Designed for use with the d20 Modern Roleplaying Game, the" d20 Menace Manua"l presents a host of villains, monsters, and other adversaries to pit against the heroes in any modern roleplaying game. It contains extensive real-world information, including information about existing organizations such as the CIA and write-ups of well-known mythical creatures such as the yetiDesigned for use with the d20 Modern Roleplaying Game, the" d20 Menace Manua"l presents a host of villains, monsters, and other adversaries to pit against the heroes in any modern roleplaying game. It contains extensive real-world information, including information about existing organizations such as the CIA and write-ups of well-known mythical creatures such as the yeti and sasquatch. Adversaries for all levels of play are available, as are various allies, and there is extensive information on organization and factions that heroes can either join or combat....
|Title||:||d20 Menace Manual (d20 Campaigns: d20 Modern)|
|Number of Pages||:||224 Pages|
|Status||:||Available For Download|
|Last checked||:||21 Minutes ago!|
d20 Menace Manual (d20 Campaigns: d20 Modern) Reviews
This is a pretty interesting book, because unlike D&D's Monster Manuals, only part of the material is actual monster stats. There's also a whole chapter of pre-statted normal humans (similar to the much later NPC Codex Paizo did for Pathfinder) and a chapter on factions. The monsters that are here are a pretty nice mix. There's a bunch of cryptids, including Bigfoot and Nessie but most importantly for me, Mothman, as a whole species. There's some fantasy stuff, including monsters that make use of the ethereal plane and a discussion of how world governments want to take advantage of this plane shifting ability for assassinations and covert ops. There's some sci-fi creatures, mainly various aliens such as grays and foo fighters. And there's even a few weird combinations, like the evil undead grays. I do wish the monsters section was longer, because while obviously you can port whatever you like from the five D&D Monster Manuals or countless other monster books for 3.x D20, it's fun to see what Wizards came up with for a modern setting. The NPC section is functional but dull to read, aside from a few gangs of premade antagonist groups. Some of fun, but two of them exist to hunt down the PCs, which seems like boring and bad design. The last section is definitely the most fun to me, because it's a whole big collection of different factions. There's a nice mix of real world stuff (FEMA, the CIA, the FBI) and made up things, such as an institute that prepares the Earth for the 2012 apocalypse and a group of insane cultists who want to blow up everything. There are also some groups clearly inspired by real world conspiracy theories, like a Satanist church and the UN's secret black ops army. The factions include details on their history, how to use them in a campaign, and a sample of a typical members. I like the idea of including maps of common encounter sites, but the repeated use of boats is a bit lame. Plus, only a few factions have info on how to use them in the various campaign models from the core book. Still, there's a ton of stuff to play around with in this chapter, and I like the advice of creating a sort of pantheon of factions - a GM should limit themself to using only some factions with strong connections rather than throwing them all together at random. All in all, this is a pretty good book, and does a fair bit more to inspire me than the core book did. I just wish that there had been sequels, because I feel that there would've been a lot more factions and cool monsters to cover.