once locked
behind eldritch gates, filled with monsters out of legend; an Otherworld waiting
to be explored.
- Challenge players with your own diabolical cults, who
covet power gained through blood sacrifice.
White Robes, Black Hearts - Enigma of the Arcanexus [DKP001]
The only hope of a conquered people is an ancient artifact, and heroes brave enough to find it. This epic-length D20 adventure begins in one of the most populous cities in the lands and leads the characters down a long forgotten trail through perilous locations where they must confront fearsome enemies and unmask treacherous "allies." This is the first part of the White Robes - Black Hearts trilogy, though each part of the trilogy is designed to be easily dropped into any fantasy game world, and used with or without the other two products. A well crafted, wide open adventure.
Factory [PTD1001]
A compendium of magical computers, robots, and dweoware for your d20
campaign.
"I, Robot. You, Wormfood!"
You, too, can make this
threat if you're an 8' tall, elementally powered mithrium endoskeleton wrapped
in 3 inch thick adamantium plates and sporting 360 degree vision, deflector
screens, and turbo motivators while bringing a 15d8 delayed blast fireball
online.
The arcane science of technomagic once again yields a terrifying
crop: magical robots, dweonetics, and computers. From not-so-innocent beginnings
as golems, the long history of technomagical development has resulted in the
magical robot! And, to control these automatons demanded the invention of the
arcane computer. From there, it was but a short leap to melding magical machine
and man with dweonetics - arcane cybernetic devices implanted directly into
living subjects!
With the equipment and rules in FACTORY you
can:
Create your own robotic player character using the 7 character robot
models (domestic, service, sports, security, industrial, military and companion)
and more than 200 robot upgrades.
Customize the 9 stock robots with over
200 robot upgrades to create a nearly limitless assortment of unique magical
machines!
Design your own powered battlesuit from 3 stock models and 200
upgrades.
Mix man and magical machine with over 200 dweonetic items,
from adrenal stimulators, aural masks, and dermal weaves to faithguards, flux
generators, hidden blades, muscle grafts, and visual translocators!
Suffer the deleterious effects of dweonetic surgery mishaps, such as
arcane psychosis and ethereotic seizure!
Fear the 3 new creature
templates: robotic, dweoborg, and ethereotic!
Battle for your life
against a horde of monstrous robots!
Wreak havoc in an army of
pre-designed powered exosuits, from Little Big Guns to the Malefactor!
Exploit a suite of new spells!
Computerize the lairs of sinister
monsters and other dens of scum and villainy with magical computers designed
with more than 50 hardware and software items.
Hack your way into
magical computer systems with a new computer use system that includes detailed
schematics and the Computer Use and Profession (Computer Hardware Technician)
skills!
Store important information on magical datapads! Keep your
arcane knowledge in a handy spellpad! Cast spells directly from a nifty
scrollpad!
Mechanize your d20 campaign into an age of technomagical
proliferation!
Foundationists, The/Metal Gods [RPO0101]
Two of the Twisted Earth's most feared and technologically advanced factions,
the Foundation and the Metal Gods, are presented together in this super charged
Darwin's World sourcebook. Inside this book gamemasters will find a detailed
history of these two advanced post fall societies and an array of new classes,
feats, and high tech weapons salvaged from the ruins of the Ancients. The
Foundationist / Metal Gods sourcebook is an essential expansion for Darwin's
World or any post apocalyptic d20 modern game.
So, what will you find in
this tome of Post Apocalyptic goodness (beside a powered armor ass kicking)?
THE FOUNDATIONISTS:
The History of the Foundation
A detailed
timeline of the Foundation before and after the fall.
Foundation
Characters
A comprehensive guide for creating Foundation characters.
Foundation Technology
A look at the various areas of technology
discovered by the Foundation including new artifacts, eugenics, cybernetic, and
robots.
Fortresses and Outposts
Details on the various fortresses and
outposts controlled by the Foundation, including color maps.
Factions
An overview of the three main factions of the Foundation
complete with statistics for common and notable NPCs.
METAL GODS:
History of The Metal Gods
Metal Gods looks at the evolution of
robotics in the alternate history of Darwin’s World.
Transmissions from Piper [RGG1020]
Inspired by the writings of one of Science Fiction's master writers, H. Beam Piper, Thousand Suns: Transmissions from Piper, is a collection of new rules and ideas ready to be dropped into your Thousand Suns games! Included with the new rules and equipment are three of Piper's classic short stories which are your introduction to some of the writings that influenced the development of Thousand Suns. More than new rules and ideas, Thousand Suns: Transmissions from Piper, include the complete texts of three of Piper's classic short stories.
Foundation Transmissions [RGG1030]
[BEGIN TRANSMISSION]
[HUD CHANNEL ALPHA 4.3.2]
[DISPLAY
FOUNDATION]
The Encyclopedia Galactica Foundation, more commonly known
simply as the Foundation, is neither an organ of the State nor a great
commercial enterprise. Established shortly after the signing of the Concord, the
Foundation produces an encyclopedia of all knowledge, selling it to eager
readers throughout the Thousand Suns. Here is your chance to read a sampling of
the innumerable articles Foundation researchers produce each standard year.
[DISPLAY CONTENTS]
The Foundation's mission is an important one:
collect data, document it, and codify it for the betterment of all species. This
latest regular update to the Encyclopedia continues that mission by providing
information on many topics of interest, including
Secrets [RGG1710]
They hide in the shadows of the hallows. They lurk in the alleys of New York.
They slink along the docks of Charleston. What are they?
Secrets.
From societies, to hidden magic, secrets beat through the veins of the
colonies.
Some may think they know everything that has transpired in the
colonies, but they are wrong. There are dark things afoot. There are those with
vengeance in their heart who seek to unleash it. There are creatures prowling
the shadows awaiting to entangle the unsuspecting in their maws. There is evil
flowing in the wind.
Secrets.
Secret history. Secret plots.
Secret agendas.
These are the secrets of Colonial Gothic.
Poor Wizard's Grimoire [RGG1720]
The World is Steeped in Magic.
It is everywhere and courses through all
things.
Some claim that Magic is fueled by Ether. Others claim it is a
Divine gift granted to those chosen by Providence. Still others claim that Magic
is not a gift, but a curse. And some claim that Magic is a tool of the Devil,
created to further his Infernal ends on earth.
None of these claims
comes close to the Whole Truth.
Magic is a Force of Nature, whose
Secrets all may uncover with Time and Wisdom. Yet Magic is also a Danger to
those unwilling to treat it with the Respect such a Force deserves.
Oathbound Plains of Penance [BAS1008]
Beyond the most populous city on the Forge lies a vast, uncontrolled expanse of
rolling grasslands, scattered crags, and light woods. In strong contrast to the
rest of the world, where nature stands in opposition to intelligent life, the
bountiful land here provides a lush wealth of resources upon which the great
cities have come to depend. Powerful forces vie for control over this abundant
domain, as ruthless bloodlords of the cities clash against the deep-rooted
druids of the wilds, hardened armies from the west, and even mysterious visitors
from the depths of the northern oceans.
Despite the constant conflicts,
the vast plains hide much from the attentions of those in power and provide a
breeding ground for petty tyrants, outlaws, rogue villains, and hordes of roving
monsters. Far from empty, the plains are as ancient as the cities that spring up
among them and even the wilderness contains a wealth of lost history, culture,
and knowledge.
What lies beneath and beyond the towering cliffs of the
Pedestal, and what is Israfel’s design for this ponderous landscape? Find out in
The Plains of Penance.
Despite the Danger, some still dare to take up the Study of Magic and to
use its Power. Even in this Modern Age, new Discoveries are made about the
Workings of Magic. New Insights reveal Power many deemed impossible. Those
Discoveries can be found here: Rituals, Witchcraft, Talismans, and Relics.
Are you willing to face the Danger and uncover the Secrets of Magic?
Wrack & Ruin [BAS1011]
The great City of Penance is the oldest settlement on the Forge, literally
containing millions of years of history in its deep hulking mass. Though nearly
forty million souls call the city home, less than half of one percent of the
city's locations are inhabited. The bulk of the Pedestal is a madly stacked and
sprawling ruin, only superficially explored by the relentless rafters and
treasure-seekers of the surface world.
Every home in the city has a
hundred others lost beneath it, and every city street stands atop an incredible
three-dimensional maze of corridors, alleyways, and crawlspaces - a maze where
time has left nothing unchanged, eroding and distorting the framework of magic
and even the laws of physics themselves.
Long past the grasp of any human
control, the ruins of Penance have become a true landscape, vast, beautiful, and
unforgiving, with their own unique ecosystem and their own set of hazards and
comforts. Strange plants and creatures have evolved in the eternally darkened
streets below the city, and prey upon those foolish enough to step out of the
city's gilded cage of civilization.
Wrack and Ruin is an essential
guidebook for anyone intoxicated by the forgotten secrets of the past, or by the
potential power lost within the great city's crumbling majesty. Don't leave your
Bloodhold without it!
Arena [BAS1014]
The vast red desert domain of Arena sprawls south and westward from the nurturing plains of Penance. Spurred onward by the ancient promise of gold buried beneath the sands, massive armies of brutal warriors rumble across the scarred and wasted terrain. For the fortunate few, the ultimate dream of Arena still comes true - immeasurable riches, supreme command, and decades of extravagant and luxurious living atop the Queen's pedestal of pleasure. For most however, whatever dreams they may harbor are soundly crushed under years of backbreaking labor, constant battle, exhausting marches, gruesome butchery, and an infinity of accursed crimson sand. Oathbound: Arena provides a new entry point into the world of the Forge. This is the Domain of Barbello, the Mask of Fury, the invincible mistress of rage, pain, warfare, and death. Who amongst you can withstand her test?
Masters of Arms [2WS1100]
This book provides a complete weapons-based martial arts system for practically every weapon in the game and a few things you wouldn't even recognize as weapons (like an immovable rod). Masters of Arms includes over 300 special maneuvers, spread across more than 30 classes. Masters of Arms focuses on unusual weapons and those who master them. Combination maneuvers give you many different ways to devastate things and defensive maneuvers give you something to do while the monsters try to eat you. All the classes are designed with maximum flexibility and customizability in mind and most of their special abilities can double as new feats, so that those who don't wish to specialize in a prestige class can still expand their library of actions. For gamemasters the Alpha Beast provides a convenient way to upgrade a monster for close in fighting, whether using claws or teeth or tentacles. And the telekinesis master can make fighting demons a very different experience. In addition Masters of Arms includes a combination maneuver construction system. For those gamemasters, players, and game designers willing to risk their sanity, the construction system can work quite nicely but Second World Simulations will not compensate you for mental anguish or possible psychiatric bills.
Demon Wars Gazetteer [FAF2703]
This d20 supplement draws the veil away from R.A. Salvatore's thrilling world, detailing the races, cultures, cities, and realms that permeate the Demon Wars d20 campaign setting.