D20 apocalypse book pdf download

D20 apocalypse book pdf download

d20 apocalypse book pdf download

857 Pages·2004·151.55 MB·2,373 Downloads·New! World's Largest Dungeon (​Dungeon & Dragons d20 3.5 Fantasy Roleplaying) Alderac Entertainment. d20, d20 Future, d20 Modern, d20 System, d20 Apocalypse, Player's Handbook, book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc., and regional distributors. seraph's greatsword is capable of releasing a torrent. Book of Eldritch Might II: Songs and Souls of Power Book of Fiends, Volume Two: Armies of the Abyss Mongoose Publishing: d20 Modern 1 (2005 PDF).

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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
Paul Hebron, Robert Raper
COVER ARTIST
Dave Johnson
CARTOGRAPHY
Todd Gamble
INTERIOR ARTISTS
Kalman Andrasofszky, Grafiksismik, 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 987654321 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 Role of the Heroes . . . . . . . . . . . . . . 65
Campaigns . . . . . . . . . . . . 6 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
Militant Society . . . . . . . . . . . . . 10
Savage Society . . . . . . . . . . . . . . . 10
Donkey . . . . . . . . . . . . . . . . . . . . 47
Horseman of the Apocalypse . . . 47
Mutated Creature . . . . . . . . . . . .49
Chapter 5:
Atomic Sunrise . . . . . . . . 76
Summary. . . . . . . . . . . . . . . . . . . . . 76
3
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
Radioactivity . . . . . . . . . . . . . . . . . . 14 Blue Collar . . . . . . . . . . . . . . . . . . 57
Flash Radiation . . . . . . . . . . . . . . 15 Celebrity . . . . . . . . . . . . . . . . . . . 57 Chapter 6:
Fallout . . . . . . . . . . . . . . . . . . . . . 15 Criminal . . . . . . . . . . . . . . . . . . . 57 Plague World. . . . . . . . . . 86
Dilettante . . . . . . . . . . . . . . . . . . . 57 Summary. . . . . . . . . . . . . . . . . . . . .86
Blast Zone Irradiation . . . . . . . . . 15
Doctor . . . . . . . . . . . . . . . . . . . . . 57 Campaign in Brief. . . . . . . . . . . . . . 87
Fallout Residue . . . . . . . . . . . . . . 15
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 of a living human being. We’ve required to use this one.
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
Progress Levels
The Progress Level (PL) of your campaign setting
downtown—even our own neighborhoods. Unlike
will be heavily influenced—if not completely deter-
a fantasy setting, the postapocalyptic world is all
mined—by your choice of apocalypse.
around us.
The apocalypse could occur today, sometime in
the not too distant future, or far into the future.
Charles Ryan
Some types of apocalypse, such as a biological

5
Brand Manager for Roleplaying Games
disaster, alien invasion, or asteroid strike, can occur
Wizards of the Coast
during any Progress Level, but others, such as rise
of the machines, are directly tied with civilization’s
INTRODUCTION level of technology. You’ll need to determine how

INTRODUCTION
much or how little civilization has advanced from
Civilization, the defining characteristic of humanity, its current Progress Level.
is the cooperation and organization of individuals Also, the apocalypse can occur in the past. An
for the advancement of the community as a whole. alien invasion, for instance, could feasibly happen
It is marked by progress in agriculture, livestock at any time in Earth’s history—but if the Progress
maintenance, metallurgy, writing, mathematics, and Level at the time of the invasion isn’t high enough to
science. And though it would seem that its existence offer humanity some chance of surviving through
can be taken for granted, civilization is fragile. the use of technology, it won’t be much of a game.
As humankind progresses, advances in technol- (For an extreme example, think dinosaurs versus
ogy grant great boons , but also hold potential keys big rock, 65,000,000 years ago.)
to humanity’s undoing. Innovations in nuclear Some apocalyptic events are clearly tied to a
technology, medical science, and computer tech- minimum Progress Level and won’t occur earlier.
nology are of enormous benefit to humanity in For example, if you want to set your game during
general, but each technology has the potential to the Age of Reason, a PL 3 environment, your apoca-
contribute to humanity’s demise. lypse cannot be a nuclear Armageddon because
Even without these human-made threats, other nuclear technology does not exist in PL 3.
dangers from outside the planet pose perils just as Each of the three postapocalyptic campaign
deadly as those humans bring upon themselves. settings described in this book is designed for a
Whether due to our own hubris or a power Progress Level of PL 5 or PL 6. After the cataclysm,
beyond our control, the known world ends. The of course, Progress Level often doesn’t really mean
apocalypse—the end of civilization—is here. what it used to: Rather than an indicator of a state
This supplement gives you the tools to play in of technological development that, “pervades all
the postapocalyptic world. This book provides you aspects of a culture” (as stated on page 5 of d20
with descriptions of the most likely possible causes Future), PL might become a measure of the kinds of
of an apocalyptic event. Within this supplement technology that survivors can discover or salvage
are additional rules that build upon those found from the ruined environment.
in the d20 Modern Roleplaying Game and the d20 In d20 Future, for instance, PL 5 is described
Future supplement to bring the postapocalyptic as a time when “computer technology and elec-
world to life. These rules are modular, giving you tronics rule supreme.” In a postapocalyptic PL 5
what you’ll need to create the postapocalyptic world world, however, instantaneous worldwide com-
of your choice. In addition, there are three distinct munication might be a thing of the past—the
campaign settings that allow you to explore some world at large only at PL 3 in this regard—and
of the grim futures that might await humankind. any functioning computer terminal would become
Each setting derives a great deal of flavor from the a heavily guarded resource. Even though the
cause of the apocalypse and the amount of time that technology is out there to be found (albeit in
has passed since the global society has fallen. limited quantities), the apocalypse has fractured
With this book, the apocalyptic future is yours the culture and society that the PL 5 technology
to explore. once spawned.

620_88046_Chpt0.indd 5 4/1/05 12:00:26 PM


Chapter One
POSTAPOCALYPSE
CAMPAIGNS

The end is the beginning. What type of apocalypse


creates the conditions for your campaign? Deciding
the way in which the world ends is the first step
in developing the setting for your campaign. Here
are just a few questions to consider: How long ago
was the apocalypse? Do any cities still stand? If
so, are they habitable? Are working governmental
infrastructures in place, or is chaos the rule of the
land? Is there an abundance of working technol-
ogy, or have most such items been destroyed? Is
the environment friendly or hostile? Do human,
animal, and plant life still take the same forms
that they did preapocalypse?
Chapter 1 describes some possible ways in which
the known world comes to an end.

CHOOSE YOUR
APOCALYPSE
Nuclear destruction, biological warfare, environ-
mental cataclysm, alien invasion—how will your
adventure begin? Below are some apocalyptic set-
tings for you to choose from.

Alien Invasion
The known laws of physics make travel faster
than the speed of light impossible, which pre-
cludes the practicality of human space travel due
to the almost unfathomable distances between
stars. However, what if an alien race capable of
interstellar travel has designs on the Earth and
its population? Perhaps the aliens are searching
for a resource they have exhausted, perhaps they
are an imperialistic race seeking to add another
planet to their interstellar empire, or perhaps
they are here to acquire a fresh batch of slaves.
In any event, the aliens arrive and attack. Major
population centers and military installations are
destroyed or fall under their control.
Large segments of humanity are devastated by
the aliens’ initial attack, but then something goes
horribly wrong for the invaders. Perhaps their
immune systems succumb to a mundane virus,
or secret military technology is unearthed that is
KA
A lone human tries to
stave off a pack of zombies

620_88046_Chpt1.indd 6 4/1/05 12:01:35 PM


d20 APOCALYPSE
effective against their weaponry, or humanity bands warming shifts the gulf streams and trade winds
together to make one last heroic stand against the of the world, forcing the world into an accelerated
invaders. By whichever method or combination of ice age, with glaciers advancing into once habit-
methods, the aliens are defeated. able land. Megastorms, gigantic hurricanes, and
Despite the victory over the alien aggressors, blistering sandstorms become the norm, making
humanity finds itself in a changed world—a world even temperate areas dangerous.
in disarray. Nations have been shaken, major cities The disruption of stable weather destroys tra-
have been demolished, and there are new dangers. ditional farming and fishing ventures, causing
Surviving aliens are marooned on Earth, living massive famine. Food riots are rampant as civiliza-
in the shadows, and strange new technology is tion breaks down. Millions die from starvation or
available for the taking by the honorable and thirst, while untold numbers are killed in riots.
unscrupulous alike. In the end, the survivors of the environmental
cataclysm have it tough—they must figure out a
way to find food and potable water in an increas-
Biological Disaster ingly sterile and barren world, as well as fighting
One half of Europe’s population perished from the
off the competition for those vital resources.
Black Death during the Middle Ages. During the
Cold War of the twentieth century, the knowledge
that a disease could lay waste to a population, Asteroid Strike
coupled with the newfound ability to manipulate During the Cretaceous period, dinosaurs ruled the
genetics, led to the creation of superviruses and
bacteria as potential weapons.
Even though the Cold War ends peacefully, the
Earth. Over a span of a few thousand years the
dinosaurs became extinct, marking the beginning
of the Tertiary period. This was the result of an
7
stockpiles of biological weapons are not entirely extinction-level event, a strike by a meteor large

POSTAPOCALYPSE CAMPAIGNS
destroyed, and the knowledge to create more still enough to hit with the force of 100 million mega-
exists. Perhaps a few corrupt custodians of the tons of TNT. And now, it’s happening again.
leftover biological technology are willing to sell The killer is an asteroid or comet the size of a
deadly viral strains to terrorist organizations or mountain—large enough to destroy civilization,
wealthy madmen. but not large enough to crack the planet open.
In addition to biological weapons, deadly viral Where it strikes, life is over. If it collides with
outbreaks occasionally occur naturally. As human- land, it vaporizes cities and levels mountains. If
kind encroaches farther into the interior of the it crashes into an ocean, it creates a fast-moving,
rainforests, many viruses, never encountered miles-high tsunami. Entire countries are literally
before by humans, are unleashed. washed away.
Whether such an event occurs naturally or by Only life far from the impact manages to sur-
design, the end result is the same: A killer virus vive, though even on the far side of the planet
ravages the population. Because of the virus’s long tides change, new mountains rise, lava flows, and
incubation period, infected individuals spread superstorms ravage the countryside.
throughout the world, passing the virus to count- Billions die in the first hours, and the death toll
less others before the threat is recognized. In a rises. A cloud of ash and debris blocks out the sun
matter of weeks or months, almost all of humanity for years. Temperatures worldwide drop 40 to 50
becomes ill, and only a few will survive. degrees. Cut off from the sun, most vegetation dies.
Lacking plants to feed on, most animals die. Sus-
tenance becomes scarce, as the entire food chain
Environmental breaks down. Rebuilding civilization is impossible
Cataclysm until the sun returns, shining down on an icy
As humankind’s greed for resources and disregard world where only the toughest have survived.
for the environment grows, the world’s ecosystem
eventually falters, then breaks. Global warming,
uncontrolled pollution, and massive deforestation
Judgment Day
In this setting, humankind’s spiritual decline
contribute to the general decline of the stability of
unlocks the gates of Heaven and Hell and brings
the planet’s weather patterns, rainfall, and tempera-
about the final apocalypse, cleansing the world of
ture. The last straw might be a single cataclysmic
saints and sinners alike.
event, the culmination of all of humanity’s envi-
The most traditional Western vision of this form
ronmental follies. Depending on which theory you
of apocalypse comes from the Bible, but each cul-
believe, the world will end in fire or ice.
ture and religion has its own visions of the end
In this setting, the world’s environment is in
of the world. The Mayan calendar, for example,
horrible disarray. Huge swaths of land become unin-
predicts the end of the “Fourth Sun” (our current
habitable, as rainfall decreases or ceases, creating
era) in the year 2012.
dustbowls where once fields held sway, allowing
Judgment Day may come in the form of angelic
deserts to grow at an exponential rate. As the polar
and demonic beings descending on the Earth to
caps melt, sea levels rise, swallowing up massive
fight the ultimate battle, killing all who stand in
amounts of once habitable land. Alternatively, global

620_88046_Chpt1.indd 7 4/1/05 12:01:41 PM


d20 APOCALYPSE
their way. Armies of the righteous and the damned Or perhaps the rise of the machines is because
may form, fighting wars in the name of their of faulty or malicious programming. The machines
beliefs, although it may be difficult to tell which are not sentient—they are either executing a
side is fighting for which cause, as believers and flawed program, or they are under the control
unbelievers alike die in droves. The world becomes of an evil mastermind.
a war zone of zealotry, desperation, and despair. Without functional compliant computer technol-
Or perhaps the faithful are whisked off to ogy, the world is turned upside down. The world’s
Heaven as a reward for their faithfulness, and the economy grinds to a halt as electronic equipment
sinful are dragged to Hell for all eternity. Those ceases to function. There are no working medical
few that are left upon the Earth must struggle to facilities, no global or local communication net-
survive, knowing that their souls were unworthy works, no 911 service, and so forth.
of either realm. Some humans resort to living a primitive life-
style that shuns more than basic, nonelectrical
tools. Others create devices to “fight fire with fire”
Nuclear Armageddon against their former charges, using only “dumb”
Nukes, once the weapon of choice to maintain
technology or carefully screened and protected
the balance of power during the Cold War, have
computers and robots to wage war. Mecha may
become the Holy Grail for terrorist organizations
dominate the battlefield on both sides (see d20
and rogue nations willing to sacrifice themselves
Future for more information on mecha).
to smite their enemies.

8 Nations with nuclear programs vigilantly guard


their technology and research, both for their own
protection and for the protection of the world.
Rogue Planet
Something massive—no smaller than our own
Nations that don’t possess nuclear technology seek moon and possibly as large as Jupiter—enters our
POSTAPOCALYPSE CAMPAIGNS

to increase their influence and power by developing solar system. It may be the largest comet ever
their own nuclear programs. Only in rare cases do seen, or a chunk of ice and rock from an explo-
these nations accomplish this through research; sion in another solar system millions of years
more often, they purchase nuclear technology on ago. There’s nothing humans can do to prevent a
the international black market, or they employ spies rogue planet from wreaking havoc on the Earth.
to steal the necessary information for them. Once it moves close, apocalypse is inevitable. Even
Ultimately, a fanatical organization or nation if the rogue planet does not impact the Earth, its
obtains or creates a supply of nuclear weapons gravity disturbs the orbits of everything in the
along with the ability to deliver them. Rockets solar system.
bearing nuclear warheads are launched against The effects of a rogue planet are devastating.
their enemies, or trucks carrying these weapons The axis of the Earth shifts, placing Africa in
self-destruct at strategic locations. These horrific the Arctic Circle and Antarctica on the equator.
acts elicit an immediate and devastating nuclear Earthquakes, tsunamis, and volcanoes ravage the
counterattack against the responsible nation. planet. No bunker is completely safe; no ship can
Firestorms blanket the warring countries and survive the hellish storms that wrack the world.
the fallout quickly spreads worldwide. Radiation The ecology of every continent is changed, creat-
poisoning, cancers, and a slow death follow for ing mass animal and plant extinctions.
those unlucky enough to have survived the initial Once the rogue planet exits the solar system,
exchange. What was once a planet full of grass- the Earth finds a new stability. A few settlements
lands, forests, and plains, becomes a desolate, escaped total destruction, but most of the world’s
poisoned orb, and the remnants of its most pow- population is gone. The few survivors must find a
erful species are reduced to a meager existence way to live in their new environment.
within its hostile environment.
Supernatural Invasion
Rise of the Machines Throughout history, stories are told of things that
As humanity depends more and more on machines go bump in the night, of supernatural powers
to do hard labor—and, eventually, thinking—for constantly threatening the realms of science and
them, robots and artificial intelligence may ulti- logic. Are these tales mere fables and myths, or
mately spell the end of humanity. Once treated as are they a part of our reality? As it happens, the
nothing more than slave labor, or at best second- supernatural is real—a truth known to only a few
class citizens, the machines of the world rise up champions of light, who use their own magic to
and destroy their creators. fight the rising tide of preternatural evil in a secret
Perhaps machines with artificial intelligence war for all our souls.
develop personalities, the ability to reason, and But now the champions have failed, and the forces
humanlike desires. These new sentient beings of darkness are ascendant. Monuments of human-
view their former masters as weak, shortsighted, ity are wreathed in flame, becoming gateways to
or incompetent (or all three) and believe the world Hell. Demons rule the night, spreading terror and
would be a better place without humans. demanding worship. Hordes of undead walk the

620_88046_Chpt1.indd 8 4/1/05 12:01:43 PM


d20 APOCALYPSE
face of the world, seeking the flesh of the living of the group grows, conflicts arise from within
and passing on the disease of undeath. the society.
Unprepared, the armies of the world cannot Some members of the group want to rebuild
stand against foes immune to humanmade weap- society exactly as it was before; others see the
ons. The few champions of light pass on their apocalypse as a way to throw off the previous
knowledge of silver and holy writ that are effec- flawed form of government and begin anew, and
tive weapons against the forces of evil—but it is still others perceive the apocalypse as an oppor-
too little, too late. tunity to rebuild society according to the laws of
The supernatural forces of darkness destroy all their religion, exiling or forcefully converting
human technology and weapons. A new Dark Age those who do not share their religious beliefs.
is thrust upon the Earth. Cities become controlled Over time, the group becomes dominated by
by demon lords who demand tribute and absolute a single, narrow philosophy, causing numerous
adoration. Only a few souls are brave enough to dissatisfied factions. Once it seems reasonably
seek the knowledge needed to reclaim the Earth. certain that the crisis that prompted the apoca-
lypse has passed, the factions break away from
the larger society to create a way of life that is
Mixing Destruction more to their liking.
It is perfectly acceptable to combine two or more
Generally, the factions break away from the
of the above apocalyptic settings to flavor your
larger society and are never heard from again,
game. For example, rise of the machines might also

9
though some fanatical splinter groups will wage
involve nuclear Armageddon. An environmental
war against other factions and the larger society,
cataclysm might trigger a biological disaster.
plundering their material wealth and absorbing
conquered members either as partial citizens, full
POSTAPOCALYPSE

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