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1416023393717.Pdf 620_88046_Chpt0.indd 1 4/1/05 12:00:11 PM DESIGNERS Eric Cagle, Darrin Drader, Charles Ryan, Owen K.C. Stephens DEVELOPMENT Christopher Perkins, Charles Ryan EDITOR Tammie Webb Ryan DESIGN MANAGER EDITING MANAGER Christopher Perkins Kim Mohan 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. U.S., CANADA, EUROPEAN HEADQUARTERS ASIA, PACIFIC, and LATIN AMERICA Hasbro UK Ltd. Wizards of the Coast, Inc. Caswell Way P.O. Box 707 Newport, Gwent NP9 0YH Renton WA 98057-0707 620-88046-001-EN GREAT BRITAIN (Questions?) 1-800-324-6496 9 8 7 6 5 4 3 2 1 Please keep this address for your records 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, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc., and regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A. ©2005 Wizards of the Coast, Inc. Visit our website at www.wizards.com/d20 620_88046_Chpt0.indd 2 4/1/05 12:00:13 PM d20 APOCALYPSE Foreword . 4 Hang On!— Chapter 4: Introduction . .5 Movement on Vehicles . .34 Earth Inherited . 64 Progress Levels . .5 Falling from a Vehicle . .36 Summary . .64 Other Driving Rules . 36 Campaign in Brief . .64 Chapter 1: Postapocalypse Long-Distance Travel . 36 Campaigns . 6 Role of the Heroes . 65 The Highway . 37 Campaign Traits . 65 Choose Your Apocalypse . .6 Mounted Combat . .38 Department-7 in Alien Invasion . .6 Combat on Animals . .38 Earth Inherited . 65 Biological Disaster . .7 Environmental Hazards . 39 Progress Level and Rules . .66 Environmental Cataclysm . .7 Acid Rain . .39 Magic and FX . .66 Asteroid Strike . .7 Fallout Cloud . 39 Power Groups . 67 Judgment Day . .7 Ghost Storm . 40 The Avengers of Humanity . 67 Nuclear Armageddon . .8 Joy Buzzer . 40 The Damned . 67 Rise of the Machines . .8 Mutations . 40 The Heavenfire Coalition . .68 Rogue Planet . .8 Fantastic Mutations . 41 Order of the Machine . .68 Supernatural Invasion . .8 Additional Mutations . .42 Friends and Foes . .68 Mixing Destruction . .9 Creatures of the Apocalypse . .44 Angels . .68 Postapocalypse Societies . .9 Apocalypse Demon (Template) . .44 Fiends . 71 Depraved Society . .9 Combat Robot T-C-4 “Tin Can” . .46 The Damned . 73 Devout Society . .10 Combat Robot M-G-8 Barge Fortress . 74 The Ethnic Society . 10 “Meatgrinder” . .46 Lawful Society . .10 Donkey . 47 Chapter 5: 3 Militant Society . 10 Horseman of the Apocalypse . 47 Atomic Sunrise . 76 Savage Society . .10 Mutated Creature . .49 Summary . 76 Tribal Society . 10 Rad-Roach . .50 Campaign in Brief . 76 CONTENTS Totalitarian Society . 11 Thinking Swarm . .50 Role of the Heroes . 77 Different Societies Viral Deathspawn (Template) . .52 Campaign Traits . 77 in One Setting . 11 Using Existing Creatures . .52 Department-7 in Postapocalypse Eras . 11 Virulence . .53 Atomic Sunrise . 77 Aftermath . 11 Supervirus Descriptions . .54 Progress Level and Rules . 77 Generation 0 . 11 Secondary Infections . .55 Magic and FX . 77 Dark Ages . 12 The Landscape . .78 New World . .12 Chapter 3: Power Groups . 78 The Heroes and the Campaign . 12 Character Options . 56 Prewar Power Groups . 78 Devastation . 13 Starting Occupations . .56 New Power Groups . 79 Massive Destruction . 13 Academic . .56 The Compound . .83 Sources of Massive Adventurer . 57 Advanced Classes . .84 Destruction . 13 Athlete . .57 Lawbringer . .84 Blue Collar . .57 Radioactivity . 14 Chapter 6: Flash Radiation . 15 Celebrity . 57 Fallout . 15 Criminal . 57 Plague World . 86 Summary . .86 Blast Zone Irradiation . 15 Dilettante . 57 Campaign in Brief . .87 Fallout Residue . 15 Doctor . 57 Law Enforcement . 57 Role of the Heroes . .88 Chapter 2: Military . .57 Campaign Traits . .88 Campaign Rules . 16 Religious . 57 Department-7 in The Ruins of Civilization . 16 Rural . .58 Plague World . .88 Exploring Unsafe Structures . 17 Skills . .58 Progress Level and Rules . .89 Scavenging . 18 Diplomacy (Cha) . .58 Magic and FX . .89 Postapocalypse Gear . .22 Craft (Int) . .58 The Landscape . .89 Trade Value . .23 Repair (Int) . .58 Power Groups . .89 Starting Gear . .23 Research (Int) . .58 Adeptus Dei . .89 Wealth Increases . .23 Survival (Wis) . .59 The Kin . .90 Bartering Rules . .23 Feats . .59 Tyrannis . 91 Equipment as Rewards . .24 Advanced Classes . .60 Friends and Foes . 91 Reliability . .24 Techie . .60 Spanthi Reaver . 91 New Equipment . .24 Investigator . .60 Spanthi Trueblood . .92 Vehicles and Fuel . .30 Personality . .60 Rip Van Bunker . .93 Making and Fixing Items . .30 Road Warrior . .60 Advanced Classes . 93 Additional Vehicle Rules . 31 Salvager . .62 Evolutionary . .95 Modifying Vehicles . 31 Overloading Vehicles . .34 620_88046_Chpt0.indd 3 4/1/05 12:00:15 PM 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 A survivor surveys the KA wreckage of his world 620_88046_Chpt0.indd 4 4/1/05 12:00:16 PM d20 APOCALYPSE not, makes a decision about how he relates to the world his character has inherited. What You Need To Play The most compelling aspect of a postapocalyptic The d20 Apocalypse supplement is intended for use in any d20 Modern or d20 Future game. setting, perhaps, is how it is at once familiar and You will need the d20 Modern Roleplaying alien. We’ve all seen abandoned buildings with Game and the d20 Future supplement to make their broken windows and weeds growing in the use of the material in this book. In addition, corners, and dented hulks of cars collecting rain- d20 Apocalypse contains references to the d20 water and rust. We’ve heard the breeze blowing Menace Manual and the Urban Arcana Cam- through a quiet city block in the early hours, when paign Setting, but neither of these books is there’s no sign.
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