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Sorcery & Steam
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Sorcery & Steam
Credits
MANAGING DEVELOPER
Greg Benage
WRITING
Mark Chance, Gareth Hanrahan, Lizard, Brian Patterson, Ross Watson
INTERIOR ILLUSTRATIONS
David Griffith, Anthony Hightower, Constantinos Koniotis, Scott Schomburg, Mattias Snygg, Kevin Wasden
GRAPHIC & COVER DESIGN
Brian Schomburg
EDITING
Greg Benage
ART DIRECTION
Greg Benage
‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by
Wizards of the Coast and are used according to the terms of the d20
System License version 1.0. A copy of this License can be found at
www.wizards.com.
LAYOUT
Greg Benage
Dungeons & Dragons® and Wizards of the Coast® are Registered
Trademarks of Wizards of the Coast and are used with permission.
PUBLISHER
Christian T. Petersen
Copyright © 2003 Fantasy Flight Publishing, Inc. Legends & Lairs™
is a trademark of Fantasy Flight Publishing, Inc. All rights reserved.
This work, or parts thereof, may not be copied without permission.
PRINTING
Bang Printing
FANTASY FLIGHT GAMES
1975 W. County Rd. B2
Roseville, MN 55113
651.639.1905
www.fantasyflightgames.com
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Sorcery & Steam
Contents
CHAPTER ONE
Steampunk Campaigns
5
CHAPTER TWO
Character Classes
28
CHAPTER THREE
Skills, Feats, and Spells
97
CHAPTER FOUR
Steamcraft and Black Powder
123
CHAPTER Five
Steamcraft Vehicles
153
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Welcome
Fantasy Flight Games is pleased to present
Sorcery & Steam , the latest volume in our
Legends & Lairs line of sourcebooks for the
d20 System. Sorcery & Steam gives players
and DMs everything they need to create a
steampunk setting or introduce elements of the
genre into their ongoing fantasy campaigns.
Chapter 4 provides detailed information on
new equipment and technology, from steam-
craft devices to black powder weapons. The
chapter also presents detailed rules for firearms
in a steampunk fantasy campaign.
Chapter 5 presents comprehensive rules for
steamcraft vehicles, including dramatic chases
and vehicle combats. The chapter closes with
descriptions and statistics for several common
vehicles that may be encountered in a steam-
punk fantasy campaign.
Chapter 1 presents an overview of the steam-
punk genre. The chapter dis-
cusses what steampunk is,
what it looks and feels like,
and how to introduce it into
your fantasy game. The
chapter describes the
changes steampunk technolo-
gy will make to an existing
campaign and provides
guidelines for creating
steampunk settings and
adventures.
An appendix at the back of the
book includes a comprehen-
sive index and reproduc-
tions of the equipment
and firearms tables
found in Chapter 4.
The Open
Game
License
Chapter 2 provides
detailed information on
character classes in a
steampunk setting. It
begins with guidelines on
incorporating the existing
core classes into a steam-
punk game. The chapter
also provides three new
classes and more than a
dozen prestige classes,
complete with associated
organizations that a DM
can use in his steampunk setting.
All game rules
and statistics
derived from the
d20 System Reference
Document are designat-
ed as Open Game
Content. The introductions to indi-
vidual chapters and section detail
specifically the Open Game Content
found within them. All other text is
designated as closed content.
All illustrations, pictures, and dia-
grams in this book are Product
Identity and the property of Fantasy
Flight Publishing, Inc., © 2003.
Chapter 3 presents a handful of new
skills, including Drive, Munitions,
and Use Steamcraft Device, that allow char-
acters to take advantage of the new technology
introduced in a steampunk campaign. The
chapter also provides guidelines on new uses
for existing skills, as well as new feats and
spells appropriate to a steampunk campaign.
The Open Game License is printed in its entire-
ty at the end of this book. For further informa-
tion, please visit the Open Gaming Foundation
web site.
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