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d20 Apocalypse (d20 Modern)
 
 
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d20 Apocalypse (d20 Modern) [Paperback]

Eric Cagle , Darrin Drader , Charles Ryan , Owen K.C. Stephens


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Product Description

Product Description

New rules designed for running a d20 Modern campaign in a postapocalyptic setting.

This new rules supplement provides everything players and Gamemasters
need to participate in adventures in a post-apocalyptic setting, including rules
and designs for apocalyptic events, such as nuclear war, environmental disaster,
alien invasion, or Armageddon. The book provides new rules for barter,
scavenging, equipment, mutations and robots. Three ready-to-play campaign
models are included.

ERIC CAGLE’s most recent credits are Star Wars® Ultimate Adversaries™, Star Wars Ultimate Alien Anthology™, and the D&D® Arms & Equipment Guide™. DARRIN DRADER co-authored Serpent Kingdoms™ and the Book of Exalted Deeds™. In addition, he frequently contributes articles to the D&D® website and his work has appeared in Dragon® Magazine.

OWEN K.C. STEPHENS most recently contributed to Star Wars Ultimate
Adversaries
, the Star Wars Rebellion Era Sourcebook™, the Star Wars Power
of the Jedi Sourcebook
™, and the Star Wars Arms & Equipment Guide™.

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Amazon.com:  10 reviews
20 of 20 people found the following review helpful
Thorough treatment, Good material 25 Aug 2005
By Edward Swing - Published on Amazon.com
Format:Paperback
This supplement to d20 Modern provides a number of campaign options and rules additions to a post-apocalyptic campaign. The book gives several options for the cause of the apocalypse (nuclear, invasion, plague, final jodgement, etc.).

The book also includes four stages of the post-apocalypse: Aftermath, Generation 0, Dark Ages, New World. Each has a different feel to it, and GMs can use the the descriptions to refine their campaign. Types of post-apocalypse societies are described, and several examples are included.

Rules for scavenging in the ruins are a very useful section. Buildings are rated by size, damage level, and how long they've been abandoned. What can be found varies by building type - you're more likely to find food in a supermarket, and mechanical parts in a garage. Finally, the chance of a building collapsing on the searchers is also included.

The book contains a section on fantasic mutations, a la Gamma World. I have not read through the mutations in enough detail to know if the mutations in this book mesh well with those in the d20 Gamma World books from Sword & Sorcery. But I'm sure a talented GM can incorporate them together.

Finally, there are a number of monsters, three predesigned campaigns, prestige classes and equipment. The material is solid, though not exceptionally original. The equipment lists include a number of different items, enough that a good GM can figure out the Trade Unit cost of other items fairly easily.

There are a few holes. Despite the centaur on the front cover, and the nice illustration of bugbear scavengers on pg. 12, there is not much reference to the role of non-humans (from Urban Arcana and the like) in a post-apocalypse world. A few GMs I've known blend the post-apocalypse into technofantasy, and this is unfortunately missing.

Overall, I think this book is a useful addition to a GM's library.
7 of 7 people found the following review helpful
Apocalyptic Stuff 24 Oct 2005
By V. Archer - Published on Amazon.com
Format:Paperback
D20 modern takes on the post apocalyptic thing, again. The cool side of this is that, like all official d20 products I have seen so far, you are given options... Choose the nature of the apocalypse and have fun. Three possible apocalypses are detailed - judgement day/left behind stuff, "rise of the machines", and the typical post atomic holocaust stuff. On the down side, the actual rules are a bit skimpy, though it is refreshing to see someone try to approach the genre from a wide open perspective.
9 of 10 people found the following review helpful
pretty good supplement. 24 July 2005
By D. R. McGaffin - Published on Amazon.com
Format:Paperback
I must say that I was impressed with this supplement. It gives campaign ideas for playing in a campaign world after some sort of catastrophe(nuclear war, invasion,etc). It gives rules for bartering and scavenging, new classes, new skills, how old skills and classes relate to "new world." Could it have been better? Sure. It is only 96 pages long. It will be very helpful for the campaign I have in mind.

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